three.core.js 1.4 MB

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  1. /**
  2. * @license
  3. * Copyright 2010-2026 Three.js Authors
  4. * SPDX-License-Identifier: MIT
  5. */
  6. const REVISION = '183dev';
  7. /**
  8. * Represents mouse buttons and interaction types in context of controls.
  9. *
  10. * @type {ConstantsMouse}
  11. * @constant
  12. */
  13. const MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
  14. /**
  15. * Represents touch interaction types in context of controls.
  16. *
  17. * @type {ConstantsTouch}
  18. * @constant
  19. */
  20. const TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
  21. /**
  22. * Disables face culling.
  23. *
  24. * @type {number}
  25. * @constant
  26. */
  27. const CullFaceNone = 0;
  28. /**
  29. * Culls back faces.
  30. *
  31. * @type {number}
  32. * @constant
  33. */
  34. const CullFaceBack = 1;
  35. /**
  36. * Culls front faces.
  37. *
  38. * @type {number}
  39. * @constant
  40. */
  41. const CullFaceFront = 2;
  42. /**
  43. * Culls both front and back faces.
  44. *
  45. * @type {number}
  46. * @constant
  47. */
  48. const CullFaceFrontBack = 3;
  49. /**
  50. * Gives unfiltered shadow maps - fastest, but lowest quality.
  51. *
  52. * @type {number}
  53. * @constant
  54. */
  55. const BasicShadowMap = 0;
  56. /**
  57. * Filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm.
  58. *
  59. * @type {number}
  60. * @constant
  61. */
  62. const PCFShadowMap = 1;
  63. /**
  64. * Filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm with
  65. * better soft shadows especially when using low-resolution shadow maps.
  66. *
  67. * @type {number}
  68. * @constant
  69. */
  70. const PCFSoftShadowMap = 2;
  71. /**
  72. * Filters shadow maps using the Variance Shadow Map (VSM) algorithm.
  73. * When using VSMShadowMap all shadow receivers will also cast shadows.
  74. *
  75. * @type {number}
  76. * @constant
  77. */
  78. const VSMShadowMap = 3;
  79. /**
  80. * Only front faces are rendered.
  81. *
  82. * @type {number}
  83. * @constant
  84. */
  85. const FrontSide = 0;
  86. /**
  87. * Only back faces are rendered.
  88. *
  89. * @type {number}
  90. * @constant
  91. */
  92. const BackSide = 1;
  93. /**
  94. * Both front and back faces are rendered.
  95. *
  96. * @type {number}
  97. * @constant
  98. */
  99. const DoubleSide = 2;
  100. /**
  101. * No blending is performed which effectively disables
  102. * alpha transparency.
  103. *
  104. * @type {number}
  105. * @constant
  106. */
  107. const NoBlending = 0;
  108. /**
  109. * The default blending.
  110. *
  111. * @type {number}
  112. * @constant
  113. */
  114. const NormalBlending = 1;
  115. /**
  116. * Represents additive blending.
  117. *
  118. * @type {number}
  119. * @constant
  120. */
  121. const AdditiveBlending = 2;
  122. /**
  123. * Represents subtractive blending.
  124. *
  125. * @type {number}
  126. * @constant
  127. */
  128. const SubtractiveBlending = 3;
  129. /**
  130. * Represents multiply blending.
  131. *
  132. * @type {number}
  133. * @constant
  134. */
  135. const MultiplyBlending = 4;
  136. /**
  137. * Represents custom blending.
  138. *
  139. * @type {number}
  140. * @constant
  141. */
  142. const CustomBlending = 5;
  143. /**
  144. * Represents material blending.
  145. *
  146. * @type {number}
  147. * @constant
  148. */
  149. const MaterialBlending = 6;
  150. /**
  151. * A `source + destination` blending equation.
  152. *
  153. * @type {number}
  154. * @constant
  155. */
  156. const AddEquation = 100;
  157. /**
  158. * A `source - destination` blending equation.
  159. *
  160. * @type {number}
  161. * @constant
  162. */
  163. const SubtractEquation = 101;
  164. /**
  165. * A `destination - source` blending equation.
  166. *
  167. * @type {number}
  168. * @constant
  169. */
  170. const ReverseSubtractEquation = 102;
  171. /**
  172. * A blend equation that uses the minimum of source and destination.
  173. *
  174. * @type {number}
  175. * @constant
  176. */
  177. const MinEquation = 103;
  178. /**
  179. * A blend equation that uses the maximum of source and destination.
  180. *
  181. * @type {number}
  182. * @constant
  183. */
  184. const MaxEquation = 104;
  185. /**
  186. * Multiplies all colors by `0`.
  187. *
  188. * @type {number}
  189. * @constant
  190. */
  191. const ZeroFactor = 200;
  192. /**
  193. * Multiplies all colors by `1`.
  194. *
  195. * @type {number}
  196. * @constant
  197. */
  198. const OneFactor = 201;
  199. /**
  200. * Multiplies all colors by the source colors.
  201. *
  202. * @type {number}
  203. * @constant
  204. */
  205. const SrcColorFactor = 202;
  206. /**
  207. * Multiplies all colors by `1` minus each source color.
  208. *
  209. * @type {number}
  210. * @constant
  211. */
  212. const OneMinusSrcColorFactor = 203;
  213. /**
  214. * Multiplies all colors by the source alpha value.
  215. *
  216. * @type {number}
  217. * @constant
  218. */
  219. const SrcAlphaFactor = 204;
  220. /**
  221. * Multiplies all colors by 1 minus the source alpha value.
  222. *
  223. * @type {number}
  224. * @constant
  225. */
  226. const OneMinusSrcAlphaFactor = 205;
  227. /**
  228. * Multiplies all colors by the destination alpha value.
  229. *
  230. * @type {number}
  231. * @constant
  232. */
  233. const DstAlphaFactor = 206;
  234. /**
  235. * Multiplies all colors by `1` minus the destination alpha value.
  236. *
  237. * @type {number}
  238. * @constant
  239. */
  240. const OneMinusDstAlphaFactor = 207;
  241. /**
  242. * Multiplies all colors by the destination color.
  243. *
  244. * @type {number}
  245. * @constant
  246. */
  247. const DstColorFactor = 208;
  248. /**
  249. * Multiplies all colors by `1` minus each destination color.
  250. *
  251. * @type {number}
  252. * @constant
  253. */
  254. const OneMinusDstColorFactor = 209;
  255. /**
  256. * Multiplies the RGB colors by the smaller of either the source alpha
  257. * value or the value of `1` minus the destination alpha value. The alpha
  258. * value is multiplied by `1`.
  259. *
  260. * @type {number}
  261. * @constant
  262. */
  263. const SrcAlphaSaturateFactor = 210;
  264. /**
  265. * Multiplies all colors by a constant color.
  266. *
  267. * @type {number}
  268. * @constant
  269. */
  270. const ConstantColorFactor = 211;
  271. /**
  272. * Multiplies all colors by `1` minus a constant color.
  273. *
  274. * @type {number}
  275. * @constant
  276. */
  277. const OneMinusConstantColorFactor = 212;
  278. /**
  279. * Multiplies all colors by a constant alpha value.
  280. *
  281. * @type {number}
  282. * @constant
  283. */
  284. const ConstantAlphaFactor = 213;
  285. /**
  286. * Multiplies all colors by 1 minus a constant alpha value.
  287. *
  288. * @type {number}
  289. * @constant
  290. */
  291. const OneMinusConstantAlphaFactor = 214;
  292. /**
  293. * Never pass.
  294. *
  295. * @type {number}
  296. * @constant
  297. */
  298. const NeverDepth = 0;
  299. /**
  300. * Always pass.
  301. *
  302. * @type {number}
  303. * @constant
  304. */
  305. const AlwaysDepth = 1;
  306. /**
  307. * Pass if the incoming value is less than the depth buffer value.
  308. *
  309. * @type {number}
  310. * @constant
  311. */
  312. const LessDepth = 2;
  313. /**
  314. * Pass if the incoming value is less than or equal to the depth buffer value.
  315. *
  316. * @type {number}
  317. * @constant
  318. */
  319. const LessEqualDepth = 3;
  320. /**
  321. * Pass if the incoming value equals the depth buffer value.
  322. *
  323. * @type {number}
  324. * @constant
  325. */
  326. const EqualDepth = 4;
  327. /**
  328. * Pass if the incoming value is greater than or equal to the depth buffer value.
  329. *
  330. * @type {number}
  331. * @constant
  332. */
  333. const GreaterEqualDepth = 5;
  334. /**
  335. * Pass if the incoming value is greater than the depth buffer value.
  336. *
  337. * @type {number}
  338. * @constant
  339. */
  340. const GreaterDepth = 6;
  341. /**
  342. * Pass if the incoming value is not equal to the depth buffer value.
  343. *
  344. * @type {number}
  345. * @constant
  346. */
  347. const NotEqualDepth = 7;
  348. /**
  349. * Multiplies the environment map color with the surface color.
  350. *
  351. * @type {number}
  352. * @constant
  353. */
  354. const MultiplyOperation = 0;
  355. /**
  356. * Uses reflectivity to blend between the two colors.
  357. *
  358. * @type {number}
  359. * @constant
  360. */
  361. const MixOperation = 1;
  362. /**
  363. * Adds the two colors.
  364. *
  365. * @type {number}
  366. * @constant
  367. */
  368. const AddOperation = 2;
  369. /**
  370. * No tone mapping is applied.
  371. *
  372. * @type {number}
  373. * @constant
  374. */
  375. const NoToneMapping = 0;
  376. /**
  377. * Linear tone mapping.
  378. *
  379. * @type {number}
  380. * @constant
  381. */
  382. const LinearToneMapping = 1;
  383. /**
  384. * Reinhard tone mapping.
  385. *
  386. * @type {number}
  387. * @constant
  388. */
  389. const ReinhardToneMapping = 2;
  390. /**
  391. * Cineon tone mapping.
  392. *
  393. * @type {number}
  394. * @constant
  395. */
  396. const CineonToneMapping = 3;
  397. /**
  398. * ACES Filmic tone mapping.
  399. *
  400. * @type {number}
  401. * @constant
  402. */
  403. const ACESFilmicToneMapping = 4;
  404. /**
  405. * Custom tone mapping.
  406. *
  407. * Expects a custom implementation by modifying shader code of the material's fragment shader.
  408. *
  409. * @type {number}
  410. * @constant
  411. */
  412. const CustomToneMapping = 5;
  413. /**
  414. * AgX tone mapping.
  415. *
  416. * @type {number}
  417. * @constant
  418. */
  419. const AgXToneMapping = 6;
  420. /**
  421. * Neutral tone mapping.
  422. *
  423. * Implementation based on the Khronos 3D Commerce Group standard tone mapping.
  424. *
  425. * @type {number}
  426. * @constant
  427. */
  428. const NeutralToneMapping = 7;
  429. /**
  430. * The skinned mesh shares the same world space as the skeleton.
  431. *
  432. * @type {string}
  433. * @constant
  434. */
  435. const AttachedBindMode = 'attached';
  436. /**
  437. * The skinned mesh does not share the same world space as the skeleton.
  438. * This is useful when a skeleton is shared across multiple skinned meshes.
  439. *
  440. * @type {string}
  441. * @constant
  442. */
  443. const DetachedBindMode = 'detached';
  444. /**
  445. * Maps textures using the geometry's UV coordinates.
  446. *
  447. * @type {number}
  448. * @constant
  449. */
  450. const UVMapping = 300;
  451. /**
  452. * Reflection mapping for cube textures.
  453. *
  454. * @type {number}
  455. * @constant
  456. */
  457. const CubeReflectionMapping = 301;
  458. /**
  459. * Refraction mapping for cube textures.
  460. *
  461. * @type {number}
  462. * @constant
  463. */
  464. const CubeRefractionMapping = 302;
  465. /**
  466. * Reflection mapping for equirectangular textures.
  467. *
  468. * @type {number}
  469. * @constant
  470. */
  471. const EquirectangularReflectionMapping = 303;
  472. /**
  473. * Refraction mapping for equirectangular textures.
  474. *
  475. * @type {number}
  476. * @constant
  477. */
  478. const EquirectangularRefractionMapping = 304;
  479. /**
  480. * Reflection mapping for PMREM textures.
  481. *
  482. * @type {number}
  483. * @constant
  484. */
  485. const CubeUVReflectionMapping = 306;
  486. /**
  487. * The texture will simply repeat to infinity.
  488. *
  489. * @type {number}
  490. * @constant
  491. */
  492. const RepeatWrapping = 1000;
  493. /**
  494. * The last pixel of the texture stretches to the edge of the mesh.
  495. *
  496. * @type {number}
  497. * @constant
  498. */
  499. const ClampToEdgeWrapping = 1001;
  500. /**
  501. * The texture will repeats to infinity, mirroring on each repeat.
  502. *
  503. * @type {number}
  504. * @constant
  505. */
  506. const MirroredRepeatWrapping = 1002;
  507. /**
  508. * Returns the value of the texture element that is nearest (in Manhattan distance)
  509. * to the specified texture coordinates.
  510. *
  511. * @type {number}
  512. * @constant
  513. */
  514. const NearestFilter = 1003;
  515. /**
  516. * Chooses the mipmap that most closely matches the size of the pixel being textured
  517. * and uses the `NearestFilter` criterion (the texel nearest to the center of the pixel)
  518. * to produce a texture value.
  519. *
  520. * @type {number}
  521. * @constant
  522. */
  523. const NearestMipmapNearestFilter = 1004;
  524. const NearestMipMapNearestFilter = 1004; // legacy
  525. /**
  526. * Chooses the two mipmaps that most closely match the size of the pixel being textured and
  527. * uses the `NearestFilter` criterion to produce a texture value from each mipmap.
  528. * The final texture value is a weighted average of those two values.
  529. *
  530. * @type {number}
  531. * @constant
  532. */
  533. const NearestMipmapLinearFilter = 1005;
  534. const NearestMipMapLinearFilter = 1005; // legacy
  535. /**
  536. * Returns the weighted average of the four texture elements that are closest to the specified
  537. * texture coordinates, and can include items wrapped or repeated from other parts of a texture,
  538. * depending on the values of `wrapS` and `wrapT`, and on the exact mapping.
  539. *
  540. * @type {number}
  541. * @constant
  542. */
  543. const LinearFilter = 1006;
  544. /**
  545. * Chooses the mipmap that most closely matches the size of the pixel being textured and uses
  546. * the `LinearFilter` criterion (a weighted average of the four texels that are closest to the
  547. * center of the pixel) to produce a texture value.
  548. *
  549. * @type {number}
  550. * @constant
  551. */
  552. const LinearMipmapNearestFilter = 1007;
  553. const LinearMipMapNearestFilter = 1007; // legacy
  554. /**
  555. * Chooses the two mipmaps that most closely match the size of the pixel being textured and uses
  556. * the `LinearFilter` criterion to produce a texture value from each mipmap. The final texture value
  557. * is a weighted average of those two values.
  558. *
  559. * @type {number}
  560. * @constant
  561. */
  562. const LinearMipmapLinearFilter = 1008;
  563. const LinearMipMapLinearFilter = 1008; // legacy
  564. /**
  565. * An unsigned byte data type for textures.
  566. *
  567. * @type {number}
  568. * @constant
  569. */
  570. const UnsignedByteType = 1009;
  571. /**
  572. * A byte data type for textures.
  573. *
  574. * @type {number}
  575. * @constant
  576. */
  577. const ByteType = 1010;
  578. /**
  579. * A short data type for textures.
  580. *
  581. * @type {number}
  582. * @constant
  583. */
  584. const ShortType = 1011;
  585. /**
  586. * An unsigned short data type for textures.
  587. *
  588. * @type {number}
  589. * @constant
  590. */
  591. const UnsignedShortType = 1012;
  592. /**
  593. * An int data type for textures.
  594. *
  595. * @type {number}
  596. * @constant
  597. */
  598. const IntType = 1013;
  599. /**
  600. * An unsigned int data type for textures.
  601. *
  602. * @type {number}
  603. * @constant
  604. */
  605. const UnsignedIntType = 1014;
  606. /**
  607. * A float data type for textures.
  608. *
  609. * @type {number}
  610. * @constant
  611. */
  612. const FloatType = 1015;
  613. /**
  614. * A half float data type for textures.
  615. *
  616. * @type {number}
  617. * @constant
  618. */
  619. const HalfFloatType = 1016;
  620. /**
  621. * An unsigned short 4_4_4_4 (packed) data type for textures.
  622. *
  623. * @type {number}
  624. * @constant
  625. */
  626. const UnsignedShort4444Type = 1017;
  627. /**
  628. * An unsigned short 5_5_5_1 (packed) data type for textures.
  629. *
  630. * @type {number}
  631. * @constant
  632. */
  633. const UnsignedShort5551Type = 1018;
  634. /**
  635. * An unsigned int 24_8 data type for textures.
  636. *
  637. * @type {number}
  638. * @constant
  639. */
  640. const UnsignedInt248Type = 1020;
  641. /**
  642. * An unsigned int 5_9_9_9 (packed) data type for textures.
  643. *
  644. * @type {number}
  645. * @constant
  646. */
  647. const UnsignedInt5999Type = 35902;
  648. /**
  649. * An unsigned int 10_11_11 (packed) data type for textures.
  650. *
  651. * @type {number}
  652. * @constant
  653. */
  654. const UnsignedInt101111Type = 35899;
  655. /**
  656. * Discards the red, green and blue components and reads just the alpha component.
  657. *
  658. * @type {number}
  659. * @constant
  660. */
  661. const AlphaFormat = 1021;
  662. /**
  663. * Discards the alpha component and reads the red, green and blue component.
  664. *
  665. * @type {number}
  666. * @constant
  667. */
  668. const RGBFormat = 1022;
  669. /**
  670. * Reads the red, green, blue and alpha components.
  671. *
  672. * @type {number}
  673. * @constant
  674. */
  675. const RGBAFormat = 1023;
  676. /**
  677. * Reads each element as a single depth value, converts it to floating point, and clamps to the range `[0,1]`.
  678. *
  679. * @type {number}
  680. * @constant
  681. */
  682. const DepthFormat = 1026;
  683. /**
  684. * Reads each element is a pair of depth and stencil values. The depth component of the pair is interpreted as
  685. * in `DepthFormat`. The stencil component is interpreted based on the depth + stencil internal format.
  686. *
  687. * @type {number}
  688. * @constant
  689. */
  690. const DepthStencilFormat = 1027;
  691. /**
  692. * Discards the green, blue and alpha components and reads just the red component.
  693. *
  694. * @type {number}
  695. * @constant
  696. */
  697. const RedFormat = 1028;
  698. /**
  699. * Discards the green, blue and alpha components and reads just the red component. The texels are read as integers instead of floating point.
  700. *
  701. * @type {number}
  702. * @constant
  703. */
  704. const RedIntegerFormat = 1029;
  705. /**
  706. * Discards the alpha, and blue components and reads the red, and green components.
  707. *
  708. * @type {number}
  709. * @constant
  710. */
  711. const RGFormat = 1030;
  712. /**
  713. * Discards the alpha, and blue components and reads the red, and green components. The texels are read as integers instead of floating point.
  714. *
  715. * @type {number}
  716. * @constant
  717. */
  718. const RGIntegerFormat = 1031;
  719. /**
  720. * Discards the alpha component and reads the red, green and blue component. The texels are read as integers instead of floating point.
  721. *
  722. * @type {number}
  723. * @constant
  724. */
  725. const RGBIntegerFormat = 1032;
  726. /**
  727. * Reads the red, green, blue and alpha components. The texels are read as integers instead of floating point.
  728. *
  729. * @type {number}
  730. * @constant
  731. */
  732. const RGBAIntegerFormat = 1033;
  733. /**
  734. * A DXT1-compressed image in an RGB image format.
  735. *
  736. * @type {number}
  737. * @constant
  738. */
  739. const RGB_S3TC_DXT1_Format = 33776;
  740. /**
  741. * A DXT1-compressed image in an RGB image format with a simple on/off alpha value.
  742. *
  743. * @type {number}
  744. * @constant
  745. */
  746. const RGBA_S3TC_DXT1_Format = 33777;
  747. /**
  748. * A DXT3-compressed image in an RGBA image format. Compared to a 32-bit RGBA texture, it offers 4:1 compression.
  749. *
  750. * @type {number}
  751. * @constant
  752. */
  753. const RGBA_S3TC_DXT3_Format = 33778;
  754. /**
  755. * A DXT5-compressed image in an RGBA image format. It also provides a 4:1 compression, but differs to the DXT3
  756. * compression in how the alpha compression is done.
  757. *
  758. * @type {number}
  759. * @constant
  760. */
  761. const RGBA_S3TC_DXT5_Format = 33779;
  762. /**
  763. * PVRTC RGB compression in 4-bit mode. One block for each 4×4 pixels.
  764. *
  765. * @type {number}
  766. * @constant
  767. */
  768. const RGB_PVRTC_4BPPV1_Format = 35840;
  769. /**
  770. * PVRTC RGB compression in 2-bit mode. One block for each 8×4 pixels.
  771. *
  772. * @type {number}
  773. * @constant
  774. */
  775. const RGB_PVRTC_2BPPV1_Format = 35841;
  776. /**
  777. * PVRTC RGBA compression in 4-bit mode. One block for each 4×4 pixels.
  778. *
  779. * @type {number}
  780. * @constant
  781. */
  782. const RGBA_PVRTC_4BPPV1_Format = 35842;
  783. /**
  784. * PVRTC RGBA compression in 2-bit mode. One block for each 8×4 pixels.
  785. *
  786. * @type {number}
  787. * @constant
  788. */
  789. const RGBA_PVRTC_2BPPV1_Format = 35843;
  790. /**
  791. * ETC1 RGB format.
  792. *
  793. * @type {number}
  794. * @constant
  795. */
  796. const RGB_ETC1_Format = 36196;
  797. /**
  798. * ETC2 RGB format.
  799. *
  800. * @type {number}
  801. * @constant
  802. */
  803. const RGB_ETC2_Format = 37492;
  804. /**
  805. * ETC2 RGBA format.
  806. *
  807. * @type {number}
  808. * @constant
  809. */
  810. const RGBA_ETC2_EAC_Format = 37496;
  811. /**
  812. * EAC R11 UNORM format.
  813. *
  814. * @type {number}
  815. * @constant
  816. */
  817. const R11_EAC_Format = 37488; // 0x9270
  818. /**
  819. * EAC R11 SNORM format.
  820. *
  821. * @type {number}
  822. * @constant
  823. */
  824. const SIGNED_R11_EAC_Format = 37489; // 0x9271
  825. /**
  826. * EAC RG11 UNORM format.
  827. *
  828. * @type {number}
  829. * @constant
  830. */
  831. const RG11_EAC_Format = 37490; // 0x9272
  832. /**
  833. * EAC RG11 SNORM format.
  834. *
  835. * @type {number}
  836. * @constant
  837. */
  838. const SIGNED_RG11_EAC_Format = 37491; // 0x9273
  839. /**
  840. * ASTC RGBA 4x4 format.
  841. *
  842. * @type {number}
  843. * @constant
  844. */
  845. const RGBA_ASTC_4x4_Format = 37808;
  846. /**
  847. * ASTC RGBA 5x4 format.
  848. *
  849. * @type {number}
  850. * @constant
  851. */
  852. const RGBA_ASTC_5x4_Format = 37809;
  853. /**
  854. * ASTC RGBA 5x5 format.
  855. *
  856. * @type {number}
  857. * @constant
  858. */
  859. const RGBA_ASTC_5x5_Format = 37810;
  860. /**
  861. * ASTC RGBA 6x5 format.
  862. *
  863. * @type {number}
  864. * @constant
  865. */
  866. const RGBA_ASTC_6x5_Format = 37811;
  867. /**
  868. * ASTC RGBA 6x6 format.
  869. *
  870. * @type {number}
  871. * @constant
  872. */
  873. const RGBA_ASTC_6x6_Format = 37812;
  874. /**
  875. * ASTC RGBA 8x5 format.
  876. *
  877. * @type {number}
  878. * @constant
  879. */
  880. const RGBA_ASTC_8x5_Format = 37813;
  881. /**
  882. * ASTC RGBA 8x6 format.
  883. *
  884. * @type {number}
  885. * @constant
  886. */
  887. const RGBA_ASTC_8x6_Format = 37814;
  888. /**
  889. * ASTC RGBA 8x8 format.
  890. *
  891. * @type {number}
  892. * @constant
  893. */
  894. const RGBA_ASTC_8x8_Format = 37815;
  895. /**
  896. * ASTC RGBA 10x5 format.
  897. *
  898. * @type {number}
  899. * @constant
  900. */
  901. const RGBA_ASTC_10x5_Format = 37816;
  902. /**
  903. * ASTC RGBA 10x6 format.
  904. *
  905. * @type {number}
  906. * @constant
  907. */
  908. const RGBA_ASTC_10x6_Format = 37817;
  909. /**
  910. * ASTC RGBA 10x8 format.
  911. *
  912. * @type {number}
  913. * @constant
  914. */
  915. const RGBA_ASTC_10x8_Format = 37818;
  916. /**
  917. * ASTC RGBA 10x10 format.
  918. *
  919. * @type {number}
  920. * @constant
  921. */
  922. const RGBA_ASTC_10x10_Format = 37819;
  923. /**
  924. * ASTC RGBA 12x10 format.
  925. *
  926. * @type {number}
  927. * @constant
  928. */
  929. const RGBA_ASTC_12x10_Format = 37820;
  930. /**
  931. * ASTC RGBA 12x12 format.
  932. *
  933. * @type {number}
  934. * @constant
  935. */
  936. const RGBA_ASTC_12x12_Format = 37821;
  937. /**
  938. * BPTC RGBA format.
  939. *
  940. * @type {number}
  941. * @constant
  942. */
  943. const RGBA_BPTC_Format = 36492;
  944. /**
  945. * BPTC Signed RGB format.
  946. *
  947. * @type {number}
  948. * @constant
  949. */
  950. const RGB_BPTC_SIGNED_Format = 36494;
  951. /**
  952. * BPTC Unsigned RGB format.
  953. *
  954. * @type {number}
  955. * @constant
  956. */
  957. const RGB_BPTC_UNSIGNED_Format = 36495;
  958. /**
  959. * RGTC1 Red format.
  960. *
  961. * @type {number}
  962. * @constant
  963. */
  964. const RED_RGTC1_Format = 36283;
  965. /**
  966. * RGTC1 Signed Red format.
  967. *
  968. * @type {number}
  969. * @constant
  970. */
  971. const SIGNED_RED_RGTC1_Format = 36284;
  972. /**
  973. * RGTC2 Red Green format.
  974. *
  975. * @type {number}
  976. * @constant
  977. */
  978. const RED_GREEN_RGTC2_Format = 36285;
  979. /**
  980. * RGTC2 Signed Red Green format.
  981. *
  982. * @type {number}
  983. * @constant
  984. */
  985. const SIGNED_RED_GREEN_RGTC2_Format = 36286;
  986. /**
  987. * Animations are played once.
  988. *
  989. * @type {number}
  990. * @constant
  991. */
  992. const LoopOnce = 2200;
  993. /**
  994. * Animations are played with a chosen number of repetitions, each time jumping from
  995. * the end of the clip directly to its beginning.
  996. *
  997. * @type {number}
  998. * @constant
  999. */
  1000. const LoopRepeat = 2201;
  1001. /**
  1002. * Animations are played with a chosen number of repetitions, alternately playing forward
  1003. * and backward.
  1004. *
  1005. * @type {number}
  1006. * @constant
  1007. */
  1008. const LoopPingPong = 2202;
  1009. /**
  1010. * Discrete interpolation mode for keyframe tracks.
  1011. *
  1012. * @type {number}
  1013. * @constant
  1014. */
  1015. const InterpolateDiscrete = 2300;
  1016. /**
  1017. * Linear interpolation mode for keyframe tracks.
  1018. *
  1019. * @type {number}
  1020. * @constant
  1021. */
  1022. const InterpolateLinear = 2301;
  1023. /**
  1024. * Smooth interpolation mode for keyframe tracks.
  1025. *
  1026. * @type {number}
  1027. * @constant
  1028. */
  1029. const InterpolateSmooth = 2302;
  1030. /**
  1031. * Bezier interpolation mode for keyframe tracks.
  1032. *
  1033. * Uses cubic Bezier curves with explicit 2D control points.
  1034. * Requires tangent data to be set on the track.
  1035. *
  1036. * @type {number}
  1037. * @constant
  1038. */
  1039. const InterpolateBezier = 2303;
  1040. /**
  1041. * Zero curvature ending for animations.
  1042. *
  1043. * @type {number}
  1044. * @constant
  1045. */
  1046. const ZeroCurvatureEnding = 2400;
  1047. /**
  1048. * Zero slope ending for animations.
  1049. *
  1050. * @type {number}
  1051. * @constant
  1052. */
  1053. const ZeroSlopeEnding = 2401;
  1054. /**
  1055. * Wrap around ending for animations.
  1056. *
  1057. * @type {number}
  1058. * @constant
  1059. */
  1060. const WrapAroundEnding = 2402;
  1061. /**
  1062. * Default animation blend mode.
  1063. *
  1064. * @type {number}
  1065. * @constant
  1066. */
  1067. const NormalAnimationBlendMode = 2500;
  1068. /**
  1069. * Additive animation blend mode. Can be used to layer motions on top of
  1070. * each other to build complex performances from smaller re-usable assets.
  1071. *
  1072. * @type {number}
  1073. * @constant
  1074. */
  1075. const AdditiveAnimationBlendMode = 2501;
  1076. /**
  1077. * For every three vertices draw a single triangle.
  1078. *
  1079. * @type {number}
  1080. * @constant
  1081. */
  1082. const TrianglesDrawMode = 0;
  1083. /**
  1084. * For each vertex draw a triangle from the last three vertices.
  1085. *
  1086. * @type {number}
  1087. * @constant
  1088. */
  1089. const TriangleStripDrawMode = 1;
  1090. /**
  1091. * For each vertex draw a triangle from the first vertex and the last two vertices.
  1092. *
  1093. * @type {number}
  1094. * @constant
  1095. */
  1096. const TriangleFanDrawMode = 2;
  1097. /**
  1098. * The depth value is inverted (1.0 - z) for visualization purposes.
  1099. *
  1100. * @type {number}
  1101. * @constant
  1102. */
  1103. const BasicDepthPacking = 3200;
  1104. /**
  1105. * The depth value is packed into 32 bit RGBA.
  1106. *
  1107. * @type {number}
  1108. * @constant
  1109. */
  1110. const RGBADepthPacking = 3201;
  1111. /**
  1112. * The depth value is packed into 24 bit RGB.
  1113. *
  1114. * @type {number}
  1115. * @constant
  1116. */
  1117. const RGBDepthPacking = 3202;
  1118. /**
  1119. * The depth value is packed into 16 bit RG.
  1120. *
  1121. * @type {number}
  1122. * @constant
  1123. */
  1124. const RGDepthPacking = 3203;
  1125. /**
  1126. * Normal information is relative to the underlying surface.
  1127. *
  1128. * @type {number}
  1129. * @constant
  1130. */
  1131. const TangentSpaceNormalMap = 0;
  1132. /**
  1133. * Normal information is relative to the object orientation.
  1134. *
  1135. * @type {number}
  1136. * @constant
  1137. */
  1138. const ObjectSpaceNormalMap = 1;
  1139. // Color space string identifiers, matching CSS Color Module Level 4 and WebGPU names where available.
  1140. /**
  1141. * No color space.
  1142. *
  1143. * @type {string}
  1144. * @constant
  1145. */
  1146. const NoColorSpace = '';
  1147. /**
  1148. * sRGB color space.
  1149. *
  1150. * @type {string}
  1151. * @constant
  1152. */
  1153. const SRGBColorSpace = 'srgb';
  1154. /**
  1155. * sRGB-linear color space.
  1156. *
  1157. * @type {string}
  1158. * @constant
  1159. */
  1160. const LinearSRGBColorSpace = 'srgb-linear';
  1161. /**
  1162. * Linear transfer function.
  1163. *
  1164. * @type {string}
  1165. * @constant
  1166. */
  1167. const LinearTransfer = 'linear';
  1168. /**
  1169. * sRGB transfer function.
  1170. *
  1171. * @type {string}
  1172. * @constant
  1173. */
  1174. const SRGBTransfer = 'srgb';
  1175. /**
  1176. * No normal map packing.
  1177. *
  1178. * @type {string}
  1179. * @constant
  1180. */
  1181. const NoNormalPacking = '';
  1182. /**
  1183. * Normal RG packing.
  1184. *
  1185. * @type {string}
  1186. * @constant
  1187. */
  1188. const NormalRGPacking = 'rg';
  1189. /**
  1190. * Normal GA packing.
  1191. *
  1192. * @type {string}
  1193. * @constant
  1194. */
  1195. const NormalGAPacking = 'ga';
  1196. /**
  1197. * Sets the stencil buffer value to `0`.
  1198. *
  1199. * @type {number}
  1200. * @constant
  1201. */
  1202. const ZeroStencilOp = 0;
  1203. /**
  1204. * Keeps the current value.
  1205. *
  1206. * @type {number}
  1207. * @constant
  1208. */
  1209. const KeepStencilOp = 7680;
  1210. /**
  1211. * Sets the stencil buffer value to the specified reference value.
  1212. *
  1213. * @type {number}
  1214. * @constant
  1215. */
  1216. const ReplaceStencilOp = 7681;
  1217. /**
  1218. * Increments the current stencil buffer value. Clamps to the maximum representable unsigned value.
  1219. *
  1220. * @type {number}
  1221. * @constant
  1222. */
  1223. const IncrementStencilOp = 7682;
  1224. /**
  1225. * Decrements the current stencil buffer value. Clamps to `0`.
  1226. *
  1227. * @type {number}
  1228. * @constant
  1229. */
  1230. const DecrementStencilOp = 7683;
  1231. /**
  1232. * Increments the current stencil buffer value. Wraps stencil buffer value to zero when incrementing
  1233. * the maximum representable unsigned value.
  1234. *
  1235. * @type {number}
  1236. * @constant
  1237. */
  1238. const IncrementWrapStencilOp = 34055;
  1239. /**
  1240. * Decrements the current stencil buffer value. Wraps stencil buffer value to the maximum representable
  1241. * unsigned value when decrementing a stencil buffer value of `0`.
  1242. *
  1243. * @type {number}
  1244. * @constant
  1245. */
  1246. const DecrementWrapStencilOp = 34056;
  1247. /**
  1248. * Inverts the current stencil buffer value bitwise.
  1249. *
  1250. * @type {number}
  1251. * @constant
  1252. */
  1253. const InvertStencilOp = 5386;
  1254. /**
  1255. * Will never return true.
  1256. *
  1257. * @type {number}
  1258. * @constant
  1259. */
  1260. const NeverStencilFunc = 512;
  1261. /**
  1262. * Will return true if the stencil reference value is less than the current stencil value.
  1263. *
  1264. * @type {number}
  1265. * @constant
  1266. */
  1267. const LessStencilFunc = 513;
  1268. /**
  1269. * Will return true if the stencil reference value is equal to the current stencil value.
  1270. *
  1271. * @type {number}
  1272. * @constant
  1273. */
  1274. const EqualStencilFunc = 514;
  1275. /**
  1276. * Will return true if the stencil reference value is less than or equal to the current stencil value.
  1277. *
  1278. * @type {number}
  1279. * @constant
  1280. */
  1281. const LessEqualStencilFunc = 515;
  1282. /**
  1283. * Will return true if the stencil reference value is greater than the current stencil value.
  1284. *
  1285. * @type {number}
  1286. * @constant
  1287. */
  1288. const GreaterStencilFunc = 516;
  1289. /**
  1290. * Will return true if the stencil reference value is not equal to the current stencil value.
  1291. *
  1292. * @type {number}
  1293. * @constant
  1294. */
  1295. const NotEqualStencilFunc = 517;
  1296. /**
  1297. * Will return true if the stencil reference value is greater than or equal to the current stencil value.
  1298. *
  1299. * @type {number}
  1300. * @constant
  1301. */
  1302. const GreaterEqualStencilFunc = 518;
  1303. /**
  1304. * Will always return true.
  1305. *
  1306. * @type {number}
  1307. * @constant
  1308. */
  1309. const AlwaysStencilFunc = 519;
  1310. /**
  1311. * Never pass.
  1312. *
  1313. * @type {number}
  1314. * @constant
  1315. */
  1316. const NeverCompare = 512;
  1317. /**
  1318. * Pass if the incoming value is less than the texture value.
  1319. *
  1320. * @type {number}
  1321. * @constant
  1322. */
  1323. const LessCompare = 513;
  1324. /**
  1325. * Pass if the incoming value equals the texture value.
  1326. *
  1327. * @type {number}
  1328. * @constant
  1329. */
  1330. const EqualCompare = 514;
  1331. /**
  1332. * Pass if the incoming value is less than or equal to the texture value.
  1333. *
  1334. * @type {number}
  1335. * @constant
  1336. */
  1337. const LessEqualCompare = 515;
  1338. /**
  1339. * Pass if the incoming value is greater than the texture value.
  1340. *
  1341. * @type {number}
  1342. * @constant
  1343. */
  1344. const GreaterCompare = 516;
  1345. /**
  1346. * Pass if the incoming value is not equal to the texture value.
  1347. *
  1348. * @type {number}
  1349. * @constant
  1350. */
  1351. const NotEqualCompare = 517;
  1352. /**
  1353. * Pass if the incoming value is greater than or equal to the texture value.
  1354. *
  1355. * @type {number}
  1356. * @constant
  1357. */
  1358. const GreaterEqualCompare = 518;
  1359. /**
  1360. * Always pass.
  1361. *
  1362. * @type {number}
  1363. * @constant
  1364. */
  1365. const AlwaysCompare = 519;
  1366. /**
  1367. * The contents are intended to be specified once by the application, and used many
  1368. * times as the source for drawing and image specification commands.
  1369. *
  1370. * @type {number}
  1371. * @constant
  1372. */
  1373. const StaticDrawUsage = 35044;
  1374. /**
  1375. * The contents are intended to be respecified repeatedly by the application, and
  1376. * used many times as the source for drawing and image specification commands.
  1377. *
  1378. * @type {number}
  1379. * @constant
  1380. */
  1381. const DynamicDrawUsage = 35048;
  1382. /**
  1383. * The contents are intended to be specified once by the application, and used at most
  1384. * a few times as the source for drawing and image specification commands.
  1385. *
  1386. * @type {number}
  1387. * @constant
  1388. */
  1389. const StreamDrawUsage = 35040;
  1390. /**
  1391. * The contents are intended to be specified once by reading data from the 3D API, and queried
  1392. * many times by the application.
  1393. *
  1394. * @type {number}
  1395. * @constant
  1396. */
  1397. const StaticReadUsage = 35045;
  1398. /**
  1399. * The contents are intended to be respecified repeatedly by reading data from the 3D API, and queried
  1400. * many times by the application.
  1401. *
  1402. * @type {number}
  1403. * @constant
  1404. */
  1405. const DynamicReadUsage = 35049;
  1406. /**
  1407. * The contents are intended to be specified once by reading data from the 3D API, and queried at most
  1408. * a few times by the application
  1409. *
  1410. * @type {number}
  1411. * @constant
  1412. */
  1413. const StreamReadUsage = 35041;
  1414. /**
  1415. * The contents are intended to be specified once by reading data from the 3D API, and used many times as
  1416. * the source for WebGL drawing and image specification commands.
  1417. *
  1418. * @type {number}
  1419. * @constant
  1420. */
  1421. const StaticCopyUsage = 35046;
  1422. /**
  1423. * The contents are intended to be respecified repeatedly by reading data from the 3D API, and used many times
  1424. * as the source for WebGL drawing and image specification commands.
  1425. *
  1426. * @type {number}
  1427. * @constant
  1428. */
  1429. const DynamicCopyUsage = 35050;
  1430. /**
  1431. * The contents are intended to be specified once by reading data from the 3D API, and used at most a few times
  1432. * as the source for WebGL drawing and image specification commands.
  1433. *
  1434. * @type {number}
  1435. * @constant
  1436. */
  1437. const StreamCopyUsage = 35042;
  1438. /**
  1439. * GLSL 1 shader code.
  1440. *
  1441. * @type {string}
  1442. * @constant
  1443. */
  1444. const GLSL1 = '100';
  1445. /**
  1446. * GLSL 3 shader code.
  1447. *
  1448. * @type {string}
  1449. * @constant
  1450. */
  1451. const GLSL3 = '300 es';
  1452. /**
  1453. * WebGL coordinate system.
  1454. *
  1455. * @type {number}
  1456. * @constant
  1457. */
  1458. const WebGLCoordinateSystem = 2000;
  1459. /**
  1460. * WebGPU coordinate system.
  1461. *
  1462. * @type {number}
  1463. * @constant
  1464. */
  1465. const WebGPUCoordinateSystem = 2001;
  1466. /**
  1467. * Represents the different timestamp query types.
  1468. *
  1469. * @type {ConstantsTimestampQuery}
  1470. * @constant
  1471. */
  1472. const TimestampQuery = {
  1473. COMPUTE: 'compute',
  1474. RENDER: 'render'
  1475. };
  1476. /**
  1477. * Represents mouse buttons and interaction types in context of controls.
  1478. *
  1479. * @type {ConstantsInterpolationSamplingType}
  1480. * @constant
  1481. */
  1482. const InterpolationSamplingType = {
  1483. PERSPECTIVE: 'perspective',
  1484. LINEAR: 'linear',
  1485. FLAT: 'flat'
  1486. };
  1487. /**
  1488. * Represents the different interpolation sampling modes.
  1489. *
  1490. * @type {ConstantsInterpolationSamplingMode}
  1491. * @constant
  1492. */
  1493. const InterpolationSamplingMode = {
  1494. NORMAL: 'normal',
  1495. CENTROID: 'centroid',
  1496. SAMPLE: 'sample',
  1497. FIRST: 'first',
  1498. EITHER: 'either'
  1499. };
  1500. /**
  1501. * Compatibility flags for features that may not be supported across all platforms.
  1502. *
  1503. * @type {Object}
  1504. * @constant
  1505. */
  1506. const Compatibility = {
  1507. TEXTURE_COMPARE: 'depthTextureCompare'
  1508. };
  1509. /**
  1510. * This type represents mouse buttons and interaction types in context of controls.
  1511. *
  1512. * @typedef {Object} ConstantsMouse
  1513. * @property {number} MIDDLE - The left mouse button.
  1514. * @property {number} LEFT - The middle mouse button.
  1515. * @property {number} RIGHT - The right mouse button.
  1516. * @property {number} ROTATE - A rotate interaction.
  1517. * @property {number} DOLLY - A dolly interaction.
  1518. * @property {number} PAN - A pan interaction.
  1519. **/
  1520. /**
  1521. * This type represents touch interaction types in context of controls.
  1522. *
  1523. * @typedef {Object} ConstantsTouch
  1524. * @property {number} ROTATE - A rotate interaction.
  1525. * @property {number} PAN - A pan interaction.
  1526. * @property {number} DOLLY_PAN - The dolly-pan interaction.
  1527. * @property {number} DOLLY_ROTATE - A dolly-rotate interaction.
  1528. **/
  1529. /**
  1530. * This type represents the different timestamp query types.
  1531. *
  1532. * @typedef {Object} ConstantsTimestampQuery
  1533. * @property {string} COMPUTE - A `compute` timestamp query.
  1534. * @property {string} RENDER - A `render` timestamp query.
  1535. **/
  1536. /**
  1537. * Represents the different interpolation sampling types.
  1538. *
  1539. * @typedef {Object} ConstantsInterpolationSamplingType
  1540. * @property {string} PERSPECTIVE - Perspective-correct interpolation.
  1541. * @property {string} LINEAR - Linear interpolation.
  1542. * @property {string} FLAT - Flat interpolation.
  1543. */
  1544. /**
  1545. * Represents the different interpolation sampling modes.
  1546. *
  1547. * @typedef {Object} ConstantsInterpolationSamplingMode
  1548. * @property {string} NORMAL - Normal sampling mode.
  1549. * @property {string} CENTROID - Centroid sampling mode.
  1550. * @property {string} SAMPLE - Sample-specific sampling mode.
  1551. * @property {string} FIRST - Flat interpolation using the first vertex.
  1552. * @property {string} EITHER - Flat interpolation using either vertex.
  1553. */
  1554. /**
  1555. * Finds the minimum value in an array.
  1556. *
  1557. * @private
  1558. * @param {Array<number>} array - The array to search for the minimum value.
  1559. * @return {number} The minimum value in the array, or Infinity if the array is empty.
  1560. */
  1561. /**
  1562. * Checks if an array contains values that require Uint32 representation.
  1563. *
  1564. * This function determines whether the array contains any values >= 65535,
  1565. * which would require a Uint32Array rather than a Uint16Array for proper storage.
  1566. * The function iterates from the end of the array, assuming larger values are
  1567. * typically located at the end.
  1568. *
  1569. * @private
  1570. * @param {Array<number>} array - The array to check.
  1571. * @return {boolean} True if the array contains values >= 65535, false otherwise.
  1572. */
  1573. function arrayNeedsUint32( array ) {
  1574. // assumes larger values usually on last
  1575. for ( let i = array.length - 1; i >= 0; -- i ) {
  1576. if ( array[ i ] >= 65535 ) return true; // account for PRIMITIVE_RESTART_FIXED_INDEX, #24565
  1577. }
  1578. return false;
  1579. }
  1580. /**
  1581. * Map of typed array constructor names to their constructors.
  1582. * This mapping enables dynamic creation of typed arrays based on string type names.
  1583. *
  1584. * @private
  1585. * @constant
  1586. * @type {Object<string, TypedArrayConstructor>}
  1587. */
  1588. const TYPED_ARRAYS = {
  1589. Int8Array: Int8Array,
  1590. Uint8Array: Uint8Array,
  1591. Uint8ClampedArray: Uint8ClampedArray,
  1592. Int16Array: Int16Array,
  1593. Uint16Array: Uint16Array,
  1594. Int32Array: Int32Array,
  1595. Uint32Array: Uint32Array,
  1596. Float32Array: Float32Array,
  1597. Float64Array: Float64Array
  1598. };
  1599. /**
  1600. * Creates a typed array of the specified type from the given buffer.
  1601. *
  1602. * @private
  1603. * @param {string} type - The name of the typed array type (e.g., 'Float32Array', 'Uint16Array').
  1604. * @param {ArrayBuffer} buffer - The buffer to create the typed array from.
  1605. * @return {TypedArray} A new typed array of the specified type.
  1606. */
  1607. function getTypedArray( type, buffer ) {
  1608. return new TYPED_ARRAYS[ type ]( buffer );
  1609. }
  1610. /**
  1611. * Returns `true` if the given object is a typed array.
  1612. *
  1613. * @param {any} array - The object to check.
  1614. * @return {boolean} Whether the given object is a typed array.
  1615. */
  1616. function isTypedArray( array ) {
  1617. return ArrayBuffer.isView( array ) && ! ( array instanceof DataView );
  1618. }
  1619. /**
  1620. * Creates an XHTML element with the specified tag name.
  1621. *
  1622. * This function uses the XHTML namespace to create DOM elements,
  1623. * ensuring proper element creation in XML-based contexts.
  1624. *
  1625. * @private
  1626. * @param {string} name - The tag name of the element to create (e.g., 'canvas', 'div').
  1627. * @return {HTMLElement} The created XHTML element.
  1628. */
  1629. function createElementNS( name ) {
  1630. return document.createElementNS( 'http://www.w3.org/1999/xhtml', name );
  1631. }
  1632. /**
  1633. * Creates a canvas element configured for block display.
  1634. *
  1635. * This is a convenience function that creates a canvas element with
  1636. * display style set to 'block', which is commonly used in three.js
  1637. * rendering contexts to avoid inline element spacing issues.
  1638. *
  1639. * @return {HTMLCanvasElement} A canvas element with display set to 'block'.
  1640. */
  1641. function createCanvasElement() {
  1642. const canvas = createElementNS( 'canvas' );
  1643. canvas.style.display = 'block';
  1644. return canvas;
  1645. }
  1646. /**
  1647. * Internal cache for tracking warning messages to prevent duplicate warnings.
  1648. *
  1649. * @private
  1650. * @type {Object<string, boolean>}
  1651. */
  1652. const _cache = {};
  1653. /**
  1654. * Custom console function handler for intercepting log, warn, and error calls.
  1655. *
  1656. * @private
  1657. * @type {Function|null}
  1658. */
  1659. let _setConsoleFunction = null;
  1660. /**
  1661. * Sets a custom function to handle console output.
  1662. *
  1663. * This allows external code to intercept and handle console.log, console.warn,
  1664. * and console.error calls made by three.js, which is useful for custom logging,
  1665. * testing, or debugging workflows.
  1666. *
  1667. * @param {Function} fn - The function to handle console output. Should accept
  1668. * (type, message, ...params) where type is 'log', 'warn', or 'error'.
  1669. */
  1670. function setConsoleFunction( fn ) {
  1671. _setConsoleFunction = fn;
  1672. }
  1673. /**
  1674. * Gets the currently set custom console function.
  1675. *
  1676. * @return {Function|null} The custom console function, or null if not set.
  1677. */
  1678. function getConsoleFunction() {
  1679. return _setConsoleFunction;
  1680. }
  1681. /**
  1682. * Logs an informational message with the 'THREE.' prefix.
  1683. *
  1684. * If a custom console function is set via setConsoleFunction(), it will be used
  1685. * instead of the native console.log. The first parameter is treated as the
  1686. * method name and is automatically prefixed with 'THREE.'.
  1687. *
  1688. * @param {...any} params - The message components. The first param is used as
  1689. * the method name and prefixed with 'THREE.'.
  1690. */
  1691. function log( ...params ) {
  1692. const message = 'THREE.' + params.shift();
  1693. if ( _setConsoleFunction ) {
  1694. _setConsoleFunction( 'log', message, ...params );
  1695. } else {
  1696. console.log( message, ...params );
  1697. }
  1698. }
  1699. /**
  1700. * Logs a warning message with the 'THREE.' prefix.
  1701. *
  1702. * If a custom console function is set via setConsoleFunction(), it will be used
  1703. * instead of the native console.warn. The first parameter is treated as the
  1704. * method name and is automatically prefixed with 'THREE.'.
  1705. *
  1706. * @param {...any} params - The message components. The first param is used as
  1707. * the method name and prefixed with 'THREE.'.
  1708. */
  1709. function warn( ...params ) {
  1710. const message = 'THREE.' + params.shift();
  1711. if ( _setConsoleFunction ) {
  1712. _setConsoleFunction( 'warn', message, ...params );
  1713. } else {
  1714. console.warn( message, ...params );
  1715. }
  1716. }
  1717. /**
  1718. * Logs an error message with the 'THREE.' prefix.
  1719. *
  1720. * If a custom console function is set via setConsoleFunction(), it will be used
  1721. * instead of the native console.error. The first parameter is treated as the
  1722. * method name and is automatically prefixed with 'THREE.'.
  1723. *
  1724. * @param {...any} params - The message components. The first param is used as
  1725. * the method name and prefixed with 'THREE.'.
  1726. */
  1727. function error( ...params ) {
  1728. const message = 'THREE.' + params.shift();
  1729. if ( _setConsoleFunction ) {
  1730. _setConsoleFunction( 'error', message, ...params );
  1731. } else {
  1732. console.error( message, ...params );
  1733. }
  1734. }
  1735. /**
  1736. * Logs a warning message only once, preventing duplicate warnings.
  1737. *
  1738. * This function maintains an internal cache of warning messages and will only
  1739. * output each unique warning message once. Useful for warnings that may be
  1740. * triggered repeatedly but should only be shown to the user once.
  1741. *
  1742. * @param {...any} params - The warning message components.
  1743. */
  1744. function warnOnce( ...params ) {
  1745. const message = params.join( ' ' );
  1746. if ( message in _cache ) return;
  1747. _cache[ message ] = true;
  1748. warn( ...params );
  1749. }
  1750. /**
  1751. * Asynchronously probes for WebGL sync object completion.
  1752. *
  1753. * This function creates a promise that resolves when the WebGL sync object
  1754. * signals completion or rejects if the sync operation fails. It uses polling
  1755. * at the specified interval to check the sync status without blocking the
  1756. * main thread. This is useful for GPU-CPU synchronization in WebGL contexts.
  1757. *
  1758. * @private
  1759. * @param {WebGLRenderingContext|WebGL2RenderingContext} gl - The WebGL rendering context.
  1760. * @param {WebGLSync} sync - The WebGL sync object to wait for.
  1761. * @param {number} interval - The polling interval in milliseconds.
  1762. * @return {Promise<void>} A promise that resolves when the sync completes or rejects if it fails.
  1763. */
  1764. function probeAsync( gl, sync, interval ) {
  1765. return new Promise( function ( resolve, reject ) {
  1766. function probe() {
  1767. switch ( gl.clientWaitSync( sync, gl.SYNC_FLUSH_COMMANDS_BIT, 0 ) ) {
  1768. case gl.WAIT_FAILED:
  1769. reject();
  1770. break;
  1771. case gl.TIMEOUT_EXPIRED:
  1772. setTimeout( probe, interval );
  1773. break;
  1774. default:
  1775. resolve();
  1776. }
  1777. }
  1778. setTimeout( probe, interval );
  1779. } );
  1780. }
  1781. /**
  1782. * This modules allows to dispatch event objects on custom JavaScript objects.
  1783. *
  1784. * Main repository: [eventdispatcher.js](https://github.com/mrdoob/eventdispatcher.js/)
  1785. *
  1786. * Code Example:
  1787. * ```js
  1788. * class Car extends EventDispatcher {
  1789. * start() {
  1790. * this.dispatchEvent( { type: 'start', message: 'vroom vroom!' } );
  1791. * }
  1792. *};
  1793. *
  1794. * // Using events with the custom object
  1795. * const car = new Car();
  1796. * car.addEventListener( 'start', function ( event ) {
  1797. * alert( event.message );
  1798. * } );
  1799. *
  1800. * car.start();
  1801. * ```
  1802. */
  1803. class EventDispatcher {
  1804. /**
  1805. * Adds the given event listener to the given event type.
  1806. *
  1807. * @param {string} type - The type of event to listen to.
  1808. * @param {Function} listener - The function that gets called when the event is fired.
  1809. */
  1810. addEventListener( type, listener ) {
  1811. if ( this._listeners === undefined ) this._listeners = {};
  1812. const listeners = this._listeners;
  1813. if ( listeners[ type ] === undefined ) {
  1814. listeners[ type ] = [];
  1815. }
  1816. if ( listeners[ type ].indexOf( listener ) === -1 ) {
  1817. listeners[ type ].push( listener );
  1818. }
  1819. }
  1820. /**
  1821. * Returns `true` if the given event listener has been added to the given event type.
  1822. *
  1823. * @param {string} type - The type of event.
  1824. * @param {Function} listener - The listener to check.
  1825. * @return {boolean} Whether the given event listener has been added to the given event type.
  1826. */
  1827. hasEventListener( type, listener ) {
  1828. const listeners = this._listeners;
  1829. if ( listeners === undefined ) return false;
  1830. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== -1;
  1831. }
  1832. /**
  1833. * Removes the given event listener from the given event type.
  1834. *
  1835. * @param {string} type - The type of event.
  1836. * @param {Function} listener - The listener to remove.
  1837. */
  1838. removeEventListener( type, listener ) {
  1839. const listeners = this._listeners;
  1840. if ( listeners === undefined ) return;
  1841. const listenerArray = listeners[ type ];
  1842. if ( listenerArray !== undefined ) {
  1843. const index = listenerArray.indexOf( listener );
  1844. if ( index !== -1 ) {
  1845. listenerArray.splice( index, 1 );
  1846. }
  1847. }
  1848. }
  1849. /**
  1850. * Dispatches an event object.
  1851. *
  1852. * @param {Object} event - The event that gets fired.
  1853. */
  1854. dispatchEvent( event ) {
  1855. const listeners = this._listeners;
  1856. if ( listeners === undefined ) return;
  1857. const listenerArray = listeners[ event.type ];
  1858. if ( listenerArray !== undefined ) {
  1859. event.target = this;
  1860. // Make a copy, in case listeners are removed while iterating.
  1861. const array = listenerArray.slice( 0 );
  1862. for ( let i = 0, l = array.length; i < l; i ++ ) {
  1863. array[ i ].call( this, event );
  1864. }
  1865. event.target = null;
  1866. }
  1867. }
  1868. }
  1869. 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' ];
  1870. let _seed = 1234567;
  1871. const DEG2RAD = Math.PI / 180;
  1872. const RAD2DEG = 180 / Math.PI;
  1873. /**
  1874. * Generate a [UUID](https://en.wikipedia.org/wiki/Universally_unique_identifier)
  1875. * (universally unique identifier).
  1876. *
  1877. * @return {string} The UUID.
  1878. */
  1879. function generateUUID() {
  1880. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  1881. const d0 = Math.random() * 0xffffffff | 0;
  1882. const d1 = Math.random() * 0xffffffff | 0;
  1883. const d2 = Math.random() * 0xffffffff | 0;
  1884. const d3 = Math.random() * 0xffffffff | 0;
  1885. const uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  1886. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  1887. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  1888. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  1889. // .toLowerCase() here flattens concatenated strings to save heap memory space.
  1890. return uuid.toLowerCase();
  1891. }
  1892. /**
  1893. * Clamps the given value between min and max.
  1894. *
  1895. * @param {number} value - The value to clamp.
  1896. * @param {number} min - The min value.
  1897. * @param {number} max - The max value.
  1898. * @return {number} The clamped value.
  1899. */
  1900. function clamp( value, min, max ) {
  1901. return Math.max( min, Math.min( max, value ) );
  1902. }
  1903. /**
  1904. * Computes the Euclidean modulo of the given parameters that
  1905. * is `( ( n % m ) + m ) % m`.
  1906. *
  1907. * @param {number} n - The first parameter.
  1908. * @param {number} m - The second parameter.
  1909. * @return {number} The Euclidean modulo.
  1910. */
  1911. function euclideanModulo( n, m ) {
  1912. // https://en.wikipedia.org/wiki/Modulo_operation
  1913. return ( ( n % m ) + m ) % m;
  1914. }
  1915. /**
  1916. * Performs a linear mapping from range `<a1, a2>` to range `<b1, b2>`
  1917. * for the given value. `a2` must be greater than `a1`.
  1918. *
  1919. * @param {number} x - The value to be mapped.
  1920. * @param {number} a1 - Minimum value for range A.
  1921. * @param {number} a2 - Maximum value for range A.
  1922. * @param {number} b1 - Minimum value for range B.
  1923. * @param {number} b2 - Maximum value for range B.
  1924. * @return {number} The mapped value.
  1925. */
  1926. function mapLinear( x, a1, a2, b1, b2 ) {
  1927. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  1928. }
  1929. /**
  1930. * Returns the percentage in the closed interval `[0, 1]` of the given value
  1931. * between the start and end point.
  1932. *
  1933. * @param {number} x - The start point
  1934. * @param {number} y - The end point.
  1935. * @param {number} value - A value between start and end.
  1936. * @return {number} The interpolation factor.
  1937. */
  1938. function inverseLerp( x, y, value ) {
  1939. // https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/
  1940. if ( x !== y ) {
  1941. return ( value - x ) / ( y - x );
  1942. } else {
  1943. return 0;
  1944. }
  1945. }
  1946. /**
  1947. * Returns a value linearly interpolated from two known points based on the given interval -
  1948. * `t = 0` will return `x` and `t = 1` will return `y`.
  1949. *
  1950. * @param {number} x - The start point
  1951. * @param {number} y - The end point.
  1952. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  1953. * @return {number} The interpolated value.
  1954. */
  1955. function lerp( x, y, t ) {
  1956. return ( 1 - t ) * x + t * y;
  1957. }
  1958. /**
  1959. * Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta
  1960. * time to maintain frame rate independent movement. For details, see
  1961. * [Frame rate independent damping using lerp](http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/).
  1962. *
  1963. * @param {number} x - The current point.
  1964. * @param {number} y - The target point.
  1965. * @param {number} lambda - A higher lambda value will make the movement more sudden,
  1966. * and a lower value will make the movement more gradual.
  1967. * @param {number} dt - Delta time in seconds.
  1968. * @return {number} The interpolated value.
  1969. */
  1970. function damp( x, y, lambda, dt ) {
  1971. return lerp( x, y, 1 - Math.exp( - lambda * dt ) );
  1972. }
  1973. /**
  1974. * Returns a value that alternates between `0` and the given `length` parameter.
  1975. *
  1976. * @param {number} x - The value to pingpong.
  1977. * @param {number} [length=1] - The positive value the function will pingpong to.
  1978. * @return {number} The alternated value.
  1979. */
  1980. function pingpong( x, length = 1 ) {
  1981. // https://www.desmos.com/calculator/vcsjnyz7x4
  1982. return length - Math.abs( euclideanModulo( x, length * 2 ) - length );
  1983. }
  1984. /**
  1985. * Returns a value in the range `[0,1]` that represents the percentage that `x` has
  1986. * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to
  1987. * the `min` and `max`.
  1988. *
  1989. * See [Smoothstep](http://en.wikipedia.org/wiki/Smoothstep) for more details.
  1990. *
  1991. * @param {number} x - The value to evaluate based on its position between `min` and `max`.
  1992. * @param {number} min - The min value. Any `x` value below `min` will be `0`. `min` must be lower than `max`.
  1993. * @param {number} max - The max value. Any `x` value above `max` will be `1`. `max` must be greater than `min`.
  1994. * @return {number} The alternated value.
  1995. */
  1996. function smoothstep( x, min, max ) {
  1997. if ( x <= min ) return 0;
  1998. if ( x >= max ) return 1;
  1999. x = ( x - min ) / ( max - min );
  2000. return x * x * ( 3 - 2 * x );
  2001. }
  2002. /**
  2003. * A [variation on smoothstep](https://en.wikipedia.org/wiki/Smoothstep#Variations)
  2004. * that has zero 1st and 2nd order derivatives at `x=0` and `x=1`.
  2005. *
  2006. * @param {number} x - The value to evaluate based on its position between `min` and `max`.
  2007. * @param {number} min - The min value. Any `x` value below `min` will be `0`. `min` must be lower than `max`.
  2008. * @param {number} max - The max value. Any `x` value above `max` will be `1`. `max` must be greater than `min`.
  2009. * @return {number} The alternated value.
  2010. */
  2011. function smootherstep( x, min, max ) {
  2012. if ( x <= min ) return 0;
  2013. if ( x >= max ) return 1;
  2014. x = ( x - min ) / ( max - min );
  2015. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  2016. }
  2017. /**
  2018. * Returns a random integer from `<low, high>` interval.
  2019. *
  2020. * @param {number} low - The lower value boundary.
  2021. * @param {number} high - The upper value boundary
  2022. * @return {number} A random integer.
  2023. */
  2024. function randInt( low, high ) {
  2025. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  2026. }
  2027. /**
  2028. * Returns a random float from `<low, high>` interval.
  2029. *
  2030. * @param {number} low - The lower value boundary.
  2031. * @param {number} high - The upper value boundary
  2032. * @return {number} A random float.
  2033. */
  2034. function randFloat( low, high ) {
  2035. return low + Math.random() * ( high - low );
  2036. }
  2037. /**
  2038. * Returns a random integer from `<-range/2, range/2>` interval.
  2039. *
  2040. * @param {number} range - Defines the value range.
  2041. * @return {number} A random float.
  2042. */
  2043. function randFloatSpread( range ) {
  2044. return range * ( 0.5 - Math.random() );
  2045. }
  2046. /**
  2047. * Returns a deterministic pseudo-random float in the interval `[0, 1]`.
  2048. *
  2049. * @param {number} [s] - The integer seed.
  2050. * @return {number} A random float.
  2051. */
  2052. function seededRandom( s ) {
  2053. if ( s !== undefined ) _seed = s;
  2054. // Mulberry32 generator
  2055. let t = _seed += 0x6D2B79F5;
  2056. t = Math.imul( t ^ t >>> 15, t | 1 );
  2057. t ^= t + Math.imul( t ^ t >>> 7, t | 61 );
  2058. return ( ( t ^ t >>> 14 ) >>> 0 ) / 4294967296;
  2059. }
  2060. /**
  2061. * Converts degrees to radians.
  2062. *
  2063. * @param {number} degrees - A value in degrees.
  2064. * @return {number} The converted value in radians.
  2065. */
  2066. function degToRad( degrees ) {
  2067. return degrees * DEG2RAD;
  2068. }
  2069. /**
  2070. * Converts radians to degrees.
  2071. *
  2072. * @param {number} radians - A value in radians.
  2073. * @return {number} The converted value in degrees.
  2074. */
  2075. function radToDeg( radians ) {
  2076. return radians * RAD2DEG;
  2077. }
  2078. /**
  2079. * Returns `true` if the given number is a power of two.
  2080. *
  2081. * @param {number} value - The value to check.
  2082. * @return {boolean} Whether the given number is a power of two or not.
  2083. */
  2084. function isPowerOfTwo( value ) {
  2085. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  2086. }
  2087. /**
  2088. * Returns the smallest power of two that is greater than or equal to the given number.
  2089. *
  2090. * @param {number} value - The value to find a POT for. Must be greater than `0`.
  2091. * @return {number} The smallest power of two that is greater than or equal to the given number.
  2092. */
  2093. function ceilPowerOfTwo( value ) {
  2094. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  2095. }
  2096. /**
  2097. * Returns the largest power of two that is less than or equal to the given number.
  2098. *
  2099. * @param {number} value - The value to find a POT for. Must be greater than `0`.
  2100. * @return {number} The largest power of two that is less than or equal to the given number.
  2101. */
  2102. function floorPowerOfTwo( value ) {
  2103. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  2104. }
  2105. /**
  2106. * Sets the given quaternion from the [Intrinsic Proper Euler Angles](https://en.wikipedia.org/wiki/Euler_angles)
  2107. * defined by the given angles and order.
  2108. *
  2109. * Rotations are applied to the axes in the order specified by order:
  2110. * rotation by angle `a` is applied first, then by angle `b`, then by angle `c`.
  2111. *
  2112. * @param {Quaternion} q - The quaternion to set.
  2113. * @param {number} a - The rotation applied to the first axis, in radians.
  2114. * @param {number} b - The rotation applied to the second axis, in radians.
  2115. * @param {number} c - The rotation applied to the third axis, in radians.
  2116. * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order.
  2117. */
  2118. function setQuaternionFromProperEuler( q, a, b, c, order ) {
  2119. const cos = Math.cos;
  2120. const sin = Math.sin;
  2121. const c2 = cos( b / 2 );
  2122. const s2 = sin( b / 2 );
  2123. const c13 = cos( ( a + c ) / 2 );
  2124. const s13 = sin( ( a + c ) / 2 );
  2125. const c1_3 = cos( ( a - c ) / 2 );
  2126. const s1_3 = sin( ( a - c ) / 2 );
  2127. const c3_1 = cos( ( c - a ) / 2 );
  2128. const s3_1 = sin( ( c - a ) / 2 );
  2129. switch ( order ) {
  2130. case 'XYX':
  2131. q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );
  2132. break;
  2133. case 'YZY':
  2134. q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );
  2135. break;
  2136. case 'ZXZ':
  2137. q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );
  2138. break;
  2139. case 'XZX':
  2140. q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );
  2141. break;
  2142. case 'YXY':
  2143. q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );
  2144. break;
  2145. case 'ZYZ':
  2146. q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );
  2147. break;
  2148. default:
  2149. warn( 'MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );
  2150. }
  2151. }
  2152. /**
  2153. * Denormalizes the given value according to the given typed array.
  2154. *
  2155. * @param {number} value - The value to denormalize.
  2156. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2157. * @return {number} The denormalize (float) value in the range `[0,1]`.
  2158. */
  2159. function denormalize( value, array ) {
  2160. switch ( array.constructor ) {
  2161. case Float32Array:
  2162. return value;
  2163. case Uint32Array:
  2164. return value / 4294967295.0;
  2165. case Uint16Array:
  2166. return value / 65535.0;
  2167. case Uint8Array:
  2168. return value / 255.0;
  2169. case Int32Array:
  2170. return Math.max( value / 2147483647.0, -1 );
  2171. case Int16Array:
  2172. return Math.max( value / 32767.0, -1 );
  2173. case Int8Array:
  2174. return Math.max( value / 127.0, -1 );
  2175. default:
  2176. throw new Error( 'Invalid component type.' );
  2177. }
  2178. }
  2179. /**
  2180. * Normalizes the given value according to the given typed array.
  2181. *
  2182. * @param {number} value - The float value in the range `[0,1]` to normalize.
  2183. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2184. * @return {number} The normalize value.
  2185. */
  2186. function normalize( value, array ) {
  2187. switch ( array.constructor ) {
  2188. case Float32Array:
  2189. return value;
  2190. case Uint32Array:
  2191. return Math.round( value * 4294967295.0 );
  2192. case Uint16Array:
  2193. return Math.round( value * 65535.0 );
  2194. case Uint8Array:
  2195. return Math.round( value * 255.0 );
  2196. case Int32Array:
  2197. return Math.round( value * 2147483647.0 );
  2198. case Int16Array:
  2199. return Math.round( value * 32767.0 );
  2200. case Int8Array:
  2201. return Math.round( value * 127.0 );
  2202. default:
  2203. throw new Error( 'Invalid component type.' );
  2204. }
  2205. }
  2206. /**
  2207. * @class
  2208. * @classdesc A collection of math utility functions.
  2209. * @hideconstructor
  2210. */
  2211. const MathUtils = {
  2212. DEG2RAD: DEG2RAD,
  2213. RAD2DEG: RAD2DEG,
  2214. /**
  2215. * Generate a [UUID](https://en.wikipedia.org/wiki/Universally_unique_identifier)
  2216. * (universally unique identifier).
  2217. *
  2218. * @static
  2219. * @method
  2220. * @return {string} The UUID.
  2221. */
  2222. generateUUID: generateUUID,
  2223. /**
  2224. * Clamps the given value between min and max.
  2225. *
  2226. * @static
  2227. * @method
  2228. * @param {number} value - The value to clamp.
  2229. * @param {number} min - The min value.
  2230. * @param {number} max - The max value.
  2231. * @return {number} The clamped value.
  2232. */
  2233. clamp: clamp,
  2234. /**
  2235. * Computes the Euclidean modulo of the given parameters that
  2236. * is `( ( n % m ) + m ) % m`.
  2237. *
  2238. * @static
  2239. * @method
  2240. * @param {number} n - The first parameter.
  2241. * @param {number} m - The second parameter.
  2242. * @return {number} The Euclidean modulo.
  2243. */
  2244. euclideanModulo: euclideanModulo,
  2245. /**
  2246. * Performs a linear mapping from range `<a1, a2>` to range `<b1, b2>`
  2247. * for the given value.
  2248. *
  2249. * @static
  2250. * @method
  2251. * @param {number} x - The value to be mapped.
  2252. * @param {number} a1 - Minimum value for range A.
  2253. * @param {number} a2 - Maximum value for range A.
  2254. * @param {number} b1 - Minimum value for range B.
  2255. * @param {number} b2 - Maximum value for range B.
  2256. * @return {number} The mapped value.
  2257. */
  2258. mapLinear: mapLinear,
  2259. /**
  2260. * Returns the percentage in the closed interval `[0, 1]` of the given value
  2261. * between the start and end point.
  2262. *
  2263. * @static
  2264. * @method
  2265. * @param {number} x - The start point
  2266. * @param {number} y - The end point.
  2267. * @param {number} value - A value between start and end.
  2268. * @return {number} The interpolation factor.
  2269. */
  2270. inverseLerp: inverseLerp,
  2271. /**
  2272. * Returns a value linearly interpolated from two known points based on the given interval -
  2273. * `t = 0` will return `x` and `t = 1` will return `y`.
  2274. *
  2275. * @static
  2276. * @method
  2277. * @param {number} x - The start point
  2278. * @param {number} y - The end point.
  2279. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  2280. * @return {number} The interpolated value.
  2281. */
  2282. lerp: lerp,
  2283. /**
  2284. * Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta
  2285. * time to maintain frame rate independent movement. For details, see
  2286. * [Frame rate independent damping using lerp](http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/).
  2287. *
  2288. * @static
  2289. * @method
  2290. * @param {number} x - The current point.
  2291. * @param {number} y - The target point.
  2292. * @param {number} lambda - A higher lambda value will make the movement more sudden,
  2293. * and a lower value will make the movement more gradual.
  2294. * @param {number} dt - Delta time in seconds.
  2295. * @return {number} The interpolated value.
  2296. */
  2297. damp: damp,
  2298. /**
  2299. * Returns a value that alternates between `0` and the given `length` parameter.
  2300. *
  2301. * @static
  2302. * @method
  2303. * @param {number} x - The value to pingpong.
  2304. * @param {number} [length=1] - The positive value the function will pingpong to.
  2305. * @return {number} The alternated value.
  2306. */
  2307. pingpong: pingpong,
  2308. /**
  2309. * Returns a value in the range `[0,1]` that represents the percentage that `x` has
  2310. * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to
  2311. * the `min` and `max`.
  2312. *
  2313. * See [Smoothstep](http://en.wikipedia.org/wiki/Smoothstep) for more details.
  2314. *
  2315. * @static
  2316. * @method
  2317. * @param {number} x - The value to evaluate based on its position between min and max.
  2318. * @param {number} min - The min value. Any x value below min will be `0`.
  2319. * @param {number} max - The max value. Any x value above max will be `1`.
  2320. * @return {number} The alternated value.
  2321. */
  2322. smoothstep: smoothstep,
  2323. /**
  2324. * A [variation on smoothstep](https://en.wikipedia.org/wiki/Smoothstep#Variations)
  2325. * that has zero 1st and 2nd order derivatives at x=0 and x=1.
  2326. *
  2327. * @static
  2328. * @method
  2329. * @param {number} x - The value to evaluate based on its position between min and max.
  2330. * @param {number} min - The min value. Any x value below min will be `0`.
  2331. * @param {number} max - The max value. Any x value above max will be `1`.
  2332. * @return {number} The alternated value.
  2333. */
  2334. smootherstep: smootherstep,
  2335. /**
  2336. * Returns a random integer from `<low, high>` interval.
  2337. *
  2338. * @static
  2339. * @method
  2340. * @param {number} low - The lower value boundary.
  2341. * @param {number} high - The upper value boundary
  2342. * @return {number} A random integer.
  2343. */
  2344. randInt: randInt,
  2345. /**
  2346. * Returns a random float from `<low, high>` interval.
  2347. *
  2348. * @static
  2349. * @method
  2350. * @param {number} low - The lower value boundary.
  2351. * @param {number} high - The upper value boundary
  2352. * @return {number} A random float.
  2353. */
  2354. randFloat: randFloat,
  2355. /**
  2356. * Returns a random integer from `<-range/2, range/2>` interval.
  2357. *
  2358. * @static
  2359. * @method
  2360. * @param {number} range - Defines the value range.
  2361. * @return {number} A random float.
  2362. */
  2363. randFloatSpread: randFloatSpread,
  2364. /**
  2365. * Returns a deterministic pseudo-random float in the interval `[0, 1]`.
  2366. *
  2367. * @static
  2368. * @method
  2369. * @param {number} [s] - The integer seed.
  2370. * @return {number} A random float.
  2371. */
  2372. seededRandom: seededRandom,
  2373. /**
  2374. * Converts degrees to radians.
  2375. *
  2376. * @static
  2377. * @method
  2378. * @param {number} degrees - A value in degrees.
  2379. * @return {number} The converted value in radians.
  2380. */
  2381. degToRad: degToRad,
  2382. /**
  2383. * Converts radians to degrees.
  2384. *
  2385. * @static
  2386. * @method
  2387. * @param {number} radians - A value in radians.
  2388. * @return {number} The converted value in degrees.
  2389. */
  2390. radToDeg: radToDeg,
  2391. /**
  2392. * Returns `true` if the given number is a power of two.
  2393. *
  2394. * @static
  2395. * @method
  2396. * @param {number} value - The value to check.
  2397. * @return {boolean} Whether the given number is a power of two or not.
  2398. */
  2399. isPowerOfTwo: isPowerOfTwo,
  2400. /**
  2401. * Returns the smallest power of two that is greater than or equal to the given number.
  2402. *
  2403. * @static
  2404. * @method
  2405. * @param {number} value - The value to find a POT for.
  2406. * @return {number} The smallest power of two that is greater than or equal to the given number.
  2407. */
  2408. ceilPowerOfTwo: ceilPowerOfTwo,
  2409. /**
  2410. * Returns the largest power of two that is less than or equal to the given number.
  2411. *
  2412. * @static
  2413. * @method
  2414. * @param {number} value - The value to find a POT for.
  2415. * @return {number} The largest power of two that is less than or equal to the given number.
  2416. */
  2417. floorPowerOfTwo: floorPowerOfTwo,
  2418. /**
  2419. * Sets the given quaternion from the [Intrinsic Proper Euler Angles](https://en.wikipedia.org/wiki/Euler_angles)
  2420. * defined by the given angles and order.
  2421. *
  2422. * Rotations are applied to the axes in the order specified by order:
  2423. * rotation by angle `a` is applied first, then by angle `b`, then by angle `c`.
  2424. *
  2425. * @static
  2426. * @method
  2427. * @param {Quaternion} q - The quaternion to set.
  2428. * @param {number} a - The rotation applied to the first axis, in radians.
  2429. * @param {number} b - The rotation applied to the second axis, in radians.
  2430. * @param {number} c - The rotation applied to the third axis, in radians.
  2431. * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order.
  2432. */
  2433. setQuaternionFromProperEuler: setQuaternionFromProperEuler,
  2434. /**
  2435. * Normalizes the given value according to the given typed array.
  2436. *
  2437. * @static
  2438. * @method
  2439. * @param {number} value - The float value in the range `[0,1]` to normalize.
  2440. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2441. * @return {number} The normalize value.
  2442. */
  2443. normalize: normalize,
  2444. /**
  2445. * Denormalizes the given value according to the given typed array.
  2446. *
  2447. * @static
  2448. * @method
  2449. * @param {number} value - The value to denormalize.
  2450. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2451. * @return {number} The denormalize (float) value in the range `[0,1]`.
  2452. */
  2453. denormalize: denormalize
  2454. };
  2455. /**
  2456. * Class representing a 2D vector. A 2D vector is an ordered pair of numbers
  2457. * (labeled x and y), which can be used to represent a number of things, such as:
  2458. *
  2459. * - A point in 2D space (i.e. a position on a plane).
  2460. * - A direction and length across a plane. In three.js the length will
  2461. * always be the Euclidean distance(straight-line distance) from `(0, 0)` to `(x, y)`
  2462. * and the direction is also measured from `(0, 0)` towards `(x, y)`.
  2463. * - Any arbitrary ordered pair of numbers.
  2464. *
  2465. * There are other things a 2D vector can be used to represent, such as
  2466. * momentum vectors, complex numbers and so on, however these are the most
  2467. * common uses in three.js.
  2468. *
  2469. * Iterating through a vector instance will yield its components `(x, y)` in
  2470. * the corresponding order.
  2471. * ```js
  2472. * const a = new THREE.Vector2( 0, 1 );
  2473. *
  2474. * //no arguments; will be initialised to (0, 0)
  2475. * const b = new THREE.Vector2( );
  2476. *
  2477. * const d = a.distanceTo( b );
  2478. * ```
  2479. */
  2480. class Vector2 {
  2481. /**
  2482. * Constructs a new 2D vector.
  2483. *
  2484. * @param {number} [x=0] - The x value of this vector.
  2485. * @param {number} [y=0] - The y value of this vector.
  2486. */
  2487. constructor( x = 0, y = 0 ) {
  2488. /**
  2489. * This flag can be used for type testing.
  2490. *
  2491. * @type {boolean}
  2492. * @readonly
  2493. * @default true
  2494. */
  2495. Vector2.prototype.isVector2 = true;
  2496. /**
  2497. * The x value of this vector.
  2498. *
  2499. * @type {number}
  2500. */
  2501. this.x = x;
  2502. /**
  2503. * The y value of this vector.
  2504. *
  2505. * @type {number}
  2506. */
  2507. this.y = y;
  2508. }
  2509. /**
  2510. * Alias for {@link Vector2#x}.
  2511. *
  2512. * @type {number}
  2513. */
  2514. get width() {
  2515. return this.x;
  2516. }
  2517. set width( value ) {
  2518. this.x = value;
  2519. }
  2520. /**
  2521. * Alias for {@link Vector2#y}.
  2522. *
  2523. * @type {number}
  2524. */
  2525. get height() {
  2526. return this.y;
  2527. }
  2528. set height( value ) {
  2529. this.y = value;
  2530. }
  2531. /**
  2532. * Sets the vector components.
  2533. *
  2534. * @param {number} x - The value of the x component.
  2535. * @param {number} y - The value of the y component.
  2536. * @return {Vector2} A reference to this vector.
  2537. */
  2538. set( x, y ) {
  2539. this.x = x;
  2540. this.y = y;
  2541. return this;
  2542. }
  2543. /**
  2544. * Sets the vector components to the same value.
  2545. *
  2546. * @param {number} scalar - The value to set for all vector components.
  2547. * @return {Vector2} A reference to this vector.
  2548. */
  2549. setScalar( scalar ) {
  2550. this.x = scalar;
  2551. this.y = scalar;
  2552. return this;
  2553. }
  2554. /**
  2555. * Sets the vector's x component to the given value
  2556. *
  2557. * @param {number} x - The value to set.
  2558. * @return {Vector2} A reference to this vector.
  2559. */
  2560. setX( x ) {
  2561. this.x = x;
  2562. return this;
  2563. }
  2564. /**
  2565. * Sets the vector's y component to the given value
  2566. *
  2567. * @param {number} y - The value to set.
  2568. * @return {Vector2} A reference to this vector.
  2569. */
  2570. setY( y ) {
  2571. this.y = y;
  2572. return this;
  2573. }
  2574. /**
  2575. * Allows to set a vector component with an index.
  2576. *
  2577. * @param {number} index - The component index. `0` equals to x, `1` equals to y.
  2578. * @param {number} value - The value to set.
  2579. * @return {Vector2} A reference to this vector.
  2580. */
  2581. setComponent( index, value ) {
  2582. switch ( index ) {
  2583. case 0: this.x = value; break;
  2584. case 1: this.y = value; break;
  2585. default: throw new Error( 'index is out of range: ' + index );
  2586. }
  2587. return this;
  2588. }
  2589. /**
  2590. * Returns the value of the vector component which matches the given index.
  2591. *
  2592. * @param {number} index - The component index. `0` equals to x, `1` equals to y.
  2593. * @return {number} A vector component value.
  2594. */
  2595. getComponent( index ) {
  2596. switch ( index ) {
  2597. case 0: return this.x;
  2598. case 1: return this.y;
  2599. default: throw new Error( 'index is out of range: ' + index );
  2600. }
  2601. }
  2602. /**
  2603. * Returns a new vector with copied values from this instance.
  2604. *
  2605. * @return {Vector2} A clone of this instance.
  2606. */
  2607. clone() {
  2608. return new this.constructor( this.x, this.y );
  2609. }
  2610. /**
  2611. * Copies the values of the given vector to this instance.
  2612. *
  2613. * @param {Vector2} v - The vector to copy.
  2614. * @return {Vector2} A reference to this vector.
  2615. */
  2616. copy( v ) {
  2617. this.x = v.x;
  2618. this.y = v.y;
  2619. return this;
  2620. }
  2621. /**
  2622. * Adds the given vector to this instance.
  2623. *
  2624. * @param {Vector2} v - The vector to add.
  2625. * @return {Vector2} A reference to this vector.
  2626. */
  2627. add( v ) {
  2628. this.x += v.x;
  2629. this.y += v.y;
  2630. return this;
  2631. }
  2632. /**
  2633. * Adds the given scalar value to all components of this instance.
  2634. *
  2635. * @param {number} s - The scalar to add.
  2636. * @return {Vector2} A reference to this vector.
  2637. */
  2638. addScalar( s ) {
  2639. this.x += s;
  2640. this.y += s;
  2641. return this;
  2642. }
  2643. /**
  2644. * Adds the given vectors and stores the result in this instance.
  2645. *
  2646. * @param {Vector2} a - The first vector.
  2647. * @param {Vector2} b - The second vector.
  2648. * @return {Vector2} A reference to this vector.
  2649. */
  2650. addVectors( a, b ) {
  2651. this.x = a.x + b.x;
  2652. this.y = a.y + b.y;
  2653. return this;
  2654. }
  2655. /**
  2656. * Adds the given vector scaled by the given factor to this instance.
  2657. *
  2658. * @param {Vector2} v - The vector.
  2659. * @param {number} s - The factor that scales `v`.
  2660. * @return {Vector2} A reference to this vector.
  2661. */
  2662. addScaledVector( v, s ) {
  2663. this.x += v.x * s;
  2664. this.y += v.y * s;
  2665. return this;
  2666. }
  2667. /**
  2668. * Subtracts the given vector from this instance.
  2669. *
  2670. * @param {Vector2} v - The vector to subtract.
  2671. * @return {Vector2} A reference to this vector.
  2672. */
  2673. sub( v ) {
  2674. this.x -= v.x;
  2675. this.y -= v.y;
  2676. return this;
  2677. }
  2678. /**
  2679. * Subtracts the given scalar value from all components of this instance.
  2680. *
  2681. * @param {number} s - The scalar to subtract.
  2682. * @return {Vector2} A reference to this vector.
  2683. */
  2684. subScalar( s ) {
  2685. this.x -= s;
  2686. this.y -= s;
  2687. return this;
  2688. }
  2689. /**
  2690. * Subtracts the given vectors and stores the result in this instance.
  2691. *
  2692. * @param {Vector2} a - The first vector.
  2693. * @param {Vector2} b - The second vector.
  2694. * @return {Vector2} A reference to this vector.
  2695. */
  2696. subVectors( a, b ) {
  2697. this.x = a.x - b.x;
  2698. this.y = a.y - b.y;
  2699. return this;
  2700. }
  2701. /**
  2702. * Multiplies the given vector with this instance.
  2703. *
  2704. * @param {Vector2} v - The vector to multiply.
  2705. * @return {Vector2} A reference to this vector.
  2706. */
  2707. multiply( v ) {
  2708. this.x *= v.x;
  2709. this.y *= v.y;
  2710. return this;
  2711. }
  2712. /**
  2713. * Multiplies the given scalar value with all components of this instance.
  2714. *
  2715. * @param {number} scalar - The scalar to multiply.
  2716. * @return {Vector2} A reference to this vector.
  2717. */
  2718. multiplyScalar( scalar ) {
  2719. this.x *= scalar;
  2720. this.y *= scalar;
  2721. return this;
  2722. }
  2723. /**
  2724. * Divides this instance by the given vector.
  2725. *
  2726. * @param {Vector2} v - The vector to divide.
  2727. * @return {Vector2} A reference to this vector.
  2728. */
  2729. divide( v ) {
  2730. this.x /= v.x;
  2731. this.y /= v.y;
  2732. return this;
  2733. }
  2734. /**
  2735. * Divides this vector by the given scalar.
  2736. *
  2737. * @param {number} scalar - The scalar to divide.
  2738. * @return {Vector2} A reference to this vector.
  2739. */
  2740. divideScalar( scalar ) {
  2741. return this.multiplyScalar( 1 / scalar );
  2742. }
  2743. /**
  2744. * Multiplies this vector (with an implicit 1 as the 3rd component) by
  2745. * the given 3x3 matrix.
  2746. *
  2747. * @param {Matrix3} m - The matrix to apply.
  2748. * @return {Vector2} A reference to this vector.
  2749. */
  2750. applyMatrix3( m ) {
  2751. const x = this.x, y = this.y;
  2752. const e = m.elements;
  2753. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  2754. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  2755. return this;
  2756. }
  2757. /**
  2758. * If this vector's x or y value is greater than the given vector's x or y
  2759. * value, replace that value with the corresponding min value.
  2760. *
  2761. * @param {Vector2} v - The vector.
  2762. * @return {Vector2} A reference to this vector.
  2763. */
  2764. min( v ) {
  2765. this.x = Math.min( this.x, v.x );
  2766. this.y = Math.min( this.y, v.y );
  2767. return this;
  2768. }
  2769. /**
  2770. * If this vector's x or y value is less than the given vector's x or y
  2771. * value, replace that value with the corresponding max value.
  2772. *
  2773. * @param {Vector2} v - The vector.
  2774. * @return {Vector2} A reference to this vector.
  2775. */
  2776. max( v ) {
  2777. this.x = Math.max( this.x, v.x );
  2778. this.y = Math.max( this.y, v.y );
  2779. return this;
  2780. }
  2781. /**
  2782. * If this vector's x or y value is greater than the max vector's x or y
  2783. * value, it is replaced by the corresponding value.
  2784. * If this vector's x or y value is less than the min vector's x or y value,
  2785. * it is replaced by the corresponding value.
  2786. *
  2787. * @param {Vector2} min - The minimum x and y values.
  2788. * @param {Vector2} max - The maximum x and y values in the desired range.
  2789. * @return {Vector2} A reference to this vector.
  2790. */
  2791. clamp( min, max ) {
  2792. // assumes min < max, componentwise
  2793. this.x = clamp( this.x, min.x, max.x );
  2794. this.y = clamp( this.y, min.y, max.y );
  2795. return this;
  2796. }
  2797. /**
  2798. * If this vector's x or y values are greater than the max value, they are
  2799. * replaced by the max value.
  2800. * If this vector's x or y values are less than the min value, they are
  2801. * replaced by the min value.
  2802. *
  2803. * @param {number} minVal - The minimum value the components will be clamped to.
  2804. * @param {number} maxVal - The maximum value the components will be clamped to.
  2805. * @return {Vector2} A reference to this vector.
  2806. */
  2807. clampScalar( minVal, maxVal ) {
  2808. this.x = clamp( this.x, minVal, maxVal );
  2809. this.y = clamp( this.y, minVal, maxVal );
  2810. return this;
  2811. }
  2812. /**
  2813. * If this vector's length is greater than the max value, it is replaced by
  2814. * the max value.
  2815. * If this vector's length is less than the min value, it is replaced by the
  2816. * min value.
  2817. *
  2818. * @param {number} min - The minimum value the vector length will be clamped to.
  2819. * @param {number} max - The maximum value the vector length will be clamped to.
  2820. * @return {Vector2} A reference to this vector.
  2821. */
  2822. clampLength( min, max ) {
  2823. const length = this.length();
  2824. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  2825. }
  2826. /**
  2827. * The components of this vector are rounded down to the nearest integer value.
  2828. *
  2829. * @return {Vector2} A reference to this vector.
  2830. */
  2831. floor() {
  2832. this.x = Math.floor( this.x );
  2833. this.y = Math.floor( this.y );
  2834. return this;
  2835. }
  2836. /**
  2837. * The components of this vector are rounded up to the nearest integer value.
  2838. *
  2839. * @return {Vector2} A reference to this vector.
  2840. */
  2841. ceil() {
  2842. this.x = Math.ceil( this.x );
  2843. this.y = Math.ceil( this.y );
  2844. return this;
  2845. }
  2846. /**
  2847. * The components of this vector are rounded to the nearest integer value
  2848. *
  2849. * @return {Vector2} A reference to this vector.
  2850. */
  2851. round() {
  2852. this.x = Math.round( this.x );
  2853. this.y = Math.round( this.y );
  2854. return this;
  2855. }
  2856. /**
  2857. * The components of this vector are rounded towards zero (up if negative,
  2858. * down if positive) to an integer value.
  2859. *
  2860. * @return {Vector2} A reference to this vector.
  2861. */
  2862. roundToZero() {
  2863. this.x = Math.trunc( this.x );
  2864. this.y = Math.trunc( this.y );
  2865. return this;
  2866. }
  2867. /**
  2868. * Inverts this vector - i.e. sets x = -x and y = -y.
  2869. *
  2870. * @return {Vector2} A reference to this vector.
  2871. */
  2872. negate() {
  2873. this.x = - this.x;
  2874. this.y = - this.y;
  2875. return this;
  2876. }
  2877. /**
  2878. * Calculates the dot product of the given vector with this instance.
  2879. *
  2880. * @param {Vector2} v - The vector to compute the dot product with.
  2881. * @return {number} The result of the dot product.
  2882. */
  2883. dot( v ) {
  2884. return this.x * v.x + this.y * v.y;
  2885. }
  2886. /**
  2887. * Calculates the cross product of the given vector with this instance.
  2888. *
  2889. * @param {Vector2} v - The vector to compute the cross product with.
  2890. * @return {number} The result of the cross product.
  2891. */
  2892. cross( v ) {
  2893. return this.x * v.y - this.y * v.x;
  2894. }
  2895. /**
  2896. * Computes the square of the Euclidean length (straight-line length) from
  2897. * (0, 0) to (x, y). If you are comparing the lengths of vectors, you should
  2898. * compare the length squared instead as it is slightly more efficient to calculate.
  2899. *
  2900. * @return {number} The square length of this vector.
  2901. */
  2902. lengthSq() {
  2903. return this.x * this.x + this.y * this.y;
  2904. }
  2905. /**
  2906. * Computes the Euclidean length (straight-line length) from (0, 0) to (x, y).
  2907. *
  2908. * @return {number} The length of this vector.
  2909. */
  2910. length() {
  2911. return Math.sqrt( this.x * this.x + this.y * this.y );
  2912. }
  2913. /**
  2914. * Computes the Manhattan length of this vector.
  2915. *
  2916. * @return {number} The length of this vector.
  2917. */
  2918. manhattanLength() {
  2919. return Math.abs( this.x ) + Math.abs( this.y );
  2920. }
  2921. /**
  2922. * Converts this vector to a unit vector - that is, sets it equal to a vector
  2923. * with the same direction as this one, but with a vector length of `1`.
  2924. *
  2925. * @return {Vector2} A reference to this vector.
  2926. */
  2927. normalize() {
  2928. return this.divideScalar( this.length() || 1 );
  2929. }
  2930. /**
  2931. * Computes the angle in radians of this vector with respect to the positive x-axis.
  2932. *
  2933. * @return {number} The angle in radians.
  2934. */
  2935. angle() {
  2936. const angle = Math.atan2( - this.y, - this.x ) + Math.PI;
  2937. return angle;
  2938. }
  2939. /**
  2940. * Returns the angle between the given vector and this instance in radians.
  2941. *
  2942. * @param {Vector2} v - The vector to compute the angle with.
  2943. * @return {number} The angle in radians.
  2944. */
  2945. angleTo( v ) {
  2946. const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  2947. if ( denominator === 0 ) return Math.PI / 2;
  2948. const theta = this.dot( v ) / denominator;
  2949. // clamp, to handle numerical problems
  2950. return Math.acos( clamp( theta, -1, 1 ) );
  2951. }
  2952. /**
  2953. * Computes the distance from the given vector to this instance.
  2954. *
  2955. * @param {Vector2} v - The vector to compute the distance to.
  2956. * @return {number} The distance.
  2957. */
  2958. distanceTo( v ) {
  2959. return Math.sqrt( this.distanceToSquared( v ) );
  2960. }
  2961. /**
  2962. * Computes the squared distance from the given vector to this instance.
  2963. * If you are just comparing the distance with another distance, you should compare
  2964. * the distance squared instead as it is slightly more efficient to calculate.
  2965. *
  2966. * @param {Vector2} v - The vector to compute the squared distance to.
  2967. * @return {number} The squared distance.
  2968. */
  2969. distanceToSquared( v ) {
  2970. const dx = this.x - v.x, dy = this.y - v.y;
  2971. return dx * dx + dy * dy;
  2972. }
  2973. /**
  2974. * Computes the Manhattan distance from the given vector to this instance.
  2975. *
  2976. * @param {Vector2} v - The vector to compute the Manhattan distance to.
  2977. * @return {number} The Manhattan distance.
  2978. */
  2979. manhattanDistanceTo( v ) {
  2980. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  2981. }
  2982. /**
  2983. * Sets this vector to a vector with the same direction as this one, but
  2984. * with the specified length.
  2985. *
  2986. * @param {number} length - The new length of this vector.
  2987. * @return {Vector2} A reference to this vector.
  2988. */
  2989. setLength( length ) {
  2990. return this.normalize().multiplyScalar( length );
  2991. }
  2992. /**
  2993. * Linearly interpolates between the given vector and this instance, where
  2994. * alpha is the percent distance along the line - alpha = 0 will be this
  2995. * vector, and alpha = 1 will be the given one.
  2996. *
  2997. * @param {Vector2} v - The vector to interpolate towards.
  2998. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  2999. * @return {Vector2} A reference to this vector.
  3000. */
  3001. lerp( v, alpha ) {
  3002. this.x += ( v.x - this.x ) * alpha;
  3003. this.y += ( v.y - this.y ) * alpha;
  3004. return this;
  3005. }
  3006. /**
  3007. * Linearly interpolates between the given vectors, where alpha is the percent
  3008. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  3009. * be the second one. The result is stored in this instance.
  3010. *
  3011. * @param {Vector2} v1 - The first vector.
  3012. * @param {Vector2} v2 - The second vector.
  3013. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  3014. * @return {Vector2} A reference to this vector.
  3015. */
  3016. lerpVectors( v1, v2, alpha ) {
  3017. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  3018. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  3019. return this;
  3020. }
  3021. /**
  3022. * Returns `true` if this vector is equal with the given one.
  3023. *
  3024. * @param {Vector2} v - The vector to test for equality.
  3025. * @return {boolean} Whether this vector is equal with the given one.
  3026. */
  3027. equals( v ) {
  3028. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  3029. }
  3030. /**
  3031. * Sets this vector's x value to be `array[ offset ]` and y
  3032. * value to be `array[ offset + 1 ]`.
  3033. *
  3034. * @param {Array<number>} array - An array holding the vector component values.
  3035. * @param {number} [offset=0] - The offset into the array.
  3036. * @return {Vector2} A reference to this vector.
  3037. */
  3038. fromArray( array, offset = 0 ) {
  3039. this.x = array[ offset ];
  3040. this.y = array[ offset + 1 ];
  3041. return this;
  3042. }
  3043. /**
  3044. * Writes the components of this vector to the given array. If no array is provided,
  3045. * the method returns a new instance.
  3046. *
  3047. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  3048. * @param {number} [offset=0] - Index of the first element in the array.
  3049. * @return {Array<number>} The vector components.
  3050. */
  3051. toArray( array = [], offset = 0 ) {
  3052. array[ offset ] = this.x;
  3053. array[ offset + 1 ] = this.y;
  3054. return array;
  3055. }
  3056. /**
  3057. * Sets the components of this vector from the given buffer attribute.
  3058. *
  3059. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  3060. * @param {number} index - The index into the attribute.
  3061. * @return {Vector2} A reference to this vector.
  3062. */
  3063. fromBufferAttribute( attribute, index ) {
  3064. this.x = attribute.getX( index );
  3065. this.y = attribute.getY( index );
  3066. return this;
  3067. }
  3068. /**
  3069. * Rotates this vector around the given center by the given angle.
  3070. *
  3071. * @param {Vector2} center - The point around which to rotate.
  3072. * @param {number} angle - The angle to rotate, in radians.
  3073. * @return {Vector2} A reference to this vector.
  3074. */
  3075. rotateAround( center, angle ) {
  3076. const c = Math.cos( angle ), s = Math.sin( angle );
  3077. const x = this.x - center.x;
  3078. const y = this.y - center.y;
  3079. this.x = x * c - y * s + center.x;
  3080. this.y = x * s + y * c + center.y;
  3081. return this;
  3082. }
  3083. /**
  3084. * Sets each component of this vector to a pseudo-random value between `0` and
  3085. * `1`, excluding `1`.
  3086. *
  3087. * @return {Vector2} A reference to this vector.
  3088. */
  3089. random() {
  3090. this.x = Math.random();
  3091. this.y = Math.random();
  3092. return this;
  3093. }
  3094. *[ Symbol.iterator ]() {
  3095. yield this.x;
  3096. yield this.y;
  3097. }
  3098. }
  3099. /**
  3100. * Class for representing a Quaternion. Quaternions are used in three.js to represent rotations.
  3101. *
  3102. * Iterating through a vector instance will yield its components `(x, y, z, w)` in
  3103. * the corresponding order.
  3104. *
  3105. * Note that three.js expects Quaternions to be normalized.
  3106. * ```js
  3107. * const quaternion = new THREE.Quaternion();
  3108. * quaternion.setFromAxisAngle( new THREE.Vector3( 0, 1, 0 ), Math.PI / 2 );
  3109. *
  3110. * const vector = new THREE.Vector3( 1, 0, 0 );
  3111. * vector.applyQuaternion( quaternion );
  3112. * ```
  3113. */
  3114. class Quaternion {
  3115. /**
  3116. * Constructs a new quaternion.
  3117. *
  3118. * @param {number} [x=0] - The x value of this quaternion.
  3119. * @param {number} [y=0] - The y value of this quaternion.
  3120. * @param {number} [z=0] - The z value of this quaternion.
  3121. * @param {number} [w=1] - The w value of this quaternion.
  3122. */
  3123. constructor( x = 0, y = 0, z = 0, w = 1 ) {
  3124. /**
  3125. * This flag can be used for type testing.
  3126. *
  3127. * @type {boolean}
  3128. * @readonly
  3129. * @default true
  3130. */
  3131. this.isQuaternion = true;
  3132. this._x = x;
  3133. this._y = y;
  3134. this._z = z;
  3135. this._w = w;
  3136. }
  3137. /**
  3138. * Interpolates between two quaternions via SLERP. This implementation assumes the
  3139. * quaternion data are managed in flat arrays.
  3140. *
  3141. * @param {Array<number>} dst - The destination array.
  3142. * @param {number} dstOffset - An offset into the destination array.
  3143. * @param {Array<number>} src0 - The source array of the first quaternion.
  3144. * @param {number} srcOffset0 - An offset into the first source array.
  3145. * @param {Array<number>} src1 - The source array of the second quaternion.
  3146. * @param {number} srcOffset1 - An offset into the second source array.
  3147. * @param {number} t - The interpolation factor. A value in the range `[0,1]` will interpolate. A value outside the range `[0,1]` will extrapolate.
  3148. * @see {@link Quaternion#slerp}
  3149. */
  3150. static slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  3151. let x0 = src0[ srcOffset0 + 0 ],
  3152. y0 = src0[ srcOffset0 + 1 ],
  3153. z0 = src0[ srcOffset0 + 2 ],
  3154. w0 = src0[ srcOffset0 + 3 ];
  3155. let x1 = src1[ srcOffset1 + 0 ],
  3156. y1 = src1[ srcOffset1 + 1 ],
  3157. z1 = src1[ srcOffset1 + 2 ],
  3158. w1 = src1[ srcOffset1 + 3 ];
  3159. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  3160. let dot = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1;
  3161. if ( dot < 0 ) {
  3162. x1 = - x1;
  3163. y1 = - y1;
  3164. z1 = - z1;
  3165. w1 = - w1;
  3166. dot = - dot;
  3167. }
  3168. let s = 1 - t;
  3169. if ( dot < 0.9995 ) {
  3170. // slerp
  3171. const theta = Math.acos( dot );
  3172. const sin = Math.sin( theta );
  3173. s = Math.sin( s * theta ) / sin;
  3174. t = Math.sin( t * theta ) / sin;
  3175. x0 = x0 * s + x1 * t;
  3176. y0 = y0 * s + y1 * t;
  3177. z0 = z0 * s + z1 * t;
  3178. w0 = w0 * s + w1 * t;
  3179. } else {
  3180. // for small angles, lerp then normalize
  3181. x0 = x0 * s + x1 * t;
  3182. y0 = y0 * s + y1 * t;
  3183. z0 = z0 * s + z1 * t;
  3184. w0 = w0 * s + w1 * t;
  3185. const f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  3186. x0 *= f;
  3187. y0 *= f;
  3188. z0 *= f;
  3189. w0 *= f;
  3190. }
  3191. }
  3192. dst[ dstOffset ] = x0;
  3193. dst[ dstOffset + 1 ] = y0;
  3194. dst[ dstOffset + 2 ] = z0;
  3195. dst[ dstOffset + 3 ] = w0;
  3196. }
  3197. /**
  3198. * Multiplies two quaternions. This implementation assumes the quaternion data are managed
  3199. * in flat arrays.
  3200. *
  3201. * @param {Array<number>} dst - The destination array.
  3202. * @param {number} dstOffset - An offset into the destination array.
  3203. * @param {Array<number>} src0 - The source array of the first quaternion.
  3204. * @param {number} srcOffset0 - An offset into the first source array.
  3205. * @param {Array<number>} src1 - The source array of the second quaternion.
  3206. * @param {number} srcOffset1 - An offset into the second source array.
  3207. * @return {Array<number>} The destination array.
  3208. * @see {@link Quaternion#multiplyQuaternions}.
  3209. */
  3210. static multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {
  3211. const x0 = src0[ srcOffset0 ];
  3212. const y0 = src0[ srcOffset0 + 1 ];
  3213. const z0 = src0[ srcOffset0 + 2 ];
  3214. const w0 = src0[ srcOffset0 + 3 ];
  3215. const x1 = src1[ srcOffset1 ];
  3216. const y1 = src1[ srcOffset1 + 1 ];
  3217. const z1 = src1[ srcOffset1 + 2 ];
  3218. const w1 = src1[ srcOffset1 + 3 ];
  3219. dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
  3220. dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
  3221. dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
  3222. dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;
  3223. return dst;
  3224. }
  3225. /**
  3226. * The x value of this quaternion.
  3227. *
  3228. * @type {number}
  3229. * @default 0
  3230. */
  3231. get x() {
  3232. return this._x;
  3233. }
  3234. set x( value ) {
  3235. this._x = value;
  3236. this._onChangeCallback();
  3237. }
  3238. /**
  3239. * The y value of this quaternion.
  3240. *
  3241. * @type {number}
  3242. * @default 0
  3243. */
  3244. get y() {
  3245. return this._y;
  3246. }
  3247. set y( value ) {
  3248. this._y = value;
  3249. this._onChangeCallback();
  3250. }
  3251. /**
  3252. * The z value of this quaternion.
  3253. *
  3254. * @type {number}
  3255. * @default 0
  3256. */
  3257. get z() {
  3258. return this._z;
  3259. }
  3260. set z( value ) {
  3261. this._z = value;
  3262. this._onChangeCallback();
  3263. }
  3264. /**
  3265. * The w value of this quaternion.
  3266. *
  3267. * @type {number}
  3268. * @default 1
  3269. */
  3270. get w() {
  3271. return this._w;
  3272. }
  3273. set w( value ) {
  3274. this._w = value;
  3275. this._onChangeCallback();
  3276. }
  3277. /**
  3278. * Sets the quaternion components.
  3279. *
  3280. * @param {number} x - The x value of this quaternion.
  3281. * @param {number} y - The y value of this quaternion.
  3282. * @param {number} z - The z value of this quaternion.
  3283. * @param {number} w - The w value of this quaternion.
  3284. * @return {Quaternion} A reference to this quaternion.
  3285. */
  3286. set( x, y, z, w ) {
  3287. this._x = x;
  3288. this._y = y;
  3289. this._z = z;
  3290. this._w = w;
  3291. this._onChangeCallback();
  3292. return this;
  3293. }
  3294. /**
  3295. * Returns a new quaternion with copied values from this instance.
  3296. *
  3297. * @return {Quaternion} A clone of this instance.
  3298. */
  3299. clone() {
  3300. return new this.constructor( this._x, this._y, this._z, this._w );
  3301. }
  3302. /**
  3303. * Copies the values of the given quaternion to this instance.
  3304. *
  3305. * @param {Quaternion} quaternion - The quaternion to copy.
  3306. * @return {Quaternion} A reference to this quaternion.
  3307. */
  3308. copy( quaternion ) {
  3309. this._x = quaternion.x;
  3310. this._y = quaternion.y;
  3311. this._z = quaternion.z;
  3312. this._w = quaternion.w;
  3313. this._onChangeCallback();
  3314. return this;
  3315. }
  3316. /**
  3317. * Sets this quaternion from the rotation specified by the given
  3318. * Euler angles.
  3319. *
  3320. * @param {Euler} euler - The Euler angles.
  3321. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  3322. * @return {Quaternion} A reference to this quaternion.
  3323. */
  3324. setFromEuler( euler, update = true ) {
  3325. const x = euler._x, y = euler._y, z = euler._z, order = euler._order;
  3326. // http://www.mathworks.com/matlabcentral/fileexchange/
  3327. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  3328. // content/SpinCalc.m
  3329. const cos = Math.cos;
  3330. const sin = Math.sin;
  3331. const c1 = cos( x / 2 );
  3332. const c2 = cos( y / 2 );
  3333. const c3 = cos( z / 2 );
  3334. const s1 = sin( x / 2 );
  3335. const s2 = sin( y / 2 );
  3336. const s3 = sin( z / 2 );
  3337. switch ( order ) {
  3338. case 'XYZ':
  3339. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  3340. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  3341. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  3342. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  3343. break;
  3344. case 'YXZ':
  3345. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  3346. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  3347. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  3348. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  3349. break;
  3350. case 'ZXY':
  3351. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  3352. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  3353. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  3354. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  3355. break;
  3356. case 'ZYX':
  3357. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  3358. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  3359. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  3360. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  3361. break;
  3362. case 'YZX':
  3363. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  3364. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  3365. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  3366. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  3367. break;
  3368. case 'XZY':
  3369. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  3370. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  3371. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  3372. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  3373. break;
  3374. default:
  3375. warn( 'Quaternion: .setFromEuler() encountered an unknown order: ' + order );
  3376. }
  3377. if ( update === true ) this._onChangeCallback();
  3378. return this;
  3379. }
  3380. /**
  3381. * Sets this quaternion from the given axis and angle.
  3382. *
  3383. * @param {Vector3} axis - The normalized axis.
  3384. * @param {number} angle - The angle in radians.
  3385. * @return {Quaternion} A reference to this quaternion.
  3386. */
  3387. setFromAxisAngle( axis, angle ) {
  3388. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  3389. const halfAngle = angle / 2, s = Math.sin( halfAngle );
  3390. this._x = axis.x * s;
  3391. this._y = axis.y * s;
  3392. this._z = axis.z * s;
  3393. this._w = Math.cos( halfAngle );
  3394. this._onChangeCallback();
  3395. return this;
  3396. }
  3397. /**
  3398. * Sets this quaternion from the given rotation matrix.
  3399. *
  3400. * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).
  3401. * @return {Quaternion} A reference to this quaternion.
  3402. */
  3403. setFromRotationMatrix( m ) {
  3404. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  3405. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3406. const te = m.elements,
  3407. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  3408. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  3409. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  3410. trace = m11 + m22 + m33;
  3411. if ( trace > 0 ) {
  3412. const s = 0.5 / Math.sqrt( trace + 1.0 );
  3413. this._w = 0.25 / s;
  3414. this._x = ( m32 - m23 ) * s;
  3415. this._y = ( m13 - m31 ) * s;
  3416. this._z = ( m21 - m12 ) * s;
  3417. } else if ( m11 > m22 && m11 > m33 ) {
  3418. const s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  3419. this._w = ( m32 - m23 ) / s;
  3420. this._x = 0.25 * s;
  3421. this._y = ( m12 + m21 ) / s;
  3422. this._z = ( m13 + m31 ) / s;
  3423. } else if ( m22 > m33 ) {
  3424. const s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  3425. this._w = ( m13 - m31 ) / s;
  3426. this._x = ( m12 + m21 ) / s;
  3427. this._y = 0.25 * s;
  3428. this._z = ( m23 + m32 ) / s;
  3429. } else {
  3430. const s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  3431. this._w = ( m21 - m12 ) / s;
  3432. this._x = ( m13 + m31 ) / s;
  3433. this._y = ( m23 + m32 ) / s;
  3434. this._z = 0.25 * s;
  3435. }
  3436. this._onChangeCallback();
  3437. return this;
  3438. }
  3439. /**
  3440. * Sets this quaternion to the rotation required to rotate the direction vector
  3441. * `vFrom` to the direction vector `vTo`.
  3442. *
  3443. * @param {Vector3} vFrom - The first (normalized) direction vector.
  3444. * @param {Vector3} vTo - The second (normalized) direction vector.
  3445. * @return {Quaternion} A reference to this quaternion.
  3446. */
  3447. setFromUnitVectors( vFrom, vTo ) {
  3448. // assumes direction vectors vFrom and vTo are normalized
  3449. let r = vFrom.dot( vTo ) + 1;
  3450. if ( r < 1e-8 ) { // the epsilon value has been discussed in #31286
  3451. // vFrom and vTo point in opposite directions
  3452. r = 0;
  3453. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  3454. this._x = - vFrom.y;
  3455. this._y = vFrom.x;
  3456. this._z = 0;
  3457. this._w = r;
  3458. } else {
  3459. this._x = 0;
  3460. this._y = - vFrom.z;
  3461. this._z = vFrom.y;
  3462. this._w = r;
  3463. }
  3464. } else {
  3465. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  3466. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  3467. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  3468. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  3469. this._w = r;
  3470. }
  3471. return this.normalize();
  3472. }
  3473. /**
  3474. * Returns the angle between this quaternion and the given one in radians.
  3475. *
  3476. * @param {Quaternion} q - The quaternion to compute the angle with.
  3477. * @return {number} The angle in radians.
  3478. */
  3479. angleTo( q ) {
  3480. return 2 * Math.acos( Math.abs( clamp( this.dot( q ), -1, 1 ) ) );
  3481. }
  3482. /**
  3483. * Rotates this quaternion by a given angular step to the given quaternion.
  3484. * The method ensures that the final quaternion will not overshoot `q`.
  3485. *
  3486. * @param {Quaternion} q - The target quaternion.
  3487. * @param {number} step - The angular step in radians.
  3488. * @return {Quaternion} A reference to this quaternion.
  3489. */
  3490. rotateTowards( q, step ) {
  3491. const angle = this.angleTo( q );
  3492. if ( angle === 0 ) return this;
  3493. const t = Math.min( 1, step / angle );
  3494. this.slerp( q, t );
  3495. return this;
  3496. }
  3497. /**
  3498. * Sets this quaternion to the identity quaternion; that is, to the
  3499. * quaternion that represents "no rotation".
  3500. *
  3501. * @return {Quaternion} A reference to this quaternion.
  3502. */
  3503. identity() {
  3504. return this.set( 0, 0, 0, 1 );
  3505. }
  3506. /**
  3507. * Inverts this quaternion via {@link Quaternion#conjugate}. The
  3508. * quaternion is assumed to have unit length.
  3509. *
  3510. * @return {Quaternion} A reference to this quaternion.
  3511. */
  3512. invert() {
  3513. return this.conjugate();
  3514. }
  3515. /**
  3516. * Returns the rotational conjugate of this quaternion. The conjugate of a
  3517. * quaternion represents the same rotation in the opposite direction about
  3518. * the rotational axis.
  3519. *
  3520. * @return {Quaternion} A reference to this quaternion.
  3521. */
  3522. conjugate() {
  3523. this._x *= -1;
  3524. this._y *= -1;
  3525. this._z *= -1;
  3526. this._onChangeCallback();
  3527. return this;
  3528. }
  3529. /**
  3530. * Calculates the dot product of this quaternion and the given one.
  3531. *
  3532. * @param {Quaternion} v - The quaternion to compute the dot product with.
  3533. * @return {number} The result of the dot product.
  3534. */
  3535. dot( v ) {
  3536. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  3537. }
  3538. /**
  3539. * Computes the squared Euclidean length (straight-line length) of this quaternion,
  3540. * considered as a 4 dimensional vector. This can be useful if you are comparing the
  3541. * lengths of two quaternions, as this is a slightly more efficient calculation than
  3542. * {@link Quaternion#length}.
  3543. *
  3544. * @return {number} The squared Euclidean length.
  3545. */
  3546. lengthSq() {
  3547. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  3548. }
  3549. /**
  3550. * Computes the Euclidean length (straight-line length) of this quaternion,
  3551. * considered as a 4 dimensional vector.
  3552. *
  3553. * @return {number} The Euclidean length.
  3554. */
  3555. length() {
  3556. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  3557. }
  3558. /**
  3559. * Normalizes this quaternion - that is, calculated the quaternion that performs
  3560. * the same rotation as this one, but has a length equal to `1`.
  3561. *
  3562. * @return {Quaternion} A reference to this quaternion.
  3563. */
  3564. normalize() {
  3565. let l = this.length();
  3566. if ( l === 0 ) {
  3567. this._x = 0;
  3568. this._y = 0;
  3569. this._z = 0;
  3570. this._w = 1;
  3571. } else {
  3572. l = 1 / l;
  3573. this._x = this._x * l;
  3574. this._y = this._y * l;
  3575. this._z = this._z * l;
  3576. this._w = this._w * l;
  3577. }
  3578. this._onChangeCallback();
  3579. return this;
  3580. }
  3581. /**
  3582. * Multiplies this quaternion by the given one.
  3583. *
  3584. * @param {Quaternion} q - The quaternion.
  3585. * @return {Quaternion} A reference to this quaternion.
  3586. */
  3587. multiply( q ) {
  3588. return this.multiplyQuaternions( this, q );
  3589. }
  3590. /**
  3591. * Pre-multiplies this quaternion by the given one.
  3592. *
  3593. * @param {Quaternion} q - The quaternion.
  3594. * @return {Quaternion} A reference to this quaternion.
  3595. */
  3596. premultiply( q ) {
  3597. return this.multiplyQuaternions( q, this );
  3598. }
  3599. /**
  3600. * Multiplies the given quaternions and stores the result in this instance.
  3601. *
  3602. * @param {Quaternion} a - The first quaternion.
  3603. * @param {Quaternion} b - The second quaternion.
  3604. * @return {Quaternion} A reference to this quaternion.
  3605. */
  3606. multiplyQuaternions( a, b ) {
  3607. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  3608. const qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  3609. const qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  3610. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  3611. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  3612. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  3613. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  3614. this._onChangeCallback();
  3615. return this;
  3616. }
  3617. /**
  3618. * Performs a spherical linear interpolation between this quaternion and the target quaternion.
  3619. *
  3620. * @param {Quaternion} qb - The target quaternion.
  3621. * @param {number} t - The interpolation factor. A value in the range `[0,1]` will interpolate. A value outside the range `[0,1]` will extrapolate.
  3622. * @return {Quaternion} A reference to this quaternion.
  3623. */
  3624. slerp( qb, t ) {
  3625. let x = qb._x, y = qb._y, z = qb._z, w = qb._w;
  3626. let dot = this.dot( qb );
  3627. if ( dot < 0 ) {
  3628. x = - x;
  3629. y = - y;
  3630. z = - z;
  3631. w = - w;
  3632. dot = - dot;
  3633. }
  3634. let s = 1 - t;
  3635. if ( dot < 0.9995 ) {
  3636. // slerp
  3637. const theta = Math.acos( dot );
  3638. const sin = Math.sin( theta );
  3639. s = Math.sin( s * theta ) / sin;
  3640. t = Math.sin( t * theta ) / sin;
  3641. this._x = this._x * s + x * t;
  3642. this._y = this._y * s + y * t;
  3643. this._z = this._z * s + z * t;
  3644. this._w = this._w * s + w * t;
  3645. this._onChangeCallback();
  3646. } else {
  3647. // for small angles, lerp then normalize
  3648. this._x = this._x * s + x * t;
  3649. this._y = this._y * s + y * t;
  3650. this._z = this._z * s + z * t;
  3651. this._w = this._w * s + w * t;
  3652. this.normalize(); // normalize calls _onChangeCallback()
  3653. }
  3654. return this;
  3655. }
  3656. /**
  3657. * Performs a spherical linear interpolation between the given quaternions
  3658. * and stores the result in this quaternion.
  3659. *
  3660. * @param {Quaternion} qa - The source quaternion.
  3661. * @param {Quaternion} qb - The target quaternion.
  3662. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  3663. * @return {Quaternion} A reference to this quaternion.
  3664. */
  3665. slerpQuaternions( qa, qb, t ) {
  3666. return this.copy( qa ).slerp( qb, t );
  3667. }
  3668. /**
  3669. * Sets this quaternion to a uniformly random, normalized quaternion.
  3670. *
  3671. * @return {Quaternion} A reference to this quaternion.
  3672. */
  3673. random() {
  3674. // Ken Shoemake
  3675. // Uniform random rotations
  3676. // D. Kirk, editor, Graphics Gems III, pages 124-132. Academic Press, New York, 1992.
  3677. const theta1 = 2 * Math.PI * Math.random();
  3678. const theta2 = 2 * Math.PI * Math.random();
  3679. const x0 = Math.random();
  3680. const r1 = Math.sqrt( 1 - x0 );
  3681. const r2 = Math.sqrt( x0 );
  3682. return this.set(
  3683. r1 * Math.sin( theta1 ),
  3684. r1 * Math.cos( theta1 ),
  3685. r2 * Math.sin( theta2 ),
  3686. r2 * Math.cos( theta2 ),
  3687. );
  3688. }
  3689. /**
  3690. * Returns `true` if this quaternion is equal with the given one.
  3691. *
  3692. * @param {Quaternion} quaternion - The quaternion to test for equality.
  3693. * @return {boolean} Whether this quaternion is equal with the given one.
  3694. */
  3695. equals( quaternion ) {
  3696. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  3697. }
  3698. /**
  3699. * Sets this quaternion's components from the given array.
  3700. *
  3701. * @param {Array<number>} array - An array holding the quaternion component values.
  3702. * @param {number} [offset=0] - The offset into the array.
  3703. * @return {Quaternion} A reference to this quaternion.
  3704. */
  3705. fromArray( array, offset = 0 ) {
  3706. this._x = array[ offset ];
  3707. this._y = array[ offset + 1 ];
  3708. this._z = array[ offset + 2 ];
  3709. this._w = array[ offset + 3 ];
  3710. this._onChangeCallback();
  3711. return this;
  3712. }
  3713. /**
  3714. * Writes the components of this quaternion to the given array. If no array is provided,
  3715. * the method returns a new instance.
  3716. *
  3717. * @param {Array<number>} [array=[]] - The target array holding the quaternion components.
  3718. * @param {number} [offset=0] - Index of the first element in the array.
  3719. * @return {Array<number>} The quaternion components.
  3720. */
  3721. toArray( array = [], offset = 0 ) {
  3722. array[ offset ] = this._x;
  3723. array[ offset + 1 ] = this._y;
  3724. array[ offset + 2 ] = this._z;
  3725. array[ offset + 3 ] = this._w;
  3726. return array;
  3727. }
  3728. /**
  3729. * Sets the components of this quaternion from the given buffer attribute.
  3730. *
  3731. * @param {BufferAttribute} attribute - The buffer attribute holding quaternion data.
  3732. * @param {number} index - The index into the attribute.
  3733. * @return {Quaternion} A reference to this quaternion.
  3734. */
  3735. fromBufferAttribute( attribute, index ) {
  3736. this._x = attribute.getX( index );
  3737. this._y = attribute.getY( index );
  3738. this._z = attribute.getZ( index );
  3739. this._w = attribute.getW( index );
  3740. this._onChangeCallback();
  3741. return this;
  3742. }
  3743. /**
  3744. * This methods defines the serialization result of this class. Returns the
  3745. * numerical elements of this quaternion in an array of format `[x, y, z, w]`.
  3746. *
  3747. * @return {Array<number>} The serialized quaternion.
  3748. */
  3749. toJSON() {
  3750. return this.toArray();
  3751. }
  3752. _onChange( callback ) {
  3753. this._onChangeCallback = callback;
  3754. return this;
  3755. }
  3756. _onChangeCallback() {}
  3757. *[ Symbol.iterator ]() {
  3758. yield this._x;
  3759. yield this._y;
  3760. yield this._z;
  3761. yield this._w;
  3762. }
  3763. }
  3764. /**
  3765. * Class representing a 3D vector. A 3D vector is an ordered triplet of numbers
  3766. * (labeled x, y and z), which can be used to represent a number of things, such as:
  3767. *
  3768. * - A point in 3D space.
  3769. * - A direction and length in 3D space. In three.js the length will
  3770. * always be the Euclidean distance(straight-line distance) from `(0, 0, 0)` to `(x, y, z)`
  3771. * and the direction is also measured from `(0, 0, 0)` towards `(x, y, z)`.
  3772. * - Any arbitrary ordered triplet of numbers.
  3773. *
  3774. * There are other things a 3D vector can be used to represent, such as
  3775. * momentum vectors and so on, however these are the most
  3776. * common uses in three.js.
  3777. *
  3778. * Iterating through a vector instance will yield its components `(x, y, z)` in
  3779. * the corresponding order.
  3780. * ```js
  3781. * const a = new THREE.Vector3( 0, 1, 0 );
  3782. *
  3783. * //no arguments; will be initialised to (0, 0, 0)
  3784. * const b = new THREE.Vector3( );
  3785. *
  3786. * const d = a.distanceTo( b );
  3787. * ```
  3788. */
  3789. class Vector3 {
  3790. /**
  3791. * Constructs a new 3D vector.
  3792. *
  3793. * @param {number} [x=0] - The x value of this vector.
  3794. * @param {number} [y=0] - The y value of this vector.
  3795. * @param {number} [z=0] - The z value of this vector.
  3796. */
  3797. constructor( x = 0, y = 0, z = 0 ) {
  3798. /**
  3799. * This flag can be used for type testing.
  3800. *
  3801. * @type {boolean}
  3802. * @readonly
  3803. * @default true
  3804. */
  3805. Vector3.prototype.isVector3 = true;
  3806. /**
  3807. * The x value of this vector.
  3808. *
  3809. * @type {number}
  3810. */
  3811. this.x = x;
  3812. /**
  3813. * The y value of this vector.
  3814. *
  3815. * @type {number}
  3816. */
  3817. this.y = y;
  3818. /**
  3819. * The z value of this vector.
  3820. *
  3821. * @type {number}
  3822. */
  3823. this.z = z;
  3824. }
  3825. /**
  3826. * Sets the vector components.
  3827. *
  3828. * @param {number} x - The value of the x component.
  3829. * @param {number} y - The value of the y component.
  3830. * @param {number} z - The value of the z component.
  3831. * @return {Vector3} A reference to this vector.
  3832. */
  3833. set( x, y, z ) {
  3834. if ( z === undefined ) z = this.z; // sprite.scale.set(x,y)
  3835. this.x = x;
  3836. this.y = y;
  3837. this.z = z;
  3838. return this;
  3839. }
  3840. /**
  3841. * Sets the vector components to the same value.
  3842. *
  3843. * @param {number} scalar - The value to set for all vector components.
  3844. * @return {Vector3} A reference to this vector.
  3845. */
  3846. setScalar( scalar ) {
  3847. this.x = scalar;
  3848. this.y = scalar;
  3849. this.z = scalar;
  3850. return this;
  3851. }
  3852. /**
  3853. * Sets the vector's x component to the given value.
  3854. *
  3855. * @param {number} x - The value to set.
  3856. * @return {Vector3} A reference to this vector.
  3857. */
  3858. setX( x ) {
  3859. this.x = x;
  3860. return this;
  3861. }
  3862. /**
  3863. * Sets the vector's y component to the given value.
  3864. *
  3865. * @param {number} y - The value to set.
  3866. * @return {Vector3} A reference to this vector.
  3867. */
  3868. setY( y ) {
  3869. this.y = y;
  3870. return this;
  3871. }
  3872. /**
  3873. * Sets the vector's z component to the given value.
  3874. *
  3875. * @param {number} z - The value to set.
  3876. * @return {Vector3} A reference to this vector.
  3877. */
  3878. setZ( z ) {
  3879. this.z = z;
  3880. return this;
  3881. }
  3882. /**
  3883. * Allows to set a vector component with an index.
  3884. *
  3885. * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.
  3886. * @param {number} value - The value to set.
  3887. * @return {Vector3} A reference to this vector.
  3888. */
  3889. setComponent( index, value ) {
  3890. switch ( index ) {
  3891. case 0: this.x = value; break;
  3892. case 1: this.y = value; break;
  3893. case 2: this.z = value; break;
  3894. default: throw new Error( 'index is out of range: ' + index );
  3895. }
  3896. return this;
  3897. }
  3898. /**
  3899. * Returns the value of the vector component which matches the given index.
  3900. *
  3901. * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.
  3902. * @return {number} A vector component value.
  3903. */
  3904. getComponent( index ) {
  3905. switch ( index ) {
  3906. case 0: return this.x;
  3907. case 1: return this.y;
  3908. case 2: return this.z;
  3909. default: throw new Error( 'index is out of range: ' + index );
  3910. }
  3911. }
  3912. /**
  3913. * Returns a new vector with copied values from this instance.
  3914. *
  3915. * @return {Vector3} A clone of this instance.
  3916. */
  3917. clone() {
  3918. return new this.constructor( this.x, this.y, this.z );
  3919. }
  3920. /**
  3921. * Copies the values of the given vector to this instance.
  3922. *
  3923. * @param {Vector3} v - The vector to copy.
  3924. * @return {Vector3} A reference to this vector.
  3925. */
  3926. copy( v ) {
  3927. this.x = v.x;
  3928. this.y = v.y;
  3929. this.z = v.z;
  3930. return this;
  3931. }
  3932. /**
  3933. * Adds the given vector to this instance.
  3934. *
  3935. * @param {Vector3} v - The vector to add.
  3936. * @return {Vector3} A reference to this vector.
  3937. */
  3938. add( v ) {
  3939. this.x += v.x;
  3940. this.y += v.y;
  3941. this.z += v.z;
  3942. return this;
  3943. }
  3944. /**
  3945. * Adds the given scalar value to all components of this instance.
  3946. *
  3947. * @param {number} s - The scalar to add.
  3948. * @return {Vector3} A reference to this vector.
  3949. */
  3950. addScalar( s ) {
  3951. this.x += s;
  3952. this.y += s;
  3953. this.z += s;
  3954. return this;
  3955. }
  3956. /**
  3957. * Adds the given vectors and stores the result in this instance.
  3958. *
  3959. * @param {Vector3} a - The first vector.
  3960. * @param {Vector3} b - The second vector.
  3961. * @return {Vector3} A reference to this vector.
  3962. */
  3963. addVectors( a, b ) {
  3964. this.x = a.x + b.x;
  3965. this.y = a.y + b.y;
  3966. this.z = a.z + b.z;
  3967. return this;
  3968. }
  3969. /**
  3970. * Adds the given vector scaled by the given factor to this instance.
  3971. *
  3972. * @param {Vector3|Vector4} v - The vector.
  3973. * @param {number} s - The factor that scales `v`.
  3974. * @return {Vector3} A reference to this vector.
  3975. */
  3976. addScaledVector( v, s ) {
  3977. this.x += v.x * s;
  3978. this.y += v.y * s;
  3979. this.z += v.z * s;
  3980. return this;
  3981. }
  3982. /**
  3983. * Subtracts the given vector from this instance.
  3984. *
  3985. * @param {Vector3} v - The vector to subtract.
  3986. * @return {Vector3} A reference to this vector.
  3987. */
  3988. sub( v ) {
  3989. this.x -= v.x;
  3990. this.y -= v.y;
  3991. this.z -= v.z;
  3992. return this;
  3993. }
  3994. /**
  3995. * Subtracts the given scalar value from all components of this instance.
  3996. *
  3997. * @param {number} s - The scalar to subtract.
  3998. * @return {Vector3} A reference to this vector.
  3999. */
  4000. subScalar( s ) {
  4001. this.x -= s;
  4002. this.y -= s;
  4003. this.z -= s;
  4004. return this;
  4005. }
  4006. /**
  4007. * Subtracts the given vectors and stores the result in this instance.
  4008. *
  4009. * @param {Vector3} a - The first vector.
  4010. * @param {Vector3} b - The second vector.
  4011. * @return {Vector3} A reference to this vector.
  4012. */
  4013. subVectors( a, b ) {
  4014. this.x = a.x - b.x;
  4015. this.y = a.y - b.y;
  4016. this.z = a.z - b.z;
  4017. return this;
  4018. }
  4019. /**
  4020. * Multiplies the given vector with this instance.
  4021. *
  4022. * @param {Vector3} v - The vector to multiply.
  4023. * @return {Vector3} A reference to this vector.
  4024. */
  4025. multiply( v ) {
  4026. this.x *= v.x;
  4027. this.y *= v.y;
  4028. this.z *= v.z;
  4029. return this;
  4030. }
  4031. /**
  4032. * Multiplies the given scalar value with all components of this instance.
  4033. *
  4034. * @param {number} scalar - The scalar to multiply.
  4035. * @return {Vector3} A reference to this vector.
  4036. */
  4037. multiplyScalar( scalar ) {
  4038. this.x *= scalar;
  4039. this.y *= scalar;
  4040. this.z *= scalar;
  4041. return this;
  4042. }
  4043. /**
  4044. * Multiplies the given vectors and stores the result in this instance.
  4045. *
  4046. * @param {Vector3} a - The first vector.
  4047. * @param {Vector3} b - The second vector.
  4048. * @return {Vector3} A reference to this vector.
  4049. */
  4050. multiplyVectors( a, b ) {
  4051. this.x = a.x * b.x;
  4052. this.y = a.y * b.y;
  4053. this.z = a.z * b.z;
  4054. return this;
  4055. }
  4056. /**
  4057. * Applies the given Euler rotation to this vector.
  4058. *
  4059. * @param {Euler} euler - The Euler angles.
  4060. * @return {Vector3} A reference to this vector.
  4061. */
  4062. applyEuler( euler ) {
  4063. return this.applyQuaternion( _quaternion$5.setFromEuler( euler ) );
  4064. }
  4065. /**
  4066. * Applies a rotation specified by an axis and an angle to this vector.
  4067. *
  4068. * @param {Vector3} axis - A normalized vector representing the rotation axis.
  4069. * @param {number} angle - The angle in radians.
  4070. * @return {Vector3} A reference to this vector.
  4071. */
  4072. applyAxisAngle( axis, angle ) {
  4073. return this.applyQuaternion( _quaternion$5.setFromAxisAngle( axis, angle ) );
  4074. }
  4075. /**
  4076. * Multiplies this vector with the given 3x3 matrix.
  4077. *
  4078. * @param {Matrix3} m - The 3x3 matrix.
  4079. * @return {Vector3} A reference to this vector.
  4080. */
  4081. applyMatrix3( m ) {
  4082. const x = this.x, y = this.y, z = this.z;
  4083. const e = m.elements;
  4084. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  4085. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  4086. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  4087. return this;
  4088. }
  4089. /**
  4090. * Multiplies this vector by the given normal matrix and normalizes
  4091. * the result.
  4092. *
  4093. * @param {Matrix3} m - The normal matrix.
  4094. * @return {Vector3} A reference to this vector.
  4095. */
  4096. applyNormalMatrix( m ) {
  4097. return this.applyMatrix3( m ).normalize();
  4098. }
  4099. /**
  4100. * Multiplies this vector (with an implicit 1 in the 4th dimension) by m, and
  4101. * divides by perspective.
  4102. *
  4103. * @param {Matrix4} m - The matrix to apply.
  4104. * @return {Vector3} A reference to this vector.
  4105. */
  4106. applyMatrix4( m ) {
  4107. const x = this.x, y = this.y, z = this.z;
  4108. const e = m.elements;
  4109. const w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  4110. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  4111. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  4112. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  4113. return this;
  4114. }
  4115. /**
  4116. * Applies the given Quaternion to this vector.
  4117. *
  4118. * @param {Quaternion} q - The Quaternion.
  4119. * @return {Vector3} A reference to this vector.
  4120. */
  4121. applyQuaternion( q ) {
  4122. // quaternion q is assumed to have unit length
  4123. const vx = this.x, vy = this.y, vz = this.z;
  4124. const qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  4125. // t = 2 * cross( q.xyz, v );
  4126. const tx = 2 * ( qy * vz - qz * vy );
  4127. const ty = 2 * ( qz * vx - qx * vz );
  4128. const tz = 2 * ( qx * vy - qy * vx );
  4129. // v + q.w * t + cross( q.xyz, t );
  4130. this.x = vx + qw * tx + qy * tz - qz * ty;
  4131. this.y = vy + qw * ty + qz * tx - qx * tz;
  4132. this.z = vz + qw * tz + qx * ty - qy * tx;
  4133. return this;
  4134. }
  4135. /**
  4136. * Projects this vector from world space into the camera's normalized
  4137. * device coordinate (NDC) space.
  4138. *
  4139. * @param {Camera} camera - The camera.
  4140. * @return {Vector3} A reference to this vector.
  4141. */
  4142. project( camera ) {
  4143. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  4144. }
  4145. /**
  4146. * Unprojects this vector from the camera's normalized device coordinate (NDC)
  4147. * space into world space.
  4148. *
  4149. * @param {Camera} camera - The camera.
  4150. * @return {Vector3} A reference to this vector.
  4151. */
  4152. unproject( camera ) {
  4153. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  4154. }
  4155. /**
  4156. * Transforms the direction of this vector by a matrix (the upper left 3 x 3
  4157. * subset of the given 4x4 matrix and then normalizes the result.
  4158. *
  4159. * @param {Matrix4} m - The matrix.
  4160. * @return {Vector3} A reference to this vector.
  4161. */
  4162. transformDirection( m ) {
  4163. // input: THREE.Matrix4 affine matrix
  4164. // vector interpreted as a direction
  4165. const x = this.x, y = this.y, z = this.z;
  4166. const e = m.elements;
  4167. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  4168. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  4169. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  4170. return this.normalize();
  4171. }
  4172. /**
  4173. * Divides this instance by the given vector.
  4174. *
  4175. * @param {Vector3} v - The vector to divide.
  4176. * @return {Vector3} A reference to this vector.
  4177. */
  4178. divide( v ) {
  4179. this.x /= v.x;
  4180. this.y /= v.y;
  4181. this.z /= v.z;
  4182. return this;
  4183. }
  4184. /**
  4185. * Divides this vector by the given scalar.
  4186. *
  4187. * @param {number} scalar - The scalar to divide.
  4188. * @return {Vector3} A reference to this vector.
  4189. */
  4190. divideScalar( scalar ) {
  4191. return this.multiplyScalar( 1 / scalar );
  4192. }
  4193. /**
  4194. * If this vector's x, y or z value is greater than the given vector's x, y or z
  4195. * value, replace that value with the corresponding min value.
  4196. *
  4197. * @param {Vector3} v - The vector.
  4198. * @return {Vector3} A reference to this vector.
  4199. */
  4200. min( v ) {
  4201. this.x = Math.min( this.x, v.x );
  4202. this.y = Math.min( this.y, v.y );
  4203. this.z = Math.min( this.z, v.z );
  4204. return this;
  4205. }
  4206. /**
  4207. * If this vector's x, y or z value is less than the given vector's x, y or z
  4208. * value, replace that value with the corresponding max value.
  4209. *
  4210. * @param {Vector3} v - The vector.
  4211. * @return {Vector3} A reference to this vector.
  4212. */
  4213. max( v ) {
  4214. this.x = Math.max( this.x, v.x );
  4215. this.y = Math.max( this.y, v.y );
  4216. this.z = Math.max( this.z, v.z );
  4217. return this;
  4218. }
  4219. /**
  4220. * If this vector's x, y or z value is greater than the max vector's x, y or z
  4221. * value, it is replaced by the corresponding value.
  4222. * If this vector's x, y or z value is less than the min vector's x, y or z value,
  4223. * it is replaced by the corresponding value.
  4224. *
  4225. * @param {Vector3} min - The minimum x, y and z values.
  4226. * @param {Vector3} max - The maximum x, y and z values in the desired range.
  4227. * @return {Vector3} A reference to this vector.
  4228. */
  4229. clamp( min, max ) {
  4230. // assumes min < max, componentwise
  4231. this.x = clamp( this.x, min.x, max.x );
  4232. this.y = clamp( this.y, min.y, max.y );
  4233. this.z = clamp( this.z, min.z, max.z );
  4234. return this;
  4235. }
  4236. /**
  4237. * If this vector's x, y or z values are greater than the max value, they are
  4238. * replaced by the max value.
  4239. * If this vector's x, y or z values are less than the min value, they are
  4240. * replaced by the min value.
  4241. *
  4242. * @param {number} minVal - The minimum value the components will be clamped to.
  4243. * @param {number} maxVal - The maximum value the components will be clamped to.
  4244. * @return {Vector3} A reference to this vector.
  4245. */
  4246. clampScalar( minVal, maxVal ) {
  4247. this.x = clamp( this.x, minVal, maxVal );
  4248. this.y = clamp( this.y, minVal, maxVal );
  4249. this.z = clamp( this.z, minVal, maxVal );
  4250. return this;
  4251. }
  4252. /**
  4253. * If this vector's length is greater than the max value, it is replaced by
  4254. * the max value.
  4255. * If this vector's length is less than the min value, it is replaced by the
  4256. * min value.
  4257. *
  4258. * @param {number} min - The minimum value the vector length will be clamped to.
  4259. * @param {number} max - The maximum value the vector length will be clamped to.
  4260. * @return {Vector3} A reference to this vector.
  4261. */
  4262. clampLength( min, max ) {
  4263. const length = this.length();
  4264. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  4265. }
  4266. /**
  4267. * The components of this vector are rounded down to the nearest integer value.
  4268. *
  4269. * @return {Vector3} A reference to this vector.
  4270. */
  4271. floor() {
  4272. this.x = Math.floor( this.x );
  4273. this.y = Math.floor( this.y );
  4274. this.z = Math.floor( this.z );
  4275. return this;
  4276. }
  4277. /**
  4278. * The components of this vector are rounded up to the nearest integer value.
  4279. *
  4280. * @return {Vector3} A reference to this vector.
  4281. */
  4282. ceil() {
  4283. this.x = Math.ceil( this.x );
  4284. this.y = Math.ceil( this.y );
  4285. this.z = Math.ceil( this.z );
  4286. return this;
  4287. }
  4288. /**
  4289. * The components of this vector are rounded to the nearest integer value
  4290. *
  4291. * @return {Vector3} A reference to this vector.
  4292. */
  4293. round() {
  4294. this.x = Math.round( this.x );
  4295. this.y = Math.round( this.y );
  4296. this.z = Math.round( this.z );
  4297. return this;
  4298. }
  4299. /**
  4300. * The components of this vector are rounded towards zero (up if negative,
  4301. * down if positive) to an integer value.
  4302. *
  4303. * @return {Vector3} A reference to this vector.
  4304. */
  4305. roundToZero() {
  4306. this.x = Math.trunc( this.x );
  4307. this.y = Math.trunc( this.y );
  4308. this.z = Math.trunc( this.z );
  4309. return this;
  4310. }
  4311. /**
  4312. * Inverts this vector - i.e. sets x = -x, y = -y and z = -z.
  4313. *
  4314. * @return {Vector3} A reference to this vector.
  4315. */
  4316. negate() {
  4317. this.x = - this.x;
  4318. this.y = - this.y;
  4319. this.z = - this.z;
  4320. return this;
  4321. }
  4322. /**
  4323. * Calculates the dot product of the given vector with this instance.
  4324. *
  4325. * @param {Vector3} v - The vector to compute the dot product with.
  4326. * @return {number} The result of the dot product.
  4327. */
  4328. dot( v ) {
  4329. return this.x * v.x + this.y * v.y + this.z * v.z;
  4330. }
  4331. /**
  4332. * Computes the square of the Euclidean length (straight-line length) from
  4333. * (0, 0, 0) to (x, y, z). If you are comparing the lengths of vectors, you should
  4334. * compare the length squared instead as it is slightly more efficient to calculate.
  4335. *
  4336. * @return {number} The square length of this vector.
  4337. */
  4338. lengthSq() {
  4339. return this.x * this.x + this.y * this.y + this.z * this.z;
  4340. }
  4341. /**
  4342. * Computes the Euclidean length (straight-line length) from (0, 0, 0) to (x, y, z).
  4343. *
  4344. * @return {number} The length of this vector.
  4345. */
  4346. length() {
  4347. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  4348. }
  4349. /**
  4350. * Computes the Manhattan length of this vector.
  4351. *
  4352. * @return {number} The length of this vector.
  4353. */
  4354. manhattanLength() {
  4355. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  4356. }
  4357. /**
  4358. * Converts this vector to a unit vector - that is, sets it equal to a vector
  4359. * with the same direction as this one, but with a vector length of `1`.
  4360. *
  4361. * @return {Vector3} A reference to this vector.
  4362. */
  4363. normalize() {
  4364. return this.divideScalar( this.length() || 1 );
  4365. }
  4366. /**
  4367. * Sets this vector to a vector with the same direction as this one, but
  4368. * with the specified length.
  4369. *
  4370. * @param {number} length - The new length of this vector.
  4371. * @return {Vector3} A reference to this vector.
  4372. */
  4373. setLength( length ) {
  4374. return this.normalize().multiplyScalar( length );
  4375. }
  4376. /**
  4377. * Linearly interpolates between the given vector and this instance, where
  4378. * alpha is the percent distance along the line - alpha = 0 will be this
  4379. * vector, and alpha = 1 will be the given one.
  4380. *
  4381. * @param {Vector3} v - The vector to interpolate towards.
  4382. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  4383. * @return {Vector3} A reference to this vector.
  4384. */
  4385. lerp( v, alpha ) {
  4386. this.x += ( v.x - this.x ) * alpha;
  4387. this.y += ( v.y - this.y ) * alpha;
  4388. this.z += ( v.z - this.z ) * alpha;
  4389. return this;
  4390. }
  4391. /**
  4392. * Linearly interpolates between the given vectors, where alpha is the percent
  4393. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  4394. * be the second one. The result is stored in this instance.
  4395. *
  4396. * @param {Vector3} v1 - The first vector.
  4397. * @param {Vector3} v2 - The second vector.
  4398. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  4399. * @return {Vector3} A reference to this vector.
  4400. */
  4401. lerpVectors( v1, v2, alpha ) {
  4402. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  4403. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  4404. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  4405. return this;
  4406. }
  4407. /**
  4408. * Calculates the cross product of the given vector with this instance.
  4409. *
  4410. * @param {Vector3} v - The vector to compute the cross product with.
  4411. * @return {Vector3} The result of the cross product.
  4412. */
  4413. cross( v ) {
  4414. return this.crossVectors( this, v );
  4415. }
  4416. /**
  4417. * Calculates the cross product of the given vectors and stores the result
  4418. * in this instance.
  4419. *
  4420. * @param {Vector3} a - The first vector.
  4421. * @param {Vector3} b - The second vector.
  4422. * @return {Vector3} A reference to this vector.
  4423. */
  4424. crossVectors( a, b ) {
  4425. const ax = a.x, ay = a.y, az = a.z;
  4426. const bx = b.x, by = b.y, bz = b.z;
  4427. this.x = ay * bz - az * by;
  4428. this.y = az * bx - ax * bz;
  4429. this.z = ax * by - ay * bx;
  4430. return this;
  4431. }
  4432. /**
  4433. * Projects this vector onto the given one.
  4434. *
  4435. * @param {Vector3} v - The vector to project to.
  4436. * @return {Vector3} A reference to this vector.
  4437. */
  4438. projectOnVector( v ) {
  4439. const denominator = v.lengthSq();
  4440. if ( denominator === 0 ) return this.set( 0, 0, 0 );
  4441. const scalar = v.dot( this ) / denominator;
  4442. return this.copy( v ).multiplyScalar( scalar );
  4443. }
  4444. /**
  4445. * Projects this vector onto a plane by subtracting this
  4446. * vector projected onto the plane's normal from this vector.
  4447. *
  4448. * @param {Vector3} planeNormal - The plane normal.
  4449. * @return {Vector3} A reference to this vector.
  4450. */
  4451. projectOnPlane( planeNormal ) {
  4452. _vector$c.copy( this ).projectOnVector( planeNormal );
  4453. return this.sub( _vector$c );
  4454. }
  4455. /**
  4456. * Reflects this vector off a plane orthogonal to the given normal vector.
  4457. *
  4458. * @param {Vector3} normal - The (normalized) normal vector.
  4459. * @return {Vector3} A reference to this vector.
  4460. */
  4461. reflect( normal ) {
  4462. return this.sub( _vector$c.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  4463. }
  4464. /**
  4465. * Returns the angle between the given vector and this instance in radians.
  4466. *
  4467. * @param {Vector3} v - The vector to compute the angle with.
  4468. * @return {number} The angle in radians.
  4469. */
  4470. angleTo( v ) {
  4471. const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  4472. if ( denominator === 0 ) return Math.PI / 2;
  4473. const theta = this.dot( v ) / denominator;
  4474. // clamp, to handle numerical problems
  4475. return Math.acos( clamp( theta, -1, 1 ) );
  4476. }
  4477. /**
  4478. * Computes the distance from the given vector to this instance.
  4479. *
  4480. * @param {Vector3} v - The vector to compute the distance to.
  4481. * @return {number} The distance.
  4482. */
  4483. distanceTo( v ) {
  4484. return Math.sqrt( this.distanceToSquared( v ) );
  4485. }
  4486. /**
  4487. * Computes the squared distance from the given vector to this instance.
  4488. * If you are just comparing the distance with another distance, you should compare
  4489. * the distance squared instead as it is slightly more efficient to calculate.
  4490. *
  4491. * @param {Vector3} v - The vector to compute the squared distance to.
  4492. * @return {number} The squared distance.
  4493. */
  4494. distanceToSquared( v ) {
  4495. const dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  4496. return dx * dx + dy * dy + dz * dz;
  4497. }
  4498. /**
  4499. * Computes the Manhattan distance from the given vector to this instance.
  4500. *
  4501. * @param {Vector3} v - The vector to compute the Manhattan distance to.
  4502. * @return {number} The Manhattan distance.
  4503. */
  4504. manhattanDistanceTo( v ) {
  4505. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  4506. }
  4507. /**
  4508. * Sets the vector components from the given spherical coordinates.
  4509. *
  4510. * @param {Spherical} s - The spherical coordinates.
  4511. * @return {Vector3} A reference to this vector.
  4512. */
  4513. setFromSpherical( s ) {
  4514. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  4515. }
  4516. /**
  4517. * Sets the vector components from the given spherical coordinates.
  4518. *
  4519. * @param {number} radius - The radius.
  4520. * @param {number} phi - The phi angle in radians.
  4521. * @param {number} theta - The theta angle in radians.
  4522. * @return {Vector3} A reference to this vector.
  4523. */
  4524. setFromSphericalCoords( radius, phi, theta ) {
  4525. const sinPhiRadius = Math.sin( phi ) * radius;
  4526. this.x = sinPhiRadius * Math.sin( theta );
  4527. this.y = Math.cos( phi ) * radius;
  4528. this.z = sinPhiRadius * Math.cos( theta );
  4529. return this;
  4530. }
  4531. /**
  4532. * Sets the vector components from the given cylindrical coordinates.
  4533. *
  4534. * @param {Cylindrical} c - The cylindrical coordinates.
  4535. * @return {Vector3} A reference to this vector.
  4536. */
  4537. setFromCylindrical( c ) {
  4538. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  4539. }
  4540. /**
  4541. * Sets the vector components from the given cylindrical coordinates.
  4542. *
  4543. * @param {number} radius - The radius.
  4544. * @param {number} theta - The theta angle in radians.
  4545. * @param {number} y - The y value.
  4546. * @return {Vector3} A reference to this vector.
  4547. */
  4548. setFromCylindricalCoords( radius, theta, y ) {
  4549. this.x = radius * Math.sin( theta );
  4550. this.y = y;
  4551. this.z = radius * Math.cos( theta );
  4552. return this;
  4553. }
  4554. /**
  4555. * Sets the vector components to the position elements of the
  4556. * given transformation matrix.
  4557. *
  4558. * @param {Matrix4} m - The 4x4 matrix.
  4559. * @return {Vector3} A reference to this vector.
  4560. */
  4561. setFromMatrixPosition( m ) {
  4562. const e = m.elements;
  4563. this.x = e[ 12 ];
  4564. this.y = e[ 13 ];
  4565. this.z = e[ 14 ];
  4566. return this;
  4567. }
  4568. /**
  4569. * Sets the vector components to the scale elements of the
  4570. * given transformation matrix.
  4571. *
  4572. * @param {Matrix4} m - The 4x4 matrix.
  4573. * @return {Vector3} A reference to this vector.
  4574. */
  4575. setFromMatrixScale( m ) {
  4576. const sx = this.setFromMatrixColumn( m, 0 ).length();
  4577. const sy = this.setFromMatrixColumn( m, 1 ).length();
  4578. const sz = this.setFromMatrixColumn( m, 2 ).length();
  4579. this.x = sx;
  4580. this.y = sy;
  4581. this.z = sz;
  4582. return this;
  4583. }
  4584. /**
  4585. * Sets the vector components from the specified matrix column.
  4586. *
  4587. * @param {Matrix4} m - The 4x4 matrix.
  4588. * @param {number} index - The column index.
  4589. * @return {Vector3} A reference to this vector.
  4590. */
  4591. setFromMatrixColumn( m, index ) {
  4592. return this.fromArray( m.elements, index * 4 );
  4593. }
  4594. /**
  4595. * Sets the vector components from the specified matrix column.
  4596. *
  4597. * @param {Matrix3} m - The 3x3 matrix.
  4598. * @param {number} index - The column index.
  4599. * @return {Vector3} A reference to this vector.
  4600. */
  4601. setFromMatrix3Column( m, index ) {
  4602. return this.fromArray( m.elements, index * 3 );
  4603. }
  4604. /**
  4605. * Sets the vector components from the given Euler angles.
  4606. *
  4607. * @param {Euler} e - The Euler angles to set.
  4608. * @return {Vector3} A reference to this vector.
  4609. */
  4610. setFromEuler( e ) {
  4611. this.x = e._x;
  4612. this.y = e._y;
  4613. this.z = e._z;
  4614. return this;
  4615. }
  4616. /**
  4617. * Sets the vector components from the RGB components of the
  4618. * given color.
  4619. *
  4620. * @param {Color} c - The color to set.
  4621. * @return {Vector3} A reference to this vector.
  4622. */
  4623. setFromColor( c ) {
  4624. this.x = c.r;
  4625. this.y = c.g;
  4626. this.z = c.b;
  4627. return this;
  4628. }
  4629. /**
  4630. * Returns `true` if this vector is equal with the given one.
  4631. *
  4632. * @param {Vector3} v - The vector to test for equality.
  4633. * @return {boolean} Whether this vector is equal with the given one.
  4634. */
  4635. equals( v ) {
  4636. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  4637. }
  4638. /**
  4639. * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`
  4640. * and z value to be `array[ offset + 2 ]`.
  4641. *
  4642. * @param {Array<number>} array - An array holding the vector component values.
  4643. * @param {number} [offset=0] - The offset into the array.
  4644. * @return {Vector3} A reference to this vector.
  4645. */
  4646. fromArray( array, offset = 0 ) {
  4647. this.x = array[ offset ];
  4648. this.y = array[ offset + 1 ];
  4649. this.z = array[ offset + 2 ];
  4650. return this;
  4651. }
  4652. /**
  4653. * Writes the components of this vector to the given array. If no array is provided,
  4654. * the method returns a new instance.
  4655. *
  4656. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  4657. * @param {number} [offset=0] - Index of the first element in the array.
  4658. * @return {Array<number>} The vector components.
  4659. */
  4660. toArray( array = [], offset = 0 ) {
  4661. array[ offset ] = this.x;
  4662. array[ offset + 1 ] = this.y;
  4663. array[ offset + 2 ] = this.z;
  4664. return array;
  4665. }
  4666. /**
  4667. * Sets the components of this vector from the given buffer attribute.
  4668. *
  4669. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  4670. * @param {number} index - The index into the attribute.
  4671. * @return {Vector3} A reference to this vector.
  4672. */
  4673. fromBufferAttribute( attribute, index ) {
  4674. this.x = attribute.getX( index );
  4675. this.y = attribute.getY( index );
  4676. this.z = attribute.getZ( index );
  4677. return this;
  4678. }
  4679. /**
  4680. * Sets each component of this vector to a pseudo-random value between `0` and
  4681. * `1`, excluding `1`.
  4682. *
  4683. * @return {Vector3} A reference to this vector.
  4684. */
  4685. random() {
  4686. this.x = Math.random();
  4687. this.y = Math.random();
  4688. this.z = Math.random();
  4689. return this;
  4690. }
  4691. /**
  4692. * Sets this vector to a uniformly random point on a unit sphere.
  4693. *
  4694. * @return {Vector3} A reference to this vector.
  4695. */
  4696. randomDirection() {
  4697. // https://mathworld.wolfram.com/SpherePointPicking.html
  4698. const theta = Math.random() * Math.PI * 2;
  4699. const u = Math.random() * 2 - 1;
  4700. const c = Math.sqrt( 1 - u * u );
  4701. this.x = c * Math.cos( theta );
  4702. this.y = u;
  4703. this.z = c * Math.sin( theta );
  4704. return this;
  4705. }
  4706. *[ Symbol.iterator ]() {
  4707. yield this.x;
  4708. yield this.y;
  4709. yield this.z;
  4710. }
  4711. }
  4712. const _vector$c = /*@__PURE__*/ new Vector3();
  4713. const _quaternion$5 = /*@__PURE__*/ new Quaternion();
  4714. /**
  4715. * Represents a 3x3 matrix.
  4716. *
  4717. * A Note on Row-Major and Column-Major Ordering:
  4718. *
  4719. * The constructor and {@link Matrix3#set} method take arguments in
  4720. * [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order)
  4721. * order, while internally they are stored in the {@link Matrix3#elements} array in column-major order.
  4722. * This means that calling:
  4723. * ```js
  4724. * const m = new THREE.Matrix();
  4725. * m.set( 11, 12, 13,
  4726. * 21, 22, 23,
  4727. * 31, 32, 33 );
  4728. * ```
  4729. * will result in the elements array containing:
  4730. * ```js
  4731. * m.elements = [ 11, 21, 31,
  4732. * 12, 22, 32,
  4733. * 13, 23, 33 ];
  4734. * ```
  4735. * and internally all calculations are performed using column-major ordering.
  4736. * However, as the actual ordering makes no difference mathematically and
  4737. * most people are used to thinking about matrices in row-major order, the
  4738. * three.js documentation shows matrices in row-major order. Just bear in
  4739. * mind that if you are reading the source code, you'll have to take the
  4740. * transpose of any matrices outlined here to make sense of the calculations.
  4741. */
  4742. class Matrix3 {
  4743. /**
  4744. * Constructs a new 3x3 matrix. The arguments are supposed to be
  4745. * in row-major order. If no arguments are provided, the constructor
  4746. * initializes the matrix as an identity matrix.
  4747. *
  4748. * @param {number} [n11] - 1-1 matrix element.
  4749. * @param {number} [n12] - 1-2 matrix element.
  4750. * @param {number} [n13] - 1-3 matrix element.
  4751. * @param {number} [n21] - 2-1 matrix element.
  4752. * @param {number} [n22] - 2-2 matrix element.
  4753. * @param {number} [n23] - 2-3 matrix element.
  4754. * @param {number} [n31] - 3-1 matrix element.
  4755. * @param {number} [n32] - 3-2 matrix element.
  4756. * @param {number} [n33] - 3-3 matrix element.
  4757. */
  4758. constructor( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  4759. /**
  4760. * This flag can be used for type testing.
  4761. *
  4762. * @type {boolean}
  4763. * @readonly
  4764. * @default true
  4765. */
  4766. Matrix3.prototype.isMatrix3 = true;
  4767. /**
  4768. * A column-major list of matrix values.
  4769. *
  4770. * @type {Array<number>}
  4771. */
  4772. this.elements = [
  4773. 1, 0, 0,
  4774. 0, 1, 0,
  4775. 0, 0, 1
  4776. ];
  4777. if ( n11 !== undefined ) {
  4778. this.set( n11, n12, n13, n21, n22, n23, n31, n32, n33 );
  4779. }
  4780. }
  4781. /**
  4782. * Sets the elements of the matrix.The arguments are supposed to be
  4783. * in row-major order.
  4784. *
  4785. * @param {number} [n11] - 1-1 matrix element.
  4786. * @param {number} [n12] - 1-2 matrix element.
  4787. * @param {number} [n13] - 1-3 matrix element.
  4788. * @param {number} [n21] - 2-1 matrix element.
  4789. * @param {number} [n22] - 2-2 matrix element.
  4790. * @param {number} [n23] - 2-3 matrix element.
  4791. * @param {number} [n31] - 3-1 matrix element.
  4792. * @param {number} [n32] - 3-2 matrix element.
  4793. * @param {number} [n33] - 3-3 matrix element.
  4794. * @return {Matrix3} A reference to this matrix.
  4795. */
  4796. set( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  4797. const te = this.elements;
  4798. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  4799. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  4800. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  4801. return this;
  4802. }
  4803. /**
  4804. * Sets this matrix to the 3x3 identity matrix.
  4805. *
  4806. * @return {Matrix3} A reference to this matrix.
  4807. */
  4808. identity() {
  4809. this.set(
  4810. 1, 0, 0,
  4811. 0, 1, 0,
  4812. 0, 0, 1
  4813. );
  4814. return this;
  4815. }
  4816. /**
  4817. * Copies the values of the given matrix to this instance.
  4818. *
  4819. * @param {Matrix3} m - The matrix to copy.
  4820. * @return {Matrix3} A reference to this matrix.
  4821. */
  4822. copy( m ) {
  4823. const te = this.elements;
  4824. const me = m.elements;
  4825. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  4826. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  4827. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  4828. return this;
  4829. }
  4830. /**
  4831. * Extracts the basis of this matrix into the three axis vectors provided.
  4832. *
  4833. * @param {Vector3} xAxis - The basis's x axis.
  4834. * @param {Vector3} yAxis - The basis's y axis.
  4835. * @param {Vector3} zAxis - The basis's z axis.
  4836. * @return {Matrix3} A reference to this matrix.
  4837. */
  4838. extractBasis( xAxis, yAxis, zAxis ) {
  4839. xAxis.setFromMatrix3Column( this, 0 );
  4840. yAxis.setFromMatrix3Column( this, 1 );
  4841. zAxis.setFromMatrix3Column( this, 2 );
  4842. return this;
  4843. }
  4844. /**
  4845. * Set this matrix to the upper 3x3 matrix of the given 4x4 matrix.
  4846. *
  4847. * @param {Matrix4} m - The 4x4 matrix.
  4848. * @return {Matrix3} A reference to this matrix.
  4849. */
  4850. setFromMatrix4( m ) {
  4851. const me = m.elements;
  4852. this.set(
  4853. me[ 0 ], me[ 4 ], me[ 8 ],
  4854. me[ 1 ], me[ 5 ], me[ 9 ],
  4855. me[ 2 ], me[ 6 ], me[ 10 ]
  4856. );
  4857. return this;
  4858. }
  4859. /**
  4860. * Post-multiplies this matrix by the given 3x3 matrix.
  4861. *
  4862. * @param {Matrix3} m - The matrix to multiply with.
  4863. * @return {Matrix3} A reference to this matrix.
  4864. */
  4865. multiply( m ) {
  4866. return this.multiplyMatrices( this, m );
  4867. }
  4868. /**
  4869. * Pre-multiplies this matrix by the given 3x3 matrix.
  4870. *
  4871. * @param {Matrix3} m - The matrix to multiply with.
  4872. * @return {Matrix3} A reference to this matrix.
  4873. */
  4874. premultiply( m ) {
  4875. return this.multiplyMatrices( m, this );
  4876. }
  4877. /**
  4878. * Multiples the given 3x3 matrices and stores the result
  4879. * in this matrix.
  4880. *
  4881. * @param {Matrix3} a - The first matrix.
  4882. * @param {Matrix3} b - The second matrix.
  4883. * @return {Matrix3} A reference to this matrix.
  4884. */
  4885. multiplyMatrices( a, b ) {
  4886. const ae = a.elements;
  4887. const be = b.elements;
  4888. const te = this.elements;
  4889. const a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  4890. const a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  4891. const a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  4892. const b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  4893. const b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  4894. const b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  4895. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  4896. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  4897. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  4898. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  4899. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  4900. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  4901. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  4902. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  4903. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  4904. return this;
  4905. }
  4906. /**
  4907. * Multiplies every component of the matrix by the given scalar.
  4908. *
  4909. * @param {number} s - The scalar.
  4910. * @return {Matrix3} A reference to this matrix.
  4911. */
  4912. multiplyScalar( s ) {
  4913. const te = this.elements;
  4914. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  4915. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  4916. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  4917. return this;
  4918. }
  4919. /**
  4920. * Computes and returns the determinant of this matrix.
  4921. *
  4922. * @return {number} The determinant.
  4923. */
  4924. determinant() {
  4925. const te = this.elements;
  4926. const a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  4927. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  4928. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  4929. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  4930. }
  4931. /**
  4932. * Inverts this matrix, using the [analytic method](https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution).
  4933. * You can not invert with a determinant of zero. If you attempt this, the method produces
  4934. * a zero matrix instead.
  4935. *
  4936. * @return {Matrix3} A reference to this matrix.
  4937. */
  4938. invert() {
  4939. const te = this.elements,
  4940. n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ],
  4941. n12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ],
  4942. n13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ],
  4943. t11 = n33 * n22 - n32 * n23,
  4944. t12 = n32 * n13 - n33 * n12,
  4945. t13 = n23 * n12 - n22 * n13,
  4946. det = n11 * t11 + n21 * t12 + n31 * t13;
  4947. if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 );
  4948. const detInv = 1 / det;
  4949. te[ 0 ] = t11 * detInv;
  4950. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  4951. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  4952. te[ 3 ] = t12 * detInv;
  4953. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  4954. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  4955. te[ 6 ] = t13 * detInv;
  4956. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  4957. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  4958. return this;
  4959. }
  4960. /**
  4961. * Transposes this matrix in place.
  4962. *
  4963. * @return {Matrix3} A reference to this matrix.
  4964. */
  4965. transpose() {
  4966. let tmp;
  4967. const m = this.elements;
  4968. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  4969. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  4970. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  4971. return this;
  4972. }
  4973. /**
  4974. * Computes the normal matrix which is the inverse transpose of the upper
  4975. * left 3x3 portion of the given 4x4 matrix.
  4976. *
  4977. * @param {Matrix4} matrix4 - The 4x4 matrix.
  4978. * @return {Matrix3} A reference to this matrix.
  4979. */
  4980. getNormalMatrix( matrix4 ) {
  4981. return this.setFromMatrix4( matrix4 ).invert().transpose();
  4982. }
  4983. /**
  4984. * Transposes this matrix into the supplied array, and returns itself unchanged.
  4985. *
  4986. * @param {Array<number>} r - An array to store the transposed matrix elements.
  4987. * @return {Matrix3} A reference to this matrix.
  4988. */
  4989. transposeIntoArray( r ) {
  4990. const m = this.elements;
  4991. r[ 0 ] = m[ 0 ];
  4992. r[ 1 ] = m[ 3 ];
  4993. r[ 2 ] = m[ 6 ];
  4994. r[ 3 ] = m[ 1 ];
  4995. r[ 4 ] = m[ 4 ];
  4996. r[ 5 ] = m[ 7 ];
  4997. r[ 6 ] = m[ 2 ];
  4998. r[ 7 ] = m[ 5 ];
  4999. r[ 8 ] = m[ 8 ];
  5000. return this;
  5001. }
  5002. /**
  5003. * Sets the UV transform matrix from offset, repeat, rotation, and center.
  5004. *
  5005. * @param {number} tx - Offset x.
  5006. * @param {number} ty - Offset y.
  5007. * @param {number} sx - Repeat x.
  5008. * @param {number} sy - Repeat y.
  5009. * @param {number} rotation - Rotation, in radians. Positive values rotate counterclockwise.
  5010. * @param {number} cx - Center x of rotation.
  5011. * @param {number} cy - Center y of rotation
  5012. * @return {Matrix3} A reference to this matrix.
  5013. */
  5014. setUvTransform( tx, ty, sx, sy, rotation, cx, cy ) {
  5015. const c = Math.cos( rotation );
  5016. const s = Math.sin( rotation );
  5017. this.set(
  5018. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  5019. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  5020. 0, 0, 1
  5021. );
  5022. return this;
  5023. }
  5024. /**
  5025. * Scales this matrix with the given scalar values.
  5026. *
  5027. * @param {number} sx - The amount to scale in the X axis.
  5028. * @param {number} sy - The amount to scale in the Y axis.
  5029. * @return {Matrix3} A reference to this matrix.
  5030. */
  5031. scale( sx, sy ) {
  5032. this.premultiply( _m3.makeScale( sx, sy ) );
  5033. return this;
  5034. }
  5035. /**
  5036. * Rotates this matrix by the given angle.
  5037. *
  5038. * @param {number} theta - The rotation in radians.
  5039. * @return {Matrix3} A reference to this matrix.
  5040. */
  5041. rotate( theta ) {
  5042. this.premultiply( _m3.makeRotation( - theta ) );
  5043. return this;
  5044. }
  5045. /**
  5046. * Translates this matrix by the given scalar values.
  5047. *
  5048. * @param {number} tx - The amount to translate in the X axis.
  5049. * @param {number} ty - The amount to translate in the Y axis.
  5050. * @return {Matrix3} A reference to this matrix.
  5051. */
  5052. translate( tx, ty ) {
  5053. this.premultiply( _m3.makeTranslation( tx, ty ) );
  5054. return this;
  5055. }
  5056. // for 2D Transforms
  5057. /**
  5058. * Sets this matrix as a 2D translation transform.
  5059. *
  5060. * @param {number|Vector2} x - The amount to translate in the X axis or alternatively a translation vector.
  5061. * @param {number} y - The amount to translate in the Y axis.
  5062. * @return {Matrix3} A reference to this matrix.
  5063. */
  5064. makeTranslation( x, y ) {
  5065. if ( x.isVector2 ) {
  5066. this.set(
  5067. 1, 0, x.x,
  5068. 0, 1, x.y,
  5069. 0, 0, 1
  5070. );
  5071. } else {
  5072. this.set(
  5073. 1, 0, x,
  5074. 0, 1, y,
  5075. 0, 0, 1
  5076. );
  5077. }
  5078. return this;
  5079. }
  5080. /**
  5081. * Sets this matrix as a 2D rotational transformation.
  5082. *
  5083. * @param {number} theta - The rotation in radians.
  5084. * @return {Matrix3} A reference to this matrix.
  5085. */
  5086. makeRotation( theta ) {
  5087. // counterclockwise
  5088. const c = Math.cos( theta );
  5089. const s = Math.sin( theta );
  5090. this.set(
  5091. c, - s, 0,
  5092. s, c, 0,
  5093. 0, 0, 1
  5094. );
  5095. return this;
  5096. }
  5097. /**
  5098. * Sets this matrix as a 2D scale transform.
  5099. *
  5100. * @param {number} x - The amount to scale in the X axis.
  5101. * @param {number} y - The amount to scale in the Y axis.
  5102. * @return {Matrix3} A reference to this matrix.
  5103. */
  5104. makeScale( x, y ) {
  5105. this.set(
  5106. x, 0, 0,
  5107. 0, y, 0,
  5108. 0, 0, 1
  5109. );
  5110. return this;
  5111. }
  5112. /**
  5113. * Returns `true` if this matrix is equal with the given one.
  5114. *
  5115. * @param {Matrix3} matrix - The matrix to test for equality.
  5116. * @return {boolean} Whether this matrix is equal with the given one.
  5117. */
  5118. equals( matrix ) {
  5119. const te = this.elements;
  5120. const me = matrix.elements;
  5121. for ( let i = 0; i < 9; i ++ ) {
  5122. if ( te[ i ] !== me[ i ] ) return false;
  5123. }
  5124. return true;
  5125. }
  5126. /**
  5127. * Sets the elements of the matrix from the given array.
  5128. *
  5129. * @param {Array<number>} array - The matrix elements in column-major order.
  5130. * @param {number} [offset=0] - Index of the first element in the array.
  5131. * @return {Matrix3} A reference to this matrix.
  5132. */
  5133. fromArray( array, offset = 0 ) {
  5134. for ( let i = 0; i < 9; i ++ ) {
  5135. this.elements[ i ] = array[ i + offset ];
  5136. }
  5137. return this;
  5138. }
  5139. /**
  5140. * Writes the elements of this matrix to the given array. If no array is provided,
  5141. * the method returns a new instance.
  5142. *
  5143. * @param {Array<number>} [array=[]] - The target array holding the matrix elements in column-major order.
  5144. * @param {number} [offset=0] - Index of the first element in the array.
  5145. * @return {Array<number>} The matrix elements in column-major order.
  5146. */
  5147. toArray( array = [], offset = 0 ) {
  5148. const te = this.elements;
  5149. array[ offset ] = te[ 0 ];
  5150. array[ offset + 1 ] = te[ 1 ];
  5151. array[ offset + 2 ] = te[ 2 ];
  5152. array[ offset + 3 ] = te[ 3 ];
  5153. array[ offset + 4 ] = te[ 4 ];
  5154. array[ offset + 5 ] = te[ 5 ];
  5155. array[ offset + 6 ] = te[ 6 ];
  5156. array[ offset + 7 ] = te[ 7 ];
  5157. array[ offset + 8 ] = te[ 8 ];
  5158. return array;
  5159. }
  5160. /**
  5161. * Returns a matrix with copied values from this instance.
  5162. *
  5163. * @return {Matrix3} A clone of this instance.
  5164. */
  5165. clone() {
  5166. return new this.constructor().fromArray( this.elements );
  5167. }
  5168. }
  5169. const _m3 = /*@__PURE__*/ new Matrix3();
  5170. const LINEAR_REC709_TO_XYZ = /*@__PURE__*/ new Matrix3().set(
  5171. 0.4123908, 0.3575843, 0.1804808,
  5172. 0.2126390, 0.7151687, 0.0721923,
  5173. 0.0193308, 0.1191948, 0.9505322
  5174. );
  5175. const XYZ_TO_LINEAR_REC709 = /*@__PURE__*/ new Matrix3().set(
  5176. 3.2409699, -1.5373832, -0.4986108,
  5177. -0.9692436, 1.8759675, 0.0415551,
  5178. 0.0556301, -0.203977, 1.0569715
  5179. );
  5180. function createColorManagement() {
  5181. const ColorManagement = {
  5182. enabled: true,
  5183. workingColorSpace: LinearSRGBColorSpace,
  5184. /**
  5185. * Implementations of supported color spaces.
  5186. *
  5187. * Required:
  5188. * - primaries: chromaticity coordinates [ rx ry gx gy bx by ]
  5189. * - whitePoint: reference white [ x y ]
  5190. * - transfer: transfer function (pre-defined)
  5191. * - toXYZ: Matrix3 RGB to XYZ transform
  5192. * - fromXYZ: Matrix3 XYZ to RGB transform
  5193. * - luminanceCoefficients: RGB luminance coefficients
  5194. *
  5195. * Optional:
  5196. * - outputColorSpaceConfig: { drawingBufferColorSpace: ColorSpace, toneMappingMode: 'extended' | 'standard' }
  5197. * - workingColorSpaceConfig: { unpackColorSpace: ColorSpace }
  5198. *
  5199. * Reference:
  5200. * - https://www.russellcottrell.com/photo/matrixCalculator.htm
  5201. */
  5202. spaces: {},
  5203. convert: function ( color, sourceColorSpace, targetColorSpace ) {
  5204. if ( this.enabled === false || sourceColorSpace === targetColorSpace || ! sourceColorSpace || ! targetColorSpace ) {
  5205. return color;
  5206. }
  5207. if ( this.spaces[ sourceColorSpace ].transfer === SRGBTransfer ) {
  5208. color.r = SRGBToLinear( color.r );
  5209. color.g = SRGBToLinear( color.g );
  5210. color.b = SRGBToLinear( color.b );
  5211. }
  5212. if ( this.spaces[ sourceColorSpace ].primaries !== this.spaces[ targetColorSpace ].primaries ) {
  5213. color.applyMatrix3( this.spaces[ sourceColorSpace ].toXYZ );
  5214. color.applyMatrix3( this.spaces[ targetColorSpace ].fromXYZ );
  5215. }
  5216. if ( this.spaces[ targetColorSpace ].transfer === SRGBTransfer ) {
  5217. color.r = LinearToSRGB( color.r );
  5218. color.g = LinearToSRGB( color.g );
  5219. color.b = LinearToSRGB( color.b );
  5220. }
  5221. return color;
  5222. },
  5223. workingToColorSpace: function ( color, targetColorSpace ) {
  5224. return this.convert( color, this.workingColorSpace, targetColorSpace );
  5225. },
  5226. colorSpaceToWorking: function ( color, sourceColorSpace ) {
  5227. return this.convert( color, sourceColorSpace, this.workingColorSpace );
  5228. },
  5229. getPrimaries: function ( colorSpace ) {
  5230. return this.spaces[ colorSpace ].primaries;
  5231. },
  5232. getTransfer: function ( colorSpace ) {
  5233. if ( colorSpace === NoColorSpace ) return LinearTransfer;
  5234. return this.spaces[ colorSpace ].transfer;
  5235. },
  5236. getToneMappingMode: function ( colorSpace ) {
  5237. return this.spaces[ colorSpace ].outputColorSpaceConfig.toneMappingMode || 'standard';
  5238. },
  5239. getLuminanceCoefficients: function ( target, colorSpace = this.workingColorSpace ) {
  5240. return target.fromArray( this.spaces[ colorSpace ].luminanceCoefficients );
  5241. },
  5242. define: function ( colorSpaces ) {
  5243. Object.assign( this.spaces, colorSpaces );
  5244. },
  5245. // Internal APIs
  5246. _getMatrix: function ( targetMatrix, sourceColorSpace, targetColorSpace ) {
  5247. return targetMatrix
  5248. .copy( this.spaces[ sourceColorSpace ].toXYZ )
  5249. .multiply( this.spaces[ targetColorSpace ].fromXYZ );
  5250. },
  5251. _getDrawingBufferColorSpace: function ( colorSpace ) {
  5252. return this.spaces[ colorSpace ].outputColorSpaceConfig.drawingBufferColorSpace;
  5253. },
  5254. _getUnpackColorSpace: function ( colorSpace = this.workingColorSpace ) {
  5255. return this.spaces[ colorSpace ].workingColorSpaceConfig.unpackColorSpace;
  5256. },
  5257. // Deprecated
  5258. fromWorkingColorSpace: function ( color, targetColorSpace ) {
  5259. warnOnce( 'ColorManagement: .fromWorkingColorSpace() has been renamed to .workingToColorSpace().' ); // @deprecated, r177
  5260. return ColorManagement.workingToColorSpace( color, targetColorSpace );
  5261. },
  5262. toWorkingColorSpace: function ( color, sourceColorSpace ) {
  5263. warnOnce( 'ColorManagement: .toWorkingColorSpace() has been renamed to .colorSpaceToWorking().' ); // @deprecated, r177
  5264. return ColorManagement.colorSpaceToWorking( color, sourceColorSpace );
  5265. },
  5266. };
  5267. /******************************************************************************
  5268. * sRGB definitions
  5269. */
  5270. const REC709_PRIMARIES = [ 0.640, 0.330, 0.300, 0.600, 0.150, 0.060 ];
  5271. const REC709_LUMINANCE_COEFFICIENTS = [ 0.2126, 0.7152, 0.0722 ];
  5272. const D65 = [ 0.3127, 0.3290 ];
  5273. ColorManagement.define( {
  5274. [ LinearSRGBColorSpace ]: {
  5275. primaries: REC709_PRIMARIES,
  5276. whitePoint: D65,
  5277. transfer: LinearTransfer,
  5278. toXYZ: LINEAR_REC709_TO_XYZ,
  5279. fromXYZ: XYZ_TO_LINEAR_REC709,
  5280. luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,
  5281. workingColorSpaceConfig: { unpackColorSpace: SRGBColorSpace },
  5282. outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }
  5283. },
  5284. [ SRGBColorSpace ]: {
  5285. primaries: REC709_PRIMARIES,
  5286. whitePoint: D65,
  5287. transfer: SRGBTransfer,
  5288. toXYZ: LINEAR_REC709_TO_XYZ,
  5289. fromXYZ: XYZ_TO_LINEAR_REC709,
  5290. luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,
  5291. outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }
  5292. },
  5293. } );
  5294. return ColorManagement;
  5295. }
  5296. const ColorManagement = /*@__PURE__*/ createColorManagement();
  5297. function SRGBToLinear( c ) {
  5298. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  5299. }
  5300. function LinearToSRGB( c ) {
  5301. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  5302. }
  5303. let _canvas;
  5304. /**
  5305. * A class containing utility functions for images.
  5306. *
  5307. * @hideconstructor
  5308. */
  5309. class ImageUtils {
  5310. /**
  5311. * Returns a data URI containing a representation of the given image.
  5312. *
  5313. * @param {(HTMLImageElement|HTMLCanvasElement)} image - The image object.
  5314. * @param {string} [type='image/png'] - Indicates the image format.
  5315. * @return {string} The data URI.
  5316. */
  5317. static getDataURL( image, type = 'image/png' ) {
  5318. if ( /^data:/i.test( image.src ) ) {
  5319. return image.src;
  5320. }
  5321. if ( typeof HTMLCanvasElement === 'undefined' ) {
  5322. return image.src;
  5323. }
  5324. let canvas;
  5325. if ( image instanceof HTMLCanvasElement ) {
  5326. canvas = image;
  5327. } else {
  5328. if ( _canvas === undefined ) _canvas = createElementNS( 'canvas' );
  5329. _canvas.width = image.width;
  5330. _canvas.height = image.height;
  5331. const context = _canvas.getContext( '2d' );
  5332. if ( image instanceof ImageData ) {
  5333. context.putImageData( image, 0, 0 );
  5334. } else {
  5335. context.drawImage( image, 0, 0, image.width, image.height );
  5336. }
  5337. canvas = _canvas;
  5338. }
  5339. return canvas.toDataURL( type );
  5340. }
  5341. /**
  5342. * Converts the given sRGB image data to linear color space.
  5343. *
  5344. * @param {(HTMLImageElement|HTMLCanvasElement|ImageBitmap|Object)} image - The image object.
  5345. * @return {HTMLCanvasElement|Object} The converted image.
  5346. */
  5347. static sRGBToLinear( image ) {
  5348. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  5349. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  5350. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  5351. const canvas = createElementNS( 'canvas' );
  5352. canvas.width = image.width;
  5353. canvas.height = image.height;
  5354. const context = canvas.getContext( '2d' );
  5355. context.drawImage( image, 0, 0, image.width, image.height );
  5356. const imageData = context.getImageData( 0, 0, image.width, image.height );
  5357. const data = imageData.data;
  5358. for ( let i = 0; i < data.length; i ++ ) {
  5359. data[ i ] = SRGBToLinear( data[ i ] / 255 ) * 255;
  5360. }
  5361. context.putImageData( imageData, 0, 0 );
  5362. return canvas;
  5363. } else if ( image.data ) {
  5364. const data = image.data.slice( 0 );
  5365. for ( let i = 0; i < data.length; i ++ ) {
  5366. if ( data instanceof Uint8Array || data instanceof Uint8ClampedArray ) {
  5367. data[ i ] = Math.floor( SRGBToLinear( data[ i ] / 255 ) * 255 );
  5368. } else {
  5369. // assuming float
  5370. data[ i ] = SRGBToLinear( data[ i ] );
  5371. }
  5372. }
  5373. return {
  5374. data: data,
  5375. width: image.width,
  5376. height: image.height
  5377. };
  5378. } else {
  5379. warn( 'ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.' );
  5380. return image;
  5381. }
  5382. }
  5383. }
  5384. let _sourceId = 0;
  5385. /**
  5386. * Represents the data source of a texture.
  5387. *
  5388. * The main purpose of this class is to decouple the data definition from the texture
  5389. * definition so the same data can be used with multiple texture instances.
  5390. */
  5391. class Source {
  5392. /**
  5393. * Constructs a new video texture.
  5394. *
  5395. * @param {any} [data=null] - The data definition of a texture.
  5396. */
  5397. constructor( data = null ) {
  5398. /**
  5399. * This flag can be used for type testing.
  5400. *
  5401. * @type {boolean}
  5402. * @readonly
  5403. * @default true
  5404. */
  5405. this.isSource = true;
  5406. /**
  5407. * The ID of the source.
  5408. *
  5409. * @name Source#id
  5410. * @type {number}
  5411. * @readonly
  5412. */
  5413. Object.defineProperty( this, 'id', { value: _sourceId ++ } );
  5414. /**
  5415. * The UUID of the source.
  5416. *
  5417. * @type {string}
  5418. * @readonly
  5419. */
  5420. this.uuid = generateUUID();
  5421. /**
  5422. * The data definition of a texture.
  5423. *
  5424. * @type {any}
  5425. */
  5426. this.data = data;
  5427. /**
  5428. * This property is only relevant when {@link Source#needsUpdate} is set to `true` and
  5429. * provides more control on how texture data should be processed. When `dataReady` is set
  5430. * to `false`, the engine performs the memory allocation (if necessary) but does not transfer
  5431. * the data into the GPU memory.
  5432. *
  5433. * @type {boolean}
  5434. * @default true
  5435. */
  5436. this.dataReady = true;
  5437. /**
  5438. * This starts at `0` and counts how many times {@link Source#needsUpdate} is set to `true`.
  5439. *
  5440. * @type {number}
  5441. * @readonly
  5442. * @default 0
  5443. */
  5444. this.version = 0;
  5445. }
  5446. /**
  5447. * Returns the dimensions of the source into the given target vector.
  5448. *
  5449. * @param {(Vector2|Vector3)} target - The target object the result is written into.
  5450. * @return {(Vector2|Vector3)} The dimensions of the source.
  5451. */
  5452. getSize( target ) {
  5453. const data = this.data;
  5454. if ( ( typeof HTMLVideoElement !== 'undefined' ) && ( data instanceof HTMLVideoElement ) ) {
  5455. target.set( data.videoWidth, data.videoHeight, 0 );
  5456. } else if ( ( typeof VideoFrame !== 'undefined' ) && ( data instanceof VideoFrame ) ) {
  5457. target.set( data.displayHeight, data.displayWidth, 0 );
  5458. } else if ( data !== null ) {
  5459. target.set( data.width, data.height, data.depth || 0 );
  5460. } else {
  5461. target.set( 0, 0, 0 );
  5462. }
  5463. return target;
  5464. }
  5465. /**
  5466. * When the property is set to `true`, the engine allocates the memory
  5467. * for the texture (if necessary) and triggers the actual texture upload
  5468. * to the GPU next time the source is used.
  5469. *
  5470. * @type {boolean}
  5471. * @default false
  5472. * @param {boolean} value
  5473. */
  5474. set needsUpdate( value ) {
  5475. if ( value === true ) this.version ++;
  5476. }
  5477. /**
  5478. * Serializes the source into JSON.
  5479. *
  5480. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  5481. * @return {Object} A JSON object representing the serialized source.
  5482. * @see {@link ObjectLoader#parse}
  5483. */
  5484. toJSON( meta ) {
  5485. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  5486. if ( ! isRootObject && meta.images[ this.uuid ] !== undefined ) {
  5487. return meta.images[ this.uuid ];
  5488. }
  5489. const output = {
  5490. uuid: this.uuid,
  5491. url: ''
  5492. };
  5493. const data = this.data;
  5494. if ( data !== null ) {
  5495. let url;
  5496. if ( Array.isArray( data ) ) {
  5497. // cube texture
  5498. url = [];
  5499. for ( let i = 0, l = data.length; i < l; i ++ ) {
  5500. if ( data[ i ].isDataTexture ) {
  5501. url.push( serializeImage( data[ i ].image ) );
  5502. } else {
  5503. url.push( serializeImage( data[ i ] ) );
  5504. }
  5505. }
  5506. } else {
  5507. // texture
  5508. url = serializeImage( data );
  5509. }
  5510. output.url = url;
  5511. }
  5512. if ( ! isRootObject ) {
  5513. meta.images[ this.uuid ] = output;
  5514. }
  5515. return output;
  5516. }
  5517. }
  5518. function serializeImage( image ) {
  5519. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  5520. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  5521. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  5522. // default images
  5523. return ImageUtils.getDataURL( image );
  5524. } else {
  5525. if ( image.data ) {
  5526. // images of DataTexture
  5527. return {
  5528. data: Array.from( image.data ),
  5529. width: image.width,
  5530. height: image.height,
  5531. type: image.data.constructor.name
  5532. };
  5533. } else {
  5534. warn( 'Texture: Unable to serialize Texture.' );
  5535. return {};
  5536. }
  5537. }
  5538. }
  5539. let _textureId = 0;
  5540. const _tempVec3 = /*@__PURE__*/ new Vector3();
  5541. /**
  5542. * Base class for all textures.
  5543. *
  5544. * Note: After the initial use of a texture, its dimensions, format, and type
  5545. * cannot be changed. Instead, call {@link Texture#dispose} on the texture and instantiate a new one.
  5546. *
  5547. * @augments EventDispatcher
  5548. */
  5549. class Texture extends EventDispatcher {
  5550. /**
  5551. * Constructs a new texture.
  5552. *
  5553. * @param {?Object} [image=Texture.DEFAULT_IMAGE] - The image holding the texture data.
  5554. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  5555. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  5556. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  5557. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  5558. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  5559. * @param {number} [format=RGBAFormat] - The texture format.
  5560. * @param {number} [type=UnsignedByteType] - The texture type.
  5561. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  5562. * @param {string} [colorSpace=NoColorSpace] - The color space.
  5563. */
  5564. 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 ) {
  5565. super();
  5566. /**
  5567. * This flag can be used for type testing.
  5568. *
  5569. * @type {boolean}
  5570. * @readonly
  5571. * @default true
  5572. */
  5573. this.isTexture = true;
  5574. /**
  5575. * The ID of the texture.
  5576. *
  5577. * @name Texture#id
  5578. * @type {number}
  5579. * @readonly
  5580. */
  5581. Object.defineProperty( this, 'id', { value: _textureId ++ } );
  5582. /**
  5583. * The UUID of the texture.
  5584. *
  5585. * @type {string}
  5586. * @readonly
  5587. */
  5588. this.uuid = generateUUID();
  5589. /**
  5590. * The name of the texture.
  5591. *
  5592. * @type {string}
  5593. */
  5594. this.name = '';
  5595. /**
  5596. * The data definition of a texture. A reference to the data source can be
  5597. * shared across textures. This is often useful in context of spritesheets
  5598. * where multiple textures render the same data but with different texture
  5599. * transformations.
  5600. *
  5601. * @type {Source}
  5602. */
  5603. this.source = new Source( image );
  5604. /**
  5605. * An array holding user-defined mipmaps.
  5606. *
  5607. * @type {Array<Object>}
  5608. */
  5609. this.mipmaps = [];
  5610. /**
  5611. * How the texture is applied to the object. The value `UVMapping`
  5612. * is the default, where texture or uv coordinates are used to apply the map.
  5613. *
  5614. * @type {(UVMapping|CubeReflectionMapping|CubeRefractionMapping|EquirectangularReflectionMapping|EquirectangularRefractionMapping|CubeUVReflectionMapping)}
  5615. * @default UVMapping
  5616. */
  5617. this.mapping = mapping;
  5618. /**
  5619. * Lets you select the uv attribute to map the texture to. `0` for `uv`,
  5620. * `1` for `uv1`, `2` for `uv2` and `3` for `uv3`.
  5621. *
  5622. * @type {number}
  5623. * @default 0
  5624. */
  5625. this.channel = 0;
  5626. /**
  5627. * This defines how the texture is wrapped horizontally and corresponds to
  5628. * *U* in UV mapping.
  5629. *
  5630. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  5631. * @default ClampToEdgeWrapping
  5632. */
  5633. this.wrapS = wrapS;
  5634. /**
  5635. * This defines how the texture is wrapped horizontally and corresponds to
  5636. * *V* in UV mapping.
  5637. *
  5638. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  5639. * @default ClampToEdgeWrapping
  5640. */
  5641. this.wrapT = wrapT;
  5642. /**
  5643. * How the texture is sampled when a texel covers more than one pixel.
  5644. *
  5645. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  5646. * @default LinearFilter
  5647. */
  5648. this.magFilter = magFilter;
  5649. /**
  5650. * How the texture is sampled when a texel covers less than one pixel.
  5651. *
  5652. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  5653. * @default LinearMipmapLinearFilter
  5654. */
  5655. this.minFilter = minFilter;
  5656. /**
  5657. * The number of samples taken along the axis through the pixel that has the
  5658. * highest density of texels. By default, this value is `1`. A higher value
  5659. * gives a less blurry result than a basic mipmap, at the cost of more
  5660. * texture samples being used.
  5661. *
  5662. * @type {number}
  5663. * @default Texture.DEFAULT_ANISOTROPY
  5664. */
  5665. this.anisotropy = anisotropy;
  5666. /**
  5667. * The format of the texture.
  5668. *
  5669. * @type {number}
  5670. * @default RGBAFormat
  5671. */
  5672. this.format = format;
  5673. /**
  5674. * The default internal format is derived from {@link Texture#format} and {@link Texture#type} and
  5675. * defines how the texture data is going to be stored on the GPU.
  5676. *
  5677. * This property allows to overwrite the default format.
  5678. *
  5679. * @type {?string}
  5680. * @default null
  5681. */
  5682. this.internalFormat = null;
  5683. /**
  5684. * The data type of the texture.
  5685. *
  5686. * @type {number}
  5687. * @default UnsignedByteType
  5688. */
  5689. this.type = type;
  5690. /**
  5691. * How much a single repetition of the texture is offset from the beginning,
  5692. * in each direction U and V. Typical range is `0.0` to `1.0`.
  5693. *
  5694. * @type {Vector2}
  5695. * @default (0,0)
  5696. */
  5697. this.offset = new Vector2( 0, 0 );
  5698. /**
  5699. * How many times the texture is repeated across the surface, in each
  5700. * direction U and V. If repeat is set greater than `1` in either direction,
  5701. * the corresponding wrap parameter should also be set to `RepeatWrapping`
  5702. * or `MirroredRepeatWrapping` to achieve the desired tiling effect.
  5703. *
  5704. * @type {Vector2}
  5705. * @default (1,1)
  5706. */
  5707. this.repeat = new Vector2( 1, 1 );
  5708. /**
  5709. * The point around which rotation occurs. A value of `(0.5, 0.5)` corresponds
  5710. * to the center of the texture. Default is `(0, 0)`, the lower left.
  5711. *
  5712. * @type {Vector2}
  5713. * @default (0,0)
  5714. */
  5715. this.center = new Vector2( 0, 0 );
  5716. /**
  5717. * How much the texture is rotated around the center point, in radians.
  5718. * Positive values are counter-clockwise.
  5719. *
  5720. * @type {number}
  5721. * @default 0
  5722. */
  5723. this.rotation = 0;
  5724. /**
  5725. * Whether to update the texture's uv-transformation {@link Texture#matrix}
  5726. * from the properties {@link Texture#offset}, {@link Texture#repeat},
  5727. * {@link Texture#rotation}, and {@link Texture#center}.
  5728. *
  5729. * Set this to `false` if you are specifying the uv-transform matrix directly.
  5730. *
  5731. * @type {boolean}
  5732. * @default true
  5733. */
  5734. this.matrixAutoUpdate = true;
  5735. /**
  5736. * The uv-transformation matrix of the texture.
  5737. *
  5738. * @type {Matrix3}
  5739. */
  5740. this.matrix = new Matrix3();
  5741. /**
  5742. * Whether to generate mipmaps (if possible) for a texture.
  5743. *
  5744. * Set this to `false` if you are creating mipmaps manually.
  5745. *
  5746. * @type {boolean}
  5747. * @default true
  5748. */
  5749. this.generateMipmaps = true;
  5750. /**
  5751. * If set to `true`, the alpha channel, if present, is multiplied into the
  5752. * color channels when the texture is uploaded to the GPU.
  5753. *
  5754. * Note that this property has no effect when using `ImageBitmap`. You need to
  5755. * configure premultiply alpha on bitmap creation instead.
  5756. *
  5757. * @type {boolean}
  5758. * @default false
  5759. */
  5760. this.premultiplyAlpha = false;
  5761. /**
  5762. * If set to `true`, the texture is flipped along the vertical axis when
  5763. * uploaded to the GPU.
  5764. *
  5765. * Note that this property has no effect when using `ImageBitmap`. You need to
  5766. * configure the flip on bitmap creation instead.
  5767. *
  5768. * @type {boolean}
  5769. * @default true
  5770. */
  5771. this.flipY = true;
  5772. /**
  5773. * Specifies the alignment requirements for the start of each pixel row in memory.
  5774. * The allowable values are `1` (byte-alignment), `2` (rows aligned to even-numbered bytes),
  5775. * `4` (word-alignment), and `8` (rows start on double-word boundaries).
  5776. *
  5777. * @type {number}
  5778. * @default 4
  5779. */
  5780. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  5781. /**
  5782. * Textures containing color data should be annotated with `SRGBColorSpace` or `LinearSRGBColorSpace`.
  5783. *
  5784. * @type {string}
  5785. * @default NoColorSpace
  5786. */
  5787. this.colorSpace = colorSpace;
  5788. /**
  5789. * An object that can be used to store custom data about the texture. It
  5790. * should not hold references to functions as these will not be cloned.
  5791. *
  5792. * @type {Object}
  5793. */
  5794. this.userData = {};
  5795. /**
  5796. * This can be used to only update a subregion or specific rows of the texture (for example, just the
  5797. * first 3 rows). Use the `addUpdateRange()` function to add ranges to this array.
  5798. *
  5799. * @type {Array<Object>}
  5800. */
  5801. this.updateRanges = [];
  5802. /**
  5803. * This starts at `0` and counts how many times {@link Texture#needsUpdate} is set to `true`.
  5804. *
  5805. * @type {number}
  5806. * @readonly
  5807. * @default 0
  5808. */
  5809. this.version = 0;
  5810. /**
  5811. * A callback function, called when the texture is updated (e.g., when
  5812. * {@link Texture#needsUpdate} has been set to true and then the texture is used).
  5813. *
  5814. * @type {?Function}
  5815. * @default null
  5816. */
  5817. this.onUpdate = null;
  5818. /**
  5819. * An optional back reference to the textures render target.
  5820. *
  5821. * @type {?(RenderTarget|WebGLRenderTarget)}
  5822. * @default null
  5823. */
  5824. this.renderTarget = null;
  5825. /**
  5826. * Indicates whether a texture belongs to a render target or not.
  5827. *
  5828. * @type {boolean}
  5829. * @readonly
  5830. * @default false
  5831. */
  5832. this.isRenderTargetTexture = false;
  5833. /**
  5834. * Indicates if a texture should be handled like a texture array.
  5835. *
  5836. * @type {boolean}
  5837. * @readonly
  5838. * @default false
  5839. */
  5840. this.isArrayTexture = image && image.depth && image.depth > 1 ? true : false;
  5841. /**
  5842. * Indicates whether this texture should be processed by `PMREMGenerator` or not
  5843. * (only relevant for render target textures).
  5844. *
  5845. * @type {number}
  5846. * @readonly
  5847. * @default 0
  5848. */
  5849. this.pmremVersion = 0;
  5850. }
  5851. /**
  5852. * The width of the texture in pixels.
  5853. */
  5854. get width() {
  5855. return this.source.getSize( _tempVec3 ).x;
  5856. }
  5857. /**
  5858. * The height of the texture in pixels.
  5859. */
  5860. get height() {
  5861. return this.source.getSize( _tempVec3 ).y;
  5862. }
  5863. /**
  5864. * The depth of the texture in pixels.
  5865. */
  5866. get depth() {
  5867. return this.source.getSize( _tempVec3 ).z;
  5868. }
  5869. /**
  5870. * The image object holding the texture data.
