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. * ASTC RGBA 4x4 format.
  806. *
  807. * @type {number}
  808. * @constant
  809. */
  810. const RGBA_ASTC_4x4_Format = 37808;
  811. /**
  812. * ASTC RGBA 5x4 format.
  813. *
  814. * @type {number}
  815. * @constant
  816. */
  817. const RGBA_ASTC_5x4_Format = 37809;
  818. /**
  819. * ASTC RGBA 5x5 format.
  820. *
  821. * @type {number}
  822. * @constant
  823. */
  824. const RGBA_ASTC_5x5_Format = 37810;
  825. /**
  826. * ASTC RGBA 6x5 format.
  827. *
  828. * @type {number}
  829. * @constant
  830. */
  831. const RGBA_ASTC_6x5_Format = 37811;
  832. /**
  833. * ASTC RGBA 6x6 format.
  834. *
  835. * @type {number}
  836. * @constant
  837. */
  838. const RGBA_ASTC_6x6_Format = 37812;
  839. /**
  840. * ASTC RGBA 8x5 format.
  841. *
  842. * @type {number}
  843. * @constant
  844. */
  845. const RGBA_ASTC_8x5_Format = 37813;
  846. /**
  847. * ASTC RGBA 8x6 format.
  848. *
  849. * @type {number}
  850. * @constant
  851. */
  852. const RGBA_ASTC_8x6_Format = 37814;
  853. /**
  854. * ASTC RGBA 8x8 format.
  855. *
  856. * @type {number}
  857. * @constant
  858. */
  859. const RGBA_ASTC_8x8_Format = 37815;
  860. /**
  861. * ASTC RGBA 10x5 format.
  862. *
  863. * @type {number}
  864. * @constant
  865. */
  866. const RGBA_ASTC_10x5_Format = 37816;
  867. /**
  868. * ASTC RGBA 10x6 format.
  869. *
  870. * @type {number}
  871. * @constant
  872. */
  873. const RGBA_ASTC_10x6_Format = 37817;
  874. /**
  875. * ASTC RGBA 10x8 format.
  876. *
  877. * @type {number}
  878. * @constant
  879. */
  880. const RGBA_ASTC_10x8_Format = 37818;
  881. /**
  882. * ASTC RGBA 10x10 format.
  883. *
  884. * @type {number}
  885. * @constant
  886. */
  887. const RGBA_ASTC_10x10_Format = 37819;
  888. /**
  889. * ASTC RGBA 12x10 format.
  890. *
  891. * @type {number}
  892. * @constant
  893. */
  894. const RGBA_ASTC_12x10_Format = 37820;
  895. /**
  896. * ASTC RGBA 12x12 format.
  897. *
  898. * @type {number}
  899. * @constant
  900. */
  901. const RGBA_ASTC_12x12_Format = 37821;
  902. /**
  903. * BPTC RGBA format.
  904. *
  905. * @type {number}
  906. * @constant
  907. */
  908. const RGBA_BPTC_Format = 36492;
  909. /**
  910. * BPTC Signed RGB format.
  911. *
  912. * @type {number}
  913. * @constant
  914. */
  915. const RGB_BPTC_SIGNED_Format = 36494;
  916. /**
  917. * BPTC Unsigned RGB format.
  918. *
  919. * @type {number}
  920. * @constant
  921. */
  922. const RGB_BPTC_UNSIGNED_Format = 36495;
  923. /**
  924. * RGTC1 Red format.
  925. *
  926. * @type {number}
  927. * @constant
  928. */
  929. const RED_RGTC1_Format = 36283;
  930. /**
  931. * RGTC1 Signed Red format.
  932. *
  933. * @type {number}
  934. * @constant
  935. */
  936. const SIGNED_RED_RGTC1_Format = 36284;
  937. /**
  938. * RGTC2 Red Green format.
  939. *
  940. * @type {number}
  941. * @constant
  942. */
  943. const RED_GREEN_RGTC2_Format = 36285;
  944. /**
  945. * RGTC2 Signed Red Green format.
  946. *
  947. * @type {number}
  948. * @constant
  949. */
  950. const SIGNED_RED_GREEN_RGTC2_Format = 36286;
  951. /**
  952. * Animations are played once.
  953. *
  954. * @type {number}
  955. * @constant
  956. */
  957. const LoopOnce = 2200;
  958. /**
  959. * Animations are played with a chosen number of repetitions, each time jumping from
  960. * the end of the clip directly to its beginning.
  961. *
  962. * @type {number}
  963. * @constant
  964. */
  965. const LoopRepeat = 2201;
  966. /**
  967. * Animations are played with a chosen number of repetitions, alternately playing forward
  968. * and backward.
  969. *
  970. * @type {number}
  971. * @constant
  972. */
  973. const LoopPingPong = 2202;
  974. /**
  975. * Discrete interpolation mode for keyframe tracks.
  976. *
  977. * @type {number}
  978. * @constant
  979. */
  980. const InterpolateDiscrete = 2300;
  981. /**
  982. * Linear interpolation mode for keyframe tracks.
  983. *
  984. * @type {number}
  985. * @constant
  986. */
  987. const InterpolateLinear = 2301;
  988. /**
  989. * Smooth interpolation mode for keyframe tracks.
  990. *
  991. * @type {number}
  992. * @constant
  993. */
  994. const InterpolateSmooth = 2302;
  995. /**
  996. * Zero curvature ending for animations.
  997. *
  998. * @type {number}
  999. * @constant
  1000. */
  1001. const ZeroCurvatureEnding = 2400;
  1002. /**
  1003. * Zero slope ending for animations.
  1004. *
  1005. * @type {number}
  1006. * @constant
  1007. */
  1008. const ZeroSlopeEnding = 2401;
  1009. /**
  1010. * Wrap around ending for animations.
  1011. *
  1012. * @type {number}
  1013. * @constant
  1014. */
  1015. const WrapAroundEnding = 2402;
  1016. /**
  1017. * Default animation blend mode.
  1018. *
  1019. * @type {number}
  1020. * @constant
  1021. */
  1022. const NormalAnimationBlendMode = 2500;
  1023. /**
  1024. * Additive animation blend mode. Can be used to layer motions on top of
  1025. * each other to build complex performances from smaller re-usable assets.
  1026. *
  1027. * @type {number}
  1028. * @constant
  1029. */
  1030. const AdditiveAnimationBlendMode = 2501;
  1031. /**
  1032. * For every three vertices draw a single triangle.
  1033. *
  1034. * @type {number}
  1035. * @constant
  1036. */
  1037. const TrianglesDrawMode = 0;
  1038. /**
  1039. * For each vertex draw a triangle from the last three vertices.
  1040. *
  1041. * @type {number}
  1042. * @constant
  1043. */
  1044. const TriangleStripDrawMode = 1;
  1045. /**
  1046. * For each vertex draw a triangle from the first vertex and the last two vertices.
  1047. *
  1048. * @type {number}
  1049. * @constant
  1050. */
  1051. const TriangleFanDrawMode = 2;
  1052. /**
  1053. * Basic depth packing.
  1054. *
  1055. * @type {number}
  1056. * @constant
  1057. */
  1058. const BasicDepthPacking = 3200;
  1059. /**
  1060. * A depth value is packed into 32 bit RGBA.
  1061. *
  1062. * @type {number}
  1063. * @constant
  1064. */
  1065. const RGBADepthPacking = 3201;
  1066. /**
  1067. * A depth value is packed into 24 bit RGB.
  1068. *
  1069. * @type {number}
  1070. * @constant
  1071. */
  1072. const RGBDepthPacking = 3202;
  1073. /**
  1074. * A depth value is packed into 16 bit RG.
  1075. *
  1076. * @type {number}
  1077. * @constant
  1078. */
  1079. const RGDepthPacking = 3203;
  1080. /**
  1081. * Normal information is relative to the underlying surface.
  1082. *
  1083. * @type {number}
  1084. * @constant
  1085. */
  1086. const TangentSpaceNormalMap = 0;
  1087. /**
  1088. * Normal information is relative to the object orientation.
  1089. *
  1090. * @type {number}
  1091. * @constant
  1092. */
  1093. const ObjectSpaceNormalMap = 1;
  1094. // Color space string identifiers, matching CSS Color Module Level 4 and WebGPU names where available.
  1095. /**
  1096. * No color space.
  1097. *
  1098. * @type {string}
  1099. * @constant
  1100. */
  1101. const NoColorSpace = '';
  1102. /**
  1103. * sRGB color space.
  1104. *
  1105. * @type {string}
  1106. * @constant
  1107. */
  1108. const SRGBColorSpace = 'srgb';
  1109. /**
  1110. * sRGB-linear color space.
  1111. *
  1112. * @type {string}
  1113. * @constant
  1114. */
  1115. const LinearSRGBColorSpace = 'srgb-linear';
  1116. /**
  1117. * Linear transfer function.
  1118. *
  1119. * @type {string}
  1120. * @constant
  1121. */
  1122. const LinearTransfer = 'linear';
  1123. /**
  1124. * sRGB transfer function.
  1125. *
  1126. * @type {string}
  1127. * @constant
  1128. */
  1129. const SRGBTransfer = 'srgb';
  1130. /**
  1131. * No normal map packing.
  1132. *
  1133. * @type {string}
  1134. * @constant
  1135. */
  1136. const NoNormalPacking = '';
  1137. /**
  1138. * Normal RG packing.
  1139. *
  1140. * @type {string}
  1141. * @constant
  1142. */
  1143. const NormalRGPacking = 'rg';
  1144. /**
  1145. * Normal GA packing.
  1146. *
  1147. * @type {string}
  1148. * @constant
  1149. */
  1150. const NormalGAPacking = 'ga';
  1151. /**
  1152. * Sets the stencil buffer value to `0`.
  1153. *
  1154. * @type {number}
  1155. * @constant
  1156. */
  1157. const ZeroStencilOp = 0;
  1158. /**
  1159. * Keeps the current value.
  1160. *
  1161. * @type {number}
  1162. * @constant
  1163. */
  1164. const KeepStencilOp = 7680;
  1165. /**
  1166. * Sets the stencil buffer value to the specified reference value.
  1167. *
  1168. * @type {number}
  1169. * @constant
  1170. */
  1171. const ReplaceStencilOp = 7681;
  1172. /**
  1173. * Increments the current stencil buffer value. Clamps to the maximum representable unsigned value.
  1174. *
  1175. * @type {number}
  1176. * @constant
  1177. */
  1178. const IncrementStencilOp = 7682;
  1179. /**
  1180. * Decrements the current stencil buffer value. Clamps to `0`.
  1181. *
  1182. * @type {number}
  1183. * @constant
  1184. */
  1185. const DecrementStencilOp = 7683;
  1186. /**
  1187. * Increments the current stencil buffer value. Wraps stencil buffer value to zero when incrementing
  1188. * the maximum representable unsigned value.
  1189. *
  1190. * @type {number}
  1191. * @constant
  1192. */
  1193. const IncrementWrapStencilOp = 34055;
  1194. /**
  1195. * Decrements the current stencil buffer value. Wraps stencil buffer value to the maximum representable
  1196. * unsigned value when decrementing a stencil buffer value of `0`.
  1197. *
  1198. * @type {number}
  1199. * @constant
  1200. */
  1201. const DecrementWrapStencilOp = 34056;
  1202. /**
  1203. * Inverts the current stencil buffer value bitwise.
  1204. *
  1205. * @type {number}
  1206. * @constant
  1207. */
  1208. const InvertStencilOp = 5386;
  1209. /**
  1210. * Will never return true.
  1211. *
  1212. * @type {number}
  1213. * @constant
  1214. */
  1215. const NeverStencilFunc = 512;
  1216. /**
  1217. * Will return true if the stencil reference value is less than the current stencil value.
  1218. *
  1219. * @type {number}
  1220. * @constant
  1221. */
  1222. const LessStencilFunc = 513;
  1223. /**
  1224. * Will return true if the stencil reference value is equal to the current stencil value.
  1225. *
  1226. * @type {number}
  1227. * @constant
  1228. */
  1229. const EqualStencilFunc = 514;
  1230. /**
  1231. * Will return true if the stencil reference value is less than or equal to the current stencil value.
  1232. *
  1233. * @type {number}
  1234. * @constant
  1235. */
  1236. const LessEqualStencilFunc = 515;
  1237. /**
  1238. * Will return true if the stencil reference value is greater than the current stencil value.
  1239. *
  1240. * @type {number}
  1241. * @constant
  1242. */
  1243. const GreaterStencilFunc = 516;
  1244. /**
  1245. * Will return true if the stencil reference value is not equal to the current stencil value.
  1246. *
  1247. * @type {number}
  1248. * @constant
  1249. */
  1250. const NotEqualStencilFunc = 517;
  1251. /**
  1252. * Will return true if the stencil reference value is greater than or equal to the current stencil value.
  1253. *
  1254. * @type {number}
  1255. * @constant
  1256. */
  1257. const GreaterEqualStencilFunc = 518;
  1258. /**
  1259. * Will always return true.
  1260. *
  1261. * @type {number}
  1262. * @constant
  1263. */
  1264. const AlwaysStencilFunc = 519;
  1265. /**
  1266. * Never pass.
  1267. *
  1268. * @type {number}
  1269. * @constant
  1270. */
  1271. const NeverCompare = 512;
  1272. /**
  1273. * Pass if the incoming value is less than the texture value.
  1274. *
  1275. * @type {number}
  1276. * @constant
  1277. */
  1278. const LessCompare = 513;
  1279. /**
  1280. * Pass if the incoming value equals the texture value.
  1281. *
  1282. * @type {number}
  1283. * @constant
  1284. */
  1285. const EqualCompare = 514;
  1286. /**
  1287. * Pass if the incoming value is less than or equal to the texture value.
  1288. *
  1289. * @type {number}
  1290. * @constant
  1291. */
  1292. const LessEqualCompare = 515;
  1293. /**
  1294. * Pass if the incoming value is greater than the texture value.
  1295. *
  1296. * @type {number}
  1297. * @constant
  1298. */
  1299. const GreaterCompare = 516;
  1300. /**
  1301. * Pass if the incoming value is not equal to the texture value.
  1302. *
  1303. * @type {number}
  1304. * @constant
  1305. */
  1306. const NotEqualCompare = 517;
  1307. /**
  1308. * Pass if the incoming value is greater than or equal to the texture value.
  1309. *
  1310. * @type {number}
  1311. * @constant
  1312. */
  1313. const GreaterEqualCompare = 518;
  1314. /**
  1315. * Always pass.
  1316. *
  1317. * @type {number}
  1318. * @constant
  1319. */
  1320. const AlwaysCompare = 519;
  1321. /**
  1322. * The contents are intended to be specified once by the application, and used many
  1323. * times as the source for drawing and image specification commands.
  1324. *
  1325. * @type {number}
  1326. * @constant
  1327. */
  1328. const StaticDrawUsage = 35044;
  1329. /**
  1330. * The contents are intended to be respecified repeatedly by the application, and
  1331. * used many times as the source for drawing and image specification commands.
  1332. *
  1333. * @type {number}
  1334. * @constant
  1335. */
  1336. const DynamicDrawUsage = 35048;
  1337. /**
  1338. * The contents are intended to be specified once by the application, and used at most
  1339. * a few times as the source for drawing and image specification commands.
  1340. *
  1341. * @type {number}
  1342. * @constant
  1343. */
  1344. const StreamDrawUsage = 35040;
  1345. /**
  1346. * The contents are intended to be specified once by reading data from the 3D API, and queried
  1347. * many times by the application.
  1348. *
  1349. * @type {number}
  1350. * @constant
  1351. */
  1352. const StaticReadUsage = 35045;
  1353. /**
  1354. * The contents are intended to be respecified repeatedly by reading data from the 3D API, and queried
  1355. * many times by the application.
  1356. *
  1357. * @type {number}
  1358. * @constant
  1359. */
  1360. const DynamicReadUsage = 35049;
  1361. /**
  1362. * The contents are intended to be specified once by reading data from the 3D API, and queried at most
  1363. * a few times by the application
  1364. *
  1365. * @type {number}
  1366. * @constant
  1367. */
  1368. const StreamReadUsage = 35041;
  1369. /**
  1370. * The contents are intended to be specified once by reading data from the 3D API, and used many times as
  1371. * the source for WebGL drawing and image specification commands.
  1372. *
  1373. * @type {number}
  1374. * @constant
  1375. */
  1376. const StaticCopyUsage = 35046;
  1377. /**
  1378. * The contents are intended to be respecified repeatedly by reading data from the 3D API, and used many times
  1379. * as the source for WebGL drawing and image specification commands.
  1380. *
  1381. * @type {number}
  1382. * @constant
  1383. */
  1384. const DynamicCopyUsage = 35050;
  1385. /**
  1386. * The contents are intended to be specified once by reading data from the 3D API, and used at most a few times
  1387. * as the source for WebGL drawing and image specification commands.
  1388. *
  1389. * @type {number}
  1390. * @constant
  1391. */
  1392. const StreamCopyUsage = 35042;
  1393. /**
  1394. * GLSL 1 shader code.
  1395. *
  1396. * @type {string}
  1397. * @constant
  1398. */
  1399. const GLSL1 = '100';
  1400. /**
  1401. * GLSL 3 shader code.
  1402. *
  1403. * @type {string}
  1404. * @constant
  1405. */
  1406. const GLSL3 = '300 es';
  1407. /**
  1408. * WebGL coordinate system.
  1409. *
  1410. * @type {number}
  1411. * @constant
  1412. */
  1413. const WebGLCoordinateSystem = 2000;
  1414. /**
  1415. * WebGPU coordinate system.
  1416. *
  1417. * @type {number}
  1418. * @constant
  1419. */
  1420. const WebGPUCoordinateSystem = 2001;
  1421. /**
  1422. * Represents the different timestamp query types.
  1423. *
  1424. * @type {ConstantsTimestampQuery}
  1425. * @constant
  1426. */
  1427. const TimestampQuery = {
  1428. COMPUTE: 'compute',
  1429. RENDER: 'render'
  1430. };
  1431. /**
  1432. * Represents mouse buttons and interaction types in context of controls.
  1433. *
  1434. * @type {ConstantsInterpolationSamplingType}
  1435. * @constant
  1436. */
  1437. const InterpolationSamplingType = {
  1438. PERSPECTIVE: 'perspective',
  1439. LINEAR: 'linear',
  1440. FLAT: 'flat'
  1441. };
  1442. /**
  1443. * Represents the different interpolation sampling modes.
  1444. *
  1445. * @type {ConstantsInterpolationSamplingMode}
  1446. * @constant
  1447. */
  1448. const InterpolationSamplingMode = {
  1449. NORMAL: 'normal',
  1450. CENTROID: 'centroid',
  1451. SAMPLE: 'sample',
  1452. FIRST: 'first',
  1453. EITHER: 'either'
  1454. };
  1455. /**
  1456. * This type represents mouse buttons and interaction types in context of controls.
  1457. *
  1458. * @typedef {Object} ConstantsMouse
  1459. * @property {number} MIDDLE - The left mouse button.
  1460. * @property {number} LEFT - The middle mouse button.
  1461. * @property {number} RIGHT - The right mouse button.
  1462. * @property {number} ROTATE - A rotate interaction.
  1463. * @property {number} DOLLY - A dolly interaction.
  1464. * @property {number} PAN - A pan interaction.
  1465. **/
  1466. /**
  1467. * This type represents touch interaction types in context of controls.
  1468. *
  1469. * @typedef {Object} ConstantsTouch
  1470. * @property {number} ROTATE - A rotate interaction.
  1471. * @property {number} PAN - A pan interaction.
  1472. * @property {number} DOLLY_PAN - The dolly-pan interaction.
  1473. * @property {number} DOLLY_ROTATE - A dolly-rotate interaction.
  1474. **/
  1475. /**
  1476. * This type represents the different timestamp query types.
  1477. *
  1478. * @typedef {Object} ConstantsTimestampQuery
  1479. * @property {string} COMPUTE - A `compute` timestamp query.
  1480. * @property {string} RENDER - A `render` timestamp query.
  1481. **/
  1482. /**
  1483. * Represents the different interpolation sampling types.
  1484. *
  1485. * @typedef {Object} ConstantsInterpolationSamplingType
  1486. * @property {string} PERSPECTIVE - Perspective-correct interpolation.
  1487. * @property {string} LINEAR - Linear interpolation.
  1488. * @property {string} FLAT - Flat interpolation.
  1489. */
  1490. /**
  1491. * Represents the different interpolation sampling modes.
  1492. *
  1493. * @typedef {Object} ConstantsInterpolationSamplingMode
  1494. * @property {string} NORMAL - Normal sampling mode.
  1495. * @property {string} CENTROID - Centroid sampling mode.
  1496. * @property {string} SAMPLE - Sample-specific sampling mode.
  1497. * @property {string} FIRST - Flat interpolation using the first vertex.
  1498. * @property {string} EITHER - Flat interpolation using either vertex.
  1499. */
  1500. function arrayNeedsUint32( array ) {
  1501. // assumes larger values usually on last
  1502. for ( let i = array.length - 1; i >= 0; -- i ) {
  1503. if ( array[ i ] >= 65535 ) return true; // account for PRIMITIVE_RESTART_FIXED_INDEX, #24565
  1504. }
  1505. return false;
  1506. }
  1507. const TYPED_ARRAYS = {
  1508. Int8Array: Int8Array,
  1509. Uint8Array: Uint8Array,
  1510. Uint8ClampedArray: Uint8ClampedArray,
  1511. Int16Array: Int16Array,
  1512. Uint16Array: Uint16Array,
  1513. Int32Array: Int32Array,
  1514. Uint32Array: Uint32Array,
  1515. Float32Array: Float32Array,
  1516. Float64Array: Float64Array
  1517. };
  1518. function getTypedArray( type, buffer ) {
  1519. return new TYPED_ARRAYS[ type ]( buffer );
  1520. }
  1521. /**
  1522. * Returns `true` if the given object is a typed array.
  1523. *
  1524. * @param {any} array - The object to check.
  1525. * @return {boolean} Whether the given object is a typed array.
  1526. */
  1527. function isTypedArray( array ) {
  1528. return ArrayBuffer.isView( array ) && ! ( array instanceof DataView );
  1529. }
  1530. function createElementNS( name ) {
  1531. return document.createElementNS( 'http://www.w3.org/1999/xhtml', name );
  1532. }
  1533. function createCanvasElement() {
  1534. const canvas = createElementNS( 'canvas' );
  1535. canvas.style.display = 'block';
  1536. return canvas;
  1537. }
  1538. const _cache = {};
  1539. let _setConsoleFunction = null;
  1540. function setConsoleFunction( fn ) {
  1541. _setConsoleFunction = fn;
  1542. }
  1543. function getConsoleFunction() {
  1544. return _setConsoleFunction;
  1545. }
  1546. function log( ...params ) {
  1547. const message = 'THREE.' + params.shift();
  1548. if ( _setConsoleFunction ) {
  1549. _setConsoleFunction( 'log', message, ...params );
  1550. } else {
  1551. console.log( message, ...params );
  1552. }
  1553. }
  1554. function warn( ...params ) {
  1555. const message = 'THREE.' + params.shift();
  1556. if ( _setConsoleFunction ) {
  1557. _setConsoleFunction( 'warn', message, ...params );
  1558. } else {
  1559. console.warn( message, ...params );
  1560. }
  1561. }
  1562. function error( ...params ) {
  1563. const message = 'THREE.' + params.shift();
  1564. if ( _setConsoleFunction ) {
  1565. _setConsoleFunction( 'error', message, ...params );
  1566. } else {
  1567. console.error( message, ...params );
  1568. }
  1569. }
  1570. function warnOnce( ...params ) {
  1571. const message = params.join( ' ' );
  1572. if ( message in _cache ) return;
  1573. _cache[ message ] = true;
  1574. warn( ...params );
  1575. }
  1576. function probeAsync( gl, sync, interval ) {
  1577. return new Promise( function ( resolve, reject ) {
  1578. function probe() {
  1579. switch ( gl.clientWaitSync( sync, gl.SYNC_FLUSH_COMMANDS_BIT, 0 ) ) {
  1580. case gl.WAIT_FAILED:
  1581. reject();
  1582. break;
  1583. case gl.TIMEOUT_EXPIRED:
  1584. setTimeout( probe, interval );
  1585. break;
  1586. default:
  1587. resolve();
  1588. }
  1589. }
  1590. setTimeout( probe, interval );
  1591. } );
  1592. }
  1593. /**
  1594. * This modules allows to dispatch event objects on custom JavaScript objects.
  1595. *
  1596. * Main repository: [eventdispatcher.js](https://github.com/mrdoob/eventdispatcher.js/)
  1597. *
  1598. * Code Example:
  1599. * ```js
  1600. * class Car extends EventDispatcher {
  1601. * start() {
  1602. * this.dispatchEvent( { type: 'start', message: 'vroom vroom!' } );
  1603. * }
  1604. *};
  1605. *
  1606. * // Using events with the custom object
  1607. * const car = new Car();
  1608. * car.addEventListener( 'start', function ( event ) {
  1609. * alert( event.message );
  1610. * } );
  1611. *
  1612. * car.start();
  1613. * ```
  1614. */
  1615. class EventDispatcher {
  1616. /**
  1617. * Adds the given event listener to the given event type.
  1618. *
  1619. * @param {string} type - The type of event to listen to.
  1620. * @param {Function} listener - The function that gets called when the event is fired.
  1621. */
  1622. addEventListener( type, listener ) {
  1623. if ( this._listeners === undefined ) this._listeners = {};
  1624. const listeners = this._listeners;
  1625. if ( listeners[ type ] === undefined ) {
  1626. listeners[ type ] = [];
  1627. }
  1628. if ( listeners[ type ].indexOf( listener ) === -1 ) {
  1629. listeners[ type ].push( listener );
  1630. }
  1631. }
  1632. /**
  1633. * Returns `true` if the given event listener has been added to the given event type.
  1634. *
  1635. * @param {string} type - The type of event.
  1636. * @param {Function} listener - The listener to check.
  1637. * @return {boolean} Whether the given event listener has been added to the given event type.
  1638. */
  1639. hasEventListener( type, listener ) {
  1640. const listeners = this._listeners;
  1641. if ( listeners === undefined ) return false;
  1642. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== -1;
  1643. }
  1644. /**
  1645. * Removes the given event listener from the given event type.
  1646. *
  1647. * @param {string} type - The type of event.
  1648. * @param {Function} listener - The listener to remove.
  1649. */
  1650. removeEventListener( type, listener ) {
  1651. const listeners = this._listeners;
  1652. if ( listeners === undefined ) return;
  1653. const listenerArray = listeners[ type ];
  1654. if ( listenerArray !== undefined ) {
  1655. const index = listenerArray.indexOf( listener );
  1656. if ( index !== -1 ) {
  1657. listenerArray.splice( index, 1 );
  1658. }
  1659. }
  1660. }
  1661. /**
  1662. * Dispatches an event object.
  1663. *
  1664. * @param {Object} event - The event that gets fired.
  1665. */
  1666. dispatchEvent( event ) {
  1667. const listeners = this._listeners;
  1668. if ( listeners === undefined ) return;
  1669. const listenerArray = listeners[ event.type ];
  1670. if ( listenerArray !== undefined ) {
  1671. event.target = this;
  1672. // Make a copy, in case listeners are removed while iterating.
  1673. const array = listenerArray.slice( 0 );
  1674. for ( let i = 0, l = array.length; i < l; i ++ ) {
  1675. array[ i ].call( this, event );
  1676. }
  1677. event.target = null;
  1678. }
  1679. }
  1680. }
  1681. 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' ];
  1682. let _seed = 1234567;
  1683. const DEG2RAD = Math.PI / 180;
  1684. const RAD2DEG = 180 / Math.PI;
  1685. /**
  1686. * Generate a [UUID](https://en.wikipedia.org/wiki/Universally_unique_identifier)
  1687. * (universally unique identifier).
  1688. *
  1689. * @return {string} The UUID.
  1690. */
  1691. function generateUUID() {
  1692. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  1693. const d0 = Math.random() * 0xffffffff | 0;
  1694. const d1 = Math.random() * 0xffffffff | 0;
  1695. const d2 = Math.random() * 0xffffffff | 0;
  1696. const d3 = Math.random() * 0xffffffff | 0;
  1697. const uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  1698. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  1699. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  1700. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  1701. // .toLowerCase() here flattens concatenated strings to save heap memory space.
  1702. return uuid.toLowerCase();
  1703. }
  1704. /**
  1705. * Clamps the given value between min and max.
  1706. *
  1707. * @param {number} value - The value to clamp.
  1708. * @param {number} min - The min value.
  1709. * @param {number} max - The max value.
  1710. * @return {number} The clamped value.
  1711. */
  1712. function clamp( value, min, max ) {
  1713. return Math.max( min, Math.min( max, value ) );
  1714. }
  1715. /**
  1716. * Computes the Euclidean modulo of the given parameters that
  1717. * is `( ( n % m ) + m ) % m`.
  1718. *
  1719. * @param {number} n - The first parameter.
  1720. * @param {number} m - The second parameter.
  1721. * @return {number} The Euclidean modulo.
  1722. */
  1723. function euclideanModulo( n, m ) {
  1724. // https://en.wikipedia.org/wiki/Modulo_operation
  1725. return ( ( n % m ) + m ) % m;
  1726. }
  1727. /**
  1728. * Performs a linear mapping from range `<a1, a2>` to range `<b1, b2>`
  1729. * for the given value.
  1730. *
  1731. * @param {number} x - The value to be mapped.
  1732. * @param {number} a1 - Minimum value for range A.
  1733. * @param {number} a2 - Maximum value for range A.
  1734. * @param {number} b1 - Minimum value for range B.
  1735. * @param {number} b2 - Maximum value for range B.
  1736. * @return {number} The mapped value.
  1737. */
  1738. function mapLinear( x, a1, a2, b1, b2 ) {
  1739. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  1740. }
  1741. /**
  1742. * Returns the percentage in the closed interval `[0, 1]` of the given value
  1743. * between the start and end point.
  1744. *
  1745. * @param {number} x - The start point
  1746. * @param {number} y - The end point.
  1747. * @param {number} value - A value between start and end.
  1748. * @return {number} The interpolation factor.
  1749. */
  1750. function inverseLerp( x, y, value ) {
  1751. // https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/
  1752. if ( x !== y ) {
  1753. return ( value - x ) / ( y - x );
  1754. } else {
  1755. return 0;
  1756. }
  1757. }
  1758. /**
  1759. * Returns a value linearly interpolated from two known points based on the given interval -
  1760. * `t = 0` will return `x` and `t = 1` will return `y`.
  1761. *
  1762. * @param {number} x - The start point
  1763. * @param {number} y - The end point.
  1764. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  1765. * @return {number} The interpolated value.
  1766. */
  1767. function lerp( x, y, t ) {
  1768. return ( 1 - t ) * x + t * y;
  1769. }
  1770. /**
  1771. * Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta
  1772. * time to maintain frame rate independent movement. For details, see
  1773. * [Frame rate independent damping using lerp](http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/).
  1774. *
  1775. * @param {number} x - The current point.
  1776. * @param {number} y - The target point.
  1777. * @param {number} lambda - A higher lambda value will make the movement more sudden,
  1778. * and a lower value will make the movement more gradual.
  1779. * @param {number} dt - Delta time in seconds.
  1780. * @return {number} The interpolated value.
  1781. */
  1782. function damp( x, y, lambda, dt ) {
  1783. return lerp( x, y, 1 - Math.exp( - lambda * dt ) );
  1784. }
  1785. /**
  1786. * Returns a value that alternates between `0` and the given `length` parameter.
  1787. *
  1788. * @param {number} x - The value to pingpong.
  1789. * @param {number} [length=1] - The positive value the function will pingpong to.
  1790. * @return {number} The alternated value.
  1791. */
  1792. function pingpong( x, length = 1 ) {
  1793. // https://www.desmos.com/calculator/vcsjnyz7x4
  1794. return length - Math.abs( euclideanModulo( x, length * 2 ) - length );
  1795. }
  1796. /**
  1797. * Returns a value in the range `[0,1]` that represents the percentage that `x` has
  1798. * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to
  1799. * the `min` and `max`.
  1800. *
  1801. * See [Smoothstep](http://en.wikipedia.org/wiki/Smoothstep) for more details.
  1802. *
  1803. * @param {number} x - The value to evaluate based on its position between min and max.
  1804. * @param {number} min - The min value. Any x value below min will be `0`.
  1805. * @param {number} max - The max value. Any x value above max will be `1`.
  1806. * @return {number} The alternated value.
  1807. */
  1808. function smoothstep( x, min, max ) {
  1809. if ( x <= min ) return 0;
  1810. if ( x >= max ) return 1;
  1811. x = ( x - min ) / ( max - min );
  1812. return x * x * ( 3 - 2 * x );
  1813. }
  1814. /**
  1815. * A [variation on smoothstep](https://en.wikipedia.org/wiki/Smoothstep#Variations)
  1816. * that has zero 1st and 2nd order derivatives at x=0 and x=1.
  1817. *
  1818. * @param {number} x - The value to evaluate based on its position between min and max.
  1819. * @param {number} min - The min value. Any x value below min will be `0`.
  1820. * @param {number} max - The max value. Any x value above max will be `1`.
  1821. * @return {number} The alternated value.
  1822. */
  1823. function smootherstep( x, min, max ) {
  1824. if ( x <= min ) return 0;
  1825. if ( x >= max ) return 1;
  1826. x = ( x - min ) / ( max - min );
  1827. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  1828. }
  1829. /**
  1830. * Returns a random integer from `<low, high>` interval.
  1831. *
  1832. * @param {number} low - The lower value boundary.
  1833. * @param {number} high - The upper value boundary
  1834. * @return {number} A random integer.
  1835. */
  1836. function randInt( low, high ) {
  1837. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  1838. }
  1839. /**
  1840. * Returns a random float from `<low, high>` interval.
  1841. *
  1842. * @param {number} low - The lower value boundary.
  1843. * @param {number} high - The upper value boundary
  1844. * @return {number} A random float.
  1845. */
  1846. function randFloat( low, high ) {
  1847. return low + Math.random() * ( high - low );
  1848. }
  1849. /**
  1850. * Returns a random integer from `<-range/2, range/2>` interval.
  1851. *
  1852. * @param {number} range - Defines the value range.
  1853. * @return {number} A random float.
  1854. */
  1855. function randFloatSpread( range ) {
  1856. return range * ( 0.5 - Math.random() );
  1857. }
  1858. /**
  1859. * Returns a deterministic pseudo-random float in the interval `[0, 1]`.
  1860. *
  1861. * @param {number} [s] - The integer seed.
  1862. * @return {number} A random float.
  1863. */
  1864. function seededRandom( s ) {
  1865. if ( s !== undefined ) _seed = s;
  1866. // Mulberry32 generator
  1867. let t = _seed += 0x6D2B79F5;
  1868. t = Math.imul( t ^ t >>> 15, t | 1 );
  1869. t ^= t + Math.imul( t ^ t >>> 7, t | 61 );
  1870. return ( ( t ^ t >>> 14 ) >>> 0 ) / 4294967296;
  1871. }
  1872. /**
  1873. * Converts degrees to radians.
  1874. *
  1875. * @param {number} degrees - A value in degrees.
  1876. * @return {number} The converted value in radians.
  1877. */
  1878. function degToRad( degrees ) {
  1879. return degrees * DEG2RAD;
  1880. }
  1881. /**
  1882. * Converts radians to degrees.
  1883. *
  1884. * @param {number} radians - A value in radians.
  1885. * @return {number} The converted value in degrees.
  1886. */
  1887. function radToDeg( radians ) {
  1888. return radians * RAD2DEG;
  1889. }
  1890. /**
  1891. * Returns `true` if the given number is a power of two.
  1892. *
  1893. * @param {number} value - The value to check.
  1894. * @return {boolean} Whether the given number is a power of two or not.
  1895. */
  1896. function isPowerOfTwo( value ) {
  1897. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  1898. }
  1899. /**
  1900. * Returns the smallest power of two that is greater than or equal to the given number.
  1901. *
  1902. * @param {number} value - The value to find a POT for.
  1903. * @return {number} The smallest power of two that is greater than or equal to the given number.
  1904. */
  1905. function ceilPowerOfTwo( value ) {
  1906. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  1907. }
  1908. /**
  1909. * Returns the largest power of two that is less than or equal to the given number.
  1910. *
  1911. * @param {number} value - The value to find a POT for.
  1912. * @return {number} The largest power of two that is less than or equal to the given number.
  1913. */
  1914. function floorPowerOfTwo( value ) {
  1915. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  1916. }
  1917. /**
  1918. * Sets the given quaternion from the [Intrinsic Proper Euler Angles](https://en.wikipedia.org/wiki/Euler_angles)
  1919. * defined by the given angles and order.
  1920. *
  1921. * Rotations are applied to the axes in the order specified by order:
  1922. * rotation by angle `a` is applied first, then by angle `b`, then by angle `c`.
  1923. *
  1924. * @param {Quaternion} q - The quaternion to set.
  1925. * @param {number} a - The rotation applied to the first axis, in radians.
  1926. * @param {number} b - The rotation applied to the second axis, in radians.
  1927. * @param {number} c - The rotation applied to the third axis, in radians.
  1928. * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order.
  1929. */
  1930. function setQuaternionFromProperEuler( q, a, b, c, order ) {
  1931. const cos = Math.cos;
  1932. const sin = Math.sin;
  1933. const c2 = cos( b / 2 );
  1934. const s2 = sin( b / 2 );
  1935. const c13 = cos( ( a + c ) / 2 );
  1936. const s13 = sin( ( a + c ) / 2 );
  1937. const c1_3 = cos( ( a - c ) / 2 );
  1938. const s1_3 = sin( ( a - c ) / 2 );
  1939. const c3_1 = cos( ( c - a ) / 2 );
  1940. const s3_1 = sin( ( c - a ) / 2 );
  1941. switch ( order ) {
  1942. case 'XYX':
  1943. q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );
  1944. break;
  1945. case 'YZY':
  1946. q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );
  1947. break;
  1948. case 'ZXZ':
  1949. q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );
  1950. break;
  1951. case 'XZX':
  1952. q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );
  1953. break;
  1954. case 'YXY':
  1955. q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );
  1956. break;
  1957. case 'ZYZ':
  1958. q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );
  1959. break;
  1960. default:
  1961. warn( 'MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );
  1962. }
  1963. }
  1964. /**
  1965. * Denormalizes the given value according to the given typed array.
  1966. *
  1967. * @param {number} value - The value to denormalize.
  1968. * @param {TypedArray} array - The typed array that defines the data type of the value.
  1969. * @return {number} The denormalize (float) value in the range `[0,1]`.
  1970. */
  1971. function denormalize( value, array ) {
  1972. switch ( array.constructor ) {
  1973. case Float32Array:
  1974. return value;
  1975. case Uint32Array:
  1976. return value / 4294967295.0;
  1977. case Uint16Array:
  1978. return value / 65535.0;
  1979. case Uint8Array:
  1980. return value / 255.0;
  1981. case Int32Array:
  1982. return Math.max( value / 2147483647.0, -1 );
  1983. case Int16Array:
  1984. return Math.max( value / 32767.0, -1 );
  1985. case Int8Array:
  1986. return Math.max( value / 127.0, -1 );
  1987. default:
  1988. throw new Error( 'Invalid component type.' );
  1989. }
  1990. }
  1991. /**
  1992. * Normalizes the given value according to the given typed array.
  1993. *
  1994. * @param {number} value - The float value in the range `[0,1]` to normalize.
  1995. * @param {TypedArray} array - The typed array that defines the data type of the value.
  1996. * @return {number} The normalize value.
  1997. */
  1998. function normalize( value, array ) {
  1999. switch ( array.constructor ) {
  2000. case Float32Array:
  2001. return value;
  2002. case Uint32Array:
  2003. return Math.round( value * 4294967295.0 );
  2004. case Uint16Array:
  2005. return Math.round( value * 65535.0 );
  2006. case Uint8Array:
  2007. return Math.round( value * 255.0 );
  2008. case Int32Array:
  2009. return Math.round( value * 2147483647.0 );
  2010. case Int16Array:
  2011. return Math.round( value * 32767.0 );
  2012. case Int8Array:
  2013. return Math.round( value * 127.0 );
  2014. default:
  2015. throw new Error( 'Invalid component type.' );
  2016. }
  2017. }
  2018. /**
  2019. * @class
  2020. * @classdesc A collection of math utility functions.
  2021. * @hideconstructor
  2022. */
  2023. const MathUtils = {
  2024. DEG2RAD: DEG2RAD,
  2025. RAD2DEG: RAD2DEG,
  2026. /**
  2027. * Generate a [UUID](https://en.wikipedia.org/wiki/Universally_unique_identifier)
  2028. * (universally unique identifier).
  2029. *
  2030. * @static
  2031. * @method
  2032. * @return {string} The UUID.
  2033. */
  2034. generateUUID: generateUUID,
  2035. /**
  2036. * Clamps the given value between min and max.
  2037. *
  2038. * @static
  2039. * @method
  2040. * @param {number} value - The value to clamp.
  2041. * @param {number} min - The min value.
  2042. * @param {number} max - The max value.
  2043. * @return {number} The clamped value.
  2044. */
  2045. clamp: clamp,
  2046. /**
  2047. * Computes the Euclidean modulo of the given parameters that
  2048. * is `( ( n % m ) + m ) % m`.
  2049. *
  2050. * @static
  2051. * @method
  2052. * @param {number} n - The first parameter.
  2053. * @param {number} m - The second parameter.
  2054. * @return {number} The Euclidean modulo.
  2055. */
  2056. euclideanModulo: euclideanModulo,
  2057. /**
  2058. * Performs a linear mapping from range `<a1, a2>` to range `<b1, b2>`
  2059. * for the given value.
  2060. *
  2061. * @static
  2062. * @method
  2063. * @param {number} x - The value to be mapped.
  2064. * @param {number} a1 - Minimum value for range A.
  2065. * @param {number} a2 - Maximum value for range A.
  2066. * @param {number} b1 - Minimum value for range B.
  2067. * @param {number} b2 - Maximum value for range B.
  2068. * @return {number} The mapped value.
  2069. */
  2070. mapLinear: mapLinear,
  2071. /**
  2072. * Returns the percentage in the closed interval `[0, 1]` of the given value
  2073. * between the start and end point.
  2074. *
  2075. * @static
  2076. * @method
  2077. * @param {number} x - The start point
  2078. * @param {number} y - The end point.
  2079. * @param {number} value - A value between start and end.
  2080. * @return {number} The interpolation factor.
  2081. */
  2082. inverseLerp: inverseLerp,
  2083. /**
  2084. * Returns a value linearly interpolated from two known points based on the given interval -
  2085. * `t = 0` will return `x` and `t = 1` will return `y`.
  2086. *
  2087. * @static
  2088. * @method
  2089. * @param {number} x - The start point
  2090. * @param {number} y - The end point.
  2091. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  2092. * @return {number} The interpolated value.
  2093. */
  2094. lerp: lerp,
  2095. /**
  2096. * Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta
  2097. * time to maintain frame rate independent movement. For details, see
  2098. * [Frame rate independent damping using lerp](http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/).
  2099. *
  2100. * @static
  2101. * @method
  2102. * @param {number} x - The current point.
  2103. * @param {number} y - The target point.
  2104. * @param {number} lambda - A higher lambda value will make the movement more sudden,
  2105. * and a lower value will make the movement more gradual.
  2106. * @param {number} dt - Delta time in seconds.
  2107. * @return {number} The interpolated value.
  2108. */
  2109. damp: damp,
  2110. /**
  2111. * Returns a value that alternates between `0` and the given `length` parameter.
  2112. *
  2113. * @static
  2114. * @method
  2115. * @param {number} x - The value to pingpong.
  2116. * @param {number} [length=1] - The positive value the function will pingpong to.
  2117. * @return {number} The alternated value.
  2118. */
  2119. pingpong: pingpong,
  2120. /**
  2121. * Returns a value in the range `[0,1]` that represents the percentage that `x` has
  2122. * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to
  2123. * the `min` and `max`.
  2124. *
  2125. * See [Smoothstep](http://en.wikipedia.org/wiki/Smoothstep) for more details.
  2126. *
  2127. * @static
  2128. * @method
  2129. * @param {number} x - The value to evaluate based on its position between min and max.
  2130. * @param {number} min - The min value. Any x value below min will be `0`.
  2131. * @param {number} max - The max value. Any x value above max will be `1`.
  2132. * @return {number} The alternated value.
  2133. */
  2134. smoothstep: smoothstep,
  2135. /**
  2136. * A [variation on smoothstep](https://en.wikipedia.org/wiki/Smoothstep#Variations)
  2137. * that has zero 1st and 2nd order derivatives at x=0 and x=1.
  2138. *
  2139. * @static
  2140. * @method
  2141. * @param {number} x - The value to evaluate based on its position between min and max.
  2142. * @param {number} min - The min value. Any x value below min will be `0`.
  2143. * @param {number} max - The max value. Any x value above max will be `1`.
  2144. * @return {number} The alternated value.
  2145. */
  2146. smootherstep: smootherstep,
  2147. /**
  2148. * Returns a random integer from `<low, high>` interval.
  2149. *
  2150. * @static
  2151. * @method
  2152. * @param {number} low - The lower value boundary.
  2153. * @param {number} high - The upper value boundary
  2154. * @return {number} A random integer.
  2155. */
  2156. randInt: randInt,
  2157. /**
  2158. * Returns a random float from `<low, high>` interval.
  2159. *
  2160. * @static
  2161. * @method
  2162. * @param {number} low - The lower value boundary.
  2163. * @param {number} high - The upper value boundary
  2164. * @return {number} A random float.
  2165. */
  2166. randFloat: randFloat,
  2167. /**
  2168. * Returns a random integer from `<-range/2, range/2>` interval.
  2169. *
  2170. * @static
  2171. * @method
  2172. * @param {number} range - Defines the value range.
  2173. * @return {number} A random float.
  2174. */
  2175. randFloatSpread: randFloatSpread,
  2176. /**
  2177. * Returns a deterministic pseudo-random float in the interval `[0, 1]`.
  2178. *
  2179. * @static
  2180. * @method
  2181. * @param {number} [s] - The integer seed.
  2182. * @return {number} A random float.
  2183. */
  2184. seededRandom: seededRandom,
  2185. /**
  2186. * Converts degrees to radians.
  2187. *
  2188. * @static
  2189. * @method
  2190. * @param {number} degrees - A value in degrees.
  2191. * @return {number} The converted value in radians.
  2192. */
  2193. degToRad: degToRad,
  2194. /**
  2195. * Converts radians to degrees.
  2196. *
  2197. * @static
  2198. * @method
  2199. * @param {number} radians - A value in radians.
  2200. * @return {number} The converted value in degrees.
  2201. */
  2202. radToDeg: radToDeg,
  2203. /**
  2204. * Returns `true` if the given number is a power of two.
  2205. *
  2206. * @static
  2207. * @method
  2208. * @param {number} value - The value to check.
  2209. * @return {boolean} Whether the given number is a power of two or not.
  2210. */
  2211. isPowerOfTwo: isPowerOfTwo,
  2212. /**
  2213. * Returns the smallest power of two that is greater than or equal to the given number.
  2214. *
  2215. * @static
  2216. * @method
  2217. * @param {number} value - The value to find a POT for.
  2218. * @return {number} The smallest power of two that is greater than or equal to the given number.
  2219. */
  2220. ceilPowerOfTwo: ceilPowerOfTwo,
  2221. /**
  2222. * Returns the largest power of two that is less than or equal to the given number.
  2223. *
  2224. * @static
  2225. * @method
  2226. * @param {number} value - The value to find a POT for.
  2227. * @return {number} The largest power of two that is less than or equal to the given number.
  2228. */
  2229. floorPowerOfTwo: floorPowerOfTwo,
  2230. /**
  2231. * Sets the given quaternion from the [Intrinsic Proper Euler Angles](https://en.wikipedia.org/wiki/Euler_angles)
  2232. * defined by the given angles and order.
  2233. *
  2234. * Rotations are applied to the axes in the order specified by order:
  2235. * rotation by angle `a` is applied first, then by angle `b`, then by angle `c`.
  2236. *
  2237. * @static
  2238. * @method
  2239. * @param {Quaternion} q - The quaternion to set.
  2240. * @param {number} a - The rotation applied to the first axis, in radians.
  2241. * @param {number} b - The rotation applied to the second axis, in radians.
  2242. * @param {number} c - The rotation applied to the third axis, in radians.
  2243. * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order.
  2244. */
  2245. setQuaternionFromProperEuler: setQuaternionFromProperEuler,
  2246. /**
  2247. * Normalizes the given value according to the given typed array.
  2248. *
  2249. * @static
  2250. * @method
  2251. * @param {number} value - The float value in the range `[0,1]` to normalize.
  2252. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2253. * @return {number} The normalize value.
  2254. */
  2255. normalize: normalize,
  2256. /**
  2257. * Denormalizes the given value according to the given typed array.
  2258. *
  2259. * @static
  2260. * @method
  2261. * @param {number} value - The value to denormalize.
  2262. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2263. * @return {number} The denormalize (float) value in the range `[0,1]`.
  2264. */
  2265. denormalize: denormalize
  2266. };
  2267. /**
  2268. * Class representing a 2D vector. A 2D vector is an ordered pair of numbers
  2269. * (labeled x and y), which can be used to represent a number of things, such as:
  2270. *
  2271. * - A point in 2D space (i.e. a position on a plane).
  2272. * - A direction and length across a plane. In three.js the length will
  2273. * always be the Euclidean distance(straight-line distance) from `(0, 0)` to `(x, y)`
  2274. * and the direction is also measured from `(0, 0)` towards `(x, y)`.
  2275. * - Any arbitrary ordered pair of numbers.
  2276. *
  2277. * There are other things a 2D vector can be used to represent, such as
  2278. * momentum vectors, complex numbers and so on, however these are the most
  2279. * common uses in three.js.
  2280. *
  2281. * Iterating through a vector instance will yield its components `(x, y)` in
  2282. * the corresponding order.
  2283. * ```js
  2284. * const a = new THREE.Vector2( 0, 1 );
  2285. *
  2286. * //no arguments; will be initialised to (0, 0)
  2287. * const b = new THREE.Vector2( );
  2288. *
  2289. * const d = a.distanceTo( b );
  2290. * ```
  2291. */
  2292. class Vector2 {
  2293. /**
  2294. * Constructs a new 2D vector.
  2295. *
  2296. * @param {number} [x=0] - The x value of this vector.
  2297. * @param {number} [y=0] - The y value of this vector.
  2298. */
  2299. constructor( x = 0, y = 0 ) {
  2300. /**
  2301. * This flag can be used for type testing.
  2302. *
  2303. * @type {boolean}
  2304. * @readonly
  2305. * @default true
  2306. */
  2307. Vector2.prototype.isVector2 = true;
  2308. /**
  2309. * The x value of this vector.
  2310. *
  2311. * @type {number}
  2312. */
  2313. this.x = x;
  2314. /**
  2315. * The y value of this vector.
  2316. *
  2317. * @type {number}
  2318. */
  2319. this.y = y;
  2320. }
  2321. /**
  2322. * Alias for {@link Vector2#x}.
  2323. *
  2324. * @type {number}
  2325. */
  2326. get width() {
  2327. return this.x;
  2328. }
  2329. set width( value ) {
  2330. this.x = value;
  2331. }
  2332. /**
  2333. * Alias for {@link Vector2#y}.
  2334. *
  2335. * @type {number}
  2336. */
  2337. get height() {
  2338. return this.y;
  2339. }
  2340. set height( value ) {
  2341. this.y = value;
  2342. }
  2343. /**
  2344. * Sets the vector components.
  2345. *
  2346. * @param {number} x - The value of the x component.
  2347. * @param {number} y - The value of the y component.
  2348. * @return {Vector2} A reference to this vector.
  2349. */
  2350. set( x, y ) {
  2351. this.x = x;
  2352. this.y = y;
  2353. return this;
  2354. }
  2355. /**
  2356. * Sets the vector components to the same value.
  2357. *
  2358. * @param {number} scalar - The value to set for all vector components.
  2359. * @return {Vector2} A reference to this vector.
  2360. */
  2361. setScalar( scalar ) {
  2362. this.x = scalar;
  2363. this.y = scalar;
  2364. return this;
  2365. }
  2366. /**
  2367. * Sets the vector's x component to the given value
  2368. *
  2369. * @param {number} x - The value to set.
  2370. * @return {Vector2} A reference to this vector.
  2371. */
  2372. setX( x ) {
  2373. this.x = x;
  2374. return this;
  2375. }
  2376. /**
  2377. * Sets the vector's y component to the given value
  2378. *
  2379. * @param {number} y - The value to set.
  2380. * @return {Vector2} A reference to this vector.
  2381. */
  2382. setY( y ) {
  2383. this.y = y;
  2384. return this;
  2385. }
  2386. /**
  2387. * Allows to set a vector component with an index.
  2388. *
  2389. * @param {number} index - The component index. `0` equals to x, `1` equals to y.
  2390. * @param {number} value - The value to set.
  2391. * @return {Vector2} A reference to this vector.
  2392. */
  2393. setComponent( index, value ) {
  2394. switch ( index ) {
  2395. case 0: this.x = value; break;
  2396. case 1: this.y = value; break;
  2397. default: throw new Error( 'index is out of range: ' + index );
  2398. }
  2399. return this;
  2400. }
  2401. /**
  2402. * Returns the value of the vector component which matches the given index.
  2403. *
  2404. * @param {number} index - The component index. `0` equals to x, `1` equals to y.
  2405. * @return {number} A vector component value.
  2406. */
  2407. getComponent( index ) {
  2408. switch ( index ) {
  2409. case 0: return this.x;
  2410. case 1: return this.y;
  2411. default: throw new Error( 'index is out of range: ' + index );
  2412. }
  2413. }
  2414. /**
  2415. * Returns a new vector with copied values from this instance.
  2416. *
  2417. * @return {Vector2} A clone of this instance.
  2418. */
  2419. clone() {
  2420. return new this.constructor( this.x, this.y );
  2421. }
  2422. /**
  2423. * Copies the values of the given vector to this instance.
  2424. *
  2425. * @param {Vector2} v - The vector to copy.
  2426. * @return {Vector2} A reference to this vector.
  2427. */
  2428. copy( v ) {
  2429. this.x = v.x;
  2430. this.y = v.y;
  2431. return this;
  2432. }
  2433. /**
  2434. * Adds the given vector to this instance.
  2435. *
  2436. * @param {Vector2} v - The vector to add.
  2437. * @return {Vector2} A reference to this vector.
  2438. */
  2439. add( v ) {
  2440. this.x += v.x;
  2441. this.y += v.y;
  2442. return this;
  2443. }
  2444. /**
  2445. * Adds the given scalar value to all components of this instance.
  2446. *
  2447. * @param {number} s - The scalar to add.
  2448. * @return {Vector2} A reference to this vector.
  2449. */
  2450. addScalar( s ) {
  2451. this.x += s;
  2452. this.y += s;
  2453. return this;
  2454. }
  2455. /**
  2456. * Adds the given vectors and stores the result in this instance.
  2457. *
  2458. * @param {Vector2} a - The first vector.
  2459. * @param {Vector2} b - The second vector.
  2460. * @return {Vector2} A reference to this vector.
  2461. */
  2462. addVectors( a, b ) {
  2463. this.x = a.x + b.x;
  2464. this.y = a.y + b.y;
  2465. return this;
  2466. }
  2467. /**
  2468. * Adds the given vector scaled by the given factor to this instance.
  2469. *
  2470. * @param {Vector2} v - The vector.
  2471. * @param {number} s - The factor that scales `v`.
  2472. * @return {Vector2} A reference to this vector.
  2473. */
  2474. addScaledVector( v, s ) {
  2475. this.x += v.x * s;
  2476. this.y += v.y * s;
  2477. return this;
  2478. }
  2479. /**
  2480. * Subtracts the given vector from this instance.
  2481. *
  2482. * @param {Vector2} v - The vector to subtract.
  2483. * @return {Vector2} A reference to this vector.
  2484. */
  2485. sub( v ) {
  2486. this.x -= v.x;
  2487. this.y -= v.y;
  2488. return this;
  2489. }
  2490. /**
  2491. * Subtracts the given scalar value from all components of this instance.
  2492. *
  2493. * @param {number} s - The scalar to subtract.
  2494. * @return {Vector2} A reference to this vector.
  2495. */
  2496. subScalar( s ) {
  2497. this.x -= s;
  2498. this.y -= s;
  2499. return this;
  2500. }
  2501. /**
  2502. * Subtracts the given vectors and stores the result in this instance.
  2503. *
  2504. * @param {Vector2} a - The first vector.
  2505. * @param {Vector2} b - The second vector.
  2506. * @return {Vector2} A reference to this vector.
  2507. */
  2508. subVectors( a, b ) {
  2509. this.x = a.x - b.x;
  2510. this.y = a.y - b.y;
  2511. return this;
  2512. }
  2513. /**
  2514. * Multiplies the given vector with this instance.
  2515. *
  2516. * @param {Vector2} v - The vector to multiply.
  2517. * @return {Vector2} A reference to this vector.
  2518. */
  2519. multiply( v ) {
  2520. this.x *= v.x;
  2521. this.y *= v.y;
  2522. return this;
  2523. }
  2524. /**
  2525. * Multiplies the given scalar value with all components of this instance.
  2526. *
  2527. * @param {number} scalar - The scalar to multiply.
  2528. * @return {Vector2} A reference to this vector.
  2529. */
  2530. multiplyScalar( scalar ) {
  2531. this.x *= scalar;
  2532. this.y *= scalar;
  2533. return this;
  2534. }
  2535. /**
  2536. * Divides this instance by the given vector.
  2537. *
  2538. * @param {Vector2} v - The vector to divide.
  2539. * @return {Vector2} A reference to this vector.
  2540. */
  2541. divide( v ) {
  2542. this.x /= v.x;
  2543. this.y /= v.y;
  2544. return this;
  2545. }
  2546. /**
  2547. * Divides this vector by the given scalar.
  2548. *
  2549. * @param {number} scalar - The scalar to divide.
  2550. * @return {Vector2} A reference to this vector.
  2551. */
  2552. divideScalar( scalar ) {
  2553. return this.multiplyScalar( 1 / scalar );
  2554. }
  2555. /**
  2556. * Multiplies this vector (with an implicit 1 as the 3rd component) by
  2557. * the given 3x3 matrix.
  2558. *
  2559. * @param {Matrix3} m - The matrix to apply.
  2560. * @return {Vector2} A reference to this vector.
  2561. */
  2562. applyMatrix3( m ) {
  2563. const x = this.x, y = this.y;
  2564. const e = m.elements;
  2565. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  2566. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  2567. return this;
  2568. }
  2569. /**
  2570. * If this vector's x or y value is greater than the given vector's x or y
  2571. * value, replace that value with the corresponding min value.
  2572. *
  2573. * @param {Vector2} v - The vector.
  2574. * @return {Vector2} A reference to this vector.
  2575. */
  2576. min( v ) {
  2577. this.x = Math.min( this.x, v.x );
  2578. this.y = Math.min( this.y, v.y );
  2579. return this;
  2580. }
  2581. /**
  2582. * If this vector's x or y value is less than the given vector's x or y
  2583. * value, replace that value with the corresponding max value.
  2584. *
  2585. * @param {Vector2} v - The vector.
  2586. * @return {Vector2} A reference to this vector.
  2587. */
  2588. max( v ) {
  2589. this.x = Math.max( this.x, v.x );
  2590. this.y = Math.max( this.y, v.y );
  2591. return this;
  2592. }
  2593. /**
  2594. * If this vector's x or y value is greater than the max vector's x or y
  2595. * value, it is replaced by the corresponding value.
  2596. * If this vector's x or y value is less than the min vector's x or y value,
  2597. * it is replaced by the corresponding value.
  2598. *
  2599. * @param {Vector2} min - The minimum x and y values.
  2600. * @param {Vector2} max - The maximum x and y values in the desired range.
  2601. * @return {Vector2} A reference to this vector.
  2602. */
  2603. clamp( min, max ) {
  2604. // assumes min < max, componentwise
  2605. this.x = clamp( this.x, min.x, max.x );
  2606. this.y = clamp( this.y, min.y, max.y );
  2607. return this;
  2608. }
  2609. /**
  2610. * If this vector's x or y values are greater than the max value, they are
  2611. * replaced by the max value.
  2612. * If this vector's x or y values are less than the min value, they are
  2613. * replaced by the min value.
  2614. *
  2615. * @param {number} minVal - The minimum value the components will be clamped to.
  2616. * @param {number} maxVal - The maximum value the components will be clamped to.
  2617. * @return {Vector2} A reference to this vector.
  2618. */
  2619. clampScalar( minVal, maxVal ) {
  2620. this.x = clamp( this.x, minVal, maxVal );
  2621. this.y = clamp( this.y, minVal, maxVal );
  2622. return this;
  2623. }
  2624. /**
  2625. * If this vector's length is greater than the max value, it is replaced by
  2626. * the max value.
  2627. * If this vector's length is less than the min value, it is replaced by the
  2628. * min value.
  2629. *
  2630. * @param {number} min - The minimum value the vector length will be clamped to.
  2631. * @param {number} max - The maximum value the vector length will be clamped to.
  2632. * @return {Vector2} A reference to this vector.
  2633. */
  2634. clampLength( min, max ) {
  2635. const length = this.length();
  2636. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  2637. }
  2638. /**
  2639. * The components of this vector are rounded down to the nearest integer value.
  2640. *
  2641. * @return {Vector2} A reference to this vector.
  2642. */
  2643. floor() {
  2644. this.x = Math.floor( this.x );
  2645. this.y = Math.floor( this.y );
  2646. return this;
  2647. }
  2648. /**
  2649. * The components of this vector are rounded up to the nearest integer value.
  2650. *
  2651. * @return {Vector2} A reference to this vector.
  2652. */
  2653. ceil() {
  2654. this.x = Math.ceil( this.x );
  2655. this.y = Math.ceil( this.y );
  2656. return this;
  2657. }
  2658. /**
  2659. * The components of this vector are rounded to the nearest integer value
  2660. *
  2661. * @return {Vector2} A reference to this vector.
  2662. */
  2663. round() {
  2664. this.x = Math.round( this.x );
  2665. this.y = Math.round( this.y );
  2666. return this;
  2667. }
  2668. /**
  2669. * The components of this vector are rounded towards zero (up if negative,
  2670. * down if positive) to an integer value.
  2671. *
  2672. * @return {Vector2} A reference to this vector.
  2673. */
  2674. roundToZero() {
  2675. this.x = Math.trunc( this.x );
  2676. this.y = Math.trunc( this.y );
  2677. return this;
  2678. }
  2679. /**
  2680. * Inverts this vector - i.e. sets x = -x and y = -y.
  2681. *
  2682. * @return {Vector2} A reference to this vector.
  2683. */
  2684. negate() {
  2685. this.x = - this.x;
  2686. this.y = - this.y;
  2687. return this;
  2688. }
  2689. /**
  2690. * Calculates the dot product of the given vector with this instance.
  2691. *
  2692. * @param {Vector2} v - The vector to compute the dot product with.
  2693. * @return {number} The result of the dot product.
  2694. */
  2695. dot( v ) {
  2696. return this.x * v.x + this.y * v.y;
  2697. }
  2698. /**
  2699. * Calculates the cross product of the given vector with this instance.
  2700. *
  2701. * @param {Vector2} v - The vector to compute the cross product with.
  2702. * @return {number} The result of the cross product.
  2703. */
  2704. cross( v ) {
  2705. return this.x * v.y - this.y * v.x;
  2706. }
  2707. /**
  2708. * Computes the square of the Euclidean length (straight-line length) from
  2709. * (0, 0) to (x, y). If you are comparing the lengths of vectors, you should
  2710. * compare the length squared instead as it is slightly more efficient to calculate.
  2711. *
  2712. * @return {number} The square length of this vector.
  2713. */
  2714. lengthSq() {
  2715. return this.x * this.x + this.y * this.y;
  2716. }
  2717. /**
  2718. * Computes the Euclidean length (straight-line length) from (0, 0) to (x, y).
  2719. *
  2720. * @return {number} The length of this vector.
  2721. */
  2722. length() {
  2723. return Math.sqrt( this.x * this.x + this.y * this.y );
  2724. }
  2725. /**
  2726. * Computes the Manhattan length of this vector.
  2727. *
  2728. * @return {number} The length of this vector.
  2729. */
  2730. manhattanLength() {
  2731. return Math.abs( this.x ) + Math.abs( this.y );
  2732. }
  2733. /**
  2734. * Converts this vector to a unit vector - that is, sets it equal to a vector
  2735. * with the same direction as this one, but with a vector length of `1`.
  2736. *
  2737. * @return {Vector2} A reference to this vector.
  2738. */
  2739. normalize() {
  2740. return this.divideScalar( this.length() || 1 );
  2741. }
  2742. /**
  2743. * Computes the angle in radians of this vector with respect to the positive x-axis.
  2744. *
  2745. * @return {number} The angle in radians.
  2746. */
  2747. angle() {
  2748. const angle = Math.atan2( - this.y, - this.x ) + Math.PI;
  2749. return angle;
  2750. }
  2751. /**
  2752. * Returns the angle between the given vector and this instance in radians.
  2753. *
  2754. * @param {Vector2} v - The vector to compute the angle with.
  2755. * @return {number} The angle in radians.
  2756. */
  2757. angleTo( v ) {
  2758. const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  2759. if ( denominator === 0 ) return Math.PI / 2;
  2760. const theta = this.dot( v ) / denominator;
  2761. // clamp, to handle numerical problems
  2762. return Math.acos( clamp( theta, -1, 1 ) );
  2763. }
  2764. /**
  2765. * Computes the distance from the given vector to this instance.
  2766. *
  2767. * @param {Vector2} v - The vector to compute the distance to.
  2768. * @return {number} The distance.
  2769. */
  2770. distanceTo( v ) {
  2771. return Math.sqrt( this.distanceToSquared( v ) );
  2772. }
  2773. /**
  2774. * Computes the squared distance from the given vector to this instance.
  2775. * If you are just comparing the distance with another distance, you should compare
  2776. * the distance squared instead as it is slightly more efficient to calculate.
  2777. *
  2778. * @param {Vector2} v - The vector to compute the squared distance to.
  2779. * @return {number} The squared distance.
  2780. */
  2781. distanceToSquared( v ) {
  2782. const dx = this.x - v.x, dy = this.y - v.y;
  2783. return dx * dx + dy * dy;
  2784. }
  2785. /**
  2786. * Computes the Manhattan distance from the given vector to this instance.
  2787. *
  2788. * @param {Vector2} v - The vector to compute the Manhattan distance to.
  2789. * @return {number} The Manhattan distance.
  2790. */
  2791. manhattanDistanceTo( v ) {
  2792. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  2793. }
  2794. /**
  2795. * Sets this vector to a vector with the same direction as this one, but
  2796. * with the specified length.
  2797. *
  2798. * @param {number} length - The new length of this vector.
  2799. * @return {Vector2} A reference to this vector.
  2800. */
  2801. setLength( length ) {
  2802. return this.normalize().multiplyScalar( length );
  2803. }
  2804. /**
  2805. * Linearly interpolates between the given vector and this instance, where
  2806. * alpha is the percent distance along the line - alpha = 0 will be this
  2807. * vector, and alpha = 1 will be the given one.
  2808. *
  2809. * @param {Vector2} v - The vector to interpolate towards.
  2810. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  2811. * @return {Vector2} A reference to this vector.
  2812. */
  2813. lerp( v, alpha ) {
  2814. this.x += ( v.x - this.x ) * alpha;
  2815. this.y += ( v.y - this.y ) * alpha;
  2816. return this;
  2817. }
  2818. /**
  2819. * Linearly interpolates between the given vectors, where alpha is the percent
  2820. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  2821. * be the second one. The result is stored in this instance.
  2822. *
  2823. * @param {Vector2} v1 - The first vector.
  2824. * @param {Vector2} v2 - The second vector.
  2825. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  2826. * @return {Vector2} A reference to this vector.
  2827. */
  2828. lerpVectors( v1, v2, alpha ) {
  2829. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  2830. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  2831. return this;
  2832. }
  2833. /**
  2834. * Returns `true` if this vector is equal with the given one.
  2835. *
  2836. * @param {Vector2} v - The vector to test for equality.
  2837. * @return {boolean} Whether this vector is equal with the given one.
  2838. */
  2839. equals( v ) {
  2840. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  2841. }
  2842. /**
  2843. * Sets this vector's x value to be `array[ offset ]` and y
  2844. * value to be `array[ offset + 1 ]`.
  2845. *
  2846. * @param {Array<number>} array - An array holding the vector component values.
  2847. * @param {number} [offset=0] - The offset into the array.
  2848. * @return {Vector2} A reference to this vector.
  2849. */
  2850. fromArray( array, offset = 0 ) {
  2851. this.x = array[ offset ];
  2852. this.y = array[ offset + 1 ];
  2853. return this;
  2854. }
  2855. /**
  2856. * Writes the components of this vector to the given array. If no array is provided,
  2857. * the method returns a new instance.
  2858. *
  2859. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  2860. * @param {number} [offset=0] - Index of the first element in the array.
  2861. * @return {Array<number>} The vector components.
  2862. */
  2863. toArray( array = [], offset = 0 ) {
  2864. array[ offset ] = this.x;
  2865. array[ offset + 1 ] = this.y;
  2866. return array;
  2867. }
  2868. /**
  2869. * Sets the components of this vector from the given buffer attribute.
  2870. *
  2871. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  2872. * @param {number} index - The index into the attribute.
  2873. * @return {Vector2} A reference to this vector.
  2874. */
  2875. fromBufferAttribute( attribute, index ) {
  2876. this.x = attribute.getX( index );
  2877. this.y = attribute.getY( index );
  2878. return this;
  2879. }
  2880. /**
  2881. * Rotates this vector around the given center by the given angle.
  2882. *
  2883. * @param {Vector2} center - The point around which to rotate.
  2884. * @param {number} angle - The angle to rotate, in radians.
  2885. * @return {Vector2} A reference to this vector.
  2886. */
  2887. rotateAround( center, angle ) {
  2888. const c = Math.cos( angle ), s = Math.sin( angle );
  2889. const x = this.x - center.x;
  2890. const y = this.y - center.y;
  2891. this.x = x * c - y * s + center.x;
  2892. this.y = x * s + y * c + center.y;
  2893. return this;
  2894. }
  2895. /**
  2896. * Sets each component of this vector to a pseudo-random value between `0` and
  2897. * `1`, excluding `1`.
  2898. *
  2899. * @return {Vector2} A reference to this vector.
  2900. */
  2901. random() {
  2902. this.x = Math.random();
  2903. this.y = Math.random();
  2904. return this;
  2905. }
  2906. *[ Symbol.iterator ]() {
  2907. yield this.x;
  2908. yield this.y;
  2909. }
  2910. }
  2911. /**
  2912. * Class for representing a Quaternion. Quaternions are used in three.js to represent rotations.
  2913. *
  2914. * Iterating through a vector instance will yield its components `(x, y, z, w)` in
  2915. * the corresponding order.
  2916. *
  2917. * Note that three.js expects Quaternions to be normalized.
  2918. * ```js
  2919. * const quaternion = new THREE.Quaternion();
  2920. * quaternion.setFromAxisAngle( new THREE.Vector3( 0, 1, 0 ), Math.PI / 2 );
  2921. *
  2922. * const vector = new THREE.Vector3( 1, 0, 0 );
  2923. * vector.applyQuaternion( quaternion );
  2924. * ```
  2925. */
  2926. class Quaternion {
  2927. /**
  2928. * Constructs a new quaternion.
  2929. *
  2930. * @param {number} [x=0] - The x value of this quaternion.
  2931. * @param {number} [y=0] - The y value of this quaternion.
  2932. * @param {number} [z=0] - The z value of this quaternion.
  2933. * @param {number} [w=1] - The w value of this quaternion.
  2934. */
  2935. constructor( x = 0, y = 0, z = 0, w = 1 ) {
  2936. /**
  2937. * This flag can be used for type testing.
  2938. *
  2939. * @type {boolean}
  2940. * @readonly
  2941. * @default true
  2942. */
  2943. this.isQuaternion = true;
  2944. this._x = x;
  2945. this._y = y;
  2946. this._z = z;
  2947. this._w = w;
  2948. }
  2949. /**
  2950. * Interpolates between two quaternions via SLERP. This implementation assumes the
  2951. * quaternion data are managed in flat arrays.
  2952. *
  2953. * @param {Array<number>} dst - The destination array.
  2954. * @param {number} dstOffset - An offset into the destination array.
  2955. * @param {Array<number>} src0 - The source array of the first quaternion.
  2956. * @param {number} srcOffset0 - An offset into the first source array.
  2957. * @param {Array<number>} src1 - The source array of the second quaternion.
  2958. * @param {number} srcOffset1 - An offset into the second source array.
  2959. * @param {number} t - The interpolation factor in the range `[0,1]`.
  2960. * @see {@link Quaternion#slerp}
  2961. */
  2962. static slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  2963. let x0 = src0[ srcOffset0 + 0 ],
  2964. y0 = src0[ srcOffset0 + 1 ],
  2965. z0 = src0[ srcOffset0 + 2 ],
  2966. w0 = src0[ srcOffset0 + 3 ];
  2967. let x1 = src1[ srcOffset1 + 0 ],
  2968. y1 = src1[ srcOffset1 + 1 ],
  2969. z1 = src1[ srcOffset1 + 2 ],
  2970. w1 = src1[ srcOffset1 + 3 ];
  2971. if ( t <= 0 ) {
  2972. dst[ dstOffset + 0 ] = x0;
  2973. dst[ dstOffset + 1 ] = y0;
  2974. dst[ dstOffset + 2 ] = z0;
  2975. dst[ dstOffset + 3 ] = w0;
  2976. return;
  2977. }
  2978. if ( t >= 1 ) {
  2979. dst[ dstOffset + 0 ] = x1;
  2980. dst[ dstOffset + 1 ] = y1;
  2981. dst[ dstOffset + 2 ] = z1;
  2982. dst[ dstOffset + 3 ] = w1;
  2983. return;
  2984. }
  2985. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  2986. let dot = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1;
  2987. if ( dot < 0 ) {
  2988. x1 = - x1;
  2989. y1 = - y1;
  2990. z1 = - z1;
  2991. w1 = - w1;
  2992. dot = - dot;
  2993. }
  2994. let s = 1 - t;
  2995. if ( dot < 0.9995 ) {
  2996. // slerp
  2997. const theta = Math.acos( dot );
  2998. const sin = Math.sin( theta );
  2999. s = Math.sin( s * theta ) / sin;
  3000. t = Math.sin( t * theta ) / sin;
  3001. x0 = x0 * s + x1 * t;
  3002. y0 = y0 * s + y1 * t;
  3003. z0 = z0 * s + z1 * t;
  3004. w0 = w0 * s + w1 * t;
  3005. } else {
  3006. // for small angles, lerp then normalize
  3007. x0 = x0 * s + x1 * t;
  3008. y0 = y0 * s + y1 * t;
  3009. z0 = z0 * s + z1 * t;
  3010. w0 = w0 * s + w1 * t;
  3011. const f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  3012. x0 *= f;
  3013. y0 *= f;
  3014. z0 *= f;
  3015. w0 *= f;
  3016. }
  3017. }
  3018. dst[ dstOffset ] = x0;
  3019. dst[ dstOffset + 1 ] = y0;
  3020. dst[ dstOffset + 2 ] = z0;
  3021. dst[ dstOffset + 3 ] = w0;
  3022. }
  3023. /**
  3024. * Multiplies two quaternions. This implementation assumes the quaternion data are managed
  3025. * in flat arrays.
  3026. *
  3027. * @param {Array<number>} dst - The destination array.
  3028. * @param {number} dstOffset - An offset into the destination array.
  3029. * @param {Array<number>} src0 - The source array of the first quaternion.
  3030. * @param {number} srcOffset0 - An offset into the first source array.
  3031. * @param {Array<number>} src1 - The source array of the second quaternion.
  3032. * @param {number} srcOffset1 - An offset into the second source array.
  3033. * @return {Array<number>} The destination array.
  3034. * @see {@link Quaternion#multiplyQuaternions}.
  3035. */
  3036. static multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {
  3037. const x0 = src0[ srcOffset0 ];
  3038. const y0 = src0[ srcOffset0 + 1 ];
  3039. const z0 = src0[ srcOffset0 + 2 ];
  3040. const w0 = src0[ srcOffset0 + 3 ];
  3041. const x1 = src1[ srcOffset1 ];
  3042. const y1 = src1[ srcOffset1 + 1 ];
  3043. const z1 = src1[ srcOffset1 + 2 ];
  3044. const w1 = src1[ srcOffset1 + 3 ];
  3045. dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
  3046. dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
  3047. dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
  3048. dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;
  3049. return dst;
  3050. }
  3051. /**
  3052. * The x value of this quaternion.
  3053. *
  3054. * @type {number}
  3055. * @default 0
  3056. */
  3057. get x() {
  3058. return this._x;
  3059. }
  3060. set x( value ) {
  3061. this._x = value;
  3062. this._onChangeCallback();
  3063. }
  3064. /**
  3065. * The y value of this quaternion.
  3066. *
  3067. * @type {number}
  3068. * @default 0
  3069. */
  3070. get y() {
  3071. return this._y;
  3072. }
  3073. set y( value ) {
  3074. this._y = value;
  3075. this._onChangeCallback();
  3076. }
  3077. /**
  3078. * The z value of this quaternion.
  3079. *
  3080. * @type {number}
  3081. * @default 0
  3082. */
  3083. get z() {
  3084. return this._z;
  3085. }
  3086. set z( value ) {
  3087. this._z = value;
  3088. this._onChangeCallback();
  3089. }
  3090. /**
  3091. * The w value of this quaternion.
  3092. *
  3093. * @type {number}
  3094. * @default 1
  3095. */
  3096. get w() {
  3097. return this._w;
  3098. }
  3099. set w( value ) {
  3100. this._w = value;
  3101. this._onChangeCallback();
  3102. }
  3103. /**
  3104. * Sets the quaternion components.
  3105. *
  3106. * @param {number} x - The x value of this quaternion.
  3107. * @param {number} y - The y value of this quaternion.
  3108. * @param {number} z - The z value of this quaternion.
  3109. * @param {number} w - The w value of this quaternion.
  3110. * @return {Quaternion} A reference to this quaternion.
  3111. */
  3112. set( x, y, z, w ) {
  3113. this._x = x;
  3114. this._y = y;
  3115. this._z = z;
  3116. this._w = w;
  3117. this._onChangeCallback();
  3118. return this;
  3119. }
  3120. /**
  3121. * Returns a new quaternion with copied values from this instance.
  3122. *
  3123. * @return {Quaternion} A clone of this instance.
  3124. */
  3125. clone() {
  3126. return new this.constructor( this._x, this._y, this._z, this._w );
  3127. }
  3128. /**
  3129. * Copies the values of the given quaternion to this instance.
  3130. *
  3131. * @param {Quaternion} quaternion - The quaternion to copy.
  3132. * @return {Quaternion} A reference to this quaternion.
  3133. */
  3134. copy( quaternion ) {
  3135. this._x = quaternion.x;
  3136. this._y = quaternion.y;
  3137. this._z = quaternion.z;
  3138. this._w = quaternion.w;
  3139. this._onChangeCallback();
  3140. return this;
  3141. }
  3142. /**
  3143. * Sets this quaternion from the rotation specified by the given
  3144. * Euler angles.
  3145. *
  3146. * @param {Euler} euler - The Euler angles.
  3147. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  3148. * @return {Quaternion} A reference to this quaternion.
  3149. */
  3150. setFromEuler( euler, update = true ) {
  3151. const x = euler._x, y = euler._y, z = euler._z, order = euler._order;
  3152. // http://www.mathworks.com/matlabcentral/fileexchange/
  3153. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  3154. // content/SpinCalc.m
  3155. const cos = Math.cos;
  3156. const sin = Math.sin;
  3157. const c1 = cos( x / 2 );
  3158. const c2 = cos( y / 2 );
  3159. const c3 = cos( z / 2 );
  3160. const s1 = sin( x / 2 );
  3161. const s2 = sin( y / 2 );
  3162. const s3 = sin( z / 2 );
  3163. switch ( order ) {
  3164. case 'XYZ':
  3165. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  3166. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  3167. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  3168. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  3169. break;
  3170. case 'YXZ':
  3171. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  3172. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  3173. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  3174. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  3175. break;
  3176. case 'ZXY':
  3177. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  3178. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  3179. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  3180. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  3181. break;
  3182. case 'ZYX':
  3183. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  3184. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  3185. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  3186. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  3187. break;
  3188. case 'YZX':
  3189. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  3190. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  3191. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  3192. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  3193. break;
  3194. case 'XZY':
  3195. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  3196. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  3197. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  3198. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  3199. break;
  3200. default:
  3201. warn( 'Quaternion: .setFromEuler() encountered an unknown order: ' + order );
  3202. }
  3203. if ( update === true ) this._onChangeCallback();
  3204. return this;
  3205. }
  3206. /**
  3207. * Sets this quaternion from the given axis and angle.
  3208. *
  3209. * @param {Vector3} axis - The normalized axis.
  3210. * @param {number} angle - The angle in radians.
  3211. * @return {Quaternion} A reference to this quaternion.
  3212. */
  3213. setFromAxisAngle( axis, angle ) {
  3214. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  3215. const halfAngle = angle / 2, s = Math.sin( halfAngle );
  3216. this._x = axis.x * s;
  3217. this._y = axis.y * s;
  3218. this._z = axis.z * s;
  3219. this._w = Math.cos( halfAngle );
  3220. this._onChangeCallback();
  3221. return this;
  3222. }
  3223. /**
  3224. * Sets this quaternion from the given rotation matrix.
  3225. *
  3226. * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).
  3227. * @return {Quaternion} A reference to this quaternion.
  3228. */
  3229. setFromRotationMatrix( m ) {
  3230. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  3231. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3232. const te = m.elements,
  3233. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  3234. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  3235. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  3236. trace = m11 + m22 + m33;
  3237. if ( trace > 0 ) {
  3238. const s = 0.5 / Math.sqrt( trace + 1.0 );
  3239. this._w = 0.25 / s;
  3240. this._x = ( m32 - m23 ) * s;
  3241. this._y = ( m13 - m31 ) * s;
  3242. this._z = ( m21 - m12 ) * s;
  3243. } else if ( m11 > m22 && m11 > m33 ) {
  3244. const s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  3245. this._w = ( m32 - m23 ) / s;
  3246. this._x = 0.25 * s;
  3247. this._y = ( m12 + m21 ) / s;
  3248. this._z = ( m13 + m31 ) / s;
  3249. } else if ( m22 > m33 ) {
  3250. const s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  3251. this._w = ( m13 - m31 ) / s;
  3252. this._x = ( m12 + m21 ) / s;
  3253. this._y = 0.25 * s;
  3254. this._z = ( m23 + m32 ) / s;
  3255. } else {
  3256. const s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  3257. this._w = ( m21 - m12 ) / s;
  3258. this._x = ( m13 + m31 ) / s;
  3259. this._y = ( m23 + m32 ) / s;
  3260. this._z = 0.25 * s;
  3261. }
  3262. this._onChangeCallback();
  3263. return this;
  3264. }
  3265. /**
  3266. * Sets this quaternion to the rotation required to rotate the direction vector
  3267. * `vFrom` to the direction vector `vTo`.
  3268. *
  3269. * @param {Vector3} vFrom - The first (normalized) direction vector.
  3270. * @param {Vector3} vTo - The second (normalized) direction vector.
  3271. * @return {Quaternion} A reference to this quaternion.
  3272. */
  3273. setFromUnitVectors( vFrom, vTo ) {
  3274. // assumes direction vectors vFrom and vTo are normalized
  3275. let r = vFrom.dot( vTo ) + 1;
  3276. if ( r < 1e-8 ) { // the epsilon value has been discussed in #31286
  3277. // vFrom and vTo point in opposite directions
  3278. r = 0;
  3279. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  3280. this._x = - vFrom.y;
  3281. this._y = vFrom.x;
  3282. this._z = 0;
  3283. this._w = r;
  3284. } else {
  3285. this._x = 0;
  3286. this._y = - vFrom.z;
  3287. this._z = vFrom.y;
  3288. this._w = r;
  3289. }
  3290. } else {
  3291. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  3292. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  3293. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  3294. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  3295. this._w = r;
  3296. }
  3297. return this.normalize();
  3298. }
  3299. /**
  3300. * Returns the angle between this quaternion and the given one in radians.
  3301. *
  3302. * @param {Quaternion} q - The quaternion to compute the angle with.
  3303. * @return {number} The angle in radians.
  3304. */
  3305. angleTo( q ) {
  3306. return 2 * Math.acos( Math.abs( clamp( this.dot( q ), -1, 1 ) ) );
  3307. }
  3308. /**
  3309. * Rotates this quaternion by a given angular step to the given quaternion.
  3310. * The method ensures that the final quaternion will not overshoot `q`.
  3311. *
  3312. * @param {Quaternion} q - The target quaternion.
  3313. * @param {number} step - The angular step in radians.
  3314. * @return {Quaternion} A reference to this quaternion.
  3315. */
  3316. rotateTowards( q, step ) {
  3317. const angle = this.angleTo( q );
  3318. if ( angle === 0 ) return this;
  3319. const t = Math.min( 1, step / angle );
  3320. this.slerp( q, t );
  3321. return this;
  3322. }
  3323. /**
  3324. * Sets this quaternion to the identity quaternion; that is, to the
  3325. * quaternion that represents "no rotation".
  3326. *
  3327. * @return {Quaternion} A reference to this quaternion.
  3328. */
  3329. identity() {
  3330. return this.set( 0, 0, 0, 1 );
  3331. }
  3332. /**
  3333. * Inverts this quaternion via {@link Quaternion#conjugate}. The
  3334. * quaternion is assumed to have unit length.
  3335. *
  3336. * @return {Quaternion} A reference to this quaternion.
  3337. */
  3338. invert() {
  3339. return this.conjugate();
  3340. }
  3341. /**
  3342. * Returns the rotational conjugate of this quaternion. The conjugate of a
  3343. * quaternion represents the same rotation in the opposite direction about
  3344. * the rotational axis.
  3345. *
  3346. * @return {Quaternion} A reference to this quaternion.
  3347. */
  3348. conjugate() {
  3349. this._x *= -1;
  3350. this._y *= -1;
  3351. this._z *= -1;
  3352. this._onChangeCallback();
  3353. return this;
  3354. }
  3355. /**
  3356. * Calculates the dot product of this quaternion and the given one.
  3357. *
  3358. * @param {Quaternion} v - The quaternion to compute the dot product with.
  3359. * @return {number} The result of the dot product.
  3360. */
  3361. dot( v ) {
  3362. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  3363. }
  3364. /**
  3365. * Computes the squared Euclidean length (straight-line length) of this quaternion,
  3366. * considered as a 4 dimensional vector. This can be useful if you are comparing the
  3367. * lengths of two quaternions, as this is a slightly more efficient calculation than
  3368. * {@link Quaternion#length}.
  3369. *
  3370. * @return {number} The squared Euclidean length.
  3371. */
  3372. lengthSq() {
  3373. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  3374. }
  3375. /**
  3376. * Computes the Euclidean length (straight-line length) of this quaternion,
  3377. * considered as a 4 dimensional vector.
  3378. *
  3379. * @return {number} The Euclidean length.
  3380. */
  3381. length() {
  3382. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  3383. }
  3384. /**
  3385. * Normalizes this quaternion - that is, calculated the quaternion that performs
  3386. * the same rotation as this one, but has a length equal to `1`.
  3387. *
  3388. * @return {Quaternion} A reference to this quaternion.
  3389. */
  3390. normalize() {
  3391. let l = this.length();
  3392. if ( l === 0 ) {
  3393. this._x = 0;
  3394. this._y = 0;
  3395. this._z = 0;
  3396. this._w = 1;
  3397. } else {
  3398. l = 1 / l;
  3399. this._x = this._x * l;
  3400. this._y = this._y * l;
  3401. this._z = this._z * l;
  3402. this._w = this._w * l;
  3403. }
  3404. this._onChangeCallback();
  3405. return this;
  3406. }
  3407. /**
  3408. * Multiplies this quaternion by the given one.
  3409. *
  3410. * @param {Quaternion} q - The quaternion.
  3411. * @return {Quaternion} A reference to this quaternion.
  3412. */
  3413. multiply( q ) {
  3414. return this.multiplyQuaternions( this, q );
  3415. }
  3416. /**
  3417. * Pre-multiplies this quaternion by the given one.
  3418. *
  3419. * @param {Quaternion} q - The quaternion.
  3420. * @return {Quaternion} A reference to this quaternion.
  3421. */
  3422. premultiply( q ) {
  3423. return this.multiplyQuaternions( q, this );
  3424. }
  3425. /**
  3426. * Multiplies the given quaternions and stores the result in this instance.
  3427. *
  3428. * @param {Quaternion} a - The first quaternion.
  3429. * @param {Quaternion} b - The second quaternion.
  3430. * @return {Quaternion} A reference to this quaternion.
  3431. */
  3432. multiplyQuaternions( a, b ) {
  3433. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  3434. const qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  3435. const qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  3436. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  3437. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  3438. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  3439. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  3440. this._onChangeCallback();
  3441. return this;
  3442. }
  3443. /**
  3444. * Performs a spherical linear interpolation between quaternions.
  3445. *
  3446. * @param {Quaternion} qb - The target quaternion.
  3447. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  3448. * @return {Quaternion} A reference to this quaternion.
  3449. */
  3450. slerp( qb, t ) {
  3451. if ( t <= 0 ) return this;
  3452. if ( t >= 1 ) return this.copy( qb ); // copy calls _onChangeCallback()
  3453. let x = qb._x, y = qb._y, z = qb._z, w = qb._w;
  3454. let dot = this.dot( qb );
  3455. if ( dot < 0 ) {
  3456. x = - x;
  3457. y = - y;
  3458. z = - z;
  3459. w = - w;
  3460. dot = - dot;
  3461. }
  3462. let s = 1 - t;
  3463. if ( dot < 0.9995 ) {
  3464. // slerp
  3465. const theta = Math.acos( dot );
  3466. const sin = Math.sin( theta );
  3467. s = Math.sin( s * theta ) / sin;
  3468. t = Math.sin( t * theta ) / sin;
  3469. this._x = this._x * s + x * t;
  3470. this._y = this._y * s + y * t;
  3471. this._z = this._z * s + z * t;
  3472. this._w = this._w * s + w * t;
  3473. this._onChangeCallback();
  3474. } else {
  3475. // for small angles, lerp then normalize
  3476. this._x = this._x * s + x * t;
  3477. this._y = this._y * s + y * t;
  3478. this._z = this._z * s + z * t;
  3479. this._w = this._w * s + w * t;
  3480. this.normalize(); // normalize calls _onChangeCallback()
  3481. }
  3482. return this;
  3483. }
  3484. /**
  3485. * Performs a spherical linear interpolation between the given quaternions
  3486. * and stores the result in this quaternion.
  3487. *
  3488. * @param {Quaternion} qa - The source quaternion.
  3489. * @param {Quaternion} qb - The target quaternion.
  3490. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  3491. * @return {Quaternion} A reference to this quaternion.
  3492. */
  3493. slerpQuaternions( qa, qb, t ) {
  3494. return this.copy( qa ).slerp( qb, t );
  3495. }
  3496. /**
  3497. * Sets this quaternion to a uniformly random, normalized quaternion.
  3498. *
  3499. * @return {Quaternion} A reference to this quaternion.
  3500. */
  3501. random() {
  3502. // Ken Shoemake
  3503. // Uniform random rotations
  3504. // D. Kirk, editor, Graphics Gems III, pages 124-132. Academic Press, New York, 1992.
  3505. const theta1 = 2 * Math.PI * Math.random();
  3506. const theta2 = 2 * Math.PI * Math.random();
  3507. const x0 = Math.random();
  3508. const r1 = Math.sqrt( 1 - x0 );
  3509. const r2 = Math.sqrt( x0 );
  3510. return this.set(
  3511. r1 * Math.sin( theta1 ),
  3512. r1 * Math.cos( theta1 ),
  3513. r2 * Math.sin( theta2 ),
  3514. r2 * Math.cos( theta2 ),
  3515. );
  3516. }
  3517. /**
  3518. * Returns `true` if this quaternion is equal with the given one.
  3519. *
  3520. * @param {Quaternion} quaternion - The quaternion to test for equality.
  3521. * @return {boolean} Whether this quaternion is equal with the given one.
  3522. */
  3523. equals( quaternion ) {
  3524. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  3525. }
  3526. /**
  3527. * Sets this quaternion's components from the given array.
  3528. *
  3529. * @param {Array<number>} array - An array holding the quaternion component values.
  3530. * @param {number} [offset=0] - The offset into the array.
  3531. * @return {Quaternion} A reference to this quaternion.
  3532. */
  3533. fromArray( array, offset = 0 ) {
  3534. this._x = array[ offset ];
  3535. this._y = array[ offset + 1 ];
  3536. this._z = array[ offset + 2 ];
  3537. this._w = array[ offset + 3 ];
  3538. this._onChangeCallback();
  3539. return this;
  3540. }
  3541. /**
  3542. * Writes the components of this quaternion to the given array. If no array is provided,
  3543. * the method returns a new instance.
  3544. *
  3545. * @param {Array<number>} [array=[]] - The target array holding the quaternion components.
  3546. * @param {number} [offset=0] - Index of the first element in the array.
  3547. * @return {Array<number>} The quaternion components.
  3548. */
  3549. toArray( array = [], offset = 0 ) {
  3550. array[ offset ] = this._x;
  3551. array[ offset + 1 ] = this._y;
  3552. array[ offset + 2 ] = this._z;
  3553. array[ offset + 3 ] = this._w;
  3554. return array;
  3555. }
  3556. /**
  3557. * Sets the components of this quaternion from the given buffer attribute.
  3558. *
  3559. * @param {BufferAttribute} attribute - The buffer attribute holding quaternion data.
  3560. * @param {number} index - The index into the attribute.
  3561. * @return {Quaternion} A reference to this quaternion.
  3562. */
  3563. fromBufferAttribute( attribute, index ) {
  3564. this._x = attribute.getX( index );
  3565. this._y = attribute.getY( index );
  3566. this._z = attribute.getZ( index );
  3567. this._w = attribute.getW( index );
  3568. this._onChangeCallback();
  3569. return this;
  3570. }
  3571. /**
  3572. * This methods defines the serialization result of this class. Returns the
  3573. * numerical elements of this quaternion in an array of format `[x, y, z, w]`.
  3574. *
  3575. * @return {Array<number>} The serialized quaternion.
  3576. */
  3577. toJSON() {
  3578. return this.toArray();
  3579. }
  3580. _onChange( callback ) {
  3581. this._onChangeCallback = callback;
  3582. return this;
  3583. }
  3584. _onChangeCallback() {}
  3585. *[ Symbol.iterator ]() {
  3586. yield this._x;
  3587. yield this._y;
  3588. yield this._z;
  3589. yield this._w;
  3590. }
  3591. }
  3592. /**
  3593. * Class representing a 3D vector. A 3D vector is an ordered triplet of numbers
  3594. * (labeled x, y and z), which can be used to represent a number of things, such as:
  3595. *
  3596. * - A point in 3D space.
  3597. * - A direction and length in 3D space. In three.js the length will
  3598. * always be the Euclidean distance(straight-line distance) from `(0, 0, 0)` to `(x, y, z)`
  3599. * and the direction is also measured from `(0, 0, 0)` towards `(x, y, z)`.
  3600. * - Any arbitrary ordered triplet of numbers.
  3601. *
  3602. * There are other things a 3D vector can be used to represent, such as
  3603. * momentum vectors and so on, however these are the most
  3604. * common uses in three.js.
  3605. *
  3606. * Iterating through a vector instance will yield its components `(x, y, z)` in
  3607. * the corresponding order.
  3608. * ```js
  3609. * const a = new THREE.Vector3( 0, 1, 0 );
  3610. *
  3611. * //no arguments; will be initialised to (0, 0, 0)
  3612. * const b = new THREE.Vector3( );
  3613. *
  3614. * const d = a.distanceTo( b );
  3615. * ```
  3616. */
  3617. class Vector3 {
  3618. /**
  3619. * Constructs a new 3D vector.
  3620. *
  3621. * @param {number} [x=0] - The x value of this vector.
  3622. * @param {number} [y=0] - The y value of this vector.
  3623. * @param {number} [z=0] - The z value of this vector.
  3624. */
  3625. constructor( x = 0, y = 0, z = 0 ) {
  3626. /**
  3627. * This flag can be used for type testing.
  3628. *
  3629. * @type {boolean}
  3630. * @readonly
  3631. * @default true
  3632. */
  3633. Vector3.prototype.isVector3 = true;
  3634. /**
  3635. * The x value of this vector.
  3636. *
  3637. * @type {number}
  3638. */
  3639. this.x = x;
  3640. /**
  3641. * The y value of this vector.
  3642. *
  3643. * @type {number}
  3644. */
  3645. this.y = y;
  3646. /**
  3647. * The z value of this vector.
  3648. *
  3649. * @type {number}
  3650. */
  3651. this.z = z;
  3652. }
  3653. /**
  3654. * Sets the vector components.
  3655. *
  3656. * @param {number} x - The value of the x component.
  3657. * @param {number} y - The value of the y component.
  3658. * @param {number} z - The value of the z component.
  3659. * @return {Vector3} A reference to this vector.
  3660. */
  3661. set( x, y, z ) {
  3662. if ( z === undefined ) z = this.z; // sprite.scale.set(x,y)
  3663. this.x = x;
  3664. this.y = y;
  3665. this.z = z;
  3666. return this;
  3667. }
  3668. /**
  3669. * Sets the vector components to the same value.
  3670. *
  3671. * @param {number} scalar - The value to set for all vector components.
  3672. * @return {Vector3} A reference to this vector.
  3673. */
  3674. setScalar( scalar ) {
  3675. this.x = scalar;
  3676. this.y = scalar;
  3677. this.z = scalar;
  3678. return this;
  3679. }
  3680. /**
  3681. * Sets the vector's x component to the given value
  3682. *
  3683. * @param {number} x - The value to set.
  3684. * @return {Vector3} A reference to this vector.
  3685. */
  3686. setX( x ) {
  3687. this.x = x;
  3688. return this;
  3689. }
  3690. /**
  3691. * Sets the vector's y component to the given value
  3692. *
  3693. * @param {number} y - The value to set.
  3694. * @return {Vector3} A reference to this vector.
  3695. */
  3696. setY( y ) {
  3697. this.y = y;
  3698. return this;
  3699. }
  3700. /**
  3701. * Sets the vector's z component to the given value
  3702. *
  3703. * @param {number} z - The value to set.
  3704. * @return {Vector3} A reference to this vector.
  3705. */
  3706. setZ( z ) {
  3707. this.z = z;
  3708. return this;
  3709. }
  3710. /**
  3711. * Allows to set a vector component with an index.
  3712. *
  3713. * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.
  3714. * @param {number} value - The value to set.
  3715. * @return {Vector3} A reference to this vector.
  3716. */
  3717. setComponent( index, value ) {
  3718. switch ( index ) {
  3719. case 0: this.x = value; break;
  3720. case 1: this.y = value; break;
  3721. case 2: this.z = value; break;
  3722. default: throw new Error( 'index is out of range: ' + index );
  3723. }
  3724. return this;
  3725. }
  3726. /**
  3727. * Returns the value of the vector component which matches the given index.
  3728. *
  3729. * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.
  3730. * @return {number} A vector component value.
  3731. */
  3732. getComponent( index ) {
  3733. switch ( index ) {
  3734. case 0: return this.x;
  3735. case 1: return this.y;
  3736. case 2: return this.z;
  3737. default: throw new Error( 'index is out of range: ' + index );
  3738. }
  3739. }
  3740. /**
  3741. * Returns a new vector with copied values from this instance.
  3742. *
  3743. * @return {Vector3} A clone of this instance.
  3744. */
  3745. clone() {
  3746. return new this.constructor( this.x, this.y, this.z );
  3747. }
  3748. /**
  3749. * Copies the values of the given vector to this instance.
  3750. *
  3751. * @param {Vector3} v - The vector to copy.
  3752. * @return {Vector3} A reference to this vector.
  3753. */
  3754. copy( v ) {
  3755. this.x = v.x;
  3756. this.y = v.y;
  3757. this.z = v.z;
  3758. return this;
  3759. }
  3760. /**
  3761. * Adds the given vector to this instance.
  3762. *
  3763. * @param {Vector3} v - The vector to add.
  3764. * @return {Vector3} A reference to this vector.
  3765. */
  3766. add( v ) {
  3767. this.x += v.x;
  3768. this.y += v.y;
  3769. this.z += v.z;
  3770. return this;
  3771. }
  3772. /**
  3773. * Adds the given scalar value to all components of this instance.
  3774. *
  3775. * @param {number} s - The scalar to add.
  3776. * @return {Vector3} A reference to this vector.
  3777. */
  3778. addScalar( s ) {
  3779. this.x += s;
  3780. this.y += s;
  3781. this.z += s;
  3782. return this;
  3783. }
  3784. /**
  3785. * Adds the given vectors and stores the result in this instance.
  3786. *
  3787. * @param {Vector3} a - The first vector.
  3788. * @param {Vector3} b - The second vector.
  3789. * @return {Vector3} A reference to this vector.
  3790. */
  3791. addVectors( a, b ) {
  3792. this.x = a.x + b.x;
  3793. this.y = a.y + b.y;
  3794. this.z = a.z + b.z;
  3795. return this;
  3796. }
  3797. /**
  3798. * Adds the given vector scaled by the given factor to this instance.
  3799. *
  3800. * @param {Vector3|Vector4} v - The vector.
  3801. * @param {number} s - The factor that scales `v`.
  3802. * @return {Vector3} A reference to this vector.
  3803. */
  3804. addScaledVector( v, s ) {
  3805. this.x += v.x * s;
  3806. this.y += v.y * s;
  3807. this.z += v.z * s;
  3808. return this;
  3809. }
  3810. /**
  3811. * Subtracts the given vector from this instance.
  3812. *
  3813. * @param {Vector3} v - The vector to subtract.
  3814. * @return {Vector3} A reference to this vector.
  3815. */
  3816. sub( v ) {
  3817. this.x -= v.x;
  3818. this.y -= v.y;
  3819. this.z -= v.z;
  3820. return this;
  3821. }
  3822. /**
  3823. * Subtracts the given scalar value from all components of this instance.
  3824. *
  3825. * @param {number} s - The scalar to subtract.
  3826. * @return {Vector3} A reference to this vector.
  3827. */
  3828. subScalar( s ) {
  3829. this.x -= s;
  3830. this.y -= s;
  3831. this.z -= s;
  3832. return this;
  3833. }
  3834. /**
  3835. * Subtracts the given vectors and stores the result in this instance.
  3836. *
  3837. * @param {Vector3} a - The first vector.
  3838. * @param {Vector3} b - The second vector.
  3839. * @return {Vector3} A reference to this vector.
  3840. */
  3841. subVectors( a, b ) {
  3842. this.x = a.x - b.x;
  3843. this.y = a.y - b.y;
  3844. this.z = a.z - b.z;
  3845. return this;
  3846. }
  3847. /**
  3848. * Multiplies the given vector with this instance.
  3849. *
  3850. * @param {Vector3} v - The vector to multiply.
  3851. * @return {Vector3} A reference to this vector.
  3852. */
  3853. multiply( v ) {
  3854. this.x *= v.x;
  3855. this.y *= v.y;
  3856. this.z *= v.z;
  3857. return this;
  3858. }
  3859. /**
  3860. * Multiplies the given scalar value with all components of this instance.
  3861. *
  3862. * @param {number} scalar - The scalar to multiply.
  3863. * @return {Vector3} A reference to this vector.
  3864. */
  3865. multiplyScalar( scalar ) {
  3866. this.x *= scalar;
  3867. this.y *= scalar;
  3868. this.z *= scalar;
  3869. return this;
  3870. }
  3871. /**
  3872. * Multiplies the given vectors and stores the result in this instance.
  3873. *
  3874. * @param {Vector3} a - The first vector.
  3875. * @param {Vector3} b - The second vector.
  3876. * @return {Vector3} A reference to this vector.
  3877. */
  3878. multiplyVectors( a, b ) {
  3879. this.x = a.x * b.x;
  3880. this.y = a.y * b.y;
  3881. this.z = a.z * b.z;
  3882. return this;
  3883. }
  3884. /**
  3885. * Applies the given Euler rotation to this vector.
  3886. *
  3887. * @param {Euler} euler - The Euler angles.
  3888. * @return {Vector3} A reference to this vector.
  3889. */
  3890. applyEuler( euler ) {
  3891. return this.applyQuaternion( _quaternion$4.setFromEuler( euler ) );
  3892. }
  3893. /**
  3894. * Applies a rotation specified by an axis and an angle to this vector.
  3895. *
  3896. * @param {Vector3} axis - A normalized vector representing the rotation axis.
  3897. * @param {number} angle - The angle in radians.
  3898. * @return {Vector3} A reference to this vector.
  3899. */
  3900. applyAxisAngle( axis, angle ) {
  3901. return this.applyQuaternion( _quaternion$4.setFromAxisAngle( axis, angle ) );
  3902. }
  3903. /**
  3904. * Multiplies this vector with the given 3x3 matrix.
  3905. *
  3906. * @param {Matrix3} m - The 3x3 matrix.
  3907. * @return {Vector3} A reference to this vector.
  3908. */
  3909. applyMatrix3( m ) {
  3910. const x = this.x, y = this.y, z = this.z;
  3911. const e = m.elements;
  3912. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  3913. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  3914. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  3915. return this;
  3916. }
  3917. /**
  3918. * Multiplies this vector by the given normal matrix and normalizes
  3919. * the result.
  3920. *
  3921. * @param {Matrix3} m - The normal matrix.
  3922. * @return {Vector3} A reference to this vector.
  3923. */
  3924. applyNormalMatrix( m ) {
  3925. return this.applyMatrix3( m ).normalize();
  3926. }
  3927. /**
  3928. * Multiplies this vector (with an implicit 1 in the 4th dimension) by m, and
  3929. * divides by perspective.
  3930. *
  3931. * @param {Matrix4} m - The matrix to apply.
  3932. * @return {Vector3} A reference to this vector.
  3933. */
  3934. applyMatrix4( m ) {
  3935. const x = this.x, y = this.y, z = this.z;
  3936. const e = m.elements;
  3937. const w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  3938. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  3939. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  3940. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  3941. return this;
  3942. }
  3943. /**
  3944. * Applies the given Quaternion to this vector.
  3945. *
  3946. * @param {Quaternion} q - The Quaternion.
  3947. * @return {Vector3} A reference to this vector.
  3948. */
  3949. applyQuaternion( q ) {
  3950. // quaternion q is assumed to have unit length
  3951. const vx = this.x, vy = this.y, vz = this.z;
  3952. const qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  3953. // t = 2 * cross( q.xyz, v );
  3954. const tx = 2 * ( qy * vz - qz * vy );
  3955. const ty = 2 * ( qz * vx - qx * vz );
  3956. const tz = 2 * ( qx * vy - qy * vx );
  3957. // v + q.w * t + cross( q.xyz, t );
  3958. this.x = vx + qw * tx + qy * tz - qz * ty;
  3959. this.y = vy + qw * ty + qz * tx - qx * tz;
  3960. this.z = vz + qw * tz + qx * ty - qy * tx;
  3961. return this;
  3962. }
  3963. /**
  3964. * Projects this vector from world space into the camera's normalized
  3965. * device coordinate (NDC) space.
  3966. *
  3967. * @param {Camera} camera - The camera.
  3968. * @return {Vector3} A reference to this vector.
  3969. */
  3970. project( camera ) {
  3971. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  3972. }
  3973. /**
  3974. * Unprojects this vector from the camera's normalized device coordinate (NDC)
  3975. * space into world space.
  3976. *
  3977. * @param {Camera} camera - The camera.
  3978. * @return {Vector3} A reference to this vector.
  3979. */
  3980. unproject( camera ) {
  3981. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  3982. }
  3983. /**
  3984. * Transforms the direction of this vector by a matrix (the upper left 3 x 3
  3985. * subset of the given 4x4 matrix and then normalizes the result.
  3986. *
  3987. * @param {Matrix4} m - The matrix.
  3988. * @return {Vector3} A reference to this vector.
  3989. */
  3990. transformDirection( m ) {
  3991. // input: THREE.Matrix4 affine matrix
  3992. // vector interpreted as a direction
  3993. const x = this.x, y = this.y, z = this.z;
  3994. const e = m.elements;
  3995. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  3996. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  3997. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  3998. return this.normalize();
  3999. }
  4000. /**
  4001. * Divides this instance by the given vector.
  4002. *
  4003. * @param {Vector3} v - The vector to divide.
  4004. * @return {Vector3} A reference to this vector.
  4005. */
  4006. divide( v ) {
  4007. this.x /= v.x;
  4008. this.y /= v.y;
  4009. this.z /= v.z;
  4010. return this;
  4011. }
  4012. /**
  4013. * Divides this vector by the given scalar.
  4014. *
  4015. * @param {number} scalar - The scalar to divide.
  4016. * @return {Vector3} A reference to this vector.
  4017. */
  4018. divideScalar( scalar ) {
  4019. return this.multiplyScalar( 1 / scalar );
  4020. }
  4021. /**
  4022. * If this vector's x, y or z value is greater than the given vector's x, y or z
  4023. * value, replace that value with the corresponding min value.
  4024. *
  4025. * @param {Vector3} v - The vector.
  4026. * @return {Vector3} A reference to this vector.
  4027. */
  4028. min( v ) {
  4029. this.x = Math.min( this.x, v.x );
  4030. this.y = Math.min( this.y, v.y );
  4031. this.z = Math.min( this.z, v.z );
  4032. return this;
  4033. }
  4034. /**
  4035. * If this vector's x, y or z value is less than the given vector's x, y or z
  4036. * value, replace that value with the corresponding max value.
  4037. *
  4038. * @param {Vector3} v - The vector.
  4039. * @return {Vector3} A reference to this vector.
  4040. */
  4041. max( v ) {
  4042. this.x = Math.max( this.x, v.x );
  4043. this.y = Math.max( this.y, v.y );
  4044. this.z = Math.max( this.z, v.z );
  4045. return this;
  4046. }
  4047. /**
  4048. * If this vector's x, y or z value is greater than the max vector's x, y or z
  4049. * value, it is replaced by the corresponding value.
  4050. * If this vector's x, y or z value is less than the min vector's x, y or z value,
  4051. * it is replaced by the corresponding value.
  4052. *
  4053. * @param {Vector3} min - The minimum x, y and z values.
  4054. * @param {Vector3} max - The maximum x, y and z values in the desired range.
  4055. * @return {Vector3} A reference to this vector.
  4056. */
  4057. clamp( min, max ) {
  4058. // assumes min < max, componentwise
  4059. this.x = clamp( this.x, min.x, max.x );
  4060. this.y = clamp( this.y, min.y, max.y );
  4061. this.z = clamp( this.z, min.z, max.z );
  4062. return this;
  4063. }
  4064. /**
  4065. * If this vector's x, y or z values are greater than the max value, they are
  4066. * replaced by the max value.
  4067. * If this vector's x, y or z values are less than the min value, they are
  4068. * replaced by the min value.
  4069. *
  4070. * @param {number} minVal - The minimum value the components will be clamped to.
  4071. * @param {number} maxVal - The maximum value the components will be clamped to.
  4072. * @return {Vector3} A reference to this vector.
  4073. */
  4074. clampScalar( minVal, maxVal ) {
  4075. this.x = clamp( this.x, minVal, maxVal );
  4076. this.y = clamp( this.y, minVal, maxVal );
  4077. this.z = clamp( this.z, minVal, maxVal );
  4078. return this;
  4079. }
  4080. /**
  4081. * If this vector's length is greater than the max value, it is replaced by
  4082. * the max value.
  4083. * If this vector's length is less than the min value, it is replaced by the
  4084. * min value.
  4085. *
  4086. * @param {number} min - The minimum value the vector length will be clamped to.
  4087. * @param {number} max - The maximum value the vector length will be clamped to.
  4088. * @return {Vector3} A reference to this vector.
  4089. */
  4090. clampLength( min, max ) {
  4091. const length = this.length();
  4092. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  4093. }
  4094. /**
  4095. * The components of this vector are rounded down to the nearest integer value.
  4096. *
  4097. * @return {Vector3} A reference to this vector.
  4098. */
  4099. floor() {
  4100. this.x = Math.floor( this.x );
  4101. this.y = Math.floor( this.y );
  4102. this.z = Math.floor( this.z );
  4103. return this;
  4104. }
  4105. /**
  4106. * The components of this vector are rounded up to the nearest integer value.
  4107. *
  4108. * @return {Vector3} A reference to this vector.
  4109. */
  4110. ceil() {
  4111. this.x = Math.ceil( this.x );
  4112. this.y = Math.ceil( this.y );
  4113. this.z = Math.ceil( this.z );
  4114. return this;
  4115. }
  4116. /**
  4117. * The components of this vector are rounded to the nearest integer value
  4118. *
  4119. * @return {Vector3} A reference to this vector.
  4120. */
  4121. round() {
  4122. this.x = Math.round( this.x );
  4123. this.y = Math.round( this.y );
  4124. this.z = Math.round( this.z );
  4125. return this;
  4126. }
  4127. /**
  4128. * The components of this vector are rounded towards zero (up if negative,
  4129. * down if positive) to an integer value.
  4130. *
  4131. * @return {Vector3} A reference to this vector.
  4132. */
  4133. roundToZero() {
  4134. this.x = Math.trunc( this.x );
  4135. this.y = Math.trunc( this.y );
  4136. this.z = Math.trunc( this.z );
  4137. return this;
  4138. }
  4139. /**
  4140. * Inverts this vector - i.e. sets x = -x, y = -y and z = -z.
  4141. *
  4142. * @return {Vector3} A reference to this vector.
  4143. */
  4144. negate() {
  4145. this.x = - this.x;
  4146. this.y = - this.y;
  4147. this.z = - this.z;
  4148. return this;
  4149. }
  4150. /**
  4151. * Calculates the dot product of the given vector with this instance.
  4152. *
  4153. * @param {Vector3} v - The vector to compute the dot product with.
  4154. * @return {number} The result of the dot product.
  4155. */
  4156. dot( v ) {
  4157. return this.x * v.x + this.y * v.y + this.z * v.z;
  4158. }
  4159. // TODO lengthSquared?
  4160. /**
  4161. * Computes the square of the Euclidean length (straight-line length) from
  4162. * (0, 0, 0) to (x, y, z). If you are comparing the lengths of vectors, you should
  4163. * compare the length squared instead as it is slightly more efficient to calculate.
  4164. *
  4165. * @return {number} The square length of this vector.
  4166. */
  4167. lengthSq() {
  4168. return this.x * this.x + this.y * this.y + this.z * this.z;
  4169. }
  4170. /**
  4171. * Computes the Euclidean length (straight-line length) from (0, 0, 0) to (x, y, z).
  4172. *
  4173. * @return {number} The length of this vector.
  4174. */
  4175. length() {
  4176. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  4177. }
  4178. /**
  4179. * Computes the Manhattan length of this vector.
  4180. *
  4181. * @return {number} The length of this vector.
  4182. */
  4183. manhattanLength() {
  4184. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  4185. }
  4186. /**
  4187. * Converts this vector to a unit vector - that is, sets it equal to a vector
  4188. * with the same direction as this one, but with a vector length of `1`.
  4189. *
  4190. * @return {Vector3} A reference to this vector.
  4191. */
  4192. normalize() {
  4193. return this.divideScalar( this.length() || 1 );
  4194. }
  4195. /**
  4196. * Sets this vector to a vector with the same direction as this one, but
  4197. * with the specified length.
  4198. *
  4199. * @param {number} length - The new length of this vector.
  4200. * @return {Vector3} A reference to this vector.
  4201. */
  4202. setLength( length ) {
  4203. return this.normalize().multiplyScalar( length );
  4204. }
  4205. /**
  4206. * Linearly interpolates between the given vector and this instance, where
  4207. * alpha is the percent distance along the line - alpha = 0 will be this
  4208. * vector, and alpha = 1 will be the given one.
  4209. *
  4210. * @param {Vector3} v - The vector to interpolate towards.
  4211. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  4212. * @return {Vector3} A reference to this vector.
  4213. */
  4214. lerp( v, alpha ) {
  4215. this.x += ( v.x - this.x ) * alpha;
  4216. this.y += ( v.y - this.y ) * alpha;
  4217. this.z += ( v.z - this.z ) * alpha;
  4218. return this;
  4219. }
  4220. /**
  4221. * Linearly interpolates between the given vectors, where alpha is the percent
  4222. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  4223. * be the second one. The result is stored in this instance.
  4224. *
  4225. * @param {Vector3} v1 - The first vector.
  4226. * @param {Vector3} v2 - The second vector.
  4227. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  4228. * @return {Vector3} A reference to this vector.
  4229. */
  4230. lerpVectors( v1, v2, alpha ) {
  4231. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  4232. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  4233. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  4234. return this;
  4235. }
  4236. /**
  4237. * Calculates the cross product of the given vector with this instance.
  4238. *
  4239. * @param {Vector3} v - The vector to compute the cross product with.
  4240. * @return {Vector3} The result of the cross product.
  4241. */
  4242. cross( v ) {
  4243. return this.crossVectors( this, v );
  4244. }
  4245. /**
  4246. * Calculates the cross product of the given vectors and stores the result
  4247. * in this instance.
  4248. *
  4249. * @param {Vector3} a - The first vector.
  4250. * @param {Vector3} b - The second vector.
  4251. * @return {Vector3} A reference to this vector.
  4252. */
  4253. crossVectors( a, b ) {
  4254. const ax = a.x, ay = a.y, az = a.z;
  4255. const bx = b.x, by = b.y, bz = b.z;
  4256. this.x = ay * bz - az * by;
  4257. this.y = az * bx - ax * bz;
  4258. this.z = ax * by - ay * bx;
  4259. return this;
  4260. }
  4261. /**
  4262. * Projects this vector onto the given one.
  4263. *
  4264. * @param {Vector3} v - The vector to project to.
  4265. * @return {Vector3} A reference to this vector.
  4266. */
  4267. projectOnVector( v ) {
  4268. const denominator = v.lengthSq();
  4269. if ( denominator === 0 ) return this.set( 0, 0, 0 );
  4270. const scalar = v.dot( this ) / denominator;
  4271. return this.copy( v ).multiplyScalar( scalar );
  4272. }
  4273. /**
  4274. * Projects this vector onto a plane by subtracting this
  4275. * vector projected onto the plane's normal from this vector.
  4276. *
  4277. * @param {Vector3} planeNormal - The plane normal.
  4278. * @return {Vector3} A reference to this vector.
  4279. */
  4280. projectOnPlane( planeNormal ) {
  4281. _vector$c.copy( this ).projectOnVector( planeNormal );
  4282. return this.sub( _vector$c );
  4283. }
  4284. /**
  4285. * Reflects this vector off a plane orthogonal to the given normal vector.
  4286. *
  4287. * @param {Vector3} normal - The (normalized) normal vector.
  4288. * @return {Vector3} A reference to this vector.
  4289. */
  4290. reflect( normal ) {
  4291. return this.sub( _vector$c.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  4292. }
  4293. /**
  4294. * Returns the angle between the given vector and this instance in radians.
  4295. *
  4296. * @param {Vector3} v - The vector to compute the angle with.
  4297. * @return {number} The angle in radians.
  4298. */
  4299. angleTo( v ) {
  4300. const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  4301. if ( denominator === 0 ) return Math.PI / 2;
  4302. const theta = this.dot( v ) / denominator;
  4303. // clamp, to handle numerical problems
  4304. return Math.acos( clamp( theta, -1, 1 ) );
  4305. }
  4306. /**
  4307. * Computes the distance from the given vector to this instance.
  4308. *
  4309. * @param {Vector3} v - The vector to compute the distance to.
  4310. * @return {number} The distance.
  4311. */
  4312. distanceTo( v ) {
  4313. return Math.sqrt( this.distanceToSquared( v ) );
  4314. }
  4315. /**
  4316. * Computes the squared distance from the given vector to this instance.
  4317. * If you are just comparing the distance with another distance, you should compare
  4318. * the distance squared instead as it is slightly more efficient to calculate.
  4319. *
  4320. * @param {Vector3} v - The vector to compute the squared distance to.
  4321. * @return {number} The squared distance.
  4322. */
  4323. distanceToSquared( v ) {
  4324. const dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  4325. return dx * dx + dy * dy + dz * dz;
  4326. }
  4327. /**
  4328. * Computes the Manhattan distance from the given vector to this instance.
  4329. *
  4330. * @param {Vector3} v - The vector to compute the Manhattan distance to.
  4331. * @return {number} The Manhattan distance.
  4332. */
  4333. manhattanDistanceTo( v ) {
  4334. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  4335. }
  4336. /**
  4337. * Sets the vector components from the given spherical coordinates.
  4338. *
  4339. * @param {Spherical} s - The spherical coordinates.
  4340. * @return {Vector3} A reference to this vector.
  4341. */
  4342. setFromSpherical( s ) {
  4343. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  4344. }
  4345. /**
  4346. * Sets the vector components from the given spherical coordinates.
  4347. *
  4348. * @param {number} radius - The radius.
  4349. * @param {number} phi - The phi angle in radians.
  4350. * @param {number} theta - The theta angle in radians.
  4351. * @return {Vector3} A reference to this vector.
  4352. */
  4353. setFromSphericalCoords( radius, phi, theta ) {
  4354. const sinPhiRadius = Math.sin( phi ) * radius;
  4355. this.x = sinPhiRadius * Math.sin( theta );
  4356. this.y = Math.cos( phi ) * radius;
  4357. this.z = sinPhiRadius * Math.cos( theta );
  4358. return this;
  4359. }
  4360. /**
  4361. * Sets the vector components from the given cylindrical coordinates.
  4362. *
  4363. * @param {Cylindrical} c - The cylindrical coordinates.
  4364. * @return {Vector3} A reference to this vector.
  4365. */
  4366. setFromCylindrical( c ) {
  4367. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  4368. }
  4369. /**
  4370. * Sets the vector components from the given cylindrical coordinates.
  4371. *
  4372. * @param {number} radius - The radius.
  4373. * @param {number} theta - The theta angle in radians.
  4374. * @param {number} y - The y value.
  4375. * @return {Vector3} A reference to this vector.
  4376. */
  4377. setFromCylindricalCoords( radius, theta, y ) {
  4378. this.x = radius * Math.sin( theta );
  4379. this.y = y;
  4380. this.z = radius * Math.cos( theta );
  4381. return this;
  4382. }
  4383. /**
  4384. * Sets the vector components to the position elements of the
  4385. * given transformation matrix.
  4386. *
  4387. * @param {Matrix4} m - The 4x4 matrix.
  4388. * @return {Vector3} A reference to this vector.
  4389. */
  4390. setFromMatrixPosition( m ) {
  4391. const e = m.elements;
  4392. this.x = e[ 12 ];
  4393. this.y = e[ 13 ];
  4394. this.z = e[ 14 ];
  4395. return this;
  4396. }
  4397. /**
  4398. * Sets the vector components to the scale elements of the
  4399. * given transformation matrix.
  4400. *
  4401. * @param {Matrix4} m - The 4x4 matrix.
  4402. * @return {Vector3} A reference to this vector.
  4403. */
  4404. setFromMatrixScale( m ) {
  4405. const sx = this.setFromMatrixColumn( m, 0 ).length();
  4406. const sy = this.setFromMatrixColumn( m, 1 ).length();
  4407. const sz = this.setFromMatrixColumn( m, 2 ).length();
  4408. this.x = sx;
  4409. this.y = sy;
  4410. this.z = sz;
  4411. return this;
  4412. }
  4413. /**
  4414. * Sets the vector components from the specified matrix column.
  4415. *
  4416. * @param {Matrix4} m - The 4x4 matrix.
  4417. * @param {number} index - The column index.
  4418. * @return {Vector3} A reference to this vector.
  4419. */
  4420. setFromMatrixColumn( m, index ) {
  4421. return this.fromArray( m.elements, index * 4 );
  4422. }
  4423. /**
  4424. * Sets the vector components from the specified matrix column.
  4425. *
  4426. * @param {Matrix3} m - The 3x3 matrix.
  4427. * @param {number} index - The column index.
  4428. * @return {Vector3} A reference to this vector.
  4429. */
  4430. setFromMatrix3Column( m, index ) {
  4431. return this.fromArray( m.elements, index * 3 );
  4432. }
  4433. /**
  4434. * Sets the vector components from the given Euler angles.
  4435. *
  4436. * @param {Euler} e - The Euler angles to set.
  4437. * @return {Vector3} A reference to this vector.
  4438. */
  4439. setFromEuler( e ) {
  4440. this.x = e._x;
  4441. this.y = e._y;
  4442. this.z = e._z;
  4443. return this;
  4444. }
  4445. /**
  4446. * Sets the vector components from the RGB components of the
  4447. * given color.
  4448. *
  4449. * @param {Color} c - The color to set.
  4450. * @return {Vector3} A reference to this vector.
  4451. */
  4452. setFromColor( c ) {
  4453. this.x = c.r;
  4454. this.y = c.g;
  4455. this.z = c.b;
  4456. return this;
  4457. }
  4458. /**
  4459. * Returns `true` if this vector is equal with the given one.
  4460. *
  4461. * @param {Vector3} v - The vector to test for equality.
  4462. * @return {boolean} Whether this vector is equal with the given one.
  4463. */
  4464. equals( v ) {
  4465. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  4466. }
  4467. /**
  4468. * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`
  4469. * and z value to be `array[ offset + 2 ]`.
  4470. *
  4471. * @param {Array<number>} array - An array holding the vector component values.
  4472. * @param {number} [offset=0] - The offset into the array.
  4473. * @return {Vector3} A reference to this vector.
  4474. */
  4475. fromArray( array, offset = 0 ) {
  4476. this.x = array[ offset ];
  4477. this.y = array[ offset + 1 ];
  4478. this.z = array[ offset + 2 ];
  4479. return this;
  4480. }
  4481. /**
  4482. * Writes the components of this vector to the given array. If no array is provided,
  4483. * the method returns a new instance.
  4484. *
  4485. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  4486. * @param {number} [offset=0] - Index of the first element in the array.
  4487. * @return {Array<number>} The vector components.
  4488. */
  4489. toArray( array = [], offset = 0 ) {
  4490. array[ offset ] = this.x;
  4491. array[ offset + 1 ] = this.y;
  4492. array[ offset + 2 ] = this.z;
  4493. return array;
  4494. }
  4495. /**
  4496. * Sets the components of this vector from the given buffer attribute.
  4497. *
  4498. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  4499. * @param {number} index - The index into the attribute.
  4500. * @return {Vector3} A reference to this vector.
  4501. */
  4502. fromBufferAttribute( attribute, index ) {
  4503. this.x = attribute.getX( index );
  4504. this.y = attribute.getY( index );
  4505. this.z = attribute.getZ( index );
  4506. return this;
  4507. }
  4508. /**
  4509. * Sets each component of this vector to a pseudo-random value between `0` and
  4510. * `1`, excluding `1`.
  4511. *
  4512. * @return {Vector3} A reference to this vector.
  4513. */
  4514. random() {
  4515. this.x = Math.random();
  4516. this.y = Math.random();
  4517. this.z = Math.random();
  4518. return this;
  4519. }
  4520. /**
  4521. * Sets this vector to a uniformly random point on a unit sphere.
  4522. *
  4523. * @return {Vector3} A reference to this vector.
  4524. */
  4525. randomDirection() {
  4526. // https://mathworld.wolfram.com/SpherePointPicking.html
  4527. const theta = Math.random() * Math.PI * 2;
  4528. const u = Math.random() * 2 - 1;
  4529. const c = Math.sqrt( 1 - u * u );
  4530. this.x = c * Math.cos( theta );
  4531. this.y = u;
  4532. this.z = c * Math.sin( theta );
  4533. return this;
  4534. }
  4535. *[ Symbol.iterator ]() {
  4536. yield this.x;
  4537. yield this.y;
  4538. yield this.z;
  4539. }
  4540. }
  4541. const _vector$c = /*@__PURE__*/ new Vector3();
  4542. const _quaternion$4 = /*@__PURE__*/ new Quaternion();
  4543. /**
  4544. * Represents a 3x3 matrix.
  4545. *
  4546. * A Note on Row-Major and Column-Major Ordering:
  4547. *
  4548. * The constructor and {@link Matrix3#set} method take arguments in
  4549. * [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order)
  4550. * order, while internally they are stored in the {@link Matrix3#elements} array in column-major order.
  4551. * This means that calling:
  4552. * ```js
  4553. * const m = new THREE.Matrix();
  4554. * m.set( 11, 12, 13,
  4555. * 21, 22, 23,
  4556. * 31, 32, 33 );
  4557. * ```
  4558. * will result in the elements array containing:
  4559. * ```js
  4560. * m.elements = [ 11, 21, 31,
  4561. * 12, 22, 32,
  4562. * 13, 23, 33 ];
  4563. * ```
  4564. * and internally all calculations are performed using column-major ordering.
  4565. * However, as the actual ordering makes no difference mathematically and
  4566. * most people are used to thinking about matrices in row-major order, the
  4567. * three.js documentation shows matrices in row-major order. Just bear in
  4568. * mind that if you are reading the source code, you'll have to take the
  4569. * transpose of any matrices outlined here to make sense of the calculations.
  4570. */
  4571. class Matrix3 {
  4572. /**
  4573. * Constructs a new 3x3 matrix. The arguments are supposed to be
  4574. * in row-major order. If no arguments are provided, the constructor
  4575. * initializes the matrix as an identity matrix.
  4576. *
  4577. * @param {number} [n11] - 1-1 matrix element.
  4578. * @param {number} [n12] - 1-2 matrix element.
  4579. * @param {number} [n13] - 1-3 matrix element.
  4580. * @param {number} [n21] - 2-1 matrix element.
  4581. * @param {number} [n22] - 2-2 matrix element.
  4582. * @param {number} [n23] - 2-3 matrix element.
  4583. * @param {number} [n31] - 3-1 matrix element.
  4584. * @param {number} [n32] - 3-2 matrix element.
  4585. * @param {number} [n33] - 3-3 matrix element.
  4586. */
  4587. constructor( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  4588. /**
  4589. * This flag can be used for type testing.
  4590. *
  4591. * @type {boolean}
  4592. * @readonly
  4593. * @default true
  4594. */
  4595. Matrix3.prototype.isMatrix3 = true;
  4596. /**
  4597. * A column-major list of matrix values.
  4598. *
  4599. * @type {Array<number>}
  4600. */
  4601. this.elements = [
  4602. 1, 0, 0,
  4603. 0, 1, 0,
  4604. 0, 0, 1
  4605. ];
  4606. if ( n11 !== undefined ) {
  4607. this.set( n11, n12, n13, n21, n22, n23, n31, n32, n33 );
  4608. }
  4609. }
  4610. /**
  4611. * Sets the elements of the matrix.The arguments are supposed to be
  4612. * in row-major order.
  4613. *
  4614. * @param {number} [n11] - 1-1 matrix element.
  4615. * @param {number} [n12] - 1-2 matrix element.
  4616. * @param {number} [n13] - 1-3 matrix element.
  4617. * @param {number} [n21] - 2-1 matrix element.
  4618. * @param {number} [n22] - 2-2 matrix element.
  4619. * @param {number} [n23] - 2-3 matrix element.
  4620. * @param {number} [n31] - 3-1 matrix element.
  4621. * @param {number} [n32] - 3-2 matrix element.
  4622. * @param {number} [n33] - 3-3 matrix element.
  4623. * @return {Matrix3} A reference to this matrix.
  4624. */
  4625. set( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  4626. const te = this.elements;
  4627. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  4628. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  4629. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  4630. return this;
  4631. }
  4632. /**
  4633. * Sets this matrix to the 3x3 identity matrix.
  4634. *
  4635. * @return {Matrix3} A reference to this matrix.
  4636. */
  4637. identity() {
  4638. this.set(
  4639. 1, 0, 0,
  4640. 0, 1, 0,
  4641. 0, 0, 1
  4642. );
  4643. return this;
  4644. }
  4645. /**
  4646. * Copies the values of the given matrix to this instance.
  4647. *
  4648. * @param {Matrix3} m - The matrix to copy.
  4649. * @return {Matrix3} A reference to this matrix.
  4650. */
  4651. copy( m ) {
  4652. const te = this.elements;
  4653. const me = m.elements;
  4654. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  4655. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  4656. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  4657. return this;
  4658. }
  4659. /**
  4660. * Extracts the basis of this matrix into the three axis vectors provided.
  4661. *
  4662. * @param {Vector3} xAxis - The basis's x axis.
  4663. * @param {Vector3} yAxis - The basis's y axis.
  4664. * @param {Vector3} zAxis - The basis's z axis.
  4665. * @return {Matrix3} A reference to this matrix.
  4666. */
  4667. extractBasis( xAxis, yAxis, zAxis ) {
  4668. xAxis.setFromMatrix3Column( this, 0 );
  4669. yAxis.setFromMatrix3Column( this, 1 );
  4670. zAxis.setFromMatrix3Column( this, 2 );
  4671. return this;
  4672. }
  4673. /**
  4674. * Set this matrix to the upper 3x3 matrix of the given 4x4 matrix.
  4675. *
  4676. * @param {Matrix4} m - The 4x4 matrix.
  4677. * @return {Matrix3} A reference to this matrix.
  4678. */
  4679. setFromMatrix4( m ) {
  4680. const me = m.elements;
  4681. this.set(
  4682. me[ 0 ], me[ 4 ], me[ 8 ],
  4683. me[ 1 ], me[ 5 ], me[ 9 ],
  4684. me[ 2 ], me[ 6 ], me[ 10 ]
  4685. );
  4686. return this;
  4687. }
  4688. /**
  4689. * Post-multiplies this matrix by the given 3x3 matrix.
  4690. *
  4691. * @param {Matrix3} m - The matrix to multiply with.
  4692. * @return {Matrix3} A reference to this matrix.
  4693. */
  4694. multiply( m ) {
  4695. return this.multiplyMatrices( this, m );
  4696. }
  4697. /**
  4698. * Pre-multiplies this matrix by the given 3x3 matrix.
  4699. *
  4700. * @param {Matrix3} m - The matrix to multiply with.
  4701. * @return {Matrix3} A reference to this matrix.
  4702. */
  4703. premultiply( m ) {
  4704. return this.multiplyMatrices( m, this );
  4705. }
  4706. /**
  4707. * Multiples the given 3x3 matrices and stores the result
  4708. * in this matrix.
  4709. *
  4710. * @param {Matrix3} a - The first matrix.
  4711. * @param {Matrix3} b - The second matrix.
  4712. * @return {Matrix3} A reference to this matrix.
  4713. */
  4714. multiplyMatrices( a, b ) {
  4715. const ae = a.elements;
  4716. const be = b.elements;
  4717. const te = this.elements;
  4718. const a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  4719. const a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  4720. const a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  4721. const b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  4722. const b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  4723. const b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  4724. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  4725. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  4726. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  4727. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  4728. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  4729. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  4730. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  4731. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  4732. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  4733. return this;
  4734. }
  4735. /**
  4736. * Multiplies every component of the matrix by the given scalar.
  4737. *
  4738. * @param {number} s - The scalar.
  4739. * @return {Matrix3} A reference to this matrix.
  4740. */
  4741. multiplyScalar( s ) {
  4742. const te = this.elements;
  4743. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  4744. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  4745. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  4746. return this;
  4747. }
  4748. /**
  4749. * Computes and returns the determinant of this matrix.
  4750. *
  4751. * @return {number} The determinant.
  4752. */
  4753. determinant() {
  4754. const te = this.elements;
  4755. const a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  4756. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  4757. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  4758. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  4759. }
  4760. /**
  4761. * Inverts this matrix, using the [analytic method](https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution).
  4762. * You can not invert with a determinant of zero. If you attempt this, the method produces
  4763. * a zero matrix instead.
  4764. *
  4765. * @return {Matrix3} A reference to this matrix.
  4766. */
  4767. invert() {
  4768. const te = this.elements,
  4769. n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ],
  4770. n12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ],
  4771. n13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ],
  4772. t11 = n33 * n22 - n32 * n23,
  4773. t12 = n32 * n13 - n33 * n12,
  4774. t13 = n23 * n12 - n22 * n13,
  4775. det = n11 * t11 + n21 * t12 + n31 * t13;
  4776. if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 );
  4777. const detInv = 1 / det;
  4778. te[ 0 ] = t11 * detInv;
  4779. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  4780. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  4781. te[ 3 ] = t12 * detInv;
  4782. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  4783. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  4784. te[ 6 ] = t13 * detInv;
  4785. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  4786. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  4787. return this;
  4788. }
  4789. /**
  4790. * Transposes this matrix in place.
  4791. *
  4792. * @return {Matrix3} A reference to this matrix.
  4793. */
  4794. transpose() {
  4795. let tmp;
  4796. const m = this.elements;
  4797. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  4798. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  4799. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  4800. return this;
  4801. }
  4802. /**
  4803. * Computes the normal matrix which is the inverse transpose of the upper
  4804. * left 3x3 portion of the given 4x4 matrix.
  4805. *
  4806. * @param {Matrix4} matrix4 - The 4x4 matrix.
  4807. * @return {Matrix3} A reference to this matrix.
  4808. */
  4809. getNormalMatrix( matrix4 ) {
  4810. return this.setFromMatrix4( matrix4 ).invert().transpose();
  4811. }
  4812. /**
  4813. * Transposes this matrix into the supplied array, and returns itself unchanged.
  4814. *
  4815. * @param {Array<number>} r - An array to store the transposed matrix elements.
  4816. * @return {Matrix3} A reference to this matrix.
  4817. */
  4818. transposeIntoArray( r ) {
  4819. const m = this.elements;
  4820. r[ 0 ] = m[ 0 ];
  4821. r[ 1 ] = m[ 3 ];
  4822. r[ 2 ] = m[ 6 ];
  4823. r[ 3 ] = m[ 1 ];
  4824. r[ 4 ] = m[ 4 ];
  4825. r[ 5 ] = m[ 7 ];
  4826. r[ 6 ] = m[ 2 ];
  4827. r[ 7 ] = m[ 5 ];
  4828. r[ 8 ] = m[ 8 ];
  4829. return this;
  4830. }
  4831. /**
  4832. * Sets the UV transform matrix from offset, repeat, rotation, and center.
  4833. *
  4834. * @param {number} tx - Offset x.
  4835. * @param {number} ty - Offset y.
  4836. * @param {number} sx - Repeat x.
  4837. * @param {number} sy - Repeat y.
  4838. * @param {number} rotation - Rotation, in radians. Positive values rotate counterclockwise.
  4839. * @param {number} cx - Center x of rotation.
  4840. * @param {number} cy - Center y of rotation
  4841. * @return {Matrix3} A reference to this matrix.
  4842. */
  4843. setUvTransform( tx, ty, sx, sy, rotation, cx, cy ) {
  4844. const c = Math.cos( rotation );
  4845. const s = Math.sin( rotation );
  4846. this.set(
  4847. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  4848. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  4849. 0, 0, 1
  4850. );
  4851. return this;
  4852. }
  4853. /**
  4854. * Scales this matrix with the given scalar values.
  4855. *
  4856. * @param {number} sx - The amount to scale in the X axis.
  4857. * @param {number} sy - The amount to scale in the Y axis.
  4858. * @return {Matrix3} A reference to this matrix.
  4859. */
  4860. scale( sx, sy ) {
  4861. this.premultiply( _m3.makeScale( sx, sy ) );
  4862. return this;
  4863. }
  4864. /**
  4865. * Rotates this matrix by the given angle.
  4866. *
  4867. * @param {number} theta - The rotation in radians.
  4868. * @return {Matrix3} A reference to this matrix.
  4869. */
  4870. rotate( theta ) {
  4871. this.premultiply( _m3.makeRotation( - theta ) );
  4872. return this;
  4873. }
  4874. /**
  4875. * Translates this matrix by the given scalar values.
  4876. *
  4877. * @param {number} tx - The amount to translate in the X axis.
  4878. * @param {number} ty - The amount to translate in the Y axis.
  4879. * @return {Matrix3} A reference to this matrix.
  4880. */
  4881. translate( tx, ty ) {
  4882. this.premultiply( _m3.makeTranslation( tx, ty ) );
  4883. return this;
  4884. }
  4885. // for 2D Transforms
  4886. /**
  4887. * Sets this matrix as a 2D translation transform.
  4888. *
  4889. * @param {number|Vector2} x - The amount to translate in the X axis or alternatively a translation vector.
  4890. * @param {number} y - The amount to translate in the Y axis.
  4891. * @return {Matrix3} A reference to this matrix.
  4892. */
  4893. makeTranslation( x, y ) {
  4894. if ( x.isVector2 ) {
  4895. this.set(
  4896. 1, 0, x.x,
  4897. 0, 1, x.y,
  4898. 0, 0, 1
  4899. );
  4900. } else {
  4901. this.set(
  4902. 1, 0, x,
  4903. 0, 1, y,
  4904. 0, 0, 1
  4905. );
  4906. }
  4907. return this;
  4908. }
  4909. /**
  4910. * Sets this matrix as a 2D rotational transformation.
  4911. *
  4912. * @param {number} theta - The rotation in radians.
  4913. * @return {Matrix3} A reference to this matrix.
  4914. */
  4915. makeRotation( theta ) {
  4916. // counterclockwise
  4917. const c = Math.cos( theta );
  4918. const s = Math.sin( theta );
  4919. this.set(
  4920. c, - s, 0,
  4921. s, c, 0,
  4922. 0, 0, 1
  4923. );
  4924. return this;
  4925. }
  4926. /**
  4927. * Sets this matrix as a 2D scale transform.
  4928. *
  4929. * @param {number} x - The amount to scale in the X axis.
  4930. * @param {number} y - The amount to scale in the Y axis.
  4931. * @return {Matrix3} A reference to this matrix.
  4932. */
  4933. makeScale( x, y ) {
  4934. this.set(
  4935. x, 0, 0,
  4936. 0, y, 0,
  4937. 0, 0, 1
  4938. );
  4939. return this;
  4940. }
  4941. /**
  4942. * Returns `true` if this matrix is equal with the given one.
  4943. *
  4944. * @param {Matrix3} matrix - The matrix to test for equality.
  4945. * @return {boolean} Whether this matrix is equal with the given one.
  4946. */
  4947. equals( matrix ) {
  4948. const te = this.elements;
  4949. const me = matrix.elements;
  4950. for ( let i = 0; i < 9; i ++ ) {
  4951. if ( te[ i ] !== me[ i ] ) return false;
  4952. }
  4953. return true;
  4954. }
  4955. /**
  4956. * Sets the elements of the matrix from the given array.
  4957. *
  4958. * @param {Array<number>} array - The matrix elements in column-major order.
  4959. * @param {number} [offset=0] - Index of the first element in the array.
  4960. * @return {Matrix3} A reference to this matrix.
  4961. */
  4962. fromArray( array, offset = 0 ) {
  4963. for ( let i = 0; i < 9; i ++ ) {
  4964. this.elements[ i ] = array[ i + offset ];
  4965. }
  4966. return this;
  4967. }
  4968. /**
  4969. * Writes the elements of this matrix to the given array. If no array is provided,
  4970. * the method returns a new instance.
  4971. *
  4972. * @param {Array<number>} [array=[]] - The target array holding the matrix elements in column-major order.
  4973. * @param {number} [offset=0] - Index of the first element in the array.
  4974. * @return {Array<number>} The matrix elements in column-major order.
  4975. */
  4976. toArray( array = [], offset = 0 ) {
  4977. const te = this.elements;
  4978. array[ offset ] = te[ 0 ];
  4979. array[ offset + 1 ] = te[ 1 ];
  4980. array[ offset + 2 ] = te[ 2 ];
  4981. array[ offset + 3 ] = te[ 3 ];
  4982. array[ offset + 4 ] = te[ 4 ];
  4983. array[ offset + 5 ] = te[ 5 ];
  4984. array[ offset + 6 ] = te[ 6 ];
  4985. array[ offset + 7 ] = te[ 7 ];
  4986. array[ offset + 8 ] = te[ 8 ];
  4987. return array;
  4988. }
  4989. /**
  4990. * Returns a matrix with copied values from this instance.
  4991. *
  4992. * @return {Matrix3} A clone of this instance.
  4993. */
  4994. clone() {
  4995. return new this.constructor().fromArray( this.elements );
  4996. }
  4997. }
  4998. const _m3 = /*@__PURE__*/ new Matrix3();
  4999. const LINEAR_REC709_TO_XYZ = /*@__PURE__*/ new Matrix3().set(
  5000. 0.4123908, 0.3575843, 0.1804808,
  5001. 0.2126390, 0.7151687, 0.0721923,
  5002. 0.0193308, 0.1191948, 0.9505322
  5003. );
  5004. const XYZ_TO_LINEAR_REC709 = /*@__PURE__*/ new Matrix3().set(
  5005. 3.2409699, -1.5373832, -0.4986108,
  5006. -0.9692436, 1.8759675, 0.0415551,
  5007. 0.0556301, -0.203977, 1.0569715
  5008. );
  5009. function createColorManagement() {
  5010. const ColorManagement = {
  5011. enabled: true,
  5012. workingColorSpace: LinearSRGBColorSpace,
  5013. /**
  5014. * Implementations of supported color spaces.
  5015. *
  5016. * Required:
  5017. * - primaries: chromaticity coordinates [ rx ry gx gy bx by ]
  5018. * - whitePoint: reference white [ x y ]
  5019. * - transfer: transfer function (pre-defined)
  5020. * - toXYZ: Matrix3 RGB to XYZ transform
  5021. * - fromXYZ: Matrix3 XYZ to RGB transform
  5022. * - luminanceCoefficients: RGB luminance coefficients
  5023. *
  5024. * Optional:
  5025. * - outputColorSpaceConfig: { drawingBufferColorSpace: ColorSpace, toneMappingMode: 'extended' | 'standard' }
  5026. * - workingColorSpaceConfig: { unpackColorSpace: ColorSpace }
  5027. *
  5028. * Reference:
  5029. * - https://www.russellcottrell.com/photo/matrixCalculator.htm
  5030. */
  5031. spaces: {},
  5032. convert: function ( color, sourceColorSpace, targetColorSpace ) {
  5033. if ( this.enabled === false || sourceColorSpace === targetColorSpace || ! sourceColorSpace || ! targetColorSpace ) {
  5034. return color;
  5035. }
  5036. if ( this.spaces[ sourceColorSpace ].transfer === SRGBTransfer ) {
  5037. color.r = SRGBToLinear( color.r );
  5038. color.g = SRGBToLinear( color.g );
  5039. color.b = SRGBToLinear( color.b );
  5040. }
  5041. if ( this.spaces[ sourceColorSpace ].primaries !== this.spaces[ targetColorSpace ].primaries ) {
  5042. color.applyMatrix3( this.spaces[ sourceColorSpace ].toXYZ );
  5043. color.applyMatrix3( this.spaces[ targetColorSpace ].fromXYZ );
  5044. }
  5045. if ( this.spaces[ targetColorSpace ].transfer === SRGBTransfer ) {
  5046. color.r = LinearToSRGB( color.r );
  5047. color.g = LinearToSRGB( color.g );
  5048. color.b = LinearToSRGB( color.b );
  5049. }
  5050. return color;
  5051. },
  5052. workingToColorSpace: function ( color, targetColorSpace ) {
  5053. return this.convert( color, this.workingColorSpace, targetColorSpace );
  5054. },
  5055. colorSpaceToWorking: function ( color, sourceColorSpace ) {
  5056. return this.convert( color, sourceColorSpace, this.workingColorSpace );
  5057. },
  5058. getPrimaries: function ( colorSpace ) {
  5059. return this.spaces[ colorSpace ].primaries;
  5060. },
  5061. getTransfer: function ( colorSpace ) {
  5062. if ( colorSpace === NoColorSpace ) return LinearTransfer;
  5063. return this.spaces[ colorSpace ].transfer;
  5064. },
  5065. getToneMappingMode: function ( colorSpace ) {
  5066. return this.spaces[ colorSpace ].outputColorSpaceConfig.toneMappingMode || 'standard';
  5067. },
  5068. getLuminanceCoefficients: function ( target, colorSpace = this.workingColorSpace ) {
  5069. return target.fromArray( this.spaces[ colorSpace ].luminanceCoefficients );
  5070. },
  5071. define: function ( colorSpaces ) {
  5072. Object.assign( this.spaces, colorSpaces );
  5073. },
  5074. // Internal APIs
  5075. _getMatrix: function ( targetMatrix, sourceColorSpace, targetColorSpace ) {
  5076. return targetMatrix
  5077. .copy( this.spaces[ sourceColorSpace ].toXYZ )
  5078. .multiply( this.spaces[ targetColorSpace ].fromXYZ );
  5079. },
  5080. _getDrawingBufferColorSpace: function ( colorSpace ) {
  5081. return this.spaces[ colorSpace ].outputColorSpaceConfig.drawingBufferColorSpace;
  5082. },
  5083. _getUnpackColorSpace: function ( colorSpace = this.workingColorSpace ) {
  5084. return this.spaces[ colorSpace ].workingColorSpaceConfig.unpackColorSpace;
  5085. },
  5086. // Deprecated
  5087. fromWorkingColorSpace: function ( color, targetColorSpace ) {
  5088. warnOnce( 'ColorManagement: .fromWorkingColorSpace() has been renamed to .workingToColorSpace().' ); // @deprecated, r177
  5089. return ColorManagement.workingToColorSpace( color, targetColorSpace );
  5090. },
  5091. toWorkingColorSpace: function ( color, sourceColorSpace ) {
  5092. warnOnce( 'ColorManagement: .toWorkingColorSpace() has been renamed to .colorSpaceToWorking().' ); // @deprecated, r177
  5093. return ColorManagement.colorSpaceToWorking( color, sourceColorSpace );
  5094. },
  5095. };
  5096. /******************************************************************************
  5097. * sRGB definitions
  5098. */
  5099. const REC709_PRIMARIES = [ 0.640, 0.330, 0.300, 0.600, 0.150, 0.060 ];
  5100. const REC709_LUMINANCE_COEFFICIENTS = [ 0.2126, 0.7152, 0.0722 ];
  5101. const D65 = [ 0.3127, 0.3290 ];
  5102. ColorManagement.define( {
  5103. [ LinearSRGBColorSpace ]: {
  5104. primaries: REC709_PRIMARIES,
  5105. whitePoint: D65,
  5106. transfer: LinearTransfer,
  5107. toXYZ: LINEAR_REC709_TO_XYZ,
  5108. fromXYZ: XYZ_TO_LINEAR_REC709,
  5109. luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,
  5110. workingColorSpaceConfig: { unpackColorSpace: SRGBColorSpace },
  5111. outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }
  5112. },
  5113. [ SRGBColorSpace ]: {
  5114. primaries: REC709_PRIMARIES,
  5115. whitePoint: D65,
  5116. transfer: SRGBTransfer,
  5117. toXYZ: LINEAR_REC709_TO_XYZ,
  5118. fromXYZ: XYZ_TO_LINEAR_REC709,
  5119. luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,
  5120. outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }
  5121. },
  5122. } );
  5123. return ColorManagement;
  5124. }
  5125. const ColorManagement = /*@__PURE__*/ createColorManagement();
  5126. function SRGBToLinear( c ) {
  5127. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  5128. }
  5129. function LinearToSRGB( c ) {
  5130. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  5131. }
  5132. let _canvas;
  5133. /**
  5134. * A class containing utility functions for images.
  5135. *
  5136. * @hideconstructor
  5137. */
  5138. class ImageUtils {
  5139. /**
  5140. * Returns a data URI containing a representation of the given image.
  5141. *
  5142. * @param {(HTMLImageElement|HTMLCanvasElement)} image - The image object.
  5143. * @param {string} [type='image/png'] - Indicates the image format.
  5144. * @return {string} The data URI.
  5145. */
  5146. static getDataURL( image, type = 'image/png' ) {
  5147. if ( /^data:/i.test( image.src ) ) {
  5148. return image.src;
  5149. }
  5150. if ( typeof HTMLCanvasElement === 'undefined' ) {
  5151. return image.src;
  5152. }
  5153. let canvas;
  5154. if ( image instanceof HTMLCanvasElement ) {
  5155. canvas = image;
  5156. } else {
  5157. if ( _canvas === undefined ) _canvas = createElementNS( 'canvas' );
  5158. _canvas.width = image.width;
  5159. _canvas.height = image.height;
  5160. const context = _canvas.getContext( '2d' );
  5161. if ( image instanceof ImageData ) {
  5162. context.putImageData( image, 0, 0 );
  5163. } else {
  5164. context.drawImage( image, 0, 0, image.width, image.height );
  5165. }
  5166. canvas = _canvas;
  5167. }
  5168. return canvas.toDataURL( type );
  5169. }
  5170. /**
  5171. * Converts the given sRGB image data to linear color space.
  5172. *
  5173. * @param {(HTMLImageElement|HTMLCanvasElement|ImageBitmap|Object)} image - The image object.
  5174. * @return {HTMLCanvasElement|Object} The converted image.
  5175. */
  5176. static sRGBToLinear( image ) {
  5177. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  5178. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  5179. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  5180. const canvas = createElementNS( 'canvas' );
  5181. canvas.width = image.width;
  5182. canvas.height = image.height;
  5183. const context = canvas.getContext( '2d' );
  5184. context.drawImage( image, 0, 0, image.width, image.height );
  5185. const imageData = context.getImageData( 0, 0, image.width, image.height );
  5186. const data = imageData.data;
  5187. for ( let i = 0; i < data.length; i ++ ) {
  5188. data[ i ] = SRGBToLinear( data[ i ] / 255 ) * 255;
  5189. }
  5190. context.putImageData( imageData, 0, 0 );
  5191. return canvas;
  5192. } else if ( image.data ) {
  5193. const data = image.data.slice( 0 );
  5194. for ( let i = 0; i < data.length; i ++ ) {
  5195. if ( data instanceof Uint8Array || data instanceof Uint8ClampedArray ) {
  5196. data[ i ] = Math.floor( SRGBToLinear( data[ i ] / 255 ) * 255 );
  5197. } else {
  5198. // assuming float
  5199. data[ i ] = SRGBToLinear( data[ i ] );
  5200. }
  5201. }
  5202. return {
  5203. data: data,
  5204. width: image.width,
  5205. height: image.height
  5206. };
  5207. } else {
  5208. warn( 'ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.' );
  5209. return image;
  5210. }
  5211. }
  5212. }
  5213. let _sourceId = 0;
  5214. /**
  5215. * Represents the data source of a texture.
  5216. *
  5217. * The main purpose of this class is to decouple the data definition from the texture
  5218. * definition so the same data can be used with multiple texture instances.
  5219. */
  5220. class Source {
  5221. /**
  5222. * Constructs a new video texture.
  5223. *
  5224. * @param {any} [data=null] - The data definition of a texture.
  5225. */
  5226. constructor( data = null ) {
  5227. /**
  5228. * This flag can be used for type testing.
  5229. *
  5230. * @type {boolean}
  5231. * @readonly
  5232. * @default true
  5233. */
  5234. this.isSource = true;
  5235. /**
  5236. * The ID of the source.
  5237. *
  5238. * @name Source#id
  5239. * @type {number}
  5240. * @readonly
  5241. */
  5242. Object.defineProperty( this, 'id', { value: _sourceId ++ } );
  5243. /**
  5244. * The UUID of the source.
  5245. *
  5246. * @type {string}
  5247. * @readonly
  5248. */
  5249. this.uuid = generateUUID();
  5250. /**
  5251. * The data definition of a texture.
  5252. *
  5253. * @type {any}
  5254. */
  5255. this.data = data;
  5256. /**
  5257. * This property is only relevant when {@link Source#needsUpdate} is set to `true` and
  5258. * provides more control on how texture data should be processed. When `dataReady` is set
  5259. * to `false`, the engine performs the memory allocation (if necessary) but does not transfer
  5260. * the data into the GPU memory.
  5261. *
  5262. * @type {boolean}
  5263. * @default true
  5264. */
  5265. this.dataReady = true;
  5266. /**
  5267. * This starts at `0` and counts how many times {@link Source#needsUpdate} is set to `true`.
  5268. *
  5269. * @type {number}
  5270. * @readonly
  5271. * @default 0
  5272. */
  5273. this.version = 0;
  5274. }
  5275. /**
  5276. * Returns the dimensions of the source into the given target vector.
  5277. *
  5278. * @param {(Vector2|Vector3)} target - The target object the result is written into.
  5279. * @return {(Vector2|Vector3)} The dimensions of the source.
  5280. */
  5281. getSize( target ) {
  5282. const data = this.data;
  5283. if ( ( typeof HTMLVideoElement !== 'undefined' ) && ( data instanceof HTMLVideoElement ) ) {
  5284. target.set( data.videoWidth, data.videoHeight, 0 );
  5285. } else if ( ( typeof VideoFrame !== 'undefined' ) && ( data instanceof VideoFrame ) ) {
  5286. target.set( data.displayHeight, data.displayWidth, 0 );
  5287. } else if ( data !== null ) {
  5288. target.set( data.width, data.height, data.depth || 0 );
  5289. } else {
  5290. target.set( 0, 0, 0 );
  5291. }
  5292. return target;
  5293. }
  5294. /**
  5295. * When the property is set to `true`, the engine allocates the memory
  5296. * for the texture (if necessary) and triggers the actual texture upload
  5297. * to the GPU next time the source is used.
  5298. *
  5299. * @type {boolean}
  5300. * @default false
  5301. * @param {boolean} value
  5302. */
  5303. set needsUpdate( value ) {
  5304. if ( value === true ) this.version ++;
  5305. }
  5306. /**
  5307. * Serializes the source into JSON.
  5308. *
  5309. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  5310. * @return {Object} A JSON object representing the serialized source.
