three.core.js 1.3 MB

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  1. /**
  2. * @license
  3. * Copyright 2010-2025 Three.js Authors
  4. * SPDX-License-Identifier: MIT
  5. */
  6. const REVISION = '182dev';
  7. /**
  8. * Represents mouse buttons and interaction types in context of controls.
  9. *
  10. * @type {ConstantsMouse}
  11. * @constant
  12. */
  13. const MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
  14. /**
  15. * Represents touch interaction types in context of controls.
  16. *
  17. * @type {ConstantsTouch}
  18. * @constant
  19. */
  20. const TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
  21. /**
  22. * Disables face culling.
  23. *
  24. * @type {number}
  25. * @constant
  26. */
  27. const CullFaceNone = 0;
  28. /**
  29. * Culls back faces.
  30. *
  31. * @type {number}
  32. * @constant
  33. */
  34. const CullFaceBack = 1;
  35. /**
  36. * Culls front faces.
  37. *
  38. * @type {number}
  39. * @constant
  40. */
  41. const CullFaceFront = 2;
  42. /**
  43. * Culls both front and back faces.
  44. *
  45. * @type {number}
  46. * @constant
  47. */
  48. const CullFaceFrontBack = 3;
  49. /**
  50. * Gives unfiltered shadow maps - fastest, but lowest quality.
  51. *
  52. * @type {number}
  53. * @constant
  54. */
  55. const BasicShadowMap = 0;
  56. /**
  57. * Filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm.
  58. *
  59. * @type {number}
  60. * @constant
  61. */
  62. const PCFShadowMap = 1;
  63. /**
  64. * Filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm with
  65. * better soft shadows especially when using low-resolution shadow maps.
  66. *
  67. * @type {number}
  68. * @constant
  69. */
  70. const PCFSoftShadowMap = 2;
  71. /**
  72. * Filters shadow maps using the Variance Shadow Map (VSM) algorithm.
  73. * When using VSMShadowMap all shadow receivers will also cast shadows.
  74. *
  75. * @type {number}
  76. * @constant
  77. */
  78. const VSMShadowMap = 3;
  79. /**
  80. * Only front faces are rendered.
  81. *
  82. * @type {number}
  83. * @constant
  84. */
  85. const FrontSide = 0;
  86. /**
  87. * Only back faces are rendered.
  88. *
  89. * @type {number}
  90. * @constant
  91. */
  92. const BackSide = 1;
  93. /**
  94. * Both front and back faces are rendered.
  95. *
  96. * @type {number}
  97. * @constant
  98. */
  99. const DoubleSide = 2;
  100. /**
  101. * No blending is performed which effectively disables
  102. * alpha transparency.
  103. *
  104. * @type {number}
  105. * @constant
  106. */
  107. const NoBlending = 0;
  108. /**
  109. * The default blending.
  110. *
  111. * @type {number}
  112. * @constant
  113. */
  114. const NormalBlending = 1;
  115. /**
  116. * Represents additive blending.
  117. *
  118. * @type {number}
  119. * @constant
  120. */
  121. const AdditiveBlending = 2;
  122. /**
  123. * Represents subtractive blending.
  124. *
  125. * @type {number}
  126. * @constant
  127. */
  128. const SubtractiveBlending = 3;
  129. /**
  130. * Represents multiply blending.
  131. *
  132. * @type {number}
  133. * @constant
  134. */
  135. const MultiplyBlending = 4;
  136. /**
  137. * Represents custom blending.
  138. *
  139. * @type {number}
  140. * @constant
  141. */
  142. const CustomBlending = 5;
  143. /**
  144. * A `source + destination` blending equation.
  145. *
  146. * @type {number}
  147. * @constant
  148. */
  149. const AddEquation = 100;
  150. /**
  151. * A `source - destination` blending equation.
  152. *
  153. * @type {number}
  154. * @constant
  155. */
  156. const SubtractEquation = 101;
  157. /**
  158. * A `destination - source` blending equation.
  159. *
  160. * @type {number}
  161. * @constant
  162. */
  163. const ReverseSubtractEquation = 102;
  164. /**
  165. * A blend equation that uses the minimum of source and destination.
  166. *
  167. * @type {number}
  168. * @constant
  169. */
  170. const MinEquation = 103;
  171. /**
  172. * A blend equation that uses the maximum of source and destination.
  173. *
  174. * @type {number}
  175. * @constant
  176. */
  177. const MaxEquation = 104;
  178. /**
  179. * Multiplies all colors by `0`.
  180. *
  181. * @type {number}
  182. * @constant
  183. */
  184. const ZeroFactor = 200;
  185. /**
  186. * Multiplies all colors by `1`.
  187. *
  188. * @type {number}
  189. * @constant
  190. */
  191. const OneFactor = 201;
  192. /**
  193. * Multiplies all colors by the source colors.
  194. *
  195. * @type {number}
  196. * @constant
  197. */
  198. const SrcColorFactor = 202;
  199. /**
  200. * Multiplies all colors by `1` minus each source color.
  201. *
  202. * @type {number}
  203. * @constant
  204. */
  205. const OneMinusSrcColorFactor = 203;
  206. /**
  207. * Multiplies all colors by the source alpha value.
  208. *
  209. * @type {number}
  210. * @constant
  211. */
  212. const SrcAlphaFactor = 204;
  213. /**
  214. * Multiplies all colors by 1 minus the source alpha value.
  215. *
  216. * @type {number}
  217. * @constant
  218. */
  219. const OneMinusSrcAlphaFactor = 205;
  220. /**
  221. * Multiplies all colors by the destination alpha value.
  222. *
  223. * @type {number}
  224. * @constant
  225. */
  226. const DstAlphaFactor = 206;
  227. /**
  228. * Multiplies all colors by `1` minus the destination alpha value.
  229. *
  230. * @type {number}
  231. * @constant
  232. */
  233. const OneMinusDstAlphaFactor = 207;
  234. /**
  235. * Multiplies all colors by the destination color.
  236. *
  237. * @type {number}
  238. * @constant
  239. */
  240. const DstColorFactor = 208;
  241. /**
  242. * Multiplies all colors by `1` minus each destination color.
  243. *
  244. * @type {number}
  245. * @constant
  246. */
  247. const OneMinusDstColorFactor = 209;
  248. /**
  249. * Multiplies the RGB colors by the smaller of either the source alpha
  250. * value or the value of `1` minus the destination alpha value. The alpha
  251. * value is multiplied by `1`.
  252. *
  253. * @type {number}
  254. * @constant
  255. */
  256. const SrcAlphaSaturateFactor = 210;
  257. /**
  258. * Multiplies all colors by a constant color.
  259. *
  260. * @type {number}
  261. * @constant
  262. */
  263. const ConstantColorFactor = 211;
  264. /**
  265. * Multiplies all colors by `1` minus a constant color.
  266. *
  267. * @type {number}
  268. * @constant
  269. */
  270. const OneMinusConstantColorFactor = 212;
  271. /**
  272. * Multiplies all colors by a constant alpha value.
  273. *
  274. * @type {number}
  275. * @constant
  276. */
  277. const ConstantAlphaFactor = 213;
  278. /**
  279. * Multiplies all colors by 1 minus a constant alpha value.
  280. *
  281. * @type {number}
  282. * @constant
  283. */
  284. const OneMinusConstantAlphaFactor = 214;
  285. /**
  286. * Never pass.
  287. *
  288. * @type {number}
  289. * @constant
  290. */
  291. const NeverDepth = 0;
  292. /**
  293. * Always pass.
  294. *
  295. * @type {number}
  296. * @constant
  297. */
  298. const AlwaysDepth = 1;
  299. /**
  300. * Pass if the incoming value is less than the depth buffer value.
  301. *
  302. * @type {number}
  303. * @constant
  304. */
  305. const LessDepth = 2;
  306. /**
  307. * Pass if the incoming value is less than or equal to the depth buffer value.
  308. *
  309. * @type {number}
  310. * @constant
  311. */
  312. const LessEqualDepth = 3;
  313. /**
  314. * Pass if the incoming value equals the depth buffer value.
  315. *
  316. * @type {number}
  317. * @constant
  318. */
  319. const EqualDepth = 4;
  320. /**
  321. * Pass if the incoming value is greater than or equal to the depth buffer value.
  322. *
  323. * @type {number}
  324. * @constant
  325. */
  326. const GreaterEqualDepth = 5;
  327. /**
  328. * Pass if the incoming value is greater than the depth buffer value.
  329. *
  330. * @type {number}
  331. * @constant
  332. */
  333. const GreaterDepth = 6;
  334. /**
  335. * Pass if the incoming value is not equal to the depth buffer value.
  336. *
  337. * @type {number}
  338. * @constant
  339. */
  340. const NotEqualDepth = 7;
  341. /**
  342. * Multiplies the environment map color with the surface color.
  343. *
  344. * @type {number}
  345. * @constant
  346. */
  347. const MultiplyOperation = 0;
  348. /**
  349. * Uses reflectivity to blend between the two colors.
  350. *
  351. * @type {number}
  352. * @constant
  353. */
  354. const MixOperation = 1;
  355. /**
  356. * Adds the two colors.
  357. *
  358. * @type {number}
  359. * @constant
  360. */
  361. const AddOperation = 2;
  362. /**
  363. * No tone mapping is applied.
  364. *
  365. * @type {number}
  366. * @constant
  367. */
  368. const NoToneMapping = 0;
  369. /**
  370. * Linear tone mapping.
  371. *
  372. * @type {number}
  373. * @constant
  374. */
  375. const LinearToneMapping = 1;
  376. /**
  377. * Reinhard tone mapping.
  378. *
  379. * @type {number}
  380. * @constant
  381. */
  382. const ReinhardToneMapping = 2;
  383. /**
  384. * Cineon tone mapping.
  385. *
  386. * @type {number}
  387. * @constant
  388. */
  389. const CineonToneMapping = 3;
  390. /**
  391. * ACES Filmic tone mapping.
  392. *
  393. * @type {number}
  394. * @constant
  395. */
  396. const ACESFilmicToneMapping = 4;
  397. /**
  398. * Custom tone mapping.
  399. *
  400. * Expects a custom implementation by modifying shader code of the material's fragment shader.
  401. *
  402. * @type {number}
  403. * @constant
  404. */
  405. const CustomToneMapping = 5;
  406. /**
  407. * AgX tone mapping.
  408. *
  409. * @type {number}
  410. * @constant
  411. */
  412. const AgXToneMapping = 6;
  413. /**
  414. * Neutral tone mapping.
  415. *
  416. * Implementation based on the Khronos 3D Commerce Group standard tone mapping.
  417. *
  418. * @type {number}
  419. * @constant
  420. */
  421. const NeutralToneMapping = 7;
  422. /**
  423. * The skinned mesh shares the same world space as the skeleton.
  424. *
  425. * @type {string}
  426. * @constant
  427. */
  428. const AttachedBindMode = 'attached';
  429. /**
  430. * The skinned mesh does not share the same world space as the skeleton.
  431. * This is useful when a skeleton is shared across multiple skinned meshes.
  432. *
  433. * @type {string}
  434. * @constant
  435. */
  436. const DetachedBindMode = 'detached';
  437. /**
  438. * Maps textures using the geometry's UV coordinates.
  439. *
  440. * @type {number}
  441. * @constant
  442. */
  443. const UVMapping = 300;
  444. /**
  445. * Reflection mapping for cube textures.
  446. *
  447. * @type {number}
  448. * @constant
  449. */
  450. const CubeReflectionMapping = 301;
  451. /**
  452. * Refraction mapping for cube textures.
  453. *
  454. * @type {number}
  455. * @constant
  456. */
  457. const CubeRefractionMapping = 302;
  458. /**
  459. * Reflection mapping for equirectangular textures.
  460. *
  461. * @type {number}
  462. * @constant
  463. */
  464. const EquirectangularReflectionMapping = 303;
  465. /**
  466. * Refraction mapping for equirectangular textures.
  467. *
  468. * @type {number}
  469. * @constant
  470. */
  471. const EquirectangularRefractionMapping = 304;
  472. /**
  473. * Reflection mapping for PMREM textures.
  474. *
  475. * @type {number}
  476. * @constant
  477. */
  478. const CubeUVReflectionMapping = 306;
  479. /**
  480. * The texture will simply repeat to infinity.
  481. *
  482. * @type {number}
  483. * @constant
  484. */
  485. const RepeatWrapping = 1000;
  486. /**
  487. * The last pixel of the texture stretches to the edge of the mesh.
  488. *
  489. * @type {number}
  490. * @constant
  491. */
  492. const ClampToEdgeWrapping = 1001;
  493. /**
  494. * The texture will repeats to infinity, mirroring on each repeat.
  495. *
  496. * @type {number}
  497. * @constant
  498. */
  499. const MirroredRepeatWrapping = 1002;
  500. /**
  501. * Returns the value of the texture element that is nearest (in Manhattan distance)
  502. * to the specified texture coordinates.
  503. *
  504. * @type {number}
  505. * @constant
  506. */
  507. const NearestFilter = 1003;
  508. /**
  509. * Chooses the mipmap that most closely matches the size of the pixel being textured
  510. * and uses the `NearestFilter` criterion (the texel nearest to the center of the pixel)
  511. * to produce a texture value.
  512. *
  513. * @type {number}
  514. * @constant
  515. */
  516. const NearestMipmapNearestFilter = 1004;
  517. const NearestMipMapNearestFilter = 1004; // legacy
  518. /**
  519. * Chooses the two mipmaps that most closely match the size of the pixel being textured and
  520. * uses the `NearestFilter` criterion to produce a texture value from each mipmap.
  521. * The final texture value is a weighted average of those two values.
  522. *
  523. * @type {number}
  524. * @constant
  525. */
  526. const NearestMipmapLinearFilter = 1005;
  527. const NearestMipMapLinearFilter = 1005; // legacy
  528. /**
  529. * Returns the weighted average of the four texture elements that are closest to the specified
  530. * texture coordinates, and can include items wrapped or repeated from other parts of a texture,
  531. * depending on the values of `wrapS` and `wrapT`, and on the exact mapping.
  532. *
  533. * @type {number}
  534. * @constant
  535. */
  536. const LinearFilter = 1006;
  537. /**
  538. * Chooses the mipmap that most closely matches the size of the pixel being textured and uses
  539. * the `LinearFilter` criterion (a weighted average of the four texels that are closest to the
  540. * center of the pixel) to produce a texture value.
  541. *
  542. * @type {number}
  543. * @constant
  544. */
  545. const LinearMipmapNearestFilter = 1007;
  546. const LinearMipMapNearestFilter = 1007; // legacy
  547. /**
  548. * Chooses the two mipmaps that most closely match the size of the pixel being textured and uses
  549. * the `LinearFilter` criterion to produce a texture value from each mipmap. The final texture value
  550. * is a weighted average of those two values.
  551. *
  552. * @type {number}
  553. * @constant
  554. */
  555. const LinearMipmapLinearFilter = 1008;
  556. const LinearMipMapLinearFilter = 1008; // legacy
  557. /**
  558. * An unsigned byte data type for textures.
  559. *
  560. * @type {number}
  561. * @constant
  562. */
  563. const UnsignedByteType = 1009;
  564. /**
  565. * A byte data type for textures.
  566. *
  567. * @type {number}
  568. * @constant
  569. */
  570. const ByteType = 1010;
  571. /**
  572. * A short data type for textures.
  573. *
  574. * @type {number}
  575. * @constant
  576. */
  577. const ShortType = 1011;
  578. /**
  579. * An unsigned short data type for textures.
  580. *
  581. * @type {number}
  582. * @constant
  583. */
  584. const UnsignedShortType = 1012;
  585. /**
  586. * An int data type for textures.
  587. *
  588. * @type {number}
  589. * @constant
  590. */
  591. const IntType = 1013;
  592. /**
  593. * An unsigned int data type for textures.
  594. *
  595. * @type {number}
  596. * @constant
  597. */
  598. const UnsignedIntType = 1014;
  599. /**
  600. * A float data type for textures.
  601. *
  602. * @type {number}
  603. * @constant
  604. */
  605. const FloatType = 1015;
  606. /**
  607. * A half float data type for textures.
  608. *
  609. * @type {number}
  610. * @constant
  611. */
  612. const HalfFloatType = 1016;
  613. /**
  614. * An unsigned short 4_4_4_4 (packed) data type for textures.
  615. *
  616. * @type {number}
  617. * @constant
  618. */
  619. const UnsignedShort4444Type = 1017;
  620. /**
  621. * An unsigned short 5_5_5_1 (packed) data type for textures.
  622. *
  623. * @type {number}
  624. * @constant
  625. */
  626. const UnsignedShort5551Type = 1018;
  627. /**
  628. * An unsigned int 24_8 data type for textures.
  629. *
  630. * @type {number}
  631. * @constant
  632. */
  633. const UnsignedInt248Type = 1020;
  634. /**
  635. * An unsigned int 5_9_9_9 (packed) data type for textures.
  636. *
  637. * @type {number}
  638. * @constant
  639. */
  640. const UnsignedInt5999Type = 35902;
  641. /**
  642. * An unsigned int 10_11_11 (packed) data type for textures.
  643. *
  644. * @type {number}
  645. * @constant
  646. */
  647. const UnsignedInt101111Type = 35899;
  648. /**
  649. * Discards the red, green and blue components and reads just the alpha component.
  650. *
  651. * @type {number}
  652. * @constant
  653. */
  654. const AlphaFormat = 1021;
  655. /**
  656. * Discards the alpha component and reads the red, green and blue component.
  657. *
  658. * @type {number}
  659. * @constant
  660. */
  661. const RGBFormat = 1022;
  662. /**
  663. * Reads the red, green, blue and alpha components.
  664. *
  665. * @type {number}
  666. * @constant
  667. */
  668. const RGBAFormat = 1023;
  669. /**
  670. * Reads each element as a single depth value, converts it to floating point, and clamps to the range `[0,1]`.
  671. *
  672. * @type {number}
  673. * @constant
  674. */
  675. const DepthFormat = 1026;
  676. /**
  677. * Reads each element is a pair of depth and stencil values. The depth component of the pair is interpreted as
  678. * in `DepthFormat`. The stencil component is interpreted based on the depth + stencil internal format.
  679. *
  680. * @type {number}
  681. * @constant
  682. */
  683. const DepthStencilFormat = 1027;
  684. /**
  685. * Discards the green, blue and alpha components and reads just the red component.
  686. *
  687. * @type {number}
  688. * @constant
  689. */
  690. const RedFormat = 1028;
  691. /**
  692. * Discards the green, blue and alpha components and reads just the red component. The texels are read as integers instead of floating point.
  693. *
  694. * @type {number}
  695. * @constant
  696. */
  697. const RedIntegerFormat = 1029;
  698. /**
  699. * Discards the alpha, and blue components and reads the red, and green components.
  700. *
  701. * @type {number}
  702. * @constant
  703. */
  704. const RGFormat = 1030;
  705. /**
  706. * Discards the alpha, and blue components and reads the red, and green components. The texels are read as integers instead of floating point.
  707. *
  708. * @type {number}
  709. * @constant
  710. */
  711. const RGIntegerFormat = 1031;
  712. /**
  713. * Discards the alpha component and reads the red, green and blue component. The texels are read as integers instead of floating point.
  714. *
  715. * @type {number}
  716. * @constant
  717. */
  718. const RGBIntegerFormat = 1032;
  719. /**
  720. * Reads the red, green, blue and alpha components. The texels are read as integers instead of floating point.
  721. *
  722. * @type {number}
  723. * @constant
  724. */
  725. const RGBAIntegerFormat = 1033;
  726. /**
  727. * A DXT1-compressed image in an RGB image format.
  728. *
  729. * @type {number}
  730. * @constant
  731. */
  732. const RGB_S3TC_DXT1_Format = 33776;
  733. /**
  734. * A DXT1-compressed image in an RGB image format with a simple on/off alpha value.
  735. *
  736. * @type {number}
  737. * @constant
  738. */
  739. const RGBA_S3TC_DXT1_Format = 33777;
  740. /**
  741. * A DXT3-compressed image in an RGBA image format. Compared to a 32-bit RGBA texture, it offers 4:1 compression.
  742. *
  743. * @type {number}
  744. * @constant
  745. */
  746. const RGBA_S3TC_DXT3_Format = 33778;
  747. /**
  748. * A DXT5-compressed image in an RGBA image format. It also provides a 4:1 compression, but differs to the DXT3
  749. * compression in how the alpha compression is done.
  750. *
  751. * @type {number}
  752. * @constant
  753. */
  754. const RGBA_S3TC_DXT5_Format = 33779;
  755. /**
  756. * PVRTC RGB compression in 4-bit mode. One block for each 4×4 pixels.
  757. *
  758. * @type {number}
  759. * @constant
  760. */
  761. const RGB_PVRTC_4BPPV1_Format = 35840;
  762. /**
  763. * PVRTC RGB compression in 2-bit mode. One block for each 8×4 pixels.
  764. *
  765. * @type {number}
  766. * @constant
  767. */
  768. const RGB_PVRTC_2BPPV1_Format = 35841;
  769. /**
  770. * PVRTC RGBA compression in 4-bit mode. One block for each 4×4 pixels.
  771. *
  772. * @type {number}
  773. * @constant
  774. */
  775. const RGBA_PVRTC_4BPPV1_Format = 35842;
  776. /**
  777. * PVRTC RGBA compression in 2-bit mode. One block for each 8×4 pixels.
  778. *
  779. * @type {number}
  780. * @constant
  781. */
  782. const RGBA_PVRTC_2BPPV1_Format = 35843;
  783. /**
  784. * ETC1 RGB format.
  785. *
  786. * @type {number}
  787. * @constant
  788. */
  789. const RGB_ETC1_Format = 36196;
  790. /**
  791. * ETC2 RGB format.
  792. *
  793. * @type {number}
  794. * @constant
  795. */
  796. const RGB_ETC2_Format = 37492;
  797. /**
  798. * ETC2 RGBA format.
  799. *
  800. * @type {number}
  801. * @constant
  802. */
  803. const RGBA_ETC2_EAC_Format = 37496;
  804. /**
  805. * EAC R11 UNORM format.
  806. *
  807. * @type {number}
  808. * @constant
  809. */
  810. const R11_EAC_Format = 37488; // 0x9270
  811. /**
  812. * EAC R11 SNORM format.
  813. *
  814. * @type {number}
  815. * @constant
  816. */
  817. const SIGNED_R11_EAC_Format = 37489; // 0x9271
  818. /**
  819. * EAC RG11 UNORM format.
  820. *
  821. * @type {number}
  822. * @constant
  823. */
  824. const RG11_EAC_Format = 37490; // 0x9272
  825. /**
  826. * EAC RG11 SNORM format.
  827. *
  828. * @type {number}
  829. * @constant
  830. */
  831. const SIGNED_RG11_EAC_Format = 37491; // 0x9273
  832. /**
  833. * ASTC RGBA 4x4 format.
  834. *
  835. * @type {number}
  836. * @constant
  837. */
  838. const RGBA_ASTC_4x4_Format = 37808;
  839. /**
  840. * ASTC RGBA 5x4 format.
  841. *
  842. * @type {number}
  843. * @constant
  844. */
  845. const RGBA_ASTC_5x4_Format = 37809;
  846. /**
  847. * ASTC RGBA 5x5 format.
  848. *
  849. * @type {number}
  850. * @constant
  851. */
  852. const RGBA_ASTC_5x5_Format = 37810;
  853. /**
  854. * ASTC RGBA 6x5 format.
  855. *
  856. * @type {number}
  857. * @constant
  858. */
  859. const RGBA_ASTC_6x5_Format = 37811;
  860. /**
  861. * ASTC RGBA 6x6 format.
  862. *
  863. * @type {number}
  864. * @constant
  865. */
  866. const RGBA_ASTC_6x6_Format = 37812;
  867. /**
  868. * ASTC RGBA 8x5 format.
  869. *
  870. * @type {number}
  871. * @constant
  872. */
  873. const RGBA_ASTC_8x5_Format = 37813;
  874. /**
  875. * ASTC RGBA 8x6 format.
  876. *
  877. * @type {number}
  878. * @constant
  879. */
  880. const RGBA_ASTC_8x6_Format = 37814;
  881. /**
  882. * ASTC RGBA 8x8 format.
  883. *
  884. * @type {number}
  885. * @constant
  886. */
  887. const RGBA_ASTC_8x8_Format = 37815;
  888. /**
  889. * ASTC RGBA 10x5 format.
  890. *
  891. * @type {number}
  892. * @constant
  893. */
  894. const RGBA_ASTC_10x5_Format = 37816;
  895. /**
  896. * ASTC RGBA 10x6 format.
  897. *
  898. * @type {number}
  899. * @constant
  900. */
  901. const RGBA_ASTC_10x6_Format = 37817;
  902. /**
  903. * ASTC RGBA 10x8 format.
  904. *
  905. * @type {number}
  906. * @constant
  907. */
  908. const RGBA_ASTC_10x8_Format = 37818;
  909. /**
  910. * ASTC RGBA 10x10 format.
  911. *
  912. * @type {number}
  913. * @constant
  914. */
  915. const RGBA_ASTC_10x10_Format = 37819;
  916. /**
  917. * ASTC RGBA 12x10 format.
  918. *
  919. * @type {number}
  920. * @constant
  921. */
  922. const RGBA_ASTC_12x10_Format = 37820;
  923. /**
  924. * ASTC RGBA 12x12 format.
  925. *
  926. * @type {number}
  927. * @constant
  928. */
  929. const RGBA_ASTC_12x12_Format = 37821;
  930. /**
  931. * BPTC RGBA format.
  932. *
  933. * @type {number}
  934. * @constant
  935. */
  936. const RGBA_BPTC_Format = 36492;
  937. /**
  938. * BPTC Signed RGB format.
  939. *
  940. * @type {number}
  941. * @constant
  942. */
  943. const RGB_BPTC_SIGNED_Format = 36494;
  944. /**
  945. * BPTC Unsigned RGB format.
  946. *
  947. * @type {number}
  948. * @constant
  949. */
  950. const RGB_BPTC_UNSIGNED_Format = 36495;
  951. /**
  952. * RGTC1 Red format.
  953. *
  954. * @type {number}
  955. * @constant
  956. */
  957. const RED_RGTC1_Format = 36283;
  958. /**
  959. * RGTC1 Signed Red format.
  960. *
  961. * @type {number}
  962. * @constant
  963. */
  964. const SIGNED_RED_RGTC1_Format = 36284;
  965. /**
  966. * RGTC2 Red Green format.
  967. *
  968. * @type {number}
  969. * @constant
  970. */
  971. const RED_GREEN_RGTC2_Format = 36285;
  972. /**
  973. * RGTC2 Signed Red Green format.
  974. *
  975. * @type {number}
  976. * @constant
  977. */
  978. const SIGNED_RED_GREEN_RGTC2_Format = 36286;
  979. /**
  980. * Animations are played once.
  981. *
  982. * @type {number}
  983. * @constant
  984. */
  985. const LoopOnce = 2200;
  986. /**
  987. * Animations are played with a chosen number of repetitions, each time jumping from
  988. * the end of the clip directly to its beginning.
  989. *
  990. * @type {number}
  991. * @constant
  992. */
  993. const LoopRepeat = 2201;
  994. /**
  995. * Animations are played with a chosen number of repetitions, alternately playing forward
  996. * and backward.
  997. *
  998. * @type {number}
  999. * @constant
  1000. */
  1001. const LoopPingPong = 2202;
  1002. /**
  1003. * Discrete interpolation mode for keyframe tracks.
  1004. *
  1005. * @type {number}
  1006. * @constant
  1007. */
  1008. const InterpolateDiscrete = 2300;
  1009. /**
  1010. * Linear interpolation mode for keyframe tracks.
  1011. *
  1012. * @type {number}
  1013. * @constant
  1014. */
  1015. const InterpolateLinear = 2301;
  1016. /**
  1017. * Smooth interpolation mode for keyframe tracks.
  1018. *
  1019. * @type {number}
  1020. * @constant
  1021. */
  1022. const InterpolateSmooth = 2302;
  1023. /**
  1024. * Zero curvature ending for animations.
  1025. *
  1026. * @type {number}
  1027. * @constant
  1028. */
  1029. const ZeroCurvatureEnding = 2400;
  1030. /**
  1031. * Zero slope ending for animations.
  1032. *
  1033. * @type {number}
  1034. * @constant
  1035. */
  1036. const ZeroSlopeEnding = 2401;
  1037. /**
  1038. * Wrap around ending for animations.
  1039. *
  1040. * @type {number}
  1041. * @constant
  1042. */
  1043. const WrapAroundEnding = 2402;
  1044. /**
  1045. * Default animation blend mode.
  1046. *
  1047. * @type {number}
  1048. * @constant
  1049. */
  1050. const NormalAnimationBlendMode = 2500;
  1051. /**
  1052. * Additive animation blend mode. Can be used to layer motions on top of
  1053. * each other to build complex performances from smaller re-usable assets.
  1054. *
  1055. * @type {number}
  1056. * @constant
  1057. */
  1058. const AdditiveAnimationBlendMode = 2501;
  1059. /**
  1060. * For every three vertices draw a single triangle.
  1061. *
  1062. * @type {number}
  1063. * @constant
  1064. */
  1065. const TrianglesDrawMode = 0;
  1066. /**
  1067. * For each vertex draw a triangle from the last three vertices.
  1068. *
  1069. * @type {number}
  1070. * @constant
  1071. */
  1072. const TriangleStripDrawMode = 1;
  1073. /**
  1074. * For each vertex draw a triangle from the first vertex and the last two vertices.
  1075. *
  1076. * @type {number}
  1077. * @constant
  1078. */
  1079. const TriangleFanDrawMode = 2;
  1080. /**
  1081. * The depth value is inverted (1.0 - z) for visualization purposes.
  1082. *
  1083. * @type {number}
  1084. * @constant
  1085. */
  1086. const BasicDepthPacking = 3200;
  1087. /**
  1088. * The depth value is packed into 32 bit RGBA.
  1089. *
  1090. * @type {number}
  1091. * @constant
  1092. */
  1093. const RGBADepthPacking = 3201;
  1094. /**
  1095. * The depth value is packed into 24 bit RGB.
  1096. *
  1097. * @type {number}
  1098. * @constant
  1099. */
  1100. const RGBDepthPacking = 3202;
  1101. /**
  1102. * The depth value is packed into 16 bit RG.
  1103. *
  1104. * @type {number}
  1105. * @constant
  1106. */
  1107. const RGDepthPacking = 3203;
  1108. /**
  1109. * Normal information is relative to the underlying surface.
  1110. *
  1111. * @type {number}
  1112. * @constant
  1113. */
  1114. const TangentSpaceNormalMap = 0;
  1115. /**
  1116. * Normal information is relative to the object orientation.
  1117. *
  1118. * @type {number}
  1119. * @constant
  1120. */
  1121. const ObjectSpaceNormalMap = 1;
  1122. // Color space string identifiers, matching CSS Color Module Level 4 and WebGPU names where available.
  1123. /**
  1124. * No color space.
  1125. *
  1126. * @type {string}
  1127. * @constant
  1128. */
  1129. const NoColorSpace = '';
  1130. /**
  1131. * sRGB color space.
  1132. *
  1133. * @type {string}
  1134. * @constant
  1135. */
  1136. const SRGBColorSpace = 'srgb';
  1137. /**
  1138. * sRGB-linear color space.
  1139. *
  1140. * @type {string}
  1141. * @constant
  1142. */
  1143. const LinearSRGBColorSpace = 'srgb-linear';
  1144. /**
  1145. * Linear transfer function.
  1146. *
  1147. * @type {string}
  1148. * @constant
  1149. */
  1150. const LinearTransfer = 'linear';
  1151. /**
  1152. * sRGB transfer function.
  1153. *
  1154. * @type {string}
  1155. * @constant
  1156. */
  1157. const SRGBTransfer = 'srgb';
  1158. /**
  1159. * No normal map packing.
  1160. *
  1161. * @type {string}
  1162. * @constant
  1163. */
  1164. const NoNormalPacking = '';
  1165. /**
  1166. * Normal RG packing.
  1167. *
  1168. * @type {string}
  1169. * @constant
  1170. */
  1171. const NormalRGPacking = 'rg';
  1172. /**
  1173. * Normal GA packing.
  1174. *
  1175. * @type {string}
  1176. * @constant
  1177. */
  1178. const NormalGAPacking = 'ga';
  1179. /**
  1180. * Sets the stencil buffer value to `0`.
  1181. *
  1182. * @type {number}
  1183. * @constant
  1184. */
  1185. const ZeroStencilOp = 0;
  1186. /**
  1187. * Keeps the current value.
  1188. *
  1189. * @type {number}
  1190. * @constant
  1191. */
  1192. const KeepStencilOp = 7680;
  1193. /**
  1194. * Sets the stencil buffer value to the specified reference value.
  1195. *
  1196. * @type {number}
  1197. * @constant
  1198. */
  1199. const ReplaceStencilOp = 7681;
  1200. /**
  1201. * Increments the current stencil buffer value. Clamps to the maximum representable unsigned value.
  1202. *
  1203. * @type {number}
  1204. * @constant
  1205. */
  1206. const IncrementStencilOp = 7682;
  1207. /**
  1208. * Decrements the current stencil buffer value. Clamps to `0`.
  1209. *
  1210. * @type {number}
  1211. * @constant
  1212. */
  1213. const DecrementStencilOp = 7683;
  1214. /**
  1215. * Increments the current stencil buffer value. Wraps stencil buffer value to zero when incrementing
  1216. * the maximum representable unsigned value.
  1217. *
  1218. * @type {number}
  1219. * @constant
  1220. */
  1221. const IncrementWrapStencilOp = 34055;
  1222. /**
  1223. * Decrements the current stencil buffer value. Wraps stencil buffer value to the maximum representable
  1224. * unsigned value when decrementing a stencil buffer value of `0`.
  1225. *
  1226. * @type {number}
  1227. * @constant
  1228. */
  1229. const DecrementWrapStencilOp = 34056;
  1230. /**
  1231. * Inverts the current stencil buffer value bitwise.
  1232. *
  1233. * @type {number}
  1234. * @constant
  1235. */
  1236. const InvertStencilOp = 5386;
  1237. /**
  1238. * Will never return true.
  1239. *
  1240. * @type {number}
  1241. * @constant
  1242. */
  1243. const NeverStencilFunc = 512;
  1244. /**
  1245. * Will return true if the stencil reference value is less than the current stencil value.
  1246. *
  1247. * @type {number}
  1248. * @constant
  1249. */
  1250. const LessStencilFunc = 513;
  1251. /**
  1252. * Will return true if the stencil reference value is equal to the current stencil value.
  1253. *
  1254. * @type {number}
  1255. * @constant
  1256. */
  1257. const EqualStencilFunc = 514;
  1258. /**
  1259. * Will return true if the stencil reference value is less than or equal to the current stencil value.
  1260. *
  1261. * @type {number}
  1262. * @constant
  1263. */
  1264. const LessEqualStencilFunc = 515;
  1265. /**
  1266. * Will return true if the stencil reference value is greater than the current stencil value.
  1267. *
  1268. * @type {number}
  1269. * @constant
  1270. */
  1271. const GreaterStencilFunc = 516;
  1272. /**
  1273. * Will return true if the stencil reference value is not equal to the current stencil value.
  1274. *
  1275. * @type {number}
  1276. * @constant
  1277. */
  1278. const NotEqualStencilFunc = 517;
  1279. /**
  1280. * Will return true if the stencil reference value is greater than or equal to the current stencil value.
  1281. *
  1282. * @type {number}
  1283. * @constant
  1284. */
  1285. const GreaterEqualStencilFunc = 518;
  1286. /**
  1287. * Will always return true.
  1288. *
  1289. * @type {number}
  1290. * @constant
  1291. */
  1292. const AlwaysStencilFunc = 519;
  1293. /**
  1294. * Never pass.
  1295. *
  1296. * @type {number}
  1297. * @constant
  1298. */
  1299. const NeverCompare = 512;
  1300. /**
  1301. * Pass if the incoming value is less than the texture value.
  1302. *
  1303. * @type {number}
  1304. * @constant
  1305. */
  1306. const LessCompare = 513;
  1307. /**
  1308. * Pass if the incoming value equals the texture value.
  1309. *
  1310. * @type {number}
  1311. * @constant
  1312. */
  1313. const EqualCompare = 514;
  1314. /**
  1315. * Pass if the incoming value is less than or equal to the texture value.
  1316. *
  1317. * @type {number}
  1318. * @constant
  1319. */
  1320. const LessEqualCompare = 515;
  1321. /**
  1322. * Pass if the incoming value is greater than the texture value.
  1323. *
  1324. * @type {number}
  1325. * @constant
  1326. */
  1327. const GreaterCompare = 516;
  1328. /**
  1329. * Pass if the incoming value is not equal to the texture value.
  1330. *
  1331. * @type {number}
  1332. * @constant
  1333. */
  1334. const NotEqualCompare = 517;
  1335. /**
  1336. * Pass if the incoming value is greater than or equal to the texture value.
  1337. *
  1338. * @type {number}
  1339. * @constant
  1340. */
  1341. const GreaterEqualCompare = 518;
  1342. /**
  1343. * Always pass.
  1344. *
  1345. * @type {number}
  1346. * @constant
  1347. */
  1348. const AlwaysCompare = 519;
  1349. /**
  1350. * The contents are intended to be specified once by the application, and used many
  1351. * times as the source for drawing and image specification commands.
  1352. *
  1353. * @type {number}
  1354. * @constant
  1355. */
  1356. const StaticDrawUsage = 35044;
  1357. /**
  1358. * The contents are intended to be respecified repeatedly by the application, and
  1359. * used many times as the source for drawing and image specification commands.
  1360. *
  1361. * @type {number}
  1362. * @constant
  1363. */
  1364. const DynamicDrawUsage = 35048;
  1365. /**
  1366. * The contents are intended to be specified once by the application, and used at most
  1367. * a few times as the source for drawing and image specification commands.
  1368. *
  1369. * @type {number}
  1370. * @constant
  1371. */
  1372. const StreamDrawUsage = 35040;
  1373. /**
  1374. * The contents are intended to be specified once by reading data from the 3D API, and queried
  1375. * many times by the application.
  1376. *
  1377. * @type {number}
  1378. * @constant
  1379. */
  1380. const StaticReadUsage = 35045;
  1381. /**
  1382. * The contents are intended to be respecified repeatedly by reading data from the 3D API, and queried
  1383. * many times by the application.
  1384. *
  1385. * @type {number}
  1386. * @constant
  1387. */
  1388. const DynamicReadUsage = 35049;
  1389. /**
  1390. * The contents are intended to be specified once by reading data from the 3D API, and queried at most
  1391. * a few times by the application
  1392. *
  1393. * @type {number}
  1394. * @constant
  1395. */
  1396. const StreamReadUsage = 35041;
  1397. /**
  1398. * The contents are intended to be specified once by reading data from the 3D API, and used many times as
  1399. * the source for WebGL drawing and image specification commands.
  1400. *
  1401. * @type {number}
  1402. * @constant
  1403. */
  1404. const StaticCopyUsage = 35046;
  1405. /**
  1406. * The contents are intended to be respecified repeatedly by reading data from the 3D API, and used many times
  1407. * as the source for WebGL drawing and image specification commands.
  1408. *
  1409. * @type {number}
  1410. * @constant
  1411. */
  1412. const DynamicCopyUsage = 35050;
  1413. /**
  1414. * The contents are intended to be specified once by reading data from the 3D API, and used at most a few times
  1415. * as the source for WebGL drawing and image specification commands.
  1416. *
  1417. * @type {number}
  1418. * @constant
  1419. */
  1420. const StreamCopyUsage = 35042;
  1421. /**
  1422. * GLSL 1 shader code.
  1423. *
  1424. * @type {string}
  1425. * @constant
  1426. */
  1427. const GLSL1 = '100';
  1428. /**
  1429. * GLSL 3 shader code.
  1430. *
  1431. * @type {string}
  1432. * @constant
  1433. */
  1434. const GLSL3 = '300 es';
  1435. /**
  1436. * WebGL coordinate system.
  1437. *
  1438. * @type {number}
  1439. * @constant
  1440. */
  1441. const WebGLCoordinateSystem = 2000;
  1442. /**
  1443. * WebGPU coordinate system.
  1444. *
  1445. * @type {number}
  1446. * @constant
  1447. */
  1448. const WebGPUCoordinateSystem = 2001;
  1449. /**
  1450. * Represents the different timestamp query types.
  1451. *
  1452. * @type {ConstantsTimestampQuery}
  1453. * @constant
  1454. */
  1455. const TimestampQuery = {
  1456. COMPUTE: 'compute',
  1457. RENDER: 'render'
  1458. };
  1459. /**
  1460. * Represents mouse buttons and interaction types in context of controls.
  1461. *
  1462. * @type {ConstantsInterpolationSamplingType}
  1463. * @constant
  1464. */
  1465. const InterpolationSamplingType = {
  1466. PERSPECTIVE: 'perspective',
  1467. LINEAR: 'linear',
  1468. FLAT: 'flat'
  1469. };
  1470. /**
  1471. * Represents the different interpolation sampling modes.
  1472. *
  1473. * @type {ConstantsInterpolationSamplingMode}
  1474. * @constant
  1475. */
  1476. const InterpolationSamplingMode = {
  1477. NORMAL: 'normal',
  1478. CENTROID: 'centroid',
  1479. SAMPLE: 'sample',
  1480. FIRST: 'first',
  1481. EITHER: 'either'
  1482. };
  1483. /**
  1484. * This type represents mouse buttons and interaction types in context of controls.
  1485. *
  1486. * @typedef {Object} ConstantsMouse
  1487. * @property {number} MIDDLE - The left mouse button.
  1488. * @property {number} LEFT - The middle mouse button.
  1489. * @property {number} RIGHT - The right mouse button.
  1490. * @property {number} ROTATE - A rotate interaction.
  1491. * @property {number} DOLLY - A dolly interaction.
  1492. * @property {number} PAN - A pan interaction.
  1493. **/
  1494. /**
  1495. * This type represents touch interaction types in context of controls.
  1496. *
  1497. * @typedef {Object} ConstantsTouch
  1498. * @property {number} ROTATE - A rotate interaction.
  1499. * @property {number} PAN - A pan interaction.
  1500. * @property {number} DOLLY_PAN - The dolly-pan interaction.
  1501. * @property {number} DOLLY_ROTATE - A dolly-rotate interaction.
  1502. **/
  1503. /**
  1504. * This type represents the different timestamp query types.
  1505. *
  1506. * @typedef {Object} ConstantsTimestampQuery
  1507. * @property {string} COMPUTE - A `compute` timestamp query.
  1508. * @property {string} RENDER - A `render` timestamp query.
  1509. **/
  1510. /**
  1511. * Represents the different interpolation sampling types.
  1512. *
  1513. * @typedef {Object} ConstantsInterpolationSamplingType
  1514. * @property {string} PERSPECTIVE - Perspective-correct interpolation.
  1515. * @property {string} LINEAR - Linear interpolation.
  1516. * @property {string} FLAT - Flat interpolation.
  1517. */
  1518. /**
  1519. * Represents the different interpolation sampling modes.
  1520. *
  1521. * @typedef {Object} ConstantsInterpolationSamplingMode
  1522. * @property {string} NORMAL - Normal sampling mode.
  1523. * @property {string} CENTROID - Centroid sampling mode.
  1524. * @property {string} SAMPLE - Sample-specific sampling mode.
  1525. * @property {string} FIRST - Flat interpolation using the first vertex.
  1526. * @property {string} EITHER - Flat interpolation using either vertex.
  1527. */
  1528. function arrayNeedsUint32( array ) {
  1529. // assumes larger values usually on last
  1530. for ( let i = array.length - 1; i >= 0; -- i ) {
  1531. if ( array[ i ] >= 65535 ) return true; // account for PRIMITIVE_RESTART_FIXED_INDEX, #24565
  1532. }
  1533. return false;
  1534. }
  1535. const TYPED_ARRAYS = {
  1536. Int8Array: Int8Array,
  1537. Uint8Array: Uint8Array,
  1538. Uint8ClampedArray: Uint8ClampedArray,
  1539. Int16Array: Int16Array,
  1540. Uint16Array: Uint16Array,
  1541. Int32Array: Int32Array,
  1542. Uint32Array: Uint32Array,
  1543. Float32Array: Float32Array,
  1544. Float64Array: Float64Array
  1545. };
  1546. function getTypedArray( type, buffer ) {
  1547. return new TYPED_ARRAYS[ type ]( buffer );
  1548. }
  1549. /**
  1550. * Returns `true` if the given object is a typed array.
  1551. *
  1552. * @param {any} array - The object to check.
  1553. * @return {boolean} Whether the given object is a typed array.
  1554. */
  1555. function isTypedArray( array ) {
  1556. return ArrayBuffer.isView( array ) && ! ( array instanceof DataView );
  1557. }
  1558. function createElementNS( name ) {
  1559. return document.createElementNS( 'http://www.w3.org/1999/xhtml', name );
  1560. }
  1561. function createCanvasElement() {
  1562. const canvas = createElementNS( 'canvas' );
  1563. canvas.style.display = 'block';
  1564. return canvas;
  1565. }
  1566. const _cache = {};
  1567. let _setConsoleFunction = null;
  1568. function setConsoleFunction( fn ) {
  1569. _setConsoleFunction = fn;
  1570. }
  1571. function getConsoleFunction() {
  1572. return _setConsoleFunction;
  1573. }
  1574. function log( ...params ) {
  1575. const message = 'THREE.' + params.shift();
  1576. if ( _setConsoleFunction ) {
  1577. _setConsoleFunction( 'log', message, ...params );
  1578. } else {
  1579. console.log( message, ...params );
  1580. }
  1581. }
  1582. function warn( ...params ) {
  1583. const message = 'THREE.' + params.shift();
  1584. if ( _setConsoleFunction ) {
  1585. _setConsoleFunction( 'warn', message, ...params );
  1586. } else {
  1587. console.warn( message, ...params );
  1588. }
  1589. }
  1590. function error( ...params ) {
  1591. const message = 'THREE.' + params.shift();
  1592. if ( _setConsoleFunction ) {
  1593. _setConsoleFunction( 'error', message, ...params );
  1594. } else {
  1595. console.error( message, ...params );
  1596. }
  1597. }
  1598. function warnOnce( ...params ) {
  1599. const message = params.join( ' ' );
  1600. if ( message in _cache ) return;
  1601. _cache[ message ] = true;
  1602. warn( ...params );
  1603. }
  1604. function probeAsync( gl, sync, interval ) {
  1605. return new Promise( function ( resolve, reject ) {
  1606. function probe() {
  1607. switch ( gl.clientWaitSync( sync, gl.SYNC_FLUSH_COMMANDS_BIT, 0 ) ) {
  1608. case gl.WAIT_FAILED:
  1609. reject();
  1610. break;
  1611. case gl.TIMEOUT_EXPIRED:
  1612. setTimeout( probe, interval );
  1613. break;
  1614. default:
  1615. resolve();
  1616. }
  1617. }
  1618. setTimeout( probe, interval );
  1619. } );
  1620. }
  1621. /**
  1622. * This modules allows to dispatch event objects on custom JavaScript objects.
  1623. *
  1624. * Main repository: [eventdispatcher.js](https://github.com/mrdoob/eventdispatcher.js/)
  1625. *
  1626. * Code Example:
  1627. * ```js
  1628. * class Car extends EventDispatcher {
  1629. * start() {
  1630. * this.dispatchEvent( { type: 'start', message: 'vroom vroom!' } );
  1631. * }
  1632. *};
  1633. *
  1634. * // Using events with the custom object
  1635. * const car = new Car();
  1636. * car.addEventListener( 'start', function ( event ) {
  1637. * alert( event.message );
  1638. * } );
  1639. *
  1640. * car.start();
  1641. * ```
  1642. */
  1643. class EventDispatcher {
  1644. /**
  1645. * Adds the given event listener to the given event type.
  1646. *
  1647. * @param {string} type - The type of event to listen to.
  1648. * @param {Function} listener - The function that gets called when the event is fired.
  1649. */
  1650. addEventListener( type, listener ) {
  1651. if ( this._listeners === undefined ) this._listeners = {};
  1652. const listeners = this._listeners;
  1653. if ( listeners[ type ] === undefined ) {
  1654. listeners[ type ] = [];
  1655. }
  1656. if ( listeners[ type ].indexOf( listener ) === -1 ) {
  1657. listeners[ type ].push( listener );
  1658. }
  1659. }
  1660. /**
  1661. * Returns `true` if the given event listener has been added to the given event type.
  1662. *
  1663. * @param {string} type - The type of event.
  1664. * @param {Function} listener - The listener to check.
  1665. * @return {boolean} Whether the given event listener has been added to the given event type.
  1666. */
  1667. hasEventListener( type, listener ) {
  1668. const listeners = this._listeners;
  1669. if ( listeners === undefined ) return false;
  1670. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== -1;
  1671. }
  1672. /**
  1673. * Removes the given event listener from the given event type.
  1674. *
  1675. * @param {string} type - The type of event.
  1676. * @param {Function} listener - The listener to remove.
  1677. */
  1678. removeEventListener( type, listener ) {
  1679. const listeners = this._listeners;
  1680. if ( listeners === undefined ) return;
  1681. const listenerArray = listeners[ type ];
  1682. if ( listenerArray !== undefined ) {
  1683. const index = listenerArray.indexOf( listener );
  1684. if ( index !== -1 ) {
  1685. listenerArray.splice( index, 1 );
  1686. }
  1687. }
  1688. }
  1689. /**
  1690. * Dispatches an event object.
  1691. *
  1692. * @param {Object} event - The event that gets fired.
  1693. */
  1694. dispatchEvent( event ) {
  1695. const listeners = this._listeners;
  1696. if ( listeners === undefined ) return;
  1697. const listenerArray = listeners[ event.type ];
  1698. if ( listenerArray !== undefined ) {
  1699. event.target = this;
  1700. // Make a copy, in case listeners are removed while iterating.
  1701. const array = listenerArray.slice( 0 );
  1702. for ( let i = 0, l = array.length; i < l; i ++ ) {
  1703. array[ i ].call( this, event );
  1704. }
  1705. event.target = null;
  1706. }
  1707. }
  1708. }
  1709. const _lut = [ '00', '01', '02', '03', '04', '05', '06', '07', '08', '09', '0a', '0b', '0c', '0d', '0e', '0f', '10', '11', '12', '13', '14', '15', '16', '17', '18', '19', '1a', '1b', '1c', '1d', '1e', '1f', '20', '21', '22', '23', '24', '25', '26', '27', '28', '29', '2a', '2b', '2c', '2d', '2e', '2f', '30', '31', '32', '33', '34', '35', '36', '37', '38', '39', '3a', '3b', '3c', '3d', '3e', '3f', '40', '41', '42', '43', '44', '45', '46', '47', '48', '49', '4a', '4b', '4c', '4d', '4e', '4f', '50', '51', '52', '53', '54', '55', '56', '57', '58', '59', '5a', '5b', '5c', '5d', '5e', '5f', '60', '61', '62', '63', '64', '65', '66', '67', '68', '69', '6a', '6b', '6c', '6d', '6e', '6f', '70', '71', '72', '73', '74', '75', '76', '77', '78', '79', '7a', '7b', '7c', '7d', '7e', '7f', '80', '81', '82', '83', '84', '85', '86', '87', '88', '89', '8a', '8b', '8c', '8d', '8e', '8f', '90', '91', '92', '93', '94', '95', '96', '97', '98', '99', '9a', '9b', '9c', '9d', '9e', '9f', 'a0', 'a1', 'a2', 'a3', 'a4', 'a5', 'a6', 'a7', 'a8', 'a9', 'aa', 'ab', 'ac', 'ad', 'ae', 'af', 'b0', 'b1', 'b2', 'b3', 'b4', 'b5', 'b6', 'b7', 'b8', 'b9', 'ba', 'bb', 'bc', 'bd', 'be', 'bf', 'c0', 'c1', 'c2', 'c3', 'c4', 'c5', 'c6', 'c7', 'c8', 'c9', 'ca', 'cb', 'cc', 'cd', 'ce', 'cf', 'd0', 'd1', 'd2', 'd3', 'd4', 'd5', 'd6', 'd7', 'd8', 'd9', 'da', 'db', 'dc', 'dd', 'de', 'df', 'e0', 'e1', 'e2', 'e3', 'e4', 'e5', 'e6', 'e7', 'e8', 'e9', 'ea', 'eb', 'ec', 'ed', 'ee', 'ef', 'f0', 'f1', 'f2', 'f3', 'f4', 'f5', 'f6', 'f7', 'f8', 'f9', 'fa', 'fb', 'fc', 'fd', 'fe', 'ff' ];
  1710. let _seed = 1234567;
  1711. const DEG2RAD = Math.PI / 180;
  1712. const RAD2DEG = 180 / Math.PI;
  1713. /**
  1714. * Generate a [UUID](https://en.wikipedia.org/wiki/Universally_unique_identifier)
  1715. * (universally unique identifier).
  1716. *
  1717. * @return {string} The UUID.
  1718. */
  1719. function generateUUID() {
  1720. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  1721. const d0 = Math.random() * 0xffffffff | 0;
  1722. const d1 = Math.random() * 0xffffffff | 0;
  1723. const d2 = Math.random() * 0xffffffff | 0;
  1724. const d3 = Math.random() * 0xffffffff | 0;
  1725. const uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  1726. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  1727. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  1728. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  1729. // .toLowerCase() here flattens concatenated strings to save heap memory space.
  1730. return uuid.toLowerCase();
  1731. }
  1732. /**
  1733. * Clamps the given value between min and max.
  1734. *
  1735. * @param {number} value - The value to clamp.
  1736. * @param {number} min - The min value.
  1737. * @param {number} max - The max value.
  1738. * @return {number} The clamped value.
  1739. */
  1740. function clamp( value, min, max ) {
  1741. return Math.max( min, Math.min( max, value ) );
  1742. }
  1743. /**
  1744. * Computes the Euclidean modulo of the given parameters that
  1745. * is `( ( n % m ) + m ) % m`.
  1746. *
  1747. * @param {number} n - The first parameter.
  1748. * @param {number} m - The second parameter.
  1749. * @return {number} The Euclidean modulo.
  1750. */
  1751. function euclideanModulo( n, m ) {
  1752. // https://en.wikipedia.org/wiki/Modulo_operation
  1753. return ( ( n % m ) + m ) % m;
  1754. }
  1755. /**
  1756. * Performs a linear mapping from range `<a1, a2>` to range `<b1, b2>`
  1757. * for the given value.
  1758. *
  1759. * @param {number} x - The value to be mapped.
  1760. * @param {number} a1 - Minimum value for range A.
  1761. * @param {number} a2 - Maximum value for range A.
  1762. * @param {number} b1 - Minimum value for range B.
  1763. * @param {number} b2 - Maximum value for range B.
  1764. * @return {number} The mapped value.
  1765. */
  1766. function mapLinear( x, a1, a2, b1, b2 ) {
  1767. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  1768. }
  1769. /**
  1770. * Returns the percentage in the closed interval `[0, 1]` of the given value
  1771. * between the start and end point.
  1772. *
  1773. * @param {number} x - The start point
  1774. * @param {number} y - The end point.
  1775. * @param {number} value - A value between start and end.
  1776. * @return {number} The interpolation factor.
  1777. */
  1778. function inverseLerp( x, y, value ) {
  1779. // https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/
  1780. if ( x !== y ) {
  1781. return ( value - x ) / ( y - x );
  1782. } else {
  1783. return 0;
  1784. }
  1785. }
  1786. /**
  1787. * Returns a value linearly interpolated from two known points based on the given interval -
  1788. * `t = 0` will return `x` and `t = 1` will return `y`.
  1789. *
  1790. * @param {number} x - The start point
  1791. * @param {number} y - The end point.
  1792. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  1793. * @return {number} The interpolated value.
  1794. */
  1795. function lerp( x, y, t ) {
  1796. return ( 1 - t ) * x + t * y;
  1797. }
  1798. /**
  1799. * Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta
  1800. * time to maintain frame rate independent movement. For details, see
  1801. * [Frame rate independent damping using lerp](http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/).
  1802. *
  1803. * @param {number} x - The current point.
  1804. * @param {number} y - The target point.
  1805. * @param {number} lambda - A higher lambda value will make the movement more sudden,
  1806. * and a lower value will make the movement more gradual.
  1807. * @param {number} dt - Delta time in seconds.
  1808. * @return {number} The interpolated value.
  1809. */
  1810. function damp( x, y, lambda, dt ) {
  1811. return lerp( x, y, 1 - Math.exp( - lambda * dt ) );
  1812. }
  1813. /**
  1814. * Returns a value that alternates between `0` and the given `length` parameter.
  1815. *
  1816. * @param {number} x - The value to pingpong.
  1817. * @param {number} [length=1] - The positive value the function will pingpong to.
  1818. * @return {number} The alternated value.
  1819. */
  1820. function pingpong( x, length = 1 ) {
  1821. // https://www.desmos.com/calculator/vcsjnyz7x4
  1822. return length - Math.abs( euclideanModulo( x, length * 2 ) - length );
  1823. }
  1824. /**
  1825. * Returns a value in the range `[0,1]` that represents the percentage that `x` has
  1826. * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to
  1827. * the `min` and `max`.
  1828. *
  1829. * See [Smoothstep](http://en.wikipedia.org/wiki/Smoothstep) for more details.
  1830. *
  1831. * @param {number} x - The value to evaluate based on its position between min and max.
  1832. * @param {number} min - The min value. Any x value below min will be `0`.
  1833. * @param {number} max - The max value. Any x value above max will be `1`.
  1834. * @return {number} The alternated value.
  1835. */
  1836. function smoothstep( x, min, max ) {
  1837. if ( x <= min ) return 0;
  1838. if ( x >= max ) return 1;
  1839. x = ( x - min ) / ( max - min );
  1840. return x * x * ( 3 - 2 * x );
  1841. }
  1842. /**
  1843. * A [variation on smoothstep](https://en.wikipedia.org/wiki/Smoothstep#Variations)
  1844. * that has zero 1st and 2nd order derivatives at x=0 and x=1.
  1845. *
  1846. * @param {number} x - The value to evaluate based on its position between min and max.
  1847. * @param {number} min - The min value. Any x value below min will be `0`.
  1848. * @param {number} max - The max value. Any x value above max will be `1`.
  1849. * @return {number} The alternated value.
  1850. */
  1851. function smootherstep( x, min, max ) {
  1852. if ( x <= min ) return 0;
  1853. if ( x >= max ) return 1;
  1854. x = ( x - min ) / ( max - min );
  1855. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  1856. }
  1857. /**
  1858. * Returns a random integer from `<low, high>` interval.
  1859. *
  1860. * @param {number} low - The lower value boundary.
  1861. * @param {number} high - The upper value boundary
  1862. * @return {number} A random integer.
  1863. */
  1864. function randInt( low, high ) {
  1865. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  1866. }
  1867. /**
  1868. * Returns a random float from `<low, high>` interval.
  1869. *
  1870. * @param {number} low - The lower value boundary.
  1871. * @param {number} high - The upper value boundary
  1872. * @return {number} A random float.
  1873. */
  1874. function randFloat( low, high ) {
  1875. return low + Math.random() * ( high - low );
  1876. }
  1877. /**
  1878. * Returns a random integer from `<-range/2, range/2>` interval.
  1879. *
  1880. * @param {number} range - Defines the value range.
  1881. * @return {number} A random float.
  1882. */
  1883. function randFloatSpread( range ) {
  1884. return range * ( 0.5 - Math.random() );
  1885. }
  1886. /**
  1887. * Returns a deterministic pseudo-random float in the interval `[0, 1]`.
  1888. *
  1889. * @param {number} [s] - The integer seed.
  1890. * @return {number} A random float.
  1891. */
  1892. function seededRandom( s ) {
  1893. if ( s !== undefined ) _seed = s;
  1894. // Mulberry32 generator
  1895. let t = _seed += 0x6D2B79F5;
  1896. t = Math.imul( t ^ t >>> 15, t | 1 );
  1897. t ^= t + Math.imul( t ^ t >>> 7, t | 61 );
  1898. return ( ( t ^ t >>> 14 ) >>> 0 ) / 4294967296;
  1899. }
  1900. /**
  1901. * Converts degrees to radians.
  1902. *
  1903. * @param {number} degrees - A value in degrees.
  1904. * @return {number} The converted value in radians.
  1905. */
  1906. function degToRad( degrees ) {
  1907. return degrees * DEG2RAD;
  1908. }
  1909. /**
  1910. * Converts radians to degrees.
  1911. *
  1912. * @param {number} radians - A value in radians.
  1913. * @return {number} The converted value in degrees.
  1914. */
  1915. function radToDeg( radians ) {
  1916. return radians * RAD2DEG;
  1917. }
  1918. /**
  1919. * Returns `true` if the given number is a power of two.
  1920. *
  1921. * @param {number} value - The value to check.
  1922. * @return {boolean} Whether the given number is a power of two or not.
  1923. */
  1924. function isPowerOfTwo( value ) {
  1925. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  1926. }
  1927. /**
  1928. * Returns the smallest power of two that is greater than or equal to the given number.
  1929. *
  1930. * @param {number} value - The value to find a POT for.
  1931. * @return {number} The smallest power of two that is greater than or equal to the given number.
  1932. */
  1933. function ceilPowerOfTwo( value ) {
  1934. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  1935. }
  1936. /**
  1937. * Returns the largest power of two that is less than or equal to the given number.
  1938. *
  1939. * @param {number} value - The value to find a POT for.
  1940. * @return {number} The largest power of two that is less than or equal to the given number.
  1941. */
  1942. function floorPowerOfTwo( value ) {
  1943. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  1944. }
  1945. /**
  1946. * Sets the given quaternion from the [Intrinsic Proper Euler Angles](https://en.wikipedia.org/wiki/Euler_angles)
  1947. * defined by the given angles and order.
  1948. *
  1949. * Rotations are applied to the axes in the order specified by order:
  1950. * rotation by angle `a` is applied first, then by angle `b`, then by angle `c`.
  1951. *
  1952. * @param {Quaternion} q - The quaternion to set.
  1953. * @param {number} a - The rotation applied to the first axis, in radians.
  1954. * @param {number} b - The rotation applied to the second axis, in radians.
  1955. * @param {number} c - The rotation applied to the third axis, in radians.
  1956. * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order.
  1957. */
  1958. function setQuaternionFromProperEuler( q, a, b, c, order ) {
  1959. const cos = Math.cos;
  1960. const sin = Math.sin;
  1961. const c2 = cos( b / 2 );
  1962. const s2 = sin( b / 2 );
  1963. const c13 = cos( ( a + c ) / 2 );
  1964. const s13 = sin( ( a + c ) / 2 );
  1965. const c1_3 = cos( ( a - c ) / 2 );
  1966. const s1_3 = sin( ( a - c ) / 2 );
  1967. const c3_1 = cos( ( c - a ) / 2 );
  1968. const s3_1 = sin( ( c - a ) / 2 );
  1969. switch ( order ) {
  1970. case 'XYX':
  1971. q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );
  1972. break;
  1973. case 'YZY':
  1974. q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );
  1975. break;
  1976. case 'ZXZ':
  1977. q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );
  1978. break;
  1979. case 'XZX':
  1980. q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );
  1981. break;
  1982. case 'YXY':
  1983. q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );
  1984. break;
  1985. case 'ZYZ':
  1986. q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );
  1987. break;
  1988. default:
  1989. warn( 'MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );
  1990. }
  1991. }
  1992. /**
  1993. * Denormalizes the given value according to the given typed array.
  1994. *
  1995. * @param {number} value - The value to denormalize.
  1996. * @param {TypedArray} array - The typed array that defines the data type of the value.
  1997. * @return {number} The denormalize (float) value in the range `[0,1]`.
  1998. */
  1999. function denormalize( value, array ) {
  2000. switch ( array.constructor ) {
  2001. case Float32Array:
  2002. return value;
  2003. case Uint32Array:
  2004. return value / 4294967295.0;
  2005. case Uint16Array:
  2006. return value / 65535.0;
  2007. case Uint8Array:
  2008. return value / 255.0;
  2009. case Int32Array:
  2010. return Math.max( value / 2147483647.0, -1 );
  2011. case Int16Array:
  2012. return Math.max( value / 32767.0, -1 );
  2013. case Int8Array:
  2014. return Math.max( value / 127.0, -1 );
  2015. default:
  2016. throw new Error( 'Invalid component type.' );
  2017. }
  2018. }
  2019. /**
  2020. * Normalizes the given value according to the given typed array.
  2021. *
  2022. * @param {number} value - The float value in the range `[0,1]` to normalize.
  2023. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2024. * @return {number} The normalize value.
  2025. */
  2026. function normalize( value, array ) {
  2027. switch ( array.constructor ) {
  2028. case Float32Array:
  2029. return value;
  2030. case Uint32Array:
  2031. return Math.round( value * 4294967295.0 );
  2032. case Uint16Array:
  2033. return Math.round( value * 65535.0 );
  2034. case Uint8Array:
  2035. return Math.round( value * 255.0 );
  2036. case Int32Array:
  2037. return Math.round( value * 2147483647.0 );
  2038. case Int16Array:
  2039. return Math.round( value * 32767.0 );
  2040. case Int8Array:
  2041. return Math.round( value * 127.0 );
  2042. default:
  2043. throw new Error( 'Invalid component type.' );
  2044. }
  2045. }
  2046. /**
  2047. * @class
  2048. * @classdesc A collection of math utility functions.
  2049. * @hideconstructor
  2050. */
  2051. const MathUtils = {
  2052. DEG2RAD: DEG2RAD,
  2053. RAD2DEG: RAD2DEG,
  2054. /**
  2055. * Generate a [UUID](https://en.wikipedia.org/wiki/Universally_unique_identifier)
  2056. * (universally unique identifier).
  2057. *
  2058. * @static
  2059. * @method
  2060. * @return {string} The UUID.
  2061. */
  2062. generateUUID: generateUUID,
  2063. /**
  2064. * Clamps the given value between min and max.
  2065. *
  2066. * @static
  2067. * @method
  2068. * @param {number} value - The value to clamp.
  2069. * @param {number} min - The min value.
  2070. * @param {number} max - The max value.
  2071. * @return {number} The clamped value.
  2072. */
  2073. clamp: clamp,
  2074. /**
  2075. * Computes the Euclidean modulo of the given parameters that
  2076. * is `( ( n % m ) + m ) % m`.
  2077. *
  2078. * @static
  2079. * @method
  2080. * @param {number} n - The first parameter.
  2081. * @param {number} m - The second parameter.
  2082. * @return {number} The Euclidean modulo.
  2083. */
  2084. euclideanModulo: euclideanModulo,
  2085. /**
  2086. * Performs a linear mapping from range `<a1, a2>` to range `<b1, b2>`
  2087. * for the given value.
  2088. *
  2089. * @static
  2090. * @method
  2091. * @param {number} x - The value to be mapped.
  2092. * @param {number} a1 - Minimum value for range A.
  2093. * @param {number} a2 - Maximum value for range A.
  2094. * @param {number} b1 - Minimum value for range B.
  2095. * @param {number} b2 - Maximum value for range B.
  2096. * @return {number} The mapped value.
  2097. */
  2098. mapLinear: mapLinear,
  2099. /**
  2100. * Returns the percentage in the closed interval `[0, 1]` of the given value
  2101. * between the start and end point.
  2102. *
  2103. * @static
  2104. * @method
  2105. * @param {number} x - The start point
  2106. * @param {number} y - The end point.
  2107. * @param {number} value - A value between start and end.
  2108. * @return {number} The interpolation factor.
  2109. */
  2110. inverseLerp: inverseLerp,
  2111. /**
  2112. * Returns a value linearly interpolated from two known points based on the given interval -
  2113. * `t = 0` will return `x` and `t = 1` will return `y`.
  2114. *
  2115. * @static
  2116. * @method
  2117. * @param {number} x - The start point
  2118. * @param {number} y - The end point.
  2119. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  2120. * @return {number} The interpolated value.
  2121. */
  2122. lerp: lerp,
  2123. /**
  2124. * Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta
  2125. * time to maintain frame rate independent movement. For details, see
  2126. * [Frame rate independent damping using lerp](http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/).
  2127. *
  2128. * @static
  2129. * @method
  2130. * @param {number} x - The current point.
  2131. * @param {number} y - The target point.
  2132. * @param {number} lambda - A higher lambda value will make the movement more sudden,
  2133. * and a lower value will make the movement more gradual.
  2134. * @param {number} dt - Delta time in seconds.
  2135. * @return {number} The interpolated value.
  2136. */
  2137. damp: damp,
  2138. /**
  2139. * Returns a value that alternates between `0` and the given `length` parameter.
  2140. *
  2141. * @static
  2142. * @method
  2143. * @param {number} x - The value to pingpong.
  2144. * @param {number} [length=1] - The positive value the function will pingpong to.
  2145. * @return {number} The alternated value.
  2146. */
  2147. pingpong: pingpong,
  2148. /**
  2149. * Returns a value in the range `[0,1]` that represents the percentage that `x` has
  2150. * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to
  2151. * the `min` and `max`.
  2152. *
  2153. * See [Smoothstep](http://en.wikipedia.org/wiki/Smoothstep) for more details.
  2154. *
  2155. * @static
  2156. * @method
  2157. * @param {number} x - The value to evaluate based on its position between min and max.
  2158. * @param {number} min - The min value. Any x value below min will be `0`.
  2159. * @param {number} max - The max value. Any x value above max will be `1`.
  2160. * @return {number} The alternated value.
  2161. */
  2162. smoothstep: smoothstep,
  2163. /**
  2164. * A [variation on smoothstep](https://en.wikipedia.org/wiki/Smoothstep#Variations)
  2165. * that has zero 1st and 2nd order derivatives at x=0 and x=1.
  2166. *
  2167. * @static
  2168. * @method
  2169. * @param {number} x - The value to evaluate based on its position between min and max.
  2170. * @param {number} min - The min value. Any x value below min will be `0`.
  2171. * @param {number} max - The max value. Any x value above max will be `1`.
  2172. * @return {number} The alternated value.
  2173. */
  2174. smootherstep: smootherstep,
  2175. /**
  2176. * Returns a random integer from `<low, high>` interval.
  2177. *
  2178. * @static
  2179. * @method
  2180. * @param {number} low - The lower value boundary.
  2181. * @param {number} high - The upper value boundary
  2182. * @return {number} A random integer.
  2183. */
  2184. randInt: randInt,
  2185. /**
  2186. * Returns a random float from `<low, high>` interval.
  2187. *
  2188. * @static
  2189. * @method
  2190. * @param {number} low - The lower value boundary.
  2191. * @param {number} high - The upper value boundary
  2192. * @return {number} A random float.
  2193. */
  2194. randFloat: randFloat,
  2195. /**
  2196. * Returns a random integer from `<-range/2, range/2>` interval.
  2197. *
  2198. * @static
  2199. * @method
  2200. * @param {number} range - Defines the value range.
  2201. * @return {number} A random float.
  2202. */
  2203. randFloatSpread: randFloatSpread,
  2204. /**
  2205. * Returns a deterministic pseudo-random float in the interval `[0, 1]`.
  2206. *
  2207. * @static
  2208. * @method
  2209. * @param {number} [s] - The integer seed.
  2210. * @return {number} A random float.
  2211. */
  2212. seededRandom: seededRandom,
  2213. /**
  2214. * Converts degrees to radians.
  2215. *
  2216. * @static
  2217. * @method
  2218. * @param {number} degrees - A value in degrees.
  2219. * @return {number} The converted value in radians.
  2220. */
  2221. degToRad: degToRad,
  2222. /**
  2223. * Converts radians to degrees.
  2224. *
  2225. * @static
  2226. * @method
  2227. * @param {number} radians - A value in radians.
  2228. * @return {number} The converted value in degrees.
  2229. */
  2230. radToDeg: radToDeg,
  2231. /**
  2232. * Returns `true` if the given number is a power of two.
  2233. *
  2234. * @static
  2235. * @method
  2236. * @param {number} value - The value to check.
  2237. * @return {boolean} Whether the given number is a power of two or not.
  2238. */
  2239. isPowerOfTwo: isPowerOfTwo,
  2240. /**
  2241. * Returns the smallest power of two that is greater than or equal to the given number.
  2242. *
  2243. * @static
  2244. * @method
  2245. * @param {number} value - The value to find a POT for.
  2246. * @return {number} The smallest power of two that is greater than or equal to the given number.
  2247. */
  2248. ceilPowerOfTwo: ceilPowerOfTwo,
  2249. /**
  2250. * Returns the largest power of two that is less than or equal to the given number.
  2251. *
  2252. * @static
  2253. * @method
  2254. * @param {number} value - The value to find a POT for.
  2255. * @return {number} The largest power of two that is less than or equal to the given number.
  2256. */
  2257. floorPowerOfTwo: floorPowerOfTwo,
  2258. /**
  2259. * Sets the given quaternion from the [Intrinsic Proper Euler Angles](https://en.wikipedia.org/wiki/Euler_angles)
  2260. * defined by the given angles and order.
  2261. *
  2262. * Rotations are applied to the axes in the order specified by order:
  2263. * rotation by angle `a` is applied first, then by angle `b`, then by angle `c`.
  2264. *
  2265. * @static
  2266. * @method
  2267. * @param {Quaternion} q - The quaternion to set.
  2268. * @param {number} a - The rotation applied to the first axis, in radians.
  2269. * @param {number} b - The rotation applied to the second axis, in radians.
  2270. * @param {number} c - The rotation applied to the third axis, in radians.
  2271. * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order.
  2272. */
  2273. setQuaternionFromProperEuler: setQuaternionFromProperEuler,
  2274. /**
  2275. * Normalizes the given value according to the given typed array.
  2276. *
  2277. * @static
  2278. * @method
  2279. * @param {number} value - The float value in the range `[0,1]` to normalize.
  2280. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2281. * @return {number} The normalize value.
  2282. */
  2283. normalize: normalize,
  2284. /**
  2285. * Denormalizes the given value according to the given typed array.
  2286. *
  2287. * @static
  2288. * @method
  2289. * @param {number} value - The value to denormalize.
  2290. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2291. * @return {number} The denormalize (float) value in the range `[0,1]`.
  2292. */
  2293. denormalize: denormalize
  2294. };
  2295. /**
  2296. * Class representing a 2D vector. A 2D vector is an ordered pair of numbers
  2297. * (labeled x and y), which can be used to represent a number of things, such as:
  2298. *
  2299. * - A point in 2D space (i.e. a position on a plane).
  2300. * - A direction and length across a plane. In three.js the length will
  2301. * always be the Euclidean distance(straight-line distance) from `(0, 0)` to `(x, y)`
  2302. * and the direction is also measured from `(0, 0)` towards `(x, y)`.
  2303. * - Any arbitrary ordered pair of numbers.
  2304. *
  2305. * There are other things a 2D vector can be used to represent, such as
  2306. * momentum vectors, complex numbers and so on, however these are the most
  2307. * common uses in three.js.
  2308. *
  2309. * Iterating through a vector instance will yield its components `(x, y)` in
  2310. * the corresponding order.
  2311. * ```js
  2312. * const a = new THREE.Vector2( 0, 1 );
  2313. *
  2314. * //no arguments; will be initialised to (0, 0)
  2315. * const b = new THREE.Vector2( );
  2316. *
  2317. * const d = a.distanceTo( b );
  2318. * ```
  2319. */
  2320. class Vector2 {
  2321. /**
  2322. * Constructs a new 2D vector.
  2323. *
  2324. * @param {number} [x=0] - The x value of this vector.
  2325. * @param {number} [y=0] - The y value of this vector.
  2326. */
  2327. constructor( x = 0, y = 0 ) {
  2328. /**
  2329. * This flag can be used for type testing.
  2330. *
  2331. * @type {boolean}
  2332. * @readonly
  2333. * @default true
  2334. */
  2335. Vector2.prototype.isVector2 = true;
  2336. /**
  2337. * The x value of this vector.
  2338. *
  2339. * @type {number}
  2340. */
  2341. this.x = x;
  2342. /**
  2343. * The y value of this vector.
  2344. *
  2345. * @type {number}
  2346. */
  2347. this.y = y;
  2348. }
  2349. /**
  2350. * Alias for {@link Vector2#x}.
  2351. *
  2352. * @type {number}
  2353. */
  2354. get width() {
  2355. return this.x;
  2356. }
  2357. set width( value ) {
  2358. this.x = value;
  2359. }
  2360. /**
  2361. * Alias for {@link Vector2#y}.
  2362. *
  2363. * @type {number}
  2364. */
  2365. get height() {
  2366. return this.y;
  2367. }
  2368. set height( value ) {
  2369. this.y = value;
  2370. }
  2371. /**
  2372. * Sets the vector components.
  2373. *
  2374. * @param {number} x - The value of the x component.
  2375. * @param {number} y - The value of the y component.
  2376. * @return {Vector2} A reference to this vector.
  2377. */
  2378. set( x, y ) {
  2379. this.x = x;
  2380. this.y = y;
  2381. return this;
  2382. }
  2383. /**
  2384. * Sets the vector components to the same value.
  2385. *
  2386. * @param {number} scalar - The value to set for all vector components.
  2387. * @return {Vector2} A reference to this vector.
  2388. */
  2389. setScalar( scalar ) {
  2390. this.x = scalar;
  2391. this.y = scalar;
  2392. return this;
  2393. }
  2394. /**
  2395. * Sets the vector's x component to the given value
  2396. *
  2397. * @param {number} x - The value to set.
  2398. * @return {Vector2} A reference to this vector.
  2399. */
  2400. setX( x ) {
  2401. this.x = x;
  2402. return this;
  2403. }
  2404. /**
  2405. * Sets the vector's y component to the given value
  2406. *
  2407. * @param {number} y - The value to set.
  2408. * @return {Vector2} A reference to this vector.
  2409. */
  2410. setY( y ) {
  2411. this.y = y;
  2412. return this;
  2413. }
  2414. /**
  2415. * Allows to set a vector component with an index.
  2416. *
  2417. * @param {number} index - The component index. `0` equals to x, `1` equals to y.
  2418. * @param {number} value - The value to set.
  2419. * @return {Vector2} A reference to this vector.
  2420. */
  2421. setComponent( index, value ) {
  2422. switch ( index ) {
  2423. case 0: this.x = value; break;
  2424. case 1: this.y = value; break;
  2425. default: throw new Error( 'index is out of range: ' + index );
  2426. }
  2427. return this;
  2428. }
  2429. /**
  2430. * Returns the value of the vector component which matches the given index.
  2431. *
  2432. * @param {number} index - The component index. `0` equals to x, `1` equals to y.
  2433. * @return {number} A vector component value.
  2434. */
  2435. getComponent( index ) {
  2436. switch ( index ) {
  2437. case 0: return this.x;
  2438. case 1: return this.y;
  2439. default: throw new Error( 'index is out of range: ' + index );
  2440. }
  2441. }
  2442. /**
  2443. * Returns a new vector with copied values from this instance.
  2444. *
  2445. * @return {Vector2} A clone of this instance.
  2446. */
  2447. clone() {
  2448. return new this.constructor( this.x, this.y );
  2449. }
  2450. /**
  2451. * Copies the values of the given vector to this instance.
  2452. *
  2453. * @param {Vector2} v - The vector to copy.
  2454. * @return {Vector2} A reference to this vector.
  2455. */
  2456. copy( v ) {
  2457. this.x = v.x;
  2458. this.y = v.y;
  2459. return this;
  2460. }
  2461. /**
  2462. * Adds the given vector to this instance.
  2463. *
  2464. * @param {Vector2} v - The vector to add.
  2465. * @return {Vector2} A reference to this vector.
  2466. */
  2467. add( v ) {
  2468. this.x += v.x;
  2469. this.y += v.y;
  2470. return this;
  2471. }
  2472. /**
  2473. * Adds the given scalar value to all components of this instance.
  2474. *
  2475. * @param {number} s - The scalar to add.
  2476. * @return {Vector2} A reference to this vector.
  2477. */
  2478. addScalar( s ) {
  2479. this.x += s;
  2480. this.y += s;
  2481. return this;
  2482. }
  2483. /**
  2484. * Adds the given vectors and stores the result in this instance.
  2485. *
  2486. * @param {Vector2} a - The first vector.
  2487. * @param {Vector2} b - The second vector.
  2488. * @return {Vector2} A reference to this vector.
  2489. */
  2490. addVectors( a, b ) {
  2491. this.x = a.x + b.x;
  2492. this.y = a.y + b.y;
  2493. return this;
  2494. }
  2495. /**
  2496. * Adds the given vector scaled by the given factor to this instance.
  2497. *
  2498. * @param {Vector2} v - The vector.
  2499. * @param {number} s - The factor that scales `v`.
  2500. * @return {Vector2} A reference to this vector.
  2501. */
  2502. addScaledVector( v, s ) {
  2503. this.x += v.x * s;
  2504. this.y += v.y * s;
  2505. return this;
  2506. }
  2507. /**
  2508. * Subtracts the given vector from this instance.
  2509. *
  2510. * @param {Vector2} v - The vector to subtract.
  2511. * @return {Vector2} A reference to this vector.
  2512. */
  2513. sub( v ) {
  2514. this.x -= v.x;
  2515. this.y -= v.y;
  2516. return this;
  2517. }
  2518. /**
  2519. * Subtracts the given scalar value from all components of this instance.
  2520. *
  2521. * @param {number} s - The scalar to subtract.
  2522. * @return {Vector2} A reference to this vector.
  2523. */
  2524. subScalar( s ) {
  2525. this.x -= s;
  2526. this.y -= s;
  2527. return this;
  2528. }
  2529. /**
  2530. * Subtracts the given vectors and stores the result in this instance.
  2531. *
  2532. * @param {Vector2} a - The first vector.
  2533. * @param {Vector2} b - The second vector.
  2534. * @return {Vector2} A reference to this vector.
  2535. */
  2536. subVectors( a, b ) {
  2537. this.x = a.x - b.x;
  2538. this.y = a.y - b.y;
  2539. return this;
  2540. }
  2541. /**
  2542. * Multiplies the given vector with this instance.
  2543. *
  2544. * @param {Vector2} v - The vector to multiply.
  2545. * @return {Vector2} A reference to this vector.
  2546. */
  2547. multiply( v ) {
  2548. this.x *= v.x;
  2549. this.y *= v.y;
  2550. return this;
  2551. }
  2552. /**
  2553. * Multiplies the given scalar value with all components of this instance.
  2554. *
  2555. * @param {number} scalar - The scalar to multiply.
  2556. * @return {Vector2} A reference to this vector.
  2557. */
  2558. multiplyScalar( scalar ) {
  2559. this.x *= scalar;
  2560. this.y *= scalar;
  2561. return this;
  2562. }
  2563. /**
  2564. * Divides this instance by the given vector.
  2565. *
  2566. * @param {Vector2} v - The vector to divide.
  2567. * @return {Vector2} A reference to this vector.
  2568. */
  2569. divide( v ) {
  2570. this.x /= v.x;
  2571. this.y /= v.y;
  2572. return this;
  2573. }
  2574. /**
  2575. * Divides this vector by the given scalar.
  2576. *
  2577. * @param {number} scalar - The scalar to divide.
  2578. * @return {Vector2} A reference to this vector.
  2579. */
  2580. divideScalar( scalar ) {
  2581. return this.multiplyScalar( 1 / scalar );
  2582. }
  2583. /**
  2584. * Multiplies this vector (with an implicit 1 as the 3rd component) by
  2585. * the given 3x3 matrix.
  2586. *
  2587. * @param {Matrix3} m - The matrix to apply.
  2588. * @return {Vector2} A reference to this vector.
  2589. */
  2590. applyMatrix3( m ) {
  2591. const x = this.x, y = this.y;
  2592. const e = m.elements;
  2593. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  2594. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  2595. return this;
  2596. }
  2597. /**
  2598. * If this vector's x or y value is greater than the given vector's x or y
  2599. * value, replace that value with the corresponding min value.
  2600. *
  2601. * @param {Vector2} v - The vector.
  2602. * @return {Vector2} A reference to this vector.
  2603. */
  2604. min( v ) {
  2605. this.x = Math.min( this.x, v.x );
  2606. this.y = Math.min( this.y, v.y );
  2607. return this;
  2608. }
  2609. /**
  2610. * If this vector's x or y value is less than the given vector's x or y
  2611. * value, replace that value with the corresponding max value.
  2612. *
  2613. * @param {Vector2} v - The vector.
  2614. * @return {Vector2} A reference to this vector.
  2615. */
  2616. max( v ) {
  2617. this.x = Math.max( this.x, v.x );
  2618. this.y = Math.max( this.y, v.y );
  2619. return this;
  2620. }
  2621. /**
  2622. * If this vector's x or y value is greater than the max vector's x or y
  2623. * value, it is replaced by the corresponding value.
  2624. * If this vector's x or y value is less than the min vector's x or y value,
  2625. * it is replaced by the corresponding value.
  2626. *
  2627. * @param {Vector2} min - The minimum x and y values.
  2628. * @param {Vector2} max - The maximum x and y values in the desired range.
  2629. * @return {Vector2} A reference to this vector.
  2630. */
  2631. clamp( min, max ) {
  2632. // assumes min < max, componentwise
  2633. this.x = clamp( this.x, min.x, max.x );
  2634. this.y = clamp( this.y, min.y, max.y );
  2635. return this;
  2636. }
  2637. /**
  2638. * If this vector's x or y values are greater than the max value, they are
  2639. * replaced by the max value.
  2640. * If this vector's x or y values are less than the min value, they are
  2641. * replaced by the min value.
  2642. *
  2643. * @param {number} minVal - The minimum value the components will be clamped to.
  2644. * @param {number} maxVal - The maximum value the components will be clamped to.
  2645. * @return {Vector2} A reference to this vector.
  2646. */
  2647. clampScalar( minVal, maxVal ) {
  2648. this.x = clamp( this.x, minVal, maxVal );
  2649. this.y = clamp( this.y, minVal, maxVal );
  2650. return this;
  2651. }
  2652. /**
  2653. * If this vector's length is greater than the max value, it is replaced by
  2654. * the max value.
  2655. * If this vector's length is less than the min value, it is replaced by the
  2656. * min value.
  2657. *
  2658. * @param {number} min - The minimum value the vector length will be clamped to.
  2659. * @param {number} max - The maximum value the vector length will be clamped to.
  2660. * @return {Vector2} A reference to this vector.
  2661. */
  2662. clampLength( min, max ) {
  2663. const length = this.length();
  2664. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  2665. }
  2666. /**
  2667. * The components of this vector are rounded down to the nearest integer value.
  2668. *
  2669. * @return {Vector2} A reference to this vector.
  2670. */
  2671. floor() {
  2672. this.x = Math.floor( this.x );
  2673. this.y = Math.floor( this.y );
  2674. return this;
  2675. }
  2676. /**
  2677. * The components of this vector are rounded up to the nearest integer value.
  2678. *
  2679. * @return {Vector2} A reference to this vector.
  2680. */
  2681. ceil() {
  2682. this.x = Math.ceil( this.x );
  2683. this.y = Math.ceil( this.y );
  2684. return this;
  2685. }
  2686. /**
  2687. * The components of this vector are rounded to the nearest integer value
  2688. *
  2689. * @return {Vector2} A reference to this vector.
  2690. */
  2691. round() {
  2692. this.x = Math.round( this.x );
  2693. this.y = Math.round( this.y );
  2694. return this;
  2695. }
  2696. /**
  2697. * The components of this vector are rounded towards zero (up if negative,
  2698. * down if positive) to an integer value.
  2699. *
  2700. * @return {Vector2} A reference to this vector.
  2701. */
  2702. roundToZero() {
  2703. this.x = Math.trunc( this.x );
  2704. this.y = Math.trunc( this.y );
  2705. return this;
  2706. }
  2707. /**
  2708. * Inverts this vector - i.e. sets x = -x and y = -y.
  2709. *
  2710. * @return {Vector2} A reference to this vector.
  2711. */
  2712. negate() {
  2713. this.x = - this.x;
  2714. this.y = - this.y;
  2715. return this;
  2716. }
  2717. /**
  2718. * Calculates the dot product of the given vector with this instance.
  2719. *
  2720. * @param {Vector2} v - The vector to compute the dot product with.
  2721. * @return {number} The result of the dot product.
  2722. */
  2723. dot( v ) {
  2724. return this.x * v.x + this.y * v.y;
  2725. }
  2726. /**
  2727. * Calculates the cross product of the given vector with this instance.
  2728. *
  2729. * @param {Vector2} v - The vector to compute the cross product with.
  2730. * @return {number} The result of the cross product.
  2731. */
  2732. cross( v ) {
  2733. return this.x * v.y - this.y * v.x;
  2734. }
  2735. /**
  2736. * Computes the square of the Euclidean length (straight-line length) from
  2737. * (0, 0) to (x, y). If you are comparing the lengths of vectors, you should
  2738. * compare the length squared instead as it is slightly more efficient to calculate.
  2739. *
  2740. * @return {number} The square length of this vector.
  2741. */
  2742. lengthSq() {
  2743. return this.x * this.x + this.y * this.y;
  2744. }
  2745. /**
  2746. * Computes the Euclidean length (straight-line length) from (0, 0) to (x, y).
  2747. *
  2748. * @return {number} The length of this vector.
  2749. */
  2750. length() {
  2751. return Math.sqrt( this.x * this.x + this.y * this.y );
  2752. }
  2753. /**
  2754. * Computes the Manhattan length of this vector.
  2755. *
  2756. * @return {number} The length of this vector.
  2757. */
  2758. manhattanLength() {
  2759. return Math.abs( this.x ) + Math.abs( this.y );
  2760. }
  2761. /**
  2762. * Converts this vector to a unit vector - that is, sets it equal to a vector
  2763. * with the same direction as this one, but with a vector length of `1`.
  2764. *
  2765. * @return {Vector2} A reference to this vector.
  2766. */
  2767. normalize() {
  2768. return this.divideScalar( this.length() || 1 );
  2769. }
  2770. /**
  2771. * Computes the angle in radians of this vector with respect to the positive x-axis.
  2772. *
  2773. * @return {number} The angle in radians.
  2774. */
  2775. angle() {
  2776. const angle = Math.atan2( - this.y, - this.x ) + Math.PI;
  2777. return angle;
  2778. }
  2779. /**
  2780. * Returns the angle between the given vector and this instance in radians.
  2781. *
  2782. * @param {Vector2} v - The vector to compute the angle with.
  2783. * @return {number} The angle in radians.
  2784. */
  2785. angleTo( v ) {
  2786. const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  2787. if ( denominator === 0 ) return Math.PI / 2;
  2788. const theta = this.dot( v ) / denominator;
  2789. // clamp, to handle numerical problems
  2790. return Math.acos( clamp( theta, -1, 1 ) );
  2791. }
  2792. /**
  2793. * Computes the distance from the given vector to this instance.
  2794. *
  2795. * @param {Vector2} v - The vector to compute the distance to.
  2796. * @return {number} The distance.
  2797. */
  2798. distanceTo( v ) {
  2799. return Math.sqrt( this.distanceToSquared( v ) );
  2800. }
  2801. /**
  2802. * Computes the squared distance from the given vector to this instance.
  2803. * If you are just comparing the distance with another distance, you should compare
  2804. * the distance squared instead as it is slightly more efficient to calculate.
  2805. *
  2806. * @param {Vector2} v - The vector to compute the squared distance to.
  2807. * @return {number} The squared distance.
  2808. */
  2809. distanceToSquared( v ) {
  2810. const dx = this.x - v.x, dy = this.y - v.y;
  2811. return dx * dx + dy * dy;
  2812. }
  2813. /**
  2814. * Computes the Manhattan distance from the given vector to this instance.
  2815. *
  2816. * @param {Vector2} v - The vector to compute the Manhattan distance to.
  2817. * @return {number} The Manhattan distance.
  2818. */
  2819. manhattanDistanceTo( v ) {
  2820. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  2821. }
  2822. /**
  2823. * Sets this vector to a vector with the same direction as this one, but
  2824. * with the specified length.
  2825. *
  2826. * @param {number} length - The new length of this vector.
  2827. * @return {Vector2} A reference to this vector.
  2828. */
  2829. setLength( length ) {
  2830. return this.normalize().multiplyScalar( length );
  2831. }
  2832. /**
  2833. * Linearly interpolates between the given vector and this instance, where
  2834. * alpha is the percent distance along the line - alpha = 0 will be this
  2835. * vector, and alpha = 1 will be the given one.
  2836. *
  2837. * @param {Vector2} v - The vector to interpolate towards.
  2838. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  2839. * @return {Vector2} A reference to this vector.
  2840. */
  2841. lerp( v, alpha ) {
  2842. this.x += ( v.x - this.x ) * alpha;
  2843. this.y += ( v.y - this.y ) * alpha;
  2844. return this;
  2845. }
  2846. /**
  2847. * Linearly interpolates between the given vectors, where alpha is the percent
  2848. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  2849. * be the second one. The result is stored in this instance.
  2850. *
  2851. * @param {Vector2} v1 - The first vector.
  2852. * @param {Vector2} v2 - The second vector.
  2853. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  2854. * @return {Vector2} A reference to this vector.
  2855. */
  2856. lerpVectors( v1, v2, alpha ) {
  2857. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  2858. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  2859. return this;
  2860. }
  2861. /**
  2862. * Returns `true` if this vector is equal with the given one.
  2863. *
  2864. * @param {Vector2} v - The vector to test for equality.
  2865. * @return {boolean} Whether this vector is equal with the given one.
  2866. */
  2867. equals( v ) {
  2868. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  2869. }
  2870. /**
  2871. * Sets this vector's x value to be `array[ offset ]` and y
  2872. * value to be `array[ offset + 1 ]`.
  2873. *
  2874. * @param {Array<number>} array - An array holding the vector component values.
  2875. * @param {number} [offset=0] - The offset into the array.
  2876. * @return {Vector2} A reference to this vector.
  2877. */
  2878. fromArray( array, offset = 0 ) {
  2879. this.x = array[ offset ];
  2880. this.y = array[ offset + 1 ];
  2881. return this;
  2882. }
  2883. /**
  2884. * Writes the components of this vector to the given array. If no array is provided,
  2885. * the method returns a new instance.
  2886. *
  2887. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  2888. * @param {number} [offset=0] - Index of the first element in the array.
  2889. * @return {Array<number>} The vector components.
  2890. */
  2891. toArray( array = [], offset = 0 ) {
  2892. array[ offset ] = this.x;
  2893. array[ offset + 1 ] = this.y;
  2894. return array;
  2895. }
  2896. /**
  2897. * Sets the components of this vector from the given buffer attribute.
  2898. *
  2899. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  2900. * @param {number} index - The index into the attribute.
  2901. * @return {Vector2} A reference to this vector.
  2902. */
  2903. fromBufferAttribute( attribute, index ) {
  2904. this.x = attribute.getX( index );
  2905. this.y = attribute.getY( index );
  2906. return this;
  2907. }
  2908. /**
  2909. * Rotates this vector around the given center by the given angle.
  2910. *
  2911. * @param {Vector2} center - The point around which to rotate.
  2912. * @param {number} angle - The angle to rotate, in radians.
  2913. * @return {Vector2} A reference to this vector.
  2914. */
  2915. rotateAround( center, angle ) {
  2916. const c = Math.cos( angle ), s = Math.sin( angle );
  2917. const x = this.x - center.x;
  2918. const y = this.y - center.y;
  2919. this.x = x * c - y * s + center.x;
  2920. this.y = x * s + y * c + center.y;
  2921. return this;
  2922. }
  2923. /**
  2924. * Sets each component of this vector to a pseudo-random value between `0` and
  2925. * `1`, excluding `1`.
  2926. *
  2927. * @return {Vector2} A reference to this vector.
  2928. */
  2929. random() {
  2930. this.x = Math.random();
  2931. this.y = Math.random();
  2932. return this;
  2933. }
  2934. *[ Symbol.iterator ]() {
  2935. yield this.x;
  2936. yield this.y;
  2937. }
  2938. }
  2939. /**
  2940. * Class for representing a Quaternion. Quaternions are used in three.js to represent rotations.
  2941. *
  2942. * Iterating through a vector instance will yield its components `(x, y, z, w)` in
  2943. * the corresponding order.
  2944. *
  2945. * Note that three.js expects Quaternions to be normalized.
  2946. * ```js
  2947. * const quaternion = new THREE.Quaternion();
  2948. * quaternion.setFromAxisAngle( new THREE.Vector3( 0, 1, 0 ), Math.PI / 2 );
  2949. *
  2950. * const vector = new THREE.Vector3( 1, 0, 0 );
  2951. * vector.applyQuaternion( quaternion );
  2952. * ```
  2953. */
  2954. class Quaternion {
  2955. /**
  2956. * Constructs a new quaternion.
  2957. *
  2958. * @param {number} [x=0] - The x value of this quaternion.
  2959. * @param {number} [y=0] - The y value of this quaternion.
  2960. * @param {number} [z=0] - The z value of this quaternion.
  2961. * @param {number} [w=1] - The w value of this quaternion.
  2962. */
  2963. constructor( x = 0, y = 0, z = 0, w = 1 ) {
  2964. /**
  2965. * This flag can be used for type testing.
  2966. *
  2967. * @type {boolean}
  2968. * @readonly
  2969. * @default true
  2970. */
  2971. this.isQuaternion = true;
  2972. this._x = x;
  2973. this._y = y;
  2974. this._z = z;
  2975. this._w = w;
  2976. }
  2977. /**
  2978. * Interpolates between two quaternions via SLERP. This implementation assumes the
  2979. * quaternion data are managed in flat arrays.
  2980. *
  2981. * @param {Array<number>} dst - The destination array.
  2982. * @param {number} dstOffset - An offset into the destination array.
  2983. * @param {Array<number>} src0 - The source array of the first quaternion.
  2984. * @param {number} srcOffset0 - An offset into the first source array.
  2985. * @param {Array<number>} src1 - The source array of the second quaternion.
  2986. * @param {number} srcOffset1 - An offset into the second source array.
  2987. * @param {number} t - The interpolation factor in the range `[0,1]`.
  2988. * @see {@link Quaternion#slerp}
  2989. */
  2990. static slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  2991. let x0 = src0[ srcOffset0 + 0 ],
  2992. y0 = src0[ srcOffset0 + 1 ],
  2993. z0 = src0[ srcOffset0 + 2 ],
  2994. w0 = src0[ srcOffset0 + 3 ];
  2995. let x1 = src1[ srcOffset1 + 0 ],
  2996. y1 = src1[ srcOffset1 + 1 ],
  2997. z1 = src1[ srcOffset1 + 2 ],
  2998. w1 = src1[ srcOffset1 + 3 ];
  2999. if ( t <= 0 ) {
  3000. dst[ dstOffset + 0 ] = x0;
  3001. dst[ dstOffset + 1 ] = y0;
  3002. dst[ dstOffset + 2 ] = z0;
  3003. dst[ dstOffset + 3 ] = w0;
  3004. return;
  3005. }
  3006. if ( t >= 1 ) {
  3007. dst[ dstOffset + 0 ] = x1;
  3008. dst[ dstOffset + 1 ] = y1;
  3009. dst[ dstOffset + 2 ] = z1;
  3010. dst[ dstOffset + 3 ] = w1;
  3011. return;
  3012. }
  3013. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  3014. let dot = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1;
  3015. if ( dot < 0 ) {
  3016. x1 = - x1;
  3017. y1 = - y1;
  3018. z1 = - z1;
  3019. w1 = - w1;
  3020. dot = - dot;
  3021. }
  3022. let s = 1 - t;
  3023. if ( dot < 0.9995 ) {
  3024. // slerp
  3025. const theta = Math.acos( dot );
  3026. const sin = Math.sin( theta );
  3027. s = Math.sin( s * theta ) / sin;
  3028. t = Math.sin( t * theta ) / sin;
  3029. x0 = x0 * s + x1 * t;
  3030. y0 = y0 * s + y1 * t;
  3031. z0 = z0 * s + z1 * t;
  3032. w0 = w0 * s + w1 * t;
  3033. } else {
  3034. // for small angles, lerp then normalize
  3035. x0 = x0 * s + x1 * t;
  3036. y0 = y0 * s + y1 * t;
  3037. z0 = z0 * s + z1 * t;
  3038. w0 = w0 * s + w1 * t;
  3039. const f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  3040. x0 *= f;
  3041. y0 *= f;
  3042. z0 *= f;
  3043. w0 *= f;
  3044. }
  3045. }
  3046. dst[ dstOffset ] = x0;
  3047. dst[ dstOffset + 1 ] = y0;
  3048. dst[ dstOffset + 2 ] = z0;
  3049. dst[ dstOffset + 3 ] = w0;
  3050. }
  3051. /**
  3052. * Multiplies two quaternions. This implementation assumes the quaternion data are managed
  3053. * in flat arrays.
  3054. *
  3055. * @param {Array<number>} dst - The destination array.
  3056. * @param {number} dstOffset - An offset into the destination array.
  3057. * @param {Array<number>} src0 - The source array of the first quaternion.
  3058. * @param {number} srcOffset0 - An offset into the first source array.
  3059. * @param {Array<number>} src1 - The source array of the second quaternion.
  3060. * @param {number} srcOffset1 - An offset into the second source array.
  3061. * @return {Array<number>} The destination array.
  3062. * @see {@link Quaternion#multiplyQuaternions}.
  3063. */
  3064. static multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {
  3065. const x0 = src0[ srcOffset0 ];
  3066. const y0 = src0[ srcOffset0 + 1 ];
  3067. const z0 = src0[ srcOffset0 + 2 ];
  3068. const w0 = src0[ srcOffset0 + 3 ];
  3069. const x1 = src1[ srcOffset1 ];
  3070. const y1 = src1[ srcOffset1 + 1 ];
  3071. const z1 = src1[ srcOffset1 + 2 ];
  3072. const w1 = src1[ srcOffset1 + 3 ];
  3073. dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
  3074. dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
  3075. dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
  3076. dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;
  3077. return dst;
  3078. }
  3079. /**
  3080. * The x value of this quaternion.
  3081. *
  3082. * @type {number}
  3083. * @default 0
  3084. */
  3085. get x() {
  3086. return this._x;
  3087. }
  3088. set x( value ) {
  3089. this._x = value;
  3090. this._onChangeCallback();
  3091. }
  3092. /**
  3093. * The y value of this quaternion.
  3094. *
  3095. * @type {number}
  3096. * @default 0
  3097. */
  3098. get y() {
  3099. return this._y;
  3100. }
  3101. set y( value ) {
  3102. this._y = value;
  3103. this._onChangeCallback();
  3104. }
  3105. /**
  3106. * The z value of this quaternion.
  3107. *
  3108. * @type {number}
  3109. * @default 0
  3110. */
  3111. get z() {
  3112. return this._z;
  3113. }
  3114. set z( value ) {
  3115. this._z = value;
  3116. this._onChangeCallback();
  3117. }
  3118. /**
  3119. * The w value of this quaternion.
  3120. *
  3121. * @type {number}
  3122. * @default 1
  3123. */
  3124. get w() {
  3125. return this._w;
  3126. }
  3127. set w( value ) {
  3128. this._w = value;
  3129. this._onChangeCallback();
  3130. }
  3131. /**
  3132. * Sets the quaternion components.
  3133. *
  3134. * @param {number} x - The x value of this quaternion.
  3135. * @param {number} y - The y value of this quaternion.
  3136. * @param {number} z - The z value of this quaternion.
  3137. * @param {number} w - The w value of this quaternion.
  3138. * @return {Quaternion} A reference to this quaternion.
  3139. */
  3140. set( x, y, z, w ) {
  3141. this._x = x;
  3142. this._y = y;
  3143. this._z = z;
  3144. this._w = w;
  3145. this._onChangeCallback();
  3146. return this;
  3147. }
  3148. /**
  3149. * Returns a new quaternion with copied values from this instance.
  3150. *
  3151. * @return {Quaternion} A clone of this instance.
  3152. */
  3153. clone() {
  3154. return new this.constructor( this._x, this._y, this._z, this._w );
  3155. }
  3156. /**
  3157. * Copies the values of the given quaternion to this instance.
  3158. *
  3159. * @param {Quaternion} quaternion - The quaternion to copy.
  3160. * @return {Quaternion} A reference to this quaternion.
  3161. */
  3162. copy( quaternion ) {
  3163. this._x = quaternion.x;
  3164. this._y = quaternion.y;
  3165. this._z = quaternion.z;
  3166. this._w = quaternion.w;
  3167. this._onChangeCallback();
  3168. return this;
  3169. }
  3170. /**
  3171. * Sets this quaternion from the rotation specified by the given
  3172. * Euler angles.
  3173. *
  3174. * @param {Euler} euler - The Euler angles.
  3175. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  3176. * @return {Quaternion} A reference to this quaternion.
  3177. */
  3178. setFromEuler( euler, update = true ) {
  3179. const x = euler._x, y = euler._y, z = euler._z, order = euler._order;
  3180. // http://www.mathworks.com/matlabcentral/fileexchange/
  3181. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  3182. // content/SpinCalc.m
  3183. const cos = Math.cos;
  3184. const sin = Math.sin;
  3185. const c1 = cos( x / 2 );
  3186. const c2 = cos( y / 2 );
  3187. const c3 = cos( z / 2 );
  3188. const s1 = sin( x / 2 );
  3189. const s2 = sin( y / 2 );
  3190. const s3 = sin( z / 2 );
  3191. switch ( order ) {
  3192. case 'XYZ':
  3193. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  3194. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  3195. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  3196. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  3197. break;
  3198. case 'YXZ':
  3199. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  3200. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  3201. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  3202. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  3203. break;
  3204. case 'ZXY':
  3205. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  3206. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  3207. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  3208. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  3209. break;
  3210. case 'ZYX':
  3211. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  3212. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  3213. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  3214. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  3215. break;
  3216. case 'YZX':
  3217. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  3218. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  3219. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  3220. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  3221. break;
  3222. case 'XZY':
  3223. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  3224. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  3225. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  3226. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  3227. break;
  3228. default:
  3229. warn( 'Quaternion: .setFromEuler() encountered an unknown order: ' + order );
  3230. }
  3231. if ( update === true ) this._onChangeCallback();
  3232. return this;
  3233. }
  3234. /**
  3235. * Sets this quaternion from the given axis and angle.
  3236. *
  3237. * @param {Vector3} axis - The normalized axis.
  3238. * @param {number} angle - The angle in radians.
  3239. * @return {Quaternion} A reference to this quaternion.
  3240. */
  3241. setFromAxisAngle( axis, angle ) {
  3242. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  3243. const halfAngle = angle / 2, s = Math.sin( halfAngle );
  3244. this._x = axis.x * s;
  3245. this._y = axis.y * s;
  3246. this._z = axis.z * s;
  3247. this._w = Math.cos( halfAngle );
  3248. this._onChangeCallback();
  3249. return this;
  3250. }
  3251. /**
  3252. * Sets this quaternion from the given rotation matrix.
  3253. *
  3254. * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).
  3255. * @return {Quaternion} A reference to this quaternion.
  3256. */
  3257. setFromRotationMatrix( m ) {
  3258. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  3259. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3260. const te = m.elements,
  3261. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  3262. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  3263. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  3264. trace = m11 + m22 + m33;
  3265. if ( trace > 0 ) {
  3266. const s = 0.5 / Math.sqrt( trace + 1.0 );
  3267. this._w = 0.25 / s;
  3268. this._x = ( m32 - m23 ) * s;
  3269. this._y = ( m13 - m31 ) * s;
  3270. this._z = ( m21 - m12 ) * s;
  3271. } else if ( m11 > m22 && m11 > m33 ) {
  3272. const s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  3273. this._w = ( m32 - m23 ) / s;
  3274. this._x = 0.25 * s;
  3275. this._y = ( m12 + m21 ) / s;
  3276. this._z = ( m13 + m31 ) / s;
  3277. } else if ( m22 > m33 ) {
  3278. const s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  3279. this._w = ( m13 - m31 ) / s;
  3280. this._x = ( m12 + m21 ) / s;
  3281. this._y = 0.25 * s;
  3282. this._z = ( m23 + m32 ) / s;
  3283. } else {
  3284. const s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  3285. this._w = ( m21 - m12 ) / s;
  3286. this._x = ( m13 + m31 ) / s;
  3287. this._y = ( m23 + m32 ) / s;
  3288. this._z = 0.25 * s;
  3289. }
  3290. this._onChangeCallback();
  3291. return this;
  3292. }
  3293. /**
  3294. * Sets this quaternion to the rotation required to rotate the direction vector
  3295. * `vFrom` to the direction vector `vTo`.
  3296. *
  3297. * @param {Vector3} vFrom - The first (normalized) direction vector.
  3298. * @param {Vector3} vTo - The second (normalized) direction vector.
  3299. * @return {Quaternion} A reference to this quaternion.
  3300. */
  3301. setFromUnitVectors( vFrom, vTo ) {
  3302. // assumes direction vectors vFrom and vTo are normalized
  3303. let r = vFrom.dot( vTo ) + 1;
  3304. if ( r < 1e-8 ) { // the epsilon value has been discussed in #31286
  3305. // vFrom and vTo point in opposite directions
  3306. r = 0;
  3307. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  3308. this._x = - vFrom.y;
  3309. this._y = vFrom.x;
  3310. this._z = 0;
  3311. this._w = r;
  3312. } else {
  3313. this._x = 0;
  3314. this._y = - vFrom.z;
  3315. this._z = vFrom.y;
  3316. this._w = r;
  3317. }
  3318. } else {
  3319. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  3320. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  3321. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  3322. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  3323. this._w = r;
  3324. }
  3325. return this.normalize();
  3326. }
  3327. /**
  3328. * Returns the angle between this quaternion and the given one in radians.
  3329. *
  3330. * @param {Quaternion} q - The quaternion to compute the angle with.
  3331. * @return {number} The angle in radians.
  3332. */
  3333. angleTo( q ) {
  3334. return 2 * Math.acos( Math.abs( clamp( this.dot( q ), -1, 1 ) ) );
  3335. }
  3336. /**
  3337. * Rotates this quaternion by a given angular step to the given quaternion.
  3338. * The method ensures that the final quaternion will not overshoot `q`.
  3339. *
  3340. * @param {Quaternion} q - The target quaternion.
  3341. * @param {number} step - The angular step in radians.
  3342. * @return {Quaternion} A reference to this quaternion.
  3343. */
  3344. rotateTowards( q, step ) {
  3345. const angle = this.angleTo( q );
  3346. if ( angle === 0 ) return this;
  3347. const t = Math.min( 1, step / angle );
  3348. this.slerp( q, t );
  3349. return this;
  3350. }
  3351. /**
  3352. * Sets this quaternion to the identity quaternion; that is, to the
  3353. * quaternion that represents "no rotation".
  3354. *
  3355. * @return {Quaternion} A reference to this quaternion.
  3356. */
  3357. identity() {
  3358. return this.set( 0, 0, 0, 1 );
  3359. }
  3360. /**
  3361. * Inverts this quaternion via {@link Quaternion#conjugate}. The
  3362. * quaternion is assumed to have unit length.
  3363. *
  3364. * @return {Quaternion} A reference to this quaternion.
  3365. */
  3366. invert() {
  3367. return this.conjugate();
  3368. }
  3369. /**
  3370. * Returns the rotational conjugate of this quaternion. The conjugate of a
  3371. * quaternion represents the same rotation in the opposite direction about
  3372. * the rotational axis.
  3373. *
  3374. * @return {Quaternion} A reference to this quaternion.
  3375. */
  3376. conjugate() {
  3377. this._x *= -1;
  3378. this._y *= -1;
  3379. this._z *= -1;
  3380. this._onChangeCallback();
  3381. return this;
  3382. }
  3383. /**
  3384. * Calculates the dot product of this quaternion and the given one.
  3385. *
  3386. * @param {Quaternion} v - The quaternion to compute the dot product with.
  3387. * @return {number} The result of the dot product.
  3388. */
  3389. dot( v ) {
  3390. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  3391. }
  3392. /**
  3393. * Computes the squared Euclidean length (straight-line length) of this quaternion,
  3394. * considered as a 4 dimensional vector. This can be useful if you are comparing the
  3395. * lengths of two quaternions, as this is a slightly more efficient calculation than
  3396. * {@link Quaternion#length}.
  3397. *
  3398. * @return {number} The squared Euclidean length.
  3399. */
  3400. lengthSq() {
  3401. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  3402. }
  3403. /**
  3404. * Computes the Euclidean length (straight-line length) of this quaternion,
  3405. * considered as a 4 dimensional vector.
  3406. *
  3407. * @return {number} The Euclidean length.
  3408. */
  3409. length() {
  3410. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  3411. }
  3412. /**
  3413. * Normalizes this quaternion - that is, calculated the quaternion that performs
  3414. * the same rotation as this one, but has a length equal to `1`.
  3415. *
  3416. * @return {Quaternion} A reference to this quaternion.
  3417. */
  3418. normalize() {
  3419. let l = this.length();
  3420. if ( l === 0 ) {
  3421. this._x = 0;
  3422. this._y = 0;
  3423. this._z = 0;
  3424. this._w = 1;
  3425. } else {
  3426. l = 1 / l;
  3427. this._x = this._x * l;
  3428. this._y = this._y * l;
  3429. this._z = this._z * l;
  3430. this._w = this._w * l;
  3431. }
  3432. this._onChangeCallback();
  3433. return this;
  3434. }
  3435. /**
  3436. * Multiplies this quaternion by the given one.
  3437. *
  3438. * @param {Quaternion} q - The quaternion.
  3439. * @return {Quaternion} A reference to this quaternion.
  3440. */
  3441. multiply( q ) {
  3442. return this.multiplyQuaternions( this, q );
  3443. }
  3444. /**
  3445. * Pre-multiplies this quaternion by the given one.
  3446. *
  3447. * @param {Quaternion} q - The quaternion.
  3448. * @return {Quaternion} A reference to this quaternion.
  3449. */
  3450. premultiply( q ) {
  3451. return this.multiplyQuaternions( q, this );
  3452. }
  3453. /**
  3454. * Multiplies the given quaternions and stores the result in this instance.
  3455. *
  3456. * @param {Quaternion} a - The first quaternion.
  3457. * @param {Quaternion} b - The second quaternion.
  3458. * @return {Quaternion} A reference to this quaternion.
  3459. */
  3460. multiplyQuaternions( a, b ) {
  3461. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  3462. const qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  3463. const qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  3464. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  3465. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  3466. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  3467. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  3468. this._onChangeCallback();
  3469. return this;
  3470. }
  3471. /**
  3472. * Performs a spherical linear interpolation between quaternions.
  3473. *
  3474. * @param {Quaternion} qb - The target quaternion.
  3475. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  3476. * @return {Quaternion} A reference to this quaternion.
  3477. */
  3478. slerp( qb, t ) {
  3479. if ( t <= 0 ) return this;
  3480. if ( t >= 1 ) return this.copy( qb ); // copy calls _onChangeCallback()
  3481. let x = qb._x, y = qb._y, z = qb._z, w = qb._w;
  3482. let dot = this.dot( qb );
  3483. if ( dot < 0 ) {
  3484. x = - x;
  3485. y = - y;
  3486. z = - z;
  3487. w = - w;
  3488. dot = - dot;
  3489. }
  3490. let s = 1 - t;
  3491. if ( dot < 0.9995 ) {
  3492. // slerp
  3493. const theta = Math.acos( dot );
  3494. const sin = Math.sin( theta );
  3495. s = Math.sin( s * theta ) / sin;
  3496. t = Math.sin( t * theta ) / sin;
  3497. this._x = this._x * s + x * t;
  3498. this._y = this._y * s + y * t;
  3499. this._z = this._z * s + z * t;
  3500. this._w = this._w * s + w * t;
  3501. this._onChangeCallback();
  3502. } else {
  3503. // for small angles, lerp then normalize
  3504. this._x = this._x * s + x * t;
  3505. this._y = this._y * s + y * t;
  3506. this._z = this._z * s + z * t;
  3507. this._w = this._w * s + w * t;
  3508. this.normalize(); // normalize calls _onChangeCallback()
  3509. }
  3510. return this;
  3511. }
  3512. /**
  3513. * Performs a spherical linear interpolation between the given quaternions
  3514. * and stores the result in this quaternion.
  3515. *
  3516. * @param {Quaternion} qa - The source quaternion.
  3517. * @param {Quaternion} qb - The target quaternion.
  3518. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  3519. * @return {Quaternion} A reference to this quaternion.
  3520. */
  3521. slerpQuaternions( qa, qb, t ) {
  3522. return this.copy( qa ).slerp( qb, t );
  3523. }
  3524. /**
  3525. * Sets this quaternion to a uniformly random, normalized quaternion.
  3526. *
  3527. * @return {Quaternion} A reference to this quaternion.
  3528. */
  3529. random() {
  3530. // Ken Shoemake
  3531. // Uniform random rotations
  3532. // D. Kirk, editor, Graphics Gems III, pages 124-132. Academic Press, New York, 1992.
  3533. const theta1 = 2 * Math.PI * Math.random();
  3534. const theta2 = 2 * Math.PI * Math.random();
  3535. const x0 = Math.random();
  3536. const r1 = Math.sqrt( 1 - x0 );
  3537. const r2 = Math.sqrt( x0 );
  3538. return this.set(
  3539. r1 * Math.sin( theta1 ),
  3540. r1 * Math.cos( theta1 ),
  3541. r2 * Math.sin( theta2 ),
  3542. r2 * Math.cos( theta2 ),
  3543. );
  3544. }
  3545. /**
  3546. * Returns `true` if this quaternion is equal with the given one.
  3547. *
  3548. * @param {Quaternion} quaternion - The quaternion to test for equality.
  3549. * @return {boolean} Whether this quaternion is equal with the given one.
  3550. */
  3551. equals( quaternion ) {
  3552. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  3553. }
  3554. /**
  3555. * Sets this quaternion's components from the given array.
  3556. *
  3557. * @param {Array<number>} array - An array holding the quaternion component values.
  3558. * @param {number} [offset=0] - The offset into the array.
  3559. * @return {Quaternion} A reference to this quaternion.
  3560. */
  3561. fromArray( array, offset = 0 ) {
  3562. this._x = array[ offset ];
  3563. this._y = array[ offset + 1 ];
  3564. this._z = array[ offset + 2 ];
  3565. this._w = array[ offset + 3 ];
  3566. this._onChangeCallback();
  3567. return this;
  3568. }
  3569. /**
  3570. * Writes the components of this quaternion to the given array. If no array is provided,
  3571. * the method returns a new instance.
  3572. *
  3573. * @param {Array<number>} [array=[]] - The target array holding the quaternion components.
  3574. * @param {number} [offset=0] - Index of the first element in the array.
  3575. * @return {Array<number>} The quaternion components.
  3576. */
  3577. toArray( array = [], offset = 0 ) {
  3578. array[ offset ] = this._x;
  3579. array[ offset + 1 ] = this._y;
  3580. array[ offset + 2 ] = this._z;
  3581. array[ offset + 3 ] = this._w;
  3582. return array;
  3583. }
  3584. /**
  3585. * Sets the components of this quaternion from the given buffer attribute.
  3586. *
  3587. * @param {BufferAttribute} attribute - The buffer attribute holding quaternion data.
  3588. * @param {number} index - The index into the attribute.
  3589. * @return {Quaternion} A reference to this quaternion.
  3590. */
  3591. fromBufferAttribute( attribute, index ) {
  3592. this._x = attribute.getX( index );
  3593. this._y = attribute.getY( index );
  3594. this._z = attribute.getZ( index );
  3595. this._w = attribute.getW( index );
  3596. this._onChangeCallback();
  3597. return this;
  3598. }
  3599. /**
  3600. * This methods defines the serialization result of this class. Returns the
  3601. * numerical elements of this quaternion in an array of format `[x, y, z, w]`.
  3602. *
  3603. * @return {Array<number>} The serialized quaternion.
  3604. */
  3605. toJSON() {
  3606. return this.toArray();
  3607. }
  3608. _onChange( callback ) {
  3609. this._onChangeCallback = callback;
  3610. return this;
  3611. }
  3612. _onChangeCallback() {}
  3613. *[ Symbol.iterator ]() {
  3614. yield this._x;
  3615. yield this._y;
  3616. yield this._z;
  3617. yield this._w;
  3618. }
  3619. }
  3620. /**
  3621. * Class representing a 3D vector. A 3D vector is an ordered triplet of numbers
  3622. * (labeled x, y and z), which can be used to represent a number of things, such as:
  3623. *
  3624. * - A point in 3D space.
  3625. * - A direction and length in 3D space. In three.js the length will
  3626. * always be the Euclidean distance(straight-line distance) from `(0, 0, 0)` to `(x, y, z)`
  3627. * and the direction is also measured from `(0, 0, 0)` towards `(x, y, z)`.
  3628. * - Any arbitrary ordered triplet of numbers.
  3629. *
  3630. * There are other things a 3D vector can be used to represent, such as
  3631. * momentum vectors and so on, however these are the most
  3632. * common uses in three.js.
  3633. *
  3634. * Iterating through a vector instance will yield its components `(x, y, z)` in
  3635. * the corresponding order.
  3636. * ```js
  3637. * const a = new THREE.Vector3( 0, 1, 0 );
  3638. *
  3639. * //no arguments; will be initialised to (0, 0, 0)
  3640. * const b = new THREE.Vector3( );
  3641. *
  3642. * const d = a.distanceTo( b );
  3643. * ```
  3644. */
  3645. class Vector3 {
  3646. /**
  3647. * Constructs a new 3D vector.
  3648. *
  3649. * @param {number} [x=0] - The x value of this vector.
  3650. * @param {number} [y=0] - The y value of this vector.
  3651. * @param {number} [z=0] - The z value of this vector.
  3652. */
  3653. constructor( x = 0, y = 0, z = 0 ) {
  3654. /**
  3655. * This flag can be used for type testing.
  3656. *
  3657. * @type {boolean}
  3658. * @readonly
  3659. * @default true
  3660. */
  3661. Vector3.prototype.isVector3 = true;
  3662. /**
  3663. * The x value of this vector.
  3664. *
  3665. * @type {number}
  3666. */
  3667. this.x = x;
  3668. /**
  3669. * The y value of this vector.
  3670. *
  3671. * @type {number}
  3672. */
  3673. this.y = y;
  3674. /**
  3675. * The z value of this vector.
  3676. *
  3677. * @type {number}
  3678. */
  3679. this.z = z;
  3680. }
  3681. /**
  3682. * Sets the vector components.
  3683. *
  3684. * @param {number} x - The value of the x component.
  3685. * @param {number} y - The value of the y component.
  3686. * @param {number} z - The value of the z component.
  3687. * @return {Vector3} A reference to this vector.
  3688. */
  3689. set( x, y, z ) {
  3690. if ( z === undefined ) z = this.z; // sprite.scale.set(x,y)
  3691. this.x = x;
  3692. this.y = y;
  3693. this.z = z;
  3694. return this;
  3695. }
  3696. /**
  3697. * Sets the vector components to the same value.
  3698. *
  3699. * @param {number} scalar - The value to set for all vector components.
  3700. * @return {Vector3} A reference to this vector.
  3701. */
  3702. setScalar( scalar ) {
  3703. this.x = scalar;
  3704. this.y = scalar;
  3705. this.z = scalar;
  3706. return this;
  3707. }
  3708. /**
  3709. * Sets the vector's x component to the given value
  3710. *
  3711. * @param {number} x - The value to set.
  3712. * @return {Vector3} A reference to this vector.
  3713. */
  3714. setX( x ) {
  3715. this.x = x;
  3716. return this;
  3717. }
  3718. /**
  3719. * Sets the vector's y component to the given value
  3720. *
  3721. * @param {number} y - The value to set.
  3722. * @return {Vector3} A reference to this vector.
  3723. */
  3724. setY( y ) {
  3725. this.y = y;
  3726. return this;
  3727. }
  3728. /**
  3729. * Sets the vector's z component to the given value
  3730. *
  3731. * @param {number} z - The value to set.
  3732. * @return {Vector3} A reference to this vector.
  3733. */
  3734. setZ( z ) {
  3735. this.z = z;
  3736. return this;
  3737. }
  3738. /**
  3739. * Allows to set a vector component with an index.
  3740. *
  3741. * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.
  3742. * @param {number} value - The value to set.
  3743. * @return {Vector3} A reference to this vector.
  3744. */
  3745. setComponent( index, value ) {
  3746. switch ( index ) {
  3747. case 0: this.x = value; break;
  3748. case 1: this.y = value; break;
  3749. case 2: this.z = value; break;
  3750. default: throw new Error( 'index is out of range: ' + index );
  3751. }
  3752. return this;
  3753. }
  3754. /**
  3755. * Returns the value of the vector component which matches the given index.
  3756. *
  3757. * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.
  3758. * @return {number} A vector component value.
  3759. */
  3760. getComponent( index ) {
  3761. switch ( index ) {
  3762. case 0: return this.x;
  3763. case 1: return this.y;
  3764. case 2: return this.z;
  3765. default: throw new Error( 'index is out of range: ' + index );
  3766. }
  3767. }
  3768. /**
  3769. * Returns a new vector with copied values from this instance.
  3770. *
  3771. * @return {Vector3} A clone of this instance.
  3772. */
  3773. clone() {
  3774. return new this.constructor( this.x, this.y, this.z );
  3775. }
  3776. /**
  3777. * Copies the values of the given vector to this instance.
  3778. *
  3779. * @param {Vector3} v - The vector to copy.
  3780. * @return {Vector3} A reference to this vector.
  3781. */
  3782. copy( v ) {
  3783. this.x = v.x;
  3784. this.y = v.y;
  3785. this.z = v.z;
  3786. return this;
  3787. }
  3788. /**
  3789. * Adds the given vector to this instance.
  3790. *
  3791. * @param {Vector3} v - The vector to add.
  3792. * @return {Vector3} A reference to this vector.
  3793. */
  3794. add( v ) {
  3795. this.x += v.x;
  3796. this.y += v.y;
  3797. this.z += v.z;
  3798. return this;
  3799. }
  3800. /**
  3801. * Adds the given scalar value to all components of this instance.
  3802. *
  3803. * @param {number} s - The scalar to add.
  3804. * @return {Vector3} A reference to this vector.
  3805. */
  3806. addScalar( s ) {
  3807. this.x += s;
  3808. this.y += s;
  3809. this.z += s;
  3810. return this;
  3811. }
  3812. /**
  3813. * Adds the given vectors and stores the result in this instance.
  3814. *
  3815. * @param {Vector3} a - The first vector.
  3816. * @param {Vector3} b - The second vector.
  3817. * @return {Vector3} A reference to this vector.
  3818. */
  3819. addVectors( a, b ) {
  3820. this.x = a.x + b.x;
  3821. this.y = a.y + b.y;
  3822. this.z = a.z + b.z;
  3823. return this;
  3824. }
  3825. /**
  3826. * Adds the given vector scaled by the given factor to this instance.
  3827. *
  3828. * @param {Vector3|Vector4} v - The vector.
  3829. * @param {number} s - The factor that scales `v`.
  3830. * @return {Vector3} A reference to this vector.
  3831. */
  3832. addScaledVector( v, s ) {
  3833. this.x += v.x * s;
  3834. this.y += v.y * s;
  3835. this.z += v.z * s;
  3836. return this;
  3837. }
  3838. /**
  3839. * Subtracts the given vector from this instance.
  3840. *
  3841. * @param {Vector3} v - The vector to subtract.
  3842. * @return {Vector3} A reference to this vector.
  3843. */
  3844. sub( v ) {
  3845. this.x -= v.x;
  3846. this.y -= v.y;
  3847. this.z -= v.z;
  3848. return this;
  3849. }
  3850. /**
  3851. * Subtracts the given scalar value from all components of this instance.
  3852. *
  3853. * @param {number} s - The scalar to subtract.
  3854. * @return {Vector3} A reference to this vector.
  3855. */
  3856. subScalar( s ) {
  3857. this.x -= s;
  3858. this.y -= s;
  3859. this.z -= s;
  3860. return this;
  3861. }
  3862. /**
  3863. * Subtracts the given vectors and stores the result in this instance.
  3864. *
  3865. * @param {Vector3} a - The first vector.
  3866. * @param {Vector3} b - The second vector.
  3867. * @return {Vector3} A reference to this vector.
  3868. */
  3869. subVectors( a, b ) {
  3870. this.x = a.x - b.x;
  3871. this.y = a.y - b.y;
  3872. this.z = a.z - b.z;
  3873. return this;
  3874. }
  3875. /**
  3876. * Multiplies the given vector with this instance.
  3877. *
  3878. * @param {Vector3} v - The vector to multiply.
  3879. * @return {Vector3} A reference to this vector.
  3880. */
  3881. multiply( v ) {
  3882. this.x *= v.x;
  3883. this.y *= v.y;
  3884. this.z *= v.z;
  3885. return this;
  3886. }
  3887. /**
  3888. * Multiplies the given scalar value with all components of this instance.
  3889. *
  3890. * @param {number} scalar - The scalar to multiply.
  3891. * @return {Vector3} A reference to this vector.
  3892. */
  3893. multiplyScalar( scalar ) {
  3894. this.x *= scalar;
  3895. this.y *= scalar;
  3896. this.z *= scalar;
  3897. return this;
  3898. }
  3899. /**
  3900. * Multiplies the given vectors and stores the result in this instance.
  3901. *
  3902. * @param {Vector3} a - The first vector.
  3903. * @param {Vector3} b - The second vector.
  3904. * @return {Vector3} A reference to this vector.
  3905. */
  3906. multiplyVectors( a, b ) {
  3907. this.x = a.x * b.x;
  3908. this.y = a.y * b.y;
  3909. this.z = a.z * b.z;
  3910. return this;
  3911. }
  3912. /**
  3913. * Applies the given Euler rotation to this vector.
  3914. *
  3915. * @param {Euler} euler - The Euler angles.
  3916. * @return {Vector3} A reference to this vector.
  3917. */
  3918. applyEuler( euler ) {
  3919. return this.applyQuaternion( _quaternion$4.setFromEuler( euler ) );
  3920. }
  3921. /**
  3922. * Applies a rotation specified by an axis and an angle to this vector.
  3923. *
  3924. * @param {Vector3} axis - A normalized vector representing the rotation axis.
  3925. * @param {number} angle - The angle in radians.
  3926. * @return {Vector3} A reference to this vector.
  3927. */
  3928. applyAxisAngle( axis, angle ) {
  3929. return this.applyQuaternion( _quaternion$4.setFromAxisAngle( axis, angle ) );
  3930. }
  3931. /**
  3932. * Multiplies this vector with the given 3x3 matrix.
  3933. *
  3934. * @param {Matrix3} m - The 3x3 matrix.
  3935. * @return {Vector3} A reference to this vector.
  3936. */
  3937. applyMatrix3( m ) {
  3938. const x = this.x, y = this.y, z = this.z;
  3939. const e = m.elements;
  3940. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  3941. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  3942. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  3943. return this;
  3944. }
  3945. /**
  3946. * Multiplies this vector by the given normal matrix and normalizes
  3947. * the result.
  3948. *
  3949. * @param {Matrix3} m - The normal matrix.
  3950. * @return {Vector3} A reference to this vector.
  3951. */
  3952. applyNormalMatrix( m ) {
  3953. return this.applyMatrix3( m ).normalize();
  3954. }
  3955. /**
  3956. * Multiplies this vector (with an implicit 1 in the 4th dimension) by m, and
  3957. * divides by perspective.
  3958. *
  3959. * @param {Matrix4} m - The matrix to apply.
  3960. * @return {Vector3} A reference to this vector.
  3961. */
  3962. applyMatrix4( m ) {
  3963. const x = this.x, y = this.y, z = this.z;
  3964. const e = m.elements;
  3965. const w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  3966. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  3967. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  3968. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  3969. return this;
  3970. }
  3971. /**
  3972. * Applies the given Quaternion to this vector.
  3973. *
  3974. * @param {Quaternion} q - The Quaternion.
  3975. * @return {Vector3} A reference to this vector.
  3976. */
  3977. applyQuaternion( q ) {
  3978. // quaternion q is assumed to have unit length
  3979. const vx = this.x, vy = this.y, vz = this.z;
  3980. const qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  3981. // t = 2 * cross( q.xyz, v );
  3982. const tx = 2 * ( qy * vz - qz * vy );
  3983. const ty = 2 * ( qz * vx - qx * vz );
  3984. const tz = 2 * ( qx * vy - qy * vx );
  3985. // v + q.w * t + cross( q.xyz, t );
  3986. this.x = vx + qw * tx + qy * tz - qz * ty;
  3987. this.y = vy + qw * ty + qz * tx - qx * tz;
  3988. this.z = vz + qw * tz + qx * ty - qy * tx;
  3989. return this;
  3990. }
  3991. /**
  3992. * Projects this vector from world space into the camera's normalized
  3993. * device coordinate (NDC) space.
  3994. *
  3995. * @param {Camera} camera - The camera.
  3996. * @return {Vector3} A reference to this vector.
  3997. */
  3998. project( camera ) {
  3999. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  4000. }
  4001. /**
  4002. * Unprojects this vector from the camera's normalized device coordinate (NDC)
  4003. * space into world space.
  4004. *
  4005. * @param {Camera} camera - The camera.
  4006. * @return {Vector3} A reference to this vector.
  4007. */
  4008. unproject( camera ) {
  4009. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  4010. }
  4011. /**
  4012. * Transforms the direction of this vector by a matrix (the upper left 3 x 3
  4013. * subset of the given 4x4 matrix and then normalizes the result.
  4014. *
  4015. * @param {Matrix4} m - The matrix.
  4016. * @return {Vector3} A reference to this vector.
  4017. */
  4018. transformDirection( m ) {
  4019. // input: THREE.Matrix4 affine matrix
  4020. // vector interpreted as a direction
  4021. const x = this.x, y = this.y, z = this.z;
  4022. const e = m.elements;
  4023. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  4024. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  4025. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  4026. return this.normalize();
  4027. }
  4028. /**
  4029. * Divides this instance by the given vector.
  4030. *
  4031. * @param {Vector3} v - The vector to divide.
  4032. * @return {Vector3} A reference to this vector.
  4033. */
  4034. divide( v ) {
  4035. this.x /= v.x;
  4036. this.y /= v.y;
  4037. this.z /= v.z;
  4038. return this;
  4039. }
  4040. /**
  4041. * Divides this vector by the given scalar.
  4042. *
  4043. * @param {number} scalar - The scalar to divide.
  4044. * @return {Vector3} A reference to this vector.
  4045. */
  4046. divideScalar( scalar ) {
  4047. return this.multiplyScalar( 1 / scalar );
  4048. }
  4049. /**
  4050. * If this vector's x, y or z value is greater than the given vector's x, y or z
  4051. * value, replace that value with the corresponding min value.
  4052. *
  4053. * @param {Vector3} v - The vector.
  4054. * @return {Vector3} A reference to this vector.
  4055. */
  4056. min( v ) {
  4057. this.x = Math.min( this.x, v.x );
  4058. this.y = Math.min( this.y, v.y );
  4059. this.z = Math.min( this.z, v.z );
  4060. return this;
  4061. }
  4062. /**
  4063. * If this vector's x, y or z value is less than the given vector's x, y or z
  4064. * value, replace that value with the corresponding max value.
  4065. *
  4066. * @param {Vector3} v - The vector.
  4067. * @return {Vector3} A reference to this vector.
  4068. */
  4069. max( v ) {
  4070. this.x = Math.max( this.x, v.x );
  4071. this.y = Math.max( this.y, v.y );
  4072. this.z = Math.max( this.z, v.z );
  4073. return this;
  4074. }
  4075. /**
  4076. * If this vector's x, y or z value is greater than the max vector's x, y or z
  4077. * value, it is replaced by the corresponding value.
  4078. * If this vector's x, y or z value is less than the min vector's x, y or z value,
  4079. * it is replaced by the corresponding value.
  4080. *
  4081. * @param {Vector3} min - The minimum x, y and z values.
  4082. * @param {Vector3} max - The maximum x, y and z values in the desired range.
  4083. * @return {Vector3} A reference to this vector.
  4084. */
  4085. clamp( min, max ) {
  4086. // assumes min < max, componentwise
  4087. this.x = clamp( this.x, min.x, max.x );
  4088. this.y = clamp( this.y, min.y, max.y );
  4089. this.z = clamp( this.z, min.z, max.z );
  4090. return this;
  4091. }
  4092. /**
  4093. * If this vector's x, y or z values are greater than the max value, they are
  4094. * replaced by the max value.
  4095. * If this vector's x, y or z values are less than the min value, they are
  4096. * replaced by the min value.
  4097. *
  4098. * @param {number} minVal - The minimum value the components will be clamped to.
  4099. * @param {number} maxVal - The maximum value the components will be clamped to.
  4100. * @return {Vector3} A reference to this vector.
  4101. */
  4102. clampScalar( minVal, maxVal ) {
  4103. this.x = clamp( this.x, minVal, maxVal );
  4104. this.y = clamp( this.y, minVal, maxVal );
  4105. this.z = clamp( this.z, minVal, maxVal );
  4106. return this;
  4107. }
  4108. /**
  4109. * If this vector's length is greater than the max value, it is replaced by
  4110. * the max value.
  4111. * If this vector's length is less than the min value, it is replaced by the
  4112. * min value.
  4113. *
  4114. * @param {number} min - The minimum value the vector length will be clamped to.
  4115. * @param {number} max - The maximum value the vector length will be clamped to.
  4116. * @return {Vector3} A reference to this vector.
  4117. */
  4118. clampLength( min, max ) {
  4119. const length = this.length();
  4120. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  4121. }
  4122. /**
  4123. * The components of this vector are rounded down to the nearest integer value.
  4124. *
  4125. * @return {Vector3} A reference to this vector.
  4126. */
  4127. floor() {
  4128. this.x = Math.floor( this.x );
  4129. this.y = Math.floor( this.y );
  4130. this.z = Math.floor( this.z );
  4131. return this;
  4132. }
  4133. /**
  4134. * The components of this vector are rounded up to the nearest integer value.
  4135. *
  4136. * @return {Vector3} A reference to this vector.
  4137. */
  4138. ceil() {
  4139. this.x = Math.ceil( this.x );
  4140. this.y = Math.ceil( this.y );
  4141. this.z = Math.ceil( this.z );
  4142. return this;
  4143. }
  4144. /**
  4145. * The components of this vector are rounded to the nearest integer value
  4146. *
  4147. * @return {Vector3} A reference to this vector.
  4148. */
  4149. round() {
  4150. this.x = Math.round( this.x );
  4151. this.y = Math.round( this.y );
  4152. this.z = Math.round( this.z );
  4153. return this;
  4154. }
  4155. /**
  4156. * The components of this vector are rounded towards zero (up if negative,
  4157. * down if positive) to an integer value.
  4158. *
  4159. * @return {Vector3} A reference to this vector.
  4160. */
  4161. roundToZero() {
  4162. this.x = Math.trunc( this.x );
  4163. this.y = Math.trunc( this.y );
  4164. this.z = Math.trunc( this.z );
  4165. return this;
  4166. }
  4167. /**
  4168. * Inverts this vector - i.e. sets x = -x, y = -y and z = -z.
  4169. *
  4170. * @return {Vector3} A reference to this vector.
  4171. */
  4172. negate() {
  4173. this.x = - this.x;
  4174. this.y = - this.y;
  4175. this.z = - this.z;
  4176. return this;
  4177. }
  4178. /**
  4179. * Calculates the dot product of the given vector with this instance.
  4180. *
  4181. * @param {Vector3} v - The vector to compute the dot product with.
  4182. * @return {number} The result of the dot product.
  4183. */
  4184. dot( v ) {
  4185. return this.x * v.x + this.y * v.y + this.z * v.z;
  4186. }
  4187. /**
  4188. * Computes the square of the Euclidean length (straight-line length) from
  4189. * (0, 0, 0) to (x, y, z). If you are comparing the lengths of vectors, you should
  4190. * compare the length squared instead as it is slightly more efficient to calculate.
  4191. *
  4192. * @return {number} The square length of this vector.
  4193. */
  4194. lengthSq() {
  4195. return this.x * this.x + this.y * this.y + this.z * this.z;
  4196. }
  4197. /**
  4198. * Computes the Euclidean length (straight-line length) from (0, 0, 0) to (x, y, z).
  4199. *
  4200. * @return {number} The length of this vector.
  4201. */
  4202. length() {
  4203. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  4204. }
  4205. /**
  4206. * Computes the Manhattan length of this vector.
  4207. *
  4208. * @return {number} The length of this vector.
  4209. */
  4210. manhattanLength() {
  4211. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  4212. }
  4213. /**
  4214. * Converts this vector to a unit vector - that is, sets it equal to a vector
  4215. * with the same direction as this one, but with a vector length of `1`.
  4216. *
  4217. * @return {Vector3} A reference to this vector.
  4218. */
  4219. normalize() {
  4220. return this.divideScalar( this.length() || 1 );
  4221. }
  4222. /**
  4223. * Sets this vector to a vector with the same direction as this one, but
  4224. * with the specified length.
  4225. *
  4226. * @param {number} length - The new length of this vector.
  4227. * @return {Vector3} A reference to this vector.
  4228. */
  4229. setLength( length ) {
  4230. return this.normalize().multiplyScalar( length );
  4231. }
  4232. /**
  4233. * Linearly interpolates between the given vector and this instance, where
  4234. * alpha is the percent distance along the line - alpha = 0 will be this
  4235. * vector, and alpha = 1 will be the given one.
  4236. *
  4237. * @param {Vector3} v - The vector to interpolate towards.
  4238. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  4239. * @return {Vector3} A reference to this vector.
  4240. */
  4241. lerp( v, alpha ) {
  4242. this.x += ( v.x - this.x ) * alpha;
  4243. this.y += ( v.y - this.y ) * alpha;
  4244. this.z += ( v.z - this.z ) * alpha;
  4245. return this;
  4246. }
  4247. /**
  4248. * Linearly interpolates between the given vectors, where alpha is the percent
  4249. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  4250. * be the second one. The result is stored in this instance.
  4251. *
  4252. * @param {Vector3} v1 - The first vector.
  4253. * @param {Vector3} v2 - The second vector.
  4254. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  4255. * @return {Vector3} A reference to this vector.
  4256. */
  4257. lerpVectors( v1, v2, alpha ) {
  4258. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  4259. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  4260. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  4261. return this;
  4262. }
  4263. /**
  4264. * Calculates the cross product of the given vector with this instance.
  4265. *
  4266. * @param {Vector3} v - The vector to compute the cross product with.
  4267. * @return {Vector3} The result of the cross product.
  4268. */
  4269. cross( v ) {
  4270. return this.crossVectors( this, v );
  4271. }
  4272. /**
  4273. * Calculates the cross product of the given vectors and stores the result
  4274. * in this instance.
  4275. *
  4276. * @param {Vector3} a - The first vector.
  4277. * @param {Vector3} b - The second vector.
  4278. * @return {Vector3} A reference to this vector.
  4279. */
  4280. crossVectors( a, b ) {
  4281. const ax = a.x, ay = a.y, az = a.z;
  4282. const bx = b.x, by = b.y, bz = b.z;
  4283. this.x = ay * bz - az * by;
  4284. this.y = az * bx - ax * bz;
  4285. this.z = ax * by - ay * bx;
  4286. return this;
  4287. }
  4288. /**
  4289. * Projects this vector onto the given one.
  4290. *
  4291. * @param {Vector3} v - The vector to project to.
  4292. * @return {Vector3} A reference to this vector.
  4293. */
  4294. projectOnVector( v ) {
  4295. const denominator = v.lengthSq();
  4296. if ( denominator === 0 ) return this.set( 0, 0, 0 );
  4297. const scalar = v.dot( this ) / denominator;
  4298. return this.copy( v ).multiplyScalar( scalar );
  4299. }
  4300. /**
  4301. * Projects this vector onto a plane by subtracting this
  4302. * vector projected onto the plane's normal from this vector.
  4303. *
  4304. * @param {Vector3} planeNormal - The plane normal.
  4305. * @return {Vector3} A reference to this vector.
  4306. */
  4307. projectOnPlane( planeNormal ) {
  4308. _vector$c.copy( this ).projectOnVector( planeNormal );
  4309. return this.sub( _vector$c );
  4310. }
  4311. /**
  4312. * Reflects this vector off a plane orthogonal to the given normal vector.
  4313. *
  4314. * @param {Vector3} normal - The (normalized) normal vector.
  4315. * @return {Vector3} A reference to this vector.
  4316. */
  4317. reflect( normal ) {
  4318. return this.sub( _vector$c.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  4319. }
  4320. /**
  4321. * Returns the angle between the given vector and this instance in radians.
  4322. *
  4323. * @param {Vector3} v - The vector to compute the angle with.
  4324. * @return {number} The angle in radians.
  4325. */
  4326. angleTo( v ) {
  4327. const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  4328. if ( denominator === 0 ) return Math.PI / 2;
  4329. const theta = this.dot( v ) / denominator;
  4330. // clamp, to handle numerical problems
  4331. return Math.acos( clamp( theta, -1, 1 ) );
  4332. }
  4333. /**
  4334. * Computes the distance from the given vector to this instance.
  4335. *
  4336. * @param {Vector3} v - The vector to compute the distance to.
  4337. * @return {number} The distance.
  4338. */
  4339. distanceTo( v ) {
  4340. return Math.sqrt( this.distanceToSquared( v ) );
  4341. }
  4342. /**
  4343. * Computes the squared distance from the given vector to this instance.
  4344. * If you are just comparing the distance with another distance, you should compare
  4345. * the distance squared instead as it is slightly more efficient to calculate.
  4346. *
  4347. * @param {Vector3} v - The vector to compute the squared distance to.
  4348. * @return {number} The squared distance.
  4349. */
  4350. distanceToSquared( v ) {
  4351. const dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  4352. return dx * dx + dy * dy + dz * dz;
  4353. }
  4354. /**
  4355. * Computes the Manhattan distance from the given vector to this instance.
  4356. *
  4357. * @param {Vector3} v - The vector to compute the Manhattan distance to.
  4358. * @return {number} The Manhattan distance.
  4359. */
  4360. manhattanDistanceTo( v ) {
  4361. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  4362. }
  4363. /**
  4364. * Sets the vector components from the given spherical coordinates.
  4365. *
  4366. * @param {Spherical} s - The spherical coordinates.
  4367. * @return {Vector3} A reference to this vector.
  4368. */
  4369. setFromSpherical( s ) {
  4370. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  4371. }
  4372. /**
  4373. * Sets the vector components from the given spherical coordinates.
  4374. *
  4375. * @param {number} radius - The radius.
  4376. * @param {number} phi - The phi angle in radians.
  4377. * @param {number} theta - The theta angle in radians.
  4378. * @return {Vector3} A reference to this vector.
  4379. */
  4380. setFromSphericalCoords( radius, phi, theta ) {
  4381. const sinPhiRadius = Math.sin( phi ) * radius;
  4382. this.x = sinPhiRadius * Math.sin( theta );
  4383. this.y = Math.cos( phi ) * radius;
  4384. this.z = sinPhiRadius * Math.cos( theta );
  4385. return this;
  4386. }
  4387. /**
  4388. * Sets the vector components from the given cylindrical coordinates.
  4389. *
  4390. * @param {Cylindrical} c - The cylindrical coordinates.
  4391. * @return {Vector3} A reference to this vector.
  4392. */
  4393. setFromCylindrical( c ) {
  4394. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  4395. }
  4396. /**
  4397. * Sets the vector components from the given cylindrical coordinates.
  4398. *
  4399. * @param {number} radius - The radius.
  4400. * @param {number} theta - The theta angle in radians.
  4401. * @param {number} y - The y value.
  4402. * @return {Vector3} A reference to this vector.
  4403. */
  4404. setFromCylindricalCoords( radius, theta, y ) {
  4405. this.x = radius * Math.sin( theta );
  4406. this.y = y;
  4407. this.z = radius * Math.cos( theta );
  4408. return this;
  4409. }
  4410. /**
  4411. * Sets the vector components to the position elements of the
  4412. * given transformation matrix.
  4413. *
  4414. * @param {Matrix4} m - The 4x4 matrix.
  4415. * @return {Vector3} A reference to this vector.
  4416. */
  4417. setFromMatrixPosition( m ) {
  4418. const e = m.elements;
  4419. this.x = e[ 12 ];
  4420. this.y = e[ 13 ];
  4421. this.z = e[ 14 ];
  4422. return this;
  4423. }
  4424. /**
  4425. * Sets the vector components to the scale elements of the
  4426. * given transformation matrix.
  4427. *
  4428. * @param {Matrix4} m - The 4x4 matrix.
  4429. * @return {Vector3} A reference to this vector.
  4430. */
  4431. setFromMatrixScale( m ) {
  4432. const sx = this.setFromMatrixColumn( m, 0 ).length();
  4433. const sy = this.setFromMatrixColumn( m, 1 ).length();
  4434. const sz = this.setFromMatrixColumn( m, 2 ).length();
  4435. this.x = sx;
  4436. this.y = sy;
  4437. this.z = sz;
  4438. return this;
  4439. }
  4440. /**
  4441. * Sets the vector components from the specified matrix column.
  4442. *
  4443. * @param {Matrix4} m - The 4x4 matrix.
  4444. * @param {number} index - The column index.
  4445. * @return {Vector3} A reference to this vector.
  4446. */
  4447. setFromMatrixColumn( m, index ) {
  4448. return this.fromArray( m.elements, index * 4 );
  4449. }
  4450. /**
  4451. * Sets the vector components from the specified matrix column.
  4452. *
  4453. * @param {Matrix3} m - The 3x3 matrix.
  4454. * @param {number} index - The column index.
  4455. * @return {Vector3} A reference to this vector.
  4456. */
  4457. setFromMatrix3Column( m, index ) {
  4458. return this.fromArray( m.elements, index * 3 );
  4459. }
  4460. /**
  4461. * Sets the vector components from the given Euler angles.
  4462. *
  4463. * @param {Euler} e - The Euler angles to set.
  4464. * @return {Vector3} A reference to this vector.
  4465. */
  4466. setFromEuler( e ) {
  4467. this.x = e._x;
  4468. this.y = e._y;
  4469. this.z = e._z;
  4470. return this;
  4471. }
  4472. /**
  4473. * Sets the vector components from the RGB components of the
  4474. * given color.
  4475. *
  4476. * @param {Color} c - The color to set.
  4477. * @return {Vector3} A reference to this vector.
  4478. */
  4479. setFromColor( c ) {
  4480. this.x = c.r;
  4481. this.y = c.g;
  4482. this.z = c.b;
  4483. return this;
  4484. }
  4485. /**
  4486. * Returns `true` if this vector is equal with the given one.
  4487. *
  4488. * @param {Vector3} v - The vector to test for equality.
  4489. * @return {boolean} Whether this vector is equal with the given one.
  4490. */
  4491. equals( v ) {
  4492. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  4493. }
  4494. /**
  4495. * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`
  4496. * and z value to be `array[ offset + 2 ]`.
  4497. *
  4498. * @param {Array<number>} array - An array holding the vector component values.
  4499. * @param {number} [offset=0] - The offset into the array.
  4500. * @return {Vector3} A reference to this vector.
  4501. */
  4502. fromArray( array, offset = 0 ) {
  4503. this.x = array[ offset ];
  4504. this.y = array[ offset + 1 ];
  4505. this.z = array[ offset + 2 ];
  4506. return this;
  4507. }
  4508. /**
  4509. * Writes the components of this vector to the given array. If no array is provided,
  4510. * the method returns a new instance.
  4511. *
  4512. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  4513. * @param {number} [offset=0] - Index of the first element in the array.
  4514. * @return {Array<number>} The vector components.
  4515. */
  4516. toArray( array = [], offset = 0 ) {
  4517. array[ offset ] = this.x;
  4518. array[ offset + 1 ] = this.y;
  4519. array[ offset + 2 ] = this.z;
  4520. return array;
  4521. }
  4522. /**
  4523. * Sets the components of this vector from the given buffer attribute.
  4524. *
  4525. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  4526. * @param {number} index - The index into the attribute.
  4527. * @return {Vector3} A reference to this vector.
  4528. */
  4529. fromBufferAttribute( attribute, index ) {
  4530. this.x = attribute.getX( index );
  4531. this.y = attribute.getY( index );
  4532. this.z = attribute.getZ( index );
  4533. return this;
  4534. }
  4535. /**
  4536. * Sets each component of this vector to a pseudo-random value between `0` and
  4537. * `1`, excluding `1`.
  4538. *
  4539. * @return {Vector3} A reference to this vector.
  4540. */
  4541. random() {
  4542. this.x = Math.random();
  4543. this.y = Math.random();
  4544. this.z = Math.random();
  4545. return this;
  4546. }
  4547. /**
  4548. * Sets this vector to a uniformly random point on a unit sphere.
  4549. *
  4550. * @return {Vector3} A reference to this vector.
  4551. */
  4552. randomDirection() {
  4553. // https://mathworld.wolfram.com/SpherePointPicking.html
  4554. const theta = Math.random() * Math.PI * 2;
  4555. const u = Math.random() * 2 - 1;
  4556. const c = Math.sqrt( 1 - u * u );
  4557. this.x = c * Math.cos( theta );
  4558. this.y = u;
  4559. this.z = c * Math.sin( theta );
  4560. return this;
  4561. }
  4562. *[ Symbol.iterator ]() {
  4563. yield this.x;
  4564. yield this.y;
  4565. yield this.z;
  4566. }
  4567. }
  4568. const _vector$c = /*@__PURE__*/ new Vector3();
  4569. const _quaternion$4 = /*@__PURE__*/ new Quaternion();
  4570. /**
  4571. * Represents a 3x3 matrix.
  4572. *
  4573. * A Note on Row-Major and Column-Major Ordering:
  4574. *
  4575. * The constructor and {@link Matrix3#set} method take arguments in
  4576. * [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order)
  4577. * order, while internally they are stored in the {@link Matrix3#elements} array in column-major order.
  4578. * This means that calling:
  4579. * ```js
  4580. * const m = new THREE.Matrix();
  4581. * m.set( 11, 12, 13,
  4582. * 21, 22, 23,
  4583. * 31, 32, 33 );
  4584. * ```
  4585. * will result in the elements array containing:
  4586. * ```js
  4587. * m.elements = [ 11, 21, 31,
  4588. * 12, 22, 32,
  4589. * 13, 23, 33 ];
  4590. * ```
  4591. * and internally all calculations are performed using column-major ordering.
  4592. * However, as the actual ordering makes no difference mathematically and
  4593. * most people are used to thinking about matrices in row-major order, the
  4594. * three.js documentation shows matrices in row-major order. Just bear in
  4595. * mind that if you are reading the source code, you'll have to take the
  4596. * transpose of any matrices outlined here to make sense of the calculations.
  4597. */
  4598. class Matrix3 {
  4599. /**
  4600. * Constructs a new 3x3 matrix. The arguments are supposed to be
  4601. * in row-major order. If no arguments are provided, the constructor
  4602. * initializes the matrix as an identity matrix.
  4603. *
  4604. * @param {number} [n11] - 1-1 matrix element.
  4605. * @param {number} [n12] - 1-2 matrix element.
  4606. * @param {number} [n13] - 1-3 matrix element.
  4607. * @param {number} [n21] - 2-1 matrix element.
  4608. * @param {number} [n22] - 2-2 matrix element.
  4609. * @param {number} [n23] - 2-3 matrix element.
  4610. * @param {number} [n31] - 3-1 matrix element.
  4611. * @param {number} [n32] - 3-2 matrix element.
  4612. * @param {number} [n33] - 3-3 matrix element.
  4613. */
  4614. constructor( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  4615. /**
  4616. * This flag can be used for type testing.
  4617. *
  4618. * @type {boolean}
  4619. * @readonly
  4620. * @default true
  4621. */
  4622. Matrix3.prototype.isMatrix3 = true;
  4623. /**
  4624. * A column-major list of matrix values.
  4625. *
  4626. * @type {Array<number>}
  4627. */
  4628. this.elements = [
  4629. 1, 0, 0,
  4630. 0, 1, 0,
  4631. 0, 0, 1
  4632. ];
  4633. if ( n11 !== undefined ) {
  4634. this.set( n11, n12, n13, n21, n22, n23, n31, n32, n33 );
  4635. }
  4636. }
  4637. /**
  4638. * Sets the elements of the matrix.The arguments are supposed to be
  4639. * in row-major order.
  4640. *
  4641. * @param {number} [n11] - 1-1 matrix element.
  4642. * @param {number} [n12] - 1-2 matrix element.
  4643. * @param {number} [n13] - 1-3 matrix element.
  4644. * @param {number} [n21] - 2-1 matrix element.
  4645. * @param {number} [n22] - 2-2 matrix element.
  4646. * @param {number} [n23] - 2-3 matrix element.
  4647. * @param {number} [n31] - 3-1 matrix element.
  4648. * @param {number} [n32] - 3-2 matrix element.
  4649. * @param {number} [n33] - 3-3 matrix element.
  4650. * @return {Matrix3} A reference to this matrix.
  4651. */
  4652. set( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  4653. const te = this.elements;
  4654. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  4655. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  4656. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  4657. return this;
  4658. }
  4659. /**
  4660. * Sets this matrix to the 3x3 identity matrix.
  4661. *
  4662. * @return {Matrix3} A reference to this matrix.
  4663. */
  4664. identity() {
  4665. this.set(
  4666. 1, 0, 0,
  4667. 0, 1, 0,
  4668. 0, 0, 1
  4669. );
  4670. return this;
  4671. }
  4672. /**
  4673. * Copies the values of the given matrix to this instance.
  4674. *
  4675. * @param {Matrix3} m - The matrix to copy.
  4676. * @return {Matrix3} A reference to this matrix.
  4677. */
  4678. copy( m ) {
  4679. const te = this.elements;
  4680. const me = m.elements;
  4681. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  4682. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  4683. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  4684. return this;
  4685. }
  4686. /**
  4687. * Extracts the basis of this matrix into the three axis vectors provided.
  4688. *
  4689. * @param {Vector3} xAxis - The basis's x axis.
  4690. * @param {Vector3} yAxis - The basis's y axis.
  4691. * @param {Vector3} zAxis - The basis's z axis.
  4692. * @return {Matrix3} A reference to this matrix.
  4693. */
  4694. extractBasis( xAxis, yAxis, zAxis ) {
  4695. xAxis.setFromMatrix3Column( this, 0 );
  4696. yAxis.setFromMatrix3Column( this, 1 );
  4697. zAxis.setFromMatrix3Column( this, 2 );
  4698. return this;
  4699. }
  4700. /**
  4701. * Set this matrix to the upper 3x3 matrix of the given 4x4 matrix.
  4702. *
  4703. * @param {Matrix4} m - The 4x4 matrix.
  4704. * @return {Matrix3} A reference to this matrix.
  4705. */
  4706. setFromMatrix4( m ) {
  4707. const me = m.elements;
  4708. this.set(
  4709. me[ 0 ], me[ 4 ], me[ 8 ],
  4710. me[ 1 ], me[ 5 ], me[ 9 ],
  4711. me[ 2 ], me[ 6 ], me[ 10 ]
  4712. );
  4713. return this;
  4714. }
  4715. /**
  4716. * Post-multiplies this matrix by the given 3x3 matrix.
  4717. *
  4718. * @param {Matrix3} m - The matrix to multiply with.
  4719. * @return {Matrix3} A reference to this matrix.
  4720. */
  4721. multiply( m ) {
  4722. return this.multiplyMatrices( this, m );
  4723. }
  4724. /**
  4725. * Pre-multiplies this matrix by the given 3x3 matrix.
  4726. *
  4727. * @param {Matrix3} m - The matrix to multiply with.
  4728. * @return {Matrix3} A reference to this matrix.
  4729. */
  4730. premultiply( m ) {
  4731. return this.multiplyMatrices( m, this );
  4732. }
  4733. /**
  4734. * Multiples the given 3x3 matrices and stores the result
  4735. * in this matrix.
  4736. *
  4737. * @param {Matrix3} a - The first matrix.
  4738. * @param {Matrix3} b - The second matrix.
  4739. * @return {Matrix3} A reference to this matrix.
  4740. */
  4741. multiplyMatrices( a, b ) {
  4742. const ae = a.elements;
  4743. const be = b.elements;
  4744. const te = this.elements;
  4745. const a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  4746. const a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  4747. const a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  4748. const b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  4749. const b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  4750. const b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  4751. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  4752. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  4753. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  4754. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  4755. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  4756. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  4757. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  4758. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  4759. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  4760. return this;
  4761. }
  4762. /**
  4763. * Multiplies every component of the matrix by the given scalar.
  4764. *
  4765. * @param {number} s - The scalar.
  4766. * @return {Matrix3} A reference to this matrix.
  4767. */
  4768. multiplyScalar( s ) {
  4769. const te = this.elements;
  4770. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  4771. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  4772. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  4773. return this;
  4774. }
  4775. /**
  4776. * Computes and returns the determinant of this matrix.
  4777. *
  4778. * @return {number} The determinant.
  4779. */
  4780. determinant() {
  4781. const te = this.elements;
  4782. const a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  4783. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  4784. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  4785. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  4786. }
  4787. /**
  4788. * Inverts this matrix, using the [analytic method](https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution).
  4789. * You can not invert with a determinant of zero. If you attempt this, the method produces
  4790. * a zero matrix instead.
  4791. *
  4792. * @return {Matrix3} A reference to this matrix.
  4793. */
  4794. invert() {
  4795. const te = this.elements,
  4796. n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ],
  4797. n12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ],
  4798. n13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ],
  4799. t11 = n33 * n22 - n32 * n23,
  4800. t12 = n32 * n13 - n33 * n12,
  4801. t13 = n23 * n12 - n22 * n13,
  4802. det = n11 * t11 + n21 * t12 + n31 * t13;
  4803. if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 );
  4804. const detInv = 1 / det;
  4805. te[ 0 ] = t11 * detInv;
  4806. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  4807. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  4808. te[ 3 ] = t12 * detInv;
  4809. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  4810. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  4811. te[ 6 ] = t13 * detInv;
  4812. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  4813. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  4814. return this;
  4815. }
  4816. /**
  4817. * Transposes this matrix in place.
  4818. *
  4819. * @return {Matrix3} A reference to this matrix.
  4820. */
  4821. transpose() {
  4822. let tmp;
  4823. const m = this.elements;
  4824. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  4825. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  4826. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  4827. return this;
  4828. }
  4829. /**
  4830. * Computes the normal matrix which is the inverse transpose of the upper
  4831. * left 3x3 portion of the given 4x4 matrix.
  4832. *
  4833. * @param {Matrix4} matrix4 - The 4x4 matrix.
  4834. * @return {Matrix3} A reference to this matrix.
  4835. */
  4836. getNormalMatrix( matrix4 ) {
  4837. return this.setFromMatrix4( matrix4 ).invert().transpose();
  4838. }
  4839. /**
  4840. * Transposes this matrix into the supplied array, and returns itself unchanged.
  4841. *
  4842. * @param {Array<number>} r - An array to store the transposed matrix elements.
  4843. * @return {Matrix3} A reference to this matrix.
  4844. */
  4845. transposeIntoArray( r ) {
  4846. const m = this.elements;
  4847. r[ 0 ] = m[ 0 ];
  4848. r[ 1 ] = m[ 3 ];
  4849. r[ 2 ] = m[ 6 ];
  4850. r[ 3 ] = m[ 1 ];
  4851. r[ 4 ] = m[ 4 ];
  4852. r[ 5 ] = m[ 7 ];
  4853. r[ 6 ] = m[ 2 ];
  4854. r[ 7 ] = m[ 5 ];
  4855. r[ 8 ] = m[ 8 ];
  4856. return this;
  4857. }
  4858. /**
  4859. * Sets the UV transform matrix from offset, repeat, rotation, and center.
  4860. *
  4861. * @param {number} tx - Offset x.
  4862. * @param {number} ty - Offset y.
  4863. * @param {number} sx - Repeat x.
  4864. * @param {number} sy - Repeat y.
  4865. * @param {number} rotation - Rotation, in radians. Positive values rotate counterclockwise.
  4866. * @param {number} cx - Center x of rotation.
  4867. * @param {number} cy - Center y of rotation
  4868. * @return {Matrix3} A reference to this matrix.
  4869. */
  4870. setUvTransform( tx, ty, sx, sy, rotation, cx, cy ) {
  4871. const c = Math.cos( rotation );
  4872. const s = Math.sin( rotation );
  4873. this.set(
  4874. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  4875. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  4876. 0, 0, 1
  4877. );
  4878. return this;
  4879. }
  4880. /**
  4881. * Scales this matrix with the given scalar values.
  4882. *
  4883. * @param {number} sx - The amount to scale in the X axis.
  4884. * @param {number} sy - The amount to scale in the Y axis.
  4885. * @return {Matrix3} A reference to this matrix.
  4886. */
  4887. scale( sx, sy ) {
  4888. this.premultiply( _m3.makeScale( sx, sy ) );
  4889. return this;
  4890. }
  4891. /**
  4892. * Rotates this matrix by the given angle.
  4893. *
  4894. * @param {number} theta - The rotation in radians.
  4895. * @return {Matrix3} A reference to this matrix.
  4896. */
  4897. rotate( theta ) {
  4898. this.premultiply( _m3.makeRotation( - theta ) );
  4899. return this;
  4900. }
  4901. /**
  4902. * Translates this matrix by the given scalar values.
  4903. *
  4904. * @param {number} tx - The amount to translate in the X axis.
  4905. * @param {number} ty - The amount to translate in the Y axis.
  4906. * @return {Matrix3} A reference to this matrix.
  4907. */
  4908. translate( tx, ty ) {
  4909. this.premultiply( _m3.makeTranslation( tx, ty ) );
  4910. return this;
  4911. }
  4912. // for 2D Transforms
  4913. /**
  4914. * Sets this matrix as a 2D translation transform.
  4915. *
  4916. * @param {number|Vector2} x - The amount to translate in the X axis or alternatively a translation vector.
  4917. * @param {number} y - The amount to translate in the Y axis.
  4918. * @return {Matrix3} A reference to this matrix.
  4919. */
  4920. makeTranslation( x, y ) {
  4921. if ( x.isVector2 ) {
  4922. this.set(
  4923. 1, 0, x.x,
  4924. 0, 1, x.y,
  4925. 0, 0, 1
  4926. );
  4927. } else {
  4928. this.set(
  4929. 1, 0, x,
  4930. 0, 1, y,
  4931. 0, 0, 1
  4932. );
  4933. }
  4934. return this;
  4935. }
  4936. /**
  4937. * Sets this matrix as a 2D rotational transformation.
  4938. *
  4939. * @param {number} theta - The rotation in radians.
  4940. * @return {Matrix3} A reference to this matrix.
  4941. */
  4942. makeRotation( theta ) {
  4943. // counterclockwise
  4944. const c = Math.cos( theta );
  4945. const s = Math.sin( theta );
  4946. this.set(
  4947. c, - s, 0,
  4948. s, c, 0,
  4949. 0, 0, 1
  4950. );
  4951. return this;
  4952. }
  4953. /**
  4954. * Sets this matrix as a 2D scale transform.
  4955. *
  4956. * @param {number} x - The amount to scale in the X axis.
  4957. * @param {number} y - The amount to scale in the Y axis.
  4958. * @return {Matrix3} A reference to this matrix.
  4959. */
  4960. makeScale( x, y ) {
  4961. this.set(
  4962. x, 0, 0,
  4963. 0, y, 0,
  4964. 0, 0, 1
  4965. );
  4966. return this;
  4967. }
  4968. /**
  4969. * Returns `true` if this matrix is equal with the given one.
  4970. *
  4971. * @param {Matrix3} matrix - The matrix to test for equality.
  4972. * @return {boolean} Whether this matrix is equal with the given one.
  4973. */
  4974. equals( matrix ) {
  4975. const te = this.elements;
  4976. const me = matrix.elements;
  4977. for ( let i = 0; i < 9; i ++ ) {
  4978. if ( te[ i ] !== me[ i ] ) return false;
  4979. }
  4980. return true;
  4981. }
  4982. /**
  4983. * Sets the elements of the matrix from the given array.
  4984. *
  4985. * @param {Array<number>} array - The matrix elements in column-major order.
  4986. * @param {number} [offset=0] - Index of the first element in the array.
  4987. * @return {Matrix3} A reference to this matrix.
  4988. */
  4989. fromArray( array, offset = 0 ) {
  4990. for ( let i = 0; i < 9; i ++ ) {
  4991. this.elements[ i ] = array[ i + offset ];
  4992. }
  4993. return this;
  4994. }
  4995. /**
  4996. * Writes the elements of this matrix to the given array. If no array is provided,
  4997. * the method returns a new instance.
  4998. *
  4999. * @param {Array<number>} [array=[]] - The target array holding the matrix elements in column-major order.
  5000. * @param {number} [offset=0] - Index of the first element in the array.
  5001. * @return {Array<number>} The matrix elements in column-major order.
  5002. */
  5003. toArray( array = [], offset = 0 ) {
  5004. const te = this.elements;
  5005. array[ offset ] = te[ 0 ];
  5006. array[ offset + 1 ] = te[ 1 ];
  5007. array[ offset + 2 ] = te[ 2 ];
  5008. array[ offset + 3 ] = te[ 3 ];
  5009. array[ offset + 4 ] = te[ 4 ];
  5010. array[ offset + 5 ] = te[ 5 ];
  5011. array[ offset + 6 ] = te[ 6 ];
  5012. array[ offset + 7 ] = te[ 7 ];
  5013. array[ offset + 8 ] = te[ 8 ];
  5014. return array;
  5015. }
  5016. /**
  5017. * Returns a matrix with copied values from this instance.
  5018. *
  5019. * @return {Matrix3} A clone of this instance.
  5020. */
  5021. clone() {
  5022. return new this.constructor().fromArray( this.elements );
  5023. }
  5024. }
  5025. const _m3 = /*@__PURE__*/ new Matrix3();
  5026. const LINEAR_REC709_TO_XYZ = /*@__PURE__*/ new Matrix3().set(
  5027. 0.4123908, 0.3575843, 0.1804808,
  5028. 0.2126390, 0.7151687, 0.0721923,
  5029. 0.0193308, 0.1191948, 0.9505322
  5030. );
  5031. const XYZ_TO_LINEAR_REC709 = /*@__PURE__*/ new Matrix3().set(
  5032. 3.2409699, -1.5373832, -0.4986108,
  5033. -0.9692436, 1.8759675, 0.0415551,
  5034. 0.0556301, -0.203977, 1.0569715
  5035. );
  5036. function createColorManagement() {
  5037. const ColorManagement = {
  5038. enabled: true,
  5039. workingColorSpace: LinearSRGBColorSpace,
  5040. /**
  5041. * Implementations of supported color spaces.
  5042. *
  5043. * Required:
  5044. * - primaries: chromaticity coordinates [ rx ry gx gy bx by ]
  5045. * - whitePoint: reference white [ x y ]
  5046. * - transfer: transfer function (pre-defined)
  5047. * - toXYZ: Matrix3 RGB to XYZ transform
  5048. * - fromXYZ: Matrix3 XYZ to RGB transform
  5049. * - luminanceCoefficients: RGB luminance coefficients
  5050. *
  5051. * Optional:
  5052. * - outputColorSpaceConfig: { drawingBufferColorSpace: ColorSpace, toneMappingMode: 'extended' | 'standard' }
  5053. * - workingColorSpaceConfig: { unpackColorSpace: ColorSpace }
  5054. *
  5055. * Reference:
  5056. * - https://www.russellcottrell.com/photo/matrixCalculator.htm
  5057. */
  5058. spaces: {},
  5059. convert: function ( color, sourceColorSpace, targetColorSpace ) {
  5060. if ( this.enabled === false || sourceColorSpace === targetColorSpace || ! sourceColorSpace || ! targetColorSpace ) {
  5061. return color;
  5062. }
  5063. if ( this.spaces[ sourceColorSpace ].transfer === SRGBTransfer ) {
  5064. color.r = SRGBToLinear( color.r );
  5065. color.g = SRGBToLinear( color.g );
  5066. color.b = SRGBToLinear( color.b );
  5067. }
  5068. if ( this.spaces[ sourceColorSpace ].primaries !== this.spaces[ targetColorSpace ].primaries ) {
  5069. color.applyMatrix3( this.spaces[ sourceColorSpace ].toXYZ );
  5070. color.applyMatrix3( this.spaces[ targetColorSpace ].fromXYZ );
  5071. }
  5072. if ( this.spaces[ targetColorSpace ].transfer === SRGBTransfer ) {
  5073. color.r = LinearToSRGB( color.r );
  5074. color.g = LinearToSRGB( color.g );
  5075. color.b = LinearToSRGB( color.b );
  5076. }
  5077. return color;
  5078. },
  5079. workingToColorSpace: function ( color, targetColorSpace ) {
  5080. return this.convert( color, this.workingColorSpace, targetColorSpace );
  5081. },
  5082. colorSpaceToWorking: function ( color, sourceColorSpace ) {
  5083. return this.convert( color, sourceColorSpace, this.workingColorSpace );
  5084. },
  5085. getPrimaries: function ( colorSpace ) {
  5086. return this.spaces[ colorSpace ].primaries;
  5087. },
  5088. getTransfer: function ( colorSpace ) {
  5089. if ( colorSpace === NoColorSpace ) return LinearTransfer;
  5090. return this.spaces[ colorSpace ].transfer;
  5091. },
  5092. getToneMappingMode: function ( colorSpace ) {
  5093. return this.spaces[ colorSpace ].outputColorSpaceConfig.toneMappingMode || 'standard';
  5094. },
  5095. getLuminanceCoefficients: function ( target, colorSpace = this.workingColorSpace ) {
  5096. return target.fromArray( this.spaces[ colorSpace ].luminanceCoefficients );
  5097. },
  5098. define: function ( colorSpaces ) {
  5099. Object.assign( this.spaces, colorSpaces );
  5100. },
  5101. // Internal APIs
  5102. _getMatrix: function ( targetMatrix, sourceColorSpace, targetColorSpace ) {
  5103. return targetMatrix
  5104. .copy( this.spaces[ sourceColorSpace ].toXYZ )
  5105. .multiply( this.spaces[ targetColorSpace ].fromXYZ );
  5106. },
  5107. _getDrawingBufferColorSpace: function ( colorSpace ) {
  5108. return this.spaces[ colorSpace ].outputColorSpaceConfig.drawingBufferColorSpace;
  5109. },
  5110. _getUnpackColorSpace: function ( colorSpace = this.workingColorSpace ) {
  5111. return this.spaces[ colorSpace ].workingColorSpaceConfig.unpackColorSpace;
  5112. },
  5113. // Deprecated
  5114. fromWorkingColorSpace: function ( color, targetColorSpace ) {
  5115. warnOnce( 'ColorManagement: .fromWorkingColorSpace() has been renamed to .workingToColorSpace().' ); // @deprecated, r177
  5116. return ColorManagement.workingToColorSpace( color, targetColorSpace );
  5117. },
  5118. toWorkingColorSpace: function ( color, sourceColorSpace ) {
  5119. warnOnce( 'ColorManagement: .toWorkingColorSpace() has been renamed to .colorSpaceToWorking().' ); // @deprecated, r177
  5120. return ColorManagement.colorSpaceToWorking( color, sourceColorSpace );
  5121. },
  5122. };
  5123. /******************************************************************************
  5124. * sRGB definitions
  5125. */
  5126. const REC709_PRIMARIES = [ 0.640, 0.330, 0.300, 0.600, 0.150, 0.060 ];
  5127. const REC709_LUMINANCE_COEFFICIENTS = [ 0.2126, 0.7152, 0.0722 ];
  5128. const D65 = [ 0.3127, 0.3290 ];
  5129. ColorManagement.define( {
  5130. [ LinearSRGBColorSpace ]: {
  5131. primaries: REC709_PRIMARIES,
  5132. whitePoint: D65,
  5133. transfer: LinearTransfer,
  5134. toXYZ: LINEAR_REC709_TO_XYZ,
  5135. fromXYZ: XYZ_TO_LINEAR_REC709,
  5136. luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,
  5137. workingColorSpaceConfig: { unpackColorSpace: SRGBColorSpace },
  5138. outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }
  5139. },
  5140. [ SRGBColorSpace ]: {
  5141. primaries: REC709_PRIMARIES,
  5142. whitePoint: D65,
  5143. transfer: SRGBTransfer,
  5144. toXYZ: LINEAR_REC709_TO_XYZ,
  5145. fromXYZ: XYZ_TO_LINEAR_REC709,
  5146. luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,
  5147. outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }
  5148. },
  5149. } );
  5150. return ColorManagement;
  5151. }
  5152. const ColorManagement = /*@__PURE__*/ createColorManagement();
  5153. function SRGBToLinear( c ) {
  5154. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  5155. }
  5156. function LinearToSRGB( c ) {
  5157. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  5158. }
  5159. let _canvas;
  5160. /**
  5161. * A class containing utility functions for images.
  5162. *
  5163. * @hideconstructor
  5164. */
  5165. class ImageUtils {
  5166. /**
  5167. * Returns a data URI containing a representation of the given image.
  5168. *
  5169. * @param {(HTMLImageElement|HTMLCanvasElement)} image - The image object.
  5170. * @param {string} [type='image/png'] - Indicates the image format.
  5171. * @return {string} The data URI.
  5172. */
  5173. static getDataURL( image, type = 'image/png' ) {
  5174. if ( /^data:/i.test( image.src ) ) {
  5175. return image.src;
  5176. }
  5177. if ( typeof HTMLCanvasElement === 'undefined' ) {
  5178. return image.src;
  5179. }
  5180. let canvas;
  5181. if ( image instanceof HTMLCanvasElement ) {
  5182. canvas = image;
  5183. } else {
  5184. if ( _canvas === undefined ) _canvas = createElementNS( 'canvas' );
  5185. _canvas.width = image.width;
  5186. _canvas.height = image.height;
  5187. const context = _canvas.getContext( '2d' );
  5188. if ( image instanceof ImageData ) {
  5189. context.putImageData( image, 0, 0 );
  5190. } else {
  5191. context.drawImage( image, 0, 0, image.width, image.height );
  5192. }
  5193. canvas = _canvas;
  5194. }
  5195. return canvas.toDataURL( type );
  5196. }
  5197. /**
  5198. * Converts the given sRGB image data to linear color space.
  5199. *
  5200. * @param {(HTMLImageElement|HTMLCanvasElement|ImageBitmap|Object)} image - The image object.
  5201. * @return {HTMLCanvasElement|Object} The converted image.
  5202. */
  5203. static sRGBToLinear( image ) {
  5204. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  5205. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  5206. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  5207. const canvas = createElementNS( 'canvas' );
  5208. canvas.width = image.width;
  5209. canvas.height = image.height;
  5210. const context = canvas.getContext( '2d' );
  5211. context.drawImage( image, 0, 0, image.width, image.height );
  5212. const imageData = context.getImageData( 0, 0, image.width, image.height );
  5213. const data = imageData.data;
  5214. for ( let i = 0; i < data.length; i ++ ) {
  5215. data[ i ] = SRGBToLinear( data[ i ] / 255 ) * 255;
  5216. }
  5217. context.putImageData( imageData, 0, 0 );
  5218. return canvas;
  5219. } else if ( image.data ) {
  5220. const data = image.data.slice( 0 );
  5221. for ( let i = 0; i < data.length; i ++ ) {
  5222. if ( data instanceof Uint8Array || data instanceof Uint8ClampedArray ) {
  5223. data[ i ] = Math.floor( SRGBToLinear( data[ i ] / 255 ) * 255 );
  5224. } else {
  5225. // assuming float
  5226. data[ i ] = SRGBToLinear( data[ i ] );
  5227. }
  5228. }
  5229. return {
  5230. data: data,
  5231. width: image.width,
  5232. height: image.height
  5233. };
  5234. } else {
  5235. warn( 'ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.' );
  5236. return image;
  5237. }
  5238. }
  5239. }
  5240. let _sourceId = 0;
  5241. /**
  5242. * Represents the data source of a texture.
  5243. *
  5244. * The main purpose of this class is to decouple the data definition from the texture
  5245. * definition so the same data can be used with multiple texture instances.
  5246. */
  5247. class Source {
  5248. /**
  5249. * Constructs a new video texture.
  5250. *
  5251. * @param {any} [data=null] - The data definition of a texture.
  5252. */
  5253. constructor( data = null ) {
  5254. /**
  5255. * This flag can be used for type testing.
  5256. *
  5257. * @type {boolean}
  5258. * @readonly
  5259. * @default true
  5260. */
  5261. this.isSource = true;
  5262. /**
  5263. * The ID of the source.
  5264. *
  5265. * @name Source#id
  5266. * @type {number}
  5267. * @readonly
  5268. */
  5269. Object.defineProperty( this, 'id', { value: _sourceId ++ } );
  5270. /**
  5271. * The UUID of the source.
  5272. *
  5273. * @type {string}
  5274. * @readonly
  5275. */
  5276. this.uuid = generateUUID();
  5277. /**
  5278. * The data definition of a texture.
  5279. *
  5280. * @type {any}
  5281. */
  5282. this.data = data;
  5283. /**
  5284. * This property is only relevant when {@link Source#needsUpdate} is set to `true` and
  5285. * provides more control on how texture data should be processed. When `dataReady` is set
  5286. * to `false`, the engine performs the memory allocation (if necessary) but does not transfer
  5287. * the data into the GPU memory.
  5288. *
  5289. * @type {boolean}
  5290. * @default true
  5291. */
  5292. this.dataReady = true;
  5293. /**
  5294. * This starts at `0` and counts how many times {@link Source#needsUpdate} is set to `true`.
  5295. *
  5296. * @type {number}
  5297. * @readonly
  5298. * @default 0
  5299. */
  5300. this.version = 0;
  5301. }
  5302. /**
  5303. * Returns the dimensions of the source into the given target vector.
  5304. *
  5305. * @param {(Vector2|Vector3)} target - The target object the result is written into.
  5306. * @return {(Vector2|Vector3)} The dimensions of the source.
  5307. */
  5308. getSize( target ) {
  5309. const data = this.data;
  5310. if ( ( typeof HTMLVideoElement !== 'undefined' ) && ( data instanceof HTMLVideoElement ) ) {
  5311. target.set( data.videoWidth, data.videoHeight, 0 );
  5312. } else if ( ( typeof VideoFrame !== 'undefined' ) && ( data instanceof VideoFrame ) ) {
  5313. target.set( data.displayHeight, data.displayWidth, 0 );
  5314. } else if ( data !== null ) {
  5315. target.set( data.width, data.height, data.depth || 0 );
  5316. } else {
  5317. target.set( 0, 0, 0 );
  5318. }
  5319. return target;
  5320. }
  5321. /**
  5322. * When the property is set to `true`, the engine allocates the memory
  5323. * for the texture (if necessary) and triggers the actual texture upload
  5324. * to the GPU next time the source is used.
  5325. *
  5326. * @type {boolean}
  5327. * @default false
  5328. * @param {boolean} value
  5329. */
  5330. set needsUpdate( value ) {
  5331. if ( value === true ) this.version ++;
  5332. }
  5333. /**
  5334. * Serializes the source into JSON.
  5335. *
  5336. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  5337. * @return {Object} A JSON object representing the serialized source.
  5338. * @see {@link ObjectLoader#parse}
  5339. */
  5340. toJSON( meta ) {
  5341. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  5342. if ( ! isRootObject && meta.images[ this.uuid ] !== undefined ) {
  5343. return meta.images[ this.uuid ];
  5344. }
  5345. const output = {
  5346. uuid: this.uuid,
  5347. url: ''
  5348. };
  5349. const data = this.data;
  5350. if ( data !== null ) {
  5351. let url;
  5352. if ( Array.isArray( data ) ) {
  5353. // cube texture
  5354. url = [];
  5355. for ( let i = 0, l = data.length; i < l; i ++ ) {
  5356. if ( data[ i ].isDataTexture ) {
  5357. url.push( serializeImage( data[ i ].image ) );
  5358. } else {
  5359. url.push( serializeImage( data[ i ] ) );
  5360. }
  5361. }
  5362. } else {
  5363. // texture
  5364. url = serializeImage( data );
  5365. }
  5366. output.url = url;
  5367. }
  5368. if ( ! isRootObject ) {
  5369. meta.images[ this.uuid ] = output;
  5370. }
  5371. return output;
  5372. }
  5373. }
  5374. function serializeImage( image ) {
  5375. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  5376. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  5377. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  5378. // default images
  5379. return ImageUtils.getDataURL( image );
  5380. } else {
  5381. if ( image.data ) {
  5382. // images of DataTexture
  5383. return {
  5384. data: Array.from( image.data ),
  5385. width: image.width,
  5386. height: image.height,
  5387. type: image.data.constructor.name
  5388. };
  5389. } else {
  5390. warn( 'Texture: Unable to serialize Texture.' );
  5391. return {};
  5392. }
  5393. }
  5394. }
  5395. let _textureId = 0;
  5396. const _tempVec3 = /*@__PURE__*/ new Vector3();
  5397. /**
  5398. * Base class for all textures.
  5399. *
  5400. * Note: After the initial use of a texture, its dimensions, format, and type
  5401. * cannot be changed. Instead, call {@link Texture#dispose} on the texture and instantiate a new one.
  5402. *
  5403. * @augments EventDispatcher
  5404. */
  5405. class Texture extends EventDispatcher {
  5406. /**
  5407. * Constructs a new texture.
  5408. *
  5409. * @param {?Object} [image=Texture.DEFAULT_IMAGE] - The image holding the texture data.
  5410. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  5411. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  5412. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  5413. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  5414. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  5415. * @param {number} [format=RGBAFormat] - The texture format.
  5416. * @param {number} [type=UnsignedByteType] - The texture type.
  5417. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  5418. * @param {string} [colorSpace=NoColorSpace] - The color space.
  5419. */
  5420. constructor( image = Texture.DEFAULT_IMAGE, mapping = Texture.DEFAULT_MAPPING, wrapS = ClampToEdgeWrapping, wrapT = ClampToEdgeWrapping, magFilter = LinearFilter, minFilter = LinearMipmapLinearFilter, format = RGBAFormat, type = UnsignedByteType, anisotropy = Texture.DEFAULT_ANISOTROPY, colorSpace = NoColorSpace ) {
  5421. super();
  5422. /**
  5423. * This flag can be used for type testing.
  5424. *
  5425. * @type {boolean}
  5426. * @readonly
  5427. * @default true
  5428. */
  5429. this.isTexture = true;
  5430. /**
  5431. * The ID of the texture.
  5432. *
  5433. * @name Texture#id
  5434. * @type {number}
  5435. * @readonly
  5436. */
  5437. Object.defineProperty( this, 'id', { value: _textureId ++ } );
  5438. /**
  5439. * The UUID of the material.
  5440. *
  5441. * @type {string}
  5442. * @readonly
  5443. */
  5444. this.uuid = generateUUID();
  5445. /**
  5446. * The name of the material.
  5447. *
  5448. * @type {string}
  5449. */
  5450. this.name = '';
  5451. /**
  5452. * The data definition of a texture. A reference to the data source can be
  5453. * shared across textures. This is often useful in context of spritesheets
  5454. * where multiple textures render the same data but with different texture
  5455. * transformations.
  5456. *
  5457. * @type {Source}
  5458. */
  5459. this.source = new Source( image );
  5460. /**
  5461. * An array holding user-defined mipmaps.
  5462. *
  5463. * @type {Array<Object>}
  5464. */
  5465. this.mipmaps = [];
  5466. /**
  5467. * How the texture is applied to the object. The value `UVMapping`
  5468. * is the default, where texture or uv coordinates are used to apply the map.
  5469. *
  5470. * @type {(UVMapping|CubeReflectionMapping|CubeRefractionMapping|EquirectangularReflectionMapping|EquirectangularRefractionMapping|CubeUVReflectionMapping)}
  5471. * @default UVMapping
  5472. */
  5473. this.mapping = mapping;
  5474. /**
  5475. * Lets you select the uv attribute to map the texture to. `0` for `uv`,
  5476. * `1` for `uv1`, `2` for `uv2` and `3` for `uv3`.
  5477. *
  5478. * @type {number}
  5479. * @default 0
  5480. */
  5481. this.channel = 0;
  5482. /**
  5483. * This defines how the texture is wrapped horizontally and corresponds to
  5484. * *U* in UV mapping.
  5485. *
  5486. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  5487. * @default ClampToEdgeWrapping
  5488. */
  5489. this.wrapS = wrapS;
  5490. /**
  5491. * This defines how the texture is wrapped horizontally and corresponds to
  5492. * *V* in UV mapping.
  5493. *
  5494. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  5495. * @default ClampToEdgeWrapping
  5496. */
  5497. this.wrapT = wrapT;
  5498. /**
  5499. * How the texture is sampled when a texel covers more than one pixel.
  5500. *
  5501. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  5502. * @default LinearFilter
  5503. */
  5504. this.magFilter = magFilter;
  5505. /**
  5506. * How the texture is sampled when a texel covers less than one pixel.
  5507. *
  5508. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  5509. * @default LinearMipmapLinearFilter
  5510. */
  5511. this.minFilter = minFilter;
  5512. /**
  5513. * The number of samples taken along the axis through the pixel that has the
  5514. * highest density of texels. By default, this value is `1`. A higher value
  5515. * gives a less blurry result than a basic mipmap, at the cost of more
  5516. * texture samples being used.
  5517. *
  5518. * @type {number}
  5519. * @default Texture.DEFAULT_ANISOTROPY
  5520. */
  5521. this.anisotropy = anisotropy;
  5522. /**
  5523. * The format of the texture.
  5524. *
  5525. * @type {number}
  5526. * @default RGBAFormat
  5527. */
  5528. this.format = format;
  5529. /**
  5530. * The default internal format is derived from {@link Texture#format} and {@link Texture#type} and
  5531. * defines how the texture data is going to be stored on the GPU.
  5532. *
  5533. * This property allows to overwrite the default format.
  5534. *
  5535. * @type {?string}
  5536. * @default null
  5537. */
  5538. this.internalFormat = null;
  5539. /**
  5540. * The data type of the texture.
  5541. *
  5542. * @type {number}
  5543. * @default UnsignedByteType
  5544. */
  5545. this.type = type;
  5546. /**
  5547. * How much a single repetition of the texture is offset from the beginning,
  5548. * in each direction U and V. Typical range is `0.0` to `1.0`.
  5549. *
  5550. * @type {Vector2}
  5551. * @default (0,0)
  5552. */
  5553. this.offset = new Vector2( 0, 0 );
  5554. /**
  5555. * How many times the texture is repeated across the surface, in each
  5556. * direction U and V. If repeat is set greater than `1` in either direction,
  5557. * the corresponding wrap parameter should also be set to `RepeatWrapping`
  5558. * or `MirroredRepeatWrapping` to achieve the desired tiling effect.
  5559. *
  5560. * @type {Vector2}
  5561. * @default (1,1)
  5562. */
  5563. this.repeat = new Vector2( 1, 1 );
  5564. /**
  5565. * The point around which rotation occurs. A value of `(0.5, 0.5)` corresponds
  5566. * to the center of the texture. Default is `(0, 0)`, the lower left.
  5567. *
  5568. * @type {Vector2}
  5569. * @default (0,0)
  5570. */
  5571. this.center = new Vector2( 0, 0 );
  5572. /**
  5573. * How much the texture is rotated around the center point, in radians.
  5574. * Positive values are counter-clockwise.
  5575. *
  5576. * @type {number}
  5577. * @default 0
  5578. */
  5579. this.rotation = 0;
  5580. /**
  5581. * Whether to update the texture's uv-transformation {@link Texture#matrix}
  5582. * from the properties {@link Texture#offset}, {@link Texture#repeat},
  5583. * {@link Texture#rotation}, and {@link Texture#center}.
  5584. *
  5585. * Set this to `false` if you are specifying the uv-transform matrix directly.
  5586. *
  5587. * @type {boolean}
  5588. * @default true
  5589. */
  5590. this.matrixAutoUpdate = true;
  5591. /**
  5592. * The uv-transformation matrix of the texture.
  5593. *
  5594. * @type {Matrix3}
  5595. */
  5596. this.matrix = new Matrix3();
  5597. /**
  5598. * Whether to generate mipmaps (if possible) for a texture.
  5599. *
  5600. * Set this to `false` if you are creating mipmaps manually.
  5601. *
  5602. * @type {boolean}
  5603. * @default true
  5604. */
  5605. this.generateMipmaps = true;
  5606. /**
  5607. * If set to `true`, the alpha channel, if present, is multiplied into the
  5608. * color channels when the texture is uploaded to the GPU.
  5609. *
  5610. * Note that this property has no effect when using `ImageBitmap`. You need to
  5611. * configure premultiply alpha on bitmap creation instead.
  5612. *
  5613. * @type {boolean}
  5614. * @default false
  5615. */
  5616. this.premultiplyAlpha = false;
  5617. /**
  5618. * If set to `true`, the texture is flipped along the vertical axis when
  5619. * uploaded to the GPU.
  5620. *
  5621. * Note that this property has no effect when using `ImageBitmap`. You need to
  5622. * configure the flip on bitmap creation instead.
  5623. *
  5624. * @type {boolean}
  5625. * @default true
  5626. */
  5627. this.flipY = true;
  5628. /**
  5629. * Specifies the alignment requirements for the start of each pixel row in memory.
  5630. * The allowable values are `1` (byte-alignment), `2` (rows aligned to even-numbered bytes),
  5631. * `4` (word-alignment), and `8` (rows start on double-word boundaries).
  5632. *
  5633. * @type {number}
  5634. * @default 4
  5635. */
  5636. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  5637. /**
  5638. * Textures containing color data should be annotated with `SRGBColorSpace` or `LinearSRGBColorSpace`.
  5639. *
  5640. * @type {string}
  5641. * @default NoColorSpace
  5642. */
  5643. this.colorSpace = colorSpace;
  5644. /**
  5645. * An object that can be used to store custom data about the texture. It
  5646. * should not hold references to functions as these will not be cloned.
  5647. *
  5648. * @type {Object}
  5649. */
  5650. this.userData = {};
  5651. /**
  5652. * This can be used to only update a subregion or specific rows of the texture (for example, just the
  5653. * first 3 rows). Use the `addUpdateRange()` function to add ranges to this array.
  5654. *
  5655. * @type {Array<Object>}
  5656. */
  5657. this.updateRanges = [];
  5658. /**
  5659. * This starts at `0` and counts how many times {@link Texture#needsUpdate} is set to `true`.
  5660. *
  5661. * @type {number}
  5662. * @readonly
  5663. * @default 0
  5664. */
  5665. this.version = 0;
  5666. /**
  5667. * A callback function, called when the texture is updated (e.g., when
  5668. * {@link Texture#needsUpdate} has been set to true and then the texture is used).
  5669. *
  5670. * @type {?Function}
  5671. * @default null
  5672. */
  5673. this.onUpdate = null;
  5674. /**
  5675. * An optional back reference to the textures render target.
  5676. *
  5677. * @type {?(RenderTarget|WebGLRenderTarget)}
  5678. * @default null
  5679. */
  5680. this.renderTarget = null;
  5681. /**
  5682. * Indicates whether a texture belongs to a render target or not.
  5683. *
  5684. * @type {boolean}
  5685. * @readonly
  5686. * @default false
  5687. */
  5688. this.isRenderTargetTexture = false;
  5689. /**
  5690. * Indicates if a texture should be handled like a texture array.
  5691. *
  5692. * @type {boolean}
  5693. * @readonly
  5694. * @default false
  5695. */
  5696. this.isArrayTexture = image && image.depth && image.depth > 1 ? true : false;
  5697. /**
  5698. * Indicates whether this texture should be processed by `PMREMGenerator` or not
  5699. * (only relevant for render target textures).
  5700. *
  5701. * @type {number}
  5702. * @readonly
  5703. * @default 0
  5704. */
  5705. this.pmremVersion = 0;
  5706. }
  5707. /**
  5708. * The width of the texture in pixels.
  5709. */
  5710. get width() {
  5711. return this.source.getSize( _tempVec3 ).x;
  5712. }
  5713. /**
  5714. * The height of the texture in pixels.
  5715. */
  5716. get height() {
  5717. return this.source.getSize( _tempVec3 ).y;
  5718. }
  5719. /**
  5720. * The depth of the texture in pixels.
  5721. */
  5722. get depth() {
  5723. return this.source.getSize( _tempVec3 ).z;
  5724. }
  5725. /**
  5726. * The image object holding the texture data.
  5727. *
  5728. * @type {?Object}
  5729. */
  5730. get image() {
  5731. return this.source.data;
  5732. }
  5733. set image( value = null ) {
  5734. this.source.data = value;
  5735. }
  5736. /**
  5737. * Updates the texture transformation matrix from the from the properties {@link Texture#offset},
  5738. * {@link Texture#repeat}, {@link Texture#rotation}, and {@link Texture#center}.
  5739. */
  5740. updateMatrix() {
  5741. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  5742. }
  5743. /**
  5744. * Adds a range of data in the data texture to be updated on the GPU.
  5745. *
  5746. * @param {number} start - Position at which to start update.
  5747. * @param {number} count - The number of components to update.
  5748. */
  5749. addUpdateRange( start, count ) {
  5750. this.updateRanges.push( { start, count } );
  5751. }
  5752. /**
  5753. * Clears the update ranges.
  5754. */
  5755. clearUpdateRanges() {
  5756. this.updateRanges.length = 0;
  5757. }
  5758. /**
  5759. * Returns a new texture with copied values from this instance.
  5760. *
  5761. * @return {Texture} A clone of this instance.
  5762. */
  5763. clone() {
  5764. return new this.constructor().copy( this );
  5765. }
  5766. /**
  5767. * Copies the values of the given texture to this instance.
  5768. *
  5769. * @param {Texture} source - The texture to copy.
  5770. * @return {Texture} A reference to this instance.