  5871. *
  5872. * @type {?Object}
  5873. */
  5874. get image() {
  5875. return this.source.data;
  5876. }
  5877. set image( value = null ) {
  5878. this.source.data = value;
  5879. }
  5880. /**
  5881. * Updates the texture transformation matrix from the from the properties {@link Texture#offset},
  5882. * {@link Texture#repeat}, {@link Texture#rotation}, and {@link Texture#center}.
  5883. */
  5884. updateMatrix() {
  5885. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  5886. }
  5887. /**
  5888. * Adds a range of data in the data texture to be updated on the GPU.
  5889. *
  5890. * @param {number} start - Position at which to start update.
  5891. * @param {number} count - The number of components to update.
  5892. */
  5893. addUpdateRange( start, count ) {
  5894. this.updateRanges.push( { start, count } );
  5895. }
  5896. /**
  5897. * Clears the update ranges.
  5898. */
  5899. clearUpdateRanges() {
  5900. this.updateRanges.length = 0;
  5901. }
  5902. /**
  5903. * Returns a new texture with copied values from this instance.
  5904. *
  5905. * @return {Texture} A clone of this instance.
  5906. */
  5907. clone() {
  5908. return new this.constructor().copy( this );
  5909. }
  5910. /**
  5911. * Copies the values of the given texture to this instance.
  5912. *
  5913. * @param {Texture} source - The texture to copy.
  5914. * @return {Texture} A reference to this instance.
  5915. */
  5916. copy( source ) {
  5917. this.name = source.name;
  5918. this.source = source.source;
  5919. this.mipmaps = source.mipmaps.slice( 0 );
  5920. this.mapping = source.mapping;
  5921. this.channel = source.channel;
  5922. this.wrapS = source.wrapS;
  5923. this.wrapT = source.wrapT;
  5924. this.magFilter = source.magFilter;
  5925. this.minFilter = source.minFilter;
  5926. this.anisotropy = source.anisotropy;
  5927. this.format = source.format;
  5928. this.internalFormat = source.internalFormat;
  5929. this.type = source.type;
  5930. this.offset.copy( source.offset );
  5931. this.repeat.copy( source.repeat );
  5932. this.center.copy( source.center );
  5933. this.rotation = source.rotation;
  5934. this.matrixAutoUpdate = source.matrixAutoUpdate;
  5935. this.matrix.copy( source.matrix );
  5936. this.generateMipmaps = source.generateMipmaps;
  5937. this.premultiplyAlpha = source.premultiplyAlpha;
  5938. this.flipY = source.flipY;
  5939. this.unpackAlignment = source.unpackAlignment;
  5940. this.colorSpace = source.colorSpace;
  5941. this.renderTarget = source.renderTarget;
  5942. this.isRenderTargetTexture = source.isRenderTargetTexture;
  5943. this.isArrayTexture = source.isArrayTexture;
  5944. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5945. this.needsUpdate = true;
  5946. return this;
  5947. }
  5948. /**
  5949. * Sets this texture's properties based on `values`.
  5950. * @param {Object} values - A container with texture parameters.
  5951. */
  5952. setValues( values ) {
  5953. for ( const key in values ) {
  5954. const newValue = values[ key ];
  5955. if ( newValue === undefined ) {
  5956. warn( `Texture.setValues(): parameter '${ key }' has value of undefined.` );
  5957. continue;
  5958. }
  5959. const currentValue = this[ key ];
  5960. if ( currentValue === undefined ) {
  5961. warn( `Texture.setValues(): property '${ key }' does not exist.` );
  5962. continue;
  5963. }
  5964. if ( ( currentValue && newValue ) && ( currentValue.isVector2 && newValue.isVector2 ) ) {
  5965. currentValue.copy( newValue );
  5966. } else if ( ( currentValue && newValue ) && ( currentValue.isVector3 && newValue.isVector3 ) ) {
  5967. currentValue.copy( newValue );
  5968. } else if ( ( currentValue && newValue ) && ( currentValue.isMatrix3 && newValue.isMatrix3 ) ) {
  5969. currentValue.copy( newValue );
  5970. } else {
  5971. this[ key ] = newValue;
  5972. }
  5973. }
  5974. }
  5975. /**
  5976. * Serializes the texture into JSON.
  5977. *
  5978. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  5979. * @return {Object} A JSON object representing the serialized texture.
  5980. * @see {@link ObjectLoader#parse}
  5981. */
  5982. toJSON( meta ) {
  5983. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  5984. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  5985. return meta.textures[ this.uuid ];
  5986. }
  5987. const output = {
  5988. metadata: {
  5989. version: 4.7,
  5990. type: 'Texture',
  5991. generator: 'Texture.toJSON'
  5992. },
  5993. uuid: this.uuid,
  5994. name: this.name,
  5995. image: this.source.toJSON( meta ).uuid,
  5996. mapping: this.mapping,
  5997. channel: this.channel,
  5998. repeat: [ this.repeat.x, this.repeat.y ],
  5999. offset: [ this.offset.x, this.offset.y ],
  6000. center: [ this.center.x, this.center.y ],
  6001. rotation: this.rotation,
  6002. wrap: [ this.wrapS, this.wrapT ],
  6003. format: this.format,
  6004. internalFormat: this.internalFormat,
  6005. type: this.type,
  6006. colorSpace: this.colorSpace,
  6007. minFilter: this.minFilter,
  6008. magFilter: this.magFilter,
  6009. anisotropy: this.anisotropy,
  6010. flipY: this.flipY,
  6011. generateMipmaps: this.generateMipmaps,
  6012. premultiplyAlpha: this.premultiplyAlpha,
  6013. unpackAlignment: this.unpackAlignment
  6014. };
  6015. if ( Object.keys( this.userData ).length > 0 ) output.userData = this.userData;
  6016. if ( ! isRootObject ) {
  6017. meta.textures[ this.uuid ] = output;
  6018. }
  6019. return output;
  6020. }
  6021. /**
  6022. * Frees the GPU-related resources allocated by this instance. Call this
  6023. * method whenever this instance is no longer used in your app.
  6024. *
  6025. * @fires Texture#dispose
  6026. */
  6027. dispose() {
  6028. /**
  6029. * Fires when the texture has been disposed of.
  6030. *
  6031. * @event Texture#dispose
  6032. * @type {Object}
  6033. */
  6034. this.dispatchEvent( { type: 'dispose' } );
  6035. }
  6036. /**
  6037. * Transforms the given uv vector with the textures uv transformation matrix.
  6038. *
  6039. * @param {Vector2} uv - The uv vector.
  6040. * @return {Vector2} The transformed uv vector.
  6041. */
  6042. transformUv( uv ) {
  6043. if ( this.mapping !== UVMapping ) return uv;
  6044. uv.applyMatrix3( this.matrix );
  6045. if ( uv.x < 0 || uv.x > 1 ) {
  6046. switch ( this.wrapS ) {
  6047. case RepeatWrapping:
  6048. uv.x = uv.x - Math.floor( uv.x );
  6049. break;
  6050. case ClampToEdgeWrapping:
  6051. uv.x = uv.x < 0 ? 0 : 1;
  6052. break;
  6053. case MirroredRepeatWrapping:
  6054. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  6055. uv.x = Math.ceil( uv.x ) - uv.x;
  6056. } else {
  6057. uv.x = uv.x - Math.floor( uv.x );
  6058. }
  6059. break;
  6060. }
  6061. }
  6062. if ( uv.y < 0 || uv.y > 1 ) {
  6063. switch ( this.wrapT ) {
  6064. case RepeatWrapping:
  6065. uv.y = uv.y - Math.floor( uv.y );
  6066. break;
  6067. case ClampToEdgeWrapping:
  6068. uv.y = uv.y < 0 ? 0 : 1;
  6069. break;
  6070. case MirroredRepeatWrapping:
  6071. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  6072. uv.y = Math.ceil( uv.y ) - uv.y;
  6073. } else {
  6074. uv.y = uv.y - Math.floor( uv.y );
  6075. }
  6076. break;
  6077. }
  6078. }
  6079. if ( this.flipY ) {
  6080. uv.y = 1 - uv.y;
  6081. }
  6082. return uv;
  6083. }
  6084. /**
  6085. * Setting this property to `true` indicates the engine the texture
  6086. * must be updated in the next render. This triggers a texture upload
  6087. * to the GPU and ensures correct texture parameter configuration.
  6088. *
  6089. * @type {boolean}
  6090. * @default false
  6091. * @param {boolean} value
  6092. */
  6093. set needsUpdate( value ) {
  6094. if ( value === true ) {
  6095. this.version ++;
  6096. this.source.needsUpdate = true;
  6097. }
  6098. }
  6099. /**
  6100. * Setting this property to `true` indicates the engine the PMREM
  6101. * must be regenerated.
  6102. *
  6103. * @type {boolean}
  6104. * @default false
  6105. * @param {boolean} value
  6106. */
  6107. set needsPMREMUpdate( value ) {
  6108. if ( value === true ) {
  6109. this.pmremVersion ++;
  6110. }
  6111. }
  6112. }
  6113. /**
  6114. * The default image for all textures.
  6115. *
  6116. * @static
  6117. * @type {?Image}
  6118. * @default null
  6119. */
  6120. Texture.DEFAULT_IMAGE = null;
  6121. /**
  6122. * The default mapping for all textures.
  6123. *
  6124. * @static
  6125. * @type {number}
  6126. * @default UVMapping
  6127. */
  6128. Texture.DEFAULT_MAPPING = UVMapping;
  6129. /**
  6130. * The default anisotropy value for all textures.
  6131. *
  6132. * @static
  6133. * @type {number}
  6134. * @default 1
  6135. */
  6136. Texture.DEFAULT_ANISOTROPY = 1;
  6137. /**
  6138. * Class representing a 4D vector. A 4D vector is an ordered quadruplet of numbers
  6139. * (labeled x, y, z and w), which can be used to represent a number of things, such as:
  6140. *
  6141. * - A point in 4D space.
  6142. * - A direction and length in 4D space. In three.js the length will
  6143. * always be the Euclidean distance(straight-line distance) from `(0, 0, 0, 0)` to `(x, y, z, w)`
  6144. * and the direction is also measured from `(0, 0, 0, 0)` towards `(x, y, z, w)`.
  6145. * - Any arbitrary ordered quadruplet of numbers.
  6146. *
  6147. * There are other things a 4D vector can be used to represent, however these
  6148. * are the most common uses in *three.js*.
  6149. *
  6150. * Iterating through a vector instance will yield its components `(x, y, z, w)` in
  6151. * the corresponding order.
  6152. * ```js
  6153. * const a = new THREE.Vector4( 0, 1, 0, 0 );
  6154. *
  6155. * //no arguments; will be initialised to (0, 0, 0, 1)
  6156. * const b = new THREE.Vector4( );
  6157. *
  6158. * const d = a.dot( b );
  6159. * ```
  6160. */
  6161. class Vector4 {
  6162. /**
  6163. * Constructs a new 4D vector.
  6164. *
  6165. * @param {number} [x=0] - The x value of this vector.
  6166. * @param {number} [y=0] - The y value of this vector.
  6167. * @param {number} [z=0] - The z value of this vector.
  6168. * @param {number} [w=1] - The w value of this vector.
  6169. */
  6170. constructor( x = 0, y = 0, z = 0, w = 1 ) {
  6171. /**
  6172. * This flag can be used for type testing.
  6173. *
  6174. * @type {boolean}
  6175. * @readonly
  6176. * @default true
  6177. */
  6178. Vector4.prototype.isVector4 = true;
  6179. /**
  6180. * The x value of this vector.
  6181. *
  6182. * @type {number}
  6183. */
  6184. this.x = x;
  6185. /**
  6186. * The y value of this vector.
  6187. *
  6188. * @type {number}
  6189. */
  6190. this.y = y;
  6191. /**
  6192. * The z value of this vector.
  6193. *
  6194. * @type {number}
  6195. */
  6196. this.z = z;
  6197. /**
  6198. * The w value of this vector.
  6199. *
  6200. * @type {number}
  6201. */
  6202. this.w = w;
  6203. }
  6204. /**
  6205. * Alias for {@link Vector4#z}.
  6206. *
  6207. * @type {number}
  6208. */
  6209. get width() {
  6210. return this.z;
  6211. }
  6212. set width( value ) {
  6213. this.z = value;
  6214. }
  6215. /**
  6216. * Alias for {@link Vector4#w}.
  6217. *
  6218. * @type {number}
  6219. */
  6220. get height() {
  6221. return this.w;
  6222. }
  6223. set height( value ) {
  6224. this.w = value;
  6225. }
  6226. /**
  6227. * Sets the vector components.
  6228. *
  6229. * @param {number} x - The value of the x component.
  6230. * @param {number} y - The value of the y component.
  6231. * @param {number} z - The value of the z component.
  6232. * @param {number} w - The value of the w component.
  6233. * @return {Vector4} A reference to this vector.
  6234. */
  6235. set( x, y, z, w ) {
  6236. this.x = x;
  6237. this.y = y;
  6238. this.z = z;
  6239. this.w = w;
  6240. return this;
  6241. }
  6242. /**
  6243. * Sets the vector components to the same value.
  6244. *
  6245. * @param {number} scalar - The value to set for all vector components.
  6246. * @return {Vector4} A reference to this vector.
  6247. */
  6248. setScalar( scalar ) {
  6249. this.x = scalar;
  6250. this.y = scalar;
  6251. this.z = scalar;
  6252. this.w = scalar;
  6253. return this;
  6254. }
  6255. /**
  6256. * Sets the vector's x component to the given value
  6257. *
  6258. * @param {number} x - The value to set.
  6259. * @return {Vector4} A reference to this vector.
  6260. */
  6261. setX( x ) {
  6262. this.x = x;
  6263. return this;
  6264. }
  6265. /**
  6266. * Sets the vector's y component to the given value
  6267. *
  6268. * @param {number} y - The value to set.
  6269. * @return {Vector4} A reference to this vector.
  6270. */
  6271. setY( y ) {
  6272. this.y = y;
  6273. return this;
  6274. }
  6275. /**
  6276. * Sets the vector's z component to the given value
  6277. *
  6278. * @param {number} z - The value to set.
  6279. * @return {Vector4} A reference to this vector.
  6280. */
  6281. setZ( z ) {
  6282. this.z = z;
  6283. return this;
  6284. }
  6285. /**
  6286. * Sets the vector's w component to the given value
  6287. *
  6288. * @param {number} w - The value to set.
  6289. * @return {Vector4} A reference to this vector.
  6290. */
  6291. setW( w ) {
  6292. this.w = w;
  6293. return this;
  6294. }
  6295. /**
  6296. * Allows to set a vector component with an index.
  6297. *
  6298. * @param {number} index - The component index. `0` equals to x, `1` equals to y,
  6299. * `2` equals to z, `3` equals to w.
  6300. * @param {number} value - The value to set.
  6301. * @return {Vector4} A reference to this vector.
  6302. */
  6303. setComponent( index, value ) {
  6304. switch ( index ) {
  6305. case 0: this.x = value; break;
  6306. case 1: this.y = value; break;
  6307. case 2: this.z = value; break;
  6308. case 3: this.w = value; break;
  6309. default: throw new Error( 'index is out of range: ' + index );
  6310. }
  6311. return this;
  6312. }
  6313. /**
  6314. * Returns the value of the vector component which matches the given index.
  6315. *
  6316. * @param {number} index - The component index. `0` equals to x, `1` equals to y,
  6317. * `2` equals to z, `3` equals to w.
  6318. * @return {number} A vector component value.
  6319. */
  6320. getComponent( index ) {
  6321. switch ( index ) {
  6322. case 0: return this.x;
  6323. case 1: return this.y;
  6324. case 2: return this.z;
  6325. case 3: return this.w;
  6326. default: throw new Error( 'index is out of range: ' + index );
  6327. }
  6328. }
  6329. /**
  6330. * Returns a new vector with copied values from this instance.
  6331. *
  6332. * @return {Vector4} A clone of this instance.
  6333. */
  6334. clone() {
  6335. return new this.constructor( this.x, this.y, this.z, this.w );
  6336. }
  6337. /**
  6338. * Copies the values of the given vector to this instance.
  6339. *
  6340. * @param {Vector3|Vector4} v - The vector to copy.
  6341. * @return {Vector4} A reference to this vector.
  6342. */
  6343. copy( v ) {
  6344. this.x = v.x;
  6345. this.y = v.y;
  6346. this.z = v.z;
  6347. this.w = ( v.w !== undefined ) ? v.w : 1;
  6348. return this;
  6349. }
  6350. /**
  6351. * Adds the given vector to this instance.
  6352. *
  6353. * @param {Vector4} v - The vector to add.
  6354. * @return {Vector4} A reference to this vector.
  6355. */
  6356. add( v ) {
  6357. this.x += v.x;
  6358. this.y += v.y;
  6359. this.z += v.z;
  6360. this.w += v.w;
  6361. return this;
  6362. }
  6363. /**
  6364. * Adds the given scalar value to all components of this instance.
  6365. *
  6366. * @param {number} s - The scalar to add.
  6367. * @return {Vector4} A reference to this vector.
  6368. */
  6369. addScalar( s ) {
  6370. this.x += s;
  6371. this.y += s;
  6372. this.z += s;
  6373. this.w += s;
  6374. return this;
  6375. }
  6376. /**
  6377. * Adds the given vectors and stores the result in this instance.
  6378. *
  6379. * @param {Vector4} a - The first vector.
  6380. * @param {Vector4} b - The second vector.
  6381. * @return {Vector4} A reference to this vector.
  6382. */
  6383. addVectors( a, b ) {
  6384. this.x = a.x + b.x;
  6385. this.y = a.y + b.y;
  6386. this.z = a.z + b.z;
  6387. this.w = a.w + b.w;
  6388. return this;
  6389. }
  6390. /**
  6391. * Adds the given vector scaled by the given factor to this instance.
  6392. *
  6393. * @param {Vector4} v - The vector.
  6394. * @param {number} s - The factor that scales `v`.
  6395. * @return {Vector4} A reference to this vector.
  6396. */
  6397. addScaledVector( v, s ) {
  6398. this.x += v.x * s;
  6399. this.y += v.y * s;
  6400. this.z += v.z * s;
  6401. this.w += v.w * s;
  6402. return this;
  6403. }
  6404. /**
  6405. * Subtracts the given vector from this instance.
  6406. *
  6407. * @param {Vector4} v - The vector to subtract.
  6408. * @return {Vector4} A reference to this vector.
  6409. */
  6410. sub( v ) {
  6411. this.x -= v.x;
  6412. this.y -= v.y;
  6413. this.z -= v.z;
  6414. this.w -= v.w;
  6415. return this;
  6416. }
  6417. /**
  6418. * Subtracts the given scalar value from all components of this instance.
  6419. *
  6420. * @param {number} s - The scalar to subtract.
  6421. * @return {Vector4} A reference to this vector.
  6422. */
  6423. subScalar( s ) {
  6424. this.x -= s;
  6425. this.y -= s;
  6426. this.z -= s;
  6427. this.w -= s;
  6428. return this;
  6429. }
  6430. /**
  6431. * Subtracts the given vectors and stores the result in this instance.
  6432. *
  6433. * @param {Vector4} a - The first vector.
  6434. * @param {Vector4} b - The second vector.
  6435. * @return {Vector4} A reference to this vector.
  6436. */
  6437. subVectors( a, b ) {
  6438. this.x = a.x - b.x;
  6439. this.y = a.y - b.y;
  6440. this.z = a.z - b.z;
  6441. this.w = a.w - b.w;
  6442. return this;
  6443. }
  6444. /**
  6445. * Multiplies the given vector with this instance.
  6446. *
  6447. * @param {Vector4} v - The vector to multiply.
  6448. * @return {Vector4} A reference to this vector.
  6449. */
  6450. multiply( v ) {
  6451. this.x *= v.x;
  6452. this.y *= v.y;
  6453. this.z *= v.z;
  6454. this.w *= v.w;
  6455. return this;
  6456. }
  6457. /**
  6458. * Multiplies the given scalar value with all components of this instance.
  6459. *
  6460. * @param {number} scalar - The scalar to multiply.
  6461. * @return {Vector4} A reference to this vector.
  6462. */
  6463. multiplyScalar( scalar ) {
  6464. this.x *= scalar;
  6465. this.y *= scalar;
  6466. this.z *= scalar;
  6467. this.w *= scalar;
  6468. return this;
  6469. }
  6470. /**
  6471. * Multiplies this vector with the given 4x4 matrix.
  6472. *
  6473. * @param {Matrix4} m - The 4x4 matrix.
  6474. * @return {Vector4} A reference to this vector.
  6475. */
  6476. applyMatrix4( m ) {
  6477. const x = this.x, y = this.y, z = this.z, w = this.w;
  6478. const e = m.elements;
  6479. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  6480. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  6481. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  6482. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  6483. return this;
  6484. }
  6485. /**
  6486. * Divides this instance by the given vector.
  6487. *
  6488. * @param {Vector4} v - The vector to divide.
  6489. * @return {Vector4} A reference to this vector.
  6490. */
  6491. divide( v ) {
  6492. this.x /= v.x;
  6493. this.y /= v.y;
  6494. this.z /= v.z;
  6495. this.w /= v.w;
  6496. return this;
  6497. }
  6498. /**
  6499. * Divides this vector by the given scalar.
  6500. *
  6501. * @param {number} scalar - The scalar to divide.
  6502. * @return {Vector4} A reference to this vector.
  6503. */
  6504. divideScalar( scalar ) {
  6505. return this.multiplyScalar( 1 / scalar );
  6506. }
  6507. /**
  6508. * Sets the x, y and z components of this
  6509. * vector to the quaternion's axis and w to the angle.
  6510. *
  6511. * @param {Quaternion} q - The Quaternion to set.
  6512. * @return {Vector4} A reference to this vector.
  6513. */
  6514. setAxisAngleFromQuaternion( q ) {
  6515. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  6516. // q is assumed to be normalized
  6517. this.w = 2 * Math.acos( q.w );
  6518. const s = Math.sqrt( 1 - q.w * q.w );
  6519. if ( s < 0.0001 ) {
  6520. this.x = 1;
  6521. this.y = 0;
  6522. this.z = 0;
  6523. } else {
  6524. this.x = q.x / s;
  6525. this.y = q.y / s;
  6526. this.z = q.z / s;
  6527. }
  6528. return this;
  6529. }
  6530. /**
  6531. * Sets the x, y and z components of this
  6532. * vector to the axis of rotation and w to the angle.
  6533. *
  6534. * @param {Matrix4} m - A 4x4 matrix of which the upper left 3x3 matrix is a pure rotation matrix.
  6535. * @return {Vector4} A reference to this vector.
  6536. */
  6537. setAxisAngleFromRotationMatrix( m ) {
  6538. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  6539. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  6540. let angle, x, y, z; // variables for result
  6541. const epsilon = 0.01, // margin to allow for rounding errors
  6542. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  6543. te = m.elements,
  6544. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  6545. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  6546. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  6547. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  6548. ( Math.abs( m13 - m31 ) < epsilon ) &&
  6549. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  6550. // singularity found
  6551. // first check for identity matrix which must have +1 for all terms
  6552. // in leading diagonal and zero in other terms
  6553. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  6554. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  6555. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  6556. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  6557. // this singularity is identity matrix so angle = 0
  6558. this.set( 1, 0, 0, 0 );
  6559. return this; // zero angle, arbitrary axis
  6560. }
  6561. // otherwise this singularity is angle = 180
  6562. angle = Math.PI;
  6563. const xx = ( m11 + 1 ) / 2;
  6564. const yy = ( m22 + 1 ) / 2;
  6565. const zz = ( m33 + 1 ) / 2;
  6566. const xy = ( m12 + m21 ) / 4;
  6567. const xz = ( m13 + m31 ) / 4;
  6568. const yz = ( m23 + m32 ) / 4;
  6569. if ( ( xx > yy ) && ( xx > zz ) ) {
  6570. // m11 is the largest diagonal term
  6571. if ( xx < epsilon ) {
  6572. x = 0;
  6573. y = 0.707106781;
  6574. z = 0.707106781;
  6575. } else {
  6576. x = Math.sqrt( xx );
  6577. y = xy / x;
  6578. z = xz / x;
  6579. }
  6580. } else if ( yy > zz ) {
  6581. // m22 is the largest diagonal term
  6582. if ( yy < epsilon ) {
  6583. x = 0.707106781;
  6584. y = 0;
  6585. z = 0.707106781;
  6586. } else {
  6587. y = Math.sqrt( yy );
  6588. x = xy / y;
  6589. z = yz / y;
  6590. }
  6591. } else {
  6592. // m33 is the largest diagonal term so base result on this
  6593. if ( zz < epsilon ) {
  6594. x = 0.707106781;
  6595. y = 0.707106781;
  6596. z = 0;
  6597. } else {
  6598. z = Math.sqrt( zz );
  6599. x = xz / z;
  6600. y = yz / z;
  6601. }
  6602. }
  6603. this.set( x, y, z, angle );
  6604. return this; // return 180 deg rotation
  6605. }
  6606. // as we have reached here there are no singularities so we can handle normally
  6607. let s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  6608. ( m13 - m31 ) * ( m13 - m31 ) +
  6609. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  6610. if ( Math.abs( s ) < 0.001 ) s = 1;
  6611. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  6612. // caught by singularity test above, but I've left it in just in case
  6613. this.x = ( m32 - m23 ) / s;
  6614. this.y = ( m13 - m31 ) / s;
  6615. this.z = ( m21 - m12 ) / s;
  6616. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  6617. return this;
  6618. }
  6619. /**
  6620. * Sets the vector components to the position elements of the
  6621. * given transformation matrix.
  6622. *
  6623. * @param {Matrix4} m - The 4x4 matrix.
  6624. * @return {Vector4} A reference to this vector.
  6625. */
  6626. setFromMatrixPosition( m ) {
  6627. const e = m.elements;
  6628. this.x = e[ 12 ];
  6629. this.y = e[ 13 ];
  6630. this.z = e[ 14 ];
  6631. this.w = e[ 15 ];
  6632. return this;
  6633. }
  6634. /**
  6635. * If this vector's x, y, z or w value is greater than the given vector's x, y, z or w
  6636. * value, replace that value with the corresponding min value.
  6637. *
  6638. * @param {Vector4} v - The vector.
  6639. * @return {Vector4} A reference to this vector.
  6640. */
  6641. min( v ) {
  6642. this.x = Math.min( this.x, v.x );
  6643. this.y = Math.min( this.y, v.y );
  6644. this.z = Math.min( this.z, v.z );
  6645. this.w = Math.min( this.w, v.w );
  6646. return this;
  6647. }
  6648. /**
  6649. * If this vector's x, y, z or w value is less than the given vector's x, y, z or w
  6650. * value, replace that value with the corresponding max value.
  6651. *
  6652. * @param {Vector4} v - The vector.
  6653. * @return {Vector4} A reference to this vector.
  6654. */
  6655. max( v ) {
  6656. this.x = Math.max( this.x, v.x );
  6657. this.y = Math.max( this.y, v.y );
  6658. this.z = Math.max( this.z, v.z );
  6659. this.w = Math.max( this.w, v.w );
  6660. return this;
  6661. }
  6662. /**
  6663. * If this vector's x, y, z or w value is greater than the max vector's x, y, z or w
  6664. * value, it is replaced by the corresponding value.
  6665. * If this vector's x, y, z or w value is less than the min vector's x, y, z or w value,
  6666. * it is replaced by the corresponding value.
  6667. *
  6668. * @param {Vector4} min - The minimum x, y and z values.
  6669. * @param {Vector4} max - The maximum x, y and z values in the desired range.
  6670. * @return {Vector4} A reference to this vector.
  6671. */
  6672. clamp( min, max ) {
  6673. // assumes min < max, componentwise
  6674. this.x = clamp( this.x, min.x, max.x );
  6675. this.y = clamp( this.y, min.y, max.y );
  6676. this.z = clamp( this.z, min.z, max.z );
  6677. this.w = clamp( this.w, min.w, max.w );
  6678. return this;
  6679. }
  6680. /**
  6681. * If this vector's x, y, z or w values are greater than the max value, they are
  6682. * replaced by the max value.
  6683. * If this vector's x, y, z or w values are less than the min value, they are
  6684. * replaced by the min value.
  6685. *
  6686. * @param {number} minVal - The minimum value the components will be clamped to.
  6687. * @param {number} maxVal - The maximum value the components will be clamped to.
  6688. * @return {Vector4} A reference to this vector.
  6689. */
  6690. clampScalar( minVal, maxVal ) {
  6691. this.x = clamp( this.x, minVal, maxVal );
  6692. this.y = clamp( this.y, minVal, maxVal );
  6693. this.z = clamp( this.z, minVal, maxVal );
  6694. this.w = clamp( this.w, minVal, maxVal );
  6695. return this;
  6696. }
  6697. /**
  6698. * If this vector's length is greater than the max value, it is replaced by
  6699. * the max value.
  6700. * If this vector's length is less than the min value, it is replaced by the
  6701. * min value.
  6702. *
  6703. * @param {number} min - The minimum value the vector length will be clamped to.
  6704. * @param {number} max - The maximum value the vector length will be clamped to.
  6705. * @return {Vector4} A reference to this vector.
  6706. */
  6707. clampLength( min, max ) {
  6708. const length = this.length();
  6709. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  6710. }
  6711. /**
  6712. * The components of this vector are rounded down to the nearest integer value.
  6713. *
  6714. * @return {Vector4} A reference to this vector.
  6715. */
  6716. floor() {
  6717. this.x = Math.floor( this.x );
  6718. this.y = Math.floor( this.y );
  6719. this.z = Math.floor( this.z );
  6720. this.w = Math.floor( this.w );
  6721. return this;
  6722. }
  6723. /**
  6724. * The components of this vector are rounded up to the nearest integer value.
  6725. *
  6726. * @return {Vector4} A reference to this vector.
  6727. */
  6728. ceil() {
  6729. this.x = Math.ceil( this.x );
  6730. this.y = Math.ceil( this.y );
  6731. this.z = Math.ceil( this.z );
  6732. this.w = Math.ceil( this.w );
  6733. return this;
  6734. }
  6735. /**
  6736. * The components of this vector are rounded to the nearest integer value
  6737. *
  6738. * @return {Vector4} A reference to this vector.
  6739. */
  6740. round() {
  6741. this.x = Math.round( this.x );
  6742. this.y = Math.round( this.y );
  6743. this.z = Math.round( this.z );
  6744. this.w = Math.round( this.w );
  6745. return this;
  6746. }
  6747. /**
  6748. * The components of this vector are rounded towards zero (up if negative,
  6749. * down if positive) to an integer value.
  6750. *
  6751. * @return {Vector4} A reference to this vector.
  6752. */
  6753. roundToZero() {
  6754. this.x = Math.trunc( this.x );
  6755. this.y = Math.trunc( this.y );
  6756. this.z = Math.trunc( this.z );
  6757. this.w = Math.trunc( this.w );
  6758. return this;
  6759. }
  6760. /**
  6761. * Inverts this vector - i.e. sets x = -x, y = -y, z = -z, w = -w.
  6762. *
  6763. * @return {Vector4} A reference to this vector.
  6764. */
  6765. negate() {
  6766. this.x = - this.x;
  6767. this.y = - this.y;
  6768. this.z = - this.z;
  6769. this.w = - this.w;
  6770. return this;
  6771. }
  6772. /**
  6773. * Calculates the dot product of the given vector with this instance.
  6774. *
  6775. * @param {Vector4} v - The vector to compute the dot product with.
  6776. * @return {number} The result of the dot product.
  6777. */
  6778. dot( v ) {
  6779. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  6780. }
  6781. /**
  6782. * Computes the square of the Euclidean length (straight-line length) from
  6783. * (0, 0, 0, 0) to (x, y, z, w). If you are comparing the lengths of vectors, you should
  6784. * compare the length squared instead as it is slightly more efficient to calculate.
  6785. *
  6786. * @return {number} The square length of this vector.
  6787. */
  6788. lengthSq() {
  6789. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  6790. }
  6791. /**
  6792. * Computes the Euclidean length (straight-line length) from (0, 0, 0, 0) to (x, y, z, w).
  6793. *
  6794. * @return {number} The length of this vector.
  6795. */
  6796. length() {
  6797. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  6798. }
  6799. /**
  6800. * Computes the Manhattan length of this vector.
  6801. *
  6802. * @return {number} The length of this vector.
  6803. */
  6804. manhattanLength() {
  6805. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  6806. }
  6807. /**
  6808. * Converts this vector to a unit vector - that is, sets it equal to a vector
  6809. * with the same direction as this one, but with a vector length of `1`.
  6810. *
  6811. * @return {Vector4} A reference to this vector.
  6812. */
  6813. normalize() {
  6814. return this.divideScalar( this.length() || 1 );
  6815. }
  6816. /**
  6817. * Sets this vector to a vector with the same direction as this one, but
  6818. * with the specified length.
  6819. *
  6820. * @param {number} length - The new length of this vector.
  6821. * @return {Vector4} A reference to this vector.
  6822. */
  6823. setLength( length ) {
  6824. return this.normalize().multiplyScalar( length );
  6825. }
  6826. /**
  6827. * Linearly interpolates between the given vector and this instance, where
  6828. * alpha is the percent distance along the line - alpha = 0 will be this
  6829. * vector, and alpha = 1 will be the given one.
  6830. *
  6831. * @param {Vector4} v - The vector to interpolate towards.
  6832. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  6833. * @return {Vector4} A reference to this vector.
  6834. */
  6835. lerp( v, alpha ) {
  6836. this.x += ( v.x - this.x ) * alpha;
  6837. this.y += ( v.y - this.y ) * alpha;
  6838. this.z += ( v.z - this.z ) * alpha;
  6839. this.w += ( v.w - this.w ) * alpha;
  6840. return this;
  6841. }
  6842. /**
  6843. * Linearly interpolates between the given vectors, where alpha is the percent
  6844. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  6845. * be the second one. The result is stored in this instance.
  6846. *
  6847. * @param {Vector4} v1 - The first vector.
  6848. * @param {Vector4} v2 - The second vector.
  6849. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  6850. * @return {Vector4} A reference to this vector.
  6851. */
  6852. lerpVectors( v1, v2, alpha ) {
  6853. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  6854. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  6855. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  6856. this.w = v1.w + ( v2.w - v1.w ) * alpha;
  6857. return this;
  6858. }
  6859. /**
  6860. * Returns `true` if this vector is equal with the given one.
  6861. *
  6862. * @param {Vector4} v - The vector to test for equality.
  6863. * @return {boolean} Whether this vector is equal with the given one.
  6864. */
  6865. equals( v ) {
  6866. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  6867. }
  6868. /**
  6869. * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`,
  6870. * z value to be `array[ offset + 2 ]`, w value to be `array[ offset + 3 ]`.
  6871. *
  6872. * @param {Array<number>} array - An array holding the vector component values.
  6873. * @param {number} [offset=0] - The offset into the array.
  6874. * @return {Vector4} A reference to this vector.
  6875. */
  6876. fromArray( array, offset = 0 ) {
  6877. this.x = array[ offset ];
  6878. this.y = array[ offset + 1 ];
  6879. this.z = array[ offset + 2 ];
  6880. this.w = array[ offset + 3 ];
  6881. return this;
  6882. }
  6883. /**
  6884. * Writes the components of this vector to the given array. If no array is provided,
  6885. * the method returns a new instance.
  6886. *
  6887. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  6888. * @param {number} [offset=0] - Index of the first element in the array.
  6889. * @return {Array<number>} The vector components.
  6890. */
  6891. toArray( array = [], offset = 0 ) {
  6892. array[ offset ] = this.x;
  6893. array[ offset + 1 ] = this.y;
  6894. array[ offset + 2 ] = this.z;
  6895. array[ offset + 3 ] = this.w;
  6896. return array;
  6897. }
  6898. /**
  6899. * Sets the components of this vector from the given buffer attribute.
  6900. *
  6901. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  6902. * @param {number} index - The index into the attribute.
  6903. * @return {Vector4} A reference to this vector.
  6904. */
  6905. fromBufferAttribute( attribute, index ) {
  6906. this.x = attribute.getX( index );
  6907. this.y = attribute.getY( index );
  6908. this.z = attribute.getZ( index );
  6909. this.w = attribute.getW( index );
  6910. return this;
  6911. }
  6912. /**
  6913. * Sets each component of this vector to a pseudo-random value between `0` and
  6914. * `1`, excluding `1`.
  6915. *
  6916. * @return {Vector4} A reference to this vector.
  6917. */
  6918. random() {
  6919. this.x = Math.random();
  6920. this.y = Math.random();
  6921. this.z = Math.random();
  6922. this.w = Math.random();
  6923. return this;
  6924. }
  6925. *[ Symbol.iterator ]() {
  6926. yield this.x;
  6927. yield this.y;
  6928. yield this.z;
  6929. yield this.w;
  6930. }
  6931. }
  6932. /**
  6933. * A render target is a buffer where the video card draws pixels for a scene
  6934. * that is being rendered in the background. It is used in different effects,
  6935. * such as applying postprocessing to a rendered image before displaying it
  6936. * on the screen.
  6937. *
  6938. * @augments EventDispatcher
  6939. */
  6940. class RenderTarget extends EventDispatcher {
  6941. /**
  6942. * Render target options.
  6943. *
  6944. * @typedef {Object} RenderTarget~Options
  6945. * @property {boolean} [generateMipmaps=false] - Whether to generate mipmaps or not.
  6946. * @property {number} [magFilter=LinearFilter] - The mag filter.
  6947. * @property {number} [minFilter=LinearFilter] - The min filter.
  6948. * @property {number} [format=RGBAFormat] - The texture format.
  6949. * @property {number} [type=UnsignedByteType] - The texture type.
  6950. * @property {?string} [internalFormat=null] - The texture's internal format.
  6951. * @property {number} [wrapS=ClampToEdgeWrapping] - The texture's uv wrapping mode.
  6952. * @property {number} [wrapT=ClampToEdgeWrapping] - The texture's uv wrapping mode.
  6953. * @property {number} [anisotropy=1] - The texture's anisotropy value.
  6954. * @property {string} [colorSpace=NoColorSpace] - The texture's color space.
  6955. * @property {boolean} [depthBuffer=true] - Whether to allocate a depth buffer or not.
  6956. * @property {boolean} [stencilBuffer=false] - Whether to allocate a stencil buffer or not.
  6957. * @property {boolean} [resolveDepthBuffer=true] - Whether to resolve the depth buffer or not.
  6958. * @property {boolean} [resolveStencilBuffer=true] - Whether to resolve the stencil buffer or not.
  6959. * @property {?Texture} [depthTexture=null] - Reference to a depth texture.
  6960. * @property {number} [samples=0] - The MSAA samples count.
  6961. * @property {number} [count=1] - Defines the number of color attachments . Must be at least `1`.
  6962. * @property {number} [depth=1] - The texture depth.
  6963. * @property {boolean} [multiview=false] - Whether this target is used for multiview rendering.
  6964. */
  6965. /**
  6966. * Constructs a new render target.
  6967. *
  6968. * @param {number} [width=1] - The width of the render target.
  6969. * @param {number} [height=1] - The height of the render target.
  6970. * @param {RenderTarget~Options} [options] - The configuration object.
  6971. */
  6972. constructor( width = 1, height = 1, options = {} ) {
  6973. super();
  6974. options = Object.assign( {
  6975. generateMipmaps: false,
  6976. internalFormat: null,
  6977. minFilter: LinearFilter,
  6978. depthBuffer: true,
  6979. stencilBuffer: false,
  6980. resolveDepthBuffer: true,
  6981. resolveStencilBuffer: true,
  6982. depthTexture: null,
  6983. samples: 0,
  6984. count: 1,
  6985. depth: 1,
  6986. multiview: false
  6987. }, options );
  6988. /**
  6989. * This flag can be used for type testing.
  6990. *
  6991. * @type {boolean}
  6992. * @readonly
  6993. * @default true
  6994. */
  6995. this.isRenderTarget = true;
  6996. /**
  6997. * The width of the render target.
  6998. *
  6999. * @type {number}
  7000. * @default 1
  7001. */
  7002. this.width = width;
  7003. /**
  7004. * The height of the render target.
  7005. *
  7006. * @type {number}
  7007. * @default 1
  7008. */
  7009. this.height = height;
  7010. /**
  7011. * The depth of the render target.
  7012. *
  7013. * @type {number}
  7014. * @default 1
  7015. */
  7016. this.depth = options.depth;
  7017. /**
  7018. * A rectangular area inside the render target's viewport. Fragments that are
  7019. * outside the area will be discarded.
  7020. *
  7021. * @type {Vector4}
  7022. * @default (0,0,width,height)
  7023. */
  7024. this.scissor = new Vector4( 0, 0, width, height );
  7025. /**
  7026. * Indicates whether the scissor test should be enabled when rendering into
  7027. * this render target or not.
  7028. *
  7029. * @type {boolean}
  7030. * @default false
  7031. */
  7032. this.scissorTest = false;
  7033. /**
  7034. * A rectangular area representing the render target's viewport.
  7035. *
  7036. * @type {Vector4}
  7037. * @default (0,0,width,height)
  7038. */
  7039. this.viewport = new Vector4( 0, 0, width, height );
  7040. const image = { width: width, height: height, depth: options.depth };
  7041. const texture = new Texture( image );
  7042. /**
  7043. * An array of textures. Each color attachment is represented as a separate texture.
  7044. * Has at least a single entry for the default color attachment.
  7045. *
  7046. * @type {Array<Texture>}
  7047. */
  7048. this.textures = [];
  7049. const count = options.count;
  7050. for ( let i = 0; i < count; i ++ ) {
  7051. this.textures[ i ] = texture.clone();
  7052. this.textures[ i ].isRenderTargetTexture = true;
  7053. this.textures[ i ].renderTarget = this;
  7054. }
  7055. this._setTextureOptions( options );
  7056. /**
  7057. * Whether to allocate a depth buffer or not.
  7058. *
  7059. * @type {boolean}
  7060. * @default true
  7061. */
  7062. this.depthBuffer = options.depthBuffer;
  7063. /**
  7064. * Whether to allocate a stencil buffer or not.
  7065. *
  7066. * @type {boolean}
  7067. * @default false
  7068. */
  7069. this.stencilBuffer = options.stencilBuffer;
  7070. /**
  7071. * Whether to resolve the depth buffer or not.
  7072. *
  7073. * @type {boolean}
  7074. * @default true
  7075. */
  7076. this.resolveDepthBuffer = options.resolveDepthBuffer;
  7077. /**
  7078. * Whether to resolve the stencil buffer or not.
  7079. *
  7080. * @type {boolean}
  7081. * @default true
  7082. */
  7083. this.resolveStencilBuffer = options.resolveStencilBuffer;
  7084. this._depthTexture = null;
  7085. this.depthTexture = options.depthTexture;
  7086. /**
  7087. * The number of MSAA samples.
  7088. *
  7089. * A value of `0` disables MSAA.
  7090. *
  7091. * @type {number}
  7092. * @default 0
  7093. */
  7094. this.samples = options.samples;
  7095. /**
  7096. * Whether to this target is used in multiview rendering.
  7097. *
  7098. * @type {boolean}
  7099. * @default false
  7100. */
  7101. this.multiview = options.multiview;
  7102. }
  7103. _setTextureOptions( options = {} ) {
  7104. const values = {
  7105. minFilter: LinearFilter,
  7106. generateMipmaps: false,
  7107. flipY: false,
  7108. internalFormat: null
  7109. };
  7110. if ( options.mapping !== undefined ) values.mapping = options.mapping;
  7111. if ( options.wrapS !== undefined ) values.wrapS = options.wrapS;
  7112. if ( options.wrapT !== undefined ) values.wrapT = options.wrapT;
  7113. if ( options.wrapR !== undefined ) values.wrapR = options.wrapR;
  7114. if ( options.magFilter !== undefined ) values.magFilter = options.magFilter;
  7115. if ( options.minFilter !== undefined ) values.minFilter = options.minFilter;
  7116. if ( options.format !== undefined ) values.format = options.format;
  7117. if ( options.type !== undefined ) values.type = options.type;
  7118. if ( options.anisotropy !== undefined ) values.anisotropy = options.anisotropy;
  7119. if ( options.colorSpace !== undefined ) values.colorSpace = options.colorSpace;
  7120. if ( options.flipY !== undefined ) values.flipY = options.flipY;
  7121. if ( options.generateMipmaps !== undefined ) values.generateMipmaps = options.generateMipmaps;
  7122. if ( options.internalFormat !== undefined ) values.internalFormat = options.internalFormat;
  7123. for ( let i = 0; i < this.textures.length; i ++ ) {
  7124. const texture = this.textures[ i ];
  7125. texture.setValues( values );
  7126. }
  7127. }
  7128. /**
  7129. * The texture representing the default color attachment.
  7130. *
  7131. * @type {Texture}
  7132. */
  7133. get texture() {
  7134. return this.textures[ 0 ];
  7135. }
  7136. set texture( value ) {
  7137. this.textures[ 0 ] = value;
  7138. }
  7139. set depthTexture( current ) {
  7140. if ( this._depthTexture !== null ) this._depthTexture.renderTarget = null;
  7141. if ( current !== null ) current.renderTarget = this;
  7142. this._depthTexture = current;
  7143. }
  7144. /**
  7145. * Instead of saving the depth in a renderbuffer, a texture
  7146. * can be used instead which is useful for further processing
  7147. * e.g. in context of post-processing.
  7148. *
  7149. * @type {?DepthTexture}
  7150. * @default null
  7151. */
  7152. get depthTexture() {
  7153. return this._depthTexture;
  7154. }
  7155. /**
  7156. * Sets the size of this render target.
  7157. *
  7158. * @param {number} width - The width.
  7159. * @param {number} height - The height.
  7160. * @param {number} [depth=1] - The depth.
  7161. */
  7162. setSize( width, height, depth = 1 ) {
  7163. if ( this.width !== width || this.height !== height || this.depth !== depth ) {
  7164. this.width = width;
  7165. this.height = height;
  7166. this.depth = depth;
  7167. for ( let i = 0, il = this.textures.length; i < il; i ++ ) {
  7168. this.textures[ i ].image.width = width;
  7169. this.textures[ i ].image.height = height;
  7170. this.textures[ i ].image.depth = depth;
  7171. if ( this.textures[ i ].isData3DTexture !== true ) { // Fix for #31693
  7172. // TODO: Reconsider setting isArrayTexture flag here and in the ctor of Texture.
  7173. // Maybe a method `isArrayTexture()` or just a getter could replace a flag since
  7174. // both are evaluated on each call?
  7175. this.textures[ i ].isArrayTexture = this.textures[ i ].image.depth > 1;
  7176. }
  7177. }
  7178. this.dispose();
  7179. }
  7180. this.viewport.set( 0, 0, width, height );
  7181. this.scissor.set( 0, 0, width, height );
  7182. }
  7183. /**
  7184. * Returns a new render target with copied values from this instance.
  7185. *
  7186. * @return {RenderTarget} A clone of this instance.
  7187. */
  7188. clone() {
  7189. return new this.constructor().copy( this );
  7190. }
  7191. /**
  7192. * Copies the settings of the given render target. This is a structural copy so
  7193. * no resources are shared between render targets after the copy. That includes
  7194. * all MRT textures and the depth texture.
  7195. *
  7196. * @param {RenderTarget} source - The render target to copy.
  7197. * @return {RenderTarget} A reference to this instance.
  7198. */
  7199. copy( source ) {
  7200. this.width = source.width;
  7201. this.height = source.height;
  7202. this.depth = source.depth;
  7203. this.scissor.copy( source.scissor );
  7204. this.scissorTest = source.scissorTest;
  7205. this.viewport.copy( source.viewport );
  7206. this.textures.length = 0;
  7207. for ( let i = 0, il = source.textures.length; i < il; i ++ ) {
  7208. this.textures[ i ] = source.textures[ i ].clone();
  7209. this.textures[ i ].isRenderTargetTexture = true;
  7210. this.textures[ i ].renderTarget = this;
  7211. // ensure image object is not shared, see #20328
  7212. const image = Object.assign( {}, source.textures[ i ].image );
  7213. this.textures[ i ].source = new Source( image );
  7214. }
  7215. this.depthBuffer = source.depthBuffer;
  7216. this.stencilBuffer = source.stencilBuffer;
  7217. this.resolveDepthBuffer = source.resolveDepthBuffer;
  7218. this.resolveStencilBuffer = source.resolveStencilBuffer;
  7219. if ( source.depthTexture !== null ) this.depthTexture = source.depthTexture.clone();
  7220. this.samples = source.samples;
  7221. return this;
  7222. }
  7223. /**
  7224. * Frees the GPU-related resources allocated by this instance. Call this
  7225. * method whenever this instance is no longer used in your app.
  7226. *
  7227. * @fires RenderTarget#dispose
  7228. */
  7229. dispose() {
  7230. this.dispatchEvent( { type: 'dispose' } );
  7231. }
  7232. }
  7233. /**
  7234. * A render target used in context of {@link WebGLRenderer}.
  7235. *
  7236. * @augments RenderTarget
  7237. */
  7238. class WebGLRenderTarget extends RenderTarget {
  7239. /**
  7240. * Constructs a new 3D render target.
  7241. *
  7242. * @param {number} [width=1] - The width of the render target.
  7243. * @param {number} [height=1] - The height of the render target.
  7244. * @param {RenderTarget~Options} [options] - The configuration object.
  7245. */
  7246. constructor( width = 1, height = 1, options = {} ) {
  7247. super( width, height, options );
  7248. /**
  7249. * This flag can be used for type testing.
  7250. *
  7251. * @type {boolean}
  7252. * @readonly
  7253. * @default true
  7254. */
  7255. this.isWebGLRenderTarget = true;
  7256. }
  7257. }
  7258. /**
  7259. * Creates an array of textures directly from raw buffer data.
  7260. *
  7261. * @augments Texture
  7262. */
  7263. class DataArrayTexture extends Texture {
  7264. /**
  7265. * Constructs a new data array texture.
  7266. *
  7267. * @param {?TypedArray} [data=null] - The buffer data.
  7268. * @param {number} [width=1] - The width of the texture.
  7269. * @param {number} [height=1] - The height of the texture.
  7270. * @param {number} [depth=1] - The depth of the texture.
  7271. */
  7272. constructor( data = null, width = 1, height = 1, depth = 1 ) {
  7273. super( null );
  7274. /**
  7275. * This flag can be used for type testing.
  7276. *
  7277. * @type {boolean}
  7278. * @readonly
  7279. * @default true
  7280. */
  7281. this.isDataArrayTexture = true;
  7282. /**
  7283. * The image definition of a data texture.
  7284. *
  7285. * @type {{data:TypedArray,width:number,height:number,depth:number}}
  7286. */
  7287. this.image = { data, width, height, depth };
  7288. /**
  7289. * How the texture is sampled when a texel covers more than one pixel.
  7290. *
  7291. * Overwritten and set to `NearestFilter` by default.
  7292. *
  7293. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7294. * @default NearestFilter
  7295. */
  7296. this.magFilter = NearestFilter;
  7297. /**
  7298. * How the texture is sampled when a texel covers less 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.minFilter = NearestFilter;
  7306. /**
  7307. * This defines how the texture is wrapped in the depth and corresponds to
  7308. * *W* in UVW mapping.
  7309. *
  7310. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  7311. * @default ClampToEdgeWrapping
  7312. */
  7313. this.wrapR = ClampToEdgeWrapping;
  7314. /**
  7315. * Whether to generate mipmaps (if possible) for a texture.
  7316. *
  7317. * Overwritten and set to `false` by default.
  7318. *
  7319. * @type {boolean}
  7320. * @default false
  7321. */
  7322. this.generateMipmaps = false;
  7323. /**
  7324. * If set to `true`, the texture is flipped along the vertical axis when
  7325. * uploaded to the GPU.
  7326. *
  7327. * Overwritten and set to `false` by default.
  7328. *
  7329. * @type {boolean}
  7330. * @default false
  7331. */
  7332. this.flipY = false;
  7333. /**
  7334. * Specifies the alignment requirements for the start of each pixel row in memory.
  7335. *
  7336. * Overwritten and set to `1` by default.
  7337. *
  7338. * @type {boolean}
  7339. * @default 1
  7340. */
  7341. this.unpackAlignment = 1;
  7342. /**
  7343. * A set of all layers which need to be updated in the texture.
  7344. *
  7345. * @type {Set<number>}
  7346. */
  7347. this.layerUpdates = new Set();
  7348. }
  7349. /**
  7350. * Describes that a specific layer of the texture needs to be updated.
  7351. * Normally when {@link Texture#needsUpdate} is set to `true`, the
  7352. * entire data texture array is sent to the GPU. Marking specific
  7353. * layers will only transmit subsets of all mipmaps associated with a
  7354. * specific depth in the array which is often much more performant.
  7355. *
  7356. * @param {number} layerIndex - The layer index that should be updated.
  7357. */
  7358. addLayerUpdate( layerIndex ) {
  7359. this.layerUpdates.add( layerIndex );
  7360. }
  7361. /**
  7362. * Resets the layer updates registry.
  7363. */
  7364. clearLayerUpdates() {
  7365. this.layerUpdates.clear();
  7366. }
  7367. }
  7368. /**
  7369. * An array render target used in context of {@link WebGLRenderer}.
  7370. *
  7371. * @augments WebGLRenderTarget
  7372. */
  7373. class WebGLArrayRenderTarget extends WebGLRenderTarget {
  7374. /**
  7375. * Constructs a new array render target.
  7376. *
  7377. * @param {number} [width=1] - The width of the render target.
  7378. * @param {number} [height=1] - The height of the render target.
  7379. * @param {number} [depth=1] - The height of the render target.
  7380. * @param {RenderTarget~Options} [options] - The configuration object.
  7381. */
  7382. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  7383. super( width, height, options );
  7384. /**
  7385. * This flag can be used for type testing.
  7386. *
  7387. * @type {boolean}
  7388. * @readonly
  7389. * @default true
  7390. */
  7391. this.isWebGLArrayRenderTarget = true;
  7392. this.depth = depth;
  7393. /**
  7394. * Overwritten with a different texture type.
  7395. *
  7396. * @type {DataArrayTexture}
  7397. */
  7398. this.texture = new DataArrayTexture( null, width, height, depth );
  7399. this._setTextureOptions( options );
  7400. this.texture.isRenderTargetTexture = true;
  7401. }
  7402. }
  7403. /**
  7404. * Creates a three-dimensional texture from raw data, with parameters to
  7405. * divide it into width, height, and depth.
  7406. *
  7407. * @augments Texture
  7408. */
  7409. class Data3DTexture extends Texture {
  7410. /**
  7411. * Constructs a new data array texture.
  7412. *
  7413. * @param {?TypedArray} [data=null] - The buffer data.
  7414. * @param {number} [width=1] - The width of the texture.
  7415. * @param {number} [height=1] - The height of the texture.
  7416. * @param {number} [depth=1] - The depth of the texture.
  7417. */
  7418. constructor( data = null, width = 1, height = 1, depth = 1 ) {
  7419. // We're going to add .setXXX() methods for setting properties later.
  7420. // Users can still set in Data3DTexture directly.
  7421. //
  7422. // const texture = new THREE.Data3DTexture( data, width, height, depth );
  7423. // texture.anisotropy = 16;
  7424. //
  7425. // See #14839
  7426. super( null );
  7427. /**
  7428. * This flag can be used for type testing.
  7429. *
  7430. * @type {boolean}
  7431. * @readonly
  7432. * @default true
  7433. */
  7434. this.isData3DTexture = true;
  7435. /**
  7436. * The image definition of a data texture.
  7437. *
  7438. * @type {{data:TypedArray,width:number,height:number,depth:number}}
  7439. */
  7440. this.image = { data, width, height, depth };
  7441. /**
  7442. * How the texture is sampled when a texel covers more than one pixel.
  7443. *
  7444. * Overwritten and set to `NearestFilter` by default.
  7445. *
  7446. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7447. * @default NearestFilter
  7448. */
  7449. this.magFilter = NearestFilter;
  7450. /**
  7451. * How the texture is sampled when a texel covers less than one pixel.
  7452. *
  7453. * Overwritten and set to `NearestFilter` by default.
  7454. *
  7455. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7456. * @default NearestFilter
  7457. */
  7458. this.minFilter = NearestFilter;
  7459. /**
  7460. * This defines how the texture is wrapped in the depth and corresponds to
  7461. * *W* in UVW mapping.
  7462. *
  7463. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  7464. * @default ClampToEdgeWrapping
  7465. */
  7466. this.wrapR = ClampToEdgeWrapping;
  7467. /**
  7468. * Whether to generate mipmaps (if possible) for a texture.
  7469. *
  7470. * Overwritten and set to `false` by default.
  7471. *
  7472. * @type {boolean}
  7473. * @default false
  7474. */
  7475. this.generateMipmaps = false;
  7476. /**
  7477. * If set to `true`, the texture is flipped along the vertical axis when
  7478. * uploaded to the GPU.
  7479. *
  7480. * Overwritten and set to `false` by default.
  7481. *
  7482. * @type {boolean}
  7483. * @default false
  7484. */
  7485. this.flipY = false;
  7486. /**
  7487. * Specifies the alignment requirements for the start of each pixel row in memory.
  7488. *
  7489. * Overwritten and set to `1` by default.
  7490. *
  7491. * @type {boolean}
  7492. * @default 1
  7493. */
  7494. this.unpackAlignment = 1;
  7495. }
  7496. }
  7497. /**
  7498. * A 3D render target used in context of {@link WebGLRenderer}.
  7499. *
  7500. * @augments WebGLRenderTarget
  7501. */
  7502. class WebGL3DRenderTarget extends WebGLRenderTarget {
  7503. /**
  7504. * Constructs a new 3D render target.
  7505. *
  7506. * @param {number} [width=1] - The width of the render target.
  7507. * @param {number} [height=1] - The height of the render target.
  7508. * @param {number} [depth=1] - The height of the render target.
  7509. * @param {RenderTarget~Options} [options] - The configuration object.
  7510. */
  7511. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  7512. super( width, height, options );
  7513. /**
  7514. * This flag can be used for type testing.
  7515. *
  7516. * @type {boolean}
  7517. * @readonly
  7518. * @default true
  7519. */
  7520. this.isWebGL3DRenderTarget = true;
  7521. this.depth = depth;
  7522. /**
  7523. * Overwritten with a different texture type.
  7524. *
  7525. * @type {Data3DTexture}
  7526. */
  7527. this.texture = new Data3DTexture( null, width, height, depth );
  7528. this._setTextureOptions( options );
  7529. this.texture.isRenderTargetTexture = true;
  7530. }
  7531. }
  7532. /**
  7533. * Represents a 4x4 matrix.
  7534. *
  7535. * The most common use of a 4x4 matrix in 3D computer graphics is as a transformation matrix.
  7536. * For an introduction to transformation matrices as used in WebGL, check out [this tutorial](https://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices)
  7537. *
  7538. * This allows a 3D vector representing a point in 3D space to undergo
  7539. * transformations such as translation, rotation, shear, scale, reflection,
  7540. * orthogonal or perspective projection and so on, by being multiplied by the
  7541. * matrix. This is known as `applying` the matrix to the vector.
  7542. *
  7543. * A Note on Row-Major and Column-Major Ordering:
  7544. *
  7545. * The constructor and {@link Matrix3#set} method take arguments in
  7546. * [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order)
  7547. * order, while internally they are stored in the {@link Matrix3#elements} array in column-major order.
  7548. * This means that calling:
  7549. * ```js
  7550. * const m = new THREE.Matrix4();
  7551. * m.set( 11, 12, 13, 14,
  7552. * 21, 22, 23, 24,
  7553. * 31, 32, 33, 34,
  7554. * 41, 42, 43, 44 );
  7555. * ```
  7556. * will result in the elements array containing:
  7557. * ```js
  7558. * m.elements = [ 11, 21, 31, 41,
  7559. * 12, 22, 32, 42,
  7560. * 13, 23, 33, 43,
  7561. * 14, 24, 34, 44 ];
  7562. * ```
  7563. * and internally all calculations are performed using column-major ordering.
  7564. * However, as the actual ordering makes no difference mathematically and
  7565. * most people are used to thinking about matrices in row-major order, the
  7566. * three.js documentation shows matrices in row-major order. Just bear in
  7567. * mind that if you are reading the source code, you'll have to take the
  7568. * transpose of any matrices outlined here to make sense of the calculations.
  7569. */
  7570. class Matrix4 {
  7571. /**
  7572. * Constructs a new 4x4 matrix. The arguments are supposed to be
  7573. * in row-major order. If no arguments are provided, the constructor
  7574. * initializes the matrix as an identity matrix.
  7575. *
  7576. * @param {number} [n11] - 1-1 matrix element.
  7577. * @param {number} [n12] - 1-2 matrix element.
  7578. * @param {number} [n13] - 1-3 matrix element.
  7579. * @param {number} [n14] - 1-4 matrix element.
  7580. * @param {number} [n21] - 2-1 matrix element.
  7581. * @param {number} [n22] - 2-2 matrix element.
  7582. * @param {number} [n23] - 2-3 matrix element.
  7583. * @param {number} [n24] - 2-4 matrix element.
  7584. * @param {number} [n31] - 3-1 matrix element.
  7585. * @param {number} [n32] - 3-2 matrix element.
  7586. * @param {number} [n33] - 3-3 matrix element.
  7587. * @param {number} [n34] - 3-4 matrix element.
  7588. * @param {number} [n41] - 4-1 matrix element.
  7589. * @param {number} [n42] - 4-2 matrix element.
  7590. * @param {number} [n43] - 4-3 matrix element.
  7591. * @param {number} [n44] - 4-4 matrix element.
  7592. */
  7593. constructor( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  7594. /**
  7595. * This flag can be used for type testing.
  7596. *
  7597. * @type {boolean}
  7598. * @readonly
  7599. * @default true
  7600. */
  7601. Matrix4.prototype.isMatrix4 = true;
  7602. /**
  7603. * A column-major list of matrix values.
  7604. *
  7605. * @type {Array<number>}
  7606. */
  7607. this.elements = [
  7608. 1, 0, 0, 0,
  7609. 0, 1, 0, 0,
  7610. 0, 0, 1, 0,
  7611. 0, 0, 0, 1
  7612. ];
  7613. if ( n11 !== undefined ) {
  7614. this.set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 );
  7615. }
  7616. }
  7617. /**
  7618. * Sets the elements of the matrix.The arguments are supposed to be
  7619. * in row-major order.
  7620. *
  7621. * @param {number} [n11] - 1-1 matrix element.
  7622. * @param {number} [n12] - 1-2 matrix element.
  7623. * @param {number} [n13] - 1-3 matrix element.
  7624. * @param {number} [n14] - 1-4 matrix element.
  7625. * @param {number} [n21] - 2-1 matrix element.
  7626. * @param {number} [n22] - 2-2 matrix element.
  7627. * @param {number} [n23] - 2-3 matrix element.
  7628. * @param {number} [n24] - 2-4 matrix element.
  7629. * @param {number} [n31] - 3-1 matrix element.
  7630. * @param {number} [n32] - 3-2 matrix element.
  7631. * @param {number} [n33] - 3-3 matrix element.
  7632. * @param {number} [n34] - 3-4 matrix element.
  7633. * @param {number} [n41] - 4-1 matrix element.
  7634. * @param {number} [n42] - 4-2 matrix element.
  7635. * @param {number} [n43] - 4-3 matrix element.
  7636. * @param {number} [n44] - 4-4 matrix element.
  7637. * @return {Matrix4} A reference to this matrix.
  7638. */
  7639. set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  7640. const te = this.elements;
  7641. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  7642. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  7643. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  7644. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  7645. return this;
  7646. }
  7647. /**
  7648. * Sets this matrix to the 4x4 identity matrix.
  7649. *
  7650. * @return {Matrix4} A reference to this matrix.
  7651. */
  7652. identity() {
  7653. this.set(
  7654. 1, 0, 0, 0,
  7655. 0, 1, 0, 0,
  7656. 0, 0, 1, 0,
  7657. 0, 0, 0, 1
  7658. );
  7659. return this;
  7660. }
  7661. /**
  7662. * Returns a matrix with copied values from this instance.
  7663. *
  7664. * @return {Matrix4} A clone of this instance.
  7665. */
  7666. clone() {
  7667. return new Matrix4().fromArray( this.elements );
  7668. }
  7669. /**
  7670. * Copies the values of the given matrix to this instance.
  7671. *
  7672. * @param {Matrix4} m - The matrix to copy.
  7673. * @return {Matrix4} A reference to this matrix.
  7674. */
  7675. copy( m ) {
  7676. const te = this.elements;
  7677. const me = m.elements;
  7678. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  7679. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  7680. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  7681. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  7682. return this;
  7683. }
  7684. /**
  7685. * Copies the translation component of the given matrix
  7686. * into this matrix's translation component.
  7687. *
  7688. * @param {Matrix4} m - The matrix to copy the translation component.
  7689. * @return {Matrix4} A reference to this matrix.
  7690. */
  7691. copyPosition( m ) {
  7692. const te = this.elements, me = m.elements;
  7693. te[ 12 ] = me[ 12 ];
  7694. te[ 13 ] = me[ 13 ];
  7695. te[ 14 ] = me[ 14 ];
  7696. return this;
  7697. }
  7698. /**
  7699. * Set the upper 3x3 elements of this matrix to the values of given 3x3 matrix.
  7700. *
  7701. * @param {Matrix3} m - The 3x3 matrix.
  7702. * @return {Matrix4} A reference to this matrix.
  7703. */
  7704. setFromMatrix3( m ) {
  7705. const me = m.elements;
  7706. this.set(
  7707. me[ 0 ], me[ 3 ], me[ 6 ], 0,
  7708. me[ 1 ], me[ 4 ], me[ 7 ], 0,
  7709. me[ 2 ], me[ 5 ], me[ 8 ], 0,
  7710. 0, 0, 0, 1
  7711. );
  7712. return this;
  7713. }
  7714. /**
  7715. * Extracts the basis of this matrix into the three axis vectors provided.
  7716. *
  7717. * @param {Vector3} xAxis - The basis's x axis.
  7718. * @param {Vector3} yAxis - The basis's y axis.
  7719. * @param {Vector3} zAxis - The basis's z axis.
  7720. * @return {Matrix4} A reference to this matrix.
  7721. */
  7722. extractBasis( xAxis, yAxis, zAxis ) {
  7723. if ( this.determinant() === 0 ) {
  7724. xAxis.set( 1, 0, 0 );
  7725. yAxis.set( 0, 1, 0 );
  7726. zAxis.set( 0, 0, 1 );
  7727. return this;
  7728. }
  7729. xAxis.setFromMatrixColumn( this, 0 );
  7730. yAxis.setFromMatrixColumn( this, 1 );
  7731. zAxis.setFromMatrixColumn( this, 2 );
  7732. return this;
  7733. }
  7734. /**
  7735. * Sets the given basis vectors to this matrix.
  7736. *
  7737. * @param {Vector3} xAxis - The basis's x axis.
  7738. * @param {Vector3} yAxis - The basis's y axis.
  7739. * @param {Vector3} zAxis - The basis's z axis.
  7740. * @return {Matrix4} A reference to this matrix.
  7741. */
  7742. makeBasis( xAxis, yAxis, zAxis ) {
  7743. this.set(
  7744. xAxis.x, yAxis.x, zAxis.x, 0,
  7745. xAxis.y, yAxis.y, zAxis.y, 0,
  7746. xAxis.z, yAxis.z, zAxis.z, 0,
  7747. 0, 0, 0, 1
  7748. );
  7749. return this;
  7750. }
  7751. /**
  7752. * Extracts the rotation component of the given matrix
  7753. * into this matrix's rotation component.
  7754. *
  7755. * Note: This method does not support reflection matrices.
  7756. *
  7757. * @param {Matrix4} m - The matrix.
  7758. * @return {Matrix4} A reference to this matrix.
  7759. */
  7760. extractRotation( m ) {
  7761. if ( m.determinant() === 0 ) {
  7762. return this.identity();
  7763. }
  7764. const te = this.elements;
  7765. const me = m.elements;
  7766. const scaleX = 1 / _v1$7.setFromMatrixColumn( m, 0 ).length();
  7767. const scaleY = 1 / _v1$7.setFromMatrixColumn( m, 1 ).length();
  7768. const scaleZ = 1 / _v1$7.setFromMatrixColumn( m, 2 ).length();
  7769. te[ 0 ] = me[ 0 ] * scaleX;
  7770. te[ 1 ] = me[ 1 ] * scaleX;
  7771. te[ 2 ] = me[ 2 ] * scaleX;
  7772. te[ 3 ] = 0;
  7773. te[ 4 ] = me[ 4 ] * scaleY;
  7774. te[ 5 ] = me[ 5 ] * scaleY;
  7775. te[ 6 ] = me[ 6 ] * scaleY;
  7776. te[ 7 ] = 0;
  7777. te[ 8 ] = me[ 8 ] * scaleZ;
  7778. te[ 9 ] = me[ 9 ] * scaleZ;
  7779. te[ 10 ] = me[ 10 ] * scaleZ;
  7780. te[ 11 ] = 0;
  7781. te[ 12 ] = 0;
  7782. te[ 13 ] = 0;
  7783. te[ 14 ] = 0;
  7784. te[ 15 ] = 1;
  7785. return this;
  7786. }
  7787. /**
  7788. * Sets the rotation component (the upper left 3x3 matrix) of this matrix to
  7789. * the rotation specified by the given Euler angles. The rest of
  7790. * the matrix is set to the identity. Depending on the {@link Euler#order},
  7791. * there are six possible outcomes. See [this page](https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix)
  7792. * for a complete list.
  7793. *
  7794. * @param {Euler} euler - The Euler angles.
  7795. * @return {Matrix4} A reference to this matrix.
  7796. */
  7797. makeRotationFromEuler( euler ) {
  7798. const te = this.elements;
  7799. const x = euler.x, y = euler.y, z = euler.z;
  7800. const a = Math.cos( x ), b = Math.sin( x );
  7801. const c = Math.cos( y ), d = Math.sin( y );
  7802. const e = Math.cos( z ), f = Math.sin( z );
  7803. if ( euler.order === 'XYZ' ) {
  7804. const ae = a * e, af = a * f, be = b * e, bf = b * f;
  7805. te[ 0 ] = c * e;
  7806. te[ 4 ] = - c * f;
  7807. te[ 8 ] = d;
  7808. te[ 1 ] = af + be * d;
  7809. te[ 5 ] = ae - bf * d;
  7810. te[ 9 ] = - b * c;
  7811. te[ 2 ] = bf - ae * d;
  7812. te[ 6 ] = be + af * d;
  7813. te[ 10 ] = a * c;
  7814. } else if ( euler.order === 'YXZ' ) {
  7815. const ce = c * e, cf = c * f, de = d * e, df = d * f;
  7816. te[ 0 ] = ce + df * b;
  7817. te[ 4 ] = de * b - cf;
  7818. te[ 8 ] = a * d;
  7819. te[ 1 ] = a * f;
  7820. te[ 5 ] = a * e;
  7821. te[ 9 ] = - b;
  7822. te[ 2 ] = cf * b - de;
  7823. te[ 6 ] = df + ce * b;
  7824. te[ 10 ] = a * c;
  7825. } else if ( euler.order === 'ZXY' ) {
  7826. const ce = c * e, cf = c * f, de = d * e, df = d * f;
  7827. te[ 0 ] = ce - df * b;
  7828. te[ 4 ] = - a * f;
  7829. te[ 8 ] = de + cf * b;
  7830. te[ 1 ] = cf + de * b;
  7831. te[ 5 ] = a * e;
  7832. te[ 9 ] = df - ce * b;
  7833. te[ 2 ] = - a * d;
  7834. te[ 6 ] = b;
  7835. te[ 10 ] = a * c;
  7836. } else if ( euler.order === 'ZYX' ) {
  7837. const ae = a * e, af = a * f, be = b * e, bf = b * f;
  7838. te[ 0 ] = c * e;
  7839. te[ 4 ] = be * d - af;
  7840. te[ 8 ] = ae * d + bf;
  7841. te[ 1 ] = c * f;
  7842. te[ 5 ] = bf * d + ae;
  7843. te[ 9 ] = af * d - be;
  7844. te[ 2 ] = - d;
  7845. te[ 6 ] = b * c;
  7846. te[ 10 ] = a * c;
  7847. } else if ( euler.order === 'YZX' ) {
  7848. const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  7849. te[ 0 ] = c * e;
  7850. te[ 4 ] = bd - ac * f;
  7851. te[ 8 ] = bc * f + ad;
  7852. te[ 1 ] = f;
  7853. te[ 5 ] = a * e;
  7854. te[ 9 ] = - b * e;
  7855. te[ 2 ] = - d * e;
  7856. te[ 6 ] = ad * f + bc;
  7857. te[ 10 ] = ac - bd * f;
  7858. } else if ( euler.order === 'XZY' ) {
  7859. const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  7860. te[ 0 ] = c * e;
  7861. te[ 4 ] = - f;
  7862. te[ 8 ] = d * e;
  7863. te[ 1 ] = ac * f + bd;
  7864. te[ 5 ] = a * e;
  7865. te[ 9 ] = ad * f - bc;
  7866. te[ 2 ] = bc * f - ad;
  7867. te[ 6 ] = b * e;
  7868. te[ 10 ] = bd * f + ac;
  7869. }
  7870. // bottom row
  7871. te[ 3 ] = 0;
  7872. te[ 7 ] = 0;
  7873. te[ 11 ] = 0;
  7874. // last column
  7875. te[ 12 ] = 0;
  7876. te[ 13 ] = 0;
  7877. te[ 14 ] = 0;
  7878. te[ 15 ] = 1;
  7879. return this;
  7880. }
  7881. /**
  7882. * Sets the rotation component of this matrix to the rotation specified by
  7883. * the given Quaternion as outlined [here](https://en.wikipedia.org/wiki/Rotation_matrix#Quaternion)
  7884. * The rest of the matrix is set to the identity.
  7885. *
  7886. * @param {Quaternion} q - The Quaternion.
  7887. * @return {Matrix4} A reference to this matrix.
  7888. */
  7889. makeRotationFromQuaternion( q ) {
  7890. return this.compose( _zero, q, _one );
  7891. }
  7892. /**
  7893. * Sets the rotation component of the transformation matrix, looking from `eye` towards
  7894. * `target`, and oriented by the up-direction.
  7895. *
  7896. * @param {Vector3} eye - The eye vector.
  7897. * @param {Vector3} target - The target vector.
  7898. * @param {Vector3} up - The up vector.
  7899. * @return {Matrix4} A reference to this matrix.
  7900. */
  7901. lookAt( eye, target, up ) {
  7902. const te = this.elements;
  7903. _z.subVectors( eye, target );
  7904. if ( _z.lengthSq() === 0 ) {
  7905. // eye and target are in the same position
  7906. _z.z = 1;
  7907. }
  7908. _z.normalize();
  7909. _x.crossVectors( up, _z );
  7910. if ( _x.lengthSq() === 0 ) {
  7911. // up and z are parallel
  7912. if ( Math.abs( up.z ) === 1 ) {
  7913. _z.x += 0.0001;
  7914. } else {
  7915. _z.z += 0.0001;
  7916. }
  7917. _z.normalize();
  7918. _x.crossVectors( up, _z );
  7919. }
  7920. _x.normalize();
  7921. _y.crossVectors( _z, _x );
  7922. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  7923. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  7924. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  7925. return this;
  7926. }
  7927. /**
  7928. * Post-multiplies this matrix by the given 4x4 matrix.
  7929. *
  7930. * @param {Matrix4} m - The matrix to multiply with.
  7931. * @return {Matrix4} A reference to this matrix.
  7932. */
  7933. multiply( m ) {
  7934. return this.multiplyMatrices( this, m );
  7935. }
  7936. /**
  7937. * Pre-multiplies this matrix by the given 4x4 matrix.
  7938. *
  7939. * @param {Matrix4} m - The matrix to multiply with.
  7940. * @return {Matrix4} A reference to this matrix.
  7941. */
  7942. premultiply( m ) {
  7943. return this.multiplyMatrices( m, this );
  7944. }
  7945. /**
  7946. * Multiples the given 4x4 matrices and stores the result
  7947. * in this matrix.
  7948. *
  7949. * @param {Matrix4} a - The first matrix.
  7950. * @param {Matrix4} b - The second matrix.
  7951. * @return {Matrix4} A reference to this matrix.
  7952. */
  7953. multiplyMatrices( a, b ) {
  7954. const ae = a.elements;
  7955. const be = b.elements;
  7956. const te = this.elements;
  7957. const a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  7958. const a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  7959. const a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  7960. const a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  7961. const b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  7962. const b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  7963. const b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  7964. const b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  7965. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  7966. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  7967. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  7968. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  7969. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  7970. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  7971. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  7972. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  7973. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  7974. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  7975. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  7976. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  7977. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  7978. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  7979. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  7980. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  7981. return this;
  7982. }
  7983. /**
  7984. * Multiplies every component of the matrix by the given scalar.
  7985. *
  7986. * @param {number} s - The scalar.
  7987. * @return {Matrix4} A reference to this matrix.
  7988. */
  7989. multiplyScalar( s ) {
  7990. const te = this.elements;
  7991. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  7992. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  7993. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  7994. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  7995. return this;
  7996. }
  7997. /**
  7998. * Computes and returns the determinant of this matrix.
  7999. *
  8000. * Based on the method outlined [here](http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.html).
  8001. *
  8002. * @return {number} The determinant.
  8003. */
  8004. determinant() {
  8005. const te = this.elements;
  8006. const n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  8007. const n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  8008. const n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  8009. const n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  8010. const t11 = n23 * n34 - n24 * n33;
  8011. const t12 = n22 * n34 - n24 * n32;
  8012. const t13 = n22 * n33 - n23 * n32;
  8013. const t21 = n21 * n34 - n24 * n31;
  8014. const t22 = n21 * n33 - n23 * n31;
  8015. const t23 = n21 * n32 - n22 * n31;
  8016. return n11 * ( n42 * t11 - n43 * t12 + n44 * t13 ) -
  8017. n12 * ( n41 * t11 - n43 * t21 + n44 * t22 ) +
  8018. n13 * ( n41 * t12 - n42 * t21 + n44 * t23 ) -
  8019. n14 * ( n41 * t13 - n42 * t22 + n43 * t23 );
  8020. }
  8021. /**
  8022. * Transposes this matrix in place.
  8023. *
  8024. * @return {Matrix4} A reference to this matrix.
  8025. */
  8026. transpose() {
  8027. const te = this.elements;
  8028. let tmp;
  8029. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  8030. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  8031. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  8032. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  8033. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  8034. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  8035. return this;
  8036. }
  8037. /**
  8038. * Sets the position component for this matrix from the given vector,
  8039. * without affecting the rest of the matrix.
  8040. *
  8041. * @param {number|Vector3} x - The x component of the vector or alternatively the vector object.
  8042. * @param {number} y - The y component of the vector.
  8043. * @param {number} z - The z component of the vector.
  8044. * @return {Matrix4} A reference to this matrix.
  8045. */
  8046. setPosition( x, y, z ) {
  8047. const te = this.elements;
  8048. if ( x.isVector3 ) {
  8049. te[ 12 ] = x.x;
  8050. te[ 13 ] = x.y;
  8051. te[ 14 ] = x.z;
  8052. } else {
  8053. te[ 12 ] = x;
  8054. te[ 13 ] = y;
  8055. te[ 14 ] = z;
  8056. }
  8057. return this;
  8058. }
  8059. /**
  8060. * Inverts this matrix, using the [analytic method](https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution).
  8061. * You can not invert with a determinant of zero. If you attempt this, the method produces
  8062. * a zero matrix instead.
  8063. *
  8064. * @return {Matrix4} A reference to this matrix.
  8065. */
  8066. invert() {
  8067. // based on https://github.com/toji/gl-matrix
  8068. const te = this.elements,
  8069. n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ],
  8070. n12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ],
  8071. n13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ],
  8072. n14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ],
  8073. t1 = n11 * n22 - n21 * n12,
  8074. t2 = n11 * n32 - n31 * n12,
  8075. t3 = n11 * n42 - n41 * n12,
  8076. t4 = n21 * n32 - n31 * n22,
  8077. t5 = n21 * n42 - n41 * n22,
  8078. t6 = n31 * n42 - n41 * n32,
  8079. t7 = n13 * n24 - n23 * n14,
  8080. t8 = n13 * n34 - n33 * n14,
  8081. t9 = n13 * n44 - n43 * n14,
  8082. t10 = n23 * n34 - n33 * n24,
  8083. t11 = n23 * n44 - n43 * n24,
  8084. t12 = n33 * n44 - n43 * n34;
  8085. const det = t1 * t12 - t2 * t11 + t3 * t10 + t4 * t9 - t5 * t8 + t6 * t7;
  8086. if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );
  8087. const detInv = 1 / det;
  8088. te[ 0 ] = ( n22 * t12 - n32 * t11 + n42 * t10 ) * detInv;
  8089. te[ 1 ] = ( n31 * t11 - n21 * t12 - n41 * t10 ) * detInv;
  8090. te[ 2 ] = ( n24 * t6 - n34 * t5 + n44 * t4 ) * detInv;
  8091. te[ 3 ] = ( n33 * t5 - n23 * t6 - n43 * t4 ) * detInv;
  8092. te[ 4 ] = ( n32 * t9 - n12 * t12 - n42 * t8 ) * detInv;
  8093. te[ 5 ] = ( n11 * t12 - n31 * t9 + n41 * t8 ) * detInv;
  8094. te[ 6 ] = ( n34 * t3 - n14 * t6 - n44 * t2 ) * detInv;
  8095. te[ 7 ] = ( n13 * t6 - n33 * t3 + n43 * t2 ) * detInv;
  8096. te[ 8 ] = ( n12 * t11 - n22 * t9 + n42 * t7 ) * detInv;
  8097. te[ 9 ] = ( n21 * t9 - n11 * t11 - n41 * t7 ) * detInv;
  8098. te[ 10 ] = ( n14 * t5 - n24 * t3 + n44 * t1 ) * detInv;
  8099. te[ 11 ] = ( n23 * t3 - n13 * t5 - n43 * t1 ) * detInv;
  8100. te[ 12 ] = ( n22 * t8 - n12 * t10 - n32 * t7 ) * detInv;
  8101. te[ 13 ] = ( n11 * t10 - n21 * t8 + n31 * t7 ) * detInv;
  8102. te[ 14 ] = ( n24 * t2 - n14 * t4 - n34 * t1 ) * detInv;
  8103. te[ 15 ] = ( n13 * t4 - n23 * t2 + n33 * t1 ) * detInv;
  8104. return this;
  8105. }
  8106. /**
  8107. * Multiplies the columns of this matrix by the given vector.
  8108. *
  8109. * @param {Vector3} v - The scale vector.
  8110. * @return {Matrix4} A reference to this matrix.
  8111. */
  8112. scale( v ) {
  8113. const te = this.elements;
  8114. const x = v.x, y = v.y, z = v.z;
  8115. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  8116. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  8117. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  8118. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  8119. return this;
  8120. }
  8121. /**
  8122. * Gets the maximum scale value of the three axes.
  8123. *
  8124. * @return {number} The maximum scale.
  8125. */
  8126. getMaxScaleOnAxis() {
  8127. const te = this.elements;
  8128. const scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  8129. const scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  8130. const scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  8131. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  8132. }
  8133. /**
  8134. * Sets this matrix as a translation transform from the given vector.
  8135. *
  8136. * @param {number|Vector3} x - The amount to translate in the X axis or alternatively a translation vector.
  8137. * @param {number} y - The amount to translate in the Y axis.
  8138. * @param {number} z - The amount to translate in the z axis.
  8139. * @return {Matrix4} A reference to this matrix.
  8140. */
  8141. makeTranslation( x, y, z ) {
  8142. if ( x.isVector3 ) {
  8143. this.set(
  8144. 1, 0, 0, x.x,
  8145. 0, 1, 0, x.y,
  8146. 0, 0, 1, x.z,
  8147. 0, 0, 0, 1
  8148. );
  8149. } else {
  8150. this.set(
  8151. 1, 0, 0, x,
  8152. 0, 1, 0, y,
  8153. 0, 0, 1, z,
  8154. 0, 0, 0, 1
  8155. );
  8156. }
  8157. return this;
  8158. }
  8159. /**
  8160. * Sets this matrix as a rotational transformation around the X axis by
  8161. * the given angle.
  8162. *
  8163. * @param {number} theta - The rotation in radians.
  8164. * @return {Matrix4} A reference to this matrix.
  8165. */
  8166. makeRotationX( theta ) {
  8167. const c = Math.cos( theta ), s = Math.sin( theta );
  8168. this.set(
  8169. 1, 0, 0, 0,
  8170. 0, c, - s, 0,
  8171. 0, s, c, 0,
  8172. 0, 0, 0, 1
  8173. );
  8174. return this;
  8175. }
  8176. /**
  8177. * Sets this matrix as a rotational transformation around the Y axis by
  8178. * the given angle.
  8179. *
  8180. * @param {number} theta - The rotation in radians.
  8181. * @return {Matrix4} A reference to this matrix.
  8182. */
  8183. makeRotationY( theta ) {
  8184. const c = Math.cos( theta ), s = Math.sin( theta );
  8185. this.set(
  8186. c, 0, s, 0,
  8187. 0, 1, 0, 0,
  8188. - s, 0, c, 0,
  8189. 0, 0, 0, 1
  8190. );
  8191. return this;
  8192. }
  8193. /**
  8194. * Sets this matrix as a rotational transformation around the Z axis by
  8195. * the given angle.
  8196. *
  8197. * @param {number} theta - The rotation in radians.
  8198. * @return {Matrix4} A reference to this matrix.
  8199. */
  8200. makeRotationZ( theta ) {
  8201. const c = Math.cos( theta ), s = Math.sin( theta );
  8202. this.set(
  8203. c, - s, 0, 0,
  8204. s, c, 0, 0,
  8205. 0, 0, 1, 0,
  8206. 0, 0, 0, 1
  8207. );
  8208. return this;
  8209. }
  8210. /**
  8211. * Sets this matrix as a rotational transformation around the given axis by
  8212. * the given angle.
  8213. *
  8214. * This is a somewhat controversial but mathematically sound alternative to
  8215. * rotating via Quaternions. See the discussion [here](https://www.gamedev.net/articles/programming/math-and-physics/do-we-really-need-quaternions-r1199).
  8216. *
  8217. * @param {Vector3} axis - The normalized rotation axis.
  8218. * @param {number} angle - The rotation in radians.
  8219. * @return {Matrix4} A reference to this matrix.
  8220. */
  8221. makeRotationAxis( axis, angle ) {
  8222. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  8223. const c = Math.cos( angle );
  8224. const s = Math.sin( angle );
  8225. const t = 1 - c;
  8226. const x = axis.x, y = axis.y, z = axis.z;
  8227. const tx = t * x, ty = t * y;
  8228. this.set(
  8229. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  8230. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  8231. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  8232. 0, 0, 0, 1
  8233. );
  8234. return this;
  8235. }
  8236. /**
  8237. * Sets this matrix as a scale transformation.
  8238. *
  8239. * @param {number} x - The amount to scale in the X axis.
  8240. * @param {number} y - The amount to scale in the Y axis.
  8241. * @param {number} z - The amount to scale in the Z axis.
  8242. * @return {Matrix4} A reference to this matrix.
  8243. */
  8244. makeScale( x, y, z ) {
  8245. this.set(
  8246. x, 0, 0, 0,
  8247. 0, y, 0, 0,
  8248. 0, 0, z, 0,
  8249. 0, 0, 0, 1
  8250. );
  8251. return this;
  8252. }
  8253. /**
  8254. * Sets this matrix as a shear transformation.
  8255. *
  8256. * @param {number} xy - The amount to shear X by Y.
  8257. * @param {number} xz - The amount to shear X by Z.
  8258. * @param {number} yx - The amount to shear Y by X.
  8259. * @param {number} yz - The amount to shear Y by Z.
  8260. * @param {number} zx - The amount to shear Z by X.
  8261. * @param {number} zy - The amount to shear Z by Y.
  8262. * @return {Matrix4} A reference to this matrix.
  8263. */
  8264. makeShear( xy, xz, yx, yz, zx, zy ) {
  8265. this.set(
  8266. 1, yx, zx, 0,
  8267. xy, 1, zy, 0,
  8268. xz, yz, 1, 0,
  8269. 0, 0, 0, 1
  8270. );
  8271. return this;
  8272. }
  8273. /**
  8274. * Sets this matrix to the transformation composed of the given position,
  8275. * rotation (Quaternion) and scale.
  8276. *
  8277. * @param {Vector3} position - The position vector.
  8278. * @param {Quaternion} quaternion - The rotation as a Quaternion.
  8279. * @param {Vector3} scale - The scale vector.
  8280. * @return {Matrix4} A reference to this matrix.
  8281. */
  8282. compose( position, quaternion, scale ) {
  8283. const te = this.elements;
  8284. const x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  8285. const x2 = x + x, y2 = y + y, z2 = z + z;
  8286. const xx = x * x2, xy = x * y2, xz = x * z2;
  8287. const yy = y * y2, yz = y * z2, zz = z * z2;
  8288. const wx = w * x2, wy = w * y2, wz = w * z2;
  8289. const sx = scale.x, sy = scale.y, sz = scale.z;
  8290. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  8291. te[ 1 ] = ( xy + wz ) * sx;
  8292. te[ 2 ] = ( xz - wy ) * sx;
  8293. te[ 3 ] = 0;
  8294. te[ 4 ] = ( xy - wz ) * sy;
  8295. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  8296. te[ 6 ] = ( yz + wx ) * sy;
  8297. te[ 7 ] = 0;
  8298. te[ 8 ] = ( xz + wy ) * sz;
  8299. te[ 9 ] = ( yz - wx ) * sz;
  8300. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  8301. te[ 11 ] = 0;
  8302. te[ 12 ] = position.x;
  8303. te[ 13 ] = position.y;
  8304. te[ 14 ] = position.z;
  8305. te[ 15 ] = 1;
  8306. return this;
  8307. }
  8308. /**
  8309. * Decomposes this matrix into its position, rotation and scale components
  8310. * and provides the result in the given objects.
  8311. *
  8312. * Note: Not all matrices are decomposable in this way. For example, if an
  8313. * object has a non-uniformly scaled parent, then the object's world matrix
  8314. * may not be decomposable, and this method may not be appropriate.
  8315. *
  8316. * @param {Vector3} position - The position vector.
  8317. * @param {Quaternion} quaternion - The rotation as a Quaternion.
  8318. * @param {Vector3} scale - The scale vector.
  8319. * @return {Matrix4} A reference to this matrix.
  8320. */
  8321. decompose( position, quaternion, scale ) {
  8322. const te = this.elements;
  8323. position.x = te[ 12 ];
  8324. position.y = te[ 13 ];
  8325. position.z = te[ 14 ];
  8326. const det = this.determinant();
  8327. if ( det === 0 ) {
  8328. scale.set( 1, 1, 1 );
  8329. quaternion.identity();
  8330. return this;
  8331. }
  8332. let sx = _v1$7.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  8333. const sy = _v1$7.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  8334. const sz = _v1$7.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  8335. // if determinant is negative, we need to invert one scale
  8336. if ( det < 0 ) sx = - sx;
  8337. // scale the rotation part
  8338. _m1$2.copy( this );
  8339. const invSX = 1 / sx;
  8340. const invSY = 1 / sy;
  8341. const invSZ = 1 / sz;
  8342. _m1$2.elements[ 0 ] *= invSX;
  8343. _m1$2.elements[ 1 ] *= invSX;
  8344. _m1$2.elements[ 2 ] *= invSX;
  8345. _m1$2.elements[ 4 ] *= invSY;
  8346. _m1$2.elements[ 5 ] *= invSY;
  8347. _m1$2.elements[ 6 ] *= invSY;
  8348. _m1$2.elements[ 8 ] *= invSZ;
  8349. _m1$2.elements[ 9 ] *= invSZ;
  8350. _m1$2.elements[ 10 ] *= invSZ;
  8351. quaternion.setFromRotationMatrix( _m1$2 );
  8352. scale.x = sx;
  8353. scale.y = sy;
  8354. scale.z = sz;
  8355. return this;
  8356. }
  8357. /**
  8358. * Creates a perspective projection matrix. This is used internally by
  8359. * {@link PerspectiveCamera#updateProjectionMatrix}.
  8360. * @param {number} left - Left boundary of the viewing frustum at the near plane.
  8361. * @param {number} right - Right boundary of the viewing frustum at the near plane.
  8362. * @param {number} top - Top boundary of the viewing frustum at the near plane.
  8363. * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.
  8364. * @param {number} near - The distance from the camera to the near plane.
  8365. * @param {number} far - The distance from the camera to the far plane.
  8366. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.
  8367. * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  8368. * @return {Matrix4} A reference to this matrix.
  8369. */
  8370. makePerspective( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
  8371. const te = this.elements;
  8372. const x = 2 * near / ( right - left );
  8373. const y = 2 * near / ( top - bottom );
  8374. const a = ( right + left ) / ( right - left );
  8375. const b = ( top + bottom ) / ( top - bottom );
  8376. let c, d;
  8377. if ( reversedDepth ) {
  8378. c = near / ( far - near );
  8379. d = ( far * near ) / ( far - near );
  8380. } else {
  8381. if ( coordinateSystem === WebGLCoordinateSystem ) {
  8382. c = - ( far + near ) / ( far - near );
  8383. d = ( -2 * far * near ) / ( far - near );
  8384. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  8385. c = - far / ( far - near );
  8386. d = ( - far * near ) / ( far - near );
  8387. } else {
  8388. throw new Error( 'THREE.Matrix4.makePerspective(): Invalid coordinate system: ' + coordinateSystem );
  8389. }
  8390. }
  8391. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  8392. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  8393. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  8394. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = -1; te[ 15 ] = 0;
  8395. return this;
  8396. }
  8397. /**
  8398. * Creates a orthographic projection matrix. This is used internally by
  8399. * {@link OrthographicCamera#updateProjectionMatrix}.
  8400. * @param {number} left - Left boundary of the viewing frustum at the near plane.
  8401. * @param {number} right - Right boundary of the viewing frustum at the near plane.
  8402. * @param {number} top - Top boundary of the viewing frustum at the near plane.
  8403. * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.
  8404. * @param {number} near - The distance from the camera to the near plane.
  8405. * @param {number} far - The distance from the camera to the far plane.
  8406. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.
  8407. * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  8408. * @return {Matrix4} A reference to this matrix.
  8409. */
  8410. makeOrthographic( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
  8411. const te = this.elements;
  8412. const x = 2 / ( right - left );
  8413. const y = 2 / ( top - bottom );
  8414. const a = - ( right + left ) / ( right - left );
  8415. const b = - ( top + bottom ) / ( top - bottom );
  8416. let c, d;
  8417. if ( reversedDepth ) {
  8418. c = 1 / ( far - near );
  8419. d = far / ( far - near );
  8420. } else {
  8421. if ( coordinateSystem === WebGLCoordinateSystem ) {
  8422. c = -2 / ( far - near );
  8423. d = - ( far + near ) / ( far - near );
  8424. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  8425. c = -1 / ( far - near );
  8426. d = - near / ( far - near );
  8427. } else {
  8428. throw new Error( 'THREE.Matrix4.makeOrthographic(): Invalid coordinate system: ' + coordinateSystem );
  8429. }
  8430. }
  8431. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = a;
  8432. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = 0; te[ 13 ] = b;
  8433. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  8434. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  8435. return this;
  8436. }
  8437. /**
  8438. * Returns `true` if this matrix is equal with the given one.
  8439. *
  8440. * @param {Matrix4} matrix - The matrix to test for equality.
  8441. * @return {boolean} Whether this matrix is equal with the given one.
  8442. */
  8443. equals( matrix ) {
  8444. const te = this.elements;
  8445. const me = matrix.elements;
  8446. for ( let i = 0; i < 16; i ++ ) {
  8447. if ( te[ i ] !== me[ i ] ) return false;
  8448. }
  8449. return true;
  8450. }
  8451. /**
  8452. * Sets the elements of the matrix from the given array.
  8453. *
  8454. * @param {Array<number>} array - The matrix elements in column-major order.
  8455. * @param {number} [offset=0] - Index of the first element in the array.
  8456. * @return {Matrix4} A reference to this matrix.
  8457. */
  8458. fromArray( array, offset = 0 ) {
  8459. for ( let i = 0; i < 16; i ++ ) {
  8460. this.elements[ i ] = array[ i + offset ];
  8461. }
  8462. return this;
  8463. }
  8464. /**
  8465. * Writes the elements of this matrix to the given array. If no array is provided,
  8466. * the method returns a new instance.
  8467. *
  8468. * @param {Array<number>} [array=[]] - The target array holding the matrix elements in column-major order.
  8469. * @param {number} [offset=0] - Index of the first element in the array.
  8470. * @return {Array<number>} The matrix elements in column-major order.
  8471. */
  8472. toArray( array = [], offset = 0 ) {
  8473. const te = this.elements;
  8474. array[ offset ] = te[ 0 ];
  8475. array[ offset + 1 ] = te[ 1 ];
  8476. array[ offset + 2 ] = te[ 2 ];
  8477. array[ offset + 3 ] = te[ 3 ];
  8478. array[ offset + 4 ] = te[ 4 ];
  8479. array[ offset + 5 ] = te[ 5 ];
  8480. array[ offset + 6 ] = te[ 6 ];
  8481. array[ offset + 7 ] = te[ 7 ];
  8482. array[ offset + 8 ] = te[ 8 ];
  8483. array[ offset + 9 ] = te[ 9 ];
  8484. array[ offset + 10 ] = te[ 10 ];
  8485. array[ offset + 11 ] = te[ 11 ];
  8486. array[ offset + 12 ] = te[ 12 ];
  8487. array[ offset + 13 ] = te[ 13 ];
  8488. array[ offset + 14 ] = te[ 14 ];
  8489. array[ offset + 15 ] = te[ 15 ];
  8490. return array;
  8491. }
  8492. }
  8493. const _v1$7 = /*@__PURE__*/ new Vector3();
  8494. const _m1$2 = /*@__PURE__*/ new Matrix4();
  8495. const _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 );
  8496. const _one = /*@__PURE__*/ new Vector3( 1, 1, 1 );
  8497. const _x = /*@__PURE__*/ new Vector3();
  8498. const _y = /*@__PURE__*/ new Vector3();
  8499. const _z = /*@__PURE__*/ new Vector3();
  8500. const _matrix$2 = /*@__PURE__*/ new Matrix4();
  8501. const _quaternion$4 = /*@__PURE__*/ new Quaternion();
  8502. /**
  8503. * A class representing Euler angles.
  8504. *
  8505. * Euler angles describe a rotational transformation by rotating an object on
  8506. * its various axes in specified amounts per axis, and a specified axis
  8507. * order.
  8508. *
  8509. * Iterating through an instance will yield its components (x, y, z,
  8510. * order) in the corresponding order.
  8511. *
  8512. * ```js
  8513. * const a = new THREE.Euler( 0, 1, 1.57, 'XYZ' );
  8514. * const b = new THREE.Vector3( 1, 0, 1 );
  8515. * b.applyEuler(a);
  8516. * ```
  8517. */
  8518. class Euler {
  8519. /**
  8520. * Constructs a new euler instance.
  8521. *
  8522. * @param {number} [x=0] - The angle of the x axis in radians.
  8523. * @param {number} [y=0] - The angle of the y axis in radians.
  8524. * @param {number} [z=0] - The angle of the z axis in radians.
  8525. * @param {string} [order=Euler.DEFAULT_ORDER] - A string representing the order that the rotations are applied.
  8526. */
  8527. constructor( x = 0, y = 0, z = 0, order = Euler.DEFAULT_ORDER ) {
  8528. /**
  8529. * This flag can be used for type testing.
  8530. *
  8531. * @type {boolean}
  8532. * @readonly
  8533. * @default true
  8534. */
  8535. this.isEuler = true;
  8536. this._x = x;
  8537. this._y = y;
  8538. this._z = z;
  8539. this._order = order;
  8540. }
  8541. /**
  8542. * The angle of the x axis in radians.
  8543. *
  8544. * @type {number}
  8545. * @default 0
  8546. */
  8547. get x() {
  8548. return this._x;
  8549. }
  8550. set x( value ) {
  8551. this._x = value;
  8552. this._onChangeCallback();
  8553. }
  8554. /**
  8555. * The angle of the y axis in radians.
  8556. *
  8557. * @type {number}
  8558. * @default 0
  8559. */
  8560. get y() {
  8561. return this._y;
  8562. }
  8563. set y( value ) {
  8564. this._y = value;
  8565. this._onChangeCallback();
  8566. }
  8567. /**
  8568. * The angle of the z axis in radians.
  8569. *
  8570. * @type {number}
  8571. * @default 0
  8572. */
  8573. get z() {
  8574. return this._z;
  8575. }
  8576. set z( value ) {
  8577. this._z = value;
  8578. this._onChangeCallback();
  8579. }
  8580. /**
  8581. * A string representing the order that the rotations are applied.
  8582. *
  8583. * @type {string}
  8584. * @default 'XYZ'
  8585. */
  8586. get order() {
  8587. return this._order;
  8588. }
  8589. set order( value ) {
  8590. this._order = value;
  8591. this._onChangeCallback();
  8592. }
  8593. /**
  8594. * Sets the Euler components.
  8595. *
  8596. * @param {number} x - The angle of the x axis in radians.
  8597. * @param {number} y - The angle of the y axis in radians.
  8598. * @param {number} z - The angle of the z axis in radians.
  8599. * @param {string} [order] - A string representing the order that the rotations are applied.
  8600. * @return {Euler} A reference to this Euler instance.
  8601. */
  8602. set( x, y, z, order = this._order ) {
  8603. this._x = x;
  8604. this._y = y;
  8605. this._z = z;
  8606. this._order = order;
  8607. this._onChangeCallback();
  8608. return this;
  8609. }
  8610. /**
  8611. * Returns a new Euler instance with copied values from this instance.
  8612. *
  8613. * @return {Euler} A clone of this instance.
  8614. */
  8615. clone() {
  8616. return new this.constructor( this._x, this._y, this._z, this._order );
  8617. }
  8618. /**
  8619. * Copies the values of the given Euler instance to this instance.
  8620. *
  8621. * @param {Euler} euler - The Euler instance to copy.
  8622. * @return {Euler} A reference to this Euler instance.
  8623. */
  8624. copy( euler ) {
  8625. this._x = euler._x;
  8626. this._y = euler._y;
  8627. this._z = euler._z;
  8628. this._order = euler._order;
  8629. this._onChangeCallback();
  8630. return this;
  8631. }
  8632. /**
  8633. * Sets the angles of this Euler instance from a pure rotation matrix.
  8634. *
  8635. * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).
  8636. * @param {string} [order] - A string representing the order that the rotations are applied.
  8637. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  8638. * @return {Euler} A reference to this Euler instance.
  8639. */
  8640. setFromRotationMatrix( m, order = this._order, update = true ) {
  8641. const te = m.elements;
  8642. const m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  8643. const m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  8644. const m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  8645. switch ( order ) {
  8646. case 'XYZ':
  8647. this._y = Math.asin( clamp( m13, -1, 1 ) );
  8648. if ( Math.abs( m13 ) < 0.9999999 ) {
  8649. this._x = Math.atan2( - m23, m33 );
  8650. this._z = Math.atan2( - m12, m11 );
  8651. } else {
  8652. this._x = Math.atan2( m32, m22 );
  8653. this._z = 0;
  8654. }
  8655. break;
  8656. case 'YXZ':
  8657. this._x = Math.asin( - clamp( m23, -1, 1 ) );
  8658. if ( Math.abs( m23 ) < 0.9999999 ) {
  8659. this._y = Math.atan2( m13, m33 );
  8660. this._z = Math.atan2( m21, m22 );
  8661. } else {
  8662. this._y = Math.atan2( - m31, m11 );
  8663. this._z = 0;
  8664. }
  8665. break;
  8666. case 'ZXY':
  8667. this._x = Math.asin( clamp( m32, -1, 1 ) );
  8668. if ( Math.abs( m32 ) < 0.9999999 ) {
  8669. this._y = Math.atan2( - m31, m33 );
  8670. this._z = Math.atan2( - m12, m22 );
  8671. } else {
  8672. this._y = 0;
  8673. this._z = Math.atan2( m21, m11 );
  8674. }
  8675. break;
  8676. case 'ZYX':
  8677. this._y = Math.asin( - clamp( m31, -1, 1 ) );
  8678. if ( Math.abs( m31 ) < 0.9999999 ) {
  8679. this._x = Math.atan2( m32, m33 );
  8680. this._z = Math.atan2( m21, m11 );
  8681. } else {
  8682. this._x = 0;
  8683. this._z = Math.atan2( - m12, m22 );
  8684. }
  8685. break;
  8686. case 'YZX':
  8687. this._z = Math.asin( clamp( m21, -1, 1 ) );
  8688. if ( Math.abs( m21 ) < 0.9999999 ) {
  8689. this._x = Math.atan2( - m23, m22 );
  8690. this._y = Math.atan2( - m31, m11 );
  8691. } else {
  8692. this._x = 0;
  8693. this._y = Math.atan2( m13, m33 );
  8694. }
  8695. break;
  8696. case 'XZY':
  8697. this._z = Math.asin( - clamp( m12, -1, 1 ) );
  8698. if ( Math.abs( m12 ) < 0.9999999 ) {
  8699. this._x = Math.atan2( m32, m22 );
  8700. this._y = Math.atan2( m13, m11 );
  8701. } else {
  8702. this._x = Math.atan2( - m23, m33 );
  8703. this._y = 0;
  8704. }
  8705. break;
  8706. default:
  8707. warn( 'Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );
  8708. }
  8709. this._order = order;
  8710. if ( update === true ) this._onChangeCallback();
  8711. return this;
  8712. }
  8713. /**
  8714. * Sets the angles of this Euler instance from a normalized quaternion.
  8715. *
  8716. * @param {Quaternion} q - A normalized Quaternion.
  8717. * @param {string} [order] - A string representing the order that the rotations are applied.
  8718. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  8719. * @return {Euler} A reference to this Euler instance.
  8720. */
  8721. setFromQuaternion( q, order, update ) {
  8722. _matrix$2.makeRotationFromQuaternion( q );
  8723. return this.setFromRotationMatrix( _matrix$2, order, update );
  8724. }
  8725. /**
  8726. * Sets the angles of this Euler instance from the given vector.
  8727. *
  8728. * @param {Vector3} v - The vector.
  8729. * @param {string} [order] - A string representing the order that the rotations are applied.
  8730. * @return {Euler} A reference to this Euler instance.
  8731. */
  8732. setFromVector3( v, order = this._order ) {
  8733. return this.set( v.x, v.y, v.z, order );
  8734. }
  8735. /**
  8736. * Resets the euler angle with a new order by creating a quaternion from this
  8737. * euler angle and then setting this euler angle with the quaternion and the
  8738. * new order.
  8739. *
  8740. * Warning: This discards revolution information.
  8741. *
  8742. * @param {string} [newOrder] - A string representing the new order that the rotations are applied.
  8743. * @return {Euler} A reference to this Euler instance.
  8744. */
  8745. reorder( newOrder ) {
  8746. _quaternion$4.setFromEuler( this );
  8747. return this.setFromQuaternion( _quaternion$4, newOrder );
  8748. }
  8749. /**
  8750. * Returns `true` if this Euler instance is equal with the given one.
  8751. *
  8752. * @param {Euler} euler - The Euler instance to test for equality.
  8753. * @return {boolean} Whether this Euler instance is equal with the given one.
  8754. */
  8755. equals( euler ) {
  8756. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  8757. }
  8758. /**
  8759. * Sets this Euler instance's components to values from the given array. The first three
  8760. * entries of the array are assign to the x,y and z components. An optional fourth entry
  8761. * defines the Euler order.
  8762. *
  8763. * @param {Array<number,number,number,?string>} array - An array holding the Euler component values.
  8764. * @return {Euler} A reference to this Euler instance.
  8765. */
  8766. fromArray( array ) {
  8767. this._x = array[ 0 ];
  8768. this._y = array[ 1 ];
  8769. this._z = array[ 2 ];
  8770. if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
  8771. this._onChangeCallback();
  8772. return this;
  8773. }
  8774. /**
  8775. * Writes the components of this Euler instance to the given array. If no array is provided,
  8776. * the method returns a new instance.
  8777. *
  8778. * @param {Array<number,number,number,string>} [array=[]] - The target array holding the Euler components.
  8779. * @param {number} [offset=0] - Index of the first element in the array.
  8780. * @return {Array<number,number,number,string>} The Euler components.
  8781. */
  8782. toArray( array = [], offset = 0 ) {
  8783. array[ offset ] = this._x;
  8784. array[ offset + 1 ] = this._y;
  8785. array[ offset + 2 ] = this._z;
  8786. array[ offset + 3 ] = this._order;
  8787. return array;
  8788. }
  8789. _onChange( callback ) {
  8790. this._onChangeCallback = callback;
  8791. return this;
  8792. }
  8793. _onChangeCallback() {}
  8794. *[ Symbol.iterator ]() {
  8795. yield this._x;
  8796. yield this._y;
  8797. yield this._z;
  8798. yield this._order;
  8799. }
  8800. }
  8801. /**
  8802. * The default Euler angle order.
  8803. *
  8804. * @static
  8805. * @type {string}
  8806. * @default 'XYZ'
  8807. */
  8808. Euler.DEFAULT_ORDER = 'XYZ';
  8809. /**
  8810. * A layers object assigns an 3D object to 1 or more of 32
  8811. * layers numbered `0` to `31` - internally the layers are stored as a
  8812. * bit mask], and by default all 3D objects are a member of layer `0`.
  8813. *
  8814. * This can be used to control visibility - an object must share a layer with
  8815. * a camera to be visible when that camera's view is
  8816. * rendered.
  8817. *
  8818. * All classes that inherit from {@link Object3D} have an `layers` property which
  8819. * is an instance of this class.
  8820. */
  8821. class Layers {
  8822. /**
  8823. * Constructs a new layers instance, with membership
  8824. * initially set to layer `0`.
  8825. */
  8826. constructor() {
  8827. /**
  8828. * A bit mask storing which of the 32 layers this layers object is currently
  8829. * a member of.
  8830. *
  8831. * @type {number}
  8832. */
  8833. this.mask = 1 | 0;
  8834. }
  8835. /**
  8836. * Sets membership to the given layer, and remove membership all other layers.
  8837. *
  8838. * @param {number} layer - The layer to set.
  8839. */
  8840. set( layer ) {
  8841. this.mask = ( 1 << layer | 0 ) >>> 0;
  8842. }
  8843. /**
  8844. * Adds membership of the given layer.
  8845. *
  8846. * @param {number} layer - The layer to enable.
  8847. */
  8848. enable( layer ) {
  8849. this.mask |= 1 << layer | 0;
  8850. }
  8851. /**
  8852. * Adds membership to all layers.
  8853. */
  8854. enableAll() {
  8855. this.mask = 0xffffffff | 0;
  8856. }
  8857. /**
  8858. * Toggles the membership of the given layer.
  8859. *
  8860. * @param {number} layer - The layer to toggle.
  8861. */
  8862. toggle( layer ) {
  8863. this.mask ^= 1 << layer | 0;
  8864. }
  8865. /**
  8866. * Removes membership of the given layer.
  8867. *
  8868. * @param {number} layer - The layer to enable.
  8869. */
  8870. disable( layer ) {
  8871. this.mask &= ~ ( 1 << layer | 0 );
  8872. }
  8873. /**
  8874. * Removes the membership from all layers.
  8875. */
  8876. disableAll() {
  8877. this.mask = 0;
  8878. }
  8879. /**
  8880. * Returns `true` if this and the given layers object have at least one
  8881. * layer in common.
  8882. *
  8883. * @param {Layers} layers - The layers to test.
  8884. * @return {boolean } Whether this and the given layers object have at least one layer in common or not.
  8885. */
  8886. test( layers ) {
  8887. return ( this.mask & layers.mask ) !== 0;
  8888. }
  8889. /**
  8890. * Returns `true` if the given layer is enabled.
  8891. *
  8892. * @param {number} layer - The layer to test.
  8893. * @return {boolean } Whether the given layer is enabled or not.
  8894. */
  8895. isEnabled( layer ) {
  8896. return ( this.mask & ( 1 << layer | 0 ) ) !== 0;
  8897. }
  8898. }
  8899. let _object3DId = 0;
  8900. const _v1$6 = /*@__PURE__*/ new Vector3();
  8901. const _q1 = /*@__PURE__*/ new Quaternion();
  8902. const _m1$1 = /*@__PURE__*/ new Matrix4();
  8903. const _target = /*@__PURE__*/ new Vector3();
  8904. const _position$4 = /*@__PURE__*/ new Vector3();
  8905. const _scale$3 = /*@__PURE__*/ new Vector3();
  8906. const _quaternion$3 = /*@__PURE__*/ new Quaternion();
  8907. const _xAxis = /*@__PURE__*/ new Vector3( 1, 0, 0 );
  8908. const _yAxis = /*@__PURE__*/ new Vector3( 0, 1, 0 );
  8909. const _zAxis = /*@__PURE__*/ new Vector3( 0, 0, 1 );
  8910. /**
  8911. * Fires when the object has been added to its parent object.
  8912. *
  8913. * @event Object3D#added
  8914. * @type {Object}
  8915. */
  8916. const _addedEvent = { type: 'added' };
  8917. /**
  8918. * Fires when the object has been removed from its parent object.
  8919. *
  8920. * @event Object3D#removed
  8921. * @type {Object}
  8922. */
  8923. const _removedEvent = { type: 'removed' };
  8924. /**
  8925. * Fires when a new child object has been added.
  8926. *
  8927. * @event Object3D#childadded
  8928. * @type {Object}
  8929. */
  8930. const _childaddedEvent = { type: 'childadded', child: null };
  8931. /**
  8932. * Fires when a child object has been removed.
  8933. *
  8934. * @event Object3D#childremoved
  8935. * @type {Object}
  8936. */
  8937. const _childremovedEvent = { type: 'childremoved', child: null };
  8938. /**
  8939. * This is the base class for most objects in three.js and provides a set of
  8940. * properties and methods for manipulating objects in 3D space.
  8941. *
  8942. * @augments EventDispatcher
  8943. */
  8944. class Object3D extends EventDispatcher {
  8945. /**
  8946. * Constructs a new 3D object.
  8947. */
  8948. constructor() {
  8949. super();
  8950. /**
  8951. * This flag can be used for type testing.
  8952. *
  8953. * @type {boolean}
  8954. * @readonly
  8955. * @default true
  8956. */
  8957. this.isObject3D = true;
  8958. /**
  8959. * The ID of the 3D object.
  8960. *
  8961. * @name Object3D#id
  8962. * @type {number}
  8963. * @readonly
  8964. */
  8965. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  8966. /**
  8967. * The UUID of the 3D object.
  8968. *
  8969. * @type {string}
  8970. * @readonly
  8971. */
  8972. this.uuid = generateUUID();
  8973. /**
  8974. * The name of the 3D object.
  8975. *
  8976. * @type {string}
  8977. */
  8978. this.name = '';
  8979. /**
  8980. * The type property is used for detecting the object type
  8981. * in context of serialization/deserialization.
  8982. *
  8983. * @type {string}
  8984. * @readonly
  8985. */
  8986. this.type = 'Object3D';
  8987. /**
  8988. * A reference to the parent object.
  8989. *
  8990. * @type {?Object3D}
  8991. * @default null
  8992. */
  8993. this.parent = null;
  8994. /**
  8995. * An array holding the child 3D objects of this instance.
  8996. *
  8997. * @type {Array<Object3D>}
  8998. */
  8999. this.children = [];
  9000. /**
  9001. * Defines the `up` direction of the 3D object which influences
  9002. * the orientation via methods like {@link Object3D#lookAt}.
  9003. *
  9004. * The default values for all 3D objects is defined by `Object3D.DEFAULT_UP`.
  9005. *
  9006. * @type {Vector3}
  9007. */
  9008. this.up = Object3D.DEFAULT_UP.clone();
  9009. const position = new Vector3();
  9010. const rotation = new Euler();
  9011. const quaternion = new Quaternion();
  9012. const scale = new Vector3( 1, 1, 1 );
  9013. function onRotationChange() {
  9014. quaternion.setFromEuler( rotation, false );
  9015. }
  9016. function onQuaternionChange() {
  9017. rotation.setFromQuaternion( quaternion, undefined, false );
  9018. }
  9019. rotation._onChange( onRotationChange );
  9020. quaternion._onChange( onQuaternionChange );
  9021. Object.defineProperties( this, {
  9022. /**
  9023. * Represents the object's local position.
  9024. *
  9025. * @name Object3D#position
  9026. * @type {Vector3}
  9027. * @default (0,0,0)
  9028. */
  9029. position: {
  9030. configurable: true,
  9031. enumerable: true,
  9032. value: position
  9033. },
  9034. /**
  9035. * Represents the object's local rotation as Euler angles, in radians.
  9036. *
  9037. * @name Object3D#rotation
  9038. * @type {Euler}
  9039. * @default (0,0,0)
  9040. */
  9041. rotation: {
  9042. configurable: true,
  9043. enumerable: true,
  9044. value: rotation
  9045. },
  9046. /**
  9047. * Represents the object's local rotation as Quaternions.
  9048. *
  9049. * @name Object3D#quaternion
  9050. * @type {Quaternion}
  9051. */
  9052. quaternion: {
  9053. configurable: true,
  9054. enumerable: true,
  9055. value: quaternion
  9056. },
  9057. /**
  9058. * Represents the object's local scale.
  9059. *
  9060. * @name Object3D#scale
  9061. * @type {Vector3}
  9062. * @default (1,1,1)
  9063. */
  9064. scale: {
  9065. configurable: true,
  9066. enumerable: true,
  9067. value: scale
  9068. },
  9069. /**
  9070. * Represents the object's model-view matrix.
  9071. *
  9072. * @name Object3D#modelViewMatrix
  9073. * @type {Matrix4}
  9074. */
  9075. modelViewMatrix: {
  9076. value: new Matrix4()
  9077. },
  9078. /**
  9079. * Represents the object's normal matrix.
  9080. *
  9081. * @name Object3D#normalMatrix
  9082. * @type {Matrix3}
  9083. */
  9084. normalMatrix: {
  9085. value: new Matrix3()
  9086. }
  9087. } );
  9088. /**
  9089. * Represents the object's transformation matrix in local space.
  9090. *
  9091. * @type {Matrix4}
  9092. */
  9093. this.matrix = new Matrix4();
  9094. /**
  9095. * Represents the object's transformation matrix in world space.
  9096. * If the 3D object has no parent, then it's identical to the local transformation matrix
  9097. *
  9098. * @type {Matrix4}
  9099. */
  9100. this.matrixWorld = new Matrix4();
  9101. /**
  9102. * When set to `true`, the engine automatically computes the local matrix from position,
  9103. * rotation and scale every frame. If set to `false`, the app is responsible for recomputing
  9104. * the local matrix by calling `updateMatrix()`.
  9105. *
  9106. * The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_AUTO_UPDATE`.
  9107. *
  9108. * @type {boolean}
  9109. * @default true
  9110. */
  9111. this.matrixAutoUpdate = Object3D.DEFAULT_MATRIX_AUTO_UPDATE;
  9112. /**
  9113. * When set to `true`, the engine automatically computes the world matrix from the current local
  9114. * matrix and the object's transformation hierarchy. If set to `false`, the app is responsible for
  9115. * recomputing the world matrix by directly updating the `matrixWorld` property.
  9116. *
  9117. * The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE`.
  9118. *
  9119. * @type {boolean}
  9120. * @default true
  9121. */
  9122. this.matrixWorldAutoUpdate = Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE; // checked by the renderer
  9123. /**
  9124. * When set to `true`, it calculates the world matrix in that frame and resets this property
  9125. * to `false`.
  9126. *
  9127. * @type {boolean}
  9128. * @default false
  9129. */
  9130. this.matrixWorldNeedsUpdate = false;
  9131. /**
  9132. * The layer membership of the 3D object. The 3D object is only visible if it has
  9133. * at least one layer in common with the camera in use. This property can also be
  9134. * used to filter out unwanted objects in ray-intersection tests when using {@link Raycaster}.
  9135. *
  9136. * @type {Layers}
  9137. */
  9138. this.layers = new Layers();
  9139. /**
  9140. * When set to `true`, the 3D object gets rendered.
  9141. *
  9142. * @type {boolean}
  9143. * @default true
  9144. */
  9145. this.visible = true;
  9146. /**
  9147. * When set to `true`, the 3D object gets rendered into shadow maps.
  9148. *
  9149. * @type {boolean}
  9150. * @default false
  9151. */
  9152. this.castShadow = false;
  9153. /**
  9154. * When set to `true`, the 3D object is affected by shadows in the scene.
  9155. *
  9156. * @type {boolean}
  9157. * @default false
  9158. */
  9159. this.receiveShadow = false;
  9160. /**
  9161. * When set to `true`, the 3D object is honored by view frustum culling.
  9162. *
  9163. * @type {boolean}
  9164. * @default true
  9165. */
  9166. this.frustumCulled = true;
  9167. /**
  9168. * This value allows the default rendering order of scene graph objects to be
  9169. * overridden although opaque and transparent objects remain sorted independently.
  9170. * When this property is set for an instance of {@link Group},all descendants
  9171. * objects will be sorted and rendered together. Sorting is from lowest to highest
  9172. * render order.
  9173. *
  9174. * @type {number}
  9175. * @default 0
  9176. */
  9177. this.renderOrder = 0;
  9178. /**
  9179. * An array holding the animation clips of the 3D object.
  9180. *
  9181. * @type {Array<AnimationClip>}
  9182. */
  9183. this.animations = [];
  9184. /**
  9185. * Custom depth material to be used when rendering to the depth map. Can only be used
  9186. * in context of meshes. When shadow-casting with a {@link DirectionalLight} or {@link SpotLight},
  9187. * if you are modifying vertex positions in the vertex shader you must specify a custom depth
  9188. * material for proper shadows.
  9189. *
  9190. * Only relevant in context of {@link WebGLRenderer}.
  9191. *
  9192. * @type {(Material|undefined)}
  9193. * @default undefined
  9194. */
  9195. this.customDepthMaterial = undefined;
  9196. /**
  9197. * Same as {@link Object3D#customDepthMaterial}, but used with {@link PointLight}.
  9198. *
  9199. * Only relevant in context of {@link WebGLRenderer}.
  9200. *
  9201. * @type {(Material|undefined)}
  9202. * @default undefined
  9203. */
  9204. this.customDistanceMaterial = undefined;
  9205. /**
  9206. * Whether the 3D object is supposed to be static or not. If set to `true`, it means
  9207. * the 3D object is not going to be changed after the initial renderer. This includes
  9208. * geometry and material settings. A static 3D object can be processed by the renderer
  9209. * slightly faster since certain state checks can be bypassed.
  9210. *
  9211. * Only relevant in context of {@link WebGPURenderer}.
  9212. *
  9213. * @type {boolean}
  9214. * @default false
  9215. */
  9216. this.static = false;
  9217. /**
  9218. * An object that can be used to store custom data about the 3D object. It
  9219. * should not hold references to functions as these will not be cloned.
  9220. *
  9221. * @type {Object}
  9222. */
  9223. this.userData = {};
  9224. /**
  9225. * The pivot point for rotation and scale transformations.
  9226. * When set, rotation and scale are applied around this point
  9227. * instead of the object's origin.
  9228. *
  9229. * @type {?Vector3}
  9230. * @default null
  9231. */
  9232. this.pivot = null;
  9233. }
  9234. /**
  9235. * A callback that is executed immediately before a 3D object is rendered to a shadow map.
  9236. *
  9237. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  9238. * @param {Object3D} object - The 3D object.
  9239. * @param {Camera} camera - The camera that is used to render the scene.
  9240. * @param {Camera} shadowCamera - The shadow camera.
  9241. * @param {BufferGeometry} geometry - The 3D object's geometry.
  9242. * @param {Material} depthMaterial - The depth material.
  9243. * @param {Object} group - The geometry group data.
  9244. */
  9245. onBeforeShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
  9246. /**
  9247. * A callback that is executed immediately after a 3D object is rendered to a shadow map.
  9248. *
  9249. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  9250. * @param {Object3D} object - The 3D object.
  9251. * @param {Camera} camera - The camera that is used to render the scene.
  9252. * @param {Camera} shadowCamera - The shadow camera.
  9253. * @param {BufferGeometry} geometry - The 3D object's geometry.
  9254. * @param {Material} depthMaterial - The depth material.
  9255. * @param {Object} group - The geometry group data.
  9256. */
  9257. onAfterShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
  9258. /**
  9259. * A callback that is executed immediately before a 3D object is rendered.
  9260. *
  9261. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  9262. * @param {Object3D} object - The 3D object.
  9263. * @param {Camera} camera - The camera that is used to render the scene.
  9264. * @param {BufferGeometry} geometry - The 3D object's geometry.
  9265. * @param {Material} material - The 3D object's material.
  9266. * @param {Object} group - The geometry group data.
  9267. */
  9268. onBeforeRender( /* renderer, scene, camera, geometry, material, group */ ) {}
  9269. /**
  9270. * A callback that is executed immediately after a 3D object is rendered.
  9271. *
  9272. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  9273. * @param {Object3D} object - The 3D object.
  9274. * @param {Camera} camera - The camera that is used to render the scene.
  9275. * @param {BufferGeometry} geometry - The 3D object's geometry.
  9276. * @param {Material} material - The 3D object's material.
  9277. * @param {Object} group - The geometry group data.
  9278. */
  9279. onAfterRender( /* renderer, scene, camera, geometry, material, group */ ) {}
  9280. /**
  9281. * Applies the given transformation matrix to the object and updates the object's position,
  9282. * rotation and scale.
  9283. *
  9284. * @param {Matrix4} matrix - The transformation matrix.
  9285. */
  9286. applyMatrix4( matrix ) {
  9287. if ( this.matrixAutoUpdate ) this.updateMatrix();
  9288. this.matrix.premultiply( matrix );
  9289. this.matrix.decompose( this.position, this.quaternion, this.scale );
  9290. }
  9291. /**
  9292. * Applies a rotation represented by given the quaternion to the 3D object.
  9293. *
  9294. * @param {Quaternion} q - The quaternion.
  9295. * @return {Object3D} A reference to this instance.
  9296. */
  9297. applyQuaternion( q ) {
  9298. this.quaternion.premultiply( q );
  9299. return this;
  9300. }
  9301. /**
  9302. * Sets the given rotation represented as an axis/angle couple to the 3D object.
  9303. *
  9304. * @param {Vector3} axis - The (normalized) axis vector.
  9305. * @param {number} angle - The angle in radians.
  9306. */
  9307. setRotationFromAxisAngle( axis, angle ) {
  9308. // assumes axis is normalized
  9309. this.quaternion.setFromAxisAngle( axis, angle );
  9310. }
  9311. /**
  9312. * Sets the given rotation represented as Euler angles to the 3D object.
  9313. *
  9314. * @param {Euler} euler - The Euler angles.
  9315. */
  9316. setRotationFromEuler( euler ) {
  9317. this.quaternion.setFromEuler( euler, true );
  9318. }
  9319. /**
  9320. * Sets the given rotation represented as rotation matrix to the 3D object.
  9321. *
  9322. * @param {Matrix4} m - Although a 4x4 matrix is expected, the upper 3x3 portion must be
  9323. * a pure rotation matrix (i.e, unscaled).
  9324. */
  9325. setRotationFromMatrix( m ) {
  9326. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  9327. this.quaternion.setFromRotationMatrix( m );
  9328. }
  9329. /**
  9330. * Sets the given rotation represented as a Quaternion to the 3D object.
  9331. *
  9332. * @param {Quaternion} q - The Quaternion
  9333. */
  9334. setRotationFromQuaternion( q ) {
  9335. // assumes q is normalized
  9336. this.quaternion.copy( q );
  9337. }
  9338. /**
  9339. * Rotates the 3D object along an axis in local space.
  9340. *
  9341. * @param {Vector3} axis - The (normalized) axis vector.
  9342. * @param {number} angle - The angle in radians.
  9343. * @return {Object3D} A reference to this instance.
  9344. */
  9345. rotateOnAxis( axis, angle ) {
  9346. // rotate object on axis in object space
  9347. // axis is assumed to be normalized
  9348. _q1.setFromAxisAngle( axis, angle );
  9349. this.quaternion.multiply( _q1 );
  9350. return this;
  9351. }
  9352. /**
  9353. * Rotates the 3D object along an axis in world space.
  9354. *
  9355. * @param {Vector3} axis - The (normalized) axis vector.
  9356. * @param {number} angle - The angle in radians.
  9357. * @return {Object3D} A reference to this instance.
  9358. */
  9359. rotateOnWorldAxis( axis, angle ) {
  9360. // rotate object on axis in world space
  9361. // axis is assumed to be normalized
  9362. // method assumes no rotated parent
  9363. _q1.setFromAxisAngle( axis, angle );
  9364. this.quaternion.premultiply( _q1 );
  9365. return this;
  9366. }
  9367. /**
  9368. * Rotates the 3D object around its X axis in local space.
  9369. *
  9370. * @param {number} angle - The angle in radians.
  9371. * @return {Object3D} A reference to this instance.
  9372. */
  9373. rotateX( angle ) {
  9374. return this.rotateOnAxis( _xAxis, angle );
  9375. }
  9376. /**
  9377. * Rotates the 3D object around its Y axis in local space.
  9378. *
  9379. * @param {number} angle - The angle in radians.
  9380. * @return {Object3D} A reference to this instance.
  9381. */
  9382. rotateY( angle ) {
  9383. return this.rotateOnAxis( _yAxis, angle );
  9384. }
  9385. /**
  9386. * Rotates the 3D object around its Z axis in local space.
  9387. *
  9388. * @param {number} angle - The angle in radians.
  9389. * @return {Object3D} A reference to this instance.
  9390. */
  9391. rotateZ( angle ) {
  9392. return this.rotateOnAxis( _zAxis, angle );
  9393. }
  9394. /**
  9395. * Translate the 3D object by a distance along the given axis in local space.
  9396. *
  9397. * @param {Vector3} axis - The (normalized) axis vector.
  9398. * @param {number} distance - The distance in world units.
  9399. * @return {Object3D} A reference to this instance.
  9400. */
  9401. translateOnAxis( axis, distance ) {
  9402. // translate object by distance along axis in object space
  9403. // axis is assumed to be normalized
  9404. _v1$6.copy( axis ).applyQuaternion( this.quaternion );
  9405. this.position.add( _v1$6.multiplyScalar( distance ) );
  9406. return this;
  9407. }
  9408. /**
  9409. * Translate the 3D object by a distance along its X-axis in local space.
  9410. *
  9411. * @param {number} distance - The distance in world units.
  9412. * @return {Object3D} A reference to this instance.
  9413. */
  9414. translateX( distance ) {
  9415. return this.translateOnAxis( _xAxis, distance );
  9416. }
  9417. /**
  9418. * Translate the 3D object by a distance along its Y-axis in local space.
  9419. *
  9420. * @param {number} distance - The distance in world units.
  9421. * @return {Object3D} A reference to this instance.
  9422. */
  9423. translateY( distance ) {
  9424. return this.translateOnAxis( _yAxis, distance );
  9425. }
  9426. /**
  9427. * Translate the 3D object by a distance along its Z-axis in local space.
  9428. *
  9429. * @param {number} distance - The distance in world units.
  9430. * @return {Object3D} A reference to this instance.
  9431. */
  9432. translateZ( distance ) {
  9433. return this.translateOnAxis( _zAxis, distance );
  9434. }
  9435. /**
  9436. * Converts the given vector from this 3D object's local space to world space.
  9437. *
  9438. * @param {Vector3} vector - The vector to convert.
  9439. * @return {Vector3} The converted vector.
  9440. */
  9441. localToWorld( vector ) {
  9442. this.updateWorldMatrix( true, false );
  9443. return vector.applyMatrix4( this.matrixWorld );
  9444. }
  9445. /**
  9446. * Converts the given vector from this 3D object's world space to local space.
  9447. *
  9448. * @param {Vector3} vector - The vector to convert.
  9449. * @return {Vector3} The converted vector.
  9450. */
  9451. worldToLocal( vector ) {
  9452. this.updateWorldMatrix( true, false );
  9453. return vector.applyMatrix4( _m1$1.copy( this.matrixWorld ).invert() );
  9454. }
  9455. /**
  9456. * Rotates the object to face a point in world space.
  9457. *
  9458. * This method does not support objects having non-uniformly-scaled parent(s).
  9459. *
  9460. * @param {number|Vector3} x - The x coordinate in world space. Alternatively, a vector representing a position in world space
  9461. * @param {number} [y] - The y coordinate in world space.
  9462. * @param {number} [z] - The z coordinate in world space.
  9463. */
  9464. lookAt( x, y, z ) {
  9465. // This method does not support objects having non-uniformly-scaled parent(s)
  9466. if ( x.isVector3 ) {
  9467. _target.copy( x );
  9468. } else {
  9469. _target.set( x, y, z );
  9470. }
  9471. const parent = this.parent;
  9472. this.updateWorldMatrix( true, false );
  9473. _position$4.setFromMatrixPosition( this.matrixWorld );
  9474. if ( this.isCamera || this.isLight ) {
  9475. _m1$1.lookAt( _position$4, _target, this.up );
  9476. } else {
  9477. _m1$1.lookAt( _target, _position$4, this.up );
  9478. }
  9479. this.quaternion.setFromRotationMatrix( _m1$1 );
  9480. if ( parent ) {
  9481. _m1$1.extractRotation( parent.matrixWorld );
  9482. _q1.setFromRotationMatrix( _m1$1 );
  9483. this.quaternion.premultiply( _q1.invert() );
  9484. }
  9485. }
  9486. /**
  9487. * Adds the given 3D object as a child to this 3D object. An arbitrary number of
  9488. * objects may be added. Any current parent on an object passed in here will be
  9489. * removed, since an object can have at most one parent.
  9490. *
  9491. * @fires Object3D#added
  9492. * @fires Object3D#childadded
  9493. * @param {Object3D} object - The 3D object to add.
  9494. * @return {Object3D} A reference to this instance.
  9495. */
  9496. add( object ) {
  9497. if ( arguments.length > 1 ) {
  9498. for ( let i = 0; i < arguments.length; i ++ ) {
  9499. this.add( arguments[ i ] );
  9500. }
  9501. return this;
  9502. }
  9503. if ( object === this ) {
  9504. error( 'Object3D.add: object can\'t be added as a child of itself.', object );
  9505. return this;
  9506. }
  9507. if ( object && object.isObject3D ) {
  9508. object.removeFromParent();
  9509. object.parent = this;
  9510. this.children.push( object );
  9511. object.dispatchEvent( _addedEvent );
  9512. _childaddedEvent.child = object;
  9513. this.dispatchEvent( _childaddedEvent );
  9514. _childaddedEvent.child = null;
  9515. } else {
  9516. error( 'Object3D.add: object not an instance of THREE.Object3D.', object );
  9517. }
  9518. return this;
  9519. }
  9520. /**
  9521. * Removes the given 3D object as child from this 3D object.
  9522. * An arbitrary number of objects may be removed.
  9523. *
  9524. * @fires Object3D#removed
  9525. * @fires Object3D#childremoved
  9526. * @param {Object3D} object - The 3D object to remove.
  9527. * @return {Object3D} A reference to this instance.
  9528. */
  9529. remove( object ) {
  9530. if ( arguments.length > 1 ) {
  9531. for ( let i = 0; i < arguments.length; i ++ ) {
  9532. this.remove( arguments[ i ] );
  9533. }
  9534. return this;
  9535. }
  9536. const index = this.children.indexOf( object );
  9537. if ( index !== -1 ) {
  9538. object.parent = null;
  9539. this.children.splice( index, 1 );
  9540. object.dispatchEvent( _removedEvent );
  9541. _childremovedEvent.child = object;
  9542. this.dispatchEvent( _childremovedEvent );
  9543. _childremovedEvent.child = null;
  9544. }
  9545. return this;
  9546. }
  9547. /**
  9548. * Removes this 3D object from its current parent.
  9549. *
  9550. * @fires Object3D#removed
  9551. * @fires Object3D#childremoved
  9552. * @return {Object3D} A reference to this instance.
  9553. */
  9554. removeFromParent() {
  9555. const parent = this.parent;
  9556. if ( parent !== null ) {
  9557. parent.remove( this );
  9558. }
  9559. return this;
  9560. }
  9561. /**
  9562. * Removes all child objects.
  9563. *
  9564. * @fires Object3D#removed
  9565. * @fires Object3D#childremoved
  9566. * @return {Object3D} A reference to this instance.
  9567. */
  9568. clear() {
  9569. return this.remove( ... this.children );
  9570. }
  9571. /**
  9572. * Adds the given 3D object as a child of this 3D object, while maintaining the object's world
  9573. * transform. This method does not support scene graphs having non-uniformly-scaled nodes(s).
  9574. *
  9575. * @fires Object3D#added
  9576. * @fires Object3D#childadded
  9577. * @param {Object3D} object - The 3D object to attach.
  9578. * @return {Object3D} A reference to this instance.
  9579. */
  9580. attach( object ) {
  9581. // adds object as a child of this, while maintaining the object's world transform
  9582. // Note: This method does not support scene graphs having non-uniformly-scaled nodes(s)
  9583. this.updateWorldMatrix( true, false );
  9584. _m1$1.copy( this.matrixWorld ).invert();
  9585. if ( object.parent !== null ) {
  9586. object.parent.updateWorldMatrix( true, false );
  9587. _m1$1.multiply( object.parent.matrixWorld );
  9588. }
  9589. object.applyMatrix4( _m1$1 );
  9590. object.removeFromParent();
  9591. object.parent = this;
  9592. this.children.push( object );
  9593. object.updateWorldMatrix( false, true );
  9594. object.dispatchEvent( _addedEvent );
  9595. _childaddedEvent.child = object;
  9596. this.dispatchEvent( _childaddedEvent );
  9597. _childaddedEvent.child = null;
  9598. return this;
  9599. }
  9600. /**
  9601. * Searches through the 3D object and its children, starting with the 3D object
  9602. * itself, and returns the first with a matching ID.
  9603. *
  9604. * @param {number} id - The id.
  9605. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  9606. */
  9607. getObjectById( id ) {
  9608. return this.getObjectByProperty( 'id', id );
  9609. }
  9610. /**
  9611. * Searches through the 3D object and its children, starting with the 3D object
  9612. * itself, and returns the first with a matching name.
  9613. *
  9614. * @param {string} name - The name.
  9615. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  9616. */
  9617. getObjectByName( name ) {
  9618. return this.getObjectByProperty( 'name', name );
  9619. }
  9620. /**
  9621. * Searches through the 3D object and its children, starting with the 3D object
  9622. * itself, and returns the first with a matching property value.
  9623. *
  9624. * @param {string} name - The name of the property.
  9625. * @param {any} value - The value.
  9626. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  9627. */
  9628. getObjectByProperty( name, value ) {
  9629. if ( this[ name ] === value ) return this;
  9630. for ( let i = 0, l = this.children.length; i < l; i ++ ) {
  9631. const child = this.children[ i ];
  9632. const object = child.getObjectByProperty( name, value );
  9633. if ( object !== undefined ) {
  9634. return object;
  9635. }
  9636. }
  9637. return undefined;
  9638. }
  9639. /**
  9640. * Searches through the 3D object and its children, starting with the 3D object
  9641. * itself, and returns all 3D objects with a matching property value.
  9642. *
  9643. * @param {string} name - The name of the property.
  9644. * @param {any} value - The value.
  9645. * @param {Array<Object3D>} result - The method stores the result in this array.
  9646. * @return {Array<Object3D>} The found 3D objects.
  9647. */
  9648. getObjectsByProperty( name, value, result = [] ) {
  9649. if ( this[ name ] === value ) result.push( this );
  9650. const children = this.children;
  9651. for ( let i = 0, l = children.length; i < l; i ++ ) {
  9652. children[ i ].getObjectsByProperty( name, value, result );
  9653. }
  9654. return result;
  9655. }
  9656. /**
  9657. * Returns a vector representing the position of the 3D object in world space.
  9658. *
  9659. * @param {Vector3} target - The target vector the result is stored to.
  9660. * @return {Vector3} The 3D object's position in world space.
  9661. */
  9662. getWorldPosition( target ) {
  9663. this.updateWorldMatrix( true, false );
  9664. return target.setFromMatrixPosition( this.matrixWorld );
  9665. }
  9666. /**
  9667. * Returns a Quaternion representing the position of the 3D object in world space.
  9668. *
  9669. * @param {Quaternion} target - The target Quaternion the result is stored to.
  9670. * @return {Quaternion} The 3D object's rotation in world space.
  9671. */
  9672. getWorldQuaternion( target ) {
  9673. this.updateWorldMatrix( true, false );
  9674. this.matrixWorld.decompose( _position$4, target, _scale$3 );
  9675. return target;
  9676. }
  9677. /**
  9678. * Returns a vector representing the scale of the 3D object in world space.
  9679. *
  9680. * @param {Vector3} target - The target vector the result is stored to.
  9681. * @return {Vector3} The 3D object's scale in world space.
  9682. */
  9683. getWorldScale( target ) {
  9684. this.updateWorldMatrix( true, false );
  9685. this.matrixWorld.decompose( _position$4, _quaternion$3, target );
  9686. return target;
  9687. }
  9688. /**
  9689. * Returns a vector representing the ("look") direction of the 3D object in world space.
  9690. *
  9691. * @param {Vector3} target - The target vector the result is stored to.
  9692. * @return {Vector3} The 3D object's direction in world space.
  9693. */
  9694. getWorldDirection( target ) {
  9695. this.updateWorldMatrix( true, false );
  9696. const e = this.matrixWorld.elements;
  9697. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  9698. }
  9699. /**
  9700. * Abstract method to get intersections between a casted ray and this
  9701. * 3D object. Renderable 3D objects such as {@link Mesh}, {@link Line} or {@link Points}
  9702. * implement this method in order to use raycasting.
  9703. *
  9704. * @abstract
  9705. * @param {Raycaster} raycaster - The raycaster.
  9706. * @param {Array<Object>} intersects - An array holding the result of the method.
  9707. */
  9708. raycast( /* raycaster, intersects */ ) {}
  9709. /**
  9710. * Executes the callback on this 3D object and all descendants.
  9711. *
  9712. * Note: Modifying the scene graph inside the callback is discouraged.
  9713. *
  9714. * @param {Function} callback - A callback function that allows to process the current 3D object.
  9715. */
  9716. traverse( callback ) {
  9717. callback( this );
  9718. const children = this.children;
  9719. for ( let i = 0, l = children.length; i < l; i ++ ) {
  9720. children[ i ].traverse( callback );
  9721. }
  9722. }
  9723. /**
  9724. * Like {@link Object3D#traverse}, but the callback will only be executed for visible 3D objects.
  9725. * Descendants of invisible 3D objects are not traversed.
  9726. *
  9727. * Note: Modifying the scene graph inside the callback is discouraged.
  9728. *
  9729. * @param {Function} callback - A callback function that allows to process the current 3D object.
  9730. */
  9731. traverseVisible( callback ) {
  9732. if ( this.visible === false ) return;
  9733. callback( this );
  9734. const children = this.children;
  9735. for ( let i = 0, l = children.length; i < l; i ++ ) {
  9736. children[ i ].traverseVisible( callback );
  9737. }
  9738. }
  9739. /**
  9740. * Like {@link Object3D#traverse}, but the callback will only be executed for all ancestors.
  9741. *
  9742. * Note: Modifying the scene graph inside the callback is discouraged.
  9743. *
  9744. * @param {Function} callback - A callback function that allows to process the current 3D object.
  9745. */
  9746. traverseAncestors( callback ) {
  9747. const parent = this.parent;
  9748. if ( parent !== null ) {
  9749. callback( parent );
  9750. parent.traverseAncestors( callback );
  9751. }
  9752. }
  9753. /**
  9754. * Updates the transformation matrix in local space by computing it from the current
  9755. * position, rotation and scale values.
  9756. */
  9757. updateMatrix() {
  9758. this.matrix.compose( this.position, this.quaternion, this.scale );
  9759. const pivot = this.pivot;
  9760. if ( pivot !== null ) {
  9761. const px = pivot.x, py = pivot.y, pz = pivot.z;
  9762. const te = this.matrix.elements;
  9763. te[ 12 ] += px - te[ 0 ] * px - te[ 4 ] * py - te[ 8 ] * pz;
  9764. te[ 13 ] += py - te[ 1 ] * px - te[ 5 ] * py - te[ 9 ] * pz;
  9765. te[ 14 ] += pz - te[ 2 ] * px - te[ 6 ] * py - te[ 10 ] * pz;
  9766. }
  9767. this.matrixWorldNeedsUpdate = true;
  9768. }
  9769. /**
  9770. * Updates the transformation matrix in world space of this 3D objects and its descendants.
  9771. *
  9772. * To ensure correct results, this method also recomputes the 3D object's transformation matrix in
  9773. * local space. The computation of the local and world matrix can be controlled with the
  9774. * {@link Object3D#matrixAutoUpdate} and {@link Object3D#matrixWorldAutoUpdate} flags which are both
  9775. * `true` by default. Set these flags to `false` if you need more control over the update matrix process.
  9776. *
  9777. * @param {boolean} [force=false] - When set to `true`, a recomputation of world matrices is forced even
  9778. * when {@link Object3D#matrixWorldNeedsUpdate} is `false`.
  9779. */
  9780. updateMatrixWorld( force ) {
  9781. if ( this.matrixAutoUpdate ) this.updateMatrix();
  9782. if ( this.matrixWorldNeedsUpdate || force ) {
  9783. if ( this.matrixWorldAutoUpdate === true ) {
  9784. if ( this.parent === null ) {
  9785. this.matrixWorld.copy( this.matrix );
  9786. } else {
  9787. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  9788. }
  9789. }
  9790. this.matrixWorldNeedsUpdate = false;
  9791. force = true;
  9792. }
  9793. // make sure descendants are updated if required
  9794. const children = this.children;
  9795. for ( let i = 0, l = children.length; i < l; i ++ ) {
  9796. const child = children[ i ];
  9797. child.updateMatrixWorld( force );
  9798. }
  9799. }
  9800. /**
  9801. * An alternative version of {@link Object3D#updateMatrixWorld} with more control over the
  9802. * update of ancestor and descendant nodes.
  9803. *
  9804. * @param {boolean} [updateParents=false] Whether ancestor nodes should be updated or not.
  9805. * @param {boolean} [updateChildren=false] Whether descendant nodes should be updated or not.
  9806. */
  9807. updateWorldMatrix( updateParents, updateChildren ) {
  9808. const parent = this.parent;
  9809. if ( updateParents === true && parent !== null ) {
  9810. parent.updateWorldMatrix( true, false );
  9811. }
  9812. if ( this.matrixAutoUpdate ) this.updateMatrix();
  9813. if ( this.matrixWorldAutoUpdate === true ) {
  9814. if ( this.parent === null ) {
  9815. this.matrixWorld.copy( this.matrix );
  9816. } else {
  9817. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  9818. }
  9819. }
  9820. // make sure descendants are updated
  9821. if ( updateChildren === true ) {
  9822. const children = this.children;
  9823. for ( let i = 0, l = children.length; i < l; i ++ ) {
  9824. const child = children[ i ];
  9825. child.updateWorldMatrix( false, true );
  9826. }
  9827. }
  9828. }
  9829. /**
  9830. * Serializes the 3D object into JSON.
  9831. *
  9832. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  9833. * @return {Object} A JSON object representing the serialized 3D object.
  9834. * @see {@link ObjectLoader#parse}
  9835. */
  9836. toJSON( meta ) {
  9837. // meta is a string when called from JSON.stringify
  9838. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  9839. const output = {};
  9840. // meta is a hash used to collect geometries, materials.
  9841. // not providing it implies that this is the root object
  9842. // being serialized.
  9843. if ( isRootObject ) {
  9844. // initialize meta obj
  9845. meta = {
  9846. geometries: {},
  9847. materials: {},
  9848. textures: {},
  9849. images: {},
  9850. shapes: {},
  9851. skeletons: {},
  9852. animations: {},
  9853. nodes: {}
  9854. };
  9855. output.metadata = {
  9856. version: 4.7,
  9857. type: 'Object',
  9858. generator: 'Object3D.toJSON'
  9859. };
  9860. }
  9861. // standard Object3D serialization
  9862. const object = {};
  9863. object.uuid = this.uuid;
  9864. object.type = this.type;
  9865. if ( this.name !== '' ) object.name = this.name;
  9866. if ( this.castShadow === true ) object.castShadow = true;
  9867. if ( this.receiveShadow === true ) object.receiveShadow = true;
  9868. if ( this.visible === false ) object.visible = false;
  9869. if ( this.frustumCulled === false ) object.frustumCulled = false;
  9870. if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;
  9871. if ( this.static !== false ) object.static = this.static;
  9872. if ( Object.keys( this.userData ).length > 0 ) object.userData = this.userData;
  9873. object.layers = this.layers.mask;
  9874. object.matrix = this.matrix.toArray();
  9875. object.up = this.up.toArray();
  9876. if ( this.pivot !== null ) object.pivot = this.pivot.toArray();
  9877. if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;
  9878. if ( this.morphTargetDictionary !== undefined ) object.morphTargetDictionary = Object.assign( {}, this.morphTargetDictionary );
  9879. if ( this.morphTargetInfluences !== undefined ) object.morphTargetInfluences = this.morphTargetInfluences.slice();
  9880. // object specific properties
  9881. if ( this.isInstancedMesh ) {
  9882. object.type = 'InstancedMesh';
  9883. object.count = this.count;
  9884. object.instanceMatrix = this.instanceMatrix.toJSON();
  9885. if ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON();
  9886. }
  9887. if ( this.isBatchedMesh ) {
  9888. object.type = 'BatchedMesh';
  9889. object.perObjectFrustumCulled = this.perObjectFrustumCulled;
  9890. object.sortObjects = this.sortObjects;
  9891. object.drawRanges = this._drawRanges;
  9892. object.reservedRanges = this._reservedRanges;
  9893. object.geometryInfo = this._geometryInfo.map( info => ( {
  9894. ...info,
  9895. boundingBox: info.boundingBox ? info.boundingBox.toJSON() : undefined,
  9896. boundingSphere: info.boundingSphere ? info.boundingSphere.toJSON() : undefined
  9897. } ) );
  9898. object.instanceInfo = this._instanceInfo.map( info => ( { ...info } ) );
  9899. object.availableInstanceIds = this._availableInstanceIds.slice();
  9900. object.availableGeometryIds = this._availableGeometryIds.slice();
  9901. object.nextIndexStart = this._nextIndexStart;
  9902. object.nextVertexStart = this._nextVertexStart;
  9903. object.geometryCount = this._geometryCount;
  9904. object.maxInstanceCount = this._maxInstanceCount;
  9905. object.maxVertexCount = this._maxVertexCount;
  9906. object.maxIndexCount = this._maxIndexCount;
  9907. object.geometryInitialized = this._geometryInitialized;
  9908. object.matricesTexture = this._matricesTexture.toJSON( meta );
  9909. object.indirectTexture = this._indirectTexture.toJSON( meta );
  9910. if ( this._colorsTexture !== null ) {
  9911. object.colorsTexture = this._colorsTexture.toJSON( meta );
  9912. }
  9913. if ( this.boundingSphere !== null ) {
  9914. object.boundingSphere = this.boundingSphere.toJSON();
  9915. }
  9916. if ( this.boundingBox !== null ) {
  9917. object.boundingBox = this.boundingBox.toJSON();
  9918. }
  9919. }
  9920. //
  9921. function serialize( library, element ) {
  9922. if ( library[ element.uuid ] === undefined ) {
  9923. library[ element.uuid ] = element.toJSON( meta );
  9924. }
  9925. return element.uuid;
  9926. }
  9927. if ( this.isScene ) {
  9928. if ( this.background ) {
  9929. if ( this.background.isColor ) {
  9930. object.background = this.background.toJSON();
  9931. } else if ( this.background.isTexture ) {
  9932. object.background = this.background.toJSON( meta ).uuid;
  9933. }
  9934. }
  9935. if ( this.environment && this.environment.isTexture && this.environment.isRenderTargetTexture !== true ) {
  9936. object.environment = this.environment.toJSON( meta ).uuid;
  9937. }
  9938. } else if ( this.isMesh || this.isLine || this.isPoints ) {
  9939. object.geometry = serialize( meta.geometries, this.geometry );
  9940. const parameters = this.geometry.parameters;
  9941. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  9942. const shapes = parameters.shapes;
  9943. if ( Array.isArray( shapes ) ) {
  9944. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  9945. const shape = shapes[ i ];
  9946. serialize( meta.shapes, shape );
  9947. }
  9948. } else {
  9949. serialize( meta.shapes, shapes );
  9950. }
  9951. }
  9952. }
  9953. if ( this.isSkinnedMesh ) {
  9954. object.bindMode = this.bindMode;
  9955. object.bindMatrix = this.bindMatrix.toArray();
  9956. if ( this.skeleton !== undefined ) {
  9957. serialize( meta.skeletons, this.skeleton );
  9958. object.skeleton = this.skeleton.uuid;
  9959. }
  9960. }
  9961. if ( this.material !== undefined ) {
  9962. if ( Array.isArray( this.material ) ) {
  9963. const uuids = [];
  9964. for ( let i = 0, l = this.material.length; i < l; i ++ ) {
  9965. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  9966. }
  9967. object.material = uuids;
  9968. } else {
  9969. object.material = serialize( meta.materials, this.material );
  9970. }
  9971. }
  9972. //
  9973. if ( this.children.length > 0 ) {
  9974. object.children = [];
  9975. for ( let i = 0; i < this.children.length; i ++ ) {
  9976. object.children.push( this.children[ i ].toJSON( meta ).object );
  9977. }
  9978. }
  9979. //
  9980. if ( this.animations.length > 0 ) {
  9981. object.animations = [];
  9982. for ( let i = 0; i < this.animations.length; i ++ ) {
  9983. const animation = this.animations[ i ];
  9984. object.animations.push( serialize( meta.animations, animation ) );
  9985. }
  9986. }
  9987. if ( isRootObject ) {
  9988. const geometries = extractFromCache( meta.geometries );
  9989. const materials = extractFromCache( meta.materials );
  9990. const textures = extractFromCache( meta.textures );
  9991. const images = extractFromCache( meta.images );
  9992. const shapes = extractFromCache( meta.shapes );
  9993. const skeletons = extractFromCache( meta.skeletons );
  9994. const animations = extractFromCache( meta.animations );
  9995. const nodes = extractFromCache( meta.nodes );
  9996. if ( geometries.length > 0 ) output.geometries = geometries;
  9997. if ( materials.length > 0 ) output.materials = materials;
  9998. if ( textures.length > 0 ) output.textures = textures;
  9999. if ( images.length > 0 ) output.images = images;
  10000. if ( shapes.length > 0 ) output.shapes = shapes;
  10001. if ( skeletons.length > 0 ) output.skeletons = skeletons;
  10002. if ( animations.length > 0 ) output.animations = animations;
  10003. if ( nodes.length > 0 ) output.nodes = nodes;
  10004. }
  10005. output.object = object;
  10006. return output;
  10007. // extract data from the cache hash
  10008. // remove metadata on each item
  10009. // and return as array
  10010. function extractFromCache( cache ) {
  10011. const values = [];
  10012. for ( const key in cache ) {
  10013. const data = cache[ key ];
  10014. delete data.metadata;
  10015. values.push( data );
  10016. }
  10017. return values;
  10018. }
  10019. }
  10020. /**
  10021. * Returns a new 3D object with copied values from this instance.
  10022. *
  10023. * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are also cloned.
  10024. * @return {Object3D} A clone of this instance.
  10025. */
  10026. clone( recursive ) {
  10027. return new this.constructor().copy( this, recursive );
  10028. }
  10029. /**
  10030. * Copies the values of the given 3D object to this instance.
  10031. *
  10032. * @param {Object3D} source - The 3D object to copy.
  10033. * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are cloned.
  10034. * @return {Object3D} A reference to this instance.
  10035. */
  10036. copy( source, recursive = true ) {
  10037. this.name = source.name;
  10038. this.up.copy( source.up );
  10039. this.position.copy( source.position );
  10040. this.rotation.order = source.rotation.order;
  10041. this.quaternion.copy( source.quaternion );
  10042. this.scale.copy( source.scale );
  10043. if ( source.pivot !== null ) {
  10044. this.pivot = source.pivot.clone();
  10045. }
  10046. this.matrix.copy( source.matrix );
  10047. this.matrixWorld.copy( source.matrixWorld );
  10048. this.matrixAutoUpdate = source.matrixAutoUpdate;
  10049. this.matrixWorldAutoUpdate = source.matrixWorldAutoUpdate;
  10050. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  10051. this.layers.mask = source.layers.mask;
  10052. this.visible = source.visible;
  10053. this.castShadow = source.castShadow;
  10054. this.receiveShadow = source.receiveShadow;
  10055. this.frustumCulled = source.frustumCulled;
  10056. this.renderOrder = source.renderOrder;
  10057. this.static = source.static;
  10058. this.animations = source.animations.slice();
  10059. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  10060. if ( recursive === true ) {
  10061. for ( let i = 0; i < source.children.length; i ++ ) {
  10062. const child = source.children[ i ];
  10063. this.add( child.clone() );
  10064. }
  10065. }
  10066. return this;
  10067. }
  10068. }
  10069. /**
  10070. * The default up direction for objects, also used as the default
  10071. * position for {@link DirectionalLight} and {@link HemisphereLight}.
  10072. *
  10073. * @static
  10074. * @type {Vector3}
  10075. * @default (0,1,0)
  10076. */
  10077. Object3D.DEFAULT_UP = /*@__PURE__*/ new Vector3( 0, 1, 0 );
  10078. /**
  10079. * The default setting for {@link Object3D#matrixAutoUpdate} for
  10080. * newly created 3D objects.
  10081. *
  10082. * @static
  10083. * @type {boolean}
  10084. * @default true
  10085. */
  10086. Object3D.DEFAULT_MATRIX_AUTO_UPDATE = true;
  10087. /**
  10088. * The default setting for {@link Object3D#matrixWorldAutoUpdate} for
  10089. * newly created 3D objects.
  10090. *
  10091. * @static
  10092. * @type {boolean}
  10093. * @default true
  10094. */
  10095. Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE = true;
  10096. /**
  10097. * This is almost identical to an {@link Object3D}. Its purpose is to
  10098. * make working with groups of objects syntactically clearer.
  10099. *
  10100. * ```js
  10101. * // Create a group and add the two cubes.
  10102. * // These cubes can now be rotated / scaled etc as a group.
  10103. * const group = new THREE.Group();
  10104. *
  10105. * group.add( meshA );
  10106. * group.add( meshB );
  10107. *
  10108. * scene.add( group );
  10109. * ```
  10110. *
  10111. * @augments Object3D
  10112. */
  10113. class Group extends Object3D {
  10114. constructor() {
  10115. super();
  10116. /**
  10117. * This flag can be used for type testing.
  10118. *
  10119. * @type {boolean}
  10120. * @readonly
  10121. * @default true
  10122. */
  10123. this.isGroup = true;
  10124. this.type = 'Group';
  10125. }
  10126. }
  10127. const _moveEvent = { type: 'move' };
  10128. /**
  10129. * Class for representing a XR controller with its
  10130. * different coordinate systems.
  10131. *
  10132. * @private
  10133. */
  10134. class WebXRController {
  10135. /**
  10136. * Constructs a new XR controller.
  10137. */
  10138. constructor() {
  10139. /**
  10140. * A group representing the target ray space
  10141. * of the XR controller.
  10142. *
  10143. * @private
  10144. * @type {?Group}
  10145. * @default null
  10146. */
  10147. this._targetRay = null;
  10148. /**
  10149. * A group representing the grip space
  10150. * of the XR controller.
  10151. *
  10152. * @private
  10153. * @type {?Group}
  10154. * @default null
  10155. */
  10156. this._grip = null;
  10157. /**
  10158. * A group representing the hand space
  10159. * of the XR controller.
  10160. *
  10161. * @private
  10162. * @type {?Group}
  10163. * @default null
  10164. */
  10165. this._hand = null;
  10166. }
  10167. /**
  10168. * Returns a group representing the hand space of the XR controller.
  10169. *
  10170. * @return {Group} A group representing the hand space of the XR controller.
  10171. */
  10172. getHandSpace() {
  10173. if ( this._hand === null ) {
  10174. this._hand = new Group();
  10175. this._hand.matrixAutoUpdate = false;
  10176. this._hand.visible = false;
  10177. this._hand.joints = {};
  10178. this._hand.inputState = { pinching: false };
  10179. }
  10180. return this._hand;
  10181. }
  10182. /**
  10183. * Returns a group representing the target ray space of the XR controller.
  10184. *
  10185. * @return {Group} A group representing the target ray space of the XR controller.
  10186. */
  10187. getTargetRaySpace() {
  10188. if ( this._targetRay === null ) {
  10189. this._targetRay = new Group();
  10190. this._targetRay.matrixAutoUpdate = false;
  10191. this._targetRay.visible = false;
  10192. this._targetRay.hasLinearVelocity = false;
  10193. this._targetRay.linearVelocity = new Vector3();
  10194. this._targetRay.hasAngularVelocity = false;
  10195. this._targetRay.angularVelocity = new Vector3();
  10196. }
  10197. return this._targetRay;
  10198. }
  10199. /**
  10200. * Returns a group representing the grip space of the XR controller.
  10201. *
  10202. * @return {Group} A group representing the grip space of the XR controller.
  10203. */
  10204. getGripSpace() {
  10205. if ( this._grip === null ) {
  10206. this._grip = new Group();
  10207. this._grip.matrixAutoUpdate = false;
  10208. this._grip.visible = false;
  10209. this._grip.hasLinearVelocity = false;
  10210. this._grip.linearVelocity = new Vector3();
  10211. this._grip.hasAngularVelocity = false;
  10212. this._grip.angularVelocity = new Vector3();
  10213. }
  10214. return this._grip;
  10215. }
  10216. /**
  10217. * Dispatches the given event to the groups representing
  10218. * the different coordinate spaces of the XR controller.
  10219. *
  10220. * @param {Object} event - The event to dispatch.
  10221. * @return {WebXRController} A reference to this instance.
  10222. */
  10223. dispatchEvent( event ) {
  10224. if ( this._targetRay !== null ) {
  10225. this._targetRay.dispatchEvent( event );
  10226. }
  10227. if ( this._grip !== null ) {
  10228. this._grip.dispatchEvent( event );
  10229. }
  10230. if ( this._hand !== null ) {
  10231. this._hand.dispatchEvent( event );
  10232. }
  10233. return this;
  10234. }
  10235. /**
  10236. * Connects the controller with the given XR input source.
  10237. *
  10238. * @param {XRInputSource} inputSource - The input source.
  10239. * @return {WebXRController} A reference to this instance.
  10240. */
  10241. connect( inputSource ) {
  10242. if ( inputSource && inputSource.hand ) {
  10243. const hand = this._hand;
  10244. if ( hand ) {
  10245. for ( const inputjoint of inputSource.hand.values() ) {
  10246. // Initialize hand with joints when connected
  10247. this._getHandJoint( hand, inputjoint );
  10248. }
  10249. }
  10250. }
  10251. this.dispatchEvent( { type: 'connected', data: inputSource } );
  10252. return this;
  10253. }
  10254. /**
  10255. * Disconnects the controller from the given XR input source.
  10256. *
  10257. * @param {XRInputSource} inputSource - The input source.
  10258. * @return {WebXRController} A reference to this instance.
  10259. */
  10260. disconnect( inputSource ) {
  10261. this.dispatchEvent( { type: 'disconnected', data: inputSource } );
  10262. if ( this._targetRay !== null ) {
  10263. this._targetRay.visible = false;
  10264. }
  10265. if ( this._grip !== null ) {
  10266. this._grip.visible = false;
  10267. }
  10268. if ( this._hand !== null ) {
  10269. this._hand.visible = false;
  10270. }
  10271. return this;
  10272. }
  10273. /**
  10274. * Updates the controller with the given input source, XR frame and reference space.
  10275. * This updates the transformations of the groups that represent the different
  10276. * coordinate systems of the controller.
  10277. *
  10278. * @param {XRInputSource} inputSource - The input source.
  10279. * @param {XRFrame} frame - The XR frame.
  10280. * @param {XRReferenceSpace} referenceSpace - The reference space.
  10281. * @return {WebXRController} A reference to this instance.
  10282. */
  10283. update( inputSource, frame, referenceSpace ) {
  10284. let inputPose = null;
  10285. let gripPose = null;
  10286. let handPose = null;
  10287. const targetRay = this._targetRay;
  10288. const grip = this._grip;
  10289. const hand = this._hand;
  10290. if ( inputSource && frame.session.visibilityState !== 'visible-blurred' ) {
  10291. if ( hand && inputSource.hand ) {
  10292. handPose = true;
  10293. for ( const inputjoint of inputSource.hand.values() ) {
  10294. // Update the joints groups with the XRJoint poses
  10295. const jointPose = frame.getJointPose( inputjoint, referenceSpace );
  10296. // The transform of this joint will be updated with the joint pose on each frame
  10297. const joint = this._getHandJoint( hand, inputjoint );
  10298. if ( jointPose !== null ) {
  10299. joint.matrix.fromArray( jointPose.transform.matrix );
  10300. joint.matrix.decompose( joint.position, joint.rotation, joint.scale );
  10301. joint.matrixWorldNeedsUpdate = true;
  10302. joint.jointRadius = jointPose.radius;
  10303. }
  10304. joint.visible = jointPose !== null;
  10305. }
  10306. // Custom events
  10307. // Check pinchz
  10308. const indexTip = hand.joints[ 'index-finger-tip' ];
  10309. const thumbTip = hand.joints[ 'thumb-tip' ];
  10310. const distance = indexTip.position.distanceTo( thumbTip.position );
  10311. const distanceToPinch = 0.02;
  10312. const threshold = 0.005;
  10313. if ( hand.inputState.pinching && distance > distanceToPinch + threshold ) {
  10314. hand.inputState.pinching = false;
  10315. this.dispatchEvent( {
  10316. type: 'pinchend',
  10317. handedness: inputSource.handedness,
  10318. target: this
  10319. } );
  10320. } else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) {
  10321. hand.inputState.pinching = true;
  10322. this.dispatchEvent( {
  10323. type: 'pinchstart',
  10324. handedness: inputSource.handedness,
  10325. target: this
  10326. } );
  10327. }
  10328. } else {
  10329. if ( grip !== null && inputSource.gripSpace ) {
  10330. gripPose = frame.getPose( inputSource.gripSpace, referenceSpace );
  10331. if ( gripPose !== null ) {
  10332. grip.matrix.fromArray( gripPose.transform.matrix );
  10333. grip.matrix.decompose( grip.position, grip.rotation, grip.scale );
  10334. grip.matrixWorldNeedsUpdate = true;
  10335. if ( gripPose.linearVelocity ) {
  10336. grip.hasLinearVelocity = true;
  10337. grip.linearVelocity.copy( gripPose.linearVelocity );
  10338. } else {
  10339. grip.hasLinearVelocity = false;
  10340. }
  10341. if ( gripPose.angularVelocity ) {
  10342. grip.hasAngularVelocity = true;
  10343. grip.angularVelocity.copy( gripPose.angularVelocity );
  10344. } else {
  10345. grip.hasAngularVelocity = false;
  10346. }
  10347. }
  10348. }
  10349. }
  10350. if ( targetRay !== null ) {
  10351. inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  10352. // Some runtimes (namely Vive Cosmos with Vive OpenXR Runtime) have only grip space and ray space is equal to it
  10353. if ( inputPose === null && gripPose !== null ) {
  10354. inputPose = gripPose;
  10355. }
  10356. if ( inputPose !== null ) {
  10357. targetRay.matrix.fromArray( inputPose.transform.matrix );
  10358. targetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );
  10359. targetRay.matrixWorldNeedsUpdate = true;
  10360. if ( inputPose.linearVelocity ) {
  10361. targetRay.hasLinearVelocity = true;
  10362. targetRay.linearVelocity.copy( inputPose.linearVelocity );
  10363. } else {
  10364. targetRay.hasLinearVelocity = false;
  10365. }
  10366. if ( inputPose.angularVelocity ) {
  10367. targetRay.hasAngularVelocity = true;
  10368. targetRay.angularVelocity.copy( inputPose.angularVelocity );
  10369. } else {
  10370. targetRay.hasAngularVelocity = false;
  10371. }
  10372. this.dispatchEvent( _moveEvent );
  10373. }
  10374. }
  10375. }
  10376. if ( targetRay !== null ) {
  10377. targetRay.visible = ( inputPose !== null );
  10378. }
  10379. if ( grip !== null ) {
  10380. grip.visible = ( gripPose !== null );
  10381. }
  10382. if ( hand !== null ) {
  10383. hand.visible = ( handPose !== null );
  10384. }
  10385. return this;
  10386. }
  10387. /**
  10388. * Returns a group representing the hand joint for the given input joint.
  10389. *
  10390. * @private
  10391. * @param {Group} hand - The group representing the hand space.
  10392. * @param {XRJointSpace} inputjoint - The hand joint data.
  10393. * @return {Group} A group representing the hand joint for the given input joint.
  10394. */
  10395. _getHandJoint( hand, inputjoint ) {
  10396. if ( hand.joints[ inputjoint.jointName ] === undefined ) {
  10397. const joint = new Group();
  10398. joint.matrixAutoUpdate = false;
  10399. joint.visible = false;
  10400. hand.joints[ inputjoint.jointName ] = joint;
  10401. hand.add( joint );
  10402. }
  10403. return hand.joints[ inputjoint.jointName ];
  10404. }
  10405. }
  10406. const _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  10407. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  10408. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  10409. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  10410. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  10411. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  10412. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  10413. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  10414. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  10415. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  10416. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  10417. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  10418. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  10419. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  10420. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  10421. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  10422. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  10423. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  10424. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  10425. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  10426. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  10427. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  10428. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  10429. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  10430. const _hslA = { h: 0, s: 0, l: 0 };
  10431. const _hslB = { h: 0, s: 0, l: 0 };
  10432. function hue2rgb( p, q, t ) {
  10433. if ( t < 0 ) t += 1;
  10434. if ( t > 1 ) t -= 1;
  10435. if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
  10436. if ( t < 1 / 2 ) return q;
  10437. if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
  10438. return p;
  10439. }
  10440. /**
  10441. * A Color instance is represented by RGB components in the linear <i>working
  10442. * color space</i>, which defaults to `LinearSRGBColorSpace`. Inputs
  10443. * conventionally using `SRGBColorSpace` (such as hexadecimals and CSS
  10444. * strings) are converted to the working color space automatically.
  10445. *
  10446. * ```js
  10447. * // converted automatically from SRGBColorSpace to LinearSRGBColorSpace
  10448. * const color = new THREE.Color().setHex( 0x112233 );
  10449. * ```
  10450. * Source color spaces may be specified explicitly, to ensure correct conversions.
  10451. * ```js
  10452. * // assumed already LinearSRGBColorSpace; no conversion
  10453. * const color = new THREE.Color().setRGB( 0.5, 0.5, 0.5 );
  10454. *
  10455. * // converted explicitly from SRGBColorSpace to LinearSRGBColorSpace
  10456. * const color = new THREE.Color().setRGB( 0.5, 0.5, 0.5, SRGBColorSpace );
  10457. * ```
  10458. * If THREE.ColorManagement is disabled, no conversions occur. For details,
  10459. * see <i>Color management</i>. Iterating through a Color instance will yield
  10460. * its components (r, g, b) in the corresponding order. A Color can be initialised
  10461. * in any of the following ways:
  10462. * ```js
  10463. * //empty constructor - will default white
  10464. * const color1 = new THREE.Color();
  10465. *
  10466. * //Hexadecimal color (recommended)
  10467. * const color2 = new THREE.Color( 0xff0000 );
  10468. *
  10469. * //RGB string
  10470. * const color3 = new THREE.Color("rgb(255, 0, 0)");
  10471. * const color4 = new THREE.Color("rgb(100%, 0%, 0%)");
  10472. *
  10473. * //X11 color name - all 140 color names are supported.
  10474. * //Note the lack of CamelCase in the name
  10475. * const color5 = new THREE.Color( 'skyblue' );
  10476. * //HSL string
  10477. * const color6 = new THREE.Color("hsl(0, 100%, 50%)");
  10478. *
  10479. * //Separate RGB values between 0 and 1
  10480. * const color7 = new THREE.Color( 1, 0, 0 );
  10481. * ```
  10482. */
  10483. class Color {
  10484. /**
  10485. * Constructs a new color.
  10486. *
  10487. * Note that standard method of specifying color in three.js is with a hexadecimal triplet,
  10488. * and that method is used throughout the rest of the documentation.
  10489. *
  10490. * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are
  10491. * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.
  10492. * @param {number} [g] - The green component.
  10493. * @param {number} [b] - The blue component.
  10494. */
  10495. constructor( r, g, b ) {
  10496. /**
  10497. * This flag can be used for type testing.
  10498. *
  10499. * @type {boolean}
  10500. * @readonly
  10501. * @default true
  10502. */
  10503. this.isColor = true;
  10504. /**
  10505. * The red component.
  10506. *
  10507. * @type {number}
  10508. * @default 1
  10509. */
  10510. this.r = 1;
  10511. /**
  10512. * The green component.
  10513. *
  10514. * @type {number}
  10515. * @default 1
  10516. */
  10517. this.g = 1;
  10518. /**
  10519. * The blue component.
  10520. *
  10521. * @type {number}
  10522. * @default 1
  10523. */
  10524. this.b = 1;
  10525. return this.set( r, g, b );
  10526. }
  10527. /**
  10528. * Sets the colors's components from the given values.
  10529. *
  10530. * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are
  10531. * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.
  10532. * @param {number} [g] - The green component.
  10533. * @param {number} [b] - The blue component.
  10534. * @return {Color} A reference to this color.
  10535. */
  10536. set( r, g, b ) {
  10537. if ( g === undefined && b === undefined ) {
  10538. // r is THREE.Color, hex or string
  10539. const value = r;
  10540. if ( value && value.isColor ) {
  10541. this.copy( value );
  10542. } else if ( typeof value === 'number' ) {
  10543. this.setHex( value );
  10544. } else if ( typeof value === 'string' ) {
  10545. this.setStyle( value );
  10546. }
  10547. } else {
  10548. this.setRGB( r, g, b );
  10549. }
  10550. return this;
  10551. }
  10552. /**
  10553. * Sets the colors's components to the given scalar value.
  10554. *
  10555. * @param {number} scalar - The scalar value.
  10556. * @return {Color} A reference to this color.
  10557. */
  10558. setScalar( scalar ) {
  10559. this.r = scalar;
  10560. this.g = scalar;
  10561. this.b = scalar;
  10562. return this;
  10563. }
  10564. /**
  10565. * Sets this color from a hexadecimal value.
  10566. *
  10567. * @param {number} hex - The hexadecimal value.
  10568. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  10569. * @return {Color} A reference to this color.
  10570. */
  10571. setHex( hex, colorSpace = SRGBColorSpace ) {
  10572. hex = Math.floor( hex );
  10573. this.r = ( hex >> 16 & 255 ) / 255;
  10574. this.g = ( hex >> 8 & 255 ) / 255;
  10575. this.b = ( hex & 255 ) / 255;
  10576. ColorManagement.colorSpaceToWorking( this, colorSpace );
  10577. return this;
  10578. }
  10579. /**
  10580. * Sets this color from RGB values.
  10581. *
  10582. * @param {number} r - Red channel value between `0.0` and `1.0`.
  10583. * @param {number} g - Green channel value between `0.0` and `1.0`.
  10584. * @param {number} b - Blue channel value between `0.0` and `1.0`.
  10585. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  10586. * @return {Color} A reference to this color.
  10587. */
  10588. setRGB( r, g, b, colorSpace = ColorManagement.workingColorSpace ) {
  10589. this.r = r;
  10590. this.g = g;
  10591. this.b = b;
  10592. ColorManagement.colorSpaceToWorking( this, colorSpace );
  10593. return this;
  10594. }
  10595. /**
  10596. * Sets this color from RGB values.
  10597. *
  10598. * @param {number} h - Hue value between `0.0` and `1.0`.
  10599. * @param {number} s - Saturation value between `0.0` and `1.0`.
  10600. * @param {number} l - Lightness value between `0.0` and `1.0`.
  10601. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  10602. * @return {Color} A reference to this color.
  10603. */
  10604. setHSL( h, s, l, colorSpace = ColorManagement.workingColorSpace ) {
  10605. // h,s,l ranges are in 0.0 - 1.0
  10606. h = euclideanModulo( h, 1 );
  10607. s = clamp( s, 0, 1 );
  10608. l = clamp( l, 0, 1 );
  10609. if ( s === 0 ) {
  10610. this.r = this.g = this.b = l;
  10611. } else {
  10612. const p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  10613. const q = ( 2 * l ) - p;
  10614. this.r = hue2rgb( q, p, h + 1 / 3 );
  10615. this.g = hue2rgb( q, p, h );
  10616. this.b = hue2rgb( q, p, h - 1 / 3 );
  10617. }
  10618. ColorManagement.colorSpaceToWorking( this, colorSpace );
  10619. return this;
  10620. }
  10621. /**
  10622. * Sets this color from a CSS-style string. For example, `rgb(250, 0,0)`,
  10623. * `rgb(100%, 0%, 0%)`, `hsl(0, 100%, 50%)`, `#ff0000`, `#f00`, or `red` ( or
  10624. * any [X11 color name](https://en.wikipedia.org/wiki/X11_color_names#Color_name_chart) -
  10625. * all 140 color names are supported).
  10626. *
  10627. * @param {string} style - Color as a CSS-style string.
  10628. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  10629. * @return {Color} A reference to this color.
  10630. */
  10631. setStyle( style, colorSpace = SRGBColorSpace ) {
  10632. function handleAlpha( string ) {
  10633. if ( string === undefined ) return;
  10634. if ( parseFloat( string ) < 1 ) {
  10635. warn( 'Color: Alpha component of ' + style + ' will be ignored.' );
  10636. }
  10637. }
  10638. let m;
  10639. if ( m = /^(\w+)\(([^\)]*)\)/.exec( style ) ) {
  10640. // rgb / hsl
  10641. let color;
  10642. const name = m[ 1 ];
  10643. const components = m[ 2 ];
  10644. switch ( name ) {
  10645. case 'rgb':
  10646. case 'rgba':
  10647. if ( color = /^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  10648. // rgb(255,0,0) rgba(255,0,0,0.5)
  10649. handleAlpha( color[ 4 ] );
  10650. return this.setRGB(
  10651. Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255,
  10652. Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255,
  10653. Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255,
  10654. colorSpace
  10655. );
  10656. }
  10657. if ( color = /^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  10658. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  10659. handleAlpha( color[ 4 ] );
  10660. return this.setRGB(
  10661. Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100,
  10662. Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100,
  10663. Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100,
  10664. colorSpace
  10665. );
  10666. }
  10667. break;
  10668. case 'hsl':
  10669. case 'hsla':
  10670. if ( color = /^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  10671. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  10672. handleAlpha( color[ 4 ] );
  10673. return this.setHSL(
  10674. parseFloat( color[ 1 ] ) / 360,
  10675. parseFloat( color[ 2 ] ) / 100,
  10676. parseFloat( color[ 3 ] ) / 100,
  10677. colorSpace
  10678. );
  10679. }
  10680. break;
  10681. default:
  10682. warn( 'Color: Unknown color model ' + style );
  10683. }
  10684. } else if ( m = /^\#([A-Fa-f\d]+)$/.exec( style ) ) {
  10685. // hex color
  10686. const hex = m[ 1 ];
  10687. const size = hex.length;
  10688. if ( size === 3 ) {
  10689. // #ff0
  10690. return this.setRGB(
  10691. parseInt( hex.charAt( 0 ), 16 ) / 15,
  10692. parseInt( hex.charAt( 1 ), 16 ) / 15,
  10693. parseInt( hex.charAt( 2 ), 16 ) / 15,
  10694. colorSpace
  10695. );
  10696. } else if ( size === 6 ) {
  10697. // #ff0000
  10698. return this.setHex( parseInt( hex, 16 ), colorSpace );
  10699. } else {
  10700. warn( 'Color: Invalid hex color ' + style );
  10701. }
  10702. } else if ( style && style.length > 0 ) {
  10703. return this.setColorName( style, colorSpace );
  10704. }
  10705. return this;
  10706. }
  10707. /**
  10708. * Sets this color from a color name. Faster than {@link Color#setStyle} if
  10709. * you don't need the other CSS-style formats.
  10710. *
  10711. * For convenience, the list of names is exposed in `Color.NAMES` as a hash.
  10712. * ```js
  10713. * Color.NAMES.aliceblue // returns 0xF0F8FF
  10714. * ```
  10715. *
  10716. * @param {string} style - The color name.
  10717. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  10718. * @return {Color} A reference to this color.
  10719. */
  10720. setColorName( style, colorSpace = SRGBColorSpace ) {
  10721. // color keywords
  10722. const hex = _colorKeywords[ style.toLowerCase() ];
  10723. if ( hex !== undefined ) {
  10724. // red
  10725. this.setHex( hex, colorSpace );
  10726. } else {
  10727. // unknown color
  10728. warn( 'Color: Unknown color ' + style );
  10729. }
  10730. return this;
  10731. }
  10732. /**
  10733. * Returns a new color with copied values from this instance.
  10734. *
  10735. * @return {Color} A clone of this instance.
  10736. */
  10737. clone() {
  10738. return new this.constructor( this.r, this.g, this.b );
  10739. }
  10740. /**
  10741. * Copies the values of the given color to this instance.
  10742. *
  10743. * @param {Color} color - The color to copy.
  10744. * @return {Color} A reference to this color.
  10745. */
  10746. copy( color ) {
  10747. this.r = color.r;
  10748. this.g = color.g;
  10749. this.b = color.b;
  10750. return this;
  10751. }
  10752. /**
  10753. * Copies the given color into this color, and then converts this color from
  10754. * `SRGBColorSpace` to `LinearSRGBColorSpace`.
  10755. *
  10756. * @param {Color} color - The color to copy/convert.
  10757. * @return {Color} A reference to this color.
  10758. */
  10759. copySRGBToLinear( color ) {
  10760. this.r = SRGBToLinear( color.r );
  10761. this.g = SRGBToLinear( color.g );
  10762. this.b = SRGBToLinear( color.b );
  10763. return this;
  10764. }
  10765. /**
  10766. * Copies the given color into this color, and then converts this color from
  10767. * `LinearSRGBColorSpace` to `SRGBColorSpace`.
  10768. *
  10769. * @param {Color} color - The color to copy/convert.
  10770. * @return {Color} A reference to this color.
  10771. */
  10772. copyLinearToSRGB( color ) {
  10773. this.r = LinearToSRGB( color.r );
  10774. this.g = LinearToSRGB( color.g );
  10775. this.b = LinearToSRGB( color.b );
  10776. return this;
  10777. }
  10778. /**
  10779. * Converts this color from `SRGBColorSpace` to `LinearSRGBColorSpace`.
  10780. *
  10781. * @return {Color} A reference to this color.
  10782. */
  10783. convertSRGBToLinear() {
  10784. this.copySRGBToLinear( this );
  10785. return this;
  10786. }
  10787. /**
  10788. * Converts this color from `LinearSRGBColorSpace` to `SRGBColorSpace`.
  10789. *
  10790. * @return {Color} A reference to this color.
  10791. */
  10792. convertLinearToSRGB() {
  10793. this.copyLinearToSRGB( this );
  10794. return this;
  10795. }
  10796. /**
  10797. * Returns the hexadecimal value of this color.
  10798. *
  10799. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  10800. * @return {number} The hexadecimal value.
  10801. */
  10802. getHex( colorSpace = SRGBColorSpace ) {
  10803. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  10804. 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 ) );
  10805. }
  10806. /**
  10807. * Returns the hexadecimal value of this color as a string (for example, 'FFFFFF').
  10808. *
  10809. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  10810. * @return {string} The hexadecimal value as a string.
  10811. */
  10812. getHexString( colorSpace = SRGBColorSpace ) {
  10813. return ( '000000' + this.getHex( colorSpace ).toString( 16 ) ).slice( -6 );
  10814. }
  10815. /**
  10816. * Converts the colors RGB values into the HSL format and stores them into the
  10817. * given target object.
  10818. *
  10819. * @param {{h:number,s:number,l:number}} target - The target object that is used to store the method's result.
  10820. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  10821. * @return {{h:number,s:number,l:number}} The HSL representation of this color.
  10822. */
  10823. getHSL( target, colorSpace = ColorManagement.workingColorSpace ) {
  10824. // h,s,l ranges are in 0.0 - 1.0
  10825. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  10826. const r = _color.r, g = _color.g, b = _color.b;
  10827. const max = Math.max( r, g, b );
  10828. const min = Math.min( r, g, b );
  10829. let hue, saturation;
  10830. const lightness = ( min + max ) / 2.0;
  10831. if ( min === max ) {
  10832. hue = 0;
  10833. saturation = 0;
  10834. } else {
  10835. const delta = max - min;
  10836. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  10837. switch ( max ) {
  10838. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  10839. case g: hue = ( b - r ) / delta + 2; break;
  10840. case b: hue = ( r - g ) / delta + 4; break;
  10841. }
  10842. hue /= 6;
  10843. }
  10844. target.h = hue;
  10845. target.s = saturation;
  10846. target.l = lightness;
  10847. return target;
  10848. }
  10849. /**
  10850. * Returns the RGB values of this color and stores them into the given target object.
  10851. *
  10852. * @param {Color} target - The target color that is used to store the method's result.
  10853. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  10854. * @return {Color} The RGB representation of this color.
  10855. */
  10856. getRGB( target, colorSpace = ColorManagement.workingColorSpace ) {
  10857. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  10858. target.r = _color.r;
  10859. target.g = _color.g;
  10860. target.b = _color.b;
  10861. return target;
  10862. }
  10863. /**
  10864. * Returns the value of this color as a CSS style string. Example: `rgb(255,0,0)`.
  10865. *
  10866. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  10867. * @return {string} The CSS representation of this color.
  10868. */
  10869. getStyle( colorSpace = SRGBColorSpace ) {
  10870. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  10871. const r = _color.r, g = _color.g, b = _color.b;
  10872. if ( colorSpace !== SRGBColorSpace ) {
  10873. // Requires CSS Color Module Level 4 (https://www.w3.org/TR/css-color-4/).
  10874. return `color(${ colorSpace } ${ r.toFixed( 3 ) } ${ g.toFixed( 3 ) } ${ b.toFixed( 3 ) })`;
  10875. }
  10876. return `rgb(${ Math.round( r * 255 ) },${ Math.round( g * 255 ) },${ Math.round( b * 255 ) })`;
  10877. }
  10878. /**
  10879. * Adds the given HSL values to this color's values.
  10880. * Internally, this converts the color's RGB values to HSL, adds HSL
  10881. * and then converts the color back to RGB.
  10882. *
  10883. * @param {number} h - Hue value between `0.0` and `1.0`.
  10884. * @param {number} s - Saturation value between `0.0` and `1.0`.
  10885. * @param {number} l - Lightness value between `0.0` and `1.0`.
  10886. * @return {Color} A reference to this color.
  10887. */
  10888. offsetHSL( h, s, l ) {
  10889. this.getHSL( _hslA );
  10890. return this.setHSL( _hslA.h + h, _hslA.s + s, _hslA.l + l );
  10891. }
  10892. /**
  10893. * Adds the RGB values of the given color to the RGB values of this color.
  10894. *
  10895. * @param {Color} color - The color to add.
  10896. * @return {Color} A reference to this color.
  10897. */
  10898. add( color ) {
  10899. this.r += color.r;
  10900. this.g += color.g;
  10901. this.b += color.b;
  10902. return this;
  10903. }
  10904. /**
  10905. * Adds the RGB values of the given colors and stores the result in this instance.
  10906. *
  10907. * @param {Color} color1 - The first color.
  10908. * @param {Color} color2 - The second color.
  10909. * @return {Color} A reference to this color.
  10910. */
  10911. addColors( color1, color2 ) {
  10912. this.r = color1.r + color2.r;
  10913. this.g = color1.g + color2.g;
  10914. this.b = color1.b + color2.b;
  10915. return this;
  10916. }
  10917. /**
  10918. * Adds the given scalar value to the RGB values of this color.
  10919. *
  10920. * @param {number} s - The scalar to add.
  10921. * @return {Color} A reference to this color.
  10922. */
  10923. addScalar( s ) {
  10924. this.r += s;
  10925. this.g += s;
  10926. this.b += s;
  10927. return this;
  10928. }
  10929. /**
  10930. * Subtracts the RGB values of the given color from the RGB values of this color.
  10931. *
  10932. * @param {Color} color - The color to subtract.
  10933. * @return {Color} A reference to this color.
  10934. */
  10935. sub( color ) {
  10936. this.r = Math.max( 0, this.r - color.r );
  10937. this.g = Math.max( 0, this.g - color.g );
  10938. this.b = Math.max( 0, this.b - color.b );
  10939. return this;
  10940. }
  10941. /**
  10942. * Multiplies the RGB values of the given color with the RGB values of this color.
  10943. *
  10944. * @param {Color} color - The color to multiply.
  10945. * @return {Color} A reference to this color.
  10946. */
  10947. multiply( color ) {
  10948. this.r *= color.r;
  10949. this.g *= color.g;
  10950. this.b *= color.b;
  10951. return this;
  10952. }
  10953. /**
  10954. * Multiplies the given scalar value with the RGB values of this color.
  10955. *
  10956. * @param {number} s - The scalar to multiply.
  10957. * @return {Color} A reference to this color.
  10958. */
  10959. multiplyScalar( s ) {
  10960. this.r *= s;
  10961. this.g *= s;
  10962. this.b *= s;
  10963. return this;
  10964. }
  10965. /**
  10966. * Linearly interpolates this color's RGB values toward the RGB values of the
  10967. * given color. The alpha argument can be thought of as the ratio between
  10968. * the two colors, where `0.0` is this color and `1.0` is the first argument.
  10969. *
  10970. * @param {Color} color - The color to converge on.
  10971. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  10972. * @return {Color} A reference to this color.
  10973. */
  10974. lerp( color, alpha ) {
  10975. this.r += ( color.r - this.r ) * alpha;
  10976. this.g += ( color.g - this.g ) * alpha;
  10977. this.b += ( color.b - this.b ) * alpha;
  10978. return this;
  10979. }
  10980. /**
  10981. * Linearly interpolates between the given colors and stores the result in this instance.
  10982. * The alpha argument can be thought of as the ratio between the two colors, where `0.0`
  10983. * is the first and `1.0` is the second color.
  10984. *
  10985. * @param {Color} color1 - The first color.
  10986. * @param {Color} color2 - The second color.
  10987. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  10988. * @return {Color} A reference to this color.
  10989. */
  10990. lerpColors( color1, color2, alpha ) {
  10991. this.r = color1.r + ( color2.r - color1.r ) * alpha;
  10992. this.g = color1.g + ( color2.g - color1.g ) * alpha;
  10993. this.b = color1.b + ( color2.b - color1.b ) * alpha;
  10994. return this;
  10995. }
  10996. /**
  10997. * Linearly interpolates this color's HSL values toward the HSL values of the
  10998. * given color. It differs from {@link Color#lerp} by not interpolating straight
  10999. * from one color to the other, but instead going through all the hues in between
  11000. * those two colors. The alpha argument can be thought of as the ratio between
  11001. * the two colors, where 0.0 is this color and 1.0 is the first argument.
  11002. *
  11003. * @param {Color} color - The color to converge on.
  11004. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  11005. * @return {Color} A reference to this color.
  11006. */
  11007. lerpHSL( color, alpha ) {
  11008. this.getHSL( _hslA );
  11009. color.getHSL( _hslB );
  11010. const h = lerp( _hslA.h, _hslB.h, alpha );
  11011. const s = lerp( _hslA.s, _hslB.s, alpha );
  11012. const l = lerp( _hslA.l, _hslB.l, alpha );
  11013. this.setHSL( h, s, l );
  11014. return this;
  11015. }
  11016. /**
  11017. * Sets the color's RGB components from the given 3D vector.
  11018. *
  11019. * @param {Vector3} v - The vector to set.
  11020. * @return {Color} A reference to this color.
  11021. */
  11022. setFromVector3( v ) {
  11023. this.r = v.x;
  11024. this.g = v.y;
  11025. this.b = v.z;
  11026. return this;
  11027. }
  11028. /**
  11029. * Transforms this color with the given 3x3 matrix.
  11030. *
  11031. * @param {Matrix3} m - The matrix.
  11032. * @return {Color} A reference to this color.
  11033. */
  11034. applyMatrix3( m ) {
  11035. const r = this.r, g = this.g, b = this.b;
  11036. const e = m.elements;
  11037. this.r = e[ 0 ] * r + e[ 3 ] * g + e[ 6 ] * b;
  11038. this.g = e[ 1 ] * r + e[ 4 ] * g + e[ 7 ] * b;
  11039. this.b = e[ 2 ] * r + e[ 5 ] * g + e[ 8 ] * b;
  11040. return this;
  11041. }
  11042. /**
  11043. * Returns `true` if this color is equal with the given one.
  11044. *
  11045. * @param {Color} c - The color to test for equality.
  11046. * @return {boolean} Whether this bounding color is equal with the given one.
  11047. */
  11048. equals( c ) {
  11049. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  11050. }
  11051. /**
  11052. * Sets this color's RGB components from the given array.
  11053. *
  11054. * @param {Array<number>} array - An array holding the RGB values.
  11055. * @param {number} [offset=0] - The offset into the array.
  11056. * @return {Color} A reference to this color.
  11057. */
  11058. fromArray( array, offset = 0 ) {
  11059. this.r = array[ offset ];
  11060. this.g = array[ offset + 1 ];
  11061. this.b = array[ offset + 2 ];
  11062. return this;
  11063. }
  11064. /**
  11065. * Writes the RGB components of this color to the given array. If no array is provided,
  11066. * the method returns a new instance.
  11067. *
  11068. * @param {Array<number>} [array=[]] - The target array holding the color components.
  11069. * @param {number} [offset=0] - Index of the first element in the array.
  11070. * @return {Array<number>} The color components.
  11071. */
  11072. toArray( array = [], offset = 0 ) {
  11073. array[ offset ] = this.r;
  11074. array[ offset + 1 ] = this.g;
  11075. array[ offset + 2 ] = this.b;
  11076. return array;
  11077. }
  11078. /**
  11079. * Sets the components of this color from the given buffer attribute.
  11080. *
  11081. * @param {BufferAttribute} attribute - The buffer attribute holding color data.
  11082. * @param {number} index - The index into the attribute.
  11083. * @return {Color} A reference to this color.
  11084. */
  11085. fromBufferAttribute( attribute, index ) {
  11086. this.r = attribute.getX( index );
  11087. this.g = attribute.getY( index );
  11088. this.b = attribute.getZ( index );
  11089. return this;
  11090. }
  11091. /**
  11092. * This methods defines the serialization result of this class. Returns the color
  11093. * as a hexadecimal value.
  11094. *
  11095. * @return {number} The hexadecimal value.
  11096. */
  11097. toJSON() {
  11098. return this.getHex();
  11099. }
  11100. *[ Symbol.iterator ]() {
  11101. yield this.r;
  11102. yield this.g;
  11103. yield this.b;
  11104. }
  11105. }
  11106. const _color = /*@__PURE__*/ new Color();
  11107. /**
  11108. * A dictionary with X11 color names.
  11109. *
  11110. * Note that multiple words such as Dark Orange become the string 'darkorange'.
  11111. *
  11112. * @static
  11113. * @type {Object}
  11114. */
  11115. Color.NAMES = _colorKeywords;
  11116. /**
  11117. * This class can be used to define an exponential squared fog,
  11118. * which gives a clear view near the camera and a faster than exponentially
  11119. * densening fog farther from the camera.
  11120. *
  11121. * ```js
  11122. * const scene = new THREE.Scene();
  11123. * scene.fog = new THREE.FogExp2( 0xcccccc, 0.002 );
  11124. * ```
  11125. */
  11126. class FogExp2 {
  11127. /**
  11128. * Constructs a new fog.
  11129. *
  11130. * @param {number|Color} color - The fog's color.
  11131. * @param {number} [density=0.00025] - Defines how fast the fog will grow dense.
  11132. */
  11133. constructor( color, density = 0.00025 ) {
  11134. /**
  11135. * This flag can be used for type testing.
  11136. *
  11137. * @type {boolean}
  11138. * @readonly
  11139. * @default true
  11140. */
  11141. this.isFogExp2 = true;
  11142. /**
  11143. * The name of the fog.
  11144. *
  11145. * @type {string}
  11146. */
  11147. this.name = '';
  11148. /**
  11149. * The fog's color.
  11150. *
  11151. * @type {Color}
  11152. */
  11153. this.color = new Color( color );
  11154. /**
  11155. * Defines how fast the fog will grow dense.
  11156. *
  11157. * @type {number}
  11158. * @default 0.00025
  11159. */
  11160. this.density = density;
  11161. }
  11162. /**
  11163. * Returns a new fog with copied values from this instance.
  11164. *
  11165. * @return {FogExp2} A clone of this instance.
  11166. */
  11167. clone() {
  11168. return new FogExp2( this.color, this.density );
  11169. }
  11170. /**
  11171. * Serializes the fog into JSON.
  11172. *
  11173. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  11174. * @return {Object} A JSON object representing the serialized fog
  11175. */
  11176. toJSON( /* meta */ ) {
  11177. return {
  11178. type: 'FogExp2',
  11179. name: this.name,
  11180. color: this.color.getHex(),
  11181. density: this.density
  11182. };
  11183. }
  11184. }
  11185. /**
  11186. * This class can be used to define a linear fog that grows linearly denser
  11187. * with the distance.
  11188. *
  11189. * ```js
  11190. * const scene = new THREE.Scene();
  11191. * scene.fog = new THREE.Fog( 0xcccccc, 10, 15 );
  11192. * ```
  11193. */
  11194. class Fog {
  11195. /**
  11196. * Constructs a new fog.
  11197. *
  11198. * @param {number|Color} color - The fog's color.
  11199. * @param {number} [near=1] - The minimum distance to start applying fog.
  11200. * @param {number} [far=1000] - The maximum distance at which fog stops being calculated and applied.
  11201. */
  11202. constructor( color, near = 1, far = 1000 ) {
  11203. /**
  11204. * This flag can be used for type testing.
  11205. *
  11206. * @type {boolean}
  11207. * @readonly
  11208. * @default true
  11209. */
  11210. this.isFog = true;
  11211. /**
  11212. * The name of the fog.
  11213. *
  11214. * @type {string}
  11215. */
  11216. this.name = '';
  11217. /**
  11218. * The fog's color.
  11219. *
  11220. * @type {Color}
  11221. */
  11222. this.color = new Color( color );
  11223. /**
  11224. * The minimum distance to start applying fog. Objects that are less than
  11225. * `near` units from the active camera won't be affected by fog.
  11226. *
  11227. * @type {number}
  11228. * @default 1
  11229. */
  11230. this.near = near;
  11231. /**
  11232. * The maximum distance at which fog stops being calculated and applied.