  5311. * @see {@link ObjectLoader#parse}
  5312. */
  5313. toJSON( meta ) {
  5314. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  5315. if ( ! isRootObject && meta.images[ this.uuid ] !== undefined ) {
  5316. return meta.images[ this.uuid ];
  5317. }
  5318. const output = {
  5319. uuid: this.uuid,
  5320. url: ''
  5321. };
  5322. const data = this.data;
  5323. if ( data !== null ) {
  5324. let url;
  5325. if ( Array.isArray( data ) ) {
  5326. // cube texture
  5327. url = [];
  5328. for ( let i = 0, l = data.length; i < l; i ++ ) {
  5329. if ( data[ i ].isDataTexture ) {
  5330. url.push( serializeImage( data[ i ].image ) );
  5331. } else {
  5332. url.push( serializeImage( data[ i ] ) );
  5333. }
  5334. }
  5335. } else {
  5336. // texture
  5337. url = serializeImage( data );
  5338. }
  5339. output.url = url;
  5340. }
  5341. if ( ! isRootObject ) {
  5342. meta.images[ this.uuid ] = output;
  5343. }
  5344. return output;
  5345. }
  5346. }
  5347. function serializeImage( image ) {
  5348. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  5349. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  5350. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  5351. // default images
  5352. return ImageUtils.getDataURL( image );
  5353. } else {
  5354. if ( image.data ) {
  5355. // images of DataTexture
  5356. return {
  5357. data: Array.from( image.data ),
  5358. width: image.width,
  5359. height: image.height,
  5360. type: image.data.constructor.name
  5361. };
  5362. } else {
  5363. warn( 'Texture: Unable to serialize Texture.' );
  5364. return {};
  5365. }
  5366. }
  5367. }
  5368. let _textureId = 0;
  5369. const _tempVec3 = /*@__PURE__*/ new Vector3();
  5370. /**
  5371. * Base class for all textures.
  5372. *
  5373. * Note: After the initial use of a texture, its dimensions, format, and type
  5374. * cannot be changed. Instead, call {@link Texture#dispose} on the texture and instantiate a new one.
  5375. *
  5376. * @augments EventDispatcher
  5377. */
  5378. class Texture extends EventDispatcher {
  5379. /**
  5380. * Constructs a new texture.
  5381. *
  5382. * @param {?Object} [image=Texture.DEFAULT_IMAGE] - The image holding the texture data.
  5383. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  5384. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  5385. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  5386. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  5387. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  5388. * @param {number} [format=RGBAFormat] - The texture format.
  5389. * @param {number} [type=UnsignedByteType] - The texture type.
  5390. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  5391. * @param {string} [colorSpace=NoColorSpace] - The color space.
  5392. */
  5393. 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 ) {
  5394. super();
  5395. /**
  5396. * This flag can be used for type testing.
  5397. *
  5398. * @type {boolean}
  5399. * @readonly
  5400. * @default true
  5401. */
  5402. this.isTexture = true;
  5403. /**
  5404. * The ID of the texture.
  5405. *
  5406. * @name Texture#id
  5407. * @type {number}
  5408. * @readonly
  5409. */
  5410. Object.defineProperty( this, 'id', { value: _textureId ++ } );
  5411. /**
  5412. * The UUID of the material.
  5413. *
  5414. * @type {string}
  5415. * @readonly
  5416. */
  5417. this.uuid = generateUUID();
  5418. /**
  5419. * The name of the material.
  5420. *
  5421. * @type {string}
  5422. */
  5423. this.name = '';
  5424. /**
  5425. * The data definition of a texture. A reference to the data source can be
  5426. * shared across textures. This is often useful in context of spritesheets
  5427. * where multiple textures render the same data but with different texture
  5428. * transformations.
  5429. *
  5430. * @type {Source}
  5431. */
  5432. this.source = new Source( image );
  5433. /**
  5434. * An array holding user-defined mipmaps.
  5435. *
  5436. * @type {Array<Object>}
  5437. */
  5438. this.mipmaps = [];
  5439. /**
  5440. * How the texture is applied to the object. The value `UVMapping`
  5441. * is the default, where texture or uv coordinates are used to apply the map.
  5442. *
  5443. * @type {(UVMapping|CubeReflectionMapping|CubeRefractionMapping|EquirectangularReflectionMapping|EquirectangularRefractionMapping|CubeUVReflectionMapping)}
  5444. * @default UVMapping
  5445. */
  5446. this.mapping = mapping;
  5447. /**
  5448. * Lets you select the uv attribute to map the texture to. `0` for `uv`,
  5449. * `1` for `uv1`, `2` for `uv2` and `3` for `uv3`.
  5450. *
  5451. * @type {number}
  5452. * @default 0
  5453. */
  5454. this.channel = 0;
  5455. /**
  5456. * This defines how the texture is wrapped horizontally and corresponds to
  5457. * *U* in UV mapping.
  5458. *
  5459. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  5460. * @default ClampToEdgeWrapping
  5461. */
  5462. this.wrapS = wrapS;
  5463. /**
  5464. * This defines how the texture is wrapped horizontally and corresponds to
  5465. * *V* in UV mapping.
  5466. *
  5467. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  5468. * @default ClampToEdgeWrapping
  5469. */
  5470. this.wrapT = wrapT;
  5471. /**
  5472. * How the texture is sampled when a texel covers more than one pixel.
  5473. *
  5474. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  5475. * @default LinearFilter
  5476. */
  5477. this.magFilter = magFilter;
  5478. /**
  5479. * How the texture is sampled when a texel covers less than one pixel.
  5480. *
  5481. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  5482. * @default LinearMipmapLinearFilter
  5483. */
  5484. this.minFilter = minFilter;
  5485. /**
  5486. * The number of samples taken along the axis through the pixel that has the
  5487. * highest density of texels. By default, this value is `1`. A higher value
  5488. * gives a less blurry result than a basic mipmap, at the cost of more
  5489. * texture samples being used.
  5490. *
  5491. * @type {number}
  5492. * @default 0
  5493. */
  5494. this.anisotropy = anisotropy;
  5495. /**
  5496. * The format of the texture.
  5497. *
  5498. * @type {number}
  5499. * @default RGBAFormat
  5500. */
  5501. this.format = format;
  5502. /**
  5503. * The default internal format is derived from {@link Texture#format} and {@link Texture#type} and
  5504. * defines how the texture data is going to be stored on the GPU.
  5505. *
  5506. * This property allows to overwrite the default format.
  5507. *
  5508. * @type {?string}
  5509. * @default null
  5510. */
  5511. this.internalFormat = null;
  5512. /**
  5513. * The data type of the texture.
  5514. *
  5515. * @type {number}
  5516. * @default UnsignedByteType
  5517. */
  5518. this.type = type;
  5519. /**
  5520. * How much a single repetition of the texture is offset from the beginning,
  5521. * in each direction U and V. Typical range is `0.0` to `1.0`.
  5522. *
  5523. * @type {Vector2}
  5524. * @default (0,0)
  5525. */
  5526. this.offset = new Vector2( 0, 0 );
  5527. /**
  5528. * How many times the texture is repeated across the surface, in each
  5529. * direction U and V. If repeat is set greater than `1` in either direction,
  5530. * the corresponding wrap parameter should also be set to `RepeatWrapping`
  5531. * or `MirroredRepeatWrapping` to achieve the desired tiling effect.
  5532. *
  5533. * @type {Vector2}
  5534. * @default (1,1)
  5535. */
  5536. this.repeat = new Vector2( 1, 1 );
  5537. /**
  5538. * The point around which rotation occurs. A value of `(0.5, 0.5)` corresponds
  5539. * to the center of the texture. Default is `(0, 0)`, the lower left.
  5540. *
  5541. * @type {Vector2}
  5542. * @default (0,0)
  5543. */
  5544. this.center = new Vector2( 0, 0 );
  5545. /**
  5546. * How much the texture is rotated around the center point, in radians.
  5547. * Positive values are counter-clockwise.
  5548. *
  5549. * @type {number}
  5550. * @default 0
  5551. */
  5552. this.rotation = 0;
  5553. /**
  5554. * Whether to update the texture's uv-transformation {@link Texture#matrix}
  5555. * from the properties {@link Texture#offset}, {@link Texture#repeat},
  5556. * {@link Texture#rotation}, and {@link Texture#center}.
  5557. *
  5558. * Set this to `false` if you are specifying the uv-transform matrix directly.
  5559. *
  5560. * @type {boolean}
  5561. * @default true
  5562. */
  5563. this.matrixAutoUpdate = true;
  5564. /**
  5565. * The uv-transformation matrix of the texture.
  5566. *
  5567. * @type {Matrix3}
  5568. */
  5569. this.matrix = new Matrix3();
  5570. /**
  5571. * Whether to generate mipmaps (if possible) for a texture.
  5572. *
  5573. * Set this to `false` if you are creating mipmaps manually.
  5574. *
  5575. * @type {boolean}
  5576. * @default true
  5577. */
  5578. this.generateMipmaps = true;
  5579. /**
  5580. * If set to `true`, the alpha channel, if present, is multiplied into the
  5581. * color channels when the texture is uploaded to the GPU.
  5582. *
  5583. * Note that this property has no effect when using `ImageBitmap`. You need to
  5584. * configure premultiply alpha on bitmap creation instead.
  5585. *
  5586. * @type {boolean}
  5587. * @default false
  5588. */
  5589. this.premultiplyAlpha = false;
  5590. /**
  5591. * If set to `true`, the texture is flipped along the vertical axis when
  5592. * uploaded to the GPU.
  5593. *
  5594. * Note that this property has no effect when using `ImageBitmap`. You need to
  5595. * configure the flip on bitmap creation instead.
  5596. *
  5597. * @type {boolean}
  5598. * @default true
  5599. */
  5600. this.flipY = true;
  5601. /**
  5602. * Specifies the alignment requirements for the start of each pixel row in memory.
  5603. * The allowable values are `1` (byte-alignment), `2` (rows aligned to even-numbered bytes),
  5604. * `4` (word-alignment), and `8` (rows start on double-word boundaries).
  5605. *
  5606. * @type {number}
  5607. * @default 4
  5608. */
  5609. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  5610. /**
  5611. * Textures containing color data should be annotated with `SRGBColorSpace` or `LinearSRGBColorSpace`.
  5612. *
  5613. * @type {string}
  5614. * @default NoColorSpace
  5615. */
  5616. this.colorSpace = colorSpace;
  5617. /**
  5618. * An object that can be used to store custom data about the texture. It
  5619. * should not hold references to functions as these will not be cloned.
  5620. *
  5621. * @type {Object}
  5622. */
  5623. this.userData = {};
  5624. /**
  5625. * This can be used to only update a subregion or specific rows of the texture (for example, just the
  5626. * first 3 rows). Use the `addUpdateRange()` function to add ranges to this array.
  5627. *
  5628. * @type {Array<Object>}
  5629. */
  5630. this.updateRanges = [];
  5631. /**
  5632. * This starts at `0` and counts how many times {@link Texture#needsUpdate} is set to `true`.
  5633. *
  5634. * @type {number}
  5635. * @readonly
  5636. * @default 0
  5637. */
  5638. this.version = 0;
  5639. /**
  5640. * A callback function, called when the texture is updated (e.g., when
  5641. * {@link Texture#needsUpdate} has been set to true and then the texture is used).
  5642. *
  5643. * @type {?Function}
  5644. * @default null
  5645. */
  5646. this.onUpdate = null;
  5647. /**
  5648. * An optional back reference to the textures render target.
  5649. *
  5650. * @type {?(RenderTarget|WebGLRenderTarget)}
  5651. * @default null
  5652. */
  5653. this.renderTarget = null;
  5654. /**
  5655. * Indicates whether a texture belongs to a render target or not.
  5656. *
  5657. * @type {boolean}
  5658. * @readonly
  5659. * @default false
  5660. */
  5661. this.isRenderTargetTexture = false;
  5662. /**
  5663. * Indicates if a texture should be handled like a texture array.
  5664. *
  5665. * @type {boolean}
  5666. * @readonly
  5667. * @default false
  5668. */
  5669. this.isArrayTexture = image && image.depth && image.depth > 1 ? true : false;
  5670. /**
  5671. * Indicates whether this texture should be processed by `PMREMGenerator` or not
  5672. * (only relevant for render target textures).
  5673. *
  5674. * @type {number}
  5675. * @readonly
  5676. * @default 0
  5677. */
  5678. this.pmremVersion = 0;
  5679. }
  5680. /**
  5681. * The width of the texture in pixels.
  5682. */
  5683. get width() {
  5684. return this.source.getSize( _tempVec3 ).x;
  5685. }
  5686. /**
  5687. * The height of the texture in pixels.
  5688. */
  5689. get height() {
  5690. return this.source.getSize( _tempVec3 ).y;
  5691. }
  5692. /**
  5693. * The depth of the texture in pixels.
  5694. */
  5695. get depth() {
  5696. return this.source.getSize( _tempVec3 ).z;
  5697. }
  5698. /**
  5699. * The image object holding the texture data.
  5700. *
  5701. * @type {?Object}
  5702. */
  5703. get image() {
  5704. return this.source.data;
  5705. }
  5706. set image( value = null ) {
  5707. this.source.data = value;
  5708. }
  5709. /**
  5710. * Updates the texture transformation matrix from the from the properties {@link Texture#offset},
  5711. * {@link Texture#repeat}, {@link Texture#rotation}, and {@link Texture#center}.
  5712. */
  5713. updateMatrix() {
  5714. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  5715. }
  5716. /**
  5717. * Adds a range of data in the data texture to be updated on the GPU.
  5718. *
  5719. * @param {number} start - Position at which to start update.
  5720. * @param {number} count - The number of components to update.
  5721. */
  5722. addUpdateRange( start, count ) {
  5723. this.updateRanges.push( { start, count } );
  5724. }
  5725. /**
  5726. * Clears the update ranges.
  5727. */
  5728. clearUpdateRanges() {
  5729. this.updateRanges.length = 0;
  5730. }
  5731. /**
  5732. * Returns a new texture with copied values from this instance.
  5733. *
  5734. * @return {Texture} A clone of this instance.
  5735. */
  5736. clone() {
  5737. return new this.constructor().copy( this );
  5738. }
  5739. /**
  5740. * Copies the values of the given texture to this instance.
  5741. *
  5742. * @param {Texture} source - The texture to copy.
  5743. * @return {Texture} A reference to this instance.
  5744. */
  5745. copy( source ) {
  5746. this.name = source.name;
  5747. this.source = source.source;
  5748. this.mipmaps = source.mipmaps.slice( 0 );
  5749. this.mapping = source.mapping;
  5750. this.channel = source.channel;
  5751. this.wrapS = source.wrapS;
  5752. this.wrapT = source.wrapT;
  5753. this.magFilter = source.magFilter;
  5754. this.minFilter = source.minFilter;
  5755. this.anisotropy = source.anisotropy;
  5756. this.format = source.format;
  5757. this.internalFormat = source.internalFormat;
  5758. this.type = source.type;
  5759. this.offset.copy( source.offset );
  5760. this.repeat.copy( source.repeat );
  5761. this.center.copy( source.center );
  5762. this.rotation = source.rotation;
  5763. this.matrixAutoUpdate = source.matrixAutoUpdate;
  5764. this.matrix.copy( source.matrix );
  5765. this.generateMipmaps = source.generateMipmaps;
  5766. this.premultiplyAlpha = source.premultiplyAlpha;
  5767. this.flipY = source.flipY;
  5768. this.unpackAlignment = source.unpackAlignment;
  5769. this.colorSpace = source.colorSpace;
  5770. this.renderTarget = source.renderTarget;
  5771. this.isRenderTargetTexture = source.isRenderTargetTexture;
  5772. this.isArrayTexture = source.isArrayTexture;
  5773. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5774. this.needsUpdate = true;
  5775. return this;
  5776. }
  5777. /**
  5778. * Sets this texture's properties based on `values`.
  5779. * @param {Object} values - A container with texture parameters.
  5780. */
  5781. setValues( values ) {
  5782. for ( const key in values ) {
  5783. const newValue = values[ key ];
  5784. if ( newValue === undefined ) {
  5785. warn( `Texture.setValues(): parameter '${ key }' has value of undefined.` );
  5786. continue;
  5787. }
  5788. const currentValue = this[ key ];
  5789. if ( currentValue === undefined ) {
  5790. warn( `Texture.setValues(): property '${ key }' does not exist.` );
  5791. continue;
  5792. }
  5793. if ( ( currentValue && newValue ) && ( currentValue.isVector2 && newValue.isVector2 ) ) {
  5794. currentValue.copy( newValue );
  5795. } else if ( ( currentValue && newValue ) && ( currentValue.isVector3 && newValue.isVector3 ) ) {
  5796. currentValue.copy( newValue );
  5797. } else if ( ( currentValue && newValue ) && ( currentValue.isMatrix3 && newValue.isMatrix3 ) ) {
  5798. currentValue.copy( newValue );
  5799. } else {
  5800. this[ key ] = newValue;
  5801. }
  5802. }
  5803. }
  5804. /**
  5805. * Serializes the texture into JSON.
  5806. *
  5807. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  5808. * @return {Object} A JSON object representing the serialized texture.
  5809. * @see {@link ObjectLoader#parse}
  5810. */
  5811. toJSON( meta ) {
  5812. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  5813. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  5814. return meta.textures[ this.uuid ];
  5815. }
  5816. const output = {
  5817. metadata: {
  5818. version: 4.7,
  5819. type: 'Texture',
  5820. generator: 'Texture.toJSON'
  5821. },
  5822. uuid: this.uuid,
  5823. name: this.name,
  5824. image: this.source.toJSON( meta ).uuid,
  5825. mapping: this.mapping,
  5826. channel: this.channel,
  5827. repeat: [ this.repeat.x, this.repeat.y ],
  5828. offset: [ this.offset.x, this.offset.y ],
  5829. center: [ this.center.x, this.center.y ],
  5830. rotation: this.rotation,
  5831. wrap: [ this.wrapS, this.wrapT ],
  5832. format: this.format,
  5833. internalFormat: this.internalFormat,
  5834. type: this.type,
  5835. colorSpace: this.colorSpace,
  5836. minFilter: this.minFilter,
  5837. magFilter: this.magFilter,
  5838. anisotropy: this.anisotropy,
  5839. flipY: this.flipY,
  5840. generateMipmaps: this.generateMipmaps,
  5841. premultiplyAlpha: this.premultiplyAlpha,
  5842. unpackAlignment: this.unpackAlignment
  5843. };
  5844. if ( Object.keys( this.userData ).length > 0 ) output.userData = this.userData;
  5845. if ( ! isRootObject ) {
  5846. meta.textures[ this.uuid ] = output;
  5847. }
  5848. return output;
  5849. }
  5850. /**
  5851. * Frees the GPU-related resources allocated by this instance. Call this
  5852. * method whenever this instance is no longer used in your app.
  5853. *
  5854. * @fires Texture#dispose
  5855. */
  5856. dispose() {
  5857. /**
  5858. * Fires when the texture has been disposed of.
  5859. *
  5860. * @event Texture#dispose
  5861. * @type {Object}
  5862. */
  5863. this.dispatchEvent( { type: 'dispose' } );
  5864. }
  5865. /**
  5866. * Transforms the given uv vector with the textures uv transformation matrix.
  5867. *
  5868. * @param {Vector2} uv - The uv vector.
  5869. * @return {Vector2} The transformed uv vector.
  5870. */
  5871. transformUv( uv ) {
  5872. if ( this.mapping !== UVMapping ) return uv;
  5873. uv.applyMatrix3( this.matrix );
  5874. if ( uv.x < 0 || uv.x > 1 ) {
  5875. switch ( this.wrapS ) {
  5876. case RepeatWrapping:
  5877. uv.x = uv.x - Math.floor( uv.x );
  5878. break;
  5879. case ClampToEdgeWrapping:
  5880. uv.x = uv.x < 0 ? 0 : 1;
  5881. break;
  5882. case MirroredRepeatWrapping:
  5883. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  5884. uv.x = Math.ceil( uv.x ) - uv.x;
  5885. } else {
  5886. uv.x = uv.x - Math.floor( uv.x );
  5887. }
  5888. break;
  5889. }
  5890. }
  5891. if ( uv.y < 0 || uv.y > 1 ) {
  5892. switch ( this.wrapT ) {
  5893. case RepeatWrapping:
  5894. uv.y = uv.y - Math.floor( uv.y );
  5895. break;
  5896. case ClampToEdgeWrapping:
  5897. uv.y = uv.y < 0 ? 0 : 1;
  5898. break;
  5899. case MirroredRepeatWrapping:
  5900. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  5901. uv.y = Math.ceil( uv.y ) - uv.y;
  5902. } else {
  5903. uv.y = uv.y - Math.floor( uv.y );
  5904. }
  5905. break;
  5906. }
  5907. }
  5908. if ( this.flipY ) {
  5909. uv.y = 1 - uv.y;
  5910. }
  5911. return uv;
  5912. }
  5913. /**
  5914. * Setting this property to `true` indicates the engine the texture
  5915. * must be updated in the next render. This triggers a texture upload
  5916. * to the GPU and ensures correct texture parameter configuration.
  5917. *
  5918. * @type {boolean}
  5919. * @default false
  5920. * @param {boolean} value
  5921. */
  5922. set needsUpdate( value ) {
  5923. if ( value === true ) {
  5924. this.version ++;
  5925. this.source.needsUpdate = true;
  5926. }
  5927. }
  5928. /**
  5929. * Setting this property to `true` indicates the engine the PMREM
  5930. * must be regenerated.
  5931. *
  5932. * @type {boolean}
  5933. * @default false
  5934. * @param {boolean} value
  5935. */
  5936. set needsPMREMUpdate( value ) {
  5937. if ( value === true ) {
  5938. this.pmremVersion ++;
  5939. }
  5940. }
  5941. }
  5942. /**
  5943. * The default image for all textures.
  5944. *
  5945. * @static
  5946. * @type {?Image}
  5947. * @default null
  5948. */
  5949. Texture.DEFAULT_IMAGE = null;
  5950. /**
  5951. * The default mapping for all textures.
  5952. *
  5953. * @static
  5954. * @type {number}
  5955. * @default UVMapping
  5956. */
  5957. Texture.DEFAULT_MAPPING = UVMapping;
  5958. /**
  5959. * The default anisotropy value for all textures.
  5960. *
  5961. * @static
  5962. * @type {number}
  5963. * @default 1
  5964. */
  5965. Texture.DEFAULT_ANISOTROPY = 1;
  5966. /**
  5967. * Class representing a 4D vector. A 4D vector is an ordered quadruplet of numbers
  5968. * (labeled x, y, z and w), which can be used to represent a number of things, such as:
  5969. *
  5970. * - A point in 4D space.
  5971. * - A direction and length in 4D space. In three.js the length will
  5972. * always be the Euclidean distance(straight-line distance) from `(0, 0, 0, 0)` to `(x, y, z, w)`
  5973. * and the direction is also measured from `(0, 0, 0, 0)` towards `(x, y, z, w)`.
  5974. * - Any arbitrary ordered quadruplet of numbers.
  5975. *
  5976. * There are other things a 4D vector can be used to represent, however these
  5977. * are the most common uses in *three.js*.
  5978. *
  5979. * Iterating through a vector instance will yield its components `(x, y, z, w)` in
  5980. * the corresponding order.
  5981. * ```js
  5982. * const a = new THREE.Vector4( 0, 1, 0, 0 );
  5983. *
  5984. * //no arguments; will be initialised to (0, 0, 0, 1)
  5985. * const b = new THREE.Vector4( );
  5986. *
  5987. * const d = a.dot( b );
  5988. * ```
  5989. */
  5990. class Vector4 {
  5991. /**
  5992. * Constructs a new 4D vector.
  5993. *
  5994. * @param {number} [x=0] - The x value of this vector.
  5995. * @param {number} [y=0] - The y value of this vector.
  5996. * @param {number} [z=0] - The z value of this vector.
  5997. * @param {number} [w=1] - The w value of this vector.
  5998. */
  5999. constructor( x = 0, y = 0, z = 0, w = 1 ) {
  6000. /**
  6001. * This flag can be used for type testing.
  6002. *
  6003. * @type {boolean}
  6004. * @readonly
  6005. * @default true
  6006. */
  6007. Vector4.prototype.isVector4 = true;
  6008. /**
  6009. * The x value of this vector.
  6010. *
  6011. * @type {number}
  6012. */
  6013. this.x = x;
  6014. /**
  6015. * The y value of this vector.
  6016. *
  6017. * @type {number}
  6018. */
  6019. this.y = y;
  6020. /**
  6021. * The z value of this vector.
  6022. *
  6023. * @type {number}
  6024. */
  6025. this.z = z;
  6026. /**
  6027. * The w value of this vector.
  6028. *
  6029. * @type {number}
  6030. */
  6031. this.w = w;
  6032. }
  6033. /**
  6034. * Alias for {@link Vector4#z}.
  6035. *
  6036. * @type {number}
  6037. */
  6038. get width() {
  6039. return this.z;
  6040. }
  6041. set width( value ) {
  6042. this.z = value;
  6043. }
  6044. /**
  6045. * Alias for {@link Vector4#w}.
  6046. *
  6047. * @type {number}
  6048. */
  6049. get height() {
  6050. return this.w;
  6051. }
  6052. set height( value ) {
  6053. this.w = value;
  6054. }
  6055. /**
  6056. * Sets the vector components.
  6057. *
  6058. * @param {number} x - The value of the x component.
  6059. * @param {number} y - The value of the y component.
  6060. * @param {number} z - The value of the z component.
  6061. * @param {number} w - The value of the w component.
  6062. * @return {Vector4} A reference to this vector.
  6063. */
  6064. set( x, y, z, w ) {
  6065. this.x = x;
  6066. this.y = y;
  6067. this.z = z;
  6068. this.w = w;
  6069. return this;
  6070. }
  6071. /**
  6072. * Sets the vector components to the same value.
  6073. *
  6074. * @param {number} scalar - The value to set for all vector components.
  6075. * @return {Vector4} A reference to this vector.
  6076. */
  6077. setScalar( scalar ) {
  6078. this.x = scalar;
  6079. this.y = scalar;
  6080. this.z = scalar;
  6081. this.w = scalar;
  6082. return this;
  6083. }
  6084. /**
  6085. * Sets the vector's x component to the given value
  6086. *
  6087. * @param {number} x - The value to set.
  6088. * @return {Vector4} A reference to this vector.
  6089. */
  6090. setX( x ) {
  6091. this.x = x;
  6092. return this;
  6093. }
  6094. /**
  6095. * Sets the vector's y component to the given value
  6096. *
  6097. * @param {number} y - The value to set.
  6098. * @return {Vector4} A reference to this vector.
  6099. */
  6100. setY( y ) {
  6101. this.y = y;
  6102. return this;
  6103. }
  6104. /**
  6105. * Sets the vector's z component to the given value
  6106. *
  6107. * @param {number} z - The value to set.
  6108. * @return {Vector4} A reference to this vector.
  6109. */
  6110. setZ( z ) {
  6111. this.z = z;
  6112. return this;
  6113. }
  6114. /**
  6115. * Sets the vector's w component to the given value
  6116. *
  6117. * @param {number} w - The value to set.
  6118. * @return {Vector4} A reference to this vector.
  6119. */
  6120. setW( w ) {
  6121. this.w = w;
  6122. return this;
  6123. }
  6124. /**
  6125. * Allows to set a vector component with an index.
  6126. *
  6127. * @param {number} index - The component index. `0` equals to x, `1` equals to y,
  6128. * `2` equals to z, `3` equals to w.
  6129. * @param {number} value - The value to set.
  6130. * @return {Vector4} A reference to this vector.
  6131. */
  6132. setComponent( index, value ) {
  6133. switch ( index ) {
  6134. case 0: this.x = value; break;
  6135. case 1: this.y = value; break;
  6136. case 2: this.z = value; break;
  6137. case 3: this.w = value; break;
  6138. default: throw new Error( 'index is out of range: ' + index );
  6139. }
  6140. return this;
  6141. }
  6142. /**
  6143. * Returns the value of the vector component which matches the given index.
  6144. *
  6145. * @param {number} index - The component index. `0` equals to x, `1` equals to y,
  6146. * `2` equals to z, `3` equals to w.
  6147. * @return {number} A vector component value.
  6148. */
  6149. getComponent( index ) {
  6150. switch ( index ) {
  6151. case 0: return this.x;
  6152. case 1: return this.y;
  6153. case 2: return this.z;
  6154. case 3: return this.w;
  6155. default: throw new Error( 'index is out of range: ' + index );
  6156. }
  6157. }
  6158. /**
  6159. * Returns a new vector with copied values from this instance.
  6160. *
  6161. * @return {Vector4} A clone of this instance.
  6162. */
  6163. clone() {
  6164. return new this.constructor( this.x, this.y, this.z, this.w );
  6165. }
  6166. /**
  6167. * Copies the values of the given vector to this instance.
  6168. *
  6169. * @param {Vector3|Vector4} v - The vector to copy.
  6170. * @return {Vector4} A reference to this vector.
  6171. */
  6172. copy( v ) {
  6173. this.x = v.x;
  6174. this.y = v.y;
  6175. this.z = v.z;
  6176. this.w = ( v.w !== undefined ) ? v.w : 1;
  6177. return this;
  6178. }
  6179. /**
  6180. * Adds the given vector to this instance.
  6181. *
  6182. * @param {Vector4} v - The vector to add.
  6183. * @return {Vector4} A reference to this vector.
  6184. */
  6185. add( v ) {
  6186. this.x += v.x;
  6187. this.y += v.y;
  6188. this.z += v.z;
  6189. this.w += v.w;
  6190. return this;
  6191. }
  6192. /**
  6193. * Adds the given scalar value to all components of this instance.
  6194. *
  6195. * @param {number} s - The scalar to add.
  6196. * @return {Vector4} A reference to this vector.
  6197. */
  6198. addScalar( s ) {
  6199. this.x += s;
  6200. this.y += s;
  6201. this.z += s;
  6202. this.w += s;
  6203. return this;
  6204. }
  6205. /**
  6206. * Adds the given vectors and stores the result in this instance.
  6207. *
  6208. * @param {Vector4} a - The first vector.
  6209. * @param {Vector4} b - The second vector.
  6210. * @return {Vector4} A reference to this vector.
  6211. */
  6212. addVectors( a, b ) {
  6213. this.x = a.x + b.x;
  6214. this.y = a.y + b.y;
  6215. this.z = a.z + b.z;
  6216. this.w = a.w + b.w;
  6217. return this;
  6218. }
  6219. /**
  6220. * Adds the given vector scaled by the given factor to this instance.
  6221. *
  6222. * @param {Vector4} v - The vector.
  6223. * @param {number} s - The factor that scales `v`.
  6224. * @return {Vector4} A reference to this vector.
  6225. */
  6226. addScaledVector( v, s ) {
  6227. this.x += v.x * s;
  6228. this.y += v.y * s;
  6229. this.z += v.z * s;
  6230. this.w += v.w * s;
  6231. return this;
  6232. }
  6233. /**
  6234. * Subtracts the given vector from this instance.
  6235. *
  6236. * @param {Vector4} v - The vector to subtract.
  6237. * @return {Vector4} A reference to this vector.
  6238. */
  6239. sub( v ) {
  6240. this.x -= v.x;
  6241. this.y -= v.y;
  6242. this.z -= v.z;
  6243. this.w -= v.w;
  6244. return this;
  6245. }
  6246. /**
  6247. * Subtracts the given scalar value from all components of this instance.
  6248. *
  6249. * @param {number} s - The scalar to subtract.
  6250. * @return {Vector4} A reference to this vector.
  6251. */
  6252. subScalar( s ) {
  6253. this.x -= s;
  6254. this.y -= s;
  6255. this.z -= s;
  6256. this.w -= s;
  6257. return this;
  6258. }
  6259. /**
  6260. * Subtracts the given vectors and stores the result in this instance.
  6261. *
  6262. * @param {Vector4} a - The first vector.
  6263. * @param {Vector4} b - The second vector.
  6264. * @return {Vector4} A reference to this vector.
  6265. */
  6266. subVectors( a, b ) {
  6267. this.x = a.x - b.x;
  6268. this.y = a.y - b.y;
  6269. this.z = a.z - b.z;
  6270. this.w = a.w - b.w;
  6271. return this;
  6272. }
  6273. /**
  6274. * Multiplies the given vector with this instance.
  6275. *
  6276. * @param {Vector4} v - The vector to multiply.
  6277. * @return {Vector4} A reference to this vector.
  6278. */
  6279. multiply( v ) {
  6280. this.x *= v.x;
  6281. this.y *= v.y;
  6282. this.z *= v.z;
  6283. this.w *= v.w;
  6284. return this;
  6285. }
  6286. /**
  6287. * Multiplies the given scalar value with all components of this instance.
  6288. *
  6289. * @param {number} scalar - The scalar to multiply.
  6290. * @return {Vector4} A reference to this vector.
  6291. */
  6292. multiplyScalar( scalar ) {
  6293. this.x *= scalar;
  6294. this.y *= scalar;
  6295. this.z *= scalar;
  6296. this.w *= scalar;
  6297. return this;
  6298. }
  6299. /**
  6300. * Multiplies this vector with the given 4x4 matrix.
  6301. *
  6302. * @param {Matrix4} m - The 4x4 matrix.
  6303. * @return {Vector4} A reference to this vector.
  6304. */
  6305. applyMatrix4( m ) {
  6306. const x = this.x, y = this.y, z = this.z, w = this.w;
  6307. const e = m.elements;
  6308. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  6309. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  6310. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  6311. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  6312. return this;
  6313. }
  6314. /**
  6315. * Divides this instance by the given vector.
  6316. *
  6317. * @param {Vector4} v - The vector to divide.
  6318. * @return {Vector4} A reference to this vector.
  6319. */
  6320. divide( v ) {
  6321. this.x /= v.x;
  6322. this.y /= v.y;
  6323. this.z /= v.z;
  6324. this.w /= v.w;
  6325. return this;
  6326. }
  6327. /**
  6328. * Divides this vector by the given scalar.
  6329. *
  6330. * @param {number} scalar - The scalar to divide.
  6331. * @return {Vector4} A reference to this vector.
  6332. */
  6333. divideScalar( scalar ) {
  6334. return this.multiplyScalar( 1 / scalar );
  6335. }
  6336. /**
  6337. * Sets the x, y and z components of this
  6338. * vector to the quaternion's axis and w to the angle.
  6339. *
  6340. * @param {Quaternion} q - The Quaternion to set.
  6341. * @return {Vector4} A reference to this vector.
  6342. */
  6343. setAxisAngleFromQuaternion( q ) {
  6344. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  6345. // q is assumed to be normalized
  6346. this.w = 2 * Math.acos( q.w );
  6347. const s = Math.sqrt( 1 - q.w * q.w );
  6348. if ( s < 0.0001 ) {
  6349. this.x = 1;
  6350. this.y = 0;
  6351. this.z = 0;
  6352. } else {
  6353. this.x = q.x / s;
  6354. this.y = q.y / s;
  6355. this.z = q.z / s;
  6356. }
  6357. return this;
  6358. }
  6359. /**
  6360. * Sets the x, y and z components of this
  6361. * vector to the axis of rotation and w to the angle.
  6362. *
  6363. * @param {Matrix4} m - A 4x4 matrix of which the upper left 3x3 matrix is a pure rotation matrix.
  6364. * @return {Vector4} A reference to this vector.
  6365. */
  6366. setAxisAngleFromRotationMatrix( m ) {
  6367. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  6368. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  6369. let angle, x, y, z; // variables for result
  6370. const epsilon = 0.01, // margin to allow for rounding errors
  6371. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  6372. te = m.elements,
  6373. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  6374. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  6375. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  6376. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  6377. ( Math.abs( m13 - m31 ) < epsilon ) &&
  6378. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  6379. // singularity found
  6380. // first check for identity matrix which must have +1 for all terms
  6381. // in leading diagonal and zero in other terms
  6382. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  6383. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  6384. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  6385. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  6386. // this singularity is identity matrix so angle = 0
  6387. this.set( 1, 0, 0, 0 );
  6388. return this; // zero angle, arbitrary axis
  6389. }
  6390. // otherwise this singularity is angle = 180
  6391. angle = Math.PI;
  6392. const xx = ( m11 + 1 ) / 2;
  6393. const yy = ( m22 + 1 ) / 2;
  6394. const zz = ( m33 + 1 ) / 2;
  6395. const xy = ( m12 + m21 ) / 4;
  6396. const xz = ( m13 + m31 ) / 4;
  6397. const yz = ( m23 + m32 ) / 4;
  6398. if ( ( xx > yy ) && ( xx > zz ) ) {
  6399. // m11 is the largest diagonal term
  6400. if ( xx < epsilon ) {
  6401. x = 0;
  6402. y = 0.707106781;
  6403. z = 0.707106781;
  6404. } else {
  6405. x = Math.sqrt( xx );
  6406. y = xy / x;
  6407. z = xz / x;
  6408. }
  6409. } else if ( yy > zz ) {
  6410. // m22 is the largest diagonal term
  6411. if ( yy < epsilon ) {
  6412. x = 0.707106781;
  6413. y = 0;
  6414. z = 0.707106781;
  6415. } else {
  6416. y = Math.sqrt( yy );
  6417. x = xy / y;
  6418. z = yz / y;
  6419. }
  6420. } else {
  6421. // m33 is the largest diagonal term so base result on this
  6422. if ( zz < epsilon ) {
  6423. x = 0.707106781;
  6424. y = 0.707106781;
  6425. z = 0;
  6426. } else {
  6427. z = Math.sqrt( zz );
  6428. x = xz / z;
  6429. y = yz / z;
  6430. }
  6431. }
  6432. this.set( x, y, z, angle );
  6433. return this; // return 180 deg rotation
  6434. }
  6435. // as we have reached here there are no singularities so we can handle normally
  6436. let s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  6437. ( m13 - m31 ) * ( m13 - m31 ) +
  6438. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  6439. if ( Math.abs( s ) < 0.001 ) s = 1;
  6440. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  6441. // caught by singularity test above, but I've left it in just in case
  6442. this.x = ( m32 - m23 ) / s;
  6443. this.y = ( m13 - m31 ) / s;
  6444. this.z = ( m21 - m12 ) / s;
  6445. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  6446. return this;
  6447. }
  6448. /**
  6449. * Sets the vector components to the position elements of the
  6450. * given transformation matrix.
  6451. *
  6452. * @param {Matrix4} m - The 4x4 matrix.
  6453. * @return {Vector4} A reference to this vector.
  6454. */
  6455. setFromMatrixPosition( m ) {
  6456. const e = m.elements;
  6457. this.x = e[ 12 ];
  6458. this.y = e[ 13 ];
  6459. this.z = e[ 14 ];
  6460. this.w = e[ 15 ];
  6461. return this;
  6462. }
  6463. /**
  6464. * If this vector's x, y, z or w value is greater than the given vector's x, y, z or w
  6465. * value, replace that value with the corresponding min value.
  6466. *
  6467. * @param {Vector4} v - The vector.
  6468. * @return {Vector4} A reference to this vector.
  6469. */
  6470. min( v ) {
  6471. this.x = Math.min( this.x, v.x );
  6472. this.y = Math.min( this.y, v.y );
  6473. this.z = Math.min( this.z, v.z );
  6474. this.w = Math.min( this.w, v.w );
  6475. return this;
  6476. }
  6477. /**
  6478. * If this vector's x, y, z or w value is less than the given vector's x, y, z or w
  6479. * value, replace that value with the corresponding max value.
  6480. *
  6481. * @param {Vector4} v - The vector.
  6482. * @return {Vector4} A reference to this vector.
  6483. */
  6484. max( v ) {
  6485. this.x = Math.max( this.x, v.x );
  6486. this.y = Math.max( this.y, v.y );
  6487. this.z = Math.max( this.z, v.z );
  6488. this.w = Math.max( this.w, v.w );
  6489. return this;
  6490. }
  6491. /**
  6492. * If this vector's x, y, z or w value is greater than the max vector's x, y, z or w
  6493. * value, it is replaced by the corresponding value.
  6494. * If this vector's x, y, z or w value is less than the min vector's x, y, z or w value,
  6495. * it is replaced by the corresponding value.
  6496. *
  6497. * @param {Vector4} min - The minimum x, y and z values.
  6498. * @param {Vector4} max - The maximum x, y and z values in the desired range.
  6499. * @return {Vector4} A reference to this vector.
  6500. */
  6501. clamp( min, max ) {
  6502. // assumes min < max, componentwise
  6503. this.x = clamp( this.x, min.x, max.x );
  6504. this.y = clamp( this.y, min.y, max.y );
  6505. this.z = clamp( this.z, min.z, max.z );
  6506. this.w = clamp( this.w, min.w, max.w );
  6507. return this;
  6508. }
  6509. /**
  6510. * If this vector's x, y, z or w values are greater than the max value, they are
  6511. * replaced by the max value.
  6512. * If this vector's x, y, z or w values are less than the min value, they are
  6513. * replaced by the min value.
  6514. *
  6515. * @param {number} minVal - The minimum value the components will be clamped to.
  6516. * @param {number} maxVal - The maximum value the components will be clamped to.
  6517. * @return {Vector4} A reference to this vector.
  6518. */
  6519. clampScalar( minVal, maxVal ) {
  6520. this.x = clamp( this.x, minVal, maxVal );
  6521. this.y = clamp( this.y, minVal, maxVal );
  6522. this.z = clamp( this.z, minVal, maxVal );
  6523. this.w = clamp( this.w, minVal, maxVal );
  6524. return this;
  6525. }
  6526. /**
  6527. * If this vector's length is greater than the max value, it is replaced by
  6528. * the max value.
  6529. * If this vector's length is less than the min value, it is replaced by the
  6530. * min value.
  6531. *
  6532. * @param {number} min - The minimum value the vector length will be clamped to.
  6533. * @param {number} max - The maximum value the vector length will be clamped to.
  6534. * @return {Vector4} A reference to this vector.
  6535. */
  6536. clampLength( min, max ) {
  6537. const length = this.length();
  6538. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  6539. }
  6540. /**
  6541. * The components of this vector are rounded down to the nearest integer value.
  6542. *
  6543. * @return {Vector4} A reference to this vector.
  6544. */
  6545. floor() {
  6546. this.x = Math.floor( this.x );
  6547. this.y = Math.floor( this.y );
  6548. this.z = Math.floor( this.z );
  6549. this.w = Math.floor( this.w );
  6550. return this;
  6551. }
  6552. /**
  6553. * The components of this vector are rounded up to the nearest integer value.
  6554. *
  6555. * @return {Vector4} A reference to this vector.
  6556. */
  6557. ceil() {
  6558. this.x = Math.ceil( this.x );
  6559. this.y = Math.ceil( this.y );
  6560. this.z = Math.ceil( this.z );
  6561. this.w = Math.ceil( this.w );
  6562. return this;
  6563. }
  6564. /**
  6565. * The components of this vector are rounded to the nearest integer value
  6566. *
  6567. * @return {Vector4} A reference to this vector.
  6568. */
  6569. round() {
  6570. this.x = Math.round( this.x );
  6571. this.y = Math.round( this.y );
  6572. this.z = Math.round( this.z );
  6573. this.w = Math.round( this.w );
  6574. return this;
  6575. }
  6576. /**
  6577. * The components of this vector are rounded towards zero (up if negative,
  6578. * down if positive) to an integer value.
  6579. *
  6580. * @return {Vector4} A reference to this vector.
  6581. */
  6582. roundToZero() {
  6583. this.x = Math.trunc( this.x );
  6584. this.y = Math.trunc( this.y );
  6585. this.z = Math.trunc( this.z );
  6586. this.w = Math.trunc( this.w );
  6587. return this;
  6588. }
  6589. /**
  6590. * Inverts this vector - i.e. sets x = -x, y = -y, z = -z, w = -w.
  6591. *
  6592. * @return {Vector4} A reference to this vector.
  6593. */
  6594. negate() {
  6595. this.x = - this.x;
  6596. this.y = - this.y;
  6597. this.z = - this.z;
  6598. this.w = - this.w;
  6599. return this;
  6600. }
  6601. /**
  6602. * Calculates the dot product of the given vector with this instance.
  6603. *
  6604. * @param {Vector4} v - The vector to compute the dot product with.
  6605. * @return {number} The result of the dot product.
  6606. */
  6607. dot( v ) {
  6608. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  6609. }
  6610. /**
  6611. * Computes the square of the Euclidean length (straight-line length) from
  6612. * (0, 0, 0, 0) to (x, y, z, w). If you are comparing the lengths of vectors, you should
  6613. * compare the length squared instead as it is slightly more efficient to calculate.
  6614. *
  6615. * @return {number} The square length of this vector.
  6616. */
  6617. lengthSq() {
  6618. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  6619. }
  6620. /**
  6621. * Computes the Euclidean length (straight-line length) from (0, 0, 0, 0) to (x, y, z, w).
  6622. *
  6623. * @return {number} The length of this vector.
  6624. */
  6625. length() {
  6626. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  6627. }
  6628. /**
  6629. * Computes the Manhattan length of this vector.
  6630. *
  6631. * @return {number} The length of this vector.
  6632. */
  6633. manhattanLength() {
  6634. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  6635. }
  6636. /**
  6637. * Converts this vector to a unit vector - that is, sets it equal to a vector
  6638. * with the same direction as this one, but with a vector length of `1`.
  6639. *
  6640. * @return {Vector4} A reference to this vector.
  6641. */
  6642. normalize() {
  6643. return this.divideScalar( this.length() || 1 );
  6644. }
  6645. /**
  6646. * Sets this vector to a vector with the same direction as this one, but
  6647. * with the specified length.
  6648. *
  6649. * @param {number} length - The new length of this vector.
  6650. * @return {Vector4} A reference to this vector.
  6651. */
  6652. setLength( length ) {
  6653. return this.normalize().multiplyScalar( length );
  6654. }
  6655. /**
  6656. * Linearly interpolates between the given vector and this instance, where
  6657. * alpha is the percent distance along the line - alpha = 0 will be this
  6658. * vector, and alpha = 1 will be the given one.
  6659. *
  6660. * @param {Vector4} v - The vector to interpolate towards.
  6661. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  6662. * @return {Vector4} A reference to this vector.
  6663. */
  6664. lerp( v, alpha ) {
  6665. this.x += ( v.x - this.x ) * alpha;
  6666. this.y += ( v.y - this.y ) * alpha;
  6667. this.z += ( v.z - this.z ) * alpha;
  6668. this.w += ( v.w - this.w ) * alpha;
  6669. return this;
  6670. }
  6671. /**
  6672. * Linearly interpolates between the given vectors, where alpha is the percent
  6673. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  6674. * be the second one. The result is stored in this instance.
  6675. *
  6676. * @param {Vector4} v1 - The first vector.
  6677. * @param {Vector4} v2 - The second vector.
  6678. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  6679. * @return {Vector4} A reference to this vector.
  6680. */
  6681. lerpVectors( v1, v2, alpha ) {
  6682. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  6683. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  6684. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  6685. this.w = v1.w + ( v2.w - v1.w ) * alpha;
  6686. return this;
  6687. }
  6688. /**
  6689. * Returns `true` if this vector is equal with the given one.
  6690. *
  6691. * @param {Vector4} v - The vector to test for equality.
  6692. * @return {boolean} Whether this vector is equal with the given one.
  6693. */
  6694. equals( v ) {
  6695. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  6696. }
  6697. /**
  6698. * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`,
  6699. * z value to be `array[ offset + 2 ]`, w value to be `array[ offset + 3 ]`.
  6700. *
  6701. * @param {Array<number>} array - An array holding the vector component values.
  6702. * @param {number} [offset=0] - The offset into the array.
  6703. * @return {Vector4} A reference to this vector.
  6704. */
  6705. fromArray( array, offset = 0 ) {
  6706. this.x = array[ offset ];
  6707. this.y = array[ offset + 1 ];
  6708. this.z = array[ offset + 2 ];
  6709. this.w = array[ offset + 3 ];
  6710. return this;
  6711. }
  6712. /**
  6713. * Writes the components of this vector to the given array. If no array is provided,
  6714. * the method returns a new instance.
  6715. *
  6716. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  6717. * @param {number} [offset=0] - Index of the first element in the array.
  6718. * @return {Array<number>} The vector components.
  6719. */
  6720. toArray( array = [], offset = 0 ) {
  6721. array[ offset ] = this.x;
  6722. array[ offset + 1 ] = this.y;
  6723. array[ offset + 2 ] = this.z;
  6724. array[ offset + 3 ] = this.w;
  6725. return array;
  6726. }
  6727. /**
  6728. * Sets the components of this vector from the given buffer attribute.
  6729. *
  6730. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  6731. * @param {number} index - The index into the attribute.
  6732. * @return {Vector4} A reference to this vector.
  6733. */
  6734. fromBufferAttribute( attribute, index ) {
  6735. this.x = attribute.getX( index );
  6736. this.y = attribute.getY( index );
  6737. this.z = attribute.getZ( index );
  6738. this.w = attribute.getW( index );
  6739. return this;
  6740. }
  6741. /**
  6742. * Sets each component of this vector to a pseudo-random value between `0` and
  6743. * `1`, excluding `1`.
  6744. *
  6745. * @return {Vector4} A reference to this vector.
  6746. */
  6747. random() {
  6748. this.x = Math.random();
  6749. this.y = Math.random();
  6750. this.z = Math.random();
  6751. this.w = Math.random();
  6752. return this;
  6753. }
  6754. *[ Symbol.iterator ]() {
  6755. yield this.x;
  6756. yield this.y;
  6757. yield this.z;
  6758. yield this.w;
  6759. }
  6760. }
  6761. /**
  6762. * A render target is a buffer where the video card draws pixels for a scene
  6763. * that is being rendered in the background. It is used in different effects,
  6764. * such as applying postprocessing to a rendered image before displaying it
  6765. * on the screen.
  6766. *
  6767. * @augments EventDispatcher
  6768. */
  6769. class RenderTarget extends EventDispatcher {
  6770. /**
  6771. * Render target options.
  6772. *
  6773. * @typedef {Object} RenderTarget~Options
  6774. * @property {boolean} [generateMipmaps=false] - Whether to generate mipmaps or not.
  6775. * @property {number} [magFilter=LinearFilter] - The mag filter.
  6776. * @property {number} [minFilter=LinearFilter] - The min filter.
  6777. * @property {number} [format=RGBAFormat] - The texture format.
  6778. * @property {number} [type=UnsignedByteType] - The texture type.
  6779. * @property {?string} [internalFormat=null] - The texture's internal format.
  6780. * @property {number} [wrapS=ClampToEdgeWrapping] - The texture's uv wrapping mode.
  6781. * @property {number} [wrapT=ClampToEdgeWrapping] - The texture's uv wrapping mode.
  6782. * @property {number} [anisotropy=1] - The texture's anisotropy value.
  6783. * @property {string} [colorSpace=NoColorSpace] - The texture's color space.
  6784. * @property {boolean} [depthBuffer=true] - Whether to allocate a depth buffer or not.
  6785. * @property {boolean} [stencilBuffer=false] - Whether to allocate a stencil buffer or not.
  6786. * @property {boolean} [resolveDepthBuffer=true] - Whether to resolve the depth buffer or not.
  6787. * @property {boolean} [resolveStencilBuffer=true] - Whether to resolve the stencil buffer or not.
  6788. * @property {?Texture} [depthTexture=null] - Reference to a depth texture.
  6789. * @property {number} [samples=0] - The MSAA samples count.
  6790. * @property {number} [count=1] - Defines the number of color attachments . Must be at least `1`.
  6791. * @property {number} [depth=1] - The texture depth.
  6792. * @property {boolean} [multiview=false] - Whether this target is used for multiview rendering.
  6793. */
  6794. /**
  6795. * Constructs a new render target.
  6796. *
  6797. * @param {number} [width=1] - The width of the render target.
  6798. * @param {number} [height=1] - The height of the render target.
  6799. * @param {RenderTarget~Options} [options] - The configuration object.
  6800. */
  6801. constructor( width = 1, height = 1, options = {} ) {
  6802. super();
  6803. options = Object.assign( {
  6804. generateMipmaps: false,
  6805. internalFormat: null,
  6806. minFilter: LinearFilter,
  6807. depthBuffer: true,
  6808. stencilBuffer: false,
  6809. resolveDepthBuffer: true,
  6810. resolveStencilBuffer: true,
  6811. depthTexture: null,
  6812. samples: 0,
  6813. count: 1,
  6814. depth: 1,
  6815. multiview: false
  6816. }, options );
  6817. /**
  6818. * This flag can be used for type testing.
  6819. *
  6820. * @type {boolean}
  6821. * @readonly
  6822. * @default true
  6823. */
  6824. this.isRenderTarget = true;
  6825. /**
  6826. * The width of the render target.
  6827. *
  6828. * @type {number}
  6829. * @default 1
  6830. */
  6831. this.width = width;
  6832. /**
  6833. * The height of the render target.
  6834. *
  6835. * @type {number}
  6836. * @default 1
  6837. */
  6838. this.height = height;
  6839. /**
  6840. * The depth of the render target.
  6841. *
  6842. * @type {number}
  6843. * @default 1
  6844. */
  6845. this.depth = options.depth;
  6846. /**
  6847. * A rectangular area inside the render target's viewport. Fragments that are
  6848. * outside the area will be discarded.
  6849. *
  6850. * @type {Vector4}
  6851. * @default (0,0,width,height)
  6852. */
  6853. this.scissor = new Vector4( 0, 0, width, height );
  6854. /**
  6855. * Indicates whether the scissor test should be enabled when rendering into
  6856. * this render target or not.
  6857. *
  6858. * @type {boolean}
  6859. * @default false
  6860. */
  6861. this.scissorTest = false;
  6862. /**
  6863. * A rectangular area representing the render target's viewport.
  6864. *
  6865. * @type {Vector4}
  6866. * @default (0,0,width,height)
  6867. */
  6868. this.viewport = new Vector4( 0, 0, width, height );
  6869. const image = { width: width, height: height, depth: options.depth };
  6870. const texture = new Texture( image );
  6871. /**
  6872. * An array of textures. Each color attachment is represented as a separate texture.
  6873. * Has at least a single entry for the default color attachment.
  6874. *
  6875. * @type {Array<Texture>}
  6876. */
  6877. this.textures = [];
  6878. const count = options.count;
  6879. for ( let i = 0; i < count; i ++ ) {
  6880. this.textures[ i ] = texture.clone();
  6881. this.textures[ i ].isRenderTargetTexture = true;
  6882. this.textures[ i ].renderTarget = this;
  6883. }
  6884. this._setTextureOptions( options );
  6885. /**
  6886. * Whether to allocate a depth buffer or not.
  6887. *
  6888. * @type {boolean}
  6889. * @default true
  6890. */
  6891. this.depthBuffer = options.depthBuffer;
  6892. /**
  6893. * Whether to allocate a stencil buffer or not.
  6894. *
  6895. * @type {boolean}
  6896. * @default false
  6897. */
  6898. this.stencilBuffer = options.stencilBuffer;
  6899. /**
  6900. * Whether to resolve the depth buffer or not.
  6901. *
  6902. * @type {boolean}
  6903. * @default true
  6904. */
  6905. this.resolveDepthBuffer = options.resolveDepthBuffer;
  6906. /**
  6907. * Whether to resolve the stencil buffer or not.
  6908. *
  6909. * @type {boolean}
  6910. * @default true
  6911. */
  6912. this.resolveStencilBuffer = options.resolveStencilBuffer;
  6913. this._depthTexture = null;
  6914. this.depthTexture = options.depthTexture;
  6915. /**
  6916. * The number of MSAA samples.
  6917. *
  6918. * A value of `0` disables MSAA.
  6919. *
  6920. * @type {number}
  6921. * @default 0
  6922. */
  6923. this.samples = options.samples;
  6924. /**
  6925. * Whether to this target is used in multiview rendering.
  6926. *
  6927. * @type {boolean}
  6928. * @default false
  6929. */
  6930. this.multiview = options.multiview;
  6931. }
  6932. _setTextureOptions( options = {} ) {
  6933. const values = {
  6934. minFilter: LinearFilter,
  6935. generateMipmaps: false,
  6936. flipY: false,
  6937. internalFormat: null
  6938. };
  6939. if ( options.mapping !== undefined ) values.mapping = options.mapping;
  6940. if ( options.wrapS !== undefined ) values.wrapS = options.wrapS;
  6941. if ( options.wrapT !== undefined ) values.wrapT = options.wrapT;
  6942. if ( options.wrapR !== undefined ) values.wrapR = options.wrapR;
  6943. if ( options.magFilter !== undefined ) values.magFilter = options.magFilter;
  6944. if ( options.minFilter !== undefined ) values.minFilter = options.minFilter;
  6945. if ( options.format !== undefined ) values.format = options.format;
  6946. if ( options.type !== undefined ) values.type = options.type;
  6947. if ( options.anisotropy !== undefined ) values.anisotropy = options.anisotropy;
  6948. if ( options.colorSpace !== undefined ) values.colorSpace = options.colorSpace;
  6949. if ( options.flipY !== undefined ) values.flipY = options.flipY;
  6950. if ( options.generateMipmaps !== undefined ) values.generateMipmaps = options.generateMipmaps;
  6951. if ( options.internalFormat !== undefined ) values.internalFormat = options.internalFormat;
  6952. for ( let i = 0; i < this.textures.length; i ++ ) {
  6953. const texture = this.textures[ i ];
  6954. texture.setValues( values );
  6955. }
  6956. }
  6957. /**
  6958. * The texture representing the default color attachment.
  6959. *
  6960. * @type {Texture}
  6961. */
  6962. get texture() {
  6963. return this.textures[ 0 ];
  6964. }
  6965. set texture( value ) {
  6966. this.textures[ 0 ] = value;
  6967. }
  6968. set depthTexture( current ) {
  6969. if ( this._depthTexture !== null ) this._depthTexture.renderTarget = null;
  6970. if ( current !== null ) current.renderTarget = this;
  6971. this._depthTexture = current;
  6972. }
  6973. /**
  6974. * Instead of saving the depth in a renderbuffer, a texture
  6975. * can be used instead which is useful for further processing
  6976. * e.g. in context of post-processing.
  6977. *
  6978. * @type {?DepthTexture}
  6979. * @default null
  6980. */
  6981. get depthTexture() {
  6982. return this._depthTexture;
  6983. }
  6984. /**
  6985. * Sets the size of this render target.
  6986. *
  6987. * @param {number} width - The width.
  6988. * @param {number} height - The height.
  6989. * @param {number} [depth=1] - The depth.
  6990. */
  6991. setSize( width, height, depth = 1 ) {
  6992. if ( this.width !== width || this.height !== height || this.depth !== depth ) {
  6993. this.width = width;
  6994. this.height = height;
  6995. this.depth = depth;
  6996. for ( let i = 0, il = this.textures.length; i < il; i ++ ) {
  6997. this.textures[ i ].image.width = width;
  6998. this.textures[ i ].image.height = height;
  6999. this.textures[ i ].image.depth = depth;
  7000. if ( this.textures[ i ].isData3DTexture !== true ) { // Fix for #31693
  7001. // TODO: Reconsider setting isArrayTexture flag here and in the ctor of Texture.
  7002. // Maybe a method `isArrayTexture()` or just a getter could replace a flag since
  7003. // both are evaluated on each call?
  7004. this.textures[ i ].isArrayTexture = this.textures[ i ].image.depth > 1;
  7005. }
  7006. }
  7007. this.dispose();
  7008. }
  7009. this.viewport.set( 0, 0, width, height );
  7010. this.scissor.set( 0, 0, width, height );
  7011. }
  7012. /**
  7013. * Returns a new render target with copied values from this instance.
  7014. *
  7015. * @return {RenderTarget} A clone of this instance.
  7016. */
  7017. clone() {
  7018. return new this.constructor().copy( this );
  7019. }
  7020. /**
  7021. * Copies the settings of the given render target. This is a structural copy so
  7022. * no resources are shared between render targets after the copy. That includes
  7023. * all MRT textures and the depth texture.
  7024. *
  7025. * @param {RenderTarget} source - The render target to copy.
  7026. * @return {RenderTarget} A reference to this instance.
  7027. */
  7028. copy( source ) {
  7029. this.width = source.width;
  7030. this.height = source.height;
  7031. this.depth = source.depth;
  7032. this.scissor.copy( source.scissor );
  7033. this.scissorTest = source.scissorTest;
  7034. this.viewport.copy( source.viewport );
  7035. this.textures.length = 0;
  7036. for ( let i = 0, il = source.textures.length; i < il; i ++ ) {
  7037. this.textures[ i ] = source.textures[ i ].clone();
  7038. this.textures[ i ].isRenderTargetTexture = true;
  7039. this.textures[ i ].renderTarget = this;
  7040. // ensure image object is not shared, see #20328
  7041. const image = Object.assign( {}, source.textures[ i ].image );
  7042. this.textures[ i ].source = new Source( image );
  7043. }
  7044. this.depthBuffer = source.depthBuffer;
  7045. this.stencilBuffer = source.stencilBuffer;
  7046. this.resolveDepthBuffer = source.resolveDepthBuffer;
  7047. this.resolveStencilBuffer = source.resolveStencilBuffer;
  7048. if ( source.depthTexture !== null ) this.depthTexture = source.depthTexture.clone();
  7049. this.samples = source.samples;
  7050. return this;
  7051. }
  7052. /**
  7053. * Frees the GPU-related resources allocated by this instance. Call this
  7054. * method whenever this instance is no longer used in your app.
  7055. *
  7056. * @fires RenderTarget#dispose
  7057. */
  7058. dispose() {
  7059. this.dispatchEvent( { type: 'dispose' } );
  7060. }
  7061. }
  7062. /**
  7063. * A render target used in context of {@link WebGLRenderer}.
  7064. *
  7065. * @augments RenderTarget
  7066. */
  7067. class WebGLRenderTarget extends RenderTarget {
  7068. /**
  7069. * Constructs a new 3D render target.
  7070. *
  7071. * @param {number} [width=1] - The width of the render target.
  7072. * @param {number} [height=1] - The height of the render target.
  7073. * @param {RenderTarget~Options} [options] - The configuration object.
  7074. */
  7075. constructor( width = 1, height = 1, options = {} ) {
  7076. super( width, height, options );
  7077. /**
  7078. * This flag can be used for type testing.
  7079. *
  7080. * @type {boolean}
  7081. * @readonly
  7082. * @default true
  7083. */
  7084. this.isWebGLRenderTarget = true;
  7085. }
  7086. }
  7087. /**
  7088. * Creates an array of textures directly from raw buffer data.
  7089. *
  7090. * @augments Texture
  7091. */
  7092. class DataArrayTexture extends Texture {
  7093. /**
  7094. * Constructs a new data array texture.
  7095. *
  7096. * @param {?TypedArray} [data=null] - The buffer data.
  7097. * @param {number} [width=1] - The width of the texture.
  7098. * @param {number} [height=1] - The height of the texture.
  7099. * @param {number} [depth=1] - The depth of the texture.
  7100. */
  7101. constructor( data = null, width = 1, height = 1, depth = 1 ) {
  7102. super( null );
  7103. /**
  7104. * This flag can be used for type testing.
  7105. *
  7106. * @type {boolean}
  7107. * @readonly
  7108. * @default true
  7109. */
  7110. this.isDataArrayTexture = true;
  7111. /**
  7112. * The image definition of a data texture.
  7113. *
  7114. * @type {{data:TypedArray,width:number,height:number,depth:number}}
  7115. */
  7116. this.image = { data, width, height, depth };
  7117. /**
  7118. * How the texture is sampled when a texel covers more than one pixel.
  7119. *
  7120. * Overwritten and set to `NearestFilter` by default.
  7121. *
  7122. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7123. * @default NearestFilter
  7124. */
  7125. this.magFilter = NearestFilter;
  7126. /**
  7127. * How the texture is sampled when a texel covers less than one pixel.
  7128. *
  7129. * Overwritten and set to `NearestFilter` by default.
  7130. *
  7131. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7132. * @default NearestFilter
  7133. */
  7134. this.minFilter = NearestFilter;
  7135. /**
  7136. * This defines how the texture is wrapped in the depth and corresponds to
  7137. * *W* in UVW mapping.
  7138. *
  7139. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  7140. * @default ClampToEdgeWrapping
  7141. */
  7142. this.wrapR = ClampToEdgeWrapping;
  7143. /**
  7144. * Whether to generate mipmaps (if possible) for a texture.
  7145. *
  7146. * Overwritten and set to `false` by default.
  7147. *
  7148. * @type {boolean}
  7149. * @default false
  7150. */
  7151. this.generateMipmaps = false;
  7152. /**
  7153. * If set to `true`, the texture is flipped along the vertical axis when
  7154. * uploaded to the GPU.
  7155. *
  7156. * Overwritten and set to `false` by default.
  7157. *
  7158. * @type {boolean}
  7159. * @default false
  7160. */
  7161. this.flipY = false;
  7162. /**
  7163. * Specifies the alignment requirements for the start of each pixel row in memory.
  7164. *
  7165. * Overwritten and set to `1` by default.
  7166. *
  7167. * @type {boolean}
  7168. * @default 1
  7169. */
  7170. this.unpackAlignment = 1;
  7171. /**
  7172. * A set of all layers which need to be updated in the texture.
  7173. *
  7174. * @type {Set<number>}
  7175. */
  7176. this.layerUpdates = new Set();
  7177. }
  7178. /**
  7179. * Describes that a specific layer of the texture needs to be updated.
  7180. * Normally when {@link Texture#needsUpdate} is set to `true`, the
  7181. * entire data texture array is sent to the GPU. Marking specific
  7182. * layers will only transmit subsets of all mipmaps associated with a
  7183. * specific depth in the array which is often much more performant.
  7184. *
  7185. * @param {number} layerIndex - The layer index that should be updated.
  7186. */
  7187. addLayerUpdate( layerIndex ) {
  7188. this.layerUpdates.add( layerIndex );
  7189. }
  7190. /**
  7191. * Resets the layer updates registry.
  7192. */
  7193. clearLayerUpdates() {
  7194. this.layerUpdates.clear();
  7195. }
  7196. }
  7197. /**
  7198. * An array render target used in context of {@link WebGLRenderer}.
  7199. *
  7200. * @augments WebGLRenderTarget
  7201. */
  7202. class WebGLArrayRenderTarget extends WebGLRenderTarget {
  7203. /**
  7204. * Constructs a new array render target.
  7205. *
  7206. * @param {number} [width=1] - The width of the render target.
  7207. * @param {number} [height=1] - The height of the render target.
  7208. * @param {number} [depth=1] - The height of the render target.
  7209. * @param {RenderTarget~Options} [options] - The configuration object.
  7210. */
  7211. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  7212. super( width, height, options );
  7213. /**
  7214. * This flag can be used for type testing.
  7215. *
  7216. * @type {boolean}
  7217. * @readonly
  7218. * @default true
  7219. */
  7220. this.isWebGLArrayRenderTarget = true;
  7221. this.depth = depth;
  7222. /**
  7223. * Overwritten with a different texture type.
  7224. *
  7225. * @type {DataArrayTexture}
  7226. */
  7227. this.texture = new DataArrayTexture( null, width, height, depth );
  7228. this._setTextureOptions( options );
  7229. this.texture.isRenderTargetTexture = true;
  7230. }
  7231. }
  7232. /**
  7233. * Creates a three-dimensional texture from raw data, with parameters to
  7234. * divide it into width, height, and depth.
  7235. *
  7236. * @augments Texture
  7237. */
  7238. class Data3DTexture extends Texture {
  7239. /**
  7240. * Constructs a new data array texture.
  7241. *
  7242. * @param {?TypedArray} [data=null] - The buffer data.
  7243. * @param {number} [width=1] - The width of the texture.
  7244. * @param {number} [height=1] - The height of the texture.
  7245. * @param {number} [depth=1] - The depth of the texture.
  7246. */
  7247. constructor( data = null, width = 1, height = 1, depth = 1 ) {
  7248. // We're going to add .setXXX() methods for setting properties later.
  7249. // Users can still set in Data3DTexture directly.
  7250. //
  7251. // const texture = new THREE.Data3DTexture( data, width, height, depth );
  7252. // texture.anisotropy = 16;
  7253. //
  7254. // See #14839
  7255. super( null );
  7256. /**
  7257. * This flag can be used for type testing.
  7258. *
  7259. * @type {boolean}
  7260. * @readonly
  7261. * @default true
  7262. */
  7263. this.isData3DTexture = true;
  7264. /**
  7265. * The image definition of a data texture.
  7266. *
  7267. * @type {{data:TypedArray,width:number,height:number,depth:number}}
  7268. */
  7269. this.image = { data, width, height, depth };
  7270. /**
  7271. * How the texture is sampled when a texel covers more than one pixel.
  7272. *
  7273. * Overwritten and set to `NearestFilter` by default.
  7274. *
  7275. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7276. * @default NearestFilter
  7277. */
  7278. this.magFilter = NearestFilter;
  7279. /**
  7280. * How the texture is sampled when a texel covers less than one pixel.
  7281. *
  7282. * Overwritten and set to `NearestFilter` by default.
  7283. *
  7284. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7285. * @default NearestFilter
  7286. */
  7287. this.minFilter = NearestFilter;
  7288. /**
  7289. * This defines how the texture is wrapped in the depth and corresponds to
  7290. * *W* in UVW mapping.
  7291. *
  7292. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  7293. * @default ClampToEdgeWrapping
  7294. */
  7295. this.wrapR = ClampToEdgeWrapping;
  7296. /**
  7297. * Whether to generate mipmaps (if possible) for a texture.
  7298. *
  7299. * Overwritten and set to `false` by default.
  7300. *
  7301. * @type {boolean}
  7302. * @default false
  7303. */
  7304. this.generateMipmaps = false;
  7305. /**
  7306. * If set to `true`, the texture is flipped along the vertical axis when
  7307. * uploaded to the GPU.
  7308. *
  7309. * Overwritten and set to `false` by default.
  7310. *
  7311. * @type {boolean}
  7312. * @default false
  7313. */
  7314. this.flipY = false;
  7315. /**
  7316. * Specifies the alignment requirements for the start of each pixel row in memory.
  7317. *
  7318. * Overwritten and set to `1` by default.
  7319. *
  7320. * @type {boolean}
  7321. * @default 1
  7322. */
  7323. this.unpackAlignment = 1;
  7324. }
  7325. }
  7326. /**
  7327. * A 3D render target used in context of {@link WebGLRenderer}.
  7328. *
  7329. * @augments WebGLRenderTarget
  7330. */
  7331. class WebGL3DRenderTarget extends WebGLRenderTarget {
  7332. /**
  7333. * Constructs a new 3D render target.
  7334. *
  7335. * @param {number} [width=1] - The width of the render target.
  7336. * @param {number} [height=1] - The height of the render target.
  7337. * @param {number} [depth=1] - The height of the render target.
  7338. * @param {RenderTarget~Options} [options] - The configuration object.
  7339. */
  7340. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  7341. super( width, height, options );
  7342. /**
  7343. * This flag can be used for type testing.
  7344. *
  7345. * @type {boolean}
  7346. * @readonly
  7347. * @default true
  7348. */
  7349. this.isWebGL3DRenderTarget = true;
  7350. this.depth = depth;
  7351. /**
  7352. * Overwritten with a different texture type.
  7353. *
  7354. * @type {Data3DTexture}
  7355. */
  7356. this.texture = new Data3DTexture( null, width, height, depth );
  7357. this._setTextureOptions( options );
  7358. this.texture.isRenderTargetTexture = true;
  7359. }
  7360. }
  7361. /**
  7362. * Represents an axis-aligned bounding box (AABB) in 3D space.
  7363. */
  7364. class Box3 {
  7365. /**
  7366. * Constructs a new bounding box.
  7367. *
  7368. * @param {Vector3} [min=(Infinity,Infinity,Infinity)] - A vector representing the lower boundary of the box.
  7369. * @param {Vector3} [max=(-Infinity,-Infinity,-Infinity)] - A vector representing the upper boundary of the box.
  7370. */
  7371. constructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) {
  7372. /**
  7373. * This flag can be used for type testing.
  7374. *
  7375. * @type {boolean}
  7376. * @readonly
  7377. * @default true
  7378. */
  7379. this.isBox3 = true;
  7380. /**
  7381. * The lower boundary of the box.
  7382. *
  7383. * @type {Vector3}
  7384. */
  7385. this.min = min;
  7386. /**
  7387. * The upper boundary of the box.
  7388. *
  7389. * @type {Vector3}
  7390. */
  7391. this.max = max;
  7392. }
  7393. /**
  7394. * Sets the lower and upper boundaries of this box.
  7395. * Please note that this method only copies the values from the given objects.
  7396. *
  7397. * @param {Vector3} min - The lower boundary of the box.
  7398. * @param {Vector3} max - The upper boundary of the box.
  7399. * @return {Box3} A reference to this bounding box.
  7400. */
  7401. set( min, max ) {
  7402. this.min.copy( min );
  7403. this.max.copy( max );
  7404. return this;
  7405. }
  7406. /**
  7407. * Sets the upper and lower bounds of this box so it encloses the position data
  7408. * in the given array.
  7409. *
  7410. * @param {Array<number>} array - An array holding 3D position data.
  7411. * @return {Box3} A reference to this bounding box.
  7412. */
  7413. setFromArray( array ) {
  7414. this.makeEmpty();
  7415. for ( let i = 0, il = array.length; i < il; i += 3 ) {
  7416. this.expandByPoint( _vector$b.fromArray( array, i ) );
  7417. }
  7418. return this;
  7419. }
  7420. /**
  7421. * Sets the upper and lower bounds of this box so it encloses the position data
  7422. * in the given buffer attribute.
  7423. *
  7424. * @param {BufferAttribute} attribute - A buffer attribute holding 3D position data.
  7425. * @return {Box3} A reference to this bounding box.
  7426. */
  7427. setFromBufferAttribute( attribute ) {
  7428. this.makeEmpty();
  7429. for ( let i = 0, il = attribute.count; i < il; i ++ ) {
  7430. this.expandByPoint( _vector$b.fromBufferAttribute( attribute, i ) );
  7431. }
  7432. return this;
  7433. }
  7434. /**
  7435. * Sets the upper and lower bounds of this box so it encloses the position data
  7436. * in the given array.
  7437. *
  7438. * @param {Array<Vector3>} points - An array holding 3D position data as instances of {@link Vector3}.
  7439. * @return {Box3} A reference to this bounding box.
  7440. */
  7441. setFromPoints( points ) {
  7442. this.makeEmpty();
  7443. for ( let i = 0, il = points.length; i < il; i ++ ) {
  7444. this.expandByPoint( points[ i ] );
  7445. }
  7446. return this;
  7447. }
  7448. /**
  7449. * Centers this box on the given center vector and sets this box's width, height and
  7450. * depth to the given size values.
  7451. *
  7452. * @param {Vector3} center - The center of the box.
  7453. * @param {Vector3} size - The x, y and z dimensions of the box.
  7454. * @return {Box3} A reference to this bounding box.
  7455. */
  7456. setFromCenterAndSize( center, size ) {
  7457. const halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 );
  7458. this.min.copy( center ).sub( halfSize );
  7459. this.max.copy( center ).add( halfSize );
  7460. return this;
  7461. }
  7462. /**
  7463. * Computes the world-axis-aligned bounding box for the given 3D object
  7464. * (including its children), accounting for the object's, and children's,
  7465. * world transforms. The function may result in a larger box than strictly necessary.
  7466. *
  7467. * @param {Object3D} object - The 3D object to compute the bounding box for.
  7468. * @param {boolean} [precise=false] - If set to `true`, the method computes the smallest
  7469. * world-axis-aligned bounding box at the expense of more computation.
  7470. * @return {Box3} A reference to this bounding box.
  7471. */
  7472. setFromObject( object, precise = false ) {
  7473. this.makeEmpty();
  7474. return this.expandByObject( object, precise );
  7475. }
  7476. /**
  7477. * Returns a new box with copied values from this instance.
  7478. *
  7479. * @return {Box3} A clone of this instance.
  7480. */
  7481. clone() {
  7482. return new this.constructor().copy( this );
  7483. }
  7484. /**
  7485. * Copies the values of the given box to this instance.
  7486. *
  7487. * @param {Box3} box - The box to copy.
  7488. * @return {Box3} A reference to this bounding box.
  7489. */
  7490. copy( box ) {
  7491. this.min.copy( box.min );
  7492. this.max.copy( box.max );
  7493. return this;
  7494. }
  7495. /**
  7496. * Makes this box empty which means in encloses a zero space in 3D.
  7497. *
  7498. * @return {Box3} A reference to this bounding box.
  7499. */
  7500. makeEmpty() {
  7501. this.min.x = this.min.y = this.min.z = + Infinity;
  7502. this.max.x = this.max.y = this.max.z = - Infinity;
  7503. return this;
  7504. }
  7505. /**
  7506. * Returns true if this box includes zero points within its bounds.
  7507. * Note that a box with equal lower and upper bounds still includes one
  7508. * point, the one both bounds share.
  7509. *
  7510. * @return {boolean} Whether this box is empty or not.
  7511. */
  7512. isEmpty() {
  7513. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  7514. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  7515. }
  7516. /**
  7517. * Returns the center point of this box.
  7518. *
  7519. * @param {Vector3} target - The target vector that is used to store the method's result.
  7520. * @return {Vector3} The center point.
  7521. */
  7522. getCenter( target ) {
  7523. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  7524. }
  7525. /**
  7526. * Returns the dimensions of this box.
  7527. *
  7528. * @param {Vector3} target - The target vector that is used to store the method's result.
  7529. * @return {Vector3} The size.
  7530. */
  7531. getSize( target ) {
  7532. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  7533. }
  7534. /**
  7535. * Expands the boundaries of this box to include the given point.
  7536. *
  7537. * @param {Vector3} point - The point that should be included by the bounding box.
  7538. * @return {Box3} A reference to this bounding box.
  7539. */
  7540. expandByPoint( point ) {
  7541. this.min.min( point );
  7542. this.max.max( point );
  7543. return this;
  7544. }
  7545. /**
  7546. * Expands this box equilaterally by the given vector. The width of this
  7547. * box will be expanded by the x component of the vector in both
  7548. * directions. The height of this box will be expanded by the y component of
  7549. * the vector in both directions. The depth of this box will be
  7550. * expanded by the z component of the vector in both directions.
  7551. *
  7552. * @param {Vector3} vector - The vector that should expand the bounding box.
  7553. * @return {Box3} A reference to this bounding box.
  7554. */
  7555. expandByVector( vector ) {
  7556. this.min.sub( vector );
  7557. this.max.add( vector );
  7558. return this;
  7559. }
  7560. /**
  7561. * Expands each dimension of the box by the given scalar. If negative, the
  7562. * dimensions of the box will be contracted.
  7563. *
  7564. * @param {number} scalar - The scalar value that should expand the bounding box.
  7565. * @return {Box3} A reference to this bounding box.
  7566. */
  7567. expandByScalar( scalar ) {
  7568. this.min.addScalar( - scalar );
  7569. this.max.addScalar( scalar );
  7570. return this;
  7571. }
  7572. /**
  7573. * Expands the boundaries of this box to include the given 3D object and
  7574. * its children, accounting for the object's, and children's, world
  7575. * transforms. The function may result in a larger box than strictly
  7576. * necessary (unless the precise parameter is set to true).
  7577. *
  7578. * @param {Object3D} object - The 3D object that should expand the bounding box.
  7579. * @param {boolean} precise - If set to `true`, the method expands the bounding box
  7580. * as little as necessary at the expense of more computation.
  7581. * @return {Box3} A reference to this bounding box.
  7582. */
  7583. expandByObject( object, precise = false ) {
  7584. // Computes the world-axis-aligned bounding box of an object (including its children),
  7585. // accounting for both the object's, and children's, world transforms
  7586. object.updateWorldMatrix( false, false );
  7587. const geometry = object.geometry;
  7588. if ( geometry !== undefined ) {
  7589. const positionAttribute = geometry.getAttribute( 'position' );
  7590. // precise AABB computation based on vertex data requires at least a position attribute.
  7591. // instancing isn't supported so far and uses the normal (conservative) code path.
  7592. if ( precise === true && positionAttribute !== undefined && object.isInstancedMesh !== true ) {
  7593. for ( let i = 0, l = positionAttribute.count; i < l; i ++ ) {
  7594. if ( object.isMesh === true ) {
  7595. object.getVertexPosition( i, _vector$b );
  7596. } else {
  7597. _vector$b.fromBufferAttribute( positionAttribute, i );
  7598. }
  7599. _vector$b.applyMatrix4( object.matrixWorld );
  7600. this.expandByPoint( _vector$b );
  7601. }
  7602. } else {
  7603. if ( object.boundingBox !== undefined ) {
  7604. // object-level bounding box
  7605. if ( object.boundingBox === null ) {
  7606. object.computeBoundingBox();
  7607. }
  7608. _box$4.copy( object.boundingBox );
  7609. } else {
  7610. // geometry-level bounding box
  7611. if ( geometry.boundingBox === null ) {
  7612. geometry.computeBoundingBox();
  7613. }
  7614. _box$4.copy( geometry.boundingBox );
  7615. }
  7616. _box$4.applyMatrix4( object.matrixWorld );
  7617. this.union( _box$4 );
  7618. }
  7619. }
  7620. const children = object.children;
  7621. for ( let i = 0, l = children.length; i < l; i ++ ) {
  7622. this.expandByObject( children[ i ], precise );
  7623. }
  7624. return this;
  7625. }
  7626. /**
  7627. * Returns `true` if the given point lies within or on the boundaries of this box.
  7628. *
  7629. * @param {Vector3} point - The point to test.
  7630. * @return {boolean} Whether the bounding box contains the given point or not.
  7631. */
  7632. containsPoint( point ) {
  7633. return point.x >= this.min.x && point.x <= this.max.x &&
  7634. point.y >= this.min.y && point.y <= this.max.y &&
  7635. point.z >= this.min.z && point.z <= this.max.z;
  7636. }
  7637. /**
  7638. * Returns `true` if this bounding box includes the entirety of the given bounding box.
  7639. * If this box and the given one are identical, this function also returns `true`.
  7640. *
  7641. * @param {Box3} box - The bounding box to test.
  7642. * @return {boolean} Whether the bounding box contains the given bounding box or not.
  7643. */
  7644. containsBox( box ) {
  7645. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  7646. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  7647. this.min.z <= box.min.z && box.max.z <= this.max.z;
  7648. }
  7649. /**
  7650. * Returns a point as a proportion of this box's width, height and depth.
  7651. *
  7652. * @param {Vector3} point - A point in 3D space.
  7653. * @param {Vector3} target - The target vector that is used to store the method's result.
  7654. * @return {Vector3} A point as a proportion of this box's width, height and depth.
  7655. */
  7656. getParameter( point, target ) {
  7657. // This can potentially have a divide by zero if the box
  7658. // has a size dimension of 0.
  7659. return target.set(
  7660. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  7661. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  7662. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  7663. );
  7664. }
  7665. /**
  7666. * Returns `true` if the given bounding box intersects with this bounding box.
  7667. *
  7668. * @param {Box3} box - The bounding box to test.
  7669. * @return {boolean} Whether the given bounding box intersects with this bounding box.
  7670. */
  7671. intersectsBox( box ) {
  7672. // using 6 splitting planes to rule out intersections.
  7673. return box.max.x >= this.min.x && box.min.x <= this.max.x &&
  7674. box.max.y >= this.min.y && box.min.y <= this.max.y &&
  7675. box.max.z >= this.min.z && box.min.z <= this.max.z;
  7676. }
  7677. /**
  7678. * Returns `true` if the given bounding sphere intersects with this bounding box.
  7679. *
  7680. * @param {Sphere} sphere - The bounding sphere to test.
  7681. * @return {boolean} Whether the given bounding sphere intersects with this bounding box.
  7682. */
  7683. intersectsSphere( sphere ) {
  7684. // Find the point on the AABB closest to the sphere center.
  7685. this.clampPoint( sphere.center, _vector$b );
  7686. // If that point is inside the sphere, the AABB and sphere intersect.
  7687. return _vector$b.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  7688. }
  7689. /**
  7690. * Returns `true` if the given plane intersects with this bounding box.
  7691. *
  7692. * @param {Plane} plane - The plane to test.
  7693. * @return {boolean} Whether the given plane intersects with this bounding box.
  7694. */
  7695. intersectsPlane( plane ) {
  7696. // We compute the minimum and maximum dot product values. If those values
  7697. // are on the same side (back or front) of the plane, then there is no intersection.
  7698. let min, max;
  7699. if ( plane.normal.x > 0 ) {
  7700. min = plane.normal.x * this.min.x;
  7701. max = plane.normal.x * this.max.x;
  7702. } else {
  7703. min = plane.normal.x * this.max.x;
  7704. max = plane.normal.x * this.min.x;
  7705. }
  7706. if ( plane.normal.y > 0 ) {
  7707. min += plane.normal.y * this.min.y;
  7708. max += plane.normal.y * this.max.y;
  7709. } else {
  7710. min += plane.normal.y * this.max.y;
  7711. max += plane.normal.y * this.min.y;
  7712. }
  7713. if ( plane.normal.z > 0 ) {
  7714. min += plane.normal.z * this.min.z;
  7715. max += plane.normal.z * this.max.z;
  7716. } else {
  7717. min += plane.normal.z * this.max.z;
  7718. max += plane.normal.z * this.min.z;
  7719. }
  7720. return ( min <= - plane.constant && max >= - plane.constant );
  7721. }
  7722. /**
  7723. * Returns `true` if the given triangle intersects with this bounding box.
  7724. *
  7725. * @param {Triangle} triangle - The triangle to test.
  7726. * @return {boolean} Whether the given triangle intersects with this bounding box.
  7727. */
  7728. intersectsTriangle( triangle ) {
  7729. if ( this.isEmpty() ) {
  7730. return false;
  7731. }
  7732. // compute box center and extents
  7733. this.getCenter( _center );
  7734. _extents.subVectors( this.max, _center );
  7735. // translate triangle to aabb origin
  7736. _v0$2.subVectors( triangle.a, _center );
  7737. _v1$7.subVectors( triangle.b, _center );
  7738. _v2$4.subVectors( triangle.c, _center );
  7739. // compute edge vectors for triangle
  7740. _f0.subVectors( _v1$7, _v0$2 );
  7741. _f1.subVectors( _v2$4, _v1$7 );
  7742. _f2.subVectors( _v0$2, _v2$4 );
  7743. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  7744. // 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
  7745. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  7746. let axes = [
  7747. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  7748. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  7749. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  7750. ];
  7751. if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) {
  7752. return false;
  7753. }
  7754. // test 3 face normals from the aabb
  7755. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  7756. if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) {
  7757. return false;
  7758. }
  7759. // finally testing the face normal of the triangle
  7760. // use already existing triangle edge vectors here
  7761. _triangleNormal.crossVectors( _f0, _f1 );
  7762. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  7763. return satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents );
  7764. }
  7765. /**
  7766. * Clamps the given point within the bounds of this box.
  7767. *
  7768. * @param {Vector3} point - The point to clamp.
  7769. * @param {Vector3} target - The target vector that is used to store the method's result.
  7770. * @return {Vector3} The clamped point.
  7771. */
  7772. clampPoint( point, target ) {
  7773. return target.copy( point ).clamp( this.min, this.max );
  7774. }
  7775. /**
  7776. * Returns the euclidean distance from any edge of this box to the specified point. If
  7777. * the given point lies inside of this box, the distance will be `0`.
  7778. *
  7779. * @param {Vector3} point - The point to compute the distance to.
  7780. * @return {number} The euclidean distance.
  7781. */
  7782. distanceToPoint( point ) {
  7783. return this.clampPoint( point, _vector$b ).distanceTo( point );
  7784. }
  7785. /**
  7786. * Returns a bounding sphere that encloses this bounding box.
  7787. *
  7788. * @param {Sphere} target - The target sphere that is used to store the method's result.
  7789. * @return {Sphere} The bounding sphere that encloses this bounding box.
  7790. */
  7791. getBoundingSphere( target ) {
  7792. if ( this.isEmpty() ) {
  7793. target.makeEmpty();
  7794. } else {
  7795. this.getCenter( target.center );
  7796. target.radius = this.getSize( _vector$b ).length() * 0.5;
  7797. }
  7798. return target;
  7799. }
  7800. /**
  7801. * Computes the intersection of this bounding box and the given one, setting the upper
  7802. * bound of this box to the lesser of the two boxes' upper bounds and the
  7803. * lower bound of this box to the greater of the two boxes' lower bounds. If
  7804. * there's no overlap, makes this box empty.
  7805. *
  7806. * @param {Box3} box - The bounding box to intersect with.
  7807. * @return {Box3} A reference to this bounding box.
  7808. */
  7809. intersect( box ) {
  7810. this.min.max( box.min );
  7811. this.max.min( box.max );
  7812. // 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.
  7813. if ( this.isEmpty() ) this.makeEmpty();
  7814. return this;
  7815. }
  7816. /**
  7817. * Computes the union of this box and another and the given one, setting the upper
  7818. * bound of this box to the greater of the two boxes' upper bounds and the
  7819. * lower bound of this box to the lesser of the two boxes' lower bounds.
  7820. *
  7821. * @param {Box3} box - The bounding box that will be unioned with this instance.
  7822. * @return {Box3} A reference to this bounding box.
  7823. */
  7824. union( box ) {
  7825. this.min.min( box.min );
  7826. this.max.max( box.max );
  7827. return this;
  7828. }
  7829. /**
  7830. * Transforms this bounding box by the given 4x4 transformation matrix.
  7831. *
  7832. * @param {Matrix4} matrix - The transformation matrix.
  7833. * @return {Box3} A reference to this bounding box.
  7834. */
  7835. applyMatrix4( matrix ) {
  7836. // transform of empty box is an empty box.
  7837. if ( this.isEmpty() ) return this;
  7838. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  7839. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  7840. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  7841. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  7842. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  7843. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  7844. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  7845. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  7846. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  7847. this.setFromPoints( _points );
  7848. return this;
  7849. }
  7850. /**
  7851. * Adds the given offset to both the upper and lower bounds of this bounding box,
  7852. * effectively moving it in 3D space.
  7853. *
  7854. * @param {Vector3} offset - The offset that should be used to translate the bounding box.
  7855. * @return {Box3} A reference to this bounding box.
  7856. */
  7857. translate( offset ) {
  7858. this.min.add( offset );
  7859. this.max.add( offset );
  7860. return this;
  7861. }
  7862. /**
  7863. * Returns `true` if this bounding box is equal with the given one.
  7864. *
  7865. * @param {Box3} box - The box to test for equality.
  7866. * @return {boolean} Whether this bounding box is equal with the given one.
  7867. */
  7868. equals( box ) {
  7869. return box.min.equals( this.min ) && box.max.equals( this.max );
  7870. }
  7871. /**
  7872. * Returns a serialized structure of the bounding box.
  7873. *
  7874. * @return {Object} Serialized structure with fields representing the object state.
  7875. */
  7876. toJSON() {
  7877. return {
  7878. min: this.min.toArray(),
  7879. max: this.max.toArray()
  7880. };
  7881. }
  7882. /**
  7883. * Returns a serialized structure of the bounding box.
  7884. *
  7885. * @param {Object} json - The serialized json to set the box from.
  7886. * @return {Box3} A reference to this bounding box.
  7887. */
  7888. fromJSON( json ) {
  7889. this.min.fromArray( json.min );
  7890. this.max.fromArray( json.max );
  7891. return this;
  7892. }
  7893. }
  7894. const _points = [
  7895. /*@__PURE__*/ new Vector3(),
  7896. /*@__PURE__*/ new Vector3(),
  7897. /*@__PURE__*/ new Vector3(),
  7898. /*@__PURE__*/ new Vector3(),
  7899. /*@__PURE__*/ new Vector3(),
  7900. /*@__PURE__*/ new Vector3(),
  7901. /*@__PURE__*/ new Vector3(),
  7902. /*@__PURE__*/ new Vector3()
  7903. ];
  7904. const _vector$b = /*@__PURE__*/ new Vector3();
  7905. const _box$4 = /*@__PURE__*/ new Box3();
  7906. // triangle centered vertices
  7907. const _v0$2 = /*@__PURE__*/ new Vector3();
  7908. const _v1$7 = /*@__PURE__*/ new Vector3();
  7909. const _v2$4 = /*@__PURE__*/ new Vector3();
  7910. // triangle edge vectors
  7911. const _f0 = /*@__PURE__*/ new Vector3();
  7912. const _f1 = /*@__PURE__*/ new Vector3();
  7913. const _f2 = /*@__PURE__*/ new Vector3();
  7914. const _center = /*@__PURE__*/ new Vector3();
  7915. const _extents = /*@__PURE__*/ new Vector3();
  7916. const _triangleNormal = /*@__PURE__*/ new Vector3();
  7917. const _testAxis = /*@__PURE__*/ new Vector3();
  7918. function satForAxes( axes, v0, v1, v2, extents ) {
  7919. for ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  7920. _testAxis.fromArray( axes, i );
  7921. // project the aabb onto the separating axis
  7922. const r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  7923. // project all 3 vertices of the triangle onto the separating axis
  7924. const p0 = v0.dot( _testAxis );
  7925. const p1 = v1.dot( _testAxis );
  7926. const p2 = v2.dot( _testAxis );
  7927. // actual test, basically see if either of the most extreme of the triangle points intersects r
  7928. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  7929. // points of the projected triangle are outside the projected half-length of the aabb
  7930. // the axis is separating and we can exit
  7931. return false;
  7932. }
  7933. }
  7934. return true;
  7935. }
  7936. const _box$3 = /*@__PURE__*/ new Box3();
  7937. const _v1$6 = /*@__PURE__*/ new Vector3();
  7938. const _v2$3 = /*@__PURE__*/ new Vector3();
  7939. /**
  7940. * An analytical 3D sphere defined by a center and radius. This class is mainly
  7941. * used as a Bounding Sphere for 3D objects.
  7942. */
  7943. class Sphere {
  7944. /**
  7945. * Constructs a new sphere.
  7946. *
  7947. * @param {Vector3} [center=(0,0,0)] - The center of the sphere
  7948. * @param {number} [radius=-1] - The radius of the sphere.
  7949. */
  7950. constructor( center = new Vector3(), radius = -1 ) {
  7951. /**
  7952. * This flag can be used for type testing.
  7953. *
  7954. * @type {boolean}
  7955. * @readonly
  7956. * @default true
  7957. */
  7958. this.isSphere = true;
  7959. /**
  7960. * The center of the sphere
  7961. *
  7962. * @type {Vector3}
  7963. */
  7964. this.center = center;
  7965. /**
  7966. * The radius of the sphere.
  7967. *
  7968. * @type {number}
  7969. */
  7970. this.radius = radius;
  7971. }
  7972. /**
  7973. * Sets the sphere's components by copying the given values.
  7974. *
  7975. * @param {Vector3} center - The center.
  7976. * @param {number} radius - The radius.
  7977. * @return {Sphere} A reference to this sphere.
  7978. */
  7979. set( center, radius ) {
  7980. this.center.copy( center );
  7981. this.radius = radius;
  7982. return this;
  7983. }
  7984. /**
  7985. * Computes the minimum bounding sphere for list of points.
  7986. * If the optional center point is given, it is used as the sphere's
  7987. * center. Otherwise, the center of the axis-aligned bounding box
  7988. * encompassing the points is calculated.
  7989. *
  7990. * @param {Array<Vector3>} points - A list of points in 3D space.
  7991. * @param {Vector3} [optionalCenter] - The center of the sphere.
  7992. * @return {Sphere} A reference to this sphere.
  7993. */
  7994. setFromPoints( points, optionalCenter ) {
  7995. const center = this.center;
  7996. if ( optionalCenter !== undefined ) {
  7997. center.copy( optionalCenter );
  7998. } else {
  7999. _box$3.setFromPoints( points ).getCenter( center );
  8000. }
  8001. let maxRadiusSq = 0;
  8002. for ( let i = 0, il = points.length; i < il; i ++ ) {
  8003. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  8004. }
  8005. this.radius = Math.sqrt( maxRadiusSq );
  8006. return this;
  8007. }
  8008. /**
  8009. * Copies the values of the given sphere to this instance.
  8010. *
  8011. * @param {Sphere} sphere - The sphere to copy.
  8012. * @return {Sphere} A reference to this sphere.
  8013. */
  8014. copy( sphere ) {
  8015. this.center.copy( sphere.center );
  8016. this.radius = sphere.radius;
  8017. return this;
  8018. }
  8019. /**
  8020. * Returns `true` if the sphere is empty (the radius set to a negative number).
  8021. *
  8022. * Spheres with a radius of `0` contain only their center point and are not
  8023. * considered to be empty.
  8024. *
  8025. * @return {boolean} Whether this sphere is empty or not.
  8026. */
  8027. isEmpty() {
  8028. return ( this.radius < 0 );
  8029. }
  8030. /**
  8031. * Makes this sphere empty which means in encloses a zero space in 3D.
  8032. *
  8033. * @return {Sphere} A reference to this sphere.
  8034. */
  8035. makeEmpty() {
  8036. this.center.set( 0, 0, 0 );
  8037. this.radius = -1;
  8038. return this;
  8039. }
  8040. /**
  8041. * Returns `true` if this sphere contains the given point inclusive of
  8042. * the surface of the sphere.
  8043. *
  8044. * @param {Vector3} point - The point to check.
  8045. * @return {boolean} Whether this sphere contains the given point or not.
  8046. */
  8047. containsPoint( point ) {
  8048. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  8049. }
  8050. /**
  8051. * Returns the closest distance from the boundary of the sphere to the
  8052. * given point. If the sphere contains the point, the distance will
  8053. * be negative.
  8054. *
  8055. * @param {Vector3} point - The point to compute the distance to.
  8056. * @return {number} The distance to the point.
  8057. */
  8058. distanceToPoint( point ) {
  8059. return ( point.distanceTo( this.center ) - this.radius );
  8060. }
  8061. /**
  8062. * Returns `true` if this sphere intersects with the given one.
  8063. *
  8064. * @param {Sphere} sphere - The sphere to test.
  8065. * @return {boolean} Whether this sphere intersects with the given one or not.
  8066. */
  8067. intersectsSphere( sphere ) {
  8068. const radiusSum = this.radius + sphere.radius;
  8069. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  8070. }
  8071. /**
  8072. * Returns `true` if this sphere intersects with the given box.
  8073. *
  8074. * @param {Box3} box - The box to test.
  8075. * @return {boolean} Whether this sphere intersects with the given box or not.
  8076. */
  8077. intersectsBox( box ) {
  8078. return box.intersectsSphere( this );
  8079. }
  8080. /**
  8081. * Returns `true` if this sphere intersects with the given plane.
  8082. *
  8083. * @param {Plane} plane - The plane to test.
  8084. * @return {boolean} Whether this sphere intersects with the given plane or not.
  8085. */
  8086. intersectsPlane( plane ) {
  8087. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  8088. }
  8089. /**
  8090. * Clamps a point within the sphere. If the point is outside the sphere, it
  8091. * will clamp it to the closest point on the edge of the sphere. Points
  8092. * already inside the sphere will not be affected.
  8093. *
  8094. * @param {Vector3} point - The plane to clamp.
  8095. * @param {Vector3} target - The target vector that is used to store the method's result.
  8096. * @return {Vector3} The clamped point.
  8097. */
  8098. clampPoint( point, target ) {
  8099. const deltaLengthSq = this.center.distanceToSquared( point );
  8100. target.copy( point );
  8101. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  8102. target.sub( this.center ).normalize();
  8103. target.multiplyScalar( this.radius ).add( this.center );
  8104. }
  8105. return target;
  8106. }
  8107. /**
  8108. * Returns a bounding box that encloses this sphere.
  8109. *
  8110. * @param {Box3} target - The target box that is used to store the method's result.
  8111. * @return {Box3} The bounding box that encloses this sphere.
  8112. */
  8113. getBoundingBox( target ) {
  8114. if ( this.isEmpty() ) {
  8115. // Empty sphere produces empty bounding box
  8116. target.makeEmpty();
  8117. return target;
  8118. }
  8119. target.set( this.center, this.center );
  8120. target.expandByScalar( this.radius );
  8121. return target;
  8122. }
  8123. /**
  8124. * Transforms this sphere with the given 4x4 transformation matrix.
  8125. *
  8126. * @param {Matrix4} matrix - The transformation matrix.
  8127. * @return {Sphere} A reference to this sphere.
  8128. */
  8129. applyMatrix4( matrix ) {
  8130. this.center.applyMatrix4( matrix );
  8131. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  8132. return this;
  8133. }
  8134. /**
  8135. * Translates the sphere's center by the given offset.
  8136. *
  8137. * @param {Vector3} offset - The offset.
  8138. * @return {Sphere} A reference to this sphere.
  8139. */
  8140. translate( offset ) {
  8141. this.center.add( offset );
  8142. return this;
  8143. }
  8144. /**
  8145. * Expands the boundaries of this sphere to include the given point.
  8146. *
  8147. * @param {Vector3} point - The point to include.
  8148. * @return {Sphere} A reference to this sphere.
  8149. */
  8150. expandByPoint( point ) {
  8151. if ( this.isEmpty() ) {
  8152. this.center.copy( point );
  8153. this.radius = 0;
  8154. return this;
  8155. }
  8156. _v1$6.subVectors( point, this.center );
  8157. const lengthSq = _v1$6.lengthSq();
  8158. if ( lengthSq > ( this.radius * this.radius ) ) {
  8159. // calculate the minimal sphere
  8160. const length = Math.sqrt( lengthSq );
  8161. const delta = ( length - this.radius ) * 0.5;
  8162. this.center.addScaledVector( _v1$6, delta / length );
  8163. this.radius += delta;
  8164. }
  8165. return this;
  8166. }
  8167. /**
  8168. * Expands this sphere to enclose both the original sphere and the given sphere.
  8169. *
  8170. * @param {Sphere} sphere - The sphere to include.
  8171. * @return {Sphere} A reference to this sphere.
  8172. */
  8173. union( sphere ) {
  8174. if ( sphere.isEmpty() ) {
  8175. return this;
  8176. }
  8177. if ( this.isEmpty() ) {
  8178. this.copy( sphere );
  8179. return this;
  8180. }
  8181. if ( this.center.equals( sphere.center ) === true ) {
  8182. this.radius = Math.max( this.radius, sphere.radius );
  8183. } else {
  8184. _v2$3.subVectors( sphere.center, this.center ).setLength( sphere.radius );
  8185. this.expandByPoint( _v1$6.copy( sphere.center ).add( _v2$3 ) );
  8186. this.expandByPoint( _v1$6.copy( sphere.center ).sub( _v2$3 ) );
  8187. }
  8188. return this;
  8189. }
  8190. /**
  8191. * Returns `true` if this sphere is equal with the given one.
  8192. *
  8193. * @param {Sphere} sphere - The sphere to test for equality.
  8194. * @return {boolean} Whether this bounding sphere is equal with the given one.
  8195. */
  8196. equals( sphere ) {
  8197. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  8198. }
  8199. /**
  8200. * Returns a new sphere with copied values from this instance.
  8201. *
  8202. * @return {Sphere} A clone of this instance.
  8203. */
  8204. clone() {
  8205. return new this.constructor().copy( this );
  8206. }
  8207. /**
  8208. * Returns a serialized structure of the bounding sphere.
  8209. *
  8210. * @return {Object} Serialized structure with fields representing the object state.
  8211. */
  8212. toJSON() {
  8213. return {
  8214. radius: this.radius,
  8215. center: this.center.toArray()
  8216. };
  8217. }
  8218. /**
  8219. * Returns a serialized structure of the bounding sphere.
  8220. *
  8221. * @param {Object} json - The serialized json to set the sphere from.
  8222. * @return {Box3} A reference to this bounding sphere.
  8223. */
  8224. fromJSON( json ) {
  8225. this.radius = json.radius;
  8226. this.center.fromArray( json.center );
  8227. return this;
  8228. }
  8229. }
  8230. const _vector$a = /*@__PURE__*/ new Vector3();
  8231. const _segCenter = /*@__PURE__*/ new Vector3();
  8232. const _segDir = /*@__PURE__*/ new Vector3();
  8233. const _diff = /*@__PURE__*/ new Vector3();
  8234. const _edge1 = /*@__PURE__*/ new Vector3();
  8235. const _edge2 = /*@__PURE__*/ new Vector3();
  8236. const _normal$1 = /*@__PURE__*/ new Vector3();
  8237. /**
  8238. * A ray that emits from an origin in a certain direction. The class is used by
  8239. * {@link Raycaster} to assist with raycasting. Raycasting is used for
  8240. * mouse picking (working out what objects in the 3D space the mouse is over)
  8241. * amongst other things.
  8242. */
  8243. class Ray {
  8244. /**
  8245. * Constructs a new ray.
  8246. *
  8247. * @param {Vector3} [origin=(0,0,0)] - The origin of the ray.
  8248. * @param {Vector3} [direction=(0,0,-1)] - The (normalized) direction of the ray.
  8249. */
  8250. constructor( origin = new Vector3(), direction = new Vector3( 0, 0, -1 ) ) {
  8251. /**
  8252. * The origin of the ray.
  8253. *
  8254. * @type {Vector3}
  8255. */
  8256. this.origin = origin;
  8257. /**
  8258. * The (normalized) direction of the ray.
  8259. *
  8260. * @type {Vector3}
  8261. */
  8262. this.direction = direction;
  8263. }
  8264. /**
  8265. * Sets the ray's components by copying the given values.
  8266. *
  8267. * @param {Vector3} origin - The origin.
  8268. * @param {Vector3} direction - The direction.
  8269. * @return {Ray} A reference to this ray.
  8270. */
  8271. set( origin, direction ) {
  8272. this.origin.copy( origin );
  8273. this.direction.copy( direction );
  8274. return this;
  8275. }
  8276. /**
  8277. * Copies the values of the given ray to this instance.
  8278. *
  8279. * @param {Ray} ray - The ray to copy.
  8280. * @return {Ray} A reference to this ray.
  8281. */
  8282. copy( ray ) {
  8283. this.origin.copy( ray.origin );
  8284. this.direction.copy( ray.direction );
  8285. return this;
  8286. }
  8287. /**
  8288. * Returns a vector that is located at a given distance along this ray.
  8289. *
  8290. * @param {number} t - The distance along the ray to retrieve a position for.
  8291. * @param {Vector3} target - The target vector that is used to store the method's result.
  8292. * @return {Vector3} A position on the ray.
  8293. */
  8294. at( t, target ) {
  8295. return target.copy( this.origin ).addScaledVector( this.direction, t );
  8296. }
  8297. /**
  8298. * Adjusts the direction of the ray to point at the given vector in world space.
  8299. *
  8300. * @param {Vector3} v - The target position.
  8301. * @return {Ray} A reference to this ray.
  8302. */
  8303. lookAt( v ) {
  8304. this.direction.copy( v ).sub( this.origin ).normalize();
  8305. return this;
  8306. }
  8307. /**
  8308. * Shift the origin of this ray along its direction by the given distance.
  8309. *
  8310. * @param {number} t - The distance along the ray to interpolate.
  8311. * @return {Ray} A reference to this ray.
  8312. */
  8313. recast( t ) {
  8314. this.origin.copy( this.at( t, _vector$a ) );
  8315. return this;
  8316. }
  8317. /**
  8318. * Returns the point along this ray that is closest to the given point.
  8319. *
  8320. * @param {Vector3} point - A point in 3D space to get the closet location on the ray for.
  8321. * @param {Vector3} target - The target vector that is used to store the method's result.
  8322. * @return {Vector3} The closest point on this ray.
  8323. */
  8324. closestPointToPoint( point, target ) {
  8325. target.subVectors( point, this.origin );
  8326. const directionDistance = target.dot( this.direction );
  8327. if ( directionDistance < 0 ) {
  8328. return target.copy( this.origin );
  8329. }
  8330. return target.copy( this.origin ).addScaledVector( this.direction, directionDistance );
  8331. }
  8332. /**
  8333. * Returns the distance of the closest approach between this ray and the given point.
  8334. *
  8335. * @param {Vector3} point - A point in 3D space to compute the distance to.
  8336. * @return {number} The distance.
  8337. */
  8338. distanceToPoint( point ) {
  8339. return Math.sqrt( this.distanceSqToPoint( point ) );
  8340. }
  8341. /**
  8342. * Returns the squared distance of the closest approach between this ray and the given point.
  8343. *
  8344. * @param {Vector3} point - A point in 3D space to compute the distance to.
  8345. * @return {number} The squared distance.
  8346. */
  8347. distanceSqToPoint( point ) {
  8348. const directionDistance = _vector$a.subVectors( point, this.origin ).dot( this.direction );
  8349. // point behind the ray
  8350. if ( directionDistance < 0 ) {
  8351. return this.origin.distanceToSquared( point );
  8352. }
  8353. _vector$a.copy( this.origin ).addScaledVector( this.direction, directionDistance );
  8354. return _vector$a.distanceToSquared( point );
  8355. }
  8356. /**
  8357. * Returns the squared distance between this ray and the given line segment.
  8358. *
  8359. * @param {Vector3} v0 - The start point of the line segment.
  8360. * @param {Vector3} v1 - The end point of the line segment.
  8361. * @param {Vector3} [optionalPointOnRay] - When provided, it receives the point on this ray that is closest to the segment.
  8362. * @param {Vector3} [optionalPointOnSegment] - When provided, it receives the point on the line segment that is closest to this ray.
  8363. * @return {number} The squared distance.
  8364. */
  8365. distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  8366. // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteDistRaySegment.h
  8367. // It returns the min distance between the ray and the segment
  8368. // defined by v0 and v1
  8369. // It can also set two optional targets :
  8370. // - The closest point on the ray
  8371. // - The closest point on the segment
  8372. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  8373. _segDir.copy( v1 ).sub( v0 ).normalize();
  8374. _diff.copy( this.origin ).sub( _segCenter );
  8375. const segExtent = v0.distanceTo( v1 ) * 0.5;
  8376. const a01 = - this.direction.dot( _segDir );
  8377. const b0 = _diff.dot( this.direction );
  8378. const b1 = - _diff.dot( _segDir );
  8379. const c = _diff.lengthSq();
  8380. const det = Math.abs( 1 - a01 * a01 );
  8381. let s0, s1, sqrDist, extDet;
  8382. if ( det > 0 ) {
  8383. // The ray and segment are not parallel.
  8384. s0 = a01 * b1 - b0;
  8385. s1 = a01 * b0 - b1;
  8386. extDet = segExtent * det;
  8387. if ( s0 >= 0 ) {
  8388. if ( s1 >= - extDet ) {
  8389. if ( s1 <= extDet ) {
  8390. // region 0
  8391. // Minimum at interior points of ray and segment.
  8392. const invDet = 1 / det;
  8393. s0 *= invDet;
  8394. s1 *= invDet;
  8395. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  8396. } else {
  8397. // region 1
  8398. s1 = segExtent;
  8399. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  8400. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8401. }
  8402. } else {
  8403. // region 5
  8404. s1 = - segExtent;
  8405. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  8406. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8407. }
  8408. } else {
  8409. if ( s1 <= - extDet ) {
  8410. // region 4
  8411. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  8412. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8413. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8414. } else if ( s1 <= extDet ) {
  8415. // region 3
  8416. s0 = 0;
  8417. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8418. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  8419. } else {
  8420. // region 2
  8421. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  8422. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8423. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8424. }
  8425. }
  8426. } else {
  8427. // Ray and segment are parallel.
  8428. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  8429. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  8430. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8431. }
  8432. if ( optionalPointOnRay ) {
  8433. optionalPointOnRay.copy( this.origin ).addScaledVector( this.direction, s0 );
  8434. }
  8435. if ( optionalPointOnSegment ) {
  8436. optionalPointOnSegment.copy( _segCenter ).addScaledVector( _segDir, s1 );
  8437. }
  8438. return sqrDist;
  8439. }
  8440. /**
  8441. * Intersects this ray with the given sphere, returning the intersection
  8442. * point or `null` if there is no intersection.
  8443. *
  8444. * @param {Sphere} sphere - The sphere to intersect.
  8445. * @param {Vector3} target - The target vector that is used to store the method's result.
  8446. * @return {?Vector3} The intersection point.
  8447. */
  8448. intersectSphere( sphere, target ) {
  8449. _vector$a.subVectors( sphere.center, this.origin );
  8450. const tca = _vector$a.dot( this.direction );
  8451. const d2 = _vector$a.dot( _vector$a ) - tca * tca;
  8452. const radius2 = sphere.radius * sphere.radius;
  8453. if ( d2 > radius2 ) return null;
  8454. const thc = Math.sqrt( radius2 - d2 );
  8455. // t0 = first intersect point - entrance on front of sphere
  8456. const t0 = tca - thc;
  8457. // t1 = second intersect point - exit point on back of sphere
  8458. const t1 = tca + thc;
  8459. // test to see if t1 is behind the ray - if so, return null
  8460. if ( t1 < 0 ) return null;
  8461. // test to see if t0 is behind the ray:
  8462. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  8463. // in order to always return an intersect point that is in front of the ray.
  8464. if ( t0 < 0 ) return this.at( t1, target );
  8465. // else t0 is in front of the ray, so return the first collision point scaled by t0
  8466. return this.at( t0, target );
  8467. }
  8468. /**
  8469. * Returns `true` if this ray intersects with the given sphere.
  8470. *
  8471. * @param {Sphere} sphere - The sphere to intersect.
  8472. * @return {boolean} Whether this ray intersects with the given sphere or not.
  8473. */
  8474. intersectsSphere( sphere ) {
  8475. if ( sphere.radius < 0 ) return false; // handle empty spheres, see #31187
  8476. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  8477. }
  8478. /**
  8479. * Computes the distance from the ray's origin to the given plane. Returns `null` if the ray
  8480. * does not intersect with the plane.
  8481. *
  8482. * @param {Plane} plane - The plane to compute the distance to.
  8483. * @return {?number} Whether this ray intersects with the given sphere or not.
  8484. */
  8485. distanceToPlane( plane ) {
  8486. const denominator = plane.normal.dot( this.direction );
  8487. if ( denominator === 0 ) {
  8488. // line is coplanar, return origin
  8489. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  8490. return 0;
  8491. }
  8492. // Null is preferable to undefined since undefined means.... it is undefined
  8493. return null;
  8494. }
  8495. const t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  8496. // Return if the ray never intersects the plane
  8497. return t >= 0 ? t : null;
  8498. }
  8499. /**
  8500. * Intersects this ray with the given plane, returning the intersection
  8501. * point or `null` if there is no intersection.
  8502. *
  8503. * @param {Plane} plane - The plane to intersect.
  8504. * @param {Vector3} target - The target vector that is used to store the method's result.
  8505. * @return {?Vector3} The intersection point.
  8506. */
  8507. intersectPlane( plane, target ) {
  8508. const t = this.distanceToPlane( plane );
  8509. if ( t === null ) {
  8510. return null;
  8511. }
  8512. return this.at( t, target );
  8513. }
  8514. /**
  8515. * Returns `true` if this ray intersects with the given plane.
  8516. *
  8517. * @param {Plane} plane - The plane to intersect.
  8518. * @return {boolean} Whether this ray intersects with the given plane or not.
  8519. */
  8520. intersectsPlane( plane ) {
  8521. // check if the ray lies on the plane first
  8522. const distToPoint = plane.distanceToPoint( this.origin );
  8523. if ( distToPoint === 0 ) {
  8524. return true;
  8525. }
  8526. const denominator = plane.normal.dot( this.direction );
  8527. if ( denominator * distToPoint < 0 ) {
  8528. return true;
  8529. }
  8530. // ray origin is behind the plane (and is pointing behind it)
  8531. return false;
  8532. }
  8533. /**
  8534. * Intersects this ray with the given bounding box, returning the intersection
  8535. * point or `null` if there is no intersection.
  8536. *
  8537. * @param {Box3} box - The box to intersect.
  8538. * @param {Vector3} target - The target vector that is used to store the method's result.
  8539. * @return {?Vector3} The intersection point.
  8540. */
  8541. intersectBox( box, target ) {
  8542. let tmin, tmax, tymin, tymax, tzmin, tzmax;
  8543. const invdirx = 1 / this.direction.x,
  8544. invdiry = 1 / this.direction.y,
  8545. invdirz = 1 / this.direction.z;
  8546. const origin = this.origin;
  8547. if ( invdirx >= 0 ) {
  8548. tmin = ( box.min.x - origin.x ) * invdirx;
  8549. tmax = ( box.max.x - origin.x ) * invdirx;
  8550. } else {
  8551. tmin = ( box.max.x - origin.x ) * invdirx;
  8552. tmax = ( box.min.x - origin.x ) * invdirx;
  8553. }
  8554. if ( invdiry >= 0 ) {
  8555. tymin = ( box.min.y - origin.y ) * invdiry;
  8556. tymax = ( box.max.y - origin.y ) * invdiry;
  8557. } else {
  8558. tymin = ( box.max.y - origin.y ) * invdiry;
  8559. tymax = ( box.min.y - origin.y ) * invdiry;
  8560. }
  8561. if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
  8562. if ( tymin > tmin || isNaN( tmin ) ) tmin = tymin;
  8563. if ( tymax < tmax || isNaN( tmax ) ) tmax = tymax;
  8564. if ( invdirz >= 0 ) {
  8565. tzmin = ( box.min.z - origin.z ) * invdirz;
  8566. tzmax = ( box.max.z - origin.z ) * invdirz;
  8567. } else {
  8568. tzmin = ( box.max.z - origin.z ) * invdirz;
  8569. tzmax = ( box.min.z - origin.z ) * invdirz;
  8570. }
  8571. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
  8572. if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
  8573. if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
  8574. //return point closest to the ray (positive side)
  8575. if ( tmax < 0 ) return null;
  8576. return this.at( tmin >= 0 ? tmin : tmax, target );
  8577. }
  8578. /**
  8579. * Returns `true` if this ray intersects with the given box.
  8580. *
  8581. * @param {Box3} box - The box to intersect.
  8582. * @return {boolean} Whether this ray intersects with the given box or not.
  8583. */
  8584. intersectsBox( box ) {
  8585. return this.intersectBox( box, _vector$a ) !== null;
  8586. }
  8587. /**
  8588. * Intersects this ray with the given triangle, returning the intersection
  8589. * point or `null` if there is no intersection.
  8590. *
  8591. * @param {Vector3} a - The first vertex of the triangle.
  8592. * @param {Vector3} b - The second vertex of the triangle.
  8593. * @param {Vector3} c - The third vertex of the triangle.
  8594. * @param {boolean} backfaceCulling - Whether to use backface culling or not.
  8595. * @param {Vector3} target - The target vector that is used to store the method's result.
  8596. * @return {?Vector3} The intersection point.
  8597. */
  8598. intersectTriangle( a, b, c, backfaceCulling, target ) {
  8599. // Compute the offset origin, edges, and normal.
  8600. // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  8601. _edge1.subVectors( b, a );
  8602. _edge2.subVectors( c, a );
  8603. _normal$1.crossVectors( _edge1, _edge2 );
  8604. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  8605. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  8606. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  8607. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  8608. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  8609. let DdN = this.direction.dot( _normal$1 );
  8610. let sign;
  8611. if ( DdN > 0 ) {
  8612. if ( backfaceCulling ) return null;
  8613. sign = 1;
  8614. } else if ( DdN < 0 ) {
  8615. sign = -1;
  8616. DdN = - DdN;
  8617. } else {
  8618. return null;
  8619. }
  8620. _diff.subVectors( this.origin, a );
  8621. const DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  8622. // b1 < 0, no intersection
  8623. if ( DdQxE2 < 0 ) {
  8624. return null;
  8625. }
  8626. const DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  8627. // b2 < 0, no intersection
  8628. if ( DdE1xQ < 0 ) {
  8629. return null;
  8630. }
  8631. // b1+b2 > 1, no intersection
  8632. if ( DdQxE2 + DdE1xQ > DdN ) {
  8633. return null;
  8634. }
  8635. // Line intersects triangle, check if ray does.
  8636. const QdN = - sign * _diff.dot( _normal$1 );
  8637. // t < 0, no intersection
  8638. if ( QdN < 0 ) {
  8639. return null;
  8640. }
  8641. // Ray intersects triangle.
  8642. return this.at( QdN / DdN, target );
  8643. }
  8644. /**
  8645. * Transforms this ray with the given 4x4 transformation matrix.
  8646. *
  8647. * @param {Matrix4} matrix4 - The transformation matrix.
  8648. * @return {Ray} A reference to this ray.
  8649. */
  8650. applyMatrix4( matrix4 ) {
  8651. this.origin.applyMatrix4( matrix4 );
  8652. this.direction.transformDirection( matrix4 );
  8653. return this;
  8654. }
  8655. /**
  8656. * Returns `true` if this ray is equal with the given one.
  8657. *
  8658. * @param {Ray} ray - The ray to test for equality.
  8659. * @return {boolean} Whether this ray is equal with the given one.
  8660. */
  8661. equals( ray ) {
  8662. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  8663. }
  8664. /**
  8665. * Returns a new ray with copied values from this instance.
  8666. *
  8667. * @return {Ray} A clone of this instance.
  8668. */
  8669. clone() {
  8670. return new this.constructor().copy( this );
  8671. }
  8672. }
  8673. /**
  8674. * Represents a 4x4 matrix.
  8675. *
  8676. * The most common use of a 4x4 matrix in 3D computer graphics is as a transformation matrix.
  8677. * For an introduction to transformation matrices as used in WebGL, check out [this tutorial](https://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices)
  8678. *
  8679. * This allows a 3D vector representing a point in 3D space to undergo
  8680. * transformations such as translation, rotation, shear, scale, reflection,
  8681. * orthogonal or perspective projection and so on, by being multiplied by the
  8682. * matrix. This is known as `applying` the matrix to the vector.
  8683. *
  8684. * A Note on Row-Major and Column-Major Ordering:
  8685. *
  8686. * The constructor and {@link Matrix3#set} method take arguments in
  8687. * [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order)
  8688. * order, while internally they are stored in the {@link Matrix3#elements} array in column-major order.
  8689. * This means that calling:
  8690. * ```js
  8691. * const m = new THREE.Matrix4();
  8692. * m.set( 11, 12, 13, 14,
  8693. * 21, 22, 23, 24,
  8694. * 31, 32, 33, 34,
  8695. * 41, 42, 43, 44 );
  8696. * ```
  8697. * will result in the elements array containing:
  8698. * ```js
  8699. * m.elements = [ 11, 21, 31, 41,
  8700. * 12, 22, 32, 42,
  8701. * 13, 23, 33, 43,
  8702. * 14, 24, 34, 44 ];
  8703. * ```
  8704. * and internally all calculations are performed using column-major ordering.
  8705. * However, as the actual ordering makes no difference mathematically and
  8706. * most people are used to thinking about matrices in row-major order, the
  8707. * three.js documentation shows matrices in row-major order. Just bear in
  8708. * mind that if you are reading the source code, you'll have to take the
  8709. * transpose of any matrices outlined here to make sense of the calculations.
  8710. */
  8711. class Matrix4 {
  8712. /**
  8713. * Constructs a new 4x4 matrix. The arguments are supposed to be
  8714. * in row-major order. If no arguments are provided, the constructor
  8715. * initializes the matrix as an identity matrix.
  8716. *
  8717. * @param {number} [n11] - 1-1 matrix element.
  8718. * @param {number} [n12] - 1-2 matrix element.
  8719. * @param {number} [n13] - 1-3 matrix element.
  8720. * @param {number} [n14] - 1-4 matrix element.
  8721. * @param {number} [n21] - 2-1 matrix element.
  8722. * @param {number} [n22] - 2-2 matrix element.
  8723. * @param {number} [n23] - 2-3 matrix element.
  8724. * @param {number} [n24] - 2-4 matrix element.
  8725. * @param {number} [n31] - 3-1 matrix element.
  8726. * @param {number} [n32] - 3-2 matrix element.
  8727. * @param {number} [n33] - 3-3 matrix element.
  8728. * @param {number} [n34] - 3-4 matrix element.
  8729. * @param {number} [n41] - 4-1 matrix element.
  8730. * @param {number} [n42] - 4-2 matrix element.
  8731. * @param {number} [n43] - 4-3 matrix element.
  8732. * @param {number} [n44] - 4-4 matrix element.
  8733. */
  8734. constructor( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  8735. /**
  8736. * This flag can be used for type testing.
  8737. *
  8738. * @type {boolean}
  8739. * @readonly
  8740. * @default true
  8741. */
  8742. Matrix4.prototype.isMatrix4 = true;
  8743. /**
  8744. * A column-major list of matrix values.
  8745. *
  8746. * @type {Array<number>}
  8747. */
  8748. this.elements = [
  8749. 1, 0, 0, 0,
  8750. 0, 1, 0, 0,
  8751. 0, 0, 1, 0,
  8752. 0, 0, 0, 1
  8753. ];
  8754. if ( n11 !== undefined ) {
  8755. this.set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 );
  8756. }
  8757. }
  8758. /**
  8759. * Sets the elements of the matrix.The arguments are supposed to be
  8760. * in row-major order.
  8761. *
  8762. * @param {number} [n11] - 1-1 matrix element.
  8763. * @param {number} [n12] - 1-2 matrix element.
  8764. * @param {number} [n13] - 1-3 matrix element.
  8765. * @param {number} [n14] - 1-4 matrix element.
  8766. * @param {number} [n21] - 2-1 matrix element.
  8767. * @param {number} [n22] - 2-2 matrix element.
  8768. * @param {number} [n23] - 2-3 matrix element.
  8769. * @param {number} [n24] - 2-4 matrix element.
  8770. * @param {number} [n31] - 3-1 matrix element.
  8771. * @param {number} [n32] - 3-2 matrix element.
  8772. * @param {number} [n33] - 3-3 matrix element.
  8773. * @param {number} [n34] - 3-4 matrix element.
  8774. * @param {number} [n41] - 4-1 matrix element.
  8775. * @param {number} [n42] - 4-2 matrix element.
  8776. * @param {number} [n43] - 4-3 matrix element.
  8777. * @param {number} [n44] - 4-4 matrix element.
  8778. * @return {Matrix4} A reference to this matrix.
  8779. */
  8780. set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  8781. const te = this.elements;
  8782. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  8783. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  8784. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  8785. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  8786. return this;
  8787. }
  8788. /**
  8789. * Sets this matrix to the 4x4 identity matrix.
  8790. *
  8791. * @return {Matrix4} A reference to this matrix.
  8792. */
  8793. identity() {
  8794. this.set(
  8795. 1, 0, 0, 0,
  8796. 0, 1, 0, 0,
  8797. 0, 0, 1, 0,
  8798. 0, 0, 0, 1
  8799. );
  8800. return this;
  8801. }
  8802. /**
  8803. * Returns a matrix with copied values from this instance.
  8804. *
  8805. * @return {Matrix4} A clone of this instance.
  8806. */
  8807. clone() {
  8808. return new Matrix4().fromArray( this.elements );
  8809. }
  8810. /**
  8811. * Copies the values of the given matrix to this instance.
  8812. *
  8813. * @param {Matrix4} m - The matrix to copy.
  8814. * @return {Matrix4} A reference to this matrix.
  8815. */
  8816. copy( m ) {
  8817. const te = this.elements;
  8818. const me = m.elements;
  8819. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  8820. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  8821. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  8822. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  8823. return this;
  8824. }
  8825. /**
  8826. * Copies the translation component of the given matrix
  8827. * into this matrix's translation component.
  8828. *
  8829. * @param {Matrix4} m - The matrix to copy the translation component.
  8830. * @return {Matrix4} A reference to this matrix.
  8831. */
  8832. copyPosition( m ) {
  8833. const te = this.elements, me = m.elements;
  8834. te[ 12 ] = me[ 12 ];
  8835. te[ 13 ] = me[ 13 ];
  8836. te[ 14 ] = me[ 14 ];
  8837. return this;
  8838. }
  8839. /**
  8840. * Set the upper 3x3 elements of this matrix to the values of given 3x3 matrix.
  8841. *
  8842. * @param {Matrix3} m - The 3x3 matrix.
  8843. * @return {Matrix4} A reference to this matrix.
  8844. */
  8845. setFromMatrix3( m ) {
  8846. const me = m.elements;
  8847. this.set(
  8848. me[ 0 ], me[ 3 ], me[ 6 ], 0,
  8849. me[ 1 ], me[ 4 ], me[ 7 ], 0,
  8850. me[ 2 ], me[ 5 ], me[ 8 ], 0,
  8851. 0, 0, 0, 1
  8852. );
  8853. return this;
  8854. }
  8855. /**
  8856. * Extracts the basis of this matrix into the three axis vectors provided.
  8857. *
  8858. * @param {Vector3} xAxis - The basis's x axis.
  8859. * @param {Vector3} yAxis - The basis's y axis.
  8860. * @param {Vector3} zAxis - The basis's z axis.
  8861. * @return {Matrix4} A reference to this matrix.
  8862. */
  8863. extractBasis( xAxis, yAxis, zAxis ) {
  8864. xAxis.setFromMatrixColumn( this, 0 );
  8865. yAxis.setFromMatrixColumn( this, 1 );
  8866. zAxis.setFromMatrixColumn( this, 2 );
  8867. return this;
  8868. }
  8869. /**
  8870. * Sets the given basis vectors to this matrix.
  8871. *
  8872. * @param {Vector3} xAxis - The basis's x axis.
  8873. * @param {Vector3} yAxis - The basis's y axis.
  8874. * @param {Vector3} zAxis - The basis's z axis.
  8875. * @return {Matrix4} A reference to this matrix.
  8876. */
  8877. makeBasis( xAxis, yAxis, zAxis ) {
  8878. this.set(
  8879. xAxis.x, yAxis.x, zAxis.x, 0,
  8880. xAxis.y, yAxis.y, zAxis.y, 0,
  8881. xAxis.z, yAxis.z, zAxis.z, 0,
  8882. 0, 0, 0, 1
  8883. );
  8884. return this;
  8885. }
  8886. /**
  8887. * Extracts the rotation component of the given matrix
  8888. * into this matrix's rotation component.
  8889. *
  8890. * Note: This method does not support reflection matrices.
  8891. *
  8892. * @param {Matrix4} m - The matrix.
  8893. * @return {Matrix4} A reference to this matrix.
  8894. */
  8895. extractRotation( m ) {
  8896. const te = this.elements;
  8897. const me = m.elements;
  8898. const scaleX = 1 / _v1$5.setFromMatrixColumn( m, 0 ).length();
  8899. const scaleY = 1 / _v1$5.setFromMatrixColumn( m, 1 ).length();
  8900. const scaleZ = 1 / _v1$5.setFromMatrixColumn( m, 2 ).length();
  8901. te[ 0 ] = me[ 0 ] * scaleX;
  8902. te[ 1 ] = me[ 1 ] * scaleX;
  8903. te[ 2 ] = me[ 2 ] * scaleX;
  8904. te[ 3 ] = 0;
  8905. te[ 4 ] = me[ 4 ] * scaleY;
  8906. te[ 5 ] = me[ 5 ] * scaleY;
  8907. te[ 6 ] = me[ 6 ] * scaleY;
  8908. te[ 7 ] = 0;
  8909. te[ 8 ] = me[ 8 ] * scaleZ;
  8910. te[ 9 ] = me[ 9 ] * scaleZ;
  8911. te[ 10 ] = me[ 10 ] * scaleZ;
  8912. te[ 11 ] = 0;
  8913. te[ 12 ] = 0;
  8914. te[ 13 ] = 0;
  8915. te[ 14 ] = 0;
  8916. te[ 15 ] = 1;
  8917. return this;
  8918. }
  8919. /**
  8920. * Sets the rotation component (the upper left 3x3 matrix) of this matrix to
  8921. * the rotation specified by the given Euler angles. The rest of
  8922. * the matrix is set to the identity. Depending on the {@link Euler#order},
  8923. * there are six possible outcomes. See [this page](https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix)
  8924. * for a complete list.
  8925. *
  8926. * @param {Euler} euler - The Euler angles.
  8927. * @return {Matrix4} A reference to this matrix.
  8928. */
  8929. makeRotationFromEuler( euler ) {
  8930. const te = this.elements;
  8931. const x = euler.x, y = euler.y, z = euler.z;
  8932. const a = Math.cos( x ), b = Math.sin( x );
  8933. const c = Math.cos( y ), d = Math.sin( y );
  8934. const e = Math.cos( z ), f = Math.sin( z );
  8935. if ( euler.order === 'XYZ' ) {
  8936. const ae = a * e, af = a * f, be = b * e, bf = b * f;
  8937. te[ 0 ] = c * e;
  8938. te[ 4 ] = - c * f;
  8939. te[ 8 ] = d;
  8940. te[ 1 ] = af + be * d;
  8941. te[ 5 ] = ae - bf * d;
  8942. te[ 9 ] = - b * c;
  8943. te[ 2 ] = bf - ae * d;
  8944. te[ 6 ] = be + af * d;
  8945. te[ 10 ] = a * c;
  8946. } else if ( euler.order === 'YXZ' ) {
  8947. const ce = c * e, cf = c * f, de = d * e, df = d * f;
  8948. te[ 0 ] = ce + df * b;
  8949. te[ 4 ] = de * b - cf;
  8950. te[ 8 ] = a * d;
  8951. te[ 1 ] = a * f;
  8952. te[ 5 ] = a * e;
  8953. te[ 9 ] = - b;
  8954. te[ 2 ] = cf * b - de;
  8955. te[ 6 ] = df + ce * b;
  8956. te[ 10 ] = a * c;
  8957. } else if ( euler.order === 'ZXY' ) {
  8958. const ce = c * e, cf = c * f, de = d * e, df = d * f;
  8959. te[ 0 ] = ce - df * b;
  8960. te[ 4 ] = - a * f;
  8961. te[ 8 ] = de + cf * b;
  8962. te[ 1 ] = cf + de * b;
  8963. te[ 5 ] = a * e;
  8964. te[ 9 ] = df - ce * b;
  8965. te[ 2 ] = - a * d;
  8966. te[ 6 ] = b;
  8967. te[ 10 ] = a * c;
  8968. } else if ( euler.order === 'ZYX' ) {
  8969. const ae = a * e, af = a * f, be = b * e, bf = b * f;
  8970. te[ 0 ] = c * e;
  8971. te[ 4 ] = be * d - af;
  8972. te[ 8 ] = ae * d + bf;
  8973. te[ 1 ] = c * f;
  8974. te[ 5 ] = bf * d + ae;
  8975. te[ 9 ] = af * d - be;
  8976. te[ 2 ] = - d;
  8977. te[ 6 ] = b * c;
  8978. te[ 10 ] = a * c;
  8979. } else if ( euler.order === 'YZX' ) {
  8980. const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  8981. te[ 0 ] = c * e;
  8982. te[ 4 ] = bd - ac * f;
  8983. te[ 8 ] = bc * f + ad;
  8984. te[ 1 ] = f;
  8985. te[ 5 ] = a * e;
  8986. te[ 9 ] = - b * e;
  8987. te[ 2 ] = - d * e;
  8988. te[ 6 ] = ad * f + bc;
  8989. te[ 10 ] = ac - bd * f;
  8990. } else if ( euler.order === 'XZY' ) {
  8991. const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  8992. te[ 0 ] = c * e;
  8993. te[ 4 ] = - f;
  8994. te[ 8 ] = d * e;
  8995. te[ 1 ] = ac * f + bd;
  8996. te[ 5 ] = a * e;
  8997. te[ 9 ] = ad * f - bc;
  8998. te[ 2 ] = bc * f - ad;
  8999. te[ 6 ] = b * e;
  9000. te[ 10 ] = bd * f + ac;
  9001. }
  9002. // bottom row
  9003. te[ 3 ] = 0;
  9004. te[ 7 ] = 0;
  9005. te[ 11 ] = 0;
  9006. // last column
  9007. te[ 12 ] = 0;
  9008. te[ 13 ] = 0;
  9009. te[ 14 ] = 0;
  9010. te[ 15 ] = 1;
  9011. return this;
  9012. }
  9013. /**
  9014. * Sets the rotation component of this matrix to the rotation specified by
  9015. * the given Quaternion as outlined [here](https://en.wikipedia.org/wiki/Rotation_matrix#Quaternion)
  9016. * The rest of the matrix is set to the identity.
  9017. *
  9018. * @param {Quaternion} q - The Quaternion.
  9019. * @return {Matrix4} A reference to this matrix.
  9020. */
  9021. makeRotationFromQuaternion( q ) {
  9022. return this.compose( _zero, q, _one );
  9023. }
  9024. /**
  9025. * Sets the rotation component of the transformation matrix, looking from `eye` towards
  9026. * `target`, and oriented by the up-direction.
  9027. *
  9028. * @param {Vector3} eye - The eye vector.
  9029. * @param {Vector3} target - The target vector.
  9030. * @param {Vector3} up - The up vector.
  9031. * @return {Matrix4} A reference to this matrix.
  9032. */
  9033. lookAt( eye, target, up ) {
  9034. const te = this.elements;
  9035. _z.subVectors( eye, target );
  9036. if ( _z.lengthSq() === 0 ) {
  9037. // eye and target are in the same position
  9038. _z.z = 1;
  9039. }
  9040. _z.normalize();
  9041. _x.crossVectors( up, _z );
  9042. if ( _x.lengthSq() === 0 ) {
  9043. // up and z are parallel
  9044. if ( Math.abs( up.z ) === 1 ) {
  9045. _z.x += 0.0001;
  9046. } else {
  9047. _z.z += 0.0001;
  9048. }
  9049. _z.normalize();
  9050. _x.crossVectors( up, _z );
  9051. }
  9052. _x.normalize();
  9053. _y.crossVectors( _z, _x );
  9054. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  9055. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  9056. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  9057. return this;
  9058. }
  9059. /**
  9060. * Post-multiplies this matrix by the given 4x4 matrix.
  9061. *
  9062. * @param {Matrix4} m - The matrix to multiply with.
  9063. * @return {Matrix4} A reference to this matrix.
  9064. */
  9065. multiply( m ) {
  9066. return this.multiplyMatrices( this, m );
  9067. }
  9068. /**
  9069. * Pre-multiplies this matrix by the given 4x4 matrix.
  9070. *
  9071. * @param {Matrix4} m - The matrix to multiply with.
  9072. * @return {Matrix4} A reference to this matrix.
  9073. */
  9074. premultiply( m ) {
  9075. return this.multiplyMatrices( m, this );
  9076. }
  9077. /**
  9078. * Multiples the given 4x4 matrices and stores the result
  9079. * in this matrix.
  9080. *
  9081. * @param {Matrix4} a - The first matrix.
  9082. * @param {Matrix4} b - The second matrix.
  9083. * @return {Matrix4} A reference to this matrix.
  9084. */
  9085. multiplyMatrices( a, b ) {
  9086. const ae = a.elements;
  9087. const be = b.elements;
  9088. const te = this.elements;
  9089. const a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  9090. const a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  9091. const a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  9092. const a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  9093. const b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  9094. const b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  9095. const b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  9096. const b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  9097. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  9098. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  9099. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  9100. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  9101. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  9102. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  9103. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  9104. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  9105. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  9106. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  9107. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  9108. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  9109. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  9110. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  9111. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  9112. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  9113. return this;
  9114. }
  9115. /**
  9116. * Multiplies every component of the matrix by the given scalar.
  9117. *
  9118. * @param {number} s - The scalar.
  9119. * @return {Matrix4} A reference to this matrix.
  9120. */
  9121. multiplyScalar( s ) {
  9122. const te = this.elements;
  9123. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  9124. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  9125. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  9126. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  9127. return this;
  9128. }
  9129. /**
  9130. * Computes and returns the determinant of this matrix.
  9131. *
  9132. * Based on the method outlined [here](http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.html).
  9133. *
  9134. * @return {number} The determinant.
  9135. */
  9136. determinant() {
  9137. const te = this.elements;
  9138. const n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  9139. const n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  9140. const n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  9141. const n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  9142. const t11 = n23 * n34 - n24 * n33;
  9143. const t12 = n22 * n34 - n24 * n32;
  9144. const t13 = n22 * n33 - n23 * n32;
  9145. const t21 = n21 * n34 - n24 * n31;
  9146. const t22 = n21 * n33 - n23 * n31;
  9147. const t23 = n21 * n32 - n22 * n31;
  9148. return n11 * ( n42 * t11 - n43 * t12 + n44 * t13 ) -
  9149. n12 * ( n41 * t11 - n43 * t21 + n44 * t22 ) +
  9150. n13 * ( n41 * t12 - n42 * t21 + n44 * t23 ) -
  9151. n14 * ( n41 * t13 - n42 * t22 + n43 * t23 );
  9152. }
  9153. /**
  9154. * Transposes this matrix in place.
  9155. *
  9156. * @return {Matrix4} A reference to this matrix.
  9157. */
  9158. transpose() {
  9159. const te = this.elements;
  9160. let tmp;
  9161. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  9162. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  9163. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  9164. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  9165. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  9166. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  9167. return this;
  9168. }
  9169. /**
  9170. * Sets the position component for this matrix from the given vector,
  9171. * without affecting the rest of the matrix.
  9172. *
  9173. * @param {number|Vector3} x - The x component of the vector or alternatively the vector object.
  9174. * @param {number} y - The y component of the vector.
  9175. * @param {number} z - The z component of the vector.
  9176. * @return {Matrix4} A reference to this matrix.
  9177. */
  9178. setPosition( x, y, z ) {
  9179. const te = this.elements;
  9180. if ( x.isVector3 ) {
  9181. te[ 12 ] = x.x;
  9182. te[ 13 ] = x.y;
  9183. te[ 14 ] = x.z;
  9184. } else {
  9185. te[ 12 ] = x;
  9186. te[ 13 ] = y;
  9187. te[ 14 ] = z;
  9188. }
  9189. return this;
  9190. }
  9191. /**
  9192. * Inverts this matrix, using the [analytic method](https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution).
  9193. * You can not invert with a determinant of zero. If you attempt this, the method produces
  9194. * a zero matrix instead.
  9195. *
  9196. * @return {Matrix4} A reference to this matrix.
  9197. */
  9198. invert() {
  9199. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  9200. const te = this.elements,
  9201. n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ],
  9202. n12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ],
  9203. n13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ],
  9204. n14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ],
  9205. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  9206. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  9207. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  9208. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  9209. const det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  9210. if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );
  9211. const detInv = 1 / det;
  9212. te[ 0 ] = t11 * detInv;
  9213. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  9214. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  9215. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  9216. te[ 4 ] = t12 * detInv;
  9217. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  9218. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  9219. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  9220. te[ 8 ] = t13 * detInv;
  9221. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  9222. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  9223. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  9224. te[ 12 ] = t14 * detInv;
  9225. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  9226. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  9227. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  9228. return this;
  9229. }
  9230. /**
  9231. * Multiplies the columns of this matrix by the given vector.
  9232. *
  9233. * @param {Vector3} v - The scale vector.
  9234. * @return {Matrix4} A reference to this matrix.
  9235. */
  9236. scale( v ) {
  9237. const te = this.elements;
  9238. const x = v.x, y = v.y, z = v.z;
  9239. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  9240. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  9241. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  9242. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  9243. return this;
  9244. }
  9245. /**
  9246. * Gets the maximum scale value of the three axes.
  9247. *
  9248. * @return {number} The maximum scale.
  9249. */
  9250. getMaxScaleOnAxis() {
  9251. const te = this.elements;
  9252. const scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  9253. const scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  9254. const scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  9255. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  9256. }
  9257. /**
  9258. * Sets this matrix as a translation transform from the given vector.
  9259. *
  9260. * @param {number|Vector3} x - The amount to translate in the X axis or alternatively a translation vector.
  9261. * @param {number} y - The amount to translate in the Y axis.
  9262. * @param {number} z - The amount to translate in the z axis.
  9263. * @return {Matrix4} A reference to this matrix.
  9264. */
  9265. makeTranslation( x, y, z ) {
  9266. if ( x.isVector3 ) {
  9267. this.set(
  9268. 1, 0, 0, x.x,
  9269. 0, 1, 0, x.y,
  9270. 0, 0, 1, x.z,
  9271. 0, 0, 0, 1
  9272. );
  9273. } else {
  9274. this.set(
  9275. 1, 0, 0, x,
  9276. 0, 1, 0, y,
  9277. 0, 0, 1, z,
  9278. 0, 0, 0, 1
  9279. );
  9280. }
  9281. return this;
  9282. }
  9283. /**
  9284. * Sets this matrix as a rotational transformation around the X axis by
  9285. * the given angle.
  9286. *
  9287. * @param {number} theta - The rotation in radians.
  9288. * @return {Matrix4} A reference to this matrix.
  9289. */
  9290. makeRotationX( theta ) {
  9291. const c = Math.cos( theta ), s = Math.sin( theta );
  9292. this.set(
  9293. 1, 0, 0, 0,
  9294. 0, c, - s, 0,
  9295. 0, s, c, 0,
  9296. 0, 0, 0, 1
  9297. );
  9298. return this;
  9299. }
  9300. /**
  9301. * Sets this matrix as a rotational transformation around the Y axis by
  9302. * the given angle.
  9303. *
  9304. * @param {number} theta - The rotation in radians.
  9305. * @return {Matrix4} A reference to this matrix.
  9306. */
  9307. makeRotationY( theta ) {
  9308. const c = Math.cos( theta ), s = Math.sin( theta );
  9309. this.set(
  9310. c, 0, s, 0,
  9311. 0, 1, 0, 0,
  9312. - s, 0, c, 0,
  9313. 0, 0, 0, 1
  9314. );
  9315. return this;
  9316. }
  9317. /**
  9318. * Sets this matrix as a rotational transformation around the Z axis by
  9319. * the given angle.
  9320. *
  9321. * @param {number} theta - The rotation in radians.
  9322. * @return {Matrix4} A reference to this matrix.
  9323. */
  9324. makeRotationZ( theta ) {
  9325. const c = Math.cos( theta ), s = Math.sin( theta );
  9326. this.set(
  9327. c, - s, 0, 0,
  9328. s, c, 0, 0,
  9329. 0, 0, 1, 0,
  9330. 0, 0, 0, 1
  9331. );
  9332. return this;
  9333. }
  9334. /**
  9335. * Sets this matrix as a rotational transformation around the given axis by
  9336. * the given angle.
  9337. *
  9338. * This is a somewhat controversial but mathematically sound alternative to
  9339. * rotating via Quaternions. See the discussion [here](https://www.gamedev.net/articles/programming/math-and-physics/do-we-really-need-quaternions-r1199).
  9340. *
  9341. * @param {Vector3} axis - The normalized rotation axis.
  9342. * @param {number} angle - The rotation in radians.
  9343. * @return {Matrix4} A reference to this matrix.
  9344. */
  9345. makeRotationAxis( axis, angle ) {
  9346. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  9347. const c = Math.cos( angle );
  9348. const s = Math.sin( angle );
  9349. const t = 1 - c;
  9350. const x = axis.x, y = axis.y, z = axis.z;
  9351. const tx = t * x, ty = t * y;
  9352. this.set(
  9353. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  9354. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  9355. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  9356. 0, 0, 0, 1
  9357. );
  9358. return this;
  9359. }
  9360. /**
  9361. * Sets this matrix as a scale transformation.
  9362. *
  9363. * @param {number} x - The amount to scale in the X axis.
  9364. * @param {number} y - The amount to scale in the Y axis.
  9365. * @param {number} z - The amount to scale in the Z axis.
  9366. * @return {Matrix4} A reference to this matrix.
  9367. */
  9368. makeScale( x, y, z ) {
  9369. this.set(
  9370. x, 0, 0, 0,
  9371. 0, y, 0, 0,
  9372. 0, 0, z, 0,
  9373. 0, 0, 0, 1
  9374. );
  9375. return this;
  9376. }
  9377. /**
  9378. * Sets this matrix as a shear transformation.
  9379. *
  9380. * @param {number} xy - The amount to shear X by Y.
  9381. * @param {number} xz - The amount to shear X by Z.
  9382. * @param {number} yx - The amount to shear Y by X.
  9383. * @param {number} yz - The amount to shear Y by Z.
  9384. * @param {number} zx - The amount to shear Z by X.
  9385. * @param {number} zy - The amount to shear Z by Y.
  9386. * @return {Matrix4} A reference to this matrix.
  9387. */
  9388. makeShear( xy, xz, yx, yz, zx, zy ) {
  9389. this.set(
  9390. 1, yx, zx, 0,
  9391. xy, 1, zy, 0,
  9392. xz, yz, 1, 0,
  9393. 0, 0, 0, 1
  9394. );
  9395. return this;
  9396. }
  9397. /**
  9398. * Sets this matrix to the transformation composed of the given position,
  9399. * rotation (Quaternion) and scale.
  9400. *
  9401. * @param {Vector3} position - The position vector.
  9402. * @param {Quaternion} quaternion - The rotation as a Quaternion.
  9403. * @param {Vector3} scale - The scale vector.
  9404. * @return {Matrix4} A reference to this matrix.
  9405. */
  9406. compose( position, quaternion, scale ) {
  9407. const te = this.elements;
  9408. const x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  9409. const x2 = x + x, y2 = y + y, z2 = z + z;
  9410. const xx = x * x2, xy = x * y2, xz = x * z2;
  9411. const yy = y * y2, yz = y * z2, zz = z * z2;
  9412. const wx = w * x2, wy = w * y2, wz = w * z2;
  9413. const sx = scale.x, sy = scale.y, sz = scale.z;
  9414. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  9415. te[ 1 ] = ( xy + wz ) * sx;
  9416. te[ 2 ] = ( xz - wy ) * sx;
  9417. te[ 3 ] = 0;
  9418. te[ 4 ] = ( xy - wz ) * sy;
  9419. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  9420. te[ 6 ] = ( yz + wx ) * sy;
  9421. te[ 7 ] = 0;
  9422. te[ 8 ] = ( xz + wy ) * sz;
  9423. te[ 9 ] = ( yz - wx ) * sz;
  9424. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  9425. te[ 11 ] = 0;
  9426. te[ 12 ] = position.x;
  9427. te[ 13 ] = position.y;
  9428. te[ 14 ] = position.z;
  9429. te[ 15 ] = 1;
  9430. return this;
  9431. }
  9432. /**
  9433. * Decomposes this matrix into its position, rotation and scale components
  9434. * and provides the result in the given objects.
  9435. *
  9436. * Note: Not all matrices are decomposable in this way. For example, if an
  9437. * object has a non-uniformly scaled parent, then the object's world matrix
  9438. * may not be decomposable, and this method may not be appropriate.
  9439. *
  9440. * @param {Vector3} position - The position vector.
  9441. * @param {Quaternion} quaternion - The rotation as a Quaternion.
  9442. * @param {Vector3} scale - The scale vector.
  9443. * @return {Matrix4} A reference to this matrix.
  9444. */
  9445. decompose( position, quaternion, scale ) {
  9446. const te = this.elements;
  9447. let sx = _v1$5.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  9448. const sy = _v1$5.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  9449. const sz = _v1$5.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  9450. // if determine is negative, we need to invert one scale
  9451. const det = this.determinant();
  9452. if ( det < 0 ) sx = - sx;
  9453. position.x = te[ 12 ];
  9454. position.y = te[ 13 ];
  9455. position.z = te[ 14 ];
  9456. // scale the rotation part
  9457. _m1$2.copy( this );
  9458. const invSX = 1 / sx;
  9459. const invSY = 1 / sy;
  9460. const invSZ = 1 / sz;
  9461. _m1$2.elements[ 0 ] *= invSX;
  9462. _m1$2.elements[ 1 ] *= invSX;
  9463. _m1$2.elements[ 2 ] *= invSX;
  9464. _m1$2.elements[ 4 ] *= invSY;
  9465. _m1$2.elements[ 5 ] *= invSY;
  9466. _m1$2.elements[ 6 ] *= invSY;
  9467. _m1$2.elements[ 8 ] *= invSZ;
  9468. _m1$2.elements[ 9 ] *= invSZ;
  9469. _m1$2.elements[ 10 ] *= invSZ;
  9470. quaternion.setFromRotationMatrix( _m1$2 );
  9471. scale.x = sx;
  9472. scale.y = sy;
  9473. scale.z = sz;
  9474. return this;
  9475. }
  9476. /**
  9477. * Creates a perspective projection matrix. This is used internally by
  9478. * {@link PerspectiveCamera#updateProjectionMatrix}.
  9479. * @param {number} left - Left boundary of the viewing frustum at the near plane.
  9480. * @param {number} right - Right boundary of the viewing frustum at the near plane.
  9481. * @param {number} top - Top boundary of the viewing frustum at the near plane.
  9482. * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.
  9483. * @param {number} near - The distance from the camera to the near plane.
  9484. * @param {number} far - The distance from the camera to the far plane.
  9485. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.
  9486. * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  9487. * @return {Matrix4} A reference to this matrix.
  9488. */
  9489. makePerspective( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
  9490. const te = this.elements;
  9491. const x = 2 * near / ( right - left );
  9492. const y = 2 * near / ( top - bottom );
  9493. const a = ( right + left ) / ( right - left );
  9494. const b = ( top + bottom ) / ( top - bottom );
  9495. let c, d;
  9496. if ( reversedDepth ) {
  9497. c = near / ( far - near );
  9498. d = ( far * near ) / ( far - near );
  9499. } else {
  9500. if ( coordinateSystem === WebGLCoordinateSystem ) {
  9501. c = - ( far + near ) / ( far - near );
  9502. d = ( -2 * far * near ) / ( far - near );
  9503. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  9504. c = - far / ( far - near );
  9505. d = ( - far * near ) / ( far - near );
  9506. } else {
  9507. throw new Error( 'THREE.Matrix4.makePerspective(): Invalid coordinate system: ' + coordinateSystem );
  9508. }
  9509. }
  9510. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  9511. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  9512. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  9513. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = -1; te[ 15 ] = 0;
  9514. return this;
  9515. }
  9516. /**
  9517. * Creates a orthographic projection matrix. This is used internally by
  9518. * {@link OrthographicCamera#updateProjectionMatrix}.
  9519. * @param {number} left - Left boundary of the viewing frustum at the near plane.
  9520. * @param {number} right - Right boundary of the viewing frustum at the near plane.
  9521. * @param {number} top - Top boundary of the viewing frustum at the near plane.
  9522. * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.
  9523. * @param {number} near - The distance from the camera to the near plane.
  9524. * @param {number} far - The distance from the camera to the far plane.
  9525. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.
  9526. * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  9527. * @return {Matrix4} A reference to this matrix.
  9528. */
  9529. makeOrthographic( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
  9530. const te = this.elements;
  9531. const x = 2 / ( right - left );
  9532. const y = 2 / ( top - bottom );
  9533. const a = - ( right + left ) / ( right - left );
  9534. const b = - ( top + bottom ) / ( top - bottom );
  9535. let c, d;
  9536. if ( reversedDepth ) {
  9537. c = 1 / ( far - near );
  9538. d = far / ( far - near );
  9539. } else {
  9540. if ( coordinateSystem === WebGLCoordinateSystem ) {
  9541. c = -2 / ( far - near );
  9542. d = - ( far + near ) / ( far - near );
  9543. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  9544. c = -1 / ( far - near );
  9545. d = - near / ( far - near );
  9546. } else {
  9547. throw new Error( 'THREE.Matrix4.makeOrthographic(): Invalid coordinate system: ' + coordinateSystem );
  9548. }
  9549. }
  9550. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = a;
  9551. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = 0; te[ 13 ] = b;
  9552. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  9553. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  9554. return this;
  9555. }
  9556. /**
  9557. * Returns `true` if this matrix is equal with the given one.
  9558. *
  9559. * @param {Matrix4} matrix - The matrix to test for equality.
  9560. * @return {boolean} Whether this matrix is equal with the given one.
  9561. */
  9562. equals( matrix ) {
  9563. const te = this.elements;
  9564. const me = matrix.elements;
  9565. for ( let i = 0; i < 16; i ++ ) {
  9566. if ( te[ i ] !== me[ i ] ) return false;
  9567. }
  9568. return true;
  9569. }
  9570. /**
  9571. * Sets the elements of the matrix from the given array.
  9572. *
  9573. * @param {Array<number>} array - The matrix elements in column-major order.
  9574. * @param {number} [offset=0] - Index of the first element in the array.
  9575. * @return {Matrix4} A reference to this matrix.
  9576. */
  9577. fromArray( array, offset = 0 ) {
  9578. for ( let i = 0; i < 16; i ++ ) {
  9579. this.elements[ i ] = array[ i + offset ];
  9580. }
  9581. return this;
  9582. }
  9583. /**
  9584. * Writes the elements of this matrix to the given array. If no array is provided,
  9585. * the method returns a new instance.
  9586. *
  9587. * @param {Array<number>} [array=[]] - The target array holding the matrix elements in column-major order.
  9588. * @param {number} [offset=0] - Index of the first element in the array.
  9589. * @return {Array<number>} The matrix elements in column-major order.
  9590. */
  9591. toArray( array = [], offset = 0 ) {
  9592. const te = this.elements;
  9593. array[ offset ] = te[ 0 ];
  9594. array[ offset + 1 ] = te[ 1 ];
  9595. array[ offset + 2 ] = te[ 2 ];
  9596. array[ offset + 3 ] = te[ 3 ];
  9597. array[ offset + 4 ] = te[ 4 ];
  9598. array[ offset + 5 ] = te[ 5 ];
  9599. array[ offset + 6 ] = te[ 6 ];
  9600. array[ offset + 7 ] = te[ 7 ];
  9601. array[ offset + 8 ] = te[ 8 ];
  9602. array[ offset + 9 ] = te[ 9 ];
  9603. array[ offset + 10 ] = te[ 10 ];
  9604. array[ offset + 11 ] = te[ 11 ];
  9605. array[ offset + 12 ] = te[ 12 ];
  9606. array[ offset + 13 ] = te[ 13 ];
  9607. array[ offset + 14 ] = te[ 14 ];
  9608. array[ offset + 15 ] = te[ 15 ];
  9609. return array;
  9610. }
  9611. }
  9612. const _v1$5 = /*@__PURE__*/ new Vector3();
  9613. const _m1$2 = /*@__PURE__*/ new Matrix4();
  9614. const _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 );
  9615. const _one = /*@__PURE__*/ new Vector3( 1, 1, 1 );
  9616. const _x = /*@__PURE__*/ new Vector3();
  9617. const _y = /*@__PURE__*/ new Vector3();
  9618. const _z = /*@__PURE__*/ new Vector3();
  9619. const _matrix$2 = /*@__PURE__*/ new Matrix4();
  9620. const _quaternion$3 = /*@__PURE__*/ new Quaternion();
  9621. /**
  9622. * A class representing Euler angles.
  9623. *
  9624. * Euler angles describe a rotational transformation by rotating an object on
  9625. * its various axes in specified amounts per axis, and a specified axis
  9626. * order.
  9627. *
  9628. * Iterating through an instance will yield its components (x, y, z,
  9629. * order) in the corresponding order.
  9630. *
  9631. * ```js
  9632. * const a = new THREE.Euler( 0, 1, 1.57, 'XYZ' );
  9633. * const b = new THREE.Vector3( 1, 0, 1 );
  9634. * b.applyEuler(a);
  9635. * ```
  9636. */
  9637. class Euler {
  9638. /**
  9639. * Constructs a new euler instance.
  9640. *
  9641. * @param {number} [x=0] - The angle of the x axis in radians.