  5771. */
  5772. copy( source ) {
  5773. this.name = source.name;
  5774. this.source = source.source;
  5775. this.mipmaps = source.mipmaps.slice( 0 );
  5776. this.mapping = source.mapping;
  5777. this.channel = source.channel;
  5778. this.wrapS = source.wrapS;
  5779. this.wrapT = source.wrapT;
  5780. this.magFilter = source.magFilter;
  5781. this.minFilter = source.minFilter;
  5782. this.anisotropy = source.anisotropy;
  5783. this.format = source.format;
  5784. this.internalFormat = source.internalFormat;
  5785. this.type = source.type;
  5786. this.offset.copy( source.offset );
  5787. this.repeat.copy( source.repeat );
  5788. this.center.copy( source.center );
  5789. this.rotation = source.rotation;
  5790. this.matrixAutoUpdate = source.matrixAutoUpdate;
  5791. this.matrix.copy( source.matrix );
  5792. this.generateMipmaps = source.generateMipmaps;
  5793. this.premultiplyAlpha = source.premultiplyAlpha;
  5794. this.flipY = source.flipY;
  5795. this.unpackAlignment = source.unpackAlignment;
  5796. this.colorSpace = source.colorSpace;
  5797. this.renderTarget = source.renderTarget;
  5798. this.isRenderTargetTexture = source.isRenderTargetTexture;
  5799. this.isArrayTexture = source.isArrayTexture;
  5800. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5801. this.needsUpdate = true;
  5802. return this;
  5803. }
  5804. /**
  5805. * Sets this texture's properties based on `values`.
  5806. * @param {Object} values - A container with texture parameters.
  5807. */
  5808. setValues( values ) {
  5809. for ( const key in values ) {
  5810. const newValue = values[ key ];
  5811. if ( newValue === undefined ) {
  5812. warn( `Texture.setValues(): parameter '${ key }' has value of undefined.` );
  5813. continue;
  5814. }
  5815. const currentValue = this[ key ];
  5816. if ( currentValue === undefined ) {
  5817. warn( `Texture.setValues(): property '${ key }' does not exist.` );
  5818. continue;
  5819. }
  5820. if ( ( currentValue && newValue ) && ( currentValue.isVector2 && newValue.isVector2 ) ) {
  5821. currentValue.copy( newValue );
  5822. } else if ( ( currentValue && newValue ) && ( currentValue.isVector3 && newValue.isVector3 ) ) {
  5823. currentValue.copy( newValue );
  5824. } else if ( ( currentValue && newValue ) && ( currentValue.isMatrix3 && newValue.isMatrix3 ) ) {
  5825. currentValue.copy( newValue );
  5826. } else {
  5827. this[ key ] = newValue;
  5828. }
  5829. }
  5830. }
  5831. /**
  5832. * Serializes the texture into JSON.
  5833. *
  5834. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  5835. * @return {Object} A JSON object representing the serialized texture.
  5836. * @see {@link ObjectLoader#parse}
  5837. */
  5838. toJSON( meta ) {
  5839. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  5840. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  5841. return meta.textures[ this.uuid ];
  5842. }
  5843. const output = {
  5844. metadata: {
  5845. version: 4.7,
  5846. type: 'Texture',
  5847. generator: 'Texture.toJSON'
  5848. },
  5849. uuid: this.uuid,
  5850. name: this.name,
  5851. image: this.source.toJSON( meta ).uuid,
  5852. mapping: this.mapping,
  5853. channel: this.channel,
  5854. repeat: [ this.repeat.x, this.repeat.y ],
  5855. offset: [ this.offset.x, this.offset.y ],
  5856. center: [ this.center.x, this.center.y ],
  5857. rotation: this.rotation,
  5858. wrap: [ this.wrapS, this.wrapT ],
  5859. format: this.format,
  5860. internalFormat: this.internalFormat,
  5861. type: this.type,
  5862. colorSpace: this.colorSpace,
  5863. minFilter: this.minFilter,
  5864. magFilter: this.magFilter,
  5865. anisotropy: this.anisotropy,
  5866. flipY: this.flipY,
  5867. generateMipmaps: this.generateMipmaps,
  5868. premultiplyAlpha: this.premultiplyAlpha,
  5869. unpackAlignment: this.unpackAlignment
  5870. };
  5871. if ( Object.keys( this.userData ).length > 0 ) output.userData = this.userData;
  5872. if ( ! isRootObject ) {
  5873. meta.textures[ this.uuid ] = output;
  5874. }
  5875. return output;
  5876. }
  5877. /**
  5878. * Frees the GPU-related resources allocated by this instance. Call this
  5879. * method whenever this instance is no longer used in your app.
  5880. *
  5881. * @fires Texture#dispose
  5882. */
  5883. dispose() {
  5884. /**
  5885. * Fires when the texture has been disposed of.
  5886. *
  5887. * @event Texture#dispose
  5888. * @type {Object}
  5889. */
  5890. this.dispatchEvent( { type: 'dispose' } );
  5891. }
  5892. /**
  5893. * Transforms the given uv vector with the textures uv transformation matrix.
  5894. *
  5895. * @param {Vector2} uv - The uv vector.
  5896. * @return {Vector2} The transformed uv vector.
  5897. */
  5898. transformUv( uv ) {
  5899. if ( this.mapping !== UVMapping ) return uv;
  5900. uv.applyMatrix3( this.matrix );
  5901. if ( uv.x < 0 || uv.x > 1 ) {
  5902. switch ( this.wrapS ) {
  5903. case RepeatWrapping:
  5904. uv.x = uv.x - Math.floor( uv.x );
  5905. break;
  5906. case ClampToEdgeWrapping:
  5907. uv.x = uv.x < 0 ? 0 : 1;
  5908. break;
  5909. case MirroredRepeatWrapping:
  5910. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  5911. uv.x = Math.ceil( uv.x ) - uv.x;
  5912. } else {
  5913. uv.x = uv.x - Math.floor( uv.x );
  5914. }
  5915. break;
  5916. }
  5917. }
  5918. if ( uv.y < 0 || uv.y > 1 ) {
  5919. switch ( this.wrapT ) {
  5920. case RepeatWrapping:
  5921. uv.y = uv.y - Math.floor( uv.y );
  5922. break;
  5923. case ClampToEdgeWrapping:
  5924. uv.y = uv.y < 0 ? 0 : 1;
  5925. break;
  5926. case MirroredRepeatWrapping:
  5927. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  5928. uv.y = Math.ceil( uv.y ) - uv.y;
  5929. } else {
  5930. uv.y = uv.y - Math.floor( uv.y );
  5931. }
  5932. break;
  5933. }
  5934. }
  5935. if ( this.flipY ) {
  5936. uv.y = 1 - uv.y;
  5937. }
  5938. return uv;
  5939. }
  5940. /**
  5941. * Setting this property to `true` indicates the engine the texture
  5942. * must be updated in the next render. This triggers a texture upload
  5943. * to the GPU and ensures correct texture parameter configuration.
  5944. *
  5945. * @type {boolean}
  5946. * @default false
  5947. * @param {boolean} value
  5948. */
  5949. set needsUpdate( value ) {
  5950. if ( value === true ) {
  5951. this.version ++;
  5952. this.source.needsUpdate = true;
  5953. }
  5954. }
  5955. /**
  5956. * Setting this property to `true` indicates the engine the PMREM
  5957. * must be regenerated.
  5958. *
  5959. * @type {boolean}
  5960. * @default false
  5961. * @param {boolean} value
  5962. */
  5963. set needsPMREMUpdate( value ) {
  5964. if ( value === true ) {
  5965. this.pmremVersion ++;
  5966. }
  5967. }
  5968. }
  5969. /**
  5970. * The default image for all textures.
  5971. *
  5972. * @static
  5973. * @type {?Image}
  5974. * @default null
  5975. */
  5976. Texture.DEFAULT_IMAGE = null;
  5977. /**
  5978. * The default mapping for all textures.
  5979. *
  5980. * @static
  5981. * @type {number}
  5982. * @default UVMapping
  5983. */
  5984. Texture.DEFAULT_MAPPING = UVMapping;
  5985. /**
  5986. * The default anisotropy value for all textures.
  5987. *
  5988. * @static
  5989. * @type {number}
  5990. * @default 1
  5991. */
  5992. Texture.DEFAULT_ANISOTROPY = 1;
  5993. /**
  5994. * Class representing a 4D vector. A 4D vector is an ordered quadruplet of numbers
  5995. * (labeled x, y, z and w), which can be used to represent a number of things, such as:
  5996. *
  5997. * - A point in 4D space.
  5998. * - A direction and length in 4D space. In three.js the length will
  5999. * always be the Euclidean distance(straight-line distance) from `(0, 0, 0, 0)` to `(x, y, z, w)`
  6000. * and the direction is also measured from `(0, 0, 0, 0)` towards `(x, y, z, w)`.
  6001. * - Any arbitrary ordered quadruplet of numbers.
  6002. *
  6003. * There are other things a 4D vector can be used to represent, however these
  6004. * are the most common uses in *three.js*.
  6005. *
  6006. * Iterating through a vector instance will yield its components `(x, y, z, w)` in
  6007. * the corresponding order.
  6008. * ```js
  6009. * const a = new THREE.Vector4( 0, 1, 0, 0 );
  6010. *
  6011. * //no arguments; will be initialised to (0, 0, 0, 1)
  6012. * const b = new THREE.Vector4( );
  6013. *
  6014. * const d = a.dot( b );
  6015. * ```
  6016. */
  6017. class Vector4 {
  6018. /**
  6019. * Constructs a new 4D vector.
  6020. *
  6021. * @param {number} [x=0] - The x value of this vector.
  6022. * @param {number} [y=0] - The y value of this vector.
  6023. * @param {number} [z=0] - The z value of this vector.
  6024. * @param {number} [w=1] - The w value of this vector.
  6025. */
  6026. constructor( x = 0, y = 0, z = 0, w = 1 ) {
  6027. /**
  6028. * This flag can be used for type testing.
  6029. *
  6030. * @type {boolean}
  6031. * @readonly
  6032. * @default true
  6033. */
  6034. Vector4.prototype.isVector4 = true;
  6035. /**
  6036. * The x value of this vector.
  6037. *
  6038. * @type {number}
  6039. */
  6040. this.x = x;
  6041. /**
  6042. * The y value of this vector.
  6043. *
  6044. * @type {number}
  6045. */
  6046. this.y = y;
  6047. /**
  6048. * The z value of this vector.
  6049. *
  6050. * @type {number}
  6051. */
  6052. this.z = z;
  6053. /**
  6054. * The w value of this vector.
  6055. *
  6056. * @type {number}
  6057. */
  6058. this.w = w;
  6059. }
  6060. /**
  6061. * Alias for {@link Vector4#z}.
  6062. *
  6063. * @type {number}
  6064. */
  6065. get width() {
  6066. return this.z;
  6067. }
  6068. set width( value ) {
  6069. this.z = value;
  6070. }
  6071. /**
  6072. * Alias for {@link Vector4#w}.
  6073. *
  6074. * @type {number}
  6075. */
  6076. get height() {
  6077. return this.w;
  6078. }
  6079. set height( value ) {
  6080. this.w = value;
  6081. }
  6082. /**
  6083. * Sets the vector components.
  6084. *
  6085. * @param {number} x - The value of the x component.
  6086. * @param {number} y - The value of the y component.
  6087. * @param {number} z - The value of the z component.
  6088. * @param {number} w - The value of the w component.
  6089. * @return {Vector4} A reference to this vector.
  6090. */
  6091. set( x, y, z, w ) {
  6092. this.x = x;
  6093. this.y = y;
  6094. this.z = z;
  6095. this.w = w;
  6096. return this;
  6097. }
  6098. /**
  6099. * Sets the vector components to the same value.
  6100. *
  6101. * @param {number} scalar - The value to set for all vector components.
  6102. * @return {Vector4} A reference to this vector.
  6103. */
  6104. setScalar( scalar ) {
  6105. this.x = scalar;
  6106. this.y = scalar;
  6107. this.z = scalar;
  6108. this.w = scalar;
  6109. return this;
  6110. }
  6111. /**
  6112. * Sets the vector's x component to the given value
  6113. *
  6114. * @param {number} x - The value to set.
  6115. * @return {Vector4} A reference to this vector.
  6116. */
  6117. setX( x ) {
  6118. this.x = x;
  6119. return this;
  6120. }
  6121. /**
  6122. * Sets the vector's y component to the given value
  6123. *
  6124. * @param {number} y - The value to set.
  6125. * @return {Vector4} A reference to this vector.
  6126. */
  6127. setY( y ) {
  6128. this.y = y;
  6129. return this;
  6130. }
  6131. /**
  6132. * Sets the vector's z component to the given value
  6133. *
  6134. * @param {number} z - The value to set.
  6135. * @return {Vector4} A reference to this vector.
  6136. */
  6137. setZ( z ) {
  6138. this.z = z;
  6139. return this;
  6140. }
  6141. /**
  6142. * Sets the vector's w component to the given value
  6143. *
  6144. * @param {number} w - The value to set.
  6145. * @return {Vector4} A reference to this vector.
  6146. */
  6147. setW( w ) {
  6148. this.w = w;
  6149. return this;
  6150. }
  6151. /**
  6152. * Allows to set a vector component with an index.
  6153. *
  6154. * @param {number} index - The component index. `0` equals to x, `1` equals to y,
  6155. * `2` equals to z, `3` equals to w.
  6156. * @param {number} value - The value to set.
  6157. * @return {Vector4} A reference to this vector.
  6158. */
  6159. setComponent( index, value ) {
  6160. switch ( index ) {
  6161. case 0: this.x = value; break;
  6162. case 1: this.y = value; break;
  6163. case 2: this.z = value; break;
  6164. case 3: this.w = value; break;
  6165. default: throw new Error( 'index is out of range: ' + index );
  6166. }
  6167. return this;
  6168. }
  6169. /**
  6170. * Returns the value of the vector component which matches the given index.
  6171. *
  6172. * @param {number} index - The component index. `0` equals to x, `1` equals to y,
  6173. * `2` equals to z, `3` equals to w.
  6174. * @return {number} A vector component value.
  6175. */
  6176. getComponent( index ) {
  6177. switch ( index ) {
  6178. case 0: return this.x;
  6179. case 1: return this.y;
  6180. case 2: return this.z;
  6181. case 3: return this.w;
  6182. default: throw new Error( 'index is out of range: ' + index );
  6183. }
  6184. }
  6185. /**
  6186. * Returns a new vector with copied values from this instance.
  6187. *
  6188. * @return {Vector4} A clone of this instance.
  6189. */
  6190. clone() {
  6191. return new this.constructor( this.x, this.y, this.z, this.w );
  6192. }
  6193. /**
  6194. * Copies the values of the given vector to this instance.
  6195. *
  6196. * @param {Vector3|Vector4} v - The vector to copy.
  6197. * @return {Vector4} A reference to this vector.
  6198. */
  6199. copy( v ) {
  6200. this.x = v.x;
  6201. this.y = v.y;
  6202. this.z = v.z;
  6203. this.w = ( v.w !== undefined ) ? v.w : 1;
  6204. return this;
  6205. }
  6206. /**
  6207. * Adds the given vector to this instance.
  6208. *
  6209. * @param {Vector4} v - The vector to add.
  6210. * @return {Vector4} A reference to this vector.
  6211. */
  6212. add( v ) {
  6213. this.x += v.x;
  6214. this.y += v.y;
  6215. this.z += v.z;
  6216. this.w += v.w;
  6217. return this;
  6218. }
  6219. /**
  6220. * Adds the given scalar value to all components of this instance.
  6221. *
  6222. * @param {number} s - The scalar to add.
  6223. * @return {Vector4} A reference to this vector.
  6224. */
  6225. addScalar( s ) {
  6226. this.x += s;
  6227. this.y += s;
  6228. this.z += s;
  6229. this.w += s;
  6230. return this;
  6231. }
  6232. /**
  6233. * Adds the given vectors and stores the result in this instance.
  6234. *
  6235. * @param {Vector4} a - The first vector.
  6236. * @param {Vector4} b - The second vector.
  6237. * @return {Vector4} A reference to this vector.
  6238. */
  6239. addVectors( a, b ) {
  6240. this.x = a.x + b.x;
  6241. this.y = a.y + b.y;
  6242. this.z = a.z + b.z;
  6243. this.w = a.w + b.w;
  6244. return this;
  6245. }
  6246. /**
  6247. * Adds the given vector scaled by the given factor to this instance.
  6248. *
  6249. * @param {Vector4} v - The vector.
  6250. * @param {number} s - The factor that scales `v`.
  6251. * @return {Vector4} A reference to this vector.
  6252. */
  6253. addScaledVector( v, s ) {
  6254. this.x += v.x * s;
  6255. this.y += v.y * s;
  6256. this.z += v.z * s;
  6257. this.w += v.w * s;
  6258. return this;
  6259. }
  6260. /**
  6261. * Subtracts the given vector from this instance.
  6262. *
  6263. * @param {Vector4} v - The vector to subtract.
  6264. * @return {Vector4} A reference to this vector.
  6265. */
  6266. sub( v ) {
  6267. this.x -= v.x;
  6268. this.y -= v.y;
  6269. this.z -= v.z;
  6270. this.w -= v.w;
  6271. return this;
  6272. }
  6273. /**
  6274. * Subtracts the given scalar value from all components of this instance.
  6275. *
  6276. * @param {number} s - The scalar to subtract.
  6277. * @return {Vector4} A reference to this vector.
  6278. */
  6279. subScalar( s ) {
  6280. this.x -= s;
  6281. this.y -= s;
  6282. this.z -= s;
  6283. this.w -= s;
  6284. return this;
  6285. }
  6286. /**
  6287. * Subtracts the given vectors and stores the result in this instance.
  6288. *
  6289. * @param {Vector4} a - The first vector.
  6290. * @param {Vector4} b - The second vector.
  6291. * @return {Vector4} A reference to this vector.
  6292. */
  6293. subVectors( a, b ) {
  6294. this.x = a.x - b.x;
  6295. this.y = a.y - b.y;
  6296. this.z = a.z - b.z;
  6297. this.w = a.w - b.w;
  6298. return this;
  6299. }
  6300. /**
  6301. * Multiplies the given vector with this instance.
  6302. *
  6303. * @param {Vector4} v - The vector to multiply.
  6304. * @return {Vector4} A reference to this vector.
  6305. */
  6306. multiply( v ) {
  6307. this.x *= v.x;
  6308. this.y *= v.y;
  6309. this.z *= v.z;
  6310. this.w *= v.w;
  6311. return this;
  6312. }
  6313. /**
  6314. * Multiplies the given scalar value with all components of this instance.
  6315. *
  6316. * @param {number} scalar - The scalar to multiply.
  6317. * @return {Vector4} A reference to this vector.
  6318. */
  6319. multiplyScalar( scalar ) {
  6320. this.x *= scalar;
  6321. this.y *= scalar;
  6322. this.z *= scalar;
  6323. this.w *= scalar;
  6324. return this;
  6325. }
  6326. /**
  6327. * Multiplies this vector with the given 4x4 matrix.
  6328. *
  6329. * @param {Matrix4} m - The 4x4 matrix.
  6330. * @return {Vector4} A reference to this vector.
  6331. */
  6332. applyMatrix4( m ) {
  6333. const x = this.x, y = this.y, z = this.z, w = this.w;
  6334. const e = m.elements;
  6335. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  6336. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  6337. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  6338. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  6339. return this;
  6340. }
  6341. /**
  6342. * Divides this instance by the given vector.
  6343. *
  6344. * @param {Vector4} v - The vector to divide.
  6345. * @return {Vector4} A reference to this vector.
  6346. */
  6347. divide( v ) {
  6348. this.x /= v.x;
  6349. this.y /= v.y;
  6350. this.z /= v.z;
  6351. this.w /= v.w;
  6352. return this;
  6353. }
  6354. /**
  6355. * Divides this vector by the given scalar.
  6356. *
  6357. * @param {number} scalar - The scalar to divide.
  6358. * @return {Vector4} A reference to this vector.
  6359. */
  6360. divideScalar( scalar ) {
  6361. return this.multiplyScalar( 1 / scalar );
  6362. }
  6363. /**
  6364. * Sets the x, y and z components of this
  6365. * vector to the quaternion's axis and w to the angle.
  6366. *
  6367. * @param {Quaternion} q - The Quaternion to set.
  6368. * @return {Vector4} A reference to this vector.
  6369. */
  6370. setAxisAngleFromQuaternion( q ) {
  6371. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  6372. // q is assumed to be normalized
  6373. this.w = 2 * Math.acos( q.w );
  6374. const s = Math.sqrt( 1 - q.w * q.w );
  6375. if ( s < 0.0001 ) {
  6376. this.x = 1;
  6377. this.y = 0;
  6378. this.z = 0;
  6379. } else {
  6380. this.x = q.x / s;
  6381. this.y = q.y / s;
  6382. this.z = q.z / s;
  6383. }
  6384. return this;
  6385. }
  6386. /**
  6387. * Sets the x, y and z components of this
  6388. * vector to the axis of rotation and w to the angle.
  6389. *
  6390. * @param {Matrix4} m - A 4x4 matrix of which the upper left 3x3 matrix is a pure rotation matrix.
  6391. * @return {Vector4} A reference to this vector.
  6392. */
  6393. setAxisAngleFromRotationMatrix( m ) {
  6394. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  6395. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  6396. let angle, x, y, z; // variables for result
  6397. const epsilon = 0.01, // margin to allow for rounding errors
  6398. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  6399. te = m.elements,
  6400. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  6401. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  6402. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  6403. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  6404. ( Math.abs( m13 - m31 ) < epsilon ) &&
  6405. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  6406. // singularity found
  6407. // first check for identity matrix which must have +1 for all terms
  6408. // in leading diagonal and zero in other terms
  6409. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  6410. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  6411. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  6412. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  6413. // this singularity is identity matrix so angle = 0
  6414. this.set( 1, 0, 0, 0 );
  6415. return this; // zero angle, arbitrary axis
  6416. }
  6417. // otherwise this singularity is angle = 180
  6418. angle = Math.PI;
  6419. const xx = ( m11 + 1 ) / 2;
  6420. const yy = ( m22 + 1 ) / 2;
  6421. const zz = ( m33 + 1 ) / 2;
  6422. const xy = ( m12 + m21 ) / 4;
  6423. const xz = ( m13 + m31 ) / 4;
  6424. const yz = ( m23 + m32 ) / 4;
  6425. if ( ( xx > yy ) && ( xx > zz ) ) {
  6426. // m11 is the largest diagonal term
  6427. if ( xx < epsilon ) {
  6428. x = 0;
  6429. y = 0.707106781;
  6430. z = 0.707106781;
  6431. } else {
  6432. x = Math.sqrt( xx );
  6433. y = xy / x;
  6434. z = xz / x;
  6435. }
  6436. } else if ( yy > zz ) {
  6437. // m22 is the largest diagonal term
  6438. if ( yy < epsilon ) {
  6439. x = 0.707106781;
  6440. y = 0;
  6441. z = 0.707106781;
  6442. } else {
  6443. y = Math.sqrt( yy );
  6444. x = xy / y;
  6445. z = yz / y;
  6446. }
  6447. } else {
  6448. // m33 is the largest diagonal term so base result on this
  6449. if ( zz < epsilon ) {
  6450. x = 0.707106781;
  6451. y = 0.707106781;
  6452. z = 0;
  6453. } else {
  6454. z = Math.sqrt( zz );
  6455. x = xz / z;
  6456. y = yz / z;
  6457. }
  6458. }
  6459. this.set( x, y, z, angle );
  6460. return this; // return 180 deg rotation
  6461. }
  6462. // as we have reached here there are no singularities so we can handle normally
  6463. let s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  6464. ( m13 - m31 ) * ( m13 - m31 ) +
  6465. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  6466. if ( Math.abs( s ) < 0.001 ) s = 1;
  6467. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  6468. // caught by singularity test above, but I've left it in just in case
  6469. this.x = ( m32 - m23 ) / s;
  6470. this.y = ( m13 - m31 ) / s;
  6471. this.z = ( m21 - m12 ) / s;
  6472. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  6473. return this;
  6474. }
  6475. /**
  6476. * Sets the vector components to the position elements of the
  6477. * given transformation matrix.
  6478. *
  6479. * @param {Matrix4} m - The 4x4 matrix.
  6480. * @return {Vector4} A reference to this vector.
  6481. */
  6482. setFromMatrixPosition( m ) {
  6483. const e = m.elements;
  6484. this.x = e[ 12 ];
  6485. this.y = e[ 13 ];
  6486. this.z = e[ 14 ];
  6487. this.w = e[ 15 ];
  6488. return this;
  6489. }
  6490. /**
  6491. * If this vector's x, y, z or w value is greater than the given vector's x, y, z or w
  6492. * value, replace that value with the corresponding min value.
  6493. *
  6494. * @param {Vector4} v - The vector.
  6495. * @return {Vector4} A reference to this vector.
  6496. */
  6497. min( v ) {
  6498. this.x = Math.min( this.x, v.x );
  6499. this.y = Math.min( this.y, v.y );
  6500. this.z = Math.min( this.z, v.z );
  6501. this.w = Math.min( this.w, v.w );
  6502. return this;
  6503. }
  6504. /**
  6505. * If this vector's x, y, z or w value is less than the given vector's x, y, z or w
  6506. * value, replace that value with the corresponding max value.
  6507. *
  6508. * @param {Vector4} v - The vector.
  6509. * @return {Vector4} A reference to this vector.
  6510. */
  6511. max( v ) {
  6512. this.x = Math.max( this.x, v.x );
  6513. this.y = Math.max( this.y, v.y );
  6514. this.z = Math.max( this.z, v.z );
  6515. this.w = Math.max( this.w, v.w );
  6516. return this;
  6517. }
  6518. /**
  6519. * If this vector's x, y, z or w value is greater than the max vector's x, y, z or w
  6520. * value, it is replaced by the corresponding value.
  6521. * If this vector's x, y, z or w value is less than the min vector's x, y, z or w value,
  6522. * it is replaced by the corresponding value.
  6523. *
  6524. * @param {Vector4} min - The minimum x, y and z values.
  6525. * @param {Vector4} max - The maximum x, y and z values in the desired range.
  6526. * @return {Vector4} A reference to this vector.
  6527. */
  6528. clamp( min, max ) {
  6529. // assumes min < max, componentwise
  6530. this.x = clamp( this.x, min.x, max.x );
  6531. this.y = clamp( this.y, min.y, max.y );
  6532. this.z = clamp( this.z, min.z, max.z );
  6533. this.w = clamp( this.w, min.w, max.w );
  6534. return this;
  6535. }
  6536. /**
  6537. * If this vector's x, y, z or w values are greater than the max value, they are
  6538. * replaced by the max value.
  6539. * If this vector's x, y, z or w values are less than the min value, they are
  6540. * replaced by the min value.
  6541. *
  6542. * @param {number} minVal - The minimum value the components will be clamped to.
  6543. * @param {number} maxVal - The maximum value the components will be clamped to.
  6544. * @return {Vector4} A reference to this vector.
  6545. */
  6546. clampScalar( minVal, maxVal ) {
  6547. this.x = clamp( this.x, minVal, maxVal );
  6548. this.y = clamp( this.y, minVal, maxVal );
  6549. this.z = clamp( this.z, minVal, maxVal );
  6550. this.w = clamp( this.w, minVal, maxVal );
  6551. return this;
  6552. }
  6553. /**
  6554. * If this vector's length is greater than the max value, it is replaced by
  6555. * the max value.
  6556. * If this vector's length is less than the min value, it is replaced by the
  6557. * min value.
  6558. *
  6559. * @param {number} min - The minimum value the vector length will be clamped to.
  6560. * @param {number} max - The maximum value the vector length will be clamped to.
  6561. * @return {Vector4} A reference to this vector.
  6562. */
  6563. clampLength( min, max ) {
  6564. const length = this.length();
  6565. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  6566. }
  6567. /**
  6568. * The components of this vector are rounded down to the nearest integer value.
  6569. *
  6570. * @return {Vector4} A reference to this vector.
  6571. */
  6572. floor() {
  6573. this.x = Math.floor( this.x );
  6574. this.y = Math.floor( this.y );
  6575. this.z = Math.floor( this.z );
  6576. this.w = Math.floor( this.w );
  6577. return this;
  6578. }
  6579. /**
  6580. * The components of this vector are rounded up to the nearest integer value.
  6581. *
  6582. * @return {Vector4} A reference to this vector.
  6583. */
  6584. ceil() {
  6585. this.x = Math.ceil( this.x );
  6586. this.y = Math.ceil( this.y );
  6587. this.z = Math.ceil( this.z );
  6588. this.w = Math.ceil( this.w );
  6589. return this;
  6590. }
  6591. /**
  6592. * The components of this vector are rounded to the nearest integer value
  6593. *
  6594. * @return {Vector4} A reference to this vector.
  6595. */
  6596. round() {
  6597. this.x = Math.round( this.x );
  6598. this.y = Math.round( this.y );
  6599. this.z = Math.round( this.z );
  6600. this.w = Math.round( this.w );
  6601. return this;
  6602. }
  6603. /**
  6604. * The components of this vector are rounded towards zero (up if negative,
  6605. * down if positive) to an integer value.
  6606. *
  6607. * @return {Vector4} A reference to this vector.
  6608. */
  6609. roundToZero() {
  6610. this.x = Math.trunc( this.x );
  6611. this.y = Math.trunc( this.y );
  6612. this.z = Math.trunc( this.z );
  6613. this.w = Math.trunc( this.w );
  6614. return this;
  6615. }
  6616. /**
  6617. * Inverts this vector - i.e. sets x = -x, y = -y, z = -z, w = -w.
  6618. *
  6619. * @return {Vector4} A reference to this vector.
  6620. */
  6621. negate() {
  6622. this.x = - this.x;
  6623. this.y = - this.y;
  6624. this.z = - this.z;
  6625. this.w = - this.w;
  6626. return this;
  6627. }
  6628. /**
  6629. * Calculates the dot product of the given vector with this instance.
  6630. *
  6631. * @param {Vector4} v - The vector to compute the dot product with.
  6632. * @return {number} The result of the dot product.
  6633. */
  6634. dot( v ) {
  6635. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  6636. }
  6637. /**
  6638. * Computes the square of the Euclidean length (straight-line length) from
  6639. * (0, 0, 0, 0) to (x, y, z, w). If you are comparing the lengths of vectors, you should
  6640. * compare the length squared instead as it is slightly more efficient to calculate.
  6641. *
  6642. * @return {number} The square length of this vector.
  6643. */
  6644. lengthSq() {
  6645. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  6646. }
  6647. /**
  6648. * Computes the Euclidean length (straight-line length) from (0, 0, 0, 0) to (x, y, z, w).
  6649. *
  6650. * @return {number} The length of this vector.
  6651. */
  6652. length() {
  6653. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  6654. }
  6655. /**
  6656. * Computes the Manhattan length of this vector.
  6657. *
  6658. * @return {number} The length of this vector.
  6659. */
  6660. manhattanLength() {
  6661. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  6662. }
  6663. /**
  6664. * Converts this vector to a unit vector - that is, sets it equal to a vector
  6665. * with the same direction as this one, but with a vector length of `1`.
  6666. *
  6667. * @return {Vector4} A reference to this vector.
  6668. */
  6669. normalize() {
  6670. return this.divideScalar( this.length() || 1 );
  6671. }
  6672. /**
  6673. * Sets this vector to a vector with the same direction as this one, but
  6674. * with the specified length.
  6675. *
  6676. * @param {number} length - The new length of this vector.
  6677. * @return {Vector4} A reference to this vector.
  6678. */
  6679. setLength( length ) {
  6680. return this.normalize().multiplyScalar( length );
  6681. }
  6682. /**
  6683. * Linearly interpolates between the given vector and this instance, where
  6684. * alpha is the percent distance along the line - alpha = 0 will be this
  6685. * vector, and alpha = 1 will be the given one.
  6686. *
  6687. * @param {Vector4} v - The vector to interpolate towards.
  6688. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  6689. * @return {Vector4} A reference to this vector.
  6690. */
  6691. lerp( v, alpha ) {
  6692. this.x += ( v.x - this.x ) * alpha;
  6693. this.y += ( v.y - this.y ) * alpha;
  6694. this.z += ( v.z - this.z ) * alpha;
  6695. this.w += ( v.w - this.w ) * alpha;
  6696. return this;
  6697. }
  6698. /**
  6699. * Linearly interpolates between the given vectors, where alpha is the percent
  6700. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  6701. * be the second one. The result is stored in this instance.
  6702. *
  6703. * @param {Vector4} v1 - The first vector.
  6704. * @param {Vector4} v2 - The second vector.
  6705. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  6706. * @return {Vector4} A reference to this vector.
  6707. */
  6708. lerpVectors( v1, v2, alpha ) {
  6709. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  6710. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  6711. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  6712. this.w = v1.w + ( v2.w - v1.w ) * alpha;
  6713. return this;
  6714. }
  6715. /**
  6716. * Returns `true` if this vector is equal with the given one.
  6717. *
  6718. * @param {Vector4} v - The vector to test for equality.
  6719. * @return {boolean} Whether this vector is equal with the given one.
  6720. */
  6721. equals( v ) {
  6722. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  6723. }
  6724. /**
  6725. * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`,
  6726. * z value to be `array[ offset + 2 ]`, w value to be `array[ offset + 3 ]`.
  6727. *
  6728. * @param {Array<number>} array - An array holding the vector component values.
  6729. * @param {number} [offset=0] - The offset into the array.
  6730. * @return {Vector4} A reference to this vector.
  6731. */
  6732. fromArray( array, offset = 0 ) {
  6733. this.x = array[ offset ];
  6734. this.y = array[ offset + 1 ];
  6735. this.z = array[ offset + 2 ];
  6736. this.w = array[ offset + 3 ];
  6737. return this;
  6738. }
  6739. /**
  6740. * Writes the components of this vector to the given array. If no array is provided,
  6741. * the method returns a new instance.
  6742. *
  6743. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  6744. * @param {number} [offset=0] - Index of the first element in the array.
  6745. * @return {Array<number>} The vector components.
  6746. */
  6747. toArray( array = [], offset = 0 ) {
  6748. array[ offset ] = this.x;
  6749. array[ offset + 1 ] = this.y;
  6750. array[ offset + 2 ] = this.z;
  6751. array[ offset + 3 ] = this.w;
  6752. return array;
  6753. }
  6754. /**
  6755. * Sets the components of this vector from the given buffer attribute.
  6756. *
  6757. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  6758. * @param {number} index - The index into the attribute.
  6759. * @return {Vector4} A reference to this vector.
  6760. */
  6761. fromBufferAttribute( attribute, index ) {
  6762. this.x = attribute.getX( index );
  6763. this.y = attribute.getY( index );
  6764. this.z = attribute.getZ( index );
  6765. this.w = attribute.getW( index );
  6766. return this;
  6767. }
  6768. /**
  6769. * Sets each component of this vector to a pseudo-random value between `0` and
  6770. * `1`, excluding `1`.
  6771. *
  6772. * @return {Vector4} A reference to this vector.
  6773. */
  6774. random() {
  6775. this.x = Math.random();
  6776. this.y = Math.random();
  6777. this.z = Math.random();
  6778. this.w = Math.random();
  6779. return this;
  6780. }
  6781. *[ Symbol.iterator ]() {
  6782. yield this.x;
  6783. yield this.y;
  6784. yield this.z;
  6785. yield this.w;
  6786. }
  6787. }
  6788. /**
  6789. * A render target is a buffer where the video card draws pixels for a scene
  6790. * that is being rendered in the background. It is used in different effects,
  6791. * such as applying postprocessing to a rendered image before displaying it
  6792. * on the screen.
  6793. *
  6794. * @augments EventDispatcher
  6795. */
  6796. class RenderTarget extends EventDispatcher {
  6797. /**
  6798. * Render target options.
  6799. *
  6800. * @typedef {Object} RenderTarget~Options
  6801. * @property {boolean} [generateMipmaps=false] - Whether to generate mipmaps or not.
  6802. * @property {number} [magFilter=LinearFilter] - The mag filter.
  6803. * @property {number} [minFilter=LinearFilter] - The min filter.
  6804. * @property {number} [format=RGBAFormat] - The texture format.
  6805. * @property {number} [type=UnsignedByteType] - The texture type.
  6806. * @property {?string} [internalFormat=null] - The texture's internal format.
  6807. * @property {number} [wrapS=ClampToEdgeWrapping] - The texture's uv wrapping mode.
  6808. * @property {number} [wrapT=ClampToEdgeWrapping] - The texture's uv wrapping mode.
  6809. * @property {number} [anisotropy=1] - The texture's anisotropy value.
  6810. * @property {string} [colorSpace=NoColorSpace] - The texture's color space.
  6811. * @property {boolean} [depthBuffer=true] - Whether to allocate a depth buffer or not.
  6812. * @property {boolean} [stencilBuffer=false] - Whether to allocate a stencil buffer or not.
  6813. * @property {boolean} [resolveDepthBuffer=true] - Whether to resolve the depth buffer or not.
  6814. * @property {boolean} [resolveStencilBuffer=true] - Whether to resolve the stencil buffer or not.
  6815. * @property {?Texture} [depthTexture=null] - Reference to a depth texture.
  6816. * @property {number} [samples=0] - The MSAA samples count.
  6817. * @property {number} [count=1] - Defines the number of color attachments . Must be at least `1`.
  6818. * @property {number} [depth=1] - The texture depth.
  6819. * @property {boolean} [multiview=false] - Whether this target is used for multiview rendering.
  6820. */
  6821. /**
  6822. * Constructs a new render target.
  6823. *
  6824. * @param {number} [width=1] - The width of the render target.
  6825. * @param {number} [height=1] - The height of the render target.
  6826. * @param {RenderTarget~Options} [options] - The configuration object.
  6827. */
  6828. constructor( width = 1, height = 1, options = {} ) {
  6829. super();
  6830. options = Object.assign( {
  6831. generateMipmaps: false,
  6832. internalFormat: null,
  6833. minFilter: LinearFilter,
  6834. depthBuffer: true,
  6835. stencilBuffer: false,
  6836. resolveDepthBuffer: true,
  6837. resolveStencilBuffer: true,
  6838. depthTexture: null,
  6839. samples: 0,
  6840. count: 1,
  6841. depth: 1,
  6842. multiview: false
  6843. }, options );
  6844. /**
  6845. * This flag can be used for type testing.
  6846. *
  6847. * @type {boolean}
  6848. * @readonly
  6849. * @default true
  6850. */
  6851. this.isRenderTarget = true;
  6852. /**
  6853. * The width of the render target.
  6854. *
  6855. * @type {number}
  6856. * @default 1
  6857. */
  6858. this.width = width;
  6859. /**
  6860. * The height of the render target.
  6861. *
  6862. * @type {number}
  6863. * @default 1
  6864. */
  6865. this.height = height;
  6866. /**
  6867. * The depth of the render target.
  6868. *
  6869. * @type {number}
  6870. * @default 1
  6871. */
  6872. this.depth = options.depth;
  6873. /**
  6874. * A rectangular area inside the render target's viewport. Fragments that are
  6875. * outside the area will be discarded.
  6876. *
  6877. * @type {Vector4}
  6878. * @default (0,0,width,height)
  6879. */
  6880. this.scissor = new Vector4( 0, 0, width, height );
  6881. /**
  6882. * Indicates whether the scissor test should be enabled when rendering into
  6883. * this render target or not.
  6884. *
  6885. * @type {boolean}
  6886. * @default false
  6887. */
  6888. this.scissorTest = false;
  6889. /**
  6890. * A rectangular area representing the render target's viewport.
  6891. *
  6892. * @type {Vector4}
  6893. * @default (0,0,width,height)
  6894. */
  6895. this.viewport = new Vector4( 0, 0, width, height );
  6896. const image = { width: width, height: height, depth: options.depth };
  6897. const texture = new Texture( image );
  6898. /**
  6899. * An array of textures. Each color attachment is represented as a separate texture.
  6900. * Has at least a single entry for the default color attachment.
  6901. *
  6902. * @type {Array<Texture>}
  6903. */
  6904. this.textures = [];
  6905. const count = options.count;
  6906. for ( let i = 0; i < count; i ++ ) {
  6907. this.textures[ i ] = texture.clone();
  6908. this.textures[ i ].isRenderTargetTexture = true;
  6909. this.textures[ i ].renderTarget = this;
  6910. }
  6911. this._setTextureOptions( options );
  6912. /**
  6913. * Whether to allocate a depth buffer or not.
  6914. *
  6915. * @type {boolean}
  6916. * @default true
  6917. */
  6918. this.depthBuffer = options.depthBuffer;
  6919. /**
  6920. * Whether to allocate a stencil buffer or not.
  6921. *
  6922. * @type {boolean}
  6923. * @default false
  6924. */
  6925. this.stencilBuffer = options.stencilBuffer;
  6926. /**
  6927. * Whether to resolve the depth buffer or not.
  6928. *
  6929. * @type {boolean}
  6930. * @default true
  6931. */
  6932. this.resolveDepthBuffer = options.resolveDepthBuffer;
  6933. /**
  6934. * Whether to resolve the stencil buffer or not.
  6935. *
  6936. * @type {boolean}
  6937. * @default true
  6938. */
  6939. this.resolveStencilBuffer = options.resolveStencilBuffer;
  6940. this._depthTexture = null;
  6941. this.depthTexture = options.depthTexture;
  6942. /**
  6943. * The number of MSAA samples.
  6944. *
  6945. * A value of `0` disables MSAA.
  6946. *
  6947. * @type {number}
  6948. * @default 0
  6949. */
  6950. this.samples = options.samples;
  6951. /**
  6952. * Whether to this target is used in multiview rendering.
  6953. *
  6954. * @type {boolean}
  6955. * @default false
  6956. */
  6957. this.multiview = options.multiview;
  6958. }
  6959. _setTextureOptions( options = {} ) {
  6960. const values = {
  6961. minFilter: LinearFilter,
  6962. generateMipmaps: false,
  6963. flipY: false,
  6964. internalFormat: null
  6965. };
  6966. if ( options.mapping !== undefined ) values.mapping = options.mapping;
  6967. if ( options.wrapS !== undefined ) values.wrapS = options.wrapS;
  6968. if ( options.wrapT !== undefined ) values.wrapT = options.wrapT;
  6969. if ( options.wrapR !== undefined ) values.wrapR = options.wrapR;
  6970. if ( options.magFilter !== undefined ) values.magFilter = options.magFilter;
  6971. if ( options.minFilter !== undefined ) values.minFilter = options.minFilter;
  6972. if ( options.format !== undefined ) values.format = options.format;
  6973. if ( options.type !== undefined ) values.type = options.type;
  6974. if ( options.anisotropy !== undefined ) values.anisotropy = options.anisotropy;
  6975. if ( options.colorSpace !== undefined ) values.colorSpace = options.colorSpace;
  6976. if ( options.flipY !== undefined ) values.flipY = options.flipY;
  6977. if ( options.generateMipmaps !== undefined ) values.generateMipmaps = options.generateMipmaps;
  6978. if ( options.internalFormat !== undefined ) values.internalFormat = options.internalFormat;
  6979. for ( let i = 0; i < this.textures.length; i ++ ) {
  6980. const texture = this.textures[ i ];
  6981. texture.setValues( values );
  6982. }
  6983. }
  6984. /**
  6985. * The texture representing the default color attachment.
  6986. *
  6987. * @type {Texture}
  6988. */
  6989. get texture() {
  6990. return this.textures[ 0 ];
  6991. }
  6992. set texture( value ) {
  6993. this.textures[ 0 ] = value;
  6994. }
  6995. set depthTexture( current ) {
  6996. if ( this._depthTexture !== null ) this._depthTexture.renderTarget = null;
  6997. if ( current !== null ) current.renderTarget = this;
  6998. this._depthTexture = current;
  6999. }
  7000. /**
  7001. * Instead of saving the depth in a renderbuffer, a texture
  7002. * can be used instead which is useful for further processing
  7003. * e.g. in context of post-processing.
  7004. *
  7005. * @type {?DepthTexture}
  7006. * @default null
  7007. */
  7008. get depthTexture() {
  7009. return this._depthTexture;
  7010. }
  7011. /**
  7012. * Sets the size of this render target.
  7013. *
  7014. * @param {number} width - The width.
  7015. * @param {number} height - The height.
  7016. * @param {number} [depth=1] - The depth.
  7017. */
  7018. setSize( width, height, depth = 1 ) {
  7019. if ( this.width !== width || this.height !== height || this.depth !== depth ) {
  7020. this.width = width;
  7021. this.height = height;
  7022. this.depth = depth;
  7023. for ( let i = 0, il = this.textures.length; i < il; i ++ ) {
  7024. this.textures[ i ].image.width = width;
  7025. this.textures[ i ].image.height = height;
  7026. this.textures[ i ].image.depth = depth;
  7027. if ( this.textures[ i ].isData3DTexture !== true ) { // Fix for #31693
  7028. // TODO: Reconsider setting isArrayTexture flag here and in the ctor of Texture.
  7029. // Maybe a method `isArrayTexture()` or just a getter could replace a flag since
  7030. // both are evaluated on each call?
  7031. this.textures[ i ].isArrayTexture = this.textures[ i ].image.depth > 1;
  7032. }
  7033. }
  7034. this.dispose();
  7035. }
  7036. this.viewport.set( 0, 0, width, height );
  7037. this.scissor.set( 0, 0, width, height );
  7038. }
  7039. /**
  7040. * Returns a new render target with copied values from this instance.
  7041. *
  7042. * @return {RenderTarget} A clone of this instance.
  7043. */
  7044. clone() {
  7045. return new this.constructor().copy( this );
  7046. }
  7047. /**
  7048. * Copies the settings of the given render target. This is a structural copy so
  7049. * no resources are shared between render targets after the copy. That includes
  7050. * all MRT textures and the depth texture.
  7051. *
  7052. * @param {RenderTarget} source - The render target to copy.
  7053. * @return {RenderTarget} A reference to this instance.
  7054. */
  7055. copy( source ) {
  7056. this.width = source.width;
  7057. this.height = source.height;
  7058. this.depth = source.depth;
  7059. this.scissor.copy( source.scissor );
  7060. this.scissorTest = source.scissorTest;
  7061. this.viewport.copy( source.viewport );
  7062. this.textures.length = 0;
  7063. for ( let i = 0, il = source.textures.length; i < il; i ++ ) {
  7064. this.textures[ i ] = source.textures[ i ].clone();
  7065. this.textures[ i ].isRenderTargetTexture = true;
  7066. this.textures[ i ].renderTarget = this;
  7067. // ensure image object is not shared, see #20328
  7068. const image = Object.assign( {}, source.textures[ i ].image );
  7069. this.textures[ i ].source = new Source( image );
  7070. }
  7071. this.depthBuffer = source.depthBuffer;
  7072. this.stencilBuffer = source.stencilBuffer;
  7073. this.resolveDepthBuffer = source.resolveDepthBuffer;
  7074. this.resolveStencilBuffer = source.resolveStencilBuffer;
  7075. if ( source.depthTexture !== null ) this.depthTexture = source.depthTexture.clone();
  7076. this.samples = source.samples;
  7077. return this;
  7078. }
  7079. /**
  7080. * Frees the GPU-related resources allocated by this instance. Call this
  7081. * method whenever this instance is no longer used in your app.
  7082. *
  7083. * @fires RenderTarget#dispose
  7084. */
  7085. dispose() {
  7086. this.dispatchEvent( { type: 'dispose' } );
  7087. }
  7088. }
  7089. /**
  7090. * A render target used in context of {@link WebGLRenderer}.
  7091. *
  7092. * @augments RenderTarget
  7093. */
  7094. class WebGLRenderTarget extends RenderTarget {
  7095. /**
  7096. * Constructs a new 3D render target.
  7097. *
  7098. * @param {number} [width=1] - The width of the render target.
  7099. * @param {number} [height=1] - The height of the render target.
  7100. * @param {RenderTarget~Options} [options] - The configuration object.
  7101. */
  7102. constructor( width = 1, height = 1, options = {} ) {
  7103. super( width, height, options );
  7104. /**
  7105. * This flag can be used for type testing.
  7106. *
  7107. * @type {boolean}
  7108. * @readonly
  7109. * @default true
  7110. */
  7111. this.isWebGLRenderTarget = true;
  7112. }
  7113. }
  7114. /**
  7115. * Creates an array of textures directly from raw buffer data.
  7116. *
  7117. * @augments Texture
  7118. */
  7119. class DataArrayTexture extends Texture {
  7120. /**
  7121. * Constructs a new data array texture.
  7122. *
  7123. * @param {?TypedArray} [data=null] - The buffer data.
  7124. * @param {number} [width=1] - The width of the texture.
  7125. * @param {number} [height=1] - The height of the texture.
  7126. * @param {number} [depth=1] - The depth of the texture.
  7127. */
  7128. constructor( data = null, width = 1, height = 1, depth = 1 ) {
  7129. super( null );
  7130. /**
  7131. * This flag can be used for type testing.
  7132. *
  7133. * @type {boolean}
  7134. * @readonly
  7135. * @default true
  7136. */
  7137. this.isDataArrayTexture = true;
  7138. /**
  7139. * The image definition of a data texture.
  7140. *
  7141. * @type {{data:TypedArray,width:number,height:number,depth:number}}
  7142. */
  7143. this.image = { data, width, height, depth };
  7144. /**
  7145. * How the texture is sampled when a texel covers more than one pixel.
  7146. *
  7147. * Overwritten and set to `NearestFilter` by default.
  7148. *
  7149. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7150. * @default NearestFilter
  7151. */
  7152. this.magFilter = NearestFilter;
  7153. /**
  7154. * How the texture is sampled when a texel covers less than one pixel.
  7155. *
  7156. * Overwritten and set to `NearestFilter` by default.
  7157. *
  7158. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7159. * @default NearestFilter
  7160. */
  7161. this.minFilter = NearestFilter;
  7162. /**
  7163. * This defines how the texture is wrapped in the depth and corresponds to
  7164. * *W* in UVW mapping.
  7165. *
  7166. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  7167. * @default ClampToEdgeWrapping
  7168. */
  7169. this.wrapR = ClampToEdgeWrapping;
  7170. /**
  7171. * Whether to generate mipmaps (if possible) for a texture.
  7172. *
  7173. * Overwritten and set to `false` by default.
  7174. *
  7175. * @type {boolean}
  7176. * @default false
  7177. */
  7178. this.generateMipmaps = false;
  7179. /**
  7180. * If set to `true`, the texture is flipped along the vertical axis when
  7181. * uploaded to the GPU.
  7182. *
  7183. * Overwritten and set to `false` by default.
  7184. *
  7185. * @type {boolean}
  7186. * @default false
  7187. */
  7188. this.flipY = false;
  7189. /**
  7190. * Specifies the alignment requirements for the start of each pixel row in memory.
  7191. *
  7192. * Overwritten and set to `1` by default.
  7193. *
  7194. * @type {boolean}
  7195. * @default 1
  7196. */
  7197. this.unpackAlignment = 1;
  7198. /**
  7199. * A set of all layers which need to be updated in the texture.
  7200. *
  7201. * @type {Set<number>}
  7202. */
  7203. this.layerUpdates = new Set();
  7204. }
  7205. /**
  7206. * Describes that a specific layer of the texture needs to be updated.
  7207. * Normally when {@link Texture#needsUpdate} is set to `true`, the
  7208. * entire data texture array is sent to the GPU. Marking specific
  7209. * layers will only transmit subsets of all mipmaps associated with a
  7210. * specific depth in the array which is often much more performant.
  7211. *
  7212. * @param {number} layerIndex - The layer index that should be updated.
  7213. */
  7214. addLayerUpdate( layerIndex ) {
  7215. this.layerUpdates.add( layerIndex );
  7216. }
  7217. /**
  7218. * Resets the layer updates registry.
  7219. */
  7220. clearLayerUpdates() {
  7221. this.layerUpdates.clear();
  7222. }
  7223. }
  7224. /**
  7225. * An array render target used in context of {@link WebGLRenderer}.
  7226. *
  7227. * @augments WebGLRenderTarget
  7228. */
  7229. class WebGLArrayRenderTarget extends WebGLRenderTarget {
  7230. /**
  7231. * Constructs a new array render target.
  7232. *
  7233. * @param {number} [width=1] - The width of the render target.
  7234. * @param {number} [height=1] - The height of the render target.
  7235. * @param {number} [depth=1] - The height of the render target.
  7236. * @param {RenderTarget~Options} [options] - The configuration object.
  7237. */
  7238. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  7239. super( width, height, options );
  7240. /**
  7241. * This flag can be used for type testing.
  7242. *
  7243. * @type {boolean}
  7244. * @readonly
  7245. * @default true
  7246. */
  7247. this.isWebGLArrayRenderTarget = true;
  7248. this.depth = depth;
  7249. /**
  7250. * Overwritten with a different texture type.
  7251. *
  7252. * @type {DataArrayTexture}
  7253. */
  7254. this.texture = new DataArrayTexture( null, width, height, depth );
  7255. this._setTextureOptions( options );
  7256. this.texture.isRenderTargetTexture = true;
  7257. }
  7258. }
  7259. /**
  7260. * Creates a three-dimensional texture from raw data, with parameters to
  7261. * divide it into width, height, and depth.
  7262. *
  7263. * @augments Texture
  7264. */
  7265. class Data3DTexture extends Texture {
  7266. /**
  7267. * Constructs a new data array texture.
  7268. *
  7269. * @param {?TypedArray} [data=null] - The buffer data.
  7270. * @param {number} [width=1] - The width of the texture.
  7271. * @param {number} [height=1] - The height of the texture.
  7272. * @param {number} [depth=1] - The depth of the texture.
  7273. */
  7274. constructor( data = null, width = 1, height = 1, depth = 1 ) {
  7275. // We're going to add .setXXX() methods for setting properties later.
  7276. // Users can still set in Data3DTexture directly.
  7277. //
  7278. // const texture = new THREE.Data3DTexture( data, width, height, depth );
  7279. // texture.anisotropy = 16;
  7280. //
  7281. // See #14839
  7282. super( null );
  7283. /**
  7284. * This flag can be used for type testing.
  7285. *
  7286. * @type {boolean}
  7287. * @readonly
  7288. * @default true
  7289. */
  7290. this.isData3DTexture = true;
  7291. /**
  7292. * The image definition of a data texture.
  7293. *
  7294. * @type {{data:TypedArray,width:number,height:number,depth:number}}
  7295. */
  7296. this.image = { data, width, height, depth };
  7297. /**
  7298. * How the texture is sampled when a texel covers more than one pixel.
  7299. *
  7300. * Overwritten and set to `NearestFilter` by default.
  7301. *
  7302. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7303. * @default NearestFilter
  7304. */
  7305. this.magFilter = NearestFilter;
  7306. /**
  7307. * How the texture is sampled when a texel covers less than one pixel.
  7308. *
  7309. * Overwritten and set to `NearestFilter` by default.
  7310. *
  7311. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7312. * @default NearestFilter
  7313. */
  7314. this.minFilter = NearestFilter;
  7315. /**
  7316. * This defines how the texture is wrapped in the depth and corresponds to
  7317. * *W* in UVW mapping.
  7318. *
  7319. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  7320. * @default ClampToEdgeWrapping
  7321. */
  7322. this.wrapR = ClampToEdgeWrapping;
  7323. /**
  7324. * Whether to generate mipmaps (if possible) for a texture.
  7325. *
  7326. * Overwritten and set to `false` by default.
  7327. *
  7328. * @type {boolean}
  7329. * @default false
  7330. */
  7331. this.generateMipmaps = false;
  7332. /**
  7333. * If set to `true`, the texture is flipped along the vertical axis when
  7334. * uploaded to the GPU.
  7335. *
  7336. * Overwritten and set to `false` by default.
  7337. *
  7338. * @type {boolean}
  7339. * @default false
  7340. */
  7341. this.flipY = false;
  7342. /**
  7343. * Specifies the alignment requirements for the start of each pixel row in memory.
  7344. *
  7345. * Overwritten and set to `1` by default.
  7346. *
  7347. * @type {boolean}
  7348. * @default 1
  7349. */
  7350. this.unpackAlignment = 1;
  7351. }
  7352. }
  7353. /**
  7354. * A 3D render target used in context of {@link WebGLRenderer}.
  7355. *
  7356. * @augments WebGLRenderTarget
  7357. */
  7358. class WebGL3DRenderTarget extends WebGLRenderTarget {
  7359. /**
  7360. * Constructs a new 3D render target.
  7361. *
  7362. * @param {number} [width=1] - The width of the render target.
  7363. * @param {number} [height=1] - The height of the render target.
  7364. * @param {number} [depth=1] - The height of the render target.
  7365. * @param {RenderTarget~Options} [options] - The configuration object.
  7366. */
  7367. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  7368. super( width, height, options );
  7369. /**
  7370. * This flag can be used for type testing.
  7371. *
  7372. * @type {boolean}
  7373. * @readonly
  7374. * @default true
  7375. */
  7376. this.isWebGL3DRenderTarget = true;
  7377. this.depth = depth;
  7378. /**
  7379. * Overwritten with a different texture type.
  7380. *
  7381. * @type {Data3DTexture}
  7382. */
  7383. this.texture = new Data3DTexture( null, width, height, depth );
  7384. this._setTextureOptions( options );
  7385. this.texture.isRenderTargetTexture = true;
  7386. }
  7387. }
  7388. /**
  7389. * Represents an axis-aligned bounding box (AABB) in 3D space.
  7390. */
  7391. class Box3 {
  7392. /**
  7393. * Constructs a new bounding box.
  7394. *
  7395. * @param {Vector3} [min=(Infinity,Infinity,Infinity)] - A vector representing the lower boundary of the box.
  7396. * @param {Vector3} [max=(-Infinity,-Infinity,-Infinity)] - A vector representing the upper boundary of the box.
  7397. */
  7398. constructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) {
  7399. /**
  7400. * This flag can be used for type testing.
  7401. *
  7402. * @type {boolean}
  7403. * @readonly
  7404. * @default true
  7405. */
  7406. this.isBox3 = true;
  7407. /**
  7408. * The lower boundary of the box.
  7409. *
  7410. * @type {Vector3}
  7411. */
  7412. this.min = min;
  7413. /**
  7414. * The upper boundary of the box.
  7415. *
  7416. * @type {Vector3}
  7417. */
  7418. this.max = max;
  7419. }
  7420. /**
  7421. * Sets the lower and upper boundaries of this box.
  7422. * Please note that this method only copies the values from the given objects.
  7423. *
  7424. * @param {Vector3} min - The lower boundary of the box.
  7425. * @param {Vector3} max - The upper boundary of the box.
  7426. * @return {Box3} A reference to this bounding box.
  7427. */
  7428. set( min, max ) {
  7429. this.min.copy( min );
  7430. this.max.copy( max );
  7431. return this;
  7432. }
  7433. /**
  7434. * Sets the upper and lower bounds of this box so it encloses the position data
  7435. * in the given array.
  7436. *
  7437. * @param {Array<number>} array - An array holding 3D position data.
  7438. * @return {Box3} A reference to this bounding box.
  7439. */
  7440. setFromArray( array ) {
  7441. this.makeEmpty();
  7442. for ( let i = 0, il = array.length; i < il; i += 3 ) {
  7443. this.expandByPoint( _vector$b.fromArray( array, i ) );
  7444. }
  7445. return this;
  7446. }
  7447. /**
  7448. * Sets the upper and lower bounds of this box so it encloses the position data
  7449. * in the given buffer attribute.
  7450. *
  7451. * @param {BufferAttribute} attribute - A buffer attribute holding 3D position data.
  7452. * @return {Box3} A reference to this bounding box.
  7453. */
  7454. setFromBufferAttribute( attribute ) {
  7455. this.makeEmpty();
  7456. for ( let i = 0, il = attribute.count; i < il; i ++ ) {
  7457. this.expandByPoint( _vector$b.fromBufferAttribute( attribute, i ) );
  7458. }
  7459. return this;
  7460. }
  7461. /**
  7462. * Sets the upper and lower bounds of this box so it encloses the position data
  7463. * in the given array.
  7464. *
  7465. * @param {Array<Vector3>} points - An array holding 3D position data as instances of {@link Vector3}.
  7466. * @return {Box3} A reference to this bounding box.
  7467. */
  7468. setFromPoints( points ) {
  7469. this.makeEmpty();
  7470. for ( let i = 0, il = points.length; i < il; i ++ ) {
  7471. this.expandByPoint( points[ i ] );
  7472. }
  7473. return this;
  7474. }
  7475. /**
  7476. * Centers this box on the given center vector and sets this box's width, height and
  7477. * depth to the given size values.
  7478. *
  7479. * @param {Vector3} center - The center of the box.
  7480. * @param {Vector3} size - The x, y and z dimensions of the box.
  7481. * @return {Box3} A reference to this bounding box.
  7482. */
  7483. setFromCenterAndSize( center, size ) {
  7484. const halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 );
  7485. this.min.copy( center ).sub( halfSize );
  7486. this.max.copy( center ).add( halfSize );
  7487. return this;
  7488. }
  7489. /**
  7490. * Computes the world-axis-aligned bounding box for the given 3D object
  7491. * (including its children), accounting for the object's, and children's,
  7492. * world transforms. The function may result in a larger box than strictly necessary.
  7493. *
  7494. * @param {Object3D} object - The 3D object to compute the bounding box for.
  7495. * @param {boolean} [precise=false] - If set to `true`, the method computes the smallest
  7496. * world-axis-aligned bounding box at the expense of more computation.
  7497. * @return {Box3} A reference to this bounding box.
  7498. */
  7499. setFromObject( object, precise = false ) {
  7500. this.makeEmpty();
  7501. return this.expandByObject( object, precise );
  7502. }
  7503. /**
  7504. * Returns a new box with copied values from this instance.
  7505. *
  7506. * @return {Box3} A clone of this instance.
  7507. */
  7508. clone() {
  7509. return new this.constructor().copy( this );
  7510. }
  7511. /**
  7512. * Copies the values of the given box to this instance.
  7513. *
  7514. * @param {Box3} box - The box to copy.
  7515. * @return {Box3} A reference to this bounding box.
  7516. */
  7517. copy( box ) {
  7518. this.min.copy( box.min );
  7519. this.max.copy( box.max );
  7520. return this;
  7521. }
  7522. /**
  7523. * Makes this box empty which means in encloses a zero space in 3D.
  7524. *
  7525. * @return {Box3} A reference to this bounding box.
  7526. */
  7527. makeEmpty() {
  7528. this.min.x = this.min.y = this.min.z = + Infinity;
  7529. this.max.x = this.max.y = this.max.z = - Infinity;
  7530. return this;
  7531. }
  7532. /**
  7533. * Returns true if this box includes zero points within its bounds.
  7534. * Note that a box with equal lower and upper bounds still includes one
  7535. * point, the one both bounds share.
  7536. *
  7537. * @return {boolean} Whether this box is empty or not.
  7538. */
  7539. isEmpty() {
  7540. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  7541. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  7542. }
  7543. /**
  7544. * Returns the center point of this box.
  7545. *
  7546. * @param {Vector3} target - The target vector that is used to store the method's result.
  7547. * @return {Vector3} The center point.
  7548. */
  7549. getCenter( target ) {
  7550. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  7551. }
  7552. /**
  7553. * Returns the dimensions of this box.
  7554. *
  7555. * @param {Vector3} target - The target vector that is used to store the method's result.
  7556. * @return {Vector3} The size.
  7557. */
  7558. getSize( target ) {
  7559. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  7560. }
  7561. /**
  7562. * Expands the boundaries of this box to include the given point.
  7563. *
  7564. * @param {Vector3} point - The point that should be included by the bounding box.
  7565. * @return {Box3} A reference to this bounding box.
  7566. */
  7567. expandByPoint( point ) {
  7568. this.min.min( point );
  7569. this.max.max( point );
  7570. return this;
  7571. }
  7572. /**
  7573. * Expands this box equilaterally by the given vector. The width of this
  7574. * box will be expanded by the x component of the vector in both
  7575. * directions. The height of this box will be expanded by the y component of
  7576. * the vector in both directions. The depth of this box will be
  7577. * expanded by the z component of the vector in both directions.
  7578. *
  7579. * @param {Vector3} vector - The vector that should expand the bounding box.
  7580. * @return {Box3} A reference to this bounding box.
  7581. */
  7582. expandByVector( vector ) {
  7583. this.min.sub( vector );
  7584. this.max.add( vector );
  7585. return this;
  7586. }
  7587. /**
  7588. * Expands each dimension of the box by the given scalar. If negative, the
  7589. * dimensions of the box will be contracted.
  7590. *
  7591. * @param {number} scalar - The scalar value that should expand the bounding box.
  7592. * @return {Box3} A reference to this bounding box.
  7593. */
  7594. expandByScalar( scalar ) {
  7595. this.min.addScalar( - scalar );
  7596. this.max.addScalar( scalar );
  7597. return this;
  7598. }
  7599. /**
  7600. * Expands the boundaries of this box to include the given 3D object and
  7601. * its children, accounting for the object's, and children's, world
  7602. * transforms. The function may result in a larger box than strictly
  7603. * necessary (unless the precise parameter is set to true).
  7604. *
  7605. * @param {Object3D} object - The 3D object that should expand the bounding box.
  7606. * @param {boolean} precise - If set to `true`, the method expands the bounding box
  7607. * as little as necessary at the expense of more computation.
  7608. * @return {Box3} A reference to this bounding box.
  7609. */
  7610. expandByObject( object, precise = false ) {
  7611. // Computes the world-axis-aligned bounding box of an object (including its children),
  7612. // accounting for both the object's, and children's, world transforms
  7613. object.updateWorldMatrix( false, false );
  7614. const geometry = object.geometry;
  7615. if ( geometry !== undefined ) {
  7616. const positionAttribute = geometry.getAttribute( 'position' );
  7617. // precise AABB computation based on vertex data requires at least a position attribute.
  7618. // instancing isn't supported so far and uses the normal (conservative) code path.
  7619. if ( precise === true && positionAttribute !== undefined && object.isInstancedMesh !== true ) {
  7620. for ( let i = 0, l = positionAttribute.count; i < l; i ++ ) {
  7621. if ( object.isMesh === true ) {
  7622. object.getVertexPosition( i, _vector$b );
  7623. } else {
  7624. _vector$b.fromBufferAttribute( positionAttribute, i );
  7625. }
  7626. _vector$b.applyMatrix4( object.matrixWorld );
  7627. this.expandByPoint( _vector$b );
  7628. }
  7629. } else {
  7630. if ( object.boundingBox !== undefined ) {
  7631. // object-level bounding box
  7632. if ( object.boundingBox === null ) {
  7633. object.computeBoundingBox();
  7634. }
  7635. _box$4.copy( object.boundingBox );
  7636. } else {
  7637. // geometry-level bounding box
  7638. if ( geometry.boundingBox === null ) {
  7639. geometry.computeBoundingBox();
  7640. }
  7641. _box$4.copy( geometry.boundingBox );
  7642. }
  7643. _box$4.applyMatrix4( object.matrixWorld );
  7644. this.union( _box$4 );
  7645. }
  7646. }
  7647. const children = object.children;
  7648. for ( let i = 0, l = children.length; i < l; i ++ ) {
  7649. this.expandByObject( children[ i ], precise );
  7650. }
  7651. return this;
  7652. }
  7653. /**
  7654. * Returns `true` if the given point lies within or on the boundaries of this box.
  7655. *
  7656. * @param {Vector3} point - The point to test.
  7657. * @return {boolean} Whether the bounding box contains the given point or not.
  7658. */
  7659. containsPoint( point ) {
  7660. return point.x >= this.min.x && point.x <= this.max.x &&
  7661. point.y >= this.min.y && point.y <= this.max.y &&
  7662. point.z >= this.min.z && point.z <= this.max.z;
  7663. }
  7664. /**
  7665. * Returns `true` if this bounding box includes the entirety of the given bounding box.
  7666. * If this box and the given one are identical, this function also returns `true`.
  7667. *
  7668. * @param {Box3} box - The bounding box to test.
  7669. * @return {boolean} Whether the bounding box contains the given bounding box or not.
  7670. */
  7671. containsBox( box ) {
  7672. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  7673. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  7674. this.min.z <= box.min.z && box.max.z <= this.max.z;
  7675. }
  7676. /**
  7677. * Returns a point as a proportion of this box's width, height and depth.
  7678. *
  7679. * @param {Vector3} point - A point in 3D space.
  7680. * @param {Vector3} target - The target vector that is used to store the method's result.
  7681. * @return {Vector3} A point as a proportion of this box's width, height and depth.
  7682. */
  7683. getParameter( point, target ) {
  7684. // This can potentially have a divide by zero if the box
  7685. // has a size dimension of 0.
  7686. return target.set(
  7687. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  7688. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  7689. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  7690. );
  7691. }
  7692. /**
  7693. * Returns `true` if the given bounding box intersects with this bounding box.
  7694. *
  7695. * @param {Box3} box - The bounding box to test.
  7696. * @return {boolean} Whether the given bounding box intersects with this bounding box.
  7697. */
  7698. intersectsBox( box ) {
  7699. // using 6 splitting planes to rule out intersections.
  7700. return box.max.x >= this.min.x && box.min.x <= this.max.x &&
  7701. box.max.y >= this.min.y && box.min.y <= this.max.y &&
  7702. box.max.z >= this.min.z && box.min.z <= this.max.z;
  7703. }
  7704. /**
  7705. * Returns `true` if the given bounding sphere intersects with this bounding box.
  7706. *
  7707. * @param {Sphere} sphere - The bounding sphere to test.
  7708. * @return {boolean} Whether the given bounding sphere intersects with this bounding box.
  7709. */
  7710. intersectsSphere( sphere ) {
  7711. // Find the point on the AABB closest to the sphere center.
  7712. this.clampPoint( sphere.center, _vector$b );
  7713. // If that point is inside the sphere, the AABB and sphere intersect.
  7714. return _vector$b.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  7715. }
  7716. /**
  7717. * Returns `true` if the given plane intersects with this bounding box.
  7718. *
  7719. * @param {Plane} plane - The plane to test.
  7720. * @return {boolean} Whether the given plane intersects with this bounding box.
  7721. */
  7722. intersectsPlane( plane ) {
  7723. // We compute the minimum and maximum dot product values. If those values
  7724. // are on the same side (back or front) of the plane, then there is no intersection.
  7725. let min, max;
  7726. if ( plane.normal.x > 0 ) {
  7727. min = plane.normal.x * this.min.x;
  7728. max = plane.normal.x * this.max.x;
  7729. } else {
  7730. min = plane.normal.x * this.max.x;
  7731. max = plane.normal.x * this.min.x;
  7732. }
  7733. if ( plane.normal.y > 0 ) {
  7734. min += plane.normal.y * this.min.y;
  7735. max += plane.normal.y * this.max.y;
  7736. } else {
  7737. min += plane.normal.y * this.max.y;
  7738. max += plane.normal.y * this.min.y;
  7739. }
  7740. if ( plane.normal.z > 0 ) {
  7741. min += plane.normal.z * this.min.z;
  7742. max += plane.normal.z * this.max.z;
  7743. } else {
  7744. min += plane.normal.z * this.max.z;
  7745. max += plane.normal.z * this.min.z;
  7746. }
  7747. return ( min <= - plane.constant && max >= - plane.constant );
  7748. }
  7749. /**
  7750. * Returns `true` if the given triangle intersects with this bounding box.
  7751. *
  7752. * @param {Triangle} triangle - The triangle to test.
  7753. * @return {boolean} Whether the given triangle intersects with this bounding box.
  7754. */
  7755. intersectsTriangle( triangle ) {
  7756. if ( this.isEmpty() ) {
  7757. return false;
  7758. }
  7759. // compute box center and extents
  7760. this.getCenter( _center );
  7761. _extents.subVectors( this.max, _center );
  7762. // translate triangle to aabb origin
  7763. _v0$2.subVectors( triangle.a, _center );
  7764. _v1$7.subVectors( triangle.b, _center );
  7765. _v2$4.subVectors( triangle.c, _center );
  7766. // compute edge vectors for triangle
  7767. _f0.subVectors( _v1$7, _v0$2 );
  7768. _f1.subVectors( _v2$4, _v1$7 );
  7769. _f2.subVectors( _v0$2, _v2$4 );
  7770. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  7771. // make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation
  7772. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  7773. let axes = [
  7774. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  7775. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  7776. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  7777. ];
  7778. if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) {
  7779. return false;
  7780. }
  7781. // test 3 face normals from the aabb
  7782. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  7783. if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) {
  7784. return false;
  7785. }
  7786. // finally testing the face normal of the triangle
  7787. // use already existing triangle edge vectors here
  7788. _triangleNormal.crossVectors( _f0, _f1 );
  7789. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  7790. return satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents );
  7791. }
  7792. /**
  7793. * Clamps the given point within the bounds of this box.
  7794. *
  7795. * @param {Vector3} point - The point to clamp.
  7796. * @param {Vector3} target - The target vector that is used to store the method's result.
  7797. * @return {Vector3} The clamped point.
  7798. */
  7799. clampPoint( point, target ) {
  7800. return target.copy( point ).clamp( this.min, this.max );
  7801. }
  7802. /**
  7803. * Returns the euclidean distance from any edge of this box to the specified point. If
  7804. * the given point lies inside of this box, the distance will be `0`.
  7805. *
  7806. * @param {Vector3} point - The point to compute the distance to.
  7807. * @return {number} The euclidean distance.
  7808. */
  7809. distanceToPoint( point ) {
  7810. return this.clampPoint( point, _vector$b ).distanceTo( point );
  7811. }
  7812. /**
  7813. * Returns a bounding sphere that encloses this bounding box.
  7814. *
  7815. * @param {Sphere} target - The target sphere that is used to store the method's result.
  7816. * @return {Sphere} The bounding sphere that encloses this bounding box.
  7817. */
  7818. getBoundingSphere( target ) {
  7819. if ( this.isEmpty() ) {
  7820. target.makeEmpty();
  7821. } else {
  7822. this.getCenter( target.center );
  7823. target.radius = this.getSize( _vector$b ).length() * 0.5;
  7824. }
  7825. return target;
  7826. }
  7827. /**
  7828. * Computes the intersection of this bounding box and the given one, setting the upper
  7829. * bound of this box to the lesser of the two boxes' upper bounds and the
  7830. * lower bound of this box to the greater of the two boxes' lower bounds. If
  7831. * there's no overlap, makes this box empty.
  7832. *
  7833. * @param {Box3} box - The bounding box to intersect with.
  7834. * @return {Box3} A reference to this bounding box.
  7835. */
  7836. intersect( box ) {
  7837. this.min.max( box.min );
  7838. this.max.min( box.max );
  7839. // ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values.
  7840. if ( this.isEmpty() ) this.makeEmpty();
  7841. return this;
  7842. }
  7843. /**
  7844. * Computes the union of this box and another and the given one, setting the upper
  7845. * bound of this box to the greater of the two boxes' upper bounds and the
  7846. * lower bound of this box to the lesser of the two boxes' lower bounds.
  7847. *
  7848. * @param {Box3} box - The bounding box that will be unioned with this instance.
  7849. * @return {Box3} A reference to this bounding box.
  7850. */
  7851. union( box ) {
  7852. this.min.min( box.min );
  7853. this.max.max( box.max );
  7854. return this;
  7855. }
  7856. /**
  7857. * Transforms this bounding box by the given 4x4 transformation matrix.
  7858. *
  7859. * @param {Matrix4} matrix - The transformation matrix.
  7860. * @return {Box3} A reference to this bounding box.
  7861. */
  7862. applyMatrix4( matrix ) {
  7863. // transform of empty box is an empty box.
  7864. if ( this.isEmpty() ) return this;
  7865. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  7866. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  7867. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  7868. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  7869. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  7870. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  7871. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  7872. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  7873. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  7874. this.setFromPoints( _points );
  7875. return this;
  7876. }
  7877. /**
  7878. * Adds the given offset to both the upper and lower bounds of this bounding box,
  7879. * effectively moving it in 3D space.
  7880. *
  7881. * @param {Vector3} offset - The offset that should be used to translate the bounding box.
  7882. * @return {Box3} A reference to this bounding box.
  7883. */
  7884. translate( offset ) {
  7885. this.min.add( offset );
  7886. this.max.add( offset );
  7887. return this;
  7888. }
  7889. /**
  7890. * Returns `true` if this bounding box is equal with the given one.
  7891. *
  7892. * @param {Box3} box - The box to test for equality.
  7893. * @return {boolean} Whether this bounding box is equal with the given one.
  7894. */
  7895. equals( box ) {
  7896. return box.min.equals( this.min ) && box.max.equals( this.max );
  7897. }
  7898. /**
  7899. * Returns a serialized structure of the bounding box.
  7900. *
  7901. * @return {Object} Serialized structure with fields representing the object state.
  7902. */
  7903. toJSON() {
  7904. return {
  7905. min: this.min.toArray(),
  7906. max: this.max.toArray()
  7907. };
  7908. }
  7909. /**
  7910. * Returns a serialized structure of the bounding box.
  7911. *
  7912. * @param {Object} json - The serialized json to set the box from.
  7913. * @return {Box3} A reference to this bounding box.
  7914. */
  7915. fromJSON( json ) {
  7916. this.min.fromArray( json.min );
  7917. this.max.fromArray( json.max );
  7918. return this;
  7919. }
  7920. }
  7921. const _points = [
  7922. /*@__PURE__*/ new Vector3(),
  7923. /*@__PURE__*/ new Vector3(),
  7924. /*@__PURE__*/ new Vector3(),
  7925. /*@__PURE__*/ new Vector3(),
  7926. /*@__PURE__*/ new Vector3(),
  7927. /*@__PURE__*/ new Vector3(),
  7928. /*@__PURE__*/ new Vector3(),
  7929. /*@__PURE__*/ new Vector3()
  7930. ];
  7931. const _vector$b = /*@__PURE__*/ new Vector3();
  7932. const _box$4 = /*@__PURE__*/ new Box3();
  7933. // triangle centered vertices
  7934. const _v0$2 = /*@__PURE__*/ new Vector3();
  7935. const _v1$7 = /*@__PURE__*/ new Vector3();
  7936. const _v2$4 = /*@__PURE__*/ new Vector3();
  7937. // triangle edge vectors
  7938. const _f0 = /*@__PURE__*/ new Vector3();
  7939. const _f1 = /*@__PURE__*/ new Vector3();
  7940. const _f2 = /*@__PURE__*/ new Vector3();
  7941. const _center = /*@__PURE__*/ new Vector3();
  7942. const _extents = /*@__PURE__*/ new Vector3();
  7943. const _triangleNormal = /*@__PURE__*/ new Vector3();
  7944. const _testAxis = /*@__PURE__*/ new Vector3();
  7945. function satForAxes( axes, v0, v1, v2, extents ) {
  7946. for ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  7947. _testAxis.fromArray( axes, i );
  7948. // project the aabb onto the separating axis
  7949. const r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  7950. // project all 3 vertices of the triangle onto the separating axis
  7951. const p0 = v0.dot( _testAxis );
  7952. const p1 = v1.dot( _testAxis );
  7953. const p2 = v2.dot( _testAxis );
  7954. // actual test, basically see if either of the most extreme of the triangle points intersects r
  7955. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  7956. // points of the projected triangle are outside the projected half-length of the aabb
  7957. // the axis is separating and we can exit
  7958. return false;
  7959. }
  7960. }
  7961. return true;
  7962. }
  7963. const _box$3 = /*@__PURE__*/ new Box3();
  7964. const _v1$6 = /*@__PURE__*/ new Vector3();
  7965. const _v2$3 = /*@__PURE__*/ new Vector3();
  7966. /**
  7967. * An analytical 3D sphere defined by a center and radius. This class is mainly
  7968. * used as a Bounding Sphere for 3D objects.
  7969. */
  7970. class Sphere {
  7971. /**
  7972. * Constructs a new sphere.
  7973. *
  7974. * @param {Vector3} [center=(0,0,0)] - The center of the sphere
  7975. * @param {number} [radius=-1] - The radius of the sphere.
  7976. */
  7977. constructor( center = new Vector3(), radius = -1 ) {
  7978. /**
  7979. * This flag can be used for type testing.
  7980. *
  7981. * @type {boolean}
  7982. * @readonly
  7983. * @default true
  7984. */
  7985. this.isSphere = true;
  7986. /**
  7987. * The center of the sphere
  7988. *
  7989. * @type {Vector3}
  7990. */
  7991. this.center = center;
  7992. /**
  7993. * The radius of the sphere.
  7994. *
  7995. * @type {number}
  7996. */
  7997. this.radius = radius;
  7998. }
  7999. /**
  8000. * Sets the sphere's components by copying the given values.
  8001. *
  8002. * @param {Vector3} center - The center.
  8003. * @param {number} radius - The radius.
  8004. * @return {Sphere} A reference to this sphere.
  8005. */
  8006. set( center, radius ) {
  8007. this.center.copy( center );
  8008. this.radius = radius;
  8009. return this;
  8010. }
  8011. /**
  8012. * Computes the minimum bounding sphere for list of points.
  8013. * If the optional center point is given, it is used as the sphere's
  8014. * center. Otherwise, the center of the axis-aligned bounding box
  8015. * encompassing the points is calculated.
  8016. *
  8017. * @param {Array<Vector3>} points - A list of points in 3D space.
  8018. * @param {Vector3} [optionalCenter] - The center of the sphere.
  8019. * @return {Sphere} A reference to this sphere.
  8020. */
  8021. setFromPoints( points, optionalCenter ) {
  8022. const center = this.center;
  8023. if ( optionalCenter !== undefined ) {
  8024. center.copy( optionalCenter );
  8025. } else {
  8026. _box$3.setFromPoints( points ).getCenter( center );
  8027. }
  8028. let maxRadiusSq = 0;
  8029. for ( let i = 0, il = points.length; i < il; i ++ ) {
  8030. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  8031. }
  8032. this.radius = Math.sqrt( maxRadiusSq );
  8033. return this;
  8034. }
  8035. /**
  8036. * Copies the values of the given sphere to this instance.
  8037. *
  8038. * @param {Sphere} sphere - The sphere to copy.
  8039. * @return {Sphere} A reference to this sphere.
  8040. */
  8041. copy( sphere ) {
  8042. this.center.copy( sphere.center );
  8043. this.radius = sphere.radius;
  8044. return this;
  8045. }
  8046. /**
  8047. * Returns `true` if the sphere is empty (the radius set to a negative number).
  8048. *
  8049. * Spheres with a radius of `0` contain only their center point and are not
  8050. * considered to be empty.
  8051. *
  8052. * @return {boolean} Whether this sphere is empty or not.
  8053. */
  8054. isEmpty() {
  8055. return ( this.radius < 0 );
  8056. }
  8057. /**
  8058. * Makes this sphere empty which means in encloses a zero space in 3D.
  8059. *
  8060. * @return {Sphere} A reference to this sphere.
  8061. */
  8062. makeEmpty() {
  8063. this.center.set( 0, 0, 0 );
  8064. this.radius = -1;
  8065. return this;
  8066. }
  8067. /**
  8068. * Returns `true` if this sphere contains the given point inclusive of
  8069. * the surface of the sphere.
  8070. *
  8071. * @param {Vector3} point - The point to check.
  8072. * @return {boolean} Whether this sphere contains the given point or not.
  8073. */
  8074. containsPoint( point ) {
  8075. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  8076. }
  8077. /**
  8078. * Returns the closest distance from the boundary of the sphere to the
  8079. * given point. If the sphere contains the point, the distance will
  8080. * be negative.
  8081. *
  8082. * @param {Vector3} point - The point to compute the distance to.
  8083. * @return {number} The distance to the point.
  8084. */
  8085. distanceToPoint( point ) {
  8086. return ( point.distanceTo( this.center ) - this.radius );
  8087. }
  8088. /**
  8089. * Returns `true` if this sphere intersects with the given one.
  8090. *
  8091. * @param {Sphere} sphere - The sphere to test.
  8092. * @return {boolean} Whether this sphere intersects with the given one or not.
  8093. */
  8094. intersectsSphere( sphere ) {
  8095. const radiusSum = this.radius + sphere.radius;
  8096. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  8097. }
  8098. /**
  8099. * Returns `true` if this sphere intersects with the given box.
  8100. *
  8101. * @param {Box3} box - The box to test.
  8102. * @return {boolean} Whether this sphere intersects with the given box or not.
  8103. */
  8104. intersectsBox( box ) {
  8105. return box.intersectsSphere( this );
  8106. }
  8107. /**
  8108. * Returns `true` if this sphere intersects with the given plane.
  8109. *
  8110. * @param {Plane} plane - The plane to test.
  8111. * @return {boolean} Whether this sphere intersects with the given plane or not.
  8112. */
  8113. intersectsPlane( plane ) {
  8114. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  8115. }
  8116. /**
  8117. * Clamps a point within the sphere. If the point is outside the sphere, it
  8118. * will clamp it to the closest point on the edge of the sphere. Points
  8119. * already inside the sphere will not be affected.
  8120. *
  8121. * @param {Vector3} point - The plane to clamp.
  8122. * @param {Vector3} target - The target vector that is used to store the method's result.
  8123. * @return {Vector3} The clamped point.
  8124. */
  8125. clampPoint( point, target ) {
  8126. const deltaLengthSq = this.center.distanceToSquared( point );
  8127. target.copy( point );
  8128. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  8129. target.sub( this.center ).normalize();
  8130. target.multiplyScalar( this.radius ).add( this.center );
  8131. }
  8132. return target;
  8133. }
  8134. /**
  8135. * Returns a bounding box that encloses this sphere.
  8136. *
  8137. * @param {Box3} target - The target box that is used to store the method's result.
  8138. * @return {Box3} The bounding box that encloses this sphere.
  8139. */
  8140. getBoundingBox( target ) {
  8141. if ( this.isEmpty() ) {
  8142. // Empty sphere produces empty bounding box
  8143. target.makeEmpty();
  8144. return target;
  8145. }
  8146. target.set( this.center, this.center );
  8147. target.expandByScalar( this.radius );
  8148. return target;
  8149. }
  8150. /**
  8151. * Transforms this sphere with the given 4x4 transformation matrix.
  8152. *
  8153. * @param {Matrix4} matrix - The transformation matrix.
  8154. * @return {Sphere} A reference to this sphere.
  8155. */
  8156. applyMatrix4( matrix ) {
  8157. this.center.applyMatrix4( matrix );
  8158. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  8159. return this;
  8160. }
  8161. /**
  8162. * Translates the sphere's center by the given offset.
  8163. *
  8164. * @param {Vector3} offset - The offset.
  8165. * @return {Sphere} A reference to this sphere.
  8166. */
  8167. translate( offset ) {
  8168. this.center.add( offset );
  8169. return this;
  8170. }
  8171. /**
  8172. * Expands the boundaries of this sphere to include the given point.
  8173. *
  8174. * @param {Vector3} point - The point to include.
  8175. * @return {Sphere} A reference to this sphere.
  8176. */
  8177. expandByPoint( point ) {
  8178. if ( this.isEmpty() ) {
  8179. this.center.copy( point );
  8180. this.radius = 0;
  8181. return this;
  8182. }
  8183. _v1$6.subVectors( point, this.center );
  8184. const lengthSq = _v1$6.lengthSq();
  8185. if ( lengthSq > ( this.radius * this.radius ) ) {
  8186. // calculate the minimal sphere
  8187. const length = Math.sqrt( lengthSq );
  8188. const delta = ( length - this.radius ) * 0.5;
  8189. this.center.addScaledVector( _v1$6, delta / length );
  8190. this.radius += delta;
  8191. }
  8192. return this;
  8193. }
  8194. /**
  8195. * Expands this sphere to enclose both the original sphere and the given sphere.
  8196. *
  8197. * @param {Sphere} sphere - The sphere to include.
  8198. * @return {Sphere} A reference to this sphere.
  8199. */
  8200. union( sphere ) {
  8201. if ( sphere.isEmpty() ) {
  8202. return this;
  8203. }
  8204. if ( this.isEmpty() ) {
  8205. this.copy( sphere );
  8206. return this;
  8207. }
  8208. if ( this.center.equals( sphere.center ) === true ) {
  8209. this.radius = Math.max( this.radius, sphere.radius );
  8210. } else {
  8211. _v2$3.subVectors( sphere.center, this.center ).setLength( sphere.radius );
  8212. this.expandByPoint( _v1$6.copy( sphere.center ).add( _v2$3 ) );
  8213. this.expandByPoint( _v1$6.copy( sphere.center ).sub( _v2$3 ) );
  8214. }
  8215. return this;
  8216. }
  8217. /**
  8218. * Returns `true` if this sphere is equal with the given one.
  8219. *
  8220. * @param {Sphere} sphere - The sphere to test for equality.
  8221. * @return {boolean} Whether this bounding sphere is equal with the given one.
  8222. */
  8223. equals( sphere ) {
  8224. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  8225. }
  8226. /**
  8227. * Returns a new sphere with copied values from this instance.
  8228. *
  8229. * @return {Sphere} A clone of this instance.
  8230. */
  8231. clone() {
  8232. return new this.constructor().copy( this );
  8233. }
  8234. /**
  8235. * Returns a serialized structure of the bounding sphere.
  8236. *
  8237. * @return {Object} Serialized structure with fields representing the object state.
  8238. */
  8239. toJSON() {
  8240. return {
  8241. radius: this.radius,
  8242. center: this.center.toArray()
  8243. };
  8244. }
  8245. /**
  8246. * Returns a serialized structure of the bounding sphere.
  8247. *
  8248. * @param {Object} json - The serialized json to set the sphere from.
  8249. * @return {Sphere} A reference to this bounding sphere.
  8250. */
  8251. fromJSON( json ) {
  8252. this.radius = json.radius;
  8253. this.center.fromArray( json.center );
  8254. return this;
  8255. }
  8256. }
  8257. const _vector$a = /*@__PURE__*/ new Vector3();
  8258. const _segCenter = /*@__PURE__*/ new Vector3();
  8259. const _segDir = /*@__PURE__*/ new Vector3();
  8260. const _diff = /*@__PURE__*/ new Vector3();
  8261. const _edge1 = /*@__PURE__*/ new Vector3();
  8262. const _edge2 = /*@__PURE__*/ new Vector3();
  8263. const _normal$1 = /*@__PURE__*/ new Vector3();
  8264. /**
  8265. * A ray that emits from an origin in a certain direction. The class is used by
  8266. * {@link Raycaster} to assist with raycasting. Raycasting is used for
  8267. * mouse picking (working out what objects in the 3D space the mouse is over)
  8268. * amongst other things.
  8269. */
  8270. class Ray {
  8271. /**
  8272. * Constructs a new ray.
  8273. *
  8274. * @param {Vector3} [origin=(0,0,0)] - The origin of the ray.
  8275. * @param {Vector3} [direction=(0,0,-1)] - The (normalized) direction of the ray.
  8276. */
  8277. constructor( origin = new Vector3(), direction = new Vector3( 0, 0, -1 ) ) {
  8278. /**
  8279. * The origin of the ray.
  8280. *
  8281. * @type {Vector3}
  8282. */
  8283. this.origin = origin;
  8284. /**
  8285. * The (normalized) direction of the ray.
  8286. *
  8287. * @type {Vector3}
  8288. */
  8289. this.direction = direction;
  8290. }
  8291. /**
  8292. * Sets the ray's components by copying the given values.
  8293. *
  8294. * @param {Vector3} origin - The origin.
  8295. * @param {Vector3} direction - The direction.
  8296. * @return {Ray} A reference to this ray.
  8297. */
  8298. set( origin, direction ) {
  8299. this.origin.copy( origin );
  8300. this.direction.copy( direction );
  8301. return this;
  8302. }
  8303. /**
  8304. * Copies the values of the given ray to this instance.
  8305. *
  8306. * @param {Ray} ray - The ray to copy.
  8307. * @return {Ray} A reference to this ray.
  8308. */
  8309. copy( ray ) {
  8310. this.origin.copy( ray.origin );
  8311. this.direction.copy( ray.direction );
  8312. return this;
  8313. }
  8314. /**
  8315. * Returns a vector that is located at a given distance along this ray.
  8316. *
  8317. * @param {number} t - The distance along the ray to retrieve a position for.
  8318. * @param {Vector3} target - The target vector that is used to store the method's result.
  8319. * @return {Vector3} A position on the ray.
  8320. */
  8321. at( t, target ) {
  8322. return target.copy( this.origin ).addScaledVector( this.direction, t );
  8323. }
  8324. /**
  8325. * Adjusts the direction of the ray to point at the given vector in world space.
  8326. *
  8327. * @param {Vector3} v - The target position.
  8328. * @return {Ray} A reference to this ray.
  8329. */
  8330. lookAt( v ) {
  8331. this.direction.copy( v ).sub( this.origin ).normalize();
  8332. return this;
  8333. }
  8334. /**
  8335. * Shift the origin of this ray along its direction by the given distance.
  8336. *
  8337. * @param {number} t - The distance along the ray to interpolate.
  8338. * @return {Ray} A reference to this ray.
  8339. */
  8340. recast( t ) {
  8341. this.origin.copy( this.at( t, _vector$a ) );
  8342. return this;
  8343. }
  8344. /**
  8345. * Returns the point along this ray that is closest to the given point.
  8346. *
  8347. * @param {Vector3} point - A point in 3D space to get the closet location on the ray for.
  8348. * @param {Vector3} target - The target vector that is used to store the method's result.
  8349. * @return {Vector3} The closest point on this ray.
  8350. */
  8351. closestPointToPoint( point, target ) {
  8352. target.subVectors( point, this.origin );
  8353. const directionDistance = target.dot( this.direction );
  8354. if ( directionDistance < 0 ) {
  8355. return target.copy( this.origin );
  8356. }
  8357. return target.copy( this.origin ).addScaledVector( this.direction, directionDistance );
  8358. }
  8359. /**
  8360. * Returns the distance of the closest approach between this ray and the given point.
  8361. *
  8362. * @param {Vector3} point - A point in 3D space to compute the distance to.
  8363. * @return {number} The distance.
  8364. */
  8365. distanceToPoint( point ) {
  8366. return Math.sqrt( this.distanceSqToPoint( point ) );
  8367. }
  8368. /**
  8369. * Returns the squared distance of the closest approach between this ray and the given point.
  8370. *
  8371. * @param {Vector3} point - A point in 3D space to compute the distance to.
  8372. * @return {number} The squared distance.
  8373. */
  8374. distanceSqToPoint( point ) {
  8375. const directionDistance = _vector$a.subVectors( point, this.origin ).dot( this.direction );
  8376. // point behind the ray
  8377. if ( directionDistance < 0 ) {
  8378. return this.origin.distanceToSquared( point );
  8379. }
  8380. _vector$a.copy( this.origin ).addScaledVector( this.direction, directionDistance );
  8381. return _vector$a.distanceToSquared( point );
  8382. }
  8383. /**
  8384. * Returns the squared distance between this ray and the given line segment.
  8385. *
  8386. * @param {Vector3} v0 - The start point of the line segment.
  8387. * @param {Vector3} v1 - The end point of the line segment.
  8388. * @param {Vector3} [optionalPointOnRay] - When provided, it receives the point on this ray that is closest to the segment.
  8389. * @param {Vector3} [optionalPointOnSegment] - When provided, it receives the point on the line segment that is closest to this ray.
  8390. * @return {number} The squared distance.
  8391. */
  8392. distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  8393. // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteDistRaySegment.h
  8394. // It returns the min distance between the ray and the segment
  8395. // defined by v0 and v1
  8396. // It can also set two optional targets :
  8397. // - The closest point on the ray
  8398. // - The closest point on the segment
  8399. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  8400. _segDir.copy( v1 ).sub( v0 ).normalize();
  8401. _diff.copy( this.origin ).sub( _segCenter );
  8402. const segExtent = v0.distanceTo( v1 ) * 0.5;
  8403. const a01 = - this.direction.dot( _segDir );
  8404. const b0 = _diff.dot( this.direction );
  8405. const b1 = - _diff.dot( _segDir );
  8406. const c = _diff.lengthSq();
  8407. const det = Math.abs( 1 - a01 * a01 );
  8408. let s0, s1, sqrDist, extDet;
  8409. if ( det > 0 ) {
  8410. // The ray and segment are not parallel.
  8411. s0 = a01 * b1 - b0;
  8412. s1 = a01 * b0 - b1;
  8413. extDet = segExtent * det;
  8414. if ( s0 >= 0 ) {
  8415. if ( s1 >= - extDet ) {
  8416. if ( s1 <= extDet ) {
  8417. // region 0
  8418. // Minimum at interior points of ray and segment.
  8419. const invDet = 1 / det;
  8420. s0 *= invDet;
  8421. s1 *= invDet;
  8422. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  8423. } else {
  8424. // region 1
  8425. s1 = segExtent;
  8426. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  8427. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8428. }
  8429. } else {
  8430. // region 5
  8431. s1 = - segExtent;
  8432. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  8433. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8434. }
  8435. } else {
  8436. if ( s1 <= - extDet ) {
  8437. // region 4
  8438. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  8439. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8440. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8441. } else if ( s1 <= extDet ) {
  8442. // region 3
  8443. s0 = 0;
  8444. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8445. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  8446. } else {
  8447. // region 2
  8448. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  8449. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8450. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8451. }
  8452. }
  8453. } else {
  8454. // Ray and segment are parallel.
  8455. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  8456. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  8457. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8458. }
  8459. if ( optionalPointOnRay ) {
  8460. optionalPointOnRay.copy( this.origin ).addScaledVector( this.direction, s0 );
  8461. }
  8462. if ( optionalPointOnSegment ) {
  8463. optionalPointOnSegment.copy( _segCenter ).addScaledVector( _segDir, s1 );
  8464. }
  8465. return sqrDist;
  8466. }
  8467. /**
  8468. * Intersects this ray with the given sphere, returning the intersection
  8469. * point or `null` if there is no intersection.
  8470. *
  8471. * @param {Sphere} sphere - The sphere to intersect.
  8472. * @param {Vector3} target - The target vector that is used to store the method's result.
  8473. * @return {?Vector3} The intersection point.
  8474. */
  8475. intersectSphere( sphere, target ) {
  8476. _vector$a.subVectors( sphere.center, this.origin );
  8477. const tca = _vector$a.dot( this.direction );
  8478. const d2 = _vector$a.dot( _vector$a ) - tca * tca;
  8479. const radius2 = sphere.radius * sphere.radius;
  8480. if ( d2 > radius2 ) return null;
  8481. const thc = Math.sqrt( radius2 - d2 );
  8482. // t0 = first intersect point - entrance on front of sphere
  8483. const t0 = tca - thc;
  8484. // t1 = second intersect point - exit point on back of sphere
  8485. const t1 = tca + thc;
  8486. // test to see if t1 is behind the ray - if so, return null
  8487. if ( t1 < 0 ) return null;
  8488. // test to see if t0 is behind the ray:
  8489. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  8490. // in order to always return an intersect point that is in front of the ray.
  8491. if ( t0 < 0 ) return this.at( t1, target );
  8492. // else t0 is in front of the ray, so return the first collision point scaled by t0
  8493. return this.at( t0, target );
  8494. }
  8495. /**
  8496. * Returns `true` if this ray intersects with the given sphere.
  8497. *
  8498. * @param {Sphere} sphere - The sphere to intersect.
  8499. * @return {boolean} Whether this ray intersects with the given sphere or not.
  8500. */
  8501. intersectsSphere( sphere ) {
  8502. if ( sphere.radius < 0 ) return false; // handle empty spheres, see #31187
  8503. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  8504. }
  8505. /**
  8506. * Computes the distance from the ray's origin to the given plane. Returns `null` if the ray
  8507. * does not intersect with the plane.
  8508. *
  8509. * @param {Plane} plane - The plane to compute the distance to.
  8510. * @return {?number} Whether this ray intersects with the given sphere or not.
  8511. */
  8512. distanceToPlane( plane ) {
  8513. const denominator = plane.normal.dot( this.direction );
  8514. if ( denominator === 0 ) {
  8515. // line is coplanar, return origin
  8516. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  8517. return 0;
  8518. }
  8519. // Null is preferable to undefined since undefined means.... it is undefined
  8520. return null;
  8521. }
  8522. const t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  8523. // Return if the ray never intersects the plane
  8524. return t >= 0 ? t : null;
  8525. }
  8526. /**
  8527. * Intersects this ray with the given plane, returning the intersection
  8528. * point or `null` if there is no intersection.
  8529. *
  8530. * @param {Plane} plane - The plane to intersect.
  8531. * @param {Vector3} target - The target vector that is used to store the method's result.
  8532. * @return {?Vector3} The intersection point.
  8533. */
  8534. intersectPlane( plane, target ) {
  8535. const t = this.distanceToPlane( plane );
  8536. if ( t === null ) {
  8537. return null;
  8538. }
  8539. return this.at( t, target );
  8540. }
  8541. /**
  8542. * Returns `true` if this ray intersects with the given plane.
  8543. *
  8544. * @param {Plane} plane - The plane to intersect.
  8545. * @return {boolean} Whether this ray intersects with the given plane or not.
  8546. */
  8547. intersectsPlane( plane ) {
  8548. // check if the ray lies on the plane first
  8549. const distToPoint = plane.distanceToPoint( this.origin );
  8550. if ( distToPoint === 0 ) {
  8551. return true;
  8552. }
  8553. const denominator = plane.normal.dot( this.direction );
  8554. if ( denominator * distToPoint < 0 ) {
  8555. return true;
  8556. }
  8557. // ray origin is behind the plane (and is pointing behind it)
  8558. return false;
  8559. }
  8560. /**
  8561. * Intersects this ray with the given bounding box, returning the intersection
  8562. * point or `null` if there is no intersection.
  8563. *
  8564. * @param {Box3} box - The box to intersect.
  8565. * @param {Vector3} target - The target vector that is used to store the method's result.
  8566. * @return {?Vector3} The intersection point.
  8567. */
  8568. intersectBox( box, target ) {
  8569. let tmin, tmax, tymin, tymax, tzmin, tzmax;
  8570. const invdirx = 1 / this.direction.x,
  8571. invdiry = 1 / this.direction.y,
  8572. invdirz = 1 / this.direction.z;
  8573. const origin = this.origin;
  8574. if ( invdirx >= 0 ) {
  8575. tmin = ( box.min.x - origin.x ) * invdirx;
  8576. tmax = ( box.max.x - origin.x ) * invdirx;
  8577. } else {
  8578. tmin = ( box.max.x - origin.x ) * invdirx;
  8579. tmax = ( box.min.x - origin.x ) * invdirx;
  8580. }
  8581. if ( invdiry >= 0 ) {
  8582. tymin = ( box.min.y - origin.y ) * invdiry;
  8583. tymax = ( box.max.y - origin.y ) * invdiry;
  8584. } else {
  8585. tymin = ( box.max.y - origin.y ) * invdiry;
  8586. tymax = ( box.min.y - origin.y ) * invdiry;
  8587. }
  8588. if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
  8589. if ( tymin > tmin || isNaN( tmin ) ) tmin = tymin;
  8590. if ( tymax < tmax || isNaN( tmax ) ) tmax = tymax;
  8591. if ( invdirz >= 0 ) {
  8592. tzmin = ( box.min.z - origin.z ) * invdirz;
  8593. tzmax = ( box.max.z - origin.z ) * invdirz;
  8594. } else {
  8595. tzmin = ( box.max.z - origin.z ) * invdirz;
  8596. tzmax = ( box.min.z - origin.z ) * invdirz;
  8597. }
  8598. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
  8599. if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
  8600. if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
  8601. //return point closest to the ray (positive side)
  8602. if ( tmax < 0 ) return null;
  8603. return this.at( tmin >= 0 ? tmin : tmax, target );
  8604. }
  8605. /**
  8606. * Returns `true` if this ray intersects with the given box.
  8607. *
  8608. * @param {Box3} box - The box to intersect.
  8609. * @return {boolean} Whether this ray intersects with the given box or not.
  8610. */
  8611. intersectsBox( box ) {
  8612. return this.intersectBox( box, _vector$a ) !== null;
  8613. }
  8614. /**
  8615. * Intersects this ray with the given triangle, returning the intersection
  8616. * point or `null` if there is no intersection.
  8617. *
  8618. * @param {Vector3} a - The first vertex of the triangle.
  8619. * @param {Vector3} b - The second vertex of the triangle.
  8620. * @param {Vector3} c - The third vertex of the triangle.
  8621. * @param {boolean} backfaceCulling - Whether to use backface culling or not.
  8622. * @param {Vector3} target - The target vector that is used to store the method's result.
  8623. * @return {?Vector3} The intersection point.
  8624. */
  8625. intersectTriangle( a, b, c, backfaceCulling, target ) {
  8626. // Compute the offset origin, edges, and normal.
  8627. // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  8628. _edge1.subVectors( b, a );
  8629. _edge2.subVectors( c, a );
  8630. _normal$1.crossVectors( _edge1, _edge2 );
  8631. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  8632. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  8633. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  8634. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  8635. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  8636. let DdN = this.direction.dot( _normal$1 );
  8637. let sign;
  8638. if ( DdN > 0 ) {
  8639. if ( backfaceCulling ) return null;
  8640. sign = 1;
  8641. } else if ( DdN < 0 ) {
  8642. sign = -1;
  8643. DdN = - DdN;
  8644. } else {
  8645. return null;
  8646. }
  8647. _diff.subVectors( this.origin, a );
  8648. const DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  8649. // b1 < 0, no intersection
  8650. if ( DdQxE2 < 0 ) {
  8651. return null;
  8652. }
  8653. const DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  8654. // b2 < 0, no intersection
  8655. if ( DdE1xQ < 0 ) {
  8656. return null;
  8657. }
  8658. // b1+b2 > 1, no intersection
  8659. if ( DdQxE2 + DdE1xQ > DdN ) {
  8660. return null;
  8661. }
  8662. // Line intersects triangle, check if ray does.
  8663. const QdN = - sign * _diff.dot( _normal$1 );
  8664. // t < 0, no intersection
  8665. if ( QdN < 0 ) {
  8666. return null;
  8667. }
  8668. // Ray intersects triangle.
  8669. return this.at( QdN / DdN, target );
  8670. }
  8671. /**
  8672. * Transforms this ray with the given 4x4 transformation matrix.
  8673. *
  8674. * @param {Matrix4} matrix4 - The transformation matrix.
  8675. * @return {Ray} A reference to this ray.
  8676. */
  8677. applyMatrix4( matrix4 ) {
  8678. this.origin.applyMatrix4( matrix4 );
  8679. this.direction.transformDirection( matrix4 );
  8680. return this;
  8681. }
  8682. /**
  8683. * Returns `true` if this ray is equal with the given one.
  8684. *
  8685. * @param {Ray} ray - The ray to test for equality.
  8686. * @return {boolean} Whether this ray is equal with the given one.
  8687. */
  8688. equals( ray ) {
  8689. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  8690. }
  8691. /**
  8692. * Returns a new ray with copied values from this instance.
  8693. *
  8694. * @return {Ray} A clone of this instance.
  8695. */
  8696. clone() {
  8697. return new this.constructor().copy( this );
  8698. }
  8699. }
  8700. /**
  8701. * Represents a 4x4 matrix.
  8702. *
  8703. * The most common use of a 4x4 matrix in 3D computer graphics is as a transformation matrix.
  8704. * For an introduction to transformation matrices as used in WebGL, check out [this tutorial](https://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices)
  8705. *
  8706. * This allows a 3D vector representing a point in 3D space to undergo
  8707. * transformations such as translation, rotation, shear, scale, reflection,
  8708. * orthogonal or perspective projection and so on, by being multiplied by the
  8709. * matrix. This is known as `applying` the matrix to the vector.
  8710. *
  8711. * A Note on Row-Major and Column-Major Ordering:
  8712. *
  8713. * The constructor and {@link Matrix3#set} method take arguments in
  8714. * [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order)
  8715. * order, while internally they are stored in the {@link Matrix3#elements} array in column-major order.
  8716. * This means that calling:
  8717. * ```js
  8718. * const m = new THREE.Matrix4();
  8719. * m.set( 11, 12, 13, 14,
  8720. * 21, 22, 23, 24,
  8721. * 31, 32, 33, 34,
  8722. * 41, 42, 43, 44 );
  8723. * ```
  8724. * will result in the elements array containing:
  8725. * ```js
  8726. * m.elements = [ 11, 21, 31, 41,
  8727. * 12, 22, 32, 42,
  8728. * 13, 23, 33, 43,
  8729. * 14, 24, 34, 44 ];
  8730. * ```
  8731. * and internally all calculations are performed using column-major ordering.
  8732. * However, as the actual ordering makes no difference mathematically and
  8733. * most people are used to thinking about matrices in row-major order, the
  8734. * three.js documentation shows matrices in row-major order. Just bear in
  8735. * mind that if you are reading the source code, you'll have to take the
  8736. * transpose of any matrices outlined here to make sense of the calculations.
  8737. */
  8738. class Matrix4 {
  8739. /**
  8740. * Constructs a new 4x4 matrix. The arguments are supposed to be
  8741. * in row-major order. If no arguments are provided, the constructor
  8742. * initializes the matrix as an identity matrix.
  8743. *
  8744. * @param {number} [n11] - 1-1 matrix element.
  8745. * @param {number} [n12] - 1-2 matrix element.
  8746. * @param {number} [n13] - 1-3 matrix element.
  8747. * @param {number} [n14] - 1-4 matrix element.
  8748. * @param {number} [n21] - 2-1 matrix element.
  8749. * @param {number} [n22] - 2-2 matrix element.
  8750. * @param {number} [n23] - 2-3 matrix element.
  8751. * @param {number} [n24] - 2-4 matrix element.
  8752. * @param {number} [n31] - 3-1 matrix element.
  8753. * @param {number} [n32] - 3-2 matrix element.
  8754. * @param {number} [n33] - 3-3 matrix element.
  8755. * @param {number} [n34] - 3-4 matrix element.
  8756. * @param {number} [n41] - 4-1 matrix element.
  8757. * @param {number} [n42] - 4-2 matrix element.
  8758. * @param {number} [n43] - 4-3 matrix element.
  8759. * @param {number} [n44] - 4-4 matrix element.
  8760. */
  8761. constructor( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  8762. /**
  8763. * This flag can be used for type testing.
  8764. *
  8765. * @type {boolean}
  8766. * @readonly
  8767. * @default true
  8768. */
  8769. Matrix4.prototype.isMatrix4 = true;
  8770. /**
  8771. * A column-major list of matrix values.
  8772. *
  8773. * @type {Array<number>}
  8774. */
  8775. this.elements = [
  8776. 1, 0, 0, 0,
  8777. 0, 1, 0, 0,
  8778. 0, 0, 1, 0,
  8779. 0, 0, 0, 1
  8780. ];
  8781. if ( n11 !== undefined ) {
  8782. this.set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 );
  8783. }
  8784. }
  8785. /**
  8786. * Sets the elements of the matrix.The arguments are supposed to be
  8787. * in row-major order.
  8788. *
  8789. * @param {number} [n11] - 1-1 matrix element.
  8790. * @param {number} [n12] - 1-2 matrix element.
  8791. * @param {number} [n13] - 1-3 matrix element.
  8792. * @param {number} [n14] - 1-4 matrix element.
  8793. * @param {number} [n21] - 2-1 matrix element.
  8794. * @param {number} [n22] - 2-2 matrix element.
  8795. * @param {number} [n23] - 2-3 matrix element.
  8796. * @param {number} [n24] - 2-4 matrix element.
  8797. * @param {number} [n31] - 3-1 matrix element.
  8798. * @param {number} [n32] - 3-2 matrix element.
  8799. * @param {number} [n33] - 3-3 matrix element.
  8800. * @param {number} [n34] - 3-4 matrix element.
  8801. * @param {number} [n41] - 4-1 matrix element.
  8802. * @param {number} [n42] - 4-2 matrix element.
  8803. * @param {number} [n43] - 4-3 matrix element.
  8804. * @param {number} [n44] - 4-4 matrix element.
  8805. * @return {Matrix4} A reference to this matrix.
  8806. */
  8807. set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  8808. const te = this.elements;
  8809. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  8810. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  8811. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  8812. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  8813. return this;
  8814. }
  8815. /**
  8816. * Sets this matrix to the 4x4 identity matrix.
  8817. *
  8818. * @return {Matrix4} A reference to this matrix.
  8819. */
  8820. identity() {
  8821. this.set(
  8822. 1, 0, 0, 0,
  8823. 0, 1, 0, 0,
  8824. 0, 0, 1, 0,
  8825. 0, 0, 0, 1
  8826. );
  8827. return this;
  8828. }
  8829. /**
  8830. * Returns a matrix with copied values from this instance.
  8831. *
  8832. * @return {Matrix4} A clone of this instance.
  8833. */
  8834. clone() {
  8835. return new Matrix4().fromArray( this.elements );
  8836. }
  8837. /**
  8838. * Copies the values of the given matrix to this instance.
  8839. *
  8840. * @param {Matrix4} m - The matrix to copy.
  8841. * @return {Matrix4} A reference to this matrix.
  8842. */
  8843. copy( m ) {
  8844. const te = this.elements;
  8845. const me = m.elements;
  8846. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  8847. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  8848. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  8849. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  8850. return this;
  8851. }
  8852. /**
  8853. * Copies the translation component of the given matrix
  8854. * into this matrix's translation component.
  8855. *
  8856. * @param {Matrix4} m - The matrix to copy the translation component.
  8857. * @return {Matrix4} A reference to this matrix.
  8858. */
  8859. copyPosition( m ) {
  8860. const te = this.elements, me = m.elements;
  8861. te[ 12 ] = me[ 12 ];
  8862. te[ 13 ] = me[ 13 ];
  8863. te[ 14 ] = me[ 14 ];
  8864. return this;
  8865. }
  8866. /**
  8867. * Set the upper 3x3 elements of this matrix to the values of given 3x3 matrix.
  8868. *
  8869. * @param {Matrix3} m - The 3x3 matrix.
  8870. * @return {Matrix4} A reference to this matrix.
  8871. */
  8872. setFromMatrix3( m ) {
  8873. const me = m.elements;
  8874. this.set(
  8875. me[ 0 ], me[ 3 ], me[ 6 ], 0,
  8876. me[ 1 ], me[ 4 ], me[ 7 ], 0,
  8877. me[ 2 ], me[ 5 ], me[ 8 ], 0,
  8878. 0, 0, 0, 1
  8879. );
  8880. return this;
  8881. }
  8882. /**
  8883. * Extracts the basis of this matrix into the three axis vectors provided.
  8884. *
  8885. * @param {Vector3} xAxis - The basis's x axis.
  8886. * @param {Vector3} yAxis - The basis's y axis.
  8887. * @param {Vector3} zAxis - The basis's z axis.
  8888. * @return {Matrix4} A reference to this matrix.
  8889. */
  8890. extractBasis( xAxis, yAxis, zAxis ) {
  8891. xAxis.setFromMatrixColumn( this, 0 );
  8892. yAxis.setFromMatrixColumn( this, 1 );
  8893. zAxis.setFromMatrixColumn( this, 2 );
  8894. return this;
  8895. }
  8896. /**
  8897. * Sets the given basis vectors to this matrix.
  8898. *
  8899. * @param {Vector3} xAxis - The basis's x axis.
  8900. * @param {Vector3} yAxis - The basis's y axis.
  8901. * @param {Vector3} zAxis - The basis's z axis.
  8902. * @return {Matrix4} A reference to this matrix.
  8903. */
  8904. makeBasis( xAxis, yAxis, zAxis ) {
  8905. this.set(
  8906. xAxis.x, yAxis.x, zAxis.x, 0,
  8907. xAxis.y, yAxis.y, zAxis.y, 0,
  8908. xAxis.z, yAxis.z, zAxis.z, 0,
  8909. 0, 0, 0, 1
  8910. );
  8911. return this;
  8912. }
  8913. /**
  8914. * Extracts the rotation component of the given matrix
  8915. * into this matrix's rotation component.
  8916. *
  8917. * Note: This method does not support reflection matrices.
  8918. *
  8919. * @param {Matrix4} m - The matrix.
  8920. * @return {Matrix4} A reference to this matrix.
  8921. */
  8922. extractRotation( m ) {
  8923. const te = this.elements;
  8924. const me = m.elements;
  8925. const scaleX = 1 / _v1$5.setFromMatrixColumn( m, 0 ).length();
  8926. const scaleY = 1 / _v1$5.setFromMatrixColumn( m, 1 ).length();
  8927. const scaleZ = 1 / _v1$5.setFromMatrixColumn( m, 2 ).length();
  8928. te[ 0 ] = me[ 0 ] * scaleX;
  8929. te[ 1 ] = me[ 1 ] * scaleX;
  8930. te[ 2 ] = me[ 2 ] * scaleX;
  8931. te[ 3 ] = 0;
  8932. te[ 4 ] = me[ 4 ] * scaleY;
  8933. te[ 5 ] = me[ 5 ] * scaleY;
  8934. te[ 6 ] = me[ 6 ] * scaleY;
  8935. te[ 7 ] = 0;
  8936. te[ 8 ] = me[ 8 ] * scaleZ;
  8937. te[ 9 ] = me[ 9 ] * scaleZ;
  8938. te[ 10 ] = me[ 10 ] * scaleZ;
  8939. te[ 11 ] = 0;
  8940. te[ 12 ] = 0;
  8941. te[ 13 ] = 0;
  8942. te[ 14 ] = 0;
  8943. te[ 15 ] = 1;
  8944. return this;
  8945. }
  8946. /**
  8947. * Sets the rotation component (the upper left 3x3 matrix) of this matrix to
  8948. * the rotation specified by the given Euler angles. The rest of
  8949. * the matrix is set to the identity. Depending on the {@link Euler#order},
  8950. * there are six possible outcomes. See [this page](https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix)
  8951. * for a complete list.
  8952. *
  8953. * @param {Euler} euler - The Euler angles.
  8954. * @return {Matrix4} A reference to this matrix.
  8955. */
  8956. makeRotationFromEuler( euler ) {
  8957. const te = this.elements;
  8958. const x = euler.x, y = euler.y, z = euler.z;
  8959. const a = Math.cos( x ), b = Math.sin( x );
  8960. const c = Math.cos( y ), d = Math.sin( y );
  8961. const e = Math.cos( z ), f = Math.sin( z );
  8962. if ( euler.order === 'XYZ' ) {
  8963. const ae = a * e, af = a * f, be = b * e, bf = b * f;
  8964. te[ 0 ] = c * e;
  8965. te[ 4 ] = - c * f;
  8966. te[ 8 ] = d;
  8967. te[ 1 ] = af + be * d;
  8968. te[ 5 ] = ae - bf * d;
  8969. te[ 9 ] = - b * c;
  8970. te[ 2 ] = bf - ae * d;
  8971. te[ 6 ] = be + af * d;
  8972. te[ 10 ] = a * c;
  8973. } else if ( euler.order === 'YXZ' ) {
  8974. const ce = c * e, cf = c * f, de = d * e, df = d * f;
  8975. te[ 0 ] = ce + df * b;
  8976. te[ 4 ] = de * b - cf;
  8977. te[ 8 ] = a * d;
  8978. te[ 1 ] = a * f;
  8979. te[ 5 ] = a * e;
  8980. te[ 9 ] = - b;
  8981. te[ 2 ] = cf * b - de;
  8982. te[ 6 ] = df + ce * b;
  8983. te[ 10 ] = a * c;
  8984. } else if ( euler.order === 'ZXY' ) {
  8985. const ce = c * e, cf = c * f, de = d * e, df = d * f;
  8986. te[ 0 ] = ce - df * b;
  8987. te[ 4 ] = - a * f;
  8988. te[ 8 ] = de + cf * b;
  8989. te[ 1 ] = cf + de * b;
  8990. te[ 5 ] = a * e;
  8991. te[ 9 ] = df - ce * b;
  8992. te[ 2 ] = - a * d;
  8993. te[ 6 ] = b;
  8994. te[ 10 ] = a * c;
  8995. } else if ( euler.order === 'ZYX' ) {
  8996. const ae = a * e, af = a * f, be = b * e, bf = b * f;
  8997. te[ 0 ] = c * e;
  8998. te[ 4 ] = be * d - af;
  8999. te[ 8 ] = ae * d + bf;
  9000. te[ 1 ] = c * f;
  9001. te[ 5 ] = bf * d + ae;
  9002. te[ 9 ] = af * d - be;
  9003. te[ 2 ] = - d;
  9004. te[ 6 ] = b * c;
  9005. te[ 10 ] = a * c;
  9006. } else if ( euler.order === 'YZX' ) {
  9007. const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  9008. te[ 0 ] = c * e;
  9009. te[ 4 ] = bd - ac * f;
  9010. te[ 8 ] = bc * f + ad;
  9011. te[ 1 ] = f;
  9012. te[ 5 ] = a * e;
  9013. te[ 9 ] = - b * e;
  9014. te[ 2 ] = - d * e;
  9015. te[ 6 ] = ad * f + bc;
  9016. te[ 10 ] = ac - bd * f;
  9017. } else if ( euler.order === 'XZY' ) {
  9018. const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  9019. te[ 0 ] = c * e;
  9020. te[ 4 ] = - f;
  9021. te[ 8 ] = d * e;
  9022. te[ 1 ] = ac * f + bd;
  9023. te[ 5 ] = a * e;
  9024. te[ 9 ] = ad * f - bc;
  9025. te[ 2 ] = bc * f - ad;
  9026. te[ 6 ] = b * e;
  9027. te[ 10 ] = bd * f + ac;
  9028. }
  9029. // bottom row
  9030. te[ 3 ] = 0;
  9031. te[ 7 ] = 0;
  9032. te[ 11 ] = 0;
  9033. // last column
  9034. te[ 12 ] = 0;
  9035. te[ 13 ] = 0;
  9036. te[ 14 ] = 0;
  9037. te[ 15 ] = 1;
  9038. return this;
  9039. }
  9040. /**
  9041. * Sets the rotation component of this matrix to the rotation specified by
  9042. * the given Quaternion as outlined [here](https://en.wikipedia.org/wiki/Rotation_matrix#Quaternion)
  9043. * The rest of the matrix is set to the identity.
  9044. *
  9045. * @param {Quaternion} q - The Quaternion.
  9046. * @return {Matrix4} A reference to this matrix.
  9047. */
  9048. makeRotationFromQuaternion( q ) {
  9049. return this.compose( _zero, q, _one );
  9050. }
  9051. /**
  9052. * Sets the rotation component of the transformation matrix, looking from `eye` towards
  9053. * `target`, and oriented by the up-direction.
  9054. *
  9055. * @param {Vector3} eye - The eye vector.
  9056. * @param {Vector3} target - The target vector.
  9057. * @param {Vector3} up - The up vector.
  9058. * @return {Matrix4} A reference to this matrix.
  9059. */
  9060. lookAt( eye, target, up ) {
  9061. const te = this.elements;
  9062. _z.subVectors( eye, target );
  9063. if ( _z.lengthSq() === 0 ) {
  9064. // eye and target are in the same position
  9065. _z.z = 1;
  9066. }
  9067. _z.normalize();
  9068. _x.crossVectors( up, _z );
  9069. if ( _x.lengthSq() === 0 ) {
  9070. // up and z are parallel
  9071. if ( Math.abs( up.z ) === 1 ) {
  9072. _z.x += 0.0001;
  9073. } else {
  9074. _z.z += 0.0001;
  9075. }
  9076. _z.normalize();
  9077. _x.crossVectors( up, _z );
  9078. }
  9079. _x.normalize();
  9080. _y.crossVectors( _z, _x );
  9081. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  9082. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  9083. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  9084. return this;
  9085. }
  9086. /**
  9087. * Post-multiplies this matrix by the given 4x4 matrix.
  9088. *
  9089. * @param {Matrix4} m - The matrix to multiply with.
  9090. * @return {Matrix4} A reference to this matrix.
  9091. */
  9092. multiply( m ) {
  9093. return this.multiplyMatrices( this, m );
  9094. }
  9095. /**
  9096. * Pre-multiplies this matrix by the given 4x4 matrix.
  9097. *
  9098. * @param {Matrix4} m - The matrix to multiply with.
  9099. * @return {Matrix4} A reference to this matrix.
  9100. */
  9101. premultiply( m ) {
  9102. return this.multiplyMatrices( m, this );
  9103. }
  9104. /**
  9105. * Multiples the given 4x4 matrices and stores the result
  9106. * in this matrix.
  9107. *
  9108. * @param {Matrix4} a - The first matrix.
  9109. * @param {Matrix4} b - The second matrix.
  9110. * @return {Matrix4} A reference to this matrix.
  9111. */
  9112. multiplyMatrices( a, b ) {
  9113. const ae = a.elements;
  9114. const be = b.elements;
  9115. const te = this.elements;
  9116. const a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  9117. const a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  9118. const a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  9119. const a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  9120. const b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  9121. const b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  9122. const b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  9123. const b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  9124. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  9125. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  9126. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  9127. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  9128. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  9129. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  9130. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  9131. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  9132. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  9133. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  9134. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  9135. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  9136. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  9137. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  9138. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  9139. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  9140. return this;
  9141. }
  9142. /**
  9143. * Multiplies every component of the matrix by the given scalar.
  9144. *
  9145. * @param {number} s - The scalar.
  9146. * @return {Matrix4} A reference to this matrix.
  9147. */
  9148. multiplyScalar( s ) {
  9149. const te = this.elements;
  9150. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  9151. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  9152. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  9153. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  9154. return this;
  9155. }
  9156. /**
  9157. * Computes and returns the determinant of this matrix.
  9158. *
  9159. * Based on the method outlined [here](http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.html).
  9160. *
  9161. * @return {number} The determinant.
  9162. */
  9163. determinant() {
  9164. const te = this.elements;
  9165. const n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  9166. const n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  9167. const n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  9168. const n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  9169. const t11 = n23 * n34 - n24 * n33;
  9170. const t12 = n22 * n34 - n24 * n32;
  9171. const t13 = n22 * n33 - n23 * n32;
  9172. const t21 = n21 * n34 - n24 * n31;
  9173. const t22 = n21 * n33 - n23 * n31;
  9174. const t23 = n21 * n32 - n22 * n31;
  9175. return n11 * ( n42 * t11 - n43 * t12 + n44 * t13 ) -
  9176. n12 * ( n41 * t11 - n43 * t21 + n44 * t22 ) +
  9177. n13 * ( n41 * t12 - n42 * t21 + n44 * t23 ) -
  9178. n14 * ( n41 * t13 - n42 * t22 + n43 * t23 );
  9179. }
  9180. /**
  9181. * Transposes this matrix in place.
  9182. *
  9183. * @return {Matrix4} A reference to this matrix.
  9184. */
  9185. transpose() {
  9186. const te = this.elements;
  9187. let tmp;
  9188. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  9189. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  9190. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  9191. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  9192. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  9193. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  9194. return this;
  9195. }
  9196. /**
  9197. * Sets the position component for this matrix from the given vector,
  9198. * without affecting the rest of the matrix.
  9199. *
  9200. * @param {number|Vector3} x - The x component of the vector or alternatively the vector object.
  9201. * @param {number} y - The y component of the vector.
  9202. * @param {number} z - The z component of the vector.
  9203. * @return {Matrix4} A reference to this matrix.
  9204. */
  9205. setPosition( x, y, z ) {
  9206. const te = this.elements;
  9207. if ( x.isVector3 ) {
  9208. te[ 12 ] = x.x;
  9209. te[ 13 ] = x.y;
  9210. te[ 14 ] = x.z;
  9211. } else {
  9212. te[ 12 ] = x;
  9213. te[ 13 ] = y;
  9214. te[ 14 ] = z;
  9215. }
  9216. return this;
  9217. }
  9218. /**
  9219. * Inverts this matrix, using the [analytic method](https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution).
  9220. * You can not invert with a determinant of zero. If you attempt this, the method produces
  9221. * a zero matrix instead.
  9222. *
  9223. * @return {Matrix4} A reference to this matrix.
  9224. */
  9225. invert() {
  9226. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  9227. const te = this.elements,
  9228. n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ],
  9229. n12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ],
  9230. n13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ],
  9231. n14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ],
  9232. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  9233. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  9234. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  9235. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  9236. const det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  9237. if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );
  9238. const detInv = 1 / det;
  9239. te[ 0 ] = t11 * detInv;
  9240. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  9241. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  9242. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  9243. te[ 4 ] = t12 * detInv;
  9244. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  9245. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  9246. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  9247. te[ 8 ] = t13 * detInv;
  9248. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  9249. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  9250. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  9251. te[ 12 ] = t14 * detInv;
  9252. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  9253. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  9254. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  9255. return this;
  9256. }
  9257. /**
  9258. * Multiplies the columns of this matrix by the given vector.
  9259. *
  9260. * @param {Vector3} v - The scale vector.
  9261. * @return {Matrix4} A reference to this matrix.
  9262. */
  9263. scale( v ) {
  9264. const te = this.elements;
  9265. const x = v.x, y = v.y, z = v.z;
  9266. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  9267. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  9268. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  9269. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  9270. return this;
  9271. }
  9272. /**
  9273. * Gets the maximum scale value of the three axes.
  9274. *
  9275. * @return {number} The maximum scale.
  9276. */
  9277. getMaxScaleOnAxis() {
  9278. const te = this.elements;
  9279. const scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  9280. const scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  9281. const scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  9282. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  9283. }
  9284. /**
  9285. * Sets this matrix as a translation transform from the given vector.
  9286. *
  9287. * @param {number|Vector3} x - The amount to translate in the X axis or alternatively a translation vector.
  9288. * @param {number} y - The amount to translate in the Y axis.
  9289. * @param {number} z - The amount to translate in the z axis.
  9290. * @return {Matrix4} A reference to this matrix.
  9291. */
  9292. makeTranslation( x, y, z ) {
  9293. if ( x.isVector3 ) {
  9294. this.set(
  9295. 1, 0, 0, x.x,
  9296. 0, 1, 0, x.y,
  9297. 0, 0, 1, x.z,
  9298. 0, 0, 0, 1
  9299. );
  9300. } else {
  9301. this.set(
  9302. 1, 0, 0, x,
  9303. 0, 1, 0, y,
  9304. 0, 0, 1, z,
  9305. 0, 0, 0, 1
  9306. );
  9307. }
  9308. return this;
  9309. }
  9310. /**
  9311. * Sets this matrix as a rotational transformation around the X axis by
  9312. * the given angle.
  9313. *
  9314. * @param {number} theta - The rotation in radians.
  9315. * @return {Matrix4} A reference to this matrix.
  9316. */
  9317. makeRotationX( theta ) {
  9318. const c = Math.cos( theta ), s = Math.sin( theta );
  9319. this.set(
  9320. 1, 0, 0, 0,
  9321. 0, c, - s, 0,
  9322. 0, s, c, 0,
  9323. 0, 0, 0, 1
  9324. );
  9325. return this;
  9326. }
  9327. /**
  9328. * Sets this matrix as a rotational transformation around the Y axis by
  9329. * the given angle.
  9330. *
  9331. * @param {number} theta - The rotation in radians.
  9332. * @return {Matrix4} A reference to this matrix.
  9333. */
  9334. makeRotationY( theta ) {
  9335. const c = Math.cos( theta ), s = Math.sin( theta );
  9336. this.set(
  9337. c, 0, s, 0,
  9338. 0, 1, 0, 0,
  9339. - s, 0, c, 0,
  9340. 0, 0, 0, 1
  9341. );
  9342. return this;
  9343. }
  9344. /**
  9345. * Sets this matrix as a rotational transformation around the Z axis by
  9346. * the given angle.
  9347. *
  9348. * @param {number} theta - The rotation in radians.
  9349. * @return {Matrix4} A reference to this matrix.
  9350. */
  9351. makeRotationZ( theta ) {
  9352. const c = Math.cos( theta ), s = Math.sin( theta );
  9353. this.set(
  9354. c, - s, 0, 0,
  9355. s, c, 0, 0,
  9356. 0, 0, 1, 0,
  9357. 0, 0, 0, 1
  9358. );
  9359. return this;
  9360. }
  9361. /**
  9362. * Sets this matrix as a rotational transformation around the given axis by
  9363. * the given angle.
  9364. *
  9365. * This is a somewhat controversial but mathematically sound alternative to
  9366. * rotating via Quaternions. See the discussion [here](https://www.gamedev.net/articles/programming/math-and-physics/do-we-really-need-quaternions-r1199).
  9367. *
  9368. * @param {Vector3} axis - The normalized rotation axis.
  9369. * @param {number} angle - The rotation in radians.
  9370. * @return {Matrix4} A reference to this matrix.
  9371. */
  9372. makeRotationAxis( axis, angle ) {
  9373. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  9374. const c = Math.cos( angle );
  9375. const s = Math.sin( angle );
  9376. const t = 1 - c;
  9377. const x = axis.x, y = axis.y, z = axis.z;
  9378. const tx = t * x, ty = t * y;
  9379. this.set(
  9380. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  9381. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  9382. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  9383. 0, 0, 0, 1
  9384. );
  9385. return this;
  9386. }
  9387. /**
  9388. * Sets this matrix as a scale transformation.
  9389. *
  9390. * @param {number} x - The amount to scale in the X axis.
  9391. * @param {number} y - The amount to scale in the Y axis.
  9392. * @param {number} z - The amount to scale in the Z axis.
  9393. * @return {Matrix4} A reference to this matrix.
  9394. */
  9395. makeScale( x, y, z ) {
  9396. this.set(
  9397. x, 0, 0, 0,
  9398. 0, y, 0, 0,
  9399. 0, 0, z, 0,
  9400. 0, 0, 0, 1
  9401. );
  9402. return this;
  9403. }
  9404. /**
  9405. * Sets this matrix as a shear transformation.
  9406. *
  9407. * @param {number} xy - The amount to shear X by Y.
  9408. * @param {number} xz - The amount to shear X by Z.
  9409. * @param {number} yx - The amount to shear Y by X.
  9410. * @param {number} yz - The amount to shear Y by Z.
  9411. * @param {number} zx - The amount to shear Z by X.
  9412. * @param {number} zy - The amount to shear Z by Y.
  9413. * @return {Matrix4} A reference to this matrix.
  9414. */
  9415. makeShear( xy, xz, yx, yz, zx, zy ) {
  9416. this.set(
  9417. 1, yx, zx, 0,
  9418. xy, 1, zy, 0,
  9419. xz, yz, 1, 0,
  9420. 0, 0, 0, 1
  9421. );
  9422. return this;
  9423. }
  9424. /**
  9425. * Sets this matrix to the transformation composed of the given position,
  9426. * rotation (Quaternion) and scale.
  9427. *
  9428. * @param {Vector3} position - The position vector.
  9429. * @param {Quaternion} quaternion - The rotation as a Quaternion.
  9430. * @param {Vector3} scale - The scale vector.
  9431. * @return {Matrix4} A reference to this matrix.
  9432. */
  9433. compose( position, quaternion, scale ) {
  9434. const te = this.elements;
  9435. const x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  9436. const x2 = x + x, y2 = y + y, z2 = z + z;
  9437. const xx = x * x2, xy = x * y2, xz = x * z2;
  9438. const yy = y * y2, yz = y * z2, zz = z * z2;
  9439. const wx = w * x2, wy = w * y2, wz = w * z2;
  9440. const sx = scale.x, sy = scale.y, sz = scale.z;
  9441. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  9442. te[ 1 ] = ( xy + wz ) * sx;
  9443. te[ 2 ] = ( xz - wy ) * sx;
  9444. te[ 3 ] = 0;
  9445. te[ 4 ] = ( xy - wz ) * sy;
  9446. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  9447. te[ 6 ] = ( yz + wx ) * sy;
  9448. te[ 7 ] = 0;
  9449. te[ 8 ] = ( xz + wy ) * sz;
  9450. te[ 9 ] = ( yz - wx ) * sz;
  9451. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  9452. te[ 11 ] = 0;
  9453. te[ 12 ] = position.x;
  9454. te[ 13 ] = position.y;
  9455. te[ 14 ] = position.z;
  9456. te[ 15 ] = 1;
  9457. return this;
  9458. }
  9459. /**
  9460. * Decomposes this matrix into its position, rotation and scale components
  9461. * and provides the result in the given objects.
  9462. *
  9463. * Note: Not all matrices are decomposable in this way. For example, if an
  9464. * object has a non-uniformly scaled parent, then the object's world matrix
  9465. * may not be decomposable, and this method may not be appropriate.
  9466. *
  9467. * @param {Vector3} position - The position vector.
  9468. * @param {Quaternion} quaternion - The rotation as a Quaternion.
  9469. * @param {Vector3} scale - The scale vector.
  9470. * @return {Matrix4} A reference to this matrix.
  9471. */
  9472. decompose( position, quaternion, scale ) {
  9473. const te = this.elements;
  9474. let sx = _v1$5.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  9475. const sy = _v1$5.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  9476. const sz = _v1$5.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  9477. // if determine is negative, we need to invert one scale
  9478. const det = this.determinant();
  9479. if ( det < 0 ) sx = - sx;
  9480. position.x = te[ 12 ];
  9481. position.y = te[ 13 ];
  9482. position.z = te[ 14 ];
  9483. // scale the rotation part
  9484. _m1$2.copy( this );
  9485. const invSX = 1 / sx;
  9486. const invSY = 1 / sy;
  9487. const invSZ = 1 / sz;
  9488. _m1$2.elements[ 0 ] *= invSX;
  9489. _m1$2.elements[ 1 ] *= invSX;
  9490. _m1$2.elements[ 2 ] *= invSX;
  9491. _m1$2.elements[ 4 ] *= invSY;
  9492. _m1$2.elements[ 5 ] *= invSY;
  9493. _m1$2.elements[ 6 ] *= invSY;
  9494. _m1$2.elements[ 8 ] *= invSZ;
  9495. _m1$2.elements[ 9 ] *= invSZ;
  9496. _m1$2.elements[ 10 ] *= invSZ;
  9497. quaternion.setFromRotationMatrix( _m1$2 );
  9498. scale.x = sx;
  9499. scale.y = sy;
  9500. scale.z = sz;
  9501. return this;
  9502. }
  9503. /**
  9504. * Creates a perspective projection matrix. This is used internally by
  9505. * {@link PerspectiveCamera#updateProjectionMatrix}.
  9506. * @param {number} left - Left boundary of the viewing frustum at the near plane.
  9507. * @param {number} right - Right boundary of the viewing frustum at the near plane.
  9508. * @param {number} top - Top boundary of the viewing frustum at the near plane.
  9509. * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.
  9510. * @param {number} near - The distance from the camera to the near plane.
  9511. * @param {number} far - The distance from the camera to the far plane.
  9512. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.
  9513. * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  9514. * @return {Matrix4} A reference to this matrix.
  9515. */
  9516. makePerspective( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
  9517. const te = this.elements;
  9518. const x = 2 * near / ( right - left );
  9519. const y = 2 * near / ( top - bottom );
  9520. const a = ( right + left ) / ( right - left );
  9521. const b = ( top + bottom ) / ( top - bottom );
  9522. let c, d;
  9523. if ( reversedDepth ) {
  9524. c = near / ( far - near );
  9525. d = ( far * near ) / ( far - near );
  9526. } else {
  9527. if ( coordinateSystem === WebGLCoordinateSystem ) {
  9528. c = - ( far + near ) / ( far - near );
  9529. d = ( -2 * far * near ) / ( far - near );
  9530. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  9531. c = - far / ( far - near );
  9532. d = ( - far * near ) / ( far - near );
  9533. } else {
  9534. throw new Error( 'THREE.Matrix4.makePerspective(): Invalid coordinate system: ' + coordinateSystem );
  9535. }
  9536. }
  9537. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  9538. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  9539. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  9540. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = -1; te[ 15 ] = 0;
  9541. return this;
  9542. }
  9543. /**
  9544. * Creates a orthographic projection matrix. This is used internally by
  9545. * {@link OrthographicCamera#updateProjectionMatrix}.
  9546. * @param {number} left - Left boundary of the viewing frustum at the near plane.
  9547. * @param {number} right - Right boundary of the viewing frustum at the near plane.
  9548. * @param {number} top - Top boundary of the viewing frustum at the near plane.
  9549. * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.
  9550. * @param {number} near - The distance from the camera to the near plane.
  9551. * @param {number} far - The distance from the camera to the far plane.
  9552. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.
  9553. * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  9554. * @return {Matrix4} A reference to this matrix.
  9555. */
  9556. makeOrthographic( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
  9557. const te = this.elements;
  9558. const x = 2 / ( right - left );
  9559. const y = 2 / ( top - bottom );
  9560. const a = - ( right + left ) / ( right - left );
  9561. const b = - ( top + bottom ) / ( top - bottom );
  9562. let c, d;
  9563. if ( reversedDepth ) {
  9564. c = 1 / ( far - near );
  9565. d = far / ( far - near );
  9566. } else {
  9567. if ( coordinateSystem === WebGLCoordinateSystem ) {
  9568. c = -2 / ( far - near );
  9569. d = - ( far + near ) / ( far - near );
  9570. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  9571. c = -1 / ( far - near );
  9572. d = - near / ( far - near );
  9573. } else {
  9574. throw new Error( 'THREE.Matrix4.makeOrthographic(): Invalid coordinate system: ' + coordinateSystem );
  9575. }
  9576. }
  9577. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = a;
  9578. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = 0; te[ 13 ] = b;
  9579. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  9580. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  9581. return this;
  9582. }
  9583. /**
  9584. * Returns `true` if this matrix is equal with the given one.
  9585. *
  9586. * @param {Matrix4} matrix - The matrix to test for equality.
  9587. * @return {boolean} Whether this matrix is equal with the given one.
  9588. */
  9589. equals( matrix ) {
  9590. const te = this.elements;
  9591. const me = matrix.elements;
  9592. for ( let i = 0; i < 16; i ++ ) {
  9593. if ( te[ i ] !== me[ i ] ) return false;
  9594. }
  9595. return true;
  9596. }
  9597. /**
  9598. * Sets the elements of the matrix from the given array.
  9599. *
  9600. * @param {Array<number>} array - The matrix elements in column-major order.
  9601. * @param {number} [offset=0] - Index of the first element in the array.
  9602. * @return {Matrix4} A reference to this matrix.
  9603. */
  9604. fromArray( array, offset = 0 ) {
  9605. for ( let i = 0; i < 16; i ++ ) {
  9606. this.elements[ i ] = array[ i + offset ];
  9607. }
  9608. return this;
  9609. }
  9610. /**
  9611. * Writes the elements of this matrix to the given array. If no array is provided,
  9612. * the method returns a new instance.
  9613. *
  9614. * @param {Array<number>} [array=[]] - The target array holding the matrix elements in column-major order.
  9615. * @param {number} [offset=0] - Index of the first element in the array.
  9616. * @return {Array<number>} The matrix elements in column-major order.
  9617. */
  9618. toArray( array = [], offset = 0 ) {
  9619. const te = this.elements;
  9620. array[ offset ] = te[ 0 ];
  9621. array[ offset + 1 ] = te[ 1 ];
  9622. array[ offset + 2 ] = te[ 2 ];
  9623. array[ offset + 3 ] = te[ 3 ];
  9624. array[ offset + 4 ] = te[ 4 ];
  9625. array[ offset + 5 ] = te[ 5 ];
  9626. array[ offset + 6 ] = te[ 6 ];
  9627. array[ offset + 7 ] = te[ 7 ];
  9628. array[ offset + 8 ] = te[ 8 ];
  9629. array[ offset + 9 ] = te[ 9 ];
  9630. array[ offset + 10 ] = te[ 10 ];
  9631. array[ offset + 11 ] = te[ 11 ];
  9632. array[ offset + 12 ] = te[ 12 ];
  9633. array[ offset + 13 ] = te[ 13 ];
  9634. array[ offset + 14 ] = te[ 14 ];
  9635. array[ offset + 15 ] = te[ 15 ];
  9636. return array;
  9637. }
  9638. }
  9639. const _v1$5 = /*@__PURE__*/ new Vector3();
  9640. const _m1$2 = /*@__PURE__*/ new Matrix4();
  9641. const _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 );
  9642. const _one = /*@__PURE__*/ new Vector3( 1, 1, 1 );
  9643. const _x = /*@__PURE__*/ new Vector3();
  9644. const _y = /*@__PURE__*/ new Vector3();
  9645. const _z = /*@__PURE__*/ new Vector3();
  9646. const _matrix$2 = /*@__PURE__*/ new Matrix4();
  9647. const _quaternion$3 = /*@__PURE__*/ new Quaternion();
  9648. /**
  9649. * A class representing Euler angles.
  9650. *
  9651. * Euler angles describe a rotational transformation by rotating an object on
  9652. * its various axes in specified amounts per axis, and a specified axis
  9653. * order.
  9654. *
  9655. * Iterating through an instance will yield its components (x, y, z,
  9656. * order) in the corresponding order.
  9657. *
  9658. * ```js
  9659. * const a = new THREE.Euler( 0, 1, 1.57, 'XYZ' );
  9660. * const b = new THREE.Vector3( 1, 0, 1 );
  9661. * b.applyEuler(a);
  9662. * ```
  9663. */
  9664. class Euler {
  9665. /**
  9666. * Constructs a new euler instance.
  9667. *
  9668. * @param {number} [x=0] - The angle of the x axis in radians.
  9669. * @param {number} [y=0] - The angle of the y axis in radians.
  9670. * @param {number} [z=0] - The angle of the z axis in radians.
  9671. * @param {string} [order=Euler.DEFAULT_ORDER] - A string representing the order that the rotations are applied.
  9672. */
  9673. constructor( x = 0, y = 0, z = 0, order = Euler.DEFAULT_ORDER ) {
  9674. /**
  9675. * This flag can be used for type testing.
  9676. *
  9677. * @type {boolean}
  9678. * @readonly
  9679. * @default true
  9680. */
  9681. this.isEuler = true;
  9682. this._x = x;
  9683. this._y = y;
  9684. this._z = z;
  9685. this._order = order;
  9686. }
  9687. /**
  9688. * The angle of the x axis in radians.
  9689. *
  9690. * @type {number}
  9691. * @default 0
  9692. */
  9693. get x() {
  9694. return this._x;
  9695. }
  9696. set x( value ) {
  9697. this._x = value;
  9698. this._onChangeCallback();
  9699. }
  9700. /**
  9701. * The angle of the y axis in radians.
  9702. *
  9703. * @type {number}
  9704. * @default 0
  9705. */
  9706. get y() {
  9707. return this._y;
  9708. }
  9709. set y( value ) {
  9710. this._y = value;
  9711. this._onChangeCallback();
  9712. }
  9713. /**
  9714. * The angle of the z axis in radians.
  9715. *
  9716. * @type {number}
  9717. * @default 0
  9718. */
  9719. get z() {
  9720. return this._z;
  9721. }
  9722. set z( value ) {
  9723. this._z = value;
  9724. this._onChangeCallback();
  9725. }
  9726. /**
  9727. * A string representing the order that the rotations are applied.
  9728. *
  9729. * @type {string}
  9730. * @default 'XYZ'
  9731. */
  9732. get order() {
  9733. return this._order;
  9734. }
  9735. set order( value ) {
  9736. this._order = value;
  9737. this._onChangeCallback();
  9738. }
  9739. /**
  9740. * Sets the Euler components.
  9741. *
  9742. * @param {number} x - The angle of the x axis in radians.
  9743. * @param {number} y - The angle of the y axis in radians.
  9744. * @param {number} z - The angle of the z axis in radians.
  9745. * @param {string} [order] - A string representing the order that the rotations are applied.
  9746. * @return {Euler} A reference to this Euler instance.
  9747. */
  9748. set( x, y, z, order = this._order ) {
  9749. this._x = x;
  9750. this._y = y;
  9751. this._z = z;
  9752. this._order = order;
  9753. this._onChangeCallback();
  9754. return this;
  9755. }
  9756. /**
  9757. * Returns a new Euler instance with copied values from this instance.
  9758. *
  9759. * @return {Euler} A clone of this instance.
  9760. */
  9761. clone() {
  9762. return new this.constructor( this._x, this._y, this._z, this._order );
  9763. }
  9764. /**
  9765. * Copies the values of the given Euler instance to this instance.
  9766. *
  9767. * @param {Euler} euler - The Euler instance to copy.
  9768. * @return {Euler} A reference to this Euler instance.
  9769. */
  9770. copy( euler ) {
  9771. this._x = euler._x;
  9772. this._y = euler._y;
  9773. this._z = euler._z;
  9774. this._order = euler._order;
  9775. this._onChangeCallback();
  9776. return this;
  9777. }
  9778. /**
  9779. * Sets the angles of this Euler instance from a pure rotation matrix.
  9780. *
  9781. * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).
  9782. * @param {string} [order] - A string representing the order that the rotations are applied.
  9783. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  9784. * @return {Euler} A reference to this Euler instance.
  9785. */
  9786. setFromRotationMatrix( m, order = this._order, update = true ) {
  9787. const te = m.elements;
  9788. const m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  9789. const m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  9790. const m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  9791. switch ( order ) {
  9792. case 'XYZ':
  9793. this._y = Math.asin( clamp( m13, -1, 1 ) );
  9794. if ( Math.abs( m13 ) < 0.9999999 ) {
  9795. this._x = Math.atan2( - m23, m33 );
  9796. this._z = Math.atan2( - m12, m11 );
  9797. } else {
  9798. this._x = Math.atan2( m32, m22 );
  9799. this._z = 0;
  9800. }
  9801. break;
  9802. case 'YXZ':
  9803. this._x = Math.asin( - clamp( m23, -1, 1 ) );
  9804. if ( Math.abs( m23 ) < 0.9999999 ) {
  9805. this._y = Math.atan2( m13, m33 );
  9806. this._z = Math.atan2( m21, m22 );
  9807. } else {
  9808. this._y = Math.atan2( - m31, m11 );
  9809. this._z = 0;
  9810. }
  9811. break;
  9812. case 'ZXY':
  9813. this._x = Math.asin( clamp( m32, -1, 1 ) );
  9814. if ( Math.abs( m32 ) < 0.9999999 ) {
  9815. this._y = Math.atan2( - m31, m33 );
  9816. this._z = Math.atan2( - m12, m22 );
  9817. } else {
  9818. this._y = 0;
  9819. this._z = Math.atan2( m21, m11 );
  9820. }
  9821. break;
  9822. case 'ZYX':
  9823. this._y = Math.asin( - clamp( m31, -1, 1 ) );
  9824. if ( Math.abs( m31 ) < 0.9999999 ) {
  9825. this._x = Math.atan2( m32, m33 );
  9826. this._z = Math.atan2( m21, m11 );
  9827. } else {
  9828. this._x = 0;
  9829. this._z = Math.atan2( - m12, m22 );
  9830. }
  9831. break;
  9832. case 'YZX':
  9833. this._z = Math.asin( clamp( m21, -1, 1 ) );
  9834. if ( Math.abs( m21 ) < 0.9999999 ) {
  9835. this._x = Math.atan2( - m23, m22 );
  9836. this._y = Math.atan2( - m31, m11 );
  9837. } else {
  9838. this._x = 0;
  9839. this._y = Math.atan2( m13, m33 );
  9840. }
  9841. break;
  9842. case 'XZY':
  9843. this._z = Math.asin( - clamp( m12, -1, 1 ) );
  9844. if ( Math.abs( m12 ) < 0.9999999 ) {
  9845. this._x = Math.atan2( m32, m22 );
  9846. this._y = Math.atan2( m13, m11 );
  9847. } else {
  9848. this._x = Math.atan2( - m23, m33 );
  9849. this._y = 0;
  9850. }
  9851. break;
  9852. default:
  9853. warn( 'Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );
  9854. }
  9855. this._order = order;
  9856. if ( update === true ) this._onChangeCallback();
  9857. return this;
  9858. }
  9859. /**
  9860. * Sets the angles of this Euler instance from a normalized quaternion.
  9861. *
  9862. * @param {Quaternion} q - A normalized Quaternion.
  9863. * @param {string} [order] - A string representing the order that the rotations are applied.
  9864. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  9865. * @return {Euler} A reference to this Euler instance.
  9866. */
  9867. setFromQuaternion( q, order, update ) {
  9868. _matrix$2.makeRotationFromQuaternion( q );
  9869. return this.setFromRotationMatrix( _matrix$2, order, update );
  9870. }
  9871. /**
  9872. * Sets the angles of this Euler instance from the given vector.
  9873. *
  9874. * @param {Vector3} v - The vector.
  9875. * @param {string} [order] - A string representing the order that the rotations are applied.
  9876. * @return {Euler} A reference to this Euler instance.
  9877. */
  9878. setFromVector3( v, order = this._order ) {
  9879. return this.set( v.x, v.y, v.z, order );
  9880. }
  9881. /**
  9882. * Resets the euler angle with a new order by creating a quaternion from this
  9883. * euler angle and then setting this euler angle with the quaternion and the
  9884. * new order.
  9885. *
  9886. * Warning: This discards revolution information.
  9887. *
  9888. * @param {string} [newOrder] - A string representing the new order that the rotations are applied.
  9889. * @return {Euler} A reference to this Euler instance.
  9890. */
  9891. reorder( newOrder ) {
  9892. _quaternion$3.setFromEuler( this );
  9893. return this.setFromQuaternion( _quaternion$3, newOrder );
  9894. }
  9895. /**
  9896. * Returns `true` if this Euler instance is equal with the given one.
  9897. *
  9898. * @param {Euler} euler - The Euler instance to test for equality.
  9899. * @return {boolean} Whether this Euler instance is equal with the given one.
  9900. */
  9901. equals( euler ) {
  9902. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  9903. }
  9904. /**
  9905. * Sets this Euler instance's components to values from the given array. The first three
  9906. * entries of the array are assign to the x,y and z components. An optional fourth entry
  9907. * defines the Euler order.
  9908. *
  9909. * @param {Array<number,number,number,?string>} array - An array holding the Euler component values.
  9910. * @return {Euler} A reference to this Euler instance.
  9911. */
  9912. fromArray( array ) {
  9913. this._x = array[ 0 ];
  9914. this._y = array[ 1 ];
  9915. this._z = array[ 2 ];
  9916. if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
  9917. this._onChangeCallback();
  9918. return this;
  9919. }
  9920. /**
  9921. * Writes the components of this Euler instance to the given array. If no array is provided,
  9922. * the method returns a new instance.
  9923. *
  9924. * @param {Array<number,number,number,string>} [array=[]] - The target array holding the Euler components.
  9925. * @param {number} [offset=0] - Index of the first element in the array.
  9926. * @return {Array<number,number,number,string>} The Euler components.
  9927. */
  9928. toArray( array = [], offset = 0 ) {
  9929. array[ offset ] = this._x;
  9930. array[ offset + 1 ] = this._y;
  9931. array[ offset + 2 ] = this._z;
  9932. array[ offset + 3 ] = this._order;
  9933. return array;
  9934. }
  9935. _onChange( callback ) {
  9936. this._onChangeCallback = callback;
  9937. return this;
  9938. }
  9939. _onChangeCallback() {}
  9940. *[ Symbol.iterator ]() {
  9941. yield this._x;
  9942. yield this._y;
  9943. yield this._z;
  9944. yield this._order;
  9945. }
  9946. }
  9947. /**
  9948. * The default Euler angle order.
  9949. *
  9950. * @static
  9951. * @type {string}
  9952. * @default 'XYZ'
  9953. */
  9954. Euler.DEFAULT_ORDER = 'XYZ';
  9955. /**
  9956. * A layers object assigns an 3D object to 1 or more of 32
  9957. * layers numbered `0` to `31` - internally the layers are stored as a
  9958. * bit mask], and by default all 3D objects are a member of layer `0`.
  9959. *
  9960. * This can be used to control visibility - an object must share a layer with
  9961. * a camera to be visible when that camera's view is
  9962. * rendered.
  9963. *
  9964. * All classes that inherit from {@link Object3D} have an `layers` property which
  9965. * is an instance of this class.
  9966. */
  9967. class Layers {
  9968. /**
  9969. * Constructs a new layers instance, with membership
  9970. * initially set to layer `0`.
  9971. */
  9972. constructor() {
  9973. /**
  9974. * A bit mask storing which of the 32 layers this layers object is currently
  9975. * a member of.
  9976. *
  9977. * @type {number}
  9978. */
  9979. this.mask = 1 | 0;
  9980. }
  9981. /**
  9982. * Sets membership to the given layer, and remove membership all other layers.
  9983. *
  9984. * @param {number} layer - The layer to set.
  9985. */
  9986. set( layer ) {
  9987. this.mask = ( 1 << layer | 0 ) >>> 0;
  9988. }
  9989. /**
  9990. * Adds membership of the given layer.
  9991. *
  9992. * @param {number} layer - The layer to enable.
  9993. */
  9994. enable( layer ) {
  9995. this.mask |= 1 << layer | 0;
  9996. }
  9997. /**
  9998. * Adds membership to all layers.
  9999. */
  10000. enableAll() {
  10001. this.mask = 0xffffffff | 0;
  10002. }
  10003. /**
  10004. * Toggles the membership of the given layer.
  10005. *
  10006. * @param {number} layer - The layer to toggle.
  10007. */
  10008. toggle( layer ) {
  10009. this.mask ^= 1 << layer | 0;
  10010. }
  10011. /**
  10012. * Removes membership of the given layer.
  10013. *
  10014. * @param {number} layer - The layer to enable.
  10015. */
  10016. disable( layer ) {
  10017. this.mask &= ~ ( 1 << layer | 0 );
  10018. }
  10019. /**
  10020. * Removes the membership from all layers.
  10021. */
  10022. disableAll() {
  10023. this.mask = 0;
  10024. }
  10025. /**
  10026. * Returns `true` if this and the given layers object have at least one
  10027. * layer in common.
  10028. *
  10029. * @param {Layers} layers - The layers to test.
  10030. * @return {boolean } Whether this and the given layers object have at least one layer in common or not.
  10031. */
  10032. test( layers ) {
  10033. return ( this.mask & layers.mask ) !== 0;
  10034. }
  10035. /**
  10036. * Returns `true` if the given layer is enabled.
  10037. *
  10038. * @param {number} layer - The layer to test.
  10039. * @return {boolean } Whether the given layer is enabled or not.
  10040. */
  10041. isEnabled( layer ) {
  10042. return ( this.mask & ( 1 << layer | 0 ) ) !== 0;
  10043. }
  10044. }
  10045. let _object3DId = 0;
  10046. const _v1$4 = /*@__PURE__*/ new Vector3();
  10047. const _q1 = /*@__PURE__*/ new Quaternion();
  10048. const _m1$1 = /*@__PURE__*/ new Matrix4();
  10049. const _target = /*@__PURE__*/ new Vector3();
  10050. const _position$3 = /*@__PURE__*/ new Vector3();
  10051. const _scale$2 = /*@__PURE__*/ new Vector3();
  10052. const _quaternion$2 = /*@__PURE__*/ new Quaternion();
  10053. const _xAxis = /*@__PURE__*/ new Vector3( 1, 0, 0 );
  10054. const _yAxis = /*@__PURE__*/ new Vector3( 0, 1, 0 );
  10055. const _zAxis = /*@__PURE__*/ new Vector3( 0, 0, 1 );
  10056. /**
  10057. * Fires when the object has been added to its parent object.
  10058. *
  10059. * @event Object3D#added
  10060. * @type {Object}
  10061. */
  10062. const _addedEvent = { type: 'added' };
  10063. /**
  10064. * Fires when the object has been removed from its parent object.
  10065. *
  10066. * @event Object3D#removed
  10067. * @type {Object}
  10068. */
  10069. const _removedEvent = { type: 'removed' };
  10070. /**
  10071. * Fires when a new child object has been added.
  10072. *
  10073. * @event Object3D#childadded
  10074. * @type {Object}
  10075. */
  10076. const _childaddedEvent = { type: 'childadded', child: null };
  10077. /**
  10078. * Fires when a child object has been removed.
  10079. *
  10080. * @event Object3D#childremoved
  10081. * @type {Object}
  10082. */
  10083. const _childremovedEvent = { type: 'childremoved', child: null };
  10084. /**
  10085. * This is the base class for most objects in three.js and provides a set of
  10086. * properties and methods for manipulating objects in 3D space.
  10087. *
  10088. * @augments EventDispatcher
  10089. */
  10090. class Object3D extends EventDispatcher {
  10091. /**
  10092. * Constructs a new 3D object.
  10093. */
  10094. constructor() {
  10095. super();
  10096. /**
  10097. * This flag can be used for type testing.
  10098. *
  10099. * @type {boolean}
  10100. * @readonly
  10101. * @default true
  10102. */
  10103. this.isObject3D = true;
  10104. /**
  10105. * The ID of the 3D object.
  10106. *
  10107. * @name Object3D#id
  10108. * @type {number}
  10109. * @readonly
  10110. */
  10111. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  10112. /**
  10113. * The UUID of the 3D object.
  10114. *
  10115. * @type {string}
  10116. * @readonly
  10117. */
  10118. this.uuid = generateUUID();
  10119. /**
  10120. * The name of the 3D object.
  10121. *
  10122. * @type {string}
  10123. */
  10124. this.name = '';
  10125. /**
  10126. * The type property is used for detecting the object type
  10127. * in context of serialization/deserialization.
  10128. *
  10129. * @type {string}
  10130. * @readonly
  10131. */
  10132. this.type = 'Object3D';
  10133. /**
  10134. * A reference to the parent object.
  10135. *
  10136. * @type {?Object3D}
  10137. * @default null
  10138. */
  10139. this.parent = null;
  10140. /**
  10141. * An array holding the child 3D objects of this instance.
  10142. *
  10143. * @type {Array<Object3D>}
  10144. */
  10145. this.children = [];
  10146. /**
  10147. * Defines the `up` direction of the 3D object which influences
  10148. * the orientation via methods like {@link Object3D#lookAt}.
  10149. *
  10150. * The default values for all 3D objects is defined by `Object3D.DEFAULT_UP`.
  10151. *
  10152. * @type {Vector3}
  10153. */
  10154. this.up = Object3D.DEFAULT_UP.clone();
  10155. const position = new Vector3();
  10156. const rotation = new Euler();
  10157. const quaternion = new Quaternion();
  10158. const scale = new Vector3( 1, 1, 1 );
  10159. function onRotationChange() {
  10160. quaternion.setFromEuler( rotation, false );
  10161. }
  10162. function onQuaternionChange() {
  10163. rotation.setFromQuaternion( quaternion, undefined, false );
  10164. }
  10165. rotation._onChange( onRotationChange );
  10166. quaternion._onChange( onQuaternionChange );
  10167. Object.defineProperties( this, {
  10168. /**
  10169. * Represents the object's local position.
  10170. *
  10171. * @name Object3D#position
  10172. * @type {Vector3}
  10173. * @default (0,0,0)
  10174. */
  10175. position: {
  10176. configurable: true,
  10177. enumerable: true,
  10178. value: position
  10179. },
  10180. /**
  10181. * Represents the object's local rotation as Euler angles, in radians.
  10182. *
  10183. * @name Object3D#rotation
  10184. * @type {Euler}
  10185. * @default (0,0,0)
  10186. */
  10187. rotation: {
  10188. configurable: true,
  10189. enumerable: true,
  10190. value: rotation
  10191. },
  10192. /**
  10193. * Represents the object's local rotation as Quaternions.
  10194. *
  10195. * @name Object3D#quaternion
  10196. * @type {Quaternion}
  10197. */
  10198. quaternion: {
  10199. configurable: true,
  10200. enumerable: true,
  10201. value: quaternion
  10202. },
  10203. /**
  10204. * Represents the object's local scale.
  10205. *
  10206. * @name Object3D#scale
  10207. * @type {Vector3}
  10208. * @default (1,1,1)
  10209. */
  10210. scale: {
  10211. configurable: true,
  10212. enumerable: true,
  10213. value: scale
  10214. },
  10215. /**
  10216. * Represents the object's model-view matrix.
  10217. *
  10218. * @name Object3D#modelViewMatrix
  10219. * @type {Matrix4}
  10220. */
  10221. modelViewMatrix: {
  10222. value: new Matrix4()
  10223. },
  10224. /**
  10225. * Represents the object's normal matrix.
  10226. *
  10227. * @name Object3D#normalMatrix
  10228. * @type {Matrix3}
  10229. */
  10230. normalMatrix: {
  10231. value: new Matrix3()
  10232. }
  10233. } );
  10234. /**
  10235. * Represents the object's transformation matrix in local space.
  10236. *
  10237. * @type {Matrix4}
  10238. */
  10239. this.matrix = new Matrix4();
  10240. /**
  10241. * Represents the object's transformation matrix in world space.
  10242. * If the 3D object has no parent, then it's identical to the local transformation matrix
  10243. *
  10244. * @type {Matrix4}
  10245. */
  10246. this.matrixWorld = new Matrix4();
  10247. /**
  10248. * When set to `true`, the engine automatically computes the local matrix from position,
  10249. * rotation and scale every frame.
  10250. *
  10251. * The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_AUTO_UPDATE`.
  10252. *
  10253. * @type {boolean}
  10254. * @default true
  10255. */
  10256. this.matrixAutoUpdate = Object3D.DEFAULT_MATRIX_AUTO_UPDATE;
  10257. /**
  10258. * When set to `true`, the engine automatically computes the world matrix from the current local
  10259. * matrix and the object's transformation hierarchy.
  10260. *
  10261. * The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE`.
  10262. *
  10263. * @type {boolean}
  10264. * @default true
  10265. */
  10266. this.matrixWorldAutoUpdate = Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE; // checked by the renderer
  10267. /**
  10268. * When set to `true`, it calculates the world matrix in that frame and resets this property
  10269. * to `false`.
  10270. *
  10271. * @type {boolean}
  10272. * @default false
  10273. */
  10274. this.matrixWorldNeedsUpdate = false;
  10275. /**
  10276. * The layer membership of the 3D object. The 3D object is only visible if it has
  10277. * at least one layer in common with the camera in use. This property can also be
  10278. * used to filter out unwanted objects in ray-intersection tests when using {@link Raycaster}.
  10279. *
  10280. * @type {Layers}
  10281. */
  10282. this.layers = new Layers();
  10283. /**
  10284. * When set to `true`, the 3D object gets rendered.
  10285. *
  10286. * @type {boolean}
  10287. * @default true
  10288. */
  10289. this.visible = true;
  10290. /**
  10291. * When set to `true`, the 3D object gets rendered into shadow maps.
  10292. *
  10293. * @type {boolean}
  10294. * @default false
  10295. */
  10296. this.castShadow = false;
  10297. /**
  10298. * When set to `true`, the 3D object is affected by shadows in the scene.
  10299. *
  10300. * @type {boolean}
  10301. * @default false
  10302. */
  10303. this.receiveShadow = false;
  10304. /**
  10305. * When set to `true`, the 3D object is honored by view frustum culling.
  10306. *
  10307. * @type {boolean}
  10308. * @default true
  10309. */
  10310. this.frustumCulled = true;
  10311. /**
  10312. * This value allows the default rendering order of scene graph objects to be
  10313. * overridden although opaque and transparent objects remain sorted independently.
  10314. * When this property is set for an instance of {@link Group},all descendants
  10315. * objects will be sorted and rendered together. Sorting is from lowest to highest
  10316. * render order.
  10317. *
  10318. * @type {number}
  10319. * @default 0
  10320. */
  10321. this.renderOrder = 0;
  10322. /**
  10323. * An array holding the animation clips of the 3D object.
  10324. *
  10325. * @type {Array<AnimationClip>}
  10326. */
  10327. this.animations = [];
  10328. /**
  10329. * Custom depth material to be used when rendering to the depth map. Can only be used
  10330. * in context of meshes. When shadow-casting with a {@link DirectionalLight} or {@link SpotLight},
  10331. * if you are modifying vertex positions in the vertex shader you must specify a custom depth
  10332. * material for proper shadows.
  10333. *
  10334. * Only relevant in context of {@link WebGLRenderer}.
  10335. *
  10336. * @type {(Material|undefined)}
  10337. * @default undefined
  10338. */
  10339. this.customDepthMaterial = undefined;
  10340. /**
  10341. * Same as {@link Object3D#customDepthMaterial}, but used with {@link PointLight}.
  10342. *
  10343. * Only relevant in context of {@link WebGLRenderer}.
  10344. *
  10345. * @type {(Material|undefined)}
  10346. * @default undefined
  10347. */
  10348. this.customDistanceMaterial = undefined;
  10349. /**
  10350. * An object that can be used to store custom data about the 3D object. It
  10351. * should not hold references to functions as these will not be cloned.
  10352. *
  10353. * @type {Object}
  10354. */
  10355. this.userData = {};
  10356. }
  10357. /**
  10358. * A callback that is executed immediately before a 3D object is rendered to a shadow map.
  10359. *
  10360. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10361. * @param {Object3D} object - The 3D object.
  10362. * @param {Camera} camera - The camera that is used to render the scene.
  10363. * @param {Camera} shadowCamera - The shadow camera.
  10364. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10365. * @param {Material} depthMaterial - The depth material.
  10366. * @param {Object} group - The geometry group data.
  10367. */
  10368. onBeforeShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
  10369. /**
  10370. * A callback that is executed immediately after a 3D object is rendered to a shadow map.
  10371. *
  10372. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10373. * @param {Object3D} object - The 3D object.
  10374. * @param {Camera} camera - The camera that is used to render the scene.
  10375. * @param {Camera} shadowCamera - The shadow camera.
  10376. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10377. * @param {Material} depthMaterial - The depth material.
  10378. * @param {Object} group - The geometry group data.
  10379. */
  10380. onAfterShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
  10381. /**
  10382. * A callback that is executed immediately before a 3D object is rendered.
  10383. *
  10384. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10385. * @param {Object3D} object - The 3D object.
  10386. * @param {Camera} camera - The camera that is used to render the scene.
  10387. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10388. * @param {Material} material - The 3D object's material.
  10389. * @param {Object} group - The geometry group data.
  10390. */
  10391. onBeforeRender( /* renderer, scene, camera, geometry, material, group */ ) {}
  10392. /**
  10393. * A callback that is executed immediately after a 3D object is rendered.
  10394. *
  10395. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10396. * @param {Object3D} object - The 3D object.
  10397. * @param {Camera} camera - The camera that is used to render the scene.
  10398. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10399. * @param {Material} material - The 3D object's material.
  10400. * @param {Object} group - The geometry group data.
  10401. */
  10402. onAfterRender( /* renderer, scene, camera, geometry, material, group */ ) {}
  10403. /**
  10404. * Applies the given transformation matrix to the object and updates the object's position,
  10405. * rotation and scale.
  10406. *
  10407. * @param {Matrix4} matrix - The transformation matrix.
  10408. */
  10409. applyMatrix4( matrix ) {
  10410. if ( this.matrixAutoUpdate ) this.updateMatrix();
  10411. this.matrix.premultiply( matrix );
  10412. this.matrix.decompose( this.position, this.quaternion, this.scale );
  10413. }
  10414. /**
  10415. * Applies a rotation represented by given the quaternion to the 3D object.
  10416. *
  10417. * @param {Quaternion} q - The quaternion.
  10418. * @return {Object3D} A reference to this instance.
  10419. */
  10420. applyQuaternion( q ) {
  10421. this.quaternion.premultiply( q );
  10422. return this;
  10423. }
  10424. /**
  10425. * Sets the given rotation represented as an axis/angle couple to the 3D object.
  10426. *
  10427. * @param {Vector3} axis - The (normalized) axis vector.
  10428. * @param {number} angle - The angle in radians.
  10429. */
  10430. setRotationFromAxisAngle( axis, angle ) {
  10431. // assumes axis is normalized
  10432. this.quaternion.setFromAxisAngle( axis, angle );
  10433. }
  10434. /**
  10435. * Sets the given rotation represented as Euler angles to the 3D object.
  10436. *
  10437. * @param {Euler} euler - The Euler angles.
  10438. */
  10439. setRotationFromEuler( euler ) {
  10440. this.quaternion.setFromEuler( euler, true );
  10441. }
  10442. /**
  10443. * Sets the given rotation represented as rotation matrix to the 3D object.
  10444. *
  10445. * @param {Matrix4} m - Although a 4x4 matrix is expected, the upper 3x3 portion must be
  10446. * a pure rotation matrix (i.e, unscaled).
  10447. */
  10448. setRotationFromMatrix( m ) {
  10449. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  10450. this.quaternion.setFromRotationMatrix( m );
  10451. }
  10452. /**
  10453. * Sets the given rotation represented as a Quaternion to the 3D object.
  10454. *
  10455. * @param {Quaternion} q - The Quaternion
  10456. */
  10457. setRotationFromQuaternion( q ) {
  10458. // assumes q is normalized
  10459. this.quaternion.copy( q );
  10460. }
  10461. /**
  10462. * Rotates the 3D object along an axis in local space.
  10463. *
  10464. * @param {Vector3} axis - The (normalized) axis vector.
  10465. * @param {number} angle - The angle in radians.
  10466. * @return {Object3D} A reference to this instance.
  10467. */
  10468. rotateOnAxis( axis, angle ) {
  10469. // rotate object on axis in object space
  10470. // axis is assumed to be normalized
  10471. _q1.setFromAxisAngle( axis, angle );
  10472. this.quaternion.multiply( _q1 );
  10473. return this;
  10474. }
  10475. /**
  10476. * Rotates the 3D object along an axis in world space.
  10477. *
  10478. * @param {Vector3} axis - The (normalized) axis vector.
  10479. * @param {number} angle - The angle in radians.
  10480. * @return {Object3D} A reference to this instance.
  10481. */
  10482. rotateOnWorldAxis( axis, angle ) {
  10483. // rotate object on axis in world space
  10484. // axis is assumed to be normalized
  10485. // method assumes no rotated parent
  10486. _q1.setFromAxisAngle( axis, angle );
  10487. this.quaternion.premultiply( _q1 );
  10488. return this;
  10489. }
  10490. /**
  10491. * Rotates the 3D object around its X axis in local space.
  10492. *
  10493. * @param {number} angle - The angle in radians.
  10494. * @return {Object3D} A reference to this instance.
  10495. */
  10496. rotateX( angle ) {
  10497. return this.rotateOnAxis( _xAxis, angle );
  10498. }
  10499. /**
  10500. * Rotates the 3D object around its Y axis in local space.
  10501. *
  10502. * @param {number} angle - The angle in radians.
  10503. * @return {Object3D} A reference to this instance.
  10504. */
  10505. rotateY( angle ) {
  10506. return this.rotateOnAxis( _yAxis, angle );
  10507. }
  10508. /**
  10509. * Rotates the 3D object around its Z axis in local space.
  10510. *
  10511. * @param {number} angle - The angle in radians.
  10512. * @return {Object3D} A reference to this instance.
  10513. */
  10514. rotateZ( angle ) {
  10515. return this.rotateOnAxis( _zAxis, angle );
  10516. }
  10517. /**
  10518. * Translate the 3D object by a distance along the given axis in local space.
  10519. *
  10520. * @param {Vector3} axis - The (normalized) axis vector.
  10521. * @param {number} distance - The distance in world units.
  10522. * @return {Object3D} A reference to this instance.
  10523. */
  10524. translateOnAxis( axis, distance ) {
  10525. // translate object by distance along axis in object space
  10526. // axis is assumed to be normalized
  10527. _v1$4.copy( axis ).applyQuaternion( this.quaternion );
  10528. this.position.add( _v1$4.multiplyScalar( distance ) );
  10529. return this;
  10530. }
  10531. /**
  10532. * Translate the 3D object by a distance along its X-axis in local space.
  10533. *
  10534. * @param {number} distance - The distance in world units.
  10535. * @return {Object3D} A reference to this instance.
  10536. */
  10537. translateX( distance ) {
  10538. return this.translateOnAxis( _xAxis, distance );
  10539. }
  10540. /**
  10541. * Translate the 3D object by a distance along its Y-axis in local space.
  10542. *
  10543. * @param {number} distance - The distance in world units.
  10544. * @return {Object3D} A reference to this instance.
  10545. */
  10546. translateY( distance ) {
  10547. return this.translateOnAxis( _yAxis, distance );
  10548. }
  10549. /**
  10550. * Translate the 3D object by a distance along its Z-axis in local space.
  10551. *
  10552. * @param {number} distance - The distance in world units.
  10553. * @return {Object3D} A reference to this instance.
  10554. */
  10555. translateZ( distance ) {
  10556. return this.translateOnAxis( _zAxis, distance );
  10557. }
  10558. /**
  10559. * Converts the given vector from this 3D object's local space to world space.
  10560. *
  10561. * @param {Vector3} vector - The vector to convert.
  10562. * @return {Vector3} The converted vector.
  10563. */
  10564. localToWorld( vector ) {
  10565. this.updateWorldMatrix( true, false );
  10566. return vector.applyMatrix4( this.matrixWorld );
  10567. }
  10568. /**
  10569. * Converts the given vector from this 3D object's word space to local space.
  10570. *
  10571. * @param {Vector3} vector - The vector to convert.
  10572. * @return {Vector3} The converted vector.
  10573. */
  10574. worldToLocal( vector ) {
  10575. this.updateWorldMatrix( true, false );
  10576. return vector.applyMatrix4( _m1$1.copy( this.matrixWorld ).invert() );
  10577. }
  10578. /**
  10579. * Rotates the object to face a point in world space.
  10580. *
  10581. * This method does not support objects having non-uniformly-scaled parent(s).
  10582. *
  10583. * @param {number|Vector3} x - The x coordinate in world space. Alternatively, a vector representing a position in world space
  10584. * @param {number} [y] - The y coordinate in world space.
  10585. * @param {number} [z] - The z coordinate in world space.
  10586. */
  10587. lookAt( x, y, z ) {
  10588. // This method does not support objects having non-uniformly-scaled parent(s)
  10589. if ( x.isVector3 ) {
  10590. _target.copy( x );
  10591. } else {
  10592. _target.set( x, y, z );
  10593. }
  10594. const parent = this.parent;
  10595. this.updateWorldMatrix( true, false );
  10596. _position$3.setFromMatrixPosition( this.matrixWorld );
  10597. if ( this.isCamera || this.isLight ) {
  10598. _m1$1.lookAt( _position$3, _target, this.up );
  10599. } else {
  10600. _m1$1.lookAt( _target, _position$3, this.up );
  10601. }
  10602. this.quaternion.setFromRotationMatrix( _m1$1 );
  10603. if ( parent ) {
  10604. _m1$1.extractRotation( parent.matrixWorld );
  10605. _q1.setFromRotationMatrix( _m1$1 );
  10606. this.quaternion.premultiply( _q1.invert() );
  10607. }
  10608. }
  10609. /**
  10610. * Adds the given 3D object as a child to this 3D object. An arbitrary number of
  10611. * objects may be added. Any current parent on an object passed in here will be
  10612. * removed, since an object can have at most one parent.
  10613. *
  10614. * @fires Object3D#added
  10615. * @fires Object3D#childadded
  10616. * @param {Object3D} object - The 3D object to add.
  10617. * @return {Object3D} A reference to this instance.
  10618. */
  10619. add( object ) {
  10620. if ( arguments.length > 1 ) {
  10621. for ( let i = 0; i < arguments.length; i ++ ) {
  10622. this.add( arguments[ i ] );
  10623. }
  10624. return this;
  10625. }
  10626. if ( object === this ) {
  10627. error( 'Object3D.add: object can\'t be added as a child of itself.', object );
  10628. return this;
  10629. }
  10630. if ( object && object.isObject3D ) {
  10631. object.removeFromParent();
  10632. object.parent = this;
  10633. this.children.push( object );
  10634. object.dispatchEvent( _addedEvent );
  10635. _childaddedEvent.child = object;
  10636. this.dispatchEvent( _childaddedEvent );
  10637. _childaddedEvent.child = null;
  10638. } else {
  10639. error( 'Object3D.add: object not an instance of THREE.Object3D.', object );
  10640. }
  10641. return this;
  10642. }
  10643. /**
  10644. * Removes the given 3D object as child from this 3D object.
  10645. * An arbitrary number of objects may be removed.
  10646. *
  10647. * @fires Object3D#removed
  10648. * @fires Object3D#childremoved
  10649. * @param {Object3D} object - The 3D object to remove.
  10650. * @return {Object3D} A reference to this instance.
  10651. */
  10652. remove( object ) {
  10653. if ( arguments.length > 1 ) {
  10654. for ( let i = 0; i < arguments.length; i ++ ) {
  10655. this.remove( arguments[ i ] );
  10656. }
  10657. return this;
  10658. }
  10659. const index = this.children.indexOf( object );
  10660. if ( index !== -1 ) {
  10661. object.parent = null;
  10662. this.children.splice( index, 1 );
  10663. object.dispatchEvent( _removedEvent );
  10664. _childremovedEvent.child = object;
  10665. this.dispatchEvent( _childremovedEvent );
  10666. _childremovedEvent.child = null;
  10667. }
  10668. return this;
  10669. }
  10670. /**
  10671. * Removes this 3D object from its current parent.
  10672. *
  10673. * @fires Object3D#removed
  10674. * @fires Object3D#childremoved
  10675. * @return {Object3D} A reference to this instance.
  10676. */
  10677. removeFromParent() {
  10678. const parent = this.parent;
  10679. if ( parent !== null ) {
  10680. parent.remove( this );
  10681. }
  10682. return this;
  10683. }
  10684. /**
  10685. * Removes all child objects.
  10686. *
  10687. * @fires Object3D#removed
  10688. * @fires Object3D#childremoved
  10689. * @return {Object3D} A reference to this instance.
  10690. */
  10691. clear() {
  10692. return this.remove( ... this.children );
  10693. }
  10694. /**
  10695. * Adds the given 3D object as a child of this 3D object, while maintaining the object's world
  10696. * transform. This method does not support scene graphs having non-uniformly-scaled nodes(s).
  10697. *
  10698. * @fires Object3D#added
  10699. * @fires Object3D#childadded
  10700. * @param {Object3D} object - The 3D object to attach.
  10701. * @return {Object3D} A reference to this instance.
  10702. */
  10703. attach( object ) {
  10704. // adds object as a child of this, while maintaining the object's world transform
  10705. // Note: This method does not support scene graphs having non-uniformly-scaled nodes(s)
  10706. this.updateWorldMatrix( true, false );
  10707. _m1$1.copy( this.matrixWorld ).invert();
  10708. if ( object.parent !== null ) {
  10709. object.parent.updateWorldMatrix( true, false );
  10710. _m1$1.multiply( object.parent.matrixWorld );
  10711. }
  10712. object.applyMatrix4( _m1$1 );
  10713. object.removeFromParent();
  10714. object.parent = this;
  10715. this.children.push( object );
  10716. object.updateWorldMatrix( false, true );
  10717. object.dispatchEvent( _addedEvent );
  10718. _childaddedEvent.child = object;
  10719. this.dispatchEvent( _childaddedEvent );
  10720. _childaddedEvent.child = null;
  10721. return this;
  10722. }
  10723. /**
  10724. * Searches through the 3D object and its children, starting with the 3D object
  10725. * itself, and returns the first with a matching ID.
  10726. *
  10727. * @param {number} id - The id.
  10728. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  10729. */
  10730. getObjectById( id ) {
  10731. return this.getObjectByProperty( 'id', id );
  10732. }
  10733. /**
  10734. * Searches through the 3D object and its children, starting with the 3D object
  10735. * itself, and returns the first with a matching name.
  10736. *
  10737. * @param {string} name - The name.
  10738. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  10739. */
  10740. getObjectByName( name ) {
  10741. return this.getObjectByProperty( 'name', name );
  10742. }
  10743. /**
  10744. * Searches through the 3D object and its children, starting with the 3D object
  10745. * itself, and returns the first with a matching property value.
  10746. *
  10747. * @param {string} name - The name of the property.
  10748. * @param {any} value - The value.
  10749. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  10750. */
  10751. getObjectByProperty( name, value ) {
  10752. if ( this[ name ] === value ) return this;
  10753. for ( let i = 0, l = this.children.length; i < l; i ++ ) {
  10754. const child = this.children[ i ];
  10755. const object = child.getObjectByProperty( name, value );
  10756. if ( object !== undefined ) {
  10757. return object;
  10758. }
  10759. }
  10760. return undefined;
  10761. }
  10762. /**
  10763. * Searches through the 3D object and its children, starting with the 3D object
  10764. * itself, and returns all 3D objects with a matching property value.
  10765. *
  10766. * @param {string} name - The name of the property.
  10767. * @param {any} value - The value.
  10768. * @param {Array<Object3D>} result - The method stores the result in this array.
  10769. * @return {Array<Object3D>} The found 3D objects.
  10770. */
  10771. getObjectsByProperty( name, value, result = [] ) {
  10772. if ( this[ name ] === value ) result.push( this );
  10773. const children = this.children;
  10774. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10775. children[ i ].getObjectsByProperty( name, value, result );
  10776. }
  10777. return result;
  10778. }
  10779. /**
  10780. * Returns a vector representing the position of the 3D object in world space.
  10781. *
  10782. * @param {Vector3} target - The target vector the result is stored to.
  10783. * @return {Vector3} The 3D object's position in world space.
  10784. */
  10785. getWorldPosition( target ) {
  10786. this.updateWorldMatrix( true, false );
  10787. return target.setFromMatrixPosition( this.matrixWorld );
  10788. }
  10789. /**
  10790. * Returns a Quaternion representing the position of the 3D object in world space.
  10791. *
  10792. * @param {Quaternion} target - The target Quaternion the result is stored to.
  10793. * @return {Quaternion} The 3D object's rotation in world space.
  10794. */
  10795. getWorldQuaternion( target ) {
  10796. this.updateWorldMatrix( true, false );
  10797. this.matrixWorld.decompose( _position$3, target, _scale$2 );
  10798. return target;
  10799. }
  10800. /**
  10801. * Returns a vector representing the scale of the 3D object in world space.
  10802. *
  10803. * @param {Vector3} target - The target vector the result is stored to.
  10804. * @return {Vector3} The 3D object's scale in world space.
  10805. */
  10806. getWorldScale( target ) {
  10807. this.updateWorldMatrix( true, false );
  10808. this.matrixWorld.decompose( _position$3, _quaternion$2, target );
  10809. return target;
  10810. }
  10811. /**
  10812. * Returns a vector representing the ("look") direction of the 3D object in world space.
  10813. *
  10814. * @param {Vector3} target - The target vector the result is stored to.
  10815. * @return {Vector3} The 3D object's direction in world space.
  10816. */
  10817. getWorldDirection( target ) {
  10818. this.updateWorldMatrix( true, false );
  10819. const e = this.matrixWorld.elements;
  10820. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  10821. }
  10822. /**
  10823. * Abstract method to get intersections between a casted ray and this
  10824. * 3D object. Renderable 3D objects such as {@link Mesh}, {@link Line} or {@link Points}
  10825. * implement this method in order to use raycasting.
  10826. *
  10827. * @abstract
  10828. * @param {Raycaster} raycaster - The raycaster.
  10829. * @param {Array<Object>} intersects - An array holding the result of the method.
  10830. */
  10831. raycast( /* raycaster, intersects */ ) {}
  10832. /**
  10833. * Executes the callback on this 3D object and all descendants.
  10834. *
  10835. * Note: Modifying the scene graph inside the callback is discouraged.
  10836. *
  10837. * @param {Function} callback - A callback function that allows to process the current 3D object.
  10838. */
  10839. traverse( callback ) {
  10840. callback( this );
  10841. const children = this.children;
  10842. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10843. children[ i ].traverse( callback );
  10844. }
  10845. }
  10846. /**
  10847. * Like {@link Object3D#traverse}, but the callback will only be executed for visible 3D objects.
  10848. * Descendants of invisible 3D objects are not traversed.
  10849. *
  10850. * Note: Modifying the scene graph inside the callback is discouraged.
  10851. *
  10852. * @param {Function} callback - A callback function that allows to process the current 3D object.
  10853. */
  10854. traverseVisible( callback ) {
  10855. if ( this.visible === false ) return;
  10856. callback( this );
  10857. const children = this.children;
  10858. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10859. children[ i ].traverseVisible( callback );
  10860. }
  10861. }
  10862. /**
  10863. * Like {@link Object3D#traverse}, but the callback will only be executed for all ancestors.
  10864. *
  10865. * Note: Modifying the scene graph inside the callback is discouraged.
  10866. *
  10867. * @param {Function} callback - A callback function that allows to process the current 3D object.
  10868. */
  10869. traverseAncestors( callback ) {
  10870. const parent = this.parent;
  10871. if ( parent !== null ) {
  10872. callback( parent );
  10873. parent.traverseAncestors( callback );
  10874. }
  10875. }
  10876. /**
  10877. * Updates the transformation matrix in local space by computing it from the current
  10878. * position, rotation and scale values.
  10879. */
  10880. updateMatrix() {
  10881. this.matrix.compose( this.position, this.quaternion, this.scale );
  10882. this.matrixWorldNeedsUpdate = true;
  10883. }
  10884. /**
  10885. * Updates the transformation matrix in world space of this 3D objects and its descendants.
  10886. *
  10887. * To ensure correct results, this method also recomputes the 3D object's transformation matrix in
  10888. * local space. The computation of the local and world matrix can be controlled with the
  10889. * {@link Object3D#matrixAutoUpdate} and {@link Object3D#matrixWorldAutoUpdate} flags which are both
  10890. * `true` by default. Set these flags to `false` if you need more control over the update matrix process.
  10891. *
  10892. * @param {boolean} [force=false] - When set to `true`, a recomputation of world matrices is forced even
  10893. * when {@link Object3D#matrixWorldAutoUpdate} is set to `false`.
  10894. */
  10895. updateMatrixWorld( force ) {
  10896. if ( this.matrixAutoUpdate ) this.updateMatrix();
  10897. if ( this.matrixWorldNeedsUpdate || force ) {
  10898. if ( this.matrixWorldAutoUpdate === true ) {
  10899. if ( this.parent === null ) {
  10900. this.matrixWorld.copy( this.matrix );
  10901. } else {
  10902. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  10903. }
  10904. }
  10905. this.matrixWorldNeedsUpdate = false;
  10906. force = true;
  10907. }
  10908. // make sure descendants are updated if required
  10909. const children = this.children;
  10910. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10911. const child = children[ i ];
  10912. child.updateMatrixWorld( force );
  10913. }
  10914. }
  10915. /**
  10916. * An alternative version of {@link Object3D#updateMatrixWorld} with more control over the
  10917. * update of ancestor and descendant nodes.
  10918. *
  10919. * @param {boolean} [updateParents=false] Whether ancestor nodes should be updated or not.
  10920. * @param {boolean} [updateChildren=false] Whether descendant nodes should be updated or not.
  10921. */
  10922. updateWorldMatrix( updateParents, updateChildren ) {
  10923. const parent = this.parent;
  10924. if ( updateParents === true && parent !== null ) {
  10925. parent.updateWorldMatrix( true, false );
  10926. }
  10927. if ( this.matrixAutoUpdate ) this.updateMatrix();
  10928. if ( this.matrixWorldAutoUpdate === true ) {
  10929. if ( this.parent === null ) {
  10930. this.matrixWorld.copy( this.matrix );
  10931. } else {
  10932. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  10933. }
  10934. }
  10935. // make sure descendants are updated
  10936. if ( updateChildren === true ) {
  10937. const children = this.children;
  10938. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10939. const child = children[ i ];
  10940. child.updateWorldMatrix( false, true );
  10941. }
  10942. }
  10943. }
  10944. /**
  10945. * Serializes the 3D object into JSON.
  10946. *
  10947. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  10948. * @return {Object} A JSON object representing the serialized 3D object.
  10949. * @see {@link ObjectLoader#parse}
  10950. */
  10951. toJSON( meta ) {
  10952. // meta is a string when called from JSON.stringify
  10953. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  10954. const output = {};
  10955. // meta is a hash used to collect geometries, materials.
  10956. // not providing it implies that this is the root object
  10957. // being serialized.
  10958. if ( isRootObject ) {
  10959. // initialize meta obj
  10960. meta = {
  10961. geometries: {},
  10962. materials: {},
  10963. textures: {},
  10964. images: {},
  10965. shapes: {},
  10966. skeletons: {},
  10967. animations: {},
  10968. nodes: {}
  10969. };
  10970. output.metadata = {
  10971. version: 4.7,
  10972. type: 'Object',
  10973. generator: 'Object3D.toJSON'
  10974. };
  10975. }
  10976. // standard Object3D serialization
  10977. const object = {};
  10978. object.uuid = this.uuid;
  10979. object.type = this.type;
  10980. if ( this.name !== '' ) object.name = this.name;
  10981. if ( this.castShadow === true ) object.castShadow = true;
  10982. if ( this.receiveShadow === true ) object.receiveShadow = true;
  10983. if ( this.visible === false ) object.visible = false;
  10984. if ( this.frustumCulled === false ) object.frustumCulled = false;
  10985. if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;
  10986. if ( Object.keys( this.userData ).length > 0 ) object.userData = this.userData;
  10987. object.layers = this.layers.mask;
  10988. object.matrix = this.matrix.toArray();
  10989. object.up = this.up.toArray();
  10990. if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;
  10991. // object specific properties
  10992. if ( this.isInstancedMesh ) {
  10993. object.type = 'InstancedMesh';
  10994. object.count = this.count;
  10995. object.instanceMatrix = this.instanceMatrix.toJSON();
  10996. if ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON();
  10997. }
  10998. if ( this.isBatchedMesh ) {
  10999. object.type = 'BatchedMesh';
  11000. object.perObjectFrustumCulled = this.perObjectFrustumCulled;
  11001. object.sortObjects = this.sortObjects;
  11002. object.drawRanges = this._drawRanges;
  11003. object.reservedRanges = this._reservedRanges;
  11004. object.geometryInfo = this._geometryInfo.map( info => ( {
  11005. ...info,
  11006. boundingBox: info.boundingBox ? info.boundingBox.toJSON() : undefined,
  11007. boundingSphere: info.boundingSphere ? info.boundingSphere.toJSON() : undefined
  11008. } ) );
  11009. object.instanceInfo = this._instanceInfo.map( info => ( { ...info } ) );
  11010. object.availableInstanceIds = this._availableInstanceIds.slice();
  11011. object.availableGeometryIds = this._availableGeometryIds.slice();
  11012. object.nextIndexStart = this._nextIndexStart;
  11013. object.nextVertexStart = this._nextVertexStart;
  11014. object.geometryCount = this._geometryCount;
  11015. object.maxInstanceCount = this._maxInstanceCount;
  11016. object.maxVertexCount = this._maxVertexCount;
  11017. object.maxIndexCount = this._maxIndexCount;
  11018. object.geometryInitialized = this._geometryInitialized;
  11019. object.matricesTexture = this._matricesTexture.toJSON( meta );
  11020. object.indirectTexture = this._indirectTexture.toJSON( meta );
  11021. if ( this._colorsTexture !== null ) {
  11022. object.colorsTexture = this._colorsTexture.toJSON( meta );
  11023. }
  11024. if ( this.boundingSphere !== null ) {
  11025. object.boundingSphere = this.boundingSphere.toJSON();
  11026. }
  11027. if ( this.boundingBox !== null ) {
  11028. object.boundingBox = this.boundingBox.toJSON();
  11029. }
  11030. }
  11031. //
  11032. function serialize( library, element ) {
  11033. if ( library[ element.uuid ] === undefined ) {
  11034. library[ element.uuid ] = element.toJSON( meta );
  11035. }
  11036. return element.uuid;
  11037. }
  11038. if ( this.isScene ) {
  11039. if ( this.background ) {
  11040. if ( this.background.isColor ) {
  11041. object.background = this.background.toJSON();
  11042. } else if ( this.background.isTexture ) {
  11043. object.background = this.background.toJSON( meta ).uuid;
  11044. }
  11045. }
  11046. if ( this.environment && this.environment.isTexture && this.environment.isRenderTargetTexture !== true ) {
  11047. object.environment = this.environment.toJSON( meta ).uuid;
  11048. }
  11049. } else if ( this.isMesh || this.isLine || this.isPoints ) {
  11050. object.geometry = serialize( meta.geometries, this.geometry );
  11051. const parameters = this.geometry.parameters;
  11052. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  11053. const shapes = parameters.shapes;
  11054. if ( Array.isArray( shapes ) ) {
  11055. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  11056. const shape = shapes[ i ];
  11057. serialize( meta.shapes, shape );
  11058. }
  11059. } else {
  11060. serialize( meta.shapes, shapes );
  11061. }
  11062. }
  11063. }
  11064. if ( this.isSkinnedMesh ) {
  11065. object.bindMode = this.bindMode;
  11066. object.bindMatrix = this.bindMatrix.toArray();
  11067. if ( this.skeleton !== undefined ) {
  11068. serialize( meta.skeletons, this.skeleton );
  11069. object.skeleton = this.skeleton.uuid;
  11070. }
  11071. }
  11072. if ( this.material !== undefined ) {
  11073. if ( Array.isArray( this.material ) ) {
  11074. const uuids = [];
  11075. for ( let i = 0, l = this.material.length; i < l; i ++ ) {
  11076. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  11077. }
  11078. object.material = uuids;
  11079. } else {
  11080. object.material = serialize( meta.materials, this.material );
  11081. }
  11082. }
  11083. //
  11084. if ( this.children.length > 0 ) {
  11085. object.children = [];
  11086. for ( let i = 0; i < this.children.length; i ++ ) {
  11087. object.children.push( this.children[ i ].toJSON( meta ).object );
  11088. }
  11089. }
  11090. //
  11091. if ( this.animations.length > 0 ) {
  11092. object.animations = [];
  11093. for ( let i = 0; i < this.animations.length; i ++ ) {
  11094. const animation = this.animations[ i ];
  11095. object.animations.push( serialize( meta.animations, animation ) );
  11096. }
  11097. }
  11098. if ( isRootObject ) {
  11099. const geometries = extractFromCache( meta.geometries );
  11100. const materials = extractFromCache( meta.materials );
  11101. const textures = extractFromCache( meta.textures );
  11102. const images = extractFromCache( meta.images );
  11103. const shapes = extractFromCache( meta.shapes );
  11104. const skeletons = extractFromCache( meta.skeletons );
  11105. const animations = extractFromCache( meta.animations );
  11106. const nodes = extractFromCache( meta.nodes );
  11107. if ( geometries.length > 0 ) output.geometries = geometries;
  11108. if ( materials.length > 0 ) output.materials = materials;
  11109. if ( textures.length > 0 ) output.textures = textures;
  11110. if ( images.length > 0 ) output.images = images;
  11111. if ( shapes.length > 0 ) output.shapes = shapes;
  11112. if ( skeletons.length > 0 ) output.skeletons = skeletons;
  11113. if ( animations.length > 0 ) output.animations = animations;
  11114. if ( nodes.length > 0 ) output.nodes = nodes;
  11115. }
  11116. output.object = object;
  11117. return output;
  11118. // extract data from the cache hash
  11119. // remove metadata on each item
  11120. // and return as array
  11121. function extractFromCache( cache ) {
  11122. const values = [];
  11123. for ( const key in cache ) {
  11124. const data = cache[ key ];
  11125. delete data.metadata;
  11126. values.push( data );
  11127. }
  11128. return values;
  11129. }
  11130. }
  11131. /**
  11132. * Returns a new 3D object with copied values from this instance.