  11233. * Objects that are more than `far` units away from the active camera won't
  11234. * be affected by fog.
  11235. *
  11236. * @type {number}
  11237. * @default 1000
  11238. */
  11239. this.far = far;
  11240. }
  11241. /**
  11242. * Returns a new fog with copied values from this instance.
  11243. *
  11244. * @return {Fog} A clone of this instance.
  11245. */
  11246. clone() {
  11247. return new Fog( this.color, this.near, this.far );
  11248. }
  11249. /**
  11250. * Serializes the fog into JSON.
  11251. *
  11252. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  11253. * @return {Object} A JSON object representing the serialized fog
  11254. */
  11255. toJSON( /* meta */ ) {
  11256. return {
  11257. type: 'Fog',
  11258. name: this.name,
  11259. color: this.color.getHex(),
  11260. near: this.near,
  11261. far: this.far
  11262. };
  11263. }
  11264. }
  11265. /**
  11266. * Scenes allow you to set up what is to be rendered and where by three.js.
  11267. * This is where you place 3D objects like meshes, lines or lights.
  11268. *
  11269. * @augments Object3D
  11270. */
  11271. class Scene extends Object3D {
  11272. /**
  11273. * Constructs a new scene.
  11274. */
  11275. constructor() {
  11276. super();
  11277. /**
  11278. * This flag can be used for type testing.
  11279. *
  11280. * @type {boolean}
  11281. * @readonly
  11282. * @default true
  11283. */
  11284. this.isScene = true;
  11285. this.type = 'Scene';
  11286. /**
  11287. * Defines the background of the scene. Valid inputs are:
  11288. *
  11289. * - A color for defining a uniform colored background.
  11290. * - A texture for defining a (flat) textured background.
  11291. * - Cube textures or equirectangular textures for defining a skybox.
  11292. *
  11293. * @type {?(Color|Texture)}
  11294. * @default null
  11295. */
  11296. this.background = null;
  11297. /**
  11298. * Sets the environment map for all physical materials in the scene. However,
  11299. * it's not possible to overwrite an existing texture assigned to the `envMap`
  11300. * material property.
  11301. *
  11302. * @type {?Texture}
  11303. * @default null
  11304. */
  11305. this.environment = null;
  11306. /**
  11307. * A fog instance defining the type of fog that affects everything
  11308. * rendered in the scene.
  11309. *
  11310. * @type {?(Fog|FogExp2)}
  11311. * @default null
  11312. */
  11313. this.fog = null;
  11314. /**
  11315. * Sets the blurriness of the background. Only influences environment maps
  11316. * assigned to {@link Scene#background}. Valid input is a float between `0`
  11317. * and `1`.
  11318. *
  11319. * @type {number}
  11320. * @default 0
  11321. */
  11322. this.backgroundBlurriness = 0;
  11323. /**
  11324. * Attenuates the color of the background. Only applies to background textures.
  11325. *
  11326. * @type {number}
  11327. * @default 1
  11328. */
  11329. this.backgroundIntensity = 1;
  11330. /**
  11331. * The rotation of the background in radians. Only influences environment maps
  11332. * assigned to {@link Scene#background}.
  11333. *
  11334. * @type {Euler}
  11335. * @default (0,0,0)
  11336. */
  11337. this.backgroundRotation = new Euler();
  11338. /**
  11339. * Attenuates the color of the environment. Only influences environment maps
  11340. * assigned to {@link Scene#environment}.
  11341. *
  11342. * @type {number}
  11343. * @default 1
  11344. */
  11345. this.environmentIntensity = 1;
  11346. /**
  11347. * The rotation of the environment map in radians. Only influences physical materials
  11348. * in the scene when {@link Scene#environment} is used.
  11349. *
  11350. * @type {Euler}
  11351. * @default (0,0,0)
  11352. */
  11353. this.environmentRotation = new Euler();
  11354. /**
  11355. * Forces everything in the scene to be rendered with the defined material. It is possible
  11356. * to exclude materials from override by setting {@link Material#allowOverride} to `false`.
  11357. *
  11358. * @type {?Material}
  11359. * @default null
  11360. */
  11361. this.overrideMaterial = null;
  11362. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  11363. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
  11364. }
  11365. }
  11366. copy( source, recursive ) {
  11367. super.copy( source, recursive );
  11368. if ( source.background !== null ) this.background = source.background.clone();
  11369. if ( source.environment !== null ) this.environment = source.environment.clone();
  11370. if ( source.fog !== null ) this.fog = source.fog.clone();
  11371. this.backgroundBlurriness = source.backgroundBlurriness;
  11372. this.backgroundIntensity = source.backgroundIntensity;
  11373. this.backgroundRotation.copy( source.backgroundRotation );
  11374. this.environmentIntensity = source.environmentIntensity;
  11375. this.environmentRotation.copy( source.environmentRotation );
  11376. if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
  11377. this.matrixAutoUpdate = source.matrixAutoUpdate;
  11378. return this;
  11379. }
  11380. toJSON( meta ) {
  11381. const data = super.toJSON( meta );
  11382. if ( this.fog !== null ) data.object.fog = this.fog.toJSON();
  11383. if ( this.backgroundBlurriness > 0 ) data.object.backgroundBlurriness = this.backgroundBlurriness;
  11384. if ( this.backgroundIntensity !== 1 ) data.object.backgroundIntensity = this.backgroundIntensity;
  11385. data.object.backgroundRotation = this.backgroundRotation.toArray();
  11386. if ( this.environmentIntensity !== 1 ) data.object.environmentIntensity = this.environmentIntensity;
  11387. data.object.environmentRotation = this.environmentRotation.toArray();
  11388. return data;
  11389. }
  11390. }
  11391. const _v0$2 = /*@__PURE__*/ new Vector3();
  11392. const _v1$5 = /*@__PURE__*/ new Vector3();
  11393. const _v2$4 = /*@__PURE__*/ new Vector3();
  11394. const _v3$2 = /*@__PURE__*/ new Vector3();
  11395. const _vab = /*@__PURE__*/ new Vector3();
  11396. const _vac = /*@__PURE__*/ new Vector3();
  11397. const _vbc = /*@__PURE__*/ new Vector3();
  11398. const _vap = /*@__PURE__*/ new Vector3();
  11399. const _vbp = /*@__PURE__*/ new Vector3();
  11400. const _vcp = /*@__PURE__*/ new Vector3();
  11401. const _v40 = /*@__PURE__*/ new Vector4();
  11402. const _v41 = /*@__PURE__*/ new Vector4();
  11403. const _v42 = /*@__PURE__*/ new Vector4();
  11404. /**
  11405. * A geometric triangle as defined by three vectors representing its three corners.
  11406. */
  11407. class Triangle {
  11408. /**
  11409. * Constructs a new triangle.
  11410. *
  11411. * @param {Vector3} [a=(0,0,0)] - The first corner of the triangle.
  11412. * @param {Vector3} [b=(0,0,0)] - The second corner of the triangle.
  11413. * @param {Vector3} [c=(0,0,0)] - The third corner of the triangle.
  11414. */
  11415. constructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) {
  11416. /**
  11417. * The first corner of the triangle.
  11418. *
  11419. * @type {Vector3}
  11420. */
  11421. this.a = a;
  11422. /**
  11423. * The second corner of the triangle.
  11424. *
  11425. * @type {Vector3}
  11426. */
  11427. this.b = b;
  11428. /**
  11429. * The third corner of the triangle.
  11430. *
  11431. * @type {Vector3}
  11432. */
  11433. this.c = c;
  11434. }
  11435. /**
  11436. * Computes the normal vector of a triangle.
  11437. *
  11438. * @param {Vector3} a - The first corner of the triangle.
  11439. * @param {Vector3} b - The second corner of the triangle.
  11440. * @param {Vector3} c - The third corner of the triangle.
  11441. * @param {Vector3} target - The target vector that is used to store the method's result.
  11442. * @return {Vector3} The triangle's normal.
  11443. */
  11444. static getNormal( a, b, c, target ) {
  11445. target.subVectors( c, b );
  11446. _v0$2.subVectors( a, b );
  11447. target.cross( _v0$2 );
  11448. const targetLengthSq = target.lengthSq();
  11449. if ( targetLengthSq > 0 ) {
  11450. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  11451. }
  11452. return target.set( 0, 0, 0 );
  11453. }
  11454. /**
  11455. * Computes a barycentric coordinates from the given vector.
  11456. * Returns `null` if the triangle is degenerate.
  11457. *
  11458. * @param {Vector3} point - A point in 3D space.
  11459. * @param {Vector3} a - The first corner of the triangle.
  11460. * @param {Vector3} b - The second corner of the triangle.
  11461. * @param {Vector3} c - The third corner of the triangle.
  11462. * @param {Vector3} target - The target vector that is used to store the method's result.
  11463. * @return {?Vector3} The barycentric coordinates for the given point
  11464. */
  11465. static getBarycoord( point, a, b, c, target ) {
  11466. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  11467. _v0$2.subVectors( c, a );
  11468. _v1$5.subVectors( b, a );
  11469. _v2$4.subVectors( point, a );
  11470. const dot00 = _v0$2.dot( _v0$2 );
  11471. const dot01 = _v0$2.dot( _v1$5 );
  11472. const dot02 = _v0$2.dot( _v2$4 );
  11473. const dot11 = _v1$5.dot( _v1$5 );
  11474. const dot12 = _v1$5.dot( _v2$4 );
  11475. const denom = ( dot00 * dot11 - dot01 * dot01 );
  11476. // collinear or singular triangle
  11477. if ( denom === 0 ) {
  11478. target.set( 0, 0, 0 );
  11479. return null;
  11480. }
  11481. const invDenom = 1 / denom;
  11482. const u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  11483. const v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  11484. // barycentric coordinates must always sum to 1
  11485. return target.set( 1 - u - v, v, u );
  11486. }
  11487. /**
  11488. * Returns `true` if the given point, when projected onto the plane of the
  11489. * triangle, lies within the triangle.
  11490. *
  11491. * @param {Vector3} point - The point in 3D space to test.
  11492. * @param {Vector3} a - The first corner of the triangle.
  11493. * @param {Vector3} b - The second corner of the triangle.
  11494. * @param {Vector3} c - The third corner of the triangle.
  11495. * @return {boolean} Whether the given point, when projected onto the plane of the
  11496. * triangle, lies within the triangle or not.
  11497. */
  11498. static containsPoint( point, a, b, c ) {
  11499. // if the triangle is degenerate then we can't contain a point
  11500. if ( this.getBarycoord( point, a, b, c, _v3$2 ) === null ) {
  11501. return false;
  11502. }
  11503. return ( _v3$2.x >= 0 ) && ( _v3$2.y >= 0 ) && ( ( _v3$2.x + _v3$2.y ) <= 1 );
  11504. }
  11505. /**
  11506. * Computes the value barycentrically interpolated for the given point on the
  11507. * triangle. Returns `null` if the triangle is degenerate.
  11508. *
  11509. * @param {Vector3} point - Position of interpolated point.
  11510. * @param {Vector3} p1 - The first corner of the triangle.
  11511. * @param {Vector3} p2 - The second corner of the triangle.
  11512. * @param {Vector3} p3 - The third corner of the triangle.
  11513. * @param {Vector3} v1 - Value to interpolate of first vertex.
  11514. * @param {Vector3} v2 - Value to interpolate of second vertex.
  11515. * @param {Vector3} v3 - Value to interpolate of third vertex.
  11516. * @param {Vector3} target - The target vector that is used to store the method's result.
  11517. * @return {?Vector3} The interpolated value.
  11518. */
  11519. static getInterpolation( point, p1, p2, p3, v1, v2, v3, target ) {
  11520. if ( this.getBarycoord( point, p1, p2, p3, _v3$2 ) === null ) {
  11521. target.x = 0;
  11522. target.y = 0;
  11523. if ( 'z' in target ) target.z = 0;
  11524. if ( 'w' in target ) target.w = 0;
  11525. return null;
  11526. }
  11527. target.setScalar( 0 );
  11528. target.addScaledVector( v1, _v3$2.x );
  11529. target.addScaledVector( v2, _v3$2.y );
  11530. target.addScaledVector( v3, _v3$2.z );
  11531. return target;
  11532. }
  11533. /**
  11534. * Computes the value barycentrically interpolated for the given attribute and indices.
  11535. *
  11536. * @param {BufferAttribute} attr - The attribute to interpolate.
  11537. * @param {number} i1 - Index of first vertex.
  11538. * @param {number} i2 - Index of second vertex.
  11539. * @param {number} i3 - Index of third vertex.
  11540. * @param {Vector3} barycoord - The barycoordinate value to use to interpolate.
  11541. * @param {Vector3} target - The target vector that is used to store the method's result.
  11542. * @return {Vector3} The interpolated attribute value.
  11543. */
  11544. static getInterpolatedAttribute( attr, i1, i2, i3, barycoord, target ) {
  11545. _v40.setScalar( 0 );
  11546. _v41.setScalar( 0 );
  11547. _v42.setScalar( 0 );
  11548. _v40.fromBufferAttribute( attr, i1 );
  11549. _v41.fromBufferAttribute( attr, i2 );
  11550. _v42.fromBufferAttribute( attr, i3 );
  11551. target.setScalar( 0 );
  11552. target.addScaledVector( _v40, barycoord.x );
  11553. target.addScaledVector( _v41, barycoord.y );
  11554. target.addScaledVector( _v42, barycoord.z );
  11555. return target;
  11556. }
  11557. /**
  11558. * Returns `true` if the triangle is oriented towards the given direction.
  11559. *
  11560. * @param {Vector3} a - The first corner of the triangle.
  11561. * @param {Vector3} b - The second corner of the triangle.
  11562. * @param {Vector3} c - The third corner of the triangle.
  11563. * @param {Vector3} direction - The (normalized) direction vector.
  11564. * @return {boolean} Whether the triangle is oriented towards the given direction or not.
  11565. */
  11566. static isFrontFacing( a, b, c, direction ) {
  11567. _v0$2.subVectors( c, b );
  11568. _v1$5.subVectors( a, b );
  11569. // strictly front facing
  11570. return ( _v0$2.cross( _v1$5 ).dot( direction ) < 0 ) ? true : false;
  11571. }
  11572. /**
  11573. * Sets the triangle's vertices by copying the given values.
  11574. *
  11575. * @param {Vector3} a - The first corner of the triangle.
  11576. * @param {Vector3} b - The second corner of the triangle.
  11577. * @param {Vector3} c - The third corner of the triangle.
  11578. * @return {Triangle} A reference to this triangle.
  11579. */
  11580. set( a, b, c ) {
  11581. this.a.copy( a );
  11582. this.b.copy( b );
  11583. this.c.copy( c );
  11584. return this;
  11585. }
  11586. /**
  11587. * Sets the triangle's vertices by copying the given array values.
  11588. *
  11589. * @param {Array<Vector3>} points - An array with 3D points.
  11590. * @param {number} i0 - The array index representing the first corner of the triangle.
  11591. * @param {number} i1 - The array index representing the second corner of the triangle.
  11592. * @param {number} i2 - The array index representing the third corner of the triangle.
  11593. * @return {Triangle} A reference to this triangle.
  11594. */
  11595. setFromPointsAndIndices( points, i0, i1, i2 ) {
  11596. this.a.copy( points[ i0 ] );
  11597. this.b.copy( points[ i1 ] );
  11598. this.c.copy( points[ i2 ] );
  11599. return this;
  11600. }
  11601. /**
  11602. * Sets the triangle's vertices by copying the given attribute values.
  11603. *
  11604. * @param {BufferAttribute} attribute - A buffer attribute with 3D points data.
  11605. * @param {number} i0 - The attribute index representing the first corner of the triangle.
  11606. * @param {number} i1 - The attribute index representing the second corner of the triangle.
  11607. * @param {number} i2 - The attribute index representing the third corner of the triangle.
  11608. * @return {Triangle} A reference to this triangle.
  11609. */
  11610. setFromAttributeAndIndices( attribute, i0, i1, i2 ) {
  11611. this.a.fromBufferAttribute( attribute, i0 );
  11612. this.b.fromBufferAttribute( attribute, i1 );
  11613. this.c.fromBufferAttribute( attribute, i2 );
  11614. return this;
  11615. }
  11616. /**
  11617. * Returns a new triangle with copied values from this instance.
  11618. *
  11619. * @return {Triangle} A clone of this instance.
  11620. */
  11621. clone() {
  11622. return new this.constructor().copy( this );
  11623. }
  11624. /**
  11625. * Copies the values of the given triangle to this instance.
  11626. *
  11627. * @param {Triangle} triangle - The triangle to copy.
  11628. * @return {Triangle} A reference to this triangle.
  11629. */
  11630. copy( triangle ) {
  11631. this.a.copy( triangle.a );
  11632. this.b.copy( triangle.b );
  11633. this.c.copy( triangle.c );
  11634. return this;
  11635. }
  11636. /**
  11637. * Computes the area of the triangle.
  11638. *
  11639. * @return {number} The triangle's area.
  11640. */
  11641. getArea() {
  11642. _v0$2.subVectors( this.c, this.b );
  11643. _v1$5.subVectors( this.a, this.b );
  11644. return _v0$2.cross( _v1$5 ).length() * 0.5;
  11645. }
  11646. /**
  11647. * Computes the midpoint of the triangle.
  11648. *
  11649. * @param {Vector3} target - The target vector that is used to store the method's result.
  11650. * @return {Vector3} The triangle's midpoint.
  11651. */
  11652. getMidpoint( target ) {
  11653. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  11654. }
  11655. /**
  11656. * Computes the normal of the triangle.
  11657. *
  11658. * @param {Vector3} target - The target vector that is used to store the method's result.
  11659. * @return {Vector3} The triangle's normal.
  11660. */
  11661. getNormal( target ) {
  11662. return Triangle.getNormal( this.a, this.b, this.c, target );
  11663. }
  11664. /**
  11665. * Computes a plane the triangle lies within.
  11666. *
  11667. * @param {Plane} target - The target vector that is used to store the method's result.
  11668. * @return {Plane} The plane the triangle lies within.
  11669. */
  11670. getPlane( target ) {
  11671. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  11672. }
  11673. /**
  11674. * Computes a barycentric coordinates from the given vector.
  11675. * Returns `null` if the triangle is degenerate.
  11676. *
  11677. * @param {Vector3} point - A point in 3D space.
  11678. * @param {Vector3} target - The target vector that is used to store the method's result.
  11679. * @return {?Vector3} The barycentric coordinates for the given point
  11680. */
  11681. getBarycoord( point, target ) {
  11682. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  11683. }
  11684. /**
  11685. * Computes the value barycentrically interpolated for the given point on the
  11686. * triangle. Returns `null` if the triangle is degenerate.
  11687. *
  11688. * @param {Vector3} point - Position of interpolated point.
  11689. * @param {Vector3} v1 - Value to interpolate of first vertex.
  11690. * @param {Vector3} v2 - Value to interpolate of second vertex.
  11691. * @param {Vector3} v3 - Value to interpolate of third vertex.
  11692. * @param {Vector3} target - The target vector that is used to store the method's result.
  11693. * @return {?Vector3} The interpolated value.
  11694. */
  11695. getInterpolation( point, v1, v2, v3, target ) {
  11696. return Triangle.getInterpolation( point, this.a, this.b, this.c, v1, v2, v3, target );
  11697. }
  11698. /**
  11699. * Returns `true` if the given point, when projected onto the plane of the
  11700. * triangle, lies within the triangle.
  11701. *
  11702. * @param {Vector3} point - The point in 3D space to test.
  11703. * @return {boolean} Whether the given point, when projected onto the plane of the
  11704. * triangle, lies within the triangle or not.
  11705. */
  11706. containsPoint( point ) {
  11707. return Triangle.containsPoint( point, this.a, this.b, this.c );
  11708. }
  11709. /**
  11710. * Returns `true` if the triangle is oriented towards the given direction.
  11711. *
  11712. * @param {Vector3} direction - The (normalized) direction vector.
  11713. * @return {boolean} Whether the triangle is oriented towards the given direction or not.
  11714. */
  11715. isFrontFacing( direction ) {
  11716. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  11717. }
  11718. /**
  11719. * Returns `true` if this triangle intersects with the given box.
  11720. *
  11721. * @param {Box3} box - The box to intersect.
  11722. * @return {boolean} Whether this triangle intersects with the given box or not.
  11723. */
  11724. intersectsBox( box ) {
  11725. return box.intersectsTriangle( this );
  11726. }
  11727. /**
  11728. * Returns the closest point on the triangle to the given point.
  11729. *
  11730. * @param {Vector3} p - The point to compute the closest point for.
  11731. * @param {Vector3} target - The target vector that is used to store the method's result.
  11732. * @return {Vector3} The closest point on the triangle.
  11733. */
  11734. closestPointToPoint( p, target ) {
  11735. const a = this.a, b = this.b, c = this.c;
  11736. let v, w;
  11737. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  11738. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  11739. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  11740. // basically, we're distinguishing which of the voronoi regions of the triangle
  11741. // the point lies in with the minimum amount of redundant computation.
  11742. _vab.subVectors( b, a );
  11743. _vac.subVectors( c, a );
  11744. _vap.subVectors( p, a );
  11745. const d1 = _vab.dot( _vap );
  11746. const d2 = _vac.dot( _vap );
  11747. if ( d1 <= 0 && d2 <= 0 ) {
  11748. // vertex region of A; barycentric coords (1, 0, 0)
  11749. return target.copy( a );
  11750. }
  11751. _vbp.subVectors( p, b );
  11752. const d3 = _vab.dot( _vbp );
  11753. const d4 = _vac.dot( _vbp );
  11754. if ( d3 >= 0 && d4 <= d3 ) {
  11755. // vertex region of B; barycentric coords (0, 1, 0)
  11756. return target.copy( b );
  11757. }
  11758. const vc = d1 * d4 - d3 * d2;
  11759. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  11760. v = d1 / ( d1 - d3 );
  11761. // edge region of AB; barycentric coords (1-v, v, 0)
  11762. return target.copy( a ).addScaledVector( _vab, v );
  11763. }
  11764. _vcp.subVectors( p, c );
  11765. const d5 = _vab.dot( _vcp );
  11766. const d6 = _vac.dot( _vcp );
  11767. if ( d6 >= 0 && d5 <= d6 ) {
  11768. // vertex region of C; barycentric coords (0, 0, 1)
  11769. return target.copy( c );
  11770. }
  11771. const vb = d5 * d2 - d1 * d6;
  11772. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  11773. w = d2 / ( d2 - d6 );
  11774. // edge region of AC; barycentric coords (1-w, 0, w)
  11775. return target.copy( a ).addScaledVector( _vac, w );
  11776. }
  11777. const va = d3 * d6 - d5 * d4;
  11778. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  11779. _vbc.subVectors( c, b );
  11780. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  11781. // edge region of BC; barycentric coords (0, 1-w, w)
  11782. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  11783. }
  11784. // face region
  11785. const denom = 1 / ( va + vb + vc );
  11786. // u = va * denom
  11787. v = vb * denom;
  11788. w = vc * denom;
  11789. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  11790. }
  11791. /**
  11792. * Returns `true` if this triangle is equal with the given one.
  11793. *
  11794. * @param {Triangle} triangle - The triangle to test for equality.
  11795. * @return {boolean} Whether this triangle is equal with the given one.
  11796. */
  11797. equals( triangle ) {
  11798. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  11799. }
  11800. }
  11801. /**
  11802. * Represents an axis-aligned bounding box (AABB) in 3D space.
  11803. */
  11804. class Box3 {
  11805. /**
  11806. * Constructs a new bounding box.
  11807. *
  11808. * @param {Vector3} [min=(Infinity,Infinity,Infinity)] - A vector representing the lower boundary of the box.
  11809. * @param {Vector3} [max=(-Infinity,-Infinity,-Infinity)] - A vector representing the upper boundary of the box.
  11810. */
  11811. constructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) {
  11812. /**
  11813. * This flag can be used for type testing.
  11814. *
  11815. * @type {boolean}
  11816. * @readonly
  11817. * @default true
  11818. */
  11819. this.isBox3 = true;
  11820. /**
  11821. * The lower boundary of the box.
  11822. *
  11823. * @type {Vector3}
  11824. */
  11825. this.min = min;
  11826. /**
  11827. * The upper boundary of the box.
  11828. *
  11829. * @type {Vector3}
  11830. */
  11831. this.max = max;
  11832. }
  11833. /**
  11834. * Sets the lower and upper boundaries of this box.
  11835. * Please note that this method only copies the values from the given objects.
  11836. *
  11837. * @param {Vector3} min - The lower boundary of the box.
  11838. * @param {Vector3} max - The upper boundary of the box.
  11839. * @return {Box3} A reference to this bounding box.
  11840. */
  11841. set( min, max ) {
  11842. this.min.copy( min );
  11843. this.max.copy( max );
  11844. return this;
  11845. }
  11846. /**
  11847. * Sets the upper and lower bounds of this box so it encloses the position data
  11848. * in the given array.
  11849. *
  11850. * @param {Array<number>} array - An array holding 3D position data.
  11851. * @return {Box3} A reference to this bounding box.
  11852. */
  11853. setFromArray( array ) {
  11854. this.makeEmpty();
  11855. for ( let i = 0, il = array.length; i < il; i += 3 ) {
  11856. this.expandByPoint( _vector$b.fromArray( array, i ) );
  11857. }
  11858. return this;
  11859. }
  11860. /**
  11861. * Sets the upper and lower bounds of this box so it encloses the position data
  11862. * in the given buffer attribute.
  11863. *
  11864. * @param {BufferAttribute} attribute - A buffer attribute holding 3D position data.
  11865. * @return {Box3} A reference to this bounding box.
  11866. */
  11867. setFromBufferAttribute( attribute ) {
  11868. this.makeEmpty();
  11869. for ( let i = 0, il = attribute.count; i < il; i ++ ) {
  11870. this.expandByPoint( _vector$b.fromBufferAttribute( attribute, i ) );
  11871. }
  11872. return this;
  11873. }
  11874. /**
  11875. * Sets the upper and lower bounds of this box so it encloses the position data
  11876. * in the given array.
  11877. *
  11878. * @param {Array<Vector3>} points - An array holding 3D position data as instances of {@link Vector3}.
  11879. * @return {Box3} A reference to this bounding box.
  11880. */
  11881. setFromPoints( points ) {
  11882. this.makeEmpty();
  11883. for ( let i = 0, il = points.length; i < il; i ++ ) {
  11884. this.expandByPoint( points[ i ] );
  11885. }
  11886. return this;
  11887. }
  11888. /**
  11889. * Centers this box on the given center vector and sets this box's width, height and
  11890. * depth to the given size values.
  11891. *
  11892. * @param {Vector3} center - The center of the box.
  11893. * @param {Vector3} size - The x, y and z dimensions of the box.
  11894. * @return {Box3} A reference to this bounding box.
  11895. */
  11896. setFromCenterAndSize( center, size ) {
  11897. const halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 );
  11898. this.min.copy( center ).sub( halfSize );
  11899. this.max.copy( center ).add( halfSize );
  11900. return this;
  11901. }
  11902. /**
  11903. * Computes the world-axis-aligned bounding box for the given 3D object
  11904. * (including its children), accounting for the object's, and children's,
  11905. * world transforms. The function may result in a larger box than strictly necessary.
  11906. *
  11907. * @param {Object3D} object - The 3D object to compute the bounding box for.
  11908. * @param {boolean} [precise=false] - If set to `true`, the method computes the smallest
  11909. * world-axis-aligned bounding box at the expense of more computation.
  11910. * @return {Box3} A reference to this bounding box.
  11911. */
  11912. setFromObject( object, precise = false ) {
  11913. this.makeEmpty();
  11914. return this.expandByObject( object, precise );
  11915. }
  11916. /**
  11917. * Returns a new box with copied values from this instance.
  11918. *
  11919. * @return {Box3} A clone of this instance.
  11920. */
  11921. clone() {
  11922. return new this.constructor().copy( this );
  11923. }
  11924. /**
  11925. * Copies the values of the given box to this instance.
  11926. *
  11927. * @param {Box3} box - The box to copy.
  11928. * @return {Box3} A reference to this bounding box.
  11929. */
  11930. copy( box ) {
  11931. this.min.copy( box.min );
  11932. this.max.copy( box.max );
  11933. return this;
  11934. }
  11935. /**
  11936. * Makes this box empty which means in encloses a zero space in 3D.
  11937. *
  11938. * @return {Box3} A reference to this bounding box.
  11939. */
  11940. makeEmpty() {
  11941. this.min.x = this.min.y = this.min.z = + Infinity;
  11942. this.max.x = this.max.y = this.max.z = - Infinity;
  11943. return this;
  11944. }
  11945. /**
  11946. * Returns true if this box includes zero points within its bounds.
  11947. * Note that a box with equal lower and upper bounds still includes one
  11948. * point, the one both bounds share.
  11949. *
  11950. * @return {boolean} Whether this box is empty or not.
  11951. */
  11952. isEmpty() {
  11953. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  11954. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  11955. }
  11956. /**
  11957. * Returns the center point of this box.
  11958. *
  11959. * @param {Vector3} target - The target vector that is used to store the method's result.
  11960. * @return {Vector3} The center point.
  11961. */
  11962. getCenter( target ) {
  11963. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  11964. }
  11965. /**
  11966. * Returns the dimensions of this box.
  11967. *
  11968. * @param {Vector3} target - The target vector that is used to store the method's result.
  11969. * @return {Vector3} The size.
  11970. */
  11971. getSize( target ) {
  11972. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  11973. }
  11974. /**
  11975. * Expands the boundaries of this box to include the given point.
  11976. *
  11977. * @param {Vector3} point - The point that should be included by the bounding box.
  11978. * @return {Box3} A reference to this bounding box.
  11979. */
  11980. expandByPoint( point ) {
  11981. this.min.min( point );
  11982. this.max.max( point );
  11983. return this;
  11984. }
  11985. /**
  11986. * Expands this box equilaterally by the given vector. The width of this
  11987. * box will be expanded by the x component of the vector in both
  11988. * directions. The height of this box will be expanded by the y component of
  11989. * the vector in both directions. The depth of this box will be
  11990. * expanded by the z component of the vector in both directions.
  11991. *
  11992. * @param {Vector3} vector - The vector that should expand the bounding box.
  11993. * @return {Box3} A reference to this bounding box.
  11994. */
  11995. expandByVector( vector ) {
  11996. this.min.sub( vector );
  11997. this.max.add( vector );
  11998. return this;
  11999. }
  12000. /**
  12001. * Expands each dimension of the box by the given scalar. If negative, the
  12002. * dimensions of the box will be contracted.
  12003. *
  12004. * @param {number} scalar - The scalar value that should expand the bounding box.
  12005. * @return {Box3} A reference to this bounding box.
  12006. */
  12007. expandByScalar( scalar ) {
  12008. this.min.addScalar( - scalar );
  12009. this.max.addScalar( scalar );
  12010. return this;
  12011. }
  12012. /**
  12013. * Expands the boundaries of this box to include the given 3D object and
  12014. * its children, accounting for the object's, and children's, world
  12015. * transforms. The function may result in a larger box than strictly
  12016. * necessary (unless the precise parameter is set to true).
  12017. *
  12018. * @param {Object3D} object - The 3D object that should expand the bounding box.
  12019. * @param {boolean} precise - If set to `true`, the method expands the bounding box
  12020. * as little as necessary at the expense of more computation.
  12021. * @return {Box3} A reference to this bounding box.
  12022. */
  12023. expandByObject( object, precise = false ) {
  12024. // Computes the world-axis-aligned bounding box of an object (including its children),
  12025. // accounting for both the object's, and children's, world transforms
  12026. object.updateWorldMatrix( false, false );
  12027. const geometry = object.geometry;
  12028. if ( geometry !== undefined ) {
  12029. const positionAttribute = geometry.getAttribute( 'position' );
  12030. // precise AABB computation based on vertex data requires at least a position attribute.
  12031. // instancing isn't supported so far and uses the normal (conservative) code path.
  12032. if ( precise === true && positionAttribute !== undefined && object.isInstancedMesh !== true ) {
  12033. for ( let i = 0, l = positionAttribute.count; i < l; i ++ ) {
  12034. if ( object.isMesh === true ) {
  12035. object.getVertexPosition( i, _vector$b );
  12036. } else {
  12037. _vector$b.fromBufferAttribute( positionAttribute, i );
  12038. }
  12039. _vector$b.applyMatrix4( object.matrixWorld );
  12040. this.expandByPoint( _vector$b );
  12041. }
  12042. } else {
  12043. if ( object.boundingBox !== undefined ) {
  12044. // object-level bounding box
  12045. if ( object.boundingBox === null ) {
  12046. object.computeBoundingBox();
  12047. }
  12048. _box$4.copy( object.boundingBox );
  12049. } else {
  12050. // geometry-level bounding box
  12051. if ( geometry.boundingBox === null ) {
  12052. geometry.computeBoundingBox();
  12053. }
  12054. _box$4.copy( geometry.boundingBox );
  12055. }
  12056. _box$4.applyMatrix4( object.matrixWorld );
  12057. this.union( _box$4 );
  12058. }
  12059. }
  12060. const children = object.children;
  12061. for ( let i = 0, l = children.length; i < l; i ++ ) {
  12062. this.expandByObject( children[ i ], precise );
  12063. }
  12064. return this;
  12065. }
  12066. /**
  12067. * Returns `true` if the given point lies within or on the boundaries of this box.
  12068. *
  12069. * @param {Vector3} point - The point to test.
  12070. * @return {boolean} Whether the bounding box contains the given point or not.
  12071. */
  12072. containsPoint( point ) {
  12073. return point.x >= this.min.x && point.x <= this.max.x &&
  12074. point.y >= this.min.y && point.y <= this.max.y &&
  12075. point.z >= this.min.z && point.z <= this.max.z;
  12076. }
  12077. /**
  12078. * Returns `true` if this bounding box includes the entirety of the given bounding box.
  12079. * If this box and the given one are identical, this function also returns `true`.
  12080. *
  12081. * @param {Box3} box - The bounding box to test.
  12082. * @return {boolean} Whether the bounding box contains the given bounding box or not.
  12083. */
  12084. containsBox( box ) {
  12085. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  12086. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  12087. this.min.z <= box.min.z && box.max.z <= this.max.z;
  12088. }
  12089. /**
  12090. * Returns a point as a proportion of this box's width, height and depth.
  12091. *
  12092. * @param {Vector3} point - A point in 3D space.
  12093. * @param {Vector3} target - The target vector that is used to store the method's result.
  12094. * @return {Vector3} A point as a proportion of this box's width, height and depth.
  12095. */
  12096. getParameter( point, target ) {
  12097. // This can potentially have a divide by zero if the box
  12098. // has a size dimension of 0.
  12099. return target.set(
  12100. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  12101. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  12102. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  12103. );
  12104. }
  12105. /**
  12106. * Returns `true` if the given bounding box intersects with this bounding box.
  12107. *
  12108. * @param {Box3} box - The bounding box to test.
  12109. * @return {boolean} Whether the given bounding box intersects with this bounding box.
  12110. */
  12111. intersectsBox( box ) {
  12112. // using 6 splitting planes to rule out intersections.
  12113. return box.max.x >= this.min.x && box.min.x <= this.max.x &&
  12114. box.max.y >= this.min.y && box.min.y <= this.max.y &&
  12115. box.max.z >= this.min.z && box.min.z <= this.max.z;
  12116. }
  12117. /**
  12118. * Returns `true` if the given bounding sphere intersects with this bounding box.
  12119. *
  12120. * @param {Sphere} sphere - The bounding sphere to test.
  12121. * @return {boolean} Whether the given bounding sphere intersects with this bounding box.
  12122. */
  12123. intersectsSphere( sphere ) {
  12124. // Find the point on the AABB closest to the sphere center.
  12125. this.clampPoint( sphere.center, _vector$b );
  12126. // If that point is inside the sphere, the AABB and sphere intersect.
  12127. return _vector$b.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  12128. }
  12129. /**
  12130. * Returns `true` if the given plane intersects with this bounding box.
  12131. *
  12132. * @param {Plane} plane - The plane to test.
  12133. * @return {boolean} Whether the given plane intersects with this bounding box.
  12134. */
  12135. intersectsPlane( plane ) {
  12136. // We compute the minimum and maximum dot product values. If those values
  12137. // are on the same side (back or front) of the plane, then there is no intersection.
  12138. let min, max;
  12139. if ( plane.normal.x > 0 ) {
  12140. min = plane.normal.x * this.min.x;
  12141. max = plane.normal.x * this.max.x;
  12142. } else {
  12143. min = plane.normal.x * this.max.x;
  12144. max = plane.normal.x * this.min.x;
  12145. }
  12146. if ( plane.normal.y > 0 ) {
  12147. min += plane.normal.y * this.min.y;
  12148. max += plane.normal.y * this.max.y;
  12149. } else {
  12150. min += plane.normal.y * this.max.y;
  12151. max += plane.normal.y * this.min.y;
  12152. }
  12153. if ( plane.normal.z > 0 ) {
  12154. min += plane.normal.z * this.min.z;
  12155. max += plane.normal.z * this.max.z;
  12156. } else {
  12157. min += plane.normal.z * this.max.z;
  12158. max += plane.normal.z * this.min.z;
  12159. }
  12160. return ( min <= - plane.constant && max >= - plane.constant );
  12161. }
  12162. /**
  12163. * Returns `true` if the given triangle intersects with this bounding box.
  12164. *
  12165. * @param {Triangle} triangle - The triangle to test.
  12166. * @return {boolean} Whether the given triangle intersects with this bounding box.
  12167. */
  12168. intersectsTriangle( triangle ) {
  12169. if ( this.isEmpty() ) {
  12170. return false;
  12171. }
  12172. // compute box center and extents
  12173. this.getCenter( _center );
  12174. _extents.subVectors( this.max, _center );
  12175. // translate triangle to aabb origin
  12176. _v0$1.subVectors( triangle.a, _center );
  12177. _v1$4.subVectors( triangle.b, _center );
  12178. _v2$3.subVectors( triangle.c, _center );
  12179. // compute edge vectors for triangle
  12180. _f0.subVectors( _v1$4, _v0$1 );
  12181. _f1.subVectors( _v2$3, _v1$4 );
  12182. _f2.subVectors( _v0$1, _v2$3 );
  12183. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  12184. // 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
  12185. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  12186. let axes = [
  12187. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  12188. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  12189. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  12190. ];
  12191. if ( ! satForAxes( axes, _v0$1, _v1$4, _v2$3, _extents ) ) {
  12192. return false;
  12193. }
  12194. // test 3 face normals from the aabb
  12195. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  12196. if ( ! satForAxes( axes, _v0$1, _v1$4, _v2$3, _extents ) ) {
  12197. return false;
  12198. }
  12199. // finally testing the face normal of the triangle
  12200. // use already existing triangle edge vectors here
  12201. _triangleNormal.crossVectors( _f0, _f1 );
  12202. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  12203. return satForAxes( axes, _v0$1, _v1$4, _v2$3, _extents );
  12204. }
  12205. /**
  12206. * Clamps the given point within the bounds of this box.
  12207. *
  12208. * @param {Vector3} point - The point to clamp.
  12209. * @param {Vector3} target - The target vector that is used to store the method's result.
  12210. * @return {Vector3} The clamped point.
  12211. */
  12212. clampPoint( point, target ) {
  12213. return target.copy( point ).clamp( this.min, this.max );
  12214. }
  12215. /**
  12216. * Returns the euclidean distance from any edge of this box to the specified point. If
  12217. * the given point lies inside of this box, the distance will be `0`.
  12218. *
  12219. * @param {Vector3} point - The point to compute the distance to.
  12220. * @return {number} The euclidean distance.
  12221. */
  12222. distanceToPoint( point ) {
  12223. return this.clampPoint( point, _vector$b ).distanceTo( point );
  12224. }
  12225. /**
  12226. * Returns a bounding sphere that encloses this bounding box.
  12227. *
  12228. * @param {Sphere} target - The target sphere that is used to store the method's result.
  12229. * @return {Sphere} The bounding sphere that encloses this bounding box.
  12230. */
  12231. getBoundingSphere( target ) {
  12232. if ( this.isEmpty() ) {
  12233. target.makeEmpty();
  12234. } else {
  12235. this.getCenter( target.center );
  12236. target.radius = this.getSize( _vector$b ).length() * 0.5;
  12237. }
  12238. return target;
  12239. }
  12240. /**
  12241. * Computes the intersection of this bounding box and the given one, setting the upper
  12242. * bound of this box to the lesser of the two boxes' upper bounds and the
  12243. * lower bound of this box to the greater of the two boxes' lower bounds. If
  12244. * there's no overlap, makes this box empty.
  12245. *
  12246. * @param {Box3} box - The bounding box to intersect with.
  12247. * @return {Box3} A reference to this bounding box.
  12248. */
  12249. intersect( box ) {
  12250. this.min.max( box.min );
  12251. this.max.min( box.max );
  12252. // 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.
  12253. if ( this.isEmpty() ) this.makeEmpty();
  12254. return this;
  12255. }
  12256. /**
  12257. * Computes the union of this box and another and the given one, setting the upper
  12258. * bound of this box to the greater of the two boxes' upper bounds and the
  12259. * lower bound of this box to the lesser of the two boxes' lower bounds.
  12260. *
  12261. * @param {Box3} box - The bounding box that will be unioned with this instance.
  12262. * @return {Box3} A reference to this bounding box.
  12263. */
  12264. union( box ) {
  12265. this.min.min( box.min );
  12266. this.max.max( box.max );
  12267. return this;
  12268. }
  12269. /**
  12270. * Transforms this bounding box by the given 4x4 transformation matrix.
  12271. *
  12272. * @param {Matrix4} matrix - The transformation matrix.
  12273. * @return {Box3} A reference to this bounding box.
  12274. */
  12275. applyMatrix4( matrix ) {
  12276. // transform of empty box is an empty box.
  12277. if ( this.isEmpty() ) return this;
  12278. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  12279. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  12280. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  12281. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  12282. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  12283. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  12284. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  12285. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  12286. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  12287. this.setFromPoints( _points );
  12288. return this;
  12289. }
  12290. /**
  12291. * Adds the given offset to both the upper and lower bounds of this bounding box,
  12292. * effectively moving it in 3D space.
  12293. *
  12294. * @param {Vector3} offset - The offset that should be used to translate the bounding box.
  12295. * @return {Box3} A reference to this bounding box.
  12296. */
  12297. translate( offset ) {
  12298. this.min.add( offset );
  12299. this.max.add( offset );
  12300. return this;
  12301. }
  12302. /**
  12303. * Returns `true` if this bounding box is equal with the given one.
  12304. *
  12305. * @param {Box3} box - The box to test for equality.
  12306. * @return {boolean} Whether this bounding box is equal with the given one.
  12307. */
  12308. equals( box ) {
  12309. return box.min.equals( this.min ) && box.max.equals( this.max );
  12310. }
  12311. /**
  12312. * Returns a serialized structure of the bounding box.
  12313. *
  12314. * @return {Object} Serialized structure with fields representing the object state.
  12315. */
  12316. toJSON() {
  12317. return {
  12318. min: this.min.toArray(),
  12319. max: this.max.toArray()
  12320. };
  12321. }
  12322. /**
  12323. * Returns a serialized structure of the bounding box.
  12324. *
  12325. * @param {Object} json - The serialized json to set the box from.
  12326. * @return {Box3} A reference to this bounding box.
  12327. */
  12328. fromJSON( json ) {
  12329. this.min.fromArray( json.min );
  12330. this.max.fromArray( json.max );
  12331. return this;
  12332. }
  12333. }
  12334. const _points = [
  12335. /*@__PURE__*/ new Vector3(),
  12336. /*@__PURE__*/ new Vector3(),
  12337. /*@__PURE__*/ new Vector3(),
  12338. /*@__PURE__*/ new Vector3(),
  12339. /*@__PURE__*/ new Vector3(),
  12340. /*@__PURE__*/ new Vector3(),
  12341. /*@__PURE__*/ new Vector3(),
  12342. /*@__PURE__*/ new Vector3()
  12343. ];
  12344. const _vector$b = /*@__PURE__*/ new Vector3();
  12345. const _box$4 = /*@__PURE__*/ new Box3();
  12346. // triangle centered vertices
  12347. const _v0$1 = /*@__PURE__*/ new Vector3();
  12348. const _v1$4 = /*@__PURE__*/ new Vector3();
  12349. const _v2$3 = /*@__PURE__*/ new Vector3();
  12350. // triangle edge vectors
  12351. const _f0 = /*@__PURE__*/ new Vector3();
  12352. const _f1 = /*@__PURE__*/ new Vector3();
  12353. const _f2 = /*@__PURE__*/ new Vector3();
  12354. const _center = /*@__PURE__*/ new Vector3();
  12355. const _extents = /*@__PURE__*/ new Vector3();
  12356. const _triangleNormal = /*@__PURE__*/ new Vector3();
  12357. const _testAxis = /*@__PURE__*/ new Vector3();
  12358. function satForAxes( axes, v0, v1, v2, extents ) {
  12359. for ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  12360. _testAxis.fromArray( axes, i );
  12361. // project the aabb onto the separating axis
  12362. const r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  12363. // project all 3 vertices of the triangle onto the separating axis
  12364. const p0 = v0.dot( _testAxis );
  12365. const p1 = v1.dot( _testAxis );
  12366. const p2 = v2.dot( _testAxis );
  12367. // actual test, basically see if either of the most extreme of the triangle points intersects r
  12368. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  12369. // points of the projected triangle are outside the projected half-length of the aabb
  12370. // the axis is separating and we can exit
  12371. return false;
  12372. }
  12373. }
  12374. return true;
  12375. }
  12376. // Fast Half Float Conversions, http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf
  12377. const _tables = /*@__PURE__*/ _generateTables();
  12378. function _generateTables() {
  12379. // float32 to float16 helpers
  12380. const buffer = new ArrayBuffer( 4 );
  12381. const floatView = new Float32Array( buffer );
  12382. const uint32View = new Uint32Array( buffer );
  12383. const baseTable = new Uint32Array( 512 );
  12384. const shiftTable = new Uint32Array( 512 );
  12385. for ( let i = 0; i < 256; ++ i ) {
  12386. const e = i - 127;
  12387. // very small number (0, -0)
  12388. if ( e < -27 ) {
  12389. baseTable[ i ] = 0x0000;
  12390. baseTable[ i | 0x100 ] = 0x8000;
  12391. shiftTable[ i ] = 24;
  12392. shiftTable[ i | 0x100 ] = 24;
  12393. // small number (denorm)
  12394. } else if ( e < -14 ) {
  12395. baseTable[ i ] = 0x0400 >> ( - e - 14 );
  12396. baseTable[ i | 0x100 ] = ( 0x0400 >> ( - e - 14 ) ) | 0x8000;
  12397. shiftTable[ i ] = - e - 1;
  12398. shiftTable[ i | 0x100 ] = - e - 1;
  12399. // normal number
  12400. } else if ( e <= 15 ) {
  12401. baseTable[ i ] = ( e + 15 ) << 10;
  12402. baseTable[ i | 0x100 ] = ( ( e + 15 ) << 10 ) | 0x8000;
  12403. shiftTable[ i ] = 13;
  12404. shiftTable[ i | 0x100 ] = 13;
  12405. // large number (Infinity, -Infinity)
  12406. } else if ( e < 128 ) {
  12407. baseTable[ i ] = 0x7c00;
  12408. baseTable[ i | 0x100 ] = 0xfc00;
  12409. shiftTable[ i ] = 24;
  12410. shiftTable[ i | 0x100 ] = 24;
  12411. // stay (NaN, Infinity, -Infinity)
  12412. } else {
  12413. baseTable[ i ] = 0x7c00;
  12414. baseTable[ i | 0x100 ] = 0xfc00;
  12415. shiftTable[ i ] = 13;
  12416. shiftTable[ i | 0x100 ] = 13;
  12417. }
  12418. }
  12419. // float16 to float32 helpers
  12420. const mantissaTable = new Uint32Array( 2048 );
  12421. const exponentTable = new Uint32Array( 64 );
  12422. const offsetTable = new Uint32Array( 64 );
  12423. for ( let i = 1; i < 1024; ++ i ) {
  12424. let m = i << 13; // zero pad mantissa bits
  12425. let e = 0; // zero exponent
  12426. // normalized
  12427. while ( ( m & 0x00800000 ) === 0 ) {
  12428. m <<= 1;
  12429. e -= 0x00800000; // decrement exponent
  12430. }
  12431. m &= -8388609; // clear leading 1 bit
  12432. e += 0x38800000; // adjust bias
  12433. mantissaTable[ i ] = m | e;
  12434. }
  12435. for ( let i = 1024; i < 2048; ++ i ) {
  12436. mantissaTable[ i ] = 0x38000000 + ( ( i - 1024 ) << 13 );
  12437. }
  12438. for ( let i = 1; i < 31; ++ i ) {
  12439. exponentTable[ i ] = i << 23;
  12440. }
  12441. exponentTable[ 31 ] = 0x47800000;
  12442. exponentTable[ 32 ] = 0x80000000;
  12443. for ( let i = 33; i < 63; ++ i ) {
  12444. exponentTable[ i ] = 0x80000000 + ( ( i - 32 ) << 23 );
  12445. }
  12446. exponentTable[ 63 ] = 0xc7800000;
  12447. for ( let i = 1; i < 64; ++ i ) {
  12448. if ( i !== 32 ) {
  12449. offsetTable[ i ] = 1024;
  12450. }
  12451. }
  12452. return {
  12453. floatView: floatView,
  12454. uint32View: uint32View,
  12455. baseTable: baseTable,
  12456. shiftTable: shiftTable,
  12457. mantissaTable: mantissaTable,
  12458. exponentTable: exponentTable,
  12459. offsetTable: offsetTable
  12460. };
  12461. }
  12462. /**
  12463. * Returns a half precision floating point value (FP16) from the given single
  12464. * precision floating point value (FP32).
  12465. *
  12466. * @param {number} val - A single precision floating point value.
  12467. * @return {number} The FP16 value.
  12468. */
  12469. function toHalfFloat( val ) {
  12470. if ( Math.abs( val ) > 65504 ) warn( 'DataUtils.toHalfFloat(): Value out of range.' );
  12471. val = clamp( val, -65504, 65504 );
  12472. _tables.floatView[ 0 ] = val;
  12473. const f = _tables.uint32View[ 0 ];
  12474. const e = ( f >> 23 ) & 0x1ff;
  12475. return _tables.baseTable[ e ] + ( ( f & 0x007fffff ) >> _tables.shiftTable[ e ] );
  12476. }
  12477. /**
  12478. * Returns a single precision floating point value (FP32) from the given half
  12479. * precision floating point value (FP16).
  12480. *
  12481. * @param {number} val - A half precision floating point value.
  12482. * @return {number} The FP32 value.
  12483. */
  12484. function fromHalfFloat( val ) {
  12485. const m = val >> 10;
  12486. _tables.uint32View[ 0 ] = _tables.mantissaTable[ _tables.offsetTable[ m ] + ( val & 0x3ff ) ] + _tables.exponentTable[ m ];
  12487. return _tables.floatView[ 0 ];
  12488. }
  12489. /**
  12490. * A class containing utility functions for data.
  12491. *
  12492. * @hideconstructor
  12493. */
  12494. class DataUtils {
  12495. /**
  12496. * Returns a half precision floating point value (FP16) from the given single
  12497. * precision floating point value (FP32).
  12498. *
  12499. * @param {number} val - A single precision floating point value.
  12500. * @return {number} The FP16 value.
  12501. */
  12502. static toHalfFloat( val ) {
  12503. return toHalfFloat( val );
  12504. }
  12505. /**
  12506. * Returns a single precision floating point value (FP32) from the given half
  12507. * precision floating point value (FP16).
  12508. *
  12509. * @param {number} val - A half precision floating point value.
  12510. * @return {number} The FP32 value.
  12511. */
  12512. static fromHalfFloat( val ) {
  12513. return fromHalfFloat( val );
  12514. }
  12515. }
  12516. const _vector$a = /*@__PURE__*/ new Vector3();
  12517. const _vector2$1 = /*@__PURE__*/ new Vector2();
  12518. let _id$2 = 0;
  12519. /**
  12520. * This class stores data for an attribute (such as vertex positions, face
  12521. * indices, normals, colors, UVs, and any custom attributes ) associated with
  12522. * a geometry, which allows for more efficient passing of data to the GPU.
  12523. *
  12524. * When working with vector-like data, the `fromBufferAttribute( attribute, index )`
  12525. * helper methods on vector and color class might be helpful. E.g. {@link Vector3#fromBufferAttribute}.
  12526. */
  12527. class BufferAttribute {
  12528. /**
  12529. * Constructs a new buffer attribute.
  12530. *
  12531. * @param {TypedArray} array - The array holding the attribute data.
  12532. * @param {number} itemSize - The item size.
  12533. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  12534. */
  12535. constructor( array, itemSize, normalized = false ) {
  12536. if ( Array.isArray( array ) ) {
  12537. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  12538. }
  12539. /**
  12540. * This flag can be used for type testing.
  12541. *
  12542. * @type {boolean}
  12543. * @readonly
  12544. * @default true
  12545. */
  12546. this.isBufferAttribute = true;
  12547. /**
  12548. * The ID of the buffer attribute.
  12549. *
  12550. * @name BufferAttribute#id
  12551. * @type {number}
  12552. * @readonly
  12553. */
  12554. Object.defineProperty( this, 'id', { value: _id$2 ++ } );
  12555. /**
  12556. * The name of the buffer attribute.
  12557. *
  12558. * @type {string}
  12559. */
  12560. this.name = '';
  12561. /**
  12562. * The array holding the attribute data. It should have `itemSize * numVertices`
  12563. * elements, where `numVertices` is the number of vertices in the associated geometry.
  12564. *
  12565. * @type {TypedArray}
  12566. */
  12567. this.array = array;
  12568. /**
  12569. * The number of values of the array that should be associated with a particular vertex.
  12570. * For instance, if this attribute is storing a 3-component vector (such as a position,
  12571. * normal, or color), then the value should be `3`.
  12572. *
  12573. * @type {number}
  12574. */
  12575. this.itemSize = itemSize;
  12576. /**
  12577. * Represents the number of items this buffer attribute stores. It is internally computed
  12578. * by dividing the `array` length by the `itemSize`.
  12579. *
  12580. * @type {number}
  12581. * @readonly
  12582. */
  12583. this.count = array !== undefined ? array.length / itemSize : 0;
  12584. /**
  12585. * Applies to integer data only. Indicates how the underlying data in the buffer maps to
  12586. * the values in the GLSL code. For instance, if `array` is an instance of `UInt16Array`,
  12587. * and `normalized` is `true`, the values `0 - +65535` in the array data will be mapped to
  12588. * `0.0f - +1.0f` in the GLSL attribute. If `normalized` is `false`, the values will be converted
  12589. * to floats unmodified, i.e. `65535` becomes `65535.0f`.
  12590. *
  12591. * @type {boolean}
  12592. */
  12593. this.normalized = normalized;
  12594. /**
  12595. * Defines the intended usage pattern of the data store for optimization purposes.
  12596. *
  12597. * Note: After the initial use of a buffer, its usage cannot be changed. Instead,
  12598. * instantiate a new one and set the desired usage before the next render.
  12599. *
  12600. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  12601. * @default StaticDrawUsage
  12602. */
  12603. this.usage = StaticDrawUsage;
  12604. /**
  12605. * This can be used to only update some components of stored vectors (for example, just the
  12606. * component related to color). Use the `addUpdateRange()` function to add ranges to this array.
  12607. *
  12608. * @type {Array<Object>}
  12609. */
  12610. this.updateRanges = [];
  12611. /**
  12612. * Configures the bound GPU type for use in shaders.
  12613. *
  12614. * Note: this only has an effect for integer arrays and is not configurable for float arrays.
  12615. * For lower precision float types, use `Float16BufferAttribute`.
  12616. *
  12617. * @type {(FloatType|IntType)}
  12618. * @default FloatType
  12619. */
  12620. this.gpuType = FloatType;
  12621. /**
  12622. * A version number, incremented every time the `needsUpdate` is set to `true`.
  12623. *
  12624. * @type {number}
  12625. */
  12626. this.version = 0;
  12627. }
  12628. /**
  12629. * A callback function that is executed after the renderer has transferred the attribute
  12630. * array data to the GPU.
  12631. */
  12632. onUploadCallback() {}
  12633. /**
  12634. * Flag to indicate that this attribute has changed and should be re-sent to
  12635. * the GPU. Set this to `true` when you modify the value of the array.
  12636. *
  12637. * @type {number}
  12638. * @default false
  12639. * @param {boolean} value
  12640. */
  12641. set needsUpdate( value ) {
  12642. if ( value === true ) this.version ++;
  12643. }
  12644. /**
  12645. * Sets the usage of this buffer attribute.
  12646. *
  12647. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  12648. * @return {BufferAttribute} A reference to this buffer attribute.
  12649. */
  12650. setUsage( value ) {
  12651. this.usage = value;
  12652. return this;
  12653. }
  12654. /**
  12655. * Adds a range of data in the data array to be updated on the GPU.
  12656. *
  12657. * @param {number} start - Position at which to start update.
  12658. * @param {number} count - The number of components to update.
  12659. */
  12660. addUpdateRange( start, count ) {
  12661. this.updateRanges.push( { start, count } );
  12662. }
  12663. /**
  12664. * Clears the update ranges.
  12665. */
  12666. clearUpdateRanges() {
  12667. this.updateRanges.length = 0;
  12668. }
  12669. /**
  12670. * Copies the values of the given buffer attribute to this instance.
  12671. *
  12672. * @param {BufferAttribute} source - The buffer attribute to copy.
  12673. * @return {BufferAttribute} A reference to this instance.
  12674. */
  12675. copy( source ) {
  12676. this.name = source.name;
  12677. this.array = new source.array.constructor( source.array );
  12678. this.itemSize = source.itemSize;
  12679. this.count = source.count;
  12680. this.normalized = source.normalized;
  12681. this.usage = source.usage;
  12682. this.gpuType = source.gpuType;
  12683. return this;
  12684. }
  12685. /**
  12686. * Copies a vector from the given buffer attribute to this one. The start
  12687. * and destination position in the attribute buffers are represented by the
  12688. * given indices.
  12689. *
  12690. * @param {number} index1 - The destination index into this buffer attribute.
  12691. * @param {BufferAttribute} attribute - The buffer attribute to copy from.
  12692. * @param {number} index2 - The source index into the given buffer attribute.
  12693. * @return {BufferAttribute} A reference to this instance.
  12694. */
  12695. copyAt( index1, attribute, index2 ) {
  12696. index1 *= this.itemSize;
  12697. index2 *= attribute.itemSize;
  12698. for ( let i = 0, l = this.itemSize; i < l; i ++ ) {
  12699. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  12700. }
  12701. return this;
  12702. }
  12703. /**
  12704. * Copies the given array data into this buffer attribute.
  12705. *
  12706. * @param {(TypedArray|Array)} array - The array to copy.
  12707. * @return {BufferAttribute} A reference to this instance.
  12708. */
  12709. copyArray( array ) {
  12710. this.array.set( array );
  12711. return this;
  12712. }
  12713. /**
  12714. * Applies the given 3x3 matrix to the given attribute. Works with
  12715. * item size `2` and `3`.
  12716. *
  12717. * @param {Matrix3} m - The matrix to apply.
  12718. * @return {BufferAttribute} A reference to this instance.
  12719. */
  12720. applyMatrix3( m ) {
  12721. if ( this.itemSize === 2 ) {
  12722. for ( let i = 0, l = this.count; i < l; i ++ ) {
  12723. _vector2$1.fromBufferAttribute( this, i );
  12724. _vector2$1.applyMatrix3( m );
  12725. this.setXY( i, _vector2$1.x, _vector2$1.y );
  12726. }
  12727. } else if ( this.itemSize === 3 ) {
  12728. for ( let i = 0, l = this.count; i < l; i ++ ) {
  12729. _vector$a.fromBufferAttribute( this, i );
  12730. _vector$a.applyMatrix3( m );
  12731. this.setXYZ( i, _vector$a.x, _vector$a.y, _vector$a.z );
  12732. }
  12733. }
  12734. return this;
  12735. }
  12736. /**
  12737. * Applies the given 4x4 matrix to the given attribute. Only works with
  12738. * item size `3`.
  12739. *
  12740. * @param {Matrix4} m - The matrix to apply.
  12741. * @return {BufferAttribute} A reference to this instance.
  12742. */
  12743. applyMatrix4( m ) {
  12744. for ( let i = 0, l = this.count; i < l; i ++ ) {
  12745. _vector$a.fromBufferAttribute( this, i );
  12746. _vector$a.applyMatrix4( m );
  12747. this.setXYZ( i, _vector$a.x, _vector$a.y, _vector$a.z );
  12748. }
  12749. return this;
  12750. }
  12751. /**
  12752. * Applies the given 3x3 normal matrix to the given attribute. Only works with
  12753. * item size `3`.
  12754. *
  12755. * @param {Matrix3} m - The normal matrix to apply.
  12756. * @return {BufferAttribute} A reference to this instance.
  12757. */
  12758. applyNormalMatrix( m ) {
  12759. for ( let i = 0, l = this.count; i < l; i ++ ) {
  12760. _vector$a.fromBufferAttribute( this, i );
  12761. _vector$a.applyNormalMatrix( m );
  12762. this.setXYZ( i, _vector$a.x, _vector$a.y, _vector$a.z );
  12763. }
  12764. return this;
  12765. }
  12766. /**
  12767. * Applies the given 4x4 matrix to the given attribute. Only works with
  12768. * item size `3` and with direction vectors.
  12769. *
  12770. * @param {Matrix4} m - The matrix to apply.
  12771. * @return {BufferAttribute} A reference to this instance.
  12772. */
  12773. transformDirection( m ) {
  12774. for ( let i = 0, l = this.count; i < l; i ++ ) {
  12775. _vector$a.fromBufferAttribute( this, i );
  12776. _vector$a.transformDirection( m );
  12777. this.setXYZ( i, _vector$a.x, _vector$a.y, _vector$a.z );
  12778. }
  12779. return this;
  12780. }
  12781. /**
  12782. * Sets the given array data in the buffer attribute.
  12783. *
  12784. * @param {(TypedArray|Array)} value - The array data to set.
  12785. * @param {number} [offset=0] - The offset in this buffer attribute's array.
  12786. * @return {BufferAttribute} A reference to this instance.
  12787. */
  12788. set( value, offset = 0 ) {
  12789. // Matching BufferAttribute constructor, do not normalize the array.
  12790. this.array.set( value, offset );
  12791. return this;
  12792. }
  12793. /**
  12794. * Returns the given component of the vector at the given index.
  12795. *
  12796. * @param {number} index - The index into the buffer attribute.
  12797. * @param {number} component - The component index.
  12798. * @return {number} The returned value.
  12799. */
  12800. getComponent( index, component ) {
  12801. let value = this.array[ index * this.itemSize + component ];
  12802. if ( this.normalized ) value = denormalize( value, this.array );
  12803. return value;
  12804. }
  12805. /**
  12806. * Sets the given value to the given component of the vector at the given index.
  12807. *
  12808. * @param {number} index - The index into the buffer attribute.
  12809. * @param {number} component - The component index.
  12810. * @param {number} value - The value to set.
  12811. * @return {BufferAttribute} A reference to this instance.
  12812. */
  12813. setComponent( index, component, value ) {
  12814. if ( this.normalized ) value = normalize( value, this.array );
  12815. this.array[ index * this.itemSize + component ] = value;
  12816. return this;
  12817. }
  12818. /**
  12819. * Returns the x component of the vector at the given index.
  12820. *
  12821. * @param {number} index - The index into the buffer attribute.
  12822. * @return {number} The x component.
  12823. */
  12824. getX( index ) {
  12825. let x = this.array[ index * this.itemSize ];
  12826. if ( this.normalized ) x = denormalize( x, this.array );
  12827. return x;
  12828. }
  12829. /**
  12830. * Sets the x component of the vector at the given index.
  12831. *
  12832. * @param {number} index - The index into the buffer attribute.
  12833. * @param {number} x - The value to set.
  12834. * @return {BufferAttribute} A reference to this instance.
  12835. */
  12836. setX( index, x ) {
  12837. if ( this.normalized ) x = normalize( x, this.array );
  12838. this.array[ index * this.itemSize ] = x;
  12839. return this;
  12840. }
  12841. /**
  12842. * Returns the y component of the vector at the given index.
  12843. *
  12844. * @param {number} index - The index into the buffer attribute.
  12845. * @return {number} The y component.
  12846. */
  12847. getY( index ) {
  12848. let y = this.array[ index * this.itemSize + 1 ];
  12849. if ( this.normalized ) y = denormalize( y, this.array );
  12850. return y;
  12851. }
  12852. /**
  12853. * Sets the y component of the vector at the given index.
  12854. *
  12855. * @param {number} index - The index into the buffer attribute.
  12856. * @param {number} y - The value to set.
  12857. * @return {BufferAttribute} A reference to this instance.
  12858. */
  12859. setY( index, y ) {
  12860. if ( this.normalized ) y = normalize( y, this.array );
  12861. this.array[ index * this.itemSize + 1 ] = y;
  12862. return this;
  12863. }
  12864. /**
  12865. * Returns the z component of the vector at the given index.
  12866. *
  12867. * @param {number} index - The index into the buffer attribute.
  12868. * @return {number} The z component.
  12869. */
  12870. getZ( index ) {
  12871. let z = this.array[ index * this.itemSize + 2 ];
  12872. if ( this.normalized ) z = denormalize( z, this.array );
  12873. return z;
  12874. }
  12875. /**
  12876. * Sets the z component of the vector at the given index.
  12877. *
  12878. * @param {number} index - The index into the buffer attribute.
  12879. * @param {number} z - The value to set.
  12880. * @return {BufferAttribute} A reference to this instance.
  12881. */
  12882. setZ( index, z ) {
  12883. if ( this.normalized ) z = normalize( z, this.array );
  12884. this.array[ index * this.itemSize + 2 ] = z;
  12885. return this;
  12886. }
  12887. /**
  12888. * Returns the w component of the vector at the given index.
  12889. *
  12890. * @param {number} index - The index into the buffer attribute.
  12891. * @return {number} The w component.
  12892. */
  12893. getW( index ) {
  12894. let w = this.array[ index * this.itemSize + 3 ];
  12895. if ( this.normalized ) w = denormalize( w, this.array );
  12896. return w;
  12897. }
  12898. /**
  12899. * Sets the w component of the vector at the given index.
  12900. *
  12901. * @param {number} index - The index into the buffer attribute.
  12902. * @param {number} w - The value to set.
  12903. * @return {BufferAttribute} A reference to this instance.
  12904. */
  12905. setW( index, w ) {
  12906. if ( this.normalized ) w = normalize( w, this.array );
  12907. this.array[ index * this.itemSize + 3 ] = w;
  12908. return this;
  12909. }
  12910. /**
  12911. * Sets the x and y component of the vector at the given index.
  12912. *
  12913. * @param {number} index - The index into the buffer attribute.
  12914. * @param {number} x - The value for the x component to set.
  12915. * @param {number} y - The value for the y component to set.
  12916. * @return {BufferAttribute} A reference to this instance.
  12917. */
  12918. setXY( index, x, y ) {
  12919. index *= this.itemSize;
  12920. if ( this.normalized ) {
  12921. x = normalize( x, this.array );
  12922. y = normalize( y, this.array );
  12923. }
  12924. this.array[ index + 0 ] = x;
  12925. this.array[ index + 1 ] = y;
  12926. return this;
  12927. }
  12928. /**
  12929. * Sets the x, y and z component of the vector at the given index.
  12930. *
  12931. * @param {number} index - The index into the buffer attribute.
  12932. * @param {number} x - The value for the x component to set.
  12933. * @param {number} y - The value for the y component to set.
  12934. * @param {number} z - The value for the z component to set.
  12935. * @return {BufferAttribute} A reference to this instance.
  12936. */
  12937. setXYZ( index, x, y, z ) {
  12938. index *= this.itemSize;
  12939. if ( this.normalized ) {
  12940. x = normalize( x, this.array );
  12941. y = normalize( y, this.array );
  12942. z = normalize( z, this.array );
  12943. }
  12944. this.array[ index + 0 ] = x;
  12945. this.array[ index + 1 ] = y;
  12946. this.array[ index + 2 ] = z;
  12947. return this;
  12948. }
  12949. /**
  12950. * Sets the x, y, z and w component of the vector at the given index.
  12951. *
  12952. * @param {number} index - The index into the buffer attribute.
  12953. * @param {number} x - The value for the x component to set.
  12954. * @param {number} y - The value for the y component to set.
  12955. * @param {number} z - The value for the z component to set.
  12956. * @param {number} w - The value for the w component to set.
  12957. * @return {BufferAttribute} A reference to this instance.
  12958. */
  12959. setXYZW( index, x, y, z, w ) {
  12960. index *= this.itemSize;
  12961. if ( this.normalized ) {
  12962. x = normalize( x, this.array );
  12963. y = normalize( y, this.array );
  12964. z = normalize( z, this.array );
  12965. w = normalize( w, this.array );
  12966. }
  12967. this.array[ index + 0 ] = x;
  12968. this.array[ index + 1 ] = y;
  12969. this.array[ index + 2 ] = z;
  12970. this.array[ index + 3 ] = w;
  12971. return this;
  12972. }
  12973. /**
  12974. * Sets the given callback function that is executed after the Renderer has transferred
  12975. * the attribute array data to the GPU. Can be used to perform clean-up operations after
  12976. * the upload when attribute data are not needed anymore on the CPU side.
  12977. *
  12978. * @param {Function} callback - The `onUpload()` callback.
  12979. * @return {BufferAttribute} A reference to this instance.
  12980. */
  12981. onUpload( callback ) {
  12982. this.onUploadCallback = callback;
  12983. return this;
  12984. }
  12985. /**
  12986. * Returns a new buffer attribute with copied values from this instance.
  12987. *
  12988. * @return {BufferAttribute} A clone of this instance.
  12989. */
  12990. clone() {
  12991. return new this.constructor( this.array, this.itemSize ).copy( this );
  12992. }
  12993. /**
  12994. * Serializes the buffer attribute into JSON.
  12995. *
  12996. * @return {Object} A JSON object representing the serialized buffer attribute.
  12997. */
  12998. toJSON() {
  12999. const data = {
  13000. itemSize: this.itemSize,
  13001. type: this.array.constructor.name,
  13002. array: Array.from( this.array ),
  13003. normalized: this.normalized
  13004. };
  13005. if ( this.name !== '' ) data.name = this.name;
  13006. if ( this.usage !== StaticDrawUsage ) data.usage = this.usage;
  13007. return data;
  13008. }
  13009. }
  13010. /**
  13011. * Convenient class that can be used when creating a `Int8` buffer attribute with
  13012. * a plain `Array` instance.
  13013. *
  13014. * @augments BufferAttribute
  13015. */
  13016. class Int8BufferAttribute extends BufferAttribute {
  13017. /**
  13018. * Constructs a new buffer attribute.
  13019. *
  13020. * @param {(Array<number>|Int8Array)} array - The array holding the attribute data.
  13021. * @param {number} itemSize - The item size.
  13022. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13023. */
  13024. constructor( array, itemSize, normalized ) {
  13025. super( new Int8Array( array ), itemSize, normalized );
  13026. }
  13027. }
  13028. /**
  13029. * Convenient class that can be used when creating a `UInt8` buffer attribute with
  13030. * a plain `Array` instance.
  13031. *
  13032. * @augments BufferAttribute
  13033. */
  13034. class Uint8BufferAttribute extends BufferAttribute {
  13035. /**
  13036. * Constructs a new buffer attribute.
  13037. *
  13038. * @param {(Array<number>|Uint8Array)} array - The array holding the attribute data.
  13039. * @param {number} itemSize - The item size.
  13040. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13041. */
  13042. constructor( array, itemSize, normalized ) {
  13043. super( new Uint8Array( array ), itemSize, normalized );
  13044. }
  13045. }
  13046. /**
  13047. * Convenient class that can be used when creating a `UInt8Clamped` buffer attribute with
  13048. * a plain `Array` instance.
  13049. *
  13050. * @augments BufferAttribute
  13051. */
  13052. class Uint8ClampedBufferAttribute extends BufferAttribute {
  13053. /**
  13054. * Constructs a new buffer attribute.
  13055. *
  13056. * @param {(Array<number>|Uint8ClampedArray)} array - The array holding the attribute data.
  13057. * @param {number} itemSize - The item size.
  13058. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13059. */
  13060. constructor( array, itemSize, normalized ) {
  13061. super( new Uint8ClampedArray( array ), itemSize, normalized );
  13062. }
  13063. }
  13064. /**
  13065. * Convenient class that can be used when creating a `Int16` buffer attribute with
  13066. * a plain `Array` instance.
  13067. *
  13068. * @augments BufferAttribute
  13069. */
  13070. class Int16BufferAttribute extends BufferAttribute {
  13071. /**
  13072. * Constructs a new buffer attribute.
  13073. *
  13074. * @param {(Array<number>|Int16Array)} array - The array holding the attribute data.
  13075. * @param {number} itemSize - The item size.
  13076. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13077. */
  13078. constructor( array, itemSize, normalized ) {
  13079. super( new Int16Array( array ), itemSize, normalized );
  13080. }
  13081. }
  13082. /**
  13083. * Convenient class that can be used when creating a `UInt16` buffer attribute with
  13084. * a plain `Array` instance.
  13085. *
  13086. * @augments BufferAttribute
  13087. */
  13088. class Uint16BufferAttribute extends BufferAttribute {
  13089. /**
  13090. * Constructs a new buffer attribute.
  13091. *
  13092. * @param {(Array<number>|Uint16Array)} array - The array holding the attribute data.
  13093. * @param {number} itemSize - The item size.
  13094. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13095. */
  13096. constructor( array, itemSize, normalized ) {
  13097. super( new Uint16Array( array ), itemSize, normalized );
  13098. }
  13099. }
  13100. /**
  13101. * Convenient class that can be used when creating a `Int32` buffer attribute with
  13102. * a plain `Array` instance.
  13103. *
  13104. * @augments BufferAttribute
  13105. */
  13106. class Int32BufferAttribute extends BufferAttribute {
  13107. /**
  13108. * Constructs a new buffer attribute.
  13109. *
  13110. * @param {(Array<number>|Int32Array)} array - The array holding the attribute data.
  13111. * @param {number} itemSize - The item size.
  13112. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13113. */
  13114. constructor( array, itemSize, normalized ) {
  13115. super( new Int32Array( array ), itemSize, normalized );
  13116. }
  13117. }
  13118. /**
  13119. * Convenient class that can be used when creating a `UInt32` buffer attribute with
  13120. * a plain `Array` instance.
  13121. *
  13122. * @augments BufferAttribute
  13123. */
  13124. class Uint32BufferAttribute extends BufferAttribute {
  13125. /**
  13126. * Constructs a new buffer attribute.
  13127. *
  13128. * @param {(Array<number>|Uint32Array)} array - The array holding the attribute data.
  13129. * @param {number} itemSize - The item size.
  13130. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13131. */
  13132. constructor( array, itemSize, normalized ) {
  13133. super( new Uint32Array( array ), itemSize, normalized );
  13134. }
  13135. }
  13136. /**
  13137. * Convenient class that can be used when creating a `Float16` buffer attribute with
  13138. * a plain `Array` instance.
  13139. *
  13140. * This class automatically converts to and from FP16 via `Uint16Array` since `Float16Array`
  13141. * browser support is still problematic.
  13142. *
  13143. * @augments BufferAttribute
  13144. */
  13145. class Float16BufferAttribute extends BufferAttribute {
  13146. /**
  13147. * Constructs a new buffer attribute.
  13148. *
  13149. * @param {(Array<number>|Uint16Array)} array - The array holding the attribute data.
  13150. * @param {number} itemSize - The item size.
  13151. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13152. */
  13153. constructor( array, itemSize, normalized ) {
  13154. super( new Uint16Array( array ), itemSize, normalized );
  13155. this.isFloat16BufferAttribute = true;
  13156. }
  13157. getX( index ) {
  13158. let x = fromHalfFloat( this.array[ index * this.itemSize ] );
  13159. if ( this.normalized ) x = denormalize( x, this.array );
  13160. return x;
  13161. }
  13162. setX( index, x ) {
  13163. if ( this.normalized ) x = normalize( x, this.array );
  13164. this.array[ index * this.itemSize ] = toHalfFloat( x );
  13165. return this;
  13166. }
  13167. getY( index ) {
  13168. let y = fromHalfFloat( this.array[ index * this.itemSize + 1 ] );
  13169. if ( this.normalized ) y = denormalize( y, this.array );
  13170. return y;
  13171. }
  13172. setY( index, y ) {
  13173. if ( this.normalized ) y = normalize( y, this.array );
  13174. this.array[ index * this.itemSize + 1 ] = toHalfFloat( y );
  13175. return this;
  13176. }
  13177. getZ( index ) {
  13178. let z = fromHalfFloat( this.array[ index * this.itemSize + 2 ] );
  13179. if ( this.normalized ) z = denormalize( z, this.array );
  13180. return z;
  13181. }
  13182. setZ( index, z ) {
  13183. if ( this.normalized ) z = normalize( z, this.array );
  13184. this.array[ index * this.itemSize + 2 ] = toHalfFloat( z );
  13185. return this;
  13186. }
  13187. getW( index ) {
  13188. let w = fromHalfFloat( this.array[ index * this.itemSize + 3 ] );
  13189. if ( this.normalized ) w = denormalize( w, this.array );
  13190. return w;
  13191. }
  13192. setW( index, w ) {
  13193. if ( this.normalized ) w = normalize( w, this.array );
  13194. this.array[ index * this.itemSize + 3 ] = toHalfFloat( w );
  13195. return this;
  13196. }
  13197. setXY( index, x, y ) {
  13198. index *= this.itemSize;
  13199. if ( this.normalized ) {
  13200. x = normalize( x, this.array );
  13201. y = normalize( y, this.array );
  13202. }
  13203. this.array[ index + 0 ] = toHalfFloat( x );
  13204. this.array[ index + 1 ] = toHalfFloat( y );
  13205. return this;
  13206. }
  13207. setXYZ( index, x, y, z ) {
  13208. index *= this.itemSize;
  13209. if ( this.normalized ) {
  13210. x = normalize( x, this.array );
  13211. y = normalize( y, this.array );
  13212. z = normalize( z, this.array );
  13213. }
  13214. this.array[ index + 0 ] = toHalfFloat( x );
  13215. this.array[ index + 1 ] = toHalfFloat( y );
  13216. this.array[ index + 2 ] = toHalfFloat( z );
  13217. return this;
  13218. }
  13219. setXYZW( index, x, y, z, w ) {
  13220. index *= this.itemSize;
  13221. if ( this.normalized ) {
  13222. x = normalize( x, this.array );
  13223. y = normalize( y, this.array );
  13224. z = normalize( z, this.array );
  13225. w = normalize( w, this.array );
  13226. }
  13227. this.array[ index + 0 ] = toHalfFloat( x );
  13228. this.array[ index + 1 ] = toHalfFloat( y );
  13229. this.array[ index + 2 ] = toHalfFloat( z );
  13230. this.array[ index + 3 ] = toHalfFloat( w );
  13231. return this;
  13232. }
  13233. }
  13234. /**
  13235. * Convenient class that can be used when creating a `Float32` buffer attribute with
  13236. * a plain `Array` instance.
  13237. *
  13238. * @augments BufferAttribute
  13239. */
  13240. class Float32BufferAttribute extends BufferAttribute {
  13241. /**
  13242. * Constructs a new buffer attribute.
  13243. *
  13244. * @param {(Array<number>|Float32Array)} array - The array holding the attribute data.
  13245. * @param {number} itemSize - The item size.
  13246. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13247. */
  13248. constructor( array, itemSize, normalized ) {
  13249. super( new Float32Array( array ), itemSize, normalized );
  13250. }
  13251. }
  13252. const _box$3 = /*@__PURE__*/ new Box3();
  13253. const _v1$3 = /*@__PURE__*/ new Vector3();
  13254. const _v2$2 = /*@__PURE__*/ new Vector3();
  13255. /**
  13256. * An analytical 3D sphere defined by a center and radius. This class is mainly
  13257. * used as a Bounding Sphere for 3D objects.
  13258. */
  13259. class Sphere {
  13260. /**
  13261. * Constructs a new sphere.
  13262. *
  13263. * @param {Vector3} [center=(0,0,0)] - The center of the sphere
  13264. * @param {number} [radius=-1] - The radius of the sphere.
  13265. */
  13266. constructor( center = new Vector3(), radius = -1 ) {
  13267. /**
  13268. * This flag can be used for type testing.
  13269. *
  13270. * @type {boolean}
  13271. * @readonly
  13272. * @default true
  13273. */
  13274. this.isSphere = true;
  13275. /**
  13276. * The center of the sphere
  13277. *
  13278. * @type {Vector3}
  13279. */
  13280. this.center = center;
  13281. /**
  13282. * The radius of the sphere.
  13283. *
  13284. * @type {number}
  13285. */
  13286. this.radius = radius;
  13287. }
  13288. /**
  13289. * Sets the sphere's components by copying the given values.
  13290. *
  13291. * @param {Vector3} center - The center.
  13292. * @param {number} radius - The radius.
  13293. * @return {Sphere} A reference to this sphere.
  13294. */
  13295. set( center, radius ) {
  13296. this.center.copy( center );
  13297. this.radius = radius;
  13298. return this;
  13299. }
  13300. /**
  13301. * Computes the minimum bounding sphere for list of points.
  13302. * If the optional center point is given, it is used as the sphere's
  13303. * center. Otherwise, the center of the axis-aligned bounding box
  13304. * encompassing the points is calculated.
  13305. *
  13306. * @param {Array<Vector3>} points - A list of points in 3D space.
  13307. * @param {Vector3} [optionalCenter] - The center of the sphere.
  13308. * @return {Sphere} A reference to this sphere.
  13309. */
  13310. setFromPoints( points, optionalCenter ) {
  13311. const center = this.center;
  13312. if ( optionalCenter !== undefined ) {
  13313. center.copy( optionalCenter );
  13314. } else {
  13315. _box$3.setFromPoints( points ).getCenter( center );
  13316. }
  13317. let maxRadiusSq = 0;
  13318. for ( let i = 0, il = points.length; i < il; i ++ ) {
  13319. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  13320. }
  13321. this.radius = Math.sqrt( maxRadiusSq );
  13322. return this;
  13323. }
  13324. /**
  13325. * Copies the values of the given sphere to this instance.
  13326. *
  13327. * @param {Sphere} sphere - The sphere to copy.
  13328. * @return {Sphere} A reference to this sphere.
  13329. */
  13330. copy( sphere ) {
  13331. this.center.copy( sphere.center );
  13332. this.radius = sphere.radius;
  13333. return this;
  13334. }
  13335. /**
  13336. * Returns `true` if the sphere is empty (the radius set to a negative number).
  13337. *
  13338. * Spheres with a radius of `0` contain only their center point and are not
  13339. * considered to be empty.
  13340. *
  13341. * @return {boolean} Whether this sphere is empty or not.
  13342. */
  13343. isEmpty() {
  13344. return ( this.radius < 0 );
  13345. }
  13346. /**
  13347. * Makes this sphere empty which means in encloses a zero space in 3D.
  13348. *
  13349. * @return {Sphere} A reference to this sphere.
  13350. */
  13351. makeEmpty() {
  13352. this.center.set( 0, 0, 0 );
  13353. this.radius = -1;
  13354. return this;
  13355. }
  13356. /**
  13357. * Returns `true` if this sphere contains the given point inclusive of
  13358. * the surface of the sphere.
  13359. *
  13360. * @param {Vector3} point - The point to check.
  13361. * @return {boolean} Whether this sphere contains the given point or not.
  13362. */
  13363. containsPoint( point ) {
  13364. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  13365. }
  13366. /**
  13367. * Returns the closest distance from the boundary of the sphere to the
  13368. * given point. If the sphere contains the point, the distance will
  13369. * be negative.
  13370. *
  13371. * @param {Vector3} point - The point to compute the distance to.
  13372. * @return {number} The distance to the point.
  13373. */
  13374. distanceToPoint( point ) {
  13375. return ( point.distanceTo( this.center ) - this.radius );
  13376. }
  13377. /**
  13378. * Returns `true` if this sphere intersects with the given one.
  13379. *
  13380. * @param {Sphere} sphere - The sphere to test.
  13381. * @return {boolean} Whether this sphere intersects with the given one or not.
  13382. */
  13383. intersectsSphere( sphere ) {
  13384. const radiusSum = this.radius + sphere.radius;
  13385. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  13386. }
  13387. /**
  13388. * Returns `true` if this sphere intersects with the given box.
  13389. *
  13390. * @param {Box3} box - The box to test.
  13391. * @return {boolean} Whether this sphere intersects with the given box or not.
  13392. */
  13393. intersectsBox( box ) {
  13394. return box.intersectsSphere( this );
  13395. }
  13396. /**
  13397. * Returns `true` if this sphere intersects with the given plane.
  13398. *
  13399. * @param {Plane} plane - The plane to test.
  13400. * @return {boolean} Whether this sphere intersects with the given plane or not.
  13401. */
  13402. intersectsPlane( plane ) {
  13403. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  13404. }
  13405. /**
  13406. * Clamps a point within the sphere. If the point is outside the sphere, it
  13407. * will clamp it to the closest point on the edge of the sphere. Points
  13408. * already inside the sphere will not be affected.
  13409. *
  13410. * @param {Vector3} point - The plane to clamp.
  13411. * @param {Vector3} target - The target vector that is used to store the method's result.
  13412. * @return {Vector3} The clamped point.
  13413. */
  13414. clampPoint( point, target ) {
  13415. const deltaLengthSq = this.center.distanceToSquared( point );
  13416. target.copy( point );
  13417. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  13418. target.sub( this.center ).normalize();
  13419. target.multiplyScalar( this.radius ).add( this.center );
  13420. }
  13421. return target;
  13422. }
  13423. /**
  13424. * Returns a bounding box that encloses this sphere.
  13425. *
  13426. * @param {Box3} target - The target box that is used to store the method's result.
  13427. * @return {Box3} The bounding box that encloses this sphere.
  13428. */
  13429. getBoundingBox( target ) {
  13430. if ( this.isEmpty() ) {
  13431. // Empty sphere produces empty bounding box
  13432. target.makeEmpty();
  13433. return target;
  13434. }
  13435. target.set( this.center, this.center );
  13436. target.expandByScalar( this.radius );
  13437. return target;
  13438. }
  13439. /**
  13440. * Transforms this sphere with the given 4x4 transformation matrix.
  13441. *
  13442. * @param {Matrix4} matrix - The transformation matrix.
  13443. * @return {Sphere} A reference to this sphere.
  13444. */
  13445. applyMatrix4( matrix ) {
  13446. this.center.applyMatrix4( matrix );
  13447. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  13448. return this;
  13449. }
  13450. /**
  13451. * Translates the sphere's center by the given offset.
  13452. *
  13453. * @param {Vector3} offset - The offset.
  13454. * @return {Sphere} A reference to this sphere.
  13455. */
  13456. translate( offset ) {
  13457. this.center.add( offset );
  13458. return this;
  13459. }
  13460. /**
  13461. * Expands the boundaries of this sphere to include the given point.
  13462. *
  13463. * @param {Vector3} point - The point to include.
  13464. * @return {Sphere} A reference to this sphere.
  13465. */
  13466. expandByPoint( point ) {
  13467. if ( this.isEmpty() ) {
  13468. this.center.copy( point );
  13469. this.radius = 0;
  13470. return this;
  13471. }
  13472. _v1$3.subVectors( point, this.center );
  13473. const lengthSq = _v1$3.lengthSq();
  13474. if ( lengthSq > ( this.radius * this.radius ) ) {
  13475. // calculate the minimal sphere
  13476. const length = Math.sqrt( lengthSq );
  13477. const delta = ( length - this.radius ) * 0.5;
  13478. this.center.addScaledVector( _v1$3, delta / length );
  13479. this.radius += delta;
  13480. }
  13481. return this;
  13482. }
  13483. /**
  13484. * Expands this sphere to enclose both the original sphere and the given sphere.
  13485. *
  13486. * @param {Sphere} sphere - The sphere to include.
  13487. * @return {Sphere} A reference to this sphere.
  13488. */
  13489. union( sphere ) {
  13490. if ( sphere.isEmpty() ) {
  13491. return this;
  13492. }
  13493. if ( this.isEmpty() ) {
  13494. this.copy( sphere );
  13495. return this;
  13496. }
  13497. if ( this.center.equals( sphere.center ) === true ) {
  13498. this.radius = Math.max( this.radius, sphere.radius );
  13499. } else {
  13500. _v2$2.subVectors( sphere.center, this.center ).setLength( sphere.radius );
  13501. this.expandByPoint( _v1$3.copy( sphere.center ).add( _v2$2 ) );
  13502. this.expandByPoint( _v1$3.copy( sphere.center ).sub( _v2$2 ) );
  13503. }
  13504. return this;
  13505. }
  13506. /**
  13507. * Returns `true` if this sphere is equal with the given one.
  13508. *
  13509. * @param {Sphere} sphere - The sphere to test for equality.
  13510. * @return {boolean} Whether this bounding sphere is equal with the given one.
  13511. */
  13512. equals( sphere ) {
  13513. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  13514. }
  13515. /**
  13516. * Returns a new sphere with copied values from this instance.
  13517. *
  13518. * @return {Sphere} A clone of this instance.
  13519. */
  13520. clone() {
  13521. return new this.constructor().copy( this );
  13522. }
  13523. /**
  13524. * Returns a serialized structure of the bounding sphere.
  13525. *
  13526. * @return {Object} Serialized structure with fields representing the object state.
  13527. */
  13528. toJSON() {
  13529. return {
  13530. radius: this.radius,
  13531. center: this.center.toArray()
  13532. };
  13533. }
  13534. /**
  13535. * Returns a serialized structure of the bounding sphere.
  13536. *
  13537. * @param {Object} json - The serialized json to set the sphere from.
  13538. * @return {Sphere} A reference to this bounding sphere.
  13539. */
  13540. fromJSON( json ) {
  13541. this.radius = json.radius;
  13542. this.center.fromArray( json.center );
  13543. return this;
  13544. }
  13545. }
  13546. let _id$1 = 0;
  13547. const _m1 = /*@__PURE__*/ new Matrix4();
  13548. const _obj = /*@__PURE__*/ new Object3D();
  13549. const _offset = /*@__PURE__*/ new Vector3();
  13550. const _box$2 = /*@__PURE__*/ new Box3();
  13551. const _boxMorphTargets = /*@__PURE__*/ new Box3();
  13552. const _vector$9 = /*@__PURE__*/ new Vector3();
  13553. /**
  13554. * A representation of mesh, line, or point geometry. Includes vertex
  13555. * positions, face indices, normals, colors, UVs, and custom attributes
  13556. * within buffers, reducing the cost of passing all this data to the GPU.
  13557. *
  13558. * ```js
  13559. * const geometry = new THREE.BufferGeometry();
  13560. * // create a simple square shape. We duplicate the top left and bottom right
  13561. * // vertices because each vertex needs to appear once per triangle.
  13562. * const vertices = new Float32Array( [
  13563. * -1.0, -1.0, 1.0, // v0
  13564. * 1.0, -1.0, 1.0, // v1
  13565. * 1.0, 1.0, 1.0, // v2
  13566. *
  13567. * 1.0, 1.0, 1.0, // v3
  13568. * -1.0, 1.0, 1.0, // v4
  13569. * -1.0, -1.0, 1.0 // v5
  13570. * ] );
  13571. * // itemSize = 3 because there are 3 values (components) per vertex
  13572. * geometry.setAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
  13573. * const material = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
  13574. * const mesh = new THREE.Mesh( geometry, material );
  13575. * ```
  13576. *
  13577. * @augments EventDispatcher
  13578. */
  13579. class BufferGeometry extends EventDispatcher {
  13580. /**
  13581. * Constructs a new geometry.
  13582. */
  13583. constructor() {
  13584. super();
  13585. /**
  13586. * This flag can be used for type testing.
  13587. *
  13588. * @type {boolean}
  13589. * @readonly
  13590. * @default true
  13591. */
  13592. this.isBufferGeometry = true;
  13593. /**
  13594. * The ID of the geometry.
  13595. *
  13596. * @name BufferGeometry#id
  13597. * @type {number}
  13598. * @readonly
  13599. */
  13600. Object.defineProperty( this, 'id', { value: _id$1 ++ } );
  13601. /**
  13602. * The UUID of the geometry.
  13603. *
  13604. * @type {string}
  13605. * @readonly
  13606. */
  13607. this.uuid = generateUUID();
  13608. /**
  13609. * The name of the geometry.
  13610. *
  13611. * @type {string}
  13612. */
  13613. this.name = '';
  13614. this.type = 'BufferGeometry';
  13615. /**
  13616. * Allows for vertices to be re-used across multiple triangles; this is
  13617. * called using "indexed triangles". Each triangle is associated with the
  13618. * indices of three vertices. This attribute therefore stores the index of
  13619. * each vertex for each triangular face. If this attribute is not set, the
  13620. * renderer assumes that each three contiguous positions represent a single triangle.
  13621. *
  13622. * @type {?BufferAttribute}
  13623. * @default null
  13624. */
  13625. this.index = null;
  13626. /**
  13627. * A (storage) buffer attribute which was generated with a compute shader and
  13628. * now defines indirect draw calls.
  13629. *
  13630. * Can only be used with {@link WebGPURenderer} and a WebGPU backend.
  13631. *
  13632. * @type {?BufferAttribute}
  13633. * @default null
  13634. */
  13635. this.indirect = null;
  13636. /**
  13637. * 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.
  13638. *
  13639. * Can only be used with {@link WebGPURenderer} and a WebGPU backend.
  13640. *
  13641. * @type {number|Array<number>}
  13642. * @default 0
  13643. */
  13644. this.indirectOffset = 0;
  13645. /**
  13646. * This dictionary has as id the name of the attribute to be set and as value
  13647. * the buffer attribute to set it to. Rather than accessing this property directly,
  13648. * use `setAttribute()` and `getAttribute()` to access attributes of this geometry.
  13649. *
  13650. * @type {Object<string,(BufferAttribute|InterleavedBufferAttribute)>}
  13651. */
  13652. this.attributes = {};
  13653. /**
  13654. * This dictionary holds the morph targets of the geometry.
  13655. *
  13656. * Note: Once the geometry has been rendered, the morph attribute data cannot
  13657. * be changed. You will have to call `dispose()`, and create a new geometry instance.
  13658. *
  13659. * @type {Object}
  13660. */
  13661. this.morphAttributes = {};
  13662. /**
  13663. * Used to control the morph target behavior; when set to `true`, the morph
  13664. * target data is treated as relative offsets, rather than as absolute
  13665. * positions/normals.
  13666. *
  13667. * @type {boolean}
  13668. * @default false
  13669. */
  13670. this.morphTargetsRelative = false;
  13671. /**
  13672. * Split the geometry into groups, each of which will be rendered in a
  13673. * separate draw call. This allows an array of materials to be used with the geometry.
  13674. *
  13675. * Use `addGroup()` and `clearGroups()` to edit groups, rather than modifying this array directly.
  13676. *
  13677. * Every vertex and index must belong to exactly one group — groups must not share vertices or
  13678. * indices, and must not leave vertices or indices unused.
  13679. *
  13680. * @type {Array<Object>}
  13681. */
  13682. this.groups = [];
  13683. /**
  13684. * Bounding box for the geometry which can be calculated with `computeBoundingBox()`.
  13685. *
  13686. * @type {?Box3}
  13687. * @default null
  13688. */
  13689. this.boundingBox = null;
  13690. /**
  13691. * Bounding sphere for the geometry which can be calculated with `computeBoundingSphere()`.
  13692. *
  13693. * @type {?Sphere}
  13694. * @default null
  13695. */
  13696. this.boundingSphere = null;
  13697. /**
  13698. * Determines the part of the geometry to render. This should not be set directly,
  13699. * instead use `setDrawRange()`.
  13700. *
  13701. * @type {{start:number,count:number}}
  13702. */
  13703. this.drawRange = { start: 0, count: Infinity };
  13704. /**
  13705. * An object that can be used to store custom data about the geometry.
  13706. * It should not hold references to functions as these will not be cloned.
  13707. *
  13708. * @type {Object}
  13709. */
  13710. this.userData = {};
  13711. }
  13712. /**
  13713. * Returns the index of this geometry.
  13714. *
  13715. * @return {?BufferAttribute} The index. Returns `null` if no index is defined.
  13716. */
  13717. getIndex() {
  13718. return this.index;
  13719. }
  13720. /**
  13721. * Sets the given index to this geometry.
  13722. *
  13723. * @param {Array<number>|BufferAttribute} index - The index to set.
  13724. * @return {BufferGeometry} A reference to this instance.
  13725. */
  13726. setIndex( index ) {
  13727. if ( Array.isArray( index ) ) {
  13728. this.index = new ( arrayNeedsUint32( index ) ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  13729. } else {
  13730. this.index = index;
  13731. }
  13732. return this;
  13733. }
  13734. /**
  13735. * Sets the given indirect attribute to this geometry.
  13736. *
  13737. * @param {BufferAttribute} indirect - The attribute holding indirect draw calls.
  13738. * @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.
  13739. * @return {BufferGeometry} A reference to this instance.
  13740. */
  13741. setIndirect( indirect, indirectOffset = 0 ) {
  13742. this.indirect = indirect;
  13743. this.indirectOffset = indirectOffset;
  13744. return this;
  13745. }
  13746. /**
  13747. * Returns the indirect attribute of this geometry.
  13748. *
  13749. * @return {?BufferAttribute} The indirect attribute. Returns `null` if no indirect attribute is defined.
  13750. */
  13751. getIndirect() {
  13752. return this.indirect;
  13753. }
  13754. /**
  13755. * Returns the buffer attribute for the given name.
  13756. *
  13757. * @param {string} name - The attribute name.
  13758. * @return {BufferAttribute|InterleavedBufferAttribute|undefined} The buffer attribute.
  13759. * Returns `undefined` if not attribute has been found.
  13760. */
  13761. getAttribute( name ) {
  13762. return this.attributes[ name ];
  13763. }
  13764. /**
  13765. * Sets the given attribute for the given name.
  13766. *
  13767. * @param {string} name - The attribute name.
  13768. * @param {BufferAttribute|InterleavedBufferAttribute} attribute - The attribute to set.
  13769. * @return {BufferGeometry} A reference to this instance.
  13770. */
  13771. setAttribute( name, attribute ) {
  13772. this.attributes[ name ] = attribute;
  13773. return this;
  13774. }
  13775. /**
  13776. * Deletes the attribute for the given name.
  13777. *
  13778. * @param {string} name - The attribute name to delete.
  13779. * @return {BufferGeometry} A reference to this instance.
  13780. */
  13781. deleteAttribute( name ) {
  13782. delete this.attributes[ name ];
  13783. return this;
  13784. }
  13785. /**
  13786. * Returns `true` if this geometry has an attribute for the given name.
  13787. *
  13788. * @param {string} name - The attribute name.
  13789. * @return {boolean} Whether this geometry has an attribute for the given name or not.
  13790. */
  13791. hasAttribute( name ) {
  13792. return this.attributes[ name ] !== undefined;
  13793. }
  13794. /**
  13795. * Adds a group to this geometry.
  13796. *
  13797. * @param {number} start - The first element in this draw call. That is the first
  13798. * vertex for non-indexed geometry, otherwise the first triangle index.
  13799. * @param {number} count - Specifies how many vertices (or indices) are part of this group.
  13800. * @param {number} [materialIndex=0] - The material array index to use.
  13801. */
  13802. addGroup( start, count, materialIndex = 0 ) {
  13803. this.groups.push( {
  13804. start: start,
  13805. count: count,
  13806. materialIndex: materialIndex
  13807. } );
  13808. }
  13809. /**
  13810. * Clears all groups.
  13811. */
  13812. clearGroups() {
  13813. this.groups = [];
  13814. }
  13815. /**
  13816. * Sets the draw range for this geometry.
  13817. *
  13818. * @param {number} start - The first vertex for non-indexed geometry, otherwise the first triangle index.
  13819. * @param {number} count - For non-indexed BufferGeometry, `count` is the number of vertices to render.
  13820. * For indexed BufferGeometry, `count` is the number of indices to render.
  13821. */
  13822. setDrawRange( start, count ) {
  13823. this.drawRange.start = start;
  13824. this.drawRange.count = count;
  13825. }
  13826. /**
  13827. * Applies the given 4x4 transformation matrix to the geometry.
  13828. *
  13829. * @param {Matrix4} matrix - The matrix to apply.
  13830. * @return {BufferGeometry} A reference to this instance.
  13831. */
  13832. applyMatrix4( matrix ) {
  13833. const position = this.attributes.position;
  13834. if ( position !== undefined ) {
  13835. position.applyMatrix4( matrix );
  13836. position.needsUpdate = true;
  13837. }
  13838. const normal = this.attributes.normal;
  13839. if ( normal !== undefined ) {
  13840. const normalMatrix = new Matrix3().getNormalMatrix( matrix );
  13841. normal.applyNormalMatrix( normalMatrix );
  13842. normal.needsUpdate = true;
  13843. }
  13844. const tangent = this.attributes.tangent;
  13845. if ( tangent !== undefined ) {
  13846. tangent.transformDirection( matrix );
  13847. tangent.needsUpdate = true;
  13848. }
  13849. if ( this.boundingBox !== null ) {
  13850. this.computeBoundingBox();
  13851. }
  13852. if ( this.boundingSphere !== null ) {
  13853. this.computeBoundingSphere();
  13854. }
  13855. return this;
  13856. }
  13857. /**
  13858. * Applies the rotation represented by the Quaternion to the geometry.
  13859. *
  13860. * @param {Quaternion} q - The Quaternion to apply.
  13861. * @return {BufferGeometry} A reference to this instance.
  13862. */
  13863. applyQuaternion( q ) {
  13864. _m1.makeRotationFromQuaternion( q );
  13865. this.applyMatrix4( _m1 );
  13866. return this;
  13867. }
  13868. /**
  13869. * Rotates the geometry about the X axis. This is typically done as a one time
  13870. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  13871. * real-time mesh rotation.
  13872. *
  13873. * @param {number} angle - The angle in radians.
  13874. * @return {BufferGeometry} A reference to this instance.
  13875. */
  13876. rotateX( angle ) {
  13877. // rotate geometry around world x-axis
  13878. _m1.makeRotationX( angle );
  13879. this.applyMatrix4( _m1 );
  13880. return this;
  13881. }
  13882. /**
  13883. * Rotates the geometry about the Y axis. This is typically done as a one time
  13884. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  13885. * real-time mesh rotation.
  13886. *
  13887. * @param {number} angle - The angle in radians.
  13888. * @return {BufferGeometry} A reference to this instance.
  13889. */
  13890. rotateY( angle ) {
  13891. // rotate geometry around world y-axis
  13892. _m1.makeRotationY( angle );
  13893. this.applyMatrix4( _m1 );
  13894. return this;
  13895. }
  13896. /**
  13897. * Rotates the geometry about the Z axis. This is typically done as a one time
  13898. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  13899. * real-time mesh rotation.
  13900. *
  13901. * @param {number} angle - The angle in radians.
  13902. * @return {BufferGeometry} A reference to this instance.
  13903. */
  13904. rotateZ( angle ) {
  13905. // rotate geometry around world z-axis
  13906. _m1.makeRotationZ( angle );
  13907. this.applyMatrix4( _m1 );
  13908. return this;
  13909. }
  13910. /**
  13911. * Translates the geometry. This is typically done as a one time
  13912. * operation, and not during a loop. Use {@link Object3D#position} for typical
  13913. * real-time mesh rotation.
  13914. *
  13915. * @param {number} x - The x offset.
  13916. * @param {number} y - The y offset.
  13917. * @param {number} z - The z offset.
  13918. * @return {BufferGeometry} A reference to this instance.
  13919. */
  13920. translate( x, y, z ) {
  13921. // translate geometry
  13922. _m1.makeTranslation( x, y, z );
  13923. this.applyMatrix4( _m1 );
  13924. return this;
  13925. }
  13926. /**
  13927. * Scales the geometry. This is typically done as a one time
  13928. * operation, and not during a loop. Use {@link Object3D#scale} for typical
  13929. * real-time mesh rotation.
  13930. *
  13931. * @param {number} x - The x scale.
  13932. * @param {number} y - The y scale.
  13933. * @param {number} z - The z scale.
  13934. * @return {BufferGeometry} A reference to this instance.
  13935. */
  13936. scale( x, y, z ) {
  13937. // scale geometry
  13938. _m1.makeScale( x, y, z );
  13939. this.applyMatrix4( _m1 );
  13940. return this;
  13941. }
  13942. /**
  13943. * Rotates the geometry to face a point in 3D space. This is typically done as a one time
  13944. * operation, and not during a loop. Use {@link Object3D#lookAt} for typical
  13945. * real-time mesh rotation.
  13946. *
  13947. * @param {Vector3} vector - The target point.
  13948. * @return {BufferGeometry} A reference to this instance.
  13949. */
  13950. lookAt( vector ) {
  13951. _obj.lookAt( vector );
  13952. _obj.updateMatrix();
  13953. this.applyMatrix4( _obj.matrix );
  13954. return this;
  13955. }
  13956. /**
  13957. * Center the geometry based on its bounding box.
  13958. *
  13959. * @return {BufferGeometry} A reference to this instance.
  13960. */
  13961. center() {
  13962. this.computeBoundingBox();
  13963. this.boundingBox.getCenter( _offset ).negate();
  13964. this.translate( _offset.x, _offset.y, _offset.z );
  13965. return this;
  13966. }
  13967. /**
  13968. * Defines a geometry by creating a `position` attribute based on the given array of points. The array
  13969. * can hold 2D or 3D vectors. When using two-dimensional data, the `z` coordinate for all vertices is
  13970. * set to `0`.
  13971. *
  13972. * If the method is used with an existing `position` attribute, the vertex data are overwritten with the
  13973. * data from the array. The length of the array must match the vertex count.
  13974. *
  13975. * @param {Array<Vector2>|Array<Vector3>} points - The points.
  13976. * @return {BufferGeometry} A reference to this instance.
  13977. */
  13978. setFromPoints( points ) {
  13979. const positionAttribute = this.getAttribute( 'position' );
  13980. if ( positionAttribute === undefined ) {
  13981. const position = [];
  13982. for ( let i = 0, l = points.length; i < l; i ++ ) {
  13983. const point = points[ i ];
  13984. position.push( point.x, point.y, point.z || 0 );
  13985. }
  13986. this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  13987. } else {
  13988. const l = Math.min( points.length, positionAttribute.count ); // make sure data do not exceed buffer size
  13989. for ( let i = 0; i < l; i ++ ) {
  13990. const point = points[ i ];
  13991. positionAttribute.setXYZ( i, point.x, point.y, point.z || 0 );
  13992. }
  13993. if ( points.length > positionAttribute.count ) {
  13994. warn( 'BufferGeometry: Buffer size too small for points data. Use .dispose() and create a new geometry.' );
  13995. }
  13996. positionAttribute.needsUpdate = true;
  13997. }
  13998. return this;
  13999. }
  14000. /**
  14001. * Computes the bounding box of the geometry, and updates the `boundingBox` member.
  14002. * The bounding box is not computed by the engine; it must be computed by your app.
  14003. * You may need to recompute the bounding box if the geometry vertices are modified.
  14004. */
  14005. computeBoundingBox() {
  14006. if ( this.boundingBox === null ) {
  14007. this.boundingBox = new Box3();
  14008. }
  14009. const position = this.attributes.position;
  14010. const morphAttributesPosition = this.morphAttributes.position;
  14011. if ( position && position.isGLBufferAttribute ) {
  14012. error( 'BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box.', this );
  14013. this.boundingBox.set(
  14014. new Vector3( - Infinity, - Infinity, - Infinity ),
  14015. new Vector3( + Infinity, + Infinity, + Infinity )
  14016. );
  14017. return;
  14018. }
  14019. if ( position !== undefined ) {
  14020. this.boundingBox.setFromBufferAttribute( position );
  14021. // process morph attributes if present
  14022. if ( morphAttributesPosition ) {
  14023. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14024. const morphAttribute = morphAttributesPosition[ i ];
  14025. _box$2.setFromBufferAttribute( morphAttribute );
  14026. if ( this.morphTargetsRelative ) {
  14027. _vector$9.addVectors( this.boundingBox.min, _box$2.min );
  14028. this.boundingBox.expandByPoint( _vector$9 );
  14029. _vector$9.addVectors( this.boundingBox.max, _box$2.max );
  14030. this.boundingBox.expandByPoint( _vector$9 );
  14031. } else {
  14032. this.boundingBox.expandByPoint( _box$2.min );
  14033. this.boundingBox.expandByPoint( _box$2.max );
  14034. }
  14035. }
  14036. }
  14037. } else {
  14038. this.boundingBox.makeEmpty();
  14039. }
  14040. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  14041. error( 'BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  14042. }
  14043. }
  14044. /**
  14045. * Computes the bounding sphere of the geometry, and updates the `boundingSphere` member.
  14046. * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.
  14047. * You may need to recompute the bounding sphere if the geometry vertices are modified.
  14048. */
  14049. computeBoundingSphere() {
  14050. if ( this.boundingSphere === null ) {
  14051. this.boundingSphere = new Sphere();
  14052. }
  14053. const position = this.attributes.position;
  14054. const morphAttributesPosition = this.morphAttributes.position;
  14055. if ( position && position.isGLBufferAttribute ) {
  14056. error( 'BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere.', this );
  14057. this.boundingSphere.set( new Vector3(), Infinity );
  14058. return;
  14059. }
  14060. if ( position ) {
  14061. // first, find the center of the bounding sphere
  14062. const center = this.boundingSphere.center;
  14063. _box$2.setFromBufferAttribute( position );
  14064. // process morph attributes if present
  14065. if ( morphAttributesPosition ) {
  14066. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14067. const morphAttribute = morphAttributesPosition[ i ];
  14068. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  14069. if ( this.morphTargetsRelative ) {
  14070. _vector$9.addVectors( _box$2.min, _boxMorphTargets.min );
  14071. _box$2.expandByPoint( _vector$9 );
  14072. _vector$9.addVectors( _box$2.max, _boxMorphTargets.max );
  14073. _box$2.expandByPoint( _vector$9 );
  14074. } else {
  14075. _box$2.expandByPoint( _boxMorphTargets.min );
  14076. _box$2.expandByPoint( _boxMorphTargets.max );
  14077. }
  14078. }
  14079. }
  14080. _box$2.getCenter( center );
  14081. // second, try to find a boundingSphere with a radius smaller than the
  14082. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  14083. let maxRadiusSq = 0;
  14084. for ( let i = 0, il = position.count; i < il; i ++ ) {
  14085. _vector$9.fromBufferAttribute( position, i );
  14086. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$9 ) );
  14087. }
  14088. // process morph attributes if present
  14089. if ( morphAttributesPosition ) {
  14090. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14091. const morphAttribute = morphAttributesPosition[ i ];
  14092. const morphTargetsRelative = this.morphTargetsRelative;
  14093. for ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  14094. _vector$9.fromBufferAttribute( morphAttribute, j );
  14095. if ( morphTargetsRelative ) {
  14096. _offset.fromBufferAttribute( position, j );
  14097. _vector$9.add( _offset );
  14098. }
  14099. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$9 ) );
  14100. }
  14101. }
  14102. }
  14103. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  14104. if ( isNaN( this.boundingSphere.radius ) ) {
  14105. error( 'BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  14106. }
  14107. }
  14108. }
  14109. /**
  14110. * Calculates and adds a tangent attribute to this geometry.
  14111. *
  14112. * The computation is only supported for indexed geometries and if position, normal, and uv attributes
  14113. * are defined. When using a tangent space normal map, prefer the MikkTSpace algorithm provided by
  14114. * {@link BufferGeometryUtils#computeMikkTSpaceTangents} instead.
  14115. */
  14116. computeTangents() {
  14117. const index = this.index;
  14118. const attributes = this.attributes;
  14119. // based on http://www.terathon.com/code/tangent.html
  14120. // (per vertex tangents)
  14121. if ( index === null ||
  14122. attributes.position === undefined ||
  14123. attributes.normal === undefined ||
  14124. attributes.uv === undefined ) {
  14125. error( 'BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' );
  14126. return;
  14127. }
  14128. const positionAttribute = attributes.position;
  14129. const normalAttribute = attributes.normal;
  14130. const uvAttribute = attributes.uv;
  14131. if ( this.hasAttribute( 'tangent' ) === false ) {
  14132. this.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * positionAttribute.count ), 4 ) );
  14133. }
  14134. const tangentAttribute = this.getAttribute( 'tangent' );
  14135. const tan1 = [], tan2 = [];
  14136. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  14137. tan1[ i ] = new Vector3();
  14138. tan2[ i ] = new Vector3();
  14139. }
  14140. const vA = new Vector3(),
  14141. vB = new Vector3(),
  14142. vC = new Vector3(),
  14143. uvA = new Vector2(),
  14144. uvB = new Vector2(),
  14145. uvC = new Vector2(),
  14146. sdir = new Vector3(),
  14147. tdir = new Vector3();
  14148. function handleTriangle( a, b, c ) {
  14149. vA.fromBufferAttribute( positionAttribute, a );
  14150. vB.fromBufferAttribute( positionAttribute, b );
  14151. vC.fromBufferAttribute( positionAttribute, c );
  14152. uvA.fromBufferAttribute( uvAttribute, a );
  14153. uvB.fromBufferAttribute( uvAttribute, b );
  14154. uvC.fromBufferAttribute( uvAttribute, c );
  14155. vB.sub( vA );
  14156. vC.sub( vA );
  14157. uvB.sub( uvA );
  14158. uvC.sub( uvA );
  14159. const r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y );
  14160. // silently ignore degenerate uv triangles having coincident or colinear vertices
  14161. if ( ! isFinite( r ) ) return;
  14162. sdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r );
  14163. tdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r );
  14164. tan1[ a ].add( sdir );
  14165. tan1[ b ].add( sdir );
  14166. tan1[ c ].add( sdir );
  14167. tan2[ a ].add( tdir );
  14168. tan2[ b ].add( tdir );
  14169. tan2[ c ].add( tdir );
  14170. }
  14171. let groups = this.groups;
  14172. if ( groups.length === 0 ) {
  14173. groups = [ {
  14174. start: 0,
  14175. count: index.count
  14176. } ];
  14177. }
  14178. for ( let i = 0, il = groups.length; i < il; ++ i ) {
  14179. const group = groups[ i ];
  14180. const start = group.start;
  14181. const count = group.count;
  14182. for ( let j = start, jl = start + count; j < jl; j += 3 ) {
  14183. handleTriangle(
  14184. index.getX( j + 0 ),
  14185. index.getX( j + 1 ),
  14186. index.getX( j + 2 )
  14187. );
  14188. }
  14189. }
  14190. const tmp = new Vector3(), tmp2 = new Vector3();
  14191. const n = new Vector3(), n2 = new Vector3();
  14192. function handleVertex( v ) {
  14193. n.fromBufferAttribute( normalAttribute, v );
  14194. n2.copy( n );
  14195. const t = tan1[ v ];
  14196. // Gram-Schmidt orthogonalize
  14197. tmp.copy( t );
  14198. tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
  14199. // Calculate handedness
  14200. tmp2.crossVectors( n2, t );
  14201. const test = tmp2.dot( tan2[ v ] );
  14202. const w = ( test < 0.0 ) ? -1 : 1.0;
  14203. tangentAttribute.setXYZW( v, tmp.x, tmp.y, tmp.z, w );
  14204. }
  14205. for ( let i = 0, il = groups.length; i < il; ++ i ) {
  14206. const group = groups[ i ];
  14207. const start = group.start;
  14208. const count = group.count;
  14209. for ( let j = start, jl = start + count; j < jl; j += 3 ) {
  14210. handleVertex( index.getX( j + 0 ) );
  14211. handleVertex( index.getX( j + 1 ) );
  14212. handleVertex( index.getX( j + 2 ) );
  14213. }
  14214. }
  14215. }
  14216. /**
  14217. * Computes vertex normals for the given vertex data. For indexed geometries, the method sets
  14218. * each vertex normal to be the average of the face normals of the faces that share that vertex.
  14219. * For non-indexed geometries, vertices are not shared, and the method sets each vertex normal
  14220. * to be the same as the face normal.
  14221. */
  14222. computeVertexNormals() {
  14223. const index = this.index;
  14224. const positionAttribute = this.getAttribute( 'position' );
  14225. if ( positionAttribute !== undefined ) {
  14226. let normalAttribute = this.getAttribute( 'normal' );
  14227. if ( normalAttribute === undefined ) {
  14228. normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );
  14229. this.setAttribute( 'normal', normalAttribute );
  14230. } else {
  14231. // reset existing normals to zero
  14232. for ( let i = 0, il = normalAttribute.count; i < il; i ++ ) {
  14233. normalAttribute.setXYZ( i, 0, 0, 0 );
  14234. }
  14235. }
  14236. const pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  14237. const nA = new Vector3(), nB = new Vector3(), nC = new Vector3();
  14238. const cb = new Vector3(), ab = new Vector3();
  14239. // indexed elements
  14240. if ( index ) {
  14241. for ( let i = 0, il = index.count; i < il; i += 3 ) {
  14242. const vA = index.getX( i + 0 );
  14243. const vB = index.getX( i + 1 );
  14244. const vC = index.getX( i + 2 );
  14245. pA.fromBufferAttribute( positionAttribute, vA );
  14246. pB.fromBufferAttribute( positionAttribute, vB );
  14247. pC.fromBufferAttribute( positionAttribute, vC );
  14248. cb.subVectors( pC, pB );
  14249. ab.subVectors( pA, pB );
  14250. cb.cross( ab );
  14251. nA.fromBufferAttribute( normalAttribute, vA );
  14252. nB.fromBufferAttribute( normalAttribute, vB );
  14253. nC.fromBufferAttribute( normalAttribute, vC );
  14254. nA.add( cb );
  14255. nB.add( cb );
  14256. nC.add( cb );
  14257. normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );
  14258. normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );
  14259. normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );
  14260. }
  14261. } else {
  14262. // non-indexed elements (unconnected triangle soup)
  14263. for ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) {
  14264. pA.fromBufferAttribute( positionAttribute, i + 0 );
  14265. pB.fromBufferAttribute( positionAttribute, i + 1 );
  14266. pC.fromBufferAttribute( positionAttribute, i + 2 );
  14267. cb.subVectors( pC, pB );
  14268. ab.subVectors( pA, pB );
  14269. cb.cross( ab );
  14270. normalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z );
  14271. normalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z );
  14272. normalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z );
  14273. }
  14274. }
  14275. this.normalizeNormals();
  14276. normalAttribute.needsUpdate = true;
  14277. }
  14278. }
  14279. /**
  14280. * Ensures every normal vector in a geometry will have a magnitude of `1`. This will
  14281. * correct lighting on the geometry surfaces.
  14282. */
  14283. normalizeNormals() {
  14284. const normals = this.attributes.normal;
  14285. for ( let i = 0, il = normals.count; i < il; i ++ ) {
  14286. _vector$9.fromBufferAttribute( normals, i );
  14287. _vector$9.normalize();
  14288. normals.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  14289. }
  14290. }
  14291. /**
  14292. * Return a new non-index version of this indexed geometry. If the geometry
  14293. * is already non-indexed, the method is a NOOP.
  14294. *
  14295. * @return {BufferGeometry} The non-indexed version of this indexed geometry.
  14296. */
  14297. toNonIndexed() {
  14298. function convertBufferAttribute( attribute, indices ) {
  14299. const array = attribute.array;
  14300. const itemSize = attribute.itemSize;
  14301. const normalized = attribute.normalized;
  14302. const array2 = new array.constructor( indices.length * itemSize );
  14303. let index = 0, index2 = 0;
  14304. for ( let i = 0, l = indices.length; i < l; i ++ ) {
  14305. if ( attribute.isInterleavedBufferAttribute ) {
  14306. index = indices[ i ] * attribute.data.stride + attribute.offset;
  14307. } else {
  14308. index = indices[ i ] * itemSize;
  14309. }
  14310. for ( let j = 0; j < itemSize; j ++ ) {
  14311. array2[ index2 ++ ] = array[ index ++ ];
  14312. }
  14313. }
  14314. return new BufferAttribute( array2, itemSize, normalized );
  14315. }
  14316. //
  14317. if ( this.index === null ) {
  14318. warn( 'BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' );
  14319. return this;
  14320. }
  14321. const geometry2 = new BufferGeometry();
  14322. const indices = this.index.array;
  14323. const attributes = this.attributes;
  14324. // attributes
  14325. for ( const name in attributes ) {
  14326. const attribute = attributes[ name ];
  14327. const newAttribute = convertBufferAttribute( attribute, indices );
  14328. geometry2.setAttribute( name, newAttribute );
  14329. }
  14330. // morph attributes
  14331. const morphAttributes = this.morphAttributes;
  14332. for ( const name in morphAttributes ) {
  14333. const morphArray = [];
  14334. const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  14335. for ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {
  14336. const attribute = morphAttribute[ i ];
  14337. const newAttribute = convertBufferAttribute( attribute, indices );
  14338. morphArray.push( newAttribute );
  14339. }
  14340. geometry2.morphAttributes[ name ] = morphArray;
  14341. }
  14342. geometry2.morphTargetsRelative = this.morphTargetsRelative;
  14343. // groups
  14344. const groups = this.groups;
  14345. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  14346. const group = groups[ i ];
  14347. geometry2.addGroup( group.start, group.count, group.materialIndex );
  14348. }
  14349. return geometry2;
  14350. }
  14351. /**
  14352. * Serializes the geometry into JSON.
  14353. *
  14354. * @return {Object} A JSON object representing the serialized geometry.
  14355. */
  14356. toJSON() {
  14357. const data = {
  14358. metadata: {
  14359. version: 4.7,
  14360. type: 'BufferGeometry',
  14361. generator: 'BufferGeometry.toJSON'
  14362. }
  14363. };
  14364. // standard BufferGeometry serialization
  14365. data.uuid = this.uuid;
  14366. data.type = this.type;
  14367. if ( this.name !== '' ) data.name = this.name;
  14368. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  14369. if ( this.parameters !== undefined ) {
  14370. const parameters = this.parameters;
  14371. for ( const key in parameters ) {
  14372. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  14373. }
  14374. return data;
  14375. }
  14376. // for simplicity the code assumes attributes are not shared across geometries, see #15811
  14377. data.data = { attributes: {} };
  14378. const index = this.index;
  14379. if ( index !== null ) {
  14380. data.data.index = {
  14381. type: index.array.constructor.name,
  14382. array: Array.prototype.slice.call( index.array )
  14383. };
  14384. }
  14385. const attributes = this.attributes;
  14386. for ( const key in attributes ) {
  14387. const attribute = attributes[ key ];
  14388. data.data.attributes[ key ] = attribute.toJSON( data.data );
  14389. }
  14390. const morphAttributes = {};
  14391. let hasMorphAttributes = false;
  14392. for ( const key in this.morphAttributes ) {
  14393. const attributeArray = this.morphAttributes[ key ];
  14394. const array = [];
  14395. for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
  14396. const attribute = attributeArray[ i ];
  14397. array.push( attribute.toJSON( data.data ) );
  14398. }
  14399. if ( array.length > 0 ) {
  14400. morphAttributes[ key ] = array;
  14401. hasMorphAttributes = true;
  14402. }
  14403. }
  14404. if ( hasMorphAttributes ) {
  14405. data.data.morphAttributes = morphAttributes;
  14406. data.data.morphTargetsRelative = this.morphTargetsRelative;
  14407. }
  14408. const groups = this.groups;
  14409. if ( groups.length > 0 ) {
  14410. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  14411. }
  14412. const boundingSphere = this.boundingSphere;
  14413. if ( boundingSphere !== null ) {
  14414. data.data.boundingSphere = boundingSphere.toJSON();
  14415. }
  14416. return data;
  14417. }
  14418. /**
  14419. * Returns a new geometry with copied values from this instance.
  14420. *
  14421. * @return {BufferGeometry} A clone of this instance.
  14422. */
  14423. clone() {
  14424. return new this.constructor().copy( this );
  14425. }
  14426. /**
  14427. * Copies the values of the given geometry to this instance.
  14428. *
  14429. * @param {BufferGeometry} source - The geometry to copy.
  14430. * @return {BufferGeometry} A reference to this instance.
  14431. */
  14432. copy( source ) {
  14433. // reset
  14434. this.index = null;
  14435. this.attributes = {};
  14436. this.morphAttributes = {};
  14437. this.groups = [];
  14438. this.boundingBox = null;
  14439. this.boundingSphere = null;
  14440. // used for storing cloned, shared data
  14441. const data = {};
  14442. // name
  14443. this.name = source.name;
  14444. // index
  14445. const index = source.index;
  14446. if ( index !== null ) {
  14447. this.setIndex( index.clone() );
  14448. }
  14449. // attributes
  14450. const attributes = source.attributes;
  14451. for ( const name in attributes ) {
  14452. const attribute = attributes[ name ];
  14453. this.setAttribute( name, attribute.clone( data ) );
  14454. }
  14455. // morph attributes
  14456. const morphAttributes = source.morphAttributes;
  14457. for ( const name in morphAttributes ) {
  14458. const array = [];
  14459. const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  14460. for ( let i = 0, l = morphAttribute.length; i < l; i ++ ) {
  14461. array.push( morphAttribute[ i ].clone( data ) );
  14462. }
  14463. this.morphAttributes[ name ] = array;
  14464. }
  14465. this.morphTargetsRelative = source.morphTargetsRelative;
  14466. // groups
  14467. const groups = source.groups;
  14468. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  14469. const group = groups[ i ];
  14470. this.addGroup( group.start, group.count, group.materialIndex );
  14471. }
  14472. // bounding box
  14473. const boundingBox = source.boundingBox;
  14474. if ( boundingBox !== null ) {
  14475. this.boundingBox = boundingBox.clone();
  14476. }
  14477. // bounding sphere
  14478. const boundingSphere = source.boundingSphere;
  14479. if ( boundingSphere !== null ) {
  14480. this.boundingSphere = boundingSphere.clone();
  14481. }
  14482. // draw range
  14483. this.drawRange.start = source.drawRange.start;
  14484. this.drawRange.count = source.drawRange.count;
  14485. // user data
  14486. this.userData = source.userData;
  14487. return this;
  14488. }
  14489. /**
  14490. * Frees the GPU-related resources allocated by this instance. Call this
  14491. * method whenever this instance is no longer used in your app.
  14492. *
  14493. * @fires BufferGeometry#dispose
  14494. */
  14495. dispose() {
  14496. this.dispatchEvent( { type: 'dispose' } );
  14497. }
  14498. }
  14499. /**
  14500. * "Interleaved" means that multiple attributes, possibly of different types,
  14501. * (e.g., position, normal, uv, color) are packed into a single array buffer.
  14502. *
  14503. * An introduction into interleaved arrays can be found here: [Interleaved array basics](https://blog.tojicode.com/2011/05/interleaved-array-basics.html)
  14504. */
  14505. class InterleavedBuffer {
  14506. /**
  14507. * Constructs a new interleaved buffer.
  14508. *
  14509. * @param {TypedArray} array - A typed array with a shared buffer storing attribute data.
  14510. * @param {number} stride - The number of typed-array elements per vertex.
  14511. */
  14512. constructor( array, stride ) {
  14513. /**
  14514. * This flag can be used for type testing.
  14515. *
  14516. * @type {boolean}
  14517. * @readonly
  14518. * @default true
  14519. */
  14520. this.isInterleavedBuffer = true;
  14521. /**
  14522. * A typed array with a shared buffer storing attribute data.
  14523. *
  14524. * @type {TypedArray}
  14525. */
  14526. this.array = array;
  14527. /**
  14528. * The number of typed-array elements per vertex.
  14529. *
  14530. * @type {number}
  14531. */
  14532. this.stride = stride;
  14533. /**
  14534. * The total number of elements in the array
  14535. *
  14536. * @type {number}
  14537. * @readonly
  14538. */
  14539. this.count = array !== undefined ? array.length / stride : 0;
  14540. /**
  14541. * Defines the intended usage pattern of the data store for optimization purposes.
  14542. *
  14543. * Note: After the initial use of a buffer, its usage cannot be changed. Instead,
  14544. * instantiate a new one and set the desired usage before the next render.
  14545. *
  14546. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  14547. * @default StaticDrawUsage
  14548. */
  14549. this.usage = StaticDrawUsage;
  14550. /**
  14551. * This can be used to only update some components of stored vectors (for example, just the
  14552. * component related to color). Use the `addUpdateRange()` function to add ranges to this array.
  14553. *
  14554. * @type {Array<Object>}
  14555. */
  14556. this.updateRanges = [];
  14557. /**
  14558. * A version number, incremented every time the `needsUpdate` is set to `true`.
  14559. *
  14560. * @type {number}
  14561. */
  14562. this.version = 0;
  14563. /**
  14564. * The UUID of the interleaved buffer.
  14565. *
  14566. * @type {string}
  14567. * @readonly
  14568. */
  14569. this.uuid = generateUUID();
  14570. }
  14571. /**
  14572. * A callback function that is executed after the renderer has transferred the attribute array
  14573. * data to the GPU.
  14574. */
  14575. onUploadCallback() {}
  14576. /**
  14577. * Flag to indicate that this attribute has changed and should be re-sent to
  14578. * the GPU. Set this to `true` when you modify the value of the array.
  14579. *
  14580. * @type {number}
  14581. * @default false
  14582. * @param {boolean} value
  14583. */
  14584. set needsUpdate( value ) {
  14585. if ( value === true ) this.version ++;
  14586. }
  14587. /**
  14588. * Sets the usage of this interleaved buffer.
  14589. *
  14590. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  14591. * @return {InterleavedBuffer} A reference to this interleaved buffer.
  14592. */
  14593. setUsage( value ) {
  14594. this.usage = value;
  14595. return this;
  14596. }
  14597. /**
  14598. * Adds a range of data in the data array to be updated on the GPU.
  14599. *
  14600. * @param {number} start - Position at which to start update.
  14601. * @param {number} count - The number of components to update.
  14602. */
  14603. addUpdateRange( start, count ) {
  14604. this.updateRanges.push( { start, count } );
  14605. }
  14606. /**
  14607. * Clears the update ranges.
  14608. */
  14609. clearUpdateRanges() {
  14610. this.updateRanges.length = 0;
  14611. }
  14612. /**
  14613. * Copies the values of the given interleaved buffer to this instance.
  14614. *
  14615. * @param {InterleavedBuffer} source - The interleaved buffer to copy.
  14616. * @return {InterleavedBuffer} A reference to this instance.
  14617. */
  14618. copy( source ) {
  14619. this.array = new source.array.constructor( source.array );
  14620. this.count = source.count;
  14621. this.stride = source.stride;
  14622. this.usage = source.usage;
  14623. return this;
  14624. }
  14625. /**
  14626. * Copies a vector from the given interleaved buffer to this one. The start
  14627. * and destination position in the attribute buffers are represented by the
  14628. * given indices.
  14629. *
  14630. * @param {number} index1 - The destination index into this interleaved buffer.
  14631. * @param {InterleavedBuffer} interleavedBuffer - The interleaved buffer to copy from.
  14632. * @param {number} index2 - The source index into the given interleaved buffer.
  14633. * @return {InterleavedBuffer} A reference to this instance.
  14634. */
  14635. copyAt( index1, interleavedBuffer, index2 ) {
  14636. index1 *= this.stride;
  14637. index2 *= interleavedBuffer.stride;
  14638. for ( let i = 0, l = this.stride; i < l; i ++ ) {
  14639. this.array[ index1 + i ] = interleavedBuffer.array[ index2 + i ];
  14640. }
  14641. return this;
  14642. }
  14643. /**
  14644. * Sets the given array data in the interleaved buffer.
  14645. *
  14646. * @param {(TypedArray|Array)} value - The array data to set.
  14647. * @param {number} [offset=0] - The offset in this interleaved buffer's array.
  14648. * @return {InterleavedBuffer} A reference to this instance.
  14649. */
  14650. set( value, offset = 0 ) {
  14651. this.array.set( value, offset );
  14652. return this;
  14653. }
  14654. /**
  14655. * Returns a new interleaved buffer with copied values from this instance.
  14656. *
  14657. * @param {Object} [data] - An object with shared array buffers that allows to retain shared structures.
  14658. * @return {InterleavedBuffer} A clone of this instance.
  14659. */
  14660. clone( data ) {
  14661. if ( data.arrayBuffers === undefined ) {
  14662. data.arrayBuffers = {};
  14663. }
  14664. if ( this.array.buffer._uuid === undefined ) {
  14665. this.array.buffer._uuid = generateUUID();
  14666. }
  14667. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  14668. data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;
  14669. }
  14670. const array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );
  14671. const ib = new this.constructor( array, this.stride );
  14672. ib.setUsage( this.usage );
  14673. return ib;
  14674. }
  14675. /**
  14676. * Sets the given callback function that is executed after the Renderer has transferred
  14677. * the array data to the GPU. Can be used to perform clean-up operations after
  14678. * the upload when data are not needed anymore on the CPU side.
  14679. *
  14680. * @param {Function} callback - The `onUpload()` callback.
  14681. * @return {InterleavedBuffer} A reference to this instance.
  14682. */
  14683. onUpload( callback ) {
  14684. this.onUploadCallback = callback;
  14685. return this;
  14686. }
  14687. /**
  14688. * Serializes the interleaved buffer into JSON.
  14689. *
  14690. * @param {Object} [data] - An optional value holding meta information about the serialization.
  14691. * @return {Object} A JSON object representing the serialized interleaved buffer.
  14692. */
  14693. toJSON( data ) {
  14694. if ( data.arrayBuffers === undefined ) {
  14695. data.arrayBuffers = {};
  14696. }
  14697. // generate UUID for array buffer if necessary
  14698. if ( this.array.buffer._uuid === undefined ) {
  14699. this.array.buffer._uuid = generateUUID();
  14700. }
  14701. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  14702. data.arrayBuffers[ this.array.buffer._uuid ] = Array.from( new Uint32Array( this.array.buffer ) );
  14703. }
  14704. //
  14705. return {
  14706. uuid: this.uuid,
  14707. buffer: this.array.buffer._uuid,
  14708. type: this.array.constructor.name,
  14709. stride: this.stride
  14710. };
  14711. }
  14712. }
  14713. const _vector$8 = /*@__PURE__*/ new Vector3();
  14714. /**
  14715. * An alternative version of a buffer attribute with interleaved data. Interleaved
  14716. * attributes share a common interleaved data storage ({@link InterleavedBuffer}) and refer with
  14717. * different offsets into the buffer.
  14718. */
  14719. class InterleavedBufferAttribute {
  14720. /**
  14721. * Constructs a new interleaved buffer attribute.
  14722. *
  14723. * @param {InterleavedBuffer} interleavedBuffer - The buffer holding the interleaved data.
  14724. * @param {number} itemSize - The item size.
  14725. * @param {number} offset - The attribute offset into the buffer.
  14726. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14727. */
  14728. constructor( interleavedBuffer, itemSize, offset, normalized = false ) {
  14729. /**
  14730. * This flag can be used for type testing.
  14731. *
  14732. * @type {boolean}
  14733. * @readonly
  14734. * @default true
  14735. */
  14736. this.isInterleavedBufferAttribute = true;
  14737. /**
  14738. * The name of the buffer attribute.
  14739. *
  14740. * @type {string}
  14741. */
  14742. this.name = '';
  14743. /**
  14744. * The buffer holding the interleaved data.
  14745. *
  14746. * @type {InterleavedBuffer}
  14747. */
  14748. this.data = interleavedBuffer;
  14749. /**
  14750. * The item size, see {@link BufferAttribute#itemSize}.
  14751. *
  14752. * @type {number}
  14753. */
  14754. this.itemSize = itemSize;
  14755. /**
  14756. * The attribute offset into the buffer.
  14757. *
  14758. * @type {number}
  14759. */
  14760. this.offset = offset;
  14761. /**
  14762. * Whether the data are normalized or not, see {@link BufferAttribute#normalized}
  14763. *
  14764. * @type {InterleavedBuffer}
  14765. */
  14766. this.normalized = normalized;
  14767. }
  14768. /**
  14769. * The item count of this buffer attribute.
  14770. *
  14771. * @type {number}
  14772. * @readonly
  14773. */
  14774. get count() {
  14775. return this.data.count;
  14776. }
  14777. /**
  14778. * The array holding the interleaved buffer attribute data.
  14779. *
  14780. * @type {TypedArray}
  14781. */
  14782. get array() {
  14783. return this.data.array;
  14784. }
  14785. /**
  14786. * Flag to indicate that this attribute has changed and should be re-sent to
  14787. * the GPU. Set this to `true` when you modify the value of the array.
  14788. *
  14789. * @type {number}
  14790. * @default false
  14791. * @param {boolean} value
  14792. */
  14793. set needsUpdate( value ) {
  14794. this.data.needsUpdate = value;
  14795. }
  14796. /**
  14797. * Applies the given 4x4 matrix to the given attribute. Only works with
  14798. * item size `3`.
  14799. *
  14800. * @param {Matrix4} m - The matrix to apply.
  14801. * @return {InterleavedBufferAttribute} A reference to this instance.
  14802. */
  14803. applyMatrix4( m ) {
  14804. for ( let i = 0, l = this.data.count; i < l; i ++ ) {
  14805. _vector$8.fromBufferAttribute( this, i );
  14806. _vector$8.applyMatrix4( m );
  14807. this.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );
  14808. }
  14809. return this;
  14810. }
  14811. /**
  14812. * Applies the given 3x3 normal matrix to the given attribute. Only works with
  14813. * item size `3`.
  14814. *
  14815. * @param {Matrix3} m - The normal matrix to apply.
  14816. * @return {InterleavedBufferAttribute} A reference to this instance.
  14817. */
  14818. applyNormalMatrix( m ) {
  14819. for ( let i = 0, l = this.count; i < l; i ++ ) {
  14820. _vector$8.fromBufferAttribute( this, i );
  14821. _vector$8.applyNormalMatrix( m );
  14822. this.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );
  14823. }
  14824. return this;
  14825. }
  14826. /**
  14827. * Applies the given 4x4 matrix to the given attribute. Only works with
  14828. * item size `3` and with direction vectors.
  14829. *
  14830. * @param {Matrix4} m - The matrix to apply.
  14831. * @return {InterleavedBufferAttribute} A reference to this instance.
  14832. */
  14833. transformDirection( m ) {
  14834. for ( let i = 0, l = this.count; i < l; i ++ ) {
  14835. _vector$8.fromBufferAttribute( this, i );
  14836. _vector$8.transformDirection( m );
  14837. this.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );
  14838. }
  14839. return this;
  14840. }
  14841. /**
  14842. * Returns the given component of the vector at the given index.
  14843. *
  14844. * @param {number} index - The index into the buffer attribute.
  14845. * @param {number} component - The component index.
  14846. * @return {number} The returned value.
  14847. */
  14848. getComponent( index, component ) {
  14849. let value = this.array[ index * this.data.stride + this.offset + component ];
  14850. if ( this.normalized ) value = denormalize( value, this.array );
  14851. return value;
  14852. }
  14853. /**
  14854. * Sets the given value to the given component of the vector at the given index.
  14855. *
  14856. * @param {number} index - The index into the buffer attribute.
  14857. * @param {number} component - The component index.
  14858. * @param {number} value - The value to set.
  14859. * @return {InterleavedBufferAttribute} A reference to this instance.
  14860. */
  14861. setComponent( index, component, value ) {
  14862. if ( this.normalized ) value = normalize( value, this.array );
  14863. this.data.array[ index * this.data.stride + this.offset + component ] = value;
  14864. return this;
  14865. }
  14866. /**
  14867. * Sets the x component of the vector at the given index.
  14868. *
  14869. * @param {number} index - The index into the buffer attribute.
  14870. * @param {number} x - The value to set.
  14871. * @return {InterleavedBufferAttribute} A reference to this instance.
  14872. */
  14873. setX( index, x ) {
  14874. if ( this.normalized ) x = normalize( x, this.array );
  14875. this.data.array[ index * this.data.stride + this.offset ] = x;
  14876. return this;
  14877. }
  14878. /**
  14879. * Sets the y component of the vector at the given index.
  14880. *
  14881. * @param {number} index - The index into the buffer attribute.
  14882. * @param {number} y - The value to set.
  14883. * @return {InterleavedBufferAttribute} A reference to this instance.
  14884. */
  14885. setY( index, y ) {
  14886. if ( this.normalized ) y = normalize( y, this.array );
  14887. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  14888. return this;
  14889. }
  14890. /**
  14891. * Sets the z component of the vector at the given index.
  14892. *
  14893. * @param {number} index - The index into the buffer attribute.
  14894. * @param {number} z - The value to set.
  14895. * @return {InterleavedBufferAttribute} A reference to this instance.
  14896. */
  14897. setZ( index, z ) {
  14898. if ( this.normalized ) z = normalize( z, this.array );
  14899. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  14900. return this;
  14901. }
  14902. /**
  14903. * Sets the w component of the vector at the given index.
  14904. *
  14905. * @param {number} index - The index into the buffer attribute.
  14906. * @param {number} w - The value to set.
  14907. * @return {InterleavedBufferAttribute} A reference to this instance.
  14908. */
  14909. setW( index, w ) {
  14910. if ( this.normalized ) w = normalize( w, this.array );
  14911. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  14912. return this;
  14913. }
  14914. /**
  14915. * Returns the x component of the vector at the given index.
  14916. *
  14917. * @param {number} index - The index into the buffer attribute.
  14918. * @return {number} The x component.
  14919. */
  14920. getX( index ) {
  14921. let x = this.data.array[ index * this.data.stride + this.offset ];
  14922. if ( this.normalized ) x = denormalize( x, this.array );
  14923. return x;
  14924. }
  14925. /**
  14926. * Returns the y component of the vector at the given index.
  14927. *
  14928. * @param {number} index - The index into the buffer attribute.
  14929. * @return {number} The y component.
  14930. */
  14931. getY( index ) {
  14932. let y = this.data.array[ index * this.data.stride + this.offset + 1 ];
  14933. if ( this.normalized ) y = denormalize( y, this.array );
  14934. return y;
  14935. }
  14936. /**
  14937. * Returns the z component of the vector at the given index.
  14938. *
  14939. * @param {number} index - The index into the buffer attribute.
  14940. * @return {number} The z component.
  14941. */
  14942. getZ( index ) {
  14943. let z = this.data.array[ index * this.data.stride + this.offset + 2 ];
  14944. if ( this.normalized ) z = denormalize( z, this.array );
  14945. return z;
  14946. }
  14947. /**
  14948. * Returns the w component of the vector at the given index.
  14949. *
  14950. * @param {number} index - The index into the buffer attribute.
  14951. * @return {number} The w component.
  14952. */
  14953. getW( index ) {
  14954. let w = this.data.array[ index * this.data.stride + this.offset + 3 ];
  14955. if ( this.normalized ) w = denormalize( w, this.array );
  14956. return w;
  14957. }
  14958. /**
  14959. * Sets the x and y component of the vector at the given index.
  14960. *
  14961. * @param {number} index - The index into the buffer attribute.
  14962. * @param {number} x - The value for the x component to set.
  14963. * @param {number} y - The value for the y component to set.
  14964. * @return {InterleavedBufferAttribute} A reference to this instance.
  14965. */
  14966. setXY( index, x, y ) {
  14967. index = index * this.data.stride + this.offset;
  14968. if ( this.normalized ) {
  14969. x = normalize( x, this.array );
  14970. y = normalize( y, this.array );
  14971. }
  14972. this.data.array[ index + 0 ] = x;
  14973. this.data.array[ index + 1 ] = y;
  14974. return this;
  14975. }
  14976. /**
  14977. * Sets the x, y and z component of the vector at the given index.
  14978. *
  14979. * @param {number} index - The index into the buffer attribute.
  14980. * @param {number} x - The value for the x component to set.
  14981. * @param {number} y - The value for the y component to set.
  14982. * @param {number} z - The value for the z component to set.
  14983. * @return {InterleavedBufferAttribute} A reference to this instance.
  14984. */
  14985. setXYZ( index, x, y, z ) {
  14986. index = index * this.data.stride + this.offset;
  14987. if ( this.normalized ) {
  14988. x = normalize( x, this.array );
  14989. y = normalize( y, this.array );
  14990. z = normalize( z, this.array );
  14991. }
  14992. this.data.array[ index + 0 ] = x;
  14993. this.data.array[ index + 1 ] = y;
  14994. this.data.array[ index + 2 ] = z;
  14995. return this;
  14996. }
  14997. /**
  14998. * Sets the x, y, z and w component of the vector at the given index.
  14999. *
  15000. * @param {number} index - The index into the buffer attribute.
  15001. * @param {number} x - The value for the x component to set.
  15002. * @param {number} y - The value for the y component to set.
  15003. * @param {number} z - The value for the z component to set.
  15004. * @param {number} w - The value for the w component to set.
  15005. * @return {InterleavedBufferAttribute} A reference to this instance.
  15006. */
  15007. setXYZW( index, x, y, z, w ) {
  15008. index = index * this.data.stride + this.offset;
  15009. if ( this.normalized ) {
  15010. x = normalize( x, this.array );
  15011. y = normalize( y, this.array );
  15012. z = normalize( z, this.array );
  15013. w = normalize( w, this.array );
  15014. }
  15015. this.data.array[ index + 0 ] = x;
  15016. this.data.array[ index + 1 ] = y;
  15017. this.data.array[ index + 2 ] = z;
  15018. this.data.array[ index + 3 ] = w;
  15019. return this;
  15020. }
  15021. /**
  15022. * Returns a new buffer attribute with copied values from this instance.
  15023. *
  15024. * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.
  15025. *
  15026. * @param {Object} [data] - An object with interleaved buffers that allows to retain the interleaved property.
  15027. * @return {BufferAttribute|InterleavedBufferAttribute} A clone of this instance.
  15028. */
  15029. clone( data ) {
  15030. if ( data === undefined ) {
  15031. log( 'InterleavedBufferAttribute.clone(): Cloning an interleaved buffer attribute will de-interleave buffer data.' );
  15032. const array = [];
  15033. for ( let i = 0; i < this.count; i ++ ) {
  15034. const index = i * this.data.stride + this.offset;
  15035. for ( let j = 0; j < this.itemSize; j ++ ) {
  15036. array.push( this.data.array[ index + j ] );
  15037. }
  15038. }
  15039. return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );
  15040. } else {
  15041. if ( data.interleavedBuffers === undefined ) {
  15042. data.interleavedBuffers = {};
  15043. }
  15044. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  15045. data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );
  15046. }
  15047. return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );
  15048. }
  15049. }
  15050. /**
  15051. * Serializes the buffer attribute into JSON.
  15052. *
  15053. * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.
  15054. *
  15055. * @param {Object} [data] - An optional value holding meta information about the serialization.
  15056. * @return {Object} A JSON object representing the serialized buffer attribute.
  15057. */
  15058. toJSON( data ) {
  15059. if ( data === undefined ) {
  15060. log( 'InterleavedBufferAttribute.toJSON(): Serializing an interleaved buffer attribute will de-interleave buffer data.' );
  15061. const array = [];
  15062. for ( let i = 0; i < this.count; i ++ ) {
  15063. const index = i * this.data.stride + this.offset;
  15064. for ( let j = 0; j < this.itemSize; j ++ ) {
  15065. array.push( this.data.array[ index + j ] );
  15066. }
  15067. }
  15068. // de-interleave data and save it as an ordinary buffer attribute for now
  15069. return {
  15070. itemSize: this.itemSize,
  15071. type: this.array.constructor.name,
  15072. array: array,
  15073. normalized: this.normalized
  15074. };
  15075. } else {
  15076. // save as true interleaved attribute
  15077. if ( data.interleavedBuffers === undefined ) {
  15078. data.interleavedBuffers = {};
  15079. }
  15080. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  15081. data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );
  15082. }
  15083. return {
  15084. isInterleavedBufferAttribute: true,
  15085. itemSize: this.itemSize,
  15086. data: this.data.uuid,
  15087. offset: this.offset,
  15088. normalized: this.normalized
  15089. };
  15090. }
  15091. }
  15092. }
  15093. let _materialId = 0;
  15094. /**
  15095. * Abstract base class for materials.
  15096. *
  15097. * Materials define the appearance of renderable 3D objects.
  15098. *
  15099. * @abstract
  15100. * @augments EventDispatcher
  15101. */
  15102. class Material extends EventDispatcher {
  15103. /**
  15104. * Constructs a new material.
  15105. */
  15106. constructor() {
  15107. super();
  15108. /**
  15109. * This flag can be used for type testing.
  15110. *
  15111. * @type {boolean}
  15112. * @readonly
  15113. * @default true
  15114. */
  15115. this.isMaterial = true;
  15116. /**
  15117. * The ID of the material.
  15118. *
  15119. * @name Material#id
  15120. * @type {number}
  15121. * @readonly
  15122. */
  15123. Object.defineProperty( this, 'id', { value: _materialId ++ } );
  15124. /**
  15125. * The UUID of the material.
  15126. *
  15127. * @type {string}
  15128. * @readonly
  15129. */
  15130. this.uuid = generateUUID();
  15131. /**
  15132. * The name of the material.
  15133. *
  15134. * @type {string}
  15135. */
  15136. this.name = '';
  15137. /**
  15138. * The type property is used for detecting the object type
  15139. * in context of serialization/deserialization.
  15140. *
  15141. * @type {string}
  15142. * @readonly
  15143. */
  15144. this.type = 'Material';
  15145. /**
  15146. * Defines the blending type of the material.
  15147. *
  15148. * It must be set to `CustomBlending` if custom blending properties like
  15149. * {@link Material#blendSrc}, {@link Material#blendDst} or {@link Material#blendEquation}
  15150. * should have any effect.
  15151. *
  15152. * @type {(NoBlending|NormalBlending|AdditiveBlending|SubtractiveBlending|MultiplyBlending|CustomBlending)}
  15153. * @default NormalBlending
  15154. */
  15155. this.blending = NormalBlending;
  15156. /**
  15157. * Defines which side of faces will be rendered - front, back or both.
  15158. *
  15159. * @type {(FrontSide|BackSide|DoubleSide)}
  15160. * @default FrontSide
  15161. */
  15162. this.side = FrontSide;
  15163. /**
  15164. * If set to `true`, vertex colors should be used.
  15165. *
  15166. * The engine supports RGB and RGBA vertex colors depending on whether a three (RGB) or
  15167. * four (RGBA) component color buffer attribute is used.
  15168. *
  15169. * @type {boolean}
  15170. * @default false
  15171. */
  15172. this.vertexColors = false;
  15173. /**
  15174. * Defines how transparent the material is.
  15175. * A value of `0.0` indicates fully transparent, `1.0` is fully opaque.
  15176. *
  15177. * If the {@link Material#transparent} is not set to `true`,
  15178. * the material will remain fully opaque and this value will only affect its color.
  15179. *
  15180. * @type {number}
  15181. * @default 1
  15182. */
  15183. this.opacity = 1;
  15184. /**
  15185. * Defines whether this material is transparent. This has an effect on
  15186. * rendering as transparent objects need special treatment and are rendered
  15187. * after non-transparent objects.
  15188. *
  15189. * When set to true, the extent to which the material is transparent is
  15190. * controlled by {@link Material#opacity}.
  15191. *
  15192. * @type {boolean}
  15193. * @default false
  15194. */
  15195. this.transparent = false;
  15196. /**
  15197. * Enables alpha hashed transparency, an alternative to {@link Material#transparent} or
  15198. * {@link Material#alphaTest}. The material will not be rendered if opacity is lower than
  15199. * a random threshold. Randomization introduces some grain or noise, but approximates alpha
  15200. * blending without the associated problems of sorting. Using TAA can reduce the resulting noise.
  15201. *
  15202. * @type {boolean}
  15203. * @default false
  15204. */
  15205. this.alphaHash = false;
  15206. /**
  15207. * Defines the blending source factor.
  15208. *
  15209. * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  15210. * @default SrcAlphaFactor
  15211. */
  15212. this.blendSrc = SrcAlphaFactor;
  15213. /**
  15214. * Defines the blending destination factor.
  15215. *
  15216. * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  15217. * @default OneMinusSrcAlphaFactor
  15218. */
  15219. this.blendDst = OneMinusSrcAlphaFactor;
  15220. /**
  15221. * Defines the blending equation.
  15222. *
  15223. * @type {(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
  15224. * @default AddEquation
  15225. */
  15226. this.blendEquation = AddEquation;
  15227. /**
  15228. * Defines the blending source alpha factor.
  15229. *
  15230. * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  15231. * @default null
  15232. */
  15233. this.blendSrcAlpha = null;
  15234. /**
  15235. * Defines the blending destination alpha factor.
  15236. *
  15237. * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  15238. * @default null
  15239. */
  15240. this.blendDstAlpha = null;
  15241. /**
  15242. * Defines the blending equation of the alpha channel.
  15243. *
  15244. * @type {?(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
  15245. * @default null
  15246. */
  15247. this.blendEquationAlpha = null;
  15248. /**
  15249. * Represents the RGB values of the constant blend color.
  15250. *
  15251. * This property has only an effect when using custom blending with `ConstantColor` or `OneMinusConstantColor`.
  15252. *
  15253. * @type {Color}
  15254. * @default (0,0,0)
  15255. */
  15256. this.blendColor = new Color( 0, 0, 0 );
  15257. /**
  15258. * Represents the alpha value of the constant blend color.
  15259. *
  15260. * This property has only an effect when using custom blending with `ConstantAlpha` or `OneMinusConstantAlpha`.
  15261. *
  15262. * @type {number}
  15263. * @default 0
  15264. */
  15265. this.blendAlpha = 0;
  15266. /**
  15267. * Defines the depth function.
  15268. *
  15269. * @type {(NeverDepth|AlwaysDepth|LessDepth|LessEqualDepth|EqualDepth|GreaterEqualDepth|GreaterDepth|NotEqualDepth)}
  15270. * @default LessEqualDepth
  15271. */
  15272. this.depthFunc = LessEqualDepth;
  15273. /**
  15274. * Whether to have depth test enabled when rendering this material.
  15275. * When the depth test is disabled, the depth write will also be implicitly disabled.
  15276. *
  15277. * @type {boolean}
  15278. * @default true
  15279. */
  15280. this.depthTest = true;
  15281. /**
  15282. * Whether rendering this material has any effect on the depth buffer.
  15283. *
  15284. * When drawing 2D overlays it can be useful to disable the depth writing in
  15285. * order to layer several things together without creating z-index artifacts.
  15286. *
  15287. * @type {boolean}
  15288. * @default true
  15289. */
  15290. this.depthWrite = true;
  15291. /**
  15292. * The bit mask to use when writing to the stencil buffer.
  15293. *
  15294. * @type {number}
  15295. * @default 0xff
  15296. */
  15297. this.stencilWriteMask = 0xff;
  15298. /**
  15299. * The stencil comparison function to use.
  15300. *
  15301. * @type {NeverStencilFunc|LessStencilFunc|EqualStencilFunc|LessEqualStencilFunc|GreaterStencilFunc|NotEqualStencilFunc|GreaterEqualStencilFunc|AlwaysStencilFunc}
  15302. * @default AlwaysStencilFunc
  15303. */
  15304. this.stencilFunc = AlwaysStencilFunc;
  15305. /**
  15306. * The value to use when performing stencil comparisons or stencil operations.
  15307. *
  15308. * @type {number}
  15309. * @default 0
  15310. */
  15311. this.stencilRef = 0;
  15312. /**
  15313. * The bit mask to use when comparing against the stencil buffer.
  15314. *
  15315. * @type {number}
  15316. * @default 0xff
  15317. */
  15318. this.stencilFuncMask = 0xff;
  15319. /**
  15320. * Which stencil operation to perform when the comparison function returns `false`.
  15321. *
  15322. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  15323. * @default KeepStencilOp
  15324. */
  15325. this.stencilFail = KeepStencilOp;
  15326. /**
  15327. * Which stencil operation to perform when the comparison function returns
  15328. * `true` but the depth test fails.
  15329. *
  15330. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  15331. * @default KeepStencilOp
  15332. */
  15333. this.stencilZFail = KeepStencilOp;
  15334. /**
  15335. * Which stencil operation to perform when the comparison function returns
  15336. * `true` and the depth test passes.
  15337. *
  15338. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  15339. * @default KeepStencilOp
  15340. */
  15341. this.stencilZPass = KeepStencilOp;
  15342. /**
  15343. * Whether stencil operations are performed against the stencil buffer. In
  15344. * order to perform writes or comparisons against the stencil buffer this
  15345. * value must be `true`.
  15346. *
  15347. * @type {boolean}
  15348. * @default false
  15349. */
  15350. this.stencilWrite = false;
  15351. /**
  15352. * User-defined clipping planes specified as THREE.Plane objects in world
  15353. * space. These planes apply to the objects this material is attached to.
  15354. * Points in space whose signed distance to the plane is negative are clipped
  15355. * (not rendered). This requires {@link WebGLRenderer#localClippingEnabled} to
  15356. * be `true`.
  15357. *
  15358. * @type {?Array<Plane>}
  15359. * @default null
  15360. */
  15361. this.clippingPlanes = null;
  15362. /**
  15363. * Changes the behavior of clipping planes so that only their intersection is
  15364. * clipped, rather than their union.
  15365. *
  15366. * @type {boolean}
  15367. * @default false
  15368. */
  15369. this.clipIntersection = false;
  15370. /**
  15371. * Defines whether to clip shadows according to the clipping planes specified
  15372. * on this material.
  15373. *
  15374. * @type {boolean}
  15375. * @default false
  15376. */
  15377. this.clipShadows = false;
  15378. /**
  15379. * Defines which side of faces cast shadows. If `null`, the side casting shadows
  15380. * is determined as follows:
  15381. *
  15382. * - When {@link Material#side} is set to `FrontSide`, the back side cast shadows.
  15383. * - When {@link Material#side} is set to `BackSide`, the front side cast shadows.
  15384. * - When {@link Material#side} is set to `DoubleSide`, both sides cast shadows.
  15385. *
  15386. * @type {?(FrontSide|BackSide|DoubleSide)}
  15387. * @default null
  15388. */
  15389. this.shadowSide = null;
  15390. /**
  15391. * Whether to render the material's color.
  15392. *
  15393. * This can be used in conjunction with {@link Object3D#renderOder} to create invisible
  15394. * objects that occlude other objects.
  15395. *
  15396. * @type {boolean}
  15397. * @default true
  15398. */
  15399. this.colorWrite = true;
  15400. /**
  15401. * Override the renderer's default precision for this material.
  15402. *
  15403. * @type {?('highp'|'mediump'|'lowp')}
  15404. * @default null
  15405. */
  15406. this.precision = null;
  15407. /**
  15408. * Whether to use polygon offset or not. When enabled, each fragment's depth value will
  15409. * be offset after it is interpolated from the depth values of the appropriate vertices.
  15410. * The offset is added before the depth test is performed and before the value is written
  15411. * into the depth buffer.
  15412. *
  15413. * Can be useful for rendering hidden-line images, for applying decals to surfaces, and for
  15414. * rendering solids with highlighted edges.
  15415. *
  15416. * @type {boolean}
  15417. * @default false
  15418. */
  15419. this.polygonOffset = false;
  15420. /**
  15421. * Specifies a scale factor that is used to create a variable depth offset for each polygon.
  15422. *
  15423. * @type {number}
  15424. * @default 0
  15425. */
  15426. this.polygonOffsetFactor = 0;
  15427. /**
  15428. * Is multiplied by an implementation-specific value to create a constant depth offset.
  15429. *
  15430. * @type {number}
  15431. * @default 0
  15432. */
  15433. this.polygonOffsetUnits = 0;
  15434. /**
  15435. * Whether to apply dithering to the color to remove the appearance of banding.
  15436. *
  15437. * @type {boolean}
  15438. * @default false
  15439. */
  15440. this.dithering = false;
  15441. /**
  15442. * Whether alpha to coverage should be enabled or not. Can only be used with MSAA-enabled contexts
  15443. * (meaning when the renderer was created with *antialias* parameter set to `true`). Enabling this
  15444. * will smooth aliasing on clip plane edges and alphaTest-clipped edges.
  15445. *
  15446. * @type {boolean}
  15447. * @default false
  15448. */
  15449. this.alphaToCoverage = false;
  15450. /**
  15451. * Whether to premultiply the alpha (transparency) value.
  15452. *
  15453. * @type {boolean}
  15454. * @default false
  15455. */
  15456. this.premultipliedAlpha = false;
  15457. /**
  15458. * Whether double-sided, transparent objects should be rendered with a single pass or not.
  15459. *
  15460. * The engine renders double-sided, transparent objects with two draw calls (back faces first,
  15461. * then front faces) to mitigate transparency artifacts. There are scenarios however where this
  15462. * approach produces no quality gains but still doubles draw calls e.g. when rendering flat
  15463. * vegetation like grass sprites. In these cases, set the `forceSinglePass` flag to `true` to
  15464. * disable the two pass rendering to avoid performance issues.
  15465. *
  15466. * @type {boolean}
  15467. * @default false
  15468. */
  15469. this.forceSinglePass = false;
  15470. /**
  15471. * Whether it's possible to override the material with {@link Scene#overrideMaterial} or not.
  15472. *
  15473. * @type {boolean}
  15474. * @default true
  15475. */
  15476. this.allowOverride = true;
  15477. /**
  15478. * Defines whether 3D objects using this material are visible.
  15479. *
  15480. * @type {boolean}
  15481. * @default true
  15482. */
  15483. this.visible = true;
  15484. /**
  15485. * Defines whether this material is tone mapped according to the renderer's tone mapping setting.
  15486. *
  15487. * It is ignored when rendering to a render target or using post processing or when using
  15488. * `WebGPURenderer`. In all these cases, all materials are honored by tone mapping.
  15489. *
  15490. * @type {boolean}
  15491. * @default true
  15492. */
  15493. this.toneMapped = true;
  15494. /**
  15495. * An object that can be used to store custom data about the Material. It
  15496. * should not hold references to functions as these will not be cloned.
  15497. *
  15498. * @type {Object}
  15499. */
  15500. this.userData = {};
  15501. /**
  15502. * This starts at `0` and counts how many times {@link Material#needsUpdate} is set to `true`.
  15503. *
  15504. * @type {number}
  15505. * @readonly
  15506. * @default 0
  15507. */
  15508. this.version = 0;
  15509. this._alphaTest = 0;
  15510. }
  15511. /**
  15512. * Sets the alpha value to be used when running an alpha test. The material
  15513. * will not be rendered if the opacity is lower than this value.
  15514. *
  15515. * @type {number}
  15516. * @readonly
  15517. * @default 0
  15518. */
  15519. get alphaTest() {
  15520. return this._alphaTest;
  15521. }
  15522. set alphaTest( value ) {
  15523. if ( this._alphaTest > 0 !== value > 0 ) {
  15524. this.version ++;
  15525. }
  15526. this._alphaTest = value;
  15527. }
  15528. /**
  15529. * An optional callback that is executed immediately before the material is used to render a 3D object.
  15530. *
  15531. * This method can only be used when rendering with {@link WebGLRenderer}.
  15532. *
  15533. * @param {WebGLRenderer} renderer - The renderer.
  15534. * @param {Scene} scene - The scene.
  15535. * @param {Camera} camera - The camera that is used to render the scene.
  15536. * @param {BufferGeometry} geometry - The 3D object's geometry.
  15537. * @param {Object3D} object - The 3D object.
  15538. * @param {Object} group - The geometry group data.
  15539. */
  15540. onBeforeRender( /* renderer, scene, camera, geometry, object, group */ ) {}
  15541. /**
  15542. * An optional callback that is executed immediately before the shader
  15543. * program is compiled. This function is called with the shader source code
  15544. * as a parameter. Useful for the modification of built-in materials.
  15545. *
  15546. * This method can only be used when rendering with {@link WebGLRenderer}. The
  15547. * recommended approach when customizing materials is to use `WebGPURenderer` with the new
  15548. * Node Material system and [TSL](https://github.com/mrdoob/three.js/wiki/Three.js-Shading-Language).
  15549. *
  15550. * @param {{vertexShader:string,fragmentShader:string,uniforms:Object}} shaderobject - The object holds the uniforms and the vertex and fragment shader source.
  15551. * @param {WebGLRenderer} renderer - A reference to the renderer.
  15552. */
  15553. onBeforeCompile( /* shaderobject, renderer */ ) {}
  15554. /**
  15555. * In case {@link Material#onBeforeCompile} is used, this callback can be used to identify
  15556. * values of settings used in `onBeforeCompile()`, so three.js can reuse a cached
  15557. * shader or recompile the shader for this material as needed.
  15558. *
  15559. * This method can only be used when rendering with {@link WebGLRenderer}.
  15560. *
  15561. * @return {string} The custom program cache key.
  15562. */
  15563. customProgramCacheKey() {
  15564. return this.onBeforeCompile.toString();
  15565. }
  15566. /**
  15567. * This method can be used to set default values from parameter objects.
  15568. * It is a generic implementation so it can be used with different types
  15569. * of materials.
  15570. *
  15571. * @param {Object} [values] - The material values to set.
  15572. */
  15573. setValues( values ) {
  15574. if ( values === undefined ) return;
  15575. for ( const key in values ) {
  15576. const newValue = values[ key ];
  15577. if ( newValue === undefined ) {
  15578. warn( `Material: parameter '${ key }' has value of undefined.` );
  15579. continue;
  15580. }
  15581. const currentValue = this[ key ];
  15582. if ( currentValue === undefined ) {
  15583. warn( `Material: '${ key }' is not a property of THREE.${ this.type }.` );
  15584. continue;
  15585. }
  15586. if ( currentValue && currentValue.isColor ) {
  15587. currentValue.set( newValue );
  15588. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  15589. currentValue.copy( newValue );
  15590. } else {
  15591. this[ key ] = newValue;
  15592. }
  15593. }
  15594. }
  15595. /**
  15596. * Serializes the material into JSON.
  15597. *
  15598. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  15599. * @return {Object} A JSON object representing the serialized material.
  15600. * @see {@link ObjectLoader#parse}
  15601. */
  15602. toJSON( meta ) {
  15603. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  15604. if ( isRootObject ) {
  15605. meta = {
  15606. textures: {},
  15607. images: {}
  15608. };
  15609. }
  15610. const data = {
  15611. metadata: {
  15612. version: 4.7,
  15613. type: 'Material',
  15614. generator: 'Material.toJSON'
  15615. }
  15616. };
  15617. // standard Material serialization
  15618. data.uuid = this.uuid;
  15619. data.type = this.type;
  15620. if ( this.name !== '' ) data.name = this.name;
  15621. if ( this.color && this.color.isColor ) data.color = this.color.getHex();
  15622. if ( this.roughness !== undefined ) data.roughness = this.roughness;
  15623. if ( this.metalness !== undefined ) data.metalness = this.metalness;
  15624. if ( this.sheen !== undefined ) data.sheen = this.sheen;
  15625. if ( this.sheenColor && this.sheenColor.isColor ) data.sheenColor = this.sheenColor.getHex();
  15626. if ( this.sheenRoughness !== undefined ) data.sheenRoughness = this.sheenRoughness;
  15627. if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
  15628. if ( this.emissiveIntensity !== undefined && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;
  15629. if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
  15630. if ( this.specularIntensity !== undefined ) data.specularIntensity = this.specularIntensity;
  15631. if ( this.specularColor && this.specularColor.isColor ) data.specularColor = this.specularColor.getHex();
  15632. if ( this.shininess !== undefined ) data.shininess = this.shininess;
  15633. if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;
  15634. if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;
  15635. if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {
  15636. data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;
  15637. }
  15638. if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {
  15639. data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;
  15640. }
  15641. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  15642. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  15643. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  15644. }
  15645. if ( this.sheenColorMap && this.sheenColorMap.isTexture ) {
  15646. data.sheenColorMap = this.sheenColorMap.toJSON( meta ).uuid;
  15647. }
  15648. if ( this.sheenRoughnessMap && this.sheenRoughnessMap.isTexture ) {
  15649. data.sheenRoughnessMap = this.sheenRoughnessMap.toJSON( meta ).uuid;
  15650. }
  15651. if ( this.dispersion !== undefined ) data.dispersion = this.dispersion;
  15652. if ( this.iridescence !== undefined ) data.iridescence = this.iridescence;
  15653. if ( this.iridescenceIOR !== undefined ) data.iridescenceIOR = this.iridescenceIOR;
  15654. if ( this.iridescenceThicknessRange !== undefined ) data.iridescenceThicknessRange = this.iridescenceThicknessRange;
  15655. if ( this.iridescenceMap && this.iridescenceMap.isTexture ) {
  15656. data.iridescenceMap = this.iridescenceMap.toJSON( meta ).uuid;
  15657. }
  15658. if ( this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture ) {
  15659. data.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON( meta ).uuid;
  15660. }
  15661. if ( this.anisotropy !== undefined ) data.anisotropy = this.anisotropy;
  15662. if ( this.anisotropyRotation !== undefined ) data.anisotropyRotation = this.anisotropyRotation;
  15663. if ( this.anisotropyMap && this.anisotropyMap.isTexture ) {
  15664. data.anisotropyMap = this.anisotropyMap.toJSON( meta ).uuid;
  15665. }
  15666. if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
  15667. if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;
  15668. if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
  15669. if ( this.lightMap && this.lightMap.isTexture ) {
  15670. data.lightMap = this.lightMap.toJSON( meta ).uuid;
  15671. data.lightMapIntensity = this.lightMapIntensity;
  15672. }
  15673. if ( this.aoMap && this.aoMap.isTexture ) {
  15674. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  15675. data.aoMapIntensity = this.aoMapIntensity;
  15676. }
  15677. if ( this.bumpMap && this.bumpMap.isTexture ) {
  15678. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  15679. data.bumpScale = this.bumpScale;
  15680. }
  15681. if ( this.normalMap && this.normalMap.isTexture ) {
  15682. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  15683. data.normalMapType = this.normalMapType;
  15684. data.normalScale = this.normalScale.toArray();
  15685. }
  15686. if ( this.displacementMap && this.displacementMap.isTexture ) {
  15687. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  15688. data.displacementScale = this.displacementScale;
  15689. data.displacementBias = this.displacementBias;
  15690. }
  15691. if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
  15692. if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
  15693. if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
  15694. if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
  15695. if ( this.specularIntensityMap && this.specularIntensityMap.isTexture ) data.specularIntensityMap = this.specularIntensityMap.toJSON( meta ).uuid;
  15696. if ( this.specularColorMap && this.specularColorMap.isTexture ) data.specularColorMap = this.specularColorMap.toJSON( meta ).uuid;
  15697. if ( this.envMap && this.envMap.isTexture ) {
  15698. data.envMap = this.envMap.toJSON( meta ).uuid;
  15699. if ( this.combine !== undefined ) data.combine = this.combine;
  15700. }
  15701. if ( this.envMapRotation !== undefined ) data.envMapRotation = this.envMapRotation.toArray();
  15702. if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;
  15703. if ( this.reflectivity !== undefined ) data.reflectivity = this.reflectivity;
  15704. if ( this.refractionRatio !== undefined ) data.refractionRatio = this.refractionRatio;
  15705. if ( this.gradientMap && this.gradientMap.isTexture ) {
  15706. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  15707. }
  15708. if ( this.transmission !== undefined ) data.transmission = this.transmission;
  15709. if ( this.transmissionMap && this.transmissionMap.isTexture ) data.transmissionMap = this.transmissionMap.toJSON( meta ).uuid;
  15710. if ( this.thickness !== undefined ) data.thickness = this.thickness;
  15711. if ( this.thicknessMap && this.thicknessMap.isTexture ) data.thicknessMap = this.thicknessMap.toJSON( meta ).uuid;
  15712. if ( this.attenuationDistance !== undefined && this.attenuationDistance !== Infinity ) data.attenuationDistance = this.attenuationDistance;
  15713. if ( this.attenuationColor !== undefined ) data.attenuationColor = this.attenuationColor.getHex();
  15714. if ( this.size !== undefined ) data.size = this.size;
  15715. if ( this.shadowSide !== null ) data.shadowSide = this.shadowSide;
  15716. if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
  15717. if ( this.blending !== NormalBlending ) data.blending = this.blending;
  15718. if ( this.side !== FrontSide ) data.side = this.side;
  15719. if ( this.vertexColors === true ) data.vertexColors = true;
  15720. if ( this.opacity < 1 ) data.opacity = this.opacity;
  15721. if ( this.transparent === true ) data.transparent = true;
  15722. if ( this.blendSrc !== SrcAlphaFactor ) data.blendSrc = this.blendSrc;
  15723. if ( this.blendDst !== OneMinusSrcAlphaFactor ) data.blendDst = this.blendDst;
  15724. if ( this.blendEquation !== AddEquation ) data.blendEquation = this.blendEquation;
  15725. if ( this.blendSrcAlpha !== null ) data.blendSrcAlpha = this.blendSrcAlpha;
  15726. if ( this.blendDstAlpha !== null ) data.blendDstAlpha = this.blendDstAlpha;
  15727. if ( this.blendEquationAlpha !== null ) data.blendEquationAlpha = this.blendEquationAlpha;
  15728. if ( this.blendColor && this.blendColor.isColor ) data.blendColor = this.blendColor.getHex();
  15729. if ( this.blendAlpha !== 0 ) data.blendAlpha = this.blendAlpha;
  15730. if ( this.depthFunc !== LessEqualDepth ) data.depthFunc = this.depthFunc;
  15731. if ( this.depthTest === false ) data.depthTest = this.depthTest;
  15732. if ( this.depthWrite === false ) data.depthWrite = this.depthWrite;
  15733. if ( this.colorWrite === false ) data.colorWrite = this.colorWrite;
  15734. if ( this.stencilWriteMask !== 0xff ) data.stencilWriteMask = this.stencilWriteMask;
  15735. if ( this.stencilFunc !== AlwaysStencilFunc ) data.stencilFunc = this.stencilFunc;
  15736. if ( this.stencilRef !== 0 ) data.stencilRef = this.stencilRef;
  15737. if ( this.stencilFuncMask !== 0xff ) data.stencilFuncMask = this.stencilFuncMask;
  15738. if ( this.stencilFail !== KeepStencilOp ) data.stencilFail = this.stencilFail;
  15739. if ( this.stencilZFail !== KeepStencilOp ) data.stencilZFail = this.stencilZFail;
  15740. if ( this.stencilZPass !== KeepStencilOp ) data.stencilZPass = this.stencilZPass;
  15741. if ( this.stencilWrite === true ) data.stencilWrite = this.stencilWrite;
  15742. // rotation (SpriteMaterial)
  15743. if ( this.rotation !== undefined && this.rotation !== 0 ) data.rotation = this.rotation;
  15744. if ( this.polygonOffset === true ) data.polygonOffset = true;
  15745. if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;
  15746. if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;
  15747. if ( this.linewidth !== undefined && this.linewidth !== 1 ) data.linewidth = this.linewidth;
  15748. if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
  15749. if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
  15750. if ( this.scale !== undefined ) data.scale = this.scale;
  15751. if ( this.dithering === true ) data.dithering = true;
  15752. if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
  15753. if ( this.alphaHash === true ) data.alphaHash = true;
  15754. if ( this.alphaToCoverage === true ) data.alphaToCoverage = true;
  15755. if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = true;
  15756. if ( this.forceSinglePass === true ) data.forceSinglePass = true;
  15757. if ( this.allowOverride === false ) data.allowOverride = false;
  15758. if ( this.wireframe === true ) data.wireframe = true;
  15759. if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
  15760. if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
  15761. if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
  15762. if ( this.flatShading === true ) data.flatShading = true;
  15763. if ( this.visible === false ) data.visible = false;
  15764. if ( this.toneMapped === false ) data.toneMapped = false;
  15765. if ( this.fog === false ) data.fog = false;
  15766. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  15767. // TODO: Copied from Object3D.toJSON
  15768. function extractFromCache( cache ) {
  15769. const values = [];
  15770. for ( const key in cache ) {
  15771. const data = cache[ key ];
  15772. delete data.metadata;
  15773. values.push( data );
  15774. }
  15775. return values;
  15776. }
  15777. if ( isRootObject ) {
  15778. const textures = extractFromCache( meta.textures );
  15779. const images = extractFromCache( meta.images );
  15780. if ( textures.length > 0 ) data.textures = textures;
  15781. if ( images.length > 0 ) data.images = images;
  15782. }
  15783. return data;
  15784. }
  15785. /**
  15786. * Returns a new material with copied values from this instance.
  15787. *
  15788. * @return {Material} A clone of this instance.
  15789. */
  15790. clone() {
  15791. return new this.constructor().copy( this );
  15792. }
  15793. /**
  15794. * Copies the values of the given material to this instance.
  15795. *
  15796. * @param {Material} source - The material to copy.
  15797. * @return {Material} A reference to this instance.
  15798. */
  15799. copy( source ) {
  15800. this.name = source.name;
  15801. this.blending = source.blending;
  15802. this.side = source.side;
  15803. this.vertexColors = source.vertexColors;
  15804. this.opacity = source.opacity;
  15805. this.transparent = source.transparent;
  15806. this.blendSrc = source.blendSrc;
  15807. this.blendDst = source.blendDst;
  15808. this.blendEquation = source.blendEquation;
  15809. this.blendSrcAlpha = source.blendSrcAlpha;
  15810. this.blendDstAlpha = source.blendDstAlpha;
  15811. this.blendEquationAlpha = source.blendEquationAlpha;
  15812. this.blendColor.copy( source.blendColor );
  15813. this.blendAlpha = source.blendAlpha;
  15814. this.depthFunc = source.depthFunc;
  15815. this.depthTest = source.depthTest;
  15816. this.depthWrite = source.depthWrite;
  15817. this.stencilWriteMask = source.stencilWriteMask;
  15818. this.stencilFunc = source.stencilFunc;
  15819. this.stencilRef = source.stencilRef;
  15820. this.stencilFuncMask = source.stencilFuncMask;
  15821. this.stencilFail = source.stencilFail;
  15822. this.stencilZFail = source.stencilZFail;
  15823. this.stencilZPass = source.stencilZPass;
  15824. this.stencilWrite = source.stencilWrite;
  15825. const srcPlanes = source.clippingPlanes;
  15826. let dstPlanes = null;
  15827. if ( srcPlanes !== null ) {
  15828. const n = srcPlanes.length;
  15829. dstPlanes = new Array( n );
  15830. for ( let i = 0; i !== n; ++ i ) {
  15831. dstPlanes[ i ] = srcPlanes[ i ].clone();
  15832. }
  15833. }
  15834. this.clippingPlanes = dstPlanes;
  15835. this.clipIntersection = source.clipIntersection;
  15836. this.clipShadows = source.clipShadows;
  15837. this.shadowSide = source.shadowSide;
  15838. this.colorWrite = source.colorWrite;
  15839. this.precision = source.precision;
  15840. this.polygonOffset = source.polygonOffset;
  15841. this.polygonOffsetFactor = source.polygonOffsetFactor;
  15842. this.polygonOffsetUnits = source.polygonOffsetUnits;
  15843. this.dithering = source.dithering;
  15844. this.alphaTest = source.alphaTest;
  15845. this.alphaHash = source.alphaHash;
  15846. this.alphaToCoverage = source.alphaToCoverage;
  15847. this.premultipliedAlpha = source.premultipliedAlpha;
  15848. this.forceSinglePass = source.forceSinglePass;
  15849. this.allowOverride = source.allowOverride;
  15850. this.visible = source.visible;
  15851. this.toneMapped = source.toneMapped;
  15852. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  15853. return this;
  15854. }
  15855. /**
  15856. * Frees the GPU-related resources allocated by this instance. Call this
  15857. * method whenever this instance is no longer used in your app.
  15858. *
  15859. * @fires Material#dispose
  15860. */
  15861. dispose() {
  15862. /**
  15863. * Fires when the material has been disposed of.
  15864. *
  15865. * @event Material#dispose
  15866. * @type {Object}
  15867. */
  15868. this.dispatchEvent( { type: 'dispose' } );
  15869. }
  15870. /**
  15871. * Setting this property to `true` indicates the engine the material
  15872. * needs to be recompiled.
  15873. *
  15874. * @type {boolean}
  15875. * @default false
  15876. * @param {boolean} value
  15877. */
  15878. set needsUpdate( value ) {
  15879. if ( value === true ) this.version ++;
  15880. }
  15881. }
  15882. /**
  15883. * A material for rendering instances of {@link Sprite}.
  15884. *
  15885. * ```js
  15886. * const map = new THREE.TextureLoader().load( 'textures/sprite.png' );
  15887. * const material = new THREE.SpriteMaterial( { map: map, color: 0xffffff } );
  15888. *
  15889. * const sprite = new THREE.Sprite( material );
  15890. * sprite.scale.set(200, 200, 1)
  15891. * scene.add( sprite );
  15892. * ```
  15893. *
  15894. * @augments Material
  15895. */
  15896. class SpriteMaterial extends Material {
  15897. /**
  15898. * Constructs a new sprite material.
  15899. *
  15900. * @param {Object} [parameters] - An object with one or more properties
  15901. * defining the material's appearance. Any property of the material
  15902. * (including any property from inherited materials) can be passed
  15903. * in here. Color values can be passed any type of value accepted
  15904. * by {@link Color#set}.
  15905. */
  15906. constructor( parameters ) {
  15907. super();
  15908. /**
  15909. * This flag can be used for type testing.
  15910. *
  15911. * @type {boolean}
  15912. * @readonly
  15913. * @default true
  15914. */
  15915. this.isSpriteMaterial = true;
  15916. this.type = 'SpriteMaterial';
  15917. /**
  15918. * Color of the material.
  15919. *
  15920. * @type {Color}
  15921. * @default (1,1,1)
  15922. */
  15923. this.color = new Color( 0xffffff );
  15924. /**
  15925. * The color map. May optionally include an alpha channel, typically combined
  15926. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  15927. * color is modulated by the diffuse `color`.
  15928. *
  15929. * @type {?Texture}
  15930. * @default null
  15931. */
  15932. this.map = null;
  15933. /**
  15934. * The alpha map is a grayscale texture that controls the opacity across the
  15935. * surface (black: fully transparent; white: fully opaque).
  15936. *
  15937. * Only the color of the texture is used, ignoring the alpha channel if one
  15938. * exists. For RGB and RGBA textures, the renderer will use the green channel
  15939. * when sampling this texture due to the extra bit of precision provided for
  15940. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  15941. * luminance/alpha textures will also still work as expected.
  15942. *
  15943. * @type {?Texture}
  15944. * @default null
  15945. */
  15946. this.alphaMap = null;
  15947. /**
  15948. * The rotation of the sprite in radians.
  15949. *
  15950. * @type {number}
  15951. * @default 0
  15952. */
  15953. this.rotation = 0;
  15954. /**
  15955. * Specifies whether size of the sprite is attenuated by the camera depth (perspective camera only).
  15956. *
  15957. * @type {boolean}
  15958. * @default true
  15959. */
  15960. this.sizeAttenuation = true;
  15961. /**
  15962. * Overwritten since sprite materials are transparent
  15963. * by default.
  15964. *
  15965. * @type {boolean}
  15966. * @default true
  15967. */
  15968. this.transparent = true;
  15969. /**
  15970. * Whether the material is affected by fog or not.
  15971. *
  15972. * @type {boolean}
  15973. * @default true
  15974. */
  15975. this.fog = true;
  15976. this.setValues( parameters );
  15977. }
  15978. copy( source ) {
  15979. super.copy( source );
  15980. this.color.copy( source.color );
  15981. this.map = source.map;
  15982. this.alphaMap = source.alphaMap;
  15983. this.rotation = source.rotation;
  15984. this.sizeAttenuation = source.sizeAttenuation;
  15985. this.fog = source.fog;
  15986. return this;
  15987. }
  15988. }
  15989. let _geometry;
  15990. const _intersectPoint = /*@__PURE__*/ new Vector3();
  15991. const _worldScale = /*@__PURE__*/ new Vector3();
  15992. const _mvPosition = /*@__PURE__*/ new Vector3();
  15993. const _alignedPosition = /*@__PURE__*/ new Vector2();
  15994. const _rotatedPosition = /*@__PURE__*/ new Vector2();
  15995. const _viewWorldMatrix = /*@__PURE__*/ new Matrix4();
  15996. const _vA$1 = /*@__PURE__*/ new Vector3();
  15997. const _vB$1 = /*@__PURE__*/ new Vector3();
  15998. const _vC$1 = /*@__PURE__*/ new Vector3();
  15999. const _uvA = /*@__PURE__*/ new Vector2();
  16000. const _uvB = /*@__PURE__*/ new Vector2();
  16001. const _uvC = /*@__PURE__*/ new Vector2();
  16002. /**
  16003. * A sprite is a plane that always faces towards the camera, generally with a
  16004. * partially transparent texture applied.
  16005. *
  16006. * Sprites do not cast shadows, setting {@link Object3D#castShadow} to `true` will
  16007. * have no effect.
  16008. *
  16009. * ```js
  16010. * const map = new THREE.TextureLoader().load( 'sprite.png' );
  16011. * const material = new THREE.SpriteMaterial( { map: map } );
  16012. *
  16013. * const sprite = new THREE.Sprite( material );
  16014. * scene.add( sprite );
  16015. * ```
  16016. *
  16017. * @augments Object3D
  16018. */
  16019. class Sprite extends Object3D {
  16020. /**
  16021. * Constructs a new sprite.
  16022. *
  16023. * @param {(SpriteMaterial|SpriteNodeMaterial)} [material] - The sprite material.
  16024. */
  16025. constructor( material = new SpriteMaterial() ) {
  16026. super();
  16027. /**
  16028. * This flag can be used for type testing.
  16029. *
  16030. * @type {boolean}
  16031. * @readonly
  16032. * @default true
  16033. */
  16034. this.isSprite = true;
  16035. this.type = 'Sprite';
  16036. if ( _geometry === undefined ) {
  16037. _geometry = new BufferGeometry();
  16038. const float32Array = new Float32Array( [
  16039. -0.5, -0.5, 0, 0, 0,
  16040. 0.5, -0.5, 0, 1, 0,
  16041. 0.5, 0.5, 0, 1, 1,
  16042. -0.5, 0.5, 0, 0, 1
  16043. ] );
  16044. const interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  16045. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  16046. _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  16047. _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  16048. }
  16049. /**
  16050. * The sprite geometry.
  16051. *
  16052. * @type {BufferGeometry}
  16053. */
  16054. this.geometry = _geometry;
  16055. /**
  16056. * The sprite material.
  16057. *
  16058. * @type {(SpriteMaterial|SpriteNodeMaterial)}
  16059. */
  16060. this.material = material;
  16061. /**
  16062. * The sprite's anchor point, and the point around which the sprite rotates.
  16063. * A value of `(0.5, 0.5)` corresponds to the midpoint of the sprite. A value
  16064. * of `(0, 0)` corresponds to the lower left corner of the sprite.
  16065. *
  16066. * @type {Vector2}
  16067. * @default (0.5,0.5)
  16068. */
  16069. this.center = new Vector2( 0.5, 0.5 );
  16070. /**
  16071. * The number of instances of this sprite.
  16072. * Can only be used with {@link WebGPURenderer}.
  16073. *
  16074. * @type {number}
  16075. * @default 1
  16076. */
  16077. this.count = 1;
  16078. }
  16079. /**
  16080. * Computes intersection points between a casted ray and this sprite.
  16081. *
  16082. * @param {Raycaster} raycaster - The raycaster.
  16083. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  16084. */
  16085. raycast( raycaster, intersects ) {
  16086. if ( raycaster.camera === null ) {
  16087. error( 'Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  16088. }
  16089. _worldScale.setFromMatrixScale( this.matrixWorld );
  16090. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  16091. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  16092. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  16093. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  16094. _worldScale.multiplyScalar( - _mvPosition.z );
  16095. }
  16096. const rotation = this.material.rotation;
  16097. let sin, cos;
  16098. if ( rotation !== 0 ) {
  16099. cos = Math.cos( rotation );
  16100. sin = Math.sin( rotation );
  16101. }
  16102. const center = this.center;
  16103. transformVertex( _vA$1.set( -0.5, -0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16104. transformVertex( _vB$1.set( 0.5, -0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16105. transformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16106. _uvA.set( 0, 0 );
  16107. _uvB.set( 1, 0 );
  16108. _uvC.set( 1, 1 );
  16109. // check first triangle
  16110. let intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );
  16111. if ( intersect === null ) {
  16112. // check second triangle
  16113. transformVertex( _vB$1.set( -0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16114. _uvB.set( 0, 1 );
  16115. intersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );
  16116. if ( intersect === null ) {
  16117. return;
  16118. }
  16119. }
  16120. const distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  16121. if ( distance < raycaster.near || distance > raycaster.far ) return;
  16122. intersects.push( {
  16123. distance: distance,
  16124. point: _intersectPoint.clone(),
  16125. uv: Triangle.getInterpolation( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA, _uvB, _uvC, new Vector2() ),
  16126. face: null,
  16127. object: this
  16128. } );
  16129. }
  16130. copy( source, recursive ) {
  16131. super.copy( source, recursive );
  16132. if ( source.center !== undefined ) this.center.copy( source.center );
  16133. this.material = source.material;
  16134. return this;
  16135. }
  16136. }
  16137. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  16138. // compute position in camera space
  16139. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  16140. // to check if rotation is not zero
  16141. if ( sin !== undefined ) {
  16142. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  16143. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  16144. } else {
  16145. _rotatedPosition.copy( _alignedPosition );
  16146. }
  16147. vertexPosition.copy( mvPosition );
  16148. vertexPosition.x += _rotatedPosition.x;
  16149. vertexPosition.y += _rotatedPosition.y;
  16150. // transform to world space
  16151. vertexPosition.applyMatrix4( _viewWorldMatrix );
  16152. }
  16153. const _v1$2 = /*@__PURE__*/ new Vector3();
  16154. const _v2$1 = /*@__PURE__*/ new Vector3();
  16155. /**
  16156. * A component for providing a basic Level of Detail (LOD) mechanism.
  16157. *
  16158. * Every LOD level is associated with an object, and rendering can be switched
  16159. * between them at the distances specified. Typically you would create, say,
  16160. * three meshes, one for far away (low detail), one for mid range (medium
  16161. * detail) and one for close up (high detail).
  16162. *
  16163. * ```js
  16164. * const lod = new THREE.LOD();
  16165. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  16166. *
  16167. * //Create spheres with 3 levels of detail and create new LOD levels for them
  16168. * for( let i = 0; i < 3; i++ ) {
  16169. *
  16170. * const geometry = new THREE.IcosahedronGeometry( 10, 3 - i );
  16171. * const mesh = new THREE.Mesh( geometry, material );
  16172. * lod.addLevel( mesh, i * 75 );
  16173. *
  16174. * }
  16175. *
  16176. * scene.add( lod );
  16177. * ```
  16178. *
  16179. * @augments Object3D
  16180. */
  16181. class LOD extends Object3D {
  16182. /**
  16183. * Constructs a new LOD.
  16184. */
  16185. constructor() {
  16186. super();
  16187. /**
  16188. * This flag can be used for type testing.
  16189. *
  16190. * @type {boolean}
  16191. * @readonly
  16192. * @default true
  16193. */
  16194. this.isLOD = true;
  16195. /**
  16196. * The current LOD index.
  16197. *
  16198. * @private
  16199. * @type {number}
  16200. * @default 0
  16201. */
  16202. this._currentLevel = 0;
  16203. this.type = 'LOD';
  16204. Object.defineProperties( this, {
  16205. /**
  16206. * This array holds the LOD levels.
  16207. *
  16208. * @name LOD#levels
  16209. * @type {Array<{object:Object3D,distance:number,hysteresis:number}>}
  16210. */
  16211. levels: {
  16212. enumerable: true,
  16213. value: []
  16214. }
  16215. } );
  16216. /**
  16217. * Whether the LOD object is updated automatically by the renderer per frame
  16218. * or not. If set to `false`, you have to call {@link LOD#update} in the
  16219. * render loop by yourself.
  16220. *
  16221. * @type {boolean}
  16222. * @default true
  16223. */
  16224. this.autoUpdate = true;
  16225. }
  16226. copy( source ) {
  16227. super.copy( source, false );
  16228. const levels = source.levels;
  16229. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  16230. const level = levels[ i ];
  16231. this.addLevel( level.object.clone(), level.distance, level.hysteresis );
  16232. }
  16233. this.autoUpdate = source.autoUpdate;
  16234. return this;
  16235. }
  16236. /**
  16237. * Adds a mesh that will display at a certain distance and greater. Typically
  16238. * the further away the distance, the lower the detail on the mesh.
  16239. *
  16240. * @param {Object3D} object - The 3D object to display at this level.
  16241. * @param {number} [distance=0] - The distance at which to display this level of detail.
  16242. * @param {number} [hysteresis=0] - Threshold used to avoid flickering at LOD boundaries, as a fraction of distance.
  16243. * @return {LOD} A reference to this instance.
  16244. */
  16245. addLevel( object, distance = 0, hysteresis = 0 ) {
  16246. distance = Math.abs( distance );
  16247. const levels = this.levels;
  16248. let l;
  16249. for ( l = 0; l < levels.length; l ++ ) {
  16250. if ( distance < levels[ l ].distance ) {
  16251. break;
  16252. }
  16253. }
  16254. levels.splice( l, 0, { distance: distance, hysteresis: hysteresis, object: object } );
  16255. this.add( object );
  16256. return this;
  16257. }
  16258. /**
  16259. * Removes an existing level, based on the distance from the camera.
  16260. * Returns `true` when the level has been removed. Otherwise `false`.
  16261. *
  16262. * @param {number} distance - Distance of the level to remove.
  16263. * @return {boolean} Whether the level has been removed or not.
  16264. */
  16265. removeLevel( distance ) {
  16266. const levels = this.levels;
  16267. for ( let i = 0; i < levels.length; i ++ ) {
  16268. if ( levels[ i ].distance === distance ) {
  16269. const removedElements = levels.splice( i, 1 );
  16270. this.remove( removedElements[ 0 ].object );
  16271. return true;
  16272. }
  16273. }
  16274. return false;
  16275. }
  16276. /**
  16277. * Returns the currently active LOD level index.
  16278. *
  16279. * @return {number} The current active LOD level index.
  16280. */
  16281. getCurrentLevel() {
  16282. return this._currentLevel;
  16283. }
  16284. /**
  16285. * Returns a reference to the first 3D object that is greater than
  16286. * the given distance.
  16287. *
  16288. * @param {number} distance - The LOD distance.
  16289. * @return {?Object3D} The found 3D object. `null` if no 3D object has been found.
  16290. */
  16291. getObjectForDistance( distance ) {
  16292. const levels = this.levels;
  16293. if ( levels.length > 0 ) {
  16294. let i, l;
  16295. for ( i = 1, l = levels.length; i < l; i ++ ) {
  16296. let levelDistance = levels[ i ].distance;
  16297. if ( levels[ i ].object.visible ) {
  16298. levelDistance -= levelDistance * levels[ i ].hysteresis;
  16299. }
  16300. if ( distance < levelDistance ) {
  16301. break;
  16302. }
  16303. }
  16304. return levels[ i - 1 ].object;
  16305. }
  16306. return null;
  16307. }
  16308. /**
  16309. * Computes intersection points between a casted ray and this LOD.
  16310. *
  16311. * @param {Raycaster} raycaster - The raycaster.
  16312. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  16313. */
  16314. raycast( raycaster, intersects ) {
  16315. const levels = this.levels;
  16316. if ( levels.length > 0 ) {
  16317. _v1$2.setFromMatrixPosition( this.matrixWorld );
  16318. const distance = raycaster.ray.origin.distanceTo( _v1$2 );
  16319. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  16320. }
  16321. }
  16322. /**
  16323. * Updates the LOD by computing which LOD level should be visible according
  16324. * to the current distance of the given camera.
  16325. *
  16326. * @param {Camera} camera - The camera the scene is rendered with.
  16327. */
  16328. update( camera ) {
  16329. const levels = this.levels;
  16330. if ( levels.length > 1 ) {
  16331. _v1$2.setFromMatrixPosition( camera.matrixWorld );
  16332. _v2$1.setFromMatrixPosition( this.matrixWorld );
  16333. const distance = _v1$2.distanceTo( _v2$1 ) / camera.zoom;
  16334. levels[ 0 ].object.visible = true;
  16335. let i, l;
  16336. for ( i = 1, l = levels.length; i < l; i ++ ) {
  16337. let levelDistance = levels[ i ].distance;
  16338. if ( levels[ i ].object.visible ) {
  16339. levelDistance -= levelDistance * levels[ i ].hysteresis;
  16340. }
  16341. if ( distance >= levelDistance ) {
  16342. levels[ i - 1 ].object.visible = false;
  16343. levels[ i ].object.visible = true;
  16344. } else {
  16345. break;
  16346. }
  16347. }
  16348. this._currentLevel = i - 1;
  16349. for ( ; i < l; i ++ ) {
  16350. levels[ i ].object.visible = false;
  16351. }
  16352. }
  16353. }
  16354. toJSON( meta ) {
  16355. const data = super.toJSON( meta );
  16356. if ( this.autoUpdate === false ) data.object.autoUpdate = false;
  16357. data.object.levels = [];
  16358. const levels = this.levels;
  16359. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  16360. const level = levels[ i ];
  16361. data.object.levels.push( {
  16362. object: level.object.uuid,
  16363. distance: level.distance,
  16364. hysteresis: level.hysteresis
  16365. } );
  16366. }
  16367. return data;
  16368. }
  16369. }
  16370. const _vector$7 = /*@__PURE__*/ new Vector3();
  16371. const _segCenter = /*@__PURE__*/ new Vector3();
  16372. const _segDir = /*@__PURE__*/ new Vector3();
  16373. const _diff = /*@__PURE__*/ new Vector3();
  16374. const _edge1 = /*@__PURE__*/ new Vector3();
  16375. const _edge2 = /*@__PURE__*/ new Vector3();
  16376. const _normal$1 = /*@__PURE__*/ new Vector3();
  16377. /**
  16378. * A ray that emits from an origin in a certain direction. The class is used by
  16379. * {@link Raycaster} to assist with raycasting. Raycasting is used for
  16380. * mouse picking (working out what objects in the 3D space the mouse is over)
  16381. * amongst other things.
  16382. */
  16383. class Ray {
  16384. /**
  16385. * Constructs a new ray.
  16386. *
  16387. * @param {Vector3} [origin=(0,0,0)] - The origin of the ray.
  16388. * @param {Vector3} [direction=(0,0,-1)] - The (normalized) direction of the ray.
  16389. */
  16390. constructor( origin = new Vector3(), direction = new Vector3( 0, 0, -1 ) ) {
  16391. /**
  16392. * The origin of the ray.
  16393. *
  16394. * @type {Vector3}
  16395. */
  16396. this.origin = origin;
  16397. /**
  16398. * The (normalized) direction of the ray.
  16399. *
  16400. * @type {Vector3}
  16401. */
  16402. this.direction = direction;
  16403. }
  16404. /**
  16405. * Sets the ray's components by copying the given values.