  9642. * @param {number} [y=0] - The angle of the y axis in radians.
  9643. * @param {number} [z=0] - The angle of the z axis in radians.
  9644. * @param {string} [order=Euler.DEFAULT_ORDER] - A string representing the order that the rotations are applied.
  9645. */
  9646. constructor( x = 0, y = 0, z = 0, order = Euler.DEFAULT_ORDER ) {
  9647. /**
  9648. * This flag can be used for type testing.
  9649. *
  9650. * @type {boolean}
  9651. * @readonly
  9652. * @default true
  9653. */
  9654. this.isEuler = true;
  9655. this._x = x;
  9656. this._y = y;
  9657. this._z = z;
  9658. this._order = order;
  9659. }
  9660. /**
  9661. * The angle of the x axis in radians.
  9662. *
  9663. * @type {number}
  9664. * @default 0
  9665. */
  9666. get x() {
  9667. return this._x;
  9668. }
  9669. set x( value ) {
  9670. this._x = value;
  9671. this._onChangeCallback();
  9672. }
  9673. /**
  9674. * The angle of the y axis in radians.
  9675. *
  9676. * @type {number}
  9677. * @default 0
  9678. */
  9679. get y() {
  9680. return this._y;
  9681. }
  9682. set y( value ) {
  9683. this._y = value;
  9684. this._onChangeCallback();
  9685. }
  9686. /**
  9687. * The angle of the z axis in radians.
  9688. *
  9689. * @type {number}
  9690. * @default 0
  9691. */
  9692. get z() {
  9693. return this._z;
  9694. }
  9695. set z( value ) {
  9696. this._z = value;
  9697. this._onChangeCallback();
  9698. }
  9699. /**
  9700. * A string representing the order that the rotations are applied.
  9701. *
  9702. * @type {string}
  9703. * @default 'XYZ'
  9704. */
  9705. get order() {
  9706. return this._order;
  9707. }
  9708. set order( value ) {
  9709. this._order = value;
  9710. this._onChangeCallback();
  9711. }
  9712. /**
  9713. * Sets the Euler components.
  9714. *
  9715. * @param {number} x - The angle of the x axis in radians.
  9716. * @param {number} y - The angle of the y axis in radians.
  9717. * @param {number} z - The angle of the z axis in radians.
  9718. * @param {string} [order] - A string representing the order that the rotations are applied.
  9719. * @return {Euler} A reference to this Euler instance.
  9720. */
  9721. set( x, y, z, order = this._order ) {
  9722. this._x = x;
  9723. this._y = y;
  9724. this._z = z;
  9725. this._order = order;
  9726. this._onChangeCallback();
  9727. return this;
  9728. }
  9729. /**
  9730. * Returns a new Euler instance with copied values from this instance.
  9731. *
  9732. * @return {Euler} A clone of this instance.
  9733. */
  9734. clone() {
  9735. return new this.constructor( this._x, this._y, this._z, this._order );
  9736. }
  9737. /**
  9738. * Copies the values of the given Euler instance to this instance.
  9739. *
  9740. * @param {Euler} euler - The Euler instance to copy.
  9741. * @return {Euler} A reference to this Euler instance.
  9742. */
  9743. copy( euler ) {
  9744. this._x = euler._x;
  9745. this._y = euler._y;
  9746. this._z = euler._z;
  9747. this._order = euler._order;
  9748. this._onChangeCallback();
  9749. return this;
  9750. }
  9751. /**
  9752. * Sets the angles of this Euler instance from a pure rotation matrix.
  9753. *
  9754. * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).
  9755. * @param {string} [order] - A string representing the order that the rotations are applied.
  9756. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  9757. * @return {Euler} A reference to this Euler instance.
  9758. */
  9759. setFromRotationMatrix( m, order = this._order, update = true ) {
  9760. const te = m.elements;
  9761. const m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  9762. const m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  9763. const m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  9764. switch ( order ) {
  9765. case 'XYZ':
  9766. this._y = Math.asin( clamp( m13, -1, 1 ) );
  9767. if ( Math.abs( m13 ) < 0.9999999 ) {
  9768. this._x = Math.atan2( - m23, m33 );
  9769. this._z = Math.atan2( - m12, m11 );
  9770. } else {
  9771. this._x = Math.atan2( m32, m22 );
  9772. this._z = 0;
  9773. }
  9774. break;
  9775. case 'YXZ':
  9776. this._x = Math.asin( - clamp( m23, -1, 1 ) );
  9777. if ( Math.abs( m23 ) < 0.9999999 ) {
  9778. this._y = Math.atan2( m13, m33 );
  9779. this._z = Math.atan2( m21, m22 );
  9780. } else {
  9781. this._y = Math.atan2( - m31, m11 );
  9782. this._z = 0;
  9783. }
  9784. break;
  9785. case 'ZXY':
  9786. this._x = Math.asin( clamp( m32, -1, 1 ) );
  9787. if ( Math.abs( m32 ) < 0.9999999 ) {
  9788. this._y = Math.atan2( - m31, m33 );
  9789. this._z = Math.atan2( - m12, m22 );
  9790. } else {
  9791. this._y = 0;
  9792. this._z = Math.atan2( m21, m11 );
  9793. }
  9794. break;
  9795. case 'ZYX':
  9796. this._y = Math.asin( - clamp( m31, -1, 1 ) );
  9797. if ( Math.abs( m31 ) < 0.9999999 ) {
  9798. this._x = Math.atan2( m32, m33 );
  9799. this._z = Math.atan2( m21, m11 );
  9800. } else {
  9801. this._x = 0;
  9802. this._z = Math.atan2( - m12, m22 );
  9803. }
  9804. break;
  9805. case 'YZX':
  9806. this._z = Math.asin( clamp( m21, -1, 1 ) );
  9807. if ( Math.abs( m21 ) < 0.9999999 ) {
  9808. this._x = Math.atan2( - m23, m22 );
  9809. this._y = Math.atan2( - m31, m11 );
  9810. } else {
  9811. this._x = 0;
  9812. this._y = Math.atan2( m13, m33 );
  9813. }
  9814. break;
  9815. case 'XZY':
  9816. this._z = Math.asin( - clamp( m12, -1, 1 ) );
  9817. if ( Math.abs( m12 ) < 0.9999999 ) {
  9818. this._x = Math.atan2( m32, m22 );
  9819. this._y = Math.atan2( m13, m11 );
  9820. } else {
  9821. this._x = Math.atan2( - m23, m33 );
  9822. this._y = 0;
  9823. }
  9824. break;
  9825. default:
  9826. warn( 'Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );
  9827. }
  9828. this._order = order;
  9829. if ( update === true ) this._onChangeCallback();
  9830. return this;
  9831. }
  9832. /**
  9833. * Sets the angles of this Euler instance from a normalized quaternion.
  9834. *
  9835. * @param {Quaternion} q - A normalized Quaternion.
  9836. * @param {string} [order] - A string representing the order that the rotations are applied.
  9837. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  9838. * @return {Euler} A reference to this Euler instance.
  9839. */
  9840. setFromQuaternion( q, order, update ) {
  9841. _matrix$2.makeRotationFromQuaternion( q );
  9842. return this.setFromRotationMatrix( _matrix$2, order, update );
  9843. }
  9844. /**
  9845. * Sets the angles of this Euler instance from the given vector.
  9846. *
  9847. * @param {Vector3} v - The vector.
  9848. * @param {string} [order] - A string representing the order that the rotations are applied.
  9849. * @return {Euler} A reference to this Euler instance.
  9850. */
  9851. setFromVector3( v, order = this._order ) {
  9852. return this.set( v.x, v.y, v.z, order );
  9853. }
  9854. /**
  9855. * Resets the euler angle with a new order by creating a quaternion from this
  9856. * euler angle and then setting this euler angle with the quaternion and the
  9857. * new order.
  9858. *
  9859. * Warning: This discards revolution information.
  9860. *
  9861. * @param {string} [newOrder] - A string representing the new order that the rotations are applied.
  9862. * @return {Euler} A reference to this Euler instance.
  9863. */
  9864. reorder( newOrder ) {
  9865. _quaternion$3.setFromEuler( this );
  9866. return this.setFromQuaternion( _quaternion$3, newOrder );
  9867. }
  9868. /**
  9869. * Returns `true` if this Euler instance is equal with the given one.
  9870. *
  9871. * @param {Euler} euler - The Euler instance to test for equality.
  9872. * @return {boolean} Whether this Euler instance is equal with the given one.
  9873. */
  9874. equals( euler ) {
  9875. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  9876. }
  9877. /**
  9878. * Sets this Euler instance's components to values from the given array. The first three
  9879. * entries of the array are assign to the x,y and z components. An optional fourth entry
  9880. * defines the Euler order.
  9881. *
  9882. * @param {Array<number,number,number,?string>} array - An array holding the Euler component values.
  9883. * @return {Euler} A reference to this Euler instance.
  9884. */
  9885. fromArray( array ) {
  9886. this._x = array[ 0 ];
  9887. this._y = array[ 1 ];
  9888. this._z = array[ 2 ];
  9889. if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
  9890. this._onChangeCallback();
  9891. return this;
  9892. }
  9893. /**
  9894. * Writes the components of this Euler instance to the given array. If no array is provided,
  9895. * the method returns a new instance.
  9896. *
  9897. * @param {Array<number,number,number,string>} [array=[]] - The target array holding the Euler components.
  9898. * @param {number} [offset=0] - Index of the first element in the array.
  9899. * @return {Array<number,number,number,string>} The Euler components.
  9900. */
  9901. toArray( array = [], offset = 0 ) {
  9902. array[ offset ] = this._x;
  9903. array[ offset + 1 ] = this._y;
  9904. array[ offset + 2 ] = this._z;
  9905. array[ offset + 3 ] = this._order;
  9906. return array;
  9907. }
  9908. _onChange( callback ) {
  9909. this._onChangeCallback = callback;
  9910. return this;
  9911. }
  9912. _onChangeCallback() {}
  9913. *[ Symbol.iterator ]() {
  9914. yield this._x;
  9915. yield this._y;
  9916. yield this._z;
  9917. yield this._order;
  9918. }
  9919. }
  9920. /**
  9921. * The default Euler angle order.
  9922. *
  9923. * @static
  9924. * @type {string}
  9925. * @default 'XYZ'
  9926. */
  9927. Euler.DEFAULT_ORDER = 'XYZ';
  9928. /**
  9929. * A layers object assigns an 3D object to 1 or more of 32
  9930. * layers numbered `0` to `31` - internally the layers are stored as a
  9931. * bit mask], and by default all 3D objects are a member of layer `0`.
  9932. *
  9933. * This can be used to control visibility - an object must share a layer with
  9934. * a camera to be visible when that camera's view is
  9935. * rendered.
  9936. *
  9937. * All classes that inherit from {@link Object3D} have an `layers` property which
  9938. * is an instance of this class.
  9939. */
  9940. class Layers {
  9941. /**
  9942. * Constructs a new layers instance, with membership
  9943. * initially set to layer `0`.
  9944. */
  9945. constructor() {
  9946. /**
  9947. * A bit mask storing which of the 32 layers this layers object is currently
  9948. * a member of.
  9949. *
  9950. * @type {number}
  9951. */
  9952. this.mask = 1 | 0;
  9953. }
  9954. /**
  9955. * Sets membership to the given layer, and remove membership all other layers.
  9956. *
  9957. * @param {number} layer - The layer to set.
  9958. */
  9959. set( layer ) {
  9960. this.mask = ( 1 << layer | 0 ) >>> 0;
  9961. }
  9962. /**
  9963. * Adds membership of the given layer.
  9964. *
  9965. * @param {number} layer - The layer to enable.
  9966. */
  9967. enable( layer ) {
  9968. this.mask |= 1 << layer | 0;
  9969. }
  9970. /**
  9971. * Adds membership to all layers.
  9972. */
  9973. enableAll() {
  9974. this.mask = 0xffffffff | 0;
  9975. }
  9976. /**
  9977. * Toggles the membership of the given layer.
  9978. *
  9979. * @param {number} layer - The layer to toggle.
  9980. */
  9981. toggle( layer ) {
  9982. this.mask ^= 1 << layer | 0;
  9983. }
  9984. /**
  9985. * Removes membership of the given layer.
  9986. *
  9987. * @param {number} layer - The layer to enable.
  9988. */
  9989. disable( layer ) {
  9990. this.mask &= ~ ( 1 << layer | 0 );
  9991. }
  9992. /**
  9993. * Removes the membership from all layers.
  9994. */
  9995. disableAll() {
  9996. this.mask = 0;
  9997. }
  9998. /**
  9999. * Returns `true` if this and the given layers object have at least one
  10000. * layer in common.
  10001. *
  10002. * @param {Layers} layers - The layers to test.
  10003. * @return {boolean } Whether this and the given layers object have at least one layer in common or not.
  10004. */
  10005. test( layers ) {
  10006. return ( this.mask & layers.mask ) !== 0;
  10007. }
  10008. /**
  10009. * Returns `true` if the given layer is enabled.
  10010. *
  10011. * @param {number} layer - The layer to test.
  10012. * @return {boolean } Whether the given layer is enabled or not.
  10013. */
  10014. isEnabled( layer ) {
  10015. return ( this.mask & ( 1 << layer | 0 ) ) !== 0;
  10016. }
  10017. }
  10018. let _object3DId = 0;
  10019. const _v1$4 = /*@__PURE__*/ new Vector3();
  10020. const _q1 = /*@__PURE__*/ new Quaternion();
  10021. const _m1$1 = /*@__PURE__*/ new Matrix4();
  10022. const _target = /*@__PURE__*/ new Vector3();
  10023. const _position$3 = /*@__PURE__*/ new Vector3();
  10024. const _scale$2 = /*@__PURE__*/ new Vector3();
  10025. const _quaternion$2 = /*@__PURE__*/ new Quaternion();
  10026. const _xAxis = /*@__PURE__*/ new Vector3( 1, 0, 0 );
  10027. const _yAxis = /*@__PURE__*/ new Vector3( 0, 1, 0 );
  10028. const _zAxis = /*@__PURE__*/ new Vector3( 0, 0, 1 );
  10029. /**
  10030. * Fires when the object has been added to its parent object.
  10031. *
  10032. * @event Object3D#added
  10033. * @type {Object}
  10034. */
  10035. const _addedEvent = { type: 'added' };
  10036. /**
  10037. * Fires when the object has been removed from its parent object.
  10038. *
  10039. * @event Object3D#removed
  10040. * @type {Object}
  10041. */
  10042. const _removedEvent = { type: 'removed' };
  10043. /**
  10044. * Fires when a new child object has been added.
  10045. *
  10046. * @event Object3D#childadded
  10047. * @type {Object}
  10048. */
  10049. const _childaddedEvent = { type: 'childadded', child: null };
  10050. /**
  10051. * Fires when a child object has been removed.
  10052. *
  10053. * @event Object3D#childremoved
  10054. * @type {Object}
  10055. */
  10056. const _childremovedEvent = { type: 'childremoved', child: null };
  10057. /**
  10058. * This is the base class for most objects in three.js and provides a set of
  10059. * properties and methods for manipulating objects in 3D space.
  10060. *
  10061. * @augments EventDispatcher
  10062. */
  10063. class Object3D extends EventDispatcher {
  10064. /**
  10065. * Constructs a new 3D object.
  10066. */
  10067. constructor() {
  10068. super();
  10069. /**
  10070. * This flag can be used for type testing.
  10071. *
  10072. * @type {boolean}
  10073. * @readonly
  10074. * @default true
  10075. */
  10076. this.isObject3D = true;
  10077. /**
  10078. * The ID of the 3D object.
  10079. *
  10080. * @name Object3D#id
  10081. * @type {number}
  10082. * @readonly
  10083. */
  10084. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  10085. /**
  10086. * The UUID of the 3D object.
  10087. *
  10088. * @type {string}
  10089. * @readonly
  10090. */
  10091. this.uuid = generateUUID();
  10092. /**
  10093. * The name of the 3D object.
  10094. *
  10095. * @type {string}
  10096. */
  10097. this.name = '';
  10098. /**
  10099. * The type property is used for detecting the object type
  10100. * in context of serialization/deserialization.
  10101. *
  10102. * @type {string}
  10103. * @readonly
  10104. */
  10105. this.type = 'Object3D';
  10106. /**
  10107. * A reference to the parent object.
  10108. *
  10109. * @type {?Object3D}
  10110. * @default null
  10111. */
  10112. this.parent = null;
  10113. /**
  10114. * An array holding the child 3D objects of this instance.
  10115. *
  10116. * @type {Array<Object3D>}
  10117. */
  10118. this.children = [];
  10119. /**
  10120. * Defines the `up` direction of the 3D object which influences
  10121. * the orientation via methods like {@link Object3D#lookAt}.
  10122. *
  10123. * The default values for all 3D objects is defined by `Object3D.DEFAULT_UP`.
  10124. *
  10125. * @type {Vector3}
  10126. */
  10127. this.up = Object3D.DEFAULT_UP.clone();
  10128. const position = new Vector3();
  10129. const rotation = new Euler();
  10130. const quaternion = new Quaternion();
  10131. const scale = new Vector3( 1, 1, 1 );
  10132. function onRotationChange() {
  10133. quaternion.setFromEuler( rotation, false );
  10134. }
  10135. function onQuaternionChange() {
  10136. rotation.setFromQuaternion( quaternion, undefined, false );
  10137. }
  10138. rotation._onChange( onRotationChange );
  10139. quaternion._onChange( onQuaternionChange );
  10140. Object.defineProperties( this, {
  10141. /**
  10142. * Represents the object's local position.
  10143. *
  10144. * @name Object3D#position
  10145. * @type {Vector3}
  10146. * @default (0,0,0)
  10147. */
  10148. position: {
  10149. configurable: true,
  10150. enumerable: true,
  10151. value: position
  10152. },
  10153. /**
  10154. * Represents the object's local rotation as Euler angles, in radians.
  10155. *
  10156. * @name Object3D#rotation
  10157. * @type {Euler}
  10158. * @default (0,0,0)
  10159. */
  10160. rotation: {
  10161. configurable: true,
  10162. enumerable: true,
  10163. value: rotation
  10164. },
  10165. /**
  10166. * Represents the object's local rotation as Quaternions.
  10167. *
  10168. * @name Object3D#quaternion
  10169. * @type {Quaternion}
  10170. */
  10171. quaternion: {
  10172. configurable: true,
  10173. enumerable: true,
  10174. value: quaternion
  10175. },
  10176. /**
  10177. * Represents the object's local scale.
  10178. *
  10179. * @name Object3D#scale
  10180. * @type {Vector3}
  10181. * @default (1,1,1)
  10182. */
  10183. scale: {
  10184. configurable: true,
  10185. enumerable: true,
  10186. value: scale
  10187. },
  10188. /**
  10189. * Represents the object's model-view matrix.
  10190. *
  10191. * @name Object3D#modelViewMatrix
  10192. * @type {Matrix4}
  10193. */
  10194. modelViewMatrix: {
  10195. value: new Matrix4()
  10196. },
  10197. /**
  10198. * Represents the object's normal matrix.
  10199. *
  10200. * @name Object3D#normalMatrix
  10201. * @type {Matrix3}
  10202. */
  10203. normalMatrix: {
  10204. value: new Matrix3()
  10205. }
  10206. } );
  10207. /**
  10208. * Represents the object's transformation matrix in local space.
  10209. *
  10210. * @type {Matrix4}
  10211. */
  10212. this.matrix = new Matrix4();
  10213. /**
  10214. * Represents the object's transformation matrix in world space.
  10215. * If the 3D object has no parent, then it's identical to the local transformation matrix
  10216. *
  10217. * @type {Matrix4}
  10218. */
  10219. this.matrixWorld = new Matrix4();
  10220. /**
  10221. * When set to `true`, the engine automatically computes the local matrix from position,
  10222. * rotation and scale every frame.
  10223. *
  10224. * The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_AUTO_UPDATE`.
  10225. *
  10226. * @type {boolean}
  10227. * @default true
  10228. */
  10229. this.matrixAutoUpdate = Object3D.DEFAULT_MATRIX_AUTO_UPDATE;
  10230. /**
  10231. * When set to `true`, the engine automatically computes the world matrix from the current local
  10232. * matrix and the object's transformation hierarchy.
  10233. *
  10234. * The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE`.
  10235. *
  10236. * @type {boolean}
  10237. * @default true
  10238. */
  10239. this.matrixWorldAutoUpdate = Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE; // checked by the renderer
  10240. /**
  10241. * When set to `true`, it calculates the world matrix in that frame and resets this property
  10242. * to `false`.
  10243. *
  10244. * @type {boolean}
  10245. * @default false
  10246. */
  10247. this.matrixWorldNeedsUpdate = false;
  10248. /**
  10249. * The layer membership of the 3D object. The 3D object is only visible if it has
  10250. * at least one layer in common with the camera in use. This property can also be
  10251. * used to filter out unwanted objects in ray-intersection tests when using {@link Raycaster}.
  10252. *
  10253. * @type {Layers}
  10254. */
  10255. this.layers = new Layers();
  10256. /**
  10257. * When set to `true`, the 3D object gets rendered.
  10258. *
  10259. * @type {boolean}
  10260. * @default true
  10261. */
  10262. this.visible = true;
  10263. /**
  10264. * When set to `true`, the 3D object gets rendered into shadow maps.
  10265. *
  10266. * @type {boolean}
  10267. * @default false
  10268. */
  10269. this.castShadow = false;
  10270. /**
  10271. * When set to `true`, the 3D object is affected by shadows in the scene.
  10272. *
  10273. * @type {boolean}
  10274. * @default false
  10275. */
  10276. this.receiveShadow = false;
  10277. /**
  10278. * When set to `true`, the 3D object is honored by view frustum culling.
  10279. *
  10280. * @type {boolean}
  10281. * @default true
  10282. */
  10283. this.frustumCulled = true;
  10284. /**
  10285. * This value allows the default rendering order of scene graph objects to be
  10286. * overridden although opaque and transparent objects remain sorted independently.
  10287. * When this property is set for an instance of {@link Group},all descendants
  10288. * objects will be sorted and rendered together. Sorting is from lowest to highest
  10289. * render order.
  10290. *
  10291. * @type {number}
  10292. * @default 0
  10293. */
  10294. this.renderOrder = 0;
  10295. /**
  10296. * An array holding the animation clips of the 3D object.
  10297. *
  10298. * @type {Array<AnimationClip>}
  10299. */
  10300. this.animations = [];
  10301. /**
  10302. * Custom depth material to be used when rendering to the depth map. Can only be used
  10303. * in context of meshes. When shadow-casting with a {@link DirectionalLight} or {@link SpotLight},
  10304. * if you are modifying vertex positions in the vertex shader you must specify a custom depth
  10305. * material for proper shadows.
  10306. *
  10307. * Only relevant in context of {@link WebGLRenderer}.
  10308. *
  10309. * @type {(Material|undefined)}
  10310. * @default undefined
  10311. */
  10312. this.customDepthMaterial = undefined;
  10313. /**
  10314. * Same as {@link Object3D#customDepthMaterial}, but used with {@link PointLight}.
  10315. *
  10316. * Only relevant in context of {@link WebGLRenderer}.
  10317. *
  10318. * @type {(Material|undefined)}
  10319. * @default undefined
  10320. */
  10321. this.customDistanceMaterial = undefined;
  10322. /**
  10323. * An object that can be used to store custom data about the 3D object. It
  10324. * should not hold references to functions as these will not be cloned.
  10325. *
  10326. * @type {Object}
  10327. */
  10328. this.userData = {};
  10329. }
  10330. /**
  10331. * A callback that is executed immediately before a 3D object is rendered to a shadow map.
  10332. *
  10333. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10334. * @param {Object3D} object - The 3D object.
  10335. * @param {Camera} camera - The camera that is used to render the scene.
  10336. * @param {Camera} shadowCamera - The shadow camera.
  10337. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10338. * @param {Material} depthMaterial - The depth material.
  10339. * @param {Object} group - The geometry group data.
  10340. */
  10341. onBeforeShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
  10342. /**
  10343. * A callback that is executed immediately after a 3D object is rendered to a shadow map.
  10344. *
  10345. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10346. * @param {Object3D} object - The 3D object.
  10347. * @param {Camera} camera - The camera that is used to render the scene.
  10348. * @param {Camera} shadowCamera - The shadow camera.
  10349. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10350. * @param {Material} depthMaterial - The depth material.
  10351. * @param {Object} group - The geometry group data.
  10352. */
  10353. onAfterShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
  10354. /**
  10355. * A callback that is executed immediately before a 3D object is rendered.
  10356. *
  10357. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10358. * @param {Object3D} object - The 3D object.
  10359. * @param {Camera} camera - The camera that is used to render the scene.
  10360. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10361. * @param {Material} material - The 3D object's material.
  10362. * @param {Object} group - The geometry group data.
  10363. */
  10364. onBeforeRender( /* renderer, scene, camera, geometry, material, group */ ) {}
  10365. /**
  10366. * A callback that is executed immediately after a 3D object is rendered.
  10367. *
  10368. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10369. * @param {Object3D} object - The 3D object.
  10370. * @param {Camera} camera - The camera that is used to render the scene.
  10371. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10372. * @param {Material} material - The 3D object's material.
  10373. * @param {Object} group - The geometry group data.
  10374. */
  10375. onAfterRender( /* renderer, scene, camera, geometry, material, group */ ) {}
  10376. /**
  10377. * Applies the given transformation matrix to the object and updates the object's position,
  10378. * rotation and scale.
  10379. *
  10380. * @param {Matrix4} matrix - The transformation matrix.
  10381. */
  10382. applyMatrix4( matrix ) {
  10383. if ( this.matrixAutoUpdate ) this.updateMatrix();
  10384. this.matrix.premultiply( matrix );
  10385. this.matrix.decompose( this.position, this.quaternion, this.scale );
  10386. }
  10387. /**
  10388. * Applies a rotation represented by given the quaternion to the 3D object.
  10389. *
  10390. * @param {Quaternion} q - The quaternion.
  10391. * @return {Object3D} A reference to this instance.
  10392. */
  10393. applyQuaternion( q ) {
  10394. this.quaternion.premultiply( q );
  10395. return this;
  10396. }
  10397. /**
  10398. * Sets the given rotation represented as an axis/angle couple to the 3D object.
  10399. *
  10400. * @param {Vector3} axis - The (normalized) axis vector.
  10401. * @param {number} angle - The angle in radians.
  10402. */
  10403. setRotationFromAxisAngle( axis, angle ) {
  10404. // assumes axis is normalized
  10405. this.quaternion.setFromAxisAngle( axis, angle );
  10406. }
  10407. /**
  10408. * Sets the given rotation represented as Euler angles to the 3D object.
  10409. *
  10410. * @param {Euler} euler - The Euler angles.
  10411. */
  10412. setRotationFromEuler( euler ) {
  10413. this.quaternion.setFromEuler( euler, true );
  10414. }
  10415. /**
  10416. * Sets the given rotation represented as rotation matrix to the 3D object.
  10417. *
  10418. * @param {Matrix4} m - Although a 4x4 matrix is expected, the upper 3x3 portion must be
  10419. * a pure rotation matrix (i.e, unscaled).
  10420. */
  10421. setRotationFromMatrix( m ) {
  10422. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  10423. this.quaternion.setFromRotationMatrix( m );
  10424. }
  10425. /**
  10426. * Sets the given rotation represented as a Quaternion to the 3D object.
  10427. *
  10428. * @param {Quaternion} q - The Quaternion
  10429. */
  10430. setRotationFromQuaternion( q ) {
  10431. // assumes q is normalized
  10432. this.quaternion.copy( q );
  10433. }
  10434. /**
  10435. * Rotates the 3D object along an axis in local space.
  10436. *
  10437. * @param {Vector3} axis - The (normalized) axis vector.
  10438. * @param {number} angle - The angle in radians.
  10439. * @return {Object3D} A reference to this instance.
  10440. */
  10441. rotateOnAxis( axis, angle ) {
  10442. // rotate object on axis in object space
  10443. // axis is assumed to be normalized
  10444. _q1.setFromAxisAngle( axis, angle );
  10445. this.quaternion.multiply( _q1 );
  10446. return this;
  10447. }
  10448. /**
  10449. * Rotates the 3D object along an axis in world space.
  10450. *
  10451. * @param {Vector3} axis - The (normalized) axis vector.
  10452. * @param {number} angle - The angle in radians.
  10453. * @return {Object3D} A reference to this instance.
  10454. */
  10455. rotateOnWorldAxis( axis, angle ) {
  10456. // rotate object on axis in world space
  10457. // axis is assumed to be normalized
  10458. // method assumes no rotated parent
  10459. _q1.setFromAxisAngle( axis, angle );
  10460. this.quaternion.premultiply( _q1 );
  10461. return this;
  10462. }
  10463. /**
  10464. * Rotates the 3D object around its X axis in local space.
  10465. *
  10466. * @param {number} angle - The angle in radians.
  10467. * @return {Object3D} A reference to this instance.
  10468. */
  10469. rotateX( angle ) {
  10470. return this.rotateOnAxis( _xAxis, angle );
  10471. }
  10472. /**
  10473. * Rotates the 3D object around its Y axis in local space.
  10474. *
  10475. * @param {number} angle - The angle in radians.
  10476. * @return {Object3D} A reference to this instance.
  10477. */
  10478. rotateY( angle ) {
  10479. return this.rotateOnAxis( _yAxis, angle );
  10480. }
  10481. /**
  10482. * Rotates the 3D object around its Z axis in local space.
  10483. *
  10484. * @param {number} angle - The angle in radians.
  10485. * @return {Object3D} A reference to this instance.
  10486. */
  10487. rotateZ( angle ) {
  10488. return this.rotateOnAxis( _zAxis, angle );
  10489. }
  10490. /**
  10491. * Translate the 3D object by a distance along the given axis in local space.
  10492. *
  10493. * @param {Vector3} axis - The (normalized) axis vector.
  10494. * @param {number} distance - The distance in world units.
  10495. * @return {Object3D} A reference to this instance.
  10496. */
  10497. translateOnAxis( axis, distance ) {
  10498. // translate object by distance along axis in object space
  10499. // axis is assumed to be normalized
  10500. _v1$4.copy( axis ).applyQuaternion( this.quaternion );
  10501. this.position.add( _v1$4.multiplyScalar( distance ) );
  10502. return this;
  10503. }
  10504. /**
  10505. * Translate the 3D object by a distance along its X-axis in local space.
  10506. *
  10507. * @param {number} distance - The distance in world units.
  10508. * @return {Object3D} A reference to this instance.
  10509. */
  10510. translateX( distance ) {
  10511. return this.translateOnAxis( _xAxis, distance );
  10512. }
  10513. /**
  10514. * Translate the 3D object by a distance along its Y-axis in local space.
  10515. *
  10516. * @param {number} distance - The distance in world units.
  10517. * @return {Object3D} A reference to this instance.
  10518. */
  10519. translateY( distance ) {
  10520. return this.translateOnAxis( _yAxis, distance );
  10521. }
  10522. /**
  10523. * Translate the 3D object by a distance along its Z-axis in local space.
  10524. *
  10525. * @param {number} distance - The distance in world units.
  10526. * @return {Object3D} A reference to this instance.
  10527. */
  10528. translateZ( distance ) {
  10529. return this.translateOnAxis( _zAxis, distance );
  10530. }
  10531. /**
  10532. * Converts the given vector from this 3D object's local space to world space.
  10533. *
  10534. * @param {Vector3} vector - The vector to convert.
  10535. * @return {Vector3} The converted vector.
  10536. */
  10537. localToWorld( vector ) {
  10538. this.updateWorldMatrix( true, false );
  10539. return vector.applyMatrix4( this.matrixWorld );
  10540. }
  10541. /**
  10542. * Converts the given vector from this 3D object's word space to local space.
  10543. *
  10544. * @param {Vector3} vector - The vector to convert.
  10545. * @return {Vector3} The converted vector.
  10546. */
  10547. worldToLocal( vector ) {
  10548. this.updateWorldMatrix( true, false );
  10549. return vector.applyMatrix4( _m1$1.copy( this.matrixWorld ).invert() );
  10550. }
  10551. /**
  10552. * Rotates the object to face a point in world space.
  10553. *
  10554. * This method does not support objects having non-uniformly-scaled parent(s).
  10555. *
  10556. * @param {number|Vector3} x - The x coordinate in world space. Alternatively, a vector representing a position in world space
  10557. * @param {number} [y] - The y coordinate in world space.
  10558. * @param {number} [z] - The z coordinate in world space.
  10559. */
  10560. lookAt( x, y, z ) {
  10561. // This method does not support objects having non-uniformly-scaled parent(s)
  10562. if ( x.isVector3 ) {
  10563. _target.copy( x );
  10564. } else {
  10565. _target.set( x, y, z );
  10566. }
  10567. const parent = this.parent;
  10568. this.updateWorldMatrix( true, false );
  10569. _position$3.setFromMatrixPosition( this.matrixWorld );
  10570. if ( this.isCamera || this.isLight ) {
  10571. _m1$1.lookAt( _position$3, _target, this.up );
  10572. } else {
  10573. _m1$1.lookAt( _target, _position$3, this.up );
  10574. }
  10575. this.quaternion.setFromRotationMatrix( _m1$1 );
  10576. if ( parent ) {
  10577. _m1$1.extractRotation( parent.matrixWorld );
  10578. _q1.setFromRotationMatrix( _m1$1 );
  10579. this.quaternion.premultiply( _q1.invert() );
  10580. }
  10581. }
  10582. /**
  10583. * Adds the given 3D object as a child to this 3D object. An arbitrary number of
  10584. * objects may be added. Any current parent on an object passed in here will be
  10585. * removed, since an object can have at most one parent.
  10586. *
  10587. * @fires Object3D#added
  10588. * @fires Object3D#childadded
  10589. * @param {Object3D} object - The 3D object to add.
  10590. * @return {Object3D} A reference to this instance.
  10591. */
  10592. add( object ) {
  10593. if ( arguments.length > 1 ) {
  10594. for ( let i = 0; i < arguments.length; i ++ ) {
  10595. this.add( arguments[ i ] );
  10596. }
  10597. return this;
  10598. }
  10599. if ( object === this ) {
  10600. error( 'Object3D.add: object can\'t be added as a child of itself.', object );
  10601. return this;
  10602. }
  10603. if ( object && object.isObject3D ) {
  10604. object.removeFromParent();
  10605. object.parent = this;
  10606. this.children.push( object );
  10607. object.dispatchEvent( _addedEvent );
  10608. _childaddedEvent.child = object;
  10609. this.dispatchEvent( _childaddedEvent );
  10610. _childaddedEvent.child = null;
  10611. } else {
  10612. error( 'Object3D.add: object not an instance of THREE.Object3D.', object );
  10613. }
  10614. return this;
  10615. }
  10616. /**
  10617. * Removes the given 3D object as child from this 3D object.
  10618. * An arbitrary number of objects may be removed.
  10619. *
  10620. * @fires Object3D#removed
  10621. * @fires Object3D#childremoved
  10622. * @param {Object3D} object - The 3D object to remove.
  10623. * @return {Object3D} A reference to this instance.
  10624. */
  10625. remove( object ) {
  10626. if ( arguments.length > 1 ) {
  10627. for ( let i = 0; i < arguments.length; i ++ ) {
  10628. this.remove( arguments[ i ] );
  10629. }
  10630. return this;
  10631. }
  10632. const index = this.children.indexOf( object );
  10633. if ( index !== -1 ) {
  10634. object.parent = null;
  10635. this.children.splice( index, 1 );
  10636. object.dispatchEvent( _removedEvent );
  10637. _childremovedEvent.child = object;
  10638. this.dispatchEvent( _childremovedEvent );
  10639. _childremovedEvent.child = null;
  10640. }
  10641. return this;
  10642. }
  10643. /**
  10644. * Removes this 3D object from its current parent.
  10645. *
  10646. * @fires Object3D#removed
  10647. * @fires Object3D#childremoved
  10648. * @return {Object3D} A reference to this instance.
  10649. */
  10650. removeFromParent() {
  10651. const parent = this.parent;
  10652. if ( parent !== null ) {
  10653. parent.remove( this );
  10654. }
  10655. return this;
  10656. }
  10657. /**
  10658. * Removes all child objects.
  10659. *
  10660. * @fires Object3D#removed
  10661. * @fires Object3D#childremoved
  10662. * @return {Object3D} A reference to this instance.
  10663. */
  10664. clear() {
  10665. return this.remove( ... this.children );
  10666. }
  10667. /**
  10668. * Adds the given 3D object as a child of this 3D object, while maintaining the object's world
  10669. * transform. This method does not support scene graphs having non-uniformly-scaled nodes(s).
  10670. *
  10671. * @fires Object3D#added
  10672. * @fires Object3D#childadded
  10673. * @param {Object3D} object - The 3D object to attach.
  10674. * @return {Object3D} A reference to this instance.
  10675. */
  10676. attach( object ) {
  10677. // adds object as a child of this, while maintaining the object's world transform
  10678. // Note: This method does not support scene graphs having non-uniformly-scaled nodes(s)
  10679. this.updateWorldMatrix( true, false );
  10680. _m1$1.copy( this.matrixWorld ).invert();
  10681. if ( object.parent !== null ) {
  10682. object.parent.updateWorldMatrix( true, false );
  10683. _m1$1.multiply( object.parent.matrixWorld );
  10684. }
  10685. object.applyMatrix4( _m1$1 );
  10686. object.removeFromParent();
  10687. object.parent = this;
  10688. this.children.push( object );
  10689. object.updateWorldMatrix( false, true );
  10690. object.dispatchEvent( _addedEvent );
  10691. _childaddedEvent.child = object;
  10692. this.dispatchEvent( _childaddedEvent );
  10693. _childaddedEvent.child = null;
  10694. return this;
  10695. }
  10696. /**
  10697. * Searches through the 3D object and its children, starting with the 3D object
  10698. * itself, and returns the first with a matching ID.
  10699. *
  10700. * @param {number} id - The id.
  10701. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  10702. */
  10703. getObjectById( id ) {
  10704. return this.getObjectByProperty( 'id', id );
  10705. }
  10706. /**
  10707. * Searches through the 3D object and its children, starting with the 3D object
  10708. * itself, and returns the first with a matching name.
  10709. *
  10710. * @param {string} name - The name.
  10711. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  10712. */
  10713. getObjectByName( name ) {
  10714. return this.getObjectByProperty( 'name', name );
  10715. }
  10716. /**
  10717. * Searches through the 3D object and its children, starting with the 3D object
  10718. * itself, and returns the first with a matching property value.
  10719. *
  10720. * @param {string} name - The name of the property.
  10721. * @param {any} value - The value.
  10722. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  10723. */
  10724. getObjectByProperty( name, value ) {
  10725. if ( this[ name ] === value ) return this;
  10726. for ( let i = 0, l = this.children.length; i < l; i ++ ) {
  10727. const child = this.children[ i ];
  10728. const object = child.getObjectByProperty( name, value );
  10729. if ( object !== undefined ) {
  10730. return object;
  10731. }
  10732. }
  10733. return undefined;
  10734. }
  10735. /**
  10736. * Searches through the 3D object and its children, starting with the 3D object
  10737. * itself, and returns all 3D objects with a matching property value.
  10738. *
  10739. * @param {string} name - The name of the property.
  10740. * @param {any} value - The value.
  10741. * @param {Array<Object3D>} result - The method stores the result in this array.
  10742. * @return {Array<Object3D>} The found 3D objects.
  10743. */
  10744. getObjectsByProperty( name, value, result = [] ) {
  10745. if ( this[ name ] === value ) result.push( this );
  10746. const children = this.children;
  10747. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10748. children[ i ].getObjectsByProperty( name, value, result );
  10749. }
  10750. return result;
  10751. }
  10752. /**
  10753. * Returns a vector representing the position of the 3D object in world space.
  10754. *
  10755. * @param {Vector3} target - The target vector the result is stored to.
  10756. * @return {Vector3} The 3D object's position in world space.
  10757. */
  10758. getWorldPosition( target ) {
  10759. this.updateWorldMatrix( true, false );
  10760. return target.setFromMatrixPosition( this.matrixWorld );
  10761. }
  10762. /**
  10763. * Returns a Quaternion representing the position of the 3D object in world space.
  10764. *
  10765. * @param {Quaternion} target - The target Quaternion the result is stored to.
  10766. * @return {Quaternion} The 3D object's rotation in world space.
  10767. */
  10768. getWorldQuaternion( target ) {
  10769. this.updateWorldMatrix( true, false );
  10770. this.matrixWorld.decompose( _position$3, target, _scale$2 );
  10771. return target;
  10772. }
  10773. /**
  10774. * Returns a vector representing the scale of the 3D object in world space.
  10775. *
  10776. * @param {Vector3} target - The target vector the result is stored to.
  10777. * @return {Vector3} The 3D object's scale in world space.
  10778. */
  10779. getWorldScale( target ) {
  10780. this.updateWorldMatrix( true, false );
  10781. this.matrixWorld.decompose( _position$3, _quaternion$2, target );
  10782. return target;
  10783. }
  10784. /**
  10785. * Returns a vector representing the ("look") direction of the 3D object in world space.
  10786. *
  10787. * @param {Vector3} target - The target vector the result is stored to.
  10788. * @return {Vector3} The 3D object's direction in world space.
  10789. */
  10790. getWorldDirection( target ) {
  10791. this.updateWorldMatrix( true, false );
  10792. const e = this.matrixWorld.elements;
  10793. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  10794. }
  10795. /**
  10796. * Abstract method to get intersections between a casted ray and this
  10797. * 3D object. Renderable 3D objects such as {@link Mesh}, {@link Line} or {@link Points}
  10798. * implement this method in order to use raycasting.
  10799. *
  10800. * @abstract
  10801. * @param {Raycaster} raycaster - The raycaster.
  10802. * @param {Array<Object>} intersects - An array holding the result of the method.
  10803. */
  10804. raycast( /* raycaster, intersects */ ) {}
  10805. /**
  10806. * Executes the callback on this 3D object and all descendants.
  10807. *
  10808. * Note: Modifying the scene graph inside the callback is discouraged.
  10809. *
  10810. * @param {Function} callback - A callback function that allows to process the current 3D object.
  10811. */
  10812. traverse( callback ) {
  10813. callback( this );
  10814. const children = this.children;
  10815. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10816. children[ i ].traverse( callback );
  10817. }
  10818. }
  10819. /**
  10820. * Like {@link Object3D#traverse}, but the callback will only be executed for visible 3D objects.
  10821. * Descendants of invisible 3D objects are not traversed.
  10822. *
  10823. * Note: Modifying the scene graph inside the callback is discouraged.
  10824. *
  10825. * @param {Function} callback - A callback function that allows to process the current 3D object.
  10826. */
  10827. traverseVisible( callback ) {
  10828. if ( this.visible === false ) return;
  10829. callback( this );
  10830. const children = this.children;
  10831. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10832. children[ i ].traverseVisible( callback );
  10833. }
  10834. }
  10835. /**
  10836. * Like {@link Object3D#traverse}, but the callback will only be executed for all ancestors.
  10837. *
  10838. * Note: Modifying the scene graph inside the callback is discouraged.
  10839. *
  10840. * @param {Function} callback - A callback function that allows to process the current 3D object.
  10841. */
  10842. traverseAncestors( callback ) {
  10843. const parent = this.parent;
  10844. if ( parent !== null ) {
  10845. callback( parent );
  10846. parent.traverseAncestors( callback );
  10847. }
  10848. }
  10849. /**
  10850. * Updates the transformation matrix in local space by computing it from the current
  10851. * position, rotation and scale values.
  10852. */
  10853. updateMatrix() {
  10854. this.matrix.compose( this.position, this.quaternion, this.scale );
  10855. this.matrixWorldNeedsUpdate = true;
  10856. }
  10857. /**
  10858. * Updates the transformation matrix in world space of this 3D objects and its descendants.
  10859. *
  10860. * To ensure correct results, this method also recomputes the 3D object's transformation matrix in
  10861. * local space. The computation of the local and world matrix can be controlled with the
  10862. * {@link Object3D#matrixAutoUpdate} and {@link Object3D#matrixWorldAutoUpdate} flags which are both
  10863. * `true` by default. Set these flags to `false` if you need more control over the update matrix process.
  10864. *
  10865. * @param {boolean} [force=false] - When set to `true`, a recomputation of world matrices is forced even
  10866. * when {@link Object3D#matrixWorldAutoUpdate} is set to `false`.
  10867. */
  10868. updateMatrixWorld( force ) {
  10869. if ( this.matrixAutoUpdate ) this.updateMatrix();
  10870. if ( this.matrixWorldNeedsUpdate || force ) {
  10871. if ( this.matrixWorldAutoUpdate === true ) {
  10872. if ( this.parent === null ) {
  10873. this.matrixWorld.copy( this.matrix );
  10874. } else {
  10875. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  10876. }
  10877. }
  10878. this.matrixWorldNeedsUpdate = false;
  10879. force = true;
  10880. }
  10881. // make sure descendants are updated if required
  10882. const children = this.children;
  10883. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10884. const child = children[ i ];
  10885. child.updateMatrixWorld( force );
  10886. }
  10887. }
  10888. /**
  10889. * An alternative version of {@link Object3D#updateMatrixWorld} with more control over the
  10890. * update of ancestor and descendant nodes.
  10891. *
  10892. * @param {boolean} [updateParents=false] Whether ancestor nodes should be updated or not.
  10893. * @param {boolean} [updateChildren=false] Whether descendant nodes should be updated or not.
  10894. */
  10895. updateWorldMatrix( updateParents, updateChildren ) {
  10896. const parent = this.parent;
  10897. if ( updateParents === true && parent !== null ) {
  10898. parent.updateWorldMatrix( true, false );
  10899. }
  10900. if ( this.matrixAutoUpdate ) this.updateMatrix();
  10901. if ( this.matrixWorldAutoUpdate === true ) {
  10902. if ( this.parent === null ) {
  10903. this.matrixWorld.copy( this.matrix );
  10904. } else {
  10905. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  10906. }
  10907. }
  10908. // make sure descendants are updated
  10909. if ( updateChildren === true ) {
  10910. const children = this.children;
  10911. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10912. const child = children[ i ];
  10913. child.updateWorldMatrix( false, true );
  10914. }
  10915. }
  10916. }
  10917. /**
  10918. * Serializes the 3D object into JSON.
  10919. *
  10920. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  10921. * @return {Object} A JSON object representing the serialized 3D object.
  10922. * @see {@link ObjectLoader#parse}
  10923. */
  10924. toJSON( meta ) {
  10925. // meta is a string when called from JSON.stringify
  10926. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  10927. const output = {};
  10928. // meta is a hash used to collect geometries, materials.
  10929. // not providing it implies that this is the root object
  10930. // being serialized.
  10931. if ( isRootObject ) {
  10932. // initialize meta obj
  10933. meta = {
  10934. geometries: {},
  10935. materials: {},
  10936. textures: {},
  10937. images: {},
  10938. shapes: {},
  10939. skeletons: {},
  10940. animations: {},
  10941. nodes: {}
  10942. };
  10943. output.metadata = {
  10944. version: 4.7,
  10945. type: 'Object',
  10946. generator: 'Object3D.toJSON'
  10947. };
  10948. }
  10949. // standard Object3D serialization
  10950. const object = {};
  10951. object.uuid = this.uuid;
  10952. object.type = this.type;
  10953. if ( this.name !== '' ) object.name = this.name;
  10954. if ( this.castShadow === true ) object.castShadow = true;
  10955. if ( this.receiveShadow === true ) object.receiveShadow = true;
  10956. if ( this.visible === false ) object.visible = false;
  10957. if ( this.frustumCulled === false ) object.frustumCulled = false;
  10958. if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;
  10959. if ( Object.keys( this.userData ).length > 0 ) object.userData = this.userData;
  10960. object.layers = this.layers.mask;
  10961. object.matrix = this.matrix.toArray();
  10962. object.up = this.up.toArray();
  10963. if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;
  10964. // object specific properties
  10965. if ( this.isInstancedMesh ) {
  10966. object.type = 'InstancedMesh';
  10967. object.count = this.count;
  10968. object.instanceMatrix = this.instanceMatrix.toJSON();
  10969. if ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON();
  10970. }
  10971. if ( this.isBatchedMesh ) {
  10972. object.type = 'BatchedMesh';
  10973. object.perObjectFrustumCulled = this.perObjectFrustumCulled;
  10974. object.sortObjects = this.sortObjects;
  10975. object.drawRanges = this._drawRanges;
  10976. object.reservedRanges = this._reservedRanges;
  10977. object.geometryInfo = this._geometryInfo.map( info => ( {
  10978. ...info,
  10979. boundingBox: info.boundingBox ? info.boundingBox.toJSON() : undefined,
  10980. boundingSphere: info.boundingSphere ? info.boundingSphere.toJSON() : undefined
  10981. } ) );
  10982. object.instanceInfo = this._instanceInfo.map( info => ( { ...info } ) );
  10983. object.availableInstanceIds = this._availableInstanceIds.slice();
  10984. object.availableGeometryIds = this._availableGeometryIds.slice();
  10985. object.nextIndexStart = this._nextIndexStart;
  10986. object.nextVertexStart = this._nextVertexStart;
  10987. object.geometryCount = this._geometryCount;
  10988. object.maxInstanceCount = this._maxInstanceCount;
  10989. object.maxVertexCount = this._maxVertexCount;
  10990. object.maxIndexCount = this._maxIndexCount;
  10991. object.geometryInitialized = this._geometryInitialized;
  10992. object.matricesTexture = this._matricesTexture.toJSON( meta );
  10993. object.indirectTexture = this._indirectTexture.toJSON( meta );
  10994. if ( this._colorsTexture !== null ) {
  10995. object.colorsTexture = this._colorsTexture.toJSON( meta );
  10996. }
  10997. if ( this.boundingSphere !== null ) {
  10998. object.boundingSphere = this.boundingSphere.toJSON();
  10999. }
  11000. if ( this.boundingBox !== null ) {
  11001. object.boundingBox = this.boundingBox.toJSON();
  11002. }
  11003. }
  11004. //
  11005. function serialize( library, element ) {
  11006. if ( library[ element.uuid ] === undefined ) {
  11007. library[ element.uuid ] = element.toJSON( meta );
  11008. }
  11009. return element.uuid;
  11010. }
  11011. if ( this.isScene ) {
  11012. if ( this.background ) {
  11013. if ( this.background.isColor ) {
  11014. object.background = this.background.toJSON();
  11015. } else if ( this.background.isTexture ) {
  11016. object.background = this.background.toJSON( meta ).uuid;
  11017. }
  11018. }
  11019. if ( this.environment && this.environment.isTexture && this.environment.isRenderTargetTexture !== true ) {
  11020. object.environment = this.environment.toJSON( meta ).uuid;
  11021. }
  11022. } else if ( this.isMesh || this.isLine || this.isPoints ) {
  11023. object.geometry = serialize( meta.geometries, this.geometry );
  11024. const parameters = this.geometry.parameters;
  11025. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  11026. const shapes = parameters.shapes;
  11027. if ( Array.isArray( shapes ) ) {
  11028. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  11029. const shape = shapes[ i ];
  11030. serialize( meta.shapes, shape );
  11031. }
  11032. } else {
  11033. serialize( meta.shapes, shapes );
  11034. }
  11035. }
  11036. }
  11037. if ( this.isSkinnedMesh ) {
  11038. object.bindMode = this.bindMode;
  11039. object.bindMatrix = this.bindMatrix.toArray();
  11040. if ( this.skeleton !== undefined ) {
  11041. serialize( meta.skeletons, this.skeleton );
  11042. object.skeleton = this.skeleton.uuid;
  11043. }
  11044. }
  11045. if ( this.material !== undefined ) {
  11046. if ( Array.isArray( this.material ) ) {
  11047. const uuids = [];
  11048. for ( let i = 0, l = this.material.length; i < l; i ++ ) {
  11049. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  11050. }
  11051. object.material = uuids;
  11052. } else {
  11053. object.material = serialize( meta.materials, this.material );
  11054. }
  11055. }
  11056. //
  11057. if ( this.children.length > 0 ) {
  11058. object.children = [];
  11059. for ( let i = 0; i < this.children.length; i ++ ) {
  11060. object.children.push( this.children[ i ].toJSON( meta ).object );
  11061. }
  11062. }
  11063. //
  11064. if ( this.animations.length > 0 ) {
  11065. object.animations = [];
  11066. for ( let i = 0; i < this.animations.length; i ++ ) {
  11067. const animation = this.animations[ i ];
  11068. object.animations.push( serialize( meta.animations, animation ) );
  11069. }
  11070. }
  11071. if ( isRootObject ) {
  11072. const geometries = extractFromCache( meta.geometries );
  11073. const materials = extractFromCache( meta.materials );
  11074. const textures = extractFromCache( meta.textures );
  11075. const images = extractFromCache( meta.images );
  11076. const shapes = extractFromCache( meta.shapes );
  11077. const skeletons = extractFromCache( meta.skeletons );
  11078. const animations = extractFromCache( meta.animations );
  11079. const nodes = extractFromCache( meta.nodes );
  11080. if ( geometries.length > 0 ) output.geometries = geometries;
  11081. if ( materials.length > 0 ) output.materials = materials;
  11082. if ( textures.length > 0 ) output.textures = textures;
  11083. if ( images.length > 0 ) output.images = images;
  11084. if ( shapes.length > 0 ) output.shapes = shapes;
  11085. if ( skeletons.length > 0 ) output.skeletons = skeletons;
  11086. if ( animations.length > 0 ) output.animations = animations;
  11087. if ( nodes.length > 0 ) output.nodes = nodes;
  11088. }
  11089. output.object = object;
  11090. return output;
  11091. // extract data from the cache hash
  11092. // remove metadata on each item
  11093. // and return as array
  11094. function extractFromCache( cache ) {
  11095. const values = [];
  11096. for ( const key in cache ) {
  11097. const data = cache[ key ];
  11098. delete data.metadata;
  11099. values.push( data );
  11100. }
  11101. return values;
  11102. }
  11103. }
  11104. /**
  11105. * Returns a new 3D object with copied values from this instance.
  11106. *
  11107. * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are also cloned.
  11108. * @return {Object3D} A clone of this instance.
  11109. */
  11110. clone( recursive ) {
  11111. return new this.constructor().copy( this, recursive );
  11112. }
  11113. /**
  11114. * Copies the values of the given 3D object to this instance.
  11115. *
  11116. * @param {Object3D} source - The 3D object to copy.
  11117. * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are cloned.
  11118. * @return {Object3D} A reference to this instance.
  11119. */
  11120. copy( source, recursive = true ) {
  11121. this.name = source.name;
  11122. this.up.copy( source.up );
  11123. this.position.copy( source.position );
  11124. this.rotation.order = source.rotation.order;
  11125. this.quaternion.copy( source.quaternion );
  11126. this.scale.copy( source.scale );
  11127. this.matrix.copy( source.matrix );
  11128. this.matrixWorld.copy( source.matrixWorld );
  11129. this.matrixAutoUpdate = source.matrixAutoUpdate;
  11130. this.matrixWorldAutoUpdate = source.matrixWorldAutoUpdate;
  11131. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  11132. this.layers.mask = source.layers.mask;
  11133. this.visible = source.visible;
  11134. this.castShadow = source.castShadow;
  11135. this.receiveShadow = source.receiveShadow;
  11136. this.frustumCulled = source.frustumCulled;
  11137. this.renderOrder = source.renderOrder;
  11138. this.animations = source.animations.slice();
  11139. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  11140. if ( recursive === true ) {
  11141. for ( let i = 0; i < source.children.length; i ++ ) {
  11142. const child = source.children[ i ];
  11143. this.add( child.clone() );
  11144. }
  11145. }
  11146. return this;
  11147. }
  11148. }
  11149. /**
  11150. * The default up direction for objects, also used as the default
  11151. * position for {@link DirectionalLight} and {@link HemisphereLight}.
  11152. *
  11153. * @static
  11154. * @type {Vector3}
  11155. * @default (0,1,0)
  11156. */
  11157. Object3D.DEFAULT_UP = /*@__PURE__*/ new Vector3( 0, 1, 0 );
  11158. /**
  11159. * The default setting for {@link Object3D#matrixAutoUpdate} for
  11160. * newly created 3D objects.
  11161. *
  11162. * @static
  11163. * @type {boolean}
  11164. * @default true
  11165. */
  11166. Object3D.DEFAULT_MATRIX_AUTO_UPDATE = true;
  11167. /**
  11168. * The default setting for {@link Object3D#matrixWorldAutoUpdate} for
  11169. * newly created 3D objects.
  11170. *
  11171. * @static
  11172. * @type {boolean}
  11173. * @default true
  11174. */
  11175. Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE = true;
  11176. const _v0$1 = /*@__PURE__*/ new Vector3();
  11177. const _v1$3 = /*@__PURE__*/ new Vector3();
  11178. const _v2$2 = /*@__PURE__*/ new Vector3();
  11179. const _v3$2 = /*@__PURE__*/ new Vector3();
  11180. const _vab = /*@__PURE__*/ new Vector3();
  11181. const _vac = /*@__PURE__*/ new Vector3();
  11182. const _vbc = /*@__PURE__*/ new Vector3();
  11183. const _vap = /*@__PURE__*/ new Vector3();
  11184. const _vbp = /*@__PURE__*/ new Vector3();
  11185. const _vcp = /*@__PURE__*/ new Vector3();
  11186. const _v40 = /*@__PURE__*/ new Vector4();
  11187. const _v41 = /*@__PURE__*/ new Vector4();
  11188. const _v42 = /*@__PURE__*/ new Vector4();
  11189. /**
  11190. * A geometric triangle as defined by three vectors representing its three corners.
  11191. */
  11192. class Triangle {
  11193. /**
  11194. * Constructs a new triangle.
  11195. *
  11196. * @param {Vector3} [a=(0,0,0)] - The first corner of the triangle.
  11197. * @param {Vector3} [b=(0,0,0)] - The second corner of the triangle.
  11198. * @param {Vector3} [c=(0,0,0)] - The third corner of the triangle.
  11199. */
  11200. constructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) {
  11201. /**
  11202. * The first corner of the triangle.
  11203. *
  11204. * @type {Vector3}
  11205. */
  11206. this.a = a;
  11207. /**
  11208. * The second corner of the triangle.
  11209. *
  11210. * @type {Vector3}
  11211. */
  11212. this.b = b;
  11213. /**
  11214. * The third corner of the triangle.
  11215. *
  11216. * @type {Vector3}
  11217. */
  11218. this.c = c;
  11219. }
  11220. /**
  11221. * Computes the normal vector of a triangle.
  11222. *
  11223. * @param {Vector3} a - The first corner of the triangle.
  11224. * @param {Vector3} b - The second corner of the triangle.
  11225. * @param {Vector3} c - The third corner of the triangle.
  11226. * @param {Vector3} target - The target vector that is used to store the method's result.
  11227. * @return {Vector3} The triangle's normal.
  11228. */
  11229. static getNormal( a, b, c, target ) {
  11230. target.subVectors( c, b );
  11231. _v0$1.subVectors( a, b );
  11232. target.cross( _v0$1 );
  11233. const targetLengthSq = target.lengthSq();
  11234. if ( targetLengthSq > 0 ) {
  11235. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  11236. }
  11237. return target.set( 0, 0, 0 );
  11238. }
  11239. /**
  11240. * Computes a barycentric coordinates from the given vector.
  11241. * Returns `null` if the triangle is degenerate.
  11242. *
  11243. * @param {Vector3} point - A point in 3D space.
  11244. * @param {Vector3} a - The first corner of the triangle.
  11245. * @param {Vector3} b - The second corner of the triangle.
  11246. * @param {Vector3} c - The third corner of the triangle.
  11247. * @param {Vector3} target - The target vector that is used to store the method's result.
  11248. * @return {?Vector3} The barycentric coordinates for the given point
  11249. */
  11250. static getBarycoord( point, a, b, c, target ) {
  11251. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  11252. _v0$1.subVectors( c, a );
  11253. _v1$3.subVectors( b, a );
  11254. _v2$2.subVectors( point, a );
  11255. const dot00 = _v0$1.dot( _v0$1 );
  11256. const dot01 = _v0$1.dot( _v1$3 );
  11257. const dot02 = _v0$1.dot( _v2$2 );
  11258. const dot11 = _v1$3.dot( _v1$3 );
  11259. const dot12 = _v1$3.dot( _v2$2 );
  11260. const denom = ( dot00 * dot11 - dot01 * dot01 );
  11261. // collinear or singular triangle
  11262. if ( denom === 0 ) {
  11263. target.set( 0, 0, 0 );
  11264. return null;
  11265. }
  11266. const invDenom = 1 / denom;
  11267. const u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  11268. const v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  11269. // barycentric coordinates must always sum to 1
  11270. return target.set( 1 - u - v, v, u );
  11271. }
  11272. /**
  11273. * Returns `true` if the given point, when projected onto the plane of the
  11274. * triangle, lies within the triangle.
  11275. *
  11276. * @param {Vector3} point - The point in 3D space to test.
  11277. * @param {Vector3} a - The first corner of the triangle.
  11278. * @param {Vector3} b - The second corner of the triangle.
  11279. * @param {Vector3} c - The third corner of the triangle.
  11280. * @return {boolean} Whether the given point, when projected onto the plane of the
  11281. * triangle, lies within the triangle or not.
  11282. */
  11283. static containsPoint( point, a, b, c ) {
  11284. // if the triangle is degenerate then we can't contain a point
  11285. if ( this.getBarycoord( point, a, b, c, _v3$2 ) === null ) {
  11286. return false;
  11287. }
  11288. return ( _v3$2.x >= 0 ) && ( _v3$2.y >= 0 ) && ( ( _v3$2.x + _v3$2.y ) <= 1 );
  11289. }
  11290. /**
  11291. * Computes the value barycentrically interpolated for the given point on the
  11292. * triangle. Returns `null` if the triangle is degenerate.
  11293. *
  11294. * @param {Vector3} point - Position of interpolated point.
  11295. * @param {Vector3} p1 - The first corner of the triangle.
  11296. * @param {Vector3} p2 - The second corner of the triangle.
  11297. * @param {Vector3} p3 - The third corner of the triangle.
  11298. * @param {Vector3} v1 - Value to interpolate of first vertex.
  11299. * @param {Vector3} v2 - Value to interpolate of second vertex.
  11300. * @param {Vector3} v3 - Value to interpolate of third vertex.
  11301. * @param {Vector3} target - The target vector that is used to store the method's result.
  11302. * @return {?Vector3} The interpolated value.
  11303. */
  11304. static getInterpolation( point, p1, p2, p3, v1, v2, v3, target ) {
  11305. if ( this.getBarycoord( point, p1, p2, p3, _v3$2 ) === null ) {
  11306. target.x = 0;
  11307. target.y = 0;
  11308. if ( 'z' in target ) target.z = 0;
  11309. if ( 'w' in target ) target.w = 0;
  11310. return null;
  11311. }
  11312. target.setScalar( 0 );
  11313. target.addScaledVector( v1, _v3$2.x );
  11314. target.addScaledVector( v2, _v3$2.y );
  11315. target.addScaledVector( v3, _v3$2.z );
  11316. return target;
  11317. }
  11318. /**
  11319. * Computes the value barycentrically interpolated for the given attribute and indices.
  11320. *
  11321. * @param {BufferAttribute} attr - The attribute to interpolate.
  11322. * @param {number} i1 - Index of first vertex.
  11323. * @param {number} i2 - Index of second vertex.
  11324. * @param {number} i3 - Index of third vertex.
  11325. * @param {Vector3} barycoord - The barycoordinate value to use to interpolate.
  11326. * @param {Vector3} target - The target vector that is used to store the method's result.
  11327. * @return {Vector3} The interpolated attribute value.
  11328. */
  11329. static getInterpolatedAttribute( attr, i1, i2, i3, barycoord, target ) {
  11330. _v40.setScalar( 0 );
  11331. _v41.setScalar( 0 );
  11332. _v42.setScalar( 0 );
  11333. _v40.fromBufferAttribute( attr, i1 );
  11334. _v41.fromBufferAttribute( attr, i2 );
  11335. _v42.fromBufferAttribute( attr, i3 );
  11336. target.setScalar( 0 );
  11337. target.addScaledVector( _v40, barycoord.x );
  11338. target.addScaledVector( _v41, barycoord.y );
  11339. target.addScaledVector( _v42, barycoord.z );
  11340. return target;
  11341. }
  11342. /**
  11343. * Returns `true` if the triangle is oriented towards the given direction.
  11344. *
  11345. * @param {Vector3} a - The first corner of the triangle.
  11346. * @param {Vector3} b - The second corner of the triangle.
  11347. * @param {Vector3} c - The third corner of the triangle.
  11348. * @param {Vector3} direction - The (normalized) direction vector.
  11349. * @return {boolean} Whether the triangle is oriented towards the given direction or not.
  11350. */
  11351. static isFrontFacing( a, b, c, direction ) {
  11352. _v0$1.subVectors( c, b );
  11353. _v1$3.subVectors( a, b );
  11354. // strictly front facing
  11355. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  11356. }
  11357. /**
  11358. * Sets the triangle's vertices by copying the given values.
  11359. *
  11360. * @param {Vector3} a - The first corner of the triangle.
  11361. * @param {Vector3} b - The second corner of the triangle.
  11362. * @param {Vector3} c - The third corner of the triangle.
  11363. * @return {Triangle} A reference to this triangle.
  11364. */
  11365. set( a, b, c ) {
  11366. this.a.copy( a );
  11367. this.b.copy( b );
  11368. this.c.copy( c );
  11369. return this;
  11370. }
  11371. /**
  11372. * Sets the triangle's vertices by copying the given array values.
  11373. *
  11374. * @param {Array<Vector3>} points - An array with 3D points.
  11375. * @param {number} i0 - The array index representing the first corner of the triangle.
  11376. * @param {number} i1 - The array index representing the second corner of the triangle.
  11377. * @param {number} i2 - The array index representing the third corner of the triangle.
  11378. * @return {Triangle} A reference to this triangle.
  11379. */
  11380. setFromPointsAndIndices( points, i0, i1, i2 ) {
  11381. this.a.copy( points[ i0 ] );
  11382. this.b.copy( points[ i1 ] );
  11383. this.c.copy( points[ i2 ] );
  11384. return this;
  11385. }
  11386. /**
  11387. * Sets the triangle's vertices by copying the given attribute values.
  11388. *
  11389. * @param {BufferAttribute} attribute - A buffer attribute with 3D points data.
  11390. * @param {number} i0 - The attribute index representing the first corner of the triangle.
  11391. * @param {number} i1 - The attribute index representing the second corner of the triangle.
  11392. * @param {number} i2 - The attribute index representing the third corner of the triangle.
  11393. * @return {Triangle} A reference to this triangle.
  11394. */
  11395. setFromAttributeAndIndices( attribute, i0, i1, i2 ) {
  11396. this.a.fromBufferAttribute( attribute, i0 );
  11397. this.b.fromBufferAttribute( attribute, i1 );
  11398. this.c.fromBufferAttribute( attribute, i2 );
  11399. return this;
  11400. }
  11401. /**
  11402. * Returns a new triangle with copied values from this instance.
  11403. *
  11404. * @return {Triangle} A clone of this instance.
  11405. */
  11406. clone() {
  11407. return new this.constructor().copy( this );
  11408. }
  11409. /**
  11410. * Copies the values of the given triangle to this instance.
  11411. *
  11412. * @param {Triangle} triangle - The triangle to copy.
  11413. * @return {Triangle} A reference to this triangle.
  11414. */
  11415. copy( triangle ) {
  11416. this.a.copy( triangle.a );
  11417. this.b.copy( triangle.b );
  11418. this.c.copy( triangle.c );
  11419. return this;
  11420. }
  11421. /**
  11422. * Computes the area of the triangle.
  11423. *
  11424. * @return {number} The triangle's area.
  11425. */
  11426. getArea() {
  11427. _v0$1.subVectors( this.c, this.b );
  11428. _v1$3.subVectors( this.a, this.b );
  11429. return _v0$1.cross( _v1$3 ).length() * 0.5;
  11430. }
  11431. /**
  11432. * Computes the midpoint of the triangle.
  11433. *
  11434. * @param {Vector3} target - The target vector that is used to store the method's result.
  11435. * @return {Vector3} The triangle's midpoint.
  11436. */
  11437. getMidpoint( target ) {
  11438. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  11439. }
  11440. /**
  11441. * Computes the normal of the triangle.
  11442. *
  11443. * @param {Vector3} target - The target vector that is used to store the method's result.
  11444. * @return {Vector3} The triangle's normal.
  11445. */
  11446. getNormal( target ) {
  11447. return Triangle.getNormal( this.a, this.b, this.c, target );
  11448. }
  11449. /**
  11450. * Computes a plane the triangle lies within.
  11451. *
  11452. * @param {Plane} target - The target vector that is used to store the method's result.
  11453. * @return {Plane} The plane the triangle lies within.
  11454. */
  11455. getPlane( target ) {
  11456. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  11457. }
  11458. /**
  11459. * Computes a barycentric coordinates from the given vector.
  11460. * Returns `null` if the triangle is degenerate.
  11461. *
  11462. * @param {Vector3} point - A point in 3D space.
  11463. * @param {Vector3} target - The target vector that is used to store the method's result.
  11464. * @return {?Vector3} The barycentric coordinates for the given point
  11465. */
  11466. getBarycoord( point, target ) {
  11467. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  11468. }
  11469. /**
  11470. * Computes the value barycentrically interpolated for the given point on the
  11471. * triangle. Returns `null` if the triangle is degenerate.
  11472. *
  11473. * @param {Vector3} point - Position of interpolated point.
  11474. * @param {Vector3} v1 - Value to interpolate of first vertex.
  11475. * @param {Vector3} v2 - Value to interpolate of second vertex.
  11476. * @param {Vector3} v3 - Value to interpolate of third vertex.
  11477. * @param {Vector3} target - The target vector that is used to store the method's result.
  11478. * @return {?Vector3} The interpolated value.
  11479. */
  11480. getInterpolation( point, v1, v2, v3, target ) {
  11481. return Triangle.getInterpolation( point, this.a, this.b, this.c, v1, v2, v3, target );
  11482. }
  11483. /**
  11484. * Returns `true` if the given point, when projected onto the plane of the
  11485. * triangle, lies within the triangle.
  11486. *
  11487. * @param {Vector3} point - The point in 3D space to test.
  11488. * @return {boolean} Whether the given point, when projected onto the plane of the
  11489. * triangle, lies within the triangle or not.
  11490. */
  11491. containsPoint( point ) {
  11492. return Triangle.containsPoint( point, this.a, this.b, this.c );
  11493. }
  11494. /**
  11495. * Returns `true` if the triangle is oriented towards the given direction.
  11496. *
  11497. * @param {Vector3} direction - The (normalized) direction vector.
  11498. * @return {boolean} Whether the triangle is oriented towards the given direction or not.
  11499. */
  11500. isFrontFacing( direction ) {
  11501. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  11502. }
  11503. /**
  11504. * Returns `true` if this triangle intersects with the given box.
  11505. *
  11506. * @param {Box3} box - The box to intersect.
  11507. * @return {boolean} Whether this triangle intersects with the given box or not.
  11508. */
  11509. intersectsBox( box ) {
  11510. return box.intersectsTriangle( this );
  11511. }
  11512. /**
  11513. * Returns the closest point on the triangle to the given point.
  11514. *
  11515. * @param {Vector3} p - The point to compute the closest point for.
  11516. * @param {Vector3} target - The target vector that is used to store the method's result.
  11517. * @return {Vector3} The closest point on the triangle.
  11518. */
  11519. closestPointToPoint( p, target ) {
  11520. const a = this.a, b = this.b, c = this.c;
  11521. let v, w;
  11522. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  11523. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  11524. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  11525. // basically, we're distinguishing which of the voronoi regions of the triangle
  11526. // the point lies in with the minimum amount of redundant computation.
  11527. _vab.subVectors( b, a );
  11528. _vac.subVectors( c, a );
  11529. _vap.subVectors( p, a );
  11530. const d1 = _vab.dot( _vap );
  11531. const d2 = _vac.dot( _vap );
  11532. if ( d1 <= 0 && d2 <= 0 ) {
  11533. // vertex region of A; barycentric coords (1, 0, 0)
  11534. return target.copy( a );
  11535. }
  11536. _vbp.subVectors( p, b );
  11537. const d3 = _vab.dot( _vbp );
  11538. const d4 = _vac.dot( _vbp );
  11539. if ( d3 >= 0 && d4 <= d3 ) {
  11540. // vertex region of B; barycentric coords (0, 1, 0)
  11541. return target.copy( b );
  11542. }
  11543. const vc = d1 * d4 - d3 * d2;
  11544. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  11545. v = d1 / ( d1 - d3 );
  11546. // edge region of AB; barycentric coords (1-v, v, 0)
  11547. return target.copy( a ).addScaledVector( _vab, v );
  11548. }
  11549. _vcp.subVectors( p, c );
  11550. const d5 = _vab.dot( _vcp );
  11551. const d6 = _vac.dot( _vcp );
  11552. if ( d6 >= 0 && d5 <= d6 ) {
  11553. // vertex region of C; barycentric coords (0, 0, 1)
  11554. return target.copy( c );
  11555. }
  11556. const vb = d5 * d2 - d1 * d6;
  11557. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  11558. w = d2 / ( d2 - d6 );
  11559. // edge region of AC; barycentric coords (1-w, 0, w)
  11560. return target.copy( a ).addScaledVector( _vac, w );
  11561. }
  11562. const va = d3 * d6 - d5 * d4;
  11563. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  11564. _vbc.subVectors( c, b );
  11565. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  11566. // edge region of BC; barycentric coords (0, 1-w, w)
  11567. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  11568. }
  11569. // face region
  11570. const denom = 1 / ( va + vb + vc );
  11571. // u = va * denom
  11572. v = vb * denom;
  11573. w = vc * denom;
  11574. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  11575. }
  11576. /**
  11577. * Returns `true` if this triangle is equal with the given one.
  11578. *
  11579. * @param {Triangle} triangle - The triangle to test for equality.
  11580. * @return {boolean} Whether this triangle is equal with the given one.
  11581. */
  11582. equals( triangle ) {
  11583. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  11584. }
  11585. }
  11586. const _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  11587. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  11588. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  11589. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  11590. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  11591. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  11592. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  11593. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  11594. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  11595. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  11596. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  11597. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  11598. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  11599. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  11600. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  11601. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  11602. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  11603. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  11604. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  11605. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  11606. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  11607. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  11608. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  11609. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  11610. const _hslA = { h: 0, s: 0, l: 0 };
  11611. const _hslB = { h: 0, s: 0, l: 0 };
  11612. function hue2rgb( p, q, t ) {
  11613. if ( t < 0 ) t += 1;
  11614. if ( t > 1 ) t -= 1;
  11615. if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
  11616. if ( t < 1 / 2 ) return q;
  11617. if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
  11618. return p;
  11619. }
  11620. /**
  11621. * A Color instance is represented by RGB components in the linear <i>working
  11622. * color space</i>, which defaults to `LinearSRGBColorSpace`. Inputs
  11623. * conventionally using `SRGBColorSpace` (such as hexadecimals and CSS
  11624. * strings) are converted to the working color space automatically.
  11625. *
  11626. * ```js
  11627. * // converted automatically from SRGBColorSpace to LinearSRGBColorSpace
  11628. * const color = new THREE.Color().setHex( 0x112233 );
  11629. * ```
  11630. * Source color spaces may be specified explicitly, to ensure correct conversions.
  11631. * ```js
  11632. * // assumed already LinearSRGBColorSpace; no conversion
  11633. * const color = new THREE.Color().setRGB( 0.5, 0.5, 0.5 );
  11634. *
  11635. * // converted explicitly from SRGBColorSpace to LinearSRGBColorSpace
  11636. * const color = new THREE.Color().setRGB( 0.5, 0.5, 0.5, SRGBColorSpace );
  11637. * ```
  11638. * If THREE.ColorManagement is disabled, no conversions occur. For details,
  11639. * see <i>Color management</i>. Iterating through a Color instance will yield
  11640. * its components (r, g, b) in the corresponding order. A Color can be initialised
  11641. * in any of the following ways:
  11642. * ```js
  11643. * //empty constructor - will default white
  11644. * const color1 = new THREE.Color();
  11645. *
  11646. * //Hexadecimal color (recommended)
  11647. * const color2 = new THREE.Color( 0xff0000 );
  11648. *
  11649. * //RGB string
  11650. * const color3 = new THREE.Color("rgb(255, 0, 0)");
  11651. * const color4 = new THREE.Color("rgb(100%, 0%, 0%)");
  11652. *
  11653. * //X11 color name - all 140 color names are supported.
  11654. * //Note the lack of CamelCase in the name
  11655. * const color5 = new THREE.Color( 'skyblue' );
  11656. * //HSL string
  11657. * const color6 = new THREE.Color("hsl(0, 100%, 50%)");
  11658. *
  11659. * //Separate RGB values between 0 and 1
  11660. * const color7 = new THREE.Color( 1, 0, 0 );
  11661. * ```
  11662. */
  11663. class Color {
  11664. /**
  11665. * Constructs a new color.
  11666. *
  11667. * Note that standard method of specifying color in three.js is with a hexadecimal triplet,
  11668. * and that method is used throughout the rest of the documentation.
  11669. *
  11670. * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are
  11671. * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.
  11672. * @param {number} [g] - The green component.
  11673. * @param {number} [b] - The blue component.
  11674. */
  11675. constructor( r, g, b ) {
  11676. /**
  11677. * This flag can be used for type testing.
  11678. *
  11679. * @type {boolean}
  11680. * @readonly
  11681. * @default true
  11682. */
  11683. this.isColor = true;
  11684. /**
  11685. * The red component.
  11686. *
  11687. * @type {number}
  11688. * @default 1
  11689. */
  11690. this.r = 1;
  11691. /**
  11692. * The green component.
  11693. *
  11694. * @type {number}
  11695. * @default 1
  11696. */
  11697. this.g = 1;
  11698. /**
  11699. * The blue component.
  11700. *
  11701. * @type {number}
  11702. * @default 1
  11703. */
  11704. this.b = 1;
  11705. return this.set( r, g, b );
  11706. }
  11707. /**
  11708. * Sets the colors's components from the given values.
  11709. *
  11710. * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are
  11711. * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.
  11712. * @param {number} [g] - The green component.
  11713. * @param {number} [b] - The blue component.
  11714. * @return {Color} A reference to this color.
  11715. */
  11716. set( r, g, b ) {
  11717. if ( g === undefined && b === undefined ) {
  11718. // r is THREE.Color, hex or string
  11719. const value = r;
  11720. if ( value && value.isColor ) {
  11721. this.copy( value );
  11722. } else if ( typeof value === 'number' ) {
  11723. this.setHex( value );
  11724. } else if ( typeof value === 'string' ) {
  11725. this.setStyle( value );
  11726. }
  11727. } else {
  11728. this.setRGB( r, g, b );
  11729. }
  11730. return this;
  11731. }
  11732. /**
  11733. * Sets the colors's components to the given scalar value.
  11734. *
  11735. * @param {number} scalar - The scalar value.
  11736. * @return {Color} A reference to this color.
  11737. */
  11738. setScalar( scalar ) {
  11739. this.r = scalar;
  11740. this.g = scalar;
  11741. this.b = scalar;
  11742. return this;
  11743. }
  11744. /**
  11745. * Sets this color from a hexadecimal value.
  11746. *
  11747. * @param {number} hex - The hexadecimal value.
  11748. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11749. * @return {Color} A reference to this color.
  11750. */
  11751. setHex( hex, colorSpace = SRGBColorSpace ) {
  11752. hex = Math.floor( hex );
  11753. this.r = ( hex >> 16 & 255 ) / 255;
  11754. this.g = ( hex >> 8 & 255 ) / 255;
  11755. this.b = ( hex & 255 ) / 255;
  11756. ColorManagement.colorSpaceToWorking( this, colorSpace );
  11757. return this;
  11758. }
  11759. /**
  11760. * Sets this color from RGB values.
  11761. *
  11762. * @param {number} r - Red channel value between `0.0` and `1.0`.
  11763. * @param {number} g - Green channel value between `0.0` and `1.0`.
  11764. * @param {number} b - Blue channel value between `0.0` and `1.0`.
  11765. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  11766. * @return {Color} A reference to this color.
  11767. */
  11768. setRGB( r, g, b, colorSpace = ColorManagement.workingColorSpace ) {
  11769. this.r = r;
  11770. this.g = g;
  11771. this.b = b;
  11772. ColorManagement.colorSpaceToWorking( this, colorSpace );
  11773. return this;
  11774. }
  11775. /**
  11776. * Sets this color from RGB values.
  11777. *
  11778. * @param {number} h - Hue value between `0.0` and `1.0`.
  11779. * @param {number} s - Saturation value between `0.0` and `1.0`.
  11780. * @param {number} l - Lightness value between `0.0` and `1.0`.
  11781. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  11782. * @return {Color} A reference to this color.
  11783. */
  11784. setHSL( h, s, l, colorSpace = ColorManagement.workingColorSpace ) {
  11785. // h,s,l ranges are in 0.0 - 1.0
  11786. h = euclideanModulo( h, 1 );
  11787. s = clamp( s, 0, 1 );
  11788. l = clamp( l, 0, 1 );
  11789. if ( s === 0 ) {
  11790. this.r = this.g = this.b = l;
  11791. } else {
  11792. const p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  11793. const q = ( 2 * l ) - p;
  11794. this.r = hue2rgb( q, p, h + 1 / 3 );
  11795. this.g = hue2rgb( q, p, h );
  11796. this.b = hue2rgb( q, p, h - 1 / 3 );
  11797. }
  11798. ColorManagement.colorSpaceToWorking( this, colorSpace );
  11799. return this;
  11800. }
  11801. /**
  11802. * Sets this color from a CSS-style string. For example, `rgb(250, 0,0)`,
  11803. * `rgb(100%, 0%, 0%)`, `hsl(0, 100%, 50%)`, `#ff0000`, `#f00`, or `red` ( or
  11804. * any [X11 color name](https://en.wikipedia.org/wiki/X11_color_names#Color_name_chart) -
  11805. * all 140 color names are supported).
  11806. *
  11807. * @param {string} style - Color as a CSS-style string.
  11808. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11809. * @return {Color} A reference to this color.
  11810. */
  11811. setStyle( style, colorSpace = SRGBColorSpace ) {
  11812. function handleAlpha( string ) {
  11813. if ( string === undefined ) return;
  11814. if ( parseFloat( string ) < 1 ) {
  11815. warn( 'Color: Alpha component of ' + style + ' will be ignored.' );
  11816. }
  11817. }
  11818. let m;
  11819. if ( m = /^(\w+)\(([^\)]*)\)/.exec( style ) ) {
  11820. // rgb / hsl
  11821. let color;
  11822. const name = m[ 1 ];
  11823. const components = m[ 2 ];
  11824. switch ( name ) {
  11825. case 'rgb':
  11826. case 'rgba':
  11827. if ( color = /^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  11828. // rgb(255,0,0) rgba(255,0,0,0.5)
  11829. handleAlpha( color[ 4 ] );
  11830. return this.setRGB(
  11831. Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255,
  11832. Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255,
  11833. Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255,
  11834. colorSpace
  11835. );
  11836. }
  11837. if ( color = /^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  11838. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  11839. handleAlpha( color[ 4 ] );
  11840. return this.setRGB(
  11841. Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100,
  11842. Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100,
  11843. Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100,
  11844. colorSpace
  11845. );
  11846. }
  11847. break;
  11848. case 'hsl':
  11849. case 'hsla':
  11850. if ( color = /^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  11851. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  11852. handleAlpha( color[ 4 ] );
  11853. return this.setHSL(
  11854. parseFloat( color[ 1 ] ) / 360,
  11855. parseFloat( color[ 2 ] ) / 100,
  11856. parseFloat( color[ 3 ] ) / 100,
  11857. colorSpace
  11858. );
  11859. }
  11860. break;
  11861. default:
  11862. warn( 'Color: Unknown color model ' + style );
  11863. }
  11864. } else if ( m = /^\#([A-Fa-f\d]+)$/.exec( style ) ) {
  11865. // hex color
  11866. const hex = m[ 1 ];
  11867. const size = hex.length;
  11868. if ( size === 3 ) {
  11869. // #ff0
  11870. return this.setRGB(
  11871. parseInt( hex.charAt( 0 ), 16 ) / 15,
  11872. parseInt( hex.charAt( 1 ), 16 ) / 15,
  11873. parseInt( hex.charAt( 2 ), 16 ) / 15,
  11874. colorSpace
  11875. );
  11876. } else if ( size === 6 ) {
  11877. // #ff0000
  11878. return this.setHex( parseInt( hex, 16 ), colorSpace );
  11879. } else {
  11880. warn( 'Color: Invalid hex color ' + style );
  11881. }
  11882. } else if ( style && style.length > 0 ) {
  11883. return this.setColorName( style, colorSpace );
  11884. }
  11885. return this;
  11886. }
  11887. /**
  11888. * Sets this color from a color name. Faster than {@link Color#setStyle} if
  11889. * you don't need the other CSS-style formats.
  11890. *
  11891. * For convenience, the list of names is exposed in `Color.NAMES` as a hash.
  11892. * ```js
  11893. * Color.NAMES.aliceblue // returns 0xF0F8FF
  11894. * ```
  11895. *
  11896. * @param {string} style - The color name.
  11897. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11898. * @return {Color} A reference to this color.
  11899. */
  11900. setColorName( style, colorSpace = SRGBColorSpace ) {
  11901. // color keywords
  11902. const hex = _colorKeywords[ style.toLowerCase() ];
  11903. if ( hex !== undefined ) {
  11904. // red
  11905. this.setHex( hex, colorSpace );
  11906. } else {
  11907. // unknown color
  11908. warn( 'Color: Unknown color ' + style );
  11909. }
  11910. return this;
  11911. }
  11912. /**
  11913. * Returns a new color with copied values from this instance.
  11914. *
  11915. * @return {Color} A clone of this instance.
  11916. */
  11917. clone() {
  11918. return new this.constructor( this.r, this.g, this.b );
  11919. }
  11920. /**
  11921. * Copies the values of the given color to this instance.
  11922. *
  11923. * @param {Color} color - The color to copy.
  11924. * @return {Color} A reference to this color.
  11925. */
  11926. copy( color ) {
  11927. this.r = color.r;
  11928. this.g = color.g;
  11929. this.b = color.b;
  11930. return this;
  11931. }
  11932. /**
  11933. * Copies the given color into this color, and then converts this color from
  11934. * `SRGBColorSpace` to `LinearSRGBColorSpace`.
  11935. *
  11936. * @param {Color} color - The color to copy/convert.
  11937. * @return {Color} A reference to this color.
  11938. */
  11939. copySRGBToLinear( color ) {
  11940. this.r = SRGBToLinear( color.r );
  11941. this.g = SRGBToLinear( color.g );
  11942. this.b = SRGBToLinear( color.b );
  11943. return this;
  11944. }
  11945. /**
  11946. * Copies the given color into this color, and then converts this color from
  11947. * `LinearSRGBColorSpace` to `SRGBColorSpace`.
  11948. *
  11949. * @param {Color} color - The color to copy/convert.
  11950. * @return {Color} A reference to this color.
  11951. */
  11952. copyLinearToSRGB( color ) {
  11953. this.r = LinearToSRGB( color.r );
  11954. this.g = LinearToSRGB( color.g );
  11955. this.b = LinearToSRGB( color.b );
  11956. return this;
  11957. }
  11958. /**
  11959. * Converts this color from `SRGBColorSpace` to `LinearSRGBColorSpace`.
  11960. *
  11961. * @return {Color} A reference to this color.
  11962. */
  11963. convertSRGBToLinear() {
  11964. this.copySRGBToLinear( this );
  11965. return this;
  11966. }
  11967. /**
  11968. * Converts this color from `LinearSRGBColorSpace` to `SRGBColorSpace`.
  11969. *
  11970. * @return {Color} A reference to this color.
  11971. */
  11972. convertLinearToSRGB() {
  11973. this.copyLinearToSRGB( this );
  11974. return this;
  11975. }
  11976. /**
  11977. * Returns the hexadecimal value of this color.
  11978. *
  11979. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11980. * @return {number} The hexadecimal value.
  11981. */
  11982. getHex( colorSpace = SRGBColorSpace ) {
  11983. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  11984. 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 ) );
  11985. }
  11986. /**
  11987. * Returns the hexadecimal value of this color as a string (for example, 'FFFFFF').
  11988. *
  11989. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11990. * @return {string} The hexadecimal value as a string.
  11991. */
  11992. getHexString( colorSpace = SRGBColorSpace ) {
  11993. return ( '000000' + this.getHex( colorSpace ).toString( 16 ) ).slice( -6 );
  11994. }
  11995. /**
  11996. * Converts the colors RGB values into the HSL format and stores them into the
  11997. * given target object.
  11998. *
  11999. * @param {{h:number,s:number,l:number}} target - The target object that is used to store the method's result.
  12000. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  12001. * @return {{h:number,s:number,l:number}} The HSL representation of this color.
  12002. */
  12003. getHSL( target, colorSpace = ColorManagement.workingColorSpace ) {
  12004. // h,s,l ranges are in 0.0 - 1.0
  12005. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  12006. const r = _color.r, g = _color.g, b = _color.b;
  12007. const max = Math.max( r, g, b );
  12008. const min = Math.min( r, g, b );
  12009. let hue, saturation;
  12010. const lightness = ( min + max ) / 2.0;
  12011. if ( min === max ) {
  12012. hue = 0;
  12013. saturation = 0;
  12014. } else {
  12015. const delta = max - min;
  12016. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  12017. switch ( max ) {
  12018. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  12019. case g: hue = ( b - r ) / delta + 2; break;
  12020. case b: hue = ( r - g ) / delta + 4; break;
  12021. }
  12022. hue /= 6;
  12023. }
  12024. target.h = hue;
  12025. target.s = saturation;
  12026. target.l = lightness;
  12027. return target;
  12028. }
  12029. /**
  12030. * Returns the RGB values of this color and stores them into the given target object.
  12031. *
  12032. * @param {Color} target - The target color that is used to store the method's result.
  12033. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  12034. * @return {Color} The RGB representation of this color.
  12035. */
  12036. getRGB( target, colorSpace = ColorManagement.workingColorSpace ) {
  12037. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  12038. target.r = _color.r;
  12039. target.g = _color.g;
  12040. target.b = _color.b;
  12041. return target;
  12042. }
  12043. /**
  12044. * Returns the value of this color as a CSS style string. Example: `rgb(255,0,0)`.
  12045. *
  12046. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  12047. * @return {string} The CSS representation of this color.
  12048. */
  12049. getStyle( colorSpace = SRGBColorSpace ) {
  12050. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  12051. const r = _color.r, g = _color.g, b = _color.b;
  12052. if ( colorSpace !== SRGBColorSpace ) {
  12053. // Requires CSS Color Module Level 4 (https://www.w3.org/TR/css-color-4/).
  12054. return `color(${ colorSpace } ${ r.toFixed( 3 ) } ${ g.toFixed( 3 ) } ${ b.toFixed( 3 ) })`;
  12055. }
  12056. return `rgb(${ Math.round( r * 255 ) },${ Math.round( g * 255 ) },${ Math.round( b * 255 ) })`;
  12057. }
  12058. /**
  12059. * Adds the given HSL values to this color's values.
  12060. * Internally, this converts the color's RGB values to HSL, adds HSL
  12061. * and then converts the color back to RGB.
  12062. *
  12063. * @param {number} h - Hue value between `0.0` and `1.0`.
  12064. * @param {number} s - Saturation value between `0.0` and `1.0`.
  12065. * @param {number} l - Lightness value between `0.0` and `1.0`.
  12066. * @return {Color} A reference to this color.
  12067. */
  12068. offsetHSL( h, s, l ) {
  12069. this.getHSL( _hslA );
  12070. return this.setHSL( _hslA.h + h, _hslA.s + s, _hslA.l + l );
  12071. }
  12072. /**
  12073. * Adds the RGB values of the given color to the RGB values of this color.
  12074. *
  12075. * @param {Color} color - The color to add.
  12076. * @return {Color} A reference to this color.
  12077. */
  12078. add( color ) {
  12079. this.r += color.r;
  12080. this.g += color.g;
  12081. this.b += color.b;
  12082. return this;
  12083. }
  12084. /**
  12085. * Adds the RGB values of the given colors and stores the result in this instance.
  12086. *
  12087. * @param {Color} color1 - The first color.
  12088. * @param {Color} color2 - The second color.
  12089. * @return {Color} A reference to this color.
  12090. */
  12091. addColors( color1, color2 ) {
  12092. this.r = color1.r + color2.r;
  12093. this.g = color1.g + color2.g;
  12094. this.b = color1.b + color2.b;
  12095. return this;
  12096. }
  12097. /**
  12098. * Adds the given scalar value to the RGB values of this color.
  12099. *
  12100. * @param {number} s - The scalar to add.
  12101. * @return {Color} A reference to this color.
  12102. */
  12103. addScalar( s ) {
  12104. this.r += s;
  12105. this.g += s;
  12106. this.b += s;
  12107. return this;
  12108. }
  12109. /**
  12110. * Subtracts the RGB values of the given color from the RGB values of this color.
  12111. *
  12112. * @param {Color} color - The color to subtract.
  12113. * @return {Color} A reference to this color.
  12114. */
  12115. sub( color ) {
  12116. this.r = Math.max( 0, this.r - color.r );
  12117. this.g = Math.max( 0, this.g - color.g );
  12118. this.b = Math.max( 0, this.b - color.b );
  12119. return this;
  12120. }
  12121. /**
  12122. * Multiplies the RGB values of the given color with the RGB values of this color.
  12123. *
  12124. * @param {Color} color - The color to multiply.
  12125. * @return {Color} A reference to this color.
  12126. */
  12127. multiply( color ) {
  12128. this.r *= color.r;
  12129. this.g *= color.g;
  12130. this.b *= color.b;
  12131. return this;
  12132. }
  12133. /**
  12134. * Multiplies the given scalar value with the RGB values of this color.
  12135. *
  12136. * @param {number} s - The scalar to multiply.
  12137. * @return {Color} A reference to this color.
  12138. */
  12139. multiplyScalar( s ) {
  12140. this.r *= s;
  12141. this.g *= s;
  12142. this.b *= s;
  12143. return this;
  12144. }
  12145. /**
  12146. * Linearly interpolates this color's RGB values toward the RGB values of the
  12147. * given color. The alpha argument can be thought of as the ratio between
  12148. * the two colors, where `0.0` is this color and `1.0` is the first argument.
  12149. *
  12150. * @param {Color} color - The color to converge on.
  12151. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  12152. * @return {Color} A reference to this color.
  12153. */
  12154. lerp( color, alpha ) {
  12155. this.r += ( color.r - this.r ) * alpha;
  12156. this.g += ( color.g - this.g ) * alpha;
  12157. this.b += ( color.b - this.b ) * alpha;
  12158. return this;
  12159. }
  12160. /**
  12161. * Linearly interpolates between the given colors and stores the result in this instance.
  12162. * The alpha argument can be thought of as the ratio between the two colors, where `0.0`
  12163. * is the first and `1.0` is the second color.
  12164. *
  12165. * @param {Color} color1 - The first color.
  12166. * @param {Color} color2 - The second color.
  12167. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  12168. * @return {Color} A reference to this color.
  12169. */
  12170. lerpColors( color1, color2, alpha ) {
  12171. this.r = color1.r + ( color2.r - color1.r ) * alpha;
  12172. this.g = color1.g + ( color2.g - color1.g ) * alpha;
  12173. this.b = color1.b + ( color2.b - color1.b ) * alpha;
  12174. return this;
  12175. }
  12176. /**
  12177. * Linearly interpolates this color's HSL values toward the HSL values of the
  12178. * given color. It differs from {@link Color#lerp} by not interpolating straight
  12179. * from one color to the other, but instead going through all the hues in between
  12180. * those two colors. The alpha argument can be thought of as the ratio between
  12181. * the two colors, where 0.0 is this color and 1.0 is the first argument.
  12182. *
  12183. * @param {Color} color - The color to converge on.
  12184. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  12185. * @return {Color} A reference to this color.
  12186. */
  12187. lerpHSL( color, alpha ) {
  12188. this.getHSL( _hslA );
  12189. color.getHSL( _hslB );
  12190. const h = lerp( _hslA.h, _hslB.h, alpha );
  12191. const s = lerp( _hslA.s, _hslB.s, alpha );
  12192. const l = lerp( _hslA.l, _hslB.l, alpha );
  12193. this.setHSL( h, s, l );
  12194. return this;
  12195. }
  12196. /**
  12197. * Sets the color's RGB components from the given 3D vector.
  12198. *
  12199. * @param {Vector3} v - The vector to set.
  12200. * @return {Color} A reference to this color.
  12201. */
  12202. setFromVector3( v ) {
  12203. this.r = v.x;
  12204. this.g = v.y;
  12205. this.b = v.z;
  12206. return this;
  12207. }
  12208. /**
  12209. * Transforms this color with the given 3x3 matrix.
  12210. *
  12211. * @param {Matrix3} m - The matrix.
  12212. * @return {Color} A reference to this color.
  12213. */
  12214. applyMatrix3( m ) {
  12215. const r = this.r, g = this.g, b = this.b;
  12216. const e = m.elements;
  12217. this.r = e[ 0 ] * r + e[ 3 ] * g + e[ 6 ] * b;
  12218. this.g = e[ 1 ] * r + e[ 4 ] * g + e[ 7 ] * b;
  12219. this.b = e[ 2 ] * r + e[ 5 ] * g + e[ 8 ] * b;
  12220. return this;
  12221. }
  12222. /**
  12223. * Returns `true` if this color is equal with the given one.
  12224. *
  12225. * @param {Color} c - The color to test for equality.
  12226. * @return {boolean} Whether this bounding color is equal with the given one.
  12227. */
  12228. equals( c ) {
  12229. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  12230. }
  12231. /**
  12232. * Sets this color's RGB components from the given array.
  12233. *
  12234. * @param {Array<number>} array - An array holding the RGB values.
  12235. * @param {number} [offset=0] - The offset into the array.
  12236. * @return {Color} A reference to this color.
  12237. */
  12238. fromArray( array, offset = 0 ) {
  12239. this.r = array[ offset ];
  12240. this.g = array[ offset + 1 ];
  12241. this.b = array[ offset + 2 ];
  12242. return this;
  12243. }
  12244. /**
  12245. * Writes the RGB components of this color to the given array. If no array is provided,
  12246. * the method returns a new instance.
  12247. *
  12248. * @param {Array<number>} [array=[]] - The target array holding the color components.
  12249. * @param {number} [offset=0] - Index of the first element in the array.
  12250. * @return {Array<number>} The color components.
  12251. */
  12252. toArray( array = [], offset = 0 ) {
  12253. array[ offset ] = this.r;
  12254. array[ offset + 1 ] = this.g;
  12255. array[ offset + 2 ] = this.b;
  12256. return array;
  12257. }
  12258. /**
  12259. * Sets the components of this color from the given buffer attribute.
  12260. *
  12261. * @param {BufferAttribute} attribute - The buffer attribute holding color data.
  12262. * @param {number} index - The index into the attribute.
  12263. * @return {Color} A reference to this color.
  12264. */
  12265. fromBufferAttribute( attribute, index ) {
  12266. this.r = attribute.getX( index );
  12267. this.g = attribute.getY( index );
  12268. this.b = attribute.getZ( index );
  12269. return this;
  12270. }
  12271. /**
  12272. * This methods defines the serialization result of this class. Returns the color
  12273. * as a hexadecimal value.
  12274. *
  12275. * @return {number} The hexadecimal value.
  12276. */
  12277. toJSON() {
  12278. return this.getHex();
  12279. }
  12280. *[ Symbol.iterator ]() {
  12281. yield this.r;
  12282. yield this.g;
  12283. yield this.b;
  12284. }
  12285. }
  12286. const _color = /*@__PURE__*/ new Color();
  12287. /**
  12288. * A dictionary with X11 color names.
  12289. *
  12290. * Note that multiple words such as Dark Orange become the string 'darkorange'.
  12291. *
  12292. * @static
  12293. * @type {Object}
  12294. */
  12295. Color.NAMES = _colorKeywords;
  12296. let _materialId = 0;
  12297. /**
  12298. * Abstract base class for materials.
  12299. *
  12300. * Materials define the appearance of renderable 3D objects.
  12301. *
  12302. * @abstract
  12303. * @augments EventDispatcher
  12304. */
  12305. class Material extends EventDispatcher {
  12306. /**
  12307. * Constructs a new material.
  12308. */
  12309. constructor() {
  12310. super();
  12311. /**
  12312. * This flag can be used for type testing.
  12313. *
  12314. * @type {boolean}
  12315. * @readonly
  12316. * @default true
  12317. */
  12318. this.isMaterial = true;
  12319. /**
  12320. * The ID of the material.
  12321. *
  12322. * @name Material#id
  12323. * @type {number}
  12324. * @readonly
  12325. */
  12326. Object.defineProperty( this, 'id', { value: _materialId ++ } );
  12327. /**
  12328. * The UUID of the material.
  12329. *
  12330. * @type {string}
  12331. * @readonly
  12332. */
  12333. this.uuid = generateUUID();
  12334. /**
  12335. * The name of the material.
  12336. *
  12337. * @type {string}
  12338. */
  12339. this.name = '';
  12340. /**
  12341. * The type property is used for detecting the object type
  12342. * in context of serialization/deserialization.
  12343. *
  12344. * @type {string}
  12345. * @readonly
  12346. */
  12347. this.type = 'Material';
  12348. /**
  12349. * Defines the blending type of the material.
  12350. *
  12351. * It must be set to `CustomBlending` if custom blending properties like
  12352. * {@link Material#blendSrc}, {@link Material#blendDst} or {@link Material#blendEquation}
  12353. * should have any effect.
  12354. *
  12355. * @type {(NoBlending|NormalBlending|AdditiveBlending|SubtractiveBlending|MultiplyBlending|CustomBlending)}
  12356. * @default NormalBlending
  12357. */
  12358. this.blending = NormalBlending;
  12359. /**
  12360. * Defines which side of faces will be rendered - front, back or both.
  12361. *
  12362. * @type {(FrontSide|BackSide|DoubleSide)}
  12363. * @default FrontSide
  12364. */
  12365. this.side = FrontSide;
  12366. /**
  12367. * If set to `true`, vertex colors should be used.
  12368. *
  12369. * The engine supports RGB and RGBA vertex colors depending on whether a three (RGB) or
  12370. * four (RGBA) component color buffer attribute is used.
  12371. *
  12372. * @type {boolean}
  12373. * @default false
  12374. */
  12375. this.vertexColors = false;
  12376. /**
  12377. * Defines how transparent the material is.
  12378. * A value of `0.0` indicates fully transparent, `1.0` is fully opaque.
  12379. *
  12380. * If the {@link Material#transparent} is not set to `true`,
  12381. * the material will remain fully opaque and this value will only affect its color.
  12382. *
  12383. * @type {number}
  12384. * @default 1
  12385. */
  12386. this.opacity = 1;
  12387. /**
  12388. * Defines whether this material is transparent. This has an effect on
  12389. * rendering as transparent objects need special treatment and are rendered
  12390. * after non-transparent objects.
  12391. *
  12392. * When set to true, the extent to which the material is transparent is
  12393. * controlled by {@link Material#opacity}.
  12394. *
  12395. * @type {boolean}
  12396. * @default false
  12397. */
  12398. this.transparent = false;
  12399. /**
  12400. * Enables alpha hashed transparency, an alternative to {@link Material#transparent} or
  12401. * {@link Material#alphaTest}. The material will not be rendered if opacity is lower than
  12402. * a random threshold. Randomization introduces some grain or noise, but approximates alpha
  12403. * blending without the associated problems of sorting. Using TAA can reduce the resulting noise.
  12404. *
  12405. * @type {boolean}
  12406. * @default false
  12407. */
  12408. this.alphaHash = false;
  12409. /**
  12410. * Defines the blending source factor.
  12411. *
  12412. * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12413. * @default SrcAlphaFactor
  12414. */
  12415. this.blendSrc = SrcAlphaFactor;
  12416. /**
  12417. * Defines the blending destination factor.
  12418. *
  12419. * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12420. * @default OneMinusSrcAlphaFactor
  12421. */
  12422. this.blendDst = OneMinusSrcAlphaFactor;
  12423. /**
  12424. * Defines the blending equation.
  12425. *
  12426. * @type {(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
  12427. * @default AddEquation
  12428. */
  12429. this.blendEquation = AddEquation;
  12430. /**
  12431. * Defines the blending source alpha factor.
  12432. *
  12433. * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12434. * @default null
  12435. */
  12436. this.blendSrcAlpha = null;
  12437. /**
  12438. * Defines the blending destination alpha factor.
  12439. *
  12440. * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12441. * @default null
  12442. */
  12443. this.blendDstAlpha = null;
  12444. /**
  12445. * Defines the blending equation of the alpha channel.
  12446. *
  12447. * @type {?(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
  12448. * @default null
  12449. */
  12450. this.blendEquationAlpha = null;
  12451. /**
  12452. * Represents the RGB values of the constant blend color.
  12453. *
  12454. * This property has only an effect when using custom blending with `ConstantColor` or `OneMinusConstantColor`.
  12455. *
  12456. * @type {Color}
  12457. * @default (0,0,0)
  12458. */
  12459. this.blendColor = new Color( 0, 0, 0 );
  12460. /**
  12461. * Represents the alpha value of the constant blend color.
  12462. *
  12463. * This property has only an effect when using custom blending with `ConstantAlpha` or `OneMinusConstantAlpha`.
  12464. *
  12465. * @type {number}
  12466. * @default 0
  12467. */
  12468. this.blendAlpha = 0;
  12469. /**
  12470. * Defines the depth function.
  12471. *
  12472. * @type {(NeverDepth|AlwaysDepth|LessDepth|LessEqualDepth|EqualDepth|GreaterEqualDepth|GreaterDepth|NotEqualDepth)}
  12473. * @default LessEqualDepth
  12474. */
  12475. this.depthFunc = LessEqualDepth;
  12476. /**
  12477. * Whether to have depth test enabled when rendering this material.
  12478. * When the depth test is disabled, the depth write will also be implicitly disabled.
  12479. *
  12480. * @type {boolean}
  12481. * @default true
  12482. */
  12483. this.depthTest = true;
  12484. /**
  12485. * Whether rendering this material has any effect on the depth buffer.
  12486. *
  12487. * When drawing 2D overlays it can be useful to disable the depth writing in
  12488. * order to layer several things together without creating z-index artifacts.
  12489. *
  12490. * @type {boolean}
  12491. * @default true
  12492. */
  12493. this.depthWrite = true;
  12494. /**
  12495. * The bit mask to use when writing to the stencil buffer.
  12496. *
  12497. * @type {number}
  12498. * @default 0xff
  12499. */
  12500. this.stencilWriteMask = 0xff;
  12501. /**
  12502. * The stencil comparison function to use.
  12503. *
  12504. * @type {NeverStencilFunc|LessStencilFunc|EqualStencilFunc|LessEqualStencilFunc|GreaterStencilFunc|NotEqualStencilFunc|GreaterEqualStencilFunc|AlwaysStencilFunc}
  12505. * @default AlwaysStencilFunc
  12506. */
  12507. this.stencilFunc = AlwaysStencilFunc;
  12508. /**
  12509. * The value to use when performing stencil comparisons or stencil operations.
  12510. *
  12511. * @type {number}
  12512. * @default 0
  12513. */
  12514. this.stencilRef = 0;
  12515. /**
  12516. * The bit mask to use when comparing against the stencil buffer.
  12517. *
  12518. * @type {number}
  12519. * @default 0xff
  12520. */
  12521. this.stencilFuncMask = 0xff;
  12522. /**
  12523. * Which stencil operation to perform when the comparison function returns `false`.
  12524. *
  12525. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  12526. * @default KeepStencilOp
  12527. */
  12528. this.stencilFail = KeepStencilOp;
  12529. /**
  12530. * Which stencil operation to perform when the comparison function returns
  12531. * `true` but the depth test fails.
  12532. *
  12533. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  12534. * @default KeepStencilOp
  12535. */
  12536. this.stencilZFail = KeepStencilOp;
  12537. /**
  12538. * Which stencil operation to perform when the comparison function returns
  12539. * `true` and the depth test passes.
  12540. *
  12541. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  12542. * @default KeepStencilOp
  12543. */
  12544. this.stencilZPass = KeepStencilOp;
  12545. /**
  12546. * Whether stencil operations are performed against the stencil buffer. In
  12547. * order to perform writes or comparisons against the stencil buffer this
  12548. * value must be `true`.
  12549. *
  12550. * @type {boolean}
  12551. * @default false
  12552. */
  12553. this.stencilWrite = false;
  12554. /**
  12555. * User-defined clipping planes specified as THREE.Plane objects in world
  12556. * space. These planes apply to the objects this material is attached to.
  12557. * Points in space whose signed distance to the plane is negative are clipped
  12558. * (not rendered). This requires {@link WebGLRenderer#localClippingEnabled} to
  12559. * be `true`.
  12560. *
  12561. * @type {?Array<Plane>}
  12562. * @default null
  12563. */
  12564. this.clippingPlanes = null;
  12565. /**
  12566. * Changes the behavior of clipping planes so that only their intersection is
  12567. * clipped, rather than their union.
  12568. *
  12569. * @type {boolean}
  12570. * @default false
  12571. */
  12572. this.clipIntersection = false;
  12573. /**
  12574. * Defines whether to clip shadows according to the clipping planes specified
  12575. * on this material.
  12576. *
  12577. * @type {boolean}
  12578. * @default false
  12579. */
  12580. this.clipShadows = false;
  12581. /**
  12582. * Defines which side of faces cast shadows. If `null`, the side casting shadows
  12583. * is determined as follows:
  12584. *
  12585. * - When {@link Material#side} is set to `FrontSide`, the back side cast shadows.
  12586. * - When {@link Material#side} is set to `BackSide`, the front side cast shadows.
  12587. * - When {@link Material#side} is set to `DoubleSide`, both sides cast shadows.
  12588. *
  12589. * @type {?(FrontSide|BackSide|DoubleSide)}
  12590. * @default null
  12591. */
  12592. this.shadowSide = null;
  12593. /**
  12594. * Whether to render the material's color.
  12595. *
  12596. * This can be used in conjunction with {@link Object3D#renderOder} to create invisible
  12597. * objects that occlude other objects.
  12598. *
  12599. * @type {boolean}
  12600. * @default true
  12601. */
  12602. this.colorWrite = true;
  12603. /**
  12604. * Override the renderer's default precision for this material.
  12605. *
  12606. * @type {?('highp'|'mediump'|'lowp')}
  12607. * @default null
  12608. */
  12609. this.precision = null;
  12610. /**
  12611. * Whether to use polygon offset or not. When enabled, each fragment's depth value will
  12612. * be offset after it is interpolated from the depth values of the appropriate vertices.
  12613. * The offset is added before the depth test is performed and before the value is written
  12614. * into the depth buffer.
  12615. *
  12616. * Can be useful for rendering hidden-line images, for applying decals to surfaces, and for
  12617. * rendering solids with highlighted edges.
  12618. *
  12619. * @type {boolean}
  12620. * @default false
  12621. */
  12622. this.polygonOffset = false;
  12623. /**
  12624. * Specifies a scale factor that is used to create a variable depth offset for each polygon.
  12625. *
  12626. * @type {number}
  12627. * @default 0
  12628. */
  12629. this.polygonOffsetFactor = 0;
  12630. /**
  12631. * Is multiplied by an implementation-specific value to create a constant depth offset.
  12632. *
  12633. * @type {number}
  12634. * @default 0
  12635. */
  12636. this.polygonOffsetUnits = 0;
  12637. /**
  12638. * Whether to apply dithering to the color to remove the appearance of banding.
  12639. *
  12640. * @type {boolean}
  12641. * @default false
  12642. */
  12643. this.dithering = false;
  12644. /**
  12645. * Whether alpha to coverage should be enabled or not. Can only be used with MSAA-enabled contexts
  12646. * (meaning when the renderer was created with *antialias* parameter set to `true`). Enabling this
  12647. * will smooth aliasing on clip plane edges and alphaTest-clipped edges.
  12648. *
  12649. * @type {boolean}
  12650. * @default false
  12651. */
  12652. this.alphaToCoverage = false;
  12653. /**
  12654. * Whether to premultiply the alpha (transparency) value.
  12655. *
  12656. * @type {boolean}
  12657. * @default false
  12658. */
  12659. this.premultipliedAlpha = false;
  12660. /**
  12661. * Whether double-sided, transparent objects should be rendered with a single pass or not.
  12662. *
  12663. * The engine renders double-sided, transparent objects with two draw calls (back faces first,
  12664. * then front faces) to mitigate transparency artifacts. There are scenarios however where this
  12665. * approach produces no quality gains but still doubles draw calls e.g. when rendering flat
  12666. * vegetation like grass sprites. In these cases, set the `forceSinglePass` flag to `true` to
  12667. * disable the two pass rendering to avoid performance issues.
  12668. *
  12669. * @type {boolean}
  12670. * @default false
  12671. */
  12672. this.forceSinglePass = false;
  12673. /**
  12674. * Whether it's possible to override the material with {@link Scene#overrideMaterial} or not.
  12675. *
  12676. * @type {boolean}
  12677. * @default true
  12678. */
  12679. this.allowOverride = true;
  12680. /**
  12681. * Defines whether 3D objects using this material are visible.
  12682. *
  12683. * @type {boolean}
  12684. * @default true
  12685. */
  12686. this.visible = true;
  12687. /**
  12688. * Defines whether this material is tone mapped according to the renderer's tone mapping setting.
  12689. *
  12690. * It is ignored when rendering to a render target or using post processing or when using
  12691. * `WebGPURenderer`. In all these cases, all materials are honored by tone mapping.
  12692. *
  12693. * @type {boolean}
  12694. * @default true
  12695. */
  12696. this.toneMapped = true;
  12697. /**
  12698. * An object that can be used to store custom data about the Material. It
  12699. * should not hold references to functions as these will not be cloned.
  12700. *
  12701. * @type {Object}
  12702. */
  12703. this.userData = {};
  12704. /**
  12705. * This starts at `0` and counts how many times {@link Material#needsUpdate} is set to `true`.
  12706. *
  12707. * @type {number}
  12708. * @readonly
  12709. * @default 0
  12710. */
  12711. this.version = 0;
  12712. this._alphaTest = 0;
  12713. }
  12714. /**
  12715. * Sets the alpha value to be used when running an alpha test. The material
  12716. * will not be rendered if the opacity is lower than this value.
  12717. *
  12718. * @type {number}
  12719. * @readonly
  12720. * @default 0
  12721. */
  12722. get alphaTest() {
  12723. return this._alphaTest;
  12724. }
  12725. set alphaTest( value ) {
  12726. if ( this._alphaTest > 0 !== value > 0 ) {
  12727. this.version ++;
  12728. }
  12729. this._alphaTest = value;
  12730. }
  12731. /**
  12732. * An optional callback that is executed immediately before the material is used to render a 3D object.
  12733. *
  12734. * This method can only be used when rendering with {@link WebGLRenderer}.
  12735. *
  12736. * @param {WebGLRenderer} renderer - The renderer.
  12737. * @param {Scene} scene - The scene.
  12738. * @param {Camera} camera - The camera that is used to render the scene.
  12739. * @param {BufferGeometry} geometry - The 3D object's geometry.
  12740. * @param {Object3D} object - The 3D object.
  12741. * @param {Object} group - The geometry group data.
  12742. */
  12743. onBeforeRender( /* renderer, scene, camera, geometry, object, group */ ) {}
  12744. /**
  12745. * An optional callback that is executed immediately before the shader
  12746. * program is compiled. This function is called with the shader source code
  12747. * as a parameter. Useful for the modification of built-in materials.
  12748. *
  12749. * This method can only be used when rendering with {@link WebGLRenderer}. The
  12750. * recommended approach when customizing materials is to use `WebGPURenderer` with the new
  12751. * Node Material system and [TSL](https://github.com/mrdoob/three.js/wiki/Three.js-Shading-Language).
  12752. *
  12753. * @param {{vertexShader:string,fragmentShader:string,uniforms:Object}} shaderobject - The object holds the uniforms and the vertex and fragment shader source.
  12754. * @param {WebGLRenderer} renderer - A reference to the renderer.
  12755. */
  12756. onBeforeCompile( /* shaderobject, renderer */ ) {}
  12757. /**
  12758. * In case {@link Material#onBeforeCompile} is used, this callback can be used to identify
  12759. * values of settings used in `onBeforeCompile()`, so three.js can reuse a cached
  12760. * shader or recompile the shader for this material as needed.
  12761. *
  12762. * This method can only be used when rendering with {@link WebGLRenderer}.
  12763. *
  12764. * @return {string} The custom program cache key.
  12765. */
  12766. customProgramCacheKey() {
  12767. return this.onBeforeCompile.toString();
  12768. }
  12769. /**
  12770. * This method can be used to set default values from parameter objects.
  12771. * It is a generic implementation so it can be used with different types
  12772. * of materials.
  12773. *
  12774. * @param {Object} [values] - The material values to set.
  12775. */
  12776. setValues( values ) {
  12777. if ( values === undefined ) return;
  12778. for ( const key in values ) {
  12779. const newValue = values[ key ];
  12780. if ( newValue === undefined ) {
  12781. warn( `Material: parameter '${ key }' has value of undefined.` );
  12782. continue;
  12783. }
  12784. const currentValue = this[ key ];
  12785. if ( currentValue === undefined ) {
  12786. warn( `Material: '${ key }' is not a property of THREE.${ this.type }.` );
  12787. continue;
  12788. }
  12789. if ( currentValue && currentValue.isColor ) {
  12790. currentValue.set( newValue );
  12791. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  12792. currentValue.copy( newValue );
  12793. } else {
  12794. this[ key ] = newValue;
  12795. }
  12796. }
  12797. }
  12798. /**
  12799. * Serializes the material into JSON.
  12800. *
  12801. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  12802. * @return {Object} A JSON object representing the serialized material.
  12803. * @see {@link ObjectLoader#parse}
  12804. */
  12805. toJSON( meta ) {
  12806. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  12807. if ( isRootObject ) {
  12808. meta = {
  12809. textures: {},
  12810. images: {}
  12811. };
  12812. }
  12813. const data = {
  12814. metadata: {
  12815. version: 4.7,
  12816. type: 'Material',
  12817. generator: 'Material.toJSON'
  12818. }
  12819. };
  12820. // standard Material serialization
  12821. data.uuid = this.uuid;
  12822. data.type = this.type;
  12823. if ( this.name !== '' ) data.name = this.name;
  12824. if ( this.color && this.color.isColor ) data.color = this.color.getHex();
  12825. if ( this.roughness !== undefined ) data.roughness = this.roughness;
  12826. if ( this.metalness !== undefined ) data.metalness = this.metalness;
  12827. if ( this.sheen !== undefined ) data.sheen = this.sheen;
  12828. if ( this.sheenColor && this.sheenColor.isColor ) data.sheenColor = this.sheenColor.getHex();
  12829. if ( this.sheenRoughness !== undefined ) data.sheenRoughness = this.sheenRoughness;
  12830. if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
  12831. if ( this.emissiveIntensity !== undefined && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;
  12832. if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
  12833. if ( this.specularIntensity !== undefined ) data.specularIntensity = this.specularIntensity;
  12834. if ( this.specularColor && this.specularColor.isColor ) data.specularColor = this.specularColor.getHex();
  12835. if ( this.shininess !== undefined ) data.shininess = this.shininess;
  12836. if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;
  12837. if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;
  12838. if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {
  12839. data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;
  12840. }
  12841. if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {
  12842. data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;
  12843. }
  12844. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  12845. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  12846. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  12847. }
  12848. if ( this.sheenColorMap && this.sheenColorMap.isTexture ) {
  12849. data.sheenColorMap = this.sheenColorMap.toJSON( meta ).uuid;
  12850. }
  12851. if ( this.sheenRoughnessMap && this.sheenRoughnessMap.isTexture ) {
  12852. data.sheenRoughnessMap = this.sheenRoughnessMap.toJSON( meta ).uuid;
  12853. }
  12854. if ( this.dispersion !== undefined ) data.dispersion = this.dispersion;
  12855. if ( this.iridescence !== undefined ) data.iridescence = this.iridescence;
  12856. if ( this.iridescenceIOR !== undefined ) data.iridescenceIOR = this.iridescenceIOR;
  12857. if ( this.iridescenceThicknessRange !== undefined ) data.iridescenceThicknessRange = this.iridescenceThicknessRange;
  12858. if ( this.iridescenceMap && this.iridescenceMap.isTexture ) {
  12859. data.iridescenceMap = this.iridescenceMap.toJSON( meta ).uuid;
  12860. }
  12861. if ( this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture ) {
  12862. data.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON( meta ).uuid;
  12863. }
  12864. if ( this.anisotropy !== undefined ) data.anisotropy = this.anisotropy;
  12865. if ( this.anisotropyRotation !== undefined ) data.anisotropyRotation = this.anisotropyRotation;
  12866. if ( this.anisotropyMap && this.anisotropyMap.isTexture ) {
  12867. data.anisotropyMap = this.anisotropyMap.toJSON( meta ).uuid;
  12868. }
  12869. if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
  12870. if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;
  12871. if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
  12872. if ( this.lightMap && this.lightMap.isTexture ) {
  12873. data.lightMap = this.lightMap.toJSON( meta ).uuid;
  12874. data.lightMapIntensity = this.lightMapIntensity;
  12875. }
  12876. if ( this.aoMap && this.aoMap.isTexture ) {
  12877. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  12878. data.aoMapIntensity = this.aoMapIntensity;
  12879. }
  12880. if ( this.bumpMap && this.bumpMap.isTexture ) {
  12881. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  12882. data.bumpScale = this.bumpScale;
  12883. }
  12884. if ( this.normalMap && this.normalMap.isTexture ) {
  12885. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  12886. data.normalMapType = this.normalMapType;
  12887. data.normalScale = this.normalScale.toArray();
  12888. }
  12889. if ( this.displacementMap && this.displacementMap.isTexture ) {
  12890. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  12891. data.displacementScale = this.displacementScale;
  12892. data.displacementBias = this.displacementBias;
  12893. }
  12894. if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
  12895. if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
  12896. if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
  12897. if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
  12898. if ( this.specularIntensityMap && this.specularIntensityMap.isTexture ) data.specularIntensityMap = this.specularIntensityMap.toJSON( meta ).uuid;
  12899. if ( this.specularColorMap && this.specularColorMap.isTexture ) data.specularColorMap = this.specularColorMap.toJSON( meta ).uuid;
  12900. if ( this.envMap && this.envMap.isTexture ) {
  12901. data.envMap = this.envMap.toJSON( meta ).uuid;
  12902. if ( this.combine !== undefined ) data.combine = this.combine;
  12903. }
  12904. if ( this.envMapRotation !== undefined ) data.envMapRotation = this.envMapRotation.toArray();
  12905. if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;
  12906. if ( this.reflectivity !== undefined ) data.reflectivity = this.reflectivity;
  12907. if ( this.refractionRatio !== undefined ) data.refractionRatio = this.refractionRatio;
  12908. if ( this.gradientMap && this.gradientMap.isTexture ) {
  12909. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  12910. }
  12911. if ( this.transmission !== undefined ) data.transmission = this.transmission;
  12912. if ( this.transmissionMap && this.transmissionMap.isTexture ) data.transmissionMap = this.transmissionMap.toJSON( meta ).uuid;
  12913. if ( this.thickness !== undefined ) data.thickness = this.thickness;
  12914. if ( this.thicknessMap && this.thicknessMap.isTexture ) data.thicknessMap = this.thicknessMap.toJSON( meta ).uuid;
  12915. if ( this.attenuationDistance !== undefined && this.attenuationDistance !== Infinity ) data.attenuationDistance = this.attenuationDistance;
  12916. if ( this.attenuationColor !== undefined ) data.attenuationColor = this.attenuationColor.getHex();
  12917. if ( this.size !== undefined ) data.size = this.size;
  12918. if ( this.shadowSide !== null ) data.shadowSide = this.shadowSide;
  12919. if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
  12920. if ( this.blending !== NormalBlending ) data.blending = this.blending;
  12921. if ( this.side !== FrontSide ) data.side = this.side;
  12922. if ( this.vertexColors === true ) data.vertexColors = true;
  12923. if ( this.opacity < 1 ) data.opacity = this.opacity;
  12924. if ( this.transparent === true ) data.transparent = true;
  12925. if ( this.blendSrc !== SrcAlphaFactor ) data.blendSrc = this.blendSrc;
  12926. if ( this.blendDst !== OneMinusSrcAlphaFactor ) data.blendDst = this.blendDst;
  12927. if ( this.blendEquation !== AddEquation ) data.blendEquation = this.blendEquation;
  12928. if ( this.blendSrcAlpha !== null ) data.blendSrcAlpha = this.blendSrcAlpha;
  12929. if ( this.blendDstAlpha !== null ) data.blendDstAlpha = this.blendDstAlpha;
  12930. if ( this.blendEquationAlpha !== null ) data.blendEquationAlpha = this.blendEquationAlpha;
  12931. if ( this.blendColor && this.blendColor.isColor ) data.blendColor = this.blendColor.getHex();
  12932. if ( this.blendAlpha !== 0 ) data.blendAlpha = this.blendAlpha;
  12933. if ( this.depthFunc !== LessEqualDepth ) data.depthFunc = this.depthFunc;
  12934. if ( this.depthTest === false ) data.depthTest = this.depthTest;
  12935. if ( this.depthWrite === false ) data.depthWrite = this.depthWrite;
  12936. if ( this.colorWrite === false ) data.colorWrite = this.colorWrite;
  12937. if ( this.stencilWriteMask !== 0xff ) data.stencilWriteMask = this.stencilWriteMask;
  12938. if ( this.stencilFunc !== AlwaysStencilFunc ) data.stencilFunc = this.stencilFunc;
  12939. if ( this.stencilRef !== 0 ) data.stencilRef = this.stencilRef;
  12940. if ( this.stencilFuncMask !== 0xff ) data.stencilFuncMask = this.stencilFuncMask;
  12941. if ( this.stencilFail !== KeepStencilOp ) data.stencilFail = this.stencilFail;
  12942. if ( this.stencilZFail !== KeepStencilOp ) data.stencilZFail = this.stencilZFail;
  12943. if ( this.stencilZPass !== KeepStencilOp ) data.stencilZPass = this.stencilZPass;
  12944. if ( this.stencilWrite === true ) data.stencilWrite = this.stencilWrite;
  12945. // rotation (SpriteMaterial)
  12946. if ( this.rotation !== undefined && this.rotation !== 0 ) data.rotation = this.rotation;
  12947. if ( this.polygonOffset === true ) data.polygonOffset = true;
  12948. if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;
  12949. if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;
  12950. if ( this.linewidth !== undefined && this.linewidth !== 1 ) data.linewidth = this.linewidth;
  12951. if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
  12952. if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
  12953. if ( this.scale !== undefined ) data.scale = this.scale;
  12954. if ( this.dithering === true ) data.dithering = true;
  12955. if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
  12956. if ( this.alphaHash === true ) data.alphaHash = true;
  12957. if ( this.alphaToCoverage === true ) data.alphaToCoverage = true;
  12958. if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = true;
  12959. if ( this.forceSinglePass === true ) data.forceSinglePass = true;
  12960. if ( this.allowOverride === false ) data.allowOverride = false;
  12961. if ( this.wireframe === true ) data.wireframe = true;
  12962. if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
  12963. if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
  12964. if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
  12965. if ( this.flatShading === true ) data.flatShading = true;
  12966. if ( this.visible === false ) data.visible = false;
  12967. if ( this.toneMapped === false ) data.toneMapped = false;
  12968. if ( this.fog === false ) data.fog = false;
  12969. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  12970. // TODO: Copied from Object3D.toJSON
  12971. function extractFromCache( cache ) {
  12972. const values = [];
  12973. for ( const key in cache ) {
  12974. const data = cache[ key ];
  12975. delete data.metadata;
  12976. values.push( data );
  12977. }
  12978. return values;
  12979. }
  12980. if ( isRootObject ) {
  12981. const textures = extractFromCache( meta.textures );
  12982. const images = extractFromCache( meta.images );
  12983. if ( textures.length > 0 ) data.textures = textures;
  12984. if ( images.length > 0 ) data.images = images;
  12985. }
  12986. return data;
  12987. }
  12988. /**
  12989. * Returns a new material with copied values from this instance.
  12990. *
  12991. * @return {Material} A clone of this instance.
  12992. */
  12993. clone() {
  12994. return new this.constructor().copy( this );
  12995. }
  12996. /**
  12997. * Copies the values of the given material to this instance.
  12998. *
  12999. * @param {Material} source - The material to copy.
  13000. * @return {Material} A reference to this instance.
  13001. */
  13002. copy( source ) {
  13003. this.name = source.name;
  13004. this.blending = source.blending;
  13005. this.side = source.side;
  13006. this.vertexColors = source.vertexColors;
  13007. this.opacity = source.opacity;
  13008. this.transparent = source.transparent;
  13009. this.blendSrc = source.blendSrc;
  13010. this.blendDst = source.blendDst;
  13011. this.blendEquation = source.blendEquation;
  13012. this.blendSrcAlpha = source.blendSrcAlpha;
  13013. this.blendDstAlpha = source.blendDstAlpha;
  13014. this.blendEquationAlpha = source.blendEquationAlpha;
  13015. this.blendColor.copy( source.blendColor );
  13016. this.blendAlpha = source.blendAlpha;
  13017. this.depthFunc = source.depthFunc;
  13018. this.depthTest = source.depthTest;
  13019. this.depthWrite = source.depthWrite;
  13020. this.stencilWriteMask = source.stencilWriteMask;
  13021. this.stencilFunc = source.stencilFunc;
  13022. this.stencilRef = source.stencilRef;
  13023. this.stencilFuncMask = source.stencilFuncMask;
  13024. this.stencilFail = source.stencilFail;
  13025. this.stencilZFail = source.stencilZFail;
  13026. this.stencilZPass = source.stencilZPass;
  13027. this.stencilWrite = source.stencilWrite;
  13028. const srcPlanes = source.clippingPlanes;
  13029. let dstPlanes = null;
  13030. if ( srcPlanes !== null ) {
  13031. const n = srcPlanes.length;
  13032. dstPlanes = new Array( n );
  13033. for ( let i = 0; i !== n; ++ i ) {
  13034. dstPlanes[ i ] = srcPlanes[ i ].clone();
  13035. }
  13036. }
  13037. this.clippingPlanes = dstPlanes;
  13038. this.clipIntersection = source.clipIntersection;
  13039. this.clipShadows = source.clipShadows;
  13040. this.shadowSide = source.shadowSide;
  13041. this.colorWrite = source.colorWrite;
  13042. this.precision = source.precision;
  13043. this.polygonOffset = source.polygonOffset;
  13044. this.polygonOffsetFactor = source.polygonOffsetFactor;
  13045. this.polygonOffsetUnits = source.polygonOffsetUnits;
  13046. this.dithering = source.dithering;
  13047. this.alphaTest = source.alphaTest;
  13048. this.alphaHash = source.alphaHash;
  13049. this.alphaToCoverage = source.alphaToCoverage;
  13050. this.premultipliedAlpha = source.premultipliedAlpha;
  13051. this.forceSinglePass = source.forceSinglePass;
  13052. this.allowOverride = source.allowOverride;
  13053. this.visible = source.visible;
  13054. this.toneMapped = source.toneMapped;
  13055. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  13056. return this;
  13057. }
  13058. /**
  13059. * Frees the GPU-related resources allocated by this instance. Call this
  13060. * method whenever this instance is no longer used in your app.
  13061. *
  13062. * @fires Material#dispose
  13063. */
  13064. dispose() {
  13065. /**
  13066. * Fires when the material has been disposed of.
  13067. *
  13068. * @event Material#dispose
  13069. * @type {Object}
  13070. */
  13071. this.dispatchEvent( { type: 'dispose' } );
  13072. }
  13073. /**
  13074. * Setting this property to `true` indicates the engine the material
  13075. * needs to be recompiled.
  13076. *
  13077. * @type {boolean}
  13078. * @default false
  13079. * @param {boolean} value
  13080. */
  13081. set needsUpdate( value ) {
  13082. if ( value === true ) this.version ++;
  13083. }
  13084. }
  13085. /**
  13086. * A material for drawing geometries in a simple shaded (flat or wireframe) way.
  13087. *
  13088. * This material is not affected by lights.
  13089. *
  13090. * @augments Material
  13091. * @demo scenes/material-browser.html#MeshBasicMaterial
  13092. */
  13093. class MeshBasicMaterial extends Material {
  13094. /**
  13095. * Constructs a new mesh basic material.
  13096. *
  13097. * @param {Object} [parameters] - An object with one or more properties
  13098. * defining the material's appearance. Any property of the material
  13099. * (including any property from inherited materials) can be passed
  13100. * in here. Color values can be passed any type of value accepted
  13101. * by {@link Color#set}.
  13102. */
  13103. constructor( parameters ) {
  13104. super();
  13105. /**
  13106. * This flag can be used for type testing.
  13107. *
  13108. * @type {boolean}
  13109. * @readonly
  13110. * @default true
  13111. */
  13112. this.isMeshBasicMaterial = true;
  13113. this.type = 'MeshBasicMaterial';
  13114. /**
  13115. * Color of the material.
  13116. *
  13117. * @type {Color}
  13118. * @default (1,1,1)
  13119. */
  13120. this.color = new Color( 0xffffff ); // diffuse
  13121. /**
  13122. * The color map. May optionally include an alpha channel, typically combined
  13123. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  13124. * color is modulated by the diffuse `color`.
  13125. *
  13126. * @type {?Texture}
  13127. * @default null
  13128. */
  13129. this.map = null;
  13130. /**
  13131. * The light map. Requires a second set of UVs.
  13132. *
  13133. * @type {?Texture}
  13134. * @default null
  13135. */
  13136. this.lightMap = null;
  13137. /**
  13138. * Intensity of the baked light.
  13139. *
  13140. * @type {number}
  13141. * @default 1
  13142. */
  13143. this.lightMapIntensity = 1.0;
  13144. /**
  13145. * The red channel of this texture is used as the ambient occlusion map.
  13146. * Requires a second set of UVs.
  13147. *
  13148. * @type {?Texture}
  13149. * @default null
  13150. */
  13151. this.aoMap = null;
  13152. /**
  13153. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  13154. * disables ambient occlusion. Where intensity is `1` and the AO map's
  13155. * red channel is also `1`, ambient light is fully occluded on a surface.
  13156. *
  13157. * @type {number}
  13158. * @default 1
  13159. */
  13160. this.aoMapIntensity = 1.0;
  13161. /**
  13162. * Specular map used by the material.
  13163. *
  13164. * @type {?Texture}
  13165. * @default null
  13166. */
  13167. this.specularMap = null;
  13168. /**
  13169. * The alpha map is a grayscale texture that controls the opacity across the
  13170. * surface (black: fully transparent; white: fully opaque).
  13171. *
  13172. * Only the color of the texture is used, ignoring the alpha channel if one
  13173. * exists. For RGB and RGBA textures, the renderer will use the green channel
  13174. * when sampling this texture due to the extra bit of precision provided for
  13175. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  13176. * luminance/alpha textures will also still work as expected.
  13177. *
  13178. * @type {?Texture}
  13179. * @default null
  13180. */
  13181. this.alphaMap = null;
  13182. /**
  13183. * The environment map.
  13184. *
  13185. * @type {?Texture}
  13186. * @default null
  13187. */
  13188. this.envMap = null;
  13189. /**
  13190. * The rotation of the environment map in radians.
  13191. *
  13192. * @type {Euler}
  13193. * @default (0,0,0)
  13194. */
  13195. this.envMapRotation = new Euler();
  13196. /**
  13197. * How to combine the result of the surface's color with the environment map, if any.
  13198. *
  13199. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  13200. * blend between the two colors.
  13201. *
  13202. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  13203. * @default MultiplyOperation
  13204. */
  13205. this.combine = MultiplyOperation;
  13206. /**
  13207. * How much the environment map affects the surface.
  13208. * The valid range is between `0` (no reflections) and `1` (full reflections).
  13209. *
  13210. * @type {number}
  13211. * @default 1
  13212. */
  13213. this.reflectivity = 1;
  13214. /**
  13215. * The index of refraction (IOR) of air (approximately 1) divided by the
  13216. * index of refraction of the material. It is used with environment mapping
  13217. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  13218. * The refraction ratio should not exceed `1`.
  13219. *
  13220. * @type {number}
  13221. * @default 0.98
  13222. */
  13223. this.refractionRatio = 0.98;
  13224. /**
  13225. * Renders the geometry as a wireframe.
  13226. *
  13227. * @type {boolean}
  13228. * @default false
  13229. */
  13230. this.wireframe = false;
  13231. /**
  13232. * Controls the thickness of the wireframe.
  13233. *
  13234. * Can only be used with {@link SVGRenderer}.
  13235. *
  13236. * @type {number}
  13237. * @default 1
  13238. */
  13239. this.wireframeLinewidth = 1;
  13240. /**
  13241. * Defines appearance of wireframe ends.
  13242. *
  13243. * Can only be used with {@link SVGRenderer}.
  13244. *
  13245. * @type {('round'|'bevel'|'miter')}
  13246. * @default 'round'
  13247. */
  13248. this.wireframeLinecap = 'round';
  13249. /**
  13250. * Defines appearance of wireframe joints.
  13251. *
  13252. * Can only be used with {@link SVGRenderer}.
  13253. *
  13254. * @type {('round'|'bevel'|'miter')}
  13255. * @default 'round'
  13256. */
  13257. this.wireframeLinejoin = 'round';
  13258. /**
  13259. * Whether the material is affected by fog or not.
  13260. *
  13261. * @type {boolean}
  13262. * @default true
  13263. */
  13264. this.fog = true;
  13265. this.setValues( parameters );
  13266. }
  13267. copy( source ) {
  13268. super.copy( source );
  13269. this.color.copy( source.color );
  13270. this.map = source.map;
  13271. this.lightMap = source.lightMap;
  13272. this.lightMapIntensity = source.lightMapIntensity;
  13273. this.aoMap = source.aoMap;
  13274. this.aoMapIntensity = source.aoMapIntensity;
  13275. this.specularMap = source.specularMap;
  13276. this.alphaMap = source.alphaMap;
  13277. this.envMap = source.envMap;
  13278. this.envMapRotation.copy( source.envMapRotation );
  13279. this.combine = source.combine;
  13280. this.reflectivity = source.reflectivity;
  13281. this.refractionRatio = source.refractionRatio;
  13282. this.wireframe = source.wireframe;
  13283. this.wireframeLinewidth = source.wireframeLinewidth;
  13284. this.wireframeLinecap = source.wireframeLinecap;
  13285. this.wireframeLinejoin = source.wireframeLinejoin;
  13286. this.fog = source.fog;
  13287. return this;
  13288. }
  13289. }
  13290. // Fast Half Float Conversions, http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf
  13291. const _tables = /*@__PURE__*/ _generateTables();
  13292. function _generateTables() {
  13293. // float32 to float16 helpers
  13294. const buffer = new ArrayBuffer( 4 );
  13295. const floatView = new Float32Array( buffer );
  13296. const uint32View = new Uint32Array( buffer );
  13297. const baseTable = new Uint32Array( 512 );
  13298. const shiftTable = new Uint32Array( 512 );
  13299. for ( let i = 0; i < 256; ++ i ) {
  13300. const e = i - 127;
  13301. // very small number (0, -0)
  13302. if ( e < -27 ) {
  13303. baseTable[ i ] = 0x0000;
  13304. baseTable[ i | 0x100 ] = 0x8000;
  13305. shiftTable[ i ] = 24;
  13306. shiftTable[ i | 0x100 ] = 24;
  13307. // small number (denorm)
  13308. } else if ( e < -14 ) {
  13309. baseTable[ i ] = 0x0400 >> ( - e - 14 );
  13310. baseTable[ i | 0x100 ] = ( 0x0400 >> ( - e - 14 ) ) | 0x8000;
  13311. shiftTable[ i ] = - e - 1;
  13312. shiftTable[ i | 0x100 ] = - e - 1;
  13313. // normal number
  13314. } else if ( e <= 15 ) {
  13315. baseTable[ i ] = ( e + 15 ) << 10;
  13316. baseTable[ i | 0x100 ] = ( ( e + 15 ) << 10 ) | 0x8000;
  13317. shiftTable[ i ] = 13;
  13318. shiftTable[ i | 0x100 ] = 13;
  13319. // large number (Infinity, -Infinity)
  13320. } else if ( e < 128 ) {
  13321. baseTable[ i ] = 0x7c00;
  13322. baseTable[ i | 0x100 ] = 0xfc00;
  13323. shiftTable[ i ] = 24;
  13324. shiftTable[ i | 0x100 ] = 24;
  13325. // stay (NaN, Infinity, -Infinity)
  13326. } else {
  13327. baseTable[ i ] = 0x7c00;
  13328. baseTable[ i | 0x100 ] = 0xfc00;
  13329. shiftTable[ i ] = 13;
  13330. shiftTable[ i | 0x100 ] = 13;
  13331. }
  13332. }
  13333. // float16 to float32 helpers
  13334. const mantissaTable = new Uint32Array( 2048 );
  13335. const exponentTable = new Uint32Array( 64 );
  13336. const offsetTable = new Uint32Array( 64 );
  13337. for ( let i = 1; i < 1024; ++ i ) {
  13338. let m = i << 13; // zero pad mantissa bits
  13339. let e = 0; // zero exponent
  13340. // normalized
  13341. while ( ( m & 0x00800000 ) === 0 ) {
  13342. m <<= 1;
  13343. e -= 0x00800000; // decrement exponent
  13344. }
  13345. m &= -8388609; // clear leading 1 bit
  13346. e += 0x38800000; // adjust bias
  13347. mantissaTable[ i ] = m | e;
  13348. }
  13349. for ( let i = 1024; i < 2048; ++ i ) {
  13350. mantissaTable[ i ] = 0x38000000 + ( ( i - 1024 ) << 13 );
  13351. }
  13352. for ( let i = 1; i < 31; ++ i ) {
  13353. exponentTable[ i ] = i << 23;
  13354. }
  13355. exponentTable[ 31 ] = 0x47800000;
  13356. exponentTable[ 32 ] = 0x80000000;
  13357. for ( let i = 33; i < 63; ++ i ) {
  13358. exponentTable[ i ] = 0x80000000 + ( ( i - 32 ) << 23 );
  13359. }
  13360. exponentTable[ 63 ] = 0xc7800000;
  13361. for ( let i = 1; i < 64; ++ i ) {
  13362. if ( i !== 32 ) {
  13363. offsetTable[ i ] = 1024;
  13364. }
  13365. }
  13366. return {
  13367. floatView: floatView,
  13368. uint32View: uint32View,
  13369. baseTable: baseTable,
  13370. shiftTable: shiftTable,
  13371. mantissaTable: mantissaTable,
  13372. exponentTable: exponentTable,
  13373. offsetTable: offsetTable
  13374. };
  13375. }
  13376. /**
  13377. * Returns a half precision floating point value (FP16) from the given single
  13378. * precision floating point value (FP32).
  13379. *
  13380. * @param {number} val - A single precision floating point value.
  13381. * @return {number} The FP16 value.
  13382. */
  13383. function toHalfFloat( val ) {
  13384. if ( Math.abs( val ) > 65504 ) warn( 'DataUtils.toHalfFloat(): Value out of range.' );
  13385. val = clamp( val, -65504, 65504 );
  13386. _tables.floatView[ 0 ] = val;
  13387. const f = _tables.uint32View[ 0 ];
  13388. const e = ( f >> 23 ) & 0x1ff;
  13389. return _tables.baseTable[ e ] + ( ( f & 0x007fffff ) >> _tables.shiftTable[ e ] );
  13390. }
  13391. /**
  13392. * Returns a single precision floating point value (FP32) from the given half
  13393. * precision floating point value (FP16).
  13394. *
  13395. * @param {number} val - A half precision floating point value.
  13396. * @return {number} The FP32 value.
  13397. */
  13398. function fromHalfFloat( val ) {
  13399. const m = val >> 10;
  13400. _tables.uint32View[ 0 ] = _tables.mantissaTable[ _tables.offsetTable[ m ] + ( val & 0x3ff ) ] + _tables.exponentTable[ m ];
  13401. return _tables.floatView[ 0 ];
  13402. }
  13403. /**
  13404. * A class containing utility functions for data.
  13405. *
  13406. * @hideconstructor
  13407. */
  13408. class DataUtils {
  13409. /**
  13410. * Returns a half precision floating point value (FP16) from the given single
  13411. * precision floating point value (FP32).
  13412. *
  13413. * @param {number} val - A single precision floating point value.
  13414. * @return {number} The FP16 value.
  13415. */
  13416. static toHalfFloat( val ) {
  13417. return toHalfFloat( val );
  13418. }
  13419. /**
  13420. * Returns a single precision floating point value (FP32) from the given half
  13421. * precision floating point value (FP16).
  13422. *
  13423. * @param {number} val - A half precision floating point value.
  13424. * @return {number} The FP32 value.
  13425. */
  13426. static fromHalfFloat( val ) {
  13427. return fromHalfFloat( val );
  13428. }
  13429. }
  13430. const _vector$9 = /*@__PURE__*/ new Vector3();
  13431. const _vector2$1 = /*@__PURE__*/ new Vector2();
  13432. let _id$2 = 0;
  13433. /**
  13434. * This class stores data for an attribute (such as vertex positions, face
  13435. * indices, normals, colors, UVs, and any custom attributes ) associated with
  13436. * a geometry, which allows for more efficient passing of data to the GPU.
  13437. *
  13438. * When working with vector-like data, the `fromBufferAttribute( attribute, index )`
  13439. * helper methods on vector and color class might be helpful. E.g. {@link Vector3#fromBufferAttribute}.
  13440. */
  13441. class BufferAttribute {
  13442. /**
  13443. * Constructs a new buffer attribute.
  13444. *
  13445. * @param {TypedArray} array - The array holding the attribute data.
  13446. * @param {number} itemSize - The item size.
  13447. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13448. */
  13449. constructor( array, itemSize, normalized = false ) {
  13450. if ( Array.isArray( array ) ) {
  13451. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  13452. }
  13453. /**
  13454. * This flag can be used for type testing.
  13455. *
  13456. * @type {boolean}
  13457. * @readonly
  13458. * @default true
  13459. */
  13460. this.isBufferAttribute = true;
  13461. /**
  13462. * The ID of the buffer attribute.
  13463. *
  13464. * @name BufferAttribute#id
  13465. * @type {number}
  13466. * @readonly
  13467. */
  13468. Object.defineProperty( this, 'id', { value: _id$2 ++ } );
  13469. /**
  13470. * The name of the buffer attribute.
  13471. *
  13472. * @type {string}
  13473. */
  13474. this.name = '';
  13475. /**
  13476. * The array holding the attribute data. It should have `itemSize * numVertices`
  13477. * elements, where `numVertices` is the number of vertices in the associated geometry.
  13478. *
  13479. * @type {TypedArray}
  13480. */
  13481. this.array = array;
  13482. /**
  13483. * The number of values of the array that should be associated with a particular vertex.
  13484. * For instance, if this attribute is storing a 3-component vector (such as a position,
  13485. * normal, or color), then the value should be `3`.
  13486. *
  13487. * @type {number}
  13488. */
  13489. this.itemSize = itemSize;
  13490. /**
  13491. * Represents the number of items this buffer attribute stores. It is internally computed
  13492. * by dividing the `array` length by the `itemSize`.
  13493. *
  13494. * @type {number}
  13495. * @readonly
  13496. */
  13497. this.count = array !== undefined ? array.length / itemSize : 0;
  13498. /**
  13499. * Applies to integer data only. Indicates how the underlying data in the buffer maps to
  13500. * the values in the GLSL code. For instance, if `array` is an instance of `UInt16Array`,
  13501. * and `normalized` is `true`, the values `0 - +65535` in the array data will be mapped to
  13502. * `0.0f - +1.0f` in the GLSL attribute. If `normalized` is `false`, the values will be converted
  13503. * to floats unmodified, i.e. `65535` becomes `65535.0f`.
  13504. *
  13505. * @type {boolean}
  13506. */
  13507. this.normalized = normalized;
  13508. /**
  13509. * Defines the intended usage pattern of the data store for optimization purposes.
  13510. *
  13511. * Note: After the initial use of a buffer, its usage cannot be changed. Instead,
  13512. * instantiate a new one and set the desired usage before the next render.
  13513. *
  13514. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  13515. * @default StaticDrawUsage
  13516. */
  13517. this.usage = StaticDrawUsage;
  13518. /**
  13519. * This can be used to only update some components of stored vectors (for example, just the
  13520. * component related to color). Use the `addUpdateRange()` function to add ranges to this array.
  13521. *
  13522. * @type {Array<Object>}
  13523. */
  13524. this.updateRanges = [];
  13525. /**
  13526. * Configures the bound GPU type for use in shaders.
  13527. *
  13528. * Note: this only has an effect for integer arrays and is not configurable for float arrays.
  13529. * For lower precision float types, use `Float16BufferAttribute`.
  13530. *
  13531. * @type {(FloatType|IntType)}
  13532. * @default FloatType
  13533. */
  13534. this.gpuType = FloatType;
  13535. /**
  13536. * A version number, incremented every time the `needsUpdate` is set to `true`.
  13537. *
  13538. * @type {number}
  13539. */
  13540. this.version = 0;
  13541. }
  13542. /**
  13543. * A callback function that is executed after the renderer has transferred the attribute
  13544. * array data to the GPU.
  13545. */
  13546. onUploadCallback() {}
  13547. /**
  13548. * Flag to indicate that this attribute has changed and should be re-sent to
  13549. * the GPU. Set this to `true` when you modify the value of the array.
  13550. *
  13551. * @type {number}
  13552. * @default false
  13553. * @param {boolean} value
  13554. */
  13555. set needsUpdate( value ) {
  13556. if ( value === true ) this.version ++;
  13557. }
  13558. /**
  13559. * Sets the usage of this buffer attribute.
  13560. *
  13561. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  13562. * @return {BufferAttribute} A reference to this buffer attribute.
  13563. */
  13564. setUsage( value ) {
  13565. this.usage = value;
  13566. return this;
  13567. }
  13568. /**
  13569. * Adds a range of data in the data array to be updated on the GPU.
  13570. *
  13571. * @param {number} start - Position at which to start update.
  13572. * @param {number} count - The number of components to update.
  13573. */
  13574. addUpdateRange( start, count ) {
  13575. this.updateRanges.push( { start, count } );
  13576. }
  13577. /**
  13578. * Clears the update ranges.
  13579. */
  13580. clearUpdateRanges() {
  13581. this.updateRanges.length = 0;
  13582. }
  13583. /**
  13584. * Copies the values of the given buffer attribute to this instance.
  13585. *
  13586. * @param {BufferAttribute} source - The buffer attribute to copy.
  13587. * @return {BufferAttribute} A reference to this instance.
  13588. */
  13589. copy( source ) {
  13590. this.name = source.name;
  13591. this.array = new source.array.constructor( source.array );
  13592. this.itemSize = source.itemSize;
  13593. this.count = source.count;
  13594. this.normalized = source.normalized;
  13595. this.usage = source.usage;
  13596. this.gpuType = source.gpuType;
  13597. return this;
  13598. }
  13599. /**
  13600. * Copies a vector from the given buffer attribute to this one. The start
  13601. * and destination position in the attribute buffers are represented by the
  13602. * given indices.
  13603. *
  13604. * @param {number} index1 - The destination index into this buffer attribute.
  13605. * @param {BufferAttribute} attribute - The buffer attribute to copy from.
  13606. * @param {number} index2 - The source index into the given buffer attribute.
  13607. * @return {BufferAttribute} A reference to this instance.
  13608. */
  13609. copyAt( index1, attribute, index2 ) {
  13610. index1 *= this.itemSize;
  13611. index2 *= attribute.itemSize;
  13612. for ( let i = 0, l = this.itemSize; i < l; i ++ ) {
  13613. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  13614. }
  13615. return this;
  13616. }
  13617. /**
  13618. * Copies the given array data into this buffer attribute.
  13619. *
  13620. * @param {(TypedArray|Array)} array - The array to copy.
  13621. * @return {BufferAttribute} A reference to this instance.
  13622. */
  13623. copyArray( array ) {
  13624. this.array.set( array );
  13625. return this;
  13626. }
  13627. /**
  13628. * Applies the given 3x3 matrix to the given attribute. Works with
  13629. * item size `2` and `3`.
  13630. *
  13631. * @param {Matrix3} m - The matrix to apply.
  13632. * @return {BufferAttribute} A reference to this instance.
  13633. */
  13634. applyMatrix3( m ) {
  13635. if ( this.itemSize === 2 ) {
  13636. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13637. _vector2$1.fromBufferAttribute( this, i );
  13638. _vector2$1.applyMatrix3( m );
  13639. this.setXY( i, _vector2$1.x, _vector2$1.y );
  13640. }
  13641. } else if ( this.itemSize === 3 ) {
  13642. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13643. _vector$9.fromBufferAttribute( this, i );
  13644. _vector$9.applyMatrix3( m );
  13645. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13646. }
  13647. }
  13648. return this;
  13649. }
  13650. /**
  13651. * Applies the given 4x4 matrix to the given attribute. Only works with
  13652. * item size `3`.
  13653. *
  13654. * @param {Matrix4} m - The matrix to apply.
  13655. * @return {BufferAttribute} A reference to this instance.
  13656. */
  13657. applyMatrix4( m ) {
  13658. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13659. _vector$9.fromBufferAttribute( this, i );
  13660. _vector$9.applyMatrix4( m );
  13661. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13662. }
  13663. return this;
  13664. }
  13665. /**
  13666. * Applies the given 3x3 normal matrix to the given attribute. Only works with
  13667. * item size `3`.
  13668. *
  13669. * @param {Matrix3} m - The normal matrix to apply.
  13670. * @return {BufferAttribute} A reference to this instance.
  13671. */
  13672. applyNormalMatrix( m ) {
  13673. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13674. _vector$9.fromBufferAttribute( this, i );
  13675. _vector$9.applyNormalMatrix( m );
  13676. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13677. }
  13678. return this;
  13679. }
  13680. /**
  13681. * Applies the given 4x4 matrix to the given attribute. Only works with
  13682. * item size `3` and with direction vectors.
  13683. *
  13684. * @param {Matrix4} m - The matrix to apply.
  13685. * @return {BufferAttribute} A reference to this instance.
  13686. */
  13687. transformDirection( m ) {
  13688. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13689. _vector$9.fromBufferAttribute( this, i );
  13690. _vector$9.transformDirection( m );
  13691. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13692. }
  13693. return this;
  13694. }
  13695. /**
  13696. * Sets the given array data in the buffer attribute.
  13697. *
  13698. * @param {(TypedArray|Array)} value - The array data to set.
  13699. * @param {number} [offset=0] - The offset in this buffer attribute's array.
  13700. * @return {BufferAttribute} A reference to this instance.
  13701. */
  13702. set( value, offset = 0 ) {
  13703. // Matching BufferAttribute constructor, do not normalize the array.
  13704. this.array.set( value, offset );
  13705. return this;
  13706. }
  13707. /**
  13708. * Returns the given component of the vector at the given index.
  13709. *
  13710. * @param {number} index - The index into the buffer attribute.
  13711. * @param {number} component - The component index.
  13712. * @return {number} The returned value.
  13713. */
  13714. getComponent( index, component ) {
  13715. let value = this.array[ index * this.itemSize + component ];
  13716. if ( this.normalized ) value = denormalize( value, this.array );
  13717. return value;
  13718. }
  13719. /**
  13720. * Sets the given value to the given component of the vector at the given index.
  13721. *
  13722. * @param {number} index - The index into the buffer attribute.
  13723. * @param {number} component - The component index.
  13724. * @param {number} value - The value to set.
  13725. * @return {BufferAttribute} A reference to this instance.
  13726. */
  13727. setComponent( index, component, value ) {
  13728. if ( this.normalized ) value = normalize( value, this.array );
  13729. this.array[ index * this.itemSize + component ] = value;
  13730. return this;
  13731. }
  13732. /**
  13733. * Returns the x component of the vector at the given index.
  13734. *
  13735. * @param {number} index - The index into the buffer attribute.
  13736. * @return {number} The x component.
  13737. */
  13738. getX( index ) {
  13739. let x = this.array[ index * this.itemSize ];
  13740. if ( this.normalized ) x = denormalize( x, this.array );
  13741. return x;
  13742. }
  13743. /**
  13744. * Sets the x component of the vector at the given index.
  13745. *
  13746. * @param {number} index - The index into the buffer attribute.
  13747. * @param {number} x - The value to set.
  13748. * @return {BufferAttribute} A reference to this instance.
  13749. */
  13750. setX( index, x ) {
  13751. if ( this.normalized ) x = normalize( x, this.array );
  13752. this.array[ index * this.itemSize ] = x;
  13753. return this;
  13754. }
  13755. /**
  13756. * Returns the y component of the vector at the given index.
  13757. *
  13758. * @param {number} index - The index into the buffer attribute.
  13759. * @return {number} The y component.
  13760. */
  13761. getY( index ) {
  13762. let y = this.array[ index * this.itemSize + 1 ];
  13763. if ( this.normalized ) y = denormalize( y, this.array );
  13764. return y;
  13765. }
  13766. /**
  13767. * Sets the y component of the vector at the given index.
  13768. *
  13769. * @param {number} index - The index into the buffer attribute.
  13770. * @param {number} y - The value to set.
  13771. * @return {BufferAttribute} A reference to this instance.
  13772. */
  13773. setY( index, y ) {
  13774. if ( this.normalized ) y = normalize( y, this.array );
  13775. this.array[ index * this.itemSize + 1 ] = y;
  13776. return this;
  13777. }
  13778. /**
  13779. * Returns the z component of the vector at the given index.
  13780. *
  13781. * @param {number} index - The index into the buffer attribute.
  13782. * @return {number} The z component.
  13783. */
  13784. getZ( index ) {
  13785. let z = this.array[ index * this.itemSize + 2 ];
  13786. if ( this.normalized ) z = denormalize( z, this.array );
  13787. return z;
  13788. }
  13789. /**
  13790. * Sets the z component of the vector at the given index.
  13791. *
  13792. * @param {number} index - The index into the buffer attribute.
  13793. * @param {number} z - The value to set.
  13794. * @return {BufferAttribute} A reference to this instance.