  11133. *
  11134. * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are also cloned.
  11135. * @return {Object3D} A clone of this instance.
  11136. */
  11137. clone( recursive ) {
  11138. return new this.constructor().copy( this, recursive );
  11139. }
  11140. /**
  11141. * Copies the values of the given 3D object to this instance.
  11142. *
  11143. * @param {Object3D} source - The 3D object to copy.
  11144. * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are cloned.
  11145. * @return {Object3D} A reference to this instance.
  11146. */
  11147. copy( source, recursive = true ) {
  11148. this.name = source.name;
  11149. this.up.copy( source.up );
  11150. this.position.copy( source.position );
  11151. this.rotation.order = source.rotation.order;
  11152. this.quaternion.copy( source.quaternion );
  11153. this.scale.copy( source.scale );
  11154. this.matrix.copy( source.matrix );
  11155. this.matrixWorld.copy( source.matrixWorld );
  11156. this.matrixAutoUpdate = source.matrixAutoUpdate;
  11157. this.matrixWorldAutoUpdate = source.matrixWorldAutoUpdate;
  11158. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  11159. this.layers.mask = source.layers.mask;
  11160. this.visible = source.visible;
  11161. this.castShadow = source.castShadow;
  11162. this.receiveShadow = source.receiveShadow;
  11163. this.frustumCulled = source.frustumCulled;
  11164. this.renderOrder = source.renderOrder;
  11165. this.animations = source.animations.slice();
  11166. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  11167. if ( recursive === true ) {
  11168. for ( let i = 0; i < source.children.length; i ++ ) {
  11169. const child = source.children[ i ];
  11170. this.add( child.clone() );
  11171. }
  11172. }
  11173. return this;
  11174. }
  11175. }
  11176. /**
  11177. * The default up direction for objects, also used as the default
  11178. * position for {@link DirectionalLight} and {@link HemisphereLight}.
  11179. *
  11180. * @static
  11181. * @type {Vector3}
  11182. * @default (0,1,0)
  11183. */
  11184. Object3D.DEFAULT_UP = /*@__PURE__*/ new Vector3( 0, 1, 0 );
  11185. /**
  11186. * The default setting for {@link Object3D#matrixAutoUpdate} for
  11187. * newly created 3D objects.
  11188. *
  11189. * @static
  11190. * @type {boolean}
  11191. * @default true
  11192. */
  11193. Object3D.DEFAULT_MATRIX_AUTO_UPDATE = true;
  11194. /**
  11195. * The default setting for {@link Object3D#matrixWorldAutoUpdate} for
  11196. * newly created 3D objects.
  11197. *
  11198. * @static
  11199. * @type {boolean}
  11200. * @default true
  11201. */
  11202. Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE = true;
  11203. const _v0$1 = /*@__PURE__*/ new Vector3();
  11204. const _v1$3 = /*@__PURE__*/ new Vector3();
  11205. const _v2$2 = /*@__PURE__*/ new Vector3();
  11206. const _v3$2 = /*@__PURE__*/ new Vector3();
  11207. const _vab = /*@__PURE__*/ new Vector3();
  11208. const _vac = /*@__PURE__*/ new Vector3();
  11209. const _vbc = /*@__PURE__*/ new Vector3();
  11210. const _vap = /*@__PURE__*/ new Vector3();
  11211. const _vbp = /*@__PURE__*/ new Vector3();
  11212. const _vcp = /*@__PURE__*/ new Vector3();
  11213. const _v40 = /*@__PURE__*/ new Vector4();
  11214. const _v41 = /*@__PURE__*/ new Vector4();
  11215. const _v42 = /*@__PURE__*/ new Vector4();
  11216. /**
  11217. * A geometric triangle as defined by three vectors representing its three corners.
  11218. */
  11219. class Triangle {
  11220. /**
  11221. * Constructs a new triangle.
  11222. *
  11223. * @param {Vector3} [a=(0,0,0)] - The first corner of the triangle.
  11224. * @param {Vector3} [b=(0,0,0)] - The second corner of the triangle.
  11225. * @param {Vector3} [c=(0,0,0)] - The third corner of the triangle.
  11226. */
  11227. constructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) {
  11228. /**
  11229. * The first corner of the triangle.
  11230. *
  11231. * @type {Vector3}
  11232. */
  11233. this.a = a;
  11234. /**
  11235. * The second corner of the triangle.
  11236. *
  11237. * @type {Vector3}
  11238. */
  11239. this.b = b;
  11240. /**
  11241. * The third corner of the triangle.
  11242. *
  11243. * @type {Vector3}
  11244. */
  11245. this.c = c;
  11246. }
  11247. /**
  11248. * Computes the normal vector of a triangle.
  11249. *
  11250. * @param {Vector3} a - The first corner of the triangle.
  11251. * @param {Vector3} b - The second corner of the triangle.
  11252. * @param {Vector3} c - The third corner of the triangle.
  11253. * @param {Vector3} target - The target vector that is used to store the method's result.
  11254. * @return {Vector3} The triangle's normal.
  11255. */
  11256. static getNormal( a, b, c, target ) {
  11257. target.subVectors( c, b );
  11258. _v0$1.subVectors( a, b );
  11259. target.cross( _v0$1 );
  11260. const targetLengthSq = target.lengthSq();
  11261. if ( targetLengthSq > 0 ) {
  11262. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  11263. }
  11264. return target.set( 0, 0, 0 );
  11265. }
  11266. /**
  11267. * Computes a barycentric coordinates from the given vector.
  11268. * Returns `null` if the triangle is degenerate.
  11269. *
  11270. * @param {Vector3} point - A point in 3D space.
  11271. * @param {Vector3} a - The first corner of the triangle.
  11272. * @param {Vector3} b - The second corner of the triangle.
  11273. * @param {Vector3} c - The third corner of the triangle.
  11274. * @param {Vector3} target - The target vector that is used to store the method's result.
  11275. * @return {?Vector3} The barycentric coordinates for the given point
  11276. */
  11277. static getBarycoord( point, a, b, c, target ) {
  11278. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  11279. _v0$1.subVectors( c, a );
  11280. _v1$3.subVectors( b, a );
  11281. _v2$2.subVectors( point, a );
  11282. const dot00 = _v0$1.dot( _v0$1 );
  11283. const dot01 = _v0$1.dot( _v1$3 );
  11284. const dot02 = _v0$1.dot( _v2$2 );
  11285. const dot11 = _v1$3.dot( _v1$3 );
  11286. const dot12 = _v1$3.dot( _v2$2 );
  11287. const denom = ( dot00 * dot11 - dot01 * dot01 );
  11288. // collinear or singular triangle
  11289. if ( denom === 0 ) {
  11290. target.set( 0, 0, 0 );
  11291. return null;
  11292. }
  11293. const invDenom = 1 / denom;
  11294. const u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  11295. const v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  11296. // barycentric coordinates must always sum to 1
  11297. return target.set( 1 - u - v, v, u );
  11298. }
  11299. /**
  11300. * Returns `true` if the given point, when projected onto the plane of the
  11301. * triangle, lies within the triangle.
  11302. *
  11303. * @param {Vector3} point - The point in 3D space to test.
  11304. * @param {Vector3} a - The first corner of the triangle.
  11305. * @param {Vector3} b - The second corner of the triangle.
  11306. * @param {Vector3} c - The third corner of the triangle.
  11307. * @return {boolean} Whether the given point, when projected onto the plane of the
  11308. * triangle, lies within the triangle or not.
  11309. */
  11310. static containsPoint( point, a, b, c ) {
  11311. // if the triangle is degenerate then we can't contain a point
  11312. if ( this.getBarycoord( point, a, b, c, _v3$2 ) === null ) {
  11313. return false;
  11314. }
  11315. return ( _v3$2.x >= 0 ) && ( _v3$2.y >= 0 ) && ( ( _v3$2.x + _v3$2.y ) <= 1 );
  11316. }
  11317. /**
  11318. * Computes the value barycentrically interpolated for the given point on the
  11319. * triangle. Returns `null` if the triangle is degenerate.
  11320. *
  11321. * @param {Vector3} point - Position of interpolated point.
  11322. * @param {Vector3} p1 - The first corner of the triangle.
  11323. * @param {Vector3} p2 - The second corner of the triangle.
  11324. * @param {Vector3} p3 - The third corner of the triangle.
  11325. * @param {Vector3} v1 - Value to interpolate of first vertex.
  11326. * @param {Vector3} v2 - Value to interpolate of second vertex.
  11327. * @param {Vector3} v3 - Value to interpolate of third vertex.
  11328. * @param {Vector3} target - The target vector that is used to store the method's result.
  11329. * @return {?Vector3} The interpolated value.
  11330. */
  11331. static getInterpolation( point, p1, p2, p3, v1, v2, v3, target ) {
  11332. if ( this.getBarycoord( point, p1, p2, p3, _v3$2 ) === null ) {
  11333. target.x = 0;
  11334. target.y = 0;
  11335. if ( 'z' in target ) target.z = 0;
  11336. if ( 'w' in target ) target.w = 0;
  11337. return null;
  11338. }
  11339. target.setScalar( 0 );
  11340. target.addScaledVector( v1, _v3$2.x );
  11341. target.addScaledVector( v2, _v3$2.y );
  11342. target.addScaledVector( v3, _v3$2.z );
  11343. return target;
  11344. }
  11345. /**
  11346. * Computes the value barycentrically interpolated for the given attribute and indices.
  11347. *
  11348. * @param {BufferAttribute} attr - The attribute to interpolate.
  11349. * @param {number} i1 - Index of first vertex.
  11350. * @param {number} i2 - Index of second vertex.
  11351. * @param {number} i3 - Index of third vertex.
  11352. * @param {Vector3} barycoord - The barycoordinate value to use to interpolate.
  11353. * @param {Vector3} target - The target vector that is used to store the method's result.
  11354. * @return {Vector3} The interpolated attribute value.
  11355. */
  11356. static getInterpolatedAttribute( attr, i1, i2, i3, barycoord, target ) {
  11357. _v40.setScalar( 0 );
  11358. _v41.setScalar( 0 );
  11359. _v42.setScalar( 0 );
  11360. _v40.fromBufferAttribute( attr, i1 );
  11361. _v41.fromBufferAttribute( attr, i2 );
  11362. _v42.fromBufferAttribute( attr, i3 );
  11363. target.setScalar( 0 );
  11364. target.addScaledVector( _v40, barycoord.x );
  11365. target.addScaledVector( _v41, barycoord.y );
  11366. target.addScaledVector( _v42, barycoord.z );
  11367. return target;
  11368. }
  11369. /**
  11370. * Returns `true` if the triangle is oriented towards the given direction.
  11371. *
  11372. * @param {Vector3} a - The first corner of the triangle.
  11373. * @param {Vector3} b - The second corner of the triangle.
  11374. * @param {Vector3} c - The third corner of the triangle.
  11375. * @param {Vector3} direction - The (normalized) direction vector.
  11376. * @return {boolean} Whether the triangle is oriented towards the given direction or not.
  11377. */
  11378. static isFrontFacing( a, b, c, direction ) {
  11379. _v0$1.subVectors( c, b );
  11380. _v1$3.subVectors( a, b );
  11381. // strictly front facing
  11382. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  11383. }
  11384. /**
  11385. * Sets the triangle's vertices by copying the given values.
  11386. *
  11387. * @param {Vector3} a - The first corner of the triangle.
  11388. * @param {Vector3} b - The second corner of the triangle.
  11389. * @param {Vector3} c - The third corner of the triangle.
  11390. * @return {Triangle} A reference to this triangle.
  11391. */
  11392. set( a, b, c ) {
  11393. this.a.copy( a );
  11394. this.b.copy( b );
  11395. this.c.copy( c );
  11396. return this;
  11397. }
  11398. /**
  11399. * Sets the triangle's vertices by copying the given array values.
  11400. *
  11401. * @param {Array<Vector3>} points - An array with 3D points.
  11402. * @param {number} i0 - The array index representing the first corner of the triangle.
  11403. * @param {number} i1 - The array index representing the second corner of the triangle.
  11404. * @param {number} i2 - The array index representing the third corner of the triangle.
  11405. * @return {Triangle} A reference to this triangle.
  11406. */
  11407. setFromPointsAndIndices( points, i0, i1, i2 ) {
  11408. this.a.copy( points[ i0 ] );
  11409. this.b.copy( points[ i1 ] );
  11410. this.c.copy( points[ i2 ] );
  11411. return this;
  11412. }
  11413. /**
  11414. * Sets the triangle's vertices by copying the given attribute values.
  11415. *
  11416. * @param {BufferAttribute} attribute - A buffer attribute with 3D points data.
  11417. * @param {number} i0 - The attribute index representing the first corner of the triangle.
  11418. * @param {number} i1 - The attribute index representing the second corner of the triangle.
  11419. * @param {number} i2 - The attribute index representing the third corner of the triangle.
  11420. * @return {Triangle} A reference to this triangle.
  11421. */
  11422. setFromAttributeAndIndices( attribute, i0, i1, i2 ) {
  11423. this.a.fromBufferAttribute( attribute, i0 );
  11424. this.b.fromBufferAttribute( attribute, i1 );
  11425. this.c.fromBufferAttribute( attribute, i2 );
  11426. return this;
  11427. }
  11428. /**
  11429. * Returns a new triangle with copied values from this instance.
  11430. *
  11431. * @return {Triangle} A clone of this instance.
  11432. */
  11433. clone() {
  11434. return new this.constructor().copy( this );
  11435. }
  11436. /**
  11437. * Copies the values of the given triangle to this instance.
  11438. *
  11439. * @param {Triangle} triangle - The triangle to copy.
  11440. * @return {Triangle} A reference to this triangle.
  11441. */
  11442. copy( triangle ) {
  11443. this.a.copy( triangle.a );
  11444. this.b.copy( triangle.b );
  11445. this.c.copy( triangle.c );
  11446. return this;
  11447. }
  11448. /**
  11449. * Computes the area of the triangle.
  11450. *
  11451. * @return {number} The triangle's area.
  11452. */
  11453. getArea() {
  11454. _v0$1.subVectors( this.c, this.b );
  11455. _v1$3.subVectors( this.a, this.b );
  11456. return _v0$1.cross( _v1$3 ).length() * 0.5;
  11457. }
  11458. /**
  11459. * Computes the midpoint of the triangle.
  11460. *
  11461. * @param {Vector3} target - The target vector that is used to store the method's result.
  11462. * @return {Vector3} The triangle's midpoint.
  11463. */
  11464. getMidpoint( target ) {
  11465. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  11466. }
  11467. /**
  11468. * Computes the normal of the triangle.
  11469. *
  11470. * @param {Vector3} target - The target vector that is used to store the method's result.
  11471. * @return {Vector3} The triangle's normal.
  11472. */
  11473. getNormal( target ) {
  11474. return Triangle.getNormal( this.a, this.b, this.c, target );
  11475. }
  11476. /**
  11477. * Computes a plane the triangle lies within.
  11478. *
  11479. * @param {Plane} target - The target vector that is used to store the method's result.
  11480. * @return {Plane} The plane the triangle lies within.
  11481. */
  11482. getPlane( target ) {
  11483. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  11484. }
  11485. /**
  11486. * Computes a barycentric coordinates from the given vector.
  11487. * Returns `null` if the triangle is degenerate.
  11488. *
  11489. * @param {Vector3} point - A point in 3D space.
  11490. * @param {Vector3} target - The target vector that is used to store the method's result.
  11491. * @return {?Vector3} The barycentric coordinates for the given point
  11492. */
  11493. getBarycoord( point, target ) {
  11494. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  11495. }
  11496. /**
  11497. * Computes the value barycentrically interpolated for the given point on the
  11498. * triangle. Returns `null` if the triangle is degenerate.
  11499. *
  11500. * @param {Vector3} point - Position of interpolated point.
  11501. * @param {Vector3} v1 - Value to interpolate of first vertex.
  11502. * @param {Vector3} v2 - Value to interpolate of second vertex.
  11503. * @param {Vector3} v3 - Value to interpolate of third vertex.
  11504. * @param {Vector3} target - The target vector that is used to store the method's result.
  11505. * @return {?Vector3} The interpolated value.
  11506. */
  11507. getInterpolation( point, v1, v2, v3, target ) {
  11508. return Triangle.getInterpolation( point, this.a, this.b, this.c, v1, v2, v3, target );
  11509. }
  11510. /**
  11511. * Returns `true` if the given point, when projected onto the plane of the
  11512. * triangle, lies within the triangle.
  11513. *
  11514. * @param {Vector3} point - The point in 3D space to test.
  11515. * @return {boolean} Whether the given point, when projected onto the plane of the
  11516. * triangle, lies within the triangle or not.
  11517. */
  11518. containsPoint( point ) {
  11519. return Triangle.containsPoint( point, this.a, this.b, this.c );
  11520. }
  11521. /**
  11522. * Returns `true` if the triangle is oriented towards the given direction.
  11523. *
  11524. * @param {Vector3} direction - The (normalized) direction vector.
  11525. * @return {boolean} Whether the triangle is oriented towards the given direction or not.
  11526. */
  11527. isFrontFacing( direction ) {
  11528. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  11529. }
  11530. /**
  11531. * Returns `true` if this triangle intersects with the given box.
  11532. *
  11533. * @param {Box3} box - The box to intersect.
  11534. * @return {boolean} Whether this triangle intersects with the given box or not.
  11535. */
  11536. intersectsBox( box ) {
  11537. return box.intersectsTriangle( this );
  11538. }
  11539. /**
  11540. * Returns the closest point on the triangle to the given point.
  11541. *
  11542. * @param {Vector3} p - The point to compute the closest point for.
  11543. * @param {Vector3} target - The target vector that is used to store the method's result.
  11544. * @return {Vector3} The closest point on the triangle.
  11545. */
  11546. closestPointToPoint( p, target ) {
  11547. const a = this.a, b = this.b, c = this.c;
  11548. let v, w;
  11549. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  11550. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  11551. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  11552. // basically, we're distinguishing which of the voronoi regions of the triangle
  11553. // the point lies in with the minimum amount of redundant computation.
  11554. _vab.subVectors( b, a );
  11555. _vac.subVectors( c, a );
  11556. _vap.subVectors( p, a );
  11557. const d1 = _vab.dot( _vap );
  11558. const d2 = _vac.dot( _vap );
  11559. if ( d1 <= 0 && d2 <= 0 ) {
  11560. // vertex region of A; barycentric coords (1, 0, 0)
  11561. return target.copy( a );
  11562. }
  11563. _vbp.subVectors( p, b );
  11564. const d3 = _vab.dot( _vbp );
  11565. const d4 = _vac.dot( _vbp );
  11566. if ( d3 >= 0 && d4 <= d3 ) {
  11567. // vertex region of B; barycentric coords (0, 1, 0)
  11568. return target.copy( b );
  11569. }
  11570. const vc = d1 * d4 - d3 * d2;
  11571. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  11572. v = d1 / ( d1 - d3 );
  11573. // edge region of AB; barycentric coords (1-v, v, 0)
  11574. return target.copy( a ).addScaledVector( _vab, v );
  11575. }
  11576. _vcp.subVectors( p, c );
  11577. const d5 = _vab.dot( _vcp );
  11578. const d6 = _vac.dot( _vcp );
  11579. if ( d6 >= 0 && d5 <= d6 ) {
  11580. // vertex region of C; barycentric coords (0, 0, 1)
  11581. return target.copy( c );
  11582. }
  11583. const vb = d5 * d2 - d1 * d6;
  11584. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  11585. w = d2 / ( d2 - d6 );
  11586. // edge region of AC; barycentric coords (1-w, 0, w)
  11587. return target.copy( a ).addScaledVector( _vac, w );
  11588. }
  11589. const va = d3 * d6 - d5 * d4;
  11590. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  11591. _vbc.subVectors( c, b );
  11592. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  11593. // edge region of BC; barycentric coords (0, 1-w, w)
  11594. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  11595. }
  11596. // face region
  11597. const denom = 1 / ( va + vb + vc );
  11598. // u = va * denom
  11599. v = vb * denom;
  11600. w = vc * denom;
  11601. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  11602. }
  11603. /**
  11604. * Returns `true` if this triangle is equal with the given one.
  11605. *
  11606. * @param {Triangle} triangle - The triangle to test for equality.
  11607. * @return {boolean} Whether this triangle is equal with the given one.
  11608. */
  11609. equals( triangle ) {
  11610. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  11611. }
  11612. }
  11613. const _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  11614. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  11615. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  11616. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  11617. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  11618. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  11619. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  11620. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  11621. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  11622. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  11623. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  11624. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  11625. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  11626. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  11627. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  11628. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  11629. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  11630. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  11631. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  11632. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  11633. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  11634. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  11635. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  11636. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  11637. const _hslA = { h: 0, s: 0, l: 0 };
  11638. const _hslB = { h: 0, s: 0, l: 0 };
  11639. function hue2rgb( p, q, t ) {
  11640. if ( t < 0 ) t += 1;
  11641. if ( t > 1 ) t -= 1;
  11642. if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
  11643. if ( t < 1 / 2 ) return q;
  11644. if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
  11645. return p;
  11646. }
  11647. /**
  11648. * A Color instance is represented by RGB components in the linear <i>working
  11649. * color space</i>, which defaults to `LinearSRGBColorSpace`. Inputs
  11650. * conventionally using `SRGBColorSpace` (such as hexadecimals and CSS
  11651. * strings) are converted to the working color space automatically.
  11652. *
  11653. * ```js
  11654. * // converted automatically from SRGBColorSpace to LinearSRGBColorSpace
  11655. * const color = new THREE.Color().setHex( 0x112233 );
  11656. * ```
  11657. * Source color spaces may be specified explicitly, to ensure correct conversions.
  11658. * ```js
  11659. * // assumed already LinearSRGBColorSpace; no conversion
  11660. * const color = new THREE.Color().setRGB( 0.5, 0.5, 0.5 );
  11661. *
  11662. * // converted explicitly from SRGBColorSpace to LinearSRGBColorSpace
  11663. * const color = new THREE.Color().setRGB( 0.5, 0.5, 0.5, SRGBColorSpace );
  11664. * ```
  11665. * If THREE.ColorManagement is disabled, no conversions occur. For details,
  11666. * see <i>Color management</i>. Iterating through a Color instance will yield
  11667. * its components (r, g, b) in the corresponding order. A Color can be initialised
  11668. * in any of the following ways:
  11669. * ```js
  11670. * //empty constructor - will default white
  11671. * const color1 = new THREE.Color();
  11672. *
  11673. * //Hexadecimal color (recommended)
  11674. * const color2 = new THREE.Color( 0xff0000 );
  11675. *
  11676. * //RGB string
  11677. * const color3 = new THREE.Color("rgb(255, 0, 0)");
  11678. * const color4 = new THREE.Color("rgb(100%, 0%, 0%)");
  11679. *
  11680. * //X11 color name - all 140 color names are supported.
  11681. * //Note the lack of CamelCase in the name
  11682. * const color5 = new THREE.Color( 'skyblue' );
  11683. * //HSL string
  11684. * const color6 = new THREE.Color("hsl(0, 100%, 50%)");
  11685. *
  11686. * //Separate RGB values between 0 and 1
  11687. * const color7 = new THREE.Color( 1, 0, 0 );
  11688. * ```
  11689. */
  11690. class Color {
  11691. /**
  11692. * Constructs a new color.
  11693. *
  11694. * Note that standard method of specifying color in three.js is with a hexadecimal triplet,
  11695. * and that method is used throughout the rest of the documentation.
  11696. *
  11697. * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are
  11698. * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.
  11699. * @param {number} [g] - The green component.
  11700. * @param {number} [b] - The blue component.
  11701. */
  11702. constructor( r, g, b ) {
  11703. /**
  11704. * This flag can be used for type testing.
  11705. *
  11706. * @type {boolean}
  11707. * @readonly
  11708. * @default true
  11709. */
  11710. this.isColor = true;
  11711. /**
  11712. * The red component.
  11713. *
  11714. * @type {number}
  11715. * @default 1
  11716. */
  11717. this.r = 1;
  11718. /**
  11719. * The green component.
  11720. *
  11721. * @type {number}
  11722. * @default 1
  11723. */
  11724. this.g = 1;
  11725. /**
  11726. * The blue component.
  11727. *
  11728. * @type {number}
  11729. * @default 1
  11730. */
  11731. this.b = 1;
  11732. return this.set( r, g, b );
  11733. }
  11734. /**
  11735. * Sets the colors's components from the given values.
  11736. *
  11737. * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are
  11738. * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.
  11739. * @param {number} [g] - The green component.
  11740. * @param {number} [b] - The blue component.
  11741. * @return {Color} A reference to this color.
  11742. */
  11743. set( r, g, b ) {
  11744. if ( g === undefined && b === undefined ) {
  11745. // r is THREE.Color, hex or string
  11746. const value = r;
  11747. if ( value && value.isColor ) {
  11748. this.copy( value );
  11749. } else if ( typeof value === 'number' ) {
  11750. this.setHex( value );
  11751. } else if ( typeof value === 'string' ) {
  11752. this.setStyle( value );
  11753. }
  11754. } else {
  11755. this.setRGB( r, g, b );
  11756. }
  11757. return this;
  11758. }
  11759. /**
  11760. * Sets the colors's components to the given scalar value.
  11761. *
  11762. * @param {number} scalar - The scalar value.
  11763. * @return {Color} A reference to this color.
  11764. */
  11765. setScalar( scalar ) {
  11766. this.r = scalar;
  11767. this.g = scalar;
  11768. this.b = scalar;
  11769. return this;
  11770. }
  11771. /**
  11772. * Sets this color from a hexadecimal value.
  11773. *
  11774. * @param {number} hex - The hexadecimal value.
  11775. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11776. * @return {Color} A reference to this color.
  11777. */
  11778. setHex( hex, colorSpace = SRGBColorSpace ) {
  11779. hex = Math.floor( hex );
  11780. this.r = ( hex >> 16 & 255 ) / 255;
  11781. this.g = ( hex >> 8 & 255 ) / 255;
  11782. this.b = ( hex & 255 ) / 255;
  11783. ColorManagement.colorSpaceToWorking( this, colorSpace );
  11784. return this;
  11785. }
  11786. /**
  11787. * Sets this color from RGB values.
  11788. *
  11789. * @param {number} r - Red channel value between `0.0` and `1.0`.
  11790. * @param {number} g - Green channel value between `0.0` and `1.0`.
  11791. * @param {number} b - Blue channel value between `0.0` and `1.0`.
  11792. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  11793. * @return {Color} A reference to this color.
  11794. */
  11795. setRGB( r, g, b, colorSpace = ColorManagement.workingColorSpace ) {
  11796. this.r = r;
  11797. this.g = g;
  11798. this.b = b;
  11799. ColorManagement.colorSpaceToWorking( this, colorSpace );
  11800. return this;
  11801. }
  11802. /**
  11803. * Sets this color from RGB values.
  11804. *
  11805. * @param {number} h - Hue value between `0.0` and `1.0`.
  11806. * @param {number} s - Saturation value between `0.0` and `1.0`.
  11807. * @param {number} l - Lightness value between `0.0` and `1.0`.
  11808. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  11809. * @return {Color} A reference to this color.
  11810. */
  11811. setHSL( h, s, l, colorSpace = ColorManagement.workingColorSpace ) {
  11812. // h,s,l ranges are in 0.0 - 1.0
  11813. h = euclideanModulo( h, 1 );
  11814. s = clamp( s, 0, 1 );
  11815. l = clamp( l, 0, 1 );
  11816. if ( s === 0 ) {
  11817. this.r = this.g = this.b = l;
  11818. } else {
  11819. const p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  11820. const q = ( 2 * l ) - p;
  11821. this.r = hue2rgb( q, p, h + 1 / 3 );
  11822. this.g = hue2rgb( q, p, h );
  11823. this.b = hue2rgb( q, p, h - 1 / 3 );
  11824. }
  11825. ColorManagement.colorSpaceToWorking( this, colorSpace );
  11826. return this;
  11827. }
  11828. /**
  11829. * Sets this color from a CSS-style string. For example, `rgb(250, 0,0)`,
  11830. * `rgb(100%, 0%, 0%)`, `hsl(0, 100%, 50%)`, `#ff0000`, `#f00`, or `red` ( or
  11831. * any [X11 color name](https://en.wikipedia.org/wiki/X11_color_names#Color_name_chart) -
  11832. * all 140 color names are supported).
  11833. *
  11834. * @param {string} style - Color as a CSS-style string.
  11835. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11836. * @return {Color} A reference to this color.
  11837. */
  11838. setStyle( style, colorSpace = SRGBColorSpace ) {
  11839. function handleAlpha( string ) {
  11840. if ( string === undefined ) return;
  11841. if ( parseFloat( string ) < 1 ) {
  11842. warn( 'Color: Alpha component of ' + style + ' will be ignored.' );
  11843. }
  11844. }
  11845. let m;
  11846. if ( m = /^(\w+)\(([^\)]*)\)/.exec( style ) ) {
  11847. // rgb / hsl
  11848. let color;
  11849. const name = m[ 1 ];
  11850. const components = m[ 2 ];
  11851. switch ( name ) {
  11852. case 'rgb':
  11853. case 'rgba':
  11854. if ( color = /^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  11855. // rgb(255,0,0) rgba(255,0,0,0.5)
  11856. handleAlpha( color[ 4 ] );
  11857. return this.setRGB(
  11858. Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255,
  11859. Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255,
  11860. Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255,
  11861. colorSpace
  11862. );
  11863. }
  11864. if ( color = /^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  11865. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  11866. handleAlpha( color[ 4 ] );
  11867. return this.setRGB(
  11868. Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100,
  11869. Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100,
  11870. Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100,
  11871. colorSpace
  11872. );
  11873. }
  11874. break;
  11875. case 'hsl':
  11876. case 'hsla':
  11877. if ( color = /^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  11878. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  11879. handleAlpha( color[ 4 ] );
  11880. return this.setHSL(
  11881. parseFloat( color[ 1 ] ) / 360,
  11882. parseFloat( color[ 2 ] ) / 100,
  11883. parseFloat( color[ 3 ] ) / 100,
  11884. colorSpace
  11885. );
  11886. }
  11887. break;
  11888. default:
  11889. warn( 'Color: Unknown color model ' + style );
  11890. }
  11891. } else if ( m = /^\#([A-Fa-f\d]+)$/.exec( style ) ) {
  11892. // hex color
  11893. const hex = m[ 1 ];
  11894. const size = hex.length;
  11895. if ( size === 3 ) {
  11896. // #ff0
  11897. return this.setRGB(
  11898. parseInt( hex.charAt( 0 ), 16 ) / 15,
  11899. parseInt( hex.charAt( 1 ), 16 ) / 15,
  11900. parseInt( hex.charAt( 2 ), 16 ) / 15,
  11901. colorSpace
  11902. );
  11903. } else if ( size === 6 ) {
  11904. // #ff0000
  11905. return this.setHex( parseInt( hex, 16 ), colorSpace );
  11906. } else {
  11907. warn( 'Color: Invalid hex color ' + style );
  11908. }
  11909. } else if ( style && style.length > 0 ) {
  11910. return this.setColorName( style, colorSpace );
  11911. }
  11912. return this;
  11913. }
  11914. /**
  11915. * Sets this color from a color name. Faster than {@link Color#setStyle} if
  11916. * you don't need the other CSS-style formats.
  11917. *
  11918. * For convenience, the list of names is exposed in `Color.NAMES` as a hash.
  11919. * ```js
  11920. * Color.NAMES.aliceblue // returns 0xF0F8FF
  11921. * ```
  11922. *
  11923. * @param {string} style - The color name.
  11924. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11925. * @return {Color} A reference to this color.
  11926. */
  11927. setColorName( style, colorSpace = SRGBColorSpace ) {
  11928. // color keywords
  11929. const hex = _colorKeywords[ style.toLowerCase() ];
  11930. if ( hex !== undefined ) {
  11931. // red
  11932. this.setHex( hex, colorSpace );
  11933. } else {
  11934. // unknown color
  11935. warn( 'Color: Unknown color ' + style );
  11936. }
  11937. return this;
  11938. }
  11939. /**
  11940. * Returns a new color with copied values from this instance.
  11941. *
  11942. * @return {Color} A clone of this instance.
  11943. */
  11944. clone() {
  11945. return new this.constructor( this.r, this.g, this.b );
  11946. }
  11947. /**
  11948. * Copies the values of the given color to this instance.
  11949. *
  11950. * @param {Color} color - The color to copy.
  11951. * @return {Color} A reference to this color.
  11952. */
  11953. copy( color ) {
  11954. this.r = color.r;
  11955. this.g = color.g;
  11956. this.b = color.b;
  11957. return this;
  11958. }
  11959. /**
  11960. * Copies the given color into this color, and then converts this color from
  11961. * `SRGBColorSpace` to `LinearSRGBColorSpace`.
  11962. *
  11963. * @param {Color} color - The color to copy/convert.
  11964. * @return {Color} A reference to this color.
  11965. */
  11966. copySRGBToLinear( color ) {
  11967. this.r = SRGBToLinear( color.r );
  11968. this.g = SRGBToLinear( color.g );
  11969. this.b = SRGBToLinear( color.b );
  11970. return this;
  11971. }
  11972. /**
  11973. * Copies the given color into this color, and then converts this color from
  11974. * `LinearSRGBColorSpace` to `SRGBColorSpace`.
  11975. *
  11976. * @param {Color} color - The color to copy/convert.
  11977. * @return {Color} A reference to this color.
  11978. */
  11979. copyLinearToSRGB( color ) {
  11980. this.r = LinearToSRGB( color.r );
  11981. this.g = LinearToSRGB( color.g );
  11982. this.b = LinearToSRGB( color.b );
  11983. return this;
  11984. }
  11985. /**
  11986. * Converts this color from `SRGBColorSpace` to `LinearSRGBColorSpace`.
  11987. *
  11988. * @return {Color} A reference to this color.
  11989. */
  11990. convertSRGBToLinear() {
  11991. this.copySRGBToLinear( this );
  11992. return this;
  11993. }
  11994. /**
  11995. * Converts this color from `LinearSRGBColorSpace` to `SRGBColorSpace`.
  11996. *
  11997. * @return {Color} A reference to this color.
  11998. */
  11999. convertLinearToSRGB() {
  12000. this.copyLinearToSRGB( this );
  12001. return this;
  12002. }
  12003. /**
  12004. * Returns the hexadecimal value of this color.
  12005. *
  12006. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  12007. * @return {number} The hexadecimal value.
  12008. */
  12009. getHex( colorSpace = SRGBColorSpace ) {
  12010. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  12011. 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 ) );
  12012. }
  12013. /**
  12014. * Returns the hexadecimal value of this color as a string (for example, 'FFFFFF').
  12015. *
  12016. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  12017. * @return {string} The hexadecimal value as a string.
  12018. */
  12019. getHexString( colorSpace = SRGBColorSpace ) {
  12020. return ( '000000' + this.getHex( colorSpace ).toString( 16 ) ).slice( -6 );
  12021. }
  12022. /**
  12023. * Converts the colors RGB values into the HSL format and stores them into the
  12024. * given target object.
  12025. *
  12026. * @param {{h:number,s:number,l:number}} target - The target object that is used to store the method's result.
  12027. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  12028. * @return {{h:number,s:number,l:number}} The HSL representation of this color.
  12029. */
  12030. getHSL( target, colorSpace = ColorManagement.workingColorSpace ) {
  12031. // h,s,l ranges are in 0.0 - 1.0
  12032. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  12033. const r = _color.r, g = _color.g, b = _color.b;
  12034. const max = Math.max( r, g, b );
  12035. const min = Math.min( r, g, b );
  12036. let hue, saturation;
  12037. const lightness = ( min + max ) / 2.0;
  12038. if ( min === max ) {
  12039. hue = 0;
  12040. saturation = 0;
  12041. } else {
  12042. const delta = max - min;
  12043. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  12044. switch ( max ) {
  12045. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  12046. case g: hue = ( b - r ) / delta + 2; break;
  12047. case b: hue = ( r - g ) / delta + 4; break;
  12048. }
  12049. hue /= 6;
  12050. }
  12051. target.h = hue;
  12052. target.s = saturation;
  12053. target.l = lightness;
  12054. return target;
  12055. }
  12056. /**
  12057. * Returns the RGB values of this color and stores them into the given target object.
  12058. *
  12059. * @param {Color} target - The target color that is used to store the method's result.
  12060. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  12061. * @return {Color} The RGB representation of this color.
  12062. */
  12063. getRGB( target, colorSpace = ColorManagement.workingColorSpace ) {
  12064. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  12065. target.r = _color.r;
  12066. target.g = _color.g;
  12067. target.b = _color.b;
  12068. return target;
  12069. }
  12070. /**
  12071. * Returns the value of this color as a CSS style string. Example: `rgb(255,0,0)`.
  12072. *
  12073. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  12074. * @return {string} The CSS representation of this color.
  12075. */
  12076. getStyle( colorSpace = SRGBColorSpace ) {
  12077. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  12078. const r = _color.r, g = _color.g, b = _color.b;
  12079. if ( colorSpace !== SRGBColorSpace ) {
  12080. // Requires CSS Color Module Level 4 (https://www.w3.org/TR/css-color-4/).
  12081. return `color(${ colorSpace } ${ r.toFixed( 3 ) } ${ g.toFixed( 3 ) } ${ b.toFixed( 3 ) })`;
  12082. }
  12083. return `rgb(${ Math.round( r * 255 ) },${ Math.round( g * 255 ) },${ Math.round( b * 255 ) })`;
  12084. }
  12085. /**
  12086. * Adds the given HSL values to this color's values.
  12087. * Internally, this converts the color's RGB values to HSL, adds HSL
  12088. * and then converts the color back to RGB.
  12089. *
  12090. * @param {number} h - Hue value between `0.0` and `1.0`.
  12091. * @param {number} s - Saturation value between `0.0` and `1.0`.
  12092. * @param {number} l - Lightness value between `0.0` and `1.0`.
  12093. * @return {Color} A reference to this color.
  12094. */
  12095. offsetHSL( h, s, l ) {
  12096. this.getHSL( _hslA );
  12097. return this.setHSL( _hslA.h + h, _hslA.s + s, _hslA.l + l );
  12098. }
  12099. /**
  12100. * Adds the RGB values of the given color to the RGB values of this color.
  12101. *
  12102. * @param {Color} color - The color to add.
  12103. * @return {Color} A reference to this color.
  12104. */
  12105. add( color ) {
  12106. this.r += color.r;
  12107. this.g += color.g;
  12108. this.b += color.b;
  12109. return this;
  12110. }
  12111. /**
  12112. * Adds the RGB values of the given colors and stores the result in this instance.
  12113. *
  12114. * @param {Color} color1 - The first color.
  12115. * @param {Color} color2 - The second color.
  12116. * @return {Color} A reference to this color.
  12117. */
  12118. addColors( color1, color2 ) {
  12119. this.r = color1.r + color2.r;
  12120. this.g = color1.g + color2.g;
  12121. this.b = color1.b + color2.b;
  12122. return this;
  12123. }
  12124. /**
  12125. * Adds the given scalar value to the RGB values of this color.
  12126. *
  12127. * @param {number} s - The scalar to add.
  12128. * @return {Color} A reference to this color.
  12129. */
  12130. addScalar( s ) {
  12131. this.r += s;
  12132. this.g += s;
  12133. this.b += s;
  12134. return this;
  12135. }
  12136. /**
  12137. * Subtracts the RGB values of the given color from the RGB values of this color.
  12138. *
  12139. * @param {Color} color - The color to subtract.
  12140. * @return {Color} A reference to this color.
  12141. */
  12142. sub( color ) {
  12143. this.r = Math.max( 0, this.r - color.r );
  12144. this.g = Math.max( 0, this.g - color.g );
  12145. this.b = Math.max( 0, this.b - color.b );
  12146. return this;
  12147. }
  12148. /**
  12149. * Multiplies the RGB values of the given color with the RGB values of this color.
  12150. *
  12151. * @param {Color} color - The color to multiply.
  12152. * @return {Color} A reference to this color.
  12153. */
  12154. multiply( color ) {
  12155. this.r *= color.r;
  12156. this.g *= color.g;
  12157. this.b *= color.b;
  12158. return this;
  12159. }
  12160. /**
  12161. * Multiplies the given scalar value with the RGB values of this color.
  12162. *
  12163. * @param {number} s - The scalar to multiply.
  12164. * @return {Color} A reference to this color.
  12165. */
  12166. multiplyScalar( s ) {
  12167. this.r *= s;
  12168. this.g *= s;
  12169. this.b *= s;
  12170. return this;
  12171. }
  12172. /**
  12173. * Linearly interpolates this color's RGB values toward the RGB values of the
  12174. * given color. The alpha argument can be thought of as the ratio between
  12175. * the two colors, where `0.0` is this color and `1.0` is the first argument.
  12176. *
  12177. * @param {Color} color - The color to converge on.
  12178. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  12179. * @return {Color} A reference to this color.
  12180. */
  12181. lerp( color, alpha ) {
  12182. this.r += ( color.r - this.r ) * alpha;
  12183. this.g += ( color.g - this.g ) * alpha;
  12184. this.b += ( color.b - this.b ) * alpha;
  12185. return this;
  12186. }
  12187. /**
  12188. * Linearly interpolates between the given colors and stores the result in this instance.
  12189. * The alpha argument can be thought of as the ratio between the two colors, where `0.0`
  12190. * is the first and `1.0` is the second color.
  12191. *
  12192. * @param {Color} color1 - The first color.
  12193. * @param {Color} color2 - The second color.
  12194. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  12195. * @return {Color} A reference to this color.
  12196. */
  12197. lerpColors( color1, color2, alpha ) {
  12198. this.r = color1.r + ( color2.r - color1.r ) * alpha;
  12199. this.g = color1.g + ( color2.g - color1.g ) * alpha;
  12200. this.b = color1.b + ( color2.b - color1.b ) * alpha;
  12201. return this;
  12202. }
  12203. /**
  12204. * Linearly interpolates this color's HSL values toward the HSL values of the
  12205. * given color. It differs from {@link Color#lerp} by not interpolating straight
  12206. * from one color to the other, but instead going through all the hues in between
  12207. * those two colors. The alpha argument can be thought of as the ratio between
  12208. * the two colors, where 0.0 is this color and 1.0 is the first argument.
  12209. *
  12210. * @param {Color} color - The color to converge on.
  12211. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  12212. * @return {Color} A reference to this color.
  12213. */
  12214. lerpHSL( color, alpha ) {
  12215. this.getHSL( _hslA );
  12216. color.getHSL( _hslB );
  12217. const h = lerp( _hslA.h, _hslB.h, alpha );
  12218. const s = lerp( _hslA.s, _hslB.s, alpha );
  12219. const l = lerp( _hslA.l, _hslB.l, alpha );
  12220. this.setHSL( h, s, l );
  12221. return this;
  12222. }
  12223. /**
  12224. * Sets the color's RGB components from the given 3D vector.
  12225. *
  12226. * @param {Vector3} v - The vector to set.
  12227. * @return {Color} A reference to this color.
  12228. */
  12229. setFromVector3( v ) {
  12230. this.r = v.x;
  12231. this.g = v.y;
  12232. this.b = v.z;
  12233. return this;
  12234. }
  12235. /**
  12236. * Transforms this color with the given 3x3 matrix.
  12237. *
  12238. * @param {Matrix3} m - The matrix.
  12239. * @return {Color} A reference to this color.
  12240. */
  12241. applyMatrix3( m ) {
  12242. const r = this.r, g = this.g, b = this.b;
  12243. const e = m.elements;
  12244. this.r = e[ 0 ] * r + e[ 3 ] * g + e[ 6 ] * b;
  12245. this.g = e[ 1 ] * r + e[ 4 ] * g + e[ 7 ] * b;
  12246. this.b = e[ 2 ] * r + e[ 5 ] * g + e[ 8 ] * b;
  12247. return this;
  12248. }
  12249. /**
  12250. * Returns `true` if this color is equal with the given one.
  12251. *
  12252. * @param {Color} c - The color to test for equality.
  12253. * @return {boolean} Whether this bounding color is equal with the given one.
  12254. */
  12255. equals( c ) {
  12256. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  12257. }
  12258. /**
  12259. * Sets this color's RGB components from the given array.
  12260. *
  12261. * @param {Array<number>} array - An array holding the RGB values.
  12262. * @param {number} [offset=0] - The offset into the array.
  12263. * @return {Color} A reference to this color.
  12264. */
  12265. fromArray( array, offset = 0 ) {
  12266. this.r = array[ offset ];
  12267. this.g = array[ offset + 1 ];
  12268. this.b = array[ offset + 2 ];
  12269. return this;
  12270. }
  12271. /**
  12272. * Writes the RGB components of this color to the given array. If no array is provided,
  12273. * the method returns a new instance.
  12274. *
  12275. * @param {Array<number>} [array=[]] - The target array holding the color components.
  12276. * @param {number} [offset=0] - Index of the first element in the array.
  12277. * @return {Array<number>} The color components.
  12278. */
  12279. toArray( array = [], offset = 0 ) {
  12280. array[ offset ] = this.r;
  12281. array[ offset + 1 ] = this.g;
  12282. array[ offset + 2 ] = this.b;
  12283. return array;
  12284. }
  12285. /**
  12286. * Sets the components of this color from the given buffer attribute.
  12287. *
  12288. * @param {BufferAttribute} attribute - The buffer attribute holding color data.
  12289. * @param {number} index - The index into the attribute.
  12290. * @return {Color} A reference to this color.
  12291. */
  12292. fromBufferAttribute( attribute, index ) {
  12293. this.r = attribute.getX( index );
  12294. this.g = attribute.getY( index );
  12295. this.b = attribute.getZ( index );
  12296. return this;
  12297. }
  12298. /**
  12299. * This methods defines the serialization result of this class. Returns the color
  12300. * as a hexadecimal value.
  12301. *
  12302. * @return {number} The hexadecimal value.
  12303. */
  12304. toJSON() {
  12305. return this.getHex();
  12306. }
  12307. *[ Symbol.iterator ]() {
  12308. yield this.r;
  12309. yield this.g;
  12310. yield this.b;
  12311. }
  12312. }
  12313. const _color = /*@__PURE__*/ new Color();
  12314. /**
  12315. * A dictionary with X11 color names.
  12316. *
  12317. * Note that multiple words such as Dark Orange become the string 'darkorange'.
  12318. *
  12319. * @static
  12320. * @type {Object}
  12321. */
  12322. Color.NAMES = _colorKeywords;
  12323. let _materialId = 0;
  12324. /**
  12325. * Abstract base class for materials.
  12326. *
  12327. * Materials define the appearance of renderable 3D objects.
  12328. *
  12329. * @abstract
  12330. * @augments EventDispatcher
  12331. */
  12332. class Material extends EventDispatcher {
  12333. /**
  12334. * Constructs a new material.
  12335. */
  12336. constructor() {
  12337. super();
  12338. /**
  12339. * This flag can be used for type testing.
  12340. *
  12341. * @type {boolean}
  12342. * @readonly
  12343. * @default true
  12344. */
  12345. this.isMaterial = true;
  12346. /**
  12347. * The ID of the material.
  12348. *
  12349. * @name Material#id
  12350. * @type {number}
  12351. * @readonly
  12352. */
  12353. Object.defineProperty( this, 'id', { value: _materialId ++ } );
  12354. /**
  12355. * The UUID of the material.
  12356. *
  12357. * @type {string}
  12358. * @readonly
  12359. */
  12360. this.uuid = generateUUID();
  12361. /**
  12362. * The name of the material.
  12363. *
  12364. * @type {string}
  12365. */
  12366. this.name = '';
  12367. /**
  12368. * The type property is used for detecting the object type
  12369. * in context of serialization/deserialization.
  12370. *
  12371. * @type {string}
  12372. * @readonly
  12373. */
  12374. this.type = 'Material';
  12375. /**
  12376. * Defines the blending type of the material.
  12377. *
  12378. * It must be set to `CustomBlending` if custom blending properties like
  12379. * {@link Material#blendSrc}, {@link Material#blendDst} or {@link Material#blendEquation}
  12380. * should have any effect.
  12381. *
  12382. * @type {(NoBlending|NormalBlending|AdditiveBlending|SubtractiveBlending|MultiplyBlending|CustomBlending)}
  12383. * @default NormalBlending
  12384. */
  12385. this.blending = NormalBlending;
  12386. /**
  12387. * Defines which side of faces will be rendered - front, back or both.
  12388. *
  12389. * @type {(FrontSide|BackSide|DoubleSide)}
  12390. * @default FrontSide
  12391. */
  12392. this.side = FrontSide;
  12393. /**
  12394. * If set to `true`, vertex colors should be used.
  12395. *
  12396. * The engine supports RGB and RGBA vertex colors depending on whether a three (RGB) or
  12397. * four (RGBA) component color buffer attribute is used.
  12398. *
  12399. * @type {boolean}
  12400. * @default false
  12401. */
  12402. this.vertexColors = false;
  12403. /**
  12404. * Defines how transparent the material is.
  12405. * A value of `0.0` indicates fully transparent, `1.0` is fully opaque.
  12406. *
  12407. * If the {@link Material#transparent} is not set to `true`,
  12408. * the material will remain fully opaque and this value will only affect its color.
  12409. *
  12410. * @type {number}
  12411. * @default 1
  12412. */
  12413. this.opacity = 1;
  12414. /**
  12415. * Defines whether this material is transparent. This has an effect on
  12416. * rendering as transparent objects need special treatment and are rendered
  12417. * after non-transparent objects.
  12418. *
  12419. * When set to true, the extent to which the material is transparent is
  12420. * controlled by {@link Material#opacity}.
  12421. *
  12422. * @type {boolean}
  12423. * @default false
  12424. */
  12425. this.transparent = false;
  12426. /**
  12427. * Enables alpha hashed transparency, an alternative to {@link Material#transparent} or
  12428. * {@link Material#alphaTest}. The material will not be rendered if opacity is lower than
  12429. * a random threshold. Randomization introduces some grain or noise, but approximates alpha
  12430. * blending without the associated problems of sorting. Using TAA can reduce the resulting noise.
  12431. *
  12432. * @type {boolean}
  12433. * @default false
  12434. */
  12435. this.alphaHash = false;
  12436. /**
  12437. * Defines the blending source factor.
  12438. *
  12439. * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12440. * @default SrcAlphaFactor
  12441. */
  12442. this.blendSrc = SrcAlphaFactor;
  12443. /**
  12444. * Defines the blending destination factor.
  12445. *
  12446. * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12447. * @default OneMinusSrcAlphaFactor
  12448. */
  12449. this.blendDst = OneMinusSrcAlphaFactor;
  12450. /**
  12451. * Defines the blending equation.
  12452. *
  12453. * @type {(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
  12454. * @default AddEquation
  12455. */
  12456. this.blendEquation = AddEquation;
  12457. /**
  12458. * Defines the blending source alpha factor.
  12459. *
  12460. * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12461. * @default null
  12462. */
  12463. this.blendSrcAlpha = null;
  12464. /**
  12465. * Defines the blending destination alpha factor.
  12466. *
  12467. * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12468. * @default null
  12469. */
  12470. this.blendDstAlpha = null;
  12471. /**
  12472. * Defines the blending equation of the alpha channel.
  12473. *
  12474. * @type {?(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
  12475. * @default null
  12476. */
  12477. this.blendEquationAlpha = null;
  12478. /**
  12479. * Represents the RGB values of the constant blend color.
  12480. *
  12481. * This property has only an effect when using custom blending with `ConstantColor` or `OneMinusConstantColor`.
  12482. *
  12483. * @type {Color}
  12484. * @default (0,0,0)
  12485. */
  12486. this.blendColor = new Color( 0, 0, 0 );
  12487. /**
  12488. * Represents the alpha value of the constant blend color.
  12489. *
  12490. * This property has only an effect when using custom blending with `ConstantAlpha` or `OneMinusConstantAlpha`.
  12491. *
  12492. * @type {number}
  12493. * @default 0
  12494. */
  12495. this.blendAlpha = 0;
  12496. /**
  12497. * Defines the depth function.
  12498. *
  12499. * @type {(NeverDepth|AlwaysDepth|LessDepth|LessEqualDepth|EqualDepth|GreaterEqualDepth|GreaterDepth|NotEqualDepth)}
  12500. * @default LessEqualDepth
  12501. */
  12502. this.depthFunc = LessEqualDepth;
  12503. /**
  12504. * Whether to have depth test enabled when rendering this material.
  12505. * When the depth test is disabled, the depth write will also be implicitly disabled.
  12506. *
  12507. * @type {boolean}
  12508. * @default true
  12509. */
  12510. this.depthTest = true;
  12511. /**
  12512. * Whether rendering this material has any effect on the depth buffer.
  12513. *
  12514. * When drawing 2D overlays it can be useful to disable the depth writing in
  12515. * order to layer several things together without creating z-index artifacts.
  12516. *
  12517. * @type {boolean}
  12518. * @default true
  12519. */
  12520. this.depthWrite = true;
  12521. /**
  12522. * The bit mask to use when writing to the stencil buffer.
  12523. *
  12524. * @type {number}
  12525. * @default 0xff
  12526. */
  12527. this.stencilWriteMask = 0xff;
  12528. /**
  12529. * The stencil comparison function to use.
  12530. *
  12531. * @type {NeverStencilFunc|LessStencilFunc|EqualStencilFunc|LessEqualStencilFunc|GreaterStencilFunc|NotEqualStencilFunc|GreaterEqualStencilFunc|AlwaysStencilFunc}
  12532. * @default AlwaysStencilFunc
  12533. */
  12534. this.stencilFunc = AlwaysStencilFunc;
  12535. /**
  12536. * The value to use when performing stencil comparisons or stencil operations.
  12537. *
  12538. * @type {number}
  12539. * @default 0
  12540. */
  12541. this.stencilRef = 0;
  12542. /**
  12543. * The bit mask to use when comparing against the stencil buffer.
  12544. *
  12545. * @type {number}
  12546. * @default 0xff
  12547. */
  12548. this.stencilFuncMask = 0xff;
  12549. /**
  12550. * Which stencil operation to perform when the comparison function returns `false`.
  12551. *
  12552. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  12553. * @default KeepStencilOp
  12554. */
  12555. this.stencilFail = KeepStencilOp;
  12556. /**
  12557. * Which stencil operation to perform when the comparison function returns
  12558. * `true` but the depth test fails.
  12559. *
  12560. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  12561. * @default KeepStencilOp
  12562. */
  12563. this.stencilZFail = KeepStencilOp;
  12564. /**
  12565. * Which stencil operation to perform when the comparison function returns
  12566. * `true` and the depth test passes.
  12567. *
  12568. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  12569. * @default KeepStencilOp
  12570. */
  12571. this.stencilZPass = KeepStencilOp;
  12572. /**
  12573. * Whether stencil operations are performed against the stencil buffer. In
  12574. * order to perform writes or comparisons against the stencil buffer this
  12575. * value must be `true`.
  12576. *
  12577. * @type {boolean}
  12578. * @default false
  12579. */
  12580. this.stencilWrite = false;
  12581. /**
  12582. * User-defined clipping planes specified as THREE.Plane objects in world
  12583. * space. These planes apply to the objects this material is attached to.
  12584. * Points in space whose signed distance to the plane is negative are clipped
  12585. * (not rendered). This requires {@link WebGLRenderer#localClippingEnabled} to
  12586. * be `true`.
  12587. *
  12588. * @type {?Array<Plane>}
  12589. * @default null
  12590. */
  12591. this.clippingPlanes = null;
  12592. /**
  12593. * Changes the behavior of clipping planes so that only their intersection is
  12594. * clipped, rather than their union.
  12595. *
  12596. * @type {boolean}
  12597. * @default false
  12598. */
  12599. this.clipIntersection = false;
  12600. /**
  12601. * Defines whether to clip shadows according to the clipping planes specified
  12602. * on this material.
  12603. *
  12604. * @type {boolean}
  12605. * @default false
  12606. */
  12607. this.clipShadows = false;
  12608. /**
  12609. * Defines which side of faces cast shadows. If `null`, the side casting shadows
  12610. * is determined as follows:
  12611. *
  12612. * - When {@link Material#side} is set to `FrontSide`, the back side cast shadows.
  12613. * - When {@link Material#side} is set to `BackSide`, the front side cast shadows.
  12614. * - When {@link Material#side} is set to `DoubleSide`, both sides cast shadows.
  12615. *
  12616. * @type {?(FrontSide|BackSide|DoubleSide)}
  12617. * @default null
  12618. */
  12619. this.shadowSide = null;
  12620. /**
  12621. * Whether to render the material's color.
  12622. *
  12623. * This can be used in conjunction with {@link Object3D#renderOder} to create invisible
  12624. * objects that occlude other objects.
  12625. *
  12626. * @type {boolean}
  12627. * @default true
  12628. */
  12629. this.colorWrite = true;
  12630. /**
  12631. * Override the renderer's default precision for this material.
  12632. *
  12633. * @type {?('highp'|'mediump'|'lowp')}
  12634. * @default null
  12635. */
  12636. this.precision = null;
  12637. /**
  12638. * Whether to use polygon offset or not. When enabled, each fragment's depth value will
  12639. * be offset after it is interpolated from the depth values of the appropriate vertices.
  12640. * The offset is added before the depth test is performed and before the value is written
  12641. * into the depth buffer.
  12642. *
  12643. * Can be useful for rendering hidden-line images, for applying decals to surfaces, and for
  12644. * rendering solids with highlighted edges.
  12645. *
  12646. * @type {boolean}
  12647. * @default false
  12648. */
  12649. this.polygonOffset = false;
  12650. /**
  12651. * Specifies a scale factor that is used to create a variable depth offset for each polygon.
  12652. *
  12653. * @type {number}
  12654. * @default 0
  12655. */
  12656. this.polygonOffsetFactor = 0;
  12657. /**
  12658. * Is multiplied by an implementation-specific value to create a constant depth offset.
  12659. *
  12660. * @type {number}
  12661. * @default 0
  12662. */
  12663. this.polygonOffsetUnits = 0;
  12664. /**
  12665. * Whether to apply dithering to the color to remove the appearance of banding.
  12666. *
  12667. * @type {boolean}
  12668. * @default false
  12669. */
  12670. this.dithering = false;
  12671. /**
  12672. * Whether alpha to coverage should be enabled or not. Can only be used with MSAA-enabled contexts
  12673. * (meaning when the renderer was created with *antialias* parameter set to `true`). Enabling this
  12674. * will smooth aliasing on clip plane edges and alphaTest-clipped edges.
  12675. *
  12676. * @type {boolean}
  12677. * @default false
  12678. */
  12679. this.alphaToCoverage = false;
  12680. /**
  12681. * Whether to premultiply the alpha (transparency) value.
  12682. *
  12683. * @type {boolean}
  12684. * @default false
  12685. */
  12686. this.premultipliedAlpha = false;
  12687. /**
  12688. * Whether double-sided, transparent objects should be rendered with a single pass or not.
  12689. *
  12690. * The engine renders double-sided, transparent objects with two draw calls (back faces first,
  12691. * then front faces) to mitigate transparency artifacts. There are scenarios however where this
  12692. * approach produces no quality gains but still doubles draw calls e.g. when rendering flat
  12693. * vegetation like grass sprites. In these cases, set the `forceSinglePass` flag to `true` to
  12694. * disable the two pass rendering to avoid performance issues.
  12695. *
  12696. * @type {boolean}
  12697. * @default false
  12698. */
  12699. this.forceSinglePass = false;
  12700. /**
  12701. * Whether it's possible to override the material with {@link Scene#overrideMaterial} or not.
  12702. *
  12703. * @type {boolean}
  12704. * @default true
  12705. */
  12706. this.allowOverride = true;
  12707. /**
  12708. * Defines whether 3D objects using this material are visible.
  12709. *
  12710. * @type {boolean}
  12711. * @default true
  12712. */
  12713. this.visible = true;
  12714. /**
  12715. * Defines whether this material is tone mapped according to the renderer's tone mapping setting.
  12716. *
  12717. * It is ignored when rendering to a render target or using post processing or when using
  12718. * `WebGPURenderer`. In all these cases, all materials are honored by tone mapping.
  12719. *
  12720. * @type {boolean}
  12721. * @default true
  12722. */
  12723. this.toneMapped = true;
  12724. /**
  12725. * An object that can be used to store custom data about the Material. It
  12726. * should not hold references to functions as these will not be cloned.
  12727. *
  12728. * @type {Object}
  12729. */
  12730. this.userData = {};
  12731. /**
  12732. * This starts at `0` and counts how many times {@link Material#needsUpdate} is set to `true`.
  12733. *
  12734. * @type {number}
  12735. * @readonly
  12736. * @default 0
  12737. */
  12738. this.version = 0;
  12739. this._alphaTest = 0;
  12740. }
  12741. /**
  12742. * Sets the alpha value to be used when running an alpha test. The material
  12743. * will not be rendered if the opacity is lower than this value.
  12744. *
  12745. * @type {number}
  12746. * @readonly
  12747. * @default 0
  12748. */
  12749. get alphaTest() {
  12750. return this._alphaTest;
  12751. }
  12752. set alphaTest( value ) {
  12753. if ( this._alphaTest > 0 !== value > 0 ) {
  12754. this.version ++;
  12755. }
  12756. this._alphaTest = value;
  12757. }
  12758. /**
  12759. * An optional callback that is executed immediately before the material is used to render a 3D object.
  12760. *
  12761. * This method can only be used when rendering with {@link WebGLRenderer}.
  12762. *
  12763. * @param {WebGLRenderer} renderer - The renderer.
  12764. * @param {Scene} scene - The scene.
  12765. * @param {Camera} camera - The camera that is used to render the scene.
  12766. * @param {BufferGeometry} geometry - The 3D object's geometry.
  12767. * @param {Object3D} object - The 3D object.
  12768. * @param {Object} group - The geometry group data.
  12769. */
  12770. onBeforeRender( /* renderer, scene, camera, geometry, object, group */ ) {}
  12771. /**
  12772. * An optional callback that is executed immediately before the shader
  12773. * program is compiled. This function is called with the shader source code
  12774. * as a parameter. Useful for the modification of built-in materials.
  12775. *
  12776. * This method can only be used when rendering with {@link WebGLRenderer}. The
  12777. * recommended approach when customizing materials is to use `WebGPURenderer` with the new
  12778. * Node Material system and [TSL](https://github.com/mrdoob/three.js/wiki/Three.js-Shading-Language).
  12779. *
  12780. * @param {{vertexShader:string,fragmentShader:string,uniforms:Object}} shaderobject - The object holds the uniforms and the vertex and fragment shader source.
  12781. * @param {WebGLRenderer} renderer - A reference to the renderer.
  12782. */
  12783. onBeforeCompile( /* shaderobject, renderer */ ) {}
  12784. /**
  12785. * In case {@link Material#onBeforeCompile} is used, this callback can be used to identify
  12786. * values of settings used in `onBeforeCompile()`, so three.js can reuse a cached
  12787. * shader or recompile the shader for this material as needed.
  12788. *
  12789. * This method can only be used when rendering with {@link WebGLRenderer}.
  12790. *
  12791. * @return {string} The custom program cache key.
  12792. */
  12793. customProgramCacheKey() {
  12794. return this.onBeforeCompile.toString();
  12795. }
  12796. /**
  12797. * This method can be used to set default values from parameter objects.
  12798. * It is a generic implementation so it can be used with different types
  12799. * of materials.
  12800. *
  12801. * @param {Object} [values] - The material values to set.
  12802. */
  12803. setValues( values ) {
  12804. if ( values === undefined ) return;
  12805. for ( const key in values ) {
  12806. const newValue = values[ key ];
  12807. if ( newValue === undefined ) {
  12808. warn( `Material: parameter '${ key }' has value of undefined.` );
  12809. continue;
  12810. }
  12811. const currentValue = this[ key ];
  12812. if ( currentValue === undefined ) {
  12813. warn( `Material: '${ key }' is not a property of THREE.${ this.type }.` );
  12814. continue;
  12815. }
  12816. if ( currentValue && currentValue.isColor ) {
  12817. currentValue.set( newValue );
  12818. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  12819. currentValue.copy( newValue );
  12820. } else {
  12821. this[ key ] = newValue;
  12822. }
  12823. }
  12824. }
  12825. /**
  12826. * Serializes the material into JSON.
  12827. *
  12828. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  12829. * @return {Object} A JSON object representing the serialized material.
  12830. * @see {@link ObjectLoader#parse}
  12831. */
  12832. toJSON( meta ) {
  12833. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  12834. if ( isRootObject ) {
  12835. meta = {
  12836. textures: {},
  12837. images: {}
  12838. };
  12839. }
  12840. const data = {
  12841. metadata: {
  12842. version: 4.7,
  12843. type: 'Material',
  12844. generator: 'Material.toJSON'
  12845. }
  12846. };
  12847. // standard Material serialization
  12848. data.uuid = this.uuid;
  12849. data.type = this.type;
  12850. if ( this.name !== '' ) data.name = this.name;
  12851. if ( this.color && this.color.isColor ) data.color = this.color.getHex();
  12852. if ( this.roughness !== undefined ) data.roughness = this.roughness;
  12853. if ( this.metalness !== undefined ) data.metalness = this.metalness;
  12854. if ( this.sheen !== undefined ) data.sheen = this.sheen;
  12855. if ( this.sheenColor && this.sheenColor.isColor ) data.sheenColor = this.sheenColor.getHex();
  12856. if ( this.sheenRoughness !== undefined ) data.sheenRoughness = this.sheenRoughness;
  12857. if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
  12858. if ( this.emissiveIntensity !== undefined && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;
  12859. if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
  12860. if ( this.specularIntensity !== undefined ) data.specularIntensity = this.specularIntensity;
  12861. if ( this.specularColor && this.specularColor.isColor ) data.specularColor = this.specularColor.getHex();
  12862. if ( this.shininess !== undefined ) data.shininess = this.shininess;
  12863. if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;
  12864. if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;
  12865. if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {
  12866. data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;
  12867. }
  12868. if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {
  12869. data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;
  12870. }
  12871. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  12872. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  12873. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  12874. }
  12875. if ( this.sheenColorMap && this.sheenColorMap.isTexture ) {
  12876. data.sheenColorMap = this.sheenColorMap.toJSON( meta ).uuid;
  12877. }
  12878. if ( this.sheenRoughnessMap && this.sheenRoughnessMap.isTexture ) {
  12879. data.sheenRoughnessMap = this.sheenRoughnessMap.toJSON( meta ).uuid;
  12880. }
  12881. if ( this.dispersion !== undefined ) data.dispersion = this.dispersion;
  12882. if ( this.iridescence !== undefined ) data.iridescence = this.iridescence;
  12883. if ( this.iridescenceIOR !== undefined ) data.iridescenceIOR = this.iridescenceIOR;
  12884. if ( this.iridescenceThicknessRange !== undefined ) data.iridescenceThicknessRange = this.iridescenceThicknessRange;
  12885. if ( this.iridescenceMap && this.iridescenceMap.isTexture ) {
  12886. data.iridescenceMap = this.iridescenceMap.toJSON( meta ).uuid;
  12887. }
  12888. if ( this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture ) {
  12889. data.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON( meta ).uuid;
  12890. }
  12891. if ( this.anisotropy !== undefined ) data.anisotropy = this.anisotropy;
  12892. if ( this.anisotropyRotation !== undefined ) data.anisotropyRotation = this.anisotropyRotation;
  12893. if ( this.anisotropyMap && this.anisotropyMap.isTexture ) {
  12894. data.anisotropyMap = this.anisotropyMap.toJSON( meta ).uuid;
  12895. }
  12896. if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
  12897. if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;
  12898. if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
  12899. if ( this.lightMap && this.lightMap.isTexture ) {
  12900. data.lightMap = this.lightMap.toJSON( meta ).uuid;
  12901. data.lightMapIntensity = this.lightMapIntensity;
  12902. }
  12903. if ( this.aoMap && this.aoMap.isTexture ) {
  12904. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  12905. data.aoMapIntensity = this.aoMapIntensity;
  12906. }
  12907. if ( this.bumpMap && this.bumpMap.isTexture ) {
  12908. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  12909. data.bumpScale = this.bumpScale;
  12910. }
  12911. if ( this.normalMap && this.normalMap.isTexture ) {
  12912. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  12913. data.normalMapType = this.normalMapType;
  12914. data.normalScale = this.normalScale.toArray();
  12915. }
  12916. if ( this.displacementMap && this.displacementMap.isTexture ) {
  12917. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  12918. data.displacementScale = this.displacementScale;
  12919. data.displacementBias = this.displacementBias;
  12920. }
  12921. if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
  12922. if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
  12923. if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
  12924. if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
  12925. if ( this.specularIntensityMap && this.specularIntensityMap.isTexture ) data.specularIntensityMap = this.specularIntensityMap.toJSON( meta ).uuid;
  12926. if ( this.specularColorMap && this.specularColorMap.isTexture ) data.specularColorMap = this.specularColorMap.toJSON( meta ).uuid;
  12927. if ( this.envMap && this.envMap.isTexture ) {
  12928. data.envMap = this.envMap.toJSON( meta ).uuid;
  12929. if ( this.combine !== undefined ) data.combine = this.combine;
  12930. }
  12931. if ( this.envMapRotation !== undefined ) data.envMapRotation = this.envMapRotation.toArray();
  12932. if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;
  12933. if ( this.reflectivity !== undefined ) data.reflectivity = this.reflectivity;
  12934. if ( this.refractionRatio !== undefined ) data.refractionRatio = this.refractionRatio;
  12935. if ( this.gradientMap && this.gradientMap.isTexture ) {
  12936. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  12937. }
  12938. if ( this.transmission !== undefined ) data.transmission = this.transmission;
  12939. if ( this.transmissionMap && this.transmissionMap.isTexture ) data.transmissionMap = this.transmissionMap.toJSON( meta ).uuid;
  12940. if ( this.thickness !== undefined ) data.thickness = this.thickness;
  12941. if ( this.thicknessMap && this.thicknessMap.isTexture ) data.thicknessMap = this.thicknessMap.toJSON( meta ).uuid;
  12942. if ( this.attenuationDistance !== undefined && this.attenuationDistance !== Infinity ) data.attenuationDistance = this.attenuationDistance;
  12943. if ( this.attenuationColor !== undefined ) data.attenuationColor = this.attenuationColor.getHex();
  12944. if ( this.size !== undefined ) data.size = this.size;
  12945. if ( this.shadowSide !== null ) data.shadowSide = this.shadowSide;
  12946. if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
  12947. if ( this.blending !== NormalBlending ) data.blending = this.blending;
  12948. if ( this.side !== FrontSide ) data.side = this.side;
  12949. if ( this.vertexColors === true ) data.vertexColors = true;
  12950. if ( this.opacity < 1 ) data.opacity = this.opacity;
  12951. if ( this.transparent === true ) data.transparent = true;
  12952. if ( this.blendSrc !== SrcAlphaFactor ) data.blendSrc = this.blendSrc;
  12953. if ( this.blendDst !== OneMinusSrcAlphaFactor ) data.blendDst = this.blendDst;
  12954. if ( this.blendEquation !== AddEquation ) data.blendEquation = this.blendEquation;
  12955. if ( this.blendSrcAlpha !== null ) data.blendSrcAlpha = this.blendSrcAlpha;
  12956. if ( this.blendDstAlpha !== null ) data.blendDstAlpha = this.blendDstAlpha;
  12957. if ( this.blendEquationAlpha !== null ) data.blendEquationAlpha = this.blendEquationAlpha;
  12958. if ( this.blendColor && this.blendColor.isColor ) data.blendColor = this.blendColor.getHex();
  12959. if ( this.blendAlpha !== 0 ) data.blendAlpha = this.blendAlpha;
  12960. if ( this.depthFunc !== LessEqualDepth ) data.depthFunc = this.depthFunc;
  12961. if ( this.depthTest === false ) data.depthTest = this.depthTest;
  12962. if ( this.depthWrite === false ) data.depthWrite = this.depthWrite;
  12963. if ( this.colorWrite === false ) data.colorWrite = this.colorWrite;
  12964. if ( this.stencilWriteMask !== 0xff ) data.stencilWriteMask = this.stencilWriteMask;
  12965. if ( this.stencilFunc !== AlwaysStencilFunc ) data.stencilFunc = this.stencilFunc;
  12966. if ( this.stencilRef !== 0 ) data.stencilRef = this.stencilRef;
  12967. if ( this.stencilFuncMask !== 0xff ) data.stencilFuncMask = this.stencilFuncMask;
  12968. if ( this.stencilFail !== KeepStencilOp ) data.stencilFail = this.stencilFail;
  12969. if ( this.stencilZFail !== KeepStencilOp ) data.stencilZFail = this.stencilZFail;
  12970. if ( this.stencilZPass !== KeepStencilOp ) data.stencilZPass = this.stencilZPass;
  12971. if ( this.stencilWrite === true ) data.stencilWrite = this.stencilWrite;
  12972. // rotation (SpriteMaterial)
  12973. if ( this.rotation !== undefined && this.rotation !== 0 ) data.rotation = this.rotation;
  12974. if ( this.polygonOffset === true ) data.polygonOffset = true;
  12975. if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;
  12976. if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;
  12977. if ( this.linewidth !== undefined && this.linewidth !== 1 ) data.linewidth = this.linewidth;
  12978. if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
  12979. if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
  12980. if ( this.scale !== undefined ) data.scale = this.scale;
  12981. if ( this.dithering === true ) data.dithering = true;
  12982. if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
  12983. if ( this.alphaHash === true ) data.alphaHash = true;
  12984. if ( this.alphaToCoverage === true ) data.alphaToCoverage = true;
  12985. if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = true;
  12986. if ( this.forceSinglePass === true ) data.forceSinglePass = true;
  12987. if ( this.allowOverride === false ) data.allowOverride = false;
  12988. if ( this.wireframe === true ) data.wireframe = true;
  12989. if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
  12990. if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
  12991. if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
  12992. if ( this.flatShading === true ) data.flatShading = true;
  12993. if ( this.visible === false ) data.visible = false;
  12994. if ( this.toneMapped === false ) data.toneMapped = false;
  12995. if ( this.fog === false ) data.fog = false;
  12996. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  12997. // TODO: Copied from Object3D.toJSON
  12998. function extractFromCache( cache ) {
  12999. const values = [];
  13000. for ( const key in cache ) {
  13001. const data = cache[ key ];
  13002. delete data.metadata;
  13003. values.push( data );
  13004. }
  13005. return values;
  13006. }
  13007. if ( isRootObject ) {
  13008. const textures = extractFromCache( meta.textures );
  13009. const images = extractFromCache( meta.images );
  13010. if ( textures.length > 0 ) data.textures = textures;
  13011. if ( images.length > 0 ) data.images = images;
  13012. }
  13013. return data;
  13014. }
  13015. /**
  13016. * Returns a new material with copied values from this instance.
  13017. *
  13018. * @return {Material} A clone of this instance.
  13019. */
  13020. clone() {
  13021. return new this.constructor().copy( this );
  13022. }
  13023. /**
  13024. * Copies the values of the given material to this instance.
  13025. *
  13026. * @param {Material} source - The material to copy.
  13027. * @return {Material} A reference to this instance.
  13028. */
  13029. copy( source ) {
  13030. this.name = source.name;
  13031. this.blending = source.blending;
  13032. this.side = source.side;
  13033. this.vertexColors = source.vertexColors;
  13034. this.opacity = source.opacity;
  13035. this.transparent = source.transparent;
  13036. this.blendSrc = source.blendSrc;
  13037. this.blendDst = source.blendDst;
  13038. this.blendEquation = source.blendEquation;
  13039. this.blendSrcAlpha = source.blendSrcAlpha;
  13040. this.blendDstAlpha = source.blendDstAlpha;
  13041. this.blendEquationAlpha = source.blendEquationAlpha;
  13042. this.blendColor.copy( source.blendColor );
  13043. this.blendAlpha = source.blendAlpha;
  13044. this.depthFunc = source.depthFunc;
  13045. this.depthTest = source.depthTest;
  13046. this.depthWrite = source.depthWrite;
  13047. this.stencilWriteMask = source.stencilWriteMask;
  13048. this.stencilFunc = source.stencilFunc;
  13049. this.stencilRef = source.stencilRef;
  13050. this.stencilFuncMask = source.stencilFuncMask;
  13051. this.stencilFail = source.stencilFail;
  13052. this.stencilZFail = source.stencilZFail;
  13053. this.stencilZPass = source.stencilZPass;
  13054. this.stencilWrite = source.stencilWrite;
  13055. const srcPlanes = source.clippingPlanes;
  13056. let dstPlanes = null;
  13057. if ( srcPlanes !== null ) {
  13058. const n = srcPlanes.length;
  13059. dstPlanes = new Array( n );
  13060. for ( let i = 0; i !== n; ++ i ) {
  13061. dstPlanes[ i ] = srcPlanes[ i ].clone();
  13062. }
  13063. }
  13064. this.clippingPlanes = dstPlanes;
  13065. this.clipIntersection = source.clipIntersection;
  13066. this.clipShadows = source.clipShadows;
  13067. this.shadowSide = source.shadowSide;
  13068. this.colorWrite = source.colorWrite;
  13069. this.precision = source.precision;
  13070. this.polygonOffset = source.polygonOffset;
  13071. this.polygonOffsetFactor = source.polygonOffsetFactor;
  13072. this.polygonOffsetUnits = source.polygonOffsetUnits;
  13073. this.dithering = source.dithering;
  13074. this.alphaTest = source.alphaTest;
  13075. this.alphaHash = source.alphaHash;
  13076. this.alphaToCoverage = source.alphaToCoverage;
  13077. this.premultipliedAlpha = source.premultipliedAlpha;
  13078. this.forceSinglePass = source.forceSinglePass;
  13079. this.allowOverride = source.allowOverride;
  13080. this.visible = source.visible;
  13081. this.toneMapped = source.toneMapped;
  13082. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  13083. return this;
  13084. }
  13085. /**
  13086. * Frees the GPU-related resources allocated by this instance. Call this
  13087. * method whenever this instance is no longer used in your app.
  13088. *
  13089. * @fires Material#dispose
  13090. */
  13091. dispose() {
  13092. /**
  13093. * Fires when the material has been disposed of.
  13094. *
  13095. * @event Material#dispose
  13096. * @type {Object}
  13097. */
  13098. this.dispatchEvent( { type: 'dispose' } );
  13099. }
  13100. /**
  13101. * Setting this property to `true` indicates the engine the material
  13102. * needs to be recompiled.
  13103. *
  13104. * @type {boolean}
  13105. * @default false
  13106. * @param {boolean} value
  13107. */
  13108. set needsUpdate( value ) {
  13109. if ( value === true ) this.version ++;
  13110. }
  13111. }
  13112. /**
  13113. * A material for drawing geometries in a simple shaded (flat or wireframe) way.
  13114. *
  13115. * This material is not affected by lights.
  13116. *
  13117. * @augments Material
  13118. * @demo scenes/material-browser.html#MeshBasicMaterial
  13119. */
  13120. class MeshBasicMaterial extends Material {
  13121. /**
  13122. * Constructs a new mesh basic material.
  13123. *
  13124. * @param {Object} [parameters] - An object with one or more properties
  13125. * defining the material's appearance. Any property of the material
  13126. * (including any property from inherited materials) can be passed
  13127. * in here. Color values can be passed any type of value accepted
  13128. * by {@link Color#set}.
  13129. */
  13130. constructor( parameters ) {
  13131. super();
  13132. /**
  13133. * This flag can be used for type testing.
  13134. *
  13135. * @type {boolean}
  13136. * @readonly
  13137. * @default true
  13138. */
  13139. this.isMeshBasicMaterial = true;
  13140. this.type = 'MeshBasicMaterial';
  13141. /**
  13142. * Color of the material.
  13143. *
  13144. * @type {Color}
  13145. * @default (1,1,1)
  13146. */
  13147. this.color = new Color( 0xffffff ); // diffuse
  13148. /**
  13149. * The color map. May optionally include an alpha channel, typically combined
  13150. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  13151. * color is modulated by the diffuse `color`.
  13152. *
  13153. * @type {?Texture}
  13154. * @default null
  13155. */
  13156. this.map = null;
  13157. /**
  13158. * The light map. Requires a second set of UVs.
  13159. *
  13160. * @type {?Texture}
  13161. * @default null
  13162. */
  13163. this.lightMap = null;
  13164. /**
  13165. * Intensity of the baked light.
  13166. *
  13167. * @type {number}
  13168. * @default 1
  13169. */
  13170. this.lightMapIntensity = 1.0;
  13171. /**
  13172. * The red channel of this texture is used as the ambient occlusion map.
  13173. * Requires a second set of UVs.
  13174. *
  13175. * @type {?Texture}
  13176. * @default null
  13177. */
  13178. this.aoMap = null;
  13179. /**
  13180. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  13181. * disables ambient occlusion. Where intensity is `1` and the AO map's
  13182. * red channel is also `1`, ambient light is fully occluded on a surface.
  13183. *
  13184. * @type {number}
  13185. * @default 1
  13186. */
  13187. this.aoMapIntensity = 1.0;
  13188. /**
  13189. * Specular map used by the material.
  13190. *
  13191. * @type {?Texture}
  13192. * @default null
  13193. */
  13194. this.specularMap = null;
  13195. /**
  13196. * The alpha map is a grayscale texture that controls the opacity across the
  13197. * surface (black: fully transparent; white: fully opaque).
  13198. *
  13199. * Only the color of the texture is used, ignoring the alpha channel if one
  13200. * exists. For RGB and RGBA textures, the renderer will use the green channel
  13201. * when sampling this texture due to the extra bit of precision provided for
  13202. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  13203. * luminance/alpha textures will also still work as expected.
  13204. *
  13205. * @type {?Texture}
  13206. * @default null
  13207. */
  13208. this.alphaMap = null;
  13209. /**
  13210. * The environment map.
  13211. *
  13212. * @type {?Texture}
  13213. * @default null
  13214. */
  13215. this.envMap = null;
  13216. /**
  13217. * The rotation of the environment map in radians.
  13218. *
  13219. * @type {Euler}
  13220. * @default (0,0,0)
  13221. */
  13222. this.envMapRotation = new Euler();
  13223. /**
  13224. * How to combine the result of the surface's color with the environment map, if any.
  13225. *
  13226. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  13227. * blend between the two colors.
  13228. *
  13229. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  13230. * @default MultiplyOperation
  13231. */
  13232. this.combine = MultiplyOperation;
  13233. /**
  13234. * How much the environment map affects the surface.
  13235. * The valid range is between `0` (no reflections) and `1` (full reflections).
  13236. *
  13237. * @type {number}
  13238. * @default 1
  13239. */
  13240. this.reflectivity = 1;
  13241. /**
  13242. * The index of refraction (IOR) of air (approximately 1) divided by the
  13243. * index of refraction of the material. It is used with environment mapping
  13244. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  13245. * The refraction ratio should not exceed `1`.
  13246. *
  13247. * @type {number}
  13248. * @default 0.98
  13249. */
  13250. this.refractionRatio = 0.98;
  13251. /**
  13252. * Renders the geometry as a wireframe.
  13253. *
  13254. * @type {boolean}
  13255. * @default false
  13256. */
  13257. this.wireframe = false;
  13258. /**
  13259. * Controls the thickness of the wireframe.
  13260. *
  13261. * Can only be used with {@link SVGRenderer}.
  13262. *
  13263. * @type {number}
  13264. * @default 1
  13265. */
  13266. this.wireframeLinewidth = 1;
  13267. /**
  13268. * Defines appearance of wireframe ends.
  13269. *
  13270. * Can only be used with {@link SVGRenderer}.
  13271. *
  13272. * @type {('round'|'bevel'|'miter')}
  13273. * @default 'round'
  13274. */
  13275. this.wireframeLinecap = 'round';
  13276. /**
  13277. * Defines appearance of wireframe joints.
  13278. *
  13279. * Can only be used with {@link SVGRenderer}.
  13280. *
  13281. * @type {('round'|'bevel'|'miter')}
  13282. * @default 'round'
  13283. */
  13284. this.wireframeLinejoin = 'round';
  13285. /**
  13286. * Whether the material is affected by fog or not.
  13287. *
  13288. * @type {boolean}
  13289. * @default true
  13290. */
  13291. this.fog = true;
  13292. this.setValues( parameters );
  13293. }
  13294. copy( source ) {
  13295. super.copy( source );
  13296. this.color.copy( source.color );
  13297. this.map = source.map;
  13298. this.lightMap = source.lightMap;
  13299. this.lightMapIntensity = source.lightMapIntensity;
  13300. this.aoMap = source.aoMap;
  13301. this.aoMapIntensity = source.aoMapIntensity;
  13302. this.specularMap = source.specularMap;
  13303. this.alphaMap = source.alphaMap;
  13304. this.envMap = source.envMap;
  13305. this.envMapRotation.copy( source.envMapRotation );
  13306. this.combine = source.combine;
  13307. this.reflectivity = source.reflectivity;
  13308. this.refractionRatio = source.refractionRatio;
  13309. this.wireframe = source.wireframe;
  13310. this.wireframeLinewidth = source.wireframeLinewidth;
  13311. this.wireframeLinecap = source.wireframeLinecap;
  13312. this.wireframeLinejoin = source.wireframeLinejoin;
  13313. this.fog = source.fog;
  13314. return this;
  13315. }
  13316. }
  13317. // Fast Half Float Conversions, http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf
  13318. const _tables = /*@__PURE__*/ _generateTables();
  13319. function _generateTables() {
  13320. // float32 to float16 helpers
  13321. const buffer = new ArrayBuffer( 4 );
  13322. const floatView = new Float32Array( buffer );
  13323. const uint32View = new Uint32Array( buffer );
  13324. const baseTable = new Uint32Array( 512 );
  13325. const shiftTable = new Uint32Array( 512 );
  13326. for ( let i = 0; i < 256; ++ i ) {
  13327. const e = i - 127;
  13328. // very small number (0, -0)
  13329. if ( e < -27 ) {
  13330. baseTable[ i ] = 0x0000;
  13331. baseTable[ i | 0x100 ] = 0x8000;
  13332. shiftTable[ i ] = 24;
  13333. shiftTable[ i | 0x100 ] = 24;
  13334. // small number (denorm)
  13335. } else if ( e < -14 ) {
  13336. baseTable[ i ] = 0x0400 >> ( - e - 14 );
  13337. baseTable[ i | 0x100 ] = ( 0x0400 >> ( - e - 14 ) ) | 0x8000;
  13338. shiftTable[ i ] = - e - 1;
  13339. shiftTable[ i | 0x100 ] = - e - 1;
  13340. // normal number
  13341. } else if ( e <= 15 ) {
  13342. baseTable[ i ] = ( e + 15 ) << 10;
  13343. baseTable[ i | 0x100 ] = ( ( e + 15 ) << 10 ) | 0x8000;
  13344. shiftTable[ i ] = 13;
  13345. shiftTable[ i | 0x100 ] = 13;
  13346. // large number (Infinity, -Infinity)
  13347. } else if ( e < 128 ) {
  13348. baseTable[ i ] = 0x7c00;
  13349. baseTable[ i | 0x100 ] = 0xfc00;
  13350. shiftTable[ i ] = 24;
  13351. shiftTable[ i | 0x100 ] = 24;
  13352. // stay (NaN, Infinity, -Infinity)
  13353. } else {
  13354. baseTable[ i ] = 0x7c00;
  13355. baseTable[ i | 0x100 ] = 0xfc00;
  13356. shiftTable[ i ] = 13;
  13357. shiftTable[ i | 0x100 ] = 13;
  13358. }
  13359. }
  13360. // float16 to float32 helpers
  13361. const mantissaTable = new Uint32Array( 2048 );
  13362. const exponentTable = new Uint32Array( 64 );
  13363. const offsetTable = new Uint32Array( 64 );
  13364. for ( let i = 1; i < 1024; ++ i ) {
  13365. let m = i << 13; // zero pad mantissa bits
  13366. let e = 0; // zero exponent
  13367. // normalized
  13368. while ( ( m & 0x00800000 ) === 0 ) {
  13369. m <<= 1;
  13370. e -= 0x00800000; // decrement exponent
  13371. }
  13372. m &= -8388609; // clear leading 1 bit
  13373. e += 0x38800000; // adjust bias
  13374. mantissaTable[ i ] = m | e;
  13375. }
  13376. for ( let i = 1024; i < 2048; ++ i ) {
  13377. mantissaTable[ i ] = 0x38000000 + ( ( i - 1024 ) << 13 );
  13378. }
  13379. for ( let i = 1; i < 31; ++ i ) {
  13380. exponentTable[ i ] = i << 23;
  13381. }
  13382. exponentTable[ 31 ] = 0x47800000;
  13383. exponentTable[ 32 ] = 0x80000000;
  13384. for ( let i = 33; i < 63; ++ i ) {
  13385. exponentTable[ i ] = 0x80000000 + ( ( i - 32 ) << 23 );
  13386. }
  13387. exponentTable[ 63 ] = 0xc7800000;
  13388. for ( let i = 1; i < 64; ++ i ) {
  13389. if ( i !== 32 ) {
  13390. offsetTable[ i ] = 1024;
  13391. }
  13392. }
  13393. return {
  13394. floatView: floatView,
  13395. uint32View: uint32View,
  13396. baseTable: baseTable,
  13397. shiftTable: shiftTable,
  13398. mantissaTable: mantissaTable,
  13399. exponentTable: exponentTable,
  13400. offsetTable: offsetTable
  13401. };
  13402. }
  13403. /**
  13404. * Returns a half precision floating point value (FP16) from the given single
  13405. * precision floating point value (FP32).
  13406. *
  13407. * @param {number} val - A single precision floating point value.
  13408. * @return {number} The FP16 value.
  13409. */
  13410. function toHalfFloat( val ) {
  13411. if ( Math.abs( val ) > 65504 ) warn( 'DataUtils.toHalfFloat(): Value out of range.' );
  13412. val = clamp( val, -65504, 65504 );
  13413. _tables.floatView[ 0 ] = val;
  13414. const f = _tables.uint32View[ 0 ];
  13415. const e = ( f >> 23 ) & 0x1ff;
  13416. return _tables.baseTable[ e ] + ( ( f & 0x007fffff ) >> _tables.shiftTable[ e ] );
  13417. }
  13418. /**
  13419. * Returns a single precision floating point value (FP32) from the given half
  13420. * precision floating point value (FP16).
  13421. *
  13422. * @param {number} val - A half precision floating point value.
  13423. * @return {number} The FP32 value.
  13424. */
  13425. function fromHalfFloat( val ) {
  13426. const m = val >> 10;
  13427. _tables.uint32View[ 0 ] = _tables.mantissaTable[ _tables.offsetTable[ m ] + ( val & 0x3ff ) ] + _tables.exponentTable[ m ];
  13428. return _tables.floatView[ 0 ];
  13429. }
  13430. /**
  13431. * A class containing utility functions for data.
  13432. *
  13433. * @hideconstructor
  13434. */
  13435. class DataUtils {
  13436. /**
  13437. * Returns a half precision floating point value (FP16) from the given single
  13438. * precision floating point value (FP32).
  13439. *
  13440. * @param {number} val - A single precision floating point value.
  13441. * @return {number} The FP16 value.
  13442. */
  13443. static toHalfFloat( val ) {
  13444. return toHalfFloat( val );
  13445. }
  13446. /**
  13447. * Returns a single precision floating point value (FP32) from the given half
  13448. * precision floating point value (FP16).
  13449. *
  13450. * @param {number} val - A half precision floating point value.
  13451. * @return {number} The FP32 value.
  13452. */
  13453. static fromHalfFloat( val ) {
  13454. return fromHalfFloat( val );
  13455. }
  13456. }
  13457. const _vector$9 = /*@__PURE__*/ new Vector3();
  13458. const _vector2$1 = /*@__PURE__*/ new Vector2();
  13459. let _id$2 = 0;
  13460. /**
  13461. * This class stores data for an attribute (such as vertex positions, face
  13462. * indices, normals, colors, UVs, and any custom attributes ) associated with
  13463. * a geometry, which allows for more efficient passing of data to the GPU.
  13464. *
  13465. * When working with vector-like data, the `fromBufferAttribute( attribute, index )`
  13466. * helper methods on vector and color class might be helpful. E.g. {@link Vector3#fromBufferAttribute}.
  13467. */
  13468. class BufferAttribute {
  13469. /**
  13470. * Constructs a new buffer attribute.
  13471. *
  13472. * @param {TypedArray} array - The array holding the attribute data.
  13473. * @param {number} itemSize - The item size.
  13474. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13475. */
  13476. constructor( array, itemSize, normalized = false ) {
  13477. if ( Array.isArray( array ) ) {
  13478. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  13479. }
  13480. /**
  13481. * This flag can be used for type testing.
  13482. *
  13483. * @type {boolean}
  13484. * @readonly
  13485. * @default true
  13486. */
  13487. this.isBufferAttribute = true;
  13488. /**
  13489. * The ID of the buffer attribute.
  13490. *
  13491. * @name BufferAttribute#id
  13492. * @type {number}
  13493. * @readonly
  13494. */
  13495. Object.defineProperty( this, 'id', { value: _id$2 ++ } );
  13496. /**
  13497. * The name of the buffer attribute.
  13498. *
  13499. * @type {string}
  13500. */
  13501. this.name = '';
  13502. /**
  13503. * The array holding the attribute data. It should have `itemSize * numVertices`
  13504. * elements, where `numVertices` is the number of vertices in the associated geometry.
  13505. *
  13506. * @type {TypedArray}
  13507. */
  13508. this.array = array;
  13509. /**
  13510. * The number of values of the array that should be associated with a particular vertex.
  13511. * For instance, if this attribute is storing a 3-component vector (such as a position,
  13512. * normal, or color), then the value should be `3`.
  13513. *
  13514. * @type {number}
  13515. */
  13516. this.itemSize = itemSize;
  13517. /**
  13518. * Represents the number of items this buffer attribute stores. It is internally computed
  13519. * by dividing the `array` length by the `itemSize`.
  13520. *
  13521. * @type {number}
  13522. * @readonly
  13523. */
  13524. this.count = array !== undefined ? array.length / itemSize : 0;
  13525. /**
  13526. * Applies to integer data only. Indicates how the underlying data in the buffer maps to
  13527. * the values in the GLSL code. For instance, if `array` is an instance of `UInt16Array`,
  13528. * and `normalized` is `true`, the values `0 - +65535` in the array data will be mapped to
  13529. * `0.0f - +1.0f` in the GLSL attribute. If `normalized` is `false`, the values will be converted
  13530. * to floats unmodified, i.e. `65535` becomes `65535.0f`.
  13531. *
  13532. * @type {boolean}
  13533. */
  13534. this.normalized = normalized;
  13535. /**
  13536. * Defines the intended usage pattern of the data store for optimization purposes.
  13537. *
  13538. * Note: After the initial use of a buffer, its usage cannot be changed. Instead,
  13539. * instantiate a new one and set the desired usage before the next render.
  13540. *
  13541. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  13542. * @default StaticDrawUsage
  13543. */
  13544. this.usage = StaticDrawUsage;
  13545. /**
  13546. * This can be used to only update some components of stored vectors (for example, just the
  13547. * component related to color). Use the `addUpdateRange()` function to add ranges to this array.
  13548. *
  13549. * @type {Array<Object>}
  13550. */
  13551. this.updateRanges = [];
  13552. /**
  13553. * Configures the bound GPU type for use in shaders.
  13554. *
  13555. * Note: this only has an effect for integer arrays and is not configurable for float arrays.
  13556. * For lower precision float types, use `Float16BufferAttribute`.
  13557. *
  13558. * @type {(FloatType|IntType)}
  13559. * @default FloatType
  13560. */
  13561. this.gpuType = FloatType;
  13562. /**
  13563. * A version number, incremented every time the `needsUpdate` is set to `true`.
  13564. *
  13565. * @type {number}
  13566. */
  13567. this.version = 0;
  13568. }
  13569. /**
  13570. * A callback function that is executed after the renderer has transferred the attribute
  13571. * array data to the GPU.
  13572. */
  13573. onUploadCallback() {}
  13574. /**
  13575. * Flag to indicate that this attribute has changed and should be re-sent to
  13576. * the GPU. Set this to `true` when you modify the value of the array.
  13577. *
  13578. * @type {number}
  13579. * @default false
  13580. * @param {boolean} value
  13581. */
  13582. set needsUpdate( value ) {
  13583. if ( value === true ) this.version ++;
  13584. }
  13585. /**
  13586. * Sets the usage of this buffer attribute.
  13587. *
  13588. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  13589. * @return {BufferAttribute} A reference to this buffer attribute.
  13590. */
  13591. setUsage( value ) {
  13592. this.usage = value;
  13593. return this;
  13594. }
  13595. /**
  13596. * Adds a range of data in the data array to be updated on the GPU.
  13597. *
  13598. * @param {number} start - Position at which to start update.
  13599. * @param {number} count - The number of components to update.
  13600. */
  13601. addUpdateRange( start, count ) {
  13602. this.updateRanges.push( { start, count } );
  13603. }
  13604. /**
  13605. * Clears the update ranges.
  13606. */
  13607. clearUpdateRanges() {
  13608. this.updateRanges.length = 0;
  13609. }
  13610. /**
  13611. * Copies the values of the given buffer attribute to this instance.
  13612. *
  13613. * @param {BufferAttribute} source - The buffer attribute to copy.
  13614. * @return {BufferAttribute} A reference to this instance.
  13615. */
  13616. copy( source ) {
  13617. this.name = source.name;
  13618. this.array = new source.array.constructor( source.array );
  13619. this.itemSize = source.itemSize;
  13620. this.count = source.count;
  13621. this.normalized = source.normalized;
  13622. this.usage = source.usage;
  13623. this.gpuType = source.gpuType;
  13624. return this;
  13625. }
  13626. /**
  13627. * Copies a vector from the given buffer attribute to this one. The start
  13628. * and destination position in the attribute buffers are represented by the
  13629. * given indices.
  13630. *
  13631. * @param {number} index1 - The destination index into this buffer attribute.
  13632. * @param {BufferAttribute} attribute - The buffer attribute to copy from.
  13633. * @param {number} index2 - The source index into the given buffer attribute.
  13634. * @return {BufferAttribute} A reference to this instance.
  13635. */
  13636. copyAt( index1, attribute, index2 ) {
  13637. index1 *= this.itemSize;
  13638. index2 *= attribute.itemSize;
  13639. for ( let i = 0, l = this.itemSize; i < l; i ++ ) {
  13640. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  13641. }
  13642. return this;
  13643. }
  13644. /**
  13645. * Copies the given array data into this buffer attribute.
  13646. *
  13647. * @param {(TypedArray|Array)} array - The array to copy.
  13648. * @return {BufferAttribute} A reference to this instance.
  13649. */
  13650. copyArray( array ) {
  13651. this.array.set( array );
  13652. return this;
  13653. }
  13654. /**
  13655. * Applies the given 3x3 matrix to the given attribute. Works with
  13656. * item size `2` and `3`.
  13657. *
  13658. * @param {Matrix3} m - The matrix to apply.
  13659. * @return {BufferAttribute} A reference to this instance.
  13660. */
  13661. applyMatrix3( m ) {
  13662. if ( this.itemSize === 2 ) {
  13663. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13664. _vector2$1.fromBufferAttribute( this, i );
  13665. _vector2$1.applyMatrix3( m );
  13666. this.setXY( i, _vector2$1.x, _vector2$1.y );
  13667. }
  13668. } else if ( this.itemSize === 3 ) {
  13669. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13670. _vector$9.fromBufferAttribute( this, i );
  13671. _vector$9.applyMatrix3( m );
  13672. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13673. }
  13674. }
  13675. return this;
  13676. }
  13677. /**
  13678. * Applies the given 4x4 matrix to the given attribute. Only works with
  13679. * item size `3`.
  13680. *
  13681. * @param {Matrix4} m - The matrix to apply.
  13682. * @return {BufferAttribute} A reference to this instance.
  13683. */
  13684. applyMatrix4( m ) {
  13685. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13686. _vector$9.fromBufferAttribute( this, i );
  13687. _vector$9.applyMatrix4( m );
  13688. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13689. }
  13690. return this;
  13691. }
  13692. /**
  13693. * Applies the given 3x3 normal matrix to the given attribute. Only works with
  13694. * item size `3`.
  13695. *
  13696. * @param {Matrix3} m - The normal matrix to apply.
  13697. * @return {BufferAttribute} A reference to this instance.
  13698. */
  13699. applyNormalMatrix( m ) {
  13700. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13701. _vector$9.fromBufferAttribute( this, i );
  13702. _vector$9.applyNormalMatrix( m );
  13703. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13704. }
  13705. return this;
  13706. }
  13707. /**
  13708. * Applies the given 4x4 matrix to the given attribute. Only works with
  13709. * item size `3` and with direction vectors.
  13710. *
  13711. * @param {Matrix4} m - The matrix to apply.
  13712. * @return {BufferAttribute} A reference to this instance.
  13713. */
  13714. transformDirection( m ) {
  13715. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13716. _vector$9.fromBufferAttribute( this, i );
  13717. _vector$9.transformDirection( m );
  13718. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13719. }
  13720. return this;
  13721. }
  13722. /**
  13723. * Sets the given array data in the buffer attribute.
  13724. *
  13725. * @param {(TypedArray|Array)} value - The array data to set.
  13726. * @param {number} [offset=0] - The offset in this buffer attribute's array.
  13727. * @return {BufferAttribute} A reference to this instance.
  13728. */
  13729. set( value, offset = 0 ) {
  13730. // Matching BufferAttribute constructor, do not normalize the array.
  13731. this.array.set( value, offset );
  13732. return this;
  13733. }
  13734. /**
  13735. * Returns the given component of the vector at the given index.
  13736. *
  13737. * @param {number} index - The index into the buffer attribute.
  13738. * @param {number} component - The component index.
  13739. * @return {number} The returned value.
  13740. */
  13741. getComponent( index, component ) {
  13742. let value = this.array[ index * this.itemSize + component ];
  13743. if ( this.normalized ) value = denormalize( value, this.array );
  13744. return value;
  13745. }
  13746. /**
  13747. * Sets the given value to the given component of the vector at the given index.
  13748. *
  13749. * @param {number} index - The index into the buffer attribute.
  13750. * @param {number} component - The component index.
  13751. * @param {number} value - The value to set.
  13752. * @return {BufferAttribute} A reference to this instance.
  13753. */
  13754. setComponent( index, component, value ) {
  13755. if ( this.normalized ) value = normalize( value, this.array );
  13756. this.array[ index * this.itemSize + component ] = value;
  13757. return this;
  13758. }
  13759. /**
  13760. * Returns the x component of the vector at the given index.
  13761. *
  13762. * @param {number} index - The index into the buffer attribute.
  13763. * @return {number} The x component.
  13764. */
  13765. getX( index ) {
  13766. let x = this.array[ index * this.itemSize ];
  13767. if ( this.normalized ) x = denormalize( x, this.array );
  13768. return x;
  13769. }
  13770. /**
  13771. * Sets the x component of the vector at the given index.
  13772. *
  13773. * @param {number} index - The index into the buffer attribute.
  13774. * @param {number} x - The value to set.
  13775. * @return {BufferAttribute} A reference to this instance.
  13776. */
  13777. setX( index, x ) {
  13778. if ( this.normalized ) x = normalize( x, this.array );
  13779. this.array[ index * this.itemSize ] = x;
  13780. return this;
  13781. }
  13782. /**
  13783. * Returns the y component of the vector at the given index.
  13784. *
  13785. * @param {number} index - The index into the buffer attribute.
  13786. * @return {number} The y component.
  13787. */
  13788. getY( index ) {
  13789. let y = this.array[ index * this.itemSize + 1 ];
  13790. if ( this.normalized ) y = denormalize( y, this.array );
  13791. return y;
  13792. }
  13793. /**
  13794. * Sets the y component of the vector at the given index.
  13795. *
  13796. * @param {number} index - The index into the buffer attribute.
  13797. * @param {number} y - The value to set.
  13798. * @return {BufferAttribute} A reference to this instance.
  13799. */
  13800. setY( index, y ) {
  13801. if ( this.normalized ) y = normalize( y, this.array );
  13802. this.array[ index * this.itemSize + 1 ] = y;
  13803. return this;
  13804. }
  13805. /**
  13806. * Returns the z component of the vector at the given index.
  13807. *
  13808. * @param {number} index - The index into the buffer attribute.
  13809. * @return {number} The z component.
  13810. */
  13811. getZ( index ) {
  13812. let z = this.array[ index * this.itemSize + 2 ];
  13813. if ( this.normalized ) z = denormalize( z, this.array );
  13814. return z;
  13815. }
  13816. /**
  13817. * Sets the z component of the vector at the given index.
  13818. *
  13819. * @param {number} index - The index into the buffer attribute.
  13820. * @param {number} z - The value to set.
  13821. * @return {BufferAttribute} A reference to this instance.
  13822. */
  13823. setZ( index, z ) {
  13824. if ( this.normalized ) z = normalize( z, this.array );
  13825. this.array[ index * this.itemSize + 2 ] = z;
  13826. return this;
  13827. }
  13828. /**
  13829. * Returns the w component of the vector at the given index.
  13830. *
  13831. * @param {number} index - The index into the buffer attribute.
  13832. * @return {number} The w component.
  13833. */
  13834. getW( index ) {
  13835. let w = this.array[ index * this.itemSize + 3 ];
  13836. if ( this.normalized ) w = denormalize( w, this.array );
  13837. return w;
  13838. }
  13839. /**
  13840. * Sets the w component of the vector at the given index.
  13841. *
  13842. * @param {number} index - The index into the buffer attribute.
  13843. * @param {number} w - The value to set.
  13844. * @return {BufferAttribute} A reference to this instance.
  13845. */
  13846. setW( index, w ) {
  13847. if ( this.normalized ) w = normalize( w, this.array );
  13848. this.array[ index * this.itemSize + 3 ] = w;
  13849. return this;
  13850. }
  13851. /**
  13852. * Sets the x and y component of the vector at the given index.
  13853. *
  13854. * @param {number} index - The index into the buffer attribute.
  13855. * @param {number} x - The value for the x component to set.
  13856. * @param {number} y - The value for the y component to set.
  13857. * @return {BufferAttribute} A reference to this instance.
  13858. */
  13859. setXY( index, x, y ) {
  13860. index *= this.itemSize;
  13861. if ( this.normalized ) {
  13862. x = normalize( x, this.array );
  13863. y = normalize( y, this.array );
  13864. }
  13865. this.array[ index + 0 ] = x;
  13866. this.array[ index + 1 ] = y;
  13867. return this;
  13868. }
  13869. /**
  13870. * Sets the x, y and z component of the vector at the given index.
  13871. *
  13872. * @param {number} index - The index into the buffer attribute.
  13873. * @param {number} x - The value for the x component to set.
  13874. * @param {number} y - The value for the y component to set.
  13875. * @param {number} z - The value for the z component to set.
  13876. * @return {BufferAttribute} A reference to this instance.
  13877. */
  13878. setXYZ( index, x, y, z ) {
  13879. index *= this.itemSize;
  13880. if ( this.normalized ) {
  13881. x = normalize( x, this.array );
  13882. y = normalize( y, this.array );
  13883. z = normalize( z, this.array );
  13884. }
  13885. this.array[ index + 0 ] = x;
  13886. this.array[ index + 1 ] = y;
  13887. this.array[ index + 2 ] = z;
  13888. return this;
  13889. }
  13890. /**
  13891. * Sets the x, y, z and w component of the vector at the given index.
  13892. *
  13893. * @param {number} index - The index into the buffer attribute.
  13894. * @param {number} x - The value for the x component to set.
  13895. * @param {number} y - The value for the y component to set.
  13896. * @param {number} z - The value for the z component to set.
  13897. * @param {number} w - The value for the w component to set.
  13898. * @return {BufferAttribute} A reference to this instance.
  13899. */
  13900. setXYZW( index, x, y, z, w ) {
  13901. index *= this.itemSize;
  13902. if ( this.normalized ) {
  13903. x = normalize( x, this.array );
  13904. y = normalize( y, this.array );
  13905. z = normalize( z, this.array );
  13906. w = normalize( w, this.array );
  13907. }
  13908. this.array[ index + 0 ] = x;
  13909. this.array[ index + 1 ] = y;
  13910. this.array[ index + 2 ] = z;
  13911. this.array[ index + 3 ] = w;
  13912. return this;
  13913. }
  13914. /**
  13915. * Sets the given callback function that is executed after the Renderer has transferred
  13916. * the attribute array data to the GPU. Can be used to perform clean-up operations after
  13917. * the upload when attribute data are not needed anymore on the CPU side.
  13918. *
  13919. * @param {Function} callback - The `onUpload()` callback.
  13920. * @return {BufferAttribute} A reference to this instance.
  13921. */
  13922. onUpload( callback ) {
  13923. this.onUploadCallback = callback;
  13924. return this;
  13925. }
  13926. /**
  13927. * Returns a new buffer attribute with copied values from this instance.
  13928. *
  13929. * @return {BufferAttribute} A clone of this instance.
  13930. */
  13931. clone() {
  13932. return new this.constructor( this.array, this.itemSize ).copy( this );
  13933. }
  13934. /**
  13935. * Serializes the buffer attribute into JSON.
  13936. *
  13937. * @return {Object} A JSON object representing the serialized buffer attribute.
  13938. */
  13939. toJSON() {
  13940. const data = {
  13941. itemSize: this.itemSize,
  13942. type: this.array.constructor.name,
  13943. array: Array.from( this.array ),
  13944. normalized: this.normalized
  13945. };
  13946. if ( this.name !== '' ) data.name = this.name;
  13947. if ( this.usage !== StaticDrawUsage ) data.usage = this.usage;
  13948. return data;
  13949. }
  13950. }
  13951. /**
  13952. * Convenient class that can be used when creating a `Int8` buffer attribute with
  13953. * a plain `Array` instance.
  13954. *
  13955. * @augments BufferAttribute
  13956. */
  13957. class Int8BufferAttribute extends BufferAttribute {
  13958. /**
  13959. * Constructs a new buffer attribute.
  13960. *
  13961. * @param {(Array<number>|Int8Array)} array - The array holding the attribute data.
  13962. * @param {number} itemSize - The item size.
  13963. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13964. */
  13965. constructor( array, itemSize, normalized ) {
  13966. super( new Int8Array( array ), itemSize, normalized );
  13967. }
  13968. }
  13969. /**
  13970. * Convenient class that can be used when creating a `UInt8` buffer attribute with
  13971. * a plain `Array` instance.
  13972. *
  13973. * @augments BufferAttribute
  13974. */
  13975. class Uint8BufferAttribute extends BufferAttribute {
  13976. /**
  13977. * Constructs a new buffer attribute.
  13978. *
  13979. * @param {(Array<number>|Uint8Array)} array - The array holding the attribute data.
  13980. * @param {number} itemSize - The item size.
  13981. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13982. */
  13983. constructor( array, itemSize, normalized ) {
  13984. super( new Uint8Array( array ), itemSize, normalized );
  13985. }
  13986. }
  13987. /**
  13988. * Convenient class that can be used when creating a `UInt8Clamped` buffer attribute with
  13989. * a plain `Array` instance.
  13990. *
  13991. * @augments BufferAttribute
  13992. */
  13993. class Uint8ClampedBufferAttribute extends BufferAttribute {
  13994. /**
  13995. * Constructs a new buffer attribute.
  13996. *
  13997. * @param {(Array<number>|Uint8ClampedArray)} array - The array holding the attribute data.
  13998. * @param {number} itemSize - The item size.
  13999. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14000. */
  14001. constructor( array, itemSize, normalized ) {
  14002. super( new Uint8ClampedArray( array ), itemSize, normalized );
  14003. }
  14004. }
  14005. /**
  14006. * Convenient class that can be used when creating a `Int16` buffer attribute with
  14007. * a plain `Array` instance.
  14008. *
  14009. * @augments BufferAttribute
  14010. */
  14011. class Int16BufferAttribute extends BufferAttribute {
  14012. /**
  14013. * Constructs a new buffer attribute.
  14014. *
  14015. * @param {(Array<number>|Int16Array)} array - The array holding the attribute data.
  14016. * @param {number} itemSize - The item size.
  14017. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14018. */
  14019. constructor( array, itemSize, normalized ) {
  14020. super( new Int16Array( array ), itemSize, normalized );
  14021. }
  14022. }
  14023. /**
  14024. * Convenient class that can be used when creating a `UInt16` buffer attribute with
  14025. * a plain `Array` instance.
  14026. *
  14027. * @augments BufferAttribute
  14028. */
  14029. class Uint16BufferAttribute extends BufferAttribute {
  14030. /**
  14031. * Constructs a new buffer attribute.
  14032. *
  14033. * @param {(Array<number>|Uint16Array)} array - The array holding the attribute data.
  14034. * @param {number} itemSize - The item size.
  14035. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14036. */
  14037. constructor( array, itemSize, normalized ) {
  14038. super( new Uint16Array( array ), itemSize, normalized );
  14039. }
  14040. }
  14041. /**
  14042. * Convenient class that can be used when creating a `Int32` buffer attribute with
  14043. * a plain `Array` instance.
  14044. *
  14045. * @augments BufferAttribute
  14046. */
  14047. class Int32BufferAttribute extends BufferAttribute {
  14048. /**
  14049. * Constructs a new buffer attribute.
  14050. *
  14051. * @param {(Array<number>|Int32Array)} array - The array holding the attribute data.
  14052. * @param {number} itemSize - The item size.
  14053. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14054. */
  14055. constructor( array, itemSize, normalized ) {
  14056. super( new Int32Array( array ), itemSize, normalized );
  14057. }
  14058. }
  14059. /**
  14060. * Convenient class that can be used when creating a `UInt32` buffer attribute with
  14061. * a plain `Array` instance.
  14062. *
  14063. * @augments BufferAttribute
  14064. */
  14065. class Uint32BufferAttribute extends BufferAttribute {
  14066. /**
  14067. * Constructs a new buffer attribute.
  14068. *
  14069. * @param {(Array<number>|Uint32Array)} array - The array holding the attribute data.
  14070. * @param {number} itemSize - The item size.
  14071. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14072. */
  14073. constructor( array, itemSize, normalized ) {
  14074. super( new Uint32Array( array ), itemSize, normalized );
  14075. }
  14076. }
  14077. /**
  14078. * Convenient class that can be used when creating a `Float16` buffer attribute with
  14079. * a plain `Array` instance.
  14080. *
  14081. * This class automatically converts to and from FP16 via `Uint16Array` since `Float16Array`
  14082. * browser support is still problematic.
  14083. *
  14084. * @augments BufferAttribute
  14085. */
  14086. class Float16BufferAttribute extends BufferAttribute {
  14087. /**
  14088. * Constructs a new buffer attribute.
  14089. *
  14090. * @param {(Array<number>|Uint16Array)} array - The array holding the attribute data.
  14091. * @param {number} itemSize - The item size.
  14092. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14093. */
  14094. constructor( array, itemSize, normalized ) {
  14095. super( new Uint16Array( array ), itemSize, normalized );
  14096. this.isFloat16BufferAttribute = true;
  14097. }
  14098. getX( index ) {
  14099. let x = fromHalfFloat( this.array[ index * this.itemSize ] );
  14100. if ( this.normalized ) x = denormalize( x, this.array );
  14101. return x;
  14102. }
  14103. setX( index, x ) {
  14104. if ( this.normalized ) x = normalize( x, this.array );
  14105. this.array[ index * this.itemSize ] = toHalfFloat( x );
  14106. return this;
  14107. }
  14108. getY( index ) {
  14109. let y = fromHalfFloat( this.array[ index * this.itemSize + 1 ] );
  14110. if ( this.normalized ) y = denormalize( y, this.array );
  14111. return y;
  14112. }
  14113. setY( index, y ) {
  14114. if ( this.normalized ) y = normalize( y, this.array );
  14115. this.array[ index * this.itemSize + 1 ] = toHalfFloat( y );
  14116. return this;
  14117. }
  14118. getZ( index ) {
  14119. let z = fromHalfFloat( this.array[ index * this.itemSize + 2 ] );
  14120. if ( this.normalized ) z = denormalize( z, this.array );
  14121. return z;
  14122. }
  14123. setZ( index, z ) {
  14124. if ( this.normalized ) z = normalize( z, this.array );
  14125. this.array[ index * this.itemSize + 2 ] = toHalfFloat( z );
  14126. return this;
  14127. }
  14128. getW( index ) {
  14129. let w = fromHalfFloat( this.array[ index * this.itemSize + 3 ] );
  14130. if ( this.normalized ) w = denormalize( w, this.array );
  14131. return w;
  14132. }
  14133. setW( index, w ) {
  14134. if ( this.normalized ) w = normalize( w, this.array );
  14135. this.array[ index * this.itemSize + 3 ] = toHalfFloat( w );
  14136. return this;
  14137. }
  14138. setXY( index, x, y ) {
  14139. index *= this.itemSize;
  14140. if ( this.normalized ) {
  14141. x = normalize( x, this.array );
  14142. y = normalize( y, this.array );
  14143. }
  14144. this.array[ index + 0 ] = toHalfFloat( x );
  14145. this.array[ index + 1 ] = toHalfFloat( y );
  14146. return this;
  14147. }
  14148. setXYZ( index, x, y, z ) {
  14149. index *= this.itemSize;
  14150. if ( this.normalized ) {
  14151. x = normalize( x, this.array );
  14152. y = normalize( y, this.array );
  14153. z = normalize( z, this.array );
  14154. }
  14155. this.array[ index + 0 ] = toHalfFloat( x );
  14156. this.array[ index + 1 ] = toHalfFloat( y );
  14157. this.array[ index + 2 ] = toHalfFloat( z );
  14158. return this;
  14159. }
  14160. setXYZW( index, x, y, z, w ) {
  14161. index *= this.itemSize;
  14162. if ( this.normalized ) {
  14163. x = normalize( x, this.array );
  14164. y = normalize( y, this.array );
  14165. z = normalize( z, this.array );
  14166. w = normalize( w, this.array );
  14167. }
  14168. this.array[ index + 0 ] = toHalfFloat( x );
  14169. this.array[ index + 1 ] = toHalfFloat( y );
  14170. this.array[ index + 2 ] = toHalfFloat( z );
  14171. this.array[ index + 3 ] = toHalfFloat( w );
  14172. return this;
  14173. }
  14174. }
  14175. /**
  14176. * Convenient class that can be used when creating a `Float32` buffer attribute with
  14177. * a plain `Array` instance.
  14178. *
  14179. * @augments BufferAttribute
  14180. */
  14181. class Float32BufferAttribute extends BufferAttribute {
  14182. /**
  14183. * Constructs a new buffer attribute.
  14184. *
  14185. * @param {(Array<number>|Float32Array)} array - The array holding the attribute data.
  14186. * @param {number} itemSize - The item size.
  14187. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14188. */
  14189. constructor( array, itemSize, normalized ) {
  14190. super( new Float32Array( array ), itemSize, normalized );
  14191. }
  14192. }
  14193. let _id$1 = 0;
  14194. const _m1 = /*@__PURE__*/ new Matrix4();
  14195. const _obj = /*@__PURE__*/ new Object3D();
  14196. const _offset = /*@__PURE__*/ new Vector3();
  14197. const _box$2 = /*@__PURE__*/ new Box3();
  14198. const _boxMorphTargets = /*@__PURE__*/ new Box3();
  14199. const _vector$8 = /*@__PURE__*/ new Vector3();
  14200. /**
  14201. * A representation of mesh, line, or point geometry. Includes vertex
  14202. * positions, face indices, normals, colors, UVs, and custom attributes
  14203. * within buffers, reducing the cost of passing all this data to the GPU.
  14204. *
  14205. * ```js
  14206. * const geometry = new THREE.BufferGeometry();
  14207. * // create a simple square shape. We duplicate the top left and bottom right
  14208. * // vertices because each vertex needs to appear once per triangle.
  14209. * const vertices = new Float32Array( [
  14210. * -1.0, -1.0, 1.0, // v0
  14211. * 1.0, -1.0, 1.0, // v1
  14212. * 1.0, 1.0, 1.0, // v2
  14213. *
  14214. * 1.0, 1.0, 1.0, // v3
  14215. * -1.0, 1.0, 1.0, // v4
  14216. * -1.0, -1.0, 1.0 // v5
  14217. * ] );
  14218. * // itemSize = 3 because there are 3 values (components) per vertex
  14219. * geometry.setAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
  14220. * const material = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
  14221. * const mesh = new THREE.Mesh( geometry, material );
  14222. * ```
  14223. *
  14224. * @augments EventDispatcher
  14225. */
  14226. class BufferGeometry extends EventDispatcher {
  14227. /**
  14228. * Constructs a new geometry.
  14229. */
  14230. constructor() {
  14231. super();
  14232. /**
  14233. * This flag can be used for type testing.
  14234. *
  14235. * @type {boolean}
  14236. * @readonly
  14237. * @default true
  14238. */
  14239. this.isBufferGeometry = true;
  14240. /**
  14241. * The ID of the geometry.
  14242. *
  14243. * @name BufferGeometry#id
  14244. * @type {number}
  14245. * @readonly
  14246. */
  14247. Object.defineProperty( this, 'id', { value: _id$1 ++ } );
  14248. /**
  14249. * The UUID of the geometry.
  14250. *
  14251. * @type {string}
  14252. * @readonly
  14253. */
  14254. this.uuid = generateUUID();
  14255. /**
  14256. * The name of the geometry.
  14257. *
  14258. * @type {string}
  14259. */
  14260. this.name = '';
  14261. this.type = 'BufferGeometry';
  14262. /**
  14263. * Allows for vertices to be re-used across multiple triangles; this is
  14264. * called using "indexed triangles". Each triangle is associated with the
  14265. * indices of three vertices. This attribute therefore stores the index of
  14266. * each vertex for each triangular face. If this attribute is not set, the
  14267. * renderer assumes that each three contiguous positions represent a single triangle.
  14268. *
  14269. * @type {?BufferAttribute}
  14270. * @default null
  14271. */
  14272. this.index = null;
  14273. /**
  14274. * A (storage) buffer attribute which was generated with a compute shader and
  14275. * now defines indirect draw calls.
  14276. *
  14277. * Can only be used with {@link WebGPURenderer} and a WebGPU backend.
  14278. *
  14279. * @type {?BufferAttribute}
  14280. * @default null
  14281. */
  14282. this.indirect = null;
  14283. /**
  14284. * 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.
  14285. *
  14286. * Can only be used with {@link WebGPURenderer} and a WebGPU backend.
  14287. *
  14288. * @type {number|Array<number>}
  14289. * @default 0
  14290. */
  14291. this.indirectOffset = 0;
  14292. /**
  14293. * This dictionary has as id the name of the attribute to be set and as value
  14294. * the buffer attribute to set it to. Rather than accessing this property directly,
  14295. * use `setAttribute()` and `getAttribute()` to access attributes of this geometry.
  14296. *
  14297. * @type {Object<string,(BufferAttribute|InterleavedBufferAttribute)>}
  14298. */
  14299. this.attributes = {};
  14300. /**
  14301. * This dictionary holds the morph targets of the geometry.
  14302. *
  14303. * Note: Once the geometry has been rendered, the morph attribute data cannot
  14304. * be changed. You will have to call `dispose()?, and create a new geometry instance.
  14305. *
  14306. * @type {Object}
  14307. */
  14308. this.morphAttributes = {};
  14309. /**
  14310. * Used to control the morph target behavior; when set to `true`, the morph
  14311. * target data is treated as relative offsets, rather than as absolute
  14312. * positions/normals.
  14313. *
  14314. * @type {boolean}
  14315. * @default false
  14316. */
  14317. this.morphTargetsRelative = false;
  14318. /**
  14319. * Split the geometry into groups, each of which will be rendered in a
  14320. * separate draw call. This allows an array of materials to be used with the geometry.
  14321. *
  14322. * Use `addGroup()` and `clearGroups()` to edit groups, rather than modifying this array directly.
  14323. *
  14324. * Every vertex and index must belong to exactly one group — groups must not share vertices or
  14325. * indices, and must not leave vertices or indices unused.
  14326. *
  14327. * @type {Array<Object>}
  14328. */
  14329. this.groups = [];
  14330. /**
  14331. * Bounding box for the geometry which can be calculated with `computeBoundingBox()`.
  14332. *
  14333. * @type {?Box3}
  14334. * @default null
  14335. */
  14336. this.boundingBox = null;
  14337. /**
  14338. * Bounding sphere for the geometry which can be calculated with `computeBoundingSphere()`.
  14339. *
  14340. * @type {?Sphere}
  14341. * @default null
  14342. */
  14343. this.boundingSphere = null;
  14344. /**
  14345. * Determines the part of the geometry to render. This should not be set directly,
  14346. * instead use `setDrawRange()`.
  14347. *
  14348. * @type {{start:number,count:number}}
  14349. */
  14350. this.drawRange = { start: 0, count: Infinity };
  14351. /**
  14352. * An object that can be used to store custom data about the geometry.
  14353. * It should not hold references to functions as these will not be cloned.
  14354. *
  14355. * @type {Object}
  14356. */
  14357. this.userData = {};
  14358. }
  14359. /**
  14360. * Returns the index of this geometry.
  14361. *
  14362. * @return {?BufferAttribute} The index. Returns `null` if no index is defined.
  14363. */
  14364. getIndex() {
  14365. return this.index;
  14366. }
  14367. /**
  14368. * Sets the given index to this geometry.
  14369. *
  14370. * @param {Array<number>|BufferAttribute} index - The index to set.
  14371. * @return {BufferGeometry} A reference to this instance.
  14372. */
  14373. setIndex( index ) {
  14374. if ( Array.isArray( index ) ) {
  14375. this.index = new ( arrayNeedsUint32( index ) ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  14376. } else {
  14377. this.index = index;
  14378. }
  14379. return this;
  14380. }
  14381. /**
  14382. * Sets the given indirect attribute to this geometry.
  14383. *
  14384. * @param {BufferAttribute} indirect - The attribute holding indirect draw calls.
  14385. * @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.
  14386. * @return {BufferGeometry} A reference to this instance.
  14387. */
  14388. setIndirect( indirect, indirectOffset = 0 ) {
  14389. this.indirect = indirect;
  14390. this.indirectOffset = indirectOffset;
  14391. return this;
  14392. }
  14393. /**
  14394. * Returns the indirect attribute of this geometry.
  14395. *
  14396. * @return {?BufferAttribute} The indirect attribute. Returns `null` if no indirect attribute is defined.
  14397. */
  14398. getIndirect() {
  14399. return this.indirect;
  14400. }
  14401. /**
  14402. * Returns the buffer attribute for the given name.
  14403. *
  14404. * @param {string} name - The attribute name.
  14405. * @return {BufferAttribute|InterleavedBufferAttribute|undefined} The buffer attribute.
  14406. * Returns `undefined` if not attribute has been found.
  14407. */
  14408. getAttribute( name ) {
  14409. return this.attributes[ name ];
  14410. }
  14411. /**
  14412. * Sets the given attribute for the given name.
  14413. *
  14414. * @param {string} name - The attribute name.
  14415. * @param {BufferAttribute|InterleavedBufferAttribute} attribute - The attribute to set.
  14416. * @return {BufferGeometry} A reference to this instance.
  14417. */
  14418. setAttribute( name, attribute ) {
  14419. this.attributes[ name ] = attribute;
  14420. return this;
  14421. }
  14422. /**
  14423. * Deletes the attribute for the given name.
  14424. *
  14425. * @param {string} name - The attribute name to delete.
  14426. * @return {BufferGeometry} A reference to this instance.
  14427. */
  14428. deleteAttribute( name ) {
  14429. delete this.attributes[ name ];
  14430. return this;
  14431. }
  14432. /**
  14433. * Returns `true` if this geometry has an attribute for the given name.
  14434. *
  14435. * @param {string} name - The attribute name.
  14436. * @return {boolean} Whether this geometry has an attribute for the given name or not.
  14437. */
  14438. hasAttribute( name ) {
  14439. return this.attributes[ name ] !== undefined;
  14440. }
  14441. /**
  14442. * Adds a group to this geometry.
  14443. *
  14444. * @param {number} start - The first element in this draw call. That is the first
  14445. * vertex for non-indexed geometry, otherwise the first triangle index.
  14446. * @param {number} count - Specifies how many vertices (or indices) are part of this group.
  14447. * @param {number} [materialIndex=0] - The material array index to use.
  14448. */
  14449. addGroup( start, count, materialIndex = 0 ) {
  14450. this.groups.push( {
  14451. start: start,
  14452. count: count,
  14453. materialIndex: materialIndex
  14454. } );
  14455. }
  14456. /**
  14457. * Clears all groups.
  14458. */
  14459. clearGroups() {
  14460. this.groups = [];
  14461. }
  14462. /**
  14463. * Sets the draw range for this geometry.
  14464. *
  14465. * @param {number} start - The first vertex for non-indexed geometry, otherwise the first triangle index.
  14466. * @param {number} count - For non-indexed BufferGeometry, `count` is the number of vertices to render.
  14467. * For indexed BufferGeometry, `count` is the number of indices to render.
  14468. */
  14469. setDrawRange( start, count ) {
  14470. this.drawRange.start = start;
  14471. this.drawRange.count = count;
  14472. }
  14473. /**
  14474. * Applies the given 4x4 transformation matrix to the geometry.
  14475. *
  14476. * @param {Matrix4} matrix - The matrix to apply.
  14477. * @return {BufferGeometry} A reference to this instance.
  14478. */
  14479. applyMatrix4( matrix ) {
  14480. const position = this.attributes.position;
  14481. if ( position !== undefined ) {
  14482. position.applyMatrix4( matrix );
  14483. position.needsUpdate = true;
  14484. }
  14485. const normal = this.attributes.normal;
  14486. if ( normal !== undefined ) {
  14487. const normalMatrix = new Matrix3().getNormalMatrix( matrix );
  14488. normal.applyNormalMatrix( normalMatrix );
  14489. normal.needsUpdate = true;
  14490. }
  14491. const tangent = this.attributes.tangent;
  14492. if ( tangent !== undefined ) {
  14493. tangent.transformDirection( matrix );
  14494. tangent.needsUpdate = true;
  14495. }
  14496. if ( this.boundingBox !== null ) {
  14497. this.computeBoundingBox();
  14498. }
  14499. if ( this.boundingSphere !== null ) {
  14500. this.computeBoundingSphere();
  14501. }
  14502. return this;
  14503. }
  14504. /**
  14505. * Applies the rotation represented by the Quaternion to the geometry.
  14506. *
  14507. * @param {Quaternion} q - The Quaternion to apply.
  14508. * @return {BufferGeometry} A reference to this instance.
  14509. */
  14510. applyQuaternion( q ) {
  14511. _m1.makeRotationFromQuaternion( q );
  14512. this.applyMatrix4( _m1 );
  14513. return this;
  14514. }
  14515. /**
  14516. * Rotates the geometry about the X axis. This is typically done as a one time
  14517. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  14518. * real-time mesh rotation.
  14519. *
  14520. * @param {number} angle - The angle in radians.
  14521. * @return {BufferGeometry} A reference to this instance.
  14522. */
  14523. rotateX( angle ) {
  14524. // rotate geometry around world x-axis
  14525. _m1.makeRotationX( angle );
  14526. this.applyMatrix4( _m1 );
  14527. return this;
  14528. }
  14529. /**
  14530. * Rotates the geometry about the Y axis. This is typically done as a one time
  14531. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  14532. * real-time mesh rotation.
  14533. *
  14534. * @param {number} angle - The angle in radians.
  14535. * @return {BufferGeometry} A reference to this instance.
  14536. */
  14537. rotateY( angle ) {
  14538. // rotate geometry around world y-axis
  14539. _m1.makeRotationY( angle );
  14540. this.applyMatrix4( _m1 );
  14541. return this;
  14542. }
  14543. /**
  14544. * Rotates the geometry about the Z axis. This is typically done as a one time
  14545. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  14546. * real-time mesh rotation.
  14547. *
  14548. * @param {number} angle - The angle in radians.
  14549. * @return {BufferGeometry} A reference to this instance.
  14550. */
  14551. rotateZ( angle ) {
  14552. // rotate geometry around world z-axis
  14553. _m1.makeRotationZ( angle );
  14554. this.applyMatrix4( _m1 );
  14555. return this;
  14556. }
  14557. /**
  14558. * Translates the geometry. This is typically done as a one time
  14559. * operation, and not during a loop. Use {@link Object3D#position} for typical
  14560. * real-time mesh rotation.
  14561. *
  14562. * @param {number} x - The x offset.
  14563. * @param {number} y - The y offset.
  14564. * @param {number} z - The z offset.
  14565. * @return {BufferGeometry} A reference to this instance.
  14566. */
  14567. translate( x, y, z ) {
  14568. // translate geometry
  14569. _m1.makeTranslation( x, y, z );
  14570. this.applyMatrix4( _m1 );
  14571. return this;
  14572. }
  14573. /**
  14574. * Scales the geometry. This is typically done as a one time
  14575. * operation, and not during a loop. Use {@link Object3D#scale} for typical
  14576. * real-time mesh rotation.
  14577. *
  14578. * @param {number} x - The x scale.
  14579. * @param {number} y - The y scale.
  14580. * @param {number} z - The z scale.
  14581. * @return {BufferGeometry} A reference to this instance.
  14582. */
  14583. scale( x, y, z ) {
  14584. // scale geometry
  14585. _m1.makeScale( x, y, z );
  14586. this.applyMatrix4( _m1 );
  14587. return this;
  14588. }
  14589. /**
  14590. * Rotates the geometry to face a point in 3D space. This is typically done as a one time
  14591. * operation, and not during a loop. Use {@link Object3D#lookAt} for typical
  14592. * real-time mesh rotation.
  14593. *
  14594. * @param {Vector3} vector - The target point.
  14595. * @return {BufferGeometry} A reference to this instance.
  14596. */
  14597. lookAt( vector ) {
  14598. _obj.lookAt( vector );
  14599. _obj.updateMatrix();
  14600. this.applyMatrix4( _obj.matrix );
  14601. return this;
  14602. }
  14603. /**
  14604. * Center the geometry based on its bounding box.
  14605. *
  14606. * @return {BufferGeometry} A reference to this instance.
  14607. */
  14608. center() {
  14609. this.computeBoundingBox();
  14610. this.boundingBox.getCenter( _offset ).negate();
  14611. this.translate( _offset.x, _offset.y, _offset.z );
  14612. return this;
  14613. }
  14614. /**
  14615. * Defines a geometry by creating a `position` attribute based on the given array of points. The array
  14616. * can hold 2D or 3D vectors. When using two-dimensional data, the `z` coordinate for all vertices is
  14617. * set to `0`.
  14618. *
  14619. * If the method is used with an existing `position` attribute, the vertex data are overwritten with the
  14620. * data from the array. The length of the array must match the vertex count.
  14621. *
  14622. * @param {Array<Vector2>|Array<Vector3>} points - The points.
  14623. * @return {BufferGeometry} A reference to this instance.
  14624. */
  14625. setFromPoints( points ) {
  14626. const positionAttribute = this.getAttribute( 'position' );
  14627. if ( positionAttribute === undefined ) {
  14628. const position = [];
  14629. for ( let i = 0, l = points.length; i < l; i ++ ) {
  14630. const point = points[ i ];
  14631. position.push( point.x, point.y, point.z || 0 );
  14632. }
  14633. this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  14634. } else {
  14635. const l = Math.min( points.length, positionAttribute.count ); // make sure data do not exceed buffer size
  14636. for ( let i = 0; i < l; i ++ ) {
  14637. const point = points[ i ];
  14638. positionAttribute.setXYZ( i, point.x, point.y, point.z || 0 );
  14639. }
  14640. if ( points.length > positionAttribute.count ) {
  14641. warn( 'BufferGeometry: Buffer size too small for points data. Use .dispose() and create a new geometry.' );
  14642. }
  14643. positionAttribute.needsUpdate = true;
  14644. }
  14645. return this;
  14646. }
  14647. /**
  14648. * Computes the bounding box of the geometry, and updates the `boundingBox` member.
  14649. * The bounding box is not computed by the engine; it must be computed by your app.
  14650. * You may need to recompute the bounding box if the geometry vertices are modified.
  14651. */
  14652. computeBoundingBox() {
  14653. if ( this.boundingBox === null ) {
  14654. this.boundingBox = new Box3();
  14655. }
  14656. const position = this.attributes.position;
  14657. const morphAttributesPosition = this.morphAttributes.position;
  14658. if ( position && position.isGLBufferAttribute ) {
  14659. error( 'BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box.', this );
  14660. this.boundingBox.set(
  14661. new Vector3( - Infinity, - Infinity, - Infinity ),
  14662. new Vector3( + Infinity, + Infinity, + Infinity )
  14663. );
  14664. return;
  14665. }
  14666. if ( position !== undefined ) {
  14667. this.boundingBox.setFromBufferAttribute( position );
  14668. // process morph attributes if present
  14669. if ( morphAttributesPosition ) {
  14670. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14671. const morphAttribute = morphAttributesPosition[ i ];
  14672. _box$2.setFromBufferAttribute( morphAttribute );
  14673. if ( this.morphTargetsRelative ) {
  14674. _vector$8.addVectors( this.boundingBox.min, _box$2.min );
  14675. this.boundingBox.expandByPoint( _vector$8 );
  14676. _vector$8.addVectors( this.boundingBox.max, _box$2.max );
  14677. this.boundingBox.expandByPoint( _vector$8 );
  14678. } else {
  14679. this.boundingBox.expandByPoint( _box$2.min );
  14680. this.boundingBox.expandByPoint( _box$2.max );
  14681. }
  14682. }
  14683. }
  14684. } else {
  14685. this.boundingBox.makeEmpty();
  14686. }
  14687. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  14688. error( 'BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  14689. }
  14690. }
  14691. /**
  14692. * Computes the bounding sphere of the geometry, and updates the `boundingSphere` member.
  14693. * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.
  14694. * You may need to recompute the bounding sphere if the geometry vertices are modified.
  14695. */
  14696. computeBoundingSphere() {
  14697. if ( this.boundingSphere === null ) {
  14698. this.boundingSphere = new Sphere();
  14699. }
  14700. const position = this.attributes.position;
  14701. const morphAttributesPosition = this.morphAttributes.position;
  14702. if ( position && position.isGLBufferAttribute ) {
  14703. error( 'BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere.', this );
  14704. this.boundingSphere.set( new Vector3(), Infinity );
  14705. return;
  14706. }
  14707. if ( position ) {
  14708. // first, find the center of the bounding sphere
  14709. const center = this.boundingSphere.center;
  14710. _box$2.setFromBufferAttribute( position );
  14711. // process morph attributes if present
  14712. if ( morphAttributesPosition ) {
  14713. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14714. const morphAttribute = morphAttributesPosition[ i ];
  14715. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  14716. if ( this.morphTargetsRelative ) {
  14717. _vector$8.addVectors( _box$2.min, _boxMorphTargets.min );
  14718. _box$2.expandByPoint( _vector$8 );
  14719. _vector$8.addVectors( _box$2.max, _boxMorphTargets.max );
  14720. _box$2.expandByPoint( _vector$8 );
  14721. } else {
  14722. _box$2.expandByPoint( _boxMorphTargets.min );
  14723. _box$2.expandByPoint( _boxMorphTargets.max );
  14724. }
  14725. }
  14726. }
  14727. _box$2.getCenter( center );
  14728. // second, try to find a boundingSphere with a radius smaller than the
  14729. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  14730. let maxRadiusSq = 0;
  14731. for ( let i = 0, il = position.count; i < il; i ++ ) {
  14732. _vector$8.fromBufferAttribute( position, i );
  14733. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );
  14734. }
  14735. // process morph attributes if present
  14736. if ( morphAttributesPosition ) {
  14737. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14738. const morphAttribute = morphAttributesPosition[ i ];
  14739. const morphTargetsRelative = this.morphTargetsRelative;
  14740. for ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  14741. _vector$8.fromBufferAttribute( morphAttribute, j );
  14742. if ( morphTargetsRelative ) {
  14743. _offset.fromBufferAttribute( position, j );
  14744. _vector$8.add( _offset );
  14745. }
  14746. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );
  14747. }
  14748. }
  14749. }
  14750. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  14751. if ( isNaN( this.boundingSphere.radius ) ) {
  14752. error( 'BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  14753. }
  14754. }
  14755. }
  14756. /**
  14757. * Calculates and adds a tangent attribute to this geometry.
  14758. *
  14759. * The computation is only supported for indexed geometries and if position, normal, and uv attributes
  14760. * are defined. When using a tangent space normal map, prefer the MikkTSpace algorithm provided by
  14761. * {@link BufferGeometryUtils#computeMikkTSpaceTangents} instead.
  14762. */
  14763. computeTangents() {
  14764. const index = this.index;
  14765. const attributes = this.attributes;
  14766. // based on http://www.terathon.com/code/tangent.html
  14767. // (per vertex tangents)
  14768. if ( index === null ||
  14769. attributes.position === undefined ||
  14770. attributes.normal === undefined ||
  14771. attributes.uv === undefined ) {
  14772. error( 'BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' );
  14773. return;
  14774. }
  14775. const positionAttribute = attributes.position;
  14776. const normalAttribute = attributes.normal;
  14777. const uvAttribute = attributes.uv;
  14778. if ( this.hasAttribute( 'tangent' ) === false ) {
  14779. this.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * positionAttribute.count ), 4 ) );
  14780. }
  14781. const tangentAttribute = this.getAttribute( 'tangent' );
  14782. const tan1 = [], tan2 = [];
  14783. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  14784. tan1[ i ] = new Vector3();
  14785. tan2[ i ] = new Vector3();
  14786. }
  14787. const vA = new Vector3(),
  14788. vB = new Vector3(),
  14789. vC = new Vector3(),
  14790. uvA = new Vector2(),
  14791. uvB = new Vector2(),
  14792. uvC = new Vector2(),
  14793. sdir = new Vector3(),
  14794. tdir = new Vector3();
  14795. function handleTriangle( a, b, c ) {
  14796. vA.fromBufferAttribute( positionAttribute, a );
  14797. vB.fromBufferAttribute( positionAttribute, b );
  14798. vC.fromBufferAttribute( positionAttribute, c );
  14799. uvA.fromBufferAttribute( uvAttribute, a );
  14800. uvB.fromBufferAttribute( uvAttribute, b );
  14801. uvC.fromBufferAttribute( uvAttribute, c );
  14802. vB.sub( vA );
  14803. vC.sub( vA );
  14804. uvB.sub( uvA );
  14805. uvC.sub( uvA );
  14806. const r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y );
  14807. // silently ignore degenerate uv triangles having coincident or colinear vertices
  14808. if ( ! isFinite( r ) ) return;
  14809. sdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r );
  14810. tdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r );
  14811. tan1[ a ].add( sdir );
  14812. tan1[ b ].add( sdir );
  14813. tan1[ c ].add( sdir );
  14814. tan2[ a ].add( tdir );
  14815. tan2[ b ].add( tdir );
  14816. tan2[ c ].add( tdir );
  14817. }
  14818. let groups = this.groups;
  14819. if ( groups.length === 0 ) {
  14820. groups = [ {
  14821. start: 0,
  14822. count: index.count
  14823. } ];
  14824. }
  14825. for ( let i = 0, il = groups.length; i < il; ++ i ) {
  14826. const group = groups[ i ];
  14827. const start = group.start;
  14828. const count = group.count;
  14829. for ( let j = start, jl = start + count; j < jl; j += 3 ) {
  14830. handleTriangle(
  14831. index.getX( j + 0 ),
  14832. index.getX( j + 1 ),
  14833. index.getX( j + 2 )
  14834. );
  14835. }
  14836. }
  14837. const tmp = new Vector3(), tmp2 = new Vector3();
  14838. const n = new Vector3(), n2 = new Vector3();
  14839. function handleVertex( v ) {
  14840. n.fromBufferAttribute( normalAttribute, v );
  14841. n2.copy( n );
  14842. const t = tan1[ v ];
  14843. // Gram-Schmidt orthogonalize
  14844. tmp.copy( t );
  14845. tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
  14846. // Calculate handedness
  14847. tmp2.crossVectors( n2, t );
  14848. const test = tmp2.dot( tan2[ v ] );
  14849. const w = ( test < 0.0 ) ? -1 : 1.0;
  14850. tangentAttribute.setXYZW( v, tmp.x, tmp.y, tmp.z, w );
  14851. }
  14852. for ( let i = 0, il = groups.length; i < il; ++ i ) {
  14853. const group = groups[ i ];
  14854. const start = group.start;
  14855. const count = group.count;
  14856. for ( let j = start, jl = start + count; j < jl; j += 3 ) {
  14857. handleVertex( index.getX( j + 0 ) );
  14858. handleVertex( index.getX( j + 1 ) );
  14859. handleVertex( index.getX( j + 2 ) );
  14860. }
  14861. }
  14862. }
  14863. /**
  14864. * Computes vertex normals for the given vertex data. For indexed geometries, the method sets
  14865. * each vertex normal to be the average of the face normals of the faces that share that vertex.
  14866. * For non-indexed geometries, vertices are not shared, and the method sets each vertex normal
  14867. * to be the same as the face normal.
  14868. */
  14869. computeVertexNormals() {
  14870. const index = this.index;
  14871. const positionAttribute = this.getAttribute( 'position' );
  14872. if ( positionAttribute !== undefined ) {
  14873. let normalAttribute = this.getAttribute( 'normal' );
  14874. if ( normalAttribute === undefined ) {
  14875. normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );
  14876. this.setAttribute( 'normal', normalAttribute );
  14877. } else {
  14878. // reset existing normals to zero
  14879. for ( let i = 0, il = normalAttribute.count; i < il; i ++ ) {
  14880. normalAttribute.setXYZ( i, 0, 0, 0 );
  14881. }
  14882. }
  14883. const pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  14884. const nA = new Vector3(), nB = new Vector3(), nC = new Vector3();
  14885. const cb = new Vector3(), ab = new Vector3();
  14886. // indexed elements
  14887. if ( index ) {
  14888. for ( let i = 0, il = index.count; i < il; i += 3 ) {
  14889. const vA = index.getX( i + 0 );
  14890. const vB = index.getX( i + 1 );
  14891. const vC = index.getX( i + 2 );
  14892. pA.fromBufferAttribute( positionAttribute, vA );
  14893. pB.fromBufferAttribute( positionAttribute, vB );
  14894. pC.fromBufferAttribute( positionAttribute, vC );
  14895. cb.subVectors( pC, pB );
  14896. ab.subVectors( pA, pB );
  14897. cb.cross( ab );
  14898. nA.fromBufferAttribute( normalAttribute, vA );
  14899. nB.fromBufferAttribute( normalAttribute, vB );
  14900. nC.fromBufferAttribute( normalAttribute, vC );
  14901. nA.add( cb );
  14902. nB.add( cb );
  14903. nC.add( cb );
  14904. normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );
  14905. normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );
  14906. normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );
  14907. }
  14908. } else {
  14909. // non-indexed elements (unconnected triangle soup)
  14910. for ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) {
  14911. pA.fromBufferAttribute( positionAttribute, i + 0 );
  14912. pB.fromBufferAttribute( positionAttribute, i + 1 );
  14913. pC.fromBufferAttribute( positionAttribute, i + 2 );
  14914. cb.subVectors( pC, pB );
  14915. ab.subVectors( pA, pB );
  14916. cb.cross( ab );
  14917. normalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z );
  14918. normalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z );
  14919. normalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z );
  14920. }
  14921. }
  14922. this.normalizeNormals();
  14923. normalAttribute.needsUpdate = true;
  14924. }
  14925. }
  14926. /**
  14927. * Ensures every normal vector in a geometry will have a magnitude of `1`. This will
  14928. * correct lighting on the geometry surfaces.
  14929. */
  14930. normalizeNormals() {
  14931. const normals = this.attributes.normal;
  14932. for ( let i = 0, il = normals.count; i < il; i ++ ) {
  14933. _vector$8.fromBufferAttribute( normals, i );
  14934. _vector$8.normalize();
  14935. normals.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );
  14936. }
  14937. }
  14938. /**
  14939. * Return a new non-index version of this indexed geometry. If the geometry
  14940. * is already non-indexed, the method is a NOOP.
  14941. *
  14942. * @return {BufferGeometry} The non-indexed version of this indexed geometry.
  14943. */
  14944. toNonIndexed() {
  14945. function convertBufferAttribute( attribute, indices ) {
  14946. const array = attribute.array;
  14947. const itemSize = attribute.itemSize;
  14948. const normalized = attribute.normalized;
  14949. const array2 = new array.constructor( indices.length * itemSize );
  14950. let index = 0, index2 = 0;
  14951. for ( let i = 0, l = indices.length; i < l; i ++ ) {
  14952. if ( attribute.isInterleavedBufferAttribute ) {
  14953. index = indices[ i ] * attribute.data.stride + attribute.offset;
  14954. } else {
  14955. index = indices[ i ] * itemSize;
  14956. }
  14957. for ( let j = 0; j < itemSize; j ++ ) {
  14958. array2[ index2 ++ ] = array[ index ++ ];
  14959. }
  14960. }
  14961. return new BufferAttribute( array2, itemSize, normalized );
  14962. }
  14963. //
  14964. if ( this.index === null ) {
  14965. warn( 'BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' );
  14966. return this;
  14967. }
  14968. const geometry2 = new BufferGeometry();
  14969. const indices = this.index.array;
  14970. const attributes = this.attributes;
  14971. // attributes
  14972. for ( const name in attributes ) {
  14973. const attribute = attributes[ name ];
  14974. const newAttribute = convertBufferAttribute( attribute, indices );
  14975. geometry2.setAttribute( name, newAttribute );
  14976. }
  14977. // morph attributes
  14978. const morphAttributes = this.morphAttributes;
  14979. for ( const name in morphAttributes ) {
  14980. const morphArray = [];
  14981. const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  14982. for ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {
  14983. const attribute = morphAttribute[ i ];
  14984. const newAttribute = convertBufferAttribute( attribute, indices );
  14985. morphArray.push( newAttribute );
  14986. }
  14987. geometry2.morphAttributes[ name ] = morphArray;
  14988. }
  14989. geometry2.morphTargetsRelative = this.morphTargetsRelative;
  14990. // groups
  14991. const groups = this.groups;
  14992. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  14993. const group = groups[ i ];
  14994. geometry2.addGroup( group.start, group.count, group.materialIndex );
  14995. }
  14996. return geometry2;
  14997. }
  14998. /**
  14999. * Serializes the geometry into JSON.
  15000. *
  15001. * @return {Object} A JSON object representing the serialized geometry.
  15002. */
  15003. toJSON() {
  15004. const data = {
  15005. metadata: {
  15006. version: 4.7,
  15007. type: 'BufferGeometry',
  15008. generator: 'BufferGeometry.toJSON'
  15009. }
  15010. };
  15011. // standard BufferGeometry serialization
  15012. data.uuid = this.uuid;
  15013. data.type = this.type;
  15014. if ( this.name !== '' ) data.name = this.name;
  15015. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  15016. if ( this.parameters !== undefined ) {
  15017. const parameters = this.parameters;
  15018. for ( const key in parameters ) {
  15019. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  15020. }
  15021. return data;
  15022. }
  15023. // for simplicity the code assumes attributes are not shared across geometries, see #15811
  15024. data.data = { attributes: {} };
  15025. const index = this.index;
  15026. if ( index !== null ) {
  15027. data.data.index = {
  15028. type: index.array.constructor.name,
  15029. array: Array.prototype.slice.call( index.array )
  15030. };
  15031. }
  15032. const attributes = this.attributes;
  15033. for ( const key in attributes ) {
  15034. const attribute = attributes[ key ];
  15035. data.data.attributes[ key ] = attribute.toJSON( data.data );
  15036. }
  15037. const morphAttributes = {};
  15038. let hasMorphAttributes = false;
  15039. for ( const key in this.morphAttributes ) {
  15040. const attributeArray = this.morphAttributes[ key ];
  15041. const array = [];
  15042. for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
  15043. const attribute = attributeArray[ i ];
  15044. array.push( attribute.toJSON( data.data ) );
  15045. }
  15046. if ( array.length > 0 ) {
  15047. morphAttributes[ key ] = array;
  15048. hasMorphAttributes = true;
  15049. }
  15050. }
  15051. if ( hasMorphAttributes ) {
  15052. data.data.morphAttributes = morphAttributes;
  15053. data.data.morphTargetsRelative = this.morphTargetsRelative;
  15054. }
  15055. const groups = this.groups;
  15056. if ( groups.length > 0 ) {
  15057. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  15058. }
  15059. const boundingSphere = this.boundingSphere;
  15060. if ( boundingSphere !== null ) {
  15061. data.data.boundingSphere = boundingSphere.toJSON();
  15062. }
  15063. return data;
  15064. }
  15065. /**
  15066. * Returns a new geometry with copied values from this instance.
  15067. *
  15068. * @return {BufferGeometry} A clone of this instance.
  15069. */
  15070. clone() {
  15071. return new this.constructor().copy( this );
  15072. }
  15073. /**
  15074. * Copies the values of the given geometry to this instance.
  15075. *
  15076. * @param {BufferGeometry} source - The geometry to copy.
  15077. * @return {BufferGeometry} A reference to this instance.
  15078. */
  15079. copy( source ) {
  15080. // reset
  15081. this.index = null;
  15082. this.attributes = {};
  15083. this.morphAttributes = {};
  15084. this.groups = [];
  15085. this.boundingBox = null;
  15086. this.boundingSphere = null;
  15087. // used for storing cloned, shared data
  15088. const data = {};
  15089. // name
  15090. this.name = source.name;
  15091. // index
  15092. const index = source.index;
  15093. if ( index !== null ) {
  15094. this.setIndex( index.clone() );
  15095. }
  15096. // attributes
  15097. const attributes = source.attributes;
  15098. for ( const name in attributes ) {
  15099. const attribute = attributes[ name ];
  15100. this.setAttribute( name, attribute.clone( data ) );
  15101. }
  15102. // morph attributes
  15103. const morphAttributes = source.morphAttributes;
  15104. for ( const name in morphAttributes ) {
  15105. const array = [];
  15106. const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  15107. for ( let i = 0, l = morphAttribute.length; i < l; i ++ ) {
  15108. array.push( morphAttribute[ i ].clone( data ) );
  15109. }
  15110. this.morphAttributes[ name ] = array;
  15111. }
  15112. this.morphTargetsRelative = source.morphTargetsRelative;
  15113. // groups
  15114. const groups = source.groups;
  15115. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  15116. const group = groups[ i ];
  15117. this.addGroup( group.start, group.count, group.materialIndex );
  15118. }
  15119. // bounding box
  15120. const boundingBox = source.boundingBox;
  15121. if ( boundingBox !== null ) {
  15122. this.boundingBox = boundingBox.clone();
  15123. }
  15124. // bounding sphere
  15125. const boundingSphere = source.boundingSphere;
  15126. if ( boundingSphere !== null ) {
  15127. this.boundingSphere = boundingSphere.clone();
  15128. }
  15129. // draw range
  15130. this.drawRange.start = source.drawRange.start;
  15131. this.drawRange.count = source.drawRange.count;
  15132. // user data
  15133. this.userData = source.userData;
  15134. return this;
  15135. }
  15136. /**
  15137. * Frees the GPU-related resources allocated by this instance. Call this
  15138. * method whenever this instance is no longer used in your app.
  15139. *
  15140. * @fires BufferGeometry#dispose
  15141. */
  15142. dispose() {
  15143. this.dispatchEvent( { type: 'dispose' } );
  15144. }
  15145. }
  15146. const _inverseMatrix$3 = /*@__PURE__*/ new Matrix4();
  15147. const _ray$3 = /*@__PURE__*/ new Ray();
  15148. const _sphere$6 = /*@__PURE__*/ new Sphere();
  15149. const _sphereHitAt = /*@__PURE__*/ new Vector3();
  15150. const _vA$1 = /*@__PURE__*/ new Vector3();
  15151. const _vB$1 = /*@__PURE__*/ new Vector3();
  15152. const _vC$1 = /*@__PURE__*/ new Vector3();
  15153. const _tempA = /*@__PURE__*/ new Vector3();
  15154. const _morphA = /*@__PURE__*/ new Vector3();
  15155. const _intersectionPoint = /*@__PURE__*/ new Vector3();
  15156. const _intersectionPointWorld = /*@__PURE__*/ new Vector3();
  15157. /**
  15158. * Class representing triangular polygon mesh based objects.
  15159. *
  15160. * ```js
  15161. * const geometry = new THREE.BoxGeometry( 1, 1, 1 );
  15162. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  15163. * const mesh = new THREE.Mesh( geometry, material );
  15164. * scene.add( mesh );
  15165. * ```
  15166. *
  15167. * @augments Object3D
  15168. */
  15169. class Mesh extends Object3D {
  15170. /**
  15171. * Constructs a new mesh.
  15172. *
  15173. * @param {BufferGeometry} [geometry] - The mesh geometry.
  15174. * @param {Material|Array<Material>} [material] - The mesh material.
  15175. */
  15176. constructor( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) {
  15177. super();
  15178. /**
  15179. * This flag can be used for type testing.
  15180. *
  15181. * @type {boolean}
  15182. * @readonly
  15183. * @default true
  15184. */
  15185. this.isMesh = true;
  15186. this.type = 'Mesh';
  15187. /**
  15188. * The mesh geometry.
  15189. *
  15190. * @type {BufferGeometry}
  15191. */
  15192. this.geometry = geometry;
  15193. /**
  15194. * The mesh material.
  15195. *
  15196. * @type {Material|Array<Material>}
  15197. * @default MeshBasicMaterial
  15198. */
  15199. this.material = material;
  15200. /**
  15201. * A dictionary representing the morph targets in the geometry. The key is the
  15202. * morph targets name, the value its attribute index. This member is `undefined`
  15203. * by default and only set when morph targets are detected in the geometry.
  15204. *
  15205. * @type {Object<String,number>|undefined}
  15206. * @default undefined
  15207. */
  15208. this.morphTargetDictionary = undefined;
  15209. /**
  15210. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  15211. * is applied. This member is `undefined` by default and only set when morph targets are
  15212. * detected in the geometry.
  15213. *
  15214. * @type {Array<number>|undefined}
  15215. * @default undefined
  15216. */
  15217. this.morphTargetInfluences = undefined;
  15218. /**
  15219. * The number of instances of this mesh.
  15220. * Can only be used with {@link WebGPURenderer}.
  15221. *
  15222. * @type {number}
  15223. * @default 1
  15224. */
  15225. this.count = 1;
  15226. this.updateMorphTargets();
  15227. }
  15228. copy( source, recursive ) {
  15229. super.copy( source, recursive );
  15230. if ( source.morphTargetInfluences !== undefined ) {
  15231. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  15232. }
  15233. if ( source.morphTargetDictionary !== undefined ) {
  15234. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  15235. }
  15236. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  15237. this.geometry = source.geometry;
  15238. return this;
  15239. }
  15240. /**
  15241. * Sets the values of {@link Mesh#morphTargetDictionary} and {@link Mesh#morphTargetInfluences}
  15242. * to make sure existing morph targets can influence this 3D object.
  15243. */
  15244. updateMorphTargets() {
  15245. const geometry = this.geometry;
  15246. const morphAttributes = geometry.morphAttributes;
  15247. const keys = Object.keys( morphAttributes );
  15248. if ( keys.length > 0 ) {
  15249. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  15250. if ( morphAttribute !== undefined ) {
  15251. this.morphTargetInfluences = [];
  15252. this.morphTargetDictionary = {};
  15253. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  15254. const name = morphAttribute[ m ].name || String( m );
  15255. this.morphTargetInfluences.push( 0 );
  15256. this.morphTargetDictionary[ name ] = m;
  15257. }
  15258. }
  15259. }
  15260. }
  15261. /**
  15262. * Returns the local-space position of the vertex at the given index, taking into
  15263. * account the current animation state of both morph targets and skinning.
  15264. *
  15265. * @param {number} index - The vertex index.
  15266. * @param {Vector3} target - The target object that is used to store the method's result.
  15267. * @return {Vector3} The vertex position in local space.
  15268. */
  15269. getVertexPosition( index, target ) {
  15270. const geometry = this.geometry;
  15271. const position = geometry.attributes.position;
  15272. const morphPosition = geometry.morphAttributes.position;
  15273. const morphTargetsRelative = geometry.morphTargetsRelative;
  15274. target.fromBufferAttribute( position, index );
  15275. const morphInfluences = this.morphTargetInfluences;
  15276. if ( morphPosition && morphInfluences ) {
  15277. _morphA.set( 0, 0, 0 );
  15278. for ( let i = 0, il = morphPosition.length; i < il; i ++ ) {
  15279. const influence = morphInfluences[ i ];
  15280. const morphAttribute = morphPosition[ i ];
  15281. if ( influence === 0 ) continue;
  15282. _tempA.fromBufferAttribute( morphAttribute, index );
  15283. if ( morphTargetsRelative ) {
  15284. _morphA.addScaledVector( _tempA, influence );
  15285. } else {
  15286. _morphA.addScaledVector( _tempA.sub( target ), influence );
  15287. }
  15288. }
  15289. target.add( _morphA );
  15290. }
  15291. return target;
  15292. }
  15293. /**
  15294. * Computes intersection points between a casted ray and this line.
  15295. *
  15296. * @param {Raycaster} raycaster - The raycaster.
  15297. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  15298. */
  15299. raycast( raycaster, intersects ) {
  15300. const geometry = this.geometry;
  15301. const material = this.material;
  15302. const matrixWorld = this.matrixWorld;
  15303. if ( material === undefined ) return;
  15304. // test with bounding sphere in world space
  15305. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  15306. _sphere$6.copy( geometry.boundingSphere );
  15307. _sphere$6.applyMatrix4( matrixWorld );
  15308. // check distance from ray origin to bounding sphere
  15309. _ray$3.copy( raycaster.ray ).recast( raycaster.near );
  15310. if ( _sphere$6.containsPoint( _ray$3.origin ) === false ) {
  15311. if ( _ray$3.intersectSphere( _sphere$6, _sphereHitAt ) === null ) return;
  15312. if ( _ray$3.origin.distanceToSquared( _sphereHitAt ) > ( raycaster.far - raycaster.near ) ** 2 ) return;
  15313. }
  15314. // convert ray to local space of mesh
  15315. _inverseMatrix$3.copy( matrixWorld ).invert();
  15316. _ray$3.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$3 );
  15317. // test with bounding box in local space
  15318. if ( geometry.boundingBox !== null ) {
  15319. if ( _ray$3.intersectsBox( geometry.boundingBox ) === false ) return;
  15320. }
  15321. // test for intersections with geometry
  15322. this._computeIntersections( raycaster, intersects, _ray$3 );
  15323. }
  15324. _computeIntersections( raycaster, intersects, rayLocalSpace ) {
  15325. let intersection;
  15326. const geometry = this.geometry;
  15327. const material = this.material;
  15328. const index = geometry.index;
  15329. const position = geometry.attributes.position;
  15330. const uv = geometry.attributes.uv;
  15331. const uv1 = geometry.attributes.uv1;
  15332. const normal = geometry.attributes.normal;
  15333. const groups = geometry.groups;
  15334. const drawRange = geometry.drawRange;
  15335. if ( index !== null ) {
  15336. // indexed buffer geometry
  15337. if ( Array.isArray( material ) ) {
  15338. for ( let i = 0, il = groups.length; i < il; i ++ ) {
  15339. const group = groups[ i ];
  15340. const groupMaterial = material[ group.materialIndex ];
  15341. const start = Math.max( group.start, drawRange.start );
  15342. const end = Math.min( index.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
  15343. for ( let j = start, jl = end; j < jl; j += 3 ) {
  15344. const a = index.getX( j );
  15345. const b = index.getX( j + 1 );
  15346. const c = index.getX( j + 2 );
  15347. intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15348. if ( intersection ) {
  15349. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  15350. intersection.face.materialIndex = group.materialIndex;
  15351. intersects.push( intersection );
  15352. }
  15353. }
  15354. }
  15355. } else {
  15356. const start = Math.max( 0, drawRange.start );
  15357. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  15358. for ( let i = start, il = end; i < il; i += 3 ) {
  15359. const a = index.getX( i );
  15360. const b = index.getX( i + 1 );
  15361. const c = index.getX( i + 2 );
  15362. intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15363. if ( intersection ) {
  15364. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  15365. intersects.push( intersection );
  15366. }
  15367. }
  15368. }
  15369. } else if ( position !== undefined ) {
  15370. // non-indexed buffer geometry
  15371. if ( Array.isArray( material ) ) {
  15372. for ( let i = 0, il = groups.length; i < il; i ++ ) {
  15373. const group = groups[ i ];
  15374. const groupMaterial = material[ group.materialIndex ];
  15375. const start = Math.max( group.start, drawRange.start );
  15376. const end = Math.min( position.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
  15377. for ( let j = start, jl = end; j < jl; j += 3 ) {
  15378. const a = j;
  15379. const b = j + 1;
  15380. const c = j + 2;
  15381. intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15382. if ( intersection ) {
  15383. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  15384. intersection.face.materialIndex = group.materialIndex;
  15385. intersects.push( intersection );
  15386. }
  15387. }
  15388. }
  15389. } else {
  15390. const start = Math.max( 0, drawRange.start );
  15391. const end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  15392. for ( let i = start, il = end; i < il; i += 3 ) {
  15393. const a = i;
  15394. const b = i + 1;
  15395. const c = i + 2;
  15396. intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15397. if ( intersection ) {
  15398. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  15399. intersects.push( intersection );
  15400. }
  15401. }
  15402. }
  15403. }
  15404. }
  15405. }
  15406. function checkIntersection$1( object, material, raycaster, ray, pA, pB, pC, point ) {
  15407. let intersect;
  15408. if ( material.side === BackSide ) {
  15409. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  15410. } else {
  15411. intersect = ray.intersectTriangle( pA, pB, pC, ( material.side === FrontSide ), point );
  15412. }
  15413. if ( intersect === null ) return null;
  15414. _intersectionPointWorld.copy( point );
  15415. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  15416. const distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  15417. if ( distance < raycaster.near || distance > raycaster.far ) return null;
  15418. return {
  15419. distance: distance,
  15420. point: _intersectionPointWorld.clone(),
  15421. object: object
  15422. };
  15423. }
  15424. function checkGeometryIntersection( object, material, raycaster, ray, uv, uv1, normal, a, b, c ) {
  15425. object.getVertexPosition( a, _vA$1 );
  15426. object.getVertexPosition( b, _vB$1 );
  15427. object.getVertexPosition( c, _vC$1 );
  15428. const intersection = checkIntersection$1( object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint );
  15429. if ( intersection ) {
  15430. const barycoord = new Vector3();
  15431. Triangle.getBarycoord( _intersectionPoint, _vA$1, _vB$1, _vC$1, barycoord );
  15432. if ( uv ) {
  15433. intersection.uv = Triangle.getInterpolatedAttribute( uv, a, b, c, barycoord, new Vector2() );
  15434. }
  15435. if ( uv1 ) {
  15436. intersection.uv1 = Triangle.getInterpolatedAttribute( uv1, a, b, c, barycoord, new Vector2() );
  15437. }
  15438. if ( normal ) {
  15439. intersection.normal = Triangle.getInterpolatedAttribute( normal, a, b, c, barycoord, new Vector3() );
  15440. if ( intersection.normal.dot( ray.direction ) > 0 ) {
  15441. intersection.normal.multiplyScalar( -1 );
  15442. }
  15443. }
  15444. const face = {
  15445. a: a,
  15446. b: b,
  15447. c: c,
  15448. normal: new Vector3(),
  15449. materialIndex: 0
  15450. };
  15451. Triangle.getNormal( _vA$1, _vB$1, _vC$1, face.normal );
  15452. intersection.face = face;
  15453. intersection.barycoord = barycoord;
  15454. }
  15455. return intersection;
  15456. }
  15457. /**
  15458. * A geometry class for a rectangular cuboid with a given width, height, and depth.
  15459. * On creation, the cuboid is centred on the origin, with each edge parallel to one
  15460. * of the axes.
  15461. *
  15462. * ```js
  15463. * const geometry = new THREE.BoxGeometry( 1, 1, 1 );
  15464. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  15465. * const cube = new THREE.Mesh( geometry, material );
  15466. * scene.add( cube );
  15467. * ```
  15468. *
  15469. * @augments BufferGeometry
  15470. * @demo scenes/geometry-browser.html#BoxGeometry
  15471. */
  15472. class BoxGeometry extends BufferGeometry {
  15473. /**
  15474. * Constructs a new box geometry.
  15475. *
  15476. * @param {number} [width=1] - The width. That is, the length of the edges parallel to the X axis.
  15477. * @param {number} [height=1] - The height. That is, the length of the edges parallel to the Y axis.
  15478. * @param {number} [depth=1] - The depth. That is, the length of the edges parallel to the Z axis.
  15479. * @param {number} [widthSegments=1] - Number of segmented rectangular faces along the width of the sides.
  15480. * @param {number} [heightSegments=1] - Number of segmented rectangular faces along the height of the sides.
  15481. * @param {number} [depthSegments=1] - Number of segmented rectangular faces along the depth of the sides.
  15482. */
  15483. constructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {
  15484. super();
  15485. this.type = 'BoxGeometry';
  15486. /**
  15487. * Holds the constructor parameters that have been
  15488. * used to generate the geometry. Any modification
  15489. * after instantiation does not change the geometry.
  15490. *
  15491. * @type {Object}
  15492. */
  15493. this.parameters = {
  15494. width: width,
  15495. height: height,
  15496. depth: depth,
  15497. widthSegments: widthSegments,
  15498. heightSegments: heightSegments,
  15499. depthSegments: depthSegments
  15500. };
  15501. const scope = this;
  15502. // segments
  15503. widthSegments = Math.floor( widthSegments );
  15504. heightSegments = Math.floor( heightSegments );
  15505. depthSegments = Math.floor( depthSegments );
  15506. // buffers
  15507. const indices = [];
  15508. const vertices = [];
  15509. const normals = [];
  15510. const uvs = [];
  15511. // helper variables
  15512. let numberOfVertices = 0;
  15513. let groupStart = 0;
  15514. // build each side of the box geometry
  15515. buildPlane( 'z', 'y', 'x', -1, -1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  15516. buildPlane( 'z', 'y', 'x', 1, -1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  15517. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  15518. buildPlane( 'x', 'z', 'y', 1, -1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  15519. buildPlane( 'x', 'y', 'z', 1, -1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  15520. buildPlane( 'x', 'y', 'z', -1, -1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  15521. // build geometry
  15522. this.setIndex( indices );
  15523. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  15524. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  15525. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  15526. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  15527. const segmentWidth = width / gridX;
  15528. const segmentHeight = height / gridY;
  15529. const widthHalf = width / 2;
  15530. const heightHalf = height / 2;
  15531. const depthHalf = depth / 2;
  15532. const gridX1 = gridX + 1;
  15533. const gridY1 = gridY + 1;
  15534. let vertexCounter = 0;
  15535. let groupCount = 0;
  15536. const vector = new Vector3();
  15537. // generate vertices, normals and uvs
  15538. for ( let iy = 0; iy < gridY1; iy ++ ) {
  15539. const y = iy * segmentHeight - heightHalf;
  15540. for ( let ix = 0; ix < gridX1; ix ++ ) {
  15541. const x = ix * segmentWidth - widthHalf;
  15542. // set values to correct vector component
  15543. vector[ u ] = x * udir;
  15544. vector[ v ] = y * vdir;
  15545. vector[ w ] = depthHalf;
  15546. // now apply vector to vertex buffer
  15547. vertices.push( vector.x, vector.y, vector.z );
  15548. // set values to correct vector component
  15549. vector[ u ] = 0;
  15550. vector[ v ] = 0;
  15551. vector[ w ] = depth > 0 ? 1 : -1;
  15552. // now apply vector to normal buffer
  15553. normals.push( vector.x, vector.y, vector.z );
  15554. // uvs
  15555. uvs.push( ix / gridX );
  15556. uvs.push( 1 - ( iy / gridY ) );
  15557. // counters
  15558. vertexCounter += 1;
  15559. }
  15560. }
  15561. // indices
  15562. // 1. you need three indices to draw a single face
  15563. // 2. a single segment consists of two faces
  15564. // 3. so we need to generate six (2*3) indices per segment
  15565. for ( let iy = 0; iy < gridY; iy ++ ) {
  15566. for ( let ix = 0; ix < gridX; ix ++ ) {
  15567. const a = numberOfVertices + ix + gridX1 * iy;
  15568. const b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  15569. const c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  15570. const d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  15571. // faces
  15572. indices.push( a, b, d );
  15573. indices.push( b, c, d );
  15574. // increase counter
  15575. groupCount += 6;
  15576. }
  15577. }
  15578. // add a group to the geometry. this will ensure multi material support
  15579. scope.addGroup( groupStart, groupCount, materialIndex );
  15580. // calculate new start value for groups
  15581. groupStart += groupCount;
  15582. // update total number of vertices
  15583. numberOfVertices += vertexCounter;
  15584. }
  15585. }
  15586. copy( source ) {
  15587. super.copy( source );
  15588. this.parameters = Object.assign( {}, source.parameters );
  15589. return this;
  15590. }
  15591. /**
  15592. * Factory method for creating an instance of this class from the given
  15593. * JSON object.
  15594. *
  15595. * @param {Object} data - A JSON object representing the serialized geometry.
  15596. * @return {BoxGeometry} A new instance.
  15597. */
  15598. static fromJSON( data ) {
  15599. return new BoxGeometry( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments );
  15600. }
  15601. }
  15602. /**
  15603. * Provides utility functions for managing uniforms.
  15604. *
  15605. * @module UniformsUtils
  15606. */
  15607. /**
  15608. * Clones the given uniform definitions by performing a deep-copy. That means
  15609. * if the value of a uniform refers to an object like a Vector3 or Texture,
  15610. * the cloned uniform will refer to a new object reference.
  15611. *
  15612. * @param {Object} src - An object representing uniform definitions.
  15613. * @return {Object} The cloned uniforms.
  15614. */
  15615. function cloneUniforms( src ) {
  15616. const dst = {};
  15617. for ( const u in src ) {
  15618. dst[ u ] = {};
  15619. for ( const p in src[ u ] ) {
  15620. const property = src[ u ][ p ];
  15621. if ( property && ( property.isColor ||
  15622. property.isMatrix3 || property.isMatrix4 ||
  15623. property.isVector2 || property.isVector3 || property.isVector4 ||
  15624. property.isTexture || property.isQuaternion ) ) {
  15625. if ( property.isRenderTargetTexture ) {
  15626. warn( 'UniformsUtils: Textures of render targets cannot be cloned via cloneUniforms() or mergeUniforms().' );
  15627. dst[ u ][ p ] = null;
  15628. } else {
  15629. dst[ u ][ p ] = property.clone();
  15630. }
  15631. } else if ( Array.isArray( property ) ) {
  15632. dst[ u ][ p ] = property.slice();
  15633. } else {
  15634. dst[ u ][ p ] = property;
  15635. }
  15636. }
  15637. }
  15638. return dst;
  15639. }
  15640. /**
  15641. * Merges the given uniform definitions into a single object. Since the
  15642. * method internally uses cloneUniforms(), it performs a deep-copy when
  15643. * producing the merged uniform definitions.
  15644. *
  15645. * @param {Array} uniforms - An array of objects containing uniform definitions.
  15646. * @return {Object} The merged uniforms.
  15647. */
  15648. function mergeUniforms( uniforms ) {
  15649. const merged = {};
  15650. for ( let u = 0; u < uniforms.length; u ++ ) {
  15651. const tmp = cloneUniforms( uniforms[ u ] );
  15652. for ( const p in tmp ) {
  15653. merged[ p ] = tmp[ p ];
  15654. }
  15655. }
  15656. return merged;
  15657. }
  15658. function cloneUniformsGroups( src ) {
  15659. const dst = [];
  15660. for ( let u = 0; u < src.length; u ++ ) {
  15661. dst.push( src[ u ].clone() );
  15662. }
  15663. return dst;
  15664. }
  15665. function getUnlitUniformColorSpace( renderer ) {
  15666. const currentRenderTarget = renderer.getRenderTarget();
  15667. if ( currentRenderTarget === null ) {
  15668. // https://github.com/mrdoob/three.js/pull/23937#issuecomment-1111067398
  15669. return renderer.outputColorSpace;
  15670. }
  15671. // https://github.com/mrdoob/three.js/issues/27868
  15672. if ( currentRenderTarget.isXRRenderTarget === true ) {
  15673. return currentRenderTarget.texture.colorSpace;
  15674. }
  15675. return ColorManagement.workingColorSpace;
  15676. }
  15677. // Legacy
  15678. const UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  15679. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  15680. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  15681. /**
  15682. * A material rendered with custom shaders. A shader is a small program written in GLSL.
  15683. * that runs on the GPU. You may want to use a custom shader if you need to implement an
  15684. * effect not included with any of the built-in materials.
  15685. *
  15686. * There are the following notes to bear in mind when using a `ShaderMaterial`:
  15687. *
  15688. * - `ShaderMaterial` can only be used with {@link WebGLRenderer}.
  15689. * - Built in attributes and uniforms are passed to the shaders along with your code. If
  15690. * you don't want that, use {@link RawShaderMaterial} instead.
  15691. * - You can use the directive `#pragma unroll_loop_start` and `#pragma unroll_loop_end`
  15692. * in order to unroll a `for` loop in GLSL by the shader preprocessor. The directive has
  15693. * to be placed right above the loop. The loop formatting has to correspond to a defined standard.
  15694. * - The loop has to be [normalized](https://en.wikipedia.org/wiki/Normalized_loop).
  15695. * - The loop variable has to be *i*.
  15696. * - The value `UNROLLED_LOOP_INDEX` will be replaced with the explicitly
  15697. * value of *i* for the given iteration and can be used in preprocessor
  15698. * statements.
  15699. *
  15700. * ```js
  15701. * const material = new THREE.ShaderMaterial( {
  15702. * uniforms: {
  15703. * time: { value: 1.0 },
  15704. * resolution: { value: new THREE.Vector2() }
  15705. * },
  15706. * vertexShader: document.getElementById( 'vertexShader' ).textContent,
  15707. * fragmentShader: document.getElementById( 'fragmentShader' ).textContent
  15708. * } );
  15709. * ```
  15710. *
  15711. * @augments Material
  15712. */
  15713. class ShaderMaterial extends Material {
  15714. /**
  15715. * Constructs a new shader material.
  15716. *
  15717. * @param {Object} [parameters] - An object with one or more properties
  15718. * defining the material's appearance. Any property of the material
  15719. * (including any property from inherited materials) can be passed
  15720. * in here. Color values can be passed any type of value accepted
  15721. * by {@link Color#set}.
  15722. */
  15723. constructor( parameters ) {
  15724. super();
  15725. /**
  15726. * This flag can be used for type testing.
  15727. *
  15728. * @type {boolean}
  15729. * @readonly
  15730. * @default true
  15731. */
  15732. this.isShaderMaterial = true;
  15733. this.type = 'ShaderMaterial';
  15734. /**
  15735. * Defines custom constants using `#define` directives within the GLSL code
  15736. * for both the vertex shader and the fragment shader; each key/value pair
  15737. * yields another directive.
  15738. * ```js
  15739. * defines: {
  15740. * FOO: 15,
  15741. * BAR: true
  15742. * }
  15743. * ```
  15744. * Yields the lines:
  15745. * ```
  15746. * #define FOO 15
  15747. * #define BAR true
  15748. * ```
  15749. *
  15750. * @type {Object}
  15751. */
  15752. this.defines = {};
  15753. /**
  15754. * An object of the form:
  15755. * ```js
  15756. * {
  15757. * "uniform1": { value: 1.0 },
  15758. * "uniform2": { value: 2 }
  15759. * }
  15760. * ```
  15761. * specifying the uniforms to be passed to the shader code; keys are uniform
  15762. * names, values are definitions of the form
  15763. * ```
  15764. * {
  15765. * value: 1.0
  15766. * }
  15767. * ```
  15768. * where `value` is the value of the uniform. Names must match the name of
  15769. * the uniform, as defined in the GLSL code. Note that uniforms are refreshed
  15770. * on every frame, so updating the value of the uniform will immediately
  15771. * update the value available to the GLSL code.
  15772. *
  15773. * @type {Object}
  15774. */
  15775. this.uniforms = {};
  15776. /**
  15777. * An array holding uniforms groups for configuring UBOs.
  15778. *
  15779. * @type {Array<UniformsGroup>}
  15780. */
  15781. this.uniformsGroups = [];
  15782. /**
  15783. * Vertex shader GLSL code. This is the actual code for the shader.
  15784. *
  15785. * @type {string}
  15786. */
  15787. this.vertexShader = default_vertex;
  15788. /**
  15789. * Fragment shader GLSL code. This is the actual code for the shader.
  15790. *
  15791. * @type {string}
  15792. */
  15793. this.fragmentShader = default_fragment;
  15794. /**
  15795. * Controls line thickness or lines.
  15796. *
  15797. * WebGL and WebGPU ignore this setting and always render line primitives with a
  15798. * width of one pixel.
  15799. *
  15800. * @type {number}
  15801. * @default 1
  15802. */
  15803. this.linewidth = 1;
  15804. /**
  15805. * Renders the geometry as a wireframe.
  15806. *
  15807. * @type {boolean}
  15808. * @default false
  15809. */
  15810. this.wireframe = false;
  15811. /**
  15812. * Controls the thickness of the wireframe.
  15813. *
  15814. * WebGL and WebGPU ignore this property and always render
  15815. * 1 pixel wide lines.
  15816. *
  15817. * @type {number}
  15818. * @default 1
  15819. */
  15820. this.wireframeLinewidth = 1;
  15821. /**
  15822. * Defines whether the material color is affected by global fog settings; `true`
  15823. * to pass fog uniforms to the shader.
  15824. *
  15825. * Setting this property to `true` requires the definition of fog uniforms. It is
  15826. * recommended to use `UniformsUtils.merge()` to combine the custom shader uniforms
  15827. * with predefined fog uniforms.
  15828. *
  15829. * ```js
  15830. * const material = new ShaderMaterial( {
  15831. * uniforms: UniformsUtils.merge( [ UniformsLib[ 'fog' ], shaderUniforms ] );
  15832. * vertexShader: vertexShader,
  15833. * fragmentShader: fragmentShader,
  15834. * fog: true
  15835. * } );
  15836. * ```
  15837. *
  15838. * @type {boolean}
  15839. * @default false
  15840. */
  15841. this.fog = false;
  15842. /**
  15843. * Defines whether this material uses lighting; `true` to pass uniform data
  15844. * related to lighting to this shader.
  15845. *
  15846. * @type {boolean}
  15847. * @default false
  15848. */
  15849. this.lights = false;
  15850. /**
  15851. * Defines whether this material supports clipping; `true` to let the renderer
  15852. * pass the clippingPlanes uniform.
  15853. *
  15854. * @type {boolean}
  15855. * @default false
  15856. */
  15857. this.clipping = false;
  15858. /**
  15859. * Overwritten and set to `true` by default.
  15860. *
  15861. * @type {boolean}
  15862. * @default true
  15863. */
  15864. this.forceSinglePass = true;
  15865. /**
  15866. * This object allows to enable certain WebGL 2 extensions.
  15867. *
  15868. * - clipCullDistance: set to `true` to use vertex shader clipping
  15869. * - multiDraw: set to `true` to use vertex shader multi_draw / enable gl_DrawID
  15870. *
  15871. * @type {{clipCullDistance:false,multiDraw:false}}
  15872. */
  15873. this.extensions = {
  15874. clipCullDistance: false, // set to use vertex shader clipping
  15875. multiDraw: false // set to use vertex shader multi_draw / enable gl_DrawID
  15876. };
  15877. /**
  15878. * When the rendered geometry doesn't include these attributes but the
  15879. * material does, these default values will be passed to the shaders. This
  15880. * avoids errors when buffer data is missing.
  15881. *
  15882. * - color: [ 1, 1, 1 ]
  15883. * - uv: [ 0, 0 ]
  15884. * - uv1: [ 0, 0 ]
  15885. *
  15886. * @type {Object}
  15887. */
  15888. this.defaultAttributeValues = {
  15889. 'color': [ 1, 1, 1 ],
  15890. 'uv': [ 0, 0 ],
  15891. 'uv1': [ 0, 0 ]
  15892. };
  15893. /**
  15894. * If set, this calls [gl.bindAttribLocation](https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bindAttribLocation)
  15895. * to bind a generic vertex index to an attribute variable.
  15896. *
  15897. * @type {string|undefined}
  15898. * @default undefined
  15899. */
  15900. this.index0AttributeName = undefined;
  15901. /**
  15902. * Can be used to force a uniform update while changing uniforms in
  15903. * {@link Object3D#onBeforeRender}.
  15904. *
  15905. * @type {boolean}
  15906. * @default false
  15907. */
  15908. this.uniformsNeedUpdate = false;
  15909. /**
  15910. * Defines the GLSL version of custom shader code.
  15911. *
  15912. * @type {?(GLSL1|GLSL3)}
  15913. * @default null
  15914. */
  15915. this.glslVersion = null;
  15916. if ( parameters !== undefined ) {
  15917. this.setValues( parameters );
  15918. }
  15919. }
  15920. copy( source ) {
  15921. super.copy( source );
  15922. this.fragmentShader = source.fragmentShader;
  15923. this.vertexShader = source.vertexShader;
  15924. this.uniforms = cloneUniforms( source.uniforms );
  15925. this.uniformsGroups = cloneUniformsGroups( source.uniformsGroups );
  15926. this.defines = Object.assign( {}, source.defines );
  15927. this.wireframe = source.wireframe;
  15928. this.wireframeLinewidth = source.wireframeLinewidth;
  15929. this.fog = source.fog;
  15930. this.lights = source.lights;
  15931. this.clipping = source.clipping;
  15932. this.extensions = Object.assign( {}, source.extensions );
  15933. this.glslVersion = source.glslVersion;
  15934. this.defaultAttributeValues = Object.assign( {}, source.defaultAttributeValues );
  15935. this.index0AttributeName = source.index0AttributeName;
  15936. this.uniformsNeedUpdate = source.uniformsNeedUpdate;
  15937. return this;
  15938. }
  15939. toJSON( meta ) {
  15940. const data = super.toJSON( meta );
  15941. data.glslVersion = this.glslVersion;
  15942. data.uniforms = {};
  15943. for ( const name in this.uniforms ) {
  15944. const uniform = this.uniforms[ name ];
  15945. const value = uniform.value;
  15946. if ( value && value.isTexture ) {
  15947. data.uniforms[ name ] = {
  15948. type: 't',
  15949. value: value.toJSON( meta ).uuid
  15950. };
  15951. } else if ( value && value.isColor ) {
  15952. data.uniforms[ name ] = {
  15953. type: 'c',
  15954. value: value.getHex()
  15955. };
  15956. } else if ( value && value.isVector2 ) {
  15957. data.uniforms[ name ] = {
  15958. type: 'v2',
  15959. value: value.toArray()
  15960. };
  15961. } else if ( value && value.isVector3 ) {
  15962. data.uniforms[ name ] = {
  15963. type: 'v3',
  15964. value: value.toArray()
  15965. };
  15966. } else if ( value && value.isVector4 ) {
  15967. data.uniforms[ name ] = {
  15968. type: 'v4',
  15969. value: value.toArray()
  15970. };
  15971. } else if ( value && value.isMatrix3 ) {
  15972. data.uniforms[ name ] = {
  15973. type: 'm3',
  15974. value: value.toArray()
  15975. };
  15976. } else if ( value && value.isMatrix4 ) {
  15977. data.uniforms[ name ] = {
  15978. type: 'm4',
  15979. value: value.toArray()
  15980. };
  15981. } else {
  15982. data.uniforms[ name ] = {
  15983. value: value
  15984. };
  15985. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  15986. }
  15987. }
  15988. if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;
  15989. data.vertexShader = this.vertexShader;
  15990. data.fragmentShader = this.fragmentShader;
  15991. data.lights = this.lights;
  15992. data.clipping = this.clipping;
  15993. const extensions = {};
  15994. for ( const key in this.extensions ) {
  15995. if ( this.extensions[ key ] === true ) extensions[ key ] = true;
  15996. }
  15997. if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;
  15998. return data;
  15999. }
  16000. }
  16001. /**
  16002. * Abstract base class for cameras. This class should always be inherited
  16003. * when you build a new camera.
  16004. *
  16005. * @abstract
  16006. * @augments Object3D
  16007. */
  16008. class Camera extends Object3D {
  16009. /**
  16010. * Constructs a new camera.
  16011. */
  16012. constructor() {
  16013. super();
  16014. /**
  16015. * This flag can be used for type testing.
  16016. *
  16017. * @type {boolean}
  16018. * @readonly
  16019. * @default true
  16020. */
  16021. this.isCamera = true;
  16022. this.type = 'Camera';
  16023. /**
  16024. * The inverse of the camera's world matrix.
  16025. *
  16026. * @type {Matrix4}
  16027. */
  16028. this.matrixWorldInverse = new Matrix4();
  16029. /**
  16030. * The camera's projection matrix.
  16031. *
  16032. * @type {Matrix4}
  16033. */
  16034. this.projectionMatrix = new Matrix4();
  16035. /**
  16036. * The inverse of the camera's projection matrix.
  16037. *
  16038. * @type {Matrix4}
  16039. */
  16040. this.projectionMatrixInverse = new Matrix4();
  16041. /**
  16042. * The coordinate system in which the camera is used.
  16043. *
  16044. * @type {(WebGLCoordinateSystem|WebGPUCoordinateSystem)}
  16045. */
  16046. this.coordinateSystem = WebGLCoordinateSystem;
  16047. this._reversedDepth = false;
  16048. }
  16049. /**
  16050. * The flag that indicates whether the camera uses a reversed depth buffer.
  16051. *
  16052. * @type {boolean}
  16053. * @default false
  16054. */
  16055. get reversedDepth() {
  16056. return this._reversedDepth;
  16057. }
  16058. copy( source, recursive ) {
  16059. super.copy( source, recursive );
  16060. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  16061. this.projectionMatrix.copy( source.projectionMatrix );
  16062. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  16063. this.coordinateSystem = source.coordinateSystem;
  16064. return this;
  16065. }
  16066. /**
  16067. * Returns a vector representing the ("look") direction of the 3D object in world space.
  16068. *
  16069. * This method is overwritten since cameras have a different forward vector compared to other
  16070. * 3D objects. A camera looks down its local, negative z-axis by default.
  16071. *
  16072. * @param {Vector3} target - The target vector the result is stored to.
  16073. * @return {Vector3} The 3D object's direction in world space.
  16074. */
  16075. getWorldDirection( target ) {
  16076. return super.getWorldDirection( target ).negate();
  16077. }
  16078. updateMatrixWorld( force ) {
  16079. super.updateMatrixWorld( force );
  16080. this.matrixWorldInverse.copy( this.matrixWorld ).invert();
  16081. }
  16082. updateWorldMatrix( updateParents, updateChildren ) {
  16083. super.updateWorldMatrix( updateParents, updateChildren );
  16084. this.matrixWorldInverse.copy( this.matrixWorld ).invert();
  16085. }
  16086. clone() {
  16087. return new this.constructor().copy( this );
  16088. }
  16089. }
  16090. const _v3$1 = /*@__PURE__*/ new Vector3();
  16091. const _minTarget = /*@__PURE__*/ new Vector2();
  16092. const _maxTarget = /*@__PURE__*/ new Vector2();
  16093. /**
  16094. * Camera that uses [perspective projection](https://en.wikipedia.org/wiki/Perspective_(graphical)).
  16095. *
  16096. * This projection mode is designed to mimic the way the human eye sees. It
  16097. * is the most common projection mode used for rendering a 3D scene.
  16098. *
  16099. * ```js
  16100. * const camera = new THREE.PerspectiveCamera( 45, width / height, 1, 1000 );
  16101. * scene.add( camera );
  16102. * ```
  16103. *
  16104. * @augments Camera
  16105. */
  16106. class PerspectiveCamera extends Camera {
  16107. /**
  16108. * Constructs a new perspective camera.
  16109. *
  16110. * @param {number} [fov=50] - The vertical field of view.
  16111. * @param {number} [aspect=1] - The aspect ratio.
  16112. * @param {number} [near=0.1] - The camera's near plane.
  16113. * @param {number} [far=2000] - The camera's far plane.
  16114. */
  16115. constructor( fov = 50, aspect = 1, near = 0.1, far = 2000 ) {
  16116. super();
  16117. /**
  16118. * This flag can be used for type testing.
  16119. *
  16120. * @type {boolean}
  16121. * @readonly
  16122. * @default true
  16123. */
  16124. this.isPerspectiveCamera = true;
  16125. this.type = 'PerspectiveCamera';
  16126. /**
  16127. * The vertical field of view, from bottom to top of view,
  16128. * in degrees.
  16129. *
  16130. * @type {number}
  16131. * @default 50
  16132. */
  16133. this.fov = fov;
  16134. /**
  16135. * The zoom factor of the camera.
  16136. *
  16137. * @type {number}
  16138. * @default 1
  16139. */
  16140. this.zoom = 1;
  16141. /**
  16142. * The camera's near plane. The valid range is greater than `0`
  16143. * and less than the current value of {@link PerspectiveCamera#far}.
  16144. *
  16145. * Note that, unlike for the {@link OrthographicCamera}, `0` is <em>not</em> a
  16146. * valid value for a perspective camera's near plane.
  16147. *
  16148. * @type {number}
  16149. * @default 0.1
  16150. */
  16151. this.near = near;
  16152. /**
  16153. * The camera's far plane. Must be greater than the
  16154. * current value of {@link PerspectiveCamera#near}.
  16155. *
  16156. * @type {number}
  16157. * @default 2000
  16158. */
  16159. this.far = far;
  16160. /**
  16161. * Object distance used for stereoscopy and depth-of-field effects. This
  16162. * parameter does not influence the projection matrix unless a
  16163. * {@link StereoCamera} is being used.
  16164. *
  16165. * @type {number}
  16166. * @default 10
  16167. */
  16168. this.focus = 10;
  16169. /**
  16170. * The aspect ratio, usually the canvas width / canvas height.
  16171. *
  16172. * @type {number}
  16173. * @default 1
  16174. */
  16175. this.aspect = aspect;
  16176. /**
  16177. * Represents the frustum window specification. This property should not be edited
  16178. * directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}.
  16179. *
  16180. * @type {?Object}
  16181. * @default null
  16182. */
  16183. this.view = null;
  16184. /**
  16185. * Film size used for the larger axis. Default is `35` (millimeters). This
  16186. * parameter does not influence the projection matrix unless {@link PerspectiveCamera#filmOffset}
  16187. * is set to a nonzero value.
  16188. *
  16189. * @type {number}
  16190. * @default 35
  16191. */
  16192. this.filmGauge = 35;
  16193. /**
  16194. * Horizontal off-center offset in the same unit as {@link PerspectiveCamera#filmGauge}.
  16195. *
  16196. * @type {number}
  16197. * @default 0
  16198. */
  16199. this.filmOffset = 0;
  16200. this.updateProjectionMatrix();
  16201. }
  16202. copy( source, recursive ) {
  16203. super.copy( source, recursive );
  16204. this.fov = source.fov;
  16205. this.zoom = source.zoom;
  16206. this.near = source.near;
  16207. this.far = source.far;
  16208. this.focus = source.focus;
  16209. this.aspect = source.aspect;
  16210. this.view = source.view === null ? null : Object.assign( {}, source.view );
  16211. this.filmGauge = source.filmGauge;
  16212. this.filmOffset = source.filmOffset;
  16213. return this;
  16214. }
  16215. /**
  16216. * Sets the FOV by focal length in respect to the current {@link PerspectiveCamera#filmGauge}.
  16217. *
  16218. * The default film gauge is 35, so that the focal length can be specified for
  16219. * a 35mm (full frame) camera.
  16220. *
  16221. * @param {number} focalLength - Values for focal length and film gauge must have the same unit.
  16222. */
  16223. setFocalLength( focalLength ) {
  16224. /** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */
  16225. const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  16226. this.fov = RAD2DEG * 2 * Math.atan( vExtentSlope );
  16227. this.updateProjectionMatrix();
  16228. }
  16229. /**
  16230. * Returns the focal length from the current {@link PerspectiveCamera#fov} and
  16231. * {@link PerspectiveCamera#filmGauge}.
  16232. *
  16233. * @return {number} The computed focal length.
  16234. */
  16235. getFocalLength() {
  16236. const vExtentSlope = Math.tan( DEG2RAD * 0.5 * this.fov );
  16237. return 0.5 * this.getFilmHeight() / vExtentSlope;
  16238. }
  16239. /**
  16240. * Returns the current vertical field of view angle in degrees considering {@link PerspectiveCamera#zoom}.
  16241. *
  16242. * @return {number} The effective FOV.