  16406. *
  16407. * @param {Vector3} origin - The origin.
  16408. * @param {Vector3} direction - The direction.
  16409. * @return {Ray} A reference to this ray.
  16410. */
  16411. set( origin, direction ) {
  16412. this.origin.copy( origin );
  16413. this.direction.copy( direction );
  16414. return this;
  16415. }
  16416. /**
  16417. * Copies the values of the given ray to this instance.
  16418. *
  16419. * @param {Ray} ray - The ray to copy.
  16420. * @return {Ray} A reference to this ray.
  16421. */
  16422. copy( ray ) {
  16423. this.origin.copy( ray.origin );
  16424. this.direction.copy( ray.direction );
  16425. return this;
  16426. }
  16427. /**
  16428. * Returns a vector that is located at a given distance along this ray.
  16429. *
  16430. * @param {number} t - The distance along the ray to retrieve a position for.
  16431. * @param {Vector3} target - The target vector that is used to store the method's result.
  16432. * @return {Vector3} A position on the ray.
  16433. */
  16434. at( t, target ) {
  16435. return target.copy( this.origin ).addScaledVector( this.direction, t );
  16436. }
  16437. /**
  16438. * Adjusts the direction of the ray to point at the given vector in world space.
  16439. *
  16440. * @param {Vector3} v - The target position.
  16441. * @return {Ray} A reference to this ray.
  16442. */
  16443. lookAt( v ) {
  16444. this.direction.copy( v ).sub( this.origin ).normalize();
  16445. return this;
  16446. }
  16447. /**
  16448. * Shift the origin of this ray along its direction by the given distance.
  16449. *
  16450. * @param {number} t - The distance along the ray to interpolate.
  16451. * @return {Ray} A reference to this ray.
  16452. */
  16453. recast( t ) {
  16454. this.origin.copy( this.at( t, _vector$7 ) );
  16455. return this;
  16456. }
  16457. /**
  16458. * Returns the point along this ray that is closest to the given point.
  16459. *
  16460. * @param {Vector3} point - A point in 3D space to get the closet location on the ray for.
  16461. * @param {Vector3} target - The target vector that is used to store the method's result.
  16462. * @return {Vector3} The closest point on this ray.
  16463. */
  16464. closestPointToPoint( point, target ) {
  16465. target.subVectors( point, this.origin );
  16466. const directionDistance = target.dot( this.direction );
  16467. if ( directionDistance < 0 ) {
  16468. return target.copy( this.origin );
  16469. }
  16470. return target.copy( this.origin ).addScaledVector( this.direction, directionDistance );
  16471. }
  16472. /**
  16473. * Returns the distance of the closest approach between this ray and the given point.
  16474. *
  16475. * @param {Vector3} point - A point in 3D space to compute the distance to.
  16476. * @return {number} The distance.
  16477. */
  16478. distanceToPoint( point ) {
  16479. return Math.sqrt( this.distanceSqToPoint( point ) );
  16480. }
  16481. /**
  16482. * Returns the squared distance of the closest approach between this ray and the given point.
  16483. *
  16484. * @param {Vector3} point - A point in 3D space to compute the distance to.
  16485. * @return {number} The squared distance.
  16486. */
  16487. distanceSqToPoint( point ) {
  16488. const directionDistance = _vector$7.subVectors( point, this.origin ).dot( this.direction );
  16489. // point behind the ray
  16490. if ( directionDistance < 0 ) {
  16491. return this.origin.distanceToSquared( point );
  16492. }
  16493. _vector$7.copy( this.origin ).addScaledVector( this.direction, directionDistance );
  16494. return _vector$7.distanceToSquared( point );
  16495. }
  16496. /**
  16497. * Returns the squared distance between this ray and the given line segment.
  16498. *
  16499. * @param {Vector3} v0 - The start point of the line segment.
  16500. * @param {Vector3} v1 - The end point of the line segment.
  16501. * @param {Vector3} [optionalPointOnRay] - When provided, it receives the point on this ray that is closest to the segment.
  16502. * @param {Vector3} [optionalPointOnSegment] - When provided, it receives the point on the line segment that is closest to this ray.
  16503. * @return {number} The squared distance.
  16504. */
  16505. distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  16506. // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteDistRaySegment.h
  16507. // It returns the min distance between the ray and the segment
  16508. // defined by v0 and v1
  16509. // It can also set two optional targets :
  16510. // - The closest point on the ray
  16511. // - The closest point on the segment
  16512. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  16513. _segDir.copy( v1 ).sub( v0 ).normalize();
  16514. _diff.copy( this.origin ).sub( _segCenter );
  16515. const segExtent = v0.distanceTo( v1 ) * 0.5;
  16516. const a01 = - this.direction.dot( _segDir );
  16517. const b0 = _diff.dot( this.direction );
  16518. const b1 = - _diff.dot( _segDir );
  16519. const c = _diff.lengthSq();
  16520. const det = Math.abs( 1 - a01 * a01 );
  16521. let s0, s1, sqrDist, extDet;
  16522. if ( det > 0 ) {
  16523. // The ray and segment are not parallel.
  16524. s0 = a01 * b1 - b0;
  16525. s1 = a01 * b0 - b1;
  16526. extDet = segExtent * det;
  16527. if ( s0 >= 0 ) {
  16528. if ( s1 >= - extDet ) {
  16529. if ( s1 <= extDet ) {
  16530. // region 0
  16531. // Minimum at interior points of ray and segment.
  16532. const invDet = 1 / det;
  16533. s0 *= invDet;
  16534. s1 *= invDet;
  16535. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  16536. } else {
  16537. // region 1
  16538. s1 = segExtent;
  16539. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  16540. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  16541. }
  16542. } else {
  16543. // region 5
  16544. s1 = - segExtent;
  16545. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  16546. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  16547. }
  16548. } else {
  16549. if ( s1 <= - extDet ) {
  16550. // region 4
  16551. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  16552. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  16553. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  16554. } else if ( s1 <= extDet ) {
  16555. // region 3
  16556. s0 = 0;
  16557. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  16558. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  16559. } else {
  16560. // region 2
  16561. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  16562. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  16563. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  16564. }
  16565. }
  16566. } else {
  16567. // Ray and segment are parallel.
  16568. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  16569. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  16570. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  16571. }
  16572. if ( optionalPointOnRay ) {
  16573. optionalPointOnRay.copy( this.origin ).addScaledVector( this.direction, s0 );
  16574. }
  16575. if ( optionalPointOnSegment ) {
  16576. optionalPointOnSegment.copy( _segCenter ).addScaledVector( _segDir, s1 );
  16577. }
  16578. return sqrDist;
  16579. }
  16580. /**
  16581. * Intersects this ray with the given sphere, returning the intersection
  16582. * point or `null` if there is no intersection.
  16583. *
  16584. * @param {Sphere} sphere - The sphere to intersect.
  16585. * @param {Vector3} target - The target vector that is used to store the method's result.
  16586. * @return {?Vector3} The intersection point.
  16587. */
  16588. intersectSphere( sphere, target ) {
  16589. _vector$7.subVectors( sphere.center, this.origin );
  16590. const tca = _vector$7.dot( this.direction );
  16591. const d2 = _vector$7.dot( _vector$7 ) - tca * tca;
  16592. const radius2 = sphere.radius * sphere.radius;
  16593. if ( d2 > radius2 ) return null;
  16594. const thc = Math.sqrt( radius2 - d2 );
  16595. // t0 = first intersect point - entrance on front of sphere
  16596. const t0 = tca - thc;
  16597. // t1 = second intersect point - exit point on back of sphere
  16598. const t1 = tca + thc;
  16599. // test to see if t1 is behind the ray - if so, return null
  16600. if ( t1 < 0 ) return null;
  16601. // test to see if t0 is behind the ray:
  16602. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  16603. // in order to always return an intersect point that is in front of the ray.
  16604. if ( t0 < 0 ) return this.at( t1, target );
  16605. // else t0 is in front of the ray, so return the first collision point scaled by t0
  16606. return this.at( t0, target );
  16607. }
  16608. /**
  16609. * Returns `true` if this ray intersects with the given sphere.
  16610. *
  16611. * @param {Sphere} sphere - The sphere to intersect.
  16612. * @return {boolean} Whether this ray intersects with the given sphere or not.
  16613. */
  16614. intersectsSphere( sphere ) {
  16615. if ( sphere.radius < 0 ) return false; // handle empty spheres, see #31187
  16616. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  16617. }
  16618. /**
  16619. * Computes the distance from the ray's origin to the given plane. Returns `null` if the ray
  16620. * does not intersect with the plane.
  16621. *
  16622. * @param {Plane} plane - The plane to compute the distance to.
  16623. * @return {?number} Whether this ray intersects with the given sphere or not.
  16624. */
  16625. distanceToPlane( plane ) {
  16626. const denominator = plane.normal.dot( this.direction );
  16627. if ( denominator === 0 ) {
  16628. // line is coplanar, return origin
  16629. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  16630. return 0;
  16631. }
  16632. // Null is preferable to undefined since undefined means.... it is undefined
  16633. return null;
  16634. }
  16635. const t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  16636. // Return if the ray never intersects the plane
  16637. return t >= 0 ? t : null;
  16638. }
  16639. /**
  16640. * Intersects this ray with the given plane, returning the intersection
  16641. * point or `null` if there is no intersection.
  16642. *
  16643. * @param {Plane} plane - The plane to intersect.
  16644. * @param {Vector3} target - The target vector that is used to store the method's result.
  16645. * @return {?Vector3} The intersection point.
  16646. */
  16647. intersectPlane( plane, target ) {
  16648. const t = this.distanceToPlane( plane );
  16649. if ( t === null ) {
  16650. return null;
  16651. }
  16652. return this.at( t, target );
  16653. }
  16654. /**
  16655. * Returns `true` if this ray intersects with the given plane.
  16656. *
  16657. * @param {Plane} plane - The plane to intersect.
  16658. * @return {boolean} Whether this ray intersects with the given plane or not.
  16659. */
  16660. intersectsPlane( plane ) {
  16661. // check if the ray lies on the plane first
  16662. const distToPoint = plane.distanceToPoint( this.origin );
  16663. if ( distToPoint === 0 ) {
  16664. return true;
  16665. }
  16666. const denominator = plane.normal.dot( this.direction );
  16667. if ( denominator * distToPoint < 0 ) {
  16668. return true;
  16669. }
  16670. // ray origin is behind the plane (and is pointing behind it)
  16671. return false;
  16672. }
  16673. /**
  16674. * Intersects this ray with the given bounding box, returning the intersection
  16675. * point or `null` if there is no intersection.
  16676. *
  16677. * @param {Box3} box - The box to intersect.
  16678. * @param {Vector3} target - The target vector that is used to store the method's result.
  16679. * @return {?Vector3} The intersection point.
  16680. */
  16681. intersectBox( box, target ) {
  16682. let tmin, tmax, tymin, tymax, tzmin, tzmax;
  16683. const invdirx = 1 / this.direction.x,
  16684. invdiry = 1 / this.direction.y,
  16685. invdirz = 1 / this.direction.z;
  16686. const origin = this.origin;
  16687. if ( invdirx >= 0 ) {
  16688. tmin = ( box.min.x - origin.x ) * invdirx;
  16689. tmax = ( box.max.x - origin.x ) * invdirx;
  16690. } else {
  16691. tmin = ( box.max.x - origin.x ) * invdirx;
  16692. tmax = ( box.min.x - origin.x ) * invdirx;
  16693. }
  16694. if ( invdiry >= 0 ) {
  16695. tymin = ( box.min.y - origin.y ) * invdiry;
  16696. tymax = ( box.max.y - origin.y ) * invdiry;
  16697. } else {
  16698. tymin = ( box.max.y - origin.y ) * invdiry;
  16699. tymax = ( box.min.y - origin.y ) * invdiry;
  16700. }
  16701. if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
  16702. if ( tymin > tmin || isNaN( tmin ) ) tmin = tymin;
  16703. if ( tymax < tmax || isNaN( tmax ) ) tmax = tymax;
  16704. if ( invdirz >= 0 ) {
  16705. tzmin = ( box.min.z - origin.z ) * invdirz;
  16706. tzmax = ( box.max.z - origin.z ) * invdirz;
  16707. } else {
  16708. tzmin = ( box.max.z - origin.z ) * invdirz;
  16709. tzmax = ( box.min.z - origin.z ) * invdirz;
  16710. }
  16711. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
  16712. if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
  16713. if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
  16714. //return point closest to the ray (positive side)
  16715. if ( tmax < 0 ) return null;
  16716. return this.at( tmin >= 0 ? tmin : tmax, target );
  16717. }
  16718. /**
  16719. * Returns `true` if this ray intersects with the given box.
  16720. *
  16721. * @param {Box3} box - The box to intersect.
  16722. * @return {boolean} Whether this ray intersects with the given box or not.
  16723. */
  16724. intersectsBox( box ) {
  16725. return this.intersectBox( box, _vector$7 ) !== null;
  16726. }
  16727. /**
  16728. * Intersects this ray with the given triangle, returning the intersection
  16729. * point or `null` if there is no intersection.
  16730. *
  16731. * @param {Vector3} a - The first vertex of the triangle.
  16732. * @param {Vector3} b - The second vertex of the triangle.
  16733. * @param {Vector3} c - The third vertex of the triangle.
  16734. * @param {boolean} backfaceCulling - Whether to use backface culling or not.
  16735. * @param {Vector3} target - The target vector that is used to store the method's result.
  16736. * @return {?Vector3} The intersection point.
  16737. */
  16738. intersectTriangle( a, b, c, backfaceCulling, target ) {
  16739. // Compute the offset origin, edges, and normal.
  16740. // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  16741. _edge1.subVectors( b, a );
  16742. _edge2.subVectors( c, a );
  16743. _normal$1.crossVectors( _edge1, _edge2 );
  16744. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  16745. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  16746. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  16747. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  16748. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  16749. let DdN = this.direction.dot( _normal$1 );
  16750. let sign;
  16751. if ( DdN > 0 ) {
  16752. if ( backfaceCulling ) return null;
  16753. sign = 1;
  16754. } else if ( DdN < 0 ) {
  16755. sign = -1;
  16756. DdN = - DdN;
  16757. } else {
  16758. return null;
  16759. }
  16760. _diff.subVectors( this.origin, a );
  16761. const DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  16762. // b1 < 0, no intersection
  16763. if ( DdQxE2 < 0 ) {
  16764. return null;
  16765. }
  16766. const DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  16767. // b2 < 0, no intersection
  16768. if ( DdE1xQ < 0 ) {
  16769. return null;
  16770. }
  16771. // b1+b2 > 1, no intersection
  16772. if ( DdQxE2 + DdE1xQ > DdN ) {
  16773. return null;
  16774. }
  16775. // Line intersects triangle, check if ray does.
  16776. const QdN = - sign * _diff.dot( _normal$1 );
  16777. // t < 0, no intersection
  16778. if ( QdN < 0 ) {
  16779. return null;
  16780. }
  16781. // Ray intersects triangle.
  16782. return this.at( QdN / DdN, target );
  16783. }
  16784. /**
  16785. * Transforms this ray with the given 4x4 transformation matrix.
  16786. *
  16787. * @param {Matrix4} matrix4 - The transformation matrix.
  16788. * @return {Ray} A reference to this ray.
  16789. */
  16790. applyMatrix4( matrix4 ) {
  16791. this.origin.applyMatrix4( matrix4 );
  16792. this.direction.transformDirection( matrix4 );
  16793. return this;
  16794. }
  16795. /**
  16796. * Returns `true` if this ray is equal with the given one.
  16797. *
  16798. * @param {Ray} ray - The ray to test for equality.
  16799. * @return {boolean} Whether this ray is equal with the given one.
  16800. */
  16801. equals( ray ) {
  16802. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  16803. }
  16804. /**
  16805. * Returns a new ray with copied values from this instance.
  16806. *
  16807. * @return {Ray} A clone of this instance.
  16808. */
  16809. clone() {
  16810. return new this.constructor().copy( this );
  16811. }
  16812. }
  16813. /**
  16814. * A material for drawing geometries in a simple shaded (flat or wireframe) way.
  16815. *
  16816. * This material is not affected by lights.
  16817. *
  16818. * @augments Material
  16819. * @demo scenes/material-browser.html#MeshBasicMaterial
  16820. */
  16821. class MeshBasicMaterial extends Material {
  16822. /**
  16823. * Constructs a new mesh basic material.
  16824. *
  16825. * @param {Object} [parameters] - An object with one or more properties
  16826. * defining the material's appearance. Any property of the material
  16827. * (including any property from inherited materials) can be passed
  16828. * in here. Color values can be passed any type of value accepted
  16829. * by {@link Color#set}.
  16830. */
  16831. constructor( parameters ) {
  16832. super();
  16833. /**
  16834. * This flag can be used for type testing.
  16835. *
  16836. * @type {boolean}
  16837. * @readonly
  16838. * @default true
  16839. */
  16840. this.isMeshBasicMaterial = true;
  16841. this.type = 'MeshBasicMaterial';
  16842. /**
  16843. * Color of the material.
  16844. *
  16845. * @type {Color}
  16846. * @default (1,1,1)
  16847. */
  16848. this.color = new Color( 0xffffff ); // diffuse
  16849. /**
  16850. * The color map. May optionally include an alpha channel, typically combined
  16851. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  16852. * color is modulated by the diffuse `color`.
  16853. *
  16854. * @type {?Texture}
  16855. * @default null
  16856. */
  16857. this.map = null;
  16858. /**
  16859. * The light map. Requires a second set of UVs.
  16860. *
  16861. * @type {?Texture}
  16862. * @default null
  16863. */
  16864. this.lightMap = null;
  16865. /**
  16866. * Intensity of the baked light.
  16867. *
  16868. * @type {number}
  16869. * @default 1
  16870. */
  16871. this.lightMapIntensity = 1.0;
  16872. /**
  16873. * The red channel of this texture is used as the ambient occlusion map.
  16874. * Requires a second set of UVs.
  16875. *
  16876. * @type {?Texture}
  16877. * @default null
  16878. */
  16879. this.aoMap = null;
  16880. /**
  16881. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  16882. * disables ambient occlusion. Where intensity is `1` and the AO map's
  16883. * red channel is also `1`, ambient light is fully occluded on a surface.
  16884. *
  16885. * @type {number}
  16886. * @default 1
  16887. */
  16888. this.aoMapIntensity = 1.0;
  16889. /**
  16890. * Specular map used by the material.
  16891. *
  16892. * @type {?Texture}
  16893. * @default null
  16894. */
  16895. this.specularMap = null;
  16896. /**
  16897. * The alpha map is a grayscale texture that controls the opacity across the
  16898. * surface (black: fully transparent; white: fully opaque).
  16899. *
  16900. * Only the color of the texture is used, ignoring the alpha channel if one
  16901. * exists. For RGB and RGBA textures, the renderer will use the green channel
  16902. * when sampling this texture due to the extra bit of precision provided for
  16903. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  16904. * luminance/alpha textures will also still work as expected.
  16905. *
  16906. * @type {?Texture}
  16907. * @default null
  16908. */
  16909. this.alphaMap = null;
  16910. /**
  16911. * The environment map.
  16912. *
  16913. * @type {?Texture}
  16914. * @default null
  16915. */
  16916. this.envMap = null;
  16917. /**
  16918. * The rotation of the environment map in radians.
  16919. *
  16920. * @type {Euler}
  16921. * @default (0,0,0)
  16922. */
  16923. this.envMapRotation = new Euler();
  16924. /**
  16925. * How to combine the result of the surface's color with the environment map, if any.
  16926. *
  16927. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  16928. * blend between the two colors.
  16929. *
  16930. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  16931. * @default MultiplyOperation
  16932. */
  16933. this.combine = MultiplyOperation;
  16934. /**
  16935. * How much the environment map affects the surface.
  16936. * The valid range is between `0` (no reflections) and `1` (full reflections).
  16937. *
  16938. * @type {number}
  16939. * @default 1
  16940. */
  16941. this.reflectivity = 1;
  16942. /**
  16943. * The index of refraction (IOR) of air (approximately 1) divided by the
  16944. * index of refraction of the material. It is used with environment mapping
  16945. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  16946. * The refraction ratio should not exceed `1`.
  16947. *
  16948. * @type {number}
  16949. * @default 0.98
  16950. */
  16951. this.refractionRatio = 0.98;
  16952. /**
  16953. * Renders the geometry as a wireframe.
  16954. *
  16955. * @type {boolean}
  16956. * @default false
  16957. */
  16958. this.wireframe = false;
  16959. /**
  16960. * Controls the thickness of the wireframe.
  16961. *
  16962. * Can only be used with {@link SVGRenderer}.
  16963. *
  16964. * @type {number}
  16965. * @default 1
  16966. */
  16967. this.wireframeLinewidth = 1;
  16968. /**
  16969. * Defines appearance of wireframe ends.
  16970. *
  16971. * Can only be used with {@link SVGRenderer}.
  16972. *
  16973. * @type {('round'|'bevel'|'miter')}
  16974. * @default 'round'
  16975. */
  16976. this.wireframeLinecap = 'round';
  16977. /**
  16978. * Defines appearance of wireframe joints.
  16979. *
  16980. * Can only be used with {@link SVGRenderer}.
  16981. *
  16982. * @type {('round'|'bevel'|'miter')}
  16983. * @default 'round'
  16984. */
  16985. this.wireframeLinejoin = 'round';
  16986. /**
  16987. * Whether the material is affected by fog or not.
  16988. *
  16989. * @type {boolean}
  16990. * @default true
  16991. */
  16992. this.fog = true;
  16993. this.setValues( parameters );
  16994. }
  16995. copy( source ) {
  16996. super.copy( source );
  16997. this.color.copy( source.color );
  16998. this.map = source.map;
  16999. this.lightMap = source.lightMap;
  17000. this.lightMapIntensity = source.lightMapIntensity;
  17001. this.aoMap = source.aoMap;
  17002. this.aoMapIntensity = source.aoMapIntensity;
  17003. this.specularMap = source.specularMap;
  17004. this.alphaMap = source.alphaMap;
  17005. this.envMap = source.envMap;
  17006. this.envMapRotation.copy( source.envMapRotation );
  17007. this.combine = source.combine;
  17008. this.reflectivity = source.reflectivity;
  17009. this.refractionRatio = source.refractionRatio;
  17010. this.wireframe = source.wireframe;
  17011. this.wireframeLinewidth = source.wireframeLinewidth;
  17012. this.wireframeLinecap = source.wireframeLinecap;
  17013. this.wireframeLinejoin = source.wireframeLinejoin;
  17014. this.fog = source.fog;
  17015. return this;
  17016. }
  17017. }
  17018. const _inverseMatrix$3 = /*@__PURE__*/ new Matrix4();
  17019. const _ray$3 = /*@__PURE__*/ new Ray();
  17020. const _sphere$6 = /*@__PURE__*/ new Sphere();
  17021. const _sphereHitAt = /*@__PURE__*/ new Vector3();
  17022. const _vA = /*@__PURE__*/ new Vector3();
  17023. const _vB = /*@__PURE__*/ new Vector3();
  17024. const _vC = /*@__PURE__*/ new Vector3();
  17025. const _tempA = /*@__PURE__*/ new Vector3();
  17026. const _morphA = /*@__PURE__*/ new Vector3();
  17027. const _intersectionPoint = /*@__PURE__*/ new Vector3();
  17028. const _intersectionPointWorld = /*@__PURE__*/ new Vector3();
  17029. /**
  17030. * Class representing triangular polygon mesh based objects.
  17031. *
  17032. * ```js
  17033. * const geometry = new THREE.BoxGeometry( 1, 1, 1 );
  17034. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  17035. * const mesh = new THREE.Mesh( geometry, material );
  17036. * scene.add( mesh );
  17037. * ```
  17038. *
  17039. * @augments Object3D
  17040. */
  17041. class Mesh extends Object3D {
  17042. /**
  17043. * Constructs a new mesh.
  17044. *
  17045. * @param {BufferGeometry} [geometry] - The mesh geometry.
  17046. * @param {Material|Array<Material>} [material] - The mesh material.
  17047. */
  17048. constructor( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) {
  17049. super();
  17050. /**
  17051. * This flag can be used for type testing.
  17052. *
  17053. * @type {boolean}
  17054. * @readonly
  17055. * @default true
  17056. */
  17057. this.isMesh = true;
  17058. this.type = 'Mesh';
  17059. /**
  17060. * The mesh geometry.
  17061. *
  17062. * @type {BufferGeometry}
  17063. */
  17064. this.geometry = geometry;
  17065. /**
  17066. * The mesh material.
  17067. *
  17068. * @type {Material|Array<Material>}
  17069. * @default MeshBasicMaterial
  17070. */
  17071. this.material = material;
  17072. /**
  17073. * A dictionary representing the morph targets in the geometry. The key is the
  17074. * morph targets name, the value its attribute index. This member is `undefined`
  17075. * by default and only set when morph targets are detected in the geometry.
  17076. *
  17077. * @type {Object<string,number>|undefined}
  17078. * @default undefined
  17079. */
  17080. this.morphTargetDictionary = undefined;
  17081. /**
  17082. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  17083. * is applied. This member is `undefined` by default and only set when morph targets are
  17084. * detected in the geometry.
  17085. *
  17086. * @type {Array<number>|undefined}
  17087. * @default undefined
  17088. */
  17089. this.morphTargetInfluences = undefined;
  17090. /**
  17091. * The number of instances of this mesh.
  17092. * Can only be used with {@link WebGPURenderer}.
  17093. *
  17094. * @type {number}
  17095. * @default 1
  17096. */
  17097. this.count = 1;
  17098. this.updateMorphTargets();
  17099. }
  17100. copy( source, recursive ) {
  17101. super.copy( source, recursive );
  17102. if ( source.morphTargetInfluences !== undefined ) {
  17103. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  17104. }
  17105. if ( source.morphTargetDictionary !== undefined ) {
  17106. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  17107. }
  17108. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  17109. this.geometry = source.geometry;
  17110. return this;
  17111. }
  17112. /**
  17113. * Sets the values of {@link Mesh#morphTargetDictionary} and {@link Mesh#morphTargetInfluences}
  17114. * to make sure existing morph targets can influence this 3D object.
  17115. */
  17116. updateMorphTargets() {
  17117. const geometry = this.geometry;
  17118. const morphAttributes = geometry.morphAttributes;
  17119. const keys = Object.keys( morphAttributes );
  17120. if ( keys.length > 0 ) {
  17121. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  17122. if ( morphAttribute !== undefined ) {
  17123. this.morphTargetInfluences = [];
  17124. this.morphTargetDictionary = {};
  17125. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  17126. const name = morphAttribute[ m ].name || String( m );
  17127. this.morphTargetInfluences.push( 0 );
  17128. this.morphTargetDictionary[ name ] = m;
  17129. }
  17130. }
  17131. }
  17132. }
  17133. /**
  17134. * Returns the local-space position of the vertex at the given index, taking into
  17135. * account the current animation state of both morph targets and skinning.
  17136. *
  17137. * @param {number} index - The vertex index.
  17138. * @param {Vector3} target - The target object that is used to store the method's result.
  17139. * @return {Vector3} The vertex position in local space.
  17140. */
  17141. getVertexPosition( index, target ) {
  17142. const geometry = this.geometry;
  17143. const position = geometry.attributes.position;
  17144. const morphPosition = geometry.morphAttributes.position;
  17145. const morphTargetsRelative = geometry.morphTargetsRelative;
  17146. target.fromBufferAttribute( position, index );
  17147. const morphInfluences = this.morphTargetInfluences;
  17148. if ( morphPosition && morphInfluences ) {
  17149. _morphA.set( 0, 0, 0 );
  17150. for ( let i = 0, il = morphPosition.length; i < il; i ++ ) {
  17151. const influence = morphInfluences[ i ];
  17152. const morphAttribute = morphPosition[ i ];
  17153. if ( influence === 0 ) continue;
  17154. _tempA.fromBufferAttribute( morphAttribute, index );
  17155. if ( morphTargetsRelative ) {
  17156. _morphA.addScaledVector( _tempA, influence );
  17157. } else {
  17158. _morphA.addScaledVector( _tempA.sub( target ), influence );
  17159. }
  17160. }
  17161. target.add( _morphA );
  17162. }
  17163. return target;
  17164. }
  17165. /**
  17166. * Computes intersection points between a casted ray and this line.
  17167. *
  17168. * @param {Raycaster} raycaster - The raycaster.
  17169. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  17170. */
  17171. raycast( raycaster, intersects ) {
  17172. const geometry = this.geometry;
  17173. const material = this.material;
  17174. const matrixWorld = this.matrixWorld;
  17175. if ( material === undefined ) return;
  17176. // test with bounding sphere in world space
  17177. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  17178. _sphere$6.copy( geometry.boundingSphere );
  17179. _sphere$6.applyMatrix4( matrixWorld );
  17180. // check distance from ray origin to bounding sphere
  17181. _ray$3.copy( raycaster.ray ).recast( raycaster.near );
  17182. if ( _sphere$6.containsPoint( _ray$3.origin ) === false ) {
  17183. if ( _ray$3.intersectSphere( _sphere$6, _sphereHitAt ) === null ) return;
  17184. if ( _ray$3.origin.distanceToSquared( _sphereHitAt ) > ( raycaster.far - raycaster.near ) ** 2 ) return;
  17185. }
  17186. // convert ray to local space of mesh
  17187. _inverseMatrix$3.copy( matrixWorld ).invert();
  17188. _ray$3.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$3 );
  17189. // test with bounding box in local space
  17190. if ( geometry.boundingBox !== null ) {
  17191. if ( _ray$3.intersectsBox( geometry.boundingBox ) === false ) return;
  17192. }
  17193. // test for intersections with geometry
  17194. this._computeIntersections( raycaster, intersects, _ray$3 );
  17195. }
  17196. _computeIntersections( raycaster, intersects, rayLocalSpace ) {
  17197. let intersection;
  17198. const geometry = this.geometry;
  17199. const material = this.material;
  17200. const index = geometry.index;
  17201. const position = geometry.attributes.position;
  17202. const uv = geometry.attributes.uv;
  17203. const uv1 = geometry.attributes.uv1;
  17204. const normal = geometry.attributes.normal;
  17205. const groups = geometry.groups;
  17206. const drawRange = geometry.drawRange;
  17207. if ( index !== null ) {
  17208. // indexed buffer geometry
  17209. if ( Array.isArray( material ) ) {
  17210. for ( let i = 0, il = groups.length; i < il; i ++ ) {
  17211. const group = groups[ i ];
  17212. const groupMaterial = material[ group.materialIndex ];
  17213. const start = Math.max( group.start, drawRange.start );
  17214. const end = Math.min( index.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
  17215. for ( let j = start, jl = end; j < jl; j += 3 ) {
  17216. const a = index.getX( j );
  17217. const b = index.getX( j + 1 );
  17218. const c = index.getX( j + 2 );
  17219. intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  17220. if ( intersection ) {
  17221. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  17222. intersection.face.materialIndex = group.materialIndex;
  17223. intersects.push( intersection );
  17224. }
  17225. }
  17226. }
  17227. } else {
  17228. const start = Math.max( 0, drawRange.start );
  17229. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  17230. for ( let i = start, il = end; i < il; i += 3 ) {
  17231. const a = index.getX( i );
  17232. const b = index.getX( i + 1 );
  17233. const c = index.getX( i + 2 );
  17234. intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  17235. if ( intersection ) {
  17236. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  17237. intersects.push( intersection );
  17238. }
  17239. }
  17240. }
  17241. } else if ( position !== undefined ) {
  17242. // non-indexed buffer geometry
  17243. if ( Array.isArray( material ) ) {
  17244. for ( let i = 0, il = groups.length; i < il; i ++ ) {
  17245. const group = groups[ i ];
  17246. const groupMaterial = material[ group.materialIndex ];
  17247. const start = Math.max( group.start, drawRange.start );
  17248. const end = Math.min( position.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
  17249. for ( let j = start, jl = end; j < jl; j += 3 ) {
  17250. const a = j;
  17251. const b = j + 1;
  17252. const c = j + 2;
  17253. intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  17254. if ( intersection ) {
  17255. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  17256. intersection.face.materialIndex = group.materialIndex;
  17257. intersects.push( intersection );
  17258. }
  17259. }
  17260. }
  17261. } else {
  17262. const start = Math.max( 0, drawRange.start );
  17263. const end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  17264. for ( let i = start, il = end; i < il; i += 3 ) {
  17265. const a = i;
  17266. const b = i + 1;
  17267. const c = i + 2;
  17268. intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  17269. if ( intersection ) {
  17270. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  17271. intersects.push( intersection );
  17272. }
  17273. }
  17274. }
  17275. }
  17276. }
  17277. }
  17278. function checkIntersection$1( object, material, raycaster, ray, pA, pB, pC, point ) {
  17279. let intersect;
  17280. if ( material.side === BackSide ) {
  17281. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  17282. } else {
  17283. intersect = ray.intersectTriangle( pA, pB, pC, ( material.side === FrontSide ), point );
  17284. }
  17285. if ( intersect === null ) return null;
  17286. _intersectionPointWorld.copy( point );
  17287. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  17288. const distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  17289. if ( distance < raycaster.near || distance > raycaster.far ) return null;
  17290. return {
  17291. distance: distance,
  17292. point: _intersectionPointWorld.clone(),
  17293. object: object
  17294. };
  17295. }
  17296. function checkGeometryIntersection( object, material, raycaster, ray, uv, uv1, normal, a, b, c ) {
  17297. object.getVertexPosition( a, _vA );
  17298. object.getVertexPosition( b, _vB );
  17299. object.getVertexPosition( c, _vC );
  17300. const intersection = checkIntersection$1( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );
  17301. if ( intersection ) {
  17302. const barycoord = new Vector3();
  17303. Triangle.getBarycoord( _intersectionPoint, _vA, _vB, _vC, barycoord );
  17304. if ( uv ) {
  17305. intersection.uv = Triangle.getInterpolatedAttribute( uv, a, b, c, barycoord, new Vector2() );
  17306. }
  17307. if ( uv1 ) {
  17308. intersection.uv1 = Triangle.getInterpolatedAttribute( uv1, a, b, c, barycoord, new Vector2() );
  17309. }
  17310. if ( normal ) {
  17311. intersection.normal = Triangle.getInterpolatedAttribute( normal, a, b, c, barycoord, new Vector3() );
  17312. if ( intersection.normal.dot( ray.direction ) > 0 ) {
  17313. intersection.normal.multiplyScalar( -1 );
  17314. }
  17315. }
  17316. const face = {
  17317. a: a,
  17318. b: b,
  17319. c: c,
  17320. normal: new Vector3(),
  17321. materialIndex: 0
  17322. };
  17323. Triangle.getNormal( _vA, _vB, _vC, face.normal );
  17324. intersection.face = face;
  17325. intersection.barycoord = barycoord;
  17326. }
  17327. return intersection;
  17328. }
  17329. const _basePosition = /*@__PURE__*/ new Vector3();
  17330. const _skinIndex = /*@__PURE__*/ new Vector4();
  17331. const _skinWeight = /*@__PURE__*/ new Vector4();
  17332. const _vector3 = /*@__PURE__*/ new Vector3();
  17333. const _matrix4 = /*@__PURE__*/ new Matrix4();
  17334. const _vertex = /*@__PURE__*/ new Vector3();
  17335. const _sphere$5 = /*@__PURE__*/ new Sphere();
  17336. const _inverseMatrix$2 = /*@__PURE__*/ new Matrix4();
  17337. const _ray$2 = /*@__PURE__*/ new Ray();
  17338. /**
  17339. * A mesh that has a {@link Skeleton} that can then be used to animate the
  17340. * vertices of the geometry with skinning/skeleton animation.
  17341. *
  17342. * Next to a valid skeleton, the skinned mesh requires skin indices and weights
  17343. * as buffer attributes in its geometry. These attribute define which bones affect a single
  17344. * vertex to a certain extend.
  17345. *
  17346. * Typically skinned meshes are not created manually but loaders like {@link GLTFLoader}
  17347. * or {@link FBXLoader } import respective models.
  17348. *
  17349. * @augments Mesh
  17350. * @demo scenes/bones-browser.html
  17351. */
  17352. class SkinnedMesh extends Mesh {
  17353. /**
  17354. * Constructs a new skinned mesh.
  17355. *
  17356. * @param {BufferGeometry} [geometry] - The mesh geometry.
  17357. * @param {Material|Array<Material>} [material] - The mesh material.
  17358. */
  17359. constructor( geometry, material ) {
  17360. super( geometry, material );
  17361. /**
  17362. * This flag can be used for type testing.
  17363. *
  17364. * @type {boolean}
  17365. * @readonly
  17366. * @default true
  17367. */
  17368. this.isSkinnedMesh = true;
  17369. this.type = 'SkinnedMesh';
  17370. /**
  17371. * `AttachedBindMode` means the skinned mesh shares the same world space as the skeleton.
  17372. * This is not true when using `DetachedBindMode` which is useful when sharing a skeleton
  17373. * across multiple skinned meshes.
  17374. *
  17375. * @type {(AttachedBindMode|DetachedBindMode)}
  17376. * @default AttachedBindMode
  17377. */
  17378. this.bindMode = AttachedBindMode;
  17379. /**
  17380. * The base matrix that is used for the bound bone transforms.
  17381. *
  17382. * @type {Matrix4}
  17383. */
  17384. this.bindMatrix = new Matrix4();
  17385. /**
  17386. * The base matrix that is used for resetting the bound bone transforms.
  17387. *
  17388. * @type {Matrix4}
  17389. */
  17390. this.bindMatrixInverse = new Matrix4();
  17391. /**
  17392. * The bounding box of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingBox}.
  17393. *
  17394. * @type {?Box3}
  17395. * @default null
  17396. */
  17397. this.boundingBox = null;
  17398. /**
  17399. * The bounding sphere of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingSphere}.
  17400. *
  17401. * @type {?Sphere}
  17402. * @default null
  17403. */
  17404. this.boundingSphere = null;
  17405. }
  17406. /**
  17407. * Computes the bounding box of the skinned mesh, and updates {@link SkinnedMesh#boundingBox}.
  17408. * The bounding box is not automatically computed by the engine; this method must be called by your app.
  17409. * If the skinned mesh is animated, the bounding box should be recomputed per frame in order to reflect
  17410. * the current animation state.
  17411. */
  17412. computeBoundingBox() {
  17413. const geometry = this.geometry;
  17414. if ( this.boundingBox === null ) {
  17415. this.boundingBox = new Box3();
  17416. }
  17417. this.boundingBox.makeEmpty();
  17418. const positionAttribute = geometry.getAttribute( 'position' );
  17419. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  17420. this.getVertexPosition( i, _vertex );
  17421. this.boundingBox.expandByPoint( _vertex );
  17422. }
  17423. }
  17424. /**
  17425. * Computes the bounding sphere of the skinned mesh, and updates {@link SkinnedMesh#boundingSphere}.
  17426. * The bounding sphere is automatically computed by the engine once when it is needed, e.g., for ray casting
  17427. * and view frustum culling. If the skinned mesh is animated, the bounding sphere should be recomputed
  17428. * per frame in order to reflect the current animation state.
  17429. */
  17430. computeBoundingSphere() {
  17431. const geometry = this.geometry;
  17432. if ( this.boundingSphere === null ) {
  17433. this.boundingSphere = new Sphere();
  17434. }
  17435. this.boundingSphere.makeEmpty();
  17436. const positionAttribute = geometry.getAttribute( 'position' );
  17437. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  17438. this.getVertexPosition( i, _vertex );
  17439. this.boundingSphere.expandByPoint( _vertex );
  17440. }
  17441. }
  17442. copy( source, recursive ) {
  17443. super.copy( source, recursive );
  17444. this.bindMode = source.bindMode;
  17445. this.bindMatrix.copy( source.bindMatrix );
  17446. this.bindMatrixInverse.copy( source.bindMatrixInverse );
  17447. this.skeleton = source.skeleton;
  17448. if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
  17449. if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
  17450. return this;
  17451. }
  17452. raycast( raycaster, intersects ) {
  17453. const material = this.material;
  17454. const matrixWorld = this.matrixWorld;
  17455. if ( material === undefined ) return;
  17456. // test with bounding sphere in world space
  17457. if ( this.boundingSphere === null ) this.computeBoundingSphere();
  17458. _sphere$5.copy( this.boundingSphere );
  17459. _sphere$5.applyMatrix4( matrixWorld );
  17460. if ( raycaster.ray.intersectsSphere( _sphere$5 ) === false ) return;
  17461. // convert ray to local space of skinned mesh
  17462. _inverseMatrix$2.copy( matrixWorld ).invert();
  17463. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  17464. // test with bounding box in local space
  17465. if ( this.boundingBox !== null ) {
  17466. if ( _ray$2.intersectsBox( this.boundingBox ) === false ) return;
  17467. }
  17468. // test for intersections with geometry
  17469. this._computeIntersections( raycaster, intersects, _ray$2 );
  17470. }
  17471. getVertexPosition( index, target ) {
  17472. super.getVertexPosition( index, target );
  17473. this.applyBoneTransform( index, target );
  17474. return target;
  17475. }
  17476. /**
  17477. * Binds the given skeleton to the skinned mesh.
  17478. *
  17479. * @param {Skeleton} skeleton - The skeleton to bind.
  17480. * @param {Matrix4} [bindMatrix] - The bind matrix. If no bind matrix is provided,
  17481. * the skinned mesh's world matrix will be used instead.
  17482. */
  17483. bind( skeleton, bindMatrix ) {
  17484. this.skeleton = skeleton;
  17485. if ( bindMatrix === undefined ) {
  17486. this.updateMatrixWorld( true );
  17487. this.skeleton.calculateInverses();
  17488. bindMatrix = this.matrixWorld;
  17489. }
  17490. this.bindMatrix.copy( bindMatrix );
  17491. this.bindMatrixInverse.copy( bindMatrix ).invert();
  17492. }
  17493. /**
  17494. * This method sets the skinned mesh in the rest pose).
  17495. */
  17496. pose() {
  17497. this.skeleton.pose();
  17498. }
  17499. /**
  17500. * Normalizes the skin weights which are defined as a buffer attribute
  17501. * in the skinned mesh's geometry.
  17502. */
  17503. normalizeSkinWeights() {
  17504. const vector = new Vector4();
  17505. const skinWeight = this.geometry.attributes.skinWeight;
  17506. for ( let i = 0, l = skinWeight.count; i < l; i ++ ) {
  17507. vector.fromBufferAttribute( skinWeight, i );
  17508. const scale = 1.0 / vector.manhattanLength();
  17509. if ( scale !== Infinity ) {
  17510. vector.multiplyScalar( scale );
  17511. } else {
  17512. vector.set( 1, 0, 0, 0 ); // do something reasonable
  17513. }
  17514. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  17515. }
  17516. }
  17517. updateMatrixWorld( force ) {
  17518. super.updateMatrixWorld( force );
  17519. if ( this.bindMode === AttachedBindMode ) {
  17520. this.bindMatrixInverse.copy( this.matrixWorld ).invert();
  17521. } else if ( this.bindMode === DetachedBindMode ) {
  17522. this.bindMatrixInverse.copy( this.bindMatrix ).invert();
  17523. } else {
  17524. warn( 'SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  17525. }
  17526. }
  17527. /**
  17528. * Applies the bone transform associated with the given index to the given
  17529. * vertex position. Returns the updated vector.
  17530. *
  17531. * @param {number} index - The vertex index.
  17532. * @param {Vector3} target - The target object that is used to store the method's result.
  17533. * the skinned mesh's world matrix will be used instead.
  17534. * @return {Vector3} The updated vertex position.
  17535. */
  17536. applyBoneTransform( index, target ) {
  17537. const skeleton = this.skeleton;
  17538. const geometry = this.geometry;
  17539. _skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );
  17540. _skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );
  17541. _basePosition.copy( target ).applyMatrix4( this.bindMatrix );
  17542. target.set( 0, 0, 0 );
  17543. for ( let i = 0; i < 4; i ++ ) {
  17544. const weight = _skinWeight.getComponent( i );
  17545. if ( weight !== 0 ) {
  17546. const boneIndex = _skinIndex.getComponent( i );
  17547. _matrix4.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );
  17548. target.addScaledVector( _vector3.copy( _basePosition ).applyMatrix4( _matrix4 ), weight );
  17549. }
  17550. }
  17551. return target.applyMatrix4( this.bindMatrixInverse );
  17552. }
  17553. }
  17554. /**
  17555. * A bone which is part of a {@link Skeleton}. The skeleton in turn is used by
  17556. * the {@link SkinnedMesh}.
  17557. *
  17558. * ```js
  17559. * const root = new THREE.Bone();
  17560. * const child = new THREE.Bone();
  17561. *
  17562. * root.add( child );
  17563. * child.position.y = 5;
  17564. * ```
  17565. *
  17566. * @augments Object3D
  17567. */
  17568. class Bone extends Object3D {
  17569. /**
  17570. * Constructs a new bone.
  17571. */
  17572. constructor() {
  17573. super();
  17574. /**
  17575. * This flag can be used for type testing.
  17576. *
  17577. * @type {boolean}
  17578. * @readonly
  17579. * @default true
  17580. */
  17581. this.isBone = true;
  17582. this.type = 'Bone';
  17583. }
  17584. }
  17585. /**
  17586. * Creates a texture directly from raw buffer data.
  17587. *
  17588. * The interpretation of the data depends on type and format: If the type is
  17589. * `UnsignedByteType`, a `Uint8Array` will be useful for addressing the
  17590. * texel data. If the format is `RGBAFormat`, data needs four values for
  17591. * one texel; Red, Green, Blue and Alpha (typically the opacity).
  17592. *
  17593. * @augments Texture
  17594. */
  17595. class DataTexture extends Texture {
  17596. /**
  17597. * Constructs a new data texture.
  17598. *
  17599. * @param {?TypedArray} [data=null] - The buffer data.
  17600. * @param {number} [width=1] - The width of the texture.
  17601. * @param {number} [height=1] - The height of the texture.
  17602. * @param {number} [format=RGBAFormat] - The texture format.
  17603. * @param {number} [type=UnsignedByteType] - The texture type.
  17604. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  17605. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  17606. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  17607. * @param {number} [magFilter=NearestFilter] - The mag filter value.
  17608. * @param {number} [minFilter=NearestFilter] - The min filter value.
  17609. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  17610. * @param {string} [colorSpace=NoColorSpace] - The color space.
  17611. */
  17612. constructor( data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, colorSpace ) {
  17613. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  17614. /**
  17615. * This flag can be used for type testing.
  17616. *
  17617. * @type {boolean}
  17618. * @readonly
  17619. * @default true
  17620. */
  17621. this.isDataTexture = true;
  17622. /**
  17623. * The image definition of a data texture.
  17624. *
  17625. * @type {{data:TypedArray,width:number,height:number}}
  17626. */
  17627. this.image = { data: data, width: width, height: height };
  17628. /**
  17629. * Whether to generate mipmaps (if possible) for a texture.
  17630. *
  17631. * Overwritten and set to `false` by default.
  17632. *
  17633. * @type {boolean}
  17634. * @default false
  17635. */
  17636. this.generateMipmaps = false;
  17637. /**
  17638. * If set to `true`, the texture is flipped along the vertical axis when
  17639. * uploaded to the GPU.
  17640. *
  17641. * Overwritten and set to `false` by default.
  17642. *
  17643. * @type {boolean}
  17644. * @default false
  17645. */
  17646. this.flipY = false;
  17647. /**
  17648. * Specifies the alignment requirements for the start of each pixel row in memory.
  17649. *
  17650. * Overwritten and set to `1` by default.
  17651. *
  17652. * @type {boolean}
  17653. * @default 1
  17654. */
  17655. this.unpackAlignment = 1;
  17656. }
  17657. }
  17658. const _offsetMatrix = /*@__PURE__*/ new Matrix4();
  17659. const _identityMatrix = /*@__PURE__*/ new Matrix4();
  17660. /**
  17661. * Class for representing the armatures in `three.js`. The skeleton
  17662. * is defined by a hierarchy of bones.
  17663. *
  17664. * ```js
  17665. * const bones = [];
  17666. *
  17667. * const shoulder = new THREE.Bone();
  17668. * const elbow = new THREE.Bone();
  17669. * const hand = new THREE.Bone();
  17670. *
  17671. * shoulder.add( elbow );
  17672. * elbow.add( hand );
  17673. *
  17674. * bones.push( shoulder , elbow, hand);
  17675. *
  17676. * shoulder.position.y = -5;
  17677. * elbow.position.y = 0;
  17678. * hand.position.y = 5;
  17679. *
  17680. * const armSkeleton = new THREE.Skeleton( bones );
  17681. * ```
  17682. */
  17683. class Skeleton {
  17684. /**
  17685. * Constructs a new skeleton.
  17686. *
  17687. * @param {Array<Bone>} [bones] - An array of bones.
  17688. * @param {Array<Matrix4>} [boneInverses] - An array of bone inverse matrices.
  17689. * If not provided, these matrices will be computed automatically via {@link Skeleton#calculateInverses}.
  17690. */
  17691. constructor( bones = [], boneInverses = [] ) {
  17692. this.uuid = generateUUID();
  17693. /**
  17694. * An array of bones defining the skeleton.
  17695. *
  17696. * @type {Array<Bone>}
  17697. */
  17698. this.bones = bones.slice( 0 );
  17699. /**
  17700. * An array of bone inverse matrices.
  17701. *
  17702. * @type {Array<Matrix4>}
  17703. */
  17704. this.boneInverses = boneInverses;
  17705. /**
  17706. * An array buffer holding the bone data.
  17707. * Input data for {@link Skeleton#boneTexture}.
  17708. *
  17709. * @type {?Float32Array}
  17710. * @default null
  17711. */
  17712. this.boneMatrices = null;
  17713. /**
  17714. * An array buffer holding the bone data of the previous frame.
  17715. * Required for computing velocity. Maintained in {@link SkinningNode}.
  17716. *
  17717. * @type {?Float32Array}
  17718. * @default null
  17719. */
  17720. this.previousBoneMatrices = null;
  17721. /**
  17722. * A texture holding the bone data for use
  17723. * in the vertex shader.
  17724. *
  17725. * @type {?DataTexture}
  17726. * @default null
  17727. */
  17728. this.boneTexture = null;
  17729. this.init();
  17730. }
  17731. /**
  17732. * Initializes the skeleton. This method gets automatically called by the constructor
  17733. * but depending on how the skeleton is created it might be necessary to call this method
  17734. * manually.
  17735. */
  17736. init() {
  17737. const bones = this.bones;
  17738. const boneInverses = this.boneInverses;
  17739. this.boneMatrices = new Float32Array( bones.length * 16 );
  17740. // calculate inverse bone matrices if necessary
  17741. if ( boneInverses.length === 0 ) {
  17742. this.calculateInverses();
  17743. } else {
  17744. // handle special case
  17745. if ( bones.length !== boneInverses.length ) {
  17746. warn( 'Skeleton: Number of inverse bone matrices does not match amount of bones.' );
  17747. this.boneInverses = [];
  17748. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  17749. this.boneInverses.push( new Matrix4() );
  17750. }
  17751. }
  17752. }
  17753. }
  17754. /**
  17755. * Computes the bone inverse matrices. This method resets {@link Skeleton#boneInverses}
  17756. * and fills it with new matrices.
  17757. */
  17758. calculateInverses() {
  17759. this.boneInverses.length = 0;
  17760. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  17761. const inverse = new Matrix4();
  17762. if ( this.bones[ i ] ) {
  17763. inverse.copy( this.bones[ i ].matrixWorld ).invert();
  17764. }
  17765. this.boneInverses.push( inverse );
  17766. }
  17767. }
  17768. /**
  17769. * Resets the skeleton to the base pose.
  17770. */
  17771. pose() {
  17772. // recover the bind-time world matrices
  17773. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  17774. const bone = this.bones[ i ];
  17775. if ( bone ) {
  17776. bone.matrixWorld.copy( this.boneInverses[ i ] ).invert();
  17777. }
  17778. }
  17779. // compute the local matrices, positions, rotations and scales
  17780. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  17781. const bone = this.bones[ i ];
  17782. if ( bone ) {
  17783. if ( bone.parent && bone.parent.isBone ) {
  17784. bone.matrix.copy( bone.parent.matrixWorld ).invert();
  17785. bone.matrix.multiply( bone.matrixWorld );
  17786. } else {
  17787. bone.matrix.copy( bone.matrixWorld );
  17788. }
  17789. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  17790. }
  17791. }
  17792. }
  17793. /**
  17794. * Resets the skeleton to the base pose.
  17795. */
  17796. update() {
  17797. const bones = this.bones;
  17798. const boneInverses = this.boneInverses;
  17799. const boneMatrices = this.boneMatrices;
  17800. const boneTexture = this.boneTexture;
  17801. // flatten bone matrices to array
  17802. for ( let i = 0, il = bones.length; i < il; i ++ ) {
  17803. // compute the offset between the current and the original transform
  17804. const matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  17805. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  17806. _offsetMatrix.toArray( boneMatrices, i * 16 );
  17807. }
  17808. if ( boneTexture !== null ) {
  17809. boneTexture.needsUpdate = true;
  17810. }
  17811. }
  17812. /**
  17813. * Returns a new skeleton with copied values from this instance.
  17814. *
  17815. * @return {Skeleton} A clone of this instance.
  17816. */
  17817. clone() {
  17818. return new Skeleton( this.bones, this.boneInverses );
  17819. }
  17820. /**
  17821. * Computes a data texture for passing bone data to the vertex shader.
  17822. *
  17823. * @return {Skeleton} A reference of this instance.
  17824. */
  17825. computeBoneTexture() {
  17826. // layout (1 matrix = 4 pixels)
  17827. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  17828. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  17829. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  17830. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  17831. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  17832. let size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix
  17833. size = Math.ceil( size / 4 ) * 4;
  17834. size = Math.max( size, 4 );
  17835. const boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  17836. boneMatrices.set( this.boneMatrices ); // copy current values
  17837. const boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  17838. boneTexture.needsUpdate = true;
  17839. this.boneMatrices = boneMatrices;
  17840. this.boneTexture = boneTexture;
  17841. return this;
  17842. }
  17843. /**
  17844. * Searches through the skeleton's bone array and returns the first with a
  17845. * matching name.
  17846. *
  17847. * @param {string} name - The name of the bone.
  17848. * @return {Bone|undefined} The found bone. `undefined` if no bone has been found.
  17849. */
  17850. getBoneByName( name ) {
  17851. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  17852. const bone = this.bones[ i ];
  17853. if ( bone.name === name ) {
  17854. return bone;
  17855. }
  17856. }
  17857. return undefined;
  17858. }
  17859. /**
  17860. * Frees the GPU-related resources allocated by this instance. Call this
  17861. * method whenever this instance is no longer used in your app.
  17862. */
  17863. dispose( ) {
  17864. if ( this.boneTexture !== null ) {
  17865. this.boneTexture.dispose();
  17866. this.boneTexture = null;
  17867. }
  17868. }
  17869. /**
  17870. * Setups the skeleton by the given JSON and bones.
  17871. *
  17872. * @param {Object} json - The skeleton as serialized JSON.
  17873. * @param {Object<string, Bone>} bones - An array of bones.
  17874. * @return {Skeleton} A reference of this instance.
  17875. */
  17876. fromJSON( json, bones ) {
  17877. this.uuid = json.uuid;
  17878. for ( let i = 0, l = json.bones.length; i < l; i ++ ) {
  17879. const uuid = json.bones[ i ];
  17880. let bone = bones[ uuid ];
  17881. if ( bone === undefined ) {
  17882. warn( 'Skeleton: No bone found with UUID:', uuid );
  17883. bone = new Bone();
  17884. }
  17885. this.bones.push( bone );
  17886. this.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) );
  17887. }
  17888. this.init();
  17889. return this;
  17890. }
  17891. /**
  17892. * Serializes the skeleton into JSON.
  17893. *
  17894. * @return {Object} A JSON object representing the serialized skeleton.
  17895. * @see {@link ObjectLoader#parse}
  17896. */
  17897. toJSON() {
  17898. const data = {
  17899. metadata: {
  17900. version: 4.7,
  17901. type: 'Skeleton',
  17902. generator: 'Skeleton.toJSON'
  17903. },
  17904. bones: [],
  17905. boneInverses: []
  17906. };
  17907. data.uuid = this.uuid;
  17908. const bones = this.bones;
  17909. const boneInverses = this.boneInverses;
  17910. for ( let i = 0, l = bones.length; i < l; i ++ ) {
  17911. const bone = bones[ i ];
  17912. data.bones.push( bone.uuid );
  17913. const boneInverse = boneInverses[ i ];
  17914. data.boneInverses.push( boneInverse.toArray() );
  17915. }
  17916. return data;
  17917. }
  17918. }
  17919. /**
  17920. * An instanced version of a buffer attribute.
  17921. *
  17922. * @augments BufferAttribute
  17923. */
  17924. class InstancedBufferAttribute extends BufferAttribute {
  17925. /**
  17926. * Constructs a new instanced buffer attribute.
  17927. *
  17928. * @param {TypedArray} array - The array holding the attribute data.
  17929. * @param {number} itemSize - The item size.
  17930. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  17931. * @param {number} [meshPerAttribute=1] - How often a value of this buffer attribute should be repeated.
  17932. */
  17933. constructor( array, itemSize, normalized, meshPerAttribute = 1 ) {
  17934. super( array, itemSize, normalized );
  17935. /**
  17936. * This flag can be used for type testing.
  17937. *
  17938. * @type {boolean}
  17939. * @readonly
  17940. * @default true
  17941. */
  17942. this.isInstancedBufferAttribute = true;
  17943. /**
  17944. * Defines how often a value of this buffer attribute should be repeated. A
  17945. * value of one means that each value of the instanced attribute is used for
  17946. * a single instance. A value of two means that each value is used for two
  17947. * consecutive instances (and so on).
  17948. *
  17949. * @type {number}
  17950. * @default 1
  17951. */
  17952. this.meshPerAttribute = meshPerAttribute;
  17953. }
  17954. copy( source ) {
  17955. super.copy( source );
  17956. this.meshPerAttribute = source.meshPerAttribute;
  17957. return this;
  17958. }
  17959. toJSON() {
  17960. const data = super.toJSON();
  17961. data.meshPerAttribute = this.meshPerAttribute;
  17962. data.isInstancedBufferAttribute = true;
  17963. return data;
  17964. }
  17965. }
  17966. const _instanceLocalMatrix = /*@__PURE__*/ new Matrix4();
  17967. const _instanceWorldMatrix = /*@__PURE__*/ new Matrix4();
  17968. const _instanceIntersects = [];
  17969. const _box3 = /*@__PURE__*/ new Box3();
  17970. const _identity = /*@__PURE__*/ new Matrix4();
  17971. const _mesh$1 = /*@__PURE__*/ new Mesh();
  17972. const _sphere$4 = /*@__PURE__*/ new Sphere();
  17973. /**
  17974. * A special version of a mesh with instanced rendering support. Use
  17975. * this class if you have to render a large number of objects with the same
  17976. * geometry and material(s) but with different world transformations. The usage
  17977. * of 'InstancedMesh' will help you to reduce the number of draw calls and thus
  17978. * improve the overall rendering performance in your application.
  17979. *
  17980. * @augments Mesh
  17981. */
  17982. class InstancedMesh extends Mesh {
  17983. /**
  17984. * Constructs a new instanced mesh.
  17985. *
  17986. * @param {BufferGeometry} [geometry] - The mesh geometry.
  17987. * @param {Material|Array<Material>} [material] - The mesh material.
  17988. * @param {number} count - The number of instances.
  17989. */
  17990. constructor( geometry, material, count ) {
  17991. super( geometry, material );
  17992. /**
  17993. * This flag can be used for type testing.
  17994. *
  17995. * @type {boolean}
  17996. * @readonly
  17997. * @default true
  17998. */
  17999. this.isInstancedMesh = true;
  18000. /**
  18001. * Represents the local transformation of all instances. You have to set its
  18002. * {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data
  18003. * via {@link InstancedMesh#setMatrixAt}.
  18004. *
  18005. * @type {InstancedBufferAttribute}
  18006. */
  18007. this.instanceMatrix = new InstancedBufferAttribute( new Float32Array( count * 16 ), 16 );
  18008. /**
  18009. * Represents the local transformation of all instances of the previous frame.
  18010. * Required for computing velocity. Maintained in {@link InstanceNode}.
  18011. *
  18012. * @type {?InstancedBufferAttribute}
  18013. * @default null
  18014. */
  18015. this.previousInstanceMatrix = null;
  18016. /**
  18017. * Represents the color of all instances. You have to set its
  18018. * {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data
  18019. * via {@link InstancedMesh#setColorAt}.
  18020. *
  18021. * @type {?InstancedBufferAttribute}
  18022. * @default null
  18023. */
  18024. this.instanceColor = null;
  18025. /**
  18026. * Represents the morph target weights of all instances. You have to set its
  18027. * {@link Texture#needsUpdate} flag to true if you modify instanced data
  18028. * via {@link InstancedMesh#setMorphAt}.
  18029. *
  18030. * @type {?DataTexture}
  18031. * @default null
  18032. */
  18033. this.morphTexture = null;
  18034. /**
  18035. * The number of instances.
  18036. *
  18037. * @type {number}
  18038. */
  18039. this.count = count;
  18040. /**
  18041. * The bounding box of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingBox}.
  18042. *
  18043. * @type {?Box3}
  18044. * @default null
  18045. */
  18046. this.boundingBox = null;
  18047. /**
  18048. * The bounding sphere of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingSphere}.
  18049. *
  18050. * @type {?Sphere}
  18051. * @default null
  18052. */
  18053. this.boundingSphere = null;
  18054. for ( let i = 0; i < count; i ++ ) {
  18055. this.setMatrixAt( i, _identity );
  18056. }
  18057. }
  18058. /**
  18059. * Computes the bounding box of the instanced mesh, and updates {@link InstancedMesh#boundingBox}.
  18060. * The bounding box is not automatically computed by the engine; this method must be called by your app.
  18061. * You may need to recompute the bounding box if an instance is transformed via {@link InstancedMesh#setMatrixAt}.
  18062. */
  18063. computeBoundingBox() {
  18064. const geometry = this.geometry;
  18065. const count = this.count;
  18066. if ( this.boundingBox === null ) {
  18067. this.boundingBox = new Box3();
  18068. }
  18069. if ( geometry.boundingBox === null ) {
  18070. geometry.computeBoundingBox();
  18071. }
  18072. this.boundingBox.makeEmpty();
  18073. for ( let i = 0; i < count; i ++ ) {
  18074. this.getMatrixAt( i, _instanceLocalMatrix );
  18075. _box3.copy( geometry.boundingBox ).applyMatrix4( _instanceLocalMatrix );
  18076. this.boundingBox.union( _box3 );
  18077. }
  18078. }
  18079. /**
  18080. * Computes the bounding sphere of the instanced mesh, and updates {@link InstancedMesh#boundingSphere}
  18081. * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.
  18082. * You may need to recompute the bounding sphere if an instance is transformed via {@link InstancedMesh#setMatrixAt}.
  18083. */
  18084. computeBoundingSphere() {
  18085. const geometry = this.geometry;
  18086. const count = this.count;
  18087. if ( this.boundingSphere === null ) {
  18088. this.boundingSphere = new Sphere();
  18089. }
  18090. if ( geometry.boundingSphere === null ) {
  18091. geometry.computeBoundingSphere();
  18092. }
  18093. this.boundingSphere.makeEmpty();
  18094. for ( let i = 0; i < count; i ++ ) {
  18095. this.getMatrixAt( i, _instanceLocalMatrix );
  18096. _sphere$4.copy( geometry.boundingSphere ).applyMatrix4( _instanceLocalMatrix );
  18097. this.boundingSphere.union( _sphere$4 );
  18098. }
  18099. }
  18100. copy( source, recursive ) {
  18101. super.copy( source, recursive );
  18102. this.instanceMatrix.copy( source.instanceMatrix );
  18103. if ( source.previousInstanceMatrix !== null ) this.previousInstanceMatrix = source.previousInstanceMatrix.clone();
  18104. if ( source.morphTexture !== null ) this.morphTexture = source.morphTexture.clone();
  18105. if ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone();
  18106. this.count = source.count;
  18107. if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
  18108. if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
  18109. return this;
  18110. }
  18111. /**
  18112. * Gets the color of the defined instance.
  18113. *
  18114. * @param {number} index - The instance index.
  18115. * @param {Color} color - The target object that is used to store the method's result.
  18116. */
  18117. getColorAt( index, color ) {
  18118. color.fromArray( this.instanceColor.array, index * 3 );
  18119. }
  18120. /**
  18121. * Gets the local transformation matrix of the defined instance.
  18122. *
  18123. * @param {number} index - The instance index.
  18124. * @param {Matrix4} matrix - The target object that is used to store the method's result.
  18125. */
  18126. getMatrixAt( index, matrix ) {
  18127. matrix.fromArray( this.instanceMatrix.array, index * 16 );
  18128. }
  18129. /**
  18130. * Gets the morph target weights of the defined instance.
  18131. *
  18132. * @param {number} index - The instance index.
  18133. * @param {Mesh} object - The target object that is used to store the method's result.
  18134. */
  18135. getMorphAt( index, object ) {
  18136. const objectInfluences = object.morphTargetInfluences;
  18137. const array = this.morphTexture.source.data.data;
  18138. const len = objectInfluences.length + 1; // All influences + the baseInfluenceSum
  18139. const dataIndex = index * len + 1; // Skip the baseInfluenceSum at the beginning
  18140. for ( let i = 0; i < objectInfluences.length; i ++ ) {
  18141. objectInfluences[ i ] = array[ dataIndex + i ];
  18142. }
  18143. }
  18144. raycast( raycaster, intersects ) {
  18145. const matrixWorld = this.matrixWorld;
  18146. const raycastTimes = this.count;
  18147. _mesh$1.geometry = this.geometry;
  18148. _mesh$1.material = this.material;
  18149. if ( _mesh$1.material === undefined ) return;
  18150. // test with bounding sphere first
  18151. if ( this.boundingSphere === null ) this.computeBoundingSphere();
  18152. _sphere$4.copy( this.boundingSphere );
  18153. _sphere$4.applyMatrix4( matrixWorld );
  18154. if ( raycaster.ray.intersectsSphere( _sphere$4 ) === false ) return;
  18155. // now test each instance
  18156. for ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
  18157. // calculate the world matrix for each instance
  18158. this.getMatrixAt( instanceId, _instanceLocalMatrix );
  18159. _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
  18160. // the mesh represents this single instance
  18161. _mesh$1.matrixWorld = _instanceWorldMatrix;
  18162. _mesh$1.raycast( raycaster, _instanceIntersects );
  18163. // process the result of raycast
  18164. for ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) {
  18165. const intersect = _instanceIntersects[ i ];
  18166. intersect.instanceId = instanceId;
  18167. intersect.object = this;
  18168. intersects.push( intersect );
  18169. }
  18170. _instanceIntersects.length = 0;
  18171. }
  18172. }
  18173. /**
  18174. * Sets the given color to the defined instance. Make sure you set the `needsUpdate` flag of
  18175. * {@link InstancedMesh#instanceColor} to `true` after updating all the colors.
  18176. *
  18177. * @param {number} index - The instance index.
  18178. * @param {Color} color - The instance color.
  18179. */
  18180. setColorAt( index, color ) {
  18181. if ( this.instanceColor === null ) {
  18182. this.instanceColor = new InstancedBufferAttribute( new Float32Array( this.instanceMatrix.count * 3 ).fill( 1 ), 3 );
  18183. }
  18184. color.toArray( this.instanceColor.array, index * 3 );
  18185. }
  18186. /**
  18187. * Sets the given local transformation matrix to the defined instance. Make sure you set the `needsUpdate` flag of
  18188. * {@link InstancedMesh#instanceMatrix} to `true` after updating all the colors.
  18189. *
  18190. * @param {number} index - The instance index.
  18191. * @param {Matrix4} matrix - The local transformation.
  18192. */
  18193. setMatrixAt( index, matrix ) {
  18194. matrix.toArray( this.instanceMatrix.array, index * 16 );
  18195. }
  18196. /**
  18197. * Sets the morph target weights to the defined instance. Make sure you set the `needsUpdate` flag of
  18198. * {@link InstancedMesh#morphTexture} to `true` after updating all the influences.
  18199. *
  18200. * @param {number} index - The instance index.
  18201. * @param {Mesh} object - A mesh which `morphTargetInfluences` property containing the morph target weights
  18202. * of a single instance.
  18203. */
  18204. setMorphAt( index, object ) {
  18205. const objectInfluences = object.morphTargetInfluences;
  18206. const len = objectInfluences.length + 1; // morphBaseInfluence + all influences
  18207. if ( this.morphTexture === null ) {
  18208. this.morphTexture = new DataTexture( new Float32Array( len * this.count ), len, this.count, RedFormat, FloatType );
  18209. }
  18210. const array = this.morphTexture.source.data.data;
  18211. let morphInfluencesSum = 0;
  18212. for ( let i = 0; i < objectInfluences.length; i ++ ) {
  18213. morphInfluencesSum += objectInfluences[ i ];
  18214. }
  18215. const morphBaseInfluence = this.geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  18216. const dataIndex = len * index;
  18217. array[ dataIndex ] = morphBaseInfluence;
  18218. array.set( objectInfluences, dataIndex + 1 );
  18219. }
  18220. updateMorphTargets() {
  18221. }
  18222. /**
  18223. * Frees the GPU-related resources allocated by this instance. Call this
  18224. * method whenever this instance is no longer used in your app.
  18225. */
  18226. dispose() {
  18227. this.dispatchEvent( { type: 'dispose' } );
  18228. if ( this.morphTexture !== null ) {
  18229. this.morphTexture.dispose();
  18230. this.morphTexture = null;
  18231. }
  18232. }
  18233. }
  18234. const _vector1 = /*@__PURE__*/ new Vector3();
  18235. const _vector2 = /*@__PURE__*/ new Vector3();
  18236. const _normalMatrix = /*@__PURE__*/ new Matrix3();
  18237. /**
  18238. * A two dimensional surface that extends infinitely in 3D space, represented
  18239. * in [Hessian normal form](http://mathworld.wolfram.com/HessianNormalForm.html)
  18240. * by a unit length normal vector and a constant.
  18241. */
  18242. class Plane {
  18243. /**
  18244. * Constructs a new plane.
  18245. *
  18246. * @param {Vector3} [normal=(1,0,0)] - A unit length vector defining the normal of the plane.
  18247. * @param {number} [constant=0] - The signed distance from the origin to the plane.
  18248. */
  18249. constructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) {
  18250. /**
  18251. * This flag can be used for type testing.
  18252. *
  18253. * @type {boolean}
  18254. * @readonly
  18255. * @default true
  18256. */
  18257. this.isPlane = true;
  18258. /**
  18259. * A unit length vector defining the normal of the plane.
  18260. *
  18261. * @type {Vector3}
  18262. */
  18263. this.normal = normal;
  18264. /**
  18265. * The signed distance from the origin to the plane.
  18266. *
  18267. * @type {number}
  18268. * @default 0
  18269. */
  18270. this.constant = constant;
  18271. }
  18272. /**
  18273. * Sets the plane components by copying the given values.
  18274. *
  18275. * @param {Vector3} normal - The normal.
  18276. * @param {number} constant - The constant.
  18277. * @return {Plane} A reference to this plane.
  18278. */
  18279. set( normal, constant ) {
  18280. this.normal.copy( normal );
  18281. this.constant = constant;
  18282. return this;
  18283. }
  18284. /**
  18285. * Sets the plane components by defining `x`, `y`, `z` as the
  18286. * plane normal and `w` as the constant.
  18287. *
  18288. * @param {number} x - The value for the normal's x component.
  18289. * @param {number} y - The value for the normal's y component.
  18290. * @param {number} z - The value for the normal's z component.
  18291. * @param {number} w - The constant value.
  18292. * @return {Plane} A reference to this plane.
  18293. */
  18294. setComponents( x, y, z, w ) {
  18295. this.normal.set( x, y, z );
  18296. this.constant = w;
  18297. return this;
  18298. }
  18299. /**
  18300. * Sets the plane from the given normal and coplanar point (that is a point
  18301. * that lies onto the plane).
  18302. *
  18303. * @param {Vector3} normal - The normal.
  18304. * @param {Vector3} point - A coplanar point.
  18305. * @return {Plane} A reference to this plane.
  18306. */
  18307. setFromNormalAndCoplanarPoint( normal, point ) {
  18308. this.normal.copy( normal );
  18309. this.constant = - point.dot( this.normal );
  18310. return this;
  18311. }
  18312. /**
  18313. * Sets the plane from three coplanar points. The winding order is
  18314. * assumed to be counter-clockwise, and determines the direction of
  18315. * the plane normal.
  18316. *
  18317. * @param {Vector3} a - The first coplanar point.
  18318. * @param {Vector3} b - The second coplanar point.
  18319. * @param {Vector3} c - The third coplanar point.
  18320. * @return {Plane} A reference to this plane.
  18321. */
  18322. setFromCoplanarPoints( a, b, c ) {
  18323. const normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  18324. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  18325. this.setFromNormalAndCoplanarPoint( normal, a );
  18326. return this;
  18327. }
  18328. /**
  18329. * Copies the values of the given plane to this instance.
  18330. *
  18331. * @param {Plane} plane - The plane to copy.
  18332. * @return {Plane} A reference to this plane.
  18333. */
  18334. copy( plane ) {
  18335. this.normal.copy( plane.normal );
  18336. this.constant = plane.constant;
  18337. return this;
  18338. }
  18339. /**
  18340. * Normalizes the plane normal and adjusts the constant accordingly.
  18341. *
  18342. * @return {Plane} A reference to this plane.
  18343. */
  18344. normalize() {
  18345. // Note: will lead to a divide by zero if the plane is invalid.
  18346. const inverseNormalLength = 1.0 / this.normal.length();
  18347. this.normal.multiplyScalar( inverseNormalLength );
  18348. this.constant *= inverseNormalLength;
  18349. return this;
  18350. }
  18351. /**
  18352. * Negates both the plane normal and the constant.
  18353. *
  18354. * @return {Plane} A reference to this plane.
  18355. */
  18356. negate() {
  18357. this.constant *= -1;
  18358. this.normal.negate();
  18359. return this;
  18360. }
  18361. /**
  18362. * Returns the signed distance from the given point to this plane.
  18363. *
  18364. * @param {Vector3} point - The point to compute the distance for.
  18365. * @return {number} The signed distance.
  18366. */
  18367. distanceToPoint( point ) {
  18368. return this.normal.dot( point ) + this.constant;
  18369. }
  18370. /**
  18371. * Returns the signed distance from the given sphere to this plane.
  18372. *
  18373. * @param {Sphere} sphere - The sphere to compute the distance for.
  18374. * @return {number} The signed distance.
  18375. */
  18376. distanceToSphere( sphere ) {
  18377. return this.distanceToPoint( sphere.center ) - sphere.radius;
  18378. }
  18379. /**
  18380. * Projects a the given point onto the plane.
  18381. *
  18382. * @param {Vector3} point - The point to project.
  18383. * @param {Vector3} target - The target vector that is used to store the method's result.
  18384. * @return {Vector3} The projected point on the plane.
  18385. */
  18386. projectPoint( point, target ) {
  18387. return target.copy( point ).addScaledVector( this.normal, - this.distanceToPoint( point ) );
  18388. }
  18389. /**
  18390. * Returns the intersection point of the passed line and the plane. Returns
  18391. * `null` if the line does not intersect. Returns the line's starting point if
  18392. * the line is coplanar with the plane.
  18393. *
  18394. * @param {Line3} line - The line to compute the intersection for.
  18395. * @param {Vector3} target - The target vector that is used to store the method's result.
  18396. * @return {?Vector3} The intersection point.
  18397. */
  18398. intersectLine( line, target ) {
  18399. const direction = line.delta( _vector1 );
  18400. const denominator = this.normal.dot( direction );
  18401. if ( denominator === 0 ) {
  18402. // line is coplanar, return origin
  18403. if ( this.distanceToPoint( line.start ) === 0 ) {
  18404. return target.copy( line.start );
  18405. }
  18406. // Unsure if this is the correct method to handle this case.
  18407. return null;
  18408. }
  18409. const t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  18410. if ( t < 0 || t > 1 ) {
  18411. return null;
  18412. }
  18413. return target.copy( line.start ).addScaledVector( direction, t );
  18414. }
  18415. /**
  18416. * Returns `true` if the given line segment intersects with (passes through) the plane.
  18417. *
  18418. * @param {Line3} line - The line to test.
  18419. * @return {boolean} Whether the given line segment intersects with the plane or not.
  18420. */
  18421. intersectsLine( line ) {
  18422. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  18423. const startSign = this.distanceToPoint( line.start );
  18424. const endSign = this.distanceToPoint( line.end );
  18425. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  18426. }
  18427. /**
  18428. * Returns `true` if the given bounding box intersects with the plane.
  18429. *
  18430. * @param {Box3} box - The bounding box to test.
  18431. * @return {boolean} Whether the given bounding box intersects with the plane or not.
  18432. */
  18433. intersectsBox( box ) {
  18434. return box.intersectsPlane( this );
  18435. }
  18436. /**
  18437. * Returns `true` if the given bounding sphere intersects with the plane.
  18438. *
  18439. * @param {Sphere} sphere - The bounding sphere to test.
  18440. * @return {boolean} Whether the given bounding sphere intersects with the plane or not.
  18441. */
  18442. intersectsSphere( sphere ) {
  18443. return sphere.intersectsPlane( this );
  18444. }
  18445. /**
  18446. * Returns a coplanar vector to the plane, by calculating the
  18447. * projection of the normal at the origin onto the plane.
  18448. *
  18449. * @param {Vector3} target - The target vector that is used to store the method's result.
  18450. * @return {Vector3} The coplanar point.
  18451. */
  18452. coplanarPoint( target ) {
  18453. return target.copy( this.normal ).multiplyScalar( - this.constant );
  18454. }
  18455. /**
  18456. * Apply a 4x4 matrix to the plane. The matrix must be an affine, homogeneous transform.
  18457. *
  18458. * The optional normal matrix can be pre-computed like so:
  18459. * ```js
  18460. * const optionalNormalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
  18461. * ```
  18462. *
  18463. * @param {Matrix4} matrix - The transformation matrix.
  18464. * @param {Matrix4} [optionalNormalMatrix] - A pre-computed normal matrix.
  18465. * @return {Plane} A reference to this plane.
  18466. */
  18467. applyMatrix4( matrix, optionalNormalMatrix ) {
  18468. const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  18469. const referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  18470. const normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  18471. this.constant = - referencePoint.dot( normal );
  18472. return this;
  18473. }
  18474. /**
  18475. * Translates the plane by the distance defined by the given offset vector.
  18476. * Note that this only affects the plane constant and will not affect the normal vector.
  18477. *
  18478. * @param {Vector3} offset - The offset vector.
  18479. * @return {Plane} A reference to this plane.
  18480. */
  18481. translate( offset ) {
  18482. this.constant -= offset.dot( this.normal );
  18483. return this;
  18484. }
  18485. /**
  18486. * Returns `true` if this plane is equal with the given one.
  18487. *
  18488. * @param {Plane} plane - The plane to test for equality.
  18489. * @return {boolean} Whether this plane is equal with the given one.
  18490. */
  18491. equals( plane ) {
  18492. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  18493. }
  18494. /**
  18495. * Returns a new plane with copied values from this instance.
  18496. *
  18497. * @return {Plane} A clone of this instance.
  18498. */
  18499. clone() {
  18500. return new this.constructor().copy( this );
  18501. }
  18502. }
  18503. const _sphere$3 = /*@__PURE__*/ new Sphere();
  18504. const _defaultSpriteCenter = /*@__PURE__*/ new Vector2( 0.5, 0.5 );
  18505. const _vector$6 = /*@__PURE__*/ new Vector3();
  18506. /**
  18507. * Frustums are used to determine what is inside the camera's field of view.
  18508. * They help speed up the rendering process - objects which lie outside a camera's
  18509. * frustum can safely be excluded from rendering.
  18510. *
  18511. * This class is mainly intended for use internally by a renderer.
  18512. */
  18513. class Frustum {
  18514. /**
  18515. * Constructs a new frustum.
  18516. *
  18517. * @param {Plane} [p0] - The first plane that encloses the frustum.
  18518. * @param {Plane} [p1] - The second plane that encloses the frustum.
  18519. * @param {Plane} [p2] - The third plane that encloses the frustum.
  18520. * @param {Plane} [p3] - The fourth plane that encloses the frustum.
  18521. * @param {Plane} [p4] - The fifth plane that encloses the frustum.
  18522. * @param {Plane} [p5] - The sixth plane that encloses the frustum.
  18523. */
  18524. constructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) {
  18525. /**
  18526. * This array holds the planes that enclose the frustum.
  18527. *
  18528. * @type {Array<Plane>}
  18529. */
  18530. this.planes = [ p0, p1, p2, p3, p4, p5 ];
  18531. }
  18532. /**
  18533. * Sets the frustum planes by copying the given planes.
  18534. *
  18535. * @param {Plane} [p0] - The first plane that encloses the frustum.
  18536. * @param {Plane} [p1] - The second plane that encloses the frustum.
  18537. * @param {Plane} [p2] - The third plane that encloses the frustum.
  18538. * @param {Plane} [p3] - The fourth plane that encloses the frustum.
  18539. * @param {Plane} [p4] - The fifth plane that encloses the frustum.
  18540. * @param {Plane} [p5] - The sixth plane that encloses the frustum.
  18541. * @return {Frustum} A reference to this frustum.
  18542. */
  18543. set( p0, p1, p2, p3, p4, p5 ) {
  18544. const planes = this.planes;
  18545. planes[ 0 ].copy( p0 );
  18546. planes[ 1 ].copy( p1 );
  18547. planes[ 2 ].copy( p2 );
  18548. planes[ 3 ].copy( p3 );
  18549. planes[ 4 ].copy( p4 );
  18550. planes[ 5 ].copy( p5 );
  18551. return this;
  18552. }
  18553. /**
  18554. * Copies the values of the given frustum to this instance.
  18555. *
  18556. * @param {Frustum} frustum - The frustum to copy.
  18557. * @return {Frustum} A reference to this frustum.
  18558. */
  18559. copy( frustum ) {
  18560. const planes = this.planes;
  18561. for ( let i = 0; i < 6; i ++ ) {
  18562. planes[ i ].copy( frustum.planes[ i ] );
  18563. }
  18564. return this;
  18565. }
  18566. /**
  18567. * Sets the frustum planes from the given projection matrix.
  18568. *
  18569. * @param {Matrix4} m - The projection matrix.
  18570. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} coordinateSystem - The coordinate system.
  18571. * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  18572. * @return {Frustum} A reference to this frustum.
  18573. */
  18574. setFromProjectionMatrix( m, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
  18575. const planes = this.planes;
  18576. const me = m.elements;
  18577. const me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  18578. const me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  18579. const me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  18580. const me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  18581. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  18582. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  18583. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  18584. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  18585. if ( reversedDepth ) {
  18586. planes[ 4 ].setComponents( me2, me6, me10, me14 ).normalize(); // far
  18587. planes[ 5 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); // near
  18588. } else {
  18589. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); // far
  18590. if ( coordinateSystem === WebGLCoordinateSystem ) {
  18591. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize(); // near
  18592. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  18593. planes[ 5 ].setComponents( me2, me6, me10, me14 ).normalize(); // near
  18594. } else {
  18595. throw new Error( 'THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: ' + coordinateSystem );
  18596. }
  18597. }
  18598. return this;
  18599. }
  18600. /**
  18601. * Returns `true` if the 3D object's bounding sphere is intersecting this frustum.
  18602. *
  18603. * Note that the 3D object must have a geometry so that the bounding sphere can be calculated.
  18604. *
  18605. * @param {Object3D} object - The 3D object to test.
  18606. * @return {boolean} Whether the 3D object's bounding sphere is intersecting this frustum or not.
  18607. */
  18608. intersectsObject( object ) {
  18609. if ( object.boundingSphere !== undefined ) {
  18610. if ( object.boundingSphere === null ) object.computeBoundingSphere();
  18611. _sphere$3.copy( object.boundingSphere ).applyMatrix4( object.matrixWorld );
  18612. } else {
  18613. const geometry = object.geometry;
  18614. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  18615. _sphere$3.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  18616. }
  18617. return this.intersectsSphere( _sphere$3 );
  18618. }
  18619. /**
  18620. * Returns `true` if the given sprite is intersecting this frustum.
  18621. *
  18622. * @param {Sprite} sprite - The sprite to test.
  18623. * @return {boolean} Whether the sprite is intersecting this frustum or not.
  18624. */
  18625. intersectsSprite( sprite ) {
  18626. _sphere$3.center.set( 0, 0, 0 );
  18627. const offset = _defaultSpriteCenter.distanceTo( sprite.center );
  18628. _sphere$3.radius = 0.7071067811865476 + offset;
  18629. _sphere$3.applyMatrix4( sprite.matrixWorld );
  18630. return this.intersectsSphere( _sphere$3 );
  18631. }
  18632. /**
  18633. * Returns `true` if the given bounding sphere is intersecting this frustum.
  18634. *
  18635. * @param {Sphere} sphere - The bounding sphere to test.
  18636. * @return {boolean} Whether the bounding sphere is intersecting this frustum or not.
  18637. */
  18638. intersectsSphere( sphere ) {
  18639. const planes = this.planes;
  18640. const center = sphere.center;
  18641. const negRadius = - sphere.radius;
  18642. for ( let i = 0; i < 6; i ++ ) {
  18643. const distance = planes[ i ].distanceToPoint( center );
  18644. if ( distance < negRadius ) {
  18645. return false;
  18646. }
  18647. }
  18648. return true;
  18649. }
  18650. /**
  18651. * Returns `true` if the given bounding box is intersecting this frustum.
  18652. *
  18653. * @param {Box3} box - The bounding box to test.
  18654. * @return {boolean} Whether the bounding box is intersecting this frustum or not.
  18655. */
  18656. intersectsBox( box ) {
  18657. const planes = this.planes;
  18658. for ( let i = 0; i < 6; i ++ ) {
  18659. const plane = planes[ i ];
  18660. // corner at max distance
  18661. _vector$6.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  18662. _vector$6.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  18663. _vector$6.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  18664. if ( plane.distanceToPoint( _vector$6 ) < 0 ) {
  18665. return false;
  18666. }
  18667. }
  18668. return true;
  18669. }
  18670. /**
  18671. * Returns `true` if the given point lies within the frustum.
  18672. *
  18673. * @param {Vector3} point - The point to test.
  18674. * @return {boolean} Whether the point lies within this frustum or not.
  18675. */
  18676. containsPoint( point ) {
  18677. const planes = this.planes;
  18678. for ( let i = 0; i < 6; i ++ ) {
  18679. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  18680. return false;
  18681. }
  18682. }
  18683. return true;
  18684. }
  18685. /**
  18686. * Returns a new frustum with copied values from this instance.
  18687. *
  18688. * @return {Frustum} A clone of this instance.
  18689. */
  18690. clone() {
  18691. return new this.constructor().copy( this );
  18692. }
  18693. }
  18694. const _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4();
  18695. const _frustum$1 = /*@__PURE__*/ new Frustum();
  18696. /**
  18697. * FrustumArray is used to determine if an object is visible in at least one camera
  18698. * from an array of cameras. This is particularly useful for multi-view renderers.
  18699. */
  18700. class FrustumArray {
  18701. /**
  18702. * Constructs a new frustum array.
  18703. *
  18704. */
  18705. constructor() {
  18706. /**
  18707. * The coordinate system to use.
  18708. *
  18709. * @type {WebGLCoordinateSystem|WebGPUCoordinateSystem}
  18710. * @default WebGLCoordinateSystem
  18711. */
  18712. this.coordinateSystem = WebGLCoordinateSystem;
  18713. }
  18714. /**
  18715. * Returns `true` if the 3D object's bounding sphere is intersecting any frustum
  18716. * from the camera array.
  18717. *
  18718. * @param {Object3D} object - The 3D object to test.
  18719. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  18720. * @return {boolean} Whether the 3D object is visible in any camera.
  18721. */
  18722. intersectsObject( object, cameraArray ) {
  18723. if ( ! cameraArray.isArrayCamera || cameraArray.cameras.length === 0 ) {
  18724. return false;
  18725. }
  18726. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  18727. const camera = cameraArray.cameras[ i ];
  18728. _projScreenMatrix$1.multiplyMatrices(
  18729. camera.projectionMatrix,
  18730. camera.matrixWorldInverse
  18731. );
  18732. _frustum$1.setFromProjectionMatrix(
  18733. _projScreenMatrix$1,
  18734. camera.coordinateSystem,
  18735. camera.reversedDepth
  18736. );
  18737. if ( _frustum$1.intersectsObject( object ) ) {
  18738. return true; // Object is visible in at least one camera
  18739. }
  18740. }
  18741. return false; // Not visible in any camera
  18742. }
  18743. /**
  18744. * Returns `true` if the given sprite is intersecting any frustum
  18745. * from the camera array.
  18746. *
  18747. * @param {Sprite} sprite - The sprite to test.
  18748. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  18749. * @return {boolean} Whether the sprite is visible in any camera.
  18750. */
  18751. intersectsSprite( sprite, cameraArray ) {
  18752. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  18753. return false;
  18754. }
  18755. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  18756. const camera = cameraArray.cameras[ i ];
  18757. _projScreenMatrix$1.multiplyMatrices(
  18758. camera.projectionMatrix,
  18759. camera.matrixWorldInverse
  18760. );
  18761. _frustum$1.setFromProjectionMatrix(
  18762. _projScreenMatrix$1,
  18763. camera.coordinateSystem,
  18764. camera.reversedDepth
  18765. );
  18766. if ( _frustum$1.intersectsSprite( sprite ) ) {
  18767. return true; // Sprite is visible in at least one camera
  18768. }
  18769. }
  18770. return false; // Not visible in any camera
  18771. }
  18772. /**
  18773. * Returns `true` if the given bounding sphere is intersecting any frustum
  18774. * from the camera array.
  18775. *
  18776. * @param {Sphere} sphere - The bounding sphere to test.
  18777. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  18778. * @return {boolean} Whether the sphere is visible in any camera.
  18779. */
  18780. intersectsSphere( sphere, cameraArray ) {
  18781. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  18782. return false;
  18783. }
  18784. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  18785. const camera = cameraArray.cameras[ i ];
  18786. _projScreenMatrix$1.multiplyMatrices(
  18787. camera.projectionMatrix,
  18788. camera.matrixWorldInverse
  18789. );
  18790. _frustum$1.setFromProjectionMatrix(
  18791. _projScreenMatrix$1,
  18792. camera.coordinateSystem,
  18793. camera.reversedDepth
  18794. );
  18795. if ( _frustum$1.intersectsSphere( sphere ) ) {
  18796. return true; // Sphere is visible in at least one camera
  18797. }
  18798. }
  18799. return false; // Not visible in any camera
  18800. }
  18801. /**
  18802. * Returns `true` if the given bounding box is intersecting any frustum
  18803. * from the camera array.
  18804. *
  18805. * @param {Box3} box - The bounding box to test.
  18806. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  18807. * @return {boolean} Whether the box is visible in any camera.
  18808. */
  18809. intersectsBox( box, cameraArray ) {
  18810. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  18811. return false;
  18812. }
  18813. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  18814. const camera = cameraArray.cameras[ i ];
  18815. _projScreenMatrix$1.multiplyMatrices(
  18816. camera.projectionMatrix,
  18817. camera.matrixWorldInverse
  18818. );
  18819. _frustum$1.setFromProjectionMatrix(
  18820. _projScreenMatrix$1,
  18821. camera.coordinateSystem,
  18822. camera.reversedDepth
  18823. );
  18824. if ( _frustum$1.intersectsBox( box ) ) {
  18825. return true; // Box is visible in at least one camera
  18826. }
  18827. }
  18828. return false; // Not visible in any camera
  18829. }
  18830. /**
  18831. * Returns `true` if the given point lies within any frustum
  18832. * from the camera array.
  18833. *
  18834. * @param {Vector3} point - The point to test.
  18835. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  18836. * @return {boolean} Whether the point is visible in any camera.
  18837. */
  18838. containsPoint( point, cameraArray ) {
  18839. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  18840. return false;
  18841. }
  18842. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  18843. const camera = cameraArray.cameras[ i ];
  18844. _projScreenMatrix$1.multiplyMatrices(
  18845. camera.projectionMatrix,
  18846. camera.matrixWorldInverse
  18847. );
  18848. _frustum$1.setFromProjectionMatrix(
  18849. _projScreenMatrix$1,
  18850. camera.coordinateSystem,
  18851. camera.reversedDepth
  18852. );
  18853. if ( _frustum$1.containsPoint( point ) ) {
  18854. return true; // Point is visible in at least one camera
  18855. }
  18856. }
  18857. return false; // Not visible in any camera
  18858. }
  18859. /**
  18860. * Returns a new frustum array with copied values from this instance.
  18861. *
  18862. * @return {FrustumArray} A clone of this instance.
  18863. */
  18864. clone() {
  18865. return new FrustumArray();
  18866. }
  18867. }
  18868. function ascIdSort( a, b ) {
  18869. return a - b;
  18870. }
  18871. function sortOpaque( a, b ) {
  18872. return a.z - b.z;
  18873. }
  18874. function sortTransparent( a, b ) {
  18875. return b.z - a.z;
  18876. }
  18877. class MultiDrawRenderList {
  18878. constructor() {
  18879. this.index = 0;
  18880. this.pool = [];
  18881. this.list = [];
  18882. }
  18883. push( start, count, z, index ) {
  18884. const pool = this.pool;
  18885. const list = this.list;
  18886. if ( this.index >= pool.length ) {
  18887. pool.push( {
  18888. start: -1,
  18889. count: -1,
  18890. z: -1,
  18891. index: -1,
  18892. } );
  18893. }
  18894. const item = pool[ this.index ];
  18895. list.push( item );
  18896. this.index ++;
  18897. item.start = start;
  18898. item.count = count;
  18899. item.z = z;
  18900. item.index = index;
  18901. }
  18902. reset() {
  18903. this.list.length = 0;
  18904. this.index = 0;
  18905. }
  18906. }
  18907. const _matrix$1 = /*@__PURE__*/ new Matrix4();
  18908. const _whiteColor = /*@__PURE__*/ new Color( 1, 1, 1 );
  18909. const _frustum = /*@__PURE__*/ new Frustum();
  18910. const _frustumArray = /*@__PURE__*/ new FrustumArray();
  18911. const _box$1 = /*@__PURE__*/ new Box3();
  18912. const _sphere$2 = /*@__PURE__*/ new Sphere();
  18913. const _vector$5 = /*@__PURE__*/ new Vector3();
  18914. const _forward$1 = /*@__PURE__*/ new Vector3();
  18915. const _temp = /*@__PURE__*/ new Vector3();
  18916. const _renderList = /*@__PURE__*/ new MultiDrawRenderList();
  18917. const _mesh = /*@__PURE__*/ new Mesh();
  18918. const _batchIntersects = [];
  18919. // copies data from attribute "src" into "target" starting at "targetOffset"
  18920. function copyAttributeData( src, target, targetOffset = 0 ) {
  18921. const itemSize = target.itemSize;
  18922. if ( src.isInterleavedBufferAttribute || src.array.constructor !== target.array.constructor ) {
  18923. // use the component getters and setters if the array data cannot
  18924. // be copied directly
  18925. const vertexCount = src.count;
  18926. for ( let i = 0; i < vertexCount; i ++ ) {
  18927. for ( let c = 0; c < itemSize; c ++ ) {
  18928. target.setComponent( i + targetOffset, c, src.getComponent( i, c ) );
  18929. }
  18930. }
  18931. } else {
  18932. // faster copy approach using typed array set function
  18933. target.array.set( src.array, targetOffset * itemSize );
  18934. }
  18935. target.needsUpdate = true;
  18936. }
  18937. // safely copies array contents to a potentially smaller array
  18938. function copyArrayContents( src, target ) {
  18939. if ( src.constructor !== target.constructor ) {
  18940. // if arrays are of a different type (eg due to index size increasing) then data must be per-element copied
  18941. const len = Math.min( src.length, target.length );
  18942. for ( let i = 0; i < len; i ++ ) {
  18943. target[ i ] = src[ i ];
  18944. }
  18945. } else {
  18946. // if the arrays use the same data layout we can use a fast block copy
  18947. const len = Math.min( src.length, target.length );
  18948. target.set( new src.constructor( src.buffer, 0, len ) );
  18949. }
  18950. }
  18951. /**
  18952. * A special version of a mesh with multi draw batch rendering support. Use
  18953. * this class if you have to render a large number of objects with the same
  18954. * material but with different geometries or world transformations. The usage of
  18955. * `BatchedMesh` will help you to reduce the number of draw calls and thus improve the overall
  18956. * rendering performance in your application.
  18957. *
  18958. * ```js
  18959. * const box = new THREE.BoxGeometry( 1, 1, 1 );
  18960. * const sphere = new THREE.SphereGeometry( 1, 12, 12 );
  18961. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  18962. *
  18963. * // initialize and add geometries into the batched mesh
  18964. * const batchedMesh = new BatchedMesh( 10, 5000, 10000, material );
  18965. * const boxGeometryId = batchedMesh.addGeometry( box );
  18966. * const sphereGeometryId = batchedMesh.addGeometry( sphere );
  18967. *
  18968. * // create instances of those geometries
  18969. * const boxInstancedId1 = batchedMesh.addInstance( boxGeometryId );
  18970. * const boxInstancedId2 = batchedMesh.addInstance( boxGeometryId );
  18971. *
  18972. * const sphereInstancedId1 = batchedMesh.addInstance( sphereGeometryId );
  18973. * const sphereInstancedId2 = batchedMesh.addInstance( sphereGeometryId );
  18974. *
  18975. * // position the geometries
  18976. * batchedMesh.setMatrixAt( boxInstancedId1, boxMatrix1 );
  18977. * batchedMesh.setMatrixAt( boxInstancedId2, boxMatrix2 );
  18978. *
  18979. * batchedMesh.setMatrixAt( sphereInstancedId1, sphereMatrix1 );
  18980. * batchedMesh.setMatrixAt( sphereInstancedId2, sphereMatrix2 );
  18981. *
  18982. * scene.add( batchedMesh );
  18983. * ```
  18984. *
  18985. * @augments Mesh
  18986. */
  18987. class BatchedMesh extends Mesh {
  18988. /**
  18989. * Constructs a new batched mesh.
  18990. *
  18991. * @param {number} maxInstanceCount - The maximum number of individual instances planned to be added and rendered.
  18992. * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries.
  18993. * @param {number} [maxIndexCount=maxVertexCount*2] - The maximum number of indices to be used by all unique geometries
  18994. * @param {Material|Array<Material>} [material] - The mesh material.
  18995. */
  18996. constructor( maxInstanceCount, maxVertexCount, maxIndexCount = maxVertexCount * 2, material ) {
  18997. super( new BufferGeometry(), material );
  18998. /**
  18999. * This flag can be used for type testing.
  19000. *
  19001. * @type {boolean}
  19002. * @readonly
  19003. * @default true
  19004. */
  19005. this.isBatchedMesh = true;
  19006. /**
  19007. * When set ot `true`, the individual objects of a batch are frustum culled.
  19008. *
  19009. * @type {boolean}
  19010. * @default true
  19011. */
  19012. this.perObjectFrustumCulled = true;
  19013. /**
  19014. * When set to `true`, the individual objects of a batch are sorted to improve overdraw-related artifacts.
  19015. * If the material is marked as "transparent" objects are rendered back to front and if not then they are
  19016. * rendered front to back.
  19017. *
  19018. * @type {boolean}
  19019. * @default true
  19020. */
  19021. this.sortObjects = true;
  19022. /**
  19023. * The bounding box of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingBox}.
  19024. *
  19025. * @type {?Box3}
  19026. * @default null
  19027. */
  19028. this.boundingBox = null;
  19029. /**
  19030. * The bounding sphere of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingSphere}.
  19031. *
  19032. * @type {?Sphere}
  19033. * @default null
  19034. */
  19035. this.boundingSphere = null;
  19036. /**
  19037. * Takes a sort a function that is run before render. The function takes a list of instances to
  19038. * sort and a camera. The objects in the list include a "z" field to perform a depth-ordered
  19039. * sort with.
  19040. *
  19041. * @type {?Function}
  19042. * @default null
  19043. */
  19044. this.customSort = null;
  19045. // stores visible, active, and geometry id per instance and reserved buffer ranges for geometries
  19046. this._instanceInfo = [];
  19047. this._geometryInfo = [];
  19048. // instance, geometry ids that have been set as inactive, and are available to be overwritten
  19049. this._availableInstanceIds = [];
  19050. this._availableGeometryIds = [];
  19051. // used to track where the next point is that geometry should be inserted
  19052. this._nextIndexStart = 0;
  19053. this._nextVertexStart = 0;
  19054. this._geometryCount = 0;
  19055. // flags
  19056. this._visibilityChanged = true;
  19057. this._geometryInitialized = false;
  19058. // cached user options
  19059. this._maxInstanceCount = maxInstanceCount;
  19060. this._maxVertexCount = maxVertexCount;
  19061. this._maxIndexCount = maxIndexCount;
  19062. // buffers for multi draw
  19063. this._multiDrawCounts = new Int32Array( maxInstanceCount );
  19064. this._multiDrawStarts = new Int32Array( maxInstanceCount );
  19065. this._multiDrawCount = 0;
  19066. this._multiDrawInstances = null;
  19067. // Local matrix per geometry by using data texture
  19068. this._matricesTexture = null;
  19069. this._indirectTexture = null;
  19070. this._colorsTexture = null;
  19071. this._initMatricesTexture();
  19072. this._initIndirectTexture();
  19073. }
  19074. /**
  19075. * The maximum number of individual instances that can be stored in the batch.
  19076. *
  19077. * @type {number}
  19078. * @readonly
  19079. */
  19080. get maxInstanceCount() {
  19081. return this._maxInstanceCount;
  19082. }
  19083. /**
  19084. * The instance count.
  19085. *
  19086. * @type {number}
  19087. * @readonly
  19088. */
  19089. get instanceCount() {
  19090. return this._instanceInfo.length - this._availableInstanceIds.length;
  19091. }
  19092. /**
  19093. * The number of unused vertices.
  19094. *
  19095. * @type {number}
  19096. * @readonly
  19097. */
  19098. get unusedVertexCount() {
  19099. return this._maxVertexCount - this._nextVertexStart;
  19100. }
  19101. /**
  19102. * The number of unused indices.
  19103. *
  19104. * @type {number}
  19105. * @readonly
  19106. */
  19107. get unusedIndexCount() {
  19108. return this._maxIndexCount - this._nextIndexStart;
  19109. }
  19110. _initMatricesTexture() {
  19111. // layout (1 matrix = 4 pixels)
  19112. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  19113. // with 8x8 pixel texture max 16 matrices * 4 pixels = (8 * 8)
  19114. // 16x16 pixel texture max 64 matrices * 4 pixels = (16 * 16)
  19115. // 32x32 pixel texture max 256 matrices * 4 pixels = (32 * 32)
  19116. // 64x64 pixel texture max 1024 matrices * 4 pixels = (64 * 64)
  19117. let size = Math.sqrt( this._maxInstanceCount * 4 ); // 4 pixels needed for 1 matrix
  19118. size = Math.ceil( size / 4 ) * 4;
  19119. size = Math.max( size, 4 );
  19120. const matricesArray = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  19121. const matricesTexture = new DataTexture( matricesArray, size, size, RGBAFormat, FloatType );
  19122. this._matricesTexture = matricesTexture;
  19123. }
  19124. _initIndirectTexture() {
  19125. let size = Math.sqrt( this._maxInstanceCount );
  19126. size = Math.ceil( size );
  19127. const indirectArray = new Uint32Array( size * size );
  19128. const indirectTexture = new DataTexture( indirectArray, size, size, RedIntegerFormat, UnsignedIntType );
  19129. this._indirectTexture = indirectTexture;
  19130. }
  19131. _initColorsTexture() {
  19132. let size = Math.sqrt( this._maxInstanceCount );
  19133. size = Math.ceil( size );
  19134. // 4 floats per RGBA pixel initialized to white
  19135. const colorsArray = new Float32Array( size * size * 4 ).fill( 1 );
  19136. const colorsTexture = new DataTexture( colorsArray, size, size, RGBAFormat, FloatType );
  19137. colorsTexture.colorSpace = ColorManagement.workingColorSpace;
  19138. this._colorsTexture = colorsTexture;
  19139. }
  19140. _initializeGeometry( reference ) {
  19141. const geometry = this.geometry;
  19142. const maxVertexCount = this._maxVertexCount;
  19143. const maxIndexCount = this._maxIndexCount;
  19144. if ( this._geometryInitialized === false ) {
  19145. for ( const attributeName in reference.attributes ) {
  19146. const srcAttribute = reference.getAttribute( attributeName );
  19147. const { array, itemSize, normalized } = srcAttribute;
  19148. const dstArray = new array.constructor( maxVertexCount * itemSize );
  19149. const dstAttribute = new BufferAttribute( dstArray, itemSize, normalized );
  19150. geometry.setAttribute( attributeName, dstAttribute );
  19151. }
  19152. if ( reference.getIndex() !== null ) {
  19153. // Reserve last u16 index for primitive restart.
  19154. const indexArray = maxVertexCount > 65535
  19155. ? new Uint32Array( maxIndexCount )
  19156. : new Uint16Array( maxIndexCount );
  19157. geometry.setIndex( new BufferAttribute( indexArray, 1 ) );
  19158. }
  19159. this._geometryInitialized = true;
  19160. }
  19161. }
  19162. // Make sure the geometry is compatible with the existing combined geometry attributes
  19163. _validateGeometry( geometry ) {
  19164. // check to ensure the geometries are using consistent attributes and indices
  19165. const batchGeometry = this.geometry;
  19166. if ( Boolean( geometry.getIndex() ) !== Boolean( batchGeometry.getIndex() ) ) {
  19167. throw new Error( 'THREE.BatchedMesh: All geometries must consistently have "index".' );
  19168. }
  19169. for ( const attributeName in batchGeometry.attributes ) {
  19170. if ( ! geometry.hasAttribute( attributeName ) ) {
  19171. throw new Error( `THREE.BatchedMesh: Added geometry missing "${ attributeName }". All geometries must have consistent attributes.` );
  19172. }
  19173. const srcAttribute = geometry.getAttribute( attributeName );
  19174. const dstAttribute = batchGeometry.getAttribute( attributeName );
  19175. if ( srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized ) {
  19176. throw new Error( 'THREE.BatchedMesh: All attributes must have a consistent itemSize and normalized value.' );
  19177. }
  19178. }
  19179. }
  19180. /**
  19181. * Validates the instance defined by the given ID.
  19182. *
  19183. * @param {number} instanceId - The instance to validate.
  19184. */
  19185. validateInstanceId( instanceId ) {
  19186. const instanceInfo = this._instanceInfo;
  19187. if ( instanceId < 0 || instanceId >= instanceInfo.length || instanceInfo[ instanceId ].active === false ) {
  19188. throw new Error( `THREE.BatchedMesh: Invalid instanceId ${instanceId}. Instance is either out of range or has been deleted.` );
  19189. }
  19190. }
  19191. /**
  19192. * Validates the geometry defined by the given ID.
  19193. *
  19194. * @param {number} geometryId - The geometry to validate.
  19195. */
  19196. validateGeometryId( geometryId ) {
  19197. const geometryInfoList = this._geometryInfo;
  19198. if ( geometryId < 0 || geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) {
  19199. throw new Error( `THREE.BatchedMesh: Invalid geometryId ${geometryId}. Geometry is either out of range or has been deleted.` );
  19200. }
  19201. }
  19202. /**
  19203. * Takes a sort a function that is run before render. The function takes a list of instances to
  19204. * sort and a camera. The objects in the list include a "z" field to perform a depth-ordered sort with.
  19205. *
  19206. * @param {Function} func - The custom sort function.
  19207. * @return {BatchedMesh} A reference to this batched mesh.
  19208. */
  19209. setCustomSort( func ) {
  19210. this.customSort = func;
  19211. return this;
  19212. }
  19213. /**
  19214. * Computes the bounding box, updating {@link BatchedMesh#boundingBox}.
  19215. * Bounding boxes aren't computed by default. They need to be explicitly computed,
  19216. * otherwise they are `null`.
  19217. */
  19218. computeBoundingBox() {
  19219. if ( this.boundingBox === null ) {
  19220. this.boundingBox = new Box3();
  19221. }
  19222. const boundingBox = this.boundingBox;
  19223. const instanceInfo = this._instanceInfo;
  19224. boundingBox.makeEmpty();
  19225. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  19226. if ( instanceInfo[ i ].active === false ) continue;
  19227. const geometryId = instanceInfo[ i ].geometryIndex;
  19228. this.getMatrixAt( i, _matrix$1 );
  19229. this.getBoundingBoxAt( geometryId, _box$1 ).applyMatrix4( _matrix$1 );
  19230. boundingBox.union( _box$1 );
  19231. }
  19232. }
  19233. /**
  19234. * Computes the bounding sphere, updating {@link BatchedMesh#boundingSphere}.
  19235. * Bounding spheres aren't computed by default. They need to be explicitly computed,
  19236. * otherwise they are `null`.
  19237. */
  19238. computeBoundingSphere() {
  19239. if ( this.boundingSphere === null ) {
  19240. this.boundingSphere = new Sphere();
  19241. }
  19242. const boundingSphere = this.boundingSphere;
  19243. const instanceInfo = this._instanceInfo;
  19244. boundingSphere.makeEmpty();
  19245. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  19246. if ( instanceInfo[ i ].active === false ) continue;
  19247. const geometryId = instanceInfo[ i ].geometryIndex;
  19248. this.getMatrixAt( i, _matrix$1 );
  19249. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  19250. boundingSphere.union( _sphere$2 );
  19251. }
  19252. }
  19253. /**
  19254. * Adds a new instance to the batch using the geometry of the given ID and returns
  19255. * a new id referring to the new instance to be used by other functions.
  19256. *
  19257. * @param {number} geometryId - The ID of a previously added geometry via {@link BatchedMesh#addGeometry}.
  19258. * @return {number} The instance ID.
  19259. */
  19260. addInstance( geometryId ) {
  19261. const atCapacity = this._instanceInfo.length >= this.maxInstanceCount;
  19262. // ensure we're not over geometry
  19263. if ( atCapacity && this._availableInstanceIds.length === 0 ) {
  19264. throw new Error( 'THREE.BatchedMesh: Maximum item count reached.' );
  19265. }
  19266. const instanceInfo = {
  19267. visible: true,
  19268. active: true,
  19269. geometryIndex: geometryId,
  19270. };
  19271. let drawId = null;
  19272. // Prioritize using previously freed instance ids
  19273. if ( this._availableInstanceIds.length > 0 ) {
  19274. this._availableInstanceIds.sort( ascIdSort );
  19275. drawId = this._availableInstanceIds.shift();
  19276. this._instanceInfo[ drawId ] = instanceInfo;
  19277. } else {
  19278. drawId = this._instanceInfo.length;
  19279. this._instanceInfo.push( instanceInfo );
  19280. }
  19281. const matricesTexture = this._matricesTexture;
  19282. _matrix$1.identity().toArray( matricesTexture.image.data, drawId * 16 );
  19283. matricesTexture.needsUpdate = true;
  19284. const colorsTexture = this._colorsTexture;
  19285. if ( colorsTexture ) {
  19286. _whiteColor.toArray( colorsTexture.image.data, drawId * 4 );
  19287. colorsTexture.needsUpdate = true;
  19288. }
  19289. this._visibilityChanged = true;
  19290. return drawId;
  19291. }
  19292. /**
  19293. * Adds the given geometry to the batch and returns the associated
  19294. * geometry id referring to it to be used in other functions.
  19295. *
  19296. * @param {BufferGeometry} geometry - The geometry to add.
  19297. * @param {number} [reservedVertexCount=-1] - Optional parameter specifying the amount of
  19298. * vertex buffer space to reserve for the added geometry. This is necessary if it is planned
  19299. * to set a new geometry at this index at a later time that is larger than the original geometry.
  19300. * Defaults to the length of the given geometry vertex buffer.
  19301. * @param {number} [reservedIndexCount=-1] - Optional parameter specifying the amount of index
  19302. * buffer space to reserve for the added geometry. This is necessary if it is planned to set a
  19303. * new geometry at this index at a later time that is larger than the original geometry. Defaults to
  19304. * the length of the given geometry index buffer.
  19305. * @return {number} The geometry ID.
  19306. */
  19307. addGeometry( geometry, reservedVertexCount = -1, reservedIndexCount = -1 ) {
  19308. this._initializeGeometry( geometry );
  19309. this._validateGeometry( geometry );
  19310. const geometryInfo = {
  19311. // geometry information
  19312. vertexStart: -1,
  19313. vertexCount: -1,
  19314. reservedVertexCount: -1,
  19315. indexStart: -1,
  19316. indexCount: -1,
  19317. reservedIndexCount: -1,
  19318. // draw range information
  19319. start: -1,
  19320. count: -1,
  19321. // state
  19322. boundingBox: null,
  19323. boundingSphere: null,
  19324. active: true,
  19325. };
  19326. const geometryInfoList = this._geometryInfo;
  19327. geometryInfo.vertexStart = this._nextVertexStart;
  19328. geometryInfo.reservedVertexCount = reservedVertexCount === -1 ? geometry.getAttribute( 'position' ).count : reservedVertexCount;
  19329. const index = geometry.getIndex();
  19330. const hasIndex = index !== null;
  19331. if ( hasIndex ) {
  19332. geometryInfo.indexStart = this._nextIndexStart;
  19333. geometryInfo.reservedIndexCount = reservedIndexCount === -1 ? index.count : reservedIndexCount;
  19334. }
  19335. if (
  19336. geometryInfo.indexStart !== -1 &&
  19337. geometryInfo.indexStart + geometryInfo.reservedIndexCount > this._maxIndexCount ||
  19338. geometryInfo.vertexStart + geometryInfo.reservedVertexCount > this._maxVertexCount
  19339. ) {
  19340. throw new Error( 'THREE.BatchedMesh: Reserved space request exceeds the maximum buffer size.' );
  19341. }
  19342. // update id
  19343. let geometryId;
  19344. if ( this._availableGeometryIds.length > 0 ) {
  19345. this._availableGeometryIds.sort( ascIdSort );
  19346. geometryId = this._availableGeometryIds.shift();
  19347. geometryInfoList[ geometryId ] = geometryInfo;
  19348. } else {
  19349. geometryId = this._geometryCount;
  19350. this._geometryCount ++;
  19351. geometryInfoList.push( geometryInfo );
  19352. }
  19353. // update the geometry
  19354. this.setGeometryAt( geometryId, geometry );
  19355. // increment the next geometry position
  19356. this._nextIndexStart = geometryInfo.indexStart + geometryInfo.reservedIndexCount;
  19357. this._nextVertexStart = geometryInfo.vertexStart + geometryInfo.reservedVertexCount;
  19358. return geometryId;
  19359. }
  19360. /**
  19361. * Replaces the geometry at the given ID with the provided geometry. Throws an error if there
  19362. * is not enough space reserved for geometry. Calling this will change all instances that are
  19363. * rendering that geometry.
  19364. *
  19365. * @param {number} geometryId - The ID of the geometry that should be replaced with the given geometry.
  19366. * @param {BufferGeometry} geometry - The new geometry.
  19367. * @return {number} The geometry ID.
  19368. */
  19369. setGeometryAt( geometryId, geometry ) {
  19370. if ( geometryId >= this._geometryCount ) {
  19371. throw new Error( 'THREE.BatchedMesh: Maximum geometry count reached.' );
  19372. }
  19373. this._validateGeometry( geometry );
  19374. const batchGeometry = this.geometry;
  19375. const hasIndex = batchGeometry.getIndex() !== null;
  19376. const dstIndex = batchGeometry.getIndex();
  19377. const srcIndex = geometry.getIndex();
  19378. const geometryInfo = this._geometryInfo[ geometryId ];
  19379. if (
  19380. hasIndex &&
  19381. srcIndex.count > geometryInfo.reservedIndexCount ||
  19382. geometry.attributes.position.count > geometryInfo.reservedVertexCount
  19383. ) {
  19384. throw new Error( 'THREE.BatchedMesh: Reserved space not large enough for provided geometry.' );
  19385. }
  19386. // copy geometry buffer data over
  19387. const vertexStart = geometryInfo.vertexStart;
  19388. const reservedVertexCount = geometryInfo.reservedVertexCount;
  19389. geometryInfo.vertexCount = geometry.getAttribute( 'position' ).count;
  19390. for ( const attributeName in batchGeometry.attributes ) {
  19391. // copy attribute data
  19392. const srcAttribute = geometry.getAttribute( attributeName );
  19393. const dstAttribute = batchGeometry.getAttribute( attributeName );
  19394. copyAttributeData( srcAttribute, dstAttribute, vertexStart );
  19395. // fill the rest in with zeroes
  19396. const itemSize = srcAttribute.itemSize;
  19397. for ( let i = srcAttribute.count, l = reservedVertexCount; i < l; i ++ ) {
  19398. const index = vertexStart + i;
  19399. for ( let c = 0; c < itemSize; c ++ ) {
  19400. dstAttribute.setComponent( index, c, 0 );
  19401. }
  19402. }
  19403. dstAttribute.needsUpdate = true;
  19404. dstAttribute.addUpdateRange( vertexStart * itemSize, reservedVertexCount * itemSize );
  19405. }
  19406. // copy index
  19407. if ( hasIndex ) {
  19408. const indexStart = geometryInfo.indexStart;
  19409. const reservedIndexCount = geometryInfo.reservedIndexCount;
  19410. geometryInfo.indexCount = geometry.getIndex().count;
  19411. // copy index data over
  19412. for ( let i = 0; i < srcIndex.count; i ++ ) {
  19413. dstIndex.setX( indexStart + i, vertexStart + srcIndex.getX( i ) );
  19414. }
  19415. // fill the rest in with zeroes
  19416. for ( let i = srcIndex.count, l = reservedIndexCount; i < l; i ++ ) {
  19417. dstIndex.setX( indexStart + i, vertexStart );
  19418. }
  19419. dstIndex.needsUpdate = true;
  19420. dstIndex.addUpdateRange( indexStart, geometryInfo.reservedIndexCount );
  19421. }
  19422. // update the draw range
  19423. geometryInfo.start = hasIndex ? geometryInfo.indexStart : geometryInfo.vertexStart;
  19424. geometryInfo.count = hasIndex ? geometryInfo.indexCount : geometryInfo.vertexCount;
  19425. // store the bounding boxes
  19426. geometryInfo.boundingBox = null;
  19427. if ( geometry.boundingBox !== null ) {
  19428. geometryInfo.boundingBox = geometry.boundingBox.clone();
  19429. }
  19430. geometryInfo.boundingSphere = null;
  19431. if ( geometry.boundingSphere !== null ) {
  19432. geometryInfo.boundingSphere = geometry.boundingSphere.clone();
  19433. }
  19434. this._visibilityChanged = true;
  19435. return geometryId;
  19436. }
  19437. /**
  19438. * Deletes the geometry defined by the given ID from this batch. Any instances referencing
  19439. * this geometry will also be removed as a side effect.
  19440. *
  19441. * @param {number} geometryId - The ID of the geometry to remove from the batch.
  19442. * @return {BatchedMesh} A reference to this batched mesh.
  19443. */
  19444. deleteGeometry( geometryId ) {
  19445. const geometryInfoList = this._geometryInfo;
  19446. if ( geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) {
  19447. return this;
  19448. }
  19449. // delete any instances associated with this geometry
  19450. const instanceInfo = this._instanceInfo;
  19451. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  19452. if ( instanceInfo[ i ].active && instanceInfo[ i ].geometryIndex === geometryId ) {
  19453. this.deleteInstance( i );
  19454. }
  19455. }
  19456. geometryInfoList[ geometryId ].active = false;
  19457. this._availableGeometryIds.push( geometryId );
  19458. this._visibilityChanged = true;
  19459. return this;
  19460. }
  19461. /**
  19462. * Deletes an existing instance from the batch using the given ID.
  19463. *
  19464. * @param {number} instanceId - The ID of the instance to remove from the batch.
  19465. * @return {BatchedMesh} A reference to this batched mesh.
  19466. */
  19467. deleteInstance( instanceId ) {
  19468. this.validateInstanceId( instanceId );
  19469. this._instanceInfo[ instanceId ].active = false;
  19470. this._availableInstanceIds.push( instanceId );
  19471. this._visibilityChanged = true;
  19472. return this;
  19473. }
  19474. /**
  19475. * Repacks the sub geometries in BatchedMesh to remove any unused space remaining from
  19476. * previously deleted geometry, freeing up space to add new geometry.
  19477. *
  19478. * @return {BatchedMesh} A reference to this batched mesh.
  19479. */
  19480. optimize() {
  19481. // track the next indices to copy data to
  19482. let nextVertexStart = 0;
  19483. let nextIndexStart = 0;
  19484. // Iterate over all geometry ranges in order sorted from earliest in the geometry buffer to latest
  19485. // in the geometry buffer. Because draw range objects can be reused there is no guarantee of their order.
  19486. const geometryInfoList = this._geometryInfo;
  19487. const indices = geometryInfoList
  19488. .map( ( e, i ) => i )
  19489. .sort( ( a, b ) => {
  19490. return geometryInfoList[ a ].vertexStart - geometryInfoList[ b ].vertexStart;
  19491. } );
  19492. const geometry = this.geometry;
  19493. for ( let i = 0, l = geometryInfoList.length; i < l; i ++ ) {
  19494. // if a geometry range is inactive then don't copy anything
  19495. const index = indices[ i ];
  19496. const geometryInfo = geometryInfoList[ index ];
  19497. if ( geometryInfo.active === false ) {
  19498. continue;
  19499. }
  19500. // if a geometry contains an index buffer then shift it, as well
  19501. if ( geometry.index !== null ) {
  19502. if ( geometryInfo.indexStart !== nextIndexStart ) {
  19503. const { indexStart, vertexStart, reservedIndexCount } = geometryInfo;
  19504. const index = geometry.index;
  19505. const array = index.array;
  19506. // shift the index pointers based on how the vertex data will shift
  19507. // adjusting the index must happen first so the original vertex start value is available
  19508. const elementDelta = nextVertexStart - vertexStart;
  19509. for ( let j = indexStart; j < indexStart + reservedIndexCount; j ++ ) {
  19510. array[ j ] = array[ j ] + elementDelta;
  19511. }
  19512. index.array.copyWithin( nextIndexStart, indexStart, indexStart + reservedIndexCount );
  19513. index.addUpdateRange( nextIndexStart, reservedIndexCount );
  19514. index.needsUpdate = true;
  19515. geometryInfo.indexStart = nextIndexStart;
  19516. }
  19517. nextIndexStart += geometryInfo.reservedIndexCount;
  19518. }
  19519. // if a geometry needs to be moved then copy attribute data to overwrite unused space
  19520. if ( geometryInfo.vertexStart !== nextVertexStart ) {
  19521. const { vertexStart, reservedVertexCount } = geometryInfo;
  19522. const attributes = geometry.attributes;
  19523. for ( const key in attributes ) {
  19524. const attribute = attributes[ key ];
  19525. const { array, itemSize } = attribute;
  19526. array.copyWithin( nextVertexStart * itemSize, vertexStart * itemSize, ( vertexStart + reservedVertexCount ) * itemSize );
  19527. attribute.addUpdateRange( nextVertexStart * itemSize, reservedVertexCount * itemSize );
  19528. attribute.needsUpdate = true;
  19529. }
  19530. geometryInfo.vertexStart = nextVertexStart;
  19531. }
  19532. nextVertexStart += geometryInfo.reservedVertexCount;
  19533. geometryInfo.start = geometry.index ? geometryInfo.indexStart : geometryInfo.vertexStart;
  19534. }
  19535. this._nextIndexStart = nextIndexStart;
  19536. this._nextVertexStart = nextVertexStart;
  19537. this._visibilityChanged = true;
  19538. return this;
  19539. }
  19540. /**
  19541. * Returns the bounding box for the given geometry.
  19542. *
  19543. * @param {number} geometryId - The ID of the geometry to return the bounding box for.
  19544. * @param {Box3} target - The target object that is used to store the method's result.
  19545. * @return {?Box3} The geometry's bounding box. Returns `null` if no geometry has been found for the given ID.
  19546. */
  19547. getBoundingBoxAt( geometryId, target ) {
  19548. if ( geometryId >= this._geometryCount ) {
  19549. return null;
  19550. }
  19551. // compute bounding box
  19552. const geometry = this.geometry;
  19553. const geometryInfo = this._geometryInfo[ geometryId ];
  19554. if ( geometryInfo.boundingBox === null ) {
  19555. const box = new Box3();
  19556. const index = geometry.index;
  19557. const position = geometry.attributes.position;
  19558. for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) {
  19559. let iv = i;
  19560. if ( index ) {
  19561. iv = index.getX( iv );
  19562. }
  19563. box.expandByPoint( _vector$5.fromBufferAttribute( position, iv ) );
  19564. }
  19565. geometryInfo.boundingBox = box;
  19566. }
  19567. target.copy( geometryInfo.boundingBox );
  19568. return target;
  19569. }
  19570. /**
  19571. * Returns the bounding sphere for the given geometry.
  19572. *
  19573. * @param {number} geometryId - The ID of the geometry to return the bounding sphere for.
  19574. * @param {Sphere} target - The target object that is used to store the method's result.
  19575. * @return {?Sphere} The geometry's bounding sphere. Returns `null` if no geometry has been found for the given ID.
  19576. */
  19577. getBoundingSphereAt( geometryId, target ) {
  19578. if ( geometryId >= this._geometryCount ) {
  19579. return null;
  19580. }
  19581. // compute bounding sphere
  19582. const geometry = this.geometry;
  19583. const geometryInfo = this._geometryInfo[ geometryId ];
  19584. if ( geometryInfo.boundingSphere === null ) {
  19585. const sphere = new Sphere();
  19586. this.getBoundingBoxAt( geometryId, _box$1 );
  19587. _box$1.getCenter( sphere.center );
  19588. const index = geometry.index;
  19589. const position = geometry.attributes.position;
  19590. let maxRadiusSq = 0;
  19591. for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) {
  19592. let iv = i;
  19593. if ( index ) {
  19594. iv = index.getX( iv );
  19595. }
  19596. _vector$5.fromBufferAttribute( position, iv );
  19597. maxRadiusSq = Math.max( maxRadiusSq, sphere.center.distanceToSquared( _vector$5 ) );
  19598. }
  19599. sphere.radius = Math.sqrt( maxRadiusSq );
  19600. geometryInfo.boundingSphere = sphere;
  19601. }
  19602. target.copy( geometryInfo.boundingSphere );
  19603. return target;
  19604. }
  19605. /**
  19606. * Sets the given local transformation matrix to the defined instance.
  19607. * Negatively scaled matrices are not supported.
  19608. *
  19609. * @param {number} instanceId - The ID of an instance to set the matrix of.
  19610. * @param {Matrix4} matrix - A 4x4 matrix representing the local transformation of a single instance.
  19611. * @return {BatchedMesh} A reference to this batched mesh.
  19612. */
  19613. setMatrixAt( instanceId, matrix ) {
  19614. this.validateInstanceId( instanceId );
  19615. const matricesTexture = this._matricesTexture;
  19616. const matricesArray = this._matricesTexture.image.data;
  19617. matrix.toArray( matricesArray, instanceId * 16 );
  19618. matricesTexture.needsUpdate = true;
  19619. return this;
  19620. }
  19621. /**
  19622. * Returns the local transformation matrix of the defined instance.
  19623. *
  19624. * @param {number} instanceId - The ID of an instance to get the matrix of.
  19625. * @param {Matrix4} matrix - The target object that is used to store the method's result.
  19626. * @return {Matrix4} The instance's local transformation matrix.
  19627. */
  19628. getMatrixAt( instanceId, matrix ) {
  19629. this.validateInstanceId( instanceId );
  19630. return matrix.fromArray( this._matricesTexture.image.data, instanceId * 16 );
  19631. }
  19632. /**
  19633. * Sets the given color to the defined instance.
  19634. *
  19635. * @param {number} instanceId - The ID of an instance to set the color of.
  19636. * @param {Color|Vector4} color - The color to set the instance to. Use a `Vector4` to also define alpha.
  19637. * @return {BatchedMesh} A reference to this batched mesh.
  19638. */
  19639. setColorAt( instanceId, color ) {
  19640. this.validateInstanceId( instanceId );
  19641. if ( this._colorsTexture === null ) {
  19642. this._initColorsTexture();
  19643. }
  19644. color.toArray( this._colorsTexture.image.data, instanceId * 4 );
  19645. this._colorsTexture.needsUpdate = true;
  19646. return this;
  19647. }
  19648. /**
  19649. * Returns the color of the defined instance.
  19650. *
  19651. * @param {number} instanceId - The ID of an instance to get the color of.
  19652. * @param {Color|Vector4} color - The target object that is used to store the method's result.
  19653. * @return {Color|Vector4} The instance's color. Use a `Vector4` to also retrieve alpha.
  19654. */
  19655. getColorAt( instanceId, color ) {
  19656. this.validateInstanceId( instanceId );
  19657. return color.fromArray( this._colorsTexture.image.data, instanceId * 4 );
  19658. }
  19659. /**
  19660. * Sets the visibility of the instance.
  19661. *
  19662. * @param {number} instanceId - The id of the instance to set the visibility of.
  19663. * @param {boolean} visible - Whether the instance is visible or not.
  19664. * @return {BatchedMesh} A reference to this batched mesh.
  19665. */
  19666. setVisibleAt( instanceId, visible ) {
  19667. this.validateInstanceId( instanceId );
  19668. if ( this._instanceInfo[ instanceId ].visible === visible ) {
  19669. return this;
  19670. }
  19671. this._instanceInfo[ instanceId ].visible = visible;
  19672. this._visibilityChanged = true;
  19673. return this;
  19674. }
  19675. /**
  19676. * Returns the visibility state of the defined instance.
  19677. *
  19678. * @param {number} instanceId - The ID of an instance to get the visibility state of.
  19679. * @return {boolean} Whether the instance is visible or not.
  19680. */
  19681. getVisibleAt( instanceId ) {
  19682. this.validateInstanceId( instanceId );
  19683. return this._instanceInfo[ instanceId ].visible;
  19684. }
  19685. /**
  19686. * Sets the geometry ID of the instance at the given index.
  19687. *
  19688. * @param {number} instanceId - The ID of the instance to set the geometry ID of.
  19689. * @param {number} geometryId - The geometry ID to be use by the instance.
  19690. * @return {BatchedMesh} A reference to this batched mesh.
  19691. */
  19692. setGeometryIdAt( instanceId, geometryId ) {
  19693. this.validateInstanceId( instanceId );
  19694. this.validateGeometryId( geometryId );
  19695. this._instanceInfo[ instanceId ].geometryIndex = geometryId;
  19696. return this;
  19697. }
  19698. /**
  19699. * Returns the geometry ID of the defined instance.
  19700. *
  19701. * @param {number} instanceId - The ID of an instance to get the geometry ID of.
  19702. * @return {number} The instance's geometry ID.
  19703. */
  19704. getGeometryIdAt( instanceId ) {
  19705. this.validateInstanceId( instanceId );
  19706. return this._instanceInfo[ instanceId ].geometryIndex;
  19707. }
  19708. /**
  19709. * Get the range representing the subset of triangles related to the attached geometry,
  19710. * indicating the starting offset and count, or `null` if invalid.
  19711. *
  19712. * @param {number} geometryId - The id of the geometry to get the range of.
  19713. * @param {Object} [target] - The target object that is used to store the method's result.
  19714. * @return {{
  19715. * vertexStart:number,vertexCount:number,reservedVertexCount:number,
  19716. * indexStart:number,indexCount:number,reservedIndexCount:number,
  19717. * start:number,count:number
  19718. * }} The result object with range data.
  19719. */
  19720. getGeometryRangeAt( geometryId, target = {} ) {
  19721. this.validateGeometryId( geometryId );
  19722. const geometryInfo = this._geometryInfo[ geometryId ];
  19723. target.vertexStart = geometryInfo.vertexStart;
  19724. target.vertexCount = geometryInfo.vertexCount;
  19725. target.reservedVertexCount = geometryInfo.reservedVertexCount;
  19726. target.indexStart = geometryInfo.indexStart;
  19727. target.indexCount = geometryInfo.indexCount;
  19728. target.reservedIndexCount = geometryInfo.reservedIndexCount;
  19729. target.start = geometryInfo.start;
  19730. target.count = geometryInfo.count;
  19731. return target;
  19732. }
  19733. /**
  19734. * Resizes the necessary buffers to support the provided number of instances.
  19735. * If the provided arguments shrink the number of instances but there are not enough
  19736. * unused Ids at the end of the list then an error is thrown.
  19737. *
  19738. * @param {number} maxInstanceCount - The max number of individual instances that can be added and rendered by the batch.
  19739. */
  19740. setInstanceCount( maxInstanceCount ) {
  19741. // shrink the available instances as much as possible
  19742. const availableInstanceIds = this._availableInstanceIds;
  19743. const instanceInfo = this._instanceInfo;
  19744. availableInstanceIds.sort( ascIdSort );
  19745. while ( availableInstanceIds[ availableInstanceIds.length - 1 ] === instanceInfo.length - 1 ) {
  19746. instanceInfo.pop();
  19747. availableInstanceIds.pop();
  19748. }
  19749. // throw an error if it can't be shrunk to the desired size
  19750. if ( maxInstanceCount < instanceInfo.length ) {
  19751. throw new Error( `BatchedMesh: Instance ids outside the range ${ maxInstanceCount } are being used. Cannot shrink instance count.` );
  19752. }
  19753. // copy the multi draw counts
  19754. const multiDrawCounts = new Int32Array( maxInstanceCount );
  19755. const multiDrawStarts = new Int32Array( maxInstanceCount );
  19756. copyArrayContents( this._multiDrawCounts, multiDrawCounts );
  19757. copyArrayContents( this._multiDrawStarts, multiDrawStarts );
  19758. this._multiDrawCounts = multiDrawCounts;
  19759. this._multiDrawStarts = multiDrawStarts;
  19760. this._maxInstanceCount = maxInstanceCount;
  19761. // update texture data for instance sampling
  19762. const indirectTexture = this._indirectTexture;
  19763. const matricesTexture = this._matricesTexture;
  19764. const colorsTexture = this._colorsTexture;
  19765. indirectTexture.dispose();
  19766. this._initIndirectTexture();
  19767. copyArrayContents( indirectTexture.image.data, this._indirectTexture.image.data );
  19768. matricesTexture.dispose();
  19769. this._initMatricesTexture();
  19770. copyArrayContents( matricesTexture.image.data, this._matricesTexture.image.data );
  19771. if ( colorsTexture ) {
  19772. colorsTexture.dispose();
  19773. this._initColorsTexture();
  19774. copyArrayContents( colorsTexture.image.data, this._colorsTexture.image.data );
  19775. }
  19776. }
  19777. /**
  19778. * Resizes the available space in the batch's vertex and index buffer attributes to the provided sizes.
  19779. * If the provided arguments shrink the geometry buffers but there is not enough unused space at the
  19780. * end of the geometry attributes then an error is thrown.
  19781. *
  19782. * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries to resize to.
  19783. * @param {number} maxIndexCount - The maximum number of indices to be used by all unique geometries to resize to.
  19784. */
  19785. setGeometrySize( maxVertexCount, maxIndexCount ) {
  19786. // Check if we can shrink to the requested vertex attribute size
  19787. const validRanges = [ ...this._geometryInfo ].filter( info => info.active );
  19788. const requiredVertexLength = Math.max( ...validRanges.map( range => range.vertexStart + range.reservedVertexCount ) );
  19789. if ( requiredVertexLength > maxVertexCount ) {
  19790. throw new Error( `BatchedMesh: Geometry vertex values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` );
  19791. }
  19792. // Check if we can shrink to the requested index attribute size
  19793. if ( this.geometry.index ) {
  19794. const requiredIndexLength = Math.max( ...validRanges.map( range => range.indexStart + range.reservedIndexCount ) );
  19795. if ( requiredIndexLength > maxIndexCount ) {
  19796. throw new Error( `BatchedMesh: Geometry index values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` );
  19797. }
  19798. }
  19799. //
  19800. // dispose of the previous geometry
  19801. const oldGeometry = this.geometry;
  19802. oldGeometry.dispose();
  19803. // recreate the geometry needed based on the previous variant
  19804. this._maxVertexCount = maxVertexCount;
  19805. this._maxIndexCount = maxIndexCount;
  19806. if ( this._geometryInitialized ) {
  19807. this._geometryInitialized = false;
  19808. this.geometry = new BufferGeometry();
  19809. this._initializeGeometry( oldGeometry );
  19810. }
  19811. // copy data from the previous geometry
  19812. const geometry = this.geometry;
  19813. if ( oldGeometry.index ) {
  19814. copyArrayContents( oldGeometry.index.array, geometry.index.array );
  19815. }
  19816. for ( const key in oldGeometry.attributes ) {
  19817. copyArrayContents( oldGeometry.attributes[ key ].array, geometry.attributes[ key ].array );
  19818. }
  19819. }
  19820. raycast( raycaster, intersects ) {
  19821. const instanceInfo = this._instanceInfo;
  19822. const geometryInfoList = this._geometryInfo;
  19823. const matrixWorld = this.matrixWorld;
  19824. const batchGeometry = this.geometry;
  19825. // iterate over each geometry
  19826. _mesh.material = this.material;
  19827. _mesh.geometry.index = batchGeometry.index;
  19828. _mesh.geometry.attributes = batchGeometry.attributes;
  19829. if ( _mesh.geometry.boundingBox === null ) {
  19830. _mesh.geometry.boundingBox = new Box3();
  19831. }
  19832. if ( _mesh.geometry.boundingSphere === null ) {
  19833. _mesh.geometry.boundingSphere = new Sphere();
  19834. }
  19835. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  19836. if ( ! instanceInfo[ i ].visible || ! instanceInfo[ i ].active ) {
  19837. continue;
  19838. }
  19839. const geometryId = instanceInfo[ i ].geometryIndex;
  19840. const geometryInfo = geometryInfoList[ geometryId ];
  19841. _mesh.geometry.setDrawRange( geometryInfo.start, geometryInfo.count );
  19842. // get the intersects
  19843. this.getMatrixAt( i, _mesh.matrixWorld ).premultiply( matrixWorld );
  19844. this.getBoundingBoxAt( geometryId, _mesh.geometry.boundingBox );
  19845. this.getBoundingSphereAt( geometryId, _mesh.geometry.boundingSphere );
  19846. _mesh.raycast( raycaster, _batchIntersects );
  19847. // add batch id to the intersects
  19848. for ( let j = 0, l = _batchIntersects.length; j < l; j ++ ) {
  19849. const intersect = _batchIntersects[ j ];
  19850. intersect.object = this;
  19851. intersect.batchId = i;
  19852. intersects.push( intersect );
  19853. }
  19854. _batchIntersects.length = 0;
  19855. }
  19856. _mesh.material = null;
  19857. _mesh.geometry.index = null;
  19858. _mesh.geometry.attributes = {};
  19859. _mesh.geometry.setDrawRange( 0, Infinity );
  19860. }
  19861. copy( source ) {
  19862. super.copy( source );
  19863. this.geometry = source.geometry.clone();
  19864. this.perObjectFrustumCulled = source.perObjectFrustumCulled;
  19865. this.sortObjects = source.sortObjects;
  19866. this.boundingBox = source.boundingBox !== null ? source.boundingBox.clone() : null;
  19867. this.boundingSphere = source.boundingSphere !== null ? source.boundingSphere.clone() : null;
  19868. this._geometryInfo = source._geometryInfo.map( info => ( {
  19869. ...info,
  19870. boundingBox: info.boundingBox !== null ? info.boundingBox.clone() : null,
  19871. boundingSphere: info.boundingSphere !== null ? info.boundingSphere.clone() : null,
  19872. } ) );
  19873. this._instanceInfo = source._instanceInfo.map( info => ( { ...info } ) );
  19874. this._availableInstanceIds = source._availableInstanceIds.slice();
  19875. this._availableGeometryIds = source._availableGeometryIds.slice();
  19876. this._nextIndexStart = source._nextIndexStart;
  19877. this._nextVertexStart = source._nextVertexStart;
  19878. this._geometryCount = source._geometryCount;
  19879. this._maxInstanceCount = source._maxInstanceCount;
  19880. this._maxVertexCount = source._maxVertexCount;
  19881. this._maxIndexCount = source._maxIndexCount;
  19882. this._geometryInitialized = source._geometryInitialized;
  19883. this._multiDrawCounts = source._multiDrawCounts.slice();
  19884. this._multiDrawStarts = source._multiDrawStarts.slice();
  19885. this._indirectTexture = source._indirectTexture.clone();
  19886. this._indirectTexture.image.data = this._indirectTexture.image.data.slice();
  19887. this._matricesTexture = source._matricesTexture.clone();
  19888. this._matricesTexture.image.data = this._matricesTexture.image.data.slice();
  19889. if ( this._colorsTexture !== null ) {
  19890. this._colorsTexture = source._colorsTexture.clone();
  19891. this._colorsTexture.image.data = this._colorsTexture.image.data.slice();
  19892. }
  19893. return this;
  19894. }
  19895. /**
  19896. * Frees the GPU-related resources allocated by this instance. Call this
  19897. * method whenever this instance is no longer used in your app.
  19898. */
  19899. dispose() {
  19900. // Assuming the geometry is not shared with other meshes
  19901. this.geometry.dispose();
  19902. this._matricesTexture.dispose();
  19903. this._matricesTexture = null;
  19904. this._indirectTexture.dispose();
  19905. this._indirectTexture = null;
  19906. if ( this._colorsTexture !== null ) {
  19907. this._colorsTexture.dispose();
  19908. this._colorsTexture = null;
  19909. }
  19910. }
  19911. onBeforeRender( renderer, scene, camera, geometry, material/*, _group*/ ) {
  19912. // if visibility has not changed and frustum culling and object sorting is not required
  19913. // then skip iterating over all items
  19914. if ( ! this._visibilityChanged && ! this.perObjectFrustumCulled && ! this.sortObjects ) {
  19915. return;
  19916. }
  19917. // the indexed version of the multi draw function requires specifying the start
  19918. // offset in bytes.
  19919. const index = geometry.getIndex();
  19920. const bytesPerElement = index === null ? 1 : index.array.BYTES_PER_ELEMENT;
  19921. const instanceInfo = this._instanceInfo;
  19922. const multiDrawStarts = this._multiDrawStarts;
  19923. const multiDrawCounts = this._multiDrawCounts;
  19924. const geometryInfoList = this._geometryInfo;
  19925. const perObjectFrustumCulled = this.perObjectFrustumCulled;
  19926. const indirectTexture = this._indirectTexture;
  19927. const indirectArray = indirectTexture.image.data;
  19928. const frustum = camera.isArrayCamera ? _frustumArray : _frustum;
  19929. // prepare the frustum in the local frame
  19930. if ( perObjectFrustumCulled && ! camera.isArrayCamera ) {
  19931. _matrix$1
  19932. .multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse )
  19933. .multiply( this.matrixWorld );
  19934. _frustum.setFromProjectionMatrix(
  19935. _matrix$1,
  19936. camera.coordinateSystem,
  19937. camera.reversedDepth
  19938. );
  19939. }
  19940. let multiDrawCount = 0;
  19941. if ( this.sortObjects ) {
  19942. // get the camera position in the local frame
  19943. _matrix$1.copy( this.matrixWorld ).invert();
  19944. _vector$5.setFromMatrixPosition( camera.matrixWorld ).applyMatrix4( _matrix$1 );
  19945. _forward$1.set( 0, 0, -1 ).transformDirection( camera.matrixWorld ).transformDirection( _matrix$1 );
  19946. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  19947. if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) {
  19948. const geometryId = instanceInfo[ i ].geometryIndex;
  19949. // get the bounds in world space
  19950. this.getMatrixAt( i, _matrix$1 );
  19951. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  19952. // determine whether the batched geometry is within the frustum
  19953. let culled = false;
  19954. if ( perObjectFrustumCulled ) {
  19955. culled = ! frustum.intersectsSphere( _sphere$2, camera );
  19956. }
  19957. if ( ! culled ) {
  19958. // get the distance from camera used for sorting
  19959. const geometryInfo = geometryInfoList[ geometryId ];
  19960. const z = _temp.subVectors( _sphere$2.center, _vector$5 ).dot( _forward$1 );
  19961. _renderList.push( geometryInfo.start, geometryInfo.count, z, i );
  19962. }
  19963. }
  19964. }
  19965. // Sort the draw ranges and prep for rendering
  19966. const list = _renderList.list;
  19967. const customSort = this.customSort;
  19968. if ( customSort === null ) {
  19969. list.sort( material.transparent ? sortTransparent : sortOpaque );
  19970. } else {
  19971. customSort.call( this, list, camera );
  19972. }
  19973. for ( let i = 0, l = list.length; i < l; i ++ ) {
  19974. const item = list[ i ];
  19975. multiDrawStarts[ multiDrawCount ] = item.start * bytesPerElement;
  19976. multiDrawCounts[ multiDrawCount ] = item.count;
  19977. indirectArray[ multiDrawCount ] = item.index;
  19978. multiDrawCount ++;
  19979. }
  19980. _renderList.reset();
  19981. } else {
  19982. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  19983. if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) {
  19984. const geometryId = instanceInfo[ i ].geometryIndex;
  19985. // determine whether the batched geometry is within the frustum
  19986. let culled = false;
  19987. if ( perObjectFrustumCulled ) {
  19988. // get the bounds in world space
  19989. this.getMatrixAt( i, _matrix$1 );
  19990. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  19991. culled = ! frustum.intersectsSphere( _sphere$2, camera );
  19992. }
  19993. if ( ! culled ) {
  19994. const geometryInfo = geometryInfoList[ geometryId ];
  19995. multiDrawStarts[ multiDrawCount ] = geometryInfo.start * bytesPerElement;
  19996. multiDrawCounts[ multiDrawCount ] = geometryInfo.count;
  19997. indirectArray[ multiDrawCount ] = i;
  19998. multiDrawCount ++;
  19999. }
  20000. }
  20001. }
  20002. }
  20003. indirectTexture.needsUpdate = true;
  20004. this._multiDrawCount = multiDrawCount;
  20005. this._visibilityChanged = false;
  20006. }
  20007. onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial/* , group */ ) {
  20008. this.onBeforeRender( renderer, null, shadowCamera, geometry, depthMaterial );
  20009. }
  20010. }
  20011. /**
  20012. * A material for rendering line primitives.
  20013. *
  20014. * Materials define the appearance of renderable 3D objects.
  20015. *
  20016. * ```js
  20017. * const material = new THREE.LineBasicMaterial( { color: 0xffffff } );
  20018. * ```
  20019. *
  20020. * @augments Material
  20021. */
  20022. class LineBasicMaterial extends Material {
  20023. /**
  20024. * Constructs a new line basic material.
  20025. *
  20026. * @param {Object} [parameters] - An object with one or more properties
  20027. * defining the material's appearance. Any property of the material
  20028. * (including any property from inherited materials) can be passed
  20029. * in here. Color values can be passed any type of value accepted
  20030. * by {@link Color#set}.
  20031. */
  20032. constructor( parameters ) {
  20033. super();
  20034. /**
  20035. * This flag can be used for type testing.
  20036. *
  20037. * @type {boolean}
  20038. * @readonly
  20039. * @default true
  20040. */
  20041. this.isLineBasicMaterial = true;
  20042. this.type = 'LineBasicMaterial';
  20043. /**
  20044. * Color of the material.
  20045. *
  20046. * @type {Color}
  20047. * @default (1,1,1)
  20048. */
  20049. this.color = new Color( 0xffffff );
  20050. /**
  20051. * Sets the color of the lines using data from a texture. The texture map
  20052. * color is modulated by the diffuse `color`.
  20053. *
  20054. * @type {?Texture}
  20055. * @default null
  20056. */
  20057. this.map = null;
  20058. /**
  20059. * Controls line thickness or lines.
  20060. *
  20061. * Can only be used with {@link SVGRenderer}. WebGL and WebGPU
  20062. * ignore this setting and always render line primitives with a
  20063. * width of one pixel.
  20064. *
  20065. * @type {number}
  20066. * @default 1
  20067. */
  20068. this.linewidth = 1;
  20069. /**
  20070. * Defines appearance of line ends.
  20071. *
  20072. * Can only be used with {@link SVGRenderer}.
  20073. *
  20074. * @type {('butt'|'round'|'square')}
  20075. * @default 'round'
  20076. */
  20077. this.linecap = 'round';
  20078. /**
  20079. * Defines appearance of line joints.
  20080. *
  20081. * Can only be used with {@link SVGRenderer}.
  20082. *
  20083. * @type {('round'|'bevel'|'miter')}
  20084. * @default 'round'
  20085. */
  20086. this.linejoin = 'round';
  20087. /**
  20088. * Whether the material is affected by fog or not.
  20089. *
  20090. * @type {boolean}
  20091. * @default true
  20092. */
  20093. this.fog = true;
  20094. this.setValues( parameters );
  20095. }
  20096. copy( source ) {
  20097. super.copy( source );
  20098. this.color.copy( source.color );
  20099. this.map = source.map;
  20100. this.linewidth = source.linewidth;
  20101. this.linecap = source.linecap;
  20102. this.linejoin = source.linejoin;
  20103. this.fog = source.fog;
  20104. return this;
  20105. }
  20106. }
  20107. const _vStart = /*@__PURE__*/ new Vector3();
  20108. const _vEnd = /*@__PURE__*/ new Vector3();
  20109. const _inverseMatrix$1 = /*@__PURE__*/ new Matrix4();
  20110. const _ray$1 = /*@__PURE__*/ new Ray();
  20111. const _sphere$1 = /*@__PURE__*/ new Sphere();
  20112. const _intersectPointOnRay = /*@__PURE__*/ new Vector3();
  20113. const _intersectPointOnSegment = /*@__PURE__*/ new Vector3();
  20114. /**
  20115. * A continuous line. The line are rendered by connecting consecutive
  20116. * vertices with straight lines.
  20117. *
  20118. * ```js
  20119. * const material = new THREE.LineBasicMaterial( { color: 0x0000ff } );
  20120. *
  20121. * const points = [];
  20122. * points.push( new THREE.Vector3( - 10, 0, 0 ) );
  20123. * points.push( new THREE.Vector3( 0, 10, 0 ) );
  20124. * points.push( new THREE.Vector3( 10, 0, 0 ) );
  20125. *
  20126. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  20127. *
  20128. * const line = new THREE.Line( geometry, material );
  20129. * scene.add( line );
  20130. * ```
  20131. *
  20132. * @augments Object3D
  20133. */
  20134. class Line extends Object3D {
  20135. /**
  20136. * Constructs a new line.
  20137. *
  20138. * @param {BufferGeometry} [geometry] - The line geometry.
  20139. * @param {Material|Array<Material>} [material] - The line material.
  20140. */
  20141. constructor( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) {
  20142. super();
  20143. /**
  20144. * This flag can be used for type testing.
  20145. *
  20146. * @type {boolean}
  20147. * @readonly
  20148. * @default true
  20149. */
  20150. this.isLine = true;
  20151. this.type = 'Line';
  20152. /**
  20153. * The line geometry.
  20154. *
  20155. * @type {BufferGeometry}
  20156. */
  20157. this.geometry = geometry;
  20158. /**
  20159. * The line material.
  20160. *
  20161. * @type {Material|Array<Material>}
  20162. * @default LineBasicMaterial
  20163. */
  20164. this.material = material;
  20165. /**
  20166. * A dictionary representing the morph targets in the geometry. The key is the
  20167. * morph targets name, the value its attribute index. This member is `undefined`
  20168. * by default and only set when morph targets are detected in the geometry.
  20169. *
  20170. * @type {Object<string,number>|undefined}
  20171. * @default undefined
  20172. */
  20173. this.morphTargetDictionary = undefined;
  20174. /**
  20175. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  20176. * is applied. This member is `undefined` by default and only set when morph targets are
  20177. * detected in the geometry.
  20178. *
  20179. * @type {Array<number>|undefined}
  20180. * @default undefined
  20181. */
  20182. this.morphTargetInfluences = undefined;
  20183. this.updateMorphTargets();
  20184. }
  20185. copy( source, recursive ) {
  20186. super.copy( source, recursive );
  20187. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  20188. this.geometry = source.geometry;
  20189. return this;
  20190. }
  20191. /**
  20192. * Computes an array of distance values which are necessary for rendering dashed lines.
  20193. * For each vertex in the geometry, the method calculates the cumulative length from the
  20194. * current point to the very beginning of the line.
  20195. *
  20196. * @return {Line} A reference to this line.
  20197. */
  20198. computeLineDistances() {
  20199. const geometry = this.geometry;
  20200. // we assume non-indexed geometry
  20201. if ( geometry.index === null ) {
  20202. const positionAttribute = geometry.attributes.position;
  20203. const lineDistances = [ 0 ];
  20204. for ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {
  20205. _vStart.fromBufferAttribute( positionAttribute, i - 1 );
  20206. _vEnd.fromBufferAttribute( positionAttribute, i );
  20207. lineDistances[ i ] = lineDistances[ i - 1 ];
  20208. lineDistances[ i ] += _vStart.distanceTo( _vEnd );
  20209. }
  20210. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  20211. } else {
  20212. warn( 'Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  20213. }
  20214. return this;
  20215. }
  20216. /**
  20217. * Computes intersection points between a casted ray and this line.
  20218. *
  20219. * @param {Raycaster} raycaster - The raycaster.
  20220. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  20221. */
  20222. raycast( raycaster, intersects ) {
  20223. const geometry = this.geometry;
  20224. const matrixWorld = this.matrixWorld;
  20225. const threshold = raycaster.params.Line.threshold;
  20226. const drawRange = geometry.drawRange;
  20227. // Checking boundingSphere distance to ray
  20228. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  20229. _sphere$1.copy( geometry.boundingSphere );
  20230. _sphere$1.applyMatrix4( matrixWorld );
  20231. _sphere$1.radius += threshold;
  20232. if ( raycaster.ray.intersectsSphere( _sphere$1 ) === false ) return;
  20233. //
  20234. _inverseMatrix$1.copy( matrixWorld ).invert();
  20235. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  20236. const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  20237. const localThresholdSq = localThreshold * localThreshold;
  20238. const step = this.isLineSegments ? 2 : 1;
  20239. const index = geometry.index;
  20240. const attributes = geometry.attributes;
  20241. const positionAttribute = attributes.position;
  20242. if ( index !== null ) {
  20243. const start = Math.max( 0, drawRange.start );
  20244. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  20245. for ( let i = start, l = end - 1; i < l; i += step ) {
  20246. const a = index.getX( i );
  20247. const b = index.getX( i + 1 );
  20248. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b, i );
  20249. if ( intersect ) {
  20250. intersects.push( intersect );
  20251. }
  20252. }
  20253. if ( this.isLineLoop ) {
  20254. const a = index.getX( end - 1 );
  20255. const b = index.getX( start );
  20256. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b, end - 1 );
  20257. if ( intersect ) {
  20258. intersects.push( intersect );
  20259. }
  20260. }
  20261. } else {
  20262. const start = Math.max( 0, drawRange.start );
  20263. const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
  20264. for ( let i = start, l = end - 1; i < l; i += step ) {
  20265. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, i, i + 1, i );
  20266. if ( intersect ) {
  20267. intersects.push( intersect );
  20268. }
  20269. }
  20270. if ( this.isLineLoop ) {
  20271. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, end - 1, start, end - 1 );
  20272. if ( intersect ) {
  20273. intersects.push( intersect );
  20274. }
  20275. }
  20276. }
  20277. }
  20278. /**
  20279. * Sets the values of {@link Line#morphTargetDictionary} and {@link Line#morphTargetInfluences}
  20280. * to make sure existing morph targets can influence this 3D object.
  20281. */
  20282. updateMorphTargets() {
  20283. const geometry = this.geometry;
  20284. const morphAttributes = geometry.morphAttributes;
  20285. const keys = Object.keys( morphAttributes );
  20286. if ( keys.length > 0 ) {
  20287. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  20288. if ( morphAttribute !== undefined ) {
  20289. this.morphTargetInfluences = [];
  20290. this.morphTargetDictionary = {};
  20291. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  20292. const name = morphAttribute[ m ].name || String( m );
  20293. this.morphTargetInfluences.push( 0 );
  20294. this.morphTargetDictionary[ name ] = m;
  20295. }
  20296. }
  20297. }
  20298. }
  20299. }
  20300. function checkIntersection( object, raycaster, ray, thresholdSq, a, b, i ) {
  20301. const positionAttribute = object.geometry.attributes.position;
  20302. _vStart.fromBufferAttribute( positionAttribute, a );
  20303. _vEnd.fromBufferAttribute( positionAttribute, b );
  20304. const distSq = ray.distanceSqToSegment( _vStart, _vEnd, _intersectPointOnRay, _intersectPointOnSegment );
  20305. if ( distSq > thresholdSq ) return;
  20306. _intersectPointOnRay.applyMatrix4( object.matrixWorld ); // Move back to world space for distance calculation
  20307. const distance = raycaster.ray.origin.distanceTo( _intersectPointOnRay );
  20308. if ( distance < raycaster.near || distance > raycaster.far ) return;
  20309. return {
  20310. distance: distance,
  20311. // What do we want? intersection point on the ray or on the segment??
  20312. // point: raycaster.ray.at( distance ),
  20313. point: _intersectPointOnSegment.clone().applyMatrix4( object.matrixWorld ),
  20314. index: i,
  20315. face: null,
  20316. faceIndex: null,
  20317. barycoord: null,
  20318. object: object
  20319. };
  20320. }
  20321. const _start = /*@__PURE__*/ new Vector3();
  20322. const _end = /*@__PURE__*/ new Vector3();
  20323. /**
  20324. * A series of lines drawn between pairs of vertices.
  20325. *
  20326. * @augments Line
  20327. */
  20328. class LineSegments extends Line {
  20329. /**
  20330. * Constructs a new line segments.
  20331. *
  20332. * @param {BufferGeometry} [geometry] - The line geometry.
  20333. * @param {Material|Array<Material>} [material] - The line material.
  20334. */
  20335. constructor( geometry, material ) {
  20336. super( geometry, material );
  20337. /**
  20338. * This flag can be used for type testing.
  20339. *
  20340. * @type {boolean}
  20341. * @readonly
  20342. * @default true
  20343. */
  20344. this.isLineSegments = true;
  20345. this.type = 'LineSegments';
  20346. }
  20347. computeLineDistances() {
  20348. const geometry = this.geometry;
  20349. // we assume non-indexed geometry
  20350. if ( geometry.index === null ) {
  20351. const positionAttribute = geometry.attributes.position;
  20352. const lineDistances = [];
  20353. for ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  20354. _start.fromBufferAttribute( positionAttribute, i );
  20355. _end.fromBufferAttribute( positionAttribute, i + 1 );
  20356. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  20357. lineDistances[ i + 1 ] = lineDistances[ i ] + _start.distanceTo( _end );
  20358. }
  20359. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  20360. } else {
  20361. warn( 'LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  20362. }
  20363. return this;
  20364. }
  20365. }
  20366. /**
  20367. * A continuous line. This is nearly the same as {@link Line} the only difference
  20368. * is that the last vertex is connected with the first vertex in order to close
  20369. * the line to form a loop.
  20370. *
  20371. * @augments Line
  20372. */
  20373. class LineLoop extends Line {
  20374. /**
  20375. * Constructs a new line loop.
  20376. *
  20377. * @param {BufferGeometry} [geometry] - The line geometry.
  20378. * @param {Material|Array<Material>} [material] - The line material.
  20379. */
  20380. constructor( geometry, material ) {
  20381. super( geometry, material );
  20382. /**
  20383. * This flag can be used for type testing.
  20384. *
  20385. * @type {boolean}
  20386. * @readonly
  20387. * @default true
  20388. */
  20389. this.isLineLoop = true;
  20390. this.type = 'LineLoop';
  20391. }
  20392. }
  20393. /**
  20394. * A material for rendering point primitives.
  20395. *
  20396. * Materials define the appearance of renderable 3D objects.
  20397. *
  20398. * ```js
  20399. * const vertices = [];
  20400. *
  20401. * for ( let i = 0; i < 10000; i ++ ) {
  20402. * const x = THREE.MathUtils.randFloatSpread( 2000 );
  20403. * const y = THREE.MathUtils.randFloatSpread( 2000 );
  20404. * const z = THREE.MathUtils.randFloatSpread( 2000 );
  20405. *
  20406. * vertices.push( x, y, z );
  20407. * }
  20408. *
  20409. * const geometry = new THREE.BufferGeometry();
  20410. * geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
  20411. * const material = new THREE.PointsMaterial( { color: 0x888888 } );
  20412. * const points = new THREE.Points( geometry, material );
  20413. * scene.add( points );
  20414. * ```
  20415. *
  20416. * @augments Material
  20417. */
  20418. class PointsMaterial extends Material {
  20419. /**
  20420. * Constructs a new points material.
  20421. *
  20422. * @param {Object} [parameters] - An object with one or more properties
  20423. * defining the material's appearance. Any property of the material
  20424. * (including any property from inherited materials) can be passed
  20425. * in here. Color values can be passed any type of value accepted
  20426. * by {@link Color#set}.
  20427. */
  20428. constructor( parameters ) {
  20429. super();
  20430. /**
  20431. * This flag can be used for type testing.
  20432. *
  20433. * @type {boolean}
  20434. * @readonly
  20435. * @default true
  20436. */
  20437. this.isPointsMaterial = true;
  20438. this.type = 'PointsMaterial';
  20439. /**
  20440. * Color of the material.
  20441. *
  20442. * @type {Color}
  20443. * @default (1,1,1)
  20444. */
  20445. this.color = new Color( 0xffffff );
  20446. /**
  20447. * The color map. May optionally include an alpha channel, typically combined
  20448. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  20449. * color is modulated by the diffuse `color`.
  20450. *
  20451. * @type {?Texture}
  20452. * @default null
  20453. */
  20454. this.map = null;
  20455. /**
  20456. * The alpha map is a grayscale texture that controls the opacity across the
  20457. * surface (black: fully transparent; white: fully opaque).
  20458. *
  20459. * Only the color of the texture is used, ignoring the alpha channel if one
  20460. * exists. For RGB and RGBA textures, the renderer will use the green channel
  20461. * when sampling this texture due to the extra bit of precision provided for
  20462. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  20463. * luminance/alpha textures will also still work as expected.
  20464. *
  20465. * @type {?Texture}
  20466. * @default null
  20467. */
  20468. this.alphaMap = null;
  20469. /**
  20470. * Defines the size of the points in pixels.
  20471. *
  20472. * 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).
  20473. *
  20474. * @type {number}
  20475. * @default 1
  20476. */
  20477. this.size = 1;
  20478. /**
  20479. * Specifies whether size of individual points is attenuated by the camera depth (perspective camera only).
  20480. *
  20481. * @type {boolean}
  20482. * @default true
  20483. */
  20484. this.sizeAttenuation = true;
  20485. /**
  20486. * Whether the material is affected by fog or not.
  20487. *
  20488. * @type {boolean}
  20489. * @default true
  20490. */
  20491. this.fog = true;
  20492. this.setValues( parameters );
  20493. }
  20494. copy( source ) {
  20495. super.copy( source );
  20496. this.color.copy( source.color );
  20497. this.map = source.map;
  20498. this.alphaMap = source.alphaMap;
  20499. this.size = source.size;
  20500. this.sizeAttenuation = source.sizeAttenuation;
  20501. this.fog = source.fog;
  20502. return this;
  20503. }
  20504. }
  20505. const _inverseMatrix = /*@__PURE__*/ new Matrix4();
  20506. const _ray = /*@__PURE__*/ new Ray();
  20507. const _sphere = /*@__PURE__*/ new Sphere();
  20508. const _position$3 = /*@__PURE__*/ new Vector3();
  20509. /**
  20510. * A class for displaying points or point clouds.
  20511. *
  20512. * @augments Object3D
  20513. */
  20514. class Points extends Object3D {
  20515. /**
  20516. * Constructs a new point cloud.
  20517. *
  20518. * @param {BufferGeometry} [geometry] - The points geometry.
  20519. * @param {Material|Array<Material>} [material] - The points material.
  20520. */
  20521. constructor( geometry = new BufferGeometry(), material = new PointsMaterial() ) {
  20522. super();
  20523. /**
  20524. * This flag can be used for type testing.
  20525. *
  20526. * @type {boolean}
  20527. * @readonly
  20528. * @default true
  20529. */
  20530. this.isPoints = true;
  20531. this.type = 'Points';
  20532. /**
  20533. * The points geometry.
  20534. *
  20535. * @type {BufferGeometry}
  20536. */
  20537. this.geometry = geometry;
  20538. /**
  20539. * The line material.
  20540. *
  20541. * @type {Material|Array<Material>}
  20542. * @default PointsMaterial
  20543. */
  20544. this.material = material;
  20545. /**
  20546. * A dictionary representing the morph targets in the geometry. The key is the
  20547. * morph targets name, the value its attribute index. This member is `undefined`
  20548. * by default and only set when morph targets are detected in the geometry.
  20549. *
  20550. * @type {Object<string,number>|undefined}
  20551. * @default undefined
  20552. */
  20553. this.morphTargetDictionary = undefined;
  20554. /**
  20555. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  20556. * is applied. This member is `undefined` by default and only set when morph targets are
  20557. * detected in the geometry.
  20558. *
  20559. * @type {Array<number>|undefined}
  20560. * @default undefined
  20561. */
  20562. this.morphTargetInfluences = undefined;
  20563. this.updateMorphTargets();
  20564. }
  20565. copy( source, recursive ) {
  20566. super.copy( source, recursive );
  20567. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  20568. this.geometry = source.geometry;
  20569. return this;
  20570. }
  20571. /**
  20572. * Computes intersection points between a casted ray and this point cloud.
  20573. *
  20574. * @param {Raycaster} raycaster - The raycaster.
  20575. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  20576. */
  20577. raycast( raycaster, intersects ) {
  20578. const geometry = this.geometry;
  20579. const matrixWorld = this.matrixWorld;
  20580. const threshold = raycaster.params.Points.threshold;
  20581. const drawRange = geometry.drawRange;
  20582. // Checking boundingSphere distance to ray
  20583. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  20584. _sphere.copy( geometry.boundingSphere );
  20585. _sphere.applyMatrix4( matrixWorld );
  20586. _sphere.radius += threshold;
  20587. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;
  20588. //
  20589. _inverseMatrix.copy( matrixWorld ).invert();
  20590. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  20591. const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  20592. const localThresholdSq = localThreshold * localThreshold;
  20593. const index = geometry.index;
  20594. const attributes = geometry.attributes;
  20595. const positionAttribute = attributes.position;
  20596. if ( index !== null ) {
  20597. const start = Math.max( 0, drawRange.start );
  20598. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  20599. for ( let i = start, il = end; i < il; i ++ ) {
  20600. const a = index.getX( i );
  20601. _position$3.fromBufferAttribute( positionAttribute, a );
  20602. testPoint( _position$3, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  20603. }
  20604. } else {
  20605. const start = Math.max( 0, drawRange.start );
  20606. const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
  20607. for ( let i = start, l = end; i < l; i ++ ) {
  20608. _position$3.fromBufferAttribute( positionAttribute, i );
  20609. testPoint( _position$3, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  20610. }
  20611. }
  20612. }
  20613. /**
  20614. * Sets the values of {@link Points#morphTargetDictionary} and {@link Points#morphTargetInfluences}
  20615. * to make sure existing morph targets can influence this 3D object.
  20616. */
  20617. updateMorphTargets() {
  20618. const geometry = this.geometry;
  20619. const morphAttributes = geometry.morphAttributes;
  20620. const keys = Object.keys( morphAttributes );
  20621. if ( keys.length > 0 ) {
  20622. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  20623. if ( morphAttribute !== undefined ) {
  20624. this.morphTargetInfluences = [];
  20625. this.morphTargetDictionary = {};
  20626. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  20627. const name = morphAttribute[ m ].name || String( m );
  20628. this.morphTargetInfluences.push( 0 );
  20629. this.morphTargetDictionary[ name ] = m;
  20630. }
  20631. }
  20632. }
  20633. }
  20634. }
  20635. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  20636. const rayPointDistanceSq = _ray.distanceSqToPoint( point );
  20637. if ( rayPointDistanceSq < localThresholdSq ) {
  20638. const intersectPoint = new Vector3();
  20639. _ray.closestPointToPoint( point, intersectPoint );
  20640. intersectPoint.applyMatrix4( matrixWorld );
  20641. const distance = raycaster.ray.origin.distanceTo( intersectPoint );
  20642. if ( distance < raycaster.near || distance > raycaster.far ) return;
  20643. intersects.push( {
  20644. distance: distance,
  20645. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  20646. point: intersectPoint,
  20647. index: index,
  20648. face: null,
  20649. faceIndex: null,
  20650. barycoord: null,
  20651. object: object
  20652. } );
  20653. }
  20654. }
  20655. /**
  20656. * A texture for use with a video.
  20657. *
  20658. * ```js
  20659. * // assuming you have created a HTML video element with id="video"
  20660. * const video = document.getElementById( 'video' );
  20661. * const texture = new THREE.VideoTexture( video );
  20662. * ```
  20663. *
  20664. * Note: When using video textures with {@link WebGPURenderer}, {@link Texture#colorSpace} must be
  20665. * set to THREE.SRGBColorSpace.
  20666. *
  20667. * Note: After the initial use of a texture, its dimensions, format, and type
  20668. * cannot be changed. Instead, call {@link Texture#dispose} on the texture and instantiate a new one.
  20669. *
  20670. * @augments Texture
  20671. */
  20672. class VideoTexture extends Texture {
  20673. /**
  20674. * Constructs a new video texture.
  20675. *
  20676. * @param {HTMLVideoElement} video - The video element to use as a data source for the texture.
  20677. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  20678. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  20679. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  20680. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  20681. * @param {number} [minFilter=LinearFilter] - The min filter value.
  20682. * @param {number} [format=RGBAFormat] - The texture format.
  20683. * @param {number} [type=UnsignedByteType] - The texture type.
  20684. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  20685. */
  20686. constructor( video, mapping, wrapS, wrapT, magFilter = LinearFilter, minFilter = LinearFilter, format, type, anisotropy ) {
  20687. super( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  20688. /**
  20689. * This flag can be used for type testing.
  20690. *
  20691. * @type {boolean}
  20692. * @readonly
  20693. * @default true
  20694. */
  20695. this.isVideoTexture = true;
  20696. /**
  20697. * Whether to generate mipmaps (if possible) for a texture.
  20698. *
  20699. * Overwritten and set to `false` by default.
  20700. *
  20701. * @type {boolean}
  20702. * @default false
  20703. */
  20704. this.generateMipmaps = false;
  20705. /**
  20706. * The video frame request callback identifier, which is a positive integer.
  20707. *
  20708. * Value of 0 represents no scheduled rVFC.
  20709. *
  20710. * @private
  20711. * @type {number}
  20712. */
  20713. this._requestVideoFrameCallbackId = 0;
  20714. const scope = this;
  20715. function updateVideo() {
  20716. scope.needsUpdate = true;
  20717. scope._requestVideoFrameCallbackId = video.requestVideoFrameCallback( updateVideo );
  20718. }
  20719. if ( 'requestVideoFrameCallback' in video ) {
  20720. this._requestVideoFrameCallbackId = video.requestVideoFrameCallback( updateVideo );
  20721. }
  20722. }
  20723. clone() {
  20724. return new this.constructor( this.image ).copy( this );
  20725. }
  20726. /**
  20727. * This method is called automatically by the renderer and sets {@link Texture#needsUpdate}
  20728. * to `true` every time a new frame is available.
  20729. *
  20730. * Only relevant if `requestVideoFrameCallback` is not supported in the browser.
  20731. */
  20732. update() {
  20733. const video = this.image;
  20734. const hasVideoFrameCallback = 'requestVideoFrameCallback' in video;
  20735. if ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) {
  20736. this.needsUpdate = true;
  20737. }
  20738. }
  20739. dispose() {
  20740. if ( this._requestVideoFrameCallbackId !== 0 ) {
  20741. this.source.data.cancelVideoFrameCallback( this._requestVideoFrameCallbackId );
  20742. this._requestVideoFrameCallbackId = 0;
  20743. }
  20744. super.dispose();
  20745. }
  20746. }
  20747. /**
  20748. * This class can be used as an alternative way to define video data. Instead of using
  20749. * an instance of `HTMLVideoElement` like with `VideoTexture`, `VideoFrameTexture` expects each frame is
  20750. * defined manually via {@link VideoFrameTexture#setFrame}. A typical use case for this module is when
  20751. * video frames are decoded with the WebCodecs API.
  20752. *
  20753. * ```js
  20754. * const texture = new THREE.VideoFrameTexture();
  20755. * texture.setFrame( frame );
  20756. * ```
  20757. *
  20758. * @augments VideoTexture
  20759. */
  20760. class VideoFrameTexture extends VideoTexture {
  20761. /**
  20762. * Constructs a new video frame texture.
  20763. *
  20764. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  20765. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  20766. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  20767. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  20768. * @param {number} [minFilter=LinearFilter] - The min filter value.
  20769. * @param {number} [format=RGBAFormat] - The texture format.
  20770. * @param {number} [type=UnsignedByteType] - The texture type.
  20771. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  20772. */
  20773. constructor( mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  20774. super( {}, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  20775. /**
  20776. * This flag can be used for type testing.
  20777. *
  20778. * @type {boolean}
  20779. * @readonly
  20780. * @default true
  20781. */
  20782. this.isVideoFrameTexture = true;
  20783. }
  20784. /**
  20785. * This method overwritten with an empty implementation since
  20786. * this type of texture is updated via `setFrame()`.
  20787. */
  20788. update() {}
  20789. clone() {
  20790. return new this.constructor().copy( this ); // restoring Texture.clone()
  20791. }
  20792. /**
  20793. * Sets the current frame of the video. This will automatically update the texture
  20794. * so the data can be used for rendering.
  20795. *
  20796. * @param {VideoFrame} frame - The video frame.
  20797. */
  20798. setFrame( frame ) {
  20799. this.image = frame;
  20800. this.needsUpdate = true;
  20801. }
  20802. }
  20803. /**
  20804. * This class can only be used in combination with `copyFramebufferToTexture()` methods
  20805. * of renderers. It extracts the contents of the current bound framebuffer and provides it
  20806. * as a texture for further usage.
  20807. *
  20808. * ```js
  20809. * const pixelRatio = window.devicePixelRatio;
  20810. * const textureSize = 128 * pixelRatio;
  20811. *
  20812. * const frameTexture = new FramebufferTexture( textureSize, textureSize );
  20813. *
  20814. * // calculate start position for copying part of the frame data
  20815. * const vector = new Vector2();
  20816. * vector.x = ( window.innerWidth * pixelRatio / 2 ) - ( textureSize / 2 );
  20817. * vector.y = ( window.innerHeight * pixelRatio / 2 ) - ( textureSize / 2 );
  20818. *
  20819. * renderer.render( scene, camera );
  20820. *
  20821. * // copy part of the rendered frame into the framebuffer texture
  20822. * renderer.copyFramebufferToTexture( frameTexture, vector );
  20823. * ```
  20824. *
  20825. * @augments Texture
  20826. */
  20827. class FramebufferTexture extends Texture {
  20828. /**
  20829. * Constructs a new framebuffer texture.
  20830. *
  20831. * @param {number} [width] - The width of the texture.
  20832. * @param {number} [height] - The height of the texture.
  20833. */
  20834. constructor( width, height ) {
  20835. super( { width, height } );
  20836. /**
  20837. * This flag can be used for type testing.
  20838. *
  20839. * @type {boolean}
  20840. * @readonly
  20841. * @default true
  20842. */
  20843. this.isFramebufferTexture = true;
  20844. /**
  20845. * How the texture is sampled when a texel covers more than one pixel.
  20846. *
  20847. * Overwritten and set to `NearestFilter` by default to disable filtering.
  20848. *
  20849. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  20850. * @default NearestFilter
  20851. */
  20852. this.magFilter = NearestFilter;
  20853. /**
  20854. * How the texture is sampled when a texel covers less than one pixel.
  20855. *
  20856. * Overwritten and set to `NearestFilter` by default to disable filtering.
  20857. *
  20858. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  20859. * @default NearestFilter
  20860. */
  20861. this.minFilter = NearestFilter;
  20862. /**
  20863. * Whether to generate mipmaps (if possible) for a texture.
  20864. *
  20865. * Overwritten and set to `false` by default.
  20866. *
  20867. * @type {boolean}
  20868. * @default false
  20869. */
  20870. this.generateMipmaps = false;
  20871. this.needsUpdate = true;
  20872. }
  20873. }
  20874. /**
  20875. * Creates a texture based on data in compressed form.
  20876. *
  20877. * These texture are usually loaded with {@link CompressedTextureLoader}.
  20878. *
  20879. * @augments Texture
  20880. */
  20881. class CompressedTexture extends Texture {
  20882. /**
  20883. * Constructs a new compressed texture.
  20884. *
  20885. * @param {Array<Object>} mipmaps - This array holds for all mipmaps (including the bases mip)
  20886. * the data and dimensions.
  20887. * @param {number} width - The width of the texture.
  20888. * @param {number} height - The height of the texture.
  20889. * @param {number} [format=RGBAFormat] - The texture format.
  20890. * @param {number} [type=UnsignedByteType] - The texture type.
  20891. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  20892. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  20893. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  20894. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  20895. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  20896. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  20897. * @param {string} [colorSpace=NoColorSpace] - The color space.
  20898. */
  20899. constructor( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, colorSpace ) {
  20900. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  20901. /**
  20902. * This flag can be used for type testing.
  20903. *
  20904. * @type {boolean}
  20905. * @readonly
  20906. * @default true
  20907. */
  20908. this.isCompressedTexture = true;
  20909. /**
  20910. * The image property of a compressed texture just defines its dimensions.
  20911. *
  20912. * @type {{width:number,height:number}}
  20913. */
  20914. this.image = { width: width, height: height };
  20915. /**
  20916. * This array holds for all mipmaps (including the bases mip) the data and dimensions.
  20917. *
  20918. * @type {Array<Object>}
  20919. */
  20920. this.mipmaps = mipmaps;
  20921. /**
  20922. * If set to `true`, the texture is flipped along the vertical axis when
  20923. * uploaded to the GPU.
  20924. *
  20925. * Overwritten and set to `false` by default since it is not possible to
  20926. * flip compressed textures.
  20927. *
  20928. * @type {boolean}
  20929. * @default false
  20930. * @readonly
  20931. */
  20932. this.flipY = false;
  20933. /**
  20934. * Whether to generate mipmaps (if possible) for a texture.
  20935. *
  20936. * Overwritten and set to `false` by default since it is not
  20937. * possible to generate mipmaps for compressed data. Mipmaps
  20938. * must be embedded in the compressed texture file.
  20939. *
  20940. * @type {boolean}
  20941. * @default false
  20942. * @readonly
  20943. */
  20944. this.generateMipmaps = false;
  20945. }
  20946. }
  20947. /**
  20948. * Creates a texture 2D array based on data in compressed form.
  20949. *
  20950. * These texture are usually loaded with {@link CompressedTextureLoader}.
  20951. *
  20952. * @augments CompressedTexture
  20953. */
  20954. class CompressedArrayTexture extends CompressedTexture {
  20955. /**
  20956. * Constructs a new compressed array texture.
  20957. *
  20958. * @param {Array<Object>} mipmaps - This array holds for all mipmaps (including the bases mip)
  20959. * the data and dimensions.
  20960. * @param {number} width - The width of the texture.
  20961. * @param {number} height - The height of the texture.
  20962. * @param {number} depth - The depth of the texture.
  20963. * @param {number} [format=RGBAFormat] - The min filter value.
  20964. * @param {number} [type=UnsignedByteType] - The min filter value.
  20965. */
  20966. constructor( mipmaps, width, height, depth, format, type ) {
  20967. super( mipmaps, width, height, format, type );
  20968. /**
  20969. * This flag can be used for type testing.
  20970. *
  20971. * @type {boolean}
  20972. * @readonly
  20973. * @default true
  20974. */
  20975. this.isCompressedArrayTexture = true;
  20976. /**
  20977. * The image property of a compressed texture just defines its dimensions.
  20978. *
  20979. * @name CompressedArrayTexture#image
  20980. * @type {{width:number,height:number,depth:number}}
  20981. */
  20982. this.image.depth = depth;
  20983. /**
  20984. * This defines how the texture is wrapped in the depth and corresponds to
  20985. * *W* in UVW mapping.
  20986. *
  20987. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  20988. * @default ClampToEdgeWrapping
  20989. */
  20990. this.wrapR = ClampToEdgeWrapping;
  20991. /**
  20992. * A set of all layers which need to be updated in the texture.
  20993. *
  20994. * @type {Set<number>}
  20995. */
  20996. this.layerUpdates = new Set();
  20997. }
  20998. /**
  20999. * Describes that a specific layer of the texture needs to be updated.
  21000. * Normally when {@link Texture#needsUpdate} is set to `true`, the
  21001. * entire compressed texture array is sent to the GPU. Marking specific
  21002. * layers will only transmit subsets of all mipmaps associated with a
  21003. * specific depth in the array which is often much more performant.
  21004. *
  21005. * @param {number} layerIndex - The layer index that should be updated.
  21006. */
  21007. addLayerUpdate( layerIndex ) {
  21008. this.layerUpdates.add( layerIndex );
  21009. }
  21010. /**
  21011. * Resets the layer updates registry.
  21012. */
  21013. clearLayerUpdates() {
  21014. this.layerUpdates.clear();
  21015. }
  21016. }
  21017. /**
  21018. * Creates a cube texture based on data in compressed form.
  21019. *
  21020. * These texture are usually loaded with {@link CompressedTextureLoader}.
  21021. *
  21022. * @augments CompressedTexture
  21023. */
  21024. class CompressedCubeTexture extends CompressedTexture {
  21025. /**
  21026. * Constructs a new compressed texture.
  21027. *
  21028. * @param {Array<CompressedTexture>} images - An array of compressed textures.
  21029. * @param {number} [format=RGBAFormat] - The texture format.
  21030. * @param {number} [type=UnsignedByteType] - The texture type.
  21031. */
  21032. constructor( images, format, type ) {
  21033. super( undefined, images[ 0 ].width, images[ 0 ].height, format, type, CubeReflectionMapping );
  21034. /**
  21035. * This flag can be used for type testing.
  21036. *
  21037. * @type {boolean}
  21038. * @readonly
  21039. * @default true
  21040. */
  21041. this.isCompressedCubeTexture = true;
  21042. /**
  21043. * This flag can be used for type testing.
  21044. *
  21045. * @type {boolean}
  21046. * @readonly
  21047. * @default true
  21048. */
  21049. this.isCubeTexture = true;
  21050. this.image = images;
  21051. }
  21052. }
  21053. /**
  21054. * Creates a cube texture made up of six images.
  21055. *
  21056. * ```js
  21057. * const loader = new THREE.CubeTextureLoader();
  21058. * loader.setPath( 'textures/cube/pisa/' );
  21059. *
  21060. * const textureCube = loader.load( [
  21061. * 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png'
  21062. * ] );
  21063. *
  21064. * const material = new THREE.MeshBasicMaterial( { color: 0xffffff, envMap: textureCube } );
  21065. * ```
  21066. *
  21067. * @augments Texture
  21068. */
  21069. class CubeTexture extends Texture {
  21070. /**
  21071. * Constructs a new cube texture.
  21072. *
  21073. * @param {Array<Image>} [images=[]] - An array holding a image for each side of a cube.
  21074. * @param {number} [mapping=CubeReflectionMapping] - The texture mapping.
  21075. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21076. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21077. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21078. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  21079. * @param {number} [format=RGBAFormat] - The texture format.
  21080. * @param {number} [type=UnsignedByteType] - The texture type.
  21081. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21082. * @param {string} [colorSpace=NoColorSpace] - The color space value.
  21083. */
  21084. constructor( images = [], mapping = CubeReflectionMapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ) {
  21085. super( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  21086. /**
  21087. * This flag can be used for type testing.
  21088. *
  21089. * @type {boolean}
  21090. * @readonly
  21091. * @default true
  21092. */
  21093. this.isCubeTexture = true;
  21094. /**
  21095. * If set to `true`, the texture is flipped along the vertical axis when
  21096. * uploaded to the GPU.
  21097. *
  21098. * Overwritten and set to `false` by default.
  21099. *
  21100. * @type {boolean}
  21101. * @default false
  21102. */
  21103. this.flipY = false;
  21104. }
  21105. /**
  21106. * Alias for {@link CubeTexture#image}.
  21107. *
  21108. * @type {Array<Image>}
  21109. */
  21110. get images() {
  21111. return this.image;
  21112. }
  21113. set images( value ) {
  21114. this.image = value;
  21115. }
  21116. }
  21117. /**
  21118. * Creates a texture from a canvas element.
  21119. *
  21120. * This is almost the same as the base texture class, except that it sets {@link Texture#needsUpdate}
  21121. * to `true` immediately since a canvas can directly be used for rendering.
  21122. *
  21123. * @augments Texture
  21124. */
  21125. class CanvasTexture extends Texture {
  21126. /**
  21127. * Constructs a new texture.
  21128. *
  21129. * @param {HTMLCanvasElement} [canvas] - The HTML canvas element.
  21130. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21131. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21132. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21133. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21134. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  21135. * @param {number} [format=RGBAFormat] - The texture format.
  21136. * @param {number} [type=UnsignedByteType] - The texture type.
  21137. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21138. */
  21139. constructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  21140. super( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  21141. /**
  21142. * This flag can be used for type testing.
  21143. *
  21144. * @type {boolean}
  21145. * @readonly
  21146. * @default true
  21147. */
  21148. this.isCanvasTexture = true;
  21149. this.needsUpdate = true;
  21150. }
  21151. }
  21152. /**
  21153. * This class can be used to automatically save the depth information of a
  21154. * rendering into a texture.
  21155. *
  21156. * @augments Texture
  21157. */
  21158. class DepthTexture extends Texture {
  21159. /**
  21160. * Constructs a new depth texture.
  21161. *
  21162. * @param {number} width - The width of the texture.
  21163. * @param {number} height - The height of the texture.
  21164. * @param {number} [type=UnsignedIntType] - The texture type.
  21165. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21166. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21167. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21168. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21169. * @param {number} [minFilter=LinearFilter] - The min filter value.
  21170. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21171. * @param {number} [format=DepthFormat] - The texture format.
  21172. * @param {number} [depth=1] - The depth of the texture.
  21173. */
  21174. constructor( width, height, type = UnsignedIntType, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, format = DepthFormat, depth = 1 ) {
  21175. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  21176. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  21177. }
  21178. const image = { width: width, height: height, depth: depth };
  21179. super( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  21180. /**
  21181. * This flag can be used for type testing.
  21182. *
  21183. * @type {boolean}
  21184. * @readonly
  21185. * @default true
  21186. */
  21187. this.isDepthTexture = true;
  21188. /**
  21189. * If set to `true`, the texture is flipped along the vertical axis when
  21190. * uploaded to the GPU.
  21191. *
  21192. * Overwritten and set to `false` by default.
  21193. *
  21194. * @type {boolean}
  21195. * @default false
  21196. */
  21197. this.flipY = false;
  21198. /**
  21199. * Whether to generate mipmaps (if possible) for a texture.
  21200. *
  21201. * Overwritten and set to `false` by default.
  21202. *
  21203. * @type {boolean}
  21204. * @default false
  21205. */
  21206. this.generateMipmaps = false;
  21207. /**
  21208. * Code corresponding to the depth compare function.
  21209. *
  21210. * @type {?(NeverCompare|LessCompare|EqualCompare|LessEqualCompare|GreaterCompare|NotEqualCompare|GreaterEqualCompare|AlwaysCompare)}
  21211. * @default null
  21212. */
  21213. this.compareFunction = null;
  21214. }
  21215. copy( source ) {
  21216. super.copy( source );
  21217. this.source = new Source( Object.assign( {}, source.image ) ); // see #30540
  21218. this.compareFunction = source.compareFunction;
  21219. return this;
  21220. }
  21221. toJSON( meta ) {
  21222. const data = super.toJSON( meta );
  21223. if ( this.compareFunction !== null ) data.compareFunction = this.compareFunction;
  21224. return data;
  21225. }
  21226. }
  21227. /**
  21228. * This class can be used to automatically save the depth information of a
  21229. * cube rendering into a cube texture with depth format. Used for PointLight shadows.
  21230. *
  21231. * @augments DepthTexture
  21232. */
  21233. class CubeDepthTexture extends DepthTexture {
  21234. /**
  21235. * Constructs a new cube depth texture.
  21236. *
  21237. * @param {number} size - The size (width and height) of each cube face.
  21238. * @param {number} [type=UnsignedIntType] - The texture type.
  21239. * @param {number} [mapping=CubeReflectionMapping] - The texture mapping.
  21240. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21241. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21242. * @param {number} [magFilter=NearestFilter] - The mag filter value.
  21243. * @param {number} [minFilter=NearestFilter] - The min filter value.
  21244. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21245. * @param {number} [format=DepthFormat] - The texture format.
  21246. */
  21247. constructor( size, type = UnsignedIntType, mapping = CubeReflectionMapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, format = DepthFormat ) {
  21248. // Create 6 identical image descriptors for the cube faces
  21249. const image = { width: size, height: size, depth: 1 };
  21250. const images = [ image, image, image, image, image, image ];
  21251. // Call DepthTexture constructor with width, height
  21252. super( size, size, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format );
  21253. // Replace the single image with the array of 6 images
  21254. this.image = images;
  21255. /**
  21256. * This flag can be used for type testing.
  21257. *
  21258. * @type {boolean}
  21259. * @readonly
  21260. * @default true
  21261. */
  21262. this.isCubeDepthTexture = true;
  21263. /**
  21264. * Set to true for cube texture handling in WebGLTextures.
  21265. *
  21266. * @type {boolean}
  21267. * @readonly
  21268. * @default true
  21269. */
  21270. this.isCubeTexture = true;
  21271. }
  21272. /**
  21273. * Alias for {@link CubeDepthTexture#image}.
  21274. *
  21275. * @type {Array<Image>}
  21276. */
  21277. get images() {
  21278. return this.image;
  21279. }
  21280. set images( value ) {
  21281. this.image = value;
  21282. }
  21283. }
  21284. /**
  21285. * Represents a texture created externally with the same renderer context.
  21286. *
  21287. * This may be a texture from a protected media stream, device camera feed,
  21288. * or other data feeds like a depth sensor.
  21289. *
  21290. * Note that this class is only supported in {@link WebGLRenderer}, and in
  21291. * the {@link WebGPURenderer} WebGPU backend.
  21292. *
  21293. * @augments Texture
  21294. */
  21295. class ExternalTexture extends Texture {
  21296. /**
  21297. * Creates a new raw texture.
  21298. *
  21299. * @param {?(WebGLTexture|GPUTexture)} [sourceTexture=null] - The external texture.
  21300. */
  21301. constructor( sourceTexture = null ) {
  21302. super();
  21303. /**
  21304. * The external source texture.
  21305. *
  21306. * @type {?(WebGLTexture|GPUTexture)}
  21307. * @default null
  21308. */
  21309. this.sourceTexture = sourceTexture;
  21310. /**
  21311. * This flag can be used for type testing.
  21312. *
  21313. * @type {boolean}
  21314. * @readonly
  21315. * @default true
  21316. */
  21317. this.isExternalTexture = true;
  21318. }
  21319. copy( source ) {
  21320. super.copy( source );
  21321. this.sourceTexture = source.sourceTexture;
  21322. return this;
  21323. }
  21324. }
  21325. /**
  21326. * A geometry class for a rectangular cuboid with a given width, height, and depth.
  21327. * On creation, the cuboid is centred on the origin, with each edge parallel to one
  21328. * of the axes.
  21329. *
  21330. * ```js
  21331. * const geometry = new THREE.BoxGeometry( 1, 1, 1 );
  21332. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  21333. * const cube = new THREE.Mesh( geometry, material );
  21334. * scene.add( cube );
  21335. * ```
  21336. *
  21337. * @augments BufferGeometry
  21338. * @demo scenes/geometry-browser.html#BoxGeometry
  21339. */
  21340. class BoxGeometry extends BufferGeometry {
  21341. /**
  21342. * Constructs a new box geometry.
  21343. *
  21344. * @param {number} [width=1] - The width. That is, the length of the edges parallel to the X axis.
  21345. * @param {number} [height=1] - The height. That is, the length of the edges parallel to the Y axis.
  21346. * @param {number} [depth=1] - The depth. That is, the length of the edges parallel to the Z axis.
  21347. * @param {number} [widthSegments=1] - Number of segmented rectangular faces along the width of the sides.
  21348. * @param {number} [heightSegments=1] - Number of segmented rectangular faces along the height of the sides.
  21349. * @param {number} [depthSegments=1] - Number of segmented rectangular faces along the depth of the sides.
  21350. */
  21351. constructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {
  21352. super();
  21353. this.type = 'BoxGeometry';
  21354. /**
  21355. * Holds the constructor parameters that have been
  21356. * used to generate the geometry. Any modification
  21357. * after instantiation does not change the geometry.
  21358. *
  21359. * @type {Object}
  21360. */
  21361. this.parameters = {
  21362. width: width,
  21363. height: height,
  21364. depth: depth,
  21365. widthSegments: widthSegments,
  21366. heightSegments: heightSegments,
  21367. depthSegments: depthSegments
  21368. };
  21369. const scope = this;
  21370. // segments
  21371. widthSegments = Math.floor( widthSegments );
  21372. heightSegments = Math.floor( heightSegments );
  21373. depthSegments = Math.floor( depthSegments );
  21374. // buffers
  21375. const indices = [];
  21376. const vertices = [];
  21377. const normals = [];
  21378. const uvs = [];
  21379. // helper variables
  21380. let numberOfVertices = 0;
  21381. let groupStart = 0;
  21382. // build each side of the box geometry
  21383. buildPlane( 'z', 'y', 'x', -1, -1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  21384. buildPlane( 'z', 'y', 'x', 1, -1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  21385. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  21386. buildPlane( 'x', 'z', 'y', 1, -1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  21387. buildPlane( 'x', 'y', 'z', 1, -1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  21388. buildPlane( 'x', 'y', 'z', -1, -1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  21389. // build geometry
  21390. this.setIndex( indices );
  21391. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  21392. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  21393. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  21394. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  21395. const segmentWidth = width / gridX;
  21396. const segmentHeight = height / gridY;
  21397. const widthHalf = width / 2;
  21398. const heightHalf = height / 2;
  21399. const depthHalf = depth / 2;
  21400. const gridX1 = gridX + 1;
  21401. const gridY1 = gridY + 1;
  21402. let vertexCounter = 0;
  21403. let groupCount = 0;
  21404. const vector = new Vector3();
  21405. // generate vertices, normals and uvs
  21406. for ( let iy = 0; iy < gridY1; iy ++ ) {
  21407. const y = iy * segmentHeight - heightHalf;
  21408. for ( let ix = 0; ix < gridX1; ix ++ ) {
  21409. const x = ix * segmentWidth - widthHalf;
  21410. // set values to correct vector component
  21411. vector[ u ] = x * udir;
  21412. vector[ v ] = y * vdir;
  21413. vector[ w ] = depthHalf;
  21414. // now apply vector to vertex buffer
  21415. vertices.push( vector.x, vector.y, vector.z );
  21416. // set values to correct vector component
  21417. vector[ u ] = 0;
  21418. vector[ v ] = 0;
  21419. vector[ w ] = depth > 0 ? 1 : -1;
  21420. // now apply vector to normal buffer
  21421. normals.push( vector.x, vector.y, vector.z );
  21422. // uvs
  21423. uvs.push( ix / gridX );
  21424. uvs.push( 1 - ( iy / gridY ) );
  21425. // counters
  21426. vertexCounter += 1;
  21427. }
  21428. }
  21429. // indices
  21430. // 1. you need three indices to draw a single face
  21431. // 2. a single segment consists of two faces
  21432. // 3. so we need to generate six (2*3) indices per segment
  21433. for ( let iy = 0; iy < gridY; iy ++ ) {
  21434. for ( let ix = 0; ix < gridX; ix ++ ) {
  21435. const a = numberOfVertices + ix + gridX1 * iy;
  21436. const b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  21437. const c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  21438. const d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  21439. // faces
  21440. indices.push( a, b, d );
  21441. indices.push( b, c, d );
  21442. // increase counter
  21443. groupCount += 6;
  21444. }
  21445. }
  21446. // add a group to the geometry. this will ensure multi material support
  21447. scope.addGroup( groupStart, groupCount, materialIndex );
  21448. // calculate new start value for groups
  21449. groupStart += groupCount;
  21450. // update total number of vertices
  21451. numberOfVertices += vertexCounter;
  21452. }
  21453. }
  21454. copy( source ) {
  21455. super.copy( source );
  21456. this.parameters = Object.assign( {}, source.parameters );
  21457. return this;
  21458. }
  21459. /**
  21460. * Factory method for creating an instance of this class from the given
  21461. * JSON object.
  21462. *
  21463. * @param {Object} data - A JSON object representing the serialized geometry.
  21464. * @return {BoxGeometry} A new instance.
  21465. */
  21466. static fromJSON( data ) {
  21467. return new BoxGeometry( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments );
  21468. }
  21469. }
  21470. /**
  21471. * A geometry class for representing a capsule.
  21472. *
  21473. * ```js
  21474. * const geometry = new THREE.CapsuleGeometry( 1, 1, 4, 8, 1 );
  21475. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  21476. * const capsule = new THREE.Mesh( geometry, material );
  21477. * scene.add( capsule );
  21478. * ```
  21479. *
  21480. * @augments BufferGeometry
  21481. * @demo scenes/geometry-browser.html#CapsuleGeometry
  21482. */
  21483. class CapsuleGeometry extends BufferGeometry {
  21484. /**
  21485. * Constructs a new capsule geometry.
  21486. *
  21487. * @param {number} [radius=1] - Radius of the capsule.
  21488. * @param {number} [height=1] - Height of the middle section.
  21489. * @param {number} [capSegments=4] - Number of curve segments used to build each cap.
  21490. * @param {number} [radialSegments=8] - Number of segmented faces around the circumference of the capsule. Must be an integer >= 3.
  21491. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the middle section. Must be an integer >= 1.
  21492. */
  21493. constructor( radius = 1, height = 1, capSegments = 4, radialSegments = 8, heightSegments = 1 ) {
  21494. super();
  21495. this.type = 'CapsuleGeometry';
  21496. /**
  21497. * Holds the constructor parameters that have been
  21498. * used to generate the geometry. Any modification
  21499. * after instantiation does not change the geometry.