  13795. */
  13796. setZ( index, z ) {
  13797. if ( this.normalized ) z = normalize( z, this.array );
  13798. this.array[ index * this.itemSize + 2 ] = z;
  13799. return this;
  13800. }
  13801. /**
  13802. * Returns the w component of the vector at the given index.
  13803. *
  13804. * @param {number} index - The index into the buffer attribute.
  13805. * @return {number} The w component.
  13806. */
  13807. getW( index ) {
  13808. let w = this.array[ index * this.itemSize + 3 ];
  13809. if ( this.normalized ) w = denormalize( w, this.array );
  13810. return w;
  13811. }
  13812. /**
  13813. * Sets the w component of the vector at the given index.
  13814. *
  13815. * @param {number} index - The index into the buffer attribute.
  13816. * @param {number} w - The value to set.
  13817. * @return {BufferAttribute} A reference to this instance.
  13818. */
  13819. setW( index, w ) {
  13820. if ( this.normalized ) w = normalize( w, this.array );
  13821. this.array[ index * this.itemSize + 3 ] = w;
  13822. return this;
  13823. }
  13824. /**
  13825. * Sets the x and y component of the vector at the given index.
  13826. *
  13827. * @param {number} index - The index into the buffer attribute.
  13828. * @param {number} x - The value for the x component to set.
  13829. * @param {number} y - The value for the y component to set.
  13830. * @return {BufferAttribute} A reference to this instance.
  13831. */
  13832. setXY( index, x, y ) {
  13833. index *= this.itemSize;
  13834. if ( this.normalized ) {
  13835. x = normalize( x, this.array );
  13836. y = normalize( y, this.array );
  13837. }
  13838. this.array[ index + 0 ] = x;
  13839. this.array[ index + 1 ] = y;
  13840. return this;
  13841. }
  13842. /**
  13843. * Sets the x, y and z component of the vector at the given index.
  13844. *
  13845. * @param {number} index - The index into the buffer attribute.
  13846. * @param {number} x - The value for the x component to set.
  13847. * @param {number} y - The value for the y component to set.
  13848. * @param {number} z - The value for the z component to set.
  13849. * @return {BufferAttribute} A reference to this instance.
  13850. */
  13851. setXYZ( index, x, y, z ) {
  13852. index *= this.itemSize;
  13853. if ( this.normalized ) {
  13854. x = normalize( x, this.array );
  13855. y = normalize( y, this.array );
  13856. z = normalize( z, this.array );
  13857. }
  13858. this.array[ index + 0 ] = x;
  13859. this.array[ index + 1 ] = y;
  13860. this.array[ index + 2 ] = z;
  13861. return this;
  13862. }
  13863. /**
  13864. * Sets the x, y, z and w component of the vector at the given index.
  13865. *
  13866. * @param {number} index - The index into the buffer attribute.
  13867. * @param {number} x - The value for the x component to set.
  13868. * @param {number} y - The value for the y component to set.
  13869. * @param {number} z - The value for the z component to set.
  13870. * @param {number} w - The value for the w component to set.
  13871. * @return {BufferAttribute} A reference to this instance.
  13872. */
  13873. setXYZW( index, x, y, z, w ) {
  13874. index *= this.itemSize;
  13875. if ( this.normalized ) {
  13876. x = normalize( x, this.array );
  13877. y = normalize( y, this.array );
  13878. z = normalize( z, this.array );
  13879. w = normalize( w, this.array );
  13880. }
  13881. this.array[ index + 0 ] = x;
  13882. this.array[ index + 1 ] = y;
  13883. this.array[ index + 2 ] = z;
  13884. this.array[ index + 3 ] = w;
  13885. return this;
  13886. }
  13887. /**
  13888. * Sets the given callback function that is executed after the Renderer has transferred
  13889. * the attribute array data to the GPU. Can be used to perform clean-up operations after
  13890. * the upload when attribute data are not needed anymore on the CPU side.
  13891. *
  13892. * @param {Function} callback - The `onUpload()` callback.
  13893. * @return {BufferAttribute} A reference to this instance.
  13894. */
  13895. onUpload( callback ) {
  13896. this.onUploadCallback = callback;
  13897. return this;
  13898. }
  13899. /**
  13900. * Returns a new buffer attribute with copied values from this instance.
  13901. *
  13902. * @return {BufferAttribute} A clone of this instance.
  13903. */
  13904. clone() {
  13905. return new this.constructor( this.array, this.itemSize ).copy( this );
  13906. }
  13907. /**
  13908. * Serializes the buffer attribute into JSON.
  13909. *
  13910. * @return {Object} A JSON object representing the serialized buffer attribute.
  13911. */
  13912. toJSON() {
  13913. const data = {
  13914. itemSize: this.itemSize,
  13915. type: this.array.constructor.name,
  13916. array: Array.from( this.array ),
  13917. normalized: this.normalized
  13918. };
  13919. if ( this.name !== '' ) data.name = this.name;
  13920. if ( this.usage !== StaticDrawUsage ) data.usage = this.usage;
  13921. return data;
  13922. }
  13923. }
  13924. /**
  13925. * Convenient class that can be used when creating a `Int8` buffer attribute with
  13926. * a plain `Array` instance.
  13927. *
  13928. * @augments BufferAttribute
  13929. */
  13930. class Int8BufferAttribute extends BufferAttribute {
  13931. /**
  13932. * Constructs a new buffer attribute.
  13933. *
  13934. * @param {(Array<number>|Int8Array)} array - The array holding the attribute data.
  13935. * @param {number} itemSize - The item size.
  13936. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13937. */
  13938. constructor( array, itemSize, normalized ) {
  13939. super( new Int8Array( array ), itemSize, normalized );
  13940. }
  13941. }
  13942. /**
  13943. * Convenient class that can be used when creating a `UInt8` buffer attribute with
  13944. * a plain `Array` instance.
  13945. *
  13946. * @augments BufferAttribute
  13947. */
  13948. class Uint8BufferAttribute extends BufferAttribute {
  13949. /**
  13950. * Constructs a new buffer attribute.
  13951. *
  13952. * @param {(Array<number>|Uint8Array)} array - The array holding the attribute data.
  13953. * @param {number} itemSize - The item size.
  13954. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13955. */
  13956. constructor( array, itemSize, normalized ) {
  13957. super( new Uint8Array( array ), itemSize, normalized );
  13958. }
  13959. }
  13960. /**
  13961. * Convenient class that can be used when creating a `UInt8Clamped` buffer attribute with
  13962. * a plain `Array` instance.
  13963. *
  13964. * @augments BufferAttribute
  13965. */
  13966. class Uint8ClampedBufferAttribute extends BufferAttribute {
  13967. /**
  13968. * Constructs a new buffer attribute.
  13969. *
  13970. * @param {(Array<number>|Uint8ClampedArray)} array - The array holding the attribute data.
  13971. * @param {number} itemSize - The item size.
  13972. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13973. */
  13974. constructor( array, itemSize, normalized ) {
  13975. super( new Uint8ClampedArray( array ), itemSize, normalized );
  13976. }
  13977. }
  13978. /**
  13979. * Convenient class that can be used when creating a `Int16` buffer attribute with
  13980. * a plain `Array` instance.
  13981. *
  13982. * @augments BufferAttribute
  13983. */
  13984. class Int16BufferAttribute extends BufferAttribute {
  13985. /**
  13986. * Constructs a new buffer attribute.
  13987. *
  13988. * @param {(Array<number>|Int16Array)} array - The array holding the attribute data.
  13989. * @param {number} itemSize - The item size.
  13990. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13991. */
  13992. constructor( array, itemSize, normalized ) {
  13993. super( new Int16Array( array ), itemSize, normalized );
  13994. }
  13995. }
  13996. /**
  13997. * Convenient class that can be used when creating a `UInt16` buffer attribute with
  13998. * a plain `Array` instance.
  13999. *
  14000. * @augments BufferAttribute
  14001. */
  14002. class Uint16BufferAttribute extends BufferAttribute {
  14003. /**
  14004. * Constructs a new buffer attribute.
  14005. *
  14006. * @param {(Array<number>|Uint16Array)} array - The array holding the attribute data.
  14007. * @param {number} itemSize - The item size.
  14008. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14009. */
  14010. constructor( array, itemSize, normalized ) {
  14011. super( new Uint16Array( array ), itemSize, normalized );
  14012. }
  14013. }
  14014. /**
  14015. * Convenient class that can be used when creating a `Int32` buffer attribute with
  14016. * a plain `Array` instance.
  14017. *
  14018. * @augments BufferAttribute
  14019. */
  14020. class Int32BufferAttribute extends BufferAttribute {
  14021. /**
  14022. * Constructs a new buffer attribute.
  14023. *
  14024. * @param {(Array<number>|Int32Array)} array - The array holding the attribute data.
  14025. * @param {number} itemSize - The item size.
  14026. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14027. */
  14028. constructor( array, itemSize, normalized ) {
  14029. super( new Int32Array( array ), itemSize, normalized );
  14030. }
  14031. }
  14032. /**
  14033. * Convenient class that can be used when creating a `UInt32` buffer attribute with
  14034. * a plain `Array` instance.
  14035. *
  14036. * @augments BufferAttribute
  14037. */
  14038. class Uint32BufferAttribute extends BufferAttribute {
  14039. /**
  14040. * Constructs a new buffer attribute.
  14041. *
  14042. * @param {(Array<number>|Uint32Array)} array - The array holding the attribute data.
  14043. * @param {number} itemSize - The item size.
  14044. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14045. */
  14046. constructor( array, itemSize, normalized ) {
  14047. super( new Uint32Array( array ), itemSize, normalized );
  14048. }
  14049. }
  14050. /**
  14051. * Convenient class that can be used when creating a `Float16` buffer attribute with
  14052. * a plain `Array` instance.
  14053. *
  14054. * This class automatically converts to and from FP16 via `Uint16Array` since `Float16Array`
  14055. * browser support is still problematic.
  14056. *
  14057. * @augments BufferAttribute
  14058. */
  14059. class Float16BufferAttribute extends BufferAttribute {
  14060. /**
  14061. * Constructs a new buffer attribute.
  14062. *
  14063. * @param {(Array<number>|Uint16Array)} array - The array holding the attribute data.
  14064. * @param {number} itemSize - The item size.
  14065. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14066. */
  14067. constructor( array, itemSize, normalized ) {
  14068. super( new Uint16Array( array ), itemSize, normalized );
  14069. this.isFloat16BufferAttribute = true;
  14070. }
  14071. getX( index ) {
  14072. let x = fromHalfFloat( this.array[ index * this.itemSize ] );
  14073. if ( this.normalized ) x = denormalize( x, this.array );
  14074. return x;
  14075. }
  14076. setX( index, x ) {
  14077. if ( this.normalized ) x = normalize( x, this.array );
  14078. this.array[ index * this.itemSize ] = toHalfFloat( x );
  14079. return this;
  14080. }
  14081. getY( index ) {
  14082. let y = fromHalfFloat( this.array[ index * this.itemSize + 1 ] );
  14083. if ( this.normalized ) y = denormalize( y, this.array );
  14084. return y;
  14085. }
  14086. setY( index, y ) {
  14087. if ( this.normalized ) y = normalize( y, this.array );
  14088. this.array[ index * this.itemSize + 1 ] = toHalfFloat( y );
  14089. return this;
  14090. }
  14091. getZ( index ) {
  14092. let z = fromHalfFloat( this.array[ index * this.itemSize + 2 ] );
  14093. if ( this.normalized ) z = denormalize( z, this.array );
  14094. return z;
  14095. }
  14096. setZ( index, z ) {
  14097. if ( this.normalized ) z = normalize( z, this.array );
  14098. this.array[ index * this.itemSize + 2 ] = toHalfFloat( z );
  14099. return this;
  14100. }
  14101. getW( index ) {
  14102. let w = fromHalfFloat( this.array[ index * this.itemSize + 3 ] );
  14103. if ( this.normalized ) w = denormalize( w, this.array );
  14104. return w;
  14105. }
  14106. setW( index, w ) {
  14107. if ( this.normalized ) w = normalize( w, this.array );
  14108. this.array[ index * this.itemSize + 3 ] = toHalfFloat( w );
  14109. return this;
  14110. }
  14111. setXY( index, x, y ) {
  14112. index *= this.itemSize;
  14113. if ( this.normalized ) {
  14114. x = normalize( x, this.array );
  14115. y = normalize( y, this.array );
  14116. }
  14117. this.array[ index + 0 ] = toHalfFloat( x );
  14118. this.array[ index + 1 ] = toHalfFloat( y );
  14119. return this;
  14120. }
  14121. setXYZ( index, x, y, z ) {
  14122. index *= this.itemSize;
  14123. if ( this.normalized ) {
  14124. x = normalize( x, this.array );
  14125. y = normalize( y, this.array );
  14126. z = normalize( z, this.array );
  14127. }
  14128. this.array[ index + 0 ] = toHalfFloat( x );
  14129. this.array[ index + 1 ] = toHalfFloat( y );
  14130. this.array[ index + 2 ] = toHalfFloat( z );
  14131. return this;
  14132. }
  14133. setXYZW( index, x, y, z, w ) {
  14134. index *= this.itemSize;
  14135. if ( this.normalized ) {
  14136. x = normalize( x, this.array );
  14137. y = normalize( y, this.array );
  14138. z = normalize( z, this.array );
  14139. w = normalize( w, this.array );
  14140. }
  14141. this.array[ index + 0 ] = toHalfFloat( x );
  14142. this.array[ index + 1 ] = toHalfFloat( y );
  14143. this.array[ index + 2 ] = toHalfFloat( z );
  14144. this.array[ index + 3 ] = toHalfFloat( w );
  14145. return this;
  14146. }
  14147. }
  14148. /**
  14149. * Convenient class that can be used when creating a `Float32` buffer attribute with
  14150. * a plain `Array` instance.
  14151. *
  14152. * @augments BufferAttribute
  14153. */
  14154. class Float32BufferAttribute extends BufferAttribute {
  14155. /**
  14156. * Constructs a new buffer attribute.
  14157. *
  14158. * @param {(Array<number>|Float32Array)} array - The array holding the attribute data.
  14159. * @param {number} itemSize - The item size.
  14160. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14161. */
  14162. constructor( array, itemSize, normalized ) {
  14163. super( new Float32Array( array ), itemSize, normalized );
  14164. }
  14165. }
  14166. let _id$1 = 0;
  14167. const _m1 = /*@__PURE__*/ new Matrix4();
  14168. const _obj = /*@__PURE__*/ new Object3D();
  14169. const _offset = /*@__PURE__*/ new Vector3();
  14170. const _box$2 = /*@__PURE__*/ new Box3();
  14171. const _boxMorphTargets = /*@__PURE__*/ new Box3();
  14172. const _vector$8 = /*@__PURE__*/ new Vector3();
  14173. /**
  14174. * A representation of mesh, line, or point geometry. Includes vertex
  14175. * positions, face indices, normals, colors, UVs, and custom attributes
  14176. * within buffers, reducing the cost of passing all this data to the GPU.
  14177. *
  14178. * ```js
  14179. * const geometry = new THREE.BufferGeometry();
  14180. * // create a simple square shape. We duplicate the top left and bottom right
  14181. * // vertices because each vertex needs to appear once per triangle.
  14182. * const vertices = new Float32Array( [
  14183. * -1.0, -1.0, 1.0, // v0
  14184. * 1.0, -1.0, 1.0, // v1
  14185. * 1.0, 1.0, 1.0, // v2
  14186. *
  14187. * 1.0, 1.0, 1.0, // v3
  14188. * -1.0, 1.0, 1.0, // v4
  14189. * -1.0, -1.0, 1.0 // v5
  14190. * ] );
  14191. * // itemSize = 3 because there are 3 values (components) per vertex
  14192. * geometry.setAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
  14193. * const material = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
  14194. * const mesh = new THREE.Mesh( geometry, material );
  14195. * ```
  14196. *
  14197. * @augments EventDispatcher
  14198. */
  14199. class BufferGeometry extends EventDispatcher {
  14200. /**
  14201. * Constructs a new geometry.
  14202. */
  14203. constructor() {
  14204. super();
  14205. /**
  14206. * This flag can be used for type testing.
  14207. *
  14208. * @type {boolean}
  14209. * @readonly
  14210. * @default true
  14211. */
  14212. this.isBufferGeometry = true;
  14213. /**
  14214. * The ID of the geometry.
  14215. *
  14216. * @name BufferGeometry#id
  14217. * @type {number}
  14218. * @readonly
  14219. */
  14220. Object.defineProperty( this, 'id', { value: _id$1 ++ } );
  14221. /**
  14222. * The UUID of the geometry.
  14223. *
  14224. * @type {string}
  14225. * @readonly
  14226. */
  14227. this.uuid = generateUUID();
  14228. /**
  14229. * The name of the geometry.
  14230. *
  14231. * @type {string}
  14232. */
  14233. this.name = '';
  14234. this.type = 'BufferGeometry';
  14235. /**
  14236. * Allows for vertices to be re-used across multiple triangles; this is
  14237. * called using "indexed triangles". Each triangle is associated with the
  14238. * indices of three vertices. This attribute therefore stores the index of
  14239. * each vertex for each triangular face. If this attribute is not set, the
  14240. * renderer assumes that each three contiguous positions represent a single triangle.
  14241. *
  14242. * @type {?BufferAttribute}
  14243. * @default null
  14244. */
  14245. this.index = null;
  14246. /**
  14247. * A (storage) buffer attribute which was generated with a compute shader and
  14248. * now defines indirect draw calls.
  14249. *
  14250. * Can only be used with {@link WebGPURenderer} and a WebGPU backend.
  14251. *
  14252. * @type {?BufferAttribute}
  14253. * @default null
  14254. */
  14255. this.indirect = null;
  14256. /**
  14257. * This dictionary has as id the name of the attribute to be set and as value
  14258. * the buffer attribute to set it to. Rather than accessing this property directly,
  14259. * use `setAttribute()` and `getAttribute()` to access attributes of this geometry.
  14260. *
  14261. * @type {Object<string,(BufferAttribute|InterleavedBufferAttribute)>}
  14262. */
  14263. this.attributes = {};
  14264. /**
  14265. * This dictionary holds the morph targets of the geometry.
  14266. *
  14267. * Note: Once the geometry has been rendered, the morph attribute data cannot
  14268. * be changed. You will have to call `dispose()?, and create a new geometry instance.
  14269. *
  14270. * @type {Object}
  14271. */
  14272. this.morphAttributes = {};
  14273. /**
  14274. * Used to control the morph target behavior; when set to `true`, the morph
  14275. * target data is treated as relative offsets, rather than as absolute
  14276. * positions/normals.
  14277. *
  14278. * @type {boolean}
  14279. * @default false
  14280. */
  14281. this.morphTargetsRelative = false;
  14282. /**
  14283. * Split the geometry into groups, each of which will be rendered in a
  14284. * separate draw call. This allows an array of materials to be used with the geometry.
  14285. *
  14286. * Use `addGroup()` and `clearGroups()` to edit groups, rather than modifying this array directly.
  14287. *
  14288. * Every vertex and index must belong to exactly one group — groups must not share vertices or
  14289. * indices, and must not leave vertices or indices unused.
  14290. *
  14291. * @type {Array<Object>}
  14292. */
  14293. this.groups = [];
  14294. /**
  14295. * Bounding box for the geometry which can be calculated with `computeBoundingBox()`.
  14296. *
  14297. * @type {?Box3}
  14298. * @default null
  14299. */
  14300. this.boundingBox = null;
  14301. /**
  14302. * Bounding sphere for the geometry which can be calculated with `computeBoundingSphere()`.
  14303. *
  14304. * @type {?Sphere}
  14305. * @default null
  14306. */
  14307. this.boundingSphere = null;
  14308. /**
  14309. * Determines the part of the geometry to render. This should not be set directly,
  14310. * instead use `setDrawRange()`.
  14311. *
  14312. * @type {{start:number,count:number}}
  14313. */
  14314. this.drawRange = { start: 0, count: Infinity };
  14315. /**
  14316. * An object that can be used to store custom data about the geometry.
  14317. * It should not hold references to functions as these will not be cloned.
  14318. *
  14319. * @type {Object}
  14320. */
  14321. this.userData = {};
  14322. }
  14323. /**
  14324. * Returns the index of this geometry.
  14325. *
  14326. * @return {?BufferAttribute} The index. Returns `null` if no index is defined.
  14327. */
  14328. getIndex() {
  14329. return this.index;
  14330. }
  14331. /**
  14332. * Sets the given index to this geometry.
  14333. *
  14334. * @param {Array<number>|BufferAttribute} index - The index to set.
  14335. * @return {BufferGeometry} A reference to this instance.
  14336. */
  14337. setIndex( index ) {
  14338. if ( Array.isArray( index ) ) {
  14339. this.index = new ( arrayNeedsUint32( index ) ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  14340. } else {
  14341. this.index = index;
  14342. }
  14343. return this;
  14344. }
  14345. /**
  14346. * Sets the given indirect attribute to this geometry.
  14347. *
  14348. * @param {BufferAttribute} indirect - The attribute holding indirect draw calls.
  14349. * @return {BufferGeometry} A reference to this instance.
  14350. */
  14351. setIndirect( indirect ) {
  14352. this.indirect = indirect;
  14353. return this;
  14354. }
  14355. /**
  14356. * Returns the indirect attribute of this geometry.
  14357. *
  14358. * @return {?BufferAttribute} The indirect attribute. Returns `null` if no indirect attribute is defined.
  14359. */
  14360. getIndirect() {
  14361. return this.indirect;
  14362. }
  14363. /**
  14364. * Returns the buffer attribute for the given name.
  14365. *
  14366. * @param {string} name - The attribute name.
  14367. * @return {BufferAttribute|InterleavedBufferAttribute|undefined} The buffer attribute.
  14368. * Returns `undefined` if not attribute has been found.
  14369. */
  14370. getAttribute( name ) {
  14371. return this.attributes[ name ];
  14372. }
  14373. /**
  14374. * Sets the given attribute for the given name.
  14375. *
  14376. * @param {string} name - The attribute name.
  14377. * @param {BufferAttribute|InterleavedBufferAttribute} attribute - The attribute to set.
  14378. * @return {BufferGeometry} A reference to this instance.
  14379. */
  14380. setAttribute( name, attribute ) {
  14381. this.attributes[ name ] = attribute;
  14382. return this;
  14383. }
  14384. /**
  14385. * Deletes the attribute for the given name.
  14386. *
  14387. * @param {string} name - The attribute name to delete.
  14388. * @return {BufferGeometry} A reference to this instance.
  14389. */
  14390. deleteAttribute( name ) {
  14391. delete this.attributes[ name ];
  14392. return this;
  14393. }
  14394. /**
  14395. * Returns `true` if this geometry has an attribute for the given name.
  14396. *
  14397. * @param {string} name - The attribute name.
  14398. * @return {boolean} Whether this geometry has an attribute for the given name or not.
  14399. */
  14400. hasAttribute( name ) {
  14401. return this.attributes[ name ] !== undefined;
  14402. }
  14403. /**
  14404. * Adds a group to this geometry.
  14405. *
  14406. * @param {number} start - The first element in this draw call. That is the first
  14407. * vertex for non-indexed geometry, otherwise the first triangle index.
  14408. * @param {number} count - Specifies how many vertices (or indices) are part of this group.
  14409. * @param {number} [materialIndex=0] - The material array index to use.
  14410. */
  14411. addGroup( start, count, materialIndex = 0 ) {
  14412. this.groups.push( {
  14413. start: start,
  14414. count: count,
  14415. materialIndex: materialIndex
  14416. } );
  14417. }
  14418. /**
  14419. * Clears all groups.
  14420. */
  14421. clearGroups() {
  14422. this.groups = [];
  14423. }
  14424. /**
  14425. * Sets the draw range for this geometry.
  14426. *
  14427. * @param {number} start - The first vertex for non-indexed geometry, otherwise the first triangle index.
  14428. * @param {number} count - For non-indexed BufferGeometry, `count` is the number of vertices to render.
  14429. * For indexed BufferGeometry, `count` is the number of indices to render.
  14430. */
  14431. setDrawRange( start, count ) {
  14432. this.drawRange.start = start;
  14433. this.drawRange.count = count;
  14434. }
  14435. /**
  14436. * Applies the given 4x4 transformation matrix to the geometry.
  14437. *
  14438. * @param {Matrix4} matrix - The matrix to apply.
  14439. * @return {BufferGeometry} A reference to this instance.
  14440. */
  14441. applyMatrix4( matrix ) {
  14442. const position = this.attributes.position;
  14443. if ( position !== undefined ) {
  14444. position.applyMatrix4( matrix );
  14445. position.needsUpdate = true;
  14446. }
  14447. const normal = this.attributes.normal;
  14448. if ( normal !== undefined ) {
  14449. const normalMatrix = new Matrix3().getNormalMatrix( matrix );
  14450. normal.applyNormalMatrix( normalMatrix );
  14451. normal.needsUpdate = true;
  14452. }
  14453. const tangent = this.attributes.tangent;
  14454. if ( tangent !== undefined ) {
  14455. tangent.transformDirection( matrix );
  14456. tangent.needsUpdate = true;
  14457. }
  14458. if ( this.boundingBox !== null ) {
  14459. this.computeBoundingBox();
  14460. }
  14461. if ( this.boundingSphere !== null ) {
  14462. this.computeBoundingSphere();
  14463. }
  14464. return this;
  14465. }
  14466. /**
  14467. * Applies the rotation represented by the Quaternion to the geometry.
  14468. *
  14469. * @param {Quaternion} q - The Quaternion to apply.
  14470. * @return {BufferGeometry} A reference to this instance.
  14471. */
  14472. applyQuaternion( q ) {
  14473. _m1.makeRotationFromQuaternion( q );
  14474. this.applyMatrix4( _m1 );
  14475. return this;
  14476. }
  14477. /**
  14478. * Rotates the geometry about the X axis. This is typically done as a one time
  14479. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  14480. * real-time mesh rotation.
  14481. *
  14482. * @param {number} angle - The angle in radians.
  14483. * @return {BufferGeometry} A reference to this instance.
  14484. */
  14485. rotateX( angle ) {
  14486. // rotate geometry around world x-axis
  14487. _m1.makeRotationX( angle );
  14488. this.applyMatrix4( _m1 );
  14489. return this;
  14490. }
  14491. /**
  14492. * Rotates the geometry about the Y axis. This is typically done as a one time
  14493. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  14494. * real-time mesh rotation.
  14495. *
  14496. * @param {number} angle - The angle in radians.
  14497. * @return {BufferGeometry} A reference to this instance.
  14498. */
  14499. rotateY( angle ) {
  14500. // rotate geometry around world y-axis
  14501. _m1.makeRotationY( angle );
  14502. this.applyMatrix4( _m1 );
  14503. return this;
  14504. }
  14505. /**
  14506. * Rotates the geometry about the Z axis. This is typically done as a one time
  14507. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  14508. * real-time mesh rotation.
  14509. *
  14510. * @param {number} angle - The angle in radians.
  14511. * @return {BufferGeometry} A reference to this instance.
  14512. */
  14513. rotateZ( angle ) {
  14514. // rotate geometry around world z-axis
  14515. _m1.makeRotationZ( angle );
  14516. this.applyMatrix4( _m1 );
  14517. return this;
  14518. }
  14519. /**
  14520. * Translates the geometry. This is typically done as a one time
  14521. * operation, and not during a loop. Use {@link Object3D#position} for typical
  14522. * real-time mesh rotation.
  14523. *
  14524. * @param {number} x - The x offset.
  14525. * @param {number} y - The y offset.
  14526. * @param {number} z - The z offset.
  14527. * @return {BufferGeometry} A reference to this instance.
  14528. */
  14529. translate( x, y, z ) {
  14530. // translate geometry
  14531. _m1.makeTranslation( x, y, z );
  14532. this.applyMatrix4( _m1 );
  14533. return this;
  14534. }
  14535. /**
  14536. * Scales the geometry. This is typically done as a one time
  14537. * operation, and not during a loop. Use {@link Object3D#scale} for typical
  14538. * real-time mesh rotation.
  14539. *
  14540. * @param {number} x - The x scale.
  14541. * @param {number} y - The y scale.
  14542. * @param {number} z - The z scale.
  14543. * @return {BufferGeometry} A reference to this instance.
  14544. */
  14545. scale( x, y, z ) {
  14546. // scale geometry
  14547. _m1.makeScale( x, y, z );
  14548. this.applyMatrix4( _m1 );
  14549. return this;
  14550. }
  14551. /**
  14552. * Rotates the geometry to face a point in 3D space. This is typically done as a one time
  14553. * operation, and not during a loop. Use {@link Object3D#lookAt} for typical
  14554. * real-time mesh rotation.
  14555. *
  14556. * @param {Vector3} vector - The target point.
  14557. * @return {BufferGeometry} A reference to this instance.
  14558. */
  14559. lookAt( vector ) {
  14560. _obj.lookAt( vector );
  14561. _obj.updateMatrix();
  14562. this.applyMatrix4( _obj.matrix );
  14563. return this;
  14564. }
  14565. /**
  14566. * Center the geometry based on its bounding box.
  14567. *
  14568. * @return {BufferGeometry} A reference to this instance.
  14569. */
  14570. center() {
  14571. this.computeBoundingBox();
  14572. this.boundingBox.getCenter( _offset ).negate();
  14573. this.translate( _offset.x, _offset.y, _offset.z );
  14574. return this;
  14575. }
  14576. /**
  14577. * Defines a geometry by creating a `position` attribute based on the given array of points. The array
  14578. * can hold 2D or 3D vectors. When using two-dimensional data, the `z` coordinate for all vertices is
  14579. * set to `0`.
  14580. *
  14581. * If the method is used with an existing `position` attribute, the vertex data are overwritten with the
  14582. * data from the array. The length of the array must match the vertex count.
  14583. *
  14584. * @param {Array<Vector2>|Array<Vector3>} points - The points.
  14585. * @return {BufferGeometry} A reference to this instance.
  14586. */
  14587. setFromPoints( points ) {
  14588. const positionAttribute = this.getAttribute( 'position' );
  14589. if ( positionAttribute === undefined ) {
  14590. const position = [];
  14591. for ( let i = 0, l = points.length; i < l; i ++ ) {
  14592. const point = points[ i ];
  14593. position.push( point.x, point.y, point.z || 0 );
  14594. }
  14595. this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  14596. } else {
  14597. const l = Math.min( points.length, positionAttribute.count ); // make sure data do not exceed buffer size
  14598. for ( let i = 0; i < l; i ++ ) {
  14599. const point = points[ i ];
  14600. positionAttribute.setXYZ( i, point.x, point.y, point.z || 0 );
  14601. }
  14602. if ( points.length > positionAttribute.count ) {
  14603. warn( 'BufferGeometry: Buffer size too small for points data. Use .dispose() and create a new geometry.' );
  14604. }
  14605. positionAttribute.needsUpdate = true;
  14606. }
  14607. return this;
  14608. }
  14609. /**
  14610. * Computes the bounding box of the geometry, and updates the `boundingBox` member.
  14611. * The bounding box is not computed by the engine; it must be computed by your app.
  14612. * You may need to recompute the bounding box if the geometry vertices are modified.
  14613. */
  14614. computeBoundingBox() {
  14615. if ( this.boundingBox === null ) {
  14616. this.boundingBox = new Box3();
  14617. }
  14618. const position = this.attributes.position;
  14619. const morphAttributesPosition = this.morphAttributes.position;
  14620. if ( position && position.isGLBufferAttribute ) {
  14621. error( 'BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box.', this );
  14622. this.boundingBox.set(
  14623. new Vector3( - Infinity, - Infinity, - Infinity ),
  14624. new Vector3( + Infinity, + Infinity, + Infinity )
  14625. );
  14626. return;
  14627. }
  14628. if ( position !== undefined ) {
  14629. this.boundingBox.setFromBufferAttribute( position );
  14630. // process morph attributes if present
  14631. if ( morphAttributesPosition ) {
  14632. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14633. const morphAttribute = morphAttributesPosition[ i ];
  14634. _box$2.setFromBufferAttribute( morphAttribute );
  14635. if ( this.morphTargetsRelative ) {
  14636. _vector$8.addVectors( this.boundingBox.min, _box$2.min );
  14637. this.boundingBox.expandByPoint( _vector$8 );
  14638. _vector$8.addVectors( this.boundingBox.max, _box$2.max );
  14639. this.boundingBox.expandByPoint( _vector$8 );
  14640. } else {
  14641. this.boundingBox.expandByPoint( _box$2.min );
  14642. this.boundingBox.expandByPoint( _box$2.max );
  14643. }
  14644. }
  14645. }
  14646. } else {
  14647. this.boundingBox.makeEmpty();
  14648. }
  14649. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  14650. error( 'BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  14651. }
  14652. }
  14653. /**
  14654. * Computes the bounding sphere of the geometry, and updates the `boundingSphere` member.
  14655. * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.
  14656. * You may need to recompute the bounding sphere if the geometry vertices are modified.
  14657. */
  14658. computeBoundingSphere() {
  14659. if ( this.boundingSphere === null ) {
  14660. this.boundingSphere = new Sphere();
  14661. }
  14662. const position = this.attributes.position;
  14663. const morphAttributesPosition = this.morphAttributes.position;
  14664. if ( position && position.isGLBufferAttribute ) {
  14665. error( 'BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere.', this );
  14666. this.boundingSphere.set( new Vector3(), Infinity );
  14667. return;
  14668. }
  14669. if ( position ) {
  14670. // first, find the center of the bounding sphere
  14671. const center = this.boundingSphere.center;
  14672. _box$2.setFromBufferAttribute( position );
  14673. // process morph attributes if present
  14674. if ( morphAttributesPosition ) {
  14675. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14676. const morphAttribute = morphAttributesPosition[ i ];
  14677. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  14678. if ( this.morphTargetsRelative ) {
  14679. _vector$8.addVectors( _box$2.min, _boxMorphTargets.min );
  14680. _box$2.expandByPoint( _vector$8 );
  14681. _vector$8.addVectors( _box$2.max, _boxMorphTargets.max );
  14682. _box$2.expandByPoint( _vector$8 );
  14683. } else {
  14684. _box$2.expandByPoint( _boxMorphTargets.min );
  14685. _box$2.expandByPoint( _boxMorphTargets.max );
  14686. }
  14687. }
  14688. }
  14689. _box$2.getCenter( center );
  14690. // second, try to find a boundingSphere with a radius smaller than the
  14691. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  14692. let maxRadiusSq = 0;
  14693. for ( let i = 0, il = position.count; i < il; i ++ ) {
  14694. _vector$8.fromBufferAttribute( position, i );
  14695. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );
  14696. }
  14697. // process morph attributes if present
  14698. if ( morphAttributesPosition ) {
  14699. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14700. const morphAttribute = morphAttributesPosition[ i ];
  14701. const morphTargetsRelative = this.morphTargetsRelative;
  14702. for ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  14703. _vector$8.fromBufferAttribute( morphAttribute, j );
  14704. if ( morphTargetsRelative ) {
  14705. _offset.fromBufferAttribute( position, j );
  14706. _vector$8.add( _offset );
  14707. }
  14708. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );
  14709. }
  14710. }
  14711. }
  14712. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  14713. if ( isNaN( this.boundingSphere.radius ) ) {
  14714. error( 'BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  14715. }
  14716. }
  14717. }
  14718. /**
  14719. * Calculates and adds a tangent attribute to this geometry.
  14720. *
  14721. * The computation is only supported for indexed geometries and if position, normal, and uv attributes
  14722. * are defined. When using a tangent space normal map, prefer the MikkTSpace algorithm provided by
  14723. * {@link BufferGeometryUtils#computeMikkTSpaceTangents} instead.
  14724. */
  14725. computeTangents() {
  14726. const index = this.index;
  14727. const attributes = this.attributes;
  14728. // based on http://www.terathon.com/code/tangent.html
  14729. // (per vertex tangents)
  14730. if ( index === null ||
  14731. attributes.position === undefined ||
  14732. attributes.normal === undefined ||
  14733. attributes.uv === undefined ) {
  14734. error( 'BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' );
  14735. return;
  14736. }
  14737. const positionAttribute = attributes.position;
  14738. const normalAttribute = attributes.normal;
  14739. const uvAttribute = attributes.uv;
  14740. if ( this.hasAttribute( 'tangent' ) === false ) {
  14741. this.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * positionAttribute.count ), 4 ) );
  14742. }
  14743. const tangentAttribute = this.getAttribute( 'tangent' );
  14744. const tan1 = [], tan2 = [];
  14745. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  14746. tan1[ i ] = new Vector3();
  14747. tan2[ i ] = new Vector3();
  14748. }
  14749. const vA = new Vector3(),
  14750. vB = new Vector3(),
  14751. vC = new Vector3(),
  14752. uvA = new Vector2(),
  14753. uvB = new Vector2(),
  14754. uvC = new Vector2(),
  14755. sdir = new Vector3(),
  14756. tdir = new Vector3();
  14757. function handleTriangle( a, b, c ) {
  14758. vA.fromBufferAttribute( positionAttribute, a );
  14759. vB.fromBufferAttribute( positionAttribute, b );
  14760. vC.fromBufferAttribute( positionAttribute, c );
  14761. uvA.fromBufferAttribute( uvAttribute, a );
  14762. uvB.fromBufferAttribute( uvAttribute, b );
  14763. uvC.fromBufferAttribute( uvAttribute, c );
  14764. vB.sub( vA );
  14765. vC.sub( vA );
  14766. uvB.sub( uvA );
  14767. uvC.sub( uvA );
  14768. const r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y );
  14769. // silently ignore degenerate uv triangles having coincident or colinear vertices
  14770. if ( ! isFinite( r ) ) return;
  14771. sdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r );
  14772. tdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r );
  14773. tan1[ a ].add( sdir );
  14774. tan1[ b ].add( sdir );
  14775. tan1[ c ].add( sdir );
  14776. tan2[ a ].add( tdir );
  14777. tan2[ b ].add( tdir );
  14778. tan2[ c ].add( tdir );
  14779. }
  14780. let groups = this.groups;
  14781. if ( groups.length === 0 ) {
  14782. groups = [ {
  14783. start: 0,
  14784. count: index.count
  14785. } ];
  14786. }
  14787. for ( let i = 0, il = groups.length; i < il; ++ i ) {
  14788. const group = groups[ i ];
  14789. const start = group.start;
  14790. const count = group.count;
  14791. for ( let j = start, jl = start + count; j < jl; j += 3 ) {
  14792. handleTriangle(
  14793. index.getX( j + 0 ),
  14794. index.getX( j + 1 ),
  14795. index.getX( j + 2 )
  14796. );
  14797. }
  14798. }
  14799. const tmp = new Vector3(), tmp2 = new Vector3();
  14800. const n = new Vector3(), n2 = new Vector3();
  14801. function handleVertex( v ) {
  14802. n.fromBufferAttribute( normalAttribute, v );
  14803. n2.copy( n );
  14804. const t = tan1[ v ];
  14805. // Gram-Schmidt orthogonalize
  14806. tmp.copy( t );
  14807. tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
  14808. // Calculate handedness
  14809. tmp2.crossVectors( n2, t );
  14810. const test = tmp2.dot( tan2[ v ] );
  14811. const w = ( test < 0.0 ) ? -1 : 1.0;
  14812. tangentAttribute.setXYZW( v, tmp.x, tmp.y, tmp.z, w );
  14813. }
  14814. for ( let i = 0, il = groups.length; i < il; ++ i ) {
  14815. const group = groups[ i ];
  14816. const start = group.start;
  14817. const count = group.count;
  14818. for ( let j = start, jl = start + count; j < jl; j += 3 ) {
  14819. handleVertex( index.getX( j + 0 ) );
  14820. handleVertex( index.getX( j + 1 ) );
  14821. handleVertex( index.getX( j + 2 ) );
  14822. }
  14823. }
  14824. }
  14825. /**
  14826. * Computes vertex normals for the given vertex data. For indexed geometries, the method sets
  14827. * each vertex normal to be the average of the face normals of the faces that share that vertex.
  14828. * For non-indexed geometries, vertices are not shared, and the method sets each vertex normal
  14829. * to be the same as the face normal.
  14830. */
  14831. computeVertexNormals() {
  14832. const index = this.index;
  14833. const positionAttribute = this.getAttribute( 'position' );
  14834. if ( positionAttribute !== undefined ) {
  14835. let normalAttribute = this.getAttribute( 'normal' );
  14836. if ( normalAttribute === undefined ) {
  14837. normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );
  14838. this.setAttribute( 'normal', normalAttribute );
  14839. } else {
  14840. // reset existing normals to zero
  14841. for ( let i = 0, il = normalAttribute.count; i < il; i ++ ) {
  14842. normalAttribute.setXYZ( i, 0, 0, 0 );
  14843. }
  14844. }
  14845. const pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  14846. const nA = new Vector3(), nB = new Vector3(), nC = new Vector3();
  14847. const cb = new Vector3(), ab = new Vector3();
  14848. // indexed elements
  14849. if ( index ) {
  14850. for ( let i = 0, il = index.count; i < il; i += 3 ) {
  14851. const vA = index.getX( i + 0 );
  14852. const vB = index.getX( i + 1 );
  14853. const vC = index.getX( i + 2 );
  14854. pA.fromBufferAttribute( positionAttribute, vA );
  14855. pB.fromBufferAttribute( positionAttribute, vB );
  14856. pC.fromBufferAttribute( positionAttribute, vC );
  14857. cb.subVectors( pC, pB );
  14858. ab.subVectors( pA, pB );
  14859. cb.cross( ab );
  14860. nA.fromBufferAttribute( normalAttribute, vA );
  14861. nB.fromBufferAttribute( normalAttribute, vB );
  14862. nC.fromBufferAttribute( normalAttribute, vC );
  14863. nA.add( cb );
  14864. nB.add( cb );
  14865. nC.add( cb );
  14866. normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );
  14867. normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );
  14868. normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );
  14869. }
  14870. } else {
  14871. // non-indexed elements (unconnected triangle soup)
  14872. for ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) {
  14873. pA.fromBufferAttribute( positionAttribute, i + 0 );
  14874. pB.fromBufferAttribute( positionAttribute, i + 1 );
  14875. pC.fromBufferAttribute( positionAttribute, i + 2 );
  14876. cb.subVectors( pC, pB );
  14877. ab.subVectors( pA, pB );
  14878. cb.cross( ab );
  14879. normalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z );
  14880. normalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z );
  14881. normalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z );
  14882. }
  14883. }
  14884. this.normalizeNormals();
  14885. normalAttribute.needsUpdate = true;
  14886. }
  14887. }
  14888. /**
  14889. * Ensures every normal vector in a geometry will have a magnitude of `1`. This will
  14890. * correct lighting on the geometry surfaces.
  14891. */
  14892. normalizeNormals() {
  14893. const normals = this.attributes.normal;
  14894. for ( let i = 0, il = normals.count; i < il; i ++ ) {
  14895. _vector$8.fromBufferAttribute( normals, i );
  14896. _vector$8.normalize();
  14897. normals.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );
  14898. }
  14899. }
  14900. /**
  14901. * Return a new non-index version of this indexed geometry. If the geometry
  14902. * is already non-indexed, the method is a NOOP.
  14903. *
  14904. * @return {BufferGeometry} The non-indexed version of this indexed geometry.
  14905. */
  14906. toNonIndexed() {
  14907. function convertBufferAttribute( attribute, indices ) {
  14908. const array = attribute.array;
  14909. const itemSize = attribute.itemSize;
  14910. const normalized = attribute.normalized;
  14911. const array2 = new array.constructor( indices.length * itemSize );
  14912. let index = 0, index2 = 0;
  14913. for ( let i = 0, l = indices.length; i < l; i ++ ) {
  14914. if ( attribute.isInterleavedBufferAttribute ) {
  14915. index = indices[ i ] * attribute.data.stride + attribute.offset;
  14916. } else {
  14917. index = indices[ i ] * itemSize;
  14918. }
  14919. for ( let j = 0; j < itemSize; j ++ ) {
  14920. array2[ index2 ++ ] = array[ index ++ ];
  14921. }
  14922. }
  14923. return new BufferAttribute( array2, itemSize, normalized );
  14924. }
  14925. //
  14926. if ( this.index === null ) {
  14927. warn( 'BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' );
  14928. return this;
  14929. }
  14930. const geometry2 = new BufferGeometry();
  14931. const indices = this.index.array;
  14932. const attributes = this.attributes;
  14933. // attributes
  14934. for ( const name in attributes ) {
  14935. const attribute = attributes[ name ];
  14936. const newAttribute = convertBufferAttribute( attribute, indices );
  14937. geometry2.setAttribute( name, newAttribute );
  14938. }
  14939. // morph attributes
  14940. const morphAttributes = this.morphAttributes;
  14941. for ( const name in morphAttributes ) {
  14942. const morphArray = [];
  14943. const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  14944. for ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {
  14945. const attribute = morphAttribute[ i ];
  14946. const newAttribute = convertBufferAttribute( attribute, indices );
  14947. morphArray.push( newAttribute );
  14948. }
  14949. geometry2.morphAttributes[ name ] = morphArray;
  14950. }
  14951. geometry2.morphTargetsRelative = this.morphTargetsRelative;
  14952. // groups
  14953. const groups = this.groups;
  14954. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  14955. const group = groups[ i ];
  14956. geometry2.addGroup( group.start, group.count, group.materialIndex );
  14957. }
  14958. return geometry2;
  14959. }
  14960. /**
  14961. * Serializes the geometry into JSON.
  14962. *
  14963. * @return {Object} A JSON object representing the serialized geometry.
  14964. */
  14965. toJSON() {
  14966. const data = {
  14967. metadata: {
  14968. version: 4.7,
  14969. type: 'BufferGeometry',
  14970. generator: 'BufferGeometry.toJSON'
  14971. }
  14972. };
  14973. // standard BufferGeometry serialization
  14974. data.uuid = this.uuid;
  14975. data.type = this.type;
  14976. if ( this.name !== '' ) data.name = this.name;
  14977. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  14978. if ( this.parameters !== undefined ) {
  14979. const parameters = this.parameters;
  14980. for ( const key in parameters ) {
  14981. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  14982. }
  14983. return data;
  14984. }
  14985. // for simplicity the code assumes attributes are not shared across geometries, see #15811
  14986. data.data = { attributes: {} };
  14987. const index = this.index;
  14988. if ( index !== null ) {
  14989. data.data.index = {
  14990. type: index.array.constructor.name,
  14991. array: Array.prototype.slice.call( index.array )
  14992. };
  14993. }
  14994. const attributes = this.attributes;
  14995. for ( const key in attributes ) {
  14996. const attribute = attributes[ key ];
  14997. data.data.attributes[ key ] = attribute.toJSON( data.data );
  14998. }
  14999. const morphAttributes = {};
  15000. let hasMorphAttributes = false;
  15001. for ( const key in this.morphAttributes ) {
  15002. const attributeArray = this.morphAttributes[ key ];
  15003. const array = [];
  15004. for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
  15005. const attribute = attributeArray[ i ];
  15006. array.push( attribute.toJSON( data.data ) );
  15007. }
  15008. if ( array.length > 0 ) {
  15009. morphAttributes[ key ] = array;
  15010. hasMorphAttributes = true;
  15011. }
  15012. }
  15013. if ( hasMorphAttributes ) {
  15014. data.data.morphAttributes = morphAttributes;
  15015. data.data.morphTargetsRelative = this.morphTargetsRelative;
  15016. }
  15017. const groups = this.groups;
  15018. if ( groups.length > 0 ) {
  15019. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  15020. }
  15021. const boundingSphere = this.boundingSphere;
  15022. if ( boundingSphere !== null ) {
  15023. data.data.boundingSphere = boundingSphere.toJSON();
  15024. }
  15025. return data;
  15026. }
  15027. /**
  15028. * Returns a new geometry with copied values from this instance.
  15029. *
  15030. * @return {BufferGeometry} A clone of this instance.
  15031. */
  15032. clone() {
  15033. return new this.constructor().copy( this );
  15034. }
  15035. /**
  15036. * Copies the values of the given geometry to this instance.
  15037. *
  15038. * @param {BufferGeometry} source - The geometry to copy.
  15039. * @return {BufferGeometry} A reference to this instance.
  15040. */
  15041. copy( source ) {
  15042. // reset
  15043. this.index = null;
  15044. this.attributes = {};
  15045. this.morphAttributes = {};
  15046. this.groups = [];
  15047. this.boundingBox = null;
  15048. this.boundingSphere = null;
  15049. // used for storing cloned, shared data
  15050. const data = {};
  15051. // name
  15052. this.name = source.name;
  15053. // index
  15054. const index = source.index;
  15055. if ( index !== null ) {
  15056. this.setIndex( index.clone() );
  15057. }
  15058. // attributes
  15059. const attributes = source.attributes;
  15060. for ( const name in attributes ) {
  15061. const attribute = attributes[ name ];
  15062. this.setAttribute( name, attribute.clone( data ) );
  15063. }
  15064. // morph attributes
  15065. const morphAttributes = source.morphAttributes;
  15066. for ( const name in morphAttributes ) {
  15067. const array = [];
  15068. const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  15069. for ( let i = 0, l = morphAttribute.length; i < l; i ++ ) {
  15070. array.push( morphAttribute[ i ].clone( data ) );
  15071. }
  15072. this.morphAttributes[ name ] = array;
  15073. }
  15074. this.morphTargetsRelative = source.morphTargetsRelative;
  15075. // groups
  15076. const groups = source.groups;
  15077. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  15078. const group = groups[ i ];
  15079. this.addGroup( group.start, group.count, group.materialIndex );
  15080. }
  15081. // bounding box
  15082. const boundingBox = source.boundingBox;
  15083. if ( boundingBox !== null ) {
  15084. this.boundingBox = boundingBox.clone();
  15085. }
  15086. // bounding sphere
  15087. const boundingSphere = source.boundingSphere;
  15088. if ( boundingSphere !== null ) {
  15089. this.boundingSphere = boundingSphere.clone();
  15090. }
  15091. // draw range
  15092. this.drawRange.start = source.drawRange.start;
  15093. this.drawRange.count = source.drawRange.count;
  15094. // user data
  15095. this.userData = source.userData;
  15096. return this;
  15097. }
  15098. /**
  15099. * Frees the GPU-related resources allocated by this instance. Call this
  15100. * method whenever this instance is no longer used in your app.
  15101. *
  15102. * @fires BufferGeometry#dispose
  15103. */
  15104. dispose() {
  15105. this.dispatchEvent( { type: 'dispose' } );
  15106. }
  15107. }
  15108. const _inverseMatrix$3 = /*@__PURE__*/ new Matrix4();
  15109. const _ray$3 = /*@__PURE__*/ new Ray();
  15110. const _sphere$6 = /*@__PURE__*/ new Sphere();
  15111. const _sphereHitAt = /*@__PURE__*/ new Vector3();
  15112. const _vA$1 = /*@__PURE__*/ new Vector3();
  15113. const _vB$1 = /*@__PURE__*/ new Vector3();
  15114. const _vC$1 = /*@__PURE__*/ new Vector3();
  15115. const _tempA = /*@__PURE__*/ new Vector3();
  15116. const _morphA = /*@__PURE__*/ new Vector3();
  15117. const _intersectionPoint = /*@__PURE__*/ new Vector3();
  15118. const _intersectionPointWorld = /*@__PURE__*/ new Vector3();
  15119. /**
  15120. * Class representing triangular polygon mesh based objects.
  15121. *
  15122. * ```js
  15123. * const geometry = new THREE.BoxGeometry( 1, 1, 1 );
  15124. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  15125. * const mesh = new THREE.Mesh( geometry, material );
  15126. * scene.add( mesh );
  15127. * ```
  15128. *
  15129. * @augments Object3D
  15130. */
  15131. class Mesh extends Object3D {
  15132. /**
  15133. * Constructs a new mesh.
  15134. *
  15135. * @param {BufferGeometry} [geometry] - The mesh geometry.
  15136. * @param {Material|Array<Material>} [material] - The mesh material.
  15137. */
  15138. constructor( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) {
  15139. super();
  15140. /**
  15141. * This flag can be used for type testing.
  15142. *
  15143. * @type {boolean}
  15144. * @readonly
  15145. * @default true
  15146. */
  15147. this.isMesh = true;
  15148. this.type = 'Mesh';
  15149. /**
  15150. * The mesh geometry.
  15151. *
  15152. * @type {BufferGeometry}
  15153. */
  15154. this.geometry = geometry;
  15155. /**
  15156. * The mesh material.
  15157. *
  15158. * @type {Material|Array<Material>}
  15159. * @default MeshBasicMaterial
  15160. */
  15161. this.material = material;
  15162. /**
  15163. * A dictionary representing the morph targets in the geometry. The key is the
  15164. * morph targets name, the value its attribute index. This member is `undefined`
  15165. * by default and only set when morph targets are detected in the geometry.
  15166. *
  15167. * @type {Object<String,number>|undefined}
  15168. * @default undefined
  15169. */
  15170. this.morphTargetDictionary = undefined;
  15171. /**
  15172. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  15173. * is applied. This member is `undefined` by default and only set when morph targets are
  15174. * detected in the geometry.
  15175. *
  15176. * @type {Array<number>|undefined}
  15177. * @default undefined
  15178. */
  15179. this.morphTargetInfluences = undefined;
  15180. /**
  15181. * The number of instances of this mesh.
  15182. * Can only be used with {@link WebGPURenderer}.
  15183. *
  15184. * @type {number}
  15185. * @default 1
  15186. */
  15187. this.count = 1;
  15188. this.updateMorphTargets();
  15189. }
  15190. copy( source, recursive ) {
  15191. super.copy( source, recursive );
  15192. if ( source.morphTargetInfluences !== undefined ) {
  15193. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  15194. }
  15195. if ( source.morphTargetDictionary !== undefined ) {
  15196. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  15197. }
  15198. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  15199. this.geometry = source.geometry;
  15200. return this;
  15201. }
  15202. /**
  15203. * Sets the values of {@link Mesh#morphTargetDictionary} and {@link Mesh#morphTargetInfluences}
  15204. * to make sure existing morph targets can influence this 3D object.
  15205. */
  15206. updateMorphTargets() {
  15207. const geometry = this.geometry;
  15208. const morphAttributes = geometry.morphAttributes;
  15209. const keys = Object.keys( morphAttributes );
  15210. if ( keys.length > 0 ) {
  15211. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  15212. if ( morphAttribute !== undefined ) {
  15213. this.morphTargetInfluences = [];
  15214. this.morphTargetDictionary = {};
  15215. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  15216. const name = morphAttribute[ m ].name || String( m );
  15217. this.morphTargetInfluences.push( 0 );
  15218. this.morphTargetDictionary[ name ] = m;
  15219. }
  15220. }
  15221. }
  15222. }
  15223. /**
  15224. * Returns the local-space position of the vertex at the given index, taking into
  15225. * account the current animation state of both morph targets and skinning.
  15226. *
  15227. * @param {number} index - The vertex index.
  15228. * @param {Vector3} target - The target object that is used to store the method's result.
  15229. * @return {Vector3} The vertex position in local space.
  15230. */
  15231. getVertexPosition( index, target ) {
  15232. const geometry = this.geometry;
  15233. const position = geometry.attributes.position;
  15234. const morphPosition = geometry.morphAttributes.position;
  15235. const morphTargetsRelative = geometry.morphTargetsRelative;
  15236. target.fromBufferAttribute( position, index );
  15237. const morphInfluences = this.morphTargetInfluences;
  15238. if ( morphPosition && morphInfluences ) {
  15239. _morphA.set( 0, 0, 0 );
  15240. for ( let i = 0, il = morphPosition.length; i < il; i ++ ) {
  15241. const influence = morphInfluences[ i ];
  15242. const morphAttribute = morphPosition[ i ];
  15243. if ( influence === 0 ) continue;
  15244. _tempA.fromBufferAttribute( morphAttribute, index );
  15245. if ( morphTargetsRelative ) {
  15246. _morphA.addScaledVector( _tempA, influence );
  15247. } else {
  15248. _morphA.addScaledVector( _tempA.sub( target ), influence );
  15249. }
  15250. }
  15251. target.add( _morphA );
  15252. }
  15253. return target;
  15254. }
  15255. /**
  15256. * Computes intersection points between a casted ray and this line.
  15257. *
  15258. * @param {Raycaster} raycaster - The raycaster.
  15259. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  15260. */
  15261. raycast( raycaster, intersects ) {
  15262. const geometry = this.geometry;
  15263. const material = this.material;
  15264. const matrixWorld = this.matrixWorld;
  15265. if ( material === undefined ) return;
  15266. // test with bounding sphere in world space
  15267. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  15268. _sphere$6.copy( geometry.boundingSphere );
  15269. _sphere$6.applyMatrix4( matrixWorld );
  15270. // check distance from ray origin to bounding sphere
  15271. _ray$3.copy( raycaster.ray ).recast( raycaster.near );
  15272. if ( _sphere$6.containsPoint( _ray$3.origin ) === false ) {
  15273. if ( _ray$3.intersectSphere( _sphere$6, _sphereHitAt ) === null ) return;
  15274. if ( _ray$3.origin.distanceToSquared( _sphereHitAt ) > ( raycaster.far - raycaster.near ) ** 2 ) return;
  15275. }
  15276. // convert ray to local space of mesh
  15277. _inverseMatrix$3.copy( matrixWorld ).invert();
  15278. _ray$3.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$3 );
  15279. // test with bounding box in local space
  15280. if ( geometry.boundingBox !== null ) {
  15281. if ( _ray$3.intersectsBox( geometry.boundingBox ) === false ) return;
  15282. }
  15283. // test for intersections with geometry
  15284. this._computeIntersections( raycaster, intersects, _ray$3 );
  15285. }
  15286. _computeIntersections( raycaster, intersects, rayLocalSpace ) {
  15287. let intersection;
  15288. const geometry = this.geometry;
  15289. const material = this.material;
  15290. const index = geometry.index;
  15291. const position = geometry.attributes.position;
  15292. const uv = geometry.attributes.uv;
  15293. const uv1 = geometry.attributes.uv1;
  15294. const normal = geometry.attributes.normal;
  15295. const groups = geometry.groups;
  15296. const drawRange = geometry.drawRange;
  15297. if ( index !== null ) {
  15298. // indexed buffer geometry
  15299. if ( Array.isArray( material ) ) {
  15300. for ( let i = 0, il = groups.length; i < il; i ++ ) {
  15301. const group = groups[ i ];
  15302. const groupMaterial = material[ group.materialIndex ];
  15303. const start = Math.max( group.start, drawRange.start );
  15304. const end = Math.min( index.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
  15305. for ( let j = start, jl = end; j < jl; j += 3 ) {
  15306. const a = index.getX( j );
  15307. const b = index.getX( j + 1 );
  15308. const c = index.getX( j + 2 );
  15309. intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15310. if ( intersection ) {
  15311. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  15312. intersection.face.materialIndex = group.materialIndex;
  15313. intersects.push( intersection );
  15314. }
  15315. }
  15316. }
  15317. } else {
  15318. const start = Math.max( 0, drawRange.start );
  15319. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  15320. for ( let i = start, il = end; i < il; i += 3 ) {
  15321. const a = index.getX( i );
  15322. const b = index.getX( i + 1 );
  15323. const c = index.getX( i + 2 );
  15324. intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15325. if ( intersection ) {
  15326. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  15327. intersects.push( intersection );
  15328. }
  15329. }
  15330. }
  15331. } else if ( position !== undefined ) {
  15332. // non-indexed buffer geometry
  15333. if ( Array.isArray( material ) ) {
  15334. for ( let i = 0, il = groups.length; i < il; i ++ ) {
  15335. const group = groups[ i ];
  15336. const groupMaterial = material[ group.materialIndex ];
  15337. const start = Math.max( group.start, drawRange.start );
  15338. const end = Math.min( position.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
  15339. for ( let j = start, jl = end; j < jl; j += 3 ) {
  15340. const a = j;
  15341. const b = j + 1;
  15342. const c = j + 2;
  15343. intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15344. if ( intersection ) {
  15345. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  15346. intersection.face.materialIndex = group.materialIndex;
  15347. intersects.push( intersection );
  15348. }
  15349. }
  15350. }
  15351. } else {
  15352. const start = Math.max( 0, drawRange.start );
  15353. const end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  15354. for ( let i = start, il = end; i < il; i += 3 ) {
  15355. const a = i;
  15356. const b = i + 1;
  15357. const c = i + 2;
  15358. intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15359. if ( intersection ) {
  15360. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  15361. intersects.push( intersection );
  15362. }
  15363. }
  15364. }
  15365. }
  15366. }
  15367. }
  15368. function checkIntersection$1( object, material, raycaster, ray, pA, pB, pC, point ) {
  15369. let intersect;
  15370. if ( material.side === BackSide ) {
  15371. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  15372. } else {
  15373. intersect = ray.intersectTriangle( pA, pB, pC, ( material.side === FrontSide ), point );
  15374. }
  15375. if ( intersect === null ) return null;
  15376. _intersectionPointWorld.copy( point );
  15377. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  15378. const distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  15379. if ( distance < raycaster.near || distance > raycaster.far ) return null;
  15380. return {
  15381. distance: distance,
  15382. point: _intersectionPointWorld.clone(),
  15383. object: object
  15384. };
  15385. }
  15386. function checkGeometryIntersection( object, material, raycaster, ray, uv, uv1, normal, a, b, c ) {
  15387. object.getVertexPosition( a, _vA$1 );
  15388. object.getVertexPosition( b, _vB$1 );
  15389. object.getVertexPosition( c, _vC$1 );
  15390. const intersection = checkIntersection$1( object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint );
  15391. if ( intersection ) {
  15392. const barycoord = new Vector3();
  15393. Triangle.getBarycoord( _intersectionPoint, _vA$1, _vB$1, _vC$1, barycoord );
  15394. if ( uv ) {
  15395. intersection.uv = Triangle.getInterpolatedAttribute( uv, a, b, c, barycoord, new Vector2() );
  15396. }
  15397. if ( uv1 ) {
  15398. intersection.uv1 = Triangle.getInterpolatedAttribute( uv1, a, b, c, barycoord, new Vector2() );
  15399. }
  15400. if ( normal ) {
  15401. intersection.normal = Triangle.getInterpolatedAttribute( normal, a, b, c, barycoord, new Vector3() );
  15402. if ( intersection.normal.dot( ray.direction ) > 0 ) {
  15403. intersection.normal.multiplyScalar( -1 );
  15404. }
  15405. }
  15406. const face = {
  15407. a: a,
  15408. b: b,
  15409. c: c,
  15410. normal: new Vector3(),
  15411. materialIndex: 0
  15412. };
  15413. Triangle.getNormal( _vA$1, _vB$1, _vC$1, face.normal );
  15414. intersection.face = face;
  15415. intersection.barycoord = barycoord;
  15416. }
  15417. return intersection;
  15418. }
  15419. /**
  15420. * A geometry class for a rectangular cuboid with a given width, height, and depth.
  15421. * On creation, the cuboid is centred on the origin, with each edge parallel to one
  15422. * of the axes.
  15423. *
  15424. * ```js
  15425. * const geometry = new THREE.BoxGeometry( 1, 1, 1 );
  15426. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  15427. * const cube = new THREE.Mesh( geometry, material );
  15428. * scene.add( cube );
  15429. * ```
  15430. *
  15431. * @augments BufferGeometry
  15432. * @demo scenes/geometry-browser.html#BoxGeometry
  15433. */
  15434. class BoxGeometry extends BufferGeometry {
  15435. /**
  15436. * Constructs a new box geometry.
  15437. *
  15438. * @param {number} [width=1] - The width. That is, the length of the edges parallel to the X axis.
  15439. * @param {number} [height=1] - The height. That is, the length of the edges parallel to the Y axis.
  15440. * @param {number} [depth=1] - The depth. That is, the length of the edges parallel to the Z axis.
  15441. * @param {number} [widthSegments=1] - Number of segmented rectangular faces along the width of the sides.
  15442. * @param {number} [heightSegments=1] - Number of segmented rectangular faces along the height of the sides.
  15443. * @param {number} [depthSegments=1] - Number of segmented rectangular faces along the depth of the sides.
  15444. */
  15445. constructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {
  15446. super();
  15447. this.type = 'BoxGeometry';
  15448. /**
  15449. * Holds the constructor parameters that have been
  15450. * used to generate the geometry. Any modification
  15451. * after instantiation does not change the geometry.
  15452. *
  15453. * @type {Object}
  15454. */
  15455. this.parameters = {
  15456. width: width,
  15457. height: height,
  15458. depth: depth,
  15459. widthSegments: widthSegments,
  15460. heightSegments: heightSegments,
  15461. depthSegments: depthSegments
  15462. };
  15463. const scope = this;
  15464. // segments
  15465. widthSegments = Math.floor( widthSegments );
  15466. heightSegments = Math.floor( heightSegments );
  15467. depthSegments = Math.floor( depthSegments );
  15468. // buffers
  15469. const indices = [];
  15470. const vertices = [];
  15471. const normals = [];
  15472. const uvs = [];
  15473. // helper variables
  15474. let numberOfVertices = 0;
  15475. let groupStart = 0;
  15476. // build each side of the box geometry
  15477. buildPlane( 'z', 'y', 'x', -1, -1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  15478. buildPlane( 'z', 'y', 'x', 1, -1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  15479. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  15480. buildPlane( 'x', 'z', 'y', 1, -1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  15481. buildPlane( 'x', 'y', 'z', 1, -1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  15482. buildPlane( 'x', 'y', 'z', -1, -1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  15483. // build geometry
  15484. this.setIndex( indices );
  15485. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  15486. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  15487. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  15488. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  15489. const segmentWidth = width / gridX;
  15490. const segmentHeight = height / gridY;
  15491. const widthHalf = width / 2;
  15492. const heightHalf = height / 2;
  15493. const depthHalf = depth / 2;
  15494. const gridX1 = gridX + 1;
  15495. const gridY1 = gridY + 1;
  15496. let vertexCounter = 0;
  15497. let groupCount = 0;
  15498. const vector = new Vector3();
  15499. // generate vertices, normals and uvs
  15500. for ( let iy = 0; iy < gridY1; iy ++ ) {
  15501. const y = iy * segmentHeight - heightHalf;
  15502. for ( let ix = 0; ix < gridX1; ix ++ ) {
  15503. const x = ix * segmentWidth - widthHalf;
  15504. // set values to correct vector component
  15505. vector[ u ] = x * udir;
  15506. vector[ v ] = y * vdir;
  15507. vector[ w ] = depthHalf;
  15508. // now apply vector to vertex buffer
  15509. vertices.push( vector.x, vector.y, vector.z );
  15510. // set values to correct vector component
  15511. vector[ u ] = 0;
  15512. vector[ v ] = 0;
  15513. vector[ w ] = depth > 0 ? 1 : -1;
  15514. // now apply vector to normal buffer
  15515. normals.push( vector.x, vector.y, vector.z );
  15516. // uvs
  15517. uvs.push( ix / gridX );
  15518. uvs.push( 1 - ( iy / gridY ) );
  15519. // counters
  15520. vertexCounter += 1;
  15521. }
  15522. }
  15523. // indices
  15524. // 1. you need three indices to draw a single face
  15525. // 2. a single segment consists of two faces
  15526. // 3. so we need to generate six (2*3) indices per segment
  15527. for ( let iy = 0; iy < gridY; iy ++ ) {
  15528. for ( let ix = 0; ix < gridX; ix ++ ) {
  15529. const a = numberOfVertices + ix + gridX1 * iy;
  15530. const b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  15531. const c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  15532. const d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  15533. // faces
  15534. indices.push( a, b, d );
  15535. indices.push( b, c, d );
  15536. // increase counter
  15537. groupCount += 6;
  15538. }
  15539. }
  15540. // add a group to the geometry. this will ensure multi material support
  15541. scope.addGroup( groupStart, groupCount, materialIndex );
  15542. // calculate new start value for groups
  15543. groupStart += groupCount;
  15544. // update total number of vertices
  15545. numberOfVertices += vertexCounter;
  15546. }
  15547. }
  15548. copy( source ) {
  15549. super.copy( source );
  15550. this.parameters = Object.assign( {}, source.parameters );
  15551. return this;
  15552. }
  15553. /**
  15554. * Factory method for creating an instance of this class from the given
  15555. * JSON object.
  15556. *
  15557. * @param {Object} data - A JSON object representing the serialized geometry.
  15558. * @return {BoxGeometry} A new instance.
  15559. */
  15560. static fromJSON( data ) {
  15561. return new BoxGeometry( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments );
  15562. }
  15563. }
  15564. /**
  15565. * Provides utility functions for managing uniforms.
  15566. *
  15567. * @module UniformsUtils
  15568. */
  15569. /**
  15570. * Clones the given uniform definitions by performing a deep-copy. That means
  15571. * if the value of a uniform refers to an object like a Vector3 or Texture,
  15572. * the cloned uniform will refer to a new object reference.
  15573. *
  15574. * @param {Object} src - An object representing uniform definitions.
  15575. * @return {Object} The cloned uniforms.
  15576. */
  15577. function cloneUniforms( src ) {
  15578. const dst = {};
  15579. for ( const u in src ) {
  15580. dst[ u ] = {};
  15581. for ( const p in src[ u ] ) {
  15582. const property = src[ u ][ p ];
  15583. if ( property && ( property.isColor ||
  15584. property.isMatrix3 || property.isMatrix4 ||
  15585. property.isVector2 || property.isVector3 || property.isVector4 ||
  15586. property.isTexture || property.isQuaternion ) ) {
  15587. if ( property.isRenderTargetTexture ) {
  15588. warn( 'UniformsUtils: Textures of render targets cannot be cloned via cloneUniforms() or mergeUniforms().' );
  15589. dst[ u ][ p ] = null;
  15590. } else {
  15591. dst[ u ][ p ] = property.clone();
  15592. }
  15593. } else if ( Array.isArray( property ) ) {
  15594. dst[ u ][ p ] = property.slice();
  15595. } else {
  15596. dst[ u ][ p ] = property;
  15597. }
  15598. }
  15599. }
  15600. return dst;
  15601. }
  15602. /**
  15603. * Merges the given uniform definitions into a single object. Since the
  15604. * method internally uses cloneUniforms(), it performs a deep-copy when
  15605. * producing the merged uniform definitions.
  15606. *
  15607. * @param {Array} uniforms - An array of objects containing uniform definitions.
  15608. * @return {Object} The merged uniforms.
  15609. */
  15610. function mergeUniforms( uniforms ) {
  15611. const merged = {};
  15612. for ( let u = 0; u < uniforms.length; u ++ ) {
  15613. const tmp = cloneUniforms( uniforms[ u ] );
  15614. for ( const p in tmp ) {
  15615. merged[ p ] = tmp[ p ];
  15616. }
  15617. }
  15618. return merged;
  15619. }
  15620. function cloneUniformsGroups( src ) {
  15621. const dst = [];
  15622. for ( let u = 0; u < src.length; u ++ ) {
  15623. dst.push( src[ u ].clone() );
  15624. }
  15625. return dst;
  15626. }
  15627. function getUnlitUniformColorSpace( renderer ) {
  15628. const currentRenderTarget = renderer.getRenderTarget();
  15629. if ( currentRenderTarget === null ) {
  15630. // https://github.com/mrdoob/three.js/pull/23937#issuecomment-1111067398
  15631. return renderer.outputColorSpace;
  15632. }
  15633. // https://github.com/mrdoob/three.js/issues/27868
  15634. if ( currentRenderTarget.isXRRenderTarget === true ) {
  15635. return currentRenderTarget.texture.colorSpace;
  15636. }
  15637. return ColorManagement.workingColorSpace;
  15638. }
  15639. // Legacy
  15640. const UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  15641. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  15642. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  15643. /**
  15644. * A material rendered with custom shaders. A shader is a small program written in GLSL.
  15645. * that runs on the GPU. You may want to use a custom shader if you need to implement an
  15646. * effect not included with any of the built-in materials.
  15647. *
  15648. * There are the following notes to bear in mind when using a `ShaderMaterial`:
  15649. *
  15650. * - `ShaderMaterial` can only be used with {@link WebGLRenderer}.
  15651. * - Built in attributes and uniforms are passed to the shaders along with your code. If
  15652. * you don't want that, use {@link RawShaderMaterial} instead.
  15653. * - You can use the directive `#pragma unroll_loop_start` and `#pragma unroll_loop_end`
  15654. * in order to unroll a `for` loop in GLSL by the shader preprocessor. The directive has
  15655. * to be placed right above the loop. The loop formatting has to correspond to a defined standard.
  15656. * - The loop has to be [normalized](https://en.wikipedia.org/wiki/Normalized_loop).
  15657. * - The loop variable has to be *i*.
  15658. * - The value `UNROLLED_LOOP_INDEX` will be replaced with the explicitly
  15659. * value of *i* for the given iteration and can be used in preprocessor
  15660. * statements.
  15661. *
  15662. * ```js
  15663. * const material = new THREE.ShaderMaterial( {
  15664. * uniforms: {
  15665. * time: { value: 1.0 },
  15666. * resolution: { value: new THREE.Vector2() }
  15667. * },
  15668. * vertexShader: document.getElementById( 'vertexShader' ).textContent,
  15669. * fragmentShader: document.getElementById( 'fragmentShader' ).textContent
  15670. * } );
  15671. * ```
  15672. *
  15673. * @augments Material
  15674. */
  15675. class ShaderMaterial extends Material {
  15676. /**
  15677. * Constructs a new shader material.
  15678. *
  15679. * @param {Object} [parameters] - An object with one or more properties
  15680. * defining the material's appearance. Any property of the material
  15681. * (including any property from inherited materials) can be passed
  15682. * in here. Color values can be passed any type of value accepted
  15683. * by {@link Color#set}.
  15684. */
  15685. constructor( parameters ) {
  15686. super();
  15687. /**
  15688. * This flag can be used for type testing.
  15689. *
  15690. * @type {boolean}
  15691. * @readonly
  15692. * @default true
  15693. */
  15694. this.isShaderMaterial = true;
  15695. this.type = 'ShaderMaterial';
  15696. /**
  15697. * Defines custom constants using `#define` directives within the GLSL code
  15698. * for both the vertex shader and the fragment shader; each key/value pair
  15699. * yields another directive.
  15700. * ```js
  15701. * defines: {
  15702. * FOO: 15,
  15703. * BAR: true
  15704. * }
  15705. * ```
  15706. * Yields the lines:
  15707. * ```
  15708. * #define FOO 15
  15709. * #define BAR true
  15710. * ```
  15711. *
  15712. * @type {Object}
  15713. */
  15714. this.defines = {};
  15715. /**
  15716. * An object of the form:
  15717. * ```js
  15718. * {
  15719. * "uniform1": { value: 1.0 },
  15720. * "uniform2": { value: 2 }
  15721. * }
  15722. * ```
  15723. * specifying the uniforms to be passed to the shader code; keys are uniform
  15724. * names, values are definitions of the form
  15725. * ```
  15726. * {
  15727. * value: 1.0
  15728. * }
  15729. * ```
  15730. * where `value` is the value of the uniform. Names must match the name of
  15731. * the uniform, as defined in the GLSL code. Note that uniforms are refreshed
  15732. * on every frame, so updating the value of the uniform will immediately
  15733. * update the value available to the GLSL code.
  15734. *
  15735. * @type {Object}
  15736. */
  15737. this.uniforms = {};
  15738. /**
  15739. * An array holding uniforms groups for configuring UBOs.
  15740. *
  15741. * @type {Array<UniformsGroup>}
  15742. */
  15743. this.uniformsGroups = [];
  15744. /**
  15745. * Vertex shader GLSL code. This is the actual code for the shader.
  15746. *
  15747. * @type {string}
  15748. */
  15749. this.vertexShader = default_vertex;
  15750. /**
  15751. * Fragment shader GLSL code. This is the actual code for the shader.
  15752. *
  15753. * @type {string}
  15754. */
  15755. this.fragmentShader = default_fragment;
  15756. /**
  15757. * Controls line thickness or lines.
  15758. *
  15759. * WebGL and WebGPU ignore this setting and always render line primitives with a
  15760. * width of one pixel.
  15761. *
  15762. * @type {number}
  15763. * @default 1
  15764. */
  15765. this.linewidth = 1;
  15766. /**
  15767. * Renders the geometry as a wireframe.
  15768. *
  15769. * @type {boolean}
  15770. * @default false
  15771. */
  15772. this.wireframe = false;
  15773. /**
  15774. * Controls the thickness of the wireframe.
  15775. *
  15776. * WebGL and WebGPU ignore this property and always render
  15777. * 1 pixel wide lines.
  15778. *
  15779. * @type {number}
  15780. * @default 1
  15781. */
  15782. this.wireframeLinewidth = 1;
  15783. /**
  15784. * Defines whether the material color is affected by global fog settings; `true`
  15785. * to pass fog uniforms to the shader.
  15786. *
  15787. * Setting this property to `true` requires the definition of fog uniforms. It is
  15788. * recommended to use `UniformsUtils.merge()` to combine the custom shader uniforms
  15789. * with predefined fog uniforms.
  15790. *
  15791. * ```js
  15792. * const material = new ShaderMaterial( {
  15793. * uniforms: UniformsUtils.merge( [ UniformsLib[ 'fog' ], shaderUniforms ] );
  15794. * vertexShader: vertexShader,
  15795. * fragmentShader: fragmentShader,
  15796. * fog: true
  15797. * } );
  15798. * ```
  15799. *
  15800. * @type {boolean}
  15801. * @default false
  15802. */
  15803. this.fog = false;
  15804. /**
  15805. * Defines whether this material uses lighting; `true` to pass uniform data
  15806. * related to lighting to this shader.
  15807. *
  15808. * @type {boolean}
  15809. * @default false
  15810. */
  15811. this.lights = false;
  15812. /**
  15813. * Defines whether this material supports clipping; `true` to let the renderer
  15814. * pass the clippingPlanes uniform.
  15815. *
  15816. * @type {boolean}
  15817. * @default false
  15818. */
  15819. this.clipping = false;
  15820. /**
  15821. * Overwritten and set to `true` by default.
  15822. *
  15823. * @type {boolean}
  15824. * @default true
  15825. */
  15826. this.forceSinglePass = true;
  15827. /**
  15828. * This object allows to enable certain WebGL 2 extensions.
  15829. *
  15830. * - clipCullDistance: set to `true` to use vertex shader clipping
  15831. * - multiDraw: set to `true` to use vertex shader multi_draw / enable gl_DrawID
  15832. *
  15833. * @type {{clipCullDistance:false,multiDraw:false}}
  15834. */
  15835. this.extensions = {
  15836. clipCullDistance: false, // set to use vertex shader clipping
  15837. multiDraw: false // set to use vertex shader multi_draw / enable gl_DrawID
  15838. };
  15839. /**
  15840. * When the rendered geometry doesn't include these attributes but the
  15841. * material does, these default values will be passed to the shaders. This
  15842. * avoids errors when buffer data is missing.
  15843. *
  15844. * - color: [ 1, 1, 1 ]
  15845. * - uv: [ 0, 0 ]
  15846. * - uv1: [ 0, 0 ]
  15847. *
  15848. * @type {Object}
  15849. */
  15850. this.defaultAttributeValues = {
  15851. 'color': [ 1, 1, 1 ],
  15852. 'uv': [ 0, 0 ],
  15853. 'uv1': [ 0, 0 ]
  15854. };
  15855. /**
  15856. * If set, this calls [gl.bindAttribLocation](https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bindAttribLocation)
  15857. * to bind a generic vertex index to an attribute variable.
  15858. *
  15859. * @type {string|undefined}
  15860. * @default undefined
  15861. */
  15862. this.index0AttributeName = undefined;
  15863. /**
  15864. * Can be used to force a uniform update while changing uniforms in
  15865. * {@link Object3D#onBeforeRender}.
  15866. *
  15867. * @type {boolean}
  15868. * @default false
  15869. */
  15870. this.uniformsNeedUpdate = false;
  15871. /**
  15872. * Defines the GLSL version of custom shader code.
  15873. *
  15874. * @type {?(GLSL1|GLSL3)}
  15875. * @default null
  15876. */
  15877. this.glslVersion = null;
  15878. if ( parameters !== undefined ) {
  15879. this.setValues( parameters );
  15880. }
  15881. }
  15882. copy( source ) {
  15883. super.copy( source );
  15884. this.fragmentShader = source.fragmentShader;
  15885. this.vertexShader = source.vertexShader;
  15886. this.uniforms = cloneUniforms( source.uniforms );
  15887. this.uniformsGroups = cloneUniformsGroups( source.uniformsGroups );
  15888. this.defines = Object.assign( {}, source.defines );
  15889. this.wireframe = source.wireframe;
  15890. this.wireframeLinewidth = source.wireframeLinewidth;
  15891. this.fog = source.fog;
  15892. this.lights = source.lights;
  15893. this.clipping = source.clipping;
  15894. this.extensions = Object.assign( {}, source.extensions );
  15895. this.glslVersion = source.glslVersion;
  15896. this.defaultAttributeValues = Object.assign( {}, source.defaultAttributeValues );
  15897. this.index0AttributeName = source.index0AttributeName;
  15898. this.uniformsNeedUpdate = source.uniformsNeedUpdate;
  15899. return this;
  15900. }
  15901. toJSON( meta ) {
  15902. const data = super.toJSON( meta );
  15903. data.glslVersion = this.glslVersion;
  15904. data.uniforms = {};
  15905. for ( const name in this.uniforms ) {
  15906. const uniform = this.uniforms[ name ];
  15907. const value = uniform.value;
  15908. if ( value && value.isTexture ) {
  15909. data.uniforms[ name ] = {
  15910. type: 't',
  15911. value: value.toJSON( meta ).uuid
  15912. };
  15913. } else if ( value && value.isColor ) {
  15914. data.uniforms[ name ] = {
  15915. type: 'c',
  15916. value: value.getHex()
  15917. };
  15918. } else if ( value && value.isVector2 ) {
  15919. data.uniforms[ name ] = {
  15920. type: 'v2',
  15921. value: value.toArray()
  15922. };
  15923. } else if ( value && value.isVector3 ) {
  15924. data.uniforms[ name ] = {
  15925. type: 'v3',
  15926. value: value.toArray()
  15927. };
  15928. } else if ( value && value.isVector4 ) {
  15929. data.uniforms[ name ] = {
  15930. type: 'v4',
  15931. value: value.toArray()
  15932. };
  15933. } else if ( value && value.isMatrix3 ) {
  15934. data.uniforms[ name ] = {
  15935. type: 'm3',
  15936. value: value.toArray()
  15937. };
  15938. } else if ( value && value.isMatrix4 ) {
  15939. data.uniforms[ name ] = {
  15940. type: 'm4',
  15941. value: value.toArray()
  15942. };
  15943. } else {
  15944. data.uniforms[ name ] = {
  15945. value: value
  15946. };
  15947. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  15948. }
  15949. }
  15950. if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;
  15951. data.vertexShader = this.vertexShader;
  15952. data.fragmentShader = this.fragmentShader;
  15953. data.lights = this.lights;
  15954. data.clipping = this.clipping;
  15955. const extensions = {};
  15956. for ( const key in this.extensions ) {
  15957. if ( this.extensions[ key ] === true ) extensions[ key ] = true;
  15958. }
  15959. if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;
  15960. return data;
  15961. }
  15962. }
  15963. /**
  15964. * Abstract base class for cameras. This class should always be inherited
  15965. * when you build a new camera.
  15966. *
  15967. * @abstract
  15968. * @augments Object3D
  15969. */
  15970. class Camera extends Object3D {
  15971. /**
  15972. * Constructs a new camera.
  15973. */
  15974. constructor() {
  15975. super();
  15976. /**
  15977. * This flag can be used for type testing.
  15978. *
  15979. * @type {boolean}
  15980. * @readonly
  15981. * @default true
  15982. */
  15983. this.isCamera = true;
  15984. this.type = 'Camera';
  15985. /**
  15986. * The inverse of the camera's world matrix.
  15987. *
  15988. * @type {Matrix4}
  15989. */
  15990. this.matrixWorldInverse = new Matrix4();
  15991. /**
  15992. * The camera's projection matrix.
  15993. *
  15994. * @type {Matrix4}
  15995. */
  15996. this.projectionMatrix = new Matrix4();
  15997. /**
  15998. * The inverse of the camera's projection matrix.
  15999. *
  16000. * @type {Matrix4}
  16001. */
  16002. this.projectionMatrixInverse = new Matrix4();
  16003. /**
  16004. * The coordinate system in which the camera is used.
  16005. *
  16006. * @type {(WebGLCoordinateSystem|WebGPUCoordinateSystem)}
  16007. */
  16008. this.coordinateSystem = WebGLCoordinateSystem;
  16009. this._reversedDepth = false;
  16010. }
  16011. /**
  16012. * The flag that indicates whether the camera uses a reversed depth buffer.
  16013. *
  16014. * @type {boolean}
  16015. * @default false
  16016. */
  16017. get reversedDepth() {
  16018. return this._reversedDepth;
  16019. }
  16020. copy( source, recursive ) {
  16021. super.copy( source, recursive );
  16022. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  16023. this.projectionMatrix.copy( source.projectionMatrix );
  16024. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  16025. this.coordinateSystem = source.coordinateSystem;
  16026. return this;
  16027. }
  16028. /**
  16029. * Returns a vector representing the ("look") direction of the 3D object in world space.
  16030. *
  16031. * This method is overwritten since cameras have a different forward vector compared to other
  16032. * 3D objects. A camera looks down its local, negative z-axis by default.
  16033. *
  16034. * @param {Vector3} target - The target vector the result is stored to.
  16035. * @return {Vector3} The 3D object's direction in world space.
  16036. */
  16037. getWorldDirection( target ) {
  16038. return super.getWorldDirection( target ).negate();
  16039. }
  16040. updateMatrixWorld( force ) {
  16041. super.updateMatrixWorld( force );
  16042. this.matrixWorldInverse.copy( this.matrixWorld ).invert();
  16043. }
  16044. updateWorldMatrix( updateParents, updateChildren ) {
  16045. super.updateWorldMatrix( updateParents, updateChildren );
  16046. this.matrixWorldInverse.copy( this.matrixWorld ).invert();
  16047. }
  16048. clone() {
  16049. return new this.constructor().copy( this );
  16050. }
  16051. }
  16052. const _v3$1 = /*@__PURE__*/ new Vector3();
  16053. const _minTarget = /*@__PURE__*/ new Vector2();
  16054. const _maxTarget = /*@__PURE__*/ new Vector2();
  16055. /**
  16056. * Camera that uses [perspective projection](https://en.wikipedia.org/wiki/Perspective_(graphical)).
  16057. *
  16058. * This projection mode is designed to mimic the way the human eye sees. It
  16059. * is the most common projection mode used for rendering a 3D scene.
  16060. *
  16061. * ```js
  16062. * const camera = new THREE.PerspectiveCamera( 45, width / height, 1, 1000 );
  16063. * scene.add( camera );
  16064. * ```
  16065. *
  16066. * @augments Camera
  16067. */
  16068. class PerspectiveCamera extends Camera {
  16069. /**
  16070. * Constructs a new perspective camera.
  16071. *
  16072. * @param {number} [fov=50] - The vertical field of view.
  16073. * @param {number} [aspect=1] - The aspect ratio.
  16074. * @param {number} [near=0.1] - The camera's near plane.
  16075. * @param {number} [far=2000] - The camera's far plane.
  16076. */
  16077. constructor( fov = 50, aspect = 1, near = 0.1, far = 2000 ) {
  16078. super();
  16079. /**
  16080. * This flag can be used for type testing.
  16081. *
  16082. * @type {boolean}
  16083. * @readonly
  16084. * @default true
  16085. */
  16086. this.isPerspectiveCamera = true;
  16087. this.type = 'PerspectiveCamera';
  16088. /**
  16089. * The vertical field of view, from bottom to top of view,
  16090. * in degrees.
  16091. *
  16092. * @type {number}
  16093. * @default 50
  16094. */
  16095. this.fov = fov;
  16096. /**
  16097. * The zoom factor of the camera.
  16098. *
  16099. * @type {number}
  16100. * @default 1
  16101. */
  16102. this.zoom = 1;
  16103. /**
  16104. * The camera's near plane. The valid range is greater than `0`
  16105. * and less than the current value of {@link PerspectiveCamera#far}.
  16106. *
  16107. * Note that, unlike for the {@link OrthographicCamera}, `0` is <em>not</em> a
  16108. * valid value for a perspective camera's near plane.
  16109. *
  16110. * @type {number}
  16111. * @default 0.1
  16112. */
  16113. this.near = near;
  16114. /**
  16115. * The camera's far plane. Must be greater than the
  16116. * current value of {@link PerspectiveCamera#near}.
  16117. *
  16118. * @type {number}
  16119. * @default 2000
  16120. */
  16121. this.far = far;
  16122. /**
  16123. * Object distance used for stereoscopy and depth-of-field effects. This
  16124. * parameter does not influence the projection matrix unless a
  16125. * {@link StereoCamera} is being used.
  16126. *
  16127. * @type {number}
  16128. * @default 10
  16129. */
  16130. this.focus = 10;
  16131. /**
  16132. * The aspect ratio, usually the canvas width / canvas height.
  16133. *
  16134. * @type {number}
  16135. * @default 1
  16136. */
  16137. this.aspect = aspect;
  16138. /**
  16139. * Represents the frustum window specification. This property should not be edited
  16140. * directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}.
  16141. *
  16142. * @type {?Object}
  16143. * @default null
  16144. */
  16145. this.view = null;
  16146. /**
  16147. * Film size used for the larger axis. Default is `35` (millimeters). This
  16148. * parameter does not influence the projection matrix unless {@link PerspectiveCamera#filmOffset}
  16149. * is set to a nonzero value.
  16150. *
  16151. * @type {number}
  16152. * @default 35
  16153. */
  16154. this.filmGauge = 35;
  16155. /**
  16156. * Horizontal off-center offset in the same unit as {@link PerspectiveCamera#filmGauge}.
  16157. *
  16158. * @type {number}
  16159. * @default 0
  16160. */
  16161. this.filmOffset = 0;
  16162. this.updateProjectionMatrix();
  16163. }
  16164. copy( source, recursive ) {
  16165. super.copy( source, recursive );
  16166. this.fov = source.fov;
  16167. this.zoom = source.zoom;
  16168. this.near = source.near;
  16169. this.far = source.far;
  16170. this.focus = source.focus;
  16171. this.aspect = source.aspect;
  16172. this.view = source.view === null ? null : Object.assign( {}, source.view );
  16173. this.filmGauge = source.filmGauge;
  16174. this.filmOffset = source.filmOffset;
  16175. return this;
  16176. }
  16177. /**
  16178. * Sets the FOV by focal length in respect to the current {@link PerspectiveCamera#filmGauge}.
  16179. *
  16180. * The default film gauge is 35, so that the focal length can be specified for
  16181. * a 35mm (full frame) camera.
  16182. *
  16183. * @param {number} focalLength - Values for focal length and film gauge must have the same unit.
  16184. */
  16185. setFocalLength( focalLength ) {
  16186. /** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */
  16187. const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  16188. this.fov = RAD2DEG * 2 * Math.atan( vExtentSlope );
  16189. this.updateProjectionMatrix();
  16190. }
  16191. /**
  16192. * Returns the focal length from the current {@link PerspectiveCamera#fov} and
  16193. * {@link PerspectiveCamera#filmGauge}.
  16194. *
  16195. * @return {number} The computed focal length.
  16196. */
  16197. getFocalLength() {
  16198. const vExtentSlope = Math.tan( DEG2RAD * 0.5 * this.fov );
  16199. return 0.5 * this.getFilmHeight() / vExtentSlope;
  16200. }
  16201. /**
  16202. * Returns the current vertical field of view angle in degrees considering {@link PerspectiveCamera#zoom}.
  16203. *
  16204. * @return {number} The effective FOV.
  16205. */
  16206. getEffectiveFOV() {
  16207. return RAD2DEG * 2 * Math.atan(
  16208. Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom );
  16209. }
  16210. /**
  16211. * Returns the width of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or
  16212. * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.
  16213. *
  16214. * @return {number} The film width.
  16215. */
  16216. getFilmWidth() {
  16217. // film not completely covered in portrait format (aspect < 1)
  16218. return this.filmGauge * Math.min( this.aspect, 1 );
  16219. }
  16220. /**
  16221. * Returns the height of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or
  16222. * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.
  16223. *
  16224. * @return {number} The film width.
  16225. */
  16226. getFilmHeight() {
  16227. // film not completely covered in landscape format (aspect > 1)
  16228. return this.filmGauge / Math.max( this.aspect, 1 );
  16229. }
  16230. /**
  16231. * Computes the 2D bounds of the camera's viewable rectangle at a given distance along the viewing direction.
  16232. * Sets `minTarget` and `maxTarget` to the coordinates of the lower-left and upper-right corners of the view rectangle.
  16233. *
  16234. * @param {number} distance - The viewing distance.
  16235. * @param {Vector2} minTarget - The lower-left corner of the view rectangle is written into this vector.
  16236. * @param {Vector2} maxTarget - The upper-right corner of the view rectangle is written into this vector.
  16237. */
  16238. getViewBounds( distance, minTarget, maxTarget ) {
  16239. _v3$1.set( -1, -1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
  16240. minTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
  16241. _v3$1.set( 1, 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
  16242. maxTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
  16243. }
  16244. /**
  16245. * Computes the width and height of the camera's viewable rectangle at a given distance along the viewing direction.
  16246. *
  16247. * @param {number} distance - The viewing distance.
  16248. * @param {Vector2} target - The target vector that is used to store result where x is width and y is height.
  16249. * @returns {Vector2} The view size.
  16250. */
  16251. getViewSize( distance, target ) {
  16252. this.getViewBounds( distance, _minTarget, _maxTarget );
  16253. return target.subVectors( _maxTarget, _minTarget );
  16254. }
  16255. /**
  16256. * Sets an offset in a larger frustum. This is useful for multi-window or
  16257. * multi-monitor/multi-machine setups.
  16258. *
  16259. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  16260. * the monitors are in grid like this
  16261. *```
  16262. * +---+---+---+
  16263. * | A | B | C |
  16264. * +---+---+---+
  16265. * | D | E | F |
  16266. * +---+---+---+
  16267. *```
  16268. * then for each monitor you would call it like this:
  16269. *```js
  16270. * const w = 1920;
  16271. * const h = 1080;
  16272. * const fullWidth = w * 3;
  16273. * const fullHeight = h * 2;
  16274. *
  16275. * // --A--
  16276. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  16277. * // --B--
  16278. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  16279. * // --C--
  16280. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  16281. * // --D--
  16282. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  16283. * // --E--
  16284. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  16285. * // --F--
  16286. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  16287. * ```
  16288. *
  16289. * Note there is no reason monitors have to be the same size or in a grid.
  16290. *
  16291. * @param {number} fullWidth - The full width of multiview setup.
  16292. * @param {number} fullHeight - The full height of multiview setup.
  16293. * @param {number} x - The horizontal offset of the subcamera.
  16294. * @param {number} y - The vertical offset of the subcamera.
  16295. * @param {number} width - The width of subcamera.
  16296. * @param {number} height - The height of subcamera.
  16297. */
  16298. setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
  16299. this.aspect = fullWidth / fullHeight;
  16300. if ( this.view === null ) {
  16301. this.view = {
  16302. enabled: true,
  16303. fullWidth: 1,
  16304. fullHeight: 1,
  16305. offsetX: 0,
  16306. offsetY: 0,
  16307. width: 1,
  16308. height: 1
  16309. };
  16310. }
  16311. this.view.enabled = true;
  16312. this.view.fullWidth = fullWidth;
  16313. this.view.fullHeight = fullHeight;
  16314. this.view.offsetX = x;
  16315. this.view.offsetY = y;
  16316. this.view.width = width;
  16317. this.view.height = height;
  16318. this.updateProjectionMatrix();
  16319. }
  16320. /**
  16321. * Removes the view offset from the projection matrix.
  16322. */
  16323. clearViewOffset() {
  16324. if ( this.view !== null ) {
  16325. this.view.enabled = false;
  16326. }
  16327. this.updateProjectionMatrix();
  16328. }
  16329. /**
  16330. * Updates the camera's projection matrix. Must be called after any change of
  16331. * camera properties.
  16332. */
  16333. updateProjectionMatrix() {
  16334. const near = this.near;
  16335. let top = near * Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom;
  16336. let height = 2 * top;
  16337. let width = this.aspect * height;
  16338. let left = -0.5 * width;
  16339. const view = this.view;
  16340. if ( this.view !== null && this.view.enabled ) {
  16341. const fullWidth = view.fullWidth,
  16342. fullHeight = view.fullHeight;
  16343. left += view.offsetX * width / fullWidth;
  16344. top -= view.offsetY * height / fullHeight;
  16345. width *= view.width / fullWidth;
  16346. height *= view.height / fullHeight;
  16347. }
  16348. const skew = this.filmOffset;
  16349. if ( skew !== 0 ) left += near * skew / this.getFilmWidth();
  16350. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far, this.coordinateSystem, this.reversedDepth );
  16351. this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
  16352. }
  16353. toJSON( meta ) {
  16354. const data = super.toJSON( meta );
  16355. data.object.fov = this.fov;
  16356. data.object.zoom = this.zoom;
  16357. data.object.near = this.near;
  16358. data.object.far = this.far;
  16359. data.object.focus = this.focus;
  16360. data.object.aspect = this.aspect;
  16361. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  16362. data.object.filmGauge = this.filmGauge;
  16363. data.object.filmOffset = this.filmOffset;
  16364. return data;
  16365. }
  16366. }
  16367. const fov = -90; // negative fov is not an error
  16368. const aspect = 1;
  16369. /**
  16370. * A special type of camera that is positioned in 3D space to render its surroundings into a
  16371. * cube render target. The render target can then be used as an environment map for rendering
  16372. * realtime reflections in your scene.
  16373. *
  16374. * ```js
  16375. * // Create cube render target
  16376. * const cubeRenderTarget = new THREE.WebGLCubeRenderTarget( 256, { generateMipmaps: true, minFilter: THREE.LinearMipmapLinearFilter } );
  16377. *
  16378. * // Create cube camera
  16379. * const cubeCamera = new THREE.CubeCamera( 1, 100000, cubeRenderTarget );
  16380. * scene.add( cubeCamera );
  16381. *
  16382. * // Create car
  16383. * const chromeMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeRenderTarget.texture } );
  16384. * const car = new THREE.Mesh( carGeometry, chromeMaterial );
  16385. * scene.add( car );
  16386. *
  16387. * // Update the render target cube
  16388. * car.visible = false;
  16389. * cubeCamera.position.copy( car.position );
  16390. * cubeCamera.update( renderer, scene );
  16391. *
  16392. * // Render the scene
  16393. * car.visible = true;
  16394. * renderer.render( scene, camera );
  16395. * ```
  16396. *
  16397. * @augments Object3D
  16398. */
  16399. class CubeCamera extends Object3D {
  16400. /**
  16401. * Constructs a new cube camera.
  16402. *
  16403. * @param {number} near - The camera's near plane.
  16404. * @param {number} far - The camera's far plane.
  16405. * @param {WebGLCubeRenderTarget} renderTarget - The cube render target.
  16406. */
  16407. constructor( near, far, renderTarget ) {
  16408. super();
  16409. this.type = 'CubeCamera';
  16410. /**
  16411. * A reference to the cube render target.
  16412. *
  16413. * @type {WebGLCubeRenderTarget}
  16414. */
  16415. this.renderTarget = renderTarget;
  16416. /**
  16417. * The current active coordinate system.
  16418. *
  16419. * @type {?(WebGLCoordinateSystem|WebGPUCoordinateSystem)}
  16420. * @default null
  16421. */
  16422. this.coordinateSystem = null;
  16423. /**
  16424. * The current active mipmap level
  16425. *
  16426. * @type {number}
  16427. * @default 0
  16428. */
  16429. this.activeMipmapLevel = 0;
  16430. const cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  16431. cameraPX.layers = this.layers;
  16432. this.add( cameraPX );
  16433. const cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  16434. cameraNX.layers = this.layers;
  16435. this.add( cameraNX );
  16436. const cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  16437. cameraPY.layers = this.layers;
  16438. this.add( cameraPY );
  16439. const cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  16440. cameraNY.layers = this.layers;
  16441. this.add( cameraNY );
  16442. const cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  16443. cameraPZ.layers = this.layers;
  16444. this.add( cameraPZ );
  16445. const cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  16446. cameraNZ.layers = this.layers;
  16447. this.add( cameraNZ );
  16448. }
  16449. /**
  16450. * Must be called when the coordinate system of the cube camera is changed.
  16451. */
  16452. updateCoordinateSystem() {
  16453. const coordinateSystem = this.coordinateSystem;
  16454. const cameras = this.children.concat();
  16455. const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = cameras;
  16456. for ( const camera of cameras ) this.remove( camera );
  16457. if ( coordinateSystem === WebGLCoordinateSystem ) {
  16458. cameraPX.up.set( 0, 1, 0 );
  16459. cameraPX.lookAt( 1, 0, 0 );
  16460. cameraNX.up.set( 0, 1, 0 );
  16461. cameraNX.lookAt( -1, 0, 0 );
  16462. cameraPY.up.set( 0, 0, -1 );
  16463. cameraPY.lookAt( 0, 1, 0 );
  16464. cameraNY.up.set( 0, 0, 1 );
  16465. cameraNY.lookAt( 0, -1, 0 );
  16466. cameraPZ.up.set( 0, 1, 0 );
  16467. cameraPZ.lookAt( 0, 0, 1 );
  16468. cameraNZ.up.set( 0, 1, 0 );
  16469. cameraNZ.lookAt( 0, 0, -1 );
  16470. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  16471. cameraPX.up.set( 0, -1, 0 );
  16472. cameraPX.lookAt( -1, 0, 0 );
  16473. cameraNX.up.set( 0, -1, 0 );
  16474. cameraNX.lookAt( 1, 0, 0 );
  16475. cameraPY.up.set( 0, 0, 1 );
  16476. cameraPY.lookAt( 0, 1, 0 );
  16477. cameraNY.up.set( 0, 0, -1 );
  16478. cameraNY.lookAt( 0, -1, 0 );
  16479. cameraPZ.up.set( 0, -1, 0 );
  16480. cameraPZ.lookAt( 0, 0, 1 );
  16481. cameraNZ.up.set( 0, -1, 0 );
  16482. cameraNZ.lookAt( 0, 0, -1 );
  16483. } else {
  16484. throw new Error( 'THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: ' + coordinateSystem );
  16485. }
  16486. for ( const camera of cameras ) {
  16487. this.add( camera );
  16488. camera.updateMatrixWorld();
  16489. }
  16490. }
  16491. /**
  16492. * Calling this method will render the given scene with the given renderer
  16493. * into the cube render target of the camera.
  16494. *
  16495. * @param {(Renderer|WebGLRenderer)} renderer - The renderer.
  16496. * @param {Scene} scene - The scene to render.
  16497. */
  16498. update( renderer, scene ) {
  16499. if ( this.parent === null ) this.updateMatrixWorld();
  16500. const { renderTarget, activeMipmapLevel } = this;
  16501. if ( this.coordinateSystem !== renderer.coordinateSystem ) {
  16502. this.coordinateSystem = renderer.coordinateSystem;
  16503. this.updateCoordinateSystem();
  16504. }
  16505. const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;
  16506. const currentRenderTarget = renderer.getRenderTarget();
  16507. const currentActiveCubeFace = renderer.getActiveCubeFace();
  16508. const currentActiveMipmapLevel = renderer.getActiveMipmapLevel();
  16509. const currentXrEnabled = renderer.xr.enabled;
  16510. renderer.xr.enabled = false;
  16511. const generateMipmaps = renderTarget.texture.generateMipmaps;
  16512. renderTarget.texture.generateMipmaps = false;
  16513. renderer.setRenderTarget( renderTarget, 0, activeMipmapLevel );
  16514. renderer.render( scene, cameraPX );
  16515. renderer.setRenderTarget( renderTarget, 1, activeMipmapLevel );
  16516. renderer.render( scene, cameraNX );
  16517. renderer.setRenderTarget( renderTarget, 2, activeMipmapLevel );
  16518. renderer.render( scene, cameraPY );
  16519. renderer.setRenderTarget( renderTarget, 3, activeMipmapLevel );
  16520. renderer.render( scene, cameraNY );
  16521. renderer.setRenderTarget( renderTarget, 4, activeMipmapLevel );
  16522. renderer.render( scene, cameraPZ );
  16523. // mipmaps are generated during the last call of render()
  16524. // at this point, all sides of the cube render target are defined
  16525. renderTarget.texture.generateMipmaps = generateMipmaps;
  16526. renderer.setRenderTarget( renderTarget, 5, activeMipmapLevel );
  16527. renderer.render( scene, cameraNZ );
  16528. renderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel );
  16529. renderer.xr.enabled = currentXrEnabled;
  16530. renderTarget.texture.needsPMREMUpdate = true;
  16531. }
  16532. }
  16533. /**
  16534. * Creates a cube texture made up of six images.
  16535. *
  16536. * ```js
  16537. * const loader = new THREE.CubeTextureLoader();
  16538. * loader.setPath( 'textures/cube/pisa/' );
  16539. *
  16540. * const textureCube = loader.load( [
  16541. * 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png'
  16542. * ] );
  16543. *
  16544. * const material = new THREE.MeshBasicMaterial( { color: 0xffffff, envMap: textureCube } );
  16545. * ```
  16546. *
  16547. * @augments Texture
  16548. */
  16549. class CubeTexture extends Texture {
  16550. /**
  16551. * Constructs a new cube texture.
  16552. *
  16553. * @param {Array<Image>} [images=[]] - An array holding a image for each side of a cube.
  16554. * @param {number} [mapping=CubeReflectionMapping] - The texture mapping.
  16555. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  16556. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  16557. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  16558. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  16559. * @param {number} [format=RGBAFormat] - The texture format.
  16560. * @param {number} [type=UnsignedByteType] - The texture type.
  16561. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  16562. * @param {string} [colorSpace=NoColorSpace] - The color space value.
  16563. */
  16564. constructor( images = [], mapping = CubeReflectionMapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ) {
  16565. super( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  16566. /**
  16567. * This flag can be used for type testing.
  16568. *
  16569. * @type {boolean}
  16570. * @readonly
  16571. * @default true
  16572. */
  16573. this.isCubeTexture = true;
  16574. /**
  16575. * If set to `true`, the texture is flipped along the vertical axis when
  16576. * uploaded to the GPU.
  16577. *
  16578. * Overwritten and set to `false` by default.
  16579. *
  16580. * @type {boolean}
  16581. * @default false
  16582. */
  16583. this.flipY = false;
  16584. }
  16585. /**
  16586. * Alias for {@link CubeTexture#image}.
  16587. *
  16588. * @type {Array<Image>}
  16589. */
  16590. get images() {
  16591. return this.image;
  16592. }
  16593. set images( value ) {
  16594. this.image = value;
  16595. }
  16596. }
  16597. /**
  16598. * A cube render target used in context of {@link WebGLRenderer}.
  16599. *
  16600. * @augments WebGLRenderTarget
  16601. */
  16602. class WebGLCubeRenderTarget extends WebGLRenderTarget {
  16603. /**
  16604. * Constructs a new cube render target.
  16605. *
  16606. * @param {number} [size=1] - The size of the render target.
  16607. * @param {RenderTarget~Options} [options] - The configuration object.
  16608. */
  16609. constructor( size = 1, options = {} ) {
  16610. super( size, size, options );
  16611. /**
  16612. * This flag can be used for type testing.
  16613. *
  16614. * @type {boolean}
  16615. * @readonly
  16616. * @default true
  16617. */
  16618. this.isWebGLCubeRenderTarget = true;
  16619. const image = { width: size, height: size, depth: 1 };
  16620. const images = [ image, image, image, image, image, image ];
  16621. /**
  16622. * Overwritten with a different texture type.
  16623. *
  16624. * @type {DataArrayTexture}
  16625. */
  16626. this.texture = new CubeTexture( images );
  16627. this._setTextureOptions( options );
  16628. // By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)
  16629. // in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,
  16630. // in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.
  16631. // three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped
  16632. // and the flag isRenderTargetTexture controls this conversion. The flip is not required when using WebGLCubeRenderTarget.texture
  16633. // as a cube texture (this is detected when isRenderTargetTexture is set to true for cube textures).
  16634. this.texture.isRenderTargetTexture = true;
  16635. }
  16636. /**
  16637. * Converts the given equirectangular texture to a cube map.
  16638. *
  16639. * @param {WebGLRenderer} renderer - The renderer.
  16640. * @param {Texture} texture - The equirectangular texture.
  16641. * @return {WebGLCubeRenderTarget} A reference to this cube render target.
  16642. */
  16643. fromEquirectangularTexture( renderer, texture ) {
  16644. this.texture.type = texture.type;
  16645. this.texture.colorSpace = texture.colorSpace;
  16646. this.texture.generateMipmaps = texture.generateMipmaps;
  16647. this.texture.minFilter = texture.minFilter;
  16648. this.texture.magFilter = texture.magFilter;
  16649. const shader = {
  16650. uniforms: {
  16651. tEquirect: { value: null },
  16652. },
  16653. vertexShader: /* glsl */`
  16654. varying vec3 vWorldDirection;
  16655. vec3 transformDirection( in vec3 dir, in mat4 matrix ) {
  16656. return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );
  16657. }
  16658. void main() {
  16659. vWorldDirection = transformDirection( position, modelMatrix );
  16660. #include <begin_vertex>
  16661. #include <project_vertex>
  16662. }
  16663. `,
  16664. fragmentShader: /* glsl */`
  16665. uniform sampler2D tEquirect;
  16666. varying vec3 vWorldDirection;
  16667. #include <common>
  16668. void main() {
  16669. vec3 direction = normalize( vWorldDirection );
  16670. vec2 sampleUV = equirectUv( direction );
  16671. gl_FragColor = texture2D( tEquirect, sampleUV );
  16672. }
  16673. `
  16674. };
  16675. const geometry = new BoxGeometry( 5, 5, 5 );
  16676. const material = new ShaderMaterial( {
  16677. name: 'CubemapFromEquirect',
  16678. uniforms: cloneUniforms( shader.uniforms ),
  16679. vertexShader: shader.vertexShader,
  16680. fragmentShader: shader.fragmentShader,
  16681. side: BackSide,
  16682. blending: NoBlending
  16683. } );
  16684. material.uniforms.tEquirect.value = texture;
  16685. const mesh = new Mesh( geometry, material );
  16686. const currentMinFilter = texture.minFilter;
  16687. // Avoid blurred poles
  16688. if ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter;
  16689. const camera = new CubeCamera( 1, 10, this );
  16690. camera.update( renderer, mesh );
  16691. texture.minFilter = currentMinFilter;
  16692. mesh.geometry.dispose();
  16693. mesh.material.dispose();
  16694. return this;
  16695. }
  16696. /**
  16697. * Clears this cube render target.
  16698. *
  16699. * @param {WebGLRenderer} renderer - The renderer.
  16700. * @param {boolean} [color=true] - Whether the color buffer should be cleared or not.
  16701. * @param {boolean} [depth=true] - Whether the depth buffer should be cleared or not.
  16702. * @param {boolean} [stencil=true] - Whether the stencil buffer should be cleared or not.
  16703. */
  16704. clear( renderer, color = true, depth = true, stencil = true ) {
  16705. const currentRenderTarget = renderer.getRenderTarget();
  16706. for ( let i = 0; i < 6; i ++ ) {
  16707. renderer.setRenderTarget( this, i );
  16708. renderer.clear( color, depth, stencil );
  16709. }
  16710. renderer.setRenderTarget( currentRenderTarget );
  16711. }
  16712. }
  16713. /**
  16714. * This is almost identical to an {@link Object3D}. Its purpose is to
  16715. * make working with groups of objects syntactically clearer.
  16716. *
  16717. * ```js
  16718. * // Create a group and add the two cubes.
  16719. * // These cubes can now be rotated / scaled etc as a group.
  16720. * const group = new THREE.Group();
  16721. *
  16722. * group.add( meshA );
  16723. * group.add( meshB );
  16724. *
  16725. * scene.add( group );
  16726. * ```
  16727. *
  16728. * @augments Object3D
  16729. */
  16730. class Group extends Object3D {
  16731. constructor() {
  16732. super();
  16733. /**
  16734. * This flag can be used for type testing.
  16735. *
  16736. * @type {boolean}
  16737. * @readonly
  16738. * @default true
  16739. */
  16740. this.isGroup = true;
  16741. this.type = 'Group';
  16742. }
  16743. }
  16744. const _moveEvent = { type: 'move' };
  16745. /**
  16746. * Class for representing a XR controller with its
  16747. * different coordinate systems.
  16748. *
  16749. * @private
  16750. */
  16751. class WebXRController {
  16752. /**
  16753. * Constructs a new XR controller.
  16754. */
  16755. constructor() {
  16756. /**
  16757. * A group representing the target ray space
  16758. * of the XR controller.
  16759. *
  16760. * @private
  16761. * @type {?Group}
  16762. * @default null
  16763. */
  16764. this._targetRay = null;
  16765. /**
  16766. * A group representing the grip space
  16767. * of the XR controller.
  16768. *
  16769. * @private
  16770. * @type {?Group}
  16771. * @default null
  16772. */
  16773. this._grip = null;
  16774. /**
  16775. * A group representing the hand space
  16776. * of the XR controller.
  16777. *
  16778. * @private
  16779. * @type {?Group}
  16780. * @default null
  16781. */
  16782. this._hand = null;
  16783. }
  16784. /**
  16785. * Returns a group representing the hand space of the XR controller.
  16786. *
  16787. * @return {Group} A group representing the hand space of the XR controller.
  16788. */
  16789. getHandSpace() {
  16790. if ( this._hand === null ) {
  16791. this._hand = new Group();
  16792. this._hand.matrixAutoUpdate = false;
  16793. this._hand.visible = false;
  16794. this._hand.joints = {};
  16795. this._hand.inputState = { pinching: false };
  16796. }
  16797. return this._hand;
  16798. }
  16799. /**
  16800. * Returns a group representing the target ray space of the XR controller.
  16801. *
  16802. * @return {Group} A group representing the target ray space of the XR controller.
  16803. */
  16804. getTargetRaySpace() {
  16805. if ( this._targetRay === null ) {
  16806. this._targetRay = new Group();
  16807. this._targetRay.matrixAutoUpdate = false;
  16808. this._targetRay.visible = false;
  16809. this._targetRay.hasLinearVelocity = false;
  16810. this._targetRay.linearVelocity = new Vector3();
  16811. this._targetRay.hasAngularVelocity = false;
  16812. this._targetRay.angularVelocity = new Vector3();
  16813. }
  16814. return this._targetRay;
  16815. }
  16816. /**
  16817. * Returns a group representing the grip space of the XR controller.
  16818. *
  16819. * @return {Group} A group representing the grip space of the XR controller.
  16820. */
  16821. getGripSpace() {
  16822. if ( this._grip === null ) {
  16823. this._grip = new Group();
  16824. this._grip.matrixAutoUpdate = false;
  16825. this._grip.visible = false;
  16826. this._grip.hasLinearVelocity = false;
  16827. this._grip.linearVelocity = new Vector3();
  16828. this._grip.hasAngularVelocity = false;
  16829. this._grip.angularVelocity = new Vector3();
  16830. }
  16831. return this._grip;
  16832. }
  16833. /**
  16834. * Dispatches the given event to the groups representing
  16835. * the different coordinate spaces of the XR controller.
  16836. *
  16837. * @param {Object} event - The event to dispatch.
  16838. * @return {WebXRController} A reference to this instance.
  16839. */
  16840. dispatchEvent( event ) {
  16841. if ( this._targetRay !== null ) {
  16842. this._targetRay.dispatchEvent( event );
  16843. }
  16844. if ( this._grip !== null ) {
  16845. this._grip.dispatchEvent( event );
  16846. }
  16847. if ( this._hand !== null ) {
  16848. this._hand.dispatchEvent( event );
  16849. }
  16850. return this;
  16851. }
  16852. /**
  16853. * Connects the controller with the given XR input source.
  16854. *
  16855. * @param {XRInputSource} inputSource - The input source.
  16856. * @return {WebXRController} A reference to this instance.
  16857. */
  16858. connect( inputSource ) {
  16859. if ( inputSource && inputSource.hand ) {
  16860. const hand = this._hand;
  16861. if ( hand ) {
  16862. for ( const inputjoint of inputSource.hand.values() ) {
  16863. // Initialize hand with joints when connected
  16864. this._getHandJoint( hand, inputjoint );
  16865. }
  16866. }
  16867. }
  16868. this.dispatchEvent( { type: 'connected', data: inputSource } );
  16869. return this;
  16870. }
  16871. /**
  16872. * Disconnects the controller from the given XR input source.
  16873. *
  16874. * @param {XRInputSource} inputSource - The input source.
  16875. * @return {WebXRController} A reference to this instance.
  16876. */
  16877. disconnect( inputSource ) {
  16878. this.dispatchEvent( { type: 'disconnected', data: inputSource } );
  16879. if ( this._targetRay !== null ) {
  16880. this._targetRay.visible = false;
  16881. }
  16882. if ( this._grip !== null ) {
  16883. this._grip.visible = false;
  16884. }
  16885. if ( this._hand !== null ) {
  16886. this._hand.visible = false;
  16887. }
  16888. return this;
  16889. }
  16890. /**
  16891. * Updates the controller with the given input source, XR frame and reference space.
  16892. * This updates the transformations of the groups that represent the different
  16893. * coordinate systems of the controller.
  16894. *
  16895. * @param {XRInputSource} inputSource - The input source.
  16896. * @param {XRFrame} frame - The XR frame.
  16897. * @param {XRReferenceSpace} referenceSpace - The reference space.
  16898. * @return {WebXRController} A reference to this instance.
  16899. */
  16900. update( inputSource, frame, referenceSpace ) {
  16901. let inputPose = null;
  16902. let gripPose = null;
  16903. let handPose = null;
  16904. const targetRay = this._targetRay;
  16905. const grip = this._grip;
  16906. const hand = this._hand;
  16907. if ( inputSource && frame.session.visibilityState !== 'visible-blurred' ) {
  16908. if ( hand && inputSource.hand ) {
  16909. handPose = true;
  16910. for ( const inputjoint of inputSource.hand.values() ) {
  16911. // Update the joints groups with the XRJoint poses
  16912. const jointPose = frame.getJointPose( inputjoint, referenceSpace );
  16913. // The transform of this joint will be updated with the joint pose on each frame
  16914. const joint = this._getHandJoint( hand, inputjoint );
  16915. if ( jointPose !== null ) {
  16916. joint.matrix.fromArray( jointPose.transform.matrix );
  16917. joint.matrix.decompose( joint.position, joint.rotation, joint.scale );
  16918. joint.matrixWorldNeedsUpdate = true;
  16919. joint.jointRadius = jointPose.radius;
  16920. }
  16921. joint.visible = jointPose !== null;
  16922. }
  16923. // Custom events
  16924. // Check pinchz
  16925. const indexTip = hand.joints[ 'index-finger-tip' ];
  16926. const thumbTip = hand.joints[ 'thumb-tip' ];
  16927. const distance = indexTip.position.distanceTo( thumbTip.position );
  16928. const distanceToPinch = 0.02;
  16929. const threshold = 0.005;
  16930. if ( hand.inputState.pinching && distance > distanceToPinch + threshold ) {
  16931. hand.inputState.pinching = false;
  16932. this.dispatchEvent( {
  16933. type: 'pinchend',
  16934. handedness: inputSource.handedness,
  16935. target: this
  16936. } );
  16937. } else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) {
  16938. hand.inputState.pinching = true;
  16939. this.dispatchEvent( {
  16940. type: 'pinchstart',
  16941. handedness: inputSource.handedness,
  16942. target: this
  16943. } );
  16944. }
  16945. } else {
  16946. if ( grip !== null && inputSource.gripSpace ) {
  16947. gripPose = frame.getPose( inputSource.gripSpace, referenceSpace );
  16948. if ( gripPose !== null ) {
  16949. grip.matrix.fromArray( gripPose.transform.matrix );
  16950. grip.matrix.decompose( grip.position, grip.rotation, grip.scale );
  16951. grip.matrixWorldNeedsUpdate = true;
  16952. if ( gripPose.linearVelocity ) {
  16953. grip.hasLinearVelocity = true;
  16954. grip.linearVelocity.copy( gripPose.linearVelocity );
  16955. } else {
  16956. grip.hasLinearVelocity = false;
  16957. }
  16958. if ( gripPose.angularVelocity ) {
  16959. grip.hasAngularVelocity = true;
  16960. grip.angularVelocity.copy( gripPose.angularVelocity );
  16961. } else {
  16962. grip.hasAngularVelocity = false;
  16963. }
  16964. }
  16965. }
  16966. }
  16967. if ( targetRay !== null ) {
  16968. inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  16969. // Some runtimes (namely Vive Cosmos with Vive OpenXR Runtime) have only grip space and ray space is equal to it
  16970. if ( inputPose === null && gripPose !== null ) {
  16971. inputPose = gripPose;
  16972. }
  16973. if ( inputPose !== null ) {
  16974. targetRay.matrix.fromArray( inputPose.transform.matrix );
  16975. targetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );
  16976. targetRay.matrixWorldNeedsUpdate = true;
  16977. if ( inputPose.linearVelocity ) {
  16978. targetRay.hasLinearVelocity = true;
  16979. targetRay.linearVelocity.copy( inputPose.linearVelocity );
  16980. } else {
  16981. targetRay.hasLinearVelocity = false;
  16982. }
  16983. if ( inputPose.angularVelocity ) {
  16984. targetRay.hasAngularVelocity = true;
  16985. targetRay.angularVelocity.copy( inputPose.angularVelocity );
  16986. } else {
  16987. targetRay.hasAngularVelocity = false;
  16988. }
  16989. this.dispatchEvent( _moveEvent );
  16990. }
  16991. }
  16992. }
  16993. if ( targetRay !== null ) {
  16994. targetRay.visible = ( inputPose !== null );
  16995. }
  16996. if ( grip !== null ) {
  16997. grip.visible = ( gripPose !== null );
  16998. }
  16999. if ( hand !== null ) {
  17000. hand.visible = ( handPose !== null );
  17001. }
  17002. return this;
  17003. }
  17004. /**
  17005. * Returns a group representing the hand joint for the given input joint.
  17006. *
  17007. * @private
  17008. * @param {Group} hand - The group representing the hand space.
  17009. * @param {XRJointSpace} inputjoint - The hand joint data.
  17010. * @return {Group} A group representing the hand joint for the given input joint.
  17011. */
  17012. _getHandJoint( hand, inputjoint ) {
  17013. if ( hand.joints[ inputjoint.jointName ] === undefined ) {
  17014. const joint = new Group();
  17015. joint.matrixAutoUpdate = false;
  17016. joint.visible = false;
  17017. hand.joints[ inputjoint.jointName ] = joint;
  17018. hand.add( joint );
  17019. }
  17020. return hand.joints[ inputjoint.jointName ];
  17021. }
  17022. }
  17023. /**
  17024. * This class can be used to define an exponential squared fog,
  17025. * which gives a clear view near the camera and a faster than exponentially
  17026. * densening fog farther from the camera.
  17027. *
  17028. * ```js
  17029. * const scene = new THREE.Scene();
  17030. * scene.fog = new THREE.FogExp2( 0xcccccc, 0.002 );
  17031. * ```
  17032. */
  17033. class FogExp2 {
  17034. /**
  17035. * Constructs a new fog.
  17036. *
  17037. * @param {number|Color} color - The fog's color.
  17038. * @param {number} [density=0.00025] - Defines how fast the fog will grow dense.
  17039. */
  17040. constructor( color, density = 0.00025 ) {
  17041. /**
  17042. * This flag can be used for type testing.
  17043. *
  17044. * @type {boolean}
  17045. * @readonly
  17046. * @default true
  17047. */
  17048. this.isFogExp2 = true;
  17049. /**
  17050. * The name of the fog.
  17051. *
  17052. * @type {string}
  17053. */
  17054. this.name = '';
  17055. /**
  17056. * The fog's color.
  17057. *
  17058. * @type {Color}
  17059. */
  17060. this.color = new Color( color );
  17061. /**
  17062. * Defines how fast the fog will grow dense.
  17063. *
  17064. * @type {number}
  17065. * @default 0.00025
  17066. */
  17067. this.density = density;
  17068. }
  17069. /**
  17070. * Returns a new fog with copied values from this instance.
  17071. *
  17072. * @return {FogExp2} A clone of this instance.
  17073. */
  17074. clone() {
  17075. return new FogExp2( this.color, this.density );
  17076. }
  17077. /**
  17078. * Serializes the fog into JSON.
  17079. *
  17080. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  17081. * @return {Object} A JSON object representing the serialized fog
  17082. */
  17083. toJSON( /* meta */ ) {
  17084. return {
  17085. type: 'FogExp2',
  17086. name: this.name,
  17087. color: this.color.getHex(),
  17088. density: this.density
  17089. };
  17090. }
  17091. }
  17092. /**
  17093. * This class can be used to define a linear fog that grows linearly denser
  17094. * with the distance.
  17095. *
  17096. * ```js
  17097. * const scene = new THREE.Scene();
  17098. * scene.fog = new THREE.Fog( 0xcccccc, 10, 15 );
  17099. * ```
  17100. */
  17101. class Fog {
  17102. /**
  17103. * Constructs a new fog.
  17104. *
  17105. * @param {number|Color} color - The fog's color.
  17106. * @param {number} [near=1] - The minimum distance to start applying fog.
  17107. * @param {number} [far=1000] - The maximum distance at which fog stops being calculated and applied.
  17108. */
  17109. constructor( color, near = 1, far = 1000 ) {
  17110. /**
  17111. * This flag can be used for type testing.
  17112. *
  17113. * @type {boolean}
  17114. * @readonly
  17115. * @default true
  17116. */
  17117. this.isFog = true;
  17118. /**
  17119. * The name of the fog.
  17120. *
  17121. * @type {string}
  17122. */
  17123. this.name = '';
  17124. /**
  17125. * The fog's color.
  17126. *
  17127. * @type {Color}
  17128. */
  17129. this.color = new Color( color );
  17130. /**
  17131. * The minimum distance to start applying fog. Objects that are less than
  17132. * `near` units from the active camera won't be affected by fog.
  17133. *
  17134. * @type {number}
  17135. * @default 1
  17136. */
  17137. this.near = near;
  17138. /**
  17139. * The maximum distance at which fog stops being calculated and applied.
  17140. * Objects that are more than `far` units away from the active camera won't
  17141. * be affected by fog.
  17142. *
  17143. * @type {number}
  17144. * @default 1000
  17145. */
  17146. this.far = far;
  17147. }
  17148. /**
  17149. * Returns a new fog with copied values from this instance.
  17150. *
  17151. * @return {Fog} A clone of this instance.
  17152. */
  17153. clone() {
  17154. return new Fog( this.color, this.near, this.far );
  17155. }
  17156. /**
  17157. * Serializes the fog into JSON.
  17158. *
  17159. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  17160. * @return {Object} A JSON object representing the serialized fog
  17161. */
  17162. toJSON( /* meta */ ) {
  17163. return {
  17164. type: 'Fog',
  17165. name: this.name,
  17166. color: this.color.getHex(),
  17167. near: this.near,
  17168. far: this.far
  17169. };
  17170. }
  17171. }
  17172. /**
  17173. * Scenes allow you to set up what is to be rendered and where by three.js.
  17174. * This is where you place 3D objects like meshes, lines or lights.
  17175. *
  17176. * @augments Object3D
  17177. */
  17178. class Scene extends Object3D {
  17179. /**
  17180. * Constructs a new scene.
  17181. */
  17182. constructor() {
  17183. super();
  17184. /**
  17185. * This flag can be used for type testing.
  17186. *
  17187. * @type {boolean}
  17188. * @readonly
  17189. * @default true
  17190. */
  17191. this.isScene = true;
  17192. this.type = 'Scene';
  17193. /**
  17194. * Defines the background of the scene. Valid inputs are:
  17195. *
  17196. * - A color for defining a uniform colored background.
  17197. * - A texture for defining a (flat) textured background.
  17198. * - Cube textures or equirectangular textures for defining a skybox.
  17199. *
  17200. * @type {?(Color|Texture)}
  17201. * @default null
  17202. */
  17203. this.background = null;
  17204. /**
  17205. * Sets the environment map for all physical materials in the scene. However,
  17206. * it's not possible to overwrite an existing texture assigned to the `envMap`
  17207. * material property.
  17208. *
  17209. * @type {?Texture}
  17210. * @default null
  17211. */
  17212. this.environment = null;
  17213. /**
  17214. * A fog instance defining the type of fog that affects everything
  17215. * rendered in the scene.
  17216. *
  17217. * @type {?(Fog|FogExp2)}
  17218. * @default null
  17219. */
  17220. this.fog = null;
  17221. /**
  17222. * Sets the blurriness of the background. Only influences environment maps
  17223. * assigned to {@link Scene#background}. Valid input is a float between `0`
  17224. * and `1`.
  17225. *
  17226. * @type {number}
  17227. * @default 0
  17228. */
  17229. this.backgroundBlurriness = 0;
  17230. /**
  17231. * Attenuates the color of the background. Only applies to background textures.
  17232. *
  17233. * @type {number}
  17234. * @default 1
  17235. */
  17236. this.backgroundIntensity = 1;
  17237. /**
  17238. * The rotation of the background in radians. Only influences environment maps
  17239. * assigned to {@link Scene#background}.
  17240. *
  17241. * @type {Euler}
  17242. * @default (0,0,0)
  17243. */
  17244. this.backgroundRotation = new Euler();
  17245. /**
  17246. * Attenuates the color of the environment. Only influences environment maps
  17247. * assigned to {@link Scene#environment}.
  17248. *
  17249. * @type {number}
  17250. * @default 1
  17251. */
  17252. this.environmentIntensity = 1;
  17253. /**
  17254. * The rotation of the environment map in radians. Only influences physical materials
  17255. * in the scene when {@link Scene#environment} is used.
  17256. *
  17257. * @type {Euler}
  17258. * @default (0,0,0)
  17259. */
  17260. this.environmentRotation = new Euler();
  17261. /**
  17262. * Forces everything in the scene to be rendered with the defined material. It is possible
  17263. * to exclude materials from override by setting {@link Material#allowOverride} to `false`.
  17264. *
  17265. * @type {?Material}
  17266. * @default null
  17267. */
  17268. this.overrideMaterial = null;
  17269. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  17270. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
  17271. }
  17272. }
  17273. copy( source, recursive ) {
  17274. super.copy( source, recursive );
  17275. if ( source.background !== null ) this.background = source.background.clone();
  17276. if ( source.environment !== null ) this.environment = source.environment.clone();
  17277. if ( source.fog !== null ) this.fog = source.fog.clone();
  17278. this.backgroundBlurriness = source.backgroundBlurriness;
  17279. this.backgroundIntensity = source.backgroundIntensity;
  17280. this.backgroundRotation.copy( source.backgroundRotation );
  17281. this.environmentIntensity = source.environmentIntensity;
  17282. this.environmentRotation.copy( source.environmentRotation );
  17283. if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
  17284. this.matrixAutoUpdate = source.matrixAutoUpdate;
  17285. return this;
  17286. }
  17287. toJSON( meta ) {
  17288. const data = super.toJSON( meta );
  17289. if ( this.fog !== null ) data.object.fog = this.fog.toJSON();
  17290. if ( this.backgroundBlurriness > 0 ) data.object.backgroundBlurriness = this.backgroundBlurriness;
  17291. if ( this.backgroundIntensity !== 1 ) data.object.backgroundIntensity = this.backgroundIntensity;
  17292. data.object.backgroundRotation = this.backgroundRotation.toArray();
  17293. if ( this.environmentIntensity !== 1 ) data.object.environmentIntensity = this.environmentIntensity;
  17294. data.object.environmentRotation = this.environmentRotation.toArray();
  17295. return data;
  17296. }
  17297. }
  17298. /**
  17299. * "Interleaved" means that multiple attributes, possibly of different types,
  17300. * (e.g., position, normal, uv, color) are packed into a single array buffer.
  17301. *
  17302. * An introduction into interleaved arrays can be found here: [Interleaved array basics](https://blog.tojicode.com/2011/05/interleaved-array-basics.html)
  17303. */
  17304. class InterleavedBuffer {
  17305. /**
  17306. * Constructs a new interleaved buffer.
  17307. *
  17308. * @param {TypedArray} array - A typed array with a shared buffer storing attribute data.
  17309. * @param {number} stride - The number of typed-array elements per vertex.
  17310. */
  17311. constructor( array, stride ) {
  17312. /**
  17313. * This flag can be used for type testing.
  17314. *
  17315. * @type {boolean}
  17316. * @readonly
  17317. * @default true
  17318. */
  17319. this.isInterleavedBuffer = true;
  17320. /**
  17321. * A typed array with a shared buffer storing attribute data.
  17322. *
  17323. * @type {TypedArray}
  17324. */
  17325. this.array = array;
  17326. /**
  17327. * The number of typed-array elements per vertex.
  17328. *
  17329. * @type {number}
  17330. */
  17331. this.stride = stride;
  17332. /**
  17333. * The total number of elements in the array
  17334. *
  17335. * @type {number}
  17336. * @readonly
  17337. */
  17338. this.count = array !== undefined ? array.length / stride : 0;
  17339. /**
  17340. * Defines the intended usage pattern of the data store for optimization purposes.
  17341. *
  17342. * Note: After the initial use of a buffer, its usage cannot be changed. Instead,
  17343. * instantiate a new one and set the desired usage before the next render.
  17344. *
  17345. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  17346. * @default StaticDrawUsage
  17347. */
  17348. this.usage = StaticDrawUsage;
  17349. /**
  17350. * This can be used to only update some components of stored vectors (for example, just the
  17351. * component related to color). Use the `addUpdateRange()` function to add ranges to this array.
  17352. *
  17353. * @type {Array<Object>}
  17354. */
  17355. this.updateRanges = [];
  17356. /**
  17357. * A version number, incremented every time the `needsUpdate` is set to `true`.
  17358. *
  17359. * @type {number}
  17360. */
  17361. this.version = 0;
  17362. /**
  17363. * The UUID of the interleaved buffer.
  17364. *
  17365. * @type {string}
  17366. * @readonly
  17367. */
  17368. this.uuid = generateUUID();
  17369. }
  17370. /**
  17371. * A callback function that is executed after the renderer has transferred the attribute array
  17372. * data to the GPU.
  17373. */
  17374. onUploadCallback() {}
  17375. /**
  17376. * Flag to indicate that this attribute has changed and should be re-sent to
  17377. * the GPU. Set this to `true` when you modify the value of the array.
  17378. *
  17379. * @type {number}
  17380. * @default false
  17381. * @param {boolean} value
  17382. */
  17383. set needsUpdate( value ) {
  17384. if ( value === true ) this.version ++;
  17385. }
  17386. /**
  17387. * Sets the usage of this interleaved buffer.
  17388. *
  17389. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  17390. * @return {InterleavedBuffer} A reference to this interleaved buffer.
  17391. */
  17392. setUsage( value ) {
  17393. this.usage = value;
  17394. return this;
  17395. }
  17396. /**
  17397. * Adds a range of data in the data array to be updated on the GPU.
  17398. *
  17399. * @param {number} start - Position at which to start update.
  17400. * @param {number} count - The number of components to update.
  17401. */
  17402. addUpdateRange( start, count ) {
  17403. this.updateRanges.push( { start, count } );
  17404. }
  17405. /**
  17406. * Clears the update ranges.
  17407. */
  17408. clearUpdateRanges() {
  17409. this.updateRanges.length = 0;
  17410. }
  17411. /**
  17412. * Copies the values of the given interleaved buffer to this instance.
  17413. *
  17414. * @param {InterleavedBuffer} source - The interleaved buffer to copy.
  17415. * @return {InterleavedBuffer} A reference to this instance.
  17416. */
  17417. copy( source ) {
  17418. this.array = new source.array.constructor( source.array );
  17419. this.count = source.count;
  17420. this.stride = source.stride;
  17421. this.usage = source.usage;
  17422. return this;
  17423. }
  17424. /**
  17425. * Copies a vector from the given interleaved buffer to this one. The start
  17426. * and destination position in the attribute buffers are represented by the
  17427. * given indices.
  17428. *
  17429. * @param {number} index1 - The destination index into this interleaved buffer.
  17430. * @param {InterleavedBuffer} interleavedBuffer - The interleaved buffer to copy from.
  17431. * @param {number} index2 - The source index into the given interleaved buffer.
  17432. * @return {InterleavedBuffer} A reference to this instance.
  17433. */
  17434. copyAt( index1, interleavedBuffer, index2 ) {
  17435. index1 *= this.stride;
  17436. index2 *= interleavedBuffer.stride;
  17437. for ( let i = 0, l = this.stride; i < l; i ++ ) {
  17438. this.array[ index1 + i ] = interleavedBuffer.array[ index2 + i ];
  17439. }
  17440. return this;
  17441. }
  17442. /**
  17443. * Sets the given array data in the interleaved buffer.
  17444. *
  17445. * @param {(TypedArray|Array)} value - The array data to set.
  17446. * @param {number} [offset=0] - The offset in this interleaved buffer's array.
  17447. * @return {InterleavedBuffer} A reference to this instance.
  17448. */
  17449. set( value, offset = 0 ) {
  17450. this.array.set( value, offset );
  17451. return this;
  17452. }
  17453. /**
  17454. * Returns a new interleaved buffer with copied values from this instance.
  17455. *
  17456. * @param {Object} [data] - An object with shared array buffers that allows to retain shared structures.
  17457. * @return {InterleavedBuffer} A clone of this instance.
  17458. */
  17459. clone( data ) {
  17460. if ( data.arrayBuffers === undefined ) {
  17461. data.arrayBuffers = {};
  17462. }
  17463. if ( this.array.buffer._uuid === undefined ) {
  17464. this.array.buffer._uuid = generateUUID();
  17465. }
  17466. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  17467. data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;
  17468. }
  17469. const array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );
  17470. const ib = new this.constructor( array, this.stride );
  17471. ib.setUsage( this.usage );
  17472. return ib;
  17473. }
  17474. /**
  17475. * Sets the given callback function that is executed after the Renderer has transferred
  17476. * the array data to the GPU. Can be used to perform clean-up operations after
  17477. * the upload when data are not needed anymore on the CPU side.
  17478. *
  17479. * @param {Function} callback - The `onUpload()` callback.
  17480. * @return {InterleavedBuffer} A reference to this instance.
  17481. */
  17482. onUpload( callback ) {
  17483. this.onUploadCallback = callback;
  17484. return this;
  17485. }
  17486. /**
  17487. * Serializes the interleaved buffer into JSON.
  17488. *
  17489. * @param {Object} [data] - An optional value holding meta information about the serialization.
  17490. * @return {Object} A JSON object representing the serialized interleaved buffer.
  17491. */
  17492. toJSON( data ) {
  17493. if ( data.arrayBuffers === undefined ) {
  17494. data.arrayBuffers = {};
  17495. }
  17496. // generate UUID for array buffer if necessary
  17497. if ( this.array.buffer._uuid === undefined ) {
  17498. this.array.buffer._uuid = generateUUID();
  17499. }
  17500. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  17501. data.arrayBuffers[ this.array.buffer._uuid ] = Array.from( new Uint32Array( this.array.buffer ) );
  17502. }
  17503. //
  17504. return {
  17505. uuid: this.uuid,
  17506. buffer: this.array.buffer._uuid,
  17507. type: this.array.constructor.name,
  17508. stride: this.stride
  17509. };
  17510. }
  17511. }
  17512. const _vector$7 = /*@__PURE__*/ new Vector3();
  17513. /**
  17514. * An alternative version of a buffer attribute with interleaved data. Interleaved
  17515. * attributes share a common interleaved data storage ({@link InterleavedBuffer}) and refer with
  17516. * different offsets into the buffer.
  17517. */
  17518. class InterleavedBufferAttribute {
  17519. /**
  17520. * Constructs a new interleaved buffer attribute.
  17521. *
  17522. * @param {InterleavedBuffer} interleavedBuffer - The buffer holding the interleaved data.
  17523. * @param {number} itemSize - The item size.
  17524. * @param {number} offset - The attribute offset into the buffer.
  17525. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  17526. */
  17527. constructor( interleavedBuffer, itemSize, offset, normalized = false ) {
  17528. /**
  17529. * This flag can be used for type testing.
  17530. *
  17531. * @type {boolean}
  17532. * @readonly
  17533. * @default true
  17534. */
  17535. this.isInterleavedBufferAttribute = true;
  17536. /**
  17537. * The name of the buffer attribute.
  17538. *
  17539. * @type {string}
  17540. */
  17541. this.name = '';
  17542. /**
  17543. * The buffer holding the interleaved data.
  17544. *
  17545. * @type {InterleavedBuffer}
  17546. */
  17547. this.data = interleavedBuffer;
  17548. /**
  17549. * The item size, see {@link BufferAttribute#itemSize}.
  17550. *
  17551. * @type {number}
  17552. */
  17553. this.itemSize = itemSize;
  17554. /**
  17555. * The attribute offset into the buffer.
  17556. *
  17557. * @type {number}
  17558. */
  17559. this.offset = offset;
  17560. /**
  17561. * Whether the data are normalized or not, see {@link BufferAttribute#normalized}
  17562. *
  17563. * @type {InterleavedBuffer}
  17564. */
  17565. this.normalized = normalized;
  17566. }
  17567. /**
  17568. * The item count of this buffer attribute.
  17569. *
  17570. * @type {number}
  17571. * @readonly
  17572. */
  17573. get count() {
  17574. return this.data.count;
  17575. }
  17576. /**
  17577. * The array holding the interleaved buffer attribute data.
  17578. *
  17579. * @type {TypedArray}
  17580. */
  17581. get array() {
  17582. return this.data.array;
  17583. }
  17584. /**
  17585. * Flag to indicate that this attribute has changed and should be re-sent to
  17586. * the GPU. Set this to `true` when you modify the value of the array.
  17587. *
  17588. * @type {number}
  17589. * @default false
  17590. * @param {boolean} value
  17591. */
  17592. set needsUpdate( value ) {
  17593. this.data.needsUpdate = value;
  17594. }
  17595. /**
  17596. * Applies the given 4x4 matrix to the given attribute. Only works with
  17597. * item size `3`.
  17598. *
  17599. * @param {Matrix4} m - The matrix to apply.
  17600. * @return {InterleavedBufferAttribute} A reference to this instance.
  17601. */
  17602. applyMatrix4( m ) {
  17603. for ( let i = 0, l = this.data.count; i < l; i ++ ) {
  17604. _vector$7.fromBufferAttribute( this, i );
  17605. _vector$7.applyMatrix4( m );
  17606. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  17607. }
  17608. return this;
  17609. }
  17610. /**
  17611. * Applies the given 3x3 normal matrix to the given attribute. Only works with
  17612. * item size `3`.
  17613. *
  17614. * @param {Matrix3} m - The normal matrix to apply.
  17615. * @return {InterleavedBufferAttribute} A reference to this instance.
  17616. */
  17617. applyNormalMatrix( m ) {
  17618. for ( let i = 0, l = this.count; i < l; i ++ ) {
  17619. _vector$7.fromBufferAttribute( this, i );
  17620. _vector$7.applyNormalMatrix( m );
  17621. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  17622. }
  17623. return this;
  17624. }
  17625. /**
  17626. * Applies the given 4x4 matrix to the given attribute. Only works with
  17627. * item size `3` and with direction vectors.
  17628. *
  17629. * @param {Matrix4} m - The matrix to apply.
  17630. * @return {InterleavedBufferAttribute} A reference to this instance.
  17631. */
  17632. transformDirection( m ) {
  17633. for ( let i = 0, l = this.count; i < l; i ++ ) {
  17634. _vector$7.fromBufferAttribute( this, i );
  17635. _vector$7.transformDirection( m );
  17636. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  17637. }
  17638. return this;
  17639. }
  17640. /**
  17641. * Returns the given component of the vector at the given index.
  17642. *
  17643. * @param {number} index - The index into the buffer attribute.
  17644. * @param {number} component - The component index.
  17645. * @return {number} The returned value.
  17646. */
  17647. getComponent( index, component ) {
  17648. let value = this.array[ index * this.data.stride + this.offset + component ];
  17649. if ( this.normalized ) value = denormalize( value, this.array );
  17650. return value;
  17651. }
  17652. /**
  17653. * Sets the given value to the given component of the vector at the given index.
  17654. *
  17655. * @param {number} index - The index into the buffer attribute.
  17656. * @param {number} component - The component index.
  17657. * @param {number} value - The value to set.
  17658. * @return {InterleavedBufferAttribute} A reference to this instance.
  17659. */
  17660. setComponent( index, component, value ) {
  17661. if ( this.normalized ) value = normalize( value, this.array );
  17662. this.data.array[ index * this.data.stride + this.offset + component ] = value;
  17663. return this;
  17664. }
  17665. /**
  17666. * Sets the x component of the vector at the given index.
  17667. *
  17668. * @param {number} index - The index into the buffer attribute.
  17669. * @param {number} x - The value to set.
  17670. * @return {InterleavedBufferAttribute} A reference to this instance.
  17671. */
  17672. setX( index, x ) {
  17673. if ( this.normalized ) x = normalize( x, this.array );
  17674. this.data.array[ index * this.data.stride + this.offset ] = x;
  17675. return this;
  17676. }
  17677. /**
  17678. * Sets the y component of the vector at the given index.
  17679. *
  17680. * @param {number} index - The index into the buffer attribute.
  17681. * @param {number} y - The value to set.
  17682. * @return {InterleavedBufferAttribute} A reference to this instance.
  17683. */
  17684. setY( index, y ) {
  17685. if ( this.normalized ) y = normalize( y, this.array );
  17686. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  17687. return this;
  17688. }
  17689. /**
  17690. * Sets the z component of the vector at the given index.
  17691. *
  17692. * @param {number} index - The index into the buffer attribute.
  17693. * @param {number} z - The value to set.
  17694. * @return {InterleavedBufferAttribute} A reference to this instance.
  17695. */
  17696. setZ( index, z ) {
  17697. if ( this.normalized ) z = normalize( z, this.array );
  17698. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  17699. return this;
  17700. }
  17701. /**
  17702. * Sets the w component of the vector at the given index.
  17703. *
  17704. * @param {number} index - The index into the buffer attribute.
  17705. * @param {number} w - The value to set.
  17706. * @return {InterleavedBufferAttribute} A reference to this instance.
  17707. */
  17708. setW( index, w ) {
  17709. if ( this.normalized ) w = normalize( w, this.array );
  17710. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  17711. return this;
  17712. }
  17713. /**
  17714. * Returns the x component of the vector at the given index.
  17715. *
  17716. * @param {number} index - The index into the buffer attribute.
  17717. * @return {number} The x component.
  17718. */
  17719. getX( index ) {
  17720. let x = this.data.array[ index * this.data.stride + this.offset ];
  17721. if ( this.normalized ) x = denormalize( x, this.array );
  17722. return x;
  17723. }
  17724. /**
  17725. * Returns the y component of the vector at the given index.
  17726. *
  17727. * @param {number} index - The index into the buffer attribute.
  17728. * @return {number} The y component.
  17729. */
  17730. getY( index ) {
  17731. let y = this.data.array[ index * this.data.stride + this.offset + 1 ];
  17732. if ( this.normalized ) y = denormalize( y, this.array );
  17733. return y;
  17734. }
  17735. /**
  17736. * Returns the z component of the vector at the given index.
  17737. *
  17738. * @param {number} index - The index into the buffer attribute.
  17739. * @return {number} The z component.
  17740. */
  17741. getZ( index ) {
  17742. let z = this.data.array[ index * this.data.stride + this.offset + 2 ];
  17743. if ( this.normalized ) z = denormalize( z, this.array );
  17744. return z;
  17745. }
  17746. /**
  17747. * Returns the w component of the vector at the given index.
  17748. *
  17749. * @param {number} index - The index into the buffer attribute.
  17750. * @return {number} The w component.
  17751. */
  17752. getW( index ) {
  17753. let w = this.data.array[ index * this.data.stride + this.offset + 3 ];
  17754. if ( this.normalized ) w = denormalize( w, this.array );
  17755. return w;
  17756. }
  17757. /**
  17758. * Sets the x and y component of the vector at the given index.
  17759. *
  17760. * @param {number} index - The index into the buffer attribute.
  17761. * @param {number} x - The value for the x component to set.
  17762. * @param {number} y - The value for the y component to set.
  17763. * @return {InterleavedBufferAttribute} A reference to this instance.
  17764. */
  17765. setXY( index, x, y ) {
  17766. index = index * this.data.stride + this.offset;
  17767. if ( this.normalized ) {
  17768. x = normalize( x, this.array );
  17769. y = normalize( y, this.array );
  17770. }
  17771. this.data.array[ index + 0 ] = x;
  17772. this.data.array[ index + 1 ] = y;
  17773. return this;
  17774. }
  17775. /**
  17776. * Sets the x, y and z component of the vector at the given index.
  17777. *
  17778. * @param {number} index - The index into the buffer attribute.
  17779. * @param {number} x - The value for the x component to set.
  17780. * @param {number} y - The value for the y component to set.
  17781. * @param {number} z - The value for the z component to set.
  17782. * @return {InterleavedBufferAttribute} A reference to this instance.
  17783. */
  17784. setXYZ( index, x, y, z ) {
  17785. index = index * this.data.stride + this.offset;
  17786. if ( this.normalized ) {
  17787. x = normalize( x, this.array );
  17788. y = normalize( y, this.array );
  17789. z = normalize( z, this.array );
  17790. }
  17791. this.data.array[ index + 0 ] = x;
  17792. this.data.array[ index + 1 ] = y;
  17793. this.data.array[ index + 2 ] = z;
  17794. return this;
  17795. }
  17796. /**
  17797. * Sets the x, y, z and w component of the vector at the given index.
  17798. *
  17799. * @param {number} index - The index into the buffer attribute.
  17800. * @param {number} x - The value for the x component to set.
  17801. * @param {number} y - The value for the y component to set.
  17802. * @param {number} z - The value for the z component to set.
  17803. * @param {number} w - The value for the w component to set.
  17804. * @return {InterleavedBufferAttribute} A reference to this instance.
  17805. */
  17806. setXYZW( index, x, y, z, w ) {
  17807. index = index * this.data.stride + this.offset;
  17808. if ( this.normalized ) {
  17809. x = normalize( x, this.array );
  17810. y = normalize( y, this.array );
  17811. z = normalize( z, this.array );
  17812. w = normalize( w, this.array );
  17813. }
  17814. this.data.array[ index + 0 ] = x;
  17815. this.data.array[ index + 1 ] = y;
  17816. this.data.array[ index + 2 ] = z;
  17817. this.data.array[ index + 3 ] = w;
  17818. return this;
  17819. }
  17820. /**
  17821. * Returns a new buffer attribute with copied values from this instance.
  17822. *
  17823. * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.
  17824. *
  17825. * @param {Object} [data] - An object with interleaved buffers that allows to retain the interleaved property.
  17826. * @return {BufferAttribute|InterleavedBufferAttribute} A clone of this instance.
  17827. */
  17828. clone( data ) {
  17829. if ( data === undefined ) {
  17830. log( 'InterleavedBufferAttribute.clone(): Cloning an interleaved buffer attribute will de-interleave buffer data.' );
  17831. const array = [];
  17832. for ( let i = 0; i < this.count; i ++ ) {
  17833. const index = i * this.data.stride + this.offset;
  17834. for ( let j = 0; j < this.itemSize; j ++ ) {
  17835. array.push( this.data.array[ index + j ] );
  17836. }
  17837. }
  17838. return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );
  17839. } else {
  17840. if ( data.interleavedBuffers === undefined ) {
  17841. data.interleavedBuffers = {};
  17842. }
  17843. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  17844. data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );
  17845. }
  17846. return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );
  17847. }
  17848. }
  17849. /**
  17850. * Serializes the buffer attribute into JSON.
  17851. *
  17852. * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.
  17853. *
  17854. * @param {Object} [data] - An optional value holding meta information about the serialization.
  17855. * @return {Object} A JSON object representing the serialized buffer attribute.
  17856. */
  17857. toJSON( data ) {
  17858. if ( data === undefined ) {
  17859. log( 'InterleavedBufferAttribute.toJSON(): Serializing an interleaved buffer attribute will de-interleave buffer data.' );
  17860. const array = [];
  17861. for ( let i = 0; i < this.count; i ++ ) {
  17862. const index = i * this.data.stride + this.offset;
  17863. for ( let j = 0; j < this.itemSize; j ++ ) {
  17864. array.push( this.data.array[ index + j ] );
  17865. }
  17866. }
  17867. // de-interleave data and save it as an ordinary buffer attribute for now
  17868. return {
  17869. itemSize: this.itemSize,
  17870. type: this.array.constructor.name,
  17871. array: array,
  17872. normalized: this.normalized
  17873. };
  17874. } else {
  17875. // save as true interleaved attribute
  17876. if ( data.interleavedBuffers === undefined ) {
  17877. data.interleavedBuffers = {};
  17878. }
  17879. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  17880. data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );
  17881. }
  17882. return {
  17883. isInterleavedBufferAttribute: true,
  17884. itemSize: this.itemSize,
  17885. data: this.data.uuid,
  17886. offset: this.offset,
  17887. normalized: this.normalized
  17888. };
  17889. }
  17890. }
  17891. }
  17892. /**
  17893. * A material for rendering instances of {@link Sprite}.
  17894. *
  17895. * ```js
  17896. * const map = new THREE.TextureLoader().load( 'textures/sprite.png' );
  17897. * const material = new THREE.SpriteMaterial( { map: map, color: 0xffffff } );
  17898. *
  17899. * const sprite = new THREE.Sprite( material );
  17900. * sprite.scale.set(200, 200, 1)
  17901. * scene.add( sprite );
  17902. * ```
  17903. *
  17904. * @augments Material
  17905. */
  17906. class SpriteMaterial extends Material {
  17907. /**
  17908. * Constructs a new sprite material.
  17909. *
  17910. * @param {Object} [parameters] - An object with one or more properties
  17911. * defining the material's appearance. Any property of the material
  17912. * (including any property from inherited materials) can be passed
  17913. * in here. Color values can be passed any type of value accepted
  17914. * by {@link Color#set}.
  17915. */
  17916. constructor( parameters ) {
  17917. super();
  17918. /**
  17919. * This flag can be used for type testing.
  17920. *
  17921. * @type {boolean}
  17922. * @readonly
  17923. * @default true
  17924. */
  17925. this.isSpriteMaterial = true;
  17926. this.type = 'SpriteMaterial';
  17927. /**
  17928. * Color of the material.
  17929. *
  17930. * @type {Color}
  17931. * @default (1,1,1)
  17932. */
  17933. this.color = new Color( 0xffffff );
  17934. /**
  17935. * The color map. May optionally include an alpha channel, typically combined
  17936. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  17937. * color is modulated by the diffuse `color`.
  17938. *
  17939. * @type {?Texture}
  17940. * @default null
  17941. */
  17942. this.map = null;
  17943. /**
  17944. * The alpha map is a grayscale texture that controls the opacity across the
  17945. * surface (black: fully transparent; white: fully opaque).
  17946. *
  17947. * Only the color of the texture is used, ignoring the alpha channel if one
  17948. * exists. For RGB and RGBA textures, the renderer will use the green channel
  17949. * when sampling this texture due to the extra bit of precision provided for
  17950. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  17951. * luminance/alpha textures will also still work as expected.
  17952. *
  17953. * @type {?Texture}
  17954. * @default null
  17955. */
  17956. this.alphaMap = null;
  17957. /**
  17958. * The rotation of the sprite in radians.
  17959. *
  17960. * @type {number}
  17961. * @default 0
  17962. */
  17963. this.rotation = 0;
  17964. /**
  17965. * Specifies whether size of the sprite is attenuated by the camera depth (perspective camera only).
  17966. *
  17967. * @type {boolean}
  17968. * @default true
  17969. */
  17970. this.sizeAttenuation = true;
  17971. /**
  17972. * Overwritten since sprite materials are transparent
  17973. * by default.
  17974. *
  17975. * @type {boolean}
  17976. * @default true
  17977. */
  17978. this.transparent = true;
  17979. /**
  17980. * Whether the material is affected by fog or not.
  17981. *
  17982. * @type {boolean}
  17983. * @default true
  17984. */
  17985. this.fog = true;
  17986. this.setValues( parameters );
  17987. }
  17988. copy( source ) {
  17989. super.copy( source );
  17990. this.color.copy( source.color );
  17991. this.map = source.map;
  17992. this.alphaMap = source.alphaMap;
  17993. this.rotation = source.rotation;
  17994. this.sizeAttenuation = source.sizeAttenuation;
  17995. this.fog = source.fog;
  17996. return this;
  17997. }
  17998. }
  17999. let _geometry;
  18000. const _intersectPoint = /*@__PURE__*/ new Vector3();
  18001. const _worldScale = /*@__PURE__*/ new Vector3();
  18002. const _mvPosition = /*@__PURE__*/ new Vector3();
  18003. const _alignedPosition = /*@__PURE__*/ new Vector2();
  18004. const _rotatedPosition = /*@__PURE__*/ new Vector2();
  18005. const _viewWorldMatrix = /*@__PURE__*/ new Matrix4();
  18006. const _vA = /*@__PURE__*/ new Vector3();
  18007. const _vB = /*@__PURE__*/ new Vector3();
  18008. const _vC = /*@__PURE__*/ new Vector3();
  18009. const _uvA = /*@__PURE__*/ new Vector2();
  18010. const _uvB = /*@__PURE__*/ new Vector2();
  18011. const _uvC = /*@__PURE__*/ new Vector2();
  18012. /**
  18013. * A sprite is a plane that always faces towards the camera, generally with a
  18014. * partially transparent texture applied.
  18015. *
  18016. * Sprites do not cast shadows, setting {@link Object3D#castShadow} to `true` will
  18017. * have no effect.
  18018. *
  18019. * ```js
  18020. * const map = new THREE.TextureLoader().load( 'sprite.png' );
  18021. * const material = new THREE.SpriteMaterial( { map: map } );
  18022. *
  18023. * const sprite = new THREE.Sprite( material );
  18024. * scene.add( sprite );
  18025. * ```
  18026. *
  18027. * @augments Object3D
  18028. */
  18029. class Sprite extends Object3D {
  18030. /**
  18031. * Constructs a new sprite.
  18032. *
  18033. * @param {(SpriteMaterial|SpriteNodeMaterial)} [material] - The sprite material.
  18034. */
  18035. constructor( material = new SpriteMaterial() ) {
  18036. super();
  18037. /**
  18038. * This flag can be used for type testing.