  16243. */
  16244. getEffectiveFOV() {
  16245. return RAD2DEG * 2 * Math.atan(
  16246. Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom );
  16247. }
  16248. /**
  16249. * Returns the width of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or
  16250. * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.
  16251. *
  16252. * @return {number} The film width.
  16253. */
  16254. getFilmWidth() {
  16255. // film not completely covered in portrait format (aspect < 1)
  16256. return this.filmGauge * Math.min( this.aspect, 1 );
  16257. }
  16258. /**
  16259. * Returns the height of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or
  16260. * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.
  16261. *
  16262. * @return {number} The film width.
  16263. */
  16264. getFilmHeight() {
  16265. // film not completely covered in landscape format (aspect > 1)
  16266. return this.filmGauge / Math.max( this.aspect, 1 );
  16267. }
  16268. /**
  16269. * Computes the 2D bounds of the camera's viewable rectangle at a given distance along the viewing direction.
  16270. * Sets `minTarget` and `maxTarget` to the coordinates of the lower-left and upper-right corners of the view rectangle.
  16271. *
  16272. * @param {number} distance - The viewing distance.
  16273. * @param {Vector2} minTarget - The lower-left corner of the view rectangle is written into this vector.
  16274. * @param {Vector2} maxTarget - The upper-right corner of the view rectangle is written into this vector.
  16275. */
  16276. getViewBounds( distance, minTarget, maxTarget ) {
  16277. _v3$1.set( -1, -1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
  16278. minTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
  16279. _v3$1.set( 1, 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
  16280. maxTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
  16281. }
  16282. /**
  16283. * Computes the width and height of the camera's viewable rectangle at a given distance along the viewing direction.
  16284. *
  16285. * @param {number} distance - The viewing distance.
  16286. * @param {Vector2} target - The target vector that is used to store result where x is width and y is height.
  16287. * @returns {Vector2} The view size.
  16288. */
  16289. getViewSize( distance, target ) {
  16290. this.getViewBounds( distance, _minTarget, _maxTarget );
  16291. return target.subVectors( _maxTarget, _minTarget );
  16292. }
  16293. /**
  16294. * Sets an offset in a larger frustum. This is useful for multi-window or
  16295. * multi-monitor/multi-machine setups.
  16296. *
  16297. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  16298. * the monitors are in grid like this
  16299. *```
  16300. * +---+---+---+
  16301. * | A | B | C |
  16302. * +---+---+---+
  16303. * | D | E | F |
  16304. * +---+---+---+
  16305. *```
  16306. * then for each monitor you would call it like this:
  16307. *```js
  16308. * const w = 1920;
  16309. * const h = 1080;
  16310. * const fullWidth = w * 3;
  16311. * const fullHeight = h * 2;
  16312. *
  16313. * // --A--
  16314. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  16315. * // --B--
  16316. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  16317. * // --C--
  16318. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  16319. * // --D--
  16320. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  16321. * // --E--
  16322. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  16323. * // --F--
  16324. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  16325. * ```
  16326. *
  16327. * Note there is no reason monitors have to be the same size or in a grid.
  16328. *
  16329. * @param {number} fullWidth - The full width of multiview setup.
  16330. * @param {number} fullHeight - The full height of multiview setup.
  16331. * @param {number} x - The horizontal offset of the subcamera.
  16332. * @param {number} y - The vertical offset of the subcamera.
  16333. * @param {number} width - The width of subcamera.
  16334. * @param {number} height - The height of subcamera.
  16335. */
  16336. setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
  16337. this.aspect = fullWidth / fullHeight;
  16338. if ( this.view === null ) {
  16339. this.view = {
  16340. enabled: true,
  16341. fullWidth: 1,
  16342. fullHeight: 1,
  16343. offsetX: 0,
  16344. offsetY: 0,
  16345. width: 1,
  16346. height: 1
  16347. };
  16348. }
  16349. this.view.enabled = true;
  16350. this.view.fullWidth = fullWidth;
  16351. this.view.fullHeight = fullHeight;
  16352. this.view.offsetX = x;
  16353. this.view.offsetY = y;
  16354. this.view.width = width;
  16355. this.view.height = height;
  16356. this.updateProjectionMatrix();
  16357. }
  16358. /**
  16359. * Removes the view offset from the projection matrix.
  16360. */
  16361. clearViewOffset() {
  16362. if ( this.view !== null ) {
  16363. this.view.enabled = false;
  16364. }
  16365. this.updateProjectionMatrix();
  16366. }
  16367. /**
  16368. * Updates the camera's projection matrix. Must be called after any change of
  16369. * camera properties.
  16370. */
  16371. updateProjectionMatrix() {
  16372. const near = this.near;
  16373. let top = near * Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom;
  16374. let height = 2 * top;
  16375. let width = this.aspect * height;
  16376. let left = -0.5 * width;
  16377. const view = this.view;
  16378. if ( this.view !== null && this.view.enabled ) {
  16379. const fullWidth = view.fullWidth,
  16380. fullHeight = view.fullHeight;
  16381. left += view.offsetX * width / fullWidth;
  16382. top -= view.offsetY * height / fullHeight;
  16383. width *= view.width / fullWidth;
  16384. height *= view.height / fullHeight;
  16385. }
  16386. const skew = this.filmOffset;
  16387. if ( skew !== 0 ) left += near * skew / this.getFilmWidth();
  16388. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far, this.coordinateSystem, this.reversedDepth );
  16389. this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
  16390. }
  16391. toJSON( meta ) {
  16392. const data = super.toJSON( meta );
  16393. data.object.fov = this.fov;
  16394. data.object.zoom = this.zoom;
  16395. data.object.near = this.near;
  16396. data.object.far = this.far;
  16397. data.object.focus = this.focus;
  16398. data.object.aspect = this.aspect;
  16399. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  16400. data.object.filmGauge = this.filmGauge;
  16401. data.object.filmOffset = this.filmOffset;
  16402. return data;
  16403. }
  16404. }
  16405. const fov = -90; // negative fov is not an error
  16406. const aspect = 1;
  16407. /**
  16408. * A special type of camera that is positioned in 3D space to render its surroundings into a
  16409. * cube render target. The render target can then be used as an environment map for rendering
  16410. * realtime reflections in your scene.
  16411. *
  16412. * ```js
  16413. * // Create cube render target
  16414. * const cubeRenderTarget = new THREE.WebGLCubeRenderTarget( 256, { generateMipmaps: true, minFilter: THREE.LinearMipmapLinearFilter } );
  16415. *
  16416. * // Create cube camera
  16417. * const cubeCamera = new THREE.CubeCamera( 1, 100000, cubeRenderTarget );
  16418. * scene.add( cubeCamera );
  16419. *
  16420. * // Create car
  16421. * const chromeMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeRenderTarget.texture } );
  16422. * const car = new THREE.Mesh( carGeometry, chromeMaterial );
  16423. * scene.add( car );
  16424. *
  16425. * // Update the render target cube
  16426. * car.visible = false;
  16427. * cubeCamera.position.copy( car.position );
  16428. * cubeCamera.update( renderer, scene );
  16429. *
  16430. * // Render the scene
  16431. * car.visible = true;
  16432. * renderer.render( scene, camera );
  16433. * ```
  16434. *
  16435. * @augments Object3D
  16436. */
  16437. class CubeCamera extends Object3D {
  16438. /**
  16439. * Constructs a new cube camera.
  16440. *
  16441. * @param {number} near - The camera's near plane.
  16442. * @param {number} far - The camera's far plane.
  16443. * @param {WebGLCubeRenderTarget} renderTarget - The cube render target.
  16444. */
  16445. constructor( near, far, renderTarget ) {
  16446. super();
  16447. this.type = 'CubeCamera';
  16448. /**
  16449. * A reference to the cube render target.
  16450. *
  16451. * @type {WebGLCubeRenderTarget}
  16452. */
  16453. this.renderTarget = renderTarget;
  16454. /**
  16455. * The current active coordinate system.
  16456. *
  16457. * @type {?(WebGLCoordinateSystem|WebGPUCoordinateSystem)}
  16458. * @default null
  16459. */
  16460. this.coordinateSystem = null;
  16461. /**
  16462. * The current active mipmap level
  16463. *
  16464. * @type {number}
  16465. * @default 0
  16466. */
  16467. this.activeMipmapLevel = 0;
  16468. const cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  16469. cameraPX.layers = this.layers;
  16470. this.add( cameraPX );
  16471. const cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  16472. cameraNX.layers = this.layers;
  16473. this.add( cameraNX );
  16474. const cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  16475. cameraPY.layers = this.layers;
  16476. this.add( cameraPY );
  16477. const cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  16478. cameraNY.layers = this.layers;
  16479. this.add( cameraNY );
  16480. const cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  16481. cameraPZ.layers = this.layers;
  16482. this.add( cameraPZ );
  16483. const cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  16484. cameraNZ.layers = this.layers;
  16485. this.add( cameraNZ );
  16486. }
  16487. /**
  16488. * Must be called when the coordinate system of the cube camera is changed.
  16489. */
  16490. updateCoordinateSystem() {
  16491. const coordinateSystem = this.coordinateSystem;
  16492. const cameras = this.children.concat();
  16493. const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = cameras;
  16494. for ( const camera of cameras ) this.remove( camera );
  16495. if ( coordinateSystem === WebGLCoordinateSystem ) {
  16496. cameraPX.up.set( 0, 1, 0 );
  16497. cameraPX.lookAt( 1, 0, 0 );
  16498. cameraNX.up.set( 0, 1, 0 );
  16499. cameraNX.lookAt( -1, 0, 0 );
  16500. cameraPY.up.set( 0, 0, -1 );
  16501. cameraPY.lookAt( 0, 1, 0 );
  16502. cameraNY.up.set( 0, 0, 1 );
  16503. cameraNY.lookAt( 0, -1, 0 );
  16504. cameraPZ.up.set( 0, 1, 0 );
  16505. cameraPZ.lookAt( 0, 0, 1 );
  16506. cameraNZ.up.set( 0, 1, 0 );
  16507. cameraNZ.lookAt( 0, 0, -1 );
  16508. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  16509. cameraPX.up.set( 0, -1, 0 );
  16510. cameraPX.lookAt( -1, 0, 0 );
  16511. cameraNX.up.set( 0, -1, 0 );
  16512. cameraNX.lookAt( 1, 0, 0 );
  16513. cameraPY.up.set( 0, 0, 1 );
  16514. cameraPY.lookAt( 0, 1, 0 );
  16515. cameraNY.up.set( 0, 0, -1 );
  16516. cameraNY.lookAt( 0, -1, 0 );
  16517. cameraPZ.up.set( 0, -1, 0 );
  16518. cameraPZ.lookAt( 0, 0, 1 );
  16519. cameraNZ.up.set( 0, -1, 0 );
  16520. cameraNZ.lookAt( 0, 0, -1 );
  16521. } else {
  16522. throw new Error( 'THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: ' + coordinateSystem );
  16523. }
  16524. for ( const camera of cameras ) {
  16525. this.add( camera );
  16526. camera.updateMatrixWorld();
  16527. }
  16528. }
  16529. /**
  16530. * Calling this method will render the given scene with the given renderer
  16531. * into the cube render target of the camera.
  16532. *
  16533. * @param {(Renderer|WebGLRenderer)} renderer - The renderer.
  16534. * @param {Scene} scene - The scene to render.
  16535. */
  16536. update( renderer, scene ) {
  16537. if ( this.parent === null ) this.updateMatrixWorld();
  16538. const { renderTarget, activeMipmapLevel } = this;
  16539. if ( this.coordinateSystem !== renderer.coordinateSystem ) {
  16540. this.coordinateSystem = renderer.coordinateSystem;
  16541. this.updateCoordinateSystem();
  16542. }
  16543. const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;
  16544. const currentRenderTarget = renderer.getRenderTarget();
  16545. const currentActiveCubeFace = renderer.getActiveCubeFace();
  16546. const currentActiveMipmapLevel = renderer.getActiveMipmapLevel();
  16547. const currentXrEnabled = renderer.xr.enabled;
  16548. renderer.xr.enabled = false;
  16549. const generateMipmaps = renderTarget.texture.generateMipmaps;
  16550. renderTarget.texture.generateMipmaps = false;
  16551. renderer.setRenderTarget( renderTarget, 0, activeMipmapLevel );
  16552. renderer.render( scene, cameraPX );
  16553. renderer.setRenderTarget( renderTarget, 1, activeMipmapLevel );
  16554. renderer.render( scene, cameraNX );
  16555. renderer.setRenderTarget( renderTarget, 2, activeMipmapLevel );
  16556. renderer.render( scene, cameraPY );
  16557. renderer.setRenderTarget( renderTarget, 3, activeMipmapLevel );
  16558. renderer.render( scene, cameraNY );
  16559. renderer.setRenderTarget( renderTarget, 4, activeMipmapLevel );
  16560. renderer.render( scene, cameraPZ );
  16561. // mipmaps are generated during the last call of render()
  16562. // at this point, all sides of the cube render target are defined
  16563. renderTarget.texture.generateMipmaps = generateMipmaps;
  16564. renderer.setRenderTarget( renderTarget, 5, activeMipmapLevel );
  16565. renderer.render( scene, cameraNZ );
  16566. renderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel );
  16567. renderer.xr.enabled = currentXrEnabled;
  16568. renderTarget.texture.needsPMREMUpdate = true;
  16569. }
  16570. }
  16571. /**
  16572. * Creates a cube texture made up of six images.
  16573. *
  16574. * ```js
  16575. * const loader = new THREE.CubeTextureLoader();
  16576. * loader.setPath( 'textures/cube/pisa/' );
  16577. *
  16578. * const textureCube = loader.load( [
  16579. * 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png'
  16580. * ] );
  16581. *
  16582. * const material = new THREE.MeshBasicMaterial( { color: 0xffffff, envMap: textureCube } );
  16583. * ```
  16584. *
  16585. * @augments Texture
  16586. */
  16587. class CubeTexture extends Texture {
  16588. /**
  16589. * Constructs a new cube texture.
  16590. *
  16591. * @param {Array<Image>} [images=[]] - An array holding a image for each side of a cube.
  16592. * @param {number} [mapping=CubeReflectionMapping] - The texture mapping.
  16593. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  16594. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  16595. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  16596. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  16597. * @param {number} [format=RGBAFormat] - The texture format.
  16598. * @param {number} [type=UnsignedByteType] - The texture type.
  16599. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  16600. * @param {string} [colorSpace=NoColorSpace] - The color space value.
  16601. */
  16602. constructor( images = [], mapping = CubeReflectionMapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ) {
  16603. super( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  16604. /**
  16605. * This flag can be used for type testing.
  16606. *
  16607. * @type {boolean}
  16608. * @readonly
  16609. * @default true
  16610. */
  16611. this.isCubeTexture = true;
  16612. /**
  16613. * If set to `true`, the texture is flipped along the vertical axis when
  16614. * uploaded to the GPU.
  16615. *
  16616. * Overwritten and set to `false` by default.
  16617. *
  16618. * @type {boolean}
  16619. * @default false
  16620. */
  16621. this.flipY = false;
  16622. }
  16623. /**
  16624. * Alias for {@link CubeTexture#image}.
  16625. *
  16626. * @type {Array<Image>}
  16627. */
  16628. get images() {
  16629. return this.image;
  16630. }
  16631. set images( value ) {
  16632. this.image = value;
  16633. }
  16634. }
  16635. /**
  16636. * A cube render target used in context of {@link WebGLRenderer}.
  16637. *
  16638. * @augments WebGLRenderTarget
  16639. */
  16640. class WebGLCubeRenderTarget extends WebGLRenderTarget {
  16641. /**
  16642. * Constructs a new cube render target.
  16643. *
  16644. * @param {number} [size=1] - The size of the render target.
  16645. * @param {RenderTarget~Options} [options] - The configuration object.
  16646. */
  16647. constructor( size = 1, options = {} ) {
  16648. super( size, size, options );
  16649. /**
  16650. * This flag can be used for type testing.
  16651. *
  16652. * @type {boolean}
  16653. * @readonly
  16654. * @default true
  16655. */
  16656. this.isWebGLCubeRenderTarget = true;
  16657. const image = { width: size, height: size, depth: 1 };
  16658. const images = [ image, image, image, image, image, image ];
  16659. /**
  16660. * Overwritten with a different texture type.
  16661. *
  16662. * @type {DataArrayTexture}
  16663. */
  16664. this.texture = new CubeTexture( images );
  16665. this._setTextureOptions( options );
  16666. // By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)
  16667. // in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,
  16668. // in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.
  16669. // three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped
  16670. // and the flag isRenderTargetTexture controls this conversion. The flip is not required when using WebGLCubeRenderTarget.texture
  16671. // as a cube texture (this is detected when isRenderTargetTexture is set to true for cube textures).
  16672. this.texture.isRenderTargetTexture = true;
  16673. }
  16674. /**
  16675. * Converts the given equirectangular texture to a cube map.
  16676. *
  16677. * @param {WebGLRenderer} renderer - The renderer.
  16678. * @param {Texture} texture - The equirectangular texture.
  16679. * @return {WebGLCubeRenderTarget} A reference to this cube render target.
  16680. */
  16681. fromEquirectangularTexture( renderer, texture ) {
  16682. this.texture.type = texture.type;
  16683. this.texture.colorSpace = texture.colorSpace;
  16684. this.texture.generateMipmaps = texture.generateMipmaps;
  16685. this.texture.minFilter = texture.minFilter;
  16686. this.texture.magFilter = texture.magFilter;
  16687. const shader = {
  16688. uniforms: {
  16689. tEquirect: { value: null },
  16690. },
  16691. vertexShader: /* glsl */`
  16692. varying vec3 vWorldDirection;
  16693. vec3 transformDirection( in vec3 dir, in mat4 matrix ) {
  16694. return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );
  16695. }
  16696. void main() {
  16697. vWorldDirection = transformDirection( position, modelMatrix );
  16698. #include <begin_vertex>
  16699. #include <project_vertex>
  16700. }
  16701. `,
  16702. fragmentShader: /* glsl */`
  16703. uniform sampler2D tEquirect;
  16704. varying vec3 vWorldDirection;
  16705. #include <common>
  16706. void main() {
  16707. vec3 direction = normalize( vWorldDirection );
  16708. vec2 sampleUV = equirectUv( direction );
  16709. gl_FragColor = texture2D( tEquirect, sampleUV );
  16710. }
  16711. `
  16712. };
  16713. const geometry = new BoxGeometry( 5, 5, 5 );
  16714. const material = new ShaderMaterial( {
  16715. name: 'CubemapFromEquirect',
  16716. uniforms: cloneUniforms( shader.uniforms ),
  16717. vertexShader: shader.vertexShader,
  16718. fragmentShader: shader.fragmentShader,
  16719. side: BackSide,
  16720. blending: NoBlending
  16721. } );
  16722. material.uniforms.tEquirect.value = texture;
  16723. const mesh = new Mesh( geometry, material );
  16724. const currentMinFilter = texture.minFilter;
  16725. // Avoid blurred poles
  16726. if ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter;
  16727. const camera = new CubeCamera( 1, 10, this );
  16728. camera.update( renderer, mesh );
  16729. texture.minFilter = currentMinFilter;
  16730. mesh.geometry.dispose();
  16731. mesh.material.dispose();
  16732. return this;
  16733. }
  16734. /**
  16735. * Clears this cube render target.
  16736. *
  16737. * @param {WebGLRenderer} renderer - The renderer.
  16738. * @param {boolean} [color=true] - Whether the color buffer should be cleared or not.
  16739. * @param {boolean} [depth=true] - Whether the depth buffer should be cleared or not.
  16740. * @param {boolean} [stencil=true] - Whether the stencil buffer should be cleared or not.
  16741. */
  16742. clear( renderer, color = true, depth = true, stencil = true ) {
  16743. const currentRenderTarget = renderer.getRenderTarget();
  16744. for ( let i = 0; i < 6; i ++ ) {
  16745. renderer.setRenderTarget( this, i );
  16746. renderer.clear( color, depth, stencil );
  16747. }
  16748. renderer.setRenderTarget( currentRenderTarget );
  16749. }
  16750. }
  16751. /**
  16752. * This is almost identical to an {@link Object3D}. Its purpose is to
  16753. * make working with groups of objects syntactically clearer.
  16754. *
  16755. * ```js
  16756. * // Create a group and add the two cubes.
  16757. * // These cubes can now be rotated / scaled etc as a group.
  16758. * const group = new THREE.Group();
  16759. *
  16760. * group.add( meshA );
  16761. * group.add( meshB );
  16762. *
  16763. * scene.add( group );
  16764. * ```
  16765. *
  16766. * @augments Object3D
  16767. */
  16768. class Group extends Object3D {
  16769. constructor() {
  16770. super();
  16771. /**
  16772. * This flag can be used for type testing.
  16773. *
  16774. * @type {boolean}
  16775. * @readonly
  16776. * @default true
  16777. */
  16778. this.isGroup = true;
  16779. this.type = 'Group';
  16780. }
  16781. }
  16782. const _moveEvent = { type: 'move' };
  16783. /**
  16784. * Class for representing a XR controller with its
  16785. * different coordinate systems.
  16786. *
  16787. * @private
  16788. */
  16789. class WebXRController {
  16790. /**
  16791. * Constructs a new XR controller.
  16792. */
  16793. constructor() {
  16794. /**
  16795. * A group representing the target ray space
  16796. * of the XR controller.
  16797. *
  16798. * @private
  16799. * @type {?Group}
  16800. * @default null
  16801. */
  16802. this._targetRay = null;
  16803. /**
  16804. * A group representing the grip space
  16805. * of the XR controller.
  16806. *
  16807. * @private
  16808. * @type {?Group}
  16809. * @default null
  16810. */
  16811. this._grip = null;
  16812. /**
  16813. * A group representing the hand space
  16814. * of the XR controller.
  16815. *
  16816. * @private
  16817. * @type {?Group}
  16818. * @default null
  16819. */
  16820. this._hand = null;
  16821. }
  16822. /**
  16823. * Returns a group representing the hand space of the XR controller.
  16824. *
  16825. * @return {Group} A group representing the hand space of the XR controller.
  16826. */
  16827. getHandSpace() {
  16828. if ( this._hand === null ) {
  16829. this._hand = new Group();
  16830. this._hand.matrixAutoUpdate = false;
  16831. this._hand.visible = false;
  16832. this._hand.joints = {};
  16833. this._hand.inputState = { pinching: false };
  16834. }
  16835. return this._hand;
  16836. }
  16837. /**
  16838. * Returns a group representing the target ray space of the XR controller.
  16839. *
  16840. * @return {Group} A group representing the target ray space of the XR controller.
  16841. */
  16842. getTargetRaySpace() {
  16843. if ( this._targetRay === null ) {
  16844. this._targetRay = new Group();
  16845. this._targetRay.matrixAutoUpdate = false;
  16846. this._targetRay.visible = false;
  16847. this._targetRay.hasLinearVelocity = false;
  16848. this._targetRay.linearVelocity = new Vector3();
  16849. this._targetRay.hasAngularVelocity = false;
  16850. this._targetRay.angularVelocity = new Vector3();
  16851. }
  16852. return this._targetRay;
  16853. }
  16854. /**
  16855. * Returns a group representing the grip space of the XR controller.
  16856. *
  16857. * @return {Group} A group representing the grip space of the XR controller.
  16858. */
  16859. getGripSpace() {
  16860. if ( this._grip === null ) {
  16861. this._grip = new Group();
  16862. this._grip.matrixAutoUpdate = false;
  16863. this._grip.visible = false;
  16864. this._grip.hasLinearVelocity = false;
  16865. this._grip.linearVelocity = new Vector3();
  16866. this._grip.hasAngularVelocity = false;
  16867. this._grip.angularVelocity = new Vector3();
  16868. }
  16869. return this._grip;
  16870. }
  16871. /**
  16872. * Dispatches the given event to the groups representing
  16873. * the different coordinate spaces of the XR controller.
  16874. *
  16875. * @param {Object} event - The event to dispatch.
  16876. * @return {WebXRController} A reference to this instance.
  16877. */
  16878. dispatchEvent( event ) {
  16879. if ( this._targetRay !== null ) {
  16880. this._targetRay.dispatchEvent( event );
  16881. }
  16882. if ( this._grip !== null ) {
  16883. this._grip.dispatchEvent( event );
  16884. }
  16885. if ( this._hand !== null ) {
  16886. this._hand.dispatchEvent( event );
  16887. }
  16888. return this;
  16889. }
  16890. /**
  16891. * Connects the controller with the given XR input source.
  16892. *
  16893. * @param {XRInputSource} inputSource - The input source.
  16894. * @return {WebXRController} A reference to this instance.
  16895. */
  16896. connect( inputSource ) {
  16897. if ( inputSource && inputSource.hand ) {
  16898. const hand = this._hand;
  16899. if ( hand ) {
  16900. for ( const inputjoint of inputSource.hand.values() ) {
  16901. // Initialize hand with joints when connected
  16902. this._getHandJoint( hand, inputjoint );
  16903. }
  16904. }
  16905. }
  16906. this.dispatchEvent( { type: 'connected', data: inputSource } );
  16907. return this;
  16908. }
  16909. /**
  16910. * Disconnects the controller from the given XR input source.
  16911. *
  16912. * @param {XRInputSource} inputSource - The input source.
  16913. * @return {WebXRController} A reference to this instance.
  16914. */
  16915. disconnect( inputSource ) {
  16916. this.dispatchEvent( { type: 'disconnected', data: inputSource } );
  16917. if ( this._targetRay !== null ) {
  16918. this._targetRay.visible = false;
  16919. }
  16920. if ( this._grip !== null ) {
  16921. this._grip.visible = false;
  16922. }
  16923. if ( this._hand !== null ) {
  16924. this._hand.visible = false;
  16925. }
  16926. return this;
  16927. }
  16928. /**
  16929. * Updates the controller with the given input source, XR frame and reference space.
  16930. * This updates the transformations of the groups that represent the different
  16931. * coordinate systems of the controller.
  16932. *
  16933. * @param {XRInputSource} inputSource - The input source.
  16934. * @param {XRFrame} frame - The XR frame.
  16935. * @param {XRReferenceSpace} referenceSpace - The reference space.
  16936. * @return {WebXRController} A reference to this instance.
  16937. */
  16938. update( inputSource, frame, referenceSpace ) {
  16939. let inputPose = null;
  16940. let gripPose = null;
  16941. let handPose = null;
  16942. const targetRay = this._targetRay;
  16943. const grip = this._grip;
  16944. const hand = this._hand;
  16945. if ( inputSource && frame.session.visibilityState !== 'visible-blurred' ) {
  16946. if ( hand && inputSource.hand ) {
  16947. handPose = true;
  16948. for ( const inputjoint of inputSource.hand.values() ) {
  16949. // Update the joints groups with the XRJoint poses
  16950. const jointPose = frame.getJointPose( inputjoint, referenceSpace );
  16951. // The transform of this joint will be updated with the joint pose on each frame
  16952. const joint = this._getHandJoint( hand, inputjoint );
  16953. if ( jointPose !== null ) {
  16954. joint.matrix.fromArray( jointPose.transform.matrix );
  16955. joint.matrix.decompose( joint.position, joint.rotation, joint.scale );
  16956. joint.matrixWorldNeedsUpdate = true;
  16957. joint.jointRadius = jointPose.radius;
  16958. }
  16959. joint.visible = jointPose !== null;
  16960. }
  16961. // Custom events
  16962. // Check pinchz
  16963. const indexTip = hand.joints[ 'index-finger-tip' ];
  16964. const thumbTip = hand.joints[ 'thumb-tip' ];
  16965. const distance = indexTip.position.distanceTo( thumbTip.position );
  16966. const distanceToPinch = 0.02;
  16967. const threshold = 0.005;
  16968. if ( hand.inputState.pinching && distance > distanceToPinch + threshold ) {
  16969. hand.inputState.pinching = false;
  16970. this.dispatchEvent( {
  16971. type: 'pinchend',
  16972. handedness: inputSource.handedness,
  16973. target: this
  16974. } );
  16975. } else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) {
  16976. hand.inputState.pinching = true;
  16977. this.dispatchEvent( {
  16978. type: 'pinchstart',
  16979. handedness: inputSource.handedness,
  16980. target: this
  16981. } );
  16982. }
  16983. } else {
  16984. if ( grip !== null && inputSource.gripSpace ) {
  16985. gripPose = frame.getPose( inputSource.gripSpace, referenceSpace );
  16986. if ( gripPose !== null ) {
  16987. grip.matrix.fromArray( gripPose.transform.matrix );
  16988. grip.matrix.decompose( grip.position, grip.rotation, grip.scale );
  16989. grip.matrixWorldNeedsUpdate = true;
  16990. if ( gripPose.linearVelocity ) {
  16991. grip.hasLinearVelocity = true;
  16992. grip.linearVelocity.copy( gripPose.linearVelocity );
  16993. } else {
  16994. grip.hasLinearVelocity = false;
  16995. }
  16996. if ( gripPose.angularVelocity ) {
  16997. grip.hasAngularVelocity = true;
  16998. grip.angularVelocity.copy( gripPose.angularVelocity );
  16999. } else {
  17000. grip.hasAngularVelocity = false;
  17001. }
  17002. }
  17003. }
  17004. }
  17005. if ( targetRay !== null ) {
  17006. inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  17007. // Some runtimes (namely Vive Cosmos with Vive OpenXR Runtime) have only grip space and ray space is equal to it
  17008. if ( inputPose === null && gripPose !== null ) {
  17009. inputPose = gripPose;
  17010. }
  17011. if ( inputPose !== null ) {
  17012. targetRay.matrix.fromArray( inputPose.transform.matrix );
  17013. targetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );
  17014. targetRay.matrixWorldNeedsUpdate = true;
  17015. if ( inputPose.linearVelocity ) {
  17016. targetRay.hasLinearVelocity = true;
  17017. targetRay.linearVelocity.copy( inputPose.linearVelocity );
  17018. } else {
  17019. targetRay.hasLinearVelocity = false;
  17020. }
  17021. if ( inputPose.angularVelocity ) {
  17022. targetRay.hasAngularVelocity = true;
  17023. targetRay.angularVelocity.copy( inputPose.angularVelocity );
  17024. } else {
  17025. targetRay.hasAngularVelocity = false;
  17026. }
  17027. this.dispatchEvent( _moveEvent );
  17028. }
  17029. }
  17030. }
  17031. if ( targetRay !== null ) {
  17032. targetRay.visible = ( inputPose !== null );
  17033. }
  17034. if ( grip !== null ) {
  17035. grip.visible = ( gripPose !== null );
  17036. }
  17037. if ( hand !== null ) {
  17038. hand.visible = ( handPose !== null );
  17039. }
  17040. return this;
  17041. }
  17042. /**
  17043. * Returns a group representing the hand joint for the given input joint.
  17044. *
  17045. * @private
  17046. * @param {Group} hand - The group representing the hand space.
  17047. * @param {XRJointSpace} inputjoint - The hand joint data.
  17048. * @return {Group} A group representing the hand joint for the given input joint.
  17049. */
  17050. _getHandJoint( hand, inputjoint ) {
  17051. if ( hand.joints[ inputjoint.jointName ] === undefined ) {
  17052. const joint = new Group();
  17053. joint.matrixAutoUpdate = false;
  17054. joint.visible = false;
  17055. hand.joints[ inputjoint.jointName ] = joint;
  17056. hand.add( joint );
  17057. }
  17058. return hand.joints[ inputjoint.jointName ];
  17059. }
  17060. }
  17061. /**
  17062. * This class can be used to define an exponential squared fog,
  17063. * which gives a clear view near the camera and a faster than exponentially
  17064. * densening fog farther from the camera.
  17065. *
  17066. * ```js
  17067. * const scene = new THREE.Scene();
  17068. * scene.fog = new THREE.FogExp2( 0xcccccc, 0.002 );
  17069. * ```
  17070. */
  17071. class FogExp2 {
  17072. /**
  17073. * Constructs a new fog.
  17074. *
  17075. * @param {number|Color} color - The fog's color.
  17076. * @param {number} [density=0.00025] - Defines how fast the fog will grow dense.
  17077. */
  17078. constructor( color, density = 0.00025 ) {
  17079. /**
  17080. * This flag can be used for type testing.
  17081. *
  17082. * @type {boolean}
  17083. * @readonly
  17084. * @default true
  17085. */
  17086. this.isFogExp2 = true;
  17087. /**
  17088. * The name of the fog.
  17089. *
  17090. * @type {string}
  17091. */
  17092. this.name = '';
  17093. /**
  17094. * The fog's color.
  17095. *
  17096. * @type {Color}
  17097. */
  17098. this.color = new Color( color );
  17099. /**
  17100. * Defines how fast the fog will grow dense.
  17101. *
  17102. * @type {number}
  17103. * @default 0.00025
  17104. */
  17105. this.density = density;
  17106. }
  17107. /**
  17108. * Returns a new fog with copied values from this instance.
  17109. *
  17110. * @return {FogExp2} A clone of this instance.
  17111. */
  17112. clone() {
  17113. return new FogExp2( this.color, this.density );
  17114. }
  17115. /**
  17116. * Serializes the fog into JSON.
  17117. *
  17118. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  17119. * @return {Object} A JSON object representing the serialized fog
  17120. */
  17121. toJSON( /* meta */ ) {
  17122. return {
  17123. type: 'FogExp2',
  17124. name: this.name,
  17125. color: this.color.getHex(),
  17126. density: this.density
  17127. };
  17128. }
  17129. }
  17130. /**
  17131. * This class can be used to define a linear fog that grows linearly denser
  17132. * with the distance.
  17133. *
  17134. * ```js
  17135. * const scene = new THREE.Scene();
  17136. * scene.fog = new THREE.Fog( 0xcccccc, 10, 15 );
  17137. * ```
  17138. */
  17139. class Fog {
  17140. /**
  17141. * Constructs a new fog.
  17142. *
  17143. * @param {number|Color} color - The fog's color.
  17144. * @param {number} [near=1] - The minimum distance to start applying fog.
  17145. * @param {number} [far=1000] - The maximum distance at which fog stops being calculated and applied.
  17146. */
  17147. constructor( color, near = 1, far = 1000 ) {
  17148. /**
  17149. * This flag can be used for type testing.
  17150. *
  17151. * @type {boolean}
  17152. * @readonly
  17153. * @default true
  17154. */
  17155. this.isFog = true;
  17156. /**
  17157. * The name of the fog.
  17158. *
  17159. * @type {string}
  17160. */
  17161. this.name = '';
  17162. /**
  17163. * The fog's color.
  17164. *
  17165. * @type {Color}
  17166. */
  17167. this.color = new Color( color );
  17168. /**
  17169. * The minimum distance to start applying fog. Objects that are less than
  17170. * `near` units from the active camera won't be affected by fog.
  17171. *
  17172. * @type {number}
  17173. * @default 1
  17174. */
  17175. this.near = near;
  17176. /**
  17177. * The maximum distance at which fog stops being calculated and applied.
  17178. * Objects that are more than `far` units away from the active camera won't
  17179. * be affected by fog.
  17180. *
  17181. * @type {number}
  17182. * @default 1000
  17183. */
  17184. this.far = far;
  17185. }
  17186. /**
  17187. * Returns a new fog with copied values from this instance.
  17188. *
  17189. * @return {Fog} A clone of this instance.
  17190. */
  17191. clone() {
  17192. return new Fog( this.color, this.near, this.far );
  17193. }
  17194. /**
  17195. * Serializes the fog into JSON.
  17196. *
  17197. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  17198. * @return {Object} A JSON object representing the serialized fog
  17199. */
  17200. toJSON( /* meta */ ) {
  17201. return {
  17202. type: 'Fog',
  17203. name: this.name,
  17204. color: this.color.getHex(),
  17205. near: this.near,
  17206. far: this.far
  17207. };
  17208. }
  17209. }
  17210. /**
  17211. * Scenes allow you to set up what is to be rendered and where by three.js.
  17212. * This is where you place 3D objects like meshes, lines or lights.
  17213. *
  17214. * @augments Object3D
  17215. */
  17216. class Scene extends Object3D {
  17217. /**
  17218. * Constructs a new scene.
  17219. */
  17220. constructor() {
  17221. super();
  17222. /**
  17223. * This flag can be used for type testing.
  17224. *
  17225. * @type {boolean}
  17226. * @readonly
  17227. * @default true
  17228. */
  17229. this.isScene = true;
  17230. this.type = 'Scene';
  17231. /**
  17232. * Defines the background of the scene. Valid inputs are:
  17233. *
  17234. * - A color for defining a uniform colored background.
  17235. * - A texture for defining a (flat) textured background.
  17236. * - Cube textures or equirectangular textures for defining a skybox.
  17237. *
  17238. * @type {?(Color|Texture)}
  17239. * @default null
  17240. */
  17241. this.background = null;
  17242. /**
  17243. * Sets the environment map for all physical materials in the scene. However,
  17244. * it's not possible to overwrite an existing texture assigned to the `envMap`
  17245. * material property.
  17246. *
  17247. * @type {?Texture}
  17248. * @default null
  17249. */
  17250. this.environment = null;
  17251. /**
  17252. * A fog instance defining the type of fog that affects everything
  17253. * rendered in the scene.
  17254. *
  17255. * @type {?(Fog|FogExp2)}
  17256. * @default null
  17257. */
  17258. this.fog = null;
  17259. /**
  17260. * Sets the blurriness of the background. Only influences environment maps
  17261. * assigned to {@link Scene#background}. Valid input is a float between `0`
  17262. * and `1`.
  17263. *
  17264. * @type {number}
  17265. * @default 0
  17266. */
  17267. this.backgroundBlurriness = 0;
  17268. /**
  17269. * Attenuates the color of the background. Only applies to background textures.
  17270. *
  17271. * @type {number}
  17272. * @default 1
  17273. */
  17274. this.backgroundIntensity = 1;
  17275. /**
  17276. * The rotation of the background in radians. Only influences environment maps
  17277. * assigned to {@link Scene#background}.
  17278. *
  17279. * @type {Euler}
  17280. * @default (0,0,0)
  17281. */
  17282. this.backgroundRotation = new Euler();
  17283. /**
  17284. * Attenuates the color of the environment. Only influences environment maps
  17285. * assigned to {@link Scene#environment}.
  17286. *
  17287. * @type {number}
  17288. * @default 1
  17289. */
  17290. this.environmentIntensity = 1;
  17291. /**
  17292. * The rotation of the environment map in radians. Only influences physical materials
  17293. * in the scene when {@link Scene#environment} is used.
  17294. *
  17295. * @type {Euler}
  17296. * @default (0,0,0)
  17297. */
  17298. this.environmentRotation = new Euler();
  17299. /**
  17300. * Forces everything in the scene to be rendered with the defined material. It is possible
  17301. * to exclude materials from override by setting {@link Material#allowOverride} to `false`.
  17302. *
  17303. * @type {?Material}
  17304. * @default null
  17305. */
  17306. this.overrideMaterial = null;
  17307. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  17308. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
  17309. }
  17310. }
  17311. copy( source, recursive ) {
  17312. super.copy( source, recursive );
  17313. if ( source.background !== null ) this.background = source.background.clone();
  17314. if ( source.environment !== null ) this.environment = source.environment.clone();
  17315. if ( source.fog !== null ) this.fog = source.fog.clone();
  17316. this.backgroundBlurriness = source.backgroundBlurriness;
  17317. this.backgroundIntensity = source.backgroundIntensity;
  17318. this.backgroundRotation.copy( source.backgroundRotation );
  17319. this.environmentIntensity = source.environmentIntensity;
  17320. this.environmentRotation.copy( source.environmentRotation );
  17321. if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
  17322. this.matrixAutoUpdate = source.matrixAutoUpdate;
  17323. return this;
  17324. }
  17325. toJSON( meta ) {
  17326. const data = super.toJSON( meta );
  17327. if ( this.fog !== null ) data.object.fog = this.fog.toJSON();
  17328. if ( this.backgroundBlurriness > 0 ) data.object.backgroundBlurriness = this.backgroundBlurriness;
  17329. if ( this.backgroundIntensity !== 1 ) data.object.backgroundIntensity = this.backgroundIntensity;
  17330. data.object.backgroundRotation = this.backgroundRotation.toArray();
  17331. if ( this.environmentIntensity !== 1 ) data.object.environmentIntensity = this.environmentIntensity;
  17332. data.object.environmentRotation = this.environmentRotation.toArray();
  17333. return data;
  17334. }
  17335. }
  17336. /**
  17337. * "Interleaved" means that multiple attributes, possibly of different types,
  17338. * (e.g., position, normal, uv, color) are packed into a single array buffer.
  17339. *
  17340. * An introduction into interleaved arrays can be found here: [Interleaved array basics](https://blog.tojicode.com/2011/05/interleaved-array-basics.html)
  17341. */
  17342. class InterleavedBuffer {
  17343. /**
  17344. * Constructs a new interleaved buffer.
  17345. *
  17346. * @param {TypedArray} array - A typed array with a shared buffer storing attribute data.
  17347. * @param {number} stride - The number of typed-array elements per vertex.
  17348. */
  17349. constructor( array, stride ) {
  17350. /**
  17351. * This flag can be used for type testing.
  17352. *
  17353. * @type {boolean}
  17354. * @readonly
  17355. * @default true
  17356. */
  17357. this.isInterleavedBuffer = true;
  17358. /**
  17359. * A typed array with a shared buffer storing attribute data.
  17360. *
  17361. * @type {TypedArray}
  17362. */
  17363. this.array = array;
  17364. /**
  17365. * The number of typed-array elements per vertex.
  17366. *
  17367. * @type {number}
  17368. */
  17369. this.stride = stride;
  17370. /**
  17371. * The total number of elements in the array
  17372. *
  17373. * @type {number}
  17374. * @readonly
  17375. */
  17376. this.count = array !== undefined ? array.length / stride : 0;
  17377. /**
  17378. * Defines the intended usage pattern of the data store for optimization purposes.
  17379. *
  17380. * Note: After the initial use of a buffer, its usage cannot be changed. Instead,
  17381. * instantiate a new one and set the desired usage before the next render.
  17382. *
  17383. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  17384. * @default StaticDrawUsage
  17385. */
  17386. this.usage = StaticDrawUsage;
  17387. /**
  17388. * This can be used to only update some components of stored vectors (for example, just the
  17389. * component related to color). Use the `addUpdateRange()` function to add ranges to this array.
  17390. *
  17391. * @type {Array<Object>}
  17392. */
  17393. this.updateRanges = [];
  17394. /**
  17395. * A version number, incremented every time the `needsUpdate` is set to `true`.
  17396. *
  17397. * @type {number}
  17398. */
  17399. this.version = 0;
  17400. /**
  17401. * The UUID of the interleaved buffer.
  17402. *
  17403. * @type {string}
  17404. * @readonly
  17405. */
  17406. this.uuid = generateUUID();
  17407. }
  17408. /**
  17409. * A callback function that is executed after the renderer has transferred the attribute array
  17410. * data to the GPU.
  17411. */
  17412. onUploadCallback() {}
  17413. /**
  17414. * Flag to indicate that this attribute has changed and should be re-sent to
  17415. * the GPU. Set this to `true` when you modify the value of the array.
  17416. *
  17417. * @type {number}
  17418. * @default false
  17419. * @param {boolean} value
  17420. */
  17421. set needsUpdate( value ) {
  17422. if ( value === true ) this.version ++;
  17423. }
  17424. /**
  17425. * Sets the usage of this interleaved buffer.
  17426. *
  17427. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  17428. * @return {InterleavedBuffer} A reference to this interleaved buffer.
  17429. */
  17430. setUsage( value ) {
  17431. this.usage = value;
  17432. return this;
  17433. }
  17434. /**
  17435. * Adds a range of data in the data array to be updated on the GPU.
  17436. *
  17437. * @param {number} start - Position at which to start update.
  17438. * @param {number} count - The number of components to update.
  17439. */
  17440. addUpdateRange( start, count ) {
  17441. this.updateRanges.push( { start, count } );
  17442. }
  17443. /**
  17444. * Clears the update ranges.
  17445. */
  17446. clearUpdateRanges() {
  17447. this.updateRanges.length = 0;
  17448. }
  17449. /**
  17450. * Copies the values of the given interleaved buffer to this instance.
  17451. *
  17452. * @param {InterleavedBuffer} source - The interleaved buffer to copy.
  17453. * @return {InterleavedBuffer} A reference to this instance.
  17454. */
  17455. copy( source ) {
  17456. this.array = new source.array.constructor( source.array );
  17457. this.count = source.count;
  17458. this.stride = source.stride;
  17459. this.usage = source.usage;
  17460. return this;
  17461. }
  17462. /**
  17463. * Copies a vector from the given interleaved buffer to this one. The start
  17464. * and destination position in the attribute buffers are represented by the
  17465. * given indices.
  17466. *
  17467. * @param {number} index1 - The destination index into this interleaved buffer.
  17468. * @param {InterleavedBuffer} interleavedBuffer - The interleaved buffer to copy from.
  17469. * @param {number} index2 - The source index into the given interleaved buffer.
  17470. * @return {InterleavedBuffer} A reference to this instance.
  17471. */
  17472. copyAt( index1, interleavedBuffer, index2 ) {
  17473. index1 *= this.stride;
  17474. index2 *= interleavedBuffer.stride;
  17475. for ( let i = 0, l = this.stride; i < l; i ++ ) {
  17476. this.array[ index1 + i ] = interleavedBuffer.array[ index2 + i ];
  17477. }
  17478. return this;
  17479. }
  17480. /**
  17481. * Sets the given array data in the interleaved buffer.
  17482. *
  17483. * @param {(TypedArray|Array)} value - The array data to set.
  17484. * @param {number} [offset=0] - The offset in this interleaved buffer's array.
  17485. * @return {InterleavedBuffer} A reference to this instance.
  17486. */
  17487. set( value, offset = 0 ) {
  17488. this.array.set( value, offset );
  17489. return this;
  17490. }
  17491. /**
  17492. * Returns a new interleaved buffer with copied values from this instance.
  17493. *
  17494. * @param {Object} [data] - An object with shared array buffers that allows to retain shared structures.
  17495. * @return {InterleavedBuffer} A clone of this instance.
  17496. */
  17497. clone( data ) {
  17498. if ( data.arrayBuffers === undefined ) {
  17499. data.arrayBuffers = {};
  17500. }
  17501. if ( this.array.buffer._uuid === undefined ) {
  17502. this.array.buffer._uuid = generateUUID();
  17503. }
  17504. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  17505. data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;
  17506. }
  17507. const array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );
  17508. const ib = new this.constructor( array, this.stride );
  17509. ib.setUsage( this.usage );
  17510. return ib;
  17511. }
  17512. /**
  17513. * Sets the given callback function that is executed after the Renderer has transferred
  17514. * the array data to the GPU. Can be used to perform clean-up operations after
  17515. * the upload when data are not needed anymore on the CPU side.
  17516. *
  17517. * @param {Function} callback - The `onUpload()` callback.
  17518. * @return {InterleavedBuffer} A reference to this instance.
  17519. */
  17520. onUpload( callback ) {
  17521. this.onUploadCallback = callback;
  17522. return this;
  17523. }
  17524. /**
  17525. * Serializes the interleaved buffer into JSON.
  17526. *
  17527. * @param {Object} [data] - An optional value holding meta information about the serialization.
  17528. * @return {Object} A JSON object representing the serialized interleaved buffer.
  17529. */
  17530. toJSON( data ) {
  17531. if ( data.arrayBuffers === undefined ) {
  17532. data.arrayBuffers = {};
  17533. }
  17534. // generate UUID for array buffer if necessary
  17535. if ( this.array.buffer._uuid === undefined ) {
  17536. this.array.buffer._uuid = generateUUID();
  17537. }
  17538. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  17539. data.arrayBuffers[ this.array.buffer._uuid ] = Array.from( new Uint32Array( this.array.buffer ) );
  17540. }
  17541. //
  17542. return {
  17543. uuid: this.uuid,
  17544. buffer: this.array.buffer._uuid,
  17545. type: this.array.constructor.name,
  17546. stride: this.stride
  17547. };
  17548. }
  17549. }
  17550. const _vector$7 = /*@__PURE__*/ new Vector3();
  17551. /**
  17552. * An alternative version of a buffer attribute with interleaved data. Interleaved
  17553. * attributes share a common interleaved data storage ({@link InterleavedBuffer}) and refer with
  17554. * different offsets into the buffer.
  17555. */
  17556. class InterleavedBufferAttribute {
  17557. /**
  17558. * Constructs a new interleaved buffer attribute.
  17559. *
  17560. * @param {InterleavedBuffer} interleavedBuffer - The buffer holding the interleaved data.
  17561. * @param {number} itemSize - The item size.
  17562. * @param {number} offset - The attribute offset into the buffer.
  17563. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  17564. */
  17565. constructor( interleavedBuffer, itemSize, offset, normalized = false ) {
  17566. /**
  17567. * This flag can be used for type testing.
  17568. *
  17569. * @type {boolean}
  17570. * @readonly
  17571. * @default true
  17572. */
  17573. this.isInterleavedBufferAttribute = true;
  17574. /**
  17575. * The name of the buffer attribute.
  17576. *
  17577. * @type {string}
  17578. */
  17579. this.name = '';
  17580. /**
  17581. * The buffer holding the interleaved data.
  17582. *
  17583. * @type {InterleavedBuffer}
  17584. */
  17585. this.data = interleavedBuffer;
  17586. /**
  17587. * The item size, see {@link BufferAttribute#itemSize}.
  17588. *
  17589. * @type {number}
  17590. */
  17591. this.itemSize = itemSize;
  17592. /**
  17593. * The attribute offset into the buffer.
  17594. *
  17595. * @type {number}
  17596. */
  17597. this.offset = offset;
  17598. /**
  17599. * Whether the data are normalized or not, see {@link BufferAttribute#normalized}
  17600. *
  17601. * @type {InterleavedBuffer}
  17602. */
  17603. this.normalized = normalized;
  17604. }
  17605. /**
  17606. * The item count of this buffer attribute.
  17607. *
  17608. * @type {number}
  17609. * @readonly
  17610. */
  17611. get count() {
  17612. return this.data.count;
  17613. }
  17614. /**
  17615. * The array holding the interleaved buffer attribute data.
  17616. *
  17617. * @type {TypedArray}
  17618. */
  17619. get array() {
  17620. return this.data.array;
  17621. }
  17622. /**
  17623. * Flag to indicate that this attribute has changed and should be re-sent to
  17624. * the GPU. Set this to `true` when you modify the value of the array.
  17625. *
  17626. * @type {number}
  17627. * @default false
  17628. * @param {boolean} value
  17629. */
  17630. set needsUpdate( value ) {
  17631. this.data.needsUpdate = value;
  17632. }
  17633. /**
  17634. * Applies the given 4x4 matrix to the given attribute. Only works with
  17635. * item size `3`.
  17636. *
  17637. * @param {Matrix4} m - The matrix to apply.
  17638. * @return {InterleavedBufferAttribute} A reference to this instance.
  17639. */
  17640. applyMatrix4( m ) {
  17641. for ( let i = 0, l = this.data.count; i < l; i ++ ) {
  17642. _vector$7.fromBufferAttribute( this, i );
  17643. _vector$7.applyMatrix4( m );
  17644. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  17645. }
  17646. return this;
  17647. }
  17648. /**
  17649. * Applies the given 3x3 normal matrix to the given attribute. Only works with
  17650. * item size `3`.
  17651. *
  17652. * @param {Matrix3} m - The normal matrix to apply.
  17653. * @return {InterleavedBufferAttribute} A reference to this instance.
  17654. */
  17655. applyNormalMatrix( m ) {
  17656. for ( let i = 0, l = this.count; i < l; i ++ ) {
  17657. _vector$7.fromBufferAttribute( this, i );
  17658. _vector$7.applyNormalMatrix( m );
  17659. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  17660. }
  17661. return this;
  17662. }
  17663. /**
  17664. * Applies the given 4x4 matrix to the given attribute. Only works with
  17665. * item size `3` and with direction vectors.
  17666. *
  17667. * @param {Matrix4} m - The matrix to apply.
  17668. * @return {InterleavedBufferAttribute} A reference to this instance.
  17669. */
  17670. transformDirection( m ) {
  17671. for ( let i = 0, l = this.count; i < l; i ++ ) {
  17672. _vector$7.fromBufferAttribute( this, i );
  17673. _vector$7.transformDirection( m );
  17674. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  17675. }
  17676. return this;
  17677. }
  17678. /**
  17679. * Returns the given component of the vector at the given index.
  17680. *
  17681. * @param {number} index - The index into the buffer attribute.
  17682. * @param {number} component - The component index.
  17683. * @return {number} The returned value.
  17684. */
  17685. getComponent( index, component ) {
  17686. let value = this.array[ index * this.data.stride + this.offset + component ];
  17687. if ( this.normalized ) value = denormalize( value, this.array );
  17688. return value;
  17689. }
  17690. /**
  17691. * Sets the given value to the given component of the vector at the given index.
  17692. *
  17693. * @param {number} index - The index into the buffer attribute.
  17694. * @param {number} component - The component index.
  17695. * @param {number} value - The value to set.
  17696. * @return {InterleavedBufferAttribute} A reference to this instance.
  17697. */
  17698. setComponent( index, component, value ) {
  17699. if ( this.normalized ) value = normalize( value, this.array );
  17700. this.data.array[ index * this.data.stride + this.offset + component ] = value;
  17701. return this;
  17702. }
  17703. /**
  17704. * Sets the x component of the vector at the given index.
  17705. *
  17706. * @param {number} index - The index into the buffer attribute.
  17707. * @param {number} x - The value to set.
  17708. * @return {InterleavedBufferAttribute} A reference to this instance.
  17709. */
  17710. setX( index, x ) {
  17711. if ( this.normalized ) x = normalize( x, this.array );
  17712. this.data.array[ index * this.data.stride + this.offset ] = x;
  17713. return this;
  17714. }
  17715. /**
  17716. * Sets the y component of the vector at the given index.
  17717. *
  17718. * @param {number} index - The index into the buffer attribute.
  17719. * @param {number} y - The value to set.
  17720. * @return {InterleavedBufferAttribute} A reference to this instance.
  17721. */
  17722. setY( index, y ) {
  17723. if ( this.normalized ) y = normalize( y, this.array );
  17724. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  17725. return this;
  17726. }
  17727. /**
  17728. * Sets the z component of the vector at the given index.
  17729. *
  17730. * @param {number} index - The index into the buffer attribute.
  17731. * @param {number} z - The value to set.
  17732. * @return {InterleavedBufferAttribute} A reference to this instance.
  17733. */
  17734. setZ( index, z ) {
  17735. if ( this.normalized ) z = normalize( z, this.array );
  17736. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  17737. return this;
  17738. }
  17739. /**
  17740. * Sets the w component of the vector at the given index.
  17741. *
  17742. * @param {number} index - The index into the buffer attribute.
  17743. * @param {number} w - The value to set.
  17744. * @return {InterleavedBufferAttribute} A reference to this instance.
  17745. */
  17746. setW( index, w ) {
  17747. if ( this.normalized ) w = normalize( w, this.array );
  17748. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  17749. return this;
  17750. }
  17751. /**
  17752. * Returns the x component of the vector at the given index.
  17753. *
  17754. * @param {number} index - The index into the buffer attribute.
  17755. * @return {number} The x component.
  17756. */
  17757. getX( index ) {
  17758. let x = this.data.array[ index * this.data.stride + this.offset ];
  17759. if ( this.normalized ) x = denormalize( x, this.array );
  17760. return x;
  17761. }
  17762. /**
  17763. * Returns the y component of the vector at the given index.
  17764. *
  17765. * @param {number} index - The index into the buffer attribute.
  17766. * @return {number} The y component.
  17767. */
  17768. getY( index ) {
  17769. let y = this.data.array[ index * this.data.stride + this.offset + 1 ];
  17770. if ( this.normalized ) y = denormalize( y, this.array );
  17771. return y;
  17772. }
  17773. /**
  17774. * Returns the z component of the vector at the given index.
  17775. *
  17776. * @param {number} index - The index into the buffer attribute.
  17777. * @return {number} The z component.
  17778. */
  17779. getZ( index ) {
  17780. let z = this.data.array[ index * this.data.stride + this.offset + 2 ];
  17781. if ( this.normalized ) z = denormalize( z, this.array );
  17782. return z;
  17783. }
  17784. /**
  17785. * Returns the w component of the vector at the given index.
  17786. *
  17787. * @param {number} index - The index into the buffer attribute.
  17788. * @return {number} The w component.
  17789. */
  17790. getW( index ) {
  17791. let w = this.data.array[ index * this.data.stride + this.offset + 3 ];
  17792. if ( this.normalized ) w = denormalize( w, this.array );
  17793. return w;
  17794. }
  17795. /**
  17796. * Sets the x and y component of the vector at the given index.
  17797. *
  17798. * @param {number} index - The index into the buffer attribute.
  17799. * @param {number} x - The value for the x component to set.
  17800. * @param {number} y - The value for the y component to set.
  17801. * @return {InterleavedBufferAttribute} A reference to this instance.
  17802. */
  17803. setXY( index, x, y ) {
  17804. index = index * this.data.stride + this.offset;
  17805. if ( this.normalized ) {
  17806. x = normalize( x, this.array );
  17807. y = normalize( y, this.array );
  17808. }
  17809. this.data.array[ index + 0 ] = x;
  17810. this.data.array[ index + 1 ] = y;
  17811. return this;
  17812. }
  17813. /**
  17814. * Sets the x, y and z component of the vector at the given index.
  17815. *
  17816. * @param {number} index - The index into the buffer attribute.
  17817. * @param {number} x - The value for the x component to set.
  17818. * @param {number} y - The value for the y component to set.
  17819. * @param {number} z - The value for the z component to set.
  17820. * @return {InterleavedBufferAttribute} A reference to this instance.
  17821. */
  17822. setXYZ( index, x, y, z ) {
  17823. index = index * this.data.stride + this.offset;
  17824. if ( this.normalized ) {
  17825. x = normalize( x, this.array );
  17826. y = normalize( y, this.array );
  17827. z = normalize( z, this.array );
  17828. }
  17829. this.data.array[ index + 0 ] = x;
  17830. this.data.array[ index + 1 ] = y;
  17831. this.data.array[ index + 2 ] = z;
  17832. return this;
  17833. }
  17834. /**
  17835. * Sets the x, y, z and w component of the vector at the given index.
  17836. *
  17837. * @param {number} index - The index into the buffer attribute.
  17838. * @param {number} x - The value for the x component to set.
  17839. * @param {number} y - The value for the y component to set.
  17840. * @param {number} z - The value for the z component to set.
  17841. * @param {number} w - The value for the w component to set.
  17842. * @return {InterleavedBufferAttribute} A reference to this instance.
  17843. */
  17844. setXYZW( index, x, y, z, w ) {
  17845. index = index * this.data.stride + this.offset;
  17846. if ( this.normalized ) {
  17847. x = normalize( x, this.array );
  17848. y = normalize( y, this.array );
  17849. z = normalize( z, this.array );
  17850. w = normalize( w, this.array );
  17851. }
  17852. this.data.array[ index + 0 ] = x;
  17853. this.data.array[ index + 1 ] = y;
  17854. this.data.array[ index + 2 ] = z;
  17855. this.data.array[ index + 3 ] = w;
  17856. return this;
  17857. }
  17858. /**
  17859. * Returns a new buffer attribute with copied values from this instance.
  17860. *
  17861. * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.
  17862. *
  17863. * @param {Object} [data] - An object with interleaved buffers that allows to retain the interleaved property.
  17864. * @return {BufferAttribute|InterleavedBufferAttribute} A clone of this instance.
  17865. */
  17866. clone( data ) {
  17867. if ( data === undefined ) {
  17868. log( 'InterleavedBufferAttribute.clone(): Cloning an interleaved buffer attribute will de-interleave buffer data.' );
  17869. const array = [];
  17870. for ( let i = 0; i < this.count; i ++ ) {
  17871. const index = i * this.data.stride + this.offset;
  17872. for ( let j = 0; j < this.itemSize; j ++ ) {
  17873. array.push( this.data.array[ index + j ] );
  17874. }
  17875. }
  17876. return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );
  17877. } else {
  17878. if ( data.interleavedBuffers === undefined ) {
  17879. data.interleavedBuffers = {};
  17880. }
  17881. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  17882. data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );
  17883. }
  17884. return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );
  17885. }
  17886. }
  17887. /**
  17888. * Serializes the buffer attribute into JSON.
  17889. *
  17890. * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.
  17891. *
  17892. * @param {Object} [data] - An optional value holding meta information about the serialization.
  17893. * @return {Object} A JSON object representing the serialized buffer attribute.
  17894. */
  17895. toJSON( data ) {
  17896. if ( data === undefined ) {
  17897. log( 'InterleavedBufferAttribute.toJSON(): Serializing an interleaved buffer attribute will de-interleave buffer data.' );
  17898. const array = [];
  17899. for ( let i = 0; i < this.count; i ++ ) {
  17900. const index = i * this.data.stride + this.offset;
  17901. for ( let j = 0; j < this.itemSize; j ++ ) {
  17902. array.push( this.data.array[ index + j ] );
  17903. }
  17904. }
  17905. // de-interleave data and save it as an ordinary buffer attribute for now
  17906. return {
  17907. itemSize: this.itemSize,
  17908. type: this.array.constructor.name,
  17909. array: array,
  17910. normalized: this.normalized
  17911. };
  17912. } else {
  17913. // save as true interleaved attribute
  17914. if ( data.interleavedBuffers === undefined ) {
  17915. data.interleavedBuffers = {};
  17916. }
  17917. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  17918. data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );
  17919. }
  17920. return {
  17921. isInterleavedBufferAttribute: true,
  17922. itemSize: this.itemSize,
  17923. data: this.data.uuid,
  17924. offset: this.offset,
  17925. normalized: this.normalized
  17926. };
  17927. }
  17928. }
  17929. }
  17930. /**
  17931. * A material for rendering instances of {@link Sprite}.
  17932. *
  17933. * ```js
  17934. * const map = new THREE.TextureLoader().load( 'textures/sprite.png' );
  17935. * const material = new THREE.SpriteMaterial( { map: map, color: 0xffffff } );
  17936. *
  17937. * const sprite = new THREE.Sprite( material );
  17938. * sprite.scale.set(200, 200, 1)
  17939. * scene.add( sprite );
  17940. * ```
  17941. *
  17942. * @augments Material
  17943. */
  17944. class SpriteMaterial extends Material {
  17945. /**
  17946. * Constructs a new sprite material.
  17947. *
  17948. * @param {Object} [parameters] - An object with one or more properties
  17949. * defining the material's appearance. Any property of the material
  17950. * (including any property from inherited materials) can be passed
  17951. * in here. Color values can be passed any type of value accepted
  17952. * by {@link Color#set}.
  17953. */
  17954. constructor( parameters ) {
  17955. super();
  17956. /**
  17957. * This flag can be used for type testing.
  17958. *
  17959. * @type {boolean}
  17960. * @readonly
  17961. * @default true
  17962. */
  17963. this.isSpriteMaterial = true;
  17964. this.type = 'SpriteMaterial';
  17965. /**
  17966. * Color of the material.
  17967. *
  17968. * @type {Color}
  17969. * @default (1,1,1)
  17970. */
  17971. this.color = new Color( 0xffffff );
  17972. /**
  17973. * The color map. May optionally include an alpha channel, typically combined
  17974. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  17975. * color is modulated by the diffuse `color`.
  17976. *
  17977. * @type {?Texture}
  17978. * @default null
  17979. */
  17980. this.map = null;
  17981. /**
  17982. * The alpha map is a grayscale texture that controls the opacity across the
  17983. * surface (black: fully transparent; white: fully opaque).
  17984. *
  17985. * Only the color of the texture is used, ignoring the alpha channel if one
  17986. * exists. For RGB and RGBA textures, the renderer will use the green channel
  17987. * when sampling this texture due to the extra bit of precision provided for
  17988. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  17989. * luminance/alpha textures will also still work as expected.
  17990. *
  17991. * @type {?Texture}
  17992. * @default null
  17993. */
  17994. this.alphaMap = null;
  17995. /**
  17996. * The rotation of the sprite in radians.
  17997. *
  17998. * @type {number}
  17999. * @default 0
  18000. */
  18001. this.rotation = 0;
  18002. /**
  18003. * Specifies whether size of the sprite is attenuated by the camera depth (perspective camera only).
  18004. *
  18005. * @type {boolean}
  18006. * @default true
  18007. */
  18008. this.sizeAttenuation = true;
  18009. /**
  18010. * Overwritten since sprite materials are transparent
  18011. * by default.
  18012. *
  18013. * @type {boolean}
  18014. * @default true
  18015. */
  18016. this.transparent = true;
  18017. /**
  18018. * Whether the material is affected by fog or not.
  18019. *
  18020. * @type {boolean}
  18021. * @default true
  18022. */
  18023. this.fog = true;
  18024. this.setValues( parameters );
  18025. }
  18026. copy( source ) {
  18027. super.copy( source );
  18028. this.color.copy( source.color );
  18029. this.map = source.map;
  18030. this.alphaMap = source.alphaMap;
  18031. this.rotation = source.rotation;
  18032. this.sizeAttenuation = source.sizeAttenuation;
  18033. this.fog = source.fog;
  18034. return this;
  18035. }
  18036. }
  18037. let _geometry;
  18038. const _intersectPoint = /*@__PURE__*/ new Vector3();
  18039. const _worldScale = /*@__PURE__*/ new Vector3();
  18040. const _mvPosition = /*@__PURE__*/ new Vector3();
  18041. const _alignedPosition = /*@__PURE__*/ new Vector2();
  18042. const _rotatedPosition = /*@__PURE__*/ new Vector2();
  18043. const _viewWorldMatrix = /*@__PURE__*/ new Matrix4();
  18044. const _vA = /*@__PURE__*/ new Vector3();
  18045. const _vB = /*@__PURE__*/ new Vector3();
  18046. const _vC = /*@__PURE__*/ new Vector3();
  18047. const _uvA = /*@__PURE__*/ new Vector2();
  18048. const _uvB = /*@__PURE__*/ new Vector2();
  18049. const _uvC = /*@__PURE__*/ new Vector2();
  18050. /**
  18051. * A sprite is a plane that always faces towards the camera, generally with a
  18052. * partially transparent texture applied.
  18053. *
  18054. * Sprites do not cast shadows, setting {@link Object3D#castShadow} to `true` will
  18055. * have no effect.
  18056. *
  18057. * ```js
  18058. * const map = new THREE.TextureLoader().load( 'sprite.png' );
  18059. * const material = new THREE.SpriteMaterial( { map: map } );
  18060. *
  18061. * const sprite = new THREE.Sprite( material );
  18062. * scene.add( sprite );
  18063. * ```
  18064. *
  18065. * @augments Object3D
  18066. */
  18067. class Sprite extends Object3D {
  18068. /**
  18069. * Constructs a new sprite.
  18070. *
  18071. * @param {(SpriteMaterial|SpriteNodeMaterial)} [material] - The sprite material.
  18072. */
  18073. constructor( material = new SpriteMaterial() ) {
  18074. super();
  18075. /**
  18076. * This flag can be used for type testing.
  18077. *
  18078. * @type {boolean}
  18079. * @readonly
  18080. * @default true
  18081. */
  18082. this.isSprite = true;
  18083. this.type = 'Sprite';
  18084. if ( _geometry === undefined ) {
  18085. _geometry = new BufferGeometry();
  18086. const float32Array = new Float32Array( [
  18087. -0.5, -0.5, 0, 0, 0,
  18088. 0.5, -0.5, 0, 1, 0,
  18089. 0.5, 0.5, 0, 1, 1,
  18090. -0.5, 0.5, 0, 0, 1
  18091. ] );
  18092. const interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  18093. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  18094. _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  18095. _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  18096. }
  18097. /**
  18098. * The sprite geometry.
  18099. *
  18100. * @type {BufferGeometry}
  18101. */
  18102. this.geometry = _geometry;
  18103. /**
  18104. * The sprite material.
  18105. *
  18106. * @type {(SpriteMaterial|SpriteNodeMaterial)}
  18107. */
  18108. this.material = material;
  18109. /**
  18110. * The sprite's anchor point, and the point around which the sprite rotates.
  18111. * A value of `(0.5, 0.5)` corresponds to the midpoint of the sprite. A value
  18112. * of `(0, 0)` corresponds to the lower left corner of the sprite.
  18113. *
  18114. * @type {Vector2}
  18115. * @default (0.5,0.5)
  18116. */
  18117. this.center = new Vector2( 0.5, 0.5 );
  18118. /**
  18119. * The number of instances of this sprite.
  18120. * Can only be used with {@link WebGPURenderer}.
  18121. *
  18122. * @type {number}
  18123. * @default 1
  18124. */
  18125. this.count = 1;
  18126. }
  18127. /**
  18128. * Computes intersection points between a casted ray and this sprite.
  18129. *
  18130. * @param {Raycaster} raycaster - The raycaster.
  18131. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  18132. */
  18133. raycast( raycaster, intersects ) {
  18134. if ( raycaster.camera === null ) {
  18135. error( 'Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  18136. }
  18137. _worldScale.setFromMatrixScale( this.matrixWorld );
  18138. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  18139. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  18140. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  18141. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  18142. _worldScale.multiplyScalar( - _mvPosition.z );
  18143. }
  18144. const rotation = this.material.rotation;
  18145. let sin, cos;
  18146. if ( rotation !== 0 ) {
  18147. cos = Math.cos( rotation );
  18148. sin = Math.sin( rotation );
  18149. }
  18150. const center = this.center;
  18151. transformVertex( _vA.set( -0.5, -0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  18152. transformVertex( _vB.set( 0.5, -0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  18153. transformVertex( _vC.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  18154. _uvA.set( 0, 0 );
  18155. _uvB.set( 1, 0 );
  18156. _uvC.set( 1, 1 );
  18157. // check first triangle
  18158. let intersect = raycaster.ray.intersectTriangle( _vA, _vB, _vC, false, _intersectPoint );
  18159. if ( intersect === null ) {
  18160. // check second triangle
  18161. transformVertex( _vB.set( -0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  18162. _uvB.set( 0, 1 );
  18163. intersect = raycaster.ray.intersectTriangle( _vA, _vC, _vB, false, _intersectPoint );
  18164. if ( intersect === null ) {
  18165. return;
  18166. }
  18167. }
  18168. const distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  18169. if ( distance < raycaster.near || distance > raycaster.far ) return;
  18170. intersects.push( {
  18171. distance: distance,
  18172. point: _intersectPoint.clone(),
  18173. uv: Triangle.getInterpolation( _intersectPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() ),
  18174. face: null,
  18175. object: this
  18176. } );
  18177. }
  18178. copy( source, recursive ) {
  18179. super.copy( source, recursive );
  18180. if ( source.center !== undefined ) this.center.copy( source.center );
  18181. this.material = source.material;
  18182. return this;
  18183. }
  18184. }
  18185. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  18186. // compute position in camera space
  18187. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  18188. // to check if rotation is not zero
  18189. if ( sin !== undefined ) {
  18190. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  18191. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  18192. } else {
  18193. _rotatedPosition.copy( _alignedPosition );
  18194. }
  18195. vertexPosition.copy( mvPosition );
  18196. vertexPosition.x += _rotatedPosition.x;
  18197. vertexPosition.y += _rotatedPosition.y;
  18198. // transform to world space
  18199. vertexPosition.applyMatrix4( _viewWorldMatrix );
  18200. }
  18201. const _v1$2 = /*@__PURE__*/ new Vector3();
  18202. const _v2$1 = /*@__PURE__*/ new Vector3();
  18203. /**
  18204. * A component for providing a basic Level of Detail (LOD) mechanism.
  18205. *
  18206. * Every LOD level is associated with an object, and rendering can be switched
  18207. * between them at the distances specified. Typically you would create, say,
  18208. * three meshes, one for far away (low detail), one for mid range (medium
  18209. * detail) and one for close up (high detail).
  18210. *
  18211. * ```js
  18212. * const lod = new THREE.LOD();
  18213. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  18214. *
  18215. * //Create spheres with 3 levels of detail and create new LOD levels for them
  18216. * for( let i = 0; i < 3; i++ ) {
  18217. *
  18218. * const geometry = new THREE.IcosahedronGeometry( 10, 3 - i );
  18219. * const mesh = new THREE.Mesh( geometry, material );
  18220. * lod.addLevel( mesh, i * 75 );
  18221. *
  18222. * }
  18223. *
  18224. * scene.add( lod );
  18225. * ```
  18226. *
  18227. * @augments Object3D
  18228. */
  18229. class LOD extends Object3D {
  18230. /**
  18231. * Constructs a new LOD.
  18232. */
  18233. constructor() {
  18234. super();
  18235. /**
  18236. * This flag can be used for type testing.
  18237. *
  18238. * @type {boolean}
  18239. * @readonly
  18240. * @default true
  18241. */
  18242. this.isLOD = true;
  18243. /**
  18244. * The current LOD index.
  18245. *
  18246. * @private
  18247. * @type {number}
  18248. * @default 0
  18249. */
  18250. this._currentLevel = 0;
  18251. this.type = 'LOD';
  18252. Object.defineProperties( this, {
  18253. /**
  18254. * This array holds the LOD levels.
  18255. *
  18256. * @name LOD#levels
  18257. * @type {Array<{object:Object3D,distance:number,hysteresis:number}>}
  18258. */
  18259. levels: {
  18260. enumerable: true,
  18261. value: []
  18262. }
  18263. } );
  18264. /**
  18265. * Whether the LOD object is updated automatically by the renderer per frame
  18266. * or not. If set to `false`, you have to call {@link LOD#update} in the
  18267. * render loop by yourself.
  18268. *
  18269. * @type {boolean}
  18270. * @default true
  18271. */
  18272. this.autoUpdate = true;
  18273. }
  18274. copy( source ) {
  18275. super.copy( source, false );
  18276. const levels = source.levels;
  18277. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  18278. const level = levels[ i ];
  18279. this.addLevel( level.object.clone(), level.distance, level.hysteresis );
  18280. }
  18281. this.autoUpdate = source.autoUpdate;
  18282. return this;
  18283. }
  18284. /**
  18285. * Adds a mesh that will display at a certain distance and greater. Typically
  18286. * the further away the distance, the lower the detail on the mesh.
  18287. *
  18288. * @param {Object3D} object - The 3D object to display at this level.
  18289. * @param {number} [distance=0] - The distance at which to display this level of detail.
  18290. * @param {number} [hysteresis=0] - Threshold used to avoid flickering at LOD boundaries, as a fraction of distance.
  18291. * @return {LOD} A reference to this instance.
  18292. */
  18293. addLevel( object, distance = 0, hysteresis = 0 ) {
  18294. distance = Math.abs( distance );
  18295. const levels = this.levels;
  18296. let l;
  18297. for ( l = 0; l < levels.length; l ++ ) {
  18298. if ( distance < levels[ l ].distance ) {
  18299. break;
  18300. }
  18301. }
  18302. levels.splice( l, 0, { distance: distance, hysteresis: hysteresis, object: object } );
  18303. this.add( object );
  18304. return this;
  18305. }
  18306. /**
  18307. * Removes an existing level, based on the distance from the camera.
  18308. * Returns `true` when the level has been removed. Otherwise `false`.
  18309. *
  18310. * @param {number} distance - Distance of the level to remove.
  18311. * @return {boolean} Whether the level has been removed or not.
  18312. */
  18313. removeLevel( distance ) {
  18314. const levels = this.levels;
  18315. for ( let i = 0; i < levels.length; i ++ ) {
  18316. if ( levels[ i ].distance === distance ) {
  18317. const removedElements = levels.splice( i, 1 );
  18318. this.remove( removedElements[ 0 ].object );
  18319. return true;
  18320. }
  18321. }
  18322. return false;
  18323. }
  18324. /**
  18325. * Returns the currently active LOD level index.
  18326. *
  18327. * @return {number} The current active LOD level index.
  18328. */
  18329. getCurrentLevel() {
  18330. return this._currentLevel;
  18331. }
  18332. /**
  18333. * Returns a reference to the first 3D object that is greater than
  18334. * the given distance.
  18335. *
  18336. * @param {number} distance - The LOD distance.
  18337. * @return {?Object3D} The found 3D object. `null` if no 3D object has been found.
  18338. */
  18339. getObjectForDistance( distance ) {
  18340. const levels = this.levels;
  18341. if ( levels.length > 0 ) {
  18342. let i, l;
  18343. for ( i = 1, l = levels.length; i < l; i ++ ) {
  18344. let levelDistance = levels[ i ].distance;
  18345. if ( levels[ i ].object.visible ) {
  18346. levelDistance -= levelDistance * levels[ i ].hysteresis;
  18347. }
  18348. if ( distance < levelDistance ) {
  18349. break;
  18350. }
  18351. }
  18352. return levels[ i - 1 ].object;
  18353. }
  18354. return null;
  18355. }
  18356. /**
  18357. * Computes intersection points between a casted ray and this LOD.
  18358. *
  18359. * @param {Raycaster} raycaster - The raycaster.
  18360. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  18361. */
  18362. raycast( raycaster, intersects ) {
  18363. const levels = this.levels;
  18364. if ( levels.length > 0 ) {
  18365. _v1$2.setFromMatrixPosition( this.matrixWorld );
  18366. const distance = raycaster.ray.origin.distanceTo( _v1$2 );
  18367. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  18368. }
  18369. }
  18370. /**
  18371. * Updates the LOD by computing which LOD level should be visible according
  18372. * to the current distance of the given camera.
  18373. *
  18374. * @param {Camera} camera - The camera the scene is rendered with.
  18375. */
  18376. update( camera ) {
  18377. const levels = this.levels;
  18378. if ( levels.length > 1 ) {
  18379. _v1$2.setFromMatrixPosition( camera.matrixWorld );
  18380. _v2$1.setFromMatrixPosition( this.matrixWorld );
  18381. const distance = _v1$2.distanceTo( _v2$1 ) / camera.zoom;
  18382. levels[ 0 ].object.visible = true;
  18383. let i, l;
  18384. for ( i = 1, l = levels.length; i < l; i ++ ) {
  18385. let levelDistance = levels[ i ].distance;
  18386. if ( levels[ i ].object.visible ) {
  18387. levelDistance -= levelDistance * levels[ i ].hysteresis;
  18388. }
  18389. if ( distance >= levelDistance ) {
  18390. levels[ i - 1 ].object.visible = false;
  18391. levels[ i ].object.visible = true;
  18392. } else {
  18393. break;
  18394. }
  18395. }
  18396. this._currentLevel = i - 1;
  18397. for ( ; i < l; i ++ ) {
  18398. levels[ i ].object.visible = false;
  18399. }
  18400. }
  18401. }
  18402. toJSON( meta ) {
  18403. const data = super.toJSON( meta );
  18404. if ( this.autoUpdate === false ) data.object.autoUpdate = false;
  18405. data.object.levels = [];
  18406. const levels = this.levels;
  18407. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  18408. const level = levels[ i ];
  18409. data.object.levels.push( {
  18410. object: level.object.uuid,
  18411. distance: level.distance,
  18412. hysteresis: level.hysteresis
  18413. } );
  18414. }
  18415. return data;
  18416. }
  18417. }
  18418. const _basePosition = /*@__PURE__*/ new Vector3();
  18419. const _skinIndex = /*@__PURE__*/ new Vector4();
  18420. const _skinWeight = /*@__PURE__*/ new Vector4();
  18421. const _vector3 = /*@__PURE__*/ new Vector3();
  18422. const _matrix4 = /*@__PURE__*/ new Matrix4();
  18423. const _vertex = /*@__PURE__*/ new Vector3();
  18424. const _sphere$5 = /*@__PURE__*/ new Sphere();
  18425. const _inverseMatrix$2 = /*@__PURE__*/ new Matrix4();
  18426. const _ray$2 = /*@__PURE__*/ new Ray();
  18427. /**
  18428. * A mesh that has a {@link Skeleton} that can then be used to animate the
  18429. * vertices of the geometry with skinning/skeleton animation.
  18430. *
  18431. * Next to a valid skeleton, the skinned mesh requires skin indices and weights
  18432. * as buffer attributes in its geometry. These attribute define which bones affect a single
  18433. * vertex to a certain extend.
  18434. *
  18435. * Typically skinned meshes are not created manually but loaders like {@link GLTFLoader}
  18436. * or {@link FBXLoader } import respective models.
  18437. *
  18438. * @augments Mesh
  18439. * @demo scenes/bones-browser.html
  18440. */
  18441. class SkinnedMesh extends Mesh {
  18442. /**
  18443. * Constructs a new skinned mesh.
  18444. *
  18445. * @param {BufferGeometry} [geometry] - The mesh geometry.
  18446. * @param {Material|Array<Material>} [material] - The mesh material.
  18447. */
  18448. constructor( geometry, material ) {
  18449. super( geometry, material );
  18450. /**
  18451. * This flag can be used for type testing.
  18452. *
  18453. * @type {boolean}
  18454. * @readonly
  18455. * @default true
  18456. */
  18457. this.isSkinnedMesh = true;
  18458. this.type = 'SkinnedMesh';
  18459. /**
  18460. * `AttachedBindMode` means the skinned mesh shares the same world space as the skeleton.
  18461. * This is not true when using `DetachedBindMode` which is useful when sharing a skeleton
  18462. * across multiple skinned meshes.
  18463. *
  18464. * @type {(AttachedBindMode|DetachedBindMode)}
  18465. * @default AttachedBindMode
  18466. */
  18467. this.bindMode = AttachedBindMode;
  18468. /**
  18469. * The base matrix that is used for the bound bone transforms.
  18470. *
  18471. * @type {Matrix4}
  18472. */
  18473. this.bindMatrix = new Matrix4();
  18474. /**
  18475. * The base matrix that is used for resetting the bound bone transforms.
  18476. *
  18477. * @type {Matrix4}
  18478. */
  18479. this.bindMatrixInverse = new Matrix4();
  18480. /**
  18481. * The bounding box of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingBox}.
  18482. *
  18483. * @type {?Box3}
  18484. * @default null
  18485. */
  18486. this.boundingBox = null;
  18487. /**
  18488. * The bounding sphere of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingSphere}.
  18489. *
  18490. * @type {?Sphere}
  18491. * @default null
  18492. */
  18493. this.boundingSphere = null;
  18494. }
  18495. /**
  18496. * Computes the bounding box of the skinned mesh, and updates {@link SkinnedMesh#boundingBox}.
  18497. * The bounding box is not automatically computed by the engine; this method must be called by your app.
  18498. * If the skinned mesh is animated, the bounding box should be recomputed per frame in order to reflect
  18499. * the current animation state.
  18500. */
  18501. computeBoundingBox() {
  18502. const geometry = this.geometry;
  18503. if ( this.boundingBox === null ) {
  18504. this.boundingBox = new Box3();
  18505. }
  18506. this.boundingBox.makeEmpty();
  18507. const positionAttribute = geometry.getAttribute( 'position' );
  18508. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  18509. this.getVertexPosition( i, _vertex );
  18510. this.boundingBox.expandByPoint( _vertex );
  18511. }
  18512. }
  18513. /**
  18514. * Computes the bounding sphere of the skinned mesh, and updates {@link SkinnedMesh#boundingSphere}.
  18515. * The bounding sphere is automatically computed by the engine once when it is needed, e.g., for ray casting
  18516. * and view frustum culling. If the skinned mesh is animated, the bounding sphere should be recomputed
  18517. * per frame in order to reflect the current animation state.
  18518. */
  18519. computeBoundingSphere() {
  18520. const geometry = this.geometry;
  18521. if ( this.boundingSphere === null ) {
  18522. this.boundingSphere = new Sphere();
  18523. }
  18524. this.boundingSphere.makeEmpty();
  18525. const positionAttribute = geometry.getAttribute( 'position' );
  18526. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  18527. this.getVertexPosition( i, _vertex );
  18528. this.boundingSphere.expandByPoint( _vertex );
  18529. }
  18530. }
  18531. copy( source, recursive ) {
  18532. super.copy( source, recursive );
  18533. this.bindMode = source.bindMode;
  18534. this.bindMatrix.copy( source.bindMatrix );
  18535. this.bindMatrixInverse.copy( source.bindMatrixInverse );
  18536. this.skeleton = source.skeleton;
  18537. if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
  18538. if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
  18539. return this;
  18540. }
  18541. raycast( raycaster, intersects ) {
  18542. const material = this.material;
  18543. const matrixWorld = this.matrixWorld;
  18544. if ( material === undefined ) return;
  18545. // test with bounding sphere in world space
  18546. if ( this.boundingSphere === null ) this.computeBoundingSphere();
  18547. _sphere$5.copy( this.boundingSphere );
  18548. _sphere$5.applyMatrix4( matrixWorld );
  18549. if ( raycaster.ray.intersectsSphere( _sphere$5 ) === false ) return;
  18550. // convert ray to local space of skinned mesh
  18551. _inverseMatrix$2.copy( matrixWorld ).invert();
  18552. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  18553. // test with bounding box in local space
  18554. if ( this.boundingBox !== null ) {
  18555. if ( _ray$2.intersectsBox( this.boundingBox ) === false ) return;
  18556. }
  18557. // test for intersections with geometry
  18558. this._computeIntersections( raycaster, intersects, _ray$2 );
  18559. }
  18560. getVertexPosition( index, target ) {
  18561. super.getVertexPosition( index, target );
  18562. this.applyBoneTransform( index, target );
  18563. return target;
  18564. }
  18565. /**
  18566. * Binds the given skeleton to the skinned mesh.
  18567. *
  18568. * @param {Skeleton} skeleton - The skeleton to bind.
  18569. * @param {Matrix4} [bindMatrix] - The bind matrix. If no bind matrix is provided,
  18570. * the skinned mesh's world matrix will be used instead.
  18571. */
  18572. bind( skeleton, bindMatrix ) {
  18573. this.skeleton = skeleton;
  18574. if ( bindMatrix === undefined ) {
  18575. this.updateMatrixWorld( true );
  18576. this.skeleton.calculateInverses();
  18577. bindMatrix = this.matrixWorld;
  18578. }
  18579. this.bindMatrix.copy( bindMatrix );
  18580. this.bindMatrixInverse.copy( bindMatrix ).invert();
  18581. }
  18582. /**
  18583. * This method sets the skinned mesh in the rest pose).
  18584. */
  18585. pose() {
  18586. this.skeleton.pose();
  18587. }
  18588. /**
  18589. * Normalizes the skin weights which are defined as a buffer attribute
  18590. * in the skinned mesh's geometry.
  18591. */
  18592. normalizeSkinWeights() {
  18593. const vector = new Vector4();
  18594. const skinWeight = this.geometry.attributes.skinWeight;
  18595. for ( let i = 0, l = skinWeight.count; i < l; i ++ ) {
  18596. vector.fromBufferAttribute( skinWeight, i );
  18597. const scale = 1.0 / vector.manhattanLength();
  18598. if ( scale !== Infinity ) {
  18599. vector.multiplyScalar( scale );
  18600. } else {
  18601. vector.set( 1, 0, 0, 0 ); // do something reasonable
  18602. }
  18603. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  18604. }
  18605. }
  18606. updateMatrixWorld( force ) {
  18607. super.updateMatrixWorld( force );
  18608. if ( this.bindMode === AttachedBindMode ) {
  18609. this.bindMatrixInverse.copy( this.matrixWorld ).invert();
  18610. } else if ( this.bindMode === DetachedBindMode ) {
  18611. this.bindMatrixInverse.copy( this.bindMatrix ).invert();
  18612. } else {
  18613. warn( 'SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  18614. }
  18615. }
  18616. /**
  18617. * Applies the bone transform associated with the given index to the given
  18618. * vertex position. Returns the updated vector.
  18619. *
  18620. * @param {number} index - The vertex index.
  18621. * @param {Vector3} target - The target object that is used to store the method's result.
  18622. * the skinned mesh's world matrix will be used instead.
  18623. * @return {Vector3} The updated vertex position.
  18624. */
  18625. applyBoneTransform( index, target ) {
  18626. const skeleton = this.skeleton;
  18627. const geometry = this.geometry;
  18628. _skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );
  18629. _skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );
  18630. _basePosition.copy( target ).applyMatrix4( this.bindMatrix );
  18631. target.set( 0, 0, 0 );
  18632. for ( let i = 0; i < 4; i ++ ) {
  18633. const weight = _skinWeight.getComponent( i );
  18634. if ( weight !== 0 ) {
  18635. const boneIndex = _skinIndex.getComponent( i );
  18636. _matrix4.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );
  18637. target.addScaledVector( _vector3.copy( _basePosition ).applyMatrix4( _matrix4 ), weight );
  18638. }
  18639. }
  18640. return target.applyMatrix4( this.bindMatrixInverse );
  18641. }
  18642. }
  18643. /**
  18644. * A bone which is part of a {@link Skeleton}. The skeleton in turn is used by
  18645. * the {@link SkinnedMesh}.
  18646. *
  18647. * ```js
  18648. * const root = new THREE.Bone();
  18649. * const child = new THREE.Bone();
  18650. *
  18651. * root.add( child );
  18652. * child.position.y = 5;
  18653. * ```
  18654. *
  18655. * @augments Object3D
  18656. */
  18657. class Bone extends Object3D {
  18658. /**
  18659. * Constructs a new bone.
  18660. */
  18661. constructor() {
  18662. super();
  18663. /**
  18664. * This flag can be used for type testing.
  18665. *
  18666. * @type {boolean}
  18667. * @readonly
  18668. * @default true
  18669. */
  18670. this.isBone = true;
  18671. this.type = 'Bone';
  18672. }
  18673. }
  18674. /**
  18675. * Creates a texture directly from raw buffer data.
  18676. *
  18677. * The interpretation of the data depends on type and format: If the type is
  18678. * `UnsignedByteType`, a `Uint8Array` will be useful for addressing the
  18679. * texel data. If the format is `RGBAFormat`, data needs four values for
  18680. * one texel; Red, Green, Blue and Alpha (typically the opacity).
  18681. *
  18682. * @augments Texture
  18683. */
  18684. class DataTexture extends Texture {
  18685. /**
  18686. * Constructs a new data texture.
  18687. *
  18688. * @param {?TypedArray} [data=null] - The buffer data.
  18689. * @param {number} [width=1] - The width of the texture.
  18690. * @param {number} [height=1] - The height of the texture.
  18691. * @param {number} [format=RGBAFormat] - The texture format.
  18692. * @param {number} [type=UnsignedByteType] - The texture type.
  18693. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  18694. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  18695. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  18696. * @param {number} [magFilter=NearestFilter] - The mag filter value.
  18697. * @param {number} [minFilter=NearestFilter] - The min filter value.
  18698. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  18699. * @param {string} [colorSpace=NoColorSpace] - The color space.
  18700. */
  18701. constructor( data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, colorSpace ) {
  18702. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  18703. /**
  18704. * This flag can be used for type testing.
  18705. *
  18706. * @type {boolean}
  18707. * @readonly
  18708. * @default true
  18709. */
  18710. this.isDataTexture = true;
  18711. /**
  18712. * The image definition of a data texture.
  18713. *
  18714. * @type {{data:TypedArray,width:number,height:number}}
  18715. */
  18716. this.image = { data: data, width: width, height: height };
  18717. /**
  18718. * Whether to generate mipmaps (if possible) for a texture.
  18719. *
  18720. * Overwritten and set to `false` by default.
  18721. *
  18722. * @type {boolean}
  18723. * @default false
  18724. */
  18725. this.generateMipmaps = false;
  18726. /**
  18727. * If set to `true`, the texture is flipped along the vertical axis when
  18728. * uploaded to the GPU.
  18729. *
  18730. * Overwritten and set to `false` by default.
  18731. *
  18732. * @type {boolean}
  18733. * @default false
  18734. */
  18735. this.flipY = false;
  18736. /**
  18737. * Specifies the alignment requirements for the start of each pixel row in memory.
  18738. *
  18739. * Overwritten and set to `1` by default.
  18740. *
  18741. * @type {boolean}
  18742. * @default 1
  18743. */
  18744. this.unpackAlignment = 1;
  18745. }
  18746. }
  18747. const _offsetMatrix = /*@__PURE__*/ new Matrix4();
  18748. const _identityMatrix = /*@__PURE__*/ new Matrix4();
  18749. /**
  18750. * Class for representing the armatures in `three.js`. The skeleton
  18751. * is defined by a hierarchy of bones.
  18752. *
  18753. * ```js
  18754. * const bones = [];
  18755. *
  18756. * const shoulder = new THREE.Bone();
  18757. * const elbow = new THREE.Bone();
  18758. * const hand = new THREE.Bone();
  18759. *
  18760. * shoulder.add( elbow );
  18761. * elbow.add( hand );
  18762. *
  18763. * bones.push( shoulder , elbow, hand);
  18764. *
  18765. * shoulder.position.y = -5;
  18766. * elbow.position.y = 0;
  18767. * hand.position.y = 5;
  18768. *
  18769. * const armSkeleton = new THREE.Skeleton( bones );
  18770. * ```
  18771. */
  18772. class Skeleton {
  18773. /**
  18774. * Constructs a new skeleton.
  18775. *
  18776. * @param {Array<Bone>} [bones] - An array of bones.
  18777. * @param {Array<Matrix4>} [boneInverses] - An array of bone inverse matrices.
  18778. * If not provided, these matrices will be computed automatically via {@link Skeleton#calculateInverses}.
  18779. */
  18780. constructor( bones = [], boneInverses = [] ) {
  18781. this.uuid = generateUUID();
  18782. /**
  18783. * An array of bones defining the skeleton.
  18784. *
  18785. * @type {Array<Bone>}
  18786. */
  18787. this.bones = bones.slice( 0 );
  18788. /**
  18789. * An array of bone inverse matrices.
  18790. *
  18791. * @type {Array<Matrix4>}
  18792. */
  18793. this.boneInverses = boneInverses;
  18794. /**
  18795. * An array buffer holding the bone data.
  18796. * Input data for {@link Skeleton#boneTexture}.
  18797. *
  18798. * @type {?Float32Array}
  18799. * @default null
  18800. */
  18801. this.boneMatrices = null;
  18802. /**
  18803. * An array buffer holding the bone data of the previous frame.
  18804. * Required for computing velocity. Maintained in {@link SkinningNode}.
  18805. *
  18806. * @type {?Float32Array}
  18807. * @default null
  18808. */
  18809. this.previousBoneMatrices = null;
  18810. /**
  18811. * A texture holding the bone data for use
  18812. * in the vertex shader.
  18813. *
  18814. * @type {?DataTexture}
  18815. * @default null
  18816. */
  18817. this.boneTexture = null;
  18818. this.init();
  18819. }
  18820. /**
  18821. * Initializes the skeleton. This method gets automatically called by the constructor
  18822. * but depending on how the skeleton is created it might be necessary to call this method
  18823. * manually.
  18824. */
  18825. init() {
  18826. const bones = this.bones;
  18827. const boneInverses = this.boneInverses;
  18828. this.boneMatrices = new Float32Array( bones.length * 16 );
  18829. // calculate inverse bone matrices if necessary
  18830. if ( boneInverses.length === 0 ) {
  18831. this.calculateInverses();
  18832. } else {
  18833. // handle special case
  18834. if ( bones.length !== boneInverses.length ) {
  18835. warn( 'Skeleton: Number of inverse bone matrices does not match amount of bones.' );
  18836. this.boneInverses = [];
  18837. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18838. this.boneInverses.push( new Matrix4() );
  18839. }
  18840. }
  18841. }
  18842. }
  18843. /**
  18844. * Computes the bone inverse matrices. This method resets {@link Skeleton#boneInverses}
  18845. * and fills it with new matrices.
  18846. */
  18847. calculateInverses() {
  18848. this.boneInverses.length = 0;
  18849. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18850. const inverse = new Matrix4();
  18851. if ( this.bones[ i ] ) {
  18852. inverse.copy( this.bones[ i ].matrixWorld ).invert();
  18853. }
  18854. this.boneInverses.push( inverse );
  18855. }
  18856. }
  18857. /**
  18858. * Resets the skeleton to the base pose.
  18859. */
  18860. pose() {
  18861. // recover the bind-time world matrices
  18862. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18863. const bone = this.bones[ i ];
  18864. if ( bone ) {
  18865. bone.matrixWorld.copy( this.boneInverses[ i ] ).invert();
  18866. }
  18867. }
  18868. // compute the local matrices, positions, rotations and scales
  18869. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18870. const bone = this.bones[ i ];
  18871. if ( bone ) {
  18872. if ( bone.parent && bone.parent.isBone ) {
  18873. bone.matrix.copy( bone.parent.matrixWorld ).invert();
  18874. bone.matrix.multiply( bone.matrixWorld );
  18875. } else {
  18876. bone.matrix.copy( bone.matrixWorld );
  18877. }
  18878. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  18879. }
  18880. }
  18881. }
  18882. /**
  18883. * Resets the skeleton to the base pose.
  18884. */
  18885. update() {
  18886. const bones = this.bones;
  18887. const boneInverses = this.boneInverses;
  18888. const boneMatrices = this.boneMatrices;
  18889. const boneTexture = this.boneTexture;
  18890. // flatten bone matrices to array
  18891. for ( let i = 0, il = bones.length; i < il; i ++ ) {
  18892. // compute the offset between the current and the original transform
  18893. const matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  18894. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  18895. _offsetMatrix.toArray( boneMatrices, i * 16 );
  18896. }
  18897. if ( boneTexture !== null ) {
  18898. boneTexture.needsUpdate = true;
  18899. }
  18900. }
  18901. /**
  18902. * Returns a new skeleton with copied values from this instance.
  18903. *
  18904. * @return {Skeleton} A clone of this instance.
  18905. */
  18906. clone() {
  18907. return new Skeleton( this.bones, this.boneInverses );
  18908. }
  18909. /**
  18910. * Computes a data texture for passing bone data to the vertex shader.
  18911. *
  18912. * @return {Skeleton} A reference of this instance.
  18913. */
  18914. computeBoneTexture() {
  18915. // layout (1 matrix = 4 pixels)
  18916. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  18917. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  18918. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  18919. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  18920. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  18921. let size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix
  18922. size = Math.ceil( size / 4 ) * 4;
  18923. size = Math.max( size, 4 );
  18924. const boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  18925. boneMatrices.set( this.boneMatrices ); // copy current values
  18926. const boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  18927. boneTexture.needsUpdate = true;
  18928. this.boneMatrices = boneMatrices;
  18929. this.boneTexture = boneTexture;
  18930. return this;
  18931. }
  18932. /**
  18933. * Searches through the skeleton's bone array and returns the first with a
  18934. * matching name.
  18935. *
  18936. * @param {string} name - The name of the bone.
  18937. * @return {Bone|undefined} The found bone. `undefined` if no bone has been found.
  18938. */
  18939. getBoneByName( name ) {
  18940. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18941. const bone = this.bones[ i ];
  18942. if ( bone.name === name ) {
  18943. return bone;
  18944. }
  18945. }
  18946. return undefined;
  18947. }
  18948. /**
  18949. * Frees the GPU-related resources allocated by this instance. Call this
  18950. * method whenever this instance is no longer used in your app.
  18951. */
  18952. dispose( ) {
  18953. if ( this.boneTexture !== null ) {
  18954. this.boneTexture.dispose();
  18955. this.boneTexture = null;
  18956. }
  18957. }
  18958. /**
  18959. * Setups the skeleton by the given JSON and bones.
  18960. *
  18961. * @param {Object} json - The skeleton as serialized JSON.
  18962. * @param {Object<string, Bone>} bones - An array of bones.
  18963. * @return {Skeleton} A reference of this instance.
  18964. */
  18965. fromJSON( json, bones ) {
  18966. this.uuid = json.uuid;
  18967. for ( let i = 0, l = json.bones.length; i < l; i ++ ) {
  18968. const uuid = json.bones[ i ];
  18969. let bone = bones[ uuid ];
  18970. if ( bone === undefined ) {
  18971. warn( 'Skeleton: No bone found with UUID:', uuid );
  18972. bone = new Bone();
  18973. }
  18974. this.bones.push( bone );
  18975. this.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) );
  18976. }
  18977. this.init();
  18978. return this;
  18979. }
  18980. /**
  18981. * Serializes the skeleton into JSON.
  18982. *
  18983. * @return {Object} A JSON object representing the serialized skeleton.
  18984. * @see {@link ObjectLoader#parse}
  18985. */
  18986. toJSON() {
  18987. const data = {
  18988. metadata: {
  18989. version: 4.7,
  18990. type: 'Skeleton',
  18991. generator: 'Skeleton.toJSON'
  18992. },
  18993. bones: [],
  18994. boneInverses: []
  18995. };
  18996. data.uuid = this.uuid;
  18997. const bones = this.bones;
  18998. const boneInverses = this.boneInverses;
  18999. for ( let i = 0, l = bones.length; i < l; i ++ ) {
  19000. const bone = bones[ i ];
  19001. data.bones.push( bone.uuid );
  19002. const boneInverse = boneInverses[ i ];
  19003. data.boneInverses.push( boneInverse.toArray() );
  19004. }
  19005. return data;
  19006. }
  19007. }
  19008. /**
  19009. * An instanced version of a buffer attribute.
  19010. *
  19011. * @augments BufferAttribute
  19012. */
  19013. class InstancedBufferAttribute extends BufferAttribute {
  19014. /**
  19015. * Constructs a new instanced buffer attribute.
  19016. *
  19017. * @param {TypedArray} array - The array holding the attribute data.
  19018. * @param {number} itemSize - The item size.
  19019. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  19020. * @param {number} [meshPerAttribute=1] - How often a value of this buffer attribute should be repeated.
  19021. */
  19022. constructor( array, itemSize, normalized, meshPerAttribute = 1 ) {
  19023. super( array, itemSize, normalized );
  19024. /**
  19025. * This flag can be used for type testing.
  19026. *
  19027. * @type {boolean}
  19028. * @readonly
  19029. * @default true
  19030. */
  19031. this.isInstancedBufferAttribute = true;
  19032. /**
  19033. * Defines how often a value of this buffer attribute should be repeated. A
  19034. * value of one means that each value of the instanced attribute is used for
  19035. * a single instance. A value of two means that each value is used for two
  19036. * consecutive instances (and so on).
  19037. *
  19038. * @type {number}
  19039. * @default 1
  19040. */
  19041. this.meshPerAttribute = meshPerAttribute;
  19042. }
  19043. copy( source ) {
  19044. super.copy( source );
  19045. this.meshPerAttribute = source.meshPerAttribute;
  19046. return this;
  19047. }
  19048. toJSON() {
  19049. const data = super.toJSON();
  19050. data.meshPerAttribute = this.meshPerAttribute;
  19051. data.isInstancedBufferAttribute = true;
  19052. return data;
  19053. }
  19054. }
  19055. const _instanceLocalMatrix = /*@__PURE__*/ new Matrix4();
  19056. const _instanceWorldMatrix = /*@__PURE__*/ new Matrix4();
  19057. const _instanceIntersects = [];
  19058. const _box3 = /*@__PURE__*/ new Box3();
  19059. const _identity = /*@__PURE__*/ new Matrix4();
  19060. const _mesh$1 = /*@__PURE__*/ new Mesh();
  19061. const _sphere$4 = /*@__PURE__*/ new Sphere();
  19062. /**
  19063. * A special version of a mesh with instanced rendering support. Use
  19064. * this class if you have to render a large number of objects with the same
  19065. * geometry and material(s) but with different world transformations. The usage
  19066. * of 'InstancedMesh' will help you to reduce the number of draw calls and thus
  19067. * improve the overall rendering performance in your application.
  19068. *
  19069. * @augments Mesh
  19070. */
  19071. class InstancedMesh extends Mesh {
  19072. /**
  19073. * Constructs a new instanced mesh.
  19074. *
  19075. * @param {BufferGeometry} [geometry] - The mesh geometry.
  19076. * @param {Material|Array<Material>} [material] - The mesh material.
  19077. * @param {number} count - The number of instances.
  19078. */
  19079. constructor( geometry, material, count ) {
  19080. super( geometry, material );
  19081. /**
  19082. * This flag can be used for type testing.
  19083. *
  19084. * @type {boolean}
  19085. * @readonly
  19086. * @default true
  19087. */
  19088. this.isInstancedMesh = true;
  19089. /**
  19090. * Represents the local transformation of all instances. You have to set its
  19091. * {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data
  19092. * via {@link InstancedMesh#setMatrixAt}.
  19093. *
  19094. * @type {InstancedBufferAttribute}
  19095. */
  19096. this.instanceMatrix = new InstancedBufferAttribute( new Float32Array( count * 16 ), 16 );
  19097. /**
  19098. * Represents the color of all instances. You have to set its
  19099. * {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data
  19100. * via {@link InstancedMesh#setColorAt}.
  19101. *
  19102. * @type {?InstancedBufferAttribute}
  19103. * @default null
  19104. */
  19105. this.instanceColor = null;
  19106. /**
  19107. * Represents the morph target weights of all instances. You have to set its
  19108. * {@link Texture#needsUpdate} flag to true if you modify instanced data
  19109. * via {@link InstancedMesh#setMorphAt}.
  19110. *
  19111. * @type {?DataTexture}
  19112. * @default null
  19113. */
  19114. this.morphTexture = null;
  19115. /**
  19116. * The number of instances.
  19117. *
  19118. * @type {number}
  19119. */
  19120. this.count = count;
  19121. /**
  19122. * The bounding box of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingBox}.
  19123. *
  19124. * @type {?Box3}
  19125. * @default null
  19126. */
  19127. this.boundingBox = null;
  19128. /**
  19129. * The bounding sphere of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingSphere}.
  19130. *
  19131. * @type {?Sphere}
  19132. * @default null
  19133. */
  19134. this.boundingSphere = null;
  19135. for ( let i = 0; i < count; i ++ ) {
  19136. this.setMatrixAt( i, _identity );
  19137. }
  19138. }
  19139. /**
  19140. * Computes the bounding box of the instanced mesh, and updates {@link InstancedMesh#boundingBox}.
  19141. * The bounding box is not automatically computed by the engine; this method must be called by your app.
  19142. * You may need to recompute the bounding box if an instance is transformed via {@link InstancedMesh#setMatrixAt}.
  19143. */
  19144. computeBoundingBox() {
  19145. const geometry = this.geometry;
  19146. const count = this.count;
  19147. if ( this.boundingBox === null ) {
  19148. this.boundingBox = new Box3();
  19149. }
  19150. if ( geometry.boundingBox === null ) {
  19151. geometry.computeBoundingBox();
  19152. }
  19153. this.boundingBox.makeEmpty();
  19154. for ( let i = 0; i < count; i ++ ) {
  19155. this.getMatrixAt( i, _instanceLocalMatrix );
  19156. _box3.copy( geometry.boundingBox ).applyMatrix4( _instanceLocalMatrix );
  19157. this.boundingBox.union( _box3 );
  19158. }
  19159. }
  19160. /**
  19161. * Computes the bounding sphere of the instanced mesh, and updates {@link InstancedMesh#boundingSphere}
  19162. * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.
  19163. * You may need to recompute the bounding sphere if an instance is transformed via {@link InstancedMesh#setMatrixAt}.
  19164. */
  19165. computeBoundingSphere() {
  19166. const geometry = this.geometry;
  19167. const count = this.count;
  19168. if ( this.boundingSphere === null ) {
  19169. this.boundingSphere = new Sphere();
  19170. }
  19171. if ( geometry.boundingSphere === null ) {
  19172. geometry.computeBoundingSphere();
  19173. }
  19174. this.boundingSphere.makeEmpty();
  19175. for ( let i = 0; i < count; i ++ ) {
  19176. this.getMatrixAt( i, _instanceLocalMatrix );
  19177. _sphere$4.copy( geometry.boundingSphere ).applyMatrix4( _instanceLocalMatrix );
  19178. this.boundingSphere.union( _sphere$4 );
  19179. }
  19180. }
  19181. copy( source, recursive ) {
  19182. super.copy( source, recursive );
  19183. this.instanceMatrix.copy( source.instanceMatrix );
  19184. if ( source.morphTexture !== null ) this.morphTexture = source.morphTexture.clone();
  19185. if ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone();
  19186. this.count = source.count;
  19187. if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
  19188. if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
  19189. return this;
  19190. }
  19191. /**
  19192. * Gets the color of the defined instance.
  19193. *
  19194. * @param {number} index - The instance index.
  19195. * @param {Color} color - The target object that is used to store the method's result.
  19196. */
  19197. getColorAt( index, color ) {
  19198. color.fromArray( this.instanceColor.array, index * 3 );
  19199. }
  19200. /**
  19201. * Gets the local transformation matrix of the defined instance.
  19202. *
  19203. * @param {number} index - The instance index.
  19204. * @param {Matrix4} matrix - The target object that is used to store the method's result.
  19205. */
  19206. getMatrixAt( index, matrix ) {
  19207. matrix.fromArray( this.instanceMatrix.array, index * 16 );
  19208. }
  19209. /**
  19210. * Gets the morph target weights of the defined instance.
  19211. *
  19212. * @param {number} index - The instance index.
  19213. * @param {Mesh} object - The target object that is used to store the method's result.
  19214. */
  19215. getMorphAt( index, object ) {
  19216. const objectInfluences = object.morphTargetInfluences;
  19217. const array = this.morphTexture.source.data.data;
  19218. const len = objectInfluences.length + 1; // All influences + the baseInfluenceSum
  19219. const dataIndex = index * len + 1; // Skip the baseInfluenceSum at the beginning
  19220. for ( let i = 0; i < objectInfluences.length; i ++ ) {
  19221. objectInfluences[ i ] = array[ dataIndex + i ];
  19222. }
  19223. }
  19224. raycast( raycaster, intersects ) {
  19225. const matrixWorld = this.matrixWorld;
  19226. const raycastTimes = this.count;
  19227. _mesh$1.geometry = this.geometry;
  19228. _mesh$1.material = this.material;
  19229. if ( _mesh$1.material === undefined ) return;
  19230. // test with bounding sphere first
  19231. if ( this.boundingSphere === null ) this.computeBoundingSphere();
  19232. _sphere$4.copy( this.boundingSphere );
  19233. _sphere$4.applyMatrix4( matrixWorld );
  19234. if ( raycaster.ray.intersectsSphere( _sphere$4 ) === false ) return;
  19235. // now test each instance
  19236. for ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
  19237. // calculate the world matrix for each instance
  19238. this.getMatrixAt( instanceId, _instanceLocalMatrix );
  19239. _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
  19240. // the mesh represents this single instance
  19241. _mesh$1.matrixWorld = _instanceWorldMatrix;
  19242. _mesh$1.raycast( raycaster, _instanceIntersects );
  19243. // process the result of raycast
  19244. for ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) {
  19245. const intersect = _instanceIntersects[ i ];
  19246. intersect.instanceId = instanceId;
  19247. intersect.object = this;
  19248. intersects.push( intersect );
  19249. }
  19250. _instanceIntersects.length = 0;
  19251. }
  19252. }
  19253. /**
  19254. * Sets the given color to the defined instance. Make sure you set the `needsUpdate` flag of
  19255. * {@link InstancedMesh#instanceColor} to `true` after updating all the colors.
  19256. *
  19257. * @param {number} index - The instance index.
  19258. * @param {Color} color - The instance color.
  19259. */
  19260. setColorAt( index, color ) {
  19261. if ( this.instanceColor === null ) {
  19262. this.instanceColor = new InstancedBufferAttribute( new Float32Array( this.instanceMatrix.count * 3 ).fill( 1 ), 3 );
  19263. }
  19264. color.toArray( this.instanceColor.array, index * 3 );
  19265. }
  19266. /**
  19267. * Sets the given local transformation matrix to the defined instance. Make sure you set the `needsUpdate` flag of
  19268. * {@link InstancedMesh#instanceMatrix} to `true` after updating all the colors.
  19269. *
  19270. * @param {number} index - The instance index.
  19271. * @param {Matrix4} matrix - The local transformation.
  19272. */
  19273. setMatrixAt( index, matrix ) {
  19274. matrix.toArray( this.instanceMatrix.array, index * 16 );
  19275. }
  19276. /**
  19277. * Sets the morph target weights to the defined instance. Make sure you set the `needsUpdate` flag of
  19278. * {@link InstancedMesh#morphTexture} to `true` after updating all the influences.
  19279. *
  19280. * @param {number} index - The instance index.
  19281. * @param {Mesh} object - A mesh which `morphTargetInfluences` property containing the morph target weights
  19282. * of a single instance.
  19283. */
  19284. setMorphAt( index, object ) {
  19285. const objectInfluences = object.morphTargetInfluences;
  19286. const len = objectInfluences.length + 1; // morphBaseInfluence + all influences
  19287. if ( this.morphTexture === null ) {
  19288. this.morphTexture = new DataTexture( new Float32Array( len * this.count ), len, this.count, RedFormat, FloatType );
  19289. }
  19290. const array = this.morphTexture.source.data.data;
  19291. let morphInfluencesSum = 0;
  19292. for ( let i = 0; i < objectInfluences.length; i ++ ) {
  19293. morphInfluencesSum += objectInfluences[ i ];
  19294. }
  19295. const morphBaseInfluence = this.geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  19296. const dataIndex = len * index;
  19297. array[ dataIndex ] = morphBaseInfluence;
  19298. array.set( objectInfluences, dataIndex + 1 );
  19299. }
  19300. updateMorphTargets() {
  19301. }
  19302. /**
  19303. * Frees the GPU-related resources allocated by this instance. Call this
  19304. * method whenever this instance is no longer used in your app.
  19305. */
  19306. dispose() {
  19307. this.dispatchEvent( { type: 'dispose' } );
  19308. if ( this.morphTexture !== null ) {
  19309. this.morphTexture.dispose();
  19310. this.morphTexture = null;
  19311. }
  19312. }
  19313. }
  19314. const _vector1 = /*@__PURE__*/ new Vector3();
  19315. const _vector2 = /*@__PURE__*/ new Vector3();
  19316. const _normalMatrix = /*@__PURE__*/ new Matrix3();
  19317. /**
  19318. * A two dimensional surface that extends infinitely in 3D space, represented
  19319. * in [Hessian normal form](http://mathworld.wolfram.com/HessianNormalForm.html)
  19320. * by a unit length normal vector and a constant.
  19321. */
  19322. class Plane {
  19323. /**
  19324. * Constructs a new plane.
  19325. *
  19326. * @param {Vector3} [normal=(1,0,0)] - A unit length vector defining the normal of the plane.
  19327. * @param {number} [constant=0] - The signed distance from the origin to the plane.
  19328. */
  19329. constructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) {
  19330. /**
  19331. * This flag can be used for type testing.
  19332. *
  19333. * @type {boolean}
  19334. * @readonly
  19335. * @default true
  19336. */
  19337. this.isPlane = true;
  19338. /**
  19339. * A unit length vector defining the normal of the plane.
  19340. *
  19341. * @type {Vector3}
  19342. */
  19343. this.normal = normal;
  19344. /**
  19345. * The signed distance from the origin to the plane.
  19346. *
  19347. * @type {number}
  19348. * @default 0
  19349. */
  19350. this.constant = constant;
  19351. }
  19352. /**
  19353. * Sets the plane components by copying the given values.
  19354. *
  19355. * @param {Vector3} normal - The normal.
  19356. * @param {number} constant - The constant.
  19357. * @return {Plane} A reference to this plane.
  19358. */
  19359. set( normal, constant ) {
  19360. this.normal.copy( normal );
  19361. this.constant = constant;
  19362. return this;
  19363. }
  19364. /**
  19365. * Sets the plane components by defining `x`, `y`, `z` as the
  19366. * plane normal and `w` as the constant.
  19367. *
  19368. * @param {number} x - The value for the normal's x component.
  19369. * @param {number} y - The value for the normal's y component.
  19370. * @param {number} z - The value for the normal's z component.
  19371. * @param {number} w - The constant value.
  19372. * @return {Plane} A reference to this plane.
  19373. */
  19374. setComponents( x, y, z, w ) {
  19375. this.normal.set( x, y, z );
  19376. this.constant = w;
  19377. return this;
  19378. }
  19379. /**
  19380. * Sets the plane from the given normal and coplanar point (that is a point
  19381. * that lies onto the plane).
  19382. *
  19383. * @param {Vector3} normal - The normal.
  19384. * @param {Vector3} point - A coplanar point.
  19385. * @return {Plane} A reference to this plane.
  19386. */
  19387. setFromNormalAndCoplanarPoint( normal, point ) {
  19388. this.normal.copy( normal );
  19389. this.constant = - point.dot( this.normal );
  19390. return this;
  19391. }
  19392. /**
  19393. * Sets the plane from three coplanar points. The winding order is
  19394. * assumed to be counter-clockwise, and determines the direction of
  19395. * the plane normal.
  19396. *
  19397. * @param {Vector3} a - The first coplanar point.
  19398. * @param {Vector3} b - The second coplanar point.
  19399. * @param {Vector3} c - The third coplanar point.
  19400. * @return {Plane} A reference to this plane.
  19401. */
  19402. setFromCoplanarPoints( a, b, c ) {
  19403. const normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  19404. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  19405. this.setFromNormalAndCoplanarPoint( normal, a );
  19406. return this;
  19407. }
  19408. /**
  19409. * Copies the values of the given plane to this instance.
  19410. *
  19411. * @param {Plane} plane - The plane to copy.
  19412. * @return {Plane} A reference to this plane.
  19413. */
  19414. copy( plane ) {
  19415. this.normal.copy( plane.normal );
  19416. this.constant = plane.constant;
  19417. return this;
  19418. }
  19419. /**
  19420. * Normalizes the plane normal and adjusts the constant accordingly.
  19421. *
  19422. * @return {Plane} A reference to this plane.
  19423. */
  19424. normalize() {
  19425. // Note: will lead to a divide by zero if the plane is invalid.
  19426. const inverseNormalLength = 1.0 / this.normal.length();
  19427. this.normal.multiplyScalar( inverseNormalLength );
  19428. this.constant *= inverseNormalLength;
  19429. return this;
  19430. }
  19431. /**
  19432. * Negates both the plane normal and the constant.
  19433. *
  19434. * @return {Plane} A reference to this plane.
  19435. */
  19436. negate() {
  19437. this.constant *= -1;
  19438. this.normal.negate();
  19439. return this;
  19440. }
  19441. /**
  19442. * Returns the signed distance from the given point to this plane.
  19443. *
  19444. * @param {Vector3} point - The point to compute the distance for.
  19445. * @return {number} The signed distance.
  19446. */
  19447. distanceToPoint( point ) {
  19448. return this.normal.dot( point ) + this.constant;
  19449. }
  19450. /**
  19451. * Returns the signed distance from the given sphere to this plane.
  19452. *
  19453. * @param {Sphere} sphere - The sphere to compute the distance for.
  19454. * @return {number} The signed distance.
  19455. */
  19456. distanceToSphere( sphere ) {
  19457. return this.distanceToPoint( sphere.center ) - sphere.radius;
  19458. }
  19459. /**
  19460. * Projects a the given point onto the plane.
  19461. *
  19462. * @param {Vector3} point - The point to project.
  19463. * @param {Vector3} target - The target vector that is used to store the method's result.
  19464. * @return {Vector3} The projected point on the plane.
  19465. */
  19466. projectPoint( point, target ) {
  19467. return target.copy( point ).addScaledVector( this.normal, - this.distanceToPoint( point ) );
  19468. }
  19469. /**
  19470. * Returns the intersection point of the passed line and the plane. Returns
  19471. * `null` if the line does not intersect. Returns the line's starting point if
  19472. * the line is coplanar with the plane.
  19473. *
  19474. * @param {Line3} line - The line to compute the intersection for.
  19475. * @param {Vector3} target - The target vector that is used to store the method's result.
  19476. * @return {?Vector3} The intersection point.
  19477. */
  19478. intersectLine( line, target ) {
  19479. const direction = line.delta( _vector1 );
  19480. const denominator = this.normal.dot( direction );
  19481. if ( denominator === 0 ) {
  19482. // line is coplanar, return origin
  19483. if ( this.distanceToPoint( line.start ) === 0 ) {
  19484. return target.copy( line.start );
  19485. }
  19486. // Unsure if this is the correct method to handle this case.
  19487. return null;
  19488. }
  19489. const t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  19490. if ( t < 0 || t > 1 ) {
  19491. return null;
  19492. }
  19493. return target.copy( line.start ).addScaledVector( direction, t );
  19494. }
  19495. /**
  19496. * Returns `true` if the given line segment intersects with (passes through) the plane.
  19497. *
  19498. * @param {Line3} line - The line to test.
  19499. * @return {boolean} Whether the given line segment intersects with the plane or not.
  19500. */
  19501. intersectsLine( line ) {
  19502. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  19503. const startSign = this.distanceToPoint( line.start );
  19504. const endSign = this.distanceToPoint( line.end );
  19505. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  19506. }
  19507. /**
  19508. * Returns `true` if the given bounding box intersects with the plane.
  19509. *
  19510. * @param {Box3} box - The bounding box to test.
  19511. * @return {boolean} Whether the given bounding box intersects with the plane or not.
  19512. */
  19513. intersectsBox( box ) {
  19514. return box.intersectsPlane( this );
  19515. }
  19516. /**
  19517. * Returns `true` if the given bounding sphere intersects with the plane.
  19518. *
  19519. * @param {Sphere} sphere - The bounding sphere to test.
  19520. * @return {boolean} Whether the given bounding sphere intersects with the plane or not.
  19521. */
  19522. intersectsSphere( sphere ) {
  19523. return sphere.intersectsPlane( this );
  19524. }
  19525. /**
  19526. * Returns a coplanar vector to the plane, by calculating the
  19527. * projection of the normal at the origin onto the plane.
  19528. *
  19529. * @param {Vector3} target - The target vector that is used to store the method's result.
  19530. * @return {Vector3} The coplanar point.
  19531. */
  19532. coplanarPoint( target ) {
  19533. return target.copy( this.normal ).multiplyScalar( - this.constant );
  19534. }
  19535. /**
  19536. * Apply a 4x4 matrix to the plane. The matrix must be an affine, homogeneous transform.
  19537. *
  19538. * The optional normal matrix can be pre-computed like so:
  19539. * ```js
  19540. * const optionalNormalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
  19541. * ```
  19542. *
  19543. * @param {Matrix4} matrix - The transformation matrix.
  19544. * @param {Matrix4} [optionalNormalMatrix] - A pre-computed normal matrix.
  19545. * @return {Plane} A reference to this plane.
  19546. */
  19547. applyMatrix4( matrix, optionalNormalMatrix ) {
  19548. const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  19549. const referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  19550. const normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  19551. this.constant = - referencePoint.dot( normal );
  19552. return this;
  19553. }
  19554. /**
  19555. * Translates the plane by the distance defined by the given offset vector.
  19556. * Note that this only affects the plane constant and will not affect the normal vector.
  19557. *
  19558. * @param {Vector3} offset - The offset vector.
  19559. * @return {Plane} A reference to this plane.
  19560. */
  19561. translate( offset ) {
  19562. this.constant -= offset.dot( this.normal );
  19563. return this;
  19564. }
  19565. /**
  19566. * Returns `true` if this plane is equal with the given one.
  19567. *
  19568. * @param {Plane} plane - The plane to test for equality.
  19569. * @return {boolean} Whether this plane is equal with the given one.
  19570. */
  19571. equals( plane ) {
  19572. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  19573. }
  19574. /**
  19575. * Returns a new plane with copied values from this instance.
  19576. *
  19577. * @return {Plane} A clone of this instance.
  19578. */
  19579. clone() {
  19580. return new this.constructor().copy( this );
  19581. }
  19582. }
  19583. const _sphere$3 = /*@__PURE__*/ new Sphere();
  19584. const _defaultSpriteCenter = /*@__PURE__*/ new Vector2( 0.5, 0.5 );
  19585. const _vector$6 = /*@__PURE__*/ new Vector3();
  19586. /**
  19587. * Frustums are used to determine what is inside the camera's field of view.
  19588. * They help speed up the rendering process - objects which lie outside a camera's
  19589. * frustum can safely be excluded from rendering.
  19590. *
  19591. * This class is mainly intended for use internally by a renderer.
  19592. */
  19593. class Frustum {
  19594. /**
  19595. * Constructs a new frustum.
  19596. *
  19597. * @param {Plane} [p0] - The first plane that encloses the frustum.
  19598. * @param {Plane} [p1] - The second plane that encloses the frustum.
  19599. * @param {Plane} [p2] - The third plane that encloses the frustum.
  19600. * @param {Plane} [p3] - The fourth plane that encloses the frustum.
  19601. * @param {Plane} [p4] - The fifth plane that encloses the frustum.
  19602. * @param {Plane} [p5] - The sixth plane that encloses the frustum.
  19603. */
  19604. constructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) {
  19605. /**
  19606. * This array holds the planes that enclose the frustum.
  19607. *
  19608. * @type {Array<Plane>}
  19609. */
  19610. this.planes = [ p0, p1, p2, p3, p4, p5 ];
  19611. }
  19612. /**
  19613. * Sets the frustum planes by copying the given planes.
  19614. *
  19615. * @param {Plane} [p0] - The first plane that encloses the frustum.
  19616. * @param {Plane} [p1] - The second plane that encloses the frustum.
  19617. * @param {Plane} [p2] - The third plane that encloses the frustum.
  19618. * @param {Plane} [p3] - The fourth plane that encloses the frustum.
  19619. * @param {Plane} [p4] - The fifth plane that encloses the frustum.
  19620. * @param {Plane} [p5] - The sixth plane that encloses the frustum.
  19621. * @return {Frustum} A reference to this frustum.
  19622. */
  19623. set( p0, p1, p2, p3, p4, p5 ) {
  19624. const planes = this.planes;
  19625. planes[ 0 ].copy( p0 );
  19626. planes[ 1 ].copy( p1 );
  19627. planes[ 2 ].copy( p2 );
  19628. planes[ 3 ].copy( p3 );
  19629. planes[ 4 ].copy( p4 );
  19630. planes[ 5 ].copy( p5 );
  19631. return this;
  19632. }
  19633. /**
  19634. * Copies the values of the given frustum to this instance.
  19635. *
  19636. * @param {Frustum} frustum - The frustum to copy.
  19637. * @return {Frustum} A reference to this frustum.
  19638. */
  19639. copy( frustum ) {
  19640. const planes = this.planes;
  19641. for ( let i = 0; i < 6; i ++ ) {
  19642. planes[ i ].copy( frustum.planes[ i ] );
  19643. }
  19644. return this;
  19645. }
  19646. /**
  19647. * Sets the frustum planes from the given projection matrix.
  19648. *
  19649. * @param {Matrix4} m - The projection matrix.
  19650. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} coordinateSystem - The coordinate system.
  19651. * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  19652. * @return {Frustum} A reference to this frustum.
  19653. */
  19654. setFromProjectionMatrix( m, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
  19655. const planes = this.planes;
  19656. const me = m.elements;
  19657. const me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  19658. const me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  19659. const me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  19660. const me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  19661. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  19662. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  19663. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  19664. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  19665. if ( reversedDepth ) {
  19666. planes[ 4 ].setComponents( me2, me6, me10, me14 ).normalize(); // far
  19667. planes[ 5 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); // near
  19668. } else {
  19669. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); // far
  19670. if ( coordinateSystem === WebGLCoordinateSystem ) {
  19671. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize(); // near
  19672. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  19673. planes[ 5 ].setComponents( me2, me6, me10, me14 ).normalize(); // near
  19674. } else {
  19675. throw new Error( 'THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: ' + coordinateSystem );
  19676. }
  19677. }
  19678. return this;
  19679. }
  19680. /**
  19681. * Returns `true` if the 3D object's bounding sphere is intersecting this frustum.
  19682. *
  19683. * Note that the 3D object must have a geometry so that the bounding sphere can be calculated.
  19684. *
  19685. * @param {Object3D} object - The 3D object to test.
  19686. * @return {boolean} Whether the 3D object's bounding sphere is intersecting this frustum or not.
  19687. */
  19688. intersectsObject( object ) {
  19689. if ( object.boundingSphere !== undefined ) {
  19690. if ( object.boundingSphere === null ) object.computeBoundingSphere();
  19691. _sphere$3.copy( object.boundingSphere ).applyMatrix4( object.matrixWorld );
  19692. } else {
  19693. const geometry = object.geometry;
  19694. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  19695. _sphere$3.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  19696. }
  19697. return this.intersectsSphere( _sphere$3 );
  19698. }
  19699. /**
  19700. * Returns `true` if the given sprite is intersecting this frustum.
  19701. *
  19702. * @param {Sprite} sprite - The sprite to test.
  19703. * @return {boolean} Whether the sprite is intersecting this frustum or not.
  19704. */
  19705. intersectsSprite( sprite ) {
  19706. _sphere$3.center.set( 0, 0, 0 );
  19707. const offset = _defaultSpriteCenter.distanceTo( sprite.center );
  19708. _sphere$3.radius = 0.7071067811865476 + offset;
  19709. _sphere$3.applyMatrix4( sprite.matrixWorld );
  19710. return this.intersectsSphere( _sphere$3 );
  19711. }
  19712. /**
  19713. * Returns `true` if the given bounding sphere is intersecting this frustum.
  19714. *
  19715. * @param {Sphere} sphere - The bounding sphere to test.
  19716. * @return {boolean} Whether the bounding sphere is intersecting this frustum or not.
  19717. */
  19718. intersectsSphere( sphere ) {
  19719. const planes = this.planes;
  19720. const center = sphere.center;
  19721. const negRadius = - sphere.radius;
  19722. for ( let i = 0; i < 6; i ++ ) {
  19723. const distance = planes[ i ].distanceToPoint( center );
  19724. if ( distance < negRadius ) {
  19725. return false;
  19726. }
  19727. }
  19728. return true;
  19729. }
  19730. /**
  19731. * Returns `true` if the given bounding box is intersecting this frustum.
  19732. *
  19733. * @param {Box3} box - The bounding box to test.
  19734. * @return {boolean} Whether the bounding box is intersecting this frustum or not.
  19735. */
  19736. intersectsBox( box ) {
  19737. const planes = this.planes;
  19738. for ( let i = 0; i < 6; i ++ ) {
  19739. const plane = planes[ i ];
  19740. // corner at max distance
  19741. _vector$6.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  19742. _vector$6.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  19743. _vector$6.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  19744. if ( plane.distanceToPoint( _vector$6 ) < 0 ) {
  19745. return false;
  19746. }
  19747. }
  19748. return true;
  19749. }
  19750. /**
  19751. * Returns `true` if the given point lies within the frustum.
  19752. *
  19753. * @param {Vector3} point - The point to test.
  19754. * @return {boolean} Whether the point lies within this frustum or not.
  19755. */
  19756. containsPoint( point ) {
  19757. const planes = this.planes;
  19758. for ( let i = 0; i < 6; i ++ ) {
  19759. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  19760. return false;
  19761. }
  19762. }
  19763. return true;
  19764. }
  19765. /**
  19766. * Returns a new frustum with copied values from this instance.
  19767. *
  19768. * @return {Frustum} A clone of this instance.
  19769. */
  19770. clone() {
  19771. return new this.constructor().copy( this );
  19772. }
  19773. }
  19774. const _projScreenMatrix$2 = /*@__PURE__*/ new Matrix4();
  19775. const _frustum$1 = /*@__PURE__*/ new Frustum();
  19776. /**
  19777. * FrustumArray is used to determine if an object is visible in at least one camera
  19778. * from an array of cameras. This is particularly useful for multi-view renderers.
  19779. */
  19780. class FrustumArray {
  19781. /**
  19782. * Constructs a new frustum array.
  19783. *
  19784. */
  19785. constructor() {
  19786. /**
  19787. * The coordinate system to use.
  19788. *
  19789. * @type {WebGLCoordinateSystem|WebGPUCoordinateSystem}
  19790. * @default WebGLCoordinateSystem
  19791. */
  19792. this.coordinateSystem = WebGLCoordinateSystem;
  19793. }
  19794. /**
  19795. * Returns `true` if the 3D object's bounding sphere is intersecting any frustum
  19796. * from the camera array.
  19797. *
  19798. * @param {Object3D} object - The 3D object to test.
  19799. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19800. * @return {boolean} Whether the 3D object is visible in any camera.
  19801. */
  19802. intersectsObject( object, cameraArray ) {
  19803. if ( ! cameraArray.isArrayCamera || cameraArray.cameras.length === 0 ) {
  19804. return false;
  19805. }
  19806. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19807. const camera = cameraArray.cameras[ i ];
  19808. _projScreenMatrix$2.multiplyMatrices(
  19809. camera.projectionMatrix,
  19810. camera.matrixWorldInverse
  19811. );
  19812. _frustum$1.setFromProjectionMatrix(
  19813. _projScreenMatrix$2,
  19814. camera.coordinateSystem,
  19815. camera.reversedDepth
  19816. );
  19817. if ( _frustum$1.intersectsObject( object ) ) {
  19818. return true; // Object is visible in at least one camera
  19819. }
  19820. }
  19821. return false; // Not visible in any camera
  19822. }
  19823. /**
  19824. * Returns `true` if the given sprite is intersecting any frustum
  19825. * from the camera array.
  19826. *
  19827. * @param {Sprite} sprite - The sprite to test.
  19828. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19829. * @return {boolean} Whether the sprite is visible in any camera.
  19830. */
  19831. intersectsSprite( sprite, cameraArray ) {
  19832. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19833. return false;
  19834. }
  19835. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19836. const camera = cameraArray.cameras[ i ];
  19837. _projScreenMatrix$2.multiplyMatrices(
  19838. camera.projectionMatrix,
  19839. camera.matrixWorldInverse
  19840. );
  19841. _frustum$1.setFromProjectionMatrix(
  19842. _projScreenMatrix$2,
  19843. camera.coordinateSystem,
  19844. camera.reversedDepth
  19845. );
  19846. if ( _frustum$1.intersectsSprite( sprite ) ) {
  19847. return true; // Sprite is visible in at least one camera
  19848. }
  19849. }
  19850. return false; // Not visible in any camera
  19851. }
  19852. /**
  19853. * Returns `true` if the given bounding sphere is intersecting any frustum
  19854. * from the camera array.
  19855. *
  19856. * @param {Sphere} sphere - The bounding sphere to test.
  19857. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19858. * @return {boolean} Whether the sphere is visible in any camera.
  19859. */
  19860. intersectsSphere( sphere, cameraArray ) {
  19861. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19862. return false;
  19863. }
  19864. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19865. const camera = cameraArray.cameras[ i ];
  19866. _projScreenMatrix$2.multiplyMatrices(
  19867. camera.projectionMatrix,
  19868. camera.matrixWorldInverse
  19869. );
  19870. _frustum$1.setFromProjectionMatrix(
  19871. _projScreenMatrix$2,
  19872. camera.coordinateSystem,
  19873. camera.reversedDepth
  19874. );
  19875. if ( _frustum$1.intersectsSphere( sphere ) ) {
  19876. return true; // Sphere is visible in at least one camera
  19877. }
  19878. }
  19879. return false; // Not visible in any camera
  19880. }
  19881. /**
  19882. * Returns `true` if the given bounding box is intersecting any frustum
  19883. * from the camera array.
  19884. *
  19885. * @param {Box3} box - The bounding box to test.
  19886. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19887. * @return {boolean} Whether the box is visible in any camera.
  19888. */
  19889. intersectsBox( box, cameraArray ) {
  19890. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19891. return false;
  19892. }
  19893. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19894. const camera = cameraArray.cameras[ i ];
  19895. _projScreenMatrix$2.multiplyMatrices(
  19896. camera.projectionMatrix,
  19897. camera.matrixWorldInverse
  19898. );
  19899. _frustum$1.setFromProjectionMatrix(
  19900. _projScreenMatrix$2,
  19901. camera.coordinateSystem,
  19902. camera.reversedDepth
  19903. );
  19904. if ( _frustum$1.intersectsBox( box ) ) {
  19905. return true; // Box is visible in at least one camera
  19906. }
  19907. }
  19908. return false; // Not visible in any camera
  19909. }
  19910. /**
  19911. * Returns `true` if the given point lies within any frustum
  19912. * from the camera array.
  19913. *
  19914. * @param {Vector3} point - The point to test.
  19915. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19916. * @return {boolean} Whether the point is visible in any camera.
  19917. */
  19918. containsPoint( point, cameraArray ) {
  19919. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19920. return false;
  19921. }
  19922. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19923. const camera = cameraArray.cameras[ i ];
  19924. _projScreenMatrix$2.multiplyMatrices(
  19925. camera.projectionMatrix,
  19926. camera.matrixWorldInverse
  19927. );
  19928. _frustum$1.setFromProjectionMatrix(
  19929. _projScreenMatrix$2,
  19930. camera.coordinateSystem,
  19931. camera.reversedDepth
  19932. );
  19933. if ( _frustum$1.containsPoint( point ) ) {
  19934. return true; // Point is visible in at least one camera
  19935. }
  19936. }
  19937. return false; // Not visible in any camera
  19938. }
  19939. /**
  19940. * Returns a new frustum array with copied values from this instance.
  19941. *
  19942. * @return {FrustumArray} A clone of this instance.
  19943. */
  19944. clone() {
  19945. return new FrustumArray();
  19946. }
  19947. }
  19948. function ascIdSort( a, b ) {
  19949. return a - b;
  19950. }
  19951. function sortOpaque( a, b ) {
  19952. return a.z - b.z;
  19953. }
  19954. function sortTransparent( a, b ) {
  19955. return b.z - a.z;
  19956. }
  19957. class MultiDrawRenderList {
  19958. constructor() {
  19959. this.index = 0;
  19960. this.pool = [];
  19961. this.list = [];
  19962. }
  19963. push( start, count, z, index ) {
  19964. const pool = this.pool;
  19965. const list = this.list;
  19966. if ( this.index >= pool.length ) {
  19967. pool.push( {
  19968. start: -1,
  19969. count: -1,
  19970. z: -1,
  19971. index: -1,
  19972. } );
  19973. }
  19974. const item = pool[ this.index ];
  19975. list.push( item );
  19976. this.index ++;
  19977. item.start = start;
  19978. item.count = count;
  19979. item.z = z;
  19980. item.index = index;
  19981. }
  19982. reset() {
  19983. this.list.length = 0;
  19984. this.index = 0;
  19985. }
  19986. }
  19987. const _matrix$1 = /*@__PURE__*/ new Matrix4();
  19988. const _whiteColor = /*@__PURE__*/ new Color( 1, 1, 1 );
  19989. const _frustum = /*@__PURE__*/ new Frustum();
  19990. const _frustumArray = /*@__PURE__*/ new FrustumArray();
  19991. const _box$1 = /*@__PURE__*/ new Box3();
  19992. const _sphere$2 = /*@__PURE__*/ new Sphere();
  19993. const _vector$5 = /*@__PURE__*/ new Vector3();
  19994. const _forward$1 = /*@__PURE__*/ new Vector3();
  19995. const _temp = /*@__PURE__*/ new Vector3();
  19996. const _renderList = /*@__PURE__*/ new MultiDrawRenderList();
  19997. const _mesh = /*@__PURE__*/ new Mesh();
  19998. const _batchIntersects = [];
  19999. // copies data from attribute "src" into "target" starting at "targetOffset"
  20000. function copyAttributeData( src, target, targetOffset = 0 ) {
  20001. const itemSize = target.itemSize;
  20002. if ( src.isInterleavedBufferAttribute || src.array.constructor !== target.array.constructor ) {
  20003. // use the component getters and setters if the array data cannot
  20004. // be copied directly
  20005. const vertexCount = src.count;
  20006. for ( let i = 0; i < vertexCount; i ++ ) {
  20007. for ( let c = 0; c < itemSize; c ++ ) {
  20008. target.setComponent( i + targetOffset, c, src.getComponent( i, c ) );
  20009. }
  20010. }
  20011. } else {
  20012. // faster copy approach using typed array set function
  20013. target.array.set( src.array, targetOffset * itemSize );
  20014. }
  20015. target.needsUpdate = true;
  20016. }
  20017. // safely copies array contents to a potentially smaller array
  20018. function copyArrayContents( src, target ) {
  20019. if ( src.constructor !== target.constructor ) {
  20020. // if arrays are of a different type (eg due to index size increasing) then data must be per-element copied
  20021. const len = Math.min( src.length, target.length );
  20022. for ( let i = 0; i < len; i ++ ) {
  20023. target[ i ] = src[ i ];
  20024. }
  20025. } else {
  20026. // if the arrays use the same data layout we can use a fast block copy
  20027. const len = Math.min( src.length, target.length );
  20028. target.set( new src.constructor( src.buffer, 0, len ) );
  20029. }
  20030. }
  20031. /**
  20032. * A special version of a mesh with multi draw batch rendering support. Use
  20033. * this class if you have to render a large number of objects with the same
  20034. * material but with different geometries or world transformations. The usage of
  20035. * `BatchedMesh` will help you to reduce the number of draw calls and thus improve the overall
  20036. * rendering performance in your application.
  20037. *
  20038. * ```js
  20039. * const box = new THREE.BoxGeometry( 1, 1, 1 );
  20040. * const sphere = new THREE.SphereGeometry( 1, 12, 12 );
  20041. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  20042. *
  20043. * // initialize and add geometries into the batched mesh
  20044. * const batchedMesh = new BatchedMesh( 10, 5000, 10000, material );
  20045. * const boxGeometryId = batchedMesh.addGeometry( box );
  20046. * const sphereGeometryId = batchedMesh.addGeometry( sphere );
  20047. *
  20048. * // create instances of those geometries
  20049. * const boxInstancedId1 = batchedMesh.addInstance( boxGeometryId );
  20050. * const boxInstancedId2 = batchedMesh.addInstance( boxGeometryId );
  20051. *
  20052. * const sphereInstancedId1 = batchedMesh.addInstance( sphereGeometryId );
  20053. * const sphereInstancedId2 = batchedMesh.addInstance( sphereGeometryId );
  20054. *
  20055. * // position the geometries
  20056. * batchedMesh.setMatrixAt( boxInstancedId1, boxMatrix1 );
  20057. * batchedMesh.setMatrixAt( boxInstancedId2, boxMatrix2 );
  20058. *
  20059. * batchedMesh.setMatrixAt( sphereInstancedId1, sphereMatrix1 );
  20060. * batchedMesh.setMatrixAt( sphereInstancedId2, sphereMatrix2 );
  20061. *
  20062. * scene.add( batchedMesh );
  20063. * ```
  20064. *
  20065. * @augments Mesh
  20066. */
  20067. class BatchedMesh extends Mesh {
  20068. /**
  20069. * Constructs a new batched mesh.
  20070. *
  20071. * @param {number} maxInstanceCount - The maximum number of individual instances planned to be added and rendered.
  20072. * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries.
  20073. * @param {number} [maxIndexCount=maxVertexCount*2] - The maximum number of indices to be used by all unique geometries
  20074. * @param {Material|Array<Material>} [material] - The mesh material.
  20075. */
  20076. constructor( maxInstanceCount, maxVertexCount, maxIndexCount = maxVertexCount * 2, material ) {
  20077. super( new BufferGeometry(), material );
  20078. /**
  20079. * This flag can be used for type testing.
  20080. *
  20081. * @type {boolean}
  20082. * @readonly
  20083. * @default true
  20084. */
  20085. this.isBatchedMesh = true;
  20086. /**
  20087. * When set ot `true`, the individual objects of a batch are frustum culled.
  20088. *
  20089. * @type {boolean}
  20090. * @default true
  20091. */
  20092. this.perObjectFrustumCulled = true;
  20093. /**
  20094. * When set to `true`, the individual objects of a batch are sorted to improve overdraw-related artifacts.
  20095. * If the material is marked as "transparent" objects are rendered back to front and if not then they are
  20096. * rendered front to back.
  20097. *
  20098. * @type {boolean}
  20099. * @default true
  20100. */
  20101. this.sortObjects = true;
  20102. /**
  20103. * The bounding box of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingBox}.
  20104. *
  20105. * @type {?Box3}
  20106. * @default null
  20107. */
  20108. this.boundingBox = null;
  20109. /**
  20110. * The bounding sphere of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingSphere}.
  20111. *
  20112. * @type {?Sphere}
  20113. * @default null
  20114. */
  20115. this.boundingSphere = null;
  20116. /**
  20117. * Takes a sort a function that is run before render. The function takes a list of instances to
  20118. * sort and a camera. The objects in the list include a "z" field to perform a depth-ordered
  20119. * sort with.
  20120. *
  20121. * @type {?Function}
  20122. * @default null
  20123. */
  20124. this.customSort = null;
  20125. // stores visible, active, and geometry id per instance and reserved buffer ranges for geometries
  20126. this._instanceInfo = [];
  20127. this._geometryInfo = [];
  20128. // instance, geometry ids that have been set as inactive, and are available to be overwritten
  20129. this._availableInstanceIds = [];
  20130. this._availableGeometryIds = [];
  20131. // used to track where the next point is that geometry should be inserted
  20132. this._nextIndexStart = 0;
  20133. this._nextVertexStart = 0;
  20134. this._geometryCount = 0;
  20135. // flags
  20136. this._visibilityChanged = true;
  20137. this._geometryInitialized = false;
  20138. // cached user options
  20139. this._maxInstanceCount = maxInstanceCount;
  20140. this._maxVertexCount = maxVertexCount;
  20141. this._maxIndexCount = maxIndexCount;
  20142. // buffers for multi draw
  20143. this._multiDrawCounts = new Int32Array( maxInstanceCount );
  20144. this._multiDrawStarts = new Int32Array( maxInstanceCount );
  20145. this._multiDrawCount = 0;
  20146. this._multiDrawInstances = null;
  20147. // Local matrix per geometry by using data texture
  20148. this._matricesTexture = null;
  20149. this._indirectTexture = null;
  20150. this._colorsTexture = null;
  20151. this._initMatricesTexture();
  20152. this._initIndirectTexture();
  20153. }
  20154. /**
  20155. * The maximum number of individual instances that can be stored in the batch.
  20156. *
  20157. * @type {number}
  20158. * @readonly
  20159. */
  20160. get maxInstanceCount() {
  20161. return this._maxInstanceCount;
  20162. }
  20163. /**
  20164. * The instance count.
  20165. *
  20166. * @type {number}
  20167. * @readonly
  20168. */
  20169. get instanceCount() {
  20170. return this._instanceInfo.length - this._availableInstanceIds.length;
  20171. }
  20172. /**
  20173. * The number of unused vertices.
  20174. *
  20175. * @type {number}
  20176. * @readonly
  20177. */
  20178. get unusedVertexCount() {
  20179. return this._maxVertexCount - this._nextVertexStart;
  20180. }
  20181. /**
  20182. * The number of unused indices.
  20183. *
  20184. * @type {number}
  20185. * @readonly
  20186. */
  20187. get unusedIndexCount() {
  20188. return this._maxIndexCount - this._nextIndexStart;
  20189. }
  20190. _initMatricesTexture() {
  20191. // layout (1 matrix = 4 pixels)
  20192. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  20193. // with 8x8 pixel texture max 16 matrices * 4 pixels = (8 * 8)
  20194. // 16x16 pixel texture max 64 matrices * 4 pixels = (16 * 16)
  20195. // 32x32 pixel texture max 256 matrices * 4 pixels = (32 * 32)
  20196. // 64x64 pixel texture max 1024 matrices * 4 pixels = (64 * 64)
  20197. let size = Math.sqrt( this._maxInstanceCount * 4 ); // 4 pixels needed for 1 matrix
  20198. size = Math.ceil( size / 4 ) * 4;
  20199. size = Math.max( size, 4 );
  20200. const matricesArray = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  20201. const matricesTexture = new DataTexture( matricesArray, size, size, RGBAFormat, FloatType );
  20202. this._matricesTexture = matricesTexture;
  20203. }
  20204. _initIndirectTexture() {
  20205. let size = Math.sqrt( this._maxInstanceCount );
  20206. size = Math.ceil( size );
  20207. const indirectArray = new Uint32Array( size * size );
  20208. const indirectTexture = new DataTexture( indirectArray, size, size, RedIntegerFormat, UnsignedIntType );
  20209. this._indirectTexture = indirectTexture;
  20210. }
  20211. _initColorsTexture() {
  20212. let size = Math.sqrt( this._maxInstanceCount );
  20213. size = Math.ceil( size );
  20214. // 4 floats per RGBA pixel initialized to white
  20215. const colorsArray = new Float32Array( size * size * 4 ).fill( 1 );
  20216. const colorsTexture = new DataTexture( colorsArray, size, size, RGBAFormat, FloatType );
  20217. colorsTexture.colorSpace = ColorManagement.workingColorSpace;
  20218. this._colorsTexture = colorsTexture;
  20219. }
  20220. _initializeGeometry( reference ) {
  20221. const geometry = this.geometry;
  20222. const maxVertexCount = this._maxVertexCount;
  20223. const maxIndexCount = this._maxIndexCount;
  20224. if ( this._geometryInitialized === false ) {
  20225. for ( const attributeName in reference.attributes ) {
  20226. const srcAttribute = reference.getAttribute( attributeName );
  20227. const { array, itemSize, normalized } = srcAttribute;
  20228. const dstArray = new array.constructor( maxVertexCount * itemSize );
  20229. const dstAttribute = new BufferAttribute( dstArray, itemSize, normalized );
  20230. geometry.setAttribute( attributeName, dstAttribute );
  20231. }
  20232. if ( reference.getIndex() !== null ) {
  20233. // Reserve last u16 index for primitive restart.
  20234. const indexArray = maxVertexCount > 65535
  20235. ? new Uint32Array( maxIndexCount )
  20236. : new Uint16Array( maxIndexCount );
  20237. geometry.setIndex( new BufferAttribute( indexArray, 1 ) );
  20238. }
  20239. this._geometryInitialized = true;
  20240. }
  20241. }
  20242. // Make sure the geometry is compatible with the existing combined geometry attributes
  20243. _validateGeometry( geometry ) {
  20244. // check to ensure the geometries are using consistent attributes and indices
  20245. const batchGeometry = this.geometry;
  20246. if ( Boolean( geometry.getIndex() ) !== Boolean( batchGeometry.getIndex() ) ) {
  20247. throw new Error( 'THREE.BatchedMesh: All geometries must consistently have "index".' );
  20248. }
  20249. for ( const attributeName in batchGeometry.attributes ) {
  20250. if ( ! geometry.hasAttribute( attributeName ) ) {
  20251. throw new Error( `THREE.BatchedMesh: Added geometry missing "${ attributeName }". All geometries must have consistent attributes.` );
  20252. }
  20253. const srcAttribute = geometry.getAttribute( attributeName );
  20254. const dstAttribute = batchGeometry.getAttribute( attributeName );
  20255. if ( srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized ) {
  20256. throw new Error( 'THREE.BatchedMesh: All attributes must have a consistent itemSize and normalized value.' );
  20257. }
  20258. }
  20259. }
  20260. /**
  20261. * Validates the instance defined by the given ID.
  20262. *
  20263. * @param {number} instanceId - The instance to validate.
  20264. */
  20265. validateInstanceId( instanceId ) {
  20266. const instanceInfo = this._instanceInfo;
  20267. if ( instanceId < 0 || instanceId >= instanceInfo.length || instanceInfo[ instanceId ].active === false ) {
  20268. throw new Error( `THREE.BatchedMesh: Invalid instanceId ${instanceId}. Instance is either out of range or has been deleted.` );
  20269. }
  20270. }
  20271. /**
  20272. * Validates the geometry defined by the given ID.
  20273. *
  20274. * @param {number} geometryId - The geometry to validate.
  20275. */
  20276. validateGeometryId( geometryId ) {
  20277. const geometryInfoList = this._geometryInfo;
  20278. if ( geometryId < 0 || geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) {
  20279. throw new Error( `THREE.BatchedMesh: Invalid geometryId ${geometryId}. Geometry is either out of range or has been deleted.` );
  20280. }
  20281. }
  20282. /**
  20283. * Takes a sort a function that is run before render. The function takes a list of instances to
  20284. * sort and a camera. The objects in the list include a "z" field to perform a depth-ordered sort with.
  20285. *
  20286. * @param {Function} func - The custom sort function.
  20287. * @return {BatchedMesh} A reference to this batched mesh.
  20288. */
  20289. setCustomSort( func ) {
  20290. this.customSort = func;
  20291. return this;
  20292. }
  20293. /**
  20294. * Computes the bounding box, updating {@link BatchedMesh#boundingBox}.
  20295. * Bounding boxes aren't computed by default. They need to be explicitly computed,
  20296. * otherwise they are `null`.
  20297. */
  20298. computeBoundingBox() {
  20299. if ( this.boundingBox === null ) {
  20300. this.boundingBox = new Box3();
  20301. }
  20302. const boundingBox = this.boundingBox;
  20303. const instanceInfo = this._instanceInfo;
  20304. boundingBox.makeEmpty();
  20305. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20306. if ( instanceInfo[ i ].active === false ) continue;
  20307. const geometryId = instanceInfo[ i ].geometryIndex;
  20308. this.getMatrixAt( i, _matrix$1 );
  20309. this.getBoundingBoxAt( geometryId, _box$1 ).applyMatrix4( _matrix$1 );
  20310. boundingBox.union( _box$1 );
  20311. }
  20312. }
  20313. /**
  20314. * Computes the bounding sphere, updating {@link BatchedMesh#boundingSphere}.
  20315. * Bounding spheres aren't computed by default. They need to be explicitly computed,
  20316. * otherwise they are `null`.
  20317. */
  20318. computeBoundingSphere() {
  20319. if ( this.boundingSphere === null ) {
  20320. this.boundingSphere = new Sphere();
  20321. }
  20322. const boundingSphere = this.boundingSphere;
  20323. const instanceInfo = this._instanceInfo;
  20324. boundingSphere.makeEmpty();
  20325. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20326. if ( instanceInfo[ i ].active === false ) continue;
  20327. const geometryId = instanceInfo[ i ].geometryIndex;
  20328. this.getMatrixAt( i, _matrix$1 );
  20329. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  20330. boundingSphere.union( _sphere$2 );
  20331. }
  20332. }
  20333. /**
  20334. * Adds a new instance to the batch using the geometry of the given ID and returns
  20335. * a new id referring to the new instance to be used by other functions.
  20336. *
  20337. * @param {number} geometryId - The ID of a previously added geometry via {@link BatchedMesh#addGeometry}.
  20338. * @return {number} The instance ID.
  20339. */
  20340. addInstance( geometryId ) {
  20341. const atCapacity = this._instanceInfo.length >= this.maxInstanceCount;
  20342. // ensure we're not over geometry
  20343. if ( atCapacity && this._availableInstanceIds.length === 0 ) {
  20344. throw new Error( 'THREE.BatchedMesh: Maximum item count reached.' );
  20345. }
  20346. const instanceInfo = {
  20347. visible: true,
  20348. active: true,
  20349. geometryIndex: geometryId,
  20350. };
  20351. let drawId = null;
  20352. // Prioritize using previously freed instance ids
  20353. if ( this._availableInstanceIds.length > 0 ) {
  20354. this._availableInstanceIds.sort( ascIdSort );
  20355. drawId = this._availableInstanceIds.shift();
  20356. this._instanceInfo[ drawId ] = instanceInfo;
  20357. } else {
  20358. drawId = this._instanceInfo.length;
  20359. this._instanceInfo.push( instanceInfo );
  20360. }
  20361. const matricesTexture = this._matricesTexture;
  20362. _matrix$1.identity().toArray( matricesTexture.image.data, drawId * 16 );
  20363. matricesTexture.needsUpdate = true;
  20364. const colorsTexture = this._colorsTexture;
  20365. if ( colorsTexture ) {
  20366. _whiteColor.toArray( colorsTexture.image.data, drawId * 4 );
  20367. colorsTexture.needsUpdate = true;
  20368. }
  20369. this._visibilityChanged = true;
  20370. return drawId;
  20371. }
  20372. /**
  20373. * Adds the given geometry to the batch and returns the associated
  20374. * geometry id referring to it to be used in other functions.
  20375. *
  20376. * @param {BufferGeometry} geometry - The geometry to add.
  20377. * @param {number} [reservedVertexCount=-1] - Optional parameter specifying the amount of
  20378. * vertex buffer space to reserve for the added geometry. This is necessary if it is planned
  20379. * to set a new geometry at this index at a later time that is larger than the original geometry.
  20380. * Defaults to the length of the given geometry vertex buffer.
  20381. * @param {number} [reservedIndexCount=-1] - Optional parameter specifying the amount of index
  20382. * buffer space to reserve for the added geometry. This is necessary if it is planned to set a
  20383. * new geometry at this index at a later time that is larger than the original geometry. Defaults to
  20384. * the length of the given geometry index buffer.
  20385. * @return {number} The geometry ID.
  20386. */
  20387. addGeometry( geometry, reservedVertexCount = -1, reservedIndexCount = -1 ) {
  20388. this._initializeGeometry( geometry );
  20389. this._validateGeometry( geometry );
  20390. const geometryInfo = {
  20391. // geometry information
  20392. vertexStart: -1,
  20393. vertexCount: -1,
  20394. reservedVertexCount: -1,
  20395. indexStart: -1,
  20396. indexCount: -1,
  20397. reservedIndexCount: -1,
  20398. // draw range information
  20399. start: -1,
  20400. count: -1,
  20401. // state
  20402. boundingBox: null,
  20403. boundingSphere: null,
  20404. active: true,
  20405. };
  20406. const geometryInfoList = this._geometryInfo;
  20407. geometryInfo.vertexStart = this._nextVertexStart;
  20408. geometryInfo.reservedVertexCount = reservedVertexCount === -1 ? geometry.getAttribute( 'position' ).count : reservedVertexCount;
  20409. const index = geometry.getIndex();
  20410. const hasIndex = index !== null;
  20411. if ( hasIndex ) {
  20412. geometryInfo.indexStart = this._nextIndexStart;
  20413. geometryInfo.reservedIndexCount = reservedIndexCount === -1 ? index.count : reservedIndexCount;
  20414. }
  20415. if (
  20416. geometryInfo.indexStart !== -1 &&
  20417. geometryInfo.indexStart + geometryInfo.reservedIndexCount > this._maxIndexCount ||
  20418. geometryInfo.vertexStart + geometryInfo.reservedVertexCount > this._maxVertexCount
  20419. ) {
  20420. throw new Error( 'THREE.BatchedMesh: Reserved space request exceeds the maximum buffer size.' );
  20421. }
  20422. // update id
  20423. let geometryId;
  20424. if ( this._availableGeometryIds.length > 0 ) {
  20425. this._availableGeometryIds.sort( ascIdSort );
  20426. geometryId = this._availableGeometryIds.shift();
  20427. geometryInfoList[ geometryId ] = geometryInfo;
  20428. } else {
  20429. geometryId = this._geometryCount;
  20430. this._geometryCount ++;
  20431. geometryInfoList.push( geometryInfo );
  20432. }
  20433. // update the geometry
  20434. this.setGeometryAt( geometryId, geometry );
  20435. // increment the next geometry position
  20436. this._nextIndexStart = geometryInfo.indexStart + geometryInfo.reservedIndexCount;
  20437. this._nextVertexStart = geometryInfo.vertexStart + geometryInfo.reservedVertexCount;
  20438. return geometryId;
  20439. }
  20440. /**
  20441. * Replaces the geometry at the given ID with the provided geometry. Throws an error if there
  20442. * is not enough space reserved for geometry. Calling this will change all instances that are
  20443. * rendering that geometry.
  20444. *
  20445. * @param {number} geometryId - The ID of the geometry that should be replaced with the given geometry.
  20446. * @param {BufferGeometry} geometry - The new geometry.
  20447. * @return {number} The geometry ID.
  20448. */
  20449. setGeometryAt( geometryId, geometry ) {
  20450. if ( geometryId >= this._geometryCount ) {
  20451. throw new Error( 'THREE.BatchedMesh: Maximum geometry count reached.' );
  20452. }
  20453. this._validateGeometry( geometry );
  20454. const batchGeometry = this.geometry;
  20455. const hasIndex = batchGeometry.getIndex() !== null;
  20456. const dstIndex = batchGeometry.getIndex();
  20457. const srcIndex = geometry.getIndex();
  20458. const geometryInfo = this._geometryInfo[ geometryId ];
  20459. if (
  20460. hasIndex &&
  20461. srcIndex.count > geometryInfo.reservedIndexCount ||
  20462. geometry.attributes.position.count > geometryInfo.reservedVertexCount
  20463. ) {
  20464. throw new Error( 'THREE.BatchedMesh: Reserved space not large enough for provided geometry.' );
  20465. }
  20466. // copy geometry buffer data over
  20467. const vertexStart = geometryInfo.vertexStart;
  20468. const reservedVertexCount = geometryInfo.reservedVertexCount;
  20469. geometryInfo.vertexCount = geometry.getAttribute( 'position' ).count;
  20470. for ( const attributeName in batchGeometry.attributes ) {
  20471. // copy attribute data
  20472. const srcAttribute = geometry.getAttribute( attributeName );
  20473. const dstAttribute = batchGeometry.getAttribute( attributeName );
  20474. copyAttributeData( srcAttribute, dstAttribute, vertexStart );
  20475. // fill the rest in with zeroes
  20476. const itemSize = srcAttribute.itemSize;
  20477. for ( let i = srcAttribute.count, l = reservedVertexCount; i < l; i ++ ) {
  20478. const index = vertexStart + i;
  20479. for ( let c = 0; c < itemSize; c ++ ) {
  20480. dstAttribute.setComponent( index, c, 0 );
  20481. }
  20482. }
  20483. dstAttribute.needsUpdate = true;
  20484. dstAttribute.addUpdateRange( vertexStart * itemSize, reservedVertexCount * itemSize );
  20485. }
  20486. // copy index
  20487. if ( hasIndex ) {
  20488. const indexStart = geometryInfo.indexStart;
  20489. const reservedIndexCount = geometryInfo.reservedIndexCount;
  20490. geometryInfo.indexCount = geometry.getIndex().count;
  20491. // copy index data over
  20492. for ( let i = 0; i < srcIndex.count; i ++ ) {
  20493. dstIndex.setX( indexStart + i, vertexStart + srcIndex.getX( i ) );
  20494. }
  20495. // fill the rest in with zeroes
  20496. for ( let i = srcIndex.count, l = reservedIndexCount; i < l; i ++ ) {
  20497. dstIndex.setX( indexStart + i, vertexStart );
  20498. }
  20499. dstIndex.needsUpdate = true;
  20500. dstIndex.addUpdateRange( indexStart, geometryInfo.reservedIndexCount );
  20501. }
  20502. // update the draw range
  20503. geometryInfo.start = hasIndex ? geometryInfo.indexStart : geometryInfo.vertexStart;
  20504. geometryInfo.count = hasIndex ? geometryInfo.indexCount : geometryInfo.vertexCount;
  20505. // store the bounding boxes
  20506. geometryInfo.boundingBox = null;
  20507. if ( geometry.boundingBox !== null ) {
  20508. geometryInfo.boundingBox = geometry.boundingBox.clone();
  20509. }
  20510. geometryInfo.boundingSphere = null;
  20511. if ( geometry.boundingSphere !== null ) {
  20512. geometryInfo.boundingSphere = geometry.boundingSphere.clone();
  20513. }
  20514. this._visibilityChanged = true;
  20515. return geometryId;
  20516. }
  20517. /**
  20518. * Deletes the geometry defined by the given ID from this batch. Any instances referencing
  20519. * this geometry will also be removed as a side effect.
  20520. *
  20521. * @param {number} geometryId - The ID of the geometry to remove from the batch.
  20522. * @return {BatchedMesh} A reference to this batched mesh.
  20523. */
  20524. deleteGeometry( geometryId ) {
  20525. const geometryInfoList = this._geometryInfo;
  20526. if ( geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) {
  20527. return this;
  20528. }
  20529. // delete any instances associated with this geometry
  20530. const instanceInfo = this._instanceInfo;
  20531. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20532. if ( instanceInfo[ i ].active && instanceInfo[ i ].geometryIndex === geometryId ) {
  20533. this.deleteInstance( i );
  20534. }
  20535. }
  20536. geometryInfoList[ geometryId ].active = false;
  20537. this._availableGeometryIds.push( geometryId );
  20538. this._visibilityChanged = true;
  20539. return this;
  20540. }
  20541. /**
  20542. * Deletes an existing instance from the batch using the given ID.
  20543. *
  20544. * @param {number} instanceId - The ID of the instance to remove from the batch.
  20545. * @return {BatchedMesh} A reference to this batched mesh.
  20546. */
  20547. deleteInstance( instanceId ) {
  20548. this.validateInstanceId( instanceId );
  20549. this._instanceInfo[ instanceId ].active = false;
  20550. this._availableInstanceIds.push( instanceId );
  20551. this._visibilityChanged = true;
  20552. return this;
  20553. }
  20554. /**
  20555. * Repacks the sub geometries in BatchedMesh to remove any unused space remaining from
  20556. * previously deleted geometry, freeing up space to add new geometry.
  20557. *
  20558. * @return {BatchedMesh} A reference to this batched mesh.
  20559. */
  20560. optimize() {
  20561. // track the next indices to copy data to
  20562. let nextVertexStart = 0;
  20563. let nextIndexStart = 0;
  20564. // Iterate over all geometry ranges in order sorted from earliest in the geometry buffer to latest
  20565. // in the geometry buffer. Because draw range objects can be reused there is no guarantee of their order.
  20566. const geometryInfoList = this._geometryInfo;
  20567. const indices = geometryInfoList
  20568. .map( ( e, i ) => i )
  20569. .sort( ( a, b ) => {
  20570. return geometryInfoList[ a ].vertexStart - geometryInfoList[ b ].vertexStart;
  20571. } );
  20572. const geometry = this.geometry;
  20573. for ( let i = 0, l = geometryInfoList.length; i < l; i ++ ) {
  20574. // if a geometry range is inactive then don't copy anything
  20575. const index = indices[ i ];
  20576. const geometryInfo = geometryInfoList[ index ];
  20577. if ( geometryInfo.active === false ) {
  20578. continue;
  20579. }
  20580. // if a geometry contains an index buffer then shift it, as well
  20581. if ( geometry.index !== null ) {
  20582. if ( geometryInfo.indexStart !== nextIndexStart ) {
  20583. const { indexStart, vertexStart, reservedIndexCount } = geometryInfo;
  20584. const index = geometry.index;
  20585. const array = index.array;
  20586. // shift the index pointers based on how the vertex data will shift
  20587. // adjusting the index must happen first so the original vertex start value is available
  20588. const elementDelta = nextVertexStart - vertexStart;
  20589. for ( let j = indexStart; j < indexStart + reservedIndexCount; j ++ ) {
  20590. array[ j ] = array[ j ] + elementDelta;
  20591. }
  20592. index.array.copyWithin( nextIndexStart, indexStart, indexStart + reservedIndexCount );
  20593. index.addUpdateRange( nextIndexStart, reservedIndexCount );
  20594. index.needsUpdate = true;
  20595. geometryInfo.indexStart = nextIndexStart;
  20596. }
  20597. nextIndexStart += geometryInfo.reservedIndexCount;
  20598. }
  20599. // if a geometry needs to be moved then copy attribute data to overwrite unused space
  20600. if ( geometryInfo.vertexStart !== nextVertexStart ) {
  20601. const { vertexStart, reservedVertexCount } = geometryInfo;
  20602. const attributes = geometry.attributes;
  20603. for ( const key in attributes ) {
  20604. const attribute = attributes[ key ];
  20605. const { array, itemSize } = attribute;
  20606. array.copyWithin( nextVertexStart * itemSize, vertexStart * itemSize, ( vertexStart + reservedVertexCount ) * itemSize );
  20607. attribute.addUpdateRange( nextVertexStart * itemSize, reservedVertexCount * itemSize );
  20608. attribute.needsUpdate = true;
  20609. }
  20610. geometryInfo.vertexStart = nextVertexStart;
  20611. }
  20612. nextVertexStart += geometryInfo.reservedVertexCount;
  20613. geometryInfo.start = geometry.index ? geometryInfo.indexStart : geometryInfo.vertexStart;
  20614. // step the next geometry points to the shifted position
  20615. this._nextIndexStart = geometry.index ? geometryInfo.indexStart + geometryInfo.reservedIndexCount : 0;
  20616. this._nextVertexStart = geometryInfo.vertexStart + geometryInfo.reservedVertexCount;
  20617. }
  20618. this._visibilityChanged = true;
  20619. return this;
  20620. }
  20621. /**
  20622. * Returns the bounding box for the given geometry.
  20623. *
  20624. * @param {number} geometryId - The ID of the geometry to return the bounding box for.
  20625. * @param {Box3} target - The target object that is used to store the method's result.
  20626. * @return {?Box3} The geometry's bounding box. Returns `null` if no geometry has been found for the given ID.
  20627. */
  20628. getBoundingBoxAt( geometryId, target ) {
  20629. if ( geometryId >= this._geometryCount ) {
  20630. return null;
  20631. }
  20632. // compute bounding box
  20633. const geometry = this.geometry;
  20634. const geometryInfo = this._geometryInfo[ geometryId ];
  20635. if ( geometryInfo.boundingBox === null ) {
  20636. const box = new Box3();
  20637. const index = geometry.index;
  20638. const position = geometry.attributes.position;
  20639. for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) {
  20640. let iv = i;
  20641. if ( index ) {
  20642. iv = index.getX( iv );
  20643. }
  20644. box.expandByPoint( _vector$5.fromBufferAttribute( position, iv ) );
  20645. }
  20646. geometryInfo.boundingBox = box;
  20647. }
  20648. target.copy( geometryInfo.boundingBox );
  20649. return target;
  20650. }
  20651. /**
  20652. * Returns the bounding sphere for the given geometry.
  20653. *
  20654. * @param {number} geometryId - The ID of the geometry to return the bounding sphere for.
  20655. * @param {Sphere} target - The target object that is used to store the method's result.
  20656. * @return {?Sphere} The geometry's bounding sphere. Returns `null` if no geometry has been found for the given ID.
  20657. */
  20658. getBoundingSphereAt( geometryId, target ) {
  20659. if ( geometryId >= this._geometryCount ) {
  20660. return null;
  20661. }
  20662. // compute bounding sphere
  20663. const geometry = this.geometry;
  20664. const geometryInfo = this._geometryInfo[ geometryId ];
  20665. if ( geometryInfo.boundingSphere === null ) {
  20666. const sphere = new Sphere();
  20667. this.getBoundingBoxAt( geometryId, _box$1 );
  20668. _box$1.getCenter( sphere.center );
  20669. const index = geometry.index;
  20670. const position = geometry.attributes.position;
  20671. let maxRadiusSq = 0;
  20672. for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) {
  20673. let iv = i;
  20674. if ( index ) {
  20675. iv = index.getX( iv );
  20676. }
  20677. _vector$5.fromBufferAttribute( position, iv );
  20678. maxRadiusSq = Math.max( maxRadiusSq, sphere.center.distanceToSquared( _vector$5 ) );
  20679. }
  20680. sphere.radius = Math.sqrt( maxRadiusSq );
  20681. geometryInfo.boundingSphere = sphere;
  20682. }
  20683. target.copy( geometryInfo.boundingSphere );
  20684. return target;
  20685. }
  20686. /**
  20687. * Sets the given local transformation matrix to the defined instance.
  20688. * Negatively scaled matrices are not supported.
  20689. *
  20690. * @param {number} instanceId - The ID of an instance to set the matrix of.
  20691. * @param {Matrix4} matrix - A 4x4 matrix representing the local transformation of a single instance.
  20692. * @return {BatchedMesh} A reference to this batched mesh.
  20693. */
  20694. setMatrixAt( instanceId, matrix ) {
  20695. this.validateInstanceId( instanceId );
  20696. const matricesTexture = this._matricesTexture;
  20697. const matricesArray = this._matricesTexture.image.data;
  20698. matrix.toArray( matricesArray, instanceId * 16 );
  20699. matricesTexture.needsUpdate = true;
  20700. return this;
  20701. }
  20702. /**
  20703. * Returns the local transformation matrix of the defined instance.
  20704. *
  20705. * @param {number} instanceId - The ID of an instance to get the matrix of.
  20706. * @param {Matrix4} matrix - The target object that is used to store the method's result.
  20707. * @return {Matrix4} The instance's local transformation matrix.
  20708. */
  20709. getMatrixAt( instanceId, matrix ) {
  20710. this.validateInstanceId( instanceId );
  20711. return matrix.fromArray( this._matricesTexture.image.data, instanceId * 16 );
  20712. }
  20713. /**
  20714. * Sets the given color to the defined instance.
  20715. *
  20716. * @param {number} instanceId - The ID of an instance to set the color of.
  20717. * @param {Color} color - The color to set the instance to.
  20718. * @return {BatchedMesh} A reference to this batched mesh.
  20719. */
  20720. setColorAt( instanceId, color ) {
  20721. this.validateInstanceId( instanceId );
  20722. if ( this._colorsTexture === null ) {
  20723. this._initColorsTexture();
  20724. }
  20725. color.toArray( this._colorsTexture.image.data, instanceId * 4 );
  20726. this._colorsTexture.needsUpdate = true;
  20727. return this;
  20728. }
  20729. /**
  20730. * Returns the color of the defined instance.
  20731. *
  20732. * @param {number} instanceId - The ID of an instance to get the color of.
  20733. * @param {Color} color - The target object that is used to store the method's result.
  20734. * @return {Color} The instance's color.
  20735. */
  20736. getColorAt( instanceId, color ) {
  20737. this.validateInstanceId( instanceId );
  20738. return color.fromArray( this._colorsTexture.image.data, instanceId * 4 );
  20739. }
  20740. /**
  20741. * Sets the visibility of the instance.
  20742. *
  20743. * @param {number} instanceId - The id of the instance to set the visibility of.
  20744. * @param {boolean} visible - Whether the instance is visible or not.
  20745. * @return {BatchedMesh} A reference to this batched mesh.
  20746. */
  20747. setVisibleAt( instanceId, visible ) {
  20748. this.validateInstanceId( instanceId );
  20749. if ( this._instanceInfo[ instanceId ].visible === visible ) {
  20750. return this;
  20751. }
  20752. this._instanceInfo[ instanceId ].visible = visible;
  20753. this._visibilityChanged = true;
  20754. return this;
  20755. }
  20756. /**
  20757. * Returns the visibility state of the defined instance.
  20758. *
  20759. * @param {number} instanceId - The ID of an instance to get the visibility state of.
  20760. * @return {boolean} Whether the instance is visible or not.
  20761. */
  20762. getVisibleAt( instanceId ) {
  20763. this.validateInstanceId( instanceId );
  20764. return this._instanceInfo[ instanceId ].visible;
  20765. }
  20766. /**
  20767. * Sets the geometry ID of the instance at the given index.
  20768. *
  20769. * @param {number} instanceId - The ID of the instance to set the geometry ID of.
  20770. * @param {number} geometryId - The geometry ID to be use by the instance.
  20771. * @return {BatchedMesh} A reference to this batched mesh.
  20772. */
  20773. setGeometryIdAt( instanceId, geometryId ) {
  20774. this.validateInstanceId( instanceId );
  20775. this.validateGeometryId( geometryId );
  20776. this._instanceInfo[ instanceId ].geometryIndex = geometryId;
  20777. return this;
  20778. }
  20779. /**
  20780. * Returns the geometry ID of the defined instance.
  20781. *
  20782. * @param {number} instanceId - The ID of an instance to get the geometry ID of.
  20783. * @return {number} The instance's geometry ID.
  20784. */
  20785. getGeometryIdAt( instanceId ) {
  20786. this.validateInstanceId( instanceId );
  20787. return this._instanceInfo[ instanceId ].geometryIndex;
  20788. }
  20789. /**
  20790. * Get the range representing the subset of triangles related to the attached geometry,
  20791. * indicating the starting offset and count, or `null` if invalid.
  20792. *
  20793. * @param {number} geometryId - The id of the geometry to get the range of.
  20794. * @param {Object} [target] - The target object that is used to store the method's result.
  20795. * @return {{
  20796. * vertexStart:number,vertexCount:number,reservedVertexCount:number,
  20797. * indexStart:number,indexCount:number,reservedIndexCount:number,
  20798. * start:number,count:number
  20799. * }} The result object with range data.
  20800. */
  20801. getGeometryRangeAt( geometryId, target = {} ) {
  20802. this.validateGeometryId( geometryId );
  20803. const geometryInfo = this._geometryInfo[ geometryId ];
  20804. target.vertexStart = geometryInfo.vertexStart;
  20805. target.vertexCount = geometryInfo.vertexCount;
  20806. target.reservedVertexCount = geometryInfo.reservedVertexCount;
  20807. target.indexStart = geometryInfo.indexStart;
  20808. target.indexCount = geometryInfo.indexCount;
  20809. target.reservedIndexCount = geometryInfo.reservedIndexCount;
  20810. target.start = geometryInfo.start;
  20811. target.count = geometryInfo.count;
  20812. return target;
  20813. }
  20814. /**
  20815. * Resizes the necessary buffers to support the provided number of instances.
  20816. * If the provided arguments shrink the number of instances but there are not enough
  20817. * unused Ids at the end of the list then an error is thrown.
  20818. *
  20819. * @param {number} maxInstanceCount - The max number of individual instances that can be added and rendered by the batch.
  20820. */
  20821. setInstanceCount( maxInstanceCount ) {
  20822. // shrink the available instances as much as possible
  20823. const availableInstanceIds = this._availableInstanceIds;
  20824. const instanceInfo = this._instanceInfo;
  20825. availableInstanceIds.sort( ascIdSort );
  20826. while ( availableInstanceIds[ availableInstanceIds.length - 1 ] === instanceInfo.length - 1 ) {
  20827. instanceInfo.pop();
  20828. availableInstanceIds.pop();
  20829. }
  20830. // throw an error if it can't be shrunk to the desired size
  20831. if ( maxInstanceCount < instanceInfo.length ) {
  20832. throw new Error( `BatchedMesh: Instance ids outside the range ${ maxInstanceCount } are being used. Cannot shrink instance count.` );
  20833. }
  20834. // copy the multi draw counts
  20835. const multiDrawCounts = new Int32Array( maxInstanceCount );
  20836. const multiDrawStarts = new Int32Array( maxInstanceCount );
  20837. copyArrayContents( this._multiDrawCounts, multiDrawCounts );
  20838. copyArrayContents( this._multiDrawStarts, multiDrawStarts );
  20839. this._multiDrawCounts = multiDrawCounts;
  20840. this._multiDrawStarts = multiDrawStarts;
  20841. this._maxInstanceCount = maxInstanceCount;
  20842. // update texture data for instance sampling
  20843. const indirectTexture = this._indirectTexture;
  20844. const matricesTexture = this._matricesTexture;
  20845. const colorsTexture = this._colorsTexture;
  20846. indirectTexture.dispose();
  20847. this._initIndirectTexture();
  20848. copyArrayContents( indirectTexture.image.data, this._indirectTexture.image.data );
  20849. matricesTexture.dispose();
  20850. this._initMatricesTexture();
  20851. copyArrayContents( matricesTexture.image.data, this._matricesTexture.image.data );
  20852. if ( colorsTexture ) {
  20853. colorsTexture.dispose();
  20854. this._initColorsTexture();
  20855. copyArrayContents( colorsTexture.image.data, this._colorsTexture.image.data );
  20856. }
  20857. }
  20858. /**
  20859. * Resizes the available space in the batch's vertex and index buffer attributes to the provided sizes.
  20860. * If the provided arguments shrink the geometry buffers but there is not enough unused space at the
  20861. * end of the geometry attributes then an error is thrown.
  20862. *
  20863. * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries to resize to.
  20864. * @param {number} maxIndexCount - The maximum number of indices to be used by all unique geometries to resize to.
  20865. */
  20866. setGeometrySize( maxVertexCount, maxIndexCount ) {
  20867. // Check if we can shrink to the requested vertex attribute size
  20868. const validRanges = [ ...this._geometryInfo ].filter( info => info.active );
  20869. const requiredVertexLength = Math.max( ...validRanges.map( range => range.vertexStart + range.reservedVertexCount ) );
  20870. if ( requiredVertexLength > maxVertexCount ) {
  20871. throw new Error( `BatchedMesh: Geometry vertex values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` );
  20872. }
  20873. // Check if we can shrink to the requested index attribute size
  20874. if ( this.geometry.index ) {
  20875. const requiredIndexLength = Math.max( ...validRanges.map( range => range.indexStart + range.reservedIndexCount ) );
  20876. if ( requiredIndexLength > maxIndexCount ) {
  20877. throw new Error( `BatchedMesh: Geometry index values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` );
  20878. }
  20879. }
  20880. //
  20881. // dispose of the previous geometry
  20882. const oldGeometry = this.geometry;
  20883. oldGeometry.dispose();
  20884. // recreate the geometry needed based on the previous variant
  20885. this._maxVertexCount = maxVertexCount;
  20886. this._maxIndexCount = maxIndexCount;
  20887. if ( this._geometryInitialized ) {
  20888. this._geometryInitialized = false;
  20889. this.geometry = new BufferGeometry();
  20890. this._initializeGeometry( oldGeometry );
  20891. }
  20892. // copy data from the previous geometry
  20893. const geometry = this.geometry;
  20894. if ( oldGeometry.index ) {
  20895. copyArrayContents( oldGeometry.index.array, geometry.index.array );
  20896. }
  20897. for ( const key in oldGeometry.attributes ) {
  20898. copyArrayContents( oldGeometry.attributes[ key ].array, geometry.attributes[ key ].array );
  20899. }
  20900. }
  20901. raycast( raycaster, intersects ) {
  20902. const instanceInfo = this._instanceInfo;
  20903. const geometryInfoList = this._geometryInfo;
  20904. const matrixWorld = this.matrixWorld;
  20905. const batchGeometry = this.geometry;
  20906. // iterate over each geometry
  20907. _mesh.material = this.material;
  20908. _mesh.geometry.index = batchGeometry.index;
  20909. _mesh.geometry.attributes = batchGeometry.attributes;
  20910. if ( _mesh.geometry.boundingBox === null ) {
  20911. _mesh.geometry.boundingBox = new Box3();
  20912. }
  20913. if ( _mesh.geometry.boundingSphere === null ) {
  20914. _mesh.geometry.boundingSphere = new Sphere();
  20915. }
  20916. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20917. if ( ! instanceInfo[ i ].visible || ! instanceInfo[ i ].active ) {
  20918. continue;
  20919. }
  20920. const geometryId = instanceInfo[ i ].geometryIndex;
  20921. const geometryInfo = geometryInfoList[ geometryId ];
  20922. _mesh.geometry.setDrawRange( geometryInfo.start, geometryInfo.count );
  20923. // get the intersects
  20924. this.getMatrixAt( i, _mesh.matrixWorld ).premultiply( matrixWorld );
  20925. this.getBoundingBoxAt( geometryId, _mesh.geometry.boundingBox );
  20926. this.getBoundingSphereAt( geometryId, _mesh.geometry.boundingSphere );
  20927. _mesh.raycast( raycaster, _batchIntersects );
  20928. // add batch id to the intersects
  20929. for ( let j = 0, l = _batchIntersects.length; j < l; j ++ ) {
  20930. const intersect = _batchIntersects[ j ];
  20931. intersect.object = this;
  20932. intersect.batchId = i;
  20933. intersects.push( intersect );
  20934. }
  20935. _batchIntersects.length = 0;
  20936. }
  20937. _mesh.material = null;
  20938. _mesh.geometry.index = null;
  20939. _mesh.geometry.attributes = {};
  20940. _mesh.geometry.setDrawRange( 0, Infinity );
  20941. }
  20942. copy( source ) {
  20943. super.copy( source );
  20944. this.geometry = source.geometry.clone();
  20945. this.perObjectFrustumCulled = source.perObjectFrustumCulled;
  20946. this.sortObjects = source.sortObjects;
  20947. this.boundingBox = source.boundingBox !== null ? source.boundingBox.clone() : null;
  20948. this.boundingSphere = source.boundingSphere !== null ? source.boundingSphere.clone() : null;
  20949. this._geometryInfo = source._geometryInfo.map( info => ( {
  20950. ...info,
  20951. boundingBox: info.boundingBox !== null ? info.boundingBox.clone() : null,
  20952. boundingSphere: info.boundingSphere !== null ? info.boundingSphere.clone() : null,
  20953. } ) );
  20954. this._instanceInfo = source._instanceInfo.map( info => ( { ...info } ) );
  20955. this._availableInstanceIds = source._availableInstanceIds.slice();
  20956. this._availableGeometryIds = source._availableGeometryIds.slice();
  20957. this._nextIndexStart = source._nextIndexStart;
  20958. this._nextVertexStart = source._nextVertexStart;
  20959. this._geometryCount = source._geometryCount;
  20960. this._maxInstanceCount = source._maxInstanceCount;
  20961. this._maxVertexCount = source._maxVertexCount;
  20962. this._maxIndexCount = source._maxIndexCount;
  20963. this._geometryInitialized = source._geometryInitialized;
  20964. this._multiDrawCounts = source._multiDrawCounts.slice();
  20965. this._multiDrawStarts = source._multiDrawStarts.slice();
  20966. this._indirectTexture = source._indirectTexture.clone();
  20967. this._indirectTexture.image.data = this._indirectTexture.image.data.slice();
  20968. this._matricesTexture = source._matricesTexture.clone();
  20969. this._matricesTexture.image.data = this._matricesTexture.image.data.slice();
  20970. if ( this._colorsTexture !== null ) {
  20971. this._colorsTexture = source._colorsTexture.clone();
  20972. this._colorsTexture.image.data = this._colorsTexture.image.data.slice();
  20973. }
  20974. return this;
  20975. }
  20976. /**
  20977. * Frees the GPU-related resources allocated by this instance. Call this
  20978. * method whenever this instance is no longer used in your app.
  20979. */
  20980. dispose() {
  20981. // Assuming the geometry is not shared with other meshes
  20982. this.geometry.dispose();
  20983. this._matricesTexture.dispose();
  20984. this._matricesTexture = null;
  20985. this._indirectTexture.dispose();
  20986. this._indirectTexture = null;
  20987. if ( this._colorsTexture !== null ) {
  20988. this._colorsTexture.dispose();
  20989. this._colorsTexture = null;
  20990. }
  20991. }
  20992. onBeforeRender( renderer, scene, camera, geometry, material/*, _group*/ ) {
  20993. // if visibility has not changed and frustum culling and object sorting is not required
  20994. // then skip iterating over all items
  20995. if ( ! this._visibilityChanged && ! this.perObjectFrustumCulled && ! this.sortObjects ) {
  20996. return;
  20997. }
  20998. // the indexed version of the multi draw function requires specifying the start
  20999. // offset in bytes.
  21000. const index = geometry.getIndex();
  21001. const bytesPerElement = index === null ? 1 : index.array.BYTES_PER_ELEMENT;
  21002. const instanceInfo = this._instanceInfo;
  21003. const multiDrawStarts = this._multiDrawStarts;
  21004. const multiDrawCounts = this._multiDrawCounts;
  21005. const geometryInfoList = this._geometryInfo;
  21006. const perObjectFrustumCulled = this.perObjectFrustumCulled;
  21007. const indirectTexture = this._indirectTexture;
  21008. const indirectArray = indirectTexture.image.data;
  21009. const frustum = camera.isArrayCamera ? _frustumArray : _frustum;
  21010. // prepare the frustum in the local frame
  21011. if ( perObjectFrustumCulled && ! camera.isArrayCamera ) {
  21012. _matrix$1
  21013. .multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse )
  21014. .multiply( this.matrixWorld );
  21015. _frustum.setFromProjectionMatrix(
  21016. _matrix$1,
  21017. camera.coordinateSystem,
  21018. camera.reversedDepth
  21019. );
  21020. }
  21021. let multiDrawCount = 0;
  21022. if ( this.sortObjects ) {
  21023. // get the camera position in the local frame
  21024. _matrix$1.copy( this.matrixWorld ).invert();
  21025. _vector$5.setFromMatrixPosition( camera.matrixWorld ).applyMatrix4( _matrix$1 );
  21026. _forward$1.set( 0, 0, -1 ).transformDirection( camera.matrixWorld ).transformDirection( _matrix$1 );
  21027. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  21028. if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) {
  21029. const geometryId = instanceInfo[ i ].geometryIndex;
  21030. // get the bounds in world space
  21031. this.getMatrixAt( i, _matrix$1 );
  21032. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  21033. // determine whether the batched geometry is within the frustum
  21034. let culled = false;
  21035. if ( perObjectFrustumCulled ) {
  21036. culled = ! frustum.intersectsSphere( _sphere$2, camera );
  21037. }
  21038. if ( ! culled ) {
  21039. // get the distance from camera used for sorting
  21040. const geometryInfo = geometryInfoList[ geometryId ];
  21041. const z = _temp.subVectors( _sphere$2.center, _vector$5 ).dot( _forward$1 );
  21042. _renderList.push( geometryInfo.start, geometryInfo.count, z, i );
  21043. }
  21044. }
  21045. }
  21046. // Sort the draw ranges and prep for rendering
  21047. const list = _renderList.list;
  21048. const customSort = this.customSort;
  21049. if ( customSort === null ) {
  21050. list.sort( material.transparent ? sortTransparent : sortOpaque );
  21051. } else {
  21052. customSort.call( this, list, camera );
  21053. }
  21054. for ( let i = 0, l = list.length; i < l; i ++ ) {
  21055. const item = list[ i ];
  21056. multiDrawStarts[ multiDrawCount ] = item.start * bytesPerElement;
  21057. multiDrawCounts[ multiDrawCount ] = item.count;
  21058. indirectArray[ multiDrawCount ] = item.index;
  21059. multiDrawCount ++;
  21060. }
  21061. _renderList.reset();
  21062. } else {
  21063. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  21064. if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) {
  21065. const geometryId = instanceInfo[ i ].geometryIndex;
  21066. // determine whether the batched geometry is within the frustum
  21067. let culled = false;
  21068. if ( perObjectFrustumCulled ) {
  21069. // get the bounds in world space
  21070. this.getMatrixAt( i, _matrix$1 );
  21071. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  21072. culled = ! frustum.intersectsSphere( _sphere$2, camera );
  21073. }
  21074. if ( ! culled ) {
  21075. const geometryInfo = geometryInfoList[ geometryId ];
  21076. multiDrawStarts[ multiDrawCount ] = geometryInfo.start * bytesPerElement;
  21077. multiDrawCounts[ multiDrawCount ] = geometryInfo.count;
  21078. indirectArray[ multiDrawCount ] = i;
  21079. multiDrawCount ++;
  21080. }
  21081. }
  21082. }
  21083. }
  21084. indirectTexture.needsUpdate = true;
  21085. this._multiDrawCount = multiDrawCount;
  21086. this._visibilityChanged = false;
  21087. }
  21088. onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial/* , group */ ) {
  21089. this.onBeforeRender( renderer, null, shadowCamera, geometry, depthMaterial );
  21090. }
  21091. }
  21092. /**
  21093. * A material for rendering line primitives.
  21094. *
  21095. * Materials define the appearance of renderable 3D objects.
  21096. *
  21097. * ```js
  21098. * const material = new THREE.LineBasicMaterial( { color: 0xffffff } );
  21099. * ```
  21100. *
  21101. * @augments Material
  21102. */
  21103. class LineBasicMaterial extends Material {
  21104. /**
  21105. * Constructs a new line basic material.
  21106. *
  21107. * @param {Object} [parameters] - An object with one or more properties
  21108. * defining the material's appearance. Any property of the material
  21109. * (including any property from inherited materials) can be passed
  21110. * in here. Color values can be passed any type of value accepted
  21111. * by {@link Color#set}.
  21112. */
  21113. constructor( parameters ) {
  21114. super();
  21115. /**
  21116. * This flag can be used for type testing.
  21117. *
  21118. * @type {boolean}
  21119. * @readonly
  21120. * @default true
  21121. */
  21122. this.isLineBasicMaterial = true;
  21123. this.type = 'LineBasicMaterial';
  21124. /**
  21125. * Color of the material.
  21126. *
  21127. * @type {Color}
  21128. * @default (1,1,1)
  21129. */
  21130. this.color = new Color( 0xffffff );
  21131. /**
  21132. * Sets the color of the lines using data from a texture. The texture map
  21133. * color is modulated by the diffuse `color`.
  21134. *
  21135. * @type {?Texture}
  21136. * @default null
  21137. */
  21138. this.map = null;
  21139. /**
  21140. * Controls line thickness or lines.
  21141. *
  21142. * Can only be used with {@link SVGRenderer}. WebGL and WebGPU
  21143. * ignore this setting and always render line primitives with a
  21144. * width of one pixel.
  21145. *
  21146. * @type {number}
  21147. * @default 1
  21148. */
  21149. this.linewidth = 1;
  21150. /**
  21151. * Defines appearance of line ends.
  21152. *
  21153. * Can only be used with {@link SVGRenderer}.
  21154. *
  21155. * @type {('butt'|'round'|'square')}
  21156. * @default 'round'
  21157. */
  21158. this.linecap = 'round';
  21159. /**
  21160. * Defines appearance of line joints.
  21161. *
  21162. * Can only be used with {@link SVGRenderer}.
  21163. *
  21164. * @type {('round'|'bevel'|'miter')}
  21165. * @default 'round'
  21166. */
  21167. this.linejoin = 'round';
  21168. /**
  21169. * Whether the material is affected by fog or not.
  21170. *
  21171. * @type {boolean}
  21172. * @default true
  21173. */
  21174. this.fog = true;
  21175. this.setValues( parameters );
  21176. }
  21177. copy( source ) {
  21178. super.copy( source );
  21179. this.color.copy( source.color );
  21180. this.map = source.map;
  21181. this.linewidth = source.linewidth;
  21182. this.linecap = source.linecap;
  21183. this.linejoin = source.linejoin;
  21184. this.fog = source.fog;
  21185. return this;
  21186. }
  21187. }
  21188. const _vStart = /*@__PURE__*/ new Vector3();
  21189. const _vEnd = /*@__PURE__*/ new Vector3();
  21190. const _inverseMatrix$1 = /*@__PURE__*/ new Matrix4();
  21191. const _ray$1 = /*@__PURE__*/ new Ray();
  21192. const _sphere$1 = /*@__PURE__*/ new Sphere();
  21193. const _intersectPointOnRay = /*@__PURE__*/ new Vector3();
  21194. const _intersectPointOnSegment = /*@__PURE__*/ new Vector3();
  21195. /**
  21196. * A continuous line. The line are rendered by connecting consecutive
  21197. * vertices with straight lines.
  21198. *
  21199. * ```js
  21200. * const material = new THREE.LineBasicMaterial( { color: 0x0000ff } );
  21201. *
  21202. * const points = [];
  21203. * points.push( new THREE.Vector3( - 10, 0, 0 ) );
  21204. * points.push( new THREE.Vector3( 0, 10, 0 ) );
  21205. * points.push( new THREE.Vector3( 10, 0, 0 ) );
  21206. *
  21207. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  21208. *
  21209. * const line = new THREE.Line( geometry, material );
  21210. * scene.add( line );
  21211. * ```
  21212. *
  21213. * @augments Object3D
  21214. */
  21215. class Line extends Object3D {
  21216. /**
  21217. * Constructs a new line.
  21218. *
  21219. * @param {BufferGeometry} [geometry] - The line geometry.
  21220. * @param {Material|Array<Material>} [material] - The line material.
  21221. */
  21222. constructor( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) {
  21223. super();
  21224. /**
  21225. * This flag can be used for type testing.
  21226. *
  21227. * @type {boolean}
  21228. * @readonly
  21229. * @default true
  21230. */
  21231. this.isLine = true;
  21232. this.type = 'Line';
  21233. /**
  21234. * The line geometry.
  21235. *
  21236. * @type {BufferGeometry}
  21237. */
  21238. this.geometry = geometry;
  21239. /**
  21240. * The line material.
  21241. *
  21242. * @type {Material|Array<Material>}
  21243. * @default LineBasicMaterial
  21244. */
  21245. this.material = material;
  21246. /**
  21247. * A dictionary representing the morph targets in the geometry. The key is the
  21248. * morph targets name, the value its attribute index. This member is `undefined`
  21249. * by default and only set when morph targets are detected in the geometry.
  21250. *
  21251. * @type {Object<String,number>|undefined}
  21252. * @default undefined
  21253. */
  21254. this.morphTargetDictionary = undefined;
  21255. /**
  21256. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  21257. * is applied. This member is `undefined` by default and only set when morph targets are
  21258. * detected in the geometry.
  21259. *
  21260. * @type {Array<number>|undefined}
  21261. * @default undefined
  21262. */
  21263. this.morphTargetInfluences = undefined;
  21264. this.updateMorphTargets();
  21265. }
  21266. copy( source, recursive ) {
  21267. super.copy( source, recursive );
  21268. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  21269. this.geometry = source.geometry;
  21270. return this;
  21271. }
  21272. /**
  21273. * Computes an array of distance values which are necessary for rendering dashed lines.
  21274. * For each vertex in the geometry, the method calculates the cumulative length from the
  21275. * current point to the very beginning of the line.
  21276. *
  21277. * @return {Line} A reference to this line.
  21278. */
  21279. computeLineDistances() {
  21280. const geometry = this.geometry;
  21281. // we assume non-indexed geometry
  21282. if ( geometry.index === null ) {
  21283. const positionAttribute = geometry.attributes.position;
  21284. const lineDistances = [ 0 ];
  21285. for ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {
  21286. _vStart.fromBufferAttribute( positionAttribute, i - 1 );
  21287. _vEnd.fromBufferAttribute( positionAttribute, i );
  21288. lineDistances[ i ] = lineDistances[ i - 1 ];
  21289. lineDistances[ i ] += _vStart.distanceTo( _vEnd );
  21290. }
  21291. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  21292. } else {
  21293. warn( 'Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  21294. }
  21295. return this;
  21296. }
  21297. /**
  21298. * Computes intersection points between a casted ray and this line.
  21299. *
  21300. * @param {Raycaster} raycaster - The raycaster.