  21500. *
  21501. * @type {Object}
  21502. */
  21503. this.parameters = {
  21504. radius: radius,
  21505. height: height,
  21506. capSegments: capSegments,
  21507. radialSegments: radialSegments,
  21508. heightSegments: heightSegments,
  21509. };
  21510. height = Math.max( 0, height );
  21511. capSegments = Math.max( 1, Math.floor( capSegments ) );
  21512. radialSegments = Math.max( 3, Math.floor( radialSegments ) );
  21513. heightSegments = Math.max( 1, Math.floor( heightSegments ) );
  21514. // buffers
  21515. const indices = [];
  21516. const vertices = [];
  21517. const normals = [];
  21518. const uvs = [];
  21519. // helper variables
  21520. const halfHeight = height / 2;
  21521. const capArcLength = ( Math.PI / 2 ) * radius;
  21522. const cylinderPartLength = height;
  21523. const totalArcLength = 2 * capArcLength + cylinderPartLength;
  21524. const numVerticalSegments = capSegments * 2 + heightSegments;
  21525. const verticesPerRow = radialSegments + 1;
  21526. const normal = new Vector3();
  21527. const vertex = new Vector3();
  21528. // generate vertices, normals, and uvs
  21529. for ( let iy = 0; iy <= numVerticalSegments; iy ++ ) {
  21530. let currentArcLength = 0;
  21531. let profileY = 0;
  21532. let profileRadius = 0;
  21533. let normalYComponent = 0;
  21534. if ( iy <= capSegments ) {
  21535. // bottom cap
  21536. const segmentProgress = iy / capSegments;
  21537. const angle = ( segmentProgress * Math.PI ) / 2;
  21538. profileY = - halfHeight - radius * Math.cos( angle );
  21539. profileRadius = radius * Math.sin( angle );
  21540. normalYComponent = - radius * Math.cos( angle );
  21541. currentArcLength = segmentProgress * capArcLength;
  21542. } else if ( iy <= capSegments + heightSegments ) {
  21543. // middle section
  21544. const segmentProgress = ( iy - capSegments ) / heightSegments;
  21545. profileY = - halfHeight + segmentProgress * height;
  21546. profileRadius = radius;
  21547. normalYComponent = 0;
  21548. currentArcLength = capArcLength + segmentProgress * cylinderPartLength;
  21549. } else {
  21550. // top cap
  21551. const segmentProgress =
  21552. ( iy - capSegments - heightSegments ) / capSegments;
  21553. const angle = ( segmentProgress * Math.PI ) / 2;
  21554. profileY = halfHeight + radius * Math.sin( angle );
  21555. profileRadius = radius * Math.cos( angle );
  21556. normalYComponent = radius * Math.sin( angle );
  21557. currentArcLength =
  21558. capArcLength + cylinderPartLength + segmentProgress * capArcLength;
  21559. }
  21560. const v = Math.max( 0, Math.min( 1, currentArcLength / totalArcLength ) );
  21561. // special case for the poles
  21562. let uOffset = 0;
  21563. if ( iy === 0 ) {
  21564. uOffset = 0.5 / radialSegments;
  21565. } else if ( iy === numVerticalSegments ) {
  21566. uOffset = -0.5 / radialSegments;
  21567. }
  21568. for ( let ix = 0; ix <= radialSegments; ix ++ ) {
  21569. const u = ix / radialSegments;
  21570. const theta = u * Math.PI * 2;
  21571. const sinTheta = Math.sin( theta );
  21572. const cosTheta = Math.cos( theta );
  21573. // vertex
  21574. vertex.x = - profileRadius * cosTheta;
  21575. vertex.y = profileY;
  21576. vertex.z = profileRadius * sinTheta;
  21577. vertices.push( vertex.x, vertex.y, vertex.z );
  21578. // normal
  21579. normal.set(
  21580. - profileRadius * cosTheta,
  21581. normalYComponent,
  21582. profileRadius * sinTheta
  21583. );
  21584. normal.normalize();
  21585. normals.push( normal.x, normal.y, normal.z );
  21586. // uv
  21587. uvs.push( u + uOffset, v );
  21588. }
  21589. if ( iy > 0 ) {
  21590. const prevIndexRow = ( iy - 1 ) * verticesPerRow;
  21591. for ( let ix = 0; ix < radialSegments; ix ++ ) {
  21592. const i1 = prevIndexRow + ix;
  21593. const i2 = prevIndexRow + ix + 1;
  21594. const i3 = iy * verticesPerRow + ix;
  21595. const i4 = iy * verticesPerRow + ix + 1;
  21596. indices.push( i1, i2, i3 );
  21597. indices.push( i2, i4, i3 );
  21598. }
  21599. }
  21600. }
  21601. // build geometry
  21602. this.setIndex( indices );
  21603. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  21604. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  21605. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  21606. }
  21607. copy( source ) {
  21608. super.copy( source );
  21609. this.parameters = Object.assign( {}, source.parameters );
  21610. return this;
  21611. }
  21612. /**
  21613. * Factory method for creating an instance of this class from the given
  21614. * JSON object.
  21615. *
  21616. * @param {Object} data - A JSON object representing the serialized geometry.
  21617. * @return {CapsuleGeometry} A new instance.
  21618. */
  21619. static fromJSON( data ) {
  21620. return new CapsuleGeometry( data.radius, data.height, data.capSegments, data.radialSegments, data.heightSegments );
  21621. }
  21622. }
  21623. /**
  21624. * A simple shape of Euclidean geometry. It is constructed from a
  21625. * number of triangular segments that are oriented around a central point and
  21626. * extend as far out as a given radius. It is built counter-clockwise from a
  21627. * start angle and a given central angle. It can also be used to create
  21628. * regular polygons, where the number of segments determines the number of
  21629. * sides.
  21630. *
  21631. * ```js
  21632. * const geometry = new THREE.CircleGeometry( 5, 32 );
  21633. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  21634. * const circle = new THREE.Mesh( geometry, material );
  21635. * scene.add( circle )
  21636. * ```
  21637. *
  21638. * @augments BufferGeometry
  21639. * @demo scenes/geometry-browser.html#CircleGeometry
  21640. */
  21641. class CircleGeometry extends BufferGeometry {
  21642. /**
  21643. * Constructs a new circle geometry.
  21644. *
  21645. * @param {number} [radius=1] - Radius of the circle.
  21646. * @param {number} [segments=32] - Number of segments (triangles), minimum = `3`.
  21647. * @param {number} [thetaStart=0] - Start angle for first segment in radians.
  21648. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta,
  21649. * of the circular sector in radians. The default value results in a complete circle.
  21650. */
  21651. constructor( radius = 1, segments = 32, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  21652. super();
  21653. this.type = 'CircleGeometry';
  21654. /**
  21655. * Holds the constructor parameters that have been
  21656. * used to generate the geometry. Any modification
  21657. * after instantiation does not change the geometry.
  21658. *
  21659. * @type {Object}
  21660. */
  21661. this.parameters = {
  21662. radius: radius,
  21663. segments: segments,
  21664. thetaStart: thetaStart,
  21665. thetaLength: thetaLength
  21666. };
  21667. segments = Math.max( 3, segments );
  21668. // buffers
  21669. const indices = [];
  21670. const vertices = [];
  21671. const normals = [];
  21672. const uvs = [];
  21673. // helper variables
  21674. const vertex = new Vector3();
  21675. const uv = new Vector2();
  21676. // center point
  21677. vertices.push( 0, 0, 0 );
  21678. normals.push( 0, 0, 1 );
  21679. uvs.push( 0.5, 0.5 );
  21680. for ( let s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  21681. const segment = thetaStart + s / segments * thetaLength;
  21682. // vertex
  21683. vertex.x = radius * Math.cos( segment );
  21684. vertex.y = radius * Math.sin( segment );
  21685. vertices.push( vertex.x, vertex.y, vertex.z );
  21686. // normal
  21687. normals.push( 0, 0, 1 );
  21688. // uvs
  21689. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  21690. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  21691. uvs.push( uv.x, uv.y );
  21692. }
  21693. // indices
  21694. for ( let i = 1; i <= segments; i ++ ) {
  21695. indices.push( i, i + 1, 0 );
  21696. }
  21697. // build geometry
  21698. this.setIndex( indices );
  21699. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  21700. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  21701. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  21702. }
  21703. copy( source ) {
  21704. super.copy( source );
  21705. this.parameters = Object.assign( {}, source.parameters );
  21706. return this;
  21707. }
  21708. /**
  21709. * Factory method for creating an instance of this class from the given
  21710. * JSON object.
  21711. *
  21712. * @param {Object} data - A JSON object representing the serialized geometry.
  21713. * @return {CircleGeometry} A new instance.
  21714. */
  21715. static fromJSON( data ) {
  21716. return new CircleGeometry( data.radius, data.segments, data.thetaStart, data.thetaLength );
  21717. }
  21718. }
  21719. /**
  21720. * A geometry class for representing a cylinder.
  21721. *
  21722. * ```js
  21723. * const geometry = new THREE.CylinderGeometry( 5, 5, 20, 32 );
  21724. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  21725. * const cylinder = new THREE.Mesh( geometry, material );
  21726. * scene.add( cylinder );
  21727. * ```
  21728. *
  21729. * @augments BufferGeometry
  21730. * @demo scenes/geometry-browser.html#CylinderGeometry
  21731. */
  21732. class CylinderGeometry extends BufferGeometry {
  21733. /**
  21734. * Constructs a new cylinder geometry.
  21735. *
  21736. * @param {number} [radiusTop=1] - Radius of the cylinder at the top.
  21737. * @param {number} [radiusBottom=1] - Radius of the cylinder at the bottom.
  21738. * @param {number} [height=1] - Height of the cylinder.
  21739. * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cylinder.
  21740. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cylinder.
  21741. * @param {boolean} [openEnded=false] - Whether the base of the cylinder is open or capped.
  21742. * @param {number} [thetaStart=0] - Start angle for first segment, in radians.
  21743. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians.
  21744. * The default value results in a complete cylinder.
  21745. */
  21746. constructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  21747. super();
  21748. this.type = 'CylinderGeometry';
  21749. /**
  21750. * Holds the constructor parameters that have been
  21751. * used to generate the geometry. Any modification
  21752. * after instantiation does not change the geometry.
  21753. *
  21754. * @type {Object}
  21755. */
  21756. this.parameters = {
  21757. radiusTop: radiusTop,
  21758. radiusBottom: radiusBottom,
  21759. height: height,
  21760. radialSegments: radialSegments,
  21761. heightSegments: heightSegments,
  21762. openEnded: openEnded,
  21763. thetaStart: thetaStart,
  21764. thetaLength: thetaLength
  21765. };
  21766. const scope = this;
  21767. radialSegments = Math.floor( radialSegments );
  21768. heightSegments = Math.floor( heightSegments );
  21769. // buffers
  21770. const indices = [];
  21771. const vertices = [];
  21772. const normals = [];
  21773. const uvs = [];
  21774. // helper variables
  21775. let index = 0;
  21776. const indexArray = [];
  21777. const halfHeight = height / 2;
  21778. let groupStart = 0;
  21779. // generate geometry
  21780. generateTorso();
  21781. if ( openEnded === false ) {
  21782. if ( radiusTop > 0 ) generateCap( true );
  21783. if ( radiusBottom > 0 ) generateCap( false );
  21784. }
  21785. // build geometry
  21786. this.setIndex( indices );
  21787. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  21788. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  21789. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  21790. function generateTorso() {
  21791. const normal = new Vector3();
  21792. const vertex = new Vector3();
  21793. let groupCount = 0;
  21794. // this will be used to calculate the normal
  21795. const slope = ( radiusBottom - radiusTop ) / height;
  21796. // generate vertices, normals and uvs
  21797. for ( let y = 0; y <= heightSegments; y ++ ) {
  21798. const indexRow = [];
  21799. const v = y / heightSegments;
  21800. // calculate the radius of the current row
  21801. const radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  21802. for ( let x = 0; x <= radialSegments; x ++ ) {
  21803. const u = x / radialSegments;
  21804. const theta = u * thetaLength + thetaStart;
  21805. const sinTheta = Math.sin( theta );
  21806. const cosTheta = Math.cos( theta );
  21807. // vertex
  21808. vertex.x = radius * sinTheta;
  21809. vertex.y = - v * height + halfHeight;
  21810. vertex.z = radius * cosTheta;
  21811. vertices.push( vertex.x, vertex.y, vertex.z );
  21812. // normal
  21813. normal.set( sinTheta, slope, cosTheta ).normalize();
  21814. normals.push( normal.x, normal.y, normal.z );
  21815. // uv
  21816. uvs.push( u, 1 - v );
  21817. // save index of vertex in respective row
  21818. indexRow.push( index ++ );
  21819. }
  21820. // now save vertices of the row in our index array
  21821. indexArray.push( indexRow );
  21822. }
  21823. // generate indices
  21824. for ( let x = 0; x < radialSegments; x ++ ) {
  21825. for ( let y = 0; y < heightSegments; y ++ ) {
  21826. // we use the index array to access the correct indices
  21827. const a = indexArray[ y ][ x ];
  21828. const b = indexArray[ y + 1 ][ x ];
  21829. const c = indexArray[ y + 1 ][ x + 1 ];
  21830. const d = indexArray[ y ][ x + 1 ];
  21831. // faces
  21832. if ( radiusTop > 0 || y !== 0 ) {
  21833. indices.push( a, b, d );
  21834. groupCount += 3;
  21835. }
  21836. if ( radiusBottom > 0 || y !== heightSegments - 1 ) {
  21837. indices.push( b, c, d );
  21838. groupCount += 3;
  21839. }
  21840. }
  21841. }
  21842. // add a group to the geometry. this will ensure multi material support
  21843. scope.addGroup( groupStart, groupCount, 0 );
  21844. // calculate new start value for groups
  21845. groupStart += groupCount;
  21846. }
  21847. function generateCap( top ) {
  21848. // save the index of the first center vertex
  21849. const centerIndexStart = index;
  21850. const uv = new Vector2();
  21851. const vertex = new Vector3();
  21852. let groupCount = 0;
  21853. const radius = ( top === true ) ? radiusTop : radiusBottom;
  21854. const sign = ( top === true ) ? 1 : -1;
  21855. // first we generate the center vertex data of the cap.
  21856. // because the geometry needs one set of uvs per face,
  21857. // we must generate a center vertex per face/segment
  21858. for ( let x = 1; x <= radialSegments; x ++ ) {
  21859. // vertex
  21860. vertices.push( 0, halfHeight * sign, 0 );
  21861. // normal
  21862. normals.push( 0, sign, 0 );
  21863. // uv
  21864. uvs.push( 0.5, 0.5 );
  21865. // increase index
  21866. index ++;
  21867. }
  21868. // save the index of the last center vertex
  21869. const centerIndexEnd = index;
  21870. // now we generate the surrounding vertices, normals and uvs
  21871. for ( let x = 0; x <= radialSegments; x ++ ) {
  21872. const u = x / radialSegments;
  21873. const theta = u * thetaLength + thetaStart;
  21874. const cosTheta = Math.cos( theta );
  21875. const sinTheta = Math.sin( theta );
  21876. // vertex
  21877. vertex.x = radius * sinTheta;
  21878. vertex.y = halfHeight * sign;
  21879. vertex.z = radius * cosTheta;
  21880. vertices.push( vertex.x, vertex.y, vertex.z );
  21881. // normal
  21882. normals.push( 0, sign, 0 );
  21883. // uv
  21884. uv.x = ( cosTheta * 0.5 ) + 0.5;
  21885. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  21886. uvs.push( uv.x, uv.y );
  21887. // increase index
  21888. index ++;
  21889. }
  21890. // generate indices
  21891. for ( let x = 0; x < radialSegments; x ++ ) {
  21892. const c = centerIndexStart + x;
  21893. const i = centerIndexEnd + x;
  21894. if ( top === true ) {
  21895. // face top
  21896. indices.push( i, i + 1, c );
  21897. } else {
  21898. // face bottom
  21899. indices.push( i + 1, i, c );
  21900. }
  21901. groupCount += 3;
  21902. }
  21903. // add a group to the geometry. this will ensure multi material support
  21904. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  21905. // calculate new start value for groups
  21906. groupStart += groupCount;
  21907. }
  21908. }
  21909. copy( source ) {
  21910. super.copy( source );
  21911. this.parameters = Object.assign( {}, source.parameters );
  21912. return this;
  21913. }
  21914. /**
  21915. * Factory method for creating an instance of this class from the given
  21916. * JSON object.
  21917. *
  21918. * @param {Object} data - A JSON object representing the serialized geometry.
  21919. * @return {CylinderGeometry} A new instance.
  21920. */
  21921. static fromJSON( data ) {
  21922. return new CylinderGeometry( data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
  21923. }
  21924. }
  21925. /**
  21926. * A geometry class for representing a cone.
  21927. *
  21928. * ```js
  21929. * const geometry = new THREE.ConeGeometry( 5, 20, 32 );
  21930. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  21931. * const cone = new THREE.Mesh(geometry, material );
  21932. * scene.add( cone );
  21933. * ```
  21934. *
  21935. * @augments CylinderGeometry
  21936. * @demo scenes/geometry-browser.html#ConeGeometry
  21937. */
  21938. class ConeGeometry extends CylinderGeometry {
  21939. /**
  21940. * Constructs a new cone geometry.
  21941. *
  21942. * @param {number} [radius=1] - Radius of the cone base.
  21943. * @param {number} [height=1] - Height of the cone.
  21944. * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cone.
  21945. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cone.
  21946. * @param {boolean} [openEnded=false] - Whether the base of the cone is open or capped.
  21947. * @param {number} [thetaStart=0] - Start angle for first segment, in radians.
  21948. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians.
  21949. * The default value results in a complete cone.
  21950. */
  21951. constructor( radius = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  21952. super( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  21953. this.type = 'ConeGeometry';
  21954. /**
  21955. * Holds the constructor parameters that have been
  21956. * used to generate the geometry. Any modification
  21957. * after instantiation does not change the geometry.
  21958. *
  21959. * @type {Object}
  21960. */
  21961. this.parameters = {
  21962. radius: radius,
  21963. height: height,
  21964. radialSegments: radialSegments,
  21965. heightSegments: heightSegments,
  21966. openEnded: openEnded,
  21967. thetaStart: thetaStart,
  21968. thetaLength: thetaLength
  21969. };
  21970. }
  21971. /**
  21972. * Factory method for creating an instance of this class from the given
  21973. * JSON object.
  21974. *
  21975. * @param {Object} data - A JSON object representing the serialized geometry.
  21976. * @return {ConeGeometry} A new instance.
  21977. */
  21978. static fromJSON( data ) {
  21979. return new ConeGeometry( data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
  21980. }
  21981. }
  21982. /**
  21983. * A polyhedron is a solid in three dimensions with flat faces. This class
  21984. * will take an array of vertices, project them onto a sphere, and then
  21985. * divide them up to the desired level of detail.
  21986. *
  21987. * @augments BufferGeometry
  21988. */
  21989. class PolyhedronGeometry extends BufferGeometry {
  21990. /**
  21991. * Constructs a new polyhedron geometry.
  21992. *
  21993. * @param {Array<number>} [vertices] - A flat array of vertices describing the base shape.
  21994. * @param {Array<number>} [indices] - A flat array of indices describing the base shape.
  21995. * @param {number} [radius=1] - The radius of the shape.
  21996. * @param {number} [detail=0] - How many levels to subdivide the geometry. The more detail, the smoother the shape.
  21997. */
  21998. constructor( vertices = [], indices = [], radius = 1, detail = 0 ) {
  21999. super();
  22000. this.type = 'PolyhedronGeometry';
  22001. /**
  22002. * Holds the constructor parameters that have been
  22003. * used to generate the geometry. Any modification
  22004. * after instantiation does not change the geometry.
  22005. *
  22006. * @type {Object}
  22007. */
  22008. this.parameters = {
  22009. vertices: vertices,
  22010. indices: indices,
  22011. radius: radius,
  22012. detail: detail
  22013. };
  22014. // default buffer data
  22015. const vertexBuffer = [];
  22016. const uvBuffer = [];
  22017. // the subdivision creates the vertex buffer data
  22018. subdivide( detail );
  22019. // all vertices should lie on a conceptual sphere with a given radius
  22020. applyRadius( radius );
  22021. // finally, create the uv data
  22022. generateUVs();
  22023. // build non-indexed geometry
  22024. this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  22025. this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  22026. this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  22027. if ( detail === 0 ) {
  22028. this.computeVertexNormals(); // flat normals
  22029. } else {
  22030. this.normalizeNormals(); // smooth normals
  22031. }
  22032. // helper functions
  22033. function subdivide( detail ) {
  22034. const a = new Vector3();
  22035. const b = new Vector3();
  22036. const c = new Vector3();
  22037. // iterate over all faces and apply a subdivision with the given detail value
  22038. for ( let i = 0; i < indices.length; i += 3 ) {
  22039. // get the vertices of the face
  22040. getVertexByIndex( indices[ i + 0 ], a );
  22041. getVertexByIndex( indices[ i + 1 ], b );
  22042. getVertexByIndex( indices[ i + 2 ], c );
  22043. // perform subdivision
  22044. subdivideFace( a, b, c, detail );
  22045. }
  22046. }
  22047. function subdivideFace( a, b, c, detail ) {
  22048. const cols = detail + 1;
  22049. // we use this multidimensional array as a data structure for creating the subdivision
  22050. const v = [];
  22051. // construct all of the vertices for this subdivision
  22052. for ( let i = 0; i <= cols; i ++ ) {
  22053. v[ i ] = [];
  22054. const aj = a.clone().lerp( c, i / cols );
  22055. const bj = b.clone().lerp( c, i / cols );
  22056. const rows = cols - i;
  22057. for ( let j = 0; j <= rows; j ++ ) {
  22058. if ( j === 0 && i === cols ) {
  22059. v[ i ][ j ] = aj;
  22060. } else {
  22061. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  22062. }
  22063. }
  22064. }
  22065. // construct all of the faces
  22066. for ( let i = 0; i < cols; i ++ ) {
  22067. for ( let j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  22068. const k = Math.floor( j / 2 );
  22069. if ( j % 2 === 0 ) {
  22070. pushVertex( v[ i ][ k + 1 ] );
  22071. pushVertex( v[ i + 1 ][ k ] );
  22072. pushVertex( v[ i ][ k ] );
  22073. } else {
  22074. pushVertex( v[ i ][ k + 1 ] );
  22075. pushVertex( v[ i + 1 ][ k + 1 ] );
  22076. pushVertex( v[ i + 1 ][ k ] );
  22077. }
  22078. }
  22079. }
  22080. }
  22081. function applyRadius( radius ) {
  22082. const vertex = new Vector3();
  22083. // iterate over the entire buffer and apply the radius to each vertex
  22084. for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
  22085. vertex.x = vertexBuffer[ i + 0 ];
  22086. vertex.y = vertexBuffer[ i + 1 ];
  22087. vertex.z = vertexBuffer[ i + 2 ];
  22088. vertex.normalize().multiplyScalar( radius );
  22089. vertexBuffer[ i + 0 ] = vertex.x;
  22090. vertexBuffer[ i + 1 ] = vertex.y;
  22091. vertexBuffer[ i + 2 ] = vertex.z;
  22092. }
  22093. }
  22094. function generateUVs() {
  22095. const vertex = new Vector3();
  22096. for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
  22097. vertex.x = vertexBuffer[ i + 0 ];
  22098. vertex.y = vertexBuffer[ i + 1 ];
  22099. vertex.z = vertexBuffer[ i + 2 ];
  22100. const u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  22101. const v = inclination( vertex ) / Math.PI + 0.5;
  22102. uvBuffer.push( u, 1 - v );
  22103. }
  22104. correctUVs();
  22105. correctSeam();
  22106. }
  22107. function correctSeam() {
  22108. // handle case when face straddles the seam, see #3269
  22109. for ( let i = 0; i < uvBuffer.length; i += 6 ) {
  22110. // uv data of a single face
  22111. const x0 = uvBuffer[ i + 0 ];
  22112. const x1 = uvBuffer[ i + 2 ];
  22113. const x2 = uvBuffer[ i + 4 ];
  22114. const max = Math.max( x0, x1, x2 );
  22115. const min = Math.min( x0, x1, x2 );
  22116. // 0.9 is somewhat arbitrary
  22117. if ( max > 0.9 && min < 0.1 ) {
  22118. if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
  22119. if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
  22120. if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;
  22121. }
  22122. }
  22123. }
  22124. function pushVertex( vertex ) {
  22125. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  22126. }
  22127. function getVertexByIndex( index, vertex ) {
  22128. const stride = index * 3;
  22129. vertex.x = vertices[ stride + 0 ];
  22130. vertex.y = vertices[ stride + 1 ];
  22131. vertex.z = vertices[ stride + 2 ];
  22132. }
  22133. function correctUVs() {
  22134. const a = new Vector3();
  22135. const b = new Vector3();
  22136. const c = new Vector3();
  22137. const centroid = new Vector3();
  22138. const uvA = new Vector2();
  22139. const uvB = new Vector2();
  22140. const uvC = new Vector2();
  22141. for ( let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  22142. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  22143. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  22144. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  22145. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  22146. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  22147. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  22148. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  22149. const azi = azimuth( centroid );
  22150. correctUV( uvA, j + 0, a, azi );
  22151. correctUV( uvB, j + 2, b, azi );
  22152. correctUV( uvC, j + 4, c, azi );
  22153. }
  22154. }
  22155. function correctUV( uv, stride, vector, azimuth ) {
  22156. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  22157. uvBuffer[ stride ] = uv.x - 1;
  22158. }
  22159. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  22160. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  22161. }
  22162. }
  22163. // Angle around the Y axis, counter-clockwise when looking from above.
  22164. function azimuth( vector ) {
  22165. return Math.atan2( vector.z, - vector.x );
  22166. }
  22167. // Angle above the XZ plane.
  22168. function inclination( vector ) {
  22169. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  22170. }
  22171. }
  22172. copy( source ) {
  22173. super.copy( source );
  22174. this.parameters = Object.assign( {}, source.parameters );
  22175. return this;
  22176. }
  22177. /**
  22178. * Factory method for creating an instance of this class from the given
  22179. * JSON object.
  22180. *
  22181. * @param {Object} data - A JSON object representing the serialized geometry.
  22182. * @return {PolyhedronGeometry} A new instance.
  22183. */
  22184. static fromJSON( data ) {
  22185. return new PolyhedronGeometry( data.vertices, data.indices, data.radius, data.detail );
  22186. }
  22187. }
  22188. /**
  22189. * A geometry class for representing a dodecahedron.
  22190. *
  22191. * ```js
  22192. * const geometry = new THREE.DodecahedronGeometry();
  22193. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22194. * const dodecahedron = new THREE.Mesh( geometry, material );
  22195. * scene.add( dodecahedron );
  22196. * ```
  22197. *
  22198. * @augments PolyhedronGeometry
  22199. * @demo scenes/geometry-browser.html#DodecahedronGeometry
  22200. */
  22201. class DodecahedronGeometry extends PolyhedronGeometry {
  22202. /**
  22203. * Constructs a new dodecahedron geometry.
  22204. *
  22205. * @param {number} [radius=1] - Radius of the dodecahedron.
  22206. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a dodecahedron.
  22207. */
  22208. constructor( radius = 1, detail = 0 ) {
  22209. const t = ( 1 + Math.sqrt( 5 ) ) / 2;
  22210. const r = 1 / t;
  22211. const vertices = [
  22212. // (±1, ±1, ±1)
  22213. -1, -1, -1, -1, -1, 1,
  22214. -1, 1, -1, -1, 1, 1,
  22215. 1, -1, -1, 1, -1, 1,
  22216. 1, 1, -1, 1, 1, 1,
  22217. // (0, ±1/φ, ±φ)
  22218. 0, - r, - t, 0, - r, t,
  22219. 0, r, - t, 0, r, t,
  22220. // (±1/φ, ±φ, 0)
  22221. - r, - t, 0, - r, t, 0,
  22222. r, - t, 0, r, t, 0,
  22223. // (±φ, 0, ±1/φ)
  22224. - t, 0, - r, t, 0, - r,
  22225. - t, 0, r, t, 0, r
  22226. ];
  22227. const indices = [
  22228. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  22229. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  22230. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  22231. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  22232. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  22233. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  22234. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  22235. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  22236. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  22237. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  22238. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  22239. 1, 12, 14, 1, 14, 5, 1, 5, 9
  22240. ];
  22241. super( vertices, indices, radius, detail );
  22242. this.type = 'DodecahedronGeometry';
  22243. /**
  22244. * Holds the constructor parameters that have been
  22245. * used to generate the geometry. Any modification
  22246. * after instantiation does not change the geometry.
  22247. *
  22248. * @type {Object}
  22249. */
  22250. this.parameters = {
  22251. radius: radius,
  22252. detail: detail
  22253. };
  22254. }
  22255. /**
  22256. * Factory method for creating an instance of this class from the given
  22257. * JSON object.
  22258. *
  22259. * @param {Object} data - A JSON object representing the serialized geometry.
  22260. * @return {DodecahedronGeometry} A new instance.
  22261. */
  22262. static fromJSON( data ) {
  22263. return new DodecahedronGeometry( data.radius, data.detail );
  22264. }
  22265. }
  22266. const _v0 = /*@__PURE__*/ new Vector3();
  22267. const _v1$1 = /*@__PURE__*/ new Vector3();
  22268. const _normal = /*@__PURE__*/ new Vector3();
  22269. const _triangle = /*@__PURE__*/ new Triangle();
  22270. /**
  22271. * Can be used as a helper object to view the edges of a geometry.
  22272. *
  22273. * ```js
  22274. * const geometry = new THREE.BoxGeometry();
  22275. * const edges = new THREE.EdgesGeometry( geometry );
  22276. * const line = new THREE.LineSegments( edges );
  22277. * scene.add( line );
  22278. * ```
  22279. *
  22280. * Note: It is not yet possible to serialize/deserialize instances of this class.
  22281. *
  22282. * @augments BufferGeometry
  22283. */
  22284. class EdgesGeometry extends BufferGeometry {
  22285. /**
  22286. * Constructs a new edges geometry.
  22287. *
  22288. * @param {?BufferGeometry} [geometry=null] - The geometry.
  22289. * @param {number} [thresholdAngle=1] - An edge is only rendered if the angle (in degrees)
  22290. * between the face normals of the adjoining faces exceeds this value.
  22291. */
  22292. constructor( geometry = null, thresholdAngle = 1 ) {
  22293. super();
  22294. this.type = 'EdgesGeometry';
  22295. /**
  22296. * Holds the constructor parameters that have been
  22297. * used to generate the geometry. Any modification
  22298. * after instantiation does not change the geometry.
  22299. *
  22300. * @type {Object}
  22301. */
  22302. this.parameters = {
  22303. geometry: geometry,
  22304. thresholdAngle: thresholdAngle
  22305. };
  22306. if ( geometry !== null ) {
  22307. const precisionPoints = 4;
  22308. const precision = Math.pow( 10, precisionPoints );
  22309. const thresholdDot = Math.cos( DEG2RAD * thresholdAngle );
  22310. const indexAttr = geometry.getIndex();
  22311. const positionAttr = geometry.getAttribute( 'position' );
  22312. const indexCount = indexAttr ? indexAttr.count : positionAttr.count;
  22313. const indexArr = [ 0, 0, 0 ];
  22314. const vertKeys = [ 'a', 'b', 'c' ];
  22315. const hashes = new Array( 3 );
  22316. const edgeData = {};
  22317. const vertices = [];
  22318. for ( let i = 0; i < indexCount; i += 3 ) {
  22319. if ( indexAttr ) {
  22320. indexArr[ 0 ] = indexAttr.getX( i );
  22321. indexArr[ 1 ] = indexAttr.getX( i + 1 );
  22322. indexArr[ 2 ] = indexAttr.getX( i + 2 );
  22323. } else {
  22324. indexArr[ 0 ] = i;
  22325. indexArr[ 1 ] = i + 1;
  22326. indexArr[ 2 ] = i + 2;
  22327. }
  22328. const { a, b, c } = _triangle;
  22329. a.fromBufferAttribute( positionAttr, indexArr[ 0 ] );
  22330. b.fromBufferAttribute( positionAttr, indexArr[ 1 ] );
  22331. c.fromBufferAttribute( positionAttr, indexArr[ 2 ] );
  22332. _triangle.getNormal( _normal );
  22333. // create hashes for the edge from the vertices
  22334. hashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`;
  22335. hashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`;
  22336. hashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`;
  22337. // skip degenerate triangles
  22338. if ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) {
  22339. continue;
  22340. }
  22341. // iterate over every edge
  22342. for ( let j = 0; j < 3; j ++ ) {
  22343. // get the first and next vertex making up the edge
  22344. const jNext = ( j + 1 ) % 3;
  22345. const vecHash0 = hashes[ j ];
  22346. const vecHash1 = hashes[ jNext ];
  22347. const v0 = _triangle[ vertKeys[ j ] ];
  22348. const v1 = _triangle[ vertKeys[ jNext ] ];
  22349. const hash = `${ vecHash0 }_${ vecHash1 }`;
  22350. const reverseHash = `${ vecHash1 }_${ vecHash0 }`;
  22351. if ( reverseHash in edgeData && edgeData[ reverseHash ] ) {
  22352. // if we found a sibling edge add it into the vertex array if
  22353. // it meets the angle threshold and delete the edge from the map.
  22354. if ( _normal.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) {
  22355. vertices.push( v0.x, v0.y, v0.z );
  22356. vertices.push( v1.x, v1.y, v1.z );
  22357. }
  22358. edgeData[ reverseHash ] = null;
  22359. } else if ( ! ( hash in edgeData ) ) {
  22360. // if we've already got an edge here then skip adding a new one
  22361. edgeData[ hash ] = {
  22362. index0: indexArr[ j ],
  22363. index1: indexArr[ jNext ],
  22364. normal: _normal.clone(),
  22365. };
  22366. }
  22367. }
  22368. }
  22369. // iterate over all remaining, unmatched edges and add them to the vertex array
  22370. for ( const key in edgeData ) {
  22371. if ( edgeData[ key ] ) {
  22372. const { index0, index1 } = edgeData[ key ];
  22373. _v0.fromBufferAttribute( positionAttr, index0 );
  22374. _v1$1.fromBufferAttribute( positionAttr, index1 );
  22375. vertices.push( _v0.x, _v0.y, _v0.z );
  22376. vertices.push( _v1$1.x, _v1$1.y, _v1$1.z );
  22377. }
  22378. }
  22379. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22380. }
  22381. }
  22382. copy( source ) {
  22383. super.copy( source );
  22384. this.parameters = Object.assign( {}, source.parameters );
  22385. return this;
  22386. }
  22387. }
  22388. /**
  22389. * An abstract base class for creating an analytic curve object that contains methods
  22390. * for interpolation.
  22391. *
  22392. * @abstract
  22393. */
  22394. class Curve {
  22395. /**
  22396. * Constructs a new curve.
  22397. */
  22398. constructor() {
  22399. /**
  22400. * The type property is used for detecting the object type
  22401. * in context of serialization/deserialization.
  22402. *
  22403. * @type {string}
  22404. * @readonly
  22405. */
  22406. this.type = 'Curve';
  22407. /**
  22408. * This value determines the amount of divisions when calculating the
  22409. * cumulative segment lengths of a curve via {@link Curve#getLengths}. To ensure
  22410. * precision when using methods like {@link Curve#getSpacedPoints}, it is
  22411. * recommended to increase the value of this property if the curve is very large.
  22412. *
  22413. * @type {number}
  22414. * @default 200
  22415. */
  22416. this.arcLengthDivisions = 200;
  22417. /**
  22418. * Must be set to `true` if the curve parameters have changed.
  22419. *
  22420. * @type {boolean}
  22421. * @default false
  22422. */
  22423. this.needsUpdate = false;
  22424. /**
  22425. * An internal cache that holds precomputed curve length values.
  22426. *
  22427. * @private
  22428. * @type {?Array<number>}
  22429. * @default null
  22430. */
  22431. this.cacheArcLengths = null;
  22432. }
  22433. /**
  22434. * This method returns a vector in 2D or 3D space (depending on the curve definition)
  22435. * for the given interpolation factor.
  22436. *
  22437. * @abstract
  22438. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  22439. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  22440. * @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  22441. */
  22442. getPoint( /* t, optionalTarget */ ) {
  22443. warn( 'Curve: .getPoint() not implemented.' );
  22444. }
  22445. /**
  22446. * This method returns a vector in 2D or 3D space (depending on the curve definition)
  22447. * for the given interpolation factor. Unlike {@link Curve#getPoint}, this method honors the length
  22448. * of the curve which equidistant samples.
  22449. *
  22450. * @param {number} u - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  22451. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  22452. * @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  22453. */
  22454. getPointAt( u, optionalTarget ) {
  22455. const t = this.getUtoTmapping( u );
  22456. return this.getPoint( t, optionalTarget );
  22457. }
  22458. /**
  22459. * This method samples the curve via {@link Curve#getPoint} and returns an array of points representing
  22460. * the curve shape.
  22461. *
  22462. * @param {number} [divisions=5] - The number of divisions.
  22463. * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.
  22464. */
  22465. getPoints( divisions = 5 ) {
  22466. const points = [];
  22467. for ( let d = 0; d <= divisions; d ++ ) {
  22468. points.push( this.getPoint( d / divisions ) );
  22469. }
  22470. return points;
  22471. }
  22472. // Get sequence of points using getPointAt( u )
  22473. /**
  22474. * This method samples the curve via {@link Curve#getPointAt} and returns an array of points representing
  22475. * the curve shape. Unlike {@link Curve#getPoints}, this method returns equi-spaced points across the entire
  22476. * curve.
  22477. *
  22478. * @param {number} [divisions=5] - The number of divisions.
  22479. * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.
  22480. */
  22481. getSpacedPoints( divisions = 5 ) {
  22482. const points = [];
  22483. for ( let d = 0; d <= divisions; d ++ ) {
  22484. points.push( this.getPointAt( d / divisions ) );
  22485. }
  22486. return points;
  22487. }
  22488. /**
  22489. * Returns the total arc length of the curve.
  22490. *
  22491. * @return {number} The length of the curve.
  22492. */
  22493. getLength() {
  22494. const lengths = this.getLengths();
  22495. return lengths[ lengths.length - 1 ];
  22496. }
  22497. /**
  22498. * Returns an array of cumulative segment lengths of the curve.
  22499. *
  22500. * @param {number} [divisions=this.arcLengthDivisions] - The number of divisions.
  22501. * @return {Array<number>} An array holding the cumulative segment lengths.
  22502. */
  22503. getLengths( divisions = this.arcLengthDivisions ) {
  22504. if ( this.cacheArcLengths &&
  22505. ( this.cacheArcLengths.length === divisions + 1 ) &&
  22506. ! this.needsUpdate ) {
  22507. return this.cacheArcLengths;
  22508. }
  22509. this.needsUpdate = false;
  22510. const cache = [];
  22511. let current, last = this.getPoint( 0 );
  22512. let sum = 0;
  22513. cache.push( 0 );
  22514. for ( let p = 1; p <= divisions; p ++ ) {
  22515. current = this.getPoint( p / divisions );
  22516. sum += current.distanceTo( last );
  22517. cache.push( sum );
  22518. last = current;
  22519. }
  22520. this.cacheArcLengths = cache;
  22521. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  22522. }
  22523. /**
  22524. * Update the cumulative segment distance cache. The method must be called
  22525. * every time curve parameters are changed. If an updated curve is part of a
  22526. * composed curve like {@link CurvePath}, this method must be called on the
  22527. * composed curve, too.
  22528. */
  22529. updateArcLengths() {
  22530. this.needsUpdate = true;
  22531. this.getLengths();
  22532. }
  22533. /**
  22534. * Given an interpolation factor in the range `[0,1]`, this method returns an updated
  22535. * interpolation factor in the same range that can be ued to sample equidistant points
  22536. * from a curve.
  22537. *
  22538. * @param {number} u - The interpolation factor.
  22539. * @param {?number} distance - An optional distance on the curve.
  22540. * @return {number} The updated interpolation factor.
  22541. */
  22542. getUtoTmapping( u, distance = null ) {
  22543. const arcLengths = this.getLengths();
  22544. let i = 0;
  22545. const il = arcLengths.length;
  22546. let targetArcLength; // The targeted u distance value to get
  22547. if ( distance ) {
  22548. targetArcLength = distance;
  22549. } else {
  22550. targetArcLength = u * arcLengths[ il - 1 ];
  22551. }
  22552. // binary search for the index with largest value smaller than target u distance
  22553. let low = 0, high = il - 1, comparison;
  22554. while ( low <= high ) {
  22555. 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
  22556. comparison = arcLengths[ i ] - targetArcLength;
  22557. if ( comparison < 0 ) {
  22558. low = i + 1;
  22559. } else if ( comparison > 0 ) {
  22560. high = i - 1;
  22561. } else {
  22562. high = i;
  22563. break;
  22564. // DONE
  22565. }
  22566. }
  22567. i = high;
  22568. if ( arcLengths[ i ] === targetArcLength ) {
  22569. return i / ( il - 1 );
  22570. }
  22571. // we could get finer grain at lengths, or use simple interpolation between two points
  22572. const lengthBefore = arcLengths[ i ];
  22573. const lengthAfter = arcLengths[ i + 1 ];
  22574. const segmentLength = lengthAfter - lengthBefore;
  22575. // determine where we are between the 'before' and 'after' points
  22576. const segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  22577. // add that fractional amount to t
  22578. const t = ( i + segmentFraction ) / ( il - 1 );
  22579. return t;
  22580. }
  22581. /**
  22582. * Returns a unit vector tangent for the given interpolation factor.
  22583. * If the derived curve does not implement its tangent derivation,
  22584. * two points a small delta apart will be used to find its gradient
  22585. * which seems to give a reasonable approximation.
  22586. *
  22587. * @param {number} t - The interpolation factor.
  22588. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  22589. * @return {(Vector2|Vector3)} The tangent vector.
  22590. */
  22591. getTangent( t, optionalTarget ) {
  22592. const delta = 0.0001;
  22593. let t1 = t - delta;
  22594. let t2 = t + delta;
  22595. // Capping in case of danger
  22596. if ( t1 < 0 ) t1 = 0;
  22597. if ( t2 > 1 ) t2 = 1;
  22598. const pt1 = this.getPoint( t1 );
  22599. const pt2 = this.getPoint( t2 );
  22600. const tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );
  22601. tangent.copy( pt2 ).sub( pt1 ).normalize();
  22602. return tangent;
  22603. }
  22604. /**
  22605. * Same as {@link Curve#getTangent} but with equidistant samples.
  22606. *
  22607. * @param {number} u - The interpolation factor.
  22608. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  22609. * @return {(Vector2|Vector3)} The tangent vector.
  22610. * @see {@link Curve#getPointAt}
  22611. */
  22612. getTangentAt( u, optionalTarget ) {
  22613. const t = this.getUtoTmapping( u );
  22614. return this.getTangent( t, optionalTarget );
  22615. }
  22616. /**
  22617. * Generates the Frenet Frames. Requires a curve definition in 3D space. Used
  22618. * in geometries like {@link TubeGeometry} or {@link ExtrudeGeometry}.
  22619. *
  22620. * @param {number} segments - The number of segments.
  22621. * @param {boolean} [closed=false] - Whether the curve is closed or not.
  22622. * @return {{tangents: Array<Vector3>, normals: Array<Vector3>, binormals: Array<Vector3>}} The Frenet Frames.
  22623. */
  22624. computeFrenetFrames( segments, closed = false ) {
  22625. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  22626. const normal = new Vector3();
  22627. const tangents = [];
  22628. const normals = [];
  22629. const binormals = [];
  22630. const vec = new Vector3();
  22631. const mat = new Matrix4();
  22632. // compute the tangent vectors for each segment on the curve
  22633. for ( let i = 0; i <= segments; i ++ ) {
  22634. const u = i / segments;
  22635. tangents[ i ] = this.getTangentAt( u, new Vector3() );
  22636. }
  22637. // select an initial normal vector perpendicular to the first tangent vector,
  22638. // and in the direction of the minimum tangent xyz component
  22639. normals[ 0 ] = new Vector3();
  22640. binormals[ 0 ] = new Vector3();
  22641. let min = Number.MAX_VALUE;
  22642. const tx = Math.abs( tangents[ 0 ].x );
  22643. const ty = Math.abs( tangents[ 0 ].y );
  22644. const tz = Math.abs( tangents[ 0 ].z );
  22645. if ( tx <= min ) {
  22646. min = tx;
  22647. normal.set( 1, 0, 0 );
  22648. }
  22649. if ( ty <= min ) {
  22650. min = ty;
  22651. normal.set( 0, 1, 0 );
  22652. }
  22653. if ( tz <= min ) {
  22654. normal.set( 0, 0, 1 );
  22655. }
  22656. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  22657. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  22658. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  22659. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  22660. for ( let i = 1; i <= segments; i ++ ) {
  22661. normals[ i ] = normals[ i - 1 ].clone();
  22662. binormals[ i ] = binormals[ i - 1 ].clone();
  22663. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  22664. if ( vec.length() > Number.EPSILON ) {
  22665. vec.normalize();
  22666. const theta = Math.acos( clamp( tangents[ i - 1 ].dot( tangents[ i ] ), -1, 1 ) ); // clamp for floating pt errors
  22667. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  22668. }
  22669. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  22670. }
  22671. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  22672. if ( closed === true ) {
  22673. let theta = Math.acos( clamp( normals[ 0 ].dot( normals[ segments ] ), -1, 1 ) );
  22674. theta /= segments;
  22675. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  22676. theta = - theta;
  22677. }
  22678. for ( let i = 1; i <= segments; i ++ ) {
  22679. // twist a little...
  22680. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  22681. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  22682. }
  22683. }
  22684. return {
  22685. tangents: tangents,
  22686. normals: normals,
  22687. binormals: binormals
  22688. };
  22689. }
  22690. /**
  22691. * Returns a new curve with copied values from this instance.
  22692. *
  22693. * @return {Curve} A clone of this instance.
  22694. */
  22695. clone() {
  22696. return new this.constructor().copy( this );
  22697. }
  22698. /**
  22699. * Copies the values of the given curve to this instance.
  22700. *
  22701. * @param {Curve} source - The curve to copy.
  22702. * @return {Curve} A reference to this curve.
  22703. */
  22704. copy( source ) {
  22705. this.arcLengthDivisions = source.arcLengthDivisions;
  22706. return this;
  22707. }
  22708. /**
  22709. * Serializes the curve into JSON.
  22710. *
  22711. * @return {Object} A JSON object representing the serialized curve.
  22712. * @see {@link ObjectLoader#parse}
  22713. */
  22714. toJSON() {
  22715. const data = {
  22716. metadata: {
  22717. version: 4.7,
  22718. type: 'Curve',
  22719. generator: 'Curve.toJSON'
  22720. }
  22721. };
  22722. data.arcLengthDivisions = this.arcLengthDivisions;
  22723. data.type = this.type;
  22724. return data;
  22725. }
  22726. /**
  22727. * Deserializes the curve from the given JSON.
  22728. *
  22729. * @param {Object} json - The JSON holding the serialized curve.
  22730. * @return {Curve} A reference to this curve.
  22731. */
  22732. fromJSON( json ) {
  22733. this.arcLengthDivisions = json.arcLengthDivisions;
  22734. return this;
  22735. }
  22736. }
  22737. /**
  22738. * A curve representing an ellipse.
  22739. *
  22740. * ```js
  22741. * const curve = new THREE.EllipseCurve(
  22742. * 0, 0,
  22743. * 10, 10,
  22744. * 0, 2 * Math.PI,
  22745. * false,
  22746. * 0
  22747. * );
  22748. *
  22749. * const points = curve.getPoints( 50 );
  22750. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  22751. *
  22752. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  22753. *
  22754. * // Create the final object to add to the scene
  22755. * const ellipse = new THREE.Line( geometry, material );
  22756. * ```
  22757. *
  22758. * @augments Curve
  22759. */
  22760. class EllipseCurve extends Curve {
  22761. /**
  22762. * Constructs a new ellipse curve.
  22763. *
  22764. * @param {number} [aX=0] - The X center of the ellipse.
  22765. * @param {number} [aY=0] - The Y center of the ellipse.
  22766. * @param {number} [xRadius=1] - The radius of the ellipse in the x direction.
  22767. * @param {number} [yRadius=1] - The radius of the ellipse in the y direction.
  22768. * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis.
  22769. * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis.
  22770. * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not.
  22771. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  22772. */
  22773. constructor( aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0 ) {
  22774. super();
  22775. /**
  22776. * This flag can be used for type testing.
  22777. *
  22778. * @type {boolean}
  22779. * @readonly
  22780. * @default true
  22781. */
  22782. this.isEllipseCurve = true;
  22783. this.type = 'EllipseCurve';
  22784. /**
  22785. * The X center of the ellipse.
  22786. *
  22787. * @type {number}
  22788. * @default 0
  22789. */
  22790. this.aX = aX;
  22791. /**
  22792. * The Y center of the ellipse.
  22793. *
  22794. * @type {number}
  22795. * @default 0
  22796. */
  22797. this.aY = aY;
  22798. /**
  22799. * The radius of the ellipse in the x direction.
  22800. * Setting the this value equal to the {@link EllipseCurve#yRadius} will result in a circle.
  22801. *
  22802. * @type {number}
  22803. * @default 1
  22804. */
  22805. this.xRadius = xRadius;
  22806. /**
  22807. * The radius of the ellipse in the y direction.
  22808. * Setting the this value equal to the {@link EllipseCurve#xRadius} will result in a circle.
  22809. *
  22810. * @type {number}
  22811. * @default 1
  22812. */
  22813. this.yRadius = yRadius;
  22814. /**
  22815. * The start angle of the curve in radians starting from the positive X axis.
  22816. *
  22817. * @type {number}
  22818. * @default 0
  22819. */
  22820. this.aStartAngle = aStartAngle;
  22821. /**
  22822. * The end angle of the curve in radians starting from the positive X axis.
  22823. *
  22824. * @type {number}
  22825. * @default Math.PI*2
  22826. */
  22827. this.aEndAngle = aEndAngle;
  22828. /**
  22829. * Whether the ellipse is drawn clockwise or not.
  22830. *
  22831. * @type {boolean}
  22832. * @default false
  22833. */
  22834. this.aClockwise = aClockwise;
  22835. /**
  22836. * The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  22837. *
  22838. * @type {number}
  22839. * @default 0
  22840. */
  22841. this.aRotation = aRotation;
  22842. }
  22843. /**
  22844. * Returns a point on the curve.
  22845. *
  22846. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  22847. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  22848. * @return {Vector2} The position on the curve.
  22849. */
  22850. getPoint( t, optionalTarget = new Vector2() ) {
  22851. const point = optionalTarget;
  22852. const twoPi = Math.PI * 2;
  22853. let deltaAngle = this.aEndAngle - this.aStartAngle;
  22854. const samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  22855. // ensures that deltaAngle is 0 .. 2 PI
  22856. while ( deltaAngle < 0 ) deltaAngle += twoPi;
  22857. while ( deltaAngle > twoPi ) deltaAngle -= twoPi;
  22858. if ( deltaAngle < Number.EPSILON ) {
  22859. if ( samePoints ) {
  22860. deltaAngle = 0;
  22861. } else {
  22862. deltaAngle = twoPi;
  22863. }
  22864. }
  22865. if ( this.aClockwise === true && ! samePoints ) {
  22866. if ( deltaAngle === twoPi ) {
  22867. deltaAngle = - twoPi;
  22868. } else {
  22869. deltaAngle = deltaAngle - twoPi;
  22870. }
  22871. }
  22872. const angle = this.aStartAngle + t * deltaAngle;
  22873. let x = this.aX + this.xRadius * Math.cos( angle );
  22874. let y = this.aY + this.yRadius * Math.sin( angle );
  22875. if ( this.aRotation !== 0 ) {
  22876. const cos = Math.cos( this.aRotation );
  22877. const sin = Math.sin( this.aRotation );
  22878. const tx = x - this.aX;
  22879. const ty = y - this.aY;
  22880. // Rotate the point about the center of the ellipse.
  22881. x = tx * cos - ty * sin + this.aX;
  22882. y = tx * sin + ty * cos + this.aY;
  22883. }
  22884. return point.set( x, y );
  22885. }
  22886. copy( source ) {
  22887. super.copy( source );
  22888. this.aX = source.aX;
  22889. this.aY = source.aY;
  22890. this.xRadius = source.xRadius;
  22891. this.yRadius = source.yRadius;
  22892. this.aStartAngle = source.aStartAngle;
  22893. this.aEndAngle = source.aEndAngle;
  22894. this.aClockwise = source.aClockwise;
  22895. this.aRotation = source.aRotation;
  22896. return this;
  22897. }
  22898. toJSON() {
  22899. const data = super.toJSON();
  22900. data.aX = this.aX;
  22901. data.aY = this.aY;
  22902. data.xRadius = this.xRadius;
  22903. data.yRadius = this.yRadius;
  22904. data.aStartAngle = this.aStartAngle;
  22905. data.aEndAngle = this.aEndAngle;
  22906. data.aClockwise = this.aClockwise;
  22907. data.aRotation = this.aRotation;
  22908. return data;
  22909. }
  22910. fromJSON( json ) {
  22911. super.fromJSON( json );
  22912. this.aX = json.aX;
  22913. this.aY = json.aY;
  22914. this.xRadius = json.xRadius;
  22915. this.yRadius = json.yRadius;
  22916. this.aStartAngle = json.aStartAngle;
  22917. this.aEndAngle = json.aEndAngle;
  22918. this.aClockwise = json.aClockwise;
  22919. this.aRotation = json.aRotation;
  22920. return this;
  22921. }
  22922. }
  22923. /**
  22924. * A curve representing an arc.
  22925. *
  22926. * @augments EllipseCurve
  22927. */
  22928. class ArcCurve extends EllipseCurve {
  22929. /**
  22930. * Constructs a new arc curve.
  22931. *
  22932. * @param {number} [aX=0] - The X center of the ellipse.
  22933. * @param {number} [aY=0] - The Y center of the ellipse.
  22934. * @param {number} [aRadius=1] - The radius of the ellipse in the x direction.
  22935. * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis.
  22936. * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis.
  22937. * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not.
  22938. */
  22939. constructor( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22940. super( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22941. /**
  22942. * This flag can be used for type testing.
  22943. *
  22944. * @type {boolean}
  22945. * @readonly
  22946. * @default true
  22947. */
  22948. this.isArcCurve = true;
  22949. this.type = 'ArcCurve';
  22950. }
  22951. }
  22952. function CubicPoly() {
  22953. /**
  22954. * Centripetal CatmullRom Curve - which is useful for avoiding
  22955. * cusps and self-intersections in non-uniform catmull rom curves.
  22956. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  22957. *
  22958. * curve.type accepts centripetal(default), chordal and catmullrom
  22959. * curve.tension is used for catmullrom which defaults to 0.5
  22960. */
  22961. /*
  22962. Based on an optimized c++ solution in
  22963. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  22964. - http://ideone.com/NoEbVM
  22965. This CubicPoly class could be used for reusing some variables and calculations,
  22966. but for three.js curve use, it could be possible inlined and flatten into a single function call
  22967. which can be placed in CurveUtils.
  22968. */
  22969. let c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  22970. /*
  22971. * Compute coefficients for a cubic polynomial
  22972. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  22973. * such that
  22974. * p(0) = x0, p(1) = x1
  22975. * and
  22976. * p'(0) = t0, p'(1) = t1.
  22977. */
  22978. function init( x0, x1, t0, t1 ) {
  22979. c0 = x0;
  22980. c1 = t0;
  22981. c2 = -3 * x0 + 3 * x1 - 2 * t0 - t1;
  22982. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  22983. }
  22984. return {
  22985. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  22986. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  22987. },
  22988. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  22989. // compute tangents when parameterized in [t1,t2]
  22990. let t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  22991. let t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  22992. // rescale tangents for parametrization in [0,1]
  22993. t1 *= dt1;
  22994. t2 *= dt1;
  22995. init( x1, x2, t1, t2 );
  22996. },
  22997. calc: function ( t ) {
  22998. const t2 = t * t;
  22999. const t3 = t2 * t;
  23000. return c0 + c1 * t + c2 * t2 + c3 * t3;
  23001. }
  23002. };
  23003. }
  23004. //
  23005. const tmp = /*@__PURE__*/ new Vector3();
  23006. const px = /*@__PURE__*/ new CubicPoly();
  23007. const py = /*@__PURE__*/ new CubicPoly();
  23008. const pz = /*@__PURE__*/ new CubicPoly();
  23009. /**
  23010. * A curve representing a Catmull-Rom spline.
  23011. *
  23012. * ```js
  23013. * //Create a closed wavey loop
  23014. * const curve = new THREE.CatmullRomCurve3( [
  23015. * new THREE.Vector3( -10, 0, 10 ),
  23016. * new THREE.Vector3( -5, 5, 5 ),
  23017. * new THREE.Vector3( 0, 0, 0 ),
  23018. * new THREE.Vector3( 5, -5, 5 ),
  23019. * new THREE.Vector3( 10, 0, 10 )
  23020. * ] );
  23021. *
  23022. * const points = curve.getPoints( 50 );
  23023. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23024. *
  23025. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23026. *
  23027. * // Create the final object to add to the scene
  23028. * const curveObject = new THREE.Line( geometry, material );
  23029. * ```
  23030. *
  23031. * @augments Curve
  23032. */
  23033. class CatmullRomCurve3 extends Curve {
  23034. /**
  23035. * Constructs a new Catmull-Rom curve.
  23036. *
  23037. * @param {Array<Vector3>} [points] - An array of 3D points defining the curve.
  23038. * @param {boolean} [closed=false] - Whether the curve is closed or not.
  23039. * @param {('centripetal'|'chordal'|'catmullrom')} [curveType='centripetal'] - The curve type.
  23040. * @param {number} [tension=0.5] - Tension of the curve.
  23041. */
  23042. constructor( points = [], closed = false, curveType = 'centripetal', tension = 0.5 ) {
  23043. super();
  23044. /**
  23045. * This flag can be used for type testing.
  23046. *
  23047. * @type {boolean}
  23048. * @readonly
  23049. * @default true
  23050. */
  23051. this.isCatmullRomCurve3 = true;
  23052. this.type = 'CatmullRomCurve3';
  23053. /**
  23054. * An array of 3D points defining the curve.
  23055. *
  23056. * @type {Array<Vector3>}
  23057. */
  23058. this.points = points;
  23059. /**
  23060. * Whether the curve is closed or not.
  23061. *
  23062. * @type {boolean}
  23063. * @default false
  23064. */
  23065. this.closed = closed;
  23066. /**
  23067. * The curve type.
  23068. *
  23069. * @type {('centripetal'|'chordal'|'catmullrom')}
  23070. * @default 'centripetal'
  23071. */
  23072. this.curveType = curveType;
  23073. /**
  23074. * Tension of the curve.
  23075. *
  23076. * @type {number}
  23077. * @default 0.5
  23078. */
  23079. this.tension = tension;
  23080. }
  23081. /**
  23082. * Returns a point on the curve.
  23083. *
  23084. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23085. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  23086. * @return {Vector3} The position on the curve.
  23087. */
  23088. getPoint( t, optionalTarget = new Vector3() ) {
  23089. const point = optionalTarget;
  23090. const points = this.points;
  23091. const l = points.length;
  23092. const p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  23093. let intPoint = Math.floor( p );
  23094. let weight = p - intPoint;
  23095. if ( this.closed ) {
  23096. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  23097. } else if ( weight === 0 && intPoint === l - 1 ) {
  23098. intPoint = l - 2;
  23099. weight = 1;
  23100. }
  23101. let p0, p3; // 4 points (p1 & p2 defined below)
  23102. if ( this.closed || intPoint > 0 ) {
  23103. p0 = points[ ( intPoint - 1 ) % l ];
  23104. } else {
  23105. // extrapolate first point
  23106. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  23107. p0 = tmp;
  23108. }
  23109. const p1 = points[ intPoint % l ];
  23110. const p2 = points[ ( intPoint + 1 ) % l ];
  23111. if ( this.closed || intPoint + 2 < l ) {
  23112. p3 = points[ ( intPoint + 2 ) % l ];
  23113. } else {
  23114. // extrapolate last point
  23115. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  23116. p3 = tmp;
  23117. }
  23118. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  23119. // init Centripetal / Chordal Catmull-Rom
  23120. const pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  23121. let dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  23122. let dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  23123. let dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  23124. // safety check for repeated points
  23125. if ( dt1 < 1e-4 ) dt1 = 1.0;
  23126. if ( dt0 < 1e-4 ) dt0 = dt1;
  23127. if ( dt2 < 1e-4 ) dt2 = dt1;
  23128. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  23129. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  23130. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  23131. } else if ( this.curveType === 'catmullrom' ) {
  23132. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  23133. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  23134. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  23135. }
  23136. point.set(
  23137. px.calc( weight ),
  23138. py.calc( weight ),
  23139. pz.calc( weight )
  23140. );
  23141. return point;
  23142. }
  23143. copy( source ) {
  23144. super.copy( source );
  23145. this.points = [];
  23146. for ( let i = 0, l = source.points.length; i < l; i ++ ) {
  23147. const point = source.points[ i ];
  23148. this.points.push( point.clone() );
  23149. }
  23150. this.closed = source.closed;
  23151. this.curveType = source.curveType;
  23152. this.tension = source.tension;
  23153. return this;
  23154. }
  23155. toJSON() {
  23156. const data = super.toJSON();
  23157. data.points = [];
  23158. for ( let i = 0, l = this.points.length; i < l; i ++ ) {
  23159. const point = this.points[ i ];
  23160. data.points.push( point.toArray() );
  23161. }
  23162. data.closed = this.closed;
  23163. data.curveType = this.curveType;
  23164. data.tension = this.tension;
  23165. return data;
  23166. }
  23167. fromJSON( json ) {
  23168. super.fromJSON( json );
  23169. this.points = [];
  23170. for ( let i = 0, l = json.points.length; i < l; i ++ ) {
  23171. const point = json.points[ i ];
  23172. this.points.push( new Vector3().fromArray( point ) );
  23173. }
  23174. this.closed = json.closed;
  23175. this.curveType = json.curveType;
  23176. this.tension = json.tension;
  23177. return this;
  23178. }
  23179. }
  23180. /**
  23181. * Interpolations contains spline and Bézier functions internally used by concrete curve classes.
  23182. *
  23183. * Bezier Curves formulas obtained from: https://en.wikipedia.org/wiki/B%C3%A9zier_curve
  23184. *
  23185. * @module Interpolations
  23186. */
  23187. /**
  23188. * Computes a point on a Catmull-Rom spline.
  23189. *
  23190. * @param {number} t - The interpolation factor.
  23191. * @param {number} p0 - The first control point.
  23192. * @param {number} p1 - The second control point.
  23193. * @param {number} p2 - The third control point.
  23194. * @param {number} p3 - The fourth control point.
  23195. * @return {number} The calculated point on a Catmull-Rom spline.
  23196. */
  23197. function CatmullRom( t, p0, p1, p2, p3 ) {
  23198. const v0 = ( p2 - p0 ) * 0.5;
  23199. const v1 = ( p3 - p1 ) * 0.5;
  23200. const t2 = t * t;
  23201. const t3 = t * t2;
  23202. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( -3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  23203. }
  23204. //
  23205. function QuadraticBezierP0( t, p ) {
  23206. const k = 1 - t;
  23207. return k * k * p;
  23208. }
  23209. function QuadraticBezierP1( t, p ) {
  23210. return 2 * ( 1 - t ) * t * p;
  23211. }
  23212. function QuadraticBezierP2( t, p ) {
  23213. return t * t * p;
  23214. }
  23215. /**
  23216. * Computes a point on a Quadratic Bezier curve.
  23217. *
  23218. * @param {number} t - The interpolation factor.
  23219. * @param {number} p0 - The first control point.
  23220. * @param {number} p1 - The second control point.
  23221. * @param {number} p2 - The third control point.
  23222. * @return {number} The calculated point on a Quadratic Bezier curve.
  23223. */
  23224. function QuadraticBezier( t, p0, p1, p2 ) {
  23225. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  23226. QuadraticBezierP2( t, p2 );
  23227. }
  23228. //
  23229. function CubicBezierP0( t, p ) {
  23230. const k = 1 - t;
  23231. return k * k * k * p;
  23232. }
  23233. function CubicBezierP1( t, p ) {
  23234. const k = 1 - t;
  23235. return 3 * k * k * t * p;
  23236. }
  23237. function CubicBezierP2( t, p ) {
  23238. return 3 * ( 1 - t ) * t * t * p;
  23239. }
  23240. function CubicBezierP3( t, p ) {
  23241. return t * t * t * p;
  23242. }
  23243. /**
  23244. * Computes a point on a Cubic Bezier curve.
  23245. *
  23246. * @param {number} t - The interpolation factor.
  23247. * @param {number} p0 - The first control point.
  23248. * @param {number} p1 - The second control point.
  23249. * @param {number} p2 - The third control point.
  23250. * @param {number} p3 - The fourth control point.
  23251. * @return {number} The calculated point on a Cubic Bezier curve.
  23252. */
  23253. function CubicBezier( t, p0, p1, p2, p3 ) {
  23254. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  23255. CubicBezierP3( t, p3 );
  23256. }
  23257. /**
  23258. * A curve representing a 2D Cubic Bezier curve.
  23259. *
  23260. * ```js
  23261. * const curve = new THREE.CubicBezierCurve(
  23262. * new THREE.Vector2( - 0, 0 ),
  23263. * new THREE.Vector2( - 5, 15 ),
  23264. * new THREE.Vector2( 20, 15 ),
  23265. * new THREE.Vector2( 10, 0 )
  23266. * );
  23267. *
  23268. * const points = curve.getPoints( 50 );
  23269. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23270. *
  23271. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23272. *
  23273. * // Create the final object to add to the scene
  23274. * const curveObject = new THREE.Line( geometry, material );
  23275. * ```
  23276. *
  23277. * @augments Curve
  23278. */
  23279. class CubicBezierCurve extends Curve {
  23280. /**
  23281. * Constructs a new Cubic Bezier curve.
  23282. *
  23283. * @param {Vector2} [v0] - The start point.
  23284. * @param {Vector2} [v1] - The first control point.
  23285. * @param {Vector2} [v2] - The second control point.
  23286. * @param {Vector2} [v3] - The end point.
  23287. */
  23288. constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) {
  23289. super();
  23290. /**
  23291. * This flag can be used for type testing.
  23292. *
  23293. * @type {boolean}
  23294. * @readonly
  23295. * @default true
  23296. */
  23297. this.isCubicBezierCurve = true;
  23298. this.type = 'CubicBezierCurve';
  23299. /**
  23300. * The start point.
  23301. *
  23302. * @type {Vector2}
  23303. */
  23304. this.v0 = v0;
  23305. /**
  23306. * The first control point.
  23307. *
  23308. * @type {Vector2}
  23309. */
  23310. this.v1 = v1;
  23311. /**
  23312. * The second control point.
  23313. *
  23314. * @type {Vector2}
  23315. */
  23316. this.v2 = v2;
  23317. /**
  23318. * The end point.
  23319. *
  23320. * @type {Vector2}
  23321. */
  23322. this.v3 = v3;
  23323. }
  23324. /**
  23325. * Returns a point on the curve.
  23326. *
  23327. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23328. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  23329. * @return {Vector2} The position on the curve.
  23330. */
  23331. getPoint( t, optionalTarget = new Vector2() ) {
  23332. const point = optionalTarget;
  23333. const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  23334. point.set(
  23335. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  23336. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  23337. );
  23338. return point;
  23339. }
  23340. copy( source ) {
  23341. super.copy( source );
  23342. this.v0.copy( source.v0 );
  23343. this.v1.copy( source.v1 );
  23344. this.v2.copy( source.v2 );
  23345. this.v3.copy( source.v3 );
  23346. return this;
  23347. }
  23348. toJSON() {
  23349. const data = super.toJSON();
  23350. data.v0 = this.v0.toArray();
  23351. data.v1 = this.v1.toArray();
  23352. data.v2 = this.v2.toArray();
  23353. data.v3 = this.v3.toArray();
  23354. return data;
  23355. }
  23356. fromJSON( json ) {
  23357. super.fromJSON( json );
  23358. this.v0.fromArray( json.v0 );
  23359. this.v1.fromArray( json.v1 );
  23360. this.v2.fromArray( json.v2 );
  23361. this.v3.fromArray( json.v3 );
  23362. return this;
  23363. }
  23364. }
  23365. /**
  23366. * A curve representing a 3D Cubic Bezier curve.
  23367. *
  23368. * @augments Curve
  23369. */
  23370. class CubicBezierCurve3 extends Curve {
  23371. /**
  23372. * Constructs a new Cubic Bezier curve.
  23373. *
  23374. * @param {Vector3} [v0] - The start point.
  23375. * @param {Vector3} [v1] - The first control point.
  23376. * @param {Vector3} [v2] - The second control point.
  23377. * @param {Vector3} [v3] - The end point.
  23378. */
  23379. constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) {
  23380. super();
  23381. /**
  23382. * This flag can be used for type testing.
  23383. *
  23384. * @type {boolean}
  23385. * @readonly
  23386. * @default true
  23387. */
  23388. this.isCubicBezierCurve3 = true;
  23389. this.type = 'CubicBezierCurve3';
  23390. /**
  23391. * The start point.
  23392. *
  23393. * @type {Vector3}
  23394. */
  23395. this.v0 = v0;
  23396. /**
  23397. * The first control point.
  23398. *
  23399. * @type {Vector3}
  23400. */
  23401. this.v1 = v1;
  23402. /**
  23403. * The second control point.
  23404. *
  23405. * @type {Vector3}
  23406. */
  23407. this.v2 = v2;
  23408. /**
  23409. * The end point.
  23410. *
  23411. * @type {Vector3}
  23412. */
  23413. this.v3 = v3;
  23414. }
  23415. /**
  23416. * Returns a point on the curve.
  23417. *
  23418. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23419. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  23420. * @return {Vector3} The position on the curve.
  23421. */
  23422. getPoint( t, optionalTarget = new Vector3() ) {
  23423. const point = optionalTarget;
  23424. const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  23425. point.set(
  23426. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  23427. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  23428. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  23429. );
  23430. return point;
  23431. }
  23432. copy( source ) {
  23433. super.copy( source );
  23434. this.v0.copy( source.v0 );
  23435. this.v1.copy( source.v1 );
  23436. this.v2.copy( source.v2 );
  23437. this.v3.copy( source.v3 );
  23438. return this;
  23439. }
  23440. toJSON() {
  23441. const data = super.toJSON();
  23442. data.v0 = this.v0.toArray();
  23443. data.v1 = this.v1.toArray();
  23444. data.v2 = this.v2.toArray();
  23445. data.v3 = this.v3.toArray();
  23446. return data;
  23447. }
  23448. fromJSON( json ) {
  23449. super.fromJSON( json );
  23450. this.v0.fromArray( json.v0 );
  23451. this.v1.fromArray( json.v1 );
  23452. this.v2.fromArray( json.v2 );
  23453. this.v3.fromArray( json.v3 );
  23454. return this;
  23455. }
  23456. }
  23457. /**
  23458. * A curve representing a 2D line segment.
  23459. *
  23460. * @augments Curve
  23461. */
  23462. class LineCurve extends Curve {
  23463. /**
  23464. * Constructs a new line curve.
  23465. *
  23466. * @param {Vector2} [v1] - The start point.
  23467. * @param {Vector2} [v2] - The end point.
  23468. */
  23469. constructor( v1 = new Vector2(), v2 = new Vector2() ) {
  23470. super();
  23471. /**
  23472. * This flag can be used for type testing.
  23473. *
  23474. * @type {boolean}
  23475. * @readonly
  23476. * @default true
  23477. */
  23478. this.isLineCurve = true;
  23479. this.type = 'LineCurve';
  23480. /**
  23481. * The start point.
  23482. *
  23483. * @type {Vector2}
  23484. */
  23485. this.v1 = v1;
  23486. /**
  23487. * The end point.
  23488. *
  23489. * @type {Vector2}
  23490. */
  23491. this.v2 = v2;
  23492. }
  23493. /**
  23494. * Returns a point on the line.
  23495. *
  23496. * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`.
  23497. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  23498. * @return {Vector2} The position on the line.
  23499. */
  23500. getPoint( t, optionalTarget = new Vector2() ) {
  23501. const point = optionalTarget;
  23502. if ( t === 1 ) {
  23503. point.copy( this.v2 );
  23504. } else {
  23505. point.copy( this.v2 ).sub( this.v1 );
  23506. point.multiplyScalar( t ).add( this.v1 );
  23507. }
  23508. return point;
  23509. }
  23510. // Line curve is linear, so we can overwrite default getPointAt
  23511. getPointAt( u, optionalTarget ) {
  23512. return this.getPoint( u, optionalTarget );
  23513. }
  23514. getTangent( t, optionalTarget = new Vector2() ) {
  23515. return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
  23516. }
  23517. getTangentAt( u, optionalTarget ) {
  23518. return this.getTangent( u, optionalTarget );
  23519. }
  23520. copy( source ) {
  23521. super.copy( source );
  23522. this.v1.copy( source.v1 );
  23523. this.v2.copy( source.v2 );
  23524. return this;
  23525. }
  23526. toJSON() {
  23527. const data = super.toJSON();
  23528. data.v1 = this.v1.toArray();
  23529. data.v2 = this.v2.toArray();
  23530. return data;
  23531. }
  23532. fromJSON( json ) {
  23533. super.fromJSON( json );
  23534. this.v1.fromArray( json.v1 );
  23535. this.v2.fromArray( json.v2 );
  23536. return this;
  23537. }
  23538. }
  23539. /**
  23540. * A curve representing a 3D line segment.
  23541. *
  23542. * @augments Curve
  23543. */
  23544. class LineCurve3 extends Curve {
  23545. /**
  23546. * Constructs a new line curve.
  23547. *
  23548. * @param {Vector3} [v1] - The start point.
  23549. * @param {Vector3} [v2] - The end point.
  23550. */
  23551. constructor( v1 = new Vector3(), v2 = new Vector3() ) {
  23552. super();
  23553. /**
  23554. * This flag can be used for type testing.
  23555. *
  23556. * @type {boolean}
  23557. * @readonly
  23558. * @default true
  23559. */
  23560. this.isLineCurve3 = true;
  23561. this.type = 'LineCurve3';
  23562. /**
  23563. * The start point.
  23564. *
  23565. * @type {Vector3}
  23566. */
  23567. this.v1 = v1;
  23568. /**
  23569. * The end point.
  23570. *
  23571. * @type {Vector2}
  23572. */
  23573. this.v2 = v2;
  23574. }
  23575. /**
  23576. * Returns a point on the line.
  23577. *
  23578. * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`.
  23579. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  23580. * @return {Vector3} The position on the line.
  23581. */
  23582. getPoint( t, optionalTarget = new Vector3() ) {
  23583. const point = optionalTarget;
  23584. if ( t === 1 ) {
  23585. point.copy( this.v2 );
  23586. } else {
  23587. point.copy( this.v2 ).sub( this.v1 );
  23588. point.multiplyScalar( t ).add( this.v1 );
  23589. }
  23590. return point;
  23591. }
  23592. // Line curve is linear, so we can overwrite default getPointAt
  23593. getPointAt( u, optionalTarget ) {
  23594. return this.getPoint( u, optionalTarget );
  23595. }
  23596. getTangent( t, optionalTarget = new Vector3() ) {
  23597. return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
  23598. }
  23599. getTangentAt( u, optionalTarget ) {
  23600. return this.getTangent( u, optionalTarget );
  23601. }
  23602. copy( source ) {
  23603. super.copy( source );
  23604. this.v1.copy( source.v1 );
  23605. this.v2.copy( source.v2 );
  23606. return this;
  23607. }
  23608. toJSON() {
  23609. const data = super.toJSON();
  23610. data.v1 = this.v1.toArray();
  23611. data.v2 = this.v2.toArray();
  23612. return data;
  23613. }
  23614. fromJSON( json ) {
  23615. super.fromJSON( json );
  23616. this.v1.fromArray( json.v1 );
  23617. this.v2.fromArray( json.v2 );
  23618. return this;
  23619. }
  23620. }
  23621. /**
  23622. * A curve representing a 2D Quadratic Bezier curve.
  23623. *
  23624. * ```js
  23625. * const curve = new THREE.QuadraticBezierCurve(
  23626. * new THREE.Vector2( - 10, 0 ),
  23627. * new THREE.Vector2( 20, 15 ),
  23628. * new THREE.Vector2( 10, 0 )
  23629. * )
  23630. *
  23631. * const points = curve.getPoints( 50 );
  23632. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23633. *
  23634. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23635. *
  23636. * // Create the final object to add to the scene
  23637. * const curveObject = new THREE.Line( geometry, material );
  23638. * ```
  23639. *
  23640. * @augments Curve
  23641. */
  23642. class QuadraticBezierCurve extends Curve {
  23643. /**
  23644. * Constructs a new Quadratic Bezier curve.
  23645. *
  23646. * @param {Vector2} [v0] - The start point.
  23647. * @param {Vector2} [v1] - The control point.
  23648. * @param {Vector2} [v2] - The end point.
  23649. */
  23650. constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) {
  23651. super();
  23652. /**
  23653. * This flag can be used for type testing.
  23654. *
  23655. * @type {boolean}
  23656. * @readonly
  23657. * @default true
  23658. */
  23659. this.isQuadraticBezierCurve = true;
  23660. this.type = 'QuadraticBezierCurve';
  23661. /**
  23662. * The start point.
  23663. *
  23664. * @type {Vector2}
  23665. */
  23666. this.v0 = v0;
  23667. /**
  23668. * The control point.
  23669. *
  23670. * @type {Vector2}
  23671. */
  23672. this.v1 = v1;
  23673. /**
  23674. * The end point.
  23675. *
  23676. * @type {Vector2}
  23677. */
  23678. this.v2 = v2;
  23679. }
  23680. /**
  23681. * Returns a point on the curve.
  23682. *
  23683. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23684. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  23685. * @return {Vector2} The position on the curve.
  23686. */
  23687. getPoint( t, optionalTarget = new Vector2() ) {
  23688. const point = optionalTarget;
  23689. const v0 = this.v0, v1 = this.v1, v2 = this.v2;
  23690. point.set(
  23691. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  23692. QuadraticBezier( t, v0.y, v1.y, v2.y )
  23693. );
  23694. return point;
  23695. }
  23696. copy( source ) {
  23697. super.copy( source );
  23698. this.v0.copy( source.v0 );
  23699. this.v1.copy( source.v1 );
  23700. this.v2.copy( source.v2 );
  23701. return this;
  23702. }
  23703. toJSON() {
  23704. const data = super.toJSON();
  23705. data.v0 = this.v0.toArray();
  23706. data.v1 = this.v1.toArray();
  23707. data.v2 = this.v2.toArray();
  23708. return data;
  23709. }
  23710. fromJSON( json ) {
  23711. super.fromJSON( json );
  23712. this.v0.fromArray( json.v0 );
  23713. this.v1.fromArray( json.v1 );
  23714. this.v2.fromArray( json.v2 );
  23715. return this;
  23716. }
  23717. }
  23718. /**
  23719. * A curve representing a 3D Quadratic Bezier curve.
  23720. *
  23721. * @augments Curve
  23722. */
  23723. class QuadraticBezierCurve3 extends Curve {
  23724. /**
  23725. * Constructs a new Quadratic Bezier curve.
  23726. *
  23727. * @param {Vector3} [v0] - The start point.
  23728. * @param {Vector3} [v1] - The control point.
  23729. * @param {Vector3} [v2] - The end point.
  23730. */
  23731. constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) {
  23732. super();
  23733. /**
  23734. * This flag can be used for type testing.
  23735. *
  23736. * @type {boolean}
  23737. * @readonly
  23738. * @default true
  23739. */
  23740. this.isQuadraticBezierCurve3 = true;
  23741. this.type = 'QuadraticBezierCurve3';
  23742. /**
  23743. * The start point.
  23744. *
  23745. * @type {Vector3}
  23746. */
  23747. this.v0 = v0;
  23748. /**
  23749. * The control point.
  23750. *
  23751. * @type {Vector3}
  23752. */
  23753. this.v1 = v1;
  23754. /**
  23755. * The end point.
  23756. *
  23757. * @type {Vector3}
  23758. */
  23759. this.v2 = v2;
  23760. }
  23761. /**
  23762. * Returns a point on the curve.
  23763. *
  23764. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23765. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  23766. * @return {Vector3} The position on the curve.
  23767. */
  23768. getPoint( t, optionalTarget = new Vector3() ) {
  23769. const point = optionalTarget;
  23770. const v0 = this.v0, v1 = this.v1, v2 = this.v2;
  23771. point.set(
  23772. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  23773. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  23774. QuadraticBezier( t, v0.z, v1.z, v2.z )
  23775. );
  23776. return point;
  23777. }
  23778. copy( source ) {
  23779. super.copy( source );
  23780. this.v0.copy( source.v0 );
  23781. this.v1.copy( source.v1 );
  23782. this.v2.copy( source.v2 );
  23783. return this;
  23784. }
  23785. toJSON() {
  23786. const data = super.toJSON();
  23787. data.v0 = this.v0.toArray();
  23788. data.v1 = this.v1.toArray();
  23789. data.v2 = this.v2.toArray();
  23790. return data;
  23791. }
  23792. fromJSON( json ) {
  23793. super.fromJSON( json );
  23794. this.v0.fromArray( json.v0 );
  23795. this.v1.fromArray( json.v1 );
  23796. this.v2.fromArray( json.v2 );
  23797. return this;
  23798. }
  23799. }
  23800. /**
  23801. * A curve representing a 2D spline curve.
  23802. *
  23803. * ```js
  23804. * // Create a sine-like wave
  23805. * const curve = new THREE.SplineCurve( [
  23806. * new THREE.Vector2( -10, 0 ),
  23807. * new THREE.Vector2( -5, 5 ),
  23808. * new THREE.Vector2( 0, 0 ),
  23809. * new THREE.Vector2( 5, -5 ),
  23810. * new THREE.Vector2( 10, 0 )
  23811. * ] );
  23812. *
  23813. * const points = curve.getPoints( 50 );
  23814. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23815. *
  23816. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23817. *
  23818. * // Create the final object to add to the scene
  23819. * const splineObject = new THREE.Line( geometry, material );
  23820. * ```
  23821. *
  23822. * @augments Curve
  23823. */
  23824. class SplineCurve extends Curve {
  23825. /**
  23826. * Constructs a new 2D spline curve.
  23827. *
  23828. * @param {Array<Vector2>} [points] - An array of 2D points defining the curve.
  23829. */
  23830. constructor( points = [] ) {
  23831. super();
  23832. /**
  23833. * This flag can be used for type testing.
  23834. *
  23835. * @type {boolean}
  23836. * @readonly
  23837. * @default true
  23838. */
  23839. this.isSplineCurve = true;
  23840. this.type = 'SplineCurve';
  23841. /**
  23842. * An array of 2D points defining the curve.
  23843. *
  23844. * @type {Array<Vector2>}
  23845. */
  23846. this.points = points;
  23847. }
  23848. /**
  23849. * Returns a point on the curve.
  23850. *
  23851. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23852. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  23853. * @return {Vector2} The position on the curve.
  23854. */
  23855. getPoint( t, optionalTarget = new Vector2() ) {
  23856. const point = optionalTarget;
  23857. const points = this.points;
  23858. const p = ( points.length - 1 ) * t;
  23859. const intPoint = Math.floor( p );
  23860. const weight = p - intPoint;
  23861. const p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  23862. const p1 = points[ intPoint ];
  23863. const p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  23864. const p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  23865. point.set(
  23866. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  23867. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  23868. );
  23869. return point;
  23870. }
  23871. copy( source ) {
  23872. super.copy( source );
  23873. this.points = [];
  23874. for ( let i = 0, l = source.points.length; i < l; i ++ ) {
  23875. const point = source.points[ i ];
  23876. this.points.push( point.clone() );
  23877. }
  23878. return this;
  23879. }
  23880. toJSON() {
  23881. const data = super.toJSON();
  23882. data.points = [];
  23883. for ( let i = 0, l = this.points.length; i < l; i ++ ) {
  23884. const point = this.points[ i ];
  23885. data.points.push( point.toArray() );
  23886. }
  23887. return data;
  23888. }
  23889. fromJSON( json ) {
  23890. super.fromJSON( json );
  23891. this.points = [];
  23892. for ( let i = 0, l = json.points.length; i < l; i ++ ) {
  23893. const point = json.points[ i ];
  23894. this.points.push( new Vector2().fromArray( point ) );
  23895. }
  23896. return this;
  23897. }
  23898. }
  23899. var Curves = /*#__PURE__*/Object.freeze({
  23900. __proto__: null,
  23901. ArcCurve: ArcCurve,
  23902. CatmullRomCurve3: CatmullRomCurve3,
  23903. CubicBezierCurve: CubicBezierCurve,
  23904. CubicBezierCurve3: CubicBezierCurve3,
  23905. EllipseCurve: EllipseCurve,
  23906. LineCurve: LineCurve,
  23907. LineCurve3: LineCurve3,
  23908. QuadraticBezierCurve: QuadraticBezierCurve,
  23909. QuadraticBezierCurve3: QuadraticBezierCurve3,
  23910. SplineCurve: SplineCurve
  23911. });
  23912. /**
  23913. * A base class extending {@link Curve}. `CurvePath` is simply an
  23914. * array of connected curves, but retains the API of a curve.
  23915. *
  23916. * @augments Curve
  23917. */
  23918. class CurvePath extends Curve {
  23919. /**
  23920. * Constructs a new curve path.
  23921. */
  23922. constructor() {
  23923. super();
  23924. this.type = 'CurvePath';
  23925. /**
  23926. * An array of curves defining the
  23927. * path.
  23928. *
  23929. * @type {Array<Curve>}
  23930. */
  23931. this.curves = [];
  23932. /**
  23933. * Whether the path should automatically be closed
  23934. * by a line curve.
  23935. *
  23936. * @type {boolean}
  23937. * @default false
  23938. */
  23939. this.autoClose = false;
  23940. }
  23941. /**
  23942. * Adds a curve to this curve path.
  23943. *
  23944. * @param {Curve} curve - The curve to add.
  23945. */
  23946. add( curve ) {
  23947. this.curves.push( curve );
  23948. }
  23949. /**
  23950. * Adds a line curve to close the path.
  23951. *
  23952. * @return {CurvePath} A reference to this curve path.
  23953. */
  23954. closePath() {
  23955. // Add a line curve if start and end of lines are not connected
  23956. const startPoint = this.curves[ 0 ].getPoint( 0 );
  23957. const endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  23958. if ( ! startPoint.equals( endPoint ) ) {
  23959. const lineType = ( startPoint.isVector2 === true ) ? 'LineCurve' : 'LineCurve3';
  23960. this.curves.push( new Curves[ lineType ]( endPoint, startPoint ) );
  23961. }
  23962. return this;
  23963. }
  23964. /**
  23965. * This method returns a vector in 2D or 3D space (depending on the curve definitions)
  23966. * for the given interpolation factor.
  23967. *
  23968. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23969. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23970. * @return {?(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  23971. */
  23972. getPoint( t, optionalTarget ) {
  23973. // To get accurate point with reference to
  23974. // entire path distance at time t,
  23975. // following has to be done:
  23976. // 1. Length of each sub path have to be known
  23977. // 2. Locate and identify type of curve
  23978. // 3. Get t for the curve
  23979. // 4. Return curve.getPointAt(t')
  23980. const d = t * this.getLength();
  23981. const curveLengths = this.getCurveLengths();
  23982. let i = 0;
  23983. // To think about boundaries points.
  23984. while ( i < curveLengths.length ) {
  23985. if ( curveLengths[ i ] >= d ) {
  23986. const diff = curveLengths[ i ] - d;
  23987. const curve = this.curves[ i ];
  23988. const segmentLength = curve.getLength();
  23989. const u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  23990. return curve.getPointAt( u, optionalTarget );
  23991. }
  23992. i ++;
  23993. }
  23994. return null;
  23995. // loop where sum != 0, sum > d , sum+1 <d
  23996. }
  23997. getLength() {
  23998. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  23999. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  24000. // getPoint() depends on getLength
  24001. const lens = this.getCurveLengths();
  24002. return lens[ lens.length - 1 ];
  24003. }
  24004. updateArcLengths() {
  24005. // cacheLengths must be recalculated.
  24006. this.needsUpdate = true;
  24007. this.cacheLengths = null;
  24008. this.getCurveLengths();
  24009. }
  24010. /**
  24011. * Returns list of cumulative curve lengths of the defined curves.
  24012. *
  24013. * @return {Array<number>} The curve lengths.
  24014. */
  24015. getCurveLengths() {
  24016. // Compute lengths and cache them
  24017. // We cannot overwrite getLengths() because UtoT mapping uses it.
  24018. // We use cache values if curves and cache array are same length
  24019. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  24020. return this.cacheLengths;
  24021. }
  24022. // Get length of sub-curve
  24023. // Push sums into cached array
  24024. const lengths = [];
  24025. let sums = 0;
  24026. for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
  24027. sums += this.curves[ i ].getLength();
  24028. lengths.push( sums );
  24029. }
  24030. this.cacheLengths = lengths;
  24031. return lengths;
  24032. }
  24033. getSpacedPoints( divisions = 40 ) {
  24034. const points = [];
  24035. for ( let i = 0; i <= divisions; i ++ ) {
  24036. points.push( this.getPoint( i / divisions ) );
  24037. }
  24038. if ( this.autoClose ) {
  24039. points.push( points[ 0 ] );
  24040. }
  24041. return points;
  24042. }
  24043. getPoints( divisions = 12 ) {
  24044. const points = [];
  24045. let last;
  24046. for ( let i = 0, curves = this.curves; i < curves.length; i ++ ) {
  24047. const curve = curves[ i ];
  24048. const resolution = curve.isEllipseCurve ? divisions * 2
  24049. : ( curve.isLineCurve || curve.isLineCurve3 ) ? 1
  24050. : curve.isSplineCurve ? divisions * curve.points.length
  24051. : divisions;
  24052. const pts = curve.getPoints( resolution );
  24053. for ( let j = 0; j < pts.length; j ++ ) {
  24054. const point = pts[ j ];
  24055. if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates
  24056. points.push( point );
  24057. last = point;
  24058. }
  24059. }
  24060. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  24061. points.push( points[ 0 ] );
  24062. }
  24063. return points;
  24064. }
  24065. copy( source ) {
  24066. super.copy( source );
  24067. this.curves = [];
  24068. for ( let i = 0, l = source.curves.length; i < l; i ++ ) {
  24069. const curve = source.curves[ i ];
  24070. this.curves.push( curve.clone() );
  24071. }
  24072. this.autoClose = source.autoClose;
  24073. return this;
  24074. }
  24075. toJSON() {
  24076. const data = super.toJSON();
  24077. data.autoClose = this.autoClose;
  24078. data.curves = [];
  24079. for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
  24080. const curve = this.curves[ i ];
  24081. data.curves.push( curve.toJSON() );
  24082. }
  24083. return data;
  24084. }
  24085. fromJSON( json ) {
  24086. super.fromJSON( json );
  24087. this.autoClose = json.autoClose;
  24088. this.curves = [];
  24089. for ( let i = 0, l = json.curves.length; i < l; i ++ ) {
  24090. const curve = json.curves[ i ];
  24091. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  24092. }
  24093. return this;
  24094. }
  24095. }
  24096. /**
  24097. * A 2D path representation. The class provides methods for creating paths
  24098. * and contours of 2D shapes similar to the 2D Canvas API.
  24099. *
  24100. * ```js
  24101. * const path = new THREE.Path();
  24102. *
  24103. * path.lineTo( 0, 0.8 );
  24104. * path.quadraticCurveTo( 0, 1, 0.2, 1 );
  24105. * path.lineTo( 1, 1 );
  24106. *
  24107. * const points = path.getPoints();
  24108. *
  24109. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24110. * const material = new THREE.LineBasicMaterial( { color: 0xffffff } );
  24111. *
  24112. * const line = new THREE.Line( geometry, material );
  24113. * scene.add( line );
  24114. * ```
  24115. *
  24116. * @augments CurvePath
  24117. */
  24118. class Path extends CurvePath {
  24119. /**
  24120. * Constructs a new path.
  24121. *
  24122. * @param {Array<Vector2>} [points] - An array of 2D points defining the path.
  24123. */
  24124. constructor( points ) {
  24125. super();
  24126. this.type = 'Path';
  24127. /**
  24128. * The current offset of the path. Any new curve added will start here.
  24129. *
  24130. * @type {Vector2}
  24131. */
  24132. this.currentPoint = new Vector2();
  24133. if ( points ) {
  24134. this.setFromPoints( points );
  24135. }
  24136. }
  24137. /**
  24138. * Creates a path from the given list of points. The points are added
  24139. * to the path as instances of {@link LineCurve}.
  24140. *
  24141. * @param {Array<Vector2>} points - An array of 2D points.
  24142. * @return {Path} A reference to this path.
  24143. */
  24144. setFromPoints( points ) {
  24145. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  24146. for ( let i = 1, l = points.length; i < l; i ++ ) {
  24147. this.lineTo( points[ i ].x, points[ i ].y );
  24148. }
  24149. return this;
  24150. }
  24151. /**
  24152. * Moves {@link Path#currentPoint} to the given point.
  24153. *
  24154. * @param {number} x - The x coordinate.
  24155. * @param {number} y - The y coordinate.
  24156. * @return {Path} A reference to this path.
  24157. */
  24158. moveTo( x, y ) {
  24159. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  24160. return this;
  24161. }
  24162. /**
  24163. * Adds an instance of {@link LineCurve} to the path by connecting
  24164. * the current point with the given one.
  24165. *
  24166. * @param {number} x - The x coordinate of the end point.
  24167. * @param {number} y - The y coordinate of the end point.
  24168. * @return {Path} A reference to this path.
  24169. */
  24170. lineTo( x, y ) {
  24171. const curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  24172. this.curves.push( curve );
  24173. this.currentPoint.set( x, y );
  24174. return this;
  24175. }
  24176. /**
  24177. * Adds an instance of {@link QuadraticBezierCurve} to the path by connecting
  24178. * the current point with the given one.
  24179. *
  24180. * @param {number} aCPx - The x coordinate of the control point.
  24181. * @param {number} aCPy - The y coordinate of the control point.
  24182. * @param {number} aX - The x coordinate of the end point.
  24183. * @param {number} aY - The y coordinate of the end point.
  24184. * @return {Path} A reference to this path.
  24185. */
  24186. quadraticCurveTo( aCPx, aCPy, aX, aY ) {
  24187. const curve = new QuadraticBezierCurve(
  24188. this.currentPoint.clone(),
  24189. new Vector2( aCPx, aCPy ),
  24190. new Vector2( aX, aY )
  24191. );
  24192. this.curves.push( curve );
  24193. this.currentPoint.set( aX, aY );
  24194. return this;
  24195. }
  24196. /**
  24197. * Adds an instance of {@link CubicBezierCurve} to the path by connecting
  24198. * the current point with the given one.
  24199. *
  24200. * @param {number} aCP1x - The x coordinate of the first control point.
  24201. * @param {number} aCP1y - The y coordinate of the first control point.
  24202. * @param {number} aCP2x - The x coordinate of the second control point.
  24203. * @param {number} aCP2y - The y coordinate of the second control point.
  24204. * @param {number} aX - The x coordinate of the end point.
  24205. * @param {number} aY - The y coordinate of the end point.
  24206. * @return {Path} A reference to this path.
  24207. */
  24208. bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  24209. const curve = new CubicBezierCurve(
  24210. this.currentPoint.clone(),
  24211. new Vector2( aCP1x, aCP1y ),
  24212. new Vector2( aCP2x, aCP2y ),
  24213. new Vector2( aX, aY )
  24214. );
  24215. this.curves.push( curve );
  24216. this.currentPoint.set( aX, aY );
  24217. return this;
  24218. }
  24219. /**
  24220. * Adds an instance of {@link SplineCurve} to the path by connecting
  24221. * the current point with the given list of points.
  24222. *
  24223. * @param {Array<Vector2>} pts - An array of points in 2D space.
  24224. * @return {Path} A reference to this path.
  24225. */
  24226. splineThru( pts ) {
  24227. const npts = [ this.currentPoint.clone() ].concat( pts );
  24228. const curve = new SplineCurve( npts );
  24229. this.curves.push( curve );
  24230. this.currentPoint.copy( pts[ pts.length - 1 ] );
  24231. return this;
  24232. }
  24233. /**
  24234. * Adds an arc as an instance of {@link EllipseCurve} to the path, positioned relative
  24235. * to the current point.
  24236. *
  24237. * @param {number} [aX=0] - The x coordinate of the center of the arc offsetted from the previous curve.
  24238. * @param {number} [aY=0] - The y coordinate of the center of the arc offsetted from the previous curve.
  24239. * @param {number} [aRadius=1] - The radius of the arc.
  24240. * @param {number} [aStartAngle=0] - The start angle in radians.
  24241. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  24242. * @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not.
  24243. * @return {Path} A reference to this path.
  24244. */
  24245. arc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  24246. const x0 = this.currentPoint.x;
  24247. const y0 = this.currentPoint.y;
  24248. this.absarc( aX + x0, aY + y0, aRadius,
  24249. aStartAngle, aEndAngle, aClockwise );
  24250. return this;
  24251. }
  24252. /**
  24253. * Adds an absolutely positioned arc as an instance of {@link EllipseCurve} to the path.
  24254. *
  24255. * @param {number} [aX=0] - The x coordinate of the center of the arc.
  24256. * @param {number} [aY=0] - The y coordinate of the center of the arc.
  24257. * @param {number} [aRadius=1] - The radius of the arc.
  24258. * @param {number} [aStartAngle=0] - The start angle in radians.
  24259. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  24260. * @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not.
  24261. * @return {Path} A reference to this path.
  24262. */
  24263. absarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  24264. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  24265. return this;
  24266. }
  24267. /**
  24268. * Adds an ellipse as an instance of {@link EllipseCurve} to the path, positioned relative
  24269. * to the current point
  24270. *
  24271. * @param {number} [aX=0] - The x coordinate of the center of the ellipse offsetted from the previous curve.
  24272. * @param {number} [aY=0] - The y coordinate of the center of the ellipse offsetted from the previous curve.
  24273. * @param {number} [xRadius=1] - The radius of the ellipse in the x axis.
  24274. * @param {number} [yRadius=1] - The radius of the ellipse in the y axis.
  24275. * @param {number} [aStartAngle=0] - The start angle in radians.
  24276. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  24277. * @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not.
  24278. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  24279. * @return {Path} A reference to this path.
  24280. */
  24281. ellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  24282. const x0 = this.currentPoint.x;
  24283. const y0 = this.currentPoint.y;
  24284. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  24285. return this;
  24286. }
  24287. /**
  24288. * Adds an absolutely positioned ellipse as an instance of {@link EllipseCurve} to the path.
  24289. *
  24290. * @param {number} [aX=0] - The x coordinate of the absolute center of the ellipse.
  24291. * @param {number} [aY=0] - The y coordinate of the absolute center of the ellipse.
  24292. * @param {number} [xRadius=1] - The radius of the ellipse in the x axis.
  24293. * @param {number} [yRadius=1] - The radius of the ellipse in the y axis.
  24294. * @param {number} [aStartAngle=0] - The start angle in radians.
  24295. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  24296. * @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not.
  24297. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  24298. * @return {Path} A reference to this path.
  24299. */
  24300. absellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  24301. const curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  24302. if ( this.curves.length > 0 ) {
  24303. // if a previous curve is present, attempt to join
  24304. const firstPoint = curve.getPoint( 0 );
  24305. if ( ! firstPoint.equals( this.currentPoint ) ) {
  24306. this.lineTo( firstPoint.x, firstPoint.y );
  24307. }
  24308. }
  24309. this.curves.push( curve );
  24310. const lastPoint = curve.getPoint( 1 );
  24311. this.currentPoint.copy( lastPoint );
  24312. return this;
  24313. }
  24314. copy( source ) {
  24315. super.copy( source );
  24316. this.currentPoint.copy( source.currentPoint );
  24317. return this;
  24318. }
  24319. toJSON() {
  24320. const data = super.toJSON();
  24321. data.currentPoint = this.currentPoint.toArray();
  24322. return data;
  24323. }
  24324. fromJSON( json ) {
  24325. super.fromJSON( json );
  24326. this.currentPoint.fromArray( json.currentPoint );
  24327. return this;
  24328. }
  24329. }
  24330. /**
  24331. * Defines an arbitrary 2d shape plane using paths with optional holes. It
  24332. * can be used with {@link ExtrudeGeometry}, {@link ShapeGeometry}, to get
  24333. * points, or to get triangulated faces.
  24334. *
  24335. * ```js
  24336. * const heartShape = new THREE.Shape();
  24337. *
  24338. * heartShape.moveTo( 25, 25 );
  24339. * heartShape.bezierCurveTo( 25, 25, 20, 0, 0, 0 );
  24340. * heartShape.bezierCurveTo( - 30, 0, - 30, 35, - 30, 35 );
  24341. * heartShape.bezierCurveTo( - 30, 55, - 10, 77, 25, 95 );
  24342. * heartShape.bezierCurveTo( 60, 77, 80, 55, 80, 35 );
  24343. * heartShape.bezierCurveTo( 80, 35, 80, 0, 50, 0 );
  24344. * heartShape.bezierCurveTo( 35, 0, 25, 25, 25, 25 );
  24345. *
  24346. * const extrudeSettings = {
  24347. * depth: 8,
  24348. * bevelEnabled: true,
  24349. * bevelSegments: 2,
  24350. * steps: 2,
  24351. * bevelSize: 1,
  24352. * bevelThickness: 1
  24353. * };
  24354. *
  24355. * const geometry = new THREE.ExtrudeGeometry( heartShape, extrudeSettings );
  24356. * const mesh = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial() );
  24357. * ```
  24358. *
  24359. * @augments Path
  24360. */
  24361. class Shape extends Path {
  24362. /**
  24363. * Constructs a new shape.
  24364. *
  24365. * @param {Array<Vector2>} [points] - An array of 2D points defining the shape.
  24366. */
  24367. constructor( points ) {
  24368. super( points );
  24369. /**
  24370. * The UUID of the shape.
  24371. *
  24372. * @type {string}
  24373. * @readonly
  24374. */
  24375. this.uuid = generateUUID();
  24376. this.type = 'Shape';
  24377. /**
  24378. * Defines the holes in the shape. Hole definitions must use the
  24379. * opposite winding order (CW/CCW) than the outer shape.
  24380. *
  24381. * @type {Array<Path>}
  24382. * @readonly
  24383. */
  24384. this.holes = [];
  24385. }
  24386. /**
  24387. * Returns an array representing each contour of the holes
  24388. * as a list of 2D points.
  24389. *
  24390. * @param {number} divisions - The fineness of the result.
  24391. * @return {Array<Array<Vector2>>} The holes as a series of 2D points.
  24392. */
  24393. getPointsHoles( divisions ) {
  24394. const holesPts = [];
  24395. for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
  24396. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  24397. }
  24398. return holesPts;
  24399. }
  24400. // get points of shape and holes (keypoints based on segments parameter)
  24401. /**
  24402. * Returns an object that holds contour data for the shape and its holes as
  24403. * arrays of 2D points.
  24404. *
  24405. * @param {number} divisions - The fineness of the result.
  24406. * @return {{shape:Array<Vector2>,holes:Array<Array<Vector2>>}} An object with contour data.
  24407. */
  24408. extractPoints( divisions ) {
  24409. return {
  24410. shape: this.getPoints( divisions ),
  24411. holes: this.getPointsHoles( divisions )
  24412. };
  24413. }
  24414. copy( source ) {
  24415. super.copy( source );
  24416. this.holes = [];
  24417. for ( let i = 0, l = source.holes.length; i < l; i ++ ) {
  24418. const hole = source.holes[ i ];
  24419. this.holes.push( hole.clone() );
  24420. }
  24421. return this;
  24422. }
  24423. toJSON() {
  24424. const data = super.toJSON();
  24425. data.uuid = this.uuid;
  24426. data.holes = [];
  24427. for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
  24428. const hole = this.holes[ i ];
  24429. data.holes.push( hole.toJSON() );
  24430. }
  24431. return data;
  24432. }
  24433. fromJSON( json ) {
  24434. super.fromJSON( json );
  24435. this.uuid = json.uuid;
  24436. this.holes = [];
  24437. for ( let i = 0, l = json.holes.length; i < l; i ++ ) {
  24438. const hole = json.holes[ i ];
  24439. this.holes.push( new Path().fromJSON( hole ) );
  24440. }
  24441. return this;
  24442. }
  24443. }
  24444. /* eslint-disable */
  24445. // copy of mapbox/earcut version 3.0.2
  24446. // https://github.com/mapbox/earcut/tree/v3.0.2
  24447. function earcut(data, holeIndices, dim = 2) {
  24448. const hasHoles = holeIndices && holeIndices.length;
  24449. const outerLen = hasHoles ? holeIndices[0] * dim : data.length;
  24450. let outerNode = linkedList(data, 0, outerLen, dim, true);
  24451. const triangles = [];
  24452. if (!outerNode || outerNode.next === outerNode.prev) return triangles;
  24453. let minX, minY, invSize;
  24454. if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim);
  24455. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  24456. if (data.length > 80 * dim) {
  24457. minX = data[0];
  24458. minY = data[1];
  24459. let maxX = minX;
  24460. let maxY = minY;
  24461. for (let i = dim; i < outerLen; i += dim) {
  24462. const x = data[i];
  24463. const y = data[i + 1];
  24464. if (x < minX) minX = x;
  24465. if (y < minY) minY = y;
  24466. if (x > maxX) maxX = x;
  24467. if (y > maxY) maxY = y;
  24468. }
  24469. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  24470. invSize = Math.max(maxX - minX, maxY - minY);
  24471. invSize = invSize !== 0 ? 32767 / invSize : 0;
  24472. }
  24473. earcutLinked(outerNode, triangles, dim, minX, minY, invSize, 0);
  24474. return triangles;
  24475. }
  24476. // create a circular doubly linked list from polygon points in the specified winding order
  24477. function linkedList(data, start, end, dim, clockwise) {
  24478. let last;
  24479. if (clockwise === (signedArea(data, start, end, dim) > 0)) {
  24480. for (let i = start; i < end; i += dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last);
  24481. } else {
  24482. for (let i = end - dim; i >= start; i -= dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last);
  24483. }
  24484. if (last && equals(last, last.next)) {
  24485. removeNode(last);
  24486. last = last.next;
  24487. }
  24488. return last;
  24489. }
  24490. // eliminate colinear or duplicate points
  24491. function filterPoints(start, end) {
  24492. if (!start) return start;
  24493. if (!end) end = start;
  24494. let p = start,
  24495. again;
  24496. do {
  24497. again = false;
  24498. if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {
  24499. removeNode(p);
  24500. p = end = p.prev;
  24501. if (p === p.next) break;
  24502. again = true;
  24503. } else {
  24504. p = p.next;
  24505. }
  24506. } while (again || p !== end);
  24507. return end;
  24508. }
  24509. // main ear slicing loop which triangulates a polygon (given as a linked list)
  24510. function earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) {
  24511. if (!ear) return;
  24512. // interlink polygon nodes in z-order
  24513. if (!pass && invSize) indexCurve(ear, minX, minY, invSize);
  24514. let stop = ear;
  24515. // iterate through ears, slicing them one by one
  24516. while (ear.prev !== ear.next) {
  24517. const prev = ear.prev;
  24518. const next = ear.next;
  24519. if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) {
  24520. triangles.push(prev.i, ear.i, next.i); // cut off the triangle
  24521. removeNode(ear);
  24522. // skipping the next vertex leads to less sliver triangles
  24523. ear = next.next;
  24524. stop = next.next;
  24525. continue;
  24526. }
  24527. ear = next;
  24528. // if we looped through the whole remaining polygon and can't find any more ears
  24529. if (ear === stop) {
  24530. // try filtering points and slicing again
  24531. if (!pass) {
  24532. earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1);
  24533. // if this didn't work, try curing all small self-intersections locally
  24534. } else if (pass === 1) {
  24535. ear = cureLocalIntersections(filterPoints(ear), triangles);
  24536. earcutLinked(ear, triangles, dim, minX, minY, invSize, 2);
  24537. // as a last resort, try splitting the remaining polygon into two
  24538. } else if (pass === 2) {
  24539. splitEarcut(ear, triangles, dim, minX, minY, invSize);
  24540. }
  24541. break;
  24542. }
  24543. }
  24544. }
  24545. // check whether a polygon node forms a valid ear with adjacent nodes
  24546. function isEar(ear) {
  24547. const a = ear.prev,
  24548. b = ear,
  24549. c = ear.next;
  24550. if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
  24551. // now make sure we don't have other points inside the potential ear
  24552. const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
  24553. // triangle bbox
  24554. const x0 = Math.min(ax, bx, cx),
  24555. y0 = Math.min(ay, by, cy),
  24556. x1 = Math.max(ax, bx, cx),
  24557. y1 = Math.max(ay, by, cy);
  24558. let p = c.next;
  24559. while (p !== a) {
  24560. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 &&
  24561. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) &&
  24562. area(p.prev, p, p.next) >= 0) return false;
  24563. p = p.next;
  24564. }
  24565. return true;
  24566. }
  24567. function isEarHashed(ear, minX, minY, invSize) {
  24568. const a = ear.prev,
  24569. b = ear,
  24570. c = ear.next;
  24571. if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
  24572. const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
  24573. // triangle bbox
  24574. const x0 = Math.min(ax, bx, cx),
  24575. y0 = Math.min(ay, by, cy),
  24576. x1 = Math.max(ax, bx, cx),
  24577. y1 = Math.max(ay, by, cy);
  24578. // z-order range for the current triangle bbox;
  24579. const minZ = zOrder(x0, y0, minX, minY, invSize),
  24580. maxZ = zOrder(x1, y1, minX, minY, invSize);
  24581. let p = ear.prevZ,
  24582. n = ear.nextZ;
  24583. // look for points inside the triangle in both directions
  24584. while (p && p.z >= minZ && n && n.z <= maxZ) {
  24585. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
  24586. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
  24587. p = p.prevZ;
  24588. if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
  24589. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
  24590. n = n.nextZ;
  24591. }
  24592. // look for remaining points in decreasing z-order
  24593. while (p && p.z >= minZ) {
  24594. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
  24595. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
  24596. p = p.prevZ;
  24597. }
  24598. // look for remaining points in increasing z-order
  24599. while (n && n.z <= maxZ) {
  24600. if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
  24601. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
  24602. n = n.nextZ;
  24603. }
  24604. return true;
  24605. }
  24606. // go through all polygon nodes and cure small local self-intersections
  24607. function cureLocalIntersections(start, triangles) {
  24608. let p = start;
  24609. do {
  24610. const a = p.prev,
  24611. b = p.next.next;
  24612. if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {
  24613. triangles.push(a.i, p.i, b.i);
  24614. // remove two nodes involved
  24615. removeNode(p);
  24616. removeNode(p.next);
  24617. p = start = b;
  24618. }
  24619. p = p.next;
  24620. } while (p !== start);
  24621. return filterPoints(p);
  24622. }
  24623. // try splitting polygon into two and triangulate them independently
  24624. function splitEarcut(start, triangles, dim, minX, minY, invSize) {
  24625. // look for a valid diagonal that divides the polygon into two
  24626. let a = start;
  24627. do {
  24628. let b = a.next.next;
  24629. while (b !== a.prev) {
  24630. if (a.i !== b.i && isValidDiagonal(a, b)) {
  24631. // split the polygon in two by the diagonal
  24632. let c = splitPolygon(a, b);
  24633. // filter colinear points around the cuts
  24634. a = filterPoints(a, a.next);
  24635. c = filterPoints(c, c.next);
  24636. // run earcut on each half
  24637. earcutLinked(a, triangles, dim, minX, minY, invSize, 0);
  24638. earcutLinked(c, triangles, dim, minX, minY, invSize, 0);
  24639. return;
  24640. }
  24641. b = b.next;
  24642. }
  24643. a = a.next;
  24644. } while (a !== start);
  24645. }
  24646. // link every hole into the outer loop, producing a single-ring polygon without holes
  24647. function eliminateHoles(data, holeIndices, outerNode, dim) {
  24648. const queue = [];
  24649. for (let i = 0, len = holeIndices.length; i < len; i++) {
  24650. const start = holeIndices[i] * dim;
  24651. const end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
  24652. const list = linkedList(data, start, end, dim, false);
  24653. if (list === list.next) list.steiner = true;
  24654. queue.push(getLeftmost(list));
  24655. }
  24656. queue.sort(compareXYSlope);
  24657. // process holes from left to right
  24658. for (let i = 0; i < queue.length; i++) {
  24659. outerNode = eliminateHole(queue[i], outerNode);
  24660. }
  24661. return outerNode;
  24662. }
  24663. function compareXYSlope(a, b) {
  24664. let result = a.x - b.x;
  24665. // when the left-most point of 2 holes meet at a vertex, sort the holes counterclockwise so that when we find
  24666. // the bridge to the outer shell is always the point that they meet at.
  24667. if (result === 0) {
  24668. result = a.y - b.y;
  24669. if (result === 0) {
  24670. const aSlope = (a.next.y - a.y) / (a.next.x - a.x);
  24671. const bSlope = (b.next.y - b.y) / (b.next.x - b.x);
  24672. result = aSlope - bSlope;
  24673. }
  24674. }
  24675. return result;
  24676. }
  24677. // find a bridge between vertices that connects hole with an outer ring and link it
  24678. function eliminateHole(hole, outerNode) {
  24679. const bridge = findHoleBridge(hole, outerNode);
  24680. if (!bridge) {
  24681. return outerNode;
  24682. }
  24683. const bridgeReverse = splitPolygon(bridge, hole);
  24684. // filter collinear points around the cuts
  24685. filterPoints(bridgeReverse, bridgeReverse.next);
  24686. return filterPoints(bridge, bridge.next);
  24687. }
  24688. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  24689. function findHoleBridge(hole, outerNode) {
  24690. let p = outerNode;
  24691. const hx = hole.x;
  24692. const hy = hole.y;
  24693. let qx = -Infinity;
  24694. let m;
  24695. // find a segment intersected by a ray from the hole's leftmost point to the left;
  24696. // segment's endpoint with lesser x will be potential connection point
  24697. // unless they intersect at a vertex, then choose the vertex
  24698. if (equals(hole, p)) return p;
  24699. do {
  24700. if (equals(hole, p.next)) return p.next;
  24701. else if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {
  24702. const x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);
  24703. if (x <= hx && x > qx) {
  24704. qx = x;
  24705. m = p.x < p.next.x ? p : p.next;
  24706. if (x === hx) return m; // hole touches outer segment; pick leftmost endpoint
  24707. }
  24708. }
  24709. p = p.next;
  24710. } while (p !== outerNode);
  24711. if (!m) return null;
  24712. // look for points inside the triangle of hole point, segment intersection and endpoint;
  24713. // if there are no points found, we have a valid connection;
  24714. // otherwise choose the point of the minimum angle with the ray as connection point
  24715. const stop = m;
  24716. const mx = m.x;
  24717. const my = m.y;
  24718. let tanMin = Infinity;
  24719. p = m;
  24720. do {
  24721. if (hx >= p.x && p.x >= mx && hx !== p.x &&
  24722. pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {
  24723. const tan = Math.abs(hy - p.y) / (hx - p.x); // tangential
  24724. if (locallyInside(p, hole) &&
  24725. (tan < tanMin || (tan === tanMin && (p.x > m.x || (p.x === m.x && sectorContainsSector(m, p)))))) {
  24726. m = p;
  24727. tanMin = tan;
  24728. }
  24729. }
  24730. p = p.next;
  24731. } while (p !== stop);
  24732. return m;
  24733. }
  24734. // whether sector in vertex m contains sector in vertex p in the same coordinates
  24735. function sectorContainsSector(m, p) {
  24736. return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0;
  24737. }
  24738. // interlink polygon nodes in z-order
  24739. function indexCurve(start, minX, minY, invSize) {
  24740. let p = start;
  24741. do {
  24742. if (p.z === 0) p.z = zOrder(p.x, p.y, minX, minY, invSize);
  24743. p.prevZ = p.prev;
  24744. p.nextZ = p.next;
  24745. p = p.next;
  24746. } while (p !== start);
  24747. p.prevZ.nextZ = null;
  24748. p.prevZ = null;
  24749. sortLinked(p);
  24750. }
  24751. // Simon Tatham's linked list merge sort algorithm
  24752. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  24753. function sortLinked(list) {
  24754. let numMerges;
  24755. let inSize = 1;
  24756. do {
  24757. let p = list;
  24758. let e;
  24759. list = null;
  24760. let tail = null;
  24761. numMerges = 0;
  24762. while (p) {
  24763. numMerges++;
  24764. let q = p;
  24765. let pSize = 0;
  24766. for (let i = 0; i < inSize; i++) {
  24767. pSize++;
  24768. q = q.nextZ;
  24769. if (!q) break;
  24770. }
  24771. let qSize = inSize;
  24772. while (pSize > 0 || (qSize > 0 && q)) {
  24773. if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) {
  24774. e = p;
  24775. p = p.nextZ;
  24776. pSize--;
  24777. } else {
  24778. e = q;
  24779. q = q.nextZ;
  24780. qSize--;
  24781. }
  24782. if (tail) tail.nextZ = e;
  24783. else list = e;
  24784. e.prevZ = tail;
  24785. tail = e;
  24786. }
  24787. p = q;
  24788. }
  24789. tail.nextZ = null;
  24790. inSize *= 2;
  24791. } while (numMerges > 1);
  24792. return list;
  24793. }
  24794. // z-order of a point given coords and inverse of the longer side of data bbox
  24795. function zOrder(x, y, minX, minY, invSize) {
  24796. // coords are transformed into non-negative 15-bit integer range
  24797. x = (x - minX) * invSize | 0;
  24798. y = (y - minY) * invSize | 0;
  24799. x = (x | (x << 8)) & 0x00FF00FF;
  24800. x = (x | (x << 4)) & 0x0F0F0F0F;
  24801. x = (x | (x << 2)) & 0x33333333;
  24802. x = (x | (x << 1)) & 0x55555555;
  24803. y = (y | (y << 8)) & 0x00FF00FF;
  24804. y = (y | (y << 4)) & 0x0F0F0F0F;
  24805. y = (y | (y << 2)) & 0x33333333;
  24806. y = (y | (y << 1)) & 0x55555555;
  24807. return x | (y << 1);
  24808. }
  24809. // find the leftmost node of a polygon ring
  24810. function getLeftmost(start) {
  24811. let p = start,
  24812. leftmost = start;
  24813. do {
  24814. if (p.x < leftmost.x || (p.x === leftmost.x && p.y < leftmost.y)) leftmost = p;
  24815. p = p.next;
  24816. } while (p !== start);
  24817. return leftmost;
  24818. }
  24819. // check if a point lies within a convex triangle
  24820. function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {
  24821. return (cx - px) * (ay - py) >= (ax - px) * (cy - py) &&
  24822. (ax - px) * (by - py) >= (bx - px) * (ay - py) &&
  24823. (bx - px) * (cy - py) >= (cx - px) * (by - py);
  24824. }
  24825. // check if a point lies within a convex triangle but false if its equal to the first point of the triangle
  24826. function pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, px, py) {
  24827. return !(ax === px && ay === py) && pointInTriangle(ax, ay, bx, by, cx, cy, px, py);
  24828. }
  24829. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  24830. function isValidDiagonal(a, b) {
  24831. return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && // doesn't intersect other edges
  24832. (locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && // locally visible
  24833. (area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors
  24834. equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case
  24835. }
  24836. // signed area of a triangle
  24837. function area(p, q, r) {
  24838. return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);
  24839. }
  24840. // check if two points are equal
  24841. function equals(p1, p2) {
  24842. return p1.x === p2.x && p1.y === p2.y;
  24843. }
  24844. // check if two segments intersect
  24845. function intersects(p1, q1, p2, q2) {
  24846. const o1 = sign(area(p1, q1, p2));
  24847. const o2 = sign(area(p1, q1, q2));
  24848. const o3 = sign(area(p2, q2, p1));
  24849. const o4 = sign(area(p2, q2, q1));
  24850. if (o1 !== o2 && o3 !== o4) return true; // general case
  24851. if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1
  24852. if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1
  24853. if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2
  24854. if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2
  24855. return false;
  24856. }
  24857. // for collinear points p, q, r, check if point q lies on segment pr
  24858. function onSegment(p, q, r) {
  24859. 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);
  24860. }
  24861. function sign(num) {
  24862. return num > 0 ? 1 : num < 0 ? -1 : 0;
  24863. }
  24864. // check if a polygon diagonal intersects any polygon segments
  24865. function intersectsPolygon(a, b) {
  24866. let p = a;
  24867. do {
  24868. if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  24869. intersects(p, p.next, a, b)) return true;
  24870. p = p.next;
  24871. } while (p !== a);
  24872. return false;
  24873. }
  24874. // check if a polygon diagonal is locally inside the polygon
  24875. function locallyInside(a, b) {
  24876. return area(a.prev, a, a.next) < 0 ?
  24877. area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 :
  24878. area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;
  24879. }
  24880. // check if the middle point of a polygon diagonal is inside the polygon
  24881. function middleInside(a, b) {
  24882. let p = a;
  24883. let inside = false;
  24884. const px = (a.x + b.x) / 2;
  24885. const py = (a.y + b.y) / 2;
  24886. do {
  24887. if (((p.y > py) !== (p.next.y > py)) && p.next.y !== p.y &&
  24888. (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))
  24889. inside = !inside;
  24890. p = p.next;
  24891. } while (p !== a);
  24892. return inside;
  24893. }
  24894. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  24895. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  24896. function splitPolygon(a, b) {
  24897. const a2 = createNode(a.i, a.x, a.y),
  24898. b2 = createNode(b.i, b.x, b.y),
  24899. an = a.next,
  24900. bp = b.prev;
  24901. a.next = b;
  24902. b.prev = a;
  24903. a2.next = an;
  24904. an.prev = a2;
  24905. b2.next = a2;
  24906. a2.prev = b2;
  24907. bp.next = b2;
  24908. b2.prev = bp;
  24909. return b2;
  24910. }
  24911. // create a node and optionally link it with previous one (in a circular doubly linked list)
  24912. function insertNode(i, x, y, last) {
  24913. const p = createNode(i, x, y);
  24914. if (!last) {
  24915. p.prev = p;
  24916. p.next = p;
  24917. } else {
  24918. p.next = last.next;
  24919. p.prev = last;
  24920. last.next.prev = p;
  24921. last.next = p;
  24922. }
  24923. return p;
  24924. }
  24925. function removeNode(p) {
  24926. p.next.prev = p.prev;
  24927. p.prev.next = p.next;
  24928. if (p.prevZ) p.prevZ.nextZ = p.nextZ;
  24929. if (p.nextZ) p.nextZ.prevZ = p.prevZ;
  24930. }
  24931. function createNode(i, x, y) {
  24932. return {
  24933. i, // vertex index in coordinates array
  24934. x, y, // vertex coordinates
  24935. prev: null, // previous and next vertex nodes in a polygon ring
  24936. next: null,
  24937. z: 0, // z-order curve value
  24938. prevZ: null, // previous and next nodes in z-order
  24939. nextZ: null,
  24940. steiner: false // indicates whether this is a steiner point
  24941. };
  24942. }
  24943. function signedArea(data, start, end, dim) {
  24944. let sum = 0;
  24945. for (let i = start, j = end - dim; i < end; i += dim) {
  24946. sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);
  24947. j = i;
  24948. }
  24949. return sum;
  24950. }
  24951. /**
  24952. * An implementation of the earcut polygon triangulation algorithm.
  24953. * The code is a port of [mapbox/earcut](https://github.com/mapbox/earcut).
  24954. *
  24955. * @see https://github.com/mapbox/earcut
  24956. */
  24957. class Earcut {
  24958. /**
  24959. * Triangulates the given shape definition by returning an array of triangles.
  24960. *
  24961. * @param {Array<number>} data - An array with 2D points.
  24962. * @param {Array<number>} holeIndices - An array with indices defining holes.
  24963. * @param {number} [dim=2] - The number of coordinates per vertex in the input array.
  24964. * @return {Array<number>} An array representing the triangulated faces. Each face is defined by three consecutive numbers
  24965. * representing vertex indices.
  24966. */
  24967. static triangulate( data, holeIndices, dim = 2 ) {
  24968. return earcut( data, holeIndices, dim );
  24969. }
  24970. }
  24971. /**
  24972. * A class containing utility functions for shapes.
  24973. *
  24974. * @hideconstructor
  24975. */
  24976. class ShapeUtils {
  24977. /**
  24978. * Calculate area of a ( 2D ) contour polygon.
  24979. *
  24980. * @param {Array<Vector2>} contour - An array of 2D points.
  24981. * @return {number} The area.
  24982. */
  24983. static area( contour ) {
  24984. const n = contour.length;
  24985. let a = 0.0;
  24986. for ( let p = n - 1, q = 0; q < n; p = q ++ ) {
  24987. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  24988. }
  24989. return a * 0.5;
  24990. }
  24991. /**
  24992. * Returns `true` if the given contour uses a clockwise winding order.
  24993. *
  24994. * @param {Array<Vector2>} pts - An array of 2D points defining a polygon.
  24995. * @return {boolean} Whether the given contour uses a clockwise winding order or not.
  24996. */
  24997. static isClockWise( pts ) {
  24998. return ShapeUtils.area( pts ) < 0;
  24999. }
  25000. /**
  25001. * Triangulates the given shape definition.
  25002. *
  25003. * @param {Array<Vector2>} contour - An array of 2D points defining the contour.
  25004. * @param {Array<Array<Vector2>>} holes - An array that holds arrays of 2D points defining the holes.
  25005. * @return {Array<Array<number>>} An array that holds for each face definition an array with three indices.
  25006. */
  25007. static triangulateShape( contour, holes ) {
  25008. const vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  25009. const holeIndices = []; // array of hole indices
  25010. const faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  25011. removeDupEndPts( contour );
  25012. addContour( vertices, contour );
  25013. //
  25014. let holeIndex = contour.length;
  25015. holes.forEach( removeDupEndPts );
  25016. for ( let i = 0; i < holes.length; i ++ ) {
  25017. holeIndices.push( holeIndex );
  25018. holeIndex += holes[ i ].length;
  25019. addContour( vertices, holes[ i ] );
  25020. }
  25021. //
  25022. const triangles = Earcut.triangulate( vertices, holeIndices );
  25023. //
  25024. for ( let i = 0; i < triangles.length; i += 3 ) {
  25025. faces.push( triangles.slice( i, i + 3 ) );
  25026. }
  25027. return faces;
  25028. }
  25029. }
  25030. function removeDupEndPts( points ) {
  25031. const l = points.length;
  25032. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  25033. points.pop();
  25034. }
  25035. }
  25036. function addContour( vertices, contour ) {
  25037. for ( let i = 0; i < contour.length; i ++ ) {
  25038. vertices.push( contour[ i ].x );
  25039. vertices.push( contour[ i ].y );
  25040. }
  25041. }
  25042. /**
  25043. * Creates extruded geometry from a path shape.
  25044. *
  25045. * ```js
  25046. * const length = 12, width = 8;
  25047. *
  25048. * const shape = new THREE.Shape();
  25049. * shape.moveTo( 0,0 );
  25050. * shape.lineTo( 0, width );
  25051. * shape.lineTo( length, width );
  25052. * shape.lineTo( length, 0 );
  25053. * shape.lineTo( 0, 0 );
  25054. *
  25055. * const geometry = new THREE.ExtrudeGeometry( shape );
  25056. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  25057. * const mesh = new THREE.Mesh( geometry, material ) ;
  25058. * scene.add( mesh );
  25059. * ```
  25060. *
  25061. * @augments BufferGeometry
  25062. * @demo scenes/geometry-browser.html#ExtrudeGeometry
  25063. */
  25064. class ExtrudeGeometry extends BufferGeometry {
  25065. /**
  25066. * Constructs a new extrude geometry.
  25067. *
  25068. * @param {Shape|Array<Shape>} [shapes] - A shape or an array of shapes.
  25069. * @param {ExtrudeGeometry~Options} [options] - The extrude settings.
  25070. */
  25071. 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 = {} ) {
  25072. super();
  25073. this.type = 'ExtrudeGeometry';
  25074. /**
  25075. * Holds the constructor parameters that have been
  25076. * used to generate the geometry. Any modification
  25077. * after instantiation does not change the geometry.
  25078. *
  25079. * @type {Object}
  25080. */
  25081. this.parameters = {
  25082. shapes: shapes,
  25083. options: options
  25084. };
  25085. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  25086. const scope = this;
  25087. const verticesArray = [];
  25088. const uvArray = [];
  25089. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  25090. const shape = shapes[ i ];
  25091. addShape( shape );
  25092. }
  25093. // build geometry
  25094. this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  25095. this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  25096. this.computeVertexNormals();
  25097. // functions
  25098. function addShape( shape ) {
  25099. const placeholder = [];
  25100. // options
  25101. const curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  25102. const steps = options.steps !== undefined ? options.steps : 1;
  25103. const depth = options.depth !== undefined ? options.depth : 1;
  25104. let bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  25105. let bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 0.2;
  25106. let bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 0.1;
  25107. let bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  25108. let bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  25109. const extrudePath = options.extrudePath;
  25110. const uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  25111. //
  25112. let extrudePts, extrudeByPath = false;
  25113. let splineTube, binormal, normal, position2;
  25114. if ( extrudePath ) {
  25115. extrudePts = extrudePath.getSpacedPoints( steps );
  25116. extrudeByPath = true;
  25117. bevelEnabled = false; // bevels not supported for path extrusion
  25118. // SETUP TNB variables
  25119. const isClosed = extrudePath.isCatmullRomCurve3 ? extrudePath.closed : false;
  25120. splineTube = extrudePath.computeFrenetFrames( steps, isClosed );
  25121. // log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  25122. binormal = new Vector3();
  25123. normal = new Vector3();
  25124. position2 = new Vector3();
  25125. }
  25126. // Safeguards if bevels are not enabled
  25127. if ( ! bevelEnabled ) {
  25128. bevelSegments = 0;
  25129. bevelThickness = 0;
  25130. bevelSize = 0;
  25131. bevelOffset = 0;
  25132. }
  25133. // Variables initialization
  25134. const shapePoints = shape.extractPoints( curveSegments );
  25135. let vertices = shapePoints.shape;
  25136. const holes = shapePoints.holes;
  25137. const reverse = ! ShapeUtils.isClockWise( vertices );
  25138. if ( reverse ) {
  25139. vertices = vertices.reverse();
  25140. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  25141. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  25142. const ahole = holes[ h ];
  25143. if ( ShapeUtils.isClockWise( ahole ) ) {
  25144. holes[ h ] = ahole.reverse();
  25145. }
  25146. }
  25147. }
  25148. /**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.
  25149. * @param {Array<Vector2>} points
  25150. */
  25151. function mergeOverlappingPoints( points ) {
  25152. const THRESHOLD = 1e-10;
  25153. const THRESHOLD_SQ = THRESHOLD * THRESHOLD;
  25154. let prevPos = points[ 0 ];
  25155. for ( let i = 1; i <= points.length; i ++ ) {
  25156. const currentIndex = i % points.length;
  25157. const currentPos = points[ currentIndex ];
  25158. const dx = currentPos.x - prevPos.x;
  25159. const dy = currentPos.y - prevPos.y;
  25160. const distSq = dx * dx + dy * dy;
  25161. const scalingFactorSqrt = Math.max(
  25162. Math.abs( currentPos.x ),
  25163. Math.abs( currentPos.y ),
  25164. Math.abs( prevPos.x ),
  25165. Math.abs( prevPos.y )
  25166. );
  25167. const thresholdSqScaled = THRESHOLD_SQ * scalingFactorSqrt * scalingFactorSqrt;
  25168. if ( distSq <= thresholdSqScaled ) {
  25169. points.splice( currentIndex, 1 );
  25170. i --;
  25171. continue;
  25172. }
  25173. prevPos = currentPos;
  25174. }
  25175. }
  25176. mergeOverlappingPoints( vertices );
  25177. holes.forEach( mergeOverlappingPoints );
  25178. const numHoles = holes.length;
  25179. /* Vertices */
  25180. const contour = vertices; // vertices has all points but contour has only points of circumference
  25181. for ( let h = 0; h < numHoles; h ++ ) {
  25182. const ahole = holes[ h ];
  25183. vertices = vertices.concat( ahole );
  25184. }
  25185. function scalePt2( pt, vec, size ) {
  25186. if ( ! vec ) error( 'ExtrudeGeometry: vec does not exist' );
  25187. return pt.clone().addScaledVector( vec, size );
  25188. }
  25189. const vlen = vertices.length;
  25190. // Find directions for point movement
  25191. function getBevelVec( inPt, inPrev, inNext ) {
  25192. // computes for inPt the corresponding point inPt' on a new contour
  25193. // shifted by 1 unit (length of normalized vector) to the left
  25194. // if we walk along contour clockwise, this new contour is outside the old one
  25195. //
  25196. // inPt' is the intersection of the two lines parallel to the two
  25197. // adjacent edges of inPt at a distance of 1 unit on the left side.
  25198. let v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  25199. // good reading for geometry algorithms (here: line-line intersection)
  25200. // http://geomalgorithms.com/a05-_intersect-1.html
  25201. const v_prev_x = inPt.x - inPrev.x,
  25202. v_prev_y = inPt.y - inPrev.y;
  25203. const v_next_x = inNext.x - inPt.x,
  25204. v_next_y = inNext.y - inPt.y;
  25205. const v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  25206. // check for collinear edges
  25207. const collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  25208. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  25209. // not collinear
  25210. // length of vectors for normalizing
  25211. const v_prev_len = Math.sqrt( v_prev_lensq );
  25212. const v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  25213. // shift adjacent points by unit vectors to the left
  25214. const ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  25215. const ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  25216. const ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  25217. const ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  25218. // scaling factor for v_prev to intersection point
  25219. const sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  25220. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  25221. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  25222. // vector from inPt to intersection point
  25223. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  25224. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  25225. // Don't normalize!, otherwise sharp corners become ugly
  25226. // but prevent crazy spikes
  25227. const v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  25228. if ( v_trans_lensq <= 2 ) {
  25229. return new Vector2( v_trans_x, v_trans_y );
  25230. } else {
  25231. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  25232. }
  25233. } else {
  25234. // handle special case of collinear edges
  25235. let direction_eq = false; // assumes: opposite
  25236. if ( v_prev_x > Number.EPSILON ) {
  25237. if ( v_next_x > Number.EPSILON ) {
  25238. direction_eq = true;
  25239. }
  25240. } else {
  25241. if ( v_prev_x < - Number.EPSILON ) {
  25242. if ( v_next_x < - Number.EPSILON ) {
  25243. direction_eq = true;
  25244. }
  25245. } else {
  25246. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  25247. direction_eq = true;
  25248. }
  25249. }
  25250. }
  25251. if ( direction_eq ) {
  25252. // log("Warning: lines are a straight sequence");
  25253. v_trans_x = - v_prev_y;
  25254. v_trans_y = v_prev_x;
  25255. shrink_by = Math.sqrt( v_prev_lensq );
  25256. } else {
  25257. // log("Warning: lines are a straight spike");
  25258. v_trans_x = v_prev_x;
  25259. v_trans_y = v_prev_y;
  25260. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  25261. }
  25262. }
  25263. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  25264. }
  25265. const contourMovements = [];
  25266. for ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  25267. if ( j === il ) j = 0;
  25268. if ( k === il ) k = 0;
  25269. // (j)---(i)---(k)
  25270. // log('i,j,k', i, j , k)
  25271. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  25272. }
  25273. const holesMovements = [];
  25274. let oneHoleMovements, verticesMovements = contourMovements.concat();
  25275. for ( let h = 0, hl = numHoles; h < hl; h ++ ) {
  25276. const ahole = holes[ h ];
  25277. oneHoleMovements = [];
  25278. for ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  25279. if ( j === il ) j = 0;
  25280. if ( k === il ) k = 0;
  25281. // (j)---(i)---(k)
  25282. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  25283. }
  25284. holesMovements.push( oneHoleMovements );
  25285. verticesMovements = verticesMovements.concat( oneHoleMovements );
  25286. }
  25287. let faces;
  25288. if ( bevelSegments === 0 ) {
  25289. faces = ShapeUtils.triangulateShape( contour, holes );
  25290. } else {
  25291. const contractedContourVertices = [];
  25292. const expandedHoleVertices = [];
  25293. // Loop bevelSegments, 1 for the front, 1 for the back
  25294. for ( let b = 0; b < bevelSegments; b ++ ) {
  25295. //for ( b = bevelSegments; b > 0; b -- ) {
  25296. const t = b / bevelSegments;
  25297. const z = bevelThickness * Math.cos( t * Math.PI / 2 );
  25298. const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  25299. // contract shape
  25300. for ( let i = 0, il = contour.length; i < il; i ++ ) {
  25301. const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  25302. v( vert.x, vert.y, - z );
  25303. if ( t === 0 ) contractedContourVertices.push( vert );
  25304. }
  25305. // expand holes
  25306. for ( let h = 0, hl = numHoles; h < hl; h ++ ) {
  25307. const ahole = holes[ h ];
  25308. oneHoleMovements = holesMovements[ h ];
  25309. const oneHoleVertices = [];
  25310. for ( let i = 0, il = ahole.length; i < il; i ++ ) {
  25311. const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  25312. v( vert.x, vert.y, - z );
  25313. if ( t === 0 ) oneHoleVertices.push( vert );
  25314. }
  25315. if ( t === 0 ) expandedHoleVertices.push( oneHoleVertices );
  25316. }
  25317. }
  25318. faces = ShapeUtils.triangulateShape( contractedContourVertices, expandedHoleVertices );
  25319. }
  25320. const flen = faces.length;
  25321. const bs = bevelSize + bevelOffset;
  25322. // Back facing vertices
  25323. for ( let i = 0; i < vlen; i ++ ) {
  25324. const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  25325. if ( ! extrudeByPath ) {
  25326. v( vert.x, vert.y, 0 );
  25327. } else {
  25328. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  25329. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  25330. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  25331. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  25332. v( position2.x, position2.y, position2.z );
  25333. }
  25334. }
  25335. // Add stepped vertices...
  25336. // Including front facing vertices
  25337. for ( let s = 1; s <= steps; s ++ ) {
  25338. for ( let i = 0; i < vlen; i ++ ) {
  25339. const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  25340. if ( ! extrudeByPath ) {
  25341. v( vert.x, vert.y, depth / steps * s );
  25342. } else {
  25343. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  25344. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  25345. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  25346. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  25347. v( position2.x, position2.y, position2.z );
  25348. }
  25349. }
  25350. }
  25351. // Add bevel segments planes
  25352. //for ( b = 1; b <= bevelSegments; b ++ ) {
  25353. for ( let b = bevelSegments - 1; b >= 0; b -- ) {
  25354. const t = b / bevelSegments;
  25355. const z = bevelThickness * Math.cos( t * Math.PI / 2 );
  25356. const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  25357. // contract shape
  25358. for ( let i = 0, il = contour.length; i < il; i ++ ) {
  25359. const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  25360. v( vert.x, vert.y, depth + z );
  25361. }
  25362. // expand holes
  25363. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  25364. const ahole = holes[ h ];
  25365. oneHoleMovements = holesMovements[ h ];
  25366. for ( let i = 0, il = ahole.length; i < il; i ++ ) {
  25367. const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  25368. if ( ! extrudeByPath ) {
  25369. v( vert.x, vert.y, depth + z );
  25370. } else {
  25371. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  25372. }
  25373. }
  25374. }
  25375. }
  25376. /* Faces */
  25377. // Top and bottom faces
  25378. buildLidFaces();
  25379. // Sides faces
  25380. buildSideFaces();
  25381. ///// Internal functions
  25382. function buildLidFaces() {
  25383. const start = verticesArray.length / 3;
  25384. if ( bevelEnabled ) {
  25385. let layer = 0; // steps + 1
  25386. let offset = vlen * layer;
  25387. // Bottom faces
  25388. for ( let i = 0; i < flen; i ++ ) {
  25389. const face = faces[ i ];
  25390. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  25391. }
  25392. layer = steps + bevelSegments * 2;
  25393. offset = vlen * layer;
  25394. // Top faces
  25395. for ( let i = 0; i < flen; i ++ ) {
  25396. const face = faces[ i ];
  25397. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  25398. }
  25399. } else {
  25400. // Bottom faces
  25401. for ( let i = 0; i < flen; i ++ ) {
  25402. const face = faces[ i ];
  25403. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  25404. }
  25405. // Top faces
  25406. for ( let i = 0; i < flen; i ++ ) {
  25407. const face = faces[ i ];
  25408. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  25409. }
  25410. }
  25411. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  25412. }
  25413. // Create faces for the z-sides of the shape
  25414. function buildSideFaces() {
  25415. const start = verticesArray.length / 3;
  25416. let layeroffset = 0;
  25417. sidewalls( contour, layeroffset );
  25418. layeroffset += contour.length;
  25419. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  25420. const ahole = holes[ h ];
  25421. sidewalls( ahole, layeroffset );
  25422. //, true
  25423. layeroffset += ahole.length;
  25424. }
  25425. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  25426. }
  25427. function sidewalls( contour, layeroffset ) {
  25428. let i = contour.length;
  25429. while ( -- i >= 0 ) {
  25430. const j = i;
  25431. let k = i - 1;
  25432. if ( k < 0 ) k = contour.length - 1;
  25433. //log('b', i,j, i-1, k,vertices.length);
  25434. for ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {
  25435. const slen1 = vlen * s;
  25436. const slen2 = vlen * ( s + 1 );
  25437. const a = layeroffset + j + slen1,
  25438. b = layeroffset + k + slen1,
  25439. c = layeroffset + k + slen2,
  25440. d = layeroffset + j + slen2;
  25441. f4( a, b, c, d );
  25442. }
  25443. }
  25444. }
  25445. function v( x, y, z ) {
  25446. placeholder.push( x );
  25447. placeholder.push( y );
  25448. placeholder.push( z );
  25449. }
  25450. function f3( a, b, c ) {
  25451. addVertex( a );
  25452. addVertex( b );
  25453. addVertex( c );
  25454. const nextIndex = verticesArray.length / 3;
  25455. const uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  25456. addUV( uvs[ 0 ] );
  25457. addUV( uvs[ 1 ] );
  25458. addUV( uvs[ 2 ] );
  25459. }
  25460. function f4( a, b, c, d ) {
  25461. addVertex( a );
  25462. addVertex( b );
  25463. addVertex( d );
  25464. addVertex( b );
  25465. addVertex( c );
  25466. addVertex( d );
  25467. const nextIndex = verticesArray.length / 3;
  25468. const uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  25469. addUV( uvs[ 0 ] );
  25470. addUV( uvs[ 1 ] );
  25471. addUV( uvs[ 3 ] );
  25472. addUV( uvs[ 1 ] );
  25473. addUV( uvs[ 2 ] );
  25474. addUV( uvs[ 3 ] );
  25475. }
  25476. function addVertex( index ) {
  25477. verticesArray.push( placeholder[ index * 3 + 0 ] );
  25478. verticesArray.push( placeholder[ index * 3 + 1 ] );
  25479. verticesArray.push( placeholder[ index * 3 + 2 ] );
  25480. }
  25481. function addUV( vector2 ) {
  25482. uvArray.push( vector2.x );
  25483. uvArray.push( vector2.y );
  25484. }
  25485. }
  25486. }
  25487. copy( source ) {
  25488. super.copy( source );
  25489. this.parameters = Object.assign( {}, source.parameters );
  25490. return this;
  25491. }
  25492. toJSON() {
  25493. const data = super.toJSON();
  25494. const shapes = this.parameters.shapes;
  25495. const options = this.parameters.options;
  25496. return toJSON$1( shapes, options, data );
  25497. }
  25498. /**
  25499. * Factory method for creating an instance of this class from the given
  25500. * JSON object.
  25501. *
  25502. * @param {Object} data - A JSON object representing the serialized geometry.
  25503. * @param {Array<Shape>} shapes - An array of shapes.
  25504. * @return {ExtrudeGeometry} A new instance.
  25505. */
  25506. static fromJSON( data, shapes ) {
  25507. const geometryShapes = [];
  25508. for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  25509. const shape = shapes[ data.shapes[ j ] ];
  25510. geometryShapes.push( shape );
  25511. }
  25512. const extrudePath = data.options.extrudePath;
  25513. if ( extrudePath !== undefined ) {
  25514. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  25515. }
  25516. return new ExtrudeGeometry( geometryShapes, data.options );
  25517. }
  25518. }
  25519. const WorldUVGenerator = {
  25520. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  25521. const a_x = vertices[ indexA * 3 ];
  25522. const a_y = vertices[ indexA * 3 + 1 ];
  25523. const b_x = vertices[ indexB * 3 ];
  25524. const b_y = vertices[ indexB * 3 + 1 ];
  25525. const c_x = vertices[ indexC * 3 ];
  25526. const c_y = vertices[ indexC * 3 + 1 ];
  25527. return [
  25528. new Vector2( a_x, a_y ),
  25529. new Vector2( b_x, b_y ),
  25530. new Vector2( c_x, c_y )
  25531. ];
  25532. },
  25533. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  25534. const a_x = vertices[ indexA * 3 ];
  25535. const a_y = vertices[ indexA * 3 + 1 ];
  25536. const a_z = vertices[ indexA * 3 + 2 ];
  25537. const b_x = vertices[ indexB * 3 ];
  25538. const b_y = vertices[ indexB * 3 + 1 ];
  25539. const b_z = vertices[ indexB * 3 + 2 ];
  25540. const c_x = vertices[ indexC * 3 ];
  25541. const c_y = vertices[ indexC * 3 + 1 ];
  25542. const c_z = vertices[ indexC * 3 + 2 ];
  25543. const d_x = vertices[ indexD * 3 ];
  25544. const d_y = vertices[ indexD * 3 + 1 ];
  25545. const d_z = vertices[ indexD * 3 + 2 ];
  25546. if ( Math.abs( a_y - b_y ) < Math.abs( a_x - b_x ) ) {
  25547. return [
  25548. new Vector2( a_x, 1 - a_z ),
  25549. new Vector2( b_x, 1 - b_z ),
  25550. new Vector2( c_x, 1 - c_z ),
  25551. new Vector2( d_x, 1 - d_z )
  25552. ];
  25553. } else {
  25554. return [
  25555. new Vector2( a_y, 1 - a_z ),
  25556. new Vector2( b_y, 1 - b_z ),
  25557. new Vector2( c_y, 1 - c_z ),
  25558. new Vector2( d_y, 1 - d_z )
  25559. ];
  25560. }
  25561. }
  25562. };
  25563. function toJSON$1( shapes, options, data ) {
  25564. data.shapes = [];
  25565. if ( Array.isArray( shapes ) ) {
  25566. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  25567. const shape = shapes[ i ];
  25568. data.shapes.push( shape.uuid );
  25569. }
  25570. } else {
  25571. data.shapes.push( shapes.uuid );
  25572. }
  25573. data.options = Object.assign( {}, options );
  25574. if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();
  25575. return data;
  25576. }
  25577. /**
  25578. * A geometry class for representing an icosahedron.
  25579. *
  25580. * ```js
  25581. * const geometry = new THREE.IcosahedronGeometry();
  25582. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  25583. * const icosahedron = new THREE.Mesh( geometry, material );
  25584. * scene.add( icosahedron );
  25585. * ```
  25586. *
  25587. * @augments PolyhedronGeometry
  25588. * @demo scenes/geometry-browser.html#IcosahedronGeometry
  25589. */
  25590. class IcosahedronGeometry extends PolyhedronGeometry {
  25591. /**
  25592. * Constructs a new icosahedron geometry.
  25593. *
  25594. * @param {number} [radius=1] - Radius of the icosahedron.
  25595. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a icosahedron.
  25596. */
  25597. constructor( radius = 1, detail = 0 ) {
  25598. const t = ( 1 + Math.sqrt( 5 ) ) / 2;
  25599. const vertices = [
  25600. -1, t, 0, 1, t, 0, -1, - t, 0, 1, - t, 0,
  25601. 0, -1, t, 0, 1, t, 0, -1, - t, 0, 1, - t,
  25602. t, 0, -1, t, 0, 1, - t, 0, -1, - t, 0, 1
  25603. ];
  25604. const indices = [
  25605. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  25606. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  25607. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  25608. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  25609. ];
  25610. super( vertices, indices, radius, detail );
  25611. this.type = 'IcosahedronGeometry';
  25612. /**
  25613. * Holds the constructor parameters that have been
  25614. * used to generate the geometry. Any modification
  25615. * after instantiation does not change the geometry.
  25616. *
  25617. * @type {Object}
  25618. */
  25619. this.parameters = {
  25620. radius: radius,
  25621. detail: detail
  25622. };
  25623. }
  25624. /**
  25625. * Factory method for creating an instance of this class from the given
  25626. * JSON object.
  25627. *
  25628. * @param {Object} data - A JSON object representing the serialized geometry.
  25629. * @return {IcosahedronGeometry} A new instance.
  25630. */
  25631. static fromJSON( data ) {
  25632. return new IcosahedronGeometry( data.radius, data.detail );
  25633. }
  25634. }
  25635. /**
  25636. * Creates meshes with axial symmetry like vases. The lathe rotates around the Y axis.
  25637. *
  25638. * ```js
  25639. * const points = [];
  25640. * for ( let i = 0; i < 10; i ++ ) {
  25641. * points.push( new THREE.Vector2( Math.sin( i * 0.2 ) * 10 + 5, ( i - 5 ) * 2 ) );
  25642. * }
  25643. * const geometry = new THREE.LatheGeometry( points );
  25644. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  25645. * const lathe = new THREE.Mesh( geometry, material );
  25646. * scene.add( lathe );
  25647. * ```
  25648. *
  25649. * @augments BufferGeometry
  25650. * @demo scenes/geometry-browser.html#LatheGeometry
  25651. */
  25652. class LatheGeometry extends BufferGeometry {
  25653. /**
  25654. * Constructs a new lathe geometry.
  25655. *
  25656. * @param {Array<Vector2|Vector3>} [points] - An array of points in 2D space. The x-coordinate of each point
  25657. * must be greater than zero.
  25658. * @param {number} [segments=12] - The number of circumference segments to generate.
  25659. * @param {number} [phiStart=0] - The starting angle in radians.
  25660. * @param {number} [phiLength=Math.PI*2] - The radian (0 to 2PI) range of the lathed section 2PI is a
  25661. * closed lathe, less than 2PI is a portion.
  25662. */
  25663. 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 ) {
  25664. super();
  25665. this.type = 'LatheGeometry';
  25666. /**
  25667. * Holds the constructor parameters that have been
  25668. * used to generate the geometry. Any modification
  25669. * after instantiation does not change the geometry.
  25670. *
  25671. * @type {Object}
  25672. */
  25673. this.parameters = {
  25674. points: points,
  25675. segments: segments,
  25676. phiStart: phiStart,
  25677. phiLength: phiLength
  25678. };
  25679. segments = Math.floor( segments );
  25680. // clamp phiLength so it's in range of [ 0, 2PI ]
  25681. phiLength = clamp( phiLength, 0, Math.PI * 2 );
  25682. // buffers
  25683. const indices = [];
  25684. const vertices = [];
  25685. const uvs = [];
  25686. const initNormals = [];
  25687. const normals = [];
  25688. // helper variables
  25689. const inverseSegments = 1.0 / segments;
  25690. const vertex = new Vector3();
  25691. const uv = new Vector2();
  25692. const normal = new Vector3();
  25693. const curNormal = new Vector3();
  25694. const prevNormal = new Vector3();
  25695. let dx = 0;
  25696. let dy = 0;
  25697. // pre-compute normals for initial "meridian"
  25698. for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
  25699. switch ( j ) {
  25700. case 0: // special handling for 1st vertex on path
  25701. dx = points[ j + 1 ].x - points[ j ].x;
  25702. dy = points[ j + 1 ].y - points[ j ].y;
  25703. normal.x = dy * 1.0;
  25704. normal.y = - dx;
  25705. normal.z = dy * 0.0;
  25706. prevNormal.copy( normal );
  25707. normal.normalize();
  25708. initNormals.push( normal.x, normal.y, normal.z );
  25709. break;
  25710. case ( points.length - 1 ): // special handling for last Vertex on path
  25711. initNormals.push( prevNormal.x, prevNormal.y, prevNormal.z );
  25712. break;
  25713. default: // default handling for all vertices in between
  25714. dx = points[ j + 1 ].x - points[ j ].x;
  25715. dy = points[ j + 1 ].y - points[ j ].y;
  25716. normal.x = dy * 1.0;
  25717. normal.y = - dx;
  25718. normal.z = dy * 0.0;
  25719. curNormal.copy( normal );
  25720. normal.x += prevNormal.x;
  25721. normal.y += prevNormal.y;
  25722. normal.z += prevNormal.z;
  25723. normal.normalize();
  25724. initNormals.push( normal.x, normal.y, normal.z );
  25725. prevNormal.copy( curNormal );
  25726. }
  25727. }
  25728. // generate vertices, uvs and normals
  25729. for ( let i = 0; i <= segments; i ++ ) {
  25730. const phi = phiStart + i * inverseSegments * phiLength;
  25731. const sin = Math.sin( phi );
  25732. const cos = Math.cos( phi );
  25733. for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
  25734. // vertex
  25735. vertex.x = points[ j ].x * sin;
  25736. vertex.y = points[ j ].y;
  25737. vertex.z = points[ j ].x * cos;
  25738. vertices.push( vertex.x, vertex.y, vertex.z );
  25739. // uv
  25740. uv.x = i / segments;
  25741. uv.y = j / ( points.length - 1 );
  25742. uvs.push( uv.x, uv.y );
  25743. // normal
  25744. const x = initNormals[ 3 * j + 0 ] * sin;
  25745. const y = initNormals[ 3 * j + 1 ];
  25746. const z = initNormals[ 3 * j + 0 ] * cos;
  25747. normals.push( x, y, z );
  25748. }
  25749. }
  25750. // indices
  25751. for ( let i = 0; i < segments; i ++ ) {
  25752. for ( let j = 0; j < ( points.length - 1 ); j ++ ) {
  25753. const base = j + i * points.length;
  25754. const a = base;
  25755. const b = base + points.length;
  25756. const c = base + points.length + 1;
  25757. const d = base + 1;
  25758. // faces
  25759. indices.push( a, b, d );
  25760. indices.push( c, d, b );
  25761. }
  25762. }
  25763. // build geometry
  25764. this.setIndex( indices );
  25765. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  25766. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  25767. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  25768. }
  25769. copy( source ) {
  25770. super.copy( source );
  25771. this.parameters = Object.assign( {}, source.parameters );
  25772. return this;
  25773. }
  25774. /**
  25775. * Factory method for creating an instance of this class from the given
  25776. * JSON object.
  25777. *
  25778. * @param {Object} data - A JSON object representing the serialized geometry.
  25779. * @return {LatheGeometry} A new instance.
  25780. */
  25781. static fromJSON( data ) {
  25782. return new LatheGeometry( data.points, data.segments, data.phiStart, data.phiLength );
  25783. }
  25784. }
  25785. /**
  25786. * A geometry class for representing an octahedron.
  25787. *
  25788. * ```js
  25789. * const geometry = new THREE.OctahedronGeometry();
  25790. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  25791. * const octahedron = new THREE.Mesh( geometry, material );
  25792. * scene.add( octahedron );
  25793. * ```
  25794. *
  25795. * @augments PolyhedronGeometry
  25796. * @demo scenes/geometry-browser.html#OctahedronGeometry
  25797. */
  25798. class OctahedronGeometry extends PolyhedronGeometry {
  25799. /**
  25800. * Constructs a new octahedron geometry.
  25801. *
  25802. * @param {number} [radius=1] - Radius of the octahedron.
  25803. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a octahedron.
  25804. */
  25805. constructor( radius = 1, detail = 0 ) {
  25806. const vertices = [
  25807. 1, 0, 0, -1, 0, 0, 0, 1, 0,
  25808. 0, -1, 0, 0, 0, 1, 0, 0, -1
  25809. ];
  25810. const indices = [
  25811. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  25812. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  25813. 1, 3, 4, 1, 4, 2
  25814. ];
  25815. super( vertices, indices, radius, detail );
  25816. this.type = 'OctahedronGeometry';
  25817. /**
  25818. * Holds the constructor parameters that have been
  25819. * used to generate the geometry. Any modification
  25820. * after instantiation does not change the geometry.
  25821. *
  25822. * @type {Object}
  25823. */
  25824. this.parameters = {
  25825. radius: radius,
  25826. detail: detail
  25827. };
  25828. }
  25829. /**
  25830. * Factory method for creating an instance of this class from the given
  25831. * JSON object.
  25832. *
  25833. * @param {Object} data - A JSON object representing the serialized geometry.
  25834. * @return {OctahedronGeometry} A new instance.
  25835. */
  25836. static fromJSON( data ) {
  25837. return new OctahedronGeometry( data.radius, data.detail );
  25838. }
  25839. }
  25840. /**
  25841. * A geometry class for representing a plane.
  25842. *
  25843. * ```js
  25844. * const geometry = new THREE.PlaneGeometry( 1, 1 );
  25845. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
  25846. * const plane = new THREE.Mesh( geometry, material );
  25847. * scene.add( plane );
  25848. * ```
  25849. *
  25850. * @augments BufferGeometry
  25851. * @demo scenes/geometry-browser.html#PlaneGeometry
  25852. */
  25853. class PlaneGeometry extends BufferGeometry {
  25854. /**
  25855. * Constructs a new plane geometry.
  25856. *
  25857. * @param {number} [width=1] - The width along the X axis.
  25858. * @param {number} [height=1] - The height along the Y axis
  25859. * @param {number} [widthSegments=1] - The number of segments along the X axis.
  25860. * @param {number} [heightSegments=1] - The number of segments along the Y axis.
  25861. */
  25862. constructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) {
  25863. super();
  25864. this.type = 'PlaneGeometry';
  25865. /**
  25866. * Holds the constructor parameters that have been
  25867. * used to generate the geometry. Any modification
  25868. * after instantiation does not change the geometry.
  25869. *
  25870. * @type {Object}
  25871. */
  25872. this.parameters = {
  25873. width: width,
  25874. height: height,
  25875. widthSegments: widthSegments,
  25876. heightSegments: heightSegments
  25877. };
  25878. const width_half = width / 2;
  25879. const height_half = height / 2;
  25880. const gridX = Math.floor( widthSegments );
  25881. const gridY = Math.floor( heightSegments );
  25882. const gridX1 = gridX + 1;
  25883. const gridY1 = gridY + 1;
  25884. const segment_width = width / gridX;
  25885. const segment_height = height / gridY;
  25886. //
  25887. const indices = [];
  25888. const vertices = [];
  25889. const normals = [];
  25890. const uvs = [];
  25891. for ( let iy = 0; iy < gridY1; iy ++ ) {
  25892. const y = iy * segment_height - height_half;
  25893. for ( let ix = 0; ix < gridX1; ix ++ ) {
  25894. const x = ix * segment_width - width_half;
  25895. vertices.push( x, - y, 0 );
  25896. normals.push( 0, 0, 1 );
  25897. uvs.push( ix / gridX );
  25898. uvs.push( 1 - ( iy / gridY ) );
  25899. }
  25900. }
  25901. for ( let iy = 0; iy < gridY; iy ++ ) {
  25902. for ( let ix = 0; ix < gridX; ix ++ ) {
  25903. const a = ix + gridX1 * iy;
  25904. const b = ix + gridX1 * ( iy + 1 );
  25905. const c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  25906. const d = ( ix + 1 ) + gridX1 * iy;
  25907. indices.push( a, b, d );
  25908. indices.push( b, c, d );
  25909. }
  25910. }
  25911. this.setIndex( indices );
  25912. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  25913. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  25914. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  25915. }
  25916. copy( source ) {
  25917. super.copy( source );
  25918. this.parameters = Object.assign( {}, source.parameters );
  25919. return this;
  25920. }
  25921. /**
  25922. * Factory method for creating an instance of this class from the given
  25923. * JSON object.
  25924. *
  25925. * @param {Object} data - A JSON object representing the serialized geometry.
  25926. * @return {PlaneGeometry} A new instance.
  25927. */
  25928. static fromJSON( data ) {
  25929. return new PlaneGeometry( data.width, data.height, data.widthSegments, data.heightSegments );
  25930. }
  25931. }
  25932. /**
  25933. * A class for generating a two-dimensional ring geometry.
  25934. *
  25935. * ```js
  25936. * const geometry = new THREE.RingGeometry( 1, 5, 32 );
  25937. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
  25938. * const mesh = new THREE.Mesh( geometry, material );
  25939. * scene.add( mesh );
  25940. * ```
  25941. *
  25942. * @augments BufferGeometry
  25943. * @demo scenes/geometry-browser.html#RingGeometry
  25944. */
  25945. class RingGeometry extends BufferGeometry {
  25946. /**
  25947. * Constructs a new ring geometry.
  25948. *
  25949. * @param {number} [innerRadius=0.5] - The inner radius of the ring.
  25950. * @param {number} [outerRadius=1] - The outer radius of the ring.
  25951. * @param {number} [thetaSegments=32] - Number of segments. A higher number means the ring will be more round. Minimum is `3`.
  25952. * @param {number} [phiSegments=1] - Number of segments per ring segment. Minimum is `1`.
  25953. * @param {number} [thetaStart=0] - Starting angle in radians.
  25954. * @param {number} [thetaLength=Math.PI*2] - Central angle in radians.
  25955. */
  25956. constructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 32, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  25957. super();
  25958. this.type = 'RingGeometry';
  25959. /**
  25960. * Holds the constructor parameters that have been
  25961. * used to generate the geometry. Any modification
  25962. * after instantiation does not change the geometry.
  25963. *
  25964. * @type {Object}
  25965. */
  25966. this.parameters = {
  25967. innerRadius: innerRadius,
  25968. outerRadius: outerRadius,
  25969. thetaSegments: thetaSegments,
  25970. phiSegments: phiSegments,
  25971. thetaStart: thetaStart,
  25972. thetaLength: thetaLength
  25973. };
  25974. thetaSegments = Math.max( 3, thetaSegments );
  25975. phiSegments = Math.max( 1, phiSegments );
  25976. // buffers
  25977. const indices = [];
  25978. const vertices = [];
  25979. const normals = [];
  25980. const uvs = [];
  25981. // some helper variables
  25982. let radius = innerRadius;
  25983. const radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  25984. const vertex = new Vector3();
  25985. const uv = new Vector2();
  25986. // generate vertices, normals and uvs
  25987. for ( let j = 0; j <= phiSegments; j ++ ) {
  25988. for ( let i = 0; i <= thetaSegments; i ++ ) {
  25989. // values are generate from the inside of the ring to the outside
  25990. const segment = thetaStart + i / thetaSegments * thetaLength;
  25991. // vertex
  25992. vertex.x = radius * Math.cos( segment );
  25993. vertex.y = radius * Math.sin( segment );
  25994. vertices.push( vertex.x, vertex.y, vertex.z );
  25995. // normal
  25996. normals.push( 0, 0, 1 );
  25997. // uv
  25998. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  25999. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  26000. uvs.push( uv.x, uv.y );
  26001. }
  26002. // increase the radius for next row of vertices
  26003. radius += radiusStep;
  26004. }
  26005. // indices
  26006. for ( let j = 0; j < phiSegments; j ++ ) {
  26007. const thetaSegmentLevel = j * ( thetaSegments + 1 );
  26008. for ( let i = 0; i < thetaSegments; i ++ ) {
  26009. const segment = i + thetaSegmentLevel;
  26010. const a = segment;
  26011. const b = segment + thetaSegments + 1;
  26012. const c = segment + thetaSegments + 2;
  26013. const d = segment + 1;
  26014. // faces
  26015. indices.push( a, b, d );
  26016. indices.push( b, c, d );
  26017. }
  26018. }
  26019. // build geometry
  26020. this.setIndex( indices );
  26021. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26022. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26023. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26024. }
  26025. copy( source ) {
  26026. super.copy( source );
  26027. this.parameters = Object.assign( {}, source.parameters );
  26028. return this;
  26029. }
  26030. /**
  26031. * Factory method for creating an instance of this class from the given
  26032. * JSON object.
  26033. *
  26034. * @param {Object} data - A JSON object representing the serialized geometry.
  26035. * @return {RingGeometry} A new instance.
  26036. */
  26037. static fromJSON( data ) {
  26038. return new RingGeometry( data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength );
  26039. }
  26040. }
  26041. /**
  26042. * Creates an one-sided polygonal geometry from one or more path shapes.
  26043. *
  26044. * ```js
  26045. * const arcShape = new THREE.Shape()
  26046. * .moveTo( 5, 1 )
  26047. * .absarc( 1, 1, 4, 0, Math.PI * 2, false );
  26048. *
  26049. * const geometry = new THREE.ShapeGeometry( arcShape );
  26050. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00, side: THREE.DoubleSide } );
  26051. * const mesh = new THREE.Mesh( geometry, material ) ;
  26052. * scene.add( mesh );
  26053. * ```
  26054. *
  26055. * @augments BufferGeometry
  26056. * @demo scenes/geometry-browser.html#ShapeGeometry
  26057. */
  26058. class ShapeGeometry extends BufferGeometry {
  26059. /**
  26060. * Constructs a new shape geometry.
  26061. *
  26062. * @param {Shape|Array<Shape>} [shapes] - A shape or an array of shapes.
  26063. * @param {number} [curveSegments=12] - Number of segments per shape.
  26064. */
  26065. constructor( shapes = new Shape( [ new Vector2( 0, 0.5 ), new Vector2( -0.5, -0.5 ), new Vector2( 0.5, -0.5 ) ] ), curveSegments = 12 ) {
  26066. super();
  26067. this.type = 'ShapeGeometry';
  26068. /**
  26069. * Holds the constructor parameters that have been
  26070. * used to generate the geometry. Any modification
  26071. * after instantiation does not change the geometry.
  26072. *
  26073. * @type {Object}
  26074. */
  26075. this.parameters = {
  26076. shapes: shapes,
  26077. curveSegments: curveSegments
  26078. };
  26079. // buffers
  26080. const indices = [];
  26081. const vertices = [];
  26082. const normals = [];
  26083. const uvs = [];
  26084. // helper variables
  26085. let groupStart = 0;
  26086. let groupCount = 0;
  26087. // allow single and array values for "shapes" parameter
  26088. if ( Array.isArray( shapes ) === false ) {
  26089. addShape( shapes );
  26090. } else {
  26091. for ( let i = 0; i < shapes.length; i ++ ) {
  26092. addShape( shapes[ i ] );
  26093. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  26094. groupStart += groupCount;
  26095. groupCount = 0;
  26096. }
  26097. }
  26098. // build geometry
  26099. this.setIndex( indices );
  26100. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26101. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26102. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26103. // helper functions
  26104. function addShape( shape ) {
  26105. const indexOffset = vertices.length / 3;
  26106. const points = shape.extractPoints( curveSegments );
  26107. let shapeVertices = points.shape;
  26108. const shapeHoles = points.holes;
  26109. // check direction of vertices
  26110. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  26111. shapeVertices = shapeVertices.reverse();
  26112. }
  26113. for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
  26114. const shapeHole = shapeHoles[ i ];
  26115. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  26116. shapeHoles[ i ] = shapeHole.reverse();
  26117. }
  26118. }
  26119. const faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  26120. // join vertices of inner and outer paths to a single array
  26121. for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
  26122. const shapeHole = shapeHoles[ i ];
  26123. shapeVertices = shapeVertices.concat( shapeHole );
  26124. }
  26125. // vertices, normals, uvs
  26126. for ( let i = 0, l = shapeVertices.length; i < l; i ++ ) {
  26127. const vertex = shapeVertices[ i ];
  26128. vertices.push( vertex.x, vertex.y, 0 );
  26129. normals.push( 0, 0, 1 );
  26130. uvs.push( vertex.x, vertex.y ); // world uvs
  26131. }
  26132. // indices
  26133. for ( let i = 0, l = faces.length; i < l; i ++ ) {
  26134. const face = faces[ i ];
  26135. const a = face[ 0 ] + indexOffset;
  26136. const b = face[ 1 ] + indexOffset;
  26137. const c = face[ 2 ] + indexOffset;
  26138. indices.push( a, b, c );
  26139. groupCount += 3;
  26140. }
  26141. }
  26142. }
  26143. copy( source ) {
  26144. super.copy( source );
  26145. this.parameters = Object.assign( {}, source.parameters );
  26146. return this;
  26147. }
  26148. toJSON() {
  26149. const data = super.toJSON();
  26150. const shapes = this.parameters.shapes;
  26151. return toJSON( shapes, data );
  26152. }
  26153. /**
  26154. * Factory method for creating an instance of this class from the given
  26155. * JSON object.
  26156. *
  26157. * @param {Object} data - A JSON object representing the serialized geometry.
  26158. * @param {Array<Shape>} shapes - An array of shapes.
  26159. * @return {ShapeGeometry} A new instance.
  26160. */
  26161. static fromJSON( data, shapes ) {
  26162. const geometryShapes = [];
  26163. for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  26164. const shape = shapes[ data.shapes[ j ] ];
  26165. geometryShapes.push( shape );
  26166. }
  26167. return new ShapeGeometry( geometryShapes, data.curveSegments );
  26168. }
  26169. }
  26170. function toJSON( shapes, data ) {
  26171. data.shapes = [];
  26172. if ( Array.isArray( shapes ) ) {
  26173. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  26174. const shape = shapes[ i ];
  26175. data.shapes.push( shape.uuid );
  26176. }
  26177. } else {
  26178. data.shapes.push( shapes.uuid );
  26179. }
  26180. return data;
  26181. }
  26182. /**
  26183. * A class for generating a sphere geometry.
  26184. *
  26185. * ```js
  26186. * const geometry = new THREE.SphereGeometry( 15, 32, 16 );
  26187. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26188. * const sphere = new THREE.Mesh( geometry, material );
  26189. * scene.add( sphere );
  26190. * ```
  26191. *
  26192. * @augments BufferGeometry
  26193. * @demo scenes/geometry-browser.html#SphereGeometry
  26194. */
  26195. class SphereGeometry extends BufferGeometry {
  26196. /**
  26197. * Constructs a new sphere geometry.
  26198. *
  26199. * @param {number} [radius=1] - The sphere radius.
  26200. * @param {number} [widthSegments=32] - The number of horizontal segments. Minimum value is `3`.
  26201. * @param {number} [heightSegments=16] - The number of vertical segments. Minimum value is `2`.
  26202. * @param {number} [phiStart=0] - The horizontal starting angle in radians.
  26203. * @param {number} [phiLength=Math.PI*2] - The horizontal sweep angle size.
  26204. * @param {number} [thetaStart=0] - The vertical starting angle in radians.
  26205. * @param {number} [thetaLength=Math.PI] - The vertical sweep angle size.
  26206. */
  26207. constructor( radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) {
  26208. super();
  26209. this.type = 'SphereGeometry';
  26210. /**
  26211. * Holds the constructor parameters that have been
  26212. * used to generate the geometry. Any modification
  26213. * after instantiation does not change the geometry.
  26214. *
  26215. * @type {Object}
  26216. */
  26217. this.parameters = {
  26218. radius: radius,
  26219. widthSegments: widthSegments,
  26220. heightSegments: heightSegments,
  26221. phiStart: phiStart,
  26222. phiLength: phiLength,
  26223. thetaStart: thetaStart,
  26224. thetaLength: thetaLength
  26225. };
  26226. widthSegments = Math.max( 3, Math.floor( widthSegments ) );
  26227. heightSegments = Math.max( 2, Math.floor( heightSegments ) );
  26228. const thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  26229. let index = 0;
  26230. const grid = [];
  26231. const vertex = new Vector3();
  26232. const normal = new Vector3();
  26233. // buffers
  26234. const indices = [];
  26235. const vertices = [];
  26236. const normals = [];
  26237. const uvs = [];
  26238. // generate vertices, normals and uvs
  26239. for ( let iy = 0; iy <= heightSegments; iy ++ ) {
  26240. const verticesRow = [];
  26241. const v = iy / heightSegments;
  26242. // special case for the poles
  26243. let uOffset = 0;
  26244. if ( iy === 0 && thetaStart === 0 ) {
  26245. uOffset = 0.5 / widthSegments;
  26246. } else if ( iy === heightSegments && thetaEnd === Math.PI ) {
  26247. uOffset = -0.5 / widthSegments;
  26248. }
  26249. for ( let ix = 0; ix <= widthSegments; ix ++ ) {
  26250. const u = ix / widthSegments;
  26251. // vertex
  26252. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  26253. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  26254. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  26255. vertices.push( vertex.x, vertex.y, vertex.z );
  26256. // normal
  26257. normal.copy( vertex ).normalize();
  26258. normals.push( normal.x, normal.y, normal.z );
  26259. // uv
  26260. uvs.push( u + uOffset, 1 - v );
  26261. verticesRow.push( index ++ );
  26262. }
  26263. grid.push( verticesRow );
  26264. }
  26265. // indices
  26266. for ( let iy = 0; iy < heightSegments; iy ++ ) {
  26267. for ( let ix = 0; ix < widthSegments; ix ++ ) {
  26268. const a = grid[ iy ][ ix + 1 ];
  26269. const b = grid[ iy ][ ix ];
  26270. const c = grid[ iy + 1 ][ ix ];
  26271. const d = grid[ iy + 1 ][ ix + 1 ];
  26272. if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
  26273. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
  26274. }
  26275. }
  26276. // build geometry
  26277. this.setIndex( indices );
  26278. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26279. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26280. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26281. }
  26282. copy( source ) {
  26283. super.copy( source );
  26284. this.parameters = Object.assign( {}, source.parameters );
  26285. return this;
  26286. }
  26287. /**
  26288. * Factory method for creating an instance of this class from the given
  26289. * JSON object.
  26290. *
  26291. * @param {Object} data - A JSON object representing the serialized geometry.
  26292. * @return {SphereGeometry} A new instance.
  26293. */
  26294. static fromJSON( data ) {
  26295. return new SphereGeometry( data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength );
  26296. }
  26297. }
  26298. /**
  26299. * A geometry class for representing an tetrahedron.
  26300. *
  26301. * ```js
  26302. * const geometry = new THREE.TetrahedronGeometry();
  26303. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26304. * const tetrahedron = new THREE.Mesh( geometry, material );
  26305. * scene.add( tetrahedron );
  26306. * ```
  26307. *
  26308. * @augments PolyhedronGeometry
  26309. * @demo scenes/geometry-browser.html#TetrahedronGeometry
  26310. */
  26311. class TetrahedronGeometry extends PolyhedronGeometry {
  26312. /**
  26313. * Constructs a new tetrahedron geometry.
  26314. *
  26315. * @param {number} [radius=1] - Radius of the tetrahedron.
  26316. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a tetrahedron.
  26317. */
  26318. constructor( radius = 1, detail = 0 ) {
  26319. const vertices = [
  26320. 1, 1, 1, -1, -1, 1, -1, 1, -1, 1, -1, -1
  26321. ];
  26322. const indices = [
  26323. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  26324. ];
  26325. super( vertices, indices, radius, detail );
  26326. this.type = 'TetrahedronGeometry';
  26327. /**
  26328. * Holds the constructor parameters that have been
  26329. * used to generate the geometry. Any modification
  26330. * after instantiation does not change the geometry.
  26331. *
  26332. * @type {Object}
  26333. */
  26334. this.parameters = {
  26335. radius: radius,
  26336. detail: detail
  26337. };
  26338. }
  26339. /**
  26340. * Factory method for creating an instance of this class from the given
  26341. * JSON object.
  26342. *
  26343. * @param {Object} data - A JSON object representing the serialized geometry.
  26344. * @return {TetrahedronGeometry} A new instance.
  26345. */
  26346. static fromJSON( data ) {
  26347. return new TetrahedronGeometry( data.radius, data.detail );
  26348. }
  26349. }
  26350. /**
  26351. * A geometry class for representing an torus.
  26352. *
  26353. * ```js
  26354. * const geometry = new THREE.TorusGeometry( 10, 3, 16, 100 );
  26355. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26356. * const torus = new THREE.Mesh( geometry, material );
  26357. * scene.add( torus );
  26358. * ```
  26359. *
  26360. * @augments BufferGeometry
  26361. * @demo scenes/geometry-browser.html#TorusGeometry
  26362. */
  26363. class TorusGeometry extends BufferGeometry {
  26364. /**
  26365. * Constructs a new torus geometry.
  26366. *
  26367. * @param {number} [radius=1] - Radius of the torus, from the center of the torus to the center of the tube.
  26368. * @param {number} [tube=0.4] - Radius of the tube. Must be smaller than `radius`.
  26369. * @param {number} [radialSegments=12] - The number of radial segments.
  26370. * @param {number} [tubularSegments=48] - The number of tubular segments.
  26371. * @param {number} [arc=Math.PI*2] - Central angle in radians.
  26372. * @param {number} [thetaStart=0] - Start of the tubular sweep in radians.
  26373. * @param {number} [thetaLength=Math.PI*2] - Length of the tubular sweep in radians.
  26374. */
  26375. constructor( radius = 1, tube = 0.4, radialSegments = 12, tubularSegments = 48, arc = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  26376. super();
  26377. this.type = 'TorusGeometry';
  26378. /**
  26379. * Holds the constructor parameters that have been
  26380. * used to generate the geometry. Any modification
  26381. * after instantiation does not change the geometry.
  26382. *
  26383. * @type {Object}
  26384. */
  26385. this.parameters = {
  26386. radius: radius,
  26387. tube: tube,
  26388. radialSegments: radialSegments,
  26389. tubularSegments: tubularSegments,
  26390. arc: arc,
  26391. thetaStart: thetaStart,
  26392. thetaLength: thetaLength,
  26393. };
  26394. radialSegments = Math.floor( radialSegments );
  26395. tubularSegments = Math.floor( tubularSegments );
  26396. // buffers
  26397. const indices = [];
  26398. const vertices = [];
  26399. const normals = [];
  26400. const uvs = [];
  26401. // helper variables
  26402. const center = new Vector3();
  26403. const vertex = new Vector3();
  26404. const normal = new Vector3();
  26405. // generate vertices, normals and uvs
  26406. for ( let j = 0; j <= radialSegments; j ++ ) {
  26407. const v = thetaStart + ( j / radialSegments ) * thetaLength;
  26408. for ( let i = 0; i <= tubularSegments; i ++ ) {
  26409. const u = i / tubularSegments * arc;
  26410. // vertex
  26411. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  26412. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  26413. vertex.z = tube * Math.sin( v );
  26414. vertices.push( vertex.x, vertex.y, vertex.z );
  26415. // normal
  26416. center.x = radius * Math.cos( u );
  26417. center.y = radius * Math.sin( u );
  26418. normal.subVectors( vertex, center ).normalize();
  26419. normals.push( normal.x, normal.y, normal.z );
  26420. // uv
  26421. uvs.push( i / tubularSegments );
  26422. uvs.push( j / radialSegments );
  26423. }
  26424. }
  26425. // generate indices
  26426. for ( let j = 1; j <= radialSegments; j ++ ) {
  26427. for ( let i = 1; i <= tubularSegments; i ++ ) {
  26428. // indices
  26429. const a = ( tubularSegments + 1 ) * j + i - 1;
  26430. const b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  26431. const c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  26432. const d = ( tubularSegments + 1 ) * j + i;
  26433. // faces
  26434. indices.push( a, b, d );
  26435. indices.push( b, c, d );
  26436. }
  26437. }
  26438. // build geometry
  26439. this.setIndex( indices );
  26440. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26441. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26442. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26443. }
  26444. copy( source ) {
  26445. super.copy( source );
  26446. this.parameters = Object.assign( {}, source.parameters );
  26447. return this;
  26448. }
  26449. /**
  26450. * Factory method for creating an instance of this class from the given
  26451. * JSON object.
  26452. *
  26453. * @param {Object} data - A JSON object representing the serialized geometry.
  26454. * @return {TorusGeometry} A new instance.
  26455. */
  26456. static fromJSON( data ) {
  26457. return new TorusGeometry( data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc );
  26458. }
  26459. }
  26460. /**
  26461. * Creates a torus knot, the particular shape of which is defined by a pair
  26462. * of coprime integers, p and q. If p and q are not coprime, the result will
  26463. * be a torus link.
  26464. *
  26465. * ```js
  26466. * const geometry = new THREE.TorusKnotGeometry( 10, 3, 100, 16 );
  26467. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26468. * const torusKnot = new THREE.Mesh( geometry, material );
  26469. * scene.add( torusKnot );
  26470. * ```
  26471. *
  26472. * @augments BufferGeometry
  26473. * @demo scenes/geometry-browser.html#TorusKnotGeometry
  26474. */
  26475. class TorusKnotGeometry extends BufferGeometry {
  26476. /**
  26477. * Constructs a new torus knot geometry.
  26478. *
  26479. * @param {number} [radius=1] - Radius of the torus knot.
  26480. * @param {number} [tube=0.4] - Radius of the tube.
  26481. * @param {number} [tubularSegments=64] - The number of tubular segments.
  26482. * @param {number} [radialSegments=8] - The number of radial segments.
  26483. * @param {number} [p=2] - This value determines, how many times the geometry winds around its axis of rotational symmetry.
  26484. * @param {number} [q=3] - This value determines, how many times the geometry winds around a circle in the interior of the torus.
  26485. */
  26486. constructor( radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3 ) {
  26487. super();
  26488. this.type = 'TorusKnotGeometry';
  26489. /**
  26490. * Holds the constructor parameters that have been
  26491. * used to generate the geometry. Any modification
  26492. * after instantiation does not change the geometry.
  26493. *
  26494. * @type {Object}
  26495. */
  26496. this.parameters = {
  26497. radius: radius,
  26498. tube: tube,
  26499. tubularSegments: tubularSegments,
  26500. radialSegments: radialSegments,
  26501. p: p,
  26502. q: q
  26503. };
  26504. tubularSegments = Math.floor( tubularSegments );
  26505. radialSegments = Math.floor( radialSegments );
  26506. // buffers
  26507. const indices = [];
  26508. const vertices = [];
  26509. const normals = [];
  26510. const uvs = [];
  26511. // helper variables
  26512. const vertex = new Vector3();
  26513. const normal = new Vector3();
  26514. const P1 = new Vector3();
  26515. const P2 = new Vector3();
  26516. const B = new Vector3();
  26517. const T = new Vector3();
  26518. const N = new Vector3();
  26519. // generate vertices, normals and uvs
  26520. for ( let i = 0; i <= tubularSegments; ++ i ) {
  26521. // the radian "u" is used to calculate the position on the torus curve of the current tubular segment
  26522. const u = i / tubularSegments * p * Math.PI * 2;
  26523. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  26524. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  26525. calculatePositionOnCurve( u, p, q, radius, P1 );
  26526. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  26527. // calculate orthonormal basis
  26528. T.subVectors( P2, P1 );
  26529. N.addVectors( P2, P1 );
  26530. B.crossVectors( T, N );
  26531. N.crossVectors( B, T );
  26532. // normalize B, N. T can be ignored, we don't use it
  26533. B.normalize();
  26534. N.normalize();
  26535. for ( let j = 0; j <= radialSegments; ++ j ) {
  26536. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  26537. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  26538. const v = j / radialSegments * Math.PI * 2;
  26539. const cx = - tube * Math.cos( v );
  26540. const cy = tube * Math.sin( v );
  26541. // now calculate the final vertex position.
  26542. // first we orient the extrusion with our basis vectors, then we add it to the current position on the curve
  26543. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  26544. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  26545. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  26546. vertices.push( vertex.x, vertex.y, vertex.z );
  26547. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  26548. normal.subVectors( vertex, P1 ).normalize();
  26549. normals.push( normal.x, normal.y, normal.z );
  26550. // uv
  26551. uvs.push( i / tubularSegments );
  26552. uvs.push( j / radialSegments );
  26553. }
  26554. }
  26555. // generate indices
  26556. for ( let j = 1; j <= tubularSegments; j ++ ) {
  26557. for ( let i = 1; i <= radialSegments; i ++ ) {
  26558. // indices
  26559. const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  26560. const b = ( radialSegments + 1 ) * j + ( i - 1 );
  26561. const c = ( radialSegments + 1 ) * j + i;
  26562. const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  26563. // faces
  26564. indices.push( a, b, d );
  26565. indices.push( b, c, d );
  26566. }
  26567. }
  26568. // build geometry
  26569. this.setIndex( indices );
  26570. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26571. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26572. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26573. // this function calculates the current position on the torus curve
  26574. function calculatePositionOnCurve( u, p, q, radius, position ) {
  26575. const cu = Math.cos( u );
  26576. const su = Math.sin( u );
  26577. const quOverP = q / p * u;
  26578. const cs = Math.cos( quOverP );
  26579. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  26580. position.y = radius * ( 2 + cs ) * su * 0.5;
  26581. position.z = radius * Math.sin( quOverP ) * 0.5;
  26582. }
  26583. }
  26584. copy( source ) {
  26585. super.copy( source );
  26586. this.parameters = Object.assign( {}, source.parameters );
  26587. return this;
  26588. }
  26589. /**
  26590. * Factory method for creating an instance of this class from the given
  26591. * JSON object.
  26592. *
  26593. * @param {Object} data - A JSON object representing the serialized geometry.
  26594. * @return {TorusKnotGeometry} A new instance.
  26595. */
  26596. static fromJSON( data ) {
  26597. return new TorusKnotGeometry( data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q );
  26598. }
  26599. }
  26600. /**
  26601. * Creates a tube that extrudes along a 3D curve.
  26602. *
  26603. * ```js
  26604. * class CustomSinCurve extends THREE.Curve {
  26605. *
  26606. * getPoint( t, optionalTarget = new THREE.Vector3() ) {
  26607. *
  26608. * const tx = t * 3 - 1.5;
  26609. * const ty = Math.sin( 2 * Math.PI * t );
  26610. * const tz = 0;
  26611. *
  26612. * return optionalTarget.set( tx, ty, tz );
  26613. * }
  26614. *
  26615. * }
  26616. *
  26617. * const path = new CustomSinCurve( 10 );
  26618. * const geometry = new THREE.TubeGeometry( path, 20, 2, 8, false );
  26619. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  26620. * const mesh = new THREE.Mesh( geometry, material );
  26621. * scene.add( mesh );
  26622. * ```
  26623. *
  26624. * @augments BufferGeometry
  26625. * @demo scenes/geometry-browser.html#TubeGeometry
  26626. */
  26627. class TubeGeometry extends BufferGeometry {
  26628. /**
  26629. * Constructs a new tube geometry.
  26630. *
  26631. * @param {Curve} [path=QuadraticBezierCurve3] - A 3D curve defining the path of the tube.
  26632. * @param {number} [tubularSegments=64] - The number of segments that make up the tube.
  26633. * @param {number} [radius=1] -The radius of the tube.
  26634. * @param {number} [radialSegments=8] - The number of segments that make up the cross-section.
  26635. * @param {boolean} [closed=false] - Whether the tube is closed or not.
  26636. */
  26637. 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 ) {
  26638. super();
  26639. this.type = 'TubeGeometry';
  26640. /**
  26641. * Holds the constructor parameters that have been
  26642. * used to generate the geometry. Any modification
  26643. * after instantiation does not change the geometry.
  26644. *
  26645. * @type {Object}
  26646. */
  26647. this.parameters = {
  26648. path: path,
  26649. tubularSegments: tubularSegments,
  26650. radius: radius,
  26651. radialSegments: radialSegments,
  26652. closed: closed
  26653. };
  26654. const frames = path.computeFrenetFrames( tubularSegments, closed );
  26655. // expose internals
  26656. this.tangents = frames.tangents;
  26657. this.normals = frames.normals;
  26658. this.binormals = frames.binormals;
  26659. // helper variables
  26660. const vertex = new Vector3();
  26661. const normal = new Vector3();
  26662. const uv = new Vector2();
  26663. let P = new Vector3();
  26664. // buffer
  26665. const vertices = [];
  26666. const normals = [];
  26667. const uvs = [];
  26668. const indices = [];
  26669. // create buffer data
  26670. generateBufferData();
  26671. // build geometry
  26672. this.setIndex( indices );
  26673. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26674. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26675. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26676. // functions
  26677. function generateBufferData() {
  26678. for ( let i = 0; i < tubularSegments; i ++ ) {
  26679. generateSegment( i );
  26680. }
  26681. // if the geometry is not closed, generate the last row of vertices and normals
  26682. // at the regular position on the given path
  26683. //
  26684. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  26685. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  26686. // uvs are generated in a separate function.
  26687. // this makes it easy compute correct values for closed geometries
  26688. generateUVs();
  26689. // finally create faces
  26690. generateIndices();
  26691. }
  26692. function generateSegment( i ) {
  26693. // we use getPointAt to sample evenly distributed points from the given path
  26694. P = path.getPointAt( i / tubularSegments, P );
  26695. // retrieve corresponding normal and binormal
  26696. const N = frames.normals[ i ];
  26697. const B = frames.binormals[ i ];
  26698. // generate normals and vertices for the current segment
  26699. for ( let j = 0; j <= radialSegments; j ++ ) {
  26700. const v = j / radialSegments * Math.PI * 2;
  26701. const sin = Math.sin( v );
  26702. const cos = - Math.cos( v );
  26703. // normal
  26704. normal.x = ( cos * N.x + sin * B.x );
  26705. normal.y = ( cos * N.y + sin * B.y );
  26706. normal.z = ( cos * N.z + sin * B.z );
  26707. normal.normalize();
  26708. normals.push( normal.x, normal.y, normal.z );
  26709. // vertex
  26710. vertex.x = P.x + radius * normal.x;
  26711. vertex.y = P.y + radius * normal.y;
  26712. vertex.z = P.z + radius * normal.z;
  26713. vertices.push( vertex.x, vertex.y, vertex.z );
  26714. }
  26715. }
  26716. function generateIndices() {
  26717. for ( let j = 1; j <= tubularSegments; j ++ ) {
  26718. for ( let i = 1; i <= radialSegments; i ++ ) {
  26719. const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  26720. const b = ( radialSegments + 1 ) * j + ( i - 1 );
  26721. const c = ( radialSegments + 1 ) * j + i;
  26722. const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  26723. // faces
  26724. indices.push( a, b, d );
  26725. indices.push( b, c, d );
  26726. }
  26727. }
  26728. }
  26729. function generateUVs() {
  26730. for ( let i = 0; i <= tubularSegments; i ++ ) {
  26731. for ( let j = 0; j <= radialSegments; j ++ ) {
  26732. uv.x = i / tubularSegments;
  26733. uv.y = j / radialSegments;
  26734. uvs.push( uv.x, uv.y );
  26735. }
  26736. }
  26737. }
  26738. }
  26739. copy( source ) {
  26740. super.copy( source );
  26741. this.parameters = Object.assign( {}, source.parameters );
  26742. return this;
  26743. }
  26744. toJSON() {
  26745. const data = super.toJSON();
  26746. data.path = this.parameters.path.toJSON();
  26747. return data;
  26748. }
  26749. /**
  26750. * Factory method for creating an instance of this class from the given
  26751. * JSON object.
  26752. *
  26753. * @param {Object} data - A JSON object representing the serialized geometry.
  26754. * @return {TubeGeometry} A new instance.
  26755. */
  26756. static fromJSON( data ) {
  26757. // This only works for built-in curves (e.g. CatmullRomCurve3).
  26758. // User defined curves or instances of CurvePath will not be deserialized.
  26759. return new TubeGeometry(
  26760. new Curves[ data.path.type ]().fromJSON( data.path ),
  26761. data.tubularSegments,
  26762. data.radius,
  26763. data.radialSegments,
  26764. data.closed
  26765. );
  26766. }
  26767. }
  26768. /**
  26769. * Can be used as a helper object to visualize a geometry as a wireframe.
  26770. *
  26771. * ```js
  26772. * const geometry = new THREE.SphereGeometry();
  26773. *
  26774. * const wireframe = new THREE.WireframeGeometry( geometry );
  26775. *
  26776. * const line = new THREE.LineSegments( wireframe );
  26777. * line.material.depthWrite = false;
  26778. * line.material.opacity = 0.25;
  26779. * line.material.transparent = true;
  26780. *
  26781. * scene.add( line );
  26782. * ```
  26783. *
  26784. * Note: It is not yet possible to serialize/deserialize instances of this class.
  26785. *
  26786. * @augments BufferGeometry
  26787. */
  26788. class WireframeGeometry extends BufferGeometry {
  26789. /**
  26790. * Constructs a new wireframe geometry.
  26791. *
  26792. * @param {?BufferGeometry} [geometry=null] - The geometry.
  26793. */
  26794. constructor( geometry = null ) {
  26795. super();
  26796. this.type = 'WireframeGeometry';
  26797. /**
  26798. * Holds the constructor parameters that have been
  26799. * used to generate the geometry. Any modification
  26800. * after instantiation does not change the geometry.
  26801. *
  26802. * @type {Object}
  26803. */
  26804. this.parameters = {
  26805. geometry: geometry
  26806. };
  26807. if ( geometry !== null ) {
  26808. // buffer
  26809. const vertices = [];
  26810. const edges = new Set();
  26811. // helper variables
  26812. const start = new Vector3();
  26813. const end = new Vector3();
  26814. if ( geometry.index !== null ) {
  26815. // indexed BufferGeometry
  26816. const position = geometry.attributes.position;
  26817. const indices = geometry.index;
  26818. let groups = geometry.groups;
  26819. if ( groups.length === 0 ) {
  26820. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  26821. }
  26822. // create a data structure that contains all edges without duplicates
  26823. for ( let o = 0, ol = groups.length; o < ol; ++ o ) {
  26824. const group = groups[ o ];
  26825. const groupStart = group.start;
  26826. const groupCount = group.count;
  26827. for ( let i = groupStart, l = ( groupStart + groupCount ); i < l; i += 3 ) {
  26828. for ( let j = 0; j < 3; j ++ ) {
  26829. const index1 = indices.getX( i + j );
  26830. const index2 = indices.getX( i + ( j + 1 ) % 3 );
  26831. start.fromBufferAttribute( position, index1 );
  26832. end.fromBufferAttribute( position, index2 );
  26833. if ( isUniqueEdge( start, end, edges ) === true ) {
  26834. vertices.push( start.x, start.y, start.z );
  26835. vertices.push( end.x, end.y, end.z );
  26836. }
  26837. }
  26838. }
  26839. }
  26840. } else {
  26841. // non-indexed BufferGeometry
  26842. const position = geometry.attributes.position;
  26843. for ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  26844. for ( let j = 0; j < 3; j ++ ) {
  26845. // three edges per triangle, an edge is represented as (index1, index2)
  26846. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  26847. const index1 = 3 * i + j;
  26848. const index2 = 3 * i + ( ( j + 1 ) % 3 );
  26849. start.fromBufferAttribute( position, index1 );
  26850. end.fromBufferAttribute( position, index2 );
  26851. if ( isUniqueEdge( start, end, edges ) === true ) {
  26852. vertices.push( start.x, start.y, start.z );
  26853. vertices.push( end.x, end.y, end.z );
  26854. }
  26855. }
  26856. }
  26857. }
  26858. // build geometry
  26859. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26860. }
  26861. }
  26862. copy( source ) {
  26863. super.copy( source );
  26864. this.parameters = Object.assign( {}, source.parameters );
  26865. return this;
  26866. }
  26867. }
  26868. function isUniqueEdge( start, end, edges ) {
  26869. const hash1 = `${start.x},${start.y},${start.z}-${end.x},${end.y},${end.z}`;
  26870. const hash2 = `${end.x},${end.y},${end.z}-${start.x},${start.y},${start.z}`; // coincident edge
  26871. if ( edges.has( hash1 ) === true || edges.has( hash2 ) === true ) {
  26872. return false;
  26873. } else {
  26874. edges.add( hash1 );
  26875. edges.add( hash2 );
  26876. return true;
  26877. }
  26878. }
  26879. var Geometries = /*#__PURE__*/Object.freeze({
  26880. __proto__: null,
  26881. BoxGeometry: BoxGeometry,
  26882. CapsuleGeometry: CapsuleGeometry,
  26883. CircleGeometry: CircleGeometry,
  26884. ConeGeometry: ConeGeometry,
  26885. CylinderGeometry: CylinderGeometry,
  26886. DodecahedronGeometry: DodecahedronGeometry,
  26887. EdgesGeometry: EdgesGeometry,
  26888. ExtrudeGeometry: ExtrudeGeometry,
  26889. IcosahedronGeometry: IcosahedronGeometry,
  26890. LatheGeometry: LatheGeometry,
  26891. OctahedronGeometry: OctahedronGeometry,
  26892. PlaneGeometry: PlaneGeometry,
  26893. PolyhedronGeometry: PolyhedronGeometry,
  26894. RingGeometry: RingGeometry,
  26895. ShapeGeometry: ShapeGeometry,
  26896. SphereGeometry: SphereGeometry,
  26897. TetrahedronGeometry: TetrahedronGeometry,
  26898. TorusGeometry: TorusGeometry,
  26899. TorusKnotGeometry: TorusKnotGeometry,
  26900. TubeGeometry: TubeGeometry,
  26901. WireframeGeometry: WireframeGeometry
  26902. });
  26903. /**
  26904. * This material can receive shadows, but otherwise is completely transparent.
  26905. *
  26906. * ```js
  26907. * const geometry = new THREE.PlaneGeometry( 2000, 2000 );
  26908. * geometry.rotateX( - Math.PI / 2 );
  26909. *
  26910. * const material = new THREE.ShadowMaterial();
  26911. * material.opacity = 0.2;
  26912. *
  26913. * const plane = new THREE.Mesh( geometry, material );
  26914. * plane.position.y = -200;
  26915. * plane.receiveShadow = true;
  26916. * scene.add( plane );
  26917. * ```
  26918. *
  26919. * @augments Material
  26920. */
  26921. class ShadowMaterial extends Material {
  26922. /**
  26923. * Constructs a new shadow material.
  26924. *
  26925. * @param {Object} [parameters] - An object with one or more properties
  26926. * defining the material's appearance. Any property of the material
  26927. * (including any property from inherited materials) can be passed
  26928. * in here. Color values can be passed any type of value accepted
  26929. * by {@link Color#set}.
  26930. */
  26931. constructor( parameters ) {
  26932. super();
  26933. /**
  26934. * This flag can be used for type testing.
  26935. *
  26936. * @type {boolean}
  26937. * @readonly
  26938. * @default true
  26939. */
  26940. this.isShadowMaterial = true;
  26941. this.type = 'ShadowMaterial';
  26942. /**
  26943. * Color of the material.
  26944. *
  26945. * @type {Color}
  26946. * @default (0,0,0)
  26947. */
  26948. this.color = new Color( 0x000000 );
  26949. /**
  26950. * Overwritten since shadow materials are transparent
  26951. * by default.
  26952. *
  26953. * @type {boolean}
  26954. * @default true
  26955. */
  26956. this.transparent = true;
  26957. /**
  26958. * Whether the material is affected by fog or not.
  26959. *
  26960. * @type {boolean}
  26961. * @default true
  26962. */
  26963. this.fog = true;
  26964. this.setValues( parameters );
  26965. }
  26966. copy( source ) {
  26967. super.copy( source );
  26968. this.color.copy( source.color );
  26969. this.fog = source.fog;
  26970. return this;
  26971. }
  26972. }
  26973. /**
  26974. * Provides utility functions for managing uniforms.