  18039. *
  18040. * @type {boolean}
  18041. * @readonly
  18042. * @default true
  18043. */
  18044. this.isSprite = true;
  18045. this.type = 'Sprite';
  18046. if ( _geometry === undefined ) {
  18047. _geometry = new BufferGeometry();
  18048. const float32Array = new Float32Array( [
  18049. -0.5, -0.5, 0, 0, 0,
  18050. 0.5, -0.5, 0, 1, 0,
  18051. 0.5, 0.5, 0, 1, 1,
  18052. -0.5, 0.5, 0, 0, 1
  18053. ] );
  18054. const interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  18055. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  18056. _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  18057. _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  18058. }
  18059. /**
  18060. * The sprite geometry.
  18061. *
  18062. * @type {BufferGeometry}
  18063. */
  18064. this.geometry = _geometry;
  18065. /**
  18066. * The sprite material.
  18067. *
  18068. * @type {(SpriteMaterial|SpriteNodeMaterial)}
  18069. */
  18070. this.material = material;
  18071. /**
  18072. * The sprite's anchor point, and the point around which the sprite rotates.
  18073. * A value of `(0.5, 0.5)` corresponds to the midpoint of the sprite. A value
  18074. * of `(0, 0)` corresponds to the lower left corner of the sprite.
  18075. *
  18076. * @type {Vector2}
  18077. * @default (0.5,0.5)
  18078. */
  18079. this.center = new Vector2( 0.5, 0.5 );
  18080. /**
  18081. * The number of instances of this sprite.
  18082. * Can only be used with {@link WebGPURenderer}.
  18083. *
  18084. * @type {number}
  18085. * @default 1
  18086. */
  18087. this.count = 1;
  18088. }
  18089. /**
  18090. * Computes intersection points between a casted ray and this sprite.
  18091. *
  18092. * @param {Raycaster} raycaster - The raycaster.
  18093. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  18094. */
  18095. raycast( raycaster, intersects ) {
  18096. if ( raycaster.camera === null ) {
  18097. error( 'Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  18098. }
  18099. _worldScale.setFromMatrixScale( this.matrixWorld );
  18100. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  18101. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  18102. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  18103. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  18104. _worldScale.multiplyScalar( - _mvPosition.z );
  18105. }
  18106. const rotation = this.material.rotation;
  18107. let sin, cos;
  18108. if ( rotation !== 0 ) {
  18109. cos = Math.cos( rotation );
  18110. sin = Math.sin( rotation );
  18111. }
  18112. const center = this.center;
  18113. transformVertex( _vA.set( -0.5, -0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  18114. transformVertex( _vB.set( 0.5, -0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  18115. transformVertex( _vC.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  18116. _uvA.set( 0, 0 );
  18117. _uvB.set( 1, 0 );
  18118. _uvC.set( 1, 1 );
  18119. // check first triangle
  18120. let intersect = raycaster.ray.intersectTriangle( _vA, _vB, _vC, false, _intersectPoint );
  18121. if ( intersect === null ) {
  18122. // check second triangle
  18123. transformVertex( _vB.set( -0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  18124. _uvB.set( 0, 1 );
  18125. intersect = raycaster.ray.intersectTriangle( _vA, _vC, _vB, false, _intersectPoint );
  18126. if ( intersect === null ) {
  18127. return;
  18128. }
  18129. }
  18130. const distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  18131. if ( distance < raycaster.near || distance > raycaster.far ) return;
  18132. intersects.push( {
  18133. distance: distance,
  18134. point: _intersectPoint.clone(),
  18135. uv: Triangle.getInterpolation( _intersectPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() ),
  18136. face: null,
  18137. object: this
  18138. } );
  18139. }
  18140. copy( source, recursive ) {
  18141. super.copy( source, recursive );
  18142. if ( source.center !== undefined ) this.center.copy( source.center );
  18143. this.material = source.material;
  18144. return this;
  18145. }
  18146. }
  18147. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  18148. // compute position in camera space
  18149. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  18150. // to check if rotation is not zero
  18151. if ( sin !== undefined ) {
  18152. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  18153. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  18154. } else {
  18155. _rotatedPosition.copy( _alignedPosition );
  18156. }
  18157. vertexPosition.copy( mvPosition );
  18158. vertexPosition.x += _rotatedPosition.x;
  18159. vertexPosition.y += _rotatedPosition.y;
  18160. // transform to world space
  18161. vertexPosition.applyMatrix4( _viewWorldMatrix );
  18162. }
  18163. const _v1$2 = /*@__PURE__*/ new Vector3();
  18164. const _v2$1 = /*@__PURE__*/ new Vector3();
  18165. /**
  18166. * A component for providing a basic Level of Detail (LOD) mechanism.
  18167. *
  18168. * Every LOD level is associated with an object, and rendering can be switched
  18169. * between them at the distances specified. Typically you would create, say,
  18170. * three meshes, one for far away (low detail), one for mid range (medium
  18171. * detail) and one for close up (high detail).
  18172. *
  18173. * ```js
  18174. * const lod = new THREE.LOD();
  18175. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  18176. *
  18177. * //Create spheres with 3 levels of detail and create new LOD levels for them
  18178. * for( let i = 0; i < 3; i++ ) {
  18179. *
  18180. * const geometry = new THREE.IcosahedronGeometry( 10, 3 - i );
  18181. * const mesh = new THREE.Mesh( geometry, material );
  18182. * lod.addLevel( mesh, i * 75 );
  18183. *
  18184. * }
  18185. *
  18186. * scene.add( lod );
  18187. * ```
  18188. *
  18189. * @augments Object3D
  18190. */
  18191. class LOD extends Object3D {
  18192. /**
  18193. * Constructs a new LOD.
  18194. */
  18195. constructor() {
  18196. super();
  18197. /**
  18198. * This flag can be used for type testing.
  18199. *
  18200. * @type {boolean}
  18201. * @readonly
  18202. * @default true
  18203. */
  18204. this.isLOD = true;
  18205. /**
  18206. * The current LOD index.
  18207. *
  18208. * @private
  18209. * @type {number}
  18210. * @default 0
  18211. */
  18212. this._currentLevel = 0;
  18213. this.type = 'LOD';
  18214. Object.defineProperties( this, {
  18215. /**
  18216. * This array holds the LOD levels.
  18217. *
  18218. * @name LOD#levels
  18219. * @type {Array<{object:Object3D,distance:number,hysteresis:number}>}
  18220. */
  18221. levels: {
  18222. enumerable: true,
  18223. value: []
  18224. }
  18225. } );
  18226. /**
  18227. * Whether the LOD object is updated automatically by the renderer per frame
  18228. * or not. If set to `false`, you have to call {@link LOD#update} in the
  18229. * render loop by yourself.
  18230. *
  18231. * @type {boolean}
  18232. * @default true
  18233. */
  18234. this.autoUpdate = true;
  18235. }
  18236. copy( source ) {
  18237. super.copy( source, false );
  18238. const levels = source.levels;
  18239. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  18240. const level = levels[ i ];
  18241. this.addLevel( level.object.clone(), level.distance, level.hysteresis );
  18242. }
  18243. this.autoUpdate = source.autoUpdate;
  18244. return this;
  18245. }
  18246. /**
  18247. * Adds a mesh that will display at a certain distance and greater. Typically
  18248. * the further away the distance, the lower the detail on the mesh.
  18249. *
  18250. * @param {Object3D} object - The 3D object to display at this level.
  18251. * @param {number} [distance=0] - The distance at which to display this level of detail.
  18252. * @param {number} [hysteresis=0] - Threshold used to avoid flickering at LOD boundaries, as a fraction of distance.
  18253. * @return {LOD} A reference to this instance.
  18254. */
  18255. addLevel( object, distance = 0, hysteresis = 0 ) {
  18256. distance = Math.abs( distance );
  18257. const levels = this.levels;
  18258. let l;
  18259. for ( l = 0; l < levels.length; l ++ ) {
  18260. if ( distance < levels[ l ].distance ) {
  18261. break;
  18262. }
  18263. }
  18264. levels.splice( l, 0, { distance: distance, hysteresis: hysteresis, object: object } );
  18265. this.add( object );
  18266. return this;
  18267. }
  18268. /**
  18269. * Removes an existing level, based on the distance from the camera.
  18270. * Returns `true` when the level has been removed. Otherwise `false`.
  18271. *
  18272. * @param {number} distance - Distance of the level to remove.
  18273. * @return {boolean} Whether the level has been removed or not.
  18274. */
  18275. removeLevel( distance ) {
  18276. const levels = this.levels;
  18277. for ( let i = 0; i < levels.length; i ++ ) {
  18278. if ( levels[ i ].distance === distance ) {
  18279. const removedElements = levels.splice( i, 1 );
  18280. this.remove( removedElements[ 0 ].object );
  18281. return true;
  18282. }
  18283. }
  18284. return false;
  18285. }
  18286. /**
  18287. * Returns the currently active LOD level index.
  18288. *
  18289. * @return {number} The current active LOD level index.
  18290. */
  18291. getCurrentLevel() {
  18292. return this._currentLevel;
  18293. }
  18294. /**
  18295. * Returns a reference to the first 3D object that is greater than
  18296. * the given distance.
  18297. *
  18298. * @param {number} distance - The LOD distance.
  18299. * @return {?Object3D} The found 3D object. `null` if no 3D object has been found.
  18300. */
  18301. getObjectForDistance( distance ) {
  18302. const levels = this.levels;
  18303. if ( levels.length > 0 ) {
  18304. let i, l;
  18305. for ( i = 1, l = levels.length; i < l; i ++ ) {
  18306. let levelDistance = levels[ i ].distance;
  18307. if ( levels[ i ].object.visible ) {
  18308. levelDistance -= levelDistance * levels[ i ].hysteresis;
  18309. }
  18310. if ( distance < levelDistance ) {
  18311. break;
  18312. }
  18313. }
  18314. return levels[ i - 1 ].object;
  18315. }
  18316. return null;
  18317. }
  18318. /**
  18319. * Computes intersection points between a casted ray and this LOD.
  18320. *
  18321. * @param {Raycaster} raycaster - The raycaster.
  18322. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  18323. */
  18324. raycast( raycaster, intersects ) {
  18325. const levels = this.levels;
  18326. if ( levels.length > 0 ) {
  18327. _v1$2.setFromMatrixPosition( this.matrixWorld );
  18328. const distance = raycaster.ray.origin.distanceTo( _v1$2 );
  18329. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  18330. }
  18331. }
  18332. /**
  18333. * Updates the LOD by computing which LOD level should be visible according
  18334. * to the current distance of the given camera.
  18335. *
  18336. * @param {Camera} camera - The camera the scene is rendered with.
  18337. */
  18338. update( camera ) {
  18339. const levels = this.levels;
  18340. if ( levels.length > 1 ) {
  18341. _v1$2.setFromMatrixPosition( camera.matrixWorld );
  18342. _v2$1.setFromMatrixPosition( this.matrixWorld );
  18343. const distance = _v1$2.distanceTo( _v2$1 ) / camera.zoom;
  18344. levels[ 0 ].object.visible = true;
  18345. let i, l;
  18346. for ( i = 1, l = levels.length; i < l; i ++ ) {
  18347. let levelDistance = levels[ i ].distance;
  18348. if ( levels[ i ].object.visible ) {
  18349. levelDistance -= levelDistance * levels[ i ].hysteresis;
  18350. }
  18351. if ( distance >= levelDistance ) {
  18352. levels[ i - 1 ].object.visible = false;
  18353. levels[ i ].object.visible = true;
  18354. } else {
  18355. break;
  18356. }
  18357. }
  18358. this._currentLevel = i - 1;
  18359. for ( ; i < l; i ++ ) {
  18360. levels[ i ].object.visible = false;
  18361. }
  18362. }
  18363. }
  18364. toJSON( meta ) {
  18365. const data = super.toJSON( meta );
  18366. if ( this.autoUpdate === false ) data.object.autoUpdate = false;
  18367. data.object.levels = [];
  18368. const levels = this.levels;
  18369. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  18370. const level = levels[ i ];
  18371. data.object.levels.push( {
  18372. object: level.object.uuid,
  18373. distance: level.distance,
  18374. hysteresis: level.hysteresis
  18375. } );
  18376. }
  18377. return data;
  18378. }
  18379. }
  18380. const _basePosition = /*@__PURE__*/ new Vector3();
  18381. const _skinIndex = /*@__PURE__*/ new Vector4();
  18382. const _skinWeight = /*@__PURE__*/ new Vector4();
  18383. const _vector3 = /*@__PURE__*/ new Vector3();
  18384. const _matrix4 = /*@__PURE__*/ new Matrix4();
  18385. const _vertex = /*@__PURE__*/ new Vector3();
  18386. const _sphere$5 = /*@__PURE__*/ new Sphere();
  18387. const _inverseMatrix$2 = /*@__PURE__*/ new Matrix4();
  18388. const _ray$2 = /*@__PURE__*/ new Ray();
  18389. /**
  18390. * A mesh that has a {@link Skeleton} that can then be used to animate the
  18391. * vertices of the geometry with skinning/skeleton animation.
  18392. *
  18393. * Next to a valid skeleton, the skinned mesh requires skin indices and weights
  18394. * as buffer attributes in its geometry. These attribute define which bones affect a single
  18395. * vertex to a certain extend.
  18396. *
  18397. * Typically skinned meshes are not created manually but loaders like {@link GLTFLoader}
  18398. * or {@link FBXLoader } import respective models.
  18399. *
  18400. * @augments Mesh
  18401. * @demo scenes/bones-browser.html
  18402. */
  18403. class SkinnedMesh extends Mesh {
  18404. /**
  18405. * Constructs a new skinned mesh.
  18406. *
  18407. * @param {BufferGeometry} [geometry] - The mesh geometry.
  18408. * @param {Material|Array<Material>} [material] - The mesh material.
  18409. */
  18410. constructor( geometry, material ) {
  18411. super( geometry, material );
  18412. /**
  18413. * This flag can be used for type testing.
  18414. *
  18415. * @type {boolean}
  18416. * @readonly
  18417. * @default true
  18418. */
  18419. this.isSkinnedMesh = true;
  18420. this.type = 'SkinnedMesh';
  18421. /**
  18422. * `AttachedBindMode` means the skinned mesh shares the same world space as the skeleton.
  18423. * This is not true when using `DetachedBindMode` which is useful when sharing a skeleton
  18424. * across multiple skinned meshes.
  18425. *
  18426. * @type {(AttachedBindMode|DetachedBindMode)}
  18427. * @default AttachedBindMode
  18428. */
  18429. this.bindMode = AttachedBindMode;
  18430. /**
  18431. * The base matrix that is used for the bound bone transforms.
  18432. *
  18433. * @type {Matrix4}
  18434. */
  18435. this.bindMatrix = new Matrix4();
  18436. /**
  18437. * The base matrix that is used for resetting the bound bone transforms.
  18438. *
  18439. * @type {Matrix4}
  18440. */
  18441. this.bindMatrixInverse = new Matrix4();
  18442. /**
  18443. * The bounding box of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingBox}.
  18444. *
  18445. * @type {?Box3}
  18446. * @default null
  18447. */
  18448. this.boundingBox = null;
  18449. /**
  18450. * The bounding sphere of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingSphere}.
  18451. *
  18452. * @type {?Sphere}
  18453. * @default null
  18454. */
  18455. this.boundingSphere = null;
  18456. }
  18457. /**
  18458. * Computes the bounding box of the skinned mesh, and updates {@link SkinnedMesh#boundingBox}.
  18459. * The bounding box is not automatically computed by the engine; this method must be called by your app.
  18460. * If the skinned mesh is animated, the bounding box should be recomputed per frame in order to reflect
  18461. * the current animation state.
  18462. */
  18463. computeBoundingBox() {
  18464. const geometry = this.geometry;
  18465. if ( this.boundingBox === null ) {
  18466. this.boundingBox = new Box3();
  18467. }
  18468. this.boundingBox.makeEmpty();
  18469. const positionAttribute = geometry.getAttribute( 'position' );
  18470. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  18471. this.getVertexPosition( i, _vertex );
  18472. this.boundingBox.expandByPoint( _vertex );
  18473. }
  18474. }
  18475. /**
  18476. * Computes the bounding sphere of the skinned mesh, and updates {@link SkinnedMesh#boundingSphere}.
  18477. * The bounding sphere is automatically computed by the engine once when it is needed, e.g., for ray casting
  18478. * and view frustum culling. If the skinned mesh is animated, the bounding sphere should be recomputed
  18479. * per frame in order to reflect the current animation state.
  18480. */
  18481. computeBoundingSphere() {
  18482. const geometry = this.geometry;
  18483. if ( this.boundingSphere === null ) {
  18484. this.boundingSphere = new Sphere();
  18485. }
  18486. this.boundingSphere.makeEmpty();
  18487. const positionAttribute = geometry.getAttribute( 'position' );
  18488. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  18489. this.getVertexPosition( i, _vertex );
  18490. this.boundingSphere.expandByPoint( _vertex );
  18491. }
  18492. }
  18493. copy( source, recursive ) {
  18494. super.copy( source, recursive );
  18495. this.bindMode = source.bindMode;
  18496. this.bindMatrix.copy( source.bindMatrix );
  18497. this.bindMatrixInverse.copy( source.bindMatrixInverse );
  18498. this.skeleton = source.skeleton;
  18499. if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
  18500. if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
  18501. return this;
  18502. }
  18503. raycast( raycaster, intersects ) {
  18504. const material = this.material;
  18505. const matrixWorld = this.matrixWorld;
  18506. if ( material === undefined ) return;
  18507. // test with bounding sphere in world space
  18508. if ( this.boundingSphere === null ) this.computeBoundingSphere();
  18509. _sphere$5.copy( this.boundingSphere );
  18510. _sphere$5.applyMatrix4( matrixWorld );
  18511. if ( raycaster.ray.intersectsSphere( _sphere$5 ) === false ) return;
  18512. // convert ray to local space of skinned mesh
  18513. _inverseMatrix$2.copy( matrixWorld ).invert();
  18514. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  18515. // test with bounding box in local space
  18516. if ( this.boundingBox !== null ) {
  18517. if ( _ray$2.intersectsBox( this.boundingBox ) === false ) return;
  18518. }
  18519. // test for intersections with geometry
  18520. this._computeIntersections( raycaster, intersects, _ray$2 );
  18521. }
  18522. getVertexPosition( index, target ) {
  18523. super.getVertexPosition( index, target );
  18524. this.applyBoneTransform( index, target );
  18525. return target;
  18526. }
  18527. /**
  18528. * Binds the given skeleton to the skinned mesh.
  18529. *
  18530. * @param {Skeleton} skeleton - The skeleton to bind.
  18531. * @param {Matrix4} [bindMatrix] - The bind matrix. If no bind matrix is provided,
  18532. * the skinned mesh's world matrix will be used instead.
  18533. */
  18534. bind( skeleton, bindMatrix ) {
  18535. this.skeleton = skeleton;
  18536. if ( bindMatrix === undefined ) {
  18537. this.updateMatrixWorld( true );
  18538. this.skeleton.calculateInverses();
  18539. bindMatrix = this.matrixWorld;
  18540. }
  18541. this.bindMatrix.copy( bindMatrix );
  18542. this.bindMatrixInverse.copy( bindMatrix ).invert();
  18543. }
  18544. /**
  18545. * This method sets the skinned mesh in the rest pose).
  18546. */
  18547. pose() {
  18548. this.skeleton.pose();
  18549. }
  18550. /**
  18551. * Normalizes the skin weights which are defined as a buffer attribute
  18552. * in the skinned mesh's geometry.
  18553. */
  18554. normalizeSkinWeights() {
  18555. const vector = new Vector4();
  18556. const skinWeight = this.geometry.attributes.skinWeight;
  18557. for ( let i = 0, l = skinWeight.count; i < l; i ++ ) {
  18558. vector.fromBufferAttribute( skinWeight, i );
  18559. const scale = 1.0 / vector.manhattanLength();
  18560. if ( scale !== Infinity ) {
  18561. vector.multiplyScalar( scale );
  18562. } else {
  18563. vector.set( 1, 0, 0, 0 ); // do something reasonable
  18564. }
  18565. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  18566. }
  18567. }
  18568. updateMatrixWorld( force ) {
  18569. super.updateMatrixWorld( force );
  18570. if ( this.bindMode === AttachedBindMode ) {
  18571. this.bindMatrixInverse.copy( this.matrixWorld ).invert();
  18572. } else if ( this.bindMode === DetachedBindMode ) {
  18573. this.bindMatrixInverse.copy( this.bindMatrix ).invert();
  18574. } else {
  18575. warn( 'SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  18576. }
  18577. }
  18578. /**
  18579. * Applies the bone transform associated with the given index to the given
  18580. * vertex position. Returns the updated vector.
  18581. *
  18582. * @param {number} index - The vertex index.
  18583. * @param {Vector3} target - The target object that is used to store the method's result.
  18584. * the skinned mesh's world matrix will be used instead.
  18585. * @return {Vector3} The updated vertex position.
  18586. */
  18587. applyBoneTransform( index, target ) {
  18588. const skeleton = this.skeleton;
  18589. const geometry = this.geometry;
  18590. _skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );
  18591. _skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );
  18592. _basePosition.copy( target ).applyMatrix4( this.bindMatrix );
  18593. target.set( 0, 0, 0 );
  18594. for ( let i = 0; i < 4; i ++ ) {
  18595. const weight = _skinWeight.getComponent( i );
  18596. if ( weight !== 0 ) {
  18597. const boneIndex = _skinIndex.getComponent( i );
  18598. _matrix4.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );
  18599. target.addScaledVector( _vector3.copy( _basePosition ).applyMatrix4( _matrix4 ), weight );
  18600. }
  18601. }
  18602. return target.applyMatrix4( this.bindMatrixInverse );
  18603. }
  18604. }
  18605. /**
  18606. * A bone which is part of a {@link Skeleton}. The skeleton in turn is used by
  18607. * the {@link SkinnedMesh}.
  18608. *
  18609. * ```js
  18610. * const root = new THREE.Bone();
  18611. * const child = new THREE.Bone();
  18612. *
  18613. * root.add( child );
  18614. * child.position.y = 5;
  18615. * ```
  18616. *
  18617. * @augments Object3D
  18618. */
  18619. class Bone extends Object3D {
  18620. /**
  18621. * Constructs a new bone.
  18622. */
  18623. constructor() {
  18624. super();
  18625. /**
  18626. * This flag can be used for type testing.
  18627. *
  18628. * @type {boolean}
  18629. * @readonly
  18630. * @default true
  18631. */
  18632. this.isBone = true;
  18633. this.type = 'Bone';
  18634. }
  18635. }
  18636. /**
  18637. * Creates a texture directly from raw buffer data.
  18638. *
  18639. * The interpretation of the data depends on type and format: If the type is
  18640. * `UnsignedByteType`, a `Uint8Array` will be useful for addressing the
  18641. * texel data. If the format is `RGBAFormat`, data needs four values for
  18642. * one texel; Red, Green, Blue and Alpha (typically the opacity).
  18643. *
  18644. * @augments Texture
  18645. */
  18646. class DataTexture extends Texture {
  18647. /**
  18648. * Constructs a new data texture.
  18649. *
  18650. * @param {?TypedArray} [data=null] - The buffer data.
  18651. * @param {number} [width=1] - The width of the texture.
  18652. * @param {number} [height=1] - The height of the texture.
  18653. * @param {number} [format=RGBAFormat] - The texture format.
  18654. * @param {number} [type=UnsignedByteType] - The texture type.
  18655. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  18656. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  18657. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  18658. * @param {number} [magFilter=NearestFilter] - The mag filter value.
  18659. * @param {number} [minFilter=NearestFilter] - The min filter value.
  18660. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  18661. * @param {string} [colorSpace=NoColorSpace] - The color space.
  18662. */
  18663. constructor( data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, colorSpace ) {
  18664. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  18665. /**
  18666. * This flag can be used for type testing.
  18667. *
  18668. * @type {boolean}
  18669. * @readonly
  18670. * @default true
  18671. */
  18672. this.isDataTexture = true;
  18673. /**
  18674. * The image definition of a data texture.
  18675. *
  18676. * @type {{data:TypedArray,width:number,height:number}}
  18677. */
  18678. this.image = { data: data, width: width, height: height };
  18679. /**
  18680. * Whether to generate mipmaps (if possible) for a texture.
  18681. *
  18682. * Overwritten and set to `false` by default.
  18683. *
  18684. * @type {boolean}
  18685. * @default false
  18686. */
  18687. this.generateMipmaps = false;
  18688. /**
  18689. * If set to `true`, the texture is flipped along the vertical axis when
  18690. * uploaded to the GPU.
  18691. *
  18692. * Overwritten and set to `false` by default.
  18693. *
  18694. * @type {boolean}
  18695. * @default false
  18696. */
  18697. this.flipY = false;
  18698. /**
  18699. * Specifies the alignment requirements for the start of each pixel row in memory.
  18700. *
  18701. * Overwritten and set to `1` by default.
  18702. *
  18703. * @type {boolean}
  18704. * @default 1
  18705. */
  18706. this.unpackAlignment = 1;
  18707. }
  18708. }
  18709. const _offsetMatrix = /*@__PURE__*/ new Matrix4();
  18710. const _identityMatrix = /*@__PURE__*/ new Matrix4();
  18711. /**
  18712. * Class for representing the armatures in `three.js`. The skeleton
  18713. * is defined by a hierarchy of bones.
  18714. *
  18715. * ```js
  18716. * const bones = [];
  18717. *
  18718. * const shoulder = new THREE.Bone();
  18719. * const elbow = new THREE.Bone();
  18720. * const hand = new THREE.Bone();
  18721. *
  18722. * shoulder.add( elbow );
  18723. * elbow.add( hand );
  18724. *
  18725. * bones.push( shoulder , elbow, hand);
  18726. *
  18727. * shoulder.position.y = -5;
  18728. * elbow.position.y = 0;
  18729. * hand.position.y = 5;
  18730. *
  18731. * const armSkeleton = new THREE.Skeleton( bones );
  18732. * ```
  18733. */
  18734. class Skeleton {
  18735. /**
  18736. * Constructs a new skeleton.
  18737. *
  18738. * @param {Array<Bone>} [bones] - An array of bones.
  18739. * @param {Array<Matrix4>} [boneInverses] - An array of bone inverse matrices.
  18740. * If not provided, these matrices will be computed automatically via {@link Skeleton#calculateInverses}.
  18741. */
  18742. constructor( bones = [], boneInverses = [] ) {
  18743. this.uuid = generateUUID();
  18744. /**
  18745. * An array of bones defining the skeleton.
  18746. *
  18747. * @type {Array<Bone>}
  18748. */
  18749. this.bones = bones.slice( 0 );
  18750. /**
  18751. * An array of bone inverse matrices.
  18752. *
  18753. * @type {Array<Matrix4>}
  18754. */
  18755. this.boneInverses = boneInverses;
  18756. /**
  18757. * An array buffer holding the bone data.
  18758. * Input data for {@link Skeleton#boneTexture}.
  18759. *
  18760. * @type {?Float32Array}
  18761. * @default null
  18762. */
  18763. this.boneMatrices = null;
  18764. /**
  18765. * A texture holding the bone data for use
  18766. * in the vertex shader.
  18767. *
  18768. * @type {?DataTexture}
  18769. * @default null
  18770. */
  18771. this.boneTexture = null;
  18772. this.init();
  18773. }
  18774. /**
  18775. * Initializes the skeleton. This method gets automatically called by the constructor
  18776. * but depending on how the skeleton is created it might be necessary to call this method
  18777. * manually.
  18778. */
  18779. init() {
  18780. const bones = this.bones;
  18781. const boneInverses = this.boneInverses;
  18782. this.boneMatrices = new Float32Array( bones.length * 16 );
  18783. // calculate inverse bone matrices if necessary
  18784. if ( boneInverses.length === 0 ) {
  18785. this.calculateInverses();
  18786. } else {
  18787. // handle special case
  18788. if ( bones.length !== boneInverses.length ) {
  18789. warn( 'Skeleton: Number of inverse bone matrices does not match amount of bones.' );
  18790. this.boneInverses = [];
  18791. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18792. this.boneInverses.push( new Matrix4() );
  18793. }
  18794. }
  18795. }
  18796. }
  18797. /**
  18798. * Computes the bone inverse matrices. This method resets {@link Skeleton#boneInverses}
  18799. * and fills it with new matrices.
  18800. */
  18801. calculateInverses() {
  18802. this.boneInverses.length = 0;
  18803. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18804. const inverse = new Matrix4();
  18805. if ( this.bones[ i ] ) {
  18806. inverse.copy( this.bones[ i ].matrixWorld ).invert();
  18807. }
  18808. this.boneInverses.push( inverse );
  18809. }
  18810. }
  18811. /**
  18812. * Resets the skeleton to the base pose.
  18813. */
  18814. pose() {
  18815. // recover the bind-time world matrices
  18816. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18817. const bone = this.bones[ i ];
  18818. if ( bone ) {
  18819. bone.matrixWorld.copy( this.boneInverses[ i ] ).invert();
  18820. }
  18821. }
  18822. // compute the local matrices, positions, rotations and scales
  18823. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18824. const bone = this.bones[ i ];
  18825. if ( bone ) {
  18826. if ( bone.parent && bone.parent.isBone ) {
  18827. bone.matrix.copy( bone.parent.matrixWorld ).invert();
  18828. bone.matrix.multiply( bone.matrixWorld );
  18829. } else {
  18830. bone.matrix.copy( bone.matrixWorld );
  18831. }
  18832. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  18833. }
  18834. }
  18835. }
  18836. /**
  18837. * Resets the skeleton to the base pose.
  18838. */
  18839. update() {
  18840. const bones = this.bones;
  18841. const boneInverses = this.boneInverses;
  18842. const boneMatrices = this.boneMatrices;
  18843. const boneTexture = this.boneTexture;
  18844. // flatten bone matrices to array
  18845. for ( let i = 0, il = bones.length; i < il; i ++ ) {
  18846. // compute the offset between the current and the original transform
  18847. const matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  18848. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  18849. _offsetMatrix.toArray( boneMatrices, i * 16 );
  18850. }
  18851. if ( boneTexture !== null ) {
  18852. boneTexture.needsUpdate = true;
  18853. }
  18854. }
  18855. /**
  18856. * Returns a new skeleton with copied values from this instance.
  18857. *
  18858. * @return {Skeleton} A clone of this instance.
  18859. */
  18860. clone() {
  18861. return new Skeleton( this.bones, this.boneInverses );
  18862. }
  18863. /**
  18864. * Computes a data texture for passing bone data to the vertex shader.
  18865. *
  18866. * @return {Skeleton} A reference of this instance.
  18867. */
  18868. computeBoneTexture() {
  18869. // layout (1 matrix = 4 pixels)
  18870. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  18871. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  18872. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  18873. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  18874. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  18875. let size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix
  18876. size = Math.ceil( size / 4 ) * 4;
  18877. size = Math.max( size, 4 );
  18878. const boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  18879. boneMatrices.set( this.boneMatrices ); // copy current values
  18880. const boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  18881. boneTexture.needsUpdate = true;
  18882. this.boneMatrices = boneMatrices;
  18883. this.boneTexture = boneTexture;
  18884. return this;
  18885. }
  18886. /**
  18887. * Searches through the skeleton's bone array and returns the first with a
  18888. * matching name.
  18889. *
  18890. * @param {string} name - The name of the bone.
  18891. * @return {Bone|undefined} The found bone. `undefined` if no bone has been found.
  18892. */
  18893. getBoneByName( name ) {
  18894. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18895. const bone = this.bones[ i ];
  18896. if ( bone.name === name ) {
  18897. return bone;
  18898. }
  18899. }
  18900. return undefined;
  18901. }
  18902. /**
  18903. * Frees the GPU-related resources allocated by this instance. Call this
  18904. * method whenever this instance is no longer used in your app.
  18905. */
  18906. dispose( ) {
  18907. if ( this.boneTexture !== null ) {
  18908. this.boneTexture.dispose();
  18909. this.boneTexture = null;
  18910. }
  18911. }
  18912. /**
  18913. * Setups the skeleton by the given JSON and bones.
  18914. *
  18915. * @param {Object} json - The skeleton as serialized JSON.
  18916. * @param {Object<string, Bone>} bones - An array of bones.
  18917. * @return {Skeleton} A reference of this instance.
  18918. */
  18919. fromJSON( json, bones ) {
  18920. this.uuid = json.uuid;
  18921. for ( let i = 0, l = json.bones.length; i < l; i ++ ) {
  18922. const uuid = json.bones[ i ];
  18923. let bone = bones[ uuid ];
  18924. if ( bone === undefined ) {
  18925. warn( 'Skeleton: No bone found with UUID:', uuid );
  18926. bone = new Bone();
  18927. }
  18928. this.bones.push( bone );
  18929. this.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) );
  18930. }
  18931. this.init();
  18932. return this;
  18933. }
  18934. /**
  18935. * Serializes the skeleton into JSON.
  18936. *
  18937. * @return {Object} A JSON object representing the serialized skeleton.
  18938. * @see {@link ObjectLoader#parse}
  18939. */
  18940. toJSON() {
  18941. const data = {
  18942. metadata: {
  18943. version: 4.7,
  18944. type: 'Skeleton',
  18945. generator: 'Skeleton.toJSON'
  18946. },
  18947. bones: [],
  18948. boneInverses: []
  18949. };
  18950. data.uuid = this.uuid;
  18951. const bones = this.bones;
  18952. const boneInverses = this.boneInverses;
  18953. for ( let i = 0, l = bones.length; i < l; i ++ ) {
  18954. const bone = bones[ i ];
  18955. data.bones.push( bone.uuid );
  18956. const boneInverse = boneInverses[ i ];
  18957. data.boneInverses.push( boneInverse.toArray() );
  18958. }
  18959. return data;
  18960. }
  18961. }
  18962. /**
  18963. * An instanced version of a buffer attribute.
  18964. *
  18965. * @augments BufferAttribute
  18966. */
  18967. class InstancedBufferAttribute extends BufferAttribute {
  18968. /**
  18969. * Constructs a new instanced buffer attribute.
  18970. *
  18971. * @param {TypedArray} array - The array holding the attribute data.
  18972. * @param {number} itemSize - The item size.
  18973. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  18974. * @param {number} [meshPerAttribute=1] - How often a value of this buffer attribute should be repeated.
  18975. */
  18976. constructor( array, itemSize, normalized, meshPerAttribute = 1 ) {
  18977. super( array, itemSize, normalized );
  18978. /**
  18979. * This flag can be used for type testing.
  18980. *
  18981. * @type {boolean}
  18982. * @readonly
  18983. * @default true
  18984. */
  18985. this.isInstancedBufferAttribute = true;
  18986. /**
  18987. * Defines how often a value of this buffer attribute should be repeated. A
  18988. * value of one means that each value of the instanced attribute is used for
  18989. * a single instance. A value of two means that each value is used for two
  18990. * consecutive instances (and so on).
  18991. *
  18992. * @type {number}
  18993. * @default 1
  18994. */
  18995. this.meshPerAttribute = meshPerAttribute;
  18996. }
  18997. copy( source ) {
  18998. super.copy( source );
  18999. this.meshPerAttribute = source.meshPerAttribute;
  19000. return this;
  19001. }
  19002. toJSON() {
  19003. const data = super.toJSON();
  19004. data.meshPerAttribute = this.meshPerAttribute;
  19005. data.isInstancedBufferAttribute = true;
  19006. return data;
  19007. }
  19008. }
  19009. const _instanceLocalMatrix = /*@__PURE__*/ new Matrix4();
  19010. const _instanceWorldMatrix = /*@__PURE__*/ new Matrix4();
  19011. const _instanceIntersects = [];
  19012. const _box3 = /*@__PURE__*/ new Box3();
  19013. const _identity = /*@__PURE__*/ new Matrix4();
  19014. const _mesh$1 = /*@__PURE__*/ new Mesh();
  19015. const _sphere$4 = /*@__PURE__*/ new Sphere();
  19016. /**
  19017. * A special version of a mesh with instanced rendering support. Use
  19018. * this class if you have to render a large number of objects with the same
  19019. * geometry and material(s) but with different world transformations. The usage
  19020. * of 'InstancedMesh' will help you to reduce the number of draw calls and thus
  19021. * improve the overall rendering performance in your application.
  19022. *
  19023. * @augments Mesh
  19024. */
  19025. class InstancedMesh extends Mesh {
  19026. /**
  19027. * Constructs a new instanced mesh.
  19028. *
  19029. * @param {BufferGeometry} [geometry] - The mesh geometry.
  19030. * @param {Material|Array<Material>} [material] - The mesh material.
  19031. * @param {number} count - The number of instances.
  19032. */
  19033. constructor( geometry, material, count ) {
  19034. super( geometry, material );
  19035. /**
  19036. * This flag can be used for type testing.
  19037. *
  19038. * @type {boolean}
  19039. * @readonly
  19040. * @default true
  19041. */
  19042. this.isInstancedMesh = true;
  19043. /**
  19044. * Represents the local transformation of all instances. You have to set its
  19045. * {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data
  19046. * via {@link InstancedMesh#setMatrixAt}.
  19047. *
  19048. * @type {InstancedBufferAttribute}
  19049. */
  19050. this.instanceMatrix = new InstancedBufferAttribute( new Float32Array( count * 16 ), 16 );
  19051. /**
  19052. * Represents the color of all instances. You have to set its
  19053. * {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data
  19054. * via {@link InstancedMesh#setColorAt}.
  19055. *
  19056. * @type {?InstancedBufferAttribute}
  19057. * @default null
  19058. */
  19059. this.instanceColor = null;
  19060. /**
  19061. * Represents the morph target weights of all instances. You have to set its
  19062. * {@link Texture#needsUpdate} flag to true if you modify instanced data
  19063. * via {@link InstancedMesh#setMorphAt}.
  19064. *
  19065. * @type {?DataTexture}
  19066. * @default null
  19067. */
  19068. this.morphTexture = null;
  19069. /**
  19070. * The number of instances.
  19071. *
  19072. * @type {number}
  19073. */
  19074. this.count = count;
  19075. /**
  19076. * The bounding box of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingBox}.
  19077. *
  19078. * @type {?Box3}
  19079. * @default null
  19080. */
  19081. this.boundingBox = null;
  19082. /**
  19083. * The bounding sphere of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingSphere}.
  19084. *
  19085. * @type {?Sphere}
  19086. * @default null
  19087. */
  19088. this.boundingSphere = null;
  19089. for ( let i = 0; i < count; i ++ ) {
  19090. this.setMatrixAt( i, _identity );
  19091. }
  19092. }
  19093. /**
  19094. * Computes the bounding box of the instanced mesh, and updates {@link InstancedMesh#boundingBox}.
  19095. * The bounding box is not automatically computed by the engine; this method must be called by your app.
  19096. * You may need to recompute the bounding box if an instance is transformed via {@link InstancedMesh#setMatrixAt}.
  19097. */
  19098. computeBoundingBox() {
  19099. const geometry = this.geometry;
  19100. const count = this.count;
  19101. if ( this.boundingBox === null ) {
  19102. this.boundingBox = new Box3();
  19103. }
  19104. if ( geometry.boundingBox === null ) {
  19105. geometry.computeBoundingBox();
  19106. }
  19107. this.boundingBox.makeEmpty();
  19108. for ( let i = 0; i < count; i ++ ) {
  19109. this.getMatrixAt( i, _instanceLocalMatrix );
  19110. _box3.copy( geometry.boundingBox ).applyMatrix4( _instanceLocalMatrix );
  19111. this.boundingBox.union( _box3 );
  19112. }
  19113. }
  19114. /**
  19115. * Computes the bounding sphere of the instanced mesh, and updates {@link InstancedMesh#boundingSphere}
  19116. * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.
  19117. * You may need to recompute the bounding sphere if an instance is transformed via {@link InstancedMesh#setMatrixAt}.
  19118. */
  19119. computeBoundingSphere() {
  19120. const geometry = this.geometry;
  19121. const count = this.count;
  19122. if ( this.boundingSphere === null ) {
  19123. this.boundingSphere = new Sphere();
  19124. }
  19125. if ( geometry.boundingSphere === null ) {
  19126. geometry.computeBoundingSphere();
  19127. }
  19128. this.boundingSphere.makeEmpty();
  19129. for ( let i = 0; i < count; i ++ ) {
  19130. this.getMatrixAt( i, _instanceLocalMatrix );
  19131. _sphere$4.copy( geometry.boundingSphere ).applyMatrix4( _instanceLocalMatrix );
  19132. this.boundingSphere.union( _sphere$4 );
  19133. }
  19134. }
  19135. copy( source, recursive ) {
  19136. super.copy( source, recursive );
  19137. this.instanceMatrix.copy( source.instanceMatrix );
  19138. if ( source.morphTexture !== null ) this.morphTexture = source.morphTexture.clone();
  19139. if ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone();
  19140. this.count = source.count;
  19141. if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
  19142. if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
  19143. return this;
  19144. }
  19145. /**
  19146. * Gets the color of the defined instance.
  19147. *
  19148. * @param {number} index - The instance index.
  19149. * @param {Color} color - The target object that is used to store the method's result.
  19150. */
  19151. getColorAt( index, color ) {
  19152. color.fromArray( this.instanceColor.array, index * 3 );
  19153. }
  19154. /**
  19155. * Gets the local transformation matrix of the defined instance.
  19156. *
  19157. * @param {number} index - The instance index.
  19158. * @param {Matrix4} matrix - The target object that is used to store the method's result.
  19159. */
  19160. getMatrixAt( index, matrix ) {
  19161. matrix.fromArray( this.instanceMatrix.array, index * 16 );
  19162. }
  19163. /**
  19164. * Gets the morph target weights of the defined instance.
  19165. *
  19166. * @param {number} index - The instance index.
  19167. * @param {Mesh} object - The target object that is used to store the method's result.
  19168. */
  19169. getMorphAt( index, object ) {
  19170. const objectInfluences = object.morphTargetInfluences;
  19171. const array = this.morphTexture.source.data.data;
  19172. const len = objectInfluences.length + 1; // All influences + the baseInfluenceSum
  19173. const dataIndex = index * len + 1; // Skip the baseInfluenceSum at the beginning
  19174. for ( let i = 0; i < objectInfluences.length; i ++ ) {
  19175. objectInfluences[ i ] = array[ dataIndex + i ];
  19176. }
  19177. }
  19178. raycast( raycaster, intersects ) {
  19179. const matrixWorld = this.matrixWorld;
  19180. const raycastTimes = this.count;
  19181. _mesh$1.geometry = this.geometry;
  19182. _mesh$1.material = this.material;
  19183. if ( _mesh$1.material === undefined ) return;
  19184. // test with bounding sphere first
  19185. if ( this.boundingSphere === null ) this.computeBoundingSphere();
  19186. _sphere$4.copy( this.boundingSphere );
  19187. _sphere$4.applyMatrix4( matrixWorld );
  19188. if ( raycaster.ray.intersectsSphere( _sphere$4 ) === false ) return;
  19189. // now test each instance
  19190. for ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
  19191. // calculate the world matrix for each instance
  19192. this.getMatrixAt( instanceId, _instanceLocalMatrix );
  19193. _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
  19194. // the mesh represents this single instance
  19195. _mesh$1.matrixWorld = _instanceWorldMatrix;
  19196. _mesh$1.raycast( raycaster, _instanceIntersects );
  19197. // process the result of raycast
  19198. for ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) {
  19199. const intersect = _instanceIntersects[ i ];
  19200. intersect.instanceId = instanceId;
  19201. intersect.object = this;
  19202. intersects.push( intersect );
  19203. }
  19204. _instanceIntersects.length = 0;
  19205. }
  19206. }
  19207. /**
  19208. * Sets the given color to the defined instance. Make sure you set the `needsUpdate` flag of
  19209. * {@link InstancedMesh#instanceColor} to `true` after updating all the colors.
  19210. *
  19211. * @param {number} index - The instance index.
  19212. * @param {Color} color - The instance color.
  19213. */
  19214. setColorAt( index, color ) {
  19215. if ( this.instanceColor === null ) {
  19216. this.instanceColor = new InstancedBufferAttribute( new Float32Array( this.instanceMatrix.count * 3 ).fill( 1 ), 3 );
  19217. }
  19218. color.toArray( this.instanceColor.array, index * 3 );
  19219. }
  19220. /**
  19221. * Sets the given local transformation matrix to the defined instance. Make sure you set the `needsUpdate` flag of
  19222. * {@link InstancedMesh#instanceMatrix} to `true` after updating all the colors.
  19223. *
  19224. * @param {number} index - The instance index.
  19225. * @param {Matrix4} matrix - The local transformation.
  19226. */
  19227. setMatrixAt( index, matrix ) {
  19228. matrix.toArray( this.instanceMatrix.array, index * 16 );
  19229. }
  19230. /**
  19231. * Sets the morph target weights to the defined instance. Make sure you set the `needsUpdate` flag of
  19232. * {@link InstancedMesh#morphTexture} to `true` after updating all the influences.
  19233. *
  19234. * @param {number} index - The instance index.
  19235. * @param {Mesh} object - A mesh which `morphTargetInfluences` property containing the morph target weights
  19236. * of a single instance.
  19237. */
  19238. setMorphAt( index, object ) {
  19239. const objectInfluences = object.morphTargetInfluences;
  19240. const len = objectInfluences.length + 1; // morphBaseInfluence + all influences
  19241. if ( this.morphTexture === null ) {
  19242. this.morphTexture = new DataTexture( new Float32Array( len * this.count ), len, this.count, RedFormat, FloatType );
  19243. }
  19244. const array = this.morphTexture.source.data.data;
  19245. let morphInfluencesSum = 0;
  19246. for ( let i = 0; i < objectInfluences.length; i ++ ) {
  19247. morphInfluencesSum += objectInfluences[ i ];
  19248. }
  19249. const morphBaseInfluence = this.geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  19250. const dataIndex = len * index;
  19251. array[ dataIndex ] = morphBaseInfluence;
  19252. array.set( objectInfluences, dataIndex + 1 );
  19253. }
  19254. updateMorphTargets() {
  19255. }
  19256. /**
  19257. * Frees the GPU-related resources allocated by this instance. Call this
  19258. * method whenever this instance is no longer used in your app.
  19259. */
  19260. dispose() {
  19261. this.dispatchEvent( { type: 'dispose' } );
  19262. if ( this.morphTexture !== null ) {
  19263. this.morphTexture.dispose();
  19264. this.morphTexture = null;
  19265. }
  19266. }
  19267. }
  19268. const _vector1 = /*@__PURE__*/ new Vector3();
  19269. const _vector2 = /*@__PURE__*/ new Vector3();
  19270. const _normalMatrix = /*@__PURE__*/ new Matrix3();
  19271. /**
  19272. * A two dimensional surface that extends infinitely in 3D space, represented
  19273. * in [Hessian normal form](http://mathworld.wolfram.com/HessianNormalForm.html)
  19274. * by a unit length normal vector and a constant.
  19275. */
  19276. class Plane {
  19277. /**
  19278. * Constructs a new plane.
  19279. *
  19280. * @param {Vector3} [normal=(1,0,0)] - A unit length vector defining the normal of the plane.
  19281. * @param {number} [constant=0] - The signed distance from the origin to the plane.
  19282. */
  19283. constructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) {
  19284. /**
  19285. * This flag can be used for type testing.
  19286. *
  19287. * @type {boolean}
  19288. * @readonly
  19289. * @default true
  19290. */
  19291. this.isPlane = true;
  19292. /**
  19293. * A unit length vector defining the normal of the plane.
  19294. *
  19295. * @type {Vector3}
  19296. */
  19297. this.normal = normal;
  19298. /**
  19299. * The signed distance from the origin to the plane.
  19300. *
  19301. * @type {number}
  19302. * @default 0
  19303. */
  19304. this.constant = constant;
  19305. }
  19306. /**
  19307. * Sets the plane components by copying the given values.
  19308. *
  19309. * @param {Vector3} normal - The normal.
  19310. * @param {number} constant - The constant.
  19311. * @return {Plane} A reference to this plane.
  19312. */
  19313. set( normal, constant ) {
  19314. this.normal.copy( normal );
  19315. this.constant = constant;
  19316. return this;
  19317. }
  19318. /**
  19319. * Sets the plane components by defining `x`, `y`, `z` as the
  19320. * plane normal and `w` as the constant.
  19321. *
  19322. * @param {number} x - The value for the normal's x component.
  19323. * @param {number} y - The value for the normal's y component.
  19324. * @param {number} z - The value for the normal's z component.
  19325. * @param {number} w - The constant value.
  19326. * @return {Plane} A reference to this plane.
  19327. */
  19328. setComponents( x, y, z, w ) {
  19329. this.normal.set( x, y, z );
  19330. this.constant = w;
  19331. return this;
  19332. }
  19333. /**
  19334. * Sets the plane from the given normal and coplanar point (that is a point
  19335. * that lies onto the plane).
  19336. *
  19337. * @param {Vector3} normal - The normal.
  19338. * @param {Vector3} point - A coplanar point.
  19339. * @return {Plane} A reference to this plane.
  19340. */
  19341. setFromNormalAndCoplanarPoint( normal, point ) {
  19342. this.normal.copy( normal );
  19343. this.constant = - point.dot( this.normal );
  19344. return this;
  19345. }
  19346. /**
  19347. * Sets the plane from three coplanar points. The winding order is
  19348. * assumed to be counter-clockwise, and determines the direction of
  19349. * the plane normal.
  19350. *
  19351. * @param {Vector3} a - The first coplanar point.
  19352. * @param {Vector3} b - The second coplanar point.
  19353. * @param {Vector3} c - The third coplanar point.
  19354. * @return {Plane} A reference to this plane.
  19355. */
  19356. setFromCoplanarPoints( a, b, c ) {
  19357. const normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  19358. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  19359. this.setFromNormalAndCoplanarPoint( normal, a );
  19360. return this;
  19361. }
  19362. /**
  19363. * Copies the values of the given plane to this instance.
  19364. *
  19365. * @param {Plane} plane - The plane to copy.
  19366. * @return {Plane} A reference to this plane.
  19367. */
  19368. copy( plane ) {
  19369. this.normal.copy( plane.normal );
  19370. this.constant = plane.constant;
  19371. return this;
  19372. }
  19373. /**
  19374. * Normalizes the plane normal and adjusts the constant accordingly.
  19375. *
  19376. * @return {Plane} A reference to this plane.
  19377. */
  19378. normalize() {
  19379. // Note: will lead to a divide by zero if the plane is invalid.
  19380. const inverseNormalLength = 1.0 / this.normal.length();
  19381. this.normal.multiplyScalar( inverseNormalLength );
  19382. this.constant *= inverseNormalLength;
  19383. return this;
  19384. }
  19385. /**
  19386. * Negates both the plane normal and the constant.
  19387. *
  19388. * @return {Plane} A reference to this plane.
  19389. */
  19390. negate() {
  19391. this.constant *= -1;
  19392. this.normal.negate();
  19393. return this;
  19394. }
  19395. /**
  19396. * Returns the signed distance from the given point to this plane.
  19397. *
  19398. * @param {Vector3} point - The point to compute the distance for.
  19399. * @return {number} The signed distance.
  19400. */
  19401. distanceToPoint( point ) {
  19402. return this.normal.dot( point ) + this.constant;
  19403. }
  19404. /**
  19405. * Returns the signed distance from the given sphere to this plane.
  19406. *
  19407. * @param {Sphere} sphere - The sphere to compute the distance for.
  19408. * @return {number} The signed distance.
  19409. */
  19410. distanceToSphere( sphere ) {
  19411. return this.distanceToPoint( sphere.center ) - sphere.radius;
  19412. }
  19413. /**
  19414. * Projects a the given point onto the plane.
  19415. *
  19416. * @param {Vector3} point - The point to project.
  19417. * @param {Vector3} target - The target vector that is used to store the method's result.
  19418. * @return {Vector3} The projected point on the plane.
  19419. */
  19420. projectPoint( point, target ) {
  19421. return target.copy( point ).addScaledVector( this.normal, - this.distanceToPoint( point ) );
  19422. }
  19423. /**
  19424. * Returns the intersection point of the passed line and the plane. Returns
  19425. * `null` if the line does not intersect. Returns the line's starting point if
  19426. * the line is coplanar with the plane.
  19427. *
  19428. * @param {Line3} line - The line to compute the intersection for.
  19429. * @param {Vector3} target - The target vector that is used to store the method's result.
  19430. * @return {?Vector3} The intersection point.
  19431. */
  19432. intersectLine( line, target ) {
  19433. const direction = line.delta( _vector1 );
  19434. const denominator = this.normal.dot( direction );
  19435. if ( denominator === 0 ) {
  19436. // line is coplanar, return origin
  19437. if ( this.distanceToPoint( line.start ) === 0 ) {
  19438. return target.copy( line.start );
  19439. }
  19440. // Unsure if this is the correct method to handle this case.
  19441. return null;
  19442. }
  19443. const t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  19444. if ( t < 0 || t > 1 ) {
  19445. return null;
  19446. }
  19447. return target.copy( line.start ).addScaledVector( direction, t );
  19448. }
  19449. /**
  19450. * Returns `true` if the given line segment intersects with (passes through) the plane.
  19451. *
  19452. * @param {Line3} line - The line to test.
  19453. * @return {boolean} Whether the given line segment intersects with the plane or not.
  19454. */
  19455. intersectsLine( line ) {
  19456. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  19457. const startSign = this.distanceToPoint( line.start );
  19458. const endSign = this.distanceToPoint( line.end );
  19459. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  19460. }
  19461. /**
  19462. * Returns `true` if the given bounding box intersects with the plane.
  19463. *
  19464. * @param {Box3} box - The bounding box to test.
  19465. * @return {boolean} Whether the given bounding box intersects with the plane or not.
  19466. */
  19467. intersectsBox( box ) {
  19468. return box.intersectsPlane( this );
  19469. }
  19470. /**
  19471. * Returns `true` if the given bounding sphere intersects with the plane.
  19472. *
  19473. * @param {Sphere} sphere - The bounding sphere to test.
  19474. * @return {boolean} Whether the given bounding sphere intersects with the plane or not.
  19475. */
  19476. intersectsSphere( sphere ) {
  19477. return sphere.intersectsPlane( this );
  19478. }
  19479. /**
  19480. * Returns a coplanar vector to the plane, by calculating the
  19481. * projection of the normal at the origin onto the plane.
  19482. *
  19483. * @param {Vector3} target - The target vector that is used to store the method's result.
  19484. * @return {Vector3} The coplanar point.
  19485. */
  19486. coplanarPoint( target ) {
  19487. return target.copy( this.normal ).multiplyScalar( - this.constant );
  19488. }
  19489. /**
  19490. * Apply a 4x4 matrix to the plane. The matrix must be an affine, homogeneous transform.
  19491. *
  19492. * The optional normal matrix can be pre-computed like so:
  19493. * ```js
  19494. * const optionalNormalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
  19495. * ```
  19496. *
  19497. * @param {Matrix4} matrix - The transformation matrix.
  19498. * @param {Matrix4} [optionalNormalMatrix] - A pre-computed normal matrix.
  19499. * @return {Plane} A reference to this plane.
  19500. */
  19501. applyMatrix4( matrix, optionalNormalMatrix ) {
  19502. const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  19503. const referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  19504. const normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  19505. this.constant = - referencePoint.dot( normal );
  19506. return this;
  19507. }
  19508. /**
  19509. * Translates the plane by the distance defined by the given offset vector.
  19510. * Note that this only affects the plane constant and will not affect the normal vector.
  19511. *
  19512. * @param {Vector3} offset - The offset vector.
  19513. * @return {Plane} A reference to this plane.
  19514. */
  19515. translate( offset ) {
  19516. this.constant -= offset.dot( this.normal );
  19517. return this;
  19518. }
  19519. /**
  19520. * Returns `true` if this plane is equal with the given one.
  19521. *
  19522. * @param {Plane} plane - The plane to test for equality.
  19523. * @return {boolean} Whether this plane is equal with the given one.
  19524. */
  19525. equals( plane ) {
  19526. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  19527. }
  19528. /**
  19529. * Returns a new plane with copied values from this instance.
  19530. *
  19531. * @return {Plane} A clone of this instance.
  19532. */
  19533. clone() {
  19534. return new this.constructor().copy( this );
  19535. }
  19536. }
  19537. const _sphere$3 = /*@__PURE__*/ new Sphere();
  19538. const _defaultSpriteCenter = /*@__PURE__*/ new Vector2( 0.5, 0.5 );
  19539. const _vector$6 = /*@__PURE__*/ new Vector3();
  19540. /**
  19541. * Frustums are used to determine what is inside the camera's field of view.
  19542. * They help speed up the rendering process - objects which lie outside a camera's
  19543. * frustum can safely be excluded from rendering.
  19544. *
  19545. * This class is mainly intended for use internally by a renderer.
  19546. */
  19547. class Frustum {
  19548. /**
  19549. * Constructs a new frustum.
  19550. *
  19551. * @param {Plane} [p0] - The first plane that encloses the frustum.
  19552. * @param {Plane} [p1] - The second plane that encloses the frustum.
  19553. * @param {Plane} [p2] - The third plane that encloses the frustum.
  19554. * @param {Plane} [p3] - The fourth plane that encloses the frustum.
  19555. * @param {Plane} [p4] - The fifth plane that encloses the frustum.
  19556. * @param {Plane} [p5] - The sixth plane that encloses the frustum.
  19557. */
  19558. constructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) {
  19559. /**
  19560. * This array holds the planes that enclose the frustum.
  19561. *
  19562. * @type {Array<Plane>}
  19563. */
  19564. this.planes = [ p0, p1, p2, p3, p4, p5 ];
  19565. }
  19566. /**
  19567. * Sets the frustum planes by copying the given planes.
  19568. *
  19569. * @param {Plane} [p0] - The first plane that encloses the frustum.
  19570. * @param {Plane} [p1] - The second plane that encloses the frustum.
  19571. * @param {Plane} [p2] - The third plane that encloses the frustum.
  19572. * @param {Plane} [p3] - The fourth plane that encloses the frustum.
  19573. * @param {Plane} [p4] - The fifth plane that encloses the frustum.
  19574. * @param {Plane} [p5] - The sixth plane that encloses the frustum.
  19575. * @return {Frustum} A reference to this frustum.
  19576. */
  19577. set( p0, p1, p2, p3, p4, p5 ) {
  19578. const planes = this.planes;
  19579. planes[ 0 ].copy( p0 );
  19580. planes[ 1 ].copy( p1 );
  19581. planes[ 2 ].copy( p2 );
  19582. planes[ 3 ].copy( p3 );
  19583. planes[ 4 ].copy( p4 );
  19584. planes[ 5 ].copy( p5 );
  19585. return this;
  19586. }
  19587. /**
  19588. * Copies the values of the given frustum to this instance.
  19589. *
  19590. * @param {Frustum} frustum - The frustum to copy.
  19591. * @return {Frustum} A reference to this frustum.
  19592. */
  19593. copy( frustum ) {
  19594. const planes = this.planes;
  19595. for ( let i = 0; i < 6; i ++ ) {
  19596. planes[ i ].copy( frustum.planes[ i ] );
  19597. }
  19598. return this;
  19599. }
  19600. /**
  19601. * Sets the frustum planes from the given projection matrix.
  19602. *
  19603. * @param {Matrix4} m - The projection matrix.
  19604. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} coordinateSystem - The coordinate system.
  19605. * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  19606. * @return {Frustum} A reference to this frustum.
  19607. */
  19608. setFromProjectionMatrix( m, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
  19609. const planes = this.planes;
  19610. const me = m.elements;
  19611. const me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  19612. const me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  19613. const me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  19614. const me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  19615. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  19616. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  19617. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  19618. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  19619. if ( reversedDepth ) {
  19620. planes[ 4 ].setComponents( me2, me6, me10, me14 ).normalize(); // far
  19621. planes[ 5 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); // near
  19622. } else {
  19623. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); // far
  19624. if ( coordinateSystem === WebGLCoordinateSystem ) {
  19625. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize(); // near
  19626. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  19627. planes[ 5 ].setComponents( me2, me6, me10, me14 ).normalize(); // near
  19628. } else {
  19629. throw new Error( 'THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: ' + coordinateSystem );
  19630. }
  19631. }
  19632. return this;
  19633. }
  19634. /**
  19635. * Returns `true` if the 3D object's bounding sphere is intersecting this frustum.
  19636. *
  19637. * Note that the 3D object must have a geometry so that the bounding sphere can be calculated.
  19638. *
  19639. * @param {Object3D} object - The 3D object to test.
  19640. * @return {boolean} Whether the 3D object's bounding sphere is intersecting this frustum or not.
  19641. */
  19642. intersectsObject( object ) {
  19643. if ( object.boundingSphere !== undefined ) {
  19644. if ( object.boundingSphere === null ) object.computeBoundingSphere();
  19645. _sphere$3.copy( object.boundingSphere ).applyMatrix4( object.matrixWorld );
  19646. } else {
  19647. const geometry = object.geometry;
  19648. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  19649. _sphere$3.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  19650. }
  19651. return this.intersectsSphere( _sphere$3 );
  19652. }
  19653. /**
  19654. * Returns `true` if the given sprite is intersecting this frustum.
  19655. *
  19656. * @param {Sprite} sprite - The sprite to test.
  19657. * @return {boolean} Whether the sprite is intersecting this frustum or not.
  19658. */
  19659. intersectsSprite( sprite ) {
  19660. _sphere$3.center.set( 0, 0, 0 );
  19661. const offset = _defaultSpriteCenter.distanceTo( sprite.center );
  19662. _sphere$3.radius = 0.7071067811865476 + offset;
  19663. _sphere$3.applyMatrix4( sprite.matrixWorld );
  19664. return this.intersectsSphere( _sphere$3 );
  19665. }
  19666. /**
  19667. * Returns `true` if the given bounding sphere is intersecting this frustum.
  19668. *
  19669. * @param {Sphere} sphere - The bounding sphere to test.
  19670. * @return {boolean} Whether the bounding sphere is intersecting this frustum or not.
  19671. */
  19672. intersectsSphere( sphere ) {
  19673. const planes = this.planes;
  19674. const center = sphere.center;
  19675. const negRadius = - sphere.radius;
  19676. for ( let i = 0; i < 6; i ++ ) {
  19677. const distance = planes[ i ].distanceToPoint( center );
  19678. if ( distance < negRadius ) {
  19679. return false;
  19680. }
  19681. }
  19682. return true;
  19683. }
  19684. /**
  19685. * Returns `true` if the given bounding box is intersecting this frustum.
  19686. *
  19687. * @param {Box3} box - The bounding box to test.
  19688. * @return {boolean} Whether the bounding box is intersecting this frustum or not.
  19689. */
  19690. intersectsBox( box ) {
  19691. const planes = this.planes;
  19692. for ( let i = 0; i < 6; i ++ ) {
  19693. const plane = planes[ i ];
  19694. // corner at max distance
  19695. _vector$6.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  19696. _vector$6.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  19697. _vector$6.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  19698. if ( plane.distanceToPoint( _vector$6 ) < 0 ) {
  19699. return false;
  19700. }
  19701. }
  19702. return true;
  19703. }
  19704. /**
  19705. * Returns `true` if the given point lies within the frustum.
  19706. *
  19707. * @param {Vector3} point - The point to test.
  19708. * @return {boolean} Whether the point lies within this frustum or not.
  19709. */
  19710. containsPoint( point ) {
  19711. const planes = this.planes;
  19712. for ( let i = 0; i < 6; i ++ ) {
  19713. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  19714. return false;
  19715. }
  19716. }
  19717. return true;
  19718. }
  19719. /**
  19720. * Returns a new frustum with copied values from this instance.
  19721. *
  19722. * @return {Frustum} A clone of this instance.
  19723. */
  19724. clone() {
  19725. return new this.constructor().copy( this );
  19726. }
  19727. }
  19728. const _projScreenMatrix$2 = /*@__PURE__*/ new Matrix4();
  19729. const _frustum$1 = /*@__PURE__*/ new Frustum();
  19730. /**
  19731. * FrustumArray is used to determine if an object is visible in at least one camera
  19732. * from an array of cameras. This is particularly useful for multi-view renderers.
  19733. */
  19734. class FrustumArray {
  19735. /**
  19736. * Constructs a new frustum array.
  19737. *
  19738. */
  19739. constructor() {
  19740. /**
  19741. * The coordinate system to use.
  19742. *
  19743. * @type {WebGLCoordinateSystem|WebGPUCoordinateSystem}
  19744. * @default WebGLCoordinateSystem
  19745. */
  19746. this.coordinateSystem = WebGLCoordinateSystem;
  19747. }
  19748. /**
  19749. * Returns `true` if the 3D object's bounding sphere is intersecting any frustum
  19750. * from the camera array.
  19751. *
  19752. * @param {Object3D} object - The 3D object to test.
  19753. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19754. * @return {boolean} Whether the 3D object is visible in any camera.
  19755. */
  19756. intersectsObject( object, cameraArray ) {
  19757. if ( ! cameraArray.isArrayCamera || cameraArray.cameras.length === 0 ) {
  19758. return false;
  19759. }
  19760. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19761. const camera = cameraArray.cameras[ i ];
  19762. _projScreenMatrix$2.multiplyMatrices(
  19763. camera.projectionMatrix,
  19764. camera.matrixWorldInverse
  19765. );
  19766. _frustum$1.setFromProjectionMatrix(
  19767. _projScreenMatrix$2,
  19768. camera.coordinateSystem,
  19769. camera.reversedDepth
  19770. );
  19771. if ( _frustum$1.intersectsObject( object ) ) {
  19772. return true; // Object is visible in at least one camera
  19773. }
  19774. }
  19775. return false; // Not visible in any camera
  19776. }
  19777. /**
  19778. * Returns `true` if the given sprite is intersecting any frustum
  19779. * from the camera array.
  19780. *
  19781. * @param {Sprite} sprite - The sprite to test.
  19782. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19783. * @return {boolean} Whether the sprite is visible in any camera.
  19784. */
  19785. intersectsSprite( sprite, cameraArray ) {
  19786. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19787. return false;
  19788. }
  19789. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19790. const camera = cameraArray.cameras[ i ];
  19791. _projScreenMatrix$2.multiplyMatrices(
  19792. camera.projectionMatrix,
  19793. camera.matrixWorldInverse
  19794. );
  19795. _frustum$1.setFromProjectionMatrix(
  19796. _projScreenMatrix$2,
  19797. camera.coordinateSystem,
  19798. camera.reversedDepth
  19799. );
  19800. if ( _frustum$1.intersectsSprite( sprite ) ) {
  19801. return true; // Sprite is visible in at least one camera
  19802. }
  19803. }
  19804. return false; // Not visible in any camera
  19805. }
  19806. /**
  19807. * Returns `true` if the given bounding sphere is intersecting any frustum
  19808. * from the camera array.
  19809. *
  19810. * @param {Sphere} sphere - The bounding sphere to test.
  19811. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19812. * @return {boolean} Whether the sphere is visible in any camera.
  19813. */
  19814. intersectsSphere( sphere, cameraArray ) {
  19815. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19816. return false;
  19817. }
  19818. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19819. const camera = cameraArray.cameras[ i ];
  19820. _projScreenMatrix$2.multiplyMatrices(
  19821. camera.projectionMatrix,
  19822. camera.matrixWorldInverse
  19823. );
  19824. _frustum$1.setFromProjectionMatrix(
  19825. _projScreenMatrix$2,
  19826. camera.coordinateSystem,
  19827. camera.reversedDepth
  19828. );
  19829. if ( _frustum$1.intersectsSphere( sphere ) ) {
  19830. return true; // Sphere is visible in at least one camera
  19831. }
  19832. }
  19833. return false; // Not visible in any camera
  19834. }
  19835. /**
  19836. * Returns `true` if the given bounding box is intersecting any frustum
  19837. * from the camera array.
  19838. *
  19839. * @param {Box3} box - The bounding box to test.
  19840. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19841. * @return {boolean} Whether the box is visible in any camera.
  19842. */
  19843. intersectsBox( box, cameraArray ) {
  19844. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19845. return false;
  19846. }
  19847. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19848. const camera = cameraArray.cameras[ i ];
  19849. _projScreenMatrix$2.multiplyMatrices(
  19850. camera.projectionMatrix,
  19851. camera.matrixWorldInverse
  19852. );
  19853. _frustum$1.setFromProjectionMatrix(
  19854. _projScreenMatrix$2,
  19855. camera.coordinateSystem,
  19856. camera.reversedDepth
  19857. );
  19858. if ( _frustum$1.intersectsBox( box ) ) {
  19859. return true; // Box is visible in at least one camera
  19860. }
  19861. }
  19862. return false; // Not visible in any camera
  19863. }
  19864. /**
  19865. * Returns `true` if the given point lies within any frustum
  19866. * from the camera array.
  19867. *
  19868. * @param {Vector3} point - The point to test.
  19869. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19870. * @return {boolean} Whether the point is visible in any camera.
  19871. */
  19872. containsPoint( point, cameraArray ) {
  19873. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19874. return false;
  19875. }
  19876. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19877. const camera = cameraArray.cameras[ i ];
  19878. _projScreenMatrix$2.multiplyMatrices(
  19879. camera.projectionMatrix,
  19880. camera.matrixWorldInverse
  19881. );
  19882. _frustum$1.setFromProjectionMatrix(
  19883. _projScreenMatrix$2,
  19884. camera.coordinateSystem,
  19885. camera.reversedDepth
  19886. );
  19887. if ( _frustum$1.containsPoint( point ) ) {
  19888. return true; // Point is visible in at least one camera
  19889. }
  19890. }
  19891. return false; // Not visible in any camera
  19892. }
  19893. /**
  19894. * Returns a new frustum array with copied values from this instance.
  19895. *
  19896. * @return {FrustumArray} A clone of this instance.
  19897. */
  19898. clone() {
  19899. return new FrustumArray();
  19900. }
  19901. }
  19902. function ascIdSort( a, b ) {
  19903. return a - b;
  19904. }
  19905. function sortOpaque( a, b ) {
  19906. return a.z - b.z;
  19907. }
  19908. function sortTransparent( a, b ) {
  19909. return b.z - a.z;
  19910. }
  19911. class MultiDrawRenderList {
  19912. constructor() {
  19913. this.index = 0;
  19914. this.pool = [];
  19915. this.list = [];
  19916. }
  19917. push( start, count, z, index ) {
  19918. const pool = this.pool;
  19919. const list = this.list;
  19920. if ( this.index >= pool.length ) {
  19921. pool.push( {
  19922. start: -1,
  19923. count: -1,
  19924. z: -1,
  19925. index: -1,
  19926. } );
  19927. }
  19928. const item = pool[ this.index ];
  19929. list.push( item );
  19930. this.index ++;
  19931. item.start = start;
  19932. item.count = count;
  19933. item.z = z;
  19934. item.index = index;
  19935. }
  19936. reset() {
  19937. this.list.length = 0;
  19938. this.index = 0;
  19939. }
  19940. }
  19941. const _matrix$1 = /*@__PURE__*/ new Matrix4();
  19942. const _whiteColor = /*@__PURE__*/ new Color( 1, 1, 1 );
  19943. const _frustum = /*@__PURE__*/ new Frustum();
  19944. const _frustumArray = /*@__PURE__*/ new FrustumArray();
  19945. const _box$1 = /*@__PURE__*/ new Box3();
  19946. const _sphere$2 = /*@__PURE__*/ new Sphere();
  19947. const _vector$5 = /*@__PURE__*/ new Vector3();
  19948. const _forward$1 = /*@__PURE__*/ new Vector3();
  19949. const _temp = /*@__PURE__*/ new Vector3();
  19950. const _renderList = /*@__PURE__*/ new MultiDrawRenderList();
  19951. const _mesh = /*@__PURE__*/ new Mesh();
  19952. const _batchIntersects = [];
  19953. // copies data from attribute "src" into "target" starting at "targetOffset"
  19954. function copyAttributeData( src, target, targetOffset = 0 ) {
  19955. const itemSize = target.itemSize;
  19956. if ( src.isInterleavedBufferAttribute || src.array.constructor !== target.array.constructor ) {
  19957. // use the component getters and setters if the array data cannot
  19958. // be copied directly
  19959. const vertexCount = src.count;
  19960. for ( let i = 0; i < vertexCount; i ++ ) {
  19961. for ( let c = 0; c < itemSize; c ++ ) {
  19962. target.setComponent( i + targetOffset, c, src.getComponent( i, c ) );
  19963. }
  19964. }
  19965. } else {
  19966. // faster copy approach using typed array set function
  19967. target.array.set( src.array, targetOffset * itemSize );
  19968. }
  19969. target.needsUpdate = true;
  19970. }
  19971. // safely copies array contents to a potentially smaller array
  19972. function copyArrayContents( src, target ) {
  19973. if ( src.constructor !== target.constructor ) {
  19974. // if arrays are of a different type (eg due to index size increasing) then data must be per-element copied
  19975. const len = Math.min( src.length, target.length );
  19976. for ( let i = 0; i < len; i ++ ) {
  19977. target[ i ] = src[ i ];
  19978. }
  19979. } else {
  19980. // if the arrays use the same data layout we can use a fast block copy
  19981. const len = Math.min( src.length, target.length );
  19982. target.set( new src.constructor( src.buffer, 0, len ) );
  19983. }
  19984. }
  19985. /**
  19986. * A special version of a mesh with multi draw batch rendering support. Use
  19987. * this class if you have to render a large number of objects with the same
  19988. * material but with different geometries or world transformations. The usage of
  19989. * `BatchedMesh` will help you to reduce the number of draw calls and thus improve the overall
  19990. * rendering performance in your application.
  19991. *
  19992. * ```js
  19993. * const box = new THREE.BoxGeometry( 1, 1, 1 );
  19994. * const sphere = new THREE.SphereGeometry( 1, 12, 12 );
  19995. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  19996. *
  19997. * // initialize and add geometries into the batched mesh
  19998. * const batchedMesh = new BatchedMesh( 10, 5000, 10000, material );
  19999. * const boxGeometryId = batchedMesh.addGeometry( box );
  20000. * const sphereGeometryId = batchedMesh.addGeometry( sphere );
  20001. *
  20002. * // create instances of those geometries
  20003. * const boxInstancedId1 = batchedMesh.addInstance( boxGeometryId );
  20004. * const boxInstancedId2 = batchedMesh.addInstance( boxGeometryId );
  20005. *
  20006. * const sphereInstancedId1 = batchedMesh.addInstance( sphereGeometryId );
  20007. * const sphereInstancedId2 = batchedMesh.addInstance( sphereGeometryId );
  20008. *
  20009. * // position the geometries
  20010. * batchedMesh.setMatrixAt( boxInstancedId1, boxMatrix1 );
  20011. * batchedMesh.setMatrixAt( boxInstancedId2, boxMatrix2 );
  20012. *
  20013. * batchedMesh.setMatrixAt( sphereInstancedId1, sphereMatrix1 );
  20014. * batchedMesh.setMatrixAt( sphereInstancedId2, sphereMatrix2 );
  20015. *
  20016. * scene.add( batchedMesh );
  20017. * ```
  20018. *
  20019. * @augments Mesh
  20020. */
  20021. class BatchedMesh extends Mesh {
  20022. /**
  20023. * Constructs a new batched mesh.
  20024. *
  20025. * @param {number} maxInstanceCount - The maximum number of individual instances planned to be added and rendered.
  20026. * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries.
  20027. * @param {number} [maxIndexCount=maxVertexCount*2] - The maximum number of indices to be used by all unique geometries
  20028. * @param {Material|Array<Material>} [material] - The mesh material.
  20029. */
  20030. constructor( maxInstanceCount, maxVertexCount, maxIndexCount = maxVertexCount * 2, material ) {
  20031. super( new BufferGeometry(), material );
  20032. /**
  20033. * This flag can be used for type testing.
  20034. *
  20035. * @type {boolean}
  20036. * @readonly
  20037. * @default true
  20038. */
  20039. this.isBatchedMesh = true;
  20040. /**
  20041. * When set ot `true`, the individual objects of a batch are frustum culled.
  20042. *
  20043. * @type {boolean}
  20044. * @default true
  20045. */
  20046. this.perObjectFrustumCulled = true;
  20047. /**
  20048. * When set to `true`, the individual objects of a batch are sorted to improve overdraw-related artifacts.
  20049. * If the material is marked as "transparent" objects are rendered back to front and if not then they are
  20050. * rendered front to back.
  20051. *
  20052. * @type {boolean}
  20053. * @default true
  20054. */
  20055. this.sortObjects = true;
  20056. /**
  20057. * The bounding box of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingBox}.
  20058. *
  20059. * @type {?Box3}
  20060. * @default null
  20061. */
  20062. this.boundingBox = null;
  20063. /**
  20064. * The bounding sphere of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingSphere}.
  20065. *
  20066. * @type {?Sphere}
  20067. * @default null
  20068. */
  20069. this.boundingSphere = null;
  20070. /**
  20071. * Takes a sort a function that is run before render. The function takes a list of instances to
  20072. * sort and a camera. The objects in the list include a "z" field to perform a depth-ordered
  20073. * sort with.
  20074. *
  20075. * @type {?Function}
  20076. * @default null
  20077. */
  20078. this.customSort = null;
  20079. // stores visible, active, and geometry id per instance and reserved buffer ranges for geometries
  20080. this._instanceInfo = [];
  20081. this._geometryInfo = [];
  20082. // instance, geometry ids that have been set as inactive, and are available to be overwritten
  20083. this._availableInstanceIds = [];
  20084. this._availableGeometryIds = [];
  20085. // used to track where the next point is that geometry should be inserted
  20086. this._nextIndexStart = 0;
  20087. this._nextVertexStart = 0;
  20088. this._geometryCount = 0;
  20089. // flags
  20090. this._visibilityChanged = true;
  20091. this._geometryInitialized = false;
  20092. // cached user options
  20093. this._maxInstanceCount = maxInstanceCount;
  20094. this._maxVertexCount = maxVertexCount;
  20095. this._maxIndexCount = maxIndexCount;
  20096. // buffers for multi draw
  20097. this._multiDrawCounts = new Int32Array( maxInstanceCount );
  20098. this._multiDrawStarts = new Int32Array( maxInstanceCount );
  20099. this._multiDrawCount = 0;
  20100. this._multiDrawInstances = null;
  20101. // Local matrix per geometry by using data texture
  20102. this._matricesTexture = null;
  20103. this._indirectTexture = null;
  20104. this._colorsTexture = null;
  20105. this._initMatricesTexture();
  20106. this._initIndirectTexture();
  20107. }
  20108. /**
  20109. * The maximum number of individual instances that can be stored in the batch.
  20110. *
  20111. * @type {number}
  20112. * @readonly
  20113. */
  20114. get maxInstanceCount() {
  20115. return this._maxInstanceCount;
  20116. }
  20117. /**
  20118. * The instance count.
  20119. *
  20120. * @type {number}
  20121. * @readonly
  20122. */
  20123. get instanceCount() {
  20124. return this._instanceInfo.length - this._availableInstanceIds.length;
  20125. }
  20126. /**
  20127. * The number of unused vertices.
  20128. *
  20129. * @type {number}
  20130. * @readonly
  20131. */
  20132. get unusedVertexCount() {
  20133. return this._maxVertexCount - this._nextVertexStart;
  20134. }
  20135. /**
  20136. * The number of unused indices.
  20137. *
  20138. * @type {number}
  20139. * @readonly
  20140. */
  20141. get unusedIndexCount() {
  20142. return this._maxIndexCount - this._nextIndexStart;
  20143. }
  20144. _initMatricesTexture() {
  20145. // layout (1 matrix = 4 pixels)
  20146. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  20147. // with 8x8 pixel texture max 16 matrices * 4 pixels = (8 * 8)
  20148. // 16x16 pixel texture max 64 matrices * 4 pixels = (16 * 16)
  20149. // 32x32 pixel texture max 256 matrices * 4 pixels = (32 * 32)
  20150. // 64x64 pixel texture max 1024 matrices * 4 pixels = (64 * 64)
  20151. let size = Math.sqrt( this._maxInstanceCount * 4 ); // 4 pixels needed for 1 matrix
  20152. size = Math.ceil( size / 4 ) * 4;
  20153. size = Math.max( size, 4 );
  20154. const matricesArray = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  20155. const matricesTexture = new DataTexture( matricesArray, size, size, RGBAFormat, FloatType );
  20156. this._matricesTexture = matricesTexture;
  20157. }
  20158. _initIndirectTexture() {
  20159. let size = Math.sqrt( this._maxInstanceCount );
  20160. size = Math.ceil( size );
  20161. const indirectArray = new Uint32Array( size * size );
  20162. const indirectTexture = new DataTexture( indirectArray, size, size, RedIntegerFormat, UnsignedIntType );
  20163. this._indirectTexture = indirectTexture;
  20164. }
  20165. _initColorsTexture() {
  20166. let size = Math.sqrt( this._maxInstanceCount );
  20167. size = Math.ceil( size );
  20168. // 4 floats per RGBA pixel initialized to white
  20169. const colorsArray = new Float32Array( size * size * 4 ).fill( 1 );
  20170. const colorsTexture = new DataTexture( colorsArray, size, size, RGBAFormat, FloatType );
  20171. colorsTexture.colorSpace = ColorManagement.workingColorSpace;
  20172. this._colorsTexture = colorsTexture;
  20173. }
  20174. _initializeGeometry( reference ) {
  20175. const geometry = this.geometry;
  20176. const maxVertexCount = this._maxVertexCount;
  20177. const maxIndexCount = this._maxIndexCount;
  20178. if ( this._geometryInitialized === false ) {
  20179. for ( const attributeName in reference.attributes ) {
  20180. const srcAttribute = reference.getAttribute( attributeName );
  20181. const { array, itemSize, normalized } = srcAttribute;
  20182. const dstArray = new array.constructor( maxVertexCount * itemSize );
  20183. const dstAttribute = new BufferAttribute( dstArray, itemSize, normalized );
  20184. geometry.setAttribute( attributeName, dstAttribute );
  20185. }
  20186. if ( reference.getIndex() !== null ) {
  20187. // Reserve last u16 index for primitive restart.
  20188. const indexArray = maxVertexCount > 65535
  20189. ? new Uint32Array( maxIndexCount )
  20190. : new Uint16Array( maxIndexCount );
  20191. geometry.setIndex( new BufferAttribute( indexArray, 1 ) );
  20192. }
  20193. this._geometryInitialized = true;
  20194. }
  20195. }
  20196. // Make sure the geometry is compatible with the existing combined geometry attributes
  20197. _validateGeometry( geometry ) {
  20198. // check to ensure the geometries are using consistent attributes and indices
  20199. const batchGeometry = this.geometry;
  20200. if ( Boolean( geometry.getIndex() ) !== Boolean( batchGeometry.getIndex() ) ) {
  20201. throw new Error( 'THREE.BatchedMesh: All geometries must consistently have "index".' );
  20202. }
  20203. for ( const attributeName in batchGeometry.attributes ) {
  20204. if ( ! geometry.hasAttribute( attributeName ) ) {
  20205. throw new Error( `THREE.BatchedMesh: Added geometry missing "${ attributeName }". All geometries must have consistent attributes.` );
  20206. }
  20207. const srcAttribute = geometry.getAttribute( attributeName );
  20208. const dstAttribute = batchGeometry.getAttribute( attributeName );
  20209. if ( srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized ) {
  20210. throw new Error( 'THREE.BatchedMesh: All attributes must have a consistent itemSize and normalized value.' );
  20211. }
  20212. }
  20213. }
  20214. /**
  20215. * Validates the instance defined by the given ID.
  20216. *
  20217. * @param {number} instanceId - The instance to validate.
  20218. */
  20219. validateInstanceId( instanceId ) {
  20220. const instanceInfo = this._instanceInfo;
  20221. if ( instanceId < 0 || instanceId >= instanceInfo.length || instanceInfo[ instanceId ].active === false ) {
  20222. throw new Error( `THREE.BatchedMesh: Invalid instanceId ${instanceId}. Instance is either out of range or has been deleted.` );
  20223. }
  20224. }
  20225. /**
  20226. * Validates the geometry defined by the given ID.
  20227. *
  20228. * @param {number} geometryId - The geometry to validate.
  20229. */
  20230. validateGeometryId( geometryId ) {
  20231. const geometryInfoList = this._geometryInfo;
  20232. if ( geometryId < 0 || geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) {
  20233. throw new Error( `THREE.BatchedMesh: Invalid geometryId ${geometryId}. Geometry is either out of range or has been deleted.` );
  20234. }
  20235. }
  20236. /**
  20237. * Takes a sort a function that is run before render. The function takes a list of instances to
  20238. * sort and a camera. The objects in the list include a "z" field to perform a depth-ordered sort with.
  20239. *
  20240. * @param {Function} func - The custom sort function.
  20241. * @return {BatchedMesh} A reference to this batched mesh.
  20242. */
  20243. setCustomSort( func ) {
  20244. this.customSort = func;
  20245. return this;
  20246. }
  20247. /**
  20248. * Computes the bounding box, updating {@link BatchedMesh#boundingBox}.
  20249. * Bounding boxes aren't computed by default. They need to be explicitly computed,
  20250. * otherwise they are `null`.
  20251. */
  20252. computeBoundingBox() {
  20253. if ( this.boundingBox === null ) {
  20254. this.boundingBox = new Box3();
  20255. }
  20256. const boundingBox = this.boundingBox;
  20257. const instanceInfo = this._instanceInfo;
  20258. boundingBox.makeEmpty();
  20259. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20260. if ( instanceInfo[ i ].active === false ) continue;
  20261. const geometryId = instanceInfo[ i ].geometryIndex;
  20262. this.getMatrixAt( i, _matrix$1 );
  20263. this.getBoundingBoxAt( geometryId, _box$1 ).applyMatrix4( _matrix$1 );
  20264. boundingBox.union( _box$1 );
  20265. }
  20266. }
  20267. /**
  20268. * Computes the bounding sphere, updating {@link BatchedMesh#boundingSphere}.
  20269. * Bounding spheres aren't computed by default. They need to be explicitly computed,
  20270. * otherwise they are `null`.
  20271. */
  20272. computeBoundingSphere() {
  20273. if ( this.boundingSphere === null ) {
  20274. this.boundingSphere = new Sphere();
  20275. }
  20276. const boundingSphere = this.boundingSphere;
  20277. const instanceInfo = this._instanceInfo;
  20278. boundingSphere.makeEmpty();
  20279. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20280. if ( instanceInfo[ i ].active === false ) continue;
  20281. const geometryId = instanceInfo[ i ].geometryIndex;
  20282. this.getMatrixAt( i, _matrix$1 );
  20283. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  20284. boundingSphere.union( _sphere$2 );
  20285. }
  20286. }
  20287. /**
  20288. * Adds a new instance to the batch using the geometry of the given ID and returns
  20289. * a new id referring to the new instance to be used by other functions.
  20290. *
  20291. * @param {number} geometryId - The ID of a previously added geometry via {@link BatchedMesh#addGeometry}.
  20292. * @return {number} The instance ID.
  20293. */
  20294. addInstance( geometryId ) {
  20295. const atCapacity = this._instanceInfo.length >= this.maxInstanceCount;
  20296. // ensure we're not over geometry
  20297. if ( atCapacity && this._availableInstanceIds.length === 0 ) {
  20298. throw new Error( 'THREE.BatchedMesh: Maximum item count reached.' );
  20299. }
  20300. const instanceInfo = {
  20301. visible: true,
  20302. active: true,
  20303. geometryIndex: geometryId,
  20304. };
  20305. let drawId = null;
  20306. // Prioritize using previously freed instance ids
  20307. if ( this._availableInstanceIds.length > 0 ) {
  20308. this._availableInstanceIds.sort( ascIdSort );
  20309. drawId = this._availableInstanceIds.shift();
  20310. this._instanceInfo[ drawId ] = instanceInfo;
  20311. } else {
  20312. drawId = this._instanceInfo.length;
  20313. this._instanceInfo.push( instanceInfo );
  20314. }
  20315. const matricesTexture = this._matricesTexture;
  20316. _matrix$1.identity().toArray( matricesTexture.image.data, drawId * 16 );
  20317. matricesTexture.needsUpdate = true;
  20318. const colorsTexture = this._colorsTexture;
  20319. if ( colorsTexture ) {
  20320. _whiteColor.toArray( colorsTexture.image.data, drawId * 4 );
  20321. colorsTexture.needsUpdate = true;
  20322. }
  20323. this._visibilityChanged = true;
  20324. return drawId;
  20325. }
  20326. /**
  20327. * Adds the given geometry to the batch and returns the associated
  20328. * geometry id referring to it to be used in other functions.
  20329. *
  20330. * @param {BufferGeometry} geometry - The geometry to add.
  20331. * @param {number} [reservedVertexCount=-1] - Optional parameter specifying the amount of
  20332. * vertex buffer space to reserve for the added geometry. This is necessary if it is planned
  20333. * to set a new geometry at this index at a later time that is larger than the original geometry.
  20334. * Defaults to the length of the given geometry vertex buffer.
  20335. * @param {number} [reservedIndexCount=-1] - Optional parameter specifying the amount of index
  20336. * buffer space to reserve for the added geometry. This is necessary if it is planned to set a
  20337. * new geometry at this index at a later time that is larger than the original geometry. Defaults to
  20338. * the length of the given geometry index buffer.
  20339. * @return {number} The geometry ID.
  20340. */
  20341. addGeometry( geometry, reservedVertexCount = -1, reservedIndexCount = -1 ) {
  20342. this._initializeGeometry( geometry );
  20343. this._validateGeometry( geometry );
  20344. const geometryInfo = {
  20345. // geometry information
  20346. vertexStart: -1,
  20347. vertexCount: -1,
  20348. reservedVertexCount: -1,
  20349. indexStart: -1,
  20350. indexCount: -1,
  20351. reservedIndexCount: -1,
  20352. // draw range information
  20353. start: -1,
  20354. count: -1,
  20355. // state
  20356. boundingBox: null,
  20357. boundingSphere: null,
  20358. active: true,
  20359. };
  20360. const geometryInfoList = this._geometryInfo;
  20361. geometryInfo.vertexStart = this._nextVertexStart;
  20362. geometryInfo.reservedVertexCount = reservedVertexCount === -1 ? geometry.getAttribute( 'position' ).count : reservedVertexCount;
  20363. const index = geometry.getIndex();
  20364. const hasIndex = index !== null;
  20365. if ( hasIndex ) {
  20366. geometryInfo.indexStart = this._nextIndexStart;
  20367. geometryInfo.reservedIndexCount = reservedIndexCount === -1 ? index.count : reservedIndexCount;
  20368. }
  20369. if (
  20370. geometryInfo.indexStart !== -1 &&
  20371. geometryInfo.indexStart + geometryInfo.reservedIndexCount > this._maxIndexCount ||
  20372. geometryInfo.vertexStart + geometryInfo.reservedVertexCount > this._maxVertexCount
  20373. ) {
  20374. throw new Error( 'THREE.BatchedMesh: Reserved space request exceeds the maximum buffer size.' );
  20375. }
  20376. // update id
  20377. let geometryId;
  20378. if ( this._availableGeometryIds.length > 0 ) {
  20379. this._availableGeometryIds.sort( ascIdSort );
  20380. geometryId = this._availableGeometryIds.shift();
  20381. geometryInfoList[ geometryId ] = geometryInfo;
  20382. } else {
  20383. geometryId = this._geometryCount;
  20384. this._geometryCount ++;
  20385. geometryInfoList.push( geometryInfo );
  20386. }
  20387. // update the geometry
  20388. this.setGeometryAt( geometryId, geometry );
  20389. // increment the next geometry position
  20390. this._nextIndexStart = geometryInfo.indexStart + geometryInfo.reservedIndexCount;
  20391. this._nextVertexStart = geometryInfo.vertexStart + geometryInfo.reservedVertexCount;
  20392. return geometryId;
  20393. }
  20394. /**
  20395. * Replaces the geometry at the given ID with the provided geometry. Throws an error if there
  20396. * is not enough space reserved for geometry. Calling this will change all instances that are
  20397. * rendering that geometry.
  20398. *
  20399. * @param {number} geometryId - The ID of the geometry that should be replaced with the given geometry.
  20400. * @param {BufferGeometry} geometry - The new geometry.
  20401. * @return {number} The geometry ID.
  20402. */
  20403. setGeometryAt( geometryId, geometry ) {
  20404. if ( geometryId >= this._geometryCount ) {
  20405. throw new Error( 'THREE.BatchedMesh: Maximum geometry count reached.' );
  20406. }
  20407. this._validateGeometry( geometry );
  20408. const batchGeometry = this.geometry;
  20409. const hasIndex = batchGeometry.getIndex() !== null;
  20410. const dstIndex = batchGeometry.getIndex();
  20411. const srcIndex = geometry.getIndex();
  20412. const geometryInfo = this._geometryInfo[ geometryId ];
  20413. if (
  20414. hasIndex &&
  20415. srcIndex.count > geometryInfo.reservedIndexCount ||
  20416. geometry.attributes.position.count > geometryInfo.reservedVertexCount
  20417. ) {
  20418. throw new Error( 'THREE.BatchedMesh: Reserved space not large enough for provided geometry.' );
  20419. }
  20420. // copy geometry buffer data over
  20421. const vertexStart = geometryInfo.vertexStart;
  20422. const reservedVertexCount = geometryInfo.reservedVertexCount;
  20423. geometryInfo.vertexCount = geometry.getAttribute( 'position' ).count;
  20424. for ( const attributeName in batchGeometry.attributes ) {
  20425. // copy attribute data
  20426. const srcAttribute = geometry.getAttribute( attributeName );
  20427. const dstAttribute = batchGeometry.getAttribute( attributeName );
  20428. copyAttributeData( srcAttribute, dstAttribute, vertexStart );
  20429. // fill the rest in with zeroes
  20430. const itemSize = srcAttribute.itemSize;
  20431. for ( let i = srcAttribute.count, l = reservedVertexCount; i < l; i ++ ) {
  20432. const index = vertexStart + i;
  20433. for ( let c = 0; c < itemSize; c ++ ) {
  20434. dstAttribute.setComponent( index, c, 0 );
  20435. }
  20436. }
  20437. dstAttribute.needsUpdate = true;
  20438. dstAttribute.addUpdateRange( vertexStart * itemSize, reservedVertexCount * itemSize );
  20439. }
  20440. // copy index
  20441. if ( hasIndex ) {
  20442. const indexStart = geometryInfo.indexStart;
  20443. const reservedIndexCount = geometryInfo.reservedIndexCount;
  20444. geometryInfo.indexCount = geometry.getIndex().count;
  20445. // copy index data over
  20446. for ( let i = 0; i < srcIndex.count; i ++ ) {
  20447. dstIndex.setX( indexStart + i, vertexStart + srcIndex.getX( i ) );
  20448. }
  20449. // fill the rest in with zeroes
  20450. for ( let i = srcIndex.count, l = reservedIndexCount; i < l; i ++ ) {
  20451. dstIndex.setX( indexStart + i, vertexStart );
  20452. }
  20453. dstIndex.needsUpdate = true;
  20454. dstIndex.addUpdateRange( indexStart, geometryInfo.reservedIndexCount );
  20455. }
  20456. // update the draw range
  20457. geometryInfo.start = hasIndex ? geometryInfo.indexStart : geometryInfo.vertexStart;
  20458. geometryInfo.count = hasIndex ? geometryInfo.indexCount : geometryInfo.vertexCount;
  20459. // store the bounding boxes
  20460. geometryInfo.boundingBox = null;
  20461. if ( geometry.boundingBox !== null ) {
  20462. geometryInfo.boundingBox = geometry.boundingBox.clone();
  20463. }
  20464. geometryInfo.boundingSphere = null;
  20465. if ( geometry.boundingSphere !== null ) {
  20466. geometryInfo.boundingSphere = geometry.boundingSphere.clone();
  20467. }
  20468. this._visibilityChanged = true;
  20469. return geometryId;
  20470. }
  20471. /**
  20472. * Deletes the geometry defined by the given ID from this batch. Any instances referencing
  20473. * this geometry will also be removed as a side effect.
  20474. *
  20475. * @param {number} geometryId - The ID of the geometry to remove from the batch.
  20476. * @return {BatchedMesh} A reference to this batched mesh.
  20477. */
  20478. deleteGeometry( geometryId ) {
  20479. const geometryInfoList = this._geometryInfo;
  20480. if ( geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) {
  20481. return this;
  20482. }
  20483. // delete any instances associated with this geometry
  20484. const instanceInfo = this._instanceInfo;
  20485. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20486. if ( instanceInfo[ i ].active && instanceInfo[ i ].geometryIndex === geometryId ) {
  20487. this.deleteInstance( i );
  20488. }
  20489. }
  20490. geometryInfoList[ geometryId ].active = false;
  20491. this._availableGeometryIds.push( geometryId );
  20492. this._visibilityChanged = true;
  20493. return this;
  20494. }
  20495. /**
  20496. * Deletes an existing instance from the batch using the given ID.
  20497. *
  20498. * @param {number} instanceId - The ID of the instance to remove from the batch.
  20499. * @return {BatchedMesh} A reference to this batched mesh.
  20500. */
  20501. deleteInstance( instanceId ) {
  20502. this.validateInstanceId( instanceId );
  20503. this._instanceInfo[ instanceId ].active = false;
  20504. this._availableInstanceIds.push( instanceId );
  20505. this._visibilityChanged = true;
  20506. return this;
  20507. }
  20508. /**
  20509. * Repacks the sub geometries in [name] to remove any unused space remaining from
  20510. * previously deleted geometry, freeing up space to add new geometry.
  20511. *
  20512. * @return {BatchedMesh} A reference to this batched mesh.
  20513. */
  20514. optimize() {
  20515. // track the next indices to copy data to
  20516. let nextVertexStart = 0;
  20517. let nextIndexStart = 0;
  20518. // Iterate over all geometry ranges in order sorted from earliest in the geometry buffer to latest
  20519. // in the geometry buffer. Because draw range objects can be reused there is no guarantee of their order.
  20520. const geometryInfoList = this._geometryInfo;
  20521. const indices = geometryInfoList
  20522. .map( ( e, i ) => i )
  20523. .sort( ( a, b ) => {
  20524. return geometryInfoList[ a ].vertexStart - geometryInfoList[ b ].vertexStart;
  20525. } );
  20526. const geometry = this.geometry;
  20527. for ( let i = 0, l = geometryInfoList.length; i < l; i ++ ) {
  20528. // if a geometry range is inactive then don't copy anything
  20529. const index = indices[ i ];
  20530. const geometryInfo = geometryInfoList[ index ];
  20531. if ( geometryInfo.active === false ) {
  20532. continue;
  20533. }
  20534. // if a geometry contains an index buffer then shift it, as well
  20535. if ( geometry.index !== null ) {
  20536. if ( geometryInfo.indexStart !== nextIndexStart ) {
  20537. const { indexStart, vertexStart, reservedIndexCount } = geometryInfo;
  20538. const index = geometry.index;
  20539. const array = index.array;
  20540. // shift the index pointers based on how the vertex data will shift
  20541. // adjusting the index must happen first so the original vertex start value is available
  20542. const elementDelta = nextVertexStart - vertexStart;
  20543. for ( let j = indexStart; j < indexStart + reservedIndexCount; j ++ ) {
  20544. array[ j ] = array[ j ] + elementDelta;
  20545. }
  20546. index.array.copyWithin( nextIndexStart, indexStart, indexStart + reservedIndexCount );
  20547. index.addUpdateRange( nextIndexStart, reservedIndexCount );
  20548. index.needsUpdate = true;
  20549. geometryInfo.indexStart = nextIndexStart;
  20550. }
  20551. nextIndexStart += geometryInfo.reservedIndexCount;
  20552. }
  20553. // if a geometry needs to be moved then copy attribute data to overwrite unused space
  20554. if ( geometryInfo.vertexStart !== nextVertexStart ) {
  20555. const { vertexStart, reservedVertexCount } = geometryInfo;
  20556. const attributes = geometry.attributes;
  20557. for ( const key in attributes ) {
  20558. const attribute = attributes[ key ];
  20559. const { array, itemSize } = attribute;
  20560. array.copyWithin( nextVertexStart * itemSize, vertexStart * itemSize, ( vertexStart + reservedVertexCount ) * itemSize );
  20561. attribute.addUpdateRange( nextVertexStart * itemSize, reservedVertexCount * itemSize );
  20562. attribute.needsUpdate = true;
  20563. }
  20564. geometryInfo.vertexStart = nextVertexStart;
  20565. }
  20566. nextVertexStart += geometryInfo.reservedVertexCount;
  20567. geometryInfo.start = geometry.index ? geometryInfo.indexStart : geometryInfo.vertexStart;
  20568. // step the next geometry points to the shifted position
  20569. this._nextIndexStart = geometry.index ? geometryInfo.indexStart + geometryInfo.reservedIndexCount : 0;
  20570. this._nextVertexStart = geometryInfo.vertexStart + geometryInfo.reservedVertexCount;
  20571. }
  20572. this._visibilityChanged = true;
  20573. return this;
  20574. }
  20575. /**
  20576. * Returns the bounding box for the given geometry.
  20577. *
  20578. * @param {number} geometryId - The ID of the geometry to return the bounding box for.
  20579. * @param {Box3} target - The target object that is used to store the method's result.
  20580. * @return {?Box3} The geometry's bounding box. Returns `null` if no geometry has been found for the given ID.
  20581. */
  20582. getBoundingBoxAt( geometryId, target ) {
  20583. if ( geometryId >= this._geometryCount ) {
  20584. return null;
  20585. }
  20586. // compute bounding box
  20587. const geometry = this.geometry;
  20588. const geometryInfo = this._geometryInfo[ geometryId ];
  20589. if ( geometryInfo.boundingBox === null ) {
  20590. const box = new Box3();
  20591. const index = geometry.index;
  20592. const position = geometry.attributes.position;
  20593. for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) {
  20594. let iv = i;
  20595. if ( index ) {
  20596. iv = index.getX( iv );
  20597. }
  20598. box.expandByPoint( _vector$5.fromBufferAttribute( position, iv ) );
  20599. }
  20600. geometryInfo.boundingBox = box;
  20601. }
  20602. target.copy( geometryInfo.boundingBox );
  20603. return target;
  20604. }
  20605. /**
  20606. * Returns the bounding sphere for the given geometry.
  20607. *
  20608. * @param {number} geometryId - The ID of the geometry to return the bounding sphere for.
  20609. * @param {Sphere} target - The target object that is used to store the method's result.
  20610. * @return {?Sphere} The geometry's bounding sphere. Returns `null` if no geometry has been found for the given ID.
  20611. */
  20612. getBoundingSphereAt( geometryId, target ) {
  20613. if ( geometryId >= this._geometryCount ) {
  20614. return null;
  20615. }
  20616. // compute bounding sphere
  20617. const geometry = this.geometry;
  20618. const geometryInfo = this._geometryInfo[ geometryId ];
  20619. if ( geometryInfo.boundingSphere === null ) {
  20620. const sphere = new Sphere();
  20621. this.getBoundingBoxAt( geometryId, _box$1 );
  20622. _box$1.getCenter( sphere.center );
  20623. const index = geometry.index;
  20624. const position = geometry.attributes.position;
  20625. let maxRadiusSq = 0;
  20626. for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) {
  20627. let iv = i;
  20628. if ( index ) {
  20629. iv = index.getX( iv );
  20630. }
  20631. _vector$5.fromBufferAttribute( position, iv );
  20632. maxRadiusSq = Math.max( maxRadiusSq, sphere.center.distanceToSquared( _vector$5 ) );
  20633. }
  20634. sphere.radius = Math.sqrt( maxRadiusSq );
  20635. geometryInfo.boundingSphere = sphere;
  20636. }
  20637. target.copy( geometryInfo.boundingSphere );
  20638. return target;
  20639. }
  20640. /**
  20641. * Sets the given local transformation matrix to the defined instance.
  20642. * Negatively scaled matrices are not supported.
  20643. *
  20644. * @param {number} instanceId - The ID of an instance to set the matrix of.
  20645. * @param {Matrix4} matrix - A 4x4 matrix representing the local transformation of a single instance.
  20646. * @return {BatchedMesh} A reference to this batched mesh.
  20647. */
  20648. setMatrixAt( instanceId, matrix ) {
  20649. this.validateInstanceId( instanceId );
  20650. const matricesTexture = this._matricesTexture;
  20651. const matricesArray = this._matricesTexture.image.data;
  20652. matrix.toArray( matricesArray, instanceId * 16 );
  20653. matricesTexture.needsUpdate = true;
  20654. return this;
  20655. }
  20656. /**
  20657. * Returns the local transformation matrix of the defined instance.
  20658. *
  20659. * @param {number} instanceId - The ID of an instance to get the matrix of.
  20660. * @param {Matrix4} matrix - The target object that is used to store the method's result.
  20661. * @return {Matrix4} The instance's local transformation matrix.
  20662. */
  20663. getMatrixAt( instanceId, matrix ) {
  20664. this.validateInstanceId( instanceId );
  20665. return matrix.fromArray( this._matricesTexture.image.data, instanceId * 16 );
  20666. }
  20667. /**
  20668. * Sets the given color to the defined instance.
  20669. *
  20670. * @param {number} instanceId - The ID of an instance to set the color of.
  20671. * @param {Color} color - The color to set the instance to.
  20672. * @return {BatchedMesh} A reference to this batched mesh.
  20673. */
  20674. setColorAt( instanceId, color ) {
  20675. this.validateInstanceId( instanceId );
  20676. if ( this._colorsTexture === null ) {
  20677. this._initColorsTexture();
  20678. }
  20679. color.toArray( this._colorsTexture.image.data, instanceId * 4 );
  20680. this._colorsTexture.needsUpdate = true;
  20681. return this;
  20682. }
  20683. /**
  20684. * Returns the color of the defined instance.
  20685. *
  20686. * @param {number} instanceId - The ID of an instance to get the color of.
  20687. * @param {Color} color - The target object that is used to store the method's result.
  20688. * @return {Color} The instance's color.
  20689. */
  20690. getColorAt( instanceId, color ) {
  20691. this.validateInstanceId( instanceId );
  20692. return color.fromArray( this._colorsTexture.image.data, instanceId * 4 );
  20693. }
  20694. /**
  20695. * Sets the visibility of the instance.
  20696. *
  20697. * @param {number} instanceId - The id of the instance to set the visibility of.
  20698. * @param {boolean} visible - Whether the instance is visible or not.
  20699. * @return {BatchedMesh} A reference to this batched mesh.
  20700. */
  20701. setVisibleAt( instanceId, visible ) {
  20702. this.validateInstanceId( instanceId );
  20703. if ( this._instanceInfo[ instanceId ].visible === visible ) {
  20704. return this;
  20705. }
  20706. this._instanceInfo[ instanceId ].visible = visible;
  20707. this._visibilityChanged = true;
  20708. return this;
  20709. }
  20710. /**
  20711. * Returns the visibility state of the defined instance.
  20712. *
  20713. * @param {number} instanceId - The ID of an instance to get the visibility state of.
  20714. * @return {boolean} Whether the instance is visible or not.
  20715. */
  20716. getVisibleAt( instanceId ) {
  20717. this.validateInstanceId( instanceId );
  20718. return this._instanceInfo[ instanceId ].visible;
  20719. }
  20720. /**
  20721. * Sets the geometry ID of the instance at the given index.
  20722. *
  20723. * @param {number} instanceId - The ID of the instance to set the geometry ID of.
  20724. * @param {number} geometryId - The geometry ID to be use by the instance.
  20725. * @return {BatchedMesh} A reference to this batched mesh.
  20726. */
  20727. setGeometryIdAt( instanceId, geometryId ) {
  20728. this.validateInstanceId( instanceId );
  20729. this.validateGeometryId( geometryId );
  20730. this._instanceInfo[ instanceId ].geometryIndex = geometryId;
  20731. return this;
  20732. }
  20733. /**
  20734. * Returns the geometry ID of the defined instance.
  20735. *
  20736. * @param {number} instanceId - The ID of an instance to get the geometry ID of.
  20737. * @return {number} The instance's geometry ID.
  20738. */
  20739. getGeometryIdAt( instanceId ) {
  20740. this.validateInstanceId( instanceId );
  20741. return this._instanceInfo[ instanceId ].geometryIndex;
  20742. }
  20743. /**
  20744. * Get the range representing the subset of triangles related to the attached geometry,
  20745. * indicating the starting offset and count, or `null` if invalid.
  20746. *
  20747. * @param {number} geometryId - The id of the geometry to get the range of.
  20748. * @param {Object} [target] - The target object that is used to store the method's result.
  20749. * @return {{
  20750. * vertexStart:number,vertexCount:number,reservedVertexCount:number,
  20751. * indexStart:number,indexCount:number,reservedIndexCount:number,
  20752. * start:number,count:number
  20753. * }} The result object with range data.
  20754. */
  20755. getGeometryRangeAt( geometryId, target = {} ) {
  20756. this.validateGeometryId( geometryId );
  20757. const geometryInfo = this._geometryInfo[ geometryId ];
  20758. target.vertexStart = geometryInfo.vertexStart;
  20759. target.vertexCount = geometryInfo.vertexCount;
  20760. target.reservedVertexCount = geometryInfo.reservedVertexCount;
  20761. target.indexStart = geometryInfo.indexStart;
  20762. target.indexCount = geometryInfo.indexCount;
  20763. target.reservedIndexCount = geometryInfo.reservedIndexCount;
  20764. target.start = geometryInfo.start;
  20765. target.count = geometryInfo.count;
  20766. return target;
  20767. }
  20768. /**
  20769. * Resizes the necessary buffers to support the provided number of instances.
  20770. * If the provided arguments shrink the number of instances but there are not enough
  20771. * unused Ids at the end of the list then an error is thrown.
  20772. *
  20773. * @param {number} maxInstanceCount - The max number of individual instances that can be added and rendered by the batch.
  20774. */
  20775. setInstanceCount( maxInstanceCount ) {
  20776. // shrink the available instances as much as possible
  20777. const availableInstanceIds = this._availableInstanceIds;
  20778. const instanceInfo = this._instanceInfo;
  20779. availableInstanceIds.sort( ascIdSort );
  20780. while ( availableInstanceIds[ availableInstanceIds.length - 1 ] === instanceInfo.length - 1 ) {
  20781. instanceInfo.pop();
  20782. availableInstanceIds.pop();
  20783. }
  20784. // throw an error if it can't be shrunk to the desired size
  20785. if ( maxInstanceCount < instanceInfo.length ) {
  20786. throw new Error( `BatchedMesh: Instance ids outside the range ${ maxInstanceCount } are being used. Cannot shrink instance count.` );
  20787. }
  20788. // copy the multi draw counts
  20789. const multiDrawCounts = new Int32Array( maxInstanceCount );
  20790. const multiDrawStarts = new Int32Array( maxInstanceCount );
  20791. copyArrayContents( this._multiDrawCounts, multiDrawCounts );
  20792. copyArrayContents( this._multiDrawStarts, multiDrawStarts );
  20793. this._multiDrawCounts = multiDrawCounts;
  20794. this._multiDrawStarts = multiDrawStarts;
  20795. this._maxInstanceCount = maxInstanceCount;
  20796. // update texture data for instance sampling
  20797. const indirectTexture = this._indirectTexture;
  20798. const matricesTexture = this._matricesTexture;
  20799. const colorsTexture = this._colorsTexture;
  20800. indirectTexture.dispose();
  20801. this._initIndirectTexture();
  20802. copyArrayContents( indirectTexture.image.data, this._indirectTexture.image.data );
  20803. matricesTexture.dispose();
  20804. this._initMatricesTexture();
  20805. copyArrayContents( matricesTexture.image.data, this._matricesTexture.image.data );
  20806. if ( colorsTexture ) {
  20807. colorsTexture.dispose();
  20808. this._initColorsTexture();
  20809. copyArrayContents( colorsTexture.image.data, this._colorsTexture.image.data );
  20810. }
  20811. }
  20812. /**
  20813. * Resizes the available space in the batch's vertex and index buffer attributes to the provided sizes.
  20814. * If the provided arguments shrink the geometry buffers but there is not enough unused space at the
  20815. * end of the geometry attributes then an error is thrown.
  20816. *
  20817. * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries to resize to.
  20818. * @param {number} maxIndexCount - The maximum number of indices to be used by all unique geometries to resize to.
  20819. */
  20820. setGeometrySize( maxVertexCount, maxIndexCount ) {
  20821. // Check if we can shrink to the requested vertex attribute size
  20822. const validRanges = [ ...this._geometryInfo ].filter( info => info.active );
  20823. const requiredVertexLength = Math.max( ...validRanges.map( range => range.vertexStart + range.reservedVertexCount ) );
  20824. if ( requiredVertexLength > maxVertexCount ) {
  20825. throw new Error( `BatchedMesh: Geometry vertex values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` );
  20826. }
  20827. // Check if we can shrink to the requested index attribute size
  20828. if ( this.geometry.index ) {
  20829. const requiredIndexLength = Math.max( ...validRanges.map( range => range.indexStart + range.reservedIndexCount ) );
  20830. if ( requiredIndexLength > maxIndexCount ) {
  20831. throw new Error( `BatchedMesh: Geometry index values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` );
  20832. }
  20833. }
  20834. //
  20835. // dispose of the previous geometry
  20836. const oldGeometry = this.geometry;
  20837. oldGeometry.dispose();
  20838. // recreate the geometry needed based on the previous variant
  20839. this._maxVertexCount = maxVertexCount;
  20840. this._maxIndexCount = maxIndexCount;
  20841. if ( this._geometryInitialized ) {
  20842. this._geometryInitialized = false;
  20843. this.geometry = new BufferGeometry();
  20844. this._initializeGeometry( oldGeometry );
  20845. }
  20846. // copy data from the previous geometry
  20847. const geometry = this.geometry;
  20848. if ( oldGeometry.index ) {
  20849. copyArrayContents( oldGeometry.index.array, geometry.index.array );
  20850. }
  20851. for ( const key in oldGeometry.attributes ) {
  20852. copyArrayContents( oldGeometry.attributes[ key ].array, geometry.attributes[ key ].array );
  20853. }
  20854. }
  20855. raycast( raycaster, intersects ) {
  20856. const instanceInfo = this._instanceInfo;
  20857. const geometryInfoList = this._geometryInfo;
  20858. const matrixWorld = this.matrixWorld;
  20859. const batchGeometry = this.geometry;
  20860. // iterate over each geometry
  20861. _mesh.material = this.material;
  20862. _mesh.geometry.index = batchGeometry.index;
  20863. _mesh.geometry.attributes = batchGeometry.attributes;
  20864. if ( _mesh.geometry.boundingBox === null ) {
  20865. _mesh.geometry.boundingBox = new Box3();
  20866. }
  20867. if ( _mesh.geometry.boundingSphere === null ) {
  20868. _mesh.geometry.boundingSphere = new Sphere();
  20869. }
  20870. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20871. if ( ! instanceInfo[ i ].visible || ! instanceInfo[ i ].active ) {
  20872. continue;
  20873. }
  20874. const geometryId = instanceInfo[ i ].geometryIndex;
  20875. const geometryInfo = geometryInfoList[ geometryId ];
  20876. _mesh.geometry.setDrawRange( geometryInfo.start, geometryInfo.count );
  20877. // get the intersects
  20878. this.getMatrixAt( i, _mesh.matrixWorld ).premultiply( matrixWorld );
  20879. this.getBoundingBoxAt( geometryId, _mesh.geometry.boundingBox );
  20880. this.getBoundingSphereAt( geometryId, _mesh.geometry.boundingSphere );
  20881. _mesh.raycast( raycaster, _batchIntersects );
  20882. // add batch id to the intersects
  20883. for ( let j = 0, l = _batchIntersects.length; j < l; j ++ ) {
  20884. const intersect = _batchIntersects[ j ];
  20885. intersect.object = this;
  20886. intersect.batchId = i;
  20887. intersects.push( intersect );
  20888. }
  20889. _batchIntersects.length = 0;
  20890. }
  20891. _mesh.material = null;
  20892. _mesh.geometry.index = null;
  20893. _mesh.geometry.attributes = {};
  20894. _mesh.geometry.setDrawRange( 0, Infinity );
  20895. }
  20896. copy( source ) {
  20897. super.copy( source );
  20898. this.geometry = source.geometry.clone();
  20899. this.perObjectFrustumCulled = source.perObjectFrustumCulled;
  20900. this.sortObjects = source.sortObjects;
  20901. this.boundingBox = source.boundingBox !== null ? source.boundingBox.clone() : null;
  20902. this.boundingSphere = source.boundingSphere !== null ? source.boundingSphere.clone() : null;
  20903. this._geometryInfo = source._geometryInfo.map( info => ( {
  20904. ...info,
  20905. boundingBox: info.boundingBox !== null ? info.boundingBox.clone() : null,
  20906. boundingSphere: info.boundingSphere !== null ? info.boundingSphere.clone() : null,
  20907. } ) );
  20908. this._instanceInfo = source._instanceInfo.map( info => ( { ...info } ) );
  20909. this._availableInstanceIds = source._availableInstanceIds.slice();
  20910. this._availableGeometryIds = source._availableGeometryIds.slice();
  20911. this._nextIndexStart = source._nextIndexStart;
  20912. this._nextVertexStart = source._nextVertexStart;
  20913. this._geometryCount = source._geometryCount;
  20914. this._maxInstanceCount = source._maxInstanceCount;
  20915. this._maxVertexCount = source._maxVertexCount;
  20916. this._maxIndexCount = source._maxIndexCount;
  20917. this._geometryInitialized = source._geometryInitialized;
  20918. this._multiDrawCounts = source._multiDrawCounts.slice();
  20919. this._multiDrawStarts = source._multiDrawStarts.slice();
  20920. this._indirectTexture = source._indirectTexture.clone();
  20921. this._indirectTexture.image.data = this._indirectTexture.image.data.slice();
  20922. this._matricesTexture = source._matricesTexture.clone();
  20923. this._matricesTexture.image.data = this._matricesTexture.image.data.slice();
  20924. if ( this._colorsTexture !== null ) {
  20925. this._colorsTexture = source._colorsTexture.clone();
  20926. this._colorsTexture.image.data = this._colorsTexture.image.data.slice();
  20927. }
  20928. return this;
  20929. }
  20930. /**
  20931. * Frees the GPU-related resources allocated by this instance. Call this
  20932. * method whenever this instance is no longer used in your app.
  20933. */
  20934. dispose() {
  20935. // Assuming the geometry is not shared with other meshes
  20936. this.geometry.dispose();
  20937. this._matricesTexture.dispose();
  20938. this._matricesTexture = null;
  20939. this._indirectTexture.dispose();
  20940. this._indirectTexture = null;
  20941. if ( this._colorsTexture !== null ) {
  20942. this._colorsTexture.dispose();
  20943. this._colorsTexture = null;
  20944. }
  20945. }
  20946. onBeforeRender( renderer, scene, camera, geometry, material/*, _group*/ ) {
  20947. // if visibility has not changed and frustum culling and object sorting is not required
  20948. // then skip iterating over all items
  20949. if ( ! this._visibilityChanged && ! this.perObjectFrustumCulled && ! this.sortObjects ) {
  20950. return;
  20951. }
  20952. // the indexed version of the multi draw function requires specifying the start
  20953. // offset in bytes.
  20954. const index = geometry.getIndex();
  20955. const bytesPerElement = index === null ? 1 : index.array.BYTES_PER_ELEMENT;
  20956. const instanceInfo = this._instanceInfo;
  20957. const multiDrawStarts = this._multiDrawStarts;
  20958. const multiDrawCounts = this._multiDrawCounts;
  20959. const geometryInfoList = this._geometryInfo;
  20960. const perObjectFrustumCulled = this.perObjectFrustumCulled;
  20961. const indirectTexture = this._indirectTexture;
  20962. const indirectArray = indirectTexture.image.data;
  20963. const frustum = camera.isArrayCamera ? _frustumArray : _frustum;
  20964. // prepare the frustum in the local frame
  20965. if ( perObjectFrustumCulled && ! camera.isArrayCamera ) {
  20966. _matrix$1
  20967. .multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse )
  20968. .multiply( this.matrixWorld );
  20969. _frustum.setFromProjectionMatrix(
  20970. _matrix$1,
  20971. camera.coordinateSystem,
  20972. camera.reversedDepth
  20973. );
  20974. }
  20975. let multiDrawCount = 0;
  20976. if ( this.sortObjects ) {
  20977. // get the camera position in the local frame
  20978. _matrix$1.copy( this.matrixWorld ).invert();
  20979. _vector$5.setFromMatrixPosition( camera.matrixWorld ).applyMatrix4( _matrix$1 );
  20980. _forward$1.set( 0, 0, -1 ).transformDirection( camera.matrixWorld ).transformDirection( _matrix$1 );
  20981. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20982. if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) {
  20983. const geometryId = instanceInfo[ i ].geometryIndex;
  20984. // get the bounds in world space
  20985. this.getMatrixAt( i, _matrix$1 );
  20986. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  20987. // determine whether the batched geometry is within the frustum
  20988. let culled = false;
  20989. if ( perObjectFrustumCulled ) {
  20990. culled = ! frustum.intersectsSphere( _sphere$2, camera );
  20991. }
  20992. if ( ! culled ) {
  20993. // get the distance from camera used for sorting
  20994. const geometryInfo = geometryInfoList[ geometryId ];
  20995. const z = _temp.subVectors( _sphere$2.center, _vector$5 ).dot( _forward$1 );
  20996. _renderList.push( geometryInfo.start, geometryInfo.count, z, i );
  20997. }
  20998. }
  20999. }
  21000. // Sort the draw ranges and prep for rendering
  21001. const list = _renderList.list;
  21002. const customSort = this.customSort;
  21003. if ( customSort === null ) {
  21004. list.sort( material.transparent ? sortTransparent : sortOpaque );
  21005. } else {
  21006. customSort.call( this, list, camera );
  21007. }
  21008. for ( let i = 0, l = list.length; i < l; i ++ ) {
  21009. const item = list[ i ];
  21010. multiDrawStarts[ multiDrawCount ] = item.start * bytesPerElement;
  21011. multiDrawCounts[ multiDrawCount ] = item.count;
  21012. indirectArray[ multiDrawCount ] = item.index;
  21013. multiDrawCount ++;
  21014. }
  21015. _renderList.reset();
  21016. } else {
  21017. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  21018. if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) {
  21019. const geometryId = instanceInfo[ i ].geometryIndex;
  21020. // determine whether the batched geometry is within the frustum
  21021. let culled = false;
  21022. if ( perObjectFrustumCulled ) {
  21023. // get the bounds in world space
  21024. this.getMatrixAt( i, _matrix$1 );
  21025. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  21026. culled = ! frustum.intersectsSphere( _sphere$2, camera );
  21027. }
  21028. if ( ! culled ) {
  21029. const geometryInfo = geometryInfoList[ geometryId ];
  21030. multiDrawStarts[ multiDrawCount ] = geometryInfo.start * bytesPerElement;
  21031. multiDrawCounts[ multiDrawCount ] = geometryInfo.count;
  21032. indirectArray[ multiDrawCount ] = i;
  21033. multiDrawCount ++;
  21034. }
  21035. }
  21036. }
  21037. }
  21038. indirectTexture.needsUpdate = true;
  21039. this._multiDrawCount = multiDrawCount;
  21040. this._visibilityChanged = false;
  21041. }
  21042. onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial/* , group */ ) {
  21043. this.onBeforeRender( renderer, null, shadowCamera, geometry, depthMaterial );
  21044. }
  21045. }
  21046. /**
  21047. * A material for rendering line primitives.
  21048. *
  21049. * Materials define the appearance of renderable 3D objects.
  21050. *
  21051. * ```js
  21052. * const material = new THREE.LineBasicMaterial( { color: 0xffffff } );
  21053. * ```
  21054. *
  21055. * @augments Material
  21056. */
  21057. class LineBasicMaterial extends Material {
  21058. /**
  21059. * Constructs a new line basic material.
  21060. *
  21061. * @param {Object} [parameters] - An object with one or more properties
  21062. * defining the material's appearance. Any property of the material
  21063. * (including any property from inherited materials) can be passed
  21064. * in here. Color values can be passed any type of value accepted
  21065. * by {@link Color#set}.
  21066. */
  21067. constructor( parameters ) {
  21068. super();
  21069. /**
  21070. * This flag can be used for type testing.
  21071. *
  21072. * @type {boolean}
  21073. * @readonly
  21074. * @default true
  21075. */
  21076. this.isLineBasicMaterial = true;
  21077. this.type = 'LineBasicMaterial';
  21078. /**
  21079. * Color of the material.
  21080. *
  21081. * @type {Color}
  21082. * @default (1,1,1)
  21083. */
  21084. this.color = new Color( 0xffffff );
  21085. /**
  21086. * Sets the color of the lines using data from a texture. The texture map
  21087. * color is modulated by the diffuse `color`.
  21088. *
  21089. * @type {?Texture}
  21090. * @default null
  21091. */
  21092. this.map = null;
  21093. /**
  21094. * Controls line thickness or lines.
  21095. *
  21096. * Can only be used with {@link SVGRenderer}. WebGL and WebGPU
  21097. * ignore this setting and always render line primitives with a
  21098. * width of one pixel.
  21099. *
  21100. * @type {number}
  21101. * @default 1
  21102. */
  21103. this.linewidth = 1;
  21104. /**
  21105. * Defines appearance of line ends.
  21106. *
  21107. * Can only be used with {@link SVGRenderer}.
  21108. *
  21109. * @type {('butt'|'round'|'square')}
  21110. * @default 'round'
  21111. */
  21112. this.linecap = 'round';
  21113. /**
  21114. * Defines appearance of line joints.
  21115. *
  21116. * Can only be used with {@link SVGRenderer}.
  21117. *
  21118. * @type {('round'|'bevel'|'miter')}
  21119. * @default 'round'
  21120. */
  21121. this.linejoin = 'round';
  21122. /**
  21123. * Whether the material is affected by fog or not.
  21124. *
  21125. * @type {boolean}
  21126. * @default true
  21127. */
  21128. this.fog = true;
  21129. this.setValues( parameters );
  21130. }
  21131. copy( source ) {
  21132. super.copy( source );
  21133. this.color.copy( source.color );
  21134. this.map = source.map;
  21135. this.linewidth = source.linewidth;
  21136. this.linecap = source.linecap;
  21137. this.linejoin = source.linejoin;
  21138. this.fog = source.fog;
  21139. return this;
  21140. }
  21141. }
  21142. const _vStart = /*@__PURE__*/ new Vector3();
  21143. const _vEnd = /*@__PURE__*/ new Vector3();
  21144. const _inverseMatrix$1 = /*@__PURE__*/ new Matrix4();
  21145. const _ray$1 = /*@__PURE__*/ new Ray();
  21146. const _sphere$1 = /*@__PURE__*/ new Sphere();
  21147. const _intersectPointOnRay = /*@__PURE__*/ new Vector3();
  21148. const _intersectPointOnSegment = /*@__PURE__*/ new Vector3();
  21149. /**
  21150. * A continuous line. The line are rendered by connecting consecutive
  21151. * vertices with straight lines.
  21152. *
  21153. * ```js
  21154. * const material = new THREE.LineBasicMaterial( { color: 0x0000ff } );
  21155. *
  21156. * const points = [];
  21157. * points.push( new THREE.Vector3( - 10, 0, 0 ) );
  21158. * points.push( new THREE.Vector3( 0, 10, 0 ) );
  21159. * points.push( new THREE.Vector3( 10, 0, 0 ) );
  21160. *
  21161. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  21162. *
  21163. * const line = new THREE.Line( geometry, material );
  21164. * scene.add( line );
  21165. * ```
  21166. *
  21167. * @augments Object3D
  21168. */
  21169. class Line extends Object3D {
  21170. /**
  21171. * Constructs a new line.
  21172. *
  21173. * @param {BufferGeometry} [geometry] - The line geometry.
  21174. * @param {Material|Array<Material>} [material] - The line material.
  21175. */
  21176. constructor( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) {
  21177. super();
  21178. /**
  21179. * This flag can be used for type testing.
  21180. *
  21181. * @type {boolean}
  21182. * @readonly
  21183. * @default true
  21184. */
  21185. this.isLine = true;
  21186. this.type = 'Line';
  21187. /**
  21188. * The line geometry.
  21189. *
  21190. * @type {BufferGeometry}
  21191. */
  21192. this.geometry = geometry;
  21193. /**
  21194. * The line material.
  21195. *
  21196. * @type {Material|Array<Material>}
  21197. * @default LineBasicMaterial
  21198. */
  21199. this.material = material;
  21200. /**
  21201. * A dictionary representing the morph targets in the geometry. The key is the
  21202. * morph targets name, the value its attribute index. This member is `undefined`
  21203. * by default and only set when morph targets are detected in the geometry.
  21204. *
  21205. * @type {Object<String,number>|undefined}
  21206. * @default undefined
  21207. */
  21208. this.morphTargetDictionary = undefined;
  21209. /**
  21210. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  21211. * is applied. This member is `undefined` by default and only set when morph targets are
  21212. * detected in the geometry.
  21213. *
  21214. * @type {Array<number>|undefined}
  21215. * @default undefined
  21216. */
  21217. this.morphTargetInfluences = undefined;
  21218. this.updateMorphTargets();
  21219. }
  21220. copy( source, recursive ) {
  21221. super.copy( source, recursive );
  21222. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  21223. this.geometry = source.geometry;
  21224. return this;
  21225. }
  21226. /**
  21227. * Computes an array of distance values which are necessary for rendering dashed lines.
  21228. * For each vertex in the geometry, the method calculates the cumulative length from the
  21229. * current point to the very beginning of the line.
  21230. *
  21231. * @return {Line} A reference to this line.
  21232. */
  21233. computeLineDistances() {
  21234. const geometry = this.geometry;
  21235. // we assume non-indexed geometry
  21236. if ( geometry.index === null ) {
  21237. const positionAttribute = geometry.attributes.position;
  21238. const lineDistances = [ 0 ];
  21239. for ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {
  21240. _vStart.fromBufferAttribute( positionAttribute, i - 1 );
  21241. _vEnd.fromBufferAttribute( positionAttribute, i );
  21242. lineDistances[ i ] = lineDistances[ i - 1 ];
  21243. lineDistances[ i ] += _vStart.distanceTo( _vEnd );
  21244. }
  21245. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  21246. } else {
  21247. warn( 'Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  21248. }
  21249. return this;
  21250. }
  21251. /**
  21252. * Computes intersection points between a casted ray and this line.
  21253. *
  21254. * @param {Raycaster} raycaster - The raycaster.
  21255. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  21256. */
  21257. raycast( raycaster, intersects ) {
  21258. const geometry = this.geometry;
  21259. const matrixWorld = this.matrixWorld;
  21260. const threshold = raycaster.params.Line.threshold;
  21261. const drawRange = geometry.drawRange;
  21262. // Checking boundingSphere distance to ray
  21263. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  21264. _sphere$1.copy( geometry.boundingSphere );
  21265. _sphere$1.applyMatrix4( matrixWorld );
  21266. _sphere$1.radius += threshold;
  21267. if ( raycaster.ray.intersectsSphere( _sphere$1 ) === false ) return;
  21268. //
  21269. _inverseMatrix$1.copy( matrixWorld ).invert();
  21270. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  21271. const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  21272. const localThresholdSq = localThreshold * localThreshold;
  21273. const step = this.isLineSegments ? 2 : 1;
  21274. const index = geometry.index;
  21275. const attributes = geometry.attributes;
  21276. const positionAttribute = attributes.position;
  21277. if ( index !== null ) {
  21278. const start = Math.max( 0, drawRange.start );
  21279. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  21280. for ( let i = start, l = end - 1; i < l; i += step ) {
  21281. const a = index.getX( i );
  21282. const b = index.getX( i + 1 );
  21283. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b, i );
  21284. if ( intersect ) {
  21285. intersects.push( intersect );
  21286. }
  21287. }
  21288. if ( this.isLineLoop ) {
  21289. const a = index.getX( end - 1 );
  21290. const b = index.getX( start );
  21291. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b, end - 1 );
  21292. if ( intersect ) {
  21293. intersects.push( intersect );
  21294. }
  21295. }
  21296. } else {
  21297. const start = Math.max( 0, drawRange.start );
  21298. const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
  21299. for ( let i = start, l = end - 1; i < l; i += step ) {
  21300. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, i, i + 1, i );
  21301. if ( intersect ) {
  21302. intersects.push( intersect );
  21303. }
  21304. }
  21305. if ( this.isLineLoop ) {
  21306. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, end - 1, start, end - 1 );
  21307. if ( intersect ) {
  21308. intersects.push( intersect );
  21309. }
  21310. }
  21311. }
  21312. }
  21313. /**
  21314. * Sets the values of {@link Line#morphTargetDictionary} and {@link Line#morphTargetInfluences}
  21315. * to make sure existing morph targets can influence this 3D object.
  21316. */
  21317. updateMorphTargets() {
  21318. const geometry = this.geometry;
  21319. const morphAttributes = geometry.morphAttributes;
  21320. const keys = Object.keys( morphAttributes );
  21321. if ( keys.length > 0 ) {
  21322. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  21323. if ( morphAttribute !== undefined ) {
  21324. this.morphTargetInfluences = [];
  21325. this.morphTargetDictionary = {};
  21326. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  21327. const name = morphAttribute[ m ].name || String( m );
  21328. this.morphTargetInfluences.push( 0 );
  21329. this.morphTargetDictionary[ name ] = m;
  21330. }
  21331. }
  21332. }
  21333. }
  21334. }
  21335. function checkIntersection( object, raycaster, ray, thresholdSq, a, b, i ) {
  21336. const positionAttribute = object.geometry.attributes.position;
  21337. _vStart.fromBufferAttribute( positionAttribute, a );
  21338. _vEnd.fromBufferAttribute( positionAttribute, b );
  21339. const distSq = ray.distanceSqToSegment( _vStart, _vEnd, _intersectPointOnRay, _intersectPointOnSegment );
  21340. if ( distSq > thresholdSq ) return;
  21341. _intersectPointOnRay.applyMatrix4( object.matrixWorld ); // Move back to world space for distance calculation
  21342. const distance = raycaster.ray.origin.distanceTo( _intersectPointOnRay );
  21343. if ( distance < raycaster.near || distance > raycaster.far ) return;
  21344. return {
  21345. distance: distance,
  21346. // What do we want? intersection point on the ray or on the segment??
  21347. // point: raycaster.ray.at( distance ),
  21348. point: _intersectPointOnSegment.clone().applyMatrix4( object.matrixWorld ),
  21349. index: i,
  21350. face: null,
  21351. faceIndex: null,
  21352. barycoord: null,
  21353. object: object
  21354. };
  21355. }
  21356. const _start = /*@__PURE__*/ new Vector3();
  21357. const _end = /*@__PURE__*/ new Vector3();
  21358. /**
  21359. * A series of lines drawn between pairs of vertices.
  21360. *
  21361. * @augments Line
  21362. */
  21363. class LineSegments extends Line {
  21364. /**
  21365. * Constructs a new line segments.
  21366. *
  21367. * @param {BufferGeometry} [geometry] - The line geometry.
  21368. * @param {Material|Array<Material>} [material] - The line material.
  21369. */
  21370. constructor( geometry, material ) {
  21371. super( geometry, material );
  21372. /**
  21373. * This flag can be used for type testing.
  21374. *
  21375. * @type {boolean}
  21376. * @readonly
  21377. * @default true
  21378. */
  21379. this.isLineSegments = true;
  21380. this.type = 'LineSegments';
  21381. }
  21382. computeLineDistances() {
  21383. const geometry = this.geometry;
  21384. // we assume non-indexed geometry
  21385. if ( geometry.index === null ) {
  21386. const positionAttribute = geometry.attributes.position;
  21387. const lineDistances = [];
  21388. for ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  21389. _start.fromBufferAttribute( positionAttribute, i );
  21390. _end.fromBufferAttribute( positionAttribute, i + 1 );
  21391. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  21392. lineDistances[ i + 1 ] = lineDistances[ i ] + _start.distanceTo( _end );
  21393. }
  21394. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  21395. } else {
  21396. warn( 'LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  21397. }
  21398. return this;
  21399. }
  21400. }
  21401. /**
  21402. * A continuous line. This is nearly the same as {@link Line} the only difference
  21403. * is that the last vertex is connected with the first vertex in order to close
  21404. * the line to form a loop.
  21405. *
  21406. * @augments Line
  21407. */
  21408. class LineLoop extends Line {
  21409. /**
  21410. * Constructs a new line loop.
  21411. *
  21412. * @param {BufferGeometry} [geometry] - The line geometry.
  21413. * @param {Material|Array<Material>} [material] - The line material.
  21414. */
  21415. constructor( geometry, material ) {
  21416. super( geometry, material );
  21417. /**
  21418. * This flag can be used for type testing.
  21419. *
  21420. * @type {boolean}
  21421. * @readonly
  21422. * @default true
  21423. */
  21424. this.isLineLoop = true;
  21425. this.type = 'LineLoop';
  21426. }
  21427. }
  21428. /**
  21429. * A material for rendering point primitives.
  21430. *
  21431. * Materials define the appearance of renderable 3D objects.
  21432. *
  21433. * ```js
  21434. * const vertices = [];
  21435. *
  21436. * for ( let i = 0; i < 10000; i ++ ) {
  21437. * const x = THREE.MathUtils.randFloatSpread( 2000 );
  21438. * const y = THREE.MathUtils.randFloatSpread( 2000 );
  21439. * const z = THREE.MathUtils.randFloatSpread( 2000 );
  21440. *
  21441. * vertices.push( x, y, z );
  21442. * }
  21443. *
  21444. * const geometry = new THREE.BufferGeometry();
  21445. * geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
  21446. * const material = new THREE.PointsMaterial( { color: 0x888888 } );
  21447. * const points = new THREE.Points( geometry, material );
  21448. * scene.add( points );
  21449. * ```
  21450. *
  21451. * @augments Material
  21452. */
  21453. class PointsMaterial extends Material {
  21454. /**
  21455. * Constructs a new points material.
  21456. *
  21457. * @param {Object} [parameters] - An object with one or more properties
  21458. * defining the material's appearance. Any property of the material
  21459. * (including any property from inherited materials) can be passed
  21460. * in here. Color values can be passed any type of value accepted
  21461. * by {@link Color#set}.
  21462. */
  21463. constructor( parameters ) {
  21464. super();
  21465. /**
  21466. * This flag can be used for type testing.
  21467. *
  21468. * @type {boolean}
  21469. * @readonly
  21470. * @default true
  21471. */
  21472. this.isPointsMaterial = true;
  21473. this.type = 'PointsMaterial';
  21474. /**
  21475. * Color of the material.
  21476. *
  21477. * @type {Color}
  21478. * @default (1,1,1)
  21479. */
  21480. this.color = new Color( 0xffffff );
  21481. /**
  21482. * The color map. May optionally include an alpha channel, typically combined
  21483. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  21484. * color is modulated by the diffuse `color`.
  21485. *
  21486. * @type {?Texture}
  21487. * @default null
  21488. */
  21489. this.map = null;
  21490. /**
  21491. * The alpha map is a grayscale texture that controls the opacity across the
  21492. * surface (black: fully transparent; white: fully opaque).
  21493. *
  21494. * Only the color of the texture is used, ignoring the alpha channel if one
  21495. * exists. For RGB and RGBA textures, the renderer will use the green channel
  21496. * when sampling this texture due to the extra bit of precision provided for
  21497. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  21498. * luminance/alpha textures will also still work as expected.
  21499. *
  21500. * @type {?Texture}
  21501. * @default null
  21502. */
  21503. this.alphaMap = null;
  21504. /**
  21505. * Defines the size of the points in pixels.
  21506. *
  21507. * 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).
  21508. *
  21509. * @type {number}
  21510. * @default 1
  21511. */
  21512. this.size = 1;
  21513. /**
  21514. * Specifies whether size of individual points is attenuated by the camera depth (perspective camera only).
  21515. *
  21516. * @type {boolean}
  21517. * @default true
  21518. */
  21519. this.sizeAttenuation = true;
  21520. /**
  21521. * Whether the material is affected by fog or not.
  21522. *
  21523. * @type {boolean}
  21524. * @default true
  21525. */
  21526. this.fog = true;
  21527. this.setValues( parameters );
  21528. }
  21529. copy( source ) {
  21530. super.copy( source );
  21531. this.color.copy( source.color );
  21532. this.map = source.map;
  21533. this.alphaMap = source.alphaMap;
  21534. this.size = source.size;
  21535. this.sizeAttenuation = source.sizeAttenuation;
  21536. this.fog = source.fog;
  21537. return this;
  21538. }
  21539. }
  21540. const _inverseMatrix = /*@__PURE__*/ new Matrix4();
  21541. const _ray = /*@__PURE__*/ new Ray();
  21542. const _sphere = /*@__PURE__*/ new Sphere();
  21543. const _position$2 = /*@__PURE__*/ new Vector3();
  21544. /**
  21545. * A class for displaying points or point clouds.
  21546. *
  21547. * @augments Object3D
  21548. */
  21549. class Points extends Object3D {
  21550. /**
  21551. * Constructs a new point cloud.
  21552. *
  21553. * @param {BufferGeometry} [geometry] - The points geometry.
  21554. * @param {Material|Array<Material>} [material] - The points material.
  21555. */
  21556. constructor( geometry = new BufferGeometry(), material = new PointsMaterial() ) {
  21557. super();
  21558. /**
  21559. * This flag can be used for type testing.
  21560. *
  21561. * @type {boolean}
  21562. * @readonly
  21563. * @default true
  21564. */
  21565. this.isPoints = true;
  21566. this.type = 'Points';
  21567. /**
  21568. * The points geometry.
  21569. *
  21570. * @type {BufferGeometry}
  21571. */
  21572. this.geometry = geometry;
  21573. /**
  21574. * The line material.
  21575. *
  21576. * @type {Material|Array<Material>}
  21577. * @default PointsMaterial
  21578. */
  21579. this.material = material;
  21580. /**
  21581. * A dictionary representing the morph targets in the geometry. The key is the
  21582. * morph targets name, the value its attribute index. This member is `undefined`
  21583. * by default and only set when morph targets are detected in the geometry.
  21584. *
  21585. * @type {Object<String,number>|undefined}
  21586. * @default undefined
  21587. */
  21588. this.morphTargetDictionary = undefined;
  21589. /**
  21590. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  21591. * is applied. This member is `undefined` by default and only set when morph targets are
  21592. * detected in the geometry.
  21593. *
  21594. * @type {Array<number>|undefined}
  21595. * @default undefined
  21596. */
  21597. this.morphTargetInfluences = undefined;
  21598. this.updateMorphTargets();
  21599. }
  21600. copy( source, recursive ) {
  21601. super.copy( source, recursive );
  21602. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  21603. this.geometry = source.geometry;
  21604. return this;
  21605. }
  21606. /**
  21607. * Computes intersection points between a casted ray and this point cloud.
  21608. *
  21609. * @param {Raycaster} raycaster - The raycaster.
  21610. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  21611. */
  21612. raycast( raycaster, intersects ) {
  21613. const geometry = this.geometry;
  21614. const matrixWorld = this.matrixWorld;
  21615. const threshold = raycaster.params.Points.threshold;
  21616. const drawRange = geometry.drawRange;
  21617. // Checking boundingSphere distance to ray
  21618. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  21619. _sphere.copy( geometry.boundingSphere );
  21620. _sphere.applyMatrix4( matrixWorld );
  21621. _sphere.radius += threshold;
  21622. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;
  21623. //
  21624. _inverseMatrix.copy( matrixWorld ).invert();
  21625. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  21626. const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  21627. const localThresholdSq = localThreshold * localThreshold;
  21628. const index = geometry.index;
  21629. const attributes = geometry.attributes;
  21630. const positionAttribute = attributes.position;
  21631. if ( index !== null ) {
  21632. const start = Math.max( 0, drawRange.start );
  21633. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  21634. for ( let i = start, il = end; i < il; i ++ ) {
  21635. const a = index.getX( i );
  21636. _position$2.fromBufferAttribute( positionAttribute, a );
  21637. testPoint( _position$2, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  21638. }
  21639. } else {
  21640. const start = Math.max( 0, drawRange.start );
  21641. const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
  21642. for ( let i = start, l = end; i < l; i ++ ) {
  21643. _position$2.fromBufferAttribute( positionAttribute, i );
  21644. testPoint( _position$2, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  21645. }
  21646. }
  21647. }
  21648. /**
  21649. * Sets the values of {@link Points#morphTargetDictionary} and {@link Points#morphTargetInfluences}
  21650. * to make sure existing morph targets can influence this 3D object.
  21651. */
  21652. updateMorphTargets() {
  21653. const geometry = this.geometry;
  21654. const morphAttributes = geometry.morphAttributes;
  21655. const keys = Object.keys( morphAttributes );
  21656. if ( keys.length > 0 ) {
  21657. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  21658. if ( morphAttribute !== undefined ) {
  21659. this.morphTargetInfluences = [];
  21660. this.morphTargetDictionary = {};
  21661. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  21662. const name = morphAttribute[ m ].name || String( m );
  21663. this.morphTargetInfluences.push( 0 );
  21664. this.morphTargetDictionary[ name ] = m;
  21665. }
  21666. }
  21667. }
  21668. }
  21669. }
  21670. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  21671. const rayPointDistanceSq = _ray.distanceSqToPoint( point );
  21672. if ( rayPointDistanceSq < localThresholdSq ) {
  21673. const intersectPoint = new Vector3();
  21674. _ray.closestPointToPoint( point, intersectPoint );
  21675. intersectPoint.applyMatrix4( matrixWorld );
  21676. const distance = raycaster.ray.origin.distanceTo( intersectPoint );
  21677. if ( distance < raycaster.near || distance > raycaster.far ) return;
  21678. intersects.push( {
  21679. distance: distance,
  21680. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  21681. point: intersectPoint,
  21682. index: index,
  21683. face: null,
  21684. faceIndex: null,
  21685. barycoord: null,
  21686. object: object
  21687. } );
  21688. }
  21689. }
  21690. /**
  21691. * A texture for use with a video.
  21692. *
  21693. * ```js
  21694. * // assuming you have created a HTML video element with id="video"
  21695. * const video = document.getElementById( 'video' );
  21696. * const texture = new THREE.VideoTexture( video );
  21697. * ```
  21698. *
  21699. * Note: When using video textures with {@link WebGPURenderer}, {@link Texture#colorSpace} must be
  21700. * set to THREE.SRGBColorSpace.
  21701. *
  21702. * Note: After the initial use of a texture, its dimensions, format, and type
  21703. * cannot be changed. Instead, call {@link Texture#dispose} on the texture and instantiate a new one.
  21704. *
  21705. * @augments Texture
  21706. */
  21707. class VideoTexture extends Texture {
  21708. /**
  21709. * Constructs a new video texture.
  21710. *
  21711. * @param {HTMLVideoElement} video - The video element to use as a data source for the texture.
  21712. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21713. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21714. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21715. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21716. * @param {number} [minFilter=LinearFilter] - The min filter value.
  21717. * @param {number} [format=RGBAFormat] - The texture format.
  21718. * @param {number} [type=UnsignedByteType] - The texture type.
  21719. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21720. */
  21721. constructor( video, mapping, wrapS, wrapT, magFilter = LinearFilter, minFilter = LinearFilter, format, type, anisotropy ) {
  21722. super( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  21723. /**
  21724. * This flag can be used for type testing.
  21725. *
  21726. * @type {boolean}
  21727. * @readonly
  21728. * @default true
  21729. */
  21730. this.isVideoTexture = true;
  21731. /**
  21732. * Whether to generate mipmaps (if possible) for a texture.
  21733. *
  21734. * Overwritten and set to `false` by default.
  21735. *
  21736. * @type {boolean}
  21737. * @default false
  21738. */
  21739. this.generateMipmaps = false;
  21740. /**
  21741. * The video frame request callback identifier, which is a positive integer.
  21742. *
  21743. * Value of 0 represents no scheduled rVFC.
  21744. *
  21745. * @private
  21746. * @type {number}
  21747. */
  21748. this._requestVideoFrameCallbackId = 0;
  21749. const scope = this;
  21750. function updateVideo() {
  21751. scope.needsUpdate = true;
  21752. scope._requestVideoFrameCallbackId = video.requestVideoFrameCallback( updateVideo );
  21753. }
  21754. if ( 'requestVideoFrameCallback' in video ) {
  21755. this._requestVideoFrameCallbackId = video.requestVideoFrameCallback( updateVideo );
  21756. }
  21757. }
  21758. clone() {
  21759. return new this.constructor( this.image ).copy( this );
  21760. }
  21761. /**
  21762. * This method is called automatically by the renderer and sets {@link Texture#needsUpdate}
  21763. * to `true` every time a new frame is available.
  21764. *
  21765. * Only relevant if `requestVideoFrameCallback` is not supported in the browser.
  21766. */
  21767. update() {
  21768. const video = this.image;
  21769. const hasVideoFrameCallback = 'requestVideoFrameCallback' in video;
  21770. if ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) {
  21771. this.needsUpdate = true;
  21772. }
  21773. }
  21774. dispose() {
  21775. if ( this._requestVideoFrameCallbackId !== 0 ) {
  21776. this.source.data.cancelVideoFrameCallback( this._requestVideoFrameCallbackId );
  21777. this._requestVideoFrameCallbackId = 0;
  21778. }
  21779. super.dispose();
  21780. }
  21781. }
  21782. /**
  21783. * This class can be used as an alternative way to define video data. Instead of using
  21784. * an instance of `HTMLVideoElement` like with `VideoTexture`, `VideoFrameTexture` expects each frame is
  21785. * defined manually via {@link VideoFrameTexture#setFrame}. A typical use case for this module is when
  21786. * video frames are decoded with the WebCodecs API.
  21787. *
  21788. * ```js
  21789. * const texture = new THREE.VideoFrameTexture();
  21790. * texture.setFrame( frame );
  21791. * ```
  21792. *
  21793. * @augments VideoTexture
  21794. */
  21795. class VideoFrameTexture extends VideoTexture {
  21796. /**
  21797. * Constructs a new video frame texture.
  21798. *
  21799. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21800. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21801. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21802. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21803. * @param {number} [minFilter=LinearFilter] - The min filter value.
  21804. * @param {number} [format=RGBAFormat] - The texture format.
  21805. * @param {number} [type=UnsignedByteType] - The texture type.
  21806. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21807. */
  21808. constructor( mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  21809. super( {}, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  21810. /**
  21811. * This flag can be used for type testing.
  21812. *
  21813. * @type {boolean}
  21814. * @readonly
  21815. * @default true
  21816. */
  21817. this.isVideoFrameTexture = true;
  21818. }
  21819. /**
  21820. * This method overwritten with an empty implementation since
  21821. * this type of texture is updated via `setFrame()`.
  21822. */
  21823. update() {}
  21824. clone() {
  21825. return new this.constructor().copy( this ); // restoring Texture.clone()
  21826. }
  21827. /**
  21828. * Sets the current frame of the video. This will automatically update the texture
  21829. * so the data can be used for rendering.
  21830. *
  21831. * @param {VideoFrame} frame - The video frame.
  21832. */
  21833. setFrame( frame ) {
  21834. this.image = frame;
  21835. this.needsUpdate = true;
  21836. }
  21837. }
  21838. /**
  21839. * This class can only be used in combination with `copyFramebufferToTexture()` methods
  21840. * of renderers. It extracts the contents of the current bound framebuffer and provides it
  21841. * as a texture for further usage.
  21842. *
  21843. * ```js
  21844. * const pixelRatio = window.devicePixelRatio;
  21845. * const textureSize = 128 * pixelRatio;
  21846. *
  21847. * const frameTexture = new FramebufferTexture( textureSize, textureSize );
  21848. *
  21849. * // calculate start position for copying part of the frame data
  21850. * const vector = new Vector2();
  21851. * vector.x = ( window.innerWidth * pixelRatio / 2 ) - ( textureSize / 2 );
  21852. * vector.y = ( window.innerHeight * pixelRatio / 2 ) - ( textureSize / 2 );
  21853. *
  21854. * renderer.render( scene, camera );
  21855. *
  21856. * // copy part of the rendered frame into the framebuffer texture
  21857. * renderer.copyFramebufferToTexture( frameTexture, vector );
  21858. * ```
  21859. *
  21860. * @augments Texture
  21861. */
  21862. class FramebufferTexture extends Texture {
  21863. /**
  21864. * Constructs a new framebuffer texture.
  21865. *
  21866. * @param {number} [width] - The width of the texture.
  21867. * @param {number} [height] - The height of the texture.
  21868. */
  21869. constructor( width, height ) {
  21870. super( { width, height } );
  21871. /**
  21872. * This flag can be used for type testing.
  21873. *
  21874. * @type {boolean}
  21875. * @readonly
  21876. * @default true
  21877. */
  21878. this.isFramebufferTexture = true;
  21879. /**
  21880. * How the texture is sampled when a texel covers more than one pixel.
  21881. *
  21882. * Overwritten and set to `NearestFilter` by default to disable filtering.
  21883. *
  21884. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  21885. * @default NearestFilter
  21886. */
  21887. this.magFilter = NearestFilter;
  21888. /**
  21889. * How the texture is sampled when a texel covers less than one pixel.
  21890. *
  21891. * Overwritten and set to `NearestFilter` by default to disable filtering.
  21892. *
  21893. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  21894. * @default NearestFilter
  21895. */
  21896. this.minFilter = NearestFilter;
  21897. /**
  21898. * Whether to generate mipmaps (if possible) for a texture.
  21899. *
  21900. * Overwritten and set to `false` by default.
  21901. *
  21902. * @type {boolean}
  21903. * @default false
  21904. */
  21905. this.generateMipmaps = false;
  21906. this.needsUpdate = true;
  21907. }
  21908. }
  21909. /**
  21910. * Creates a texture based on data in compressed form.
  21911. *
  21912. * These texture are usually loaded with {@link CompressedTextureLoader}.
  21913. *
  21914. * @augments Texture
  21915. */
  21916. class CompressedTexture extends Texture {
  21917. /**
  21918. * Constructs a new compressed texture.
  21919. *
  21920. * @param {Array<Object>} mipmaps - This array holds for all mipmaps (including the bases mip)
  21921. * the data and dimensions.
  21922. * @param {number} width - The width of the texture.
  21923. * @param {number} height - The height of the texture.
  21924. * @param {number} [format=RGBAFormat] - The texture format.
  21925. * @param {number} [type=UnsignedByteType] - The texture type.
  21926. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21927. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21928. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21929. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21930. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  21931. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21932. * @param {string} [colorSpace=NoColorSpace] - The color space.
  21933. */
  21934. constructor( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, colorSpace ) {
  21935. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  21936. /**
  21937. * This flag can be used for type testing.
  21938. *
  21939. * @type {boolean}
  21940. * @readonly
  21941. * @default true
  21942. */
  21943. this.isCompressedTexture = true;
  21944. /**
  21945. * The image property of a compressed texture just defines its dimensions.
  21946. *
  21947. * @type {{width:number,height:number}}
  21948. */
  21949. this.image = { width: width, height: height };
  21950. /**
  21951. * This array holds for all mipmaps (including the bases mip) the data and dimensions.
  21952. *
  21953. * @type {Array<Object>}
  21954. */
  21955. this.mipmaps = mipmaps;
  21956. /**
  21957. * If set to `true`, the texture is flipped along the vertical axis when
  21958. * uploaded to the GPU.
  21959. *
  21960. * Overwritten and set to `false` by default since it is not possible to
  21961. * flip compressed textures.
  21962. *
  21963. * @type {boolean}
  21964. * @default false
  21965. * @readonly
  21966. */
  21967. this.flipY = false;
  21968. /**
  21969. * Whether to generate mipmaps (if possible) for a texture.
  21970. *
  21971. * Overwritten and set to `false` by default since it is not
  21972. * possible to generate mipmaps for compressed data. Mipmaps
  21973. * must be embedded in the compressed texture file.
  21974. *
  21975. * @type {boolean}
  21976. * @default false
  21977. * @readonly
  21978. */
  21979. this.generateMipmaps = false;
  21980. }
  21981. }
  21982. /**
  21983. * Creates a texture 2D array based on data in compressed form.
  21984. *
  21985. * These texture are usually loaded with {@link CompressedTextureLoader}.
  21986. *
  21987. * @augments CompressedTexture
  21988. */
  21989. class CompressedArrayTexture extends CompressedTexture {
  21990. /**
  21991. * Constructs a new compressed array texture.
  21992. *
  21993. * @param {Array<Object>} mipmaps - This array holds for all mipmaps (including the bases mip)
  21994. * the data and dimensions.
  21995. * @param {number} width - The width of the texture.
  21996. * @param {number} height - The height of the texture.
  21997. * @param {number} depth - The depth of the texture.
  21998. * @param {number} [format=RGBAFormat] - The min filter value.
  21999. * @param {number} [type=UnsignedByteType] - The min filter value.
  22000. */
  22001. constructor( mipmaps, width, height, depth, format, type ) {
  22002. super( mipmaps, width, height, format, type );
  22003. /**
  22004. * This flag can be used for type testing.
  22005. *
  22006. * @type {boolean}
  22007. * @readonly
  22008. * @default true
  22009. */
  22010. this.isCompressedArrayTexture = true;
  22011. /**
  22012. * The image property of a compressed texture just defines its dimensions.
  22013. *
  22014. * @name CompressedArrayTexture#image
  22015. * @type {{width:number,height:number,depth:number}}
  22016. */
  22017. this.image.depth = depth;
  22018. /**
  22019. * This defines how the texture is wrapped in the depth and corresponds to
  22020. * *W* in UVW mapping.
  22021. *
  22022. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  22023. * @default ClampToEdgeWrapping
  22024. */
  22025. this.wrapR = ClampToEdgeWrapping;
  22026. /**
  22027. * A set of all layers which need to be updated in the texture.
  22028. *
  22029. * @type {Set<number>}
  22030. */
  22031. this.layerUpdates = new Set();
  22032. }
  22033. /**
  22034. * Describes that a specific layer of the texture needs to be updated.
  22035. * Normally when {@link Texture#needsUpdate} is set to `true`, the
  22036. * entire compressed texture array is sent to the GPU. Marking specific
  22037. * layers will only transmit subsets of all mipmaps associated with a
  22038. * specific depth in the array which is often much more performant.
  22039. *
  22040. * @param {number} layerIndex - The layer index that should be updated.
  22041. */
  22042. addLayerUpdate( layerIndex ) {
  22043. this.layerUpdates.add( layerIndex );
  22044. }
  22045. /**
  22046. * Resets the layer updates registry.
  22047. */
  22048. clearLayerUpdates() {
  22049. this.layerUpdates.clear();
  22050. }
  22051. }
  22052. /**
  22053. * Creates a cube texture based on data in compressed form.
  22054. *
  22055. * These texture are usually loaded with {@link CompressedTextureLoader}.