  21301. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  21302. */
  21303. raycast( raycaster, intersects ) {
  21304. const geometry = this.geometry;
  21305. const matrixWorld = this.matrixWorld;
  21306. const threshold = raycaster.params.Line.threshold;
  21307. const drawRange = geometry.drawRange;
  21308. // Checking boundingSphere distance to ray
  21309. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  21310. _sphere$1.copy( geometry.boundingSphere );
  21311. _sphere$1.applyMatrix4( matrixWorld );
  21312. _sphere$1.radius += threshold;
  21313. if ( raycaster.ray.intersectsSphere( _sphere$1 ) === false ) return;
  21314. //
  21315. _inverseMatrix$1.copy( matrixWorld ).invert();
  21316. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  21317. const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  21318. const localThresholdSq = localThreshold * localThreshold;
  21319. const step = this.isLineSegments ? 2 : 1;
  21320. const index = geometry.index;
  21321. const attributes = geometry.attributes;
  21322. const positionAttribute = attributes.position;
  21323. if ( index !== null ) {
  21324. const start = Math.max( 0, drawRange.start );
  21325. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  21326. for ( let i = start, l = end - 1; i < l; i += step ) {
  21327. const a = index.getX( i );
  21328. const b = index.getX( i + 1 );
  21329. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b, i );
  21330. if ( intersect ) {
  21331. intersects.push( intersect );
  21332. }
  21333. }
  21334. if ( this.isLineLoop ) {
  21335. const a = index.getX( end - 1 );
  21336. const b = index.getX( start );
  21337. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b, end - 1 );
  21338. if ( intersect ) {
  21339. intersects.push( intersect );
  21340. }
  21341. }
  21342. } else {
  21343. const start = Math.max( 0, drawRange.start );
  21344. const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
  21345. for ( let i = start, l = end - 1; i < l; i += step ) {
  21346. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, i, i + 1, i );
  21347. if ( intersect ) {
  21348. intersects.push( intersect );
  21349. }
  21350. }
  21351. if ( this.isLineLoop ) {
  21352. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, end - 1, start, end - 1 );
  21353. if ( intersect ) {
  21354. intersects.push( intersect );
  21355. }
  21356. }
  21357. }
  21358. }
  21359. /**
  21360. * Sets the values of {@link Line#morphTargetDictionary} and {@link Line#morphTargetInfluences}
  21361. * to make sure existing morph targets can influence this 3D object.
  21362. */
  21363. updateMorphTargets() {
  21364. const geometry = this.geometry;
  21365. const morphAttributes = geometry.morphAttributes;
  21366. const keys = Object.keys( morphAttributes );
  21367. if ( keys.length > 0 ) {
  21368. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  21369. if ( morphAttribute !== undefined ) {
  21370. this.morphTargetInfluences = [];
  21371. this.morphTargetDictionary = {};
  21372. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  21373. const name = morphAttribute[ m ].name || String( m );
  21374. this.morphTargetInfluences.push( 0 );
  21375. this.morphTargetDictionary[ name ] = m;
  21376. }
  21377. }
  21378. }
  21379. }
  21380. }
  21381. function checkIntersection( object, raycaster, ray, thresholdSq, a, b, i ) {
  21382. const positionAttribute = object.geometry.attributes.position;
  21383. _vStart.fromBufferAttribute( positionAttribute, a );
  21384. _vEnd.fromBufferAttribute( positionAttribute, b );
  21385. const distSq = ray.distanceSqToSegment( _vStart, _vEnd, _intersectPointOnRay, _intersectPointOnSegment );
  21386. if ( distSq > thresholdSq ) return;
  21387. _intersectPointOnRay.applyMatrix4( object.matrixWorld ); // Move back to world space for distance calculation
  21388. const distance = raycaster.ray.origin.distanceTo( _intersectPointOnRay );
  21389. if ( distance < raycaster.near || distance > raycaster.far ) return;
  21390. return {
  21391. distance: distance,
  21392. // What do we want? intersection point on the ray or on the segment??
  21393. // point: raycaster.ray.at( distance ),
  21394. point: _intersectPointOnSegment.clone().applyMatrix4( object.matrixWorld ),
  21395. index: i,
  21396. face: null,
  21397. faceIndex: null,
  21398. barycoord: null,
  21399. object: object
  21400. };
  21401. }
  21402. const _start = /*@__PURE__*/ new Vector3();
  21403. const _end = /*@__PURE__*/ new Vector3();
  21404. /**
  21405. * A series of lines drawn between pairs of vertices.
  21406. *
  21407. * @augments Line
  21408. */
  21409. class LineSegments extends Line {
  21410. /**
  21411. * Constructs a new line segments.
  21412. *
  21413. * @param {BufferGeometry} [geometry] - The line geometry.
  21414. * @param {Material|Array<Material>} [material] - The line material.
  21415. */
  21416. constructor( geometry, material ) {
  21417. super( geometry, material );
  21418. /**
  21419. * This flag can be used for type testing.
  21420. *
  21421. * @type {boolean}
  21422. * @readonly
  21423. * @default true
  21424. */
  21425. this.isLineSegments = true;
  21426. this.type = 'LineSegments';
  21427. }
  21428. computeLineDistances() {
  21429. const geometry = this.geometry;
  21430. // we assume non-indexed geometry
  21431. if ( geometry.index === null ) {
  21432. const positionAttribute = geometry.attributes.position;
  21433. const lineDistances = [];
  21434. for ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  21435. _start.fromBufferAttribute( positionAttribute, i );
  21436. _end.fromBufferAttribute( positionAttribute, i + 1 );
  21437. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  21438. lineDistances[ i + 1 ] = lineDistances[ i ] + _start.distanceTo( _end );
  21439. }
  21440. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  21441. } else {
  21442. warn( 'LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  21443. }
  21444. return this;
  21445. }
  21446. }
  21447. /**
  21448. * A continuous line. This is nearly the same as {@link Line} the only difference
  21449. * is that the last vertex is connected with the first vertex in order to close
  21450. * the line to form a loop.
  21451. *
  21452. * @augments Line
  21453. */
  21454. class LineLoop extends Line {
  21455. /**
  21456. * Constructs a new line loop.
  21457. *
  21458. * @param {BufferGeometry} [geometry] - The line geometry.
  21459. * @param {Material|Array<Material>} [material] - The line material.
  21460. */
  21461. constructor( geometry, material ) {
  21462. super( geometry, material );
  21463. /**
  21464. * This flag can be used for type testing.
  21465. *
  21466. * @type {boolean}
  21467. * @readonly
  21468. * @default true
  21469. */
  21470. this.isLineLoop = true;
  21471. this.type = 'LineLoop';
  21472. }
  21473. }
  21474. /**
  21475. * A material for rendering point primitives.
  21476. *
  21477. * Materials define the appearance of renderable 3D objects.
  21478. *
  21479. * ```js
  21480. * const vertices = [];
  21481. *
  21482. * for ( let i = 0; i < 10000; i ++ ) {
  21483. * const x = THREE.MathUtils.randFloatSpread( 2000 );
  21484. * const y = THREE.MathUtils.randFloatSpread( 2000 );
  21485. * const z = THREE.MathUtils.randFloatSpread( 2000 );
  21486. *
  21487. * vertices.push( x, y, z );
  21488. * }
  21489. *
  21490. * const geometry = new THREE.BufferGeometry();
  21491. * geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
  21492. * const material = new THREE.PointsMaterial( { color: 0x888888 } );
  21493. * const points = new THREE.Points( geometry, material );
  21494. * scene.add( points );
  21495. * ```
  21496. *
  21497. * @augments Material
  21498. */
  21499. class PointsMaterial extends Material {
  21500. /**
  21501. * Constructs a new points material.
  21502. *
  21503. * @param {Object} [parameters] - An object with one or more properties
  21504. * defining the material's appearance. Any property of the material
  21505. * (including any property from inherited materials) can be passed
  21506. * in here. Color values can be passed any type of value accepted
  21507. * by {@link Color#set}.
  21508. */
  21509. constructor( parameters ) {
  21510. super();
  21511. /**
  21512. * This flag can be used for type testing.
  21513. *
  21514. * @type {boolean}
  21515. * @readonly
  21516. * @default true
  21517. */
  21518. this.isPointsMaterial = true;
  21519. this.type = 'PointsMaterial';
  21520. /**
  21521. * Color of the material.
  21522. *
  21523. * @type {Color}
  21524. * @default (1,1,1)
  21525. */
  21526. this.color = new Color( 0xffffff );
  21527. /**
  21528. * The color map. May optionally include an alpha channel, typically combined
  21529. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  21530. * color is modulated by the diffuse `color`.
  21531. *
  21532. * @type {?Texture}
  21533. * @default null
  21534. */
  21535. this.map = null;
  21536. /**
  21537. * The alpha map is a grayscale texture that controls the opacity across the
  21538. * surface (black: fully transparent; white: fully opaque).
  21539. *
  21540. * Only the color of the texture is used, ignoring the alpha channel if one
  21541. * exists. For RGB and RGBA textures, the renderer will use the green channel
  21542. * when sampling this texture due to the extra bit of precision provided for
  21543. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  21544. * luminance/alpha textures will also still work as expected.
  21545. *
  21546. * @type {?Texture}
  21547. * @default null
  21548. */
  21549. this.alphaMap = null;
  21550. /**
  21551. * Defines the size of the points in pixels.
  21552. *
  21553. * 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).
  21554. *
  21555. * @type {number}
  21556. * @default 1
  21557. */
  21558. this.size = 1;
  21559. /**
  21560. * Specifies whether size of individual points is attenuated by the camera depth (perspective camera only).
  21561. *
  21562. * @type {boolean}
  21563. * @default true
  21564. */
  21565. this.sizeAttenuation = true;
  21566. /**
  21567. * Whether the material is affected by fog or not.
  21568. *
  21569. * @type {boolean}
  21570. * @default true
  21571. */
  21572. this.fog = true;
  21573. this.setValues( parameters );
  21574. }
  21575. copy( source ) {
  21576. super.copy( source );
  21577. this.color.copy( source.color );
  21578. this.map = source.map;
  21579. this.alphaMap = source.alphaMap;
  21580. this.size = source.size;
  21581. this.sizeAttenuation = source.sizeAttenuation;
  21582. this.fog = source.fog;
  21583. return this;
  21584. }
  21585. }
  21586. const _inverseMatrix = /*@__PURE__*/ new Matrix4();
  21587. const _ray = /*@__PURE__*/ new Ray();
  21588. const _sphere = /*@__PURE__*/ new Sphere();
  21589. const _position$2 = /*@__PURE__*/ new Vector3();
  21590. /**
  21591. * A class for displaying points or point clouds.
  21592. *
  21593. * @augments Object3D
  21594. */
  21595. class Points extends Object3D {
  21596. /**
  21597. * Constructs a new point cloud.
  21598. *
  21599. * @param {BufferGeometry} [geometry] - The points geometry.
  21600. * @param {Material|Array<Material>} [material] - The points material.
  21601. */
  21602. constructor( geometry = new BufferGeometry(), material = new PointsMaterial() ) {
  21603. super();
  21604. /**
  21605. * This flag can be used for type testing.
  21606. *
  21607. * @type {boolean}
  21608. * @readonly
  21609. * @default true
  21610. */
  21611. this.isPoints = true;
  21612. this.type = 'Points';
  21613. /**
  21614. * The points geometry.
  21615. *
  21616. * @type {BufferGeometry}
  21617. */
  21618. this.geometry = geometry;
  21619. /**
  21620. * The line material.
  21621. *
  21622. * @type {Material|Array<Material>}
  21623. * @default PointsMaterial
  21624. */
  21625. this.material = material;
  21626. /**
  21627. * A dictionary representing the morph targets in the geometry. The key is the
  21628. * morph targets name, the value its attribute index. This member is `undefined`
  21629. * by default and only set when morph targets are detected in the geometry.
  21630. *
  21631. * @type {Object<String,number>|undefined}
  21632. * @default undefined
  21633. */
  21634. this.morphTargetDictionary = undefined;
  21635. /**
  21636. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  21637. * is applied. This member is `undefined` by default and only set when morph targets are
  21638. * detected in the geometry.
  21639. *
  21640. * @type {Array<number>|undefined}
  21641. * @default undefined
  21642. */
  21643. this.morphTargetInfluences = undefined;
  21644. this.updateMorphTargets();
  21645. }
  21646. copy( source, recursive ) {
  21647. super.copy( source, recursive );
  21648. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  21649. this.geometry = source.geometry;
  21650. return this;
  21651. }
  21652. /**
  21653. * Computes intersection points between a casted ray and this point cloud.
  21654. *
  21655. * @param {Raycaster} raycaster - The raycaster.
  21656. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  21657. */
  21658. raycast( raycaster, intersects ) {
  21659. const geometry = this.geometry;
  21660. const matrixWorld = this.matrixWorld;
  21661. const threshold = raycaster.params.Points.threshold;
  21662. const drawRange = geometry.drawRange;
  21663. // Checking boundingSphere distance to ray
  21664. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  21665. _sphere.copy( geometry.boundingSphere );
  21666. _sphere.applyMatrix4( matrixWorld );
  21667. _sphere.radius += threshold;
  21668. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;
  21669. //
  21670. _inverseMatrix.copy( matrixWorld ).invert();
  21671. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  21672. const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  21673. const localThresholdSq = localThreshold * localThreshold;
  21674. const index = geometry.index;
  21675. const attributes = geometry.attributes;
  21676. const positionAttribute = attributes.position;
  21677. if ( index !== null ) {
  21678. const start = Math.max( 0, drawRange.start );
  21679. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  21680. for ( let i = start, il = end; i < il; i ++ ) {
  21681. const a = index.getX( i );
  21682. _position$2.fromBufferAttribute( positionAttribute, a );
  21683. testPoint( _position$2, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  21684. }
  21685. } else {
  21686. const start = Math.max( 0, drawRange.start );
  21687. const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
  21688. for ( let i = start, l = end; i < l; i ++ ) {
  21689. _position$2.fromBufferAttribute( positionAttribute, i );
  21690. testPoint( _position$2, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  21691. }
  21692. }
  21693. }
  21694. /**
  21695. * Sets the values of {@link Points#morphTargetDictionary} and {@link Points#morphTargetInfluences}
  21696. * to make sure existing morph targets can influence this 3D object.
  21697. */
  21698. updateMorphTargets() {
  21699. const geometry = this.geometry;
  21700. const morphAttributes = geometry.morphAttributes;
  21701. const keys = Object.keys( morphAttributes );
  21702. if ( keys.length > 0 ) {
  21703. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  21704. if ( morphAttribute !== undefined ) {
  21705. this.morphTargetInfluences = [];
  21706. this.morphTargetDictionary = {};
  21707. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  21708. const name = morphAttribute[ m ].name || String( m );
  21709. this.morphTargetInfluences.push( 0 );
  21710. this.morphTargetDictionary[ name ] = m;
  21711. }
  21712. }
  21713. }
  21714. }
  21715. }
  21716. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  21717. const rayPointDistanceSq = _ray.distanceSqToPoint( point );
  21718. if ( rayPointDistanceSq < localThresholdSq ) {
  21719. const intersectPoint = new Vector3();
  21720. _ray.closestPointToPoint( point, intersectPoint );
  21721. intersectPoint.applyMatrix4( matrixWorld );
  21722. const distance = raycaster.ray.origin.distanceTo( intersectPoint );
  21723. if ( distance < raycaster.near || distance > raycaster.far ) return;
  21724. intersects.push( {
  21725. distance: distance,
  21726. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  21727. point: intersectPoint,
  21728. index: index,
  21729. face: null,
  21730. faceIndex: null,
  21731. barycoord: null,
  21732. object: object
  21733. } );
  21734. }
  21735. }
  21736. /**
  21737. * A texture for use with a video.
  21738. *
  21739. * ```js
  21740. * // assuming you have created a HTML video element with id="video"
  21741. * const video = document.getElementById( 'video' );
  21742. * const texture = new THREE.VideoTexture( video );
  21743. * ```
  21744. *
  21745. * Note: When using video textures with {@link WebGPURenderer}, {@link Texture#colorSpace} must be
  21746. * set to THREE.SRGBColorSpace.
  21747. *
  21748. * Note: After the initial use of a texture, its dimensions, format, and type
  21749. * cannot be changed. Instead, call {@link Texture#dispose} on the texture and instantiate a new one.
  21750. *
  21751. * @augments Texture
  21752. */
  21753. class VideoTexture extends Texture {
  21754. /**
  21755. * Constructs a new video texture.
  21756. *
  21757. * @param {HTMLVideoElement} video - The video element to use as a data source for the texture.
  21758. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21759. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21760. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21761. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21762. * @param {number} [minFilter=LinearFilter] - The min filter value.
  21763. * @param {number} [format=RGBAFormat] - The texture format.
  21764. * @param {number} [type=UnsignedByteType] - The texture type.
  21765. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21766. */
  21767. constructor( video, mapping, wrapS, wrapT, magFilter = LinearFilter, minFilter = LinearFilter, format, type, anisotropy ) {
  21768. super( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  21769. /**
  21770. * This flag can be used for type testing.
  21771. *
  21772. * @type {boolean}
  21773. * @readonly
  21774. * @default true
  21775. */
  21776. this.isVideoTexture = true;
  21777. /**
  21778. * Whether to generate mipmaps (if possible) for a texture.
  21779. *
  21780. * Overwritten and set to `false` by default.
  21781. *
  21782. * @type {boolean}
  21783. * @default false
  21784. */
  21785. this.generateMipmaps = false;
  21786. /**
  21787. * The video frame request callback identifier, which is a positive integer.
  21788. *
  21789. * Value of 0 represents no scheduled rVFC.
  21790. *
  21791. * @private
  21792. * @type {number}
  21793. */
  21794. this._requestVideoFrameCallbackId = 0;
  21795. const scope = this;
  21796. function updateVideo() {
  21797. scope.needsUpdate = true;
  21798. scope._requestVideoFrameCallbackId = video.requestVideoFrameCallback( updateVideo );
  21799. }
  21800. if ( 'requestVideoFrameCallback' in video ) {
  21801. this._requestVideoFrameCallbackId = video.requestVideoFrameCallback( updateVideo );
  21802. }
  21803. }
  21804. clone() {
  21805. return new this.constructor( this.image ).copy( this );
  21806. }
  21807. /**
  21808. * This method is called automatically by the renderer and sets {@link Texture#needsUpdate}
  21809. * to `true` every time a new frame is available.
  21810. *
  21811. * Only relevant if `requestVideoFrameCallback` is not supported in the browser.
  21812. */
  21813. update() {
  21814. const video = this.image;
  21815. const hasVideoFrameCallback = 'requestVideoFrameCallback' in video;
  21816. if ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) {
  21817. this.needsUpdate = true;
  21818. }
  21819. }
  21820. dispose() {
  21821. if ( this._requestVideoFrameCallbackId !== 0 ) {
  21822. this.source.data.cancelVideoFrameCallback( this._requestVideoFrameCallbackId );
  21823. this._requestVideoFrameCallbackId = 0;
  21824. }
  21825. super.dispose();
  21826. }
  21827. }
  21828. /**
  21829. * This class can be used as an alternative way to define video data. Instead of using
  21830. * an instance of `HTMLVideoElement` like with `VideoTexture`, `VideoFrameTexture` expects each frame is
  21831. * defined manually via {@link VideoFrameTexture#setFrame}. A typical use case for this module is when
  21832. * video frames are decoded with the WebCodecs API.
  21833. *
  21834. * ```js
  21835. * const texture = new THREE.VideoFrameTexture();
  21836. * texture.setFrame( frame );
  21837. * ```
  21838. *
  21839. * @augments VideoTexture
  21840. */
  21841. class VideoFrameTexture extends VideoTexture {
  21842. /**
  21843. * Constructs a new video frame texture.
  21844. *
  21845. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21846. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21847. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21848. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21849. * @param {number} [minFilter=LinearFilter] - The min filter value.
  21850. * @param {number} [format=RGBAFormat] - The texture format.
  21851. * @param {number} [type=UnsignedByteType] - The texture type.
  21852. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21853. */
  21854. constructor( mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  21855. super( {}, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  21856. /**
  21857. * This flag can be used for type testing.
  21858. *
  21859. * @type {boolean}
  21860. * @readonly
  21861. * @default true
  21862. */
  21863. this.isVideoFrameTexture = true;
  21864. }
  21865. /**
  21866. * This method overwritten with an empty implementation since
  21867. * this type of texture is updated via `setFrame()`.
  21868. */
  21869. update() {}
  21870. clone() {
  21871. return new this.constructor().copy( this ); // restoring Texture.clone()
  21872. }
  21873. /**
  21874. * Sets the current frame of the video. This will automatically update the texture
  21875. * so the data can be used for rendering.
  21876. *
  21877. * @param {VideoFrame} frame - The video frame.
  21878. */
  21879. setFrame( frame ) {
  21880. this.image = frame;
  21881. this.needsUpdate = true;
  21882. }
  21883. }
  21884. /**
  21885. * This class can only be used in combination with `copyFramebufferToTexture()` methods
  21886. * of renderers. It extracts the contents of the current bound framebuffer and provides it
  21887. * as a texture for further usage.
  21888. *
  21889. * ```js
  21890. * const pixelRatio = window.devicePixelRatio;
  21891. * const textureSize = 128 * pixelRatio;
  21892. *
  21893. * const frameTexture = new FramebufferTexture( textureSize, textureSize );
  21894. *
  21895. * // calculate start position for copying part of the frame data
  21896. * const vector = new Vector2();
  21897. * vector.x = ( window.innerWidth * pixelRatio / 2 ) - ( textureSize / 2 );
  21898. * vector.y = ( window.innerHeight * pixelRatio / 2 ) - ( textureSize / 2 );
  21899. *
  21900. * renderer.render( scene, camera );
  21901. *
  21902. * // copy part of the rendered frame into the framebuffer texture
  21903. * renderer.copyFramebufferToTexture( frameTexture, vector );
  21904. * ```
  21905. *
  21906. * @augments Texture
  21907. */
  21908. class FramebufferTexture extends Texture {
  21909. /**
  21910. * Constructs a new framebuffer texture.
  21911. *
  21912. * @param {number} [width] - The width of the texture.
  21913. * @param {number} [height] - The height of the texture.
  21914. */
  21915. constructor( width, height ) {
  21916. super( { width, height } );
  21917. /**
  21918. * This flag can be used for type testing.
  21919. *
  21920. * @type {boolean}
  21921. * @readonly
  21922. * @default true
  21923. */
  21924. this.isFramebufferTexture = true;
  21925. /**
  21926. * How the texture is sampled when a texel covers more than one pixel.
  21927. *
  21928. * Overwritten and set to `NearestFilter` by default to disable filtering.
  21929. *
  21930. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  21931. * @default NearestFilter
  21932. */
  21933. this.magFilter = NearestFilter;
  21934. /**
  21935. * How the texture is sampled when a texel covers less than one pixel.
  21936. *
  21937. * Overwritten and set to `NearestFilter` by default to disable filtering.
  21938. *
  21939. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  21940. * @default NearestFilter
  21941. */
  21942. this.minFilter = NearestFilter;
  21943. /**
  21944. * Whether to generate mipmaps (if possible) for a texture.
  21945. *
  21946. * Overwritten and set to `false` by default.
  21947. *
  21948. * @type {boolean}
  21949. * @default false
  21950. */
  21951. this.generateMipmaps = false;
  21952. this.needsUpdate = true;
  21953. }
  21954. }
  21955. /**
  21956. * Creates a texture based on data in compressed form.
  21957. *
  21958. * These texture are usually loaded with {@link CompressedTextureLoader}.
  21959. *
  21960. * @augments Texture
  21961. */
  21962. class CompressedTexture extends Texture {
  21963. /**
  21964. * Constructs a new compressed texture.
  21965. *
  21966. * @param {Array<Object>} mipmaps - This array holds for all mipmaps (including the bases mip)
  21967. * the data and dimensions.
  21968. * @param {number} width - The width of the texture.
  21969. * @param {number} height - The height of the texture.
  21970. * @param {number} [format=RGBAFormat] - The texture format.
  21971. * @param {number} [type=UnsignedByteType] - The texture type.
  21972. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21973. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21974. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21975. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21976. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  21977. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21978. * @param {string} [colorSpace=NoColorSpace] - The color space.
  21979. */
  21980. constructor( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, colorSpace ) {
  21981. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  21982. /**
  21983. * This flag can be used for type testing.
  21984. *
  21985. * @type {boolean}
  21986. * @readonly
  21987. * @default true
  21988. */
  21989. this.isCompressedTexture = true;
  21990. /**
  21991. * The image property of a compressed texture just defines its dimensions.
  21992. *
  21993. * @type {{width:number,height:number}}
  21994. */
  21995. this.image = { width: width, height: height };
  21996. /**
  21997. * This array holds for all mipmaps (including the bases mip) the data and dimensions.
  21998. *
  21999. * @type {Array<Object>}
  22000. */
  22001. this.mipmaps = mipmaps;
  22002. /**
  22003. * If set to `true`, the texture is flipped along the vertical axis when
  22004. * uploaded to the GPU.
  22005. *
  22006. * Overwritten and set to `false` by default since it is not possible to
  22007. * flip compressed textures.
  22008. *
  22009. * @type {boolean}
  22010. * @default false
  22011. * @readonly
  22012. */
  22013. this.flipY = false;
  22014. /**
  22015. * Whether to generate mipmaps (if possible) for a texture.
  22016. *
  22017. * Overwritten and set to `false` by default since it is not
  22018. * possible to generate mipmaps for compressed data. Mipmaps
  22019. * must be embedded in the compressed texture file.
  22020. *
  22021. * @type {boolean}
  22022. * @default false
  22023. * @readonly
  22024. */
  22025. this.generateMipmaps = false;
  22026. }
  22027. }
  22028. /**
  22029. * Creates a texture 2D array based on data in compressed form.
  22030. *
  22031. * These texture are usually loaded with {@link CompressedTextureLoader}.
  22032. *
  22033. * @augments CompressedTexture
  22034. */
  22035. class CompressedArrayTexture extends CompressedTexture {
  22036. /**
  22037. * Constructs a new compressed array texture.
  22038. *
  22039. * @param {Array<Object>} mipmaps - This array holds for all mipmaps (including the bases mip)
  22040. * the data and dimensions.
  22041. * @param {number} width - The width of the texture.
  22042. * @param {number} height - The height of the texture.
  22043. * @param {number} depth - The depth of the texture.
  22044. * @param {number} [format=RGBAFormat] - The min filter value.
  22045. * @param {number} [type=UnsignedByteType] - The min filter value.
  22046. */
  22047. constructor( mipmaps, width, height, depth, format, type ) {
  22048. super( mipmaps, width, height, format, type );
  22049. /**
  22050. * This flag can be used for type testing.
  22051. *
  22052. * @type {boolean}
  22053. * @readonly
  22054. * @default true
  22055. */
  22056. this.isCompressedArrayTexture = true;
  22057. /**
  22058. * The image property of a compressed texture just defines its dimensions.
  22059. *
  22060. * @name CompressedArrayTexture#image
  22061. * @type {{width:number,height:number,depth:number}}
  22062. */
  22063. this.image.depth = depth;
  22064. /**
  22065. * This defines how the texture is wrapped in the depth and corresponds to
  22066. * *W* in UVW mapping.
  22067. *
  22068. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  22069. * @default ClampToEdgeWrapping
  22070. */
  22071. this.wrapR = ClampToEdgeWrapping;
  22072. /**
  22073. * A set of all layers which need to be updated in the texture.
  22074. *
  22075. * @type {Set<number>}
  22076. */
  22077. this.layerUpdates = new Set();
  22078. }
  22079. /**
  22080. * Describes that a specific layer of the texture needs to be updated.
  22081. * Normally when {@link Texture#needsUpdate} is set to `true`, the
  22082. * entire compressed texture array is sent to the GPU. Marking specific
  22083. * layers will only transmit subsets of all mipmaps associated with a
  22084. * specific depth in the array which is often much more performant.
  22085. *
  22086. * @param {number} layerIndex - The layer index that should be updated.
  22087. */
  22088. addLayerUpdate( layerIndex ) {
  22089. this.layerUpdates.add( layerIndex );
  22090. }
  22091. /**
  22092. * Resets the layer updates registry.
  22093. */
  22094. clearLayerUpdates() {
  22095. this.layerUpdates.clear();
  22096. }
  22097. }
  22098. /**
  22099. * Creates a cube texture based on data in compressed form.
  22100. *
  22101. * These texture are usually loaded with {@link CompressedTextureLoader}.
  22102. *
  22103. * @augments CompressedTexture
  22104. */
  22105. class CompressedCubeTexture extends CompressedTexture {
  22106. /**
  22107. * Constructs a new compressed texture.
  22108. *
  22109. * @param {Array<CompressedTexture>} images - An array of compressed textures.
  22110. * @param {number} [format=RGBAFormat] - The texture format.
  22111. * @param {number} [type=UnsignedByteType] - The texture type.
  22112. */
  22113. constructor( images, format, type ) {
  22114. super( undefined, images[ 0 ].width, images[ 0 ].height, format, type, CubeReflectionMapping );
  22115. /**
  22116. * This flag can be used for type testing.
  22117. *
  22118. * @type {boolean}
  22119. * @readonly
  22120. * @default true
  22121. */
  22122. this.isCompressedCubeTexture = true;
  22123. /**
  22124. * This flag can be used for type testing.
  22125. *
  22126. * @type {boolean}
  22127. * @readonly
  22128. * @default true
  22129. */
  22130. this.isCubeTexture = true;
  22131. this.image = images;
  22132. }
  22133. }
  22134. /**
  22135. * Creates a texture from a canvas element.
  22136. *
  22137. * This is almost the same as the base texture class, except that it sets {@link Texture#needsUpdate}
  22138. * to `true` immediately since a canvas can directly be used for rendering.
  22139. *
  22140. * @augments Texture
  22141. */
  22142. class CanvasTexture extends Texture {
  22143. /**
  22144. * Constructs a new texture.
  22145. *
  22146. * @param {HTMLCanvasElement} [canvas] - The HTML canvas element.
  22147. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  22148. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  22149. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  22150. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  22151. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  22152. * @param {number} [format=RGBAFormat] - The texture format.
  22153. * @param {number} [type=UnsignedByteType] - The texture type.
  22154. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  22155. */
  22156. constructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  22157. super( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  22158. /**
  22159. * This flag can be used for type testing.
  22160. *
  22161. * @type {boolean}
  22162. * @readonly
  22163. * @default true
  22164. */
  22165. this.isCanvasTexture = true;
  22166. this.needsUpdate = true;
  22167. }
  22168. }
  22169. /**
  22170. * This class can be used to automatically save the depth information of a
  22171. * rendering into a texture.
  22172. *
  22173. * @augments Texture
  22174. */
  22175. class DepthTexture extends Texture {
  22176. /**
  22177. * Constructs a new depth texture.
  22178. *
  22179. * @param {number} width - The width of the texture.
  22180. * @param {number} height - The height of the texture.
  22181. * @param {number} [type=UnsignedIntType] - The texture type.
  22182. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  22183. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  22184. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  22185. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  22186. * @param {number} [minFilter=LinearFilter] - The min filter value.
  22187. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  22188. * @param {number} [format=DepthFormat] - The texture format.
  22189. * @param {number} [depth=1] - The depth of the texture.
  22190. */
  22191. constructor( width, height, type = UnsignedIntType, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, format = DepthFormat, depth = 1 ) {
  22192. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  22193. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  22194. }
  22195. const image = { width: width, height: height, depth: depth };
  22196. super( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  22197. /**
  22198. * This flag can be used for type testing.
  22199. *
  22200. * @type {boolean}
  22201. * @readonly
  22202. * @default true
  22203. */
  22204. this.isDepthTexture = true;
  22205. /**
  22206. * If set to `true`, the texture is flipped along the vertical axis when
  22207. * uploaded to the GPU.
  22208. *
  22209. * Overwritten and set to `false` by default.
  22210. *
  22211. * @type {boolean}
  22212. * @default false
  22213. */
  22214. this.flipY = false;
  22215. /**
  22216. * Whether to generate mipmaps (if possible) for a texture.
  22217. *
  22218. * Overwritten and set to `false` by default.
  22219. *
  22220. * @type {boolean}
  22221. * @default false
  22222. */
  22223. this.generateMipmaps = false;
  22224. /**
  22225. * Code corresponding to the depth compare function.
  22226. *
  22227. * @type {?(NeverCompare|LessCompare|EqualCompare|LessEqualCompare|GreaterCompare|NotEqualCompare|GreaterEqualCompare|AlwaysCompare)}
  22228. * @default null
  22229. */
  22230. this.compareFunction = null;
  22231. }
  22232. copy( source ) {
  22233. super.copy( source );
  22234. this.source = new Source( Object.assign( {}, source.image ) ); // see #30540
  22235. this.compareFunction = source.compareFunction;
  22236. return this;
  22237. }
  22238. toJSON( meta ) {
  22239. const data = super.toJSON( meta );
  22240. if ( this.compareFunction !== null ) data.compareFunction = this.compareFunction;
  22241. return data;
  22242. }
  22243. }
  22244. /**
  22245. * This class can be used to automatically save the depth information of a
  22246. * cube rendering into a cube texture with depth format. Used for PointLight shadows.
  22247. *
  22248. * @augments DepthTexture
  22249. */
  22250. class CubeDepthTexture extends DepthTexture {
  22251. /**
  22252. * Constructs a new cube depth texture.
  22253. *
  22254. * @param {number} size - The size (width and height) of each cube face.
  22255. * @param {number} [type=UnsignedIntType] - The texture type.
  22256. * @param {number} [mapping=CubeReflectionMapping] - The texture mapping.
  22257. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  22258. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  22259. * @param {number} [magFilter=NearestFilter] - The mag filter value.
  22260. * @param {number} [minFilter=NearestFilter] - The min filter value.
  22261. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  22262. * @param {number} [format=DepthFormat] - The texture format.
  22263. */
  22264. constructor( size, type = UnsignedIntType, mapping = CubeReflectionMapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, format = DepthFormat ) {
  22265. // Create 6 identical image descriptors for the cube faces
  22266. const image = { width: size, height: size, depth: 1 };
  22267. const images = [ image, image, image, image, image, image ];
  22268. // Call DepthTexture constructor with width, height
  22269. super( size, size, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format );
  22270. // Replace the single image with the array of 6 images
  22271. this.image = images;
  22272. /**
  22273. * This flag can be used for type testing.
  22274. *
  22275. * @type {boolean}
  22276. * @readonly
  22277. * @default true
  22278. */
  22279. this.isCubeDepthTexture = true;
  22280. /**
  22281. * Set to true for cube texture handling in WebGLTextures.
  22282. *
  22283. * @type {boolean}
  22284. * @readonly
  22285. * @default true
  22286. */
  22287. this.isCubeTexture = true;
  22288. }
  22289. /**
  22290. * Alias for {@link CubeDepthTexture#image}.
  22291. *
  22292. * @type {Array<Image>}
  22293. */
  22294. get images() {
  22295. return this.image;
  22296. }
  22297. set images( value ) {
  22298. this.image = value;
  22299. }
  22300. }
  22301. /**
  22302. * Represents a texture created externally with the same renderer context.
  22303. *
  22304. * This may be a texture from a protected media stream, device camera feed,
  22305. * or other data feeds like a depth sensor.
  22306. *
  22307. * Note that this class is only supported in {@link WebGLRenderer}, and in
  22308. * the {@link WebGPURenderer} WebGPU backend.
  22309. *
  22310. * @augments Texture
  22311. */
  22312. class ExternalTexture extends Texture {
  22313. /**
  22314. * Creates a new raw texture.
  22315. *
  22316. * @param {?(WebGLTexture|GPUTexture)} [sourceTexture=null] - The external texture.
  22317. */
  22318. constructor( sourceTexture = null ) {
  22319. super();
  22320. /**
  22321. * The external source texture.
  22322. *
  22323. * @type {?(WebGLTexture|GPUTexture)}
  22324. * @default null
  22325. */
  22326. this.sourceTexture = sourceTexture;
  22327. /**
  22328. * This flag can be used for type testing.
  22329. *
  22330. * @type {boolean}
  22331. * @readonly
  22332. * @default true
  22333. */
  22334. this.isExternalTexture = true;
  22335. }
  22336. copy( source ) {
  22337. super.copy( source );
  22338. this.sourceTexture = source.sourceTexture;
  22339. return this;
  22340. }
  22341. }
  22342. /**
  22343. * A geometry class for representing a capsule.
  22344. *
  22345. * ```js
  22346. * const geometry = new THREE.CapsuleGeometry( 1, 1, 4, 8, 1 );
  22347. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  22348. * const capsule = new THREE.Mesh( geometry, material );
  22349. * scene.add( capsule );
  22350. * ```
  22351. *
  22352. * @augments BufferGeometry
  22353. * @demo scenes/geometry-browser.html#CapsuleGeometry
  22354. */
  22355. class CapsuleGeometry extends BufferGeometry {
  22356. /**
  22357. * Constructs a new capsule geometry.
  22358. *
  22359. * @param {number} [radius=1] - Radius of the capsule.
  22360. * @param {number} [height=1] - Height of the middle section.
  22361. * @param {number} [capSegments=4] - Number of curve segments used to build each cap.
  22362. * @param {number} [radialSegments=8] - Number of segmented faces around the circumference of the capsule. Must be an integer >= 3.
  22363. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the middle section. Must be an integer >= 1.
  22364. */
  22365. constructor( radius = 1, height = 1, capSegments = 4, radialSegments = 8, heightSegments = 1 ) {
  22366. super();
  22367. this.type = 'CapsuleGeometry';
  22368. /**
  22369. * Holds the constructor parameters that have been
  22370. * used to generate the geometry. Any modification
  22371. * after instantiation does not change the geometry.
  22372. *
  22373. * @type {Object}
  22374. */
  22375. this.parameters = {
  22376. radius: radius,
  22377. height: height,
  22378. capSegments: capSegments,
  22379. radialSegments: radialSegments,
  22380. heightSegments: heightSegments,
  22381. };
  22382. height = Math.max( 0, height );
  22383. capSegments = Math.max( 1, Math.floor( capSegments ) );
  22384. radialSegments = Math.max( 3, Math.floor( radialSegments ) );
  22385. heightSegments = Math.max( 1, Math.floor( heightSegments ) );
  22386. // buffers
  22387. const indices = [];
  22388. const vertices = [];
  22389. const normals = [];
  22390. const uvs = [];
  22391. // helper variables
  22392. const halfHeight = height / 2;
  22393. const capArcLength = ( Math.PI / 2 ) * radius;
  22394. const cylinderPartLength = height;
  22395. const totalArcLength = 2 * capArcLength + cylinderPartLength;
  22396. const numVerticalSegments = capSegments * 2 + heightSegments;
  22397. const verticesPerRow = radialSegments + 1;
  22398. const normal = new Vector3();
  22399. const vertex = new Vector3();
  22400. // generate vertices, normals, and uvs
  22401. for ( let iy = 0; iy <= numVerticalSegments; iy ++ ) {
  22402. let currentArcLength = 0;
  22403. let profileY = 0;
  22404. let profileRadius = 0;
  22405. let normalYComponent = 0;
  22406. if ( iy <= capSegments ) {
  22407. // bottom cap
  22408. const segmentProgress = iy / capSegments;
  22409. const angle = ( segmentProgress * Math.PI ) / 2;
  22410. profileY = - halfHeight - radius * Math.cos( angle );
  22411. profileRadius = radius * Math.sin( angle );
  22412. normalYComponent = - radius * Math.cos( angle );
  22413. currentArcLength = segmentProgress * capArcLength;
  22414. } else if ( iy <= capSegments + heightSegments ) {
  22415. // middle section
  22416. const segmentProgress = ( iy - capSegments ) / heightSegments;
  22417. profileY = - halfHeight + segmentProgress * height;
  22418. profileRadius = radius;
  22419. normalYComponent = 0;
  22420. currentArcLength = capArcLength + segmentProgress * cylinderPartLength;
  22421. } else {
  22422. // top cap
  22423. const segmentProgress =
  22424. ( iy - capSegments - heightSegments ) / capSegments;
  22425. const angle = ( segmentProgress * Math.PI ) / 2;
  22426. profileY = halfHeight + radius * Math.sin( angle );
  22427. profileRadius = radius * Math.cos( angle );
  22428. normalYComponent = radius * Math.sin( angle );
  22429. currentArcLength =
  22430. capArcLength + cylinderPartLength + segmentProgress * capArcLength;
  22431. }
  22432. const v = Math.max( 0, Math.min( 1, currentArcLength / totalArcLength ) );
  22433. // special case for the poles
  22434. let uOffset = 0;
  22435. if ( iy === 0 ) {
  22436. uOffset = 0.5 / radialSegments;
  22437. } else if ( iy === numVerticalSegments ) {
  22438. uOffset = -0.5 / radialSegments;
  22439. }
  22440. for ( let ix = 0; ix <= radialSegments; ix ++ ) {
  22441. const u = ix / radialSegments;
  22442. const theta = u * Math.PI * 2;
  22443. const sinTheta = Math.sin( theta );
  22444. const cosTheta = Math.cos( theta );
  22445. // vertex
  22446. vertex.x = - profileRadius * cosTheta;
  22447. vertex.y = profileY;
  22448. vertex.z = profileRadius * sinTheta;
  22449. vertices.push( vertex.x, vertex.y, vertex.z );
  22450. // normal
  22451. normal.set(
  22452. - profileRadius * cosTheta,
  22453. normalYComponent,
  22454. profileRadius * sinTheta
  22455. );
  22456. normal.normalize();
  22457. normals.push( normal.x, normal.y, normal.z );
  22458. // uv
  22459. uvs.push( u + uOffset, v );
  22460. }
  22461. if ( iy > 0 ) {
  22462. const prevIndexRow = ( iy - 1 ) * verticesPerRow;
  22463. for ( let ix = 0; ix < radialSegments; ix ++ ) {
  22464. const i1 = prevIndexRow + ix;
  22465. const i2 = prevIndexRow + ix + 1;
  22466. const i3 = iy * verticesPerRow + ix;
  22467. const i4 = iy * verticesPerRow + ix + 1;
  22468. indices.push( i1, i2, i3 );
  22469. indices.push( i2, i4, i3 );
  22470. }
  22471. }
  22472. }
  22473. // build geometry
  22474. this.setIndex( indices );
  22475. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22476. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  22477. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  22478. }
  22479. copy( source ) {
  22480. super.copy( source );
  22481. this.parameters = Object.assign( {}, source.parameters );
  22482. return this;
  22483. }
  22484. /**
  22485. * Factory method for creating an instance of this class from the given
  22486. * JSON object.
  22487. *
  22488. * @param {Object} data - A JSON object representing the serialized geometry.
  22489. * @return {CapsuleGeometry} A new instance.
  22490. */
  22491. static fromJSON( data ) {
  22492. return new CapsuleGeometry( data.radius, data.height, data.capSegments, data.radialSegments, data.heightSegments );
  22493. }
  22494. }
  22495. /**
  22496. * A simple shape of Euclidean geometry. It is constructed from a
  22497. * number of triangular segments that are oriented around a central point and
  22498. * extend as far out as a given radius. It is built counter-clockwise from a
  22499. * start angle and a given central angle. It can also be used to create
  22500. * regular polygons, where the number of segments determines the number of
  22501. * sides.
  22502. *
  22503. * ```js
  22504. * const geometry = new THREE.CircleGeometry( 5, 32 );
  22505. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22506. * const circle = new THREE.Mesh( geometry, material );
  22507. * scene.add( circle )
  22508. * ```
  22509. *
  22510. * @augments BufferGeometry
  22511. * @demo scenes/geometry-browser.html#CircleGeometry
  22512. */
  22513. class CircleGeometry extends BufferGeometry {
  22514. /**
  22515. * Constructs a new circle geometry.
  22516. *
  22517. * @param {number} [radius=1] - Radius of the circle.
  22518. * @param {number} [segments=32] - Number of segments (triangles), minimum = `3`.
  22519. * @param {number} [thetaStart=0] - Start angle for first segment in radians.
  22520. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta,
  22521. * of the circular sector in radians. The default value results in a complete circle.
  22522. */
  22523. constructor( radius = 1, segments = 32, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  22524. super();
  22525. this.type = 'CircleGeometry';
  22526. /**
  22527. * Holds the constructor parameters that have been
  22528. * used to generate the geometry. Any modification
  22529. * after instantiation does not change the geometry.
  22530. *
  22531. * @type {Object}
  22532. */
  22533. this.parameters = {
  22534. radius: radius,
  22535. segments: segments,
  22536. thetaStart: thetaStart,
  22537. thetaLength: thetaLength
  22538. };
  22539. segments = Math.max( 3, segments );
  22540. // buffers
  22541. const indices = [];
  22542. const vertices = [];
  22543. const normals = [];
  22544. const uvs = [];
  22545. // helper variables
  22546. const vertex = new Vector3();
  22547. const uv = new Vector2();
  22548. // center point
  22549. vertices.push( 0, 0, 0 );
  22550. normals.push( 0, 0, 1 );
  22551. uvs.push( 0.5, 0.5 );
  22552. for ( let s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  22553. const segment = thetaStart + s / segments * thetaLength;
  22554. // vertex
  22555. vertex.x = radius * Math.cos( segment );
  22556. vertex.y = radius * Math.sin( segment );
  22557. vertices.push( vertex.x, vertex.y, vertex.z );
  22558. // normal
  22559. normals.push( 0, 0, 1 );
  22560. // uvs
  22561. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  22562. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  22563. uvs.push( uv.x, uv.y );
  22564. }
  22565. // indices
  22566. for ( let i = 1; i <= segments; i ++ ) {
  22567. indices.push( i, i + 1, 0 );
  22568. }
  22569. // build geometry
  22570. this.setIndex( indices );
  22571. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22572. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  22573. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  22574. }
  22575. copy( source ) {
  22576. super.copy( source );
  22577. this.parameters = Object.assign( {}, source.parameters );
  22578. return this;
  22579. }
  22580. /**
  22581. * Factory method for creating an instance of this class from the given
  22582. * JSON object.
  22583. *
  22584. * @param {Object} data - A JSON object representing the serialized geometry.
  22585. * @return {CircleGeometry} A new instance.
  22586. */
  22587. static fromJSON( data ) {
  22588. return new CircleGeometry( data.radius, data.segments, data.thetaStart, data.thetaLength );
  22589. }
  22590. }
  22591. /**
  22592. * A geometry class for representing a cylinder.
  22593. *
  22594. * ```js
  22595. * const geometry = new THREE.CylinderGeometry( 5, 5, 20, 32 );
  22596. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22597. * const cylinder = new THREE.Mesh( geometry, material );
  22598. * scene.add( cylinder );
  22599. * ```
  22600. *
  22601. * @augments BufferGeometry
  22602. * @demo scenes/geometry-browser.html#CylinderGeometry
  22603. */
  22604. class CylinderGeometry extends BufferGeometry {
  22605. /**
  22606. * Constructs a new cylinder geometry.
  22607. *
  22608. * @param {number} [radiusTop=1] - Radius of the cylinder at the top.
  22609. * @param {number} [radiusBottom=1] - Radius of the cylinder at the bottom.
  22610. * @param {number} [height=1] - Height of the cylinder.
  22611. * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cylinder.
  22612. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cylinder.
  22613. * @param {boolean} [openEnded=false] - Whether the base of the cylinder is open or capped.
  22614. * @param {number} [thetaStart=0] - Start angle for first segment, in radians.
  22615. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians.
  22616. * The default value results in a complete cylinder.
  22617. */
  22618. constructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  22619. super();
  22620. this.type = 'CylinderGeometry';
  22621. /**
  22622. * Holds the constructor parameters that have been
  22623. * used to generate the geometry. Any modification
  22624. * after instantiation does not change the geometry.
  22625. *
  22626. * @type {Object}
  22627. */
  22628. this.parameters = {
  22629. radiusTop: radiusTop,
  22630. radiusBottom: radiusBottom,
  22631. height: height,
  22632. radialSegments: radialSegments,
  22633. heightSegments: heightSegments,
  22634. openEnded: openEnded,
  22635. thetaStart: thetaStart,
  22636. thetaLength: thetaLength
  22637. };
  22638. const scope = this;
  22639. radialSegments = Math.floor( radialSegments );
  22640. heightSegments = Math.floor( heightSegments );
  22641. // buffers
  22642. const indices = [];
  22643. const vertices = [];
  22644. const normals = [];
  22645. const uvs = [];
  22646. // helper variables
  22647. let index = 0;
  22648. const indexArray = [];
  22649. const halfHeight = height / 2;
  22650. let groupStart = 0;
  22651. // generate geometry
  22652. generateTorso();
  22653. if ( openEnded === false ) {
  22654. if ( radiusTop > 0 ) generateCap( true );
  22655. if ( radiusBottom > 0 ) generateCap( false );
  22656. }
  22657. // build geometry
  22658. this.setIndex( indices );
  22659. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22660. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  22661. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  22662. function generateTorso() {
  22663. const normal = new Vector3();
  22664. const vertex = new Vector3();
  22665. let groupCount = 0;
  22666. // this will be used to calculate the normal
  22667. const slope = ( radiusBottom - radiusTop ) / height;
  22668. // generate vertices, normals and uvs
  22669. for ( let y = 0; y <= heightSegments; y ++ ) {
  22670. const indexRow = [];
  22671. const v = y / heightSegments;
  22672. // calculate the radius of the current row
  22673. const radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  22674. for ( let x = 0; x <= radialSegments; x ++ ) {
  22675. const u = x / radialSegments;
  22676. const theta = u * thetaLength + thetaStart;
  22677. const sinTheta = Math.sin( theta );
  22678. const cosTheta = Math.cos( theta );
  22679. // vertex
  22680. vertex.x = radius * sinTheta;
  22681. vertex.y = - v * height + halfHeight;
  22682. vertex.z = radius * cosTheta;
  22683. vertices.push( vertex.x, vertex.y, vertex.z );
  22684. // normal
  22685. normal.set( sinTheta, slope, cosTheta ).normalize();
  22686. normals.push( normal.x, normal.y, normal.z );
  22687. // uv
  22688. uvs.push( u, 1 - v );
  22689. // save index of vertex in respective row
  22690. indexRow.push( index ++ );
  22691. }
  22692. // now save vertices of the row in our index array
  22693. indexArray.push( indexRow );
  22694. }
  22695. // generate indices
  22696. for ( let x = 0; x < radialSegments; x ++ ) {
  22697. for ( let y = 0; y < heightSegments; y ++ ) {
  22698. // we use the index array to access the correct indices
  22699. const a = indexArray[ y ][ x ];
  22700. const b = indexArray[ y + 1 ][ x ];
  22701. const c = indexArray[ y + 1 ][ x + 1 ];
  22702. const d = indexArray[ y ][ x + 1 ];
  22703. // faces
  22704. if ( radiusTop > 0 || y !== 0 ) {
  22705. indices.push( a, b, d );
  22706. groupCount += 3;
  22707. }
  22708. if ( radiusBottom > 0 || y !== heightSegments - 1 ) {
  22709. indices.push( b, c, d );
  22710. groupCount += 3;
  22711. }
  22712. }
  22713. }
  22714. // add a group to the geometry. this will ensure multi material support
  22715. scope.addGroup( groupStart, groupCount, 0 );
  22716. // calculate new start value for groups
  22717. groupStart += groupCount;
  22718. }
  22719. function generateCap( top ) {
  22720. // save the index of the first center vertex
  22721. const centerIndexStart = index;
  22722. const uv = new Vector2();
  22723. const vertex = new Vector3();
  22724. let groupCount = 0;
  22725. const radius = ( top === true ) ? radiusTop : radiusBottom;
  22726. const sign = ( top === true ) ? 1 : -1;
  22727. // first we generate the center vertex data of the cap.
  22728. // because the geometry needs one set of uvs per face,
  22729. // we must generate a center vertex per face/segment
  22730. for ( let x = 1; x <= radialSegments; x ++ ) {
  22731. // vertex
  22732. vertices.push( 0, halfHeight * sign, 0 );
  22733. // normal
  22734. normals.push( 0, sign, 0 );
  22735. // uv
  22736. uvs.push( 0.5, 0.5 );
  22737. // increase index
  22738. index ++;
  22739. }
  22740. // save the index of the last center vertex
  22741. const centerIndexEnd = index;
  22742. // now we generate the surrounding vertices, normals and uvs
  22743. for ( let x = 0; x <= radialSegments; x ++ ) {
  22744. const u = x / radialSegments;
  22745. const theta = u * thetaLength + thetaStart;
  22746. const cosTheta = Math.cos( theta );
  22747. const sinTheta = Math.sin( theta );
  22748. // vertex
  22749. vertex.x = radius * sinTheta;
  22750. vertex.y = halfHeight * sign;
  22751. vertex.z = radius * cosTheta;
  22752. vertices.push( vertex.x, vertex.y, vertex.z );
  22753. // normal
  22754. normals.push( 0, sign, 0 );
  22755. // uv
  22756. uv.x = ( cosTheta * 0.5 ) + 0.5;
  22757. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  22758. uvs.push( uv.x, uv.y );
  22759. // increase index
  22760. index ++;
  22761. }
  22762. // generate indices
  22763. for ( let x = 0; x < radialSegments; x ++ ) {
  22764. const c = centerIndexStart + x;
  22765. const i = centerIndexEnd + x;
  22766. if ( top === true ) {
  22767. // face top
  22768. indices.push( i, i + 1, c );
  22769. } else {
  22770. // face bottom
  22771. indices.push( i + 1, i, c );
  22772. }
  22773. groupCount += 3;
  22774. }
  22775. // add a group to the geometry. this will ensure multi material support
  22776. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  22777. // calculate new start value for groups
  22778. groupStart += groupCount;
  22779. }
  22780. }
  22781. copy( source ) {
  22782. super.copy( source );
  22783. this.parameters = Object.assign( {}, source.parameters );
  22784. return this;
  22785. }
  22786. /**
  22787. * Factory method for creating an instance of this class from the given
  22788. * JSON object.
  22789. *
  22790. * @param {Object} data - A JSON object representing the serialized geometry.
  22791. * @return {CylinderGeometry} A new instance.
  22792. */
  22793. static fromJSON( data ) {
  22794. return new CylinderGeometry( data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
  22795. }
  22796. }
  22797. /**
  22798. * A geometry class for representing a cone.
  22799. *
  22800. * ```js
  22801. * const geometry = new THREE.ConeGeometry( 5, 20, 32 );
  22802. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22803. * const cone = new THREE.Mesh(geometry, material );
  22804. * scene.add( cone );
  22805. * ```
  22806. *
  22807. * @augments CylinderGeometry
  22808. * @demo scenes/geometry-browser.html#ConeGeometry
  22809. */
  22810. class ConeGeometry extends CylinderGeometry {
  22811. /**
  22812. * Constructs a new cone geometry.
  22813. *
  22814. * @param {number} [radius=1] - Radius of the cone base.
  22815. * @param {number} [height=1] - Height of the cone.
  22816. * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cone.
  22817. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cone.
  22818. * @param {boolean} [openEnded=false] - Whether the base of the cone is open or capped.
  22819. * @param {number} [thetaStart=0] - Start angle for first segment, in radians.
  22820. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians.
  22821. * The default value results in a complete cone.
  22822. */
  22823. constructor( radius = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  22824. super( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  22825. this.type = 'ConeGeometry';
  22826. /**
  22827. * Holds the constructor parameters that have been
  22828. * used to generate the geometry. Any modification
  22829. * after instantiation does not change the geometry.
  22830. *
  22831. * @type {Object}
  22832. */
  22833. this.parameters = {
  22834. radius: radius,
  22835. height: height,
  22836. radialSegments: radialSegments,
  22837. heightSegments: heightSegments,
  22838. openEnded: openEnded,
  22839. thetaStart: thetaStart,
  22840. thetaLength: thetaLength
  22841. };
  22842. }
  22843. /**
  22844. * Factory method for creating an instance of this class from the given
  22845. * JSON object.
  22846. *
  22847. * @param {Object} data - A JSON object representing the serialized geometry.
  22848. * @return {ConeGeometry} A new instance.
  22849. */
  22850. static fromJSON( data ) {
  22851. return new ConeGeometry( data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
  22852. }
  22853. }
  22854. /**
  22855. * A polyhedron is a solid in three dimensions with flat faces. This class
  22856. * will take an array of vertices, project them onto a sphere, and then
  22857. * divide them up to the desired level of detail.
  22858. *
  22859. * @augments BufferGeometry
  22860. */
  22861. class PolyhedronGeometry extends BufferGeometry {
  22862. /**
  22863. * Constructs a new polyhedron geometry.
  22864. *
  22865. * @param {Array<number>} [vertices] - A flat array of vertices describing the base shape.
  22866. * @param {Array<number>} [indices] - A flat array of indices describing the base shape.
  22867. * @param {number} [radius=1] - The radius of the shape.
  22868. * @param {number} [detail=0] - How many levels to subdivide the geometry. The more detail, the smoother the shape.
  22869. */
  22870. constructor( vertices = [], indices = [], radius = 1, detail = 0 ) {
  22871. super();
  22872. this.type = 'PolyhedronGeometry';
  22873. /**
  22874. * Holds the constructor parameters that have been
  22875. * used to generate the geometry. Any modification
  22876. * after instantiation does not change the geometry.
  22877. *
  22878. * @type {Object}
  22879. */
  22880. this.parameters = {
  22881. vertices: vertices,
  22882. indices: indices,
  22883. radius: radius,
  22884. detail: detail
  22885. };
  22886. // default buffer data
  22887. const vertexBuffer = [];
  22888. const uvBuffer = [];
  22889. // the subdivision creates the vertex buffer data
  22890. subdivide( detail );
  22891. // all vertices should lie on a conceptual sphere with a given radius
  22892. applyRadius( radius );
  22893. // finally, create the uv data
  22894. generateUVs();
  22895. // build non-indexed geometry
  22896. this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  22897. this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  22898. this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  22899. if ( detail === 0 ) {
  22900. this.computeVertexNormals(); // flat normals
  22901. } else {
  22902. this.normalizeNormals(); // smooth normals
  22903. }
  22904. // helper functions
  22905. function subdivide( detail ) {
  22906. const a = new Vector3();
  22907. const b = new Vector3();
  22908. const c = new Vector3();
  22909. // iterate over all faces and apply a subdivision with the given detail value
  22910. for ( let i = 0; i < indices.length; i += 3 ) {
  22911. // get the vertices of the face
  22912. getVertexByIndex( indices[ i + 0 ], a );
  22913. getVertexByIndex( indices[ i + 1 ], b );
  22914. getVertexByIndex( indices[ i + 2 ], c );
  22915. // perform subdivision
  22916. subdivideFace( a, b, c, detail );
  22917. }
  22918. }
  22919. function subdivideFace( a, b, c, detail ) {
  22920. const cols = detail + 1;
  22921. // we use this multidimensional array as a data structure for creating the subdivision
  22922. const v = [];
  22923. // construct all of the vertices for this subdivision
  22924. for ( let i = 0; i <= cols; i ++ ) {
  22925. v[ i ] = [];
  22926. const aj = a.clone().lerp( c, i / cols );
  22927. const bj = b.clone().lerp( c, i / cols );
  22928. const rows = cols - i;
  22929. for ( let j = 0; j <= rows; j ++ ) {
  22930. if ( j === 0 && i === cols ) {
  22931. v[ i ][ j ] = aj;
  22932. } else {
  22933. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  22934. }
  22935. }
  22936. }
  22937. // construct all of the faces
  22938. for ( let i = 0; i < cols; i ++ ) {
  22939. for ( let j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  22940. const k = Math.floor( j / 2 );
  22941. if ( j % 2 === 0 ) {
  22942. pushVertex( v[ i ][ k + 1 ] );
  22943. pushVertex( v[ i + 1 ][ k ] );
  22944. pushVertex( v[ i ][ k ] );
  22945. } else {
  22946. pushVertex( v[ i ][ k + 1 ] );
  22947. pushVertex( v[ i + 1 ][ k + 1 ] );
  22948. pushVertex( v[ i + 1 ][ k ] );
  22949. }
  22950. }
  22951. }
  22952. }
  22953. function applyRadius( radius ) {
  22954. const vertex = new Vector3();
  22955. // iterate over the entire buffer and apply the radius to each vertex
  22956. for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
  22957. vertex.x = vertexBuffer[ i + 0 ];
  22958. vertex.y = vertexBuffer[ i + 1 ];
  22959. vertex.z = vertexBuffer[ i + 2 ];
  22960. vertex.normalize().multiplyScalar( radius );
  22961. vertexBuffer[ i + 0 ] = vertex.x;
  22962. vertexBuffer[ i + 1 ] = vertex.y;
  22963. vertexBuffer[ i + 2 ] = vertex.z;
  22964. }
  22965. }
  22966. function generateUVs() {
  22967. const vertex = new Vector3();
  22968. for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
  22969. vertex.x = vertexBuffer[ i + 0 ];
  22970. vertex.y = vertexBuffer[ i + 1 ];
  22971. vertex.z = vertexBuffer[ i + 2 ];
  22972. const u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  22973. const v = inclination( vertex ) / Math.PI + 0.5;
  22974. uvBuffer.push( u, 1 - v );
  22975. }
  22976. correctUVs();
  22977. correctSeam();
  22978. }
  22979. function correctSeam() {
  22980. // handle case when face straddles the seam, see #3269
  22981. for ( let i = 0; i < uvBuffer.length; i += 6 ) {
  22982. // uv data of a single face
  22983. const x0 = uvBuffer[ i + 0 ];
  22984. const x1 = uvBuffer[ i + 2 ];
  22985. const x2 = uvBuffer[ i + 4 ];
  22986. const max = Math.max( x0, x1, x2 );
  22987. const min = Math.min( x0, x1, x2 );
  22988. // 0.9 is somewhat arbitrary
  22989. if ( max > 0.9 && min < 0.1 ) {
  22990. if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
  22991. if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
  22992. if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;
  22993. }
  22994. }
  22995. }
  22996. function pushVertex( vertex ) {
  22997. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  22998. }
  22999. function getVertexByIndex( index, vertex ) {
  23000. const stride = index * 3;
  23001. vertex.x = vertices[ stride + 0 ];
  23002. vertex.y = vertices[ stride + 1 ];
  23003. vertex.z = vertices[ stride + 2 ];
  23004. }
  23005. function correctUVs() {
  23006. const a = new Vector3();
  23007. const b = new Vector3();
  23008. const c = new Vector3();
  23009. const centroid = new Vector3();
  23010. const uvA = new Vector2();
  23011. const uvB = new Vector2();
  23012. const uvC = new Vector2();
  23013. for ( let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  23014. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  23015. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  23016. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  23017. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  23018. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  23019. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  23020. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  23021. const azi = azimuth( centroid );
  23022. correctUV( uvA, j + 0, a, azi );
  23023. correctUV( uvB, j + 2, b, azi );
  23024. correctUV( uvC, j + 4, c, azi );
  23025. }
  23026. }
  23027. function correctUV( uv, stride, vector, azimuth ) {
  23028. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  23029. uvBuffer[ stride ] = uv.x - 1;
  23030. }
  23031. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  23032. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  23033. }
  23034. }
  23035. // Angle around the Y axis, counter-clockwise when looking from above.
  23036. function azimuth( vector ) {
  23037. return Math.atan2( vector.z, - vector.x );
  23038. }
  23039. // Angle above the XZ plane.
  23040. function inclination( vector ) {
  23041. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  23042. }
  23043. }
  23044. copy( source ) {
  23045. super.copy( source );
  23046. this.parameters = Object.assign( {}, source.parameters );
  23047. return this;
  23048. }
  23049. /**
  23050. * Factory method for creating an instance of this class from the given
  23051. * JSON object.
  23052. *
  23053. * @param {Object} data - A JSON object representing the serialized geometry.
  23054. * @return {PolyhedronGeometry} A new instance.
  23055. */
  23056. static fromJSON( data ) {
  23057. return new PolyhedronGeometry( data.vertices, data.indices, data.radius, data.details );
  23058. }
  23059. }
  23060. /**
  23061. * A geometry class for representing a dodecahedron.
  23062. *
  23063. * ```js
  23064. * const geometry = new THREE.DodecahedronGeometry();
  23065. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  23066. * const dodecahedron = new THREE.Mesh( geometry, material );
  23067. * scene.add( dodecahedron );
  23068. * ```
  23069. *
  23070. * @augments PolyhedronGeometry
  23071. * @demo scenes/geometry-browser.html#DodecahedronGeometry
  23072. */
  23073. class DodecahedronGeometry extends PolyhedronGeometry {
  23074. /**
  23075. * Constructs a new dodecahedron geometry.
  23076. *
  23077. * @param {number} [radius=1] - Radius of the dodecahedron.
  23078. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a dodecahedron.
  23079. */
  23080. constructor( radius = 1, detail = 0 ) {
  23081. const t = ( 1 + Math.sqrt( 5 ) ) / 2;
  23082. const r = 1 / t;
  23083. const vertices = [
  23084. // (±1, ±1, ±1)
  23085. -1, -1, -1, -1, -1, 1,
  23086. -1, 1, -1, -1, 1, 1,
  23087. 1, -1, -1, 1, -1, 1,
  23088. 1, 1, -1, 1, 1, 1,
  23089. // (0, ±1/φ, ±φ)
  23090. 0, - r, - t, 0, - r, t,
  23091. 0, r, - t, 0, r, t,
  23092. // (±1/φ, ±φ, 0)
  23093. - r, - t, 0, - r, t, 0,
  23094. r, - t, 0, r, t, 0,
  23095. // (±φ, 0, ±1/φ)
  23096. - t, 0, - r, t, 0, - r,
  23097. - t, 0, r, t, 0, r
  23098. ];
  23099. const indices = [
  23100. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  23101. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  23102. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  23103. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  23104. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  23105. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  23106. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  23107. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  23108. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  23109. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  23110. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  23111. 1, 12, 14, 1, 14, 5, 1, 5, 9
  23112. ];
  23113. super( vertices, indices, radius, detail );
  23114. this.type = 'DodecahedronGeometry';
  23115. /**
  23116. * Holds the constructor parameters that have been
  23117. * used to generate the geometry. Any modification
  23118. * after instantiation does not change the geometry.
  23119. *
  23120. * @type {Object}
  23121. */
  23122. this.parameters = {
  23123. radius: radius,
  23124. detail: detail
  23125. };
  23126. }
  23127. /**
  23128. * Factory method for creating an instance of this class from the given
  23129. * JSON object.
  23130. *
  23131. * @param {Object} data - A JSON object representing the serialized geometry.
  23132. * @return {DodecahedronGeometry} A new instance.
  23133. */
  23134. static fromJSON( data ) {
  23135. return new DodecahedronGeometry( data.radius, data.detail );
  23136. }
  23137. }
  23138. const _v0 = /*@__PURE__*/ new Vector3();
  23139. const _v1$1 = /*@__PURE__*/ new Vector3();
  23140. const _normal = /*@__PURE__*/ new Vector3();
  23141. const _triangle = /*@__PURE__*/ new Triangle();
  23142. /**
  23143. * Can be used as a helper object to view the edges of a geometry.
  23144. *
  23145. * ```js
  23146. * const geometry = new THREE.BoxGeometry();
  23147. * const edges = new THREE.EdgesGeometry( geometry );
  23148. * const line = new THREE.LineSegments( edges );
  23149. * scene.add( line );
  23150. * ```
  23151. *
  23152. * Note: It is not yet possible to serialize/deserialize instances of this class.
  23153. *
  23154. * @augments BufferGeometry
  23155. */
  23156. class EdgesGeometry extends BufferGeometry {
  23157. /**
  23158. * Constructs a new edges geometry.
  23159. *
  23160. * @param {?BufferGeometry} [geometry=null] - The geometry.
  23161. * @param {number} [thresholdAngle=1] - An edge is only rendered if the angle (in degrees)
  23162. * between the face normals of the adjoining faces exceeds this value.
  23163. */
  23164. constructor( geometry = null, thresholdAngle = 1 ) {
  23165. super();
  23166. this.type = 'EdgesGeometry';
  23167. /**
  23168. * Holds the constructor parameters that have been
  23169. * used to generate the geometry. Any modification
  23170. * after instantiation does not change the geometry.
  23171. *
  23172. * @type {Object}
  23173. */
  23174. this.parameters = {
  23175. geometry: geometry,
  23176. thresholdAngle: thresholdAngle
  23177. };
  23178. if ( geometry !== null ) {
  23179. const precisionPoints = 4;
  23180. const precision = Math.pow( 10, precisionPoints );
  23181. const thresholdDot = Math.cos( DEG2RAD * thresholdAngle );
  23182. const indexAttr = geometry.getIndex();
  23183. const positionAttr = geometry.getAttribute( 'position' );
  23184. const indexCount = indexAttr ? indexAttr.count : positionAttr.count;
  23185. const indexArr = [ 0, 0, 0 ];
  23186. const vertKeys = [ 'a', 'b', 'c' ];
  23187. const hashes = new Array( 3 );
  23188. const edgeData = {};
  23189. const vertices = [];
  23190. for ( let i = 0; i < indexCount; i += 3 ) {
  23191. if ( indexAttr ) {
  23192. indexArr[ 0 ] = indexAttr.getX( i );
  23193. indexArr[ 1 ] = indexAttr.getX( i + 1 );
  23194. indexArr[ 2 ] = indexAttr.getX( i + 2 );
  23195. } else {
  23196. indexArr[ 0 ] = i;
  23197. indexArr[ 1 ] = i + 1;
  23198. indexArr[ 2 ] = i + 2;
  23199. }
  23200. const { a, b, c } = _triangle;
  23201. a.fromBufferAttribute( positionAttr, indexArr[ 0 ] );
  23202. b.fromBufferAttribute( positionAttr, indexArr[ 1 ] );
  23203. c.fromBufferAttribute( positionAttr, indexArr[ 2 ] );
  23204. _triangle.getNormal( _normal );
  23205. // create hashes for the edge from the vertices
  23206. hashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`;
  23207. hashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`;
  23208. hashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`;
  23209. // skip degenerate triangles
  23210. if ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) {
  23211. continue;
  23212. }
  23213. // iterate over every edge
  23214. for ( let j = 0; j < 3; j ++ ) {
  23215. // get the first and next vertex making up the edge
  23216. const jNext = ( j + 1 ) % 3;
  23217. const vecHash0 = hashes[ j ];
  23218. const vecHash1 = hashes[ jNext ];
  23219. const v0 = _triangle[ vertKeys[ j ] ];
  23220. const v1 = _triangle[ vertKeys[ jNext ] ];
  23221. const hash = `${ vecHash0 }_${ vecHash1 }`;
  23222. const reverseHash = `${ vecHash1 }_${ vecHash0 }`;
  23223. if ( reverseHash in edgeData && edgeData[ reverseHash ] ) {
  23224. // if we found a sibling edge add it into the vertex array if
  23225. // it meets the angle threshold and delete the edge from the map.
  23226. if ( _normal.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) {
  23227. vertices.push( v0.x, v0.y, v0.z );
  23228. vertices.push( v1.x, v1.y, v1.z );
  23229. }
  23230. edgeData[ reverseHash ] = null;
  23231. } else if ( ! ( hash in edgeData ) ) {
  23232. // if we've already got an edge here then skip adding a new one
  23233. edgeData[ hash ] = {
  23234. index0: indexArr[ j ],
  23235. index1: indexArr[ jNext ],
  23236. normal: _normal.clone(),
  23237. };
  23238. }
  23239. }
  23240. }
  23241. // iterate over all remaining, unmatched edges and add them to the vertex array
  23242. for ( const key in edgeData ) {
  23243. if ( edgeData[ key ] ) {
  23244. const { index0, index1 } = edgeData[ key ];
  23245. _v0.fromBufferAttribute( positionAttr, index0 );
  23246. _v1$1.fromBufferAttribute( positionAttr, index1 );
  23247. vertices.push( _v0.x, _v0.y, _v0.z );
  23248. vertices.push( _v1$1.x, _v1$1.y, _v1$1.z );
  23249. }
  23250. }
  23251. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  23252. }
  23253. }
  23254. copy( source ) {
  23255. super.copy( source );
  23256. this.parameters = Object.assign( {}, source.parameters );
  23257. return this;
  23258. }
  23259. }
  23260. /**
  23261. * An abstract base class for creating an analytic curve object that contains methods
  23262. * for interpolation.
  23263. *
  23264. * @abstract
  23265. */
  23266. class Curve {
  23267. /**
  23268. * Constructs a new curve.
  23269. */
  23270. constructor() {
  23271. /**
  23272. * The type property is used for detecting the object type
  23273. * in context of serialization/deserialization.
  23274. *
  23275. * @type {string}
  23276. * @readonly
  23277. */
  23278. this.type = 'Curve';
  23279. /**
  23280. * This value determines the amount of divisions when calculating the
  23281. * cumulative segment lengths of a curve via {@link Curve#getLengths}. To ensure
  23282. * precision when using methods like {@link Curve#getSpacedPoints}, it is
  23283. * recommended to increase the value of this property if the curve is very large.
  23284. *
  23285. * @type {number}
  23286. * @default 200
  23287. */
  23288. this.arcLengthDivisions = 200;
  23289. /**
  23290. * Must be set to `true` if the curve parameters have changed.
  23291. *
  23292. * @type {boolean}
  23293. * @default false
  23294. */
  23295. this.needsUpdate = false;
  23296. /**
  23297. * An internal cache that holds precomputed curve length values.
  23298. *
  23299. * @private
  23300. * @type {?Array<number>}
  23301. * @default null
  23302. */
  23303. this.cacheArcLengths = null;
  23304. }
  23305. /**
  23306. * This method returns a vector in 2D or 3D space (depending on the curve definition)
  23307. * for the given interpolation factor.
  23308. *
  23309. * @abstract
  23310. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23311. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23312. * @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  23313. */
  23314. getPoint( /* t, optionalTarget */ ) {
  23315. warn( 'Curve: .getPoint() not implemented.' );
  23316. }
  23317. /**
  23318. * This method returns a vector in 2D or 3D space (depending on the curve definition)
  23319. * for the given interpolation factor. Unlike {@link Curve#getPoint}, this method honors the length
  23320. * of the curve which equidistant samples.
  23321. *
  23322. * @param {number} u - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23323. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23324. * @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  23325. */
  23326. getPointAt( u, optionalTarget ) {
  23327. const t = this.getUtoTmapping( u );
  23328. return this.getPoint( t, optionalTarget );
  23329. }
  23330. /**
  23331. * This method samples the curve via {@link Curve#getPoint} and returns an array of points representing
  23332. * the curve shape.
  23333. *
  23334. * @param {number} [divisions=5] - The number of divisions.
  23335. * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.
  23336. */
  23337. getPoints( divisions = 5 ) {
  23338. const points = [];
  23339. for ( let d = 0; d <= divisions; d ++ ) {
  23340. points.push( this.getPoint( d / divisions ) );
  23341. }
  23342. return points;
  23343. }
  23344. // Get sequence of points using getPointAt( u )
  23345. /**
  23346. * This method samples the curve via {@link Curve#getPointAt} and returns an array of points representing
  23347. * the curve shape. Unlike {@link Curve#getPoints}, this method returns equi-spaced points across the entire
  23348. * curve.
  23349. *
  23350. * @param {number} [divisions=5] - The number of divisions.
  23351. * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.
  23352. */
  23353. getSpacedPoints( divisions = 5 ) {
  23354. const points = [];
  23355. for ( let d = 0; d <= divisions; d ++ ) {
  23356. points.push( this.getPointAt( d / divisions ) );
  23357. }
  23358. return points;
  23359. }
  23360. /**
  23361. * Returns the total arc length of the curve.
  23362. *
  23363. * @return {number} The length of the curve.
  23364. */
  23365. getLength() {
  23366. const lengths = this.getLengths();
  23367. return lengths[ lengths.length - 1 ];
  23368. }
  23369. /**
  23370. * Returns an array of cumulative segment lengths of the curve.
  23371. *
  23372. * @param {number} [divisions=this.arcLengthDivisions] - The number of divisions.
  23373. * @return {Array<number>} An array holding the cumulative segment lengths.
  23374. */
  23375. getLengths( divisions = this.arcLengthDivisions ) {
  23376. if ( this.cacheArcLengths &&
  23377. ( this.cacheArcLengths.length === divisions + 1 ) &&
  23378. ! this.needsUpdate ) {
  23379. return this.cacheArcLengths;
  23380. }
  23381. this.needsUpdate = false;
  23382. const cache = [];
  23383. let current, last = this.getPoint( 0 );
  23384. let sum = 0;
  23385. cache.push( 0 );
  23386. for ( let p = 1; p <= divisions; p ++ ) {
  23387. current = this.getPoint( p / divisions );
  23388. sum += current.distanceTo( last );
  23389. cache.push( sum );
  23390. last = current;
  23391. }
  23392. this.cacheArcLengths = cache;
  23393. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  23394. }
  23395. /**
  23396. * Update the cumulative segment distance cache. The method must be called
  23397. * every time curve parameters are changed. If an updated curve is part of a
  23398. * composed curve like {@link CurvePath}, this method must be called on the
  23399. * composed curve, too.
  23400. */
  23401. updateArcLengths() {
  23402. this.needsUpdate = true;
  23403. this.getLengths();
  23404. }
  23405. /**
  23406. * Given an interpolation factor in the range `[0,1]`, this method returns an updated
  23407. * interpolation factor in the same range that can be ued to sample equidistant points
  23408. * from a curve.
  23409. *
  23410. * @param {number} u - The interpolation factor.
  23411. * @param {?number} distance - An optional distance on the curve.
  23412. * @return {number} The updated interpolation factor.
  23413. */
  23414. getUtoTmapping( u, distance = null ) {
  23415. const arcLengths = this.getLengths();
  23416. let i = 0;
  23417. const il = arcLengths.length;
  23418. let targetArcLength; // The targeted u distance value to get
  23419. if ( distance ) {
  23420. targetArcLength = distance;
  23421. } else {
  23422. targetArcLength = u * arcLengths[ il - 1 ];
  23423. }
  23424. // binary search for the index with largest value smaller than target u distance
  23425. let low = 0, high = il - 1, comparison;
  23426. while ( low <= high ) {
  23427. 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
  23428. comparison = arcLengths[ i ] - targetArcLength;
  23429. if ( comparison < 0 ) {
  23430. low = i + 1;
  23431. } else if ( comparison > 0 ) {
  23432. high = i - 1;
  23433. } else {
  23434. high = i;
  23435. break;
  23436. // DONE
  23437. }
  23438. }
  23439. i = high;
  23440. if ( arcLengths[ i ] === targetArcLength ) {
  23441. return i / ( il - 1 );
  23442. }
  23443. // we could get finer grain at lengths, or use simple interpolation between two points
  23444. const lengthBefore = arcLengths[ i ];
  23445. const lengthAfter = arcLengths[ i + 1 ];
  23446. const segmentLength = lengthAfter - lengthBefore;
  23447. // determine where we are between the 'before' and 'after' points
  23448. const segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  23449. // add that fractional amount to t
  23450. const t = ( i + segmentFraction ) / ( il - 1 );
  23451. return t;
  23452. }
  23453. /**
  23454. * Returns a unit vector tangent for the given interpolation factor.
  23455. * If the derived curve does not implement its tangent derivation,
  23456. * two points a small delta apart will be used to find its gradient
  23457. * which seems to give a reasonable approximation.
  23458. *
  23459. * @param {number} t - The interpolation factor.
  23460. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23461. * @return {(Vector2|Vector3)} The tangent vector.
  23462. */
  23463. getTangent( t, optionalTarget ) {
  23464. const delta = 0.0001;
  23465. let t1 = t - delta;
  23466. let t2 = t + delta;
  23467. // Capping in case of danger
  23468. if ( t1 < 0 ) t1 = 0;
  23469. if ( t2 > 1 ) t2 = 1;
  23470. const pt1 = this.getPoint( t1 );
  23471. const pt2 = this.getPoint( t2 );
  23472. const tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );
  23473. tangent.copy( pt2 ).sub( pt1 ).normalize();
  23474. return tangent;
  23475. }
  23476. /**
  23477. * Same as {@link Curve#getTangent} but with equidistant samples.
  23478. *
  23479. * @param {number} u - The interpolation factor.
  23480. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23481. * @return {(Vector2|Vector3)} The tangent vector.
  23482. * @see {@link Curve#getPointAt}
  23483. */
  23484. getTangentAt( u, optionalTarget ) {
  23485. const t = this.getUtoTmapping( u );
  23486. return this.getTangent( t, optionalTarget );
  23487. }
  23488. /**
  23489. * Generates the Frenet Frames. Requires a curve definition in 3D space. Used
  23490. * in geometries like {@link TubeGeometry} or {@link ExtrudeGeometry}.
  23491. *
  23492. * @param {number} segments - The number of segments.
  23493. * @param {boolean} [closed=false] - Whether the curve is closed or not.
  23494. * @return {{tangents: Array<Vector3>, normals: Array<Vector3>, binormals: Array<Vector3>}} The Frenet Frames.
  23495. */
  23496. computeFrenetFrames( segments, closed = false ) {
  23497. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  23498. const normal = new Vector3();
  23499. const tangents = [];
  23500. const normals = [];
  23501. const binormals = [];
  23502. const vec = new Vector3();
  23503. const mat = new Matrix4();
  23504. // compute the tangent vectors for each segment on the curve
  23505. for ( let i = 0; i <= segments; i ++ ) {
  23506. const u = i / segments;
  23507. tangents[ i ] = this.getTangentAt( u, new Vector3() );
  23508. }
  23509. // select an initial normal vector perpendicular to the first tangent vector,
  23510. // and in the direction of the minimum tangent xyz component
  23511. normals[ 0 ] = new Vector3();
  23512. binormals[ 0 ] = new Vector3();
  23513. let min = Number.MAX_VALUE;
  23514. const tx = Math.abs( tangents[ 0 ].x );
  23515. const ty = Math.abs( tangents[ 0 ].y );
  23516. const tz = Math.abs( tangents[ 0 ].z );
  23517. if ( tx <= min ) {
  23518. min = tx;
  23519. normal.set( 1, 0, 0 );
  23520. }
  23521. if ( ty <= min ) {
  23522. min = ty;
  23523. normal.set( 0, 1, 0 );
  23524. }
  23525. if ( tz <= min ) {
  23526. normal.set( 0, 0, 1 );
  23527. }
  23528. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  23529. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  23530. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  23531. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  23532. for ( let i = 1; i <= segments; i ++ ) {
  23533. normals[ i ] = normals[ i - 1 ].clone();
  23534. binormals[ i ] = binormals[ i - 1 ].clone();
  23535. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  23536. if ( vec.length() > Number.EPSILON ) {
  23537. vec.normalize();
  23538. const theta = Math.acos( clamp( tangents[ i - 1 ].dot( tangents[ i ] ), -1, 1 ) ); // clamp for floating pt errors
  23539. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  23540. }
  23541. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  23542. }
  23543. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  23544. if ( closed === true ) {
  23545. let theta = Math.acos( clamp( normals[ 0 ].dot( normals[ segments ] ), -1, 1 ) );
  23546. theta /= segments;
  23547. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  23548. theta = - theta;
  23549. }
  23550. for ( let i = 1; i <= segments; i ++ ) {
  23551. // twist a little...
  23552. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  23553. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  23554. }
  23555. }
  23556. return {
  23557. tangents: tangents,
  23558. normals: normals,
  23559. binormals: binormals
  23560. };
  23561. }
  23562. /**
  23563. * Returns a new curve with copied values from this instance.
  23564. *
  23565. * @return {Curve} A clone of this instance.
  23566. */
  23567. clone() {
  23568. return new this.constructor().copy( this );
  23569. }
  23570. /**
  23571. * Copies the values of the given curve to this instance.
  23572. *
  23573. * @param {Curve} source - The curve to copy.
  23574. * @return {Curve} A reference to this curve.
  23575. */
  23576. copy( source ) {
  23577. this.arcLengthDivisions = source.arcLengthDivisions;
  23578. return this;
  23579. }
  23580. /**
  23581. * Serializes the curve into JSON.
  23582. *
  23583. * @return {Object} A JSON object representing the serialized curve.
  23584. * @see {@link ObjectLoader#parse}
  23585. */
  23586. toJSON() {
  23587. const data = {
  23588. metadata: {
  23589. version: 4.7,
  23590. type: 'Curve',
  23591. generator: 'Curve.toJSON'
  23592. }
  23593. };
  23594. data.arcLengthDivisions = this.arcLengthDivisions;
  23595. data.type = this.type;
  23596. return data;
  23597. }
  23598. /**
  23599. * Deserializes the curve from the given JSON.
  23600. *
  23601. * @param {Object} json - The JSON holding the serialized curve.
  23602. * @return {Curve} A reference to this curve.
  23603. */
  23604. fromJSON( json ) {
  23605. this.arcLengthDivisions = json.arcLengthDivisions;
  23606. return this;
  23607. }
  23608. }
  23609. /**
  23610. * A curve representing an ellipse.
  23611. *
  23612. * ```js
  23613. * const curve = new THREE.EllipseCurve(
  23614. * 0, 0,
  23615. * 10, 10,
  23616. * 0, 2 * Math.PI,
  23617. * false,
  23618. * 0
  23619. * );
  23620. *
  23621. * const points = curve.getPoints( 50 );
  23622. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23623. *
  23624. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23625. *
  23626. * // Create the final object to add to the scene
  23627. * const ellipse = new THREE.Line( geometry, material );
  23628. * ```
  23629. *
  23630. * @augments Curve
  23631. */
  23632. class EllipseCurve extends Curve {
  23633. /**
  23634. * Constructs a new ellipse curve.
  23635. *
  23636. * @param {number} [aX=0] - The X center of the ellipse.
  23637. * @param {number} [aY=0] - The Y center of the ellipse.
  23638. * @param {number} [xRadius=1] - The radius of the ellipse in the x direction.
  23639. * @param {number} [yRadius=1] - The radius of the ellipse in the y direction.
  23640. * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis.
  23641. * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis.
  23642. * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not.
  23643. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  23644. */
  23645. constructor( aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0 ) {
  23646. super();
  23647. /**
  23648. * This flag can be used for type testing.
  23649. *
  23650. * @type {boolean}
  23651. * @readonly
  23652. * @default true
  23653. */
  23654. this.isEllipseCurve = true;
  23655. this.type = 'EllipseCurve';
  23656. /**
  23657. * The X center of the ellipse.
  23658. *
  23659. * @type {number}
  23660. * @default 0
  23661. */
  23662. this.aX = aX;
  23663. /**
  23664. * The Y center of the ellipse.
  23665. *
  23666. * @type {number}
  23667. * @default 0
  23668. */
  23669. this.aY = aY;
  23670. /**
  23671. * The radius of the ellipse in the x direction.
  23672. * Setting the this value equal to the {@link EllipseCurve#yRadius} will result in a circle.
  23673. *
  23674. * @type {number}
  23675. * @default 1
  23676. */
  23677. this.xRadius = xRadius;
  23678. /**
  23679. * The radius of the ellipse in the y direction.
  23680. * Setting the this value equal to the {@link EllipseCurve#xRadius} will result in a circle.
  23681. *
  23682. * @type {number}
  23683. * @default 1
  23684. */
  23685. this.yRadius = yRadius;
  23686. /**
  23687. * The start angle of the curve in radians starting from the positive X axis.
  23688. *
  23689. * @type {number}
  23690. * @default 0
  23691. */
  23692. this.aStartAngle = aStartAngle;
  23693. /**
  23694. * The end angle of the curve in radians starting from the positive X axis.
  23695. *
  23696. * @type {number}
  23697. * @default Math.PI*2
  23698. */
  23699. this.aEndAngle = aEndAngle;
  23700. /**
  23701. * Whether the ellipse is drawn clockwise or not.
  23702. *
  23703. * @type {boolean}
  23704. * @default false
  23705. */
  23706. this.aClockwise = aClockwise;
  23707. /**
  23708. * The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  23709. *
  23710. * @type {number}
  23711. * @default 0
  23712. */
  23713. this.aRotation = aRotation;
  23714. }
  23715. /**
  23716. * Returns a point on the curve.
  23717. *
  23718. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23719. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  23720. * @return {Vector2} The position on the curve.
  23721. */
  23722. getPoint( t, optionalTarget = new Vector2() ) {
  23723. const point = optionalTarget;
  23724. const twoPi = Math.PI * 2;
  23725. let deltaAngle = this.aEndAngle - this.aStartAngle;
  23726. const samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  23727. // ensures that deltaAngle is 0 .. 2 PI
  23728. while ( deltaAngle < 0 ) deltaAngle += twoPi;
  23729. while ( deltaAngle > twoPi ) deltaAngle -= twoPi;
  23730. if ( deltaAngle < Number.EPSILON ) {
  23731. if ( samePoints ) {
  23732. deltaAngle = 0;
  23733. } else {
  23734. deltaAngle = twoPi;
  23735. }
  23736. }
  23737. if ( this.aClockwise === true && ! samePoints ) {
  23738. if ( deltaAngle === twoPi ) {
  23739. deltaAngle = - twoPi;
  23740. } else {
  23741. deltaAngle = deltaAngle - twoPi;
  23742. }
  23743. }
  23744. const angle = this.aStartAngle + t * deltaAngle;
  23745. let x = this.aX + this.xRadius * Math.cos( angle );
  23746. let y = this.aY + this.yRadius * Math.sin( angle );
  23747. if ( this.aRotation !== 0 ) {
  23748. const cos = Math.cos( this.aRotation );
  23749. const sin = Math.sin( this.aRotation );
  23750. const tx = x - this.aX;
  23751. const ty = y - this.aY;
  23752. // Rotate the point about the center of the ellipse.
  23753. x = tx * cos - ty * sin + this.aX;
  23754. y = tx * sin + ty * cos + this.aY;
  23755. }
  23756. return point.set( x, y );
  23757. }
  23758. copy( source ) {
  23759. super.copy( source );
  23760. this.aX = source.aX;
  23761. this.aY = source.aY;
  23762. this.xRadius = source.xRadius;
  23763. this.yRadius = source.yRadius;
  23764. this.aStartAngle = source.aStartAngle;
  23765. this.aEndAngle = source.aEndAngle;
  23766. this.aClockwise = source.aClockwise;
  23767. this.aRotation = source.aRotation;
  23768. return this;
  23769. }
  23770. toJSON() {
  23771. const data = super.toJSON();
  23772. data.aX = this.aX;
  23773. data.aY = this.aY;
  23774. data.xRadius = this.xRadius;
  23775. data.yRadius = this.yRadius;
  23776. data.aStartAngle = this.aStartAngle;
  23777. data.aEndAngle = this.aEndAngle;
  23778. data.aClockwise = this.aClockwise;
  23779. data.aRotation = this.aRotation;
  23780. return data;
  23781. }
  23782. fromJSON( json ) {
  23783. super.fromJSON( json );
  23784. this.aX = json.aX;
  23785. this.aY = json.aY;
  23786. this.xRadius = json.xRadius;
  23787. this.yRadius = json.yRadius;
  23788. this.aStartAngle = json.aStartAngle;
  23789. this.aEndAngle = json.aEndAngle;
  23790. this.aClockwise = json.aClockwise;
  23791. this.aRotation = json.aRotation;
  23792. return this;
  23793. }
  23794. }
  23795. /**
  23796. * A curve representing an arc.
  23797. *
  23798. * @augments EllipseCurve
  23799. */
  23800. class ArcCurve extends EllipseCurve {
  23801. /**
  23802. * Constructs a new arc curve.
  23803. *
  23804. * @param {number} [aX=0] - The X center of the ellipse.
  23805. * @param {number} [aY=0] - The Y center of the ellipse.
  23806. * @param {number} [aRadius=1] - The radius of the ellipse in the x direction.
  23807. * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis.
  23808. * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis.
  23809. * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not.
  23810. */
  23811. constructor( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23812. super( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  23813. /**
  23814. * This flag can be used for type testing.
  23815. *
  23816. * @type {boolean}
  23817. * @readonly
  23818. * @default true
  23819. */
  23820. this.isArcCurve = true;
  23821. this.type = 'ArcCurve';
  23822. }
  23823. }
  23824. function CubicPoly() {
  23825. /**
  23826. * Centripetal CatmullRom Curve - which is useful for avoiding
  23827. * cusps and self-intersections in non-uniform catmull rom curves.
  23828. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  23829. *
  23830. * curve.type accepts centripetal(default), chordal and catmullrom
  23831. * curve.tension is used for catmullrom which defaults to 0.5
  23832. */
  23833. /*
  23834. Based on an optimized c++ solution in
  23835. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  23836. - http://ideone.com/NoEbVM
  23837. This CubicPoly class could be used for reusing some variables and calculations,
  23838. but for three.js curve use, it could be possible inlined and flatten into a single function call
  23839. which can be placed in CurveUtils.
  23840. */
  23841. let c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  23842. /*
  23843. * Compute coefficients for a cubic polynomial
  23844. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  23845. * such that
  23846. * p(0) = x0, p(1) = x1
  23847. * and
  23848. * p'(0) = t0, p'(1) = t1.
  23849. */
  23850. function init( x0, x1, t0, t1 ) {
  23851. c0 = x0;
  23852. c1 = t0;
  23853. c2 = -3 * x0 + 3 * x1 - 2 * t0 - t1;
  23854. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  23855. }
  23856. return {
  23857. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  23858. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  23859. },
  23860. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  23861. // compute tangents when parameterized in [t1,t2]
  23862. let t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  23863. let t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  23864. // rescale tangents for parametrization in [0,1]
  23865. t1 *= dt1;
  23866. t2 *= dt1;
  23867. init( x1, x2, t1, t2 );
  23868. },
  23869. calc: function ( t ) {
  23870. const t2 = t * t;
  23871. const t3 = t2 * t;
  23872. return c0 + c1 * t + c2 * t2 + c3 * t3;
  23873. }
  23874. };
  23875. }
  23876. //
  23877. const tmp = /*@__PURE__*/ new Vector3();
  23878. const px = /*@__PURE__*/ new CubicPoly();
  23879. const py = /*@__PURE__*/ new CubicPoly();
  23880. const pz = /*@__PURE__*/ new CubicPoly();
  23881. /**
  23882. * A curve representing a Catmull-Rom spline.
  23883. *
  23884. * ```js
  23885. * //Create a closed wavey loop
  23886. * const curve = new THREE.CatmullRomCurve3( [
  23887. * new THREE.Vector3( -10, 0, 10 ),
  23888. * new THREE.Vector3( -5, 5, 5 ),
  23889. * new THREE.Vector3( 0, 0, 0 ),
  23890. * new THREE.Vector3( 5, -5, 5 ),
  23891. * new THREE.Vector3( 10, 0, 10 )
  23892. * ] );
  23893. *
  23894. * const points = curve.getPoints( 50 );
  23895. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23896. *
  23897. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23898. *
  23899. * // Create the final object to add to the scene
  23900. * const curveObject = new THREE.Line( geometry, material );
  23901. * ```
  23902. *
  23903. * @augments Curve
  23904. */
  23905. class CatmullRomCurve3 extends Curve {
  23906. /**
  23907. * Constructs a new Catmull-Rom curve.
  23908. *
  23909. * @param {Array<Vector3>} [points] - An array of 3D points defining the curve.
  23910. * @param {boolean} [closed=false] - Whether the curve is closed or not.
  23911. * @param {('centripetal'|'chordal'|'catmullrom')} [curveType='centripetal'] - The curve type.
  23912. * @param {number} [tension=0.5] - Tension of the curve.
  23913. */
  23914. constructor( points = [], closed = false, curveType = 'centripetal', tension = 0.5 ) {
  23915. super();
  23916. /**
  23917. * This flag can be used for type testing.
  23918. *
  23919. * @type {boolean}
  23920. * @readonly
  23921. * @default true
  23922. */
  23923. this.isCatmullRomCurve3 = true;
  23924. this.type = 'CatmullRomCurve3';
  23925. /**
  23926. * An array of 3D points defining the curve.
  23927. *
  23928. * @type {Array<Vector3>}
  23929. */
  23930. this.points = points;
  23931. /**
  23932. * Whether the curve is closed or not.
  23933. *
  23934. * @type {boolean}
  23935. * @default false
  23936. */
  23937. this.closed = closed;
  23938. /**
  23939. * The curve type.
  23940. *
  23941. * @type {('centripetal'|'chordal'|'catmullrom')}
  23942. * @default 'centripetal'
  23943. */
  23944. this.curveType = curveType;
  23945. /**
  23946. * Tension of the curve.
  23947. *
  23948. * @type {number}
  23949. * @default 0.5
  23950. */
  23951. this.tension = tension;
  23952. }
  23953. /**
  23954. * Returns a point on the curve.
  23955. *
  23956. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23957. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  23958. * @return {Vector3} The position on the curve.
  23959. */
  23960. getPoint( t, optionalTarget = new Vector3() ) {
  23961. const point = optionalTarget;
  23962. const points = this.points;
  23963. const l = points.length;
  23964. const p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  23965. let intPoint = Math.floor( p );
  23966. let weight = p - intPoint;
  23967. if ( this.closed ) {
  23968. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  23969. } else if ( weight === 0 && intPoint === l - 1 ) {
  23970. intPoint = l - 2;
  23971. weight = 1;
  23972. }
  23973. let p0, p3; // 4 points (p1 & p2 defined below)
  23974. if ( this.closed || intPoint > 0 ) {
  23975. p0 = points[ ( intPoint - 1 ) % l ];
  23976. } else {
  23977. // extrapolate first point
  23978. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  23979. p0 = tmp;
  23980. }
  23981. const p1 = points[ intPoint % l ];
  23982. const p2 = points[ ( intPoint + 1 ) % l ];
  23983. if ( this.closed || intPoint + 2 < l ) {
  23984. p3 = points[ ( intPoint + 2 ) % l ];
  23985. } else {
  23986. // extrapolate last point
  23987. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  23988. p3 = tmp;
  23989. }
  23990. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  23991. // init Centripetal / Chordal Catmull-Rom
  23992. const pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  23993. let dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  23994. let dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  23995. let dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  23996. // safety check for repeated points
  23997. if ( dt1 < 1e-4 ) dt1 = 1.0;
  23998. if ( dt0 < 1e-4 ) dt0 = dt1;
  23999. if ( dt2 < 1e-4 ) dt2 = dt1;
  24000. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  24001. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  24002. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  24003. } else if ( this.curveType === 'catmullrom' ) {
  24004. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  24005. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  24006. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  24007. }
  24008. point.set(
  24009. px.calc( weight ),
  24010. py.calc( weight ),
  24011. pz.calc( weight )
  24012. );
  24013. return point;
  24014. }
  24015. copy( source ) {
  24016. super.copy( source );
  24017. this.points = [];
  24018. for ( let i = 0, l = source.points.length; i < l; i ++ ) {
  24019. const point = source.points[ i ];
  24020. this.points.push( point.clone() );
  24021. }
  24022. this.closed = source.closed;
  24023. this.curveType = source.curveType;
  24024. this.tension = source.tension;
  24025. return this;
  24026. }
  24027. toJSON() {
  24028. const data = super.toJSON();
  24029. data.points = [];
  24030. for ( let i = 0, l = this.points.length; i < l; i ++ ) {
  24031. const point = this.points[ i ];
  24032. data.points.push( point.toArray() );
  24033. }
  24034. data.closed = this.closed;
  24035. data.curveType = this.curveType;
  24036. data.tension = this.tension;
  24037. return data;
  24038. }
  24039. fromJSON( json ) {
  24040. super.fromJSON( json );
  24041. this.points = [];
  24042. for ( let i = 0, l = json.points.length; i < l; i ++ ) {
  24043. const point = json.points[ i ];
  24044. this.points.push( new Vector3().fromArray( point ) );
  24045. }
  24046. this.closed = json.closed;
  24047. this.curveType = json.curveType;
  24048. this.tension = json.tension;
  24049. return this;
  24050. }
  24051. }
  24052. /**
  24053. * Interpolations contains spline and Bézier functions internally used by concrete curve classes.
  24054. *
  24055. * Bezier Curves formulas obtained from: https://en.wikipedia.org/wiki/B%C3%A9zier_curve
  24056. *
  24057. * @module Interpolations
  24058. */
  24059. /**
  24060. * Computes a point on a Catmull-Rom spline.
  24061. *
  24062. * @param {number} t - The interpolation factor.
  24063. * @param {number} p0 - The first control point.
  24064. * @param {number} p1 - The second control point.
  24065. * @param {number} p2 - The third control point.
  24066. * @param {number} p3 - The fourth control point.
  24067. * @return {number} The calculated point on a Catmull-Rom spline.
  24068. */
  24069. function CatmullRom( t, p0, p1, p2, p3 ) {
  24070. const v0 = ( p2 - p0 ) * 0.5;
  24071. const v1 = ( p3 - p1 ) * 0.5;
  24072. const t2 = t * t;
  24073. const t3 = t * t2;
  24074. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( -3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  24075. }
  24076. //
  24077. function QuadraticBezierP0( t, p ) {
  24078. const k = 1 - t;
  24079. return k * k * p;
  24080. }
  24081. function QuadraticBezierP1( t, p ) {
  24082. return 2 * ( 1 - t ) * t * p;
  24083. }
  24084. function QuadraticBezierP2( t, p ) {
  24085. return t * t * p;
  24086. }
  24087. /**
  24088. * Computes a point on a Quadratic Bezier curve.
  24089. *
  24090. * @param {number} t - The interpolation factor.
  24091. * @param {number} p0 - The first control point.
  24092. * @param {number} p1 - The second control point.
  24093. * @param {number} p2 - The third control point.
  24094. * @return {number} The calculated point on a Quadratic Bezier curve.
  24095. */
  24096. function QuadraticBezier( t, p0, p1, p2 ) {
  24097. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  24098. QuadraticBezierP2( t, p2 );
  24099. }
  24100. //
  24101. function CubicBezierP0( t, p ) {
  24102. const k = 1 - t;
  24103. return k * k * k * p;
  24104. }
  24105. function CubicBezierP1( t, p ) {
  24106. const k = 1 - t;
  24107. return 3 * k * k * t * p;
  24108. }
  24109. function CubicBezierP2( t, p ) {
  24110. return 3 * ( 1 - t ) * t * t * p;
  24111. }
  24112. function CubicBezierP3( t, p ) {
  24113. return t * t * t * p;
  24114. }
  24115. /**
  24116. * Computes a point on a Cubic Bezier curve.
  24117. *
  24118. * @param {number} t - The interpolation factor.
  24119. * @param {number} p0 - The first control point.
  24120. * @param {number} p1 - The second control point.
  24121. * @param {number} p2 - The third control point.
  24122. * @param {number} p3 - The fourth control point.
  24123. * @return {number} The calculated point on a Cubic Bezier curve.
  24124. */
  24125. function CubicBezier( t, p0, p1, p2, p3 ) {
  24126. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  24127. CubicBezierP3( t, p3 );
  24128. }
  24129. /**
  24130. * A curve representing a 2D Cubic Bezier curve.
  24131. *
  24132. * ```js
  24133. * const curve = new THREE.CubicBezierCurve(
  24134. * new THREE.Vector2( - 0, 0 ),
  24135. * new THREE.Vector2( - 5, 15 ),
  24136. * new THREE.Vector2( 20, 15 ),
  24137. * new THREE.Vector2( 10, 0 )
  24138. * );
  24139. *
  24140. * const points = curve.getPoints( 50 );
  24141. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24142. *
  24143. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  24144. *
  24145. * // Create the final object to add to the scene
  24146. * const curveObject = new THREE.Line( geometry, material );
  24147. * ```
  24148. *
  24149. * @augments Curve
  24150. */
  24151. class CubicBezierCurve extends Curve {
  24152. /**
  24153. * Constructs a new Cubic Bezier curve.
  24154. *
  24155. * @param {Vector2} [v0] - The start point.
  24156. * @param {Vector2} [v1] - The first control point.
  24157. * @param {Vector2} [v2] - The second control point.
  24158. * @param {Vector2} [v3] - The end point.
  24159. */
  24160. constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) {
  24161. super();
  24162. /**
  24163. * This flag can be used for type testing.
  24164. *
  24165. * @type {boolean}
  24166. * @readonly
  24167. * @default true
  24168. */
  24169. this.isCubicBezierCurve = true;
  24170. this.type = 'CubicBezierCurve';
  24171. /**
  24172. * The start point.
  24173. *
  24174. * @type {Vector2}
  24175. */
  24176. this.v0 = v0;
  24177. /**
  24178. * The first control point.
  24179. *
  24180. * @type {Vector2}
  24181. */
  24182. this.v1 = v1;
  24183. /**
  24184. * The second control point.
  24185. *
  24186. * @type {Vector2}
  24187. */
  24188. this.v2 = v2;
  24189. /**
  24190. * The end point.
  24191. *
  24192. * @type {Vector2}
  24193. */
  24194. this.v3 = v3;
  24195. }
  24196. /**
  24197. * Returns a point on the curve.
  24198. *
  24199. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24200. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24201. * @return {Vector2} The position on the curve.
  24202. */
  24203. getPoint( t, optionalTarget = new Vector2() ) {
  24204. const point = optionalTarget;
  24205. const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  24206. point.set(
  24207. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  24208. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  24209. );
  24210. return point;
  24211. }
  24212. copy( source ) {
  24213. super.copy( source );
  24214. this.v0.copy( source.v0 );
  24215. this.v1.copy( source.v1 );
  24216. this.v2.copy( source.v2 );
  24217. this.v3.copy( source.v3 );
  24218. return this;
  24219. }
  24220. toJSON() {
  24221. const data = super.toJSON();
  24222. data.v0 = this.v0.toArray();
  24223. data.v1 = this.v1.toArray();
  24224. data.v2 = this.v2.toArray();
  24225. data.v3 = this.v3.toArray();
  24226. return data;
  24227. }
  24228. fromJSON( json ) {
  24229. super.fromJSON( json );
  24230. this.v0.fromArray( json.v0 );
  24231. this.v1.fromArray( json.v1 );
  24232. this.v2.fromArray( json.v2 );
  24233. this.v3.fromArray( json.v3 );
  24234. return this;
  24235. }
  24236. }
  24237. /**
  24238. * A curve representing a 3D Cubic Bezier curve.
  24239. *
  24240. * @augments Curve
  24241. */
  24242. class CubicBezierCurve3 extends Curve {
  24243. /**
  24244. * Constructs a new Cubic Bezier curve.
  24245. *
  24246. * @param {Vector3} [v0] - The start point.
  24247. * @param {Vector3} [v1] - The first control point.
  24248. * @param {Vector3} [v2] - The second control point.
  24249. * @param {Vector3} [v3] - The end point.
  24250. */
  24251. constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) {
  24252. super();
  24253. /**
  24254. * This flag can be used for type testing.
  24255. *
  24256. * @type {boolean}
  24257. * @readonly
  24258. * @default true
  24259. */
  24260. this.isCubicBezierCurve3 = true;
  24261. this.type = 'CubicBezierCurve3';
  24262. /**
  24263. * The start point.
  24264. *
  24265. * @type {Vector3}
  24266. */
  24267. this.v0 = v0;
  24268. /**
  24269. * The first control point.
  24270. *
  24271. * @type {Vector3}
  24272. */
  24273. this.v1 = v1;
  24274. /**
  24275. * The second control point.
  24276. *
  24277. * @type {Vector3}
  24278. */
  24279. this.v2 = v2;
  24280. /**
  24281. * The end point.
  24282. *
  24283. * @type {Vector3}
  24284. */
  24285. this.v3 = v3;
  24286. }
  24287. /**
  24288. * Returns a point on the curve.
  24289. *
  24290. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24291. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  24292. * @return {Vector3} The position on the curve.
  24293. */
  24294. getPoint( t, optionalTarget = new Vector3() ) {
  24295. const point = optionalTarget;
  24296. const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  24297. point.set(
  24298. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  24299. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  24300. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  24301. );
  24302. return point;
  24303. }
  24304. copy( source ) {
  24305. super.copy( source );
  24306. this.v0.copy( source.v0 );
  24307. this.v1.copy( source.v1 );
  24308. this.v2.copy( source.v2 );
  24309. this.v3.copy( source.v3 );
  24310. return this;
  24311. }
  24312. toJSON() {
  24313. const data = super.toJSON();
  24314. data.v0 = this.v0.toArray();
  24315. data.v1 = this.v1.toArray();
  24316. data.v2 = this.v2.toArray();
  24317. data.v3 = this.v3.toArray();
  24318. return data;
  24319. }
  24320. fromJSON( json ) {
  24321. super.fromJSON( json );
  24322. this.v0.fromArray( json.v0 );
  24323. this.v1.fromArray( json.v1 );
  24324. this.v2.fromArray( json.v2 );
  24325. this.v3.fromArray( json.v3 );
  24326. return this;
  24327. }
  24328. }
  24329. /**
  24330. * A curve representing a 2D line segment.
  24331. *
  24332. * @augments Curve
  24333. */
  24334. class LineCurve extends Curve {
  24335. /**
  24336. * Constructs a new line curve.
  24337. *
  24338. * @param {Vector2} [v1] - The start point.
  24339. * @param {Vector2} [v2] - The end point.
  24340. */
  24341. constructor( v1 = new Vector2(), v2 = new Vector2() ) {
  24342. super();
  24343. /**
  24344. * This flag can be used for type testing.
  24345. *
  24346. * @type {boolean}
  24347. * @readonly
  24348. * @default true
  24349. */
  24350. this.isLineCurve = true;
  24351. this.type = 'LineCurve';
  24352. /**
  24353. * The start point.
  24354. *
  24355. * @type {Vector2}
  24356. */
  24357. this.v1 = v1;
  24358. /**
  24359. * The end point.
  24360. *
  24361. * @type {Vector2}
  24362. */
  24363. this.v2 = v2;
  24364. }
  24365. /**
  24366. * Returns a point on the line.
  24367. *
  24368. * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`.
  24369. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24370. * @return {Vector2} The position on the line.
  24371. */
  24372. getPoint( t, optionalTarget = new Vector2() ) {
  24373. const point = optionalTarget;
  24374. if ( t === 1 ) {
  24375. point.copy( this.v2 );
  24376. } else {
  24377. point.copy( this.v2 ).sub( this.v1 );
  24378. point.multiplyScalar( t ).add( this.v1 );
  24379. }
  24380. return point;
  24381. }
  24382. // Line curve is linear, so we can overwrite default getPointAt
  24383. getPointAt( u, optionalTarget ) {
  24384. return this.getPoint( u, optionalTarget );
  24385. }
  24386. getTangent( t, optionalTarget = new Vector2() ) {
  24387. return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
  24388. }
  24389. getTangentAt( u, optionalTarget ) {
  24390. return this.getTangent( u, optionalTarget );
  24391. }
  24392. copy( source ) {
  24393. super.copy( source );
  24394. this.v1.copy( source.v1 );
  24395. this.v2.copy( source.v2 );
  24396. return this;
  24397. }
  24398. toJSON() {
  24399. const data = super.toJSON();
  24400. data.v1 = this.v1.toArray();
  24401. data.v2 = this.v2.toArray();
  24402. return data;
  24403. }
  24404. fromJSON( json ) {
  24405. super.fromJSON( json );
  24406. this.v1.fromArray( json.v1 );
  24407. this.v2.fromArray( json.v2 );
  24408. return this;
  24409. }
  24410. }
  24411. /**
  24412. * A curve representing a 3D line segment.
  24413. *
  24414. * @augments Curve
  24415. */
  24416. class LineCurve3 extends Curve {
  24417. /**
  24418. * Constructs a new line curve.
  24419. *
  24420. * @param {Vector3} [v1] - The start point.
  24421. * @param {Vector3} [v2] - The end point.
  24422. */
  24423. constructor( v1 = new Vector3(), v2 = new Vector3() ) {
  24424. super();
  24425. /**
  24426. * This flag can be used for type testing.
  24427. *
  24428. * @type {boolean}
  24429. * @readonly
  24430. * @default true
  24431. */
  24432. this.isLineCurve3 = true;
  24433. this.type = 'LineCurve3';
  24434. /**
  24435. * The start point.
  24436. *
  24437. * @type {Vector3}
  24438. */
  24439. this.v1 = v1;
  24440. /**
  24441. * The end point.
  24442. *
  24443. * @type {Vector2}
  24444. */
  24445. this.v2 = v2;
  24446. }
  24447. /**
  24448. * Returns a point on the line.
  24449. *
  24450. * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`.
  24451. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  24452. * @return {Vector3} The position on the line.
  24453. */
  24454. getPoint( t, optionalTarget = new Vector3() ) {
  24455. const point = optionalTarget;
  24456. if ( t === 1 ) {
  24457. point.copy( this.v2 );
  24458. } else {
  24459. point.copy( this.v2 ).sub( this.v1 );
  24460. point.multiplyScalar( t ).add( this.v1 );
  24461. }
  24462. return point;
  24463. }
  24464. // Line curve is linear, so we can overwrite default getPointAt
  24465. getPointAt( u, optionalTarget ) {
  24466. return this.getPoint( u, optionalTarget );
  24467. }
  24468. getTangent( t, optionalTarget = new Vector3() ) {
  24469. return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
  24470. }
  24471. getTangentAt( u, optionalTarget ) {
  24472. return this.getTangent( u, optionalTarget );
  24473. }
  24474. copy( source ) {
  24475. super.copy( source );
  24476. this.v1.copy( source.v1 );
  24477. this.v2.copy( source.v2 );
  24478. return this;
  24479. }
  24480. toJSON() {
  24481. const data = super.toJSON();
  24482. data.v1 = this.v1.toArray();
  24483. data.v2 = this.v2.toArray();
  24484. return data;
  24485. }
  24486. fromJSON( json ) {
  24487. super.fromJSON( json );
  24488. this.v1.fromArray( json.v1 );
  24489. this.v2.fromArray( json.v2 );
  24490. return this;
  24491. }
  24492. }
  24493. /**
  24494. * A curve representing a 2D Quadratic Bezier curve.
  24495. *
  24496. * ```js
  24497. * const curve = new THREE.QuadraticBezierCurve(
  24498. * new THREE.Vector2( - 10, 0 ),
  24499. * new THREE.Vector2( 20, 15 ),
  24500. * new THREE.Vector2( 10, 0 )
  24501. * )
  24502. *
  24503. * const points = curve.getPoints( 50 );
  24504. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24505. *
  24506. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  24507. *
  24508. * // Create the final object to add to the scene
  24509. * const curveObject = new THREE.Line( geometry, material );
  24510. * ```
  24511. *
  24512. * @augments Curve
  24513. */
  24514. class QuadraticBezierCurve extends Curve {
  24515. /**
  24516. * Constructs a new Quadratic Bezier curve.
  24517. *
  24518. * @param {Vector2} [v0] - The start point.
  24519. * @param {Vector2} [v1] - The control point.
  24520. * @param {Vector2} [v2] - The end point.
  24521. */
  24522. constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) {
  24523. super();
  24524. /**
  24525. * This flag can be used for type testing.
  24526. *
  24527. * @type {boolean}
  24528. * @readonly
  24529. * @default true
  24530. */
  24531. this.isQuadraticBezierCurve = true;
  24532. this.type = 'QuadraticBezierCurve';
  24533. /**
  24534. * The start point.
  24535. *
  24536. * @type {Vector2}
  24537. */
  24538. this.v0 = v0;
  24539. /**
  24540. * The control point.
  24541. *
  24542. * @type {Vector2}
  24543. */
  24544. this.v1 = v1;
  24545. /**
  24546. * The end point.
  24547. *
  24548. * @type {Vector2}
  24549. */
  24550. this.v2 = v2;
  24551. }
  24552. /**
  24553. * Returns a point on the curve.
  24554. *
  24555. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24556. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24557. * @return {Vector2} The position on the curve.
  24558. */
  24559. getPoint( t, optionalTarget = new Vector2() ) {
  24560. const point = optionalTarget;
  24561. const v0 = this.v0, v1 = this.v1, v2 = this.v2;
  24562. point.set(
  24563. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  24564. QuadraticBezier( t, v0.y, v1.y, v2.y )
  24565. );
  24566. return point;
  24567. }
  24568. copy( source ) {
  24569. super.copy( source );
  24570. this.v0.copy( source.v0 );
  24571. this.v1.copy( source.v1 );
  24572. this.v2.copy( source.v2 );
  24573. return this;
  24574. }
  24575. toJSON() {
  24576. const data = super.toJSON();
  24577. data.v0 = this.v0.toArray();
  24578. data.v1 = this.v1.toArray();
  24579. data.v2 = this.v2.toArray();
  24580. return data;
  24581. }
  24582. fromJSON( json ) {
  24583. super.fromJSON( json );
  24584. this.v0.fromArray( json.v0 );
  24585. this.v1.fromArray( json.v1 );
  24586. this.v2.fromArray( json.v2 );
  24587. return this;
  24588. }
  24589. }
  24590. /**
  24591. * A curve representing a 3D Quadratic Bezier curve.
  24592. *
  24593. * @augments Curve
  24594. */
  24595. class QuadraticBezierCurve3 extends Curve {
  24596. /**
  24597. * Constructs a new Quadratic Bezier curve.
  24598. *
  24599. * @param {Vector3} [v0] - The start point.
  24600. * @param {Vector3} [v1] - The control point.
  24601. * @param {Vector3} [v2] - The end point.
  24602. */
  24603. constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) {
  24604. super();
  24605. /**
  24606. * This flag can be used for type testing.
  24607. *
  24608. * @type {boolean}
  24609. * @readonly
  24610. * @default true
  24611. */
  24612. this.isQuadraticBezierCurve3 = true;
  24613. this.type = 'QuadraticBezierCurve3';
  24614. /**
  24615. * The start point.
  24616. *
  24617. * @type {Vector3}
  24618. */
  24619. this.v0 = v0;
  24620. /**
  24621. * The control point.
  24622. *
  24623. * @type {Vector3}
  24624. */
  24625. this.v1 = v1;
  24626. /**
  24627. * The end point.
  24628. *
  24629. * @type {Vector3}
  24630. */
  24631. this.v2 = v2;
  24632. }
  24633. /**
  24634. * Returns a point on the curve.
  24635. *
  24636. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24637. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  24638. * @return {Vector3} The position on the curve.
  24639. */
  24640. getPoint( t, optionalTarget = new Vector3() ) {
  24641. const point = optionalTarget;
  24642. const v0 = this.v0, v1 = this.v1, v2 = this.v2;
  24643. point.set(
  24644. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  24645. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  24646. QuadraticBezier( t, v0.z, v1.z, v2.z )
  24647. );
  24648. return point;
  24649. }
  24650. copy( source ) {
  24651. super.copy( source );
  24652. this.v0.copy( source.v0 );
  24653. this.v1.copy( source.v1 );
  24654. this.v2.copy( source.v2 );
  24655. return this;
  24656. }
  24657. toJSON() {
  24658. const data = super.toJSON();
  24659. data.v0 = this.v0.toArray();
  24660. data.v1 = this.v1.toArray();
  24661. data.v2 = this.v2.toArray();
  24662. return data;
  24663. }
  24664. fromJSON( json ) {
  24665. super.fromJSON( json );
  24666. this.v0.fromArray( json.v0 );
  24667. this.v1.fromArray( json.v1 );
  24668. this.v2.fromArray( json.v2 );
  24669. return this;
  24670. }
  24671. }
  24672. /**
  24673. * A curve representing a 2D spline curve.
  24674. *
  24675. * ```js
  24676. * // Create a sine-like wave
  24677. * const curve = new THREE.SplineCurve( [
  24678. * new THREE.Vector2( -10, 0 ),
  24679. * new THREE.Vector2( -5, 5 ),
  24680. * new THREE.Vector2( 0, 0 ),
  24681. * new THREE.Vector2( 5, -5 ),
  24682. * new THREE.Vector2( 10, 0 )
  24683. * ] );
  24684. *
  24685. * const points = curve.getPoints( 50 );
  24686. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24687. *
  24688. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  24689. *
  24690. * // Create the final object to add to the scene
  24691. * const splineObject = new THREE.Line( geometry, material );
  24692. * ```
  24693. *
  24694. * @augments Curve
  24695. */
  24696. class SplineCurve extends Curve {
  24697. /**
  24698. * Constructs a new 2D spline curve.
  24699. *
  24700. * @param {Array<Vector2>} [points] - An array of 2D points defining the curve.
  24701. */
  24702. constructor( points = [] ) {
  24703. super();
  24704. /**
  24705. * This flag can be used for type testing.
  24706. *
  24707. * @type {boolean}
  24708. * @readonly
  24709. * @default true
  24710. */
  24711. this.isSplineCurve = true;
  24712. this.type = 'SplineCurve';
  24713. /**
  24714. * An array of 2D points defining the curve.
  24715. *
  24716. * @type {Array<Vector2>}
  24717. */
  24718. this.points = points;
  24719. }
  24720. /**
  24721. * Returns a point on the curve.
  24722. *
  24723. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24724. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24725. * @return {Vector2} The position on the curve.
  24726. */
  24727. getPoint( t, optionalTarget = new Vector2() ) {
  24728. const point = optionalTarget;
  24729. const points = this.points;
  24730. const p = ( points.length - 1 ) * t;
  24731. const intPoint = Math.floor( p );
  24732. const weight = p - intPoint;
  24733. const p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  24734. const p1 = points[ intPoint ];
  24735. const p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  24736. const p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  24737. point.set(
  24738. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  24739. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  24740. );
  24741. return point;
  24742. }
  24743. copy( source ) {
  24744. super.copy( source );
  24745. this.points = [];
  24746. for ( let i = 0, l = source.points.length; i < l; i ++ ) {
  24747. const point = source.points[ i ];
  24748. this.points.push( point.clone() );
  24749. }
  24750. return this;
  24751. }
  24752. toJSON() {
  24753. const data = super.toJSON();
  24754. data.points = [];
  24755. for ( let i = 0, l = this.points.length; i < l; i ++ ) {
  24756. const point = this.points[ i ];
  24757. data.points.push( point.toArray() );
  24758. }
  24759. return data;
  24760. }
  24761. fromJSON( json ) {
  24762. super.fromJSON( json );
  24763. this.points = [];
  24764. for ( let i = 0, l = json.points.length; i < l; i ++ ) {
  24765. const point = json.points[ i ];
  24766. this.points.push( new Vector2().fromArray( point ) );
  24767. }
  24768. return this;
  24769. }
  24770. }
  24771. var Curves = /*#__PURE__*/Object.freeze({
  24772. __proto__: null,
  24773. ArcCurve: ArcCurve,
  24774. CatmullRomCurve3: CatmullRomCurve3,
  24775. CubicBezierCurve: CubicBezierCurve,
  24776. CubicBezierCurve3: CubicBezierCurve3,
  24777. EllipseCurve: EllipseCurve,
  24778. LineCurve: LineCurve,
  24779. LineCurve3: LineCurve3,
  24780. QuadraticBezierCurve: QuadraticBezierCurve,
  24781. QuadraticBezierCurve3: QuadraticBezierCurve3,
  24782. SplineCurve: SplineCurve
  24783. });
  24784. /**
  24785. * A base class extending {@link Curve}. `CurvePath` is simply an
  24786. * array of connected curves, but retains the API of a curve.
  24787. *
  24788. * @augments Curve
  24789. */
  24790. class CurvePath extends Curve {
  24791. /**
  24792. * Constructs a new curve path.
  24793. */
  24794. constructor() {
  24795. super();
  24796. this.type = 'CurvePath';
  24797. /**
  24798. * An array of curves defining the
  24799. * path.
  24800. *
  24801. * @type {Array<Curve>}
  24802. */
  24803. this.curves = [];
  24804. /**
  24805. * Whether the path should automatically be closed
  24806. * by a line curve.
  24807. *
  24808. * @type {boolean}
  24809. * @default false
  24810. */
  24811. this.autoClose = false;
  24812. }
  24813. /**
  24814. * Adds a curve to this curve path.
  24815. *
  24816. * @param {Curve} curve - The curve to add.
  24817. */
  24818. add( curve ) {
  24819. this.curves.push( curve );
  24820. }
  24821. /**
  24822. * Adds a line curve to close the path.
  24823. *
  24824. * @return {CurvePath} A reference to this curve path.
  24825. */
  24826. closePath() {
  24827. // Add a line curve if start and end of lines are not connected
  24828. const startPoint = this.curves[ 0 ].getPoint( 0 );
  24829. const endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  24830. if ( ! startPoint.equals( endPoint ) ) {
  24831. const lineType = ( startPoint.isVector2 === true ) ? 'LineCurve' : 'LineCurve3';
  24832. this.curves.push( new Curves[ lineType ]( endPoint, startPoint ) );
  24833. }
  24834. return this;
  24835. }
  24836. /**
  24837. * This method returns a vector in 2D or 3D space (depending on the curve definitions)
  24838. * for the given interpolation factor.
  24839. *
  24840. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24841. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  24842. * @return {?(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  24843. */
  24844. getPoint( t, optionalTarget ) {
  24845. // To get accurate point with reference to
  24846. // entire path distance at time t,
  24847. // following has to be done:
  24848. // 1. Length of each sub path have to be known
  24849. // 2. Locate and identify type of curve
  24850. // 3. Get t for the curve
  24851. // 4. Return curve.getPointAt(t')
  24852. const d = t * this.getLength();
  24853. const curveLengths = this.getCurveLengths();
  24854. let i = 0;
  24855. // To think about boundaries points.
  24856. while ( i < curveLengths.length ) {
  24857. if ( curveLengths[ i ] >= d ) {
  24858. const diff = curveLengths[ i ] - d;
  24859. const curve = this.curves[ i ];
  24860. const segmentLength = curve.getLength();
  24861. const u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  24862. return curve.getPointAt( u, optionalTarget );
  24863. }
  24864. i ++;
  24865. }
  24866. return null;
  24867. // loop where sum != 0, sum > d , sum+1 <d
  24868. }
  24869. getLength() {
  24870. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  24871. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  24872. // getPoint() depends on getLength
  24873. const lens = this.getCurveLengths();
  24874. return lens[ lens.length - 1 ];
  24875. }
  24876. updateArcLengths() {
  24877. // cacheLengths must be recalculated.
  24878. this.needsUpdate = true;
  24879. this.cacheLengths = null;
  24880. this.getCurveLengths();
  24881. }
  24882. /**
  24883. * Returns list of cumulative curve lengths of the defined curves.
  24884. *
  24885. * @return {Array<number>} The curve lengths.
  24886. */
  24887. getCurveLengths() {
  24888. // Compute lengths and cache them
  24889. // We cannot overwrite getLengths() because UtoT mapping uses it.
  24890. // We use cache values if curves and cache array are same length
  24891. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  24892. return this.cacheLengths;
  24893. }
  24894. // Get length of sub-curve
  24895. // Push sums into cached array
  24896. const lengths = [];
  24897. let sums = 0;
  24898. for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
  24899. sums += this.curves[ i ].getLength();
  24900. lengths.push( sums );
  24901. }
  24902. this.cacheLengths = lengths;
  24903. return lengths;
  24904. }
  24905. getSpacedPoints( divisions = 40 ) {
  24906. const points = [];
  24907. for ( let i = 0; i <= divisions; i ++ ) {
  24908. points.push( this.getPoint( i / divisions ) );
  24909. }
  24910. if ( this.autoClose ) {
  24911. points.push( points[ 0 ] );
  24912. }
  24913. return points;
  24914. }
  24915. getPoints( divisions = 12 ) {
  24916. const points = [];
  24917. let last;
  24918. for ( let i = 0, curves = this.curves; i < curves.length; i ++ ) {
  24919. const curve = curves[ i ];
  24920. const resolution = curve.isEllipseCurve ? divisions * 2
  24921. : ( curve.isLineCurve || curve.isLineCurve3 ) ? 1
  24922. : curve.isSplineCurve ? divisions * curve.points.length
  24923. : divisions;
  24924. const pts = curve.getPoints( resolution );
  24925. for ( let j = 0; j < pts.length; j ++ ) {
  24926. const point = pts[ j ];
  24927. if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates
  24928. points.push( point );
  24929. last = point;
  24930. }
  24931. }
  24932. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  24933. points.push( points[ 0 ] );
  24934. }
  24935. return points;
  24936. }
  24937. copy( source ) {
  24938. super.copy( source );
  24939. this.curves = [];
  24940. for ( let i = 0, l = source.curves.length; i < l; i ++ ) {
  24941. const curve = source.curves[ i ];
  24942. this.curves.push( curve.clone() );
  24943. }
  24944. this.autoClose = source.autoClose;
  24945. return this;
  24946. }
  24947. toJSON() {
  24948. const data = super.toJSON();
  24949. data.autoClose = this.autoClose;
  24950. data.curves = [];
  24951. for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
  24952. const curve = this.curves[ i ];
  24953. data.curves.push( curve.toJSON() );
  24954. }
  24955. return data;
  24956. }
  24957. fromJSON( json ) {
  24958. super.fromJSON( json );
  24959. this.autoClose = json.autoClose;
  24960. this.curves = [];
  24961. for ( let i = 0, l = json.curves.length; i < l; i ++ ) {
  24962. const curve = json.curves[ i ];
  24963. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  24964. }
  24965. return this;
  24966. }
  24967. }
  24968. /**
  24969. * A 2D path representation. The class provides methods for creating paths
  24970. * and contours of 2D shapes similar to the 2D Canvas API.
  24971. *
  24972. * ```js
  24973. * const path = new THREE.Path();
  24974. *
  24975. * path.lineTo( 0, 0.8 );
  24976. * path.quadraticCurveTo( 0, 1, 0.2, 1 );
  24977. * path.lineTo( 1, 1 );
  24978. *
  24979. * const points = path.getPoints();
  24980. *
  24981. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24982. * const material = new THREE.LineBasicMaterial( { color: 0xffffff } );
  24983. *
  24984. * const line = new THREE.Line( geometry, material );
  24985. * scene.add( line );
  24986. * ```
  24987. *
  24988. * @augments CurvePath
  24989. */
  24990. class Path extends CurvePath {
  24991. /**
  24992. * Constructs a new path.
  24993. *
  24994. * @param {Array<Vector2>} [points] - An array of 2D points defining the path.
  24995. */
  24996. constructor( points ) {
  24997. super();
  24998. this.type = 'Path';
  24999. /**
  25000. * The current offset of the path. Any new curve added will start here.
  25001. *
  25002. * @type {Vector2}
  25003. */
  25004. this.currentPoint = new Vector2();
  25005. if ( points ) {
  25006. this.setFromPoints( points );
  25007. }
  25008. }
  25009. /**
  25010. * Creates a path from the given list of points. The points are added
  25011. * to the path as instances of {@link LineCurve}.
  25012. *
  25013. * @param {Array<Vector2>} points - An array of 2D points.
  25014. * @return {Path} A reference to this path.
  25015. */
  25016. setFromPoints( points ) {
  25017. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  25018. for ( let i = 1, l = points.length; i < l; i ++ ) {
  25019. this.lineTo( points[ i ].x, points[ i ].y );
  25020. }
  25021. return this;
  25022. }
  25023. /**
  25024. * Moves {@link Path#currentPoint} to the given point.
  25025. *
  25026. * @param {number} x - The x coordinate.
  25027. * @param {number} y - The y coordinate.
  25028. * @return {Path} A reference to this path.
  25029. */
  25030. moveTo( x, y ) {
  25031. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  25032. return this;
  25033. }
  25034. /**
  25035. * Adds an instance of {@link LineCurve} to the path by connecting
  25036. * the current point with the given one.
  25037. *
  25038. * @param {number} x - The x coordinate of the end point.
  25039. * @param {number} y - The y coordinate of the end point.
  25040. * @return {Path} A reference to this path.
  25041. */
  25042. lineTo( x, y ) {
  25043. const curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  25044. this.curves.push( curve );
  25045. this.currentPoint.set( x, y );
  25046. return this;
  25047. }
  25048. /**
  25049. * Adds an instance of {@link QuadraticBezierCurve} to the path by connecting
  25050. * the current point with the given one.
  25051. *
  25052. * @param {number} aCPx - The x coordinate of the control point.
  25053. * @param {number} aCPy - The y coordinate of the control point.
  25054. * @param {number} aX - The x coordinate of the end point.
  25055. * @param {number} aY - The y coordinate of the end point.
  25056. * @return {Path} A reference to this path.
  25057. */
  25058. quadraticCurveTo( aCPx, aCPy, aX, aY ) {
  25059. const curve = new QuadraticBezierCurve(
  25060. this.currentPoint.clone(),
  25061. new Vector2( aCPx, aCPy ),
  25062. new Vector2( aX, aY )
  25063. );
  25064. this.curves.push( curve );
  25065. this.currentPoint.set( aX, aY );
  25066. return this;
  25067. }
  25068. /**
  25069. * Adds an instance of {@link CubicBezierCurve} to the path by connecting
  25070. * the current point with the given one.
  25071. *
  25072. * @param {number} aCP1x - The x coordinate of the first control point.
  25073. * @param {number} aCP1y - The y coordinate of the first control point.
  25074. * @param {number} aCP2x - The x coordinate of the second control point.
  25075. * @param {number} aCP2y - The y coordinate of the second control point.
  25076. * @param {number} aX - The x coordinate of the end point.
  25077. * @param {number} aY - The y coordinate of the end point.
  25078. * @return {Path} A reference to this path.
  25079. */
  25080. bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  25081. const curve = new CubicBezierCurve(
  25082. this.currentPoint.clone(),
  25083. new Vector2( aCP1x, aCP1y ),
  25084. new Vector2( aCP2x, aCP2y ),
  25085. new Vector2( aX, aY )
  25086. );
  25087. this.curves.push( curve );
  25088. this.currentPoint.set( aX, aY );
  25089. return this;
  25090. }
  25091. /**
  25092. * Adds an instance of {@link SplineCurve} to the path by connecting
  25093. * the current point with the given list of points.
  25094. *
  25095. * @param {Array<Vector2>} pts - An array of points in 2D space.
  25096. * @return {Path} A reference to this path.
  25097. */
  25098. splineThru( pts ) {
  25099. const npts = [ this.currentPoint.clone() ].concat( pts );
  25100. const curve = new SplineCurve( npts );
  25101. this.curves.push( curve );
  25102. this.currentPoint.copy( pts[ pts.length - 1 ] );
  25103. return this;
  25104. }
  25105. /**
  25106. * Adds an arc as an instance of {@link EllipseCurve} to the path, positioned relative
  25107. * to the current point.
  25108. *
  25109. * @param {number} [aX=0] - The x coordinate of the center of the arc offsetted from the previous curve.
  25110. * @param {number} [aY=0] - The y coordinate of the center of the arc offsetted from the previous curve.
  25111. * @param {number} [aRadius=1] - The radius of the arc.
  25112. * @param {number} [aStartAngle=0] - The start angle in radians.
  25113. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  25114. * @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not.
  25115. * @return {Path} A reference to this path.
  25116. */
  25117. arc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  25118. const x0 = this.currentPoint.x;
  25119. const y0 = this.currentPoint.y;
  25120. this.absarc( aX + x0, aY + y0, aRadius,
  25121. aStartAngle, aEndAngle, aClockwise );
  25122. return this;
  25123. }
  25124. /**
  25125. * Adds an absolutely positioned arc as an instance of {@link EllipseCurve} to the path.
  25126. *
  25127. * @param {number} [aX=0] - The x coordinate of the center of the arc.
  25128. * @param {number} [aY=0] - The y coordinate of the center of the arc.
  25129. * @param {number} [aRadius=1] - The radius of the arc.
  25130. * @param {number} [aStartAngle=0] - The start angle in radians.
  25131. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  25132. * @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not.
  25133. * @return {Path} A reference to this path.
  25134. */
  25135. absarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  25136. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  25137. return this;
  25138. }
  25139. /**
  25140. * Adds an ellipse as an instance of {@link EllipseCurve} to the path, positioned relative
  25141. * to the current point
  25142. *
  25143. * @param {number} [aX=0] - The x coordinate of the center of the ellipse offsetted from the previous curve.
  25144. * @param {number} [aY=0] - The y coordinate of the center of the ellipse offsetted from the previous curve.
  25145. * @param {number} [xRadius=1] - The radius of the ellipse in the x axis.
  25146. * @param {number} [yRadius=1] - The radius of the ellipse in the y axis.
  25147. * @param {number} [aStartAngle=0] - The start angle in radians.
  25148. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  25149. * @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not.
  25150. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  25151. * @return {Path} A reference to this path.
  25152. */
  25153. ellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  25154. const x0 = this.currentPoint.x;
  25155. const y0 = this.currentPoint.y;
  25156. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  25157. return this;
  25158. }
  25159. /**
  25160. * Adds an absolutely positioned ellipse as an instance of {@link EllipseCurve} to the path.
  25161. *
  25162. * @param {number} [aX=0] - The x coordinate of the absolute center of the ellipse.
  25163. * @param {number} [aY=0] - The y coordinate of the absolute center of the ellipse.
  25164. * @param {number} [xRadius=1] - The radius of the ellipse in the x axis.
  25165. * @param {number} [yRadius=1] - The radius of the ellipse in the y axis.
  25166. * @param {number} [aStartAngle=0] - The start angle in radians.
  25167. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  25168. * @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not.
  25169. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  25170. * @return {Path} A reference to this path.
  25171. */
  25172. absellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  25173. const curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  25174. if ( this.curves.length > 0 ) {
  25175. // if a previous curve is present, attempt to join
  25176. const firstPoint = curve.getPoint( 0 );
  25177. if ( ! firstPoint.equals( this.currentPoint ) ) {
  25178. this.lineTo( firstPoint.x, firstPoint.y );
  25179. }
  25180. }
  25181. this.curves.push( curve );
  25182. const lastPoint = curve.getPoint( 1 );
  25183. this.currentPoint.copy( lastPoint );
  25184. return this;
  25185. }
  25186. copy( source ) {
  25187. super.copy( source );
  25188. this.currentPoint.copy( source.currentPoint );
  25189. return this;
  25190. }
  25191. toJSON() {
  25192. const data = super.toJSON();
  25193. data.currentPoint = this.currentPoint.toArray();
  25194. return data;
  25195. }
  25196. fromJSON( json ) {
  25197. super.fromJSON( json );
  25198. this.currentPoint.fromArray( json.currentPoint );
  25199. return this;
  25200. }
  25201. }
  25202. /**
  25203. * Defines an arbitrary 2d shape plane using paths with optional holes. It
  25204. * can be used with {@link ExtrudeGeometry}, {@link ShapeGeometry}, to get
  25205. * points, or to get triangulated faces.
  25206. *
  25207. * ```js
  25208. * const heartShape = new THREE.Shape();
  25209. *
  25210. * heartShape.moveTo( 25, 25 );
  25211. * heartShape.bezierCurveTo( 25, 25, 20, 0, 0, 0 );
  25212. * heartShape.bezierCurveTo( - 30, 0, - 30, 35, - 30, 35 );
  25213. * heartShape.bezierCurveTo( - 30, 55, - 10, 77, 25, 95 );
  25214. * heartShape.bezierCurveTo( 60, 77, 80, 55, 80, 35 );
  25215. * heartShape.bezierCurveTo( 80, 35, 80, 0, 50, 0 );
  25216. * heartShape.bezierCurveTo( 35, 0, 25, 25, 25, 25 );
  25217. *
  25218. * const extrudeSettings = {
  25219. * depth: 8,
  25220. * bevelEnabled: true,
  25221. * bevelSegments: 2,
  25222. * steps: 2,
  25223. * bevelSize: 1,
  25224. * bevelThickness: 1
  25225. * };
  25226. *
  25227. * const geometry = new THREE.ExtrudeGeometry( heartShape, extrudeSettings );
  25228. * const mesh = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial() );
  25229. * ```
  25230. *
  25231. * @augments Path
  25232. */
  25233. class Shape extends Path {
  25234. /**
  25235. * Constructs a new shape.
  25236. *
  25237. * @param {Array<Vector2>} [points] - An array of 2D points defining the shape.
  25238. */
  25239. constructor( points ) {
  25240. super( points );
  25241. /**
  25242. * The UUID of the shape.
  25243. *
  25244. * @type {string}
  25245. * @readonly
  25246. */
  25247. this.uuid = generateUUID();
  25248. this.type = 'Shape';
  25249. /**
  25250. * Defines the holes in the shape. Hole definitions must use the
  25251. * opposite winding order (CW/CCW) than the outer shape.
  25252. *
  25253. * @type {Array<Path>}
  25254. * @readonly
  25255. */
  25256. this.holes = [];
  25257. }
  25258. /**
  25259. * Returns an array representing each contour of the holes
  25260. * as a list of 2D points.
  25261. *
  25262. * @param {number} divisions - The fineness of the result.
  25263. * @return {Array<Array<Vector2>>} The holes as a series of 2D points.
  25264. */
  25265. getPointsHoles( divisions ) {
  25266. const holesPts = [];
  25267. for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
  25268. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  25269. }
  25270. return holesPts;
  25271. }
  25272. // get points of shape and holes (keypoints based on segments parameter)
  25273. /**
  25274. * Returns an object that holds contour data for the shape and its holes as
  25275. * arrays of 2D points.
  25276. *
  25277. * @param {number} divisions - The fineness of the result.
  25278. * @return {{shape:Array<Vector2>,holes:Array<Array<Vector2>>}} An object with contour data.
  25279. */
  25280. extractPoints( divisions ) {
  25281. return {
  25282. shape: this.getPoints( divisions ),
  25283. holes: this.getPointsHoles( divisions )
  25284. };
  25285. }
  25286. copy( source ) {
  25287. super.copy( source );
  25288. this.holes = [];
  25289. for ( let i = 0, l = source.holes.length; i < l; i ++ ) {
  25290. const hole = source.holes[ i ];
  25291. this.holes.push( hole.clone() );
  25292. }
  25293. return this;
  25294. }
  25295. toJSON() {
  25296. const data = super.toJSON();
  25297. data.uuid = this.uuid;
  25298. data.holes = [];
  25299. for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
  25300. const hole = this.holes[ i ];
  25301. data.holes.push( hole.toJSON() );
  25302. }
  25303. return data;
  25304. }
  25305. fromJSON( json ) {
  25306. super.fromJSON( json );
  25307. this.uuid = json.uuid;
  25308. this.holes = [];
  25309. for ( let i = 0, l = json.holes.length; i < l; i ++ ) {
  25310. const hole = json.holes[ i ];
  25311. this.holes.push( new Path().fromJSON( hole ) );
  25312. }
  25313. return this;
  25314. }
  25315. }
  25316. /* eslint-disable */
  25317. // copy of mapbox/earcut version 3.0.2
  25318. // https://github.com/mapbox/earcut/tree/v3.0.2
  25319. function earcut(data, holeIndices, dim = 2) {
  25320. const hasHoles = holeIndices && holeIndices.length;
  25321. const outerLen = hasHoles ? holeIndices[0] * dim : data.length;
  25322. let outerNode = linkedList(data, 0, outerLen, dim, true);
  25323. const triangles = [];
  25324. if (!outerNode || outerNode.next === outerNode.prev) return triangles;
  25325. let minX, minY, invSize;
  25326. if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim);
  25327. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  25328. if (data.length > 80 * dim) {
  25329. minX = data[0];
  25330. minY = data[1];
  25331. let maxX = minX;
  25332. let maxY = minY;
  25333. for (let i = dim; i < outerLen; i += dim) {
  25334. const x = data[i];
  25335. const y = data[i + 1];
  25336. if (x < minX) minX = x;
  25337. if (y < minY) minY = y;
  25338. if (x > maxX) maxX = x;
  25339. if (y > maxY) maxY = y;
  25340. }
  25341. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  25342. invSize = Math.max(maxX - minX, maxY - minY);
  25343. invSize = invSize !== 0 ? 32767 / invSize : 0;
  25344. }
  25345. earcutLinked(outerNode, triangles, dim, minX, minY, invSize, 0);
  25346. return triangles;
  25347. }
  25348. // create a circular doubly linked list from polygon points in the specified winding order
  25349. function linkedList(data, start, end, dim, clockwise) {
  25350. let last;
  25351. if (clockwise === (signedArea(data, start, end, dim) > 0)) {
  25352. for (let i = start; i < end; i += dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last);
  25353. } else {
  25354. for (let i = end - dim; i >= start; i -= dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last);
  25355. }
  25356. if (last && equals(last, last.next)) {
  25357. removeNode(last);
  25358. last = last.next;
  25359. }
  25360. return last;
  25361. }
  25362. // eliminate colinear or duplicate points
  25363. function filterPoints(start, end) {
  25364. if (!start) return start;
  25365. if (!end) end = start;
  25366. let p = start,
  25367. again;
  25368. do {
  25369. again = false;
  25370. if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {
  25371. removeNode(p);
  25372. p = end = p.prev;
  25373. if (p === p.next) break;
  25374. again = true;
  25375. } else {
  25376. p = p.next;
  25377. }
  25378. } while (again || p !== end);
  25379. return end;
  25380. }
  25381. // main ear slicing loop which triangulates a polygon (given as a linked list)
  25382. function earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) {
  25383. if (!ear) return;
  25384. // interlink polygon nodes in z-order
  25385. if (!pass && invSize) indexCurve(ear, minX, minY, invSize);
  25386. let stop = ear;
  25387. // iterate through ears, slicing them one by one
  25388. while (ear.prev !== ear.next) {
  25389. const prev = ear.prev;
  25390. const next = ear.next;
  25391. if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) {
  25392. triangles.push(prev.i, ear.i, next.i); // cut off the triangle
  25393. removeNode(ear);
  25394. // skipping the next vertex leads to less sliver triangles
  25395. ear = next.next;
  25396. stop = next.next;
  25397. continue;
  25398. }
  25399. ear = next;
  25400. // if we looped through the whole remaining polygon and can't find any more ears
  25401. if (ear === stop) {
  25402. // try filtering points and slicing again
  25403. if (!pass) {
  25404. earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1);
  25405. // if this didn't work, try curing all small self-intersections locally
  25406. } else if (pass === 1) {
  25407. ear = cureLocalIntersections(filterPoints(ear), triangles);
  25408. earcutLinked(ear, triangles, dim, minX, minY, invSize, 2);
  25409. // as a last resort, try splitting the remaining polygon into two
  25410. } else if (pass === 2) {
  25411. splitEarcut(ear, triangles, dim, minX, minY, invSize);
  25412. }
  25413. break;
  25414. }
  25415. }
  25416. }
  25417. // check whether a polygon node forms a valid ear with adjacent nodes
  25418. function isEar(ear) {
  25419. const a = ear.prev,
  25420. b = ear,
  25421. c = ear.next;
  25422. if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
  25423. // now make sure we don't have other points inside the potential ear
  25424. const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
  25425. // triangle bbox
  25426. const x0 = Math.min(ax, bx, cx),
  25427. y0 = Math.min(ay, by, cy),
  25428. x1 = Math.max(ax, bx, cx),
  25429. y1 = Math.max(ay, by, cy);
  25430. let p = c.next;
  25431. while (p !== a) {
  25432. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 &&
  25433. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) &&
  25434. area(p.prev, p, p.next) >= 0) return false;
  25435. p = p.next;
  25436. }
  25437. return true;
  25438. }
  25439. function isEarHashed(ear, minX, minY, invSize) {
  25440. const a = ear.prev,
  25441. b = ear,
  25442. c = ear.next;
  25443. if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
  25444. const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
  25445. // triangle bbox
  25446. const x0 = Math.min(ax, bx, cx),
  25447. y0 = Math.min(ay, by, cy),
  25448. x1 = Math.max(ax, bx, cx),
  25449. y1 = Math.max(ay, by, cy);
  25450. // z-order range for the current triangle bbox;
  25451. const minZ = zOrder(x0, y0, minX, minY, invSize),
  25452. maxZ = zOrder(x1, y1, minX, minY, invSize);
  25453. let p = ear.prevZ,
  25454. n = ear.nextZ;
  25455. // look for points inside the triangle in both directions
  25456. while (p && p.z >= minZ && n && n.z <= maxZ) {
  25457. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
  25458. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
  25459. p = p.prevZ;
  25460. if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
  25461. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
  25462. n = n.nextZ;
  25463. }
  25464. // look for remaining points in decreasing z-order
  25465. while (p && p.z >= minZ) {
  25466. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
  25467. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
  25468. p = p.prevZ;
  25469. }
  25470. // look for remaining points in increasing z-order
  25471. while (n && n.z <= maxZ) {
  25472. if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
  25473. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
  25474. n = n.nextZ;
  25475. }
  25476. return true;
  25477. }
  25478. // go through all polygon nodes and cure small local self-intersections
  25479. function cureLocalIntersections(start, triangles) {
  25480. let p = start;
  25481. do {
  25482. const a = p.prev,
  25483. b = p.next.next;
  25484. if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {
  25485. triangles.push(a.i, p.i, b.i);
  25486. // remove two nodes involved
  25487. removeNode(p);
  25488. removeNode(p.next);
  25489. p = start = b;
  25490. }
  25491. p = p.next;
  25492. } while (p !== start);
  25493. return filterPoints(p);
  25494. }
  25495. // try splitting polygon into two and triangulate them independently
  25496. function splitEarcut(start, triangles, dim, minX, minY, invSize) {
  25497. // look for a valid diagonal that divides the polygon into two
  25498. let a = start;
  25499. do {
  25500. let b = a.next.next;
  25501. while (b !== a.prev) {
  25502. if (a.i !== b.i && isValidDiagonal(a, b)) {
  25503. // split the polygon in two by the diagonal
  25504. let c = splitPolygon(a, b);
  25505. // filter colinear points around the cuts
  25506. a = filterPoints(a, a.next);
  25507. c = filterPoints(c, c.next);
  25508. // run earcut on each half
  25509. earcutLinked(a, triangles, dim, minX, minY, invSize, 0);
  25510. earcutLinked(c, triangles, dim, minX, minY, invSize, 0);
  25511. return;
  25512. }
  25513. b = b.next;
  25514. }
  25515. a = a.next;
  25516. } while (a !== start);
  25517. }
  25518. // link every hole into the outer loop, producing a single-ring polygon without holes
  25519. function eliminateHoles(data, holeIndices, outerNode, dim) {
  25520. const queue = [];
  25521. for (let i = 0, len = holeIndices.length; i < len; i++) {
  25522. const start = holeIndices[i] * dim;
  25523. const end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
  25524. const list = linkedList(data, start, end, dim, false);
  25525. if (list === list.next) list.steiner = true;
  25526. queue.push(getLeftmost(list));
  25527. }
  25528. queue.sort(compareXYSlope);
  25529. // process holes from left to right
  25530. for (let i = 0; i < queue.length; i++) {
  25531. outerNode = eliminateHole(queue[i], outerNode);
  25532. }
  25533. return outerNode;
  25534. }
  25535. function compareXYSlope(a, b) {
  25536. let result = a.x - b.x;
  25537. // when the left-most point of 2 holes meet at a vertex, sort the holes counterclockwise so that when we find
  25538. // the bridge to the outer shell is always the point that they meet at.
  25539. if (result === 0) {
  25540. result = a.y - b.y;
  25541. if (result === 0) {
  25542. const aSlope = (a.next.y - a.y) / (a.next.x - a.x);
  25543. const bSlope = (b.next.y - b.y) / (b.next.x - b.x);
  25544. result = aSlope - bSlope;
  25545. }
  25546. }
  25547. return result;
  25548. }
  25549. // find a bridge between vertices that connects hole with an outer ring and link it
  25550. function eliminateHole(hole, outerNode) {
  25551. const bridge = findHoleBridge(hole, outerNode);
  25552. if (!bridge) {
  25553. return outerNode;
  25554. }
  25555. const bridgeReverse = splitPolygon(bridge, hole);
  25556. // filter collinear points around the cuts
  25557. filterPoints(bridgeReverse, bridgeReverse.next);
  25558. return filterPoints(bridge, bridge.next);
  25559. }
  25560. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  25561. function findHoleBridge(hole, outerNode) {
  25562. let p = outerNode;
  25563. const hx = hole.x;
  25564. const hy = hole.y;
  25565. let qx = -Infinity;
  25566. let m;
  25567. // find a segment intersected by a ray from the hole's leftmost point to the left;
  25568. // segment's endpoint with lesser x will be potential connection point
  25569. // unless they intersect at a vertex, then choose the vertex
  25570. if (equals(hole, p)) return p;
  25571. do {
  25572. if (equals(hole, p.next)) return p.next;
  25573. else if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {
  25574. const x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);
  25575. if (x <= hx && x > qx) {
  25576. qx = x;
  25577. m = p.x < p.next.x ? p : p.next;
  25578. if (x === hx) return m; // hole touches outer segment; pick leftmost endpoint
  25579. }
  25580. }
  25581. p = p.next;
  25582. } while (p !== outerNode);
  25583. if (!m) return null;
  25584. // look for points inside the triangle of hole point, segment intersection and endpoint;
  25585. // if there are no points found, we have a valid connection;
  25586. // otherwise choose the point of the minimum angle with the ray as connection point
  25587. const stop = m;
  25588. const mx = m.x;
  25589. const my = m.y;
  25590. let tanMin = Infinity;
  25591. p = m;
  25592. do {
  25593. if (hx >= p.x && p.x >= mx && hx !== p.x &&
  25594. pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {
  25595. const tan = Math.abs(hy - p.y) / (hx - p.x); // tangential
  25596. if (locallyInside(p, hole) &&
  25597. (tan < tanMin || (tan === tanMin && (p.x > m.x || (p.x === m.x && sectorContainsSector(m, p)))))) {
  25598. m = p;
  25599. tanMin = tan;
  25600. }
  25601. }
  25602. p = p.next;
  25603. } while (p !== stop);
  25604. return m;
  25605. }
  25606. // whether sector in vertex m contains sector in vertex p in the same coordinates
  25607. function sectorContainsSector(m, p) {
  25608. return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0;
  25609. }
  25610. // interlink polygon nodes in z-order
  25611. function indexCurve(start, minX, minY, invSize) {
  25612. let p = start;
  25613. do {
  25614. if (p.z === 0) p.z = zOrder(p.x, p.y, minX, minY, invSize);
  25615. p.prevZ = p.prev;
  25616. p.nextZ = p.next;
  25617. p = p.next;
  25618. } while (p !== start);
  25619. p.prevZ.nextZ = null;
  25620. p.prevZ = null;
  25621. sortLinked(p);
  25622. }
  25623. // Simon Tatham's linked list merge sort algorithm
  25624. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  25625. function sortLinked(list) {
  25626. let numMerges;
  25627. let inSize = 1;
  25628. do {
  25629. let p = list;
  25630. let e;
  25631. list = null;
  25632. let tail = null;
  25633. numMerges = 0;
  25634. while (p) {
  25635. numMerges++;
  25636. let q = p;
  25637. let pSize = 0;
  25638. for (let i = 0; i < inSize; i++) {
  25639. pSize++;
  25640. q = q.nextZ;
  25641. if (!q) break;
  25642. }
  25643. let qSize = inSize;
  25644. while (pSize > 0 || (qSize > 0 && q)) {
  25645. if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) {
  25646. e = p;
  25647. p = p.nextZ;
  25648. pSize--;
  25649. } else {
  25650. e = q;
  25651. q = q.nextZ;
  25652. qSize--;
  25653. }
  25654. if (tail) tail.nextZ = e;
  25655. else list = e;
  25656. e.prevZ = tail;
  25657. tail = e;
  25658. }
  25659. p = q;
  25660. }
  25661. tail.nextZ = null;
  25662. inSize *= 2;
  25663. } while (numMerges > 1);
  25664. return list;
  25665. }
  25666. // z-order of a point given coords and inverse of the longer side of data bbox
  25667. function zOrder(x, y, minX, minY, invSize) {
  25668. // coords are transformed into non-negative 15-bit integer range
  25669. x = (x - minX) * invSize | 0;
  25670. y = (y - minY) * invSize | 0;
  25671. x = (x | (x << 8)) & 0x00FF00FF;
  25672. x = (x | (x << 4)) & 0x0F0F0F0F;
  25673. x = (x | (x << 2)) & 0x33333333;
  25674. x = (x | (x << 1)) & 0x55555555;
  25675. y = (y | (y << 8)) & 0x00FF00FF;
  25676. y = (y | (y << 4)) & 0x0F0F0F0F;
  25677. y = (y | (y << 2)) & 0x33333333;
  25678. y = (y | (y << 1)) & 0x55555555;
  25679. return x | (y << 1);
  25680. }
  25681. // find the leftmost node of a polygon ring
  25682. function getLeftmost(start) {
  25683. let p = start,
  25684. leftmost = start;
  25685. do {
  25686. if (p.x < leftmost.x || (p.x === leftmost.x && p.y < leftmost.y)) leftmost = p;
  25687. p = p.next;
  25688. } while (p !== start);
  25689. return leftmost;
  25690. }
  25691. // check if a point lies within a convex triangle
  25692. function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {
  25693. return (cx - px) * (ay - py) >= (ax - px) * (cy - py) &&
  25694. (ax - px) * (by - py) >= (bx - px) * (ay - py) &&
  25695. (bx - px) * (cy - py) >= (cx - px) * (by - py);
  25696. }
  25697. // check if a point lies within a convex triangle but false if its equal to the first point of the triangle
  25698. function pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, px, py) {
  25699. return !(ax === px && ay === py) && pointInTriangle(ax, ay, bx, by, cx, cy, px, py);
  25700. }
  25701. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  25702. function isValidDiagonal(a, b) {
  25703. return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && // doesn't intersect other edges
  25704. (locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && // locally visible
  25705. (area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors
  25706. equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case
  25707. }
  25708. // signed area of a triangle
  25709. function area(p, q, r) {
  25710. return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);
  25711. }
  25712. // check if two points are equal
  25713. function equals(p1, p2) {
  25714. return p1.x === p2.x && p1.y === p2.y;
  25715. }
  25716. // check if two segments intersect
  25717. function intersects(p1, q1, p2, q2) {
  25718. const o1 = sign(area(p1, q1, p2));
  25719. const o2 = sign(area(p1, q1, q2));
  25720. const o3 = sign(area(p2, q2, p1));
  25721. const o4 = sign(area(p2, q2, q1));
  25722. if (o1 !== o2 && o3 !== o4) return true; // general case
  25723. if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1
  25724. if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1
  25725. if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2
  25726. if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2
  25727. return false;
  25728. }
  25729. // for collinear points p, q, r, check if point q lies on segment pr
  25730. function onSegment(p, q, r) {
  25731. 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);
  25732. }
  25733. function sign(num) {
  25734. return num > 0 ? 1 : num < 0 ? -1 : 0;
  25735. }
  25736. // check if a polygon diagonal intersects any polygon segments
  25737. function intersectsPolygon(a, b) {
  25738. let p = a;
  25739. do {
  25740. if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  25741. intersects(p, p.next, a, b)) return true;
  25742. p = p.next;
  25743. } while (p !== a);
  25744. return false;
  25745. }
  25746. // check if a polygon diagonal is locally inside the polygon
  25747. function locallyInside(a, b) {
  25748. return area(a.prev, a, a.next) < 0 ?
  25749. area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 :
  25750. area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;
  25751. }
  25752. // check if the middle point of a polygon diagonal is inside the polygon
  25753. function middleInside(a, b) {
  25754. let p = a;
  25755. let inside = false;
  25756. const px = (a.x + b.x) / 2;
  25757. const py = (a.y + b.y) / 2;
  25758. do {
  25759. if (((p.y > py) !== (p.next.y > py)) && p.next.y !== p.y &&
  25760. (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))
  25761. inside = !inside;
  25762. p = p.next;
  25763. } while (p !== a);
  25764. return inside;
  25765. }
  25766. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  25767. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  25768. function splitPolygon(a, b) {
  25769. const a2 = createNode(a.i, a.x, a.y),
  25770. b2 = createNode(b.i, b.x, b.y),
  25771. an = a.next,
  25772. bp = b.prev;
  25773. a.next = b;
  25774. b.prev = a;
  25775. a2.next = an;
  25776. an.prev = a2;
  25777. b2.next = a2;
  25778. a2.prev = b2;
  25779. bp.next = b2;
  25780. b2.prev = bp;
  25781. return b2;
  25782. }
  25783. // create a node and optionally link it with previous one (in a circular doubly linked list)
  25784. function insertNode(i, x, y, last) {
  25785. const p = createNode(i, x, y);
  25786. if (!last) {
  25787. p.prev = p;
  25788. p.next = p;
  25789. } else {
  25790. p.next = last.next;
  25791. p.prev = last;
  25792. last.next.prev = p;
  25793. last.next = p;
  25794. }
  25795. return p;
  25796. }
  25797. function removeNode(p) {
  25798. p.next.prev = p.prev;
  25799. p.prev.next = p.next;
  25800. if (p.prevZ) p.prevZ.nextZ = p.nextZ;
  25801. if (p.nextZ) p.nextZ.prevZ = p.prevZ;
  25802. }
  25803. function createNode(i, x, y) {
  25804. return {
  25805. i, // vertex index in coordinates array
  25806. x, y, // vertex coordinates
  25807. prev: null, // previous and next vertex nodes in a polygon ring
  25808. next: null,
  25809. z: 0, // z-order curve value
  25810. prevZ: null, // previous and next nodes in z-order
  25811. nextZ: null,
  25812. steiner: false // indicates whether this is a steiner point
  25813. };
  25814. }
  25815. function signedArea(data, start, end, dim) {
  25816. let sum = 0;
  25817. for (let i = start, j = end - dim; i < end; i += dim) {
  25818. sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);
  25819. j = i;
  25820. }
  25821. return sum;
  25822. }
  25823. /**
  25824. * An implementation of the earcut polygon triangulation algorithm.
  25825. * The code is a port of [mapbox/earcut](https://github.com/mapbox/earcut).
  25826. *
  25827. * @see https://github.com/mapbox/earcut
  25828. */
  25829. class Earcut {
  25830. /**
  25831. * Triangulates the given shape definition by returning an array of triangles.
  25832. *
  25833. * @param {Array<number>} data - An array with 2D points.
  25834. * @param {Array<number>} holeIndices - An array with indices defining holes.
  25835. * @param {number} [dim=2] - The number of coordinates per vertex in the input array.
  25836. * @return {Array<number>} An array representing the triangulated faces. Each face is defined by three consecutive numbers
  25837. * representing vertex indices.
  25838. */
  25839. static triangulate( data, holeIndices, dim = 2 ) {
  25840. return earcut( data, holeIndices, dim );
  25841. }
  25842. }
  25843. /**
  25844. * A class containing utility functions for shapes.
  25845. *
  25846. * @hideconstructor
  25847. */
  25848. class ShapeUtils {
  25849. /**
  25850. * Calculate area of a ( 2D ) contour polygon.
  25851. *
  25852. * @param {Array<Vector2>} contour - An array of 2D points.
  25853. * @return {number} The area.
  25854. */
  25855. static area( contour ) {
  25856. const n = contour.length;
  25857. let a = 0.0;
  25858. for ( let p = n - 1, q = 0; q < n; p = q ++ ) {
  25859. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  25860. }
  25861. return a * 0.5;
  25862. }
  25863. /**
  25864. * Returns `true` if the given contour uses a clockwise winding order.
  25865. *
  25866. * @param {Array<Vector2>} pts - An array of 2D points defining a polygon.
  25867. * @return {boolean} Whether the given contour uses a clockwise winding order or not.
  25868. */
  25869. static isClockWise( pts ) {
  25870. return ShapeUtils.area( pts ) < 0;
  25871. }
  25872. /**
  25873. * Triangulates the given shape definition.
  25874. *
  25875. * @param {Array<Vector2>} contour - An array of 2D points defining the contour.
  25876. * @param {Array<Array<Vector2>>} holes - An array that holds arrays of 2D points defining the holes.
  25877. * @return {Array<Array<number>>} An array that holds for each face definition an array with three indices.
  25878. */
  25879. static triangulateShape( contour, holes ) {
  25880. const vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  25881. const holeIndices = []; // array of hole indices
  25882. const faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  25883. removeDupEndPts( contour );
  25884. addContour( vertices, contour );
  25885. //
  25886. let holeIndex = contour.length;
  25887. holes.forEach( removeDupEndPts );
  25888. for ( let i = 0; i < holes.length; i ++ ) {
  25889. holeIndices.push( holeIndex );
  25890. holeIndex += holes[ i ].length;
  25891. addContour( vertices, holes[ i ] );
  25892. }
  25893. //
  25894. const triangles = Earcut.triangulate( vertices, holeIndices );
  25895. //
  25896. for ( let i = 0; i < triangles.length; i += 3 ) {
  25897. faces.push( triangles.slice( i, i + 3 ) );
  25898. }
  25899. return faces;
  25900. }
  25901. }
  25902. function removeDupEndPts( points ) {
  25903. const l = points.length;
  25904. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  25905. points.pop();
  25906. }
  25907. }
  25908. function addContour( vertices, contour ) {
  25909. for ( let i = 0; i < contour.length; i ++ ) {
  25910. vertices.push( contour[ i ].x );
  25911. vertices.push( contour[ i ].y );
  25912. }
  25913. }
  25914. /**
  25915. * Creates extruded geometry from a path shape.
  25916. *
  25917. * ```js
  25918. * const length = 12, width = 8;
  25919. *
  25920. * const shape = new THREE.Shape();
  25921. * shape.moveTo( 0,0 );
  25922. * shape.lineTo( 0, width );
  25923. * shape.lineTo( length, width );
  25924. * shape.lineTo( length, 0 );
  25925. * shape.lineTo( 0, 0 );
  25926. *
  25927. * const geometry = new THREE.ExtrudeGeometry( shape );
  25928. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  25929. * const mesh = new THREE.Mesh( geometry, material ) ;
  25930. * scene.add( mesh );
  25931. * ```
  25932. *
  25933. * @augments BufferGeometry
  25934. * @demo scenes/geometry-browser.html#ExtrudeGeometry
  25935. */
  25936. class ExtrudeGeometry extends BufferGeometry {
  25937. /**
  25938. * Constructs a new extrude geometry.
  25939. *
  25940. * @param {Shape|Array<Shape>} [shapes] - A shape or an array of shapes.
  25941. * @param {ExtrudeGeometry~Options} [options] - The extrude settings.
  25942. */
  25943. 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 = {} ) {
  25944. super();
  25945. this.type = 'ExtrudeGeometry';
  25946. /**
  25947. * Holds the constructor parameters that have been
  25948. * used to generate the geometry. Any modification
  25949. * after instantiation does not change the geometry.
  25950. *
  25951. * @type {Object}
  25952. */
  25953. this.parameters = {
  25954. shapes: shapes,
  25955. options: options
  25956. };
  25957. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  25958. const scope = this;
  25959. const verticesArray = [];
  25960. const uvArray = [];
  25961. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  25962. const shape = shapes[ i ];
  25963. addShape( shape );
  25964. }
  25965. // build geometry
  25966. this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  25967. this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  25968. this.computeVertexNormals();
  25969. // functions
  25970. function addShape( shape ) {
  25971. const placeholder = [];
  25972. // options
  25973. const curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  25974. const steps = options.steps !== undefined ? options.steps : 1;
  25975. const depth = options.depth !== undefined ? options.depth : 1;
  25976. let bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  25977. let bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 0.2;
  25978. let bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 0.1;
  25979. let bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  25980. let bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  25981. const extrudePath = options.extrudePath;
  25982. const uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  25983. //
  25984. let extrudePts, extrudeByPath = false;
  25985. let splineTube, binormal, normal, position2;
  25986. if ( extrudePath ) {
  25987. extrudePts = extrudePath.getSpacedPoints( steps );
  25988. extrudeByPath = true;
  25989. bevelEnabled = false; // bevels not supported for path extrusion
  25990. // SETUP TNB variables
  25991. const isClosed = extrudePath.isCatmullRomCurve3 ? extrudePath.closed : false;
  25992. splineTube = extrudePath.computeFrenetFrames( steps, isClosed );
  25993. // log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  25994. binormal = new Vector3();
  25995. normal = new Vector3();
  25996. position2 = new Vector3();
  25997. }
  25998. // Safeguards if bevels are not enabled
  25999. if ( ! bevelEnabled ) {
  26000. bevelSegments = 0;
  26001. bevelThickness = 0;
  26002. bevelSize = 0;
  26003. bevelOffset = 0;
  26004. }
  26005. // Variables initialization
  26006. const shapePoints = shape.extractPoints( curveSegments );
  26007. let vertices = shapePoints.shape;
  26008. const holes = shapePoints.holes;
  26009. const reverse = ! ShapeUtils.isClockWise( vertices );
  26010. if ( reverse ) {
  26011. vertices = vertices.reverse();
  26012. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  26013. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  26014. const ahole = holes[ h ];
  26015. if ( ShapeUtils.isClockWise( ahole ) ) {
  26016. holes[ h ] = ahole.reverse();
  26017. }
  26018. }
  26019. }
  26020. /**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.
  26021. * @param {Array<Vector2>} points
  26022. */
  26023. function mergeOverlappingPoints( points ) {
  26024. const THRESHOLD = 1e-10;
  26025. const THRESHOLD_SQ = THRESHOLD * THRESHOLD;
  26026. let prevPos = points[ 0 ];
  26027. for ( let i = 1; i <= points.length; i ++ ) {
  26028. const currentIndex = i % points.length;
  26029. const currentPos = points[ currentIndex ];
  26030. const dx = currentPos.x - prevPos.x;
  26031. const dy = currentPos.y - prevPos.y;
  26032. const distSq = dx * dx + dy * dy;
  26033. const scalingFactorSqrt = Math.max(
  26034. Math.abs( currentPos.x ),
  26035. Math.abs( currentPos.y ),
  26036. Math.abs( prevPos.x ),
  26037. Math.abs( prevPos.y )
  26038. );
  26039. const thresholdSqScaled = THRESHOLD_SQ * scalingFactorSqrt * scalingFactorSqrt;
  26040. if ( distSq <= thresholdSqScaled ) {
  26041. points.splice( currentIndex, 1 );
  26042. i --;
  26043. continue;
  26044. }
  26045. prevPos = currentPos;
  26046. }
  26047. }
  26048. mergeOverlappingPoints( vertices );
  26049. holes.forEach( mergeOverlappingPoints );
  26050. const numHoles = holes.length;
  26051. /* Vertices */
  26052. const contour = vertices; // vertices has all points but contour has only points of circumference
  26053. for ( let h = 0; h < numHoles; h ++ ) {
  26054. const ahole = holes[ h ];
  26055. vertices = vertices.concat( ahole );
  26056. }
  26057. function scalePt2( pt, vec, size ) {
  26058. if ( ! vec ) error( 'ExtrudeGeometry: vec does not exist' );
  26059. return pt.clone().addScaledVector( vec, size );
  26060. }
  26061. const vlen = vertices.length;
  26062. // Find directions for point movement
  26063. function getBevelVec( inPt, inPrev, inNext ) {
  26064. // computes for inPt the corresponding point inPt' on a new contour
  26065. // shifted by 1 unit (length of normalized vector) to the left
  26066. // if we walk along contour clockwise, this new contour is outside the old one
  26067. //
  26068. // inPt' is the intersection of the two lines parallel to the two
  26069. // adjacent edges of inPt at a distance of 1 unit on the left side.
  26070. let v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  26071. // good reading for geometry algorithms (here: line-line intersection)
  26072. // http://geomalgorithms.com/a05-_intersect-1.html
  26073. const v_prev_x = inPt.x - inPrev.x,
  26074. v_prev_y = inPt.y - inPrev.y;
  26075. const v_next_x = inNext.x - inPt.x,
  26076. v_next_y = inNext.y - inPt.y;
  26077. const v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  26078. // check for collinear edges
  26079. const collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  26080. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  26081. // not collinear
  26082. // length of vectors for normalizing
  26083. const v_prev_len = Math.sqrt( v_prev_lensq );
  26084. const v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  26085. // shift adjacent points by unit vectors to the left
  26086. const ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  26087. const ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  26088. const ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  26089. const ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  26090. // scaling factor for v_prev to intersection point
  26091. const sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  26092. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  26093. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  26094. // vector from inPt to intersection point
  26095. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  26096. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  26097. // Don't normalize!, otherwise sharp corners become ugly
  26098. // but prevent crazy spikes
  26099. const v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  26100. if ( v_trans_lensq <= 2 ) {
  26101. return new Vector2( v_trans_x, v_trans_y );
  26102. } else {
  26103. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  26104. }
  26105. } else {
  26106. // handle special case of collinear edges
  26107. let direction_eq = false; // assumes: opposite
  26108. if ( v_prev_x > Number.EPSILON ) {
  26109. if ( v_next_x > Number.EPSILON ) {
  26110. direction_eq = true;
  26111. }
  26112. } else {
  26113. if ( v_prev_x < - Number.EPSILON ) {
  26114. if ( v_next_x < - Number.EPSILON ) {
  26115. direction_eq = true;
  26116. }
  26117. } else {
  26118. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  26119. direction_eq = true;
  26120. }
  26121. }
  26122. }
  26123. if ( direction_eq ) {
  26124. // log("Warning: lines are a straight sequence");
  26125. v_trans_x = - v_prev_y;
  26126. v_trans_y = v_prev_x;
  26127. shrink_by = Math.sqrt( v_prev_lensq );
  26128. } else {
  26129. // log("Warning: lines are a straight spike");
  26130. v_trans_x = v_prev_x;
  26131. v_trans_y = v_prev_y;
  26132. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  26133. }
  26134. }
  26135. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  26136. }
  26137. const contourMovements = [];
  26138. for ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  26139. if ( j === il ) j = 0;
  26140. if ( k === il ) k = 0;
  26141. // (j)---(i)---(k)
  26142. // log('i,j,k', i, j , k)
  26143. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  26144. }
  26145. const holesMovements = [];
  26146. let oneHoleMovements, verticesMovements = contourMovements.concat();
  26147. for ( let h = 0, hl = numHoles; h < hl; h ++ ) {
  26148. const ahole = holes[ h ];
  26149. oneHoleMovements = [];
  26150. for ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  26151. if ( j === il ) j = 0;
  26152. if ( k === il ) k = 0;
  26153. // (j)---(i)---(k)
  26154. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  26155. }
  26156. holesMovements.push( oneHoleMovements );
  26157. verticesMovements = verticesMovements.concat( oneHoleMovements );
  26158. }
  26159. let faces;
  26160. if ( bevelSegments === 0 ) {
  26161. faces = ShapeUtils.triangulateShape( contour, holes );
  26162. } else {
  26163. const contractedContourVertices = [];
  26164. const expandedHoleVertices = [];
  26165. // Loop bevelSegments, 1 for the front, 1 for the back
  26166. for ( let b = 0; b < bevelSegments; b ++ ) {
  26167. //for ( b = bevelSegments; b > 0; b -- ) {
  26168. const t = b / bevelSegments;
  26169. const z = bevelThickness * Math.cos( t * Math.PI / 2 );
  26170. const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  26171. // contract shape
  26172. for ( let i = 0, il = contour.length; i < il; i ++ ) {
  26173. const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  26174. v( vert.x, vert.y, - z );
  26175. if ( t === 0 ) contractedContourVertices.push( vert );
  26176. }
  26177. // expand holes
  26178. for ( let h = 0, hl = numHoles; h < hl; h ++ ) {
  26179. const ahole = holes[ h ];
  26180. oneHoleMovements = holesMovements[ h ];
  26181. const oneHoleVertices = [];
  26182. for ( let i = 0, il = ahole.length; i < il; i ++ ) {
  26183. const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  26184. v( vert.x, vert.y, - z );
  26185. if ( t === 0 ) oneHoleVertices.push( vert );
  26186. }
  26187. if ( t === 0 ) expandedHoleVertices.push( oneHoleVertices );
  26188. }
  26189. }
  26190. faces = ShapeUtils.triangulateShape( contractedContourVertices, expandedHoleVertices );
  26191. }
  26192. const flen = faces.length;
  26193. const bs = bevelSize + bevelOffset;
  26194. // Back facing vertices
  26195. for ( let i = 0; i < vlen; i ++ ) {
  26196. const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  26197. if ( ! extrudeByPath ) {
  26198. v( vert.x, vert.y, 0 );
  26199. } else {
  26200. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  26201. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  26202. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  26203. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  26204. v( position2.x, position2.y, position2.z );
  26205. }
  26206. }
  26207. // Add stepped vertices...
  26208. // Including front facing vertices
  26209. for ( let s = 1; s <= steps; s ++ ) {
  26210. for ( let i = 0; i < vlen; i ++ ) {
  26211. const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  26212. if ( ! extrudeByPath ) {
  26213. v( vert.x, vert.y, depth / steps * s );
  26214. } else {
  26215. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  26216. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  26217. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  26218. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  26219. v( position2.x, position2.y, position2.z );
  26220. }
  26221. }
  26222. }
  26223. // Add bevel segments planes
  26224. //for ( b = 1; b <= bevelSegments; b ++ ) {
  26225. for ( let b = bevelSegments - 1; b >= 0; b -- ) {
  26226. const t = b / bevelSegments;
  26227. const z = bevelThickness * Math.cos( t * Math.PI / 2 );
  26228. const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  26229. // contract shape
  26230. for ( let i = 0, il = contour.length; i < il; i ++ ) {
  26231. const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  26232. v( vert.x, vert.y, depth + z );
  26233. }
  26234. // expand holes
  26235. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  26236. const ahole = holes[ h ];
  26237. oneHoleMovements = holesMovements[ h ];
  26238. for ( let i = 0, il = ahole.length; i < il; i ++ ) {
  26239. const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  26240. if ( ! extrudeByPath ) {
  26241. v( vert.x, vert.y, depth + z );
  26242. } else {
  26243. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  26244. }
  26245. }
  26246. }
  26247. }
  26248. /* Faces */
  26249. // Top and bottom faces
  26250. buildLidFaces();
  26251. // Sides faces
  26252. buildSideFaces();
  26253. ///// Internal functions
  26254. function buildLidFaces() {
  26255. const start = verticesArray.length / 3;
  26256. if ( bevelEnabled ) {
  26257. let layer = 0; // steps + 1
  26258. let offset = vlen * layer;
  26259. // Bottom faces
  26260. for ( let i = 0; i < flen; i ++ ) {
  26261. const face = faces[ i ];
  26262. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  26263. }
  26264. layer = steps + bevelSegments * 2;
  26265. offset = vlen * layer;
  26266. // Top faces
  26267. for ( let i = 0; i < flen; i ++ ) {
  26268. const face = faces[ i ];
  26269. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  26270. }
  26271. } else {
  26272. // Bottom faces
  26273. for ( let i = 0; i < flen; i ++ ) {
  26274. const face = faces[ i ];
  26275. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  26276. }
  26277. // Top faces
  26278. for ( let i = 0; i < flen; i ++ ) {
  26279. const face = faces[ i ];
  26280. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  26281. }
  26282. }
  26283. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  26284. }
  26285. // Create faces for the z-sides of the shape
  26286. function buildSideFaces() {
  26287. const start = verticesArray.length / 3;
  26288. let layeroffset = 0;
  26289. sidewalls( contour, layeroffset );
  26290. layeroffset += contour.length;
  26291. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  26292. const ahole = holes[ h ];
  26293. sidewalls( ahole, layeroffset );
  26294. //, true
  26295. layeroffset += ahole.length;
  26296. }
  26297. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  26298. }
  26299. function sidewalls( contour, layeroffset ) {
  26300. let i = contour.length;
  26301. while ( -- i >= 0 ) {
  26302. const j = i;
  26303. let k = i - 1;
  26304. if ( k < 0 ) k = contour.length - 1;
  26305. //log('b', i,j, i-1, k,vertices.length);
  26306. for ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {
  26307. const slen1 = vlen * s;
  26308. const slen2 = vlen * ( s + 1 );
  26309. const a = layeroffset + j + slen1,
  26310. b = layeroffset + k + slen1,
  26311. c = layeroffset + k + slen2,
  26312. d = layeroffset + j + slen2;
  26313. f4( a, b, c, d );
  26314. }
  26315. }
  26316. }
  26317. function v( x, y, z ) {
  26318. placeholder.push( x );
  26319. placeholder.push( y );
  26320. placeholder.push( z );
  26321. }
  26322. function f3( a, b, c ) {
  26323. addVertex( a );
  26324. addVertex( b );
  26325. addVertex( c );
  26326. const nextIndex = verticesArray.length / 3;
  26327. const uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  26328. addUV( uvs[ 0 ] );
  26329. addUV( uvs[ 1 ] );
  26330. addUV( uvs[ 2 ] );
  26331. }
  26332. function f4( a, b, c, d ) {
  26333. addVertex( a );
  26334. addVertex( b );
  26335. addVertex( d );
  26336. addVertex( b );
  26337. addVertex( c );
  26338. addVertex( d );
  26339. const nextIndex = verticesArray.length / 3;
  26340. const uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  26341. addUV( uvs[ 0 ] );
  26342. addUV( uvs[ 1 ] );
  26343. addUV( uvs[ 3 ] );
  26344. addUV( uvs[ 1 ] );
  26345. addUV( uvs[ 2 ] );
  26346. addUV( uvs[ 3 ] );
  26347. }
  26348. function addVertex( index ) {
  26349. verticesArray.push( placeholder[ index * 3 + 0 ] );
  26350. verticesArray.push( placeholder[ index * 3 + 1 ] );
  26351. verticesArray.push( placeholder[ index * 3 + 2 ] );
  26352. }
  26353. function addUV( vector2 ) {
  26354. uvArray.push( vector2.x );
  26355. uvArray.push( vector2.y );
  26356. }
  26357. }
  26358. }
  26359. copy( source ) {
  26360. super.copy( source );
  26361. this.parameters = Object.assign( {}, source.parameters );
  26362. return this;
  26363. }
  26364. toJSON() {
  26365. const data = super.toJSON();
  26366. const shapes = this.parameters.shapes;
  26367. const options = this.parameters.options;
  26368. return toJSON$1( shapes, options, data );
  26369. }
  26370. /**
  26371. * Factory method for creating an instance of this class from the given
  26372. * JSON object.
  26373. *
  26374. * @param {Object} data - A JSON object representing the serialized geometry.
  26375. * @param {Array<Shape>} shapes - An array of shapes.
  26376. * @return {ExtrudeGeometry} A new instance.
  26377. */
  26378. static fromJSON( data, shapes ) {
  26379. const geometryShapes = [];
  26380. for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  26381. const shape = shapes[ data.shapes[ j ] ];
  26382. geometryShapes.push( shape );
  26383. }
  26384. const extrudePath = data.options.extrudePath;
  26385. if ( extrudePath !== undefined ) {
  26386. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  26387. }
  26388. return new ExtrudeGeometry( geometryShapes, data.options );
  26389. }
  26390. }
  26391. const WorldUVGenerator = {
  26392. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  26393. const a_x = vertices[ indexA * 3 ];
  26394. const a_y = vertices[ indexA * 3 + 1 ];
  26395. const b_x = vertices[ indexB * 3 ];
  26396. const b_y = vertices[ indexB * 3 + 1 ];
  26397. const c_x = vertices[ indexC * 3 ];
  26398. const c_y = vertices[ indexC * 3 + 1 ];
  26399. return [
  26400. new Vector2( a_x, a_y ),
  26401. new Vector2( b_x, b_y ),
  26402. new Vector2( c_x, c_y )
  26403. ];
  26404. },
  26405. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  26406. const a_x = vertices[ indexA * 3 ];
  26407. const a_y = vertices[ indexA * 3 + 1 ];
  26408. const a_z = vertices[ indexA * 3 + 2 ];
  26409. const b_x = vertices[ indexB * 3 ];
  26410. const b_y = vertices[ indexB * 3 + 1 ];
  26411. const b_z = vertices[ indexB * 3 + 2 ];
  26412. const c_x = vertices[ indexC * 3 ];
  26413. const c_y = vertices[ indexC * 3 + 1 ];
  26414. const c_z = vertices[ indexC * 3 + 2 ];
  26415. const d_x = vertices[ indexD * 3 ];
  26416. const d_y = vertices[ indexD * 3 + 1 ];
  26417. const d_z = vertices[ indexD * 3 + 2 ];
  26418. if ( Math.abs( a_y - b_y ) < Math.abs( a_x - b_x ) ) {
  26419. return [
  26420. new Vector2( a_x, 1 - a_z ),
  26421. new Vector2( b_x, 1 - b_z ),
  26422. new Vector2( c_x, 1 - c_z ),
  26423. new Vector2( d_x, 1 - d_z )
  26424. ];
  26425. } else {
  26426. return [
  26427. new Vector2( a_y, 1 - a_z ),
  26428. new Vector2( b_y, 1 - b_z ),
  26429. new Vector2( c_y, 1 - c_z ),
  26430. new Vector2( d_y, 1 - d_z )
  26431. ];
  26432. }
  26433. }
  26434. };
  26435. function toJSON$1( shapes, options, data ) {
  26436. data.shapes = [];
  26437. if ( Array.isArray( shapes ) ) {
  26438. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  26439. const shape = shapes[ i ];
  26440. data.shapes.push( shape.uuid );
  26441. }
  26442. } else {
  26443. data.shapes.push( shapes.uuid );
  26444. }
  26445. data.options = Object.assign( {}, options );
  26446. if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();
  26447. return data;
  26448. }
  26449. /**
  26450. * A geometry class for representing an icosahedron.
  26451. *
  26452. * ```js
  26453. * const geometry = new THREE.IcosahedronGeometry();
  26454. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26455. * const icosahedron = new THREE.Mesh( geometry, material );
  26456. * scene.add( icosahedron );
  26457. * ```
  26458. *
  26459. * @augments PolyhedronGeometry
  26460. * @demo scenes/geometry-browser.html#IcosahedronGeometry
  26461. */
  26462. class IcosahedronGeometry extends PolyhedronGeometry {
  26463. /**
  26464. * Constructs a new icosahedron geometry.
  26465. *
  26466. * @param {number} [radius=1] - Radius of the icosahedron.
  26467. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a icosahedron.
  26468. */
  26469. constructor( radius = 1, detail = 0 ) {
  26470. const t = ( 1 + Math.sqrt( 5 ) ) / 2;
  26471. const vertices = [
  26472. -1, t, 0, 1, t, 0, -1, - t, 0, 1, - t, 0,
  26473. 0, -1, t, 0, 1, t, 0, -1, - t, 0, 1, - t,
  26474. t, 0, -1, t, 0, 1, - t, 0, -1, - t, 0, 1
  26475. ];
  26476. const indices = [
  26477. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  26478. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  26479. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  26480. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  26481. ];
  26482. super( vertices, indices, radius, detail );
  26483. this.type = 'IcosahedronGeometry';
  26484. /**
  26485. * Holds the constructor parameters that have been
  26486. * used to generate the geometry. Any modification
  26487. * after instantiation does not change the geometry.
  26488. *
  26489. * @type {Object}
  26490. */
  26491. this.parameters = {
  26492. radius: radius,
  26493. detail: detail
  26494. };
  26495. }
  26496. /**
  26497. * Factory method for creating an instance of this class from the given
  26498. * JSON object.
  26499. *
  26500. * @param {Object} data - A JSON object representing the serialized geometry.
  26501. * @return {IcosahedronGeometry} A new instance.
  26502. */
  26503. static fromJSON( data ) {
  26504. return new IcosahedronGeometry( data.radius, data.detail );
  26505. }
  26506. }
  26507. /**
  26508. * Creates meshes with axial symmetry like vases. The lathe rotates around the Y axis.
  26509. *
  26510. * ```js
  26511. * const points = [];
  26512. * for ( let i = 0; i < 10; i ++ ) {
  26513. * points.push( new THREE.Vector2( Math.sin( i * 0.2 ) * 10 + 5, ( i - 5 ) * 2 ) );
  26514. * }
  26515. * const geometry = new THREE.LatheGeometry( points );
  26516. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26517. * const lathe = new THREE.Mesh( geometry, material );
  26518. * scene.add( lathe );
  26519. * ```
  26520. *
  26521. * @augments BufferGeometry
  26522. * @demo scenes/geometry-browser.html#LatheGeometry
  26523. */
  26524. class LatheGeometry extends BufferGeometry {
  26525. /**
  26526. * Constructs a new lathe geometry.
  26527. *
  26528. * @param {Array<Vector2|Vector3>} [points] - An array of points in 2D space. The x-coordinate of each point
  26529. * must be greater than zero.
  26530. * @param {number} [segments=12] - The number of circumference segments to generate.
  26531. * @param {number} [phiStart=0] - The starting angle in radians.
  26532. * @param {number} [phiLength=Math.PI*2] - The radian (0 to 2PI) range of the lathed section 2PI is a
  26533. * closed lathe, less than 2PI is a portion.
  26534. */
  26535. 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 ) {
  26536. super();
  26537. this.type = 'LatheGeometry';
  26538. /**
  26539. * Holds the constructor parameters that have been
  26540. * used to generate the geometry. Any modification
  26541. * after instantiation does not change the geometry.
  26542. *
  26543. * @type {Object}
  26544. */
  26545. this.parameters = {
  26546. points: points,
  26547. segments: segments,
  26548. phiStart: phiStart,
  26549. phiLength: phiLength
  26550. };
  26551. segments = Math.floor( segments );
  26552. // clamp phiLength so it's in range of [ 0, 2PI ]
  26553. phiLength = clamp( phiLength, 0, Math.PI * 2 );
  26554. // buffers
  26555. const indices = [];
  26556. const vertices = [];
  26557. const uvs = [];
  26558. const initNormals = [];
  26559. const normals = [];
  26560. // helper variables
  26561. const inverseSegments = 1.0 / segments;
  26562. const vertex = new Vector3();
  26563. const uv = new Vector2();
  26564. const normal = new Vector3();
  26565. const curNormal = new Vector3();
  26566. const prevNormal = new Vector3();
  26567. let dx = 0;
  26568. let dy = 0;
  26569. // pre-compute normals for initial "meridian"
  26570. for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
  26571. switch ( j ) {
  26572. case 0: // special handling for 1st vertex on path
  26573. dx = points[ j + 1 ].x - points[ j ].x;
  26574. dy = points[ j + 1 ].y - points[ j ].y;
  26575. normal.x = dy * 1.0;
  26576. normal.y = - dx;
  26577. normal.z = dy * 0.0;
  26578. prevNormal.copy( normal );
  26579. normal.normalize();
  26580. initNormals.push( normal.x, normal.y, normal.z );
  26581. break;
  26582. case ( points.length - 1 ): // special handling for last Vertex on path
  26583. initNormals.push( prevNormal.x, prevNormal.y, prevNormal.z );
  26584. break;
  26585. default: // default handling for all vertices in between
  26586. dx = points[ j + 1 ].x - points[ j ].x;
  26587. dy = points[ j + 1 ].y - points[ j ].y;
  26588. normal.x = dy * 1.0;
  26589. normal.y = - dx;
  26590. normal.z = dy * 0.0;
  26591. curNormal.copy( normal );
  26592. normal.x += prevNormal.x;
  26593. normal.y += prevNormal.y;
  26594. normal.z += prevNormal.z;
  26595. normal.normalize();
  26596. initNormals.push( normal.x, normal.y, normal.z );
  26597. prevNormal.copy( curNormal );
  26598. }
  26599. }
  26600. // generate vertices, uvs and normals
  26601. for ( let i = 0; i <= segments; i ++ ) {
  26602. const phi = phiStart + i * inverseSegments * phiLength;
  26603. const sin = Math.sin( phi );
  26604. const cos = Math.cos( phi );
  26605. for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
  26606. // vertex
  26607. vertex.x = points[ j ].x * sin;
  26608. vertex.y = points[ j ].y;
  26609. vertex.z = points[ j ].x * cos;
  26610. vertices.push( vertex.x, vertex.y, vertex.z );
  26611. // uv
  26612. uv.x = i / segments;
  26613. uv.y = j / ( points.length - 1 );
  26614. uvs.push( uv.x, uv.y );
  26615. // normal
  26616. const x = initNormals[ 3 * j + 0 ] * sin;
  26617. const y = initNormals[ 3 * j + 1 ];
  26618. const z = initNormals[ 3 * j + 0 ] * cos;
  26619. normals.push( x, y, z );
  26620. }
  26621. }
  26622. // indices
  26623. for ( let i = 0; i < segments; i ++ ) {
  26624. for ( let j = 0; j < ( points.length - 1 ); j ++ ) {
  26625. const base = j + i * points.length;
  26626. const a = base;
  26627. const b = base + points.length;
  26628. const c = base + points.length + 1;
  26629. const d = base + 1;
  26630. // faces
  26631. indices.push( a, b, d );
  26632. indices.push( c, d, b );
  26633. }
  26634. }
  26635. // build geometry
  26636. this.setIndex( indices );
  26637. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26638. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26639. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26640. }
  26641. copy( source ) {
  26642. super.copy( source );
  26643. this.parameters = Object.assign( {}, source.parameters );
  26644. return this;
  26645. }
  26646. /**
  26647. * Factory method for creating an instance of this class from the given
  26648. * JSON object.
  26649. *
  26650. * @param {Object} data - A JSON object representing the serialized geometry.
  26651. * @return {LatheGeometry} A new instance.
  26652. */
  26653. static fromJSON( data ) {
  26654. return new LatheGeometry( data.points, data.segments, data.phiStart, data.phiLength );
  26655. }
  26656. }
  26657. /**
  26658. * A geometry class for representing an octahedron.
  26659. *
  26660. * ```js
  26661. * const geometry = new THREE.OctahedronGeometry();
  26662. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26663. * const octahedron = new THREE.Mesh( geometry, material );
  26664. * scene.add( octahedron );
  26665. * ```
  26666. *
  26667. * @augments PolyhedronGeometry
  26668. * @demo scenes/geometry-browser.html#OctahedronGeometry
  26669. */
  26670. class OctahedronGeometry extends PolyhedronGeometry {
  26671. /**
  26672. * Constructs a new octahedron geometry.
  26673. *
  26674. * @param {number} [radius=1] - Radius of the octahedron.
  26675. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a octahedron.
  26676. */
  26677. constructor( radius = 1, detail = 0 ) {
  26678. const vertices = [
  26679. 1, 0, 0, -1, 0, 0, 0, 1, 0,
  26680. 0, -1, 0, 0, 0, 1, 0, 0, -1
  26681. ];
  26682. const indices = [
  26683. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  26684. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  26685. 1, 3, 4, 1, 4, 2
  26686. ];
  26687. super( vertices, indices, radius, detail );
  26688. this.type = 'OctahedronGeometry';
  26689. /**
  26690. * Holds the constructor parameters that have been
  26691. * used to generate the geometry. Any modification
  26692. * after instantiation does not change the geometry.
  26693. *
  26694. * @type {Object}
  26695. */
  26696. this.parameters = {
  26697. radius: radius,
  26698. detail: detail
  26699. };
  26700. }
  26701. /**
  26702. * Factory method for creating an instance of this class from the given
  26703. * JSON object.
  26704. *
  26705. * @param {Object} data - A JSON object representing the serialized geometry.
  26706. * @return {OctahedronGeometry} A new instance.
  26707. */
  26708. static fromJSON( data ) {
  26709. return new OctahedronGeometry( data.radius, data.detail );
  26710. }
  26711. }
  26712. /**
  26713. * A geometry class for representing a plane.
  26714. *
  26715. * ```js
  26716. * const geometry = new THREE.PlaneGeometry( 1, 1 );
  26717. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
  26718. * const plane = new THREE.Mesh( geometry, material );
  26719. * scene.add( plane );
  26720. * ```
  26721. *
  26722. * @augments BufferGeometry
  26723. * @demo scenes/geometry-browser.html#PlaneGeometry
  26724. */
  26725. class PlaneGeometry extends BufferGeometry {
  26726. /**
  26727. * Constructs a new plane geometry.
  26728. *
  26729. * @param {number} [width=1] - The width along the X axis.
  26730. * @param {number} [height=1] - The height along the Y axis
  26731. * @param {number} [widthSegments=1] - The number of segments along the X axis.
  26732. * @param {number} [heightSegments=1] - The number of segments along the Y axis.
  26733. */
  26734. constructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) {
  26735. super();
  26736. this.type = 'PlaneGeometry';
  26737. /**
  26738. * Holds the constructor parameters that have been
  26739. * used to generate the geometry. Any modification
  26740. * after instantiation does not change the geometry.
  26741. *
  26742. * @type {Object}
  26743. */
  26744. this.parameters = {
  26745. width: width,
  26746. height: height,
  26747. widthSegments: widthSegments,
  26748. heightSegments: heightSegments
  26749. };
  26750. const width_half = width / 2;
  26751. const height_half = height / 2;
  26752. const gridX = Math.floor( widthSegments );
  26753. const gridY = Math.floor( heightSegments );
  26754. const gridX1 = gridX + 1;
  26755. const gridY1 = gridY + 1;
  26756. const segment_width = width / gridX;
  26757. const segment_height = height / gridY;
  26758. //
  26759. const indices = [];
  26760. const vertices = [];
  26761. const normals = [];
  26762. const uvs = [];
  26763. for ( let iy = 0; iy < gridY1; iy ++ ) {
  26764. const y = iy * segment_height - height_half;
  26765. for ( let ix = 0; ix < gridX1; ix ++ ) {
  26766. const x = ix * segment_width - width_half;
  26767. vertices.push( x, - y, 0 );
  26768. normals.push( 0, 0, 1 );
  26769. uvs.push( ix / gridX );
  26770. uvs.push( 1 - ( iy / gridY ) );
  26771. }
  26772. }
  26773. for ( let iy = 0; iy < gridY; iy ++ ) {
  26774. for ( let ix = 0; ix < gridX; ix ++ ) {
  26775. const a = ix + gridX1 * iy;
  26776. const b = ix + gridX1 * ( iy + 1 );
  26777. const c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  26778. const d = ( ix + 1 ) + gridX1 * iy;
  26779. indices.push( a, b, d );
  26780. indices.push( b, c, d );
  26781. }
  26782. }
  26783. this.setIndex( indices );
  26784. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26785. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26786. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26787. }
  26788. copy( source ) {
  26789. super.copy( source );
  26790. this.parameters = Object.assign( {}, source.parameters );
  26791. return this;
  26792. }
  26793. /**
  26794. * Factory method for creating an instance of this class from the given
  26795. * JSON object.
  26796. *
  26797. * @param {Object} data - A JSON object representing the serialized geometry.