  26975. *
  26976. * @module UniformsUtils
  26977. */
  26978. /**
  26979. * Clones the given uniform definitions by performing a deep-copy. That means
  26980. * if the value of a uniform refers to an object like a Vector3 or Texture,
  26981. * the cloned uniform will refer to a new object reference.
  26982. *
  26983. * @param {Object} src - An object representing uniform definitions.
  26984. * @return {Object} The cloned uniforms.
  26985. */
  26986. function cloneUniforms( src ) {
  26987. const dst = {};
  26988. for ( const u in src ) {
  26989. dst[ u ] = {};
  26990. for ( const p in src[ u ] ) {
  26991. const property = src[ u ][ p ];
  26992. if ( property && ( property.isColor ||
  26993. property.isMatrix3 || property.isMatrix4 ||
  26994. property.isVector2 || property.isVector3 || property.isVector4 ||
  26995. property.isTexture || property.isQuaternion ) ) {
  26996. if ( property.isRenderTargetTexture ) {
  26997. warn( 'UniformsUtils: Textures of render targets cannot be cloned via cloneUniforms() or mergeUniforms().' );
  26998. dst[ u ][ p ] = null;
  26999. } else {
  27000. dst[ u ][ p ] = property.clone();
  27001. }
  27002. } else if ( Array.isArray( property ) ) {
  27003. dst[ u ][ p ] = property.slice();
  27004. } else {
  27005. dst[ u ][ p ] = property;
  27006. }
  27007. }
  27008. }
  27009. return dst;
  27010. }
  27011. /**
  27012. * Merges the given uniform definitions into a single object. Since the
  27013. * method internally uses cloneUniforms(), it performs a deep-copy when
  27014. * producing the merged uniform definitions.
  27015. *
  27016. * @param {Array} uniforms - An array of objects containing uniform definitions.
  27017. * @return {Object} The merged uniforms.
  27018. */
  27019. function mergeUniforms( uniforms ) {
  27020. const merged = {};
  27021. for ( let u = 0; u < uniforms.length; u ++ ) {
  27022. const tmp = cloneUniforms( uniforms[ u ] );
  27023. for ( const p in tmp ) {
  27024. merged[ p ] = tmp[ p ];
  27025. }
  27026. }
  27027. return merged;
  27028. }
  27029. function cloneUniformsGroups( src ) {
  27030. const dst = [];
  27031. for ( let u = 0; u < src.length; u ++ ) {
  27032. dst.push( src[ u ].clone() );
  27033. }
  27034. return dst;
  27035. }
  27036. function getUnlitUniformColorSpace( renderer ) {
  27037. const currentRenderTarget = renderer.getRenderTarget();
  27038. if ( currentRenderTarget === null ) {
  27039. // https://github.com/mrdoob/three.js/pull/23937#issuecomment-1111067398
  27040. return renderer.outputColorSpace;
  27041. }
  27042. // https://github.com/mrdoob/three.js/issues/27868
  27043. if ( currentRenderTarget.isXRRenderTarget === true ) {
  27044. return currentRenderTarget.texture.colorSpace;
  27045. }
  27046. return ColorManagement.workingColorSpace;
  27047. }
  27048. // Legacy
  27049. const UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  27050. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  27051. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  27052. /**
  27053. * A material rendered with custom shaders. A shader is a small program written in GLSL.
  27054. * that runs on the GPU. You may want to use a custom shader if you need to implement an
  27055. * effect not included with any of the built-in materials.
  27056. *
  27057. * There are the following notes to bear in mind when using a `ShaderMaterial`:
  27058. *
  27059. * - `ShaderMaterial` can only be used with {@link WebGLRenderer}.
  27060. * - Built in attributes and uniforms are passed to the shaders along with your code. If
  27061. * you don't want that, use {@link RawShaderMaterial} instead.
  27062. * - You can use the directive `#pragma unroll_loop_start` and `#pragma unroll_loop_end`
  27063. * in order to unroll a `for` loop in GLSL by the shader preprocessor. The directive has
  27064. * to be placed right above the loop. The loop formatting has to correspond to a defined standard.
  27065. * - The loop has to be [normalized](https://en.wikipedia.org/wiki/Normalized_loop).
  27066. * - The loop variable has to be *i*.
  27067. * - The value `UNROLLED_LOOP_INDEX` will be replaced with the explicitly
  27068. * value of *i* for the given iteration and can be used in preprocessor
  27069. * statements.
  27070. *
  27071. * ```js
  27072. * const material = new THREE.ShaderMaterial( {
  27073. * uniforms: {
  27074. * time: { value: 1.0 },
  27075. * resolution: { value: new THREE.Vector2() }
  27076. * },
  27077. * vertexShader: document.getElementById( 'vertexShader' ).textContent,
  27078. * fragmentShader: document.getElementById( 'fragmentShader' ).textContent
  27079. * } );
  27080. * ```
  27081. *
  27082. * @augments Material
  27083. */
  27084. class ShaderMaterial extends Material {
  27085. /**
  27086. * Constructs a new shader material.
  27087. *
  27088. * @param {Object} [parameters] - An object with one or more properties
  27089. * defining the material's appearance. Any property of the material
  27090. * (including any property from inherited materials) can be passed
  27091. * in here. Color values can be passed any type of value accepted
  27092. * by {@link Color#set}.
  27093. */
  27094. constructor( parameters ) {
  27095. super();
  27096. /**
  27097. * This flag can be used for type testing.
  27098. *
  27099. * @type {boolean}
  27100. * @readonly
  27101. * @default true
  27102. */
  27103. this.isShaderMaterial = true;
  27104. this.type = 'ShaderMaterial';
  27105. /**
  27106. * Defines custom constants using `#define` directives within the GLSL code
  27107. * for both the vertex shader and the fragment shader; each key/value pair
  27108. * yields another directive.
  27109. * ```js
  27110. * defines: {
  27111. * FOO: 15,
  27112. * BAR: true
  27113. * }
  27114. * ```
  27115. * Yields the lines:
  27116. * ```
  27117. * #define FOO 15
  27118. * #define BAR true
  27119. * ```
  27120. *
  27121. * @type {Object}
  27122. */
  27123. this.defines = {};
  27124. /**
  27125. * An object of the form:
  27126. * ```js
  27127. * {
  27128. * "uniform1": { value: 1.0 },
  27129. * "uniform2": { value: 2 }
  27130. * }
  27131. * ```
  27132. * specifying the uniforms to be passed to the shader code; keys are uniform
  27133. * names, values are definitions of the form
  27134. * ```
  27135. * {
  27136. * value: 1.0
  27137. * }
  27138. * ```
  27139. * where `value` is the value of the uniform. Names must match the name of
  27140. * the uniform, as defined in the GLSL code. Note that uniforms are refreshed
  27141. * on every frame, so updating the value of the uniform will immediately
  27142. * update the value available to the GLSL code.
  27143. *
  27144. * @type {Object}
  27145. */
  27146. this.uniforms = {};
  27147. /**
  27148. * An array holding uniforms groups for configuring UBOs.
  27149. *
  27150. * @type {Array<UniformsGroup>}
  27151. */
  27152. this.uniformsGroups = [];
  27153. /**
  27154. * Vertex shader GLSL code. This is the actual code for the shader.
  27155. *
  27156. * @type {string}
  27157. */
  27158. this.vertexShader = default_vertex;
  27159. /**
  27160. * Fragment shader GLSL code. This is the actual code for the shader.
  27161. *
  27162. * @type {string}
  27163. */
  27164. this.fragmentShader = default_fragment;
  27165. /**
  27166. * Controls line thickness or lines.
  27167. *
  27168. * WebGL and WebGPU ignore this setting and always render line primitives with a
  27169. * width of one pixel.
  27170. *
  27171. * @type {number}
  27172. * @default 1
  27173. */
  27174. this.linewidth = 1;
  27175. /**
  27176. * Renders the geometry as a wireframe.
  27177. *
  27178. * @type {boolean}
  27179. * @default false
  27180. */
  27181. this.wireframe = false;
  27182. /**
  27183. * Controls the thickness of the wireframe.
  27184. *
  27185. * WebGL and WebGPU ignore this property and always render
  27186. * 1 pixel wide lines.
  27187. *
  27188. * @type {number}
  27189. * @default 1
  27190. */
  27191. this.wireframeLinewidth = 1;
  27192. /**
  27193. * Defines whether the material color is affected by global fog settings; `true`
  27194. * to pass fog uniforms to the shader.
  27195. *
  27196. * Setting this property to `true` requires the definition of fog uniforms. It is
  27197. * recommended to use `UniformsUtils.merge()` to combine the custom shader uniforms
  27198. * with predefined fog uniforms.
  27199. *
  27200. * ```js
  27201. * const material = new ShaderMaterial( {
  27202. * uniforms: UniformsUtils.merge( [ UniformsLib[ 'fog' ], shaderUniforms ] );
  27203. * vertexShader: vertexShader,
  27204. * fragmentShader: fragmentShader,
  27205. * fog: true
  27206. * } );
  27207. * ```
  27208. *
  27209. * @type {boolean}
  27210. * @default false
  27211. */
  27212. this.fog = false;
  27213. /**
  27214. * Defines whether this material uses lighting; `true` to pass uniform data
  27215. * related to lighting to this shader.
  27216. *
  27217. * @type {boolean}
  27218. * @default false
  27219. */
  27220. this.lights = false;
  27221. /**
  27222. * Defines whether this material supports clipping; `true` to let the renderer
  27223. * pass the clippingPlanes uniform.
  27224. *
  27225. * @type {boolean}
  27226. * @default false
  27227. */
  27228. this.clipping = false;
  27229. /**
  27230. * Overwritten and set to `true` by default.
  27231. *
  27232. * @type {boolean}
  27233. * @default true
  27234. */
  27235. this.forceSinglePass = true;
  27236. /**
  27237. * This object allows to enable certain WebGL 2 extensions.
  27238. *
  27239. * - clipCullDistance: set to `true` to use vertex shader clipping
  27240. * - multiDraw: set to `true` to use vertex shader multi_draw / enable gl_DrawID
  27241. *
  27242. * @type {{clipCullDistance:false,multiDraw:false}}
  27243. */
  27244. this.extensions = {
  27245. clipCullDistance: false, // set to use vertex shader clipping
  27246. multiDraw: false // set to use vertex shader multi_draw / enable gl_DrawID
  27247. };
  27248. /**
  27249. * When the rendered geometry doesn't include these attributes but the
  27250. * material does, these default values will be passed to the shaders. This
  27251. * avoids errors when buffer data is missing.
  27252. *
  27253. * - color: [ 1, 1, 1 ]
  27254. * - uv: [ 0, 0 ]
  27255. * - uv1: [ 0, 0 ]
  27256. *
  27257. * @type {Object}
  27258. */
  27259. this.defaultAttributeValues = {
  27260. 'color': [ 1, 1, 1 ],
  27261. 'uv': [ 0, 0 ],
  27262. 'uv1': [ 0, 0 ]
  27263. };
  27264. /**
  27265. * If set, this calls [gl.bindAttribLocation](https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bindAttribLocation)
  27266. * to bind a generic vertex index to an attribute variable.
  27267. *
  27268. * @type {string|undefined}
  27269. * @default undefined
  27270. */
  27271. this.index0AttributeName = undefined;
  27272. /**
  27273. * Can be used to force a uniform update while changing uniforms in
  27274. * {@link Object3D#onBeforeRender}.
  27275. *
  27276. * @type {boolean}
  27277. * @default false
  27278. */
  27279. this.uniformsNeedUpdate = false;
  27280. /**
  27281. * Defines the GLSL version of custom shader code.
  27282. *
  27283. * @type {?(GLSL1|GLSL3)}
  27284. * @default null
  27285. */
  27286. this.glslVersion = null;
  27287. if ( parameters !== undefined ) {
  27288. this.setValues( parameters );
  27289. }
  27290. }
  27291. copy( source ) {
  27292. super.copy( source );
  27293. this.fragmentShader = source.fragmentShader;
  27294. this.vertexShader = source.vertexShader;
  27295. this.uniforms = cloneUniforms( source.uniforms );
  27296. this.uniformsGroups = cloneUniformsGroups( source.uniformsGroups );
  27297. this.defines = Object.assign( {}, source.defines );
  27298. this.wireframe = source.wireframe;
  27299. this.wireframeLinewidth = source.wireframeLinewidth;
  27300. this.fog = source.fog;
  27301. this.lights = source.lights;
  27302. this.clipping = source.clipping;
  27303. this.extensions = Object.assign( {}, source.extensions );
  27304. this.glslVersion = source.glslVersion;
  27305. this.defaultAttributeValues = Object.assign( {}, source.defaultAttributeValues );
  27306. this.index0AttributeName = source.index0AttributeName;
  27307. this.uniformsNeedUpdate = source.uniformsNeedUpdate;
  27308. return this;
  27309. }
  27310. toJSON( meta ) {
  27311. const data = super.toJSON( meta );
  27312. data.glslVersion = this.glslVersion;
  27313. data.uniforms = {};
  27314. for ( const name in this.uniforms ) {
  27315. const uniform = this.uniforms[ name ];
  27316. const value = uniform.value;
  27317. if ( value && value.isTexture ) {
  27318. data.uniforms[ name ] = {
  27319. type: 't',
  27320. value: value.toJSON( meta ).uuid
  27321. };
  27322. } else if ( value && value.isColor ) {
  27323. data.uniforms[ name ] = {
  27324. type: 'c',
  27325. value: value.getHex()
  27326. };
  27327. } else if ( value && value.isVector2 ) {
  27328. data.uniforms[ name ] = {
  27329. type: 'v2',
  27330. value: value.toArray()
  27331. };
  27332. } else if ( value && value.isVector3 ) {
  27333. data.uniforms[ name ] = {
  27334. type: 'v3',
  27335. value: value.toArray()
  27336. };
  27337. } else if ( value && value.isVector4 ) {
  27338. data.uniforms[ name ] = {
  27339. type: 'v4',
  27340. value: value.toArray()
  27341. };
  27342. } else if ( value && value.isMatrix3 ) {
  27343. data.uniforms[ name ] = {
  27344. type: 'm3',
  27345. value: value.toArray()
  27346. };
  27347. } else if ( value && value.isMatrix4 ) {
  27348. data.uniforms[ name ] = {
  27349. type: 'm4',
  27350. value: value.toArray()
  27351. };
  27352. } else {
  27353. data.uniforms[ name ] = {
  27354. value: value
  27355. };
  27356. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  27357. }
  27358. }
  27359. if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;
  27360. data.vertexShader = this.vertexShader;
  27361. data.fragmentShader = this.fragmentShader;
  27362. data.lights = this.lights;
  27363. data.clipping = this.clipping;
  27364. const extensions = {};
  27365. for ( const key in this.extensions ) {
  27366. if ( this.extensions[ key ] === true ) extensions[ key ] = true;
  27367. }
  27368. if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;
  27369. return data;
  27370. }
  27371. }
  27372. /**
  27373. * This class works just like {@link ShaderMaterial}, except that definitions
  27374. * of built-in uniforms and attributes are not automatically prepended to the
  27375. * GLSL shader code.
  27376. *
  27377. * `RawShaderMaterial` can only be used with {@link WebGLRenderer}.
  27378. *
  27379. * @augments ShaderMaterial
  27380. */
  27381. class RawShaderMaterial extends ShaderMaterial {
  27382. /**
  27383. * Constructs a new raw shader material.
  27384. *
  27385. * @param {Object} [parameters] - An object with one or more properties
  27386. * defining the material's appearance. Any property of the material
  27387. * (including any property from inherited materials) can be passed
  27388. * in here. Color values can be passed any type of value accepted
  27389. * by {@link Color#set}.
  27390. */
  27391. constructor( parameters ) {
  27392. super( parameters );
  27393. /**
  27394. * This flag can be used for type testing.
  27395. *
  27396. * @type {boolean}
  27397. * @readonly
  27398. * @default true
  27399. */
  27400. this.isRawShaderMaterial = true;
  27401. this.type = 'RawShaderMaterial';
  27402. }
  27403. }
  27404. /**
  27405. * A standard physically based material, using Metallic-Roughness workflow.
  27406. *
  27407. * Physically based rendering (PBR) has recently become the standard in many
  27408. * 3D applications, such as [Unity](https://blogs.unity3d.com/2014/10/29/physically-based-shading-in-unity-5-a-primer/),
  27409. * [Unreal](https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/) and
  27410. * [3D Studio Max](http://area.autodesk.com/blogs/the-3ds-max-blog/what039s-new-for-rendering-in-3ds-max-2017).
  27411. *
  27412. * This approach differs from older approaches in that instead of using
  27413. * approximations for the way in which light interacts with a surface, a
  27414. * physically correct model is used. The idea is that, instead of tweaking
  27415. * materials to look good under specific lighting, a material can be created
  27416. * that will react 'correctly' under all lighting scenarios.
  27417. *
  27418. * In practice this gives a more accurate and realistic looking result than
  27419. * the {@link MeshLambertMaterial} or {@link MeshPhongMaterial}, at the cost of
  27420. * being somewhat more computationally expensive. `MeshStandardMaterial` uses per-fragment
  27421. * shading.
  27422. *
  27423. * Note that for best results you should always specify an environment map when using this material.
  27424. *
  27425. * For a non-technical introduction to the concept of PBR and how to set up a
  27426. * PBR material, check out these articles by the people at [marmoset](https://www.marmoset.co):
  27427. *
  27428. * - [Basic Theory of Physically Based Rendering](https://www.marmoset.co/posts/basic-theory-of-physically-based-rendering/)
  27429. * - [Physically Based Rendering and You Can Too](https://www.marmoset.co/posts/physically-based-rendering-and-you-can-too/)
  27430. *
  27431. * Technical details of the approach used in three.js (and most other PBR systems) can be found is this
  27432. * [paper from Disney](https://media.disneyanimation.com/uploads/production/publication_asset/48/asset/s2012_pbs_disney_brdf_notes_v3.pdf)
  27433. * (pdf), by Brent Burley.
  27434. *
  27435. * @augments Material
  27436. * @demo scenes/material-browser.html#MeshStandardMaterial
  27437. */
  27438. class MeshStandardMaterial extends Material {
  27439. /**
  27440. * Constructs a new mesh standard material.
  27441. *
  27442. * @param {Object} [parameters] - An object with one or more properties
  27443. * defining the material's appearance. Any property of the material
  27444. * (including any property from inherited materials) can be passed
  27445. * in here. Color values can be passed any type of value accepted
  27446. * by {@link Color#set}.
  27447. */
  27448. constructor( parameters ) {
  27449. super();
  27450. /**
  27451. * This flag can be used for type testing.
  27452. *
  27453. * @type {boolean}
  27454. * @readonly
  27455. * @default true
  27456. */
  27457. this.isMeshStandardMaterial = true;
  27458. this.type = 'MeshStandardMaterial';
  27459. this.defines = { 'STANDARD': '' };
  27460. /**
  27461. * Color of the material.
  27462. *
  27463. * @type {Color}
  27464. * @default (1,1,1)
  27465. */
  27466. this.color = new Color( 0xffffff ); // diffuse
  27467. /**
  27468. * How rough the material appears. `0.0` means a smooth mirror reflection, `1.0`
  27469. * means fully diffuse. If `roughnessMap` is also provided,
  27470. * both values are multiplied.
  27471. *
  27472. * @type {number}
  27473. * @default 1
  27474. */
  27475. this.roughness = 1.0;
  27476. /**
  27477. * How much the material is like a metal. Non-metallic materials such as wood
  27478. * or stone use `0.0`, metallic use `1.0`, with nothing (usually) in between.
  27479. * A value between `0.0` and `1.0` could be used for a rusty metal look.
  27480. * If `metalnessMap` is also provided, both values are multiplied.
  27481. *
  27482. * @type {number}
  27483. * @default 0
  27484. */
  27485. this.metalness = 0.0;
  27486. /**
  27487. * The color map. May optionally include an alpha channel, typically combined
  27488. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  27489. * color is modulated by the diffuse `color`.
  27490. *
  27491. * @type {?Texture}
  27492. * @default null
  27493. */
  27494. this.map = null;
  27495. /**
  27496. * The light map. Requires a second set of UVs.
  27497. *
  27498. * @type {?Texture}
  27499. * @default null
  27500. */
  27501. this.lightMap = null;
  27502. /**
  27503. * Intensity of the baked light.
  27504. *
  27505. * @type {number}
  27506. * @default 1
  27507. */
  27508. this.lightMapIntensity = 1.0;
  27509. /**
  27510. * The red channel of this texture is used as the ambient occlusion map.
  27511. * Requires a second set of UVs.
  27512. *
  27513. * @type {?Texture}
  27514. * @default null
  27515. */
  27516. this.aoMap = null;
  27517. /**
  27518. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  27519. * disables ambient occlusion. Where intensity is `1` and the AO map's
  27520. * red channel is also `1`, ambient light is fully occluded on a surface.
  27521. *
  27522. * @type {number}
  27523. * @default 1
  27524. */
  27525. this.aoMapIntensity = 1.0;
  27526. /**
  27527. * Emissive (light) color of the material, essentially a solid color
  27528. * unaffected by other lighting.
  27529. *
  27530. * @type {Color}
  27531. * @default (0,0,0)
  27532. */
  27533. this.emissive = new Color( 0x000000 );
  27534. /**
  27535. * Intensity of the emissive light. Modulates the emissive color.
  27536. *
  27537. * @type {number}
  27538. * @default 1
  27539. */
  27540. this.emissiveIntensity = 1.0;
  27541. /**
  27542. * Set emissive (glow) map. The emissive map color is modulated by the
  27543. * emissive color and the emissive intensity. If you have an emissive map,
  27544. * be sure to set the emissive color to something other than black.
  27545. *
  27546. * @type {?Texture}
  27547. * @default null
  27548. */
  27549. this.emissiveMap = null;
  27550. /**
  27551. * The texture to create a bump map. The black and white values map to the
  27552. * perceived depth in relation to the lights. Bump doesn't actually affect
  27553. * the geometry of the object, only the lighting. If a normal map is defined
  27554. * this will be ignored.
  27555. *
  27556. * @type {?Texture}
  27557. * @default null
  27558. */
  27559. this.bumpMap = null;
  27560. /**
  27561. * How much the bump map affects the material. Typical range is `[0,1]`.
  27562. *
  27563. * @type {number}
  27564. * @default 1
  27565. */
  27566. this.bumpScale = 1;
  27567. /**
  27568. * The texture to create a normal map. The RGB values affect the surface
  27569. * normal for each pixel fragment and change the way the color is lit. Normal
  27570. * maps do not change the actual shape of the surface, only the lighting. In
  27571. * case the material has a normal map authored using the left handed
  27572. * convention, the `y` component of `normalScale` should be negated to compensate
  27573. * for the different handedness.
  27574. *
  27575. * @type {?Texture}
  27576. * @default null
  27577. */
  27578. this.normalMap = null;
  27579. /**
  27580. * The type of normal map.
  27581. *
  27582. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  27583. * @default TangentSpaceNormalMap
  27584. */
  27585. this.normalMapType = TangentSpaceNormalMap;
  27586. /**
  27587. * How much the normal map affects the material. Typical value range is `[0,1]`.
  27588. *
  27589. * @type {Vector2}
  27590. * @default (1,1)
  27591. */
  27592. this.normalScale = new Vector2( 1, 1 );
  27593. /**
  27594. * The displacement map affects the position of the mesh's vertices. Unlike
  27595. * other maps which only affect the light and shade of the material the
  27596. * displaced vertices can cast shadows, block other objects, and otherwise
  27597. * act as real geometry. The displacement texture is an image where the value
  27598. * of each pixel (white being the highest) is mapped against, and
  27599. * repositions, the vertices of the mesh.
  27600. *
  27601. * @type {?Texture}
  27602. * @default null
  27603. */
  27604. this.displacementMap = null;
  27605. /**
  27606. * How much the displacement map affects the mesh (where black is no
  27607. * displacement, and white is maximum displacement). Without a displacement
  27608. * map set, this value is not applied.
  27609. *
  27610. * @type {number}
  27611. * @default 0
  27612. */
  27613. this.displacementScale = 1;
  27614. /**
  27615. * The offset of the displacement map's values on the mesh's vertices.
  27616. * The bias is added to the scaled sample of the displacement map.
  27617. * Without a displacement map set, this value is not applied.
  27618. *
  27619. * @type {number}
  27620. * @default 0
  27621. */
  27622. this.displacementBias = 0;
  27623. /**
  27624. * The green channel of this texture is used to alter the roughness of the
  27625. * material.
  27626. *
  27627. * @type {?Texture}
  27628. * @default null
  27629. */
  27630. this.roughnessMap = null;
  27631. /**
  27632. * The blue channel of this texture is used to alter the metalness of the
  27633. * material.
  27634. *
  27635. * @type {?Texture}
  27636. * @default null
  27637. */
  27638. this.metalnessMap = null;
  27639. /**
  27640. * The alpha map is a grayscale texture that controls the opacity across the
  27641. * surface (black: fully transparent; white: fully opaque).
  27642. *
  27643. * Only the color of the texture is used, ignoring the alpha channel if one
  27644. * exists. For RGB and RGBA textures, the renderer will use the green channel
  27645. * when sampling this texture due to the extra bit of precision provided for
  27646. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  27647. * luminance/alpha textures will also still work as expected.
  27648. *
  27649. * @type {?Texture}
  27650. * @default null
  27651. */
  27652. this.alphaMap = null;
  27653. /**
  27654. * The environment map. To ensure a physically correct rendering, environment maps
  27655. * are internally pre-processed with {@link PMREMGenerator}.
  27656. *
  27657. * @type {?Texture}
  27658. * @default null
  27659. */
  27660. this.envMap = null;
  27661. /**
  27662. * The rotation of the environment map in radians.
  27663. *
  27664. * @type {Euler}
  27665. * @default (0,0,0)
  27666. */
  27667. this.envMapRotation = new Euler();
  27668. /**
  27669. * Scales the effect of the environment map by multiplying its color.
  27670. *
  27671. * @type {number}
  27672. * @default 1
  27673. */
  27674. this.envMapIntensity = 1.0;
  27675. /**
  27676. * Renders the geometry as a wireframe.
  27677. *
  27678. * @type {boolean}
  27679. * @default false
  27680. */
  27681. this.wireframe = false;
  27682. /**
  27683. * Controls the thickness of the wireframe.
  27684. *
  27685. * Can only be used with {@link SVGRenderer}.
  27686. *
  27687. * @type {number}
  27688. * @default 1
  27689. */
  27690. this.wireframeLinewidth = 1;
  27691. /**
  27692. * Defines appearance of wireframe ends.
  27693. *
  27694. * Can only be used with {@link SVGRenderer}.
  27695. *
  27696. * @type {('round'|'bevel'|'miter')}
  27697. * @default 'round'
  27698. */
  27699. this.wireframeLinecap = 'round';
  27700. /**
  27701. * Defines appearance of wireframe joints.
  27702. *
  27703. * Can only be used with {@link SVGRenderer}.
  27704. *
  27705. * @type {('round'|'bevel'|'miter')}
  27706. * @default 'round'
  27707. */
  27708. this.wireframeLinejoin = 'round';
  27709. /**
  27710. * Whether the material is rendered with flat shading or not.
  27711. *
  27712. * @type {boolean}
  27713. * @default false
  27714. */
  27715. this.flatShading = false;
  27716. /**
  27717. * Whether the material is affected by fog or not.
  27718. *
  27719. * @type {boolean}
  27720. * @default true
  27721. */
  27722. this.fog = true;
  27723. this.setValues( parameters );
  27724. }
  27725. copy( source ) {
  27726. super.copy( source );
  27727. this.defines = { 'STANDARD': '' };
  27728. this.color.copy( source.color );
  27729. this.roughness = source.roughness;
  27730. this.metalness = source.metalness;
  27731. this.map = source.map;
  27732. this.lightMap = source.lightMap;
  27733. this.lightMapIntensity = source.lightMapIntensity;
  27734. this.aoMap = source.aoMap;
  27735. this.aoMapIntensity = source.aoMapIntensity;
  27736. this.emissive.copy( source.emissive );
  27737. this.emissiveMap = source.emissiveMap;
  27738. this.emissiveIntensity = source.emissiveIntensity;
  27739. this.bumpMap = source.bumpMap;
  27740. this.bumpScale = source.bumpScale;
  27741. this.normalMap = source.normalMap;
  27742. this.normalMapType = source.normalMapType;
  27743. this.normalScale.copy( source.normalScale );
  27744. this.displacementMap = source.displacementMap;
  27745. this.displacementScale = source.displacementScale;
  27746. this.displacementBias = source.displacementBias;
  27747. this.roughnessMap = source.roughnessMap;
  27748. this.metalnessMap = source.metalnessMap;
  27749. this.alphaMap = source.alphaMap;
  27750. this.envMap = source.envMap;
  27751. this.envMapRotation.copy( source.envMapRotation );
  27752. this.envMapIntensity = source.envMapIntensity;
  27753. this.wireframe = source.wireframe;
  27754. this.wireframeLinewidth = source.wireframeLinewidth;
  27755. this.wireframeLinecap = source.wireframeLinecap;
  27756. this.wireframeLinejoin = source.wireframeLinejoin;
  27757. this.flatShading = source.flatShading;
  27758. this.fog = source.fog;
  27759. return this;
  27760. }
  27761. }
  27762. /**
  27763. * An extension of the {@link MeshStandardMaterial}, providing more advanced
  27764. * physically-based rendering properties:
  27765. *
  27766. * - Anisotropy: Ability to represent the anisotropic property of materials
  27767. * as observable with brushed metals.
  27768. * - Clearcoat: Some materials — like car paints, carbon fiber, and wet surfaces — require
  27769. * a clear, reflective layer on top of another layer that may be irregular or rough.
  27770. * Clearcoat approximates this effect, without the need for a separate transparent surface.
  27771. * - Iridescence: Allows to render the effect where hue varies depending on the viewing
  27772. * angle and illumination angle. This can be seen on soap bubbles, oil films, or on the
  27773. * wings of many insects.
  27774. * - Physically-based transparency: One limitation of {@link Material#opacity} is that highly
  27775. * transparent materials are less reflective. Physically-based transmission provides a more
  27776. * realistic option for thin, transparent surfaces like glass.
  27777. * - Advanced reflectivity: More flexible reflectivity for non-metallic materials.
  27778. * - Sheen: Can be used for representing cloth and fabric materials.
  27779. *
  27780. * As a result of these complex shading features, `MeshPhysicalMaterial` has a
  27781. * higher performance cost, per pixel, than other three.js materials. Most
  27782. * effects are disabled by default, and add cost as they are enabled. For
  27783. * best results, always specify an environment map when using this material.
  27784. *
  27785. * @augments MeshStandardMaterial
  27786. * @demo scenes/material-browser.html#MeshPhysicalMaterial
  27787. */
  27788. class MeshPhysicalMaterial extends MeshStandardMaterial {
  27789. /**
  27790. * Constructs a new mesh physical material.
  27791. *
  27792. * @param {Object} [parameters] - An object with one or more properties
  27793. * defining the material's appearance. Any property of the material
  27794. * (including any property from inherited materials) can be passed
  27795. * in here. Color values can be passed any type of value accepted
  27796. * by {@link Color#set}.
  27797. */
  27798. constructor( parameters ) {
  27799. super();
  27800. /**
  27801. * This flag can be used for type testing.
  27802. *
  27803. * @type {boolean}
  27804. * @readonly
  27805. * @default true
  27806. */
  27807. this.isMeshPhysicalMaterial = true;
  27808. this.defines = {
  27809. 'STANDARD': '',
  27810. 'PHYSICAL': ''
  27811. };
  27812. this.type = 'MeshPhysicalMaterial';
  27813. /**
  27814. * The rotation of the anisotropy in tangent, bitangent space, measured in radians
  27815. * counter-clockwise from the tangent. When `anisotropyMap` is present, this
  27816. * property provides additional rotation to the vectors in the texture.
  27817. *
  27818. * @type {number}
  27819. * @default 1
  27820. */
  27821. this.anisotropyRotation = 0;
  27822. /**
  27823. * Red and green channels represent the anisotropy direction in `[-1, 1]` tangent,
  27824. * bitangent space, to be rotated by `anisotropyRotation`. The blue channel
  27825. * contains strength as `[0, 1]` to be multiplied by `anisotropy`.
  27826. *
  27827. * @type {?Texture}
  27828. * @default null
  27829. */
  27830. this.anisotropyMap = null;
  27831. /**
  27832. * The red channel of this texture is multiplied against `clearcoat`,
  27833. * for per-pixel control over a coating's intensity.
  27834. *
  27835. * @type {?Texture}
  27836. * @default null
  27837. */
  27838. this.clearcoatMap = null;
  27839. /**
  27840. * Roughness of the clear coat layer, from `0.0` to `1.0`.
  27841. *
  27842. * @type {number}
  27843. * @default 0
  27844. */
  27845. this.clearcoatRoughness = 0.0;
  27846. /**
  27847. * The green channel of this texture is multiplied against
  27848. * `clearcoatRoughness`, for per-pixel control over a coating's roughness.
  27849. *
  27850. * @type {?Texture}
  27851. * @default null
  27852. */
  27853. this.clearcoatRoughnessMap = null;
  27854. /**
  27855. * How much `clearcoatNormalMap` affects the clear coat layer, from
  27856. * `(0,0)` to `(1,1)`.
  27857. *
  27858. * @type {Vector2}
  27859. * @default (1,1)
  27860. */
  27861. this.clearcoatNormalScale = new Vector2( 1, 1 );
  27862. /**
  27863. * Can be used to enable independent normals for the clear coat layer.
  27864. *
  27865. * @type {?Texture}
  27866. * @default null
  27867. */
  27868. this.clearcoatNormalMap = null;
  27869. /**
  27870. * Index-of-refraction for non-metallic materials, from `1.0` to `2.333`.
  27871. *
  27872. * @type {number}
  27873. * @default 1.5
  27874. */
  27875. this.ior = 1.5;
  27876. /**
  27877. * Degree of reflectivity, from `0.0` to `1.0`. Default is `0.5`, which
  27878. * corresponds to an index-of-refraction of `1.5`.
  27879. *
  27880. * This models the reflectivity of non-metallic materials. It has no effect
  27881. * when `metalness` is `1.0`
  27882. *
  27883. * @name MeshPhysicalMaterial#reflectivity
  27884. * @type {number}
  27885. * @default 0.5
  27886. */
  27887. Object.defineProperty( this, 'reflectivity', {
  27888. get: function () {
  27889. return ( clamp( 2.5 * ( this.ior - 1 ) / ( this.ior + 1 ), 0, 1 ) );
  27890. },
  27891. set: function ( reflectivity ) {
  27892. this.ior = ( 1 + 0.4 * reflectivity ) / ( 1 - 0.4 * reflectivity );
  27893. }
  27894. } );
  27895. /**
  27896. * The red channel of this texture is multiplied against `iridescence`, for per-pixel
  27897. * control over iridescence.
  27898. *
  27899. * @type {?Texture}
  27900. * @default null
  27901. */
  27902. this.iridescenceMap = null;
  27903. /**
  27904. * Strength of the iridescence RGB color shift effect, represented by an index-of-refraction.
  27905. * Between `1.0` to `2.333`.
  27906. *
  27907. * @type {number}
  27908. * @default 1.3
  27909. */
  27910. this.iridescenceIOR = 1.3;
  27911. /**
  27912. *Array of exactly 2 elements, specifying minimum and maximum thickness of the iridescence layer.
  27913. Thickness of iridescence layer has an equivalent effect of the one `thickness` has on `ior`.
  27914. *
  27915. * @type {Array<number,number>}
  27916. * @default [100,400]
  27917. */
  27918. this.iridescenceThicknessRange = [ 100, 400 ];
  27919. /**
  27920. * A texture that defines the thickness of the iridescence layer, stored in the green channel.
  27921. * Minimum and maximum values of thickness are defined by `iridescenceThicknessRange` array:
  27922. * - `0.0` in the green channel will result in thickness equal to first element of the array.
  27923. * - `1.0` in the green channel will result in thickness equal to second element of the array.
  27924. * - Values in-between will linearly interpolate between the elements of the array.
  27925. *
  27926. * @type {?Texture}
  27927. * @default null
  27928. */
  27929. this.iridescenceThicknessMap = null;
  27930. /**
  27931. * The sheen tint.
  27932. *
  27933. * @type {Color}
  27934. * @default (0,0,0)
  27935. */
  27936. this.sheenColor = new Color( 0x000000 );
  27937. /**
  27938. * The RGB channels of this texture are multiplied against `sheenColor`, for per-pixel control
  27939. * over sheen tint.
  27940. *
  27941. * @type {?Texture}
  27942. * @default null
  27943. */
  27944. this.sheenColorMap = null;
  27945. /**
  27946. * Roughness of the sheen layer, from `0.0` to `1.0`.
  27947. *
  27948. * @type {number}
  27949. * @default 1
  27950. */
  27951. this.sheenRoughness = 1.0;
  27952. /**
  27953. * The alpha channel of this texture is multiplied against `sheenRoughness`, for per-pixel control
  27954. * over sheen roughness.
  27955. *
  27956. * @type {?Texture}
  27957. * @default null
  27958. */
  27959. this.sheenRoughnessMap = null;
  27960. /**
  27961. * The red channel of this texture is multiplied against `transmission`, for per-pixel control over
  27962. * optical transparency.
  27963. *
  27964. * @type {?Texture}
  27965. * @default null
  27966. */
  27967. this.transmissionMap = null;
  27968. /**
  27969. * The thickness of the volume beneath the surface. The value is given in the
  27970. * coordinate space of the mesh. If the value is `0` the material is
  27971. * thin-walled. Otherwise the material is a volume boundary.
  27972. *
  27973. * @type {number}
  27974. * @default 0
  27975. */
  27976. this.thickness = 0;
  27977. /**
  27978. * A texture that defines the thickness, stored in the green channel. This will
  27979. * be multiplied by `thickness`.
  27980. *
  27981. * @type {?Texture}
  27982. * @default null
  27983. */
  27984. this.thicknessMap = null;
  27985. /**
  27986. * Density of the medium given as the average distance that light travels in
  27987. * the medium before interacting with a particle. The value is given in world
  27988. * space units, and must be greater than zero.
  27989. *
  27990. * @type {number}
  27991. * @default Infinity
  27992. */
  27993. this.attenuationDistance = Infinity;
  27994. /**
  27995. * The color that white light turns into due to absorption when reaching the
  27996. * attenuation distance.
  27997. *
  27998. * @type {Color}
  27999. * @default (1,1,1)
  28000. */
  28001. this.attenuationColor = new Color( 1, 1, 1 );
  28002. /**
  28003. * A float that scales the amount of specular reflection for non-metals only.
  28004. * When set to zero, the model is effectively Lambertian. From `0.0` to `1.0`.
  28005. *
  28006. * @type {number}
  28007. * @default 1
  28008. */
  28009. this.specularIntensity = 1.0;
  28010. /**
  28011. * The alpha channel of this texture is multiplied against `specularIntensity`,
  28012. * for per-pixel control over specular intensity.
  28013. *
  28014. * @type {?Texture}
  28015. * @default null
  28016. */
  28017. this.specularIntensityMap = null;
  28018. /**
  28019. * Tints the specular reflection at normal incidence for non-metals only.
  28020. *
  28021. * @type {Color}
  28022. * @default (1,1,1)
  28023. */
  28024. this.specularColor = new Color( 1, 1, 1 );
  28025. /**
  28026. * The RGB channels of this texture are multiplied against `specularColor`,
  28027. * for per-pixel control over specular color.
  28028. *
  28029. * @type {?Texture}
  28030. * @default null
  28031. */
  28032. this.specularColorMap = null;
  28033. this._anisotropy = 0;
  28034. this._clearcoat = 0;
  28035. this._dispersion = 0;
  28036. this._iridescence = 0;
  28037. this._sheen = 0.0;
  28038. this._transmission = 0;
  28039. this.setValues( parameters );
  28040. }
  28041. /**
  28042. * The anisotropy strength, from `0.0` to `1.0`.
  28043. *
  28044. * @type {number}
  28045. * @default 0
  28046. */
  28047. get anisotropy() {
  28048. return this._anisotropy;
  28049. }
  28050. set anisotropy( value ) {
  28051. if ( this._anisotropy > 0 !== value > 0 ) {
  28052. this.version ++;
  28053. }
  28054. this._anisotropy = value;
  28055. }
  28056. /**
  28057. * Represents the intensity of the clear coat layer, from `0.0` to `1.0`. Use
  28058. * clear coat related properties to enable multilayer materials that have a
  28059. * thin translucent layer over the base layer.
  28060. *
  28061. * @type {number}
  28062. * @default 0
  28063. */
  28064. get clearcoat() {
  28065. return this._clearcoat;
  28066. }
  28067. set clearcoat( value ) {
  28068. if ( this._clearcoat > 0 !== value > 0 ) {
  28069. this.version ++;
  28070. }
  28071. this._clearcoat = value;
  28072. }
  28073. /**
  28074. * The intensity of the iridescence layer, simulating RGB color shift based on the angle between
  28075. * the surface and the viewer, from `0.0` to `1.0`.
  28076. *
  28077. * @type {number}
  28078. * @default 0
  28079. */
  28080. get iridescence() {
  28081. return this._iridescence;
  28082. }
  28083. set iridescence( value ) {
  28084. if ( this._iridescence > 0 !== value > 0 ) {
  28085. this.version ++;
  28086. }
  28087. this._iridescence = value;
  28088. }
  28089. /**
  28090. * Defines the strength of the angular separation of colors (chromatic aberration) transmitting
  28091. * through a relatively clear volume. Any value zero or larger is valid, the typical range of
  28092. * realistic values is `[0, 1]`. This property can be only be used with transmissive objects.
  28093. *
  28094. * @type {number}
  28095. * @default 0
  28096. */
  28097. get dispersion() {
  28098. return this._dispersion;
  28099. }
  28100. set dispersion( value ) {
  28101. if ( this._dispersion > 0 !== value > 0 ) {
  28102. this.version ++;
  28103. }
  28104. this._dispersion = value;
  28105. }
  28106. /**
  28107. * The intensity of the sheen layer, from `0.0` to `1.0`.
  28108. *
  28109. * @type {number}
  28110. * @default 0
  28111. */
  28112. get sheen() {
  28113. return this._sheen;
  28114. }
  28115. set sheen( value ) {
  28116. if ( this._sheen > 0 !== value > 0 ) {
  28117. this.version ++;
  28118. }
  28119. this._sheen = value;
  28120. }
  28121. /**
  28122. * Degree of transmission (or optical transparency), from `0.0` to `1.0`.
  28123. *
  28124. * Thin, transparent or semitransparent, plastic or glass materials remain
  28125. * largely reflective even if they are fully transmissive. The transmission
  28126. * property can be used to model these materials.
  28127. *
  28128. * When transmission is non-zero, `opacity` should be set to `1`.
  28129. *
  28130. * @type {number}
  28131. * @default 0
  28132. */
  28133. get transmission() {
  28134. return this._transmission;
  28135. }
  28136. set transmission( value ) {
  28137. if ( this._transmission > 0 !== value > 0 ) {
  28138. this.version ++;
  28139. }
  28140. this._transmission = value;
  28141. }
  28142. copy( source ) {
  28143. super.copy( source );
  28144. this.defines = {
  28145. 'STANDARD': '',
  28146. 'PHYSICAL': ''
  28147. };
  28148. this.anisotropy = source.anisotropy;
  28149. this.anisotropyRotation = source.anisotropyRotation;
  28150. this.anisotropyMap = source.anisotropyMap;
  28151. this.clearcoat = source.clearcoat;
  28152. this.clearcoatMap = source.clearcoatMap;
  28153. this.clearcoatRoughness = source.clearcoatRoughness;
  28154. this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
  28155. this.clearcoatNormalMap = source.clearcoatNormalMap;
  28156. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  28157. this.dispersion = source.dispersion;
  28158. this.ior = source.ior;
  28159. this.iridescence = source.iridescence;
  28160. this.iridescenceMap = source.iridescenceMap;
  28161. this.iridescenceIOR = source.iridescenceIOR;
  28162. this.iridescenceThicknessRange = [ ...source.iridescenceThicknessRange ];
  28163. this.iridescenceThicknessMap = source.iridescenceThicknessMap;
  28164. this.sheen = source.sheen;
  28165. this.sheenColor.copy( source.sheenColor );
  28166. this.sheenColorMap = source.sheenColorMap;
  28167. this.sheenRoughness = source.sheenRoughness;
  28168. this.sheenRoughnessMap = source.sheenRoughnessMap;
  28169. this.transmission = source.transmission;
  28170. this.transmissionMap = source.transmissionMap;
  28171. this.thickness = source.thickness;
  28172. this.thicknessMap = source.thicknessMap;
  28173. this.attenuationDistance = source.attenuationDistance;
  28174. this.attenuationColor.copy( source.attenuationColor );
  28175. this.specularIntensity = source.specularIntensity;
  28176. this.specularIntensityMap = source.specularIntensityMap;
  28177. this.specularColor.copy( source.specularColor );
  28178. this.specularColorMap = source.specularColorMap;
  28179. return this;
  28180. }
  28181. }
  28182. /**
  28183. * A material for shiny surfaces with specular highlights.
  28184. *
  28185. * The material uses a non-physically based [Blinn-Phong](https://en.wikipedia.org/wiki/Blinn-Phong_shading_model)
  28186. * model for calculating reflectance. Unlike the Lambertian model used in the
  28187. * {@link MeshLambertMaterial} this can simulate shiny surfaces with specular
  28188. * highlights (such as varnished wood). `MeshPhongMaterial` uses per-fragment shading.
  28189. *
  28190. * Performance will generally be greater when using this material over the
  28191. * {@link MeshStandardMaterial} or {@link MeshPhysicalMaterial}, at the cost of
  28192. * some graphical accuracy.
  28193. *
  28194. * @augments Material
  28195. * @demo scenes/material-browser.html#MeshPhongMaterial
  28196. */
  28197. class MeshPhongMaterial extends Material {
  28198. /**
  28199. * Constructs a new mesh phong material.
  28200. *
  28201. * @param {Object} [parameters] - An object with one or more properties
  28202. * defining the material's appearance. Any property of the material
  28203. * (including any property from inherited materials) can be passed
  28204. * in here. Color values can be passed any type of value accepted
  28205. * by {@link Color#set}.
  28206. */
  28207. constructor( parameters ) {
  28208. super();
  28209. /**
  28210. * This flag can be used for type testing.
  28211. *
  28212. * @type {boolean}
  28213. * @readonly
  28214. * @default true
  28215. */
  28216. this.isMeshPhongMaterial = true;
  28217. this.type = 'MeshPhongMaterial';
  28218. /**
  28219. * Color of the material.
  28220. *
  28221. * @type {Color}
  28222. * @default (1,1,1)
  28223. */
  28224. this.color = new Color( 0xffffff ); // diffuse
  28225. /**
  28226. * Specular color of the material. The default color is set to `0x111111` (very dark grey)
  28227. *
  28228. * This defines how shiny the material is and the color of its shine.
  28229. *
  28230. * @type {Color}
  28231. */
  28232. this.specular = new Color( 0x111111 );
  28233. /**
  28234. * How shiny the specular highlight is; a higher value gives a sharper highlight.
  28235. *
  28236. * @type {number}
  28237. * @default 30
  28238. */
  28239. this.shininess = 30;
  28240. /**
  28241. * The color map. May optionally include an alpha channel, typically combined
  28242. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  28243. * color is modulated by the diffuse `color`.
  28244. *
  28245. * @type {?Texture}
  28246. * @default null
  28247. */
  28248. this.map = null;
  28249. /**
  28250. * The light map. Requires a second set of UVs.
  28251. *
  28252. * @type {?Texture}
  28253. * @default null
  28254. */
  28255. this.lightMap = null;
  28256. /**
  28257. * Intensity of the baked light.
  28258. *
  28259. * @type {number}
  28260. * @default 1
  28261. */
  28262. this.lightMapIntensity = 1.0;
  28263. /**
  28264. * The red channel of this texture is used as the ambient occlusion map.
  28265. * Requires a second set of UVs.
  28266. *
  28267. * @type {?Texture}
  28268. * @default null
  28269. */
  28270. this.aoMap = null;
  28271. /**
  28272. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  28273. * disables ambient occlusion. Where intensity is `1` and the AO map's
  28274. * red channel is also `1`, ambient light is fully occluded on a surface.
  28275. *
  28276. * @type {number}
  28277. * @default 1
  28278. */
  28279. this.aoMapIntensity = 1.0;
  28280. /**
  28281. * Emissive (light) color of the material, essentially a solid color
  28282. * unaffected by other lighting.
  28283. *
  28284. * @type {Color}
  28285. * @default (0,0,0)
  28286. */
  28287. this.emissive = new Color( 0x000000 );
  28288. /**
  28289. * Intensity of the emissive light. Modulates the emissive color.
  28290. *
  28291. * @type {number}
  28292. * @default 1
  28293. */
  28294. this.emissiveIntensity = 1.0;
  28295. /**
  28296. * Set emissive (glow) map. The emissive map color is modulated by the
  28297. * emissive color and the emissive intensity. If you have an emissive map,
  28298. * be sure to set the emissive color to something other than black.
  28299. *
  28300. * @type {?Texture}
  28301. * @default null
  28302. */
  28303. this.emissiveMap = null;
  28304. /**
  28305. * The texture to create a bump map. The black and white values map to the
  28306. * perceived depth in relation to the lights. Bump doesn't actually affect
  28307. * the geometry of the object, only the lighting. If a normal map is defined
  28308. * this will be ignored.
  28309. *
  28310. * @type {?Texture}
  28311. * @default null
  28312. */
  28313. this.bumpMap = null;
  28314. /**
  28315. * How much the bump map affects the material. Typical range is `[0,1]`.
  28316. *
  28317. * @type {number}
  28318. * @default 1
  28319. */
  28320. this.bumpScale = 1;
  28321. /**
  28322. * The texture to create a normal map. The RGB values affect the surface
  28323. * normal for each pixel fragment and change the way the color is lit. Normal
  28324. * maps do not change the actual shape of the surface, only the lighting. In
  28325. * case the material has a normal map authored using the left handed
  28326. * convention, the `y` component of `normalScale` should be negated to compensate
  28327. * for the different handedness.
  28328. *
  28329. * @type {?Texture}
  28330. * @default null
  28331. */
  28332. this.normalMap = null;
  28333. /**
  28334. * The type of normal map.
  28335. *
  28336. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  28337. * @default TangentSpaceNormalMap
  28338. */
  28339. this.normalMapType = TangentSpaceNormalMap;
  28340. /**
  28341. * How much the normal map affects the material. Typical value range is `[0,1]`.
  28342. *
  28343. * @type {Vector2}
  28344. * @default (1,1)
  28345. */
  28346. this.normalScale = new Vector2( 1, 1 );
  28347. /**
  28348. * The displacement map affects the position of the mesh's vertices. Unlike
  28349. * other maps which only affect the light and shade of the material the
  28350. * displaced vertices can cast shadows, block other objects, and otherwise
  28351. * act as real geometry. The displacement texture is an image where the value
  28352. * of each pixel (white being the highest) is mapped against, and
  28353. * repositions, the vertices of the mesh.
  28354. *
  28355. * @type {?Texture}
  28356. * @default null
  28357. */
  28358. this.displacementMap = null;
  28359. /**
  28360. * How much the displacement map affects the mesh (where black is no
  28361. * displacement, and white is maximum displacement). Without a displacement
  28362. * map set, this value is not applied.
  28363. *
  28364. * @type {number}
  28365. * @default 0
  28366. */
  28367. this.displacementScale = 1;
  28368. /**
  28369. * The offset of the displacement map's values on the mesh's vertices.
  28370. * The bias is added to the scaled sample of the displacement map.
  28371. * Without a displacement map set, this value is not applied.
  28372. *
  28373. * @type {number}
  28374. * @default 0
  28375. */
  28376. this.displacementBias = 0;
  28377. /**
  28378. * The specular map value affects both how much the specular surface
  28379. * highlight contributes and how much of the environment map affects the
  28380. * surface.
  28381. *
  28382. * @type {?Texture}
  28383. * @default null
  28384. */
  28385. this.specularMap = null;
  28386. /**
  28387. * The alpha map is a grayscale texture that controls the opacity across the
  28388. * surface (black: fully transparent; white: fully opaque).
  28389. *
  28390. * Only the color of the texture is used, ignoring the alpha channel if one
  28391. * exists. For RGB and RGBA textures, the renderer will use the green channel
  28392. * when sampling this texture due to the extra bit of precision provided for
  28393. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  28394. * luminance/alpha textures will also still work as expected.
  28395. *
  28396. * @type {?Texture}
  28397. * @default null
  28398. */
  28399. this.alphaMap = null;
  28400. /**
  28401. * The environment map.
  28402. *
  28403. * @type {?Texture}
  28404. * @default null
  28405. */
  28406. this.envMap = null;
  28407. /**
  28408. * The rotation of the environment map in radians.
  28409. *
  28410. * @type {Euler}
  28411. * @default (0,0,0)
  28412. */
  28413. this.envMapRotation = new Euler();
  28414. /**
  28415. * How to combine the result of the surface's color with the environment map, if any.
  28416. *
  28417. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  28418. * blend between the two colors.
  28419. *
  28420. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  28421. * @default MultiplyOperation
  28422. */
  28423. this.combine = MultiplyOperation;
  28424. /**
  28425. * How much the environment map affects the surface.
  28426. * The valid range is between `0` (no reflections) and `1` (full reflections).
  28427. *
  28428. * @type {number}
  28429. * @default 1
  28430. */
  28431. this.reflectivity = 1;
  28432. /**
  28433. * Scales the effect of the environment map by multiplying its color.
  28434. *
  28435. * @type {number}
  28436. * @default 1
  28437. */
  28438. this.envMapIntensity = 1.0;
  28439. /**
  28440. * The index of refraction (IOR) of air (approximately 1) divided by the
  28441. * index of refraction of the material. It is used with environment mapping
  28442. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  28443. * The refraction ratio should not exceed `1`.
  28444. *
  28445. * @type {number}
  28446. * @default 0.98
  28447. */
  28448. this.refractionRatio = 0.98;
  28449. /**
  28450. * Renders the geometry as a wireframe.
  28451. *
  28452. * @type {boolean}
  28453. * @default false
  28454. */
  28455. this.wireframe = false;
  28456. /**
  28457. * Controls the thickness of the wireframe.
  28458. *
  28459. * Can only be used with {@link SVGRenderer}.
  28460. *
  28461. * @type {number}
  28462. * @default 1
  28463. */
  28464. this.wireframeLinewidth = 1;
  28465. /**
  28466. * Defines appearance of wireframe ends.
  28467. *
  28468. * Can only be used with {@link SVGRenderer}.
  28469. *
  28470. * @type {('round'|'bevel'|'miter')}
  28471. * @default 'round'
  28472. */
  28473. this.wireframeLinecap = 'round';
  28474. /**
  28475. * Defines appearance of wireframe joints.
  28476. *
  28477. * Can only be used with {@link SVGRenderer}.
  28478. *
  28479. * @type {('round'|'bevel'|'miter')}
  28480. * @default 'round'
  28481. */
  28482. this.wireframeLinejoin = 'round';
  28483. /**
  28484. * Whether the material is rendered with flat shading or not.
  28485. *
  28486. * @type {boolean}
  28487. * @default false
  28488. */
  28489. this.flatShading = false;
  28490. /**
  28491. * Whether the material is affected by fog or not.
  28492. *
  28493. * @type {boolean}
  28494. * @default true
  28495. */
  28496. this.fog = true;
  28497. this.setValues( parameters );
  28498. }
  28499. copy( source ) {
  28500. super.copy( source );
  28501. this.color.copy( source.color );
  28502. this.specular.copy( source.specular );
  28503. this.shininess = source.shininess;
  28504. this.map = source.map;
  28505. this.lightMap = source.lightMap;
  28506. this.lightMapIntensity = source.lightMapIntensity;
  28507. this.aoMap = source.aoMap;
  28508. this.aoMapIntensity = source.aoMapIntensity;
  28509. this.emissive.copy( source.emissive );
  28510. this.emissiveMap = source.emissiveMap;
  28511. this.emissiveIntensity = source.emissiveIntensity;
  28512. this.bumpMap = source.bumpMap;
  28513. this.bumpScale = source.bumpScale;
  28514. this.normalMap = source.normalMap;
  28515. this.normalMapType = source.normalMapType;
  28516. this.normalScale.copy( source.normalScale );
  28517. this.displacementMap = source.displacementMap;
  28518. this.displacementScale = source.displacementScale;
  28519. this.displacementBias = source.displacementBias;
  28520. this.specularMap = source.specularMap;
  28521. this.alphaMap = source.alphaMap;
  28522. this.envMap = source.envMap;
  28523. this.envMapRotation.copy( source.envMapRotation );
  28524. this.combine = source.combine;
  28525. this.reflectivity = source.reflectivity;
  28526. this.envMapIntensity = source.envMapIntensity;
  28527. this.refractionRatio = source.refractionRatio;
  28528. this.wireframe = source.wireframe;
  28529. this.wireframeLinewidth = source.wireframeLinewidth;
  28530. this.wireframeLinecap = source.wireframeLinecap;
  28531. this.wireframeLinejoin = source.wireframeLinejoin;
  28532. this.flatShading = source.flatShading;
  28533. this.fog = source.fog;
  28534. return this;
  28535. }
  28536. }
  28537. /**
  28538. * A material implementing toon shading.
  28539. *
  28540. * @augments Material
  28541. * @demo scenes/material-browser.html#MeshToonMaterial
  28542. */
  28543. class MeshToonMaterial extends Material {
  28544. /**
  28545. * Constructs a new mesh toon material.
  28546. *
  28547. * @param {Object} [parameters] - An object with one or more properties
  28548. * defining the material's appearance. Any property of the material
  28549. * (including any property from inherited materials) can be passed
  28550. * in here. Color values can be passed any type of value accepted
  28551. * by {@link Color#set}.
  28552. */
  28553. constructor( parameters ) {
  28554. super();
  28555. /**
  28556. * This flag can be used for type testing.
  28557. *
  28558. * @type {boolean}
  28559. * @readonly
  28560. * @default true
  28561. */
  28562. this.isMeshToonMaterial = true;
  28563. this.defines = { 'TOON': '' };
  28564. this.type = 'MeshToonMaterial';
  28565. /**
  28566. * Color of the material.
  28567. *
  28568. * @type {Color}
  28569. * @default (1,1,1)
  28570. */
  28571. this.color = new Color( 0xffffff );
  28572. /**
  28573. * The color map. May optionally include an alpha channel, typically combined
  28574. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  28575. * color is modulated by the diffuse `color`.
  28576. *
  28577. * @type {?Texture}
  28578. * @default null
  28579. */
  28580. this.map = null;
  28581. /**
  28582. * Gradient map for toon shading. It's required to set
  28583. * {@link Texture#minFilter} and {@link Texture#magFilter} to {@linkNearestFilter}
  28584. * when using this type of texture.
  28585. *
  28586. * @type {?Texture}
  28587. * @default null
  28588. */
  28589. this.gradientMap = null;
  28590. /**
  28591. * The light map. Requires a second set of UVs.
  28592. *
  28593. * @type {?Texture}
  28594. * @default null
  28595. */
  28596. this.lightMap = null;
  28597. /**
  28598. * Intensity of the baked light.
  28599. *
  28600. * @type {number}
  28601. * @default 1
  28602. */
  28603. this.lightMapIntensity = 1.0;
  28604. /**
  28605. * The red channel of this texture is used as the ambient occlusion map.
  28606. * Requires a second set of UVs.
  28607. *
  28608. * @type {?Texture}
  28609. * @default null
  28610. */
  28611. this.aoMap = null;
  28612. /**
  28613. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  28614. * disables ambient occlusion. Where intensity is `1` and the AO map's
  28615. * red channel is also `1`, ambient light is fully occluded on a surface.
  28616. *
  28617. * @type {number}
  28618. * @default 1
  28619. */
  28620. this.aoMapIntensity = 1.0;
  28621. /**
  28622. * Emissive (light) color of the material, essentially a solid color
  28623. * unaffected by other lighting.
  28624. *
  28625. * @type {Color}
  28626. * @default (0,0,0)
  28627. */
  28628. this.emissive = new Color( 0x000000 );
  28629. /**
  28630. * Intensity of the emissive light. Modulates the emissive color.
  28631. *
  28632. * @type {number}
  28633. * @default 1
  28634. */
  28635. this.emissiveIntensity = 1.0;
  28636. /**
  28637. * Set emissive (glow) map. The emissive map color is modulated by the
  28638. * emissive color and the emissive intensity. If you have an emissive map,
  28639. * be sure to set the emissive color to something other than black.
  28640. *
  28641. * @type {?Texture}
  28642. * @default null
  28643. */
  28644. this.emissiveMap = null;
  28645. /**
  28646. * The texture to create a bump map. The black and white values map to the
  28647. * perceived depth in relation to the lights. Bump doesn't actually affect
  28648. * the geometry of the object, only the lighting. If a normal map is defined
  28649. * this will be ignored.
  28650. *
  28651. * @type {?Texture}
  28652. * @default null
  28653. */
  28654. this.bumpMap = null;
  28655. /**
  28656. * How much the bump map affects the material. Typical range is `[0,1]`.
  28657. *
  28658. * @type {number}
  28659. * @default 1
  28660. */
  28661. this.bumpScale = 1;
  28662. /**
  28663. * The texture to create a normal map. The RGB values affect the surface
  28664. * normal for each pixel fragment and change the way the color is lit. Normal
  28665. * maps do not change the actual shape of the surface, only the lighting. In
  28666. * case the material has a normal map authored using the left handed
  28667. * convention, the `y` component of `normalScale` should be negated to compensate
  28668. * for the different handedness.
  28669. *
  28670. * @type {?Texture}
  28671. * @default null
  28672. */
  28673. this.normalMap = null;
  28674. /**
  28675. * The type of normal map.
  28676. *
  28677. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  28678. * @default TangentSpaceNormalMap
  28679. */
  28680. this.normalMapType = TangentSpaceNormalMap;
  28681. /**
  28682. * How much the normal map affects the material. Typical value range is `[0,1]`.
  28683. *
  28684. * @type {Vector2}
  28685. * @default (1,1)
  28686. */
  28687. this.normalScale = new Vector2( 1, 1 );
  28688. /**
  28689. * The displacement map affects the position of the mesh's vertices. Unlike
  28690. * other maps which only affect the light and shade of the material the
  28691. * displaced vertices can cast shadows, block other objects, and otherwise
  28692. * act as real geometry. The displacement texture is an image where the value
  28693. * of each pixel (white being the highest) is mapped against, and
  28694. * repositions, the vertices of the mesh.
  28695. *
  28696. * @type {?Texture}
  28697. * @default null
  28698. */
  28699. this.displacementMap = null;
  28700. /**
  28701. * How much the displacement map affects the mesh (where black is no
  28702. * displacement, and white is maximum displacement). Without a displacement
  28703. * map set, this value is not applied.
  28704. *
  28705. * @type {number}
  28706. * @default 0
  28707. */
  28708. this.displacementScale = 1;
  28709. /**
  28710. * The offset of the displacement map's values on the mesh's vertices.
  28711. * The bias is added to the scaled sample of the displacement map.
  28712. * Without a displacement map set, this value is not applied.
  28713. *
  28714. * @type {number}
  28715. * @default 0
  28716. */
  28717. this.displacementBias = 0;
  28718. /**
  28719. * The alpha map is a grayscale texture that controls the opacity across the
  28720. * surface (black: fully transparent; white: fully opaque).
  28721. *
  28722. * Only the color of the texture is used, ignoring the alpha channel if one
  28723. * exists. For RGB and RGBA textures, the renderer will use the green channel
  28724. * when sampling this texture due to the extra bit of precision provided for
  28725. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  28726. * luminance/alpha textures will also still work as expected.
  28727. *
  28728. * @type {?Texture}
  28729. * @default null
  28730. */
  28731. this.alphaMap = null;
  28732. /**
  28733. * Renders the geometry as a wireframe.
  28734. *
  28735. * @type {boolean}
  28736. * @default false
  28737. */
  28738. this.wireframe = false;
  28739. /**
  28740. * Controls the thickness of the wireframe.
  28741. *
  28742. * Can only be used with {@link SVGRenderer}.
  28743. *
  28744. * @type {number}
  28745. * @default 1
  28746. */
  28747. this.wireframeLinewidth = 1;
  28748. /**
  28749. * Defines appearance of wireframe ends.
  28750. *
  28751. * Can only be used with {@link SVGRenderer}.
  28752. *
  28753. * @type {('round'|'bevel'|'miter')}
  28754. * @default 'round'
  28755. */
  28756. this.wireframeLinecap = 'round';
  28757. /**
  28758. * Defines appearance of wireframe joints.
  28759. *
  28760. * Can only be used with {@link SVGRenderer}.
  28761. *
  28762. * @type {('round'|'bevel'|'miter')}
  28763. * @default 'round'
  28764. */
  28765. this.wireframeLinejoin = 'round';
  28766. /**
  28767. * Whether the material is affected by fog or not.
  28768. *
  28769. * @type {boolean}
  28770. * @default true
  28771. */
  28772. this.fog = true;
  28773. this.setValues( parameters );
  28774. }
  28775. copy( source ) {
  28776. super.copy( source );
  28777. this.color.copy( source.color );
  28778. this.map = source.map;
  28779. this.gradientMap = source.gradientMap;
  28780. this.lightMap = source.lightMap;
  28781. this.lightMapIntensity = source.lightMapIntensity;
  28782. this.aoMap = source.aoMap;
  28783. this.aoMapIntensity = source.aoMapIntensity;
  28784. this.emissive.copy( source.emissive );
  28785. this.emissiveMap = source.emissiveMap;
  28786. this.emissiveIntensity = source.emissiveIntensity;
  28787. this.bumpMap = source.bumpMap;
  28788. this.bumpScale = source.bumpScale;
  28789. this.normalMap = source.normalMap;
  28790. this.normalMapType = source.normalMapType;
  28791. this.normalScale.copy( source.normalScale );
  28792. this.displacementMap = source.displacementMap;
  28793. this.displacementScale = source.displacementScale;
  28794. this.displacementBias = source.displacementBias;
  28795. this.alphaMap = source.alphaMap;
  28796. this.wireframe = source.wireframe;
  28797. this.wireframeLinewidth = source.wireframeLinewidth;
  28798. this.wireframeLinecap = source.wireframeLinecap;
  28799. this.wireframeLinejoin = source.wireframeLinejoin;
  28800. this.fog = source.fog;
  28801. return this;
  28802. }
  28803. }
  28804. /**
  28805. * A material that maps the normal vectors to RGB colors.
  28806. *
  28807. * @augments Material
  28808. * @demo scenes/material-browser.html#MeshNormalMaterial
  28809. */
  28810. class MeshNormalMaterial extends Material {
  28811. /**
  28812. * Constructs a new mesh normal material.
  28813. *
  28814. * @param {Object} [parameters] - An object with one or more properties
  28815. * defining the material's appearance. Any property of the material
  28816. * (including any property from inherited materials) can be passed
  28817. * in here. Color values can be passed any type of value accepted
  28818. * by {@link Color#set}.
  28819. */
  28820. constructor( parameters ) {
  28821. super();
  28822. /**
  28823. * This flag can be used for type testing.
  28824. *
  28825. * @type {boolean}
  28826. * @readonly
  28827. * @default true
  28828. */
  28829. this.isMeshNormalMaterial = true;
  28830. this.type = 'MeshNormalMaterial';
  28831. /**
  28832. * The texture to create a bump map. The black and white values map to the
  28833. * perceived depth in relation to the lights. Bump doesn't actually affect
  28834. * the geometry of the object, only the lighting. If a normal map is defined
  28835. * this will be ignored.
  28836. *
  28837. * @type {?Texture}
  28838. * @default null
  28839. */
  28840. this.bumpMap = null;
  28841. /**
  28842. * How much the bump map affects the material. Typical range is `[0,1]`.
  28843. *
  28844. * @type {number}
  28845. * @default 1
  28846. */
  28847. this.bumpScale = 1;
  28848. /**
  28849. * The texture to create a normal map. The RGB values affect the surface
  28850. * normal for each pixel fragment and change the way the color is lit. Normal
  28851. * maps do not change the actual shape of the surface, only the lighting. In
  28852. * case the material has a normal map authored using the left handed
  28853. * convention, the `y` component of `normalScale` should be negated to compensate
  28854. * for the different handedness.
  28855. *
  28856. * @type {?Texture}
  28857. * @default null
  28858. */
  28859. this.normalMap = null;
  28860. /**
  28861. * The type of normal map.
  28862. *
  28863. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  28864. * @default TangentSpaceNormalMap
  28865. */
  28866. this.normalMapType = TangentSpaceNormalMap;
  28867. /**
  28868. * How much the normal map affects the material. Typical value range is `[0,1]`.
  28869. *
  28870. * @type {Vector2}
  28871. * @default (1,1)
  28872. */
  28873. this.normalScale = new Vector2( 1, 1 );
  28874. /**
  28875. * The displacement map affects the position of the mesh's vertices. Unlike
  28876. * other maps which only affect the light and shade of the material the
  28877. * displaced vertices can cast shadows, block other objects, and otherwise
  28878. * act as real geometry. The displacement texture is an image where the value
  28879. * of each pixel (white being the highest) is mapped against, and
  28880. * repositions, the vertices of the mesh.
  28881. *
  28882. * @type {?Texture}
  28883. * @default null
  28884. */
  28885. this.displacementMap = null;
  28886. /**
  28887. * How much the displacement map affects the mesh (where black is no
  28888. * displacement, and white is maximum displacement). Without a displacement
  28889. * map set, this value is not applied.
  28890. *
  28891. * @type {number}
  28892. * @default 0
  28893. */
  28894. this.displacementScale = 1;
  28895. /**
  28896. * The offset of the displacement map's values on the mesh's vertices.
  28897. * The bias is added to the scaled sample of the displacement map.
  28898. * Without a displacement map set, this value is not applied.
  28899. *
  28900. * @type {number}
  28901. * @default 0
  28902. */
  28903. this.displacementBias = 0;
  28904. /**
  28905. * Renders the geometry as a wireframe.
  28906. *
  28907. * @type {boolean}
  28908. * @default false
  28909. */
  28910. this.wireframe = false;
  28911. /**
  28912. * Controls the thickness of the wireframe.
  28913. *
  28914. * WebGL and WebGPU ignore this property and always render
  28915. * 1 pixel wide lines.
  28916. *
  28917. * @type {number}
  28918. * @default 1
  28919. */
  28920. this.wireframeLinewidth = 1;
  28921. /**
  28922. * Whether the material is rendered with flat shading or not.
  28923. *
  28924. * @type {boolean}
  28925. * @default false
  28926. */
  28927. this.flatShading = false;
  28928. this.setValues( parameters );
  28929. }
  28930. copy( source ) {
  28931. super.copy( source );
  28932. this.bumpMap = source.bumpMap;
  28933. this.bumpScale = source.bumpScale;
  28934. this.normalMap = source.normalMap;
  28935. this.normalMapType = source.normalMapType;
  28936. this.normalScale.copy( source.normalScale );
  28937. this.displacementMap = source.displacementMap;
  28938. this.displacementScale = source.displacementScale;
  28939. this.displacementBias = source.displacementBias;
  28940. this.wireframe = source.wireframe;
  28941. this.wireframeLinewidth = source.wireframeLinewidth;
  28942. this.flatShading = source.flatShading;
  28943. return this;
  28944. }
  28945. }
  28946. /**
  28947. * A material for non-shiny surfaces, without specular highlights.
  28948. *
  28949. * The material uses a non-physically based [Lambertian](https://en.wikipedia.org/wiki/Lambertian_reflectance)
  28950. * model for calculating reflectance. This can simulate some surfaces (such
  28951. * as untreated wood or stone) well, but cannot simulate shiny surfaces with
  28952. * specular highlights (such as varnished wood). `MeshLambertMaterial` uses per-fragment
  28953. * shading.
  28954. *
  28955. * Due to the simplicity of the reflectance and illumination models,
  28956. * performance will be greater when using this material over the
  28957. * {@link MeshPhongMaterial}, {@link MeshStandardMaterial} or
  28958. * {@link MeshPhysicalMaterial}, at the cost of some graphical accuracy.
  28959. *
  28960. * @augments Material
  28961. * @demo scenes/material-browser.html#MeshLambertMaterial
  28962. */
  28963. class MeshLambertMaterial extends Material {
  28964. /**
  28965. * Constructs a new mesh lambert material.
  28966. *
  28967. * @param {Object} [parameters] - An object with one or more properties
  28968. * defining the material's appearance. Any property of the material
  28969. * (including any property from inherited materials) can be passed
  28970. * in here. Color values can be passed any type of value accepted
  28971. * by {@link Color#set}.
  28972. */
  28973. constructor( parameters ) {
  28974. super();
  28975. /**
  28976. * This flag can be used for type testing.
  28977. *
  28978. * @type {boolean}
  28979. * @readonly
  28980. * @default true
  28981. */
  28982. this.isMeshLambertMaterial = true;
  28983. this.type = 'MeshLambertMaterial';
  28984. /**
  28985. * Color of the material.
  28986. *
  28987. * @type {Color}
  28988. * @default (1,1,1)
  28989. */
  28990. this.color = new Color( 0xffffff ); // diffuse
  28991. /**
  28992. * The color map. May optionally include an alpha channel, typically combined
  28993. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  28994. * color is modulated by the diffuse `color`.
  28995. *
  28996. * @type {?Texture}
  28997. * @default null
  28998. */
  28999. this.map = null;
  29000. /**
  29001. * The light map. Requires a second set of UVs.
  29002. *
  29003. * @type {?Texture}
  29004. * @default null
  29005. */
  29006. this.lightMap = null;
  29007. /**
  29008. * Intensity of the baked light.
  29009. *
  29010. * @type {number}
  29011. * @default 1
  29012. */
  29013. this.lightMapIntensity = 1.0;
  29014. /**
  29015. * The red channel of this texture is used as the ambient occlusion map.
  29016. * Requires a second set of UVs.
  29017. *
  29018. * @type {?Texture}
  29019. * @default null
  29020. */
  29021. this.aoMap = null;
  29022. /**
  29023. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  29024. * disables ambient occlusion. Where intensity is `1` and the AO map's
  29025. * red channel is also `1`, ambient light is fully occluded on a surface.
  29026. *
  29027. * @type {number}
  29028. * @default 1
  29029. */
  29030. this.aoMapIntensity = 1.0;
  29031. /**
  29032. * Emissive (light) color of the material, essentially a solid color
  29033. * unaffected by other lighting.
  29034. *
  29035. * @type {Color}
  29036. * @default (0,0,0)
  29037. */
  29038. this.emissive = new Color( 0x000000 );
  29039. /**
  29040. * Intensity of the emissive light. Modulates the emissive color.
  29041. *
  29042. * @type {number}
  29043. * @default 1
  29044. */
  29045. this.emissiveIntensity = 1.0;
  29046. /**
  29047. * Set emissive (glow) map. The emissive map color is modulated by the
  29048. * emissive color and the emissive intensity. If you have an emissive map,
  29049. * be sure to set the emissive color to something other than black.
  29050. *
  29051. * @type {?Texture}
  29052. * @default null
  29053. */
  29054. this.emissiveMap = null;
  29055. /**
  29056. * The texture to create a bump map. The black and white values map to the
  29057. * perceived depth in relation to the lights. Bump doesn't actually affect
  29058. * the geometry of the object, only the lighting. If a normal map is defined
  29059. * this will be ignored.
  29060. *
  29061. * @type {?Texture}
  29062. * @default null
  29063. */
  29064. this.bumpMap = null;
  29065. /**
  29066. * How much the bump map affects the material. Typical range is `[0,1]`.
  29067. *
  29068. * @type {number}
  29069. * @default 1
  29070. */
  29071. this.bumpScale = 1;
  29072. /**
  29073. * The texture to create a normal map. The RGB values affect the surface
  29074. * normal for each pixel fragment and change the way the color is lit. Normal
  29075. * maps do not change the actual shape of the surface, only the lighting. In
  29076. * case the material has a normal map authored using the left handed
  29077. * convention, the `y` component of `normalScale` should be negated to compensate
  29078. * for the different handedness.
  29079. *
  29080. * @type {?Texture}
  29081. * @default null
  29082. */
  29083. this.normalMap = null;
  29084. /**
  29085. * The type of normal map.
  29086. *
  29087. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29088. * @default TangentSpaceNormalMap
  29089. */
  29090. this.normalMapType = TangentSpaceNormalMap;
  29091. /**
  29092. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29093. *
  29094. * @type {Vector2}
  29095. * @default (1,1)
  29096. */
  29097. this.normalScale = new Vector2( 1, 1 );
  29098. /**
  29099. * The displacement map affects the position of the mesh's vertices. Unlike
  29100. * other maps which only affect the light and shade of the material the
  29101. * displaced vertices can cast shadows, block other objects, and otherwise
  29102. * act as real geometry. The displacement texture is an image where the value
  29103. * of each pixel (white being the highest) is mapped against, and
  29104. * repositions, the vertices of the mesh.
  29105. *
  29106. * @type {?Texture}
  29107. * @default null
  29108. */
  29109. this.displacementMap = null;
  29110. /**
  29111. * How much the displacement map affects the mesh (where black is no
  29112. * displacement, and white is maximum displacement). Without a displacement
  29113. * map set, this value is not applied.
  29114. *
  29115. * @type {number}
  29116. * @default 0
  29117. */
  29118. this.displacementScale = 1;
  29119. /**
  29120. * The offset of the displacement map's values on the mesh's vertices.
  29121. * The bias is added to the scaled sample of the displacement map.
  29122. * Without a displacement map set, this value is not applied.
  29123. *
  29124. * @type {number}
  29125. * @default 0
  29126. */
  29127. this.displacementBias = 0;
  29128. /**
  29129. * Specular map used by the material.
  29130. *
  29131. * @type {?Texture}
  29132. * @default null
  29133. */
  29134. this.specularMap = null;
  29135. /**
  29136. * The alpha map is a grayscale texture that controls the opacity across the
  29137. * surface (black: fully transparent; white: fully opaque).
  29138. *
  29139. * Only the color of the texture is used, ignoring the alpha channel if one
  29140. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29141. * when sampling this texture due to the extra bit of precision provided for
  29142. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29143. * luminance/alpha textures will also still work as expected.
  29144. *
  29145. * @type {?Texture}
  29146. * @default null
  29147. */
  29148. this.alphaMap = null;
  29149. /**
  29150. * The environment map.
  29151. *
  29152. * @type {?Texture}
  29153. * @default null
  29154. */
  29155. this.envMap = null;
  29156. /**
  29157. * The rotation of the environment map in radians.
  29158. *
  29159. * @type {Euler}
  29160. * @default (0,0,0)
  29161. */
  29162. this.envMapRotation = new Euler();
  29163. /**
  29164. * How to combine the result of the surface's color with the environment map, if any.
  29165. *
  29166. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  29167. * blend between the two colors.
  29168. *
  29169. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  29170. * @default MultiplyOperation
  29171. */
  29172. this.combine = MultiplyOperation;
  29173. /**
  29174. * How much the environment map affects the surface.
  29175. * The valid range is between `0` (no reflections) and `1` (full reflections).
  29176. *
  29177. * @type {number}
  29178. * @default 1
  29179. */
  29180. this.reflectivity = 1;
  29181. /**
  29182. * Scales the effect of the environment map by multiplying its color.
  29183. *
  29184. * @type {number}
  29185. * @default 1
  29186. */
  29187. this.envMapIntensity = 1.0;
  29188. /**
  29189. * The index of refraction (IOR) of air (approximately 1) divided by the
  29190. * index of refraction of the material. It is used with environment mapping
  29191. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  29192. * The refraction ratio should not exceed `1`.
  29193. *
  29194. * @type {number}
  29195. * @default 0.98
  29196. */
  29197. this.refractionRatio = 0.98;
  29198. /**
  29199. * Renders the geometry as a wireframe.
  29200. *
  29201. * @type {boolean}
  29202. * @default false
  29203. */
  29204. this.wireframe = false;
  29205. /**
  29206. * Controls the thickness of the wireframe.
  29207. *
  29208. * Can only be used with {@link SVGRenderer}.
  29209. *
  29210. * @type {number}
  29211. * @default 1
  29212. */
  29213. this.wireframeLinewidth = 1;
  29214. /**
  29215. * Defines appearance of wireframe ends.
  29216. *
  29217. * Can only be used with {@link SVGRenderer}.
  29218. *
  29219. * @type {('round'|'bevel'|'miter')}
  29220. * @default 'round'
  29221. */
  29222. this.wireframeLinecap = 'round';
  29223. /**
  29224. * Defines appearance of wireframe joints.
  29225. *
  29226. * Can only be used with {@link SVGRenderer}.
  29227. *
  29228. * @type {('round'|'bevel'|'miter')}
  29229. * @default 'round'
  29230. */
  29231. this.wireframeLinejoin = 'round';
  29232. /**
  29233. * Whether the material is rendered with flat shading or not.
  29234. *
  29235. * @type {boolean}
  29236. * @default false
  29237. */
  29238. this.flatShading = false;
  29239. /**
  29240. * Whether the material is affected by fog or not.
  29241. *
  29242. * @type {boolean}
  29243. * @default true
  29244. */
  29245. this.fog = true;
  29246. this.setValues( parameters );
  29247. }
  29248. copy( source ) {
  29249. super.copy( source );
  29250. this.color.copy( source.color );
  29251. this.map = source.map;
  29252. this.lightMap = source.lightMap;
  29253. this.lightMapIntensity = source.lightMapIntensity;
  29254. this.aoMap = source.aoMap;
  29255. this.aoMapIntensity = source.aoMapIntensity;
  29256. this.emissive.copy( source.emissive );
  29257. this.emissiveMap = source.emissiveMap;
  29258. this.emissiveIntensity = source.emissiveIntensity;
  29259. this.bumpMap = source.bumpMap;
  29260. this.bumpScale = source.bumpScale;
  29261. this.normalMap = source.normalMap;
  29262. this.normalMapType = source.normalMapType;
  29263. this.normalScale.copy( source.normalScale );
  29264. this.displacementMap = source.displacementMap;
  29265. this.displacementScale = source.displacementScale;
  29266. this.displacementBias = source.displacementBias;
  29267. this.specularMap = source.specularMap;
  29268. this.alphaMap = source.alphaMap;
  29269. this.envMap = source.envMap;
  29270. this.envMapRotation.copy( source.envMapRotation );
  29271. this.combine = source.combine;
  29272. this.reflectivity = source.reflectivity;
  29273. this.envMapIntensity = source.envMapIntensity;
  29274. this.refractionRatio = source.refractionRatio;
  29275. this.wireframe = source.wireframe;
  29276. this.wireframeLinewidth = source.wireframeLinewidth;
  29277. this.wireframeLinecap = source.wireframeLinecap;
  29278. this.wireframeLinejoin = source.wireframeLinejoin;
  29279. this.flatShading = source.flatShading;
  29280. this.fog = source.fog;
  29281. return this;
  29282. }
  29283. }
  29284. /**
  29285. * A material for drawing geometry by depth. Depth is based off of the camera
  29286. * near and far plane. White is nearest, black is farthest.
  29287. *
  29288. * @augments Material
  29289. * @demo scenes/material-browser.html#MeshDepthMaterial
  29290. */
  29291. class MeshDepthMaterial extends Material {
  29292. /**
  29293. * Constructs a new mesh depth material.
  29294. *
  29295. * @param {Object} [parameters] - An object with one or more properties
  29296. * defining the material's appearance. Any property of the material
  29297. * (including any property from inherited materials) can be passed
  29298. * in here. Color values can be passed any type of value accepted
  29299. * by {@link Color#set}.
  29300. */
  29301. constructor( parameters ) {
  29302. super();
  29303. /**
  29304. * This flag can be used for type testing.
  29305. *
  29306. * @type {boolean}
  29307. * @readonly
  29308. * @default true
  29309. */
  29310. this.isMeshDepthMaterial = true;
  29311. this.type = 'MeshDepthMaterial';
  29312. /**
  29313. * Type for depth packing.
  29314. *
  29315. * @type {(BasicDepthPacking|RGBADepthPacking|RGBDepthPacking|RGDepthPacking)}
  29316. * @default BasicDepthPacking
  29317. */
  29318. this.depthPacking = BasicDepthPacking;
  29319. /**
  29320. * The color map. May optionally include an alpha channel, typically combined
  29321. * with {@link Material#transparent} or {@link Material#alphaTest}.
  29322. *
  29323. * @type {?Texture}
  29324. * @default null
  29325. */
  29326. this.map = null;
  29327. /**
  29328. * The alpha map is a grayscale texture that controls the opacity across the
  29329. * surface (black: fully transparent; white: fully opaque).
  29330. *
  29331. * Only the color of the texture is used, ignoring the alpha channel if one
  29332. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29333. * when sampling this texture due to the extra bit of precision provided for
  29334. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29335. * luminance/alpha textures will also still work as expected.
  29336. *
  29337. * @type {?Texture}
  29338. * @default null
  29339. */
  29340. this.alphaMap = null;
  29341. /**
  29342. * The displacement map affects the position of the mesh's vertices. Unlike
  29343. * other maps which only affect the light and shade of the material the
  29344. * displaced vertices can cast shadows, block other objects, and otherwise
  29345. * act as real geometry. The displacement texture is an image where the value
  29346. * of each pixel (white being the highest) is mapped against, and
  29347. * repositions, the vertices of the mesh.
  29348. *
  29349. * @type {?Texture}
  29350. * @default null
  29351. */
  29352. this.displacementMap = null;
  29353. /**
  29354. * How much the displacement map affects the mesh (where black is no
  29355. * displacement, and white is maximum displacement). Without a displacement
  29356. * map set, this value is not applied.
  29357. *
  29358. * @type {number}
  29359. * @default 0
  29360. */
  29361. this.displacementScale = 1;
  29362. /**
  29363. * The offset of the displacement map's values on the mesh's vertices.
  29364. * The bias is added to the scaled sample of the displacement map.
  29365. * Without a displacement map set, this value is not applied.
  29366. *
  29367. * @type {number}
  29368. * @default 0
  29369. */
  29370. this.displacementBias = 0;
  29371. /**
  29372. * Renders the geometry as a wireframe.
  29373. *
  29374. * @type {boolean}
  29375. * @default false
  29376. */
  29377. this.wireframe = false;
  29378. /**
  29379. * Controls the thickness of the wireframe.
  29380. *
  29381. * WebGL and WebGPU ignore this property and always render
  29382. * 1 pixel wide lines.
  29383. *
  29384. * @type {number}
  29385. * @default 1
  29386. */
  29387. this.wireframeLinewidth = 1;
  29388. this.setValues( parameters );
  29389. }
  29390. copy( source ) {
  29391. super.copy( source );
  29392. this.depthPacking = source.depthPacking;
  29393. this.map = source.map;
  29394. this.alphaMap = source.alphaMap;
  29395. this.displacementMap = source.displacementMap;
  29396. this.displacementScale = source.displacementScale;
  29397. this.displacementBias = source.displacementBias;
  29398. this.wireframe = source.wireframe;
  29399. this.wireframeLinewidth = source.wireframeLinewidth;
  29400. return this;
  29401. }
  29402. }
  29403. /**
  29404. * A material used internally for implementing shadow mapping with
  29405. * point lights.
  29406. *
  29407. * Can also be used to customize the shadow casting of an object by assigning
  29408. * an instance of `MeshDistanceMaterial` to {@link Object3D#customDistanceMaterial}.
  29409. * The following examples demonstrates this approach in order to ensure
  29410. * transparent parts of objects do not cast shadows.
  29411. *
  29412. * @augments Material
  29413. */
  29414. class MeshDistanceMaterial extends Material {
  29415. /**
  29416. * Constructs a new mesh distance material.
  29417. *
  29418. * @param {Object} [parameters] - An object with one or more properties
  29419. * defining the material's appearance. Any property of the material
  29420. * (including any property from inherited materials) can be passed
  29421. * in here. Color values can be passed any type of value accepted
  29422. * by {@link Color#set}.
  29423. */
  29424. constructor( parameters ) {
  29425. super();
  29426. /**
  29427. * This flag can be used for type testing.
  29428. *
  29429. * @type {boolean}
  29430. * @readonly
  29431. * @default true
  29432. */
  29433. this.isMeshDistanceMaterial = true;
  29434. this.type = 'MeshDistanceMaterial';
  29435. /**
  29436. * The color map. May optionally include an alpha channel, typically combined
  29437. * with {@link Material#transparent} or {@link Material#alphaTest}.
  29438. *
  29439. * @type {?Texture}
  29440. * @default null
  29441. */
  29442. this.map = null;
  29443. /**
  29444. * The alpha map is a grayscale texture that controls the opacity across the
  29445. * surface (black: fully transparent; white: fully opaque).
  29446. *
  29447. * Only the color of the texture is used, ignoring the alpha channel if one
  29448. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29449. * when sampling this texture due to the extra bit of precision provided for
  29450. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29451. * luminance/alpha textures will also still work as expected.
  29452. *
  29453. * @type {?Texture}
  29454. * @default null
  29455. */
  29456. this.alphaMap = null;
  29457. /**
  29458. * The displacement map affects the position of the mesh's vertices. Unlike
  29459. * other maps which only affect the light and shade of the material the
  29460. * displaced vertices can cast shadows, block other objects, and otherwise
  29461. * act as real geometry. The displacement texture is an image where the value
  29462. * of each pixel (white being the highest) is mapped against, and
  29463. * repositions, the vertices of the mesh.
  29464. *
  29465. * @type {?Texture}
  29466. * @default null
  29467. */
  29468. this.displacementMap = null;
  29469. /**
  29470. * How much the displacement map affects the mesh (where black is no
  29471. * displacement, and white is maximum displacement). Without a displacement
  29472. * map set, this value is not applied.
  29473. *
  29474. * @type {number}
  29475. * @default 0
  29476. */
  29477. this.displacementScale = 1;
  29478. /**
  29479. * The offset of the displacement map's values on the mesh's vertices.
  29480. * The bias is added to the scaled sample of the displacement map.
  29481. * Without a displacement map set, this value is not applied.
  29482. *
  29483. * @type {number}
  29484. * @default 0
  29485. */
  29486. this.displacementBias = 0;
  29487. this.setValues( parameters );
  29488. }
  29489. copy( source ) {
  29490. super.copy( source );
  29491. this.map = source.map;
  29492. this.alphaMap = source.alphaMap;
  29493. this.displacementMap = source.displacementMap;
  29494. this.displacementScale = source.displacementScale;
  29495. this.displacementBias = source.displacementBias;
  29496. return this;
  29497. }
  29498. }
  29499. /**
  29500. * This material is defined by a MatCap (or Lit Sphere) texture, which encodes the
  29501. * material color and shading.
  29502. *
  29503. * `MeshMatcapMaterial` does not respond to lights since the matcap image file encodes
  29504. * baked lighting. It will cast a shadow onto an object that receives shadows
  29505. * (and shadow clipping works), but it will not self-shadow or receive
  29506. * shadows.
  29507. *
  29508. * @augments Material
  29509. * @demo scenes/material-browser.html#MeshMatcapMaterial
  29510. */
  29511. class MeshMatcapMaterial extends Material {
  29512. /**
  29513. * Constructs a new mesh matcap material.
  29514. *
  29515. * @param {Object} [parameters] - An object with one or more properties
  29516. * defining the material's appearance. Any property of the material
  29517. * (including any property from inherited materials) can be passed
  29518. * in here. Color values can be passed any type of value accepted
  29519. * by {@link Color#set}.
  29520. */
  29521. constructor( parameters ) {
  29522. super();
  29523. /**
  29524. * This flag can be used for type testing.
  29525. *
  29526. * @type {boolean}
  29527. * @readonly
  29528. * @default true
  29529. */
  29530. this.isMeshMatcapMaterial = true;
  29531. this.defines = { 'MATCAP': '' };
  29532. this.type = 'MeshMatcapMaterial';
  29533. /**
  29534. * Color of the material.
  29535. *
  29536. * @type {Color}
  29537. * @default (1,1,1)
  29538. */
  29539. this.color = new Color( 0xffffff ); // diffuse
  29540. /**
  29541. * The matcap map.
  29542. *
  29543. * @type {?Texture}
  29544. * @default null
  29545. */
  29546. this.matcap = null;
  29547. /**
  29548. * The color map. May optionally include an alpha channel, typically combined
  29549. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  29550. * color is modulated by the diffuse `color`.
  29551. *
  29552. * @type {?Texture}
  29553. * @default null
  29554. */
  29555. this.map = null;
  29556. /**
  29557. * The texture to create a bump map. The black and white values map to the
  29558. * perceived depth in relation to the lights. Bump doesn't actually affect
  29559. * the geometry of the object, only the lighting. If a normal map is defined
  29560. * this will be ignored.
  29561. *
  29562. * @type {?Texture}
  29563. * @default null
  29564. */
  29565. this.bumpMap = null;
  29566. /**
  29567. * How much the bump map affects the material. Typical range is `[0,1]`.
  29568. *
  29569. * @type {number}
  29570. * @default 1
  29571. */
  29572. this.bumpScale = 1;
  29573. /**
  29574. * The texture to create a normal map. The RGB values affect the surface
  29575. * normal for each pixel fragment and change the way the color is lit. Normal
  29576. * maps do not change the actual shape of the surface, only the lighting. In
  29577. * case the material has a normal map authored using the left handed
  29578. * convention, the `y` component of `normalScale` should be negated to compensate
  29579. * for the different handedness.
  29580. *
  29581. * @type {?Texture}
  29582. * @default null
  29583. */
  29584. this.normalMap = null;
  29585. /**
  29586. * The type of normal map.
  29587. *
  29588. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29589. * @default TangentSpaceNormalMap
  29590. */
  29591. this.normalMapType = TangentSpaceNormalMap;
  29592. /**
  29593. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29594. *
  29595. * @type {Vector2}
  29596. * @default (1,1)
  29597. */
  29598. this.normalScale = new Vector2( 1, 1 );
  29599. /**
  29600. * The displacement map affects the position of the mesh's vertices. Unlike
  29601. * other maps which only affect the light and shade of the material the
  29602. * displaced vertices can cast shadows, block other objects, and otherwise
  29603. * act as real geometry. The displacement texture is an image where the value
  29604. * of each pixel (white being the highest) is mapped against, and
  29605. * repositions, the vertices of the mesh.
  29606. *
  29607. * @type {?Texture}
  29608. * @default null
  29609. */
  29610. this.displacementMap = null;
  29611. /**
  29612. * How much the displacement map affects the mesh (where black is no
  29613. * displacement, and white is maximum displacement). Without a displacement
  29614. * map set, this value is not applied.
  29615. *
  29616. * @type {number}
  29617. * @default 0
  29618. */
  29619. this.displacementScale = 1;
  29620. /**
  29621. * The offset of the displacement map's values on the mesh's vertices.
  29622. * The bias is added to the scaled sample of the displacement map.
  29623. * Without a displacement map set, this value is not applied.
  29624. *
  29625. * @type {number}
  29626. * @default 0
  29627. */
  29628. this.displacementBias = 0;
  29629. /**
  29630. * The alpha map is a grayscale texture that controls the opacity across the
  29631. * surface (black: fully transparent; white: fully opaque).
  29632. *
  29633. * Only the color of the texture is used, ignoring the alpha channel if one
  29634. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29635. * when sampling this texture due to the extra bit of precision provided for
  29636. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29637. * luminance/alpha textures will also still work as expected.
  29638. *
  29639. * @type {?Texture}
  29640. * @default null
  29641. */
  29642. this.alphaMap = null;
  29643. /**
  29644. * Renders the geometry as a wireframe.
  29645. *
  29646. * @type {boolean}
  29647. * @default false
  29648. */
  29649. this.wireframe = false;
  29650. /**
  29651. * Controls the thickness of the wireframe.
  29652. *
  29653. * Can only be used with {@link SVGRenderer}.
  29654. *
  29655. * @type {number}
  29656. * @default 1
  29657. */
  29658. this.wireframeLinewidth = 1;
  29659. /**
  29660. * Whether the material is rendered with flat shading or not.
  29661. *
  29662. * @type {boolean}
  29663. * @default false
  29664. */
  29665. this.flatShading = false;
  29666. /**
  29667. * Whether the material is affected by fog or not.
  29668. *
  29669. * @type {boolean}
  29670. * @default true
  29671. */
  29672. this.fog = true;
  29673. this.setValues( parameters );
  29674. }
  29675. copy( source ) {
  29676. super.copy( source );
  29677. this.defines = { 'MATCAP': '' };
  29678. this.color.copy( source.color );
  29679. this.matcap = source.matcap;
  29680. this.map = source.map;
  29681. this.bumpMap = source.bumpMap;
  29682. this.bumpScale = source.bumpScale;
  29683. this.normalMap = source.normalMap;
  29684. this.normalMapType = source.normalMapType;
  29685. this.normalScale.copy( source.normalScale );
  29686. this.displacementMap = source.displacementMap;
  29687. this.displacementScale = source.displacementScale;
  29688. this.displacementBias = source.displacementBias;
  29689. this.alphaMap = source.alphaMap;
  29690. this.wireframe = source.wireframe;
  29691. this.wireframeLinewidth = source.wireframeLinewidth;
  29692. this.flatShading = source.flatShading;
  29693. this.fog = source.fog;
  29694. return this;
  29695. }
  29696. }
  29697. /**
  29698. * A material for rendering line primitives.
  29699. *
  29700. * Materials define the appearance of renderable 3D objects.
  29701. *
  29702. * ```js
  29703. * const material = new THREE.LineDashedMaterial( {
  29704. * color: 0xffffff,
  29705. * scale: 1,
  29706. * dashSize: 3,
  29707. * gapSize: 1,
  29708. * } );
  29709. * ```
  29710. *
  29711. * @augments LineBasicMaterial
  29712. */
  29713. class LineDashedMaterial extends LineBasicMaterial {
  29714. /**
  29715. * Constructs a new line dashed material.
  29716. *
  29717. * @param {Object} [parameters] - An object with one or more properties
  29718. * defining the material's appearance. Any property of the material
  29719. * (including any property from inherited materials) can be passed
  29720. * in here. Color values can be passed any type of value accepted
  29721. * by {@link Color#set}.
  29722. */
  29723. constructor( parameters ) {
  29724. super();
  29725. /**
  29726. * This flag can be used for type testing.
  29727. *
  29728. * @type {boolean}
  29729. * @readonly
  29730. * @default true
  29731. */
  29732. this.isLineDashedMaterial = true;
  29733. this.type = 'LineDashedMaterial';
  29734. /**
  29735. * The scale of the dashed part of a line.
  29736. *
  29737. * @type {number}
  29738. * @default 1
  29739. */
  29740. this.scale = 1;
  29741. /**
  29742. * The size of the dash. This is both the gap with the stroke.
  29743. *
  29744. * @type {number}
  29745. * @default 3
  29746. */
  29747. this.dashSize = 3;
  29748. /**
  29749. * The size of the gap.
  29750. *
  29751. * @type {number}
  29752. * @default 1
  29753. */
  29754. this.gapSize = 1;
  29755. this.setValues( parameters );
  29756. }
  29757. copy( source ) {
  29758. super.copy( source );
  29759. this.scale = source.scale;
  29760. this.dashSize = source.dashSize;
  29761. this.gapSize = source.gapSize;
  29762. return this;
  29763. }
  29764. }
  29765. /**
  29766. * Converts an array to a specific type.
  29767. *
  29768. * @param {TypedArray|Array} array - The array to convert.
  29769. * @param {TypedArray.constructor} type - The constructor of a typed array that defines the new type.
  29770. * @return {TypedArray} The converted array.
  29771. */
  29772. function convertArray( array, type ) {
  29773. if ( ! array || array.constructor === type ) return array;
  29774. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  29775. return new type( array ); // create typed array
  29776. }
  29777. return Array.prototype.slice.call( array ); // create Array
  29778. }
  29779. /**
  29780. * Returns an array by which times and values can be sorted.
  29781. *
  29782. * @param {Array<number>} times - The keyframe time values.
  29783. * @return {Array<number>} The array.
  29784. */
  29785. function getKeyframeOrder( times ) {
  29786. function compareTime( i, j ) {
  29787. return times[ i ] - times[ j ];
  29788. }
  29789. const n = times.length;
  29790. const result = new Array( n );
  29791. for ( let i = 0; i !== n; ++ i ) result[ i ] = i;
  29792. result.sort( compareTime );
  29793. return result;
  29794. }
  29795. /**
  29796. * Sorts the given array by the previously computed order via `getKeyframeOrder()`.
  29797. *
  29798. * @param {Array<number>} values - The values to sort.
  29799. * @param {number} stride - The stride.
  29800. * @param {Array<number>} order - The sort order.
  29801. * @return {Array<number>} The sorted values.
  29802. */
  29803. function sortedArray( values, stride, order ) {
  29804. const nValues = values.length;
  29805. const result = new values.constructor( nValues );
  29806. for ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  29807. const srcOffset = order[ i ] * stride;
  29808. for ( let j = 0; j !== stride; ++ j ) {
  29809. result[ dstOffset ++ ] = values[ srcOffset + j ];
  29810. }
  29811. }
  29812. return result;
  29813. }
  29814. /**
  29815. * Used for parsing AOS keyframe formats.
  29816. *
  29817. * @param {Array<number>} jsonKeys - A list of JSON keyframes.
  29818. * @param {Array<number>} times - This array will be filled with keyframe times by this function.
  29819. * @param {Array<number>} values - This array will be filled with keyframe values by this function.
  29820. * @param {string} valuePropertyName - The name of the property to use.
  29821. */
  29822. function flattenJSON( jsonKeys, times, values, valuePropertyName ) {
  29823. let i = 1, key = jsonKeys[ 0 ];
  29824. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  29825. key = jsonKeys[ i ++ ];
  29826. }
  29827. if ( key === undefined ) return; // no data
  29828. let value = key[ valuePropertyName ];
  29829. if ( value === undefined ) return; // no data
  29830. if ( Array.isArray( value ) ) {
  29831. do {
  29832. value = key[ valuePropertyName ];
  29833. if ( value !== undefined ) {
  29834. times.push( key.time );
  29835. values.push( ...value ); // push all elements
  29836. }
  29837. key = jsonKeys[ i ++ ];
  29838. } while ( key !== undefined );
  29839. } else if ( value.toArray !== undefined ) {
  29840. // ...assume THREE.Math-ish
  29841. do {
  29842. value = key[ valuePropertyName ];
  29843. if ( value !== undefined ) {
  29844. times.push( key.time );
  29845. value.toArray( values, values.length );
  29846. }
  29847. key = jsonKeys[ i ++ ];
  29848. } while ( key !== undefined );
  29849. } else {
  29850. // otherwise push as-is
  29851. do {
  29852. value = key[ valuePropertyName ];
  29853. if ( value !== undefined ) {
  29854. times.push( key.time );
  29855. values.push( value );
  29856. }
  29857. key = jsonKeys[ i ++ ];
  29858. } while ( key !== undefined );
  29859. }
  29860. }
  29861. /**
  29862. * Creates a new clip, containing only the segment of the original clip between the given frames.
  29863. *
  29864. * @param {AnimationClip} sourceClip - The values to sort.
  29865. * @param {string} name - The name of the clip.
  29866. * @param {number} startFrame - The start frame.
  29867. * @param {number} endFrame - The end frame.
  29868. * @param {number} [fps=30] - The FPS.
  29869. * @return {AnimationClip} The new sub clip.
  29870. */
  29871. function subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {
  29872. const clip = sourceClip.clone();
  29873. clip.name = name;
  29874. const tracks = [];
  29875. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  29876. const track = clip.tracks[ i ];
  29877. const valueSize = track.getValueSize();
  29878. const times = [];
  29879. const values = [];
  29880. for ( let j = 0; j < track.times.length; ++ j ) {
  29881. const frame = track.times[ j ] * fps;
  29882. if ( frame < startFrame || frame >= endFrame ) continue;
  29883. times.push( track.times[ j ] );
  29884. for ( let k = 0; k < valueSize; ++ k ) {
  29885. values.push( track.values[ j * valueSize + k ] );
  29886. }
  29887. }
  29888. if ( times.length === 0 ) continue;
  29889. track.times = convertArray( times, track.times.constructor );
  29890. track.values = convertArray( values, track.values.constructor );
  29891. tracks.push( track );
  29892. }
  29893. clip.tracks = tracks;
  29894. // find minimum .times value across all tracks in the trimmed clip
  29895. let minStartTime = Infinity;
  29896. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  29897. if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {
  29898. minStartTime = clip.tracks[ i ].times[ 0 ];
  29899. }
  29900. }
  29901. // shift all tracks such that clip begins at t=0
  29902. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  29903. clip.tracks[ i ].shift( -1 * minStartTime );
  29904. }
  29905. clip.resetDuration();
  29906. return clip;
  29907. }
  29908. /**
  29909. * Converts the keyframes of the given animation clip to an additive format.
  29910. *
  29911. * @param {AnimationClip} targetClip - The clip to make additive.
  29912. * @param {number} [referenceFrame=0] - The reference frame.
  29913. * @param {AnimationClip} [referenceClip=targetClip] - The reference clip.
  29914. * @param {number} [fps=30] - The FPS.
  29915. * @return {AnimationClip} The updated clip which is now additive.
  29916. */
  29917. function makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {
  29918. if ( fps <= 0 ) fps = 30;
  29919. const numTracks = referenceClip.tracks.length;
  29920. const referenceTime = referenceFrame / fps;
  29921. // Make each track's values relative to the values at the reference frame
  29922. for ( let i = 0; i < numTracks; ++ i ) {
  29923. const referenceTrack = referenceClip.tracks[ i ];
  29924. const referenceTrackType = referenceTrack.ValueTypeName;
  29925. // Skip this track if it's non-numeric
  29926. if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue;
  29927. // Find the track in the target clip whose name and type matches the reference track
  29928. const targetTrack = targetClip.tracks.find( function ( track ) {
  29929. return track.name === referenceTrack.name
  29930. && track.ValueTypeName === referenceTrackType;
  29931. } );
  29932. if ( targetTrack === undefined ) continue;
  29933. let referenceOffset = 0;
  29934. const referenceValueSize = referenceTrack.getValueSize();
  29935. if ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
  29936. referenceOffset = referenceValueSize / 3;
  29937. }
  29938. let targetOffset = 0;
  29939. const targetValueSize = targetTrack.getValueSize();
  29940. if ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
  29941. targetOffset = targetValueSize / 3;
  29942. }
  29943. const lastIndex = referenceTrack.times.length - 1;
  29944. let referenceValue;
  29945. // Find the value to subtract out of the track
  29946. if ( referenceTime <= referenceTrack.times[ 0 ] ) {
  29947. // Reference frame is earlier than the first keyframe, so just use the first keyframe
  29948. const startIndex = referenceOffset;
  29949. const endIndex = referenceValueSize - referenceOffset;
  29950. referenceValue = referenceTrack.values.slice( startIndex, endIndex );
  29951. } else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {
  29952. // Reference frame is after the last keyframe, so just use the last keyframe
  29953. const startIndex = lastIndex * referenceValueSize + referenceOffset;
  29954. const endIndex = startIndex + referenceValueSize - referenceOffset;
  29955. referenceValue = referenceTrack.values.slice( startIndex, endIndex );
  29956. } else {
  29957. // Interpolate to the reference value
  29958. const interpolant = referenceTrack.createInterpolant();
  29959. const startIndex = referenceOffset;
  29960. const endIndex = referenceValueSize - referenceOffset;
  29961. interpolant.evaluate( referenceTime );
  29962. referenceValue = interpolant.resultBuffer.slice( startIndex, endIndex );
  29963. }
  29964. // Conjugate the quaternion
  29965. if ( referenceTrackType === 'quaternion' ) {
  29966. const referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate();
  29967. referenceQuat.toArray( referenceValue );
  29968. }
  29969. // Subtract the reference value from all of the track values
  29970. const numTimes = targetTrack.times.length;
  29971. for ( let j = 0; j < numTimes; ++ j ) {
  29972. const valueStart = j * targetValueSize + targetOffset;
  29973. if ( referenceTrackType === 'quaternion' ) {
  29974. // Multiply the conjugate for quaternion track types
  29975. Quaternion.multiplyQuaternionsFlat(
  29976. targetTrack.values,
  29977. valueStart,
  29978. referenceValue,
  29979. 0,
  29980. targetTrack.values,
  29981. valueStart
  29982. );
  29983. } else {
  29984. const valueEnd = targetValueSize - targetOffset * 2;
  29985. // Subtract each value for all other numeric track types
  29986. for ( let k = 0; k < valueEnd; ++ k ) {
  29987. targetTrack.values[ valueStart + k ] -= referenceValue[ k ];
  29988. }
  29989. }
  29990. }
  29991. }
  29992. targetClip.blendMode = AdditiveAnimationBlendMode;
  29993. return targetClip;
  29994. }
  29995. /**
  29996. * A class with various methods to assist with animations.
  29997. *
  29998. * @hideconstructor
  29999. */
  30000. class AnimationUtils {
  30001. /**
  30002. * Converts an array to a specific type
  30003. *
  30004. * @static
  30005. * @param {TypedArray|Array} array - The array to convert.
  30006. * @param {TypedArray.constructor} type - The constructor of a type array.
  30007. * @return {TypedArray} The converted array
  30008. */
  30009. static convertArray( array, type ) {
  30010. return convertArray( array, type );
  30011. }
  30012. /**
  30013. * Returns `true` if the given object is a typed array.
  30014. *
  30015. * @static
  30016. * @param {any} object - The object to check.
  30017. * @return {boolean} Whether the given object is a typed array.
  30018. */
  30019. static isTypedArray( object ) {
  30020. return isTypedArray( object );
  30021. }
  30022. /**
  30023. * Returns an array by which times and values can be sorted.
  30024. *
  30025. * @static
  30026. * @param {Array<number>} times - The keyframe time values.
  30027. * @return {Array<number>} The array.
  30028. */
  30029. static getKeyframeOrder( times ) {
  30030. return getKeyframeOrder( times );
  30031. }
  30032. /**
  30033. * Sorts the given array by the previously computed order via `getKeyframeOrder()`.
  30034. *
  30035. * @static
  30036. * @param {Array<number>} values - The values to sort.
  30037. * @param {number} stride - The stride.
  30038. * @param {Array<number>} order - The sort order.
  30039. * @return {Array<number>} The sorted values.
  30040. */
  30041. static sortedArray( values, stride, order ) {
  30042. return sortedArray( values, stride, order );
  30043. }
  30044. /**
  30045. * Used for parsing AOS keyframe formats.
  30046. *
  30047. * @static
  30048. * @param {Array<number>} jsonKeys - A list of JSON keyframes.
  30049. * @param {Array<number>} times - This array will be filled with keyframe times by this method.
  30050. * @param {Array<number>} values - This array will be filled with keyframe values by this method.
  30051. * @param {string} valuePropertyName - The name of the property to use.
  30052. */
  30053. static flattenJSON( jsonKeys, times, values, valuePropertyName ) {
  30054. flattenJSON( jsonKeys, times, values, valuePropertyName );
  30055. }
  30056. /**
  30057. * Creates a new clip, containing only the segment of the original clip between the given frames.
  30058. *
  30059. * @static
  30060. * @param {AnimationClip} sourceClip - The values to sort.
  30061. * @param {string} name - The name of the clip.
  30062. * @param {number} startFrame - The start frame.
  30063. * @param {number} endFrame - The end frame.
  30064. * @param {number} [fps=30] - The FPS.
  30065. * @return {AnimationClip} The new sub clip.
  30066. */
  30067. static subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {
  30068. return subclip( sourceClip, name, startFrame, endFrame, fps );
  30069. }
  30070. /**
  30071. * Converts the keyframes of the given animation clip to an additive format.
  30072. *
  30073. * @static
  30074. * @param {AnimationClip} targetClip - The clip to make additive.
  30075. * @param {number} [referenceFrame=0] - The reference frame.
  30076. * @param {AnimationClip} [referenceClip=targetClip] - The reference clip.
  30077. * @param {number} [fps=30] - The FPS.
  30078. * @return {AnimationClip} The updated clip which is now additive.
  30079. */
  30080. static makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {
  30081. return makeClipAdditive( targetClip, referenceFrame, referenceClip, fps );
  30082. }
  30083. }
  30084. /**
  30085. * Abstract base class of interpolants over parametric samples.
  30086. *
  30087. * The parameter domain is one dimensional, typically the time or a path
  30088. * along a curve defined by the data.
  30089. *
  30090. * The sample values can have any dimensionality and derived classes may
  30091. * apply special interpretations to the data.
  30092. *
  30093. * This class provides the interval seek in a Template Method, deferring
  30094. * the actual interpolation to derived classes.
  30095. *
  30096. * Time complexity is O(1) for linear access crossing at most two points
  30097. * and O(log N) for random access, where N is the number of positions.
  30098. *
  30099. * References: {@link http://www.oodesign.com/template-method-pattern.html}
  30100. *
  30101. * @abstract
  30102. */
  30103. class Interpolant {
  30104. /**
  30105. * Constructs a new interpolant.
  30106. *
  30107. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30108. * @param {TypedArray} sampleValues - The sample values.
  30109. * @param {number} sampleSize - The sample size
  30110. * @param {TypedArray} [resultBuffer] - The result buffer.
  30111. */
  30112. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30113. /**
  30114. * The parameter positions.
  30115. *
  30116. * @type {TypedArray}
  30117. */
  30118. this.parameterPositions = parameterPositions;
  30119. /**
  30120. * A cache index.
  30121. *
  30122. * @private
  30123. * @type {number}
  30124. * @default 0
  30125. */
  30126. this._cachedIndex = 0;
  30127. /**
  30128. * The result buffer.
  30129. *
  30130. * @type {TypedArray}
  30131. */
  30132. this.resultBuffer = resultBuffer !== undefined ? resultBuffer : new sampleValues.constructor( sampleSize );
  30133. /**
  30134. * The sample values.
  30135. *
  30136. * @type {TypedArray}
  30137. */
  30138. this.sampleValues = sampleValues;
  30139. /**
  30140. * The value size.
  30141. *
  30142. * @type {TypedArray}
  30143. */
  30144. this.valueSize = sampleSize;
  30145. /**
  30146. * The interpolation settings.
  30147. *
  30148. * @type {?Object}
  30149. * @default null
  30150. */
  30151. this.settings = null;
  30152. /**
  30153. * The default settings object.
  30154. *
  30155. * @type {Object}
  30156. */
  30157. this.DefaultSettings_ = {};
  30158. }
  30159. /**
  30160. * Evaluate the interpolant at position `t`.
  30161. *
  30162. * @param {number} t - The interpolation factor.
  30163. * @return {TypedArray} The result buffer.
  30164. */
  30165. evaluate( t ) {
  30166. const pp = this.parameterPositions;
  30167. let i1 = this._cachedIndex,
  30168. t1 = pp[ i1 ],
  30169. t0 = pp[ i1 - 1 ];
  30170. validate_interval: {
  30171. seek: {
  30172. let right;
  30173. linear_scan: {
  30174. //- See http://jsperf.com/comparison-to-undefined/3
  30175. //- slower code:
  30176. //-
  30177. //- if ( t >= t1 || t1 === undefined ) {
  30178. forward_scan: if ( ! ( t < t1 ) ) {
  30179. for ( let giveUpAt = i1 + 2; ; ) {
  30180. if ( t1 === undefined ) {
  30181. if ( t < t0 ) break forward_scan;
  30182. // after end
  30183. i1 = pp.length;
  30184. this._cachedIndex = i1;
  30185. return this.copySampleValue_( i1 - 1 );
  30186. }
  30187. if ( i1 === giveUpAt ) break; // this loop
  30188. t0 = t1;
  30189. t1 = pp[ ++ i1 ];
  30190. if ( t < t1 ) {
  30191. // we have arrived at the sought interval
  30192. break seek;
  30193. }
  30194. }
  30195. // prepare binary search on the right side of the index
  30196. right = pp.length;
  30197. break linear_scan;
  30198. }
  30199. //- slower code:
  30200. //- if ( t < t0 || t0 === undefined ) {
  30201. if ( ! ( t >= t0 ) ) {
  30202. // looping?
  30203. const t1global = pp[ 1 ];
  30204. if ( t < t1global ) {
  30205. i1 = 2; // + 1, using the scan for the details
  30206. t0 = t1global;
  30207. }
  30208. // linear reverse scan
  30209. for ( let giveUpAt = i1 - 2; ; ) {
  30210. if ( t0 === undefined ) {
  30211. // before start
  30212. this._cachedIndex = 0;
  30213. return this.copySampleValue_( 0 );
  30214. }
  30215. if ( i1 === giveUpAt ) break; // this loop
  30216. t1 = t0;
  30217. t0 = pp[ -- i1 - 1 ];
  30218. if ( t >= t0 ) {
  30219. // we have arrived at the sought interval
  30220. break seek;
  30221. }
  30222. }
  30223. // prepare binary search on the left side of the index
  30224. right = i1;
  30225. i1 = 0;
  30226. break linear_scan;
  30227. }
  30228. // the interval is valid
  30229. break validate_interval;
  30230. } // linear scan
  30231. // binary search
  30232. while ( i1 < right ) {
  30233. const mid = ( i1 + right ) >>> 1;
  30234. if ( t < pp[ mid ] ) {
  30235. right = mid;
  30236. } else {
  30237. i1 = mid + 1;
  30238. }
  30239. }
  30240. t1 = pp[ i1 ];
  30241. t0 = pp[ i1 - 1 ];
  30242. // check boundary cases, again
  30243. if ( t0 === undefined ) {
  30244. this._cachedIndex = 0;
  30245. return this.copySampleValue_( 0 );
  30246. }
  30247. if ( t1 === undefined ) {
  30248. i1 = pp.length;
  30249. this._cachedIndex = i1;
  30250. return this.copySampleValue_( i1 - 1 );
  30251. }
  30252. } // seek
  30253. this._cachedIndex = i1;
  30254. this.intervalChanged_( i1, t0, t1 );
  30255. } // validate_interval
  30256. return this.interpolate_( i1, t0, t, t1 );
  30257. }
  30258. /**
  30259. * Returns the interpolation settings.
  30260. *
  30261. * @return {Object} The interpolation settings.
  30262. */
  30263. getSettings_() {
  30264. return this.settings || this.DefaultSettings_;
  30265. }
  30266. /**
  30267. * Copies a sample value to the result buffer.
  30268. *
  30269. * @param {number} index - An index into the sample value buffer.
  30270. * @return {TypedArray} The result buffer.
  30271. */
  30272. copySampleValue_( index ) {
  30273. // copies a sample value to the result buffer
  30274. const result = this.resultBuffer,
  30275. values = this.sampleValues,
  30276. stride = this.valueSize,
  30277. offset = index * stride;
  30278. for ( let i = 0; i !== stride; ++ i ) {
  30279. result[ i ] = values[ offset + i ];
  30280. }
  30281. return result;
  30282. }
  30283. /**
  30284. * Copies a sample value to the result buffer.
  30285. *
  30286. * @abstract
  30287. * @param {number} i1 - An index into the sample value buffer.
  30288. * @param {number} t0 - The previous interpolation factor.
  30289. * @param {number} t - The current interpolation factor.
  30290. * @param {number} t1 - The next interpolation factor.
  30291. * @return {TypedArray} The result buffer.
  30292. */
  30293. interpolate_( /* i1, t0, t, t1 */ ) {
  30294. throw new Error( 'call to abstract method' );
  30295. // implementations shall return this.resultBuffer
  30296. }
  30297. /**
  30298. * Optional method that is executed when the interval has changed.
  30299. *
  30300. * @param {number} i1 - An index into the sample value buffer.
  30301. * @param {number} t0 - The previous interpolation factor.
  30302. * @param {number} t - The current interpolation factor.
  30303. */
  30304. intervalChanged_( /* i1, t0, t1 */ ) {
  30305. // empty
  30306. }
  30307. }
  30308. /**
  30309. * Fast and simple cubic spline interpolant.
  30310. *
  30311. * It was derived from a Hermitian construction setting the first derivative
  30312. * at each sample position to the linear slope between neighboring positions
  30313. * over their parameter interval.
  30314. *
  30315. * @augments Interpolant
  30316. */
  30317. class CubicInterpolant extends Interpolant {
  30318. /**
  30319. * Constructs a new cubic interpolant.
  30320. *
  30321. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30322. * @param {TypedArray} sampleValues - The sample values.
  30323. * @param {number} sampleSize - The sample size
  30324. * @param {TypedArray} [resultBuffer] - The result buffer.
  30325. */
  30326. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30327. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30328. this._weightPrev = -0;
  30329. this._offsetPrev = -0;
  30330. this._weightNext = -0;
  30331. this._offsetNext = -0;
  30332. this.DefaultSettings_ = {
  30333. endingStart: ZeroCurvatureEnding,
  30334. endingEnd: ZeroCurvatureEnding
  30335. };
  30336. }
  30337. intervalChanged_( i1, t0, t1 ) {
  30338. const pp = this.parameterPositions;
  30339. let iPrev = i1 - 2,
  30340. iNext = i1 + 1,
  30341. tPrev = pp[ iPrev ],
  30342. tNext = pp[ iNext ];
  30343. if ( tPrev === undefined ) {
  30344. switch ( this.getSettings_().endingStart ) {
  30345. case ZeroSlopeEnding:
  30346. // f'(t0) = 0
  30347. iPrev = i1;
  30348. tPrev = 2 * t0 - t1;
  30349. break;
  30350. case WrapAroundEnding:
  30351. // use the other end of the curve
  30352. iPrev = pp.length - 2;
  30353. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  30354. break;
  30355. default: // ZeroCurvatureEnding
  30356. // f''(t0) = 0 a.k.a. Natural Spline
  30357. iPrev = i1;
  30358. tPrev = t1;
  30359. }
  30360. }
  30361. if ( tNext === undefined ) {
  30362. switch ( this.getSettings_().endingEnd ) {
  30363. case ZeroSlopeEnding:
  30364. // f'(tN) = 0
  30365. iNext = i1;
  30366. tNext = 2 * t1 - t0;
  30367. break;
  30368. case WrapAroundEnding:
  30369. // use the other end of the curve
  30370. iNext = 1;
  30371. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  30372. break;
  30373. default: // ZeroCurvatureEnding
  30374. // f''(tN) = 0, a.k.a. Natural Spline
  30375. iNext = i1 - 1;
  30376. tNext = t0;
  30377. }
  30378. }
  30379. const halfDt = ( t1 - t0 ) * 0.5,
  30380. stride = this.valueSize;
  30381. this._weightPrev = halfDt / ( t0 - tPrev );
  30382. this._weightNext = halfDt / ( tNext - t1 );
  30383. this._offsetPrev = iPrev * stride;
  30384. this._offsetNext = iNext * stride;
  30385. }
  30386. interpolate_( i1, t0, t, t1 ) {
  30387. const result = this.resultBuffer,
  30388. values = this.sampleValues,
  30389. stride = this.valueSize,
  30390. o1 = i1 * stride, o0 = o1 - stride,
  30391. oP = this._offsetPrev, oN = this._offsetNext,
  30392. wP = this._weightPrev, wN = this._weightNext,
  30393. p = ( t - t0 ) / ( t1 - t0 ),
  30394. pp = p * p,
  30395. ppp = pp * p;
  30396. // evaluate polynomials
  30397. const sP = - wP * ppp + 2 * wP * pp - wP * p;
  30398. const s0 = ( 1 + wP ) * ppp + ( -1.5 - 2 * wP ) * pp + ( -0.5 + wP ) * p + 1;
  30399. const s1 = ( -1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  30400. const sN = wN * ppp - wN * pp;
  30401. // combine data linearly
  30402. for ( let i = 0; i !== stride; ++ i ) {
  30403. result[ i ] =
  30404. sP * values[ oP + i ] +
  30405. s0 * values[ o0 + i ] +
  30406. s1 * values[ o1 + i ] +
  30407. sN * values[ oN + i ];
  30408. }
  30409. return result;
  30410. }
  30411. }
  30412. /**
  30413. * A basic linear interpolant.
  30414. *
  30415. * @augments Interpolant
  30416. */
  30417. class LinearInterpolant extends Interpolant {
  30418. /**
  30419. * Constructs a new linear interpolant.
  30420. *
  30421. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30422. * @param {TypedArray} sampleValues - The sample values.
  30423. * @param {number} sampleSize - The sample size
  30424. * @param {TypedArray} [resultBuffer] - The result buffer.
  30425. */
  30426. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30427. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30428. }
  30429. interpolate_( i1, t0, t, t1 ) {
  30430. const result = this.resultBuffer,
  30431. values = this.sampleValues,
  30432. stride = this.valueSize,
  30433. offset1 = i1 * stride,
  30434. offset0 = offset1 - stride,
  30435. weight1 = ( t - t0 ) / ( t1 - t0 ),
  30436. weight0 = 1 - weight1;
  30437. for ( let i = 0; i !== stride; ++ i ) {
  30438. result[ i ] =
  30439. values[ offset0 + i ] * weight0 +
  30440. values[ offset1 + i ] * weight1;
  30441. }
  30442. return result;
  30443. }
  30444. }
  30445. /**
  30446. * Interpolant that evaluates to the sample value at the position preceding
  30447. * the parameter.
  30448. *
  30449. * @augments Interpolant
  30450. */
  30451. class DiscreteInterpolant extends Interpolant {
  30452. /**
  30453. * Constructs a new discrete interpolant.
  30454. *
  30455. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30456. * @param {TypedArray} sampleValues - The sample values.
  30457. * @param {number} sampleSize - The sample size
  30458. * @param {TypedArray} [resultBuffer] - The result buffer.
  30459. */
  30460. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30461. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30462. }
  30463. interpolate_( i1 /*, t0, t, t1 */ ) {
  30464. return this.copySampleValue_( i1 - 1 );
  30465. }
  30466. }
  30467. /**
  30468. * A Bezier interpolant using cubic Bezier curves with 2D control points.
  30469. *
  30470. * This interpolant supports the COLLADA/Maya style of Bezier animation where
  30471. * each keyframe has explicit in/out tangent control points specified as
  30472. * 2D coordinates (time, value).
  30473. *
  30474. * The tangent data must be provided via the `settings` object:
  30475. * - `settings.inTangents`: Float32Array with [time, value] pairs per keyframe per component
  30476. * - `settings.outTangents`: Float32Array with [time, value] pairs per keyframe per component
  30477. *
  30478. * For a track with N keyframes and stride S:
  30479. * - Each tangent array has N * S * 2 values
  30480. * - Layout: [k0_c0_time, k0_c0_value, k0_c1_time, k0_c1_value, ..., k0_cS_time, k0_cS_value,
  30481. * k1_c0_time, k1_c0_value, ...]
  30482. *
  30483. * @augments Interpolant
  30484. */
  30485. class BezierInterpolant extends Interpolant {
  30486. interpolate_( i1, t0, t, t1 ) {
  30487. const result = this.resultBuffer;
  30488. const values = this.sampleValues;
  30489. const stride = this.valueSize;
  30490. const offset1 = i1 * stride;
  30491. const offset0 = offset1 - stride;
  30492. const settings = this.settings || this.DefaultSettings_;
  30493. const inTangents = settings.inTangents;
  30494. const outTangents = settings.outTangents;
  30495. // If no tangent data, fall back to linear interpolation
  30496. if ( ! inTangents || ! outTangents ) {
  30497. const weight1 = ( t - t0 ) / ( t1 - t0 );
  30498. const weight0 = 1 - weight1;
  30499. for ( let i = 0; i !== stride; ++ i ) {
  30500. result[ i ] = values[ offset0 + i ] * weight0 + values[ offset1 + i ] * weight1;
  30501. }
  30502. return result;
  30503. }
  30504. const tangentStride = stride * 2;
  30505. const i0 = i1 - 1;
  30506. for ( let i = 0; i !== stride; ++ i ) {
  30507. const v0 = values[ offset0 + i ];
  30508. const v1 = values[ offset1 + i ];
  30509. // outTangent of previous keyframe (C0)
  30510. const outTangentOffset = i0 * tangentStride + i * 2;
  30511. const c0x = outTangents[ outTangentOffset ];
  30512. const c0y = outTangents[ outTangentOffset + 1 ];
  30513. // inTangent of current keyframe (C1)
  30514. const inTangentOffset = i1 * tangentStride + i * 2;
  30515. const c1x = inTangents[ inTangentOffset ];
  30516. const c1y = inTangents[ inTangentOffset + 1 ];
  30517. // Solve for Bezier parameter s where Bx(s) = t using Newton-Raphson
  30518. let s = ( t - t0 ) / ( t1 - t0 );
  30519. let s2, s3, oneMinusS, oneMinusS2, oneMinusS3;
  30520. for ( let iter = 0; iter < 8; iter ++ ) {
  30521. s2 = s * s;
  30522. s3 = s2 * s;
  30523. oneMinusS = 1 - s;
  30524. oneMinusS2 = oneMinusS * oneMinusS;
  30525. oneMinusS3 = oneMinusS2 * oneMinusS;
  30526. // Bezier X(s) = (1-s)³·t0 + 3(1-s)²s·c0x + 3(1-s)s²·c1x + s³·t1
  30527. const bx = oneMinusS3 * t0 + 3 * oneMinusS2 * s * c0x + 3 * oneMinusS * s2 * c1x + s3 * t1;
  30528. const error = bx - t;
  30529. if ( Math.abs( error ) < 1e-10 ) break;
  30530. // Derivative dX/ds
  30531. const dbx = 3 * oneMinusS2 * ( c0x - t0 ) + 6 * oneMinusS * s * ( c1x - c0x ) + 3 * s2 * ( t1 - c1x );
  30532. if ( Math.abs( dbx ) < 1e-10 ) break;
  30533. s = s - error / dbx;
  30534. s = Math.max( 0, Math.min( 1, s ) );
  30535. }
  30536. // Evaluate Bezier Y(s)
  30537. result[ i ] = oneMinusS3 * v0 + 3 * oneMinusS2 * s * c0y + 3 * oneMinusS * s2 * c1y + s3 * v1;
  30538. }
  30539. return result;
  30540. }
  30541. }
  30542. /**
  30543. * Represents a timed sequence of keyframes, which are composed of lists of
  30544. * times and related values, and which are used to animate a specific property
  30545. * of an object.
  30546. */
  30547. class KeyframeTrack {
  30548. /**
  30549. * Constructs a new keyframe track.
  30550. *
  30551. * @param {string} name - The keyframe track's name.
  30552. * @param {Array<number>} times - A list of keyframe times.
  30553. * @param {Array<number|string|boolean>} values - A list of keyframe values.
  30554. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth|InterpolateBezier)} [interpolation] - The interpolation type.
  30555. */
  30556. constructor( name, times, values, interpolation ) {
  30557. if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );
  30558. if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );
  30559. /**
  30560. * The track's name can refer to morph targets or bones or
  30561. * possibly other values within an animated object. See {@link PropertyBinding#parseTrackName}
  30562. * for the forms of strings that can be parsed for property binding.
  30563. *
  30564. * @type {string}
  30565. */
  30566. this.name = name;
  30567. /**
  30568. * The keyframe times.
  30569. *
  30570. * @type {Float32Array}
  30571. */
  30572. this.times = convertArray( times, this.TimeBufferType );
  30573. /**
  30574. * The keyframe values.
  30575. *
  30576. * @type {Float32Array}
  30577. */
  30578. this.values = convertArray( values, this.ValueBufferType );
  30579. this.setInterpolation( interpolation || this.DefaultInterpolation );
  30580. }
  30581. /**
  30582. * Converts the keyframe track to JSON.
  30583. *
  30584. * @static
  30585. * @param {KeyframeTrack} track - The keyframe track to serialize.
  30586. * @return {Object} The serialized keyframe track as JSON.
  30587. */
  30588. static toJSON( track ) {
  30589. const trackType = track.constructor;
  30590. let json;
  30591. // derived classes can define a static toJSON method
  30592. if ( trackType.toJSON !== this.toJSON ) {
  30593. json = trackType.toJSON( track );
  30594. } else {
  30595. // by default, we assume the data can be serialized as-is
  30596. json = {
  30597. 'name': track.name,
  30598. 'times': convertArray( track.times, Array ),
  30599. 'values': convertArray( track.values, Array )
  30600. };
  30601. const interpolation = track.getInterpolation();
  30602. if ( interpolation !== track.DefaultInterpolation ) {
  30603. json.interpolation = interpolation;
  30604. }
  30605. }
  30606. json.type = track.ValueTypeName; // mandatory
  30607. return json;
  30608. }
  30609. /**
  30610. * Factory method for creating a new discrete interpolant.
  30611. *
  30612. * @static
  30613. * @param {TypedArray} [result] - The result buffer.
  30614. * @return {DiscreteInterpolant} The new interpolant.
  30615. */
  30616. InterpolantFactoryMethodDiscrete( result ) {
  30617. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  30618. }
  30619. /**
  30620. * Factory method for creating a new linear interpolant.
  30621. *
  30622. * @static
  30623. * @param {TypedArray} [result] - The result buffer.
  30624. * @return {LinearInterpolant} The new interpolant.
  30625. */
  30626. InterpolantFactoryMethodLinear( result ) {
  30627. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  30628. }
  30629. /**
  30630. * Factory method for creating a new smooth interpolant.
  30631. *
  30632. * @static
  30633. * @param {TypedArray} [result] - The result buffer.
  30634. * @return {CubicInterpolant} The new interpolant.
  30635. */
  30636. InterpolantFactoryMethodSmooth( result ) {
  30637. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  30638. }
  30639. /**
  30640. * Factory method for creating a new Bezier interpolant.
  30641. *
  30642. * The Bezier interpolant requires tangent data to be set via the `settings` property
  30643. * on the track before creating the interpolant. The settings should contain:
  30644. * - `inTangents`: Float32Array with [time, value] pairs per keyframe per component
  30645. * - `outTangents`: Float32Array with [time, value] pairs per keyframe per component
  30646. *
  30647. * @static
  30648. * @param {TypedArray} [result] - The result buffer.
  30649. * @return {BezierInterpolant} The new interpolant.
  30650. */
  30651. InterpolantFactoryMethodBezier( result ) {
  30652. const interpolant = new BezierInterpolant( this.times, this.values, this.getValueSize(), result );
  30653. // Pass tangent data from track settings to interpolant
  30654. if ( this.settings ) {
  30655. interpolant.settings = this.settings;
  30656. }
  30657. return interpolant;
  30658. }
  30659. /**
  30660. * Defines the interpolation factor method for this keyframe track.
  30661. *
  30662. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth|InterpolateBezier)} interpolation - The interpolation type.
  30663. * @return {KeyframeTrack} A reference to this keyframe track.
  30664. */
  30665. setInterpolation( interpolation ) {
  30666. let factoryMethod;
  30667. switch ( interpolation ) {
  30668. case InterpolateDiscrete:
  30669. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  30670. break;
  30671. case InterpolateLinear:
  30672. factoryMethod = this.InterpolantFactoryMethodLinear;
  30673. break;
  30674. case InterpolateSmooth:
  30675. factoryMethod = this.InterpolantFactoryMethodSmooth;
  30676. break;
  30677. case InterpolateBezier:
  30678. factoryMethod = this.InterpolantFactoryMethodBezier;
  30679. break;
  30680. }
  30681. if ( factoryMethod === undefined ) {
  30682. const message = 'unsupported interpolation for ' +
  30683. this.ValueTypeName + ' keyframe track named ' + this.name;
  30684. if ( this.createInterpolant === undefined ) {
  30685. // fall back to default, unless the default itself is messed up
  30686. if ( interpolation !== this.DefaultInterpolation ) {
  30687. this.setInterpolation( this.DefaultInterpolation );
  30688. } else {
  30689. throw new Error( message ); // fatal, in this case
  30690. }
  30691. }
  30692. warn( 'KeyframeTrack:', message );
  30693. return this;
  30694. }
  30695. this.createInterpolant = factoryMethod;
  30696. return this;
  30697. }
  30698. /**
  30699. * Returns the current interpolation type.
  30700. *
  30701. * @return {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth|InterpolateBezier)} The interpolation type.
  30702. */
  30703. getInterpolation() {
  30704. switch ( this.createInterpolant ) {
  30705. case this.InterpolantFactoryMethodDiscrete:
  30706. return InterpolateDiscrete;
  30707. case this.InterpolantFactoryMethodLinear:
  30708. return InterpolateLinear;
  30709. case this.InterpolantFactoryMethodSmooth:
  30710. return InterpolateSmooth;
  30711. case this.InterpolantFactoryMethodBezier:
  30712. return InterpolateBezier;
  30713. }
  30714. }
  30715. /**
  30716. * Returns the value size.
  30717. *
  30718. * @return {number} The value size.
  30719. */
  30720. getValueSize() {
  30721. return this.values.length / this.times.length;
  30722. }
  30723. /**
  30724. * Moves all keyframes either forward or backward in time.
  30725. *
  30726. * @param {number} timeOffset - The offset to move the time values.
  30727. * @return {KeyframeTrack} A reference to this keyframe track.
  30728. */
  30729. shift( timeOffset ) {
  30730. if ( timeOffset !== 0.0 ) {
  30731. const times = this.times;
  30732. for ( let i = 0, n = times.length; i !== n; ++ i ) {
  30733. times[ i ] += timeOffset;
  30734. }
  30735. }
  30736. return this;
  30737. }
  30738. /**
  30739. * Scale all keyframe times by a factor (useful for frame - seconds conversions).
  30740. *
  30741. * @param {number} timeScale - The time scale.
  30742. * @return {KeyframeTrack} A reference to this keyframe track.
  30743. */
  30744. scale( timeScale ) {
  30745. if ( timeScale !== 1.0 ) {
  30746. const times = this.times;
  30747. for ( let i = 0, n = times.length; i !== n; ++ i ) {
  30748. times[ i ] *= timeScale;
  30749. }
  30750. }
  30751. return this;
  30752. }
  30753. /**
  30754. * Removes keyframes before and after animation without changing any values within the defined time range.
  30755. *
  30756. * Note: The method does not shift around keys to the start of the track time, because for interpolated
  30757. * keys this will change their values
  30758. *
  30759. * @param {number} startTime - The start time.
  30760. * @param {number} endTime - The end time.
  30761. * @return {KeyframeTrack} A reference to this keyframe track.
  30762. */
  30763. trim( startTime, endTime ) {
  30764. const times = this.times,
  30765. nKeys = times.length;
  30766. let from = 0,
  30767. to = nKeys - 1;
  30768. while ( from !== nKeys && times[ from ] < startTime ) {
  30769. ++ from;
  30770. }
  30771. while ( to !== -1 && times[ to ] > endTime ) {
  30772. -- to;
  30773. }
  30774. ++ to; // inclusive -> exclusive bound
  30775. if ( from !== 0 || to !== nKeys ) {
  30776. // empty tracks are forbidden, so keep at least one keyframe
  30777. if ( from >= to ) {
  30778. to = Math.max( to, 1 );
  30779. from = to - 1;
  30780. }
  30781. const stride = this.getValueSize();
  30782. this.times = times.slice( from, to );
  30783. this.values = this.values.slice( from * stride, to * stride );
  30784. }
  30785. return this;
  30786. }
  30787. /**
  30788. * Performs minimal validation on the keyframe track. Returns `true` if the values
  30789. * are valid.
  30790. *
  30791. * @return {boolean} Whether the keyframes are valid or not.
  30792. */
  30793. validate() {
  30794. let valid = true;
  30795. const valueSize = this.getValueSize();
  30796. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  30797. error( 'KeyframeTrack: Invalid value size in track.', this );
  30798. valid = false;
  30799. }
  30800. const times = this.times,
  30801. values = this.values,
  30802. nKeys = times.length;
  30803. if ( nKeys === 0 ) {
  30804. error( 'KeyframeTrack: Track is empty.', this );
  30805. valid = false;
  30806. }
  30807. let prevTime = null;
  30808. for ( let i = 0; i !== nKeys; i ++ ) {
  30809. const currTime = times[ i ];
  30810. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  30811. error( 'KeyframeTrack: Time is not a valid number.', this, i, currTime );
  30812. valid = false;
  30813. break;
  30814. }
  30815. if ( prevTime !== null && prevTime > currTime ) {
  30816. error( 'KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  30817. valid = false;
  30818. break;
  30819. }
  30820. prevTime = currTime;
  30821. }
  30822. if ( values !== undefined ) {
  30823. if ( isTypedArray( values ) ) {
  30824. for ( let i = 0, n = values.length; i !== n; ++ i ) {
  30825. const value = values[ i ];
  30826. if ( isNaN( value ) ) {
  30827. error( 'KeyframeTrack: Value is not a valid number.', this, i, value );
  30828. valid = false;
  30829. break;
  30830. }
  30831. }
  30832. }
  30833. }
  30834. return valid;
  30835. }
  30836. /**
  30837. * Optimizes this keyframe track by removing equivalent sequential keys (which are
  30838. * common in morph target sequences).
  30839. *
  30840. * @return {KeyframeTrack} A reference to this keyframe track.
  30841. */
  30842. optimize() {
  30843. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  30844. // times or values may be shared with other tracks, so overwriting is unsafe
  30845. const times = this.times.slice(),
  30846. values = this.values.slice(),
  30847. stride = this.getValueSize(),
  30848. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  30849. lastIndex = times.length - 1;
  30850. let writeIndex = 1;
  30851. for ( let i = 1; i < lastIndex; ++ i ) {
  30852. let keep = false;
  30853. const time = times[ i ];
  30854. const timeNext = times[ i + 1 ];
  30855. // remove adjacent keyframes scheduled at the same time
  30856. if ( time !== timeNext && ( i !== 1 || time !== times[ 0 ] ) ) {
  30857. if ( ! smoothInterpolation ) {
  30858. // remove unnecessary keyframes same as their neighbors
  30859. const offset = i * stride,
  30860. offsetP = offset - stride,
  30861. offsetN = offset + stride;
  30862. for ( let j = 0; j !== stride; ++ j ) {
  30863. const value = values[ offset + j ];
  30864. if ( value !== values[ offsetP + j ] ||
  30865. value !== values[ offsetN + j ] ) {
  30866. keep = true;
  30867. break;
  30868. }
  30869. }
  30870. } else {
  30871. keep = true;
  30872. }
  30873. }
  30874. // in-place compaction
  30875. if ( keep ) {
  30876. if ( i !== writeIndex ) {
  30877. times[ writeIndex ] = times[ i ];
  30878. const readOffset = i * stride,
  30879. writeOffset = writeIndex * stride;
  30880. for ( let j = 0; j !== stride; ++ j ) {
  30881. values[ writeOffset + j ] = values[ readOffset + j ];
  30882. }
  30883. }
  30884. ++ writeIndex;
  30885. }
  30886. }
  30887. // flush last keyframe (compaction looks ahead)
  30888. if ( lastIndex > 0 ) {
  30889. times[ writeIndex ] = times[ lastIndex ];
  30890. for ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  30891. values[ writeOffset + j ] = values[ readOffset + j ];
  30892. }
  30893. ++ writeIndex;
  30894. }
  30895. if ( writeIndex !== times.length ) {
  30896. this.times = times.slice( 0, writeIndex );
  30897. this.values = values.slice( 0, writeIndex * stride );
  30898. } else {
  30899. this.times = times;
  30900. this.values = values;
  30901. }
  30902. return this;
  30903. }
  30904. /**
  30905. * Returns a new keyframe track with copied values from this instance.
  30906. *
  30907. * @return {KeyframeTrack} A clone of this instance.
  30908. */
  30909. clone() {
  30910. const times = this.times.slice();
  30911. const values = this.values.slice();
  30912. const TypedKeyframeTrack = this.constructor;
  30913. const track = new TypedKeyframeTrack( this.name, times, values );
  30914. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  30915. track.createInterpolant = this.createInterpolant;
  30916. return track;
  30917. }
  30918. }
  30919. /**
  30920. * The value type name.
  30921. *
  30922. * @type {string}
  30923. * @default ''
  30924. */
  30925. KeyframeTrack.prototype.ValueTypeName = '';
  30926. /**
  30927. * The time buffer type of this keyframe track.
  30928. *
  30929. * @type {TypedArray|Array}
  30930. * @default Float32Array.constructor
  30931. */
  30932. KeyframeTrack.prototype.TimeBufferType = Float32Array;
  30933. /**
  30934. * The value buffer type of this keyframe track.
  30935. *
  30936. * @type {TypedArray|Array}
  30937. * @default Float32Array.constructor
  30938. */
  30939. KeyframeTrack.prototype.ValueBufferType = Float32Array;
  30940. /**
  30941. * The default interpolation type of this keyframe track.
  30942. *
  30943. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth|InterpolateBezier)}
  30944. * @default InterpolateLinear
  30945. */
  30946. KeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;
  30947. /**
  30948. * A track for boolean keyframe values.
  30949. *
  30950. * @augments KeyframeTrack
  30951. */
  30952. class BooleanKeyframeTrack extends KeyframeTrack {
  30953. /**
  30954. * Constructs a new boolean keyframe track.
  30955. *
  30956. * This keyframe track type has no `interpolation` parameter because the
  30957. * interpolation is always discrete.
  30958. *
  30959. * @param {string} name - The keyframe track's name.
  30960. * @param {Array<number>} times - A list of keyframe times.
  30961. * @param {Array<boolean>} values - A list of keyframe values.
  30962. */
  30963. constructor( name, times, values ) {
  30964. super( name, times, values );
  30965. }
  30966. }
  30967. /**
  30968. * The value type name.
  30969. *
  30970. * @type {string}
  30971. * @default 'bool'
  30972. */
  30973. BooleanKeyframeTrack.prototype.ValueTypeName = 'bool';
  30974. /**
  30975. * The value buffer type of this keyframe track.
  30976. *
  30977. * @type {TypedArray|Array}
  30978. * @default Array.constructor
  30979. */
  30980. BooleanKeyframeTrack.prototype.ValueBufferType = Array;
  30981. /**
  30982. * The default interpolation type of this keyframe track.
  30983. *
  30984. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  30985. * @default InterpolateDiscrete
  30986. */
  30987. BooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  30988. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  30989. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  30990. /**
  30991. * A track for color keyframe values.
  30992. *
  30993. * @augments KeyframeTrack
  30994. */
  30995. class ColorKeyframeTrack extends KeyframeTrack {
  30996. /**
  30997. * Constructs a new color keyframe track.
  30998. *
  30999. * @param {string} name - The keyframe track's name.
  31000. * @param {Array<number>} times - A list of keyframe times.
  31001. * @param {Array<number>} values - A list of keyframe values.
  31002. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31003. */
  31004. constructor( name, times, values, interpolation ) {
  31005. super( name, times, values, interpolation );
  31006. }
  31007. }
  31008. /**
  31009. * The value type name.
  31010. *
  31011. * @type {string}
  31012. * @default 'color'
  31013. */
  31014. ColorKeyframeTrack.prototype.ValueTypeName = 'color';
  31015. /**
  31016. * A track for numeric keyframe values.
  31017. *
  31018. * @augments KeyframeTrack
  31019. */
  31020. class NumberKeyframeTrack extends KeyframeTrack {
  31021. /**
  31022. * Constructs a new number keyframe track.
  31023. *
  31024. * @param {string} name - The keyframe track's name.
  31025. * @param {Array<number>} times - A list of keyframe times.
  31026. * @param {Array<number>} values - A list of keyframe values.
  31027. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31028. */
  31029. constructor( name, times, values, interpolation ) {
  31030. super( name, times, values, interpolation );
  31031. }
  31032. }
  31033. /**
  31034. * The value type name.
  31035. *
  31036. * @type {string}
  31037. * @default 'number'
  31038. */
  31039. NumberKeyframeTrack.prototype.ValueTypeName = 'number';
  31040. /**
  31041. * Spherical linear unit quaternion interpolant.
  31042. *
  31043. * @augments Interpolant
  31044. */
  31045. class QuaternionLinearInterpolant extends Interpolant {
  31046. /**
  31047. * Constructs a new SLERP interpolant.
  31048. *
  31049. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  31050. * @param {TypedArray} sampleValues - The sample values.
  31051. * @param {number} sampleSize - The sample size
  31052. * @param {TypedArray} [resultBuffer] - The result buffer.
  31053. */
  31054. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  31055. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  31056. }
  31057. interpolate_( i1, t0, t, t1 ) {
  31058. const result = this.resultBuffer,
  31059. values = this.sampleValues,
  31060. stride = this.valueSize,
  31061. alpha = ( t - t0 ) / ( t1 - t0 );
  31062. let offset = i1 * stride;
  31063. for ( let end = offset + stride; offset !== end; offset += 4 ) {
  31064. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  31065. }
  31066. return result;
  31067. }
  31068. }
  31069. /**
  31070. * A track for Quaternion keyframe values.
  31071. *
  31072. * @augments KeyframeTrack
  31073. */
  31074. class QuaternionKeyframeTrack extends KeyframeTrack {
  31075. /**
  31076. * Constructs a new Quaternion keyframe track.
  31077. *
  31078. * @param {string} name - The keyframe track's name.
  31079. * @param {Array<number>} times - A list of keyframe times.
  31080. * @param {Array<number>} values - A list of keyframe values.
  31081. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31082. */
  31083. constructor( name, times, values, interpolation ) {
  31084. super( name, times, values, interpolation );
  31085. }
  31086. /**
  31087. * Overwritten so the method returns Quaternion based interpolant.
  31088. *
  31089. * @static
  31090. * @param {TypedArray} [result] - The result buffer.
  31091. * @return {QuaternionLinearInterpolant} The new interpolant.
  31092. */
  31093. InterpolantFactoryMethodLinear( result ) {
  31094. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  31095. }
  31096. }
  31097. /**
  31098. * The value type name.
  31099. *
  31100. * @type {string}
  31101. * @default 'quaternion'
  31102. */
  31103. QuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion';
  31104. // ValueBufferType is inherited
  31105. // DefaultInterpolation is inherited;
  31106. QuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31107. /**
  31108. * A track for string keyframe values.
  31109. *
  31110. * @augments KeyframeTrack
  31111. */
  31112. class StringKeyframeTrack extends KeyframeTrack {
  31113. /**
  31114. * Constructs a new string keyframe track.
  31115. *
  31116. * This keyframe track type has no `interpolation` parameter because the
  31117. * interpolation is always discrete.
  31118. *
  31119. * @param {string} name - The keyframe track's name.
  31120. * @param {Array<number>} times - A list of keyframe times.
  31121. * @param {Array<string>} values - A list of keyframe values.
  31122. */
  31123. constructor( name, times, values ) {
  31124. super( name, times, values );
  31125. }
  31126. }
  31127. /**
  31128. * The value type name.
  31129. *
  31130. * @type {string}
  31131. * @default 'string'
  31132. */
  31133. StringKeyframeTrack.prototype.ValueTypeName = 'string';
  31134. /**
  31135. * The value buffer type of this keyframe track.
  31136. *
  31137. * @type {TypedArray|Array}
  31138. * @default Array.constructor
  31139. */
  31140. StringKeyframeTrack.prototype.ValueBufferType = Array;
  31141. /**
  31142. * The default interpolation type of this keyframe track.
  31143. *
  31144. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  31145. * @default InterpolateDiscrete
  31146. */
  31147. StringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  31148. StringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  31149. StringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31150. /**
  31151. * A track for vector keyframe values.
  31152. *
  31153. * @augments KeyframeTrack
  31154. */
  31155. class VectorKeyframeTrack extends KeyframeTrack {
  31156. /**
  31157. * Constructs a new vector keyframe track.
  31158. *
  31159. * @param {string} name - The keyframe track's name.
  31160. * @param {Array<number>} times - A list of keyframe times.
  31161. * @param {Array<number>} values - A list of keyframe values.
  31162. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31163. */
  31164. constructor( name, times, values, interpolation ) {
  31165. super( name, times, values, interpolation );
  31166. }
  31167. }
  31168. /**
  31169. * The value type name.
  31170. *
  31171. * @type {string}
  31172. * @default 'vector'
  31173. */
  31174. VectorKeyframeTrack.prototype.ValueTypeName = 'vector';
  31175. /**
  31176. * A reusable set of keyframe tracks which represent an animation.
  31177. */
  31178. class AnimationClip {
  31179. /**
  31180. * Constructs a new animation clip.
  31181. *
  31182. * Note: Instead of instantiating an AnimationClip directly with the constructor, you can
  31183. * use the static interface of this class for creating clips. In most cases though, animation clips
  31184. * will automatically be created by loaders when importing animated 3D assets.
  31185. *
  31186. * @param {string} [name=''] - The clip's name.
  31187. * @param {number} [duration=-1] - The clip's duration in seconds. If a negative value is passed,
  31188. * the duration will be calculated from the passed keyframes.
  31189. * @param {Array<KeyframeTrack>} tracks - An array of keyframe tracks.
  31190. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode=NormalAnimationBlendMode] - Defines how the animation
  31191. * is blended/combined when two or more animations are simultaneously played.
  31192. */
  31193. constructor( name = '', duration = -1, tracks = [], blendMode = NormalAnimationBlendMode ) {
  31194. /**
  31195. * The clip's name.
  31196. *
  31197. * @type {string}
  31198. */
  31199. this.name = name;
  31200. /**
  31201. * An array of keyframe tracks.
  31202. *
  31203. * @type {Array<KeyframeTrack>}
  31204. */
  31205. this.tracks = tracks;
  31206. /**
  31207. * The clip's duration in seconds.
  31208. *
  31209. * @type {number}
  31210. */
  31211. this.duration = duration;
  31212. /**
  31213. * Defines how the animation is blended/combined when two or more animations
  31214. * are simultaneously played.
  31215. *
  31216. * @type {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)}
  31217. */
  31218. this.blendMode = blendMode;
  31219. /**
  31220. * The UUID of the animation clip.
  31221. *
  31222. * @type {string}
  31223. * @readonly
  31224. */
  31225. this.uuid = generateUUID();
  31226. /**
  31227. * An object that can be used to store custom data about the animation clip.
  31228. * It should not hold references to functions as these will not be cloned.
  31229. *
  31230. * @type {Object}
  31231. */
  31232. this.userData = {};
  31233. // this means it should figure out its duration by scanning the tracks
  31234. if ( this.duration < 0 ) {
  31235. this.resetDuration();
  31236. }
  31237. }
  31238. /**
  31239. * Factory method for creating an animation clip from the given JSON.
  31240. *
  31241. * @static
  31242. * @param {Object} json - The serialized animation clip.
  31243. * @return {AnimationClip} The new animation clip.
  31244. */
  31245. static parse( json ) {
  31246. const tracks = [],
  31247. jsonTracks = json.tracks,
  31248. frameTime = 1.0 / ( json.fps || 1.0 );
  31249. for ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  31250. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  31251. }
  31252. const clip = new this( json.name, json.duration, tracks, json.blendMode );
  31253. clip.uuid = json.uuid;
  31254. clip.userData = JSON.parse( json.userData || '{}' );
  31255. return clip;
  31256. }
  31257. /**
  31258. * Serializes the given animation clip into JSON.
  31259. *
  31260. * @static
  31261. * @param {AnimationClip} clip - The animation clip to serialize.
  31262. * @return {Object} The JSON object.
  31263. */
  31264. static toJSON( clip ) {
  31265. const tracks = [],
  31266. clipTracks = clip.tracks;
  31267. const json = {
  31268. 'name': clip.name,
  31269. 'duration': clip.duration,
  31270. 'tracks': tracks,
  31271. 'uuid': clip.uuid,
  31272. 'blendMode': clip.blendMode,
  31273. 'userData': JSON.stringify( clip.userData ),
  31274. };
  31275. for ( let i = 0, n = clipTracks.length; i !== n; ++ i ) {
  31276. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  31277. }
  31278. return json;
  31279. }
  31280. /**
  31281. * Returns a new animation clip from the passed morph targets array of a
  31282. * geometry, taking a name and the number of frames per second.
  31283. *
  31284. * Note: The fps parameter is required, but the animation speed can be
  31285. * overridden via {@link AnimationAction#setDuration}.
  31286. *
  31287. * @static
  31288. * @param {string} name - The name of the animation clip.
  31289. * @param {Array<Object>} morphTargetSequence - A sequence of morph targets.
  31290. * @param {number} fps - The Frames-Per-Second value.
  31291. * @param {boolean} noLoop - Whether the clip should be no loop or not.
  31292. * @return {AnimationClip} The new animation clip.
  31293. */
  31294. static CreateFromMorphTargetSequence( name, morphTargetSequence, fps, noLoop ) {
  31295. const numMorphTargets = morphTargetSequence.length;
  31296. const tracks = [];
  31297. for ( let i = 0; i < numMorphTargets; i ++ ) {
  31298. let times = [];
  31299. let values = [];
  31300. times.push(
  31301. ( i + numMorphTargets - 1 ) % numMorphTargets,
  31302. i,
  31303. ( i + 1 ) % numMorphTargets );
  31304. values.push( 0, 1, 0 );
  31305. const order = getKeyframeOrder( times );
  31306. times = sortedArray( times, 1, order );
  31307. values = sortedArray( values, 1, order );
  31308. // if there is a key at the first frame, duplicate it as the
  31309. // last frame as well for perfect loop.
  31310. if ( ! noLoop && times[ 0 ] === 0 ) {
  31311. times.push( numMorphTargets );
  31312. values.push( values[ 0 ] );
  31313. }
  31314. tracks.push(
  31315. new NumberKeyframeTrack(
  31316. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  31317. times, values
  31318. ).scale( 1.0 / fps ) );
  31319. }
  31320. return new this( name, -1, tracks );
  31321. }
  31322. /**
  31323. * Searches for an animation clip by name, taking as its first parameter
  31324. * either an array of clips, or a mesh or geometry that contains an
  31325. * array named "animations" property.
  31326. *
  31327. * @static
  31328. * @param {(Array<AnimationClip>|Object3D)} objectOrClipArray - The array or object to search through.
  31329. * @param {string} name - The name to search for.
  31330. * @return {?AnimationClip} The found animation clip. Returns `null` if no clip has been found.
  31331. */
  31332. static findByName( objectOrClipArray, name ) {
  31333. let clipArray = objectOrClipArray;
  31334. if ( ! Array.isArray( objectOrClipArray ) ) {
  31335. const o = objectOrClipArray;
  31336. clipArray = o.geometry && o.geometry.animations || o.animations;
  31337. }
  31338. for ( let i = 0; i < clipArray.length; i ++ ) {
  31339. if ( clipArray[ i ].name === name ) {
  31340. return clipArray[ i ];
  31341. }
  31342. }
  31343. return null;
  31344. }
  31345. /**
  31346. * Returns an array of new AnimationClips created from the morph target
  31347. * sequences of a geometry, trying to sort morph target names into
  31348. * animation-group-based patterns like "Walk_001, Walk_002, Run_001, Run_002...".
  31349. *
  31350. * See {@link MD2Loader#parse} as an example for how the method should be used.
  31351. *
  31352. * @static
  31353. * @param {Array<Object>} morphTargets - A sequence of morph targets.
  31354. * @param {number} fps - The Frames-Per-Second value.
  31355. * @param {boolean} noLoop - Whether the clip should be no loop or not.
  31356. * @return {Array<AnimationClip>} An array of new animation clips.
  31357. */
  31358. static CreateClipsFromMorphTargetSequences( morphTargets, fps, noLoop ) {
  31359. const animationToMorphTargets = {};
  31360. // tested with https://regex101.com/ on trick sequences
  31361. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  31362. const pattern = /^([\w-]*?)([\d]+)$/;
  31363. // sort morph target names into animation groups based
  31364. // patterns like Walk_001, Walk_002, Run_001, Run_002
  31365. for ( let i = 0, il = morphTargets.length; i < il; i ++ ) {
  31366. const morphTarget = morphTargets[ i ];
  31367. const parts = morphTarget.name.match( pattern );
  31368. if ( parts && parts.length > 1 ) {
  31369. const name = parts[ 1 ];
  31370. let animationMorphTargets = animationToMorphTargets[ name ];
  31371. if ( ! animationMorphTargets ) {
  31372. animationToMorphTargets[ name ] = animationMorphTargets = [];
  31373. }
  31374. animationMorphTargets.push( morphTarget );
  31375. }
  31376. }
  31377. const clips = [];
  31378. for ( const name in animationToMorphTargets ) {
  31379. clips.push( this.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  31380. }
  31381. return clips;
  31382. }
  31383. /**
  31384. * Parses the `animation.hierarchy` format and returns a new animation clip.
  31385. *
  31386. * @static
  31387. * @deprecated since r175.
  31388. * @param {Object} animation - A serialized animation clip as JSON.
  31389. * @param {Array<Bone>} bones - An array of bones.
  31390. * @return {?AnimationClip} The new animation clip.
  31391. */
  31392. static parseAnimation( animation, bones ) {
  31393. warn( 'AnimationClip: parseAnimation() is deprecated and will be removed with r185' );
  31394. if ( ! animation ) {
  31395. error( 'AnimationClip: No animation in JSONLoader data.' );
  31396. return null;
  31397. }
  31398. const addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  31399. // only return track if there are actually keys.
  31400. if ( animationKeys.length !== 0 ) {
  31401. const times = [];
  31402. const values = [];
  31403. flattenJSON( animationKeys, times, values, propertyName );
  31404. // empty keys are filtered out, so check again
  31405. if ( times.length !== 0 ) {
  31406. destTracks.push( new trackType( trackName, times, values ) );
  31407. }
  31408. }
  31409. };
  31410. const tracks = [];
  31411. const clipName = animation.name || 'default';
  31412. const fps = animation.fps || 30;
  31413. const blendMode = animation.blendMode;
  31414. // automatic length determination in AnimationClip.
  31415. let duration = animation.length || -1;
  31416. const hierarchyTracks = animation.hierarchy || [];
  31417. for ( let h = 0; h < hierarchyTracks.length; h ++ ) {
  31418. const animationKeys = hierarchyTracks[ h ].keys;
  31419. // skip empty tracks
  31420. if ( ! animationKeys || animationKeys.length === 0 ) continue;
  31421. // process morph targets
  31422. if ( animationKeys[ 0 ].morphTargets ) {
  31423. // figure out all morph targets used in this track
  31424. const morphTargetNames = {};
  31425. let k;
  31426. for ( k = 0; k < animationKeys.length; k ++ ) {
  31427. if ( animationKeys[ k ].morphTargets ) {
  31428. for ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  31429. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = -1;
  31430. }
  31431. }
  31432. }
  31433. // create a track for each morph target with all zero
  31434. // morphTargetInfluences except for the keys in which
  31435. // the morphTarget is named.
  31436. for ( const morphTargetName in morphTargetNames ) {
  31437. const times = [];
  31438. const values = [];
  31439. for ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  31440. const animationKey = animationKeys[ k ];
  31441. times.push( animationKey.time );
  31442. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  31443. }
  31444. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  31445. }
  31446. duration = morphTargetNames.length * fps;
  31447. } else {
  31448. // ...assume skeletal animation
  31449. const boneName = '.bones[' + bones[ h ].name + ']';
  31450. addNonemptyTrack(
  31451. VectorKeyframeTrack, boneName + '.position',
  31452. animationKeys, 'pos', tracks );
  31453. addNonemptyTrack(
  31454. QuaternionKeyframeTrack, boneName + '.quaternion',
  31455. animationKeys, 'rot', tracks );
  31456. addNonemptyTrack(
  31457. VectorKeyframeTrack, boneName + '.scale',
  31458. animationKeys, 'scl', tracks );
  31459. }
  31460. }
  31461. if ( tracks.length === 0 ) {
  31462. return null;
  31463. }
  31464. const clip = new this( clipName, duration, tracks, blendMode );
  31465. return clip;
  31466. }
  31467. /**
  31468. * Sets the duration of this clip to the duration of its longest keyframe track.
  31469. *
  31470. * @return {AnimationClip} A reference to this animation clip.
  31471. */
  31472. resetDuration() {
  31473. const tracks = this.tracks;
  31474. let duration = 0;
  31475. for ( let i = 0, n = tracks.length; i !== n; ++ i ) {
  31476. const track = this.tracks[ i ];
  31477. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  31478. }
  31479. this.duration = duration;
  31480. return this;
  31481. }
  31482. /**
  31483. * Trims all tracks to the clip's duration.
  31484. *
  31485. * @return {AnimationClip} A reference to this animation clip.
  31486. */
  31487. trim() {
  31488. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31489. this.tracks[ i ].trim( 0, this.duration );
  31490. }
  31491. return this;
  31492. }
  31493. /**
  31494. * Performs minimal validation on each track in the clip. Returns `true` if all
  31495. * tracks are valid.
  31496. *
  31497. * @return {boolean} Whether the clip's keyframes are valid or not.
  31498. */
  31499. validate() {
  31500. let valid = true;
  31501. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31502. valid = valid && this.tracks[ i ].validate();
  31503. }
  31504. return valid;
  31505. }
  31506. /**
  31507. * Optimizes each track by removing equivalent sequential keys (which are
  31508. * common in morph target sequences).
  31509. *
  31510. * @return {AnimationClip} A reference to this animation clip.
  31511. */
  31512. optimize() {
  31513. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31514. this.tracks[ i ].optimize();
  31515. }
  31516. return this;
  31517. }
  31518. /**
  31519. * Returns a new animation clip with copied values from this instance.
  31520. *
  31521. * @return {AnimationClip} A clone of this instance.
  31522. */
  31523. clone() {
  31524. const tracks = [];
  31525. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31526. tracks.push( this.tracks[ i ].clone() );
  31527. }
  31528. const clip = new this.constructor( this.name, this.duration, tracks, this.blendMode );
  31529. clip.userData = JSON.parse( JSON.stringify( this.userData ) );
  31530. return clip;
  31531. }
  31532. /**
  31533. * Serializes this animation clip into JSON.
  31534. *
  31535. * @return {Object} The JSON object.
  31536. */
  31537. toJSON() {
  31538. return this.constructor.toJSON( this );
  31539. }
  31540. }
  31541. function getTrackTypeForValueTypeName( typeName ) {
  31542. switch ( typeName.toLowerCase() ) {
  31543. case 'scalar':
  31544. case 'double':
  31545. case 'float':
  31546. case 'number':
  31547. case 'integer':
  31548. return NumberKeyframeTrack;
  31549. case 'vector':
  31550. case 'vector2':
  31551. case 'vector3':
  31552. case 'vector4':
  31553. return VectorKeyframeTrack;
  31554. case 'color':
  31555. return ColorKeyframeTrack;
  31556. case 'quaternion':
  31557. return QuaternionKeyframeTrack;
  31558. case 'bool':
  31559. case 'boolean':
  31560. return BooleanKeyframeTrack;
  31561. case 'string':
  31562. return StringKeyframeTrack;
  31563. }
  31564. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  31565. }
  31566. function parseKeyframeTrack( json ) {
  31567. if ( json.type === undefined ) {
  31568. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  31569. }
  31570. const trackType = getTrackTypeForValueTypeName( json.type );
  31571. if ( json.times === undefined ) {
  31572. const times = [], values = [];
  31573. flattenJSON( json.keys, times, values, 'value' );
  31574. json.times = times;
  31575. json.values = values;
  31576. }
  31577. // derived classes can define a static parse method
  31578. if ( trackType.parse !== undefined ) {
  31579. return trackType.parse( json );
  31580. } else {
  31581. // by default, we assume a constructor compatible with the base
  31582. return new trackType( json.name, json.times, json.values, json.interpolation );
  31583. }
  31584. }
  31585. /**
  31586. * @class
  31587. * @classdesc A simple caching system, used internally by {@link FileLoader}.
  31588. * To enable caching across all loaders that use {@link FileLoader}, add `THREE.Cache.enabled = true.` once in your app.
  31589. * @hideconstructor
  31590. */
  31591. const Cache = {
  31592. /**
  31593. * Whether caching is enabled or not.
  31594. *
  31595. * @static
  31596. * @type {boolean}
  31597. * @default false
  31598. */
  31599. enabled: false,
  31600. /**
  31601. * A dictionary that holds cached files.
  31602. *
  31603. * @static
  31604. * @type {Object<string,Object>}
  31605. */
  31606. files: {},
  31607. /**
  31608. * Adds a cache entry with a key to reference the file. If this key already
  31609. * holds a file, it is overwritten.
  31610. *
  31611. * @static
  31612. * @param {string} key - The key to reference the cached file.
  31613. * @param {Object} file - The file to be cached.
  31614. */
  31615. add: function ( key, file ) {
  31616. if ( this.enabled === false ) return;
  31617. // log( 'Cache', 'Adding key:', key );
  31618. this.files[ key ] = file;
  31619. },
  31620. /**
  31621. * Gets the cached value for the given key.
  31622. *
  31623. * @static
  31624. * @param {string} key - The key to reference the cached file.
  31625. * @return {Object|undefined} The cached file. If the key does not exist `undefined` is returned.
  31626. */
  31627. get: function ( key ) {
  31628. if ( this.enabled === false ) return;
  31629. // log( 'Cache', 'Checking key:', key );
  31630. return this.files[ key ];
  31631. },
  31632. /**
  31633. * Removes the cached file associated with the given key.
  31634. *
  31635. * @static
  31636. * @param {string} key - The key to reference the cached file.
  31637. */
  31638. remove: function ( key ) {
  31639. delete this.files[ key ];
  31640. },
  31641. /**
  31642. * Remove all values from the cache.
  31643. *
  31644. * @static
  31645. */
  31646. clear: function () {
  31647. this.files = {};
  31648. }
  31649. };
  31650. /**
  31651. * Handles and keeps track of loaded and pending data. A default global
  31652. * instance of this class is created and used by loaders if not supplied
  31653. * manually.
  31654. *
  31655. * In general that should be sufficient, however there are times when it can
  31656. * be useful to have separate loaders - for example if you want to show
  31657. * separate loading bars for objects and textures.
  31658. *
  31659. * ```js
  31660. * const manager = new THREE.LoadingManager();
  31661. * manager.onLoad = () => console.log( 'Loading complete!' );
  31662. *
  31663. * const loader1 = new OBJLoader( manager );
  31664. * const loader2 = new ColladaLoader( manager );
  31665. * ```
  31666. */
  31667. class LoadingManager {
  31668. /**
  31669. * Constructs a new loading manager.
  31670. *
  31671. * @param {Function} [onLoad] - Executes when all items have been loaded.
  31672. * @param {Function} [onProgress] - Executes when single items have been loaded.
  31673. * @param {Function} [onError] - Executes when an error occurs.
  31674. */
  31675. constructor( onLoad, onProgress, onError ) {
  31676. const scope = this;
  31677. let isLoading = false;
  31678. let itemsLoaded = 0;
  31679. let itemsTotal = 0;
  31680. let urlModifier = undefined;
  31681. const handlers = [];
  31682. // Refer to #5689 for the reason why we don't set .onStart
  31683. // in the constructor
  31684. /**
  31685. * Executes when an item starts loading.
  31686. *
  31687. * @type {Function|undefined}
  31688. * @default undefined
  31689. */
  31690. this.onStart = undefined;
  31691. /**
  31692. * Executes when all items have been loaded.
  31693. *
  31694. * @type {Function|undefined}
  31695. * @default undefined
  31696. */
  31697. this.onLoad = onLoad;
  31698. /**
  31699. * Executes when single items have been loaded.
  31700. *
  31701. * @type {Function|undefined}
  31702. * @default undefined
  31703. */
  31704. this.onProgress = onProgress;
  31705. /**
  31706. * Executes when an error occurs.
  31707. *
  31708. * @type {Function|undefined}
  31709. * @default undefined
  31710. */
  31711. this.onError = onError;
  31712. /**
  31713. * Used for aborting ongoing requests in loaders using this manager.
  31714. *
  31715. * @private
  31716. * @type {AbortController | null}
  31717. */
  31718. this._abortController = null;
  31719. /**
  31720. * This should be called by any loader using the manager when the loader
  31721. * starts loading an item.
  31722. *
  31723. * @param {string} url - The URL to load.
  31724. */
  31725. this.itemStart = function ( url ) {
  31726. itemsTotal ++;
  31727. if ( isLoading === false ) {
  31728. if ( scope.onStart !== undefined ) {
  31729. scope.onStart( url, itemsLoaded, itemsTotal );
  31730. }
  31731. }
  31732. isLoading = true;
  31733. };
  31734. /**
  31735. * This should be called by any loader using the manager when the loader
  31736. * ended loading an item.
  31737. *
  31738. * @param {string} url - The URL of the loaded item.
  31739. */
  31740. this.itemEnd = function ( url ) {
  31741. itemsLoaded ++;
  31742. if ( scope.onProgress !== undefined ) {
  31743. scope.onProgress( url, itemsLoaded, itemsTotal );
  31744. }
  31745. if ( itemsLoaded === itemsTotal ) {
  31746. isLoading = false;
  31747. if ( scope.onLoad !== undefined ) {
  31748. scope.onLoad();
  31749. }
  31750. }
  31751. };
  31752. /**
  31753. * This should be called by any loader using the manager when the loader
  31754. * encounters an error when loading an item.
  31755. *
  31756. * @param {string} url - The URL of the item that produces an error.
  31757. */
  31758. this.itemError = function ( url ) {
  31759. if ( scope.onError !== undefined ) {
  31760. scope.onError( url );
  31761. }
  31762. };
  31763. /**
  31764. * Given a URL, uses the URL modifier callback (if any) and returns a
  31765. * resolved URL. If no URL modifier is set, returns the original URL.
  31766. *
  31767. * @param {string} url - The URL to load.
  31768. * @return {string} The resolved URL.
  31769. */
  31770. this.resolveURL = function ( url ) {
  31771. if ( urlModifier ) {
  31772. return urlModifier( url );
  31773. }
  31774. return url;
  31775. };
  31776. /**
  31777. * If provided, the callback will be passed each resource URL before a
  31778. * request is sent. The callback may return the original URL, or a new URL to
  31779. * override loading behavior. This behavior can be used to load assets from
  31780. * .ZIP files, drag-and-drop APIs, and Data URIs.
  31781. *
  31782. * ```js
  31783. * const blobs = {'fish.gltf': blob1, 'diffuse.png': blob2, 'normal.png': blob3};
  31784. *
  31785. * const manager = new THREE.LoadingManager();
  31786. *
  31787. * // Initialize loading manager with URL callback.
  31788. * const objectURLs = [];
  31789. * manager.setURLModifier( ( url ) => {
  31790. *
  31791. * url = URL.createObjectURL( blobs[ url ] );
  31792. * objectURLs.push( url );
  31793. * return url;
  31794. *
  31795. * } );
  31796. *
  31797. * // Load as usual, then revoke the blob URLs.
  31798. * const loader = new GLTFLoader( manager );
  31799. * loader.load( 'fish.gltf', (gltf) => {
  31800. *
  31801. * scene.add( gltf.scene );
  31802. * objectURLs.forEach( ( url ) => URL.revokeObjectURL( url ) );
  31803. *
  31804. * } );
  31805. * ```
  31806. *
  31807. * @param {function(string):string} transform - URL modifier callback. Called with an URL and must return a resolved URL.
  31808. * @return {LoadingManager} A reference to this loading manager.
  31809. */
  31810. this.setURLModifier = function ( transform ) {
  31811. urlModifier = transform;
  31812. return this;
  31813. };
  31814. /**
  31815. * Registers a loader with the given regular expression. Can be used to
  31816. * define what loader should be used in order to load specific files. A
  31817. * typical use case is to overwrite the default loader for textures.
  31818. *
  31819. * ```js
  31820. * // add handler for TGA textures
  31821. * manager.addHandler( /\.tga$/i, new TGALoader() );
  31822. * ```
  31823. *
  31824. * @param {string} regex - A regular expression.
  31825. * @param {Loader} loader - A loader that should handle matched cases.
  31826. * @return {LoadingManager} A reference to this loading manager.
  31827. */
  31828. this.addHandler = function ( regex, loader ) {
  31829. handlers.push( regex, loader );
  31830. return this;
  31831. };
  31832. /**
  31833. * Removes the loader for the given regular expression.
  31834. *
  31835. * @param {string} regex - A regular expression.
  31836. * @return {LoadingManager} A reference to this loading manager.
  31837. */
  31838. this.removeHandler = function ( regex ) {
  31839. const index = handlers.indexOf( regex );
  31840. if ( index !== -1 ) {
  31841. handlers.splice( index, 2 );
  31842. }
  31843. return this;
  31844. };
  31845. /**
  31846. * Can be used to retrieve the registered loader for the given file path.
  31847. *
  31848. * @param {string} file - The file path.
  31849. * @return {?Loader} The registered loader. Returns `null` if no loader was found.
  31850. */
  31851. this.getHandler = function ( file ) {
  31852. for ( let i = 0, l = handlers.length; i < l; i += 2 ) {
  31853. const regex = handlers[ i ];
  31854. const loader = handlers[ i + 1 ];
  31855. if ( regex.global ) regex.lastIndex = 0; // see #17920
  31856. if ( regex.test( file ) ) {
  31857. return loader;
  31858. }
  31859. }
  31860. return null;
  31861. };
  31862. /**
  31863. * Can be used to abort ongoing loading requests in loaders using this manager.
  31864. * The abort only works if the loaders implement {@link Loader#abort} and `AbortSignal.any()`
  31865. * is supported in the browser.
  31866. *
  31867. * @return {LoadingManager} A reference to this loading manager.
  31868. */
  31869. this.abort = function () {
  31870. this.abortController.abort();
  31871. this._abortController = null;
  31872. return this;
  31873. };
  31874. }
  31875. // TODO: Revert this back to a single member variable once this issue has been fixed
  31876. // https://github.com/cloudflare/workerd/issues/3657
  31877. /**
  31878. * Used for aborting ongoing requests in loaders using this manager.
  31879. *
  31880. * @type {AbortController}
  31881. */
  31882. get abortController() {
  31883. if ( ! this._abortController ) {
  31884. this._abortController = new AbortController();
  31885. }
  31886. return this._abortController;
  31887. }
  31888. }
  31889. /**
  31890. * The global default loading manager.
  31891. *
  31892. * @constant
  31893. * @type {LoadingManager}
  31894. */
  31895. const DefaultLoadingManager = /*@__PURE__*/ new LoadingManager();
  31896. /**
  31897. * Abstract base class for loaders.
  31898. *
  31899. * @abstract
  31900. */
  31901. class Loader {
  31902. /**
  31903. * Constructs a new loader.
  31904. *
  31905. * @param {LoadingManager} [manager] - The loading manager.
  31906. */
  31907. constructor( manager ) {
  31908. /**
  31909. * The loading manager.
  31910. *
  31911. * @type {LoadingManager}
  31912. * @default DefaultLoadingManager
  31913. */
  31914. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  31915. /**
  31916. * The crossOrigin string to implement CORS for loading the url from a
  31917. * different domain that allows CORS.
  31918. *
  31919. * @type {string}
  31920. * @default 'anonymous'
  31921. */
  31922. this.crossOrigin = 'anonymous';
  31923. /**
  31924. * Whether the XMLHttpRequest uses credentials.
  31925. *
  31926. * @type {boolean}
  31927. * @default false
  31928. */
  31929. this.withCredentials = false;
  31930. /**
  31931. * The base path from which the asset will be loaded.
  31932. *
  31933. * @type {string}
  31934. */
  31935. this.path = '';
  31936. /**
  31937. * The base path from which additional resources like textures will be loaded.
  31938. *
  31939. * @type {string}
  31940. */
  31941. this.resourcePath = '';
  31942. /**
  31943. * The [request header](https://developer.mozilla.org/en-US/docs/Glossary/Request_header)
  31944. * used in HTTP request.
  31945. *
  31946. * @type {Object<string, any>}
  31947. */
  31948. this.requestHeader = {};
  31949. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  31950. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
  31951. }
  31952. }
  31953. /**
  31954. * This method needs to be implemented by all concrete loaders. It holds the
  31955. * logic for loading assets from the backend.
  31956. *
  31957. * @abstract
  31958. * @param {string} url - The path/URL of the file to be loaded.
  31959. * @param {Function} onLoad - Executed when the loading process has been finished.
  31960. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  31961. * @param {onErrorCallback} [onError] - Executed when errors occur.
  31962. */
  31963. load( /* url, onLoad, onProgress, onError */ ) {}
  31964. /**
  31965. * A async version of {@link Loader#load}.
  31966. *
  31967. * @param {string} url - The path/URL of the file to be loaded.
  31968. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  31969. * @return {Promise} A Promise that resolves when the asset has been loaded.
  31970. */
  31971. loadAsync( url, onProgress ) {
  31972. const scope = this;
  31973. return new Promise( function ( resolve, reject ) {
  31974. scope.load( url, resolve, onProgress, reject );
  31975. } );
  31976. }
  31977. /**
  31978. * This method needs to be implemented by all concrete loaders. It holds the
  31979. * logic for parsing the asset into three.js entities.
  31980. *
  31981. * @abstract
  31982. * @param {any} data - The data to parse.
  31983. */
  31984. parse( /* data */ ) {}
  31985. /**
  31986. * Sets the `crossOrigin` String to implement CORS for loading the URL
  31987. * from a different domain that allows CORS.
  31988. *
  31989. * @param {string} crossOrigin - The `crossOrigin` value.
  31990. * @return {Loader} A reference to this instance.
  31991. */
  31992. setCrossOrigin( crossOrigin ) {
  31993. this.crossOrigin = crossOrigin;
  31994. return this;
  31995. }
  31996. /**
  31997. * Whether the XMLHttpRequest uses credentials such as cookies, authorization
  31998. * headers or TLS client certificates, see [XMLHttpRequest.withCredentials](https://developer.mozilla.org/en-US/docs/Web/API/XMLHttpRequest/withCredentials).
  31999. *
  32000. * Note: This setting has no effect if you are loading files locally or from the same domain.
  32001. *
  32002. * @param {boolean} value - The `withCredentials` value.
  32003. * @return {Loader} A reference to this instance.
  32004. */
  32005. setWithCredentials( value ) {
  32006. this.withCredentials = value;
  32007. return this;
  32008. }
  32009. /**
  32010. * Sets the base path for the asset.
  32011. *
  32012. * @param {string} path - The base path.
  32013. * @return {Loader} A reference to this instance.
  32014. */
  32015. setPath( path ) {
  32016. this.path = path;
  32017. return this;
  32018. }
  32019. /**
  32020. * Sets the base path for dependent resources like textures.
  32021. *
  32022. * @param {string} resourcePath - The resource path.
  32023. * @return {Loader} A reference to this instance.
  32024. */
  32025. setResourcePath( resourcePath ) {
  32026. this.resourcePath = resourcePath;
  32027. return this;
  32028. }
  32029. /**
  32030. * Sets the given request header.
  32031. *
  32032. * @param {Object} requestHeader - A [request header](https://developer.mozilla.org/en-US/docs/Glossary/Request_header)
  32033. * for configuring the HTTP request.
  32034. * @return {Loader} A reference to this instance.
  32035. */
  32036. setRequestHeader( requestHeader ) {
  32037. this.requestHeader = requestHeader;
  32038. return this;
  32039. }
  32040. /**
  32041. * This method can be implemented in loaders for aborting ongoing requests.
  32042. *
  32043. * @abstract
  32044. * @return {Loader} A reference to this instance.
  32045. */
  32046. abort() {
  32047. return this;
  32048. }
  32049. }
  32050. /**
  32051. * Callback for onProgress in loaders.
  32052. *
  32053. * @callback onProgressCallback
  32054. * @param {ProgressEvent} event - An instance of `ProgressEvent` that represents the current loading status.
  32055. */
  32056. /**
  32057. * Callback for onError in loaders.
  32058. *
  32059. * @callback onErrorCallback
  32060. * @param {Error} error - The error which occurred during the loading process.
  32061. */
  32062. /**
  32063. * The default material name that is used by loaders
  32064. * when creating materials for loaded 3D objects.
  32065. *
  32066. * Note: Not all loaders might honor this setting.
  32067. *
  32068. * @static
  32069. * @type {string}
  32070. * @default '__DEFAULT'
  32071. */
  32072. Loader.DEFAULT_MATERIAL_NAME = '__DEFAULT';
  32073. const loading = {};
  32074. class HttpError extends Error {
  32075. constructor( message, response ) {
  32076. super( message );
  32077. this.response = response;
  32078. }
  32079. }
  32080. /**
  32081. * A low level class for loading resources with the Fetch API, used internally by
  32082. * most loaders. It can also be used directly to load any file type that does
  32083. * not have a loader.
  32084. *
  32085. * This loader supports caching. If you want to use it, add `THREE.Cache.enabled = true;`
  32086. * once to your application.
  32087. *
  32088. * ```js
  32089. * const loader = new THREE.FileLoader();
  32090. * const data = await loader.loadAsync( 'example.txt' );
  32091. * ```
  32092. *
  32093. * @augments Loader
  32094. */
  32095. class FileLoader extends Loader {
  32096. /**
  32097. * Constructs a new file loader.
  32098. *
  32099. * @param {LoadingManager} [manager] - The loading manager.
  32100. */
  32101. constructor( manager ) {
  32102. super( manager );
  32103. /**
  32104. * The expected mime type. Valid values can be found
  32105. * [here](hhttps://developer.mozilla.org/en-US/docs/Web/API/DOMParser/parseFromString#mimetype)
  32106. *
  32107. * @type {string}
  32108. */
  32109. this.mimeType = '';
  32110. /**
  32111. * The expected response type.
  32112. *
  32113. * @type {('arraybuffer'|'blob'|'document'|'json'|'')}
  32114. * @default ''
  32115. */
  32116. this.responseType = '';
  32117. /**
  32118. * Used for aborting requests.
  32119. *
  32120. * @private
  32121. * @type {AbortController}
  32122. */
  32123. this._abortController = new AbortController();
  32124. }
  32125. /**
  32126. * Starts loading from the given URL and pass the loaded response to the `onLoad()` callback.
  32127. *
  32128. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32129. * @param {function(any)} onLoad - Executed when the loading process has been finished.
  32130. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  32131. * @param {onErrorCallback} [onError] - Executed when errors occur.
  32132. * @return {any|undefined} The cached resource if available.
  32133. */
  32134. load( url, onLoad, onProgress, onError ) {
  32135. if ( url === undefined ) url = '';
  32136. if ( this.path !== undefined ) url = this.path + url;
  32137. url = this.manager.resolveURL( url );
  32138. const cached = Cache.get( `file:${url}` );
  32139. if ( cached !== undefined ) {
  32140. this.manager.itemStart( url );
  32141. setTimeout( () => {
  32142. if ( onLoad ) onLoad( cached );
  32143. this.manager.itemEnd( url );
  32144. }, 0 );
  32145. return cached;
  32146. }
  32147. // Check if request is duplicate
  32148. if ( loading[ url ] !== undefined ) {
  32149. loading[ url ].push( {
  32150. onLoad: onLoad,
  32151. onProgress: onProgress,
  32152. onError: onError
  32153. } );
  32154. return;
  32155. }
  32156. // Initialise array for duplicate requests
  32157. loading[ url ] = [];
  32158. loading[ url ].push( {
  32159. onLoad: onLoad,
  32160. onProgress: onProgress,
  32161. onError: onError,
  32162. } );
  32163. // create request
  32164. const req = new Request( url, {
  32165. headers: new Headers( this.requestHeader ),
  32166. credentials: this.withCredentials ? 'include' : 'same-origin',
  32167. signal: ( typeof AbortSignal.any === 'function' ) ? AbortSignal.any( [ this._abortController.signal, this.manager.abortController.signal ] ) : this._abortController.signal
  32168. } );
  32169. // record states ( avoid data race )
  32170. const mimeType = this.mimeType;
  32171. const responseType = this.responseType;
  32172. // start the fetch
  32173. fetch( req )
  32174. .then( response => {
  32175. if ( response.status === 200 || response.status === 0 ) {
  32176. // Some browsers return HTTP Status 0 when using non-http protocol
  32177. // e.g. 'file://' or 'data://'. Handle as success.
  32178. if ( response.status === 0 ) {
  32179. warn( 'FileLoader: HTTP Status 0 received.' );
  32180. }
  32181. // Workaround: Checking if response.body === undefined for Alipay browser #23548
  32182. if ( typeof ReadableStream === 'undefined' || response.body === undefined || response.body.getReader === undefined ) {
  32183. return response;
  32184. }
  32185. const callbacks = loading[ url ];
  32186. const reader = response.body.getReader();
  32187. // Nginx needs X-File-Size check
  32188. // https://serverfault.com/questions/482875/why-does-nginx-remove-content-length-header-for-chunked-content
  32189. const contentLength = response.headers.get( 'X-File-Size' ) || response.headers.get( 'Content-Length' );
  32190. const total = contentLength ? parseInt( contentLength ) : 0;
  32191. const lengthComputable = total !== 0;
  32192. let loaded = 0;
  32193. // periodically read data into the new stream tracking while download progress
  32194. const stream = new ReadableStream( {
  32195. start( controller ) {
  32196. readData();
  32197. function readData() {
  32198. reader.read().then( ( { done, value } ) => {
  32199. if ( done ) {
  32200. controller.close();
  32201. } else {
  32202. loaded += value.byteLength;
  32203. const event = new ProgressEvent( 'progress', { lengthComputable, loaded, total } );
  32204. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32205. const callback = callbacks[ i ];
  32206. if ( callback.onProgress ) callback.onProgress( event );
  32207. }
  32208. controller.enqueue( value );
  32209. readData();
  32210. }
  32211. }, ( e ) => {
  32212. controller.error( e );
  32213. } );
  32214. }
  32215. }
  32216. } );
  32217. return new Response( stream );
  32218. } else {
  32219. throw new HttpError( `fetch for "${response.url}" responded with ${response.status}: ${response.statusText}`, response );
  32220. }
  32221. } )
  32222. .then( response => {
  32223. switch ( responseType ) {
  32224. case 'arraybuffer':
  32225. return response.arrayBuffer();
  32226. case 'blob':
  32227. return response.blob();
  32228. case 'document':
  32229. return response.text()
  32230. .then( text => {
  32231. const parser = new DOMParser();
  32232. return parser.parseFromString( text, mimeType );
  32233. } );
  32234. case 'json':
  32235. return response.json();
  32236. default:
  32237. if ( mimeType === '' ) {
  32238. return response.text();
  32239. } else {
  32240. // sniff encoding
  32241. const re = /charset="?([^;"\s]*)"?/i;
  32242. const exec = re.exec( mimeType );
  32243. const label = exec && exec[ 1 ] ? exec[ 1 ].toLowerCase() : undefined;
  32244. const decoder = new TextDecoder( label );
  32245. return response.arrayBuffer().then( ab => decoder.decode( ab ) );
  32246. }
  32247. }
  32248. } )
  32249. .then( data => {
  32250. // Add to cache only on HTTP success, so that we do not cache
  32251. // error response bodies as proper responses to requests.
  32252. Cache.add( `file:${url}`, data );
  32253. const callbacks = loading[ url ];
  32254. delete loading[ url ];
  32255. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32256. const callback = callbacks[ i ];
  32257. if ( callback.onLoad ) callback.onLoad( data );
  32258. }
  32259. } )
  32260. .catch( err => {
  32261. // Abort errors and other errors are handled the same
  32262. const callbacks = loading[ url ];
  32263. if ( callbacks === undefined ) {
  32264. // When onLoad was called and url was deleted in `loading`
  32265. this.manager.itemError( url );
  32266. throw err;
  32267. }
  32268. delete loading[ url ];
  32269. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32270. const callback = callbacks[ i ];
  32271. if ( callback.onError ) callback.onError( err );
  32272. }
  32273. this.manager.itemError( url );
  32274. } )
  32275. .finally( () => {
  32276. this.manager.itemEnd( url );
  32277. } );
  32278. this.manager.itemStart( url );
  32279. }
  32280. /**
  32281. * Sets the expected response type.
  32282. *
  32283. * @param {('arraybuffer'|'blob'|'document'|'json'|'')} value - The response type.
  32284. * @return {FileLoader} A reference to this file loader.
  32285. */
  32286. setResponseType( value ) {
  32287. this.responseType = value;
  32288. return this;
  32289. }
  32290. /**
  32291. * Sets the expected mime type of the loaded file.
  32292. *
  32293. * @param {string} value - The mime type.
  32294. * @return {FileLoader} A reference to this file loader.
  32295. */
  32296. setMimeType( value ) {
  32297. this.mimeType = value;
  32298. return this;
  32299. }
  32300. /**
  32301. * Aborts ongoing fetch requests.
  32302. *
  32303. * @return {FileLoader} A reference to this instance.
  32304. */
  32305. abort() {
  32306. this._abortController.abort();
  32307. this._abortController = new AbortController();
  32308. return this;
  32309. }
  32310. }
  32311. /**
  32312. * Class for loading animation clips in the JSON format. The files are internally
  32313. * loaded via {@link FileLoader}.
  32314. *
  32315. * ```js
  32316. * const loader = new THREE.AnimationLoader();
  32317. * const animations = await loader.loadAsync( 'animations/animation.js' );
  32318. * ```
  32319. *
  32320. * @augments Loader
  32321. */
  32322. class AnimationLoader extends Loader {
  32323. /**
  32324. * Constructs a new animation loader.
  32325. *
  32326. * @param {LoadingManager} [manager] - The loading manager.
  32327. */
  32328. constructor( manager ) {
  32329. super( manager );
  32330. }
  32331. /**
  32332. * Starts loading from the given URL and pass the loaded animations as an array
  32333. * holding instances of {@link AnimationClip} to the `onLoad()` callback.
  32334. *
  32335. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32336. * @param {function(Array<AnimationClip>)} onLoad - Executed when the loading process has been finished.
  32337. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32338. * @param {onErrorCallback} onError - Executed when errors occur.
  32339. */
  32340. load( url, onLoad, onProgress, onError ) {
  32341. const scope = this;
  32342. const loader = new FileLoader( this.manager );
  32343. loader.setPath( this.path );
  32344. loader.setRequestHeader( this.requestHeader );
  32345. loader.setWithCredentials( this.withCredentials );
  32346. loader.load( url, function ( text ) {
  32347. try {
  32348. onLoad( scope.parse( JSON.parse( text ) ) );
  32349. } catch ( e ) {
  32350. if ( onError ) {
  32351. onError( e );
  32352. } else {
  32353. error( e );
  32354. }
  32355. scope.manager.itemError( url );
  32356. }
  32357. }, onProgress, onError );
  32358. }
  32359. /**
  32360. * Parses the given JSON object and returns an array of animation clips.
  32361. *
  32362. * @param {Object} json - The serialized animation clips.
  32363. * @return {Array<AnimationClip>} The parsed animation clips.
  32364. */
  32365. parse( json ) {
  32366. const animations = [];
  32367. for ( let i = 0; i < json.length; i ++ ) {
  32368. const clip = AnimationClip.parse( json[ i ] );
  32369. animations.push( clip );
  32370. }
  32371. return animations;
  32372. }
  32373. }
  32374. /**
  32375. * Abstract base class for loading compressed texture formats S3TC, ASTC or ETC.
  32376. * Textures are internally loaded via {@link FileLoader}.
  32377. *
  32378. * Derived classes have to implement the `parse()` method which holds the parsing
  32379. * for the respective format.
  32380. *
  32381. * @abstract
  32382. * @augments Loader
  32383. */
  32384. class CompressedTextureLoader extends Loader {
  32385. /**
  32386. * Constructs a new compressed texture loader.
  32387. *
  32388. * @param {LoadingManager} [manager] - The loading manager.
  32389. */
  32390. constructor( manager ) {
  32391. super( manager );
  32392. }
  32393. /**
  32394. * Starts loading from the given URL and passes the loaded compressed texture
  32395. * to the `onLoad()` callback. The method also returns a new texture object which can
  32396. * directly be used for material creation. If you do it this way, the texture
  32397. * may pop up in your scene once the respective loading process is finished.
  32398. *
  32399. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32400. * @param {function(CompressedTexture)} onLoad - Executed when the loading process has been finished.
  32401. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32402. * @param {onErrorCallback} onError - Executed when errors occur.
  32403. * @return {CompressedTexture} The compressed texture.
  32404. */
  32405. load( url, onLoad, onProgress, onError ) {
  32406. const scope = this;
  32407. const images = [];
  32408. const texture = new CompressedTexture();
  32409. const loader = new FileLoader( this.manager );
  32410. loader.setPath( this.path );
  32411. loader.setResponseType( 'arraybuffer' );
  32412. loader.setRequestHeader( this.requestHeader );
  32413. loader.setWithCredentials( scope.withCredentials );
  32414. let loaded = 0;
  32415. function loadTexture( i ) {
  32416. loader.load( url[ i ], function ( buffer ) {
  32417. const texDatas = scope.parse( buffer, true );
  32418. images[ i ] = {
  32419. width: texDatas.width,
  32420. height: texDatas.height,
  32421. format: texDatas.format,
  32422. mipmaps: texDatas.mipmaps
  32423. };
  32424. loaded += 1;
  32425. if ( loaded === 6 ) {
  32426. if ( texDatas.mipmapCount === 1 ) texture.minFilter = LinearFilter;
  32427. texture.image = images;
  32428. texture.format = texDatas.format;
  32429. texture.needsUpdate = true;
  32430. if ( onLoad ) onLoad( texture );
  32431. }
  32432. }, onProgress, onError );
  32433. }
  32434. if ( Array.isArray( url ) ) {
  32435. for ( let i = 0, il = url.length; i < il; ++ i ) {
  32436. loadTexture( i );
  32437. }
  32438. } else {
  32439. // compressed cubemap texture stored in a single DDS file
  32440. loader.load( url, function ( buffer ) {
  32441. const texDatas = scope.parse( buffer, true );
  32442. if ( texDatas.isCubemap ) {
  32443. const faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  32444. for ( let f = 0; f < faces; f ++ ) {
  32445. images[ f ] = { mipmaps: [] };
  32446. for ( let i = 0; i < texDatas.mipmapCount; i ++ ) {
  32447. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  32448. images[ f ].format = texDatas.format;
  32449. images[ f ].width = texDatas.width;
  32450. images[ f ].height = texDatas.height;
  32451. }
  32452. }
  32453. texture.image = images;
  32454. } else {
  32455. texture.image.width = texDatas.width;
  32456. texture.image.height = texDatas.height;
  32457. texture.mipmaps = texDatas.mipmaps;
  32458. }
  32459. if ( texDatas.mipmapCount === 1 ) {
  32460. texture.minFilter = LinearFilter;
  32461. }
  32462. texture.format = texDatas.format;
  32463. texture.needsUpdate = true;
  32464. if ( onLoad ) onLoad( texture );
  32465. }, onProgress, onError );
  32466. }
  32467. return texture;
  32468. }
  32469. }
  32470. const _loading = new WeakMap();
  32471. /**
  32472. * A loader for loading images. The class loads images with the HTML `Image` API.
  32473. *
  32474. * ```js
  32475. * const loader = new THREE.ImageLoader();
  32476. * const image = await loader.loadAsync( 'image.png' );
  32477. * ```
  32478. * Please note that `ImageLoader` has dropped support for progress
  32479. * events in `r84`. For an `ImageLoader` that supports progress events, see
  32480. * [this thread](https://github.com/mrdoob/three.js/issues/10439#issuecomment-275785639).
  32481. *
  32482. * @augments Loader
  32483. */
  32484. class ImageLoader extends Loader {
  32485. /**
  32486. * Constructs a new image loader.
  32487. *
  32488. * @param {LoadingManager} [manager] - The loading manager.