  22056. *
  22057. * @augments CompressedTexture
  22058. */
  22059. class CompressedCubeTexture extends CompressedTexture {
  22060. /**
  22061. * Constructs a new compressed texture.
  22062. *
  22063. * @param {Array<CompressedTexture>} images - An array of compressed textures.
  22064. * @param {number} [format=RGBAFormat] - The texture format.
  22065. * @param {number} [type=UnsignedByteType] - The texture type.
  22066. */
  22067. constructor( images, format, type ) {
  22068. super( undefined, images[ 0 ].width, images[ 0 ].height, format, type, CubeReflectionMapping );
  22069. /**
  22070. * This flag can be used for type testing.
  22071. *
  22072. * @type {boolean}
  22073. * @readonly
  22074. * @default true
  22075. */
  22076. this.isCompressedCubeTexture = true;
  22077. /**
  22078. * This flag can be used for type testing.
  22079. *
  22080. * @type {boolean}
  22081. * @readonly
  22082. * @default true
  22083. */
  22084. this.isCubeTexture = true;
  22085. this.image = images;
  22086. }
  22087. }
  22088. /**
  22089. * Creates a texture from a canvas element.
  22090. *
  22091. * This is almost the same as the base texture class, except that it sets {@link Texture#needsUpdate}
  22092. * to `true` immediately since a canvas can directly be used for rendering.
  22093. *
  22094. * @augments Texture
  22095. */
  22096. class CanvasTexture extends Texture {
  22097. /**
  22098. * Constructs a new texture.
  22099. *
  22100. * @param {HTMLCanvasElement} [canvas] - The HTML canvas element.
  22101. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  22102. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  22103. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  22104. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  22105. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  22106. * @param {number} [format=RGBAFormat] - The texture format.
  22107. * @param {number} [type=UnsignedByteType] - The texture type.
  22108. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  22109. */
  22110. constructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  22111. super( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  22112. /**
  22113. * This flag can be used for type testing.
  22114. *
  22115. * @type {boolean}
  22116. * @readonly
  22117. * @default true
  22118. */
  22119. this.isCanvasTexture = true;
  22120. this.needsUpdate = true;
  22121. }
  22122. }
  22123. /**
  22124. * This class can be used to automatically save the depth information of a
  22125. * rendering into a texture.
  22126. *
  22127. * @augments Texture
  22128. */
  22129. class DepthTexture extends Texture {
  22130. /**
  22131. * Constructs a new depth texture.
  22132. *
  22133. * @param {number} width - The width of the texture.
  22134. * @param {number} height - The height of the texture.
  22135. * @param {number} [type=UnsignedIntType] - The texture type.
  22136. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  22137. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  22138. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  22139. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  22140. * @param {number} [minFilter=LinearFilter] - The min filter value.
  22141. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  22142. * @param {number} [format=DepthFormat] - The texture format.
  22143. * @param {number} [depth=1] - The depth of the texture.
  22144. */
  22145. constructor( width, height, type = UnsignedIntType, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, format = DepthFormat, depth = 1 ) {
  22146. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  22147. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  22148. }
  22149. const image = { width: width, height: height, depth: depth };
  22150. super( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  22151. /**
  22152. * This flag can be used for type testing.
  22153. *
  22154. * @type {boolean}
  22155. * @readonly
  22156. * @default true
  22157. */
  22158. this.isDepthTexture = true;
  22159. /**
  22160. * If set to `true`, the texture is flipped along the vertical axis when
  22161. * uploaded to the GPU.
  22162. *
  22163. * Overwritten and set to `false` by default.
  22164. *
  22165. * @type {boolean}
  22166. * @default false
  22167. */
  22168. this.flipY = false;
  22169. /**
  22170. * Whether to generate mipmaps (if possible) for a texture.
  22171. *
  22172. * Overwritten and set to `false` by default.
  22173. *
  22174. * @type {boolean}
  22175. * @default false
  22176. */
  22177. this.generateMipmaps = false;
  22178. /**
  22179. * Code corresponding to the depth compare function.
  22180. *
  22181. * @type {?(NeverCompare|LessCompare|EqualCompare|LessEqualCompare|GreaterCompare|NotEqualCompare|GreaterEqualCompare|AlwaysCompare)}
  22182. * @default null
  22183. */
  22184. this.compareFunction = null;
  22185. }
  22186. copy( source ) {
  22187. super.copy( source );
  22188. this.source = new Source( Object.assign( {}, source.image ) ); // see #30540
  22189. this.compareFunction = source.compareFunction;
  22190. return this;
  22191. }
  22192. toJSON( meta ) {
  22193. const data = super.toJSON( meta );
  22194. if ( this.compareFunction !== null ) data.compareFunction = this.compareFunction;
  22195. return data;
  22196. }
  22197. }
  22198. /**
  22199. * Represents a texture created externally with the same renderer context.
  22200. *
  22201. * This may be a texture from a protected media stream, device camera feed,
  22202. * or other data feeds like a depth sensor.
  22203. *
  22204. * Note that this class is only supported in {@link WebGLRenderer}, and in
  22205. * the {@link WebGPURenderer} WebGPU backend.
  22206. *
  22207. * @augments Texture
  22208. */
  22209. class ExternalTexture extends Texture {
  22210. /**
  22211. * Creates a new raw texture.
  22212. *
  22213. * @param {?(WebGLTexture|GPUTexture)} [sourceTexture=null] - The external texture.
  22214. */
  22215. constructor( sourceTexture = null ) {
  22216. super();
  22217. /**
  22218. * The external source texture.
  22219. *
  22220. * @type {?(WebGLTexture|GPUTexture)}
  22221. * @default null
  22222. */
  22223. this.sourceTexture = sourceTexture;
  22224. /**
  22225. * This flag can be used for type testing.
  22226. *
  22227. * @type {boolean}
  22228. * @readonly
  22229. * @default true
  22230. */
  22231. this.isExternalTexture = true;
  22232. }
  22233. copy( source ) {
  22234. super.copy( source );
  22235. this.sourceTexture = source.sourceTexture;
  22236. return this;
  22237. }
  22238. }
  22239. /**
  22240. * A geometry class for representing a capsule.
  22241. *
  22242. * ```js
  22243. * const geometry = new THREE.CapsuleGeometry( 1, 1, 4, 8, 1 );
  22244. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  22245. * const capsule = new THREE.Mesh( geometry, material );
  22246. * scene.add( capsule );
  22247. * ```
  22248. *
  22249. * @augments BufferGeometry
  22250. * @demo scenes/geometry-browser.html#CapsuleGeometry
  22251. */
  22252. class CapsuleGeometry extends BufferGeometry {
  22253. /**
  22254. * Constructs a new capsule geometry.
  22255. *
  22256. * @param {number} [radius=1] - Radius of the capsule.
  22257. * @param {number} [height=1] - Height of the middle section.
  22258. * @param {number} [capSegments=4] - Number of curve segments used to build each cap.
  22259. * @param {number} [radialSegments=8] - Number of segmented faces around the circumference of the capsule. Must be an integer >= 3.
  22260. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the middle section. Must be an integer >= 1.
  22261. */
  22262. constructor( radius = 1, height = 1, capSegments = 4, radialSegments = 8, heightSegments = 1 ) {
  22263. super();
  22264. this.type = 'CapsuleGeometry';
  22265. /**
  22266. * Holds the constructor parameters that have been
  22267. * used to generate the geometry. Any modification
  22268. * after instantiation does not change the geometry.
  22269. *
  22270. * @type {Object}
  22271. */
  22272. this.parameters = {
  22273. radius: radius,
  22274. height: height,
  22275. capSegments: capSegments,
  22276. radialSegments: radialSegments,
  22277. heightSegments: heightSegments,
  22278. };
  22279. height = Math.max( 0, height );
  22280. capSegments = Math.max( 1, Math.floor( capSegments ) );
  22281. radialSegments = Math.max( 3, Math.floor( radialSegments ) );
  22282. heightSegments = Math.max( 1, Math.floor( heightSegments ) );
  22283. // buffers
  22284. const indices = [];
  22285. const vertices = [];
  22286. const normals = [];
  22287. const uvs = [];
  22288. // helper variables
  22289. const halfHeight = height / 2;
  22290. const capArcLength = ( Math.PI / 2 ) * radius;
  22291. const cylinderPartLength = height;
  22292. const totalArcLength = 2 * capArcLength + cylinderPartLength;
  22293. const numVerticalSegments = capSegments * 2 + heightSegments;
  22294. const verticesPerRow = radialSegments + 1;
  22295. const normal = new Vector3();
  22296. const vertex = new Vector3();
  22297. // generate vertices, normals, and uvs
  22298. for ( let iy = 0; iy <= numVerticalSegments; iy ++ ) {
  22299. let currentArcLength = 0;
  22300. let profileY = 0;
  22301. let profileRadius = 0;
  22302. let normalYComponent = 0;
  22303. if ( iy <= capSegments ) {
  22304. // bottom cap
  22305. const segmentProgress = iy / capSegments;
  22306. const angle = ( segmentProgress * Math.PI ) / 2;
  22307. profileY = - halfHeight - radius * Math.cos( angle );
  22308. profileRadius = radius * Math.sin( angle );
  22309. normalYComponent = - radius * Math.cos( angle );
  22310. currentArcLength = segmentProgress * capArcLength;
  22311. } else if ( iy <= capSegments + heightSegments ) {
  22312. // middle section
  22313. const segmentProgress = ( iy - capSegments ) / heightSegments;
  22314. profileY = - halfHeight + segmentProgress * height;
  22315. profileRadius = radius;
  22316. normalYComponent = 0;
  22317. currentArcLength = capArcLength + segmentProgress * cylinderPartLength;
  22318. } else {
  22319. // top cap
  22320. const segmentProgress =
  22321. ( iy - capSegments - heightSegments ) / capSegments;
  22322. const angle = ( segmentProgress * Math.PI ) / 2;
  22323. profileY = halfHeight + radius * Math.sin( angle );
  22324. profileRadius = radius * Math.cos( angle );
  22325. normalYComponent = radius * Math.sin( angle );
  22326. currentArcLength =
  22327. capArcLength + cylinderPartLength + segmentProgress * capArcLength;
  22328. }
  22329. const v = Math.max( 0, Math.min( 1, currentArcLength / totalArcLength ) );
  22330. // special case for the poles
  22331. let uOffset = 0;
  22332. if ( iy === 0 ) {
  22333. uOffset = 0.5 / radialSegments;
  22334. } else if ( iy === numVerticalSegments ) {
  22335. uOffset = -0.5 / radialSegments;
  22336. }
  22337. for ( let ix = 0; ix <= radialSegments; ix ++ ) {
  22338. const u = ix / radialSegments;
  22339. const theta = u * Math.PI * 2;
  22340. const sinTheta = Math.sin( theta );
  22341. const cosTheta = Math.cos( theta );
  22342. // vertex
  22343. vertex.x = - profileRadius * cosTheta;
  22344. vertex.y = profileY;
  22345. vertex.z = profileRadius * sinTheta;
  22346. vertices.push( vertex.x, vertex.y, vertex.z );
  22347. // normal
  22348. normal.set(
  22349. - profileRadius * cosTheta,
  22350. normalYComponent,
  22351. profileRadius * sinTheta
  22352. );
  22353. normal.normalize();
  22354. normals.push( normal.x, normal.y, normal.z );
  22355. // uv
  22356. uvs.push( u + uOffset, v );
  22357. }
  22358. if ( iy > 0 ) {
  22359. const prevIndexRow = ( iy - 1 ) * verticesPerRow;
  22360. for ( let ix = 0; ix < radialSegments; ix ++ ) {
  22361. const i1 = prevIndexRow + ix;
  22362. const i2 = prevIndexRow + ix + 1;
  22363. const i3 = iy * verticesPerRow + ix;
  22364. const i4 = iy * verticesPerRow + ix + 1;
  22365. indices.push( i1, i2, i3 );
  22366. indices.push( i2, i4, i3 );
  22367. }
  22368. }
  22369. }
  22370. // build geometry
  22371. this.setIndex( indices );
  22372. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22373. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  22374. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  22375. }
  22376. copy( source ) {
  22377. super.copy( source );
  22378. this.parameters = Object.assign( {}, source.parameters );
  22379. return this;
  22380. }
  22381. /**
  22382. * Factory method for creating an instance of this class from the given
  22383. * JSON object.
  22384. *
  22385. * @param {Object} data - A JSON object representing the serialized geometry.
  22386. * @return {CapsuleGeometry} A new instance.
  22387. */
  22388. static fromJSON( data ) {
  22389. return new CapsuleGeometry( data.radius, data.height, data.capSegments, data.radialSegments, data.heightSegments );
  22390. }
  22391. }
  22392. /**
  22393. * A simple shape of Euclidean geometry. It is constructed from a
  22394. * number of triangular segments that are oriented around a central point and
  22395. * extend as far out as a given radius. It is built counter-clockwise from a
  22396. * start angle and a given central angle. It can also be used to create
  22397. * regular polygons, where the number of segments determines the number of
  22398. * sides.
  22399. *
  22400. * ```js
  22401. * const geometry = new THREE.CircleGeometry( 5, 32 );
  22402. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22403. * const circle = new THREE.Mesh( geometry, material );
  22404. * scene.add( circle )
  22405. * ```
  22406. *
  22407. * @augments BufferGeometry
  22408. * @demo scenes/geometry-browser.html#CircleGeometry
  22409. */
  22410. class CircleGeometry extends BufferGeometry {
  22411. /**
  22412. * Constructs a new circle geometry.
  22413. *
  22414. * @param {number} [radius=1] - Radius of the circle.
  22415. * @param {number} [segments=32] - Number of segments (triangles), minimum = `3`.
  22416. * @param {number} [thetaStart=0] - Start angle for first segment in radians.
  22417. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta,
  22418. * of the circular sector in radians. The default value results in a complete circle.
  22419. */
  22420. constructor( radius = 1, segments = 32, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  22421. super();
  22422. this.type = 'CircleGeometry';
  22423. /**
  22424. * Holds the constructor parameters that have been
  22425. * used to generate the geometry. Any modification
  22426. * after instantiation does not change the geometry.
  22427. *
  22428. * @type {Object}
  22429. */
  22430. this.parameters = {
  22431. radius: radius,
  22432. segments: segments,
  22433. thetaStart: thetaStart,
  22434. thetaLength: thetaLength
  22435. };
  22436. segments = Math.max( 3, segments );
  22437. // buffers
  22438. const indices = [];
  22439. const vertices = [];
  22440. const normals = [];
  22441. const uvs = [];
  22442. // helper variables
  22443. const vertex = new Vector3();
  22444. const uv = new Vector2();
  22445. // center point
  22446. vertices.push( 0, 0, 0 );
  22447. normals.push( 0, 0, 1 );
  22448. uvs.push( 0.5, 0.5 );
  22449. for ( let s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  22450. const segment = thetaStart + s / segments * thetaLength;
  22451. // vertex
  22452. vertex.x = radius * Math.cos( segment );
  22453. vertex.y = radius * Math.sin( segment );
  22454. vertices.push( vertex.x, vertex.y, vertex.z );
  22455. // normal
  22456. normals.push( 0, 0, 1 );
  22457. // uvs
  22458. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  22459. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  22460. uvs.push( uv.x, uv.y );
  22461. }
  22462. // indices
  22463. for ( let i = 1; i <= segments; i ++ ) {
  22464. indices.push( i, i + 1, 0 );
  22465. }
  22466. // build geometry
  22467. this.setIndex( indices );
  22468. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22469. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  22470. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  22471. }
  22472. copy( source ) {
  22473. super.copy( source );
  22474. this.parameters = Object.assign( {}, source.parameters );
  22475. return this;
  22476. }
  22477. /**
  22478. * Factory method for creating an instance of this class from the given
  22479. * JSON object.
  22480. *
  22481. * @param {Object} data - A JSON object representing the serialized geometry.
  22482. * @return {CircleGeometry} A new instance.
  22483. */
  22484. static fromJSON( data ) {
  22485. return new CircleGeometry( data.radius, data.segments, data.thetaStart, data.thetaLength );
  22486. }
  22487. }
  22488. /**
  22489. * A geometry class for representing a cylinder.
  22490. *
  22491. * ```js
  22492. * const geometry = new THREE.CylinderGeometry( 5, 5, 20, 32 );
  22493. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22494. * const cylinder = new THREE.Mesh( geometry, material );
  22495. * scene.add( cylinder );
  22496. * ```
  22497. *
  22498. * @augments BufferGeometry
  22499. * @demo scenes/geometry-browser.html#CylinderGeometry
  22500. */
  22501. class CylinderGeometry extends BufferGeometry {
  22502. /**
  22503. * Constructs a new cylinder geometry.
  22504. *
  22505. * @param {number} [radiusTop=1] - Radius of the cylinder at the top.
  22506. * @param {number} [radiusBottom=1] - Radius of the cylinder at the bottom.
  22507. * @param {number} [height=1] - Height of the cylinder.
  22508. * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cylinder.
  22509. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cylinder.
  22510. * @param {boolean} [openEnded=false] - Whether the base of the cylinder is open or capped.
  22511. * @param {number} [thetaStart=0] - Start angle for first segment, in radians.
  22512. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians.
  22513. * The default value results in a complete cylinder.
  22514. */
  22515. constructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  22516. super();
  22517. this.type = 'CylinderGeometry';
  22518. /**
  22519. * Holds the constructor parameters that have been
  22520. * used to generate the geometry. Any modification
  22521. * after instantiation does not change the geometry.
  22522. *
  22523. * @type {Object}
  22524. */
  22525. this.parameters = {
  22526. radiusTop: radiusTop,
  22527. radiusBottom: radiusBottom,
  22528. height: height,
  22529. radialSegments: radialSegments,
  22530. heightSegments: heightSegments,
  22531. openEnded: openEnded,
  22532. thetaStart: thetaStart,
  22533. thetaLength: thetaLength
  22534. };
  22535. const scope = this;
  22536. radialSegments = Math.floor( radialSegments );
  22537. heightSegments = Math.floor( heightSegments );
  22538. // buffers
  22539. const indices = [];
  22540. const vertices = [];
  22541. const normals = [];
  22542. const uvs = [];
  22543. // helper variables
  22544. let index = 0;
  22545. const indexArray = [];
  22546. const halfHeight = height / 2;
  22547. let groupStart = 0;
  22548. // generate geometry
  22549. generateTorso();
  22550. if ( openEnded === false ) {
  22551. if ( radiusTop > 0 ) generateCap( true );
  22552. if ( radiusBottom > 0 ) generateCap( false );
  22553. }
  22554. // build geometry
  22555. this.setIndex( indices );
  22556. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22557. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  22558. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  22559. function generateTorso() {
  22560. const normal = new Vector3();
  22561. const vertex = new Vector3();
  22562. let groupCount = 0;
  22563. // this will be used to calculate the normal
  22564. const slope = ( radiusBottom - radiusTop ) / height;
  22565. // generate vertices, normals and uvs
  22566. for ( let y = 0; y <= heightSegments; y ++ ) {
  22567. const indexRow = [];
  22568. const v = y / heightSegments;
  22569. // calculate the radius of the current row
  22570. const radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  22571. for ( let x = 0; x <= radialSegments; x ++ ) {
  22572. const u = x / radialSegments;
  22573. const theta = u * thetaLength + thetaStart;
  22574. const sinTheta = Math.sin( theta );
  22575. const cosTheta = Math.cos( theta );
  22576. // vertex
  22577. vertex.x = radius * sinTheta;
  22578. vertex.y = - v * height + halfHeight;
  22579. vertex.z = radius * cosTheta;
  22580. vertices.push( vertex.x, vertex.y, vertex.z );
  22581. // normal
  22582. normal.set( sinTheta, slope, cosTheta ).normalize();
  22583. normals.push( normal.x, normal.y, normal.z );
  22584. // uv
  22585. uvs.push( u, 1 - v );
  22586. // save index of vertex in respective row
  22587. indexRow.push( index ++ );
  22588. }
  22589. // now save vertices of the row in our index array
  22590. indexArray.push( indexRow );
  22591. }
  22592. // generate indices
  22593. for ( let x = 0; x < radialSegments; x ++ ) {
  22594. for ( let y = 0; y < heightSegments; y ++ ) {
  22595. // we use the index array to access the correct indices
  22596. const a = indexArray[ y ][ x ];
  22597. const b = indexArray[ y + 1 ][ x ];
  22598. const c = indexArray[ y + 1 ][ x + 1 ];
  22599. const d = indexArray[ y ][ x + 1 ];
  22600. // faces
  22601. if ( radiusTop > 0 || y !== 0 ) {
  22602. indices.push( a, b, d );
  22603. groupCount += 3;
  22604. }
  22605. if ( radiusBottom > 0 || y !== heightSegments - 1 ) {
  22606. indices.push( b, c, d );
  22607. groupCount += 3;
  22608. }
  22609. }
  22610. }
  22611. // add a group to the geometry. this will ensure multi material support
  22612. scope.addGroup( groupStart, groupCount, 0 );
  22613. // calculate new start value for groups
  22614. groupStart += groupCount;
  22615. }
  22616. function generateCap( top ) {
  22617. // save the index of the first center vertex
  22618. const centerIndexStart = index;
  22619. const uv = new Vector2();
  22620. const vertex = new Vector3();
  22621. let groupCount = 0;
  22622. const radius = ( top === true ) ? radiusTop : radiusBottom;
  22623. const sign = ( top === true ) ? 1 : -1;
  22624. // first we generate the center vertex data of the cap.
  22625. // because the geometry needs one set of uvs per face,
  22626. // we must generate a center vertex per face/segment
  22627. for ( let x = 1; x <= radialSegments; x ++ ) {
  22628. // vertex
  22629. vertices.push( 0, halfHeight * sign, 0 );
  22630. // normal
  22631. normals.push( 0, sign, 0 );
  22632. // uv
  22633. uvs.push( 0.5, 0.5 );
  22634. // increase index
  22635. index ++;
  22636. }
  22637. // save the index of the last center vertex
  22638. const centerIndexEnd = index;
  22639. // now we generate the surrounding vertices, normals and uvs
  22640. for ( let x = 0; x <= radialSegments; x ++ ) {
  22641. const u = x / radialSegments;
  22642. const theta = u * thetaLength + thetaStart;
  22643. const cosTheta = Math.cos( theta );
  22644. const sinTheta = Math.sin( theta );
  22645. // vertex
  22646. vertex.x = radius * sinTheta;
  22647. vertex.y = halfHeight * sign;
  22648. vertex.z = radius * cosTheta;
  22649. vertices.push( vertex.x, vertex.y, vertex.z );
  22650. // normal
  22651. normals.push( 0, sign, 0 );
  22652. // uv
  22653. uv.x = ( cosTheta * 0.5 ) + 0.5;
  22654. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  22655. uvs.push( uv.x, uv.y );
  22656. // increase index
  22657. index ++;
  22658. }
  22659. // generate indices
  22660. for ( let x = 0; x < radialSegments; x ++ ) {
  22661. const c = centerIndexStart + x;
  22662. const i = centerIndexEnd + x;
  22663. if ( top === true ) {
  22664. // face top
  22665. indices.push( i, i + 1, c );
  22666. } else {
  22667. // face bottom
  22668. indices.push( i + 1, i, c );
  22669. }
  22670. groupCount += 3;
  22671. }
  22672. // add a group to the geometry. this will ensure multi material support
  22673. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  22674. // calculate new start value for groups
  22675. groupStart += groupCount;
  22676. }
  22677. }
  22678. copy( source ) {
  22679. super.copy( source );
  22680. this.parameters = Object.assign( {}, source.parameters );
  22681. return this;
  22682. }
  22683. /**
  22684. * Factory method for creating an instance of this class from the given
  22685. * JSON object.
  22686. *
  22687. * @param {Object} data - A JSON object representing the serialized geometry.
  22688. * @return {CylinderGeometry} A new instance.
  22689. */
  22690. static fromJSON( data ) {
  22691. return new CylinderGeometry( data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
  22692. }
  22693. }
  22694. /**
  22695. * A geometry class for representing a cone.
  22696. *
  22697. * ```js
  22698. * const geometry = new THREE.ConeGeometry( 5, 20, 32 );
  22699. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22700. * const cone = new THREE.Mesh(geometry, material );
  22701. * scene.add( cone );
  22702. * ```
  22703. *
  22704. * @augments CylinderGeometry
  22705. * @demo scenes/geometry-browser.html#ConeGeometry
  22706. */
  22707. class ConeGeometry extends CylinderGeometry {
  22708. /**
  22709. * Constructs a new cone geometry.
  22710. *
  22711. * @param {number} [radius=1] - Radius of the cone base.
  22712. * @param {number} [height=1] - Height of the cone.
  22713. * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cone.
  22714. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cone.
  22715. * @param {boolean} [openEnded=false] - Whether the base of the cone is open or capped.
  22716. * @param {number} [thetaStart=0] - Start angle for first segment, in radians.
  22717. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians.
  22718. * The default value results in a complete cone.
  22719. */
  22720. constructor( radius = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  22721. super( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  22722. this.type = 'ConeGeometry';
  22723. /**
  22724. * Holds the constructor parameters that have been
  22725. * used to generate the geometry. Any modification
  22726. * after instantiation does not change the geometry.
  22727. *
  22728. * @type {Object}
  22729. */
  22730. this.parameters = {
  22731. radius: radius,
  22732. height: height,
  22733. radialSegments: radialSegments,
  22734. heightSegments: heightSegments,
  22735. openEnded: openEnded,
  22736. thetaStart: thetaStart,
  22737. thetaLength: thetaLength
  22738. };
  22739. }
  22740. /**
  22741. * Factory method for creating an instance of this class from the given
  22742. * JSON object.
  22743. *
  22744. * @param {Object} data - A JSON object representing the serialized geometry.
  22745. * @return {ConeGeometry} A new instance.
  22746. */
  22747. static fromJSON( data ) {
  22748. return new ConeGeometry( data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
  22749. }
  22750. }
  22751. /**
  22752. * A polyhedron is a solid in three dimensions with flat faces. This class
  22753. * will take an array of vertices, project them onto a sphere, and then
  22754. * divide them up to the desired level of detail.
  22755. *
  22756. * @augments BufferGeometry
  22757. */
  22758. class PolyhedronGeometry extends BufferGeometry {
  22759. /**
  22760. * Constructs a new polyhedron geometry.
  22761. *
  22762. * @param {Array<number>} [vertices] - A flat array of vertices describing the base shape.
  22763. * @param {Array<number>} [indices] - A flat array of indices describing the base shape.
  22764. * @param {number} [radius=1] - The radius of the shape.
  22765. * @param {number} [detail=0] - How many levels to subdivide the geometry. The more detail, the smoother the shape.
  22766. */
  22767. constructor( vertices = [], indices = [], radius = 1, detail = 0 ) {
  22768. super();
  22769. this.type = 'PolyhedronGeometry';
  22770. /**
  22771. * Holds the constructor parameters that have been
  22772. * used to generate the geometry. Any modification
  22773. * after instantiation does not change the geometry.
  22774. *
  22775. * @type {Object}
  22776. */
  22777. this.parameters = {
  22778. vertices: vertices,
  22779. indices: indices,
  22780. radius: radius,
  22781. detail: detail
  22782. };
  22783. // default buffer data
  22784. const vertexBuffer = [];
  22785. const uvBuffer = [];
  22786. // the subdivision creates the vertex buffer data
  22787. subdivide( detail );
  22788. // all vertices should lie on a conceptual sphere with a given radius
  22789. applyRadius( radius );
  22790. // finally, create the uv data
  22791. generateUVs();
  22792. // build non-indexed geometry
  22793. this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  22794. this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  22795. this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  22796. if ( detail === 0 ) {
  22797. this.computeVertexNormals(); // flat normals
  22798. } else {
  22799. this.normalizeNormals(); // smooth normals
  22800. }
  22801. // helper functions
  22802. function subdivide( detail ) {
  22803. const a = new Vector3();
  22804. const b = new Vector3();
  22805. const c = new Vector3();
  22806. // iterate over all faces and apply a subdivision with the given detail value
  22807. for ( let i = 0; i < indices.length; i += 3 ) {
  22808. // get the vertices of the face
  22809. getVertexByIndex( indices[ i + 0 ], a );
  22810. getVertexByIndex( indices[ i + 1 ], b );
  22811. getVertexByIndex( indices[ i + 2 ], c );
  22812. // perform subdivision
  22813. subdivideFace( a, b, c, detail );
  22814. }
  22815. }
  22816. function subdivideFace( a, b, c, detail ) {
  22817. const cols = detail + 1;
  22818. // we use this multidimensional array as a data structure for creating the subdivision
  22819. const v = [];
  22820. // construct all of the vertices for this subdivision
  22821. for ( let i = 0; i <= cols; i ++ ) {
  22822. v[ i ] = [];
  22823. const aj = a.clone().lerp( c, i / cols );
  22824. const bj = b.clone().lerp( c, i / cols );
  22825. const rows = cols - i;
  22826. for ( let j = 0; j <= rows; j ++ ) {
  22827. if ( j === 0 && i === cols ) {
  22828. v[ i ][ j ] = aj;
  22829. } else {
  22830. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  22831. }
  22832. }
  22833. }
  22834. // construct all of the faces
  22835. for ( let i = 0; i < cols; i ++ ) {
  22836. for ( let j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  22837. const k = Math.floor( j / 2 );
  22838. if ( j % 2 === 0 ) {
  22839. pushVertex( v[ i ][ k + 1 ] );
  22840. pushVertex( v[ i + 1 ][ k ] );
  22841. pushVertex( v[ i ][ k ] );
  22842. } else {
  22843. pushVertex( v[ i ][ k + 1 ] );
  22844. pushVertex( v[ i + 1 ][ k + 1 ] );
  22845. pushVertex( v[ i + 1 ][ k ] );
  22846. }
  22847. }
  22848. }
  22849. }
  22850. function applyRadius( radius ) {
  22851. const vertex = new Vector3();
  22852. // iterate over the entire buffer and apply the radius to each vertex
  22853. for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
  22854. vertex.x = vertexBuffer[ i + 0 ];
  22855. vertex.y = vertexBuffer[ i + 1 ];
  22856. vertex.z = vertexBuffer[ i + 2 ];
  22857. vertex.normalize().multiplyScalar( radius );
  22858. vertexBuffer[ i + 0 ] = vertex.x;
  22859. vertexBuffer[ i + 1 ] = vertex.y;
  22860. vertexBuffer[ i + 2 ] = vertex.z;
  22861. }
  22862. }
  22863. function generateUVs() {
  22864. const vertex = new Vector3();
  22865. for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
  22866. vertex.x = vertexBuffer[ i + 0 ];
  22867. vertex.y = vertexBuffer[ i + 1 ];
  22868. vertex.z = vertexBuffer[ i + 2 ];
  22869. const u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  22870. const v = inclination( vertex ) / Math.PI + 0.5;
  22871. uvBuffer.push( u, 1 - v );
  22872. }
  22873. correctUVs();
  22874. correctSeam();
  22875. }
  22876. function correctSeam() {
  22877. // handle case when face straddles the seam, see #3269
  22878. for ( let i = 0; i < uvBuffer.length; i += 6 ) {
  22879. // uv data of a single face
  22880. const x0 = uvBuffer[ i + 0 ];
  22881. const x1 = uvBuffer[ i + 2 ];
  22882. const x2 = uvBuffer[ i + 4 ];
  22883. const max = Math.max( x0, x1, x2 );
  22884. const min = Math.min( x0, x1, x2 );
  22885. // 0.9 is somewhat arbitrary
  22886. if ( max > 0.9 && min < 0.1 ) {
  22887. if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
  22888. if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
  22889. if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;
  22890. }
  22891. }
  22892. }
  22893. function pushVertex( vertex ) {
  22894. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  22895. }
  22896. function getVertexByIndex( index, vertex ) {
  22897. const stride = index * 3;
  22898. vertex.x = vertices[ stride + 0 ];
  22899. vertex.y = vertices[ stride + 1 ];
  22900. vertex.z = vertices[ stride + 2 ];
  22901. }
  22902. function correctUVs() {
  22903. const a = new Vector3();
  22904. const b = new Vector3();
  22905. const c = new Vector3();
  22906. const centroid = new Vector3();
  22907. const uvA = new Vector2();
  22908. const uvB = new Vector2();
  22909. const uvC = new Vector2();
  22910. for ( let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  22911. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  22912. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  22913. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  22914. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  22915. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  22916. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  22917. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  22918. const azi = azimuth( centroid );
  22919. correctUV( uvA, j + 0, a, azi );
  22920. correctUV( uvB, j + 2, b, azi );
  22921. correctUV( uvC, j + 4, c, azi );
  22922. }
  22923. }
  22924. function correctUV( uv, stride, vector, azimuth ) {
  22925. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  22926. uvBuffer[ stride ] = uv.x - 1;
  22927. }
  22928. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  22929. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  22930. }
  22931. }
  22932. // Angle around the Y axis, counter-clockwise when looking from above.
  22933. function azimuth( vector ) {
  22934. return Math.atan2( vector.z, - vector.x );
  22935. }
  22936. // Angle above the XZ plane.
  22937. function inclination( vector ) {
  22938. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  22939. }
  22940. }
  22941. copy( source ) {
  22942. super.copy( source );
  22943. this.parameters = Object.assign( {}, source.parameters );
  22944. return this;
  22945. }
  22946. /**
  22947. * Factory method for creating an instance of this class from the given
  22948. * JSON object.
  22949. *
  22950. * @param {Object} data - A JSON object representing the serialized geometry.
  22951. * @return {PolyhedronGeometry} A new instance.
  22952. */
  22953. static fromJSON( data ) {
  22954. return new PolyhedronGeometry( data.vertices, data.indices, data.radius, data.details );
  22955. }
  22956. }
  22957. /**
  22958. * A geometry class for representing a dodecahedron.
  22959. *
  22960. * ```js
  22961. * const geometry = new THREE.DodecahedronGeometry();
  22962. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22963. * const dodecahedron = new THREE.Mesh( geometry, material );
  22964. * scene.add( dodecahedron );
  22965. * ```
  22966. *
  22967. * @augments PolyhedronGeometry
  22968. * @demo scenes/geometry-browser.html#DodecahedronGeometry
  22969. */
  22970. class DodecahedronGeometry extends PolyhedronGeometry {
  22971. /**
  22972. * Constructs a new dodecahedron geometry.
  22973. *
  22974. * @param {number} [radius=1] - Radius of the dodecahedron.
  22975. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a dodecahedron.
  22976. */
  22977. constructor( radius = 1, detail = 0 ) {
  22978. const t = ( 1 + Math.sqrt( 5 ) ) / 2;
  22979. const r = 1 / t;
  22980. const vertices = [
  22981. // (±1, ±1, ±1)
  22982. -1, -1, -1, -1, -1, 1,
  22983. -1, 1, -1, -1, 1, 1,
  22984. 1, -1, -1, 1, -1, 1,
  22985. 1, 1, -1, 1, 1, 1,
  22986. // (0, ±1/φ, ±φ)
  22987. 0, - r, - t, 0, - r, t,
  22988. 0, r, - t, 0, r, t,
  22989. // (±1/φ, ±φ, 0)
  22990. - r, - t, 0, - r, t, 0,
  22991. r, - t, 0, r, t, 0,
  22992. // (±φ, 0, ±1/φ)
  22993. - t, 0, - r, t, 0, - r,
  22994. - t, 0, r, t, 0, r
  22995. ];
  22996. const indices = [
  22997. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  22998. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  22999. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  23000. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  23001. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  23002. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  23003. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  23004. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  23005. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  23006. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  23007. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  23008. 1, 12, 14, 1, 14, 5, 1, 5, 9
  23009. ];
  23010. super( vertices, indices, radius, detail );
  23011. this.type = 'DodecahedronGeometry';
  23012. /**
  23013. * Holds the constructor parameters that have been
  23014. * used to generate the geometry. Any modification
  23015. * after instantiation does not change the geometry.
  23016. *
  23017. * @type {Object}
  23018. */
  23019. this.parameters = {
  23020. radius: radius,
  23021. detail: detail
  23022. };
  23023. }
  23024. /**
  23025. * Factory method for creating an instance of this class from the given
  23026. * JSON object.
  23027. *
  23028. * @param {Object} data - A JSON object representing the serialized geometry.
  23029. * @return {DodecahedronGeometry} A new instance.
  23030. */
  23031. static fromJSON( data ) {
  23032. return new DodecahedronGeometry( data.radius, data.detail );
  23033. }
  23034. }
  23035. const _v0 = /*@__PURE__*/ new Vector3();
  23036. const _v1$1 = /*@__PURE__*/ new Vector3();
  23037. const _normal = /*@__PURE__*/ new Vector3();
  23038. const _triangle = /*@__PURE__*/ new Triangle();
  23039. /**
  23040. * Can be used as a helper object to view the edges of a geometry.
  23041. *
  23042. * ```js
  23043. * const geometry = new THREE.BoxGeometry();
  23044. * const edges = new THREE.EdgesGeometry( geometry );
  23045. * const line = new THREE.LineSegments( edges );
  23046. * scene.add( line );
  23047. * ```
  23048. *
  23049. * Note: It is not yet possible to serialize/deserialize instances of this class.
  23050. *
  23051. * @augments BufferGeometry
  23052. */
  23053. class EdgesGeometry extends BufferGeometry {
  23054. /**
  23055. * Constructs a new edges geometry.
  23056. *
  23057. * @param {?BufferGeometry} [geometry=null] - The geometry.
  23058. * @param {number} [thresholdAngle=1] - An edge is only rendered if the angle (in degrees)
  23059. * between the face normals of the adjoining faces exceeds this value.
  23060. */
  23061. constructor( geometry = null, thresholdAngle = 1 ) {
  23062. super();
  23063. this.type = 'EdgesGeometry';
  23064. /**
  23065. * Holds the constructor parameters that have been
  23066. * used to generate the geometry. Any modification
  23067. * after instantiation does not change the geometry.
  23068. *
  23069. * @type {Object}
  23070. */
  23071. this.parameters = {
  23072. geometry: geometry,
  23073. thresholdAngle: thresholdAngle
  23074. };
  23075. if ( geometry !== null ) {
  23076. const precisionPoints = 4;
  23077. const precision = Math.pow( 10, precisionPoints );
  23078. const thresholdDot = Math.cos( DEG2RAD * thresholdAngle );
  23079. const indexAttr = geometry.getIndex();
  23080. const positionAttr = geometry.getAttribute( 'position' );
  23081. const indexCount = indexAttr ? indexAttr.count : positionAttr.count;
  23082. const indexArr = [ 0, 0, 0 ];
  23083. const vertKeys = [ 'a', 'b', 'c' ];
  23084. const hashes = new Array( 3 );
  23085. const edgeData = {};
  23086. const vertices = [];
  23087. for ( let i = 0; i < indexCount; i += 3 ) {
  23088. if ( indexAttr ) {
  23089. indexArr[ 0 ] = indexAttr.getX( i );
  23090. indexArr[ 1 ] = indexAttr.getX( i + 1 );
  23091. indexArr[ 2 ] = indexAttr.getX( i + 2 );
  23092. } else {
  23093. indexArr[ 0 ] = i;
  23094. indexArr[ 1 ] = i + 1;
  23095. indexArr[ 2 ] = i + 2;
  23096. }
  23097. const { a, b, c } = _triangle;
  23098. a.fromBufferAttribute( positionAttr, indexArr[ 0 ] );
  23099. b.fromBufferAttribute( positionAttr, indexArr[ 1 ] );
  23100. c.fromBufferAttribute( positionAttr, indexArr[ 2 ] );
  23101. _triangle.getNormal( _normal );
  23102. // create hashes for the edge from the vertices
  23103. hashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`;
  23104. hashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`;
  23105. hashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`;
  23106. // skip degenerate triangles
  23107. if ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) {
  23108. continue;
  23109. }
  23110. // iterate over every edge
  23111. for ( let j = 0; j < 3; j ++ ) {
  23112. // get the first and next vertex making up the edge
  23113. const jNext = ( j + 1 ) % 3;
  23114. const vecHash0 = hashes[ j ];
  23115. const vecHash1 = hashes[ jNext ];
  23116. const v0 = _triangle[ vertKeys[ j ] ];
  23117. const v1 = _triangle[ vertKeys[ jNext ] ];
  23118. const hash = `${ vecHash0 }_${ vecHash1 }`;
  23119. const reverseHash = `${ vecHash1 }_${ vecHash0 }`;
  23120. if ( reverseHash in edgeData && edgeData[ reverseHash ] ) {
  23121. // if we found a sibling edge add it into the vertex array if
  23122. // it meets the angle threshold and delete the edge from the map.
  23123. if ( _normal.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) {
  23124. vertices.push( v0.x, v0.y, v0.z );
  23125. vertices.push( v1.x, v1.y, v1.z );
  23126. }
  23127. edgeData[ reverseHash ] = null;
  23128. } else if ( ! ( hash in edgeData ) ) {
  23129. // if we've already got an edge here then skip adding a new one
  23130. edgeData[ hash ] = {
  23131. index0: indexArr[ j ],
  23132. index1: indexArr[ jNext ],
  23133. normal: _normal.clone(),
  23134. };
  23135. }
  23136. }
  23137. }
  23138. // iterate over all remaining, unmatched edges and add them to the vertex array
  23139. for ( const key in edgeData ) {
  23140. if ( edgeData[ key ] ) {
  23141. const { index0, index1 } = edgeData[ key ];
  23142. _v0.fromBufferAttribute( positionAttr, index0 );
  23143. _v1$1.fromBufferAttribute( positionAttr, index1 );
  23144. vertices.push( _v0.x, _v0.y, _v0.z );
  23145. vertices.push( _v1$1.x, _v1$1.y, _v1$1.z );
  23146. }
  23147. }
  23148. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  23149. }
  23150. }
  23151. copy( source ) {
  23152. super.copy( source );
  23153. this.parameters = Object.assign( {}, source.parameters );
  23154. return this;
  23155. }
  23156. }
  23157. /**
  23158. * An abstract base class for creating an analytic curve object that contains methods
  23159. * for interpolation.
  23160. *
  23161. * @abstract
  23162. */
  23163. class Curve {
  23164. /**
  23165. * Constructs a new curve.
  23166. */
  23167. constructor() {
  23168. /**
  23169. * The type property is used for detecting the object type
  23170. * in context of serialization/deserialization.
  23171. *
  23172. * @type {string}
  23173. * @readonly
  23174. */
  23175. this.type = 'Curve';
  23176. /**
  23177. * This value determines the amount of divisions when calculating the
  23178. * cumulative segment lengths of a curve via {@link Curve#getLengths}. To ensure
  23179. * precision when using methods like {@link Curve#getSpacedPoints}, it is
  23180. * recommended to increase the value of this property if the curve is very large.
  23181. *
  23182. * @type {number}
  23183. * @default 200
  23184. */
  23185. this.arcLengthDivisions = 200;
  23186. /**
  23187. * Must be set to `true` if the curve parameters have changed.
  23188. *
  23189. * @type {boolean}
  23190. * @default false
  23191. */
  23192. this.needsUpdate = false;
  23193. /**
  23194. * An internal cache that holds precomputed curve length values.
  23195. *
  23196. * @private
  23197. * @type {?Array<number>}
  23198. * @default null
  23199. */
  23200. this.cacheArcLengths = null;
  23201. }
  23202. /**
  23203. * This method returns a vector in 2D or 3D space (depending on the curve definition)
  23204. * for the given interpolation factor.
  23205. *
  23206. * @abstract
  23207. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23208. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23209. * @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  23210. */
  23211. getPoint( /* t, optionalTarget */ ) {
  23212. warn( 'Curve: .getPoint() not implemented.' );
  23213. }
  23214. /**
  23215. * This method returns a vector in 2D or 3D space (depending on the curve definition)
  23216. * for the given interpolation factor. Unlike {@link Curve#getPoint}, this method honors the length
  23217. * of the curve which equidistant samples.
  23218. *
  23219. * @param {number} u - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23220. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23221. * @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  23222. */
  23223. getPointAt( u, optionalTarget ) {
  23224. const t = this.getUtoTmapping( u );
  23225. return this.getPoint( t, optionalTarget );
  23226. }
  23227. /**
  23228. * This method samples the curve via {@link Curve#getPoint} and returns an array of points representing
  23229. * the curve shape.
  23230. *
  23231. * @param {number} [divisions=5] - The number of divisions.
  23232. * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.
  23233. */
  23234. getPoints( divisions = 5 ) {
  23235. const points = [];
  23236. for ( let d = 0; d <= divisions; d ++ ) {
  23237. points.push( this.getPoint( d / divisions ) );
  23238. }
  23239. return points;
  23240. }
  23241. // Get sequence of points using getPointAt( u )
  23242. /**
  23243. * This method samples the curve via {@link Curve#getPointAt} and returns an array of points representing
  23244. * the curve shape. Unlike {@link Curve#getPoints}, this method returns equi-spaced points across the entire
  23245. * curve.
  23246. *
  23247. * @param {number} [divisions=5] - The number of divisions.
  23248. * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.
  23249. */
  23250. getSpacedPoints( divisions = 5 ) {
  23251. const points = [];
  23252. for ( let d = 0; d <= divisions; d ++ ) {
  23253. points.push( this.getPointAt( d / divisions ) );
  23254. }
  23255. return points;
  23256. }
  23257. /**
  23258. * Returns the total arc length of the curve.
  23259. *
  23260. * @return {number} The length of the curve.
  23261. */
  23262. getLength() {
  23263. const lengths = this.getLengths();
  23264. return lengths[ lengths.length - 1 ];
  23265. }
  23266. /**
  23267. * Returns an array of cumulative segment lengths of the curve.
  23268. *
  23269. * @param {number} [divisions=this.arcLengthDivisions] - The number of divisions.
  23270. * @return {Array<number>} An array holding the cumulative segment lengths.
  23271. */
  23272. getLengths( divisions = this.arcLengthDivisions ) {
  23273. if ( this.cacheArcLengths &&
  23274. ( this.cacheArcLengths.length === divisions + 1 ) &&
  23275. ! this.needsUpdate ) {
  23276. return this.cacheArcLengths;
  23277. }
  23278. this.needsUpdate = false;
  23279. const cache = [];
  23280. let current, last = this.getPoint( 0 );
  23281. let sum = 0;
  23282. cache.push( 0 );
  23283. for ( let p = 1; p <= divisions; p ++ ) {
  23284. current = this.getPoint( p / divisions );
  23285. sum += current.distanceTo( last );
  23286. cache.push( sum );
  23287. last = current;
  23288. }
  23289. this.cacheArcLengths = cache;
  23290. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  23291. }
  23292. /**
  23293. * Update the cumulative segment distance cache. The method must be called
  23294. * every time curve parameters are changed. If an updated curve is part of a
  23295. * composed curve like {@link CurvePath}, this method must be called on the
  23296. * composed curve, too.
  23297. */
  23298. updateArcLengths() {
  23299. this.needsUpdate = true;
  23300. this.getLengths();
  23301. }
  23302. /**
  23303. * Given an interpolation factor in the range `[0,1]`, this method returns an updated
  23304. * interpolation factor in the same range that can be ued to sample equidistant points
  23305. * from a curve.
  23306. *
  23307. * @param {number} u - The interpolation factor.
  23308. * @param {?number} distance - An optional distance on the curve.
  23309. * @return {number} The updated interpolation factor.
  23310. */
  23311. getUtoTmapping( u, distance = null ) {
  23312. const arcLengths = this.getLengths();
  23313. let i = 0;
  23314. const il = arcLengths.length;
  23315. let targetArcLength; // The targeted u distance value to get
  23316. if ( distance ) {
  23317. targetArcLength = distance;
  23318. } else {
  23319. targetArcLength = u * arcLengths[ il - 1 ];
  23320. }
  23321. // binary search for the index with largest value smaller than target u distance
  23322. let low = 0, high = il - 1, comparison;
  23323. while ( low <= high ) {
  23324. 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
  23325. comparison = arcLengths[ i ] - targetArcLength;
  23326. if ( comparison < 0 ) {
  23327. low = i + 1;
  23328. } else if ( comparison > 0 ) {
  23329. high = i - 1;
  23330. } else {
  23331. high = i;
  23332. break;
  23333. // DONE
  23334. }
  23335. }
  23336. i = high;
  23337. if ( arcLengths[ i ] === targetArcLength ) {
  23338. return i / ( il - 1 );
  23339. }
  23340. // we could get finer grain at lengths, or use simple interpolation between two points
  23341. const lengthBefore = arcLengths[ i ];
  23342. const lengthAfter = arcLengths[ i + 1 ];
  23343. const segmentLength = lengthAfter - lengthBefore;
  23344. // determine where we are between the 'before' and 'after' points
  23345. const segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  23346. // add that fractional amount to t
  23347. const t = ( i + segmentFraction ) / ( il - 1 );
  23348. return t;
  23349. }
  23350. /**
  23351. * Returns a unit vector tangent for the given interpolation factor.
  23352. * If the derived curve does not implement its tangent derivation,
  23353. * two points a small delta apart will be used to find its gradient
  23354. * which seems to give a reasonable approximation.
  23355. *
  23356. * @param {number} t - The interpolation factor.
  23357. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23358. * @return {(Vector2|Vector3)} The tangent vector.
  23359. */
  23360. getTangent( t, optionalTarget ) {
  23361. const delta = 0.0001;
  23362. let t1 = t - delta;
  23363. let t2 = t + delta;
  23364. // Capping in case of danger
  23365. if ( t1 < 0 ) t1 = 0;
  23366. if ( t2 > 1 ) t2 = 1;
  23367. const pt1 = this.getPoint( t1 );
  23368. const pt2 = this.getPoint( t2 );
  23369. const tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );
  23370. tangent.copy( pt2 ).sub( pt1 ).normalize();
  23371. return tangent;
  23372. }
  23373. /**
  23374. * Same as {@link Curve#getTangent} but with equidistant samples.
  23375. *
  23376. * @param {number} u - The interpolation factor.
  23377. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23378. * @return {(Vector2|Vector3)} The tangent vector.
  23379. * @see {@link Curve#getPointAt}
  23380. */
  23381. getTangentAt( u, optionalTarget ) {
  23382. const t = this.getUtoTmapping( u );
  23383. return this.getTangent( t, optionalTarget );
  23384. }
  23385. /**
  23386. * Generates the Frenet Frames. Requires a curve definition in 3D space. Used
  23387. * in geometries like {@link TubeGeometry} or {@link ExtrudeGeometry}.
  23388. *
  23389. * @param {number} segments - The number of segments.
  23390. * @param {boolean} [closed=false] - Whether the curve is closed or not.
  23391. * @return {{tangents: Array<Vector3>, normals: Array<Vector3>, binormals: Array<Vector3>}} The Frenet Frames.
  23392. */
  23393. computeFrenetFrames( segments, closed = false ) {
  23394. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  23395. const normal = new Vector3();
  23396. const tangents = [];
  23397. const normals = [];
  23398. const binormals = [];
  23399. const vec = new Vector3();
  23400. const mat = new Matrix4();
  23401. // compute the tangent vectors for each segment on the curve
  23402. for ( let i = 0; i <= segments; i ++ ) {
  23403. const u = i / segments;
  23404. tangents[ i ] = this.getTangentAt( u, new Vector3() );
  23405. }
  23406. // select an initial normal vector perpendicular to the first tangent vector,
  23407. // and in the direction of the minimum tangent xyz component
  23408. normals[ 0 ] = new Vector3();
  23409. binormals[ 0 ] = new Vector3();
  23410. let min = Number.MAX_VALUE;
  23411. const tx = Math.abs( tangents[ 0 ].x );
  23412. const ty = Math.abs( tangents[ 0 ].y );
  23413. const tz = Math.abs( tangents[ 0 ].z );
  23414. if ( tx <= min ) {
  23415. min = tx;
  23416. normal.set( 1, 0, 0 );
  23417. }
  23418. if ( ty <= min ) {
  23419. min = ty;
  23420. normal.set( 0, 1, 0 );
  23421. }
  23422. if ( tz <= min ) {
  23423. normal.set( 0, 0, 1 );
  23424. }
  23425. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  23426. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  23427. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  23428. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  23429. for ( let i = 1; i <= segments; i ++ ) {
  23430. normals[ i ] = normals[ i - 1 ].clone();
  23431. binormals[ i ] = binormals[ i - 1 ].clone();
  23432. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  23433. if ( vec.length() > Number.EPSILON ) {
  23434. vec.normalize();
  23435. const theta = Math.acos( clamp( tangents[ i - 1 ].dot( tangents[ i ] ), -1, 1 ) ); // clamp for floating pt errors
  23436. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  23437. }
  23438. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  23439. }
  23440. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  23441. if ( closed === true ) {
  23442. let theta = Math.acos( clamp( normals[ 0 ].dot( normals[ segments ] ), -1, 1 ) );
  23443. theta /= segments;
  23444. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  23445. theta = - theta;
  23446. }
  23447. for ( let i = 1; i <= segments; i ++ ) {
  23448. // twist a little...
  23449. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  23450. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  23451. }
  23452. }
  23453. return {
  23454. tangents: tangents,
  23455. normals: normals,
  23456. binormals: binormals
  23457. };
  23458. }
  23459. /**
  23460. * Returns a new curve with copied values from this instance.
  23461. *
  23462. * @return {Curve} A clone of this instance.
  23463. */
  23464. clone() {
  23465. return new this.constructor().copy( this );
  23466. }
  23467. /**
  23468. * Copies the values of the given curve to this instance.
  23469. *
  23470. * @param {Curve} source - The curve to copy.
  23471. * @return {Curve} A reference to this curve.
  23472. */
  23473. copy( source ) {
  23474. this.arcLengthDivisions = source.arcLengthDivisions;
  23475. return this;
  23476. }
  23477. /**
  23478. * Serializes the curve into JSON.
  23479. *
  23480. * @return {Object} A JSON object representing the serialized curve.
  23481. * @see {@link ObjectLoader#parse}
  23482. */
  23483. toJSON() {
  23484. const data = {
  23485. metadata: {
  23486. version: 4.7,
  23487. type: 'Curve',
  23488. generator: 'Curve.toJSON'
  23489. }
  23490. };
  23491. data.arcLengthDivisions = this.arcLengthDivisions;
  23492. data.type = this.type;
  23493. return data;
  23494. }
  23495. /**
  23496. * Deserializes the curve from the given JSON.
  23497. *
  23498. * @param {Object} json - The JSON holding the serialized curve.
  23499. * @return {Curve} A reference to this curve.
  23500. */
  23501. fromJSON( json ) {
  23502. this.arcLengthDivisions = json.arcLengthDivisions;
  23503. return this;
  23504. }
  23505. }
  23506. /**
  23507. * A curve representing an ellipse.
  23508. *
  23509. * ```js
  23510. * const curve = new THREE.EllipseCurve(
  23511. * 0, 0,
  23512. * 10, 10,
  23513. * 0, 2 * Math.PI,
  23514. * false,
  23515. * 0
  23516. * );
  23517. *
  23518. * const points = curve.getPoints( 50 );
  23519. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23520. *
  23521. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23522. *
  23523. * // Create the final object to add to the scene
  23524. * const ellipse = new THREE.Line( geometry, material );
  23525. * ```
  23526. *
  23527. * @augments Curve
  23528. */
  23529. class EllipseCurve extends Curve {
  23530. /**
  23531. * Constructs a new ellipse curve.
  23532. *
  23533. * @param {number} [aX=0] - The X center of the ellipse.
  23534. * @param {number} [aY=0] - The Y center of the ellipse.
  23535. * @param {number} [xRadius=1] - The radius of the ellipse in the x direction.
  23536. * @param {number} [yRadius=1] - The radius of the ellipse in the y direction.
  23537. * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis.
  23538. * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis.
  23539. * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not.
  23540. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  23541. */
  23542. constructor( aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0 ) {
  23543. super();
  23544. /**
  23545. * This flag can be used for type testing.
  23546. *
  23547. * @type {boolean}
  23548. * @readonly
  23549. * @default true
  23550. */
  23551. this.isEllipseCurve = true;
  23552. this.type = 'EllipseCurve';
  23553. /**
  23554. * The X center of the ellipse.
  23555. *
  23556. * @type {number}
  23557. * @default 0
  23558. */
  23559. this.aX = aX;
  23560. /**
  23561. * The Y center of the ellipse.
  23562. *
  23563. * @type {number}
  23564. * @default 0
  23565. */
  23566. this.aY = aY;
  23567. /**
  23568. * The radius of the ellipse in the x direction.
  23569. * Setting the this value equal to the {@link EllipseCurve#yRadius} will result in a circle.
  23570. *
  23571. * @type {number}
  23572. * @default 1
  23573. */
  23574. this.xRadius = xRadius;
  23575. /**
  23576. * The radius of the ellipse in the y direction.
  23577. * Setting the this value equal to the {@link EllipseCurve#xRadius} will result in a circle.
  23578. *
  23579. * @type {number}
  23580. * @default 1
  23581. */
  23582. this.yRadius = yRadius;
  23583. /**
  23584. * The start angle of the curve in radians starting from the positive X axis.
  23585. *
  23586. * @type {number}
  23587. * @default 0
  23588. */
  23589. this.aStartAngle = aStartAngle;
  23590. /**
  23591. * The end angle of the curve in radians starting from the positive X axis.
  23592. *
  23593. * @type {number}
  23594. * @default Math.PI*2
  23595. */
  23596. this.aEndAngle = aEndAngle;
  23597. /**
  23598. * Whether the ellipse is drawn clockwise or not.
  23599. *
  23600. * @type {boolean}
  23601. * @default false
  23602. */
  23603. this.aClockwise = aClockwise;
  23604. /**
  23605. * The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  23606. *
  23607. * @type {number}
  23608. * @default 0
  23609. */
  23610. this.aRotation = aRotation;
  23611. }
  23612. /**
  23613. * Returns a point on the curve.
  23614. *
  23615. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23616. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  23617. * @return {Vector2} The position on the curve.
  23618. */
  23619. getPoint( t, optionalTarget = new Vector2() ) {
  23620. const point = optionalTarget;
  23621. const twoPi = Math.PI * 2;
  23622. let deltaAngle = this.aEndAngle - this.aStartAngle;
  23623. const samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  23624. // ensures that deltaAngle is 0 .. 2 PI
  23625. while ( deltaAngle < 0 ) deltaAngle += twoPi;
  23626. while ( deltaAngle > twoPi ) deltaAngle -= twoPi;
  23627. if ( deltaAngle < Number.EPSILON ) {
  23628. if ( samePoints ) {
  23629. deltaAngle = 0;
  23630. } else {
  23631. deltaAngle = twoPi;
  23632. }
  23633. }
  23634. if ( this.aClockwise === true && ! samePoints ) {
  23635. if ( deltaAngle === twoPi ) {
  23636. deltaAngle = - twoPi;
  23637. } else {
  23638. deltaAngle = deltaAngle - twoPi;
  23639. }
  23640. }
  23641. const angle = this.aStartAngle + t * deltaAngle;
  23642. let x = this.aX + this.xRadius * Math.cos( angle );
  23643. let y = this.aY + this.yRadius * Math.sin( angle );
  23644. if ( this.aRotation !== 0 ) {
  23645. const cos = Math.cos( this.aRotation );
  23646. const sin = Math.sin( this.aRotation );
  23647. const tx = x - this.aX;
  23648. const ty = y - this.aY;
  23649. // Rotate the point about the center of the ellipse.
  23650. x = tx * cos - ty * sin + this.aX;
  23651. y = tx * sin + ty * cos + this.aY;
  23652. }
  23653. return point.set( x, y );
  23654. }
  23655. copy( source ) {
  23656. super.copy( source );
  23657. this.aX = source.aX;
  23658. this.aY = source.aY;
  23659. this.xRadius = source.xRadius;
  23660. this.yRadius = source.yRadius;
  23661. this.aStartAngle = source.aStartAngle;
  23662. this.aEndAngle = source.aEndAngle;
  23663. this.aClockwise = source.aClockwise;
  23664. this.aRotation = source.aRotation;
  23665. return this;
  23666. }
  23667. toJSON() {
  23668. const data = super.toJSON();
  23669. data.aX = this.aX;
  23670. data.aY = this.aY;
  23671. data.xRadius = this.xRadius;
  23672. data.yRadius = this.yRadius;
  23673. data.aStartAngle = this.aStartAngle;
  23674. data.aEndAngle = this.aEndAngle;
  23675. data.aClockwise = this.aClockwise;
  23676. data.aRotation = this.aRotation;
  23677. return data;
  23678. }
  23679. fromJSON( json ) {
  23680. super.fromJSON( json );
  23681. this.aX = json.aX;
  23682. this.aY = json.aY;
  23683. this.xRadius = json.xRadius;
  23684. this.yRadius = json.yRadius;
  23685. this.aStartAngle = json.aStartAngle;
  23686. this.aEndAngle = json.aEndAngle;
  23687. this.aClockwise = json.aClockwise;
  23688. this.aRotation = json.aRotation;
  23689. return this;
  23690. }
  23691. }
  23692. /**
  23693. * A curve representing an arc.
  23694. *
  23695. * @augments EllipseCurve
  23696. */
  23697. class ArcCurve extends EllipseCurve {
  23698. /**
  23699. * Constructs a new arc curve.
  23700. *
  23701. * @param {number} [aX=0] - The X center of the ellipse.
  23702. * @param {number} [aY=0] - The Y center of the ellipse.
  23703. * @param {number} [aRadius=1] - The radius of the ellipse in the x direction.
  23704. * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis.
  23705. * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis.
  23706. * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not.
  23707. */
  23708. constructor( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23709. super( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  23710. /**
  23711. * This flag can be used for type testing.
  23712. *
  23713. * @type {boolean}
  23714. * @readonly
  23715. * @default true
  23716. */
  23717. this.isArcCurve = true;
  23718. this.type = 'ArcCurve';
  23719. }
  23720. }
  23721. function CubicPoly() {
  23722. /**
  23723. * Centripetal CatmullRom Curve - which is useful for avoiding
  23724. * cusps and self-intersections in non-uniform catmull rom curves.
  23725. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  23726. *
  23727. * curve.type accepts centripetal(default), chordal and catmullrom
  23728. * curve.tension is used for catmullrom which defaults to 0.5
  23729. */
  23730. /*
  23731. Based on an optimized c++ solution in
  23732. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  23733. - http://ideone.com/NoEbVM
  23734. This CubicPoly class could be used for reusing some variables and calculations,
  23735. but for three.js curve use, it could be possible inlined and flatten into a single function call
  23736. which can be placed in CurveUtils.
  23737. */
  23738. let c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  23739. /*
  23740. * Compute coefficients for a cubic polynomial
  23741. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  23742. * such that
  23743. * p(0) = x0, p(1) = x1
  23744. * and
  23745. * p'(0) = t0, p'(1) = t1.
  23746. */
  23747. function init( x0, x1, t0, t1 ) {
  23748. c0 = x0;
  23749. c1 = t0;
  23750. c2 = -3 * x0 + 3 * x1 - 2 * t0 - t1;
  23751. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  23752. }
  23753. return {
  23754. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  23755. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  23756. },
  23757. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  23758. // compute tangents when parameterized in [t1,t2]
  23759. let t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  23760. let t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  23761. // rescale tangents for parametrization in [0,1]
  23762. t1 *= dt1;
  23763. t2 *= dt1;
  23764. init( x1, x2, t1, t2 );
  23765. },
  23766. calc: function ( t ) {
  23767. const t2 = t * t;
  23768. const t3 = t2 * t;
  23769. return c0 + c1 * t + c2 * t2 + c3 * t3;
  23770. }
  23771. };
  23772. }
  23773. //
  23774. const tmp = /*@__PURE__*/ new Vector3();
  23775. const px = /*@__PURE__*/ new CubicPoly();
  23776. const py = /*@__PURE__*/ new CubicPoly();
  23777. const pz = /*@__PURE__*/ new CubicPoly();
  23778. /**
  23779. * A curve representing a Catmull-Rom spline.
  23780. *
  23781. * ```js
  23782. * //Create a closed wavey loop
  23783. * const curve = new THREE.CatmullRomCurve3( [
  23784. * new THREE.Vector3( -10, 0, 10 ),
  23785. * new THREE.Vector3( -5, 5, 5 ),
  23786. * new THREE.Vector3( 0, 0, 0 ),
  23787. * new THREE.Vector3( 5, -5, 5 ),
  23788. * new THREE.Vector3( 10, 0, 10 )
  23789. * ] );
  23790. *
  23791. * const points = curve.getPoints( 50 );
  23792. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23793. *
  23794. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23795. *
  23796. * // Create the final object to add to the scene
  23797. * const curveObject = new THREE.Line( geometry, material );
  23798. * ```
  23799. *
  23800. * @augments Curve
  23801. */
  23802. class CatmullRomCurve3 extends Curve {
  23803. /**
  23804. * Constructs a new Catmull-Rom curve.
  23805. *
  23806. * @param {Array<Vector3>} [points] - An array of 3D points defining the curve.
  23807. * @param {boolean} [closed=false] - Whether the curve is closed or not.
  23808. * @param {('centripetal'|'chordal'|'catmullrom')} [curveType='centripetal'] - The curve type.
  23809. * @param {number} [tension=0.5] - Tension of the curve.
  23810. */
  23811. constructor( points = [], closed = false, curveType = 'centripetal', tension = 0.5 ) {
  23812. super();
  23813. /**
  23814. * This flag can be used for type testing.
  23815. *
  23816. * @type {boolean}
  23817. * @readonly
  23818. * @default true
  23819. */
  23820. this.isCatmullRomCurve3 = true;
  23821. this.type = 'CatmullRomCurve3';
  23822. /**
  23823. * An array of 3D points defining the curve.
  23824. *
  23825. * @type {Array<Vector3>}
  23826. */
  23827. this.points = points;
  23828. /**
  23829. * Whether the curve is closed or not.
  23830. *
  23831. * @type {boolean}
  23832. * @default false
  23833. */
  23834. this.closed = closed;
  23835. /**
  23836. * The curve type.
  23837. *
  23838. * @type {('centripetal'|'chordal'|'catmullrom')}
  23839. * @default 'centripetal'
  23840. */
  23841. this.curveType = curveType;
  23842. /**
  23843. * Tension of the curve.
  23844. *
  23845. * @type {number}
  23846. * @default 0.5
  23847. */
  23848. this.tension = tension;
  23849. }
  23850. /**
  23851. * Returns a point on the curve.
  23852. *
  23853. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23854. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  23855. * @return {Vector3} The position on the curve.
  23856. */
  23857. getPoint( t, optionalTarget = new Vector3() ) {
  23858. const point = optionalTarget;
  23859. const points = this.points;
  23860. const l = points.length;
  23861. const p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  23862. let intPoint = Math.floor( p );
  23863. let weight = p - intPoint;
  23864. if ( this.closed ) {
  23865. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  23866. } else if ( weight === 0 && intPoint === l - 1 ) {
  23867. intPoint = l - 2;
  23868. weight = 1;
  23869. }
  23870. let p0, p3; // 4 points (p1 & p2 defined below)
  23871. if ( this.closed || intPoint > 0 ) {
  23872. p0 = points[ ( intPoint - 1 ) % l ];
  23873. } else {
  23874. // extrapolate first point
  23875. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  23876. p0 = tmp;
  23877. }
  23878. const p1 = points[ intPoint % l ];
  23879. const p2 = points[ ( intPoint + 1 ) % l ];
  23880. if ( this.closed || intPoint + 2 < l ) {
  23881. p3 = points[ ( intPoint + 2 ) % l ];
  23882. } else {
  23883. // extrapolate last point
  23884. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  23885. p3 = tmp;
  23886. }
  23887. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  23888. // init Centripetal / Chordal Catmull-Rom
  23889. const pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  23890. let dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  23891. let dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  23892. let dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  23893. // safety check for repeated points
  23894. if ( dt1 < 1e-4 ) dt1 = 1.0;
  23895. if ( dt0 < 1e-4 ) dt0 = dt1;
  23896. if ( dt2 < 1e-4 ) dt2 = dt1;
  23897. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  23898. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  23899. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  23900. } else if ( this.curveType === 'catmullrom' ) {
  23901. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  23902. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  23903. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  23904. }
  23905. point.set(
  23906. px.calc( weight ),
  23907. py.calc( weight ),
  23908. pz.calc( weight )
  23909. );
  23910. return point;
  23911. }
  23912. copy( source ) {
  23913. super.copy( source );
  23914. this.points = [];
  23915. for ( let i = 0, l = source.points.length; i < l; i ++ ) {
  23916. const point = source.points[ i ];
  23917. this.points.push( point.clone() );
  23918. }
  23919. this.closed = source.closed;
  23920. this.curveType = source.curveType;
  23921. this.tension = source.tension;
  23922. return this;
  23923. }
  23924. toJSON() {
  23925. const data = super.toJSON();
  23926. data.points = [];
  23927. for ( let i = 0, l = this.points.length; i < l; i ++ ) {
  23928. const point = this.points[ i ];
  23929. data.points.push( point.toArray() );
  23930. }
  23931. data.closed = this.closed;
  23932. data.curveType = this.curveType;
  23933. data.tension = this.tension;
  23934. return data;
  23935. }
  23936. fromJSON( json ) {
  23937. super.fromJSON( json );
  23938. this.points = [];
  23939. for ( let i = 0, l = json.points.length; i < l; i ++ ) {
  23940. const point = json.points[ i ];
  23941. this.points.push( new Vector3().fromArray( point ) );
  23942. }
  23943. this.closed = json.closed;
  23944. this.curveType = json.curveType;
  23945. this.tension = json.tension;
  23946. return this;
  23947. }
  23948. }
  23949. /**
  23950. * Interpolations contains spline and Bézier functions internally used by concrete curve classes.
  23951. *
  23952. * Bezier Curves formulas obtained from: https://en.wikipedia.org/wiki/B%C3%A9zier_curve
  23953. *
  23954. * @module Interpolations
  23955. */
  23956. /**
  23957. * Computes a point on a Catmull-Rom spline.
  23958. *
  23959. * @param {number} t - The interpolation factor.
  23960. * @param {number} p0 - The first control point.
  23961. * @param {number} p1 - The second control point.
  23962. * @param {number} p2 - The third control point.
  23963. * @param {number} p3 - The fourth control point.
  23964. * @return {number} The calculated point on a Catmull-Rom spline.
  23965. */
  23966. function CatmullRom( t, p0, p1, p2, p3 ) {
  23967. const v0 = ( p2 - p0 ) * 0.5;
  23968. const v1 = ( p3 - p1 ) * 0.5;
  23969. const t2 = t * t;
  23970. const t3 = t * t2;
  23971. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( -3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  23972. }
  23973. //
  23974. function QuadraticBezierP0( t, p ) {
  23975. const k = 1 - t;
  23976. return k * k * p;
  23977. }
  23978. function QuadraticBezierP1( t, p ) {
  23979. return 2 * ( 1 - t ) * t * p;
  23980. }
  23981. function QuadraticBezierP2( t, p ) {
  23982. return t * t * p;
  23983. }
  23984. /**
  23985. * Computes a point on a Quadratic Bezier curve.
  23986. *
  23987. * @param {number} t - The interpolation factor.
  23988. * @param {number} p0 - The first control point.
  23989. * @param {number} p1 - The second control point.
  23990. * @param {number} p2 - The third control point.
  23991. * @return {number} The calculated point on a Quadratic Bezier curve.
  23992. */
  23993. function QuadraticBezier( t, p0, p1, p2 ) {
  23994. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  23995. QuadraticBezierP2( t, p2 );
  23996. }
  23997. //
  23998. function CubicBezierP0( t, p ) {
  23999. const k = 1 - t;
  24000. return k * k * k * p;
  24001. }
  24002. function CubicBezierP1( t, p ) {
  24003. const k = 1 - t;
  24004. return 3 * k * k * t * p;
  24005. }
  24006. function CubicBezierP2( t, p ) {
  24007. return 3 * ( 1 - t ) * t * t * p;
  24008. }
  24009. function CubicBezierP3( t, p ) {
  24010. return t * t * t * p;
  24011. }
  24012. /**
  24013. * Computes a point on a Cubic Bezier curve.
  24014. *
  24015. * @param {number} t - The interpolation factor.
  24016. * @param {number} p0 - The first control point.
  24017. * @param {number} p1 - The second control point.
  24018. * @param {number} p2 - The third control point.
  24019. * @param {number} p3 - The fourth control point.
  24020. * @return {number} The calculated point on a Cubic Bezier curve.
  24021. */
  24022. function CubicBezier( t, p0, p1, p2, p3 ) {
  24023. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  24024. CubicBezierP3( t, p3 );
  24025. }
  24026. /**
  24027. * A curve representing a 2D Cubic Bezier curve.
  24028. *
  24029. * ```js
  24030. * const curve = new THREE.CubicBezierCurve(
  24031. * new THREE.Vector2( - 0, 0 ),
  24032. * new THREE.Vector2( - 5, 15 ),
  24033. * new THREE.Vector2( 20, 15 ),
  24034. * new THREE.Vector2( 10, 0 )
  24035. * );
  24036. *
  24037. * const points = curve.getPoints( 50 );
  24038. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24039. *
  24040. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  24041. *
  24042. * // Create the final object to add to the scene
  24043. * const curveObject = new THREE.Line( geometry, material );
  24044. * ```
  24045. *
  24046. * @augments Curve
  24047. */
  24048. class CubicBezierCurve extends Curve {
  24049. /**
  24050. * Constructs a new Cubic Bezier curve.
  24051. *
  24052. * @param {Vector2} [v0] - The start point.
  24053. * @param {Vector2} [v1] - The first control point.
  24054. * @param {Vector2} [v2] - The second control point.
  24055. * @param {Vector2} [v3] - The end point.
  24056. */
  24057. constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) {
  24058. super();
  24059. /**
  24060. * This flag can be used for type testing.
  24061. *
  24062. * @type {boolean}
  24063. * @readonly
  24064. * @default true
  24065. */
  24066. this.isCubicBezierCurve = true;
  24067. this.type = 'CubicBezierCurve';
  24068. /**
  24069. * The start point.
  24070. *
  24071. * @type {Vector2}
  24072. */
  24073. this.v0 = v0;
  24074. /**
  24075. * The first control point.
  24076. *
  24077. * @type {Vector2}
  24078. */
  24079. this.v1 = v1;
  24080. /**
  24081. * The second control point.
  24082. *
  24083. * @type {Vector2}
  24084. */
  24085. this.v2 = v2;
  24086. /**
  24087. * The end point.
  24088. *
  24089. * @type {Vector2}
  24090. */
  24091. this.v3 = v3;
  24092. }
  24093. /**
  24094. * Returns a point on the curve.
  24095. *
  24096. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24097. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24098. * @return {Vector2} The position on the curve.
  24099. */
  24100. getPoint( t, optionalTarget = new Vector2() ) {
  24101. const point = optionalTarget;
  24102. const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  24103. point.set(
  24104. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  24105. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  24106. );
  24107. return point;
  24108. }
  24109. copy( source ) {
  24110. super.copy( source );
  24111. this.v0.copy( source.v0 );
  24112. this.v1.copy( source.v1 );
  24113. this.v2.copy( source.v2 );
  24114. this.v3.copy( source.v3 );
  24115. return this;
  24116. }
  24117. toJSON() {
  24118. const data = super.toJSON();
  24119. data.v0 = this.v0.toArray();
  24120. data.v1 = this.v1.toArray();
  24121. data.v2 = this.v2.toArray();
  24122. data.v3 = this.v3.toArray();
  24123. return data;
  24124. }
  24125. fromJSON( json ) {
  24126. super.fromJSON( json );
  24127. this.v0.fromArray( json.v0 );
  24128. this.v1.fromArray( json.v1 );
  24129. this.v2.fromArray( json.v2 );
  24130. this.v3.fromArray( json.v3 );
  24131. return this;
  24132. }
  24133. }
  24134. /**
  24135. * A curve representing a 3D Cubic Bezier curve.
  24136. *
  24137. * @augments Curve
  24138. */
  24139. class CubicBezierCurve3 extends Curve {
  24140. /**
  24141. * Constructs a new Cubic Bezier curve.
  24142. *
  24143. * @param {Vector3} [v0] - The start point.
  24144. * @param {Vector3} [v1] - The first control point.
  24145. * @param {Vector3} [v2] - The second control point.
  24146. * @param {Vector3} [v3] - The end point.
  24147. */
  24148. constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) {
  24149. super();
  24150. /**
  24151. * This flag can be used for type testing.
  24152. *
  24153. * @type {boolean}
  24154. * @readonly
  24155. * @default true
  24156. */
  24157. this.isCubicBezierCurve3 = true;
  24158. this.type = 'CubicBezierCurve3';
  24159. /**
  24160. * The start point.
  24161. *
  24162. * @type {Vector3}
  24163. */
  24164. this.v0 = v0;
  24165. /**
  24166. * The first control point.
  24167. *
  24168. * @type {Vector3}
  24169. */
  24170. this.v1 = v1;
  24171. /**
  24172. * The second control point.
  24173. *
  24174. * @type {Vector3}
  24175. */
  24176. this.v2 = v2;
  24177. /**
  24178. * The end point.
  24179. *
  24180. * @type {Vector3}
  24181. */
  24182. this.v3 = v3;
  24183. }
  24184. /**
  24185. * Returns a point on the curve.
  24186. *
  24187. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24188. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  24189. * @return {Vector3} The position on the curve.
  24190. */
  24191. getPoint( t, optionalTarget = new Vector3() ) {
  24192. const point = optionalTarget;
  24193. const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  24194. point.set(
  24195. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  24196. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  24197. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  24198. );
  24199. return point;
  24200. }
  24201. copy( source ) {
  24202. super.copy( source );
  24203. this.v0.copy( source.v0 );
  24204. this.v1.copy( source.v1 );
  24205. this.v2.copy( source.v2 );
  24206. this.v3.copy( source.v3 );
  24207. return this;
  24208. }
  24209. toJSON() {
  24210. const data = super.toJSON();
  24211. data.v0 = this.v0.toArray();
  24212. data.v1 = this.v1.toArray();
  24213. data.v2 = this.v2.toArray();
  24214. data.v3 = this.v3.toArray();
  24215. return data;
  24216. }
  24217. fromJSON( json ) {
  24218. super.fromJSON( json );
  24219. this.v0.fromArray( json.v0 );
  24220. this.v1.fromArray( json.v1 );
  24221. this.v2.fromArray( json.v2 );
  24222. this.v3.fromArray( json.v3 );
  24223. return this;
  24224. }
  24225. }
  24226. /**
  24227. * A curve representing a 2D line segment.
  24228. *
  24229. * @augments Curve
  24230. */
  24231. class LineCurve extends Curve {
  24232. /**
  24233. * Constructs a new line curve.
  24234. *
  24235. * @param {Vector2} [v1] - The start point.
  24236. * @param {Vector2} [v2] - The end point.
  24237. */
  24238. constructor( v1 = new Vector2(), v2 = new Vector2() ) {
  24239. super();
  24240. /**
  24241. * This flag can be used for type testing.
  24242. *
  24243. * @type {boolean}
  24244. * @readonly
  24245. * @default true
  24246. */
  24247. this.isLineCurve = true;
  24248. this.type = 'LineCurve';
  24249. /**
  24250. * The start point.
  24251. *
  24252. * @type {Vector2}
  24253. */
  24254. this.v1 = v1;
  24255. /**
  24256. * The end point.
  24257. *
  24258. * @type {Vector2}
  24259. */
  24260. this.v2 = v2;
  24261. }
  24262. /**
  24263. * Returns a point on the line.
  24264. *
  24265. * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`.
  24266. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24267. * @return {Vector2} The position on the line.
  24268. */
  24269. getPoint( t, optionalTarget = new Vector2() ) {
  24270. const point = optionalTarget;
  24271. if ( t === 1 ) {
  24272. point.copy( this.v2 );
  24273. } else {
  24274. point.copy( this.v2 ).sub( this.v1 );
  24275. point.multiplyScalar( t ).add( this.v1 );
  24276. }
  24277. return point;
  24278. }
  24279. // Line curve is linear, so we can overwrite default getPointAt
  24280. getPointAt( u, optionalTarget ) {
  24281. return this.getPoint( u, optionalTarget );
  24282. }
  24283. getTangent( t, optionalTarget = new Vector2() ) {
  24284. return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
  24285. }
  24286. getTangentAt( u, optionalTarget ) {
  24287. return this.getTangent( u, optionalTarget );
  24288. }
  24289. copy( source ) {
  24290. super.copy( source );
  24291. this.v1.copy( source.v1 );
  24292. this.v2.copy( source.v2 );
  24293. return this;
  24294. }
  24295. toJSON() {
  24296. const data = super.toJSON();
  24297. data.v1 = this.v1.toArray();
  24298. data.v2 = this.v2.toArray();
  24299. return data;
  24300. }
  24301. fromJSON( json ) {
  24302. super.fromJSON( json );
  24303. this.v1.fromArray( json.v1 );
  24304. this.v2.fromArray( json.v2 );
  24305. return this;
  24306. }
  24307. }
  24308. /**
  24309. * A curve representing a 3D line segment.
  24310. *
  24311. * @augments Curve
  24312. */
  24313. class LineCurve3 extends Curve {
  24314. /**
  24315. * Constructs a new line curve.
  24316. *
  24317. * @param {Vector3} [v1] - The start point.
  24318. * @param {Vector3} [v2] - The end point.
  24319. */
  24320. constructor( v1 = new Vector3(), v2 = new Vector3() ) {
  24321. super();
  24322. /**
  24323. * This flag can be used for type testing.
  24324. *
  24325. * @type {boolean}
  24326. * @readonly
  24327. * @default true
  24328. */
  24329. this.isLineCurve3 = true;
  24330. this.type = 'LineCurve3';
  24331. /**
  24332. * The start point.
  24333. *
  24334. * @type {Vector3}
  24335. */
  24336. this.v1 = v1;
  24337. /**
  24338. * The end point.
  24339. *
  24340. * @type {Vector2}
  24341. */
  24342. this.v2 = v2;
  24343. }
  24344. /**
  24345. * Returns a point on the line.
  24346. *
  24347. * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`.
  24348. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  24349. * @return {Vector3} The position on the line.
  24350. */
  24351. getPoint( t, optionalTarget = new Vector3() ) {
  24352. const point = optionalTarget;
  24353. if ( t === 1 ) {
  24354. point.copy( this.v2 );
  24355. } else {
  24356. point.copy( this.v2 ).sub( this.v1 );
  24357. point.multiplyScalar( t ).add( this.v1 );
  24358. }
  24359. return point;
  24360. }
  24361. // Line curve is linear, so we can overwrite default getPointAt
  24362. getPointAt( u, optionalTarget ) {
  24363. return this.getPoint( u, optionalTarget );
  24364. }
  24365. getTangent( t, optionalTarget = new Vector3() ) {
  24366. return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
  24367. }
  24368. getTangentAt( u, optionalTarget ) {
  24369. return this.getTangent( u, optionalTarget );
  24370. }
  24371. copy( source ) {
  24372. super.copy( source );
  24373. this.v1.copy( source.v1 );
  24374. this.v2.copy( source.v2 );
  24375. return this;
  24376. }
  24377. toJSON() {
  24378. const data = super.toJSON();
  24379. data.v1 = this.v1.toArray();
  24380. data.v2 = this.v2.toArray();
  24381. return data;
  24382. }
  24383. fromJSON( json ) {
  24384. super.fromJSON( json );
  24385. this.v1.fromArray( json.v1 );
  24386. this.v2.fromArray( json.v2 );
  24387. return this;
  24388. }
  24389. }
  24390. /**
  24391. * A curve representing a 2D Quadratic Bezier curve.
  24392. *
  24393. * ```js
  24394. * const curve = new THREE.QuadraticBezierCurve(
  24395. * new THREE.Vector2( - 10, 0 ),
  24396. * new THREE.Vector2( 20, 15 ),
  24397. * new THREE.Vector2( 10, 0 )
  24398. * )
  24399. *
  24400. * const points = curve.getPoints( 50 );
  24401. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24402. *
  24403. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  24404. *
  24405. * // Create the final object to add to the scene
  24406. * const curveObject = new THREE.Line( geometry, material );
  24407. * ```
  24408. *
  24409. * @augments Curve
  24410. */
  24411. class QuadraticBezierCurve extends Curve {
  24412. /**
  24413. * Constructs a new Quadratic Bezier curve.
  24414. *
  24415. * @param {Vector2} [v0] - The start point.
  24416. * @param {Vector2} [v1] - The control point.
  24417. * @param {Vector2} [v2] - The end point.
  24418. */
  24419. constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) {
  24420. super();
  24421. /**
  24422. * This flag can be used for type testing.
  24423. *
  24424. * @type {boolean}
  24425. * @readonly
  24426. * @default true
  24427. */
  24428. this.isQuadraticBezierCurve = true;
  24429. this.type = 'QuadraticBezierCurve';
  24430. /**
  24431. * The start point.
  24432. *
  24433. * @type {Vector2}
  24434. */
  24435. this.v0 = v0;
  24436. /**
  24437. * The control point.
  24438. *
  24439. * @type {Vector2}
  24440. */
  24441. this.v1 = v1;
  24442. /**
  24443. * The end point.
  24444. *
  24445. * @type {Vector2}
  24446. */
  24447. this.v2 = v2;
  24448. }
  24449. /**
  24450. * Returns a point on the curve.
  24451. *
  24452. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24453. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24454. * @return {Vector2} The position on the curve.
  24455. */
  24456. getPoint( t, optionalTarget = new Vector2() ) {
  24457. const point = optionalTarget;
  24458. const v0 = this.v0, v1 = this.v1, v2 = this.v2;
  24459. point.set(
  24460. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  24461. QuadraticBezier( t, v0.y, v1.y, v2.y )
  24462. );
  24463. return point;
  24464. }
  24465. copy( source ) {
  24466. super.copy( source );
  24467. this.v0.copy( source.v0 );
  24468. this.v1.copy( source.v1 );
  24469. this.v2.copy( source.v2 );
  24470. return this;
  24471. }
  24472. toJSON() {
  24473. const data = super.toJSON();
  24474. data.v0 = this.v0.toArray();
  24475. data.v1 = this.v1.toArray();
  24476. data.v2 = this.v2.toArray();
  24477. return data;
  24478. }
  24479. fromJSON( json ) {
  24480. super.fromJSON( json );
  24481. this.v0.fromArray( json.v0 );
  24482. this.v1.fromArray( json.v1 );
  24483. this.v2.fromArray( json.v2 );
  24484. return this;
  24485. }
  24486. }
  24487. /**
  24488. * A curve representing a 3D Quadratic Bezier curve.
  24489. *
  24490. * @augments Curve
  24491. */
  24492. class QuadraticBezierCurve3 extends Curve {
  24493. /**
  24494. * Constructs a new Quadratic Bezier curve.
  24495. *
  24496. * @param {Vector3} [v0] - The start point.
  24497. * @param {Vector3} [v1] - The control point.
  24498. * @param {Vector3} [v2] - The end point.
  24499. */
  24500. constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) {
  24501. super();
  24502. /**
  24503. * This flag can be used for type testing.
  24504. *
  24505. * @type {boolean}
  24506. * @readonly
  24507. * @default true
  24508. */
  24509. this.isQuadraticBezierCurve3 = true;
  24510. this.type = 'QuadraticBezierCurve3';
  24511. /**
  24512. * The start point.
  24513. *
  24514. * @type {Vector3}
  24515. */
  24516. this.v0 = v0;
  24517. /**
  24518. * The control point.
  24519. *
  24520. * @type {Vector3}
  24521. */
  24522. this.v1 = v1;
  24523. /**
  24524. * The end point.
  24525. *
  24526. * @type {Vector3}
  24527. */
  24528. this.v2 = v2;
  24529. }
  24530. /**
  24531. * Returns a point on the curve.
  24532. *
  24533. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24534. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  24535. * @return {Vector3} The position on the curve.
  24536. */
  24537. getPoint( t, optionalTarget = new Vector3() ) {
  24538. const point = optionalTarget;
  24539. const v0 = this.v0, v1 = this.v1, v2 = this.v2;
  24540. point.set(
  24541. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  24542. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  24543. QuadraticBezier( t, v0.z, v1.z, v2.z )
  24544. );
  24545. return point;
  24546. }
  24547. copy( source ) {
  24548. super.copy( source );
  24549. this.v0.copy( source.v0 );
  24550. this.v1.copy( source.v1 );
  24551. this.v2.copy( source.v2 );
  24552. return this;
  24553. }
  24554. toJSON() {
  24555. const data = super.toJSON();
  24556. data.v0 = this.v0.toArray();
  24557. data.v1 = this.v1.toArray();
  24558. data.v2 = this.v2.toArray();
  24559. return data;
  24560. }
  24561. fromJSON( json ) {
  24562. super.fromJSON( json );
  24563. this.v0.fromArray( json.v0 );
  24564. this.v1.fromArray( json.v1 );
  24565. this.v2.fromArray( json.v2 );
  24566. return this;
  24567. }
  24568. }
  24569. /**
  24570. * A curve representing a 2D spline curve.
  24571. *
  24572. * ```js
  24573. * // Create a sine-like wave
  24574. * const curve = new THREE.SplineCurve( [
  24575. * new THREE.Vector2( -10, 0 ),
  24576. * new THREE.Vector2( -5, 5 ),
  24577. * new THREE.Vector2( 0, 0 ),
  24578. * new THREE.Vector2( 5, -5 ),
  24579. * new THREE.Vector2( 10, 0 )
  24580. * ] );
  24581. *
  24582. * const points = curve.getPoints( 50 );
  24583. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24584. *
  24585. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  24586. *
  24587. * // Create the final object to add to the scene
  24588. * const splineObject = new THREE.Line( geometry, material );
  24589. * ```
  24590. *
  24591. * @augments Curve
  24592. */
  24593. class SplineCurve extends Curve {
  24594. /**
  24595. * Constructs a new 2D spline curve.
  24596. *
  24597. * @param {Array<Vector2>} [points] - An array of 2D points defining the curve.
  24598. */
  24599. constructor( points = [] ) {
  24600. super();
  24601. /**
  24602. * This flag can be used for type testing.
  24603. *
  24604. * @type {boolean}
  24605. * @readonly
  24606. * @default true
  24607. */
  24608. this.isSplineCurve = true;
  24609. this.type = 'SplineCurve';
  24610. /**
  24611. * An array of 2D points defining the curve.
  24612. *
  24613. * @type {Array<Vector2>}
  24614. */
  24615. this.points = points;
  24616. }
  24617. /**
  24618. * Returns a point on the curve.
  24619. *
  24620. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24621. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24622. * @return {Vector2} The position on the curve.
  24623. */
  24624. getPoint( t, optionalTarget = new Vector2() ) {
  24625. const point = optionalTarget;
  24626. const points = this.points;
  24627. const p = ( points.length - 1 ) * t;
  24628. const intPoint = Math.floor( p );
  24629. const weight = p - intPoint;
  24630. const p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  24631. const p1 = points[ intPoint ];
  24632. const p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  24633. const p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  24634. point.set(
  24635. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  24636. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  24637. );
  24638. return point;
  24639. }
  24640. copy( source ) {
  24641. super.copy( source );
  24642. this.points = [];
  24643. for ( let i = 0, l = source.points.length; i < l; i ++ ) {
  24644. const point = source.points[ i ];
  24645. this.points.push( point.clone() );
  24646. }
  24647. return this;
  24648. }
  24649. toJSON() {
  24650. const data = super.toJSON();
  24651. data.points = [];
  24652. for ( let i = 0, l = this.points.length; i < l; i ++ ) {
  24653. const point = this.points[ i ];
  24654. data.points.push( point.toArray() );
  24655. }
  24656. return data;
  24657. }
  24658. fromJSON( json ) {
  24659. super.fromJSON( json );
  24660. this.points = [];
  24661. for ( let i = 0, l = json.points.length; i < l; i ++ ) {
  24662. const point = json.points[ i ];
  24663. this.points.push( new Vector2().fromArray( point ) );
  24664. }
  24665. return this;
  24666. }
  24667. }
  24668. var Curves = /*#__PURE__*/Object.freeze({
  24669. __proto__: null,
  24670. ArcCurve: ArcCurve,
  24671. CatmullRomCurve3: CatmullRomCurve3,
  24672. CubicBezierCurve: CubicBezierCurve,
  24673. CubicBezierCurve3: CubicBezierCurve3,
  24674. EllipseCurve: EllipseCurve,
  24675. LineCurve: LineCurve,
  24676. LineCurve3: LineCurve3,
  24677. QuadraticBezierCurve: QuadraticBezierCurve,
  24678. QuadraticBezierCurve3: QuadraticBezierCurve3,
  24679. SplineCurve: SplineCurve
  24680. });
  24681. /**
  24682. * A base class extending {@link Curve}. `CurvePath` is simply an
  24683. * array of connected curves, but retains the API of a curve.
  24684. *
  24685. * @augments Curve
  24686. */
  24687. class CurvePath extends Curve {
  24688. /**
  24689. * Constructs a new curve path.
  24690. */
  24691. constructor() {
  24692. super();
  24693. this.type = 'CurvePath';
  24694. /**
  24695. * An array of curves defining the
  24696. * path.
  24697. *
  24698. * @type {Array<Curve>}
  24699. */
  24700. this.curves = [];
  24701. /**
  24702. * Whether the path should automatically be closed
  24703. * by a line curve.
  24704. *
  24705. * @type {boolean}
  24706. * @default false
  24707. */
  24708. this.autoClose = false;
  24709. }
  24710. /**
  24711. * Adds a curve to this curve path.
  24712. *
  24713. * @param {Curve} curve - The curve to add.
  24714. */
  24715. add( curve ) {
  24716. this.curves.push( curve );
  24717. }
  24718. /**
  24719. * Adds a line curve to close the path.
  24720. *
  24721. * @return {CurvePath} A reference to this curve path.
  24722. */
  24723. closePath() {
  24724. // Add a line curve if start and end of lines are not connected
  24725. const startPoint = this.curves[ 0 ].getPoint( 0 );
  24726. const endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  24727. if ( ! startPoint.equals( endPoint ) ) {
  24728. const lineType = ( startPoint.isVector2 === true ) ? 'LineCurve' : 'LineCurve3';
  24729. this.curves.push( new Curves[ lineType ]( endPoint, startPoint ) );
  24730. }
  24731. return this;
  24732. }
  24733. /**
  24734. * This method returns a vector in 2D or 3D space (depending on the curve definitions)
  24735. * for the given interpolation factor.
  24736. *
  24737. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24738. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  24739. * @return {?(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  24740. */
  24741. getPoint( t, optionalTarget ) {
  24742. // To get accurate point with reference to
  24743. // entire path distance at time t,
  24744. // following has to be done:
  24745. // 1. Length of each sub path have to be known
  24746. // 2. Locate and identify type of curve
  24747. // 3. Get t for the curve
  24748. // 4. Return curve.getPointAt(t')
  24749. const d = t * this.getLength();
  24750. const curveLengths = this.getCurveLengths();
  24751. let i = 0;
  24752. // To think about boundaries points.
  24753. while ( i < curveLengths.length ) {
  24754. if ( curveLengths[ i ] >= d ) {
  24755. const diff = curveLengths[ i ] - d;
  24756. const curve = this.curves[ i ];
  24757. const segmentLength = curve.getLength();
  24758. const u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  24759. return curve.getPointAt( u, optionalTarget );
  24760. }
  24761. i ++;
  24762. }
  24763. return null;
  24764. // loop where sum != 0, sum > d , sum+1 <d
  24765. }
  24766. getLength() {
  24767. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  24768. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  24769. // getPoint() depends on getLength
  24770. const lens = this.getCurveLengths();
  24771. return lens[ lens.length - 1 ];
  24772. }
  24773. updateArcLengths() {
  24774. // cacheLengths must be recalculated.
  24775. this.needsUpdate = true;
  24776. this.cacheLengths = null;
  24777. this.getCurveLengths();
  24778. }
  24779. /**
  24780. * Returns list of cumulative curve lengths of the defined curves.
  24781. *
  24782. * @return {Array<number>} The curve lengths.
  24783. */
  24784. getCurveLengths() {
  24785. // Compute lengths and cache them
  24786. // We cannot overwrite getLengths() because UtoT mapping uses it.
  24787. // We use cache values if curves and cache array are same length
  24788. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  24789. return this.cacheLengths;
  24790. }
  24791. // Get length of sub-curve
  24792. // Push sums into cached array
  24793. const lengths = [];
  24794. let sums = 0;
  24795. for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
  24796. sums += this.curves[ i ].getLength();
  24797. lengths.push( sums );
  24798. }
  24799. this.cacheLengths = lengths;
  24800. return lengths;
  24801. }
  24802. getSpacedPoints( divisions = 40 ) {
  24803. const points = [];
  24804. for ( let i = 0; i <= divisions; i ++ ) {
  24805. points.push( this.getPoint( i / divisions ) );
  24806. }
  24807. if ( this.autoClose ) {
  24808. points.push( points[ 0 ] );
  24809. }
  24810. return points;
  24811. }
  24812. getPoints( divisions = 12 ) {
  24813. const points = [];
  24814. let last;
  24815. for ( let i = 0, curves = this.curves; i < curves.length; i ++ ) {
  24816. const curve = curves[ i ];
  24817. const resolution = curve.isEllipseCurve ? divisions * 2
  24818. : ( curve.isLineCurve || curve.isLineCurve3 ) ? 1
  24819. : curve.isSplineCurve ? divisions * curve.points.length
  24820. : divisions;
  24821. const pts = curve.getPoints( resolution );
  24822. for ( let j = 0; j < pts.length; j ++ ) {
  24823. const point = pts[ j ];
  24824. if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates
  24825. points.push( point );
  24826. last = point;
  24827. }
  24828. }
  24829. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  24830. points.push( points[ 0 ] );
  24831. }
  24832. return points;
  24833. }
  24834. copy( source ) {
  24835. super.copy( source );
  24836. this.curves = [];
  24837. for ( let i = 0, l = source.curves.length; i < l; i ++ ) {
  24838. const curve = source.curves[ i ];
  24839. this.curves.push( curve.clone() );
  24840. }
  24841. this.autoClose = source.autoClose;
  24842. return this;
  24843. }
  24844. toJSON() {
  24845. const data = super.toJSON();
  24846. data.autoClose = this.autoClose;
  24847. data.curves = [];
  24848. for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
  24849. const curve = this.curves[ i ];
  24850. data.curves.push( curve.toJSON() );
  24851. }
  24852. return data;
  24853. }
  24854. fromJSON( json ) {
  24855. super.fromJSON( json );
  24856. this.autoClose = json.autoClose;
  24857. this.curves = [];
  24858. for ( let i = 0, l = json.curves.length; i < l; i ++ ) {
  24859. const curve = json.curves[ i ];
  24860. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  24861. }
  24862. return this;
  24863. }
  24864. }
  24865. /**
  24866. * A 2D path representation. The class provides methods for creating paths
  24867. * and contours of 2D shapes similar to the 2D Canvas API.
  24868. *
  24869. * ```js
  24870. * const path = new THREE.Path();
  24871. *
  24872. * path.lineTo( 0, 0.8 );
  24873. * path.quadraticCurveTo( 0, 1, 0.2, 1 );
  24874. * path.lineTo( 1, 1 );
  24875. *
  24876. * const points = path.getPoints();
  24877. *
  24878. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24879. * const material = new THREE.LineBasicMaterial( { color: 0xffffff } );
  24880. *
  24881. * const line = new THREE.Line( geometry, material );
  24882. * scene.add( line );
  24883. * ```
  24884. *
  24885. * @augments CurvePath
  24886. */
  24887. class Path extends CurvePath {
  24888. /**
  24889. * Constructs a new path.
  24890. *
  24891. * @param {Array<Vector2>} [points] - An array of 2D points defining the path.
  24892. */
  24893. constructor( points ) {
  24894. super();
  24895. this.type = 'Path';
  24896. /**
  24897. * The current offset of the path. Any new curve added will start here.
  24898. *
  24899. * @type {Vector2}
  24900. */
  24901. this.currentPoint = new Vector2();
  24902. if ( points ) {
  24903. this.setFromPoints( points );
  24904. }
  24905. }
  24906. /**
  24907. * Creates a path from the given list of points. The points are added
  24908. * to the path as instances of {@link LineCurve}.
  24909. *
  24910. * @param {Array<Vector2>} points - An array of 2D points.
  24911. * @return {Path} A reference to this path.
  24912. */
  24913. setFromPoints( points ) {
  24914. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  24915. for ( let i = 1, l = points.length; i < l; i ++ ) {
  24916. this.lineTo( points[ i ].x, points[ i ].y );
  24917. }
  24918. return this;
  24919. }
  24920. /**
  24921. * Moves {@link Path#currentPoint} to the given point.
  24922. *
  24923. * @param {number} x - The x coordinate.
  24924. * @param {number} y - The y coordinate.
  24925. * @return {Path} A reference to this path.
  24926. */
  24927. moveTo( x, y ) {
  24928. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  24929. return this;
  24930. }
  24931. /**
  24932. * Adds an instance of {@link LineCurve} to the path by connecting
  24933. * the current point with the given one.
  24934. *
  24935. * @param {number} x - The x coordinate of the end point.
  24936. * @param {number} y - The y coordinate of the end point.
  24937. * @return {Path} A reference to this path.
  24938. */
  24939. lineTo( x, y ) {
  24940. const curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  24941. this.curves.push( curve );
  24942. this.currentPoint.set( x, y );
  24943. return this;
  24944. }
  24945. /**
  24946. * Adds an instance of {@link QuadraticBezierCurve} to the path by connecting
  24947. * the current point with the given one.
  24948. *
  24949. * @param {number} aCPx - The x coordinate of the control point.
  24950. * @param {number} aCPy - The y coordinate of the control point.
  24951. * @param {number} aX - The x coordinate of the end point.
  24952. * @param {number} aY - The y coordinate of the end point.
  24953. * @return {Path} A reference to this path.
  24954. */
  24955. quadraticCurveTo( aCPx, aCPy, aX, aY ) {
  24956. const curve = new QuadraticBezierCurve(
  24957. this.currentPoint.clone(),
  24958. new Vector2( aCPx, aCPy ),
  24959. new Vector2( aX, aY )
  24960. );
  24961. this.curves.push( curve );
  24962. this.currentPoint.set( aX, aY );
  24963. return this;
  24964. }
  24965. /**
  24966. * Adds an instance of {@link CubicBezierCurve} to the path by connecting
  24967. * the current point with the given one.
  24968. *
  24969. * @param {number} aCP1x - The x coordinate of the first control point.
  24970. * @param {number} aCP1y - The y coordinate of the first control point.
  24971. * @param {number} aCP2x - The x coordinate of the second control point.
  24972. * @param {number} aCP2y - The y coordinate of the second control point.
  24973. * @param {number} aX - The x coordinate of the end point.
  24974. * @param {number} aY - The y coordinate of the end point.
  24975. * @return {Path} A reference to this path.
  24976. */
  24977. bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  24978. const curve = new CubicBezierCurve(
  24979. this.currentPoint.clone(),
  24980. new Vector2( aCP1x, aCP1y ),
  24981. new Vector2( aCP2x, aCP2y ),
  24982. new Vector2( aX, aY )
  24983. );
  24984. this.curves.push( curve );
  24985. this.currentPoint.set( aX, aY );
  24986. return this;
  24987. }
  24988. /**
  24989. * Adds an instance of {@link SplineCurve} to the path by connecting
  24990. * the current point with the given list of points.
  24991. *
  24992. * @param {Array<Vector2>} pts - An array of points in 2D space.
  24993. * @return {Path} A reference to this path.
  24994. */
  24995. splineThru( pts ) {
  24996. const npts = [ this.currentPoint.clone() ].concat( pts );
  24997. const curve = new SplineCurve( npts );
  24998. this.curves.push( curve );
  24999. this.currentPoint.copy( pts[ pts.length - 1 ] );
  25000. return this;
  25001. }
  25002. /**
  25003. * Adds an arc as an instance of {@link EllipseCurve} to the path, positioned relative
  25004. * to the current point.
  25005. *
  25006. * @param {number} [aX=0] - The x coordinate of the center of the arc offsetted from the previous curve.
  25007. * @param {number} [aY=0] - The y coordinate of the center of the arc offsetted from the previous curve.
  25008. * @param {number} [aRadius=1] - The radius of the arc.
  25009. * @param {number} [aStartAngle=0] - The start angle in radians.
  25010. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  25011. * @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not.
  25012. * @return {Path} A reference to this path.
  25013. */
  25014. arc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  25015. const x0 = this.currentPoint.x;
  25016. const y0 = this.currentPoint.y;
  25017. this.absarc( aX + x0, aY + y0, aRadius,
  25018. aStartAngle, aEndAngle, aClockwise );
  25019. return this;
  25020. }
  25021. /**
  25022. * Adds an absolutely positioned arc as an instance of {@link EllipseCurve} to the path.
  25023. *
  25024. * @param {number} [aX=0] - The x coordinate of the center of the arc.
  25025. * @param {number} [aY=0] - The y coordinate of the center of the arc.
  25026. * @param {number} [aRadius=1] - The radius of the arc.
  25027. * @param {number} [aStartAngle=0] - The start angle in radians.
  25028. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  25029. * @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not.
  25030. * @return {Path} A reference to this path.
  25031. */
  25032. absarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  25033. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  25034. return this;
  25035. }
  25036. /**
  25037. * Adds an ellipse as an instance of {@link EllipseCurve} to the path, positioned relative
  25038. * to the current point
  25039. *
  25040. * @param {number} [aX=0] - The x coordinate of the center of the ellipse offsetted from the previous curve.
  25041. * @param {number} [aY=0] - The y coordinate of the center of the ellipse offsetted from the previous curve.
  25042. * @param {number} [xRadius=1] - The radius of the ellipse in the x axis.
  25043. * @param {number} [yRadius=1] - The radius of the ellipse in the y axis.
  25044. * @param {number} [aStartAngle=0] - The start angle in radians.
  25045. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  25046. * @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not.
  25047. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  25048. * @return {Path} A reference to this path.
  25049. */
  25050. ellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  25051. const x0 = this.currentPoint.x;
  25052. const y0 = this.currentPoint.y;
  25053. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  25054. return this;
  25055. }
  25056. /**
  25057. * Adds an absolutely positioned ellipse as an instance of {@link EllipseCurve} to the path.
  25058. *
  25059. * @param {number} [aX=0] - The x coordinate of the absolute center of the ellipse.
  25060. * @param {number} [aY=0] - The y coordinate of the absolute center of the ellipse.
  25061. * @param {number} [xRadius=1] - The radius of the ellipse in the x axis.
  25062. * @param {number} [yRadius=1] - The radius of the ellipse in the y axis.
  25063. * @param {number} [aStartAngle=0] - The start angle in radians.
  25064. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  25065. * @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not.
  25066. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  25067. * @return {Path} A reference to this path.
  25068. */
  25069. absellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  25070. const curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  25071. if ( this.curves.length > 0 ) {
  25072. // if a previous curve is present, attempt to join
  25073. const firstPoint = curve.getPoint( 0 );
  25074. if ( ! firstPoint.equals( this.currentPoint ) ) {
  25075. this.lineTo( firstPoint.x, firstPoint.y );
  25076. }
  25077. }
  25078. this.curves.push( curve );
  25079. const lastPoint = curve.getPoint( 1 );
  25080. this.currentPoint.copy( lastPoint );
  25081. return this;
  25082. }
  25083. copy( source ) {
  25084. super.copy( source );
  25085. this.currentPoint.copy( source.currentPoint );
  25086. return this;
  25087. }
  25088. toJSON() {
  25089. const data = super.toJSON();
  25090. data.currentPoint = this.currentPoint.toArray();
  25091. return data;
  25092. }
  25093. fromJSON( json ) {
  25094. super.fromJSON( json );
  25095. this.currentPoint.fromArray( json.currentPoint );
  25096. return this;
  25097. }
  25098. }
  25099. /**
  25100. * Defines an arbitrary 2d shape plane using paths with optional holes. It
  25101. * can be used with {@link ExtrudeGeometry}, {@link ShapeGeometry}, to get
  25102. * points, or to get triangulated faces.
  25103. *
  25104. * ```js
  25105. * const heartShape = new THREE.Shape();
  25106. *
  25107. * heartShape.moveTo( 25, 25 );
  25108. * heartShape.bezierCurveTo( 25, 25, 20, 0, 0, 0 );
  25109. * heartShape.bezierCurveTo( - 30, 0, - 30, 35, - 30, 35 );
  25110. * heartShape.bezierCurveTo( - 30, 55, - 10, 77, 25, 95 );
  25111. * heartShape.bezierCurveTo( 60, 77, 80, 55, 80, 35 );
  25112. * heartShape.bezierCurveTo( 80, 35, 80, 0, 50, 0 );
  25113. * heartShape.bezierCurveTo( 35, 0, 25, 25, 25, 25 );
  25114. *
  25115. * const extrudeSettings = {
  25116. * depth: 8,
  25117. * bevelEnabled: true,
  25118. * bevelSegments: 2,
  25119. * steps: 2,
  25120. * bevelSize: 1,
  25121. * bevelThickness: 1
  25122. * };
  25123. *
  25124. * const geometry = new THREE.ExtrudeGeometry( heartShape, extrudeSettings );
  25125. * const mesh = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial() );
  25126. * ```
  25127. *
  25128. * @augments Path
  25129. */
  25130. class Shape extends Path {
  25131. /**
  25132. * Constructs a new shape.
  25133. *
  25134. * @param {Array<Vector2>} [points] - An array of 2D points defining the shape.
  25135. */
  25136. constructor( points ) {
  25137. super( points );
  25138. /**
  25139. * The UUID of the shape.
  25140. *
  25141. * @type {string}
  25142. * @readonly
  25143. */
  25144. this.uuid = generateUUID();
  25145. this.type = 'Shape';
  25146. /**
  25147. * Defines the holes in the shape. Hole definitions must use the
  25148. * opposite winding order (CW/CCW) than the outer shape.
  25149. *
  25150. * @type {Array<Path>}
  25151. * @readonly
  25152. */
  25153. this.holes = [];
  25154. }
  25155. /**
  25156. * Returns an array representing each contour of the holes
  25157. * as a list of 2D points.
  25158. *
  25159. * @param {number} divisions - The fineness of the result.
  25160. * @return {Array<Array<Vector2>>} The holes as a series of 2D points.
  25161. */
  25162. getPointsHoles( divisions ) {
  25163. const holesPts = [];
  25164. for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
  25165. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  25166. }
  25167. return holesPts;
  25168. }
  25169. // get points of shape and holes (keypoints based on segments parameter)
  25170. /**
  25171. * Returns an object that holds contour data for the shape and its holes as
  25172. * arrays of 2D points.
  25173. *
  25174. * @param {number} divisions - The fineness of the result.
  25175. * @return {{shape:Array<Vector2>,holes:Array<Array<Vector2>>}} An object with contour data.
  25176. */
  25177. extractPoints( divisions ) {
  25178. return {
  25179. shape: this.getPoints( divisions ),
  25180. holes: this.getPointsHoles( divisions )
  25181. };
  25182. }
  25183. copy( source ) {
  25184. super.copy( source );
  25185. this.holes = [];
  25186. for ( let i = 0, l = source.holes.length; i < l; i ++ ) {
  25187. const hole = source.holes[ i ];
  25188. this.holes.push( hole.clone() );
  25189. }
  25190. return this;
  25191. }
  25192. toJSON() {
  25193. const data = super.toJSON();
  25194. data.uuid = this.uuid;
  25195. data.holes = [];
  25196. for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
  25197. const hole = this.holes[ i ];
  25198. data.holes.push( hole.toJSON() );
  25199. }
  25200. return data;
  25201. }
  25202. fromJSON( json ) {
  25203. super.fromJSON( json );
  25204. this.uuid = json.uuid;
  25205. this.holes = [];
  25206. for ( let i = 0, l = json.holes.length; i < l; i ++ ) {
  25207. const hole = json.holes[ i ];
  25208. this.holes.push( new Path().fromJSON( hole ) );
  25209. }
  25210. return this;
  25211. }
  25212. }
  25213. /* eslint-disable */
  25214. // copy of mapbox/earcut version 3.0.2
  25215. // https://github.com/mapbox/earcut/tree/v3.0.2
  25216. function earcut(data, holeIndices, dim = 2) {
  25217. const hasHoles = holeIndices && holeIndices.length;
  25218. const outerLen = hasHoles ? holeIndices[0] * dim : data.length;
  25219. let outerNode = linkedList(data, 0, outerLen, dim, true);
  25220. const triangles = [];
  25221. if (!outerNode || outerNode.next === outerNode.prev) return triangles;
  25222. let minX, minY, invSize;
  25223. if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim);
  25224. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  25225. if (data.length > 80 * dim) {
  25226. minX = data[0];
  25227. minY = data[1];
  25228. let maxX = minX;
  25229. let maxY = minY;
  25230. for (let i = dim; i < outerLen; i += dim) {
  25231. const x = data[i];
  25232. const y = data[i + 1];
  25233. if (x < minX) minX = x;
  25234. if (y < minY) minY = y;
  25235. if (x > maxX) maxX = x;
  25236. if (y > maxY) maxY = y;
  25237. }
  25238. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  25239. invSize = Math.max(maxX - minX, maxY - minY);
  25240. invSize = invSize !== 0 ? 32767 / invSize : 0;
  25241. }
  25242. earcutLinked(outerNode, triangles, dim, minX, minY, invSize, 0);
  25243. return triangles;
  25244. }
  25245. // create a circular doubly linked list from polygon points in the specified winding order
  25246. function linkedList(data, start, end, dim, clockwise) {
  25247. let last;
  25248. if (clockwise === (signedArea(data, start, end, dim) > 0)) {
  25249. for (let i = start; i < end; i += dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last);
  25250. } else {
  25251. for (let i = end - dim; i >= start; i -= dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last);
  25252. }
  25253. if (last && equals(last, last.next)) {
  25254. removeNode(last);
  25255. last = last.next;
  25256. }
  25257. return last;
  25258. }
  25259. // eliminate colinear or duplicate points
  25260. function filterPoints(start, end) {
  25261. if (!start) return start;
  25262. if (!end) end = start;
  25263. let p = start,
  25264. again;
  25265. do {
  25266. again = false;
  25267. if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {
  25268. removeNode(p);
  25269. p = end = p.prev;
  25270. if (p === p.next) break;
  25271. again = true;
  25272. } else {
  25273. p = p.next;
  25274. }
  25275. } while (again || p !== end);
  25276. return end;
  25277. }
  25278. // main ear slicing loop which triangulates a polygon (given as a linked list)
  25279. function earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) {
  25280. if (!ear) return;
  25281. // interlink polygon nodes in z-order
  25282. if (!pass && invSize) indexCurve(ear, minX, minY, invSize);
  25283. let stop = ear;
  25284. // iterate through ears, slicing them one by one
  25285. while (ear.prev !== ear.next) {
  25286. const prev = ear.prev;
  25287. const next = ear.next;
  25288. if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) {
  25289. triangles.push(prev.i, ear.i, next.i); // cut off the triangle
  25290. removeNode(ear);
  25291. // skipping the next vertex leads to less sliver triangles
  25292. ear = next.next;
  25293. stop = next.next;
  25294. continue;
  25295. }
  25296. ear = next;
  25297. // if we looped through the whole remaining polygon and can't find any more ears
  25298. if (ear === stop) {
  25299. // try filtering points and slicing again
  25300. if (!pass) {
  25301. earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1);
  25302. // if this didn't work, try curing all small self-intersections locally
  25303. } else if (pass === 1) {
  25304. ear = cureLocalIntersections(filterPoints(ear), triangles);
  25305. earcutLinked(ear, triangles, dim, minX, minY, invSize, 2);
  25306. // as a last resort, try splitting the remaining polygon into two
  25307. } else if (pass === 2) {
  25308. splitEarcut(ear, triangles, dim, minX, minY, invSize);
  25309. }
  25310. break;
  25311. }
  25312. }
  25313. }
  25314. // check whether a polygon node forms a valid ear with adjacent nodes
  25315. function isEar(ear) {
  25316. const a = ear.prev,
  25317. b = ear,
  25318. c = ear.next;
  25319. if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
  25320. // now make sure we don't have other points inside the potential ear
  25321. const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
  25322. // triangle bbox
  25323. const x0 = Math.min(ax, bx, cx),
  25324. y0 = Math.min(ay, by, cy),
  25325. x1 = Math.max(ax, bx, cx),
  25326. y1 = Math.max(ay, by, cy);
  25327. let p = c.next;
  25328. while (p !== a) {
  25329. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 &&
  25330. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) &&
  25331. area(p.prev, p, p.next) >= 0) return false;
  25332. p = p.next;
  25333. }
  25334. return true;
  25335. }
  25336. function isEarHashed(ear, minX, minY, invSize) {
  25337. const a = ear.prev,
  25338. b = ear,
  25339. c = ear.next;
  25340. if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
  25341. const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
  25342. // triangle bbox
  25343. const x0 = Math.min(ax, bx, cx),
  25344. y0 = Math.min(ay, by, cy),
  25345. x1 = Math.max(ax, bx, cx),
  25346. y1 = Math.max(ay, by, cy);
  25347. // z-order range for the current triangle bbox;
  25348. const minZ = zOrder(x0, y0, minX, minY, invSize),
  25349. maxZ = zOrder(x1, y1, minX, minY, invSize);
  25350. let p = ear.prevZ,
  25351. n = ear.nextZ;
  25352. // look for points inside the triangle in both directions
  25353. while (p && p.z >= minZ && n && n.z <= maxZ) {
  25354. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
  25355. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
  25356. p = p.prevZ;
  25357. if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
  25358. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
  25359. n = n.nextZ;
  25360. }
  25361. // look for remaining points in decreasing z-order
  25362. while (p && p.z >= minZ) {
  25363. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
  25364. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
  25365. p = p.prevZ;
  25366. }
  25367. // look for remaining points in increasing z-order
  25368. while (n && n.z <= maxZ) {
  25369. if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
  25370. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
  25371. n = n.nextZ;
  25372. }
  25373. return true;
  25374. }
  25375. // go through all polygon nodes and cure small local self-intersections
  25376. function cureLocalIntersections(start, triangles) {
  25377. let p = start;
  25378. do {
  25379. const a = p.prev,
  25380. b = p.next.next;
  25381. if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {
  25382. triangles.push(a.i, p.i, b.i);
  25383. // remove two nodes involved
  25384. removeNode(p);
  25385. removeNode(p.next);
  25386. p = start = b;
  25387. }
  25388. p = p.next;
  25389. } while (p !== start);
  25390. return filterPoints(p);
  25391. }
  25392. // try splitting polygon into two and triangulate them independently
  25393. function splitEarcut(start, triangles, dim, minX, minY, invSize) {
  25394. // look for a valid diagonal that divides the polygon into two
  25395. let a = start;
  25396. do {
  25397. let b = a.next.next;
  25398. while (b !== a.prev) {
  25399. if (a.i !== b.i && isValidDiagonal(a, b)) {
  25400. // split the polygon in two by the diagonal
  25401. let c = splitPolygon(a, b);
  25402. // filter colinear points around the cuts
  25403. a = filterPoints(a, a.next);
  25404. c = filterPoints(c, c.next);
  25405. // run earcut on each half
  25406. earcutLinked(a, triangles, dim, minX, minY, invSize, 0);
  25407. earcutLinked(c, triangles, dim, minX, minY, invSize, 0);
  25408. return;
  25409. }
  25410. b = b.next;
  25411. }
  25412. a = a.next;
  25413. } while (a !== start);
  25414. }
  25415. // link every hole into the outer loop, producing a single-ring polygon without holes
  25416. function eliminateHoles(data, holeIndices, outerNode, dim) {
  25417. const queue = [];
  25418. for (let i = 0, len = holeIndices.length; i < len; i++) {
  25419. const start = holeIndices[i] * dim;
  25420. const end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
  25421. const list = linkedList(data, start, end, dim, false);
  25422. if (list === list.next) list.steiner = true;
  25423. queue.push(getLeftmost(list));
  25424. }
  25425. queue.sort(compareXYSlope);
  25426. // process holes from left to right
  25427. for (let i = 0; i < queue.length; i++) {
  25428. outerNode = eliminateHole(queue[i], outerNode);
  25429. }
  25430. return outerNode;
  25431. }
  25432. function compareXYSlope(a, b) {
  25433. let result = a.x - b.x;
  25434. // when the left-most point of 2 holes meet at a vertex, sort the holes counterclockwise so that when we find
  25435. // the bridge to the outer shell is always the point that they meet at.
  25436. if (result === 0) {
  25437. result = a.y - b.y;
  25438. if (result === 0) {
  25439. const aSlope = (a.next.y - a.y) / (a.next.x - a.x);
  25440. const bSlope = (b.next.y - b.y) / (b.next.x - b.x);
  25441. result = aSlope - bSlope;
  25442. }
  25443. }
  25444. return result;
  25445. }
  25446. // find a bridge between vertices that connects hole with an outer ring and link it
  25447. function eliminateHole(hole, outerNode) {
  25448. const bridge = findHoleBridge(hole, outerNode);
  25449. if (!bridge) {
  25450. return outerNode;
  25451. }
  25452. const bridgeReverse = splitPolygon(bridge, hole);
  25453. // filter collinear points around the cuts
  25454. filterPoints(bridgeReverse, bridgeReverse.next);
  25455. return filterPoints(bridge, bridge.next);
  25456. }
  25457. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  25458. function findHoleBridge(hole, outerNode) {
  25459. let p = outerNode;
  25460. const hx = hole.x;
  25461. const hy = hole.y;
  25462. let qx = -Infinity;
  25463. let m;
  25464. // find a segment intersected by a ray from the hole's leftmost point to the left;
  25465. // segment's endpoint with lesser x will be potential connection point
  25466. // unless they intersect at a vertex, then choose the vertex
  25467. if (equals(hole, p)) return p;
  25468. do {
  25469. if (equals(hole, p.next)) return p.next;
  25470. else if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {
  25471. const x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);
  25472. if (x <= hx && x > qx) {
  25473. qx = x;
  25474. m = p.x < p.next.x ? p : p.next;
  25475. if (x === hx) return m; // hole touches outer segment; pick leftmost endpoint
  25476. }
  25477. }
  25478. p = p.next;
  25479. } while (p !== outerNode);
  25480. if (!m) return null;
  25481. // look for points inside the triangle of hole point, segment intersection and endpoint;
  25482. // if there are no points found, we have a valid connection;
  25483. // otherwise choose the point of the minimum angle with the ray as connection point
  25484. const stop = m;
  25485. const mx = m.x;
  25486. const my = m.y;
  25487. let tanMin = Infinity;
  25488. p = m;
  25489. do {
  25490. if (hx >= p.x && p.x >= mx && hx !== p.x &&
  25491. pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {
  25492. const tan = Math.abs(hy - p.y) / (hx - p.x); // tangential
  25493. if (locallyInside(p, hole) &&
  25494. (tan < tanMin || (tan === tanMin && (p.x > m.x || (p.x === m.x && sectorContainsSector(m, p)))))) {
  25495. m = p;
  25496. tanMin = tan;
  25497. }
  25498. }
  25499. p = p.next;
  25500. } while (p !== stop);
  25501. return m;
  25502. }
  25503. // whether sector in vertex m contains sector in vertex p in the same coordinates
  25504. function sectorContainsSector(m, p) {
  25505. return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0;
  25506. }
  25507. // interlink polygon nodes in z-order
  25508. function indexCurve(start, minX, minY, invSize) {
  25509. let p = start;
  25510. do {
  25511. if (p.z === 0) p.z = zOrder(p.x, p.y, minX, minY, invSize);
  25512. p.prevZ = p.prev;
  25513. p.nextZ = p.next;
  25514. p = p.next;
  25515. } while (p !== start);
  25516. p.prevZ.nextZ = null;
  25517. p.prevZ = null;
  25518. sortLinked(p);
  25519. }
  25520. // Simon Tatham's linked list merge sort algorithm
  25521. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  25522. function sortLinked(list) {
  25523. let numMerges;
  25524. let inSize = 1;
  25525. do {
  25526. let p = list;
  25527. let e;
  25528. list = null;
  25529. let tail = null;
  25530. numMerges = 0;
  25531. while (p) {
  25532. numMerges++;
  25533. let q = p;
  25534. let pSize = 0;
  25535. for (let i = 0; i < inSize; i++) {
  25536. pSize++;
  25537. q = q.nextZ;
  25538. if (!q) break;
  25539. }
  25540. let qSize = inSize;
  25541. while (pSize > 0 || (qSize > 0 && q)) {
  25542. if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) {
  25543. e = p;
  25544. p = p.nextZ;
  25545. pSize--;
  25546. } else {
  25547. e = q;
  25548. q = q.nextZ;
  25549. qSize--;
  25550. }
  25551. if (tail) tail.nextZ = e;
  25552. else list = e;
  25553. e.prevZ = tail;
  25554. tail = e;
  25555. }
  25556. p = q;
  25557. }
  25558. tail.nextZ = null;
  25559. inSize *= 2;
  25560. } while (numMerges > 1);
  25561. return list;
  25562. }
  25563. // z-order of a point given coords and inverse of the longer side of data bbox
  25564. function zOrder(x, y, minX, minY, invSize) {
  25565. // coords are transformed into non-negative 15-bit integer range
  25566. x = (x - minX) * invSize | 0;
  25567. y = (y - minY) * invSize | 0;
  25568. x = (x | (x << 8)) & 0x00FF00FF;
  25569. x = (x | (x << 4)) & 0x0F0F0F0F;
  25570. x = (x | (x << 2)) & 0x33333333;
  25571. x = (x | (x << 1)) & 0x55555555;
  25572. y = (y | (y << 8)) & 0x00FF00FF;
  25573. y = (y | (y << 4)) & 0x0F0F0F0F;
  25574. y = (y | (y << 2)) & 0x33333333;
  25575. y = (y | (y << 1)) & 0x55555555;
  25576. return x | (y << 1);
  25577. }
  25578. // find the leftmost node of a polygon ring
  25579. function getLeftmost(start) {
  25580. let p = start,
  25581. leftmost = start;
  25582. do {
  25583. if (p.x < leftmost.x || (p.x === leftmost.x && p.y < leftmost.y)) leftmost = p;
  25584. p = p.next;
  25585. } while (p !== start);
  25586. return leftmost;
  25587. }
  25588. // check if a point lies within a convex triangle
  25589. function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {
  25590. return (cx - px) * (ay - py) >= (ax - px) * (cy - py) &&
  25591. (ax - px) * (by - py) >= (bx - px) * (ay - py) &&
  25592. (bx - px) * (cy - py) >= (cx - px) * (by - py);
  25593. }
  25594. // check if a point lies within a convex triangle but false if its equal to the first point of the triangle
  25595. function pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, px, py) {
  25596. return !(ax === px && ay === py) && pointInTriangle(ax, ay, bx, by, cx, cy, px, py);
  25597. }
  25598. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  25599. function isValidDiagonal(a, b) {
  25600. return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && // doesn't intersect other edges
  25601. (locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && // locally visible
  25602. (area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors
  25603. equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case
  25604. }
  25605. // signed area of a triangle
  25606. function area(p, q, r) {
  25607. return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);
  25608. }
  25609. // check if two points are equal
  25610. function equals(p1, p2) {
  25611. return p1.x === p2.x && p1.y === p2.y;
  25612. }
  25613. // check if two segments intersect
  25614. function intersects(p1, q1, p2, q2) {
  25615. const o1 = sign(area(p1, q1, p2));
  25616. const o2 = sign(area(p1, q1, q2));
  25617. const o3 = sign(area(p2, q2, p1));
  25618. const o4 = sign(area(p2, q2, q1));
  25619. if (o1 !== o2 && o3 !== o4) return true; // general case
  25620. if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1
  25621. if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1
  25622. if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2
  25623. if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2
  25624. return false;
  25625. }
  25626. // for collinear points p, q, r, check if point q lies on segment pr
  25627. function onSegment(p, q, r) {
  25628. 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);
  25629. }
  25630. function sign(num) {
  25631. return num > 0 ? 1 : num < 0 ? -1 : 0;
  25632. }
  25633. // check if a polygon diagonal intersects any polygon segments
  25634. function intersectsPolygon(a, b) {
  25635. let p = a;
  25636. do {
  25637. if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  25638. intersects(p, p.next, a, b)) return true;
  25639. p = p.next;
  25640. } while (p !== a);
  25641. return false;
  25642. }
  25643. // check if a polygon diagonal is locally inside the polygon
  25644. function locallyInside(a, b) {
  25645. return area(a.prev, a, a.next) < 0 ?
  25646. area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 :
  25647. area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;
  25648. }
  25649. // check if the middle point of a polygon diagonal is inside the polygon
  25650. function middleInside(a, b) {
  25651. let p = a;
  25652. let inside = false;
  25653. const px = (a.x + b.x) / 2;
  25654. const py = (a.y + b.y) / 2;
  25655. do {
  25656. if (((p.y > py) !== (p.next.y > py)) && p.next.y !== p.y &&
  25657. (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))
  25658. inside = !inside;
  25659. p = p.next;
  25660. } while (p !== a);
  25661. return inside;
  25662. }
  25663. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  25664. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  25665. function splitPolygon(a, b) {
  25666. const a2 = createNode(a.i, a.x, a.y),
  25667. b2 = createNode(b.i, b.x, b.y),
  25668. an = a.next,
  25669. bp = b.prev;
  25670. a.next = b;
  25671. b.prev = a;
  25672. a2.next = an;
  25673. an.prev = a2;
  25674. b2.next = a2;
  25675. a2.prev = b2;
  25676. bp.next = b2;
  25677. b2.prev = bp;
  25678. return b2;
  25679. }
  25680. // create a node and optionally link it with previous one (in a circular doubly linked list)
  25681. function insertNode(i, x, y, last) {
  25682. const p = createNode(i, x, y);
  25683. if (!last) {
  25684. p.prev = p;
  25685. p.next = p;
  25686. } else {
  25687. p.next = last.next;
  25688. p.prev = last;
  25689. last.next.prev = p;
  25690. last.next = p;
  25691. }
  25692. return p;
  25693. }
  25694. function removeNode(p) {
  25695. p.next.prev = p.prev;
  25696. p.prev.next = p.next;
  25697. if (p.prevZ) p.prevZ.nextZ = p.nextZ;
  25698. if (p.nextZ) p.nextZ.prevZ = p.prevZ;
  25699. }
  25700. function createNode(i, x, y) {
  25701. return {
  25702. i, // vertex index in coordinates array
  25703. x, y, // vertex coordinates
  25704. prev: null, // previous and next vertex nodes in a polygon ring
  25705. next: null,
  25706. z: 0, // z-order curve value
  25707. prevZ: null, // previous and next nodes in z-order
  25708. nextZ: null,
  25709. steiner: false // indicates whether this is a steiner point
  25710. };
  25711. }
  25712. function signedArea(data, start, end, dim) {
  25713. let sum = 0;
  25714. for (let i = start, j = end - dim; i < end; i += dim) {
  25715. sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);
  25716. j = i;
  25717. }
  25718. return sum;
  25719. }
  25720. /**
  25721. * An implementation of the earcut polygon triangulation algorithm.
  25722. * The code is a port of [mapbox/earcut](https://github.com/mapbox/earcut).
  25723. *
  25724. * @see https://github.com/mapbox/earcut
  25725. */
  25726. class Earcut {
  25727. /**
  25728. * Triangulates the given shape definition by returning an array of triangles.
  25729. *
  25730. * @param {Array<number>} data - An array with 2D points.
  25731. * @param {Array<number>} holeIndices - An array with indices defining holes.
  25732. * @param {number} [dim=2] - The number of coordinates per vertex in the input array.
  25733. * @return {Array<number>} An array representing the triangulated faces. Each face is defined by three consecutive numbers
  25734. * representing vertex indices.
  25735. */
  25736. static triangulate( data, holeIndices, dim = 2 ) {
  25737. return earcut( data, holeIndices, dim );
  25738. }
  25739. }
  25740. /**
  25741. * A class containing utility functions for shapes.
  25742. *
  25743. * @hideconstructor
  25744. */
  25745. class ShapeUtils {
  25746. /**
  25747. * Calculate area of a ( 2D ) contour polygon.
  25748. *
  25749. * @param {Array<Vector2>} contour - An array of 2D points.
  25750. * @return {number} The area.
  25751. */
  25752. static area( contour ) {
  25753. const n = contour.length;
  25754. let a = 0.0;
  25755. for ( let p = n - 1, q = 0; q < n; p = q ++ ) {
  25756. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  25757. }
  25758. return a * 0.5;
  25759. }
  25760. /**
  25761. * Returns `true` if the given contour uses a clockwise winding order.
  25762. *
  25763. * @param {Array<Vector2>} pts - An array of 2D points defining a polygon.
  25764. * @return {boolean} Whether the given contour uses a clockwise winding order or not.
  25765. */
  25766. static isClockWise( pts ) {
  25767. return ShapeUtils.area( pts ) < 0;
  25768. }
  25769. /**
  25770. * Triangulates the given shape definition.
  25771. *
  25772. * @param {Array<Vector2>} contour - An array of 2D points defining the contour.
  25773. * @param {Array<Array<Vector2>>} holes - An array that holds arrays of 2D points defining the holes.
  25774. * @return {Array<Array<number>>} An array that holds for each face definition an array with three indices.
  25775. */
  25776. static triangulateShape( contour, holes ) {
  25777. const vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  25778. const holeIndices = []; // array of hole indices
  25779. const faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  25780. removeDupEndPts( contour );
  25781. addContour( vertices, contour );
  25782. //
  25783. let holeIndex = contour.length;
  25784. holes.forEach( removeDupEndPts );
  25785. for ( let i = 0; i < holes.length; i ++ ) {
  25786. holeIndices.push( holeIndex );
  25787. holeIndex += holes[ i ].length;
  25788. addContour( vertices, holes[ i ] );
  25789. }
  25790. //
  25791. const triangles = Earcut.triangulate( vertices, holeIndices );
  25792. //
  25793. for ( let i = 0; i < triangles.length; i += 3 ) {
  25794. faces.push( triangles.slice( i, i + 3 ) );
  25795. }
  25796. return faces;
  25797. }
  25798. }
  25799. function removeDupEndPts( points ) {
  25800. const l = points.length;
  25801. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  25802. points.pop();
  25803. }
  25804. }
  25805. function addContour( vertices, contour ) {
  25806. for ( let i = 0; i < contour.length; i ++ ) {
  25807. vertices.push( contour[ i ].x );
  25808. vertices.push( contour[ i ].y );
  25809. }
  25810. }
  25811. /**
  25812. * Creates extruded geometry from a path shape.
  25813. *
  25814. * ```js
  25815. * const length = 12, width = 8;
  25816. *
  25817. * const shape = new THREE.Shape();
  25818. * shape.moveTo( 0,0 );
  25819. * shape.lineTo( 0, width );
  25820. * shape.lineTo( length, width );
  25821. * shape.lineTo( length, 0 );
  25822. * shape.lineTo( 0, 0 );
  25823. *
  25824. * const geometry = new THREE.ExtrudeGeometry( shape );
  25825. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  25826. * const mesh = new THREE.Mesh( geometry, material ) ;
  25827. * scene.add( mesh );
  25828. * ```
  25829. *
  25830. * @augments BufferGeometry
  25831. * @demo scenes/geometry-browser.html#ExtrudeGeometry
  25832. */
  25833. class ExtrudeGeometry extends BufferGeometry {
  25834. /**
  25835. * Constructs a new extrude geometry.
  25836. *
  25837. * @param {Shape|Array<Shape>} [shapes] - A shape or an array of shapes.
  25838. * @param {ExtrudeGeometry~Options} [options] - The extrude settings.
  25839. */
  25840. 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 = {} ) {
  25841. super();
  25842. this.type = 'ExtrudeGeometry';
  25843. /**
  25844. * Holds the constructor parameters that have been
  25845. * used to generate the geometry. Any modification
  25846. * after instantiation does not change the geometry.
  25847. *
  25848. * @type {Object}
  25849. */
  25850. this.parameters = {
  25851. shapes: shapes,
  25852. options: options
  25853. };
  25854. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  25855. const scope = this;
  25856. const verticesArray = [];
  25857. const uvArray = [];
  25858. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  25859. const shape = shapes[ i ];
  25860. addShape( shape );
  25861. }
  25862. // build geometry
  25863. this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  25864. this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  25865. this.computeVertexNormals();
  25866. // functions
  25867. function addShape( shape ) {
  25868. const placeholder = [];
  25869. // options
  25870. const curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  25871. const steps = options.steps !== undefined ? options.steps : 1;
  25872. const depth = options.depth !== undefined ? options.depth : 1;
  25873. let bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  25874. let bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 0.2;
  25875. let bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 0.1;
  25876. let bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  25877. let bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  25878. const extrudePath = options.extrudePath;
  25879. const uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  25880. //
  25881. let extrudePts, extrudeByPath = false;
  25882. let splineTube, binormal, normal, position2;
  25883. if ( extrudePath ) {
  25884. extrudePts = extrudePath.getSpacedPoints( steps );
  25885. extrudeByPath = true;
  25886. bevelEnabled = false; // bevels not supported for path extrusion
  25887. // SETUP TNB variables
  25888. // TODO1 - have a .isClosed in spline?
  25889. splineTube = extrudePath.computeFrenetFrames( steps, false );
  25890. // log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  25891. binormal = new Vector3();
  25892. normal = new Vector3();
  25893. position2 = new Vector3();
  25894. }
  25895. // Safeguards if bevels are not enabled
  25896. if ( ! bevelEnabled ) {
  25897. bevelSegments = 0;
  25898. bevelThickness = 0;
  25899. bevelSize = 0;
  25900. bevelOffset = 0;
  25901. }
  25902. // Variables initialization
  25903. const shapePoints = shape.extractPoints( curveSegments );
  25904. let vertices = shapePoints.shape;
  25905. const holes = shapePoints.holes;
  25906. const reverse = ! ShapeUtils.isClockWise( vertices );
  25907. if ( reverse ) {
  25908. vertices = vertices.reverse();
  25909. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  25910. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  25911. const ahole = holes[ h ];
  25912. if ( ShapeUtils.isClockWise( ahole ) ) {
  25913. holes[ h ] = ahole.reverse();
  25914. }
  25915. }
  25916. }
  25917. /**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.
  25918. * @param {Array<Vector2>} points
  25919. */
  25920. function mergeOverlappingPoints( points ) {
  25921. const THRESHOLD = 1e-10;
  25922. const THRESHOLD_SQ = THRESHOLD * THRESHOLD;
  25923. let prevPos = points[ 0 ];
  25924. for ( let i = 1; i <= points.length; i ++ ) {
  25925. const currentIndex = i % points.length;
  25926. const currentPos = points[ currentIndex ];
  25927. const dx = currentPos.x - prevPos.x;
  25928. const dy = currentPos.y - prevPos.y;
  25929. const distSq = dx * dx + dy * dy;
  25930. const scalingFactorSqrt = Math.max(
  25931. Math.abs( currentPos.x ),
  25932. Math.abs( currentPos.y ),
  25933. Math.abs( prevPos.x ),
  25934. Math.abs( prevPos.y )
  25935. );
  25936. const thresholdSqScaled = THRESHOLD_SQ * scalingFactorSqrt * scalingFactorSqrt;
  25937. if ( distSq <= thresholdSqScaled ) {
  25938. points.splice( currentIndex, 1 );
  25939. i --;
  25940. continue;
  25941. }
  25942. prevPos = currentPos;
  25943. }
  25944. }
  25945. mergeOverlappingPoints( vertices );
  25946. holes.forEach( mergeOverlappingPoints );
  25947. const numHoles = holes.length;
  25948. /* Vertices */
  25949. const contour = vertices; // vertices has all points but contour has only points of circumference
  25950. for ( let h = 0; h < numHoles; h ++ ) {
  25951. const ahole = holes[ h ];
  25952. vertices = vertices.concat( ahole );
  25953. }
  25954. function scalePt2( pt, vec, size ) {
  25955. if ( ! vec ) error( 'ExtrudeGeometry: vec does not exist' );
  25956. return pt.clone().addScaledVector( vec, size );
  25957. }
  25958. const vlen = vertices.length;
  25959. // Find directions for point movement
  25960. function getBevelVec( inPt, inPrev, inNext ) {
  25961. // computes for inPt the corresponding point inPt' on a new contour
  25962. // shifted by 1 unit (length of normalized vector) to the left
  25963. // if we walk along contour clockwise, this new contour is outside the old one
  25964. //
  25965. // inPt' is the intersection of the two lines parallel to the two
  25966. // adjacent edges of inPt at a distance of 1 unit on the left side.
  25967. let v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  25968. // good reading for geometry algorithms (here: line-line intersection)
  25969. // http://geomalgorithms.com/a05-_intersect-1.html
  25970. const v_prev_x = inPt.x - inPrev.x,
  25971. v_prev_y = inPt.y - inPrev.y;
  25972. const v_next_x = inNext.x - inPt.x,
  25973. v_next_y = inNext.y - inPt.y;
  25974. const v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  25975. // check for collinear edges
  25976. const collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  25977. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  25978. // not collinear
  25979. // length of vectors for normalizing
  25980. const v_prev_len = Math.sqrt( v_prev_lensq );
  25981. const v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  25982. // shift adjacent points by unit vectors to the left
  25983. const ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  25984. const ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  25985. const ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  25986. const ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  25987. // scaling factor for v_prev to intersection point
  25988. const sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  25989. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  25990. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  25991. // vector from inPt to intersection point
  25992. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  25993. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  25994. // Don't normalize!, otherwise sharp corners become ugly
  25995. // but prevent crazy spikes
  25996. const v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  25997. if ( v_trans_lensq <= 2 ) {
  25998. return new Vector2( v_trans_x, v_trans_y );
  25999. } else {
  26000. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  26001. }
  26002. } else {
  26003. // handle special case of collinear edges
  26004. let direction_eq = false; // assumes: opposite
  26005. if ( v_prev_x > Number.EPSILON ) {
  26006. if ( v_next_x > Number.EPSILON ) {
  26007. direction_eq = true;
  26008. }
  26009. } else {
  26010. if ( v_prev_x < - Number.EPSILON ) {
  26011. if ( v_next_x < - Number.EPSILON ) {
  26012. direction_eq = true;
  26013. }
  26014. } else {
  26015. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  26016. direction_eq = true;
  26017. }
  26018. }
  26019. }
  26020. if ( direction_eq ) {
  26021. // log("Warning: lines are a straight sequence");
  26022. v_trans_x = - v_prev_y;
  26023. v_trans_y = v_prev_x;
  26024. shrink_by = Math.sqrt( v_prev_lensq );
  26025. } else {
  26026. // log("Warning: lines are a straight spike");
  26027. v_trans_x = v_prev_x;
  26028. v_trans_y = v_prev_y;
  26029. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  26030. }
  26031. }
  26032. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  26033. }
  26034. const contourMovements = [];
  26035. for ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  26036. if ( j === il ) j = 0;
  26037. if ( k === il ) k = 0;
  26038. // (j)---(i)---(k)
  26039. // log('i,j,k', i, j , k)
  26040. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  26041. }
  26042. const holesMovements = [];
  26043. let oneHoleMovements, verticesMovements = contourMovements.concat();
  26044. for ( let h = 0, hl = numHoles; h < hl; h ++ ) {
  26045. const ahole = holes[ h ];
  26046. oneHoleMovements = [];
  26047. for ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  26048. if ( j === il ) j = 0;
  26049. if ( k === il ) k = 0;
  26050. // (j)---(i)---(k)
  26051. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  26052. }
  26053. holesMovements.push( oneHoleMovements );
  26054. verticesMovements = verticesMovements.concat( oneHoleMovements );
  26055. }
  26056. let faces;
  26057. if ( bevelSegments === 0 ) {
  26058. faces = ShapeUtils.triangulateShape( contour, holes );
  26059. } else {
  26060. const contractedContourVertices = [];
  26061. const expandedHoleVertices = [];
  26062. // Loop bevelSegments, 1 for the front, 1 for the back
  26063. for ( let b = 0; b < bevelSegments; b ++ ) {
  26064. //for ( b = bevelSegments; b > 0; b -- ) {
  26065. const t = b / bevelSegments;
  26066. const z = bevelThickness * Math.cos( t * Math.PI / 2 );
  26067. const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  26068. // contract shape
  26069. for ( let i = 0, il = contour.length; i < il; i ++ ) {
  26070. const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  26071. v( vert.x, vert.y, - z );
  26072. if ( t === 0 ) contractedContourVertices.push( vert );
  26073. }
  26074. // expand holes
  26075. for ( let h = 0, hl = numHoles; h < hl; h ++ ) {
  26076. const ahole = holes[ h ];
  26077. oneHoleMovements = holesMovements[ h ];
  26078. const oneHoleVertices = [];
  26079. for ( let i = 0, il = ahole.length; i < il; i ++ ) {
  26080. const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  26081. v( vert.x, vert.y, - z );
  26082. if ( t === 0 ) oneHoleVertices.push( vert );
  26083. }
  26084. if ( t === 0 ) expandedHoleVertices.push( oneHoleVertices );
  26085. }
  26086. }
  26087. faces = ShapeUtils.triangulateShape( contractedContourVertices, expandedHoleVertices );
  26088. }
  26089. const flen = faces.length;
  26090. const bs = bevelSize + bevelOffset;
  26091. // Back facing vertices
  26092. for ( let i = 0; i < vlen; i ++ ) {
  26093. const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  26094. if ( ! extrudeByPath ) {
  26095. v( vert.x, vert.y, 0 );
  26096. } else {
  26097. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  26098. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  26099. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  26100. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  26101. v( position2.x, position2.y, position2.z );
  26102. }
  26103. }
  26104. // Add stepped vertices...
  26105. // Including front facing vertices
  26106. for ( let s = 1; s <= steps; s ++ ) {
  26107. for ( let i = 0; i < vlen; i ++ ) {
  26108. const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  26109. if ( ! extrudeByPath ) {
  26110. v( vert.x, vert.y, depth / steps * s );
  26111. } else {
  26112. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  26113. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  26114. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  26115. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  26116. v( position2.x, position2.y, position2.z );
  26117. }
  26118. }
  26119. }
  26120. // Add bevel segments planes
  26121. //for ( b = 1; b <= bevelSegments; b ++ ) {
  26122. for ( let b = bevelSegments - 1; b >= 0; b -- ) {
  26123. const t = b / bevelSegments;
  26124. const z = bevelThickness * Math.cos( t * Math.PI / 2 );
  26125. const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  26126. // contract shape
  26127. for ( let i = 0, il = contour.length; i < il; i ++ ) {
  26128. const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  26129. v( vert.x, vert.y, depth + z );
  26130. }
  26131. // expand holes
  26132. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  26133. const ahole = holes[ h ];
  26134. oneHoleMovements = holesMovements[ h ];
  26135. for ( let i = 0, il = ahole.length; i < il; i ++ ) {
  26136. const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  26137. if ( ! extrudeByPath ) {
  26138. v( vert.x, vert.y, depth + z );
  26139. } else {
  26140. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  26141. }
  26142. }
  26143. }
  26144. }
  26145. /* Faces */
  26146. // Top and bottom faces
  26147. buildLidFaces();
  26148. // Sides faces
  26149. buildSideFaces();
  26150. ///// Internal functions
  26151. function buildLidFaces() {
  26152. const start = verticesArray.length / 3;
  26153. if ( bevelEnabled ) {
  26154. let layer = 0; // steps + 1
  26155. let offset = vlen * layer;
  26156. // Bottom faces
  26157. for ( let i = 0; i < flen; i ++ ) {
  26158. const face = faces[ i ];
  26159. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  26160. }
  26161. layer = steps + bevelSegments * 2;
  26162. offset = vlen * layer;
  26163. // Top faces
  26164. for ( let i = 0; i < flen; i ++ ) {
  26165. const face = faces[ i ];
  26166. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  26167. }
  26168. } else {
  26169. // Bottom faces
  26170. for ( let i = 0; i < flen; i ++ ) {
  26171. const face = faces[ i ];
  26172. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  26173. }
  26174. // Top faces
  26175. for ( let i = 0; i < flen; i ++ ) {
  26176. const face = faces[ i ];
  26177. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  26178. }
  26179. }
  26180. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  26181. }
  26182. // Create faces for the z-sides of the shape
  26183. function buildSideFaces() {
  26184. const start = verticesArray.length / 3;
  26185. let layeroffset = 0;
  26186. sidewalls( contour, layeroffset );
  26187. layeroffset += contour.length;
  26188. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  26189. const ahole = holes[ h ];
  26190. sidewalls( ahole, layeroffset );
  26191. //, true
  26192. layeroffset += ahole.length;
  26193. }
  26194. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  26195. }
  26196. function sidewalls( contour, layeroffset ) {
  26197. let i = contour.length;
  26198. while ( -- i >= 0 ) {
  26199. const j = i;
  26200. let k = i - 1;
  26201. if ( k < 0 ) k = contour.length - 1;
  26202. //log('b', i,j, i-1, k,vertices.length);
  26203. for ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {
  26204. const slen1 = vlen * s;
  26205. const slen2 = vlen * ( s + 1 );
  26206. const a = layeroffset + j + slen1,
  26207. b = layeroffset + k + slen1,
  26208. c = layeroffset + k + slen2,
  26209. d = layeroffset + j + slen2;
  26210. f4( a, b, c, d );
  26211. }
  26212. }
  26213. }
  26214. function v( x, y, z ) {
  26215. placeholder.push( x );
  26216. placeholder.push( y );
  26217. placeholder.push( z );
  26218. }
  26219. function f3( a, b, c ) {
  26220. addVertex( a );
  26221. addVertex( b );
  26222. addVertex( c );
  26223. const nextIndex = verticesArray.length / 3;
  26224. const uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  26225. addUV( uvs[ 0 ] );
  26226. addUV( uvs[ 1 ] );
  26227. addUV( uvs[ 2 ] );
  26228. }
  26229. function f4( a, b, c, d ) {
  26230. addVertex( a );
  26231. addVertex( b );
  26232. addVertex( d );
  26233. addVertex( b );
  26234. addVertex( c );
  26235. addVertex( d );
  26236. const nextIndex = verticesArray.length / 3;
  26237. const uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  26238. addUV( uvs[ 0 ] );
  26239. addUV( uvs[ 1 ] );
  26240. addUV( uvs[ 3 ] );
  26241. addUV( uvs[ 1 ] );
  26242. addUV( uvs[ 2 ] );
  26243. addUV( uvs[ 3 ] );
  26244. }
  26245. function addVertex( index ) {
  26246. verticesArray.push( placeholder[ index * 3 + 0 ] );
  26247. verticesArray.push( placeholder[ index * 3 + 1 ] );
  26248. verticesArray.push( placeholder[ index * 3 + 2 ] );
  26249. }
  26250. function addUV( vector2 ) {
  26251. uvArray.push( vector2.x );
  26252. uvArray.push( vector2.y );
  26253. }
  26254. }
  26255. }
  26256. copy( source ) {
  26257. super.copy( source );
  26258. this.parameters = Object.assign( {}, source.parameters );
  26259. return this;
  26260. }
  26261. toJSON() {
  26262. const data = super.toJSON();
  26263. const shapes = this.parameters.shapes;
  26264. const options = this.parameters.options;
  26265. return toJSON$1( shapes, options, data );
  26266. }
  26267. /**
  26268. * Factory method for creating an instance of this class from the given
  26269. * JSON object.
  26270. *
  26271. * @param {Object} data - A JSON object representing the serialized geometry.
  26272. * @param {Array<Shape>} shapes - An array of shapes.
  26273. * @return {ExtrudeGeometry} A new instance.
  26274. */
  26275. static fromJSON( data, shapes ) {
  26276. const geometryShapes = [];
  26277. for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  26278. const shape = shapes[ data.shapes[ j ] ];
  26279. geometryShapes.push( shape );
  26280. }
  26281. const extrudePath = data.options.extrudePath;
  26282. if ( extrudePath !== undefined ) {
  26283. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  26284. }
  26285. return new ExtrudeGeometry( geometryShapes, data.options );
  26286. }
  26287. }
  26288. const WorldUVGenerator = {
  26289. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  26290. const a_x = vertices[ indexA * 3 ];
  26291. const a_y = vertices[ indexA * 3 + 1 ];
  26292. const b_x = vertices[ indexB * 3 ];
  26293. const b_y = vertices[ indexB * 3 + 1 ];
  26294. const c_x = vertices[ indexC * 3 ];
  26295. const c_y = vertices[ indexC * 3 + 1 ];
  26296. return [
  26297. new Vector2( a_x, a_y ),
  26298. new Vector2( b_x, b_y ),
  26299. new Vector2( c_x, c_y )
  26300. ];
  26301. },
  26302. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  26303. const a_x = vertices[ indexA * 3 ];
  26304. const a_y = vertices[ indexA * 3 + 1 ];
  26305. const a_z = vertices[ indexA * 3 + 2 ];
  26306. const b_x = vertices[ indexB * 3 ];
  26307. const b_y = vertices[ indexB * 3 + 1 ];
  26308. const b_z = vertices[ indexB * 3 + 2 ];
  26309. const c_x = vertices[ indexC * 3 ];
  26310. const c_y = vertices[ indexC * 3 + 1 ];
  26311. const c_z = vertices[ indexC * 3 + 2 ];
  26312. const d_x = vertices[ indexD * 3 ];
  26313. const d_y = vertices[ indexD * 3 + 1 ];
  26314. const d_z = vertices[ indexD * 3 + 2 ];
  26315. if ( Math.abs( a_y - b_y ) < Math.abs( a_x - b_x ) ) {
  26316. return [
  26317. new Vector2( a_x, 1 - a_z ),
  26318. new Vector2( b_x, 1 - b_z ),
  26319. new Vector2( c_x, 1 - c_z ),
  26320. new Vector2( d_x, 1 - d_z )
  26321. ];
  26322. } else {
  26323. return [
  26324. new Vector2( a_y, 1 - a_z ),
  26325. new Vector2( b_y, 1 - b_z ),
  26326. new Vector2( c_y, 1 - c_z ),
  26327. new Vector2( d_y, 1 - d_z )
  26328. ];
  26329. }
  26330. }
  26331. };
  26332. function toJSON$1( shapes, options, data ) {
  26333. data.shapes = [];
  26334. if ( Array.isArray( shapes ) ) {
  26335. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  26336. const shape = shapes[ i ];
  26337. data.shapes.push( shape.uuid );
  26338. }
  26339. } else {
  26340. data.shapes.push( shapes.uuid );
  26341. }
  26342. data.options = Object.assign( {}, options );
  26343. if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();
  26344. return data;
  26345. }
  26346. /**
  26347. * A geometry class for representing an icosahedron.
  26348. *
  26349. * ```js
  26350. * const geometry = new THREE.IcosahedronGeometry();
  26351. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26352. * const icosahedron = new THREE.Mesh( geometry, material );
  26353. * scene.add( icosahedron );
  26354. * ```
  26355. *
  26356. * @augments PolyhedronGeometry
  26357. * @demo scenes/geometry-browser.html#IcosahedronGeometry
  26358. */
  26359. class IcosahedronGeometry extends PolyhedronGeometry {
  26360. /**
  26361. * Constructs a new icosahedron geometry.
  26362. *
  26363. * @param {number} [radius=1] - Radius of the icosahedron.
  26364. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a icosahedron.
  26365. */
  26366. constructor( radius = 1, detail = 0 ) {
  26367. const t = ( 1 + Math.sqrt( 5 ) ) / 2;
  26368. const vertices = [
  26369. -1, t, 0, 1, t, 0, -1, - t, 0, 1, - t, 0,
  26370. 0, -1, t, 0, 1, t, 0, -1, - t, 0, 1, - t,
  26371. t, 0, -1, t, 0, 1, - t, 0, -1, - t, 0, 1
  26372. ];
  26373. const indices = [
  26374. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  26375. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  26376. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  26377. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  26378. ];
  26379. super( vertices, indices, radius, detail );
  26380. this.type = 'IcosahedronGeometry';
  26381. /**
  26382. * Holds the constructor parameters that have been
  26383. * used to generate the geometry. Any modification
  26384. * after instantiation does not change the geometry.
  26385. *
  26386. * @type {Object}
  26387. */
  26388. this.parameters = {
  26389. radius: radius,
  26390. detail: detail
  26391. };
  26392. }
  26393. /**
  26394. * Factory method for creating an instance of this class from the given
  26395. * JSON object.
  26396. *
  26397. * @param {Object} data - A JSON object representing the serialized geometry.
  26398. * @return {IcosahedronGeometry} A new instance.
  26399. */
  26400. static fromJSON( data ) {
  26401. return new IcosahedronGeometry( data.radius, data.detail );
  26402. }
  26403. }
  26404. /**
  26405. * Creates meshes with axial symmetry like vases. The lathe rotates around the Y axis.
  26406. *
  26407. * ```js
  26408. * const points = [];
  26409. * for ( let i = 0; i < 10; i ++ ) {
  26410. * points.push( new THREE.Vector2( Math.sin( i * 0.2 ) * 10 + 5, ( i - 5 ) * 2 ) );
  26411. * }
  26412. * const geometry = new THREE.LatheGeometry( points );
  26413. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26414. * const lathe = new THREE.Mesh( geometry, material );
  26415. * scene.add( lathe );
  26416. * ```
  26417. *
  26418. * @augments BufferGeometry
  26419. * @demo scenes/geometry-browser.html#LatheGeometry
  26420. */
  26421. class LatheGeometry extends BufferGeometry {
  26422. /**
  26423. * Constructs a new lathe geometry.
  26424. *
  26425. * @param {Array<Vector2|Vector3>} [points] - An array of points in 2D space. The x-coordinate of each point
  26426. * must be greater than zero.
  26427. * @param {number} [segments=12] - The number of circumference segments to generate.
  26428. * @param {number} [phiStart=0] - The starting angle in radians.
  26429. * @param {number} [phiLength=Math.PI*2] - The radian (0 to 2PI) range of the lathed section 2PI is a
  26430. * closed lathe, less than 2PI is a portion.
  26431. */
  26432. 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 ) {
  26433. super();
  26434. this.type = 'LatheGeometry';
  26435. /**
  26436. * Holds the constructor parameters that have been
  26437. * used to generate the geometry. Any modification
  26438. * after instantiation does not change the geometry.