  26798. * @return {PlaneGeometry} A new instance.
  26799. */
  26800. static fromJSON( data ) {
  26801. return new PlaneGeometry( data.width, data.height, data.widthSegments, data.heightSegments );
  26802. }
  26803. }
  26804. /**
  26805. * A class for generating a two-dimensional ring geometry.
  26806. *
  26807. * ```js
  26808. * const geometry = new THREE.RingGeometry( 1, 5, 32 );
  26809. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
  26810. * const mesh = new THREE.Mesh( geometry, material );
  26811. * scene.add( mesh );
  26812. * ```
  26813. *
  26814. * @augments BufferGeometry
  26815. * @demo scenes/geometry-browser.html#RingGeometry
  26816. */
  26817. class RingGeometry extends BufferGeometry {
  26818. /**
  26819. * Constructs a new ring geometry.
  26820. *
  26821. * @param {number} [innerRadius=0.5] - The inner radius of the ring.
  26822. * @param {number} [outerRadius=1] - The outer radius of the ring.
  26823. * @param {number} [thetaSegments=32] - Number of segments. A higher number means the ring will be more round. Minimum is `3`.
  26824. * @param {number} [phiSegments=1] - Number of segments per ring segment. Minimum is `1`.
  26825. * @param {number} [thetaStart=0] - Starting angle in radians.
  26826. * @param {number} [thetaLength=Math.PI*2] - Central angle in radians.
  26827. */
  26828. constructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 32, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  26829. super();
  26830. this.type = 'RingGeometry';
  26831. /**
  26832. * Holds the constructor parameters that have been
  26833. * used to generate the geometry. Any modification
  26834. * after instantiation does not change the geometry.
  26835. *
  26836. * @type {Object}
  26837. */
  26838. this.parameters = {
  26839. innerRadius: innerRadius,
  26840. outerRadius: outerRadius,
  26841. thetaSegments: thetaSegments,
  26842. phiSegments: phiSegments,
  26843. thetaStart: thetaStart,
  26844. thetaLength: thetaLength
  26845. };
  26846. thetaSegments = Math.max( 3, thetaSegments );
  26847. phiSegments = Math.max( 1, phiSegments );
  26848. // buffers
  26849. const indices = [];
  26850. const vertices = [];
  26851. const normals = [];
  26852. const uvs = [];
  26853. // some helper variables
  26854. let radius = innerRadius;
  26855. const radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  26856. const vertex = new Vector3();
  26857. const uv = new Vector2();
  26858. // generate vertices, normals and uvs
  26859. for ( let j = 0; j <= phiSegments; j ++ ) {
  26860. for ( let i = 0; i <= thetaSegments; i ++ ) {
  26861. // values are generate from the inside of the ring to the outside
  26862. const segment = thetaStart + i / thetaSegments * thetaLength;
  26863. // vertex
  26864. vertex.x = radius * Math.cos( segment );
  26865. vertex.y = radius * Math.sin( segment );
  26866. vertices.push( vertex.x, vertex.y, vertex.z );
  26867. // normal
  26868. normals.push( 0, 0, 1 );
  26869. // uv
  26870. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  26871. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  26872. uvs.push( uv.x, uv.y );
  26873. }
  26874. // increase the radius for next row of vertices
  26875. radius += radiusStep;
  26876. }
  26877. // indices
  26878. for ( let j = 0; j < phiSegments; j ++ ) {
  26879. const thetaSegmentLevel = j * ( thetaSegments + 1 );
  26880. for ( let i = 0; i < thetaSegments; i ++ ) {
  26881. const segment = i + thetaSegmentLevel;
  26882. const a = segment;
  26883. const b = segment + thetaSegments + 1;
  26884. const c = segment + thetaSegments + 2;
  26885. const d = segment + 1;
  26886. // faces
  26887. indices.push( a, b, d );
  26888. indices.push( b, c, d );
  26889. }
  26890. }
  26891. // build geometry
  26892. this.setIndex( indices );
  26893. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26894. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26895. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26896. }
  26897. copy( source ) {
  26898. super.copy( source );
  26899. this.parameters = Object.assign( {}, source.parameters );
  26900. return this;
  26901. }
  26902. /**
  26903. * Factory method for creating an instance of this class from the given
  26904. * JSON object.
  26905. *
  26906. * @param {Object} data - A JSON object representing the serialized geometry.
  26907. * @return {RingGeometry} A new instance.
  26908. */
  26909. static fromJSON( data ) {
  26910. return new RingGeometry( data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength );
  26911. }
  26912. }
  26913. /**
  26914. * Creates an one-sided polygonal geometry from one or more path shapes.
  26915. *
  26916. * ```js
  26917. * const arcShape = new THREE.Shape()
  26918. * .moveTo( 5, 1 )
  26919. * .absarc( 1, 1, 4, 0, Math.PI * 2, false );
  26920. *
  26921. * const geometry = new THREE.ShapeGeometry( arcShape );
  26922. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00, side: THREE.DoubleSide } );
  26923. * const mesh = new THREE.Mesh( geometry, material ) ;
  26924. * scene.add( mesh );
  26925. * ```
  26926. *
  26927. * @augments BufferGeometry
  26928. * @demo scenes/geometry-browser.html#ShapeGeometry
  26929. */
  26930. class ShapeGeometry extends BufferGeometry {
  26931. /**
  26932. * Constructs a new shape geometry.
  26933. *
  26934. * @param {Shape|Array<Shape>} [shapes] - A shape or an array of shapes.
  26935. * @param {number} [curveSegments=12] - Number of segments per shape.
  26936. */
  26937. constructor( shapes = new Shape( [ new Vector2( 0, 0.5 ), new Vector2( -0.5, -0.5 ), new Vector2( 0.5, -0.5 ) ] ), curveSegments = 12 ) {
  26938. super();
  26939. this.type = 'ShapeGeometry';
  26940. /**
  26941. * Holds the constructor parameters that have been
  26942. * used to generate the geometry. Any modification
  26943. * after instantiation does not change the geometry.
  26944. *
  26945. * @type {Object}
  26946. */
  26947. this.parameters = {
  26948. shapes: shapes,
  26949. curveSegments: curveSegments
  26950. };
  26951. // buffers
  26952. const indices = [];
  26953. const vertices = [];
  26954. const normals = [];
  26955. const uvs = [];
  26956. // helper variables
  26957. let groupStart = 0;
  26958. let groupCount = 0;
  26959. // allow single and array values for "shapes" parameter
  26960. if ( Array.isArray( shapes ) === false ) {
  26961. addShape( shapes );
  26962. } else {
  26963. for ( let i = 0; i < shapes.length; i ++ ) {
  26964. addShape( shapes[ i ] );
  26965. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  26966. groupStart += groupCount;
  26967. groupCount = 0;
  26968. }
  26969. }
  26970. // build geometry
  26971. this.setIndex( indices );
  26972. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26973. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26974. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26975. // helper functions
  26976. function addShape( shape ) {
  26977. const indexOffset = vertices.length / 3;
  26978. const points = shape.extractPoints( curveSegments );
  26979. let shapeVertices = points.shape;
  26980. const shapeHoles = points.holes;
  26981. // check direction of vertices
  26982. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  26983. shapeVertices = shapeVertices.reverse();
  26984. }
  26985. for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
  26986. const shapeHole = shapeHoles[ i ];
  26987. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  26988. shapeHoles[ i ] = shapeHole.reverse();
  26989. }
  26990. }
  26991. const faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  26992. // join vertices of inner and outer paths to a single array
  26993. for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
  26994. const shapeHole = shapeHoles[ i ];
  26995. shapeVertices = shapeVertices.concat( shapeHole );
  26996. }
  26997. // vertices, normals, uvs
  26998. for ( let i = 0, l = shapeVertices.length; i < l; i ++ ) {
  26999. const vertex = shapeVertices[ i ];
  27000. vertices.push( vertex.x, vertex.y, 0 );
  27001. normals.push( 0, 0, 1 );
  27002. uvs.push( vertex.x, vertex.y ); // world uvs
  27003. }
  27004. // indices
  27005. for ( let i = 0, l = faces.length; i < l; i ++ ) {
  27006. const face = faces[ i ];
  27007. const a = face[ 0 ] + indexOffset;
  27008. const b = face[ 1 ] + indexOffset;
  27009. const c = face[ 2 ] + indexOffset;
  27010. indices.push( a, b, c );
  27011. groupCount += 3;
  27012. }
  27013. }
  27014. }
  27015. copy( source ) {
  27016. super.copy( source );
  27017. this.parameters = Object.assign( {}, source.parameters );
  27018. return this;
  27019. }
  27020. toJSON() {
  27021. const data = super.toJSON();
  27022. const shapes = this.parameters.shapes;
  27023. return toJSON( shapes, data );
  27024. }
  27025. /**
  27026. * Factory method for creating an instance of this class from the given
  27027. * JSON object.
  27028. *
  27029. * @param {Object} data - A JSON object representing the serialized geometry.
  27030. * @param {Array<Shape>} shapes - An array of shapes.
  27031. * @return {ShapeGeometry} A new instance.
  27032. */
  27033. static fromJSON( data, shapes ) {
  27034. const geometryShapes = [];
  27035. for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  27036. const shape = shapes[ data.shapes[ j ] ];
  27037. geometryShapes.push( shape );
  27038. }
  27039. return new ShapeGeometry( geometryShapes, data.curveSegments );
  27040. }
  27041. }
  27042. function toJSON( shapes, data ) {
  27043. data.shapes = [];
  27044. if ( Array.isArray( shapes ) ) {
  27045. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  27046. const shape = shapes[ i ];
  27047. data.shapes.push( shape.uuid );
  27048. }
  27049. } else {
  27050. data.shapes.push( shapes.uuid );
  27051. }
  27052. return data;
  27053. }
  27054. /**
  27055. * A class for generating a sphere geometry.
  27056. *
  27057. * ```js
  27058. * const geometry = new THREE.SphereGeometry( 15, 32, 16 );
  27059. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  27060. * const sphere = new THREE.Mesh( geometry, material );
  27061. * scene.add( sphere );
  27062. * ```
  27063. *
  27064. * @augments BufferGeometry
  27065. * @demo scenes/geometry-browser.html#SphereGeometry
  27066. */
  27067. class SphereGeometry extends BufferGeometry {
  27068. /**
  27069. * Constructs a new sphere geometry.
  27070. *
  27071. * @param {number} [radius=1] - The sphere radius.
  27072. * @param {number} [widthSegments=32] - The number of horizontal segments. Minimum value is `3`.
  27073. * @param {number} [heightSegments=16] - The number of vertical segments. Minimum value is `2`.
  27074. * @param {number} [phiStart=0] - The horizontal starting angle in radians.
  27075. * @param {number} [phiLength=Math.PI*2] - The horizontal sweep angle size.
  27076. * @param {number} [thetaStart=0] - The vertical starting angle in radians.
  27077. * @param {number} [thetaLength=Math.PI] - The vertical sweep angle size.
  27078. */
  27079. constructor( radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) {
  27080. super();
  27081. this.type = 'SphereGeometry';
  27082. /**
  27083. * Holds the constructor parameters that have been
  27084. * used to generate the geometry. Any modification
  27085. * after instantiation does not change the geometry.
  27086. *
  27087. * @type {Object}
  27088. */
  27089. this.parameters = {
  27090. radius: radius,
  27091. widthSegments: widthSegments,
  27092. heightSegments: heightSegments,
  27093. phiStart: phiStart,
  27094. phiLength: phiLength,
  27095. thetaStart: thetaStart,
  27096. thetaLength: thetaLength
  27097. };
  27098. widthSegments = Math.max( 3, Math.floor( widthSegments ) );
  27099. heightSegments = Math.max( 2, Math.floor( heightSegments ) );
  27100. const thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  27101. let index = 0;
  27102. const grid = [];
  27103. const vertex = new Vector3();
  27104. const normal = new Vector3();
  27105. // buffers
  27106. const indices = [];
  27107. const vertices = [];
  27108. const normals = [];
  27109. const uvs = [];
  27110. // generate vertices, normals and uvs
  27111. for ( let iy = 0; iy <= heightSegments; iy ++ ) {
  27112. const verticesRow = [];
  27113. const v = iy / heightSegments;
  27114. // special case for the poles
  27115. let uOffset = 0;
  27116. if ( iy === 0 && thetaStart === 0 ) {
  27117. uOffset = 0.5 / widthSegments;
  27118. } else if ( iy === heightSegments && thetaEnd === Math.PI ) {
  27119. uOffset = -0.5 / widthSegments;
  27120. }
  27121. for ( let ix = 0; ix <= widthSegments; ix ++ ) {
  27122. const u = ix / widthSegments;
  27123. // vertex
  27124. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  27125. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  27126. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  27127. vertices.push( vertex.x, vertex.y, vertex.z );
  27128. // normal
  27129. normal.copy( vertex ).normalize();
  27130. normals.push( normal.x, normal.y, normal.z );
  27131. // uv
  27132. uvs.push( u + uOffset, 1 - v );
  27133. verticesRow.push( index ++ );
  27134. }
  27135. grid.push( verticesRow );
  27136. }
  27137. // indices
  27138. for ( let iy = 0; iy < heightSegments; iy ++ ) {
  27139. for ( let ix = 0; ix < widthSegments; ix ++ ) {
  27140. const a = grid[ iy ][ ix + 1 ];
  27141. const b = grid[ iy ][ ix ];
  27142. const c = grid[ iy + 1 ][ ix ];
  27143. const d = grid[ iy + 1 ][ ix + 1 ];
  27144. if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
  27145. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
  27146. }
  27147. }
  27148. // build geometry
  27149. this.setIndex( indices );
  27150. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27151. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  27152. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  27153. }
  27154. copy( source ) {
  27155. super.copy( source );
  27156. this.parameters = Object.assign( {}, source.parameters );
  27157. return this;
  27158. }
  27159. /**
  27160. * Factory method for creating an instance of this class from the given
  27161. * JSON object.
  27162. *
  27163. * @param {Object} data - A JSON object representing the serialized geometry.
  27164. * @return {SphereGeometry} A new instance.
  27165. */
  27166. static fromJSON( data ) {
  27167. return new SphereGeometry( data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength );
  27168. }
  27169. }
  27170. /**
  27171. * A geometry class for representing an tetrahedron.
  27172. *
  27173. * ```js
  27174. * const geometry = new THREE.TetrahedronGeometry();
  27175. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  27176. * const tetrahedron = new THREE.Mesh( geometry, material );
  27177. * scene.add( tetrahedron );
  27178. * ```
  27179. *
  27180. * @augments PolyhedronGeometry
  27181. * @demo scenes/geometry-browser.html#TetrahedronGeometry
  27182. */
  27183. class TetrahedronGeometry extends PolyhedronGeometry {
  27184. /**
  27185. * Constructs a new tetrahedron geometry.
  27186. *
  27187. * @param {number} [radius=1] - Radius of the tetrahedron.
  27188. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a tetrahedron.
  27189. */
  27190. constructor( radius = 1, detail = 0 ) {
  27191. const vertices = [
  27192. 1, 1, 1, -1, -1, 1, -1, 1, -1, 1, -1, -1
  27193. ];
  27194. const indices = [
  27195. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  27196. ];
  27197. super( vertices, indices, radius, detail );
  27198. this.type = 'TetrahedronGeometry';
  27199. /**
  27200. * Holds the constructor parameters that have been
  27201. * used to generate the geometry. Any modification
  27202. * after instantiation does not change the geometry.
  27203. *
  27204. * @type {Object}
  27205. */
  27206. this.parameters = {
  27207. radius: radius,
  27208. detail: detail
  27209. };
  27210. }
  27211. /**
  27212. * Factory method for creating an instance of this class from the given
  27213. * JSON object.
  27214. *
  27215. * @param {Object} data - A JSON object representing the serialized geometry.
  27216. * @return {TetrahedronGeometry} A new instance.
  27217. */
  27218. static fromJSON( data ) {
  27219. return new TetrahedronGeometry( data.radius, data.detail );
  27220. }
  27221. }
  27222. /**
  27223. * A geometry class for representing an torus.
  27224. *
  27225. * ```js
  27226. * const geometry = new THREE.TorusGeometry( 10, 3, 16, 100 );
  27227. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  27228. * const torus = new THREE.Mesh( geometry, material );
  27229. * scene.add( torus );
  27230. * ```
  27231. *
  27232. * @augments BufferGeometry
  27233. * @demo scenes/geometry-browser.html#TorusGeometry
  27234. */
  27235. class TorusGeometry extends BufferGeometry {
  27236. /**
  27237. * Constructs a new torus geometry.
  27238. *
  27239. * @param {number} [radius=1] - Radius of the torus, from the center of the torus to the center of the tube.
  27240. * @param {number} [tube=0.4] - Radius of the tube. Must be smaller than `radius`.
  27241. * @param {number} [radialSegments=12] - The number of radial segments.
  27242. * @param {number} [tubularSegments=48] - The number of tubular segments.
  27243. * @param {number} [arc=Math.PI*2] - Central angle in radians.
  27244. */
  27245. constructor( radius = 1, tube = 0.4, radialSegments = 12, tubularSegments = 48, arc = Math.PI * 2 ) {
  27246. super();
  27247. this.type = 'TorusGeometry';
  27248. /**
  27249. * Holds the constructor parameters that have been
  27250. * used to generate the geometry. Any modification
  27251. * after instantiation does not change the geometry.
  27252. *
  27253. * @type {Object}
  27254. */
  27255. this.parameters = {
  27256. radius: radius,
  27257. tube: tube,
  27258. radialSegments: radialSegments,
  27259. tubularSegments: tubularSegments,
  27260. arc: arc
  27261. };
  27262. radialSegments = Math.floor( radialSegments );
  27263. tubularSegments = Math.floor( tubularSegments );
  27264. // buffers
  27265. const indices = [];
  27266. const vertices = [];
  27267. const normals = [];
  27268. const uvs = [];
  27269. // helper variables
  27270. const center = new Vector3();
  27271. const vertex = new Vector3();
  27272. const normal = new Vector3();
  27273. // generate vertices, normals and uvs
  27274. for ( let j = 0; j <= radialSegments; j ++ ) {
  27275. for ( let i = 0; i <= tubularSegments; i ++ ) {
  27276. const u = i / tubularSegments * arc;
  27277. const v = j / radialSegments * Math.PI * 2;
  27278. // vertex
  27279. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  27280. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  27281. vertex.z = tube * Math.sin( v );
  27282. vertices.push( vertex.x, vertex.y, vertex.z );
  27283. // normal
  27284. center.x = radius * Math.cos( u );
  27285. center.y = radius * Math.sin( u );
  27286. normal.subVectors( vertex, center ).normalize();
  27287. normals.push( normal.x, normal.y, normal.z );
  27288. // uv
  27289. uvs.push( i / tubularSegments );
  27290. uvs.push( j / radialSegments );
  27291. }
  27292. }
  27293. // generate indices
  27294. for ( let j = 1; j <= radialSegments; j ++ ) {
  27295. for ( let i = 1; i <= tubularSegments; i ++ ) {
  27296. // indices
  27297. const a = ( tubularSegments + 1 ) * j + i - 1;
  27298. const b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  27299. const c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  27300. const d = ( tubularSegments + 1 ) * j + i;
  27301. // faces
  27302. indices.push( a, b, d );
  27303. indices.push( b, c, d );
  27304. }
  27305. }
  27306. // build geometry
  27307. this.setIndex( indices );
  27308. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27309. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  27310. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  27311. }
  27312. copy( source ) {
  27313. super.copy( source );
  27314. this.parameters = Object.assign( {}, source.parameters );
  27315. return this;
  27316. }
  27317. /**
  27318. * Factory method for creating an instance of this class from the given
  27319. * JSON object.
  27320. *
  27321. * @param {Object} data - A JSON object representing the serialized geometry.
  27322. * @return {TorusGeometry} A new instance.
  27323. */
  27324. static fromJSON( data ) {
  27325. return new TorusGeometry( data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc );
  27326. }
  27327. }
  27328. /**
  27329. * Creates a torus knot, the particular shape of which is defined by a pair
  27330. * of coprime integers, p and q. If p and q are not coprime, the result will
  27331. * be a torus link.
  27332. *
  27333. * ```js
  27334. * const geometry = new THREE.TorusKnotGeometry( 10, 3, 100, 16 );
  27335. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  27336. * const torusKnot = new THREE.Mesh( geometry, material );
  27337. * scene.add( torusKnot );
  27338. * ```
  27339. *
  27340. * @augments BufferGeometry
  27341. * @demo scenes/geometry-browser.html#TorusKnotGeometry
  27342. */
  27343. class TorusKnotGeometry extends BufferGeometry {
  27344. /**
  27345. * Constructs a new torus knot geometry.
  27346. *
  27347. * @param {number} [radius=1] - Radius of the torus knot.
  27348. * @param {number} [tube=0.4] - Radius of the tube.
  27349. * @param {number} [tubularSegments=64] - The number of tubular segments.
  27350. * @param {number} [radialSegments=8] - The number of radial segments.
  27351. * @param {number} [p=2] - This value determines, how many times the geometry winds around its axis of rotational symmetry.
  27352. * @param {number} [q=3] - This value determines, how many times the geometry winds around a circle in the interior of the torus.
  27353. */
  27354. constructor( radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3 ) {
  27355. super();
  27356. this.type = 'TorusKnotGeometry';
  27357. /**
  27358. * Holds the constructor parameters that have been
  27359. * used to generate the geometry. Any modification
  27360. * after instantiation does not change the geometry.
  27361. *
  27362. * @type {Object}
  27363. */
  27364. this.parameters = {
  27365. radius: radius,
  27366. tube: tube,
  27367. tubularSegments: tubularSegments,
  27368. radialSegments: radialSegments,
  27369. p: p,
  27370. q: q
  27371. };
  27372. tubularSegments = Math.floor( tubularSegments );
  27373. radialSegments = Math.floor( radialSegments );
  27374. // buffers
  27375. const indices = [];
  27376. const vertices = [];
  27377. const normals = [];
  27378. const uvs = [];
  27379. // helper variables
  27380. const vertex = new Vector3();
  27381. const normal = new Vector3();
  27382. const P1 = new Vector3();
  27383. const P2 = new Vector3();
  27384. const B = new Vector3();
  27385. const T = new Vector3();
  27386. const N = new Vector3();
  27387. // generate vertices, normals and uvs
  27388. for ( let i = 0; i <= tubularSegments; ++ i ) {
  27389. // the radian "u" is used to calculate the position on the torus curve of the current tubular segment
  27390. const u = i / tubularSegments * p * Math.PI * 2;
  27391. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  27392. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  27393. calculatePositionOnCurve( u, p, q, radius, P1 );
  27394. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  27395. // calculate orthonormal basis
  27396. T.subVectors( P2, P1 );
  27397. N.addVectors( P2, P1 );
  27398. B.crossVectors( T, N );
  27399. N.crossVectors( B, T );
  27400. // normalize B, N. T can be ignored, we don't use it
  27401. B.normalize();
  27402. N.normalize();
  27403. for ( let j = 0; j <= radialSegments; ++ j ) {
  27404. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  27405. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  27406. const v = j / radialSegments * Math.PI * 2;
  27407. const cx = - tube * Math.cos( v );
  27408. const cy = tube * Math.sin( v );
  27409. // now calculate the final vertex position.
  27410. // first we orient the extrusion with our basis vectors, then we add it to the current position on the curve
  27411. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  27412. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  27413. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  27414. vertices.push( vertex.x, vertex.y, vertex.z );
  27415. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  27416. normal.subVectors( vertex, P1 ).normalize();
  27417. normals.push( normal.x, normal.y, normal.z );
  27418. // uv
  27419. uvs.push( i / tubularSegments );
  27420. uvs.push( j / radialSegments );
  27421. }
  27422. }
  27423. // generate indices
  27424. for ( let j = 1; j <= tubularSegments; j ++ ) {
  27425. for ( let i = 1; i <= radialSegments; i ++ ) {
  27426. // indices
  27427. const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  27428. const b = ( radialSegments + 1 ) * j + ( i - 1 );
  27429. const c = ( radialSegments + 1 ) * j + i;
  27430. const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  27431. // faces
  27432. indices.push( a, b, d );
  27433. indices.push( b, c, d );
  27434. }
  27435. }
  27436. // build geometry
  27437. this.setIndex( indices );
  27438. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27439. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  27440. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  27441. // this function calculates the current position on the torus curve
  27442. function calculatePositionOnCurve( u, p, q, radius, position ) {
  27443. const cu = Math.cos( u );
  27444. const su = Math.sin( u );
  27445. const quOverP = q / p * u;
  27446. const cs = Math.cos( quOverP );
  27447. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  27448. position.y = radius * ( 2 + cs ) * su * 0.5;
  27449. position.z = radius * Math.sin( quOverP ) * 0.5;
  27450. }
  27451. }
  27452. copy( source ) {
  27453. super.copy( source );
  27454. this.parameters = Object.assign( {}, source.parameters );
  27455. return this;
  27456. }
  27457. /**
  27458. * Factory method for creating an instance of this class from the given
  27459. * JSON object.
  27460. *
  27461. * @param {Object} data - A JSON object representing the serialized geometry.
  27462. * @return {TorusKnotGeometry} A new instance.
  27463. */
  27464. static fromJSON( data ) {
  27465. return new TorusKnotGeometry( data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q );
  27466. }
  27467. }
  27468. /**
  27469. * Creates a tube that extrudes along a 3D curve.
  27470. *
  27471. * ```js
  27472. * class CustomSinCurve extends THREE.Curve {
  27473. *
  27474. * getPoint( t, optionalTarget = new THREE.Vector3() ) {
  27475. *
  27476. * const tx = t * 3 - 1.5;
  27477. * const ty = Math.sin( 2 * Math.PI * t );
  27478. * const tz = 0;
  27479. *
  27480. * return optionalTarget.set( tx, ty, tz );
  27481. * }
  27482. *
  27483. * }
  27484. *
  27485. * const path = new CustomSinCurve( 10 );
  27486. * const geometry = new THREE.TubeGeometry( path, 20, 2, 8, false );
  27487. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  27488. * const mesh = new THREE.Mesh( geometry, material );
  27489. * scene.add( mesh );
  27490. * ```
  27491. *
  27492. * @augments BufferGeometry
  27493. * @demo scenes/geometry-browser.html#TubeGeometry
  27494. */
  27495. class TubeGeometry extends BufferGeometry {
  27496. /**
  27497. * Constructs a new tube geometry.
  27498. *
  27499. * @param {Curve} [path=QuadraticBezierCurve3] - A 3D curve defining the path of the tube.
  27500. * @param {number} [tubularSegments=64] - The number of segments that make up the tube.
  27501. * @param {number} [radius=1] -The radius of the tube.
  27502. * @param {number} [radialSegments=8] - The number of segments that make up the cross-section.
  27503. * @param {boolean} [closed=false] - Whether the tube is closed or not.
  27504. */
  27505. 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 ) {
  27506. super();
  27507. this.type = 'TubeGeometry';
  27508. /**
  27509. * Holds the constructor parameters that have been
  27510. * used to generate the geometry. Any modification
  27511. * after instantiation does not change the geometry.
  27512. *
  27513. * @type {Object}
  27514. */
  27515. this.parameters = {
  27516. path: path,
  27517. tubularSegments: tubularSegments,
  27518. radius: radius,
  27519. radialSegments: radialSegments,
  27520. closed: closed
  27521. };
  27522. const frames = path.computeFrenetFrames( tubularSegments, closed );
  27523. // expose internals
  27524. this.tangents = frames.tangents;
  27525. this.normals = frames.normals;
  27526. this.binormals = frames.binormals;
  27527. // helper variables
  27528. const vertex = new Vector3();
  27529. const normal = new Vector3();
  27530. const uv = new Vector2();
  27531. let P = new Vector3();
  27532. // buffer
  27533. const vertices = [];
  27534. const normals = [];
  27535. const uvs = [];
  27536. const indices = [];
  27537. // create buffer data
  27538. generateBufferData();
  27539. // build geometry
  27540. this.setIndex( indices );
  27541. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27542. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  27543. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  27544. // functions
  27545. function generateBufferData() {
  27546. for ( let i = 0; i < tubularSegments; i ++ ) {
  27547. generateSegment( i );
  27548. }
  27549. // if the geometry is not closed, generate the last row of vertices and normals
  27550. // at the regular position on the given path
  27551. //
  27552. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  27553. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  27554. // uvs are generated in a separate function.
  27555. // this makes it easy compute correct values for closed geometries
  27556. generateUVs();
  27557. // finally create faces
  27558. generateIndices();
  27559. }
  27560. function generateSegment( i ) {
  27561. // we use getPointAt to sample evenly distributed points from the given path
  27562. P = path.getPointAt( i / tubularSegments, P );
  27563. // retrieve corresponding normal and binormal
  27564. const N = frames.normals[ i ];
  27565. const B = frames.binormals[ i ];
  27566. // generate normals and vertices for the current segment
  27567. for ( let j = 0; j <= radialSegments; j ++ ) {
  27568. const v = j / radialSegments * Math.PI * 2;
  27569. const sin = Math.sin( v );
  27570. const cos = - Math.cos( v );
  27571. // normal
  27572. normal.x = ( cos * N.x + sin * B.x );
  27573. normal.y = ( cos * N.y + sin * B.y );
  27574. normal.z = ( cos * N.z + sin * B.z );
  27575. normal.normalize();
  27576. normals.push( normal.x, normal.y, normal.z );
  27577. // vertex
  27578. vertex.x = P.x + radius * normal.x;
  27579. vertex.y = P.y + radius * normal.y;
  27580. vertex.z = P.z + radius * normal.z;
  27581. vertices.push( vertex.x, vertex.y, vertex.z );
  27582. }
  27583. }
  27584. function generateIndices() {
  27585. for ( let j = 1; j <= tubularSegments; j ++ ) {
  27586. for ( let i = 1; i <= radialSegments; i ++ ) {
  27587. const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  27588. const b = ( radialSegments + 1 ) * j + ( i - 1 );
  27589. const c = ( radialSegments + 1 ) * j + i;
  27590. const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  27591. // faces
  27592. indices.push( a, b, d );
  27593. indices.push( b, c, d );
  27594. }
  27595. }
  27596. }
  27597. function generateUVs() {
  27598. for ( let i = 0; i <= tubularSegments; i ++ ) {
  27599. for ( let j = 0; j <= radialSegments; j ++ ) {
  27600. uv.x = i / tubularSegments;
  27601. uv.y = j / radialSegments;
  27602. uvs.push( uv.x, uv.y );
  27603. }
  27604. }
  27605. }
  27606. }
  27607. copy( source ) {
  27608. super.copy( source );
  27609. this.parameters = Object.assign( {}, source.parameters );
  27610. return this;
  27611. }
  27612. toJSON() {
  27613. const data = super.toJSON();
  27614. data.path = this.parameters.path.toJSON();
  27615. return data;
  27616. }
  27617. /**
  27618. * Factory method for creating an instance of this class from the given
  27619. * JSON object.
  27620. *
  27621. * @param {Object} data - A JSON object representing the serialized geometry.
  27622. * @return {TubeGeometry} A new instance.
  27623. */
  27624. static fromJSON( data ) {
  27625. // This only works for built-in curves (e.g. CatmullRomCurve3).
  27626. // User defined curves or instances of CurvePath will not be deserialized.
  27627. return new TubeGeometry(
  27628. new Curves[ data.path.type ]().fromJSON( data.path ),
  27629. data.tubularSegments,
  27630. data.radius,
  27631. data.radialSegments,
  27632. data.closed
  27633. );
  27634. }
  27635. }
  27636. /**
  27637. * Can be used as a helper object to visualize a geometry as a wireframe.
  27638. *
  27639. * ```js
  27640. * const geometry = new THREE.SphereGeometry();
  27641. *
  27642. * const wireframe = new THREE.WireframeGeometry( geometry );
  27643. *
  27644. * const line = new THREE.LineSegments( wireframe );
  27645. * line.material.depthWrite = false;
  27646. * line.material.opacity = 0.25;
  27647. * line.material.transparent = true;
  27648. *
  27649. * scene.add( line );
  27650. * ```
  27651. *
  27652. * Note: It is not yet possible to serialize/deserialize instances of this class.
  27653. *
  27654. * @augments BufferGeometry
  27655. */
  27656. class WireframeGeometry extends BufferGeometry {
  27657. /**
  27658. * Constructs a new wireframe geometry.
  27659. *
  27660. * @param {?BufferGeometry} [geometry=null] - The geometry.
  27661. */
  27662. constructor( geometry = null ) {
  27663. super();
  27664. this.type = 'WireframeGeometry';
  27665. /**
  27666. * Holds the constructor parameters that have been
  27667. * used to generate the geometry. Any modification
  27668. * after instantiation does not change the geometry.
  27669. *
  27670. * @type {Object}
  27671. */
  27672. this.parameters = {
  27673. geometry: geometry
  27674. };
  27675. if ( geometry !== null ) {
  27676. // buffer
  27677. const vertices = [];
  27678. const edges = new Set();
  27679. // helper variables
  27680. const start = new Vector3();
  27681. const end = new Vector3();
  27682. if ( geometry.index !== null ) {
  27683. // indexed BufferGeometry
  27684. const position = geometry.attributes.position;
  27685. const indices = geometry.index;
  27686. let groups = geometry.groups;
  27687. if ( groups.length === 0 ) {
  27688. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  27689. }
  27690. // create a data structure that contains all edges without duplicates
  27691. for ( let o = 0, ol = groups.length; o < ol; ++ o ) {
  27692. const group = groups[ o ];
  27693. const groupStart = group.start;
  27694. const groupCount = group.count;
  27695. for ( let i = groupStart, l = ( groupStart + groupCount ); i < l; i += 3 ) {
  27696. for ( let j = 0; j < 3; j ++ ) {
  27697. const index1 = indices.getX( i + j );
  27698. const index2 = indices.getX( i + ( j + 1 ) % 3 );
  27699. start.fromBufferAttribute( position, index1 );
  27700. end.fromBufferAttribute( position, index2 );
  27701. if ( isUniqueEdge( start, end, edges ) === true ) {
  27702. vertices.push( start.x, start.y, start.z );
  27703. vertices.push( end.x, end.y, end.z );
  27704. }
  27705. }
  27706. }
  27707. }
  27708. } else {
  27709. // non-indexed BufferGeometry
  27710. const position = geometry.attributes.position;
  27711. for ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  27712. for ( let j = 0; j < 3; j ++ ) {
  27713. // three edges per triangle, an edge is represented as (index1, index2)
  27714. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  27715. const index1 = 3 * i + j;
  27716. const index2 = 3 * i + ( ( j + 1 ) % 3 );
  27717. start.fromBufferAttribute( position, index1 );
  27718. end.fromBufferAttribute( position, index2 );
  27719. if ( isUniqueEdge( start, end, edges ) === true ) {
  27720. vertices.push( start.x, start.y, start.z );
  27721. vertices.push( end.x, end.y, end.z );
  27722. }
  27723. }
  27724. }
  27725. }
  27726. // build geometry
  27727. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27728. }
  27729. }
  27730. copy( source ) {
  27731. super.copy( source );
  27732. this.parameters = Object.assign( {}, source.parameters );
  27733. return this;
  27734. }
  27735. }
  27736. function isUniqueEdge( start, end, edges ) {
  27737. const hash1 = `${start.x},${start.y},${start.z}-${end.x},${end.y},${end.z}`;
  27738. const hash2 = `${end.x},${end.y},${end.z}-${start.x},${start.y},${start.z}`; // coincident edge
  27739. if ( edges.has( hash1 ) === true || edges.has( hash2 ) === true ) {
  27740. return false;
  27741. } else {
  27742. edges.add( hash1 );
  27743. edges.add( hash2 );
  27744. return true;
  27745. }
  27746. }
  27747. var Geometries = /*#__PURE__*/Object.freeze({
  27748. __proto__: null,
  27749. BoxGeometry: BoxGeometry,
  27750. CapsuleGeometry: CapsuleGeometry,
  27751. CircleGeometry: CircleGeometry,
  27752. ConeGeometry: ConeGeometry,
  27753. CylinderGeometry: CylinderGeometry,
  27754. DodecahedronGeometry: DodecahedronGeometry,
  27755. EdgesGeometry: EdgesGeometry,
  27756. ExtrudeGeometry: ExtrudeGeometry,
  27757. IcosahedronGeometry: IcosahedronGeometry,
  27758. LatheGeometry: LatheGeometry,
  27759. OctahedronGeometry: OctahedronGeometry,
  27760. PlaneGeometry: PlaneGeometry,
  27761. PolyhedronGeometry: PolyhedronGeometry,
  27762. RingGeometry: RingGeometry,
  27763. ShapeGeometry: ShapeGeometry,
  27764. SphereGeometry: SphereGeometry,
  27765. TetrahedronGeometry: TetrahedronGeometry,
  27766. TorusGeometry: TorusGeometry,
  27767. TorusKnotGeometry: TorusKnotGeometry,
  27768. TubeGeometry: TubeGeometry,
  27769. WireframeGeometry: WireframeGeometry
  27770. });
  27771. /**
  27772. * This material can receive shadows, but otherwise is completely transparent.
  27773. *
  27774. * ```js
  27775. * const geometry = new THREE.PlaneGeometry( 2000, 2000 );
  27776. * geometry.rotateX( - Math.PI / 2 );
  27777. *
  27778. * const material = new THREE.ShadowMaterial();
  27779. * material.opacity = 0.2;
  27780. *
  27781. * const plane = new THREE.Mesh( geometry, material );
  27782. * plane.position.y = -200;
  27783. * plane.receiveShadow = true;
  27784. * scene.add( plane );
  27785. * ```
  27786. *
  27787. * @augments Material
  27788. */
  27789. class ShadowMaterial extends Material {
  27790. /**
  27791. * Constructs a new shadow material.
  27792. *
  27793. * @param {Object} [parameters] - An object with one or more properties
  27794. * defining the material's appearance. Any property of the material
  27795. * (including any property from inherited materials) can be passed
  27796. * in here. Color values can be passed any type of value accepted
  27797. * by {@link Color#set}.
  27798. */
  27799. constructor( parameters ) {
  27800. super();
  27801. /**
  27802. * This flag can be used for type testing.
  27803. *
  27804. * @type {boolean}
  27805. * @readonly
  27806. * @default true
  27807. */
  27808. this.isShadowMaterial = true;
  27809. this.type = 'ShadowMaterial';
  27810. /**
  27811. * Color of the material.
  27812. *
  27813. * @type {Color}
  27814. * @default (0,0,0)
  27815. */
  27816. this.color = new Color( 0x000000 );
  27817. /**
  27818. * Overwritten since shadow materials are transparent
  27819. * by default.
  27820. *
  27821. * @type {boolean}
  27822. * @default true
  27823. */
  27824. this.transparent = true;
  27825. /**
  27826. * Whether the material is affected by fog or not.
  27827. *
  27828. * @type {boolean}
  27829. * @default true
  27830. */
  27831. this.fog = true;
  27832. this.setValues( parameters );
  27833. }
  27834. copy( source ) {
  27835. super.copy( source );
  27836. this.color.copy( source.color );
  27837. this.fog = source.fog;
  27838. return this;
  27839. }
  27840. }
  27841. /**
  27842. * This class works just like {@link ShaderMaterial}, except that definitions
  27843. * of built-in uniforms and attributes are not automatically prepended to the
  27844. * GLSL shader code.
  27845. *
  27846. * `RawShaderMaterial` can only be used with {@link WebGLRenderer}.
  27847. *
  27848. * @augments ShaderMaterial
  27849. */
  27850. class RawShaderMaterial extends ShaderMaterial {
  27851. /**
  27852. * Constructs a new raw shader material.
  27853. *
  27854. * @param {Object} [parameters] - An object with one or more properties
  27855. * defining the material's appearance. Any property of the material
  27856. * (including any property from inherited materials) can be passed
  27857. * in here. Color values can be passed any type of value accepted
  27858. * by {@link Color#set}.
  27859. */
  27860. constructor( parameters ) {
  27861. super( parameters );
  27862. /**
  27863. * This flag can be used for type testing.
  27864. *
  27865. * @type {boolean}
  27866. * @readonly
  27867. * @default true
  27868. */
  27869. this.isRawShaderMaterial = true;
  27870. this.type = 'RawShaderMaterial';
  27871. }
  27872. }
  27873. /**
  27874. * A standard physically based material, using Metallic-Roughness workflow.
  27875. *
  27876. * Physically based rendering (PBR) has recently become the standard in many
  27877. * 3D applications, such as [Unity](https://blogs.unity3d.com/2014/10/29/physically-based-shading-in-unity-5-a-primer/),
  27878. * [Unreal](https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/) and
  27879. * [3D Studio Max](http://area.autodesk.com/blogs/the-3ds-max-blog/what039s-new-for-rendering-in-3ds-max-2017).
  27880. *
  27881. * This approach differs from older approaches in that instead of using
  27882. * approximations for the way in which light interacts with a surface, a
  27883. * physically correct model is used. The idea is that, instead of tweaking
  27884. * materials to look good under specific lighting, a material can be created
  27885. * that will react 'correctly' under all lighting scenarios.
  27886. *
  27887. * In practice this gives a more accurate and realistic looking result than
  27888. * the {@link MeshLambertMaterial} or {@link MeshPhongMaterial}, at the cost of
  27889. * being somewhat more computationally expensive. `MeshStandardMaterial` uses per-fragment
  27890. * shading.
  27891. *
  27892. * Note that for best results you should always specify an environment map when using this material.
  27893. *
  27894. * For a non-technical introduction to the concept of PBR and how to set up a
  27895. * PBR material, check out these articles by the people at [marmoset](https://www.marmoset.co):
  27896. *
  27897. * - [Basic Theory of Physically Based Rendering](https://www.marmoset.co/posts/basic-theory-of-physically-based-rendering/)
  27898. * - [Physically Based Rendering and You Can Too](https://www.marmoset.co/posts/physically-based-rendering-and-you-can-too/)
  27899. *
  27900. * Technical details of the approach used in three.js (and most other PBR systems) can be found is this
  27901. * [paper from Disney](https://media.disneyanimation.com/uploads/production/publication_asset/48/asset/s2012_pbs_disney_brdf_notes_v3.pdf)
  27902. * (pdf), by Brent Burley.
  27903. *
  27904. * @augments Material
  27905. * @demo scenes/material-browser.html#MeshStandardMaterial
  27906. */
  27907. class MeshStandardMaterial extends Material {
  27908. /**
  27909. * Constructs a new mesh standard material.
  27910. *
  27911. * @param {Object} [parameters] - An object with one or more properties
  27912. * defining the material's appearance. Any property of the material
  27913. * (including any property from inherited materials) can be passed
  27914. * in here. Color values can be passed any type of value accepted
  27915. * by {@link Color#set}.
  27916. */
  27917. constructor( parameters ) {
  27918. super();
  27919. /**
  27920. * This flag can be used for type testing.
  27921. *
  27922. * @type {boolean}
  27923. * @readonly
  27924. * @default true
  27925. */
  27926. this.isMeshStandardMaterial = true;
  27927. this.type = 'MeshStandardMaterial';
  27928. this.defines = { 'STANDARD': '' };
  27929. /**
  27930. * Color of the material.
  27931. *
  27932. * @type {Color}
  27933. * @default (1,1,1)
  27934. */
  27935. this.color = new Color( 0xffffff ); // diffuse
  27936. /**
  27937. * How rough the material appears. `0.0` means a smooth mirror reflection, `1.0`
  27938. * means fully diffuse. If `roughnessMap` is also provided,
  27939. * both values are multiplied.
  27940. *
  27941. * @type {number}
  27942. * @default 1
  27943. */
  27944. this.roughness = 1.0;
  27945. /**
  27946. * How much the material is like a metal. Non-metallic materials such as wood
  27947. * or stone use `0.0`, metallic use `1.0`, with nothing (usually) in between.
  27948. * A value between `0.0` and `1.0` could be used for a rusty metal look.
  27949. * If `metalnessMap` is also provided, both values are multiplied.
  27950. *
  27951. * @type {number}
  27952. * @default 0
  27953. */
  27954. this.metalness = 0.0;
  27955. /**
  27956. * The color map. May optionally include an alpha channel, typically combined
  27957. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  27958. * color is modulated by the diffuse `color`.
  27959. *
  27960. * @type {?Texture}
  27961. * @default null
  27962. */
  27963. this.map = null;
  27964. /**
  27965. * The light map. Requires a second set of UVs.
  27966. *
  27967. * @type {?Texture}
  27968. * @default null
  27969. */
  27970. this.lightMap = null;
  27971. /**
  27972. * Intensity of the baked light.
  27973. *
  27974. * @type {number}
  27975. * @default 1
  27976. */
  27977. this.lightMapIntensity = 1.0;
  27978. /**
  27979. * The red channel of this texture is used as the ambient occlusion map.
  27980. * Requires a second set of UVs.
  27981. *
  27982. * @type {?Texture}
  27983. * @default null
  27984. */
  27985. this.aoMap = null;
  27986. /**
  27987. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  27988. * disables ambient occlusion. Where intensity is `1` and the AO map's
  27989. * red channel is also `1`, ambient light is fully occluded on a surface.
  27990. *
  27991. * @type {number}
  27992. * @default 1
  27993. */
  27994. this.aoMapIntensity = 1.0;
  27995. /**
  27996. * Emissive (light) color of the material, essentially a solid color
  27997. * unaffected by other lighting.
  27998. *
  27999. * @type {Color}
  28000. * @default (0,0,0)
  28001. */
  28002. this.emissive = new Color( 0x000000 );
  28003. /**
  28004. * Intensity of the emissive light. Modulates the emissive color.
  28005. *
  28006. * @type {number}
  28007. * @default 1
  28008. */
  28009. this.emissiveIntensity = 1.0;
  28010. /**
  28011. * Set emissive (glow) map. The emissive map color is modulated by the
  28012. * emissive color and the emissive intensity. If you have an emissive map,
  28013. * be sure to set the emissive color to something other than black.
  28014. *
  28015. * @type {?Texture}
  28016. * @default null
  28017. */
  28018. this.emissiveMap = null;
  28019. /**
  28020. * The texture to create a bump map. The black and white values map to the
  28021. * perceived depth in relation to the lights. Bump doesn't actually affect
  28022. * the geometry of the object, only the lighting. If a normal map is defined
  28023. * this will be ignored.
  28024. *
  28025. * @type {?Texture}
  28026. * @default null
  28027. */
  28028. this.bumpMap = null;
  28029. /**
  28030. * How much the bump map affects the material. Typical range is `[0,1]`.
  28031. *
  28032. * @type {number}
  28033. * @default 1
  28034. */
  28035. this.bumpScale = 1;
  28036. /**
  28037. * The texture to create a normal map. The RGB values affect the surface
  28038. * normal for each pixel fragment and change the way the color is lit. Normal
  28039. * maps do not change the actual shape of the surface, only the lighting. In
  28040. * case the material has a normal map authored using the left handed
  28041. * convention, the `y` component of `normalScale` should be negated to compensate
  28042. * for the different handedness.
  28043. *
  28044. * @type {?Texture}
  28045. * @default null
  28046. */
  28047. this.normalMap = null;
  28048. /**
  28049. * The type of normal map.
  28050. *
  28051. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  28052. * @default TangentSpaceNormalMap
  28053. */
  28054. this.normalMapType = TangentSpaceNormalMap;
  28055. /**
  28056. * How much the normal map affects the material. Typical value range is `[0,1]`.
  28057. *
  28058. * @type {Vector2}
  28059. * @default (1,1)
  28060. */
  28061. this.normalScale = new Vector2( 1, 1 );
  28062. /**
  28063. * The displacement map affects the position of the mesh's vertices. Unlike
  28064. * other maps which only affect the light and shade of the material the
  28065. * displaced vertices can cast shadows, block other objects, and otherwise
  28066. * act as real geometry. The displacement texture is an image where the value
  28067. * of each pixel (white being the highest) is mapped against, and
  28068. * repositions, the vertices of the mesh.
  28069. *
  28070. * @type {?Texture}
  28071. * @default null
  28072. */
  28073. this.displacementMap = null;
  28074. /**
  28075. * How much the displacement map affects the mesh (where black is no
  28076. * displacement, and white is maximum displacement). Without a displacement
  28077. * map set, this value is not applied.
  28078. *
  28079. * @type {number}
  28080. * @default 0
  28081. */
  28082. this.displacementScale = 1;
  28083. /**
  28084. * The offset of the displacement map's values on the mesh's vertices.
  28085. * The bias is added to the scaled sample of the displacement map.
  28086. * Without a displacement map set, this value is not applied.
  28087. *
  28088. * @type {number}
  28089. * @default 0
  28090. */
  28091. this.displacementBias = 0;
  28092. /**
  28093. * The green channel of this texture is used to alter the roughness of the
  28094. * material.
  28095. *
  28096. * @type {?Texture}
  28097. * @default null
  28098. */
  28099. this.roughnessMap = null;
  28100. /**
  28101. * The blue channel of this texture is used to alter the metalness of the
  28102. * material.
  28103. *
  28104. * @type {?Texture}
  28105. * @default null
  28106. */
  28107. this.metalnessMap = null;
  28108. /**
  28109. * The alpha map is a grayscale texture that controls the opacity across the
  28110. * surface (black: fully transparent; white: fully opaque).
  28111. *
  28112. * Only the color of the texture is used, ignoring the alpha channel if one
  28113. * exists. For RGB and RGBA textures, the renderer will use the green channel
  28114. * when sampling this texture due to the extra bit of precision provided for
  28115. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  28116. * luminance/alpha textures will also still work as expected.
  28117. *
  28118. * @type {?Texture}
  28119. * @default null
  28120. */
  28121. this.alphaMap = null;
  28122. /**
  28123. * The environment map. To ensure a physically correct rendering, environment maps
  28124. * are internally pre-processed with {@link PMREMGenerator}.
  28125. *
  28126. * @type {?Texture}
  28127. * @default null
  28128. */
  28129. this.envMap = null;
  28130. /**
  28131. * The rotation of the environment map in radians.
  28132. *
  28133. * @type {Euler}
  28134. * @default (0,0,0)
  28135. */
  28136. this.envMapRotation = new Euler();
  28137. /**
  28138. * Scales the effect of the environment map by multiplying its color.
  28139. *
  28140. * @type {number}
  28141. * @default 1
  28142. */
  28143. this.envMapIntensity = 1.0;
  28144. /**
  28145. * Renders the geometry as a wireframe.
  28146. *
  28147. * @type {boolean}
  28148. * @default false
  28149. */
  28150. this.wireframe = false;
  28151. /**
  28152. * Controls the thickness of the wireframe.
  28153. *
  28154. * Can only be used with {@link SVGRenderer}.
  28155. *
  28156. * @type {number}
  28157. * @default 1
  28158. */
  28159. this.wireframeLinewidth = 1;
  28160. /**
  28161. * Defines appearance of wireframe ends.
  28162. *
  28163. * Can only be used with {@link SVGRenderer}.
  28164. *
  28165. * @type {('round'|'bevel'|'miter')}
  28166. * @default 'round'
  28167. */
  28168. this.wireframeLinecap = 'round';
  28169. /**
  28170. * Defines appearance of wireframe joints.
  28171. *
  28172. * Can only be used with {@link SVGRenderer}.
  28173. *
  28174. * @type {('round'|'bevel'|'miter')}
  28175. * @default 'round'
  28176. */
  28177. this.wireframeLinejoin = 'round';
  28178. /**
  28179. * Whether the material is rendered with flat shading or not.
  28180. *
  28181. * @type {boolean}
  28182. * @default false
  28183. */
  28184. this.flatShading = false;
  28185. /**
  28186. * Whether the material is affected by fog or not.
  28187. *
  28188. * @type {boolean}
  28189. * @default true
  28190. */
  28191. this.fog = true;
  28192. this.setValues( parameters );
  28193. }
  28194. copy( source ) {
  28195. super.copy( source );
  28196. this.defines = { 'STANDARD': '' };
  28197. this.color.copy( source.color );
  28198. this.roughness = source.roughness;
  28199. this.metalness = source.metalness;
  28200. this.map = source.map;
  28201. this.lightMap = source.lightMap;
  28202. this.lightMapIntensity = source.lightMapIntensity;
  28203. this.aoMap = source.aoMap;
  28204. this.aoMapIntensity = source.aoMapIntensity;
  28205. this.emissive.copy( source.emissive );
  28206. this.emissiveMap = source.emissiveMap;
  28207. this.emissiveIntensity = source.emissiveIntensity;
  28208. this.bumpMap = source.bumpMap;
  28209. this.bumpScale = source.bumpScale;
  28210. this.normalMap = source.normalMap;
  28211. this.normalMapType = source.normalMapType;
  28212. this.normalScale.copy( source.normalScale );
  28213. this.displacementMap = source.displacementMap;
  28214. this.displacementScale = source.displacementScale;
  28215. this.displacementBias = source.displacementBias;
  28216. this.roughnessMap = source.roughnessMap;
  28217. this.metalnessMap = source.metalnessMap;
  28218. this.alphaMap = source.alphaMap;
  28219. this.envMap = source.envMap;
  28220. this.envMapRotation.copy( source.envMapRotation );
  28221. this.envMapIntensity = source.envMapIntensity;
  28222. this.wireframe = source.wireframe;
  28223. this.wireframeLinewidth = source.wireframeLinewidth;
  28224. this.wireframeLinecap = source.wireframeLinecap;
  28225. this.wireframeLinejoin = source.wireframeLinejoin;
  28226. this.flatShading = source.flatShading;
  28227. this.fog = source.fog;
  28228. return this;
  28229. }
  28230. }
  28231. /**
  28232. * An extension of the {@link MeshStandardMaterial}, providing more advanced
  28233. * physically-based rendering properties:
  28234. *
  28235. * - Anisotropy: Ability to represent the anisotropic property of materials
  28236. * as observable with brushed metals.
  28237. * - Clearcoat: Some materials — like car paints, carbon fiber, and wet surfaces — require
  28238. * a clear, reflective layer on top of another layer that may be irregular or rough.
  28239. * Clearcoat approximates this effect, without the need for a separate transparent surface.
  28240. * - Iridescence: Allows to render the effect where hue varies depending on the viewing
  28241. * angle and illumination angle. This can be seen on soap bubbles, oil films, or on the
  28242. * wings of many insects.
  28243. * - Physically-based transparency: One limitation of {@link Material#opacity} is that highly
  28244. * transparent materials are less reflective. Physically-based transmission provides a more
  28245. * realistic option for thin, transparent surfaces like glass.
  28246. * - Advanced reflectivity: More flexible reflectivity for non-metallic materials.
  28247. * - Sheen: Can be used for representing cloth and fabric materials.
  28248. *
  28249. * As a result of these complex shading features, `MeshPhysicalMaterial` has a
  28250. * higher performance cost, per pixel, than other three.js materials. Most
  28251. * effects are disabled by default, and add cost as they are enabled. For
  28252. * best results, always specify an environment map when using this material.
  28253. *
  28254. * @augments MeshStandardMaterial
  28255. * @demo scenes/material-browser.html#MeshPhysicalMaterial
  28256. */
  28257. class MeshPhysicalMaterial extends MeshStandardMaterial {
  28258. /**
  28259. * Constructs a new mesh physical material.
  28260. *
  28261. * @param {Object} [parameters] - An object with one or more properties
  28262. * defining the material's appearance. Any property of the material
  28263. * (including any property from inherited materials) can be passed
  28264. * in here. Color values can be passed any type of value accepted
  28265. * by {@link Color#set}.
  28266. */
  28267. constructor( parameters ) {
  28268. super();
  28269. /**
  28270. * This flag can be used for type testing.
  28271. *
  28272. * @type {boolean}
  28273. * @readonly
  28274. * @default true
  28275. */
  28276. this.isMeshPhysicalMaterial = true;
  28277. this.defines = {
  28278. 'STANDARD': '',
  28279. 'PHYSICAL': ''
  28280. };
  28281. this.type = 'MeshPhysicalMaterial';
  28282. /**
  28283. * The rotation of the anisotropy in tangent, bitangent space, measured in radians
  28284. * counter-clockwise from the tangent. When `anisotropyMap` is present, this
  28285. * property provides additional rotation to the vectors in the texture.
  28286. *
  28287. * @type {number}
  28288. * @default 1
  28289. */
  28290. this.anisotropyRotation = 0;
  28291. /**
  28292. * Red and green channels represent the anisotropy direction in `[-1, 1]` tangent,
  28293. * bitangent space, to be rotated by `anisotropyRotation`. The blue channel
  28294. * contains strength as `[0, 1]` to be multiplied by `anisotropy`.
  28295. *
  28296. * @type {?Texture}
  28297. * @default null
  28298. */
  28299. this.anisotropyMap = null;
  28300. /**
  28301. * The red channel of this texture is multiplied against `clearcoat`,
  28302. * for per-pixel control over a coating's intensity.
  28303. *
  28304. * @type {?Texture}
  28305. * @default null
  28306. */
  28307. this.clearcoatMap = null;
  28308. /**
  28309. * Roughness of the clear coat layer, from `0.0` to `1.0`.
  28310. *
  28311. * @type {number}
  28312. * @default 0
  28313. */
  28314. this.clearcoatRoughness = 0.0;
  28315. /**
  28316. * The green channel of this texture is multiplied against
  28317. * `clearcoatRoughness`, for per-pixel control over a coating's roughness.
  28318. *
  28319. * @type {?Texture}
  28320. * @default null
  28321. */
  28322. this.clearcoatRoughnessMap = null;
  28323. /**
  28324. * How much `clearcoatNormalMap` affects the clear coat layer, from
  28325. * `(0,0)` to `(1,1)`.
  28326. *
  28327. * @type {Vector2}
  28328. * @default (1,1)
  28329. */
  28330. this.clearcoatNormalScale = new Vector2( 1, 1 );
  28331. /**
  28332. * Can be used to enable independent normals for the clear coat layer.
  28333. *
  28334. * @type {?Texture}
  28335. * @default null
  28336. */
  28337. this.clearcoatNormalMap = null;
  28338. /**
  28339. * Index-of-refraction for non-metallic materials, from `1.0` to `2.333`.
  28340. *
  28341. * @type {number}
  28342. * @default 1.5
  28343. */
  28344. this.ior = 1.5;
  28345. /**
  28346. * Degree of reflectivity, from `0.0` to `1.0`. Default is `0.5`, which
  28347. * corresponds to an index-of-refraction of `1.5`.
  28348. *
  28349. * This models the reflectivity of non-metallic materials. It has no effect
  28350. * when `metalness` is `1.0`
  28351. *
  28352. * @name MeshPhysicalMaterial#reflectivity
  28353. * @type {number}
  28354. * @default 0.5
  28355. */
  28356. Object.defineProperty( this, 'reflectivity', {
  28357. get: function () {
  28358. return ( clamp( 2.5 * ( this.ior - 1 ) / ( this.ior + 1 ), 0, 1 ) );
  28359. },
  28360. set: function ( reflectivity ) {
  28361. this.ior = ( 1 + 0.4 * reflectivity ) / ( 1 - 0.4 * reflectivity );
  28362. }
  28363. } );
  28364. /**
  28365. * The red channel of this texture is multiplied against `iridescence`, for per-pixel
  28366. * control over iridescence.
  28367. *
  28368. * @type {?Texture}
  28369. * @default null
  28370. */
  28371. this.iridescenceMap = null;
  28372. /**
  28373. * Strength of the iridescence RGB color shift effect, represented by an index-of-refraction.
  28374. * Between `1.0` to `2.333`.
  28375. *
  28376. * @type {number}
  28377. * @default 1.3
  28378. */
  28379. this.iridescenceIOR = 1.3;
  28380. /**
  28381. *Array of exactly 2 elements, specifying minimum and maximum thickness of the iridescence layer.
  28382. Thickness of iridescence layer has an equivalent effect of the one `thickness` has on `ior`.
  28383. *
  28384. * @type {Array<number,number>}
  28385. * @default [100,400]
  28386. */
  28387. this.iridescenceThicknessRange = [ 100, 400 ];
  28388. /**
  28389. * A texture that defines the thickness of the iridescence layer, stored in the green channel.
  28390. * Minimum and maximum values of thickness are defined by `iridescenceThicknessRange` array:
  28391. * - `0.0` in the green channel will result in thickness equal to first element of the array.
  28392. * - `1.0` in the green channel will result in thickness equal to second element of the array.
  28393. * - Values in-between will linearly interpolate between the elements of the array.
  28394. *
  28395. * @type {?Texture}
  28396. * @default null
  28397. */
  28398. this.iridescenceThicknessMap = null;
  28399. /**
  28400. * The sheen tint.
  28401. *
  28402. * @type {Color}
  28403. * @default (0,0,0)
  28404. */
  28405. this.sheenColor = new Color( 0x000000 );
  28406. /**
  28407. * The RGB channels of this texture are multiplied against `sheenColor`, for per-pixel control
  28408. * over sheen tint.
  28409. *
  28410. * @type {?Texture}
  28411. * @default null
  28412. */
  28413. this.sheenColorMap = null;
  28414. /**
  28415. * Roughness of the sheen layer, from `0.0` to `1.0`.
  28416. *
  28417. * @type {number}
  28418. * @default 1
  28419. */
  28420. this.sheenRoughness = 1.0;
  28421. /**
  28422. * The alpha channel of this texture is multiplied against `sheenRoughness`, for per-pixel control
  28423. * over sheen roughness.
  28424. *
  28425. * @type {?Texture}
  28426. * @default null
  28427. */
  28428. this.sheenRoughnessMap = null;
  28429. /**
  28430. * The red channel of this texture is multiplied against `transmission`, for per-pixel control over
  28431. * optical transparency.
  28432. *
  28433. * @type {?Texture}
  28434. * @default null
  28435. */
  28436. this.transmissionMap = null;
  28437. /**
  28438. * The thickness of the volume beneath the surface. The value is given in the
  28439. * coordinate space of the mesh. If the value is `0` the material is
  28440. * thin-walled. Otherwise the material is a volume boundary.
  28441. *
  28442. * @type {number}
  28443. * @default 0
  28444. */
  28445. this.thickness = 0;
  28446. /**
  28447. * A texture that defines the thickness, stored in the green channel. This will
  28448. * be multiplied by `thickness`.
  28449. *
  28450. * @type {?Texture}
  28451. * @default null
  28452. */
  28453. this.thicknessMap = null;
  28454. /**
  28455. * Density of the medium given as the average distance that light travels in
  28456. * the medium before interacting with a particle. The value is given in world
  28457. * space units, and must be greater than zero.
  28458. *
  28459. * @type {number}
  28460. * @default Infinity
  28461. */
  28462. this.attenuationDistance = Infinity;
  28463. /**
  28464. * The color that white light turns into due to absorption when reaching the
  28465. * attenuation distance.
  28466. *
  28467. * @type {Color}
  28468. * @default (1,1,1)
  28469. */
  28470. this.attenuationColor = new Color( 1, 1, 1 );
  28471. /**
  28472. * A float that scales the amount of specular reflection for non-metals only.
  28473. * When set to zero, the model is effectively Lambertian. From `0.0` to `1.0`.
  28474. *
  28475. * @type {number}
  28476. * @default 1
  28477. */
  28478. this.specularIntensity = 1.0;
  28479. /**
  28480. * The alpha channel of this texture is multiplied against `specularIntensity`,
  28481. * for per-pixel control over specular intensity.
  28482. *
  28483. * @type {?Texture}
  28484. * @default null
  28485. */
  28486. this.specularIntensityMap = null;
  28487. /**
  28488. * Tints the specular reflection at normal incidence for non-metals only.
  28489. *
  28490. * @type {Color}
  28491. * @default (1,1,1)
  28492. */
  28493. this.specularColor = new Color( 1, 1, 1 );
  28494. /**
  28495. * The RGB channels of this texture are multiplied against `specularColor`,
  28496. * for per-pixel control over specular color.
  28497. *
  28498. * @type {?Texture}
  28499. * @default null
  28500. */
  28501. this.specularColorMap = null;
  28502. this._anisotropy = 0;
  28503. this._clearcoat = 0;
  28504. this._dispersion = 0;
  28505. this._iridescence = 0;
  28506. this._sheen = 0.0;
  28507. this._transmission = 0;
  28508. this.setValues( parameters );
  28509. }
  28510. /**
  28511. * The anisotropy strength, from `0.0` to `1.0`.
  28512. *
  28513. * @type {number}
  28514. * @default 0
  28515. */
  28516. get anisotropy() {
  28517. return this._anisotropy;
  28518. }
  28519. set anisotropy( value ) {
  28520. if ( this._anisotropy > 0 !== value > 0 ) {
  28521. this.version ++;
  28522. }
  28523. this._anisotropy = value;
  28524. }
  28525. /**
  28526. * Represents the intensity of the clear coat layer, from `0.0` to `1.0`. Use
  28527. * clear coat related properties to enable multilayer materials that have a
  28528. * thin translucent layer over the base layer.
  28529. *
  28530. * @type {number}
  28531. * @default 0
  28532. */
  28533. get clearcoat() {
  28534. return this._clearcoat;
  28535. }
  28536. set clearcoat( value ) {
  28537. if ( this._clearcoat > 0 !== value > 0 ) {
  28538. this.version ++;
  28539. }
  28540. this._clearcoat = value;
  28541. }
  28542. /**
  28543. * The intensity of the iridescence layer, simulating RGB color shift based on the angle between
  28544. * the surface and the viewer, from `0.0` to `1.0`.
  28545. *
  28546. * @type {number}
  28547. * @default 0
  28548. */
  28549. get iridescence() {
  28550. return this._iridescence;
  28551. }
  28552. set iridescence( value ) {
  28553. if ( this._iridescence > 0 !== value > 0 ) {
  28554. this.version ++;
  28555. }
  28556. this._iridescence = value;
  28557. }
  28558. /**
  28559. * Defines the strength of the angular separation of colors (chromatic aberration) transmitting
  28560. * through a relatively clear volume. Any value zero or larger is valid, the typical range of
  28561. * realistic values is `[0, 1]`. This property can be only be used with transmissive objects.
  28562. *
  28563. * @type {number}
  28564. * @default 0
  28565. */
  28566. get dispersion() {
  28567. return this._dispersion;
  28568. }
  28569. set dispersion( value ) {
  28570. if ( this._dispersion > 0 !== value > 0 ) {
  28571. this.version ++;
  28572. }
  28573. this._dispersion = value;
  28574. }
  28575. /**
  28576. * The intensity of the sheen layer, from `0.0` to `1.0`.
  28577. *
  28578. * @type {number}
  28579. * @default 0
  28580. */
  28581. get sheen() {
  28582. return this._sheen;
  28583. }
  28584. set sheen( value ) {
  28585. if ( this._sheen > 0 !== value > 0 ) {
  28586. this.version ++;
  28587. }
  28588. this._sheen = value;
  28589. }
  28590. /**
  28591. * Degree of transmission (or optical transparency), from `0.0` to `1.0`.
  28592. *
  28593. * Thin, transparent or semitransparent, plastic or glass materials remain
  28594. * largely reflective even if they are fully transmissive. The transmission
  28595. * property can be used to model these materials.
  28596. *
  28597. * When transmission is non-zero, `opacity` should be set to `1`.
  28598. *
  28599. * @type {number}
  28600. * @default 0
  28601. */
  28602. get transmission() {
  28603. return this._transmission;
  28604. }
  28605. set transmission( value ) {
  28606. if ( this._transmission > 0 !== value > 0 ) {
  28607. this.version ++;
  28608. }
  28609. this._transmission = value;
  28610. }
  28611. copy( source ) {
  28612. super.copy( source );
  28613. this.defines = {
  28614. 'STANDARD': '',
  28615. 'PHYSICAL': ''
  28616. };
  28617. this.anisotropy = source.anisotropy;
  28618. this.anisotropyRotation = source.anisotropyRotation;
  28619. this.anisotropyMap = source.anisotropyMap;
  28620. this.clearcoat = source.clearcoat;
  28621. this.clearcoatMap = source.clearcoatMap;
  28622. this.clearcoatRoughness = source.clearcoatRoughness;
  28623. this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
  28624. this.clearcoatNormalMap = source.clearcoatNormalMap;
  28625. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  28626. this.dispersion = source.dispersion;
  28627. this.ior = source.ior;
  28628. this.iridescence = source.iridescence;
  28629. this.iridescenceMap = source.iridescenceMap;
  28630. this.iridescenceIOR = source.iridescenceIOR;
  28631. this.iridescenceThicknessRange = [ ...source.iridescenceThicknessRange ];
  28632. this.iridescenceThicknessMap = source.iridescenceThicknessMap;
  28633. this.sheen = source.sheen;
  28634. this.sheenColor.copy( source.sheenColor );
  28635. this.sheenColorMap = source.sheenColorMap;
  28636. this.sheenRoughness = source.sheenRoughness;
  28637. this.sheenRoughnessMap = source.sheenRoughnessMap;
  28638. this.transmission = source.transmission;
  28639. this.transmissionMap = source.transmissionMap;
  28640. this.thickness = source.thickness;
  28641. this.thicknessMap = source.thicknessMap;
  28642. this.attenuationDistance = source.attenuationDistance;
  28643. this.attenuationColor.copy( source.attenuationColor );
  28644. this.specularIntensity = source.specularIntensity;
  28645. this.specularIntensityMap = source.specularIntensityMap;
  28646. this.specularColor.copy( source.specularColor );
  28647. this.specularColorMap = source.specularColorMap;
  28648. return this;
  28649. }
  28650. }
  28651. /**
  28652. * A material for shiny surfaces with specular highlights.
  28653. *
  28654. * The material uses a non-physically based [Blinn-Phong](https://en.wikipedia.org/wiki/Blinn-Phong_shading_model)
  28655. * model for calculating reflectance. Unlike the Lambertian model used in the
  28656. * {@link MeshLambertMaterial} this can simulate shiny surfaces with specular
  28657. * highlights (such as varnished wood). `MeshPhongMaterial` uses per-fragment shading.
  28658. *
  28659. * Performance will generally be greater when using this material over the
  28660. * {@link MeshStandardMaterial} or {@link MeshPhysicalMaterial}, at the cost of
  28661. * some graphical accuracy.
  28662. *
  28663. * @augments Material
  28664. * @demo scenes/material-browser.html#MeshPhongMaterial
  28665. */
  28666. class MeshPhongMaterial extends Material {
  28667. /**
  28668. * Constructs a new mesh phong material.
  28669. *
  28670. * @param {Object} [parameters] - An object with one or more properties
  28671. * defining the material's appearance. Any property of the material
  28672. * (including any property from inherited materials) can be passed
  28673. * in here. Color values can be passed any type of value accepted
  28674. * by {@link Color#set}.
  28675. */
  28676. constructor( parameters ) {
  28677. super();
  28678. /**
  28679. * This flag can be used for type testing.
  28680. *
  28681. * @type {boolean}
  28682. * @readonly
  28683. * @default true
  28684. */
  28685. this.isMeshPhongMaterial = true;
  28686. this.type = 'MeshPhongMaterial';
  28687. /**
  28688. * Color of the material.
  28689. *
  28690. * @type {Color}
  28691. * @default (1,1,1)
  28692. */
  28693. this.color = new Color( 0xffffff ); // diffuse
  28694. /**
  28695. * Specular color of the material. The default color is set to `0x111111` (very dark grey)
  28696. *
  28697. * This defines how shiny the material is and the color of its shine.
  28698. *
  28699. * @type {Color}
  28700. */
  28701. this.specular = new Color( 0x111111 );
  28702. /**
  28703. * How shiny the specular highlight is; a higher value gives a sharper highlight.
  28704. *
  28705. * @type {number}
  28706. * @default 30
  28707. */
  28708. this.shininess = 30;
  28709. /**
  28710. * The color map. May optionally include an alpha channel, typically combined
  28711. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  28712. * color is modulated by the diffuse `color`.
  28713. *
  28714. * @type {?Texture}
  28715. * @default null
  28716. */
  28717. this.map = null;
  28718. /**
  28719. * The light map. Requires a second set of UVs.
  28720. *
  28721. * @type {?Texture}
  28722. * @default null
  28723. */
  28724. this.lightMap = null;
  28725. /**
  28726. * Intensity of the baked light.
  28727. *
  28728. * @type {number}
  28729. * @default 1
  28730. */
  28731. this.lightMapIntensity = 1.0;
  28732. /**
  28733. * The red channel of this texture is used as the ambient occlusion map.
  28734. * Requires a second set of UVs.
  28735. *
  28736. * @type {?Texture}
  28737. * @default null
  28738. */
  28739. this.aoMap = null;
  28740. /**
  28741. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  28742. * disables ambient occlusion. Where intensity is `1` and the AO map's
  28743. * red channel is also `1`, ambient light is fully occluded on a surface.
  28744. *
  28745. * @type {number}
  28746. * @default 1
  28747. */
  28748. this.aoMapIntensity = 1.0;
  28749. /**
  28750. * Emissive (light) color of the material, essentially a solid color
  28751. * unaffected by other lighting.
  28752. *
  28753. * @type {Color}
  28754. * @default (0,0,0)
  28755. */
  28756. this.emissive = new Color( 0x000000 );
  28757. /**
  28758. * Intensity of the emissive light. Modulates the emissive color.
  28759. *
  28760. * @type {number}
  28761. * @default 1
  28762. */
  28763. this.emissiveIntensity = 1.0;
  28764. /**
  28765. * Set emissive (glow) map. The emissive map color is modulated by the
  28766. * emissive color and the emissive intensity. If you have an emissive map,
  28767. * be sure to set the emissive color to something other than black.
  28768. *
  28769. * @type {?Texture}
  28770. * @default null
  28771. */
  28772. this.emissiveMap = null;
  28773. /**
  28774. * The texture to create a bump map. The black and white values map to the
  28775. * perceived depth in relation to the lights. Bump doesn't actually affect
  28776. * the geometry of the object, only the lighting. If a normal map is defined
  28777. * this will be ignored.
  28778. *
  28779. * @type {?Texture}
  28780. * @default null
  28781. */
  28782. this.bumpMap = null;
  28783. /**
  28784. * How much the bump map affects the material. Typical range is `[0,1]`.
  28785. *
  28786. * @type {number}
  28787. * @default 1
  28788. */
  28789. this.bumpScale = 1;
  28790. /**
  28791. * The texture to create a normal map. The RGB values affect the surface
  28792. * normal for each pixel fragment and change the way the color is lit. Normal
  28793. * maps do not change the actual shape of the surface, only the lighting. In
  28794. * case the material has a normal map authored using the left handed
  28795. * convention, the `y` component of `normalScale` should be negated to compensate
  28796. * for the different handedness.
  28797. *
  28798. * @type {?Texture}
  28799. * @default null
  28800. */
  28801. this.normalMap = null;
  28802. /**
  28803. * The type of normal map.
  28804. *
  28805. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  28806. * @default TangentSpaceNormalMap
  28807. */
  28808. this.normalMapType = TangentSpaceNormalMap;
  28809. /**
  28810. * How much the normal map affects the material. Typical value range is `[0,1]`.
  28811. *
  28812. * @type {Vector2}
  28813. * @default (1,1)
  28814. */
  28815. this.normalScale = new Vector2( 1, 1 );
  28816. /**
  28817. * The displacement map affects the position of the mesh's vertices. Unlike
  28818. * other maps which only affect the light and shade of the material the
  28819. * displaced vertices can cast shadows, block other objects, and otherwise
  28820. * act as real geometry. The displacement texture is an image where the value
  28821. * of each pixel (white being the highest) is mapped against, and
  28822. * repositions, the vertices of the mesh.
  28823. *
  28824. * @type {?Texture}
  28825. * @default null
  28826. */
  28827. this.displacementMap = null;
  28828. /**
  28829. * How much the displacement map affects the mesh (where black is no
  28830. * displacement, and white is maximum displacement). Without a displacement
  28831. * map set, this value is not applied.
  28832. *
  28833. * @type {number}
  28834. * @default 0
  28835. */
  28836. this.displacementScale = 1;
  28837. /**
  28838. * The offset of the displacement map's values on the mesh's vertices.
  28839. * The bias is added to the scaled sample of the displacement map.
  28840. * Without a displacement map set, this value is not applied.
  28841. *
  28842. * @type {number}
  28843. * @default 0
  28844. */
  28845. this.displacementBias = 0;
  28846. /**
  28847. * The specular map value affects both how much the specular surface
  28848. * highlight contributes and how much of the environment map affects the
  28849. * surface.
  28850. *
  28851. * @type {?Texture}
  28852. * @default null
  28853. */
  28854. this.specularMap = null;
  28855. /**
  28856. * The alpha map is a grayscale texture that controls the opacity across the
  28857. * surface (black: fully transparent; white: fully opaque).
  28858. *
  28859. * Only the color of the texture is used, ignoring the alpha channel if one
  28860. * exists. For RGB and RGBA textures, the renderer will use the green channel
  28861. * when sampling this texture due to the extra bit of precision provided for
  28862. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  28863. * luminance/alpha textures will also still work as expected.
  28864. *
  28865. * @type {?Texture}
  28866. * @default null
  28867. */
  28868. this.alphaMap = null;
  28869. /**
  28870. * The environment map.
  28871. *
  28872. * @type {?Texture}
  28873. * @default null
  28874. */
  28875. this.envMap = null;
  28876. /**
  28877. * The rotation of the environment map in radians.
  28878. *
  28879. * @type {Euler}
  28880. * @default (0,0,0)
  28881. */
  28882. this.envMapRotation = new Euler();
  28883. /**
  28884. * How to combine the result of the surface's color with the environment map, if any.
  28885. *
  28886. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  28887. * blend between the two colors.
  28888. *
  28889. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  28890. * @default MultiplyOperation
  28891. */
  28892. this.combine = MultiplyOperation;
  28893. /**
  28894. * How much the environment map affects the surface.
  28895. * The valid range is between `0` (no reflections) and `1` (full reflections).
  28896. *
  28897. * @type {number}
  28898. * @default 1
  28899. */
  28900. this.reflectivity = 1;
  28901. /**
  28902. * The index of refraction (IOR) of air (approximately 1) divided by the
  28903. * index of refraction of the material. It is used with environment mapping
  28904. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  28905. * The refraction ratio should not exceed `1`.
  28906. *
  28907. * @type {number}
  28908. * @default 0.98
  28909. */
  28910. this.refractionRatio = 0.98;
  28911. /**
  28912. * Renders the geometry as a wireframe.
  28913. *
  28914. * @type {boolean}
  28915. * @default false
  28916. */
  28917. this.wireframe = false;
  28918. /**
  28919. * Controls the thickness of the wireframe.
  28920. *
  28921. * Can only be used with {@link SVGRenderer}.
  28922. *
  28923. * @type {number}
  28924. * @default 1
  28925. */
  28926. this.wireframeLinewidth = 1;
  28927. /**
  28928. * Defines appearance of wireframe ends.
  28929. *
  28930. * Can only be used with {@link SVGRenderer}.
  28931. *
  28932. * @type {('round'|'bevel'|'miter')}
  28933. * @default 'round'
  28934. */
  28935. this.wireframeLinecap = 'round';
  28936. /**
  28937. * Defines appearance of wireframe joints.
  28938. *
  28939. * Can only be used with {@link SVGRenderer}.
  28940. *
  28941. * @type {('round'|'bevel'|'miter')}
  28942. * @default 'round'
  28943. */
  28944. this.wireframeLinejoin = 'round';
  28945. /**
  28946. * Whether the material is rendered with flat shading or not.
  28947. *
  28948. * @type {boolean}
  28949. * @default false
  28950. */
  28951. this.flatShading = false;
  28952. /**
  28953. * Whether the material is affected by fog or not.
  28954. *
  28955. * @type {boolean}
  28956. * @default true
  28957. */
  28958. this.fog = true;
  28959. this.setValues( parameters );
  28960. }
  28961. copy( source ) {
  28962. super.copy( source );
  28963. this.color.copy( source.color );
  28964. this.specular.copy( source.specular );
  28965. this.shininess = source.shininess;
  28966. this.map = source.map;
  28967. this.lightMap = source.lightMap;
  28968. this.lightMapIntensity = source.lightMapIntensity;
  28969. this.aoMap = source.aoMap;
  28970. this.aoMapIntensity = source.aoMapIntensity;
  28971. this.emissive.copy( source.emissive );
  28972. this.emissiveMap = source.emissiveMap;
  28973. this.emissiveIntensity = source.emissiveIntensity;
  28974. this.bumpMap = source.bumpMap;
  28975. this.bumpScale = source.bumpScale;
  28976. this.normalMap = source.normalMap;
  28977. this.normalMapType = source.normalMapType;
  28978. this.normalScale.copy( source.normalScale );
  28979. this.displacementMap = source.displacementMap;
  28980. this.displacementScale = source.displacementScale;
  28981. this.displacementBias = source.displacementBias;
  28982. this.specularMap = source.specularMap;
  28983. this.alphaMap = source.alphaMap;
  28984. this.envMap = source.envMap;
  28985. this.envMapRotation.copy( source.envMapRotation );
  28986. this.combine = source.combine;
  28987. this.reflectivity = source.reflectivity;
  28988. this.refractionRatio = source.refractionRatio;
  28989. this.wireframe = source.wireframe;
  28990. this.wireframeLinewidth = source.wireframeLinewidth;
  28991. this.wireframeLinecap = source.wireframeLinecap;
  28992. this.wireframeLinejoin = source.wireframeLinejoin;
  28993. this.flatShading = source.flatShading;
  28994. this.fog = source.fog;
  28995. return this;
  28996. }
  28997. }
  28998. /**
  28999. * A material implementing toon shading.
  29000. *
  29001. * @augments Material
  29002. * @demo scenes/material-browser.html#MeshToonMaterial
  29003. */
  29004. class MeshToonMaterial extends Material {
  29005. /**
  29006. * Constructs a new mesh toon material.
  29007. *
  29008. * @param {Object} [parameters] - An object with one or more properties
  29009. * defining the material's appearance. Any property of the material
  29010. * (including any property from inherited materials) can be passed
  29011. * in here. Color values can be passed any type of value accepted
  29012. * by {@link Color#set}.
  29013. */
  29014. constructor( parameters ) {
  29015. super();
  29016. /**
  29017. * This flag can be used for type testing.
  29018. *
  29019. * @type {boolean}
  29020. * @readonly
  29021. * @default true
  29022. */
  29023. this.isMeshToonMaterial = true;
  29024. this.defines = { 'TOON': '' };
  29025. this.type = 'MeshToonMaterial';
  29026. /**
  29027. * Color of the material.
  29028. *
  29029. * @type {Color}
  29030. * @default (1,1,1)
  29031. */
  29032. this.color = new Color( 0xffffff );
  29033. /**
  29034. * The color map. May optionally include an alpha channel, typically combined
  29035. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  29036. * color is modulated by the diffuse `color`.
  29037. *
  29038. * @type {?Texture}
  29039. * @default null
  29040. */
  29041. this.map = null;
  29042. /**
  29043. * Gradient map for toon shading. It's required to set
  29044. * {@link Texture#minFilter} and {@link Texture#magFilter} to {@linkNearestFilter}
  29045. * when using this type of texture.
  29046. *
  29047. * @type {?Texture}
  29048. * @default null
  29049. */
  29050. this.gradientMap = null;
  29051. /**
  29052. * The light map. Requires a second set of UVs.
  29053. *
  29054. * @type {?Texture}
  29055. * @default null
  29056. */
  29057. this.lightMap = null;
  29058. /**
  29059. * Intensity of the baked light.
  29060. *
  29061. * @type {number}
  29062. * @default 1
  29063. */
  29064. this.lightMapIntensity = 1.0;
  29065. /**
  29066. * The red channel of this texture is used as the ambient occlusion map.
  29067. * Requires a second set of UVs.
  29068. *
  29069. * @type {?Texture}
  29070. * @default null
  29071. */
  29072. this.aoMap = null;
  29073. /**
  29074. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  29075. * disables ambient occlusion. Where intensity is `1` and the AO map's
  29076. * red channel is also `1`, ambient light is fully occluded on a surface.
  29077. *
  29078. * @type {number}
  29079. * @default 1
  29080. */
  29081. this.aoMapIntensity = 1.0;
  29082. /**
  29083. * Emissive (light) color of the material, essentially a solid color
  29084. * unaffected by other lighting.
  29085. *
  29086. * @type {Color}
  29087. * @default (0,0,0)
  29088. */
  29089. this.emissive = new Color( 0x000000 );
  29090. /**
  29091. * Intensity of the emissive light. Modulates the emissive color.
  29092. *
  29093. * @type {number}
  29094. * @default 1
  29095. */
  29096. this.emissiveIntensity = 1.0;
  29097. /**
  29098. * Set emissive (glow) map. The emissive map color is modulated by the
  29099. * emissive color and the emissive intensity. If you have an emissive map,
  29100. * be sure to set the emissive color to something other than black.
  29101. *
  29102. * @type {?Texture}
  29103. * @default null
  29104. */
  29105. this.emissiveMap = null;
  29106. /**
  29107. * The texture to create a bump map. The black and white values map to the
  29108. * perceived depth in relation to the lights. Bump doesn't actually affect
  29109. * the geometry of the object, only the lighting. If a normal map is defined
  29110. * this will be ignored.
  29111. *
  29112. * @type {?Texture}
  29113. * @default null
  29114. */
  29115. this.bumpMap = null;
  29116. /**
  29117. * How much the bump map affects the material. Typical range is `[0,1]`.
  29118. *
  29119. * @type {number}
  29120. * @default 1
  29121. */
  29122. this.bumpScale = 1;
  29123. /**
  29124. * The texture to create a normal map. The RGB values affect the surface
  29125. * normal for each pixel fragment and change the way the color is lit. Normal
  29126. * maps do not change the actual shape of the surface, only the lighting. In
  29127. * case the material has a normal map authored using the left handed
  29128. * convention, the `y` component of `normalScale` should be negated to compensate
  29129. * for the different handedness.
  29130. *
  29131. * @type {?Texture}
  29132. * @default null
  29133. */
  29134. this.normalMap = null;
  29135. /**
  29136. * The type of normal map.
  29137. *
  29138. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29139. * @default TangentSpaceNormalMap
  29140. */
  29141. this.normalMapType = TangentSpaceNormalMap;
  29142. /**
  29143. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29144. *
  29145. * @type {Vector2}
  29146. * @default (1,1)
  29147. */
  29148. this.normalScale = new Vector2( 1, 1 );
  29149. /**
  29150. * The displacement map affects the position of the mesh's vertices. Unlike
  29151. * other maps which only affect the light and shade of the material the
  29152. * displaced vertices can cast shadows, block other objects, and otherwise
  29153. * act as real geometry. The displacement texture is an image where the value
  29154. * of each pixel (white being the highest) is mapped against, and
  29155. * repositions, the vertices of the mesh.
  29156. *
  29157. * @type {?Texture}
  29158. * @default null
  29159. */
  29160. this.displacementMap = null;
  29161. /**
  29162. * How much the displacement map affects the mesh (where black is no
  29163. * displacement, and white is maximum displacement). Without a displacement
  29164. * map set, this value is not applied.
  29165. *
  29166. * @type {number}
  29167. * @default 0
  29168. */
  29169. this.displacementScale = 1;
  29170. /**
  29171. * The offset of the displacement map's values on the mesh's vertices.
  29172. * The bias is added to the scaled sample of the displacement map.
  29173. * Without a displacement map set, this value is not applied.
  29174. *
  29175. * @type {number}
  29176. * @default 0
  29177. */
  29178. this.displacementBias = 0;
  29179. /**
  29180. * The alpha map is a grayscale texture that controls the opacity across the
  29181. * surface (black: fully transparent; white: fully opaque).
  29182. *
  29183. * Only the color of the texture is used, ignoring the alpha channel if one
  29184. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29185. * when sampling this texture due to the extra bit of precision provided for
  29186. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29187. * luminance/alpha textures will also still work as expected.
  29188. *
  29189. * @type {?Texture}
  29190. * @default null
  29191. */
  29192. this.alphaMap = null;
  29193. /**
  29194. * Renders the geometry as a wireframe.
  29195. *
  29196. * @type {boolean}
  29197. * @default false
  29198. */
  29199. this.wireframe = false;
  29200. /**
  29201. * Controls the thickness of the wireframe.
  29202. *
  29203. * Can only be used with {@link SVGRenderer}.
  29204. *
  29205. * @type {number}
  29206. * @default 1
  29207. */
  29208. this.wireframeLinewidth = 1;
  29209. /**
  29210. * Defines appearance of wireframe ends.
  29211. *
  29212. * Can only be used with {@link SVGRenderer}.
  29213. *
  29214. * @type {('round'|'bevel'|'miter')}
  29215. * @default 'round'
  29216. */
  29217. this.wireframeLinecap = 'round';
  29218. /**
  29219. * Defines appearance of wireframe joints.
  29220. *
  29221. * Can only be used with {@link SVGRenderer}.
  29222. *
  29223. * @type {('round'|'bevel'|'miter')}
  29224. * @default 'round'
  29225. */
  29226. this.wireframeLinejoin = 'round';
  29227. /**
  29228. * Whether the material is affected by fog or not.
  29229. *
  29230. * @type {boolean}
  29231. * @default true
  29232. */
  29233. this.fog = true;
  29234. this.setValues( parameters );
  29235. }
  29236. copy( source ) {
  29237. super.copy( source );
  29238. this.color.copy( source.color );
  29239. this.map = source.map;
  29240. this.gradientMap = source.gradientMap;
  29241. this.lightMap = source.lightMap;
  29242. this.lightMapIntensity = source.lightMapIntensity;
  29243. this.aoMap = source.aoMap;
  29244. this.aoMapIntensity = source.aoMapIntensity;
  29245. this.emissive.copy( source.emissive );
  29246. this.emissiveMap = source.emissiveMap;
  29247. this.emissiveIntensity = source.emissiveIntensity;
  29248. this.bumpMap = source.bumpMap;
  29249. this.bumpScale = source.bumpScale;
  29250. this.normalMap = source.normalMap;
  29251. this.normalMapType = source.normalMapType;
  29252. this.normalScale.copy( source.normalScale );
  29253. this.displacementMap = source.displacementMap;
  29254. this.displacementScale = source.displacementScale;
  29255. this.displacementBias = source.displacementBias;
  29256. this.alphaMap = source.alphaMap;
  29257. this.wireframe = source.wireframe;
  29258. this.wireframeLinewidth = source.wireframeLinewidth;
  29259. this.wireframeLinecap = source.wireframeLinecap;
  29260. this.wireframeLinejoin = source.wireframeLinejoin;
  29261. this.fog = source.fog;
  29262. return this;
  29263. }
  29264. }
  29265. /**
  29266. * A material that maps the normal vectors to RGB colors.
  29267. *
  29268. * @augments Material
  29269. * @demo scenes/material-browser.html#MeshNormalMaterial
  29270. */
  29271. class MeshNormalMaterial extends Material {
  29272. /**
  29273. * Constructs a new mesh normal material.
  29274. *
  29275. * @param {Object} [parameters] - An object with one or more properties
  29276. * defining the material's appearance. Any property of the material
  29277. * (including any property from inherited materials) can be passed
  29278. * in here. Color values can be passed any type of value accepted
  29279. * by {@link Color#set}.
  29280. */
  29281. constructor( parameters ) {
  29282. super();
  29283. /**
  29284. * This flag can be used for type testing.
  29285. *
  29286. * @type {boolean}
  29287. * @readonly
  29288. * @default true
  29289. */
  29290. this.isMeshNormalMaterial = true;
  29291. this.type = 'MeshNormalMaterial';
  29292. /**
  29293. * The texture to create a bump map. The black and white values map to the
  29294. * perceived depth in relation to the lights. Bump doesn't actually affect
  29295. * the geometry of the object, only the lighting. If a normal map is defined
  29296. * this will be ignored.
  29297. *
  29298. * @type {?Texture}
  29299. * @default null
  29300. */
  29301. this.bumpMap = null;
  29302. /**
  29303. * How much the bump map affects the material. Typical range is `[0,1]`.
  29304. *
  29305. * @type {number}
  29306. * @default 1
  29307. */
  29308. this.bumpScale = 1;
  29309. /**
  29310. * The texture to create a normal map. The RGB values affect the surface
  29311. * normal for each pixel fragment and change the way the color is lit. Normal
  29312. * maps do not change the actual shape of the surface, only the lighting. In
  29313. * case the material has a normal map authored using the left handed
  29314. * convention, the `y` component of `normalScale` should be negated to compensate
  29315. * for the different handedness.
  29316. *
  29317. * @type {?Texture}
  29318. * @default null
  29319. */
  29320. this.normalMap = null;
  29321. /**
  29322. * The type of normal map.
  29323. *
  29324. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29325. * @default TangentSpaceNormalMap
  29326. */
  29327. this.normalMapType = TangentSpaceNormalMap;
  29328. /**
  29329. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29330. *
  29331. * @type {Vector2}
  29332. * @default (1,1)
  29333. */
  29334. this.normalScale = new Vector2( 1, 1 );
  29335. /**
  29336. * The displacement map affects the position of the mesh's vertices. Unlike
  29337. * other maps which only affect the light and shade of the material the
  29338. * displaced vertices can cast shadows, block other objects, and otherwise
  29339. * act as real geometry. The displacement texture is an image where the value
  29340. * of each pixel (white being the highest) is mapped against, and
  29341. * repositions, the vertices of the mesh.
  29342. *
  29343. * @type {?Texture}
  29344. * @default null
  29345. */
  29346. this.displacementMap = null;
  29347. /**
  29348. * How much the displacement map affects the mesh (where black is no
  29349. * displacement, and white is maximum displacement). Without a displacement
  29350. * map set, this value is not applied.
  29351. *
  29352. * @type {number}
  29353. * @default 0
  29354. */
  29355. this.displacementScale = 1;
  29356. /**
  29357. * The offset of the displacement map's values on the mesh's vertices.
  29358. * The bias is added to the scaled sample of the displacement map.
  29359. * Without a displacement map set, this value is not applied.
  29360. *
  29361. * @type {number}
  29362. * @default 0
  29363. */
  29364. this.displacementBias = 0;
  29365. /**
  29366. * Renders the geometry as a wireframe.
  29367. *
  29368. * @type {boolean}
  29369. * @default false
  29370. */
  29371. this.wireframe = false;
  29372. /**
  29373. * Controls the thickness of the wireframe.
  29374. *
  29375. * WebGL and WebGPU ignore this property and always render
  29376. * 1 pixel wide lines.
  29377. *
  29378. * @type {number}
  29379. * @default 1
  29380. */
  29381. this.wireframeLinewidth = 1;
  29382. /**
  29383. * Whether the material is rendered with flat shading or not.
  29384. *
  29385. * @type {boolean}
  29386. * @default false
  29387. */
  29388. this.flatShading = false;
  29389. this.setValues( parameters );
  29390. }
  29391. copy( source ) {
  29392. super.copy( source );
  29393. this.bumpMap = source.bumpMap;
  29394. this.bumpScale = source.bumpScale;
  29395. this.normalMap = source.normalMap;
  29396. this.normalMapType = source.normalMapType;
  29397. this.normalScale.copy( source.normalScale );
  29398. this.displacementMap = source.displacementMap;
  29399. this.displacementScale = source.displacementScale;
  29400. this.displacementBias = source.displacementBias;
  29401. this.wireframe = source.wireframe;
  29402. this.wireframeLinewidth = source.wireframeLinewidth;
  29403. this.flatShading = source.flatShading;
  29404. return this;
  29405. }
  29406. }
  29407. /**
  29408. * A material for non-shiny surfaces, without specular highlights.
  29409. *
  29410. * The material uses a non-physically based [Lambertian](https://en.wikipedia.org/wiki/Lambertian_reflectance)
  29411. * model for calculating reflectance. This can simulate some surfaces (such
  29412. * as untreated wood or stone) well, but cannot simulate shiny surfaces with
  29413. * specular highlights (such as varnished wood). `MeshLambertMaterial` uses per-fragment
  29414. * shading.
  29415. *
  29416. * Due to the simplicity of the reflectance and illumination models,
  29417. * performance will be greater when using this material over the
  29418. * {@link MeshPhongMaterial}, {@link MeshStandardMaterial} or
  29419. * {@link MeshPhysicalMaterial}, at the cost of some graphical accuracy.
  29420. *
  29421. * @augments Material
  29422. * @demo scenes/material-browser.html#MeshLambertMaterial
  29423. */
  29424. class MeshLambertMaterial extends Material {
  29425. /**
  29426. * Constructs a new mesh lambert material.
  29427. *
  29428. * @param {Object} [parameters] - An object with one or more properties
  29429. * defining the material's appearance. Any property of the material
  29430. * (including any property from inherited materials) can be passed
  29431. * in here. Color values can be passed any type of value accepted
  29432. * by {@link Color#set}.
  29433. */
  29434. constructor( parameters ) {
  29435. super();
  29436. /**
  29437. * This flag can be used for type testing.
  29438. *
  29439. * @type {boolean}
  29440. * @readonly
  29441. * @default true
  29442. */
  29443. this.isMeshLambertMaterial = true;
  29444. this.type = 'MeshLambertMaterial';
  29445. /**
  29446. * Color of the material.
  29447. *
  29448. * @type {Color}
  29449. * @default (1,1,1)
  29450. */
  29451. this.color = new Color( 0xffffff ); // diffuse
  29452. /**
  29453. * The color map. May optionally include an alpha channel, typically combined
  29454. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  29455. * color is modulated by the diffuse `color`.
  29456. *
  29457. * @type {?Texture}
  29458. * @default null
  29459. */
  29460. this.map = null;
  29461. /**
  29462. * The light map. Requires a second set of UVs.
  29463. *
  29464. * @type {?Texture}
  29465. * @default null
  29466. */
  29467. this.lightMap = null;
  29468. /**
  29469. * Intensity of the baked light.
  29470. *
  29471. * @type {number}
  29472. * @default 1
  29473. */
  29474. this.lightMapIntensity = 1.0;
  29475. /**
  29476. * The red channel of this texture is used as the ambient occlusion map.
  29477. * Requires a second set of UVs.
  29478. *
  29479. * @type {?Texture}
  29480. * @default null
  29481. */
  29482. this.aoMap = null;
  29483. /**
  29484. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  29485. * disables ambient occlusion. Where intensity is `1` and the AO map's
  29486. * red channel is also `1`, ambient light is fully occluded on a surface.
  29487. *
  29488. * @type {number}
  29489. * @default 1
  29490. */
  29491. this.aoMapIntensity = 1.0;
  29492. /**
  29493. * Emissive (light) color of the material, essentially a solid color
  29494. * unaffected by other lighting.
  29495. *
  29496. * @type {Color}
  29497. * @default (0,0,0)
  29498. */
  29499. this.emissive = new Color( 0x000000 );
  29500. /**
  29501. * Intensity of the emissive light. Modulates the emissive color.
  29502. *
  29503. * @type {number}
  29504. * @default 1
  29505. */
  29506. this.emissiveIntensity = 1.0;
  29507. /**
  29508. * Set emissive (glow) map. The emissive map color is modulated by the
  29509. * emissive color and the emissive intensity. If you have an emissive map,
  29510. * be sure to set the emissive color to something other than black.
  29511. *
  29512. * @type {?Texture}
  29513. * @default null
  29514. */
  29515. this.emissiveMap = null;
  29516. /**
  29517. * The texture to create a bump map. The black and white values map to the
  29518. * perceived depth in relation to the lights. Bump doesn't actually affect
  29519. * the geometry of the object, only the lighting. If a normal map is defined
  29520. * this will be ignored.
  29521. *
  29522. * @type {?Texture}
  29523. * @default null
  29524. */
  29525. this.bumpMap = null;
  29526. /**
  29527. * How much the bump map affects the material. Typical range is `[0,1]`.
  29528. *
  29529. * @type {number}
  29530. * @default 1
  29531. */
  29532. this.bumpScale = 1;
  29533. /**
  29534. * The texture to create a normal map. The RGB values affect the surface
  29535. * normal for each pixel fragment and change the way the color is lit. Normal
  29536. * maps do not change the actual shape of the surface, only the lighting. In
  29537. * case the material has a normal map authored using the left handed
  29538. * convention, the `y` component of `normalScale` should be negated to compensate
  29539. * for the different handedness.
  29540. *
  29541. * @type {?Texture}
  29542. * @default null
  29543. */
  29544. this.normalMap = null;
  29545. /**
  29546. * The type of normal map.
  29547. *
  29548. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29549. * @default TangentSpaceNormalMap
  29550. */
  29551. this.normalMapType = TangentSpaceNormalMap;
  29552. /**
  29553. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29554. *
  29555. * @type {Vector2}
  29556. * @default (1,1)
  29557. */
  29558. this.normalScale = new Vector2( 1, 1 );
  29559. /**
  29560. * The displacement map affects the position of the mesh's vertices. Unlike
  29561. * other maps which only affect the light and shade of the material the
  29562. * displaced vertices can cast shadows, block other objects, and otherwise
  29563. * act as real geometry. The displacement texture is an image where the value
  29564. * of each pixel (white being the highest) is mapped against, and
  29565. * repositions, the vertices of the mesh.
  29566. *
  29567. * @type {?Texture}
  29568. * @default null
  29569. */
  29570. this.displacementMap = null;
  29571. /**
  29572. * How much the displacement map affects the mesh (where black is no
  29573. * displacement, and white is maximum displacement). Without a displacement
  29574. * map set, this value is not applied.
  29575. *
  29576. * @type {number}
  29577. * @default 0
  29578. */
  29579. this.displacementScale = 1;
  29580. /**
  29581. * The offset of the displacement map's values on the mesh's vertices.
  29582. * The bias is added to the scaled sample of the displacement map.
  29583. * Without a displacement map set, this value is not applied.
  29584. *
  29585. * @type {number}
  29586. * @default 0
  29587. */
  29588. this.displacementBias = 0;
  29589. /**
  29590. * Specular map used by the material.
  29591. *
  29592. * @type {?Texture}
  29593. * @default null
  29594. */
  29595. this.specularMap = null;
  29596. /**
  29597. * The alpha map is a grayscale texture that controls the opacity across the
  29598. * surface (black: fully transparent; white: fully opaque).
  29599. *
  29600. * Only the color of the texture is used, ignoring the alpha channel if one
  29601. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29602. * when sampling this texture due to the extra bit of precision provided for
  29603. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29604. * luminance/alpha textures will also still work as expected.
  29605. *
  29606. * @type {?Texture}
  29607. * @default null
  29608. */
  29609. this.alphaMap = null;
  29610. /**
  29611. * The environment map.
  29612. *
  29613. * @type {?Texture}
  29614. * @default null
  29615. */
  29616. this.envMap = null;
  29617. /**
  29618. * The rotation of the environment map in radians.
  29619. *
  29620. * @type {Euler}
  29621. * @default (0,0,0)
  29622. */
  29623. this.envMapRotation = new Euler();
  29624. /**
  29625. * How to combine the result of the surface's color with the environment map, if any.
  29626. *
  29627. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  29628. * blend between the two colors.
  29629. *
  29630. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  29631. * @default MultiplyOperation
  29632. */
  29633. this.combine = MultiplyOperation;
  29634. /**
  29635. * How much the environment map affects the surface.
  29636. * The valid range is between `0` (no reflections) and `1` (full reflections).
  29637. *
  29638. * @type {number}
  29639. * @default 1
  29640. */
  29641. this.reflectivity = 1;
  29642. /**
  29643. * The index of refraction (IOR) of air (approximately 1) divided by the
  29644. * index of refraction of the material. It is used with environment mapping
  29645. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  29646. * The refraction ratio should not exceed `1`.
  29647. *
  29648. * @type {number}
  29649. * @default 0.98
  29650. */
  29651. this.refractionRatio = 0.98;
  29652. /**
  29653. * Renders the geometry as a wireframe.
  29654. *
  29655. * @type {boolean}
  29656. * @default false
  29657. */
  29658. this.wireframe = false;
  29659. /**
  29660. * Controls the thickness of the wireframe.
  29661. *
  29662. * Can only be used with {@link SVGRenderer}.
  29663. *
  29664. * @type {number}
  29665. * @default 1
  29666. */
  29667. this.wireframeLinewidth = 1;
  29668. /**
  29669. * Defines appearance of wireframe ends.
  29670. *
  29671. * Can only be used with {@link SVGRenderer}.
  29672. *
  29673. * @type {('round'|'bevel'|'miter')}
  29674. * @default 'round'
  29675. */
  29676. this.wireframeLinecap = 'round';
  29677. /**
  29678. * Defines appearance of wireframe joints.
  29679. *
  29680. * Can only be used with {@link SVGRenderer}.
  29681. *
  29682. * @type {('round'|'bevel'|'miter')}
  29683. * @default 'round'
  29684. */
  29685. this.wireframeLinejoin = 'round';
  29686. /**
  29687. * Whether the material is rendered with flat shading or not.
  29688. *
  29689. * @type {boolean}
  29690. * @default false
  29691. */
  29692. this.flatShading = false;
  29693. /**
  29694. * Whether the material is affected by fog or not.
  29695. *
  29696. * @type {boolean}
  29697. * @default true
  29698. */
  29699. this.fog = true;
  29700. this.setValues( parameters );
  29701. }
  29702. copy( source ) {
  29703. super.copy( source );
  29704. this.color.copy( source.color );
  29705. this.map = source.map;
  29706. this.lightMap = source.lightMap;
  29707. this.lightMapIntensity = source.lightMapIntensity;
  29708. this.aoMap = source.aoMap;
  29709. this.aoMapIntensity = source.aoMapIntensity;
  29710. this.emissive.copy( source.emissive );
  29711. this.emissiveMap = source.emissiveMap;
  29712. this.emissiveIntensity = source.emissiveIntensity;
  29713. this.bumpMap = source.bumpMap;
  29714. this.bumpScale = source.bumpScale;
  29715. this.normalMap = source.normalMap;
  29716. this.normalMapType = source.normalMapType;
  29717. this.normalScale.copy( source.normalScale );
  29718. this.displacementMap = source.displacementMap;
  29719. this.displacementScale = source.displacementScale;
  29720. this.displacementBias = source.displacementBias;
  29721. this.specularMap = source.specularMap;
  29722. this.alphaMap = source.alphaMap;
  29723. this.envMap = source.envMap;
  29724. this.envMapRotation.copy( source.envMapRotation );
  29725. this.combine = source.combine;
  29726. this.reflectivity = source.reflectivity;
  29727. this.refractionRatio = source.refractionRatio;
  29728. this.wireframe = source.wireframe;
  29729. this.wireframeLinewidth = source.wireframeLinewidth;
  29730. this.wireframeLinecap = source.wireframeLinecap;
  29731. this.wireframeLinejoin = source.wireframeLinejoin;
  29732. this.flatShading = source.flatShading;
  29733. this.fog = source.fog;
  29734. return this;
  29735. }
  29736. }
  29737. /**
  29738. * A material for drawing geometry by depth. Depth is based off of the camera
  29739. * near and far plane. White is nearest, black is farthest.
  29740. *
  29741. * @augments Material
  29742. * @demo scenes/material-browser.html#MeshDepthMaterial
  29743. */
  29744. class MeshDepthMaterial extends Material {
  29745. /**
  29746. * Constructs a new mesh depth material.
  29747. *
  29748. * @param {Object} [parameters] - An object with one or more properties
  29749. * defining the material's appearance. Any property of the material
  29750. * (including any property from inherited materials) can be passed
  29751. * in here. Color values can be passed any type of value accepted
  29752. * by {@link Color#set}.
  29753. */
  29754. constructor( parameters ) {
  29755. super();
  29756. /**
  29757. * This flag can be used for type testing.
  29758. *
  29759. * @type {boolean}
  29760. * @readonly
  29761. * @default true
  29762. */
  29763. this.isMeshDepthMaterial = true;
  29764. this.type = 'MeshDepthMaterial';
  29765. /**
  29766. * Type for depth packing.
  29767. *
  29768. * @type {(BasicDepthPacking|RGBADepthPacking|RGBDepthPacking|RGDepthPacking)}
  29769. * @default BasicDepthPacking
  29770. */
  29771. this.depthPacking = BasicDepthPacking;
  29772. /**
  29773. * The color map. May optionally include an alpha channel, typically combined
  29774. * with {@link Material#transparent} or {@link Material#alphaTest}.
  29775. *
  29776. * @type {?Texture}
  29777. * @default null
  29778. */
  29779. this.map = null;
  29780. /**
  29781. * The alpha map is a grayscale texture that controls the opacity across the
  29782. * surface (black: fully transparent; white: fully opaque).
  29783. *
  29784. * Only the color of the texture is used, ignoring the alpha channel if one
  29785. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29786. * when sampling this texture due to the extra bit of precision provided for
  29787. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29788. * luminance/alpha textures will also still work as expected.
  29789. *
  29790. * @type {?Texture}
  29791. * @default null
  29792. */
  29793. this.alphaMap = null;
  29794. /**
  29795. * The displacement map affects the position of the mesh's vertices. Unlike
  29796. * other maps which only affect the light and shade of the material the
  29797. * displaced vertices can cast shadows, block other objects, and otherwise
  29798. * act as real geometry. The displacement texture is an image where the value
  29799. * of each pixel (white being the highest) is mapped against, and
  29800. * repositions, the vertices of the mesh.
  29801. *
  29802. * @type {?Texture}
  29803. * @default null
  29804. */
  29805. this.displacementMap = null;
  29806. /**
  29807. * How much the displacement map affects the mesh (where black is no
  29808. * displacement, and white is maximum displacement). Without a displacement
  29809. * map set, this value is not applied.
  29810. *
  29811. * @type {number}
  29812. * @default 0
  29813. */
  29814. this.displacementScale = 1;
  29815. /**
  29816. * The offset of the displacement map's values on the mesh's vertices.
  29817. * The bias is added to the scaled sample of the displacement map.
  29818. * Without a displacement map set, this value is not applied.
  29819. *
  29820. * @type {number}
  29821. * @default 0
  29822. */
  29823. this.displacementBias = 0;
  29824. /**
  29825. * Renders the geometry as a wireframe.
  29826. *
  29827. * @type {boolean}
  29828. * @default false
  29829. */
  29830. this.wireframe = false;
  29831. /**
  29832. * Controls the thickness of the wireframe.
  29833. *
  29834. * WebGL and WebGPU ignore this property and always render
  29835. * 1 pixel wide lines.
  29836. *
  29837. * @type {number}
  29838. * @default 1
  29839. */
  29840. this.wireframeLinewidth = 1;
  29841. this.setValues( parameters );
  29842. }
  29843. copy( source ) {
  29844. super.copy( source );
  29845. this.depthPacking = source.depthPacking;
  29846. this.map = source.map;
  29847. this.alphaMap = source.alphaMap;
  29848. this.displacementMap = source.displacementMap;
  29849. this.displacementScale = source.displacementScale;
  29850. this.displacementBias = source.displacementBias;
  29851. this.wireframe = source.wireframe;
  29852. this.wireframeLinewidth = source.wireframeLinewidth;
  29853. return this;
  29854. }
  29855. }
  29856. /**
  29857. * A material used internally for implementing shadow mapping with
  29858. * point lights.
  29859. *
  29860. * Can also be used to customize the shadow casting of an object by assigning
  29861. * an instance of `MeshDistanceMaterial` to {@link Object3D#customDistanceMaterial}.
  29862. * The following examples demonstrates this approach in order to ensure
  29863. * transparent parts of objects do not cast shadows.
  29864. *
  29865. * @augments Material
  29866. */
  29867. class MeshDistanceMaterial extends Material {
  29868. /**
  29869. * Constructs a new mesh distance material.
  29870. *
  29871. * @param {Object} [parameters] - An object with one or more properties
  29872. * defining the material's appearance. Any property of the material
  29873. * (including any property from inherited materials) can be passed
  29874. * in here. Color values can be passed any type of value accepted
  29875. * by {@link Color#set}.
  29876. */
  29877. constructor( parameters ) {
  29878. super();
  29879. /**
  29880. * This flag can be used for type testing.
  29881. *
  29882. * @type {boolean}
  29883. * @readonly
  29884. * @default true
  29885. */
  29886. this.isMeshDistanceMaterial = true;
  29887. this.type = 'MeshDistanceMaterial';
  29888. /**
  29889. * The color map. May optionally include an alpha channel, typically combined
  29890. * with {@link Material#transparent} or {@link Material#alphaTest}.
  29891. *
  29892. * @type {?Texture}
  29893. * @default null
  29894. */
  29895. this.map = null;
  29896. /**
  29897. * The alpha map is a grayscale texture that controls the opacity across the
  29898. * surface (black: fully transparent; white: fully opaque).
  29899. *
  29900. * Only the color of the texture is used, ignoring the alpha channel if one
  29901. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29902. * when sampling this texture due to the extra bit of precision provided for
  29903. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29904. * luminance/alpha textures will also still work as expected.
  29905. *
  29906. * @type {?Texture}
  29907. * @default null
  29908. */
  29909. this.alphaMap = null;
  29910. /**
  29911. * The displacement map affects the position of the mesh's vertices. Unlike
  29912. * other maps which only affect the light and shade of the material the
  29913. * displaced vertices can cast shadows, block other objects, and otherwise
  29914. * act as real geometry. The displacement texture is an image where the value
  29915. * of each pixel (white being the highest) is mapped against, and
  29916. * repositions, the vertices of the mesh.
  29917. *
  29918. * @type {?Texture}
  29919. * @default null
  29920. */
  29921. this.displacementMap = null;
  29922. /**
  29923. * How much the displacement map affects the mesh (where black is no
  29924. * displacement, and white is maximum displacement). Without a displacement
  29925. * map set, this value is not applied.
  29926. *
  29927. * @type {number}
  29928. * @default 0
  29929. */
  29930. this.displacementScale = 1;
  29931. /**
  29932. * The offset of the displacement map's values on the mesh's vertices.
  29933. * The bias is added to the scaled sample of the displacement map.
  29934. * Without a displacement map set, this value is not applied.
  29935. *
  29936. * @type {number}
  29937. * @default 0
  29938. */
  29939. this.displacementBias = 0;
  29940. this.setValues( parameters );
  29941. }
  29942. copy( source ) {
  29943. super.copy( source );
  29944. this.map = source.map;
  29945. this.alphaMap = source.alphaMap;
  29946. this.displacementMap = source.displacementMap;
  29947. this.displacementScale = source.displacementScale;
  29948. this.displacementBias = source.displacementBias;
  29949. return this;
  29950. }
  29951. }
  29952. /**
  29953. * This material is defined by a MatCap (or Lit Sphere) texture, which encodes the
  29954. * material color and shading.
  29955. *
  29956. * `MeshMatcapMaterial` does not respond to lights since the matcap image file encodes
  29957. * baked lighting. It will cast a shadow onto an object that receives shadows
  29958. * (and shadow clipping works), but it will not self-shadow or receive
  29959. * shadows.
  29960. *
  29961. * @augments Material
  29962. * @demo scenes/material-browser.html#MeshMatcapMaterial
  29963. */
  29964. class MeshMatcapMaterial extends Material {
  29965. /**
  29966. * Constructs a new mesh matcap material.
  29967. *
  29968. * @param {Object} [parameters] - An object with one or more properties
  29969. * defining the material's appearance. Any property of the material
  29970. * (including any property from inherited materials) can be passed
  29971. * in here. Color values can be passed any type of value accepted
  29972. * by {@link Color#set}.
  29973. */
  29974. constructor( parameters ) {
  29975. super();
  29976. /**
  29977. * This flag can be used for type testing.
  29978. *
  29979. * @type {boolean}
  29980. * @readonly
  29981. * @default true
  29982. */
  29983. this.isMeshMatcapMaterial = true;
  29984. this.defines = { 'MATCAP': '' };
  29985. this.type = 'MeshMatcapMaterial';
  29986. /**
  29987. * Color of the material.
  29988. *
  29989. * @type {Color}
  29990. * @default (1,1,1)
  29991. */
  29992. this.color = new Color( 0xffffff ); // diffuse
  29993. /**
  29994. * The matcap map.
  29995. *
  29996. * @type {?Texture}
  29997. * @default null
  29998. */
  29999. this.matcap = null;
  30000. /**
  30001. * The color map. May optionally include an alpha channel, typically combined
  30002. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  30003. * color is modulated by the diffuse `color`.
  30004. *
  30005. * @type {?Texture}
  30006. * @default null
  30007. */
  30008. this.map = null;
  30009. /**
  30010. * The texture to create a bump map. The black and white values map to the
  30011. * perceived depth in relation to the lights. Bump doesn't actually affect
  30012. * the geometry of the object, only the lighting. If a normal map is defined
  30013. * this will be ignored.
  30014. *
  30015. * @type {?Texture}
  30016. * @default null
  30017. */
  30018. this.bumpMap = null;
  30019. /**
  30020. * How much the bump map affects the material. Typical range is `[0,1]`.
  30021. *
  30022. * @type {number}
  30023. * @default 1
  30024. */
  30025. this.bumpScale = 1;
  30026. /**
  30027. * The texture to create a normal map. The RGB values affect the surface
  30028. * normal for each pixel fragment and change the way the color is lit. Normal
  30029. * maps do not change the actual shape of the surface, only the lighting. In
  30030. * case the material has a normal map authored using the left handed
  30031. * convention, the `y` component of `normalScale` should be negated to compensate
  30032. * for the different handedness.
  30033. *
  30034. * @type {?Texture}
  30035. * @default null
  30036. */
  30037. this.normalMap = null;
  30038. /**
  30039. * The type of normal map.
  30040. *
  30041. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  30042. * @default TangentSpaceNormalMap
  30043. */
  30044. this.normalMapType = TangentSpaceNormalMap;
  30045. /**
  30046. * How much the normal map affects the material. Typical value range is `[0,1]`.
  30047. *
  30048. * @type {Vector2}
  30049. * @default (1,1)
  30050. */
  30051. this.normalScale = new Vector2( 1, 1 );
  30052. /**
  30053. * The displacement map affects the position of the mesh's vertices. Unlike
  30054. * other maps which only affect the light and shade of the material the
  30055. * displaced vertices can cast shadows, block other objects, and otherwise
  30056. * act as real geometry. The displacement texture is an image where the value
  30057. * of each pixel (white being the highest) is mapped against, and
  30058. * repositions, the vertices of the mesh.
  30059. *
  30060. * @type {?Texture}
  30061. * @default null
  30062. */
  30063. this.displacementMap = null;
  30064. /**
  30065. * How much the displacement map affects the mesh (where black is no
  30066. * displacement, and white is maximum displacement). Without a displacement
  30067. * map set, this value is not applied.
  30068. *
  30069. * @type {number}
  30070. * @default 0
  30071. */
  30072. this.displacementScale = 1;
  30073. /**
  30074. * The offset of the displacement map's values on the mesh's vertices.
  30075. * The bias is added to the scaled sample of the displacement map.
  30076. * Without a displacement map set, this value is not applied.
  30077. *
  30078. * @type {number}
  30079. * @default 0
  30080. */
  30081. this.displacementBias = 0;
  30082. /**
  30083. * The alpha map is a grayscale texture that controls the opacity across the
  30084. * surface (black: fully transparent; white: fully opaque).
  30085. *
  30086. * Only the color of the texture is used, ignoring the alpha channel if one
  30087. * exists. For RGB and RGBA textures, the renderer will use the green channel
  30088. * when sampling this texture due to the extra bit of precision provided for
  30089. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  30090. * luminance/alpha textures will also still work as expected.
  30091. *
  30092. * @type {?Texture}
  30093. * @default null
  30094. */
  30095. this.alphaMap = null;
  30096. /**
  30097. * Renders the geometry as a wireframe.
  30098. *
  30099. * @type {boolean}
  30100. * @default false
  30101. */
  30102. this.wireframe = false;
  30103. /**
  30104. * Controls the thickness of the wireframe.
  30105. *
  30106. * Can only be used with {@link SVGRenderer}.
  30107. *
  30108. * @type {number}
  30109. * @default 1
  30110. */
  30111. this.wireframeLinewidth = 1;
  30112. /**
  30113. * Whether the material is rendered with flat shading or not.
  30114. *
  30115. * @type {boolean}
  30116. * @default false
  30117. */
  30118. this.flatShading = false;
  30119. /**
  30120. * Whether the material is affected by fog or not.
  30121. *
  30122. * @type {boolean}
  30123. * @default true
  30124. */
  30125. this.fog = true;
  30126. this.setValues( parameters );
  30127. }
  30128. copy( source ) {
  30129. super.copy( source );
  30130. this.defines = { 'MATCAP': '' };
  30131. this.color.copy( source.color );
  30132. this.matcap = source.matcap;
  30133. this.map = source.map;
  30134. this.bumpMap = source.bumpMap;
  30135. this.bumpScale = source.bumpScale;
  30136. this.normalMap = source.normalMap;
  30137. this.normalMapType = source.normalMapType;
  30138. this.normalScale.copy( source.normalScale );
  30139. this.displacementMap = source.displacementMap;
  30140. this.displacementScale = source.displacementScale;
  30141. this.displacementBias = source.displacementBias;
  30142. this.alphaMap = source.alphaMap;
  30143. this.wireframe = source.wireframe;
  30144. this.wireframeLinewidth = source.wireframeLinewidth;
  30145. this.flatShading = source.flatShading;
  30146. this.fog = source.fog;
  30147. return this;
  30148. }
  30149. }
  30150. /**
  30151. * A material for rendering line primitives.
  30152. *
  30153. * Materials define the appearance of renderable 3D objects.
  30154. *
  30155. * ```js
  30156. * const material = new THREE.LineDashedMaterial( {
  30157. * color: 0xffffff,
  30158. * scale: 1,
  30159. * dashSize: 3,
  30160. * gapSize: 1,
  30161. * } );
  30162. * ```
  30163. *
  30164. * @augments LineBasicMaterial
  30165. */
  30166. class LineDashedMaterial extends LineBasicMaterial {
  30167. /**
  30168. * Constructs a new line dashed material.
  30169. *
  30170. * @param {Object} [parameters] - An object with one or more properties
  30171. * defining the material's appearance. Any property of the material
  30172. * (including any property from inherited materials) can be passed
  30173. * in here. Color values can be passed any type of value accepted
  30174. * by {@link Color#set}.
  30175. */
  30176. constructor( parameters ) {
  30177. super();
  30178. /**
  30179. * This flag can be used for type testing.
  30180. *
  30181. * @type {boolean}
  30182. * @readonly
  30183. * @default true
  30184. */
  30185. this.isLineDashedMaterial = true;
  30186. this.type = 'LineDashedMaterial';
  30187. /**
  30188. * The scale of the dashed part of a line.
  30189. *
  30190. * @type {number}
  30191. * @default 1
  30192. */
  30193. this.scale = 1;
  30194. /**
  30195. * The size of the dash. This is both the gap with the stroke.
  30196. *
  30197. * @type {number}
  30198. * @default 3
  30199. */
  30200. this.dashSize = 3;
  30201. /**
  30202. * The size of the gap.
  30203. *
  30204. * @type {number}
  30205. * @default 1
  30206. */
  30207. this.gapSize = 1;
  30208. this.setValues( parameters );
  30209. }
  30210. copy( source ) {
  30211. super.copy( source );
  30212. this.scale = source.scale;
  30213. this.dashSize = source.dashSize;
  30214. this.gapSize = source.gapSize;
  30215. return this;
  30216. }
  30217. }
  30218. /**
  30219. * Converts an array to a specific type.
  30220. *
  30221. * @param {TypedArray|Array} array - The array to convert.
  30222. * @param {TypedArray.constructor} type - The constructor of a typed array that defines the new type.
  30223. * @return {TypedArray} The converted array.
  30224. */
  30225. function convertArray( array, type ) {
  30226. if ( ! array || array.constructor === type ) return array;
  30227. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  30228. return new type( array ); // create typed array
  30229. }
  30230. return Array.prototype.slice.call( array ); // create Array
  30231. }
  30232. /**
  30233. * Returns an array by which times and values can be sorted.
  30234. *
  30235. * @param {Array<number>} times - The keyframe time values.
  30236. * @return {Array<number>} The array.
  30237. */
  30238. function getKeyframeOrder( times ) {
  30239. function compareTime( i, j ) {
  30240. return times[ i ] - times[ j ];
  30241. }
  30242. const n = times.length;
  30243. const result = new Array( n );
  30244. for ( let i = 0; i !== n; ++ i ) result[ i ] = i;
  30245. result.sort( compareTime );
  30246. return result;
  30247. }
  30248. /**
  30249. * Sorts the given array by the previously computed order via `getKeyframeOrder()`.
  30250. *
  30251. * @param {Array<number>} values - The values to sort.
  30252. * @param {number} stride - The stride.
  30253. * @param {Array<number>} order - The sort order.
  30254. * @return {Array<number>} The sorted values.
  30255. */
  30256. function sortedArray( values, stride, order ) {
  30257. const nValues = values.length;
  30258. const result = new values.constructor( nValues );
  30259. for ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  30260. const srcOffset = order[ i ] * stride;
  30261. for ( let j = 0; j !== stride; ++ j ) {
  30262. result[ dstOffset ++ ] = values[ srcOffset + j ];
  30263. }
  30264. }
  30265. return result;
  30266. }
  30267. /**
  30268. * Used for parsing AOS keyframe formats.
  30269. *
  30270. * @param {Array<number>} jsonKeys - A list of JSON keyframes.
  30271. * @param {Array<number>} times - This array will be filled with keyframe times by this function.
  30272. * @param {Array<number>} values - This array will be filled with keyframe values by this function.
  30273. * @param {string} valuePropertyName - The name of the property to use.
  30274. */
  30275. function flattenJSON( jsonKeys, times, values, valuePropertyName ) {
  30276. let i = 1, key = jsonKeys[ 0 ];
  30277. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  30278. key = jsonKeys[ i ++ ];
  30279. }
  30280. if ( key === undefined ) return; // no data
  30281. let value = key[ valuePropertyName ];
  30282. if ( value === undefined ) return; // no data
  30283. if ( Array.isArray( value ) ) {
  30284. do {
  30285. value = key[ valuePropertyName ];
  30286. if ( value !== undefined ) {
  30287. times.push( key.time );
  30288. values.push( ...value ); // push all elements
  30289. }
  30290. key = jsonKeys[ i ++ ];
  30291. } while ( key !== undefined );
  30292. } else if ( value.toArray !== undefined ) {
  30293. // ...assume THREE.Math-ish
  30294. do {
  30295. value = key[ valuePropertyName ];
  30296. if ( value !== undefined ) {
  30297. times.push( key.time );
  30298. value.toArray( values, values.length );
  30299. }
  30300. key = jsonKeys[ i ++ ];
  30301. } while ( key !== undefined );
  30302. } else {
  30303. // otherwise push as-is
  30304. do {
  30305. value = key[ valuePropertyName ];
  30306. if ( value !== undefined ) {
  30307. times.push( key.time );
  30308. values.push( value );
  30309. }
  30310. key = jsonKeys[ i ++ ];
  30311. } while ( key !== undefined );
  30312. }
  30313. }
  30314. /**
  30315. * Creates a new clip, containing only the segment of the original clip between the given frames.
  30316. *
  30317. * @param {AnimationClip} sourceClip - The values to sort.
  30318. * @param {string} name - The name of the clip.
  30319. * @param {number} startFrame - The start frame.
  30320. * @param {number} endFrame - The end frame.
  30321. * @param {number} [fps=30] - The FPS.
  30322. * @return {AnimationClip} The new sub clip.
  30323. */
  30324. function subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {
  30325. const clip = sourceClip.clone();
  30326. clip.name = name;
  30327. const tracks = [];
  30328. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  30329. const track = clip.tracks[ i ];
  30330. const valueSize = track.getValueSize();
  30331. const times = [];
  30332. const values = [];
  30333. for ( let j = 0; j < track.times.length; ++ j ) {
  30334. const frame = track.times[ j ] * fps;
  30335. if ( frame < startFrame || frame >= endFrame ) continue;
  30336. times.push( track.times[ j ] );
  30337. for ( let k = 0; k < valueSize; ++ k ) {
  30338. values.push( track.values[ j * valueSize + k ] );
  30339. }
  30340. }
  30341. if ( times.length === 0 ) continue;
  30342. track.times = convertArray( times, track.times.constructor );
  30343. track.values = convertArray( values, track.values.constructor );
  30344. tracks.push( track );
  30345. }
  30346. clip.tracks = tracks;
  30347. // find minimum .times value across all tracks in the trimmed clip
  30348. let minStartTime = Infinity;
  30349. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  30350. if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {
  30351. minStartTime = clip.tracks[ i ].times[ 0 ];
  30352. }
  30353. }
  30354. // shift all tracks such that clip begins at t=0
  30355. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  30356. clip.tracks[ i ].shift( -1 * minStartTime );
  30357. }
  30358. clip.resetDuration();
  30359. return clip;
  30360. }
  30361. /**
  30362. * Converts the keyframes of the given animation clip to an additive format.
  30363. *
  30364. * @param {AnimationClip} targetClip - The clip to make additive.
  30365. * @param {number} [referenceFrame=0] - The reference frame.
  30366. * @param {AnimationClip} [referenceClip=targetClip] - The reference clip.
  30367. * @param {number} [fps=30] - The FPS.
  30368. * @return {AnimationClip} The updated clip which is now additive.
  30369. */
  30370. function makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {
  30371. if ( fps <= 0 ) fps = 30;
  30372. const numTracks = referenceClip.tracks.length;
  30373. const referenceTime = referenceFrame / fps;
  30374. // Make each track's values relative to the values at the reference frame
  30375. for ( let i = 0; i < numTracks; ++ i ) {
  30376. const referenceTrack = referenceClip.tracks[ i ];
  30377. const referenceTrackType = referenceTrack.ValueTypeName;
  30378. // Skip this track if it's non-numeric
  30379. if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue;
  30380. // Find the track in the target clip whose name and type matches the reference track
  30381. const targetTrack = targetClip.tracks.find( function ( track ) {
  30382. return track.name === referenceTrack.name
  30383. && track.ValueTypeName === referenceTrackType;
  30384. } );
  30385. if ( targetTrack === undefined ) continue;
  30386. let referenceOffset = 0;
  30387. const referenceValueSize = referenceTrack.getValueSize();
  30388. if ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
  30389. referenceOffset = referenceValueSize / 3;
  30390. }
  30391. let targetOffset = 0;
  30392. const targetValueSize = targetTrack.getValueSize();
  30393. if ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
  30394. targetOffset = targetValueSize / 3;
  30395. }
  30396. const lastIndex = referenceTrack.times.length - 1;
  30397. let referenceValue;
  30398. // Find the value to subtract out of the track
  30399. if ( referenceTime <= referenceTrack.times[ 0 ] ) {
  30400. // Reference frame is earlier than the first keyframe, so just use the first keyframe
  30401. const startIndex = referenceOffset;
  30402. const endIndex = referenceValueSize - referenceOffset;
  30403. referenceValue = referenceTrack.values.slice( startIndex, endIndex );
  30404. } else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {
  30405. // Reference frame is after the last keyframe, so just use the last keyframe
  30406. const startIndex = lastIndex * referenceValueSize + referenceOffset;
  30407. const endIndex = startIndex + referenceValueSize - referenceOffset;
  30408. referenceValue = referenceTrack.values.slice( startIndex, endIndex );
  30409. } else {
  30410. // Interpolate to the reference value
  30411. const interpolant = referenceTrack.createInterpolant();
  30412. const startIndex = referenceOffset;
  30413. const endIndex = referenceValueSize - referenceOffset;
  30414. interpolant.evaluate( referenceTime );
  30415. referenceValue = interpolant.resultBuffer.slice( startIndex, endIndex );
  30416. }
  30417. // Conjugate the quaternion
  30418. if ( referenceTrackType === 'quaternion' ) {
  30419. const referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate();
  30420. referenceQuat.toArray( referenceValue );
  30421. }
  30422. // Subtract the reference value from all of the track values
  30423. const numTimes = targetTrack.times.length;
  30424. for ( let j = 0; j < numTimes; ++ j ) {
  30425. const valueStart = j * targetValueSize + targetOffset;
  30426. if ( referenceTrackType === 'quaternion' ) {
  30427. // Multiply the conjugate for quaternion track types
  30428. Quaternion.multiplyQuaternionsFlat(
  30429. targetTrack.values,
  30430. valueStart,
  30431. referenceValue,
  30432. 0,
  30433. targetTrack.values,
  30434. valueStart
  30435. );
  30436. } else {
  30437. const valueEnd = targetValueSize - targetOffset * 2;
  30438. // Subtract each value for all other numeric track types
  30439. for ( let k = 0; k < valueEnd; ++ k ) {
  30440. targetTrack.values[ valueStart + k ] -= referenceValue[ k ];
  30441. }
  30442. }
  30443. }
  30444. }
  30445. targetClip.blendMode = AdditiveAnimationBlendMode;
  30446. return targetClip;
  30447. }
  30448. /**
  30449. * A class with various methods to assist with animations.
  30450. *
  30451. * @hideconstructor
  30452. */
  30453. class AnimationUtils {
  30454. /**
  30455. * Converts an array to a specific type
  30456. *
  30457. * @static
  30458. * @param {TypedArray|Array} array - The array to convert.
  30459. * @param {TypedArray.constructor} type - The constructor of a type array.
  30460. * @return {TypedArray} The converted array
  30461. */
  30462. static convertArray( array, type ) {
  30463. return convertArray( array, type );
  30464. }
  30465. /**
  30466. * Returns `true` if the given object is a typed array.
  30467. *
  30468. * @static
  30469. * @param {any} object - The object to check.
  30470. * @return {boolean} Whether the given object is a typed array.
  30471. */
  30472. static isTypedArray( object ) {
  30473. return isTypedArray( object );
  30474. }
  30475. /**
  30476. * Returns an array by which times and values can be sorted.
  30477. *
  30478. * @static
  30479. * @param {Array<number>} times - The keyframe time values.
  30480. * @return {Array<number>} The array.
  30481. */
  30482. static getKeyframeOrder( times ) {
  30483. return getKeyframeOrder( times );
  30484. }
  30485. /**
  30486. * Sorts the given array by the previously computed order via `getKeyframeOrder()`.
  30487. *
  30488. * @static
  30489. * @param {Array<number>} values - The values to sort.
  30490. * @param {number} stride - The stride.
  30491. * @param {Array<number>} order - The sort order.
  30492. * @return {Array<number>} The sorted values.
  30493. */
  30494. static sortedArray( values, stride, order ) {
  30495. return sortedArray( values, stride, order );
  30496. }
  30497. /**
  30498. * Used for parsing AOS keyframe formats.
  30499. *
  30500. * @static
  30501. * @param {Array<number>} jsonKeys - A list of JSON keyframes.
  30502. * @param {Array<number>} times - This array will be filled with keyframe times by this method.
  30503. * @param {Array<number>} values - This array will be filled with keyframe values by this method.
  30504. * @param {string} valuePropertyName - The name of the property to use.
  30505. */
  30506. static flattenJSON( jsonKeys, times, values, valuePropertyName ) {
  30507. flattenJSON( jsonKeys, times, values, valuePropertyName );
  30508. }
  30509. /**
  30510. * Creates a new clip, containing only the segment of the original clip between the given frames.
  30511. *
  30512. * @static
  30513. * @param {AnimationClip} sourceClip - The values to sort.
  30514. * @param {string} name - The name of the clip.
  30515. * @param {number} startFrame - The start frame.
  30516. * @param {number} endFrame - The end frame.
  30517. * @param {number} [fps=30] - The FPS.
  30518. * @return {AnimationClip} The new sub clip.
  30519. */
  30520. static subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {
  30521. return subclip( sourceClip, name, startFrame, endFrame, fps );
  30522. }
  30523. /**
  30524. * Converts the keyframes of the given animation clip to an additive format.
  30525. *
  30526. * @static
  30527. * @param {AnimationClip} targetClip - The clip to make additive.
  30528. * @param {number} [referenceFrame=0] - The reference frame.
  30529. * @param {AnimationClip} [referenceClip=targetClip] - The reference clip.
  30530. * @param {number} [fps=30] - The FPS.
  30531. * @return {AnimationClip} The updated clip which is now additive.
  30532. */
  30533. static makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {
  30534. return makeClipAdditive( targetClip, referenceFrame, referenceClip, fps );
  30535. }
  30536. }
  30537. /**
  30538. * Abstract base class of interpolants over parametric samples.
  30539. *
  30540. * The parameter domain is one dimensional, typically the time or a path
  30541. * along a curve defined by the data.
  30542. *
  30543. * The sample values can have any dimensionality and derived classes may
  30544. * apply special interpretations to the data.
  30545. *
  30546. * This class provides the interval seek in a Template Method, deferring
  30547. * the actual interpolation to derived classes.
  30548. *
  30549. * Time complexity is O(1) for linear access crossing at most two points
  30550. * and O(log N) for random access, where N is the number of positions.
  30551. *
  30552. * References: {@link http://www.oodesign.com/template-method-pattern.html}
  30553. *
  30554. * @abstract
  30555. */
  30556. class Interpolant {
  30557. /**
  30558. * Constructs a new interpolant.
  30559. *
  30560. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30561. * @param {TypedArray} sampleValues - The sample values.
  30562. * @param {number} sampleSize - The sample size
  30563. * @param {TypedArray} [resultBuffer] - The result buffer.
  30564. */
  30565. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30566. /**
  30567. * The parameter positions.
  30568. *
  30569. * @type {TypedArray}
  30570. */
  30571. this.parameterPositions = parameterPositions;
  30572. /**
  30573. * A cache index.
  30574. *
  30575. * @private
  30576. * @type {number}
  30577. * @default 0
  30578. */
  30579. this._cachedIndex = 0;
  30580. /**
  30581. * The result buffer.
  30582. *
  30583. * @type {TypedArray}
  30584. */
  30585. this.resultBuffer = resultBuffer !== undefined ? resultBuffer : new sampleValues.constructor( sampleSize );
  30586. /**
  30587. * The sample values.
  30588. *
  30589. * @type {TypedArray}
  30590. */
  30591. this.sampleValues = sampleValues;
  30592. /**
  30593. * The value size.
  30594. *
  30595. * @type {TypedArray}
  30596. */
  30597. this.valueSize = sampleSize;
  30598. /**
  30599. * The interpolation settings.
  30600. *
  30601. * @type {?Object}
  30602. * @default null
  30603. */
  30604. this.settings = null;
  30605. /**
  30606. * The default settings object.
  30607. *
  30608. * @type {Object}
  30609. */
  30610. this.DefaultSettings_ = {};
  30611. }
  30612. /**
  30613. * Evaluate the interpolant at position `t`.
  30614. *
  30615. * @param {number} t - The interpolation factor.
  30616. * @return {TypedArray} The result buffer.
  30617. */
  30618. evaluate( t ) {
  30619. const pp = this.parameterPositions;
  30620. let i1 = this._cachedIndex,
  30621. t1 = pp[ i1 ],
  30622. t0 = pp[ i1 - 1 ];
  30623. validate_interval: {
  30624. seek: {
  30625. let right;
  30626. linear_scan: {
  30627. //- See http://jsperf.com/comparison-to-undefined/3
  30628. //- slower code:
  30629. //-
  30630. //- if ( t >= t1 || t1 === undefined ) {
  30631. forward_scan: if ( ! ( t < t1 ) ) {
  30632. for ( let giveUpAt = i1 + 2; ; ) {
  30633. if ( t1 === undefined ) {
  30634. if ( t < t0 ) break forward_scan;
  30635. // after end
  30636. i1 = pp.length;
  30637. this._cachedIndex = i1;
  30638. return this.copySampleValue_( i1 - 1 );
  30639. }
  30640. if ( i1 === giveUpAt ) break; // this loop
  30641. t0 = t1;
  30642. t1 = pp[ ++ i1 ];
  30643. if ( t < t1 ) {
  30644. // we have arrived at the sought interval
  30645. break seek;
  30646. }
  30647. }
  30648. // prepare binary search on the right side of the index
  30649. right = pp.length;
  30650. break linear_scan;
  30651. }
  30652. //- slower code:
  30653. //- if ( t < t0 || t0 === undefined ) {
  30654. if ( ! ( t >= t0 ) ) {
  30655. // looping?
  30656. const t1global = pp[ 1 ];
  30657. if ( t < t1global ) {
  30658. i1 = 2; // + 1, using the scan for the details
  30659. t0 = t1global;
  30660. }
  30661. // linear reverse scan
  30662. for ( let giveUpAt = i1 - 2; ; ) {
  30663. if ( t0 === undefined ) {
  30664. // before start
  30665. this._cachedIndex = 0;
  30666. return this.copySampleValue_( 0 );
  30667. }
  30668. if ( i1 === giveUpAt ) break; // this loop
  30669. t1 = t0;
  30670. t0 = pp[ -- i1 - 1 ];
  30671. if ( t >= t0 ) {
  30672. // we have arrived at the sought interval
  30673. break seek;
  30674. }
  30675. }
  30676. // prepare binary search on the left side of the index
  30677. right = i1;
  30678. i1 = 0;
  30679. break linear_scan;
  30680. }
  30681. // the interval is valid
  30682. break validate_interval;
  30683. } // linear scan
  30684. // binary search
  30685. while ( i1 < right ) {
  30686. const mid = ( i1 + right ) >>> 1;
  30687. if ( t < pp[ mid ] ) {
  30688. right = mid;
  30689. } else {
  30690. i1 = mid + 1;
  30691. }
  30692. }
  30693. t1 = pp[ i1 ];
  30694. t0 = pp[ i1 - 1 ];
  30695. // check boundary cases, again
  30696. if ( t0 === undefined ) {
  30697. this._cachedIndex = 0;
  30698. return this.copySampleValue_( 0 );
  30699. }
  30700. if ( t1 === undefined ) {
  30701. i1 = pp.length;
  30702. this._cachedIndex = i1;
  30703. return this.copySampleValue_( i1 - 1 );
  30704. }
  30705. } // seek
  30706. this._cachedIndex = i1;
  30707. this.intervalChanged_( i1, t0, t1 );
  30708. } // validate_interval
  30709. return this.interpolate_( i1, t0, t, t1 );
  30710. }
  30711. /**
  30712. * Returns the interpolation settings.
  30713. *
  30714. * @return {Object} The interpolation settings.
  30715. */
  30716. getSettings_() {
  30717. return this.settings || this.DefaultSettings_;
  30718. }
  30719. /**
  30720. * Copies a sample value to the result buffer.
  30721. *
  30722. * @param {number} index - An index into the sample value buffer.
  30723. * @return {TypedArray} The result buffer.
  30724. */
  30725. copySampleValue_( index ) {
  30726. // copies a sample value to the result buffer
  30727. const result = this.resultBuffer,
  30728. values = this.sampleValues,
  30729. stride = this.valueSize,
  30730. offset = index * stride;
  30731. for ( let i = 0; i !== stride; ++ i ) {
  30732. result[ i ] = values[ offset + i ];
  30733. }
  30734. return result;
  30735. }
  30736. /**
  30737. * Copies a sample value to the result buffer.
  30738. *
  30739. * @abstract
  30740. * @param {number} i1 - An index into the sample value buffer.
  30741. * @param {number} t0 - The previous interpolation factor.
  30742. * @param {number} t - The current interpolation factor.
  30743. * @param {number} t1 - The next interpolation factor.
  30744. * @return {TypedArray} The result buffer.
  30745. */
  30746. interpolate_( /* i1, t0, t, t1 */ ) {
  30747. throw new Error( 'call to abstract method' );
  30748. // implementations shall return this.resultBuffer
  30749. }
  30750. /**
  30751. * Optional method that is executed when the interval has changed.
  30752. *
  30753. * @param {number} i1 - An index into the sample value buffer.
  30754. * @param {number} t0 - The previous interpolation factor.
  30755. * @param {number} t - The current interpolation factor.
  30756. */
  30757. intervalChanged_( /* i1, t0, t1 */ ) {
  30758. // empty
  30759. }
  30760. }
  30761. /**
  30762. * Fast and simple cubic spline interpolant.
  30763. *
  30764. * It was derived from a Hermitian construction setting the first derivative
  30765. * at each sample position to the linear slope between neighboring positions
  30766. * over their parameter interval.
  30767. *
  30768. * @augments Interpolant
  30769. */
  30770. class CubicInterpolant extends Interpolant {
  30771. /**
  30772. * Constructs a new cubic interpolant.
  30773. *
  30774. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30775. * @param {TypedArray} sampleValues - The sample values.
  30776. * @param {number} sampleSize - The sample size
  30777. * @param {TypedArray} [resultBuffer] - The result buffer.
  30778. */
  30779. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30780. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30781. this._weightPrev = -0;
  30782. this._offsetPrev = -0;
  30783. this._weightNext = -0;
  30784. this._offsetNext = -0;
  30785. this.DefaultSettings_ = {
  30786. endingStart: ZeroCurvatureEnding,
  30787. endingEnd: ZeroCurvatureEnding
  30788. };
  30789. }
  30790. intervalChanged_( i1, t0, t1 ) {
  30791. const pp = this.parameterPositions;
  30792. let iPrev = i1 - 2,
  30793. iNext = i1 + 1,
  30794. tPrev = pp[ iPrev ],
  30795. tNext = pp[ iNext ];
  30796. if ( tPrev === undefined ) {
  30797. switch ( this.getSettings_().endingStart ) {
  30798. case ZeroSlopeEnding:
  30799. // f'(t0) = 0
  30800. iPrev = i1;
  30801. tPrev = 2 * t0 - t1;
  30802. break;
  30803. case WrapAroundEnding:
  30804. // use the other end of the curve
  30805. iPrev = pp.length - 2;
  30806. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  30807. break;
  30808. default: // ZeroCurvatureEnding
  30809. // f''(t0) = 0 a.k.a. Natural Spline
  30810. iPrev = i1;
  30811. tPrev = t1;
  30812. }
  30813. }
  30814. if ( tNext === undefined ) {
  30815. switch ( this.getSettings_().endingEnd ) {
  30816. case ZeroSlopeEnding:
  30817. // f'(tN) = 0
  30818. iNext = i1;
  30819. tNext = 2 * t1 - t0;
  30820. break;
  30821. case WrapAroundEnding:
  30822. // use the other end of the curve
  30823. iNext = 1;
  30824. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  30825. break;
  30826. default: // ZeroCurvatureEnding
  30827. // f''(tN) = 0, a.k.a. Natural Spline
  30828. iNext = i1 - 1;
  30829. tNext = t0;
  30830. }
  30831. }
  30832. const halfDt = ( t1 - t0 ) * 0.5,
  30833. stride = this.valueSize;
  30834. this._weightPrev = halfDt / ( t0 - tPrev );
  30835. this._weightNext = halfDt / ( tNext - t1 );
  30836. this._offsetPrev = iPrev * stride;
  30837. this._offsetNext = iNext * stride;
  30838. }
  30839. interpolate_( i1, t0, t, t1 ) {
  30840. const result = this.resultBuffer,
  30841. values = this.sampleValues,
  30842. stride = this.valueSize,
  30843. o1 = i1 * stride, o0 = o1 - stride,
  30844. oP = this._offsetPrev, oN = this._offsetNext,
  30845. wP = this._weightPrev, wN = this._weightNext,
  30846. p = ( t - t0 ) / ( t1 - t0 ),
  30847. pp = p * p,
  30848. ppp = pp * p;
  30849. // evaluate polynomials
  30850. const sP = - wP * ppp + 2 * wP * pp - wP * p;
  30851. const s0 = ( 1 + wP ) * ppp + ( -1.5 - 2 * wP ) * pp + ( -0.5 + wP ) * p + 1;
  30852. const s1 = ( -1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  30853. const sN = wN * ppp - wN * pp;
  30854. // combine data linearly
  30855. for ( let i = 0; i !== stride; ++ i ) {
  30856. result[ i ] =
  30857. sP * values[ oP + i ] +
  30858. s0 * values[ o0 + i ] +
  30859. s1 * values[ o1 + i ] +
  30860. sN * values[ oN + i ];
  30861. }
  30862. return result;
  30863. }
  30864. }
  30865. /**
  30866. * A basic linear interpolant.
  30867. *
  30868. * @augments Interpolant
  30869. */
  30870. class LinearInterpolant extends Interpolant {
  30871. /**
  30872. * Constructs a new linear interpolant.
  30873. *
  30874. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30875. * @param {TypedArray} sampleValues - The sample values.
  30876. * @param {number} sampleSize - The sample size
  30877. * @param {TypedArray} [resultBuffer] - The result buffer.
  30878. */
  30879. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30880. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30881. }
  30882. interpolate_( i1, t0, t, t1 ) {
  30883. const result = this.resultBuffer,
  30884. values = this.sampleValues,
  30885. stride = this.valueSize,
  30886. offset1 = i1 * stride,
  30887. offset0 = offset1 - stride,
  30888. weight1 = ( t - t0 ) / ( t1 - t0 ),
  30889. weight0 = 1 - weight1;
  30890. for ( let i = 0; i !== stride; ++ i ) {
  30891. result[ i ] =
  30892. values[ offset0 + i ] * weight0 +
  30893. values[ offset1 + i ] * weight1;
  30894. }
  30895. return result;
  30896. }
  30897. }
  30898. /**
  30899. * Interpolant that evaluates to the sample value at the position preceding
  30900. * the parameter.
  30901. *
  30902. * @augments Interpolant
  30903. */
  30904. class DiscreteInterpolant extends Interpolant {
  30905. /**
  30906. * Constructs a new discrete interpolant.
  30907. *
  30908. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30909. * @param {TypedArray} sampleValues - The sample values.
  30910. * @param {number} sampleSize - The sample size
  30911. * @param {TypedArray} [resultBuffer] - The result buffer.
  30912. */
  30913. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30914. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30915. }
  30916. interpolate_( i1 /*, t0, t, t1 */ ) {
  30917. return this.copySampleValue_( i1 - 1 );
  30918. }
  30919. }
  30920. /**
  30921. * Represents s a timed sequence of keyframes, which are composed of lists of
  30922. * times and related values, and which are used to animate a specific property
  30923. * of an object.
  30924. */
  30925. class KeyframeTrack {
  30926. /**
  30927. * Constructs a new keyframe track.
  30928. *
  30929. * @param {string} name - The keyframe track's name.
  30930. * @param {Array<number>} times - A list of keyframe times.
  30931. * @param {Array<number|string|boolean>} values - A list of keyframe values.
  30932. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  30933. */
  30934. constructor( name, times, values, interpolation ) {
  30935. if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );
  30936. if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );
  30937. /**
  30938. * The track's name can refer to morph targets or bones or
  30939. * possibly other values within an animated object. See {@link PropertyBinding#parseTrackName}
  30940. * for the forms of strings that can be parsed for property binding.
  30941. *
  30942. * @type {string}
  30943. */
  30944. this.name = name;
  30945. /**
  30946. * The keyframe times.
  30947. *
  30948. * @type {Float32Array}
  30949. */
  30950. this.times = convertArray( times, this.TimeBufferType );
  30951. /**
  30952. * The keyframe values.
  30953. *
  30954. * @type {Float32Array}
  30955. */
  30956. this.values = convertArray( values, this.ValueBufferType );
  30957. this.setInterpolation( interpolation || this.DefaultInterpolation );
  30958. }
  30959. /**
  30960. * Converts the keyframe track to JSON.
  30961. *
  30962. * @static
  30963. * @param {KeyframeTrack} track - The keyframe track to serialize.
  30964. * @return {Object} The serialized keyframe track as JSON.
  30965. */
  30966. static toJSON( track ) {
  30967. const trackType = track.constructor;
  30968. let json;
  30969. // derived classes can define a static toJSON method
  30970. if ( trackType.toJSON !== this.toJSON ) {
  30971. json = trackType.toJSON( track );
  30972. } else {
  30973. // by default, we assume the data can be serialized as-is
  30974. json = {
  30975. 'name': track.name,
  30976. 'times': convertArray( track.times, Array ),
  30977. 'values': convertArray( track.values, Array )
  30978. };
  30979. const interpolation = track.getInterpolation();
  30980. if ( interpolation !== track.DefaultInterpolation ) {
  30981. json.interpolation = interpolation;
  30982. }
  30983. }
  30984. json.type = track.ValueTypeName; // mandatory
  30985. return json;
  30986. }
  30987. /**
  30988. * Factory method for creating a new discrete interpolant.
  30989. *
  30990. * @static
  30991. * @param {TypedArray} [result] - The result buffer.
  30992. * @return {DiscreteInterpolant} The new interpolant.
  30993. */
  30994. InterpolantFactoryMethodDiscrete( result ) {
  30995. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  30996. }
  30997. /**
  30998. * Factory method for creating a new linear interpolant.
  30999. *
  31000. * @static
  31001. * @param {TypedArray} [result] - The result buffer.
  31002. * @return {LinearInterpolant} The new interpolant.
  31003. */
  31004. InterpolantFactoryMethodLinear( result ) {
  31005. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  31006. }
  31007. /**
  31008. * Factory method for creating a new smooth interpolant.
  31009. *
  31010. * @static
  31011. * @param {TypedArray} [result] - The result buffer.
  31012. * @return {CubicInterpolant} The new interpolant.
  31013. */
  31014. InterpolantFactoryMethodSmooth( result ) {
  31015. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  31016. }
  31017. /**
  31018. * Defines the interpolation factor method for this keyframe track.
  31019. *
  31020. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} interpolation - The interpolation type.
  31021. * @return {KeyframeTrack} A reference to this keyframe track.
  31022. */
  31023. setInterpolation( interpolation ) {
  31024. let factoryMethod;
  31025. switch ( interpolation ) {
  31026. case InterpolateDiscrete:
  31027. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  31028. break;
  31029. case InterpolateLinear:
  31030. factoryMethod = this.InterpolantFactoryMethodLinear;
  31031. break;
  31032. case InterpolateSmooth:
  31033. factoryMethod = this.InterpolantFactoryMethodSmooth;
  31034. break;
  31035. }
  31036. if ( factoryMethod === undefined ) {
  31037. const message = 'unsupported interpolation for ' +
  31038. this.ValueTypeName + ' keyframe track named ' + this.name;
  31039. if ( this.createInterpolant === undefined ) {
  31040. // fall back to default, unless the default itself is messed up
  31041. if ( interpolation !== this.DefaultInterpolation ) {
  31042. this.setInterpolation( this.DefaultInterpolation );
  31043. } else {
  31044. throw new Error( message ); // fatal, in this case
  31045. }
  31046. }
  31047. warn( 'KeyframeTrack:', message );
  31048. return this;
  31049. }
  31050. this.createInterpolant = factoryMethod;
  31051. return this;
  31052. }
  31053. /**
  31054. * Returns the current interpolation type.
  31055. *
  31056. * @return {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} The interpolation type.
  31057. */
  31058. getInterpolation() {
  31059. switch ( this.createInterpolant ) {
  31060. case this.InterpolantFactoryMethodDiscrete:
  31061. return InterpolateDiscrete;
  31062. case this.InterpolantFactoryMethodLinear:
  31063. return InterpolateLinear;
  31064. case this.InterpolantFactoryMethodSmooth:
  31065. return InterpolateSmooth;
  31066. }
  31067. }
  31068. /**
  31069. * Returns the value size.
  31070. *
  31071. * @return {number} The value size.
  31072. */
  31073. getValueSize() {
  31074. return this.values.length / this.times.length;
  31075. }
  31076. /**
  31077. * Moves all keyframes either forward or backward in time.
  31078. *
  31079. * @param {number} timeOffset - The offset to move the time values.
  31080. * @return {KeyframeTrack} A reference to this keyframe track.
  31081. */
  31082. shift( timeOffset ) {
  31083. if ( timeOffset !== 0.0 ) {
  31084. const times = this.times;
  31085. for ( let i = 0, n = times.length; i !== n; ++ i ) {
  31086. times[ i ] += timeOffset;
  31087. }
  31088. }
  31089. return this;
  31090. }
  31091. /**
  31092. * Scale all keyframe times by a factor (useful for frame - seconds conversions).
  31093. *
  31094. * @param {number} timeScale - The time scale.
  31095. * @return {KeyframeTrack} A reference to this keyframe track.
  31096. */
  31097. scale( timeScale ) {
  31098. if ( timeScale !== 1.0 ) {
  31099. const times = this.times;
  31100. for ( let i = 0, n = times.length; i !== n; ++ i ) {
  31101. times[ i ] *= timeScale;
  31102. }
  31103. }
  31104. return this;
  31105. }
  31106. /**
  31107. * Removes keyframes before and after animation without changing any values within the defined time range.
  31108. *
  31109. * Note: The method does not shift around keys to the start of the track time, because for interpolated
  31110. * keys this will change their values
  31111. *
  31112. * @param {number} startTime - The start time.
  31113. * @param {number} endTime - The end time.
  31114. * @return {KeyframeTrack} A reference to this keyframe track.
  31115. */
  31116. trim( startTime, endTime ) {
  31117. const times = this.times,
  31118. nKeys = times.length;
  31119. let from = 0,
  31120. to = nKeys - 1;
  31121. while ( from !== nKeys && times[ from ] < startTime ) {
  31122. ++ from;
  31123. }
  31124. while ( to !== -1 && times[ to ] > endTime ) {
  31125. -- to;
  31126. }
  31127. ++ to; // inclusive -> exclusive bound
  31128. if ( from !== 0 || to !== nKeys ) {
  31129. // empty tracks are forbidden, so keep at least one keyframe
  31130. if ( from >= to ) {
  31131. to = Math.max( to, 1 );
  31132. from = to - 1;
  31133. }
  31134. const stride = this.getValueSize();
  31135. this.times = times.slice( from, to );
  31136. this.values = this.values.slice( from * stride, to * stride );
  31137. }
  31138. return this;
  31139. }
  31140. /**
  31141. * Performs minimal validation on the keyframe track. Returns `true` if the values
  31142. * are valid.
  31143. *
  31144. * @return {boolean} Whether the keyframes are valid or not.
  31145. */
  31146. validate() {
  31147. let valid = true;
  31148. const valueSize = this.getValueSize();
  31149. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  31150. error( 'KeyframeTrack: Invalid value size in track.', this );
  31151. valid = false;
  31152. }
  31153. const times = this.times,
  31154. values = this.values,
  31155. nKeys = times.length;
  31156. if ( nKeys === 0 ) {
  31157. error( 'KeyframeTrack: Track is empty.', this );
  31158. valid = false;
  31159. }
  31160. let prevTime = null;
  31161. for ( let i = 0; i !== nKeys; i ++ ) {
  31162. const currTime = times[ i ];
  31163. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  31164. error( 'KeyframeTrack: Time is not a valid number.', this, i, currTime );
  31165. valid = false;
  31166. break;
  31167. }
  31168. if ( prevTime !== null && prevTime > currTime ) {
  31169. error( 'KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  31170. valid = false;
  31171. break;
  31172. }
  31173. prevTime = currTime;
  31174. }
  31175. if ( values !== undefined ) {
  31176. if ( isTypedArray( values ) ) {
  31177. for ( let i = 0, n = values.length; i !== n; ++ i ) {
  31178. const value = values[ i ];
  31179. if ( isNaN( value ) ) {
  31180. error( 'KeyframeTrack: Value is not a valid number.', this, i, value );
  31181. valid = false;
  31182. break;
  31183. }
  31184. }
  31185. }
  31186. }
  31187. return valid;
  31188. }
  31189. /**
  31190. * Optimizes this keyframe track by removing equivalent sequential keys (which are
  31191. * common in morph target sequences).
  31192. *
  31193. * @return {AnimationClip} A reference to this animation clip.
  31194. */
  31195. optimize() {
  31196. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  31197. // times or values may be shared with other tracks, so overwriting is unsafe
  31198. const times = this.times.slice(),
  31199. values = this.values.slice(),
  31200. stride = this.getValueSize(),
  31201. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  31202. lastIndex = times.length - 1;
  31203. let writeIndex = 1;
  31204. for ( let i = 1; i < lastIndex; ++ i ) {
  31205. let keep = false;
  31206. const time = times[ i ];
  31207. const timeNext = times[ i + 1 ];
  31208. // remove adjacent keyframes scheduled at the same time
  31209. if ( time !== timeNext && ( i !== 1 || time !== times[ 0 ] ) ) {
  31210. if ( ! smoothInterpolation ) {
  31211. // remove unnecessary keyframes same as their neighbors
  31212. const offset = i * stride,
  31213. offsetP = offset - stride,
  31214. offsetN = offset + stride;
  31215. for ( let j = 0; j !== stride; ++ j ) {
  31216. const value = values[ offset + j ];
  31217. if ( value !== values[ offsetP + j ] ||
  31218. value !== values[ offsetN + j ] ) {
  31219. keep = true;
  31220. break;
  31221. }
  31222. }
  31223. } else {
  31224. keep = true;
  31225. }
  31226. }
  31227. // in-place compaction
  31228. if ( keep ) {
  31229. if ( i !== writeIndex ) {
  31230. times[ writeIndex ] = times[ i ];
  31231. const readOffset = i * stride,
  31232. writeOffset = writeIndex * stride;
  31233. for ( let j = 0; j !== stride; ++ j ) {
  31234. values[ writeOffset + j ] = values[ readOffset + j ];
  31235. }
  31236. }
  31237. ++ writeIndex;
  31238. }
  31239. }
  31240. // flush last keyframe (compaction looks ahead)
  31241. if ( lastIndex > 0 ) {
  31242. times[ writeIndex ] = times[ lastIndex ];
  31243. for ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  31244. values[ writeOffset + j ] = values[ readOffset + j ];
  31245. }
  31246. ++ writeIndex;
  31247. }
  31248. if ( writeIndex !== times.length ) {
  31249. this.times = times.slice( 0, writeIndex );
  31250. this.values = values.slice( 0, writeIndex * stride );
  31251. } else {
  31252. this.times = times;
  31253. this.values = values;
  31254. }
  31255. return this;
  31256. }
  31257. /**
  31258. * Returns a new keyframe track with copied values from this instance.
  31259. *
  31260. * @return {KeyframeTrack} A clone of this instance.
  31261. */
  31262. clone() {
  31263. const times = this.times.slice();
  31264. const values = this.values.slice();
  31265. const TypedKeyframeTrack = this.constructor;
  31266. const track = new TypedKeyframeTrack( this.name, times, values );
  31267. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  31268. track.createInterpolant = this.createInterpolant;
  31269. return track;
  31270. }
  31271. }
  31272. /**
  31273. * The value type name.
  31274. *
  31275. * @type {String}
  31276. * @default ''
  31277. */
  31278. KeyframeTrack.prototype.ValueTypeName = '';
  31279. /**
  31280. * The time buffer type of this keyframe track.
  31281. *
  31282. * @type {TypedArray|Array}
  31283. * @default Float32Array.constructor
  31284. */
  31285. KeyframeTrack.prototype.TimeBufferType = Float32Array;
  31286. /**
  31287. * The value buffer type of this keyframe track.
  31288. *
  31289. * @type {TypedArray|Array}
  31290. * @default Float32Array.constructor
  31291. */
  31292. KeyframeTrack.prototype.ValueBufferType = Float32Array;
  31293. /**
  31294. * The default interpolation type of this keyframe track.
  31295. *
  31296. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  31297. * @default InterpolateLinear
  31298. */
  31299. KeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;
  31300. /**
  31301. * A track for boolean keyframe values.
  31302. *
  31303. * @augments KeyframeTrack
  31304. */
  31305. class BooleanKeyframeTrack extends KeyframeTrack {
  31306. /**
  31307. * Constructs a new boolean keyframe track.
  31308. *
  31309. * This keyframe track type has no `interpolation` parameter because the
  31310. * interpolation is always discrete.
  31311. *
  31312. * @param {string} name - The keyframe track's name.
  31313. * @param {Array<number>} times - A list of keyframe times.
  31314. * @param {Array<boolean>} values - A list of keyframe values.
  31315. */
  31316. constructor( name, times, values ) {
  31317. super( name, times, values );
  31318. }
  31319. }
  31320. /**
  31321. * The value type name.
  31322. *
  31323. * @type {String}
  31324. * @default 'bool'
  31325. */
  31326. BooleanKeyframeTrack.prototype.ValueTypeName = 'bool';
  31327. /**
  31328. * The value buffer type of this keyframe track.
  31329. *
  31330. * @type {TypedArray|Array}
  31331. * @default Array.constructor
  31332. */
  31333. BooleanKeyframeTrack.prototype.ValueBufferType = Array;
  31334. /**
  31335. * The default interpolation type of this keyframe track.
  31336. *
  31337. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  31338. * @default InterpolateDiscrete
  31339. */
  31340. BooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  31341. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  31342. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31343. /**
  31344. * A track for color keyframe values.
  31345. *
  31346. * @augments KeyframeTrack
  31347. */
  31348. class ColorKeyframeTrack extends KeyframeTrack {
  31349. /**
  31350. * Constructs a new color keyframe track.
  31351. *
  31352. * @param {string} name - The keyframe track's name.
  31353. * @param {Array<number>} times - A list of keyframe times.
  31354. * @param {Array<number>} values - A list of keyframe values.
  31355. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31356. */
  31357. constructor( name, times, values, interpolation ) {
  31358. super( name, times, values, interpolation );
  31359. }
  31360. }
  31361. /**
  31362. * The value type name.
  31363. *
  31364. * @type {String}
  31365. * @default 'color'
  31366. */
  31367. ColorKeyframeTrack.prototype.ValueTypeName = 'color';
  31368. /**
  31369. * A track for numeric keyframe values.
  31370. *
  31371. * @augments KeyframeTrack
  31372. */
  31373. class NumberKeyframeTrack extends KeyframeTrack {
  31374. /**
  31375. * Constructs a new number keyframe track.
  31376. *
  31377. * @param {string} name - The keyframe track's name.
  31378. * @param {Array<number>} times - A list of keyframe times.
  31379. * @param {Array<number>} values - A list of keyframe values.
  31380. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31381. */
  31382. constructor( name, times, values, interpolation ) {
  31383. super( name, times, values, interpolation );
  31384. }
  31385. }
  31386. /**
  31387. * The value type name.
  31388. *
  31389. * @type {String}
  31390. * @default 'number'
  31391. */
  31392. NumberKeyframeTrack.prototype.ValueTypeName = 'number';
  31393. /**
  31394. * Spherical linear unit quaternion interpolant.
  31395. *
  31396. * @augments Interpolant
  31397. */
  31398. class QuaternionLinearInterpolant extends Interpolant {
  31399. /**
  31400. * Constructs a new SLERP interpolant.
  31401. *
  31402. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  31403. * @param {TypedArray} sampleValues - The sample values.
  31404. * @param {number} sampleSize - The sample size
  31405. * @param {TypedArray} [resultBuffer] - The result buffer.
  31406. */
  31407. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  31408. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  31409. }
  31410. interpolate_( i1, t0, t, t1 ) {
  31411. const result = this.resultBuffer,
  31412. values = this.sampleValues,
  31413. stride = this.valueSize,
  31414. alpha = ( t - t0 ) / ( t1 - t0 );
  31415. let offset = i1 * stride;
  31416. for ( let end = offset + stride; offset !== end; offset += 4 ) {
  31417. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  31418. }
  31419. return result;
  31420. }
  31421. }
  31422. /**
  31423. * A track for Quaternion keyframe values.
  31424. *
  31425. * @augments KeyframeTrack
  31426. */
  31427. class QuaternionKeyframeTrack extends KeyframeTrack {
  31428. /**
  31429. * Constructs a new Quaternion keyframe track.
  31430. *
  31431. * @param {string} name - The keyframe track's name.
  31432. * @param {Array<number>} times - A list of keyframe times.
  31433. * @param {Array<number>} values - A list of keyframe values.
  31434. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31435. */
  31436. constructor( name, times, values, interpolation ) {
  31437. super( name, times, values, interpolation );
  31438. }
  31439. /**
  31440. * Overwritten so the method returns Quaternion based interpolant.
  31441. *
  31442. * @static
  31443. * @param {TypedArray} [result] - The result buffer.
  31444. * @return {QuaternionLinearInterpolant} The new interpolant.
  31445. */
  31446. InterpolantFactoryMethodLinear( result ) {
  31447. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  31448. }
  31449. }
  31450. /**
  31451. * The value type name.
  31452. *
  31453. * @type {String}
  31454. * @default 'quaternion'
  31455. */
  31456. QuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion';
  31457. // ValueBufferType is inherited
  31458. // DefaultInterpolation is inherited;
  31459. QuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31460. /**
  31461. * A track for string keyframe values.
  31462. *
  31463. * @augments KeyframeTrack
  31464. */
  31465. class StringKeyframeTrack extends KeyframeTrack {
  31466. /**
  31467. * Constructs a new string keyframe track.
  31468. *
  31469. * This keyframe track type has no `interpolation` parameter because the
  31470. * interpolation is always discrete.
  31471. *
  31472. * @param {string} name - The keyframe track's name.
  31473. * @param {Array<number>} times - A list of keyframe times.
  31474. * @param {Array<string>} values - A list of keyframe values.
  31475. */
  31476. constructor( name, times, values ) {
  31477. super( name, times, values );
  31478. }
  31479. }
  31480. /**
  31481. * The value type name.
  31482. *
  31483. * @type {String}
  31484. * @default 'string'
  31485. */
  31486. StringKeyframeTrack.prototype.ValueTypeName = 'string';
  31487. /**
  31488. * The value buffer type of this keyframe track.
  31489. *
  31490. * @type {TypedArray|Array}
  31491. * @default Array.constructor
  31492. */
  31493. StringKeyframeTrack.prototype.ValueBufferType = Array;
  31494. /**
  31495. * The default interpolation type of this keyframe track.
  31496. *
  31497. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  31498. * @default InterpolateDiscrete
  31499. */
  31500. StringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  31501. StringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  31502. StringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31503. /**
  31504. * A track for vector keyframe values.
  31505. *
  31506. * @augments KeyframeTrack
  31507. */
  31508. class VectorKeyframeTrack extends KeyframeTrack {
  31509. /**
  31510. * Constructs a new vector keyframe track.
  31511. *
  31512. * @param {string} name - The keyframe track's name.
  31513. * @param {Array<number>} times - A list of keyframe times.
  31514. * @param {Array<number>} values - A list of keyframe values.
  31515. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31516. */
  31517. constructor( name, times, values, interpolation ) {
  31518. super( name, times, values, interpolation );
  31519. }
  31520. }
  31521. /**
  31522. * The value type name.
  31523. *
  31524. * @type {String}
  31525. * @default 'vector'
  31526. */
  31527. VectorKeyframeTrack.prototype.ValueTypeName = 'vector';
  31528. /**
  31529. * A reusable set of keyframe tracks which represent an animation.
  31530. */
  31531. class AnimationClip {
  31532. /**
  31533. * Constructs a new animation clip.
  31534. *
  31535. * Note: Instead of instantiating an AnimationClip directly with the constructor, you can
  31536. * use the static interface of this class for creating clips. In most cases though, animation clips
  31537. * will automatically be created by loaders when importing animated 3D assets.
  31538. *
  31539. * @param {string} [name=''] - The clip's name.
  31540. * @param {number} [duration=-1] - The clip's duration in seconds. If a negative value is passed,
  31541. * the duration will be calculated from the passed keyframes.
  31542. * @param {Array<KeyframeTrack>} tracks - An array of keyframe tracks.
  31543. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode=NormalAnimationBlendMode] - Defines how the animation
  31544. * is blended/combined when two or more animations are simultaneously played.
  31545. */
  31546. constructor( name = '', duration = -1, tracks = [], blendMode = NormalAnimationBlendMode ) {
  31547. /**
  31548. * The clip's name.
  31549. *
  31550. * @type {string}
  31551. */
  31552. this.name = name;
  31553. /**
  31554. * An array of keyframe tracks.
  31555. *
  31556. * @type {Array<KeyframeTrack>}
  31557. */
  31558. this.tracks = tracks;
  31559. /**
  31560. * The clip's duration in seconds.
  31561. *
  31562. * @type {number}
  31563. */
  31564. this.duration = duration;
  31565. /**
  31566. * Defines how the animation is blended/combined when two or more animations
  31567. * are simultaneously played.
  31568. *
  31569. * @type {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)}
  31570. */
  31571. this.blendMode = blendMode;
  31572. /**
  31573. * The UUID of the animation clip.
  31574. *
  31575. * @type {string}
  31576. * @readonly
  31577. */
  31578. this.uuid = generateUUID();
  31579. /**
  31580. * An object that can be used to store custom data about the animation clip.
  31581. * It should not hold references to functions as these will not be cloned.
  31582. *
  31583. * @type {Object}
  31584. */
  31585. this.userData = {};
  31586. // this means it should figure out its duration by scanning the tracks
  31587. if ( this.duration < 0 ) {
  31588. this.resetDuration();
  31589. }
  31590. }
  31591. /**
  31592. * Factory method for creating an animation clip from the given JSON.
  31593. *
  31594. * @static
  31595. * @param {Object} json - The serialized animation clip.
  31596. * @return {AnimationClip} The new animation clip.
  31597. */
  31598. static parse( json ) {
  31599. const tracks = [],
  31600. jsonTracks = json.tracks,
  31601. frameTime = 1.0 / ( json.fps || 1.0 );
  31602. for ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  31603. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  31604. }
  31605. const clip = new this( json.name, json.duration, tracks, json.blendMode );
  31606. clip.uuid = json.uuid;
  31607. clip.userData = JSON.parse( json.userData || '{}' );
  31608. return clip;
  31609. }
  31610. /**
  31611. * Serializes the given animation clip into JSON.
  31612. *
  31613. * @static
  31614. * @param {AnimationClip} clip - The animation clip to serialize.
  31615. * @return {Object} The JSON object.
  31616. */
  31617. static toJSON( clip ) {
  31618. const tracks = [],
  31619. clipTracks = clip.tracks;
  31620. const json = {
  31621. 'name': clip.name,
  31622. 'duration': clip.duration,
  31623. 'tracks': tracks,
  31624. 'uuid': clip.uuid,
  31625. 'blendMode': clip.blendMode,
  31626. 'userData': JSON.stringify( clip.userData ),
  31627. };
  31628. for ( let i = 0, n = clipTracks.length; i !== n; ++ i ) {
  31629. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  31630. }
  31631. return json;
  31632. }
  31633. /**
  31634. * Returns a new animation clip from the passed morph targets array of a
  31635. * geometry, taking a name and the number of frames per second.
  31636. *
  31637. * Note: The fps parameter is required, but the animation speed can be
  31638. * overridden via {@link AnimationAction#setDuration}.
  31639. *
  31640. * @static
  31641. * @param {string} name - The name of the animation clip.
  31642. * @param {Array<Object>} morphTargetSequence - A sequence of morph targets.
  31643. * @param {number} fps - The Frames-Per-Second value.
  31644. * @param {boolean} noLoop - Whether the clip should be no loop or not.
  31645. * @return {AnimationClip} The new animation clip.
  31646. */
  31647. static CreateFromMorphTargetSequence( name, morphTargetSequence, fps, noLoop ) {
  31648. const numMorphTargets = morphTargetSequence.length;
  31649. const tracks = [];
  31650. for ( let i = 0; i < numMorphTargets; i ++ ) {
  31651. let times = [];
  31652. let values = [];
  31653. times.push(
  31654. ( i + numMorphTargets - 1 ) % numMorphTargets,
  31655. i,
  31656. ( i + 1 ) % numMorphTargets );
  31657. values.push( 0, 1, 0 );
  31658. const order = getKeyframeOrder( times );
  31659. times = sortedArray( times, 1, order );
  31660. values = sortedArray( values, 1, order );
  31661. // if there is a key at the first frame, duplicate it as the
  31662. // last frame as well for perfect loop.
  31663. if ( ! noLoop && times[ 0 ] === 0 ) {
  31664. times.push( numMorphTargets );
  31665. values.push( values[ 0 ] );
  31666. }
  31667. tracks.push(
  31668. new NumberKeyframeTrack(
  31669. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  31670. times, values
  31671. ).scale( 1.0 / fps ) );
  31672. }
  31673. return new this( name, -1, tracks );
  31674. }
  31675. /**
  31676. * Searches for an animation clip by name, taking as its first parameter
  31677. * either an array of clips, or a mesh or geometry that contains an
  31678. * array named "animations" property.
  31679. *
  31680. * @static
  31681. * @param {(Array<AnimationClip>|Object3D)} objectOrClipArray - The array or object to search through.
  31682. * @param {string} name - The name to search for.
  31683. * @return {?AnimationClip} The found animation clip. Returns `null` if no clip has been found.
  31684. */
  31685. static findByName( objectOrClipArray, name ) {
  31686. let clipArray = objectOrClipArray;
  31687. if ( ! Array.isArray( objectOrClipArray ) ) {
  31688. const o = objectOrClipArray;
  31689. clipArray = o.geometry && o.geometry.animations || o.animations;
  31690. }
  31691. for ( let i = 0; i < clipArray.length; i ++ ) {
  31692. if ( clipArray[ i ].name === name ) {
  31693. return clipArray[ i ];
  31694. }
  31695. }
  31696. return null;
  31697. }
  31698. /**
  31699. * Returns an array of new AnimationClips created from the morph target
  31700. * sequences of a geometry, trying to sort morph target names into
  31701. * animation-group-based patterns like "Walk_001, Walk_002, Run_001, Run_002...".
  31702. *
  31703. * See {@link MD2Loader#parse} as an example for how the method should be used.
  31704. *
  31705. * @static
  31706. * @param {Array<Object>} morphTargets - A sequence of morph targets.
  31707. * @param {number} fps - The Frames-Per-Second value.
  31708. * @param {boolean} noLoop - Whether the clip should be no loop or not.
  31709. * @return {Array<AnimationClip>} An array of new animation clips.
  31710. */
  31711. static CreateClipsFromMorphTargetSequences( morphTargets, fps, noLoop ) {
  31712. const animationToMorphTargets = {};
  31713. // tested with https://regex101.com/ on trick sequences
  31714. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  31715. const pattern = /^([\w-]*?)([\d]+)$/;
  31716. // sort morph target names into animation groups based
  31717. // patterns like Walk_001, Walk_002, Run_001, Run_002
  31718. for ( let i = 0, il = morphTargets.length; i < il; i ++ ) {
  31719. const morphTarget = morphTargets[ i ];
  31720. const parts = morphTarget.name.match( pattern );
  31721. if ( parts && parts.length > 1 ) {
  31722. const name = parts[ 1 ];
  31723. let animationMorphTargets = animationToMorphTargets[ name ];
  31724. if ( ! animationMorphTargets ) {
  31725. animationToMorphTargets[ name ] = animationMorphTargets = [];
  31726. }
  31727. animationMorphTargets.push( morphTarget );
  31728. }
  31729. }
  31730. const clips = [];
  31731. for ( const name in animationToMorphTargets ) {
  31732. clips.push( this.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  31733. }
  31734. return clips;
  31735. }
  31736. /**
  31737. * Parses the `animation.hierarchy` format and returns a new animation clip.
  31738. *
  31739. * @static
  31740. * @deprecated since r175.
  31741. * @param {Object} animation - A serialized animation clip as JSON.
  31742. * @param {Array<Bones>} bones - An array of bones.
  31743. * @return {?AnimationClip} The new animation clip.
  31744. */
  31745. static parseAnimation( animation, bones ) {
  31746. warn( 'AnimationClip: parseAnimation() is deprecated and will be removed with r185' );
  31747. if ( ! animation ) {
  31748. error( 'AnimationClip: No animation in JSONLoader data.' );
  31749. return null;
  31750. }
  31751. const addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  31752. // only return track if there are actually keys.
  31753. if ( animationKeys.length !== 0 ) {
  31754. const times = [];
  31755. const values = [];
  31756. flattenJSON( animationKeys, times, values, propertyName );
  31757. // empty keys are filtered out, so check again
  31758. if ( times.length !== 0 ) {
  31759. destTracks.push( new trackType( trackName, times, values ) );
  31760. }
  31761. }
  31762. };
  31763. const tracks = [];
  31764. const clipName = animation.name || 'default';
  31765. const fps = animation.fps || 30;
  31766. const blendMode = animation.blendMode;
  31767. // automatic length determination in AnimationClip.
  31768. let duration = animation.length || -1;
  31769. const hierarchyTracks = animation.hierarchy || [];
  31770. for ( let h = 0; h < hierarchyTracks.length; h ++ ) {
  31771. const animationKeys = hierarchyTracks[ h ].keys;
  31772. // skip empty tracks
  31773. if ( ! animationKeys || animationKeys.length === 0 ) continue;
  31774. // process morph targets
  31775. if ( animationKeys[ 0 ].morphTargets ) {
  31776. // figure out all morph targets used in this track
  31777. const morphTargetNames = {};
  31778. let k;
  31779. for ( k = 0; k < animationKeys.length; k ++ ) {
  31780. if ( animationKeys[ k ].morphTargets ) {
  31781. for ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  31782. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = -1;
  31783. }
  31784. }
  31785. }
  31786. // create a track for each morph target with all zero
  31787. // morphTargetInfluences except for the keys in which
  31788. // the morphTarget is named.
  31789. for ( const morphTargetName in morphTargetNames ) {
  31790. const times = [];
  31791. const values = [];
  31792. for ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  31793. const animationKey = animationKeys[ k ];
  31794. times.push( animationKey.time );
  31795. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  31796. }
  31797. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  31798. }
  31799. duration = morphTargetNames.length * fps;
  31800. } else {
  31801. // ...assume skeletal animation
  31802. const boneName = '.bones[' + bones[ h ].name + ']';
  31803. addNonemptyTrack(
  31804. VectorKeyframeTrack, boneName + '.position',
  31805. animationKeys, 'pos', tracks );
  31806. addNonemptyTrack(
  31807. QuaternionKeyframeTrack, boneName + '.quaternion',
  31808. animationKeys, 'rot', tracks );
  31809. addNonemptyTrack(
  31810. VectorKeyframeTrack, boneName + '.scale',
  31811. animationKeys, 'scl', tracks );
  31812. }
  31813. }
  31814. if ( tracks.length === 0 ) {
  31815. return null;
  31816. }
  31817. const clip = new this( clipName, duration, tracks, blendMode );
  31818. return clip;
  31819. }
  31820. /**
  31821. * Sets the duration of this clip to the duration of its longest keyframe track.
  31822. *
  31823. * @return {AnimationClip} A reference to this animation clip.
  31824. */
  31825. resetDuration() {
  31826. const tracks = this.tracks;
  31827. let duration = 0;
  31828. for ( let i = 0, n = tracks.length; i !== n; ++ i ) {
  31829. const track = this.tracks[ i ];
  31830. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  31831. }
  31832. this.duration = duration;
  31833. return this;
  31834. }
  31835. /**
  31836. * Trims all tracks to the clip's duration.
  31837. *
  31838. * @return {AnimationClip} A reference to this animation clip.
  31839. */
  31840. trim() {
  31841. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31842. this.tracks[ i ].trim( 0, this.duration );
  31843. }
  31844. return this;
  31845. }
  31846. /**
  31847. * Performs minimal validation on each track in the clip. Returns `true` if all
  31848. * tracks are valid.
  31849. *
  31850. * @return {boolean} Whether the clip's keyframes are valid or not.
  31851. */
  31852. validate() {
  31853. let valid = true;
  31854. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31855. valid = valid && this.tracks[ i ].validate();
  31856. }
  31857. return valid;
  31858. }
  31859. /**
  31860. * Optimizes each track by removing equivalent sequential keys (which are
  31861. * common in morph target sequences).
  31862. *
  31863. * @return {AnimationClip} A reference to this animation clip.
  31864. */
  31865. optimize() {
  31866. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31867. this.tracks[ i ].optimize();
  31868. }
  31869. return this;
  31870. }
  31871. /**
  31872. * Returns a new animation clip with copied values from this instance.
  31873. *
  31874. * @return {AnimationClip} A clone of this instance.
  31875. */
  31876. clone() {
  31877. const tracks = [];
  31878. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31879. tracks.push( this.tracks[ i ].clone() );
  31880. }
  31881. const clip = new this.constructor( this.name, this.duration, tracks, this.blendMode );
  31882. clip.userData = JSON.parse( JSON.stringify( this.userData ) );
  31883. return clip;
  31884. }
  31885. /**
  31886. * Serializes this animation clip into JSON.
  31887. *
  31888. * @return {Object} The JSON object.
  31889. */
  31890. toJSON() {
  31891. return this.constructor.toJSON( this );
  31892. }
  31893. }
  31894. function getTrackTypeForValueTypeName( typeName ) {
  31895. switch ( typeName.toLowerCase() ) {
  31896. case 'scalar':
  31897. case 'double':
  31898. case 'float':
  31899. case 'number':
  31900. case 'integer':
  31901. return NumberKeyframeTrack;
  31902. case 'vector':
  31903. case 'vector2':
  31904. case 'vector3':
  31905. case 'vector4':
  31906. return VectorKeyframeTrack;
  31907. case 'color':
  31908. return ColorKeyframeTrack;
  31909. case 'quaternion':
  31910. return QuaternionKeyframeTrack;
  31911. case 'bool':
  31912. case 'boolean':
  31913. return BooleanKeyframeTrack;
  31914. case 'string':
  31915. return StringKeyframeTrack;
  31916. }
  31917. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  31918. }
  31919. function parseKeyframeTrack( json ) {
  31920. if ( json.type === undefined ) {
  31921. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  31922. }
  31923. const trackType = getTrackTypeForValueTypeName( json.type );
  31924. if ( json.times === undefined ) {
  31925. const times = [], values = [];
  31926. flattenJSON( json.keys, times, values, 'value' );
  31927. json.times = times;
  31928. json.values = values;
  31929. }
  31930. // derived classes can define a static parse method
  31931. if ( trackType.parse !== undefined ) {
  31932. return trackType.parse( json );
  31933. } else {
  31934. // by default, we assume a constructor compatible with the base
  31935. return new trackType( json.name, json.times, json.values, json.interpolation );
  31936. }
  31937. }
  31938. /**
  31939. * @class
  31940. * @classdesc A simple caching system, used internally by {@link FileLoader}.
  31941. * To enable caching across all loaders that use {@link FileLoader}, add `THREE.Cache.enabled = true.` once in your app.
  31942. * @hideconstructor
  31943. */
  31944. const Cache = {
  31945. /**
  31946. * Whether caching is enabled or not.
  31947. *
  31948. * @static
  31949. * @type {boolean}
  31950. * @default false
  31951. */
  31952. enabled: false,
  31953. /**
  31954. * A dictionary that holds cached files.
  31955. *
  31956. * @static
  31957. * @type {Object<string,Object>}
  31958. */
  31959. files: {},
  31960. /**
  31961. * Adds a cache entry with a key to reference the file. If this key already
  31962. * holds a file, it is overwritten.
  31963. *
  31964. * @static
  31965. * @param {string} key - The key to reference the cached file.
  31966. * @param {Object} file - The file to be cached.
  31967. */
  31968. add: function ( key, file ) {
  31969. if ( this.enabled === false ) return;
  31970. // log( 'Cache', 'Adding key:', key );
  31971. this.files[ key ] = file;
  31972. },
  31973. /**
  31974. * Gets the cached value for the given key.
  31975. *
  31976. * @static
  31977. * @param {string} key - The key to reference the cached file.
  31978. * @return {Object|undefined} The cached file. If the key does not exist `undefined` is returned.
  31979. */
  31980. get: function ( key ) {
  31981. if ( this.enabled === false ) return;
  31982. // log( 'Cache', 'Checking key:', key );
  31983. return this.files[ key ];
  31984. },
  31985. /**
  31986. * Removes the cached file associated with the given key.
  31987. *
  31988. * @static
  31989. * @param {string} key - The key to reference the cached file.
  31990. */
  31991. remove: function ( key ) {
  31992. delete this.files[ key ];
  31993. },
  31994. /**
  31995. * Remove all values from the cache.
  31996. *
  31997. * @static
  31998. */
  31999. clear: function () {
  32000. this.files = {};
  32001. }
  32002. };
  32003. /**
  32004. * Handles and keeps track of loaded and pending data. A default global
  32005. * instance of this class is created and used by loaders if not supplied
  32006. * manually.
  32007. *
  32008. * In general that should be sufficient, however there are times when it can
  32009. * be useful to have separate loaders - for example if you want to show
  32010. * separate loading bars for objects and textures.
  32011. *
  32012. * ```js
  32013. * const manager = new THREE.LoadingManager();
  32014. * manager.onLoad = () => console.log( 'Loading complete!' );
  32015. *
  32016. * const loader1 = new OBJLoader( manager );
  32017. * const loader2 = new ColladaLoader( manager );
  32018. * ```
  32019. */
  32020. class LoadingManager {
  32021. /**
  32022. * Constructs a new loading manager.
  32023. *
  32024. * @param {Function} [onLoad] - Executes when all items have been loaded.
  32025. * @param {Function} [onProgress] - Executes when single items have been loaded.
  32026. * @param {Function} [onError] - Executes when an error occurs.
  32027. */
  32028. constructor( onLoad, onProgress, onError ) {
  32029. const scope = this;
  32030. let isLoading = false;
  32031. let itemsLoaded = 0;
  32032. let itemsTotal = 0;
  32033. let urlModifier = undefined;
  32034. const handlers = [];
  32035. // Refer to #5689 for the reason why we don't set .onStart
  32036. // in the constructor
  32037. /**
  32038. * Executes when an item starts loading.
  32039. *
  32040. * @type {Function|undefined}
  32041. * @default undefined
  32042. */
  32043. this.onStart = undefined;
  32044. /**
  32045. * Executes when all items have been loaded.
  32046. *
  32047. * @type {Function|undefined}
  32048. * @default undefined
  32049. */
  32050. this.onLoad = onLoad;
  32051. /**
  32052. * Executes when single items have been loaded.
  32053. *
  32054. * @type {Function|undefined}
  32055. * @default undefined
  32056. */
  32057. this.onProgress = onProgress;
  32058. /**
  32059. * Executes when an error occurs.
  32060. *
  32061. * @type {Function|undefined}
  32062. * @default undefined
  32063. */
  32064. this.onError = onError;
  32065. /**
  32066. * Used for aborting ongoing requests in loaders using this manager.
  32067. *
  32068. * @private
  32069. * @type {AbortController | null}
  32070. */
  32071. this._abortController = null;
  32072. /**
  32073. * This should be called by any loader using the manager when the loader
  32074. * starts loading an item.
  32075. *
  32076. * @param {string} url - The URL to load.
  32077. */
  32078. this.itemStart = function ( url ) {
  32079. itemsTotal ++;
  32080. if ( isLoading === false ) {
  32081. if ( scope.onStart !== undefined ) {
  32082. scope.onStart( url, itemsLoaded, itemsTotal );
  32083. }
  32084. }
  32085. isLoading = true;
  32086. };
  32087. /**
  32088. * This should be called by any loader using the manager when the loader
  32089. * ended loading an item.
  32090. *
  32091. * @param {string} url - The URL of the loaded item.
  32092. */
  32093. this.itemEnd = function ( url ) {
  32094. itemsLoaded ++;
  32095. if ( scope.onProgress !== undefined ) {
  32096. scope.onProgress( url, itemsLoaded, itemsTotal );
  32097. }
  32098. if ( itemsLoaded === itemsTotal ) {
  32099. isLoading = false;
  32100. if ( scope.onLoad !== undefined ) {
  32101. scope.onLoad();
  32102. }
  32103. }
  32104. };
  32105. /**
  32106. * This should be called by any loader using the manager when the loader
  32107. * encounters an error when loading an item.
  32108. *
  32109. * @param {string} url - The URL of the item that produces an error.
  32110. */
  32111. this.itemError = function ( url ) {
  32112. if ( scope.onError !== undefined ) {
  32113. scope.onError( url );
  32114. }
  32115. };
  32116. /**
  32117. * Given a URL, uses the URL modifier callback (if any) and returns a
  32118. * resolved URL. If no URL modifier is set, returns the original URL.
  32119. *
  32120. * @param {string} url - The URL to load.
  32121. * @return {string} The resolved URL.
  32122. */
  32123. this.resolveURL = function ( url ) {
  32124. if ( urlModifier ) {
  32125. return urlModifier( url );
  32126. }
  32127. return url;
  32128. };
  32129. /**
  32130. * If provided, the callback will be passed each resource URL before a
  32131. * request is sent. The callback may return the original URL, or a new URL to
  32132. * override loading behavior. This behavior can be used to load assets from
  32133. * .ZIP files, drag-and-drop APIs, and Data URIs.
  32134. *
  32135. * ```js
  32136. * const blobs = {'fish.gltf': blob1, 'diffuse.png': blob2, 'normal.png': blob3};
  32137. *
  32138. * const manager = new THREE.LoadingManager();
  32139. *
  32140. * // Initialize loading manager with URL callback.
  32141. * const objectURLs = [];
  32142. * manager.setURLModifier( ( url ) => {
  32143. *
  32144. * url = URL.createObjectURL( blobs[ url ] );
  32145. * objectURLs.push( url );
  32146. * return url;
  32147. *
  32148. * } );
  32149. *
  32150. * // Load as usual, then revoke the blob URLs.
  32151. * const loader = new GLTFLoader( manager );
  32152. * loader.load( 'fish.gltf', (gltf) => {
  32153. *
  32154. * scene.add( gltf.scene );
  32155. * objectURLs.forEach( ( url ) => URL.revokeObjectURL( url ) );
  32156. *
  32157. * } );
  32158. * ```
  32159. *
  32160. * @param {function(string):string} transform - URL modifier callback. Called with an URL and must return a resolved URL.
  32161. * @return {LoadingManager} A reference to this loading manager.
  32162. */
  32163. this.setURLModifier = function ( transform ) {
  32164. urlModifier = transform;
  32165. return this;
  32166. };
  32167. /**
  32168. * Registers a loader with the given regular expression. Can be used to
  32169. * define what loader should be used in order to load specific files. A
  32170. * typical use case is to overwrite the default loader for textures.
  32171. *
  32172. * ```js
  32173. * // add handler for TGA textures
  32174. * manager.addHandler( /\.tga$/i, new TGALoader() );
  32175. * ```
  32176. *
  32177. * @param {string} regex - A regular expression.
  32178. * @param {Loader} loader - A loader that should handle matched cases.
  32179. * @return {LoadingManager} A reference to this loading manager.
  32180. */
  32181. this.addHandler = function ( regex, loader ) {
  32182. handlers.push( regex, loader );
  32183. return this;
  32184. };
  32185. /**
  32186. * Removes the loader for the given regular expression.
  32187. *
  32188. * @param {string} regex - A regular expression.
  32189. * @return {LoadingManager} A reference to this loading manager.
  32190. */
  32191. this.removeHandler = function ( regex ) {
  32192. const index = handlers.indexOf( regex );
  32193. if ( index !== -1 ) {
  32194. handlers.splice( index, 2 );
  32195. }
  32196. return this;
  32197. };
  32198. /**
  32199. * Can be used to retrieve the registered loader for the given file path.
  32200. *
  32201. * @param {string} file - The file path.
  32202. * @return {?Loader} The registered loader. Returns `null` if no loader was found.
  32203. */
  32204. this.getHandler = function ( file ) {
  32205. for ( let i = 0, l = handlers.length; i < l; i += 2 ) {
  32206. const regex = handlers[ i ];
  32207. const loader = handlers[ i + 1 ];
  32208. if ( regex.global ) regex.lastIndex = 0; // see #17920
  32209. if ( regex.test( file ) ) {
  32210. return loader;
  32211. }
  32212. }
  32213. return null;
  32214. };
  32215. /**
  32216. * Can be used to abort ongoing loading requests in loaders using this manager.
  32217. * The abort only works if the loaders implement {@link Loader#abort} and `AbortSignal.any()`
  32218. * is supported in the browser.
  32219. *
  32220. * @return {LoadingManager} A reference to this loading manager.
  32221. */
  32222. this.abort = function () {
  32223. this.abortController.abort();
  32224. this._abortController = null;
  32225. return this;
  32226. };
  32227. }
  32228. // TODO: Revert this back to a single member variable once this issue has been fixed
  32229. // https://github.com/cloudflare/workerd/issues/3657
  32230. /**
  32231. * Used for aborting ongoing requests in loaders using this manager.
  32232. *
  32233. * @type {AbortController}
  32234. */
  32235. get abortController() {
  32236. if ( ! this._abortController ) {
  32237. this._abortController = new AbortController();
  32238. }
  32239. return this._abortController;
  32240. }
  32241. }
  32242. /**
  32243. * The global default loading manager.
  32244. *
  32245. * @constant
  32246. * @type {LoadingManager}
  32247. */
  32248. const DefaultLoadingManager = /*@__PURE__*/ new LoadingManager();
  32249. /**
  32250. * Abstract base class for loaders.
  32251. *
  32252. * @abstract
  32253. */
  32254. class Loader {
  32255. /**
  32256. * Constructs a new loader.
  32257. *
  32258. * @param {LoadingManager} [manager] - The loading manager.
  32259. */
  32260. constructor( manager ) {
  32261. /**
  32262. * The loading manager.
  32263. *
  32264. * @type {LoadingManager}
  32265. * @default DefaultLoadingManager
  32266. */
  32267. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  32268. /**
  32269. * The crossOrigin string to implement CORS for loading the url from a
  32270. * different domain that allows CORS.
  32271. *
  32272. * @type {string}
  32273. * @default 'anonymous'
  32274. */
  32275. this.crossOrigin = 'anonymous';
  32276. /**
  32277. * Whether the XMLHttpRequest uses credentials.
  32278. *
  32279. * @type {boolean}
  32280. * @default false
  32281. */
  32282. this.withCredentials = false;
  32283. /**
  32284. * The base path from which the asset will be loaded.
  32285. *
  32286. * @type {string}
  32287. */
  32288. this.path = '';
  32289. /**
  32290. * The base path from which additional resources like textures will be loaded.
  32291. *
  32292. * @type {string}
  32293. */
  32294. this.resourcePath = '';
  32295. /**
  32296. * The [request header](https://developer.mozilla.org/en-US/docs/Glossary/Request_header)
  32297. * used in HTTP request.
  32298. *
  32299. * @type {Object<string, any>}
  32300. */
  32301. this.requestHeader = {};
  32302. }
  32303. /**
  32304. * This method needs to be implemented by all concrete loaders. It holds the
  32305. * logic for loading assets from the backend.