  32489. */
  32490. constructor( manager ) {
  32491. super( manager );
  32492. }
  32493. /**
  32494. * Starts loading from the given URL and passes the loaded image
  32495. * to the `onLoad()` callback. The method also returns a new `Image` object which can
  32496. * directly be used for texture creation. If you do it this way, the texture
  32497. * may pop up in your scene once the respective loading process is finished.
  32498. *
  32499. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32500. * @param {function(Image)} onLoad - Executed when the loading process has been finished.
  32501. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  32502. * @param {onErrorCallback} onError - Executed when errors occur.
  32503. * @return {Image} The image.
  32504. */
  32505. load( url, onLoad, onProgress, onError ) {
  32506. if ( this.path !== undefined ) url = this.path + url;
  32507. url = this.manager.resolveURL( url );
  32508. const scope = this;
  32509. const cached = Cache.get( `image:${url}` );
  32510. if ( cached !== undefined ) {
  32511. if ( cached.complete === true ) {
  32512. scope.manager.itemStart( url );
  32513. setTimeout( function () {
  32514. if ( onLoad ) onLoad( cached );
  32515. scope.manager.itemEnd( url );
  32516. }, 0 );
  32517. } else {
  32518. let arr = _loading.get( cached );
  32519. if ( arr === undefined ) {
  32520. arr = [];
  32521. _loading.set( cached, arr );
  32522. }
  32523. arr.push( { onLoad, onError } );
  32524. }
  32525. return cached;
  32526. }
  32527. const image = createElementNS( 'img' );
  32528. function onImageLoad() {
  32529. removeEventListeners();
  32530. if ( onLoad ) onLoad( this );
  32531. //
  32532. const callbacks = _loading.get( this ) || [];
  32533. for ( let i = 0; i < callbacks.length; i ++ ) {
  32534. const callback = callbacks[ i ];
  32535. if ( callback.onLoad ) callback.onLoad( this );
  32536. }
  32537. _loading.delete( this );
  32538. scope.manager.itemEnd( url );
  32539. }
  32540. function onImageError( event ) {
  32541. removeEventListeners();
  32542. if ( onError ) onError( event );
  32543. Cache.remove( `image:${url}` );
  32544. //
  32545. const callbacks = _loading.get( this ) || [];
  32546. for ( let i = 0; i < callbacks.length; i ++ ) {
  32547. const callback = callbacks[ i ];
  32548. if ( callback.onError ) callback.onError( event );
  32549. }
  32550. _loading.delete( this );
  32551. scope.manager.itemError( url );
  32552. scope.manager.itemEnd( url );
  32553. }
  32554. function removeEventListeners() {
  32555. image.removeEventListener( 'load', onImageLoad, false );
  32556. image.removeEventListener( 'error', onImageError, false );
  32557. }
  32558. image.addEventListener( 'load', onImageLoad, false );
  32559. image.addEventListener( 'error', onImageError, false );
  32560. if ( url.slice( 0, 5 ) !== 'data:' ) {
  32561. if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
  32562. }
  32563. Cache.add( `image:${url}`, image );
  32564. scope.manager.itemStart( url );
  32565. image.src = url;
  32566. return image;
  32567. }
  32568. }
  32569. /**
  32570. * Class for loading cube textures. Images are internally loaded via {@link ImageLoader}.
  32571. *
  32572. * The loader returns an instance of {@link CubeTexture} and expects the cube map to
  32573. * be defined as six separate images representing the sides of a cube. Other cube map definitions
  32574. * like vertical and horizontal cross, column and row layouts are not supported.
  32575. *
  32576. * Note that, by convention, cube maps are specified in a coordinate system
  32577. * in which positive-x is to the right when looking up the positive-z axis --
  32578. * in other words, using a left-handed coordinate system. Since three.js uses
  32579. * a right-handed coordinate system, environment maps used in three.js will
  32580. * have pos-x and neg-x swapped.
  32581. *
  32582. * The loaded cube texture is in sRGB color space. Meaning {@link Texture#colorSpace}
  32583. * is set to `SRGBColorSpace` by default.
  32584. *
  32585. * ```js
  32586. * const loader = new THREE.CubeTextureLoader().setPath( 'textures/cubeMaps/' );
  32587. * const cubeTexture = await loader.loadAsync( [
  32588. * 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png'
  32589. * ] );
  32590. * scene.background = cubeTexture;
  32591. * ```
  32592. *
  32593. * @augments Loader
  32594. */
  32595. class CubeTextureLoader extends Loader {
  32596. /**
  32597. * Constructs a new cube texture loader.
  32598. *
  32599. * @param {LoadingManager} [manager] - The loading manager.
  32600. */
  32601. constructor( manager ) {
  32602. super( manager );
  32603. }
  32604. /**
  32605. * Starts loading from the given URL and pass the fully loaded cube texture
  32606. * to the `onLoad()` callback. The method also returns a new cube texture object which can
  32607. * directly be used for material creation. If you do it this way, the cube texture
  32608. * may pop up in your scene once the respective loading process is finished.
  32609. *
  32610. * @param {Array<string>} urls - Array of 6 URLs to images, one for each side of the
  32611. * cube texture. The urls should be specified in the following order: pos-x,
  32612. * neg-x, pos-y, neg-y, pos-z, neg-z. An array of data URIs are allowed as well.
  32613. * @param {function(CubeTexture)} onLoad - Executed when the loading process has been finished.
  32614. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  32615. * @param {onErrorCallback} onError - Executed when errors occur.
  32616. * @return {CubeTexture} The cube texture.
  32617. */
  32618. load( urls, onLoad, onProgress, onError ) {
  32619. const texture = new CubeTexture();
  32620. texture.colorSpace = SRGBColorSpace;
  32621. const loader = new ImageLoader( this.manager );
  32622. loader.setCrossOrigin( this.crossOrigin );
  32623. loader.setPath( this.path );
  32624. let loaded = 0;
  32625. function loadTexture( i ) {
  32626. loader.load( urls[ i ], function ( image ) {
  32627. texture.images[ i ] = image;
  32628. loaded ++;
  32629. if ( loaded === 6 ) {
  32630. texture.needsUpdate = true;
  32631. if ( onLoad ) onLoad( texture );
  32632. }
  32633. }, undefined, onError );
  32634. }
  32635. for ( let i = 0; i < urls.length; ++ i ) {
  32636. loadTexture( i );
  32637. }
  32638. return texture;
  32639. }
  32640. }
  32641. /**
  32642. * Abstract base class for loading binary texture formats RGBE, EXR or TGA.
  32643. * Textures are internally loaded via {@link FileLoader}.
  32644. *
  32645. * Derived classes have to implement the `parse()` method which holds the parsing
  32646. * for the respective format.
  32647. *
  32648. * @abstract
  32649. * @augments Loader
  32650. */
  32651. class DataTextureLoader extends Loader {
  32652. /**
  32653. * Constructs a new data texture loader.
  32654. *
  32655. * @param {LoadingManager} [manager] - The loading manager.
  32656. */
  32657. constructor( manager ) {
  32658. super( manager );
  32659. }
  32660. /**
  32661. * Starts loading from the given URL and passes the loaded data texture
  32662. * to the `onLoad()` callback. The method also returns a new texture object which can
  32663. * directly be used for material creation. If you do it this way, the texture
  32664. * may pop up in your scene once the respective loading process is finished.
  32665. *
  32666. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32667. * @param {function(DataTexture)} onLoad - Executed when the loading process has been finished.
  32668. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32669. * @param {onErrorCallback} onError - Executed when errors occur.
  32670. * @return {DataTexture} The data texture.
  32671. */
  32672. load( url, onLoad, onProgress, onError ) {
  32673. const scope = this;
  32674. const texture = new DataTexture();
  32675. const loader = new FileLoader( this.manager );
  32676. loader.setResponseType( 'arraybuffer' );
  32677. loader.setRequestHeader( this.requestHeader );
  32678. loader.setPath( this.path );
  32679. loader.setWithCredentials( scope.withCredentials );
  32680. loader.load( url, function ( buffer ) {
  32681. let texData;
  32682. try {
  32683. texData = scope.parse( buffer );
  32684. } catch ( error ) {
  32685. if ( onError !== undefined ) {
  32686. onError( error );
  32687. } else {
  32688. error( error );
  32689. return;
  32690. }
  32691. }
  32692. if ( texData.image !== undefined ) {
  32693. texture.image = texData.image;
  32694. } else if ( texData.data !== undefined ) {
  32695. texture.image.width = texData.width;
  32696. texture.image.height = texData.height;
  32697. texture.image.data = texData.data;
  32698. }
  32699. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  32700. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  32701. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  32702. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  32703. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  32704. if ( texData.colorSpace !== undefined ) {
  32705. texture.colorSpace = texData.colorSpace;
  32706. }
  32707. if ( texData.flipY !== undefined ) {
  32708. texture.flipY = texData.flipY;
  32709. }
  32710. if ( texData.format !== undefined ) {
  32711. texture.format = texData.format;
  32712. }
  32713. if ( texData.type !== undefined ) {
  32714. texture.type = texData.type;
  32715. }
  32716. if ( texData.mipmaps !== undefined ) {
  32717. texture.mipmaps = texData.mipmaps;
  32718. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  32719. }
  32720. if ( texData.mipmapCount === 1 ) {
  32721. texture.minFilter = LinearFilter;
  32722. }
  32723. if ( texData.generateMipmaps !== undefined ) {
  32724. texture.generateMipmaps = texData.generateMipmaps;
  32725. }
  32726. texture.needsUpdate = true;
  32727. if ( onLoad ) onLoad( texture, texData );
  32728. }, onProgress, onError );
  32729. return texture;
  32730. }
  32731. }
  32732. /**
  32733. * Class for loading textures. Images are internally
  32734. * loaded via {@link ImageLoader}.
  32735. *
  32736. * ```js
  32737. * const loader = new THREE.TextureLoader();
  32738. * const texture = await loader.loadAsync( 'textures/land_ocean_ice_cloud_2048.jpg' );
  32739. *
  32740. * const material = new THREE.MeshBasicMaterial( { map:texture } );
  32741. * ```
  32742. * Please note that `TextureLoader` has dropped support for progress
  32743. * events in `r84`. For a `TextureLoader` that supports progress events, see
  32744. * [this thread](https://github.com/mrdoob/three.js/issues/10439#issuecomment-293260145).
  32745. *
  32746. * @augments Loader
  32747. */
  32748. class TextureLoader extends Loader {
  32749. /**
  32750. * Constructs a new 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 pass the fully loaded 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(Texture)} onLoad - Executed when the loading process has been finished.
  32765. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  32766. * @param {onErrorCallback} onError - Executed when errors occur.
  32767. * @return {Texture} The texture.
  32768. */
  32769. load( url, onLoad, onProgress, onError ) {
  32770. const texture = new Texture();
  32771. const loader = new ImageLoader( this.manager );
  32772. loader.setCrossOrigin( this.crossOrigin );
  32773. loader.setPath( this.path );
  32774. loader.load( url, function ( image ) {
  32775. texture.image = image;
  32776. texture.needsUpdate = true;
  32777. if ( onLoad !== undefined ) {
  32778. onLoad( texture );
  32779. }
  32780. }, onProgress, onError );
  32781. return texture;
  32782. }
  32783. }
  32784. /**
  32785. * Abstract base class for lights - all other light types inherit the
  32786. * properties and methods described here.
  32787. *
  32788. * @abstract
  32789. * @augments Object3D
  32790. */
  32791. class Light extends Object3D {
  32792. /**
  32793. * Constructs a new light.
  32794. *
  32795. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  32796. * @param {number} [intensity=1] - The light's strength/intensity.
  32797. */
  32798. constructor( color, intensity = 1 ) {
  32799. super();
  32800. /**
  32801. * This flag can be used for type testing.
  32802. *
  32803. * @type {boolean}
  32804. * @readonly
  32805. * @default true
  32806. */
  32807. this.isLight = true;
  32808. this.type = 'Light';
  32809. /**
  32810. * The light's color.
  32811. *
  32812. * @type {Color}
  32813. */
  32814. this.color = new Color( color );
  32815. /**
  32816. * The light's intensity.
  32817. *
  32818. * @type {number}
  32819. * @default 1
  32820. */
  32821. this.intensity = intensity;
  32822. }
  32823. /**
  32824. * Frees the GPU-related resources allocated by this instance. Call this
  32825. * method whenever this instance is no longer used in your app.
  32826. */
  32827. dispose() {
  32828. this.dispatchEvent( { type: 'dispose' } );
  32829. }
  32830. copy( source, recursive ) {
  32831. super.copy( source, recursive );
  32832. this.color.copy( source.color );
  32833. this.intensity = source.intensity;
  32834. return this;
  32835. }
  32836. toJSON( meta ) {
  32837. const data = super.toJSON( meta );
  32838. data.object.color = this.color.getHex();
  32839. data.object.intensity = this.intensity;
  32840. return data;
  32841. }
  32842. }
  32843. /**
  32844. * A light source positioned directly above the scene, with color fading from
  32845. * the sky color to the ground color.
  32846. *
  32847. * This light cannot be used to cast shadows.
  32848. *
  32849. * ```js
  32850. * const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
  32851. * scene.add( light );
  32852. * ```
  32853. *
  32854. * @augments Light
  32855. */
  32856. class HemisphereLight extends Light {
  32857. /**
  32858. * Constructs a new hemisphere light.
  32859. *
  32860. * @param {(number|Color|string)} [skyColor=0xffffff] - The light's sky color.
  32861. * @param {(number|Color|string)} [groundColor=0xffffff] - The light's ground color.
  32862. * @param {number} [intensity=1] - The light's strength/intensity.
  32863. */
  32864. constructor( skyColor, groundColor, intensity ) {
  32865. super( skyColor, intensity );
  32866. /**
  32867. * This flag can be used for type testing.
  32868. *
  32869. * @type {boolean}
  32870. * @readonly
  32871. * @default true
  32872. */
  32873. this.isHemisphereLight = true;
  32874. this.type = 'HemisphereLight';
  32875. this.position.copy( Object3D.DEFAULT_UP );
  32876. this.updateMatrix();
  32877. /**
  32878. * The light's ground color.
  32879. *
  32880. * @type {Color}
  32881. */
  32882. this.groundColor = new Color( groundColor );
  32883. }
  32884. copy( source, recursive ) {
  32885. super.copy( source, recursive );
  32886. this.groundColor.copy( source.groundColor );
  32887. return this;
  32888. }
  32889. toJSON( meta ) {
  32890. const data = super.toJSON( meta );
  32891. data.object.groundColor = this.groundColor.getHex();
  32892. return data;
  32893. }
  32894. }
  32895. const _projScreenMatrix = /*@__PURE__*/ new Matrix4();
  32896. const _lightPositionWorld = /*@__PURE__*/ new Vector3();
  32897. const _lookTarget = /*@__PURE__*/ new Vector3();
  32898. /**
  32899. * Abstract base class for light shadow classes. These classes
  32900. * represent the shadow configuration for different light types.
  32901. *
  32902. * @abstract
  32903. */
  32904. class LightShadow {
  32905. /**
  32906. * Constructs a new light shadow.
  32907. *
  32908. * @param {Camera} camera - The light's view of the world.
  32909. */
  32910. constructor( camera ) {
  32911. /**
  32912. * The light's view of the world.
  32913. *
  32914. * @type {Camera}
  32915. */
  32916. this.camera = camera;
  32917. /**
  32918. * The intensity of the shadow. The default is `1`.
  32919. * Valid values are in the range `[0, 1]`.
  32920. *
  32921. * @type {number}
  32922. * @default 1
  32923. */
  32924. this.intensity = 1;
  32925. /**
  32926. * Shadow map bias, how much to add or subtract from the normalized depth
  32927. * when deciding whether a surface is in shadow.
  32928. *
  32929. * The default is `0`. Very tiny adjustments here (in the order of `0.0001`)
  32930. * may help reduce artifacts in shadows.
  32931. *
  32932. * @type {number}
  32933. * @default 0
  32934. */
  32935. this.bias = 0;
  32936. /**
  32937. * A node version of `bias`. Only supported with `WebGPURenderer`.
  32938. *
  32939. * If a bias node is defined, `bias` has no effect.
  32940. *
  32941. * @type {?Node<float>}
  32942. * @default null
  32943. */
  32944. this.biasNode = null;
  32945. /**
  32946. * Defines how much the position used to query the shadow map is offset along
  32947. * the object normal. The default is `0`. Increasing this value can be used to
  32948. * reduce shadow acne especially in large scenes where light shines onto
  32949. * geometry at a shallow angle. The cost is that shadows may appear distorted.
  32950. *
  32951. * @type {number}
  32952. * @default 0
  32953. */
  32954. this.normalBias = 0;
  32955. /**
  32956. * Setting this to values greater than 1 will blur the edges of the shadow.
  32957. * High values will cause unwanted banding effects in the shadows - a greater
  32958. * map size will allow for a higher value to be used here before these effects
  32959. * become visible.
  32960. *
  32961. * The property has no effect when the shadow map type is `BasicShadowMap`.
  32962. *
  32963. * @type {number}
  32964. * @default 1
  32965. */
  32966. this.radius = 1;
  32967. /**
  32968. * The amount of samples to use when blurring a VSM shadow map.
  32969. *
  32970. * @type {number}
  32971. * @default 8
  32972. */
  32973. this.blurSamples = 8;
  32974. /**
  32975. * Defines the width and height of the shadow map. Higher values give better quality
  32976. * shadows at the cost of computation time. Values must be powers of two.
  32977. *
  32978. * @type {Vector2}
  32979. * @default (512,512)
  32980. */
  32981. this.mapSize = new Vector2( 512, 512 );
  32982. /**
  32983. * The type of shadow texture. The default is `UnsignedByteType`.
  32984. *
  32985. * @type {number}
  32986. * @default UnsignedByteType
  32987. */
  32988. this.mapType = UnsignedByteType;
  32989. /**
  32990. * The depth map generated using the internal camera; a location beyond a
  32991. * pixel's depth is in shadow. Computed internally during rendering.
  32992. *
  32993. * @type {?RenderTarget}
  32994. * @default null
  32995. */
  32996. this.map = null;
  32997. /**
  32998. * The distribution map generated using the internal camera; an occlusion is
  32999. * calculated based on the distribution of depths. Computed internally during
  33000. * rendering.
  33001. *
  33002. * @type {?RenderTarget}
  33003. * @default null
  33004. */
  33005. this.mapPass = null;
  33006. /**
  33007. * Model to shadow camera space, to compute location and depth in shadow map.
  33008. * This is computed internally during rendering.
  33009. *
  33010. * @type {Matrix4}
  33011. */
  33012. this.matrix = new Matrix4();
  33013. /**
  33014. * Enables automatic updates of the light's shadow. If you do not require dynamic
  33015. * lighting / shadows, you may set this to `false`.
  33016. *
  33017. * @type {boolean}
  33018. * @default true
  33019. */
  33020. this.autoUpdate = true;
  33021. /**
  33022. * When set to `true`, shadow maps will be updated in the next `render` call.
  33023. * If you have set {@link LightShadow#autoUpdate} to `false`, you will need to
  33024. * set this property to `true` and then make a render call to update the light's shadow.
  33025. *
  33026. * @type {boolean}
  33027. * @default false
  33028. */
  33029. this.needsUpdate = false;
  33030. this._frustum = new Frustum();
  33031. this._frameExtents = new Vector2( 1, 1 );
  33032. this._viewportCount = 1;
  33033. this._viewports = [
  33034. new Vector4( 0, 0, 1, 1 )
  33035. ];
  33036. }
  33037. /**
  33038. * Used internally by the renderer to get the number of viewports that need
  33039. * to be rendered for this shadow.
  33040. *
  33041. * @return {number} The viewport count.
  33042. */
  33043. getViewportCount() {
  33044. return this._viewportCount;
  33045. }
  33046. /**
  33047. * Gets the shadow cameras frustum. Used internally by the renderer to cull objects.
  33048. *
  33049. * @return {Frustum} The shadow camera frustum.
  33050. */
  33051. getFrustum() {
  33052. return this._frustum;
  33053. }
  33054. /**
  33055. * Update the matrices for the camera and shadow, used internally by the renderer.
  33056. *
  33057. * @param {Light} light - The light for which the shadow is being rendered.
  33058. */
  33059. updateMatrices( light ) {
  33060. const shadowCamera = this.camera;
  33061. const shadowMatrix = this.matrix;
  33062. _lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  33063. shadowCamera.position.copy( _lightPositionWorld );
  33064. _lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  33065. shadowCamera.lookAt( _lookTarget );
  33066. shadowCamera.updateMatrixWorld();
  33067. _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  33068. this._frustum.setFromProjectionMatrix( _projScreenMatrix, shadowCamera.coordinateSystem, shadowCamera.reversedDepth );
  33069. if ( shadowCamera.reversedDepth ) {
  33070. shadowMatrix.set(
  33071. 0.5, 0.0, 0.0, 0.5,
  33072. 0.0, 0.5, 0.0, 0.5,
  33073. 0.0, 0.0, 1.0, 0.0,
  33074. 0.0, 0.0, 0.0, 1.0
  33075. );
  33076. } else {
  33077. shadowMatrix.set(
  33078. 0.5, 0.0, 0.0, 0.5,
  33079. 0.0, 0.5, 0.0, 0.5,
  33080. 0.0, 0.0, 0.5, 0.5,
  33081. 0.0, 0.0, 0.0, 1.0
  33082. );
  33083. }
  33084. shadowMatrix.multiply( _projScreenMatrix );
  33085. }
  33086. /**
  33087. * Returns a viewport definition for the given viewport index.
  33088. *
  33089. * @param {number} viewportIndex - The viewport index.
  33090. * @return {Vector4} The viewport.
  33091. */
  33092. getViewport( viewportIndex ) {
  33093. return this._viewports[ viewportIndex ];
  33094. }
  33095. /**
  33096. * Returns the frame extends.
  33097. *
  33098. * @return {Vector2} The frame extends.
  33099. */
  33100. getFrameExtents() {
  33101. return this._frameExtents;
  33102. }
  33103. /**
  33104. * Frees the GPU-related resources allocated by this instance. Call this
  33105. * method whenever this instance is no longer used in your app.
  33106. */
  33107. dispose() {
  33108. if ( this.map ) {
  33109. this.map.dispose();
  33110. }
  33111. if ( this.mapPass ) {
  33112. this.mapPass.dispose();
  33113. }
  33114. }
  33115. /**
  33116. * Copies the values of the given light shadow instance to this instance.
  33117. *
  33118. * @param {LightShadow} source - The light shadow to copy.
  33119. * @return {LightShadow} A reference to this light shadow instance.
  33120. */
  33121. copy( source ) {
  33122. this.camera = source.camera.clone();
  33123. this.intensity = source.intensity;
  33124. this.bias = source.bias;
  33125. this.radius = source.radius;
  33126. this.autoUpdate = source.autoUpdate;
  33127. this.needsUpdate = source.needsUpdate;
  33128. this.normalBias = source.normalBias;
  33129. this.blurSamples = source.blurSamples;
  33130. this.mapSize.copy( source.mapSize );
  33131. this.biasNode = source.biasNode;
  33132. return this;
  33133. }
  33134. /**
  33135. * Returns a new light shadow instance with copied values from this instance.
  33136. *
  33137. * @return {LightShadow} A clone of this instance.
  33138. */
  33139. clone() {
  33140. return new this.constructor().copy( this );
  33141. }
  33142. /**
  33143. * Serializes the light shadow into JSON.
  33144. *
  33145. * @return {Object} A JSON object representing the serialized light shadow.
  33146. * @see {@link ObjectLoader#parse}
  33147. */
  33148. toJSON() {
  33149. const object = {};
  33150. if ( this.intensity !== 1 ) object.intensity = this.intensity;
  33151. if ( this.bias !== 0 ) object.bias = this.bias;
  33152. if ( this.normalBias !== 0 ) object.normalBias = this.normalBias;
  33153. if ( this.radius !== 1 ) object.radius = this.radius;
  33154. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();
  33155. object.camera = this.camera.toJSON( false ).object;
  33156. delete object.camera.matrix;
  33157. return object;
  33158. }
  33159. }
  33160. const _position$2 = /*@__PURE__*/ new Vector3();
  33161. const _quaternion$2 = /*@__PURE__*/ new Quaternion();
  33162. const _scale$2 = /*@__PURE__*/ new Vector3();
  33163. /**
  33164. * Abstract base class for cameras. This class should always be inherited
  33165. * when you build a new camera.
  33166. *
  33167. * @abstract
  33168. * @augments Object3D
  33169. */
  33170. class Camera extends Object3D {
  33171. /**
  33172. * Constructs a new camera.
  33173. */
  33174. constructor() {
  33175. super();
  33176. /**
  33177. * This flag can be used for type testing.
  33178. *
  33179. * @type {boolean}
  33180. * @readonly
  33181. * @default true
  33182. */
  33183. this.isCamera = true;
  33184. this.type = 'Camera';
  33185. /**
  33186. * The inverse of the camera's world matrix.
  33187. *
  33188. * @type {Matrix4}
  33189. */
  33190. this.matrixWorldInverse = new Matrix4();
  33191. /**
  33192. * The camera's projection matrix.
  33193. *
  33194. * @type {Matrix4}
  33195. */
  33196. this.projectionMatrix = new Matrix4();
  33197. /**
  33198. * The inverse of the camera's projection matrix.
  33199. *
  33200. * @type {Matrix4}
  33201. */
  33202. this.projectionMatrixInverse = new Matrix4();
  33203. /**
  33204. * The coordinate system in which the camera is used.
  33205. *
  33206. * @type {(WebGLCoordinateSystem|WebGPUCoordinateSystem)}
  33207. */
  33208. this.coordinateSystem = WebGLCoordinateSystem;
  33209. this._reversedDepth = false;
  33210. }
  33211. /**
  33212. * The flag that indicates whether the camera uses a reversed depth buffer.
  33213. *
  33214. * @type {boolean}
  33215. * @default false
  33216. */
  33217. get reversedDepth() {
  33218. return this._reversedDepth;
  33219. }
  33220. copy( source, recursive ) {
  33221. super.copy( source, recursive );
  33222. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  33223. this.projectionMatrix.copy( source.projectionMatrix );
  33224. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  33225. this.coordinateSystem = source.coordinateSystem;
  33226. return this;
  33227. }
  33228. /**
  33229. * Returns a vector representing the ("look") direction of the 3D object in world space.
  33230. *
  33231. * This method is overwritten since cameras have a different forward vector compared to other
  33232. * 3D objects. A camera looks down its local, negative z-axis by default.
  33233. *
  33234. * @param {Vector3} target - The target vector the result is stored to.
  33235. * @return {Vector3} The 3D object's direction in world space.
  33236. */
  33237. getWorldDirection( target ) {
  33238. return super.getWorldDirection( target ).negate();
  33239. }
  33240. updateMatrixWorld( force ) {
  33241. super.updateMatrixWorld( force );
  33242. // exclude scale from view matrix to be glTF conform
  33243. this.matrixWorld.decompose( _position$2, _quaternion$2, _scale$2 );
  33244. if ( _scale$2.x === 1 && _scale$2.y === 1 && _scale$2.z === 1 ) {
  33245. this.matrixWorldInverse.copy( this.matrixWorld ).invert();
  33246. } else {
  33247. this.matrixWorldInverse.compose( _position$2, _quaternion$2, _scale$2.set( 1, 1, 1 ) ).invert();
  33248. }
  33249. }
  33250. updateWorldMatrix( updateParents, updateChildren ) {
  33251. super.updateWorldMatrix( updateParents, updateChildren );
  33252. // exclude scale from view matrix to be glTF conform
  33253. this.matrixWorld.decompose( _position$2, _quaternion$2, _scale$2 );
  33254. if ( _scale$2.x === 1 && _scale$2.y === 1 && _scale$2.z === 1 ) {
  33255. this.matrixWorldInverse.copy( this.matrixWorld ).invert();
  33256. } else {
  33257. this.matrixWorldInverse.compose( _position$2, _quaternion$2, _scale$2.set( 1, 1, 1 ) ).invert();
  33258. }
  33259. }
  33260. clone() {
  33261. return new this.constructor().copy( this );
  33262. }
  33263. }
  33264. const _v3$1 = /*@__PURE__*/ new Vector3();
  33265. const _minTarget = /*@__PURE__*/ new Vector2();
  33266. const _maxTarget = /*@__PURE__*/ new Vector2();
  33267. /**
  33268. * Camera that uses [perspective projection](https://en.wikipedia.org/wiki/Perspective_(graphical)).
  33269. *
  33270. * This projection mode is designed to mimic the way the human eye sees. It
  33271. * is the most common projection mode used for rendering a 3D scene.
  33272. *
  33273. * ```js
  33274. * const camera = new THREE.PerspectiveCamera( 45, width / height, 1, 1000 );
  33275. * scene.add( camera );
  33276. * ```
  33277. *
  33278. * @augments Camera
  33279. */
  33280. class PerspectiveCamera extends Camera {
  33281. /**
  33282. * Constructs a new perspective camera.
  33283. *
  33284. * @param {number} [fov=50] - The vertical field of view.
  33285. * @param {number} [aspect=1] - The aspect ratio.
  33286. * @param {number} [near=0.1] - The camera's near plane.
  33287. * @param {number} [far=2000] - The camera's far plane.
  33288. */
  33289. constructor( fov = 50, aspect = 1, near = 0.1, far = 2000 ) {
  33290. super();
  33291. /**
  33292. * This flag can be used for type testing.
  33293. *
  33294. * @type {boolean}
  33295. * @readonly
  33296. * @default true
  33297. */
  33298. this.isPerspectiveCamera = true;
  33299. this.type = 'PerspectiveCamera';
  33300. /**
  33301. * The vertical field of view, from bottom to top of view,
  33302. * in degrees.
  33303. *
  33304. * @type {number}
  33305. * @default 50
  33306. */
  33307. this.fov = fov;
  33308. /**
  33309. * The zoom factor of the camera.
  33310. *
  33311. * @type {number}
  33312. * @default 1
  33313. */
  33314. this.zoom = 1;
  33315. /**
  33316. * The camera's near plane. The valid range is greater than `0`
  33317. * and less than the current value of {@link PerspectiveCamera#far}.
  33318. *
  33319. * Note that, unlike for the {@link OrthographicCamera}, `0` is <em>not</em> a
  33320. * valid value for a perspective camera's near plane.
  33321. *
  33322. * @type {number}
  33323. * @default 0.1
  33324. */
  33325. this.near = near;
  33326. /**
  33327. * The camera's far plane. Must be greater than the
  33328. * current value of {@link PerspectiveCamera#near}.
  33329. *
  33330. * @type {number}
  33331. * @default 2000
  33332. */
  33333. this.far = far;
  33334. /**
  33335. * Object distance used for stereoscopy and depth-of-field effects. This
  33336. * parameter does not influence the projection matrix unless a
  33337. * {@link StereoCamera} is being used.
  33338. *
  33339. * @type {number}
  33340. * @default 10
  33341. */
  33342. this.focus = 10;
  33343. /**
  33344. * The aspect ratio, usually the canvas width / canvas height.
  33345. *
  33346. * @type {number}
  33347. * @default 1
  33348. */
  33349. this.aspect = aspect;
  33350. /**
  33351. * Represents the frustum window specification. This property should not be edited
  33352. * directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}.
  33353. *
  33354. * @type {?Object}
  33355. * @default null
  33356. */
  33357. this.view = null;
  33358. /**
  33359. * Film size used for the larger axis. Default is `35` (millimeters). This
  33360. * parameter does not influence the projection matrix unless {@link PerspectiveCamera#filmOffset}
  33361. * is set to a nonzero value.
  33362. *
  33363. * @type {number}
  33364. * @default 35
  33365. */
  33366. this.filmGauge = 35;
  33367. /**
  33368. * Horizontal off-center offset in the same unit as {@link PerspectiveCamera#filmGauge}.
  33369. *
  33370. * @type {number}
  33371. * @default 0
  33372. */
  33373. this.filmOffset = 0;
  33374. this.updateProjectionMatrix();
  33375. }
  33376. copy( source, recursive ) {
  33377. super.copy( source, recursive );
  33378. this.fov = source.fov;
  33379. this.zoom = source.zoom;
  33380. this.near = source.near;
  33381. this.far = source.far;
  33382. this.focus = source.focus;
  33383. this.aspect = source.aspect;
  33384. this.view = source.view === null ? null : Object.assign( {}, source.view );
  33385. this.filmGauge = source.filmGauge;
  33386. this.filmOffset = source.filmOffset;
  33387. return this;
  33388. }
  33389. /**
  33390. * Sets the FOV by focal length in respect to the current {@link PerspectiveCamera#filmGauge}.
  33391. *
  33392. * The default film gauge is 35, so that the focal length can be specified for
  33393. * a 35mm (full frame) camera.
  33394. *
  33395. * @param {number} focalLength - Values for focal length and film gauge must have the same unit.
  33396. */
  33397. setFocalLength( focalLength ) {
  33398. /** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */
  33399. const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  33400. this.fov = RAD2DEG * 2 * Math.atan( vExtentSlope );
  33401. this.updateProjectionMatrix();
  33402. }
  33403. /**
  33404. * Returns the focal length from the current {@link PerspectiveCamera#fov} and
  33405. * {@link PerspectiveCamera#filmGauge}.
  33406. *
  33407. * @return {number} The computed focal length.
  33408. */
  33409. getFocalLength() {
  33410. const vExtentSlope = Math.tan( DEG2RAD * 0.5 * this.fov );
  33411. return 0.5 * this.getFilmHeight() / vExtentSlope;
  33412. }
  33413. /**
  33414. * Returns the current vertical field of view angle in degrees considering {@link PerspectiveCamera#zoom}.
  33415. *
  33416. * @return {number} The effective FOV.
  33417. */
  33418. getEffectiveFOV() {
  33419. return RAD2DEG * 2 * Math.atan(
  33420. Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom );
  33421. }
  33422. /**
  33423. * Returns the width of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or
  33424. * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.
  33425. *
  33426. * @return {number} The film width.
  33427. */
  33428. getFilmWidth() {
  33429. // film not completely covered in portrait format (aspect < 1)
  33430. return this.filmGauge * Math.min( this.aspect, 1 );
  33431. }
  33432. /**
  33433. * Returns the height of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or
  33434. * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.
  33435. *
  33436. * @return {number} The film width.
  33437. */
  33438. getFilmHeight() {
  33439. // film not completely covered in landscape format (aspect > 1)
  33440. return this.filmGauge / Math.max( this.aspect, 1 );
  33441. }
  33442. /**
  33443. * Computes the 2D bounds of the camera's viewable rectangle at a given distance along the viewing direction.
  33444. * Sets `minTarget` and `maxTarget` to the coordinates of the lower-left and upper-right corners of the view rectangle.
  33445. *
  33446. * @param {number} distance - The viewing distance.
  33447. * @param {Vector2} minTarget - The lower-left corner of the view rectangle is written into this vector.
  33448. * @param {Vector2} maxTarget - The upper-right corner of the view rectangle is written into this vector.
  33449. */
  33450. getViewBounds( distance, minTarget, maxTarget ) {
  33451. _v3$1.set( -1, -1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
  33452. minTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
  33453. _v3$1.set( 1, 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
  33454. maxTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
  33455. }
  33456. /**
  33457. * Computes the width and height of the camera's viewable rectangle at a given distance along the viewing direction.
  33458. *
  33459. * @param {number} distance - The viewing distance.
  33460. * @param {Vector2} target - The target vector that is used to store result where x is width and y is height.
  33461. * @returns {Vector2} The view size.
  33462. */
  33463. getViewSize( distance, target ) {
  33464. this.getViewBounds( distance, _minTarget, _maxTarget );
  33465. return target.subVectors( _maxTarget, _minTarget );
  33466. }
  33467. /**
  33468. * Sets an offset in a larger frustum. This is useful for multi-window or
  33469. * multi-monitor/multi-machine setups.
  33470. *
  33471. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  33472. * the monitors are in grid like this
  33473. *```
  33474. * +---+---+---+
  33475. * | A | B | C |
  33476. * +---+---+---+
  33477. * | D | E | F |
  33478. * +---+---+---+
  33479. *```
  33480. * then for each monitor you would call it like this:
  33481. *```js
  33482. * const w = 1920;
  33483. * const h = 1080;
  33484. * const fullWidth = w * 3;
  33485. * const fullHeight = h * 2;
  33486. *
  33487. * // --A--
  33488. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  33489. * // --B--
  33490. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  33491. * // --C--
  33492. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  33493. * // --D--
  33494. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  33495. * // --E--
  33496. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  33497. * // --F--
  33498. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  33499. * ```
  33500. *
  33501. * Note there is no reason monitors have to be the same size or in a grid.
  33502. *
  33503. * @param {number} fullWidth - The full width of multiview setup.
  33504. * @param {number} fullHeight - The full height of multiview setup.
  33505. * @param {number} x - The horizontal offset of the subcamera.
  33506. * @param {number} y - The vertical offset of the subcamera.
  33507. * @param {number} width - The width of subcamera.
  33508. * @param {number} height - The height of subcamera.
  33509. */
  33510. setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
  33511. this.aspect = fullWidth / fullHeight;
  33512. if ( this.view === null ) {
  33513. this.view = {
  33514. enabled: true,
  33515. fullWidth: 1,
  33516. fullHeight: 1,
  33517. offsetX: 0,
  33518. offsetY: 0,
  33519. width: 1,
  33520. height: 1
  33521. };
  33522. }
  33523. this.view.enabled = true;
  33524. this.view.fullWidth = fullWidth;
  33525. this.view.fullHeight = fullHeight;
  33526. this.view.offsetX = x;
  33527. this.view.offsetY = y;
  33528. this.view.width = width;
  33529. this.view.height = height;
  33530. this.updateProjectionMatrix();
  33531. }
  33532. /**
  33533. * Removes the view offset from the projection matrix.
  33534. */
  33535. clearViewOffset() {
  33536. if ( this.view !== null ) {
  33537. this.view.enabled = false;
  33538. }
  33539. this.updateProjectionMatrix();
  33540. }
  33541. /**
  33542. * Updates the camera's projection matrix. Must be called after any change of
  33543. * camera properties.
  33544. */
  33545. updateProjectionMatrix() {
  33546. const near = this.near;
  33547. let top = near * Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom;
  33548. let height = 2 * top;
  33549. let width = this.aspect * height;
  33550. let left = -0.5 * width;
  33551. const view = this.view;
  33552. if ( this.view !== null && this.view.enabled ) {
  33553. const fullWidth = view.fullWidth,
  33554. fullHeight = view.fullHeight;
  33555. left += view.offsetX * width / fullWidth;
  33556. top -= view.offsetY * height / fullHeight;
  33557. width *= view.width / fullWidth;
  33558. height *= view.height / fullHeight;
  33559. }
  33560. const skew = this.filmOffset;
  33561. if ( skew !== 0 ) left += near * skew / this.getFilmWidth();
  33562. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far, this.coordinateSystem, this.reversedDepth );
  33563. this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
  33564. }
  33565. toJSON( meta ) {
  33566. const data = super.toJSON( meta );
  33567. data.object.fov = this.fov;
  33568. data.object.zoom = this.zoom;
  33569. data.object.near = this.near;
  33570. data.object.far = this.far;
  33571. data.object.focus = this.focus;
  33572. data.object.aspect = this.aspect;
  33573. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  33574. data.object.filmGauge = this.filmGauge;
  33575. data.object.filmOffset = this.filmOffset;
  33576. return data;
  33577. }
  33578. }
  33579. /**
  33580. * Represents the shadow configuration of directional lights.
  33581. *
  33582. * @augments LightShadow
  33583. */
  33584. class SpotLightShadow extends LightShadow {
  33585. /**
  33586. * Constructs a new spot light shadow.
  33587. */
  33588. constructor() {
  33589. super( new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  33590. /**
  33591. * This flag can be used for type testing.
  33592. *
  33593. * @type {boolean}
  33594. * @readonly
  33595. * @default true
  33596. */
  33597. this.isSpotLightShadow = true;
  33598. /**
  33599. * Used to focus the shadow camera. The camera's field of view is set as a
  33600. * percentage of the spotlight's field-of-view. Range is `[0, 1]`.
  33601. *
  33602. * @type {number}
  33603. * @default 1
  33604. */
  33605. this.focus = 1;
  33606. /**
  33607. * Texture aspect ratio.
  33608. *
  33609. * @type {number}
  33610. * @default 1
  33611. */
  33612. this.aspect = 1;
  33613. }
  33614. updateMatrices( light ) {
  33615. const camera = this.camera;
  33616. const fov = RAD2DEG * 2 * light.angle * this.focus;
  33617. const aspect = ( this.mapSize.width / this.mapSize.height ) * this.aspect;
  33618. const far = light.distance || camera.far;
  33619. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  33620. camera.fov = fov;
  33621. camera.aspect = aspect;
  33622. camera.far = far;
  33623. camera.updateProjectionMatrix();
  33624. }
  33625. super.updateMatrices( light );
  33626. }
  33627. copy( source ) {
  33628. super.copy( source );
  33629. this.focus = source.focus;
  33630. return this;
  33631. }
  33632. }
  33633. /**
  33634. * This light gets emitted from a single point in one direction, along a cone
  33635. * that increases in size the further from the light it gets.
  33636. *
  33637. * This light can cast shadows - see the {@link SpotLightShadow} for details.
  33638. *
  33639. * ```js
  33640. * // white spotlight shining from the side, modulated by a texture
  33641. * const spotLight = new THREE.SpotLight( 0xffffff );
  33642. * spotLight.position.set( 100, 1000, 100 );
  33643. * spotLight.map = new THREE.TextureLoader().load( url );
  33644. *
  33645. * spotLight.castShadow = true;
  33646. * spotLight.shadow.mapSize.width = 1024;
  33647. * spotLight.shadow.mapSize.height = 1024;
  33648. * spotLight.shadow.camera.near = 500;
  33649. * spotLight.shadow.camera.far = 4000;
  33650. * spotLight.shadow.camera.fov = 30;s
  33651. * ```
  33652. *
  33653. * @augments Light
  33654. */
  33655. class SpotLight extends Light {
  33656. /**
  33657. * Constructs a new spot light.
  33658. *
  33659. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33660. * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).
  33661. * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.
  33662. * @param {number} [angle=Math.PI/3] - Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
  33663. * @param {number} [penumbra=0] - Percent of the spotlight cone that is attenuated due to penumbra. Value range is `[0,1]`.
  33664. * @param {number} [decay=2] - The amount the light dims along the distance of the light.
  33665. */
  33666. constructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 2 ) {
  33667. super( color, intensity );
  33668. /**
  33669. * This flag can be used for type testing.
  33670. *
  33671. * @type {boolean}
  33672. * @readonly
  33673. * @default true
  33674. */
  33675. this.isSpotLight = true;
  33676. this.type = 'SpotLight';
  33677. this.position.copy( Object3D.DEFAULT_UP );
  33678. this.updateMatrix();
  33679. /**
  33680. * The spot light points from its position to the
  33681. * target's position.
  33682. *
  33683. * For the target's position to be changed to anything other
  33684. * than the default, it must be added to the scene.
  33685. *
  33686. * It is also possible to set the target to be another 3D object
  33687. * in the scene. The light will now track the target object.
  33688. *
  33689. * @type {Object3D}
  33690. */
  33691. this.target = new Object3D();
  33692. /**
  33693. * Maximum range of the light. `0` means no limit.
  33694. *
  33695. * @type {number}
  33696. * @default 0
  33697. */
  33698. this.distance = distance;
  33699. /**
  33700. * Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
  33701. *
  33702. * @type {number}
  33703. * @default Math.PI/3
  33704. */
  33705. this.angle = angle;
  33706. /**
  33707. * Percent of the spotlight cone that is attenuated due to penumbra.
  33708. * Value range is `[0,1]`.
  33709. *
  33710. * @type {number}
  33711. * @default 0
  33712. */
  33713. this.penumbra = penumbra;
  33714. /**
  33715. * The amount the light dims along the distance of the light. In context of
  33716. * physically-correct rendering the default value should not be changed.
  33717. *
  33718. * @type {number}
  33719. * @default 2
  33720. */
  33721. this.decay = decay;
  33722. /**
  33723. * A texture used to modulate the color of the light. The spot light
  33724. * color is mixed with the RGB value of this texture, with a ratio
  33725. * corresponding to its alpha value. The cookie-like masking effect is
  33726. * reproduced using pixel values (0, 0, 0, 1-cookie_value).
  33727. *
  33728. * *Warning*: This property is disabled if {@link Object3D#castShadow} is set to `false`.
  33729. *
  33730. * @type {?Texture}
  33731. * @default null
  33732. */
  33733. this.map = null;
  33734. /**
  33735. * This property holds the light's shadow configuration.
  33736. *
  33737. * @type {SpotLightShadow}
  33738. */
  33739. this.shadow = new SpotLightShadow();
  33740. }
  33741. /**
  33742. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  33743. * Changing the power will also change the light's intensity.
  33744. *
  33745. * @type {number}
  33746. */
  33747. get power() {
  33748. // compute the light's luminous power (in lumens) from its intensity (in candela)
  33749. // by convention for a spotlight, luminous power (lm) = π * luminous intensity (cd)
  33750. return this.intensity * Math.PI;
  33751. }
  33752. set power( power ) {
  33753. // set the light's intensity (in candela) from the desired luminous power (in lumens)
  33754. this.intensity = power / Math.PI;
  33755. }
  33756. dispose() {
  33757. super.dispose();
  33758. this.shadow.dispose();
  33759. }
  33760. copy( source, recursive ) {
  33761. super.copy( source, recursive );
  33762. this.distance = source.distance;
  33763. this.angle = source.angle;
  33764. this.penumbra = source.penumbra;
  33765. this.decay = source.decay;
  33766. this.target = source.target.clone();
  33767. this.map = source.map;
  33768. this.shadow = source.shadow.clone();
  33769. return this;
  33770. }
  33771. toJSON( meta ) {
  33772. const data = super.toJSON( meta );
  33773. data.object.distance = this.distance;
  33774. data.object.angle = this.angle;
  33775. data.object.decay = this.decay;
  33776. data.object.penumbra = this.penumbra;
  33777. data.object.target = this.target.uuid;
  33778. if ( this.map && this.map.isTexture ) data.object.map = this.map.toJSON( meta ).uuid;
  33779. data.object.shadow = this.shadow.toJSON();
  33780. return data;
  33781. }
  33782. }
  33783. /**
  33784. * Represents the shadow configuration of point lights.
  33785. *
  33786. * @augments LightShadow
  33787. */
  33788. class PointLightShadow extends LightShadow {
  33789. /**
  33790. * Constructs a new point light shadow.
  33791. */
  33792. constructor() {
  33793. super( new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  33794. /**
  33795. * This flag can be used for type testing.
  33796. *
  33797. * @type {boolean}
  33798. * @readonly
  33799. * @default true
  33800. */
  33801. this.isPointLightShadow = true;
  33802. }
  33803. }
  33804. /**
  33805. * A light that gets emitted from a single point in all directions. A common
  33806. * use case for this is to replicate the light emitted from a bare
  33807. * lightbulb.
  33808. *
  33809. * This light can cast shadows - see the {@link PointLightShadow} for details.
  33810. *
  33811. * ```js
  33812. * const light = new THREE.PointLight( 0xff0000, 1, 100 );
  33813. * light.position.set( 50, 50, 50 );
  33814. * scene.add( light );
  33815. * ```
  33816. *
  33817. * @augments Light
  33818. */
  33819. class PointLight extends Light {
  33820. /**
  33821. * Constructs a new point light.
  33822. *
  33823. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33824. * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).
  33825. * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.
  33826. * @param {number} [decay=2] - The amount the light dims along the distance of the light.
  33827. */
  33828. constructor( color, intensity, distance = 0, decay = 2 ) {
  33829. super( color, intensity );
  33830. /**
  33831. * This flag can be used for type testing.
  33832. *
  33833. * @type {boolean}
  33834. * @readonly
  33835. * @default true
  33836. */
  33837. this.isPointLight = true;
  33838. this.type = 'PointLight';
  33839. /**
  33840. * When distance is zero, light will attenuate according to inverse-square
  33841. * law to infinite distance. When distance is non-zero, light will attenuate
  33842. * according to inverse-square law until near the distance cutoff, where it
  33843. * will then attenuate quickly and smoothly to 0. Inherently, cutoffs are not
  33844. * physically correct.
  33845. *
  33846. * @type {number}
  33847. * @default 0
  33848. */
  33849. this.distance = distance;
  33850. /**
  33851. * The amount the light dims along the distance of the light. In context of
  33852. * physically-correct rendering the default value should not be changed.
  33853. *
  33854. * @type {number}
  33855. * @default 2
  33856. */
  33857. this.decay = decay;
  33858. /**
  33859. * This property holds the light's shadow configuration.
  33860. *
  33861. * @type {PointLightShadow}
  33862. */
  33863. this.shadow = new PointLightShadow();
  33864. }
  33865. /**
  33866. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  33867. * Changing the power will also change the light's intensity.
  33868. *
  33869. * @type {number}
  33870. */
  33871. get power() {
  33872. // compute the light's luminous power (in lumens) from its intensity (in candela)
  33873. // for an isotropic light source, luminous power (lm) = 4 π luminous intensity (cd)
  33874. return this.intensity * 4 * Math.PI;
  33875. }
  33876. set power( power ) {
  33877. // set the light's intensity (in candela) from the desired luminous power (in lumens)
  33878. this.intensity = power / ( 4 * Math.PI );
  33879. }
  33880. dispose() {
  33881. super.dispose();
  33882. this.shadow.dispose();
  33883. }
  33884. copy( source, recursive ) {
  33885. super.copy( source, recursive );
  33886. this.distance = source.distance;
  33887. this.decay = source.decay;
  33888. this.shadow = source.shadow.clone();
  33889. return this;
  33890. }
  33891. toJSON( meta ) {
  33892. const data = super.toJSON( meta );
  33893. data.object.distance = this.distance;
  33894. data.object.decay = this.decay;
  33895. data.object.shadow = this.shadow.toJSON();
  33896. return data;
  33897. }
  33898. }
  33899. /**
  33900. * Camera that uses [orthographic projection](https://en.wikipedia.org/wiki/Orthographic_projection).
  33901. *
  33902. * In this projection mode, an object's size in the rendered image stays
  33903. * constant regardless of its distance from the camera. This can be useful
  33904. * for rendering 2D scenes and UI elements, amongst other things.
  33905. *
  33906. * ```js
  33907. * const camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 1, 1000 );
  33908. * scene.add( camera );
  33909. * ```
  33910. *
  33911. * @augments Camera
  33912. */
  33913. class OrthographicCamera extends Camera {
  33914. /**
  33915. * Constructs a new orthographic camera.
  33916. *
  33917. * @param {number} [left=-1] - The left plane of the camera's frustum.
  33918. * @param {number} [right=1] - The right plane of the camera's frustum.
  33919. * @param {number} [top=1] - The top plane of the camera's frustum.
  33920. * @param {number} [bottom=-1] - The bottom plane of the camera's frustum.
  33921. * @param {number} [near=0.1] - The camera's near plane.
  33922. * @param {number} [far=2000] - The camera's far plane.
  33923. */
  33924. constructor( left = -1, right = 1, top = 1, bottom = -1, near = 0.1, far = 2000 ) {
  33925. super();
  33926. /**
  33927. * This flag can be used for type testing.
  33928. *
  33929. * @type {boolean}
  33930. * @readonly
  33931. * @default true
  33932. */
  33933. this.isOrthographicCamera = true;
  33934. this.type = 'OrthographicCamera';
  33935. /**
  33936. * The zoom factor of the camera.
  33937. *
  33938. * @type {number}
  33939. * @default 1
  33940. */
  33941. this.zoom = 1;
  33942. /**
  33943. * Represents the frustum window specification. This property should not be edited
  33944. * directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}.
  33945. *
  33946. * @type {?Object}
  33947. * @default null
  33948. */
  33949. this.view = null;
  33950. /**
  33951. * The left plane of the camera's frustum.
  33952. *
  33953. * @type {number}
  33954. * @default -1
  33955. */
  33956. this.left = left;
  33957. /**
  33958. * The right plane of the camera's frustum.
  33959. *
  33960. * @type {number}
  33961. * @default 1
  33962. */
  33963. this.right = right;
  33964. /**
  33965. * The top plane of the camera's frustum.
  33966. *
  33967. * @type {number}
  33968. * @default 1
  33969. */
  33970. this.top = top;
  33971. /**
  33972. * The bottom plane of the camera's frustum.
  33973. *
  33974. * @type {number}
  33975. * @default -1
  33976. */
  33977. this.bottom = bottom;
  33978. /**
  33979. * The camera's near plane. The valid range is greater than `0`
  33980. * and less than the current value of {@link OrthographicCamera#far}.
  33981. *
  33982. * Note that, unlike for the {@link PerspectiveCamera}, `0` is a
  33983. * valid value for an orthographic camera's near plane.
  33984. *
  33985. * @type {number}
  33986. * @default 0.1
  33987. */
  33988. this.near = near;
  33989. /**
  33990. * The camera's far plane. Must be greater than the
  33991. * current value of {@link OrthographicCamera#near}.
  33992. *
  33993. * @type {number}
  33994. * @default 2000
  33995. */
  33996. this.far = far;
  33997. this.updateProjectionMatrix();
  33998. }
  33999. copy( source, recursive ) {
  34000. super.copy( source, recursive );
  34001. this.left = source.left;
  34002. this.right = source.right;
  34003. this.top = source.top;
  34004. this.bottom = source.bottom;
  34005. this.near = source.near;
  34006. this.far = source.far;
  34007. this.zoom = source.zoom;
  34008. this.view = source.view === null ? null : Object.assign( {}, source.view );
  34009. return this;
  34010. }
  34011. /**
  34012. * Sets an offset in a larger frustum. This is useful for multi-window or
  34013. * multi-monitor/multi-machine setups.
  34014. *
  34015. * @param {number} fullWidth - The full width of multiview setup.
  34016. * @param {number} fullHeight - The full height of multiview setup.
  34017. * @param {number} x - The horizontal offset of the subcamera.
  34018. * @param {number} y - The vertical offset of the subcamera.
  34019. * @param {number} width - The width of subcamera.
  34020. * @param {number} height - The height of subcamera.
  34021. * @see {@link PerspectiveCamera#setViewOffset}
  34022. */
  34023. setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
  34024. if ( this.view === null ) {
  34025. this.view = {
  34026. enabled: true,
  34027. fullWidth: 1,
  34028. fullHeight: 1,
  34029. offsetX: 0,
  34030. offsetY: 0,
  34031. width: 1,
  34032. height: 1
  34033. };
  34034. }
  34035. this.view.enabled = true;
  34036. this.view.fullWidth = fullWidth;
  34037. this.view.fullHeight = fullHeight;
  34038. this.view.offsetX = x;
  34039. this.view.offsetY = y;
  34040. this.view.width = width;
  34041. this.view.height = height;
  34042. this.updateProjectionMatrix();
  34043. }
  34044. /**
  34045. * Removes the view offset from the projection matrix.
  34046. */
  34047. clearViewOffset() {
  34048. if ( this.view !== null ) {
  34049. this.view.enabled = false;
  34050. }
  34051. this.updateProjectionMatrix();
  34052. }
  34053. /**
  34054. * Updates the camera's projection matrix. Must be called after any change of
  34055. * camera properties.
  34056. */
  34057. updateProjectionMatrix() {
  34058. const dx = ( this.right - this.left ) / ( 2 * this.zoom );
  34059. const dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  34060. const cx = ( this.right + this.left ) / 2;
  34061. const cy = ( this.top + this.bottom ) / 2;
  34062. let left = cx - dx;
  34063. let right = cx + dx;
  34064. let top = cy + dy;
  34065. let bottom = cy - dy;
  34066. if ( this.view !== null && this.view.enabled ) {
  34067. const scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
  34068. const scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;
  34069. left += scaleW * this.view.offsetX;
  34070. right = left + scaleW * this.view.width;
  34071. top -= scaleH * this.view.offsetY;
  34072. bottom = top - scaleH * this.view.height;
  34073. }
  34074. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far, this.coordinateSystem, this.reversedDepth );
  34075. this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
  34076. }
  34077. toJSON( meta ) {
  34078. const data = super.toJSON( meta );
  34079. data.object.zoom = this.zoom;
  34080. data.object.left = this.left;
  34081. data.object.right = this.right;
  34082. data.object.top = this.top;
  34083. data.object.bottom = this.bottom;
  34084. data.object.near = this.near;
  34085. data.object.far = this.far;
  34086. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  34087. return data;
  34088. }
  34089. }
  34090. /**
  34091. * Represents the shadow configuration of directional lights.
  34092. *
  34093. * @augments LightShadow
  34094. */
  34095. class DirectionalLightShadow extends LightShadow {
  34096. /**
  34097. * Constructs a new directional light shadow.
  34098. */
  34099. constructor() {
  34100. super( new OrthographicCamera( -5, 5, 5, -5, 0.5, 500 ) );
  34101. /**
  34102. * This flag can be used for type testing.
  34103. *
  34104. * @type {boolean}
  34105. * @readonly
  34106. * @default true
  34107. */
  34108. this.isDirectionalLightShadow = true;
  34109. }
  34110. }
  34111. /**
  34112. * A light that gets emitted in a specific direction. This light will behave
  34113. * as though it is infinitely far away and the rays produced from it are all
  34114. * parallel. The common use case for this is to simulate daylight; the sun is
  34115. * far enough away that its position can be considered to be infinite, and
  34116. * all light rays coming from it are parallel.
  34117. *
  34118. * A common point of confusion for directional lights is that setting the
  34119. * rotation has no effect. This is because three.js's DirectionalLight is the
  34120. * equivalent to what is often called a 'Target Direct Light' in other
  34121. * applications.
  34122. *
  34123. * This means that its direction is calculated as pointing from the light's
  34124. * {@link Object3D#position} to the {@link DirectionalLight#target} position
  34125. * (as opposed to a 'Free Direct Light' that just has a rotation
  34126. * component).
  34127. *
  34128. * This light can cast shadows - see the {@link DirectionalLightShadow} for details.
  34129. *
  34130. * ```js
  34131. * // White directional light at half intensity shining from the top.
  34132. * const directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
  34133. * scene.add( directionalLight );
  34134. * ```
  34135. *
  34136. * @augments Light
  34137. */
  34138. class DirectionalLight extends Light {
  34139. /**
  34140. * Constructs a new directional light.
  34141. *
  34142. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  34143. * @param {number} [intensity=1] - The light's strength/intensity.
  34144. */
  34145. constructor( color, intensity ) {
  34146. super( color, intensity );
  34147. /**
  34148. * This flag can be used for type testing.
  34149. *
  34150. * @type {boolean}
  34151. * @readonly
  34152. * @default true
  34153. */
  34154. this.isDirectionalLight = true;
  34155. this.type = 'DirectionalLight';
  34156. this.position.copy( Object3D.DEFAULT_UP );
  34157. this.updateMatrix();
  34158. /**
  34159. * The directional light points from its position to the
  34160. * target's position.
  34161. *
  34162. * For the target's position to be changed to anything other
  34163. * than the default, it must be added to the scene.
  34164. *
  34165. * It is also possible to set the target to be another 3D object
  34166. * in the scene. The light will now track the target object.
  34167. *
  34168. * @type {Object3D}
  34169. */
  34170. this.target = new Object3D();
  34171. /**
  34172. * This property holds the light's shadow configuration.
  34173. *
  34174. * @type {DirectionalLightShadow}
  34175. */
  34176. this.shadow = new DirectionalLightShadow();
  34177. }
  34178. dispose() {
  34179. super.dispose();
  34180. this.shadow.dispose();
  34181. }
  34182. copy( source ) {
  34183. super.copy( source );
  34184. this.target = source.target.clone();
  34185. this.shadow = source.shadow.clone();
  34186. return this;
  34187. }
  34188. toJSON( meta ) {
  34189. const data = super.toJSON( meta );
  34190. data.object.shadow = this.shadow.toJSON();
  34191. data.object.target = this.target.uuid;
  34192. return data;
  34193. }
  34194. }
  34195. /**
  34196. * This light globally illuminates all objects in the scene equally.
  34197. *
  34198. * It cannot be used to cast shadows as it does not have a direction.
  34199. *
  34200. * ```js
  34201. * const light = new THREE.AmbientLight( 0x404040 ); // soft white light
  34202. * scene.add( light );
  34203. * ```
  34204. *
  34205. * @augments Light
  34206. */
  34207. class AmbientLight extends Light {
  34208. /**
  34209. * Constructs a new ambient light.
  34210. *
  34211. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  34212. * @param {number} [intensity=1] - The light's strength/intensity.
  34213. */
  34214. constructor( color, intensity ) {
  34215. super( color, intensity );
  34216. /**
  34217. * This flag can be used for type testing.
  34218. *
  34219. * @type {boolean}
  34220. * @readonly
  34221. * @default true
  34222. */
  34223. this.isAmbientLight = true;
  34224. this.type = 'AmbientLight';
  34225. }
  34226. }
  34227. /**
  34228. * This class emits light uniformly across the face a rectangular plane.
  34229. * This light type can be used to simulate light sources such as bright
  34230. * windows or strip lighting.
  34231. *
  34232. * Important Notes:
  34233. *
  34234. * - There is no shadow support.
  34235. * - Only PBR materials are supported.
  34236. * - You have to include `RectAreaLightUniformsLib` (`WebGLRenderer`) or `RectAreaLightTexturesLib` (`WebGPURenderer`)
  34237. * into your app and init the uniforms/textures.
  34238. *
  34239. * ```js
  34240. * RectAreaLightUniformsLib.init(); // only relevant for WebGLRenderer
  34241. * THREE.RectAreaLightNode.setLTC( RectAreaLightTexturesLib.init() ); // only relevant for WebGPURenderer
  34242. *
  34243. * const intensity = 1; const width = 10; const height = 10;
  34244. * const rectLight = new THREE.RectAreaLight( 0xffffff, intensity, width, height );
  34245. * rectLight.position.set( 5, 5, 0 );
  34246. * rectLight.lookAt( 0, 0, 0 );
  34247. * scene.add( rectLight )
  34248. * ```
  34249. *
  34250. * @augments Light
  34251. */
  34252. class RectAreaLight extends Light {
  34253. /**
  34254. * Constructs a new area light.
  34255. *
  34256. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  34257. * @param {number} [intensity=1] - The light's strength/intensity.
  34258. * @param {number} [width=10] - The width of the light.
  34259. * @param {number} [height=10] - The height of the light.
  34260. */
  34261. constructor( color, intensity, width = 10, height = 10 ) {
  34262. super( color, intensity );
  34263. /**
  34264. * This flag can be used for type testing.
  34265. *
  34266. * @type {boolean}
  34267. * @readonly
  34268. * @default true
  34269. */
  34270. this.isRectAreaLight = true;
  34271. this.type = 'RectAreaLight';
  34272. /**
  34273. * The width of the light.
  34274. *
  34275. * @type {number}
  34276. * @default 10
  34277. */
  34278. this.width = width;
  34279. /**
  34280. * The height of the light.
  34281. *
  34282. * @type {number}
  34283. * @default 10
  34284. */
  34285. this.height = height;
  34286. }
  34287. /**
  34288. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  34289. * Changing the power will also change the light's intensity.
  34290. *
  34291. * @type {number}
  34292. */
  34293. get power() {
  34294. // compute the light's luminous power (in lumens) from its intensity (in nits)
  34295. return this.intensity * this.width * this.height * Math.PI;
  34296. }
  34297. set power( power ) {
  34298. // set the light's intensity (in nits) from the desired luminous power (in lumens)
  34299. this.intensity = power / ( this.width * this.height * Math.PI );
  34300. }
  34301. copy( source ) {
  34302. super.copy( source );
  34303. this.width = source.width;
  34304. this.height = source.height;
  34305. return this;
  34306. }
  34307. toJSON( meta ) {
  34308. const data = super.toJSON( meta );
  34309. data.object.width = this.width;
  34310. data.object.height = this.height;
  34311. return data;
  34312. }
  34313. }
  34314. /**
  34315. * Represents a third-order spherical harmonics (SH). Light probes use this class
  34316. * to encode lighting information.
  34317. *
  34318. * - Primary reference: {@link https://graphics.stanford.edu/papers/envmap/envmap.pdf}
  34319. * - Secondary reference: {@link https://www.ppsloan.org/publications/StupidSH36.pdf}
  34320. */
  34321. class SphericalHarmonics3 {
  34322. /**
  34323. * Constructs a new spherical harmonics.
  34324. */
  34325. constructor() {
  34326. /**
  34327. * This flag can be used for type testing.
  34328. *
  34329. * @type {boolean}
  34330. * @readonly
  34331. * @default true
  34332. */
  34333. this.isSphericalHarmonics3 = true;
  34334. /**
  34335. * An array holding the (9) SH coefficients.
  34336. *
  34337. * @type {Array<Vector3>}
  34338. */
  34339. this.coefficients = [];
  34340. for ( let i = 0; i < 9; i ++ ) {
  34341. this.coefficients.push( new Vector3() );
  34342. }
  34343. }
  34344. /**
  34345. * Sets the given SH coefficients to this instance by copying
  34346. * the values.
  34347. *
  34348. * @param {Array<Vector3>} coefficients - The SH coefficients.
  34349. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34350. */
  34351. set( coefficients ) {
  34352. for ( let i = 0; i < 9; i ++ ) {
  34353. this.coefficients[ i ].copy( coefficients[ i ] );
  34354. }
  34355. return this;
  34356. }
  34357. /**
  34358. * Sets all SH coefficients to `0`.
  34359. *
  34360. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34361. */
  34362. zero() {
  34363. for ( let i = 0; i < 9; i ++ ) {
  34364. this.coefficients[ i ].set( 0, 0, 0 );
  34365. }
  34366. return this;
  34367. }
  34368. /**
  34369. * Returns the radiance in the direction of the given normal.
  34370. *
  34371. * @param {Vector3} normal - The normal vector (assumed to be unit length)
  34372. * @param {Vector3} target - The target vector that is used to store the method's result.
  34373. * @return {Vector3} The radiance.
  34374. */
  34375. getAt( normal, target ) {
  34376. // normal is assumed to be unit length
  34377. const x = normal.x, y = normal.y, z = normal.z;
  34378. const coeff = this.coefficients;
  34379. // band 0
  34380. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  34381. // band 1
  34382. target.addScaledVector( coeff[ 1 ], 0.488603 * y );
  34383. target.addScaledVector( coeff[ 2 ], 0.488603 * z );
  34384. target.addScaledVector( coeff[ 3 ], 0.488603 * x );
  34385. // band 2
  34386. target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );
  34387. target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );
  34388. target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  34389. target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );
  34390. target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  34391. return target;
  34392. }
  34393. /**
  34394. * Returns the irradiance (radiance convolved with cosine lobe) in the
  34395. * direction of the given normal.
  34396. *
  34397. * @param {Vector3} normal - The normal vector (assumed to be unit length)
  34398. * @param {Vector3} target - The target vector that is used to store the method's result.
  34399. * @return {Vector3} The irradiance.
  34400. */
  34401. getIrradianceAt( normal, target ) {
  34402. // normal is assumed to be unit length
  34403. const x = normal.x, y = normal.y, z = normal.z;
  34404. const coeff = this.coefficients;
  34405. // band 0
  34406. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  34407. // band 1
  34408. target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  34409. target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );
  34410. target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );
  34411. // band 2
  34412. target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  34413. target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  34414. target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  34415. target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  34416. target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  34417. return target;
  34418. }
  34419. /**
  34420. * Adds the given SH to this instance.
  34421. *
  34422. * @param {SphericalHarmonics3} sh - The SH to add.
  34423. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34424. */
  34425. add( sh ) {
  34426. for ( let i = 0; i < 9; i ++ ) {
  34427. this.coefficients[ i ].add( sh.coefficients[ i ] );
  34428. }
  34429. return this;
  34430. }
  34431. /**
  34432. * A convenience method for performing {@link SphericalHarmonics3#add} and
  34433. * {@link SphericalHarmonics3#scale} at once.
  34434. *
  34435. * @param {SphericalHarmonics3} sh - The SH to add.
  34436. * @param {number} s - The scale factor.
  34437. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34438. */
  34439. addScaledSH( sh, s ) {
  34440. for ( let i = 0; i < 9; i ++ ) {
  34441. this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );
  34442. }
  34443. return this;
  34444. }
  34445. /**
  34446. * Scales this SH by the given scale factor.
  34447. *
  34448. * @param {number} s - The scale factor.
  34449. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34450. */
  34451. scale( s ) {
  34452. for ( let i = 0; i < 9; i ++ ) {
  34453. this.coefficients[ i ].multiplyScalar( s );
  34454. }
  34455. return this;
  34456. }
  34457. /**
  34458. * Linear interpolates between the given SH and this instance by the given
  34459. * alpha factor.
  34460. *
  34461. * @param {SphericalHarmonics3} sh - The SH to interpolate with.
  34462. * @param {number} alpha - The alpha factor.
  34463. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34464. */
  34465. lerp( sh, alpha ) {
  34466. for ( let i = 0; i < 9; i ++ ) {
  34467. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  34468. }
  34469. return this;
  34470. }
  34471. /**
  34472. * Returns `true` if this spherical harmonics is equal with the given one.
  34473. *
  34474. * @param {SphericalHarmonics3} sh - The spherical harmonics to test for equality.
  34475. * @return {boolean} Whether this spherical harmonics is equal with the given one.
  34476. */
  34477. equals( sh ) {
  34478. for ( let i = 0; i < 9; i ++ ) {
  34479. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  34480. return false;
  34481. }
  34482. }
  34483. return true;
  34484. }
  34485. /**
  34486. * Copies the values of the given spherical harmonics to this instance.
  34487. *
  34488. * @param {SphericalHarmonics3} sh - The spherical harmonics to copy.
  34489. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34490. */
  34491. copy( sh ) {
  34492. return this.set( sh.coefficients );
  34493. }
  34494. /**
  34495. * Returns a new spherical harmonics with copied values from this instance.
  34496. *
  34497. * @return {SphericalHarmonics3} A clone of this instance.
  34498. */
  34499. clone() {
  34500. return new this.constructor().copy( this );
  34501. }
  34502. /**
  34503. * Sets the SH coefficients of this instance from the given array.
  34504. *
  34505. * @param {Array<number>} array - An array holding the SH coefficients.
  34506. * @param {number} [offset=0] - The array offset where to start copying.
  34507. * @return {SphericalHarmonics3} A clone of this instance.
  34508. */
  34509. fromArray( array, offset = 0 ) {
  34510. const coefficients = this.coefficients;
  34511. for ( let i = 0; i < 9; i ++ ) {
  34512. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  34513. }
  34514. return this;
  34515. }
  34516. /**
  34517. * Returns an array with the SH coefficients, or copies them into the provided
  34518. * array. The coefficients are represented as numbers.
  34519. *
  34520. * @param {Array<number>} [array=[]] - The target array.
  34521. * @param {number} [offset=0] - The array offset where to start copying.
  34522. * @return {Array<number>} An array with flat SH coefficients.
  34523. */
  34524. toArray( array = [], offset = 0 ) {
  34525. const coefficients = this.coefficients;
  34526. for ( let i = 0; i < 9; i ++ ) {
  34527. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  34528. }
  34529. return array;
  34530. }
  34531. /**
  34532. * Computes the SH basis for the given normal vector.
  34533. *
  34534. * @param {Vector3} normal - The normal.
  34535. * @param {Array<number>} shBasis - The target array holding the SH basis.
  34536. */
  34537. static getBasisAt( normal, shBasis ) {
  34538. // normal is assumed to be unit length
  34539. const x = normal.x, y = normal.y, z = normal.z;
  34540. // band 0
  34541. shBasis[ 0 ] = 0.282095;
  34542. // band 1
  34543. shBasis[ 1 ] = 0.488603 * y;
  34544. shBasis[ 2 ] = 0.488603 * z;
  34545. shBasis[ 3 ] = 0.488603 * x;
  34546. // band 2
  34547. shBasis[ 4 ] = 1.092548 * x * y;
  34548. shBasis[ 5 ] = 1.092548 * y * z;
  34549. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  34550. shBasis[ 7 ] = 1.092548 * x * z;
  34551. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  34552. }
  34553. }
  34554. /**
  34555. * Light probes are an alternative way of adding light to a 3D scene. Unlike
  34556. * classical light sources (e.g. directional, point or spot lights), light
  34557. * probes do not emit light. Instead they store information about light
  34558. * passing through 3D space. During rendering, the light that hits a 3D
  34559. * object is approximated by using the data from the light probe.
  34560. *
  34561. * Light probes are usually created from (radiance) environment maps. The
  34562. * class {@link LightProbeGenerator} can be used to create light probes from
  34563. * cube textures or render targets. However, light estimation data could also
  34564. * be provided in other forms e.g. by WebXR. This enables the rendering of
  34565. * augmented reality content that reacts to real world lighting.
  34566. *
  34567. * The current probe implementation in three.js supports so-called diffuse
  34568. * light probes. This type of light probe is functionally equivalent to an
  34569. * irradiance environment map.
  34570. *
  34571. * @augments Light
  34572. */
  34573. class LightProbe extends Light {
  34574. /**
  34575. * Constructs a new light probe.
  34576. *
  34577. * @param {SphericalHarmonics3} sh - The spherical harmonics which represents encoded lighting information.
  34578. * @param {number} [intensity=1] - The light's strength/intensity.
  34579. */
  34580. constructor( sh = new SphericalHarmonics3(), intensity = 1 ) {
  34581. super( undefined, intensity );
  34582. /**
  34583. * This flag can be used for type testing.
  34584. *
  34585. * @type {boolean}
  34586. * @readonly
  34587. * @default true
  34588. */
  34589. this.isLightProbe = true;
  34590. /**
  34591. * A light probe uses spherical harmonics to encode lighting information.
  34592. *
  34593. * @type {SphericalHarmonics3}
  34594. */
  34595. this.sh = sh;
  34596. }
  34597. copy( source ) {
  34598. super.copy( source );
  34599. this.sh.copy( source.sh );
  34600. return this;
  34601. }
  34602. toJSON( meta ) {
  34603. const data = super.toJSON( meta );
  34604. data.object.sh = this.sh.toArray();
  34605. return data;
  34606. }
  34607. }
  34608. /**
  34609. * Class for loading materials. The files are internally
  34610. * loaded via {@link FileLoader}.
  34611. *
  34612. * ```js
  34613. * const loader = new THREE.MaterialLoader();
  34614. * const material = await loader.loadAsync( 'material.json' );
  34615. * ```
  34616. * This loader does not support node materials. Use {@link NodeMaterialLoader} instead.
  34617. *
  34618. * @augments Loader
  34619. */
  34620. class MaterialLoader extends Loader {
  34621. /**
  34622. * Constructs a new material loader.
  34623. *
  34624. * @param {LoadingManager} [manager] - The loading manager.
  34625. */
  34626. constructor( manager ) {
  34627. super( manager );
  34628. /**
  34629. * A dictionary holding textures used by the material.
  34630. *
  34631. * @type {Object<string,Texture>}
  34632. */
  34633. this.textures = {};
  34634. }
  34635. /**
  34636. * Starts loading from the given URL and pass the loaded material to the `onLoad()` callback.
  34637. *
  34638. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  34639. * @param {function(Material)} onLoad - Executed when the loading process has been finished.
  34640. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  34641. * @param {onErrorCallback} onError - Executed when errors occur.
  34642. */
  34643. load( url, onLoad, onProgress, onError ) {
  34644. const scope = this;
  34645. const loader = new FileLoader( scope.manager );
  34646. loader.setPath( scope.path );
  34647. loader.setRequestHeader( scope.requestHeader );
  34648. loader.setWithCredentials( scope.withCredentials );
  34649. loader.load( url, function ( text ) {
  34650. try {
  34651. onLoad( scope.parse( JSON.parse( text ) ) );
  34652. } catch ( e ) {
  34653. if ( onError ) {
  34654. onError( e );
  34655. } else {
  34656. error( e );
  34657. }
  34658. scope.manager.itemError( url );
  34659. }
  34660. }, onProgress, onError );
  34661. }
  34662. /**
  34663. * Parses the given JSON object and returns a material.
  34664. *
  34665. * @param {Object} json - The serialized material.
  34666. * @return {Material} The parsed material.
  34667. */
  34668. parse( json ) {
  34669. const textures = this.textures;
  34670. function getTexture( name ) {
  34671. if ( textures[ name ] === undefined ) {
  34672. warn( 'MaterialLoader: Undefined texture', name );
  34673. }
  34674. return textures[ name ];
  34675. }
  34676. const material = this.createMaterialFromType( json.type );
  34677. if ( json.uuid !== undefined ) material.uuid = json.uuid;
  34678. if ( json.name !== undefined ) material.name = json.name;
  34679. if ( json.color !== undefined && material.color !== undefined ) material.color.setHex( json.color );
  34680. if ( json.roughness !== undefined ) material.roughness = json.roughness;
  34681. if ( json.metalness !== undefined ) material.metalness = json.metalness;
  34682. if ( json.sheen !== undefined ) material.sheen = json.sheen;
  34683. if ( json.sheenColor !== undefined ) material.sheenColor = new Color().setHex( json.sheenColor );
  34684. if ( json.sheenRoughness !== undefined ) material.sheenRoughness = json.sheenRoughness;
  34685. if ( json.emissive !== undefined && material.emissive !== undefined ) material.emissive.setHex( json.emissive );
  34686. if ( json.specular !== undefined && material.specular !== undefined ) material.specular.setHex( json.specular );
  34687. if ( json.specularIntensity !== undefined ) material.specularIntensity = json.specularIntensity;
  34688. if ( json.specularColor !== undefined && material.specularColor !== undefined ) material.specularColor.setHex( json.specularColor );
  34689. if ( json.shininess !== undefined ) material.shininess = json.shininess;
  34690. if ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat;
  34691. if ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness;
  34692. if ( json.dispersion !== undefined ) material.dispersion = json.dispersion;
  34693. if ( json.iridescence !== undefined ) material.iridescence = json.iridescence;
  34694. if ( json.iridescenceIOR !== undefined ) material.iridescenceIOR = json.iridescenceIOR;
  34695. if ( json.iridescenceThicknessRange !== undefined ) material.iridescenceThicknessRange = json.iridescenceThicknessRange;
  34696. if ( json.transmission !== undefined ) material.transmission = json.transmission;
  34697. if ( json.thickness !== undefined ) material.thickness = json.thickness;
  34698. if ( json.attenuationDistance !== undefined ) material.attenuationDistance = json.attenuationDistance;
  34699. if ( json.attenuationColor !== undefined && material.attenuationColor !== undefined ) material.attenuationColor.setHex( json.attenuationColor );
  34700. if ( json.anisotropy !== undefined ) material.anisotropy = json.anisotropy;
  34701. if ( json.anisotropyRotation !== undefined ) material.anisotropyRotation = json.anisotropyRotation;
  34702. if ( json.fog !== undefined ) material.fog = json.fog;
  34703. if ( json.flatShading !== undefined ) material.flatShading = json.flatShading;
  34704. if ( json.blending !== undefined ) material.blending = json.blending;
  34705. if ( json.combine !== undefined ) material.combine = json.combine;
  34706. if ( json.side !== undefined ) material.side = json.side;
  34707. if ( json.shadowSide !== undefined ) material.shadowSide = json.shadowSide;
  34708. if ( json.opacity !== undefined ) material.opacity = json.opacity;
  34709. if ( json.transparent !== undefined ) material.transparent = json.transparent;
  34710. if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
  34711. if ( json.alphaHash !== undefined ) material.alphaHash = json.alphaHash;
  34712. if ( json.depthFunc !== undefined ) material.depthFunc = json.depthFunc;
  34713. if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
  34714. if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
  34715. if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;
  34716. if ( json.blendSrc !== undefined ) material.blendSrc = json.blendSrc;
  34717. if ( json.blendDst !== undefined ) material.blendDst = json.blendDst;
  34718. if ( json.blendEquation !== undefined ) material.blendEquation = json.blendEquation;
  34719. if ( json.blendSrcAlpha !== undefined ) material.blendSrcAlpha = json.blendSrcAlpha;
  34720. if ( json.blendDstAlpha !== undefined ) material.blendDstAlpha = json.blendDstAlpha;
  34721. if ( json.blendEquationAlpha !== undefined ) material.blendEquationAlpha = json.blendEquationAlpha;
  34722. if ( json.blendColor !== undefined && material.blendColor !== undefined ) material.blendColor.setHex( json.blendColor );
  34723. if ( json.blendAlpha !== undefined ) material.blendAlpha = json.blendAlpha;
  34724. if ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask;
  34725. if ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc;
  34726. if ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef;
  34727. if ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask;
  34728. if ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail;
  34729. if ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail;
  34730. if ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass;
  34731. if ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite;
  34732. if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
  34733. if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
  34734. if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;
  34735. if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;
  34736. if ( json.rotation !== undefined ) material.rotation = json.rotation;
  34737. if ( json.linewidth !== undefined ) material.linewidth = json.linewidth;
  34738. if ( json.dashSize !== undefined ) material.dashSize = json.dashSize;
  34739. if ( json.gapSize !== undefined ) material.gapSize = json.gapSize;
  34740. if ( json.scale !== undefined ) material.scale = json.scale;
  34741. if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;
  34742. if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;
  34743. if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;
  34744. if ( json.dithering !== undefined ) material.dithering = json.dithering;
  34745. if ( json.alphaToCoverage !== undefined ) material.alphaToCoverage = json.alphaToCoverage;
  34746. if ( json.premultipliedAlpha !== undefined ) material.premultipliedAlpha = json.premultipliedAlpha;
  34747. if ( json.forceSinglePass !== undefined ) material.forceSinglePass = json.forceSinglePass;
  34748. if ( json.allowOverride !== undefined ) material.allowOverride = json.allowOverride;
  34749. if ( json.visible !== undefined ) material.visible = json.visible;
  34750. if ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped;
  34751. if ( json.userData !== undefined ) material.userData = json.userData;
  34752. if ( json.vertexColors !== undefined ) {
  34753. if ( typeof json.vertexColors === 'number' ) {
  34754. material.vertexColors = ( json.vertexColors > 0 ) ? true : false;
  34755. } else {
  34756. material.vertexColors = json.vertexColors;
  34757. }
  34758. }
  34759. // Shader Material
  34760. if ( json.uniforms !== undefined ) {
  34761. for ( const name in json.uniforms ) {
  34762. const uniform = json.uniforms[ name ];
  34763. material.uniforms[ name ] = {};
  34764. switch ( uniform.type ) {
  34765. case 't':
  34766. material.uniforms[ name ].value = getTexture( uniform.value );
  34767. break;
  34768. case 'c':
  34769. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  34770. break;
  34771. case 'v2':
  34772. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  34773. break;
  34774. case 'v3':
  34775. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  34776. break;
  34777. case 'v4':
  34778. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  34779. break;
  34780. case 'm3':
  34781. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  34782. break;
  34783. case 'm4':
  34784. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  34785. break;
  34786. default:
  34787. material.uniforms[ name ].value = uniform.value;
  34788. }
  34789. }
  34790. }
  34791. if ( json.defines !== undefined ) material.defines = json.defines;
  34792. if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
  34793. if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
  34794. if ( json.glslVersion !== undefined ) material.glslVersion = json.glslVersion;
  34795. if ( json.extensions !== undefined ) {
  34796. for ( const key in json.extensions ) {
  34797. material.extensions[ key ] = json.extensions[ key ];
  34798. }
  34799. }
  34800. if ( json.lights !== undefined ) material.lights = json.lights;
  34801. if ( json.clipping !== undefined ) material.clipping = json.clipping;
  34802. // for PointsMaterial
  34803. if ( json.size !== undefined ) material.size = json.size;
  34804. if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;
  34805. // maps
  34806. if ( json.map !== undefined ) material.map = getTexture( json.map );
  34807. if ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );
  34808. if ( json.alphaMap !== undefined ) material.alphaMap = getTexture( json.alphaMap );
  34809. if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );
  34810. if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;
  34811. if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );
  34812. if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;
  34813. if ( json.normalScale !== undefined ) {
  34814. let normalScale = json.normalScale;
  34815. if ( Array.isArray( normalScale ) === false ) {
  34816. // Blender exporter used to export a scalar. See #7459
  34817. normalScale = [ normalScale, normalScale ];
  34818. }
  34819. material.normalScale = new Vector2().fromArray( normalScale );
  34820. }
  34821. if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );
  34822. if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
  34823. if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;
  34824. if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );
  34825. if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );
  34826. if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );
  34827. if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;
  34828. if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );
  34829. if ( json.specularIntensityMap !== undefined ) material.specularIntensityMap = getTexture( json.specularIntensityMap );
  34830. if ( json.specularColorMap !== undefined ) material.specularColorMap = getTexture( json.specularColorMap );
  34831. if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );
  34832. if ( json.envMapRotation !== undefined ) material.envMapRotation.fromArray( json.envMapRotation );
  34833. if ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;
  34834. if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;
  34835. if ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio;
  34836. if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );
  34837. if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;
  34838. if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );
  34839. if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;
  34840. if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );
  34841. if ( json.clearcoatMap !== undefined ) material.clearcoatMap = getTexture( json.clearcoatMap );
  34842. if ( json.clearcoatRoughnessMap !== undefined ) material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap );
  34843. if ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap );
  34844. if ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale );
  34845. if ( json.iridescenceMap !== undefined ) material.iridescenceMap = getTexture( json.iridescenceMap );
  34846. if ( json.iridescenceThicknessMap !== undefined ) material.iridescenceThicknessMap = getTexture( json.iridescenceThicknessMap );
  34847. if ( json.transmissionMap !== undefined ) material.transmissionMap = getTexture( json.transmissionMap );
  34848. if ( json.thicknessMap !== undefined ) material.thicknessMap = getTexture( json.thicknessMap );
  34849. if ( json.anisotropyMap !== undefined ) material.anisotropyMap = getTexture( json.anisotropyMap );
  34850. if ( json.sheenColorMap !== undefined ) material.sheenColorMap = getTexture( json.sheenColorMap );
  34851. if ( json.sheenRoughnessMap !== undefined ) material.sheenRoughnessMap = getTexture( json.sheenRoughnessMap );
  34852. return material;
  34853. }
  34854. /**
  34855. * Textures are not embedded in the material JSON so they have
  34856. * to be injected before the loading process starts.
  34857. *
  34858. * @param {Object} value - A dictionary holding textures for material properties.
  34859. * @return {MaterialLoader} A reference to this material loader.
  34860. */
  34861. setTextures( value ) {
  34862. this.textures = value;
  34863. return this;
  34864. }
  34865. /**
  34866. * Creates a material for the given type.
  34867. *
  34868. * @param {string} type - The material type.
  34869. * @return {Material} The new material.
  34870. */
  34871. createMaterialFromType( type ) {
  34872. return MaterialLoader.createMaterialFromType( type );
  34873. }
  34874. /**
  34875. * Creates a material for the given type.
  34876. *
  34877. * @static
  34878. * @param {string} type - The material type.
  34879. * @return {Material} The new material.
  34880. */
  34881. static createMaterialFromType( type ) {
  34882. const materialLib = {
  34883. ShadowMaterial,
  34884. SpriteMaterial,
  34885. RawShaderMaterial,
  34886. ShaderMaterial,
  34887. PointsMaterial,
  34888. MeshPhysicalMaterial,
  34889. MeshStandardMaterial,
  34890. MeshPhongMaterial,
  34891. MeshToonMaterial,
  34892. MeshNormalMaterial,
  34893. MeshLambertMaterial,
  34894. MeshDepthMaterial,
  34895. MeshDistanceMaterial,
  34896. MeshBasicMaterial,
  34897. MeshMatcapMaterial,
  34898. LineDashedMaterial,
  34899. LineBasicMaterial,
  34900. Material
  34901. };
  34902. return new materialLib[ type ]();
  34903. }
  34904. }
  34905. /**
  34906. * A class with loader utility functions.
  34907. */
  34908. class LoaderUtils {
  34909. /**
  34910. * Extracts the base URL from the given URL.
  34911. *
  34912. * @param {string} url -The URL to extract the base URL from.
  34913. * @return {string} The extracted base URL.
  34914. */
  34915. static extractUrlBase( url ) {
  34916. const index = url.lastIndexOf( '/' );
  34917. if ( index === -1 ) return './';
  34918. return url.slice( 0, index + 1 );
  34919. }
  34920. /**
  34921. * Resolves relative URLs against the given path. Absolute paths, data urls,
  34922. * and blob URLs will be returned as is. Invalid URLs will return an empty
  34923. * string.
  34924. *
  34925. * @param {string} url -The URL to resolve.
  34926. * @param {string} path - The base path for relative URLs to be resolved against.
  34927. * @return {string} The resolved URL.
  34928. */
  34929. static resolveURL( url, path ) {
  34930. // Invalid URL
  34931. if ( typeof url !== 'string' || url === '' ) return '';
  34932. // Host Relative URL
  34933. if ( /^https?:\/\//i.test( path ) && /^\//.test( url ) ) {
  34934. path = path.replace( /(^https?:\/\/[^\/]+).*/i, '$1' );
  34935. }
  34936. // Absolute URL http://,https://,//
  34937. if ( /^(https?:)?\/\//i.test( url ) ) return url;
  34938. // Data URI
  34939. if ( /^data:.*,.*$/i.test( url ) ) return url;
  34940. // Blob URL
  34941. if ( /^blob:.*$/i.test( url ) ) return url;
  34942. // Relative URL
  34943. return path + url;
  34944. }
  34945. }
  34946. /**
  34947. * An instanced version of a geometry.
  34948. */
  34949. class InstancedBufferGeometry extends BufferGeometry {
  34950. /**
  34951. * Constructs a new instanced buffer geometry.
  34952. */
  34953. constructor() {
  34954. super();
  34955. /**
  34956. * This flag can be used for type testing.
  34957. *
  34958. * @type {boolean}
  34959. * @readonly
  34960. * @default true
  34961. */
  34962. this.isInstancedBufferGeometry = true;
  34963. this.type = 'InstancedBufferGeometry';
  34964. /**
  34965. * The instance count.
  34966. *
  34967. * @type {number}
  34968. * @default Infinity
  34969. */
  34970. this.instanceCount = Infinity;
  34971. }
  34972. copy( source ) {
  34973. super.copy( source );
  34974. this.instanceCount = source.instanceCount;
  34975. return this;
  34976. }
  34977. toJSON() {
  34978. const data = super.toJSON();
  34979. data.instanceCount = this.instanceCount;
  34980. data.isInstancedBufferGeometry = true;
  34981. return data;
  34982. }
  34983. }
  34984. /**
  34985. * Class for loading geometries. The files are internally
  34986. * loaded via {@link FileLoader}.
  34987. *
  34988. * ```js
  34989. * const loader = new THREE.BufferGeometryLoader();
  34990. * const geometry = await loader.loadAsync( 'models/json/pressure.json' );
  34991. *
  34992. * const material = new THREE.MeshBasicMaterial( { color: 0xF5F5F5 } );
  34993. * const object = new THREE.Mesh( geometry, material );
  34994. * scene.add( object );
  34995. * ```
  34996. *
  34997. * @augments Loader
  34998. */
  34999. class BufferGeometryLoader extends Loader {
  35000. /**
  35001. * Constructs a new geometry loader.
  35002. *
  35003. * @param {LoadingManager} [manager] - The loading manager.
  35004. */
  35005. constructor( manager ) {
  35006. super( manager );
  35007. }
  35008. /**
  35009. * Starts loading from the given URL and pass the loaded geometry to the `onLoad()` callback.
  35010. *
  35011. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35012. * @param {function(BufferGeometry)} onLoad - Executed when the loading process has been finished.
  35013. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  35014. * @param {onErrorCallback} onError - Executed when errors occur.
  35015. */
  35016. load( url, onLoad, onProgress, onError ) {
  35017. const scope = this;
  35018. const loader = new FileLoader( scope.manager );
  35019. loader.setPath( scope.path );
  35020. loader.setRequestHeader( scope.requestHeader );
  35021. loader.setWithCredentials( scope.withCredentials );
  35022. loader.load( url, function ( text ) {
  35023. try {
  35024. onLoad( scope.parse( JSON.parse( text ) ) );
  35025. } catch ( e ) {
  35026. if ( onError ) {
  35027. onError( e );
  35028. } else {
  35029. error( e );
  35030. }
  35031. scope.manager.itemError( url );
  35032. }
  35033. }, onProgress, onError );
  35034. }
  35035. /**
  35036. * Parses the given JSON object and returns a geometry.
  35037. *
  35038. * @param {Object} json - The serialized geometry.
  35039. * @return {BufferGeometry} The parsed geometry.
  35040. */
  35041. parse( json ) {
  35042. const interleavedBufferMap = {};
  35043. const arrayBufferMap = {};
  35044. function getInterleavedBuffer( json, uuid ) {
  35045. if ( interleavedBufferMap[ uuid ] !== undefined ) return interleavedBufferMap[ uuid ];
  35046. const interleavedBuffers = json.interleavedBuffers;
  35047. const interleavedBuffer = interleavedBuffers[ uuid ];
  35048. const buffer = getArrayBuffer( json, interleavedBuffer.buffer );
  35049. const array = getTypedArray( interleavedBuffer.type, buffer );
  35050. const ib = new InterleavedBuffer( array, interleavedBuffer.stride );
  35051. ib.uuid = interleavedBuffer.uuid;
  35052. interleavedBufferMap[ uuid ] = ib;
  35053. return ib;
  35054. }
  35055. function getArrayBuffer( json, uuid ) {
  35056. if ( arrayBufferMap[ uuid ] !== undefined ) return arrayBufferMap[ uuid ];
  35057. const arrayBuffers = json.arrayBuffers;
  35058. const arrayBuffer = arrayBuffers[ uuid ];
  35059. const ab = new Uint32Array( arrayBuffer ).buffer;
  35060. arrayBufferMap[ uuid ] = ab;
  35061. return ab;
  35062. }
  35063. const geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  35064. const index = json.data.index;
  35065. if ( index !== undefined ) {
  35066. const typedArray = getTypedArray( index.type, index.array );
  35067. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  35068. }
  35069. const attributes = json.data.attributes;
  35070. for ( const key in attributes ) {
  35071. const attribute = attributes[ key ];
  35072. let bufferAttribute;
  35073. if ( attribute.isInterleavedBufferAttribute ) {
  35074. const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  35075. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  35076. } else {
  35077. const typedArray = getTypedArray( attribute.type, attribute.array );
  35078. const bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  35079. bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  35080. }
  35081. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  35082. if ( attribute.usage !== undefined ) bufferAttribute.setUsage( attribute.usage );
  35083. geometry.setAttribute( key, bufferAttribute );
  35084. }
  35085. const morphAttributes = json.data.morphAttributes;
  35086. if ( morphAttributes ) {
  35087. for ( const key in morphAttributes ) {
  35088. const attributeArray = morphAttributes[ key ];
  35089. const array = [];
  35090. for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
  35091. const attribute = attributeArray[ i ];
  35092. let bufferAttribute;
  35093. if ( attribute.isInterleavedBufferAttribute ) {
  35094. const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  35095. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  35096. } else {
  35097. const typedArray = getTypedArray( attribute.type, attribute.array );
  35098. bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  35099. }
  35100. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  35101. array.push( bufferAttribute );
  35102. }
  35103. geometry.morphAttributes[ key ] = array;
  35104. }
  35105. }
  35106. const morphTargetsRelative = json.data.morphTargetsRelative;
  35107. if ( morphTargetsRelative ) {
  35108. geometry.morphTargetsRelative = true;
  35109. }
  35110. const groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  35111. if ( groups !== undefined ) {
  35112. for ( let i = 0, n = groups.length; i !== n; ++ i ) {
  35113. const group = groups[ i ];
  35114. geometry.addGroup( group.start, group.count, group.materialIndex );
  35115. }
  35116. }
  35117. const boundingSphere = json.data.boundingSphere;
  35118. if ( boundingSphere !== undefined ) {
  35119. geometry.boundingSphere = new Sphere().fromJSON( boundingSphere );
  35120. }
  35121. if ( json.name ) geometry.name = json.name;
  35122. if ( json.userData ) geometry.userData = json.userData;
  35123. return geometry;
  35124. }
  35125. }
  35126. /**
  35127. * 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).
  35128. * The files are internally loaded via {@link FileLoader}.
  35129. *
  35130. * ```js
  35131. * const loader = new THREE.ObjectLoader();
  35132. * const obj = await loader.loadAsync( 'models/json/example.json' );
  35133. * scene.add( obj );
  35134. *
  35135. * // Alternatively, to parse a previously loaded JSON structure
  35136. * const object = await loader.parseAsync( a_json_object );
  35137. * scene.add( object );
  35138. * ```
  35139. *
  35140. * @augments Loader
  35141. */
  35142. class ObjectLoader extends Loader {
  35143. /**
  35144. * Constructs a new object loader.
  35145. *
  35146. * @param {LoadingManager} [manager] - The loading manager.
  35147. */
  35148. constructor( manager ) {
  35149. super( manager );
  35150. }
  35151. /**
  35152. * Starts loading from the given URL and pass the loaded 3D object to the `onLoad()` callback.
  35153. *
  35154. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35155. * @param {function(Object3D)} onLoad - Executed when the loading process has been finished.
  35156. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  35157. * @param {onErrorCallback} onError - Executed when errors occur.
  35158. */
  35159. load( url, onLoad, onProgress, onError ) {
  35160. const scope = this;
  35161. const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  35162. this.resourcePath = this.resourcePath || path;
  35163. const loader = new FileLoader( this.manager );
  35164. loader.setPath( this.path );
  35165. loader.setRequestHeader( this.requestHeader );
  35166. loader.setWithCredentials( this.withCredentials );
  35167. loader.load( url, function ( text ) {
  35168. let json = null;
  35169. try {
  35170. json = JSON.parse( text );
  35171. } catch ( error ) {
  35172. if ( onError !== undefined ) onError( error );
  35173. error( 'ObjectLoader: Can\'t parse ' + url + '.', error.message );
  35174. return;
  35175. }
  35176. const metadata = json.metadata;
  35177. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  35178. if ( onError !== undefined ) onError( new Error( 'THREE.ObjectLoader: Can\'t load ' + url ) );
  35179. error( 'ObjectLoader: Can\'t load ' + url );
  35180. return;
  35181. }
  35182. scope.parse( json, onLoad );
  35183. }, onProgress, onError );
  35184. }
  35185. /**
  35186. * Async version of {@link ObjectLoader#load}.
  35187. *
  35188. * @async
  35189. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35190. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  35191. * @return {Promise<Object3D>} A Promise that resolves with the loaded 3D object.
  35192. */
  35193. async loadAsync( url, onProgress ) {
  35194. const scope = this;
  35195. const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  35196. this.resourcePath = this.resourcePath || path;
  35197. const loader = new FileLoader( this.manager );
  35198. loader.setPath( this.path );
  35199. loader.setRequestHeader( this.requestHeader );
  35200. loader.setWithCredentials( this.withCredentials );
  35201. const text = await loader.loadAsync( url, onProgress );
  35202. const json = JSON.parse( text );
  35203. const metadata = json.metadata;
  35204. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  35205. throw new Error( 'THREE.ObjectLoader: Can\'t load ' + url );
  35206. }
  35207. return await scope.parseAsync( json );
  35208. }
  35209. /**
  35210. * Parses the given JSON. This is used internally by {@link ObjectLoader#load}
  35211. * but can also be used directly to parse a previously loaded JSON structure.
  35212. *
  35213. * @param {Object} json - The serialized 3D object.
  35214. * @param {onLoad} onLoad - Executed when all resources (e.g. textures) have been fully loaded.
  35215. * @return {Object3D} The parsed 3D object.
  35216. */
  35217. parse( json, onLoad ) {
  35218. const animations = this.parseAnimations( json.animations );
  35219. const shapes = this.parseShapes( json.shapes );
  35220. const geometries = this.parseGeometries( json.geometries, shapes );
  35221. const images = this.parseImages( json.images, function () {
  35222. if ( onLoad !== undefined ) onLoad( object );
  35223. } );
  35224. const textures = this.parseTextures( json.textures, images );
  35225. const materials = this.parseMaterials( json.materials, textures );
  35226. const object = this.parseObject( json.object, geometries, materials, textures, animations );
  35227. const skeletons = this.parseSkeletons( json.skeletons, object );
  35228. this.bindSkeletons( object, skeletons );
  35229. this.bindLightTargets( object );
  35230. //
  35231. if ( onLoad !== undefined ) {
  35232. let hasImages = false;
  35233. for ( const uuid in images ) {
  35234. if ( images[ uuid ].data instanceof HTMLImageElement ) {
  35235. hasImages = true;
  35236. break;
  35237. }
  35238. }
  35239. if ( hasImages === false ) onLoad( object );
  35240. }
  35241. return object;
  35242. }
  35243. /**
  35244. * Async version of {@link ObjectLoader#parse}.
  35245. *
  35246. * @param {Object} json - The serialized 3D object.
  35247. * @return {Promise<Object3D>} A Promise that resolves with the parsed 3D object.
  35248. */
  35249. async parseAsync( json ) {
  35250. const animations = this.parseAnimations( json.animations );
  35251. const shapes = this.parseShapes( json.shapes );
  35252. const geometries = this.parseGeometries( json.geometries, shapes );
  35253. const images = await this.parseImagesAsync( json.images );
  35254. const textures = this.parseTextures( json.textures, images );
  35255. const materials = this.parseMaterials( json.materials, textures );
  35256. const object = this.parseObject( json.object, geometries, materials, textures, animations );
  35257. const skeletons = this.parseSkeletons( json.skeletons, object );
  35258. this.bindSkeletons( object, skeletons );
  35259. this.bindLightTargets( object );
  35260. return object;
  35261. }
  35262. // internals
  35263. parseShapes( json ) {
  35264. const shapes = {};
  35265. if ( json !== undefined ) {
  35266. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35267. const shape = new Shape().fromJSON( json[ i ] );
  35268. shapes[ shape.uuid ] = shape;
  35269. }
  35270. }
  35271. return shapes;
  35272. }
  35273. parseSkeletons( json, object ) {
  35274. const skeletons = {};
  35275. const bones = {};
  35276. // generate bone lookup table
  35277. object.traverse( function ( child ) {
  35278. if ( child.isBone ) bones[ child.uuid ] = child;
  35279. } );
  35280. // create skeletons
  35281. if ( json !== undefined ) {
  35282. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35283. const skeleton = new Skeleton().fromJSON( json[ i ], bones );
  35284. skeletons[ skeleton.uuid ] = skeleton;
  35285. }
  35286. }
  35287. return skeletons;
  35288. }
  35289. parseGeometries( json, shapes ) {
  35290. const geometries = {};
  35291. if ( json !== undefined ) {
  35292. const bufferGeometryLoader = new BufferGeometryLoader();
  35293. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35294. let geometry;
  35295. const data = json[ i ];
  35296. switch ( data.type ) {
  35297. case 'BufferGeometry':
  35298. case 'InstancedBufferGeometry':
  35299. geometry = bufferGeometryLoader.parse( data );
  35300. break;
  35301. default:
  35302. if ( data.type in Geometries ) {
  35303. geometry = Geometries[ data.type ].fromJSON( data, shapes );
  35304. } else {
  35305. warn( `ObjectLoader: Unsupported geometry type "${ data.type }"` );
  35306. }
  35307. }
  35308. geometry.uuid = data.uuid;
  35309. if ( data.name !== undefined ) geometry.name = data.name;
  35310. if ( data.userData !== undefined ) geometry.userData = data.userData;
  35311. geometries[ data.uuid ] = geometry;
  35312. }
  35313. }
  35314. return geometries;
  35315. }
  35316. parseMaterials( json, textures ) {
  35317. const cache = {}; // MultiMaterial
  35318. const materials = {};
  35319. if ( json !== undefined ) {
  35320. const loader = new MaterialLoader();
  35321. loader.setTextures( textures );
  35322. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35323. const data = json[ i ];
  35324. if ( cache[ data.uuid ] === undefined ) {
  35325. cache[ data.uuid ] = loader.parse( data );
  35326. }
  35327. materials[ data.uuid ] = cache[ data.uuid ];
  35328. }
  35329. }
  35330. return materials;
  35331. }
  35332. parseAnimations( json ) {
  35333. const animations = {};
  35334. if ( json !== undefined ) {
  35335. for ( let i = 0; i < json.length; i ++ ) {
  35336. const data = json[ i ];
  35337. const clip = AnimationClip.parse( data );
  35338. animations[ clip.uuid ] = clip;
  35339. }
  35340. }
  35341. return animations;
  35342. }
  35343. parseImages( json, onLoad ) {
  35344. const scope = this;
  35345. const images = {};
  35346. let loader;
  35347. function loadImage( url ) {
  35348. scope.manager.itemStart( url );
  35349. return loader.load( url, function () {
  35350. scope.manager.itemEnd( url );
  35351. }, undefined, function () {
  35352. scope.manager.itemError( url );
  35353. scope.manager.itemEnd( url );
  35354. } );
  35355. }
  35356. function deserializeImage( image ) {
  35357. if ( typeof image === 'string' ) {
  35358. const url = image;
  35359. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
  35360. return loadImage( path );
  35361. } else {
  35362. if ( image.data ) {
  35363. return {
  35364. data: getTypedArray( image.type, image.data ),
  35365. width: image.width,
  35366. height: image.height
  35367. };
  35368. } else {
  35369. return null;
  35370. }
  35371. }
  35372. }
  35373. if ( json !== undefined && json.length > 0 ) {
  35374. const manager = new LoadingManager( onLoad );
  35375. loader = new ImageLoader( manager );
  35376. loader.setCrossOrigin( this.crossOrigin );
  35377. for ( let i = 0, il = json.length; i < il; i ++ ) {
  35378. const image = json[ i ];
  35379. const url = image.url;
  35380. if ( Array.isArray( url ) ) {
  35381. // load array of images e.g CubeTexture
  35382. const imageArray = [];
  35383. for ( let j = 0, jl = url.length; j < jl; j ++ ) {
  35384. const currentUrl = url[ j ];
  35385. const deserializedImage = deserializeImage( currentUrl );
  35386. if ( deserializedImage !== null ) {
  35387. if ( deserializedImage instanceof HTMLImageElement ) {
  35388. imageArray.push( deserializedImage );
  35389. } else {
  35390. // special case: handle array of data textures for cube textures
  35391. imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
  35392. }
  35393. }
  35394. }
  35395. images[ image.uuid ] = new Source( imageArray );
  35396. } else {
  35397. // load single image
  35398. const deserializedImage = deserializeImage( image.url );
  35399. images[ image.uuid ] = new Source( deserializedImage );
  35400. }
  35401. }
  35402. }
  35403. return images;
  35404. }
  35405. async parseImagesAsync( json ) {
  35406. const scope = this;
  35407. const images = {};
  35408. let loader;
  35409. async function deserializeImage( image ) {
  35410. if ( typeof image === 'string' ) {
  35411. const url = image;
  35412. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
  35413. return await loader.loadAsync( path );
  35414. } else {
  35415. if ( image.data ) {
  35416. return {
  35417. data: getTypedArray( image.type, image.data ),
  35418. width: image.width,
  35419. height: image.height
  35420. };
  35421. } else {
  35422. return null;
  35423. }
  35424. }
  35425. }
  35426. if ( json !== undefined && json.length > 0 ) {
  35427. loader = new ImageLoader( this.manager );
  35428. loader.setCrossOrigin( this.crossOrigin );
  35429. for ( let i = 0, il = json.length; i < il; i ++ ) {
  35430. const image = json[ i ];
  35431. const url = image.url;
  35432. if ( Array.isArray( url ) ) {
  35433. // load array of images e.g CubeTexture
  35434. const imageArray = [];
  35435. for ( let j = 0, jl = url.length; j < jl; j ++ ) {
  35436. const currentUrl = url[ j ];
  35437. const deserializedImage = await deserializeImage( currentUrl );
  35438. if ( deserializedImage !== null ) {
  35439. if ( deserializedImage instanceof HTMLImageElement ) {
  35440. imageArray.push( deserializedImage );
  35441. } else {
  35442. // special case: handle array of data textures for cube textures
  35443. imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
  35444. }
  35445. }
  35446. }
  35447. images[ image.uuid ] = new Source( imageArray );
  35448. } else {
  35449. // load single image
  35450. const deserializedImage = await deserializeImage( image.url );
  35451. images[ image.uuid ] = new Source( deserializedImage );
  35452. }
  35453. }
  35454. }
  35455. return images;
  35456. }
  35457. parseTextures( json, images ) {
  35458. function parseConstant( value, type ) {
  35459. if ( typeof value === 'number' ) return value;
  35460. warn( 'ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  35461. return type[ value ];
  35462. }
  35463. const textures = {};
  35464. if ( json !== undefined ) {
  35465. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35466. const data = json[ i ];
  35467. if ( data.image === undefined ) {
  35468. warn( 'ObjectLoader: No "image" specified for', data.uuid );
  35469. }
  35470. if ( images[ data.image ] === undefined ) {
  35471. warn( 'ObjectLoader: Undefined image', data.image );
  35472. }
  35473. const source = images[ data.image ];
  35474. const image = source.data;
  35475. let texture;
  35476. if ( Array.isArray( image ) ) {
  35477. texture = new CubeTexture();
  35478. if ( image.length === 6 ) texture.needsUpdate = true;
  35479. } else {
  35480. if ( image && image.data ) {
  35481. texture = new DataTexture();
  35482. } else {
  35483. texture = new Texture();
  35484. }
  35485. if ( image ) texture.needsUpdate = true; // textures can have undefined image data
  35486. }
  35487. texture.source = source;
  35488. texture.uuid = data.uuid;
  35489. if ( data.name !== undefined ) texture.name = data.name;
  35490. if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );
  35491. if ( data.channel !== undefined ) texture.channel = data.channel;
  35492. if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
  35493. if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
  35494. if ( data.center !== undefined ) texture.center.fromArray( data.center );
  35495. if ( data.rotation !== undefined ) texture.rotation = data.rotation;
  35496. if ( data.wrap !== undefined ) {
  35497. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  35498. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  35499. }
  35500. if ( data.format !== undefined ) texture.format = data.format;
  35501. if ( data.internalFormat !== undefined ) texture.internalFormat = data.internalFormat;
  35502. if ( data.type !== undefined ) texture.type = data.type;
  35503. if ( data.colorSpace !== undefined ) texture.colorSpace = data.colorSpace;
  35504. if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );
  35505. if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );
  35506. if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
  35507. if ( data.flipY !== undefined ) texture.flipY = data.flipY;
  35508. if ( data.generateMipmaps !== undefined ) texture.generateMipmaps = data.generateMipmaps;
  35509. if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;
  35510. if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;
  35511. if ( data.compareFunction !== undefined ) texture.compareFunction = data.compareFunction;
  35512. if ( data.userData !== undefined ) texture.userData = data.userData;
  35513. textures[ data.uuid ] = texture;
  35514. }
  35515. }
  35516. return textures;
  35517. }
  35518. parseObject( data, geometries, materials, textures, animations ) {
  35519. let object;
  35520. function getGeometry( name ) {
  35521. if ( geometries[ name ] === undefined ) {
  35522. warn( 'ObjectLoader: Undefined geometry', name );
  35523. }
  35524. return geometries[ name ];
  35525. }
  35526. function getMaterial( name ) {
  35527. if ( name === undefined ) return undefined;
  35528. if ( Array.isArray( name ) ) {
  35529. const array = [];
  35530. for ( let i = 0, l = name.length; i < l; i ++ ) {
  35531. const uuid = name[ i ];
  35532. if ( materials[ uuid ] === undefined ) {
  35533. warn( 'ObjectLoader: Undefined material', uuid );
  35534. }
  35535. array.push( materials[ uuid ] );
  35536. }
  35537. return array;
  35538. }
  35539. if ( materials[ name ] === undefined ) {
  35540. warn( 'ObjectLoader: Undefined material', name );
  35541. }
  35542. return materials[ name ];
  35543. }
  35544. function getTexture( uuid ) {
  35545. if ( textures[ uuid ] === undefined ) {
  35546. warn( 'ObjectLoader: Undefined texture', uuid );
  35547. }
  35548. return textures[ uuid ];
  35549. }
  35550. let geometry, material;
  35551. switch ( data.type ) {
  35552. case 'Scene':
  35553. object = new Scene();
  35554. if ( data.background !== undefined ) {
  35555. if ( Number.isInteger( data.background ) ) {
  35556. object.background = new Color( data.background );
  35557. } else {
  35558. object.background = getTexture( data.background );
  35559. }
  35560. }
  35561. if ( data.environment !== undefined ) {
  35562. object.environment = getTexture( data.environment );
  35563. }
  35564. if ( data.fog !== undefined ) {
  35565. if ( data.fog.type === 'Fog' ) {
  35566. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  35567. } else if ( data.fog.type === 'FogExp2' ) {
  35568. object.fog = new FogExp2( data.fog.color, data.fog.density );
  35569. }
  35570. if ( data.fog.name !== '' ) {
  35571. object.fog.name = data.fog.name;
  35572. }
  35573. }
  35574. if ( data.backgroundBlurriness !== undefined ) object.backgroundBlurriness = data.backgroundBlurriness;
  35575. if ( data.backgroundIntensity !== undefined ) object.backgroundIntensity = data.backgroundIntensity;
  35576. if ( data.backgroundRotation !== undefined ) object.backgroundRotation.fromArray( data.backgroundRotation );
  35577. if ( data.environmentIntensity !== undefined ) object.environmentIntensity = data.environmentIntensity;
  35578. if ( data.environmentRotation !== undefined ) object.environmentRotation.fromArray( data.environmentRotation );
  35579. break;
  35580. case 'PerspectiveCamera':
  35581. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  35582. if ( data.focus !== undefined ) object.focus = data.focus;
  35583. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  35584. if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
  35585. if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
  35586. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  35587. break;
  35588. case 'OrthographicCamera':
  35589. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  35590. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  35591. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  35592. break;
  35593. case 'AmbientLight':
  35594. object = new AmbientLight( data.color, data.intensity );
  35595. break;
  35596. case 'DirectionalLight':
  35597. object = new DirectionalLight( data.color, data.intensity );
  35598. object.target = data.target || '';
  35599. break;
  35600. case 'PointLight':
  35601. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  35602. break;
  35603. case 'RectAreaLight':
  35604. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  35605. break;
  35606. case 'SpotLight':
  35607. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  35608. object.target = data.target || '';
  35609. break;
  35610. case 'HemisphereLight':
  35611. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  35612. break;
  35613. case 'LightProbe':
  35614. const sh = new SphericalHarmonics3().fromArray( data.sh );
  35615. object = new LightProbe( sh, data.intensity );
  35616. break;
  35617. case 'SkinnedMesh':
  35618. geometry = getGeometry( data.geometry );
  35619. material = getMaterial( data.material );
  35620. object = new SkinnedMesh( geometry, material );
  35621. if ( data.bindMode !== undefined ) object.bindMode = data.bindMode;
  35622. if ( data.bindMatrix !== undefined ) object.bindMatrix.fromArray( data.bindMatrix );
  35623. if ( data.skeleton !== undefined ) object.skeleton = data.skeleton;
  35624. break;
  35625. case 'Mesh':
  35626. geometry = getGeometry( data.geometry );
  35627. material = getMaterial( data.material );
  35628. object = new Mesh( geometry, material );
  35629. break;
  35630. case 'InstancedMesh':
  35631. geometry = getGeometry( data.geometry );
  35632. material = getMaterial( data.material );
  35633. const count = data.count;
  35634. const instanceMatrix = data.instanceMatrix;
  35635. const instanceColor = data.instanceColor;
  35636. object = new InstancedMesh( geometry, material, count );
  35637. object.instanceMatrix = new InstancedBufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
  35638. if ( instanceColor !== undefined ) object.instanceColor = new InstancedBufferAttribute( new Float32Array( instanceColor.array ), instanceColor.itemSize );
  35639. break;
  35640. case 'BatchedMesh':
  35641. geometry = getGeometry( data.geometry );
  35642. material = getMaterial( data.material );
  35643. object = new BatchedMesh( data.maxInstanceCount, data.maxVertexCount, data.maxIndexCount, material );
  35644. object.geometry = geometry;
  35645. object.perObjectFrustumCulled = data.perObjectFrustumCulled;
  35646. object.sortObjects = data.sortObjects;
  35647. object._drawRanges = data.drawRanges;
  35648. object._reservedRanges = data.reservedRanges;
  35649. object._geometryInfo = data.geometryInfo.map( info => {
  35650. let box = null;
  35651. let sphere = null;
  35652. if ( info.boundingBox !== undefined ) {
  35653. box = new Box3().fromJSON( info.boundingBox );
  35654. }
  35655. if ( info.boundingSphere !== undefined ) {
  35656. sphere = new Sphere().fromJSON( info.boundingSphere );
  35657. }
  35658. return {
  35659. ...info,
  35660. boundingBox: box,
  35661. boundingSphere: sphere
  35662. };
  35663. } );
  35664. object._instanceInfo = data.instanceInfo;
  35665. object._availableInstanceIds = data._availableInstanceIds;
  35666. object._availableGeometryIds = data._availableGeometryIds;
  35667. object._nextIndexStart = data.nextIndexStart;
  35668. object._nextVertexStart = data.nextVertexStart;
  35669. object._geometryCount = data.geometryCount;
  35670. object._maxInstanceCount = data.maxInstanceCount;
  35671. object._maxVertexCount = data.maxVertexCount;
  35672. object._maxIndexCount = data.maxIndexCount;
  35673. object._geometryInitialized = data.geometryInitialized;
  35674. object._matricesTexture = getTexture( data.matricesTexture.uuid );
  35675. object._indirectTexture = getTexture( data.indirectTexture.uuid );
  35676. if ( data.colorsTexture !== undefined ) {
  35677. object._colorsTexture = getTexture( data.colorsTexture.uuid );
  35678. }
  35679. if ( data.boundingSphere !== undefined ) {
  35680. object.boundingSphere = new Sphere().fromJSON( data.boundingSphere );
  35681. }
  35682. if ( data.boundingBox !== undefined ) {
  35683. object.boundingBox = new Box3().fromJSON( data.boundingBox );
  35684. }
  35685. break;
  35686. case 'LOD':
  35687. object = new LOD();
  35688. break;
  35689. case 'Line':
  35690. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ) );
  35691. break;
  35692. case 'LineLoop':
  35693. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  35694. break;
  35695. case 'LineSegments':
  35696. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  35697. break;
  35698. case 'PointCloud':
  35699. case 'Points':
  35700. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  35701. break;
  35702. case 'Sprite':
  35703. object = new Sprite( getMaterial( data.material ) );
  35704. break;
  35705. case 'Group':
  35706. object = new Group();
  35707. break;
  35708. case 'Bone':
  35709. object = new Bone();
  35710. break;
  35711. default:
  35712. object = new Object3D();
  35713. }
  35714. object.uuid = data.uuid;
  35715. if ( data.name !== undefined ) object.name = data.name;
  35716. if ( data.matrix !== undefined ) {
  35717. object.matrix.fromArray( data.matrix );
  35718. if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;
  35719. if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );
  35720. } else {
  35721. if ( data.position !== undefined ) object.position.fromArray( data.position );
  35722. if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
  35723. if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
  35724. if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
  35725. }
  35726. if ( data.up !== undefined ) object.up.fromArray( data.up );
  35727. if ( data.pivot !== undefined ) object.pivot = new Vector3().fromArray( data.pivot );
  35728. if ( data.morphTargetDictionary !== undefined ) object.morphTargetDictionary = Object.assign( {}, data.morphTargetDictionary );
  35729. if ( data.morphTargetInfluences !== undefined ) object.morphTargetInfluences = data.morphTargetInfluences.slice();
  35730. if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
  35731. if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;
  35732. if ( data.shadow ) {
  35733. if ( data.shadow.intensity !== undefined ) object.shadow.intensity = data.shadow.intensity;
  35734. if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
  35735. if ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias;
  35736. if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
  35737. if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
  35738. if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );
  35739. }
  35740. if ( data.visible !== undefined ) object.visible = data.visible;
  35741. if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;
  35742. if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;
  35743. if ( data.static !== undefined ) object.static = data.static;
  35744. if ( data.userData !== undefined ) object.userData = data.userData;
  35745. if ( data.layers !== undefined ) object.layers.mask = data.layers;
  35746. if ( data.children !== undefined ) {
  35747. const children = data.children;
  35748. for ( let i = 0; i < children.length; i ++ ) {
  35749. object.add( this.parseObject( children[ i ], geometries, materials, textures, animations ) );
  35750. }
  35751. }
  35752. if ( data.animations !== undefined ) {
  35753. const objectAnimations = data.animations;
  35754. for ( let i = 0; i < objectAnimations.length; i ++ ) {
  35755. const uuid = objectAnimations[ i ];
  35756. object.animations.push( animations[ uuid ] );
  35757. }
  35758. }
  35759. if ( data.type === 'LOD' ) {
  35760. if ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate;
  35761. const levels = data.levels;
  35762. for ( let l = 0; l < levels.length; l ++ ) {
  35763. const level = levels[ l ];
  35764. const child = object.getObjectByProperty( 'uuid', level.object );
  35765. if ( child !== undefined ) {
  35766. object.addLevel( child, level.distance, level.hysteresis );
  35767. }
  35768. }
  35769. }
  35770. return object;
  35771. }
  35772. bindSkeletons( object, skeletons ) {
  35773. if ( Object.keys( skeletons ).length === 0 ) return;
  35774. object.traverse( function ( child ) {
  35775. if ( child.isSkinnedMesh === true && child.skeleton !== undefined ) {
  35776. const skeleton = skeletons[ child.skeleton ];
  35777. if ( skeleton === undefined ) {
  35778. warn( 'ObjectLoader: No skeleton found with UUID:', child.skeleton );
  35779. } else {
  35780. child.bind( skeleton, child.bindMatrix );
  35781. }
  35782. }
  35783. } );
  35784. }
  35785. bindLightTargets( object ) {
  35786. object.traverse( function ( child ) {
  35787. if ( child.isDirectionalLight || child.isSpotLight ) {
  35788. const uuid = child.target;
  35789. const target = object.getObjectByProperty( 'uuid', uuid );
  35790. if ( target !== undefined ) {
  35791. child.target = target;
  35792. } else {
  35793. child.target = new Object3D();
  35794. }
  35795. }
  35796. } );
  35797. }
  35798. }
  35799. const TEXTURE_MAPPING = {
  35800. UVMapping: UVMapping,
  35801. CubeReflectionMapping: CubeReflectionMapping,
  35802. CubeRefractionMapping: CubeRefractionMapping,
  35803. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  35804. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  35805. CubeUVReflectionMapping: CubeUVReflectionMapping
  35806. };
  35807. const TEXTURE_WRAPPING = {
  35808. RepeatWrapping: RepeatWrapping,
  35809. ClampToEdgeWrapping: ClampToEdgeWrapping,
  35810. MirroredRepeatWrapping: MirroredRepeatWrapping
  35811. };
  35812. const TEXTURE_FILTER = {
  35813. NearestFilter: NearestFilter,
  35814. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  35815. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  35816. LinearFilter: LinearFilter,
  35817. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  35818. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  35819. };
  35820. const _errorMap = new WeakMap();
  35821. /**
  35822. * A loader for loading images as an [ImageBitmap](https://developer.mozilla.org/en-US/docs/Web/API/ImageBitmap).
  35823. * An `ImageBitmap` provides an asynchronous and resource efficient pathway to prepare
  35824. * textures for rendering.
  35825. *
  35826. * Note that {@link Texture#flipY} and {@link Texture#premultiplyAlpha} are ignored with image bitmaps.
  35827. * These options need to be configured via {@link ImageBitmapLoader#setOptions} prior to loading,
  35828. * unlike regular images which can be configured on the Texture to set these options on GPU upload instead.
  35829. *
  35830. * To match the default behaviour of {@link Texture}, the following options are needed:
  35831. *
  35832. * ```js
  35833. * { imageOrientation: 'flipY', premultiplyAlpha: 'none' }
  35834. * ```
  35835. *
  35836. * Also note that unlike {@link FileLoader}, this loader will only avoid multiple concurrent requests to the same URL if {@link Cache} is enabled.
  35837. *
  35838. * ```js
  35839. * const loader = new THREE.ImageBitmapLoader();
  35840. * loader.setOptions( { imageOrientation: 'flipY' } ); // set options if needed
  35841. * const imageBitmap = await loader.loadAsync( 'image.png' );
  35842. *
  35843. * const texture = new THREE.Texture( imageBitmap );
  35844. * texture.needsUpdate = true;
  35845. * ```
  35846. *
  35847. * @augments Loader
  35848. */
  35849. class ImageBitmapLoader extends Loader {
  35850. /**
  35851. * Constructs a new image bitmap loader.
  35852. *
  35853. * @param {LoadingManager} [manager] - The loading manager.
  35854. */
  35855. constructor( manager ) {
  35856. super( manager );
  35857. /**
  35858. * This flag can be used for type testing.
  35859. *
  35860. * @type {boolean}
  35861. * @readonly
  35862. * @default true
  35863. */
  35864. this.isImageBitmapLoader = true;
  35865. if ( typeof createImageBitmap === 'undefined' ) {
  35866. warn( 'ImageBitmapLoader: createImageBitmap() not supported.' );
  35867. }
  35868. if ( typeof fetch === 'undefined' ) {
  35869. warn( 'ImageBitmapLoader: fetch() not supported.' );
  35870. }
  35871. /**
  35872. * Represents the loader options.
  35873. *
  35874. * @type {Object}
  35875. * @default {premultiplyAlpha:'none'}
  35876. */
  35877. this.options = { premultiplyAlpha: 'none' };
  35878. /**
  35879. * Used for aborting requests.
  35880. *
  35881. * @private
  35882. * @type {AbortController}
  35883. */
  35884. this._abortController = new AbortController();
  35885. }
  35886. /**
  35887. * Sets the given loader options. The structure of the object must match the `options` parameter of
  35888. * [createImageBitmap](https://developer.mozilla.org/en-US/docs/Web/API/Window/createImageBitmap).
  35889. *
  35890. * @param {Object} options - The loader options to set.
  35891. * @return {ImageBitmapLoader} A reference to this image bitmap loader.
  35892. */
  35893. setOptions( options ) {
  35894. this.options = options;
  35895. return this;
  35896. }
  35897. /**
  35898. * Starts loading from the given URL and pass the loaded image bitmap to the `onLoad()` callback.
  35899. *
  35900. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35901. * @param {function(ImageBitmap)} onLoad - Executed when the loading process has been finished.
  35902. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  35903. * @param {onErrorCallback} onError - Executed when errors occur.
  35904. * @return {ImageBitmap|undefined} The image bitmap.
  35905. */
  35906. load( url, onLoad, onProgress, onError ) {
  35907. if ( url === undefined ) url = '';
  35908. if ( this.path !== undefined ) url = this.path + url;
  35909. url = this.manager.resolveURL( url );
  35910. const scope = this;
  35911. const cached = Cache.get( `image-bitmap:${url}` );
  35912. if ( cached !== undefined ) {
  35913. scope.manager.itemStart( url );
  35914. // If cached is a promise, wait for it to resolve
  35915. if ( cached.then ) {
  35916. cached.then( imageBitmap => {
  35917. // check if there is an error for the cached promise
  35918. if ( _errorMap.has( cached ) === true ) {
  35919. if ( onError ) onError( _errorMap.get( cached ) );
  35920. scope.manager.itemError( url );
  35921. scope.manager.itemEnd( url );
  35922. } else {
  35923. if ( onLoad ) onLoad( imageBitmap );
  35924. scope.manager.itemEnd( url );
  35925. return imageBitmap;
  35926. }
  35927. } );
  35928. return;
  35929. }
  35930. // If cached is not a promise (i.e., it's already an imageBitmap)
  35931. setTimeout( function () {
  35932. if ( onLoad ) onLoad( cached );
  35933. scope.manager.itemEnd( url );
  35934. }, 0 );
  35935. return cached;
  35936. }
  35937. const fetchOptions = {};
  35938. fetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include';
  35939. fetchOptions.headers = this.requestHeader;
  35940. fetchOptions.signal = ( typeof AbortSignal.any === 'function' ) ? AbortSignal.any( [ this._abortController.signal, this.manager.abortController.signal ] ) : this._abortController.signal;
  35941. const promise = fetch( url, fetchOptions ).then( function ( res ) {
  35942. return res.blob();
  35943. } ).then( function ( blob ) {
  35944. return createImageBitmap( blob, Object.assign( scope.options, { colorSpaceConversion: 'none' } ) );
  35945. } ).then( function ( imageBitmap ) {
  35946. Cache.add( `image-bitmap:${url}`, imageBitmap );
  35947. if ( onLoad ) onLoad( imageBitmap );
  35948. scope.manager.itemEnd( url );
  35949. return imageBitmap;
  35950. } ).catch( function ( e ) {
  35951. if ( onError ) onError( e );
  35952. _errorMap.set( promise, e );
  35953. Cache.remove( `image-bitmap:${url}` );
  35954. scope.manager.itemError( url );
  35955. scope.manager.itemEnd( url );
  35956. } );
  35957. Cache.add( `image-bitmap:${url}`, promise );
  35958. scope.manager.itemStart( url );
  35959. }
  35960. /**
  35961. * Aborts ongoing fetch requests.
  35962. *
  35963. * @return {ImageBitmapLoader} A reference to this instance.
  35964. */
  35965. abort() {
  35966. this._abortController.abort();
  35967. this._abortController = new AbortController();
  35968. return this;
  35969. }
  35970. }
  35971. let _context;
  35972. /**
  35973. * Manages the global audio context in the engine.
  35974. *
  35975. * @hideconstructor
  35976. */
  35977. class AudioContext {
  35978. /**
  35979. * Returns the global native audio context.
  35980. *
  35981. * @return {AudioContext} The native audio context.
  35982. */
  35983. static getContext() {
  35984. if ( _context === undefined ) {
  35985. _context = new ( window.AudioContext || window.webkitAudioContext )();
  35986. }
  35987. return _context;
  35988. }
  35989. /**
  35990. * Allows to set the global native audio context from outside.
  35991. *
  35992. * @param {AudioContext} value - The native context to set.
  35993. */
  35994. static setContext( value ) {
  35995. _context = value;
  35996. }
  35997. }
  35998. /**
  35999. * Class for loading audio buffers. Audios are internally
  36000. * loaded via {@link FileLoader}.
  36001. *
  36002. * ```js
  36003. * const audioListener = new THREE.AudioListener();
  36004. * const ambientSound = new THREE.Audio( audioListener );
  36005. *
  36006. * const loader = new THREE.AudioLoader();
  36007. * const audioBuffer = await loader.loadAsync( 'audio/ambient_ocean.ogg' );
  36008. *
  36009. * ambientSound.setBuffer( audioBuffer );
  36010. * ambientSound.play();
  36011. * ```
  36012. *
  36013. * @augments Loader
  36014. */
  36015. class AudioLoader extends Loader {
  36016. /**
  36017. * Constructs a new audio loader.
  36018. *
  36019. * @param {LoadingManager} [manager] - The loading manager.
  36020. */
  36021. constructor( manager ) {
  36022. super( manager );
  36023. }
  36024. /**
  36025. * Starts loading from the given URL and passes the loaded audio buffer
  36026. * to the `onLoad()` callback.
  36027. *
  36028. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  36029. * @param {function(AudioBuffer)} onLoad - Executed when the loading process has been finished.
  36030. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  36031. * @param {onErrorCallback} onError - Executed when errors occur.
  36032. */
  36033. load( url, onLoad, onProgress, onError ) {
  36034. const scope = this;
  36035. const loader = new FileLoader( this.manager );
  36036. loader.setResponseType( 'arraybuffer' );
  36037. loader.setPath( this.path );
  36038. loader.setRequestHeader( this.requestHeader );
  36039. loader.setWithCredentials( this.withCredentials );
  36040. loader.load( url, function ( buffer ) {
  36041. try {
  36042. // Create a copy of the buffer. The `decodeAudioData` method
  36043. // detaches the buffer when complete, preventing reuse.
  36044. const bufferCopy = buffer.slice( 0 );
  36045. const context = AudioContext.getContext();
  36046. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  36047. onLoad( audioBuffer );
  36048. } ).catch( handleError );
  36049. } catch ( e ) {
  36050. handleError( e );
  36051. }
  36052. }, onProgress, onError );
  36053. function handleError( e ) {
  36054. if ( onError ) {
  36055. onError( e );
  36056. } else {
  36057. error( e );
  36058. }
  36059. scope.manager.itemError( url );
  36060. }
  36061. }
  36062. }
  36063. const _eyeRight = /*@__PURE__*/ new Matrix4();
  36064. const _eyeLeft = /*@__PURE__*/ new Matrix4();
  36065. const _projectionMatrix = /*@__PURE__*/ new Matrix4();
  36066. /**
  36067. * A special type of camera that uses two perspective cameras with
  36068. * stereoscopic projection. Can be used for rendering stereo effects
  36069. * like [3D Anaglyph](https://en.wikipedia.org/wiki/Anaglyph_3D) or
  36070. * [Parallax Barrier](https://en.wikipedia.org/wiki/parallax_barrier).
  36071. */
  36072. class StereoCamera {
  36073. /**
  36074. * Constructs a new stereo camera.
  36075. */
  36076. constructor() {
  36077. /**
  36078. * The type property is used for detecting the object type
  36079. * in context of serialization/deserialization.
  36080. *
  36081. * @type {string}
  36082. * @readonly
  36083. */
  36084. this.type = 'StereoCamera';
  36085. /**
  36086. * The aspect.
  36087. *
  36088. * @type {number}
  36089. * @default 1
  36090. */
  36091. this.aspect = 1;
  36092. /**
  36093. * The eye separation which represents the distance
  36094. * between the left and right camera.
  36095. *
  36096. * @type {number}
  36097. * @default 0.064
  36098. */
  36099. this.eyeSep = 0.064;
  36100. /**
  36101. * The camera representing the left eye. This is added to layer `1` so objects to be
  36102. * rendered by the left camera must also be added to this layer.
  36103. *
  36104. * @type {PerspectiveCamera}
  36105. */
  36106. this.cameraL = new PerspectiveCamera();
  36107. this.cameraL.layers.enable( 1 );
  36108. this.cameraL.matrixAutoUpdate = false;
  36109. /**
  36110. * The camera representing the right eye. This is added to layer `2` so objects to be
  36111. * rendered by the right camera must also be added to this layer.
  36112. *
  36113. * @type {PerspectiveCamera}
  36114. */
  36115. this.cameraR = new PerspectiveCamera();
  36116. this.cameraR.layers.enable( 2 );
  36117. this.cameraR.matrixAutoUpdate = false;
  36118. this._cache = {
  36119. focus: null,
  36120. fov: null,
  36121. aspect: null,
  36122. near: null,
  36123. far: null,
  36124. zoom: null,
  36125. eyeSep: null
  36126. };
  36127. }
  36128. /**
  36129. * Updates the stereo camera based on the given perspective camera.
  36130. *
  36131. * @param {PerspectiveCamera} camera - The perspective camera.
  36132. */
  36133. update( camera ) {
  36134. const cache = this._cache;
  36135. const needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  36136. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  36137. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  36138. if ( needsUpdate ) {
  36139. cache.focus = camera.focus;
  36140. cache.fov = camera.fov;
  36141. cache.aspect = camera.aspect * this.aspect;
  36142. cache.near = camera.near;
  36143. cache.far = camera.far;
  36144. cache.zoom = camera.zoom;
  36145. cache.eyeSep = this.eyeSep;
  36146. // Off-axis stereoscopic effect based on
  36147. // http://paulbourke.net/stereographics/stereorender/
  36148. _projectionMatrix.copy( camera.projectionMatrix );
  36149. const eyeSepHalf = cache.eyeSep / 2;
  36150. const eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  36151. const ymax = ( cache.near * Math.tan( DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  36152. let xmin, xmax;
  36153. // translate xOffset
  36154. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  36155. _eyeRight.elements[ 12 ] = eyeSepHalf;
  36156. // for left eye
  36157. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  36158. xmax = ymax * cache.aspect + eyeSepOnProjection;
  36159. _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  36160. _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  36161. this.cameraL.projectionMatrix.copy( _projectionMatrix );
  36162. // for right eye
  36163. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  36164. xmax = ymax * cache.aspect - eyeSepOnProjection;
  36165. _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  36166. _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  36167. this.cameraR.projectionMatrix.copy( _projectionMatrix );
  36168. }
  36169. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  36170. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  36171. }
  36172. }
  36173. const fov = -90; // negative fov is not an error
  36174. const aspect = 1;
  36175. /**
  36176. * A special type of camera that is positioned in 3D space to render its surroundings into a
  36177. * cube render target. The render target can then be used as an environment map for rendering
  36178. * realtime reflections in your scene.
  36179. *
  36180. * ```js
  36181. * // Create cube render target
  36182. * const cubeRenderTarget = new THREE.WebGLCubeRenderTarget( 256, { generateMipmaps: true, minFilter: THREE.LinearMipmapLinearFilter } );
  36183. *
  36184. * // Create cube camera
  36185. * const cubeCamera = new THREE.CubeCamera( 1, 100000, cubeRenderTarget );
  36186. * scene.add( cubeCamera );
  36187. *
  36188. * // Create car
  36189. * const chromeMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeRenderTarget.texture } );
  36190. * const car = new THREE.Mesh( carGeometry, chromeMaterial );
  36191. * scene.add( car );
  36192. *
  36193. * // Update the render target cube
  36194. * car.visible = false;
  36195. * cubeCamera.position.copy( car.position );
  36196. * cubeCamera.update( renderer, scene );
  36197. *
  36198. * // Render the scene
  36199. * car.visible = true;
  36200. * renderer.render( scene, camera );
  36201. * ```
  36202. *
  36203. * @augments Object3D
  36204. */
  36205. class CubeCamera extends Object3D {
  36206. /**
  36207. * Constructs a new cube camera.
  36208. *
  36209. * @param {number} near - The camera's near plane.
  36210. * @param {number} far - The camera's far plane.
  36211. * @param {WebGLCubeRenderTarget} renderTarget - The cube render target.
  36212. */
  36213. constructor( near, far, renderTarget ) {
  36214. super();
  36215. this.type = 'CubeCamera';
  36216. /**
  36217. * A reference to the cube render target.
  36218. *
  36219. * @type {WebGLCubeRenderTarget}
  36220. */
  36221. this.renderTarget = renderTarget;
  36222. /**
  36223. * The current active coordinate system.
  36224. *
  36225. * @type {?(WebGLCoordinateSystem|WebGPUCoordinateSystem)}
  36226. * @default null
  36227. */
  36228. this.coordinateSystem = null;
  36229. /**
  36230. * The current active mipmap level
  36231. *
  36232. * @type {number}
  36233. * @default 0
  36234. */
  36235. this.activeMipmapLevel = 0;
  36236. const cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  36237. cameraPX.layers = this.layers;
  36238. this.add( cameraPX );
  36239. const cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  36240. cameraNX.layers = this.layers;
  36241. this.add( cameraNX );
  36242. const cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  36243. cameraPY.layers = this.layers;
  36244. this.add( cameraPY );
  36245. const cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  36246. cameraNY.layers = this.layers;
  36247. this.add( cameraNY );
  36248. const cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  36249. cameraPZ.layers = this.layers;
  36250. this.add( cameraPZ );
  36251. const cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  36252. cameraNZ.layers = this.layers;
  36253. this.add( cameraNZ );
  36254. }
  36255. /**
  36256. * Must be called when the coordinate system of the cube camera is changed.
  36257. */
  36258. updateCoordinateSystem() {
  36259. const coordinateSystem = this.coordinateSystem;
  36260. const cameras = this.children.concat();
  36261. const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = cameras;
  36262. for ( const camera of cameras ) this.remove( camera );
  36263. if ( coordinateSystem === WebGLCoordinateSystem ) {
  36264. cameraPX.up.set( 0, 1, 0 );
  36265. cameraPX.lookAt( 1, 0, 0 );
  36266. cameraNX.up.set( 0, 1, 0 );
  36267. cameraNX.lookAt( -1, 0, 0 );
  36268. cameraPY.up.set( 0, 0, -1 );
  36269. cameraPY.lookAt( 0, 1, 0 );
  36270. cameraNY.up.set( 0, 0, 1 );
  36271. cameraNY.lookAt( 0, -1, 0 );
  36272. cameraPZ.up.set( 0, 1, 0 );
  36273. cameraPZ.lookAt( 0, 0, 1 );
  36274. cameraNZ.up.set( 0, 1, 0 );
  36275. cameraNZ.lookAt( 0, 0, -1 );
  36276. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  36277. cameraPX.up.set( 0, -1, 0 );
  36278. cameraPX.lookAt( -1, 0, 0 );
  36279. cameraNX.up.set( 0, -1, 0 );
  36280. cameraNX.lookAt( 1, 0, 0 );
  36281. cameraPY.up.set( 0, 0, 1 );
  36282. cameraPY.lookAt( 0, 1, 0 );
  36283. cameraNY.up.set( 0, 0, -1 );
  36284. cameraNY.lookAt( 0, -1, 0 );
  36285. cameraPZ.up.set( 0, -1, 0 );
  36286. cameraPZ.lookAt( 0, 0, 1 );
  36287. cameraNZ.up.set( 0, -1, 0 );
  36288. cameraNZ.lookAt( 0, 0, -1 );
  36289. } else {
  36290. throw new Error( 'THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: ' + coordinateSystem );
  36291. }
  36292. for ( const camera of cameras ) {
  36293. this.add( camera );
  36294. camera.updateMatrixWorld();
  36295. }
  36296. }
  36297. /**
  36298. * Calling this method will render the given scene with the given renderer
  36299. * into the cube render target of the camera.
  36300. *
  36301. * @param {(Renderer|WebGLRenderer)} renderer - The renderer.
  36302. * @param {Scene} scene - The scene to render.
  36303. */
  36304. update( renderer, scene ) {
  36305. if ( this.parent === null ) this.updateMatrixWorld();
  36306. const { renderTarget, activeMipmapLevel } = this;
  36307. if ( this.coordinateSystem !== renderer.coordinateSystem ) {
  36308. this.coordinateSystem = renderer.coordinateSystem;
  36309. this.updateCoordinateSystem();
  36310. }
  36311. const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;
  36312. const currentRenderTarget = renderer.getRenderTarget();
  36313. const currentActiveCubeFace = renderer.getActiveCubeFace();
  36314. const currentActiveMipmapLevel = renderer.getActiveMipmapLevel();
  36315. const currentXrEnabled = renderer.xr.enabled;
  36316. renderer.xr.enabled = false;
  36317. const generateMipmaps = renderTarget.texture.generateMipmaps;
  36318. renderTarget.texture.generateMipmaps = false;
  36319. // https://github.com/mrdoob/three.js/issues/31413#issuecomment-3095966812
  36320. const reversedDepthBuffer = !! ( renderer.isWebGLRenderer && renderer.state.buffers.depth.getReversed() );
  36321. renderer.setRenderTarget( renderTarget, 0, activeMipmapLevel );
  36322. if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
  36323. renderer.render( scene, cameraPX );
  36324. renderer.setRenderTarget( renderTarget, 1, activeMipmapLevel );
  36325. if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
  36326. renderer.render( scene, cameraNX );
  36327. renderer.setRenderTarget( renderTarget, 2, activeMipmapLevel );
  36328. if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
  36329. renderer.render( scene, cameraPY );
  36330. renderer.setRenderTarget( renderTarget, 3, activeMipmapLevel );
  36331. if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
  36332. renderer.render( scene, cameraNY );
  36333. renderer.setRenderTarget( renderTarget, 4, activeMipmapLevel );
  36334. if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
  36335. renderer.render( scene, cameraPZ );
  36336. // mipmaps are generated during the last call of render()
  36337. // at this point, all sides of the cube render target are defined
  36338. renderTarget.texture.generateMipmaps = generateMipmaps;
  36339. renderer.setRenderTarget( renderTarget, 5, activeMipmapLevel );
  36340. if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
  36341. renderer.render( scene, cameraNZ );
  36342. renderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel );
  36343. renderer.xr.enabled = currentXrEnabled;
  36344. renderTarget.texture.needsPMREMUpdate = true;
  36345. }
  36346. }
  36347. /**
  36348. * This type of camera can be used in order to efficiently render a scene with a
  36349. * predefined set of cameras. This is an important performance aspect for
  36350. * rendering VR scenes.
  36351. *
  36352. * An instance of `ArrayCamera` always has an array of sub cameras. It's mandatory
  36353. * to define for each sub camera the `viewport` property which determines the
  36354. * part of the viewport that is rendered with this camera.
  36355. *
  36356. * @augments PerspectiveCamera
  36357. */
  36358. class ArrayCamera extends PerspectiveCamera {
  36359. /**
  36360. * Constructs a new array camera.
  36361. *
  36362. * @param {Array<PerspectiveCamera>} [array=[]] - An array of perspective sub cameras.
  36363. */
  36364. constructor( array = [] ) {
  36365. super();
  36366. /**
  36367. * This flag can be used for type testing.
  36368. *
  36369. * @type {boolean}
  36370. * @readonly
  36371. * @default true
  36372. */
  36373. this.isArrayCamera = true;
  36374. /**
  36375. * Whether this camera is used with multiview rendering or not.
  36376. *
  36377. * @type {boolean}
  36378. * @readonly
  36379. * @default false
  36380. */
  36381. this.isMultiViewCamera = false;
  36382. /**
  36383. * An array of perspective sub cameras.
  36384. *
  36385. * @type {Array<PerspectiveCamera>}
  36386. */
  36387. this.cameras = array;
  36388. }
  36389. }
  36390. /**
  36391. * Class for keeping track of time.
  36392. *
  36393. * @deprecated since r183.
  36394. */
  36395. class Clock {
  36396. /**
  36397. * Constructs a new clock.
  36398. *
  36399. * @deprecated since 183.
  36400. * @param {boolean} [autoStart=true] - Whether to automatically start the clock when
  36401. * `getDelta()` is called for the first time.
  36402. */
  36403. constructor( autoStart = true ) {
  36404. /**
  36405. * If set to `true`, the clock starts automatically when `getDelta()` is called
  36406. * for the first time.
  36407. *
  36408. * @type {boolean}
  36409. * @default true
  36410. */
  36411. this.autoStart = autoStart;
  36412. /**
  36413. * Holds the time at which the clock's `start()` method was last called.
  36414. *
  36415. * @type {number}
  36416. * @default 0
  36417. */
  36418. this.startTime = 0;
  36419. /**
  36420. * Holds the time at which the clock's `start()`, `getElapsedTime()` or
  36421. * `getDelta()` methods were last called.
  36422. *
  36423. * @type {number}
  36424. * @default 0
  36425. */
  36426. this.oldTime = 0;
  36427. /**
  36428. * Keeps track of the total time that the clock has been running.
  36429. *
  36430. * @type {number}
  36431. * @default 0
  36432. */
  36433. this.elapsedTime = 0;
  36434. /**
  36435. * Whether the clock is running or not.
  36436. *
  36437. * @type {boolean}
  36438. * @default true
  36439. */
  36440. this.running = false;
  36441. warn( 'THREE.Clock: This module has been deprecated. Please use THREE.Timer instead.' ); // @deprecated, r183
  36442. }
  36443. /**
  36444. * Starts the clock. When `autoStart` is set to `true`, the method is automatically
  36445. * called by the class.
  36446. */
  36447. start() {
  36448. this.startTime = performance.now();
  36449. this.oldTime = this.startTime;
  36450. this.elapsedTime = 0;
  36451. this.running = true;
  36452. }
  36453. /**
  36454. * Stops the clock.
  36455. */
  36456. stop() {
  36457. this.getElapsedTime();
  36458. this.running = false;
  36459. this.autoStart = false;
  36460. }
  36461. /**
  36462. * Returns the elapsed time in seconds.
  36463. *
  36464. * @return {number} The elapsed time.
  36465. */
  36466. getElapsedTime() {
  36467. this.getDelta();
  36468. return this.elapsedTime;
  36469. }
  36470. /**
  36471. * Returns the delta time in seconds.
  36472. *
  36473. * @return {number} The delta time.
  36474. */
  36475. getDelta() {
  36476. let diff = 0;
  36477. if ( this.autoStart && ! this.running ) {
  36478. this.start();
  36479. return 0;
  36480. }
  36481. if ( this.running ) {
  36482. const newTime = performance.now();
  36483. diff = ( newTime - this.oldTime ) / 1000;
  36484. this.oldTime = newTime;
  36485. this.elapsedTime += diff;
  36486. }
  36487. return diff;
  36488. }
  36489. }
  36490. const _position$1 = /*@__PURE__*/ new Vector3();
  36491. const _quaternion$1 = /*@__PURE__*/ new Quaternion();
  36492. const _scale$1 = /*@__PURE__*/ new Vector3();
  36493. const _forward = /*@__PURE__*/ new Vector3();
  36494. const _up = /*@__PURE__*/ new Vector3();
  36495. /**
  36496. * The class represents a virtual listener of the all positional and non-positional audio effects
  36497. * in the scene. A three.js application usually creates a single listener. It is a mandatory
  36498. * constructor parameter for audios entities like {@link Audio} and {@link PositionalAudio}.
  36499. *
  36500. * In most cases, the listener object is a child of the camera. So the 3D transformation of the
  36501. * camera represents the 3D transformation of the listener.
  36502. *
  36503. * @augments Object3D
  36504. */
  36505. class AudioListener extends Object3D {
  36506. /**
  36507. * Constructs a new audio listener.
  36508. */
  36509. constructor() {
  36510. super();
  36511. this.type = 'AudioListener';
  36512. /**
  36513. * The native audio context.
  36514. *
  36515. * @type {AudioContext}
  36516. * @readonly
  36517. */
  36518. this.context = AudioContext.getContext();
  36519. /**
  36520. * The gain node used for volume control.
  36521. *
  36522. * @type {GainNode}
  36523. * @readonly
  36524. */
  36525. this.gain = this.context.createGain();
  36526. this.gain.connect( this.context.destination );
  36527. /**
  36528. * An optional filter.
  36529. *
  36530. * Defined via {@link AudioListener#setFilter}.
  36531. *
  36532. * @type {?AudioNode}
  36533. * @default null
  36534. * @readonly
  36535. */
  36536. this.filter = null;
  36537. /**
  36538. * Time delta values required for `linearRampToValueAtTime()` usage.
  36539. *
  36540. * @type {number}
  36541. * @default 0
  36542. * @readonly
  36543. */
  36544. this.timeDelta = 0;
  36545. // private
  36546. this._clock = new Clock();
  36547. }
  36548. /**
  36549. * Returns the listener's input node.
  36550. *
  36551. * This method is used by other audio nodes to connect to this listener.
  36552. *
  36553. * @return {GainNode} The input node.
  36554. */
  36555. getInput() {
  36556. return this.gain;
  36557. }
  36558. /**
  36559. * Removes the current filter from this listener.
  36560. *
  36561. * @return {AudioListener} A reference to this listener.
  36562. */
  36563. removeFilter() {
  36564. if ( this.filter !== null ) {
  36565. this.gain.disconnect( this.filter );
  36566. this.filter.disconnect( this.context.destination );
  36567. this.gain.connect( this.context.destination );
  36568. this.filter = null;
  36569. }
  36570. return this;
  36571. }
  36572. /**
  36573. * Returns the current set filter.
  36574. *
  36575. * @return {?AudioNode} The filter.
  36576. */
  36577. getFilter() {
  36578. return this.filter;
  36579. }
  36580. /**
  36581. * Sets the given filter to this listener.
  36582. *
  36583. * @param {AudioNode} value - The filter to set.
  36584. * @return {AudioListener} A reference to this listener.
  36585. */
  36586. setFilter( value ) {
  36587. if ( this.filter !== null ) {
  36588. this.gain.disconnect( this.filter );
  36589. this.filter.disconnect( this.context.destination );
  36590. } else {
  36591. this.gain.disconnect( this.context.destination );
  36592. }
  36593. this.filter = value;
  36594. this.gain.connect( this.filter );
  36595. this.filter.connect( this.context.destination );
  36596. return this;
  36597. }
  36598. /**
  36599. * Returns the applications master volume.
  36600. *
  36601. * @return {number} The master volume.
  36602. */
  36603. getMasterVolume() {
  36604. return this.gain.gain.value;
  36605. }
  36606. /**
  36607. * Sets the applications master volume. This volume setting affects
  36608. * all audio nodes in the scene.
  36609. *
  36610. * @param {number} value - The master volume to set.
  36611. * @return {AudioListener} A reference to this listener.
  36612. */
  36613. setMasterVolume( value ) {
  36614. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  36615. return this;
  36616. }
  36617. updateMatrixWorld( force ) {
  36618. super.updateMatrixWorld( force );
  36619. const listener = this.context.listener;
  36620. this.timeDelta = this._clock.getDelta();
  36621. this.matrixWorld.decompose( _position$1, _quaternion$1, _scale$1 );
  36622. // the initial forward and up directions must be orthogonal
  36623. _forward.set( 0, 0, -1 ).applyQuaternion( _quaternion$1 );
  36624. _up.set( 0, 1, 0 ).applyQuaternion( _quaternion$1 );
  36625. if ( listener.positionX ) {
  36626. // code path for Chrome (see #14393)
  36627. const endTime = this.context.currentTime + this.timeDelta;
  36628. listener.positionX.linearRampToValueAtTime( _position$1.x, endTime );
  36629. listener.positionY.linearRampToValueAtTime( _position$1.y, endTime );
  36630. listener.positionZ.linearRampToValueAtTime( _position$1.z, endTime );
  36631. listener.forwardX.linearRampToValueAtTime( _forward.x, endTime );
  36632. listener.forwardY.linearRampToValueAtTime( _forward.y, endTime );
  36633. listener.forwardZ.linearRampToValueAtTime( _forward.z, endTime );
  36634. listener.upX.linearRampToValueAtTime( _up.x, endTime );
  36635. listener.upY.linearRampToValueAtTime( _up.y, endTime );
  36636. listener.upZ.linearRampToValueAtTime( _up.z, endTime );
  36637. } else {
  36638. listener.setPosition( _position$1.x, _position$1.y, _position$1.z );
  36639. listener.setOrientation( _forward.x, _forward.y, _forward.z, _up.x, _up.y, _up.z );
  36640. }
  36641. }
  36642. }
  36643. /**
  36644. * Represents a non-positional ( global ) audio object.
  36645. *
  36646. * This and related audio modules make use of the [Web Audio API](https://www.w3.org/TR/webaudio-1.1/).
  36647. *
  36648. * ```js
  36649. * // create an AudioListener and add it to the camera
  36650. * const listener = new THREE.AudioListener();
  36651. * camera.add( listener );
  36652. *
  36653. * // create a global audio source
  36654. * const sound = new THREE.Audio( listener );
  36655. *
  36656. * // load a sound and set it as the Audio object's buffer
  36657. * const audioLoader = new THREE.AudioLoader();
  36658. * audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
  36659. * sound.setBuffer( buffer );
  36660. * sound.setLoop( true );
  36661. * sound.setVolume( 0.5 );
  36662. * sound.play();
  36663. * });
  36664. * ```
  36665. *
  36666. * @augments Object3D
  36667. */
  36668. class Audio extends Object3D {
  36669. /**
  36670. * Constructs a new audio.
  36671. *
  36672. * @param {AudioListener} listener - The global audio listener.
  36673. */
  36674. constructor( listener ) {
  36675. super();
  36676. this.type = 'Audio';
  36677. /**
  36678. * The global audio listener.
  36679. *
  36680. * @type {AudioListener}
  36681. * @readonly
  36682. */
  36683. this.listener = listener;
  36684. /**
  36685. * The audio context.
  36686. *
  36687. * @type {AudioContext}
  36688. * @readonly
  36689. */
  36690. this.context = listener.context;
  36691. /**
  36692. * The gain node used for volume control.
  36693. *
  36694. * @type {GainNode}
  36695. * @readonly
  36696. */
  36697. this.gain = this.context.createGain();
  36698. this.gain.connect( listener.getInput() );
  36699. /**
  36700. * Whether to start playback automatically or not.
  36701. *
  36702. * @type {boolean}
  36703. * @default false
  36704. */
  36705. this.autoplay = false;
  36706. /**
  36707. * A reference to an audio buffer.
  36708. *
  36709. * Defined via {@link Audio#setBuffer}.
  36710. *
  36711. * @type {?AudioBuffer}
  36712. * @default null
  36713. * @readonly
  36714. */
  36715. this.buffer = null;
  36716. /**
  36717. * Modify pitch, measured in cents. +/- 100 is a semitone.
  36718. * +/- 1200 is an octave.
  36719. *
  36720. * Defined via {@link Audio#setDetune}.
  36721. *
  36722. * @type {number}
  36723. * @default 0
  36724. * @readonly
  36725. */
  36726. this.detune = 0;
  36727. /**
  36728. * Whether the audio should loop or not.
  36729. *
  36730. * Defined via {@link Audio#setLoop}.
  36731. *
  36732. * @type {boolean}
  36733. * @default false
  36734. * @readonly
  36735. */
  36736. this.loop = false;
  36737. /**
  36738. * Defines where in the audio buffer the replay should
  36739. * start, in seconds.
  36740. *
  36741. * @type {number}
  36742. * @default 0
  36743. */
  36744. this.loopStart = 0;
  36745. /**
  36746. * Defines where in the audio buffer the replay should
  36747. * stop, in seconds.
  36748. *
  36749. * @type {number}
  36750. * @default 0
  36751. */
  36752. this.loopEnd = 0;
  36753. /**
  36754. * An offset to the time within the audio buffer the playback
  36755. * should begin, in seconds.
  36756. *
  36757. * @type {number}
  36758. * @default 0
  36759. */
  36760. this.offset = 0;
  36761. /**
  36762. * Overrides the default duration of the audio.
  36763. *
  36764. * @type {undefined|number}
  36765. * @default undefined
  36766. */
  36767. this.duration = undefined;
  36768. /**
  36769. * The playback speed.
  36770. *
  36771. * Defined via {@link Audio#setPlaybackRate}.
  36772. *
  36773. * @type {number}
  36774. * @readonly
  36775. * @default 1
  36776. */
  36777. this.playbackRate = 1;
  36778. /**
  36779. * Indicates whether the audio is playing or not.
  36780. *
  36781. * This flag will be automatically set when using {@link Audio#play},
  36782. * {@link Audio#pause}, {@link Audio#stop}.
  36783. *
  36784. * @type {boolean}
  36785. * @readonly
  36786. * @default false
  36787. */
  36788. this.isPlaying = false;
  36789. /**
  36790. * Indicates whether the audio playback can be controlled
  36791. * with method like {@link Audio#play} or {@link Audio#pause}.
  36792. *
  36793. * This flag will be automatically set when audio sources are
  36794. * defined.
  36795. *
  36796. * @type {boolean}
  36797. * @readonly
  36798. * @default true
  36799. */
  36800. this.hasPlaybackControl = true;
  36801. /**
  36802. * Holds a reference to the current audio source.
  36803. *
  36804. * The property is automatically by one of the `set*()` methods.
  36805. *
  36806. * @type {?AudioNode}
  36807. * @readonly
  36808. * @default null
  36809. */
  36810. this.source = null;
  36811. /**
  36812. * Defines the source type.
  36813. *
  36814. * The property is automatically set by one of the `set*()` methods.
  36815. *
  36816. * @type {('empty'|'audioNode'|'mediaNode'|'mediaStreamNode'|'buffer')}
  36817. * @readonly
  36818. * @default 'empty'
  36819. */
  36820. this.sourceType = 'empty';
  36821. this._startedAt = 0;
  36822. this._progress = 0;
  36823. this._connected = false;
  36824. /**
  36825. * Can be used to apply a variety of low-order filters to create
  36826. * more complex sound effects e.g. via `BiquadFilterNode`.
  36827. *
  36828. * The property is automatically set by {@link Audio#setFilters}.
  36829. *
  36830. * @type {Array<AudioNode>}
  36831. * @readonly
  36832. */
  36833. this.filters = [];
  36834. }
  36835. /**
  36836. * Returns the output audio node.
  36837. *
  36838. * @return {GainNode} The output node.
  36839. */
  36840. getOutput() {
  36841. return this.gain;
  36842. }
  36843. /**
  36844. * Sets the given audio node as the source of this instance.
  36845. *
  36846. * {@link Audio#sourceType} is set to `audioNode` and {@link Audio#hasPlaybackControl} to `false`.
  36847. *
  36848. * @param {AudioNode} audioNode - The audio node like an instance of `OscillatorNode`.
  36849. * @return {Audio} A reference to this instance.
  36850. */
  36851. setNodeSource( audioNode ) {
  36852. this.hasPlaybackControl = false;
  36853. this.sourceType = 'audioNode';
  36854. this.source = audioNode;
  36855. this.connect();
  36856. return this;
  36857. }
  36858. /**
  36859. * Sets the given media element as the source of this instance.
  36860. *
  36861. * {@link Audio#sourceType} is set to `mediaNode` and {@link Audio#hasPlaybackControl} to `false`.
  36862. *
  36863. * @param {HTMLMediaElement} mediaElement - The media element.
  36864. * @return {Audio} A reference to this instance.
  36865. */
  36866. setMediaElementSource( mediaElement ) {
  36867. this.hasPlaybackControl = false;
  36868. this.sourceType = 'mediaNode';
  36869. this.source = this.context.createMediaElementSource( mediaElement );
  36870. this.connect();
  36871. return this;
  36872. }
  36873. /**
  36874. * Sets the given media stream as the source of this instance.
  36875. *
  36876. * {@link Audio#sourceType} is set to `mediaStreamNode` and {@link Audio#hasPlaybackControl} to `false`.
  36877. *
  36878. * @param {MediaStream} mediaStream - The media stream.
  36879. * @return {Audio} A reference to this instance.
  36880. */
  36881. setMediaStreamSource( mediaStream ) {
  36882. this.hasPlaybackControl = false;
  36883. this.sourceType = 'mediaStreamNode';
  36884. this.source = this.context.createMediaStreamSource( mediaStream );
  36885. this.connect();
  36886. return this;
  36887. }
  36888. /**
  36889. * Sets the given audio buffer as the source of this instance.
  36890. *
  36891. * {@link Audio#sourceType} is set to `buffer` and {@link Audio#hasPlaybackControl} to `true`.
  36892. *
  36893. * @param {AudioBuffer} audioBuffer - The audio buffer.
  36894. * @return {Audio} A reference to this instance.
  36895. */
  36896. setBuffer( audioBuffer ) {
  36897. this.buffer = audioBuffer;
  36898. this.sourceType = 'buffer';
  36899. if ( this.autoplay ) this.play();
  36900. return this;
  36901. }
  36902. /**
  36903. * Starts the playback of the audio.
  36904. *
  36905. * Can only be used with compatible audio sources that allow playback control.
  36906. *
  36907. * @param {number} [delay=0] - The delay, in seconds, at which the audio should start playing.
  36908. * @return {Audio|undefined} A reference to this instance.
  36909. */
  36910. play( delay = 0 ) {
  36911. if ( this.isPlaying === true ) {
  36912. warn( 'Audio: Audio is already playing.' );
  36913. return;
  36914. }
  36915. if ( this.hasPlaybackControl === false ) {
  36916. warn( 'Audio: this Audio has no playback control.' );
  36917. return;
  36918. }
  36919. this._startedAt = this.context.currentTime + delay;
  36920. const source = this.context.createBufferSource();
  36921. source.buffer = this.buffer;
  36922. source.loop = this.loop;
  36923. source.loopStart = this.loopStart;
  36924. source.loopEnd = this.loopEnd;
  36925. source.onended = this.onEnded.bind( this );
  36926. source.start( this._startedAt, this._progress + this.offset, this.duration );
  36927. this.isPlaying = true;
  36928. this.source = source;
  36929. this.setDetune( this.detune );
  36930. this.setPlaybackRate( this.playbackRate );
  36931. return this.connect();
  36932. }
  36933. /**
  36934. * Pauses the playback of the audio.
  36935. *
  36936. * Can only be used with compatible audio sources that allow playback control.
  36937. *
  36938. * @return {Audio|undefined} A reference to this instance.
  36939. */
  36940. pause() {
  36941. if ( this.hasPlaybackControl === false ) {
  36942. warn( 'Audio: this Audio has no playback control.' );
  36943. return;
  36944. }
  36945. if ( this.isPlaying === true ) {
  36946. // update current progress
  36947. this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;
  36948. if ( this.loop === true ) {
  36949. // ensure _progress does not exceed duration with looped audios
  36950. this._progress = this._progress % ( this.duration || this.buffer.duration );
  36951. }
  36952. this.source.stop();
  36953. this.source.onended = null;
  36954. this.isPlaying = false;
  36955. }
  36956. return this;
  36957. }
  36958. /**
  36959. * Stops the playback of the audio.
  36960. *
  36961. * Can only be used with compatible audio sources that allow playback control.
  36962. *
  36963. * @param {number} [delay=0] - The delay, in seconds, at which the audio should stop playing.
  36964. * @return {Audio|undefined} A reference to this instance.
  36965. */
  36966. stop( delay = 0 ) {
  36967. if ( this.hasPlaybackControl === false ) {
  36968. warn( 'Audio: this Audio has no playback control.' );
  36969. return;
  36970. }
  36971. this._progress = 0;
  36972. if ( this.source !== null ) {
  36973. this.source.stop( this.context.currentTime + delay );
  36974. this.source.onended = null;
  36975. }
  36976. this.isPlaying = false;
  36977. return this;
  36978. }
  36979. /**
  36980. * Connects to the audio source. This is used internally on
  36981. * initialisation and when setting / removing filters.
  36982. *
  36983. * @return {Audio} A reference to this instance.
  36984. */
  36985. connect() {
  36986. if ( this.filters.length > 0 ) {
  36987. this.source.connect( this.filters[ 0 ] );
  36988. for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
  36989. this.filters[ i - 1 ].connect( this.filters[ i ] );
  36990. }
  36991. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  36992. } else {
  36993. this.source.connect( this.getOutput() );
  36994. }
  36995. this._connected = true;
  36996. return this;
  36997. }
  36998. /**
  36999. * Disconnects to the audio source. This is used internally on
  37000. * initialisation and when setting / removing filters.
  37001. *
  37002. * @return {Audio|undefined} A reference to this instance.
  37003. */
  37004. disconnect() {
  37005. if ( this._connected === false ) {
  37006. return;
  37007. }
  37008. if ( this.filters.length > 0 ) {
  37009. this.source.disconnect( this.filters[ 0 ] );
  37010. for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
  37011. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  37012. }
  37013. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  37014. } else {
  37015. this.source.disconnect( this.getOutput() );
  37016. }
  37017. this._connected = false;
  37018. return this;
  37019. }
  37020. /**
  37021. * Returns the current set filters.
  37022. *
  37023. * @return {Array<AudioNode>} The list of filters.
  37024. */
  37025. getFilters() {
  37026. return this.filters;
  37027. }
  37028. /**
  37029. * Sets an array of filters and connects them with the audio source.
  37030. *
  37031. * @param {Array<AudioNode>} [value] - A list of filters.
  37032. * @return {Audio} A reference to this instance.
  37033. */
  37034. setFilters( value ) {
  37035. if ( ! value ) value = [];
  37036. if ( this._connected === true ) {
  37037. this.disconnect();
  37038. this.filters = value.slice();
  37039. this.connect();
  37040. } else {
  37041. this.filters = value.slice();
  37042. }
  37043. return this;
  37044. }
  37045. /**
  37046. * Defines the detuning of oscillation in cents.
  37047. *
  37048. * @param {number} value - The detuning of oscillation in cents.
  37049. * @return {Audio} A reference to this instance.
  37050. */
  37051. setDetune( value ) {
  37052. this.detune = value;
  37053. if ( this.isPlaying === true && this.source.detune !== undefined ) {
  37054. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  37055. }
  37056. return this;
  37057. }
  37058. /**
  37059. * Returns the detuning of oscillation in cents.
  37060. *
  37061. * @return {number} The detuning of oscillation in cents.
  37062. */
  37063. getDetune() {
  37064. return this.detune;
  37065. }
  37066. /**
  37067. * Returns the first filter in the list of filters.
  37068. *
  37069. * @return {AudioNode|undefined} The first filter in the list of filters.
  37070. */
  37071. getFilter() {
  37072. return this.getFilters()[ 0 ];
  37073. }
  37074. /**
  37075. * Applies a single filter node to the audio.
  37076. *
  37077. * @param {AudioNode} [filter] - The filter to set.
  37078. * @return {Audio} A reference to this instance.
  37079. */
  37080. setFilter( filter ) {
  37081. return this.setFilters( filter ? [ filter ] : [] );
  37082. }
  37083. /**
  37084. * Sets the playback rate.
  37085. *
  37086. * Can only be used with compatible audio sources that allow playback control.
  37087. *
  37088. * @param {number} [value] - The playback rate to set.
  37089. * @return {Audio|undefined} A reference to this instance.
  37090. */
  37091. setPlaybackRate( value ) {
  37092. if ( this.hasPlaybackControl === false ) {
  37093. warn( 'Audio: this Audio has no playback control.' );
  37094. return;
  37095. }
  37096. this.playbackRate = value;
  37097. if ( this.isPlaying === true ) {
  37098. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  37099. }
  37100. return this;
  37101. }
  37102. /**
  37103. * Returns the current playback rate.
  37104. * @return {number} The playback rate.
  37105. */
  37106. getPlaybackRate() {
  37107. return this.playbackRate;
  37108. }
  37109. /**
  37110. * Automatically called when playback finished.
  37111. */
  37112. onEnded() {
  37113. this.isPlaying = false;
  37114. this._progress = 0;
  37115. }
  37116. /**
  37117. * Returns the loop flag.
  37118. *
  37119. * Can only be used with compatible audio sources that allow playback control.
  37120. *
  37121. * @return {boolean} Whether the audio should loop or not.
  37122. */
  37123. getLoop() {
  37124. if ( this.hasPlaybackControl === false ) {
  37125. warn( 'Audio: this Audio has no playback control.' );
  37126. return false;
  37127. }
  37128. return this.loop;
  37129. }
  37130. /**
  37131. * Sets the loop flag.
  37132. *
  37133. * Can only be used with compatible audio sources that allow playback control.
  37134. *
  37135. * @param {boolean} value - Whether the audio should loop or not.
  37136. * @return {Audio|undefined} A reference to this instance.
  37137. */
  37138. setLoop( value ) {
  37139. if ( this.hasPlaybackControl === false ) {
  37140. warn( 'Audio: this Audio has no playback control.' );
  37141. return;
  37142. }
  37143. this.loop = value;
  37144. if ( this.isPlaying === true ) {
  37145. this.source.loop = this.loop;
  37146. }
  37147. return this;
  37148. }
  37149. /**
  37150. * Sets the loop start value which defines where in the audio buffer the replay should
  37151. * start, in seconds.
  37152. *
  37153. * @param {number} value - The loop start value.
  37154. * @return {Audio} A reference to this instance.
  37155. */
  37156. setLoopStart( value ) {
  37157. this.loopStart = value;
  37158. return this;
  37159. }
  37160. /**
  37161. * Sets the loop end value which defines where in the audio buffer the replay should
  37162. * stop, in seconds.
  37163. *
  37164. * @param {number} value - The loop end value.
  37165. * @return {Audio} A reference to this instance.
  37166. */
  37167. setLoopEnd( value ) {
  37168. this.loopEnd = value;
  37169. return this;
  37170. }
  37171. /**
  37172. * Returns the volume.
  37173. *
  37174. * @return {number} The volume.
  37175. */
  37176. getVolume() {
  37177. return this.gain.gain.value;
  37178. }
  37179. /**
  37180. * Sets the volume.
  37181. *
  37182. * @param {number} value - The volume to set.
  37183. * @return {Audio} A reference to this instance.
  37184. */
  37185. setVolume( value ) {
  37186. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  37187. return this;
  37188. }
  37189. copy( source, recursive ) {
  37190. super.copy( source, recursive );
  37191. if ( source.sourceType !== 'buffer' ) {
  37192. warn( 'Audio: Audio source type cannot be copied.' );
  37193. return this;
  37194. }
  37195. this.autoplay = source.autoplay;
  37196. this.buffer = source.buffer;
  37197. this.detune = source.detune;
  37198. this.loop = source.loop;
  37199. this.loopStart = source.loopStart;
  37200. this.loopEnd = source.loopEnd;
  37201. this.offset = source.offset;
  37202. this.duration = source.duration;
  37203. this.playbackRate = source.playbackRate;
  37204. this.hasPlaybackControl = source.hasPlaybackControl;
  37205. this.sourceType = source.sourceType;
  37206. this.filters = source.filters.slice();
  37207. return this;
  37208. }
  37209. clone( recursive ) {
  37210. return new this.constructor( this.listener ).copy( this, recursive );
  37211. }
  37212. }
  37213. const _position = /*@__PURE__*/ new Vector3();
  37214. const _quaternion = /*@__PURE__*/ new Quaternion();
  37215. const _scale = /*@__PURE__*/ new Vector3();
  37216. const _orientation = /*@__PURE__*/ new Vector3();
  37217. /**
  37218. * Represents a positional audio object.
  37219. *
  37220. * ```js
  37221. * // create an AudioListener and add it to the camera
  37222. * const listener = new THREE.AudioListener();
  37223. * camera.add( listener );
  37224. *
  37225. * // create the PositionalAudio object (passing in the listener)
  37226. * const sound = new THREE.PositionalAudio( listener );
  37227. *
  37228. * // load a sound and set it as the PositionalAudio object's buffer
  37229. * const audioLoader = new THREE.AudioLoader();
  37230. * audioLoader.load( 'sounds/song.ogg', function( buffer ) {
  37231. * sound.setBuffer( buffer );
  37232. * sound.setRefDistance( 20 );
  37233. * sound.play();
  37234. * });
  37235. *
  37236. * // create an object for the sound to play from
  37237. * const sphere = new THREE.SphereGeometry( 20, 32, 16 );
  37238. * const material = new THREE.MeshPhongMaterial( { color: 0xff2200 } );
  37239. * const mesh = new THREE.Mesh( sphere, material );
  37240. * scene.add( mesh );
  37241. *
  37242. * // finally add the sound to the mesh
  37243. * mesh.add( sound );
  37244. *
  37245. * @augments Audio
  37246. */
  37247. class PositionalAudio extends Audio {
  37248. /**
  37249. * Constructs a positional audio.
  37250. *
  37251. * @param {AudioListener} listener - The global audio listener.
  37252. */
  37253. constructor( listener ) {
  37254. super( listener );
  37255. /**
  37256. * The panner node represents the location, direction, and behavior of an audio
  37257. * source in 3D space.
  37258. *
  37259. * @type {PannerNode}
  37260. * @readonly
  37261. */
  37262. this.panner = this.context.createPanner();
  37263. this.panner.panningModel = 'HRTF';
  37264. this.panner.connect( this.gain );
  37265. }
  37266. connect() {
  37267. super.connect();
  37268. this.panner.connect( this.gain );
  37269. return this;
  37270. }
  37271. disconnect() {
  37272. super.disconnect();
  37273. this.panner.disconnect( this.gain );
  37274. return this;
  37275. }
  37276. getOutput() {
  37277. return this.panner;
  37278. }
  37279. /**
  37280. * Returns the current reference distance.
  37281. *
  37282. * @return {number} The reference distance.
  37283. */
  37284. getRefDistance() {
  37285. return this.panner.refDistance;
  37286. }
  37287. /**
  37288. * Defines the reference distance for reducing volume as the audio source moves
  37289. * further from the listener – i.e. the distance at which the volume reduction
  37290. * starts taking effect.
  37291. *
  37292. * @param {number} value - The reference distance to set.
  37293. * @return {PositionalAudio} A reference to this instance.
  37294. */
  37295. setRefDistance( value ) {
  37296. this.panner.refDistance = value;
  37297. return this;
  37298. }
  37299. /**
  37300. * Returns the current rolloff factor.
  37301. *
  37302. * @return {number} The rolloff factor.
  37303. */
  37304. getRolloffFactor() {
  37305. return this.panner.rolloffFactor;
  37306. }
  37307. /**
  37308. * Defines how quickly the volume is reduced as the source moves away from the listener.
  37309. *
  37310. * @param {number} value - The rolloff factor.
  37311. * @return {PositionalAudio} A reference to this instance.
  37312. */
  37313. setRolloffFactor( value ) {
  37314. this.panner.rolloffFactor = value;
  37315. return this;
  37316. }
  37317. /**
  37318. * Returns the current distance model.
  37319. *
  37320. * @return {('linear'|'inverse'|'exponential')} The distance model.
  37321. */
  37322. getDistanceModel() {
  37323. return this.panner.distanceModel;
  37324. }
  37325. /**
  37326. * Defines which algorithm to use to reduce the volume of the audio source
  37327. * as it moves away from the listener.
  37328. *
  37329. * Read [the spec](https://www.w3.org/TR/webaudio-1.1/#enumdef-distancemodeltype)
  37330. * for more details.
  37331. *
  37332. * @param {('linear'|'inverse'|'exponential')} value - The distance model to set.
  37333. * @return {PositionalAudio} A reference to this instance.
  37334. */
  37335. setDistanceModel( value ) {
  37336. this.panner.distanceModel = value;
  37337. return this;
  37338. }
  37339. /**
  37340. * Returns the current max distance.
  37341. *
  37342. * @return {number} The max distance.
  37343. */
  37344. getMaxDistance() {
  37345. return this.panner.maxDistance;
  37346. }
  37347. /**
  37348. * Defines the maximum distance between the audio source and the listener,
  37349. * after which the volume is not reduced any further.
  37350. *
  37351. * This value is used only by the `linear` distance model.
  37352. *
  37353. * @param {number} value - The max distance.
  37354. * @return {PositionalAudio} A reference to this instance.
  37355. */
  37356. setMaxDistance( value ) {
  37357. this.panner.maxDistance = value;
  37358. return this;
  37359. }
  37360. /**
  37361. * Sets the directional cone in which the audio can be listened.
  37362. *
  37363. * @param {number} coneInnerAngle - An angle, in degrees, of a cone inside of which there will be no volume reduction.
  37364. * @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.
  37365. * @param {number} coneOuterGain - The amount of volume reduction outside the cone defined by the `coneOuterAngle`. When set to `0`, no sound can be heard.
  37366. * @return {PositionalAudio} A reference to this instance.
  37367. */
  37368. setDirectionalCone( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  37369. this.panner.coneInnerAngle = coneInnerAngle;
  37370. this.panner.coneOuterAngle = coneOuterAngle;
  37371. this.panner.coneOuterGain = coneOuterGain;
  37372. return this;
  37373. }
  37374. updateMatrixWorld( force ) {
  37375. super.updateMatrixWorld( force );
  37376. if ( this.hasPlaybackControl === true && this.isPlaying === false ) return;
  37377. this.matrixWorld.decompose( _position, _quaternion, _scale );
  37378. _orientation.set( 0, 0, 1 ).applyQuaternion( _quaternion );
  37379. const panner = this.panner;
  37380. if ( panner.positionX ) {
  37381. // code path for Chrome and Firefox (see #14393)
  37382. const endTime = this.context.currentTime + this.listener.timeDelta;
  37383. panner.positionX.linearRampToValueAtTime( _position.x, endTime );
  37384. panner.positionY.linearRampToValueAtTime( _position.y, endTime );
  37385. panner.positionZ.linearRampToValueAtTime( _position.z, endTime );
  37386. panner.orientationX.linearRampToValueAtTime( _orientation.x, endTime );
  37387. panner.orientationY.linearRampToValueAtTime( _orientation.y, endTime );
  37388. panner.orientationZ.linearRampToValueAtTime( _orientation.z, endTime );
  37389. } else {
  37390. panner.setPosition( _position.x, _position.y, _position.z );
  37391. panner.setOrientation( _orientation.x, _orientation.y, _orientation.z );
  37392. }
  37393. }
  37394. }
  37395. /**
  37396. * This class can be used to analyse audio data.
  37397. *
  37398. * ```js
  37399. * // create an AudioListener and add it to the camera
  37400. * const listener = new THREE.AudioListener();
  37401. * camera.add( listener );
  37402. *
  37403. * // create an Audio source
  37404. * const sound = new THREE.Audio( listener );
  37405. *
  37406. * // load a sound and set it as the Audio object's buffer
  37407. * const audioLoader = new THREE.AudioLoader();
  37408. * audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
  37409. * sound.setBuffer( buffer );
  37410. * sound.setLoop(true);
  37411. * sound.setVolume(0.5);
  37412. * sound.play();
  37413. * });
  37414. *
  37415. * // create an AudioAnalyser, passing in the sound and desired fftSize
  37416. * const analyser = new THREE.AudioAnalyser( sound, 32 );
  37417. *
  37418. * // get the average frequency of the sound
  37419. * const data = analyser.getAverageFrequency();
  37420. * ```
  37421. */
  37422. class AudioAnalyser {
  37423. /**
  37424. * Constructs a new audio analyzer.
  37425. *
  37426. * @param {Audio} audio - The audio to analyze.
  37427. * @param {number} [fftSize=2048] - The window size in samples that is used when performing a Fast Fourier Transform (FFT) to get frequency domain data.
  37428. */
  37429. constructor( audio, fftSize = 2048 ) {
  37430. /**
  37431. * The global audio listener.
  37432. *
  37433. * @type {AnalyserNode}
  37434. */
  37435. this.analyser = audio.context.createAnalyser();
  37436. this.analyser.fftSize = fftSize;
  37437. /**
  37438. * Holds the analyzed data.
  37439. *
  37440. * @type {Uint8Array}
  37441. */
  37442. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  37443. audio.getOutput().connect( this.analyser );
  37444. }
  37445. /**
  37446. * Returns an array with frequency data of the audio.
  37447. *
  37448. * Each item in the array represents the decibel value for a specific frequency.
  37449. * The frequencies are spread linearly from 0 to 1/2 of the sample rate.
  37450. * For example, for 48000 sample rate, the last item of the array will represent
  37451. * the decibel value for 24000 Hz.
  37452. *
  37453. * @return {Uint8Array} The frequency data.
  37454. */
  37455. getFrequencyData() {
  37456. this.analyser.getByteFrequencyData( this.data );
  37457. return this.data;
  37458. }
  37459. /**
  37460. * Returns the average of the frequencies returned by {@link AudioAnalyser#getFrequencyData}.
  37461. *
  37462. * @return {number} The average frequency.
  37463. */
  37464. getAverageFrequency() {
  37465. let value = 0;
  37466. const data = this.getFrequencyData();
  37467. for ( let i = 0; i < data.length; i ++ ) {
  37468. value += data[ i ];
  37469. }
  37470. return value / data.length;
  37471. }
  37472. }
  37473. /**
  37474. * Buffered scene graph property that allows weighted accumulation; used internally.
  37475. */
  37476. class PropertyMixer {
  37477. /**
  37478. * Constructs a new property mixer.
  37479. *
  37480. * @param {PropertyBinding} binding - The property binding.
  37481. * @param {string} typeName - The keyframe track type name.
  37482. * @param {number} valueSize - The keyframe track value size.
  37483. */
  37484. constructor( binding, typeName, valueSize ) {
  37485. /**
  37486. * The property binding.
  37487. *
  37488. * @type {PropertyBinding}
  37489. */
  37490. this.binding = binding;
  37491. /**
  37492. * The keyframe track value size.
  37493. *
  37494. * @type {number}
  37495. */
  37496. this.valueSize = valueSize;
  37497. let mixFunction,
  37498. mixFunctionAdditive,
  37499. setIdentity;
  37500. // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]
  37501. //
  37502. // interpolators can use .buffer as their .result
  37503. // the data then goes to 'incoming'
  37504. //
  37505. // 'accu0' and 'accu1' are used frame-interleaved for
  37506. // the cumulative result and are compared to detect
  37507. // changes
  37508. //
  37509. // 'orig' stores the original state of the property
  37510. //
  37511. // 'add' is used for additive cumulative results
  37512. //
  37513. // 'work' is optional and is only present for quaternion types. It is used
  37514. // to store intermediate quaternion multiplication results
  37515. switch ( typeName ) {
  37516. case 'quaternion':
  37517. mixFunction = this._slerp;
  37518. mixFunctionAdditive = this._slerpAdditive;
  37519. setIdentity = this._setAdditiveIdentityQuaternion;
  37520. this.buffer = new Float64Array( valueSize * 6 );
  37521. this._workIndex = 5;
  37522. break;
  37523. case 'string':
  37524. case 'bool':
  37525. mixFunction = this._select;
  37526. // Use the regular mix function and for additive on these types,
  37527. // additive is not relevant for non-numeric types
  37528. mixFunctionAdditive = this._select;
  37529. setIdentity = this._setAdditiveIdentityOther;
  37530. this.buffer = new Array( valueSize * 5 );
  37531. break;
  37532. default:
  37533. mixFunction = this._lerp;
  37534. mixFunctionAdditive = this._lerpAdditive;
  37535. setIdentity = this._setAdditiveIdentityNumeric;
  37536. this.buffer = new Float64Array( valueSize * 5 );
  37537. }
  37538. this._mixBufferRegion = mixFunction;
  37539. this._mixBufferRegionAdditive = mixFunctionAdditive;
  37540. this._setIdentity = setIdentity;
  37541. this._origIndex = 3;
  37542. this._addIndex = 4;
  37543. /**
  37544. * TODO
  37545. *
  37546. * @type {number}
  37547. * @default 0
  37548. */
  37549. this.cumulativeWeight = 0;
  37550. /**
  37551. * TODO
  37552. *
  37553. * @type {number}
  37554. * @default 0
  37555. */
  37556. this.cumulativeWeightAdditive = 0;
  37557. /**
  37558. * TODO
  37559. *
  37560. * @type {number}
  37561. * @default 0
  37562. */
  37563. this.useCount = 0;
  37564. /**
  37565. * TODO
  37566. *
  37567. * @type {number}
  37568. * @default 0
  37569. */
  37570. this.referenceCount = 0;
  37571. }
  37572. /**
  37573. * Accumulates data in the `incoming` region into `accu<i>`.
  37574. *
  37575. * @param {number} accuIndex - The accumulation index.
  37576. * @param {number} weight - The weight.
  37577. */
  37578. accumulate( accuIndex, weight ) {
  37579. // note: happily accumulating nothing when weight = 0, the caller knows
  37580. // the weight and shouldn't have made the call in the first place
  37581. const buffer = this.buffer,
  37582. stride = this.valueSize,
  37583. offset = accuIndex * stride + stride;
  37584. let currentWeight = this.cumulativeWeight;
  37585. if ( currentWeight === 0 ) {
  37586. // accuN := incoming * weight
  37587. for ( let i = 0; i !== stride; ++ i ) {
  37588. buffer[ offset + i ] = buffer[ i ];
  37589. }
  37590. currentWeight = weight;
  37591. } else {
  37592. // accuN := accuN + incoming * weight
  37593. currentWeight += weight;
  37594. const mix = weight / currentWeight;
  37595. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  37596. }
  37597. this.cumulativeWeight = currentWeight;
  37598. }
  37599. /**
  37600. * Accumulates data in the `incoming` region into `add`.
  37601. *
  37602. * @param {number} weight - The weight.
  37603. */
  37604. accumulateAdditive( weight ) {
  37605. const buffer = this.buffer,
  37606. stride = this.valueSize,
  37607. offset = stride * this._addIndex;
  37608. if ( this.cumulativeWeightAdditive === 0 ) {
  37609. // add = identity
  37610. this._setIdentity();
  37611. }
  37612. // add := add + incoming * weight
  37613. this._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );
  37614. this.cumulativeWeightAdditive += weight;
  37615. }
  37616. /**
  37617. * Applies the state of `accu<i>` to the binding when accus differ.
  37618. *
  37619. * @param {number} accuIndex - The accumulation index.
  37620. */
  37621. apply( accuIndex ) {
  37622. const stride = this.valueSize,
  37623. buffer = this.buffer,
  37624. offset = accuIndex * stride + stride,
  37625. weight = this.cumulativeWeight,
  37626. weightAdditive = this.cumulativeWeightAdditive,
  37627. binding = this.binding;
  37628. this.cumulativeWeight = 0;
  37629. this.cumulativeWeightAdditive = 0;
  37630. if ( weight < 1 ) {
  37631. // accuN := accuN + original * ( 1 - cumulativeWeight )
  37632. const originalValueOffset = stride * this._origIndex;
  37633. this._mixBufferRegion(
  37634. buffer, offset, originalValueOffset, 1 - weight, stride );
  37635. }
  37636. if ( weightAdditive > 0 ) {
  37637. // accuN := accuN + additive accuN
  37638. this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );
  37639. }
  37640. for ( let i = stride, e = stride + stride; i !== e; ++ i ) {
  37641. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  37642. // value has changed -> update scene graph
  37643. binding.setValue( buffer, offset );
  37644. break;
  37645. }
  37646. }
  37647. }
  37648. /**
  37649. * Remembers the state of the bound property and copy it to both accus.
  37650. */
  37651. saveOriginalState() {
  37652. const binding = this.binding;
  37653. const buffer = this.buffer,
  37654. stride = this.valueSize,
  37655. originalValueOffset = stride * this._origIndex;
  37656. binding.getValue( buffer, originalValueOffset );
  37657. // accu[0..1] := orig -- initially detect changes against the original
  37658. for ( let i = stride, e = originalValueOffset; i !== e; ++ i ) {
  37659. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  37660. }
  37661. // Add to identity for additive
  37662. this._setIdentity();
  37663. this.cumulativeWeight = 0;
  37664. this.cumulativeWeightAdditive = 0;
  37665. }
  37666. /**
  37667. * Applies the state previously taken via {@link PropertyMixer#saveOriginalState} to the binding.
  37668. */
  37669. restoreOriginalState() {
  37670. const originalValueOffset = this.valueSize * 3;
  37671. this.binding.setValue( this.buffer, originalValueOffset );
  37672. }
  37673. // internals
  37674. _setAdditiveIdentityNumeric() {
  37675. const startIndex = this._addIndex * this.valueSize;
  37676. const endIndex = startIndex + this.valueSize;
  37677. for ( let i = startIndex; i < endIndex; i ++ ) {
  37678. this.buffer[ i ] = 0;
  37679. }
  37680. }
  37681. _setAdditiveIdentityQuaternion() {
  37682. this._setAdditiveIdentityNumeric();
  37683. this.buffer[ this._addIndex * this.valueSize + 3 ] = 1;
  37684. }
  37685. _setAdditiveIdentityOther() {
  37686. const startIndex = this._origIndex * this.valueSize;
  37687. const targetIndex = this._addIndex * this.valueSize;
  37688. for ( let i = 0; i < this.valueSize; i ++ ) {
  37689. this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];
  37690. }
  37691. }
  37692. // mix functions
  37693. _select( buffer, dstOffset, srcOffset, t, stride ) {
  37694. if ( t >= 0.5 ) {
  37695. for ( let i = 0; i !== stride; ++ i ) {
  37696. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  37697. }
  37698. }
  37699. }
  37700. _slerp( buffer, dstOffset, srcOffset, t ) {
  37701. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  37702. }
  37703. _slerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
  37704. const workOffset = this._workIndex * stride;
  37705. // Store result in intermediate buffer offset
  37706. Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );
  37707. // Slerp to the intermediate result
  37708. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );
  37709. }
  37710. _lerp( buffer, dstOffset, srcOffset, t, stride ) {
  37711. const s = 1 - t;
  37712. for ( let i = 0; i !== stride; ++ i ) {
  37713. const j = dstOffset + i;
  37714. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  37715. }
  37716. }
  37717. _lerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
  37718. for ( let i = 0; i !== stride; ++ i ) {
  37719. const j = dstOffset + i;
  37720. buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;
  37721. }
  37722. }
  37723. }
  37724. // Characters [].:/ are reserved for track binding syntax.
  37725. const _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  37726. const _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  37727. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  37728. // only latin characters, and the unicode \p{L} is not yet supported. So
  37729. // instead, we exclude reserved characters and match everything else.
  37730. const _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  37731. const _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  37732. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  37733. // be matched to parse the rest of the track name.
  37734. const _directoryRe = /*@__PURE__*/ /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  37735. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  37736. const _nodeRe = /*@__PURE__*/ /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  37737. // Object on target node, and accessor. May not contain reserved
  37738. // characters. Accessor may contain any character except closing bracket.
  37739. const _objectRe = /*@__PURE__*/ /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  37740. // Property and accessor. May not contain reserved characters. Accessor may
  37741. // contain any non-bracket characters.
  37742. const _propertyRe = /*@__PURE__*/ /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  37743. const _trackRe = new RegExp( ''
  37744. + '^'
  37745. + _directoryRe
  37746. + _nodeRe
  37747. + _objectRe
  37748. + _propertyRe
  37749. + '$'
  37750. );
  37751. const _supportedObjectNames = [ 'material', 'materials', 'bones', 'map' ];
  37752. class Composite {
  37753. constructor( targetGroup, path, optionalParsedPath ) {
  37754. const parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  37755. this._targetGroup = targetGroup;
  37756. this._bindings = targetGroup.subscribe_( path, parsedPath );
  37757. }
  37758. getValue( array, offset ) {
  37759. this.bind(); // bind all binding
  37760. const firstValidIndex = this._targetGroup.nCachedObjects_,
  37761. binding = this._bindings[ firstValidIndex ];
  37762. // and only call .getValue on the first
  37763. if ( binding !== undefined ) binding.getValue( array, offset );
  37764. }
  37765. setValue( array, offset ) {
  37766. const bindings = this._bindings;
  37767. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  37768. bindings[ i ].setValue( array, offset );
  37769. }
  37770. }
  37771. bind() {
  37772. const bindings = this._bindings;
  37773. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  37774. bindings[ i ].bind();
  37775. }
  37776. }
  37777. unbind() {
  37778. const bindings = this._bindings;
  37779. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  37780. bindings[ i ].unbind();
  37781. }
  37782. }
  37783. }
  37784. // Note: This class uses a State pattern on a per-method basis:
  37785. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  37786. // prototype version of these methods with one that represents
  37787. // the bound state. When the property is not found, the methods
  37788. // become no-ops.
  37789. /**
  37790. * This holds a reference to a real property in the scene graph; used internally.
  37791. */
  37792. class PropertyBinding {
  37793. /**
  37794. * Constructs a new property binding.
  37795. *
  37796. * @param {Object} rootNode - The root node.
  37797. * @param {string} path - The path.
  37798. * @param {?Object} [parsedPath] - The parsed path.
  37799. */
  37800. constructor( rootNode, path, parsedPath ) {
  37801. /**
  37802. * The object path to the animated property.
  37803. *
  37804. * @type {string}
  37805. */
  37806. this.path = path;
  37807. /**
  37808. * An object holding information about the path.
  37809. *
  37810. * @type {Object}
  37811. */
  37812. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  37813. /**
  37814. * The object owns the animated property.
  37815. *
  37816. * @type {?Object}
  37817. */
  37818. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName );
  37819. /**
  37820. * The root node.
  37821. *
  37822. * @type {Object3D|Skeleton}
  37823. */
  37824. this.rootNode = rootNode;
  37825. // initial state of these methods that calls 'bind'
  37826. this.getValue = this._getValue_unbound;
  37827. this.setValue = this._setValue_unbound;
  37828. }
  37829. /**
  37830. * Factory method for creating a property binding from the given parameters.
  37831. *
  37832. * @static
  37833. * @param {Object} root - The root node.
  37834. * @param {string} path - The path.
  37835. * @param {?Object} [parsedPath] - The parsed path.
  37836. * @return {PropertyBinding|Composite} The created property binding or composite.
  37837. */
  37838. static create( root, path, parsedPath ) {
  37839. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  37840. return new PropertyBinding( root, path, parsedPath );
  37841. } else {
  37842. return new PropertyBinding.Composite( root, path, parsedPath );
  37843. }
  37844. }
  37845. /**
  37846. * Replaces spaces with underscores and removes unsupported characters from
  37847. * node names, to ensure compatibility with parseTrackName().
  37848. *
  37849. * @param {string} name - Node name to be sanitized.
  37850. * @return {string} The sanitized node name.
  37851. */
  37852. static sanitizeNodeName( name ) {
  37853. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  37854. }
  37855. /**
  37856. * Parses the given track name (an object path to an animated property) and
  37857. * returns an object with information about the path. Matches strings in the following forms:
  37858. *
  37859. * - nodeName.property
  37860. * - nodeName.property[accessor]
  37861. * - nodeName.material.property[accessor]
  37862. * - uuid.property[accessor]
  37863. * - uuid.objectName[objectIndex].propertyName[propertyIndex]
  37864. * - parentName/nodeName.property
  37865. * - parentName/parentName/nodeName.property[index]
  37866. * - .bone[Armature.DEF_cog].position
  37867. * - scene:helium_balloon_model:helium_balloon_model.position
  37868. *
  37869. * @static
  37870. * @param {string} trackName - The track name to parse.
  37871. * @return {Object} The parsed track name as an object.
  37872. */
  37873. static parseTrackName( trackName ) {
  37874. const matches = _trackRe.exec( trackName );
  37875. if ( matches === null ) {
  37876. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  37877. }
  37878. const results = {
  37879. // directoryName: matches[ 1 ], // (tschw) currently unused
  37880. nodeName: matches[ 2 ],
  37881. objectName: matches[ 3 ],
  37882. objectIndex: matches[ 4 ],
  37883. propertyName: matches[ 5 ], // required
  37884. propertyIndex: matches[ 6 ]
  37885. };
  37886. const lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  37887. if ( lastDot !== undefined && lastDot !== -1 ) {
  37888. const objectName = results.nodeName.substring( lastDot + 1 );
  37889. // Object names must be checked against an allowlist. Otherwise, there
  37890. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  37891. // 'bar' could be the objectName, or part of a nodeName (which can
  37892. // include '.' characters).
  37893. if ( _supportedObjectNames.indexOf( objectName ) !== -1 ) {
  37894. results.nodeName = results.nodeName.substring( 0, lastDot );
  37895. results.objectName = objectName;
  37896. }
  37897. }
  37898. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  37899. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  37900. }
  37901. return results;
  37902. }
  37903. /**
  37904. * Searches for a node in the hierarchy of the given root object by the given
  37905. * node name.
  37906. *
  37907. * @static
  37908. * @param {Object} root - The root object.
  37909. * @param {string|number} nodeName - The name of the node.
  37910. * @return {?Object} The found node. Returns `null` if no object was found.
  37911. */
  37912. static findNode( root, nodeName ) {
  37913. if ( nodeName === undefined || nodeName === '' || nodeName === '.' || nodeName === -1 || nodeName === root.name || nodeName === root.uuid ) {
  37914. return root;
  37915. }
  37916. // search into skeleton bones.
  37917. if ( root.skeleton ) {
  37918. const bone = root.skeleton.getBoneByName( nodeName );
  37919. if ( bone !== undefined ) {
  37920. return bone;
  37921. }
  37922. }
  37923. // search into node subtree.