  26439. *
  26440. * @type {Object}
  26441. */
  26442. this.parameters = {
  26443. points: points,
  26444. segments: segments,
  26445. phiStart: phiStart,
  26446. phiLength: phiLength
  26447. };
  26448. segments = Math.floor( segments );
  26449. // clamp phiLength so it's in range of [ 0, 2PI ]
  26450. phiLength = clamp( phiLength, 0, Math.PI * 2 );
  26451. // buffers
  26452. const indices = [];
  26453. const vertices = [];
  26454. const uvs = [];
  26455. const initNormals = [];
  26456. const normals = [];
  26457. // helper variables
  26458. const inverseSegments = 1.0 / segments;
  26459. const vertex = new Vector3();
  26460. const uv = new Vector2();
  26461. const normal = new Vector3();
  26462. const curNormal = new Vector3();
  26463. const prevNormal = new Vector3();
  26464. let dx = 0;
  26465. let dy = 0;
  26466. // pre-compute normals for initial "meridian"
  26467. for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
  26468. switch ( j ) {
  26469. case 0: // special handling for 1st vertex on path
  26470. dx = points[ j + 1 ].x - points[ j ].x;
  26471. dy = points[ j + 1 ].y - points[ j ].y;
  26472. normal.x = dy * 1.0;
  26473. normal.y = - dx;
  26474. normal.z = dy * 0.0;
  26475. prevNormal.copy( normal );
  26476. normal.normalize();
  26477. initNormals.push( normal.x, normal.y, normal.z );
  26478. break;
  26479. case ( points.length - 1 ): // special handling for last Vertex on path
  26480. initNormals.push( prevNormal.x, prevNormal.y, prevNormal.z );
  26481. break;
  26482. default: // default handling for all vertices in between
  26483. dx = points[ j + 1 ].x - points[ j ].x;
  26484. dy = points[ j + 1 ].y - points[ j ].y;
  26485. normal.x = dy * 1.0;
  26486. normal.y = - dx;
  26487. normal.z = dy * 0.0;
  26488. curNormal.copy( normal );
  26489. normal.x += prevNormal.x;
  26490. normal.y += prevNormal.y;
  26491. normal.z += prevNormal.z;
  26492. normal.normalize();
  26493. initNormals.push( normal.x, normal.y, normal.z );
  26494. prevNormal.copy( curNormal );
  26495. }
  26496. }
  26497. // generate vertices, uvs and normals
  26498. for ( let i = 0; i <= segments; i ++ ) {
  26499. const phi = phiStart + i * inverseSegments * phiLength;
  26500. const sin = Math.sin( phi );
  26501. const cos = Math.cos( phi );
  26502. for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
  26503. // vertex
  26504. vertex.x = points[ j ].x * sin;
  26505. vertex.y = points[ j ].y;
  26506. vertex.z = points[ j ].x * cos;
  26507. vertices.push( vertex.x, vertex.y, vertex.z );
  26508. // uv
  26509. uv.x = i / segments;
  26510. uv.y = j / ( points.length - 1 );
  26511. uvs.push( uv.x, uv.y );
  26512. // normal
  26513. const x = initNormals[ 3 * j + 0 ] * sin;
  26514. const y = initNormals[ 3 * j + 1 ];
  26515. const z = initNormals[ 3 * j + 0 ] * cos;
  26516. normals.push( x, y, z );
  26517. }
  26518. }
  26519. // indices
  26520. for ( let i = 0; i < segments; i ++ ) {
  26521. for ( let j = 0; j < ( points.length - 1 ); j ++ ) {
  26522. const base = j + i * points.length;
  26523. const a = base;
  26524. const b = base + points.length;
  26525. const c = base + points.length + 1;
  26526. const d = base + 1;
  26527. // faces
  26528. indices.push( a, b, d );
  26529. indices.push( c, d, b );
  26530. }
  26531. }
  26532. // build geometry
  26533. this.setIndex( indices );
  26534. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26535. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26536. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26537. }
  26538. copy( source ) {
  26539. super.copy( source );
  26540. this.parameters = Object.assign( {}, source.parameters );
  26541. return this;
  26542. }
  26543. /**
  26544. * Factory method for creating an instance of this class from the given
  26545. * JSON object.
  26546. *
  26547. * @param {Object} data - A JSON object representing the serialized geometry.
  26548. * @return {LatheGeometry} A new instance.
  26549. */
  26550. static fromJSON( data ) {
  26551. return new LatheGeometry( data.points, data.segments, data.phiStart, data.phiLength );
  26552. }
  26553. }
  26554. /**
  26555. * A geometry class for representing an octahedron.
  26556. *
  26557. * ```js
  26558. * const geometry = new THREE.OctahedronGeometry();
  26559. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26560. * const octahedron = new THREE.Mesh( geometry, material );
  26561. * scene.add( octahedron );
  26562. * ```
  26563. *
  26564. * @augments PolyhedronGeometry
  26565. * @demo scenes/geometry-browser.html#OctahedronGeometry
  26566. */
  26567. class OctahedronGeometry extends PolyhedronGeometry {
  26568. /**
  26569. * Constructs a new octahedron geometry.
  26570. *
  26571. * @param {number} [radius=1] - Radius of the octahedron.
  26572. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a octahedron.
  26573. */
  26574. constructor( radius = 1, detail = 0 ) {
  26575. const vertices = [
  26576. 1, 0, 0, -1, 0, 0, 0, 1, 0,
  26577. 0, -1, 0, 0, 0, 1, 0, 0, -1
  26578. ];
  26579. const indices = [
  26580. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  26581. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  26582. 1, 3, 4, 1, 4, 2
  26583. ];
  26584. super( vertices, indices, radius, detail );
  26585. this.type = 'OctahedronGeometry';
  26586. /**
  26587. * Holds the constructor parameters that have been
  26588. * used to generate the geometry. Any modification
  26589. * after instantiation does not change the geometry.
  26590. *
  26591. * @type {Object}
  26592. */
  26593. this.parameters = {
  26594. radius: radius,
  26595. detail: detail
  26596. };
  26597. }
  26598. /**
  26599. * Factory method for creating an instance of this class from the given
  26600. * JSON object.
  26601. *
  26602. * @param {Object} data - A JSON object representing the serialized geometry.
  26603. * @return {OctahedronGeometry} A new instance.
  26604. */
  26605. static fromJSON( data ) {
  26606. return new OctahedronGeometry( data.radius, data.detail );
  26607. }
  26608. }
  26609. /**
  26610. * A geometry class for representing a plane.
  26611. *
  26612. * ```js
  26613. * const geometry = new THREE.PlaneGeometry( 1, 1 );
  26614. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
  26615. * const plane = new THREE.Mesh( geometry, material );
  26616. * scene.add( plane );
  26617. * ```
  26618. *
  26619. * @augments BufferGeometry
  26620. * @demo scenes/geometry-browser.html#PlaneGeometry
  26621. */
  26622. class PlaneGeometry extends BufferGeometry {
  26623. /**
  26624. * Constructs a new plane geometry.
  26625. *
  26626. * @param {number} [width=1] - The width along the X axis.
  26627. * @param {number} [height=1] - The height along the Y axis
  26628. * @param {number} [widthSegments=1] - The number of segments along the X axis.
  26629. * @param {number} [heightSegments=1] - The number of segments along the Y axis.
  26630. */
  26631. constructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) {
  26632. super();
  26633. this.type = 'PlaneGeometry';
  26634. /**
  26635. * Holds the constructor parameters that have been
  26636. * used to generate the geometry. Any modification
  26637. * after instantiation does not change the geometry.
  26638. *
  26639. * @type {Object}
  26640. */
  26641. this.parameters = {
  26642. width: width,
  26643. height: height,
  26644. widthSegments: widthSegments,
  26645. heightSegments: heightSegments
  26646. };
  26647. const width_half = width / 2;
  26648. const height_half = height / 2;
  26649. const gridX = Math.floor( widthSegments );
  26650. const gridY = Math.floor( heightSegments );
  26651. const gridX1 = gridX + 1;
  26652. const gridY1 = gridY + 1;
  26653. const segment_width = width / gridX;
  26654. const segment_height = height / gridY;
  26655. //
  26656. const indices = [];
  26657. const vertices = [];
  26658. const normals = [];
  26659. const uvs = [];
  26660. for ( let iy = 0; iy < gridY1; iy ++ ) {
  26661. const y = iy * segment_height - height_half;
  26662. for ( let ix = 0; ix < gridX1; ix ++ ) {
  26663. const x = ix * segment_width - width_half;
  26664. vertices.push( x, - y, 0 );
  26665. normals.push( 0, 0, 1 );
  26666. uvs.push( ix / gridX );
  26667. uvs.push( 1 - ( iy / gridY ) );
  26668. }
  26669. }
  26670. for ( let iy = 0; iy < gridY; iy ++ ) {
  26671. for ( let ix = 0; ix < gridX; ix ++ ) {
  26672. const a = ix + gridX1 * iy;
  26673. const b = ix + gridX1 * ( iy + 1 );
  26674. const c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  26675. const d = ( ix + 1 ) + gridX1 * iy;
  26676. indices.push( a, b, d );
  26677. indices.push( b, c, d );
  26678. }
  26679. }
  26680. this.setIndex( indices );
  26681. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26682. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26683. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26684. }
  26685. copy( source ) {
  26686. super.copy( source );
  26687. this.parameters = Object.assign( {}, source.parameters );
  26688. return this;
  26689. }
  26690. /**
  26691. * Factory method for creating an instance of this class from the given
  26692. * JSON object.
  26693. *
  26694. * @param {Object} data - A JSON object representing the serialized geometry.
  26695. * @return {PlaneGeometry} A new instance.
  26696. */
  26697. static fromJSON( data ) {
  26698. return new PlaneGeometry( data.width, data.height, data.widthSegments, data.heightSegments );
  26699. }
  26700. }
  26701. /**
  26702. * A class for generating a two-dimensional ring geometry.
  26703. *
  26704. * ```js
  26705. * const geometry = new THREE.RingGeometry( 1, 5, 32 );
  26706. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
  26707. * const mesh = new THREE.Mesh( geometry, material );
  26708. * scene.add( mesh );
  26709. * ```
  26710. *
  26711. * @augments BufferGeometry
  26712. * @demo scenes/geometry-browser.html#RingGeometry
  26713. */
  26714. class RingGeometry extends BufferGeometry {
  26715. /**
  26716. * Constructs a new ring geometry.
  26717. *
  26718. * @param {number} [innerRadius=0.5] - The inner radius of the ring.
  26719. * @param {number} [outerRadius=1] - The outer radius of the ring.
  26720. * @param {number} [thetaSegments=32] - Number of segments. A higher number means the ring will be more round. Minimum is `3`.
  26721. * @param {number} [phiSegments=1] - Number of segments per ring segment. Minimum is `1`.
  26722. * @param {number} [thetaStart=0] - Starting angle in radians.
  26723. * @param {number} [thetaLength=Math.PI*2] - Central angle in radians.
  26724. */
  26725. constructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 32, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  26726. super();
  26727. this.type = 'RingGeometry';
  26728. /**
  26729. * Holds the constructor parameters that have been
  26730. * used to generate the geometry. Any modification
  26731. * after instantiation does not change the geometry.
  26732. *
  26733. * @type {Object}
  26734. */
  26735. this.parameters = {
  26736. innerRadius: innerRadius,
  26737. outerRadius: outerRadius,
  26738. thetaSegments: thetaSegments,
  26739. phiSegments: phiSegments,
  26740. thetaStart: thetaStart,
  26741. thetaLength: thetaLength
  26742. };
  26743. thetaSegments = Math.max( 3, thetaSegments );
  26744. phiSegments = Math.max( 1, phiSegments );
  26745. // buffers
  26746. const indices = [];
  26747. const vertices = [];
  26748. const normals = [];
  26749. const uvs = [];
  26750. // some helper variables
  26751. let radius = innerRadius;
  26752. const radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  26753. const vertex = new Vector3();
  26754. const uv = new Vector2();
  26755. // generate vertices, normals and uvs
  26756. for ( let j = 0; j <= phiSegments; j ++ ) {
  26757. for ( let i = 0; i <= thetaSegments; i ++ ) {
  26758. // values are generate from the inside of the ring to the outside
  26759. const segment = thetaStart + i / thetaSegments * thetaLength;
  26760. // vertex
  26761. vertex.x = radius * Math.cos( segment );
  26762. vertex.y = radius * Math.sin( segment );
  26763. vertices.push( vertex.x, vertex.y, vertex.z );
  26764. // normal
  26765. normals.push( 0, 0, 1 );
  26766. // uv
  26767. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  26768. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  26769. uvs.push( uv.x, uv.y );
  26770. }
  26771. // increase the radius for next row of vertices
  26772. radius += radiusStep;
  26773. }
  26774. // indices
  26775. for ( let j = 0; j < phiSegments; j ++ ) {
  26776. const thetaSegmentLevel = j * ( thetaSegments + 1 );
  26777. for ( let i = 0; i < thetaSegments; i ++ ) {
  26778. const segment = i + thetaSegmentLevel;
  26779. const a = segment;
  26780. const b = segment + thetaSegments + 1;
  26781. const c = segment + thetaSegments + 2;
  26782. const d = segment + 1;
  26783. // faces
  26784. indices.push( a, b, d );
  26785. indices.push( b, c, d );
  26786. }
  26787. }
  26788. // build geometry
  26789. this.setIndex( indices );
  26790. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26791. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26792. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26793. }
  26794. copy( source ) {
  26795. super.copy( source );
  26796. this.parameters = Object.assign( {}, source.parameters );
  26797. return this;
  26798. }
  26799. /**
  26800. * Factory method for creating an instance of this class from the given
  26801. * JSON object.
  26802. *
  26803. * @param {Object} data - A JSON object representing the serialized geometry.
  26804. * @return {RingGeometry} A new instance.
  26805. */
  26806. static fromJSON( data ) {
  26807. return new RingGeometry( data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength );
  26808. }
  26809. }
  26810. /**
  26811. * Creates an one-sided polygonal geometry from one or more path shapes.
  26812. *
  26813. * ```js
  26814. * const arcShape = new THREE.Shape()
  26815. * .moveTo( 5, 1 )
  26816. * .absarc( 1, 1, 4, 0, Math.PI * 2, false );
  26817. *
  26818. * const geometry = new THREE.ShapeGeometry( arcShape );
  26819. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00, side: THREE.DoubleSide } );
  26820. * const mesh = new THREE.Mesh( geometry, material ) ;
  26821. * scene.add( mesh );
  26822. * ```
  26823. *
  26824. * @augments BufferGeometry
  26825. * @demo scenes/geometry-browser.html#ShapeGeometry
  26826. */
  26827. class ShapeGeometry extends BufferGeometry {
  26828. /**
  26829. * Constructs a new shape geometry.
  26830. *
  26831. * @param {Shape|Array<Shape>} [shapes] - A shape or an array of shapes.
  26832. * @param {number} [curveSegments=12] - Number of segments per shape.
  26833. */
  26834. constructor( shapes = new Shape( [ new Vector2( 0, 0.5 ), new Vector2( -0.5, -0.5 ), new Vector2( 0.5, -0.5 ) ] ), curveSegments = 12 ) {
  26835. super();
  26836. this.type = 'ShapeGeometry';
  26837. /**
  26838. * Holds the constructor parameters that have been
  26839. * used to generate the geometry. Any modification
  26840. * after instantiation does not change the geometry.
  26841. *
  26842. * @type {Object}
  26843. */
  26844. this.parameters = {
  26845. shapes: shapes,
  26846. curveSegments: curveSegments
  26847. };
  26848. // buffers
  26849. const indices = [];
  26850. const vertices = [];
  26851. const normals = [];
  26852. const uvs = [];
  26853. // helper variables
  26854. let groupStart = 0;
  26855. let groupCount = 0;
  26856. // allow single and array values for "shapes" parameter
  26857. if ( Array.isArray( shapes ) === false ) {
  26858. addShape( shapes );
  26859. } else {
  26860. for ( let i = 0; i < shapes.length; i ++ ) {
  26861. addShape( shapes[ i ] );
  26862. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  26863. groupStart += groupCount;
  26864. groupCount = 0;
  26865. }
  26866. }
  26867. // build geometry
  26868. this.setIndex( indices );
  26869. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26870. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26871. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26872. // helper functions
  26873. function addShape( shape ) {
  26874. const indexOffset = vertices.length / 3;
  26875. const points = shape.extractPoints( curveSegments );
  26876. let shapeVertices = points.shape;
  26877. const shapeHoles = points.holes;
  26878. // check direction of vertices
  26879. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  26880. shapeVertices = shapeVertices.reverse();
  26881. }
  26882. for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
  26883. const shapeHole = shapeHoles[ i ];
  26884. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  26885. shapeHoles[ i ] = shapeHole.reverse();
  26886. }
  26887. }
  26888. const faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  26889. // join vertices of inner and outer paths to a single array
  26890. for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
  26891. const shapeHole = shapeHoles[ i ];
  26892. shapeVertices = shapeVertices.concat( shapeHole );
  26893. }
  26894. // vertices, normals, uvs
  26895. for ( let i = 0, l = shapeVertices.length; i < l; i ++ ) {
  26896. const vertex = shapeVertices[ i ];
  26897. vertices.push( vertex.x, vertex.y, 0 );
  26898. normals.push( 0, 0, 1 );
  26899. uvs.push( vertex.x, vertex.y ); // world uvs
  26900. }
  26901. // indices
  26902. for ( let i = 0, l = faces.length; i < l; i ++ ) {
  26903. const face = faces[ i ];
  26904. const a = face[ 0 ] + indexOffset;
  26905. const b = face[ 1 ] + indexOffset;
  26906. const c = face[ 2 ] + indexOffset;
  26907. indices.push( a, b, c );
  26908. groupCount += 3;
  26909. }
  26910. }
  26911. }
  26912. copy( source ) {
  26913. super.copy( source );
  26914. this.parameters = Object.assign( {}, source.parameters );
  26915. return this;
  26916. }
  26917. toJSON() {
  26918. const data = super.toJSON();
  26919. const shapes = this.parameters.shapes;
  26920. return toJSON( shapes, data );
  26921. }
  26922. /**
  26923. * Factory method for creating an instance of this class from the given
  26924. * JSON object.
  26925. *
  26926. * @param {Object} data - A JSON object representing the serialized geometry.
  26927. * @param {Array<Shape>} shapes - An array of shapes.
  26928. * @return {ShapeGeometry} A new instance.
  26929. */
  26930. static fromJSON( data, shapes ) {
  26931. const geometryShapes = [];
  26932. for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  26933. const shape = shapes[ data.shapes[ j ] ];
  26934. geometryShapes.push( shape );
  26935. }
  26936. return new ShapeGeometry( geometryShapes, data.curveSegments );
  26937. }
  26938. }
  26939. function toJSON( shapes, data ) {
  26940. data.shapes = [];
  26941. if ( Array.isArray( shapes ) ) {
  26942. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  26943. const shape = shapes[ i ];
  26944. data.shapes.push( shape.uuid );
  26945. }
  26946. } else {
  26947. data.shapes.push( shapes.uuid );
  26948. }
  26949. return data;
  26950. }
  26951. /**
  26952. * A class for generating a sphere geometry.
  26953. *
  26954. * ```js
  26955. * const geometry = new THREE.SphereGeometry( 15, 32, 16 );
  26956. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26957. * const sphere = new THREE.Mesh( geometry, material );
  26958. * scene.add( sphere );
  26959. * ```
  26960. *
  26961. * @augments BufferGeometry
  26962. * @demo scenes/geometry-browser.html#SphereGeometry
  26963. */
  26964. class SphereGeometry extends BufferGeometry {
  26965. /**
  26966. * Constructs a new sphere geometry.
  26967. *
  26968. * @param {number} [radius=1] - The sphere radius.
  26969. * @param {number} [widthSegments=32] - The number of horizontal segments. Minimum value is `3`.
  26970. * @param {number} [heightSegments=16] - The number of vertical segments. Minimum value is `2`.
  26971. * @param {number} [phiStart=0] - The horizontal starting angle in radians.
  26972. * @param {number} [phiLength=Math.PI*2] - The horizontal sweep angle size.
  26973. * @param {number} [thetaStart=0] - The vertical starting angle in radians.
  26974. * @param {number} [thetaLength=Math.PI] - The vertical sweep angle size.
  26975. */
  26976. constructor( radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) {
  26977. super();
  26978. this.type = 'SphereGeometry';
  26979. /**
  26980. * Holds the constructor parameters that have been
  26981. * used to generate the geometry. Any modification
  26982. * after instantiation does not change the geometry.
  26983. *
  26984. * @type {Object}
  26985. */
  26986. this.parameters = {
  26987. radius: radius,
  26988. widthSegments: widthSegments,
  26989. heightSegments: heightSegments,
  26990. phiStart: phiStart,
  26991. phiLength: phiLength,
  26992. thetaStart: thetaStart,
  26993. thetaLength: thetaLength
  26994. };
  26995. widthSegments = Math.max( 3, Math.floor( widthSegments ) );
  26996. heightSegments = Math.max( 2, Math.floor( heightSegments ) );
  26997. const thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  26998. let index = 0;
  26999. const grid = [];
  27000. const vertex = new Vector3();
  27001. const normal = new Vector3();
  27002. // buffers
  27003. const indices = [];
  27004. const vertices = [];
  27005. const normals = [];
  27006. const uvs = [];
  27007. // generate vertices, normals and uvs
  27008. for ( let iy = 0; iy <= heightSegments; iy ++ ) {
  27009. const verticesRow = [];
  27010. const v = iy / heightSegments;
  27011. // special case for the poles
  27012. let uOffset = 0;
  27013. if ( iy === 0 && thetaStart === 0 ) {
  27014. uOffset = 0.5 / widthSegments;
  27015. } else if ( iy === heightSegments && thetaEnd === Math.PI ) {
  27016. uOffset = -0.5 / widthSegments;
  27017. }
  27018. for ( let ix = 0; ix <= widthSegments; ix ++ ) {
  27019. const u = ix / widthSegments;
  27020. // vertex
  27021. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  27022. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  27023. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  27024. vertices.push( vertex.x, vertex.y, vertex.z );
  27025. // normal
  27026. normal.copy( vertex ).normalize();
  27027. normals.push( normal.x, normal.y, normal.z );
  27028. // uv
  27029. uvs.push( u + uOffset, 1 - v );
  27030. verticesRow.push( index ++ );
  27031. }
  27032. grid.push( verticesRow );
  27033. }
  27034. // indices
  27035. for ( let iy = 0; iy < heightSegments; iy ++ ) {
  27036. for ( let ix = 0; ix < widthSegments; ix ++ ) {
  27037. const a = grid[ iy ][ ix + 1 ];
  27038. const b = grid[ iy ][ ix ];
  27039. const c = grid[ iy + 1 ][ ix ];
  27040. const d = grid[ iy + 1 ][ ix + 1 ];
  27041. if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
  27042. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
  27043. }
  27044. }
  27045. // build geometry
  27046. this.setIndex( indices );
  27047. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27048. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  27049. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  27050. }
  27051. copy( source ) {
  27052. super.copy( source );
  27053. this.parameters = Object.assign( {}, source.parameters );
  27054. return this;
  27055. }
  27056. /**
  27057. * Factory method for creating an instance of this class from the given
  27058. * JSON object.
  27059. *
  27060. * @param {Object} data - A JSON object representing the serialized geometry.
  27061. * @return {SphereGeometry} A new instance.
  27062. */
  27063. static fromJSON( data ) {
  27064. return new SphereGeometry( data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength );
  27065. }
  27066. }
  27067. /**
  27068. * A geometry class for representing an tetrahedron.
  27069. *
  27070. * ```js
  27071. * const geometry = new THREE.TetrahedronGeometry();
  27072. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  27073. * const tetrahedron = new THREE.Mesh( geometry, material );
  27074. * scene.add( tetrahedron );
  27075. * ```
  27076. *
  27077. * @augments PolyhedronGeometry
  27078. * @demo scenes/geometry-browser.html#TetrahedronGeometry
  27079. */
  27080. class TetrahedronGeometry extends PolyhedronGeometry {
  27081. /**
  27082. * Constructs a new tetrahedron geometry.
  27083. *
  27084. * @param {number} [radius=1] - Radius of the tetrahedron.
  27085. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a tetrahedron.
  27086. */
  27087. constructor( radius = 1, detail = 0 ) {
  27088. const vertices = [
  27089. 1, 1, 1, -1, -1, 1, -1, 1, -1, 1, -1, -1
  27090. ];
  27091. const indices = [
  27092. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  27093. ];
  27094. super( vertices, indices, radius, detail );
  27095. this.type = 'TetrahedronGeometry';
  27096. /**
  27097. * Holds the constructor parameters that have been
  27098. * used to generate the geometry. Any modification
  27099. * after instantiation does not change the geometry.
  27100. *
  27101. * @type {Object}
  27102. */
  27103. this.parameters = {
  27104. radius: radius,
  27105. detail: detail
  27106. };
  27107. }
  27108. /**
  27109. * Factory method for creating an instance of this class from the given
  27110. * JSON object.
  27111. *
  27112. * @param {Object} data - A JSON object representing the serialized geometry.
  27113. * @return {TetrahedronGeometry} A new instance.
  27114. */
  27115. static fromJSON( data ) {
  27116. return new TetrahedronGeometry( data.radius, data.detail );
  27117. }
  27118. }
  27119. /**
  27120. * A geometry class for representing an torus.
  27121. *
  27122. * ```js
  27123. * const geometry = new THREE.TorusGeometry( 10, 3, 16, 100 );
  27124. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  27125. * const torus = new THREE.Mesh( geometry, material );
  27126. * scene.add( torus );
  27127. * ```
  27128. *
  27129. * @augments BufferGeometry
  27130. * @demo scenes/geometry-browser.html#TorusGeometry
  27131. */
  27132. class TorusGeometry extends BufferGeometry {
  27133. /**
  27134. * Constructs a new torus geometry.
  27135. *
  27136. * @param {number} [radius=1] - Radius of the torus, from the center of the torus to the center of the tube.
  27137. * @param {number} [tube=0.4] - Radius of the tube. Must be smaller than `radius`.
  27138. * @param {number} [radialSegments=12] - The number of radial segments.
  27139. * @param {number} [tubularSegments=48] - The number of tubular segments.
  27140. * @param {number} [arc=Math.PI*2] - Central angle in radians.
  27141. */
  27142. constructor( radius = 1, tube = 0.4, radialSegments = 12, tubularSegments = 48, arc = Math.PI * 2 ) {
  27143. super();
  27144. this.type = 'TorusGeometry';
  27145. /**
  27146. * Holds the constructor parameters that have been
  27147. * used to generate the geometry. Any modification
  27148. * after instantiation does not change the geometry.
  27149. *
  27150. * @type {Object}
  27151. */
  27152. this.parameters = {
  27153. radius: radius,
  27154. tube: tube,
  27155. radialSegments: radialSegments,
  27156. tubularSegments: tubularSegments,
  27157. arc: arc
  27158. };
  27159. radialSegments = Math.floor( radialSegments );
  27160. tubularSegments = Math.floor( tubularSegments );
  27161. // buffers
  27162. const indices = [];
  27163. const vertices = [];
  27164. const normals = [];
  27165. const uvs = [];
  27166. // helper variables
  27167. const center = new Vector3();
  27168. const vertex = new Vector3();
  27169. const normal = new Vector3();
  27170. // generate vertices, normals and uvs
  27171. for ( let j = 0; j <= radialSegments; j ++ ) {
  27172. for ( let i = 0; i <= tubularSegments; i ++ ) {
  27173. const u = i / tubularSegments * arc;
  27174. const v = j / radialSegments * Math.PI * 2;
  27175. // vertex
  27176. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  27177. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  27178. vertex.z = tube * Math.sin( v );
  27179. vertices.push( vertex.x, vertex.y, vertex.z );
  27180. // normal
  27181. center.x = radius * Math.cos( u );
  27182. center.y = radius * Math.sin( u );
  27183. normal.subVectors( vertex, center ).normalize();
  27184. normals.push( normal.x, normal.y, normal.z );
  27185. // uv
  27186. uvs.push( i / tubularSegments );
  27187. uvs.push( j / radialSegments );
  27188. }
  27189. }
  27190. // generate indices
  27191. for ( let j = 1; j <= radialSegments; j ++ ) {
  27192. for ( let i = 1; i <= tubularSegments; i ++ ) {
  27193. // indices
  27194. const a = ( tubularSegments + 1 ) * j + i - 1;
  27195. const b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  27196. const c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  27197. const d = ( tubularSegments + 1 ) * j + i;
  27198. // faces
  27199. indices.push( a, b, d );
  27200. indices.push( b, c, d );
  27201. }
  27202. }
  27203. // build geometry
  27204. this.setIndex( indices );
  27205. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27206. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  27207. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  27208. }
  27209. copy( source ) {
  27210. super.copy( source );
  27211. this.parameters = Object.assign( {}, source.parameters );
  27212. return this;
  27213. }
  27214. /**
  27215. * Factory method for creating an instance of this class from the given
  27216. * JSON object.
  27217. *
  27218. * @param {Object} data - A JSON object representing the serialized geometry.
  27219. * @return {TorusGeometry} A new instance.
  27220. */
  27221. static fromJSON( data ) {
  27222. return new TorusGeometry( data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc );
  27223. }
  27224. }
  27225. /**
  27226. * Creates a torus knot, the particular shape of which is defined by a pair
  27227. * of coprime integers, p and q. If p and q are not coprime, the result will
  27228. * be a torus link.
  27229. *
  27230. * ```js
  27231. * const geometry = new THREE.TorusKnotGeometry( 10, 3, 100, 16 );
  27232. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  27233. * const torusKnot = new THREE.Mesh( geometry, material );
  27234. * scene.add( torusKnot );
  27235. * ```
  27236. *
  27237. * @augments BufferGeometry
  27238. * @demo scenes/geometry-browser.html#TorusKnotGeometry
  27239. */
  27240. class TorusKnotGeometry extends BufferGeometry {
  27241. /**
  27242. * Constructs a new torus knot geometry.
  27243. *
  27244. * @param {number} [radius=1] - Radius of the torus knot.
  27245. * @param {number} [tube=0.4] - Radius of the tube.
  27246. * @param {number} [tubularSegments=64] - The number of tubular segments.
  27247. * @param {number} [radialSegments=8] - The number of radial segments.
  27248. * @param {number} [p=2] - This value determines, how many times the geometry winds around its axis of rotational symmetry.
  27249. * @param {number} [q=3] - This value determines, how many times the geometry winds around a circle in the interior of the torus.
  27250. */
  27251. constructor( radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3 ) {
  27252. super();
  27253. this.type = 'TorusKnotGeometry';
  27254. /**
  27255. * Holds the constructor parameters that have been
  27256. * used to generate the geometry. Any modification
  27257. * after instantiation does not change the geometry.
  27258. *
  27259. * @type {Object}
  27260. */
  27261. this.parameters = {
  27262. radius: radius,
  27263. tube: tube,
  27264. tubularSegments: tubularSegments,
  27265. radialSegments: radialSegments,
  27266. p: p,
  27267. q: q
  27268. };
  27269. tubularSegments = Math.floor( tubularSegments );
  27270. radialSegments = Math.floor( radialSegments );
  27271. // buffers
  27272. const indices = [];
  27273. const vertices = [];
  27274. const normals = [];
  27275. const uvs = [];
  27276. // helper variables
  27277. const vertex = new Vector3();
  27278. const normal = new Vector3();
  27279. const P1 = new Vector3();
  27280. const P2 = new Vector3();
  27281. const B = new Vector3();
  27282. const T = new Vector3();
  27283. const N = new Vector3();
  27284. // generate vertices, normals and uvs
  27285. for ( let i = 0; i <= tubularSegments; ++ i ) {
  27286. // the radian "u" is used to calculate the position on the torus curve of the current tubular segment
  27287. const u = i / tubularSegments * p * Math.PI * 2;
  27288. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  27289. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  27290. calculatePositionOnCurve( u, p, q, radius, P1 );
  27291. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  27292. // calculate orthonormal basis
  27293. T.subVectors( P2, P1 );
  27294. N.addVectors( P2, P1 );
  27295. B.crossVectors( T, N );
  27296. N.crossVectors( B, T );
  27297. // normalize B, N. T can be ignored, we don't use it
  27298. B.normalize();
  27299. N.normalize();
  27300. for ( let j = 0; j <= radialSegments; ++ j ) {
  27301. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  27302. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  27303. const v = j / radialSegments * Math.PI * 2;
  27304. const cx = - tube * Math.cos( v );
  27305. const cy = tube * Math.sin( v );
  27306. // now calculate the final vertex position.
  27307. // first we orient the extrusion with our basis vectors, then we add it to the current position on the curve
  27308. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  27309. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  27310. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  27311. vertices.push( vertex.x, vertex.y, vertex.z );
  27312. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  27313. normal.subVectors( vertex, P1 ).normalize();
  27314. normals.push( normal.x, normal.y, normal.z );
  27315. // uv
  27316. uvs.push( i / tubularSegments );
  27317. uvs.push( j / radialSegments );
  27318. }
  27319. }
  27320. // generate indices
  27321. for ( let j = 1; j <= tubularSegments; j ++ ) {
  27322. for ( let i = 1; i <= radialSegments; i ++ ) {
  27323. // indices
  27324. const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  27325. const b = ( radialSegments + 1 ) * j + ( i - 1 );
  27326. const c = ( radialSegments + 1 ) * j + i;
  27327. const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  27328. // faces
  27329. indices.push( a, b, d );
  27330. indices.push( b, c, d );
  27331. }
  27332. }
  27333. // build geometry
  27334. this.setIndex( indices );
  27335. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27336. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  27337. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  27338. // this function calculates the current position on the torus curve
  27339. function calculatePositionOnCurve( u, p, q, radius, position ) {
  27340. const cu = Math.cos( u );
  27341. const su = Math.sin( u );
  27342. const quOverP = q / p * u;
  27343. const cs = Math.cos( quOverP );
  27344. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  27345. position.y = radius * ( 2 + cs ) * su * 0.5;
  27346. position.z = radius * Math.sin( quOverP ) * 0.5;
  27347. }
  27348. }
  27349. copy( source ) {
  27350. super.copy( source );
  27351. this.parameters = Object.assign( {}, source.parameters );
  27352. return this;
  27353. }
  27354. /**
  27355. * Factory method for creating an instance of this class from the given
  27356. * JSON object.
  27357. *
  27358. * @param {Object} data - A JSON object representing the serialized geometry.
  27359. * @return {TorusKnotGeometry} A new instance.
  27360. */
  27361. static fromJSON( data ) {
  27362. return new TorusKnotGeometry( data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q );
  27363. }
  27364. }
  27365. /**
  27366. * Creates a tube that extrudes along a 3D curve.
  27367. *
  27368. * ```js
  27369. * class CustomSinCurve extends THREE.Curve {
  27370. *
  27371. * getPoint( t, optionalTarget = new THREE.Vector3() ) {
  27372. *
  27373. * const tx = t * 3 - 1.5;
  27374. * const ty = Math.sin( 2 * Math.PI * t );
  27375. * const tz = 0;
  27376. *
  27377. * return optionalTarget.set( tx, ty, tz );
  27378. * }
  27379. *
  27380. * }
  27381. *
  27382. * const path = new CustomSinCurve( 10 );
  27383. * const geometry = new THREE.TubeGeometry( path, 20, 2, 8, false );
  27384. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  27385. * const mesh = new THREE.Mesh( geometry, material );
  27386. * scene.add( mesh );
  27387. * ```
  27388. *
  27389. * @augments BufferGeometry
  27390. * @demo scenes/geometry-browser.html#TubeGeometry
  27391. */
  27392. class TubeGeometry extends BufferGeometry {
  27393. /**
  27394. * Constructs a new tube geometry.
  27395. *
  27396. * @param {Curve} [path=QuadraticBezierCurve3] - A 3D curve defining the path of the tube.
  27397. * @param {number} [tubularSegments=64] - The number of segments that make up the tube.
  27398. * @param {number} [radius=1] -The radius of the tube.
  27399. * @param {number} [radialSegments=8] - The number of segments that make up the cross-section.
  27400. * @param {boolean} [closed=false] - Whether the tube is closed or not.
  27401. */
  27402. 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 ) {
  27403. super();
  27404. this.type = 'TubeGeometry';
  27405. /**
  27406. * Holds the constructor parameters that have been
  27407. * used to generate the geometry. Any modification
  27408. * after instantiation does not change the geometry.
  27409. *
  27410. * @type {Object}
  27411. */
  27412. this.parameters = {
  27413. path: path,
  27414. tubularSegments: tubularSegments,
  27415. radius: radius,
  27416. radialSegments: radialSegments,
  27417. closed: closed
  27418. };
  27419. const frames = path.computeFrenetFrames( tubularSegments, closed );
  27420. // expose internals
  27421. this.tangents = frames.tangents;
  27422. this.normals = frames.normals;
  27423. this.binormals = frames.binormals;
  27424. // helper variables
  27425. const vertex = new Vector3();
  27426. const normal = new Vector3();
  27427. const uv = new Vector2();
  27428. let P = new Vector3();
  27429. // buffer
  27430. const vertices = [];
  27431. const normals = [];
  27432. const uvs = [];
  27433. const indices = [];
  27434. // create buffer data
  27435. generateBufferData();
  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. // functions
  27442. function generateBufferData() {
  27443. for ( let i = 0; i < tubularSegments; i ++ ) {
  27444. generateSegment( i );
  27445. }
  27446. // if the geometry is not closed, generate the last row of vertices and normals
  27447. // at the regular position on the given path
  27448. //
  27449. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  27450. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  27451. // uvs are generated in a separate function.
  27452. // this makes it easy compute correct values for closed geometries
  27453. generateUVs();
  27454. // finally create faces
  27455. generateIndices();
  27456. }
  27457. function generateSegment( i ) {
  27458. // we use getPointAt to sample evenly distributed points from the given path
  27459. P = path.getPointAt( i / tubularSegments, P );
  27460. // retrieve corresponding normal and binormal
  27461. const N = frames.normals[ i ];
  27462. const B = frames.binormals[ i ];
  27463. // generate normals and vertices for the current segment
  27464. for ( let j = 0; j <= radialSegments; j ++ ) {
  27465. const v = j / radialSegments * Math.PI * 2;
  27466. const sin = Math.sin( v );
  27467. const cos = - Math.cos( v );
  27468. // normal
  27469. normal.x = ( cos * N.x + sin * B.x );
  27470. normal.y = ( cos * N.y + sin * B.y );
  27471. normal.z = ( cos * N.z + sin * B.z );
  27472. normal.normalize();
  27473. normals.push( normal.x, normal.y, normal.z );
  27474. // vertex
  27475. vertex.x = P.x + radius * normal.x;
  27476. vertex.y = P.y + radius * normal.y;
  27477. vertex.z = P.z + radius * normal.z;
  27478. vertices.push( vertex.x, vertex.y, vertex.z );
  27479. }
  27480. }
  27481. function generateIndices() {
  27482. for ( let j = 1; j <= tubularSegments; j ++ ) {
  27483. for ( let i = 1; i <= radialSegments; i ++ ) {
  27484. const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  27485. const b = ( radialSegments + 1 ) * j + ( i - 1 );
  27486. const c = ( radialSegments + 1 ) * j + i;
  27487. const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  27488. // faces
  27489. indices.push( a, b, d );
  27490. indices.push( b, c, d );
  27491. }
  27492. }
  27493. }
  27494. function generateUVs() {
  27495. for ( let i = 0; i <= tubularSegments; i ++ ) {
  27496. for ( let j = 0; j <= radialSegments; j ++ ) {
  27497. uv.x = i / tubularSegments;
  27498. uv.y = j / radialSegments;
  27499. uvs.push( uv.x, uv.y );
  27500. }
  27501. }
  27502. }
  27503. }
  27504. copy( source ) {
  27505. super.copy( source );
  27506. this.parameters = Object.assign( {}, source.parameters );
  27507. return this;
  27508. }
  27509. toJSON() {
  27510. const data = super.toJSON();
  27511. data.path = this.parameters.path.toJSON();
  27512. return data;
  27513. }
  27514. /**
  27515. * Factory method for creating an instance of this class from the given
  27516. * JSON object.
  27517. *
  27518. * @param {Object} data - A JSON object representing the serialized geometry.
  27519. * @return {TubeGeometry} A new instance.
  27520. */
  27521. static fromJSON( data ) {
  27522. // This only works for built-in curves (e.g. CatmullRomCurve3).
  27523. // User defined curves or instances of CurvePath will not be deserialized.
  27524. return new TubeGeometry(
  27525. new Curves[ data.path.type ]().fromJSON( data.path ),
  27526. data.tubularSegments,
  27527. data.radius,
  27528. data.radialSegments,
  27529. data.closed
  27530. );
  27531. }
  27532. }
  27533. /**
  27534. * Can be used as a helper object to visualize a geometry as a wireframe.
  27535. *
  27536. * ```js
  27537. * const geometry = new THREE.SphereGeometry();
  27538. *
  27539. * const wireframe = new THREE.WireframeGeometry( geometry );
  27540. *
  27541. * const line = new THREE.LineSegments( wireframe );
  27542. * line.material.depthWrite = false;
  27543. * line.material.opacity = 0.25;
  27544. * line.material.transparent = true;
  27545. *
  27546. * scene.add( line );
  27547. * ```
  27548. *
  27549. * Note: It is not yet possible to serialize/deserialize instances of this class.
  27550. *
  27551. * @augments BufferGeometry
  27552. */
  27553. class WireframeGeometry extends BufferGeometry {
  27554. /**
  27555. * Constructs a new wireframe geometry.
  27556. *
  27557. * @param {?BufferGeometry} [geometry=null] - The geometry.
  27558. */
  27559. constructor( geometry = null ) {
  27560. super();
  27561. this.type = 'WireframeGeometry';
  27562. /**
  27563. * Holds the constructor parameters that have been
  27564. * used to generate the geometry. Any modification
  27565. * after instantiation does not change the geometry.
  27566. *
  27567. * @type {Object}
  27568. */
  27569. this.parameters = {
  27570. geometry: geometry
  27571. };
  27572. if ( geometry !== null ) {
  27573. // buffer
  27574. const vertices = [];
  27575. const edges = new Set();
  27576. // helper variables
  27577. const start = new Vector3();
  27578. const end = new Vector3();
  27579. if ( geometry.index !== null ) {
  27580. // indexed BufferGeometry
  27581. const position = geometry.attributes.position;
  27582. const indices = geometry.index;
  27583. let groups = geometry.groups;
  27584. if ( groups.length === 0 ) {
  27585. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  27586. }
  27587. // create a data structure that contains all edges without duplicates
  27588. for ( let o = 0, ol = groups.length; o < ol; ++ o ) {
  27589. const group = groups[ o ];
  27590. const groupStart = group.start;
  27591. const groupCount = group.count;
  27592. for ( let i = groupStart, l = ( groupStart + groupCount ); i < l; i += 3 ) {
  27593. for ( let j = 0; j < 3; j ++ ) {
  27594. const index1 = indices.getX( i + j );
  27595. const index2 = indices.getX( i + ( j + 1 ) % 3 );
  27596. start.fromBufferAttribute( position, index1 );
  27597. end.fromBufferAttribute( position, index2 );
  27598. if ( isUniqueEdge( start, end, edges ) === true ) {
  27599. vertices.push( start.x, start.y, start.z );
  27600. vertices.push( end.x, end.y, end.z );
  27601. }
  27602. }
  27603. }
  27604. }
  27605. } else {
  27606. // non-indexed BufferGeometry
  27607. const position = geometry.attributes.position;
  27608. for ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  27609. for ( let j = 0; j < 3; j ++ ) {
  27610. // three edges per triangle, an edge is represented as (index1, index2)
  27611. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  27612. const index1 = 3 * i + j;
  27613. const index2 = 3 * i + ( ( j + 1 ) % 3 );
  27614. start.fromBufferAttribute( position, index1 );
  27615. end.fromBufferAttribute( position, index2 );
  27616. if ( isUniqueEdge( start, end, edges ) === true ) {
  27617. vertices.push( start.x, start.y, start.z );
  27618. vertices.push( end.x, end.y, end.z );
  27619. }
  27620. }
  27621. }
  27622. }
  27623. // build geometry
  27624. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27625. }
  27626. }
  27627. copy( source ) {
  27628. super.copy( source );
  27629. this.parameters = Object.assign( {}, source.parameters );
  27630. return this;
  27631. }
  27632. }
  27633. function isUniqueEdge( start, end, edges ) {
  27634. const hash1 = `${start.x},${start.y},${start.z}-${end.x},${end.y},${end.z}`;
  27635. const hash2 = `${end.x},${end.y},${end.z}-${start.x},${start.y},${start.z}`; // coincident edge
  27636. if ( edges.has( hash1 ) === true || edges.has( hash2 ) === true ) {
  27637. return false;
  27638. } else {
  27639. edges.add( hash1 );
  27640. edges.add( hash2 );
  27641. return true;
  27642. }
  27643. }
  27644. var Geometries = /*#__PURE__*/Object.freeze({
  27645. __proto__: null,
  27646. BoxGeometry: BoxGeometry,
  27647. CapsuleGeometry: CapsuleGeometry,
  27648. CircleGeometry: CircleGeometry,
  27649. ConeGeometry: ConeGeometry,
  27650. CylinderGeometry: CylinderGeometry,
  27651. DodecahedronGeometry: DodecahedronGeometry,
  27652. EdgesGeometry: EdgesGeometry,
  27653. ExtrudeGeometry: ExtrudeGeometry,
  27654. IcosahedronGeometry: IcosahedronGeometry,
  27655. LatheGeometry: LatheGeometry,
  27656. OctahedronGeometry: OctahedronGeometry,
  27657. PlaneGeometry: PlaneGeometry,
  27658. PolyhedronGeometry: PolyhedronGeometry,
  27659. RingGeometry: RingGeometry,
  27660. ShapeGeometry: ShapeGeometry,
  27661. SphereGeometry: SphereGeometry,
  27662. TetrahedronGeometry: TetrahedronGeometry,
  27663. TorusGeometry: TorusGeometry,
  27664. TorusKnotGeometry: TorusKnotGeometry,
  27665. TubeGeometry: TubeGeometry,
  27666. WireframeGeometry: WireframeGeometry
  27667. });
  27668. /**
  27669. * This material can receive shadows, but otherwise is completely transparent.
  27670. *
  27671. * ```js
  27672. * const geometry = new THREE.PlaneGeometry( 2000, 2000 );
  27673. * geometry.rotateX( - Math.PI / 2 );
  27674. *
  27675. * const material = new THREE.ShadowMaterial();
  27676. * material.opacity = 0.2;
  27677. *
  27678. * const plane = new THREE.Mesh( geometry, material );
  27679. * plane.position.y = -200;
  27680. * plane.receiveShadow = true;
  27681. * scene.add( plane );
  27682. * ```
  27683. *
  27684. * @augments Material
  27685. */
  27686. class ShadowMaterial extends Material {
  27687. /**
  27688. * Constructs a new shadow material.
  27689. *
  27690. * @param {Object} [parameters] - An object with one or more properties
  27691. * defining the material's appearance. Any property of the material
  27692. * (including any property from inherited materials) can be passed
  27693. * in here. Color values can be passed any type of value accepted
  27694. * by {@link Color#set}.
  27695. */
  27696. constructor( parameters ) {
  27697. super();
  27698. /**
  27699. * This flag can be used for type testing.
  27700. *
  27701. * @type {boolean}
  27702. * @readonly
  27703. * @default true
  27704. */
  27705. this.isShadowMaterial = true;
  27706. this.type = 'ShadowMaterial';
  27707. /**
  27708. * Color of the material.
  27709. *
  27710. * @type {Color}
  27711. * @default (0,0,0)
  27712. */
  27713. this.color = new Color( 0x000000 );
  27714. /**
  27715. * Overwritten since shadow materials are transparent
  27716. * by default.
  27717. *
  27718. * @type {boolean}
  27719. * @default true
  27720. */
  27721. this.transparent = true;
  27722. /**
  27723. * Whether the material is affected by fog or not.
  27724. *
  27725. * @type {boolean}
  27726. * @default true
  27727. */
  27728. this.fog = true;
  27729. this.setValues( parameters );
  27730. }
  27731. copy( source ) {
  27732. super.copy( source );
  27733. this.color.copy( source.color );
  27734. this.fog = source.fog;
  27735. return this;
  27736. }
  27737. }
  27738. /**
  27739. * This class works just like {@link ShaderMaterial}, except that definitions
  27740. * of built-in uniforms and attributes are not automatically prepended to the
  27741. * GLSL shader code.
  27742. *
  27743. * `RawShaderMaterial` can only be used with {@link WebGLRenderer}.
  27744. *
  27745. * @augments ShaderMaterial
  27746. */
  27747. class RawShaderMaterial extends ShaderMaterial {
  27748. /**
  27749. * Constructs a new raw shader material.
  27750. *
  27751. * @param {Object} [parameters] - An object with one or more properties
  27752. * defining the material's appearance. Any property of the material
  27753. * (including any property from inherited materials) can be passed
  27754. * in here. Color values can be passed any type of value accepted
  27755. * by {@link Color#set}.
  27756. */
  27757. constructor( parameters ) {
  27758. super( parameters );
  27759. /**
  27760. * This flag can be used for type testing.
  27761. *
  27762. * @type {boolean}
  27763. * @readonly
  27764. * @default true
  27765. */
  27766. this.isRawShaderMaterial = true;
  27767. this.type = 'RawShaderMaterial';
  27768. }
  27769. }
  27770. /**
  27771. * A standard physically based material, using Metallic-Roughness workflow.
  27772. *
  27773. * Physically based rendering (PBR) has recently become the standard in many
  27774. * 3D applications, such as [Unity](https://blogs.unity3d.com/2014/10/29/physically-based-shading-in-unity-5-a-primer/),
  27775. * [Unreal](https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/) and
  27776. * [3D Studio Max](http://area.autodesk.com/blogs/the-3ds-max-blog/what039s-new-for-rendering-in-3ds-max-2017).
  27777. *
  27778. * This approach differs from older approaches in that instead of using
  27779. * approximations for the way in which light interacts with a surface, a
  27780. * physically correct model is used. The idea is that, instead of tweaking
  27781. * materials to look good under specific lighting, a material can be created
  27782. * that will react 'correctly' under all lighting scenarios.
  27783. *
  27784. * In practice this gives a more accurate and realistic looking result than
  27785. * the {@link MeshLambertMaterial} or {@link MeshPhongMaterial}, at the cost of
  27786. * being somewhat more computationally expensive. `MeshStandardMaterial` uses per-fragment
  27787. * shading.
  27788. *
  27789. * Note that for best results you should always specify an environment map when using this material.
  27790. *
  27791. * For a non-technical introduction to the concept of PBR and how to set up a
  27792. * PBR material, check out these articles by the people at [marmoset](https://www.marmoset.co):
  27793. *
  27794. * - [Basic Theory of Physically Based Rendering](https://www.marmoset.co/posts/basic-theory-of-physically-based-rendering/)
  27795. * - [Physically Based Rendering and You Can Too](https://www.marmoset.co/posts/physically-based-rendering-and-you-can-too/)
  27796. *
  27797. * Technical details of the approach used in three.js (and most other PBR systems) can be found is this
  27798. * [paper from Disney](https://media.disneyanimation.com/uploads/production/publication_asset/48/asset/s2012_pbs_disney_brdf_notes_v3.pdf)
  27799. * (pdf), by Brent Burley.
  27800. *
  27801. * @augments Material
  27802. * @demo scenes/material-browser.html#MeshStandardMaterial
  27803. */
  27804. class MeshStandardMaterial extends Material {
  27805. /**
  27806. * Constructs a new mesh standard material.
  27807. *
  27808. * @param {Object} [parameters] - An object with one or more properties
  27809. * defining the material's appearance. Any property of the material
  27810. * (including any property from inherited materials) can be passed
  27811. * in here. Color values can be passed any type of value accepted
  27812. * by {@link Color#set}.
  27813. */
  27814. constructor( parameters ) {
  27815. super();
  27816. /**
  27817. * This flag can be used for type testing.
  27818. *
  27819. * @type {boolean}
  27820. * @readonly
  27821. * @default true
  27822. */
  27823. this.isMeshStandardMaterial = true;
  27824. this.type = 'MeshStandardMaterial';
  27825. this.defines = { 'STANDARD': '' };
  27826. /**
  27827. * Color of the material.
  27828. *
  27829. * @type {Color}
  27830. * @default (1,1,1)
  27831. */
  27832. this.color = new Color( 0xffffff ); // diffuse
  27833. /**
  27834. * How rough the material appears. `0.0` means a smooth mirror reflection, `1.0`
  27835. * means fully diffuse. If `roughnessMap` is also provided,
  27836. * both values are multiplied.
  27837. *
  27838. * @type {number}
  27839. * @default 1
  27840. */
  27841. this.roughness = 1.0;
  27842. /**
  27843. * How much the material is like a metal. Non-metallic materials such as wood
  27844. * or stone use `0.0`, metallic use `1.0`, with nothing (usually) in between.
  27845. * A value between `0.0` and `1.0` could be used for a rusty metal look.
  27846. * If `metalnessMap` is also provided, both values are multiplied.
  27847. *
  27848. * @type {number}
  27849. * @default 0
  27850. */
  27851. this.metalness = 0.0;
  27852. /**
  27853. * The color map. May optionally include an alpha channel, typically combined
  27854. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  27855. * color is modulated by the diffuse `color`.
  27856. *
  27857. * @type {?Texture}
  27858. * @default null
  27859. */
  27860. this.map = null;
  27861. /**
  27862. * The light map. Requires a second set of UVs.
  27863. *
  27864. * @type {?Texture}
  27865. * @default null
  27866. */
  27867. this.lightMap = null;
  27868. /**
  27869. * Intensity of the baked light.
  27870. *
  27871. * @type {number}
  27872. * @default 1
  27873. */
  27874. this.lightMapIntensity = 1.0;
  27875. /**
  27876. * The red channel of this texture is used as the ambient occlusion map.
  27877. * Requires a second set of UVs.
  27878. *
  27879. * @type {?Texture}
  27880. * @default null
  27881. */
  27882. this.aoMap = null;
  27883. /**
  27884. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  27885. * disables ambient occlusion. Where intensity is `1` and the AO map's
  27886. * red channel is also `1`, ambient light is fully occluded on a surface.
  27887. *
  27888. * @type {number}
  27889. * @default 1
  27890. */
  27891. this.aoMapIntensity = 1.0;
  27892. /**
  27893. * Emissive (light) color of the material, essentially a solid color
  27894. * unaffected by other lighting.
  27895. *
  27896. * @type {Color}
  27897. * @default (0,0,0)
  27898. */
  27899. this.emissive = new Color( 0x000000 );
  27900. /**
  27901. * Intensity of the emissive light. Modulates the emissive color.
  27902. *
  27903. * @type {number}
  27904. * @default 1
  27905. */
  27906. this.emissiveIntensity = 1.0;
  27907. /**
  27908. * Set emissive (glow) map. The emissive map color is modulated by the
  27909. * emissive color and the emissive intensity. If you have an emissive map,
  27910. * be sure to set the emissive color to something other than black.
  27911. *
  27912. * @type {?Texture}
  27913. * @default null
  27914. */
  27915. this.emissiveMap = null;
  27916. /**
  27917. * The texture to create a bump map. The black and white values map to the
  27918. * perceived depth in relation to the lights. Bump doesn't actually affect
  27919. * the geometry of the object, only the lighting. If a normal map is defined
  27920. * this will be ignored.
  27921. *
  27922. * @type {?Texture}
  27923. * @default null
  27924. */
  27925. this.bumpMap = null;
  27926. /**
  27927. * How much the bump map affects the material. Typical range is `[0,1]`.
  27928. *
  27929. * @type {number}
  27930. * @default 1
  27931. */
  27932. this.bumpScale = 1;
  27933. /**
  27934. * The texture to create a normal map. The RGB values affect the surface
  27935. * normal for each pixel fragment and change the way the color is lit. Normal
  27936. * maps do not change the actual shape of the surface, only the lighting. In
  27937. * case the material has a normal map authored using the left handed
  27938. * convention, the `y` component of `normalScale` should be negated to compensate
  27939. * for the different handedness.
  27940. *
  27941. * @type {?Texture}
  27942. * @default null
  27943. */
  27944. this.normalMap = null;
  27945. /**
  27946. * The type of normal map.
  27947. *
  27948. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  27949. * @default TangentSpaceNormalMap
  27950. */
  27951. this.normalMapType = TangentSpaceNormalMap;
  27952. /**
  27953. * How much the normal map affects the material. Typical value range is `[0,1]`.
  27954. *
  27955. * @type {Vector2}
  27956. * @default (1,1)
  27957. */
  27958. this.normalScale = new Vector2( 1, 1 );
  27959. /**
  27960. * The displacement map affects the position of the mesh's vertices. Unlike
  27961. * other maps which only affect the light and shade of the material the
  27962. * displaced vertices can cast shadows, block other objects, and otherwise
  27963. * act as real geometry. The displacement texture is an image where the value
  27964. * of each pixel (white being the highest) is mapped against, and
  27965. * repositions, the vertices of the mesh.
  27966. *
  27967. * @type {?Texture}
  27968. * @default null
  27969. */
  27970. this.displacementMap = null;
  27971. /**
  27972. * How much the displacement map affects the mesh (where black is no
  27973. * displacement, and white is maximum displacement). Without a displacement
  27974. * map set, this value is not applied.
  27975. *
  27976. * @type {number}
  27977. * @default 0
  27978. */
  27979. this.displacementScale = 1;
  27980. /**
  27981. * The offset of the displacement map's values on the mesh's vertices.
  27982. * The bias is added to the scaled sample of the displacement map.
  27983. * Without a displacement map set, this value is not applied.
  27984. *
  27985. * @type {number}
  27986. * @default 0
  27987. */
  27988. this.displacementBias = 0;
  27989. /**
  27990. * The green channel of this texture is used to alter the roughness of the
  27991. * material.
  27992. *
  27993. * @type {?Texture}
  27994. * @default null
  27995. */
  27996. this.roughnessMap = null;
  27997. /**
  27998. * The blue channel of this texture is used to alter the metalness of the
  27999. * material.
  28000. *
  28001. * @type {?Texture}
  28002. * @default null
  28003. */
  28004. this.metalnessMap = null;
  28005. /**
  28006. * The alpha map is a grayscale texture that controls the opacity across the
  28007. * surface (black: fully transparent; white: fully opaque).
  28008. *
  28009. * Only the color of the texture is used, ignoring the alpha channel if one
  28010. * exists. For RGB and RGBA textures, the renderer will use the green channel
  28011. * when sampling this texture due to the extra bit of precision provided for
  28012. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  28013. * luminance/alpha textures will also still work as expected.
  28014. *
  28015. * @type {?Texture}
  28016. * @default null
  28017. */
  28018. this.alphaMap = null;
  28019. /**
  28020. * The environment map. To ensure a physically correct rendering, environment maps
  28021. * are internally pre-processed with {@link PMREMGenerator}.
  28022. *
  28023. * @type {?Texture}
  28024. * @default null
  28025. */
  28026. this.envMap = null;
  28027. /**
  28028. * The rotation of the environment map in radians.
  28029. *
  28030. * @type {Euler}
  28031. * @default (0,0,0)
  28032. */
  28033. this.envMapRotation = new Euler();
  28034. /**
  28035. * Scales the effect of the environment map by multiplying its color.
  28036. *
  28037. * @type {number}
  28038. * @default 1
  28039. */
  28040. this.envMapIntensity = 1.0;
  28041. /**
  28042. * Renders the geometry as a wireframe.
  28043. *
  28044. * @type {boolean}
  28045. * @default false
  28046. */
  28047. this.wireframe = false;
  28048. /**
  28049. * Controls the thickness of the wireframe.
  28050. *
  28051. * Can only be used with {@link SVGRenderer}.
  28052. *
  28053. * @type {number}
  28054. * @default 1
  28055. */
  28056. this.wireframeLinewidth = 1;
  28057. /**
  28058. * Defines appearance of wireframe ends.
  28059. *
  28060. * Can only be used with {@link SVGRenderer}.
  28061. *
  28062. * @type {('round'|'bevel'|'miter')}
  28063. * @default 'round'
  28064. */
  28065. this.wireframeLinecap = 'round';
  28066. /**
  28067. * Defines appearance of wireframe joints.
  28068. *
  28069. * Can only be used with {@link SVGRenderer}.
  28070. *
  28071. * @type {('round'|'bevel'|'miter')}
  28072. * @default 'round'
  28073. */
  28074. this.wireframeLinejoin = 'round';
  28075. /**
  28076. * Whether the material is rendered with flat shading or not.
  28077. *
  28078. * @type {boolean}
  28079. * @default false
  28080. */
  28081. this.flatShading = false;
  28082. /**
  28083. * Whether the material is affected by fog or not.
  28084. *
  28085. * @type {boolean}
  28086. * @default true
  28087. */
  28088. this.fog = true;
  28089. this.setValues( parameters );
  28090. }
  28091. copy( source ) {
  28092. super.copy( source );
  28093. this.defines = { 'STANDARD': '' };
  28094. this.color.copy( source.color );
  28095. this.roughness = source.roughness;
  28096. this.metalness = source.metalness;
  28097. this.map = source.map;
  28098. this.lightMap = source.lightMap;
  28099. this.lightMapIntensity = source.lightMapIntensity;
  28100. this.aoMap = source.aoMap;
  28101. this.aoMapIntensity = source.aoMapIntensity;
  28102. this.emissive.copy( source.emissive );
  28103. this.emissiveMap = source.emissiveMap;
  28104. this.emissiveIntensity = source.emissiveIntensity;
  28105. this.bumpMap = source.bumpMap;
  28106. this.bumpScale = source.bumpScale;
  28107. this.normalMap = source.normalMap;
  28108. this.normalMapType = source.normalMapType;
  28109. this.normalScale.copy( source.normalScale );
  28110. this.displacementMap = source.displacementMap;
  28111. this.displacementScale = source.displacementScale;
  28112. this.displacementBias = source.displacementBias;
  28113. this.roughnessMap = source.roughnessMap;
  28114. this.metalnessMap = source.metalnessMap;
  28115. this.alphaMap = source.alphaMap;
  28116. this.envMap = source.envMap;
  28117. this.envMapRotation.copy( source.envMapRotation );
  28118. this.envMapIntensity = source.envMapIntensity;
  28119. this.wireframe = source.wireframe;
  28120. this.wireframeLinewidth = source.wireframeLinewidth;
  28121. this.wireframeLinecap = source.wireframeLinecap;
  28122. this.wireframeLinejoin = source.wireframeLinejoin;
  28123. this.flatShading = source.flatShading;
  28124. this.fog = source.fog;
  28125. return this;
  28126. }
  28127. }
  28128. /**
  28129. * An extension of the {@link MeshStandardMaterial}, providing more advanced
  28130. * physically-based rendering properties:
  28131. *
  28132. * - Anisotropy: Ability to represent the anisotropic property of materials
  28133. * as observable with brushed metals.
  28134. * - Clearcoat: Some materials — like car paints, carbon fiber, and wet surfaces — require
  28135. * a clear, reflective layer on top of another layer that may be irregular or rough.
  28136. * Clearcoat approximates this effect, without the need for a separate transparent surface.
  28137. * - Iridescence: Allows to render the effect where hue varies depending on the viewing
  28138. * angle and illumination angle. This can be seen on soap bubbles, oil films, or on the
  28139. * wings of many insects.
  28140. * - Physically-based transparency: One limitation of {@link Material#opacity} is that highly
  28141. * transparent materials are less reflective. Physically-based transmission provides a more
  28142. * realistic option for thin, transparent surfaces like glass.
  28143. * - Advanced reflectivity: More flexible reflectivity for non-metallic materials.
  28144. * - Sheen: Can be used for representing cloth and fabric materials.
  28145. *
  28146. * As a result of these complex shading features, `MeshPhysicalMaterial` has a
  28147. * higher performance cost, per pixel, than other three.js materials. Most
  28148. * effects are disabled by default, and add cost as they are enabled. For
  28149. * best results, always specify an environment map when using this material.
  28150. *
  28151. * @augments MeshStandardMaterial
  28152. * @demo scenes/material-browser.html#MeshPhysicalMaterial
  28153. */
  28154. class MeshPhysicalMaterial extends MeshStandardMaterial {
  28155. /**
  28156. * Constructs a new mesh physical material.
  28157. *
  28158. * @param {Object} [parameters] - An object with one or more properties
  28159. * defining the material's appearance. Any property of the material
  28160. * (including any property from inherited materials) can be passed
  28161. * in here. Color values can be passed any type of value accepted
  28162. * by {@link Color#set}.
  28163. */
  28164. constructor( parameters ) {
  28165. super();
  28166. /**
  28167. * This flag can be used for type testing.
  28168. *
  28169. * @type {boolean}
  28170. * @readonly
  28171. * @default true
  28172. */
  28173. this.isMeshPhysicalMaterial = true;
  28174. this.defines = {
  28175. 'STANDARD': '',
  28176. 'PHYSICAL': ''
  28177. };
  28178. this.type = 'MeshPhysicalMaterial';
  28179. /**
  28180. * The rotation of the anisotropy in tangent, bitangent space, measured in radians
  28181. * counter-clockwise from the tangent. When `anisotropyMap` is present, this
  28182. * property provides additional rotation to the vectors in the texture.
  28183. *
  28184. * @type {number}
  28185. * @default 1
  28186. */
  28187. this.anisotropyRotation = 0;
  28188. /**
  28189. * Red and green channels represent the anisotropy direction in `[-1, 1]` tangent,
  28190. * bitangent space, to be rotated by `anisotropyRotation`. The blue channel
  28191. * contains strength as `[0, 1]` to be multiplied by `anisotropy`.
  28192. *
  28193. * @type {?Texture}
  28194. * @default null
  28195. */
  28196. this.anisotropyMap = null;
  28197. /**
  28198. * The red channel of this texture is multiplied against `clearcoat`,
  28199. * for per-pixel control over a coating's intensity.
  28200. *
  28201. * @type {?Texture}
  28202. * @default null
  28203. */
  28204. this.clearcoatMap = null;
  28205. /**
  28206. * Roughness of the clear coat layer, from `0.0` to `1.0`.
  28207. *
  28208. * @type {number}
  28209. * @default 0
  28210. */
  28211. this.clearcoatRoughness = 0.0;
  28212. /**
  28213. * The green channel of this texture is multiplied against
  28214. * `clearcoatRoughness`, for per-pixel control over a coating's roughness.
  28215. *
  28216. * @type {?Texture}
  28217. * @default null
  28218. */
  28219. this.clearcoatRoughnessMap = null;
  28220. /**
  28221. * How much `clearcoatNormalMap` affects the clear coat layer, from
  28222. * `(0,0)` to `(1,1)`.
  28223. *
  28224. * @type {Vector2}
  28225. * @default (1,1)
  28226. */
  28227. this.clearcoatNormalScale = new Vector2( 1, 1 );
  28228. /**
  28229. * Can be used to enable independent normals for the clear coat layer.
  28230. *
  28231. * @type {?Texture}
  28232. * @default null
  28233. */
  28234. this.clearcoatNormalMap = null;
  28235. /**
  28236. * Index-of-refraction for non-metallic materials, from `1.0` to `2.333`.
  28237. *
  28238. * @type {number}
  28239. * @default 1.5
  28240. */
  28241. this.ior = 1.5;
  28242. /**
  28243. * Degree of reflectivity, from `0.0` to `1.0`. Default is `0.5`, which
  28244. * corresponds to an index-of-refraction of `1.5`.
  28245. *
  28246. * This models the reflectivity of non-metallic materials. It has no effect
  28247. * when `metalness` is `1.0`
  28248. *
  28249. * @name MeshPhysicalMaterial#reflectivity
  28250. * @type {number}
  28251. * @default 0.5
  28252. */
  28253. Object.defineProperty( this, 'reflectivity', {
  28254. get: function () {
  28255. return ( clamp( 2.5 * ( this.ior - 1 ) / ( this.ior + 1 ), 0, 1 ) );
  28256. },
  28257. set: function ( reflectivity ) {
  28258. this.ior = ( 1 + 0.4 * reflectivity ) / ( 1 - 0.4 * reflectivity );
  28259. }
  28260. } );
  28261. /**
  28262. * The red channel of this texture is multiplied against `iridescence`, for per-pixel
  28263. * control over iridescence.
  28264. *
  28265. * @type {?Texture}
  28266. * @default null
  28267. */
  28268. this.iridescenceMap = null;
  28269. /**
  28270. * Strength of the iridescence RGB color shift effect, represented by an index-of-refraction.
  28271. * Between `1.0` to `2.333`.
  28272. *
  28273. * @type {number}
  28274. * @default 1.3
  28275. */
  28276. this.iridescenceIOR = 1.3;
  28277. /**
  28278. *Array of exactly 2 elements, specifying minimum and maximum thickness of the iridescence layer.
  28279. Thickness of iridescence layer has an equivalent effect of the one `thickness` has on `ior`.
  28280. *
  28281. * @type {Array<number,number>}
  28282. * @default [100,400]
  28283. */
  28284. this.iridescenceThicknessRange = [ 100, 400 ];
  28285. /**
  28286. * A texture that defines the thickness of the iridescence layer, stored in the green channel.
  28287. * Minimum and maximum values of thickness are defined by `iridescenceThicknessRange` array:
  28288. * - `0.0` in the green channel will result in thickness equal to first element of the array.
  28289. * - `1.0` in the green channel will result in thickness equal to second element of the array.
  28290. * - Values in-between will linearly interpolate between the elements of the array.
  28291. *
  28292. * @type {?Texture}
  28293. * @default null
  28294. */
  28295. this.iridescenceThicknessMap = null;
  28296. /**
  28297. * The sheen tint.
  28298. *
  28299. * @type {Color}
  28300. * @default (0,0,0)
  28301. */
  28302. this.sheenColor = new Color( 0x000000 );
  28303. /**
  28304. * The RGB channels of this texture are multiplied against `sheenColor`, for per-pixel control
  28305. * over sheen tint.
  28306. *
  28307. * @type {?Texture}
  28308. * @default null
  28309. */
  28310. this.sheenColorMap = null;
  28311. /**
  28312. * Roughness of the sheen layer, from `0.0` to `1.0`.
  28313. *
  28314. * @type {number}
  28315. * @default 1
  28316. */
  28317. this.sheenRoughness = 1.0;
  28318. /**
  28319. * The alpha channel of this texture is multiplied against `sheenRoughness`, for per-pixel control
  28320. * over sheen roughness.
  28321. *
  28322. * @type {?Texture}
  28323. * @default null
  28324. */
  28325. this.sheenRoughnessMap = null;
  28326. /**
  28327. * The red channel of this texture is multiplied against `transmission`, for per-pixel control over
  28328. * optical transparency.
  28329. *
  28330. * @type {?Texture}
  28331. * @default null
  28332. */
  28333. this.transmissionMap = null;
  28334. /**
  28335. * The thickness of the volume beneath the surface. The value is given in the
  28336. * coordinate space of the mesh. If the value is `0` the material is
  28337. * thin-walled. Otherwise the material is a volume boundary.
  28338. *
  28339. * @type {number}
  28340. * @default 0
  28341. */
  28342. this.thickness = 0;
  28343. /**
  28344. * A texture that defines the thickness, stored in the green channel. This will
  28345. * be multiplied by `thickness`.
  28346. *
  28347. * @type {?Texture}
  28348. * @default null
  28349. */
  28350. this.thicknessMap = null;
  28351. /**
  28352. * Density of the medium given as the average distance that light travels in
  28353. * the medium before interacting with a particle. The value is given in world
  28354. * space units, and must be greater than zero.
  28355. *
  28356. * @type {number}
  28357. * @default Infinity
  28358. */
  28359. this.attenuationDistance = Infinity;
  28360. /**
  28361. * The color that white light turns into due to absorption when reaching the
  28362. * attenuation distance.
  28363. *
  28364. * @type {Color}
  28365. * @default (1,1,1)
  28366. */
  28367. this.attenuationColor = new Color( 1, 1, 1 );
  28368. /**
  28369. * A float that scales the amount of specular reflection for non-metals only.
  28370. * When set to zero, the model is effectively Lambertian. From `0.0` to `1.0`.
  28371. *
  28372. * @type {number}
  28373. * @default 1
  28374. */
  28375. this.specularIntensity = 1.0;
  28376. /**
  28377. * The alpha channel of this texture is multiplied against `specularIntensity`,
  28378. * for per-pixel control over specular intensity.
  28379. *
  28380. * @type {?Texture}
  28381. * @default null
  28382. */
  28383. this.specularIntensityMap = null;
  28384. /**
  28385. * Tints the specular reflection at normal incidence for non-metals only.
  28386. *
  28387. * @type {Color}
  28388. * @default (1,1,1)
  28389. */
  28390. this.specularColor = new Color( 1, 1, 1 );
  28391. /**
  28392. * The RGB channels of this texture are multiplied against `specularColor`,
  28393. * for per-pixel control over specular color.
  28394. *
  28395. * @type {?Texture}
  28396. * @default null
  28397. */
  28398. this.specularColorMap = null;
  28399. this._anisotropy = 0;
  28400. this._clearcoat = 0;
  28401. this._dispersion = 0;
  28402. this._iridescence = 0;
  28403. this._sheen = 0.0;
  28404. this._transmission = 0;
  28405. this.setValues( parameters );
  28406. }
  28407. /**
  28408. * The anisotropy strength, from `0.0` to `1.0`.
  28409. *
  28410. * @type {number}
  28411. * @default 0
  28412. */
  28413. get anisotropy() {
  28414. return this._anisotropy;
  28415. }
  28416. set anisotropy( value ) {
  28417. if ( this._anisotropy > 0 !== value > 0 ) {
  28418. this.version ++;
  28419. }
  28420. this._anisotropy = value;
  28421. }
  28422. /**
  28423. * Represents the intensity of the clear coat layer, from `0.0` to `1.0`. Use
  28424. * clear coat related properties to enable multilayer materials that have a
  28425. * thin translucent layer over the base layer.
  28426. *
  28427. * @type {number}
  28428. * @default 0
  28429. */
  28430. get clearcoat() {
  28431. return this._clearcoat;
  28432. }
  28433. set clearcoat( value ) {
  28434. if ( this._clearcoat > 0 !== value > 0 ) {
  28435. this.version ++;
  28436. }
  28437. this._clearcoat = value;
  28438. }
  28439. /**
  28440. * The intensity of the iridescence layer, simulating RGB color shift based on the angle between
  28441. * the surface and the viewer, from `0.0` to `1.0`.
  28442. *
  28443. * @type {number}
  28444. * @default 0
  28445. */
  28446. get iridescence() {
  28447. return this._iridescence;
  28448. }
  28449. set iridescence( value ) {
  28450. if ( this._iridescence > 0 !== value > 0 ) {
  28451. this.version ++;
  28452. }
  28453. this._iridescence = value;
  28454. }
  28455. /**
  28456. * Defines the strength of the angular separation of colors (chromatic aberration) transmitting
  28457. * through a relatively clear volume. Any value zero or larger is valid, the typical range of
  28458. * realistic values is `[0, 1]`. This property can be only be used with transmissive objects.
  28459. *
  28460. * @type {number}
  28461. * @default 0
  28462. */
  28463. get dispersion() {
  28464. return this._dispersion;
  28465. }
  28466. set dispersion( value ) {
  28467. if ( this._dispersion > 0 !== value > 0 ) {
  28468. this.version ++;
  28469. }
  28470. this._dispersion = value;
  28471. }
  28472. /**
  28473. * The intensity of the sheen layer, from `0.0` to `1.0`.
  28474. *
  28475. * @type {number}
  28476. * @default 0
  28477. */
  28478. get sheen() {
  28479. return this._sheen;
  28480. }
  28481. set sheen( value ) {
  28482. if ( this._sheen > 0 !== value > 0 ) {
  28483. this.version ++;
  28484. }
  28485. this._sheen = value;
  28486. }
  28487. /**
  28488. * Degree of transmission (or optical transparency), from `0.0` to `1.0`.
  28489. *
  28490. * Thin, transparent or semitransparent, plastic or glass materials remain
  28491. * largely reflective even if they are fully transmissive. The transmission
  28492. * property can be used to model these materials.
  28493. *
  28494. * When transmission is non-zero, `opacity` should be set to `1`.
  28495. *
  28496. * @type {number}
  28497. * @default 0
  28498. */
  28499. get transmission() {
  28500. return this._transmission;
  28501. }
  28502. set transmission( value ) {
  28503. if ( this._transmission > 0 !== value > 0 ) {
  28504. this.version ++;
  28505. }
  28506. this._transmission = value;
  28507. }
  28508. copy( source ) {
  28509. super.copy( source );
  28510. this.defines = {
  28511. 'STANDARD': '',
  28512. 'PHYSICAL': ''
  28513. };
  28514. this.anisotropy = source.anisotropy;
  28515. this.anisotropyRotation = source.anisotropyRotation;
  28516. this.anisotropyMap = source.anisotropyMap;
  28517. this.clearcoat = source.clearcoat;
  28518. this.clearcoatMap = source.clearcoatMap;
  28519. this.clearcoatRoughness = source.clearcoatRoughness;
  28520. this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
  28521. this.clearcoatNormalMap = source.clearcoatNormalMap;
  28522. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  28523. this.dispersion = source.dispersion;
  28524. this.ior = source.ior;
  28525. this.iridescence = source.iridescence;
  28526. this.iridescenceMap = source.iridescenceMap;
  28527. this.iridescenceIOR = source.iridescenceIOR;
  28528. this.iridescenceThicknessRange = [ ...source.iridescenceThicknessRange ];
  28529. this.iridescenceThicknessMap = source.iridescenceThicknessMap;
  28530. this.sheen = source.sheen;
  28531. this.sheenColor.copy( source.sheenColor );
  28532. this.sheenColorMap = source.sheenColorMap;
  28533. this.sheenRoughness = source.sheenRoughness;
  28534. this.sheenRoughnessMap = source.sheenRoughnessMap;
  28535. this.transmission = source.transmission;
  28536. this.transmissionMap = source.transmissionMap;
  28537. this.thickness = source.thickness;
  28538. this.thicknessMap = source.thicknessMap;
  28539. this.attenuationDistance = source.attenuationDistance;
  28540. this.attenuationColor.copy( source.attenuationColor );
  28541. this.specularIntensity = source.specularIntensity;
  28542. this.specularIntensityMap = source.specularIntensityMap;
  28543. this.specularColor.copy( source.specularColor );
  28544. this.specularColorMap = source.specularColorMap;
  28545. return this;
  28546. }
  28547. }
  28548. /**
  28549. * A material for shiny surfaces with specular highlights.
  28550. *
  28551. * The material uses a non-physically based [Blinn-Phong](https://en.wikipedia.org/wiki/Blinn-Phong_shading_model)
  28552. * model for calculating reflectance. Unlike the Lambertian model used in the
  28553. * {@link MeshLambertMaterial} this can simulate shiny surfaces with specular
  28554. * highlights (such as varnished wood). `MeshPhongMaterial` uses per-fragment shading.
  28555. *
  28556. * Performance will generally be greater when using this material over the
  28557. * {@link MeshStandardMaterial} or {@link MeshPhysicalMaterial}, at the cost of
  28558. * some graphical accuracy.
  28559. *
  28560. * @augments Material
  28561. * @demo scenes/material-browser.html#MeshPhongMaterial
  28562. */
  28563. class MeshPhongMaterial extends Material {
  28564. /**
  28565. * Constructs a new mesh phong material.
  28566. *
  28567. * @param {Object} [parameters] - An object with one or more properties
  28568. * defining the material's appearance. Any property of the material
  28569. * (including any property from inherited materials) can be passed
  28570. * in here. Color values can be passed any type of value accepted
  28571. * by {@link Color#set}.
  28572. */
  28573. constructor( parameters ) {
  28574. super();
  28575. /**
  28576. * This flag can be used for type testing.
  28577. *
  28578. * @type {boolean}
  28579. * @readonly
  28580. * @default true
  28581. */
  28582. this.isMeshPhongMaterial = true;
  28583. this.type = 'MeshPhongMaterial';
  28584. /**
  28585. * Color of the material.
  28586. *
  28587. * @type {Color}
  28588. * @default (1,1,1)
  28589. */
  28590. this.color = new Color( 0xffffff ); // diffuse
  28591. /**
  28592. * Specular color of the material. The default color is set to `0x111111` (very dark grey)
  28593. *
  28594. * This defines how shiny the material is and the color of its shine.
  28595. *
  28596. * @type {Color}
  28597. */
  28598. this.specular = new Color( 0x111111 );
  28599. /**
  28600. * How shiny the specular highlight is; a higher value gives a sharper highlight.
  28601. *
  28602. * @type {number}
  28603. * @default 30
  28604. */
  28605. this.shininess = 30;
  28606. /**
  28607. * The color map. May optionally include an alpha channel, typically combined
  28608. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  28609. * color is modulated by the diffuse `color`.
  28610. *
  28611. * @type {?Texture}
  28612. * @default null
  28613. */
  28614. this.map = null;
  28615. /**
  28616. * The light map. Requires a second set of UVs.
  28617. *
  28618. * @type {?Texture}
  28619. * @default null
  28620. */
  28621. this.lightMap = null;
  28622. /**
  28623. * Intensity of the baked light.
  28624. *
  28625. * @type {number}
  28626. * @default 1
  28627. */
  28628. this.lightMapIntensity = 1.0;
  28629. /**
  28630. * The red channel of this texture is used as the ambient occlusion map.
  28631. * Requires a second set of UVs.
  28632. *
  28633. * @type {?Texture}
  28634. * @default null
  28635. */
  28636. this.aoMap = null;
  28637. /**
  28638. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  28639. * disables ambient occlusion. Where intensity is `1` and the AO map's
  28640. * red channel is also `1`, ambient light is fully occluded on a surface.
  28641. *
  28642. * @type {number}
  28643. * @default 1
  28644. */
  28645. this.aoMapIntensity = 1.0;
  28646. /**
  28647. * Emissive (light) color of the material, essentially a solid color
  28648. * unaffected by other lighting.
  28649. *
  28650. * @type {Color}
  28651. * @default (0,0,0)
  28652. */
  28653. this.emissive = new Color( 0x000000 );
  28654. /**
  28655. * Intensity of the emissive light. Modulates the emissive color.
  28656. *
  28657. * @type {number}
  28658. * @default 1
  28659. */
  28660. this.emissiveIntensity = 1.0;
  28661. /**
  28662. * Set emissive (glow) map. The emissive map color is modulated by the
  28663. * emissive color and the emissive intensity. If you have an emissive map,
  28664. * be sure to set the emissive color to something other than black.
  28665. *
  28666. * @type {?Texture}
  28667. * @default null
  28668. */
  28669. this.emissiveMap = null;
  28670. /**
  28671. * The texture to create a bump map. The black and white values map to the
  28672. * perceived depth in relation to the lights. Bump doesn't actually affect
  28673. * the geometry of the object, only the lighting. If a normal map is defined
  28674. * this will be ignored.
  28675. *
  28676. * @type {?Texture}
  28677. * @default null
  28678. */
  28679. this.bumpMap = null;
  28680. /**
  28681. * How much the bump map affects the material. Typical range is `[0,1]`.
  28682. *
  28683. * @type {number}
  28684. * @default 1
  28685. */
  28686. this.bumpScale = 1;
  28687. /**
  28688. * The texture to create a normal map. The RGB values affect the surface
  28689. * normal for each pixel fragment and change the way the color is lit. Normal
  28690. * maps do not change the actual shape of the surface, only the lighting. In
  28691. * case the material has a normal map authored using the left handed
  28692. * convention, the `y` component of `normalScale` should be negated to compensate
  28693. * for the different handedness.
  28694. *
  28695. * @type {?Texture}
  28696. * @default null
  28697. */
  28698. this.normalMap = null;
  28699. /**
  28700. * The type of normal map.
  28701. *
  28702. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  28703. * @default TangentSpaceNormalMap
  28704. */
  28705. this.normalMapType = TangentSpaceNormalMap;
  28706. /**
  28707. * How much the normal map affects the material. Typical value range is `[0,1]`.
  28708. *
  28709. * @type {Vector2}
  28710. * @default (1,1)
  28711. */
  28712. this.normalScale = new Vector2( 1, 1 );
  28713. /**
  28714. * The displacement map affects the position of the mesh's vertices. Unlike
  28715. * other maps which only affect the light and shade of the material the
  28716. * displaced vertices can cast shadows, block other objects, and otherwise
  28717. * act as real geometry. The displacement texture is an image where the value
  28718. * of each pixel (white being the highest) is mapped against, and
  28719. * repositions, the vertices of the mesh.
  28720. *
  28721. * @type {?Texture}
  28722. * @default null
  28723. */
  28724. this.displacementMap = null;
  28725. /**
  28726. * How much the displacement map affects the mesh (where black is no
  28727. * displacement, and white is maximum displacement). Without a displacement
  28728. * map set, this value is not applied.
  28729. *
  28730. * @type {number}
  28731. * @default 0
  28732. */
  28733. this.displacementScale = 1;
  28734. /**
  28735. * The offset of the displacement map's values on the mesh's vertices.
  28736. * The bias is added to the scaled sample of the displacement map.
  28737. * Without a displacement map set, this value is not applied.
  28738. *
  28739. * @type {number}
  28740. * @default 0
  28741. */
  28742. this.displacementBias = 0;
  28743. /**
  28744. * The specular map value affects both how much the specular surface
  28745. * highlight contributes and how much of the environment map affects the
  28746. * surface.
  28747. *
  28748. * @type {?Texture}
  28749. * @default null
  28750. */
  28751. this.specularMap = null;
  28752. /**
  28753. * The alpha map is a grayscale texture that controls the opacity across the
  28754. * surface (black: fully transparent; white: fully opaque).
  28755. *
  28756. * Only the color of the texture is used, ignoring the alpha channel if one
  28757. * exists. For RGB and RGBA textures, the renderer will use the green channel
  28758. * when sampling this texture due to the extra bit of precision provided for
  28759. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  28760. * luminance/alpha textures will also still work as expected.
  28761. *
  28762. * @type {?Texture}
  28763. * @default null
  28764. */
  28765. this.alphaMap = null;
  28766. /**
  28767. * The environment map.
  28768. *
  28769. * @type {?Texture}
  28770. * @default null
  28771. */
  28772. this.envMap = null;
  28773. /**
  28774. * The rotation of the environment map in radians.
  28775. *
  28776. * @type {Euler}
  28777. * @default (0,0,0)
  28778. */
  28779. this.envMapRotation = new Euler();
  28780. /**
  28781. * How to combine the result of the surface's color with the environment map, if any.
  28782. *
  28783. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  28784. * blend between the two colors.
  28785. *
  28786. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  28787. * @default MultiplyOperation
  28788. */
  28789. this.combine = MultiplyOperation;
  28790. /**
  28791. * How much the environment map affects the surface.
  28792. * The valid range is between `0` (no reflections) and `1` (full reflections).
  28793. *
  28794. * @type {number}
  28795. * @default 1
  28796. */
  28797. this.reflectivity = 1;
  28798. /**
  28799. * The index of refraction (IOR) of air (approximately 1) divided by the
  28800. * index of refraction of the material. It is used with environment mapping
  28801. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  28802. * The refraction ratio should not exceed `1`.
  28803. *
  28804. * @type {number}
  28805. * @default 0.98
  28806. */
  28807. this.refractionRatio = 0.98;
  28808. /**
  28809. * Renders the geometry as a wireframe.
  28810. *
  28811. * @type {boolean}
  28812. * @default false
  28813. */
  28814. this.wireframe = false;
  28815. /**
  28816. * Controls the thickness of the wireframe.
  28817. *
  28818. * Can only be used with {@link SVGRenderer}.
  28819. *
  28820. * @type {number}
  28821. * @default 1
  28822. */
  28823. this.wireframeLinewidth = 1;
  28824. /**
  28825. * Defines appearance of wireframe ends.
  28826. *
  28827. * Can only be used with {@link SVGRenderer}.
  28828. *
  28829. * @type {('round'|'bevel'|'miter')}
  28830. * @default 'round'
  28831. */
  28832. this.wireframeLinecap = 'round';
  28833. /**
  28834. * Defines appearance of wireframe joints.
  28835. *
  28836. * Can only be used with {@link SVGRenderer}.
  28837. *
  28838. * @type {('round'|'bevel'|'miter')}
  28839. * @default 'round'
  28840. */
  28841. this.wireframeLinejoin = 'round';
  28842. /**
  28843. * Whether the material is rendered with flat shading or not.
  28844. *
  28845. * @type {boolean}
  28846. * @default false
  28847. */
  28848. this.flatShading = false;
  28849. /**
  28850. * Whether the material is affected by fog or not.
  28851. *
  28852. * @type {boolean}
  28853. * @default true
  28854. */
  28855. this.fog = true;
  28856. this.setValues( parameters );
  28857. }
  28858. copy( source ) {
  28859. super.copy( source );
  28860. this.color.copy( source.color );
  28861. this.specular.copy( source.specular );
  28862. this.shininess = source.shininess;
  28863. this.map = source.map;
  28864. this.lightMap = source.lightMap;
  28865. this.lightMapIntensity = source.lightMapIntensity;
  28866. this.aoMap = source.aoMap;
  28867. this.aoMapIntensity = source.aoMapIntensity;
  28868. this.emissive.copy( source.emissive );
  28869. this.emissiveMap = source.emissiveMap;
  28870. this.emissiveIntensity = source.emissiveIntensity;
  28871. this.bumpMap = source.bumpMap;
  28872. this.bumpScale = source.bumpScale;
  28873. this.normalMap = source.normalMap;
  28874. this.normalMapType = source.normalMapType;
  28875. this.normalScale.copy( source.normalScale );
  28876. this.displacementMap = source.displacementMap;
  28877. this.displacementScale = source.displacementScale;
  28878. this.displacementBias = source.displacementBias;
  28879. this.specularMap = source.specularMap;
  28880. this.alphaMap = source.alphaMap;
  28881. this.envMap = source.envMap;
  28882. this.envMapRotation.copy( source.envMapRotation );
  28883. this.combine = source.combine;
  28884. this.reflectivity = source.reflectivity;
  28885. this.refractionRatio = source.refractionRatio;
  28886. this.wireframe = source.wireframe;
  28887. this.wireframeLinewidth = source.wireframeLinewidth;
  28888. this.wireframeLinecap = source.wireframeLinecap;
  28889. this.wireframeLinejoin = source.wireframeLinejoin;
  28890. this.flatShading = source.flatShading;
  28891. this.fog = source.fog;
  28892. return this;
  28893. }
  28894. }
  28895. /**
  28896. * A material implementing toon shading.
  28897. *
  28898. * @augments Material
  28899. * @demo scenes/material-browser.html#MeshToonMaterial
  28900. */
  28901. class MeshToonMaterial extends Material {
  28902. /**
  28903. * Constructs a new mesh toon material.
  28904. *
  28905. * @param {Object} [parameters] - An object with one or more properties
  28906. * defining the material's appearance. Any property of the material
  28907. * (including any property from inherited materials) can be passed
  28908. * in here. Color values can be passed any type of value accepted
  28909. * by {@link Color#set}.
  28910. */
  28911. constructor( parameters ) {
  28912. super();
  28913. /**
  28914. * This flag can be used for type testing.
  28915. *
  28916. * @type {boolean}
  28917. * @readonly
  28918. * @default true
  28919. */
  28920. this.isMeshToonMaterial = true;
  28921. this.defines = { 'TOON': '' };
  28922. this.type = 'MeshToonMaterial';
  28923. /**
  28924. * Color of the material.
  28925. *
  28926. * @type {Color}
  28927. * @default (1,1,1)
  28928. */
  28929. this.color = new Color( 0xffffff );
  28930. /**
  28931. * The color map. May optionally include an alpha channel, typically combined
  28932. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  28933. * color is modulated by the diffuse `color`.
  28934. *
  28935. * @type {?Texture}
  28936. * @default null
  28937. */
  28938. this.map = null;
  28939. /**
  28940. * Gradient map for toon shading. It's required to set
  28941. * {@link Texture#minFilter} and {@link Texture#magFilter} to {@linkNearestFilter}
  28942. * when using this type of texture.
  28943. *
  28944. * @type {?Texture}
  28945. * @default null
  28946. */
  28947. this.gradientMap = null;
  28948. /**
  28949. * The light map. Requires a second set of UVs.
  28950. *
  28951. * @type {?Texture}
  28952. * @default null
  28953. */
  28954. this.lightMap = null;
  28955. /**
  28956. * Intensity of the baked light.
  28957. *
  28958. * @type {number}
  28959. * @default 1
  28960. */
  28961. this.lightMapIntensity = 1.0;
  28962. /**
  28963. * The red channel of this texture is used as the ambient occlusion map.
  28964. * Requires a second set of UVs.
  28965. *
  28966. * @type {?Texture}
  28967. * @default null
  28968. */
  28969. this.aoMap = null;
  28970. /**
  28971. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  28972. * disables ambient occlusion. Where intensity is `1` and the AO map's
  28973. * red channel is also `1`, ambient light is fully occluded on a surface.
  28974. *
  28975. * @type {number}
  28976. * @default 1
  28977. */
  28978. this.aoMapIntensity = 1.0;
  28979. /**
  28980. * Emissive (light) color of the material, essentially a solid color
  28981. * unaffected by other lighting.
  28982. *
  28983. * @type {Color}
  28984. * @default (0,0,0)
  28985. */
  28986. this.emissive = new Color( 0x000000 );
  28987. /**
  28988. * Intensity of the emissive light. Modulates the emissive color.
  28989. *
  28990. * @type {number}
  28991. * @default 1
  28992. */
  28993. this.emissiveIntensity = 1.0;
  28994. /**
  28995. * Set emissive (glow) map. The emissive map color is modulated by the
  28996. * emissive color and the emissive intensity. If you have an emissive map,
  28997. * be sure to set the emissive color to something other than black.
  28998. *
  28999. * @type {?Texture}
  29000. * @default null
  29001. */
  29002. this.emissiveMap = null;
  29003. /**
  29004. * The texture to create a bump map. The black and white values map to the
  29005. * perceived depth in relation to the lights. Bump doesn't actually affect
  29006. * the geometry of the object, only the lighting. If a normal map is defined
  29007. * this will be ignored.
  29008. *
  29009. * @type {?Texture}
  29010. * @default null
  29011. */
  29012. this.bumpMap = null;
  29013. /**
  29014. * How much the bump map affects the material. Typical range is `[0,1]`.
  29015. *
  29016. * @type {number}
  29017. * @default 1
  29018. */
  29019. this.bumpScale = 1;
  29020. /**
  29021. * The texture to create a normal map. The RGB values affect the surface
  29022. * normal for each pixel fragment and change the way the color is lit. Normal
  29023. * maps do not change the actual shape of the surface, only the lighting. In
  29024. * case the material has a normal map authored using the left handed
  29025. * convention, the `y` component of `normalScale` should be negated to compensate
  29026. * for the different handedness.
  29027. *
  29028. * @type {?Texture}
  29029. * @default null
  29030. */
  29031. this.normalMap = null;
  29032. /**
  29033. * The type of normal map.
  29034. *
  29035. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29036. * @default TangentSpaceNormalMap
  29037. */
  29038. this.normalMapType = TangentSpaceNormalMap;
  29039. /**
  29040. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29041. *
  29042. * @type {Vector2}
  29043. * @default (1,1)
  29044. */
  29045. this.normalScale = new Vector2( 1, 1 );
  29046. /**
  29047. * The displacement map affects the position of the mesh's vertices. Unlike
  29048. * other maps which only affect the light and shade of the material the
  29049. * displaced vertices can cast shadows, block other objects, and otherwise
  29050. * act as real geometry. The displacement texture is an image where the value
  29051. * of each pixel (white being the highest) is mapped against, and
  29052. * repositions, the vertices of the mesh.
  29053. *
  29054. * @type {?Texture}
  29055. * @default null
  29056. */
  29057. this.displacementMap = null;
  29058. /**
  29059. * How much the displacement map affects the mesh (where black is no
  29060. * displacement, and white is maximum displacement). Without a displacement
  29061. * map set, this value is not applied.
  29062. *
  29063. * @type {number}
  29064. * @default 0
  29065. */
  29066. this.displacementScale = 1;
  29067. /**
  29068. * The offset of the displacement map's values on the mesh's vertices.
  29069. * The bias is added to the scaled sample of the displacement map.
  29070. * Without a displacement map set, this value is not applied.
  29071. *
  29072. * @type {number}
  29073. * @default 0
  29074. */
  29075. this.displacementBias = 0;
  29076. /**
  29077. * The alpha map is a grayscale texture that controls the opacity across the
  29078. * surface (black: fully transparent; white: fully opaque).
  29079. *
  29080. * Only the color of the texture is used, ignoring the alpha channel if one
  29081. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29082. * when sampling this texture due to the extra bit of precision provided for
  29083. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29084. * luminance/alpha textures will also still work as expected.
  29085. *
  29086. * @type {?Texture}
  29087. * @default null
  29088. */
  29089. this.alphaMap = null;
  29090. /**
  29091. * Renders the geometry as a wireframe.
  29092. *
  29093. * @type {boolean}
  29094. * @default false
  29095. */
  29096. this.wireframe = false;
  29097. /**
  29098. * Controls the thickness of the wireframe.
  29099. *
  29100. * Can only be used with {@link SVGRenderer}.
  29101. *
  29102. * @type {number}
  29103. * @default 1
  29104. */
  29105. this.wireframeLinewidth = 1;
  29106. /**
  29107. * Defines appearance of wireframe ends.
  29108. *
  29109. * Can only be used with {@link SVGRenderer}.
  29110. *
  29111. * @type {('round'|'bevel'|'miter')}
  29112. * @default 'round'
  29113. */
  29114. this.wireframeLinecap = 'round';
  29115. /**
  29116. * Defines appearance of wireframe joints.
  29117. *
  29118. * Can only be used with {@link SVGRenderer}.
  29119. *
  29120. * @type {('round'|'bevel'|'miter')}
  29121. * @default 'round'
  29122. */
  29123. this.wireframeLinejoin = 'round';
  29124. /**
  29125. * Whether the material is affected by fog or not.
  29126. *
  29127. * @type {boolean}
  29128. * @default true
  29129. */
  29130. this.fog = true;
  29131. this.setValues( parameters );
  29132. }
  29133. copy( source ) {
  29134. super.copy( source );
  29135. this.color.copy( source.color );
  29136. this.map = source.map;
  29137. this.gradientMap = source.gradientMap;
  29138. this.lightMap = source.lightMap;
  29139. this.lightMapIntensity = source.lightMapIntensity;
  29140. this.aoMap = source.aoMap;
  29141. this.aoMapIntensity = source.aoMapIntensity;
  29142. this.emissive.copy( source.emissive );
  29143. this.emissiveMap = source.emissiveMap;
  29144. this.emissiveIntensity = source.emissiveIntensity;
  29145. this.bumpMap = source.bumpMap;
  29146. this.bumpScale = source.bumpScale;
  29147. this.normalMap = source.normalMap;
  29148. this.normalMapType = source.normalMapType;
  29149. this.normalScale.copy( source.normalScale );
  29150. this.displacementMap = source.displacementMap;
  29151. this.displacementScale = source.displacementScale;
  29152. this.displacementBias = source.displacementBias;
  29153. this.alphaMap = source.alphaMap;
  29154. this.wireframe = source.wireframe;
  29155. this.wireframeLinewidth = source.wireframeLinewidth;
  29156. this.wireframeLinecap = source.wireframeLinecap;
  29157. this.wireframeLinejoin = source.wireframeLinejoin;
  29158. this.fog = source.fog;
  29159. return this;
  29160. }
  29161. }
  29162. /**
  29163. * A material that maps the normal vectors to RGB colors.
  29164. *
  29165. * @augments Material
  29166. * @demo scenes/material-browser.html#MeshNormalMaterial
  29167. */
  29168. class MeshNormalMaterial extends Material {
  29169. /**
  29170. * Constructs a new mesh normal material.
  29171. *
  29172. * @param {Object} [parameters] - An object with one or more properties
  29173. * defining the material's appearance. Any property of the material
  29174. * (including any property from inherited materials) can be passed
  29175. * in here. Color values can be passed any type of value accepted
  29176. * by {@link Color#set}.
  29177. */
  29178. constructor( parameters ) {
  29179. super();
  29180. /**
  29181. * This flag can be used for type testing.
  29182. *
  29183. * @type {boolean}
  29184. * @readonly
  29185. * @default true
  29186. */
  29187. this.isMeshNormalMaterial = true;
  29188. this.type = 'MeshNormalMaterial';
  29189. /**
  29190. * The texture to create a bump map. The black and white values map to the
  29191. * perceived depth in relation to the lights. Bump doesn't actually affect
  29192. * the geometry of the object, only the lighting. If a normal map is defined
  29193. * this will be ignored.
  29194. *
  29195. * @type {?Texture}
  29196. * @default null
  29197. */
  29198. this.bumpMap = null;
  29199. /**
  29200. * How much the bump map affects the material. Typical range is `[0,1]`.
  29201. *
  29202. * @type {number}
  29203. * @default 1
  29204. */
  29205. this.bumpScale = 1;
  29206. /**
  29207. * The texture to create a normal map. The RGB values affect the surface
  29208. * normal for each pixel fragment and change the way the color is lit. Normal
  29209. * maps do not change the actual shape of the surface, only the lighting. In
  29210. * case the material has a normal map authored using the left handed
  29211. * convention, the `y` component of `normalScale` should be negated to compensate
  29212. * for the different handedness.
  29213. *
  29214. * @type {?Texture}
  29215. * @default null
  29216. */
  29217. this.normalMap = null;
  29218. /**
  29219. * The type of normal map.
  29220. *
  29221. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29222. * @default TangentSpaceNormalMap
  29223. */
  29224. this.normalMapType = TangentSpaceNormalMap;
  29225. /**
  29226. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29227. *
  29228. * @type {Vector2}
  29229. * @default (1,1)
  29230. */
  29231. this.normalScale = new Vector2( 1, 1 );
  29232. /**
  29233. * The displacement map affects the position of the mesh's vertices. Unlike
  29234. * other maps which only affect the light and shade of the material the
  29235. * displaced vertices can cast shadows, block other objects, and otherwise
  29236. * act as real geometry. The displacement texture is an image where the value
  29237. * of each pixel (white being the highest) is mapped against, and
  29238. * repositions, the vertices of the mesh.
  29239. *
  29240. * @type {?Texture}
  29241. * @default null
  29242. */
  29243. this.displacementMap = null;
  29244. /**
  29245. * How much the displacement map affects the mesh (where black is no
  29246. * displacement, and white is maximum displacement). Without a displacement
  29247. * map set, this value is not applied.
  29248. *
  29249. * @type {number}
  29250. * @default 0
  29251. */
  29252. this.displacementScale = 1;
  29253. /**
  29254. * The offset of the displacement map's values on the mesh's vertices.
  29255. * The bias is added to the scaled sample of the displacement map.
  29256. * Without a displacement map set, this value is not applied.
  29257. *
  29258. * @type {number}
  29259. * @default 0
  29260. */
  29261. this.displacementBias = 0;
  29262. /**
  29263. * Renders the geometry as a wireframe.
  29264. *
  29265. * @type {boolean}
  29266. * @default false
  29267. */
  29268. this.wireframe = false;
  29269. /**
  29270. * Controls the thickness of the wireframe.
  29271. *
  29272. * WebGL and WebGPU ignore this property and always render
  29273. * 1 pixel wide lines.
  29274. *
  29275. * @type {number}
  29276. * @default 1
  29277. */
  29278. this.wireframeLinewidth = 1;
  29279. /**
  29280. * Whether the material is rendered with flat shading or not.
  29281. *
  29282. * @type {boolean}
  29283. * @default false
  29284. */
  29285. this.flatShading = false;
  29286. this.setValues( parameters );
  29287. }
  29288. copy( source ) {
  29289. super.copy( source );
  29290. this.bumpMap = source.bumpMap;
  29291. this.bumpScale = source.bumpScale;
  29292. this.normalMap = source.normalMap;
  29293. this.normalMapType = source.normalMapType;
  29294. this.normalScale.copy( source.normalScale );
  29295. this.displacementMap = source.displacementMap;
  29296. this.displacementScale = source.displacementScale;
  29297. this.displacementBias = source.displacementBias;
  29298. this.wireframe = source.wireframe;
  29299. this.wireframeLinewidth = source.wireframeLinewidth;
  29300. this.flatShading = source.flatShading;
  29301. return this;
  29302. }
  29303. }
  29304. /**
  29305. * A material for non-shiny surfaces, without specular highlights.
  29306. *
  29307. * The material uses a non-physically based [Lambertian](https://en.wikipedia.org/wiki/Lambertian_reflectance)
  29308. * model for calculating reflectance. This can simulate some surfaces (such
  29309. * as untreated wood or stone) well, but cannot simulate shiny surfaces with
  29310. * specular highlights (such as varnished wood). `MeshLambertMaterial` uses per-fragment
  29311. * shading.
  29312. *
  29313. * Due to the simplicity of the reflectance and illumination models,
  29314. * performance will be greater when using this material over the
  29315. * {@link MeshPhongMaterial}, {@link MeshStandardMaterial} or
  29316. * {@link MeshPhysicalMaterial}, at the cost of some graphical accuracy.
  29317. *
  29318. * @augments Material
  29319. * @demo scenes/material-browser.html#MeshLambertMaterial
  29320. */
  29321. class MeshLambertMaterial extends Material {
  29322. /**
  29323. * Constructs a new mesh lambert material.
  29324. *
  29325. * @param {Object} [parameters] - An object with one or more properties
  29326. * defining the material's appearance. Any property of the material
  29327. * (including any property from inherited materials) can be passed
  29328. * in here. Color values can be passed any type of value accepted
  29329. * by {@link Color#set}.
  29330. */
  29331. constructor( parameters ) {
  29332. super();
  29333. /**
  29334. * This flag can be used for type testing.
  29335. *
  29336. * @type {boolean}
  29337. * @readonly
  29338. * @default true
  29339. */
  29340. this.isMeshLambertMaterial = true;
  29341. this.type = 'MeshLambertMaterial';
  29342. /**
  29343. * Color of the material.
  29344. *
  29345. * @type {Color}
  29346. * @default (1,1,1)
  29347. */
  29348. this.color = new Color( 0xffffff ); // diffuse
  29349. /**
  29350. * The color map. May optionally include an alpha channel, typically combined
  29351. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  29352. * color is modulated by the diffuse `color`.
  29353. *
  29354. * @type {?Texture}
  29355. * @default null
  29356. */
  29357. this.map = null;
  29358. /**
  29359. * The light map. Requires a second set of UVs.
  29360. *
  29361. * @type {?Texture}
  29362. * @default null
  29363. */
  29364. this.lightMap = null;
  29365. /**
  29366. * Intensity of the baked light.
  29367. *
  29368. * @type {number}
  29369. * @default 1
  29370. */
  29371. this.lightMapIntensity = 1.0;
  29372. /**
  29373. * The red channel of this texture is used as the ambient occlusion map.
  29374. * Requires a second set of UVs.
  29375. *
  29376. * @type {?Texture}
  29377. * @default null
  29378. */
  29379. this.aoMap = null;
  29380. /**
  29381. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  29382. * disables ambient occlusion. Where intensity is `1` and the AO map's
  29383. * red channel is also `1`, ambient light is fully occluded on a surface.
  29384. *
  29385. * @type {number}
  29386. * @default 1
  29387. */
  29388. this.aoMapIntensity = 1.0;
  29389. /**
  29390. * Emissive (light) color of the material, essentially a solid color
  29391. * unaffected by other lighting.
  29392. *
  29393. * @type {Color}
  29394. * @default (0,0,0)
  29395. */
  29396. this.emissive = new Color( 0x000000 );
  29397. /**
  29398. * Intensity of the emissive light. Modulates the emissive color.
  29399. *
  29400. * @type {number}
  29401. * @default 1
  29402. */
  29403. this.emissiveIntensity = 1.0;
  29404. /**
  29405. * Set emissive (glow) map. The emissive map color is modulated by the
  29406. * emissive color and the emissive intensity. If you have an emissive map,
  29407. * be sure to set the emissive color to something other than black.
  29408. *
  29409. * @type {?Texture}
  29410. * @default null
  29411. */
  29412. this.emissiveMap = null;
  29413. /**
  29414. * The texture to create a bump map. The black and white values map to the
  29415. * perceived depth in relation to the lights. Bump doesn't actually affect
  29416. * the geometry of the object, only the lighting. If a normal map is defined
  29417. * this will be ignored.
  29418. *
  29419. * @type {?Texture}
  29420. * @default null
  29421. */
  29422. this.bumpMap = null;
  29423. /**
  29424. * How much the bump map affects the material. Typical range is `[0,1]`.
  29425. *
  29426. * @type {number}
  29427. * @default 1
  29428. */
  29429. this.bumpScale = 1;
  29430. /**
  29431. * The texture to create a normal map. The RGB values affect the surface
  29432. * normal for each pixel fragment and change the way the color is lit. Normal
  29433. * maps do not change the actual shape of the surface, only the lighting. In
  29434. * case the material has a normal map authored using the left handed
  29435. * convention, the `y` component of `normalScale` should be negated to compensate
  29436. * for the different handedness.
  29437. *
  29438. * @type {?Texture}
  29439. * @default null
  29440. */
  29441. this.normalMap = null;
  29442. /**
  29443. * The type of normal map.
  29444. *
  29445. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29446. * @default TangentSpaceNormalMap
  29447. */
  29448. this.normalMapType = TangentSpaceNormalMap;
  29449. /**
  29450. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29451. *
  29452. * @type {Vector2}
  29453. * @default (1,1)
  29454. */
  29455. this.normalScale = new Vector2( 1, 1 );
  29456. /**
  29457. * The displacement map affects the position of the mesh's vertices. Unlike
  29458. * other maps which only affect the light and shade of the material the
  29459. * displaced vertices can cast shadows, block other objects, and otherwise
  29460. * act as real geometry. The displacement texture is an image where the value
  29461. * of each pixel (white being the highest) is mapped against, and
  29462. * repositions, the vertices of the mesh.
  29463. *
  29464. * @type {?Texture}
  29465. * @default null
  29466. */
  29467. this.displacementMap = null;
  29468. /**
  29469. * How much the displacement map affects the mesh (where black is no
  29470. * displacement, and white is maximum displacement). Without a displacement
  29471. * map set, this value is not applied.
  29472. *
  29473. * @type {number}
  29474. * @default 0
  29475. */
  29476. this.displacementScale = 1;
  29477. /**
  29478. * The offset of the displacement map's values on the mesh's vertices.
  29479. * The bias is added to the scaled sample of the displacement map.
  29480. * Without a displacement map set, this value is not applied.
  29481. *
  29482. * @type {number}
  29483. * @default 0
  29484. */
  29485. this.displacementBias = 0;
  29486. /**
  29487. * Specular map used by the material.
  29488. *
  29489. * @type {?Texture}
  29490. * @default null
  29491. */
  29492. this.specularMap = null;
  29493. /**
  29494. * The alpha map is a grayscale texture that controls the opacity across the
  29495. * surface (black: fully transparent; white: fully opaque).
  29496. *
  29497. * Only the color of the texture is used, ignoring the alpha channel if one
  29498. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29499. * when sampling this texture due to the extra bit of precision provided for
  29500. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29501. * luminance/alpha textures will also still work as expected.
  29502. *
  29503. * @type {?Texture}
  29504. * @default null
  29505. */
  29506. this.alphaMap = null;
  29507. /**
  29508. * The environment map.
  29509. *
  29510. * @type {?Texture}
  29511. * @default null
  29512. */
  29513. this.envMap = null;
  29514. /**
  29515. * The rotation of the environment map in radians.
  29516. *
  29517. * @type {Euler}
  29518. * @default (0,0,0)
  29519. */
  29520. this.envMapRotation = new Euler();
  29521. /**
  29522. * How to combine the result of the surface's color with the environment map, if any.
  29523. *
  29524. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  29525. * blend between the two colors.
  29526. *
  29527. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  29528. * @default MultiplyOperation
  29529. */
  29530. this.combine = MultiplyOperation;
  29531. /**
  29532. * How much the environment map affects the surface.
  29533. * The valid range is between `0` (no reflections) and `1` (full reflections).
  29534. *
  29535. * @type {number}
  29536. * @default 1
  29537. */
  29538. this.reflectivity = 1;
  29539. /**
  29540. * The index of refraction (IOR) of air (approximately 1) divided by the
  29541. * index of refraction of the material. It is used with environment mapping
  29542. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  29543. * The refraction ratio should not exceed `1`.
  29544. *
  29545. * @type {number}
  29546. * @default 0.98
  29547. */
  29548. this.refractionRatio = 0.98;
  29549. /**
  29550. * Renders the geometry as a wireframe.
  29551. *
  29552. * @type {boolean}
  29553. * @default false
  29554. */
  29555. this.wireframe = false;
  29556. /**
  29557. * Controls the thickness of the wireframe.
  29558. *
  29559. * Can only be used with {@link SVGRenderer}.
  29560. *
  29561. * @type {number}
  29562. * @default 1
  29563. */
  29564. this.wireframeLinewidth = 1;
  29565. /**
  29566. * Defines appearance of wireframe ends.
  29567. *
  29568. * Can only be used with {@link SVGRenderer}.
  29569. *
  29570. * @type {('round'|'bevel'|'miter')}
  29571. * @default 'round'
  29572. */
  29573. this.wireframeLinecap = 'round';
  29574. /**
  29575. * Defines appearance of wireframe joints.
  29576. *
  29577. * Can only be used with {@link SVGRenderer}.
  29578. *
  29579. * @type {('round'|'bevel'|'miter')}
  29580. * @default 'round'
  29581. */
  29582. this.wireframeLinejoin = 'round';
  29583. /**
  29584. * Whether the material is rendered with flat shading or not.
  29585. *
  29586. * @type {boolean}
  29587. * @default false
  29588. */
  29589. this.flatShading = false;
  29590. /**
  29591. * Whether the material is affected by fog or not.
  29592. *
  29593. * @type {boolean}
  29594. * @default true
  29595. */
  29596. this.fog = true;
  29597. this.setValues( parameters );
  29598. }
  29599. copy( source ) {
  29600. super.copy( source );
  29601. this.color.copy( source.color );
  29602. this.map = source.map;
  29603. this.lightMap = source.lightMap;
  29604. this.lightMapIntensity = source.lightMapIntensity;
  29605. this.aoMap = source.aoMap;
  29606. this.aoMapIntensity = source.aoMapIntensity;
  29607. this.emissive.copy( source.emissive );
  29608. this.emissiveMap = source.emissiveMap;
  29609. this.emissiveIntensity = source.emissiveIntensity;
  29610. this.bumpMap = source.bumpMap;
  29611. this.bumpScale = source.bumpScale;
  29612. this.normalMap = source.normalMap;
  29613. this.normalMapType = source.normalMapType;
  29614. this.normalScale.copy( source.normalScale );
  29615. this.displacementMap = source.displacementMap;
  29616. this.displacementScale = source.displacementScale;
  29617. this.displacementBias = source.displacementBias;
  29618. this.specularMap = source.specularMap;
  29619. this.alphaMap = source.alphaMap;
  29620. this.envMap = source.envMap;
  29621. this.envMapRotation.copy( source.envMapRotation );
  29622. this.combine = source.combine;
  29623. this.reflectivity = source.reflectivity;
  29624. this.refractionRatio = source.refractionRatio;
  29625. this.wireframe = source.wireframe;
  29626. this.wireframeLinewidth = source.wireframeLinewidth;
  29627. this.wireframeLinecap = source.wireframeLinecap;
  29628. this.wireframeLinejoin = source.wireframeLinejoin;
  29629. this.flatShading = source.flatShading;
  29630. this.fog = source.fog;
  29631. return this;
  29632. }
  29633. }
  29634. /**
  29635. * A material for drawing geometry by depth. Depth is based off of the camera
  29636. * near and far plane. White is nearest, black is farthest.
  29637. *
  29638. * @augments Material
  29639. * @demo scenes/material-browser.html#MeshDepthMaterial
  29640. */
  29641. class MeshDepthMaterial extends Material {
  29642. /**
  29643. * Constructs a new mesh depth material.
  29644. *
  29645. * @param {Object} [parameters] - An object with one or more properties
  29646. * defining the material's appearance. Any property of the material
  29647. * (including any property from inherited materials) can be passed
  29648. * in here. Color values can be passed any type of value accepted
  29649. * by {@link Color#set}.
  29650. */
  29651. constructor( parameters ) {
  29652. super();
  29653. /**
  29654. * This flag can be used for type testing.
  29655. *
  29656. * @type {boolean}
  29657. * @readonly
  29658. * @default true
  29659. */
  29660. this.isMeshDepthMaterial = true;
  29661. this.type = 'MeshDepthMaterial';
  29662. /**
  29663. * Type for depth packing.
  29664. *
  29665. * @type {(BasicDepthPacking|RGBADepthPacking|RGBDepthPacking|RGDepthPacking)}
  29666. * @default BasicDepthPacking
  29667. */
  29668. this.depthPacking = BasicDepthPacking;
  29669. /**
  29670. * The color map. May optionally include an alpha channel, typically combined
  29671. * with {@link Material#transparent} or {@link Material#alphaTest}.
  29672. *
  29673. * @type {?Texture}
  29674. * @default null
  29675. */
  29676. this.map = null;
  29677. /**
  29678. * The alpha map is a grayscale texture that controls the opacity across the
  29679. * surface (black: fully transparent; white: fully opaque).
  29680. *
  29681. * Only the color of the texture is used, ignoring the alpha channel if one
  29682. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29683. * when sampling this texture due to the extra bit of precision provided for
  29684. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29685. * luminance/alpha textures will also still work as expected.
  29686. *
  29687. * @type {?Texture}
  29688. * @default null
  29689. */
  29690. this.alphaMap = null;
  29691. /**
  29692. * The displacement map affects the position of the mesh's vertices. Unlike
  29693. * other maps which only affect the light and shade of the material the
  29694. * displaced vertices can cast shadows, block other objects, and otherwise
  29695. * act as real geometry. The displacement texture is an image where the value
  29696. * of each pixel (white being the highest) is mapped against, and
  29697. * repositions, the vertices of the mesh.
  29698. *
  29699. * @type {?Texture}
  29700. * @default null
  29701. */
  29702. this.displacementMap = null;
  29703. /**
  29704. * How much the displacement map affects the mesh (where black is no
  29705. * displacement, and white is maximum displacement). Without a displacement
  29706. * map set, this value is not applied.
  29707. *
  29708. * @type {number}
  29709. * @default 0
  29710. */
  29711. this.displacementScale = 1;
  29712. /**
  29713. * The offset of the displacement map's values on the mesh's vertices.
  29714. * The bias is added to the scaled sample of the displacement map.
  29715. * Without a displacement map set, this value is not applied.
  29716. *
  29717. * @type {number}
  29718. * @default 0
  29719. */
  29720. this.displacementBias = 0;
  29721. /**
  29722. * Renders the geometry as a wireframe.
  29723. *
  29724. * @type {boolean}
  29725. * @default false
  29726. */
  29727. this.wireframe = false;
  29728. /**
  29729. * Controls the thickness of the wireframe.
  29730. *
  29731. * WebGL and WebGPU ignore this property and always render
  29732. * 1 pixel wide lines.
  29733. *
  29734. * @type {number}
  29735. * @default 1
  29736. */
  29737. this.wireframeLinewidth = 1;
  29738. this.setValues( parameters );
  29739. }
  29740. copy( source ) {
  29741. super.copy( source );
  29742. this.depthPacking = source.depthPacking;
  29743. this.map = source.map;
  29744. this.alphaMap = source.alphaMap;
  29745. this.displacementMap = source.displacementMap;
  29746. this.displacementScale = source.displacementScale;
  29747. this.displacementBias = source.displacementBias;
  29748. this.wireframe = source.wireframe;
  29749. this.wireframeLinewidth = source.wireframeLinewidth;
  29750. return this;
  29751. }
  29752. }
  29753. /**
  29754. * A material used internally for implementing shadow mapping with
  29755. * point lights.
  29756. *
  29757. * Can also be used to customize the shadow casting of an object by assigning
  29758. * an instance of `MeshDistanceMaterial` to {@link Object3D#customDistanceMaterial}.
  29759. * The following examples demonstrates this approach in order to ensure
  29760. * transparent parts of objects do not cast shadows.
  29761. *
  29762. * @augments Material
  29763. */
  29764. class MeshDistanceMaterial extends Material {
  29765. /**
  29766. * Constructs a new mesh distance material.
  29767. *
  29768. * @param {Object} [parameters] - An object with one or more properties
  29769. * defining the material's appearance. Any property of the material
  29770. * (including any property from inherited materials) can be passed
  29771. * in here. Color values can be passed any type of value accepted
  29772. * by {@link Color#set}.
  29773. */
  29774. constructor( parameters ) {
  29775. super();
  29776. /**
  29777. * This flag can be used for type testing.
  29778. *
  29779. * @type {boolean}
  29780. * @readonly
  29781. * @default true
  29782. */
  29783. this.isMeshDistanceMaterial = true;
  29784. this.type = 'MeshDistanceMaterial';
  29785. /**
  29786. * The color map. May optionally include an alpha channel, typically combined
  29787. * with {@link Material#transparent} or {@link Material#alphaTest}.
  29788. *
  29789. * @type {?Texture}
  29790. * @default null
  29791. */
  29792. this.map = null;
  29793. /**
  29794. * The alpha map is a grayscale texture that controls the opacity across the
  29795. * surface (black: fully transparent; white: fully opaque).
  29796. *
  29797. * Only the color of the texture is used, ignoring the alpha channel if one
  29798. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29799. * when sampling this texture due to the extra bit of precision provided for
  29800. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29801. * luminance/alpha textures will also still work as expected.
  29802. *
  29803. * @type {?Texture}
  29804. * @default null
  29805. */
  29806. this.alphaMap = null;
  29807. /**
  29808. * The displacement map affects the position of the mesh's vertices. Unlike
  29809. * other maps which only affect the light and shade of the material the
  29810. * displaced vertices can cast shadows, block other objects, and otherwise
  29811. * act as real geometry. The displacement texture is an image where the value
  29812. * of each pixel (white being the highest) is mapped against, and
  29813. * repositions, the vertices of the mesh.
  29814. *
  29815. * @type {?Texture}
  29816. * @default null
  29817. */
  29818. this.displacementMap = null;
  29819. /**
  29820. * How much the displacement map affects the mesh (where black is no
  29821. * displacement, and white is maximum displacement). Without a displacement
  29822. * map set, this value is not applied.
  29823. *
  29824. * @type {number}
  29825. * @default 0
  29826. */
  29827. this.displacementScale = 1;
  29828. /**
  29829. * The offset of the displacement map's values on the mesh's vertices.
  29830. * The bias is added to the scaled sample of the displacement map.
  29831. * Without a displacement map set, this value is not applied.
  29832. *
  29833. * @type {number}
  29834. * @default 0
  29835. */
  29836. this.displacementBias = 0;
  29837. this.setValues( parameters );
  29838. }
  29839. copy( source ) {
  29840. super.copy( source );
  29841. this.map = source.map;
  29842. this.alphaMap = source.alphaMap;
  29843. this.displacementMap = source.displacementMap;
  29844. this.displacementScale = source.displacementScale;
  29845. this.displacementBias = source.displacementBias;
  29846. return this;
  29847. }
  29848. }
  29849. /**
  29850. * This material is defined by a MatCap (or Lit Sphere) texture, which encodes the
  29851. * material color and shading.
  29852. *
  29853. * `MeshMatcapMaterial` does not respond to lights since the matcap image file encodes
  29854. * baked lighting. It will cast a shadow onto an object that receives shadows
  29855. * (and shadow clipping works), but it will not self-shadow or receive
  29856. * shadows.
  29857. *
  29858. * @augments Material
  29859. * @demo scenes/material-browser.html#MeshMatcapMaterial
  29860. */
  29861. class MeshMatcapMaterial extends Material {
  29862. /**
  29863. * Constructs a new mesh matcap material.
  29864. *
  29865. * @param {Object} [parameters] - An object with one or more properties
  29866. * defining the material's appearance. Any property of the material
  29867. * (including any property from inherited materials) can be passed
  29868. * in here. Color values can be passed any type of value accepted
  29869. * by {@link Color#set}.
  29870. */
  29871. constructor( parameters ) {
  29872. super();
  29873. /**
  29874. * This flag can be used for type testing.
  29875. *
  29876. * @type {boolean}
  29877. * @readonly
  29878. * @default true
  29879. */
  29880. this.isMeshMatcapMaterial = true;
  29881. this.defines = { 'MATCAP': '' };
  29882. this.type = 'MeshMatcapMaterial';
  29883. /**
  29884. * Color of the material.
  29885. *
  29886. * @type {Color}
  29887. * @default (1,1,1)
  29888. */
  29889. this.color = new Color( 0xffffff ); // diffuse
  29890. /**
  29891. * The matcap map.
  29892. *
  29893. * @type {?Texture}
  29894. * @default null
  29895. */
  29896. this.matcap = null;
  29897. /**
  29898. * The color map. May optionally include an alpha channel, typically combined
  29899. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  29900. * color is modulated by the diffuse `color`.
  29901. *
  29902. * @type {?Texture}
  29903. * @default null
  29904. */
  29905. this.map = null;
  29906. /**
  29907. * The texture to create a bump map. The black and white values map to the
  29908. * perceived depth in relation to the lights. Bump doesn't actually affect
  29909. * the geometry of the object, only the lighting. If a normal map is defined
  29910. * this will be ignored.
  29911. *
  29912. * @type {?Texture}
  29913. * @default null
  29914. */
  29915. this.bumpMap = null;
  29916. /**
  29917. * How much the bump map affects the material. Typical range is `[0,1]`.
  29918. *
  29919. * @type {number}
  29920. * @default 1
  29921. */
  29922. this.bumpScale = 1;
  29923. /**
  29924. * The texture to create a normal map. The RGB values affect the surface
  29925. * normal for each pixel fragment and change the way the color is lit. Normal
  29926. * maps do not change the actual shape of the surface, only the lighting. In
  29927. * case the material has a normal map authored using the left handed
  29928. * convention, the `y` component of `normalScale` should be negated to compensate
  29929. * for the different handedness.
  29930. *
  29931. * @type {?Texture}
  29932. * @default null
  29933. */
  29934. this.normalMap = null;
  29935. /**
  29936. * The type of normal map.
  29937. *
  29938. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29939. * @default TangentSpaceNormalMap
  29940. */
  29941. this.normalMapType = TangentSpaceNormalMap;
  29942. /**
  29943. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29944. *
  29945. * @type {Vector2}
  29946. * @default (1,1)
  29947. */
  29948. this.normalScale = new Vector2( 1, 1 );
  29949. /**
  29950. * The displacement map affects the position of the mesh's vertices. Unlike
  29951. * other maps which only affect the light and shade of the material the
  29952. * displaced vertices can cast shadows, block other objects, and otherwise
  29953. * act as real geometry. The displacement texture is an image where the value
  29954. * of each pixel (white being the highest) is mapped against, and
  29955. * repositions, the vertices of the mesh.
  29956. *
  29957. * @type {?Texture}
  29958. * @default null
  29959. */
  29960. this.displacementMap = null;
  29961. /**
  29962. * How much the displacement map affects the mesh (where black is no
  29963. * displacement, and white is maximum displacement). Without a displacement
  29964. * map set, this value is not applied.
  29965. *
  29966. * @type {number}
  29967. * @default 0
  29968. */
  29969. this.displacementScale = 1;
  29970. /**
  29971. * The offset of the displacement map's values on the mesh's vertices.
  29972. * The bias is added to the scaled sample of the displacement map.
  29973. * Without a displacement map set, this value is not applied.
  29974. *
  29975. * @type {number}
  29976. * @default 0
  29977. */
  29978. this.displacementBias = 0;
  29979. /**
  29980. * The alpha map is a grayscale texture that controls the opacity across the
  29981. * surface (black: fully transparent; white: fully opaque).
  29982. *
  29983. * Only the color of the texture is used, ignoring the alpha channel if one
  29984. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29985. * when sampling this texture due to the extra bit of precision provided for
  29986. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29987. * luminance/alpha textures will also still work as expected.
  29988. *
  29989. * @type {?Texture}
  29990. * @default null
  29991. */
  29992. this.alphaMap = null;
  29993. /**
  29994. * Renders the geometry as a wireframe.
  29995. *
  29996. * @type {boolean}
  29997. * @default false
  29998. */
  29999. this.wireframe = false;
  30000. /**
  30001. * Controls the thickness of the wireframe.
  30002. *
  30003. * Can only be used with {@link SVGRenderer}.
  30004. *
  30005. * @type {number}
  30006. * @default 1
  30007. */
  30008. this.wireframeLinewidth = 1;
  30009. /**
  30010. * Whether the material is rendered with flat shading or not.
  30011. *
  30012. * @type {boolean}
  30013. * @default false
  30014. */
  30015. this.flatShading = false;
  30016. /**
  30017. * Whether the material is affected by fog or not.
  30018. *
  30019. * @type {boolean}
  30020. * @default true
  30021. */
  30022. this.fog = true;
  30023. this.setValues( parameters );
  30024. }
  30025. copy( source ) {
  30026. super.copy( source );
  30027. this.defines = { 'MATCAP': '' };
  30028. this.color.copy( source.color );
  30029. this.matcap = source.matcap;
  30030. this.map = source.map;
  30031. this.bumpMap = source.bumpMap;
  30032. this.bumpScale = source.bumpScale;
  30033. this.normalMap = source.normalMap;
  30034. this.normalMapType = source.normalMapType;
  30035. this.normalScale.copy( source.normalScale );
  30036. this.displacementMap = source.displacementMap;
  30037. this.displacementScale = source.displacementScale;
  30038. this.displacementBias = source.displacementBias;
  30039. this.alphaMap = source.alphaMap;
  30040. this.wireframe = source.wireframe;
  30041. this.wireframeLinewidth = source.wireframeLinewidth;
  30042. this.flatShading = source.flatShading;
  30043. this.fog = source.fog;
  30044. return this;
  30045. }
  30046. }
  30047. /**
  30048. * A material for rendering line primitives.
  30049. *
  30050. * Materials define the appearance of renderable 3D objects.
  30051. *
  30052. * ```js
  30053. * const material = new THREE.LineDashedMaterial( {
  30054. * color: 0xffffff,
  30055. * scale: 1,
  30056. * dashSize: 3,
  30057. * gapSize: 1,
  30058. * } );
  30059. * ```
  30060. *
  30061. * @augments LineBasicMaterial
  30062. */
  30063. class LineDashedMaterial extends LineBasicMaterial {
  30064. /**
  30065. * Constructs a new line dashed material.
  30066. *
  30067. * @param {Object} [parameters] - An object with one or more properties
  30068. * defining the material's appearance. Any property of the material
  30069. * (including any property from inherited materials) can be passed
  30070. * in here. Color values can be passed any type of value accepted
  30071. * by {@link Color#set}.
  30072. */
  30073. constructor( parameters ) {
  30074. super();
  30075. /**
  30076. * This flag can be used for type testing.
  30077. *
  30078. * @type {boolean}
  30079. * @readonly
  30080. * @default true
  30081. */
  30082. this.isLineDashedMaterial = true;
  30083. this.type = 'LineDashedMaterial';
  30084. /**
  30085. * The scale of the dashed part of a line.
  30086. *
  30087. * @type {number}
  30088. * @default 1
  30089. */
  30090. this.scale = 1;
  30091. /**
  30092. * The size of the dash. This is both the gap with the stroke.
  30093. *
  30094. * @type {number}
  30095. * @default 3
  30096. */
  30097. this.dashSize = 3;
  30098. /**
  30099. * The size of the gap.
  30100. *
  30101. * @type {number}
  30102. * @default 1
  30103. */
  30104. this.gapSize = 1;
  30105. this.setValues( parameters );
  30106. }
  30107. copy( source ) {
  30108. super.copy( source );
  30109. this.scale = source.scale;
  30110. this.dashSize = source.dashSize;
  30111. this.gapSize = source.gapSize;
  30112. return this;
  30113. }
  30114. }
  30115. /**
  30116. * Converts an array to a specific type.
  30117. *
  30118. * @param {TypedArray|Array} array - The array to convert.
  30119. * @param {TypedArray.constructor} type - The constructor of a typed array that defines the new type.
  30120. * @return {TypedArray} The converted array.
  30121. */
  30122. function convertArray( array, type ) {
  30123. if ( ! array || array.constructor === type ) return array;
  30124. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  30125. return new type( array ); // create typed array
  30126. }
  30127. return Array.prototype.slice.call( array ); // create Array
  30128. }
  30129. /**
  30130. * Returns an array by which times and values can be sorted.
  30131. *
  30132. * @param {Array<number>} times - The keyframe time values.
  30133. * @return {Array<number>} The array.
  30134. */
  30135. function getKeyframeOrder( times ) {
  30136. function compareTime( i, j ) {
  30137. return times[ i ] - times[ j ];
  30138. }
  30139. const n = times.length;
  30140. const result = new Array( n );
  30141. for ( let i = 0; i !== n; ++ i ) result[ i ] = i;
  30142. result.sort( compareTime );
  30143. return result;
  30144. }
  30145. /**
  30146. * Sorts the given array by the previously computed order via `getKeyframeOrder()`.
  30147. *
  30148. * @param {Array<number>} values - The values to sort.
  30149. * @param {number} stride - The stride.
  30150. * @param {Array<number>} order - The sort order.
  30151. * @return {Array<number>} The sorted values.
  30152. */
  30153. function sortedArray( values, stride, order ) {
  30154. const nValues = values.length;
  30155. const result = new values.constructor( nValues );
  30156. for ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  30157. const srcOffset = order[ i ] * stride;
  30158. for ( let j = 0; j !== stride; ++ j ) {
  30159. result[ dstOffset ++ ] = values[ srcOffset + j ];
  30160. }
  30161. }
  30162. return result;
  30163. }
  30164. /**
  30165. * Used for parsing AOS keyframe formats.
  30166. *
  30167. * @param {Array<number>} jsonKeys - A list of JSON keyframes.
  30168. * @param {Array<number>} times - This array will be filled with keyframe times by this function.
  30169. * @param {Array<number>} values - This array will be filled with keyframe values by this function.
  30170. * @param {string} valuePropertyName - The name of the property to use.
  30171. */
  30172. function flattenJSON( jsonKeys, times, values, valuePropertyName ) {
  30173. let i = 1, key = jsonKeys[ 0 ];
  30174. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  30175. key = jsonKeys[ i ++ ];
  30176. }
  30177. if ( key === undefined ) return; // no data
  30178. let value = key[ valuePropertyName ];
  30179. if ( value === undefined ) return; // no data
  30180. if ( Array.isArray( value ) ) {
  30181. do {
  30182. value = key[ valuePropertyName ];
  30183. if ( value !== undefined ) {
  30184. times.push( key.time );
  30185. values.push( ...value ); // push all elements
  30186. }
  30187. key = jsonKeys[ i ++ ];
  30188. } while ( key !== undefined );
  30189. } else if ( value.toArray !== undefined ) {
  30190. // ...assume THREE.Math-ish
  30191. do {
  30192. value = key[ valuePropertyName ];
  30193. if ( value !== undefined ) {
  30194. times.push( key.time );
  30195. value.toArray( values, values.length );
  30196. }
  30197. key = jsonKeys[ i ++ ];
  30198. } while ( key !== undefined );
  30199. } else {
  30200. // otherwise push as-is
  30201. do {
  30202. value = key[ valuePropertyName ];
  30203. if ( value !== undefined ) {
  30204. times.push( key.time );
  30205. values.push( value );
  30206. }
  30207. key = jsonKeys[ i ++ ];
  30208. } while ( key !== undefined );
  30209. }
  30210. }
  30211. /**
  30212. * Creates a new clip, containing only the segment of the original clip between the given frames.
  30213. *
  30214. * @param {AnimationClip} sourceClip - The values to sort.
  30215. * @param {string} name - The name of the clip.
  30216. * @param {number} startFrame - The start frame.
  30217. * @param {number} endFrame - The end frame.
  30218. * @param {number} [fps=30] - The FPS.
  30219. * @return {AnimationClip} The new sub clip.
  30220. */
  30221. function subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {
  30222. const clip = sourceClip.clone();
  30223. clip.name = name;
  30224. const tracks = [];
  30225. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  30226. const track = clip.tracks[ i ];
  30227. const valueSize = track.getValueSize();
  30228. const times = [];
  30229. const values = [];
  30230. for ( let j = 0; j < track.times.length; ++ j ) {
  30231. const frame = track.times[ j ] * fps;
  30232. if ( frame < startFrame || frame >= endFrame ) continue;
  30233. times.push( track.times[ j ] );
  30234. for ( let k = 0; k < valueSize; ++ k ) {
  30235. values.push( track.values[ j * valueSize + k ] );
  30236. }
  30237. }
  30238. if ( times.length === 0 ) continue;
  30239. track.times = convertArray( times, track.times.constructor );
  30240. track.values = convertArray( values, track.values.constructor );
  30241. tracks.push( track );
  30242. }
  30243. clip.tracks = tracks;
  30244. // find minimum .times value across all tracks in the trimmed clip
  30245. let minStartTime = Infinity;
  30246. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  30247. if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {
  30248. minStartTime = clip.tracks[ i ].times[ 0 ];
  30249. }
  30250. }
  30251. // shift all tracks such that clip begins at t=0
  30252. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  30253. clip.tracks[ i ].shift( -1 * minStartTime );
  30254. }
  30255. clip.resetDuration();
  30256. return clip;
  30257. }
  30258. /**
  30259. * Converts the keyframes of the given animation clip to an additive format.
  30260. *
  30261. * @param {AnimationClip} targetClip - The clip to make additive.
  30262. * @param {number} [referenceFrame=0] - The reference frame.
  30263. * @param {AnimationClip} [referenceClip=targetClip] - The reference clip.
  30264. * @param {number} [fps=30] - The FPS.
  30265. * @return {AnimationClip} The updated clip which is now additive.
  30266. */
  30267. function makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {
  30268. if ( fps <= 0 ) fps = 30;
  30269. const numTracks = referenceClip.tracks.length;
  30270. const referenceTime = referenceFrame / fps;
  30271. // Make each track's values relative to the values at the reference frame
  30272. for ( let i = 0; i < numTracks; ++ i ) {
  30273. const referenceTrack = referenceClip.tracks[ i ];
  30274. const referenceTrackType = referenceTrack.ValueTypeName;
  30275. // Skip this track if it's non-numeric
  30276. if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue;
  30277. // Find the track in the target clip whose name and type matches the reference track
  30278. const targetTrack = targetClip.tracks.find( function ( track ) {
  30279. return track.name === referenceTrack.name
  30280. && track.ValueTypeName === referenceTrackType;
  30281. } );
  30282. if ( targetTrack === undefined ) continue;
  30283. let referenceOffset = 0;
  30284. const referenceValueSize = referenceTrack.getValueSize();
  30285. if ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
  30286. referenceOffset = referenceValueSize / 3;
  30287. }
  30288. let targetOffset = 0;
  30289. const targetValueSize = targetTrack.getValueSize();
  30290. if ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
  30291. targetOffset = targetValueSize / 3;
  30292. }
  30293. const lastIndex = referenceTrack.times.length - 1;
  30294. let referenceValue;
  30295. // Find the value to subtract out of the track
  30296. if ( referenceTime <= referenceTrack.times[ 0 ] ) {
  30297. // Reference frame is earlier than the first keyframe, so just use the first keyframe
  30298. const startIndex = referenceOffset;
  30299. const endIndex = referenceValueSize - referenceOffset;
  30300. referenceValue = referenceTrack.values.slice( startIndex, endIndex );
  30301. } else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {
  30302. // Reference frame is after the last keyframe, so just use the last keyframe
  30303. const startIndex = lastIndex * referenceValueSize + referenceOffset;
  30304. const endIndex = startIndex + referenceValueSize - referenceOffset;
  30305. referenceValue = referenceTrack.values.slice( startIndex, endIndex );
  30306. } else {
  30307. // Interpolate to the reference value
  30308. const interpolant = referenceTrack.createInterpolant();
  30309. const startIndex = referenceOffset;
  30310. const endIndex = referenceValueSize - referenceOffset;
  30311. interpolant.evaluate( referenceTime );
  30312. referenceValue = interpolant.resultBuffer.slice( startIndex, endIndex );
  30313. }
  30314. // Conjugate the quaternion
  30315. if ( referenceTrackType === 'quaternion' ) {
  30316. const referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate();
  30317. referenceQuat.toArray( referenceValue );
  30318. }
  30319. // Subtract the reference value from all of the track values
  30320. const numTimes = targetTrack.times.length;
  30321. for ( let j = 0; j < numTimes; ++ j ) {
  30322. const valueStart = j * targetValueSize + targetOffset;
  30323. if ( referenceTrackType === 'quaternion' ) {
  30324. // Multiply the conjugate for quaternion track types
  30325. Quaternion.multiplyQuaternionsFlat(
  30326. targetTrack.values,
  30327. valueStart,
  30328. referenceValue,
  30329. 0,
  30330. targetTrack.values,
  30331. valueStart
  30332. );
  30333. } else {
  30334. const valueEnd = targetValueSize - targetOffset * 2;
  30335. // Subtract each value for all other numeric track types
  30336. for ( let k = 0; k < valueEnd; ++ k ) {
  30337. targetTrack.values[ valueStart + k ] -= referenceValue[ k ];
  30338. }
  30339. }
  30340. }
  30341. }
  30342. targetClip.blendMode = AdditiveAnimationBlendMode;
  30343. return targetClip;
  30344. }
  30345. /**
  30346. * A class with various methods to assist with animations.
  30347. *
  30348. * @hideconstructor
  30349. */
  30350. class AnimationUtils {
  30351. /**
  30352. * Converts an array to a specific type
  30353. *
  30354. * @static
  30355. * @param {TypedArray|Array} array - The array to convert.
  30356. * @param {TypedArray.constructor} type - The constructor of a type array.
  30357. * @return {TypedArray} The converted array
  30358. */
  30359. static convertArray( array, type ) {
  30360. return convertArray( array, type );
  30361. }
  30362. /**
  30363. * Returns `true` if the given object is a typed array.
  30364. *
  30365. * @static
  30366. * @param {any} object - The object to check.
  30367. * @return {boolean} Whether the given object is a typed array.
  30368. */
  30369. static isTypedArray( object ) {
  30370. return isTypedArray( object );
  30371. }
  30372. /**
  30373. * Returns an array by which times and values can be sorted.
  30374. *
  30375. * @static
  30376. * @param {Array<number>} times - The keyframe time values.
  30377. * @return {Array<number>} The array.
  30378. */
  30379. static getKeyframeOrder( times ) {
  30380. return getKeyframeOrder( times );
  30381. }
  30382. /**
  30383. * Sorts the given array by the previously computed order via `getKeyframeOrder()`.
  30384. *
  30385. * @static
  30386. * @param {Array<number>} values - The values to sort.
  30387. * @param {number} stride - The stride.
  30388. * @param {Array<number>} order - The sort order.
  30389. * @return {Array<number>} The sorted values.
  30390. */
  30391. static sortedArray( values, stride, order ) {
  30392. return sortedArray( values, stride, order );
  30393. }
  30394. /**
  30395. * Used for parsing AOS keyframe formats.
  30396. *
  30397. * @static
  30398. * @param {Array<number>} jsonKeys - A list of JSON keyframes.
  30399. * @param {Array<number>} times - This array will be filled with keyframe times by this method.
  30400. * @param {Array<number>} values - This array will be filled with keyframe values by this method.
  30401. * @param {string} valuePropertyName - The name of the property to use.
  30402. */
  30403. static flattenJSON( jsonKeys, times, values, valuePropertyName ) {
  30404. flattenJSON( jsonKeys, times, values, valuePropertyName );
  30405. }
  30406. /**
  30407. * Creates a new clip, containing only the segment of the original clip between the given frames.
  30408. *
  30409. * @static
  30410. * @param {AnimationClip} sourceClip - The values to sort.
  30411. * @param {string} name - The name of the clip.
  30412. * @param {number} startFrame - The start frame.
  30413. * @param {number} endFrame - The end frame.
  30414. * @param {number} [fps=30] - The FPS.
  30415. * @return {AnimationClip} The new sub clip.
  30416. */
  30417. static subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {
  30418. return subclip( sourceClip, name, startFrame, endFrame, fps );
  30419. }
  30420. /**
  30421. * Converts the keyframes of the given animation clip to an additive format.
  30422. *
  30423. * @static
  30424. * @param {AnimationClip} targetClip - The clip to make additive.
  30425. * @param {number} [referenceFrame=0] - The reference frame.
  30426. * @param {AnimationClip} [referenceClip=targetClip] - The reference clip.
  30427. * @param {number} [fps=30] - The FPS.
  30428. * @return {AnimationClip} The updated clip which is now additive.
  30429. */
  30430. static makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {
  30431. return makeClipAdditive( targetClip, referenceFrame, referenceClip, fps );
  30432. }
  30433. }
  30434. /**
  30435. * Abstract base class of interpolants over parametric samples.
  30436. *
  30437. * The parameter domain is one dimensional, typically the time or a path
  30438. * along a curve defined by the data.
  30439. *
  30440. * The sample values can have any dimensionality and derived classes may
  30441. * apply special interpretations to the data.
  30442. *
  30443. * This class provides the interval seek in a Template Method, deferring
  30444. * the actual interpolation to derived classes.
  30445. *
  30446. * Time complexity is O(1) for linear access crossing at most two points
  30447. * and O(log N) for random access, where N is the number of positions.
  30448. *
  30449. * References: {@link http://www.oodesign.com/template-method-pattern.html}
  30450. *
  30451. * @abstract
  30452. */
  30453. class Interpolant {
  30454. /**
  30455. * Constructs a new interpolant.
  30456. *
  30457. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30458. * @param {TypedArray} sampleValues - The sample values.
  30459. * @param {number} sampleSize - The sample size
  30460. * @param {TypedArray} [resultBuffer] - The result buffer.
  30461. */
  30462. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30463. /**
  30464. * The parameter positions.
  30465. *
  30466. * @type {TypedArray}
  30467. */
  30468. this.parameterPositions = parameterPositions;
  30469. /**
  30470. * A cache index.
  30471. *
  30472. * @private
  30473. * @type {number}
  30474. * @default 0
  30475. */
  30476. this._cachedIndex = 0;
  30477. /**
  30478. * The result buffer.
  30479. *
  30480. * @type {TypedArray}
  30481. */
  30482. this.resultBuffer = resultBuffer !== undefined ? resultBuffer : new sampleValues.constructor( sampleSize );
  30483. /**
  30484. * The sample values.
  30485. *
  30486. * @type {TypedArray}
  30487. */
  30488. this.sampleValues = sampleValues;
  30489. /**
  30490. * The value size.
  30491. *
  30492. * @type {TypedArray}
  30493. */
  30494. this.valueSize = sampleSize;
  30495. /**
  30496. * The interpolation settings.
  30497. *
  30498. * @type {?Object}
  30499. * @default null
  30500. */
  30501. this.settings = null;
  30502. /**
  30503. * The default settings object.
  30504. *
  30505. * @type {Object}
  30506. */
  30507. this.DefaultSettings_ = {};
  30508. }
  30509. /**
  30510. * Evaluate the interpolant at position `t`.
  30511. *
  30512. * @param {number} t - The interpolation factor.
  30513. * @return {TypedArray} The result buffer.
  30514. */
  30515. evaluate( t ) {
  30516. const pp = this.parameterPositions;
  30517. let i1 = this._cachedIndex,
  30518. t1 = pp[ i1 ],
  30519. t0 = pp[ i1 - 1 ];
  30520. validate_interval: {
  30521. seek: {
  30522. let right;
  30523. linear_scan: {
  30524. //- See http://jsperf.com/comparison-to-undefined/3
  30525. //- slower code:
  30526. //-
  30527. //- if ( t >= t1 || t1 === undefined ) {
  30528. forward_scan: if ( ! ( t < t1 ) ) {
  30529. for ( let giveUpAt = i1 + 2; ; ) {
  30530. if ( t1 === undefined ) {
  30531. if ( t < t0 ) break forward_scan;
  30532. // after end
  30533. i1 = pp.length;
  30534. this._cachedIndex = i1;
  30535. return this.copySampleValue_( i1 - 1 );
  30536. }
  30537. if ( i1 === giveUpAt ) break; // this loop
  30538. t0 = t1;
  30539. t1 = pp[ ++ i1 ];
  30540. if ( t < t1 ) {
  30541. // we have arrived at the sought interval
  30542. break seek;
  30543. }
  30544. }
  30545. // prepare binary search on the right side of the index
  30546. right = pp.length;
  30547. break linear_scan;
  30548. }
  30549. //- slower code:
  30550. //- if ( t < t0 || t0 === undefined ) {
  30551. if ( ! ( t >= t0 ) ) {
  30552. // looping?
  30553. const t1global = pp[ 1 ];
  30554. if ( t < t1global ) {
  30555. i1 = 2; // + 1, using the scan for the details
  30556. t0 = t1global;
  30557. }
  30558. // linear reverse scan
  30559. for ( let giveUpAt = i1 - 2; ; ) {
  30560. if ( t0 === undefined ) {
  30561. // before start
  30562. this._cachedIndex = 0;
  30563. return this.copySampleValue_( 0 );
  30564. }
  30565. if ( i1 === giveUpAt ) break; // this loop
  30566. t1 = t0;
  30567. t0 = pp[ -- i1 - 1 ];
  30568. if ( t >= t0 ) {
  30569. // we have arrived at the sought interval
  30570. break seek;
  30571. }
  30572. }
  30573. // prepare binary search on the left side of the index
  30574. right = i1;
  30575. i1 = 0;
  30576. break linear_scan;
  30577. }
  30578. // the interval is valid
  30579. break validate_interval;
  30580. } // linear scan
  30581. // binary search
  30582. while ( i1 < right ) {
  30583. const mid = ( i1 + right ) >>> 1;
  30584. if ( t < pp[ mid ] ) {
  30585. right = mid;
  30586. } else {
  30587. i1 = mid + 1;
  30588. }
  30589. }
  30590. t1 = pp[ i1 ];
  30591. t0 = pp[ i1 - 1 ];
  30592. // check boundary cases, again
  30593. if ( t0 === undefined ) {
  30594. this._cachedIndex = 0;
  30595. return this.copySampleValue_( 0 );
  30596. }
  30597. if ( t1 === undefined ) {
  30598. i1 = pp.length;
  30599. this._cachedIndex = i1;
  30600. return this.copySampleValue_( i1 - 1 );
  30601. }
  30602. } // seek
  30603. this._cachedIndex = i1;
  30604. this.intervalChanged_( i1, t0, t1 );
  30605. } // validate_interval
  30606. return this.interpolate_( i1, t0, t, t1 );
  30607. }
  30608. /**
  30609. * Returns the interpolation settings.
  30610. *
  30611. * @return {Object} The interpolation settings.
  30612. */
  30613. getSettings_() {
  30614. return this.settings || this.DefaultSettings_;
  30615. }
  30616. /**
  30617. * Copies a sample value to the result buffer.
  30618. *
  30619. * @param {number} index - An index into the sample value buffer.
  30620. * @return {TypedArray} The result buffer.
  30621. */
  30622. copySampleValue_( index ) {
  30623. // copies a sample value to the result buffer
  30624. const result = this.resultBuffer,
  30625. values = this.sampleValues,
  30626. stride = this.valueSize,
  30627. offset = index * stride;
  30628. for ( let i = 0; i !== stride; ++ i ) {
  30629. result[ i ] = values[ offset + i ];
  30630. }
  30631. return result;
  30632. }
  30633. /**
  30634. * Copies a sample value to the result buffer.
  30635. *
  30636. * @abstract
  30637. * @param {number} i1 - An index into the sample value buffer.
  30638. * @param {number} t0 - The previous interpolation factor.
  30639. * @param {number} t - The current interpolation factor.
  30640. * @param {number} t1 - The next interpolation factor.
  30641. * @return {TypedArray} The result buffer.
  30642. */
  30643. interpolate_( /* i1, t0, t, t1 */ ) {
  30644. throw new Error( 'call to abstract method' );
  30645. // implementations shall return this.resultBuffer
  30646. }
  30647. /**
  30648. * Optional method that is executed when the interval has changed.
  30649. *
  30650. * @param {number} i1 - An index into the sample value buffer.
  30651. * @param {number} t0 - The previous interpolation factor.
  30652. * @param {number} t - The current interpolation factor.
  30653. */
  30654. intervalChanged_( /* i1, t0, t1 */ ) {
  30655. // empty
  30656. }
  30657. }
  30658. /**
  30659. * Fast and simple cubic spline interpolant.
  30660. *
  30661. * It was derived from a Hermitian construction setting the first derivative
  30662. * at each sample position to the linear slope between neighboring positions
  30663. * over their parameter interval.
  30664. *
  30665. * @augments Interpolant
  30666. */
  30667. class CubicInterpolant extends Interpolant {
  30668. /**
  30669. * Constructs a new cubic interpolant.
  30670. *
  30671. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30672. * @param {TypedArray} sampleValues - The sample values.
  30673. * @param {number} sampleSize - The sample size
  30674. * @param {TypedArray} [resultBuffer] - The result buffer.
  30675. */
  30676. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30677. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30678. this._weightPrev = -0;
  30679. this._offsetPrev = -0;
  30680. this._weightNext = -0;
  30681. this._offsetNext = -0;
  30682. this.DefaultSettings_ = {
  30683. endingStart: ZeroCurvatureEnding,
  30684. endingEnd: ZeroCurvatureEnding
  30685. };
  30686. }
  30687. intervalChanged_( i1, t0, t1 ) {
  30688. const pp = this.parameterPositions;
  30689. let iPrev = i1 - 2,
  30690. iNext = i1 + 1,
  30691. tPrev = pp[ iPrev ],
  30692. tNext = pp[ iNext ];
  30693. if ( tPrev === undefined ) {
  30694. switch ( this.getSettings_().endingStart ) {
  30695. case ZeroSlopeEnding:
  30696. // f'(t0) = 0
  30697. iPrev = i1;
  30698. tPrev = 2 * t0 - t1;
  30699. break;
  30700. case WrapAroundEnding:
  30701. // use the other end of the curve
  30702. iPrev = pp.length - 2;
  30703. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  30704. break;
  30705. default: // ZeroCurvatureEnding
  30706. // f''(t0) = 0 a.k.a. Natural Spline
  30707. iPrev = i1;
  30708. tPrev = t1;
  30709. }
  30710. }
  30711. if ( tNext === undefined ) {
  30712. switch ( this.getSettings_().endingEnd ) {
  30713. case ZeroSlopeEnding:
  30714. // f'(tN) = 0
  30715. iNext = i1;
  30716. tNext = 2 * t1 - t0;
  30717. break;
  30718. case WrapAroundEnding:
  30719. // use the other end of the curve
  30720. iNext = 1;
  30721. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  30722. break;
  30723. default: // ZeroCurvatureEnding
  30724. // f''(tN) = 0, a.k.a. Natural Spline
  30725. iNext = i1 - 1;
  30726. tNext = t0;
  30727. }
  30728. }
  30729. const halfDt = ( t1 - t0 ) * 0.5,
  30730. stride = this.valueSize;
  30731. this._weightPrev = halfDt / ( t0 - tPrev );
  30732. this._weightNext = halfDt / ( tNext - t1 );
  30733. this._offsetPrev = iPrev * stride;
  30734. this._offsetNext = iNext * stride;
  30735. }
  30736. interpolate_( i1, t0, t, t1 ) {
  30737. const result = this.resultBuffer,
  30738. values = this.sampleValues,
  30739. stride = this.valueSize,
  30740. o1 = i1 * stride, o0 = o1 - stride,
  30741. oP = this._offsetPrev, oN = this._offsetNext,
  30742. wP = this._weightPrev, wN = this._weightNext,
  30743. p = ( t - t0 ) / ( t1 - t0 ),
  30744. pp = p * p,
  30745. ppp = pp * p;
  30746. // evaluate polynomials
  30747. const sP = - wP * ppp + 2 * wP * pp - wP * p;
  30748. const s0 = ( 1 + wP ) * ppp + ( -1.5 - 2 * wP ) * pp + ( -0.5 + wP ) * p + 1;
  30749. const s1 = ( -1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  30750. const sN = wN * ppp - wN * pp;
  30751. // combine data linearly
  30752. for ( let i = 0; i !== stride; ++ i ) {
  30753. result[ i ] =
  30754. sP * values[ oP + i ] +
  30755. s0 * values[ o0 + i ] +
  30756. s1 * values[ o1 + i ] +
  30757. sN * values[ oN + i ];
  30758. }
  30759. return result;
  30760. }
  30761. }
  30762. /**
  30763. * A basic linear interpolant.
  30764. *
  30765. * @augments Interpolant
  30766. */
  30767. class LinearInterpolant extends Interpolant {
  30768. /**
  30769. * Constructs a new linear interpolant.
  30770. *
  30771. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30772. * @param {TypedArray} sampleValues - The sample values.
  30773. * @param {number} sampleSize - The sample size
  30774. * @param {TypedArray} [resultBuffer] - The result buffer.
  30775. */
  30776. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30777. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30778. }
  30779. interpolate_( i1, t0, t, t1 ) {
  30780. const result = this.resultBuffer,
  30781. values = this.sampleValues,
  30782. stride = this.valueSize,
  30783. offset1 = i1 * stride,
  30784. offset0 = offset1 - stride,
  30785. weight1 = ( t - t0 ) / ( t1 - t0 ),
  30786. weight0 = 1 - weight1;
  30787. for ( let i = 0; i !== stride; ++ i ) {
  30788. result[ i ] =
  30789. values[ offset0 + i ] * weight0 +
  30790. values[ offset1 + i ] * weight1;
  30791. }
  30792. return result;
  30793. }
  30794. }
  30795. /**
  30796. * Interpolant that evaluates to the sample value at the position preceding
  30797. * the parameter.
  30798. *
  30799. * @augments Interpolant
  30800. */
  30801. class DiscreteInterpolant extends Interpolant {
  30802. /**
  30803. * Constructs a new discrete interpolant.
  30804. *
  30805. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30806. * @param {TypedArray} sampleValues - The sample values.
  30807. * @param {number} sampleSize - The sample size
  30808. * @param {TypedArray} [resultBuffer] - The result buffer.
  30809. */
  30810. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30811. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30812. }
  30813. interpolate_( i1 /*, t0, t, t1 */ ) {
  30814. return this.copySampleValue_( i1 - 1 );
  30815. }
  30816. }
  30817. /**
  30818. * Represents s a timed sequence of keyframes, which are composed of lists of
  30819. * times and related values, and which are used to animate a specific property
  30820. * of an object.
  30821. */
  30822. class KeyframeTrack {
  30823. /**
  30824. * Constructs a new keyframe track.
  30825. *
  30826. * @param {string} name - The keyframe track's name.
  30827. * @param {Array<number>} times - A list of keyframe times.