  32306. *
  32307. * @abstract
  32308. * @param {string} url - The path/URL of the file to be loaded.
  32309. * @param {Function} onLoad - Executed when the loading process has been finished.
  32310. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  32311. * @param {onErrorCallback} [onError] - Executed when errors occur.
  32312. */
  32313. load( /* url, onLoad, onProgress, onError */ ) {}
  32314. /**
  32315. * A async version of {@link Loader#load}.
  32316. *
  32317. * @param {string} url - The path/URL of the file to be loaded.
  32318. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  32319. * @return {Promise} A Promise that resolves when the asset has been loaded.
  32320. */
  32321. loadAsync( url, onProgress ) {
  32322. const scope = this;
  32323. return new Promise( function ( resolve, reject ) {
  32324. scope.load( url, resolve, onProgress, reject );
  32325. } );
  32326. }
  32327. /**
  32328. * This method needs to be implemented by all concrete loaders. It holds the
  32329. * logic for parsing the asset into three.js entities.
  32330. *
  32331. * @abstract
  32332. * @param {any} data - The data to parse.
  32333. */
  32334. parse( /* data */ ) {}
  32335. /**
  32336. * Sets the `crossOrigin` String to implement CORS for loading the URL
  32337. * from a different domain that allows CORS.
  32338. *
  32339. * @param {string} crossOrigin - The `crossOrigin` value.
  32340. * @return {Loader} A reference to this instance.
  32341. */
  32342. setCrossOrigin( crossOrigin ) {
  32343. this.crossOrigin = crossOrigin;
  32344. return this;
  32345. }
  32346. /**
  32347. * Whether the XMLHttpRequest uses credentials such as cookies, authorization
  32348. * headers or TLS client certificates, see [XMLHttpRequest.withCredentials](https://developer.mozilla.org/en-US/docs/Web/API/XMLHttpRequest/withCredentials).
  32349. *
  32350. * Note: This setting has no effect if you are loading files locally or from the same domain.
  32351. *
  32352. * @param {boolean} value - The `withCredentials` value.
  32353. * @return {Loader} A reference to this instance.
  32354. */
  32355. setWithCredentials( value ) {
  32356. this.withCredentials = value;
  32357. return this;
  32358. }
  32359. /**
  32360. * Sets the base path for the asset.
  32361. *
  32362. * @param {string} path - The base path.
  32363. * @return {Loader} A reference to this instance.
  32364. */
  32365. setPath( path ) {
  32366. this.path = path;
  32367. return this;
  32368. }
  32369. /**
  32370. * Sets the base path for dependent resources like textures.
  32371. *
  32372. * @param {string} resourcePath - The resource path.
  32373. * @return {Loader} A reference to this instance.
  32374. */
  32375. setResourcePath( resourcePath ) {
  32376. this.resourcePath = resourcePath;
  32377. return this;
  32378. }
  32379. /**
  32380. * Sets the given request header.
  32381. *
  32382. * @param {Object} requestHeader - A [request header](https://developer.mozilla.org/en-US/docs/Glossary/Request_header)
  32383. * for configuring the HTTP request.
  32384. * @return {Loader} A reference to this instance.
  32385. */
  32386. setRequestHeader( requestHeader ) {
  32387. this.requestHeader = requestHeader;
  32388. return this;
  32389. }
  32390. /**
  32391. * This method can be implemented in loaders for aborting ongoing requests.
  32392. *
  32393. * @abstract
  32394. * @return {Loader} A reference to this instance.
  32395. */
  32396. abort() {
  32397. return this;
  32398. }
  32399. }
  32400. /**
  32401. * Callback for onProgress in loaders.
  32402. *
  32403. * @callback onProgressCallback
  32404. * @param {ProgressEvent} event - An instance of `ProgressEvent` that represents the current loading status.
  32405. */
  32406. /**
  32407. * Callback for onError in loaders.
  32408. *
  32409. * @callback onErrorCallback
  32410. * @param {Error} error - The error which occurred during the loading process.
  32411. */
  32412. /**
  32413. * The default material name that is used by loaders
  32414. * when creating materials for loaded 3D objects.
  32415. *
  32416. * Note: Not all loaders might honor this setting.
  32417. *
  32418. * @static
  32419. * @type {string}
  32420. * @default '__DEFAULT'
  32421. */
  32422. Loader.DEFAULT_MATERIAL_NAME = '__DEFAULT';
  32423. const loading = {};
  32424. class HttpError extends Error {
  32425. constructor( message, response ) {
  32426. super( message );
  32427. this.response = response;
  32428. }
  32429. }
  32430. /**
  32431. * A low level class for loading resources with the Fetch API, used internally by
  32432. * most loaders. It can also be used directly to load any file type that does
  32433. * not have a loader.
  32434. *
  32435. * This loader supports caching. If you want to use it, add `THREE.Cache.enabled = true;`
  32436. * once to your application.
  32437. *
  32438. * ```js
  32439. * const loader = new THREE.FileLoader();
  32440. * const data = await loader.loadAsync( 'example.txt' );
  32441. * ```
  32442. *
  32443. * @augments Loader
  32444. */
  32445. class FileLoader extends Loader {
  32446. /**
  32447. * Constructs a new file loader.
  32448. *
  32449. * @param {LoadingManager} [manager] - The loading manager.
  32450. */
  32451. constructor( manager ) {
  32452. super( manager );
  32453. /**
  32454. * The expected mime type. Valid values can be found
  32455. * [here](hhttps://developer.mozilla.org/en-US/docs/Web/API/DOMParser/parseFromString#mimetype)
  32456. *
  32457. * @type {string}
  32458. */
  32459. this.mimeType = '';
  32460. /**
  32461. * The expected response type.
  32462. *
  32463. * @type {('arraybuffer'|'blob'|'document'|'json'|'')}
  32464. * @default ''
  32465. */
  32466. this.responseType = '';
  32467. /**
  32468. * Used for aborting requests.
  32469. *
  32470. * @private
  32471. * @type {AbortController}
  32472. */
  32473. this._abortController = new AbortController();
  32474. }
  32475. /**
  32476. * Starts loading from the given URL and pass the loaded response to the `onLoad()` callback.
  32477. *
  32478. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32479. * @param {function(any)} onLoad - Executed when the loading process has been finished.
  32480. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  32481. * @param {onErrorCallback} [onError] - Executed when errors occur.
  32482. * @return {any|undefined} The cached resource if available.
  32483. */
  32484. load( url, onLoad, onProgress, onError ) {
  32485. if ( url === undefined ) url = '';
  32486. if ( this.path !== undefined ) url = this.path + url;
  32487. url = this.manager.resolveURL( url );
  32488. const cached = Cache.get( `file:${url}` );
  32489. if ( cached !== undefined ) {
  32490. this.manager.itemStart( url );
  32491. setTimeout( () => {
  32492. if ( onLoad ) onLoad( cached );
  32493. this.manager.itemEnd( url );
  32494. }, 0 );
  32495. return cached;
  32496. }
  32497. // Check if request is duplicate
  32498. if ( loading[ url ] !== undefined ) {
  32499. loading[ url ].push( {
  32500. onLoad: onLoad,
  32501. onProgress: onProgress,
  32502. onError: onError
  32503. } );
  32504. return;
  32505. }
  32506. // Initialise array for duplicate requests
  32507. loading[ url ] = [];
  32508. loading[ url ].push( {
  32509. onLoad: onLoad,
  32510. onProgress: onProgress,
  32511. onError: onError,
  32512. } );
  32513. // create request
  32514. const req = new Request( url, {
  32515. headers: new Headers( this.requestHeader ),
  32516. credentials: this.withCredentials ? 'include' : 'same-origin',
  32517. signal: ( typeof AbortSignal.any === 'function' ) ? AbortSignal.any( [ this._abortController.signal, this.manager.abortController.signal ] ) : this._abortController.signal
  32518. } );
  32519. // record states ( avoid data race )
  32520. const mimeType = this.mimeType;
  32521. const responseType = this.responseType;
  32522. // start the fetch
  32523. fetch( req )
  32524. .then( response => {
  32525. if ( response.status === 200 || response.status === 0 ) {
  32526. // Some browsers return HTTP Status 0 when using non-http protocol
  32527. // e.g. 'file://' or 'data://'. Handle as success.
  32528. if ( response.status === 0 ) {
  32529. warn( 'FileLoader: HTTP Status 0 received.' );
  32530. }
  32531. // Workaround: Checking if response.body === undefined for Alipay browser #23548
  32532. if ( typeof ReadableStream === 'undefined' || response.body === undefined || response.body.getReader === undefined ) {
  32533. return response;
  32534. }
  32535. const callbacks = loading[ url ];
  32536. const reader = response.body.getReader();
  32537. // Nginx needs X-File-Size check
  32538. // https://serverfault.com/questions/482875/why-does-nginx-remove-content-length-header-for-chunked-content
  32539. const contentLength = response.headers.get( 'X-File-Size' ) || response.headers.get( 'Content-Length' );
  32540. const total = contentLength ? parseInt( contentLength ) : 0;
  32541. const lengthComputable = total !== 0;
  32542. let loaded = 0;
  32543. // periodically read data into the new stream tracking while download progress
  32544. const stream = new ReadableStream( {
  32545. start( controller ) {
  32546. readData();
  32547. function readData() {
  32548. reader.read().then( ( { done, value } ) => {
  32549. if ( done ) {
  32550. controller.close();
  32551. } else {
  32552. loaded += value.byteLength;
  32553. const event = new ProgressEvent( 'progress', { lengthComputable, loaded, total } );
  32554. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32555. const callback = callbacks[ i ];
  32556. if ( callback.onProgress ) callback.onProgress( event );
  32557. }
  32558. controller.enqueue( value );
  32559. readData();
  32560. }
  32561. }, ( e ) => {
  32562. controller.error( e );
  32563. } );
  32564. }
  32565. }
  32566. } );
  32567. return new Response( stream );
  32568. } else {
  32569. throw new HttpError( `fetch for "${response.url}" responded with ${response.status}: ${response.statusText}`, response );
  32570. }
  32571. } )
  32572. .then( response => {
  32573. switch ( responseType ) {
  32574. case 'arraybuffer':
  32575. return response.arrayBuffer();
  32576. case 'blob':
  32577. return response.blob();
  32578. case 'document':
  32579. return response.text()
  32580. .then( text => {
  32581. const parser = new DOMParser();
  32582. return parser.parseFromString( text, mimeType );
  32583. } );
  32584. case 'json':
  32585. return response.json();
  32586. default:
  32587. if ( mimeType === '' ) {
  32588. return response.text();
  32589. } else {
  32590. // sniff encoding
  32591. const re = /charset="?([^;"\s]*)"?/i;
  32592. const exec = re.exec( mimeType );
  32593. const label = exec && exec[ 1 ] ? exec[ 1 ].toLowerCase() : undefined;
  32594. const decoder = new TextDecoder( label );
  32595. return response.arrayBuffer().then( ab => decoder.decode( ab ) );
  32596. }
  32597. }
  32598. } )
  32599. .then( data => {
  32600. // Add to cache only on HTTP success, so that we do not cache
  32601. // error response bodies as proper responses to requests.
  32602. Cache.add( `file:${url}`, data );
  32603. const callbacks = loading[ url ];
  32604. delete loading[ url ];
  32605. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32606. const callback = callbacks[ i ];
  32607. if ( callback.onLoad ) callback.onLoad( data );
  32608. }
  32609. } )
  32610. .catch( err => {
  32611. // Abort errors and other errors are handled the same
  32612. const callbacks = loading[ url ];
  32613. if ( callbacks === undefined ) {
  32614. // When onLoad was called and url was deleted in `loading`
  32615. this.manager.itemError( url );
  32616. throw err;
  32617. }
  32618. delete loading[ url ];
  32619. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32620. const callback = callbacks[ i ];
  32621. if ( callback.onError ) callback.onError( err );
  32622. }
  32623. this.manager.itemError( url );
  32624. } )
  32625. .finally( () => {
  32626. this.manager.itemEnd( url );
  32627. } );
  32628. this.manager.itemStart( url );
  32629. }
  32630. /**
  32631. * Sets the expected response type.
  32632. *
  32633. * @param {('arraybuffer'|'blob'|'document'|'json'|'')} value - The response type.
  32634. * @return {FileLoader} A reference to this file loader.
  32635. */
  32636. setResponseType( value ) {
  32637. this.responseType = value;
  32638. return this;
  32639. }
  32640. /**
  32641. * Sets the expected mime type of the loaded file.
  32642. *
  32643. * @param {string} value - The mime type.
  32644. * @return {FileLoader} A reference to this file loader.
  32645. */
  32646. setMimeType( value ) {
  32647. this.mimeType = value;
  32648. return this;
  32649. }
  32650. /**
  32651. * Aborts ongoing fetch requests.
  32652. *
  32653. * @return {FileLoader} A reference to this instance.
  32654. */
  32655. abort() {
  32656. this._abortController.abort();
  32657. this._abortController = new AbortController();
  32658. return this;
  32659. }
  32660. }
  32661. /**
  32662. * Class for loading animation clips in the JSON format. The files are internally
  32663. * loaded via {@link FileLoader}.
  32664. *
  32665. * ```js
  32666. * const loader = new THREE.AnimationLoader();
  32667. * const animations = await loader.loadAsync( 'animations/animation.js' );
  32668. * ```
  32669. *
  32670. * @augments Loader
  32671. */
  32672. class AnimationLoader extends Loader {
  32673. /**
  32674. * Constructs a new animation loader.
  32675. *
  32676. * @param {LoadingManager} [manager] - The loading manager.
  32677. */
  32678. constructor( manager ) {
  32679. super( manager );
  32680. }
  32681. /**
  32682. * Starts loading from the given URL and pass the loaded animations as an array
  32683. * holding instances of {@link AnimationClip} to the `onLoad()` callback.
  32684. *
  32685. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32686. * @param {function(Array<AnimationClip>)} onLoad - Executed when the loading process has been finished.
  32687. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32688. * @param {onErrorCallback} onError - Executed when errors occur.
  32689. */
  32690. load( url, onLoad, onProgress, onError ) {
  32691. const scope = this;
  32692. const loader = new FileLoader( this.manager );
  32693. loader.setPath( this.path );
  32694. loader.setRequestHeader( this.requestHeader );
  32695. loader.setWithCredentials( this.withCredentials );
  32696. loader.load( url, function ( text ) {
  32697. try {
  32698. onLoad( scope.parse( JSON.parse( text ) ) );
  32699. } catch ( e ) {
  32700. if ( onError ) {
  32701. onError( e );
  32702. } else {
  32703. error( e );
  32704. }
  32705. scope.manager.itemError( url );
  32706. }
  32707. }, onProgress, onError );
  32708. }
  32709. /**
  32710. * Parses the given JSON object and returns an array of animation clips.
  32711. *
  32712. * @param {Object} json - The serialized animation clips.
  32713. * @return {Array<AnimationClip>} The parsed animation clips.
  32714. */
  32715. parse( json ) {
  32716. const animations = [];
  32717. for ( let i = 0; i < json.length; i ++ ) {
  32718. const clip = AnimationClip.parse( json[ i ] );
  32719. animations.push( clip );
  32720. }
  32721. return animations;
  32722. }
  32723. }
  32724. /**
  32725. * Abstract base class for loading compressed texture formats S3TC, ASTC or ETC.
  32726. * Textures are internally loaded via {@link FileLoader}.
  32727. *
  32728. * Derived classes have to implement the `parse()` method which holds the parsing
  32729. * for the respective format.
  32730. *
  32731. * @abstract
  32732. * @augments Loader
  32733. */
  32734. class CompressedTextureLoader extends Loader {
  32735. /**
  32736. * Constructs a new compressed texture loader.
  32737. *
  32738. * @param {LoadingManager} [manager] - The loading manager.
  32739. */
  32740. constructor( manager ) {
  32741. super( manager );
  32742. }
  32743. /**
  32744. * Starts loading from the given URL and passes the loaded compressed texture
  32745. * to the `onLoad()` callback. The method also returns a new texture object which can
  32746. * directly be used for material creation. If you do it this way, the texture
  32747. * may pop up in your scene once the respective loading process is finished.
  32748. *
  32749. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32750. * @param {function(CompressedTexture)} onLoad - Executed when the loading process has been finished.
  32751. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32752. * @param {onErrorCallback} onError - Executed when errors occur.
  32753. * @return {CompressedTexture} The compressed texture.
  32754. */
  32755. load( url, onLoad, onProgress, onError ) {
  32756. const scope = this;
  32757. const images = [];
  32758. const texture = new CompressedTexture();
  32759. const loader = new FileLoader( this.manager );
  32760. loader.setPath( this.path );
  32761. loader.setResponseType( 'arraybuffer' );
  32762. loader.setRequestHeader( this.requestHeader );
  32763. loader.setWithCredentials( scope.withCredentials );
  32764. let loaded = 0;
  32765. function loadTexture( i ) {
  32766. loader.load( url[ i ], function ( buffer ) {
  32767. const texDatas = scope.parse( buffer, true );
  32768. images[ i ] = {
  32769. width: texDatas.width,
  32770. height: texDatas.height,
  32771. format: texDatas.format,
  32772. mipmaps: texDatas.mipmaps
  32773. };
  32774. loaded += 1;
  32775. if ( loaded === 6 ) {
  32776. if ( texDatas.mipmapCount === 1 ) texture.minFilter = LinearFilter;
  32777. texture.image = images;
  32778. texture.format = texDatas.format;
  32779. texture.needsUpdate = true;
  32780. if ( onLoad ) onLoad( texture );
  32781. }
  32782. }, onProgress, onError );
  32783. }
  32784. if ( Array.isArray( url ) ) {
  32785. for ( let i = 0, il = url.length; i < il; ++ i ) {
  32786. loadTexture( i );
  32787. }
  32788. } else {
  32789. // compressed cubemap texture stored in a single DDS file
  32790. loader.load( url, function ( buffer ) {
  32791. const texDatas = scope.parse( buffer, true );
  32792. if ( texDatas.isCubemap ) {
  32793. const faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  32794. for ( let f = 0; f < faces; f ++ ) {
  32795. images[ f ] = { mipmaps: [] };
  32796. for ( let i = 0; i < texDatas.mipmapCount; i ++ ) {
  32797. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  32798. images[ f ].format = texDatas.format;
  32799. images[ f ].width = texDatas.width;
  32800. images[ f ].height = texDatas.height;
  32801. }
  32802. }
  32803. texture.image = images;
  32804. } else {
  32805. texture.image.width = texDatas.width;
  32806. texture.image.height = texDatas.height;
  32807. texture.mipmaps = texDatas.mipmaps;
  32808. }
  32809. if ( texDatas.mipmapCount === 1 ) {
  32810. texture.minFilter = LinearFilter;
  32811. }
  32812. texture.format = texDatas.format;
  32813. texture.needsUpdate = true;
  32814. if ( onLoad ) onLoad( texture );
  32815. }, onProgress, onError );
  32816. }
  32817. return texture;
  32818. }
  32819. }
  32820. const _loading = new WeakMap();
  32821. /**
  32822. * A loader for loading images. The class loads images with the HTML `Image` API.
  32823. *
  32824. * ```js
  32825. * const loader = new THREE.ImageLoader();
  32826. * const image = await loader.loadAsync( 'image.png' );
  32827. * ```
  32828. * Please note that `ImageLoader` has dropped support for progress
  32829. * events in `r84`. For an `ImageLoader` that supports progress events, see
  32830. * [this thread](https://github.com/mrdoob/three.js/issues/10439#issuecomment-275785639).
  32831. *
  32832. * @augments Loader
  32833. */
  32834. class ImageLoader extends Loader {
  32835. /**
  32836. * Constructs a new image loader.
  32837. *
  32838. * @param {LoadingManager} [manager] - The loading manager.
  32839. */
  32840. constructor( manager ) {
  32841. super( manager );
  32842. }
  32843. /**
  32844. * Starts loading from the given URL and passes the loaded image
  32845. * to the `onLoad()` callback. The method also returns a new `Image` object which can
  32846. * directly be used for texture creation. If you do it this way, the texture
  32847. * may pop up in your scene once the respective loading process is finished.
  32848. *
  32849. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32850. * @param {function(Image)} onLoad - Executed when the loading process has been finished.
  32851. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  32852. * @param {onErrorCallback} onError - Executed when errors occur.
  32853. * @return {Image} The image.
  32854. */
  32855. load( url, onLoad, onProgress, onError ) {
  32856. if ( this.path !== undefined ) url = this.path + url;
  32857. url = this.manager.resolveURL( url );
  32858. const scope = this;
  32859. const cached = Cache.get( `image:${url}` );
  32860. if ( cached !== undefined ) {
  32861. if ( cached.complete === true ) {
  32862. scope.manager.itemStart( url );
  32863. setTimeout( function () {
  32864. if ( onLoad ) onLoad( cached );
  32865. scope.manager.itemEnd( url );
  32866. }, 0 );
  32867. } else {
  32868. let arr = _loading.get( cached );
  32869. if ( arr === undefined ) {
  32870. arr = [];
  32871. _loading.set( cached, arr );
  32872. }
  32873. arr.push( { onLoad, onError } );
  32874. }
  32875. return cached;
  32876. }
  32877. const image = createElementNS( 'img' );
  32878. function onImageLoad() {
  32879. removeEventListeners();
  32880. if ( onLoad ) onLoad( this );
  32881. //
  32882. const callbacks = _loading.get( this ) || [];
  32883. for ( let i = 0; i < callbacks.length; i ++ ) {
  32884. const callback = callbacks[ i ];
  32885. if ( callback.onLoad ) callback.onLoad( this );
  32886. }
  32887. _loading.delete( this );
  32888. scope.manager.itemEnd( url );
  32889. }
  32890. function onImageError( event ) {
  32891. removeEventListeners();
  32892. if ( onError ) onError( event );
  32893. Cache.remove( `image:${url}` );
  32894. //
  32895. const callbacks = _loading.get( this ) || [];
  32896. for ( let i = 0; i < callbacks.length; i ++ ) {
  32897. const callback = callbacks[ i ];
  32898. if ( callback.onError ) callback.onError( event );
  32899. }
  32900. _loading.delete( this );
  32901. scope.manager.itemError( url );
  32902. scope.manager.itemEnd( url );
  32903. }
  32904. function removeEventListeners() {
  32905. image.removeEventListener( 'load', onImageLoad, false );
  32906. image.removeEventListener( 'error', onImageError, false );
  32907. }
  32908. image.addEventListener( 'load', onImageLoad, false );
  32909. image.addEventListener( 'error', onImageError, false );
  32910. if ( url.slice( 0, 5 ) !== 'data:' ) {
  32911. if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
  32912. }
  32913. Cache.add( `image:${url}`, image );
  32914. scope.manager.itemStart( url );
  32915. image.src = url;
  32916. return image;
  32917. }
  32918. }
  32919. /**
  32920. * Class for loading cube textures. Images are internally loaded via {@link ImageLoader}.
  32921. *
  32922. * The loader returns an instance of {@link CubeTexture} and expects the cube map to
  32923. * be defined as six separate images representing the sides of a cube. Other cube map definitions
  32924. * like vertical and horizontal cross, column and row layouts are not supported.
  32925. *
  32926. * Note that, by convention, cube maps are specified in a coordinate system
  32927. * in which positive-x is to the right when looking up the positive-z axis --
  32928. * in other words, using a left-handed coordinate system. Since three.js uses
  32929. * a right-handed coordinate system, environment maps used in three.js will
  32930. * have pos-x and neg-x swapped.
  32931. *
  32932. * The loaded cube texture is in sRGB color space. Meaning {@link Texture#colorSpace}
  32933. * is set to `SRGBColorSpace` by default.
  32934. *
  32935. * ```js
  32936. * const loader = new THREE.CubeTextureLoader().setPath( 'textures/cubeMaps/' );
  32937. * const cubeTexture = await loader.loadAsync( [
  32938. * 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png'
  32939. * ] );
  32940. * scene.background = cubeTexture;
  32941. * ```
  32942. *
  32943. * @augments Loader
  32944. */
  32945. class CubeTextureLoader extends Loader {
  32946. /**
  32947. * Constructs a new cube texture loader.
  32948. *
  32949. * @param {LoadingManager} [manager] - The loading manager.
  32950. */
  32951. constructor( manager ) {
  32952. super( manager );
  32953. }
  32954. /**
  32955. * Starts loading from the given URL and pass the fully loaded cube texture
  32956. * to the `onLoad()` callback. The method also returns a new cube texture object which can
  32957. * directly be used for material creation. If you do it this way, the cube texture
  32958. * may pop up in your scene once the respective loading process is finished.
  32959. *
  32960. * @param {Array<string>} urls - Array of 6 URLs to images, one for each side of the
  32961. * cube texture. The urls should be specified in the following order: pos-x,
  32962. * neg-x, pos-y, neg-y, pos-z, neg-z. An array of data URIs are allowed as well.
  32963. * @param {function(CubeTexture)} onLoad - Executed when the loading process has been finished.
  32964. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  32965. * @param {onErrorCallback} onError - Executed when errors occur.
  32966. * @return {CubeTexture} The cube texture.
  32967. */
  32968. load( urls, onLoad, onProgress, onError ) {
  32969. const texture = new CubeTexture();
  32970. texture.colorSpace = SRGBColorSpace;
  32971. const loader = new ImageLoader( this.manager );
  32972. loader.setCrossOrigin( this.crossOrigin );
  32973. loader.setPath( this.path );
  32974. let loaded = 0;
  32975. function loadTexture( i ) {
  32976. loader.load( urls[ i ], function ( image ) {
  32977. texture.images[ i ] = image;
  32978. loaded ++;
  32979. if ( loaded === 6 ) {
  32980. texture.needsUpdate = true;
  32981. if ( onLoad ) onLoad( texture );
  32982. }
  32983. }, undefined, onError );
  32984. }
  32985. for ( let i = 0; i < urls.length; ++ i ) {
  32986. loadTexture( i );
  32987. }
  32988. return texture;
  32989. }
  32990. }
  32991. /**
  32992. * Abstract base class for loading binary texture formats RGBE, EXR or TGA.
  32993. * Textures are internally loaded via {@link FileLoader}.
  32994. *
  32995. * Derived classes have to implement the `parse()` method which holds the parsing
  32996. * for the respective format.
  32997. *
  32998. * @abstract
  32999. * @augments Loader
  33000. */
  33001. class DataTextureLoader extends Loader {
  33002. /**
  33003. * Constructs a new data texture loader.
  33004. *
  33005. * @param {LoadingManager} [manager] - The loading manager.
  33006. */
  33007. constructor( manager ) {
  33008. super( manager );
  33009. }
  33010. /**
  33011. * Starts loading from the given URL and passes the loaded data texture
  33012. * to the `onLoad()` callback. The method also returns a new texture object which can
  33013. * directly be used for material creation. If you do it this way, the texture
  33014. * may pop up in your scene once the respective loading process is finished.
  33015. *
  33016. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  33017. * @param {function(DataTexture)} onLoad - Executed when the loading process has been finished.
  33018. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  33019. * @param {onErrorCallback} onError - Executed when errors occur.
  33020. * @return {DataTexture} The data texture.
  33021. */
  33022. load( url, onLoad, onProgress, onError ) {
  33023. const scope = this;
  33024. const texture = new DataTexture();
  33025. const loader = new FileLoader( this.manager );
  33026. loader.setResponseType( 'arraybuffer' );
  33027. loader.setRequestHeader( this.requestHeader );
  33028. loader.setPath( this.path );
  33029. loader.setWithCredentials( scope.withCredentials );
  33030. loader.load( url, function ( buffer ) {
  33031. let texData;
  33032. try {
  33033. texData = scope.parse( buffer );
  33034. } catch ( error ) {
  33035. if ( onError !== undefined ) {
  33036. onError( error );
  33037. } else {
  33038. error( error );
  33039. return;
  33040. }
  33041. }
  33042. if ( texData.image !== undefined ) {
  33043. texture.image = texData.image;
  33044. } else if ( texData.data !== undefined ) {
  33045. texture.image.width = texData.width;
  33046. texture.image.height = texData.height;
  33047. texture.image.data = texData.data;
  33048. }
  33049. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  33050. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  33051. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  33052. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  33053. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  33054. if ( texData.colorSpace !== undefined ) {
  33055. texture.colorSpace = texData.colorSpace;
  33056. }
  33057. if ( texData.flipY !== undefined ) {
  33058. texture.flipY = texData.flipY;
  33059. }
  33060. if ( texData.format !== undefined ) {
  33061. texture.format = texData.format;
  33062. }
  33063. if ( texData.type !== undefined ) {
  33064. texture.type = texData.type;
  33065. }
  33066. if ( texData.mipmaps !== undefined ) {
  33067. texture.mipmaps = texData.mipmaps;
  33068. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  33069. }
  33070. if ( texData.mipmapCount === 1 ) {
  33071. texture.minFilter = LinearFilter;
  33072. }
  33073. if ( texData.generateMipmaps !== undefined ) {
  33074. texture.generateMipmaps = texData.generateMipmaps;
  33075. }
  33076. texture.needsUpdate = true;
  33077. if ( onLoad ) onLoad( texture, texData );
  33078. }, onProgress, onError );
  33079. return texture;
  33080. }
  33081. }
  33082. /**
  33083. * Class for loading textures. Images are internally
  33084. * loaded via {@link ImageLoader}.
  33085. *
  33086. * ```js
  33087. * const loader = new THREE.TextureLoader();
  33088. * const texture = await loader.loadAsync( 'textures/land_ocean_ice_cloud_2048.jpg' );
  33089. *
  33090. * const material = new THREE.MeshBasicMaterial( { map:texture } );
  33091. * ```
  33092. * Please note that `TextureLoader` has dropped support for progress
  33093. * events in `r84`. For a `TextureLoader` that supports progress events, see
  33094. * [this thread](https://github.com/mrdoob/three.js/issues/10439#issuecomment-293260145).
  33095. *
  33096. * @augments Loader
  33097. */
  33098. class TextureLoader extends Loader {
  33099. /**
  33100. * Constructs a new texture loader.
  33101. *
  33102. * @param {LoadingManager} [manager] - The loading manager.
  33103. */
  33104. constructor( manager ) {
  33105. super( manager );
  33106. }
  33107. /**
  33108. * Starts loading from the given URL and pass the fully loaded texture
  33109. * to the `onLoad()` callback. The method also returns a new texture object which can
  33110. * directly be used for material creation. If you do it this way, the texture
  33111. * may pop up in your scene once the respective loading process is finished.
  33112. *
  33113. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  33114. * @param {function(Texture)} onLoad - Executed when the loading process has been finished.
  33115. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  33116. * @param {onErrorCallback} onError - Executed when errors occur.
  33117. * @return {Texture} The texture.
  33118. */
  33119. load( url, onLoad, onProgress, onError ) {
  33120. const texture = new Texture();
  33121. const loader = new ImageLoader( this.manager );
  33122. loader.setCrossOrigin( this.crossOrigin );
  33123. loader.setPath( this.path );
  33124. loader.load( url, function ( image ) {
  33125. texture.image = image;
  33126. texture.needsUpdate = true;
  33127. if ( onLoad !== undefined ) {
  33128. onLoad( texture );
  33129. }
  33130. }, onProgress, onError );
  33131. return texture;
  33132. }
  33133. }
  33134. /**
  33135. * Abstract base class for lights - all other light types inherit the
  33136. * properties and methods described here.
  33137. *
  33138. * @abstract
  33139. * @augments Object3D
  33140. */
  33141. class Light extends Object3D {
  33142. /**
  33143. * Constructs a new light.
  33144. *
  33145. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33146. * @param {number} [intensity=1] - The light's strength/intensity.
  33147. */
  33148. constructor( color, intensity = 1 ) {
  33149. super();
  33150. /**
  33151. * This flag can be used for type testing.
  33152. *
  33153. * @type {boolean}
  33154. * @readonly
  33155. * @default true
  33156. */
  33157. this.isLight = true;
  33158. this.type = 'Light';
  33159. /**
  33160. * The light's color.
  33161. *
  33162. * @type {Color}
  33163. */
  33164. this.color = new Color( color );
  33165. /**
  33166. * The light's intensity.
  33167. *
  33168. * @type {number}
  33169. * @default 1
  33170. */
  33171. this.intensity = intensity;
  33172. }
  33173. /**
  33174. * Frees the GPU-related resources allocated by this instance. Call this
  33175. * method whenever this instance is no longer used in your app.
  33176. */
  33177. dispose() {
  33178. this.dispatchEvent( { type: 'dispose' } );
  33179. }
  33180. copy( source, recursive ) {
  33181. super.copy( source, recursive );
  33182. this.color.copy( source.color );
  33183. this.intensity = source.intensity;
  33184. return this;
  33185. }
  33186. toJSON( meta ) {
  33187. const data = super.toJSON( meta );
  33188. data.object.color = this.color.getHex();
  33189. data.object.intensity = this.intensity;
  33190. return data;
  33191. }
  33192. }
  33193. /**
  33194. * A light source positioned directly above the scene, with color fading from
  33195. * the sky color to the ground color.
  33196. *
  33197. * This light cannot be used to cast shadows.
  33198. *
  33199. * ```js
  33200. * const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
  33201. * scene.add( light );
  33202. * ```
  33203. *
  33204. * @augments Light
  33205. */
  33206. class HemisphereLight extends Light {
  33207. /**
  33208. * Constructs a new hemisphere light.
  33209. *
  33210. * @param {(number|Color|string)} [skyColor=0xffffff] - The light's sky color.
  33211. * @param {(number|Color|string)} [groundColor=0xffffff] - The light's ground color.
  33212. * @param {number} [intensity=1] - The light's strength/intensity.
  33213. */
  33214. constructor( skyColor, groundColor, intensity ) {
  33215. super( skyColor, intensity );
  33216. /**
  33217. * This flag can be used for type testing.
  33218. *
  33219. * @type {boolean}
  33220. * @readonly
  33221. * @default true
  33222. */
  33223. this.isHemisphereLight = true;
  33224. this.type = 'HemisphereLight';
  33225. this.position.copy( Object3D.DEFAULT_UP );
  33226. this.updateMatrix();
  33227. /**
  33228. * The light's ground color.
  33229. *
  33230. * @type {Color}
  33231. */
  33232. this.groundColor = new Color( groundColor );
  33233. }
  33234. copy( source, recursive ) {
  33235. super.copy( source, recursive );
  33236. this.groundColor.copy( source.groundColor );
  33237. return this;
  33238. }
  33239. toJSON( meta ) {
  33240. const data = super.toJSON( meta );
  33241. data.object.groundColor = this.groundColor.getHex();
  33242. return data;
  33243. }
  33244. }
  33245. const _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4();
  33246. const _lightPositionWorld$1 = /*@__PURE__*/ new Vector3();
  33247. const _lookTarget$1 = /*@__PURE__*/ new Vector3();
  33248. /**
  33249. * Abstract base class for light shadow classes. These classes
  33250. * represent the shadow configuration for different light types.
  33251. *
  33252. * @abstract
  33253. */
  33254. class LightShadow {
  33255. /**
  33256. * Constructs a new light shadow.
  33257. *
  33258. * @param {Camera} camera - The light's view of the world.
  33259. */
  33260. constructor( camera ) {
  33261. /**
  33262. * The light's view of the world.
  33263. *
  33264. * @type {Camera}
  33265. */
  33266. this.camera = camera;
  33267. /**
  33268. * The intensity of the shadow. The default is `1`.
  33269. * Valid values are in the range `[0, 1]`.
  33270. *
  33271. * @type {number}
  33272. * @default 1
  33273. */
  33274. this.intensity = 1;
  33275. /**
  33276. * Shadow map bias, how much to add or subtract from the normalized depth
  33277. * when deciding whether a surface is in shadow.
  33278. *
  33279. * The default is `0`. Very tiny adjustments here (in the order of `0.0001`)
  33280. * may help reduce artifacts in shadows.
  33281. *
  33282. * @type {number}
  33283. * @default 0
  33284. */
  33285. this.bias = 0;
  33286. /**
  33287. * Defines how much the position used to query the shadow map is offset along
  33288. * the object normal. The default is `0`. Increasing this value can be used to
  33289. * reduce shadow acne especially in large scenes where light shines onto
  33290. * geometry at a shallow angle. The cost is that shadows may appear distorted.
  33291. *
  33292. * @type {number}
  33293. * @default 0
  33294. */
  33295. this.normalBias = 0;
  33296. /**
  33297. * Setting this to values greater than 1 will blur the edges of the shadow.
  33298. * High values will cause unwanted banding effects in the shadows - a greater
  33299. * map size will allow for a higher value to be used here before these effects
  33300. * become visible.
  33301. *
  33302. * The property has no effect when the shadow map type is `BasicShadowMap`.
  33303. *
  33304. * @type {number}
  33305. * @default 1
  33306. */
  33307. this.radius = 1;
  33308. /**
  33309. * The amount of samples to use when blurring a VSM shadow map.
  33310. *
  33311. * @type {number}
  33312. * @default 8
  33313. */
  33314. this.blurSamples = 8;
  33315. /**
  33316. * Defines the width and height of the shadow map. Higher values give better quality
  33317. * shadows at the cost of computation time. Values must be powers of two.
  33318. *
  33319. * @type {Vector2}
  33320. * @default (512,512)
  33321. */
  33322. this.mapSize = new Vector2( 512, 512 );
  33323. /**
  33324. * The type of shadow texture. The default is `UnsignedByteType`.
  33325. *
  33326. * @type {number}
  33327. * @default UnsignedByteType
  33328. */
  33329. this.mapType = UnsignedByteType;
  33330. /**
  33331. * The depth map generated using the internal camera; a location beyond a
  33332. * pixel's depth is in shadow. Computed internally during rendering.
  33333. *
  33334. * @type {?RenderTarget}
  33335. * @default null
  33336. */
  33337. this.map = null;
  33338. /**
  33339. * The distribution map generated using the internal camera; an occlusion is
  33340. * calculated based on the distribution of depths. Computed internally during
  33341. * rendering.
  33342. *
  33343. * @type {?RenderTarget}
  33344. * @default null
  33345. */
  33346. this.mapPass = null;
  33347. /**
  33348. * Model to shadow camera space, to compute location and depth in shadow map.
  33349. * This is computed internally during rendering.
  33350. *
  33351. * @type {Matrix4}
  33352. */
  33353. this.matrix = new Matrix4();
  33354. /**
  33355. * Enables automatic updates of the light's shadow. If you do not require dynamic
  33356. * lighting / shadows, you may set this to `false`.
  33357. *
  33358. * @type {boolean}
  33359. * @default true
  33360. */
  33361. this.autoUpdate = true;
  33362. /**
  33363. * When set to `true`, shadow maps will be updated in the next `render` call.
  33364. * If you have set {@link LightShadow#autoUpdate} to `false`, you will need to
  33365. * set this property to `true` and then make a render call to update the light's shadow.
  33366. *
  33367. * @type {boolean}
  33368. * @default false
  33369. */
  33370. this.needsUpdate = false;
  33371. this._frustum = new Frustum();
  33372. this._frameExtents = new Vector2( 1, 1 );
  33373. this._viewportCount = 1;
  33374. this._viewports = [
  33375. new Vector4( 0, 0, 1, 1 )
  33376. ];
  33377. }
  33378. /**
  33379. * Used internally by the renderer to get the number of viewports that need
  33380. * to be rendered for this shadow.
  33381. *
  33382. * @return {number} The viewport count.
  33383. */
  33384. getViewportCount() {
  33385. return this._viewportCount;
  33386. }
  33387. /**
  33388. * Gets the shadow cameras frustum. Used internally by the renderer to cull objects.
  33389. *
  33390. * @return {Frustum} The shadow camera frustum.
  33391. */
  33392. getFrustum() {
  33393. return this._frustum;
  33394. }
  33395. /**
  33396. * Update the matrices for the camera and shadow, used internally by the renderer.
  33397. *
  33398. * @param {Light} light - The light for which the shadow is being rendered.
  33399. */
  33400. updateMatrices( light ) {
  33401. const shadowCamera = this.camera;
  33402. const shadowMatrix = this.matrix;
  33403. _lightPositionWorld$1.setFromMatrixPosition( light.matrixWorld );
  33404. shadowCamera.position.copy( _lightPositionWorld$1 );
  33405. _lookTarget$1.setFromMatrixPosition( light.target.matrixWorld );
  33406. shadowCamera.lookAt( _lookTarget$1 );
  33407. shadowCamera.updateMatrixWorld();
  33408. _projScreenMatrix$1.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  33409. this._frustum.setFromProjectionMatrix( _projScreenMatrix$1, shadowCamera.coordinateSystem, shadowCamera.reversedDepth );
  33410. if ( shadowCamera.reversedDepth ) {
  33411. shadowMatrix.set(
  33412. 0.5, 0.0, 0.0, 0.5,
  33413. 0.0, 0.5, 0.0, 0.5,
  33414. 0.0, 0.0, 1.0, 0.0,
  33415. 0.0, 0.0, 0.0, 1.0
  33416. );
  33417. } else {
  33418. shadowMatrix.set(
  33419. 0.5, 0.0, 0.0, 0.5,
  33420. 0.0, 0.5, 0.0, 0.5,
  33421. 0.0, 0.0, 0.5, 0.5,
  33422. 0.0, 0.0, 0.0, 1.0
  33423. );
  33424. }
  33425. shadowMatrix.multiply( _projScreenMatrix$1 );
  33426. }
  33427. /**
  33428. * Returns a viewport definition for the given viewport index.
  33429. *
  33430. * @param {number} viewportIndex - The viewport index.
  33431. * @return {Vector4} The viewport.
  33432. */
  33433. getViewport( viewportIndex ) {
  33434. return this._viewports[ viewportIndex ];
  33435. }
  33436. /**
  33437. * Returns the frame extends.
  33438. *
  33439. * @return {Vector2} The frame extends.
  33440. */
  33441. getFrameExtents() {
  33442. return this._frameExtents;
  33443. }
  33444. /**
  33445. * Frees the GPU-related resources allocated by this instance. Call this
  33446. * method whenever this instance is no longer used in your app.
  33447. */
  33448. dispose() {
  33449. if ( this.map ) {
  33450. this.map.dispose();
  33451. }
  33452. if ( this.mapPass ) {
  33453. this.mapPass.dispose();
  33454. }
  33455. }
  33456. /**
  33457. * Copies the values of the given light shadow instance to this instance.
  33458. *
  33459. * @param {LightShadow} source - The light shadow to copy.
  33460. * @return {LightShadow} A reference to this light shadow instance.
  33461. */
  33462. copy( source ) {
  33463. this.camera = source.camera.clone();
  33464. this.intensity = source.intensity;
  33465. this.bias = source.bias;
  33466. this.radius = source.radius;
  33467. this.autoUpdate = source.autoUpdate;
  33468. this.needsUpdate = source.needsUpdate;
  33469. this.normalBias = source.normalBias;
  33470. this.blurSamples = source.blurSamples;
  33471. this.mapSize.copy( source.mapSize );
  33472. return this;
  33473. }
  33474. /**
  33475. * Returns a new light shadow instance with copied values from this instance.
  33476. *
  33477. * @return {LightShadow} A clone of this instance.
  33478. */
  33479. clone() {
  33480. return new this.constructor().copy( this );
  33481. }
  33482. /**
  33483. * Serializes the light shadow into JSON.
  33484. *
  33485. * @return {Object} A JSON object representing the serialized light shadow.
  33486. * @see {@link ObjectLoader#parse}
  33487. */
  33488. toJSON() {
  33489. const object = {};
  33490. if ( this.intensity !== 1 ) object.intensity = this.intensity;
  33491. if ( this.bias !== 0 ) object.bias = this.bias;
  33492. if ( this.normalBias !== 0 ) object.normalBias = this.normalBias;
  33493. if ( this.radius !== 1 ) object.radius = this.radius;
  33494. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();
  33495. object.camera = this.camera.toJSON( false ).object;
  33496. delete object.camera.matrix;
  33497. return object;
  33498. }
  33499. }
  33500. /**
  33501. * Represents the shadow configuration of directional lights.
  33502. *
  33503. * @augments LightShadow
  33504. */
  33505. class SpotLightShadow extends LightShadow {
  33506. /**
  33507. * Constructs a new spot light shadow.
  33508. */
  33509. constructor() {
  33510. super( new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  33511. /**
  33512. * This flag can be used for type testing.
  33513. *
  33514. * @type {boolean}
  33515. * @readonly
  33516. * @default true
  33517. */
  33518. this.isSpotLightShadow = true;
  33519. /**
  33520. * Used to focus the shadow camera. The camera's field of view is set as a
  33521. * percentage of the spotlight's field-of-view. Range is `[0, 1]`.
  33522. *
  33523. * @type {number}
  33524. * @default 1
  33525. */
  33526. this.focus = 1;
  33527. /**
  33528. * Texture aspect ratio.
  33529. *
  33530. * @type {number}
  33531. * @default 1
  33532. */
  33533. this.aspect = 1;
  33534. }
  33535. updateMatrices( light ) {
  33536. const camera = this.camera;
  33537. const fov = RAD2DEG * 2 * light.angle * this.focus;
  33538. const aspect = ( this.mapSize.width / this.mapSize.height ) * this.aspect;
  33539. const far = light.distance || camera.far;
  33540. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  33541. camera.fov = fov;
  33542. camera.aspect = aspect;
  33543. camera.far = far;
  33544. camera.updateProjectionMatrix();
  33545. }
  33546. super.updateMatrices( light );
  33547. }
  33548. copy( source ) {
  33549. super.copy( source );
  33550. this.focus = source.focus;
  33551. return this;
  33552. }
  33553. }
  33554. /**
  33555. * This light gets emitted from a single point in one direction, along a cone
  33556. * that increases in size the further from the light it gets.
  33557. *
  33558. * This light can cast shadows - see the {@link SpotLightShadow} for details.
  33559. *
  33560. * ```js
  33561. * // white spotlight shining from the side, modulated by a texture
  33562. * const spotLight = new THREE.SpotLight( 0xffffff );
  33563. * spotLight.position.set( 100, 1000, 100 );
  33564. * spotLight.map = new THREE.TextureLoader().load( url );
  33565. *
  33566. * spotLight.castShadow = true;
  33567. * spotLight.shadow.mapSize.width = 1024;
  33568. * spotLight.shadow.mapSize.height = 1024;
  33569. * spotLight.shadow.camera.near = 500;
  33570. * spotLight.shadow.camera.far = 4000;
  33571. * spotLight.shadow.camera.fov = 30;s
  33572. * ```
  33573. *
  33574. * @augments Light
  33575. */
  33576. class SpotLight extends Light {
  33577. /**
  33578. * Constructs a new spot light.
  33579. *
  33580. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33581. * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).
  33582. * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.
  33583. * @param {number} [angle=Math.PI/3] - Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
  33584. * @param {number} [penumbra=0] - Percent of the spotlight cone that is attenuated due to penumbra. Value range is `[0,1]`.
  33585. * @param {number} [decay=2] - The amount the light dims along the distance of the light.
  33586. */
  33587. constructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 2 ) {
  33588. super( color, intensity );
  33589. /**
  33590. * This flag can be used for type testing.
  33591. *
  33592. * @type {boolean}
  33593. * @readonly
  33594. * @default true
  33595. */
  33596. this.isSpotLight = true;
  33597. this.type = 'SpotLight';
  33598. this.position.copy( Object3D.DEFAULT_UP );
  33599. this.updateMatrix();
  33600. /**
  33601. * The spot light points from its position to the
  33602. * target's position.
  33603. *
  33604. * For the target's position to be changed to anything other
  33605. * than the default, it must be added to the scene.
  33606. *
  33607. * It is also possible to set the target to be another 3D object
  33608. * in the scene. The light will now track the target object.
  33609. *
  33610. * @type {Object3D}
  33611. */
  33612. this.target = new Object3D();
  33613. /**
  33614. * Maximum range of the light. `0` means no limit.
  33615. *
  33616. * @type {number}
  33617. * @default 0
  33618. */
  33619. this.distance = distance;
  33620. /**
  33621. * Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
  33622. *
  33623. * @type {number}
  33624. * @default Math.PI/3
  33625. */
  33626. this.angle = angle;
  33627. /**
  33628. * Percent of the spotlight cone that is attenuated due to penumbra.
  33629. * Value range is `[0,1]`.
  33630. *
  33631. * @type {number}
  33632. * @default 0
  33633. */
  33634. this.penumbra = penumbra;
  33635. /**
  33636. * The amount the light dims along the distance of the light. In context of
  33637. * physically-correct rendering the default value should not be changed.
  33638. *
  33639. * @type {number}
  33640. * @default 2
  33641. */
  33642. this.decay = decay;
  33643. /**
  33644. * A texture used to modulate the color of the light. The spot light
  33645. * color is mixed with the RGB value of this texture, with a ratio
  33646. * corresponding to its alpha value. The cookie-like masking effect is
  33647. * reproduced using pixel values (0, 0, 0, 1-cookie_value).
  33648. *
  33649. * *Warning*: This property is disabled if {@link Object3D#castShadow} is set to `false`.
  33650. *
  33651. * @type {?Texture}
  33652. * @default null
  33653. */
  33654. this.map = null;
  33655. /**
  33656. * This property holds the light's shadow configuration.
  33657. *
  33658. * @type {SpotLightShadow}
  33659. */
  33660. this.shadow = new SpotLightShadow();
  33661. }
  33662. /**
  33663. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  33664. * Changing the power will also change the light's intensity.
  33665. *
  33666. * @type {number}
  33667. */
  33668. get power() {
  33669. // compute the light's luminous power (in lumens) from its intensity (in candela)
  33670. // by convention for a spotlight, luminous power (lm) = π * luminous intensity (cd)
  33671. return this.intensity * Math.PI;
  33672. }
  33673. set power( power ) {
  33674. // set the light's intensity (in candela) from the desired luminous power (in lumens)
  33675. this.intensity = power / Math.PI;
  33676. }
  33677. dispose() {
  33678. super.dispose();
  33679. this.shadow.dispose();
  33680. }
  33681. copy( source, recursive ) {
  33682. super.copy( source, recursive );
  33683. this.distance = source.distance;
  33684. this.angle = source.angle;
  33685. this.penumbra = source.penumbra;
  33686. this.decay = source.decay;
  33687. this.target = source.target.clone();
  33688. this.map = source.map;
  33689. this.shadow = source.shadow.clone();
  33690. return this;
  33691. }
  33692. toJSON( meta ) {
  33693. const data = super.toJSON( meta );
  33694. data.object.distance = this.distance;
  33695. data.object.angle = this.angle;
  33696. data.object.decay = this.decay;
  33697. data.object.penumbra = this.penumbra;
  33698. data.object.target = this.target.uuid;
  33699. if ( this.map && this.map.isTexture ) data.object.map = this.map.toJSON( meta ).uuid;
  33700. data.object.shadow = this.shadow.toJSON();
  33701. return data;
  33702. }
  33703. }
  33704. const _projScreenMatrix = /*@__PURE__*/ new Matrix4();
  33705. const _lightPositionWorld = /*@__PURE__*/ new Vector3();
  33706. const _lookTarget = /*@__PURE__*/ new Vector3();
  33707. /**
  33708. * Represents the shadow configuration of point lights.
  33709. *
  33710. * @augments LightShadow
  33711. */
  33712. class PointLightShadow extends LightShadow {
  33713. /**
  33714. * Constructs a new point light shadow.
  33715. */
  33716. constructor() {
  33717. super( new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  33718. /**
  33719. * This flag can be used for type testing.
  33720. *
  33721. * @type {boolean}
  33722. * @readonly
  33723. * @default true
  33724. */
  33725. this.isPointLightShadow = true;
  33726. this._cubeDirections = [
  33727. new Vector3( 1, 0, 0 ), new Vector3( -1, 0, 0 ), new Vector3( 0, 1, 0 ),
  33728. new Vector3( 0, -1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, -1 )
  33729. ];
  33730. this._cubeUps = [
  33731. new Vector3( 0, -1, 0 ), new Vector3( 0, -1, 0 ), new Vector3( 0, 0, 1 ),
  33732. new Vector3( 0, 0, -1 ), new Vector3( 0, -1, 0 ), new Vector3( 0, -1, 0 )
  33733. ];
  33734. }
  33735. /**
  33736. * Update the matrices for the camera and shadow, used internally by the renderer.
  33737. *
  33738. * @param {Light} light - The light for which the shadow is being rendered.
  33739. * @param {number} [faceIndex=0] - The cube face index (0-5).
  33740. */
  33741. updateMatrices( light, faceIndex = 0 ) {
  33742. const camera = this.camera;
  33743. const shadowMatrix = this.matrix;
  33744. const far = light.distance || camera.far;
  33745. if ( far !== camera.far ) {
  33746. camera.far = far;
  33747. camera.updateProjectionMatrix();
  33748. }
  33749. _lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  33750. camera.position.copy( _lightPositionWorld );
  33751. _lookTarget.copy( camera.position );
  33752. _lookTarget.add( this._cubeDirections[ faceIndex ] );
  33753. camera.up.copy( this._cubeUps[ faceIndex ] );
  33754. camera.lookAt( _lookTarget );
  33755. camera.updateMatrixWorld();
  33756. shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );
  33757. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  33758. this._frustum.setFromProjectionMatrix( _projScreenMatrix, camera.coordinateSystem, camera.reversedDepth );
  33759. }
  33760. }
  33761. /**
  33762. * A light that gets emitted from a single point in all directions. A common
  33763. * use case for this is to replicate the light emitted from a bare
  33764. * lightbulb.
  33765. *
  33766. * This light can cast shadows - see the {@link PointLightShadow} for details.
  33767. *
  33768. * ```js
  33769. * const light = new THREE.PointLight( 0xff0000, 1, 100 );
  33770. * light.position.set( 50, 50, 50 );
  33771. * scene.add( light );
  33772. * ```
  33773. *
  33774. * @augments Light
  33775. */
  33776. class PointLight extends Light {
  33777. /**
  33778. * Constructs a new point light.
  33779. *
  33780. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33781. * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).
  33782. * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.
  33783. * @param {number} [decay=2] - The amount the light dims along the distance of the light.
  33784. */
  33785. constructor( color, intensity, distance = 0, decay = 2 ) {
  33786. super( color, intensity );
  33787. /**
  33788. * This flag can be used for type testing.
  33789. *
  33790. * @type {boolean}
  33791. * @readonly
  33792. * @default true
  33793. */
  33794. this.isPointLight = true;
  33795. this.type = 'PointLight';
  33796. /**
  33797. * When distance is zero, light will attenuate according to inverse-square
  33798. * law to infinite distance. When distance is non-zero, light will attenuate
  33799. * according to inverse-square law until near the distance cutoff, where it
  33800. * will then attenuate quickly and smoothly to 0. Inherently, cutoffs are not
  33801. * physically correct.
  33802. *
  33803. * @type {number}
  33804. * @default 0
  33805. */
  33806. this.distance = distance;
  33807. /**
  33808. * The amount the light dims along the distance of the light. In context of
  33809. * physically-correct rendering the default value should not be changed.
  33810. *
  33811. * @type {number}
  33812. * @default 2
  33813. */
  33814. this.decay = decay;
  33815. /**
  33816. * This property holds the light's shadow configuration.
  33817. *
  33818. * @type {PointLightShadow}
  33819. */
  33820. this.shadow = new PointLightShadow();
  33821. }
  33822. /**
  33823. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  33824. * Changing the power will also change the light's intensity.
  33825. *
  33826. * @type {number}
  33827. */
  33828. get power() {
  33829. // compute the light's luminous power (in lumens) from its intensity (in candela)
  33830. // for an isotropic light source, luminous power (lm) = 4 π luminous intensity (cd)
  33831. return this.intensity * 4 * Math.PI;
  33832. }
  33833. set power( power ) {
  33834. // set the light's intensity (in candela) from the desired luminous power (in lumens)
  33835. this.intensity = power / ( 4 * Math.PI );
  33836. }
  33837. dispose() {
  33838. super.dispose();
  33839. this.shadow.dispose();
  33840. }
  33841. copy( source, recursive ) {
  33842. super.copy( source, recursive );
  33843. this.distance = source.distance;
  33844. this.decay = source.decay;
  33845. this.shadow = source.shadow.clone();
  33846. return this;
  33847. }
  33848. toJSON( meta ) {
  33849. const data = super.toJSON( meta );
  33850. data.object.distance = this.distance;
  33851. data.object.decay = this.decay;
  33852. data.object.shadow = this.shadow.toJSON();
  33853. return data;
  33854. }
  33855. }
  33856. /**
  33857. * Camera that uses [orthographic projection](https://en.wikipedia.org/wiki/Orthographic_projection).
  33858. *
  33859. * In this projection mode, an object's size in the rendered image stays
  33860. * constant regardless of its distance from the camera. This can be useful
  33861. * for rendering 2D scenes and UI elements, amongst other things.
  33862. *
  33863. * ```js
  33864. * const camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 1, 1000 );
  33865. * scene.add( camera );
  33866. * ```
  33867. *
  33868. * @augments Camera
  33869. */
  33870. class OrthographicCamera extends Camera {
  33871. /**
  33872. * Constructs a new orthographic camera.
  33873. *
  33874. * @param {number} [left=-1] - The left plane of the camera's frustum.
  33875. * @param {number} [right=1] - The right plane of the camera's frustum.
  33876. * @param {number} [top=1] - The top plane of the camera's frustum.
  33877. * @param {number} [bottom=-1] - The bottom plane of the camera's frustum.
  33878. * @param {number} [near=0.1] - The camera's near plane.
  33879. * @param {number} [far=2000] - The camera's far plane.
  33880. */
  33881. constructor( left = -1, right = 1, top = 1, bottom = -1, near = 0.1, far = 2000 ) {
  33882. super();
  33883. /**
  33884. * This flag can be used for type testing.
  33885. *
  33886. * @type {boolean}
  33887. * @readonly
  33888. * @default true
  33889. */
  33890. this.isOrthographicCamera = true;
  33891. this.type = 'OrthographicCamera';
  33892. /**
  33893. * The zoom factor of the camera.
  33894. *
  33895. * @type {number}
  33896. * @default 1
  33897. */
  33898. this.zoom = 1;
  33899. /**
  33900. * Represents the frustum window specification. This property should not be edited
  33901. * directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}.
  33902. *
  33903. * @type {?Object}
  33904. * @default null
  33905. */
  33906. this.view = null;
  33907. /**
  33908. * The left plane of the camera's frustum.
  33909. *
  33910. * @type {number}
  33911. * @default -1
  33912. */
  33913. this.left = left;
  33914. /**
  33915. * The right plane of the camera's frustum.
  33916. *
  33917. * @type {number}
  33918. * @default 1
  33919. */
  33920. this.right = right;
  33921. /**
  33922. * The top plane of the camera's frustum.
  33923. *
  33924. * @type {number}
  33925. * @default 1
  33926. */
  33927. this.top = top;
  33928. /**
  33929. * The bottom plane of the camera's frustum.
  33930. *
  33931. * @type {number}
  33932. * @default -1
  33933. */
  33934. this.bottom = bottom;
  33935. /**
  33936. * The camera's near plane. The valid range is greater than `0`
  33937. * and less than the current value of {@link OrthographicCamera#far}.
  33938. *
  33939. * Note that, unlike for the {@link PerspectiveCamera}, `0` is a
  33940. * valid value for an orthographic camera's near plane.
  33941. *
  33942. * @type {number}
  33943. * @default 0.1
  33944. */
  33945. this.near = near;
  33946. /**
  33947. * The camera's far plane. Must be greater than the
  33948. * current value of {@link OrthographicCamera#near}.
  33949. *
  33950. * @type {number}
  33951. * @default 2000
  33952. */
  33953. this.far = far;
  33954. this.updateProjectionMatrix();
  33955. }
  33956. copy( source, recursive ) {
  33957. super.copy( source, recursive );
  33958. this.left = source.left;
  33959. this.right = source.right;
  33960. this.top = source.top;
  33961. this.bottom = source.bottom;
  33962. this.near = source.near;
  33963. this.far = source.far;
  33964. this.zoom = source.zoom;
  33965. this.view = source.view === null ? null : Object.assign( {}, source.view );
  33966. return this;
  33967. }
  33968. /**
  33969. * Sets an offset in a larger frustum. This is useful for multi-window or
  33970. * multi-monitor/multi-machine setups.
  33971. *
  33972. * @param {number} fullWidth - The full width of multiview setup.
  33973. * @param {number} fullHeight - The full height of multiview setup.
  33974. * @param {number} x - The horizontal offset of the subcamera.
  33975. * @param {number} y - The vertical offset of the subcamera.
  33976. * @param {number} width - The width of subcamera.
  33977. * @param {number} height - The height of subcamera.
  33978. * @see {@link PerspectiveCamera#setViewOffset}
  33979. */
  33980. setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
  33981. if ( this.view === null ) {
  33982. this.view = {
  33983. enabled: true,
  33984. fullWidth: 1,
  33985. fullHeight: 1,
  33986. offsetX: 0,
  33987. offsetY: 0,
  33988. width: 1,
  33989. height: 1
  33990. };
  33991. }
  33992. this.view.enabled = true;
  33993. this.view.fullWidth = fullWidth;
  33994. this.view.fullHeight = fullHeight;
  33995. this.view.offsetX = x;
  33996. this.view.offsetY = y;
  33997. this.view.width = width;
  33998. this.view.height = height;
  33999. this.updateProjectionMatrix();
  34000. }
  34001. /**
  34002. * Removes the view offset from the projection matrix.
  34003. */
  34004. clearViewOffset() {
  34005. if ( this.view !== null ) {
  34006. this.view.enabled = false;
  34007. }
  34008. this.updateProjectionMatrix();
  34009. }
  34010. /**
  34011. * Updates the camera's projection matrix. Must be called after any change of
  34012. * camera properties.
  34013. */
  34014. updateProjectionMatrix() {
  34015. const dx = ( this.right - this.left ) / ( 2 * this.zoom );
  34016. const dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  34017. const cx = ( this.right + this.left ) / 2;
  34018. const cy = ( this.top + this.bottom ) / 2;
  34019. let left = cx - dx;
  34020. let right = cx + dx;
  34021. let top = cy + dy;
  34022. let bottom = cy - dy;
  34023. if ( this.view !== null && this.view.enabled ) {
  34024. const scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
  34025. const scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;
  34026. left += scaleW * this.view.offsetX;
  34027. right = left + scaleW * this.view.width;
  34028. top -= scaleH * this.view.offsetY;
  34029. bottom = top - scaleH * this.view.height;
  34030. }
  34031. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far, this.coordinateSystem, this.reversedDepth );
  34032. this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
  34033. }
  34034. toJSON( meta ) {
  34035. const data = super.toJSON( meta );
  34036. data.object.zoom = this.zoom;
  34037. data.object.left = this.left;
  34038. data.object.right = this.right;
  34039. data.object.top = this.top;
  34040. data.object.bottom = this.bottom;
  34041. data.object.near = this.near;
  34042. data.object.far = this.far;
  34043. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  34044. return data;
  34045. }
  34046. }
  34047. /**
  34048. * Represents the shadow configuration of directional lights.
  34049. *
  34050. * @augments LightShadow
  34051. */
  34052. class DirectionalLightShadow extends LightShadow {
  34053. /**
  34054. * Constructs a new directional light shadow.
  34055. */
  34056. constructor() {
  34057. super( new OrthographicCamera( -5, 5, 5, -5, 0.5, 500 ) );
  34058. /**
  34059. * This flag can be used for type testing.
  34060. *
  34061. * @type {boolean}
  34062. * @readonly
  34063. * @default true
  34064. */
  34065. this.isDirectionalLightShadow = true;
  34066. }
  34067. }
  34068. /**
  34069. * A light that gets emitted in a specific direction. This light will behave
  34070. * as though it is infinitely far away and the rays produced from it are all
  34071. * parallel. The common use case for this is to simulate daylight; the sun is
  34072. * far enough away that its position can be considered to be infinite, and
  34073. * all light rays coming from it are parallel.
  34074. *
  34075. * A common point of confusion for directional lights is that setting the
  34076. * rotation has no effect. This is because three.js's DirectionalLight is the
  34077. * equivalent to what is often called a 'Target Direct Light' in other
  34078. * applications.
  34079. *
  34080. * This means that its direction is calculated as pointing from the light's
  34081. * {@link Object3D#position} to the {@link DirectionalLight#target} position
  34082. * (as opposed to a 'Free Direct Light' that just has a rotation
  34083. * component).
  34084. *
  34085. * This light can cast shadows - see the {@link DirectionalLightShadow} for details.
  34086. *
  34087. * ```js
  34088. * // White directional light at half intensity shining from the top.
  34089. * const directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
  34090. * scene.add( directionalLight );
  34091. * ```
  34092. *
  34093. * @augments Light
  34094. */
  34095. class DirectionalLight extends Light {
  34096. /**
  34097. * Constructs a new directional light.
  34098. *
  34099. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  34100. * @param {number} [intensity=1] - The light's strength/intensity.
  34101. */
  34102. constructor( color, intensity ) {
  34103. super( color, intensity );
  34104. /**
  34105. * This flag can be used for type testing.
  34106. *
  34107. * @type {boolean}
  34108. * @readonly
  34109. * @default true
  34110. */
  34111. this.isDirectionalLight = true;
  34112. this.type = 'DirectionalLight';
  34113. this.position.copy( Object3D.DEFAULT_UP );
  34114. this.updateMatrix();
  34115. /**
  34116. * The directional light points from its position to the
  34117. * target's position.
  34118. *
  34119. * For the target's position to be changed to anything other
  34120. * than the default, it must be added to the scene.
  34121. *
  34122. * It is also possible to set the target to be another 3D object
  34123. * in the scene. The light will now track the target object.
  34124. *
  34125. * @type {Object3D}
  34126. */
  34127. this.target = new Object3D();
  34128. /**
  34129. * This property holds the light's shadow configuration.
  34130. *
  34131. * @type {DirectionalLightShadow}
  34132. */
  34133. this.shadow = new DirectionalLightShadow();
  34134. }
  34135. dispose() {
  34136. super.dispose();
  34137. this.shadow.dispose();
  34138. }
  34139. copy( source ) {
  34140. super.copy( source );
  34141. this.target = source.target.clone();
  34142. this.shadow = source.shadow.clone();
  34143. return this;
  34144. }
  34145. toJSON( meta ) {
  34146. const data = super.toJSON( meta );
  34147. data.object.shadow = this.shadow.toJSON();
  34148. data.object.target = this.target.uuid;
  34149. return data;
  34150. }
  34151. }
  34152. /**
  34153. * This light globally illuminates all objects in the scene equally.
  34154. *
  34155. * It cannot be used to cast shadows as it does not have a direction.
  34156. *
  34157. * ```js
  34158. * const light = new THREE.AmbientLight( 0x404040 ); // soft white light
  34159. * scene.add( light );
  34160. * ```
  34161. *
  34162. * @augments Light
  34163. */
  34164. class AmbientLight extends Light {
  34165. /**
  34166. * Constructs a new ambient light.
  34167. *
  34168. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  34169. * @param {number} [intensity=1] - The light's strength/intensity.
  34170. */
  34171. constructor( color, intensity ) {
  34172. super( color, intensity );
  34173. /**
  34174. * This flag can be used for type testing.
  34175. *
  34176. * @type {boolean}
  34177. * @readonly
  34178. * @default true
  34179. */
  34180. this.isAmbientLight = true;
  34181. this.type = 'AmbientLight';
  34182. }
  34183. }
  34184. /**
  34185. * This class emits light uniformly across the face a rectangular plane.
  34186. * This light type can be used to simulate light sources such as bright
  34187. * windows or strip lighting.
  34188. *
  34189. * Important Notes:
  34190. *
  34191. * - There is no shadow support.
  34192. * - Only PBR materials are supported.
  34193. * - You have to include `RectAreaLightUniformsLib` (`WebGLRenderer`) or `RectAreaLightTexturesLib` (`WebGPURenderer`)
  34194. * into your app and init the uniforms/textures.
  34195. *
  34196. * ```js
  34197. * RectAreaLightUniformsLib.init(); // only relevant for WebGLRenderer
  34198. * THREE.RectAreaLightNode.setLTC( RectAreaLightTexturesLib.init() ); // only relevant for WebGPURenderer
  34199. *
  34200. * const intensity = 1; const width = 10; const height = 10;
  34201. * const rectLight = new THREE.RectAreaLight( 0xffffff, intensity, width, height );
  34202. * rectLight.position.set( 5, 5, 0 );
  34203. * rectLight.lookAt( 0, 0, 0 );
  34204. * scene.add( rectLight )
  34205. * ```
  34206. *
  34207. * @augments Light
  34208. */
  34209. class RectAreaLight extends Light {
  34210. /**
  34211. * Constructs a new area light.
  34212. *
  34213. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  34214. * @param {number} [intensity=1] - The light's strength/intensity.
  34215. * @param {number} [width=10] - The width of the light.
  34216. * @param {number} [height=10] - The height of the light.
  34217. */
  34218. constructor( color, intensity, width = 10, height = 10 ) {
  34219. super( color, intensity );
  34220. /**
  34221. * This flag can be used for type testing.
  34222. *
  34223. * @type {boolean}
  34224. * @readonly
  34225. * @default true
  34226. */
  34227. this.isRectAreaLight = true;
  34228. this.type = 'RectAreaLight';
  34229. /**
  34230. * The width of the light.
  34231. *
  34232. * @type {number}
  34233. * @default 10
  34234. */
  34235. this.width = width;
  34236. /**
  34237. * The height of the light.
  34238. *
  34239. * @type {number}
  34240. * @default 10
  34241. */
  34242. this.height = height;
  34243. }
  34244. /**
  34245. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  34246. * Changing the power will also change the light's intensity.
  34247. *
  34248. * @type {number}
  34249. */
  34250. get power() {
  34251. // compute the light's luminous power (in lumens) from its intensity (in nits)
  34252. return this.intensity * this.width * this.height * Math.PI;
  34253. }
  34254. set power( power ) {
  34255. // set the light's intensity (in nits) from the desired luminous power (in lumens)
  34256. this.intensity = power / ( this.width * this.height * Math.PI );
  34257. }
  34258. copy( source ) {
  34259. super.copy( source );
  34260. this.width = source.width;
  34261. this.height = source.height;
  34262. return this;
  34263. }
  34264. toJSON( meta ) {
  34265. const data = super.toJSON( meta );
  34266. data.object.width = this.width;
  34267. data.object.height = this.height;
  34268. return data;
  34269. }
  34270. }
  34271. /**
  34272. * Represents a third-order spherical harmonics (SH). Light probes use this class
  34273. * to encode lighting information.
  34274. *
  34275. * - Primary reference: {@link https://graphics.stanford.edu/papers/envmap/envmap.pdf}
  34276. * - Secondary reference: {@link https://www.ppsloan.org/publications/StupidSH36.pdf}
  34277. */
  34278. class SphericalHarmonics3 {
  34279. /**
  34280. * Constructs a new spherical harmonics.
  34281. */
  34282. constructor() {
  34283. /**
  34284. * This flag can be used for type testing.
  34285. *
  34286. * @type {boolean}
  34287. * @readonly
  34288. * @default true
  34289. */
  34290. this.isSphericalHarmonics3 = true;
  34291. /**
  34292. * An array holding the (9) SH coefficients.
  34293. *
  34294. * @type {Array<Vector3>}
  34295. */
  34296. this.coefficients = [];
  34297. for ( let i = 0; i < 9; i ++ ) {
  34298. this.coefficients.push( new Vector3() );
  34299. }
  34300. }
  34301. /**
  34302. * Sets the given SH coefficients to this instance by copying
  34303. * the values.
  34304. *
  34305. * @param {Array<Vector3>} coefficients - The SH coefficients.
  34306. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34307. */
  34308. set( coefficients ) {
  34309. for ( let i = 0; i < 9; i ++ ) {
  34310. this.coefficients[ i ].copy( coefficients[ i ] );
  34311. }
  34312. return this;
  34313. }
  34314. /**
  34315. * Sets all SH coefficients to `0`.
  34316. *
  34317. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34318. */
  34319. zero() {
  34320. for ( let i = 0; i < 9; i ++ ) {
  34321. this.coefficients[ i ].set( 0, 0, 0 );
  34322. }
  34323. return this;
  34324. }
  34325. /**
  34326. * Returns the radiance in the direction of the given normal.
  34327. *
  34328. * @param {Vector3} normal - The normal vector (assumed to be unit length)
  34329. * @param {Vector3} target - The target vector that is used to store the method's result.
  34330. * @return {Vector3} The radiance.
  34331. */
  34332. getAt( normal, target ) {
  34333. // normal is assumed to be unit length
  34334. const x = normal.x, y = normal.y, z = normal.z;
  34335. const coeff = this.coefficients;
  34336. // band 0
  34337. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  34338. // band 1
  34339. target.addScaledVector( coeff[ 1 ], 0.488603 * y );
  34340. target.addScaledVector( coeff[ 2 ], 0.488603 * z );
  34341. target.addScaledVector( coeff[ 3 ], 0.488603 * x );
  34342. // band 2
  34343. target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );
  34344. target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );
  34345. target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  34346. target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );
  34347. target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  34348. return target;
  34349. }
  34350. /**
  34351. * Returns the irradiance (radiance convolved with cosine lobe) in the
  34352. * direction of the given normal.
  34353. *
  34354. * @param {Vector3} normal - The normal vector (assumed to be unit length)
  34355. * @param {Vector3} target - The target vector that is used to store the method's result.
  34356. * @return {Vector3} The irradiance.
  34357. */
  34358. getIrradianceAt( normal, target ) {
  34359. // normal is assumed to be unit length
  34360. const x = normal.x, y = normal.y, z = normal.z;
  34361. const coeff = this.coefficients;
  34362. // band 0
  34363. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  34364. // band 1
  34365. target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  34366. target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );
  34367. target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );
  34368. // band 2
  34369. target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  34370. target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  34371. target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  34372. target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  34373. target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  34374. return target;
  34375. }
  34376. /**
  34377. * Adds the given SH to this instance.
  34378. *
  34379. * @param {SphericalHarmonics3} sh - The SH to add.
  34380. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34381. */
  34382. add( sh ) {
  34383. for ( let i = 0; i < 9; i ++ ) {
  34384. this.coefficients[ i ].add( sh.coefficients[ i ] );
  34385. }
  34386. return this;
  34387. }
  34388. /**
  34389. * A convenience method for performing {@link SphericalHarmonics3#add} and
  34390. * {@link SphericalHarmonics3#scale} at once.
  34391. *
  34392. * @param {SphericalHarmonics3} sh - The SH to add.
  34393. * @param {number} s - The scale factor.
  34394. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34395. */
  34396. addScaledSH( sh, s ) {
  34397. for ( let i = 0; i < 9; i ++ ) {
  34398. this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );
  34399. }
  34400. return this;
  34401. }
  34402. /**
  34403. * Scales this SH by the given scale factor.
  34404. *
  34405. * @param {number} s - The scale factor.
  34406. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34407. */
  34408. scale( s ) {
  34409. for ( let i = 0; i < 9; i ++ ) {
  34410. this.coefficients[ i ].multiplyScalar( s );
  34411. }
  34412. return this;
  34413. }
  34414. /**
  34415. * Linear interpolates between the given SH and this instance by the given
  34416. * alpha factor.
  34417. *
  34418. * @param {SphericalHarmonics3} sh - The SH to interpolate with.
  34419. * @param {number} alpha - The alpha factor.
  34420. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34421. */
  34422. lerp( sh, alpha ) {
  34423. for ( let i = 0; i < 9; i ++ ) {
  34424. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  34425. }
  34426. return this;
  34427. }
  34428. /**
  34429. * Returns `true` if this spherical harmonics is equal with the given one.
  34430. *
  34431. * @param {SphericalHarmonics3} sh - The spherical harmonics to test for equality.
  34432. * @return {boolean} Whether this spherical harmonics is equal with the given one.
  34433. */
  34434. equals( sh ) {
  34435. for ( let i = 0; i < 9; i ++ ) {
  34436. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  34437. return false;
  34438. }
  34439. }
  34440. return true;
  34441. }
  34442. /**
  34443. * Copies the values of the given spherical harmonics to this instance.
  34444. *
  34445. * @param {SphericalHarmonics3} sh - The spherical harmonics to copy.
  34446. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34447. */
  34448. copy( sh ) {
  34449. return this.set( sh.coefficients );
  34450. }
  34451. /**
  34452. * Returns a new spherical harmonics with copied values from this instance.
  34453. *
  34454. * @return {SphericalHarmonics3} A clone of this instance.
  34455. */
  34456. clone() {
  34457. return new this.constructor().copy( this );
  34458. }
  34459. /**
  34460. * Sets the SH coefficients of this instance from the given array.
  34461. *
  34462. * @param {Array<number>} array - An array holding the SH coefficients.
  34463. * @param {number} [offset=0] - The array offset where to start copying.
  34464. * @return {SphericalHarmonics3} A clone of this instance.
  34465. */
  34466. fromArray( array, offset = 0 ) {
  34467. const coefficients = this.coefficients;
  34468. for ( let i = 0; i < 9; i ++ ) {
  34469. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  34470. }
  34471. return this;
  34472. }
  34473. /**
  34474. * Returns an array with the SH coefficients, or copies them into the provided
  34475. * array. The coefficients are represented as numbers.
  34476. *
  34477. * @param {Array<number>} [array=[]] - The target array.
  34478. * @param {number} [offset=0] - The array offset where to start copying.
  34479. * @return {Array<number>} An array with flat SH coefficients.
  34480. */
  34481. toArray( array = [], offset = 0 ) {
  34482. const coefficients = this.coefficients;
  34483. for ( let i = 0; i < 9; i ++ ) {
  34484. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  34485. }
  34486. return array;
  34487. }
  34488. /**
  34489. * Computes the SH basis for the given normal vector.
  34490. *
  34491. * @param {Vector3} normal - The normal.
  34492. * @param {Array<number>} shBasis - The target array holding the SH basis.
  34493. */
  34494. static getBasisAt( normal, shBasis ) {
  34495. // normal is assumed to be unit length
  34496. const x = normal.x, y = normal.y, z = normal.z;
  34497. // band 0
  34498. shBasis[ 0 ] = 0.282095;
  34499. // band 1
  34500. shBasis[ 1 ] = 0.488603 * y;
  34501. shBasis[ 2 ] = 0.488603 * z;
  34502. shBasis[ 3 ] = 0.488603 * x;
  34503. // band 2
  34504. shBasis[ 4 ] = 1.092548 * x * y;
  34505. shBasis[ 5 ] = 1.092548 * y * z;
  34506. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  34507. shBasis[ 7 ] = 1.092548 * x * z;
  34508. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  34509. }
  34510. }
  34511. /**
  34512. * Light probes are an alternative way of adding light to a 3D scene. Unlike
  34513. * classical light sources (e.g. directional, point or spot lights), light
  34514. * probes do not emit light. Instead they store information about light
  34515. * passing through 3D space. During rendering, the light that hits a 3D
  34516. * object is approximated by using the data from the light probe.
  34517. *
  34518. * Light probes are usually created from (radiance) environment maps. The
  34519. * class {@link LightProbeGenerator} can be used to create light probes from
  34520. * cube textures or render targets. However, light estimation data could also
  34521. * be provided in other forms e.g. by WebXR. This enables the rendering of
  34522. * augmented reality content that reacts to real world lighting.
  34523. *
  34524. * The current probe implementation in three.js supports so-called diffuse
  34525. * light probes. This type of light probe is functionally equivalent to an
  34526. * irradiance environment map.
  34527. *
  34528. * @augments Light
  34529. */
  34530. class LightProbe extends Light {
  34531. /**
  34532. * Constructs a new light probe.
  34533. *
  34534. * @param {SphericalHarmonics3} sh - The spherical harmonics which represents encoded lighting information.
  34535. * @param {number} [intensity=1] - The light's strength/intensity.
  34536. */
  34537. constructor( sh = new SphericalHarmonics3(), intensity = 1 ) {
  34538. super( undefined, intensity );
  34539. /**
  34540. * This flag can be used for type testing.
  34541. *
  34542. * @type {boolean}
  34543. * @readonly
  34544. * @default true
  34545. */
  34546. this.isLightProbe = true;
  34547. /**
  34548. * A light probe uses spherical harmonics to encode lighting information.
  34549. *
  34550. * @type {SphericalHarmonics3}
  34551. */
  34552. this.sh = sh;
  34553. }
  34554. copy( source ) {
  34555. super.copy( source );
  34556. this.sh.copy( source.sh );
  34557. return this;
  34558. }
  34559. toJSON( meta ) {
  34560. const data = super.toJSON( meta );
  34561. data.object.sh = this.sh.toArray();
  34562. return data;
  34563. }
  34564. }
  34565. /**
  34566. * Class for loading materials. The files are internally
  34567. * loaded via {@link FileLoader}.
  34568. *
  34569. * ```js
  34570. * const loader = new THREE.MaterialLoader();
  34571. * const material = await loader.loadAsync( 'material.json' );
  34572. * ```
  34573. * This loader does not support node materials. Use {@link NodeMaterialLoader} instead.
  34574. *
  34575. * @augments Loader
  34576. */
  34577. class MaterialLoader extends Loader {
  34578. /**
  34579. * Constructs a new material loader.
  34580. *
  34581. * @param {LoadingManager} [manager] - The loading manager.
  34582. */
  34583. constructor( manager ) {
  34584. super( manager );
  34585. /**
  34586. * A dictionary holding textures used by the material.
  34587. *
  34588. * @type {Object<string,Texture>}
  34589. */
  34590. this.textures = {};
  34591. }
  34592. /**
  34593. * Starts loading from the given URL and pass the loaded material to the `onLoad()` callback.
  34594. *
  34595. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  34596. * @param {function(Material)} onLoad - Executed when the loading process has been finished.
  34597. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  34598. * @param {onErrorCallback} onError - Executed when errors occur.
  34599. */
  34600. load( url, onLoad, onProgress, onError ) {
  34601. const scope = this;
  34602. const loader = new FileLoader( scope.manager );
  34603. loader.setPath( scope.path );
  34604. loader.setRequestHeader( scope.requestHeader );
  34605. loader.setWithCredentials( scope.withCredentials );
  34606. loader.load( url, function ( text ) {
  34607. try {
  34608. onLoad( scope.parse( JSON.parse( text ) ) );
  34609. } catch ( e ) {
  34610. if ( onError ) {
  34611. onError( e );
  34612. } else {
  34613. error( e );
  34614. }
  34615. scope.manager.itemError( url );
  34616. }
  34617. }, onProgress, onError );
  34618. }
  34619. /**
  34620. * Parses the given JSON object and returns a material.
  34621. *
  34622. * @param {Object} json - The serialized material.
  34623. * @return {Material} The parsed material.
  34624. */
  34625. parse( json ) {
  34626. const textures = this.textures;
  34627. function getTexture( name ) {
  34628. if ( textures[ name ] === undefined ) {
  34629. warn( 'MaterialLoader: Undefined texture', name );
  34630. }
  34631. return textures[ name ];
  34632. }
  34633. const material = this.createMaterialFromType( json.type );
  34634. if ( json.uuid !== undefined ) material.uuid = json.uuid;
  34635. if ( json.name !== undefined ) material.name = json.name;
  34636. if ( json.color !== undefined && material.color !== undefined ) material.color.setHex( json.color );
  34637. if ( json.roughness !== undefined ) material.roughness = json.roughness;
  34638. if ( json.metalness !== undefined ) material.metalness = json.metalness;
  34639. if ( json.sheen !== undefined ) material.sheen = json.sheen;
  34640. if ( json.sheenColor !== undefined ) material.sheenColor = new Color().setHex( json.sheenColor );
  34641. if ( json.sheenRoughness !== undefined ) material.sheenRoughness = json.sheenRoughness;
  34642. if ( json.emissive !== undefined && material.emissive !== undefined ) material.emissive.setHex( json.emissive );
  34643. if ( json.specular !== undefined && material.specular !== undefined ) material.specular.setHex( json.specular );
  34644. if ( json.specularIntensity !== undefined ) material.specularIntensity = json.specularIntensity;
  34645. if ( json.specularColor !== undefined && material.specularColor !== undefined ) material.specularColor.setHex( json.specularColor );
  34646. if ( json.shininess !== undefined ) material.shininess = json.shininess;
  34647. if ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat;
  34648. if ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness;
  34649. if ( json.dispersion !== undefined ) material.dispersion = json.dispersion;
  34650. if ( json.iridescence !== undefined ) material.iridescence = json.iridescence;
  34651. if ( json.iridescenceIOR !== undefined ) material.iridescenceIOR = json.iridescenceIOR;
  34652. if ( json.iridescenceThicknessRange !== undefined ) material.iridescenceThicknessRange = json.iridescenceThicknessRange;
  34653. if ( json.transmission !== undefined ) material.transmission = json.transmission;
  34654. if ( json.thickness !== undefined ) material.thickness = json.thickness;
  34655. if ( json.attenuationDistance !== undefined ) material.attenuationDistance = json.attenuationDistance;
  34656. if ( json.attenuationColor !== undefined && material.attenuationColor !== undefined ) material.attenuationColor.setHex( json.attenuationColor );
  34657. if ( json.anisotropy !== undefined ) material.anisotropy = json.anisotropy;
  34658. if ( json.anisotropyRotation !== undefined ) material.anisotropyRotation = json.anisotropyRotation;
  34659. if ( json.fog !== undefined ) material.fog = json.fog;
  34660. if ( json.flatShading !== undefined ) material.flatShading = json.flatShading;
  34661. if ( json.blending !== undefined ) material.blending = json.blending;
  34662. if ( json.combine !== undefined ) material.combine = json.combine;
  34663. if ( json.side !== undefined ) material.side = json.side;
  34664. if ( json.shadowSide !== undefined ) material.shadowSide = json.shadowSide;
  34665. if ( json.opacity !== undefined ) material.opacity = json.opacity;
  34666. if ( json.transparent !== undefined ) material.transparent = json.transparent;
  34667. if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
  34668. if ( json.alphaHash !== undefined ) material.alphaHash = json.alphaHash;
  34669. if ( json.depthFunc !== undefined ) material.depthFunc = json.depthFunc;
  34670. if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
  34671. if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
  34672. if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;
  34673. if ( json.blendSrc !== undefined ) material.blendSrc = json.blendSrc;
  34674. if ( json.blendDst !== undefined ) material.blendDst = json.blendDst;
  34675. if ( json.blendEquation !== undefined ) material.blendEquation = json.blendEquation;
  34676. if ( json.blendSrcAlpha !== undefined ) material.blendSrcAlpha = json.blendSrcAlpha;
  34677. if ( json.blendDstAlpha !== undefined ) material.blendDstAlpha = json.blendDstAlpha;
  34678. if ( json.blendEquationAlpha !== undefined ) material.blendEquationAlpha = json.blendEquationAlpha;
  34679. if ( json.blendColor !== undefined && material.blendColor !== undefined ) material.blendColor.setHex( json.blendColor );
  34680. if ( json.blendAlpha !== undefined ) material.blendAlpha = json.blendAlpha;
  34681. if ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask;
  34682. if ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc;
  34683. if ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef;
  34684. if ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask;
  34685. if ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail;
  34686. if ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail;
  34687. if ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass;
  34688. if ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite;
  34689. if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
  34690. if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
  34691. if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;
  34692. if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;
  34693. if ( json.rotation !== undefined ) material.rotation = json.rotation;
  34694. if ( json.linewidth !== undefined ) material.linewidth = json.linewidth;
  34695. if ( json.dashSize !== undefined ) material.dashSize = json.dashSize;
  34696. if ( json.gapSize !== undefined ) material.gapSize = json.gapSize;
  34697. if ( json.scale !== undefined ) material.scale = json.scale;
  34698. if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;
  34699. if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;
  34700. if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;
  34701. if ( json.dithering !== undefined ) material.dithering = json.dithering;
  34702. if ( json.alphaToCoverage !== undefined ) material.alphaToCoverage = json.alphaToCoverage;
  34703. if ( json.premultipliedAlpha !== undefined ) material.premultipliedAlpha = json.premultipliedAlpha;
  34704. if ( json.forceSinglePass !== undefined ) material.forceSinglePass = json.forceSinglePass;
  34705. if ( json.allowOverride !== undefined ) material.allowOverride = json.allowOverride;
  34706. if ( json.visible !== undefined ) material.visible = json.visible;
  34707. if ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped;
  34708. if ( json.userData !== undefined ) material.userData = json.userData;
  34709. if ( json.vertexColors !== undefined ) {
  34710. if ( typeof json.vertexColors === 'number' ) {
  34711. material.vertexColors = ( json.vertexColors > 0 ) ? true : false;
  34712. } else {
  34713. material.vertexColors = json.vertexColors;
  34714. }
  34715. }
  34716. // Shader Material
  34717. if ( json.uniforms !== undefined ) {
  34718. for ( const name in json.uniforms ) {
  34719. const uniform = json.uniforms[ name ];
  34720. material.uniforms[ name ] = {};
  34721. switch ( uniform.type ) {
  34722. case 't':
  34723. material.uniforms[ name ].value = getTexture( uniform.value );
  34724. break;
  34725. case 'c':
  34726. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  34727. break;
  34728. case 'v2':
  34729. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  34730. break;
  34731. case 'v3':
  34732. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  34733. break;
  34734. case 'v4':
  34735. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  34736. break;
  34737. case 'm3':
  34738. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  34739. break;
  34740. case 'm4':
  34741. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  34742. break;
  34743. default:
  34744. material.uniforms[ name ].value = uniform.value;
  34745. }
  34746. }
  34747. }
  34748. if ( json.defines !== undefined ) material.defines = json.defines;
  34749. if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
  34750. if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
  34751. if ( json.glslVersion !== undefined ) material.glslVersion = json.glslVersion;
  34752. if ( json.extensions !== undefined ) {
  34753. for ( const key in json.extensions ) {
  34754. material.extensions[ key ] = json.extensions[ key ];
  34755. }
  34756. }
  34757. if ( json.lights !== undefined ) material.lights = json.lights;
  34758. if ( json.clipping !== undefined ) material.clipping = json.clipping;
  34759. // for PointsMaterial
  34760. if ( json.size !== undefined ) material.size = json.size;
  34761. if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;
  34762. // maps
  34763. if ( json.map !== undefined ) material.map = getTexture( json.map );
  34764. if ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );
  34765. if ( json.alphaMap !== undefined ) material.alphaMap = getTexture( json.alphaMap );
  34766. if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );
  34767. if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;
  34768. if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );
  34769. if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;
  34770. if ( json.normalScale !== undefined ) {
  34771. let normalScale = json.normalScale;
  34772. if ( Array.isArray( normalScale ) === false ) {
  34773. // Blender exporter used to export a scalar. See #7459
  34774. normalScale = [ normalScale, normalScale ];
  34775. }
  34776. material.normalScale = new Vector2().fromArray( normalScale );
  34777. }
  34778. if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );
  34779. if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
  34780. if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;
  34781. if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );
  34782. if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );
  34783. if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );
  34784. if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;
  34785. if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );
  34786. if ( json.specularIntensityMap !== undefined ) material.specularIntensityMap = getTexture( json.specularIntensityMap );
  34787. if ( json.specularColorMap !== undefined ) material.specularColorMap = getTexture( json.specularColorMap );
  34788. if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );
  34789. if ( json.envMapRotation !== undefined ) material.envMapRotation.fromArray( json.envMapRotation );
  34790. if ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;
  34791. if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;
  34792. if ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio;
  34793. if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );
  34794. if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;
  34795. if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );
  34796. if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;
  34797. if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );
  34798. if ( json.clearcoatMap !== undefined ) material.clearcoatMap = getTexture( json.clearcoatMap );
  34799. if ( json.clearcoatRoughnessMap !== undefined ) material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap );
  34800. if ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap );
  34801. if ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale );
  34802. if ( json.iridescenceMap !== undefined ) material.iridescenceMap = getTexture( json.iridescenceMap );
  34803. if ( json.iridescenceThicknessMap !== undefined ) material.iridescenceThicknessMap = getTexture( json.iridescenceThicknessMap );
  34804. if ( json.transmissionMap !== undefined ) material.transmissionMap = getTexture( json.transmissionMap );
  34805. if ( json.thicknessMap !== undefined ) material.thicknessMap = getTexture( json.thicknessMap );
  34806. if ( json.anisotropyMap !== undefined ) material.anisotropyMap = getTexture( json.anisotropyMap );
  34807. if ( json.sheenColorMap !== undefined ) material.sheenColorMap = getTexture( json.sheenColorMap );
  34808. if ( json.sheenRoughnessMap !== undefined ) material.sheenRoughnessMap = getTexture( json.sheenRoughnessMap );
  34809. return material;
  34810. }
  34811. /**
  34812. * Textures are not embedded in the material JSON so they have
  34813. * to be injected before the loading process starts.
  34814. *
  34815. * @param {Object} value - A dictionary holding textures for material properties.
  34816. * @return {MaterialLoader} A reference to this material loader.
  34817. */
  34818. setTextures( value ) {
  34819. this.textures = value;
  34820. return this;
  34821. }
  34822. /**
  34823. * Creates a material for the given type.
  34824. *
  34825. * @param {string} type - The material type.
  34826. * @return {Material} The new material.
  34827. */
  34828. createMaterialFromType( type ) {
  34829. return MaterialLoader.createMaterialFromType( type );
  34830. }
  34831. /**
  34832. * Creates a material for the given type.
  34833. *
  34834. * @static
  34835. * @param {string} type - The material type.
  34836. * @return {Material} The new material.
  34837. */
  34838. static createMaterialFromType( type ) {
  34839. const materialLib = {
  34840. ShadowMaterial,
  34841. SpriteMaterial,
  34842. RawShaderMaterial,
  34843. ShaderMaterial,
  34844. PointsMaterial,
  34845. MeshPhysicalMaterial,
  34846. MeshStandardMaterial,
  34847. MeshPhongMaterial,
  34848. MeshToonMaterial,
  34849. MeshNormalMaterial,
  34850. MeshLambertMaterial,
  34851. MeshDepthMaterial,
  34852. MeshDistanceMaterial,
  34853. MeshBasicMaterial,
  34854. MeshMatcapMaterial,
  34855. LineDashedMaterial,
  34856. LineBasicMaterial,
  34857. Material
  34858. };
  34859. return new materialLib[ type ]();
  34860. }
  34861. }
  34862. /**
  34863. * A class with loader utility functions.
  34864. */
  34865. class LoaderUtils {
  34866. /**
  34867. * Extracts the base URL from the given URL.
  34868. *
  34869. * @param {string} url -The URL to extract the base URL from.
  34870. * @return {string} The extracted base URL.
  34871. */
  34872. static extractUrlBase( url ) {
  34873. const index = url.lastIndexOf( '/' );
  34874. if ( index === -1 ) return './';
  34875. return url.slice( 0, index + 1 );
  34876. }
  34877. /**
  34878. * Resolves relative URLs against the given path. Absolute paths, data urls,
  34879. * and blob URLs will be returned as is. Invalid URLs will return an empty
  34880. * string.
  34881. *
  34882. * @param {string} url -The URL to resolve.
  34883. * @param {string} path - The base path for relative URLs to be resolved against.
  34884. * @return {string} The resolved URL.
  34885. */
  34886. static resolveURL( url, path ) {
  34887. // Invalid URL
  34888. if ( typeof url !== 'string' || url === '' ) return '';
  34889. // Host Relative URL
  34890. if ( /^https?:\/\//i.test( path ) && /^\//.test( url ) ) {
  34891. path = path.replace( /(^https?:\/\/[^\/]+).*/i, '$1' );
  34892. }
  34893. // Absolute URL http://,https://,//
  34894. if ( /^(https?:)?\/\//i.test( url ) ) return url;
  34895. // Data URI
  34896. if ( /^data:.*,.*$/i.test( url ) ) return url;
  34897. // Blob URL
  34898. if ( /^blob:.*$/i.test( url ) ) return url;
  34899. // Relative URL
  34900. return path + url;
  34901. }
  34902. }
  34903. /**
  34904. * An instanced version of a geometry.
  34905. */
  34906. class InstancedBufferGeometry extends BufferGeometry {
  34907. /**
  34908. * Constructs a new instanced buffer geometry.
  34909. */
  34910. constructor() {
  34911. super();
  34912. /**
  34913. * This flag can be used for type testing.
  34914. *
  34915. * @type {boolean}
  34916. * @readonly
  34917. * @default true
  34918. */
  34919. this.isInstancedBufferGeometry = true;
  34920. this.type = 'InstancedBufferGeometry';
  34921. /**
  34922. * The instance count.
  34923. *
  34924. * @type {number}
  34925. * @default Infinity
  34926. */
  34927. this.instanceCount = Infinity;
  34928. }
  34929. copy( source ) {
  34930. super.copy( source );
  34931. this.instanceCount = source.instanceCount;
  34932. return this;
  34933. }
  34934. toJSON() {
  34935. const data = super.toJSON();
  34936. data.instanceCount = this.instanceCount;
  34937. data.isInstancedBufferGeometry = true;
  34938. return data;
  34939. }
  34940. }
  34941. /**
  34942. * Class for loading geometries. The files are internally
  34943. * loaded via {@link FileLoader}.
  34944. *
  34945. * ```js
  34946. * const loader = new THREE.BufferGeometryLoader();
  34947. * const geometry = await loader.loadAsync( 'models/json/pressure.json' );
  34948. *
  34949. * const material = new THREE.MeshBasicMaterial( { color: 0xF5F5F5 } );
  34950. * const object = new THREE.Mesh( geometry, material );
  34951. * scene.add( object );
  34952. * ```
  34953. *
  34954. * @augments Loader
  34955. */
  34956. class BufferGeometryLoader extends Loader {
  34957. /**
  34958. * Constructs a new geometry loader.
  34959. *
  34960. * @param {LoadingManager} [manager] - The loading manager.
  34961. */
  34962. constructor( manager ) {
  34963. super( manager );
  34964. }
  34965. /**
  34966. * Starts loading from the given URL and pass the loaded geometry to the `onLoad()` callback.
  34967. *
  34968. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  34969. * @param {function(BufferGeometry)} onLoad - Executed when the loading process has been finished.
  34970. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  34971. * @param {onErrorCallback} onError - Executed when errors occur.
  34972. */
  34973. load( url, onLoad, onProgress, onError ) {
  34974. const scope = this;
  34975. const loader = new FileLoader( scope.manager );
  34976. loader.setPath( scope.path );
  34977. loader.setRequestHeader( scope.requestHeader );
  34978. loader.setWithCredentials( scope.withCredentials );
  34979. loader.load( url, function ( text ) {
  34980. try {
  34981. onLoad( scope.parse( JSON.parse( text ) ) );
  34982. } catch ( e ) {
  34983. if ( onError ) {
  34984. onError( e );
  34985. } else {
  34986. error( e );
  34987. }
  34988. scope.manager.itemError( url );
  34989. }
  34990. }, onProgress, onError );
  34991. }
  34992. /**
  34993. * Parses the given JSON object and returns a geometry.
  34994. *
  34995. * @param {Object} json - The serialized geometry.
  34996. * @return {BufferGeometry} The parsed geometry.
  34997. */
  34998. parse( json ) {
  34999. const interleavedBufferMap = {};
  35000. const arrayBufferMap = {};
  35001. function getInterleavedBuffer( json, uuid ) {
  35002. if ( interleavedBufferMap[ uuid ] !== undefined ) return interleavedBufferMap[ uuid ];
  35003. const interleavedBuffers = json.interleavedBuffers;
  35004. const interleavedBuffer = interleavedBuffers[ uuid ];
  35005. const buffer = getArrayBuffer( json, interleavedBuffer.buffer );
  35006. const array = getTypedArray( interleavedBuffer.type, buffer );
  35007. const ib = new InterleavedBuffer( array, interleavedBuffer.stride );
  35008. ib.uuid = interleavedBuffer.uuid;
  35009. interleavedBufferMap[ uuid ] = ib;
  35010. return ib;
  35011. }
  35012. function getArrayBuffer( json, uuid ) {
  35013. if ( arrayBufferMap[ uuid ] !== undefined ) return arrayBufferMap[ uuid ];
  35014. const arrayBuffers = json.arrayBuffers;
  35015. const arrayBuffer = arrayBuffers[ uuid ];
  35016. const ab = new Uint32Array( arrayBuffer ).buffer;
  35017. arrayBufferMap[ uuid ] = ab;
  35018. return ab;
  35019. }
  35020. const geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  35021. const index = json.data.index;
  35022. if ( index !== undefined ) {
  35023. const typedArray = getTypedArray( index.type, index.array );
  35024. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  35025. }
  35026. const attributes = json.data.attributes;
  35027. for ( const key in attributes ) {
  35028. const attribute = attributes[ key ];
  35029. let bufferAttribute;
  35030. if ( attribute.isInterleavedBufferAttribute ) {
  35031. const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  35032. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  35033. } else {
  35034. const typedArray = getTypedArray( attribute.type, attribute.array );
  35035. const bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  35036. bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  35037. }
  35038. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  35039. if ( attribute.usage !== undefined ) bufferAttribute.setUsage( attribute.usage );
  35040. geometry.setAttribute( key, bufferAttribute );
  35041. }
  35042. const morphAttributes = json.data.morphAttributes;
  35043. if ( morphAttributes ) {
  35044. for ( const key in morphAttributes ) {
  35045. const attributeArray = morphAttributes[ key ];
  35046. const array = [];
  35047. for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
  35048. const attribute = attributeArray[ i ];
  35049. let bufferAttribute;
  35050. if ( attribute.isInterleavedBufferAttribute ) {
  35051. const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  35052. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  35053. } else {
  35054. const typedArray = getTypedArray( attribute.type, attribute.array );
  35055. bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  35056. }
  35057. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  35058. array.push( bufferAttribute );
  35059. }
  35060. geometry.morphAttributes[ key ] = array;
  35061. }
  35062. }
  35063. const morphTargetsRelative = json.data.morphTargetsRelative;
  35064. if ( morphTargetsRelative ) {
  35065. geometry.morphTargetsRelative = true;
  35066. }
  35067. const groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  35068. if ( groups !== undefined ) {
  35069. for ( let i = 0, n = groups.length; i !== n; ++ i ) {
  35070. const group = groups[ i ];
  35071. geometry.addGroup( group.start, group.count, group.materialIndex );
  35072. }
  35073. }
  35074. const boundingSphere = json.data.boundingSphere;
  35075. if ( boundingSphere !== undefined ) {
  35076. geometry.boundingSphere = new Sphere().fromJSON( boundingSphere );
  35077. }
  35078. if ( json.name ) geometry.name = json.name;
  35079. if ( json.userData ) geometry.userData = json.userData;
  35080. return geometry;
  35081. }
  35082. }
  35083. /**
  35084. * 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).
  35085. * The files are internally loaded via {@link FileLoader}.
  35086. *
  35087. * ```js
  35088. * const loader = new THREE.ObjectLoader();
  35089. * const obj = await loader.loadAsync( 'models/json/example.json' );
  35090. * scene.add( obj );
  35091. *
  35092. * // Alternatively, to parse a previously loaded JSON structure
  35093. * const object = await loader.parseAsync( a_json_object );
  35094. * scene.add( object );
  35095. * ```
  35096. *
  35097. * @augments Loader
  35098. */
  35099. class ObjectLoader extends Loader {
  35100. /**
  35101. * Constructs a new object loader.
  35102. *
  35103. * @param {LoadingManager} [manager] - The loading manager.
  35104. */
  35105. constructor( manager ) {
  35106. super( manager );
  35107. }
  35108. /**
  35109. * Starts loading from the given URL and pass the loaded 3D object to the `onLoad()` callback.
  35110. *
  35111. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35112. * @param {function(Object3D)} onLoad - Executed when the loading process has been finished.
  35113. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  35114. * @param {onErrorCallback} onError - Executed when errors occur.
  35115. */
  35116. load( url, onLoad, onProgress, onError ) {
  35117. const scope = this;
  35118. const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  35119. this.resourcePath = this.resourcePath || path;
  35120. const loader = new FileLoader( this.manager );
  35121. loader.setPath( this.path );
  35122. loader.setRequestHeader( this.requestHeader );
  35123. loader.setWithCredentials( this.withCredentials );
  35124. loader.load( url, function ( text ) {
  35125. let json = null;
  35126. try {
  35127. json = JSON.parse( text );
  35128. } catch ( error ) {
  35129. if ( onError !== undefined ) onError( error );
  35130. error( 'ObjectLoader: Can\'t parse ' + url + '.', error.message );
  35131. return;
  35132. }
  35133. const metadata = json.metadata;
  35134. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  35135. if ( onError !== undefined ) onError( new Error( 'THREE.ObjectLoader: Can\'t load ' + url ) );
  35136. error( 'ObjectLoader: Can\'t load ' + url );
  35137. return;
  35138. }
  35139. scope.parse( json, onLoad );
  35140. }, onProgress, onError );
  35141. }
  35142. /**
  35143. * Async version of {@link ObjectLoader#load}.
  35144. *
  35145. * @async
  35146. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35147. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  35148. * @return {Promise<Object3D>} A Promise that resolves with the loaded 3D object.
  35149. */
  35150. async loadAsync( url, onProgress ) {
  35151. const scope = this;
  35152. const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  35153. this.resourcePath = this.resourcePath || path;
  35154. const loader = new FileLoader( this.manager );
  35155. loader.setPath( this.path );
  35156. loader.setRequestHeader( this.requestHeader );
  35157. loader.setWithCredentials( this.withCredentials );
  35158. const text = await loader.loadAsync( url, onProgress );
  35159. const json = JSON.parse( text );
  35160. const metadata = json.metadata;
  35161. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  35162. throw new Error( 'THREE.ObjectLoader: Can\'t load ' + url );
  35163. }
  35164. return await scope.parseAsync( json );
  35165. }
  35166. /**
  35167. * Parses the given JSON. This is used internally by {@link ObjectLoader#load}
  35168. * but can also be used directly to parse a previously loaded JSON structure.
  35169. *
  35170. * @param {Object} json - The serialized 3D object.
  35171. * @param {onLoad} onLoad - Executed when all resources (e.g. textures) have been fully loaded.
  35172. * @return {Object3D} The parsed 3D object.
  35173. */
  35174. parse( json, onLoad ) {
  35175. const animations = this.parseAnimations( json.animations );
  35176. const shapes = this.parseShapes( json.shapes );
  35177. const geometries = this.parseGeometries( json.geometries, shapes );
  35178. const images = this.parseImages( json.images, function () {
  35179. if ( onLoad !== undefined ) onLoad( object );
  35180. } );
  35181. const textures = this.parseTextures( json.textures, images );
  35182. const materials = this.parseMaterials( json.materials, textures );
  35183. const object = this.parseObject( json.object, geometries, materials, textures, animations );
  35184. const skeletons = this.parseSkeletons( json.skeletons, object );
  35185. this.bindSkeletons( object, skeletons );
  35186. this.bindLightTargets( object );
  35187. //
  35188. if ( onLoad !== undefined ) {
  35189. let hasImages = false;
  35190. for ( const uuid in images ) {
  35191. if ( images[ uuid ].data instanceof HTMLImageElement ) {
  35192. hasImages = true;
  35193. break;
  35194. }
  35195. }
  35196. if ( hasImages === false ) onLoad( object );
  35197. }
  35198. return object;
  35199. }
  35200. /**
  35201. * Async version of {@link ObjectLoader#parse}.
  35202. *
  35203. * @param {Object} json - The serialized 3D object.
  35204. * @return {Promise<Object3D>} A Promise that resolves with the parsed 3D object.
  35205. */
  35206. async parseAsync( json ) {
  35207. const animations = this.parseAnimations( json.animations );
  35208. const shapes = this.parseShapes( json.shapes );
  35209. const geometries = this.parseGeometries( json.geometries, shapes );
  35210. const images = await this.parseImagesAsync( json.images );
  35211. const textures = this.parseTextures( json.textures, images );
  35212. const materials = this.parseMaterials( json.materials, textures );
  35213. const object = this.parseObject( json.object, geometries, materials, textures, animations );
  35214. const skeletons = this.parseSkeletons( json.skeletons, object );
  35215. this.bindSkeletons( object, skeletons );
  35216. this.bindLightTargets( object );
  35217. return object;
  35218. }
  35219. // internals
  35220. parseShapes( json ) {
  35221. const shapes = {};
  35222. if ( json !== undefined ) {
  35223. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35224. const shape = new Shape().fromJSON( json[ i ] );
  35225. shapes[ shape.uuid ] = shape;
  35226. }
  35227. }
  35228. return shapes;
  35229. }
  35230. parseSkeletons( json, object ) {
  35231. const skeletons = {};
  35232. const bones = {};
  35233. // generate bone lookup table
  35234. object.traverse( function ( child ) {
  35235. if ( child.isBone ) bones[ child.uuid ] = child;
  35236. } );
  35237. // create skeletons
  35238. if ( json !== undefined ) {
  35239. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35240. const skeleton = new Skeleton().fromJSON( json[ i ], bones );
  35241. skeletons[ skeleton.uuid ] = skeleton;
  35242. }
  35243. }
  35244. return skeletons;
  35245. }
  35246. parseGeometries( json, shapes ) {
  35247. const geometries = {};
  35248. if ( json !== undefined ) {
  35249. const bufferGeometryLoader = new BufferGeometryLoader();
  35250. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35251. let geometry;
  35252. const data = json[ i ];
  35253. switch ( data.type ) {
  35254. case 'BufferGeometry':
  35255. case 'InstancedBufferGeometry':
  35256. geometry = bufferGeometryLoader.parse( data );
  35257. break;
  35258. default:
  35259. if ( data.type in Geometries ) {
  35260. geometry = Geometries[ data.type ].fromJSON( data, shapes );
  35261. } else {
  35262. warn( `ObjectLoader: Unsupported geometry type "${ data.type }"` );
  35263. }
  35264. }
  35265. geometry.uuid = data.uuid;
  35266. if ( data.name !== undefined ) geometry.name = data.name;
  35267. if ( data.userData !== undefined ) geometry.userData = data.userData;
  35268. geometries[ data.uuid ] = geometry;
  35269. }
  35270. }
  35271. return geometries;
  35272. }
  35273. parseMaterials( json, textures ) {
  35274. const cache = {}; // MultiMaterial
  35275. const materials = {};
  35276. if ( json !== undefined ) {
  35277. const loader = new MaterialLoader();
  35278. loader.setTextures( textures );
  35279. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35280. const data = json[ i ];
  35281. if ( cache[ data.uuid ] === undefined ) {
  35282. cache[ data.uuid ] = loader.parse( data );
  35283. }
  35284. materials[ data.uuid ] = cache[ data.uuid ];
  35285. }
  35286. }
  35287. return materials;
  35288. }
  35289. parseAnimations( json ) {
  35290. const animations = {};
  35291. if ( json !== undefined ) {
  35292. for ( let i = 0; i < json.length; i ++ ) {
  35293. const data = json[ i ];
  35294. const clip = AnimationClip.parse( data );
  35295. animations[ clip.uuid ] = clip;
  35296. }
  35297. }
  35298. return animations;
  35299. }
  35300. parseImages( json, onLoad ) {
  35301. const scope = this;
  35302. const images = {};
  35303. let loader;
  35304. function loadImage( url ) {
  35305. scope.manager.itemStart( url );
  35306. return loader.load( url, function () {
  35307. scope.manager.itemEnd( url );
  35308. }, undefined, function () {
  35309. scope.manager.itemError( url );
  35310. scope.manager.itemEnd( url );
  35311. } );
  35312. }
  35313. function deserializeImage( image ) {
  35314. if ( typeof image === 'string' ) {
  35315. const url = image;
  35316. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
  35317. return loadImage( path );
  35318. } else {
  35319. if ( image.data ) {
  35320. return {
  35321. data: getTypedArray( image.type, image.data ),
  35322. width: image.width,
  35323. height: image.height
  35324. };
  35325. } else {
  35326. return null;
  35327. }
  35328. }
  35329. }
  35330. if ( json !== undefined && json.length > 0 ) {
  35331. const manager = new LoadingManager( onLoad );
  35332. loader = new ImageLoader( manager );
  35333. loader.setCrossOrigin( this.crossOrigin );
  35334. for ( let i = 0, il = json.length; i < il; i ++ ) {
  35335. const image = json[ i ];
  35336. const url = image.url;
  35337. if ( Array.isArray( url ) ) {
  35338. // load array of images e.g CubeTexture
  35339. const imageArray = [];
  35340. for ( let j = 0, jl = url.length; j < jl; j ++ ) {
  35341. const currentUrl = url[ j ];
  35342. const deserializedImage = deserializeImage( currentUrl );
  35343. if ( deserializedImage !== null ) {
  35344. if ( deserializedImage instanceof HTMLImageElement ) {
  35345. imageArray.push( deserializedImage );
  35346. } else {
  35347. // special case: handle array of data textures for cube textures
  35348. imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
  35349. }
  35350. }
  35351. }
  35352. images[ image.uuid ] = new Source( imageArray );
  35353. } else {
  35354. // load single image
  35355. const deserializedImage = deserializeImage( image.url );
  35356. images[ image.uuid ] = new Source( deserializedImage );
  35357. }
  35358. }
  35359. }
  35360. return images;
  35361. }
  35362. async parseImagesAsync( json ) {
  35363. const scope = this;
  35364. const images = {};
  35365. let loader;
  35366. async function deserializeImage( image ) {
  35367. if ( typeof image === 'string' ) {
  35368. const url = image;
  35369. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
  35370. return await loader.loadAsync( path );
  35371. } else {
  35372. if ( image.data ) {
  35373. return {
  35374. data: getTypedArray( image.type, image.data ),
  35375. width: image.width,
  35376. height: image.height
  35377. };
  35378. } else {
  35379. return null;
  35380. }
  35381. }
  35382. }
  35383. if ( json !== undefined && json.length > 0 ) {
  35384. loader = new ImageLoader( this.manager );
  35385. loader.setCrossOrigin( this.crossOrigin );
  35386. for ( let i = 0, il = json.length; i < il; i ++ ) {
  35387. const image = json[ i ];
  35388. const url = image.url;
  35389. if ( Array.isArray( url ) ) {
  35390. // load array of images e.g CubeTexture
  35391. const imageArray = [];
  35392. for ( let j = 0, jl = url.length; j < jl; j ++ ) {
  35393. const currentUrl = url[ j ];
  35394. const deserializedImage = await deserializeImage( currentUrl );
  35395. if ( deserializedImage !== null ) {
  35396. if ( deserializedImage instanceof HTMLImageElement ) {
  35397. imageArray.push( deserializedImage );
  35398. } else {
  35399. // special case: handle array of data textures for cube textures
  35400. imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
  35401. }
  35402. }
  35403. }
  35404. images[ image.uuid ] = new Source( imageArray );
  35405. } else {
  35406. // load single image
  35407. const deserializedImage = await deserializeImage( image.url );
  35408. images[ image.uuid ] = new Source( deserializedImage );
  35409. }
  35410. }
  35411. }
  35412. return images;
  35413. }
  35414. parseTextures( json, images ) {
  35415. function parseConstant( value, type ) {
  35416. if ( typeof value === 'number' ) return value;
  35417. warn( 'ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  35418. return type[ value ];
  35419. }
  35420. const textures = {};
  35421. if ( json !== undefined ) {
  35422. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35423. const data = json[ i ];
  35424. if ( data.image === undefined ) {
  35425. warn( 'ObjectLoader: No "image" specified for', data.uuid );
  35426. }
  35427. if ( images[ data.image ] === undefined ) {
  35428. warn( 'ObjectLoader: Undefined image', data.image );
  35429. }
  35430. const source = images[ data.image ];
  35431. const image = source.data;
  35432. let texture;
  35433. if ( Array.isArray( image ) ) {
  35434. texture = new CubeTexture();
  35435. if ( image.length === 6 ) texture.needsUpdate = true;
  35436. } else {
  35437. if ( image && image.data ) {
  35438. texture = new DataTexture();
  35439. } else {
  35440. texture = new Texture();
  35441. }
  35442. if ( image ) texture.needsUpdate = true; // textures can have undefined image data
  35443. }
  35444. texture.source = source;
  35445. texture.uuid = data.uuid;
  35446. if ( data.name !== undefined ) texture.name = data.name;
  35447. if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );
  35448. if ( data.channel !== undefined ) texture.channel = data.channel;
  35449. if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
  35450. if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
  35451. if ( data.center !== undefined ) texture.center.fromArray( data.center );
  35452. if ( data.rotation !== undefined ) texture.rotation = data.rotation;
  35453. if ( data.wrap !== undefined ) {
  35454. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  35455. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  35456. }
  35457. if ( data.format !== undefined ) texture.format = data.format;
  35458. if ( data.internalFormat !== undefined ) texture.internalFormat = data.internalFormat;
  35459. if ( data.type !== undefined ) texture.type = data.type;
  35460. if ( data.colorSpace !== undefined ) texture.colorSpace = data.colorSpace;
  35461. if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );
  35462. if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );
  35463. if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
  35464. if ( data.flipY !== undefined ) texture.flipY = data.flipY;
  35465. if ( data.generateMipmaps !== undefined ) texture.generateMipmaps = data.generateMipmaps;
  35466. if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;
  35467. if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;
  35468. if ( data.compareFunction !== undefined ) texture.compareFunction = data.compareFunction;
  35469. if ( data.userData !== undefined ) texture.userData = data.userData;
  35470. textures[ data.uuid ] = texture;
  35471. }
  35472. }
  35473. return textures;
  35474. }
  35475. parseObject( data, geometries, materials, textures, animations ) {
  35476. let object;
  35477. function getGeometry( name ) {
  35478. if ( geometries[ name ] === undefined ) {
  35479. warn( 'ObjectLoader: Undefined geometry', name );
  35480. }
  35481. return geometries[ name ];
  35482. }
  35483. function getMaterial( name ) {
  35484. if ( name === undefined ) return undefined;
  35485. if ( Array.isArray( name ) ) {
  35486. const array = [];
  35487. for ( let i = 0, l = name.length; i < l; i ++ ) {
  35488. const uuid = name[ i ];
  35489. if ( materials[ uuid ] === undefined ) {
  35490. warn( 'ObjectLoader: Undefined material', uuid );
  35491. }
  35492. array.push( materials[ uuid ] );
  35493. }
  35494. return array;
  35495. }
  35496. if ( materials[ name ] === undefined ) {
  35497. warn( 'ObjectLoader: Undefined material', name );
  35498. }
  35499. return materials[ name ];
  35500. }
  35501. function getTexture( uuid ) {
  35502. if ( textures[ uuid ] === undefined ) {
  35503. warn( 'ObjectLoader: Undefined texture', uuid );
  35504. }
  35505. return textures[ uuid ];
  35506. }
  35507. let geometry, material;
  35508. switch ( data.type ) {
  35509. case 'Scene':
  35510. object = new Scene();
  35511. if ( data.background !== undefined ) {
  35512. if ( Number.isInteger( data.background ) ) {
  35513. object.background = new Color( data.background );
  35514. } else {
  35515. object.background = getTexture( data.background );
  35516. }
  35517. }
  35518. if ( data.environment !== undefined ) {
  35519. object.environment = getTexture( data.environment );
  35520. }
  35521. if ( data.fog !== undefined ) {
  35522. if ( data.fog.type === 'Fog' ) {
  35523. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  35524. } else if ( data.fog.type === 'FogExp2' ) {
  35525. object.fog = new FogExp2( data.fog.color, data.fog.density );
  35526. }
  35527. if ( data.fog.name !== '' ) {
  35528. object.fog.name = data.fog.name;
  35529. }
  35530. }
  35531. if ( data.backgroundBlurriness !== undefined ) object.backgroundBlurriness = data.backgroundBlurriness;
  35532. if ( data.backgroundIntensity !== undefined ) object.backgroundIntensity = data.backgroundIntensity;
  35533. if ( data.backgroundRotation !== undefined ) object.backgroundRotation.fromArray( data.backgroundRotation );
  35534. if ( data.environmentIntensity !== undefined ) object.environmentIntensity = data.environmentIntensity;
  35535. if ( data.environmentRotation !== undefined ) object.environmentRotation.fromArray( data.environmentRotation );
  35536. break;
  35537. case 'PerspectiveCamera':
  35538. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  35539. if ( data.focus !== undefined ) object.focus = data.focus;
  35540. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  35541. if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
  35542. if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
  35543. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  35544. break;
  35545. case 'OrthographicCamera':
  35546. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  35547. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  35548. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  35549. break;
  35550. case 'AmbientLight':
  35551. object = new AmbientLight( data.color, data.intensity );
  35552. break;
  35553. case 'DirectionalLight':
  35554. object = new DirectionalLight( data.color, data.intensity );
  35555. object.target = data.target || '';
  35556. break;
  35557. case 'PointLight':
  35558. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  35559. break;
  35560. case 'RectAreaLight':
  35561. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  35562. break;
  35563. case 'SpotLight':
  35564. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  35565. object.target = data.target || '';
  35566. break;
  35567. case 'HemisphereLight':
  35568. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  35569. break;
  35570. case 'LightProbe':
  35571. const sh = new SphericalHarmonics3().fromArray( data.sh );
  35572. object = new LightProbe( sh, data.intensity );
  35573. break;
  35574. case 'SkinnedMesh':
  35575. geometry = getGeometry( data.geometry );
  35576. material = getMaterial( data.material );
  35577. object = new SkinnedMesh( geometry, material );
  35578. if ( data.bindMode !== undefined ) object.bindMode = data.bindMode;
  35579. if ( data.bindMatrix !== undefined ) object.bindMatrix.fromArray( data.bindMatrix );
  35580. if ( data.skeleton !== undefined ) object.skeleton = data.skeleton;
  35581. break;
  35582. case 'Mesh':
  35583. geometry = getGeometry( data.geometry );
  35584. material = getMaterial( data.material );
  35585. object = new Mesh( geometry, material );
  35586. break;
  35587. case 'InstancedMesh':
  35588. geometry = getGeometry( data.geometry );
  35589. material = getMaterial( data.material );
  35590. const count = data.count;
  35591. const instanceMatrix = data.instanceMatrix;
  35592. const instanceColor = data.instanceColor;
  35593. object = new InstancedMesh( geometry, material, count );
  35594. object.instanceMatrix = new InstancedBufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
  35595. if ( instanceColor !== undefined ) object.instanceColor = new InstancedBufferAttribute( new Float32Array( instanceColor.array ), instanceColor.itemSize );
  35596. break;
  35597. case 'BatchedMesh':
  35598. geometry = getGeometry( data.geometry );
  35599. material = getMaterial( data.material );
  35600. object = new BatchedMesh( data.maxInstanceCount, data.maxVertexCount, data.maxIndexCount, material );
  35601. object.geometry = geometry;
  35602. object.perObjectFrustumCulled = data.perObjectFrustumCulled;
  35603. object.sortObjects = data.sortObjects;
  35604. object._drawRanges = data.drawRanges;
  35605. object._reservedRanges = data.reservedRanges;
  35606. object._geometryInfo = data.geometryInfo.map( info => {
  35607. let box = null;
  35608. let sphere = null;
  35609. if ( info.boundingBox !== undefined ) {
  35610. box = new Box3().fromJSON( info.boundingBox );
  35611. }
  35612. if ( info.boundingSphere !== undefined ) {
  35613. sphere = new Sphere().fromJSON( info.boundingSphere );
  35614. }
  35615. return {
  35616. ...info,
  35617. boundingBox: box,
  35618. boundingSphere: sphere
  35619. };
  35620. } );
  35621. object._instanceInfo = data.instanceInfo;
  35622. object._availableInstanceIds = data._availableInstanceIds;
  35623. object._availableGeometryIds = data._availableGeometryIds;
  35624. object._nextIndexStart = data.nextIndexStart;
  35625. object._nextVertexStart = data.nextVertexStart;
  35626. object._geometryCount = data.geometryCount;
  35627. object._maxInstanceCount = data.maxInstanceCount;
  35628. object._maxVertexCount = data.maxVertexCount;
  35629. object._maxIndexCount = data.maxIndexCount;
  35630. object._geometryInitialized = data.geometryInitialized;
  35631. object._matricesTexture = getTexture( data.matricesTexture.uuid );
  35632. object._indirectTexture = getTexture( data.indirectTexture.uuid );
  35633. if ( data.colorsTexture !== undefined ) {
  35634. object._colorsTexture = getTexture( data.colorsTexture.uuid );
  35635. }
  35636. if ( data.boundingSphere !== undefined ) {
  35637. object.boundingSphere = new Sphere().fromJSON( data.boundingSphere );
  35638. }
  35639. if ( data.boundingBox !== undefined ) {
  35640. object.boundingBox = new Box3().fromJSON( data.boundingBox );
  35641. }
  35642. break;
  35643. case 'LOD':
  35644. object = new LOD();
  35645. break;
  35646. case 'Line':
  35647. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ) );
  35648. break;
  35649. case 'LineLoop':
  35650. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  35651. break;
  35652. case 'LineSegments':
  35653. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  35654. break;
  35655. case 'PointCloud':
  35656. case 'Points':
  35657. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  35658. break;
  35659. case 'Sprite':
  35660. object = new Sprite( getMaterial( data.material ) );
  35661. break;
  35662. case 'Group':
  35663. object = new Group();
  35664. break;
  35665. case 'Bone':
  35666. object = new Bone();
  35667. break;
  35668. default:
  35669. object = new Object3D();
  35670. }
  35671. object.uuid = data.uuid;
  35672. if ( data.name !== undefined ) object.name = data.name;
  35673. if ( data.matrix !== undefined ) {
  35674. object.matrix.fromArray( data.matrix );
  35675. if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;
  35676. if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );
  35677. } else {
  35678. if ( data.position !== undefined ) object.position.fromArray( data.position );
  35679. if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
  35680. if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
  35681. if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
  35682. }
  35683. if ( data.up !== undefined ) object.up.fromArray( data.up );
  35684. if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
  35685. if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;
  35686. if ( data.shadow ) {
  35687. if ( data.shadow.intensity !== undefined ) object.shadow.intensity = data.shadow.intensity;
  35688. if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
  35689. if ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias;
  35690. if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
  35691. if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
  35692. if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );
  35693. }
  35694. if ( data.visible !== undefined ) object.visible = data.visible;
  35695. if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;
  35696. if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;
  35697. if ( data.userData !== undefined ) object.userData = data.userData;
  35698. if ( data.layers !== undefined ) object.layers.mask = data.layers;
  35699. if ( data.children !== undefined ) {
  35700. const children = data.children;
  35701. for ( let i = 0; i < children.length; i ++ ) {
  35702. object.add( this.parseObject( children[ i ], geometries, materials, textures, animations ) );
  35703. }
  35704. }
  35705. if ( data.animations !== undefined ) {
  35706. const objectAnimations = data.animations;
  35707. for ( let i = 0; i < objectAnimations.length; i ++ ) {
  35708. const uuid = objectAnimations[ i ];
  35709. object.animations.push( animations[ uuid ] );
  35710. }
  35711. }
  35712. if ( data.type === 'LOD' ) {
  35713. if ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate;
  35714. const levels = data.levels;
  35715. for ( let l = 0; l < levels.length; l ++ ) {
  35716. const level = levels[ l ];
  35717. const child = object.getObjectByProperty( 'uuid', level.object );
  35718. if ( child !== undefined ) {
  35719. object.addLevel( child, level.distance, level.hysteresis );
  35720. }
  35721. }
  35722. }
  35723. return object;
  35724. }
  35725. bindSkeletons( object, skeletons ) {
  35726. if ( Object.keys( skeletons ).length === 0 ) return;
  35727. object.traverse( function ( child ) {
  35728. if ( child.isSkinnedMesh === true && child.skeleton !== undefined ) {
  35729. const skeleton = skeletons[ child.skeleton ];
  35730. if ( skeleton === undefined ) {
  35731. warn( 'ObjectLoader: No skeleton found with UUID:', child.skeleton );
  35732. } else {
  35733. child.bind( skeleton, child.bindMatrix );
  35734. }
  35735. }
  35736. } );
  35737. }
  35738. bindLightTargets( object ) {
  35739. object.traverse( function ( child ) {
  35740. if ( child.isDirectionalLight || child.isSpotLight ) {
  35741. const uuid = child.target;
  35742. const target = object.getObjectByProperty( 'uuid', uuid );
  35743. if ( target !== undefined ) {
  35744. child.target = target;
  35745. } else {
  35746. child.target = new Object3D();
  35747. }
  35748. }
  35749. } );
  35750. }
  35751. }
  35752. const TEXTURE_MAPPING = {
  35753. UVMapping: UVMapping,
  35754. CubeReflectionMapping: CubeReflectionMapping,
  35755. CubeRefractionMapping: CubeRefractionMapping,
  35756. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  35757. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  35758. CubeUVReflectionMapping: CubeUVReflectionMapping
  35759. };
  35760. const TEXTURE_WRAPPING = {
  35761. RepeatWrapping: RepeatWrapping,
  35762. ClampToEdgeWrapping: ClampToEdgeWrapping,
  35763. MirroredRepeatWrapping: MirroredRepeatWrapping
  35764. };
  35765. const TEXTURE_FILTER = {
  35766. NearestFilter: NearestFilter,
  35767. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  35768. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  35769. LinearFilter: LinearFilter,
  35770. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  35771. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  35772. };
  35773. const _errorMap = new WeakMap();
  35774. /**
  35775. * A loader for loading images as an [ImageBitmap](https://developer.mozilla.org/en-US/docs/Web/API/ImageBitmap).
  35776. * An `ImageBitmap` provides an asynchronous and resource efficient pathway to prepare
  35777. * textures for rendering.
  35778. *
  35779. * Note that {@link Texture#flipY} and {@link Texture#premultiplyAlpha} are ignored with image bitmaps.
  35780. * They needs these configuration on bitmap creation unlike regular images need them on uploading to GPU.
  35781. *
  35782. * You need to set the equivalent options via {@link ImageBitmapLoader#setOptions} instead.
  35783. *
  35784. * Also note that unlike {@link FileLoader}, this loader avoids multiple concurrent requests to the same URL only if `Cache` is enabled.
  35785. *
  35786. * ```js
  35787. * const loader = new THREE.ImageBitmapLoader();
  35788. * loader.setOptions( { imageOrientation: 'flipY' } ); // set options if needed
  35789. * const imageBitmap = await loader.loadAsync( 'image.png' );
  35790. *
  35791. * const texture = new THREE.Texture( imageBitmap );
  35792. * texture.needsUpdate = true;
  35793. * ```
  35794. *
  35795. * @augments Loader
  35796. */
  35797. class ImageBitmapLoader extends Loader {
  35798. /**
  35799. * Constructs a new image bitmap loader.
  35800. *
  35801. * @param {LoadingManager} [manager] - The loading manager.
  35802. */
  35803. constructor( manager ) {
  35804. super( manager );
  35805. /**
  35806. * This flag can be used for type testing.
  35807. *
  35808. * @type {boolean}
  35809. * @readonly
  35810. * @default true
  35811. */
  35812. this.isImageBitmapLoader = true;
  35813. if ( typeof createImageBitmap === 'undefined' ) {
  35814. warn( 'ImageBitmapLoader: createImageBitmap() not supported.' );
  35815. }
  35816. if ( typeof fetch === 'undefined' ) {
  35817. warn( 'ImageBitmapLoader: fetch() not supported.' );
  35818. }
  35819. /**
  35820. * Represents the loader options.
  35821. *
  35822. * @type {Object}
  35823. * @default {premultiplyAlpha:'none'}
  35824. */
  35825. this.options = { premultiplyAlpha: 'none' };
  35826. /**
  35827. * Used for aborting requests.
  35828. *
  35829. * @private
  35830. * @type {AbortController}
  35831. */
  35832. this._abortController = new AbortController();
  35833. }
  35834. /**
  35835. * Sets the given loader options. The structure of the object must match the `options` parameter of
  35836. * [createImageBitmap](https://developer.mozilla.org/en-US/docs/Web/API/Window/createImageBitmap).
  35837. *
  35838. * @param {Object} options - The loader options to set.
  35839. * @return {ImageBitmapLoader} A reference to this image bitmap loader.
  35840. */
  35841. setOptions( options ) {
  35842. this.options = options;
  35843. return this;
  35844. }
  35845. /**
  35846. * Starts loading from the given URL and pass the loaded image bitmap to the `onLoad()` callback.
  35847. *
  35848. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35849. * @param {function(ImageBitmap)} onLoad - Executed when the loading process has been finished.
  35850. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  35851. * @param {onErrorCallback} onError - Executed when errors occur.
  35852. * @return {ImageBitmap|undefined} The image bitmap.
  35853. */
  35854. load( url, onLoad, onProgress, onError ) {
  35855. if ( url === undefined ) url = '';
  35856. if ( this.path !== undefined ) url = this.path + url;
  35857. url = this.manager.resolveURL( url );
  35858. const scope = this;
  35859. const cached = Cache.get( `image-bitmap:${url}` );
  35860. if ( cached !== undefined ) {
  35861. scope.manager.itemStart( url );
  35862. // If cached is a promise, wait for it to resolve
  35863. if ( cached.then ) {
  35864. cached.then( imageBitmap => {
  35865. // check if there is an error for the cached promise
  35866. if ( _errorMap.has( cached ) === true ) {
  35867. if ( onError ) onError( _errorMap.get( cached ) );
  35868. scope.manager.itemError( url );
  35869. scope.manager.itemEnd( url );
  35870. } else {
  35871. if ( onLoad ) onLoad( imageBitmap );
  35872. scope.manager.itemEnd( url );
  35873. return imageBitmap;
  35874. }
  35875. } );
  35876. return;
  35877. }
  35878. // If cached is not a promise (i.e., it's already an imageBitmap)
  35879. setTimeout( function () {
  35880. if ( onLoad ) onLoad( cached );
  35881. scope.manager.itemEnd( url );
  35882. }, 0 );
  35883. return cached;
  35884. }
  35885. const fetchOptions = {};
  35886. fetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include';
  35887. fetchOptions.headers = this.requestHeader;
  35888. fetchOptions.signal = ( typeof AbortSignal.any === 'function' ) ? AbortSignal.any( [ this._abortController.signal, this.manager.abortController.signal ] ) : this._abortController.signal;
  35889. const promise = fetch( url, fetchOptions ).then( function ( res ) {
  35890. return res.blob();
  35891. } ).then( function ( blob ) {
  35892. return createImageBitmap( blob, Object.assign( scope.options, { colorSpaceConversion: 'none' } ) );
  35893. } ).then( function ( imageBitmap ) {
  35894. Cache.add( `image-bitmap:${url}`, imageBitmap );
  35895. if ( onLoad ) onLoad( imageBitmap );
  35896. scope.manager.itemEnd( url );
  35897. return imageBitmap;
  35898. } ).catch( function ( e ) {
  35899. if ( onError ) onError( e );
  35900. _errorMap.set( promise, e );
  35901. Cache.remove( `image-bitmap:${url}` );
  35902. scope.manager.itemError( url );
  35903. scope.manager.itemEnd( url );
  35904. } );
  35905. Cache.add( `image-bitmap:${url}`, promise );
  35906. scope.manager.itemStart( url );
  35907. }
  35908. /**
  35909. * Aborts ongoing fetch requests.
  35910. *
  35911. * @return {ImageBitmapLoader} A reference to this instance.
  35912. */
  35913. abort() {
  35914. this._abortController.abort();
  35915. this._abortController = new AbortController();
  35916. return this;
  35917. }
  35918. }
  35919. let _context;
  35920. /**
  35921. * Manages the global audio context in the engine.
  35922. *
  35923. * @hideconstructor
  35924. */
  35925. class AudioContext {
  35926. /**
  35927. * Returns the global native audio context.
  35928. *
  35929. * @return {AudioContext} The native audio context.
  35930. */
  35931. static getContext() {
  35932. if ( _context === undefined ) {
  35933. _context = new ( window.AudioContext || window.webkitAudioContext )();
  35934. }
  35935. return _context;
  35936. }
  35937. /**
  35938. * Allows to set the global native audio context from outside.
  35939. *
  35940. * @param {AudioContext} value - The native context to set.
  35941. */
  35942. static setContext( value ) {
  35943. _context = value;
  35944. }
  35945. }
  35946. /**
  35947. * Class for loading audio buffers. Audios are internally
  35948. * loaded via {@link FileLoader}.
  35949. *
  35950. * ```js
  35951. * const audioListener = new THREE.AudioListener();
  35952. * const ambientSound = new THREE.Audio( audioListener );
  35953. *
  35954. * const loader = new THREE.AudioLoader();
  35955. * const audioBuffer = await loader.loadAsync( 'audio/ambient_ocean.ogg' );
  35956. *
  35957. * ambientSound.setBuffer( audioBuffer );
  35958. * ambientSound.play();
  35959. * ```
  35960. *
  35961. * @augments Loader
  35962. */
  35963. class AudioLoader extends Loader {
  35964. /**
  35965. * Constructs a new audio loader.
  35966. *
  35967. * @param {LoadingManager} [manager] - The loading manager.
  35968. */
  35969. constructor( manager ) {
  35970. super( manager );
  35971. }
  35972. /**
  35973. * Starts loading from the given URL and passes the loaded audio buffer
  35974. * to the `onLoad()` callback.
  35975. *
  35976. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35977. * @param {function(AudioBuffer)} onLoad - Executed when the loading process has been finished.
  35978. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  35979. * @param {onErrorCallback} onError - Executed when errors occur.
  35980. */
  35981. load( url, onLoad, onProgress, onError ) {
  35982. const scope = this;
  35983. const loader = new FileLoader( this.manager );
  35984. loader.setResponseType( 'arraybuffer' );
  35985. loader.setPath( this.path );
  35986. loader.setRequestHeader( this.requestHeader );
  35987. loader.setWithCredentials( this.withCredentials );
  35988. loader.load( url, function ( buffer ) {
  35989. try {
  35990. // Create a copy of the buffer. The `decodeAudioData` method
  35991. // detaches the buffer when complete, preventing reuse.
  35992. const bufferCopy = buffer.slice( 0 );
  35993. const context = AudioContext.getContext();
  35994. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  35995. onLoad( audioBuffer );
  35996. } ).catch( handleError );
  35997. } catch ( e ) {
  35998. handleError( e );
  35999. }
  36000. }, onProgress, onError );
  36001. function handleError( e ) {
  36002. if ( onError ) {
  36003. onError( e );
  36004. } else {
  36005. error( e );
  36006. }
  36007. scope.manager.itemError( url );
  36008. }
  36009. }
  36010. }
  36011. const _eyeRight = /*@__PURE__*/ new Matrix4();
  36012. const _eyeLeft = /*@__PURE__*/ new Matrix4();
  36013. const _projectionMatrix = /*@__PURE__*/ new Matrix4();
  36014. /**
  36015. * A special type of camera that uses two perspective cameras with
  36016. * stereoscopic projection. Can be used for rendering stereo effects
  36017. * like [3D Anaglyph](https://en.wikipedia.org/wiki/Anaglyph_3D) or
  36018. * [Parallax Barrier](https://en.wikipedia.org/wiki/parallax_barrier).
  36019. */
  36020. class StereoCamera {
  36021. /**
  36022. * Constructs a new stereo camera.
  36023. */
  36024. constructor() {
  36025. /**
  36026. * The type property is used for detecting the object type
  36027. * in context of serialization/deserialization.
  36028. *
  36029. * @type {string}
  36030. * @readonly
  36031. */
  36032. this.type = 'StereoCamera';
  36033. /**
  36034. * The aspect.
  36035. *
  36036. * @type {number}
  36037. * @default 1
  36038. */
  36039. this.aspect = 1;
  36040. /**
  36041. * The eye separation which represents the distance
  36042. * between the left and right camera.
  36043. *
  36044. * @type {number}
  36045. * @default 0.064
  36046. */
  36047. this.eyeSep = 0.064;
  36048. /**
  36049. * The camera representing the left eye. This is added to layer `1` so objects to be
  36050. * rendered by the left camera must also be added to this layer.
  36051. *
  36052. * @type {PerspectiveCamera}
  36053. */
  36054. this.cameraL = new PerspectiveCamera();
  36055. this.cameraL.layers.enable( 1 );
  36056. this.cameraL.matrixAutoUpdate = false;
  36057. /**
  36058. * The camera representing the right eye. This is added to layer `2` so objects to be
  36059. * rendered by the right camera must also be added to this layer.
  36060. *
  36061. * @type {PerspectiveCamera}
  36062. */
  36063. this.cameraR = new PerspectiveCamera();
  36064. this.cameraR.layers.enable( 2 );
  36065. this.cameraR.matrixAutoUpdate = false;
  36066. this._cache = {
  36067. focus: null,
  36068. fov: null,
  36069. aspect: null,
  36070. near: null,
  36071. far: null,
  36072. zoom: null,
  36073. eyeSep: null
  36074. };
  36075. }
  36076. /**
  36077. * Updates the stereo camera based on the given perspective camera.
  36078. *
  36079. * @param {PerspectiveCamera} camera - The perspective camera.
  36080. */
  36081. update( camera ) {
  36082. const cache = this._cache;
  36083. const needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  36084. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  36085. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  36086. if ( needsUpdate ) {
  36087. cache.focus = camera.focus;
  36088. cache.fov = camera.fov;
  36089. cache.aspect = camera.aspect * this.aspect;
  36090. cache.near = camera.near;
  36091. cache.far = camera.far;
  36092. cache.zoom = camera.zoom;
  36093. cache.eyeSep = this.eyeSep;
  36094. // Off-axis stereoscopic effect based on
  36095. // http://paulbourke.net/stereographics/stereorender/
  36096. _projectionMatrix.copy( camera.projectionMatrix );
  36097. const eyeSepHalf = cache.eyeSep / 2;
  36098. const eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  36099. const ymax = ( cache.near * Math.tan( DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  36100. let xmin, xmax;
  36101. // translate xOffset
  36102. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  36103. _eyeRight.elements[ 12 ] = eyeSepHalf;
  36104. // for left eye
  36105. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  36106. xmax = ymax * cache.aspect + eyeSepOnProjection;
  36107. _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  36108. _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  36109. this.cameraL.projectionMatrix.copy( _projectionMatrix );
  36110. // for right eye
  36111. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  36112. xmax = ymax * cache.aspect - eyeSepOnProjection;
  36113. _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  36114. _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  36115. this.cameraR.projectionMatrix.copy( _projectionMatrix );
  36116. }
  36117. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  36118. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  36119. }
  36120. }
  36121. /**
  36122. * This type of camera can be used in order to efficiently render a scene with a
  36123. * predefined set of cameras. This is an important performance aspect for
  36124. * rendering VR scenes.
  36125. *
  36126. * An instance of `ArrayCamera` always has an array of sub cameras. It's mandatory
  36127. * to define for each sub camera the `viewport` property which determines the
  36128. * part of the viewport that is rendered with this camera.
  36129. *
  36130. * @augments PerspectiveCamera
  36131. */
  36132. class ArrayCamera extends PerspectiveCamera {
  36133. /**
  36134. * Constructs a new array camera.
  36135. *
  36136. * @param {Array<PerspectiveCamera>} [array=[]] - An array of perspective sub cameras.
  36137. */
  36138. constructor( array = [] ) {
  36139. super();
  36140. /**
  36141. * This flag can be used for type testing.
  36142. *
  36143. * @type {boolean}
  36144. * @readonly
  36145. * @default true
  36146. */
  36147. this.isArrayCamera = true;
  36148. /**
  36149. * Whether this camera is used with multiview rendering or not.
  36150. *
  36151. * @type {boolean}
  36152. * @readonly
  36153. * @default false
  36154. */
  36155. this.isMultiViewCamera = false;
  36156. /**
  36157. * An array of perspective sub cameras.
  36158. *
  36159. * @type {Array<PerspectiveCamera>}
  36160. */
  36161. this.cameras = array;
  36162. }
  36163. }
  36164. /**
  36165. * Class for keeping track of time.
  36166. */
  36167. class Clock {
  36168. /**
  36169. * Constructs a new clock.
  36170. *
  36171. * @param {boolean} [autoStart=true] - Whether to automatically start the clock when
  36172. * `getDelta()` is called for the first time.
  36173. */
  36174. constructor( autoStart = true ) {
  36175. /**
  36176. * If set to `true`, the clock starts automatically when `getDelta()` is called
  36177. * for the first time.
  36178. *
  36179. * @type {boolean}
  36180. * @default true
  36181. */
  36182. this.autoStart = autoStart;
  36183. /**
  36184. * Holds the time at which the clock's `start()` method was last called.
  36185. *
  36186. * @type {number}
  36187. * @default 0
  36188. */
  36189. this.startTime = 0;
  36190. /**
  36191. * Holds the time at which the clock's `start()`, `getElapsedTime()` or
  36192. * `getDelta()` methods were last called.
  36193. *
  36194. * @type {number}
  36195. * @default 0
  36196. */
  36197. this.oldTime = 0;
  36198. /**
  36199. * Keeps track of the total time that the clock has been running.
  36200. *
  36201. * @type {number}
  36202. * @default 0
  36203. */
  36204. this.elapsedTime = 0;
  36205. /**
  36206. * Whether the clock is running or not.
  36207. *
  36208. * @type {boolean}
  36209. * @default true
  36210. */
  36211. this.running = false;
  36212. }
  36213. /**
  36214. * Starts the clock. When `autoStart` is set to `true`, the method is automatically
  36215. * called by the class.
  36216. */
  36217. start() {
  36218. this.startTime = performance.now();
  36219. this.oldTime = this.startTime;
  36220. this.elapsedTime = 0;
  36221. this.running = true;
  36222. }
  36223. /**
  36224. * Stops the clock.
  36225. */
  36226. stop() {
  36227. this.getElapsedTime();
  36228. this.running = false;
  36229. this.autoStart = false;
  36230. }
  36231. /**
  36232. * Returns the elapsed time in seconds.
  36233. *
  36234. * @return {number} The elapsed time.
  36235. */
  36236. getElapsedTime() {
  36237. this.getDelta();
  36238. return this.elapsedTime;
  36239. }
  36240. /**
  36241. * Returns the delta time in seconds.
  36242. *
  36243. * @return {number} The delta time.
  36244. */
  36245. getDelta() {
  36246. let diff = 0;
  36247. if ( this.autoStart && ! this.running ) {
  36248. this.start();
  36249. return 0;
  36250. }
  36251. if ( this.running ) {
  36252. const newTime = performance.now();
  36253. diff = ( newTime - this.oldTime ) / 1000;
  36254. this.oldTime = newTime;
  36255. this.elapsedTime += diff;
  36256. }
  36257. return diff;
  36258. }
  36259. }
  36260. const _position$1 = /*@__PURE__*/ new Vector3();
  36261. const _quaternion$1 = /*@__PURE__*/ new Quaternion();
  36262. const _scale$1 = /*@__PURE__*/ new Vector3();
  36263. const _forward = /*@__PURE__*/ new Vector3();
  36264. const _up = /*@__PURE__*/ new Vector3();
  36265. /**
  36266. * The class represents a virtual listener of the all positional and non-positional audio effects
  36267. * in the scene. A three.js application usually creates a single listener. It is a mandatory
  36268. * constructor parameter for audios entities like {@link Audio} and {@link PositionalAudio}.
  36269. *
  36270. * In most cases, the listener object is a child of the camera. So the 3D transformation of the
  36271. * camera represents the 3D transformation of the listener.
  36272. *
  36273. * @augments Object3D
  36274. */
  36275. class AudioListener extends Object3D {
  36276. /**
  36277. * Constructs a new audio listener.
  36278. */
  36279. constructor() {
  36280. super();
  36281. this.type = 'AudioListener';
  36282. /**
  36283. * The native audio context.
  36284. *
  36285. * @type {AudioContext}
  36286. * @readonly
  36287. */
  36288. this.context = AudioContext.getContext();
  36289. /**
  36290. * The gain node used for volume control.
  36291. *
  36292. * @type {GainNode}
  36293. * @readonly
  36294. */
  36295. this.gain = this.context.createGain();
  36296. this.gain.connect( this.context.destination );
  36297. /**
  36298. * An optional filter.
  36299. *
  36300. * Defined via {@link AudioListener#setFilter}.
  36301. *
  36302. * @type {?AudioNode}
  36303. * @default null
  36304. * @readonly
  36305. */
  36306. this.filter = null;
  36307. /**
  36308. * Time delta values required for `linearRampToValueAtTime()` usage.
  36309. *
  36310. * @type {number}
  36311. * @default 0
  36312. * @readonly
  36313. */
  36314. this.timeDelta = 0;
  36315. // private
  36316. this._clock = new Clock();
  36317. }
  36318. /**
  36319. * Returns the listener's input node.
  36320. *
  36321. * This method is used by other audio nodes to connect to this listener.
  36322. *
  36323. * @return {GainNode} The input node.
  36324. */
  36325. getInput() {
  36326. return this.gain;
  36327. }
  36328. /**
  36329. * Removes the current filter from this listener.
  36330. *
  36331. * @return {AudioListener} A reference to this listener.
  36332. */
  36333. removeFilter() {
  36334. if ( this.filter !== null ) {
  36335. this.gain.disconnect( this.filter );
  36336. this.filter.disconnect( this.context.destination );
  36337. this.gain.connect( this.context.destination );
  36338. this.filter = null;
  36339. }
  36340. return this;
  36341. }
  36342. /**
  36343. * Returns the current set filter.
  36344. *
  36345. * @return {?AudioNode} The filter.
  36346. */
  36347. getFilter() {
  36348. return this.filter;
  36349. }
  36350. /**
  36351. * Sets the given filter to this listener.
  36352. *
  36353. * @param {AudioNode} value - The filter to set.
  36354. * @return {AudioListener} A reference to this listener.
  36355. */
  36356. setFilter( value ) {
  36357. if ( this.filter !== null ) {
  36358. this.gain.disconnect( this.filter );
  36359. this.filter.disconnect( this.context.destination );
  36360. } else {
  36361. this.gain.disconnect( this.context.destination );
  36362. }
  36363. this.filter = value;
  36364. this.gain.connect( this.filter );
  36365. this.filter.connect( this.context.destination );
  36366. return this;
  36367. }
  36368. /**
  36369. * Returns the applications master volume.
  36370. *
  36371. * @return {number} The master volume.
  36372. */
  36373. getMasterVolume() {
  36374. return this.gain.gain.value;
  36375. }
  36376. /**
  36377. * Sets the applications master volume. This volume setting affects
  36378. * all audio nodes in the scene.
  36379. *
  36380. * @param {number} value - The master volume to set.
  36381. * @return {AudioListener} A reference to this listener.
  36382. */
  36383. setMasterVolume( value ) {
  36384. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  36385. return this;
  36386. }
  36387. updateMatrixWorld( force ) {
  36388. super.updateMatrixWorld( force );
  36389. const listener = this.context.listener;
  36390. this.timeDelta = this._clock.getDelta();
  36391. this.matrixWorld.decompose( _position$1, _quaternion$1, _scale$1 );
  36392. // the initial forward and up directions must be orthogonal
  36393. _forward.set( 0, 0, -1 ).applyQuaternion( _quaternion$1 );
  36394. _up.set( 0, 1, 0 ).applyQuaternion( _quaternion$1 );
  36395. if ( listener.positionX ) {
  36396. // code path for Chrome (see #14393)
  36397. const endTime = this.context.currentTime + this.timeDelta;
  36398. listener.positionX.linearRampToValueAtTime( _position$1.x, endTime );
  36399. listener.positionY.linearRampToValueAtTime( _position$1.y, endTime );
  36400. listener.positionZ.linearRampToValueAtTime( _position$1.z, endTime );
  36401. listener.forwardX.linearRampToValueAtTime( _forward.x, endTime );
  36402. listener.forwardY.linearRampToValueAtTime( _forward.y, endTime );
  36403. listener.forwardZ.linearRampToValueAtTime( _forward.z, endTime );
  36404. listener.upX.linearRampToValueAtTime( _up.x, endTime );
  36405. listener.upY.linearRampToValueAtTime( _up.y, endTime );
  36406. listener.upZ.linearRampToValueAtTime( _up.z, endTime );
  36407. } else {
  36408. listener.setPosition( _position$1.x, _position$1.y, _position$1.z );
  36409. listener.setOrientation( _forward.x, _forward.y, _forward.z, _up.x, _up.y, _up.z );
  36410. }
  36411. }
  36412. }
  36413. /**
  36414. * Represents a non-positional ( global ) audio object.
  36415. *
  36416. * This and related audio modules make use of the [Web Audio API](https://www.w3.org/TR/webaudio-1.1/).
  36417. *
  36418. * ```js
  36419. * // create an AudioListener and add it to the camera
  36420. * const listener = new THREE.AudioListener();
  36421. * camera.add( listener );
  36422. *
  36423. * // create a global audio source
  36424. * const sound = new THREE.Audio( listener );
  36425. *
  36426. * // load a sound and set it as the Audio object's buffer
  36427. * const audioLoader = new THREE.AudioLoader();
  36428. * audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
  36429. * sound.setBuffer( buffer );
  36430. * sound.setLoop( true );
  36431. * sound.setVolume( 0.5 );
  36432. * sound.play();
  36433. * });
  36434. * ```
  36435. *
  36436. * @augments Object3D
  36437. */
  36438. class Audio extends Object3D {
  36439. /**
  36440. * Constructs a new audio.
  36441. *
  36442. * @param {AudioListener} listener - The global audio listener.
  36443. */
  36444. constructor( listener ) {
  36445. super();
  36446. this.type = 'Audio';
  36447. /**
  36448. * The global audio listener.
  36449. *
  36450. * @type {AudioListener}
  36451. * @readonly
  36452. */
  36453. this.listener = listener;
  36454. /**
  36455. * The audio context.
  36456. *
  36457. * @type {AudioContext}
  36458. * @readonly
  36459. */
  36460. this.context = listener.context;
  36461. /**
  36462. * The gain node used for volume control.
  36463. *
  36464. * @type {GainNode}
  36465. * @readonly
  36466. */
  36467. this.gain = this.context.createGain();
  36468. this.gain.connect( listener.getInput() );
  36469. /**
  36470. * Whether to start playback automatically or not.
  36471. *
  36472. * @type {boolean}
  36473. * @default false
  36474. */
  36475. this.autoplay = false;
  36476. /**
  36477. * A reference to an audio buffer.
  36478. *
  36479. * Defined via {@link Audio#setBuffer}.
  36480. *
  36481. * @type {?AudioBuffer}
  36482. * @default null
  36483. * @readonly
  36484. */
  36485. this.buffer = null;
  36486. /**
  36487. * Modify pitch, measured in cents. +/- 100 is a semitone.
  36488. * +/- 1200 is an octave.
  36489. *
  36490. * Defined via {@link Audio#setDetune}.
  36491. *
  36492. * @type {number}
  36493. * @default 0
  36494. * @readonly
  36495. */
  36496. this.detune = 0;
  36497. /**
  36498. * Whether the audio should loop or not.
  36499. *
  36500. * Defined via {@link Audio#setLoop}.
  36501. *
  36502. * @type {boolean}
  36503. * @default false
  36504. * @readonly
  36505. */
  36506. this.loop = false;
  36507. /**
  36508. * Defines where in the audio buffer the replay should
  36509. * start, in seconds.
  36510. *
  36511. * @type {number}
  36512. * @default 0
  36513. */
  36514. this.loopStart = 0;
  36515. /**
  36516. * Defines where in the audio buffer the replay should
  36517. * stop, in seconds.
  36518. *
  36519. * @type {number}
  36520. * @default 0
  36521. */
  36522. this.loopEnd = 0;
  36523. /**
  36524. * An offset to the time within the audio buffer the playback
  36525. * should begin, in seconds.
  36526. *
  36527. * @type {number}
  36528. * @default 0
  36529. */
  36530. this.offset = 0;
  36531. /**
  36532. * Overrides the default duration of the audio.
  36533. *
  36534. * @type {undefined|number}
  36535. * @default undefined
  36536. */
  36537. this.duration = undefined;
  36538. /**
  36539. * The playback speed.
  36540. *
  36541. * Defined via {@link Audio#setPlaybackRate}.
  36542. *
  36543. * @type {number}
  36544. * @readonly
  36545. * @default 1
  36546. */
  36547. this.playbackRate = 1;
  36548. /**
  36549. * Indicates whether the audio is playing or not.
  36550. *
  36551. * This flag will be automatically set when using {@link Audio#play},
  36552. * {@link Audio#pause}, {@link Audio#stop}.
  36553. *
  36554. * @type {boolean}
  36555. * @readonly
  36556. * @default false
  36557. */
  36558. this.isPlaying = false;
  36559. /**
  36560. * Indicates whether the audio playback can be controlled
  36561. * with method like {@link Audio#play} or {@link Audio#pause}.
  36562. *
  36563. * This flag will be automatically set when audio sources are
  36564. * defined.
  36565. *
  36566. * @type {boolean}
  36567. * @readonly
  36568. * @default true
  36569. */
  36570. this.hasPlaybackControl = true;
  36571. /**
  36572. * Holds a reference to the current audio source.
  36573. *
  36574. * The property is automatically by one of the `set*()` methods.
  36575. *
  36576. * @type {?AudioNode}
  36577. * @readonly
  36578. * @default null
  36579. */
  36580. this.source = null;
  36581. /**
  36582. * Defines the source type.
  36583. *
  36584. * The property is automatically by one of the `set*()` methods.
  36585. *
  36586. * @type {('empty'|'audioNode'|'mediaNode'|'mediaStreamNode'|'buffer')}
  36587. * @readonly
  36588. * @default 'empty'
  36589. */
  36590. this.sourceType = 'empty';
  36591. this._startedAt = 0;
  36592. this._progress = 0;
  36593. this._connected = false;
  36594. /**
  36595. * Can be used to apply a variety of low-order filters to create
  36596. * more complex sound effects e.g. via `BiquadFilterNode`.
  36597. *
  36598. * The property is automatically set by {@link Audio#setFilters}.
  36599. *
  36600. * @type {Array<AudioNode>}
  36601. * @readonly
  36602. */
  36603. this.filters = [];
  36604. }
  36605. /**
  36606. * Returns the output audio node.
  36607. *
  36608. * @return {GainNode} The output node.
  36609. */
  36610. getOutput() {
  36611. return this.gain;
  36612. }
  36613. /**
  36614. * Sets the given audio node as the source of this instance.
  36615. *
  36616. * {@link Audio#sourceType} is set to `audioNode` and {@link Audio#hasPlaybackControl} to `false`.
  36617. *
  36618. * @param {AudioNode} audioNode - The audio node like an instance of `OscillatorNode`.
  36619. * @return {Audio} A reference to this instance.
  36620. */
  36621. setNodeSource( audioNode ) {
  36622. this.hasPlaybackControl = false;
  36623. this.sourceType = 'audioNode';
  36624. this.source = audioNode;
  36625. this.connect();
  36626. return this;
  36627. }
  36628. /**
  36629. * Sets the given media element as the source of this instance.
  36630. *
  36631. * {@link Audio#sourceType} is set to `mediaNode` and {@link Audio#hasPlaybackControl} to `false`.
  36632. *
  36633. * @param {HTMLMediaElement} mediaElement - The media element.
  36634. * @return {Audio} A reference to this instance.
  36635. */
  36636. setMediaElementSource( mediaElement ) {
  36637. this.hasPlaybackControl = false;
  36638. this.sourceType = 'mediaNode';
  36639. this.source = this.context.createMediaElementSource( mediaElement );
  36640. this.connect();
  36641. return this;
  36642. }
  36643. /**
  36644. * Sets the given media stream as the source of this instance.
  36645. *
  36646. * {@link Audio#sourceType} is set to `mediaStreamNode` and {@link Audio#hasPlaybackControl} to `false`.
  36647. *
  36648. * @param {MediaStream} mediaStream - The media stream.
  36649. * @return {Audio} A reference to this instance.
  36650. */
  36651. setMediaStreamSource( mediaStream ) {
  36652. this.hasPlaybackControl = false;
  36653. this.sourceType = 'mediaStreamNode';
  36654. this.source = this.context.createMediaStreamSource( mediaStream );
  36655. this.connect();
  36656. return this;
  36657. }
  36658. /**
  36659. * Sets the given audio buffer as the source of this instance.
  36660. *
  36661. * {@link Audio#sourceType} is set to `buffer` and {@link Audio#hasPlaybackControl} to `true`.
  36662. *
  36663. * @param {AudioBuffer} audioBuffer - The audio buffer.
  36664. * @return {Audio} A reference to this instance.
  36665. */
  36666. setBuffer( audioBuffer ) {
  36667. this.buffer = audioBuffer;
  36668. this.sourceType = 'buffer';
  36669. if ( this.autoplay ) this.play();
  36670. return this;
  36671. }
  36672. /**
  36673. * Starts the playback of the audio.
  36674. *
  36675. * Can only be used with compatible audio sources that allow playback control.
  36676. *
  36677. * @param {number} [delay=0] - The delay, in seconds, at which the audio should start playing.
  36678. * @return {Audio|undefined} A reference to this instance.
  36679. */
  36680. play( delay = 0 ) {
  36681. if ( this.isPlaying === true ) {
  36682. warn( 'Audio: Audio is already playing.' );
  36683. return;
  36684. }
  36685. if ( this.hasPlaybackControl === false ) {
  36686. warn( 'Audio: this Audio has no playback control.' );
  36687. return;
  36688. }
  36689. this._startedAt = this.context.currentTime + delay;
  36690. const source = this.context.createBufferSource();
  36691. source.buffer = this.buffer;
  36692. source.loop = this.loop;
  36693. source.loopStart = this.loopStart;
  36694. source.loopEnd = this.loopEnd;
  36695. source.onended = this.onEnded.bind( this );
  36696. source.start( this._startedAt, this._progress + this.offset, this.duration );
  36697. this.isPlaying = true;
  36698. this.source = source;
  36699. this.setDetune( this.detune );
  36700. this.setPlaybackRate( this.playbackRate );
  36701. return this.connect();
  36702. }
  36703. /**
  36704. * Pauses the playback of the audio.
  36705. *
  36706. * Can only be used with compatible audio sources that allow playback control.
  36707. *
  36708. * @return {Audio|undefined} A reference to this instance.
  36709. */
  36710. pause() {
  36711. if ( this.hasPlaybackControl === false ) {
  36712. warn( 'Audio: this Audio has no playback control.' );
  36713. return;
  36714. }
  36715. if ( this.isPlaying === true ) {
  36716. // update current progress
  36717. this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;
  36718. if ( this.loop === true ) {
  36719. // ensure _progress does not exceed duration with looped audios
  36720. this._progress = this._progress % ( this.duration || this.buffer.duration );
  36721. }
  36722. this.source.stop();
  36723. this.source.onended = null;
  36724. this.isPlaying = false;
  36725. }
  36726. return this;
  36727. }
  36728. /**
  36729. * Stops the playback of the audio.
  36730. *
  36731. * Can only be used with compatible audio sources that allow playback control.
  36732. *
  36733. * @param {number} [delay=0] - The delay, in seconds, at which the audio should stop playing.
  36734. * @return {Audio|undefined} A reference to this instance.
  36735. */
  36736. stop( delay = 0 ) {
  36737. if ( this.hasPlaybackControl === false ) {
  36738. warn( 'Audio: this Audio has no playback control.' );
  36739. return;
  36740. }
  36741. this._progress = 0;
  36742. if ( this.source !== null ) {
  36743. this.source.stop( this.context.currentTime + delay );
  36744. this.source.onended = null;
  36745. }
  36746. this.isPlaying = false;
  36747. return this;
  36748. }
  36749. /**
  36750. * Connects to the audio source. This is used internally on
  36751. * initialisation and when setting / removing filters.
  36752. *
  36753. * @return {Audio} A reference to this instance.
  36754. */
  36755. connect() {
  36756. if ( this.filters.length > 0 ) {
  36757. this.source.connect( this.filters[ 0 ] );
  36758. for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
  36759. this.filters[ i - 1 ].connect( this.filters[ i ] );
  36760. }
  36761. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  36762. } else {
  36763. this.source.connect( this.getOutput() );
  36764. }
  36765. this._connected = true;
  36766. return this;
  36767. }
  36768. /**
  36769. * Disconnects to the audio source. This is used internally on
  36770. * initialisation and when setting / removing filters.
  36771. *
  36772. * @return {Audio|undefined} A reference to this instance.
  36773. */
  36774. disconnect() {
  36775. if ( this._connected === false ) {
  36776. return;
  36777. }
  36778. if ( this.filters.length > 0 ) {
  36779. this.source.disconnect( this.filters[ 0 ] );
  36780. for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
  36781. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  36782. }
  36783. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  36784. } else {
  36785. this.source.disconnect( this.getOutput() );
  36786. }
  36787. this._connected = false;
  36788. return this;
  36789. }
  36790. /**
  36791. * Returns the current set filters.
  36792. *
  36793. * @return {Array<AudioNode>} The list of filters.
  36794. */
  36795. getFilters() {
  36796. return this.filters;
  36797. }
  36798. /**
  36799. * Sets an array of filters and connects them with the audio source.
  36800. *
  36801. * @param {Array<AudioNode>} [value] - A list of filters.
  36802. * @return {Audio} A reference to this instance.
  36803. */
  36804. setFilters( value ) {
  36805. if ( ! value ) value = [];
  36806. if ( this._connected === true ) {
  36807. this.disconnect();
  36808. this.filters = value.slice();
  36809. this.connect();
  36810. } else {
  36811. this.filters = value.slice();
  36812. }
  36813. return this;
  36814. }
  36815. /**
  36816. * Defines the detuning of oscillation in cents.
  36817. *
  36818. * @param {number} value - The detuning of oscillation in cents.
  36819. * @return {Audio} A reference to this instance.
  36820. */
  36821. setDetune( value ) {
  36822. this.detune = value;
  36823. if ( this.isPlaying === true && this.source.detune !== undefined ) {
  36824. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  36825. }
  36826. return this;
  36827. }
  36828. /**
  36829. * Returns the detuning of oscillation in cents.
  36830. *
  36831. * @return {number} The detuning of oscillation in cents.
  36832. */
  36833. getDetune() {
  36834. return this.detune;
  36835. }
  36836. /**
  36837. * Returns the first filter in the list of filters.
  36838. *
  36839. * @return {AudioNode|undefined} The first filter in the list of filters.
  36840. */
  36841. getFilter() {
  36842. return this.getFilters()[ 0 ];
  36843. }
  36844. /**
  36845. * Applies a single filter node to the audio.
  36846. *
  36847. * @param {AudioNode} [filter] - The filter to set.
  36848. * @return {Audio} A reference to this instance.
  36849. */
  36850. setFilter( filter ) {
  36851. return this.setFilters( filter ? [ filter ] : [] );
  36852. }
  36853. /**
  36854. * Sets the playback rate.
  36855. *
  36856. * Can only be used with compatible audio sources that allow playback control.
  36857. *
  36858. * @param {number} [value] - The playback rate to set.
  36859. * @return {Audio|undefined} A reference to this instance.
  36860. */
  36861. setPlaybackRate( value ) {
  36862. if ( this.hasPlaybackControl === false ) {
  36863. warn( 'Audio: this Audio has no playback control.' );
  36864. return;
  36865. }
  36866. this.playbackRate = value;
  36867. if ( this.isPlaying === true ) {
  36868. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  36869. }
  36870. return this;
  36871. }
  36872. /**
  36873. * Returns the current playback rate.
  36874. * @return {number} The playback rate.
  36875. */
  36876. getPlaybackRate() {
  36877. return this.playbackRate;
  36878. }
  36879. /**
  36880. * Automatically called when playback finished.
  36881. */
  36882. onEnded() {
  36883. this.isPlaying = false;
  36884. this._progress = 0;
  36885. }
  36886. /**
  36887. * Returns the loop flag.
  36888. *
  36889. * Can only be used with compatible audio sources that allow playback control.
  36890. *
  36891. * @return {boolean} Whether the audio should loop or not.
  36892. */
  36893. getLoop() {
  36894. if ( this.hasPlaybackControl === false ) {
  36895. warn( 'Audio: this Audio has no playback control.' );
  36896. return false;
  36897. }
  36898. return this.loop;
  36899. }
  36900. /**
  36901. * Sets the loop flag.
  36902. *
  36903. * Can only be used with compatible audio sources that allow playback control.
  36904. *
  36905. * @param {boolean} value - Whether the audio should loop or not.
  36906. * @return {Audio|undefined} A reference to this instance.
  36907. */
  36908. setLoop( value ) {
  36909. if ( this.hasPlaybackControl === false ) {
  36910. warn( 'Audio: this Audio has no playback control.' );
  36911. return;
  36912. }
  36913. this.loop = value;
  36914. if ( this.isPlaying === true ) {
  36915. this.source.loop = this.loop;
  36916. }
  36917. return this;
  36918. }
  36919. /**
  36920. * Sets the loop start value which defines where in the audio buffer the replay should
  36921. * start, in seconds.
  36922. *
  36923. * @param {number} value - The loop start value.
  36924. * @return {Audio} A reference to this instance.
  36925. */
  36926. setLoopStart( value ) {
  36927. this.loopStart = value;
  36928. return this;
  36929. }
  36930. /**
  36931. * Sets the loop end value which defines where in the audio buffer the replay should
  36932. * stop, in seconds.
  36933. *
  36934. * @param {number} value - The loop end value.
  36935. * @return {Audio} A reference to this instance.
  36936. */
  36937. setLoopEnd( value ) {
  36938. this.loopEnd = value;
  36939. return this;
  36940. }
  36941. /**
  36942. * Returns the volume.
  36943. *
  36944. * @return {number} The volume.
  36945. */
  36946. getVolume() {
  36947. return this.gain.gain.value;
  36948. }
  36949. /**
  36950. * Sets the volume.
  36951. *
  36952. * @param {number} value - The volume to set.
  36953. * @return {Audio} A reference to this instance.
  36954. */
  36955. setVolume( value ) {
  36956. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  36957. return this;
  36958. }
  36959. copy( source, recursive ) {
  36960. super.copy( source, recursive );
  36961. if ( source.sourceType !== 'buffer' ) {
  36962. warn( 'Audio: Audio source type cannot be copied.' );
  36963. return this;
  36964. }
  36965. this.autoplay = source.autoplay;
  36966. this.buffer = source.buffer;
  36967. this.detune = source.detune;
  36968. this.loop = source.loop;
  36969. this.loopStart = source.loopStart;
  36970. this.loopEnd = source.loopEnd;
  36971. this.offset = source.offset;
  36972. this.duration = source.duration;
  36973. this.playbackRate = source.playbackRate;
  36974. this.hasPlaybackControl = source.hasPlaybackControl;
  36975. this.sourceType = source.sourceType;
  36976. this.filters = source.filters.slice();
  36977. return this;
  36978. }
  36979. clone( recursive ) {
  36980. return new this.constructor( this.listener ).copy( this, recursive );
  36981. }
  36982. }
  36983. const _position = /*@__PURE__*/ new Vector3();
  36984. const _quaternion = /*@__PURE__*/ new Quaternion();
  36985. const _scale = /*@__PURE__*/ new Vector3();
  36986. const _orientation = /*@__PURE__*/ new Vector3();
  36987. /**
  36988. * Represents a positional audio object.
  36989. *
  36990. * ```js
  36991. * // create an AudioListener and add it to the camera
  36992. * const listener = new THREE.AudioListener();
  36993. * camera.add( listener );
  36994. *
  36995. * // create the PositionalAudio object (passing in the listener)
  36996. * const sound = new THREE.PositionalAudio( listener );
  36997. *
  36998. * // load a sound and set it as the PositionalAudio object's buffer
  36999. * const audioLoader = new THREE.AudioLoader();
  37000. * audioLoader.load( 'sounds/song.ogg', function( buffer ) {
  37001. * sound.setBuffer( buffer );
  37002. * sound.setRefDistance( 20 );
  37003. * sound.play();
  37004. * });
  37005. *
  37006. * // create an object for the sound to play from
  37007. * const sphere = new THREE.SphereGeometry( 20, 32, 16 );
  37008. * const material = new THREE.MeshPhongMaterial( { color: 0xff2200 } );
  37009. * const mesh = new THREE.Mesh( sphere, material );
  37010. * scene.add( mesh );
  37011. *
  37012. * // finally add the sound to the mesh
  37013. * mesh.add( sound );
  37014. *
  37015. * @augments Audio
  37016. */
  37017. class PositionalAudio extends Audio {
  37018. /**
  37019. * Constructs a positional audio.
  37020. *
  37021. * @param {AudioListener} listener - The global audio listener.
  37022. */
  37023. constructor( listener ) {
  37024. super( listener );
  37025. /**
  37026. * The panner node represents the location, direction, and behavior of an audio
  37027. * source in 3D space.
  37028. *
  37029. * @type {PannerNode}
  37030. * @readonly
  37031. */
  37032. this.panner = this.context.createPanner();
  37033. this.panner.panningModel = 'HRTF';
  37034. this.panner.connect( this.gain );
  37035. }
  37036. connect() {
  37037. super.connect();
  37038. this.panner.connect( this.gain );
  37039. return this;
  37040. }
  37041. disconnect() {
  37042. super.disconnect();
  37043. this.panner.disconnect( this.gain );
  37044. return this;
  37045. }
  37046. getOutput() {
  37047. return this.panner;
  37048. }
  37049. /**
  37050. * Returns the current reference distance.
  37051. *
  37052. * @return {number} The reference distance.
  37053. */
  37054. getRefDistance() {
  37055. return this.panner.refDistance;
  37056. }
  37057. /**
  37058. * Defines the reference distance for reducing volume as the audio source moves
  37059. * further from the listener – i.e. the distance at which the volume reduction
  37060. * starts taking effect.
  37061. *
  37062. * @param {number} value - The reference distance to set.
  37063. * @return {PositionalAudio} A reference to this instance.
  37064. */
  37065. setRefDistance( value ) {
  37066. this.panner.refDistance = value;
  37067. return this;
  37068. }
  37069. /**
  37070. * Returns the current rolloff factor.
  37071. *
  37072. * @return {number} The rolloff factor.
  37073. */
  37074. getRolloffFactor() {
  37075. return this.panner.rolloffFactor;
  37076. }
  37077. /**
  37078. * Defines how quickly the volume is reduced as the source moves away from the listener.
  37079. *
  37080. * @param {number} value - The rolloff factor.
  37081. * @return {PositionalAudio} A reference to this instance.
  37082. */
  37083. setRolloffFactor( value ) {
  37084. this.panner.rolloffFactor = value;
  37085. return this;
  37086. }
  37087. /**
  37088. * Returns the current distance model.
  37089. *
  37090. * @return {('linear'|'inverse'|'exponential')} The distance model.
  37091. */
  37092. getDistanceModel() {
  37093. return this.panner.distanceModel;
  37094. }
  37095. /**
  37096. * Defines which algorithm to use to reduce the volume of the audio source
  37097. * as it moves away from the listener.
  37098. *
  37099. * Read [the spec](https://www.w3.org/TR/webaudio-1.1/#enumdef-distancemodeltype)
  37100. * for more details.
  37101. *
  37102. * @param {('linear'|'inverse'|'exponential')} value - The distance model to set.
  37103. * @return {PositionalAudio} A reference to this instance.
  37104. */
  37105. setDistanceModel( value ) {
  37106. this.panner.distanceModel = value;
  37107. return this;
  37108. }
  37109. /**
  37110. * Returns the current max distance.
  37111. *
  37112. * @return {number} The max distance.
  37113. */
  37114. getMaxDistance() {
  37115. return this.panner.maxDistance;
  37116. }
  37117. /**
  37118. * Defines the maximum distance between the audio source and the listener,
  37119. * after which the volume is not reduced any further.
  37120. *
  37121. * This value is used only by the `linear` distance model.
  37122. *
  37123. * @param {number} value - The max distance.
  37124. * @return {PositionalAudio} A reference to this instance.
  37125. */
  37126. setMaxDistance( value ) {
  37127. this.panner.maxDistance = value;
  37128. return this;
  37129. }
  37130. /**
  37131. * Sets the directional cone in which the audio can be listened.
  37132. *
  37133. * @param {number} coneInnerAngle - An angle, in degrees, of a cone inside of which there will be no volume reduction.
  37134. * @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.
  37135. * @param {number} coneOuterGain - The amount of volume reduction outside the cone defined by the `coneOuterAngle`. When set to `0`, no sound can be heard.
  37136. * @return {PositionalAudio} A reference to this instance.
  37137. */
  37138. setDirectionalCone( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  37139. this.panner.coneInnerAngle = coneInnerAngle;
  37140. this.panner.coneOuterAngle = coneOuterAngle;
  37141. this.panner.coneOuterGain = coneOuterGain;
  37142. return this;
  37143. }
  37144. updateMatrixWorld( force ) {
  37145. super.updateMatrixWorld( force );
  37146. if ( this.hasPlaybackControl === true && this.isPlaying === false ) return;
  37147. this.matrixWorld.decompose( _position, _quaternion, _scale );
  37148. _orientation.set( 0, 0, 1 ).applyQuaternion( _quaternion );
  37149. const panner = this.panner;
  37150. if ( panner.positionX ) {
  37151. // code path for Chrome and Firefox (see #14393)
  37152. const endTime = this.context.currentTime + this.listener.timeDelta;
  37153. panner.positionX.linearRampToValueAtTime( _position.x, endTime );
  37154. panner.positionY.linearRampToValueAtTime( _position.y, endTime );
  37155. panner.positionZ.linearRampToValueAtTime( _position.z, endTime );
  37156. panner.orientationX.linearRampToValueAtTime( _orientation.x, endTime );
  37157. panner.orientationY.linearRampToValueAtTime( _orientation.y, endTime );
  37158. panner.orientationZ.linearRampToValueAtTime( _orientation.z, endTime );
  37159. } else {
  37160. panner.setPosition( _position.x, _position.y, _position.z );
  37161. panner.setOrientation( _orientation.x, _orientation.y, _orientation.z );
  37162. }
  37163. }
  37164. }
  37165. /**
  37166. * This class can be used to analyse audio data.
  37167. *
  37168. * ```js
  37169. * // create an AudioListener and add it to the camera
  37170. * const listener = new THREE.AudioListener();
  37171. * camera.add( listener );
  37172. *
  37173. * // create an Audio source
  37174. * const sound = new THREE.Audio( listener );
  37175. *
  37176. * // load a sound and set it as the Audio object's buffer
  37177. * const audioLoader = new THREE.AudioLoader();
  37178. * audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
  37179. * sound.setBuffer( buffer );
  37180. * sound.setLoop(true);
  37181. * sound.setVolume(0.5);
  37182. * sound.play();
  37183. * });
  37184. *
  37185. * // create an AudioAnalyser, passing in the sound and desired fftSize
  37186. * const analyser = new THREE.AudioAnalyser( sound, 32 );
  37187. *
  37188. * // get the average frequency of the sound
  37189. * const data = analyser.getAverageFrequency();
  37190. * ```
  37191. */
  37192. class AudioAnalyser {
  37193. /**
  37194. * Constructs a new audio analyzer.
  37195. *
  37196. * @param {Audio} audio - The audio to analyze.
  37197. * @param {number} [fftSize=2048] - The window size in samples that is used when performing a Fast Fourier Transform (FFT) to get frequency domain data.
  37198. */
  37199. constructor( audio, fftSize = 2048 ) {
  37200. /**
  37201. * The global audio listener.
  37202. *
  37203. * @type {AnalyserNode}
  37204. */
  37205. this.analyser = audio.context.createAnalyser();
  37206. this.analyser.fftSize = fftSize;
  37207. /**
  37208. * Holds the analyzed data.
  37209. *
  37210. * @type {Uint8Array}
  37211. */
  37212. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  37213. audio.getOutput().connect( this.analyser );
  37214. }
  37215. /**
  37216. * Returns an array with frequency data of the audio.
  37217. *
  37218. * Each item in the array represents the decibel value for a specific frequency.
  37219. * The frequencies are spread linearly from 0 to 1/2 of the sample rate.
  37220. * For example, for 48000 sample rate, the last item of the array will represent
  37221. * the decibel value for 24000 Hz.
  37222. *
  37223. * @return {Uint8Array} The frequency data.
  37224. */
  37225. getFrequencyData() {
  37226. this.analyser.getByteFrequencyData( this.data );
  37227. return this.data;
  37228. }
  37229. /**
  37230. * Returns the average of the frequencies returned by {@link AudioAnalyser#getFrequencyData}.
  37231. *
  37232. * @return {number} The average frequency.
  37233. */
  37234. getAverageFrequency() {
  37235. let value = 0;
  37236. const data = this.getFrequencyData();
  37237. for ( let i = 0; i < data.length; i ++ ) {
  37238. value += data[ i ];
  37239. }
  37240. return value / data.length;
  37241. }
  37242. }
  37243. /**
  37244. * Buffered scene graph property that allows weighted accumulation; used internally.
  37245. */
  37246. class PropertyMixer {
  37247. /**
  37248. * Constructs a new property mixer.
  37249. *
  37250. * @param {PropertyBinding} binding - The property binding.
  37251. * @param {string} typeName - The keyframe track type name.
  37252. * @param {number} valueSize - The keyframe track value size.
  37253. */
  37254. constructor( binding, typeName, valueSize ) {
  37255. /**
  37256. * The property binding.
  37257. *
  37258. * @type {PropertyBinding}
  37259. */
  37260. this.binding = binding;
  37261. /**
  37262. * The keyframe track value size.
  37263. *
  37264. * @type {number}
  37265. */
  37266. this.valueSize = valueSize;
  37267. let mixFunction,
  37268. mixFunctionAdditive,
  37269. setIdentity;
  37270. // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]
  37271. //
  37272. // interpolators can use .buffer as their .result
  37273. // the data then goes to 'incoming'
  37274. //
  37275. // 'accu0' and 'accu1' are used frame-interleaved for
  37276. // the cumulative result and are compared to detect
  37277. // changes
  37278. //
  37279. // 'orig' stores the original state of the property
  37280. //
  37281. // 'add' is used for additive cumulative results
  37282. //
  37283. // 'work' is optional and is only present for quaternion types. It is used
  37284. // to store intermediate quaternion multiplication results
  37285. switch ( typeName ) {
  37286. case 'quaternion':
  37287. mixFunction = this._slerp;
  37288. mixFunctionAdditive = this._slerpAdditive;
  37289. setIdentity = this._setAdditiveIdentityQuaternion;
  37290. this.buffer = new Float64Array( valueSize * 6 );
  37291. this._workIndex = 5;
  37292. break;
  37293. case 'string':
  37294. case 'bool':
  37295. mixFunction = this._select;
  37296. // Use the regular mix function and for additive on these types,
  37297. // additive is not relevant for non-numeric types
  37298. mixFunctionAdditive = this._select;
  37299. setIdentity = this._setAdditiveIdentityOther;
  37300. this.buffer = new Array( valueSize * 5 );
  37301. break;
  37302. default:
  37303. mixFunction = this._lerp;
  37304. mixFunctionAdditive = this._lerpAdditive;
  37305. setIdentity = this._setAdditiveIdentityNumeric;
  37306. this.buffer = new Float64Array( valueSize * 5 );
  37307. }
  37308. this._mixBufferRegion = mixFunction;
  37309. this._mixBufferRegionAdditive = mixFunctionAdditive;
  37310. this._setIdentity = setIdentity;
  37311. this._origIndex = 3;
  37312. this._addIndex = 4;
  37313. /**
  37314. * TODO
  37315. *
  37316. * @type {number}
  37317. * @default 0
  37318. */
  37319. this.cumulativeWeight = 0;
  37320. /**
  37321. * TODO
  37322. *
  37323. * @type {number}
  37324. * @default 0
  37325. */
  37326. this.cumulativeWeightAdditive = 0;
  37327. /**
  37328. * TODO
  37329. *
  37330. * @type {number}
  37331. * @default 0
  37332. */
  37333. this.useCount = 0;
  37334. /**
  37335. * TODO
  37336. *
  37337. * @type {number}
  37338. * @default 0
  37339. */
  37340. this.referenceCount = 0;
  37341. }
  37342. /**
  37343. * Accumulates data in the `incoming` region into `accu<i>`.
  37344. *
  37345. * @param {number} accuIndex - The accumulation index.
  37346. * @param {number} weight - The weight.
  37347. */
  37348. accumulate( accuIndex, weight ) {
  37349. // note: happily accumulating nothing when weight = 0, the caller knows
  37350. // the weight and shouldn't have made the call in the first place
  37351. const buffer = this.buffer,
  37352. stride = this.valueSize,
  37353. offset = accuIndex * stride + stride;
  37354. let currentWeight = this.cumulativeWeight;
  37355. if ( currentWeight === 0 ) {
  37356. // accuN := incoming * weight
  37357. for ( let i = 0; i !== stride; ++ i ) {
  37358. buffer[ offset + i ] = buffer[ i ];
  37359. }
  37360. currentWeight = weight;
  37361. } else {
  37362. // accuN := accuN + incoming * weight
  37363. currentWeight += weight;
  37364. const mix = weight / currentWeight;
  37365. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  37366. }
  37367. this.cumulativeWeight = currentWeight;
  37368. }
  37369. /**
  37370. * Accumulates data in the `incoming` region into `add`.
  37371. *
  37372. * @param {number} weight - The weight.
  37373. */
  37374. accumulateAdditive( weight ) {
  37375. const buffer = this.buffer,
  37376. stride = this.valueSize,
  37377. offset = stride * this._addIndex;
  37378. if ( this.cumulativeWeightAdditive === 0 ) {
  37379. // add = identity
  37380. this._setIdentity();
  37381. }
  37382. // add := add + incoming * weight
  37383. this._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );
  37384. this.cumulativeWeightAdditive += weight;
  37385. }
  37386. /**
  37387. * Applies the state of `accu<i>` to the binding when accus differ.
  37388. *
  37389. * @param {number} accuIndex - The accumulation index.
  37390. */
  37391. apply( accuIndex ) {
  37392. const stride = this.valueSize,
  37393. buffer = this.buffer,
  37394. offset = accuIndex * stride + stride,
  37395. weight = this.cumulativeWeight,
  37396. weightAdditive = this.cumulativeWeightAdditive,
  37397. binding = this.binding;
  37398. this.cumulativeWeight = 0;
  37399. this.cumulativeWeightAdditive = 0;
  37400. if ( weight < 1 ) {
  37401. // accuN := accuN + original * ( 1 - cumulativeWeight )
  37402. const originalValueOffset = stride * this._origIndex;
  37403. this._mixBufferRegion(
  37404. buffer, offset, originalValueOffset, 1 - weight, stride );
  37405. }
  37406. if ( weightAdditive > 0 ) {
  37407. // accuN := accuN + additive accuN
  37408. this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );
  37409. }
  37410. for ( let i = stride, e = stride + stride; i !== e; ++ i ) {
  37411. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  37412. // value has changed -> update scene graph
  37413. binding.setValue( buffer, offset );
  37414. break;
  37415. }
  37416. }
  37417. }
  37418. /**
  37419. * Remembers the state of the bound property and copy it to both accus.
  37420. */
  37421. saveOriginalState() {
  37422. const binding = this.binding;
  37423. const buffer = this.buffer,
  37424. stride = this.valueSize,
  37425. originalValueOffset = stride * this._origIndex;
  37426. binding.getValue( buffer, originalValueOffset );
  37427. // accu[0..1] := orig -- initially detect changes against the original
  37428. for ( let i = stride, e = originalValueOffset; i !== e; ++ i ) {
  37429. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  37430. }
  37431. // Add to identity for additive
  37432. this._setIdentity();
  37433. this.cumulativeWeight = 0;
  37434. this.cumulativeWeightAdditive = 0;
  37435. }
  37436. /**
  37437. * Applies the state previously taken via {@link PropertyMixer#saveOriginalState} to the binding.
  37438. */
  37439. restoreOriginalState() {
  37440. const originalValueOffset = this.valueSize * 3;
  37441. this.binding.setValue( this.buffer, originalValueOffset );
  37442. }
  37443. // internals
  37444. _setAdditiveIdentityNumeric() {
  37445. const startIndex = this._addIndex * this.valueSize;
  37446. const endIndex = startIndex + this.valueSize;
  37447. for ( let i = startIndex; i < endIndex; i ++ ) {
  37448. this.buffer[ i ] = 0;
  37449. }
  37450. }
  37451. _setAdditiveIdentityQuaternion() {
  37452. this._setAdditiveIdentityNumeric();
  37453. this.buffer[ this._addIndex * this.valueSize + 3 ] = 1;
  37454. }
  37455. _setAdditiveIdentityOther() {
  37456. const startIndex = this._origIndex * this.valueSize;
  37457. const targetIndex = this._addIndex * this.valueSize;
  37458. for ( let i = 0; i < this.valueSize; i ++ ) {
  37459. this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];
  37460. }
  37461. }
  37462. // mix functions
  37463. _select( buffer, dstOffset, srcOffset, t, stride ) {
  37464. if ( t >= 0.5 ) {
  37465. for ( let i = 0; i !== stride; ++ i ) {
  37466. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  37467. }
  37468. }
  37469. }
  37470. _slerp( buffer, dstOffset, srcOffset, t ) {
  37471. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  37472. }
  37473. _slerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
  37474. const workOffset = this._workIndex * stride;
  37475. // Store result in intermediate buffer offset
  37476. Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );
  37477. // Slerp to the intermediate result
  37478. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );
  37479. }
  37480. _lerp( buffer, dstOffset, srcOffset, t, stride ) {
  37481. const s = 1 - t;
  37482. for ( let i = 0; i !== stride; ++ i ) {
  37483. const j = dstOffset + i;
  37484. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  37485. }
  37486. }
  37487. _lerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
  37488. for ( let i = 0; i !== stride; ++ i ) {
  37489. const j = dstOffset + i;
  37490. buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;
  37491. }
  37492. }
  37493. }
  37494. // Characters [].:/ are reserved for track binding syntax.
  37495. const _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  37496. const _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  37497. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  37498. // only latin characters, and the unicode \p{L} is not yet supported. So
  37499. // instead, we exclude reserved characters and match everything else.
  37500. const _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  37501. const _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  37502. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  37503. // be matched to parse the rest of the track name.
  37504. const _directoryRe = /*@__PURE__*/ /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  37505. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  37506. const _nodeRe = /*@__PURE__*/ /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  37507. // Object on target node, and accessor. May not contain reserved
  37508. // characters. Accessor may contain any character except closing bracket.
  37509. const _objectRe = /*@__PURE__*/ /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  37510. // Property and accessor. May not contain reserved characters. Accessor may
  37511. // contain any non-bracket characters.
  37512. const _propertyRe = /*@__PURE__*/ /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  37513. const _trackRe = new RegExp( ''
  37514. + '^'
  37515. + _directoryRe
  37516. + _nodeRe
  37517. + _objectRe
  37518. + _propertyRe
  37519. + '$'
  37520. );
  37521. const _supportedObjectNames = [ 'material', 'materials', 'bones', 'map' ];
  37522. class Composite {
  37523. constructor( targetGroup, path, optionalParsedPath ) {
  37524. const parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  37525. this._targetGroup = targetGroup;
  37526. this._bindings = targetGroup.subscribe_( path, parsedPath );
  37527. }
  37528. getValue( array, offset ) {
  37529. this.bind(); // bind all binding
  37530. const firstValidIndex = this._targetGroup.nCachedObjects_,
  37531. binding = this._bindings[ firstValidIndex ];
  37532. // and only call .getValue on the first
  37533. if ( binding !== undefined ) binding.getValue( array, offset );
  37534. }
  37535. setValue( array, offset ) {
  37536. const bindings = this._bindings;
  37537. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  37538. bindings[ i ].setValue( array, offset );
  37539. }
  37540. }
  37541. bind() {
  37542. const bindings = this._bindings;
  37543. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  37544. bindings[ i ].bind();
  37545. }
  37546. }
  37547. unbind() {
  37548. const bindings = this._bindings;
  37549. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  37550. bindings[ i ].unbind();
  37551. }
  37552. }
  37553. }
  37554. // Note: This class uses a State pattern on a per-method basis:
  37555. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  37556. // prototype version of these methods with one that represents
  37557. // the bound state. When the property is not found, the methods
  37558. // become no-ops.
  37559. /**
  37560. * This holds a reference to a real property in the scene graph; used internally.
  37561. */
  37562. class PropertyBinding {
  37563. /**
  37564. * Constructs a new property binding.
  37565. *
  37566. * @param {Object} rootNode - The root node.
  37567. * @param {string} path - The path.
  37568. * @param {?Object} [parsedPath] - The parsed path.
  37569. */
  37570. constructor( rootNode, path, parsedPath ) {
  37571. /**
  37572. * The object path to the animated property.
  37573. *
  37574. * @type {string}
  37575. */
  37576. this.path = path;
  37577. /**
  37578. * An object holding information about the path.
  37579. *
  37580. * @type {Object}
  37581. */
  37582. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  37583. /**
  37584. * The object owns the animated property.
  37585. *
  37586. * @type {?Object}
  37587. */
  37588. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName );
  37589. /**
  37590. * The root node.
  37591. *
  37592. * @type {Object3D|Skeleton}
  37593. */
  37594. this.rootNode = rootNode;
  37595. // initial state of these methods that calls 'bind'
  37596. this.getValue = this._getValue_unbound;
  37597. this.setValue = this._setValue_unbound;
  37598. }
  37599. /**
  37600. * Factory method for creating a property binding from the given parameters.
  37601. *
  37602. * @static
  37603. * @param {Object} root - The root node.
  37604. * @param {string} path - The path.
  37605. * @param {?Object} [parsedPath] - The parsed path.
  37606. * @return {PropertyBinding|Composite} The created property binding or composite.
  37607. */
  37608. static create( root, path, parsedPath ) {
  37609. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  37610. return new PropertyBinding( root, path, parsedPath );
  37611. } else {
  37612. return new PropertyBinding.Composite( root, path, parsedPath );
  37613. }
  37614. }
  37615. /**
  37616. * Replaces spaces with underscores and removes unsupported characters from
  37617. * node names, to ensure compatibility with parseTrackName().
  37618. *
  37619. * @param {string} name - Node name to be sanitized.
  37620. * @return {string} The sanitized node name.
  37621. */
  37622. static sanitizeNodeName( name ) {
  37623. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  37624. }
  37625. /**
  37626. * Parses the given track name (an object path to an animated property) and
  37627. * returns an object with information about the path. Matches strings in the following forms:
  37628. *
  37629. * - nodeName.property
  37630. * - nodeName.property[accessor]
  37631. * - nodeName.material.property[accessor]
  37632. * - uuid.property[accessor]
  37633. * - uuid.objectName[objectIndex].propertyName[propertyIndex]
  37634. * - parentName/nodeName.property
  37635. * - parentName/parentName/nodeName.property[index]
  37636. * - .bone[Armature.DEF_cog].position
  37637. * - scene:helium_balloon_model:helium_balloon_model.position
  37638. *
  37639. * @static
  37640. * @param {string} trackName - The track name to parse.
  37641. * @return {Object} The parsed track name as an object.
  37642. */
  37643. static parseTrackName( trackName ) {
  37644. const matches = _trackRe.exec( trackName );
  37645. if ( matches === null ) {
  37646. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  37647. }
  37648. const results = {
  37649. // directoryName: matches[ 1 ], // (tschw) currently unused
  37650. nodeName: matches[ 2 ],
  37651. objectName: matches[ 3 ],
  37652. objectIndex: matches[ 4 ],
  37653. propertyName: matches[ 5 ], // required
  37654. propertyIndex: matches[ 6 ]
  37655. };
  37656. const lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  37657. if ( lastDot !== undefined && lastDot !== -1 ) {
  37658. const objectName = results.nodeName.substring( lastDot + 1 );
  37659. // Object names must be checked against an allowlist. Otherwise, there
  37660. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  37661. // 'bar' could be the objectName, or part of a nodeName (which can
  37662. // include '.' characters).
  37663. if ( _supportedObjectNames.indexOf( objectName ) !== -1 ) {
  37664. results.nodeName = results.nodeName.substring( 0, lastDot );
  37665. results.objectName = objectName;
  37666. }
  37667. }
  37668. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  37669. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  37670. }
  37671. return results;
  37672. }
  37673. /**
  37674. * Searches for a node in the hierarchy of the given root object by the given
  37675. * node name.
  37676. *
  37677. * @static
  37678. * @param {Object} root - The root object.
  37679. * @param {string|number} nodeName - The name of the node.
  37680. * @return {?Object} The found node. Returns `null` if no object was found.
  37681. */
  37682. static findNode( root, nodeName ) {
  37683. if ( nodeName === undefined || nodeName === '' || nodeName === '.' || nodeName === -1 || nodeName === root.name || nodeName === root.uuid ) {
  37684. return root;
  37685. }
  37686. // search into skeleton bones.
  37687. if ( root.skeleton ) {
  37688. const bone = root.skeleton.getBoneByName( nodeName );
  37689. if ( bone !== undefined ) {
  37690. return bone;
  37691. }
  37692. }
  37693. // search into node subtree.