  37924. if ( root.children ) {
  37925. const searchNodeSubtree = function ( children ) {
  37926. for ( let i = 0; i < children.length; i ++ ) {
  37927. const childNode = children[ i ];
  37928. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  37929. return childNode;
  37930. }
  37931. const result = searchNodeSubtree( childNode.children );
  37932. if ( result ) return result;
  37933. }
  37934. return null;
  37935. };
  37936. const subTreeNode = searchNodeSubtree( root.children );
  37937. if ( subTreeNode ) {
  37938. return subTreeNode;
  37939. }
  37940. }
  37941. return null;
  37942. }
  37943. // these are used to "bind" a nonexistent property
  37944. _getValue_unavailable() {}
  37945. _setValue_unavailable() {}
  37946. // Getters
  37947. _getValue_direct( buffer, offset ) {
  37948. buffer[ offset ] = this.targetObject[ this.propertyName ];
  37949. }
  37950. _getValue_array( buffer, offset ) {
  37951. const source = this.resolvedProperty;
  37952. for ( let i = 0, n = source.length; i !== n; ++ i ) {
  37953. buffer[ offset ++ ] = source[ i ];
  37954. }
  37955. }
  37956. _getValue_arrayElement( buffer, offset ) {
  37957. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  37958. }
  37959. _getValue_toArray( buffer, offset ) {
  37960. this.resolvedProperty.toArray( buffer, offset );
  37961. }
  37962. // Direct
  37963. _setValue_direct( buffer, offset ) {
  37964. this.targetObject[ this.propertyName ] = buffer[ offset ];
  37965. }
  37966. _setValue_direct_setNeedsUpdate( buffer, offset ) {
  37967. this.targetObject[ this.propertyName ] = buffer[ offset ];
  37968. this.targetObject.needsUpdate = true;
  37969. }
  37970. _setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37971. this.targetObject[ this.propertyName ] = buffer[ offset ];
  37972. this.targetObject.matrixWorldNeedsUpdate = true;
  37973. }
  37974. // EntireArray
  37975. _setValue_array( buffer, offset ) {
  37976. const dest = this.resolvedProperty;
  37977. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  37978. dest[ i ] = buffer[ offset ++ ];
  37979. }
  37980. }
  37981. _setValue_array_setNeedsUpdate( buffer, offset ) {
  37982. const dest = this.resolvedProperty;
  37983. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  37984. dest[ i ] = buffer[ offset ++ ];
  37985. }
  37986. this.targetObject.needsUpdate = true;
  37987. }
  37988. _setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37989. const dest = this.resolvedProperty;
  37990. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  37991. dest[ i ] = buffer[ offset ++ ];
  37992. }
  37993. this.targetObject.matrixWorldNeedsUpdate = true;
  37994. }
  37995. // ArrayElement
  37996. _setValue_arrayElement( buffer, offset ) {
  37997. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  37998. }
  37999. _setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  38000. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  38001. this.targetObject.needsUpdate = true;
  38002. }
  38003. _setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  38004. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  38005. this.targetObject.matrixWorldNeedsUpdate = true;
  38006. }
  38007. // HasToFromArray
  38008. _setValue_fromArray( buffer, offset ) {
  38009. this.resolvedProperty.fromArray( buffer, offset );
  38010. }
  38011. _setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  38012. this.resolvedProperty.fromArray( buffer, offset );
  38013. this.targetObject.needsUpdate = true;
  38014. }
  38015. _setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  38016. this.resolvedProperty.fromArray( buffer, offset );
  38017. this.targetObject.matrixWorldNeedsUpdate = true;
  38018. }
  38019. _getValue_unbound( targetArray, offset ) {
  38020. this.bind();
  38021. this.getValue( targetArray, offset );
  38022. }
  38023. _setValue_unbound( sourceArray, offset ) {
  38024. this.bind();
  38025. this.setValue( sourceArray, offset );
  38026. }
  38027. /**
  38028. * Creates a getter / setter pair for the property tracked by this binding.
  38029. */
  38030. bind() {
  38031. let targetObject = this.node;
  38032. const parsedPath = this.parsedPath;
  38033. const objectName = parsedPath.objectName;
  38034. const propertyName = parsedPath.propertyName;
  38035. let propertyIndex = parsedPath.propertyIndex;
  38036. if ( ! targetObject ) {
  38037. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName );
  38038. this.node = targetObject;
  38039. }
  38040. // set fail state so we can just 'return' on error
  38041. this.getValue = this._getValue_unavailable;
  38042. this.setValue = this._setValue_unavailable;
  38043. // ensure there is a value node
  38044. if ( ! targetObject ) {
  38045. warn( 'PropertyBinding: No target node found for track: ' + this.path + '.' );
  38046. return;
  38047. }
  38048. if ( objectName ) {
  38049. let objectIndex = parsedPath.objectIndex;
  38050. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  38051. switch ( objectName ) {
  38052. case 'materials':
  38053. if ( ! targetObject.material ) {
  38054. error( 'PropertyBinding: Can not bind to material as node does not have a material.', this );
  38055. return;
  38056. }
  38057. if ( ! targetObject.material.materials ) {
  38058. error( 'PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  38059. return;
  38060. }
  38061. targetObject = targetObject.material.materials;
  38062. break;
  38063. case 'bones':
  38064. if ( ! targetObject.skeleton ) {
  38065. error( 'PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  38066. return;
  38067. }
  38068. // potential future optimization: skip this if propertyIndex is already an integer
  38069. // and convert the integer string to a true integer.
  38070. targetObject = targetObject.skeleton.bones;
  38071. // support resolving morphTarget names into indices.
  38072. for ( let i = 0; i < targetObject.length; i ++ ) {
  38073. if ( targetObject[ i ].name === objectIndex ) {
  38074. objectIndex = i;
  38075. break;
  38076. }
  38077. }
  38078. break;
  38079. case 'map':
  38080. if ( 'map' in targetObject ) {
  38081. targetObject = targetObject.map;
  38082. break;
  38083. }
  38084. if ( ! targetObject.material ) {
  38085. error( 'PropertyBinding: Can not bind to material as node does not have a material.', this );
  38086. return;
  38087. }
  38088. if ( ! targetObject.material.map ) {
  38089. error( 'PropertyBinding: Can not bind to material.map as node.material does not have a map.', this );
  38090. return;
  38091. }
  38092. targetObject = targetObject.material.map;
  38093. break;
  38094. default:
  38095. if ( targetObject[ objectName ] === undefined ) {
  38096. error( 'PropertyBinding: Can not bind to objectName of node undefined.', this );
  38097. return;
  38098. }
  38099. targetObject = targetObject[ objectName ];
  38100. }
  38101. if ( objectIndex !== undefined ) {
  38102. if ( targetObject[ objectIndex ] === undefined ) {
  38103. error( 'PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  38104. return;
  38105. }
  38106. targetObject = targetObject[ objectIndex ];
  38107. }
  38108. }
  38109. // resolve property
  38110. const nodeProperty = targetObject[ propertyName ];
  38111. if ( nodeProperty === undefined ) {
  38112. const nodeName = parsedPath.nodeName;
  38113. error( 'PropertyBinding: Trying to update property for track: ' + nodeName +
  38114. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  38115. return;
  38116. }
  38117. // determine versioning scheme
  38118. let versioning = this.Versioning.None;
  38119. this.targetObject = targetObject;
  38120. if ( targetObject.isMaterial === true ) {
  38121. versioning = this.Versioning.NeedsUpdate;
  38122. } else if ( targetObject.isObject3D === true ) {
  38123. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  38124. }
  38125. // determine how the property gets bound
  38126. let bindingType = this.BindingType.Direct;
  38127. if ( propertyIndex !== undefined ) {
  38128. // access a sub element of the property array (only primitives are supported right now)
  38129. if ( propertyName === 'morphTargetInfluences' ) {
  38130. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  38131. // support resolving morphTarget names into indices.
  38132. if ( ! targetObject.geometry ) {
  38133. error( 'PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  38134. return;
  38135. }
  38136. if ( ! targetObject.geometry.morphAttributes ) {
  38137. error( 'PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  38138. return;
  38139. }
  38140. if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {
  38141. propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];
  38142. }
  38143. }
  38144. bindingType = this.BindingType.ArrayElement;
  38145. this.resolvedProperty = nodeProperty;
  38146. this.propertyIndex = propertyIndex;
  38147. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  38148. // must use copy for Object3D.Euler/Quaternion
  38149. bindingType = this.BindingType.HasFromToArray;
  38150. this.resolvedProperty = nodeProperty;
  38151. } else if ( Array.isArray( nodeProperty ) ) {
  38152. bindingType = this.BindingType.EntireArray;
  38153. this.resolvedProperty = nodeProperty;
  38154. } else {
  38155. this.propertyName = propertyName;
  38156. }
  38157. // select getter / setter
  38158. this.getValue = this.GetterByBindingType[ bindingType ];
  38159. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  38160. }
  38161. /**
  38162. * Unbinds the property.
  38163. */
  38164. unbind() {
  38165. this.node = null;
  38166. // back to the prototype version of getValue / setValue
  38167. // note: avoiding to mutate the shape of 'this' via 'delete'
  38168. this.getValue = this._getValue_unbound;
  38169. this.setValue = this._setValue_unbound;
  38170. }
  38171. }
  38172. PropertyBinding.Composite = Composite;
  38173. PropertyBinding.prototype.BindingType = {
  38174. Direct: 0,
  38175. EntireArray: 1,
  38176. ArrayElement: 2,
  38177. HasFromToArray: 3
  38178. };
  38179. PropertyBinding.prototype.Versioning = {
  38180. None: 0,
  38181. NeedsUpdate: 1,
  38182. MatrixWorldNeedsUpdate: 2
  38183. };
  38184. PropertyBinding.prototype.GetterByBindingType = [
  38185. PropertyBinding.prototype._getValue_direct,
  38186. PropertyBinding.prototype._getValue_array,
  38187. PropertyBinding.prototype._getValue_arrayElement,
  38188. PropertyBinding.prototype._getValue_toArray,
  38189. ];
  38190. PropertyBinding.prototype.SetterByBindingTypeAndVersioning = [
  38191. [
  38192. // Direct
  38193. PropertyBinding.prototype._setValue_direct,
  38194. PropertyBinding.prototype._setValue_direct_setNeedsUpdate,
  38195. PropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate,
  38196. ], [
  38197. // EntireArray
  38198. PropertyBinding.prototype._setValue_array,
  38199. PropertyBinding.prototype._setValue_array_setNeedsUpdate,
  38200. PropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate,
  38201. ], [
  38202. // ArrayElement
  38203. PropertyBinding.prototype._setValue_arrayElement,
  38204. PropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate,
  38205. PropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate,
  38206. ], [
  38207. // HasToFromArray
  38208. PropertyBinding.prototype._setValue_fromArray,
  38209. PropertyBinding.prototype._setValue_fromArray_setNeedsUpdate,
  38210. PropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate,
  38211. ]
  38212. ];
  38213. /**
  38214. * A group of objects that receives a shared animation state.
  38215. *
  38216. * Usage:
  38217. *
  38218. * - Add objects you would otherwise pass as 'root' to the
  38219. * constructor or the .clipAction method of AnimationMixer.
  38220. * - Instead pass this object as 'root'.
  38221. * - You can also add and remove objects later when the mixer is running.
  38222. *
  38223. * Note:
  38224. *
  38225. * - Objects of this class appear as one object to the mixer,
  38226. * so cache control of the individual objects must be done on the group.
  38227. *
  38228. * Limitation:
  38229. *
  38230. * - The animated properties must be compatible among the all objects in the group.
  38231. * - A single property can either be controlled through a target group or directly, but not both.
  38232. */
  38233. class AnimationObjectGroup {
  38234. /**
  38235. * Constructs a new animation group.
  38236. *
  38237. * @param {...Object3D} arguments - An arbitrary number of 3D objects that share the same animation state.
  38238. */
  38239. constructor() {
  38240. /**
  38241. * This flag can be used for type testing.
  38242. *
  38243. * @type {boolean}
  38244. * @readonly
  38245. * @default true
  38246. */
  38247. this.isAnimationObjectGroup = true;
  38248. /**
  38249. * The UUID of the 3D object.
  38250. *
  38251. * @type {string}
  38252. * @readonly
  38253. */
  38254. this.uuid = generateUUID();
  38255. // cached objects followed by the active ones
  38256. this._objects = Array.prototype.slice.call( arguments );
  38257. this.nCachedObjects_ = 0; // threshold
  38258. // note: read by PropertyBinding.Composite
  38259. const indices = {};
  38260. this._indicesByUUID = indices; // for bookkeeping
  38261. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  38262. indices[ arguments[ i ].uuid ] = i;
  38263. }
  38264. this._paths = []; // inside: string
  38265. this._parsedPaths = []; // inside: { we don't care, here }
  38266. this._bindings = []; // inside: Array< PropertyBinding >
  38267. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  38268. const scope = this;
  38269. this.stats = {
  38270. objects: {
  38271. get total() {
  38272. return scope._objects.length;
  38273. },
  38274. get inUse() {
  38275. return this.total - scope.nCachedObjects_;
  38276. }
  38277. },
  38278. get bindingsPerObject() {
  38279. return scope._bindings.length;
  38280. }
  38281. };
  38282. }
  38283. /**
  38284. * Adds an arbitrary number of objects to this animation group.
  38285. *
  38286. * @param {...Object3D} arguments - The 3D objects to add.
  38287. */
  38288. add() {
  38289. const objects = this._objects,
  38290. indicesByUUID = this._indicesByUUID,
  38291. paths = this._paths,
  38292. parsedPaths = this._parsedPaths,
  38293. bindings = this._bindings,
  38294. nBindings = bindings.length;
  38295. let knownObject = undefined,
  38296. nObjects = objects.length,
  38297. nCachedObjects = this.nCachedObjects_;
  38298. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  38299. const object = arguments[ i ],
  38300. uuid = object.uuid;
  38301. let index = indicesByUUID[ uuid ];
  38302. if ( index === undefined ) {
  38303. // unknown object -> add it to the ACTIVE region
  38304. index = nObjects ++;
  38305. indicesByUUID[ uuid ] = index;
  38306. objects.push( object );
  38307. // accounting is done, now do the same for all bindings
  38308. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38309. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  38310. }
  38311. } else if ( index < nCachedObjects ) {
  38312. knownObject = objects[ index ];
  38313. // move existing object to the ACTIVE region
  38314. const firstActiveIndex = -- nCachedObjects,
  38315. lastCachedObject = objects[ firstActiveIndex ];
  38316. indicesByUUID[ lastCachedObject.uuid ] = index;
  38317. objects[ index ] = lastCachedObject;
  38318. indicesByUUID[ uuid ] = firstActiveIndex;
  38319. objects[ firstActiveIndex ] = object;
  38320. // accounting is done, now do the same for all bindings
  38321. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38322. const bindingsForPath = bindings[ j ],
  38323. lastCached = bindingsForPath[ firstActiveIndex ];
  38324. let binding = bindingsForPath[ index ];
  38325. bindingsForPath[ index ] = lastCached;
  38326. if ( binding === undefined ) {
  38327. // since we do not bother to create new bindings
  38328. // for objects that are cached, the binding may
  38329. // or may not exist
  38330. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  38331. }
  38332. bindingsForPath[ firstActiveIndex ] = binding;
  38333. }
  38334. } else if ( objects[ index ] !== knownObject ) {
  38335. error( 'AnimationObjectGroup: Different objects with the same UUID ' +
  38336. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  38337. } // else the object is already where we want it to be
  38338. } // for arguments
  38339. this.nCachedObjects_ = nCachedObjects;
  38340. }
  38341. /**
  38342. * Removes an arbitrary number of objects to this animation group
  38343. *
  38344. * @param {...Object3D} arguments - The 3D objects to remove.
  38345. */
  38346. remove() {
  38347. const objects = this._objects,
  38348. indicesByUUID = this._indicesByUUID,
  38349. bindings = this._bindings,
  38350. nBindings = bindings.length;
  38351. let nCachedObjects = this.nCachedObjects_;
  38352. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  38353. const object = arguments[ i ],
  38354. uuid = object.uuid,
  38355. index = indicesByUUID[ uuid ];
  38356. if ( index !== undefined && index >= nCachedObjects ) {
  38357. // move existing object into the CACHED region
  38358. const lastCachedIndex = nCachedObjects ++,
  38359. firstActiveObject = objects[ lastCachedIndex ];
  38360. indicesByUUID[ firstActiveObject.uuid ] = index;
  38361. objects[ index ] = firstActiveObject;
  38362. indicesByUUID[ uuid ] = lastCachedIndex;
  38363. objects[ lastCachedIndex ] = object;
  38364. // accounting is done, now do the same for all bindings
  38365. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38366. const bindingsForPath = bindings[ j ],
  38367. firstActive = bindingsForPath[ lastCachedIndex ],
  38368. binding = bindingsForPath[ index ];
  38369. bindingsForPath[ index ] = firstActive;
  38370. bindingsForPath[ lastCachedIndex ] = binding;
  38371. }
  38372. }
  38373. } // for arguments
  38374. this.nCachedObjects_ = nCachedObjects;
  38375. }
  38376. /**
  38377. * Deallocates all memory resources for the passed 3D objects of this animation group.
  38378. *
  38379. * @param {...Object3D} arguments - The 3D objects to uncache.
  38380. */
  38381. uncache() {
  38382. const objects = this._objects,
  38383. indicesByUUID = this._indicesByUUID,
  38384. bindings = this._bindings,
  38385. nBindings = bindings.length;
  38386. let nCachedObjects = this.nCachedObjects_,
  38387. nObjects = objects.length;
  38388. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  38389. const object = arguments[ i ],
  38390. uuid = object.uuid,
  38391. index = indicesByUUID[ uuid ];
  38392. if ( index !== undefined ) {
  38393. delete indicesByUUID[ uuid ];
  38394. if ( index < nCachedObjects ) {
  38395. // object is cached, shrink the CACHED region
  38396. const firstActiveIndex = -- nCachedObjects,
  38397. lastCachedObject = objects[ firstActiveIndex ],
  38398. lastIndex = -- nObjects,
  38399. lastObject = objects[ lastIndex ];
  38400. // last cached object takes this object's place
  38401. indicesByUUID[ lastCachedObject.uuid ] = index;
  38402. objects[ index ] = lastCachedObject;
  38403. // last object goes to the activated slot and pop
  38404. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  38405. objects[ firstActiveIndex ] = lastObject;
  38406. objects.pop();
  38407. // accounting is done, now do the same for all bindings
  38408. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38409. const bindingsForPath = bindings[ j ],
  38410. lastCached = bindingsForPath[ firstActiveIndex ],
  38411. last = bindingsForPath[ lastIndex ];
  38412. bindingsForPath[ index ] = lastCached;
  38413. bindingsForPath[ firstActiveIndex ] = last;
  38414. bindingsForPath.pop();
  38415. }
  38416. } else {
  38417. // object is active, just swap with the last and pop
  38418. const lastIndex = -- nObjects,
  38419. lastObject = objects[ lastIndex ];
  38420. if ( lastIndex > 0 ) {
  38421. indicesByUUID[ lastObject.uuid ] = index;
  38422. }
  38423. objects[ index ] = lastObject;
  38424. objects.pop();
  38425. // accounting is done, now do the same for all bindings
  38426. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38427. const bindingsForPath = bindings[ j ];
  38428. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  38429. bindingsForPath.pop();
  38430. }
  38431. } // cached or active
  38432. } // if object is known
  38433. } // for arguments
  38434. this.nCachedObjects_ = nCachedObjects;
  38435. }
  38436. // Internal interface used by befriended PropertyBinding.Composite:
  38437. subscribe_( path, parsedPath ) {
  38438. // returns an array of bindings for the given path that is changed
  38439. // according to the contained objects in the group
  38440. const indicesByPath = this._bindingsIndicesByPath;
  38441. let index = indicesByPath[ path ];
  38442. const bindings = this._bindings;
  38443. if ( index !== undefined ) return bindings[ index ];
  38444. const paths = this._paths,
  38445. parsedPaths = this._parsedPaths,
  38446. objects = this._objects,
  38447. nObjects = objects.length,
  38448. nCachedObjects = this.nCachedObjects_,
  38449. bindingsForPath = new Array( nObjects );
  38450. index = bindings.length;
  38451. indicesByPath[ path ] = index;
  38452. paths.push( path );
  38453. parsedPaths.push( parsedPath );
  38454. bindings.push( bindingsForPath );
  38455. for ( let i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  38456. const object = objects[ i ];
  38457. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  38458. }
  38459. return bindingsForPath;
  38460. }
  38461. unsubscribe_( path ) {
  38462. // tells the group to forget about a property path and no longer
  38463. // update the array previously obtained with 'subscribe_'
  38464. const indicesByPath = this._bindingsIndicesByPath,
  38465. index = indicesByPath[ path ];
  38466. if ( index !== undefined ) {
  38467. const paths = this._paths,
  38468. parsedPaths = this._parsedPaths,
  38469. bindings = this._bindings,
  38470. lastBindingsIndex = bindings.length - 1,
  38471. lastBindings = bindings[ lastBindingsIndex ],
  38472. lastBindingsPath = path[ lastBindingsIndex ];
  38473. indicesByPath[ lastBindingsPath ] = index;
  38474. bindings[ index ] = lastBindings;
  38475. bindings.pop();
  38476. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  38477. parsedPaths.pop();
  38478. paths[ index ] = paths[ lastBindingsIndex ];
  38479. paths.pop();
  38480. }
  38481. }
  38482. }
  38483. /**
  38484. * An instance of `AnimationAction` schedules the playback of an animation which is
  38485. * stored in {@link AnimationClip}.
  38486. */
  38487. class AnimationAction {
  38488. /**
  38489. * Constructs a new animation action.
  38490. *
  38491. * @param {AnimationMixer} mixer - The mixer that is controlled by this action.
  38492. * @param {AnimationClip} clip - The animation clip that holds the actual keyframes.
  38493. * @param {?Object3D} [localRoot=null] - The root object on which this action is performed.
  38494. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode] - The blend mode.
  38495. */
  38496. constructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) {
  38497. this._mixer = mixer;
  38498. this._clip = clip;
  38499. this._localRoot = localRoot;
  38500. /**
  38501. * Defines how the animation is blended/combined when two or more animations
  38502. * are simultaneously played.
  38503. *
  38504. * @type {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)}
  38505. */
  38506. this.blendMode = blendMode;
  38507. const tracks = clip.tracks,
  38508. nTracks = tracks.length,
  38509. interpolants = new Array( nTracks );
  38510. const interpolantSettings = {
  38511. endingStart: ZeroCurvatureEnding,
  38512. endingEnd: ZeroCurvatureEnding
  38513. };
  38514. for ( let i = 0; i !== nTracks; ++ i ) {
  38515. const interpolant = tracks[ i ].createInterpolant( null );
  38516. interpolants[ i ] = interpolant;
  38517. interpolant.settings = interpolantSettings;
  38518. }
  38519. this._interpolantSettings = interpolantSettings;
  38520. this._interpolants = interpolants; // bound by the mixer
  38521. // inside: PropertyMixer (managed by the mixer)
  38522. this._propertyBindings = new Array( nTracks );
  38523. this._cacheIndex = null; // for the memory manager
  38524. this._byClipCacheIndex = null; // for the memory manager
  38525. this._timeScaleInterpolant = null;
  38526. this._weightInterpolant = null;
  38527. /**
  38528. * The loop mode, set via {@link AnimationAction#setLoop}.
  38529. *
  38530. * @type {(LoopRepeat|LoopOnce|LoopPingPong)}
  38531. * @default LoopRepeat
  38532. */
  38533. this.loop = LoopRepeat;
  38534. this._loopCount = -1;
  38535. // global mixer time when the action is to be started
  38536. // it's set back to 'null' upon start of the action
  38537. this._startTime = null;
  38538. /**
  38539. * The local time of this action (in seconds, starting with `0`).
  38540. *
  38541. * The value gets clamped or wrapped to `[0,clip.duration]` (according to the
  38542. * loop state).
  38543. *
  38544. * @type {number}
  38545. * @default Infinity
  38546. */
  38547. this.time = 0;
  38548. /**
  38549. * Scaling factor for the {@link AnimationAction#time}. A value of `0` causes the
  38550. * animation to pause. Negative values cause the animation to play backwards.
  38551. *
  38552. * @type {number}
  38553. * @default 1
  38554. */
  38555. this.timeScale = 1;
  38556. this._effectiveTimeScale = 1;
  38557. /**
  38558. * The degree of influence of this action (in the interval `[0, 1]`). Values
  38559. * between `0` (no impact) and `1` (full impact) can be used to blend between
  38560. * several actions.
  38561. *
  38562. * @type {number}
  38563. * @default 1
  38564. */
  38565. this.weight = 1;
  38566. this._effectiveWeight = 1;
  38567. /**
  38568. * The number of repetitions of the performed clip over the course of this action.
  38569. * Can be set via {@link AnimationAction#setLoop}.
  38570. *
  38571. * Setting this number has no effect if {@link AnimationAction#loop} is set to
  38572. * `THREE:LoopOnce`.
  38573. *
  38574. * @type {number}
  38575. * @default Infinity
  38576. */
  38577. this.repetitions = Infinity;
  38578. /**
  38579. * If set to `true`, the playback of the action is paused.
  38580. *
  38581. * @type {boolean}
  38582. * @default false
  38583. */
  38584. this.paused = false;
  38585. /**
  38586. * If set to `false`, the action is disabled so it has no impact.
  38587. *
  38588. * When the action is re-enabled, the animation continues from its current
  38589. * time (setting `enabled` to `false` doesn't reset the action).
  38590. *
  38591. * @type {boolean}
  38592. * @default true
  38593. */
  38594. this.enabled = true;
  38595. /**
  38596. * If set to true the animation will automatically be paused on its last frame.
  38597. *
  38598. * If set to false, {@link AnimationAction#enabled} will automatically be switched
  38599. * to `false` when the last loop of the action has finished, so that this action has
  38600. * no further impact.
  38601. *
  38602. * Note: This member has no impact if the action is interrupted (it
  38603. * has only an effect if its last loop has really finished).
  38604. *
  38605. * @type {boolean}
  38606. * @default false
  38607. */
  38608. this.clampWhenFinished = false;
  38609. /**
  38610. * Enables smooth interpolation without separate clips for start, loop and end.
  38611. *
  38612. * @type {boolean}
  38613. * @default true
  38614. */
  38615. this.zeroSlopeAtStart = true;
  38616. /**
  38617. * Enables smooth interpolation without separate clips for start, loop and end.
  38618. *
  38619. * @type {boolean}
  38620. * @default true
  38621. */
  38622. this.zeroSlopeAtEnd = true;
  38623. }
  38624. /**
  38625. * Starts the playback of the animation.
  38626. *
  38627. * @return {AnimationAction} A reference to this animation action.
  38628. */
  38629. play() {
  38630. this._mixer._activateAction( this );
  38631. return this;
  38632. }
  38633. /**
  38634. * Stops the playback of the animation.
  38635. *
  38636. * @return {AnimationAction} A reference to this animation action.
  38637. */
  38638. stop() {
  38639. this._mixer._deactivateAction( this );
  38640. return this.reset();
  38641. }
  38642. /**
  38643. * Resets the playback of the animation.
  38644. *
  38645. * @return {AnimationAction} A reference to this animation action.
  38646. */
  38647. reset() {
  38648. this.paused = false;
  38649. this.enabled = true;
  38650. this.time = 0; // restart clip
  38651. this._loopCount = -1;// forget previous loops
  38652. this._startTime = null;// forget scheduling
  38653. return this.stopFading().stopWarping();
  38654. }
  38655. /**
  38656. * Returns `true` if the animation is running.
  38657. *
  38658. * @return {boolean} Whether the animation is running or not.
  38659. */
  38660. isRunning() {
  38661. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  38662. this._startTime === null && this._mixer._isActiveAction( this );
  38663. }
  38664. /**
  38665. * Returns `true` when {@link AnimationAction#play} has been called.
  38666. *
  38667. * @return {boolean} Whether the animation is scheduled or not.
  38668. */
  38669. isScheduled() {
  38670. return this._mixer._isActiveAction( this );
  38671. }
  38672. /**
  38673. * Defines the time when the animation should start.
  38674. *
  38675. * @param {number} time - The start time in seconds.
  38676. * @return {AnimationAction} A reference to this animation action.
  38677. */
  38678. startAt( time ) {
  38679. this._startTime = time;
  38680. return this;
  38681. }
  38682. /**
  38683. * Configures the loop settings for this action.
  38684. *
  38685. * @param {(LoopRepeat|LoopOnce|LoopPingPong)} mode - The loop mode.
  38686. * @param {number} repetitions - The number of repetitions.
  38687. * @return {AnimationAction} A reference to this animation action.
  38688. */
  38689. setLoop( mode, repetitions ) {
  38690. this.loop = mode;
  38691. this.repetitions = repetitions;
  38692. return this;
  38693. }
  38694. /**
  38695. * Sets the effective weight of this action.
  38696. *
  38697. * An action has no effect and thus an effective weight of zero when the
  38698. * action is disabled.
  38699. *
  38700. * @param {number} weight - The weight to set.
  38701. * @return {AnimationAction} A reference to this animation action.
  38702. */
  38703. setEffectiveWeight( weight ) {
  38704. this.weight = weight;
  38705. // note: same logic as when updated at runtime
  38706. this._effectiveWeight = this.enabled ? weight : 0;
  38707. return this.stopFading();
  38708. }
  38709. /**
  38710. * Returns the effective weight of this action.
  38711. *
  38712. * @return {number} The effective weight.
  38713. */
  38714. getEffectiveWeight() {
  38715. return this._effectiveWeight;
  38716. }
  38717. /**
  38718. * Fades the animation in by increasing its weight gradually from `0` to `1`,
  38719. * within the passed time interval.
  38720. *
  38721. * @param {number} duration - The duration of the fade.
  38722. * @return {AnimationAction} A reference to this animation action.
  38723. */
  38724. fadeIn( duration ) {
  38725. return this._scheduleFading( duration, 0, 1 );
  38726. }
  38727. /**
  38728. * Fades the animation out by decreasing its weight gradually from `1` to `0`,
  38729. * within the passed time interval.
  38730. *
  38731. * @param {number} duration - The duration of the fade.
  38732. * @return {AnimationAction} A reference to this animation action.
  38733. */
  38734. fadeOut( duration ) {
  38735. return this._scheduleFading( duration, 1, 0 );
  38736. }
  38737. /**
  38738. * Causes this action to fade in and the given action to fade out,
  38739. * within the passed time interval.
  38740. *
  38741. * @param {AnimationAction} fadeOutAction - The animation action to fade out.
  38742. * @param {number} duration - The duration of the fade.
  38743. * @param {boolean} [warp=false] - Whether warping should be used or not.
  38744. * @return {AnimationAction} A reference to this animation action.
  38745. */
  38746. crossFadeFrom( fadeOutAction, duration, warp = false ) {
  38747. fadeOutAction.fadeOut( duration );
  38748. this.fadeIn( duration );
  38749. if ( warp === true ) {
  38750. const fadeInDuration = this._clip.duration,
  38751. fadeOutDuration = fadeOutAction._clip.duration,
  38752. startEndRatio = fadeOutDuration / fadeInDuration,
  38753. endStartRatio = fadeInDuration / fadeOutDuration;
  38754. fadeOutAction.warp( 1.0, startEndRatio, duration );
  38755. this.warp( endStartRatio, 1.0, duration );
  38756. }
  38757. return this;
  38758. }
  38759. /**
  38760. * Causes this action to fade out and the given action to fade in,
  38761. * within the passed time interval.
  38762. *
  38763. * @param {AnimationAction} fadeInAction - The animation action to fade in.
  38764. * @param {number} duration - The duration of the fade.
  38765. * @param {boolean} [warp=false] - Whether warping should be used or not.
  38766. * @return {AnimationAction} A reference to this animation action.
  38767. */
  38768. crossFadeTo( fadeInAction, duration, warp = false ) {
  38769. return fadeInAction.crossFadeFrom( this, duration, warp );
  38770. }
  38771. /**
  38772. * Stops any fading which is applied to this action.
  38773. *
  38774. * @return {AnimationAction} A reference to this animation action.
  38775. */
  38776. stopFading() {
  38777. const weightInterpolant = this._weightInterpolant;
  38778. if ( weightInterpolant !== null ) {
  38779. this._weightInterpolant = null;
  38780. this._mixer._takeBackControlInterpolant( weightInterpolant );
  38781. }
  38782. return this;
  38783. }
  38784. /**
  38785. * Sets the effective time scale of this action.
  38786. *
  38787. * An action has no effect and thus an effective time scale of zero when the
  38788. * action is paused.
  38789. *
  38790. * @param {number} timeScale - The time scale to set.
  38791. * @return {AnimationAction} A reference to this animation action.
  38792. */
  38793. setEffectiveTimeScale( timeScale ) {
  38794. this.timeScale = timeScale;
  38795. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  38796. return this.stopWarping();
  38797. }
  38798. /**
  38799. * Returns the effective time scale of this action.
  38800. *
  38801. * @return {number} The effective time scale.
  38802. */
  38803. getEffectiveTimeScale() {
  38804. return this._effectiveTimeScale;
  38805. }
  38806. /**
  38807. * Sets the duration for a single loop of this action.
  38808. *
  38809. * @param {number} duration - The duration to set.
  38810. * @return {AnimationAction} A reference to this animation action.
  38811. */
  38812. setDuration( duration ) {
  38813. this.timeScale = this._clip.duration / duration;
  38814. return this.stopWarping();
  38815. }
  38816. /**
  38817. * Synchronizes this action with the passed other action.
  38818. *
  38819. * @param {AnimationAction} action - The action to sync with.
  38820. * @return {AnimationAction} A reference to this animation action.
  38821. */
  38822. syncWith( action ) {
  38823. this.time = action.time;
  38824. this.timeScale = action.timeScale;
  38825. return this.stopWarping();
  38826. }
  38827. /**
  38828. * Decelerates this animation's speed to `0` within the passed time interval.
  38829. *
  38830. * @param {number} duration - The duration.
  38831. * @return {AnimationAction} A reference to this animation action.
  38832. */
  38833. halt( duration ) {
  38834. return this.warp( this._effectiveTimeScale, 0, duration );
  38835. }
  38836. /**
  38837. * Changes the playback speed, within the passed time interval, by modifying
  38838. * {@link AnimationAction#timeScale} gradually from `startTimeScale` to
  38839. * `endTimeScale`.
  38840. *
  38841. * @param {number} startTimeScale - The start time scale.
  38842. * @param {number} endTimeScale - The end time scale.
  38843. * @param {number} duration - The duration.
  38844. * @return {AnimationAction} A reference to this animation action.
  38845. */
  38846. warp( startTimeScale, endTimeScale, duration ) {
  38847. const mixer = this._mixer,
  38848. now = mixer.time,
  38849. timeScale = this.timeScale;
  38850. let interpolant = this._timeScaleInterpolant;
  38851. if ( interpolant === null ) {
  38852. interpolant = mixer._lendControlInterpolant();
  38853. this._timeScaleInterpolant = interpolant;
  38854. }
  38855. const times = interpolant.parameterPositions,
  38856. values = interpolant.sampleValues;
  38857. times[ 0 ] = now;
  38858. times[ 1 ] = now + duration;
  38859. values[ 0 ] = startTimeScale / timeScale;
  38860. values[ 1 ] = endTimeScale / timeScale;
  38861. return this;
  38862. }
  38863. /**
  38864. * Stops any scheduled warping which is applied to this action.
  38865. *
  38866. * @return {AnimationAction} A reference to this animation action.
  38867. */
  38868. stopWarping() {
  38869. const timeScaleInterpolant = this._timeScaleInterpolant;
  38870. if ( timeScaleInterpolant !== null ) {
  38871. this._timeScaleInterpolant = null;
  38872. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  38873. }
  38874. return this;
  38875. }
  38876. /**
  38877. * Returns the animation mixer of this animation action.
  38878. *
  38879. * @return {AnimationMixer} The animation mixer.
  38880. */
  38881. getMixer() {
  38882. return this._mixer;
  38883. }
  38884. /**
  38885. * Returns the animation clip of this animation action.
  38886. *
  38887. * @return {AnimationClip} The animation clip.
  38888. */
  38889. getClip() {
  38890. return this._clip;
  38891. }
  38892. /**
  38893. * Returns the root object of this animation action.
  38894. *
  38895. * @return {Object3D} The root object.
  38896. */
  38897. getRoot() {
  38898. return this._localRoot || this._mixer._root;
  38899. }
  38900. // Internal
  38901. _update( time, deltaTime, timeDirection, accuIndex ) {
  38902. // called by the mixer
  38903. if ( ! this.enabled ) {
  38904. // call ._updateWeight() to update ._effectiveWeight
  38905. this._updateWeight( time );
  38906. return;
  38907. }
  38908. const startTime = this._startTime;
  38909. if ( startTime !== null ) {
  38910. // check for scheduled start of action
  38911. const timeRunning = ( time - startTime ) * timeDirection;
  38912. if ( timeRunning < 0 || timeDirection === 0 ) {
  38913. deltaTime = 0;
  38914. } else {
  38915. this._startTime = null; // unschedule
  38916. deltaTime = timeDirection * timeRunning;
  38917. }
  38918. }
  38919. // apply time scale and advance time
  38920. deltaTime *= this._updateTimeScale( time );
  38921. const clipTime = this._updateTime( deltaTime );
  38922. // note: _updateTime may disable the action resulting in
  38923. // an effective weight of 0
  38924. const weight = this._updateWeight( time );
  38925. if ( weight > 0 ) {
  38926. const interpolants = this._interpolants;
  38927. const propertyMixers = this._propertyBindings;
  38928. switch ( this.blendMode ) {
  38929. case AdditiveAnimationBlendMode:
  38930. for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
  38931. interpolants[ j ].evaluate( clipTime );
  38932. propertyMixers[ j ].accumulateAdditive( weight );
  38933. }
  38934. break;
  38935. case NormalAnimationBlendMode:
  38936. default:
  38937. for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
  38938. interpolants[ j ].evaluate( clipTime );
  38939. propertyMixers[ j ].accumulate( accuIndex, weight );
  38940. }
  38941. }
  38942. }
  38943. }
  38944. _updateWeight( time ) {
  38945. let weight = 0;
  38946. if ( this.enabled ) {
  38947. weight = this.weight;
  38948. const interpolant = this._weightInterpolant;
  38949. if ( interpolant !== null ) {
  38950. const interpolantValue = interpolant.evaluate( time )[ 0 ];
  38951. weight *= interpolantValue;
  38952. if ( time > interpolant.parameterPositions[ 1 ] ) {
  38953. this.stopFading();
  38954. if ( interpolantValue === 0 ) {
  38955. // faded out, disable
  38956. this.enabled = false;
  38957. }
  38958. }
  38959. }
  38960. }
  38961. this._effectiveWeight = weight;
  38962. return weight;
  38963. }
  38964. _updateTimeScale( time ) {
  38965. let timeScale = 0;
  38966. if ( ! this.paused ) {
  38967. timeScale = this.timeScale;
  38968. const interpolant = this._timeScaleInterpolant;
  38969. if ( interpolant !== null ) {
  38970. const interpolantValue = interpolant.evaluate( time )[ 0 ];
  38971. timeScale *= interpolantValue;
  38972. if ( time > interpolant.parameterPositions[ 1 ] ) {
  38973. this.stopWarping();
  38974. if ( timeScale === 0 ) {
  38975. // motion has halted, pause
  38976. this.paused = true;
  38977. } else {
  38978. // warp done - apply final time scale
  38979. this.timeScale = timeScale;
  38980. }
  38981. }
  38982. }
  38983. }
  38984. this._effectiveTimeScale = timeScale;
  38985. return timeScale;
  38986. }
  38987. _updateTime( deltaTime ) {
  38988. const duration = this._clip.duration;
  38989. const loop = this.loop;
  38990. let time = this.time + deltaTime;
  38991. let loopCount = this._loopCount;
  38992. const pingPong = ( loop === LoopPingPong );
  38993. if ( deltaTime === 0 ) {
  38994. if ( loopCount === -1 ) return time;
  38995. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  38996. }
  38997. if ( loop === LoopOnce ) {
  38998. if ( loopCount === -1 ) {
  38999. // just started
  39000. this._loopCount = 0;
  39001. this._setEndings( true, true, false );
  39002. }
  39003. handle_stop: {
  39004. if ( time >= duration ) {
  39005. time = duration;
  39006. } else if ( time < 0 ) {
  39007. time = 0;
  39008. } else {
  39009. this.time = time;
  39010. break handle_stop;
  39011. }
  39012. if ( this.clampWhenFinished ) this.paused = true;
  39013. else this.enabled = false;
  39014. this.time = time;
  39015. this._mixer.dispatchEvent( {
  39016. type: 'finished', action: this,
  39017. direction: deltaTime < 0 ? -1 : 1
  39018. } );
  39019. }
  39020. } else { // repetitive Repeat or PingPong
  39021. if ( loopCount === -1 ) {
  39022. // just started
  39023. if ( deltaTime >= 0 ) {
  39024. loopCount = 0;
  39025. this._setEndings( true, this.repetitions === 0, pingPong );
  39026. } else {
  39027. // when looping in reverse direction, the initial
  39028. // transition through zero counts as a repetition,
  39029. // so leave loopCount at -1
  39030. this._setEndings( this.repetitions === 0, true, pingPong );
  39031. }
  39032. }
  39033. if ( time >= duration || time < 0 ) {
  39034. // wrap around
  39035. const loopDelta = Math.floor( time / duration ); // signed
  39036. time -= duration * loopDelta;
  39037. loopCount += Math.abs( loopDelta );
  39038. const pending = this.repetitions - loopCount;
  39039. if ( pending <= 0 ) {
  39040. // have to stop (switch state, clamp time, fire event)
  39041. if ( this.clampWhenFinished ) this.paused = true;
  39042. else this.enabled = false;
  39043. time = deltaTime > 0 ? duration : 0;
  39044. this.time = time;
  39045. this._mixer.dispatchEvent( {
  39046. type: 'finished', action: this,
  39047. direction: deltaTime > 0 ? 1 : -1
  39048. } );
  39049. } else {
  39050. // keep running
  39051. if ( pending === 1 ) {
  39052. // entering the last round
  39053. const atStart = deltaTime < 0;
  39054. this._setEndings( atStart, ! atStart, pingPong );
  39055. } else {
  39056. this._setEndings( false, false, pingPong );
  39057. }
  39058. this._loopCount = loopCount;
  39059. this.time = time;
  39060. this._mixer.dispatchEvent( {
  39061. type: 'loop', action: this, loopDelta: loopDelta
  39062. } );
  39063. }
  39064. } else {
  39065. this.time = time;
  39066. }
  39067. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  39068. // invert time for the "pong round"
  39069. return duration - time;
  39070. }
  39071. }
  39072. return time;
  39073. }
  39074. _setEndings( atStart, atEnd, pingPong ) {
  39075. const settings = this._interpolantSettings;
  39076. if ( pingPong ) {
  39077. settings.endingStart = ZeroSlopeEnding;
  39078. settings.endingEnd = ZeroSlopeEnding;
  39079. } else {
  39080. // assuming for LoopOnce atStart == atEnd == true
  39081. if ( atStart ) {
  39082. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  39083. } else {
  39084. settings.endingStart = WrapAroundEnding;
  39085. }
  39086. if ( atEnd ) {
  39087. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  39088. } else {
  39089. settings.endingEnd = WrapAroundEnding;
  39090. }
  39091. }
  39092. }
  39093. _scheduleFading( duration, weightNow, weightThen ) {
  39094. const mixer = this._mixer, now = mixer.time;
  39095. let interpolant = this._weightInterpolant;
  39096. if ( interpolant === null ) {
  39097. interpolant = mixer._lendControlInterpolant();
  39098. this._weightInterpolant = interpolant;
  39099. }
  39100. const times = interpolant.parameterPositions,
  39101. values = interpolant.sampleValues;
  39102. times[ 0 ] = now;
  39103. values[ 0 ] = weightNow;
  39104. times[ 1 ] = now + duration;
  39105. values[ 1 ] = weightThen;
  39106. return this;
  39107. }
  39108. }
  39109. const _controlInterpolantsResultBuffer = new Float32Array( 1 );
  39110. /**
  39111. * `AnimationMixer` is a player for animations on a particular object in
  39112. * the scene. When multiple objects in the scene are animated independently,
  39113. * one `AnimationMixer` may be used for each object.
  39114. */
  39115. class AnimationMixer extends EventDispatcher {
  39116. /**
  39117. * Constructs a new animation mixer.
  39118. *
  39119. * @param {Object3D} root - The object whose animations shall be played by this mixer.
  39120. */
  39121. constructor( root ) {
  39122. super();
  39123. this._root = root;
  39124. this._initMemoryManager();
  39125. this._accuIndex = 0;
  39126. /**
  39127. * The global mixer time (in seconds; starting with `0` on the mixer's creation).
  39128. *
  39129. * @type {number}
  39130. * @default 0
  39131. */
  39132. this.time = 0;
  39133. /**
  39134. * A scaling factor for the global time.
  39135. *
  39136. * Note: Setting this member to `0` and later back to `1` is a
  39137. * possibility to pause/unpause all actions that are controlled by this
  39138. * mixer.
  39139. *
  39140. * @type {number}
  39141. * @default 1
  39142. */
  39143. this.timeScale = 1.0;
  39144. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  39145. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
  39146. }
  39147. }
  39148. _bindAction( action, prototypeAction ) {
  39149. const root = action._localRoot || this._root,
  39150. tracks = action._clip.tracks,
  39151. nTracks = tracks.length,
  39152. bindings = action._propertyBindings,
  39153. interpolants = action._interpolants,
  39154. rootUuid = root.uuid,
  39155. bindingsByRoot = this._bindingsByRootAndName;
  39156. let bindingsByName = bindingsByRoot[ rootUuid ];
  39157. if ( bindingsByName === undefined ) {
  39158. bindingsByName = {};
  39159. bindingsByRoot[ rootUuid ] = bindingsByName;
  39160. }
  39161. for ( let i = 0; i !== nTracks; ++ i ) {
  39162. const track = tracks[ i ],
  39163. trackName = track.name;
  39164. let binding = bindingsByName[ trackName ];
  39165. if ( binding !== undefined ) {
  39166. ++ binding.referenceCount;
  39167. bindings[ i ] = binding;
  39168. } else {
  39169. binding = bindings[ i ];
  39170. if ( binding !== undefined ) {
  39171. // existing binding, make sure the cache knows
  39172. if ( binding._cacheIndex === null ) {
  39173. ++ binding.referenceCount;
  39174. this._addInactiveBinding( binding, rootUuid, trackName );
  39175. }
  39176. continue;
  39177. }
  39178. const path = prototypeAction && prototypeAction.
  39179. _propertyBindings[ i ].binding.parsedPath;
  39180. binding = new PropertyMixer(
  39181. PropertyBinding.create( root, trackName, path ),
  39182. track.ValueTypeName, track.getValueSize() );
  39183. ++ binding.referenceCount;
  39184. this._addInactiveBinding( binding, rootUuid, trackName );
  39185. bindings[ i ] = binding;
  39186. }
  39187. interpolants[ i ].resultBuffer = binding.buffer;
  39188. }
  39189. }
  39190. _activateAction( action ) {
  39191. if ( ! this._isActiveAction( action ) ) {
  39192. if ( action._cacheIndex === null ) {
  39193. // this action has been forgotten by the cache, but the user
  39194. // appears to be still using it -> rebind
  39195. const rootUuid = ( action._localRoot || this._root ).uuid,
  39196. clipUuid = action._clip.uuid,
  39197. actionsForClip = this._actionsByClip[ clipUuid ];
  39198. this._bindAction( action,
  39199. actionsForClip && actionsForClip.knownActions[ 0 ] );
  39200. this._addInactiveAction( action, clipUuid, rootUuid );
  39201. }
  39202. const bindings = action._propertyBindings;
  39203. // increment reference counts / sort out state
  39204. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  39205. const binding = bindings[ i ];
  39206. if ( binding.useCount ++ === 0 ) {
  39207. this._lendBinding( binding );
  39208. binding.saveOriginalState();
  39209. }
  39210. }
  39211. this._lendAction( action );
  39212. }
  39213. }
  39214. _deactivateAction( action ) {
  39215. if ( this._isActiveAction( action ) ) {
  39216. const bindings = action._propertyBindings;
  39217. // decrement reference counts / sort out state
  39218. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  39219. const binding = bindings[ i ];
  39220. if ( -- binding.useCount === 0 ) {
  39221. binding.restoreOriginalState();
  39222. this._takeBackBinding( binding );
  39223. }
  39224. }
  39225. this._takeBackAction( action );
  39226. }
  39227. }
  39228. // Memory manager
  39229. _initMemoryManager() {
  39230. this._actions = []; // 'nActiveActions' followed by inactive ones
  39231. this._nActiveActions = 0;
  39232. this._actionsByClip = {};
  39233. // inside:
  39234. // {
  39235. // knownActions: Array< AnimationAction > - used as prototypes
  39236. // actionByRoot: AnimationAction - lookup
  39237. // }
  39238. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  39239. this._nActiveBindings = 0;
  39240. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  39241. this._controlInterpolants = []; // same game as above
  39242. this._nActiveControlInterpolants = 0;
  39243. const scope = this;
  39244. this.stats = {
  39245. actions: {
  39246. get total() {
  39247. return scope._actions.length;
  39248. },
  39249. get inUse() {
  39250. return scope._nActiveActions;
  39251. }
  39252. },
  39253. bindings: {
  39254. get total() {
  39255. return scope._bindings.length;
  39256. },
  39257. get inUse() {
  39258. return scope._nActiveBindings;
  39259. }
  39260. },
  39261. controlInterpolants: {
  39262. get total() {
  39263. return scope._controlInterpolants.length;
  39264. },
  39265. get inUse() {
  39266. return scope._nActiveControlInterpolants;
  39267. }
  39268. }
  39269. };
  39270. }
  39271. // Memory management for AnimationAction objects
  39272. _isActiveAction( action ) {
  39273. const index = action._cacheIndex;
  39274. return index !== null && index < this._nActiveActions;
  39275. }
  39276. _addInactiveAction( action, clipUuid, rootUuid ) {
  39277. const actions = this._actions,
  39278. actionsByClip = this._actionsByClip;
  39279. let actionsForClip = actionsByClip[ clipUuid ];
  39280. if ( actionsForClip === undefined ) {
  39281. actionsForClip = {
  39282. knownActions: [ action ],
  39283. actionByRoot: {}
  39284. };
  39285. action._byClipCacheIndex = 0;
  39286. actionsByClip[ clipUuid ] = actionsForClip;
  39287. } else {
  39288. const knownActions = actionsForClip.knownActions;
  39289. action._byClipCacheIndex = knownActions.length;
  39290. knownActions.push( action );
  39291. }
  39292. action._cacheIndex = actions.length;
  39293. actions.push( action );
  39294. actionsForClip.actionByRoot[ rootUuid ] = action;
  39295. }
  39296. _removeInactiveAction( action ) {
  39297. const actions = this._actions,
  39298. lastInactiveAction = actions[ actions.length - 1 ],
  39299. cacheIndex = action._cacheIndex;
  39300. lastInactiveAction._cacheIndex = cacheIndex;
  39301. actions[ cacheIndex ] = lastInactiveAction;
  39302. actions.pop();
  39303. action._cacheIndex = null;
  39304. const clipUuid = action._clip.uuid,
  39305. actionsByClip = this._actionsByClip,
  39306. actionsForClip = actionsByClip[ clipUuid ],
  39307. knownActionsForClip = actionsForClip.knownActions,
  39308. lastKnownAction =
  39309. knownActionsForClip[ knownActionsForClip.length - 1 ],
  39310. byClipCacheIndex = action._byClipCacheIndex;
  39311. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  39312. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  39313. knownActionsForClip.pop();
  39314. action._byClipCacheIndex = null;
  39315. const actionByRoot = actionsForClip.actionByRoot,
  39316. rootUuid = ( action._localRoot || this._root ).uuid;
  39317. delete actionByRoot[ rootUuid ];
  39318. if ( knownActionsForClip.length === 0 ) {
  39319. delete actionsByClip[ clipUuid ];
  39320. }
  39321. this._removeInactiveBindingsForAction( action );
  39322. }
  39323. _removeInactiveBindingsForAction( action ) {
  39324. const bindings = action._propertyBindings;
  39325. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  39326. const binding = bindings[ i ];
  39327. if ( -- binding.referenceCount === 0 ) {
  39328. this._removeInactiveBinding( binding );
  39329. }
  39330. }
  39331. }
  39332. _lendAction( action ) {
  39333. // [ active actions | inactive actions ]
  39334. // [ active actions >| inactive actions ]
  39335. // s a
  39336. // <-swap->
  39337. // a s
  39338. const actions = this._actions,
  39339. prevIndex = action._cacheIndex,
  39340. lastActiveIndex = this._nActiveActions ++,
  39341. firstInactiveAction = actions[ lastActiveIndex ];
  39342. action._cacheIndex = lastActiveIndex;
  39343. actions[ lastActiveIndex ] = action;
  39344. firstInactiveAction._cacheIndex = prevIndex;
  39345. actions[ prevIndex ] = firstInactiveAction;
  39346. }
  39347. _takeBackAction( action ) {
  39348. // [ active actions | inactive actions ]
  39349. // [ active actions |< inactive actions ]
  39350. // a s
  39351. // <-swap->
  39352. // s a
  39353. const actions = this._actions,
  39354. prevIndex = action._cacheIndex,
  39355. firstInactiveIndex = -- this._nActiveActions,
  39356. lastActiveAction = actions[ firstInactiveIndex ];
  39357. action._cacheIndex = firstInactiveIndex;
  39358. actions[ firstInactiveIndex ] = action;
  39359. lastActiveAction._cacheIndex = prevIndex;
  39360. actions[ prevIndex ] = lastActiveAction;
  39361. }
  39362. // Memory management for PropertyMixer objects
  39363. _addInactiveBinding( binding, rootUuid, trackName ) {
  39364. const bindingsByRoot = this._bindingsByRootAndName,
  39365. bindings = this._bindings;
  39366. let bindingByName = bindingsByRoot[ rootUuid ];
  39367. if ( bindingByName === undefined ) {
  39368. bindingByName = {};
  39369. bindingsByRoot[ rootUuid ] = bindingByName;
  39370. }
  39371. bindingByName[ trackName ] = binding;
  39372. binding._cacheIndex = bindings.length;
  39373. bindings.push( binding );
  39374. }
  39375. _removeInactiveBinding( binding ) {
  39376. const bindings = this._bindings,
  39377. propBinding = binding.binding,
  39378. rootUuid = propBinding.rootNode.uuid,
  39379. trackName = propBinding.path,
  39380. bindingsByRoot = this._bindingsByRootAndName,
  39381. bindingByName = bindingsByRoot[ rootUuid ],
  39382. lastInactiveBinding = bindings[ bindings.length - 1 ],
  39383. cacheIndex = binding._cacheIndex;
  39384. lastInactiveBinding._cacheIndex = cacheIndex;
  39385. bindings[ cacheIndex ] = lastInactiveBinding;
  39386. bindings.pop();
  39387. delete bindingByName[ trackName ];
  39388. if ( Object.keys( bindingByName ).length === 0 ) {
  39389. delete bindingsByRoot[ rootUuid ];
  39390. }
  39391. }
  39392. _lendBinding( binding ) {
  39393. const bindings = this._bindings,
  39394. prevIndex = binding._cacheIndex,
  39395. lastActiveIndex = this._nActiveBindings ++,
  39396. firstInactiveBinding = bindings[ lastActiveIndex ];
  39397. binding._cacheIndex = lastActiveIndex;
  39398. bindings[ lastActiveIndex ] = binding;
  39399. firstInactiveBinding._cacheIndex = prevIndex;
  39400. bindings[ prevIndex ] = firstInactiveBinding;
  39401. }
  39402. _takeBackBinding( binding ) {
  39403. const bindings = this._bindings,
  39404. prevIndex = binding._cacheIndex,
  39405. firstInactiveIndex = -- this._nActiveBindings,
  39406. lastActiveBinding = bindings[ firstInactiveIndex ];
  39407. binding._cacheIndex = firstInactiveIndex;
  39408. bindings[ firstInactiveIndex ] = binding;
  39409. lastActiveBinding._cacheIndex = prevIndex;
  39410. bindings[ prevIndex ] = lastActiveBinding;
  39411. }
  39412. // Memory management of Interpolants for weight and time scale
  39413. _lendControlInterpolant() {
  39414. const interpolants = this._controlInterpolants,
  39415. lastActiveIndex = this._nActiveControlInterpolants ++;
  39416. let interpolant = interpolants[ lastActiveIndex ];
  39417. if ( interpolant === undefined ) {
  39418. interpolant = new LinearInterpolant(
  39419. new Float32Array( 2 ), new Float32Array( 2 ),
  39420. 1, _controlInterpolantsResultBuffer );
  39421. interpolant.__cacheIndex = lastActiveIndex;
  39422. interpolants[ lastActiveIndex ] = interpolant;
  39423. }
  39424. return interpolant;
  39425. }
  39426. _takeBackControlInterpolant( interpolant ) {
  39427. const interpolants = this._controlInterpolants,
  39428. prevIndex = interpolant.__cacheIndex,
  39429. firstInactiveIndex = -- this._nActiveControlInterpolants,
  39430. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  39431. interpolant.__cacheIndex = firstInactiveIndex;
  39432. interpolants[ firstInactiveIndex ] = interpolant;
  39433. lastActiveInterpolant.__cacheIndex = prevIndex;
  39434. interpolants[ prevIndex ] = lastActiveInterpolant;
  39435. }
  39436. /**
  39437. * Returns an instance of {@link AnimationAction} for the passed clip.
  39438. *
  39439. * If an action fitting the clip and root parameters doesn't yet exist, it
  39440. * will be created by this method. Calling this method several times with the
  39441. * same clip and root parameters always returns the same action.
  39442. *
  39443. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  39444. * @param {Object3D} [optionalRoot] - An alternative root object.
  39445. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode] - The blend mode.
  39446. * @return {?AnimationAction} The animation action.
  39447. */
  39448. clipAction( clip, optionalRoot, blendMode ) {
  39449. const root = optionalRoot || this._root,
  39450. rootUuid = root.uuid;
  39451. let clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;
  39452. const clipUuid = clipObject !== null ? clipObject.uuid : clip;
  39453. const actionsForClip = this._actionsByClip[ clipUuid ];
  39454. let prototypeAction = null;
  39455. if ( blendMode === undefined ) {
  39456. if ( clipObject !== null ) {
  39457. blendMode = clipObject.blendMode;
  39458. } else {
  39459. blendMode = NormalAnimationBlendMode;
  39460. }
  39461. }
  39462. if ( actionsForClip !== undefined ) {
  39463. const existingAction = actionsForClip.actionByRoot[ rootUuid ];
  39464. if ( existingAction !== undefined && existingAction.blendMode === blendMode ) {
  39465. return existingAction;
  39466. }
  39467. // we know the clip, so we don't have to parse all
  39468. // the bindings again but can just copy
  39469. prototypeAction = actionsForClip.knownActions[ 0 ];
  39470. // also, take the clip from the prototype action
  39471. if ( clipObject === null )
  39472. clipObject = prototypeAction._clip;
  39473. }
  39474. // clip must be known when specified via string
  39475. if ( clipObject === null ) return null;
  39476. // allocate all resources required to run it
  39477. const newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );
  39478. this._bindAction( newAction, prototypeAction );
  39479. // and make the action known to the memory manager
  39480. this._addInactiveAction( newAction, clipUuid, rootUuid );
  39481. return newAction;
  39482. }
  39483. /**
  39484. * Returns an existing animation action for the passed clip.
  39485. *
  39486. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  39487. * @param {Object3D} [optionalRoot] - An alternative root object.
  39488. * @return {?AnimationAction} The animation action. Returns `null` if no action was found.
  39489. */
  39490. existingAction( clip, optionalRoot ) {
  39491. const root = optionalRoot || this._root,
  39492. rootUuid = root.uuid,
  39493. clipObject = typeof clip === 'string' ?
  39494. AnimationClip.findByName( root, clip ) : clip,
  39495. clipUuid = clipObject ? clipObject.uuid : clip,
  39496. actionsForClip = this._actionsByClip[ clipUuid ];
  39497. if ( actionsForClip !== undefined ) {
  39498. return actionsForClip.actionByRoot[ rootUuid ] || null;
  39499. }
  39500. return null;
  39501. }
  39502. /**
  39503. * Deactivates all previously scheduled actions on this mixer.
  39504. *
  39505. * @return {AnimationMixer} A reference to this animation mixer.
  39506. */
  39507. stopAllAction() {
  39508. const actions = this._actions,
  39509. nActions = this._nActiveActions;
  39510. for ( let i = nActions - 1; i >= 0; -- i ) {
  39511. actions[ i ].stop();
  39512. }
  39513. return this;
  39514. }
  39515. /**
  39516. * Advances the global mixer time and updates the animation.
  39517. *
  39518. * This is usually done in the render loop by passing the delta
  39519. * time from {@link Clock} or {@link Timer}.
  39520. *
  39521. * @param {number} deltaTime - The delta time in seconds.
  39522. * @return {AnimationMixer} A reference to this animation mixer.
  39523. */
  39524. update( deltaTime ) {
  39525. deltaTime *= this.timeScale;
  39526. const actions = this._actions,
  39527. nActions = this._nActiveActions,
  39528. time = this.time += deltaTime,
  39529. timeDirection = Math.sign( deltaTime ),
  39530. accuIndex = this._accuIndex ^= 1;
  39531. // run active actions
  39532. for ( let i = 0; i !== nActions; ++ i ) {
  39533. const action = actions[ i ];
  39534. action._update( time, deltaTime, timeDirection, accuIndex );
  39535. }
  39536. // update scene graph
  39537. const bindings = this._bindings,
  39538. nBindings = this._nActiveBindings;
  39539. for ( let i = 0; i !== nBindings; ++ i ) {
  39540. bindings[ i ].apply( accuIndex );
  39541. }
  39542. return this;
  39543. }
  39544. /**
  39545. * Sets the global mixer to a specific time and updates the animation accordingly.
  39546. *
  39547. * This is useful when you need to jump to an exact time in an animation. The
  39548. * input parameter will be scaled by {@link AnimationMixer#timeScale}
  39549. *
  39550. * @param {number} time - The time to set in seconds.
  39551. * @return {AnimationMixer} A reference to this animation mixer.
  39552. */
  39553. setTime( time ) {
  39554. this.time = 0; // Zero out time attribute for AnimationMixer object;
  39555. for ( let i = 0; i < this._actions.length; i ++ ) {
  39556. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  39557. }
  39558. return this.update( time ); // Update used to set exact time. Returns "this" AnimationMixer object.
  39559. }
  39560. /**
  39561. * Returns this mixer's root object.
  39562. *
  39563. * @return {Object3D} The mixer's root object.
  39564. */
  39565. getRoot() {
  39566. return this._root;
  39567. }
  39568. /**
  39569. * Deallocates all memory resources for a clip. Before using this method make
  39570. * sure to call {@link AnimationAction#stop} for all related actions.
  39571. *
  39572. * @param {AnimationClip} clip - The clip to uncache.
  39573. */
  39574. uncacheClip( clip ) {
  39575. const actions = this._actions,
  39576. clipUuid = clip.uuid,
  39577. actionsByClip = this._actionsByClip,
  39578. actionsForClip = actionsByClip[ clipUuid ];
  39579. if ( actionsForClip !== undefined ) {
  39580. // note: just calling _removeInactiveAction would mess up the
  39581. // iteration state and also require updating the state we can
  39582. // just throw away
  39583. const actionsToRemove = actionsForClip.knownActions;
  39584. for ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  39585. const action = actionsToRemove[ i ];
  39586. this._deactivateAction( action );
  39587. const cacheIndex = action._cacheIndex,
  39588. lastInactiveAction = actions[ actions.length - 1 ];
  39589. action._cacheIndex = null;
  39590. action._byClipCacheIndex = null;
  39591. lastInactiveAction._cacheIndex = cacheIndex;
  39592. actions[ cacheIndex ] = lastInactiveAction;
  39593. actions.pop();
  39594. this._removeInactiveBindingsForAction( action );
  39595. }
  39596. delete actionsByClip[ clipUuid ];
  39597. }
  39598. }
  39599. /**
  39600. * Deallocates all memory resources for a root object. Before using this
  39601. * method make sure to call {@link AnimationAction#stop} for all related
  39602. * actions or alternatively {@link AnimationMixer#stopAllAction} when the
  39603. * mixer operates on a single root.
  39604. *
  39605. * @param {Object3D} root - The root object to uncache.
  39606. */
  39607. uncacheRoot( root ) {
  39608. const rootUuid = root.uuid,
  39609. actionsByClip = this._actionsByClip;
  39610. for ( const clipUuid in actionsByClip ) {
  39611. const actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  39612. action = actionByRoot[ rootUuid ];
  39613. if ( action !== undefined ) {
  39614. this._deactivateAction( action );
  39615. this._removeInactiveAction( action );
  39616. }
  39617. }
  39618. const bindingsByRoot = this._bindingsByRootAndName,
  39619. bindingByName = bindingsByRoot[ rootUuid ];
  39620. if ( bindingByName !== undefined ) {
  39621. for ( const trackName in bindingByName ) {
  39622. const binding = bindingByName[ trackName ];
  39623. binding.restoreOriginalState();
  39624. this._removeInactiveBinding( binding );
  39625. }
  39626. }
  39627. }
  39628. /**
  39629. * Deallocates all memory resources for an action. The action is identified by the
  39630. * given clip and an optional root object. Before using this method make
  39631. * sure to call {@link AnimationAction#stop} to deactivate the action.
  39632. *
  39633. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  39634. * @param {Object3D} [optionalRoot] - An alternative root object.
  39635. */
  39636. uncacheAction( clip, optionalRoot ) {
  39637. const action = this.existingAction( clip, optionalRoot );
  39638. if ( action !== null ) {
  39639. this._deactivateAction( action );
  39640. this._removeInactiveAction( action );
  39641. }
  39642. }
  39643. }
  39644. /**
  39645. * Represents a 3D render target.
  39646. *
  39647. * @augments RenderTarget
  39648. */
  39649. class RenderTarget3D extends RenderTarget {
  39650. /**
  39651. * Constructs a new 3D render target.
  39652. *
  39653. * @param {number} [width=1] - The width of the render target.
  39654. * @param {number} [height=1] - The height of the render target.
  39655. * @param {number} [depth=1] - The height of the render target.
  39656. * @param {RenderTarget~Options} [options] - The configuration object.
  39657. */
  39658. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  39659. super( width, height, options );
  39660. /**
  39661. * This flag can be used for type testing.
  39662. *
  39663. * @type {boolean}
  39664. * @readonly
  39665. * @default true
  39666. */
  39667. this.isRenderTarget3D = true;
  39668. this.depth = depth;
  39669. /**
  39670. * Overwritten with a different texture type.
  39671. *
  39672. * @type {Data3DTexture}
  39673. */
  39674. this.texture = new Data3DTexture( null, width, height, depth );
  39675. this._setTextureOptions( options );
  39676. this.texture.isRenderTargetTexture = true;
  39677. }
  39678. }
  39679. /**
  39680. * Represents a uniform which is a global shader variable. They are passed to shader programs.
  39681. *
  39682. * When declaring a uniform of a {@link ShaderMaterial}, it is declared by value or by object.
  39683. * ```js
  39684. * uniforms: {
  39685. * time: { value: 1.0 },
  39686. * resolution: new Uniform( new Vector2() )
  39687. * };
  39688. * ```
  39689. * Since this class can only be used in context of {@link ShaderMaterial}, it is only supported
  39690. * in {@link WebGLRenderer}.
  39691. */
  39692. class Uniform {
  39693. /**
  39694. * Constructs a new uniform.
  39695. *
  39696. * @param {any} value - The uniform value.
  39697. */
  39698. constructor( value ) {
  39699. /**
  39700. * The uniform value.
  39701. *
  39702. * @type {any}
  39703. */
  39704. this.value = value;
  39705. }
  39706. /**
  39707. * Returns a new uniform with copied values from this instance.
  39708. * If the value has a `clone()` method, the value is cloned as well.
  39709. *
  39710. * @return {Uniform} A clone of this instance.
  39711. */
  39712. clone() {
  39713. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  39714. }
  39715. }
  39716. let _id = 0;
  39717. /**
  39718. * A class for managing multiple uniforms in a single group. The renderer will process
  39719. * such a definition as a single UBO.
  39720. *
  39721. * Since this class can only be used in context of {@link ShaderMaterial}, it is only supported
  39722. * in {@link WebGLRenderer}.
  39723. *
  39724. * @augments EventDispatcher
  39725. */
  39726. class UniformsGroup extends EventDispatcher {
  39727. /**
  39728. * Constructs a new uniforms group.
  39729. */
  39730. constructor() {
  39731. super();
  39732. /**
  39733. * This flag can be used for type testing.
  39734. *
  39735. * @type {boolean}
  39736. * @readonly
  39737. * @default true
  39738. */
  39739. this.isUniformsGroup = true;
  39740. /**
  39741. * The ID of the 3D object.
  39742. *
  39743. * @name UniformsGroup#id
  39744. * @type {number}
  39745. * @readonly
  39746. */
  39747. Object.defineProperty( this, 'id', { value: _id ++ } );
  39748. /**
  39749. * The name of the uniforms group.
  39750. *
  39751. * @type {string}
  39752. */
  39753. this.name = '';
  39754. /**
  39755. * The buffer usage.
  39756. *
  39757. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  39758. * @default StaticDrawUsage
  39759. */
  39760. this.usage = StaticDrawUsage;
  39761. /**
  39762. * An array holding the uniforms.
  39763. *
  39764. * @type {Array<Uniform>}
  39765. */
  39766. this.uniforms = [];
  39767. }
  39768. /**
  39769. * Adds the given uniform to this uniforms group.
  39770. *
  39771. * @param {Uniform} uniform - The uniform to add.
  39772. * @return {UniformsGroup} A reference to this uniforms group.
  39773. */
  39774. add( uniform ) {
  39775. this.uniforms.push( uniform );
  39776. return this;
  39777. }
  39778. /**
  39779. * Removes the given uniform from this uniforms group.
  39780. *
  39781. * @param {Uniform} uniform - The uniform to remove.
  39782. * @return {UniformsGroup} A reference to this uniforms group.
  39783. */
  39784. remove( uniform ) {
  39785. const index = this.uniforms.indexOf( uniform );
  39786. if ( index !== -1 ) this.uniforms.splice( index, 1 );
  39787. return this;
  39788. }
  39789. /**
  39790. * Sets the name of this uniforms group.
  39791. *
  39792. * @param {string} name - The name to set.
  39793. * @return {UniformsGroup} A reference to this uniforms group.
  39794. */
  39795. setName( name ) {
  39796. this.name = name;
  39797. return this;
  39798. }
  39799. /**
  39800. * Sets the usage of this uniforms group.
  39801. *
  39802. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  39803. * @return {UniformsGroup} A reference to this uniforms group.
  39804. */
  39805. setUsage( value ) {
  39806. this.usage = value;
  39807. return this;
  39808. }
  39809. /**
  39810. * Frees the GPU-related resources allocated by this instance. Call this
  39811. * method whenever this instance is no longer used in your app.
  39812. *
  39813. * @fires Texture#dispose
  39814. */
  39815. dispose() {
  39816. this.dispatchEvent( { type: 'dispose' } );
  39817. }
  39818. /**
  39819. * Copies the values of the given uniforms group to this instance.
  39820. *
  39821. * @param {UniformsGroup} source - The uniforms group to copy.
  39822. * @return {UniformsGroup} A reference to this uniforms group.
  39823. */
  39824. copy( source ) {
  39825. this.name = source.name;
  39826. this.usage = source.usage;
  39827. const uniformsSource = source.uniforms;
  39828. this.uniforms.length = 0;
  39829. for ( let i = 0, l = uniformsSource.length; i < l; i ++ ) {
  39830. const uniforms = Array.isArray( uniformsSource[ i ] ) ? uniformsSource[ i ] : [ uniformsSource[ i ] ];
  39831. for ( let j = 0; j < uniforms.length; j ++ ) {
  39832. this.uniforms.push( uniforms[ j ].clone() );
  39833. }
  39834. }
  39835. return this;
  39836. }
  39837. /**
  39838. * Returns a new uniforms group with copied values from this instance.
  39839. *
  39840. * @return {UniformsGroup} A clone of this instance.
  39841. */
  39842. clone() {
  39843. return new this.constructor().copy( this );
  39844. }
  39845. }
  39846. /**
  39847. * An instanced version of an interleaved buffer.
  39848. *
  39849. * @augments InterleavedBuffer
  39850. */
  39851. class InstancedInterleavedBuffer extends InterleavedBuffer {
  39852. /**
  39853. * Constructs a new instanced interleaved buffer.
  39854. *
  39855. * @param {TypedArray} array - A typed array with a shared buffer storing attribute data.
  39856. * @param {number} stride - The number of typed-array elements per vertex.
  39857. * @param {number} [meshPerAttribute=1] - Defines how often a value of this interleaved buffer should be repeated.
  39858. */
  39859. constructor( array, stride, meshPerAttribute = 1 ) {
  39860. super( array, stride );
  39861. /**
  39862. * This flag can be used for type testing.
  39863. *
  39864. * @type {boolean}
  39865. * @readonly
  39866. * @default true
  39867. */
  39868. this.isInstancedInterleavedBuffer = true;
  39869. /**
  39870. * Defines how often a value of this buffer attribute should be repeated,
  39871. * see {@link InstancedBufferAttribute#meshPerAttribute}.
  39872. *
  39873. * @type {number}
  39874. * @default 1
  39875. */
  39876. this.meshPerAttribute = meshPerAttribute;
  39877. }
  39878. copy( source ) {
  39879. super.copy( source );
  39880. this.meshPerAttribute = source.meshPerAttribute;
  39881. return this;
  39882. }
  39883. clone( data ) {
  39884. const ib = super.clone( data );
  39885. ib.meshPerAttribute = this.meshPerAttribute;
  39886. return ib;
  39887. }
  39888. toJSON( data ) {
  39889. const json = super.toJSON( data );
  39890. json.isInstancedInterleavedBuffer = true;
  39891. json.meshPerAttribute = this.meshPerAttribute;
  39892. return json;
  39893. }
  39894. }
  39895. /**
  39896. * An alternative version of a buffer attribute with more control over the VBO.
  39897. *
  39898. * The renderer does not construct a VBO for this kind of attribute. Instead, it uses
  39899. * whatever VBO is passed in constructor and can later be altered via the `buffer` property.
  39900. *
  39901. * The most common use case for this class is when some kind of GPGPU calculation interferes
  39902. * or even produces the VBOs in question.
  39903. *
  39904. * Notice that this class can only be used with {@link WebGLRenderer}.
  39905. */
  39906. class GLBufferAttribute {
  39907. /**
  39908. * Constructs a new GL buffer attribute.
  39909. *
  39910. * @param {WebGLBuffer} buffer - The native WebGL buffer.
  39911. * @param {number} type - The native data type (e.g. `gl.FLOAT`).
  39912. * @param {number} itemSize - The item size.
  39913. * @param {number} elementSize - The corresponding size (in bytes) for the given `type` parameter.
  39914. * @param {number} count - The expected number of vertices in VBO.
  39915. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  39916. */
  39917. constructor( buffer, type, itemSize, elementSize, count, normalized = false ) {
  39918. /**
  39919. * This flag can be used for type testing.
  39920. *
  39921. * @type {boolean}
  39922. * @readonly
  39923. * @default true
  39924. */
  39925. this.isGLBufferAttribute = true;
  39926. /**
  39927. * The name of the buffer attribute.
  39928. *
  39929. * @type {string}
  39930. */
  39931. this.name = '';
  39932. /**
  39933. * The native WebGL buffer.
  39934. *
  39935. * @type {WebGLBuffer}
  39936. */
  39937. this.buffer = buffer;
  39938. /**
  39939. * The native data type.
  39940. *
  39941. * @type {number}
  39942. */
  39943. this.type = type;
  39944. /**
  39945. * The item size, see {@link BufferAttribute#itemSize}.
  39946. *
  39947. * @type {number}
  39948. */
  39949. this.itemSize = itemSize;
  39950. /**
  39951. * The corresponding size (in bytes) for the given `type` parameter.
  39952. *
  39953. * @type {number}
  39954. */
  39955. this.elementSize = elementSize;
  39956. /**
  39957. * The expected number of vertices in VBO.
  39958. *
  39959. * @type {number}
  39960. */
  39961. this.count = count;
  39962. /**
  39963. * Applies to integer data only. Indicates how the underlying data in the buffer maps to
  39964. * the values in the GLSL code. For instance, if `buffer` contains data of `gl.UNSIGNED_SHORT`,
  39965. * and `normalized` is `true`, the values `0 - +65535` in the buffer data will be mapped to
  39966. * `0.0f - +1.0f` in the GLSL attribute. If `normalized` is `false`, the values will be converted
  39967. * to floats unmodified, i.e. `65535` becomes `65535.0f`.
  39968. *
  39969. * @type {boolean}
  39970. */
  39971. this.normalized = normalized;
  39972. /**
  39973. * A version number, incremented every time the `needsUpdate` is set to `true`.
  39974. *
  39975. * @type {number}
  39976. */
  39977. this.version = 0;
  39978. }
  39979. /**
  39980. * Flag to indicate that this attribute has changed and should be re-sent to
  39981. * the GPU. Set this to `true` when you modify the value of the array.
  39982. *
  39983. * @type {number}
  39984. * @default false
  39985. * @param {boolean} value
  39986. */
  39987. set needsUpdate( value ) {
  39988. if ( value === true ) this.version ++;
  39989. }
  39990. /**
  39991. * Sets the given native WebGL buffer.
  39992. *
  39993. * @param {WebGLBuffer} buffer - The buffer to set.
  39994. * @return {BufferAttribute} A reference to this instance.
  39995. */
  39996. setBuffer( buffer ) {
  39997. this.buffer = buffer;
  39998. return this;
  39999. }
  40000. /**
  40001. * Sets the given native data type and element size.
  40002. *
  40003. * @param {number} type - The native data type (e.g. `gl.FLOAT`).
  40004. * @param {number} elementSize - The corresponding size (in bytes) for the given `type` parameter.
  40005. * @return {BufferAttribute} A reference to this instance.
  40006. */
  40007. setType( type, elementSize ) {
  40008. this.type = type;
  40009. this.elementSize = elementSize;
  40010. return this;
  40011. }
  40012. /**
  40013. * Sets the item size.
  40014. *
  40015. * @param {number} itemSize - The item size.
  40016. * @return {BufferAttribute} A reference to this instance.
  40017. */
  40018. setItemSize( itemSize ) {
  40019. this.itemSize = itemSize;
  40020. return this;
  40021. }
  40022. /**
  40023. * Sets the count (the expected number of vertices in VBO).
  40024. *
  40025. * @param {number} count - The count.
  40026. * @return {BufferAttribute} A reference to this instance.
  40027. */
  40028. setCount( count ) {
  40029. this.count = count;
  40030. return this;
  40031. }
  40032. }
  40033. const _matrix = /*@__PURE__*/ new Matrix4();
  40034. /**
  40035. * This class is designed to assist with raycasting. Raycasting is used for
  40036. * mouse picking (working out what objects in the 3d space the mouse is over)
  40037. * amongst other things.
  40038. */
  40039. class Raycaster {
  40040. /**
  40041. * Constructs a new raycaster.
  40042. *
  40043. * @param {Vector3} origin - The origin vector where the ray casts from.
  40044. * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray.
  40045. * @param {number} [near=0] - All results returned are further away than near. Near can't be negative.
  40046. * @param {number} [far=Infinity] - All results returned are closer than far. Far can't be lower than near.
  40047. */
  40048. constructor( origin, direction, near = 0, far = Infinity ) {
  40049. /**
  40050. * The ray used for raycasting.
  40051. *
  40052. * @type {Ray}
  40053. */
  40054. this.ray = new Ray( origin, direction );
  40055. /**
  40056. * All results returned are further away than near. Near can't be negative.
  40057. *
  40058. * @type {number}
  40059. * @default 0
  40060. */
  40061. this.near = near;
  40062. /**
  40063. * All results returned are closer than far. Far can't be lower than near.
  40064. *
  40065. * @type {number}
  40066. * @default Infinity
  40067. */
  40068. this.far = far;
  40069. /**
  40070. * The camera to use when raycasting against view-dependent objects such as
  40071. * billboarded objects like sprites. This field can be set manually or
  40072. * is set when calling `setFromCamera()`.
  40073. *
  40074. * @type {?Camera}
  40075. * @default null
  40076. */
  40077. this.camera = null;
  40078. /**
  40079. * Allows to selectively ignore 3D objects when performing intersection tests.
  40080. * The following code example ensures that only 3D objects on layer `1` will be
  40081. * honored by raycaster.
  40082. * ```js
  40083. * raycaster.layers.set( 1 );
  40084. * object.layers.enable( 1 );
  40085. * ```
  40086. *
  40087. * @type {Layers}
  40088. */
  40089. this.layers = new Layers();
  40090. /**
  40091. * A parameter object that configures the raycasting. It has the structure:
  40092. *
  40093. * ```
  40094. * {
  40095. * Mesh: {},
  40096. * Line: { threshold: 1 },
  40097. * LOD: {},
  40098. * Points: { threshold: 1 },
  40099. * Sprite: {}
  40100. * }
  40101. * ```
  40102. * Where `threshold` is the precision of the raycaster when intersecting objects, in world units.
  40103. *
  40104. * @type {Object}
  40105. */
  40106. this.params = {
  40107. Mesh: {},
  40108. Line: { threshold: 1 },
  40109. LOD: {},
  40110. Points: { threshold: 1 },
  40111. Sprite: {}
  40112. };
  40113. }
  40114. /**
  40115. * Updates the ray with a new origin and direction by copying the values from the arguments.
  40116. *
  40117. * @param {Vector3} origin - The origin vector where the ray casts from.
  40118. * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray.
  40119. */
  40120. set( origin, direction ) {
  40121. // direction is assumed to be normalized (for accurate distance calculations)
  40122. this.ray.set( origin, direction );
  40123. }
  40124. /**
  40125. * Uses the given coordinates and camera to compute a new origin and direction for the internal ray.
  40126. *
  40127. * @param {Vector2} coords - 2D coordinates of the mouse, in normalized device coordinates (NDC).
  40128. * X and Y components should be between `-1` and `1`.
  40129. * @param {Camera} camera - The camera from which the ray should originate.
  40130. */
  40131. setFromCamera( coords, camera ) {
  40132. if ( camera.isPerspectiveCamera ) {
  40133. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  40134. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  40135. this.camera = camera;
  40136. } else if ( camera.isOrthographicCamera ) {
  40137. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  40138. this.ray.direction.set( 0, 0, -1 ).transformDirection( camera.matrixWorld );
  40139. this.camera = camera;
  40140. } else {
  40141. error( 'Raycaster: Unsupported camera type: ' + camera.type );
  40142. }
  40143. }
  40144. /**
  40145. * Uses the given WebXR controller to compute a new origin and direction for the internal ray.
  40146. *
  40147. * @param {WebXRController} controller - The controller to copy the position and direction from.
  40148. * @return {Raycaster} A reference to this raycaster.
  40149. */
  40150. setFromXRController( controller ) {
  40151. _matrix.identity().extractRotation( controller.matrixWorld );
  40152. this.ray.origin.setFromMatrixPosition( controller.matrixWorld );
  40153. this.ray.direction.set( 0, 0, -1 ).applyMatrix4( _matrix );
  40154. return this;
  40155. }
  40156. /**
  40157. * The intersection point of a raycaster intersection test.
  40158. * @typedef {Object} Raycaster~Intersection
  40159. * @property {number} distance - The distance from the ray's origin to the intersection point.
  40160. * @property {number} distanceToRay - Some 3D objects e.g. {@link Points} provide the distance of the
  40161. * intersection to the nearest point on the ray. For other objects it will be `undefined`.
  40162. * @property {Vector3} point - The intersection point, in world coordinates.
  40163. * @property {Object} face - The face that has been intersected.
  40164. * @property {number} faceIndex - The face index.
  40165. * @property {Object3D} object - The 3D object that has been intersected.
  40166. * @property {Vector2} uv - U,V coordinates at point of intersection.
  40167. * @property {Vector2} uv1 - Second set of U,V coordinates at point of intersection.
  40168. * @property {Vector3} normal - Interpolated normal vector at point of intersection.
  40169. * @property {number} instanceId - The index number of the instance where the ray
  40170. * intersects the {@link InstancedMesh}.
  40171. */
  40172. /**
  40173. * Checks all intersection between the ray and the object with or without the
  40174. * descendants. Intersections are returned sorted by distance, closest first.
  40175. *
  40176. * `Raycaster` delegates to the `raycast()` method of the passed 3D object, when
  40177. * evaluating whether the ray intersects the object or not. This allows meshes to respond
  40178. * differently to ray casting than lines or points.
  40179. *
  40180. * Note that for meshes, faces must be pointed towards the origin of the ray in order
  40181. * to be detected; intersections of the ray passing through the back of a face will not
  40182. * be detected. To raycast against both faces of an object, you'll want to set {@link Material#side}
  40183. * to `THREE.DoubleSide`.
  40184. *
  40185. * @param {Object3D} object - The 3D object to check for intersection with the ray.
  40186. * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.
  40187. * Otherwise it only checks intersection with the object.
  40188. * @param {Array<Raycaster~Intersection>} [intersects=[]] The target array that holds the result of the method.
  40189. * @return {Array<Raycaster~Intersection>} An array holding the intersection points.
  40190. */
  40191. intersectObject( object, recursive = true, intersects = [] ) {
  40192. intersect( object, this, intersects, recursive );
  40193. intersects.sort( ascSort );
  40194. return intersects;
  40195. }
  40196. /**
  40197. * Checks all intersection between the ray and the objects with or without
  40198. * the descendants. Intersections are returned sorted by distance, closest first.
  40199. *
  40200. * @param {Array<Object3D>} objects - The 3D objects to check for intersection with the ray.
  40201. * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.
  40202. * Otherwise it only checks intersection with the object.
  40203. * @param {Array<Raycaster~Intersection>} [intersects=[]] The target array that holds the result of the method.
  40204. * @return {Array<Raycaster~Intersection>} An array holding the intersection points.
  40205. */
  40206. intersectObjects( objects, recursive = true, intersects = [] ) {
  40207. for ( let i = 0, l = objects.length; i < l; i ++ ) {
  40208. intersect( objects[ i ], this, intersects, recursive );
  40209. }
  40210. intersects.sort( ascSort );
  40211. return intersects;
  40212. }
  40213. }
  40214. function ascSort( a, b ) {
  40215. return a.distance - b.distance;
  40216. }
  40217. function intersect( object, raycaster, intersects, recursive ) {
  40218. let propagate = true;
  40219. if ( object.layers.test( raycaster.layers ) ) {
  40220. const result = object.raycast( raycaster, intersects );
  40221. if ( result === false ) propagate = false;
  40222. }
  40223. if ( propagate === true && recursive === true ) {
  40224. const children = object.children;
  40225. for ( let i = 0, l = children.length; i < l; i ++ ) {
  40226. intersect( children[ i ], raycaster, intersects, true );
  40227. }
  40228. }
  40229. }
  40230. /**
  40231. * This class is an alternative to {@link Clock} with a different API design and behavior.
  40232. * The goal is to avoid the conceptual flaws that became apparent in `Clock` over time.
  40233. *
  40234. * - `Timer` has an `update()` method that updates its internal state. That makes it possible to
  40235. * call `getDelta()` and `getElapsed()` multiple times per simulation step without getting different values.
  40236. * - The class can make use of the Page Visibility API to avoid large time delta values when the app
  40237. * is inactive (e.g. tab switched or browser hidden).
  40238. *
  40239. * ```js
  40240. * const timer = new Timer();
  40241. * timer.connect( document ); // use Page Visibility API
  40242. * ```
  40243. */
  40244. class Timer {
  40245. /**
  40246. * Constructs a new timer.
  40247. */
  40248. constructor() {
  40249. this._previousTime = 0;
  40250. this._currentTime = 0;
  40251. this._startTime = performance.now();
  40252. this._delta = 0;
  40253. this._elapsed = 0;
  40254. this._timescale = 1;
  40255. this._document = null;
  40256. this._pageVisibilityHandler = null;
  40257. }
  40258. /**
  40259. * Connect the timer to the given document.Calling this method is not mandatory to
  40260. * use the timer but enables the usage of the Page Visibility API to avoid large time
  40261. * delta values.
  40262. *
  40263. * @param {Document} document - The document.
  40264. */
  40265. connect( document ) {
  40266. this._document = document;
  40267. // use Page Visibility API to avoid large time delta values
  40268. if ( document.hidden !== undefined ) {
  40269. this._pageVisibilityHandler = handleVisibilityChange.bind( this );
  40270. document.addEventListener( 'visibilitychange', this._pageVisibilityHandler, false );
  40271. }
  40272. }
  40273. /**
  40274. * Disconnects the timer from the DOM and also disables the usage of the Page Visibility API.
  40275. */
  40276. disconnect() {
  40277. if ( this._pageVisibilityHandler !== null ) {
  40278. this._document.removeEventListener( 'visibilitychange', this._pageVisibilityHandler );
  40279. this._pageVisibilityHandler = null;
  40280. }
  40281. this._document = null;
  40282. }
  40283. /**
  40284. * Returns the time delta in seconds.
  40285. *
  40286. * @return {number} The time delta in second.
  40287. */
  40288. getDelta() {
  40289. return this._delta / 1000;
  40290. }
  40291. /**
  40292. * Returns the elapsed time in seconds.
  40293. *
  40294. * @return {number} The elapsed time in second.
  40295. */
  40296. getElapsed() {
  40297. return this._elapsed / 1000;
  40298. }
  40299. /**
  40300. * Returns the timescale.
  40301. *
  40302. * @return {number} The timescale.
  40303. */
  40304. getTimescale() {
  40305. return this._timescale;
  40306. }
  40307. /**
  40308. * Sets the given timescale which scale the time delta computation
  40309. * in `update()`.
  40310. *
  40311. * @param {number} timescale - The timescale to set.
  40312. * @return {Timer} A reference to this timer.
  40313. */
  40314. setTimescale( timescale ) {
  40315. this._timescale = timescale;
  40316. return this;
  40317. }
  40318. /**
  40319. * Resets the time computation for the current simulation step.
  40320. *
  40321. * @return {Timer} A reference to this timer.
  40322. */
  40323. reset() {
  40324. this._currentTime = performance.now() - this._startTime;
  40325. return this;
  40326. }
  40327. /**
  40328. * Can be used to free all internal resources. Usually called when
  40329. * the timer instance isn't required anymore.
  40330. */
  40331. dispose() {
  40332. this.disconnect();
  40333. }
  40334. /**
  40335. * Updates the internal state of the timer. This method should be called
  40336. * once per simulation step and before you perform queries against the timer
  40337. * (e.g. via `getDelta()`).
  40338. *
  40339. * @param {number} timestamp - The current time in milliseconds. Can be obtained
  40340. * from the `requestAnimationFrame` callback argument. If not provided, the current
  40341. * time will be determined with `performance.now`.
  40342. * @return {Timer} A reference to this timer.
  40343. */
  40344. update( timestamp ) {
  40345. if ( this._pageVisibilityHandler !== null && this._document.hidden === true ) {
  40346. this._delta = 0;
  40347. } else {
  40348. this._previousTime = this._currentTime;
  40349. this._currentTime = ( timestamp !== undefined ? timestamp : performance.now() ) - this._startTime;
  40350. this._delta = ( this._currentTime - this._previousTime ) * this._timescale;
  40351. this._elapsed += this._delta; // _elapsed is the accumulation of all previous deltas
  40352. }
  40353. return this;
  40354. }
  40355. }
  40356. function handleVisibilityChange() {
  40357. if ( this._document.hidden === false ) this.reset();
  40358. }
  40359. /**
  40360. * This class can be used to represent points in 3D space as
  40361. * [Spherical coordinates](https://en.wikipedia.org/wiki/Spherical_coordinate_system).
  40362. */
  40363. class Spherical {
  40364. /**
  40365. * Constructs a new spherical.
  40366. *
  40367. * @param {number} [radius=1] - The radius, or the Euclidean distance (straight-line distance) from the point to the origin.
  40368. * @param {number} [phi=0] - The polar angle in radians from the y (up) axis.
  40369. * @param {number} [theta=0] - The equator/azimuthal angle in radians around the y (up) axis.
  40370. */
  40371. constructor( radius = 1, phi = 0, theta = 0 ) {
  40372. /**
  40373. * The radius, or the Euclidean distance (straight-line distance) from the point to the origin.
  40374. *
  40375. * @type {number}
  40376. * @default 1
  40377. */
  40378. this.radius = radius;
  40379. /**
  40380. * The polar angle in radians from the y (up) axis.
  40381. *
  40382. * @type {number}
  40383. * @default 0
  40384. */
  40385. this.phi = phi;
  40386. /**
  40387. * The equator/azimuthal angle in radians around the y (up) axis.
  40388. *
  40389. * @type {number}
  40390. * @default 0
  40391. */
  40392. this.theta = theta;
  40393. }
  40394. /**
  40395. * Sets the spherical components by copying the given values.
  40396. *
  40397. * @param {number} radius - The radius.
  40398. * @param {number} phi - The polar angle.
  40399. * @param {number} theta - The azimuthal angle.
  40400. * @return {Spherical} A reference to this spherical.
  40401. */
  40402. set( radius, phi, theta ) {
  40403. this.radius = radius;
  40404. this.phi = phi;
  40405. this.theta = theta;
  40406. return this;
  40407. }
  40408. /**
  40409. * Copies the values of the given spherical to this instance.
  40410. *
  40411. * @param {Spherical} other - The spherical to copy.
  40412. * @return {Spherical} A reference to this spherical.
  40413. */
  40414. copy( other ) {
  40415. this.radius = other.radius;
  40416. this.phi = other.phi;
  40417. this.theta = other.theta;
  40418. return this;
  40419. }
  40420. /**
  40421. * Restricts the polar angle [page:.phi phi] to be between `0.000001` and pi -
  40422. * `0.000001`.
  40423. *
  40424. * @return {Spherical} A reference to this spherical.
  40425. */
  40426. makeSafe() {
  40427. const EPS = 0.000001;
  40428. this.phi = clamp( this.phi, EPS, Math.PI - EPS );
  40429. return this;
  40430. }
  40431. /**
  40432. * Sets the spherical components from the given vector which is assumed to hold
  40433. * Cartesian coordinates.
  40434. *
  40435. * @param {Vector3} v - The vector to set.
  40436. * @return {Spherical} A reference to this spherical.
  40437. */
  40438. setFromVector3( v ) {
  40439. return this.setFromCartesianCoords( v.x, v.y, v.z );
  40440. }
  40441. /**
  40442. * Sets the spherical components from the given Cartesian coordinates.
  40443. *
  40444. * @param {number} x - The x value.
  40445. * @param {number} y - The y value.
  40446. * @param {number} z - The z value.
  40447. * @return {Spherical} A reference to this spherical.
  40448. */
  40449. setFromCartesianCoords( x, y, z ) {
  40450. this.radius = Math.sqrt( x * x + y * y + z * z );
  40451. if ( this.radius === 0 ) {
  40452. this.theta = 0;
  40453. this.phi = 0;
  40454. } else {
  40455. this.theta = Math.atan2( x, z );
  40456. this.phi = Math.acos( clamp( y / this.radius, -1, 1 ) );
  40457. }
  40458. return this;
  40459. }
  40460. /**
  40461. * Returns a new spherical with copied values from this instance.
  40462. *
  40463. * @return {Spherical} A clone of this instance.
  40464. */
  40465. clone() {
  40466. return new this.constructor().copy( this );
  40467. }
  40468. }
  40469. /**
  40470. * This class can be used to represent points in 3D space as
  40471. * [Cylindrical coordinates](https://en.wikipedia.org/wiki/Cylindrical_coordinate_system).
  40472. */
  40473. class Cylindrical {
  40474. /**
  40475. * Constructs a new cylindrical.
  40476. *
  40477. * @param {number} [radius=1] - The distance from the origin to a point in the x-z plane.
  40478. * @param {number} [theta=0] - A counterclockwise angle in the x-z plane measured in radians from the positive z-axis.
  40479. * @param {number} [y=0] - The height above the x-z plane.
  40480. */
  40481. constructor( radius = 1, theta = 0, y = 0 ) {
  40482. /**
  40483. * The distance from the origin to a point in the x-z plane.
  40484. *
  40485. * @type {number}
  40486. * @default 1
  40487. */
  40488. this.radius = radius;
  40489. /**
  40490. * A counterclockwise angle in the x-z plane measured in radians from the positive z-axis.
  40491. *
  40492. * @type {number}
  40493. * @default 0
  40494. */
  40495. this.theta = theta;
  40496. /**
  40497. * The height above the x-z plane.
  40498. *
  40499. * @type {number}
  40500. * @default 0
  40501. */
  40502. this.y = y;
  40503. }
  40504. /**
  40505. * Sets the cylindrical components by copying the given values.
  40506. *
  40507. * @param {number} radius - The radius.
  40508. * @param {number} theta - The theta angle.
  40509. * @param {number} y - The height value.
  40510. * @return {Cylindrical} A reference to this cylindrical.
  40511. */
  40512. set( radius, theta, y ) {
  40513. this.radius = radius;
  40514. this.theta = theta;
  40515. this.y = y;
  40516. return this;
  40517. }
  40518. /**
  40519. * Copies the values of the given cylindrical to this instance.
  40520. *
  40521. * @param {Cylindrical} other - The cylindrical to copy.
  40522. * @return {Cylindrical} A reference to this cylindrical.
  40523. */
  40524. copy( other ) {
  40525. this.radius = other.radius;
  40526. this.theta = other.theta;
  40527. this.y = other.y;
  40528. return this;
  40529. }
  40530. /**
  40531. * Sets the cylindrical components from the given vector which is assumed to hold
  40532. * Cartesian coordinates.
  40533. *
  40534. * @param {Vector3} v - The vector to set.
  40535. * @return {Cylindrical} A reference to this cylindrical.
  40536. */
  40537. setFromVector3( v ) {
  40538. return this.setFromCartesianCoords( v.x, v.y, v.z );
  40539. }
  40540. /**
  40541. * Sets the cylindrical components from the given Cartesian coordinates.
  40542. *
  40543. * @param {number} x - The x value.
  40544. * @param {number} y - The x value.
  40545. * @param {number} z - The x value.
  40546. * @return {Cylindrical} A reference to this cylindrical.
  40547. */
  40548. setFromCartesianCoords( x, y, z ) {
  40549. this.radius = Math.sqrt( x * x + z * z );
  40550. this.theta = Math.atan2( x, z );
  40551. this.y = y;
  40552. return this;
  40553. }
  40554. /**
  40555. * Returns a new cylindrical with copied values from this instance.
  40556. *
  40557. * @return {Cylindrical} A clone of this instance.
  40558. */
  40559. clone() {
  40560. return new this.constructor().copy( this );
  40561. }
  40562. }
  40563. /**
  40564. * Represents a 2x2 matrix.
  40565. *
  40566. * A Note on Row-Major and Column-Major Ordering:
  40567. *
  40568. * The constructor and {@link Matrix2#set} method take arguments in
  40569. * [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order)
  40570. * order, while internally they are stored in the {@link Matrix2#elements} array in column-major order.
  40571. * This means that calling:
  40572. * ```js
  40573. * const m = new THREE.Matrix2();
  40574. * m.set( 11, 12,
  40575. * 21, 22 );
  40576. * ```
  40577. * will result in the elements array containing:
  40578. * ```js
  40579. * m.elements = [ 11, 21,
  40580. * 12, 22 ];
  40581. * ```
  40582. * and internally all calculations are performed using column-major ordering.
  40583. * However, as the actual ordering makes no difference mathematically and
  40584. * most people are used to thinking about matrices in row-major order, the
  40585. * three.js documentation shows matrices in row-major order. Just bear in
  40586. * mind that if you are reading the source code, you'll have to take the
  40587. * transpose of any matrices outlined here to make sense of the calculations.
  40588. */
  40589. class Matrix2 {
  40590. /**
  40591. * Constructs a new 2x2 matrix. The arguments are supposed to be
  40592. * in row-major order. If no arguments are provided, the constructor
  40593. * initializes the matrix as an identity matrix.
  40594. *
  40595. * @param {number} [n11] - 1-1 matrix element.
  40596. * @param {number} [n12] - 1-2 matrix element.
  40597. * @param {number} [n21] - 2-1 matrix element.
  40598. * @param {number} [n22] - 2-2 matrix element.
  40599. */
  40600. constructor( n11, n12, n21, n22 ) {
  40601. /**
  40602. * This flag can be used for type testing.
  40603. *
  40604. * @type {boolean}
  40605. * @readonly
  40606. * @default true
  40607. */
  40608. Matrix2.prototype.isMatrix2 = true;
  40609. /**
  40610. * A column-major list of matrix values.
  40611. *
  40612. * @type {Array<number>}
  40613. */
  40614. this.elements = [
  40615. 1, 0,
  40616. 0, 1,
  40617. ];
  40618. if ( n11 !== undefined ) {
  40619. this.set( n11, n12, n21, n22 );
  40620. }
  40621. }
  40622. /**
  40623. * Sets this matrix to the 2x2 identity matrix.
  40624. *
  40625. * @return {Matrix2} A reference to this matrix.
  40626. */
  40627. identity() {
  40628. this.set(
  40629. 1, 0,
  40630. 0, 1,
  40631. );
  40632. return this;
  40633. }
  40634. /**
  40635. * Sets the elements of the matrix from the given array.
  40636. *
  40637. * @param {Array<number>} array - The matrix elements in column-major order.
  40638. * @param {number} [offset=0] - Index of the first element in the array.
  40639. * @return {Matrix2} A reference to this matrix.
  40640. */
  40641. fromArray( array, offset = 0 ) {
  40642. for ( let i = 0; i < 4; i ++ ) {
  40643. this.elements[ i ] = array[ i + offset ];
  40644. }
  40645. return this;
  40646. }
  40647. /**
  40648. * Sets the elements of the matrix.The arguments are supposed to be
  40649. * in row-major order.
  40650. *
  40651. * @param {number} n11 - 1-1 matrix element.
  40652. * @param {number} n12 - 1-2 matrix element.
  40653. * @param {number} n21 - 2-1 matrix element.
  40654. * @param {number} n22 - 2-2 matrix element.
  40655. * @return {Matrix2} A reference to this matrix.
  40656. */
  40657. set( n11, n12, n21, n22 ) {
  40658. const te = this.elements;
  40659. te[ 0 ] = n11; te[ 2 ] = n12;
  40660. te[ 1 ] = n21; te[ 3 ] = n22;
  40661. return this;
  40662. }
  40663. }
  40664. const _vector$4 = /*@__PURE__*/ new Vector2();
  40665. /**
  40666. * Represents an axis-aligned bounding box (AABB) in 2D space.
  40667. */
  40668. class Box2 {
  40669. /**
  40670. * Constructs a new bounding box.
  40671. *
  40672. * @param {Vector2} [min=(Infinity,Infinity)] - A vector representing the lower boundary of the box.
  40673. * @param {Vector2} [max=(-Infinity,-Infinity)] - A vector representing the upper boundary of the box.
  40674. */
  40675. constructor( min = new Vector2( + Infinity, + Infinity ), max = new Vector2( - Infinity, - Infinity ) ) {
  40676. /**
  40677. * This flag can be used for type testing.
  40678. *
  40679. * @type {boolean}
  40680. * @readonly
  40681. * @default true
  40682. */
  40683. this.isBox2 = true;
  40684. /**
  40685. * The lower boundary of the box.
  40686. *
  40687. * @type {Vector2}
  40688. */
  40689. this.min = min;
  40690. /**
  40691. * The upper boundary of the box.
  40692. *
  40693. * @type {Vector2}
  40694. */
  40695. this.max = max;
  40696. }
  40697. /**
  40698. * Sets the lower and upper boundaries of this box.
  40699. * Please note that this method only copies the values from the given objects.
  40700. *
  40701. * @param {Vector2} min - The lower boundary of the box.
  40702. * @param {Vector2} max - The upper boundary of the box.
  40703. * @return {Box2} A reference to this bounding box.
  40704. */
  40705. set( min, max ) {
  40706. this.min.copy( min );
  40707. this.max.copy( max );
  40708. return this;
  40709. }
  40710. /**
  40711. * Sets the upper and lower bounds of this box so it encloses the position data
  40712. * in the given array.
  40713. *
  40714. * @param {Array<Vector2>} points - An array holding 2D position data as instances of {@link Vector2}.
  40715. * @return {Box2} A reference to this bounding box.
  40716. */
  40717. setFromPoints( points ) {
  40718. this.makeEmpty();
  40719. for ( let i = 0, il = points.length; i < il; i ++ ) {
  40720. this.expandByPoint( points[ i ] );
  40721. }
  40722. return this;
  40723. }
  40724. /**
  40725. * Centers this box on the given center vector and sets this box's width, height and
  40726. * depth to the given size values.
  40727. *
  40728. * @param {Vector2} center - The center of the box.
  40729. * @param {Vector2} size - The x and y dimensions of the box.
  40730. * @return {Box2} A reference to this bounding box.
  40731. */
  40732. setFromCenterAndSize( center, size ) {
  40733. const halfSize = _vector$4.copy( size ).multiplyScalar( 0.5 );
  40734. this.min.copy( center ).sub( halfSize );
  40735. this.max.copy( center ).add( halfSize );
  40736. return this;
  40737. }
  40738. /**
  40739. * Returns a new box with copied values from this instance.
  40740. *
  40741. * @return {Box2} A clone of this instance.
  40742. */
  40743. clone() {
  40744. return new this.constructor().copy( this );
  40745. }
  40746. /**
  40747. * Copies the values of the given box to this instance.
  40748. *
  40749. * @param {Box2} box - The box to copy.
  40750. * @return {Box2} A reference to this bounding box.
  40751. */
  40752. copy( box ) {
  40753. this.min.copy( box.min );
  40754. this.max.copy( box.max );
  40755. return this;
  40756. }
  40757. /**
  40758. * Makes this box empty which means in encloses a zero space in 2D.
  40759. *
  40760. * @return {Box2} A reference to this bounding box.
  40761. */
  40762. makeEmpty() {
  40763. this.min.x = this.min.y = + Infinity;
  40764. this.max.x = this.max.y = - Infinity;
  40765. return this;
  40766. }
  40767. /**
  40768. * Returns true if this box includes zero points within its bounds.
  40769. * Note that a box with equal lower and upper bounds still includes one
  40770. * point, the one both bounds share.
  40771. *
  40772. * @return {boolean} Whether this box is empty or not.
  40773. */
  40774. isEmpty() {
  40775. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  40776. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  40777. }
  40778. /**
  40779. * Returns the center point of this box.
  40780. *
  40781. * @param {Vector2} target - The target vector that is used to store the method's result.
  40782. * @return {Vector2} The center point.
  40783. */
  40784. getCenter( target ) {
  40785. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  40786. }
  40787. /**
  40788. * Returns the dimensions of this box.
  40789. *
  40790. * @param {Vector2} target - The target vector that is used to store the method's result.
  40791. * @return {Vector2} The size.
  40792. */
  40793. getSize( target ) {
  40794. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  40795. }
  40796. /**
  40797. * Expands the boundaries of this box to include the given point.
  40798. *
  40799. * @param {Vector2} point - The point that should be included by the bounding box.
  40800. * @return {Box2} A reference to this bounding box.
  40801. */
  40802. expandByPoint( point ) {
  40803. this.min.min( point );
  40804. this.max.max( point );
  40805. return this;
  40806. }
  40807. /**
  40808. * Expands this box equilaterally by the given vector. The width of this
  40809. * box will be expanded by the x component of the vector in both
  40810. * directions. The height of this box will be expanded by the y component of
  40811. * the vector in both directions.
  40812. *
  40813. * @param {Vector2} vector - The vector that should expand the bounding box.
  40814. * @return {Box2} A reference to this bounding box.
  40815. */
  40816. expandByVector( vector ) {
  40817. this.min.sub( vector );
  40818. this.max.add( vector );
  40819. return this;
  40820. }
  40821. /**
  40822. * Expands each dimension of the box by the given scalar. If negative, the
  40823. * dimensions of the box will be contracted.
  40824. *
  40825. * @param {number} scalar - The scalar value that should expand the bounding box.
  40826. * @return {Box2} A reference to this bounding box.
  40827. */
  40828. expandByScalar( scalar ) {
  40829. this.min.addScalar( - scalar );
  40830. this.max.addScalar( scalar );
  40831. return this;
  40832. }
  40833. /**
  40834. * Returns `true` if the given point lies within or on the boundaries of this box.
  40835. *
  40836. * @param {Vector2} point - The point to test.
  40837. * @return {boolean} Whether the bounding box contains the given point or not.
  40838. */
  40839. containsPoint( point ) {
  40840. return point.x >= this.min.x && point.x <= this.max.x &&
  40841. point.y >= this.min.y && point.y <= this.max.y;
  40842. }
  40843. /**
  40844. * Returns `true` if this bounding box includes the entirety of the given bounding box.
  40845. * If this box and the given one are identical, this function also returns `true`.
  40846. *
  40847. * @param {Box2} box - The bounding box to test.
  40848. * @return {boolean} Whether the bounding box contains the given bounding box or not.
  40849. */
  40850. containsBox( box ) {
  40851. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  40852. this.min.y <= box.min.y && box.max.y <= this.max.y;
  40853. }
  40854. /**
  40855. * Returns a point as a proportion of this box's width and height.
  40856. *
  40857. * @param {Vector2} point - A point in 2D space.
  40858. * @param {Vector2} target - The target vector that is used to store the method's result.
  40859. * @return {Vector2} A point as a proportion of this box's width and height.
  40860. */
  40861. getParameter( point, target ) {
  40862. // This can potentially have a divide by zero if the box
  40863. // has a size dimension of 0.
  40864. return target.set(
  40865. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  40866. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  40867. );
  40868. }
  40869. /**
  40870. * Returns `true` if the given bounding box intersects with this bounding box.
  40871. *
  40872. * @param {Box2} box - The bounding box to test.
  40873. * @return {boolean} Whether the given bounding box intersects with this bounding box.
  40874. */
  40875. intersectsBox( box ) {
  40876. // using 4 splitting planes to rule out intersections
  40877. return box.max.x >= this.min.x && box.min.x <= this.max.x &&
  40878. box.max.y >= this.min.y && box.min.y <= this.max.y;
  40879. }
  40880. /**
  40881. * Clamps the given point within the bounds of this box.
  40882. *
  40883. * @param {Vector2} point - The point to clamp.
  40884. * @param {Vector2} target - The target vector that is used to store the method's result.
  40885. * @return {Vector2} The clamped point.
  40886. */
  40887. clampPoint( point, target ) {
  40888. return target.copy( point ).clamp( this.min, this.max );
  40889. }
  40890. /**
  40891. * Returns the euclidean distance from any edge of this box to the specified point. If
  40892. * the given point lies inside of this box, the distance will be `0`.
  40893. *
  40894. * @param {Vector2} point - The point to compute the distance to.
  40895. * @return {number} The euclidean distance.
  40896. */
  40897. distanceToPoint( point ) {
  40898. return this.clampPoint( point, _vector$4 ).distanceTo( point );
  40899. }
  40900. /**
  40901. * Computes the intersection of this bounding box and the given one, setting the upper
  40902. * bound of this box to the lesser of the two boxes' upper bounds and the
  40903. * lower bound of this box to the greater of the two boxes' lower bounds. If
  40904. * there's no overlap, makes this box empty.
  40905. *
  40906. * @param {Box2} box - The bounding box to intersect with.
  40907. * @return {Box2} A reference to this bounding box.
  40908. */
  40909. intersect( box ) {
  40910. this.min.max( box.min );
  40911. this.max.min( box.max );
  40912. if ( this.isEmpty() ) this.makeEmpty();
  40913. return this;
  40914. }
  40915. /**
  40916. * Computes the union of this box and another and the given one, setting the upper
  40917. * bound of this box to the greater of the two boxes' upper bounds and the
  40918. * lower bound of this box to the lesser of the two boxes' lower bounds.
  40919. *
  40920. * @param {Box2} box - The bounding box that will be unioned with this instance.
  40921. * @return {Box2} A reference to this bounding box.
  40922. */
  40923. union( box ) {
  40924. this.min.min( box.min );
  40925. this.max.max( box.max );
  40926. return this;
  40927. }
  40928. /**
  40929. * Adds the given offset to both the upper and lower bounds of this bounding box,
  40930. * effectively moving it in 2D space.
  40931. *
  40932. * @param {Vector2} offset - The offset that should be used to translate the bounding box.
  40933. * @return {Box2} A reference to this bounding box.
  40934. */
  40935. translate( offset ) {
  40936. this.min.add( offset );
  40937. this.max.add( offset );
  40938. return this;
  40939. }
  40940. /**
  40941. * Returns `true` if this bounding box is equal with the given one.
  40942. *
  40943. * @param {Box2} box - The box to test for equality.
  40944. * @return {boolean} Whether this bounding box is equal with the given one.
  40945. */
  40946. equals( box ) {
  40947. return box.min.equals( this.min ) && box.max.equals( this.max );
  40948. }
  40949. }
  40950. const _startP = /*@__PURE__*/ new Vector3();
  40951. const _startEnd = /*@__PURE__*/ new Vector3();
  40952. const _d1 = /*@__PURE__*/ new Vector3();
  40953. const _d2 = /*@__PURE__*/ new Vector3();
  40954. const _r = /*@__PURE__*/ new Vector3();
  40955. const _c1 = /*@__PURE__*/ new Vector3();
  40956. const _c2 = /*@__PURE__*/ new Vector3();
  40957. /**
  40958. * An analytical line segment in 3D space represented by a start and end point.
  40959. */
  40960. class Line3 {
  40961. /**
  40962. * Constructs a new line segment.
  40963. *
  40964. * @param {Vector3} [start=(0,0,0)] - Start of the line segment.
  40965. * @param {Vector3} [end=(0,0,0)] - End of the line segment.
  40966. */
  40967. constructor( start = new Vector3(), end = new Vector3() ) {
  40968. /**
  40969. * Start of the line segment.
  40970. *
  40971. * @type {Vector3}
  40972. */
  40973. this.start = start;
  40974. /**
  40975. * End of the line segment.
  40976. *
  40977. * @type {Vector3}
  40978. */
  40979. this.end = end;
  40980. }
  40981. /**
  40982. * Sets the start and end values by copying the given vectors.
  40983. *
  40984. * @param {Vector3} start - The start point.
  40985. * @param {Vector3} end - The end point.
  40986. * @return {Line3} A reference to this line segment.
  40987. */
  40988. set( start, end ) {
  40989. this.start.copy( start );
  40990. this.end.copy( end );
  40991. return this;
  40992. }
  40993. /**
  40994. * Copies the values of the given line segment to this instance.
  40995. *
  40996. * @param {Line3} line - The line segment to copy.
  40997. * @return {Line3} A reference to this line segment.
  40998. */
  40999. copy( line ) {
  41000. this.start.copy( line.start );
  41001. this.end.copy( line.end );
  41002. return this;
  41003. }
  41004. /**
  41005. * Returns the center of the line segment.
  41006. *
  41007. * @param {Vector3} target - The target vector that is used to store the method's result.
  41008. * @return {Vector3} The center point.
  41009. */
  41010. getCenter( target ) {
  41011. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  41012. }
  41013. /**
  41014. * Returns the delta vector of the line segment's start and end point.
  41015. *
  41016. * @param {Vector3} target - The target vector that is used to store the method's result.
  41017. * @return {Vector3} The delta vector.
  41018. */
  41019. delta( target ) {
  41020. return target.subVectors( this.end, this.start );
  41021. }
  41022. /**
  41023. * Returns the squared Euclidean distance between the line' start and end point.
  41024. *
  41025. * @return {number} The squared Euclidean distance.
  41026. */
  41027. distanceSq() {
  41028. return this.start.distanceToSquared( this.end );
  41029. }
  41030. /**
  41031. * Returns the Euclidean distance between the line' start and end point.
  41032. *
  41033. * @return {number} The Euclidean distance.
  41034. */
  41035. distance() {
  41036. return this.start.distanceTo( this.end );
  41037. }
  41038. /**
  41039. * Returns a vector at a certain position along the line segment.
  41040. *
  41041. * @param {number} t - A value between `[0,1]` to represent a position along the line segment.
  41042. * @param {Vector3} target - The target vector that is used to store the method's result.
  41043. * @return {Vector3} The delta vector.
  41044. */
  41045. at( t, target ) {
  41046. return this.delta( target ).multiplyScalar( t ).add( this.start );
  41047. }
  41048. /**
  41049. * Returns a point parameter based on the closest point as projected on the line segment.
  41050. *
  41051. * @param {Vector3} point - The point for which to return a point parameter.
  41052. * @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not.
  41053. * @return {number} The point parameter.
  41054. */
  41055. closestPointToPointParameter( point, clampToLine ) {
  41056. _startP.subVectors( point, this.start );
  41057. _startEnd.subVectors( this.end, this.start );
  41058. const startEnd2 = _startEnd.dot( _startEnd );
  41059. const startEnd_startP = _startEnd.dot( _startP );
  41060. let t = startEnd_startP / startEnd2;
  41061. if ( clampToLine ) {
  41062. t = clamp( t, 0, 1 );
  41063. }
  41064. return t;
  41065. }
  41066. /**
  41067. * Returns the closest point on the line for a given point.
  41068. *
  41069. * @param {Vector3} point - The point to compute the closest point on the line for.
  41070. * @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not.
  41071. * @param {Vector3} target - The target vector that is used to store the method's result.
  41072. * @return {Vector3} The closest point on the line.
  41073. */
  41074. closestPointToPoint( point, clampToLine, target ) {
  41075. const t = this.closestPointToPointParameter( point, clampToLine );
  41076. return this.delta( target ).multiplyScalar( t ).add( this.start );
  41077. }
  41078. /**
  41079. * Returns the closest squared distance between this line segment and the given one.
  41080. *
  41081. * @param {Line3} line - The line segment to compute the closest squared distance to.
  41082. * @param {Vector3} [c1] - The closest point on this line segment.
  41083. * @param {Vector3} [c2] - The closest point on the given line segment.
  41084. * @return {number} The squared distance between this line segment and the given one.
  41085. */
  41086. distanceSqToLine3( line, c1 = _c1, c2 = _c2 ) {
  41087. // from Real-Time Collision Detection by Christer Ericson, chapter 5.1.9
  41088. // Computes closest points C1 and C2 of S1(s)=P1+s*(Q1-P1) and
  41089. // S2(t)=P2+t*(Q2-P2), returning s and t. Function result is squared
  41090. // distance between between S1(s) and S2(t)
  41091. const EPSILON = 1e-8 * 1e-8; // must be squared since we compare squared length
  41092. let s, t;
  41093. const p1 = this.start;
  41094. const p2 = line.start;
  41095. const q1 = this.end;
  41096. const q2 = line.end;
  41097. _d1.subVectors( q1, p1 ); // Direction vector of segment S1
  41098. _d2.subVectors( q2, p2 ); // Direction vector of segment S2
  41099. _r.subVectors( p1, p2 );
  41100. const a = _d1.dot( _d1 ); // Squared length of segment S1, always nonnegative
  41101. const e = _d2.dot( _d2 ); // Squared length of segment S2, always nonnegative
  41102. const f = _d2.dot( _r );
  41103. // Check if either or both segments degenerate into points
  41104. if ( a <= EPSILON && e <= EPSILON ) {
  41105. // Both segments degenerate into points
  41106. c1.copy( p1 );
  41107. c2.copy( p2 );
  41108. c1.sub( c2 );
  41109. return c1.dot( c1 );
  41110. }
  41111. if ( a <= EPSILON ) {
  41112. // First segment degenerates into a point
  41113. s = 0;
  41114. t = f / e; // s = 0 => t = (b*s + f) / e = f / e
  41115. t = clamp( t, 0, 1 );
  41116. } else {
  41117. const c = _d1.dot( _r );
  41118. if ( e <= EPSILON ) {
  41119. // Second segment degenerates into a point
  41120. t = 0;
  41121. s = clamp( - c / a, 0, 1 ); // t = 0 => s = (b*t - c) / a = -c / a
  41122. } else {
  41123. // The general nondegenerate case starts here
  41124. const b = _d1.dot( _d2 );
  41125. const denom = a * e - b * b; // Always nonnegative
  41126. // If segments not parallel, compute closest point on L1 to L2 and
  41127. // clamp to segment S1. Else pick arbitrary s (here 0)
  41128. if ( denom !== 0 ) {
  41129. s = clamp( ( b * f - c * e ) / denom, 0, 1 );
  41130. } else {
  41131. s = 0;
  41132. }
  41133. // Compute point on L2 closest to S1(s) using
  41134. // t = Dot((P1 + D1*s) - P2,D2) / Dot(D2,D2) = (b*s + f) / e
  41135. t = ( b * s + f ) / e;
  41136. // If t in [0,1] done. Else clamp t, recompute s for the new value
  41137. // of t using s = Dot((P2 + D2*t) - P1,D1) / Dot(D1,D1)= (t*b - c) / a
  41138. // and clamp s to [0, 1]
  41139. if ( t < 0 ) {
  41140. t = 0.;
  41141. s = clamp( - c / a, 0, 1 );
  41142. } else if ( t > 1 ) {
  41143. t = 1;
  41144. s = clamp( ( b - c ) / a, 0, 1 );
  41145. }
  41146. }
  41147. }
  41148. c1.copy( p1 ).addScaledVector( _d1, s );
  41149. c2.copy( p2 ).addScaledVector( _d2, t );
  41150. return c1.distanceToSquared( c2 );
  41151. }
  41152. /**
  41153. * Applies a 4x4 transformation matrix to this line segment.
  41154. *
  41155. * @param {Matrix4} matrix - The transformation matrix.
  41156. * @return {Line3} A reference to this line segment.
  41157. */
  41158. applyMatrix4( matrix ) {
  41159. this.start.applyMatrix4( matrix );
  41160. this.end.applyMatrix4( matrix );
  41161. return this;
  41162. }
  41163. /**
  41164. * Returns `true` if this line segment is equal with the given one.
  41165. *
  41166. * @param {Line3} line - The line segment to test for equality.
  41167. * @return {boolean} Whether this line segment is equal with the given one.
  41168. */
  41169. equals( line ) {
  41170. return line.start.equals( this.start ) && line.end.equals( this.end );
  41171. }
  41172. /**
  41173. * Returns a new line segment with copied values from this instance.
  41174. *
  41175. * @return {Line3} A clone of this instance.
  41176. */
  41177. clone() {
  41178. return new this.constructor().copy( this );
  41179. }
  41180. }
  41181. const _vector$3 = /*@__PURE__*/ new Vector3();
  41182. /**
  41183. * This displays a cone shaped helper object for a {@link SpotLight}.
  41184. *
  41185. * When the spot light or its target are transformed or light properties are
  41186. * changed, it's necessary to call the `update()` method of the respective helper.
  41187. *
  41188. * ```js
  41189. * const spotLight = new THREE.SpotLight( 0xffffff );
  41190. * spotLight.position.set( 10, 10, 10 );
  41191. * scene.add( spotLight );
  41192. *
  41193. * const spotLightHelper = new THREE.SpotLightHelper( spotLight );
  41194. * scene.add( spotLightHelper );
  41195. * ```
  41196. *
  41197. * @augments Object3D
  41198. */
  41199. class SpotLightHelper extends Object3D {
  41200. /**
  41201. * Constructs a new spot light helper.
  41202. *
  41203. * @param {HemisphereLight} light - The light to be visualized.
  41204. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  41205. * the color of the light.
  41206. */
  41207. constructor( light, color ) {
  41208. super();
  41209. /**
  41210. * The light being visualized.
  41211. *
  41212. * @type {SpotLight}
  41213. */
  41214. this.light = light;
  41215. this.matrixAutoUpdate = false;
  41216. /**
  41217. * The color parameter passed in the constructor.
  41218. * If not set, the helper will take the color of the light.
  41219. *
  41220. * @type {number|Color|string}
  41221. */
  41222. this.color = color;
  41223. this.type = 'SpotLightHelper';
  41224. const geometry = new BufferGeometry();
  41225. const positions = [
  41226. 0, 0, 0, 0, 0, 1,
  41227. 0, 0, 0, 1, 0, 1,
  41228. 0, 0, 0, -1, 0, 1,
  41229. 0, 0, 0, 0, 1, 1,
  41230. 0, 0, 0, 0, -1, 1
  41231. ];
  41232. for ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  41233. const p1 = ( i / l ) * Math.PI * 2;
  41234. const p2 = ( j / l ) * Math.PI * 2;
  41235. positions.push(
  41236. Math.cos( p1 ), Math.sin( p1 ), 1,
  41237. Math.cos( p2 ), Math.sin( p2 ), 1
  41238. );
  41239. }
  41240. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  41241. const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  41242. this.cone = new LineSegments( geometry, material );
  41243. this.add( this.cone );
  41244. this.update();
  41245. }
  41246. /**
  41247. * Frees the GPU-related resources allocated by this instance. Call this
  41248. * method whenever this instance is no longer used in your app.
  41249. */
  41250. dispose() {
  41251. this.cone.geometry.dispose();
  41252. this.cone.material.dispose();
  41253. }
  41254. /**
  41255. * Updates the helper to match the position and direction of the
  41256. * light being visualized.
  41257. */
  41258. update() {
  41259. this.light.updateWorldMatrix( true, false );
  41260. this.light.target.updateWorldMatrix( true, false );
  41261. // update the local matrix based on the parent and light target transforms
  41262. if ( this.parent ) {
  41263. this.parent.updateWorldMatrix( true );
  41264. this.matrix
  41265. .copy( this.parent.matrixWorld )
  41266. .invert()
  41267. .multiply( this.light.matrixWorld );
  41268. } else {
  41269. this.matrix.copy( this.light.matrixWorld );
  41270. }
  41271. this.matrixWorld.copy( this.light.matrixWorld );
  41272. const coneLength = this.light.distance ? this.light.distance : 1000;
  41273. const coneWidth = coneLength * Math.tan( this.light.angle );
  41274. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  41275. _vector$3.setFromMatrixPosition( this.light.target.matrixWorld );
  41276. this.cone.lookAt( _vector$3 );
  41277. if ( this.color !== undefined ) {
  41278. this.cone.material.color.set( this.color );
  41279. } else {
  41280. this.cone.material.color.copy( this.light.color );
  41281. }
  41282. }
  41283. }
  41284. const _vector$2 = /*@__PURE__*/ new Vector3();
  41285. const _boneMatrix = /*@__PURE__*/ new Matrix4();
  41286. const _matrixWorldInv = /*@__PURE__*/ new Matrix4();
  41287. /**
  41288. * A helper object to assist with visualizing a {@link Skeleton}.
  41289. *
  41290. * ```js
  41291. * const helper = new THREE.SkeletonHelper( skinnedMesh );
  41292. * scene.add( helper );
  41293. * ```
  41294. *
  41295. * @augments LineSegments
  41296. */
  41297. class SkeletonHelper extends LineSegments {
  41298. /**
  41299. * Constructs a new skeleton helper.
  41300. *
  41301. * @param {Object3D} object - Usually an instance of {@link SkinnedMesh}. However, any 3D object
  41302. * can be used if it represents a hierarchy of bones (see {@link Bone}).
  41303. */
  41304. constructor( object ) {
  41305. const bones = getBoneList( object );
  41306. const geometry = new BufferGeometry();
  41307. const vertices = [];
  41308. const colors = [];
  41309. for ( let i = 0; i < bones.length; i ++ ) {
  41310. const bone = bones[ i ];
  41311. if ( bone.parent && bone.parent.isBone ) {
  41312. vertices.push( 0, 0, 0 );
  41313. vertices.push( 0, 0, 0 );
  41314. colors.push( 0, 0, 0 );
  41315. colors.push( 0, 0, 0 );
  41316. }
  41317. }
  41318. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41319. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41320. const material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );
  41321. super( geometry, material );
  41322. /**
  41323. * This flag can be used for type testing.
  41324. *
  41325. * @type {boolean}
  41326. * @readonly
  41327. * @default true
  41328. */
  41329. this.isSkeletonHelper = true;
  41330. this.type = 'SkeletonHelper';
  41331. /**
  41332. * The object being visualized.
  41333. *
  41334. * @type {Object3D}
  41335. */
  41336. this.root = object;
  41337. /**
  41338. * The list of bones that the helper visualizes.
  41339. *
  41340. * @type {Array<Bone>}
  41341. */
  41342. this.bones = bones;
  41343. this.matrix = object.matrixWorld;
  41344. this.matrixAutoUpdate = false;
  41345. // colors
  41346. const color1 = new Color( 0x0000ff );
  41347. const color2 = new Color( 0x00ff00 );
  41348. this.setColors( color1, color2 );
  41349. }
  41350. updateMatrixWorld( force ) {
  41351. const bones = this.bones;
  41352. const geometry = this.geometry;
  41353. const position = geometry.getAttribute( 'position' );
  41354. _matrixWorldInv.copy( this.root.matrixWorld ).invert();
  41355. for ( let i = 0, j = 0; i < bones.length; i ++ ) {
  41356. const bone = bones[ i ];
  41357. if ( bone.parent && bone.parent.isBone ) {
  41358. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  41359. _vector$2.setFromMatrixPosition( _boneMatrix );
  41360. position.setXYZ( j, _vector$2.x, _vector$2.y, _vector$2.z );
  41361. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  41362. _vector$2.setFromMatrixPosition( _boneMatrix );
  41363. position.setXYZ( j + 1, _vector$2.x, _vector$2.y, _vector$2.z );
  41364. j += 2;
  41365. }
  41366. }
  41367. geometry.getAttribute( 'position' ).needsUpdate = true;
  41368. super.updateMatrixWorld( force );
  41369. }
  41370. /**
  41371. * Defines the colors of the helper.
  41372. *
  41373. * @param {Color} color1 - The first line color for each bone.
  41374. * @param {Color} color2 - The second line color for each bone.
  41375. * @return {SkeletonHelper} A reference to this helper.
  41376. */
  41377. setColors( color1, color2 ) {
  41378. const geometry = this.geometry;
  41379. const colorAttribute = geometry.getAttribute( 'color' );
  41380. for ( let i = 0; i < colorAttribute.count; i += 2 ) {
  41381. colorAttribute.setXYZ( i, color1.r, color1.g, color1.b );
  41382. colorAttribute.setXYZ( i + 1, color2.r, color2.g, color2.b );
  41383. }
  41384. colorAttribute.needsUpdate = true;
  41385. return this;
  41386. }
  41387. /**
  41388. * Frees the GPU-related resources allocated by this instance. Call this
  41389. * method whenever this instance is no longer used in your app.
  41390. */
  41391. dispose() {
  41392. this.geometry.dispose();
  41393. this.material.dispose();
  41394. }
  41395. }
  41396. function getBoneList( object ) {
  41397. const boneList = [];
  41398. if ( object.isBone === true ) {
  41399. boneList.push( object );
  41400. }
  41401. for ( let i = 0; i < object.children.length; i ++ ) {
  41402. boneList.push( ...getBoneList( object.children[ i ] ) );
  41403. }
  41404. return boneList;
  41405. }
  41406. /**
  41407. * This displays a helper object consisting of a spherical mesh for
  41408. * visualizing an instance of {@link PointLight}.
  41409. *
  41410. * ```js
  41411. * const pointLight = new THREE.PointLight( 0xff0000, 1, 100 );
  41412. * pointLight.position.set( 10, 10, 10 );
  41413. * scene.add( pointLight );
  41414. *
  41415. * const sphereSize = 1;
  41416. * const pointLightHelper = new THREE.PointLightHelper( pointLight, sphereSize );
  41417. * scene.add( pointLightHelper );
  41418. * ```
  41419. *
  41420. * @augments Mesh
  41421. */
  41422. class PointLightHelper extends Mesh {
  41423. /**
  41424. * Constructs a new point light helper.
  41425. *
  41426. * @param {PointLight} light - The light to be visualized.
  41427. * @param {number} [sphereSize=1] - The size of the sphere helper.
  41428. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  41429. * the color of the light.
  41430. */
  41431. constructor( light, sphereSize, color ) {
  41432. const geometry = new SphereGeometry( sphereSize, 4, 2 );
  41433. const material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  41434. super( geometry, material );
  41435. /**
  41436. * The light being visualized.
  41437. *
  41438. * @type {PointLight}
  41439. */
  41440. this.light = light;
  41441. /**
  41442. * The color parameter passed in the constructor.
  41443. * If not set, the helper will take the color of the light.
  41444. *
  41445. * @type {number|Color|string}
  41446. */
  41447. this.color = color;
  41448. this.type = 'PointLightHelper';
  41449. this.matrix = this.light.matrixWorld;
  41450. this.matrixAutoUpdate = false;
  41451. this.update();
  41452. /*
  41453. // TODO: delete this comment?
  41454. const distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
  41455. const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  41456. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  41457. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  41458. const d = light.distance;
  41459. if ( d === 0.0 ) {
  41460. this.lightDistance.visible = false;
  41461. } else {
  41462. this.lightDistance.scale.set( d, d, d );
  41463. }
  41464. this.add( this.lightDistance );
  41465. */
  41466. }
  41467. /**
  41468. * Frees the GPU-related resources allocated by this instance. Call this
  41469. * method whenever this instance is no longer used in your app.
  41470. */
  41471. dispose() {
  41472. this.geometry.dispose();
  41473. this.material.dispose();
  41474. }
  41475. /**
  41476. * Updates the helper to match the position of the
  41477. * light being visualized.
  41478. */
  41479. update() {
  41480. this.light.updateWorldMatrix( true, false );
  41481. if ( this.color !== undefined ) {
  41482. this.material.color.set( this.color );
  41483. } else {
  41484. this.material.color.copy( this.light.color );
  41485. }
  41486. /*
  41487. const d = this.light.distance;
  41488. if ( d === 0.0 ) {
  41489. this.lightDistance.visible = false;
  41490. } else {
  41491. this.lightDistance.visible = true;
  41492. this.lightDistance.scale.set( d, d, d );
  41493. }
  41494. */
  41495. }
  41496. }
  41497. const _vector$1 = /*@__PURE__*/ new Vector3();
  41498. const _color1 = /*@__PURE__*/ new Color();
  41499. const _color2 = /*@__PURE__*/ new Color();
  41500. /**
  41501. * Creates a visual aid consisting of a spherical mesh for a
  41502. * given {@link HemisphereLight}.
  41503. *
  41504. * When the hemisphere light is transformed or its light properties are changed,
  41505. * it's necessary to call the `update()` method of the respective helper.
  41506. *
  41507. * ```js
  41508. * const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
  41509. * const helper = new THREE.HemisphereLightHelper( light, 5 );
  41510. * scene.add( helper );
  41511. * ```
  41512. *
  41513. * @augments Object3D
  41514. */
  41515. class HemisphereLightHelper extends Object3D {
  41516. /**
  41517. * Constructs a new hemisphere light helper.
  41518. *
  41519. * @param {HemisphereLight} light - The light to be visualized.
  41520. * @param {number} [size=1] - The size of the mesh used to visualize the light.
  41521. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  41522. * the color of the light.
  41523. */
  41524. constructor( light, size, color ) {
  41525. super();
  41526. /**
  41527. * The light being visualized.
  41528. *
  41529. * @type {HemisphereLight}
  41530. */
  41531. this.light = light;
  41532. this.matrix = light.matrixWorld;
  41533. this.matrixAutoUpdate = false;
  41534. /**
  41535. * The color parameter passed in the constructor.
  41536. * If not set, the helper will take the color of the light.
  41537. *
  41538. * @type {number|Color|string}
  41539. */
  41540. this.color = color;
  41541. this.type = 'HemisphereLightHelper';
  41542. const geometry = new OctahedronGeometry( size );
  41543. geometry.rotateY( Math.PI * 0.5 );
  41544. this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  41545. if ( this.color === undefined ) this.material.vertexColors = true;
  41546. const position = geometry.getAttribute( 'position' );
  41547. const colors = new Float32Array( position.count * 3 );
  41548. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  41549. this.add( new Mesh( geometry, this.material ) );
  41550. this.update();
  41551. }
  41552. /**
  41553. * Frees the GPU-related resources allocated by this instance. Call this
  41554. * method whenever this instance is no longer used in your app.
  41555. */
  41556. dispose() {
  41557. this.children[ 0 ].geometry.dispose();
  41558. this.children[ 0 ].material.dispose();
  41559. }
  41560. /**
  41561. * Updates the helper to match the position and direction of the
  41562. * light being visualized.
  41563. */
  41564. update() {
  41565. const mesh = this.children[ 0 ];
  41566. if ( this.color !== undefined ) {
  41567. this.material.color.set( this.color );
  41568. } else {
  41569. const colors = mesh.geometry.getAttribute( 'color' );
  41570. _color1.copy( this.light.color );
  41571. _color2.copy( this.light.groundColor );
  41572. for ( let i = 0, l = colors.count; i < l; i ++ ) {
  41573. const color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  41574. colors.setXYZ( i, color.r, color.g, color.b );
  41575. }
  41576. colors.needsUpdate = true;
  41577. }
  41578. this.light.updateWorldMatrix( true, false );
  41579. mesh.lookAt( _vector$1.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  41580. }
  41581. }
  41582. /**
  41583. * The helper is an object to define grids. Grids are two-dimensional
  41584. * arrays of lines.
  41585. *
  41586. * ```js
  41587. * const size = 10;
  41588. * const divisions = 10;
  41589. *
  41590. * const gridHelper = new THREE.GridHelper( size, divisions );
  41591. * scene.add( gridHelper );
  41592. * ```
  41593. *
  41594. * @augments LineSegments
  41595. */
  41596. class GridHelper extends LineSegments {
  41597. /**
  41598. * Constructs a new grid helper.
  41599. *
  41600. * @param {number} [size=10] - The size of the grid.
  41601. * @param {number} [divisions=10] - The number of divisions across the grid.
  41602. * @param {number|Color|string} [color1=0x444444] - The color of the center line.
  41603. * @param {number|Color|string} [color2=0x888888] - The color of the lines of the grid.
  41604. */
  41605. constructor( size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888 ) {
  41606. color1 = new Color( color1 );
  41607. color2 = new Color( color2 );
  41608. const center = divisions / 2;
  41609. const step = size / divisions;
  41610. const halfSize = size / 2;
  41611. const vertices = [], colors = [];
  41612. for ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  41613. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  41614. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  41615. const color = i === center ? color1 : color2;
  41616. color.toArray( colors, j ); j += 3;
  41617. color.toArray( colors, j ); j += 3;
  41618. color.toArray( colors, j ); j += 3;
  41619. color.toArray( colors, j ); j += 3;
  41620. }
  41621. const geometry = new BufferGeometry();
  41622. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41623. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41624. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  41625. super( geometry, material );
  41626. this.type = 'GridHelper';
  41627. }
  41628. /**
  41629. * Frees the GPU-related resources allocated by this instance. Call this
  41630. * method whenever this instance is no longer used in your app.
  41631. */
  41632. dispose() {
  41633. this.geometry.dispose();
  41634. this.material.dispose();
  41635. }
  41636. }
  41637. /**
  41638. * This helper is an object to define polar grids. Grids are
  41639. * two-dimensional arrays of lines.
  41640. *
  41641. * ```js
  41642. * const radius = 10;
  41643. * const sectors = 16;
  41644. * const rings = 8;
  41645. * const divisions = 64;
  41646. *
  41647. * const helper = new THREE.PolarGridHelper( radius, sectors, rings, divisions );
  41648. * scene.add( helper );
  41649. * ```
  41650. *
  41651. * @augments LineSegments
  41652. */
  41653. class PolarGridHelper extends LineSegments {
  41654. /**
  41655. * Constructs a new polar grid helper.
  41656. *
  41657. * @param {number} [radius=10] - The radius of the polar grid. This can be any positive number.
  41658. * @param {number} [sectors=16] - The number of sectors the grid will be divided into. This can be any positive integer.
  41659. * @param {number} [rings=16] - The number of rings. This can be any positive integer.
  41660. * @param {number} [divisions=64] - The number of line segments used for each circle. This can be any positive integer.
  41661. * @param {number|Color|string} [color1=0x444444] - The first color used for grid elements.
  41662. * @param {number|Color|string} [color2=0x888888] - The second color used for grid elements.
  41663. */
  41664. constructor( radius = 10, sectors = 16, rings = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888 ) {
  41665. color1 = new Color( color1 );
  41666. color2 = new Color( color2 );
  41667. const vertices = [];
  41668. const colors = [];
  41669. // create the sectors
  41670. if ( sectors > 1 ) {
  41671. for ( let i = 0; i < sectors; i ++ ) {
  41672. const v = ( i / sectors ) * ( Math.PI * 2 );
  41673. const x = Math.sin( v ) * radius;
  41674. const z = Math.cos( v ) * radius;
  41675. vertices.push( 0, 0, 0 );
  41676. vertices.push( x, 0, z );
  41677. const color = ( i & 1 ) ? color1 : color2;
  41678. colors.push( color.r, color.g, color.b );
  41679. colors.push( color.r, color.g, color.b );
  41680. }
  41681. }
  41682. // create the rings
  41683. for ( let i = 0; i < rings; i ++ ) {
  41684. const color = ( i & 1 ) ? color1 : color2;
  41685. const r = radius - ( radius / rings * i );
  41686. for ( let j = 0; j < divisions; j ++ ) {
  41687. // first vertex
  41688. let v = ( j / divisions ) * ( Math.PI * 2 );
  41689. let x = Math.sin( v ) * r;
  41690. let z = Math.cos( v ) * r;
  41691. vertices.push( x, 0, z );
  41692. colors.push( color.r, color.g, color.b );
  41693. // second vertex
  41694. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  41695. x = Math.sin( v ) * r;
  41696. z = Math.cos( v ) * r;
  41697. vertices.push( x, 0, z );
  41698. colors.push( color.r, color.g, color.b );
  41699. }
  41700. }
  41701. const geometry = new BufferGeometry();
  41702. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41703. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41704. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  41705. super( geometry, material );
  41706. this.type = 'PolarGridHelper';
  41707. }
  41708. /**
  41709. * Frees the GPU-related resources allocated by this instance. Call this
  41710. * method whenever this instance is no longer used in your app.
  41711. */
  41712. dispose() {
  41713. this.geometry.dispose();
  41714. this.material.dispose();
  41715. }
  41716. }
  41717. const _v1 = /*@__PURE__*/ new Vector3();
  41718. const _v2 = /*@__PURE__*/ new Vector3();
  41719. const _v3 = /*@__PURE__*/ new Vector3();
  41720. /**
  41721. * Helper object to assist with visualizing a {@link DirectionalLight}'s
  41722. * effect on the scene. This consists of a plane and a line representing the
  41723. * light's position and direction.
  41724. *
  41725. * When the directional light or its target are transformed or light properties
  41726. * are changed, it's necessary to call the `update()` method of the respective helper.
  41727. *
  41728. * ```js
  41729. * const light = new THREE.DirectionalLight( 0xFFFFFF );
  41730. * scene.add( light );
  41731. *
  41732. * const helper = new THREE.DirectionalLightHelper( light, 5 );
  41733. * scene.add( helper );
  41734. * ```
  41735. *
  41736. * @augments Object3D
  41737. */
  41738. class DirectionalLightHelper extends Object3D {
  41739. /**
  41740. * Constructs a new directional light helper.
  41741. *
  41742. * @param {DirectionalLight} light - The light to be visualized.
  41743. * @param {number} [size=1] - The dimensions of the plane.
  41744. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  41745. * the color of the light.
  41746. */
  41747. constructor( light, size, color ) {
  41748. super();
  41749. /**
  41750. * The light being visualized.
  41751. *
  41752. * @type {DirectionalLight}
  41753. */
  41754. this.light = light;
  41755. this.matrix = light.matrixWorld;
  41756. this.matrixAutoUpdate = false;
  41757. /**
  41758. * The color parameter passed in the constructor.
  41759. * If not set, the helper will take the color of the light.
  41760. *
  41761. * @type {number|Color|string}
  41762. */
  41763. this.color = color;
  41764. this.type = 'DirectionalLightHelper';
  41765. if ( size === undefined ) size = 1;
  41766. let geometry = new BufferGeometry();
  41767. geometry.setAttribute( 'position', new Float32BufferAttribute( [
  41768. - size, size, 0,
  41769. size, size, 0,
  41770. size, - size, 0,
  41771. - size, - size, 0,
  41772. - size, size, 0
  41773. ], 3 ) );
  41774. const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  41775. /**
  41776. * Contains the line showing the location of the directional light.
  41777. *
  41778. * @type {Line}
  41779. */
  41780. this.lightPlane = new Line( geometry, material );
  41781. this.add( this.lightPlane );
  41782. geometry = new BufferGeometry();
  41783. geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  41784. /**
  41785. * Represents the target line of the directional light.
  41786. *
  41787. * @type {Line}
  41788. */
  41789. this.targetLine = new Line( geometry, material );
  41790. this.add( this.targetLine );
  41791. this.update();
  41792. }
  41793. /**
  41794. * Frees the GPU-related resources allocated by this instance. Call this
  41795. * method whenever this instance is no longer used in your app.
  41796. */
  41797. dispose() {
  41798. this.lightPlane.geometry.dispose();
  41799. this.lightPlane.material.dispose();
  41800. this.targetLine.geometry.dispose();
  41801. this.targetLine.material.dispose();
  41802. }
  41803. /**
  41804. * Updates the helper to match the position and direction of the
  41805. * light being visualized.
  41806. */
  41807. update() {
  41808. this.light.updateWorldMatrix( true, false );
  41809. this.light.target.updateWorldMatrix( true, false );
  41810. _v1.setFromMatrixPosition( this.light.matrixWorld );
  41811. _v2.setFromMatrixPosition( this.light.target.matrixWorld );
  41812. _v3.subVectors( _v2, _v1 );
  41813. this.lightPlane.lookAt( _v2 );
  41814. if ( this.color !== undefined ) {
  41815. this.lightPlane.material.color.set( this.color );
  41816. this.targetLine.material.color.set( this.color );
  41817. } else {
  41818. this.lightPlane.material.color.copy( this.light.color );
  41819. this.targetLine.material.color.copy( this.light.color );
  41820. }
  41821. this.targetLine.lookAt( _v2 );
  41822. this.targetLine.scale.z = _v3.length();
  41823. }
  41824. }
  41825. const _vector = /*@__PURE__*/ new Vector3();
  41826. const _camera = /*@__PURE__*/ new Camera();
  41827. /**
  41828. * This helps with visualizing what a camera contains in its frustum. It
  41829. * visualizes the frustum of a camera using a line segments.
  41830. *
  41831. * Based on frustum visualization in [lightgl.js shadowmap example](https://github.com/evanw/lightgl.js/blob/master/tests/shadowmap.html).
  41832. *
  41833. * `CameraHelper` must be a child of the scene.
  41834. *
  41835. * When the camera is transformed or its projection matrix is changed, it's necessary
  41836. * to call the `update()` method of the respective helper.
  41837. *
  41838. * ```js
  41839. * const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
  41840. * const helper = new THREE.CameraHelper( camera );
  41841. * scene.add( helper );
  41842. * ```
  41843. *
  41844. * @augments LineSegments
  41845. */
  41846. class CameraHelper extends LineSegments {
  41847. /**
  41848. * Constructs a new arrow helper.
  41849. *
  41850. * @param {Camera} camera - The camera to visualize.
  41851. */
  41852. constructor( camera ) {
  41853. const geometry = new BufferGeometry();
  41854. const material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );
  41855. const vertices = [];
  41856. const colors = [];
  41857. const pointMap = {};
  41858. // near
  41859. addLine( 'n1', 'n2' );
  41860. addLine( 'n2', 'n4' );
  41861. addLine( 'n4', 'n3' );
  41862. addLine( 'n3', 'n1' );
  41863. // far
  41864. addLine( 'f1', 'f2' );
  41865. addLine( 'f2', 'f4' );
  41866. addLine( 'f4', 'f3' );
  41867. addLine( 'f3', 'f1' );
  41868. // sides
  41869. addLine( 'n1', 'f1' );
  41870. addLine( 'n2', 'f2' );
  41871. addLine( 'n3', 'f3' );
  41872. addLine( 'n4', 'f4' );
  41873. // cone
  41874. addLine( 'p', 'n1' );
  41875. addLine( 'p', 'n2' );
  41876. addLine( 'p', 'n3' );
  41877. addLine( 'p', 'n4' );
  41878. // up
  41879. addLine( 'u1', 'u2' );
  41880. addLine( 'u2', 'u3' );
  41881. addLine( 'u3', 'u1' );
  41882. // target
  41883. addLine( 'c', 't' );
  41884. addLine( 'p', 'c' );
  41885. // cross
  41886. addLine( 'cn1', 'cn2' );
  41887. addLine( 'cn3', 'cn4' );
  41888. addLine( 'cf1', 'cf2' );
  41889. addLine( 'cf3', 'cf4' );
  41890. function addLine( a, b ) {
  41891. addPoint( a );
  41892. addPoint( b );
  41893. }
  41894. function addPoint( id ) {
  41895. vertices.push( 0, 0, 0 );
  41896. colors.push( 0, 0, 0 );
  41897. if ( pointMap[ id ] === undefined ) {
  41898. pointMap[ id ] = [];
  41899. }
  41900. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  41901. }
  41902. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41903. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41904. super( geometry, material );
  41905. this.type = 'CameraHelper';
  41906. /**
  41907. * The camera being visualized.
  41908. *
  41909. * @type {Camera}
  41910. */
  41911. this.camera = camera;
  41912. if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();
  41913. this.matrix = camera.matrixWorld;
  41914. this.matrixAutoUpdate = false;
  41915. /**
  41916. * This contains the points used to visualize the camera.
  41917. *
  41918. * @type {Object<string,Array<number>>}
  41919. */
  41920. this.pointMap = pointMap;
  41921. this.update();
  41922. // colors
  41923. const colorFrustum = new Color( 0xffaa00 );
  41924. const colorCone = new Color( 0xff0000 );
  41925. const colorUp = new Color( 0x00aaff );
  41926. const colorTarget = new Color( 0xffffff );
  41927. const colorCross = new Color( 0x333333 );
  41928. this.setColors( colorFrustum, colorCone, colorUp, colorTarget, colorCross );
  41929. }
  41930. /**
  41931. * Defines the colors of the helper.
  41932. *
  41933. * @param {Color} frustum - The frustum line color.
  41934. * @param {Color} cone - The cone line color.
  41935. * @param {Color} up - The up line color.
  41936. * @param {Color} target - The target line color.
  41937. * @param {Color} cross - The cross line color.
  41938. * @return {CameraHelper} A reference to this helper.
  41939. */
  41940. setColors( frustum, cone, up, target, cross ) {
  41941. const geometry = this.geometry;
  41942. const colorAttribute = geometry.getAttribute( 'color' );
  41943. // near
  41944. colorAttribute.setXYZ( 0, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 1, frustum.r, frustum.g, frustum.b ); // n1, n2
  41945. colorAttribute.setXYZ( 2, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 3, frustum.r, frustum.g, frustum.b ); // n2, n4
  41946. colorAttribute.setXYZ( 4, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 5, frustum.r, frustum.g, frustum.b ); // n4, n3
  41947. colorAttribute.setXYZ( 6, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 7, frustum.r, frustum.g, frustum.b ); // n3, n1
  41948. // far
  41949. colorAttribute.setXYZ( 8, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 9, frustum.r, frustum.g, frustum.b ); // f1, f2
  41950. colorAttribute.setXYZ( 10, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 11, frustum.r, frustum.g, frustum.b ); // f2, f4
  41951. colorAttribute.setXYZ( 12, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 13, frustum.r, frustum.g, frustum.b ); // f4, f3
  41952. colorAttribute.setXYZ( 14, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 15, frustum.r, frustum.g, frustum.b ); // f3, f1
  41953. // sides
  41954. colorAttribute.setXYZ( 16, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 17, frustum.r, frustum.g, frustum.b ); // n1, f1
  41955. colorAttribute.setXYZ( 18, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 19, frustum.r, frustum.g, frustum.b ); // n2, f2
  41956. colorAttribute.setXYZ( 20, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 21, frustum.r, frustum.g, frustum.b ); // n3, f3
  41957. colorAttribute.setXYZ( 22, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 23, frustum.r, frustum.g, frustum.b ); // n4, f4
  41958. // cone
  41959. colorAttribute.setXYZ( 24, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 25, cone.r, cone.g, cone.b ); // p, n1
  41960. colorAttribute.setXYZ( 26, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 27, cone.r, cone.g, cone.b ); // p, n2
  41961. colorAttribute.setXYZ( 28, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 29, cone.r, cone.g, cone.b ); // p, n3
  41962. colorAttribute.setXYZ( 30, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 31, cone.r, cone.g, cone.b ); // p, n4
  41963. // up
  41964. colorAttribute.setXYZ( 32, up.r, up.g, up.b ); colorAttribute.setXYZ( 33, up.r, up.g, up.b ); // u1, u2
  41965. colorAttribute.setXYZ( 34, up.r, up.g, up.b ); colorAttribute.setXYZ( 35, up.r, up.g, up.b ); // u2, u3
  41966. colorAttribute.setXYZ( 36, up.r, up.g, up.b ); colorAttribute.setXYZ( 37, up.r, up.g, up.b ); // u3, u1
  41967. // target
  41968. colorAttribute.setXYZ( 38, target.r, target.g, target.b ); colorAttribute.setXYZ( 39, target.r, target.g, target.b ); // c, t
  41969. colorAttribute.setXYZ( 40, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 41, cross.r, cross.g, cross.b ); // p, c
  41970. // cross
  41971. colorAttribute.setXYZ( 42, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 43, cross.r, cross.g, cross.b ); // cn1, cn2
  41972. colorAttribute.setXYZ( 44, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 45, cross.r, cross.g, cross.b ); // cn3, cn4
  41973. colorAttribute.setXYZ( 46, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 47, cross.r, cross.g, cross.b ); // cf1, cf2
  41974. colorAttribute.setXYZ( 48, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 49, cross.r, cross.g, cross.b ); // cf3, cf4
  41975. colorAttribute.needsUpdate = true;
  41976. return this;
  41977. }
  41978. /**
  41979. * Updates the helper based on the projection matrix of the camera.
  41980. */
  41981. update() {
  41982. const geometry = this.geometry;
  41983. const pointMap = this.pointMap;
  41984. const w = 1, h = 1;
  41985. let nearZ, farZ;
  41986. // we need just camera projection matrix inverse
  41987. // world matrix must be identity
  41988. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  41989. // Adjust z values based on coordinate system
  41990. if ( this.camera.reversedDepth === true ) {
  41991. nearZ = 1;
  41992. farZ = 0;
  41993. } else {
  41994. if ( this.camera.coordinateSystem === WebGLCoordinateSystem ) {
  41995. nearZ = -1;
  41996. farZ = 1;
  41997. } else if ( this.camera.coordinateSystem === WebGPUCoordinateSystem ) {
  41998. nearZ = 0;
  41999. farZ = 1;
  42000. } else {
  42001. throw new Error( 'THREE.CameraHelper.update(): Invalid coordinate system: ' + this.camera.coordinateSystem );
  42002. }
  42003. }
  42004. // center / target
  42005. setPoint( 'c', pointMap, geometry, _camera, 0, 0, nearZ );
  42006. setPoint( 't', pointMap, geometry, _camera, 0, 0, farZ );
  42007. // near
  42008. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, nearZ );
  42009. setPoint( 'n2', pointMap, geometry, _camera, w, - h, nearZ );
  42010. setPoint( 'n3', pointMap, geometry, _camera, - w, h, nearZ );
  42011. setPoint( 'n4', pointMap, geometry, _camera, w, h, nearZ );
  42012. // far
  42013. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, farZ );
  42014. setPoint( 'f2', pointMap, geometry, _camera, w, - h, farZ );
  42015. setPoint( 'f3', pointMap, geometry, _camera, - w, h, farZ );
  42016. setPoint( 'f4', pointMap, geometry, _camera, w, h, farZ );
  42017. // up
  42018. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, nearZ );
  42019. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, nearZ );
  42020. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, nearZ );
  42021. // cross
  42022. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, farZ );
  42023. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, farZ );
  42024. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, farZ );
  42025. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, farZ );
  42026. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, nearZ );
  42027. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, nearZ );
  42028. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, nearZ );
  42029. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, nearZ );
  42030. geometry.getAttribute( 'position' ).needsUpdate = true;
  42031. }
  42032. /**
  42033. * Frees the GPU-related resources allocated by this instance. Call this
  42034. * method whenever this instance is no longer used in your app.
  42035. */
  42036. dispose() {
  42037. this.geometry.dispose();
  42038. this.material.dispose();
  42039. }
  42040. }
  42041. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  42042. _vector.set( x, y, z ).unproject( camera );
  42043. const points = pointMap[ point ];
  42044. if ( points !== undefined ) {
  42045. const position = geometry.getAttribute( 'position' );
  42046. for ( let i = 0, l = points.length; i < l; i ++ ) {
  42047. position.setXYZ( points[ i ], _vector.x, _vector.y, _vector.z );
  42048. }
  42049. }
  42050. }
  42051. const _box = /*@__PURE__*/ new Box3();
  42052. /**
  42053. * Helper object to graphically show the world-axis-aligned bounding box
  42054. * around an object. The actual bounding box is handled with {@link Box3},
  42055. * this is just a visual helper for debugging. It can be automatically
  42056. * resized with {@link BoxHelper#update} when the object it's created from
  42057. * is transformed. Note that the object must have a geometry for this to work,
  42058. * so it won't work with sprites.
  42059. *
  42060. * ```js
  42061. * const sphere = new THREE.SphereGeometry();
  42062. * const object = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( 0xff0000 ) );
  42063. * const box = new THREE.BoxHelper( object, 0xffff00 );
  42064. * scene.add( box );
  42065. * ```
  42066. *
  42067. * @augments LineSegments
  42068. */
  42069. class BoxHelper extends LineSegments {
  42070. /**
  42071. * Constructs a new box helper.
  42072. *
  42073. * @param {Object3D} [object] - The 3D object to show the world-axis-aligned bounding box.
  42074. * @param {number|Color|string} [color=0xffff00] - The box's color.
  42075. */
  42076. constructor( object, color = 0xffff00 ) {
  42077. 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 ] );
  42078. const positions = new Float32Array( 8 * 3 );
  42079. const geometry = new BufferGeometry();
  42080. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  42081. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  42082. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  42083. /**
  42084. * The 3D object being visualized.
  42085. *
  42086. * @type {Object3D}
  42087. */
  42088. this.object = object;
  42089. this.type = 'BoxHelper';
  42090. this.matrixAutoUpdate = false;
  42091. this.update();
  42092. }
  42093. /**
  42094. * Updates the helper's geometry to match the dimensions of the object,
  42095. * including any children.
  42096. */
  42097. update() {
  42098. if ( this.object !== undefined ) {
  42099. _box.setFromObject( this.object );
  42100. }
  42101. if ( _box.isEmpty() ) return;
  42102. const min = _box.min;
  42103. const max = _box.max;
  42104. /*
  42105. 5____4
  42106. 1/___0/|
  42107. | 6__|_7
  42108. 2/___3/
  42109. 0: max.x, max.y, max.z
  42110. 1: min.x, max.y, max.z
  42111. 2: min.x, min.y, max.z
  42112. 3: max.x, min.y, max.z
  42113. 4: max.x, max.y, min.z
  42114. 5: min.x, max.y, min.z
  42115. 6: min.x, min.y, min.z
  42116. 7: max.x, min.y, min.z
  42117. */
  42118. const position = this.geometry.attributes.position;
  42119. const array = position.array;
  42120. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  42121. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  42122. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  42123. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  42124. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  42125. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  42126. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  42127. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  42128. position.needsUpdate = true;
  42129. this.geometry.computeBoundingSphere();
  42130. }
  42131. /**
  42132. * Updates the wireframe box for the passed object.
  42133. *
  42134. * @param {Object3D} object - The 3D object to create the helper for.
  42135. * @return {BoxHelper} A reference to this instance.
  42136. */
  42137. setFromObject( object ) {
  42138. this.object = object;
  42139. this.update();
  42140. return this;
  42141. }
  42142. copy( source, recursive ) {
  42143. super.copy( source, recursive );
  42144. this.object = source.object;
  42145. return this;
  42146. }
  42147. /**
  42148. * Frees the GPU-related resources allocated by this instance. Call this
  42149. * method whenever this instance is no longer used in your app.
  42150. */
  42151. dispose() {
  42152. this.geometry.dispose();
  42153. this.material.dispose();
  42154. }
  42155. }
  42156. /**
  42157. * A helper object to visualize an instance of {@link Box3}.
  42158. *
  42159. * ```js
  42160. * const box = new THREE.Box3();
  42161. * box.setFromCenterAndSize( new THREE.Vector3( 1, 1, 1 ), new THREE.Vector3( 2, 1, 3 ) );
  42162. *
  42163. * const helper = new THREE.Box3Helper( box, 0xffff00 );
  42164. * scene.add( helper )
  42165. * ```
  42166. *
  42167. * @augments LineSegments
  42168. */
  42169. class Box3Helper extends LineSegments {
  42170. /**
  42171. * Constructs a new box3 helper.
  42172. *
  42173. * @param {Box3} box - The box to visualize.
  42174. * @param {number|Color|string} [color=0xffff00] - The box's color.
  42175. */
  42176. constructor( box, color = 0xffff00 ) {
  42177. 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 ] );
  42178. 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 ];
  42179. const geometry = new BufferGeometry();
  42180. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  42181. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  42182. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  42183. /**
  42184. * The box being visualized.
  42185. *
  42186. * @type {Box3}
  42187. */
  42188. this.box = box;
  42189. this.type = 'Box3Helper';
  42190. this.geometry.computeBoundingSphere();
  42191. }
  42192. updateMatrixWorld( force ) {
  42193. const box = this.box;
  42194. if ( box.isEmpty() ) return;
  42195. box.getCenter( this.position );
  42196. box.getSize( this.scale );
  42197. this.scale.multiplyScalar( 0.5 );
  42198. super.updateMatrixWorld( force );
  42199. }
  42200. /**
  42201. * Frees the GPU-related resources allocated by this instance. Call this
  42202. * method whenever this instance is no longer used in your app.
  42203. */
  42204. dispose() {
  42205. this.geometry.dispose();
  42206. this.material.dispose();
  42207. }
  42208. }
  42209. /**
  42210. * A helper object to visualize an instance of {@link Plane}.
  42211. *
  42212. * ```js
  42213. * const plane = new THREE.Plane( new THREE.Vector3( 1, 1, 0.2 ), 3 );
  42214. * const helper = new THREE.PlaneHelper( plane, 1, 0xffff00 );
  42215. * scene.add( helper );
  42216. * ```
  42217. *
  42218. * @augments Line
  42219. */
  42220. class PlaneHelper extends Line {
  42221. /**
  42222. * Constructs a new plane helper.
  42223. *
  42224. * @param {Plane} plane - The plane to be visualized.
  42225. * @param {number} [size=1] - The side length of plane helper.
  42226. * @param {number|Color|string} [hex=0xffff00] - The helper's color.
  42227. */
  42228. constructor( plane, size = 1, hex = 0xffff00 ) {
  42229. const color = hex;
  42230. 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 ];
  42231. const geometry = new BufferGeometry();
  42232. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  42233. geometry.computeBoundingSphere();
  42234. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  42235. this.type = 'PlaneHelper';
  42236. /**
  42237. * The plane being visualized.
  42238. *
  42239. * @type {Plane}
  42240. */
  42241. this.plane = plane;
  42242. /**
  42243. * The side length of plane helper.
  42244. *
  42245. * @type {number}
  42246. * @default 1
  42247. */
  42248. this.size = size;
  42249. const positions2 = [ 1, 1, 0, -1, 1, 0, -1, -1, 0, 1, 1, 0, -1, -1, 0, 1, -1, 0 ];
  42250. const geometry2 = new BufferGeometry();
  42251. geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  42252. geometry2.computeBoundingSphere();
  42253. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );
  42254. }
  42255. updateMatrixWorld( force ) {
  42256. this.position.set( 0, 0, 0 );
  42257. this.scale.set( 0.5 * this.size, 0.5 * this.size, 1 );
  42258. this.lookAt( this.plane.normal );
  42259. this.translateZ( - this.plane.constant );
  42260. super.updateMatrixWorld( force );
  42261. }
  42262. /**
  42263. * Updates the helper to match the position and direction of the
  42264. * light being visualized.
  42265. */
  42266. dispose() {
  42267. this.geometry.dispose();
  42268. this.material.dispose();
  42269. this.children[ 0 ].geometry.dispose();
  42270. this.children[ 0 ].material.dispose();
  42271. }
  42272. }
  42273. const _axis = /*@__PURE__*/ new Vector3();
  42274. let _lineGeometry, _coneGeometry;
  42275. /**
  42276. * An 3D arrow object for visualizing directions.
  42277. *
  42278. * ```js
  42279. * const dir = new THREE.Vector3( 1, 2, 0 );
  42280. *
  42281. * //normalize the direction vector (convert to vector of length 1)
  42282. * dir.normalize();
  42283. *
  42284. * const origin = new THREE.Vector3( 0, 0, 0 );
  42285. * const length = 1;
  42286. * const hex = 0xffff00;
  42287. *
  42288. * const arrowHelper = new THREE.ArrowHelper( dir, origin, length, hex );
  42289. * scene.add( arrowHelper );
  42290. * ```
  42291. *
  42292. * @augments Object3D
  42293. */
  42294. class ArrowHelper extends Object3D {
  42295. /**
  42296. * Constructs a new arrow helper.
  42297. *
  42298. * @param {Vector3} [dir=(0, 0, 1)] - The (normalized) direction vector.
  42299. * @param {Vector3} [origin=(0, 0, 0)] - Point at which the arrow starts.
  42300. * @param {number} [length=1] - Length of the arrow in world units.
  42301. * @param {(number|Color|string)} [color=0xffff00] - Color of the arrow.
  42302. * @param {number} [headLength=length*0.2] - The length of the head of the arrow.
  42303. * @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow.
  42304. */
  42305. 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 ) {
  42306. super();
  42307. this.type = 'ArrowHelper';
  42308. if ( _lineGeometry === undefined ) {
  42309. _lineGeometry = new BufferGeometry();
  42310. _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  42311. _coneGeometry = new ConeGeometry( 0.5, 1, 5, 1 );
  42312. _coneGeometry.translate( 0, -0.5, 0 );
  42313. }
  42314. this.position.copy( origin );
  42315. /**
  42316. * The line part of the arrow helper.
  42317. *
  42318. * @type {Line}
  42319. */
  42320. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  42321. this.line.matrixAutoUpdate = false;
  42322. this.add( this.line );
  42323. /**
  42324. * The cone part of the arrow helper.
  42325. *
  42326. * @type {Mesh}
  42327. */
  42328. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );
  42329. this.cone.matrixAutoUpdate = false;
  42330. this.add( this.cone );
  42331. this.setDirection( dir );
  42332. this.setLength( length, headLength, headWidth );
  42333. }
  42334. /**
  42335. * Sets the direction of the helper.
  42336. *
  42337. * @param {Vector3} dir - The normalized direction vector.
  42338. */
  42339. setDirection( dir ) {
  42340. // dir is assumed to be normalized
  42341. if ( dir.y > 0.99999 ) {
  42342. this.quaternion.set( 0, 0, 0, 1 );
  42343. } else if ( dir.y < -0.99999 ) {
  42344. this.quaternion.set( 1, 0, 0, 0 );
  42345. } else {
  42346. _axis.set( dir.z, 0, - dir.x ).normalize();
  42347. const radians = Math.acos( dir.y );
  42348. this.quaternion.setFromAxisAngle( _axis, radians );
  42349. }
  42350. }
  42351. /**
  42352. * Sets the length of the helper.
  42353. *
  42354. * @param {number} length - Length of the arrow in world units.
  42355. * @param {number} [headLength=length*0.2] - The length of the head of the arrow.
  42356. * @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow.
  42357. */
  42358. setLength( length, headLength = length * 0.2, headWidth = headLength * 0.2 ) {
  42359. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  42360. this.line.updateMatrix();
  42361. this.cone.scale.set( headWidth, headLength, headWidth );
  42362. this.cone.position.y = length;
  42363. this.cone.updateMatrix();
  42364. }
  42365. /**
  42366. * Sets the color of the helper.
  42367. *
  42368. * @param {number|Color|string} color - The color to set.
  42369. */
  42370. setColor( color ) {
  42371. this.line.material.color.set( color );
  42372. this.cone.material.color.set( color );
  42373. }
  42374. copy( source ) {
  42375. super.copy( source, false );
  42376. this.line.copy( source.line );
  42377. this.cone.copy( source.cone );
  42378. return this;
  42379. }
  42380. /**
  42381. * Frees the GPU-related resources allocated by this instance. Call this
  42382. * method whenever this instance is no longer used in your app.
  42383. */
  42384. dispose() {
  42385. this.line.geometry.dispose();
  42386. this.line.material.dispose();
  42387. this.cone.geometry.dispose();
  42388. this.cone.material.dispose();
  42389. }
  42390. }
  42391. /**
  42392. * An axis object to visualize the 3 axes in a simple way.
  42393. * The X axis is red. The Y axis is green. The Z axis is blue.
  42394. *
  42395. * ```js
  42396. * const axesHelper = new THREE.AxesHelper( 5 );
  42397. * scene.add( axesHelper );
  42398. * ```
  42399. *
  42400. * @augments LineSegments
  42401. */
  42402. class AxesHelper extends LineSegments {
  42403. /**
  42404. * Constructs a new axes helper.
  42405. *
  42406. * @param {number} [size=1] - Size of the lines representing the axes.
  42407. */
  42408. constructor( size = 1 ) {
  42409. const vertices = [
  42410. 0, 0, 0, size, 0, 0,
  42411. 0, 0, 0, 0, size, 0,
  42412. 0, 0, 0, 0, 0, size
  42413. ];
  42414. const colors = [
  42415. 1, 0, 0, 1, 0.6, 0,
  42416. 0, 1, 0, 0.6, 1, 0,
  42417. 0, 0, 1, 0, 0.6, 1
  42418. ];
  42419. const geometry = new BufferGeometry();
  42420. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  42421. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  42422. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  42423. super( geometry, material );
  42424. this.type = 'AxesHelper';
  42425. }
  42426. /**
  42427. * Defines the colors of the axes helper.
  42428. *
  42429. * @param {number|Color|string} xAxisColor - The color for the x axis.
  42430. * @param {number|Color|string} yAxisColor - The color for the y axis.
  42431. * @param {number|Color|string} zAxisColor - The color for the z axis.
  42432. * @return {AxesHelper} A reference to this axes helper.
  42433. */
  42434. setColors( xAxisColor, yAxisColor, zAxisColor ) {
  42435. const color = new Color();
  42436. const array = this.geometry.attributes.color.array;
  42437. color.set( xAxisColor );
  42438. color.toArray( array, 0 );
  42439. color.toArray( array, 3 );
  42440. color.set( yAxisColor );
  42441. color.toArray( array, 6 );
  42442. color.toArray( array, 9 );
  42443. color.set( zAxisColor );
  42444. color.toArray( array, 12 );
  42445. color.toArray( array, 15 );
  42446. this.geometry.attributes.color.needsUpdate = true;
  42447. return this;
  42448. }
  42449. /**
  42450. * Frees the GPU-related resources allocated by this instance. Call this
  42451. * method whenever this instance is no longer used in your app.
  42452. */
  42453. dispose() {
  42454. this.geometry.dispose();
  42455. this.material.dispose();
  42456. }
  42457. }
  42458. /**
  42459. * This class is used to convert a series of paths to an array of
  42460. * shapes. It is specifically used in context of fonts and SVG.
  42461. */
  42462. class ShapePath {
  42463. /**
  42464. * Constructs a new shape path.
  42465. */
  42466. constructor() {
  42467. this.type = 'ShapePath';
  42468. /**
  42469. * The color of the shape.
  42470. *
  42471. * @type {Color}
  42472. */
  42473. this.color = new Color();
  42474. /**
  42475. * The paths that have been generated for this shape.
  42476. *
  42477. * @type {Array<Path>}
  42478. * @default null
  42479. */
  42480. this.subPaths = [];
  42481. /**
  42482. * The current path that is being generated.
  42483. *
  42484. * @type {?Path}
  42485. * @default null
  42486. */
  42487. this.currentPath = null;
  42488. }
  42489. /**
  42490. * Creates a new path and moves it current point to the given one.
  42491. *
  42492. * @param {number} x - The x coordinate.
  42493. * @param {number} y - The y coordinate.
  42494. * @return {ShapePath} A reference to this shape path.
  42495. */
  42496. moveTo( x, y ) {
  42497. this.currentPath = new Path();
  42498. this.subPaths.push( this.currentPath );
  42499. this.currentPath.moveTo( x, y );
  42500. return this;
  42501. }
  42502. /**
  42503. * Adds an instance of {@link LineCurve} to the path by connecting
  42504. * the current point with the given one.
  42505. *
  42506. * @param {number} x - The x coordinate of the end point.
  42507. * @param {number} y - The y coordinate of the end point.
  42508. * @return {ShapePath} A reference to this shape path.
  42509. */
  42510. lineTo( x, y ) {
  42511. this.currentPath.lineTo( x, y );
  42512. return this;
  42513. }
  42514. /**
  42515. * Adds an instance of {@link QuadraticBezierCurve} to the path by connecting
  42516. * the current point with the given one.
  42517. *
  42518. * @param {number} aCPx - The x coordinate of the control point.
  42519. * @param {number} aCPy - The y coordinate of the control point.
  42520. * @param {number} aX - The x coordinate of the end point.
  42521. * @param {number} aY - The y coordinate of the end point.
  42522. * @return {ShapePath} A reference to this shape path.
  42523. */
  42524. quadraticCurveTo( aCPx, aCPy, aX, aY ) {
  42525. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  42526. return this;
  42527. }
  42528. /**
  42529. * Adds an instance of {@link CubicBezierCurve} to the path by connecting
  42530. * the current point with the given one.
  42531. *
  42532. * @param {number} aCP1x - The x coordinate of the first control point.
  42533. * @param {number} aCP1y - The y coordinate of the first control point.
  42534. * @param {number} aCP2x - The x coordinate of the second control point.
  42535. * @param {number} aCP2y - The y coordinate of the second control point.
  42536. * @param {number} aX - The x coordinate of the end point.
  42537. * @param {number} aY - The y coordinate of the end point.
  42538. * @return {ShapePath} A reference to this shape path.
  42539. */
  42540. bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  42541. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  42542. return this;
  42543. }
  42544. /**
  42545. * Adds an instance of {@link SplineCurve} to the path by connecting
  42546. * the current point with the given list of points.
  42547. *
  42548. * @param {Array<Vector2>} pts - An array of points in 2D space.
  42549. * @return {ShapePath} A reference to this shape path.
  42550. */
  42551. splineThru( pts ) {
  42552. this.currentPath.splineThru( pts );
  42553. return this;
  42554. }
  42555. /**
  42556. * Converts the paths into an array of shapes.
  42557. *
  42558. * @param {boolean} isCCW - By default solid shapes are defined clockwise (CW) and holes are defined counterclockwise (CCW).
  42559. * If this flag is set to `true`, then those are flipped.
  42560. * @return {Array<Shape>} An array of shapes.
  42561. */
  42562. toShapes( isCCW ) {
  42563. function toShapesNoHoles( inSubpaths ) {
  42564. const shapes = [];
  42565. for ( let i = 0, l = inSubpaths.length; i < l; i ++ ) {
  42566. const tmpPath = inSubpaths[ i ];
  42567. const tmpShape = new Shape();
  42568. tmpShape.curves = tmpPath.curves;
  42569. shapes.push( tmpShape );
  42570. }
  42571. return shapes;
  42572. }
  42573. function isPointInsidePolygon( inPt, inPolygon ) {
  42574. const polyLen = inPolygon.length;
  42575. // inPt on polygon contour => immediate success or
  42576. // toggling of inside/outside at every single! intersection point of an edge
  42577. // with the horizontal line through inPt, left of inPt
  42578. // not counting lowerY endpoints of edges and whole edges on that line
  42579. let inside = false;
  42580. for ( let p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  42581. let edgeLowPt = inPolygon[ p ];
  42582. let edgeHighPt = inPolygon[ q ];
  42583. let edgeDx = edgeHighPt.x - edgeLowPt.x;
  42584. let edgeDy = edgeHighPt.y - edgeLowPt.y;
  42585. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  42586. // not parallel
  42587. if ( edgeDy < 0 ) {
  42588. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  42589. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  42590. }
  42591. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
  42592. if ( inPt.y === edgeLowPt.y ) {
  42593. if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ?
  42594. // continue; // no intersection or edgeLowPt => doesn't count !!!
  42595. } else {
  42596. const perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  42597. if ( perpEdge === 0 ) return true; // inPt is on contour ?
  42598. if ( perpEdge < 0 ) continue;
  42599. inside = ! inside; // true intersection left of inPt
  42600. }
  42601. } else {
  42602. // parallel or collinear
  42603. if ( inPt.y !== edgeLowPt.y ) continue; // parallel
  42604. // edge lies on the same horizontal line as inPt
  42605. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  42606. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
  42607. // continue;
  42608. }
  42609. }
  42610. return inside;
  42611. }
  42612. const isClockWise = ShapeUtils.isClockWise;
  42613. const subPaths = this.subPaths;
  42614. if ( subPaths.length === 0 ) return [];
  42615. let solid, tmpPath, tmpShape;
  42616. const shapes = [];
  42617. if ( subPaths.length === 1 ) {
  42618. tmpPath = subPaths[ 0 ];
  42619. tmpShape = new Shape();
  42620. tmpShape.curves = tmpPath.curves;
  42621. shapes.push( tmpShape );
  42622. return shapes;
  42623. }
  42624. let holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  42625. holesFirst = isCCW ? ! holesFirst : holesFirst;
  42626. // log("Holes first", holesFirst);
  42627. const betterShapeHoles = [];
  42628. const newShapes = [];
  42629. let newShapeHoles = [];
  42630. let mainIdx = 0;
  42631. let tmpPoints;
  42632. newShapes[ mainIdx ] = undefined;
  42633. newShapeHoles[ mainIdx ] = [];
  42634. for ( let i = 0, l = subPaths.length; i < l; i ++ ) {
  42635. tmpPath = subPaths[ i ];
  42636. tmpPoints = tmpPath.getPoints();
  42637. solid = isClockWise( tmpPoints );
  42638. solid = isCCW ? ! solid : solid;
  42639. if ( solid ) {
  42640. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++;
  42641. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  42642. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  42643. if ( holesFirst ) mainIdx ++;
  42644. newShapeHoles[ mainIdx ] = [];
  42645. //log('cw', i);
  42646. } else {
  42647. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  42648. //log('ccw', i);
  42649. }
  42650. }
  42651. // only Holes? -> probably all Shapes with wrong orientation
  42652. if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths );
  42653. if ( newShapes.length > 1 ) {
  42654. let ambiguous = false;
  42655. let toChange = 0;
  42656. for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  42657. betterShapeHoles[ sIdx ] = [];
  42658. }
  42659. for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  42660. const sho = newShapeHoles[ sIdx ];
  42661. for ( let hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  42662. const ho = sho[ hIdx ];
  42663. let hole_unassigned = true;
  42664. for ( let s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  42665. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  42666. if ( sIdx !== s2Idx ) toChange ++;
  42667. if ( hole_unassigned ) {
  42668. hole_unassigned = false;
  42669. betterShapeHoles[ s2Idx ].push( ho );
  42670. } else {
  42671. ambiguous = true;
  42672. }
  42673. }
  42674. }
  42675. if ( hole_unassigned ) {
  42676. betterShapeHoles[ sIdx ].push( ho );
  42677. }
  42678. }
  42679. }
  42680. if ( toChange > 0 && ambiguous === false ) {
  42681. newShapeHoles = betterShapeHoles;
  42682. }
  42683. }
  42684. let tmpHoles;
  42685. for ( let i = 0, il = newShapes.length; i < il; i ++ ) {
  42686. tmpShape = newShapes[ i ].s;
  42687. shapes.push( tmpShape );
  42688. tmpHoles = newShapeHoles[ i ];
  42689. for ( let j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  42690. tmpShape.holes.push( tmpHoles[ j ].h );
  42691. }
  42692. }
  42693. //log("shape", shapes);
  42694. return shapes;
  42695. }
  42696. }
  42697. /**
  42698. * Abstract base class for controls.
  42699. *
  42700. * @abstract
  42701. * @augments EventDispatcher
  42702. */
  42703. class Controls extends EventDispatcher {
  42704. /**
  42705. * Constructs a new controls instance.
  42706. *
  42707. * @param {Object3D} object - The object that is managed by the controls.
  42708. * @param {?HTMLElement} domElement - The HTML element used for event listeners.
  42709. */
  42710. constructor( object, domElement = null ) {
  42711. super();
  42712. /**
  42713. * The object that is managed by the controls.
  42714. *
  42715. * @type {Object3D}
  42716. */
  42717. this.object = object;
  42718. /**
  42719. * The HTML element used for event listeners.
  42720. *
  42721. * @type {?HTMLElement}
  42722. * @default null
  42723. */
  42724. this.domElement = domElement;
  42725. /**
  42726. * Whether the controls responds to user input or not.
  42727. *
  42728. * @type {boolean}
  42729. * @default true
  42730. */
  42731. this.enabled = true;
  42732. /**
  42733. * The internal state of the controls.
  42734. *
  42735. * @type {number}
  42736. * @default -1
  42737. */
  42738. this.state = -1;
  42739. /**
  42740. * This object defines the keyboard input of the controls.
  42741. *
  42742. * @type {Object}
  42743. */
  42744. this.keys = {};
  42745. /**
  42746. * This object defines what type of actions are assigned to the available mouse buttons.
  42747. * It depends on the control implementation what kind of mouse buttons and actions are supported.
  42748. *
  42749. * @type {{LEFT: ?number, MIDDLE: ?number, RIGHT: ?number}}
  42750. */
  42751. this.mouseButtons = { LEFT: null, MIDDLE: null, RIGHT: null };
  42752. /**
  42753. * This object defines what type of actions are assigned to what kind of touch interaction.
  42754. * It depends on the control implementation what kind of touch interaction and actions are supported.
  42755. *
  42756. * @type {{ONE: ?number, TWO: ?number}}
  42757. */
  42758. this.touches = { ONE: null, TWO: null };
  42759. }
  42760. /**
  42761. * Connects the controls to the DOM. This method has so called "side effects" since
  42762. * it adds the module's event listeners to the DOM.
  42763. *
  42764. * @param {HTMLElement} element - The DOM element to connect to.
  42765. */
  42766. connect( element ) {
  42767. if ( element === undefined ) {
  42768. warn( 'Controls: connect() now requires an element.' ); // @deprecated, the warning can be removed with r185
  42769. return;
  42770. }
  42771. if ( this.domElement !== null ) this.disconnect();
  42772. this.domElement = element;
  42773. }
  42774. /**
  42775. * Disconnects the controls from the DOM.
  42776. */
  42777. disconnect() {}
  42778. /**
  42779. * Call this method if you no longer want use to the controls. It frees all internal
  42780. * resources and removes all event listeners.
  42781. */
  42782. dispose() {}
  42783. /**
  42784. * Controls should implement this method if they have to update their internal state
  42785. * per simulation step.
  42786. *
  42787. * @param {number} [delta] - The time delta in seconds.
  42788. */
  42789. update( /* delta */ ) {}
  42790. }
  42791. /**
  42792. * Scales the texture as large as possible within its surface without cropping
  42793. * or stretching the texture. The method preserves the original aspect ratio of
  42794. * the texture. Akin to CSS `object-fit: contain`
  42795. *
  42796. * @param {Texture} texture - The texture.
  42797. * @param {number} aspect - The texture's aspect ratio.
  42798. * @return {Texture} The updated texture.
  42799. */
  42800. function contain( texture, aspect ) {
  42801. const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1;
  42802. if ( imageAspect > aspect ) {
  42803. texture.repeat.x = 1;
  42804. texture.repeat.y = imageAspect / aspect;
  42805. texture.offset.x = 0;
  42806. texture.offset.y = ( 1 - texture.repeat.y ) / 2;
  42807. } else {
  42808. texture.repeat.x = aspect / imageAspect;
  42809. texture.repeat.y = 1;
  42810. texture.offset.x = ( 1 - texture.repeat.x ) / 2;
  42811. texture.offset.y = 0;
  42812. }
  42813. return texture;
  42814. }
  42815. /**
  42816. * Scales the texture to the smallest possible size to fill the surface, leaving
  42817. * no empty space. The method preserves the original aspect ratio of the texture.
  42818. * Akin to CSS `object-fit: cover`.
  42819. *
  42820. * @param {Texture} texture - The texture.
  42821. * @param {number} aspect - The texture's aspect ratio.
  42822. * @return {Texture} The updated texture.
  42823. */
  42824. function cover( texture, aspect ) {
  42825. const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1;
  42826. if ( imageAspect > aspect ) {
  42827. texture.repeat.x = aspect / imageAspect;
  42828. texture.repeat.y = 1;
  42829. texture.offset.x = ( 1 - texture.repeat.x ) / 2;
  42830. texture.offset.y = 0;
  42831. } else {
  42832. texture.repeat.x = 1;
  42833. texture.repeat.y = imageAspect / aspect;
  42834. texture.offset.x = 0;
  42835. texture.offset.y = ( 1 - texture.repeat.y ) / 2;
  42836. }
  42837. return texture;
  42838. }
  42839. /**
  42840. * Configures the texture to the default transformation. Akin to CSS `object-fit: fill`.
  42841. *
  42842. * @param {Texture} texture - The texture.
  42843. * @return {Texture} The updated texture.
  42844. */
  42845. function fill( texture ) {
  42846. texture.repeat.x = 1;
  42847. texture.repeat.y = 1;
  42848. texture.offset.x = 0;
  42849. texture.offset.y = 0;
  42850. return texture;
  42851. }
  42852. /**
  42853. * Determines how many bytes must be used to represent the texture.
  42854. *
  42855. * @param {number} width - The width of the texture.
  42856. * @param {number} height - The height of the texture.
  42857. * @param {number} format - The texture's format.
  42858. * @param {number} type - The texture's type.
  42859. * @return {number} The byte length.
  42860. */
  42861. function getByteLength( width, height, format, type ) {
  42862. const typeByteLength = getTextureTypeByteLength( type );
  42863. switch ( format ) {
  42864. // https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml
  42865. case AlphaFormat:
  42866. return width * height;
  42867. case RedFormat:
  42868. return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;
  42869. case RedIntegerFormat:
  42870. return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;
  42871. case RGFormat:
  42872. return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42873. case RGIntegerFormat:
  42874. return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42875. case RGBFormat:
  42876. return ( ( width * height * 3 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42877. case RGBAFormat:
  42878. return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42879. case RGBAIntegerFormat:
  42880. return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42881. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_s3tc_srgb/
  42882. case RGB_S3TC_DXT1_Format:
  42883. case RGBA_S3TC_DXT1_Format:
  42884. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;
  42885. case RGBA_S3TC_DXT3_Format:
  42886. case RGBA_S3TC_DXT5_Format:
  42887. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42888. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_pvrtc/
  42889. case RGB_PVRTC_2BPPV1_Format:
  42890. case RGBA_PVRTC_2BPPV1_Format:
  42891. return ( Math.max( width, 16 ) * Math.max( height, 8 ) ) / 4;
  42892. case RGB_PVRTC_4BPPV1_Format:
  42893. case RGBA_PVRTC_4BPPV1_Format:
  42894. return ( Math.max( width, 8 ) * Math.max( height, 8 ) ) / 2;
  42895. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_etc/
  42896. case RGB_ETC1_Format:
  42897. case RGB_ETC2_Format:
  42898. case R11_EAC_Format:
  42899. case SIGNED_R11_EAC_Format:
  42900. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;
  42901. case RGBA_ETC2_EAC_Format:
  42902. case RG11_EAC_Format:
  42903. case SIGNED_RG11_EAC_Format:
  42904. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42905. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_astc/
  42906. case RGBA_ASTC_4x4_Format:
  42907. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42908. case RGBA_ASTC_5x4_Format:
  42909. return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42910. case RGBA_ASTC_5x5_Format:
  42911. return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42912. case RGBA_ASTC_6x5_Format:
  42913. return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42914. case RGBA_ASTC_6x6_Format:
  42915. return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  42916. case RGBA_ASTC_8x5_Format:
  42917. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42918. case RGBA_ASTC_8x6_Format:
  42919. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  42920. case RGBA_ASTC_8x8_Format:
  42921. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 7 ) / 8 ) * 16;
  42922. case RGBA_ASTC_10x5_Format:
  42923. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42924. case RGBA_ASTC_10x6_Format:
  42925. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  42926. case RGBA_ASTC_10x8_Format:
  42927. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 7 ) / 8 ) * 16;
  42928. case RGBA_ASTC_10x10_Format:
  42929. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 9 ) / 10 ) * 16;
  42930. case RGBA_ASTC_12x10_Format:
  42931. return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 9 ) / 10 ) * 16;
  42932. case RGBA_ASTC_12x12_Format:
  42933. return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 11 ) / 12 ) * 16;
  42934. // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_bptc/
  42935. case RGBA_BPTC_Format:
  42936. case RGB_BPTC_SIGNED_Format:
  42937. case RGB_BPTC_UNSIGNED_Format:
  42938. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;
  42939. // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_rgtc/
  42940. case RED_RGTC1_Format:
  42941. case SIGNED_RED_RGTC1_Format:
  42942. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 8;
  42943. case RED_GREEN_RGTC2_Format:
  42944. case SIGNED_RED_GREEN_RGTC2_Format:
  42945. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;
  42946. }
  42947. throw new Error(
  42948. `Unable to determine texture byte length for ${format} format.`,
  42949. );
  42950. }
  42951. function getTextureTypeByteLength( type ) {
  42952. switch ( type ) {
  42953. case UnsignedByteType:
  42954. case ByteType:
  42955. return { byteLength: 1, components: 1 };
  42956. case UnsignedShortType:
  42957. case ShortType:
  42958. case HalfFloatType:
  42959. return { byteLength: 2, components: 1 };
  42960. case UnsignedShort4444Type:
  42961. case UnsignedShort5551Type:
  42962. return { byteLength: 2, components: 4 };
  42963. case UnsignedIntType:
  42964. case IntType:
  42965. case FloatType:
  42966. return { byteLength: 4, components: 1 };
  42967. case UnsignedInt5999Type:
  42968. case UnsignedInt101111Type:
  42969. return { byteLength: 4, components: 3 };
  42970. }
  42971. throw new Error( `Unknown texture type ${type}.` );
  42972. }
  42973. /**
  42974. * A class containing utility functions for textures.
  42975. *
  42976. * @hideconstructor
  42977. */
  42978. class TextureUtils {
  42979. /**
  42980. * Scales the texture as large as possible within its surface without cropping
  42981. * or stretching the texture. The method preserves the original aspect ratio of
  42982. * the texture. Akin to CSS `object-fit: contain`
  42983. *
  42984. * @param {Texture} texture - The texture.
  42985. * @param {number} aspect - The texture's aspect ratio.
  42986. * @return {Texture} The updated texture.
  42987. */
  42988. static contain( texture, aspect ) {
  42989. return contain( texture, aspect );
  42990. }
  42991. /**
  42992. * Scales the texture to the smallest possible size to fill the surface, leaving
  42993. * no empty space. The method preserves the original aspect ratio of the texture.
  42994. * Akin to CSS `object-fit: cover`.
  42995. *
  42996. * @param {Texture} texture - The texture.
  42997. * @param {number} aspect - The texture's aspect ratio.
  42998. * @return {Texture} The updated texture.
  42999. */
  43000. static cover( texture, aspect ) {
  43001. return cover( texture, aspect );
  43002. }
  43003. /**
  43004. * Configures the texture to the default transformation. Akin to CSS `object-fit: fill`.
  43005. *
  43006. * @param {Texture} texture - The texture.
  43007. * @return {Texture} The updated texture.
  43008. */
  43009. static fill( texture ) {
  43010. return fill( texture );
  43011. }
  43012. /**
  43013. * Determines how many bytes must be used to represent the texture.
  43014. *
  43015. * @param {number} width - The width of the texture.
  43016. * @param {number} height - The height of the texture.
  43017. * @param {number} format - The texture's format.
  43018. * @param {number} type - The texture's type.
  43019. * @return {number} The byte length.
  43020. */
  43021. static getByteLength( width, height, format, type ) {
  43022. return getByteLength( width, height, format, type );
  43023. }
  43024. }
  43025. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  43026. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  43027. revision: REVISION,
  43028. } } ) );
  43029. }
  43030. if ( typeof window !== 'undefined' ) {
  43031. if ( window.__THREE__ ) {
  43032. warn( 'WARNING: Multiple instances of Three.js being imported.' );
  43033. } else {
  43034. window.__THREE__ = REVISION;
  43035. }
  43036. }
  43037. export { ACESFilmicToneMapping, AddEquation, AddOperation, AdditiveAnimationBlendMode, AdditiveBlending, AgXToneMapping, AlphaFormat, AlwaysCompare, AlwaysDepth, AlwaysStencilFunc, AmbientLight, AnimationAction, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrayCamera, ArrowHelper, AttachedBindMode, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, BackSide, BasicDepthPacking, BasicShadowMap, BatchedMesh, BezierInterpolant, Bone, BooleanKeyframeTrack, Box2, Box3, Box3Helper, BoxGeometry, BoxHelper, BufferAttribute, BufferGeometry, BufferGeometryLoader, ByteType, Cache, Camera, CameraHelper, CanvasTexture, CapsuleGeometry, CatmullRomCurve3, CineonToneMapping, CircleGeometry, ClampToEdgeWrapping, Clock, Color, ColorKeyframeTrack, ColorManagement, Compatibility, CompressedArrayTexture, CompressedCubeTexture, CompressedTexture, CompressedTextureLoader, ConeGeometry, ConstantAlphaFactor, ConstantColorFactor, Controls, CubeCamera, CubeDepthTexture, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeTextureLoader, CubeUVReflectionMapping, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceBack, CullFaceFront, CullFaceFrontBack, CullFaceNone, Curve, CurvePath, CustomBlending, CustomToneMapping, CylinderGeometry, Cylindrical, Data3DTexture, DataArrayTexture, DataTexture, DataTextureLoader, DataUtils, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DepthFormat, DepthStencilFormat, DepthTexture, DetachedBindMode, DirectionalLight, DirectionalLightHelper, DiscreteInterpolant, DodecahedronGeometry, DoubleSide, DstAlphaFactor, DstColorFactor, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EllipseCurve, EqualCompare, EqualDepth, EqualStencilFunc, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, ExternalTexture, ExtrudeGeometry, FileLoader, Float16BufferAttribute, Float32BufferAttribute, FloatType, Fog, FogExp2, FramebufferTexture, FrontSide, Frustum, FrustumArray, GLBufferAttribute, GLSL1, GLSL3, GreaterCompare, GreaterDepth, GreaterEqualCompare, GreaterEqualDepth, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HalfFloatType, HemisphereLight, HemisphereLightHelper, IcosahedronGeometry, ImageBitmapLoader, ImageLoader, ImageUtils, IncrementStencilOp, IncrementWrapStencilOp, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, Int16BufferAttribute, Int32BufferAttribute, Int8BufferAttribute, IntType, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateBezier, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InterpolationSamplingMode, InterpolationSamplingType, InvertStencilOp, KeepStencilOp, KeyframeTrack, LOD, LatheGeometry, Layers, LessCompare, LessDepth, LessEqualCompare, LessEqualDepth, LessEqualStencilFunc, LessStencilFunc, Light, LightProbe, Line, Line3, LineBasicMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineLoop, LineSegments, LinearFilter, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearSRGBColorSpace, LinearToneMapping, LinearTransfer, Loader, LoaderUtils, LoadingManager, LoopOnce, LoopPingPong, LoopRepeat, MOUSE, Material, MaterialBlending, MaterialLoader, MathUtils, Matrix2, Matrix3, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshDistanceMaterial, MeshLambertMaterial, MeshMatcapMaterial, MeshNormalMaterial, MeshPhongMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshToonMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeutralToneMapping, NeverCompare, NeverDepth, NeverStencilFunc, NoBlending, NoColorSpace, NoNormalPacking, NoToneMapping, NormalAnimationBlendMode, NormalBlending, NormalGAPacking, NormalRGPacking, NotEqualCompare, NotEqualDepth, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, ObjectLoader, ObjectSpaceNormalMap, OctahedronGeometry, OneFactor, OneMinusConstantAlphaFactor, OneMinusConstantColorFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, PCFShadowMap, PCFSoftShadowMap, Path, PerspectiveCamera, Plane, PlaneGeometry, PlaneHelper, PointLight, PointLightHelper, Points, PointsMaterial, PolarGridHelper, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, R11_EAC_Format, RAD2DEG, RED_GREEN_RGTC2_Format, RED_RGTC1_Format, REVISION, RG11_EAC_Format, RGBADepthPacking, RGBAFormat, RGBAIntegerFormat, RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_BPTC_Format, RGBA_ETC2_EAC_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGBDepthPacking, RGBFormat, RGBIntegerFormat, RGB_BPTC_SIGNED_Format, RGB_BPTC_UNSIGNED_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGDepthPacking, RGFormat, RGIntegerFormat, RawShaderMaterial, Ray, Raycaster, RectAreaLight, RedFormat, RedIntegerFormat, ReinhardToneMapping, RenderTarget, RenderTarget3D, RepeatWrapping, ReplaceStencilOp, ReverseSubtractEquation, RingGeometry, SIGNED_R11_EAC_Format, SIGNED_RED_GREEN_RGTC2_Format, SIGNED_RED_RGTC1_Format, SIGNED_RG11_EAC_Format, SRGBColorSpace, SRGBTransfer, Scene, ShaderMaterial, ShadowMaterial, Shape, ShapeGeometry, ShapePath, ShapeUtils, ShortType, Skeleton, SkeletonHelper, SkinnedMesh, Source, Sphere, SphereGeometry, Spherical, SphericalHarmonics3, SplineCurve, SpotLight, SpotLightHelper, Sprite, SpriteMaterial, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, SubtractEquation, SubtractiveBlending, TOUCH, TangentSpaceNormalMap, TetrahedronGeometry, Texture, TextureLoader, TextureUtils, Timer, TimestampQuery, TorusGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeGeometry, UVMapping, Uint16BufferAttribute, Uint32BufferAttribute, Uint8BufferAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsGroup, UniformsUtils, UnsignedByteType, UnsignedInt101111Type, UnsignedInt248Type, UnsignedInt5999Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShortType, VSMShadowMap, Vector2, Vector3, Vector4, VectorKeyframeTrack, VideoFrameTexture, VideoTexture, WebGL3DRenderTarget, WebGLArrayRenderTarget, WebGLCoordinateSystem, WebGLRenderTarget, WebGPUCoordinateSystem, WebXRController, WireframeGeometry, WrapAroundEnding, ZeroCurvatureEnding, ZeroFactor, ZeroSlopeEnding, ZeroStencilOp, arrayNeedsUint32, cloneUniforms, createCanvasElement, createElementNS, error, getByteLength, getConsoleFunction, getUnlitUniformColorSpace, isTypedArray, log, mergeUniforms, probeAsync, setConsoleFunction, warn, warnOnce };
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