  37694. if ( root.children ) {
  37695. const searchNodeSubtree = function ( children ) {
  37696. for ( let i = 0; i < children.length; i ++ ) {
  37697. const childNode = children[ i ];
  37698. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  37699. return childNode;
  37700. }
  37701. const result = searchNodeSubtree( childNode.children );
  37702. if ( result ) return result;
  37703. }
  37704. return null;
  37705. };
  37706. const subTreeNode = searchNodeSubtree( root.children );
  37707. if ( subTreeNode ) {
  37708. return subTreeNode;
  37709. }
  37710. }
  37711. return null;
  37712. }
  37713. // these are used to "bind" a nonexistent property
  37714. _getValue_unavailable() {}
  37715. _setValue_unavailable() {}
  37716. // Getters
  37717. _getValue_direct( buffer, offset ) {
  37718. buffer[ offset ] = this.targetObject[ this.propertyName ];
  37719. }
  37720. _getValue_array( buffer, offset ) {
  37721. const source = this.resolvedProperty;
  37722. for ( let i = 0, n = source.length; i !== n; ++ i ) {
  37723. buffer[ offset ++ ] = source[ i ];
  37724. }
  37725. }
  37726. _getValue_arrayElement( buffer, offset ) {
  37727. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  37728. }
  37729. _getValue_toArray( buffer, offset ) {
  37730. this.resolvedProperty.toArray( buffer, offset );
  37731. }
  37732. // Direct
  37733. _setValue_direct( buffer, offset ) {
  37734. this.targetObject[ this.propertyName ] = buffer[ offset ];
  37735. }
  37736. _setValue_direct_setNeedsUpdate( buffer, offset ) {
  37737. this.targetObject[ this.propertyName ] = buffer[ offset ];
  37738. this.targetObject.needsUpdate = true;
  37739. }
  37740. _setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37741. this.targetObject[ this.propertyName ] = buffer[ offset ];
  37742. this.targetObject.matrixWorldNeedsUpdate = true;
  37743. }
  37744. // EntireArray
  37745. _setValue_array( buffer, offset ) {
  37746. const dest = this.resolvedProperty;
  37747. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  37748. dest[ i ] = buffer[ offset ++ ];
  37749. }
  37750. }
  37751. _setValue_array_setNeedsUpdate( buffer, offset ) {
  37752. const dest = this.resolvedProperty;
  37753. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  37754. dest[ i ] = buffer[ offset ++ ];
  37755. }
  37756. this.targetObject.needsUpdate = true;
  37757. }
  37758. _setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37759. const dest = this.resolvedProperty;
  37760. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  37761. dest[ i ] = buffer[ offset ++ ];
  37762. }
  37763. this.targetObject.matrixWorldNeedsUpdate = true;
  37764. }
  37765. // ArrayElement
  37766. _setValue_arrayElement( buffer, offset ) {
  37767. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  37768. }
  37769. _setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  37770. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  37771. this.targetObject.needsUpdate = true;
  37772. }
  37773. _setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37774. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  37775. this.targetObject.matrixWorldNeedsUpdate = true;
  37776. }
  37777. // HasToFromArray
  37778. _setValue_fromArray( buffer, offset ) {
  37779. this.resolvedProperty.fromArray( buffer, offset );
  37780. }
  37781. _setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  37782. this.resolvedProperty.fromArray( buffer, offset );
  37783. this.targetObject.needsUpdate = true;
  37784. }
  37785. _setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37786. this.resolvedProperty.fromArray( buffer, offset );
  37787. this.targetObject.matrixWorldNeedsUpdate = true;
  37788. }
  37789. _getValue_unbound( targetArray, offset ) {
  37790. this.bind();
  37791. this.getValue( targetArray, offset );
  37792. }
  37793. _setValue_unbound( sourceArray, offset ) {
  37794. this.bind();
  37795. this.setValue( sourceArray, offset );
  37796. }
  37797. /**
  37798. * Creates a getter / setter pair for the property tracked by this binding.
  37799. */
  37800. bind() {
  37801. let targetObject = this.node;
  37802. const parsedPath = this.parsedPath;
  37803. const objectName = parsedPath.objectName;
  37804. const propertyName = parsedPath.propertyName;
  37805. let propertyIndex = parsedPath.propertyIndex;
  37806. if ( ! targetObject ) {
  37807. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName );
  37808. this.node = targetObject;
  37809. }
  37810. // set fail state so we can just 'return' on error
  37811. this.getValue = this._getValue_unavailable;
  37812. this.setValue = this._setValue_unavailable;
  37813. // ensure there is a value node
  37814. if ( ! targetObject ) {
  37815. warn( 'PropertyBinding: No target node found for track: ' + this.path + '.' );
  37816. return;
  37817. }
  37818. if ( objectName ) {
  37819. let objectIndex = parsedPath.objectIndex;
  37820. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  37821. switch ( objectName ) {
  37822. case 'materials':
  37823. if ( ! targetObject.material ) {
  37824. error( 'PropertyBinding: Can not bind to material as node does not have a material.', this );
  37825. return;
  37826. }
  37827. if ( ! targetObject.material.materials ) {
  37828. error( 'PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  37829. return;
  37830. }
  37831. targetObject = targetObject.material.materials;
  37832. break;
  37833. case 'bones':
  37834. if ( ! targetObject.skeleton ) {
  37835. error( 'PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  37836. return;
  37837. }
  37838. // potential future optimization: skip this if propertyIndex is already an integer
  37839. // and convert the integer string to a true integer.
  37840. targetObject = targetObject.skeleton.bones;
  37841. // support resolving morphTarget names into indices.
  37842. for ( let i = 0; i < targetObject.length; i ++ ) {
  37843. if ( targetObject[ i ].name === objectIndex ) {
  37844. objectIndex = i;
  37845. break;
  37846. }
  37847. }
  37848. break;
  37849. case 'map':
  37850. if ( 'map' in targetObject ) {
  37851. targetObject = targetObject.map;
  37852. break;
  37853. }
  37854. if ( ! targetObject.material ) {
  37855. error( 'PropertyBinding: Can not bind to material as node does not have a material.', this );
  37856. return;
  37857. }
  37858. if ( ! targetObject.material.map ) {
  37859. error( 'PropertyBinding: Can not bind to material.map as node.material does not have a map.', this );
  37860. return;
  37861. }
  37862. targetObject = targetObject.material.map;
  37863. break;
  37864. default:
  37865. if ( targetObject[ objectName ] === undefined ) {
  37866. error( 'PropertyBinding: Can not bind to objectName of node undefined.', this );
  37867. return;
  37868. }
  37869. targetObject = targetObject[ objectName ];
  37870. }
  37871. if ( objectIndex !== undefined ) {
  37872. if ( targetObject[ objectIndex ] === undefined ) {
  37873. error( 'PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  37874. return;
  37875. }
  37876. targetObject = targetObject[ objectIndex ];
  37877. }
  37878. }
  37879. // resolve property
  37880. const nodeProperty = targetObject[ propertyName ];
  37881. if ( nodeProperty === undefined ) {
  37882. const nodeName = parsedPath.nodeName;
  37883. error( 'PropertyBinding: Trying to update property for track: ' + nodeName +
  37884. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  37885. return;
  37886. }
  37887. // determine versioning scheme
  37888. let versioning = this.Versioning.None;
  37889. this.targetObject = targetObject;
  37890. if ( targetObject.isMaterial === true ) {
  37891. versioning = this.Versioning.NeedsUpdate;
  37892. } else if ( targetObject.isObject3D === true ) {
  37893. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  37894. }
  37895. // determine how the property gets bound
  37896. let bindingType = this.BindingType.Direct;
  37897. if ( propertyIndex !== undefined ) {
  37898. // access a sub element of the property array (only primitives are supported right now)
  37899. if ( propertyName === 'morphTargetInfluences' ) {
  37900. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  37901. // support resolving morphTarget names into indices.
  37902. if ( ! targetObject.geometry ) {
  37903. error( 'PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  37904. return;
  37905. }
  37906. if ( ! targetObject.geometry.morphAttributes ) {
  37907. error( 'PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  37908. return;
  37909. }
  37910. if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {
  37911. propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];
  37912. }
  37913. }
  37914. bindingType = this.BindingType.ArrayElement;
  37915. this.resolvedProperty = nodeProperty;
  37916. this.propertyIndex = propertyIndex;
  37917. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  37918. // must use copy for Object3D.Euler/Quaternion
  37919. bindingType = this.BindingType.HasFromToArray;
  37920. this.resolvedProperty = nodeProperty;
  37921. } else if ( Array.isArray( nodeProperty ) ) {
  37922. bindingType = this.BindingType.EntireArray;
  37923. this.resolvedProperty = nodeProperty;
  37924. } else {
  37925. this.propertyName = propertyName;
  37926. }
  37927. // select getter / setter
  37928. this.getValue = this.GetterByBindingType[ bindingType ];
  37929. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  37930. }
  37931. /**
  37932. * Unbinds the property.
  37933. */
  37934. unbind() {
  37935. this.node = null;
  37936. // back to the prototype version of getValue / setValue
  37937. // note: avoiding to mutate the shape of 'this' via 'delete'
  37938. this.getValue = this._getValue_unbound;
  37939. this.setValue = this._setValue_unbound;
  37940. }
  37941. }
  37942. PropertyBinding.Composite = Composite;
  37943. PropertyBinding.prototype.BindingType = {
  37944. Direct: 0,
  37945. EntireArray: 1,
  37946. ArrayElement: 2,
  37947. HasFromToArray: 3
  37948. };
  37949. PropertyBinding.prototype.Versioning = {
  37950. None: 0,
  37951. NeedsUpdate: 1,
  37952. MatrixWorldNeedsUpdate: 2
  37953. };
  37954. PropertyBinding.prototype.GetterByBindingType = [
  37955. PropertyBinding.prototype._getValue_direct,
  37956. PropertyBinding.prototype._getValue_array,
  37957. PropertyBinding.prototype._getValue_arrayElement,
  37958. PropertyBinding.prototype._getValue_toArray,
  37959. ];
  37960. PropertyBinding.prototype.SetterByBindingTypeAndVersioning = [
  37961. [
  37962. // Direct
  37963. PropertyBinding.prototype._setValue_direct,
  37964. PropertyBinding.prototype._setValue_direct_setNeedsUpdate,
  37965. PropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate,
  37966. ], [
  37967. // EntireArray
  37968. PropertyBinding.prototype._setValue_array,
  37969. PropertyBinding.prototype._setValue_array_setNeedsUpdate,
  37970. PropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate,
  37971. ], [
  37972. // ArrayElement
  37973. PropertyBinding.prototype._setValue_arrayElement,
  37974. PropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate,
  37975. PropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate,
  37976. ], [
  37977. // HasToFromArray
  37978. PropertyBinding.prototype._setValue_fromArray,
  37979. PropertyBinding.prototype._setValue_fromArray_setNeedsUpdate,
  37980. PropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate,
  37981. ]
  37982. ];
  37983. /**
  37984. * A group of objects that receives a shared animation state.
  37985. *
  37986. * Usage:
  37987. *
  37988. * - Add objects you would otherwise pass as 'root' to the
  37989. * constructor or the .clipAction method of AnimationMixer.
  37990. * - Instead pass this object as 'root'.
  37991. * - You can also add and remove objects later when the mixer is running.
  37992. *
  37993. * Note:
  37994. *
  37995. * - Objects of this class appear as one object to the mixer,
  37996. * so cache control of the individual objects must be done on the group.
  37997. *
  37998. * Limitation:
  37999. *
  38000. * - The animated properties must be compatible among the all objects in the group.
  38001. * - A single property can either be controlled through a target group or directly, but not both.
  38002. */
  38003. class AnimationObjectGroup {
  38004. /**
  38005. * Constructs a new animation group.
  38006. *
  38007. * @param {...Object3D} arguments - An arbitrary number of 3D objects that share the same animation state.
  38008. */
  38009. constructor() {
  38010. /**
  38011. * This flag can be used for type testing.
  38012. *
  38013. * @type {boolean}
  38014. * @readonly
  38015. * @default true
  38016. */
  38017. this.isAnimationObjectGroup = true;
  38018. /**
  38019. * The UUID of the 3D object.
  38020. *
  38021. * @type {string}
  38022. * @readonly
  38023. */
  38024. this.uuid = generateUUID();
  38025. // cached objects followed by the active ones
  38026. this._objects = Array.prototype.slice.call( arguments );
  38027. this.nCachedObjects_ = 0; // threshold
  38028. // note: read by PropertyBinding.Composite
  38029. const indices = {};
  38030. this._indicesByUUID = indices; // for bookkeeping
  38031. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  38032. indices[ arguments[ i ].uuid ] = i;
  38033. }
  38034. this._paths = []; // inside: string
  38035. this._parsedPaths = []; // inside: { we don't care, here }
  38036. this._bindings = []; // inside: Array< PropertyBinding >
  38037. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  38038. const scope = this;
  38039. this.stats = {
  38040. objects: {
  38041. get total() {
  38042. return scope._objects.length;
  38043. },
  38044. get inUse() {
  38045. return this.total - scope.nCachedObjects_;
  38046. }
  38047. },
  38048. get bindingsPerObject() {
  38049. return scope._bindings.length;
  38050. }
  38051. };
  38052. }
  38053. /**
  38054. * Adds an arbitrary number of objects to this animation group.
  38055. *
  38056. * @param {...Object3D} arguments - The 3D objects to add.
  38057. */
  38058. add() {
  38059. const objects = this._objects,
  38060. indicesByUUID = this._indicesByUUID,
  38061. paths = this._paths,
  38062. parsedPaths = this._parsedPaths,
  38063. bindings = this._bindings,
  38064. nBindings = bindings.length;
  38065. let knownObject = undefined,
  38066. nObjects = objects.length,
  38067. nCachedObjects = this.nCachedObjects_;
  38068. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  38069. const object = arguments[ i ],
  38070. uuid = object.uuid;
  38071. let index = indicesByUUID[ uuid ];
  38072. if ( index === undefined ) {
  38073. // unknown object -> add it to the ACTIVE region
  38074. index = nObjects ++;
  38075. indicesByUUID[ uuid ] = index;
  38076. objects.push( object );
  38077. // accounting is done, now do the same for all bindings
  38078. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38079. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  38080. }
  38081. } else if ( index < nCachedObjects ) {
  38082. knownObject = objects[ index ];
  38083. // move existing object to the ACTIVE region
  38084. const firstActiveIndex = -- nCachedObjects,
  38085. lastCachedObject = objects[ firstActiveIndex ];
  38086. indicesByUUID[ lastCachedObject.uuid ] = index;
  38087. objects[ index ] = lastCachedObject;
  38088. indicesByUUID[ uuid ] = firstActiveIndex;
  38089. objects[ firstActiveIndex ] = object;
  38090. // accounting is done, now do the same for all bindings
  38091. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38092. const bindingsForPath = bindings[ j ],
  38093. lastCached = bindingsForPath[ firstActiveIndex ];
  38094. let binding = bindingsForPath[ index ];
  38095. bindingsForPath[ index ] = lastCached;
  38096. if ( binding === undefined ) {
  38097. // since we do not bother to create new bindings
  38098. // for objects that are cached, the binding may
  38099. // or may not exist
  38100. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  38101. }
  38102. bindingsForPath[ firstActiveIndex ] = binding;
  38103. }
  38104. } else if ( objects[ index ] !== knownObject ) {
  38105. error( 'AnimationObjectGroup: Different objects with the same UUID ' +
  38106. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  38107. } // else the object is already where we want it to be
  38108. } // for arguments
  38109. this.nCachedObjects_ = nCachedObjects;
  38110. }
  38111. /**
  38112. * Removes an arbitrary number of objects to this animation group
  38113. *
  38114. * @param {...Object3D} arguments - The 3D objects to remove.
  38115. */
  38116. remove() {
  38117. const objects = this._objects,
  38118. indicesByUUID = this._indicesByUUID,
  38119. bindings = this._bindings,
  38120. nBindings = bindings.length;
  38121. let nCachedObjects = this.nCachedObjects_;
  38122. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  38123. const object = arguments[ i ],
  38124. uuid = object.uuid,
  38125. index = indicesByUUID[ uuid ];
  38126. if ( index !== undefined && index >= nCachedObjects ) {
  38127. // move existing object into the CACHED region
  38128. const lastCachedIndex = nCachedObjects ++,
  38129. firstActiveObject = objects[ lastCachedIndex ];
  38130. indicesByUUID[ firstActiveObject.uuid ] = index;
  38131. objects[ index ] = firstActiveObject;
  38132. indicesByUUID[ uuid ] = lastCachedIndex;
  38133. objects[ lastCachedIndex ] = object;
  38134. // accounting is done, now do the same for all bindings
  38135. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38136. const bindingsForPath = bindings[ j ],
  38137. firstActive = bindingsForPath[ lastCachedIndex ],
  38138. binding = bindingsForPath[ index ];
  38139. bindingsForPath[ index ] = firstActive;
  38140. bindingsForPath[ lastCachedIndex ] = binding;
  38141. }
  38142. }
  38143. } // for arguments
  38144. this.nCachedObjects_ = nCachedObjects;
  38145. }
  38146. /**
  38147. * Deallocates all memory resources for the passed 3D objects of this animation group.
  38148. *
  38149. * @param {...Object3D} arguments - The 3D objects to uncache.
  38150. */
  38151. uncache() {
  38152. const objects = this._objects,
  38153. indicesByUUID = this._indicesByUUID,
  38154. bindings = this._bindings,
  38155. nBindings = bindings.length;
  38156. let nCachedObjects = this.nCachedObjects_,
  38157. nObjects = objects.length;
  38158. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  38159. const object = arguments[ i ],
  38160. uuid = object.uuid,
  38161. index = indicesByUUID[ uuid ];
  38162. if ( index !== undefined ) {
  38163. delete indicesByUUID[ uuid ];
  38164. if ( index < nCachedObjects ) {
  38165. // object is cached, shrink the CACHED region
  38166. const firstActiveIndex = -- nCachedObjects,
  38167. lastCachedObject = objects[ firstActiveIndex ],
  38168. lastIndex = -- nObjects,
  38169. lastObject = objects[ lastIndex ];
  38170. // last cached object takes this object's place
  38171. indicesByUUID[ lastCachedObject.uuid ] = index;
  38172. objects[ index ] = lastCachedObject;
  38173. // last object goes to the activated slot and pop
  38174. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  38175. objects[ firstActiveIndex ] = lastObject;
  38176. objects.pop();
  38177. // accounting is done, now do the same for all bindings
  38178. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38179. const bindingsForPath = bindings[ j ],
  38180. lastCached = bindingsForPath[ firstActiveIndex ],
  38181. last = bindingsForPath[ lastIndex ];
  38182. bindingsForPath[ index ] = lastCached;
  38183. bindingsForPath[ firstActiveIndex ] = last;
  38184. bindingsForPath.pop();
  38185. }
  38186. } else {
  38187. // object is active, just swap with the last and pop
  38188. const lastIndex = -- nObjects,
  38189. lastObject = objects[ lastIndex ];
  38190. if ( lastIndex > 0 ) {
  38191. indicesByUUID[ lastObject.uuid ] = index;
  38192. }
  38193. objects[ index ] = lastObject;
  38194. objects.pop();
  38195. // accounting is done, now do the same for all bindings
  38196. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38197. const bindingsForPath = bindings[ j ];
  38198. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  38199. bindingsForPath.pop();
  38200. }
  38201. } // cached or active
  38202. } // if object is known
  38203. } // for arguments
  38204. this.nCachedObjects_ = nCachedObjects;
  38205. }
  38206. // Internal interface used by befriended PropertyBinding.Composite:
  38207. subscribe_( path, parsedPath ) {
  38208. // returns an array of bindings for the given path that is changed
  38209. // according to the contained objects in the group
  38210. const indicesByPath = this._bindingsIndicesByPath;
  38211. let index = indicesByPath[ path ];
  38212. const bindings = this._bindings;
  38213. if ( index !== undefined ) return bindings[ index ];
  38214. const paths = this._paths,
  38215. parsedPaths = this._parsedPaths,
  38216. objects = this._objects,
  38217. nObjects = objects.length,
  38218. nCachedObjects = this.nCachedObjects_,
  38219. bindingsForPath = new Array( nObjects );
  38220. index = bindings.length;
  38221. indicesByPath[ path ] = index;
  38222. paths.push( path );
  38223. parsedPaths.push( parsedPath );
  38224. bindings.push( bindingsForPath );
  38225. for ( let i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  38226. const object = objects[ i ];
  38227. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  38228. }
  38229. return bindingsForPath;
  38230. }
  38231. unsubscribe_( path ) {
  38232. // tells the group to forget about a property path and no longer
  38233. // update the array previously obtained with 'subscribe_'
  38234. const indicesByPath = this._bindingsIndicesByPath,
  38235. index = indicesByPath[ path ];
  38236. if ( index !== undefined ) {
  38237. const paths = this._paths,
  38238. parsedPaths = this._parsedPaths,
  38239. bindings = this._bindings,
  38240. lastBindingsIndex = bindings.length - 1,
  38241. lastBindings = bindings[ lastBindingsIndex ],
  38242. lastBindingsPath = path[ lastBindingsIndex ];
  38243. indicesByPath[ lastBindingsPath ] = index;
  38244. bindings[ index ] = lastBindings;
  38245. bindings.pop();
  38246. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  38247. parsedPaths.pop();
  38248. paths[ index ] = paths[ lastBindingsIndex ];
  38249. paths.pop();
  38250. }
  38251. }
  38252. }
  38253. /**
  38254. * An instance of `AnimationAction` schedules the playback of an animation which is
  38255. * stored in {@link AnimationClip}.
  38256. */
  38257. class AnimationAction {
  38258. /**
  38259. * Constructs a new animation action.
  38260. *
  38261. * @param {AnimationMixer} mixer - The mixer that is controlled by this action.
  38262. * @param {AnimationClip} clip - The animation clip that holds the actual keyframes.
  38263. * @param {?Object3D} [localRoot=null] - The root object on which this action is performed.
  38264. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode] - The blend mode.
  38265. */
  38266. constructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) {
  38267. this._mixer = mixer;
  38268. this._clip = clip;
  38269. this._localRoot = localRoot;
  38270. /**
  38271. * Defines how the animation is blended/combined when two or more animations
  38272. * are simultaneously played.
  38273. *
  38274. * @type {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)}
  38275. */
  38276. this.blendMode = blendMode;
  38277. const tracks = clip.tracks,
  38278. nTracks = tracks.length,
  38279. interpolants = new Array( nTracks );
  38280. const interpolantSettings = {
  38281. endingStart: ZeroCurvatureEnding,
  38282. endingEnd: ZeroCurvatureEnding
  38283. };
  38284. for ( let i = 0; i !== nTracks; ++ i ) {
  38285. const interpolant = tracks[ i ].createInterpolant( null );
  38286. interpolants[ i ] = interpolant;
  38287. interpolant.settings = interpolantSettings;
  38288. }
  38289. this._interpolantSettings = interpolantSettings;
  38290. this._interpolants = interpolants; // bound by the mixer
  38291. // inside: PropertyMixer (managed by the mixer)
  38292. this._propertyBindings = new Array( nTracks );
  38293. this._cacheIndex = null; // for the memory manager
  38294. this._byClipCacheIndex = null; // for the memory manager
  38295. this._timeScaleInterpolant = null;
  38296. this._weightInterpolant = null;
  38297. /**
  38298. * The loop mode, set via {@link AnimationAction#setLoop}.
  38299. *
  38300. * @type {(LoopRepeat|LoopOnce|LoopPingPong)}
  38301. * @default LoopRepeat
  38302. */
  38303. this.loop = LoopRepeat;
  38304. this._loopCount = -1;
  38305. // global mixer time when the action is to be started
  38306. // it's set back to 'null' upon start of the action
  38307. this._startTime = null;
  38308. /**
  38309. * The local time of this action (in seconds, starting with `0`).
  38310. *
  38311. * The value gets clamped or wrapped to `[0,clip.duration]` (according to the
  38312. * loop state).
  38313. *
  38314. * @type {number}
  38315. * @default Infinity
  38316. */
  38317. this.time = 0;
  38318. /**
  38319. * Scaling factor for the {@link AnimationAction#time}. A value of `0` causes the
  38320. * animation to pause. Negative values cause the animation to play backwards.
  38321. *
  38322. * @type {number}
  38323. * @default 1
  38324. */
  38325. this.timeScale = 1;
  38326. this._effectiveTimeScale = 1;
  38327. /**
  38328. * The degree of influence of this action (in the interval `[0, 1]`). Values
  38329. * between `0` (no impact) and `1` (full impact) can be used to blend between
  38330. * several actions.
  38331. *
  38332. * @type {number}
  38333. * @default 1
  38334. */
  38335. this.weight = 1;
  38336. this._effectiveWeight = 1;
  38337. /**
  38338. * The number of repetitions of the performed clip over the course of this action.
  38339. * Can be set via {@link AnimationAction#setLoop}.
  38340. *
  38341. * Setting this number has no effect if {@link AnimationAction#loop} is set to
  38342. * `THREE:LoopOnce`.
  38343. *
  38344. * @type {number}
  38345. * @default Infinity
  38346. */
  38347. this.repetitions = Infinity;
  38348. /**
  38349. * If set to `true`, the playback of the action is paused.
  38350. *
  38351. * @type {boolean}
  38352. * @default false
  38353. */
  38354. this.paused = false;
  38355. /**
  38356. * If set to `false`, the action is disabled so it has no impact.
  38357. *
  38358. * When the action is re-enabled, the animation continues from its current
  38359. * time (setting `enabled` to `false` doesn't reset the action).
  38360. *
  38361. * @type {boolean}
  38362. * @default true
  38363. */
  38364. this.enabled = true;
  38365. /**
  38366. * If set to true the animation will automatically be paused on its last frame.
  38367. *
  38368. * If set to false, {@link AnimationAction#enabled} will automatically be switched
  38369. * to `false` when the last loop of the action has finished, so that this action has
  38370. * no further impact.
  38371. *
  38372. * Note: This member has no impact if the action is interrupted (it
  38373. * has only an effect if its last loop has really finished).
  38374. *
  38375. * @type {boolean}
  38376. * @default false
  38377. */
  38378. this.clampWhenFinished = false;
  38379. /**
  38380. * Enables smooth interpolation without separate clips for start, loop and end.
  38381. *
  38382. * @type {boolean}
  38383. * @default true
  38384. */
  38385. this.zeroSlopeAtStart = true;
  38386. /**
  38387. * Enables smooth interpolation without separate clips for start, loop and end.
  38388. *
  38389. * @type {boolean}
  38390. * @default true
  38391. */
  38392. this.zeroSlopeAtEnd = true;
  38393. }
  38394. /**
  38395. * Starts the playback of the animation.
  38396. *
  38397. * @return {AnimationAction} A reference to this animation action.
  38398. */
  38399. play() {
  38400. this._mixer._activateAction( this );
  38401. return this;
  38402. }
  38403. /**
  38404. * Stops the playback of the animation.
  38405. *
  38406. * @return {AnimationAction} A reference to this animation action.
  38407. */
  38408. stop() {
  38409. this._mixer._deactivateAction( this );
  38410. return this.reset();
  38411. }
  38412. /**
  38413. * Resets the playback of the animation.
  38414. *
  38415. * @return {AnimationAction} A reference to this animation action.
  38416. */
  38417. reset() {
  38418. this.paused = false;
  38419. this.enabled = true;
  38420. this.time = 0; // restart clip
  38421. this._loopCount = -1;// forget previous loops
  38422. this._startTime = null;// forget scheduling
  38423. return this.stopFading().stopWarping();
  38424. }
  38425. /**
  38426. * Returns `true` if the animation is running.
  38427. *
  38428. * @return {boolean} Whether the animation is running or not.
  38429. */
  38430. isRunning() {
  38431. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  38432. this._startTime === null && this._mixer._isActiveAction( this );
  38433. }
  38434. /**
  38435. * Returns `true` when {@link AnimationAction#play} has been called.
  38436. *
  38437. * @return {boolean} Whether the animation is scheduled or not.
  38438. */
  38439. isScheduled() {
  38440. return this._mixer._isActiveAction( this );
  38441. }
  38442. /**
  38443. * Defines the time when the animation should start.
  38444. *
  38445. * @param {number} time - The start time in seconds.
  38446. * @return {AnimationAction} A reference to this animation action.
  38447. */
  38448. startAt( time ) {
  38449. this._startTime = time;
  38450. return this;
  38451. }
  38452. /**
  38453. * Configures the loop settings for this action.
  38454. *
  38455. * @param {(LoopRepeat|LoopOnce|LoopPingPong)} mode - The loop mode.
  38456. * @param {number} repetitions - The number of repetitions.
  38457. * @return {AnimationAction} A reference to this animation action.
  38458. */
  38459. setLoop( mode, repetitions ) {
  38460. this.loop = mode;
  38461. this.repetitions = repetitions;
  38462. return this;
  38463. }
  38464. /**
  38465. * Sets the effective weight of this action.
  38466. *
  38467. * An action has no effect and thus an effective weight of zero when the
  38468. * action is disabled.
  38469. *
  38470. * @param {number} weight - The weight to set.
  38471. * @return {AnimationAction} A reference to this animation action.
  38472. */
  38473. setEffectiveWeight( weight ) {
  38474. this.weight = weight;
  38475. // note: same logic as when updated at runtime
  38476. this._effectiveWeight = this.enabled ? weight : 0;
  38477. return this.stopFading();
  38478. }
  38479. /**
  38480. * Returns the effective weight of this action.
  38481. *
  38482. * @return {number} The effective weight.
  38483. */
  38484. getEffectiveWeight() {
  38485. return this._effectiveWeight;
  38486. }
  38487. /**
  38488. * Fades the animation in by increasing its weight gradually from `0` to `1`,
  38489. * within the passed time interval.
  38490. *
  38491. * @param {number} duration - The duration of the fade.
  38492. * @return {AnimationAction} A reference to this animation action.
  38493. */
  38494. fadeIn( duration ) {
  38495. return this._scheduleFading( duration, 0, 1 );
  38496. }
  38497. /**
  38498. * Fades the animation out by decreasing its weight gradually from `1` to `0`,
  38499. * within the passed time interval.
  38500. *
  38501. * @param {number} duration - The duration of the fade.
  38502. * @return {AnimationAction} A reference to this animation action.
  38503. */
  38504. fadeOut( duration ) {
  38505. return this._scheduleFading( duration, 1, 0 );
  38506. }
  38507. /**
  38508. * Causes this action to fade in and the given action to fade out,
  38509. * within the passed time interval.
  38510. *
  38511. * @param {AnimationAction} fadeOutAction - The animation action to fade out.
  38512. * @param {number} duration - The duration of the fade.
  38513. * @param {boolean} [warp=false] - Whether warping should be used or not.
  38514. * @return {AnimationAction} A reference to this animation action.
  38515. */
  38516. crossFadeFrom( fadeOutAction, duration, warp = false ) {
  38517. fadeOutAction.fadeOut( duration );
  38518. this.fadeIn( duration );
  38519. if ( warp === true ) {
  38520. const fadeInDuration = this._clip.duration,
  38521. fadeOutDuration = fadeOutAction._clip.duration,
  38522. startEndRatio = fadeOutDuration / fadeInDuration,
  38523. endStartRatio = fadeInDuration / fadeOutDuration;
  38524. fadeOutAction.warp( 1.0, startEndRatio, duration );
  38525. this.warp( endStartRatio, 1.0, duration );
  38526. }
  38527. return this;
  38528. }
  38529. /**
  38530. * Causes this action to fade out and the given action to fade in,
  38531. * within the passed time interval.
  38532. *
  38533. * @param {AnimationAction} fadeInAction - The animation action to fade in.
  38534. * @param {number} duration - The duration of the fade.
  38535. * @param {boolean} [warp=false] - Whether warping should be used or not.
  38536. * @return {AnimationAction} A reference to this animation action.
  38537. */
  38538. crossFadeTo( fadeInAction, duration, warp = false ) {
  38539. return fadeInAction.crossFadeFrom( this, duration, warp );
  38540. }
  38541. /**
  38542. * Stops any fading which is applied to this action.
  38543. *
  38544. * @return {AnimationAction} A reference to this animation action.
  38545. */
  38546. stopFading() {
  38547. const weightInterpolant = this._weightInterpolant;
  38548. if ( weightInterpolant !== null ) {
  38549. this._weightInterpolant = null;
  38550. this._mixer._takeBackControlInterpolant( weightInterpolant );
  38551. }
  38552. return this;
  38553. }
  38554. /**
  38555. * Sets the effective time scale of this action.
  38556. *
  38557. * An action has no effect and thus an effective time scale of zero when the
  38558. * action is paused.
  38559. *
  38560. * @param {number} timeScale - The time scale to set.
  38561. * @return {AnimationAction} A reference to this animation action.
  38562. */
  38563. setEffectiveTimeScale( timeScale ) {
  38564. this.timeScale = timeScale;
  38565. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  38566. return this.stopWarping();
  38567. }
  38568. /**
  38569. * Returns the effective time scale of this action.
  38570. *
  38571. * @return {number} The effective time scale.
  38572. */
  38573. getEffectiveTimeScale() {
  38574. return this._effectiveTimeScale;
  38575. }
  38576. /**
  38577. * Sets the duration for a single loop of this action.
  38578. *
  38579. * @param {number} duration - The duration to set.
  38580. * @return {AnimationAction} A reference to this animation action.
  38581. */
  38582. setDuration( duration ) {
  38583. this.timeScale = this._clip.duration / duration;
  38584. return this.stopWarping();
  38585. }
  38586. /**
  38587. * Synchronizes this action with the passed other action.
  38588. *
  38589. * @param {AnimationAction} action - The action to sync with.
  38590. * @return {AnimationAction} A reference to this animation action.
  38591. */
  38592. syncWith( action ) {
  38593. this.time = action.time;
  38594. this.timeScale = action.timeScale;
  38595. return this.stopWarping();
  38596. }
  38597. /**
  38598. * Decelerates this animation's speed to `0` within the passed time interval.
  38599. *
  38600. * @param {number} duration - The duration.
  38601. * @return {AnimationAction} A reference to this animation action.
  38602. */
  38603. halt( duration ) {
  38604. return this.warp( this._effectiveTimeScale, 0, duration );
  38605. }
  38606. /**
  38607. * Changes the playback speed, within the passed time interval, by modifying
  38608. * {@link AnimationAction#timeScale} gradually from `startTimeScale` to
  38609. * `endTimeScale`.
  38610. *
  38611. * @param {number} startTimeScale - The start time scale.
  38612. * @param {number} endTimeScale - The end time scale.
  38613. * @param {number} duration - The duration.
  38614. * @return {AnimationAction} A reference to this animation action.
  38615. */
  38616. warp( startTimeScale, endTimeScale, duration ) {
  38617. const mixer = this._mixer,
  38618. now = mixer.time,
  38619. timeScale = this.timeScale;
  38620. let interpolant = this._timeScaleInterpolant;
  38621. if ( interpolant === null ) {
  38622. interpolant = mixer._lendControlInterpolant();
  38623. this._timeScaleInterpolant = interpolant;
  38624. }
  38625. const times = interpolant.parameterPositions,
  38626. values = interpolant.sampleValues;
  38627. times[ 0 ] = now;
  38628. times[ 1 ] = now + duration;
  38629. values[ 0 ] = startTimeScale / timeScale;
  38630. values[ 1 ] = endTimeScale / timeScale;
  38631. return this;
  38632. }
  38633. /**
  38634. * Stops any scheduled warping which is applied to this action.
  38635. *
  38636. * @return {AnimationAction} A reference to this animation action.
  38637. */
  38638. stopWarping() {
  38639. const timeScaleInterpolant = this._timeScaleInterpolant;
  38640. if ( timeScaleInterpolant !== null ) {
  38641. this._timeScaleInterpolant = null;
  38642. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  38643. }
  38644. return this;
  38645. }
  38646. /**
  38647. * Returns the animation mixer of this animation action.
  38648. *
  38649. * @return {AnimationMixer} The animation mixer.
  38650. */
  38651. getMixer() {
  38652. return this._mixer;
  38653. }
  38654. /**
  38655. * Returns the animation clip of this animation action.
  38656. *
  38657. * @return {AnimationClip} The animation clip.
  38658. */
  38659. getClip() {
  38660. return this._clip;
  38661. }
  38662. /**
  38663. * Returns the root object of this animation action.
  38664. *
  38665. * @return {Object3D} The root object.
  38666. */
  38667. getRoot() {
  38668. return this._localRoot || this._mixer._root;
  38669. }
  38670. // Interna
  38671. _update( time, deltaTime, timeDirection, accuIndex ) {
  38672. // called by the mixer
  38673. if ( ! this.enabled ) {
  38674. // call ._updateWeight() to update ._effectiveWeight
  38675. this._updateWeight( time );
  38676. return;
  38677. }
  38678. const startTime = this._startTime;
  38679. if ( startTime !== null ) {
  38680. // check for scheduled start of action
  38681. const timeRunning = ( time - startTime ) * timeDirection;
  38682. if ( timeRunning < 0 || timeDirection === 0 ) {
  38683. deltaTime = 0;
  38684. } else {
  38685. this._startTime = null; // unschedule
  38686. deltaTime = timeDirection * timeRunning;
  38687. }
  38688. }
  38689. // apply time scale and advance time
  38690. deltaTime *= this._updateTimeScale( time );
  38691. const clipTime = this._updateTime( deltaTime );
  38692. // note: _updateTime may disable the action resulting in
  38693. // an effective weight of 0
  38694. const weight = this._updateWeight( time );
  38695. if ( weight > 0 ) {
  38696. const interpolants = this._interpolants;
  38697. const propertyMixers = this._propertyBindings;
  38698. switch ( this.blendMode ) {
  38699. case AdditiveAnimationBlendMode:
  38700. for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
  38701. interpolants[ j ].evaluate( clipTime );
  38702. propertyMixers[ j ].accumulateAdditive( weight );
  38703. }
  38704. break;
  38705. case NormalAnimationBlendMode:
  38706. default:
  38707. for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
  38708. interpolants[ j ].evaluate( clipTime );
  38709. propertyMixers[ j ].accumulate( accuIndex, weight );
  38710. }
  38711. }
  38712. }
  38713. }
  38714. _updateWeight( time ) {
  38715. let weight = 0;
  38716. if ( this.enabled ) {
  38717. weight = this.weight;
  38718. const interpolant = this._weightInterpolant;
  38719. if ( interpolant !== null ) {
  38720. const interpolantValue = interpolant.evaluate( time )[ 0 ];
  38721. weight *= interpolantValue;
  38722. if ( time > interpolant.parameterPositions[ 1 ] ) {
  38723. this.stopFading();
  38724. if ( interpolantValue === 0 ) {
  38725. // faded out, disable
  38726. this.enabled = false;
  38727. }
  38728. }
  38729. }
  38730. }
  38731. this._effectiveWeight = weight;
  38732. return weight;
  38733. }
  38734. _updateTimeScale( time ) {
  38735. let timeScale = 0;
  38736. if ( ! this.paused ) {
  38737. timeScale = this.timeScale;
  38738. const interpolant = this._timeScaleInterpolant;
  38739. if ( interpolant !== null ) {
  38740. const interpolantValue = interpolant.evaluate( time )[ 0 ];
  38741. timeScale *= interpolantValue;
  38742. if ( time > interpolant.parameterPositions[ 1 ] ) {
  38743. this.stopWarping();
  38744. if ( timeScale === 0 ) {
  38745. // motion has halted, pause
  38746. this.paused = true;
  38747. } else {
  38748. // warp done - apply final time scale
  38749. this.timeScale = timeScale;
  38750. }
  38751. }
  38752. }
  38753. }
  38754. this._effectiveTimeScale = timeScale;
  38755. return timeScale;
  38756. }
  38757. _updateTime( deltaTime ) {
  38758. const duration = this._clip.duration;
  38759. const loop = this.loop;
  38760. let time = this.time + deltaTime;
  38761. let loopCount = this._loopCount;
  38762. const pingPong = ( loop === LoopPingPong );
  38763. if ( deltaTime === 0 ) {
  38764. if ( loopCount === -1 ) return time;
  38765. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  38766. }
  38767. if ( loop === LoopOnce ) {
  38768. if ( loopCount === -1 ) {
  38769. // just started
  38770. this._loopCount = 0;
  38771. this._setEndings( true, true, false );
  38772. }
  38773. handle_stop: {
  38774. if ( time >= duration ) {
  38775. time = duration;
  38776. } else if ( time < 0 ) {
  38777. time = 0;
  38778. } else {
  38779. this.time = time;
  38780. break handle_stop;
  38781. }
  38782. if ( this.clampWhenFinished ) this.paused = true;
  38783. else this.enabled = false;
  38784. this.time = time;
  38785. this._mixer.dispatchEvent( {
  38786. type: 'finished', action: this,
  38787. direction: deltaTime < 0 ? -1 : 1
  38788. } );
  38789. }
  38790. } else { // repetitive Repeat or PingPong
  38791. if ( loopCount === -1 ) {
  38792. // just started
  38793. if ( deltaTime >= 0 ) {
  38794. loopCount = 0;
  38795. this._setEndings( true, this.repetitions === 0, pingPong );
  38796. } else {
  38797. // when looping in reverse direction, the initial
  38798. // transition through zero counts as a repetition,
  38799. // so leave loopCount at -1
  38800. this._setEndings( this.repetitions === 0, true, pingPong );
  38801. }
  38802. }
  38803. if ( time >= duration || time < 0 ) {
  38804. // wrap around
  38805. const loopDelta = Math.floor( time / duration ); // signed
  38806. time -= duration * loopDelta;
  38807. loopCount += Math.abs( loopDelta );
  38808. const pending = this.repetitions - loopCount;
  38809. if ( pending <= 0 ) {
  38810. // have to stop (switch state, clamp time, fire event)
  38811. if ( this.clampWhenFinished ) this.paused = true;
  38812. else this.enabled = false;
  38813. time = deltaTime > 0 ? duration : 0;
  38814. this.time = time;
  38815. this._mixer.dispatchEvent( {
  38816. type: 'finished', action: this,
  38817. direction: deltaTime > 0 ? 1 : -1
  38818. } );
  38819. } else {
  38820. // keep running
  38821. if ( pending === 1 ) {
  38822. // entering the last round
  38823. const atStart = deltaTime < 0;
  38824. this._setEndings( atStart, ! atStart, pingPong );
  38825. } else {
  38826. this._setEndings( false, false, pingPong );
  38827. }
  38828. this._loopCount = loopCount;
  38829. this.time = time;
  38830. this._mixer.dispatchEvent( {
  38831. type: 'loop', action: this, loopDelta: loopDelta
  38832. } );
  38833. }
  38834. } else {
  38835. this.time = time;
  38836. }
  38837. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  38838. // invert time for the "pong round"
  38839. return duration - time;
  38840. }
  38841. }
  38842. return time;
  38843. }
  38844. _setEndings( atStart, atEnd, pingPong ) {
  38845. const settings = this._interpolantSettings;
  38846. if ( pingPong ) {
  38847. settings.endingStart = ZeroSlopeEnding;
  38848. settings.endingEnd = ZeroSlopeEnding;
  38849. } else {
  38850. // assuming for LoopOnce atStart == atEnd == true
  38851. if ( atStart ) {
  38852. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  38853. } else {
  38854. settings.endingStart = WrapAroundEnding;
  38855. }
  38856. if ( atEnd ) {
  38857. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  38858. } else {
  38859. settings.endingEnd = WrapAroundEnding;
  38860. }
  38861. }
  38862. }
  38863. _scheduleFading( duration, weightNow, weightThen ) {
  38864. const mixer = this._mixer, now = mixer.time;
  38865. let interpolant = this._weightInterpolant;
  38866. if ( interpolant === null ) {
  38867. interpolant = mixer._lendControlInterpolant();
  38868. this._weightInterpolant = interpolant;
  38869. }
  38870. const times = interpolant.parameterPositions,
  38871. values = interpolant.sampleValues;
  38872. times[ 0 ] = now;
  38873. values[ 0 ] = weightNow;
  38874. times[ 1 ] = now + duration;
  38875. values[ 1 ] = weightThen;
  38876. return this;
  38877. }
  38878. }
  38879. const _controlInterpolantsResultBuffer = new Float32Array( 1 );
  38880. /**
  38881. * `AnimationMixer` is a player for animations on a particular object in
  38882. * the scene. When multiple objects in the scene are animated independently,
  38883. * one `AnimationMixer` may be used for each object.
  38884. */
  38885. class AnimationMixer extends EventDispatcher {
  38886. /**
  38887. * Constructs a new animation mixer.
  38888. *
  38889. * @param {Object3D} root - The object whose animations shall be played by this mixer.
  38890. */
  38891. constructor( root ) {
  38892. super();
  38893. this._root = root;
  38894. this._initMemoryManager();
  38895. this._accuIndex = 0;
  38896. /**
  38897. * The global mixer time (in seconds; starting with `0` on the mixer's creation).
  38898. *
  38899. * @type {number}
  38900. * @default 0
  38901. */
  38902. this.time = 0;
  38903. /**
  38904. * A scaling factor for the global time.
  38905. *
  38906. * Note: Setting this member to `0` and later back to `1` is a
  38907. * possibility to pause/unpause all actions that are controlled by this
  38908. * mixer.
  38909. *
  38910. * @type {number}
  38911. * @default 1
  38912. */
  38913. this.timeScale = 1.0;
  38914. }
  38915. _bindAction( action, prototypeAction ) {
  38916. const root = action._localRoot || this._root,
  38917. tracks = action._clip.tracks,
  38918. nTracks = tracks.length,
  38919. bindings = action._propertyBindings,
  38920. interpolants = action._interpolants,
  38921. rootUuid = root.uuid,
  38922. bindingsByRoot = this._bindingsByRootAndName;
  38923. let bindingsByName = bindingsByRoot[ rootUuid ];
  38924. if ( bindingsByName === undefined ) {
  38925. bindingsByName = {};
  38926. bindingsByRoot[ rootUuid ] = bindingsByName;
  38927. }
  38928. for ( let i = 0; i !== nTracks; ++ i ) {
  38929. const track = tracks[ i ],
  38930. trackName = track.name;
  38931. let binding = bindingsByName[ trackName ];
  38932. if ( binding !== undefined ) {
  38933. ++ binding.referenceCount;
  38934. bindings[ i ] = binding;
  38935. } else {
  38936. binding = bindings[ i ];
  38937. if ( binding !== undefined ) {
  38938. // existing binding, make sure the cache knows
  38939. if ( binding._cacheIndex === null ) {
  38940. ++ binding.referenceCount;
  38941. this._addInactiveBinding( binding, rootUuid, trackName );
  38942. }
  38943. continue;
  38944. }
  38945. const path = prototypeAction && prototypeAction.
  38946. _propertyBindings[ i ].binding.parsedPath;
  38947. binding = new PropertyMixer(
  38948. PropertyBinding.create( root, trackName, path ),
  38949. track.ValueTypeName, track.getValueSize() );
  38950. ++ binding.referenceCount;
  38951. this._addInactiveBinding( binding, rootUuid, trackName );
  38952. bindings[ i ] = binding;
  38953. }
  38954. interpolants[ i ].resultBuffer = binding.buffer;
  38955. }
  38956. }
  38957. _activateAction( action ) {
  38958. if ( ! this._isActiveAction( action ) ) {
  38959. if ( action._cacheIndex === null ) {
  38960. // this action has been forgotten by the cache, but the user
  38961. // appears to be still using it -> rebind
  38962. const rootUuid = ( action._localRoot || this._root ).uuid,
  38963. clipUuid = action._clip.uuid,
  38964. actionsForClip = this._actionsByClip[ clipUuid ];
  38965. this._bindAction( action,
  38966. actionsForClip && actionsForClip.knownActions[ 0 ] );
  38967. this._addInactiveAction( action, clipUuid, rootUuid );
  38968. }
  38969. const bindings = action._propertyBindings;
  38970. // increment reference counts / sort out state
  38971. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  38972. const binding = bindings[ i ];
  38973. if ( binding.useCount ++ === 0 ) {
  38974. this._lendBinding( binding );
  38975. binding.saveOriginalState();
  38976. }
  38977. }
  38978. this._lendAction( action );
  38979. }
  38980. }
  38981. _deactivateAction( action ) {
  38982. if ( this._isActiveAction( action ) ) {
  38983. const bindings = action._propertyBindings;
  38984. // decrement reference counts / sort out state
  38985. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  38986. const binding = bindings[ i ];
  38987. if ( -- binding.useCount === 0 ) {
  38988. binding.restoreOriginalState();
  38989. this._takeBackBinding( binding );
  38990. }
  38991. }
  38992. this._takeBackAction( action );
  38993. }
  38994. }
  38995. // Memory manager
  38996. _initMemoryManager() {
  38997. this._actions = []; // 'nActiveActions' followed by inactive ones
  38998. this._nActiveActions = 0;
  38999. this._actionsByClip = {};
  39000. // inside:
  39001. // {
  39002. // knownActions: Array< AnimationAction > - used as prototypes
  39003. // actionByRoot: AnimationAction - lookup
  39004. // }
  39005. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  39006. this._nActiveBindings = 0;
  39007. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  39008. this._controlInterpolants = []; // same game as above
  39009. this._nActiveControlInterpolants = 0;
  39010. const scope = this;
  39011. this.stats = {
  39012. actions: {
  39013. get total() {
  39014. return scope._actions.length;
  39015. },
  39016. get inUse() {
  39017. return scope._nActiveActions;
  39018. }
  39019. },
  39020. bindings: {
  39021. get total() {
  39022. return scope._bindings.length;
  39023. },
  39024. get inUse() {
  39025. return scope._nActiveBindings;
  39026. }
  39027. },
  39028. controlInterpolants: {
  39029. get total() {
  39030. return scope._controlInterpolants.length;
  39031. },
  39032. get inUse() {
  39033. return scope._nActiveControlInterpolants;
  39034. }
  39035. }
  39036. };
  39037. }
  39038. // Memory management for AnimationAction objects
  39039. _isActiveAction( action ) {
  39040. const index = action._cacheIndex;
  39041. return index !== null && index < this._nActiveActions;
  39042. }
  39043. _addInactiveAction( action, clipUuid, rootUuid ) {
  39044. const actions = this._actions,
  39045. actionsByClip = this._actionsByClip;
  39046. let actionsForClip = actionsByClip[ clipUuid ];
  39047. if ( actionsForClip === undefined ) {
  39048. actionsForClip = {
  39049. knownActions: [ action ],
  39050. actionByRoot: {}
  39051. };
  39052. action._byClipCacheIndex = 0;
  39053. actionsByClip[ clipUuid ] = actionsForClip;
  39054. } else {
  39055. const knownActions = actionsForClip.knownActions;
  39056. action._byClipCacheIndex = knownActions.length;
  39057. knownActions.push( action );
  39058. }
  39059. action._cacheIndex = actions.length;
  39060. actions.push( action );
  39061. actionsForClip.actionByRoot[ rootUuid ] = action;
  39062. }
  39063. _removeInactiveAction( action ) {
  39064. const actions = this._actions,
  39065. lastInactiveAction = actions[ actions.length - 1 ],
  39066. cacheIndex = action._cacheIndex;
  39067. lastInactiveAction._cacheIndex = cacheIndex;
  39068. actions[ cacheIndex ] = lastInactiveAction;
  39069. actions.pop();
  39070. action._cacheIndex = null;
  39071. const clipUuid = action._clip.uuid,
  39072. actionsByClip = this._actionsByClip,
  39073. actionsForClip = actionsByClip[ clipUuid ],
  39074. knownActionsForClip = actionsForClip.knownActions,
  39075. lastKnownAction =
  39076. knownActionsForClip[ knownActionsForClip.length - 1 ],
  39077. byClipCacheIndex = action._byClipCacheIndex;
  39078. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  39079. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  39080. knownActionsForClip.pop();
  39081. action._byClipCacheIndex = null;
  39082. const actionByRoot = actionsForClip.actionByRoot,
  39083. rootUuid = ( action._localRoot || this._root ).uuid;
  39084. delete actionByRoot[ rootUuid ];
  39085. if ( knownActionsForClip.length === 0 ) {
  39086. delete actionsByClip[ clipUuid ];
  39087. }
  39088. this._removeInactiveBindingsForAction( action );
  39089. }
  39090. _removeInactiveBindingsForAction( action ) {
  39091. const bindings = action._propertyBindings;
  39092. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  39093. const binding = bindings[ i ];
  39094. if ( -- binding.referenceCount === 0 ) {
  39095. this._removeInactiveBinding( binding );
  39096. }
  39097. }
  39098. }
  39099. _lendAction( action ) {
  39100. // [ active actions | inactive actions ]
  39101. // [ active actions >| inactive actions ]
  39102. // s a
  39103. // <-swap->
  39104. // a s
  39105. const actions = this._actions,
  39106. prevIndex = action._cacheIndex,
  39107. lastActiveIndex = this._nActiveActions ++,
  39108. firstInactiveAction = actions[ lastActiveIndex ];
  39109. action._cacheIndex = lastActiveIndex;
  39110. actions[ lastActiveIndex ] = action;
  39111. firstInactiveAction._cacheIndex = prevIndex;
  39112. actions[ prevIndex ] = firstInactiveAction;
  39113. }
  39114. _takeBackAction( action ) {
  39115. // [ active actions | inactive actions ]
  39116. // [ active actions |< inactive actions ]
  39117. // a s
  39118. // <-swap->
  39119. // s a
  39120. const actions = this._actions,
  39121. prevIndex = action._cacheIndex,
  39122. firstInactiveIndex = -- this._nActiveActions,
  39123. lastActiveAction = actions[ firstInactiveIndex ];
  39124. action._cacheIndex = firstInactiveIndex;
  39125. actions[ firstInactiveIndex ] = action;
  39126. lastActiveAction._cacheIndex = prevIndex;
  39127. actions[ prevIndex ] = lastActiveAction;
  39128. }
  39129. // Memory management for PropertyMixer objects
  39130. _addInactiveBinding( binding, rootUuid, trackName ) {
  39131. const bindingsByRoot = this._bindingsByRootAndName,
  39132. bindings = this._bindings;
  39133. let bindingByName = bindingsByRoot[ rootUuid ];
  39134. if ( bindingByName === undefined ) {
  39135. bindingByName = {};
  39136. bindingsByRoot[ rootUuid ] = bindingByName;
  39137. }
  39138. bindingByName[ trackName ] = binding;
  39139. binding._cacheIndex = bindings.length;
  39140. bindings.push( binding );
  39141. }
  39142. _removeInactiveBinding( binding ) {
  39143. const bindings = this._bindings,
  39144. propBinding = binding.binding,
  39145. rootUuid = propBinding.rootNode.uuid,
  39146. trackName = propBinding.path,
  39147. bindingsByRoot = this._bindingsByRootAndName,
  39148. bindingByName = bindingsByRoot[ rootUuid ],
  39149. lastInactiveBinding = bindings[ bindings.length - 1 ],
  39150. cacheIndex = binding._cacheIndex;
  39151. lastInactiveBinding._cacheIndex = cacheIndex;
  39152. bindings[ cacheIndex ] = lastInactiveBinding;
  39153. bindings.pop();
  39154. delete bindingByName[ trackName ];
  39155. if ( Object.keys( bindingByName ).length === 0 ) {
  39156. delete bindingsByRoot[ rootUuid ];
  39157. }
  39158. }
  39159. _lendBinding( binding ) {
  39160. const bindings = this._bindings,
  39161. prevIndex = binding._cacheIndex,
  39162. lastActiveIndex = this._nActiveBindings ++,
  39163. firstInactiveBinding = bindings[ lastActiveIndex ];
  39164. binding._cacheIndex = lastActiveIndex;
  39165. bindings[ lastActiveIndex ] = binding;
  39166. firstInactiveBinding._cacheIndex = prevIndex;
  39167. bindings[ prevIndex ] = firstInactiveBinding;
  39168. }
  39169. _takeBackBinding( binding ) {
  39170. const bindings = this._bindings,
  39171. prevIndex = binding._cacheIndex,
  39172. firstInactiveIndex = -- this._nActiveBindings,
  39173. lastActiveBinding = bindings[ firstInactiveIndex ];
  39174. binding._cacheIndex = firstInactiveIndex;
  39175. bindings[ firstInactiveIndex ] = binding;
  39176. lastActiveBinding._cacheIndex = prevIndex;
  39177. bindings[ prevIndex ] = lastActiveBinding;
  39178. }
  39179. // Memory management of Interpolants for weight and time scale
  39180. _lendControlInterpolant() {
  39181. const interpolants = this._controlInterpolants,
  39182. lastActiveIndex = this._nActiveControlInterpolants ++;
  39183. let interpolant = interpolants[ lastActiveIndex ];
  39184. if ( interpolant === undefined ) {
  39185. interpolant = new LinearInterpolant(
  39186. new Float32Array( 2 ), new Float32Array( 2 ),
  39187. 1, _controlInterpolantsResultBuffer );
  39188. interpolant.__cacheIndex = lastActiveIndex;
  39189. interpolants[ lastActiveIndex ] = interpolant;
  39190. }
  39191. return interpolant;
  39192. }
  39193. _takeBackControlInterpolant( interpolant ) {
  39194. const interpolants = this._controlInterpolants,
  39195. prevIndex = interpolant.__cacheIndex,
  39196. firstInactiveIndex = -- this._nActiveControlInterpolants,
  39197. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  39198. interpolant.__cacheIndex = firstInactiveIndex;
  39199. interpolants[ firstInactiveIndex ] = interpolant;
  39200. lastActiveInterpolant.__cacheIndex = prevIndex;
  39201. interpolants[ prevIndex ] = lastActiveInterpolant;
  39202. }
  39203. /**
  39204. * Returns an instance of {@link AnimationAction} for the passed clip.
  39205. *
  39206. * If an action fitting the clip and root parameters doesn't yet exist, it
  39207. * will be created by this method. Calling this method several times with the
  39208. * same clip and root parameters always returns the same action.
  39209. *
  39210. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  39211. * @param {Object3D} [optionalRoot] - An alternative root object.
  39212. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode] - The blend mode.
  39213. * @return {?AnimationAction} The animation action.
  39214. */
  39215. clipAction( clip, optionalRoot, blendMode ) {
  39216. const root = optionalRoot || this._root,
  39217. rootUuid = root.uuid;
  39218. let clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;
  39219. const clipUuid = clipObject !== null ? clipObject.uuid : clip;
  39220. const actionsForClip = this._actionsByClip[ clipUuid ];
  39221. let prototypeAction = null;
  39222. if ( blendMode === undefined ) {
  39223. if ( clipObject !== null ) {
  39224. blendMode = clipObject.blendMode;
  39225. } else {
  39226. blendMode = NormalAnimationBlendMode;
  39227. }
  39228. }
  39229. if ( actionsForClip !== undefined ) {
  39230. const existingAction = actionsForClip.actionByRoot[ rootUuid ];
  39231. if ( existingAction !== undefined && existingAction.blendMode === blendMode ) {
  39232. return existingAction;
  39233. }
  39234. // we know the clip, so we don't have to parse all
  39235. // the bindings again but can just copy
  39236. prototypeAction = actionsForClip.knownActions[ 0 ];
  39237. // also, take the clip from the prototype action
  39238. if ( clipObject === null )
  39239. clipObject = prototypeAction._clip;
  39240. }
  39241. // clip must be known when specified via string
  39242. if ( clipObject === null ) return null;
  39243. // allocate all resources required to run it
  39244. const newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );
  39245. this._bindAction( newAction, prototypeAction );
  39246. // and make the action known to the memory manager
  39247. this._addInactiveAction( newAction, clipUuid, rootUuid );
  39248. return newAction;
  39249. }
  39250. /**
  39251. * Returns an existing animation action for the passed clip.
  39252. *
  39253. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  39254. * @param {Object3D} [optionalRoot] - An alternative root object.
  39255. * @return {?AnimationAction} The animation action. Returns `null` if no action was found.
  39256. */
  39257. existingAction( clip, optionalRoot ) {
  39258. const root = optionalRoot || this._root,
  39259. rootUuid = root.uuid,
  39260. clipObject = typeof clip === 'string' ?
  39261. AnimationClip.findByName( root, clip ) : clip,
  39262. clipUuid = clipObject ? clipObject.uuid : clip,
  39263. actionsForClip = this._actionsByClip[ clipUuid ];
  39264. if ( actionsForClip !== undefined ) {
  39265. return actionsForClip.actionByRoot[ rootUuid ] || null;
  39266. }
  39267. return null;
  39268. }
  39269. /**
  39270. * Deactivates all previously scheduled actions on this mixer.
  39271. *
  39272. * @return {AnimationMixer} A reference to this animation mixer.
  39273. */
  39274. stopAllAction() {
  39275. const actions = this._actions,
  39276. nActions = this._nActiveActions;
  39277. for ( let i = nActions - 1; i >= 0; -- i ) {
  39278. actions[ i ].stop();
  39279. }
  39280. return this;
  39281. }
  39282. /**
  39283. * Advances the global mixer time and updates the animation.
  39284. *
  39285. * This is usually done in the render loop by passing the delta
  39286. * time from {@link Clock} or {@link Timer}.
  39287. *
  39288. * @param {number} deltaTime - The delta time in seconds.
  39289. * @return {AnimationMixer} A reference to this animation mixer.
  39290. */
  39291. update( deltaTime ) {
  39292. deltaTime *= this.timeScale;
  39293. const actions = this._actions,
  39294. nActions = this._nActiveActions,
  39295. time = this.time += deltaTime,
  39296. timeDirection = Math.sign( deltaTime ),
  39297. accuIndex = this._accuIndex ^= 1;
  39298. // run active actions
  39299. for ( let i = 0; i !== nActions; ++ i ) {
  39300. const action = actions[ i ];
  39301. action._update( time, deltaTime, timeDirection, accuIndex );
  39302. }
  39303. // update scene graph
  39304. const bindings = this._bindings,
  39305. nBindings = this._nActiveBindings;
  39306. for ( let i = 0; i !== nBindings; ++ i ) {
  39307. bindings[ i ].apply( accuIndex );
  39308. }
  39309. return this;
  39310. }
  39311. /**
  39312. * Sets the global mixer to a specific time and updates the animation accordingly.
  39313. *
  39314. * This is useful when you need to jump to an exact time in an animation. The
  39315. * input parameter will be scaled by {@link AnimationMixer#timeScale}
  39316. *
  39317. * @param {number} time - The time to set in seconds.
  39318. * @return {AnimationMixer} A reference to this animation mixer.
  39319. */
  39320. setTime( time ) {
  39321. this.time = 0; // Zero out time attribute for AnimationMixer object;
  39322. for ( let i = 0; i < this._actions.length; i ++ ) {
  39323. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  39324. }
  39325. return this.update( time ); // Update used to set exact time. Returns "this" AnimationMixer object.
  39326. }
  39327. /**
  39328. * Returns this mixer's root object.
  39329. *
  39330. * @return {Object3D} The mixer's root object.
  39331. */
  39332. getRoot() {
  39333. return this._root;
  39334. }
  39335. /**
  39336. * Deallocates all memory resources for a clip. Before using this method make
  39337. * sure to call {@link AnimationAction#stop} for all related actions.
  39338. *
  39339. * @param {AnimationClip} clip - The clip to uncache.
  39340. */
  39341. uncacheClip( clip ) {
  39342. const actions = this._actions,
  39343. clipUuid = clip.uuid,
  39344. actionsByClip = this._actionsByClip,
  39345. actionsForClip = actionsByClip[ clipUuid ];
  39346. if ( actionsForClip !== undefined ) {
  39347. // note: just calling _removeInactiveAction would mess up the
  39348. // iteration state and also require updating the state we can
  39349. // just throw away
  39350. const actionsToRemove = actionsForClip.knownActions;
  39351. for ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  39352. const action = actionsToRemove[ i ];
  39353. this._deactivateAction( action );
  39354. const cacheIndex = action._cacheIndex,
  39355. lastInactiveAction = actions[ actions.length - 1 ];
  39356. action._cacheIndex = null;
  39357. action._byClipCacheIndex = null;
  39358. lastInactiveAction._cacheIndex = cacheIndex;
  39359. actions[ cacheIndex ] = lastInactiveAction;
  39360. actions.pop();
  39361. this._removeInactiveBindingsForAction( action );
  39362. }
  39363. delete actionsByClip[ clipUuid ];
  39364. }
  39365. }
  39366. /**
  39367. * Deallocates all memory resources for a root object. Before using this
  39368. * method make sure to call {@link AnimationAction#stop} for all related
  39369. * actions or alternatively {@link AnimationMixer#stopAllAction} when the
  39370. * mixer operates on a single root.
  39371. *
  39372. * @param {Object3D} root - The root object to uncache.
  39373. */
  39374. uncacheRoot( root ) {
  39375. const rootUuid = root.uuid,
  39376. actionsByClip = this._actionsByClip;
  39377. for ( const clipUuid in actionsByClip ) {
  39378. const actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  39379. action = actionByRoot[ rootUuid ];
  39380. if ( action !== undefined ) {
  39381. this._deactivateAction( action );
  39382. this._removeInactiveAction( action );
  39383. }
  39384. }
  39385. const bindingsByRoot = this._bindingsByRootAndName,
  39386. bindingByName = bindingsByRoot[ rootUuid ];
  39387. if ( bindingByName !== undefined ) {
  39388. for ( const trackName in bindingByName ) {
  39389. const binding = bindingByName[ trackName ];
  39390. binding.restoreOriginalState();
  39391. this._removeInactiveBinding( binding );
  39392. }
  39393. }
  39394. }
  39395. /**
  39396. * Deallocates all memory resources for an action. The action is identified by the
  39397. * given clip and an optional root object. Before using this method make
  39398. * sure to call {@link AnimationAction#stop} to deactivate the action.
  39399. *
  39400. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  39401. * @param {Object3D} [optionalRoot] - An alternative root object.
  39402. */
  39403. uncacheAction( clip, optionalRoot ) {
  39404. const action = this.existingAction( clip, optionalRoot );
  39405. if ( action !== null ) {
  39406. this._deactivateAction( action );
  39407. this._removeInactiveAction( action );
  39408. }
  39409. }
  39410. }
  39411. /**
  39412. * Represents a 3D render target.
  39413. *
  39414. * @augments RenderTarget
  39415. */
  39416. class RenderTarget3D extends RenderTarget {
  39417. /**
  39418. * Constructs a new 3D render target.
  39419. *
  39420. * @param {number} [width=1] - The width of the render target.
  39421. * @param {number} [height=1] - The height of the render target.
  39422. * @param {number} [depth=1] - The height of the render target.
  39423. * @param {RenderTarget~Options} [options] - The configuration object.
  39424. */
  39425. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  39426. super( width, height, options );
  39427. /**
  39428. * This flag can be used for type testing.
  39429. *
  39430. * @type {boolean}
  39431. * @readonly
  39432. * @default true
  39433. */
  39434. this.isRenderTarget3D = true;
  39435. this.depth = depth;
  39436. /**
  39437. * Overwritten with a different texture type.
  39438. *
  39439. * @type {Data3DTexture}
  39440. */
  39441. this.texture = new Data3DTexture( null, width, height, depth );
  39442. this._setTextureOptions( options );
  39443. this.texture.isRenderTargetTexture = true;
  39444. }
  39445. }
  39446. /**
  39447. * Represents a uniform which is a global shader variable. They are passed to shader programs.
  39448. *
  39449. * When declaring a uniform of a {@link ShaderMaterial}, it is declared by value or by object.
  39450. * ```js
  39451. * uniforms: {
  39452. * time: { value: 1.0 },
  39453. * resolution: new Uniform( new Vector2() )
  39454. * };
  39455. * ```
  39456. * Since this class can only be used in context of {@link ShaderMaterial}, it is only supported
  39457. * in {@link WebGLRenderer}.
  39458. */
  39459. class Uniform {
  39460. /**
  39461. * Constructs a new uniform.
  39462. *
  39463. * @param {any} value - The uniform value.
  39464. */
  39465. constructor( value ) {
  39466. /**
  39467. * The uniform value.
  39468. *
  39469. * @type {any}
  39470. */
  39471. this.value = value;
  39472. }
  39473. /**
  39474. * Returns a new uniform with copied values from this instance.
  39475. * If the value has a `clone()` method, the value is cloned as well.
  39476. *
  39477. * @return {Uniform} A clone of this instance.
  39478. */
  39479. clone() {
  39480. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  39481. }
  39482. }
  39483. let _id = 0;
  39484. /**
  39485. * A class for managing multiple uniforms in a single group. The renderer will process
  39486. * such a definition as a single UBO.
  39487. *
  39488. * Since this class can only be used in context of {@link ShaderMaterial}, it is only supported
  39489. * in {@link WebGLRenderer}.
  39490. *
  39491. * @augments EventDispatcher
  39492. */
  39493. class UniformsGroup extends EventDispatcher {
  39494. /**
  39495. * Constructs a new uniforms group.
  39496. */
  39497. constructor() {
  39498. super();
  39499. /**
  39500. * This flag can be used for type testing.
  39501. *
  39502. * @type {boolean}
  39503. * @readonly
  39504. * @default true
  39505. */
  39506. this.isUniformsGroup = true;
  39507. /**
  39508. * The ID of the 3D object.
  39509. *
  39510. * @name UniformsGroup#id
  39511. * @type {number}
  39512. * @readonly
  39513. */
  39514. Object.defineProperty( this, 'id', { value: _id ++ } );
  39515. /**
  39516. * The name of the uniforms group.
  39517. *
  39518. * @type {string}
  39519. */
  39520. this.name = '';
  39521. /**
  39522. * The buffer usage.
  39523. *
  39524. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  39525. * @default StaticDrawUsage
  39526. */
  39527. this.usage = StaticDrawUsage;
  39528. /**
  39529. * An array holding the uniforms.
  39530. *
  39531. * @type {Array<Uniform>}
  39532. */
  39533. this.uniforms = [];
  39534. }
  39535. /**
  39536. * Adds the given uniform to this uniforms group.
  39537. *
  39538. * @param {Uniform} uniform - The uniform to add.
  39539. * @return {UniformsGroup} A reference to this uniforms group.
  39540. */
  39541. add( uniform ) {
  39542. this.uniforms.push( uniform );
  39543. return this;
  39544. }
  39545. /**
  39546. * Removes the given uniform from this uniforms group.
  39547. *
  39548. * @param {Uniform} uniform - The uniform to remove.
  39549. * @return {UniformsGroup} A reference to this uniforms group.
  39550. */
  39551. remove( uniform ) {
  39552. const index = this.uniforms.indexOf( uniform );
  39553. if ( index !== -1 ) this.uniforms.splice( index, 1 );
  39554. return this;
  39555. }
  39556. /**
  39557. * Sets the name of this uniforms group.
  39558. *
  39559. * @param {string} name - The name to set.
  39560. * @return {UniformsGroup} A reference to this uniforms group.
  39561. */
  39562. setName( name ) {
  39563. this.name = name;
  39564. return this;
  39565. }
  39566. /**
  39567. * Sets the usage of this uniforms group.
  39568. *
  39569. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  39570. * @return {UniformsGroup} A reference to this uniforms group.
  39571. */
  39572. setUsage( value ) {
  39573. this.usage = value;
  39574. return this;
  39575. }
  39576. /**
  39577. * Frees the GPU-related resources allocated by this instance. Call this
  39578. * method whenever this instance is no longer used in your app.
  39579. *
  39580. * @fires Texture#dispose
  39581. */
  39582. dispose() {
  39583. this.dispatchEvent( { type: 'dispose' } );
  39584. }
  39585. /**
  39586. * Copies the values of the given uniforms group to this instance.
  39587. *
  39588. * @param {UniformsGroup} source - The uniforms group to copy.
  39589. * @return {UniformsGroup} A reference to this uniforms group.
  39590. */
  39591. copy( source ) {
  39592. this.name = source.name;
  39593. this.usage = source.usage;
  39594. const uniformsSource = source.uniforms;
  39595. this.uniforms.length = 0;
  39596. for ( let i = 0, l = uniformsSource.length; i < l; i ++ ) {
  39597. const uniforms = Array.isArray( uniformsSource[ i ] ) ? uniformsSource[ i ] : [ uniformsSource[ i ] ];
  39598. for ( let j = 0; j < uniforms.length; j ++ ) {
  39599. this.uniforms.push( uniforms[ j ].clone() );
  39600. }
  39601. }
  39602. return this;
  39603. }
  39604. /**
  39605. * Returns a new uniforms group with copied values from this instance.
  39606. *
  39607. * @return {UniformsGroup} A clone of this instance.
  39608. */
  39609. clone() {
  39610. return new this.constructor().copy( this );
  39611. }
  39612. }
  39613. /**
  39614. * An instanced version of an interleaved buffer.
  39615. *
  39616. * @augments InterleavedBuffer
  39617. */
  39618. class InstancedInterleavedBuffer extends InterleavedBuffer {
  39619. /**
  39620. * Constructs a new instanced interleaved buffer.
  39621. *
  39622. * @param {TypedArray} array - A typed array with a shared buffer storing attribute data.
  39623. * @param {number} stride - The number of typed-array elements per vertex.
  39624. * @param {number} [meshPerAttribute=1] - Defines how often a value of this interleaved buffer should be repeated.
  39625. */
  39626. constructor( array, stride, meshPerAttribute = 1 ) {
  39627. super( array, stride );
  39628. /**
  39629. * This flag can be used for type testing.
  39630. *
  39631. * @type {boolean}
  39632. * @readonly
  39633. * @default true
  39634. */
  39635. this.isInstancedInterleavedBuffer = true;
  39636. /**
  39637. * Defines how often a value of this buffer attribute should be repeated,
  39638. * see {@link InstancedBufferAttribute#meshPerAttribute}.
  39639. *
  39640. * @type {number}
  39641. * @default 1
  39642. */
  39643. this.meshPerAttribute = meshPerAttribute;
  39644. }
  39645. copy( source ) {
  39646. super.copy( source );
  39647. this.meshPerAttribute = source.meshPerAttribute;
  39648. return this;
  39649. }
  39650. clone( data ) {
  39651. const ib = super.clone( data );
  39652. ib.meshPerAttribute = this.meshPerAttribute;
  39653. return ib;
  39654. }
  39655. toJSON( data ) {
  39656. const json = super.toJSON( data );
  39657. json.isInstancedInterleavedBuffer = true;
  39658. json.meshPerAttribute = this.meshPerAttribute;
  39659. return json;
  39660. }
  39661. }
  39662. /**
  39663. * An alternative version of a buffer attribute with more control over the VBO.
  39664. *
  39665. * The renderer does not construct a VBO for this kind of attribute. Instead, it uses
  39666. * whatever VBO is passed in constructor and can later be altered via the `buffer` property.
  39667. *
  39668. * The most common use case for this class is when some kind of GPGPU calculation interferes
  39669. * or even produces the VBOs in question.
  39670. *
  39671. * Notice that this class can only be used with {@link WebGLRenderer}.
  39672. */
  39673. class GLBufferAttribute {
  39674. /**
  39675. * Constructs a new GL buffer attribute.
  39676. *
  39677. * @param {WebGLBuffer} buffer - The native WebGL buffer.
  39678. * @param {number} type - The native data type (e.g. `gl.FLOAT`).
  39679. * @param {number} itemSize - The item size.
  39680. * @param {number} elementSize - The corresponding size (in bytes) for the given `type` parameter.
  39681. * @param {number} count - The expected number of vertices in VBO.
  39682. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  39683. */
  39684. constructor( buffer, type, itemSize, elementSize, count, normalized = false ) {
  39685. /**
  39686. * This flag can be used for type testing.
  39687. *
  39688. * @type {boolean}
  39689. * @readonly
  39690. * @default true
  39691. */
  39692. this.isGLBufferAttribute = true;
  39693. /**
  39694. * The name of the buffer attribute.
  39695. *
  39696. * @type {string}
  39697. */
  39698. this.name = '';
  39699. /**
  39700. * The native WebGL buffer.
  39701. *
  39702. * @type {WebGLBuffer}
  39703. */
  39704. this.buffer = buffer;
  39705. /**
  39706. * The native data type.
  39707. *
  39708. * @type {number}
  39709. */
  39710. this.type = type;
  39711. /**
  39712. * The item size, see {@link BufferAttribute#itemSize}.
  39713. *
  39714. * @type {number}
  39715. */
  39716. this.itemSize = itemSize;
  39717. /**
  39718. * The corresponding size (in bytes) for the given `type` parameter.
  39719. *
  39720. * @type {number}
  39721. */
  39722. this.elementSize = elementSize;
  39723. /**
  39724. * The expected number of vertices in VBO.
  39725. *
  39726. * @type {number}
  39727. */
  39728. this.count = count;
  39729. /**
  39730. * Applies to integer data only. Indicates how the underlying data in the buffer maps to
  39731. * the values in the GLSL code. For instance, if `buffer` contains data of `gl.UNSIGNED_SHORT`,
  39732. * and `normalized` is `true`, the values `0 - +65535` in the buffer data will be mapped to
  39733. * `0.0f - +1.0f` in the GLSL attribute. If `normalized` is `false`, the values will be converted
  39734. * to floats unmodified, i.e. `65535` becomes `65535.0f`.
  39735. *
  39736. * @type {boolean}
  39737. */
  39738. this.normalized = normalized;
  39739. /**
  39740. * A version number, incremented every time the `needsUpdate` is set to `true`.
  39741. *
  39742. * @type {number}
  39743. */
  39744. this.version = 0;
  39745. }
  39746. /**
  39747. * Flag to indicate that this attribute has changed and should be re-sent to
  39748. * the GPU. Set this to `true` when you modify the value of the array.
  39749. *
  39750. * @type {number}
  39751. * @default false
  39752. * @param {boolean} value
  39753. */
  39754. set needsUpdate( value ) {
  39755. if ( value === true ) this.version ++;
  39756. }
  39757. /**
  39758. * Sets the given native WebGL buffer.
  39759. *
  39760. * @param {WebGLBuffer} buffer - The buffer to set.
  39761. * @return {BufferAttribute} A reference to this instance.
  39762. */
  39763. setBuffer( buffer ) {
  39764. this.buffer = buffer;
  39765. return this;
  39766. }
  39767. /**
  39768. * Sets the given native data type and element size.
  39769. *
  39770. * @param {number} type - The native data type (e.g. `gl.FLOAT`).
  39771. * @param {number} elementSize - The corresponding size (in bytes) for the given `type` parameter.
  39772. * @return {BufferAttribute} A reference to this instance.
  39773. */
  39774. setType( type, elementSize ) {
  39775. this.type = type;
  39776. this.elementSize = elementSize;
  39777. return this;
  39778. }
  39779. /**
  39780. * Sets the item size.
  39781. *
  39782. * @param {number} itemSize - The item size.
  39783. * @return {BufferAttribute} A reference to this instance.
  39784. */
  39785. setItemSize( itemSize ) {
  39786. this.itemSize = itemSize;
  39787. return this;
  39788. }
  39789. /**
  39790. * Sets the count (the expected number of vertices in VBO).
  39791. *
  39792. * @param {number} count - The count.
  39793. * @return {BufferAttribute} A reference to this instance.
  39794. */
  39795. setCount( count ) {
  39796. this.count = count;
  39797. return this;
  39798. }
  39799. }
  39800. const _matrix = /*@__PURE__*/ new Matrix4();
  39801. /**
  39802. * This class is designed to assist with raycasting. Raycasting is used for
  39803. * mouse picking (working out what objects in the 3d space the mouse is over)
  39804. * amongst other things.
  39805. */
  39806. class Raycaster {
  39807. /**
  39808. * Constructs a new raycaster.
  39809. *
  39810. * @param {Vector3} origin - The origin vector where the ray casts from.
  39811. * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray.
  39812. * @param {number} [near=0] - All results returned are further away than near. Near can't be negative.
  39813. * @param {number} [far=Infinity] - All results returned are closer than far. Far can't be lower than near.
  39814. */
  39815. constructor( origin, direction, near = 0, far = Infinity ) {
  39816. /**
  39817. * The ray used for raycasting.
  39818. *
  39819. * @type {Ray}
  39820. */
  39821. this.ray = new Ray( origin, direction );
  39822. /**
  39823. * All results returned are further away than near. Near can't be negative.
  39824. *
  39825. * @type {number}
  39826. * @default 0
  39827. */
  39828. this.near = near;
  39829. /**
  39830. * All results returned are closer than far. Far can't be lower than near.
  39831. *
  39832. * @type {number}
  39833. * @default Infinity
  39834. */
  39835. this.far = far;
  39836. /**
  39837. * The camera to use when raycasting against view-dependent objects such as
  39838. * billboarded objects like sprites. This field can be set manually or
  39839. * is set when calling `setFromCamera()`.
  39840. *
  39841. * @type {?Camera}
  39842. * @default null
  39843. */
  39844. this.camera = null;
  39845. /**
  39846. * Allows to selectively ignore 3D objects when performing intersection tests.
  39847. * The following code example ensures that only 3D objects on layer `1` will be
  39848. * honored by raycaster.
  39849. * ```js
  39850. * raycaster.layers.set( 1 );
  39851. * object.layers.enable( 1 );
  39852. * ```
  39853. *
  39854. * @type {Layers}
  39855. */
  39856. this.layers = new Layers();
  39857. /**
  39858. * A parameter object that configures the raycasting. It has the structure:
  39859. *
  39860. * ```
  39861. * {
  39862. * Mesh: {},
  39863. * Line: { threshold: 1 },
  39864. * LOD: {},
  39865. * Points: { threshold: 1 },
  39866. * Sprite: {}
  39867. * }
  39868. * ```
  39869. * Where `threshold` is the precision of the raycaster when intersecting objects, in world units.
  39870. *
  39871. * @type {Object}
  39872. */
  39873. this.params = {
  39874. Mesh: {},
  39875. Line: { threshold: 1 },
  39876. LOD: {},
  39877. Points: { threshold: 1 },
  39878. Sprite: {}
  39879. };
  39880. }
  39881. /**
  39882. * Updates the ray with a new origin and direction by copying the values from the arguments.
  39883. *
  39884. * @param {Vector3} origin - The origin vector where the ray casts from.
  39885. * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray.
  39886. */
  39887. set( origin, direction ) {
  39888. // direction is assumed to be normalized (for accurate distance calculations)
  39889. this.ray.set( origin, direction );
  39890. }
  39891. /**
  39892. * Uses the given coordinates and camera to compute a new origin and direction for the internal ray.
  39893. *
  39894. * @param {Vector2} coords - 2D coordinates of the mouse, in normalized device coordinates (NDC).
  39895. * X and Y components should be between `-1` and `1`.
  39896. * @param {Camera} camera - The camera from which the ray should originate.
  39897. */
  39898. setFromCamera( coords, camera ) {
  39899. if ( camera.isPerspectiveCamera ) {
  39900. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  39901. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  39902. this.camera = camera;
  39903. } else if ( camera.isOrthographicCamera ) {
  39904. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  39905. this.ray.direction.set( 0, 0, -1 ).transformDirection( camera.matrixWorld );
  39906. this.camera = camera;
  39907. } else {
  39908. error( 'Raycaster: Unsupported camera type: ' + camera.type );
  39909. }
  39910. }
  39911. /**
  39912. * Uses the given WebXR controller to compute a new origin and direction for the internal ray.
  39913. *
  39914. * @param {WebXRController} controller - The controller to copy the position and direction from.
  39915. * @return {Raycaster} A reference to this raycaster.
  39916. */
  39917. setFromXRController( controller ) {
  39918. _matrix.identity().extractRotation( controller.matrixWorld );
  39919. this.ray.origin.setFromMatrixPosition( controller.matrixWorld );
  39920. this.ray.direction.set( 0, 0, -1 ).applyMatrix4( _matrix );
  39921. return this;
  39922. }
  39923. /**
  39924. * The intersection point of a raycaster intersection test.
  39925. * @typedef {Object} Raycaster~Intersection
  39926. * @property {number} distance - The distance from the ray's origin to the intersection point.
  39927. * @property {number} distanceToRay - Some 3D objects e.g. {@link Points} provide the distance of the
  39928. * intersection to the nearest point on the ray. For other objects it will be `undefined`.
  39929. * @property {Vector3} point - The intersection point, in world coordinates.
  39930. * @property {Object} face - The face that has been intersected.
  39931. * @property {number} faceIndex - The face index.
  39932. * @property {Object3D} object - The 3D object that has been intersected.
  39933. * @property {Vector2} uv - U,V coordinates at point of intersection.
  39934. * @property {Vector2} uv1 - Second set of U,V coordinates at point of intersection.
  39935. * @property {Vector3} normal - Interpolated normal vector at point of intersection.
  39936. * @property {number} instanceId - The index number of the instance where the ray
  39937. * intersects the {@link InstancedMesh}.
  39938. */
  39939. /**
  39940. * Checks all intersection between the ray and the object with or without the
  39941. * descendants. Intersections are returned sorted by distance, closest first.
  39942. *
  39943. * `Raycaster` delegates to the `raycast()` method of the passed 3D object, when
  39944. * evaluating whether the ray intersects the object or not. This allows meshes to respond
  39945. * differently to ray casting than lines or points.
  39946. *
  39947. * Note that for meshes, faces must be pointed towards the origin of the ray in order
  39948. * to be detected; intersections of the ray passing through the back of a face will not
  39949. * be detected. To raycast against both faces of an object, you'll want to set {@link Material#side}
  39950. * to `THREE.DoubleSide`.
  39951. *
  39952. * @param {Object3D} object - The 3D object to check for intersection with the ray.
  39953. * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.
  39954. * Otherwise it only checks intersection with the object.
  39955. * @param {Array<Raycaster~Intersection>} [intersects=[]] The target array that holds the result of the method.
  39956. * @return {Array<Raycaster~Intersection>} An array holding the intersection points.
  39957. */
  39958. intersectObject( object, recursive = true, intersects = [] ) {
  39959. intersect( object, this, intersects, recursive );
  39960. intersects.sort( ascSort );
  39961. return intersects;
  39962. }
  39963. /**
  39964. * Checks all intersection between the ray and the objects with or without
  39965. * the descendants. Intersections are returned sorted by distance, closest first.
  39966. *
  39967. * @param {Array<Object3D>} objects - The 3D objects to check for intersection with the ray.
  39968. * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.
  39969. * Otherwise it only checks intersection with the object.
  39970. * @param {Array<Raycaster~Intersection>} [intersects=[]] The target array that holds the result of the method.
  39971. * @return {Array<Raycaster~Intersection>} An array holding the intersection points.
  39972. */
  39973. intersectObjects( objects, recursive = true, intersects = [] ) {
  39974. for ( let i = 0, l = objects.length; i < l; i ++ ) {
  39975. intersect( objects[ i ], this, intersects, recursive );
  39976. }
  39977. intersects.sort( ascSort );
  39978. return intersects;
  39979. }
  39980. }
  39981. function ascSort( a, b ) {
  39982. return a.distance - b.distance;
  39983. }
  39984. function intersect( object, raycaster, intersects, recursive ) {
  39985. let propagate = true;
  39986. if ( object.layers.test( raycaster.layers ) ) {
  39987. const result = object.raycast( raycaster, intersects );
  39988. if ( result === false ) propagate = false;
  39989. }
  39990. if ( propagate === true && recursive === true ) {
  39991. const children = object.children;
  39992. for ( let i = 0, l = children.length; i < l; i ++ ) {
  39993. intersect( children[ i ], raycaster, intersects, true );
  39994. }
  39995. }
  39996. }
  39997. /**
  39998. * This class is an alternative to {@link Clock} with a different API design and behavior.
  39999. * The goal is to avoid the conceptual flaws that became apparent in `Clock` over time.
  40000. *
  40001. * - `Timer` has an `update()` method that updates its internal state. That makes it possible to
  40002. * call `getDelta()` and `getElapsed()` multiple times per simulation step without getting different values.
  40003. * - The class can make use of the Page Visibility API to avoid large time delta values when the app
  40004. * is inactive (e.g. tab switched or browser hidden).
  40005. *
  40006. * ```js
  40007. * const timer = new Timer();
  40008. * timer.connect( document ); // use Page Visibility API
  40009. * ```
  40010. */
  40011. class Timer {
  40012. /**
  40013. * Constructs a new timer.
  40014. */
  40015. constructor() {
  40016. this._previousTime = 0;
  40017. this._currentTime = 0;
  40018. this._startTime = performance.now();
  40019. this._delta = 0;
  40020. this._elapsed = 0;
  40021. this._timescale = 1;
  40022. this._document = null;
  40023. this._pageVisibilityHandler = null;
  40024. }
  40025. /**
  40026. * Connect the timer to the given document.Calling this method is not mandatory to
  40027. * use the timer but enables the usage of the Page Visibility API to avoid large time
  40028. * delta values.
  40029. *
  40030. * @param {Document} document - The document.
  40031. */
  40032. connect( document ) {
  40033. this._document = document;
  40034. // use Page Visibility API to avoid large time delta values
  40035. if ( document.hidden !== undefined ) {
  40036. this._pageVisibilityHandler = handleVisibilityChange.bind( this );
  40037. document.addEventListener( 'visibilitychange', this._pageVisibilityHandler, false );
  40038. }
  40039. }
  40040. /**
  40041. * Disconnects the timer from the DOM and also disables the usage of the Page Visibility API.
  40042. */
  40043. disconnect() {
  40044. if ( this._pageVisibilityHandler !== null ) {
  40045. this._document.removeEventListener( 'visibilitychange', this._pageVisibilityHandler );
  40046. this._pageVisibilityHandler = null;
  40047. }
  40048. this._document = null;
  40049. }
  40050. /**
  40051. * Returns the time delta in seconds.
  40052. *
  40053. * @return {number} The time delta in second.
  40054. */
  40055. getDelta() {
  40056. return this._delta / 1000;
  40057. }
  40058. /**
  40059. * Returns the elapsed time in seconds.
  40060. *
  40061. * @return {number} The elapsed time in second.
  40062. */
  40063. getElapsed() {
  40064. return this._elapsed / 1000;
  40065. }
  40066. /**
  40067. * Returns the timescale.
  40068. *
  40069. * @return {number} The timescale.
  40070. */
  40071. getTimescale() {
  40072. return this._timescale;
  40073. }
  40074. /**
  40075. * Sets the given timescale which scale the time delta computation
  40076. * in `update()`.
  40077. *
  40078. * @param {number} timescale - The timescale to set.
  40079. * @return {Timer} A reference to this timer.
  40080. */
  40081. setTimescale( timescale ) {
  40082. this._timescale = timescale;
  40083. return this;
  40084. }
  40085. /**
  40086. * Resets the time computation for the current simulation step.
  40087. *
  40088. * @return {Timer} A reference to this timer.
  40089. */
  40090. reset() {
  40091. this._currentTime = performance.now() - this._startTime;
  40092. return this;
  40093. }
  40094. /**
  40095. * Can be used to free all internal resources. Usually called when
  40096. * the timer instance isn't required anymore.
  40097. */
  40098. dispose() {
  40099. this.disconnect();
  40100. }
  40101. /**
  40102. * Updates the internal state of the timer. This method should be called
  40103. * once per simulation step and before you perform queries against the timer
  40104. * (e.g. via `getDelta()`).
  40105. *
  40106. * @param {number} timestamp - The current time in milliseconds. Can be obtained
  40107. * from the `requestAnimationFrame` callback argument. If not provided, the current
  40108. * time will be determined with `performance.now`.
  40109. * @return {Timer} A reference to this timer.
  40110. */
  40111. update( timestamp ) {
  40112. if ( this._pageVisibilityHandler !== null && this._document.hidden === true ) {
  40113. this._delta = 0;
  40114. } else {
  40115. this._previousTime = this._currentTime;
  40116. this._currentTime = ( timestamp !== undefined ? timestamp : performance.now() ) - this._startTime;
  40117. this._delta = ( this._currentTime - this._previousTime ) * this._timescale;
  40118. this._elapsed += this._delta; // _elapsed is the accumulation of all previous deltas
  40119. }
  40120. return this;
  40121. }
  40122. }
  40123. function handleVisibilityChange() {
  40124. if ( this._document.hidden === false ) this.reset();
  40125. }
  40126. /**
  40127. * This class can be used to represent points in 3D space as
  40128. * [Spherical coordinates](https://en.wikipedia.org/wiki/Spherical_coordinate_system).
  40129. */
  40130. class Spherical {
  40131. /**
  40132. * Constructs a new spherical.
  40133. *
  40134. * @param {number} [radius=1] - The radius, or the Euclidean distance (straight-line distance) from the point to the origin.
  40135. * @param {number} [phi=0] - The polar angle in radians from the y (up) axis.
  40136. * @param {number} [theta=0] - The equator/azimuthal angle in radians around the y (up) axis.
  40137. */
  40138. constructor( radius = 1, phi = 0, theta = 0 ) {
  40139. /**
  40140. * The radius, or the Euclidean distance (straight-line distance) from the point to the origin.
  40141. *
  40142. * @type {number}
  40143. * @default 1
  40144. */
  40145. this.radius = radius;
  40146. /**
  40147. * The polar angle in radians from the y (up) axis.
  40148. *
  40149. * @type {number}
  40150. * @default 0
  40151. */
  40152. this.phi = phi;
  40153. /**
  40154. * The equator/azimuthal angle in radians around the y (up) axis.
  40155. *
  40156. * @type {number}
  40157. * @default 0
  40158. */
  40159. this.theta = theta;
  40160. }
  40161. /**
  40162. * Sets the spherical components by copying the given values.
  40163. *
  40164. * @param {number} radius - The radius.
  40165. * @param {number} phi - The polar angle.
  40166. * @param {number} theta - The azimuthal angle.
  40167. * @return {Spherical} A reference to this spherical.
  40168. */
  40169. set( radius, phi, theta ) {
  40170. this.radius = radius;
  40171. this.phi = phi;
  40172. this.theta = theta;
  40173. return this;
  40174. }
  40175. /**
  40176. * Copies the values of the given spherical to this instance.
  40177. *
  40178. * @param {Spherical} other - The spherical to copy.
  40179. * @return {Spherical} A reference to this spherical.
  40180. */
  40181. copy( other ) {
  40182. this.radius = other.radius;
  40183. this.phi = other.phi;
  40184. this.theta = other.theta;
  40185. return this;
  40186. }
  40187. /**
  40188. * Restricts the polar angle [page:.phi phi] to be between `0.000001` and pi -
  40189. * `0.000001`.
  40190. *
  40191. * @return {Spherical} A reference to this spherical.
  40192. */
  40193. makeSafe() {
  40194. const EPS = 0.000001;
  40195. this.phi = clamp( this.phi, EPS, Math.PI - EPS );
  40196. return this;
  40197. }
  40198. /**
  40199. * Sets the spherical components from the given vector which is assumed to hold
  40200. * Cartesian coordinates.
  40201. *
  40202. * @param {Vector3} v - The vector to set.
  40203. * @return {Spherical} A reference to this spherical.
  40204. */
  40205. setFromVector3( v ) {
  40206. return this.setFromCartesianCoords( v.x, v.y, v.z );
  40207. }
  40208. /**
  40209. * Sets the spherical components from the given Cartesian coordinates.
  40210. *
  40211. * @param {number} x - The x value.
  40212. * @param {number} y - The y value.
  40213. * @param {number} z - The z value.
  40214. * @return {Spherical} A reference to this spherical.
  40215. */
  40216. setFromCartesianCoords( x, y, z ) {
  40217. this.radius = Math.sqrt( x * x + y * y + z * z );
  40218. if ( this.radius === 0 ) {
  40219. this.theta = 0;
  40220. this.phi = 0;
  40221. } else {
  40222. this.theta = Math.atan2( x, z );
  40223. this.phi = Math.acos( clamp( y / this.radius, -1, 1 ) );
  40224. }
  40225. return this;
  40226. }
  40227. /**
  40228. * Returns a new spherical with copied values from this instance.
  40229. *
  40230. * @return {Spherical} A clone of this instance.
  40231. */
  40232. clone() {
  40233. return new this.constructor().copy( this );
  40234. }
  40235. }
  40236. /**
  40237. * This class can be used to represent points in 3D space as
  40238. * [Cylindrical coordinates](https://en.wikipedia.org/wiki/Cylindrical_coordinate_system).
  40239. */
  40240. class Cylindrical {
  40241. /**
  40242. * Constructs a new cylindrical.
  40243. *
  40244. * @param {number} [radius=1] - The distance from the origin to a point in the x-z plane.
  40245. * @param {number} [theta=0] - A counterclockwise angle in the x-z plane measured in radians from the positive z-axis.
  40246. * @param {number} [y=0] - The height above the x-z plane.
  40247. */
  40248. constructor( radius = 1, theta = 0, y = 0 ) {
  40249. /**
  40250. * The distance from the origin to a point in the x-z plane.
  40251. *
  40252. * @type {number}
  40253. * @default 1
  40254. */
  40255. this.radius = radius;
  40256. /**
  40257. * A counterclockwise angle in the x-z plane measured in radians from the positive z-axis.
  40258. *
  40259. * @type {number}
  40260. * @default 0
  40261. */
  40262. this.theta = theta;
  40263. /**
  40264. * The height above the x-z plane.
  40265. *
  40266. * @type {number}
  40267. * @default 0
  40268. */
  40269. this.y = y;
  40270. }
  40271. /**
  40272. * Sets the cylindrical components by copying the given values.
  40273. *
  40274. * @param {number} radius - The radius.
  40275. * @param {number} theta - The theta angle.
  40276. * @param {number} y - The height value.
  40277. * @return {Cylindrical} A reference to this cylindrical.
  40278. */
  40279. set( radius, theta, y ) {
  40280. this.radius = radius;
  40281. this.theta = theta;
  40282. this.y = y;
  40283. return this;
  40284. }
  40285. /**
  40286. * Copies the values of the given cylindrical to this instance.
  40287. *
  40288. * @param {Cylindrical} other - The cylindrical to copy.
  40289. * @return {Cylindrical} A reference to this cylindrical.
  40290. */
  40291. copy( other ) {
  40292. this.radius = other.radius;
  40293. this.theta = other.theta;
  40294. this.y = other.y;
  40295. return this;
  40296. }
  40297. /**
  40298. * Sets the cylindrical components from the given vector which is assumed to hold
  40299. * Cartesian coordinates.
  40300. *
  40301. * @param {Vector3} v - The vector to set.
  40302. * @return {Cylindrical} A reference to this cylindrical.
  40303. */
  40304. setFromVector3( v ) {
  40305. return this.setFromCartesianCoords( v.x, v.y, v.z );
  40306. }
  40307. /**
  40308. * Sets the cylindrical components from the given Cartesian coordinates.
  40309. *
  40310. * @param {number} x - The x value.
  40311. * @param {number} y - The x value.
  40312. * @param {number} z - The x value.
  40313. * @return {Cylindrical} A reference to this cylindrical.
  40314. */
  40315. setFromCartesianCoords( x, y, z ) {
  40316. this.radius = Math.sqrt( x * x + z * z );
  40317. this.theta = Math.atan2( x, z );
  40318. this.y = y;
  40319. return this;
  40320. }
  40321. /**
  40322. * Returns a new cylindrical with copied values from this instance.
  40323. *
  40324. * @return {Cylindrical} A clone of this instance.
  40325. */
  40326. clone() {
  40327. return new this.constructor().copy( this );
  40328. }
  40329. }
  40330. /**
  40331. * Represents a 2x2 matrix.
  40332. *
  40333. * A Note on Row-Major and Column-Major Ordering:
  40334. *
  40335. * The constructor and {@link Matrix2#set} method take arguments in
  40336. * [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order)
  40337. * order, while internally they are stored in the {@link Matrix2#elements} array in column-major order.
  40338. * This means that calling:
  40339. * ```js
  40340. * const m = new THREE.Matrix2();
  40341. * m.set( 11, 12,
  40342. * 21, 22 );
  40343. * ```
  40344. * will result in the elements array containing:
  40345. * ```js
  40346. * m.elements = [ 11, 21,
  40347. * 12, 22 ];
  40348. * ```
  40349. * and internally all calculations are performed using column-major ordering.
  40350. * However, as the actual ordering makes no difference mathematically and
  40351. * most people are used to thinking about matrices in row-major order, the
  40352. * three.js documentation shows matrices in row-major order. Just bear in
  40353. * mind that if you are reading the source code, you'll have to take the
  40354. * transpose of any matrices outlined here to make sense of the calculations.
  40355. */
  40356. class Matrix2 {
  40357. /**
  40358. * Constructs a new 2x2 matrix. The arguments are supposed to be
  40359. * in row-major order. If no arguments are provided, the constructor
  40360. * initializes the matrix as an identity matrix.
  40361. *
  40362. * @param {number} [n11] - 1-1 matrix element.
  40363. * @param {number} [n12] - 1-2 matrix element.
  40364. * @param {number} [n21] - 2-1 matrix element.
  40365. * @param {number} [n22] - 2-2 matrix element.
  40366. */
  40367. constructor( n11, n12, n21, n22 ) {
  40368. /**
  40369. * This flag can be used for type testing.
  40370. *
  40371. * @type {boolean}
  40372. * @readonly
  40373. * @default true
  40374. */
  40375. Matrix2.prototype.isMatrix2 = true;
  40376. /**
  40377. * A column-major list of matrix values.
  40378. *
  40379. * @type {Array<number>}
  40380. */
  40381. this.elements = [
  40382. 1, 0,
  40383. 0, 1,
  40384. ];
  40385. if ( n11 !== undefined ) {
  40386. this.set( n11, n12, n21, n22 );
  40387. }
  40388. }
  40389. /**
  40390. * Sets this matrix to the 2x2 identity matrix.
  40391. *
  40392. * @return {Matrix2} A reference to this matrix.
  40393. */
  40394. identity() {
  40395. this.set(
  40396. 1, 0,
  40397. 0, 1,
  40398. );
  40399. return this;
  40400. }
  40401. /**
  40402. * Sets the elements of the matrix from the given array.
  40403. *
  40404. * @param {Array<number>} array - The matrix elements in column-major order.
  40405. * @param {number} [offset=0] - Index of the first element in the array.
  40406. * @return {Matrix2} A reference to this matrix.
  40407. */
  40408. fromArray( array, offset = 0 ) {
  40409. for ( let i = 0; i < 4; i ++ ) {
  40410. this.elements[ i ] = array[ i + offset ];
  40411. }
  40412. return this;
  40413. }
  40414. /**
  40415. * Sets the elements of the matrix.The arguments are supposed to be
  40416. * in row-major order.
  40417. *
  40418. * @param {number} n11 - 1-1 matrix element.
  40419. * @param {number} n12 - 1-2 matrix element.
  40420. * @param {number} n21 - 2-1 matrix element.
  40421. * @param {number} n22 - 2-2 matrix element.
  40422. * @return {Matrix2} A reference to this matrix.
  40423. */
  40424. set( n11, n12, n21, n22 ) {
  40425. const te = this.elements;
  40426. te[ 0 ] = n11; te[ 2 ] = n12;
  40427. te[ 1 ] = n21; te[ 3 ] = n22;
  40428. return this;
  40429. }
  40430. }
  40431. const _vector$4 = /*@__PURE__*/ new Vector2();
  40432. /**
  40433. * Represents an axis-aligned bounding box (AABB) in 2D space.
  40434. */
  40435. class Box2 {
  40436. /**
  40437. * Constructs a new bounding box.
  40438. *
  40439. * @param {Vector2} [min=(Infinity,Infinity)] - A vector representing the lower boundary of the box.
  40440. * @param {Vector2} [max=(-Infinity,-Infinity)] - A vector representing the upper boundary of the box.
  40441. */
  40442. constructor( min = new Vector2( + Infinity, + Infinity ), max = new Vector2( - Infinity, - Infinity ) ) {
  40443. /**
  40444. * This flag can be used for type testing.
  40445. *
  40446. * @type {boolean}
  40447. * @readonly
  40448. * @default true
  40449. */
  40450. this.isBox2 = true;
  40451. /**
  40452. * The lower boundary of the box.
  40453. *
  40454. * @type {Vector2}
  40455. */
  40456. this.min = min;
  40457. /**
  40458. * The upper boundary of the box.
  40459. *
  40460. * @type {Vector2}
  40461. */
  40462. this.max = max;
  40463. }
  40464. /**
  40465. * Sets the lower and upper boundaries of this box.
  40466. * Please note that this method only copies the values from the given objects.
  40467. *
  40468. * @param {Vector2} min - The lower boundary of the box.
  40469. * @param {Vector2} max - The upper boundary of the box.
  40470. * @return {Box2} A reference to this bounding box.
  40471. */
  40472. set( min, max ) {
  40473. this.min.copy( min );
  40474. this.max.copy( max );
  40475. return this;
  40476. }
  40477. /**
  40478. * Sets the upper and lower bounds of this box so it encloses the position data
  40479. * in the given array.
  40480. *
  40481. * @param {Array<Vector2>} points - An array holding 2D position data as instances of {@link Vector2}.
  40482. * @return {Box2} A reference to this bounding box.
  40483. */
  40484. setFromPoints( points ) {
  40485. this.makeEmpty();
  40486. for ( let i = 0, il = points.length; i < il; i ++ ) {
  40487. this.expandByPoint( points[ i ] );
  40488. }
  40489. return this;
  40490. }
  40491. /**
  40492. * Centers this box on the given center vector and sets this box's width, height and
  40493. * depth to the given size values.
  40494. *
  40495. * @param {Vector2} center - The center of the box.
  40496. * @param {Vector2} size - The x and y dimensions of the box.
  40497. * @return {Box2} A reference to this bounding box.
  40498. */
  40499. setFromCenterAndSize( center, size ) {
  40500. const halfSize = _vector$4.copy( size ).multiplyScalar( 0.5 );
  40501. this.min.copy( center ).sub( halfSize );
  40502. this.max.copy( center ).add( halfSize );
  40503. return this;
  40504. }
  40505. /**
  40506. * Returns a new box with copied values from this instance.
  40507. *
  40508. * @return {Box2} A clone of this instance.
  40509. */
  40510. clone() {
  40511. return new this.constructor().copy( this );
  40512. }
  40513. /**
  40514. * Copies the values of the given box to this instance.
  40515. *
  40516. * @param {Box2} box - The box to copy.
  40517. * @return {Box2} A reference to this bounding box.
  40518. */
  40519. copy( box ) {
  40520. this.min.copy( box.min );
  40521. this.max.copy( box.max );
  40522. return this;
  40523. }
  40524. /**
  40525. * Makes this box empty which means in encloses a zero space in 2D.
  40526. *
  40527. * @return {Box2} A reference to this bounding box.
  40528. */
  40529. makeEmpty() {
  40530. this.min.x = this.min.y = + Infinity;
  40531. this.max.x = this.max.y = - Infinity;
  40532. return this;
  40533. }
  40534. /**
  40535. * Returns true if this box includes zero points within its bounds.
  40536. * Note that a box with equal lower and upper bounds still includes one
  40537. * point, the one both bounds share.
  40538. *
  40539. * @return {boolean} Whether this box is empty or not.
  40540. */
  40541. isEmpty() {
  40542. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  40543. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  40544. }
  40545. /**
  40546. * Returns the center point of this box.
  40547. *
  40548. * @param {Vector2} target - The target vector that is used to store the method's result.
  40549. * @return {Vector2} The center point.
  40550. */
  40551. getCenter( target ) {
  40552. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  40553. }
  40554. /**
  40555. * Returns the dimensions of this box.
  40556. *
  40557. * @param {Vector2} target - The target vector that is used to store the method's result.
  40558. * @return {Vector2} The size.
  40559. */
  40560. getSize( target ) {
  40561. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  40562. }
  40563. /**
  40564. * Expands the boundaries of this box to include the given point.
  40565. *
  40566. * @param {Vector2} point - The point that should be included by the bounding box.
  40567. * @return {Box2} A reference to this bounding box.
  40568. */
  40569. expandByPoint( point ) {
  40570. this.min.min( point );
  40571. this.max.max( point );
  40572. return this;
  40573. }
  40574. /**
  40575. * Expands this box equilaterally by the given vector. The width of this
  40576. * box will be expanded by the x component of the vector in both
  40577. * directions. The height of this box will be expanded by the y component of
  40578. * the vector in both directions.
  40579. *
  40580. * @param {Vector2} vector - The vector that should expand the bounding box.
  40581. * @return {Box2} A reference to this bounding box.
  40582. */
  40583. expandByVector( vector ) {
  40584. this.min.sub( vector );
  40585. this.max.add( vector );
  40586. return this;
  40587. }
  40588. /**
  40589. * Expands each dimension of the box by the given scalar. If negative, the
  40590. * dimensions of the box will be contracted.
  40591. *
  40592. * @param {number} scalar - The scalar value that should expand the bounding box.
  40593. * @return {Box2} A reference to this bounding box.
  40594. */
  40595. expandByScalar( scalar ) {
  40596. this.min.addScalar( - scalar );
  40597. this.max.addScalar( scalar );
  40598. return this;
  40599. }
  40600. /**
  40601. * Returns `true` if the given point lies within or on the boundaries of this box.
  40602. *
  40603. * @param {Vector2} point - The point to test.
  40604. * @return {boolean} Whether the bounding box contains the given point or not.
  40605. */
  40606. containsPoint( point ) {
  40607. return point.x >= this.min.x && point.x <= this.max.x &&
  40608. point.y >= this.min.y && point.y <= this.max.y;
  40609. }
  40610. /**
  40611. * Returns `true` if this bounding box includes the entirety of the given bounding box.
  40612. * If this box and the given one are identical, this function also returns `true`.
  40613. *
  40614. * @param {Box2} box - The bounding box to test.
  40615. * @return {boolean} Whether the bounding box contains the given bounding box or not.
  40616. */
  40617. containsBox( box ) {
  40618. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  40619. this.min.y <= box.min.y && box.max.y <= this.max.y;
  40620. }
  40621. /**
  40622. * Returns a point as a proportion of this box's width and height.
  40623. *
  40624. * @param {Vector2} point - A point in 2D space.
  40625. * @param {Vector2} target - The target vector that is used to store the method's result.
  40626. * @return {Vector2} A point as a proportion of this box's width and height.
  40627. */
  40628. getParameter( point, target ) {
  40629. // This can potentially have a divide by zero if the box
  40630. // has a size dimension of 0.
  40631. return target.set(
  40632. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  40633. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  40634. );
  40635. }
  40636. /**
  40637. * Returns `true` if the given bounding box intersects with this bounding box.
  40638. *
  40639. * @param {Box2} box - The bounding box to test.
  40640. * @return {boolean} Whether the given bounding box intersects with this bounding box.
  40641. */
  40642. intersectsBox( box ) {
  40643. // using 4 splitting planes to rule out intersections
  40644. return box.max.x >= this.min.x && box.min.x <= this.max.x &&
  40645. box.max.y >= this.min.y && box.min.y <= this.max.y;
  40646. }
  40647. /**
  40648. * Clamps the given point within the bounds of this box.
  40649. *
  40650. * @param {Vector2} point - The point to clamp.
  40651. * @param {Vector2} target - The target vector that is used to store the method's result.
  40652. * @return {Vector2} The clamped point.
  40653. */
  40654. clampPoint( point, target ) {
  40655. return target.copy( point ).clamp( this.min, this.max );
  40656. }
  40657. /**
  40658. * Returns the euclidean distance from any edge of this box to the specified point. If
  40659. * the given point lies inside of this box, the distance will be `0`.
  40660. *
  40661. * @param {Vector2} point - The point to compute the distance to.
  40662. * @return {number} The euclidean distance.
  40663. */
  40664. distanceToPoint( point ) {
  40665. return this.clampPoint( point, _vector$4 ).distanceTo( point );
  40666. }
  40667. /**
  40668. * Computes the intersection of this bounding box and the given one, setting the upper
  40669. * bound of this box to the lesser of the two boxes' upper bounds and the
  40670. * lower bound of this box to the greater of the two boxes' lower bounds. If
  40671. * there's no overlap, makes this box empty.
  40672. *
  40673. * @param {Box2} box - The bounding box to intersect with.
  40674. * @return {Box2} A reference to this bounding box.
  40675. */
  40676. intersect( box ) {
  40677. this.min.max( box.min );
  40678. this.max.min( box.max );
  40679. if ( this.isEmpty() ) this.makeEmpty();
  40680. return this;
  40681. }
  40682. /**
  40683. * Computes the union of this box and another and the given one, setting the upper
  40684. * bound of this box to the greater of the two boxes' upper bounds and the
  40685. * lower bound of this box to the lesser of the two boxes' lower bounds.
  40686. *
  40687. * @param {Box2} box - The bounding box that will be unioned with this instance.
  40688. * @return {Box2} A reference to this bounding box.
  40689. */
  40690. union( box ) {
  40691. this.min.min( box.min );
  40692. this.max.max( box.max );
  40693. return this;
  40694. }
  40695. /**
  40696. * Adds the given offset to both the upper and lower bounds of this bounding box,
  40697. * effectively moving it in 2D space.
  40698. *
  40699. * @param {Vector2} offset - The offset that should be used to translate the bounding box.
  40700. * @return {Box2} A reference to this bounding box.
  40701. */
  40702. translate( offset ) {
  40703. this.min.add( offset );
  40704. this.max.add( offset );
  40705. return this;
  40706. }
  40707. /**
  40708. * Returns `true` if this bounding box is equal with the given one.
  40709. *
  40710. * @param {Box2} box - The box to test for equality.
  40711. * @return {boolean} Whether this bounding box is equal with the given one.
  40712. */
  40713. equals( box ) {
  40714. return box.min.equals( this.min ) && box.max.equals( this.max );
  40715. }
  40716. }
  40717. const _startP = /*@__PURE__*/ new Vector3();
  40718. const _startEnd = /*@__PURE__*/ new Vector3();
  40719. const _d1 = /*@__PURE__*/ new Vector3();
  40720. const _d2 = /*@__PURE__*/ new Vector3();
  40721. const _r = /*@__PURE__*/ new Vector3();
  40722. const _c1 = /*@__PURE__*/ new Vector3();
  40723. const _c2 = /*@__PURE__*/ new Vector3();
  40724. /**
  40725. * An analytical line segment in 3D space represented by a start and end point.
  40726. */
  40727. class Line3 {
  40728. /**
  40729. * Constructs a new line segment.
  40730. *
  40731. * @param {Vector3} [start=(0,0,0)] - Start of the line segment.
  40732. * @param {Vector3} [end=(0,0,0)] - End of the line segment.
  40733. */
  40734. constructor( start = new Vector3(), end = new Vector3() ) {
  40735. /**
  40736. * Start of the line segment.
  40737. *
  40738. * @type {Vector3}
  40739. */
  40740. this.start = start;
  40741. /**
  40742. * End of the line segment.
  40743. *
  40744. * @type {Vector3}
  40745. */
  40746. this.end = end;
  40747. }
  40748. /**
  40749. * Sets the start and end values by copying the given vectors.
  40750. *
  40751. * @param {Vector3} start - The start point.
  40752. * @param {Vector3} end - The end point.
  40753. * @return {Line3} A reference to this line segment.
  40754. */
  40755. set( start, end ) {
  40756. this.start.copy( start );
  40757. this.end.copy( end );
  40758. return this;
  40759. }
  40760. /**
  40761. * Copies the values of the given line segment to this instance.
  40762. *
  40763. * @param {Line3} line - The line segment to copy.
  40764. * @return {Line3} A reference to this line segment.
  40765. */
  40766. copy( line ) {
  40767. this.start.copy( line.start );
  40768. this.end.copy( line.end );
  40769. return this;
  40770. }
  40771. /**
  40772. * Returns the center of the line segment.
  40773. *
  40774. * @param {Vector3} target - The target vector that is used to store the method's result.
  40775. * @return {Vector3} The center point.
  40776. */
  40777. getCenter( target ) {
  40778. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  40779. }
  40780. /**
  40781. * Returns the delta vector of the line segment's start and end point.
  40782. *
  40783. * @param {Vector3} target - The target vector that is used to store the method's result.
  40784. * @return {Vector3} The delta vector.
  40785. */
  40786. delta( target ) {
  40787. return target.subVectors( this.end, this.start );
  40788. }
  40789. /**
  40790. * Returns the squared Euclidean distance between the line' start and end point.
  40791. *
  40792. * @return {number} The squared Euclidean distance.
  40793. */
  40794. distanceSq() {
  40795. return this.start.distanceToSquared( this.end );
  40796. }
  40797. /**
  40798. * Returns the Euclidean distance between the line' start and end point.
  40799. *
  40800. * @return {number} The Euclidean distance.
  40801. */
  40802. distance() {
  40803. return this.start.distanceTo( this.end );
  40804. }
  40805. /**
  40806. * Returns a vector at a certain position along the line segment.
  40807. *
  40808. * @param {number} t - A value between `[0,1]` to represent a position along the line segment.
  40809. * @param {Vector3} target - The target vector that is used to store the method's result.
  40810. * @return {Vector3} The delta vector.
  40811. */
  40812. at( t, target ) {
  40813. return this.delta( target ).multiplyScalar( t ).add( this.start );
  40814. }
  40815. /**
  40816. * Returns a point parameter based on the closest point as projected on the line segment.
  40817. *
  40818. * @param {Vector3} point - The point for which to return a point parameter.
  40819. * @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not.
  40820. * @return {number} The point parameter.
  40821. */
  40822. closestPointToPointParameter( point, clampToLine ) {
  40823. _startP.subVectors( point, this.start );
  40824. _startEnd.subVectors( this.end, this.start );
  40825. const startEnd2 = _startEnd.dot( _startEnd );
  40826. const startEnd_startP = _startEnd.dot( _startP );
  40827. let t = startEnd_startP / startEnd2;
  40828. if ( clampToLine ) {
  40829. t = clamp( t, 0, 1 );
  40830. }
  40831. return t;
  40832. }
  40833. /**
  40834. * Returns the closest point on the line for a given point.
  40835. *
  40836. * @param {Vector3} point - The point to compute the closest point on the line for.
  40837. * @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not.
  40838. * @param {Vector3} target - The target vector that is used to store the method's result.
  40839. * @return {Vector3} The closest point on the line.
  40840. */
  40841. closestPointToPoint( point, clampToLine, target ) {
  40842. const t = this.closestPointToPointParameter( point, clampToLine );
  40843. return this.delta( target ).multiplyScalar( t ).add( this.start );
  40844. }
  40845. /**
  40846. * Returns the closest squared distance between this line segment and the given one.
  40847. *
  40848. * @param {Line3} line - The line segment to compute the closest squared distance to.
  40849. * @param {Vector3} [c1] - The closest point on this line segment.
  40850. * @param {Vector3} [c2] - The closest point on the given line segment.
  40851. * @return {number} The squared distance between this line segment and the given one.
  40852. */
  40853. distanceSqToLine3( line, c1 = _c1, c2 = _c2 ) {
  40854. // from Real-Time Collision Detection by Christer Ericson, chapter 5.1.9
  40855. // Computes closest points C1 and C2 of S1(s)=P1+s*(Q1-P1) and
  40856. // S2(t)=P2+t*(Q2-P2), returning s and t. Function result is squared
  40857. // distance between between S1(s) and S2(t)
  40858. const EPSILON = 1e-8 * 1e-8; // must be squared since we compare squared length
  40859. let s, t;
  40860. const p1 = this.start;
  40861. const p2 = line.start;
  40862. const q1 = this.end;
  40863. const q2 = line.end;
  40864. _d1.subVectors( q1, p1 ); // Direction vector of segment S1
  40865. _d2.subVectors( q2, p2 ); // Direction vector of segment S2
  40866. _r.subVectors( p1, p2 );
  40867. const a = _d1.dot( _d1 ); // Squared length of segment S1, always nonnegative
  40868. const e = _d2.dot( _d2 ); // Squared length of segment S2, always nonnegative
  40869. const f = _d2.dot( _r );
  40870. // Check if either or both segments degenerate into points
  40871. if ( a <= EPSILON && e <= EPSILON ) {
  40872. // Both segments degenerate into points
  40873. c1.copy( p1 );
  40874. c2.copy( p2 );
  40875. c1.sub( c2 );
  40876. return c1.dot( c1 );
  40877. }
  40878. if ( a <= EPSILON ) {
  40879. // First segment degenerates into a point
  40880. s = 0;
  40881. t = f / e; // s = 0 => t = (b*s + f) / e = f / e
  40882. t = clamp( t, 0, 1 );
  40883. } else {
  40884. const c = _d1.dot( _r );
  40885. if ( e <= EPSILON ) {
  40886. // Second segment degenerates into a point
  40887. t = 0;
  40888. s = clamp( - c / a, 0, 1 ); // t = 0 => s = (b*t - c) / a = -c / a
  40889. } else {
  40890. // The general nondegenerate case starts here
  40891. const b = _d1.dot( _d2 );
  40892. const denom = a * e - b * b; // Always nonnegative
  40893. // If segments not parallel, compute closest point on L1 to L2 and
  40894. // clamp to segment S1. Else pick arbitrary s (here 0)
  40895. if ( denom !== 0 ) {
  40896. s = clamp( ( b * f - c * e ) / denom, 0, 1 );
  40897. } else {
  40898. s = 0;
  40899. }
  40900. // Compute point on L2 closest to S1(s) using
  40901. // t = Dot((P1 + D1*s) - P2,D2) / Dot(D2,D2) = (b*s + f) / e
  40902. t = ( b * s + f ) / e;
  40903. // If t in [0,1] done. Else clamp t, recompute s for the new value
  40904. // of t using s = Dot((P2 + D2*t) - P1,D1) / Dot(D1,D1)= (t*b - c) / a
  40905. // and clamp s to [0, 1]
  40906. if ( t < 0 ) {
  40907. t = 0.;
  40908. s = clamp( - c / a, 0, 1 );
  40909. } else if ( t > 1 ) {
  40910. t = 1;
  40911. s = clamp( ( b - c ) / a, 0, 1 );
  40912. }
  40913. }
  40914. }
  40915. c1.copy( p1 ).add( _d1.multiplyScalar( s ) );
  40916. c2.copy( p2 ).add( _d2.multiplyScalar( t ) );
  40917. c1.sub( c2 );
  40918. return c1.dot( c1 );
  40919. }
  40920. /**
  40921. * Applies a 4x4 transformation matrix to this line segment.
  40922. *
  40923. * @param {Matrix4} matrix - The transformation matrix.
  40924. * @return {Line3} A reference to this line segment.
  40925. */
  40926. applyMatrix4( matrix ) {
  40927. this.start.applyMatrix4( matrix );
  40928. this.end.applyMatrix4( matrix );
  40929. return this;
  40930. }
  40931. /**
  40932. * Returns `true` if this line segment is equal with the given one.
  40933. *
  40934. * @param {Line3} line - The line segment to test for equality.
  40935. * @return {boolean} Whether this line segment is equal with the given one.
  40936. */
  40937. equals( line ) {
  40938. return line.start.equals( this.start ) && line.end.equals( this.end );
  40939. }
  40940. /**
  40941. * Returns a new line segment with copied values from this instance.
  40942. *
  40943. * @return {Line3} A clone of this instance.
  40944. */
  40945. clone() {
  40946. return new this.constructor().copy( this );
  40947. }
  40948. }
  40949. const _vector$3 = /*@__PURE__*/ new Vector3();
  40950. /**
  40951. * This displays a cone shaped helper object for a {@link SpotLight}.
  40952. *
  40953. * ```js
  40954. * const spotLight = new THREE.SpotLight( 0xffffff );
  40955. * spotLight.position.set( 10, 10, 10 );
  40956. * scene.add( spotLight );
  40957. *
  40958. * const spotLightHelper = new THREE.SpotLightHelper( spotLight );
  40959. * scene.add( spotLightHelper );
  40960. * ```
  40961. *
  40962. * @augments Object3D
  40963. */
  40964. class SpotLightHelper extends Object3D {
  40965. /**
  40966. * Constructs a new spot light helper.
  40967. *
  40968. * @param {HemisphereLight} light - The light to be visualized.
  40969. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  40970. * the color of the light.
  40971. */
  40972. constructor( light, color ) {
  40973. super();
  40974. /**
  40975. * The light being visualized.
  40976. *
  40977. * @type {SpotLight}
  40978. */
  40979. this.light = light;
  40980. this.matrixAutoUpdate = false;
  40981. /**
  40982. * The color parameter passed in the constructor.
  40983. * If not set, the helper will take the color of the light.
  40984. *
  40985. * @type {number|Color|string}
  40986. */
  40987. this.color = color;
  40988. this.type = 'SpotLightHelper';
  40989. const geometry = new BufferGeometry();
  40990. const positions = [
  40991. 0, 0, 0, 0, 0, 1,
  40992. 0, 0, 0, 1, 0, 1,
  40993. 0, 0, 0, -1, 0, 1,
  40994. 0, 0, 0, 0, 1, 1,
  40995. 0, 0, 0, 0, -1, 1
  40996. ];
  40997. for ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  40998. const p1 = ( i / l ) * Math.PI * 2;
  40999. const p2 = ( j / l ) * Math.PI * 2;
  41000. positions.push(
  41001. Math.cos( p1 ), Math.sin( p1 ), 1,
  41002. Math.cos( p2 ), Math.sin( p2 ), 1
  41003. );
  41004. }
  41005. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  41006. const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  41007. this.cone = new LineSegments( geometry, material );
  41008. this.add( this.cone );
  41009. this.update();
  41010. }
  41011. /**
  41012. * Frees the GPU-related resources allocated by this instance. Call this
  41013. * method whenever this instance is no longer used in your app.
  41014. */
  41015. dispose() {
  41016. this.cone.geometry.dispose();
  41017. this.cone.material.dispose();
  41018. }
  41019. /**
  41020. * Updates the helper to match the position and direction of the
  41021. * light being visualized.
  41022. */
  41023. update() {
  41024. this.light.updateWorldMatrix( true, false );
  41025. this.light.target.updateWorldMatrix( true, false );
  41026. // update the local matrix based on the parent and light target transforms
  41027. if ( this.parent ) {
  41028. this.parent.updateWorldMatrix( true );
  41029. this.matrix
  41030. .copy( this.parent.matrixWorld )
  41031. .invert()
  41032. .multiply( this.light.matrixWorld );
  41033. } else {
  41034. this.matrix.copy( this.light.matrixWorld );
  41035. }
  41036. this.matrixWorld.copy( this.light.matrixWorld );
  41037. const coneLength = this.light.distance ? this.light.distance : 1000;
  41038. const coneWidth = coneLength * Math.tan( this.light.angle );
  41039. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  41040. _vector$3.setFromMatrixPosition( this.light.target.matrixWorld );
  41041. this.cone.lookAt( _vector$3 );
  41042. if ( this.color !== undefined ) {
  41043. this.cone.material.color.set( this.color );
  41044. } else {
  41045. this.cone.material.color.copy( this.light.color );
  41046. }
  41047. }
  41048. }
  41049. const _vector$2 = /*@__PURE__*/ new Vector3();
  41050. const _boneMatrix = /*@__PURE__*/ new Matrix4();
  41051. const _matrixWorldInv = /*@__PURE__*/ new Matrix4();
  41052. /**
  41053. * A helper object to assist with visualizing a {@link Skeleton}.
  41054. *
  41055. * ```js
  41056. * const helper = new THREE.SkeletonHelper( skinnedMesh );
  41057. * scene.add( helper );
  41058. * ```
  41059. *
  41060. * @augments LineSegments
  41061. */
  41062. class SkeletonHelper extends LineSegments {
  41063. /**
  41064. * Constructs a new skeleton helper.
  41065. *
  41066. * @param {Object3D} object - Usually an instance of {@link SkinnedMesh}. However, any 3D object
  41067. * can be used if it represents a hierarchy of bones (see {@link Bone}).
  41068. */
  41069. constructor( object ) {
  41070. const bones = getBoneList( object );
  41071. const geometry = new BufferGeometry();
  41072. const vertices = [];
  41073. const colors = [];
  41074. for ( let i = 0; i < bones.length; i ++ ) {
  41075. const bone = bones[ i ];
  41076. if ( bone.parent && bone.parent.isBone ) {
  41077. vertices.push( 0, 0, 0 );
  41078. vertices.push( 0, 0, 0 );
  41079. colors.push( 0, 0, 0 );
  41080. colors.push( 0, 0, 0 );
  41081. }
  41082. }
  41083. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41084. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41085. const material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );
  41086. super( geometry, material );
  41087. /**
  41088. * This flag can be used for type testing.
  41089. *
  41090. * @type {boolean}
  41091. * @readonly
  41092. * @default true
  41093. */
  41094. this.isSkeletonHelper = true;
  41095. this.type = 'SkeletonHelper';
  41096. /**
  41097. * The object being visualized.
  41098. *
  41099. * @type {Object3D}
  41100. */
  41101. this.root = object;
  41102. /**
  41103. * The list of bones that the helper visualizes.
  41104. *
  41105. * @type {Array<Bone>}
  41106. */
  41107. this.bones = bones;
  41108. this.matrix = object.matrixWorld;
  41109. this.matrixAutoUpdate = false;
  41110. // colors
  41111. const color1 = new Color( 0x0000ff );
  41112. const color2 = new Color( 0x00ff00 );
  41113. this.setColors( color1, color2 );
  41114. }
  41115. updateMatrixWorld( force ) {
  41116. const bones = this.bones;
  41117. const geometry = this.geometry;
  41118. const position = geometry.getAttribute( 'position' );
  41119. _matrixWorldInv.copy( this.root.matrixWorld ).invert();
  41120. for ( let i = 0, j = 0; i < bones.length; i ++ ) {
  41121. const bone = bones[ i ];
  41122. if ( bone.parent && bone.parent.isBone ) {
  41123. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  41124. _vector$2.setFromMatrixPosition( _boneMatrix );
  41125. position.setXYZ( j, _vector$2.x, _vector$2.y, _vector$2.z );
  41126. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  41127. _vector$2.setFromMatrixPosition( _boneMatrix );
  41128. position.setXYZ( j + 1, _vector$2.x, _vector$2.y, _vector$2.z );
  41129. j += 2;
  41130. }
  41131. }
  41132. geometry.getAttribute( 'position' ).needsUpdate = true;
  41133. super.updateMatrixWorld( force );
  41134. }
  41135. /**
  41136. * Defines the colors of the helper.
  41137. *
  41138. * @param {Color} color1 - The first line color for each bone.
  41139. * @param {Color} color2 - The second line color for each bone.
  41140. * @return {SkeletonHelper} A reference to this helper.
  41141. */
  41142. setColors( color1, color2 ) {
  41143. const geometry = this.geometry;
  41144. const colorAttribute = geometry.getAttribute( 'color' );
  41145. for ( let i = 0; i < colorAttribute.count; i += 2 ) {
  41146. colorAttribute.setXYZ( i, color1.r, color1.g, color1.b );
  41147. colorAttribute.setXYZ( i + 1, color2.r, color2.g, color2.b );
  41148. }
  41149. colorAttribute.needsUpdate = true;
  41150. return this;
  41151. }
  41152. /**
  41153. * Frees the GPU-related resources allocated by this instance. Call this
  41154. * method whenever this instance is no longer used in your app.
  41155. */
  41156. dispose() {
  41157. this.geometry.dispose();
  41158. this.material.dispose();
  41159. }
  41160. }
  41161. function getBoneList( object ) {
  41162. const boneList = [];
  41163. if ( object.isBone === true ) {
  41164. boneList.push( object );
  41165. }
  41166. for ( let i = 0; i < object.children.length; i ++ ) {
  41167. boneList.push( ...getBoneList( object.children[ i ] ) );
  41168. }
  41169. return boneList;
  41170. }
  41171. /**
  41172. * This displays a helper object consisting of a spherical mesh for
  41173. * visualizing an instance of {@link PointLight}.
  41174. *
  41175. * ```js
  41176. * const pointLight = new THREE.PointLight( 0xff0000, 1, 100 );
  41177. * pointLight.position.set( 10, 10, 10 );
  41178. * scene.add( pointLight );
  41179. *
  41180. * const sphereSize = 1;
  41181. * const pointLightHelper = new THREE.PointLightHelper( pointLight, sphereSize );
  41182. * scene.add( pointLightHelper );
  41183. * ```
  41184. *
  41185. * @augments Mesh
  41186. */
  41187. class PointLightHelper extends Mesh {
  41188. /**
  41189. * Constructs a new point light helper.
  41190. *
  41191. * @param {PointLight} light - The light to be visualized.
  41192. * @param {number} [sphereSize=1] - The size of the sphere helper.
  41193. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  41194. * the color of the light.
  41195. */
  41196. constructor( light, sphereSize, color ) {
  41197. const geometry = new SphereGeometry( sphereSize, 4, 2 );
  41198. const material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  41199. super( geometry, material );
  41200. /**
  41201. * The light being visualized.
  41202. *
  41203. * @type {PointLight}
  41204. */
  41205. this.light = light;
  41206. /**
  41207. * The color parameter passed in the constructor.
  41208. * If not set, the helper will take the color of the light.
  41209. *
  41210. * @type {number|Color|string}
  41211. */
  41212. this.color = color;
  41213. this.type = 'PointLightHelper';
  41214. this.matrix = this.light.matrixWorld;
  41215. this.matrixAutoUpdate = false;
  41216. this.update();
  41217. /*
  41218. // TODO: delete this comment?
  41219. const distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
  41220. const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  41221. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  41222. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  41223. const d = light.distance;
  41224. if ( d === 0.0 ) {
  41225. this.lightDistance.visible = false;
  41226. } else {
  41227. this.lightDistance.scale.set( d, d, d );
  41228. }
  41229. this.add( this.lightDistance );
  41230. */
  41231. }
  41232. /**
  41233. * Frees the GPU-related resources allocated by this instance. Call this
  41234. * method whenever this instance is no longer used in your app.
  41235. */
  41236. dispose() {
  41237. this.geometry.dispose();
  41238. this.material.dispose();
  41239. }
  41240. /**
  41241. * Updates the helper to match the position of the
  41242. * light being visualized.
  41243. */
  41244. update() {
  41245. this.light.updateWorldMatrix( true, false );
  41246. if ( this.color !== undefined ) {
  41247. this.material.color.set( this.color );
  41248. } else {
  41249. this.material.color.copy( this.light.color );
  41250. }
  41251. /*
  41252. const d = this.light.distance;
  41253. if ( d === 0.0 ) {
  41254. this.lightDistance.visible = false;
  41255. } else {
  41256. this.lightDistance.visible = true;
  41257. this.lightDistance.scale.set( d, d, d );
  41258. }
  41259. */
  41260. }
  41261. }
  41262. const _vector$1 = /*@__PURE__*/ new Vector3();
  41263. const _color1 = /*@__PURE__*/ new Color();
  41264. const _color2 = /*@__PURE__*/ new Color();
  41265. /**
  41266. * Creates a visual aid consisting of a spherical mesh for a
  41267. * given {@link HemisphereLight}.
  41268. *
  41269. * ```js
  41270. * const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
  41271. * const helper = new THREE.HemisphereLightHelper( light, 5 );
  41272. * scene.add( helper );
  41273. * ```
  41274. *
  41275. * @augments Object3D
  41276. */
  41277. class HemisphereLightHelper extends Object3D {
  41278. /**
  41279. * Constructs a new hemisphere light helper.
  41280. *
  41281. * @param {HemisphereLight} light - The light to be visualized.
  41282. * @param {number} [size=1] - The size of the mesh used to visualize the light.
  41283. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  41284. * the color of the light.
  41285. */
  41286. constructor( light, size, color ) {
  41287. super();
  41288. /**
  41289. * The light being visualized.
  41290. *
  41291. * @type {HemisphereLight}
  41292. */
  41293. this.light = light;
  41294. this.matrix = light.matrixWorld;
  41295. this.matrixAutoUpdate = false;
  41296. /**
  41297. * The color parameter passed in the constructor.
  41298. * If not set, the helper will take the color of the light.
  41299. *
  41300. * @type {number|Color|string}
  41301. */
  41302. this.color = color;
  41303. this.type = 'HemisphereLightHelper';
  41304. const geometry = new OctahedronGeometry( size );
  41305. geometry.rotateY( Math.PI * 0.5 );
  41306. this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  41307. if ( this.color === undefined ) this.material.vertexColors = true;
  41308. const position = geometry.getAttribute( 'position' );
  41309. const colors = new Float32Array( position.count * 3 );
  41310. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  41311. this.add( new Mesh( geometry, this.material ) );
  41312. this.update();
  41313. }
  41314. /**
  41315. * Frees the GPU-related resources allocated by this instance. Call this
  41316. * method whenever this instance is no longer used in your app.
  41317. */
  41318. dispose() {
  41319. this.children[ 0 ].geometry.dispose();
  41320. this.children[ 0 ].material.dispose();
  41321. }
  41322. /**
  41323. * Updates the helper to match the position and direction of the
  41324. * light being visualized.
  41325. */
  41326. update() {
  41327. const mesh = this.children[ 0 ];
  41328. if ( this.color !== undefined ) {
  41329. this.material.color.set( this.color );
  41330. } else {
  41331. const colors = mesh.geometry.getAttribute( 'color' );
  41332. _color1.copy( this.light.color );
  41333. _color2.copy( this.light.groundColor );
  41334. for ( let i = 0, l = colors.count; i < l; i ++ ) {
  41335. const color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  41336. colors.setXYZ( i, color.r, color.g, color.b );
  41337. }
  41338. colors.needsUpdate = true;
  41339. }
  41340. this.light.updateWorldMatrix( true, false );
  41341. mesh.lookAt( _vector$1.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  41342. }
  41343. }
  41344. /**
  41345. * The helper is an object to define grids. Grids are two-dimensional
  41346. * arrays of lines.
  41347. *
  41348. * ```js
  41349. * const size = 10;
  41350. * const divisions = 10;
  41351. *
  41352. * const gridHelper = new THREE.GridHelper( size, divisions );
  41353. * scene.add( gridHelper );
  41354. * ```
  41355. *
  41356. * @augments LineSegments
  41357. */
  41358. class GridHelper extends LineSegments {
  41359. /**
  41360. * Constructs a new grid helper.
  41361. *
  41362. * @param {number} [size=10] - The size of the grid.
  41363. * @param {number} [divisions=10] - The number of divisions across the grid.
  41364. * @param {number|Color|string} [color1=0x444444] - The color of the center line.
  41365. * @param {number|Color|string} [color2=0x888888] - The color of the lines of the grid.
  41366. */
  41367. constructor( size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888 ) {
  41368. color1 = new Color( color1 );
  41369. color2 = new Color( color2 );
  41370. const center = divisions / 2;
  41371. const step = size / divisions;
  41372. const halfSize = size / 2;
  41373. const vertices = [], colors = [];
  41374. for ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  41375. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  41376. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  41377. const color = i === center ? color1 : color2;
  41378. color.toArray( colors, j ); j += 3;
  41379. color.toArray( colors, j ); j += 3;
  41380. color.toArray( colors, j ); j += 3;
  41381. color.toArray( colors, j ); j += 3;
  41382. }
  41383. const geometry = new BufferGeometry();
  41384. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41385. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41386. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  41387. super( geometry, material );
  41388. this.type = 'GridHelper';
  41389. }
  41390. /**
  41391. * Frees the GPU-related resources allocated by this instance. Call this
  41392. * method whenever this instance is no longer used in your app.
  41393. */
  41394. dispose() {
  41395. this.geometry.dispose();
  41396. this.material.dispose();
  41397. }
  41398. }
  41399. /**
  41400. * This helper is an object to define polar grids. Grids are
  41401. * two-dimensional arrays of lines.
  41402. *
  41403. * ```js
  41404. * const radius = 10;
  41405. * const sectors = 16;
  41406. * const rings = 8;
  41407. * const divisions = 64;
  41408. *
  41409. * const helper = new THREE.PolarGridHelper( radius, sectors, rings, divisions );
  41410. * scene.add( helper );
  41411. * ```
  41412. *
  41413. * @augments LineSegments
  41414. */
  41415. class PolarGridHelper extends LineSegments {
  41416. /**
  41417. * Constructs a new polar grid helper.
  41418. *
  41419. * @param {number} [radius=10] - The radius of the polar grid. This can be any positive number.
  41420. * @param {number} [sectors=16] - The number of sectors the grid will be divided into. This can be any positive integer.
  41421. * @param {number} [rings=16] - The number of rings. This can be any positive integer.
  41422. * @param {number} [divisions=64] - The number of line segments used for each circle. This can be any positive integer.
  41423. * @param {number|Color|string} [color1=0x444444] - The first color used for grid elements.
  41424. * @param {number|Color|string} [color2=0x888888] - The second color used for grid elements.
  41425. */
  41426. constructor( radius = 10, sectors = 16, rings = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888 ) {
  41427. color1 = new Color( color1 );
  41428. color2 = new Color( color2 );
  41429. const vertices = [];
  41430. const colors = [];
  41431. // create the sectors
  41432. if ( sectors > 1 ) {
  41433. for ( let i = 0; i < sectors; i ++ ) {
  41434. const v = ( i / sectors ) * ( Math.PI * 2 );
  41435. const x = Math.sin( v ) * radius;
  41436. const z = Math.cos( v ) * radius;
  41437. vertices.push( 0, 0, 0 );
  41438. vertices.push( x, 0, z );
  41439. const color = ( i & 1 ) ? color1 : color2;
  41440. colors.push( color.r, color.g, color.b );
  41441. colors.push( color.r, color.g, color.b );
  41442. }
  41443. }
  41444. // create the rings
  41445. for ( let i = 0; i < rings; i ++ ) {
  41446. const color = ( i & 1 ) ? color1 : color2;
  41447. const r = radius - ( radius / rings * i );
  41448. for ( let j = 0; j < divisions; j ++ ) {
  41449. // first vertex
  41450. let v = ( j / divisions ) * ( Math.PI * 2 );
  41451. let x = Math.sin( v ) * r;
  41452. let z = Math.cos( v ) * r;
  41453. vertices.push( x, 0, z );
  41454. colors.push( color.r, color.g, color.b );
  41455. // second vertex
  41456. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  41457. x = Math.sin( v ) * r;
  41458. z = Math.cos( v ) * r;
  41459. vertices.push( x, 0, z );
  41460. colors.push( color.r, color.g, color.b );
  41461. }
  41462. }
  41463. const geometry = new BufferGeometry();
  41464. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41465. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41466. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  41467. super( geometry, material );
  41468. this.type = 'PolarGridHelper';
  41469. }
  41470. /**
  41471. * Frees the GPU-related resources allocated by this instance. Call this
  41472. * method whenever this instance is no longer used in your app.
  41473. */
  41474. dispose() {
  41475. this.geometry.dispose();
  41476. this.material.dispose();
  41477. }
  41478. }
  41479. const _v1 = /*@__PURE__*/ new Vector3();
  41480. const _v2 = /*@__PURE__*/ new Vector3();
  41481. const _v3 = /*@__PURE__*/ new Vector3();
  41482. /**
  41483. * Helper object to assist with visualizing a {@link DirectionalLight}'s
  41484. * effect on the scene. This consists of plane and a line representing the
  41485. * light's position and direction.
  41486. *
  41487. * ```js
  41488. * const light = new THREE.DirectionalLight( 0xFFFFFF );
  41489. * scene.add( light );
  41490. *
  41491. * const helper = new THREE.DirectionalLightHelper( light, 5 );
  41492. * scene.add( helper );
  41493. * ```
  41494. *
  41495. * @augments Object3D
  41496. */
  41497. class DirectionalLightHelper extends Object3D {
  41498. /**
  41499. * Constructs a new directional light helper.
  41500. *
  41501. * @param {DirectionalLight} light - The light to be visualized.
  41502. * @param {number} [size=1] - The dimensions of the plane.
  41503. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  41504. * the color of the light.
  41505. */
  41506. constructor( light, size, color ) {
  41507. super();
  41508. /**
  41509. * The light being visualized.
  41510. *
  41511. * @type {DirectionalLight}
  41512. */
  41513. this.light = light;
  41514. this.matrix = light.matrixWorld;
  41515. this.matrixAutoUpdate = false;
  41516. /**
  41517. * The color parameter passed in the constructor.
  41518. * If not set, the helper will take the color of the light.
  41519. *
  41520. * @type {number|Color|string}
  41521. */
  41522. this.color = color;
  41523. this.type = 'DirectionalLightHelper';
  41524. if ( size === undefined ) size = 1;
  41525. let geometry = new BufferGeometry();
  41526. geometry.setAttribute( 'position', new Float32BufferAttribute( [
  41527. - size, size, 0,
  41528. size, size, 0,
  41529. size, - size, 0,
  41530. - size, - size, 0,
  41531. - size, size, 0
  41532. ], 3 ) );
  41533. const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  41534. /**
  41535. * Contains the line showing the location of the directional light.
  41536. *
  41537. * @type {Line}
  41538. */
  41539. this.lightPlane = new Line( geometry, material );
  41540. this.add( this.lightPlane );
  41541. geometry = new BufferGeometry();
  41542. geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  41543. /**
  41544. * Represents the target line of the directional light.
  41545. *
  41546. * @type {Line}
  41547. */
  41548. this.targetLine = new Line( geometry, material );
  41549. this.add( this.targetLine );
  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.lightPlane.geometry.dispose();
  41558. this.lightPlane.material.dispose();
  41559. this.targetLine.geometry.dispose();
  41560. this.targetLine.material.dispose();
  41561. }
  41562. /**
  41563. * Updates the helper to match the position and direction of the
  41564. * light being visualized.
  41565. */
  41566. update() {
  41567. this.light.updateWorldMatrix( true, false );
  41568. this.light.target.updateWorldMatrix( true, false );
  41569. _v1.setFromMatrixPosition( this.light.matrixWorld );
  41570. _v2.setFromMatrixPosition( this.light.target.matrixWorld );
  41571. _v3.subVectors( _v2, _v1 );
  41572. this.lightPlane.lookAt( _v2 );
  41573. if ( this.color !== undefined ) {
  41574. this.lightPlane.material.color.set( this.color );
  41575. this.targetLine.material.color.set( this.color );
  41576. } else {
  41577. this.lightPlane.material.color.copy( this.light.color );
  41578. this.targetLine.material.color.copy( this.light.color );
  41579. }
  41580. this.targetLine.lookAt( _v2 );
  41581. this.targetLine.scale.z = _v3.length();
  41582. }
  41583. }
  41584. const _vector = /*@__PURE__*/ new Vector3();
  41585. const _camera = /*@__PURE__*/ new Camera();
  41586. /**
  41587. * This helps with visualizing what a camera contains in its frustum. It
  41588. * visualizes the frustum of a camera using a line segments.
  41589. *
  41590. * Based on frustum visualization in [lightgl.js shadowmap example](https://github.com/evanw/lightgl.js/blob/master/tests/shadowmap.html).
  41591. *
  41592. * `CameraHelper` must be a child of the scene.
  41593. *
  41594. * ```js
  41595. * const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
  41596. * const helper = new THREE.CameraHelper( camera );
  41597. * scene.add( helper );
  41598. * ```
  41599. *
  41600. * @augments LineSegments
  41601. */
  41602. class CameraHelper extends LineSegments {
  41603. /**
  41604. * Constructs a new arrow helper.
  41605. *
  41606. * @param {Camera} camera - The camera to visualize.
  41607. */
  41608. constructor( camera ) {
  41609. const geometry = new BufferGeometry();
  41610. const material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );
  41611. const vertices = [];
  41612. const colors = [];
  41613. const pointMap = {};
  41614. // near
  41615. addLine( 'n1', 'n2' );
  41616. addLine( 'n2', 'n4' );
  41617. addLine( 'n4', 'n3' );
  41618. addLine( 'n3', 'n1' );
  41619. // far
  41620. addLine( 'f1', 'f2' );
  41621. addLine( 'f2', 'f4' );
  41622. addLine( 'f4', 'f3' );
  41623. addLine( 'f3', 'f1' );
  41624. // sides
  41625. addLine( 'n1', 'f1' );
  41626. addLine( 'n2', 'f2' );
  41627. addLine( 'n3', 'f3' );
  41628. addLine( 'n4', 'f4' );
  41629. // cone
  41630. addLine( 'p', 'n1' );
  41631. addLine( 'p', 'n2' );
  41632. addLine( 'p', 'n3' );
  41633. addLine( 'p', 'n4' );
  41634. // up
  41635. addLine( 'u1', 'u2' );
  41636. addLine( 'u2', 'u3' );
  41637. addLine( 'u3', 'u1' );
  41638. // target
  41639. addLine( 'c', 't' );
  41640. addLine( 'p', 'c' );
  41641. // cross
  41642. addLine( 'cn1', 'cn2' );
  41643. addLine( 'cn3', 'cn4' );
  41644. addLine( 'cf1', 'cf2' );
  41645. addLine( 'cf3', 'cf4' );
  41646. function addLine( a, b ) {
  41647. addPoint( a );
  41648. addPoint( b );
  41649. }
  41650. function addPoint( id ) {
  41651. vertices.push( 0, 0, 0 );
  41652. colors.push( 0, 0, 0 );
  41653. if ( pointMap[ id ] === undefined ) {
  41654. pointMap[ id ] = [];
  41655. }
  41656. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  41657. }
  41658. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41659. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41660. super( geometry, material );
  41661. this.type = 'CameraHelper';
  41662. /**
  41663. * The camera being visualized.
  41664. *
  41665. * @type {Camera}
  41666. */
  41667. this.camera = camera;
  41668. if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();
  41669. this.matrix = camera.matrixWorld;
  41670. this.matrixAutoUpdate = false;
  41671. /**
  41672. * This contains the points used to visualize the camera.
  41673. *
  41674. * @type {Object<string,Array<number>>}
  41675. */
  41676. this.pointMap = pointMap;
  41677. this.update();
  41678. // colors
  41679. const colorFrustum = new Color( 0xffaa00 );
  41680. const colorCone = new Color( 0xff0000 );
  41681. const colorUp = new Color( 0x00aaff );
  41682. const colorTarget = new Color( 0xffffff );
  41683. const colorCross = new Color( 0x333333 );
  41684. this.setColors( colorFrustum, colorCone, colorUp, colorTarget, colorCross );
  41685. }
  41686. /**
  41687. * Defines the colors of the helper.
  41688. *
  41689. * @param {Color} frustum - The frustum line color.
  41690. * @param {Color} cone - The cone line color.
  41691. * @param {Color} up - The up line color.
  41692. * @param {Color} target - The target line color.
  41693. * @param {Color} cross - The cross line color.
  41694. * @return {CameraHelper} A reference to this helper.
  41695. */
  41696. setColors( frustum, cone, up, target, cross ) {
  41697. const geometry = this.geometry;
  41698. const colorAttribute = geometry.getAttribute( 'color' );
  41699. // near
  41700. colorAttribute.setXYZ( 0, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 1, frustum.r, frustum.g, frustum.b ); // n1, n2
  41701. colorAttribute.setXYZ( 2, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 3, frustum.r, frustum.g, frustum.b ); // n2, n4
  41702. colorAttribute.setXYZ( 4, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 5, frustum.r, frustum.g, frustum.b ); // n4, n3
  41703. colorAttribute.setXYZ( 6, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 7, frustum.r, frustum.g, frustum.b ); // n3, n1
  41704. // far
  41705. colorAttribute.setXYZ( 8, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 9, frustum.r, frustum.g, frustum.b ); // f1, f2
  41706. colorAttribute.setXYZ( 10, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 11, frustum.r, frustum.g, frustum.b ); // f2, f4
  41707. colorAttribute.setXYZ( 12, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 13, frustum.r, frustum.g, frustum.b ); // f4, f3
  41708. colorAttribute.setXYZ( 14, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 15, frustum.r, frustum.g, frustum.b ); // f3, f1
  41709. // sides
  41710. colorAttribute.setXYZ( 16, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 17, frustum.r, frustum.g, frustum.b ); // n1, f1
  41711. colorAttribute.setXYZ( 18, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 19, frustum.r, frustum.g, frustum.b ); // n2, f2
  41712. colorAttribute.setXYZ( 20, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 21, frustum.r, frustum.g, frustum.b ); // n3, f3
  41713. colorAttribute.setXYZ( 22, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 23, frustum.r, frustum.g, frustum.b ); // n4, f4
  41714. // cone
  41715. colorAttribute.setXYZ( 24, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 25, cone.r, cone.g, cone.b ); // p, n1
  41716. colorAttribute.setXYZ( 26, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 27, cone.r, cone.g, cone.b ); // p, n2
  41717. colorAttribute.setXYZ( 28, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 29, cone.r, cone.g, cone.b ); // p, n3
  41718. colorAttribute.setXYZ( 30, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 31, cone.r, cone.g, cone.b ); // p, n4
  41719. // up
  41720. colorAttribute.setXYZ( 32, up.r, up.g, up.b ); colorAttribute.setXYZ( 33, up.r, up.g, up.b ); // u1, u2
  41721. colorAttribute.setXYZ( 34, up.r, up.g, up.b ); colorAttribute.setXYZ( 35, up.r, up.g, up.b ); // u2, u3
  41722. colorAttribute.setXYZ( 36, up.r, up.g, up.b ); colorAttribute.setXYZ( 37, up.r, up.g, up.b ); // u3, u1
  41723. // target
  41724. colorAttribute.setXYZ( 38, target.r, target.g, target.b ); colorAttribute.setXYZ( 39, target.r, target.g, target.b ); // c, t
  41725. colorAttribute.setXYZ( 40, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 41, cross.r, cross.g, cross.b ); // p, c
  41726. // cross
  41727. colorAttribute.setXYZ( 42, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 43, cross.r, cross.g, cross.b ); // cn1, cn2
  41728. colorAttribute.setXYZ( 44, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 45, cross.r, cross.g, cross.b ); // cn3, cn4
  41729. colorAttribute.setXYZ( 46, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 47, cross.r, cross.g, cross.b ); // cf1, cf2
  41730. colorAttribute.setXYZ( 48, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 49, cross.r, cross.g, cross.b ); // cf3, cf4
  41731. colorAttribute.needsUpdate = true;
  41732. return this;
  41733. }
  41734. /**
  41735. * Updates the helper based on the projection matrix of the camera.
  41736. */
  41737. update() {
  41738. const geometry = this.geometry;
  41739. const pointMap = this.pointMap;
  41740. const w = 1, h = 1;
  41741. let nearZ, farZ;
  41742. // we need just camera projection matrix inverse
  41743. // world matrix must be identity
  41744. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  41745. // Adjust z values based on coordinate system
  41746. if ( this.camera.reversedDepth === true ) {
  41747. nearZ = 1;
  41748. farZ = 0;
  41749. } else {
  41750. if ( this.camera.coordinateSystem === WebGLCoordinateSystem ) {
  41751. nearZ = -1;
  41752. farZ = 1;
  41753. } else if ( this.camera.coordinateSystem === WebGPUCoordinateSystem ) {
  41754. nearZ = 0;
  41755. farZ = 1;
  41756. } else {
  41757. throw new Error( 'THREE.CameraHelper.update(): Invalid coordinate system: ' + this.camera.coordinateSystem );
  41758. }
  41759. }
  41760. // center / target
  41761. setPoint( 'c', pointMap, geometry, _camera, 0, 0, nearZ );
  41762. setPoint( 't', pointMap, geometry, _camera, 0, 0, farZ );
  41763. // near
  41764. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, nearZ );
  41765. setPoint( 'n2', pointMap, geometry, _camera, w, - h, nearZ );
  41766. setPoint( 'n3', pointMap, geometry, _camera, - w, h, nearZ );
  41767. setPoint( 'n4', pointMap, geometry, _camera, w, h, nearZ );
  41768. // far
  41769. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, farZ );
  41770. setPoint( 'f2', pointMap, geometry, _camera, w, - h, farZ );
  41771. setPoint( 'f3', pointMap, geometry, _camera, - w, h, farZ );
  41772. setPoint( 'f4', pointMap, geometry, _camera, w, h, farZ );
  41773. // up
  41774. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, nearZ );
  41775. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, nearZ );
  41776. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, nearZ );
  41777. // cross
  41778. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, farZ );
  41779. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, farZ );
  41780. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, farZ );
  41781. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, farZ );
  41782. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, nearZ );
  41783. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, nearZ );
  41784. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, nearZ );
  41785. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, nearZ );
  41786. geometry.getAttribute( 'position' ).needsUpdate = true;
  41787. }
  41788. /**
  41789. * Frees the GPU-related resources allocated by this instance. Call this
  41790. * method whenever this instance is no longer used in your app.
  41791. */
  41792. dispose() {
  41793. this.geometry.dispose();
  41794. this.material.dispose();
  41795. }
  41796. }
  41797. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  41798. _vector.set( x, y, z ).unproject( camera );
  41799. const points = pointMap[ point ];
  41800. if ( points !== undefined ) {
  41801. const position = geometry.getAttribute( 'position' );
  41802. for ( let i = 0, l = points.length; i < l; i ++ ) {
  41803. position.setXYZ( points[ i ], _vector.x, _vector.y, _vector.z );
  41804. }
  41805. }
  41806. }
  41807. const _box = /*@__PURE__*/ new Box3();
  41808. /**
  41809. * Helper object to graphically show the world-axis-aligned bounding box
  41810. * around an object. The actual bounding box is handled with {@link Box3},
  41811. * this is just a visual helper for debugging. It can be automatically
  41812. * resized with {@link BoxHelper#update} when the object it's created from
  41813. * is transformed. Note that the object must have a geometry for this to work,
  41814. * so it won't work with sprites.
  41815. *
  41816. * ```js
  41817. * const sphere = new THREE.SphereGeometry();
  41818. * const object = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( 0xff0000 ) );
  41819. * const box = new THREE.BoxHelper( object, 0xffff00 );
  41820. * scene.add( box );
  41821. * ```
  41822. *
  41823. * @augments LineSegments
  41824. */
  41825. class BoxHelper extends LineSegments {
  41826. /**
  41827. * Constructs a new box helper.
  41828. *
  41829. * @param {Object3D} [object] - The 3D object to show the world-axis-aligned bounding box.
  41830. * @param {number|Color|string} [color=0xffff00] - The box's color.
  41831. */
  41832. constructor( object, color = 0xffff00 ) {
  41833. 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 ] );
  41834. const positions = new Float32Array( 8 * 3 );
  41835. const geometry = new BufferGeometry();
  41836. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  41837. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  41838. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41839. /**
  41840. * The 3D object being visualized.
  41841. *
  41842. * @type {Object3D}
  41843. */
  41844. this.object = object;
  41845. this.type = 'BoxHelper';
  41846. this.matrixAutoUpdate = false;
  41847. this.update();
  41848. }
  41849. /**
  41850. * Updates the helper's geometry to match the dimensions of the object,
  41851. * including any children.
  41852. */
  41853. update() {
  41854. if ( this.object !== undefined ) {
  41855. _box.setFromObject( this.object );
  41856. }
  41857. if ( _box.isEmpty() ) return;
  41858. const min = _box.min;
  41859. const max = _box.max;
  41860. /*
  41861. 5____4
  41862. 1/___0/|
  41863. | 6__|_7
  41864. 2/___3/
  41865. 0: max.x, max.y, max.z
  41866. 1: min.x, max.y, max.z
  41867. 2: min.x, min.y, max.z
  41868. 3: max.x, min.y, max.z
  41869. 4: max.x, max.y, min.z
  41870. 5: min.x, max.y, min.z
  41871. 6: min.x, min.y, min.z
  41872. 7: max.x, min.y, min.z
  41873. */
  41874. const position = this.geometry.attributes.position;
  41875. const array = position.array;
  41876. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  41877. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  41878. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  41879. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  41880. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  41881. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  41882. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  41883. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  41884. position.needsUpdate = true;
  41885. this.geometry.computeBoundingSphere();
  41886. }
  41887. /**
  41888. * Updates the wireframe box for the passed object.
  41889. *
  41890. * @param {Object3D} object - The 3D object to create the helper for.
  41891. * @return {BoxHelper} A reference to this instance.
  41892. */
  41893. setFromObject( object ) {
  41894. this.object = object;
  41895. this.update();
  41896. return this;
  41897. }
  41898. copy( source, recursive ) {
  41899. super.copy( source, recursive );
  41900. this.object = source.object;
  41901. return this;
  41902. }
  41903. /**
  41904. * Frees the GPU-related resources allocated by this instance. Call this
  41905. * method whenever this instance is no longer used in your app.
  41906. */
  41907. dispose() {
  41908. this.geometry.dispose();
  41909. this.material.dispose();
  41910. }
  41911. }
  41912. /**
  41913. * A helper object to visualize an instance of {@link Box3}.
  41914. *
  41915. * ```js
  41916. * const box = new THREE.Box3();
  41917. * box.setFromCenterAndSize( new THREE.Vector3( 1, 1, 1 ), new THREE.Vector3( 2, 1, 3 ) );
  41918. *
  41919. * const helper = new THREE.Box3Helper( box, 0xffff00 );
  41920. * scene.add( helper )
  41921. * ```
  41922. *
  41923. * @augments LineSegments
  41924. */
  41925. class Box3Helper extends LineSegments {
  41926. /**
  41927. * Constructs a new box3 helper.
  41928. *
  41929. * @param {Box3} box - The box to visualize.
  41930. * @param {number|Color|string} [color=0xffff00] - The box's color.
  41931. */
  41932. constructor( box, color = 0xffff00 ) {
  41933. 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 ] );
  41934. 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 ];
  41935. const geometry = new BufferGeometry();
  41936. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  41937. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  41938. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41939. /**
  41940. * The box being visualized.
  41941. *
  41942. * @type {Box3}
  41943. */
  41944. this.box = box;
  41945. this.type = 'Box3Helper';
  41946. this.geometry.computeBoundingSphere();
  41947. }
  41948. updateMatrixWorld( force ) {
  41949. const box = this.box;
  41950. if ( box.isEmpty() ) return;
  41951. box.getCenter( this.position );
  41952. box.getSize( this.scale );
  41953. this.scale.multiplyScalar( 0.5 );
  41954. super.updateMatrixWorld( force );
  41955. }
  41956. /**
  41957. * Frees the GPU-related resources allocated by this instance. Call this
  41958. * method whenever this instance is no longer used in your app.
  41959. */
  41960. dispose() {
  41961. this.geometry.dispose();
  41962. this.material.dispose();
  41963. }
  41964. }
  41965. /**
  41966. * A helper object to visualize an instance of {@link Plane}.
  41967. *
  41968. * ```js
  41969. * const plane = new THREE.Plane( new THREE.Vector3( 1, 1, 0.2 ), 3 );
  41970. * const helper = new THREE.PlaneHelper( plane, 1, 0xffff00 );
  41971. * scene.add( helper );
  41972. * ```
  41973. *
  41974. * @augments Line
  41975. */
  41976. class PlaneHelper extends Line {
  41977. /**
  41978. * Constructs a new plane helper.
  41979. *
  41980. * @param {Plane} plane - The plane to be visualized.
  41981. * @param {number} [size=1] - The side length of plane helper.
  41982. * @param {number|Color|string} [hex=0xffff00] - The helper's color.
  41983. */
  41984. constructor( plane, size = 1, hex = 0xffff00 ) {
  41985. const color = hex;
  41986. 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 ];
  41987. const geometry = new BufferGeometry();
  41988. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  41989. geometry.computeBoundingSphere();
  41990. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41991. this.type = 'PlaneHelper';
  41992. /**
  41993. * The plane being visualized.
  41994. *
  41995. * @type {Plane}
  41996. */
  41997. this.plane = plane;
  41998. /**
  41999. * The side length of plane helper.
  42000. *
  42001. * @type {number}
  42002. * @default 1
  42003. */
  42004. this.size = size;
  42005. const positions2 = [ 1, 1, 0, -1, 1, 0, -1, -1, 0, 1, 1, 0, -1, -1, 0, 1, -1, 0 ];
  42006. const geometry2 = new BufferGeometry();
  42007. geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  42008. geometry2.computeBoundingSphere();
  42009. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );
  42010. }
  42011. updateMatrixWorld( force ) {
  42012. this.position.set( 0, 0, 0 );
  42013. this.scale.set( 0.5 * this.size, 0.5 * this.size, 1 );
  42014. this.lookAt( this.plane.normal );
  42015. this.translateZ( - this.plane.constant );
  42016. super.updateMatrixWorld( force );
  42017. }
  42018. /**
  42019. * Updates the helper to match the position and direction of the
  42020. * light being visualized.
  42021. */
  42022. dispose() {
  42023. this.geometry.dispose();
  42024. this.material.dispose();
  42025. this.children[ 0 ].geometry.dispose();
  42026. this.children[ 0 ].material.dispose();
  42027. }
  42028. }
  42029. const _axis = /*@__PURE__*/ new Vector3();
  42030. let _lineGeometry, _coneGeometry;
  42031. /**
  42032. * An 3D arrow object for visualizing directions.
  42033. *
  42034. * ```js
  42035. * const dir = new THREE.Vector3( 1, 2, 0 );
  42036. *
  42037. * //normalize the direction vector (convert to vector of length 1)
  42038. * dir.normalize();
  42039. *
  42040. * const origin = new THREE.Vector3( 0, 0, 0 );
  42041. * const length = 1;
  42042. * const hex = 0xffff00;
  42043. *
  42044. * const arrowHelper = new THREE.ArrowHelper( dir, origin, length, hex );
  42045. * scene.add( arrowHelper );
  42046. * ```
  42047. *
  42048. * @augments Object3D
  42049. */
  42050. class ArrowHelper extends Object3D {
  42051. /**
  42052. * Constructs a new arrow helper.
  42053. *
  42054. * @param {Vector3} [dir=(0, 0, 1)] - The (normalized) direction vector.
  42055. * @param {Vector3} [origin=(0, 0, 0)] - Point at which the arrow starts.
  42056. * @param {number} [length=1] - Length of the arrow in world units.
  42057. * @param {(number|Color|string)} [color=0xffff00] - Color of the arrow.
  42058. * @param {number} [headLength=length*0.2] - The length of the head of the arrow.
  42059. * @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow.
  42060. */
  42061. 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 ) {
  42062. super();
  42063. this.type = 'ArrowHelper';
  42064. if ( _lineGeometry === undefined ) {
  42065. _lineGeometry = new BufferGeometry();
  42066. _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  42067. _coneGeometry = new ConeGeometry( 0.5, 1, 5, 1 );
  42068. _coneGeometry.translate( 0, -0.5, 0 );
  42069. }
  42070. this.position.copy( origin );
  42071. /**
  42072. * The line part of the arrow helper.
  42073. *
  42074. * @type {Line}
  42075. */
  42076. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  42077. this.line.matrixAutoUpdate = false;
  42078. this.add( this.line );
  42079. /**
  42080. * The cone part of the arrow helper.
  42081. *
  42082. * @type {Mesh}
  42083. */
  42084. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );
  42085. this.cone.matrixAutoUpdate = false;
  42086. this.add( this.cone );
  42087. this.setDirection( dir );
  42088. this.setLength( length, headLength, headWidth );
  42089. }
  42090. /**
  42091. * Sets the direction of the helper.
  42092. *
  42093. * @param {Vector3} dir - The normalized direction vector.
  42094. */
  42095. setDirection( dir ) {
  42096. // dir is assumed to be normalized
  42097. if ( dir.y > 0.99999 ) {
  42098. this.quaternion.set( 0, 0, 0, 1 );
  42099. } else if ( dir.y < -0.99999 ) {
  42100. this.quaternion.set( 1, 0, 0, 0 );
  42101. } else {
  42102. _axis.set( dir.z, 0, - dir.x ).normalize();
  42103. const radians = Math.acos( dir.y );
  42104. this.quaternion.setFromAxisAngle( _axis, radians );
  42105. }
  42106. }
  42107. /**
  42108. * Sets the length of the helper.
  42109. *
  42110. * @param {number} length - Length of the arrow in world units.
  42111. * @param {number} [headLength=length*0.2] - The length of the head of the arrow.
  42112. * @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow.
  42113. */
  42114. setLength( length, headLength = length * 0.2, headWidth = headLength * 0.2 ) {
  42115. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  42116. this.line.updateMatrix();
  42117. this.cone.scale.set( headWidth, headLength, headWidth );
  42118. this.cone.position.y = length;
  42119. this.cone.updateMatrix();
  42120. }
  42121. /**
  42122. * Sets the color of the helper.
  42123. *
  42124. * @param {number|Color|string} color - The color to set.
  42125. */
  42126. setColor( color ) {
  42127. this.line.material.color.set( color );
  42128. this.cone.material.color.set( color );
  42129. }
  42130. copy( source ) {
  42131. super.copy( source, false );
  42132. this.line.copy( source.line );
  42133. this.cone.copy( source.cone );
  42134. return this;
  42135. }
  42136. /**
  42137. * Frees the GPU-related resources allocated by this instance. Call this
  42138. * method whenever this instance is no longer used in your app.
  42139. */
  42140. dispose() {
  42141. this.line.geometry.dispose();
  42142. this.line.material.dispose();
  42143. this.cone.geometry.dispose();
  42144. this.cone.material.dispose();
  42145. }
  42146. }
  42147. /**
  42148. * An axis object to visualize the 3 axes in a simple way.
  42149. * The X axis is red. The Y axis is green. The Z axis is blue.
  42150. *
  42151. * ```js
  42152. * const axesHelper = new THREE.AxesHelper( 5 );
  42153. * scene.add( axesHelper );
  42154. * ```
  42155. *
  42156. * @augments LineSegments
  42157. */
  42158. class AxesHelper extends LineSegments {
  42159. /**
  42160. * Constructs a new axes helper.
  42161. *
  42162. * @param {number} [size=1] - Size of the lines representing the axes.
  42163. */
  42164. constructor( size = 1 ) {
  42165. const vertices = [
  42166. 0, 0, 0, size, 0, 0,
  42167. 0, 0, 0, 0, size, 0,
  42168. 0, 0, 0, 0, 0, size
  42169. ];
  42170. const colors = [
  42171. 1, 0, 0, 1, 0.6, 0,
  42172. 0, 1, 0, 0.6, 1, 0,
  42173. 0, 0, 1, 0, 0.6, 1
  42174. ];
  42175. const geometry = new BufferGeometry();
  42176. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  42177. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  42178. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  42179. super( geometry, material );
  42180. this.type = 'AxesHelper';
  42181. }
  42182. /**
  42183. * Defines the colors of the axes helper.
  42184. *
  42185. * @param {number|Color|string} xAxisColor - The color for the x axis.
  42186. * @param {number|Color|string} yAxisColor - The color for the y axis.
  42187. * @param {number|Color|string} zAxisColor - The color for the z axis.
  42188. * @return {AxesHelper} A reference to this axes helper.
  42189. */
  42190. setColors( xAxisColor, yAxisColor, zAxisColor ) {
  42191. const color = new Color();
  42192. const array = this.geometry.attributes.color.array;
  42193. color.set( xAxisColor );
  42194. color.toArray( array, 0 );
  42195. color.toArray( array, 3 );
  42196. color.set( yAxisColor );
  42197. color.toArray( array, 6 );
  42198. color.toArray( array, 9 );
  42199. color.set( zAxisColor );
  42200. color.toArray( array, 12 );
  42201. color.toArray( array, 15 );
  42202. this.geometry.attributes.color.needsUpdate = true;
  42203. return this;
  42204. }
  42205. /**
  42206. * Frees the GPU-related resources allocated by this instance. Call this
  42207. * method whenever this instance is no longer used in your app.
  42208. */
  42209. dispose() {
  42210. this.geometry.dispose();
  42211. this.material.dispose();
  42212. }
  42213. }
  42214. /**
  42215. * This class is used to convert a series of paths to an array of
  42216. * shapes. It is specifically used in context of fonts and SVG.
  42217. */
  42218. class ShapePath {
  42219. /**
  42220. * Constructs a new shape path.
  42221. */
  42222. constructor() {
  42223. this.type = 'ShapePath';
  42224. /**
  42225. * The color of the shape.
  42226. *
  42227. * @type {Color}
  42228. */
  42229. this.color = new Color();
  42230. /**
  42231. * The paths that have been generated for this shape.
  42232. *
  42233. * @type {Array<Path>}
  42234. * @default null
  42235. */
  42236. this.subPaths = [];
  42237. /**
  42238. * The current path that is being generated.
  42239. *
  42240. * @type {?Path}
  42241. * @default null
  42242. */
  42243. this.currentPath = null;
  42244. }
  42245. /**
  42246. * Creates a new path and moves it current point to the given one.
  42247. *
  42248. * @param {number} x - The x coordinate.
  42249. * @param {number} y - The y coordinate.
  42250. * @return {ShapePath} A reference to this shape path.
  42251. */
  42252. moveTo( x, y ) {
  42253. this.currentPath = new Path();
  42254. this.subPaths.push( this.currentPath );
  42255. this.currentPath.moveTo( x, y );
  42256. return this;
  42257. }
  42258. /**
  42259. * Adds an instance of {@link LineCurve} to the path by connecting
  42260. * the current point with the given one.
  42261. *
  42262. * @param {number} x - The x coordinate of the end point.
  42263. * @param {number} y - The y coordinate of the end point.
  42264. * @return {ShapePath} A reference to this shape path.
  42265. */
  42266. lineTo( x, y ) {
  42267. this.currentPath.lineTo( x, y );
  42268. return this;
  42269. }
  42270. /**
  42271. * Adds an instance of {@link QuadraticBezierCurve} to the path by connecting
  42272. * the current point with the given one.
  42273. *
  42274. * @param {number} aCPx - The x coordinate of the control point.
  42275. * @param {number} aCPy - The y coordinate of the control point.
  42276. * @param {number} aX - The x coordinate of the end point.
  42277. * @param {number} aY - The y coordinate of the end point.
  42278. * @return {ShapePath} A reference to this shape path.
  42279. */
  42280. quadraticCurveTo( aCPx, aCPy, aX, aY ) {
  42281. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  42282. return this;
  42283. }
  42284. /**
  42285. * Adds an instance of {@link CubicBezierCurve} to the path by connecting
  42286. * the current point with the given one.
  42287. *
  42288. * @param {number} aCP1x - The x coordinate of the first control point.
  42289. * @param {number} aCP1y - The y coordinate of the first control point.
  42290. * @param {number} aCP2x - The x coordinate of the second control point.
  42291. * @param {number} aCP2y - The y coordinate of the second control point.
  42292. * @param {number} aX - The x coordinate of the end point.
  42293. * @param {number} aY - The y coordinate of the end point.
  42294. * @return {ShapePath} A reference to this shape path.
  42295. */
  42296. bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  42297. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  42298. return this;
  42299. }
  42300. /**
  42301. * Adds an instance of {@link SplineCurve} to the path by connecting
  42302. * the current point with the given list of points.
  42303. *
  42304. * @param {Array<Vector2>} pts - An array of points in 2D space.
  42305. * @return {ShapePath} A reference to this shape path.
  42306. */
  42307. splineThru( pts ) {
  42308. this.currentPath.splineThru( pts );
  42309. return this;
  42310. }
  42311. /**
  42312. * Converts the paths into an array of shapes.
  42313. *
  42314. * @param {boolean} isCCW - By default solid shapes are defined clockwise (CW) and holes are defined counterclockwise (CCW).
  42315. * If this flag is set to `true`, then those are flipped.
  42316. * @return {Array<Shape>} An array of shapes.
  42317. */
  42318. toShapes( isCCW ) {
  42319. function toShapesNoHoles( inSubpaths ) {
  42320. const shapes = [];
  42321. for ( let i = 0, l = inSubpaths.length; i < l; i ++ ) {
  42322. const tmpPath = inSubpaths[ i ];
  42323. const tmpShape = new Shape();
  42324. tmpShape.curves = tmpPath.curves;
  42325. shapes.push( tmpShape );
  42326. }
  42327. return shapes;
  42328. }
  42329. function isPointInsidePolygon( inPt, inPolygon ) {
  42330. const polyLen = inPolygon.length;
  42331. // inPt on polygon contour => immediate success or
  42332. // toggling of inside/outside at every single! intersection point of an edge
  42333. // with the horizontal line through inPt, left of inPt
  42334. // not counting lowerY endpoints of edges and whole edges on that line
  42335. let inside = false;
  42336. for ( let p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  42337. let edgeLowPt = inPolygon[ p ];
  42338. let edgeHighPt = inPolygon[ q ];
  42339. let edgeDx = edgeHighPt.x - edgeLowPt.x;
  42340. let edgeDy = edgeHighPt.y - edgeLowPt.y;
  42341. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  42342. // not parallel
  42343. if ( edgeDy < 0 ) {
  42344. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  42345. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  42346. }
  42347. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
  42348. if ( inPt.y === edgeLowPt.y ) {
  42349. if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ?
  42350. // continue; // no intersection or edgeLowPt => doesn't count !!!
  42351. } else {
  42352. const perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  42353. if ( perpEdge === 0 ) return true; // inPt is on contour ?
  42354. if ( perpEdge < 0 ) continue;
  42355. inside = ! inside; // true intersection left of inPt
  42356. }
  42357. } else {
  42358. // parallel or collinear
  42359. if ( inPt.y !== edgeLowPt.y ) continue; // parallel
  42360. // edge lies on the same horizontal line as inPt
  42361. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  42362. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
  42363. // continue;
  42364. }
  42365. }
  42366. return inside;
  42367. }
  42368. const isClockWise = ShapeUtils.isClockWise;
  42369. const subPaths = this.subPaths;
  42370. if ( subPaths.length === 0 ) return [];
  42371. let solid, tmpPath, tmpShape;
  42372. const shapes = [];
  42373. if ( subPaths.length === 1 ) {
  42374. tmpPath = subPaths[ 0 ];
  42375. tmpShape = new Shape();
  42376. tmpShape.curves = tmpPath.curves;
  42377. shapes.push( tmpShape );
  42378. return shapes;
  42379. }
  42380. let holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  42381. holesFirst = isCCW ? ! holesFirst : holesFirst;
  42382. // log("Holes first", holesFirst);
  42383. const betterShapeHoles = [];
  42384. const newShapes = [];
  42385. let newShapeHoles = [];
  42386. let mainIdx = 0;
  42387. let tmpPoints;
  42388. newShapes[ mainIdx ] = undefined;
  42389. newShapeHoles[ mainIdx ] = [];
  42390. for ( let i = 0, l = subPaths.length; i < l; i ++ ) {
  42391. tmpPath = subPaths[ i ];
  42392. tmpPoints = tmpPath.getPoints();
  42393. solid = isClockWise( tmpPoints );
  42394. solid = isCCW ? ! solid : solid;
  42395. if ( solid ) {
  42396. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++;
  42397. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  42398. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  42399. if ( holesFirst ) mainIdx ++;
  42400. newShapeHoles[ mainIdx ] = [];
  42401. //log('cw', i);
  42402. } else {
  42403. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  42404. //log('ccw', i);
  42405. }
  42406. }
  42407. // only Holes? -> probably all Shapes with wrong orientation
  42408. if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths );
  42409. if ( newShapes.length > 1 ) {
  42410. let ambiguous = false;
  42411. let toChange = 0;
  42412. for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  42413. betterShapeHoles[ sIdx ] = [];
  42414. }
  42415. for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  42416. const sho = newShapeHoles[ sIdx ];
  42417. for ( let hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  42418. const ho = sho[ hIdx ];
  42419. let hole_unassigned = true;
  42420. for ( let s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  42421. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  42422. if ( sIdx !== s2Idx ) toChange ++;
  42423. if ( hole_unassigned ) {
  42424. hole_unassigned = false;
  42425. betterShapeHoles[ s2Idx ].push( ho );
  42426. } else {
  42427. ambiguous = true;
  42428. }
  42429. }
  42430. }
  42431. if ( hole_unassigned ) {
  42432. betterShapeHoles[ sIdx ].push( ho );
  42433. }
  42434. }
  42435. }
  42436. if ( toChange > 0 && ambiguous === false ) {
  42437. newShapeHoles = betterShapeHoles;
  42438. }
  42439. }
  42440. let tmpHoles;
  42441. for ( let i = 0, il = newShapes.length; i < il; i ++ ) {
  42442. tmpShape = newShapes[ i ].s;
  42443. shapes.push( tmpShape );
  42444. tmpHoles = newShapeHoles[ i ];
  42445. for ( let j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  42446. tmpShape.holes.push( tmpHoles[ j ].h );
  42447. }
  42448. }
  42449. //log("shape", shapes);
  42450. return shapes;
  42451. }
  42452. }
  42453. /**
  42454. * Abstract base class for controls.
  42455. *
  42456. * @abstract
  42457. * @augments EventDispatcher
  42458. */
  42459. class Controls extends EventDispatcher {
  42460. /**
  42461. * Constructs a new controls instance.
  42462. *
  42463. * @param {Object3D} object - The object that is managed by the controls.
  42464. * @param {?HTMLElement} domElement - The HTML element used for event listeners.
  42465. */
  42466. constructor( object, domElement = null ) {
  42467. super();
  42468. /**
  42469. * The object that is managed by the controls.
  42470. *
  42471. * @type {Object3D}
  42472. */
  42473. this.object = object;
  42474. /**
  42475. * The HTML element used for event listeners.
  42476. *
  42477. * @type {?HTMLElement}
  42478. * @default null
  42479. */
  42480. this.domElement = domElement;
  42481. /**
  42482. * Whether the controls responds to user input or not.
  42483. *
  42484. * @type {boolean}
  42485. * @default true
  42486. */
  42487. this.enabled = true;
  42488. /**
  42489. * The internal state of the controls.
  42490. *
  42491. * @type {number}
  42492. * @default -1
  42493. */
  42494. this.state = -1;
  42495. /**
  42496. * This object defines the keyboard input of the controls.
  42497. *
  42498. * @type {Object}
  42499. */
  42500. this.keys = {};
  42501. /**
  42502. * This object defines what type of actions are assigned to the available mouse buttons.
  42503. * It depends on the control implementation what kind of mouse buttons and actions are supported.
  42504. *
  42505. * @type {{LEFT: ?number, MIDDLE: ?number, RIGHT: ?number}}
  42506. */
  42507. this.mouseButtons = { LEFT: null, MIDDLE: null, RIGHT: null };
  42508. /**
  42509. * This object defines what type of actions are assigned to what kind of touch interaction.
  42510. * It depends on the control implementation what kind of touch interaction and actions are supported.
  42511. *
  42512. * @type {{ONE: ?number, TWO: ?number}}
  42513. */
  42514. this.touches = { ONE: null, TWO: null };
  42515. }
  42516. /**
  42517. * Connects the controls to the DOM. This method has so called "side effects" since
  42518. * it adds the module's event listeners to the DOM.
  42519. *
  42520. * @param {HTMLElement} element - The DOM element to connect to.
  42521. */
  42522. connect( element ) {
  42523. if ( element === undefined ) {
  42524. warn( 'Controls: connect() now requires an element.' ); // @deprecated, the warning can be removed with r185
  42525. return;
  42526. }
  42527. if ( this.domElement !== null ) this.disconnect();
  42528. this.domElement = element;
  42529. }
  42530. /**
  42531. * Disconnects the controls from the DOM.
  42532. */
  42533. disconnect() {}
  42534. /**
  42535. * Call this method if you no longer want use to the controls. It frees all internal
  42536. * resources and removes all event listeners.
  42537. */
  42538. dispose() {}
  42539. /**
  42540. * Controls should implement this method if they have to update their internal state
  42541. * per simulation step.
  42542. *
  42543. * @param {number} [delta] - The time delta in seconds.
  42544. */
  42545. update( /* delta */ ) {}
  42546. }
  42547. /**
  42548. * Scales the texture as large as possible within its surface without cropping
  42549. * or stretching the texture. The method preserves the original aspect ratio of
  42550. * the texture. Akin to CSS `object-fit: contain`
  42551. *
  42552. * @param {Texture} texture - The texture.
  42553. * @param {number} aspect - The texture's aspect ratio.
  42554. * @return {Texture} The updated texture.
  42555. */
  42556. function contain( texture, aspect ) {
  42557. const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1;
  42558. if ( imageAspect > aspect ) {
  42559. texture.repeat.x = 1;
  42560. texture.repeat.y = imageAspect / aspect;
  42561. texture.offset.x = 0;
  42562. texture.offset.y = ( 1 - texture.repeat.y ) / 2;
  42563. } else {
  42564. texture.repeat.x = aspect / imageAspect;
  42565. texture.repeat.y = 1;
  42566. texture.offset.x = ( 1 - texture.repeat.x ) / 2;
  42567. texture.offset.y = 0;
  42568. }
  42569. return texture;
  42570. }
  42571. /**
  42572. * Scales the texture to the smallest possible size to fill the surface, leaving
  42573. * no empty space. The method preserves the original aspect ratio of the texture.
  42574. * Akin to CSS `object-fit: cover`.
  42575. *
  42576. * @param {Texture} texture - The texture.
  42577. * @param {number} aspect - The texture's aspect ratio.
  42578. * @return {Texture} The updated texture.
  42579. */
  42580. function cover( texture, aspect ) {
  42581. const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1;
  42582. if ( imageAspect > aspect ) {
  42583. texture.repeat.x = aspect / imageAspect;
  42584. texture.repeat.y = 1;
  42585. texture.offset.x = ( 1 - texture.repeat.x ) / 2;
  42586. texture.offset.y = 0;
  42587. } else {
  42588. texture.repeat.x = 1;
  42589. texture.repeat.y = imageAspect / aspect;
  42590. texture.offset.x = 0;
  42591. texture.offset.y = ( 1 - texture.repeat.y ) / 2;
  42592. }
  42593. return texture;
  42594. }
  42595. /**
  42596. * Configures the texture to the default transformation. Akin to CSS `object-fit: fill`.
  42597. *
  42598. * @param {Texture} texture - The texture.
  42599. * @return {Texture} The updated texture.
  42600. */
  42601. function fill( texture ) {
  42602. texture.repeat.x = 1;
  42603. texture.repeat.y = 1;
  42604. texture.offset.x = 0;
  42605. texture.offset.y = 0;
  42606. return texture;
  42607. }
  42608. /**
  42609. * Determines how many bytes must be used to represent the texture.
  42610. *
  42611. * @param {number} width - The width of the texture.
  42612. * @param {number} height - The height of the texture.
  42613. * @param {number} format - The texture's format.
  42614. * @param {number} type - The texture's type.
  42615. * @return {number} The byte length.
  42616. */
  42617. function getByteLength( width, height, format, type ) {
  42618. const typeByteLength = getTextureTypeByteLength( type );
  42619. switch ( format ) {
  42620. // https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml
  42621. case AlphaFormat:
  42622. return width * height;
  42623. case RedFormat:
  42624. return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;
  42625. case RedIntegerFormat:
  42626. return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;
  42627. case RGFormat:
  42628. return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42629. case RGIntegerFormat:
  42630. return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42631. case RGBFormat:
  42632. return ( ( width * height * 3 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42633. case RGBAFormat:
  42634. return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42635. case RGBAIntegerFormat:
  42636. return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42637. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_s3tc_srgb/
  42638. case RGB_S3TC_DXT1_Format:
  42639. case RGBA_S3TC_DXT1_Format:
  42640. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;
  42641. case RGBA_S3TC_DXT3_Format:
  42642. case RGBA_S3TC_DXT5_Format:
  42643. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42644. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_pvrtc/
  42645. case RGB_PVRTC_2BPPV1_Format:
  42646. case RGBA_PVRTC_2BPPV1_Format:
  42647. return ( Math.max( width, 16 ) * Math.max( height, 8 ) ) / 4;
  42648. case RGB_PVRTC_4BPPV1_Format:
  42649. case RGBA_PVRTC_4BPPV1_Format:
  42650. return ( Math.max( width, 8 ) * Math.max( height, 8 ) ) / 2;
  42651. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_etc/
  42652. case RGB_ETC1_Format:
  42653. case RGB_ETC2_Format:
  42654. case R11_EAC_Format:
  42655. case SIGNED_R11_EAC_Format:
  42656. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;
  42657. case RGBA_ETC2_EAC_Format:
  42658. case RG11_EAC_Format:
  42659. case SIGNED_RG11_EAC_Format:
  42660. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42661. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_astc/
  42662. case RGBA_ASTC_4x4_Format:
  42663. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42664. case RGBA_ASTC_5x4_Format:
  42665. return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42666. case RGBA_ASTC_5x5_Format:
  42667. return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42668. case RGBA_ASTC_6x5_Format:
  42669. return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42670. case RGBA_ASTC_6x6_Format:
  42671. return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  42672. case RGBA_ASTC_8x5_Format:
  42673. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42674. case RGBA_ASTC_8x6_Format:
  42675. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  42676. case RGBA_ASTC_8x8_Format:
  42677. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 7 ) / 8 ) * 16;
  42678. case RGBA_ASTC_10x5_Format:
  42679. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42680. case RGBA_ASTC_10x6_Format:
  42681. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  42682. case RGBA_ASTC_10x8_Format:
  42683. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 7 ) / 8 ) * 16;
  42684. case RGBA_ASTC_10x10_Format:
  42685. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 9 ) / 10 ) * 16;
  42686. case RGBA_ASTC_12x10_Format:
  42687. return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 9 ) / 10 ) * 16;
  42688. case RGBA_ASTC_12x12_Format:
  42689. return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 11 ) / 12 ) * 16;
  42690. // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_bptc/
  42691. case RGBA_BPTC_Format:
  42692. case RGB_BPTC_SIGNED_Format:
  42693. case RGB_BPTC_UNSIGNED_Format:
  42694. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;
  42695. // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_rgtc/
  42696. case RED_RGTC1_Format:
  42697. case SIGNED_RED_RGTC1_Format:
  42698. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 8;
  42699. case RED_GREEN_RGTC2_Format:
  42700. case SIGNED_RED_GREEN_RGTC2_Format:
  42701. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;
  42702. }
  42703. throw new Error(
  42704. `Unable to determine texture byte length for ${format} format.`,
  42705. );
  42706. }
  42707. function getTextureTypeByteLength( type ) {
  42708. switch ( type ) {
  42709. case UnsignedByteType:
  42710. case ByteType:
  42711. return { byteLength: 1, components: 1 };
  42712. case UnsignedShortType:
  42713. case ShortType:
  42714. case HalfFloatType:
  42715. return { byteLength: 2, components: 1 };
  42716. case UnsignedShort4444Type:
  42717. case UnsignedShort5551Type:
  42718. return { byteLength: 2, components: 4 };
  42719. case UnsignedIntType:
  42720. case IntType:
  42721. case FloatType:
  42722. return { byteLength: 4, components: 1 };
  42723. case UnsignedInt5999Type:
  42724. case UnsignedInt101111Type:
  42725. return { byteLength: 4, components: 3 };
  42726. }
  42727. throw new Error( `Unknown texture type ${type}.` );
  42728. }
  42729. /**
  42730. * A class containing utility functions for textures.
  42731. *
  42732. * @hideconstructor
  42733. */
  42734. class TextureUtils {
  42735. /**
  42736. * Scales the texture as large as possible within its surface without cropping
  42737. * or stretching the texture. The method preserves the original aspect ratio of
  42738. * the texture. Akin to CSS `object-fit: contain`
  42739. *
  42740. * @param {Texture} texture - The texture.
  42741. * @param {number} aspect - The texture's aspect ratio.
  42742. * @return {Texture} The updated texture.
  42743. */
  42744. static contain( texture, aspect ) {
  42745. return contain( texture, aspect );
  42746. }
  42747. /**
  42748. * Scales the texture to the smallest possible size to fill the surface, leaving
  42749. * no empty space. The method preserves the original aspect ratio of the texture.
  42750. * Akin to CSS `object-fit: cover`.
  42751. *
  42752. * @param {Texture} texture - The texture.
  42753. * @param {number} aspect - The texture's aspect ratio.
  42754. * @return {Texture} The updated texture.
  42755. */
  42756. static cover( texture, aspect ) {
  42757. return cover( texture, aspect );
  42758. }
  42759. /**
  42760. * Configures the texture to the default transformation. Akin to CSS `object-fit: fill`.
  42761. *
  42762. * @param {Texture} texture - The texture.
  42763. * @return {Texture} The updated texture.
  42764. */
  42765. static fill( texture ) {
  42766. return fill( texture );
  42767. }
  42768. /**
  42769. * Determines how many bytes must be used to represent the texture.
  42770. *
  42771. * @param {number} width - The width of the texture.
  42772. * @param {number} height - The height of the texture.
  42773. * @param {number} format - The texture's format.
  42774. * @param {number} type - The texture's type.
  42775. * @return {number} The byte length.
  42776. */
  42777. static getByteLength( width, height, format, type ) {
  42778. return getByteLength( width, height, format, type );
  42779. }
  42780. }
  42781. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  42782. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  42783. revision: REVISION,
  42784. } } ) );
  42785. }
  42786. if ( typeof window !== 'undefined' ) {
  42787. if ( window.__THREE__ ) {
  42788. warn( 'WARNING: Multiple instances of Three.js being imported.' );
  42789. } else {
  42790. window.__THREE__ = REVISION;
  42791. }
  42792. }
  42793. export { ACESFilmicToneMapping, AddEquation, AddOperation, AdditiveAnimationBlendMode, AdditiveBlending, AgXToneMapping, AlphaFormat, AlwaysCompare, AlwaysDepth, AlwaysStencilFunc, AmbientLight, AnimationAction, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrayCamera, ArrowHelper, AttachedBindMode, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, BackSide, BasicDepthPacking, BasicShadowMap, BatchedMesh, Bone, BooleanKeyframeTrack, Box2, Box3, Box3Helper, BoxGeometry, BoxHelper, BufferAttribute, BufferGeometry, BufferGeometryLoader, ByteType, Cache, Camera, CameraHelper, CanvasTexture, CapsuleGeometry, CatmullRomCurve3, CineonToneMapping, CircleGeometry, ClampToEdgeWrapping, Clock, Color, ColorKeyframeTrack, ColorManagement, CompressedArrayTexture, CompressedCubeTexture, CompressedTexture, CompressedTextureLoader, ConeGeometry, ConstantAlphaFactor, ConstantColorFactor, Controls, CubeCamera, CubeDepthTexture, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeTextureLoader, CubeUVReflectionMapping, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceBack, CullFaceFront, CullFaceFrontBack, CullFaceNone, Curve, CurvePath, CustomBlending, CustomToneMapping, CylinderGeometry, Cylindrical, Data3DTexture, DataArrayTexture, DataTexture, DataTextureLoader, DataUtils, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DepthFormat, DepthStencilFormat, DepthTexture, DetachedBindMode, DirectionalLight, DirectionalLightHelper, DiscreteInterpolant, DodecahedronGeometry, DoubleSide, DstAlphaFactor, DstColorFactor, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EllipseCurve, EqualCompare, EqualDepth, EqualStencilFunc, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, ExternalTexture, ExtrudeGeometry, FileLoader, Float16BufferAttribute, Float32BufferAttribute, FloatType, Fog, FogExp2, FramebufferTexture, FrontSide, Frustum, FrustumArray, GLBufferAttribute, GLSL1, GLSL3, GreaterCompare, GreaterDepth, GreaterEqualCompare, GreaterEqualDepth, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HalfFloatType, HemisphereLight, HemisphereLightHelper, IcosahedronGeometry, ImageBitmapLoader, ImageLoader, ImageUtils, IncrementStencilOp, IncrementWrapStencilOp, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, Int16BufferAttribute, Int32BufferAttribute, Int8BufferAttribute, IntType, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InterpolationSamplingMode, InterpolationSamplingType, InvertStencilOp, KeepStencilOp, KeyframeTrack, LOD, LatheGeometry, Layers, LessCompare, LessDepth, LessEqualCompare, LessEqualDepth, LessEqualStencilFunc, LessStencilFunc, Light, LightProbe, Line, Line3, LineBasicMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineLoop, LineSegments, LinearFilter, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearSRGBColorSpace, LinearToneMapping, LinearTransfer, Loader, LoaderUtils, LoadingManager, LoopOnce, LoopPingPong, LoopRepeat, MOUSE, Material, MaterialLoader, MathUtils, Matrix2, Matrix3, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshDistanceMaterial, MeshLambertMaterial, MeshMatcapMaterial, MeshNormalMaterial, MeshPhongMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshToonMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeutralToneMapping, NeverCompare, NeverDepth, NeverStencilFunc, NoBlending, NoColorSpace, NoNormalPacking, NoToneMapping, NormalAnimationBlendMode, NormalBlending, NormalGAPacking, NormalRGPacking, NotEqualCompare, NotEqualDepth, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, ObjectLoader, ObjectSpaceNormalMap, OctahedronGeometry, OneFactor, OneMinusConstantAlphaFactor, OneMinusConstantColorFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, PCFShadowMap, PCFSoftShadowMap, Path, PerspectiveCamera, Plane, PlaneGeometry, PlaneHelper, PointLight, PointLightHelper, Points, PointsMaterial, PolarGridHelper, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, R11_EAC_Format, RAD2DEG, RED_GREEN_RGTC2_Format, RED_RGTC1_Format, REVISION, RG11_EAC_Format, RGBADepthPacking, RGBAFormat, RGBAIntegerFormat, RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_BPTC_Format, RGBA_ETC2_EAC_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGBDepthPacking, RGBFormat, RGBIntegerFormat, RGB_BPTC_SIGNED_Format, RGB_BPTC_UNSIGNED_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGDepthPacking, RGFormat, RGIntegerFormat, RawShaderMaterial, Ray, Raycaster, RectAreaLight, RedFormat, RedIntegerFormat, ReinhardToneMapping, RenderTarget, RenderTarget3D, RepeatWrapping, ReplaceStencilOp, ReverseSubtractEquation, RingGeometry, SIGNED_R11_EAC_Format, SIGNED_RED_GREEN_RGTC2_Format, SIGNED_RED_RGTC1_Format, SIGNED_RG11_EAC_Format, SRGBColorSpace, SRGBTransfer, Scene, ShaderMaterial, ShadowMaterial, Shape, ShapeGeometry, ShapePath, ShapeUtils, ShortType, Skeleton, SkeletonHelper, SkinnedMesh, Source, Sphere, SphereGeometry, Spherical, SphericalHarmonics3, SplineCurve, SpotLight, SpotLightHelper, Sprite, SpriteMaterial, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, SubtractEquation, SubtractiveBlending, TOUCH, TangentSpaceNormalMap, TetrahedronGeometry, Texture, TextureLoader, TextureUtils, Timer, TimestampQuery, TorusGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeGeometry, UVMapping, Uint16BufferAttribute, Uint32BufferAttribute, Uint8BufferAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsGroup, UniformsUtils, UnsignedByteType, UnsignedInt101111Type, UnsignedInt248Type, UnsignedInt5999Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShortType, VSMShadowMap, Vector2, Vector3, Vector4, VectorKeyframeTrack, VideoFrameTexture, VideoTexture, WebGL3DRenderTarget, WebGLArrayRenderTarget, WebGLCoordinateSystem, WebGLCubeRenderTarget, WebGLRenderTarget, WebGPUCoordinateSystem, WebXRController, WireframeGeometry, WrapAroundEnding, ZeroCurvatureEnding, ZeroFactor, ZeroSlopeEnding, ZeroStencilOp, arrayNeedsUint32, cloneUniforms, createCanvasElement, createElementNS, error, getByteLength, getConsoleFunction, getUnlitUniformColorSpace, isTypedArray, log, mergeUniforms, probeAsync, setConsoleFunction, warn, warnOnce };
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