  30828. * @param {Array<number|string|boolean>} values - A list of keyframe values.
  30829. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  30830. */
  30831. constructor( name, times, values, interpolation ) {
  30832. if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );
  30833. if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );
  30834. /**
  30835. * The track's name can refer to morph targets or bones or
  30836. * possibly other values within an animated object. See {@link PropertyBinding#parseTrackName}
  30837. * for the forms of strings that can be parsed for property binding.
  30838. *
  30839. * @type {string}
  30840. */
  30841. this.name = name;
  30842. /**
  30843. * The keyframe times.
  30844. *
  30845. * @type {Float32Array}
  30846. */
  30847. this.times = convertArray( times, this.TimeBufferType );
  30848. /**
  30849. * The keyframe values.
  30850. *
  30851. * @type {Float32Array}
  30852. */
  30853. this.values = convertArray( values, this.ValueBufferType );
  30854. this.setInterpolation( interpolation || this.DefaultInterpolation );
  30855. }
  30856. /**
  30857. * Converts the keyframe track to JSON.
  30858. *
  30859. * @static
  30860. * @param {KeyframeTrack} track - The keyframe track to serialize.
  30861. * @return {Object} The serialized keyframe track as JSON.
  30862. */
  30863. static toJSON( track ) {
  30864. const trackType = track.constructor;
  30865. let json;
  30866. // derived classes can define a static toJSON method
  30867. if ( trackType.toJSON !== this.toJSON ) {
  30868. json = trackType.toJSON( track );
  30869. } else {
  30870. // by default, we assume the data can be serialized as-is
  30871. json = {
  30872. 'name': track.name,
  30873. 'times': convertArray( track.times, Array ),
  30874. 'values': convertArray( track.values, Array )
  30875. };
  30876. const interpolation = track.getInterpolation();
  30877. if ( interpolation !== track.DefaultInterpolation ) {
  30878. json.interpolation = interpolation;
  30879. }
  30880. }
  30881. json.type = track.ValueTypeName; // mandatory
  30882. return json;
  30883. }
  30884. /**
  30885. * Factory method for creating a new discrete interpolant.
  30886. *
  30887. * @static
  30888. * @param {TypedArray} [result] - The result buffer.
  30889. * @return {DiscreteInterpolant} The new interpolant.
  30890. */
  30891. InterpolantFactoryMethodDiscrete( result ) {
  30892. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  30893. }
  30894. /**
  30895. * Factory method for creating a new linear interpolant.
  30896. *
  30897. * @static
  30898. * @param {TypedArray} [result] - The result buffer.
  30899. * @return {LinearInterpolant} The new interpolant.
  30900. */
  30901. InterpolantFactoryMethodLinear( result ) {
  30902. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  30903. }
  30904. /**
  30905. * Factory method for creating a new smooth interpolant.
  30906. *
  30907. * @static
  30908. * @param {TypedArray} [result] - The result buffer.
  30909. * @return {CubicInterpolant} The new interpolant.
  30910. */
  30911. InterpolantFactoryMethodSmooth( result ) {
  30912. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  30913. }
  30914. /**
  30915. * Defines the interpolation factor method for this keyframe track.
  30916. *
  30917. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} interpolation - The interpolation type.
  30918. * @return {KeyframeTrack} A reference to this keyframe track.
  30919. */
  30920. setInterpolation( interpolation ) {
  30921. let factoryMethod;
  30922. switch ( interpolation ) {
  30923. case InterpolateDiscrete:
  30924. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  30925. break;
  30926. case InterpolateLinear:
  30927. factoryMethod = this.InterpolantFactoryMethodLinear;
  30928. break;
  30929. case InterpolateSmooth:
  30930. factoryMethod = this.InterpolantFactoryMethodSmooth;
  30931. break;
  30932. }
  30933. if ( factoryMethod === undefined ) {
  30934. const message = 'unsupported interpolation for ' +
  30935. this.ValueTypeName + ' keyframe track named ' + this.name;
  30936. if ( this.createInterpolant === undefined ) {
  30937. // fall back to default, unless the default itself is messed up
  30938. if ( interpolation !== this.DefaultInterpolation ) {
  30939. this.setInterpolation( this.DefaultInterpolation );
  30940. } else {
  30941. throw new Error( message ); // fatal, in this case
  30942. }
  30943. }
  30944. warn( 'KeyframeTrack:', message );
  30945. return this;
  30946. }
  30947. this.createInterpolant = factoryMethod;
  30948. return this;
  30949. }
  30950. /**
  30951. * Returns the current interpolation type.
  30952. *
  30953. * @return {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} The interpolation type.
  30954. */
  30955. getInterpolation() {
  30956. switch ( this.createInterpolant ) {
  30957. case this.InterpolantFactoryMethodDiscrete:
  30958. return InterpolateDiscrete;
  30959. case this.InterpolantFactoryMethodLinear:
  30960. return InterpolateLinear;
  30961. case this.InterpolantFactoryMethodSmooth:
  30962. return InterpolateSmooth;
  30963. }
  30964. }
  30965. /**
  30966. * Returns the value size.
  30967. *
  30968. * @return {number} The value size.
  30969. */
  30970. getValueSize() {
  30971. return this.values.length / this.times.length;
  30972. }
  30973. /**
  30974. * Moves all keyframes either forward or backward in time.
  30975. *
  30976. * @param {number} timeOffset - The offset to move the time values.
  30977. * @return {KeyframeTrack} A reference to this keyframe track.
  30978. */
  30979. shift( timeOffset ) {
  30980. if ( timeOffset !== 0.0 ) {
  30981. const times = this.times;
  30982. for ( let i = 0, n = times.length; i !== n; ++ i ) {
  30983. times[ i ] += timeOffset;
  30984. }
  30985. }
  30986. return this;
  30987. }
  30988. /**
  30989. * Scale all keyframe times by a factor (useful for frame - seconds conversions).
  30990. *
  30991. * @param {number} timeScale - The time scale.
  30992. * @return {KeyframeTrack} A reference to this keyframe track.
  30993. */
  30994. scale( timeScale ) {
  30995. if ( timeScale !== 1.0 ) {
  30996. const times = this.times;
  30997. for ( let i = 0, n = times.length; i !== n; ++ i ) {
  30998. times[ i ] *= timeScale;
  30999. }
  31000. }
  31001. return this;
  31002. }
  31003. /**
  31004. * Removes keyframes before and after animation without changing any values within the defined time range.
  31005. *
  31006. * Note: The method does not shift around keys to the start of the track time, because for interpolated
  31007. * keys this will change their values
  31008. *
  31009. * @param {number} startTime - The start time.
  31010. * @param {number} endTime - The end time.
  31011. * @return {KeyframeTrack} A reference to this keyframe track.
  31012. */
  31013. trim( startTime, endTime ) {
  31014. const times = this.times,
  31015. nKeys = times.length;
  31016. let from = 0,
  31017. to = nKeys - 1;
  31018. while ( from !== nKeys && times[ from ] < startTime ) {
  31019. ++ from;
  31020. }
  31021. while ( to !== -1 && times[ to ] > endTime ) {
  31022. -- to;
  31023. }
  31024. ++ to; // inclusive -> exclusive bound
  31025. if ( from !== 0 || to !== nKeys ) {
  31026. // empty tracks are forbidden, so keep at least one keyframe
  31027. if ( from >= to ) {
  31028. to = Math.max( to, 1 );
  31029. from = to - 1;
  31030. }
  31031. const stride = this.getValueSize();
  31032. this.times = times.slice( from, to );
  31033. this.values = this.values.slice( from * stride, to * stride );
  31034. }
  31035. return this;
  31036. }
  31037. /**
  31038. * Performs minimal validation on the keyframe track. Returns `true` if the values
  31039. * are valid.
  31040. *
  31041. * @return {boolean} Whether the keyframes are valid or not.
  31042. */
  31043. validate() {
  31044. let valid = true;
  31045. const valueSize = this.getValueSize();
  31046. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  31047. error( 'KeyframeTrack: Invalid value size in track.', this );
  31048. valid = false;
  31049. }
  31050. const times = this.times,
  31051. values = this.values,
  31052. nKeys = times.length;
  31053. if ( nKeys === 0 ) {
  31054. error( 'KeyframeTrack: Track is empty.', this );
  31055. valid = false;
  31056. }
  31057. let prevTime = null;
  31058. for ( let i = 0; i !== nKeys; i ++ ) {
  31059. const currTime = times[ i ];
  31060. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  31061. error( 'KeyframeTrack: Time is not a valid number.', this, i, currTime );
  31062. valid = false;
  31063. break;
  31064. }
  31065. if ( prevTime !== null && prevTime > currTime ) {
  31066. error( 'KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  31067. valid = false;
  31068. break;
  31069. }
  31070. prevTime = currTime;
  31071. }
  31072. if ( values !== undefined ) {
  31073. if ( isTypedArray( values ) ) {
  31074. for ( let i = 0, n = values.length; i !== n; ++ i ) {
  31075. const value = values[ i ];
  31076. if ( isNaN( value ) ) {
  31077. error( 'KeyframeTrack: Value is not a valid number.', this, i, value );
  31078. valid = false;
  31079. break;
  31080. }
  31081. }
  31082. }
  31083. }
  31084. return valid;
  31085. }
  31086. /**
  31087. * Optimizes this keyframe track by removing equivalent sequential keys (which are
  31088. * common in morph target sequences).
  31089. *
  31090. * @return {AnimationClip} A reference to this animation clip.
  31091. */
  31092. optimize() {
  31093. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  31094. // times or values may be shared with other tracks, so overwriting is unsafe
  31095. const times = this.times.slice(),
  31096. values = this.values.slice(),
  31097. stride = this.getValueSize(),
  31098. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  31099. lastIndex = times.length - 1;
  31100. let writeIndex = 1;
  31101. for ( let i = 1; i < lastIndex; ++ i ) {
  31102. let keep = false;
  31103. const time = times[ i ];
  31104. const timeNext = times[ i + 1 ];
  31105. // remove adjacent keyframes scheduled at the same time
  31106. if ( time !== timeNext && ( i !== 1 || time !== times[ 0 ] ) ) {
  31107. if ( ! smoothInterpolation ) {
  31108. // remove unnecessary keyframes same as their neighbors
  31109. const offset = i * stride,
  31110. offsetP = offset - stride,
  31111. offsetN = offset + stride;
  31112. for ( let j = 0; j !== stride; ++ j ) {
  31113. const value = values[ offset + j ];
  31114. if ( value !== values[ offsetP + j ] ||
  31115. value !== values[ offsetN + j ] ) {
  31116. keep = true;
  31117. break;
  31118. }
  31119. }
  31120. } else {
  31121. keep = true;
  31122. }
  31123. }
  31124. // in-place compaction
  31125. if ( keep ) {
  31126. if ( i !== writeIndex ) {
  31127. times[ writeIndex ] = times[ i ];
  31128. const readOffset = i * stride,
  31129. writeOffset = writeIndex * stride;
  31130. for ( let j = 0; j !== stride; ++ j ) {
  31131. values[ writeOffset + j ] = values[ readOffset + j ];
  31132. }
  31133. }
  31134. ++ writeIndex;
  31135. }
  31136. }
  31137. // flush last keyframe (compaction looks ahead)
  31138. if ( lastIndex > 0 ) {
  31139. times[ writeIndex ] = times[ lastIndex ];
  31140. for ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  31141. values[ writeOffset + j ] = values[ readOffset + j ];
  31142. }
  31143. ++ writeIndex;
  31144. }
  31145. if ( writeIndex !== times.length ) {
  31146. this.times = times.slice( 0, writeIndex );
  31147. this.values = values.slice( 0, writeIndex * stride );
  31148. } else {
  31149. this.times = times;
  31150. this.values = values;
  31151. }
  31152. return this;
  31153. }
  31154. /**
  31155. * Returns a new keyframe track with copied values from this instance.
  31156. *
  31157. * @return {KeyframeTrack} A clone of this instance.
  31158. */
  31159. clone() {
  31160. const times = this.times.slice();
  31161. const values = this.values.slice();
  31162. const TypedKeyframeTrack = this.constructor;
  31163. const track = new TypedKeyframeTrack( this.name, times, values );
  31164. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  31165. track.createInterpolant = this.createInterpolant;
  31166. return track;
  31167. }
  31168. }
  31169. /**
  31170. * The value type name.
  31171. *
  31172. * @type {String}
  31173. * @default ''
  31174. */
  31175. KeyframeTrack.prototype.ValueTypeName = '';
  31176. /**
  31177. * The time buffer type of this keyframe track.
  31178. *
  31179. * @type {TypedArray|Array}
  31180. * @default Float32Array.constructor
  31181. */
  31182. KeyframeTrack.prototype.TimeBufferType = Float32Array;
  31183. /**
  31184. * The value buffer type of this keyframe track.
  31185. *
  31186. * @type {TypedArray|Array}
  31187. * @default Float32Array.constructor
  31188. */
  31189. KeyframeTrack.prototype.ValueBufferType = Float32Array;
  31190. /**
  31191. * The default interpolation type of this keyframe track.
  31192. *
  31193. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  31194. * @default InterpolateLinear
  31195. */
  31196. KeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;
  31197. /**
  31198. * A track for boolean keyframe values.
  31199. *
  31200. * @augments KeyframeTrack
  31201. */
  31202. class BooleanKeyframeTrack extends KeyframeTrack {
  31203. /**
  31204. * Constructs a new boolean keyframe track.
  31205. *
  31206. * This keyframe track type has no `interpolation` parameter because the
  31207. * interpolation is always discrete.
  31208. *
  31209. * @param {string} name - The keyframe track's name.
  31210. * @param {Array<number>} times - A list of keyframe times.
  31211. * @param {Array<boolean>} values - A list of keyframe values.
  31212. */
  31213. constructor( name, times, values ) {
  31214. super( name, times, values );
  31215. }
  31216. }
  31217. /**
  31218. * The value type name.
  31219. *
  31220. * @type {String}
  31221. * @default 'bool'
  31222. */
  31223. BooleanKeyframeTrack.prototype.ValueTypeName = 'bool';
  31224. /**
  31225. * The value buffer type of this keyframe track.
  31226. *
  31227. * @type {TypedArray|Array}
  31228. * @default Array.constructor
  31229. */
  31230. BooleanKeyframeTrack.prototype.ValueBufferType = Array;
  31231. /**
  31232. * The default interpolation type of this keyframe track.
  31233. *
  31234. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  31235. * @default InterpolateDiscrete
  31236. */
  31237. BooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  31238. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  31239. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31240. /**
  31241. * A track for color keyframe values.
  31242. *
  31243. * @augments KeyframeTrack
  31244. */
  31245. class ColorKeyframeTrack extends KeyframeTrack {
  31246. /**
  31247. * Constructs a new color keyframe track.
  31248. *
  31249. * @param {string} name - The keyframe track's name.
  31250. * @param {Array<number>} times - A list of keyframe times.
  31251. * @param {Array<number>} values - A list of keyframe values.
  31252. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31253. */
  31254. constructor( name, times, values, interpolation ) {
  31255. super( name, times, values, interpolation );
  31256. }
  31257. }
  31258. /**
  31259. * The value type name.
  31260. *
  31261. * @type {String}
  31262. * @default 'color'
  31263. */
  31264. ColorKeyframeTrack.prototype.ValueTypeName = 'color';
  31265. /**
  31266. * A track for numeric keyframe values.
  31267. *
  31268. * @augments KeyframeTrack
  31269. */
  31270. class NumberKeyframeTrack extends KeyframeTrack {
  31271. /**
  31272. * Constructs a new number keyframe track.
  31273. *
  31274. * @param {string} name - The keyframe track's name.
  31275. * @param {Array<number>} times - A list of keyframe times.
  31276. * @param {Array<number>} values - A list of keyframe values.
  31277. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31278. */
  31279. constructor( name, times, values, interpolation ) {
  31280. super( name, times, values, interpolation );
  31281. }
  31282. }
  31283. /**
  31284. * The value type name.
  31285. *
  31286. * @type {String}
  31287. * @default 'number'
  31288. */
  31289. NumberKeyframeTrack.prototype.ValueTypeName = 'number';
  31290. /**
  31291. * Spherical linear unit quaternion interpolant.
  31292. *
  31293. * @augments Interpolant
  31294. */
  31295. class QuaternionLinearInterpolant extends Interpolant {
  31296. /**
  31297. * Constructs a new SLERP interpolant.
  31298. *
  31299. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  31300. * @param {TypedArray} sampleValues - The sample values.
  31301. * @param {number} sampleSize - The sample size
  31302. * @param {TypedArray} [resultBuffer] - The result buffer.
  31303. */
  31304. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  31305. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  31306. }
  31307. interpolate_( i1, t0, t, t1 ) {
  31308. const result = this.resultBuffer,
  31309. values = this.sampleValues,
  31310. stride = this.valueSize,
  31311. alpha = ( t - t0 ) / ( t1 - t0 );
  31312. let offset = i1 * stride;
  31313. for ( let end = offset + stride; offset !== end; offset += 4 ) {
  31314. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  31315. }
  31316. return result;
  31317. }
  31318. }
  31319. /**
  31320. * A track for Quaternion keyframe values.
  31321. *
  31322. * @augments KeyframeTrack
  31323. */
  31324. class QuaternionKeyframeTrack extends KeyframeTrack {
  31325. /**
  31326. * Constructs a new Quaternion keyframe track.
  31327. *
  31328. * @param {string} name - The keyframe track's name.
  31329. * @param {Array<number>} times - A list of keyframe times.
  31330. * @param {Array<number>} values - A list of keyframe values.
  31331. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31332. */
  31333. constructor( name, times, values, interpolation ) {
  31334. super( name, times, values, interpolation );
  31335. }
  31336. /**
  31337. * Overwritten so the method returns Quaternion based interpolant.
  31338. *
  31339. * @static
  31340. * @param {TypedArray} [result] - The result buffer.
  31341. * @return {QuaternionLinearInterpolant} The new interpolant.
  31342. */
  31343. InterpolantFactoryMethodLinear( result ) {
  31344. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  31345. }
  31346. }
  31347. /**
  31348. * The value type name.
  31349. *
  31350. * @type {String}
  31351. * @default 'quaternion'
  31352. */
  31353. QuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion';
  31354. // ValueBufferType is inherited
  31355. // DefaultInterpolation is inherited;
  31356. QuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31357. /**
  31358. * A track for string keyframe values.
  31359. *
  31360. * @augments KeyframeTrack
  31361. */
  31362. class StringKeyframeTrack extends KeyframeTrack {
  31363. /**
  31364. * Constructs a new string keyframe track.
  31365. *
  31366. * This keyframe track type has no `interpolation` parameter because the
  31367. * interpolation is always discrete.
  31368. *
  31369. * @param {string} name - The keyframe track's name.
  31370. * @param {Array<number>} times - A list of keyframe times.
  31371. * @param {Array<string>} values - A list of keyframe values.
  31372. */
  31373. constructor( name, times, values ) {
  31374. super( name, times, values );
  31375. }
  31376. }
  31377. /**
  31378. * The value type name.
  31379. *
  31380. * @type {String}
  31381. * @default 'string'
  31382. */
  31383. StringKeyframeTrack.prototype.ValueTypeName = 'string';
  31384. /**
  31385. * The value buffer type of this keyframe track.
  31386. *
  31387. * @type {TypedArray|Array}
  31388. * @default Array.constructor
  31389. */
  31390. StringKeyframeTrack.prototype.ValueBufferType = Array;
  31391. /**
  31392. * The default interpolation type of this keyframe track.
  31393. *
  31394. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  31395. * @default InterpolateDiscrete
  31396. */
  31397. StringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  31398. StringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  31399. StringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31400. /**
  31401. * A track for vector keyframe values.
  31402. *
  31403. * @augments KeyframeTrack
  31404. */
  31405. class VectorKeyframeTrack extends KeyframeTrack {
  31406. /**
  31407. * Constructs a new vector keyframe track.
  31408. *
  31409. * @param {string} name - The keyframe track's name.
  31410. * @param {Array<number>} times - A list of keyframe times.
  31411. * @param {Array<number>} values - A list of keyframe values.
  31412. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31413. */
  31414. constructor( name, times, values, interpolation ) {
  31415. super( name, times, values, interpolation );
  31416. }
  31417. }
  31418. /**
  31419. * The value type name.
  31420. *
  31421. * @type {String}
  31422. * @default 'vector'
  31423. */
  31424. VectorKeyframeTrack.prototype.ValueTypeName = 'vector';
  31425. /**
  31426. * A reusable set of keyframe tracks which represent an animation.
  31427. */
  31428. class AnimationClip {
  31429. /**
  31430. * Constructs a new animation clip.
  31431. *
  31432. * Note: Instead of instantiating an AnimationClip directly with the constructor, you can
  31433. * use the static interface of this class for creating clips. In most cases though, animation clips
  31434. * will automatically be created by loaders when importing animated 3D assets.
  31435. *
  31436. * @param {string} [name=''] - The clip's name.
  31437. * @param {number} [duration=-1] - The clip's duration in seconds. If a negative value is passed,
  31438. * the duration will be calculated from the passed keyframes.
  31439. * @param {Array<KeyframeTrack>} tracks - An array of keyframe tracks.
  31440. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode=NormalAnimationBlendMode] - Defines how the animation
  31441. * is blended/combined when two or more animations are simultaneously played.
  31442. */
  31443. constructor( name = '', duration = -1, tracks = [], blendMode = NormalAnimationBlendMode ) {
  31444. /**
  31445. * The clip's name.
  31446. *
  31447. * @type {string}
  31448. */
  31449. this.name = name;
  31450. /**
  31451. * An array of keyframe tracks.
  31452. *
  31453. * @type {Array<KeyframeTrack>}
  31454. */
  31455. this.tracks = tracks;
  31456. /**
  31457. * The clip's duration in seconds.
  31458. *
  31459. * @type {number}
  31460. */
  31461. this.duration = duration;
  31462. /**
  31463. * Defines how the animation is blended/combined when two or more animations
  31464. * are simultaneously played.
  31465. *
  31466. * @type {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)}
  31467. */
  31468. this.blendMode = blendMode;
  31469. /**
  31470. * The UUID of the animation clip.
  31471. *
  31472. * @type {string}
  31473. * @readonly
  31474. */
  31475. this.uuid = generateUUID();
  31476. /**
  31477. * An object that can be used to store custom data about the animation clip.
  31478. * It should not hold references to functions as these will not be cloned.
  31479. *
  31480. * @type {Object}
  31481. */
  31482. this.userData = {};
  31483. // this means it should figure out its duration by scanning the tracks
  31484. if ( this.duration < 0 ) {
  31485. this.resetDuration();
  31486. }
  31487. }
  31488. /**
  31489. * Factory method for creating an animation clip from the given JSON.
  31490. *
  31491. * @static
  31492. * @param {Object} json - The serialized animation clip.
  31493. * @return {AnimationClip} The new animation clip.
  31494. */
  31495. static parse( json ) {
  31496. const tracks = [],
  31497. jsonTracks = json.tracks,
  31498. frameTime = 1.0 / ( json.fps || 1.0 );
  31499. for ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  31500. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  31501. }
  31502. const clip = new this( json.name, json.duration, tracks, json.blendMode );
  31503. clip.uuid = json.uuid;
  31504. clip.userData = JSON.parse( json.userData || '{}' );
  31505. return clip;
  31506. }
  31507. /**
  31508. * Serializes the given animation clip into JSON.
  31509. *
  31510. * @static
  31511. * @param {AnimationClip} clip - The animation clip to serialize.
  31512. * @return {Object} The JSON object.
  31513. */
  31514. static toJSON( clip ) {
  31515. const tracks = [],
  31516. clipTracks = clip.tracks;
  31517. const json = {
  31518. 'name': clip.name,
  31519. 'duration': clip.duration,
  31520. 'tracks': tracks,
  31521. 'uuid': clip.uuid,
  31522. 'blendMode': clip.blendMode,
  31523. 'userData': JSON.stringify( clip.userData ),
  31524. };
  31525. for ( let i = 0, n = clipTracks.length; i !== n; ++ i ) {
  31526. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  31527. }
  31528. return json;
  31529. }
  31530. /**
  31531. * Returns a new animation clip from the passed morph targets array of a
  31532. * geometry, taking a name and the number of frames per second.
  31533. *
  31534. * Note: The fps parameter is required, but the animation speed can be
  31535. * overridden via {@link AnimationAction#setDuration}.
  31536. *
  31537. * @static
  31538. * @param {string} name - The name of the animation clip.
  31539. * @param {Array<Object>} morphTargetSequence - A sequence of morph targets.
  31540. * @param {number} fps - The Frames-Per-Second value.
  31541. * @param {boolean} noLoop - Whether the clip should be no loop or not.
  31542. * @return {AnimationClip} The new animation clip.
  31543. */
  31544. static CreateFromMorphTargetSequence( name, morphTargetSequence, fps, noLoop ) {
  31545. const numMorphTargets = morphTargetSequence.length;
  31546. const tracks = [];
  31547. for ( let i = 0; i < numMorphTargets; i ++ ) {
  31548. let times = [];
  31549. let values = [];
  31550. times.push(
  31551. ( i + numMorphTargets - 1 ) % numMorphTargets,
  31552. i,
  31553. ( i + 1 ) % numMorphTargets );
  31554. values.push( 0, 1, 0 );
  31555. const order = getKeyframeOrder( times );
  31556. times = sortedArray( times, 1, order );
  31557. values = sortedArray( values, 1, order );
  31558. // if there is a key at the first frame, duplicate it as the
  31559. // last frame as well for perfect loop.
  31560. if ( ! noLoop && times[ 0 ] === 0 ) {
  31561. times.push( numMorphTargets );
  31562. values.push( values[ 0 ] );
  31563. }
  31564. tracks.push(
  31565. new NumberKeyframeTrack(
  31566. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  31567. times, values
  31568. ).scale( 1.0 / fps ) );
  31569. }
  31570. return new this( name, -1, tracks );
  31571. }
  31572. /**
  31573. * Searches for an animation clip by name, taking as its first parameter
  31574. * either an array of clips, or a mesh or geometry that contains an
  31575. * array named "animations" property.
  31576. *
  31577. * @static
  31578. * @param {(Array<AnimationClip>|Object3D)} objectOrClipArray - The array or object to search through.
  31579. * @param {string} name - The name to search for.
  31580. * @return {?AnimationClip} The found animation clip. Returns `null` if no clip has been found.
  31581. */
  31582. static findByName( objectOrClipArray, name ) {
  31583. let clipArray = objectOrClipArray;
  31584. if ( ! Array.isArray( objectOrClipArray ) ) {
  31585. const o = objectOrClipArray;
  31586. clipArray = o.geometry && o.geometry.animations || o.animations;
  31587. }
  31588. for ( let i = 0; i < clipArray.length; i ++ ) {
  31589. if ( clipArray[ i ].name === name ) {
  31590. return clipArray[ i ];
  31591. }
  31592. }
  31593. return null;
  31594. }
  31595. /**
  31596. * Returns an array of new AnimationClips created from the morph target
  31597. * sequences of a geometry, trying to sort morph target names into
  31598. * animation-group-based patterns like "Walk_001, Walk_002, Run_001, Run_002...".
  31599. *
  31600. * See {@link MD2Loader#parse} as an example for how the method should be used.
  31601. *
  31602. * @static
  31603. * @param {Array<Object>} morphTargets - A sequence of morph targets.
  31604. * @param {number} fps - The Frames-Per-Second value.
  31605. * @param {boolean} noLoop - Whether the clip should be no loop or not.
  31606. * @return {Array<AnimationClip>} An array of new animation clips.
  31607. */
  31608. static CreateClipsFromMorphTargetSequences( morphTargets, fps, noLoop ) {
  31609. const animationToMorphTargets = {};
  31610. // tested with https://regex101.com/ on trick sequences
  31611. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  31612. const pattern = /^([\w-]*?)([\d]+)$/;
  31613. // sort morph target names into animation groups based
  31614. // patterns like Walk_001, Walk_002, Run_001, Run_002
  31615. for ( let i = 0, il = morphTargets.length; i < il; i ++ ) {
  31616. const morphTarget = morphTargets[ i ];
  31617. const parts = morphTarget.name.match( pattern );
  31618. if ( parts && parts.length > 1 ) {
  31619. const name = parts[ 1 ];
  31620. let animationMorphTargets = animationToMorphTargets[ name ];
  31621. if ( ! animationMorphTargets ) {
  31622. animationToMorphTargets[ name ] = animationMorphTargets = [];
  31623. }
  31624. animationMorphTargets.push( morphTarget );
  31625. }
  31626. }
  31627. const clips = [];
  31628. for ( const name in animationToMorphTargets ) {
  31629. clips.push( this.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  31630. }
  31631. return clips;
  31632. }
  31633. /**
  31634. * Parses the `animation.hierarchy` format and returns a new animation clip.
  31635. *
  31636. * @static
  31637. * @deprecated since r175.
  31638. * @param {Object} animation - A serialized animation clip as JSON.
  31639. * @param {Array<Bones>} bones - An array of bones.
  31640. * @return {?AnimationClip} The new animation clip.
  31641. */
  31642. static parseAnimation( animation, bones ) {
  31643. warn( 'AnimationClip: parseAnimation() is deprecated and will be removed with r185' );
  31644. if ( ! animation ) {
  31645. error( 'AnimationClip: No animation in JSONLoader data.' );
  31646. return null;
  31647. }
  31648. const addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  31649. // only return track if there are actually keys.
  31650. if ( animationKeys.length !== 0 ) {
  31651. const times = [];
  31652. const values = [];
  31653. flattenJSON( animationKeys, times, values, propertyName );
  31654. // empty keys are filtered out, so check again
  31655. if ( times.length !== 0 ) {
  31656. destTracks.push( new trackType( trackName, times, values ) );
  31657. }
  31658. }
  31659. };
  31660. const tracks = [];
  31661. const clipName = animation.name || 'default';
  31662. const fps = animation.fps || 30;
  31663. const blendMode = animation.blendMode;
  31664. // automatic length determination in AnimationClip.
  31665. let duration = animation.length || -1;
  31666. const hierarchyTracks = animation.hierarchy || [];
  31667. for ( let h = 0; h < hierarchyTracks.length; h ++ ) {
  31668. const animationKeys = hierarchyTracks[ h ].keys;
  31669. // skip empty tracks
  31670. if ( ! animationKeys || animationKeys.length === 0 ) continue;
  31671. // process morph targets
  31672. if ( animationKeys[ 0 ].morphTargets ) {
  31673. // figure out all morph targets used in this track
  31674. const morphTargetNames = {};
  31675. let k;
  31676. for ( k = 0; k < animationKeys.length; k ++ ) {
  31677. if ( animationKeys[ k ].morphTargets ) {
  31678. for ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  31679. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = -1;
  31680. }
  31681. }
  31682. }
  31683. // create a track for each morph target with all zero
  31684. // morphTargetInfluences except for the keys in which
  31685. // the morphTarget is named.
  31686. for ( const morphTargetName in morphTargetNames ) {
  31687. const times = [];
  31688. const values = [];
  31689. for ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  31690. const animationKey = animationKeys[ k ];
  31691. times.push( animationKey.time );
  31692. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  31693. }
  31694. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  31695. }
  31696. duration = morphTargetNames.length * fps;
  31697. } else {
  31698. // ...assume skeletal animation
  31699. const boneName = '.bones[' + bones[ h ].name + ']';
  31700. addNonemptyTrack(
  31701. VectorKeyframeTrack, boneName + '.position',
  31702. animationKeys, 'pos', tracks );
  31703. addNonemptyTrack(
  31704. QuaternionKeyframeTrack, boneName + '.quaternion',
  31705. animationKeys, 'rot', tracks );
  31706. addNonemptyTrack(
  31707. VectorKeyframeTrack, boneName + '.scale',
  31708. animationKeys, 'scl', tracks );
  31709. }
  31710. }
  31711. if ( tracks.length === 0 ) {
  31712. return null;
  31713. }
  31714. const clip = new this( clipName, duration, tracks, blendMode );
  31715. return clip;
  31716. }
  31717. /**
  31718. * Sets the duration of this clip to the duration of its longest keyframe track.
  31719. *
  31720. * @return {AnimationClip} A reference to this animation clip.
  31721. */
  31722. resetDuration() {
  31723. const tracks = this.tracks;
  31724. let duration = 0;
  31725. for ( let i = 0, n = tracks.length; i !== n; ++ i ) {
  31726. const track = this.tracks[ i ];
  31727. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  31728. }
  31729. this.duration = duration;
  31730. return this;
  31731. }
  31732. /**
  31733. * Trims all tracks to the clip's duration.
  31734. *
  31735. * @return {AnimationClip} A reference to this animation clip.
  31736. */
  31737. trim() {
  31738. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31739. this.tracks[ i ].trim( 0, this.duration );
  31740. }
  31741. return this;
  31742. }
  31743. /**
  31744. * Performs minimal validation on each track in the clip. Returns `true` if all
  31745. * tracks are valid.
  31746. *
  31747. * @return {boolean} Whether the clip's keyframes are valid or not.
  31748. */
  31749. validate() {
  31750. let valid = true;
  31751. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31752. valid = valid && this.tracks[ i ].validate();
  31753. }
  31754. return valid;
  31755. }
  31756. /**
  31757. * Optimizes each track by removing equivalent sequential keys (which are
  31758. * common in morph target sequences).
  31759. *
  31760. * @return {AnimationClip} A reference to this animation clip.
  31761. */
  31762. optimize() {
  31763. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31764. this.tracks[ i ].optimize();
  31765. }
  31766. return this;
  31767. }
  31768. /**
  31769. * Returns a new animation clip with copied values from this instance.
  31770. *
  31771. * @return {AnimationClip} A clone of this instance.
  31772. */
  31773. clone() {
  31774. const tracks = [];
  31775. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31776. tracks.push( this.tracks[ i ].clone() );
  31777. }
  31778. const clip = new this.constructor( this.name, this.duration, tracks, this.blendMode );
  31779. clip.userData = JSON.parse( JSON.stringify( this.userData ) );
  31780. return clip;
  31781. }
  31782. /**
  31783. * Serializes this animation clip into JSON.
  31784. *
  31785. * @return {Object} The JSON object.
  31786. */
  31787. toJSON() {
  31788. return this.constructor.toJSON( this );
  31789. }
  31790. }
  31791. function getTrackTypeForValueTypeName( typeName ) {
  31792. switch ( typeName.toLowerCase() ) {
  31793. case 'scalar':
  31794. case 'double':
  31795. case 'float':
  31796. case 'number':
  31797. case 'integer':
  31798. return NumberKeyframeTrack;
  31799. case 'vector':
  31800. case 'vector2':
  31801. case 'vector3':
  31802. case 'vector4':
  31803. return VectorKeyframeTrack;
  31804. case 'color':
  31805. return ColorKeyframeTrack;
  31806. case 'quaternion':
  31807. return QuaternionKeyframeTrack;
  31808. case 'bool':
  31809. case 'boolean':
  31810. return BooleanKeyframeTrack;
  31811. case 'string':
  31812. return StringKeyframeTrack;
  31813. }
  31814. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  31815. }
  31816. function parseKeyframeTrack( json ) {
  31817. if ( json.type === undefined ) {
  31818. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  31819. }
  31820. const trackType = getTrackTypeForValueTypeName( json.type );
  31821. if ( json.times === undefined ) {
  31822. const times = [], values = [];
  31823. flattenJSON( json.keys, times, values, 'value' );
  31824. json.times = times;
  31825. json.values = values;
  31826. }
  31827. // derived classes can define a static parse method
  31828. if ( trackType.parse !== undefined ) {
  31829. return trackType.parse( json );
  31830. } else {
  31831. // by default, we assume a constructor compatible with the base
  31832. return new trackType( json.name, json.times, json.values, json.interpolation );
  31833. }
  31834. }
  31835. /**
  31836. * @class
  31837. * @classdesc A simple caching system, used internally by {@link FileLoader}.
  31838. * To enable caching across all loaders that use {@link FileLoader}, add `THREE.Cache.enabled = true.` once in your app.
  31839. * @hideconstructor
  31840. */
  31841. const Cache = {
  31842. /**
  31843. * Whether caching is enabled or not.
  31844. *
  31845. * @static
  31846. * @type {boolean}
  31847. * @default false
  31848. */
  31849. enabled: false,
  31850. /**
  31851. * A dictionary that holds cached files.
  31852. *
  31853. * @static
  31854. * @type {Object<string,Object>}
  31855. */
  31856. files: {},
  31857. /**
  31858. * Adds a cache entry with a key to reference the file. If this key already
  31859. * holds a file, it is overwritten.
  31860. *
  31861. * @static
  31862. * @param {string} key - The key to reference the cached file.
  31863. * @param {Object} file - The file to be cached.
  31864. */
  31865. add: function ( key, file ) {
  31866. if ( this.enabled === false ) return;
  31867. // log( 'Cache', 'Adding key:', key );
  31868. this.files[ key ] = file;
  31869. },
  31870. /**
  31871. * Gets the cached value for the given key.
  31872. *
  31873. * @static
  31874. * @param {string} key - The key to reference the cached file.
  31875. * @return {Object|undefined} The cached file. If the key does not exist `undefined` is returned.
  31876. */
  31877. get: function ( key ) {
  31878. if ( this.enabled === false ) return;
  31879. // log( 'Cache', 'Checking key:', key );
  31880. return this.files[ key ];
  31881. },
  31882. /**
  31883. * Removes the cached file associated with the given key.
  31884. *
  31885. * @static
  31886. * @param {string} key - The key to reference the cached file.
  31887. */
  31888. remove: function ( key ) {
  31889. delete this.files[ key ];
  31890. },
  31891. /**
  31892. * Remove all values from the cache.
  31893. *
  31894. * @static
  31895. */
  31896. clear: function () {
  31897. this.files = {};
  31898. }
  31899. };
  31900. /**
  31901. * Handles and keeps track of loaded and pending data. A default global
  31902. * instance of this class is created and used by loaders if not supplied
  31903. * manually.
  31904. *
  31905. * In general that should be sufficient, however there are times when it can
  31906. * be useful to have separate loaders - for example if you want to show
  31907. * separate loading bars for objects and textures.
  31908. *
  31909. * ```js
  31910. * const manager = new THREE.LoadingManager();
  31911. * manager.onLoad = () => console.log( 'Loading complete!' );
  31912. *
  31913. * const loader1 = new OBJLoader( manager );
  31914. * const loader2 = new ColladaLoader( manager );
  31915. * ```
  31916. */
  31917. class LoadingManager {
  31918. /**
  31919. * Constructs a new loading manager.
  31920. *
  31921. * @param {Function} [onLoad] - Executes when all items have been loaded.
  31922. * @param {Function} [onProgress] - Executes when single items have been loaded.
  31923. * @param {Function} [onError] - Executes when an error occurs.
  31924. */
  31925. constructor( onLoad, onProgress, onError ) {
  31926. const scope = this;
  31927. let isLoading = false;
  31928. let itemsLoaded = 0;
  31929. let itemsTotal = 0;
  31930. let urlModifier = undefined;
  31931. const handlers = [];
  31932. // Refer to #5689 for the reason why we don't set .onStart
  31933. // in the constructor
  31934. /**
  31935. * Executes when an item starts loading.
  31936. *
  31937. * @type {Function|undefined}
  31938. * @default undefined
  31939. */
  31940. this.onStart = undefined;
  31941. /**
  31942. * Executes when all items have been loaded.
  31943. *
  31944. * @type {Function|undefined}
  31945. * @default undefined
  31946. */
  31947. this.onLoad = onLoad;
  31948. /**
  31949. * Executes when single items have been loaded.
  31950. *
  31951. * @type {Function|undefined}
  31952. * @default undefined
  31953. */
  31954. this.onProgress = onProgress;
  31955. /**
  31956. * Executes when an error occurs.
  31957. *
  31958. * @type {Function|undefined}
  31959. * @default undefined
  31960. */
  31961. this.onError = onError;
  31962. /**
  31963. * Used for aborting ongoing requests in loaders using this manager.
  31964. *
  31965. * @private
  31966. * @type {AbortController | null}
  31967. */
  31968. this._abortController = null;
  31969. /**
  31970. * This should be called by any loader using the manager when the loader
  31971. * starts loading an item.
  31972. *
  31973. * @param {string} url - The URL to load.
  31974. */
  31975. this.itemStart = function ( url ) {
  31976. itemsTotal ++;
  31977. if ( isLoading === false ) {
  31978. if ( scope.onStart !== undefined ) {
  31979. scope.onStart( url, itemsLoaded, itemsTotal );
  31980. }
  31981. }
  31982. isLoading = true;
  31983. };
  31984. /**
  31985. * This should be called by any loader using the manager when the loader
  31986. * ended loading an item.
  31987. *
  31988. * @param {string} url - The URL of the loaded item.
  31989. */
  31990. this.itemEnd = function ( url ) {
  31991. itemsLoaded ++;
  31992. if ( scope.onProgress !== undefined ) {
  31993. scope.onProgress( url, itemsLoaded, itemsTotal );
  31994. }
  31995. if ( itemsLoaded === itemsTotal ) {
  31996. isLoading = false;
  31997. if ( scope.onLoad !== undefined ) {
  31998. scope.onLoad();
  31999. }
  32000. }
  32001. };
  32002. /**
  32003. * This should be called by any loader using the manager when the loader
  32004. * encounters an error when loading an item.
  32005. *
  32006. * @param {string} url - The URL of the item that produces an error.
  32007. */
  32008. this.itemError = function ( url ) {
  32009. if ( scope.onError !== undefined ) {
  32010. scope.onError( url );
  32011. }
  32012. };
  32013. /**
  32014. * Given a URL, uses the URL modifier callback (if any) and returns a
  32015. * resolved URL. If no URL modifier is set, returns the original URL.
  32016. *
  32017. * @param {string} url - The URL to load.
  32018. * @return {string} The resolved URL.
  32019. */
  32020. this.resolveURL = function ( url ) {
  32021. if ( urlModifier ) {
  32022. return urlModifier( url );
  32023. }
  32024. return url;
  32025. };
  32026. /**
  32027. * If provided, the callback will be passed each resource URL before a
  32028. * request is sent. The callback may return the original URL, or a new URL to
  32029. * override loading behavior. This behavior can be used to load assets from
  32030. * .ZIP files, drag-and-drop APIs, and Data URIs.
  32031. *
  32032. * ```js
  32033. * const blobs = {'fish.gltf': blob1, 'diffuse.png': blob2, 'normal.png': blob3};
  32034. *
  32035. * const manager = new THREE.LoadingManager();
  32036. *
  32037. * // Initialize loading manager with URL callback.
  32038. * const objectURLs = [];
  32039. * manager.setURLModifier( ( url ) => {
  32040. *
  32041. * url = URL.createObjectURL( blobs[ url ] );
  32042. * objectURLs.push( url );
  32043. * return url;
  32044. *
  32045. * } );
  32046. *
  32047. * // Load as usual, then revoke the blob URLs.
  32048. * const loader = new GLTFLoader( manager );
  32049. * loader.load( 'fish.gltf', (gltf) => {
  32050. *
  32051. * scene.add( gltf.scene );
  32052. * objectURLs.forEach( ( url ) => URL.revokeObjectURL( url ) );
  32053. *
  32054. * } );
  32055. * ```
  32056. *
  32057. * @param {function(string):string} transform - URL modifier callback. Called with an URL and must return a resolved URL.
  32058. * @return {LoadingManager} A reference to this loading manager.
  32059. */
  32060. this.setURLModifier = function ( transform ) {
  32061. urlModifier = transform;
  32062. return this;
  32063. };
  32064. /**
  32065. * Registers a loader with the given regular expression. Can be used to
  32066. * define what loader should be used in order to load specific files. A
  32067. * typical use case is to overwrite the default loader for textures.
  32068. *
  32069. * ```js
  32070. * // add handler for TGA textures
  32071. * manager.addHandler( /\.tga$/i, new TGALoader() );
  32072. * ```
  32073. *
  32074. * @param {string} regex - A regular expression.
  32075. * @param {Loader} loader - A loader that should handle matched cases.
  32076. * @return {LoadingManager} A reference to this loading manager.
  32077. */
  32078. this.addHandler = function ( regex, loader ) {
  32079. handlers.push( regex, loader );
  32080. return this;
  32081. };
  32082. /**
  32083. * Removes the loader for the given regular expression.
  32084. *
  32085. * @param {string} regex - A regular expression.
  32086. * @return {LoadingManager} A reference to this loading manager.
  32087. */
  32088. this.removeHandler = function ( regex ) {
  32089. const index = handlers.indexOf( regex );
  32090. if ( index !== -1 ) {
  32091. handlers.splice( index, 2 );
  32092. }
  32093. return this;
  32094. };
  32095. /**
  32096. * Can be used to retrieve the registered loader for the given file path.
  32097. *
  32098. * @param {string} file - The file path.
  32099. * @return {?Loader} The registered loader. Returns `null` if no loader was found.
  32100. */
  32101. this.getHandler = function ( file ) {
  32102. for ( let i = 0, l = handlers.length; i < l; i += 2 ) {
  32103. const regex = handlers[ i ];
  32104. const loader = handlers[ i + 1 ];
  32105. if ( regex.global ) regex.lastIndex = 0; // see #17920
  32106. if ( regex.test( file ) ) {
  32107. return loader;
  32108. }
  32109. }
  32110. return null;
  32111. };
  32112. /**
  32113. * Can be used to abort ongoing loading requests in loaders using this manager.
  32114. * The abort only works if the loaders implement {@link Loader#abort} and `AbortSignal.any()`
  32115. * is supported in the browser.
  32116. *
  32117. * @return {LoadingManager} A reference to this loading manager.
  32118. */
  32119. this.abort = function () {
  32120. this.abortController.abort();
  32121. this._abortController = null;
  32122. return this;
  32123. };
  32124. }
  32125. // TODO: Revert this back to a single member variable once this issue has been fixed
  32126. // https://github.com/cloudflare/workerd/issues/3657
  32127. /**
  32128. * Used for aborting ongoing requests in loaders using this manager.
  32129. *
  32130. * @type {AbortController}
  32131. */
  32132. get abortController() {
  32133. if ( ! this._abortController ) {
  32134. this._abortController = new AbortController();
  32135. }
  32136. return this._abortController;
  32137. }
  32138. }
  32139. /**
  32140. * The global default loading manager.
  32141. *
  32142. * @constant
  32143. * @type {LoadingManager}
  32144. */
  32145. const DefaultLoadingManager = /*@__PURE__*/ new LoadingManager();
  32146. /**
  32147. * Abstract base class for loaders.
  32148. *
  32149. * @abstract
  32150. */
  32151. class Loader {
  32152. /**
  32153. * Constructs a new loader.
  32154. *
  32155. * @param {LoadingManager} [manager] - The loading manager.
  32156. */
  32157. constructor( manager ) {
  32158. /**
  32159. * The loading manager.
  32160. *
  32161. * @type {LoadingManager}
  32162. * @default DefaultLoadingManager
  32163. */
  32164. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  32165. /**
  32166. * The crossOrigin string to implement CORS for loading the url from a
  32167. * different domain that allows CORS.
  32168. *
  32169. * @type {string}
  32170. * @default 'anonymous'
  32171. */
  32172. this.crossOrigin = 'anonymous';
  32173. /**
  32174. * Whether the XMLHttpRequest uses credentials.
  32175. *
  32176. * @type {boolean}
  32177. * @default false
  32178. */
  32179. this.withCredentials = false;
  32180. /**
  32181. * The base path from which the asset will be loaded.
  32182. *
  32183. * @type {string}
  32184. */
  32185. this.path = '';
  32186. /**
  32187. * The base path from which additional resources like textures will be loaded.
  32188. *
  32189. * @type {string}
  32190. */
  32191. this.resourcePath = '';
  32192. /**
  32193. * The [request header](https://developer.mozilla.org/en-US/docs/Glossary/Request_header)
  32194. * used in HTTP request.
  32195. *
  32196. * @type {Object<string, any>}
  32197. */
  32198. this.requestHeader = {};
  32199. }
  32200. /**
  32201. * This method needs to be implemented by all concrete loaders. It holds the
  32202. * logic for loading assets from the backend.
  32203. *
  32204. * @abstract
  32205. * @param {string} url - The path/URL of the file to be loaded.
  32206. * @param {Function} onLoad - Executed when the loading process has been finished.
  32207. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  32208. * @param {onErrorCallback} [onError] - Executed when errors occur.
  32209. */
  32210. load( /* url, onLoad, onProgress, onError */ ) {}
  32211. /**
  32212. * A async version of {@link Loader#load}.
  32213. *
  32214. * @param {string} url - The path/URL of the file to be loaded.
  32215. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  32216. * @return {Promise} A Promise that resolves when the asset has been loaded.
  32217. */
  32218. loadAsync( url, onProgress ) {
  32219. const scope = this;
  32220. return new Promise( function ( resolve, reject ) {
  32221. scope.load( url, resolve, onProgress, reject );
  32222. } );
  32223. }
  32224. /**
  32225. * This method needs to be implemented by all concrete loaders. It holds the
  32226. * logic for parsing the asset into three.js entities.
  32227. *
  32228. * @abstract
  32229. * @param {any} data - The data to parse.
  32230. */
  32231. parse( /* data */ ) {}
  32232. /**
  32233. * Sets the `crossOrigin` String to implement CORS for loading the URL
  32234. * from a different domain that allows CORS.
  32235. *
  32236. * @param {string} crossOrigin - The `crossOrigin` value.
  32237. * @return {Loader} A reference to this instance.
  32238. */
  32239. setCrossOrigin( crossOrigin ) {
  32240. this.crossOrigin = crossOrigin;
  32241. return this;
  32242. }
  32243. /**
  32244. * Whether the XMLHttpRequest uses credentials such as cookies, authorization
  32245. * headers or TLS client certificates, see [XMLHttpRequest.withCredentials](https://developer.mozilla.org/en-US/docs/Web/API/XMLHttpRequest/withCredentials).
  32246. *
  32247. * Note: This setting has no effect if you are loading files locally or from the same domain.
  32248. *
  32249. * @param {boolean} value - The `withCredentials` value.
  32250. * @return {Loader} A reference to this instance.
  32251. */
  32252. setWithCredentials( value ) {
  32253. this.withCredentials = value;
  32254. return this;
  32255. }
  32256. /**
  32257. * Sets the base path for the asset.
  32258. *
  32259. * @param {string} path - The base path.
  32260. * @return {Loader} A reference to this instance.
  32261. */
  32262. setPath( path ) {
  32263. this.path = path;
  32264. return this;
  32265. }
  32266. /**
  32267. * Sets the base path for dependent resources like textures.
  32268. *
  32269. * @param {string} resourcePath - The resource path.
  32270. * @return {Loader} A reference to this instance.
  32271. */
  32272. setResourcePath( resourcePath ) {
  32273. this.resourcePath = resourcePath;
  32274. return this;
  32275. }
  32276. /**
  32277. * Sets the given request header.
  32278. *
  32279. * @param {Object} requestHeader - A [request header](https://developer.mozilla.org/en-US/docs/Glossary/Request_header)
  32280. * for configuring the HTTP request.
  32281. * @return {Loader} A reference to this instance.
  32282. */
  32283. setRequestHeader( requestHeader ) {
  32284. this.requestHeader = requestHeader;
  32285. return this;
  32286. }
  32287. /**
  32288. * This method can be implemented in loaders for aborting ongoing requests.
  32289. *
  32290. * @abstract
  32291. * @return {Loader} A reference to this instance.
  32292. */
  32293. abort() {
  32294. return this;
  32295. }
  32296. }
  32297. /**
  32298. * Callback for onProgress in loaders.
  32299. *
  32300. * @callback onProgressCallback
  32301. * @param {ProgressEvent} event - An instance of `ProgressEvent` that represents the current loading status.
  32302. */
  32303. /**
  32304. * Callback for onError in loaders.
  32305. *
  32306. * @callback onErrorCallback
  32307. * @param {Error} error - The error which occurred during the loading process.
  32308. */
  32309. /**
  32310. * The default material name that is used by loaders
  32311. * when creating materials for loaded 3D objects.
  32312. *
  32313. * Note: Not all loaders might honor this setting.
  32314. *
  32315. * @static
  32316. * @type {string}
  32317. * @default '__DEFAULT'
  32318. */
  32319. Loader.DEFAULT_MATERIAL_NAME = '__DEFAULT';
  32320. const loading = {};
  32321. class HttpError extends Error {
  32322. constructor( message, response ) {
  32323. super( message );
  32324. this.response = response;
  32325. }
  32326. }
  32327. /**
  32328. * A low level class for loading resources with the Fetch API, used internally by
  32329. * most loaders. It can also be used directly to load any file type that does
  32330. * not have a loader.
  32331. *
  32332. * This loader supports caching. If you want to use it, add `THREE.Cache.enabled = true;`
  32333. * once to your application.
  32334. *
  32335. * ```js
  32336. * const loader = new THREE.FileLoader();
  32337. * const data = await loader.loadAsync( 'example.txt' );
  32338. * ```
  32339. *
  32340. * @augments Loader
  32341. */
  32342. class FileLoader extends Loader {
  32343. /**
  32344. * Constructs a new file loader.
  32345. *
  32346. * @param {LoadingManager} [manager] - The loading manager.
  32347. */
  32348. constructor( manager ) {
  32349. super( manager );
  32350. /**
  32351. * The expected mime type. Valid values can be found
  32352. * [here](hhttps://developer.mozilla.org/en-US/docs/Web/API/DOMParser/parseFromString#mimetype)
  32353. *
  32354. * @type {string}
  32355. */
  32356. this.mimeType = '';
  32357. /**
  32358. * The expected response type.
  32359. *
  32360. * @type {('arraybuffer'|'blob'|'document'|'json'|'')}
  32361. * @default ''
  32362. */
  32363. this.responseType = '';
  32364. /**
  32365. * Used for aborting requests.
  32366. *
  32367. * @private
  32368. * @type {AbortController}
  32369. */
  32370. this._abortController = new AbortController();
  32371. }
  32372. /**
  32373. * Starts loading from the given URL and pass the loaded response to the `onLoad()` callback.
  32374. *
  32375. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32376. * @param {function(any)} onLoad - Executed when the loading process has been finished.
  32377. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  32378. * @param {onErrorCallback} [onError] - Executed when errors occur.
  32379. * @return {any|undefined} The cached resource if available.
  32380. */
  32381. load( url, onLoad, onProgress, onError ) {
  32382. if ( url === undefined ) url = '';
  32383. if ( this.path !== undefined ) url = this.path + url;
  32384. url = this.manager.resolveURL( url );
  32385. const cached = Cache.get( `file:${url}` );
  32386. if ( cached !== undefined ) {
  32387. this.manager.itemStart( url );
  32388. setTimeout( () => {
  32389. if ( onLoad ) onLoad( cached );
  32390. this.manager.itemEnd( url );
  32391. }, 0 );
  32392. return cached;
  32393. }
  32394. // Check if request is duplicate
  32395. if ( loading[ url ] !== undefined ) {
  32396. loading[ url ].push( {
  32397. onLoad: onLoad,
  32398. onProgress: onProgress,
  32399. onError: onError
  32400. } );
  32401. return;
  32402. }
  32403. // Initialise array for duplicate requests
  32404. loading[ url ] = [];
  32405. loading[ url ].push( {
  32406. onLoad: onLoad,
  32407. onProgress: onProgress,
  32408. onError: onError,
  32409. } );
  32410. // create request
  32411. const req = new Request( url, {
  32412. headers: new Headers( this.requestHeader ),
  32413. credentials: this.withCredentials ? 'include' : 'same-origin',
  32414. signal: ( typeof AbortSignal.any === 'function' ) ? AbortSignal.any( [ this._abortController.signal, this.manager.abortController.signal ] ) : this._abortController.signal
  32415. } );
  32416. // record states ( avoid data race )
  32417. const mimeType = this.mimeType;
  32418. const responseType = this.responseType;
  32419. // start the fetch
  32420. fetch( req )
  32421. .then( response => {
  32422. if ( response.status === 200 || response.status === 0 ) {
  32423. // Some browsers return HTTP Status 0 when using non-http protocol
  32424. // e.g. 'file://' or 'data://'. Handle as success.
  32425. if ( response.status === 0 ) {
  32426. warn( 'FileLoader: HTTP Status 0 received.' );
  32427. }
  32428. // Workaround: Checking if response.body === undefined for Alipay browser #23548
  32429. if ( typeof ReadableStream === 'undefined' || response.body === undefined || response.body.getReader === undefined ) {
  32430. return response;
  32431. }
  32432. const callbacks = loading[ url ];
  32433. const reader = response.body.getReader();
  32434. // Nginx needs X-File-Size check
  32435. // https://serverfault.com/questions/482875/why-does-nginx-remove-content-length-header-for-chunked-content
  32436. const contentLength = response.headers.get( 'X-File-Size' ) || response.headers.get( 'Content-Length' );
  32437. const total = contentLength ? parseInt( contentLength ) : 0;
  32438. const lengthComputable = total !== 0;
  32439. let loaded = 0;
  32440. // periodically read data into the new stream tracking while download progress
  32441. const stream = new ReadableStream( {
  32442. start( controller ) {
  32443. readData();
  32444. function readData() {
  32445. reader.read().then( ( { done, value } ) => {
  32446. if ( done ) {
  32447. controller.close();
  32448. } else {
  32449. loaded += value.byteLength;
  32450. const event = new ProgressEvent( 'progress', { lengthComputable, loaded, total } );
  32451. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32452. const callback = callbacks[ i ];
  32453. if ( callback.onProgress ) callback.onProgress( event );
  32454. }
  32455. controller.enqueue( value );
  32456. readData();
  32457. }
  32458. }, ( e ) => {
  32459. controller.error( e );
  32460. } );
  32461. }
  32462. }
  32463. } );
  32464. return new Response( stream );
  32465. } else {
  32466. throw new HttpError( `fetch for "${response.url}" responded with ${response.status}: ${response.statusText}`, response );
  32467. }
  32468. } )
  32469. .then( response => {
  32470. switch ( responseType ) {
  32471. case 'arraybuffer':
  32472. return response.arrayBuffer();
  32473. case 'blob':
  32474. return response.blob();
  32475. case 'document':
  32476. return response.text()
  32477. .then( text => {
  32478. const parser = new DOMParser();
  32479. return parser.parseFromString( text, mimeType );
  32480. } );
  32481. case 'json':
  32482. return response.json();
  32483. default:
  32484. if ( mimeType === '' ) {
  32485. return response.text();
  32486. } else {
  32487. // sniff encoding
  32488. const re = /charset="?([^;"\s]*)"?/i;
  32489. const exec = re.exec( mimeType );
  32490. const label = exec && exec[ 1 ] ? exec[ 1 ].toLowerCase() : undefined;
  32491. const decoder = new TextDecoder( label );
  32492. return response.arrayBuffer().then( ab => decoder.decode( ab ) );
  32493. }
  32494. }
  32495. } )
  32496. .then( data => {
  32497. // Add to cache only on HTTP success, so that we do not cache
  32498. // error response bodies as proper responses to requests.
  32499. Cache.add( `file:${url}`, data );
  32500. const callbacks = loading[ url ];
  32501. delete loading[ url ];
  32502. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32503. const callback = callbacks[ i ];
  32504. if ( callback.onLoad ) callback.onLoad( data );
  32505. }
  32506. } )
  32507. .catch( err => {
  32508. // Abort errors and other errors are handled the same
  32509. const callbacks = loading[ url ];
  32510. if ( callbacks === undefined ) {
  32511. // When onLoad was called and url was deleted in `loading`
  32512. this.manager.itemError( url );
  32513. throw err;
  32514. }
  32515. delete loading[ url ];
  32516. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32517. const callback = callbacks[ i ];
  32518. if ( callback.onError ) callback.onError( err );
  32519. }
  32520. this.manager.itemError( url );
  32521. } )
  32522. .finally( () => {
  32523. this.manager.itemEnd( url );
  32524. } );
  32525. this.manager.itemStart( url );
  32526. }
  32527. /**
  32528. * Sets the expected response type.
  32529. *
  32530. * @param {('arraybuffer'|'blob'|'document'|'json'|'')} value - The response type.
  32531. * @return {FileLoader} A reference to this file loader.
  32532. */
  32533. setResponseType( value ) {
  32534. this.responseType = value;
  32535. return this;
  32536. }
  32537. /**
  32538. * Sets the expected mime type of the loaded file.
  32539. *
  32540. * @param {string} value - The mime type.
  32541. * @return {FileLoader} A reference to this file loader.
  32542. */
  32543. setMimeType( value ) {
  32544. this.mimeType = value;
  32545. return this;
  32546. }
  32547. /**
  32548. * Aborts ongoing fetch requests.
  32549. *
  32550. * @return {FileLoader} A reference to this instance.
  32551. */
  32552. abort() {
  32553. this._abortController.abort();
  32554. this._abortController = new AbortController();
  32555. return this;
  32556. }
  32557. }
  32558. /**
  32559. * Class for loading animation clips in the JSON format. The files are internally
  32560. * loaded via {@link FileLoader}.
  32561. *
  32562. * ```js
  32563. * const loader = new THREE.AnimationLoader();
  32564. * const animations = await loader.loadAsync( 'animations/animation.js' );
  32565. * ```
  32566. *
  32567. * @augments Loader
  32568. */
  32569. class AnimationLoader extends Loader {
  32570. /**
  32571. * Constructs a new animation loader.
  32572. *
  32573. * @param {LoadingManager} [manager] - The loading manager.
  32574. */
  32575. constructor( manager ) {
  32576. super( manager );
  32577. }
  32578. /**
  32579. * Starts loading from the given URL and pass the loaded animations as an array
  32580. * holding instances of {@link AnimationClip} to the `onLoad()` callback.
  32581. *
  32582. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32583. * @param {function(Array<AnimationClip>)} onLoad - Executed when the loading process has been finished.
  32584. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32585. * @param {onErrorCallback} onError - Executed when errors occur.
  32586. */
  32587. load( url, onLoad, onProgress, onError ) {
  32588. const scope = this;
  32589. const loader = new FileLoader( this.manager );
  32590. loader.setPath( this.path );
  32591. loader.setRequestHeader( this.requestHeader );
  32592. loader.setWithCredentials( this.withCredentials );
  32593. loader.load( url, function ( text ) {
  32594. try {
  32595. onLoad( scope.parse( JSON.parse( text ) ) );
  32596. } catch ( e ) {
  32597. if ( onError ) {
  32598. onError( e );
  32599. } else {
  32600. error( e );
  32601. }
  32602. scope.manager.itemError( url );
  32603. }
  32604. }, onProgress, onError );
  32605. }
  32606. /**
  32607. * Parses the given JSON object and returns an array of animation clips.
  32608. *
  32609. * @param {Object} json - The serialized animation clips.
  32610. * @return {Array<AnimationClip>} The parsed animation clips.
  32611. */
  32612. parse( json ) {
  32613. const animations = [];
  32614. for ( let i = 0; i < json.length; i ++ ) {
  32615. const clip = AnimationClip.parse( json[ i ] );
  32616. animations.push( clip );
  32617. }
  32618. return animations;
  32619. }
  32620. }
  32621. /**
  32622. * Abstract base class for loading compressed texture formats S3TC, ASTC or ETC.
  32623. * Textures are internally loaded via {@link FileLoader}.
  32624. *
  32625. * Derived classes have to implement the `parse()` method which holds the parsing
  32626. * for the respective format.
  32627. *
  32628. * @abstract
  32629. * @augments Loader
  32630. */
  32631. class CompressedTextureLoader extends Loader {
  32632. /**
  32633. * Constructs a new compressed texture loader.
  32634. *
  32635. * @param {LoadingManager} [manager] - The loading manager.
  32636. */
  32637. constructor( manager ) {
  32638. super( manager );
  32639. }
  32640. /**
  32641. * Starts loading from the given URL and passes the loaded compressed texture
  32642. * to the `onLoad()` callback. The method also returns a new texture object which can
  32643. * directly be used for material creation. If you do it this way, the texture
  32644. * may pop up in your scene once the respective loading process is finished.
  32645. *
  32646. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32647. * @param {function(CompressedTexture)} onLoad - Executed when the loading process has been finished.
  32648. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32649. * @param {onErrorCallback} onError - Executed when errors occur.
  32650. * @return {CompressedTexture} The compressed texture.
  32651. */
  32652. load( url, onLoad, onProgress, onError ) {
  32653. const scope = this;
  32654. const images = [];
  32655. const texture = new CompressedTexture();
  32656. const loader = new FileLoader( this.manager );
  32657. loader.setPath( this.path );
  32658. loader.setResponseType( 'arraybuffer' );
  32659. loader.setRequestHeader( this.requestHeader );
  32660. loader.setWithCredentials( scope.withCredentials );
  32661. let loaded = 0;
  32662. function loadTexture( i ) {
  32663. loader.load( url[ i ], function ( buffer ) {
  32664. const texDatas = scope.parse( buffer, true );
  32665. images[ i ] = {
  32666. width: texDatas.width,
  32667. height: texDatas.height,
  32668. format: texDatas.format,
  32669. mipmaps: texDatas.mipmaps
  32670. };
  32671. loaded += 1;
  32672. if ( loaded === 6 ) {
  32673. if ( texDatas.mipmapCount === 1 ) texture.minFilter = LinearFilter;
  32674. texture.image = images;
  32675. texture.format = texDatas.format;
  32676. texture.needsUpdate = true;
  32677. if ( onLoad ) onLoad( texture );
  32678. }
  32679. }, onProgress, onError );
  32680. }
  32681. if ( Array.isArray( url ) ) {
  32682. for ( let i = 0, il = url.length; i < il; ++ i ) {
  32683. loadTexture( i );
  32684. }
  32685. } else {
  32686. // compressed cubemap texture stored in a single DDS file
  32687. loader.load( url, function ( buffer ) {
  32688. const texDatas = scope.parse( buffer, true );
  32689. if ( texDatas.isCubemap ) {
  32690. const faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  32691. for ( let f = 0; f < faces; f ++ ) {
  32692. images[ f ] = { mipmaps: [] };
  32693. for ( let i = 0; i < texDatas.mipmapCount; i ++ ) {
  32694. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  32695. images[ f ].format = texDatas.format;
  32696. images[ f ].width = texDatas.width;
  32697. images[ f ].height = texDatas.height;
  32698. }
  32699. }
  32700. texture.image = images;
  32701. } else {
  32702. texture.image.width = texDatas.width;
  32703. texture.image.height = texDatas.height;
  32704. texture.mipmaps = texDatas.mipmaps;
  32705. }
  32706. if ( texDatas.mipmapCount === 1 ) {
  32707. texture.minFilter = LinearFilter;
  32708. }
  32709. texture.format = texDatas.format;
  32710. texture.needsUpdate = true;
  32711. if ( onLoad ) onLoad( texture );
  32712. }, onProgress, onError );
  32713. }
  32714. return texture;
  32715. }
  32716. }
  32717. const _loading = new WeakMap();
  32718. /**
  32719. * A loader for loading images. The class loads images with the HTML `Image` API.
  32720. *
  32721. * ```js
  32722. * const loader = new THREE.ImageLoader();
  32723. * const image = await loader.loadAsync( 'image.png' );
  32724. * ```
  32725. * Please note that `ImageLoader` has dropped support for progress
  32726. * events in `r84`. For an `ImageLoader` that supports progress events, see
  32727. * [this thread](https://github.com/mrdoob/three.js/issues/10439#issuecomment-275785639).
  32728. *
  32729. * @augments Loader
  32730. */
  32731. class ImageLoader extends Loader {
  32732. /**
  32733. * Constructs a new image loader.
  32734. *
  32735. * @param {LoadingManager} [manager] - The loading manager.
  32736. */
  32737. constructor( manager ) {
  32738. super( manager );
  32739. }
  32740. /**
  32741. * Starts loading from the given URL and passes the loaded image
  32742. * to the `onLoad()` callback. The method also returns a new `Image` object which can
  32743. * directly be used for texture creation. If you do it this way, the texture
  32744. * may pop up in your scene once the respective loading process is finished.
  32745. *
  32746. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32747. * @param {function(Image)} onLoad - Executed when the loading process has been finished.
  32748. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  32749. * @param {onErrorCallback} onError - Executed when errors occur.
  32750. * @return {Image} The image.
  32751. */
  32752. load( url, onLoad, onProgress, onError ) {
  32753. if ( this.path !== undefined ) url = this.path + url;
  32754. url = this.manager.resolveURL( url );
  32755. const scope = this;
  32756. const cached = Cache.get( `image:${url}` );
  32757. if ( cached !== undefined ) {
  32758. if ( cached.complete === true ) {
  32759. scope.manager.itemStart( url );
  32760. setTimeout( function () {
  32761. if ( onLoad ) onLoad( cached );
  32762. scope.manager.itemEnd( url );
  32763. }, 0 );
  32764. } else {
  32765. let arr = _loading.get( cached );
  32766. if ( arr === undefined ) {
  32767. arr = [];
  32768. _loading.set( cached, arr );
  32769. }
  32770. arr.push( { onLoad, onError } );
  32771. }
  32772. return cached;
  32773. }
  32774. const image = createElementNS( 'img' );
  32775. function onImageLoad() {
  32776. removeEventListeners();
  32777. if ( onLoad ) onLoad( this );
  32778. //
  32779. const callbacks = _loading.get( this ) || [];
  32780. for ( let i = 0; i < callbacks.length; i ++ ) {
  32781. const callback = callbacks[ i ];
  32782. if ( callback.onLoad ) callback.onLoad( this );
  32783. }
  32784. _loading.delete( this );
  32785. scope.manager.itemEnd( url );
  32786. }
  32787. function onImageError( event ) {
  32788. removeEventListeners();
  32789. if ( onError ) onError( event );
  32790. Cache.remove( `image:${url}` );
  32791. //
  32792. const callbacks = _loading.get( this ) || [];
  32793. for ( let i = 0; i < callbacks.length; i ++ ) {
  32794. const callback = callbacks[ i ];
  32795. if ( callback.onError ) callback.onError( event );
  32796. }
  32797. _loading.delete( this );
  32798. scope.manager.itemError( url );
  32799. scope.manager.itemEnd( url );
  32800. }
  32801. function removeEventListeners() {
  32802. image.removeEventListener( 'load', onImageLoad, false );
  32803. image.removeEventListener( 'error', onImageError, false );
  32804. }
  32805. image.addEventListener( 'load', onImageLoad, false );
  32806. image.addEventListener( 'error', onImageError, false );
  32807. if ( url.slice( 0, 5 ) !== 'data:' ) {
  32808. if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
  32809. }
  32810. Cache.add( `image:${url}`, image );
  32811. scope.manager.itemStart( url );
  32812. image.src = url;
  32813. return image;
  32814. }
  32815. }
  32816. /**
  32817. * Class for loading cube textures. Images are internally loaded via {@link ImageLoader}.
  32818. *
  32819. * The loader returns an instance of {@link CubeTexture} and expects the cube map to
  32820. * be defined as six separate images representing the sides of a cube. Other cube map definitions
  32821. * like vertical and horizontal cross, column and row layouts are not supported.
  32822. *
  32823. * Note that, by convention, cube maps are specified in a coordinate system
  32824. * in which positive-x is to the right when looking up the positive-z axis --
  32825. * in other words, using a left-handed coordinate system. Since three.js uses
  32826. * a right-handed coordinate system, environment maps used in three.js will
  32827. * have pos-x and neg-x swapped.
  32828. *
  32829. * The loaded cube texture is in sRGB color space. Meaning {@link Texture#colorSpace}
  32830. * is set to `SRGBColorSpace` by default.
  32831. *
  32832. * ```js
  32833. * const loader = new THREE.CubeTextureLoader().setPath( 'textures/cubeMaps/' );
  32834. * const cubeTexture = await loader.loadAsync( [
  32835. * 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png'
  32836. * ] );
  32837. * scene.background = cubeTexture;
  32838. * ```
  32839. *
  32840. * @augments Loader
  32841. */
  32842. class CubeTextureLoader extends Loader {
  32843. /**
  32844. * Constructs a new cube texture loader.
  32845. *
  32846. * @param {LoadingManager} [manager] - The loading manager.
  32847. */
  32848. constructor( manager ) {
  32849. super( manager );
  32850. }
  32851. /**
  32852. * Starts loading from the given URL and pass the fully loaded cube texture
  32853. * to the `onLoad()` callback. The method also returns a new cube texture object which can
  32854. * directly be used for material creation. If you do it this way, the cube texture
  32855. * may pop up in your scene once the respective loading process is finished.
  32856. *
  32857. * @param {Array<string>} urls - Array of 6 URLs to images, one for each side of the
  32858. * cube texture. The urls should be specified in the following order: pos-x,
  32859. * neg-x, pos-y, neg-y, pos-z, neg-z. An array of data URIs are allowed as well.
  32860. * @param {function(CubeTexture)} onLoad - Executed when the loading process has been finished.
  32861. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  32862. * @param {onErrorCallback} onError - Executed when errors occur.
  32863. * @return {CubeTexture} The cube texture.
  32864. */
  32865. load( urls, onLoad, onProgress, onError ) {
  32866. const texture = new CubeTexture();
  32867. texture.colorSpace = SRGBColorSpace;
  32868. const loader = new ImageLoader( this.manager );
  32869. loader.setCrossOrigin( this.crossOrigin );
  32870. loader.setPath( this.path );
  32871. let loaded = 0;
  32872. function loadTexture( i ) {
  32873. loader.load( urls[ i ], function ( image ) {
  32874. texture.images[ i ] = image;
  32875. loaded ++;
  32876. if ( loaded === 6 ) {
  32877. texture.needsUpdate = true;
  32878. if ( onLoad ) onLoad( texture );
  32879. }
  32880. }, undefined, onError );
  32881. }
  32882. for ( let i = 0; i < urls.length; ++ i ) {
  32883. loadTexture( i );
  32884. }
  32885. return texture;
  32886. }
  32887. }
  32888. /**
  32889. * Abstract base class for loading binary texture formats RGBE, EXR or TGA.
  32890. * Textures are internally loaded via {@link FileLoader}.
  32891. *
  32892. * Derived classes have to implement the `parse()` method which holds the parsing
  32893. * for the respective format.
  32894. *
  32895. * @abstract
  32896. * @augments Loader
  32897. */
  32898. class DataTextureLoader extends Loader {
  32899. /**
  32900. * Constructs a new data texture loader.
  32901. *
  32902. * @param {LoadingManager} [manager] - The loading manager.
  32903. */
  32904. constructor( manager ) {
  32905. super( manager );
  32906. }
  32907. /**
  32908. * Starts loading from the given URL and passes the loaded data texture
  32909. * to the `onLoad()` callback. The method also returns a new texture object which can
  32910. * directly be used for material creation. If you do it this way, the texture
  32911. * may pop up in your scene once the respective loading process is finished.
  32912. *
  32913. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32914. * @param {function(DataTexture)} onLoad - Executed when the loading process has been finished.
  32915. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32916. * @param {onErrorCallback} onError - Executed when errors occur.
  32917. * @return {DataTexture} The data texture.
  32918. */
  32919. load( url, onLoad, onProgress, onError ) {
  32920. const scope = this;
  32921. const texture = new DataTexture();
  32922. const loader = new FileLoader( this.manager );
  32923. loader.setResponseType( 'arraybuffer' );
  32924. loader.setRequestHeader( this.requestHeader );
  32925. loader.setPath( this.path );
  32926. loader.setWithCredentials( scope.withCredentials );
  32927. loader.load( url, function ( buffer ) {
  32928. let texData;
  32929. try {
  32930. texData = scope.parse( buffer );
  32931. } catch ( error ) {
  32932. if ( onError !== undefined ) {
  32933. onError( error );
  32934. } else {
  32935. error( error );
  32936. return;
  32937. }
  32938. }
  32939. if ( texData.image !== undefined ) {
  32940. texture.image = texData.image;
  32941. } else if ( texData.data !== undefined ) {
  32942. texture.image.width = texData.width;
  32943. texture.image.height = texData.height;
  32944. texture.image.data = texData.data;
  32945. }
  32946. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  32947. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  32948. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  32949. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  32950. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  32951. if ( texData.colorSpace !== undefined ) {
  32952. texture.colorSpace = texData.colorSpace;
  32953. }
  32954. if ( texData.flipY !== undefined ) {
  32955. texture.flipY = texData.flipY;
  32956. }
  32957. if ( texData.format !== undefined ) {
  32958. texture.format = texData.format;
  32959. }
  32960. if ( texData.type !== undefined ) {
  32961. texture.type = texData.type;
  32962. }
  32963. if ( texData.mipmaps !== undefined ) {
  32964. texture.mipmaps = texData.mipmaps;
  32965. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  32966. }
  32967. if ( texData.mipmapCount === 1 ) {
  32968. texture.minFilter = LinearFilter;
  32969. }
  32970. if ( texData.generateMipmaps !== undefined ) {
  32971. texture.generateMipmaps = texData.generateMipmaps;
  32972. }
  32973. texture.needsUpdate = true;
  32974. if ( onLoad ) onLoad( texture, texData );
  32975. }, onProgress, onError );
  32976. return texture;
  32977. }
  32978. }
  32979. /**
  32980. * Class for loading textures. Images are internally
  32981. * loaded via {@link ImageLoader}.
  32982. *
  32983. * ```js
  32984. * const loader = new THREE.TextureLoader();
  32985. * const texture = await loader.loadAsync( 'textures/land_ocean_ice_cloud_2048.jpg' );
  32986. *
  32987. * const material = new THREE.MeshBasicMaterial( { map:texture } );
  32988. * ```
  32989. * Please note that `TextureLoader` has dropped support for progress
  32990. * events in `r84`. For a `TextureLoader` that supports progress events, see
  32991. * [this thread](https://github.com/mrdoob/three.js/issues/10439#issuecomment-293260145).
  32992. *
  32993. * @augments Loader
  32994. */
  32995. class TextureLoader extends Loader {
  32996. /**
  32997. * Constructs a new texture loader.
  32998. *
  32999. * @param {LoadingManager} [manager] - The loading manager.
  33000. */
  33001. constructor( manager ) {
  33002. super( manager );
  33003. }
  33004. /**
  33005. * Starts loading from the given URL and pass the fully loaded texture
  33006. * to the `onLoad()` callback. The method also returns a new texture object which can
  33007. * directly be used for material creation. If you do it this way, the texture
  33008. * may pop up in your scene once the respective loading process is finished.
  33009. *
  33010. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  33011. * @param {function(Texture)} onLoad - Executed when the loading process has been finished.
  33012. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  33013. * @param {onErrorCallback} onError - Executed when errors occur.
  33014. * @return {Texture} The texture.
  33015. */
  33016. load( url, onLoad, onProgress, onError ) {
  33017. const texture = new Texture();
  33018. const loader = new ImageLoader( this.manager );
  33019. loader.setCrossOrigin( this.crossOrigin );
  33020. loader.setPath( this.path );
  33021. loader.load( url, function ( image ) {
  33022. texture.image = image;
  33023. texture.needsUpdate = true;
  33024. if ( onLoad !== undefined ) {
  33025. onLoad( texture );
  33026. }
  33027. }, onProgress, onError );
  33028. return texture;
  33029. }
  33030. }
  33031. /**
  33032. * Abstract base class for lights - all other light types inherit the
  33033. * properties and methods described here.
  33034. *
  33035. * @abstract
  33036. * @augments Object3D
  33037. */
  33038. class Light extends Object3D {
  33039. /**
  33040. * Constructs a new light.
  33041. *
  33042. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33043. * @param {number} [intensity=1] - The light's strength/intensity.
  33044. */
  33045. constructor( color, intensity = 1 ) {
  33046. super();
  33047. /**
  33048. * This flag can be used for type testing.
  33049. *
  33050. * @type {boolean}
  33051. * @readonly
  33052. * @default true
  33053. */
  33054. this.isLight = true;
  33055. this.type = 'Light';
  33056. /**
  33057. * The light's color.
  33058. *
  33059. * @type {Color}
  33060. */
  33061. this.color = new Color( color );
  33062. /**
  33063. * The light's intensity.
  33064. *
  33065. * @type {number}
  33066. * @default 1
  33067. */
  33068. this.intensity = intensity;
  33069. }
  33070. /**
  33071. * Frees the GPU-related resources allocated by this instance. Call this
  33072. * method whenever this instance is no longer used in your app.
  33073. */
  33074. dispose() {
  33075. // Empty here in base class; some subclasses override.
  33076. }
  33077. copy( source, recursive ) {
  33078. super.copy( source, recursive );
  33079. this.color.copy( source.color );
  33080. this.intensity = source.intensity;
  33081. return this;
  33082. }
  33083. toJSON( meta ) {
  33084. const data = super.toJSON( meta );
  33085. data.object.color = this.color.getHex();
  33086. data.object.intensity = this.intensity;
  33087. if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();
  33088. if ( this.distance !== undefined ) data.object.distance = this.distance;
  33089. if ( this.angle !== undefined ) data.object.angle = this.angle;
  33090. if ( this.decay !== undefined ) data.object.decay = this.decay;
  33091. if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;
  33092. if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();
  33093. if ( this.target !== undefined ) data.object.target = this.target.uuid;
  33094. return data;
  33095. }
  33096. }
  33097. /**
  33098. * A light source positioned directly above the scene, with color fading from
  33099. * the sky color to the ground color.
  33100. *
  33101. * This light cannot be used to cast shadows.
  33102. *
  33103. * ```js
  33104. * const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
  33105. * scene.add( light );
  33106. * ```
  33107. *
  33108. * @augments Light
  33109. */
  33110. class HemisphereLight extends Light {
  33111. /**
  33112. * Constructs a new hemisphere light.
  33113. *
  33114. * @param {(number|Color|string)} [skyColor=0xffffff] - The light's sky color.
  33115. * @param {(number|Color|string)} [groundColor=0xffffff] - The light's ground color.
  33116. * @param {number} [intensity=1] - The light's strength/intensity.
  33117. */
  33118. constructor( skyColor, groundColor, intensity ) {
  33119. super( skyColor, intensity );
  33120. /**
  33121. * This flag can be used for type testing.
  33122. *
  33123. * @type {boolean}
  33124. * @readonly
  33125. * @default true
  33126. */
  33127. this.isHemisphereLight = true;
  33128. this.type = 'HemisphereLight';
  33129. this.position.copy( Object3D.DEFAULT_UP );
  33130. this.updateMatrix();
  33131. /**
  33132. * The light's ground color.
  33133. *
  33134. * @type {Color}
  33135. */
  33136. this.groundColor = new Color( groundColor );
  33137. }
  33138. copy( source, recursive ) {
  33139. super.copy( source, recursive );
  33140. this.groundColor.copy( source.groundColor );
  33141. return this;
  33142. }
  33143. }
  33144. const _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4();
  33145. const _lightPositionWorld$1 = /*@__PURE__*/ new Vector3();
  33146. const _lookTarget$1 = /*@__PURE__*/ new Vector3();
  33147. /**
  33148. * Abstract base class for light shadow classes. These classes
  33149. * represent the shadow configuration for different light types.
  33150. *
  33151. * @abstract
  33152. */
  33153. class LightShadow {
  33154. /**
  33155. * Constructs a new light shadow.
  33156. *
  33157. * @param {Camera} camera - The light's view of the world.
  33158. */
  33159. constructor( camera ) {
  33160. /**
  33161. * The light's view of the world.
  33162. *
  33163. * @type {Camera}
  33164. */
  33165. this.camera = camera;
  33166. /**
  33167. * The intensity of the shadow. The default is `1`.
  33168. * Valid values are in the range `[0, 1]`.
  33169. *
  33170. * @type {number}
  33171. * @default 1
  33172. */
  33173. this.intensity = 1;
  33174. /**
  33175. * Shadow map bias, how much to add or subtract from the normalized depth
  33176. * when deciding whether a surface is in shadow.
  33177. *
  33178. * The default is `0`. Very tiny adjustments here (in the order of `0.0001`)
  33179. * may help reduce artifacts in shadows.
  33180. *
  33181. * @type {number}
  33182. * @default 0
  33183. */
  33184. this.bias = 0;
  33185. /**
  33186. * Defines how much the position used to query the shadow map is offset along
  33187. * the object normal. The default is `0`. Increasing this value can be used to
  33188. * reduce shadow acne especially in large scenes where light shines onto
  33189. * geometry at a shallow angle. The cost is that shadows may appear distorted.
  33190. *
  33191. * @type {number}
  33192. * @default 0
  33193. */
  33194. this.normalBias = 0;
  33195. /**
  33196. * Setting this to values greater than 1 will blur the edges of the shadow.
  33197. * High values will cause unwanted banding effects in the shadows - a greater
  33198. * map size will allow for a higher value to be used here before these effects
  33199. * become visible.
  33200. *
  33201. * The property has no effect when the shadow map type is `PCFSoftShadowMap` and
  33202. * and it is recommended to increase softness by decreasing the shadow map size instead.
  33203. *
  33204. * The property has no effect when the shadow map type is `BasicShadowMap`.
  33205. *
  33206. * @type {number}
  33207. * @default 1
  33208. */
  33209. this.radius = 1;
  33210. /**
  33211. * The amount of samples to use when blurring a VSM shadow map.
  33212. *
  33213. * @type {number}
  33214. * @default 8
  33215. */
  33216. this.blurSamples = 8;
  33217. /**
  33218. * Defines the width and height of the shadow map. Higher values give better quality
  33219. * shadows at the cost of computation time. Values must be powers of two.
  33220. *
  33221. * @type {Vector2}
  33222. * @default (512,512)
  33223. */
  33224. this.mapSize = new Vector2( 512, 512 );
  33225. /**
  33226. * The type of shadow texture. The default is `UnsignedByteType`.
  33227. *
  33228. * @type {number}
  33229. * @default UnsignedByteType
  33230. */
  33231. this.mapType = UnsignedByteType;
  33232. /**
  33233. * The depth map generated using the internal camera; a location beyond a
  33234. * pixel's depth is in shadow. Computed internally during rendering.
  33235. *
  33236. * @type {?RenderTarget}
  33237. * @default null
  33238. */
  33239. this.map = null;
  33240. /**
  33241. * The distribution map generated using the internal camera; an occlusion is
  33242. * calculated based on the distribution of depths. Computed internally during
  33243. * rendering.
  33244. *
  33245. * @type {?RenderTarget}
  33246. * @default null
  33247. */
  33248. this.mapPass = null;
  33249. /**
  33250. * Model to shadow camera space, to compute location and depth in shadow map.
  33251. * This is computed internally during rendering.
  33252. *
  33253. * @type {Matrix4}
  33254. */
  33255. this.matrix = new Matrix4();
  33256. /**
  33257. * Enables automatic updates of the light's shadow. If you do not require dynamic
  33258. * lighting / shadows, you may set this to `false`.
  33259. *
  33260. * @type {boolean}
  33261. * @default true
  33262. */
  33263. this.autoUpdate = true;
  33264. /**
  33265. * When set to `true`, shadow maps will be updated in the next `render` call.
  33266. * If you have set {@link LightShadow#autoUpdate} to `false`, you will need to
  33267. * set this property to `true` and then make a render call to update the light's shadow.
  33268. *
  33269. * @type {boolean}
  33270. * @default false
  33271. */
  33272. this.needsUpdate = false;
  33273. this._frustum = new Frustum();
  33274. this._frameExtents = new Vector2( 1, 1 );
  33275. this._viewportCount = 1;
  33276. this._viewports = [
  33277. new Vector4( 0, 0, 1, 1 )
  33278. ];
  33279. }
  33280. /**
  33281. * Used internally by the renderer to get the number of viewports that need
  33282. * to be rendered for this shadow.
  33283. *
  33284. * @return {number} The viewport count.
  33285. */
  33286. getViewportCount() {
  33287. return this._viewportCount;
  33288. }
  33289. /**
  33290. * Gets the shadow cameras frustum. Used internally by the renderer to cull objects.
  33291. *
  33292. * @return {Frustum} The shadow camera frustum.
  33293. */
  33294. getFrustum() {
  33295. return this._frustum;
  33296. }
  33297. /**
  33298. * Update the matrices for the camera and shadow, used internally by the renderer.
  33299. *
  33300. * @param {Light} light - The light for which the shadow is being rendered.
  33301. */
  33302. updateMatrices( light ) {
  33303. const shadowCamera = this.camera;
  33304. const shadowMatrix = this.matrix;
  33305. _lightPositionWorld$1.setFromMatrixPosition( light.matrixWorld );
  33306. shadowCamera.position.copy( _lightPositionWorld$1 );
  33307. _lookTarget$1.setFromMatrixPosition( light.target.matrixWorld );
  33308. shadowCamera.lookAt( _lookTarget$1 );
  33309. shadowCamera.updateMatrixWorld();
  33310. _projScreenMatrix$1.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  33311. this._frustum.setFromProjectionMatrix( _projScreenMatrix$1, shadowCamera.coordinateSystem, shadowCamera.reversedDepth );
  33312. if ( shadowCamera.reversedDepth ) {
  33313. shadowMatrix.set(
  33314. 0.5, 0.0, 0.0, 0.5,
  33315. 0.0, 0.5, 0.0, 0.5,
  33316. 0.0, 0.0, 1.0, 0.0,
  33317. 0.0, 0.0, 0.0, 1.0
  33318. );
  33319. } else {
  33320. shadowMatrix.set(
  33321. 0.5, 0.0, 0.0, 0.5,
  33322. 0.0, 0.5, 0.0, 0.5,
  33323. 0.0, 0.0, 0.5, 0.5,
  33324. 0.0, 0.0, 0.0, 1.0
  33325. );
  33326. }
  33327. shadowMatrix.multiply( _projScreenMatrix$1 );
  33328. }
  33329. /**
  33330. * Returns a viewport definition for the given viewport index.
  33331. *
  33332. * @param {number} viewportIndex - The viewport index.
  33333. * @return {Vector4} The viewport.
  33334. */
  33335. getViewport( viewportIndex ) {
  33336. return this._viewports[ viewportIndex ];
  33337. }
  33338. /**
  33339. * Returns the frame extends.
  33340. *
  33341. * @return {Vector2} The frame extends.
  33342. */
  33343. getFrameExtents() {
  33344. return this._frameExtents;
  33345. }
  33346. /**
  33347. * Frees the GPU-related resources allocated by this instance. Call this
  33348. * method whenever this instance is no longer used in your app.
  33349. */
  33350. dispose() {
  33351. if ( this.map ) {
  33352. this.map.dispose();
  33353. }
  33354. if ( this.mapPass ) {
  33355. this.mapPass.dispose();
  33356. }
  33357. }
  33358. /**
  33359. * Copies the values of the given light shadow instance to this instance.
  33360. *
  33361. * @param {LightShadow} source - The light shadow to copy.
  33362. * @return {LightShadow} A reference to this light shadow instance.
  33363. */
  33364. copy( source ) {
  33365. this.camera = source.camera.clone();
  33366. this.intensity = source.intensity;
  33367. this.bias = source.bias;
  33368. this.radius = source.radius;
  33369. this.autoUpdate = source.autoUpdate;
  33370. this.needsUpdate = source.needsUpdate;
  33371. this.normalBias = source.normalBias;
  33372. this.blurSamples = source.blurSamples;
  33373. this.mapSize.copy( source.mapSize );
  33374. return this;
  33375. }
  33376. /**
  33377. * Returns a new light shadow instance with copied values from this instance.
  33378. *
  33379. * @return {LightShadow} A clone of this instance.
  33380. */
  33381. clone() {
  33382. return new this.constructor().copy( this );
  33383. }
  33384. /**
  33385. * Serializes the light shadow into JSON.
  33386. *
  33387. * @return {Object} A JSON object representing the serialized light shadow.
  33388. * @see {@link ObjectLoader#parse}
  33389. */
  33390. toJSON() {
  33391. const object = {};
  33392. if ( this.intensity !== 1 ) object.intensity = this.intensity;
  33393. if ( this.bias !== 0 ) object.bias = this.bias;
  33394. if ( this.normalBias !== 0 ) object.normalBias = this.normalBias;
  33395. if ( this.radius !== 1 ) object.radius = this.radius;
  33396. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();
  33397. object.camera = this.camera.toJSON( false ).object;
  33398. delete object.camera.matrix;
  33399. return object;
  33400. }
  33401. }
  33402. /**
  33403. * Represents the shadow configuration of directional lights.
  33404. *
  33405. * @augments LightShadow
  33406. */
  33407. class SpotLightShadow extends LightShadow {
  33408. /**
  33409. * Constructs a new spot light shadow.
  33410. */
  33411. constructor() {
  33412. super( new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  33413. /**
  33414. * This flag can be used for type testing.
  33415. *
  33416. * @type {boolean}
  33417. * @readonly
  33418. * @default true
  33419. */
  33420. this.isSpotLightShadow = true;
  33421. /**
  33422. * Used to focus the shadow camera. The camera's field of view is set as a
  33423. * percentage of the spotlight's field-of-view. Range is `[0, 1]`.
  33424. *
  33425. * @type {number}
  33426. * @default 1
  33427. */
  33428. this.focus = 1;
  33429. /**
  33430. * Texture aspect ratio.
  33431. *
  33432. * @type {number}
  33433. * @default 1
  33434. */
  33435. this.aspect = 1;
  33436. }
  33437. updateMatrices( light ) {
  33438. const camera = this.camera;
  33439. const fov = RAD2DEG * 2 * light.angle * this.focus;
  33440. const aspect = ( this.mapSize.width / this.mapSize.height ) * this.aspect;
  33441. const far = light.distance || camera.far;
  33442. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  33443. camera.fov = fov;
  33444. camera.aspect = aspect;
  33445. camera.far = far;
  33446. camera.updateProjectionMatrix();
  33447. }
  33448. super.updateMatrices( light );
  33449. }
  33450. copy( source ) {
  33451. super.copy( source );
  33452. this.focus = source.focus;
  33453. return this;
  33454. }
  33455. }
  33456. /**
  33457. * This light gets emitted from a single point in one direction, along a cone
  33458. * that increases in size the further from the light it gets.
  33459. *
  33460. * This light can cast shadows - see the {@link SpotLightShadow} for details.
  33461. *
  33462. * ```js
  33463. * // white spotlight shining from the side, modulated by a texture
  33464. * const spotLight = new THREE.SpotLight( 0xffffff );
  33465. * spotLight.position.set( 100, 1000, 100 );
  33466. * spotLight.map = new THREE.TextureLoader().load( url );
  33467. *
  33468. * spotLight.castShadow = true;
  33469. * spotLight.shadow.mapSize.width = 1024;
  33470. * spotLight.shadow.mapSize.height = 1024;
  33471. * spotLight.shadow.camera.near = 500;
  33472. * spotLight.shadow.camera.far = 4000;
  33473. * spotLight.shadow.camera.fov = 30;s
  33474. * ```
  33475. *
  33476. * @augments Light
  33477. */
  33478. class SpotLight extends Light {
  33479. /**
  33480. * Constructs a new spot light.
  33481. *
  33482. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33483. * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).
  33484. * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.
  33485. * @param {number} [angle=Math.PI/3] - Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
  33486. * @param {number} [penumbra=0] - Percent of the spotlight cone that is attenuated due to penumbra. Value range is `[0,1]`.
  33487. * @param {number} [decay=2] - The amount the light dims along the distance of the light.
  33488. */
  33489. constructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 2 ) {
  33490. super( color, intensity );
  33491. /**
  33492. * This flag can be used for type testing.
  33493. *
  33494. * @type {boolean}
  33495. * @readonly
  33496. * @default true
  33497. */
  33498. this.isSpotLight = true;
  33499. this.type = 'SpotLight';
  33500. this.position.copy( Object3D.DEFAULT_UP );
  33501. this.updateMatrix();
  33502. /**
  33503. * The spot light points from its position to the
  33504. * target's position.
  33505. *
  33506. * For the target's position to be changed to anything other
  33507. * than the default, it must be added to the scene.
  33508. *
  33509. * It is also possible to set the target to be another 3D object
  33510. * in the scene. The light will now track the target object.
  33511. *
  33512. * @type {Object3D}
  33513. */
  33514. this.target = new Object3D();
  33515. /**
  33516. * Maximum range of the light. `0` means no limit.
  33517. *
  33518. * @type {number}
  33519. * @default 0
  33520. */
  33521. this.distance = distance;
  33522. /**
  33523. * Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
  33524. *
  33525. * @type {number}
  33526. * @default Math.PI/3
  33527. */
  33528. this.angle = angle;
  33529. /**
  33530. * Percent of the spotlight cone that is attenuated due to penumbra.
  33531. * Value range is `[0,1]`.
  33532. *
  33533. * @type {number}
  33534. * @default 0
  33535. */
  33536. this.penumbra = penumbra;
  33537. /**
  33538. * The amount the light dims along the distance of the light. In context of
  33539. * physically-correct rendering the default value should not be changed.
  33540. *
  33541. * @type {number}
  33542. * @default 2
  33543. */
  33544. this.decay = decay;
  33545. /**
  33546. * A texture used to modulate the color of the light. The spot light
  33547. * color is mixed with the RGB value of this texture, with a ratio
  33548. * corresponding to its alpha value. The cookie-like masking effect is
  33549. * reproduced using pixel values (0, 0, 0, 1-cookie_value).
  33550. *
  33551. * *Warning*: This property is disabled if {@link Object3D#castShadow} is set to `false`.
  33552. *
  33553. * @type {?Texture}
  33554. * @default null
  33555. */
  33556. this.map = null;
  33557. /**
  33558. * This property holds the light's shadow configuration.
  33559. *
  33560. * @type {SpotLightShadow}
  33561. */
  33562. this.shadow = new SpotLightShadow();
  33563. }
  33564. /**
  33565. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  33566. * Changing the power will also change the light's intensity.
  33567. *
  33568. * @type {number}
  33569. */
  33570. get power() {
  33571. // compute the light's luminous power (in lumens) from its intensity (in candela)
  33572. // by convention for a spotlight, luminous power (lm) = π * luminous intensity (cd)
  33573. return this.intensity * Math.PI;
  33574. }
  33575. set power( power ) {
  33576. // set the light's intensity (in candela) from the desired luminous power (in lumens)
  33577. this.intensity = power / Math.PI;
  33578. }
  33579. dispose() {
  33580. this.shadow.dispose();
  33581. }
  33582. copy( source, recursive ) {
  33583. super.copy( source, recursive );
  33584. this.distance = source.distance;
  33585. this.angle = source.angle;
  33586. this.penumbra = source.penumbra;
  33587. this.decay = source.decay;
  33588. this.target = source.target.clone();
  33589. this.shadow = source.shadow.clone();
  33590. return this;
  33591. }
  33592. }
  33593. const _projScreenMatrix = /*@__PURE__*/ new Matrix4();
  33594. const _lightPositionWorld = /*@__PURE__*/ new Vector3();
  33595. const _lookTarget = /*@__PURE__*/ new Vector3();
  33596. /**
  33597. * Represents the shadow configuration of point lights.
  33598. *
  33599. * @augments LightShadow
  33600. */
  33601. class PointLightShadow extends LightShadow {
  33602. /**
  33603. * Constructs a new point light shadow.
  33604. */
  33605. constructor() {
  33606. super( new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  33607. /**
  33608. * This flag can be used for type testing.
  33609. *
  33610. * @type {boolean}
  33611. * @readonly
  33612. * @default true
  33613. */
  33614. this.isPointLightShadow = true;
  33615. this._frameExtents = new Vector2( 4, 2 );
  33616. this._viewportCount = 6;
  33617. this._viewports = [
  33618. // These viewports map a cube-map onto a 2D texture with the
  33619. // following orientation:
  33620. //
  33621. // xzXZ
  33622. // y Y
  33623. //
  33624. // X - Positive x direction
  33625. // x - Negative x direction
  33626. // Y - Positive y direction
  33627. // y - Negative y direction
  33628. // Z - Positive z direction
  33629. // z - Negative z direction
  33630. // positive X
  33631. new Vector4( 2, 1, 1, 1 ),
  33632. // negative X
  33633. new Vector4( 0, 1, 1, 1 ),
  33634. // positive Z
  33635. new Vector4( 3, 1, 1, 1 ),
  33636. // negative Z
  33637. new Vector4( 1, 1, 1, 1 ),
  33638. // positive Y
  33639. new Vector4( 3, 0, 1, 1 ),
  33640. // negative Y
  33641. new Vector4( 1, 0, 1, 1 )
  33642. ];
  33643. this._cubeDirections = [
  33644. new Vector3( 1, 0, 0 ), new Vector3( -1, 0, 0 ), new Vector3( 0, 0, 1 ),
  33645. new Vector3( 0, 0, -1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, -1, 0 )
  33646. ];
  33647. this._cubeUps = [
  33648. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  33649. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, -1 )
  33650. ];
  33651. }
  33652. /**
  33653. * Update the matrices for the camera and shadow, used internally by the renderer.
  33654. *
  33655. * @param {Light} light - The light for which the shadow is being rendered.
  33656. * @param {number} [viewportIndex=0] - The viewport index.
  33657. */
  33658. updateMatrices( light, viewportIndex = 0 ) {
  33659. const camera = this.camera;
  33660. const shadowMatrix = this.matrix;
  33661. const far = light.distance || camera.far;
  33662. if ( far !== camera.far ) {
  33663. camera.far = far;
  33664. camera.updateProjectionMatrix();
  33665. }
  33666. _lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  33667. camera.position.copy( _lightPositionWorld );
  33668. _lookTarget.copy( camera.position );
  33669. _lookTarget.add( this._cubeDirections[ viewportIndex ] );
  33670. camera.up.copy( this._cubeUps[ viewportIndex ] );
  33671. camera.lookAt( _lookTarget );
  33672. camera.updateMatrixWorld();
  33673. shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );
  33674. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  33675. this._frustum.setFromProjectionMatrix( _projScreenMatrix, camera.coordinateSystem, camera.reversedDepth );
  33676. }
  33677. }
  33678. /**
  33679. * A light that gets emitted from a single point in all directions. A common
  33680. * use case for this is to replicate the light emitted from a bare
  33681. * lightbulb.
  33682. *
  33683. * This light can cast shadows - see the {@link PointLightShadow} for details.
  33684. *
  33685. * ```js
  33686. * const light = new THREE.PointLight( 0xff0000, 1, 100 );
  33687. * light.position.set( 50, 50, 50 );
  33688. * scene.add( light );
  33689. * ```
  33690. *
  33691. * @augments Light
  33692. */
  33693. class PointLight extends Light {
  33694. /**
  33695. * Constructs a new point light.
  33696. *
  33697. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33698. * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).
  33699. * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.
  33700. * @param {number} [decay=2] - The amount the light dims along the distance of the light.
  33701. */
  33702. constructor( color, intensity, distance = 0, decay = 2 ) {
  33703. super( color, intensity );
  33704. /**
  33705. * This flag can be used for type testing.
  33706. *
  33707. * @type {boolean}
  33708. * @readonly
  33709. * @default true
  33710. */
  33711. this.isPointLight = true;
  33712. this.type = 'PointLight';
  33713. /**
  33714. * When distance is zero, light will attenuate according to inverse-square
  33715. * law to infinite distance. When distance is non-zero, light will attenuate
  33716. * according to inverse-square law until near the distance cutoff, where it
  33717. * will then attenuate quickly and smoothly to 0. Inherently, cutoffs are not
  33718. * physically correct.
  33719. *
  33720. * @type {number}
  33721. * @default 0
  33722. */
  33723. this.distance = distance;
  33724. /**
  33725. * The amount the light dims along the distance of the light. In context of
  33726. * physically-correct rendering the default value should not be changed.
  33727. *
  33728. * @type {number}
  33729. * @default 2
  33730. */
  33731. this.decay = decay;
  33732. /**
  33733. * This property holds the light's shadow configuration.
  33734. *
  33735. * @type {PointLightShadow}
  33736. */
  33737. this.shadow = new PointLightShadow();
  33738. }
  33739. /**
  33740. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  33741. * Changing the power will also change the light's intensity.
  33742. *
  33743. * @type {number}
  33744. */
  33745. get power() {
  33746. // compute the light's luminous power (in lumens) from its intensity (in candela)
  33747. // for an isotropic light source, luminous power (lm) = 4 π luminous intensity (cd)
  33748. return this.intensity * 4 * Math.PI;
  33749. }
  33750. set power( power ) {
  33751. // set the light's intensity (in candela) from the desired luminous power (in lumens)
  33752. this.intensity = power / ( 4 * Math.PI );
  33753. }
  33754. dispose() {
  33755. this.shadow.dispose();
  33756. }
  33757. copy( source, recursive ) {
  33758. super.copy( source, recursive );
  33759. this.distance = source.distance;
  33760. this.decay = source.decay;
  33761. this.shadow = source.shadow.clone();
  33762. return this;
  33763. }
  33764. }
  33765. /**
  33766. * Camera that uses [orthographic projection](https://en.wikipedia.org/wiki/Orthographic_projection).
  33767. *
  33768. * In this projection mode, an object's size in the rendered image stays
  33769. * constant regardless of its distance from the camera. This can be useful
  33770. * for rendering 2D scenes and UI elements, amongst other things.
  33771. *
  33772. * ```js
  33773. * const camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 1, 1000 );
  33774. * scene.add( camera );
  33775. * ```
  33776. *
  33777. * @augments Camera
  33778. */
  33779. class OrthographicCamera extends Camera {
  33780. /**
  33781. * Constructs a new orthographic camera.
  33782. *
  33783. * @param {number} [left=-1] - The left plane of the camera's frustum.
  33784. * @param {number} [right=1] - The right plane of the camera's frustum.
  33785. * @param {number} [top=1] - The top plane of the camera's frustum.
  33786. * @param {number} [bottom=-1] - The bottom plane of the camera's frustum.
  33787. * @param {number} [near=0.1] - The camera's near plane.
  33788. * @param {number} [far=2000] - The camera's far plane.
  33789. */
  33790. constructor( left = -1, right = 1, top = 1, bottom = -1, near = 0.1, far = 2000 ) {
  33791. super();
  33792. /**
  33793. * This flag can be used for type testing.
  33794. *
  33795. * @type {boolean}
  33796. * @readonly
  33797. * @default true
  33798. */
  33799. this.isOrthographicCamera = true;
  33800. this.type = 'OrthographicCamera';
  33801. /**
  33802. * The zoom factor of the camera.
  33803. *
  33804. * @type {number}
  33805. * @default 1
  33806. */
  33807. this.zoom = 1;
  33808. /**
  33809. * Represents the frustum window specification. This property should not be edited
  33810. * directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}.
  33811. *
  33812. * @type {?Object}
  33813. * @default null
  33814. */
  33815. this.view = null;
  33816. /**
  33817. * The left plane of the camera's frustum.
  33818. *
  33819. * @type {number}
  33820. * @default -1
  33821. */
  33822. this.left = left;
  33823. /**
  33824. * The right plane of the camera's frustum.
  33825. *
  33826. * @type {number}
  33827. * @default 1
  33828. */
  33829. this.right = right;
  33830. /**
  33831. * The top plane of the camera's frustum.
  33832. *
  33833. * @type {number}
  33834. * @default 1
  33835. */
  33836. this.top = top;
  33837. /**
  33838. * The bottom plane of the camera's frustum.
  33839. *
  33840. * @type {number}
  33841. * @default -1
  33842. */
  33843. this.bottom = bottom;
  33844. /**
  33845. * The camera's near plane. The valid range is greater than `0`
  33846. * and less than the current value of {@link OrthographicCamera#far}.
  33847. *
  33848. * Note that, unlike for the {@link PerspectiveCamera}, `0` is a
  33849. * valid value for an orthographic camera's near plane.
  33850. *
  33851. * @type {number}
  33852. * @default 0.1
  33853. */
  33854. this.near = near;
  33855. /**
  33856. * The camera's far plane. Must be greater than the
  33857. * current value of {@link OrthographicCamera#near}.
  33858. *
  33859. * @type {number}
  33860. * @default 2000
  33861. */
  33862. this.far = far;
  33863. this.updateProjectionMatrix();
  33864. }
  33865. copy( source, recursive ) {
  33866. super.copy( source, recursive );
  33867. this.left = source.left;
  33868. this.right = source.right;
  33869. this.top = source.top;
  33870. this.bottom = source.bottom;
  33871. this.near = source.near;
  33872. this.far = source.far;
  33873. this.zoom = source.zoom;
  33874. this.view = source.view === null ? null : Object.assign( {}, source.view );
  33875. return this;
  33876. }
  33877. /**
  33878. * Sets an offset in a larger frustum. This is useful for multi-window or
  33879. * multi-monitor/multi-machine setups.
  33880. *
  33881. * @param {number} fullWidth - The full width of multiview setup.
  33882. * @param {number} fullHeight - The full height of multiview setup.
  33883. * @param {number} x - The horizontal offset of the subcamera.
  33884. * @param {number} y - The vertical offset of the subcamera.
  33885. * @param {number} width - The width of subcamera.
  33886. * @param {number} height - The height of subcamera.
  33887. * @see {@link PerspectiveCamera#setViewOffset}
  33888. */
  33889. setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
  33890. if ( this.view === null ) {
  33891. this.view = {
  33892. enabled: true,
  33893. fullWidth: 1,
  33894. fullHeight: 1,
  33895. offsetX: 0,
  33896. offsetY: 0,
  33897. width: 1,
  33898. height: 1
  33899. };
  33900. }
  33901. this.view.enabled = true;
  33902. this.view.fullWidth = fullWidth;
  33903. this.view.fullHeight = fullHeight;
  33904. this.view.offsetX = x;
  33905. this.view.offsetY = y;
  33906. this.view.width = width;
  33907. this.view.height = height;
  33908. this.updateProjectionMatrix();
  33909. }
  33910. /**
  33911. * Removes the view offset from the projection matrix.
  33912. */
  33913. clearViewOffset() {
  33914. if ( this.view !== null ) {
  33915. this.view.enabled = false;
  33916. }
  33917. this.updateProjectionMatrix();
  33918. }
  33919. /**
  33920. * Updates the camera's projection matrix. Must be called after any change of
  33921. * camera properties.
  33922. */
  33923. updateProjectionMatrix() {
  33924. const dx = ( this.right - this.left ) / ( 2 * this.zoom );
  33925. const dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  33926. const cx = ( this.right + this.left ) / 2;
  33927. const cy = ( this.top + this.bottom ) / 2;
  33928. let left = cx - dx;
  33929. let right = cx + dx;
  33930. let top = cy + dy;
  33931. let bottom = cy - dy;
  33932. if ( this.view !== null && this.view.enabled ) {
  33933. const scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
  33934. const scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;
  33935. left += scaleW * this.view.offsetX;
  33936. right = left + scaleW * this.view.width;
  33937. top -= scaleH * this.view.offsetY;
  33938. bottom = top - scaleH * this.view.height;
  33939. }
  33940. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far, this.coordinateSystem, this.reversedDepth );
  33941. this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
  33942. }
  33943. toJSON( meta ) {
  33944. const data = super.toJSON( meta );
  33945. data.object.zoom = this.zoom;
  33946. data.object.left = this.left;
  33947. data.object.right = this.right;
  33948. data.object.top = this.top;
  33949. data.object.bottom = this.bottom;
  33950. data.object.near = this.near;
  33951. data.object.far = this.far;
  33952. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  33953. return data;
  33954. }
  33955. }
  33956. /**
  33957. * Represents the shadow configuration of directional lights.
  33958. *
  33959. * @augments LightShadow
  33960. */
  33961. class DirectionalLightShadow extends LightShadow {
  33962. /**
  33963. * Constructs a new directional light shadow.
  33964. */
  33965. constructor() {
  33966. super( new OrthographicCamera( -5, 5, 5, -5, 0.5, 500 ) );
  33967. /**
  33968. * This flag can be used for type testing.
  33969. *
  33970. * @type {boolean}
  33971. * @readonly
  33972. * @default true
  33973. */
  33974. this.isDirectionalLightShadow = true;
  33975. }
  33976. }
  33977. /**
  33978. * A light that gets emitted in a specific direction. This light will behave
  33979. * as though it is infinitely far away and the rays produced from it are all
  33980. * parallel. The common use case for this is to simulate daylight; the sun is
  33981. * far enough away that its position can be considered to be infinite, and
  33982. * all light rays coming from it are parallel.
  33983. *
  33984. * A common point of confusion for directional lights is that setting the
  33985. * rotation has no effect. This is because three.js's DirectionalLight is the
  33986. * equivalent to what is often called a 'Target Direct Light' in other
  33987. * applications.
  33988. *
  33989. * This means that its direction is calculated as pointing from the light's
  33990. * {@link Object3D#position} to the {@link DirectionalLight#target} position
  33991. * (as opposed to a 'Free Direct Light' that just has a rotation
  33992. * component).
  33993. *
  33994. * This light can cast shadows - see the {@link DirectionalLightShadow} for details.
  33995. *
  33996. * ```js
  33997. * // White directional light at half intensity shining from the top.
  33998. * const directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
  33999. * scene.add( directionalLight );
  34000. * ```
  34001. *
  34002. * @augments Light
  34003. */
  34004. class DirectionalLight extends Light {
  34005. /**
  34006. * Constructs a new directional light.
  34007. *
  34008. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  34009. * @param {number} [intensity=1] - The light's strength/intensity.
  34010. */
  34011. constructor( color, intensity ) {
  34012. super( color, intensity );
  34013. /**
  34014. * This flag can be used for type testing.
  34015. *
  34016. * @type {boolean}
  34017. * @readonly
  34018. * @default true
  34019. */
  34020. this.isDirectionalLight = true;
  34021. this.type = 'DirectionalLight';
  34022. this.position.copy( Object3D.DEFAULT_UP );
  34023. this.updateMatrix();
  34024. /**
  34025. * The directional light points from its position to the
  34026. * target's position.
  34027. *
  34028. * For the target's position to be changed to anything other
  34029. * than the default, it must be added to the scene.
  34030. *
  34031. * It is also possible to set the target to be another 3D object
  34032. * in the scene. The light will now track the target object.
  34033. *
  34034. * @type {Object3D}
  34035. */
  34036. this.target = new Object3D();
  34037. /**
  34038. * This property holds the light's shadow configuration.
  34039. *
  34040. * @type {DirectionalLightShadow}
  34041. */
  34042. this.shadow = new DirectionalLightShadow();
  34043. }
  34044. dispose() {
  34045. this.shadow.dispose();
  34046. }
  34047. copy( source ) {
  34048. super.copy( source );
  34049. this.target = source.target.clone();
  34050. this.shadow = source.shadow.clone();
  34051. return this;
  34052. }
  34053. }
  34054. /**
  34055. * This light globally illuminates all objects in the scene equally.
  34056. *
  34057. * It cannot be used to cast shadows as it does not have a direction.
  34058. *
  34059. * ```js
  34060. * const light = new THREE.AmbientLight( 0x404040 ); // soft white light
  34061. * scene.add( light );
  34062. * ```
  34063. *
  34064. * @augments Light
  34065. */
  34066. class AmbientLight extends Light {
  34067. /**
  34068. * Constructs a new ambient light.
  34069. *
  34070. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  34071. * @param {number} [intensity=1] - The light's strength/intensity.
  34072. */
  34073. constructor( color, intensity ) {
  34074. super( color, intensity );
  34075. /**
  34076. * This flag can be used for type testing.
  34077. *
  34078. * @type {boolean}
  34079. * @readonly
  34080. * @default true
  34081. */
  34082. this.isAmbientLight = true;
  34083. this.type = 'AmbientLight';
  34084. }
  34085. }
  34086. /**
  34087. * This class emits light uniformly across the face a rectangular plane.
  34088. * This light type can be used to simulate light sources such as bright
  34089. * windows or strip lighting.
  34090. *
  34091. * Important Notes:
  34092. *
  34093. * - There is no shadow support.
  34094. * - Only PBR materials are supported.
  34095. * - You have to include `RectAreaLightUniformsLib` (`WebGLRenderer`) or `RectAreaLightTexturesLib` (`WebGPURenderer`)
  34096. * into your app and init the uniforms/textures.
  34097. *
  34098. * ```js
  34099. * RectAreaLightUniformsLib.init(); // only relevant for WebGLRenderer
  34100. * THREE.RectAreaLightNode.setLTC( RectAreaLightTexturesLib.init() ); // only relevant for WebGPURenderer
  34101. *
  34102. * const intensity = 1; const width = 10; const height = 10;
  34103. * const rectLight = new THREE.RectAreaLight( 0xffffff, intensity, width, height );
  34104. * rectLight.position.set( 5, 5, 0 );
  34105. * rectLight.lookAt( 0, 0, 0 );
  34106. * scene.add( rectLight )
  34107. * ```
  34108. *
  34109. * @augments Light
  34110. */
  34111. class RectAreaLight extends Light {
  34112. /**
  34113. * Constructs a new area light.
  34114. *
  34115. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  34116. * @param {number} [intensity=1] - The light's strength/intensity.
  34117. * @param {number} [width=10] - The width of the light.
  34118. * @param {number} [height=10] - The height of the light.
  34119. */
  34120. constructor( color, intensity, width = 10, height = 10 ) {
  34121. super( color, intensity );
  34122. /**
  34123. * This flag can be used for type testing.
  34124. *
  34125. * @type {boolean}
  34126. * @readonly
  34127. * @default true
  34128. */
  34129. this.isRectAreaLight = true;
  34130. this.type = 'RectAreaLight';
  34131. /**
  34132. * The width of the light.
  34133. *
  34134. * @type {number}
  34135. * @default 10
  34136. */
  34137. this.width = width;
  34138. /**
  34139. * The height of the light.
  34140. *
  34141. * @type {number}
  34142. * @default 10
  34143. */
  34144. this.height = height;
  34145. }
  34146. /**
  34147. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  34148. * Changing the power will also change the light's intensity.
  34149. *
  34150. * @type {number}
  34151. */
  34152. get power() {
  34153. // compute the light's luminous power (in lumens) from its intensity (in nits)
  34154. return this.intensity * this.width * this.height * Math.PI;
  34155. }
  34156. set power( power ) {
  34157. // set the light's intensity (in nits) from the desired luminous power (in lumens)
  34158. this.intensity = power / ( this.width * this.height * Math.PI );
  34159. }
  34160. copy( source ) {
  34161. super.copy( source );
  34162. this.width = source.width;
  34163. this.height = source.height;
  34164. return this;
  34165. }
  34166. toJSON( meta ) {
  34167. const data = super.toJSON( meta );
  34168. data.object.width = this.width;
  34169. data.object.height = this.height;
  34170. return data;
  34171. }
  34172. }
  34173. /**
  34174. * Represents a third-order spherical harmonics (SH). Light probes use this class
  34175. * to encode lighting information.
  34176. *
  34177. * - Primary reference: {@link https://graphics.stanford.edu/papers/envmap/envmap.pdf}
  34178. * - Secondary reference: {@link https://www.ppsloan.org/publications/StupidSH36.pdf}
  34179. */
  34180. class SphericalHarmonics3 {
  34181. /**
  34182. * Constructs a new spherical harmonics.
  34183. */
  34184. constructor() {
  34185. /**
  34186. * This flag can be used for type testing.
  34187. *
  34188. * @type {boolean}
  34189. * @readonly
  34190. * @default true
  34191. */
  34192. this.isSphericalHarmonics3 = true;
  34193. /**
  34194. * An array holding the (9) SH coefficients.
  34195. *
  34196. * @type {Array<Vector3>}
  34197. */
  34198. this.coefficients = [];
  34199. for ( let i = 0; i < 9; i ++ ) {
  34200. this.coefficients.push( new Vector3() );
  34201. }
  34202. }
  34203. /**
  34204. * Sets the given SH coefficients to this instance by copying
  34205. * the values.
  34206. *
  34207. * @param {Array<Vector3>} coefficients - The SH coefficients.
  34208. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34209. */
  34210. set( coefficients ) {
  34211. for ( let i = 0; i < 9; i ++ ) {
  34212. this.coefficients[ i ].copy( coefficients[ i ] );
  34213. }
  34214. return this;
  34215. }
  34216. /**
  34217. * Sets all SH coefficients to `0`.
  34218. *
  34219. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34220. */
  34221. zero() {
  34222. for ( let i = 0; i < 9; i ++ ) {
  34223. this.coefficients[ i ].set( 0, 0, 0 );
  34224. }
  34225. return this;
  34226. }
  34227. /**
  34228. * Returns the radiance in the direction of the given normal.
  34229. *
  34230. * @param {Vector3} normal - The normal vector (assumed to be unit length)
  34231. * @param {Vector3} target - The target vector that is used to store the method's result.
  34232. * @return {Vector3} The radiance.
  34233. */
  34234. getAt( normal, target ) {
  34235. // normal is assumed to be unit length
  34236. const x = normal.x, y = normal.y, z = normal.z;
  34237. const coeff = this.coefficients;
  34238. // band 0
  34239. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  34240. // band 1
  34241. target.addScaledVector( coeff[ 1 ], 0.488603 * y );
  34242. target.addScaledVector( coeff[ 2 ], 0.488603 * z );
  34243. target.addScaledVector( coeff[ 3 ], 0.488603 * x );
  34244. // band 2
  34245. target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );
  34246. target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );
  34247. target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  34248. target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );
  34249. target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  34250. return target;
  34251. }
  34252. /**
  34253. * Returns the irradiance (radiance convolved with cosine lobe) in the
  34254. * direction of the given normal.
  34255. *
  34256. * @param {Vector3} normal - The normal vector (assumed to be unit length)
  34257. * @param {Vector3} target - The target vector that is used to store the method's result.
  34258. * @return {Vector3} The irradiance.
  34259. */
  34260. getIrradianceAt( normal, target ) {
  34261. // normal is assumed to be unit length
  34262. const x = normal.x, y = normal.y, z = normal.z;
  34263. const coeff = this.coefficients;
  34264. // band 0
  34265. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  34266. // band 1
  34267. target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  34268. target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );
  34269. target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );
  34270. // band 2
  34271. target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  34272. target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  34273. target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  34274. target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  34275. target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  34276. return target;
  34277. }
  34278. /**
  34279. * Adds the given SH to this instance.
  34280. *
  34281. * @param {SphericalHarmonics3} sh - The SH to add.
  34282. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34283. */
  34284. add( sh ) {
  34285. for ( let i = 0; i < 9; i ++ ) {
  34286. this.coefficients[ i ].add( sh.coefficients[ i ] );
  34287. }
  34288. return this;
  34289. }
  34290. /**
  34291. * A convenience method for performing {@link SphericalHarmonics3#add} and
  34292. * {@link SphericalHarmonics3#scale} at once.
  34293. *
  34294. * @param {SphericalHarmonics3} sh - The SH to add.
  34295. * @param {number} s - The scale factor.
  34296. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34297. */
  34298. addScaledSH( sh, s ) {
  34299. for ( let i = 0; i < 9; i ++ ) {
  34300. this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );
  34301. }
  34302. return this;
  34303. }
  34304. /**
  34305. * Scales this SH by the given scale factor.
  34306. *
  34307. * @param {number} s - The scale factor.
  34308. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34309. */
  34310. scale( s ) {
  34311. for ( let i = 0; i < 9; i ++ ) {
  34312. this.coefficients[ i ].multiplyScalar( s );
  34313. }
  34314. return this;
  34315. }
  34316. /**
  34317. * Linear interpolates between the given SH and this instance by the given
  34318. * alpha factor.
  34319. *
  34320. * @param {SphericalHarmonics3} sh - The SH to interpolate with.
  34321. * @param {number} alpha - The alpha factor.
  34322. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34323. */
  34324. lerp( sh, alpha ) {
  34325. for ( let i = 0; i < 9; i ++ ) {
  34326. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  34327. }
  34328. return this;
  34329. }
  34330. /**
  34331. * Returns `true` if this spherical harmonics is equal with the given one.
  34332. *
  34333. * @param {SphericalHarmonics3} sh - The spherical harmonics to test for equality.
  34334. * @return {boolean} Whether this spherical harmonics is equal with the given one.
  34335. */
  34336. equals( sh ) {
  34337. for ( let i = 0; i < 9; i ++ ) {
  34338. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  34339. return false;
  34340. }
  34341. }
  34342. return true;
  34343. }
  34344. /**
  34345. * Copies the values of the given spherical harmonics to this instance.
  34346. *
  34347. * @param {SphericalHarmonics3} sh - The spherical harmonics to copy.
  34348. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34349. */
  34350. copy( sh ) {
  34351. return this.set( sh.coefficients );
  34352. }
  34353. /**
  34354. * Returns a new spherical harmonics with copied values from this instance.
  34355. *
  34356. * @return {SphericalHarmonics3} A clone of this instance.
  34357. */
  34358. clone() {
  34359. return new this.constructor().copy( this );
  34360. }
  34361. /**
  34362. * Sets the SH coefficients of this instance from the given array.
  34363. *
  34364. * @param {Array<number>} array - An array holding the SH coefficients.
  34365. * @param {number} [offset=0] - The array offset where to start copying.
  34366. * @return {SphericalHarmonics3} A clone of this instance.
  34367. */
  34368. fromArray( array, offset = 0 ) {
  34369. const coefficients = this.coefficients;
  34370. for ( let i = 0; i < 9; i ++ ) {
  34371. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  34372. }
  34373. return this;
  34374. }
  34375. /**
  34376. * Returns an array with the SH coefficients, or copies them into the provided
  34377. * array. The coefficients are represented as numbers.
  34378. *
  34379. * @param {Array<number>} [array=[]] - The target array.
  34380. * @param {number} [offset=0] - The array offset where to start copying.
  34381. * @return {Array<number>} An array with flat SH coefficients.
  34382. */
  34383. toArray( array = [], offset = 0 ) {
  34384. const coefficients = this.coefficients;
  34385. for ( let i = 0; i < 9; i ++ ) {
  34386. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  34387. }
  34388. return array;
  34389. }
  34390. /**
  34391. * Computes the SH basis for the given normal vector.
  34392. *
  34393. * @param {Vector3} normal - The normal.
  34394. * @param {Array<number>} shBasis - The target array holding the SH basis.
  34395. */
  34396. static getBasisAt( normal, shBasis ) {
  34397. // normal is assumed to be unit length
  34398. const x = normal.x, y = normal.y, z = normal.z;
  34399. // band 0
  34400. shBasis[ 0 ] = 0.282095;
  34401. // band 1
  34402. shBasis[ 1 ] = 0.488603 * y;
  34403. shBasis[ 2 ] = 0.488603 * z;
  34404. shBasis[ 3 ] = 0.488603 * x;
  34405. // band 2
  34406. shBasis[ 4 ] = 1.092548 * x * y;
  34407. shBasis[ 5 ] = 1.092548 * y * z;
  34408. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  34409. shBasis[ 7 ] = 1.092548 * x * z;
  34410. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  34411. }
  34412. }
  34413. /**
  34414. * Light probes are an alternative way of adding light to a 3D scene. Unlike
  34415. * classical light sources (e.g. directional, point or spot lights), light
  34416. * probes do not emit light. Instead they store information about light
  34417. * passing through 3D space. During rendering, the light that hits a 3D
  34418. * object is approximated by using the data from the light probe.
  34419. *
  34420. * Light probes are usually created from (radiance) environment maps. The
  34421. * class {@link LightProbeGenerator} can be used to create light probes from
  34422. * cube textures or render targets. However, light estimation data could also
  34423. * be provided in other forms e.g. by WebXR. This enables the rendering of
  34424. * augmented reality content that reacts to real world lighting.
  34425. *
  34426. * The current probe implementation in three.js supports so-called diffuse
  34427. * light probes. This type of light probe is functionally equivalent to an
  34428. * irradiance environment map.
  34429. *
  34430. * @augments Light
  34431. */
  34432. class LightProbe extends Light {
  34433. /**
  34434. * Constructs a new light probe.
  34435. *
  34436. * @param {SphericalHarmonics3} sh - The spherical harmonics which represents encoded lighting information.
  34437. * @param {number} [intensity=1] - The light's strength/intensity.
  34438. */
  34439. constructor( sh = new SphericalHarmonics3(), intensity = 1 ) {
  34440. super( undefined, intensity );
  34441. /**
  34442. * This flag can be used for type testing.
  34443. *
  34444. * @type {boolean}
  34445. * @readonly
  34446. * @default true
  34447. */
  34448. this.isLightProbe = true;
  34449. /**
  34450. * A light probe uses spherical harmonics to encode lighting information.
  34451. *
  34452. * @type {SphericalHarmonics3}
  34453. */
  34454. this.sh = sh;
  34455. }
  34456. copy( source ) {
  34457. super.copy( source );
  34458. this.sh.copy( source.sh );
  34459. return this;
  34460. }
  34461. /**
  34462. * Deserializes the light prove from the given JSON.
  34463. *
  34464. * @param {Object} json - The JSON holding the serialized light probe.
  34465. * @return {LightProbe} A reference to this light probe.
  34466. */
  34467. fromJSON( json ) {
  34468. this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();
  34469. this.sh.fromArray( json.sh );
  34470. return this;
  34471. }
  34472. toJSON( meta ) {
  34473. const data = super.toJSON( meta );
  34474. data.object.sh = this.sh.toArray();
  34475. return data;
  34476. }
  34477. }
  34478. /**
  34479. * Class for loading geometries. The files are internally
  34480. * loaded via {@link FileLoader}.
  34481. *
  34482. * ```js
  34483. * const loader = new THREE.MaterialLoader();
  34484. * const material = await loader.loadAsync( 'material.json' );
  34485. * ```
  34486. * This loader does not support node materials. Use {@link NodeMaterialLoader} instead.
  34487. *
  34488. * @augments Loader
  34489. */
  34490. class MaterialLoader extends Loader {
  34491. /**
  34492. * Constructs a new material loader.
  34493. *
  34494. * @param {LoadingManager} [manager] - The loading manager.
  34495. */
  34496. constructor( manager ) {
  34497. super( manager );
  34498. /**
  34499. * A dictionary holding textures used by the material.
  34500. *
  34501. * @type {Object<string,Texture>}
  34502. */
  34503. this.textures = {};
  34504. }
  34505. /**
  34506. * Starts loading from the given URL and pass the loaded material to the `onLoad()` callback.
  34507. *
  34508. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  34509. * @param {function(Material)} onLoad - Executed when the loading process has been finished.
  34510. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  34511. * @param {onErrorCallback} onError - Executed when errors occur.
  34512. */
  34513. load( url, onLoad, onProgress, onError ) {
  34514. const scope = this;
  34515. const loader = new FileLoader( scope.manager );
  34516. loader.setPath( scope.path );
  34517. loader.setRequestHeader( scope.requestHeader );
  34518. loader.setWithCredentials( scope.withCredentials );
  34519. loader.load( url, function ( text ) {
  34520. try {
  34521. onLoad( scope.parse( JSON.parse( text ) ) );
  34522. } catch ( e ) {
  34523. if ( onError ) {
  34524. onError( e );
  34525. } else {
  34526. error( e );
  34527. }
  34528. scope.manager.itemError( url );
  34529. }
  34530. }, onProgress, onError );
  34531. }
  34532. /**
  34533. * Parses the given JSON object and returns a material.
  34534. *
  34535. * @param {Object} json - The serialized material.
  34536. * @return {Material} The parsed material.
  34537. */
  34538. parse( json ) {
  34539. const textures = this.textures;
  34540. function getTexture( name ) {
  34541. if ( textures[ name ] === undefined ) {
  34542. warn( 'MaterialLoader: Undefined texture', name );
  34543. }
  34544. return textures[ name ];
  34545. }
  34546. const material = this.createMaterialFromType( json.type );
  34547. if ( json.uuid !== undefined ) material.uuid = json.uuid;
  34548. if ( json.name !== undefined ) material.name = json.name;
  34549. if ( json.color !== undefined && material.color !== undefined ) material.color.setHex( json.color );
  34550. if ( json.roughness !== undefined ) material.roughness = json.roughness;
  34551. if ( json.metalness !== undefined ) material.metalness = json.metalness;
  34552. if ( json.sheen !== undefined ) material.sheen = json.sheen;
  34553. if ( json.sheenColor !== undefined ) material.sheenColor = new Color().setHex( json.sheenColor );
  34554. if ( json.sheenRoughness !== undefined ) material.sheenRoughness = json.sheenRoughness;
  34555. if ( json.emissive !== undefined && material.emissive !== undefined ) material.emissive.setHex( json.emissive );
  34556. if ( json.specular !== undefined && material.specular !== undefined ) material.specular.setHex( json.specular );
  34557. if ( json.specularIntensity !== undefined ) material.specularIntensity = json.specularIntensity;
  34558. if ( json.specularColor !== undefined && material.specularColor !== undefined ) material.specularColor.setHex( json.specularColor );
  34559. if ( json.shininess !== undefined ) material.shininess = json.shininess;
  34560. if ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat;
  34561. if ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness;
  34562. if ( json.dispersion !== undefined ) material.dispersion = json.dispersion;
  34563. if ( json.iridescence !== undefined ) material.iridescence = json.iridescence;
  34564. if ( json.iridescenceIOR !== undefined ) material.iridescenceIOR = json.iridescenceIOR;
  34565. if ( json.iridescenceThicknessRange !== undefined ) material.iridescenceThicknessRange = json.iridescenceThicknessRange;
  34566. if ( json.transmission !== undefined ) material.transmission = json.transmission;
  34567. if ( json.thickness !== undefined ) material.thickness = json.thickness;
  34568. if ( json.attenuationDistance !== undefined ) material.attenuationDistance = json.attenuationDistance;
  34569. if ( json.attenuationColor !== undefined && material.attenuationColor !== undefined ) material.attenuationColor.setHex( json.attenuationColor );
  34570. if ( json.anisotropy !== undefined ) material.anisotropy = json.anisotropy;
  34571. if ( json.anisotropyRotation !== undefined ) material.anisotropyRotation = json.anisotropyRotation;
  34572. if ( json.fog !== undefined ) material.fog = json.fog;
  34573. if ( json.flatShading !== undefined ) material.flatShading = json.flatShading;
  34574. if ( json.blending !== undefined ) material.blending = json.blending;
  34575. if ( json.combine !== undefined ) material.combine = json.combine;
  34576. if ( json.side !== undefined ) material.side = json.side;
  34577. if ( json.shadowSide !== undefined ) material.shadowSide = json.shadowSide;
  34578. if ( json.opacity !== undefined ) material.opacity = json.opacity;
  34579. if ( json.transparent !== undefined ) material.transparent = json.transparent;
  34580. if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
  34581. if ( json.alphaHash !== undefined ) material.alphaHash = json.alphaHash;
  34582. if ( json.depthFunc !== undefined ) material.depthFunc = json.depthFunc;
  34583. if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
  34584. if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
  34585. if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;
  34586. if ( json.blendSrc !== undefined ) material.blendSrc = json.blendSrc;
  34587. if ( json.blendDst !== undefined ) material.blendDst = json.blendDst;
  34588. if ( json.blendEquation !== undefined ) material.blendEquation = json.blendEquation;
  34589. if ( json.blendSrcAlpha !== undefined ) material.blendSrcAlpha = json.blendSrcAlpha;
  34590. if ( json.blendDstAlpha !== undefined ) material.blendDstAlpha = json.blendDstAlpha;
  34591. if ( json.blendEquationAlpha !== undefined ) material.blendEquationAlpha = json.blendEquationAlpha;
  34592. if ( json.blendColor !== undefined && material.blendColor !== undefined ) material.blendColor.setHex( json.blendColor );
  34593. if ( json.blendAlpha !== undefined ) material.blendAlpha = json.blendAlpha;
  34594. if ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask;
  34595. if ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc;
  34596. if ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef;
  34597. if ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask;
  34598. if ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail;
  34599. if ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail;
  34600. if ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass;
  34601. if ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite;
  34602. if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
  34603. if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
  34604. if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;
  34605. if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;
  34606. if ( json.rotation !== undefined ) material.rotation = json.rotation;
  34607. if ( json.linewidth !== undefined ) material.linewidth = json.linewidth;
  34608. if ( json.dashSize !== undefined ) material.dashSize = json.dashSize;
  34609. if ( json.gapSize !== undefined ) material.gapSize = json.gapSize;
  34610. if ( json.scale !== undefined ) material.scale = json.scale;
  34611. if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;
  34612. if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;
  34613. if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;
  34614. if ( json.dithering !== undefined ) material.dithering = json.dithering;
  34615. if ( json.alphaToCoverage !== undefined ) material.alphaToCoverage = json.alphaToCoverage;
  34616. if ( json.premultipliedAlpha !== undefined ) material.premultipliedAlpha = json.premultipliedAlpha;
  34617. if ( json.forceSinglePass !== undefined ) material.forceSinglePass = json.forceSinglePass;
  34618. if ( json.allowOverride !== undefined ) material.allowOverride = json.allowOverride;
  34619. if ( json.visible !== undefined ) material.visible = json.visible;
  34620. if ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped;
  34621. if ( json.userData !== undefined ) material.userData = json.userData;
  34622. if ( json.vertexColors !== undefined ) {
  34623. if ( typeof json.vertexColors === 'number' ) {
  34624. material.vertexColors = ( json.vertexColors > 0 ) ? true : false;
  34625. } else {
  34626. material.vertexColors = json.vertexColors;
  34627. }
  34628. }
  34629. // Shader Material
  34630. if ( json.uniforms !== undefined ) {
  34631. for ( const name in json.uniforms ) {
  34632. const uniform = json.uniforms[ name ];
  34633. material.uniforms[ name ] = {};
  34634. switch ( uniform.type ) {
  34635. case 't':
  34636. material.uniforms[ name ].value = getTexture( uniform.value );
  34637. break;
  34638. case 'c':
  34639. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  34640. break;
  34641. case 'v2':
  34642. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  34643. break;
  34644. case 'v3':
  34645. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  34646. break;
  34647. case 'v4':
  34648. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  34649. break;
  34650. case 'm3':
  34651. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  34652. break;
  34653. case 'm4':
  34654. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  34655. break;
  34656. default:
  34657. material.uniforms[ name ].value = uniform.value;
  34658. }
  34659. }
  34660. }
  34661. if ( json.defines !== undefined ) material.defines = json.defines;
  34662. if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
  34663. if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
  34664. if ( json.glslVersion !== undefined ) material.glslVersion = json.glslVersion;
  34665. if ( json.extensions !== undefined ) {
  34666. for ( const key in json.extensions ) {
  34667. material.extensions[ key ] = json.extensions[ key ];
  34668. }
  34669. }
  34670. if ( json.lights !== undefined ) material.lights = json.lights;
  34671. if ( json.clipping !== undefined ) material.clipping = json.clipping;
  34672. // for PointsMaterial
  34673. if ( json.size !== undefined ) material.size = json.size;
  34674. if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;
  34675. // maps
  34676. if ( json.map !== undefined ) material.map = getTexture( json.map );
  34677. if ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );
  34678. if ( json.alphaMap !== undefined ) material.alphaMap = getTexture( json.alphaMap );
  34679. if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );
  34680. if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;
  34681. if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );
  34682. if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;
  34683. if ( json.normalScale !== undefined ) {
  34684. let normalScale = json.normalScale;
  34685. if ( Array.isArray( normalScale ) === false ) {
  34686. // Blender exporter used to export a scalar. See #7459
  34687. normalScale = [ normalScale, normalScale ];
  34688. }
  34689. material.normalScale = new Vector2().fromArray( normalScale );
  34690. }
  34691. if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );
  34692. if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
  34693. if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;
  34694. if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );
  34695. if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );
  34696. if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );
  34697. if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;
  34698. if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );
  34699. if ( json.specularIntensityMap !== undefined ) material.specularIntensityMap = getTexture( json.specularIntensityMap );
  34700. if ( json.specularColorMap !== undefined ) material.specularColorMap = getTexture( json.specularColorMap );
  34701. if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );
  34702. if ( json.envMapRotation !== undefined ) material.envMapRotation.fromArray( json.envMapRotation );
  34703. if ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;
  34704. if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;
  34705. if ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio;
  34706. if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );
  34707. if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;
  34708. if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );
  34709. if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;
  34710. if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );
  34711. if ( json.clearcoatMap !== undefined ) material.clearcoatMap = getTexture( json.clearcoatMap );
  34712. if ( json.clearcoatRoughnessMap !== undefined ) material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap );
  34713. if ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap );
  34714. if ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale );
  34715. if ( json.iridescenceMap !== undefined ) material.iridescenceMap = getTexture( json.iridescenceMap );
  34716. if ( json.iridescenceThicknessMap !== undefined ) material.iridescenceThicknessMap = getTexture( json.iridescenceThicknessMap );
  34717. if ( json.transmissionMap !== undefined ) material.transmissionMap = getTexture( json.transmissionMap );
  34718. if ( json.thicknessMap !== undefined ) material.thicknessMap = getTexture( json.thicknessMap );
  34719. if ( json.anisotropyMap !== undefined ) material.anisotropyMap = getTexture( json.anisotropyMap );
  34720. if ( json.sheenColorMap !== undefined ) material.sheenColorMap = getTexture( json.sheenColorMap );
  34721. if ( json.sheenRoughnessMap !== undefined ) material.sheenRoughnessMap = getTexture( json.sheenRoughnessMap );
  34722. return material;
  34723. }
  34724. /**
  34725. * Textures are not embedded in the material JSON so they have
  34726. * to be injected before the loading process starts.
  34727. *
  34728. * @param {Object} value - A dictionary holding textures for material properties.
  34729. * @return {MaterialLoader} A reference to this material loader.
  34730. */
  34731. setTextures( value ) {
  34732. this.textures = value;
  34733. return this;
  34734. }
  34735. /**
  34736. * Creates a material for the given type.
  34737. *
  34738. * @param {string} type - The material type.
  34739. * @return {Material} The new material.
  34740. */
  34741. createMaterialFromType( type ) {
  34742. return MaterialLoader.createMaterialFromType( type );
  34743. }
  34744. /**
  34745. * Creates a material for the given type.
  34746. *
  34747. * @static
  34748. * @param {string} type - The material type.
  34749. * @return {Material} The new material.
  34750. */
  34751. static createMaterialFromType( type ) {
  34752. const materialLib = {
  34753. ShadowMaterial,
  34754. SpriteMaterial,
  34755. RawShaderMaterial,
  34756. ShaderMaterial,
  34757. PointsMaterial,
  34758. MeshPhysicalMaterial,
  34759. MeshStandardMaterial,
  34760. MeshPhongMaterial,
  34761. MeshToonMaterial,
  34762. MeshNormalMaterial,
  34763. MeshLambertMaterial,
  34764. MeshDepthMaterial,
  34765. MeshDistanceMaterial,
  34766. MeshBasicMaterial,
  34767. MeshMatcapMaterial,
  34768. LineDashedMaterial,
  34769. LineBasicMaterial,
  34770. Material
  34771. };
  34772. return new materialLib[ type ]();
  34773. }
  34774. }
  34775. /**
  34776. * A class with loader utility functions.
  34777. */
  34778. class LoaderUtils {
  34779. /**
  34780. * Extracts the base URL from the given URL.
  34781. *
  34782. * @param {string} url -The URL to extract the base URL from.
  34783. * @return {string} The extracted base URL.
  34784. */
  34785. static extractUrlBase( url ) {
  34786. const index = url.lastIndexOf( '/' );
  34787. if ( index === -1 ) return './';
  34788. return url.slice( 0, index + 1 );
  34789. }
  34790. /**
  34791. * Resolves relative URLs against the given path. Absolute paths, data urls,
  34792. * and blob URLs will be returned as is. Invalid URLs will return an empty
  34793. * string.
  34794. *
  34795. * @param {string} url -The URL to resolve.
  34796. * @param {string} path - The base path for relative URLs to be resolved against.
  34797. * @return {string} The resolved URL.
  34798. */
  34799. static resolveURL( url, path ) {
  34800. // Invalid URL
  34801. if ( typeof url !== 'string' || url === '' ) return '';
  34802. // Host Relative URL
  34803. if ( /^https?:\/\//i.test( path ) && /^\//.test( url ) ) {
  34804. path = path.replace( /(^https?:\/\/[^\/]+).*/i, '$1' );
  34805. }
  34806. // Absolute URL http://,https://,//
  34807. if ( /^(https?:)?\/\//i.test( url ) ) return url;
  34808. // Data URI
  34809. if ( /^data:.*,.*$/i.test( url ) ) return url;
  34810. // Blob URL
  34811. if ( /^blob:.*$/i.test( url ) ) return url;
  34812. // Relative URL
  34813. return path + url;
  34814. }
  34815. }
  34816. /**
  34817. * An instanced version of a geometry.
  34818. */
  34819. class InstancedBufferGeometry extends BufferGeometry {
  34820. /**
  34821. * Constructs a new instanced buffer geometry.
  34822. */
  34823. constructor() {
  34824. super();
  34825. /**
  34826. * This flag can be used for type testing.
  34827. *
  34828. * @type {boolean}
  34829. * @readonly
  34830. * @default true
  34831. */
  34832. this.isInstancedBufferGeometry = true;
  34833. this.type = 'InstancedBufferGeometry';
  34834. /**
  34835. * The instance count.
  34836. *
  34837. * @type {number}
  34838. * @default Infinity
  34839. */
  34840. this.instanceCount = Infinity;
  34841. }
  34842. copy( source ) {
  34843. super.copy( source );
  34844. this.instanceCount = source.instanceCount;
  34845. return this;
  34846. }
  34847. toJSON() {
  34848. const data = super.toJSON();
  34849. data.instanceCount = this.instanceCount;
  34850. data.isInstancedBufferGeometry = true;
  34851. return data;
  34852. }
  34853. }
  34854. /**
  34855. * Class for loading geometries. The files are internally
  34856. * loaded via {@link FileLoader}.
  34857. *
  34858. * ```js
  34859. * const loader = new THREE.BufferGeometryLoader();
  34860. * const geometry = await loader.loadAsync( 'models/json/pressure.json' );
  34861. *
  34862. * const material = new THREE.MeshBasicMaterial( { color: 0xF5F5F5 } );
  34863. * const object = new THREE.Mesh( geometry, material );
  34864. * scene.add( object );
  34865. * ```
  34866. *
  34867. * @augments Loader
  34868. */
  34869. class BufferGeometryLoader extends Loader {
  34870. /**
  34871. * Constructs a new geometry loader.
  34872. *
  34873. * @param {LoadingManager} [manager] - The loading manager.
  34874. */
  34875. constructor( manager ) {
  34876. super( manager );
  34877. }
  34878. /**
  34879. * Starts loading from the given URL and pass the loaded geometry to the `onLoad()` callback.
  34880. *
  34881. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  34882. * @param {function(BufferGeometry)} onLoad - Executed when the loading process has been finished.
  34883. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  34884. * @param {onErrorCallback} onError - Executed when errors occur.
  34885. */
  34886. load( url, onLoad, onProgress, onError ) {
  34887. const scope = this;
  34888. const loader = new FileLoader( scope.manager );
  34889. loader.setPath( scope.path );
  34890. loader.setRequestHeader( scope.requestHeader );
  34891. loader.setWithCredentials( scope.withCredentials );
  34892. loader.load( url, function ( text ) {
  34893. try {
  34894. onLoad( scope.parse( JSON.parse( text ) ) );
  34895. } catch ( e ) {
  34896. if ( onError ) {
  34897. onError( e );
  34898. } else {
  34899. error( e );
  34900. }
  34901. scope.manager.itemError( url );
  34902. }
  34903. }, onProgress, onError );
  34904. }
  34905. /**
  34906. * Parses the given JSON object and returns a geometry.
  34907. *
  34908. * @param {Object} json - The serialized geometry.
  34909. * @return {BufferGeometry} The parsed geometry.
  34910. */
  34911. parse( json ) {
  34912. const interleavedBufferMap = {};
  34913. const arrayBufferMap = {};
  34914. function getInterleavedBuffer( json, uuid ) {
  34915. if ( interleavedBufferMap[ uuid ] !== undefined ) return interleavedBufferMap[ uuid ];
  34916. const interleavedBuffers = json.interleavedBuffers;
  34917. const interleavedBuffer = interleavedBuffers[ uuid ];
  34918. const buffer = getArrayBuffer( json, interleavedBuffer.buffer );
  34919. const array = getTypedArray( interleavedBuffer.type, buffer );
  34920. const ib = new InterleavedBuffer( array, interleavedBuffer.stride );
  34921. ib.uuid = interleavedBuffer.uuid;
  34922. interleavedBufferMap[ uuid ] = ib;
  34923. return ib;
  34924. }
  34925. function getArrayBuffer( json, uuid ) {
  34926. if ( arrayBufferMap[ uuid ] !== undefined ) return arrayBufferMap[ uuid ];
  34927. const arrayBuffers = json.arrayBuffers;
  34928. const arrayBuffer = arrayBuffers[ uuid ];
  34929. const ab = new Uint32Array( arrayBuffer ).buffer;
  34930. arrayBufferMap[ uuid ] = ab;
  34931. return ab;
  34932. }
  34933. const geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  34934. const index = json.data.index;
  34935. if ( index !== undefined ) {
  34936. const typedArray = getTypedArray( index.type, index.array );
  34937. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  34938. }
  34939. const attributes = json.data.attributes;
  34940. for ( const key in attributes ) {
  34941. const attribute = attributes[ key ];
  34942. let bufferAttribute;
  34943. if ( attribute.isInterleavedBufferAttribute ) {
  34944. const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  34945. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  34946. } else {
  34947. const typedArray = getTypedArray( attribute.type, attribute.array );
  34948. const bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  34949. bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  34950. }
  34951. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  34952. if ( attribute.usage !== undefined ) bufferAttribute.setUsage( attribute.usage );
  34953. geometry.setAttribute( key, bufferAttribute );
  34954. }
  34955. const morphAttributes = json.data.morphAttributes;
  34956. if ( morphAttributes ) {
  34957. for ( const key in morphAttributes ) {
  34958. const attributeArray = morphAttributes[ key ];
  34959. const array = [];
  34960. for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
  34961. const attribute = attributeArray[ i ];
  34962. let bufferAttribute;
  34963. if ( attribute.isInterleavedBufferAttribute ) {
  34964. const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  34965. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  34966. } else {
  34967. const typedArray = getTypedArray( attribute.type, attribute.array );
  34968. bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  34969. }
  34970. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  34971. array.push( bufferAttribute );
  34972. }
  34973. geometry.morphAttributes[ key ] = array;
  34974. }
  34975. }
  34976. const morphTargetsRelative = json.data.morphTargetsRelative;
  34977. if ( morphTargetsRelative ) {
  34978. geometry.morphTargetsRelative = true;
  34979. }
  34980. const groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  34981. if ( groups !== undefined ) {
  34982. for ( let i = 0, n = groups.length; i !== n; ++ i ) {
  34983. const group = groups[ i ];
  34984. geometry.addGroup( group.start, group.count, group.materialIndex );
  34985. }
  34986. }
  34987. const boundingSphere = json.data.boundingSphere;
  34988. if ( boundingSphere !== undefined ) {
  34989. geometry.boundingSphere = new Sphere().fromJSON( boundingSphere );
  34990. }
  34991. if ( json.name ) geometry.name = json.name;
  34992. if ( json.userData ) geometry.userData = json.userData;
  34993. return geometry;
  34994. }
  34995. }
  34996. /**
  34997. * 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).
  34998. * The files are internally loaded via {@link FileLoader}.
  34999. *
  35000. * ```js
  35001. * const loader = new THREE.ObjectLoader();
  35002. * const obj = await loader.loadAsync( 'models/json/example.json' );
  35003. * scene.add( obj );
  35004. *
  35005. * // Alternatively, to parse a previously loaded JSON structure
  35006. * const object = await loader.parseAsync( a_json_object );
  35007. * scene.add( object );
  35008. * ```
  35009. *
  35010. * @augments Loader
  35011. */
  35012. class ObjectLoader extends Loader {
  35013. /**
  35014. * Constructs a new object loader.
  35015. *
  35016. * @param {LoadingManager} [manager] - The loading manager.
  35017. */
  35018. constructor( manager ) {
  35019. super( manager );
  35020. }
  35021. /**
  35022. * Starts loading from the given URL and pass the loaded 3D object to the `onLoad()` callback.
  35023. *
  35024. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35025. * @param {function(Object3D)} onLoad - Executed when the loading process has been finished.
  35026. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  35027. * @param {onErrorCallback} onError - Executed when errors occur.
  35028. */
  35029. load( url, onLoad, onProgress, onError ) {
  35030. const scope = this;
  35031. const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  35032. this.resourcePath = this.resourcePath || path;
  35033. const loader = new FileLoader( this.manager );
  35034. loader.setPath( this.path );
  35035. loader.setRequestHeader( this.requestHeader );
  35036. loader.setWithCredentials( this.withCredentials );
  35037. loader.load( url, function ( text ) {
  35038. let json = null;
  35039. try {
  35040. json = JSON.parse( text );
  35041. } catch ( error ) {
  35042. if ( onError !== undefined ) onError( error );
  35043. error( 'ObjectLoader: Can\'t parse ' + url + '.', error.message );
  35044. return;
  35045. }
  35046. const metadata = json.metadata;
  35047. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  35048. if ( onError !== undefined ) onError( new Error( 'THREE.ObjectLoader: Can\'t load ' + url ) );
  35049. error( 'ObjectLoader: Can\'t load ' + url );
  35050. return;
  35051. }
  35052. scope.parse( json, onLoad );
  35053. }, onProgress, onError );
  35054. }
  35055. /**
  35056. * Async version of {@link ObjectLoader#load}.
  35057. *
  35058. * @async
  35059. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35060. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  35061. * @return {Promise<Object3D>} A Promise that resolves with the loaded 3D object.
  35062. */
  35063. async loadAsync( url, onProgress ) {
  35064. const scope = this;
  35065. const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  35066. this.resourcePath = this.resourcePath || path;
  35067. const loader = new FileLoader( this.manager );
  35068. loader.setPath( this.path );
  35069. loader.setRequestHeader( this.requestHeader );
  35070. loader.setWithCredentials( this.withCredentials );
  35071. const text = await loader.loadAsync( url, onProgress );
  35072. const json = JSON.parse( text );
  35073. const metadata = json.metadata;
  35074. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  35075. throw new Error( 'THREE.ObjectLoader: Can\'t load ' + url );
  35076. }
  35077. return await scope.parseAsync( json );
  35078. }
  35079. /**
  35080. * Parses the given JSON. This is used internally by {@link ObjectLoader#load}
  35081. * but can also be used directly to parse a previously loaded JSON structure.
  35082. *
  35083. * @param {Object} json - The serialized 3D object.
  35084. * @param {onLoad} onLoad - Executed when all resources (e.g. textures) have been fully loaded.
  35085. * @return {Object3D} The parsed 3D object.
  35086. */
  35087. parse( json, onLoad ) {
  35088. const animations = this.parseAnimations( json.animations );
  35089. const shapes = this.parseShapes( json.shapes );
  35090. const geometries = this.parseGeometries( json.geometries, shapes );
  35091. const images = this.parseImages( json.images, function () {
  35092. if ( onLoad !== undefined ) onLoad( object );
  35093. } );
  35094. const textures = this.parseTextures( json.textures, images );
  35095. const materials = this.parseMaterials( json.materials, textures );
  35096. const object = this.parseObject( json.object, geometries, materials, textures, animations );
  35097. const skeletons = this.parseSkeletons( json.skeletons, object );
  35098. this.bindSkeletons( object, skeletons );
  35099. this.bindLightTargets( object );
  35100. //
  35101. if ( onLoad !== undefined ) {
  35102. let hasImages = false;
  35103. for ( const uuid in images ) {
  35104. if ( images[ uuid ].data instanceof HTMLImageElement ) {
  35105. hasImages = true;
  35106. break;
  35107. }
  35108. }
  35109. if ( hasImages === false ) onLoad( object );
  35110. }
  35111. return object;
  35112. }
  35113. /**
  35114. * Async version of {@link ObjectLoader#parse}.
  35115. *
  35116. * @param {Object} json - The serialized 3D object.
  35117. * @return {Promise<Object3D>} A Promise that resolves with the parsed 3D object.
  35118. */
  35119. async parseAsync( json ) {
  35120. const animations = this.parseAnimations( json.animations );
  35121. const shapes = this.parseShapes( json.shapes );
  35122. const geometries = this.parseGeometries( json.geometries, shapes );
  35123. const images = await this.parseImagesAsync( json.images );
  35124. const textures = this.parseTextures( json.textures, images );
  35125. const materials = this.parseMaterials( json.materials, textures );
  35126. const object = this.parseObject( json.object, geometries, materials, textures, animations );
  35127. const skeletons = this.parseSkeletons( json.skeletons, object );
  35128. this.bindSkeletons( object, skeletons );
  35129. this.bindLightTargets( object );
  35130. return object;
  35131. }
  35132. // internals
  35133. parseShapes( json ) {
  35134. const shapes = {};
  35135. if ( json !== undefined ) {
  35136. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35137. const shape = new Shape().fromJSON( json[ i ] );
  35138. shapes[ shape.uuid ] = shape;
  35139. }
  35140. }
  35141. return shapes;
  35142. }
  35143. parseSkeletons( json, object ) {
  35144. const skeletons = {};
  35145. const bones = {};
  35146. // generate bone lookup table
  35147. object.traverse( function ( child ) {
  35148. if ( child.isBone ) bones[ child.uuid ] = child;
  35149. } );
  35150. // create skeletons
  35151. if ( json !== undefined ) {
  35152. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35153. const skeleton = new Skeleton().fromJSON( json[ i ], bones );
  35154. skeletons[ skeleton.uuid ] = skeleton;
  35155. }
  35156. }
  35157. return skeletons;
  35158. }
  35159. parseGeometries( json, shapes ) {
  35160. const geometries = {};
  35161. if ( json !== undefined ) {
  35162. const bufferGeometryLoader = new BufferGeometryLoader();
  35163. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35164. let geometry;
  35165. const data = json[ i ];
  35166. switch ( data.type ) {
  35167. case 'BufferGeometry':
  35168. case 'InstancedBufferGeometry':
  35169. geometry = bufferGeometryLoader.parse( data );
  35170. break;
  35171. default:
  35172. if ( data.type in Geometries ) {
  35173. geometry = Geometries[ data.type ].fromJSON( data, shapes );
  35174. } else {
  35175. warn( `ObjectLoader: Unsupported geometry type "${ data.type }"` );
  35176. }
  35177. }
  35178. geometry.uuid = data.uuid;
  35179. if ( data.name !== undefined ) geometry.name = data.name;
  35180. if ( data.userData !== undefined ) geometry.userData = data.userData;
  35181. geometries[ data.uuid ] = geometry;
  35182. }
  35183. }
  35184. return geometries;
  35185. }
  35186. parseMaterials( json, textures ) {
  35187. const cache = {}; // MultiMaterial
  35188. const materials = {};
  35189. if ( json !== undefined ) {
  35190. const loader = new MaterialLoader();
  35191. loader.setTextures( textures );
  35192. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35193. const data = json[ i ];
  35194. if ( cache[ data.uuid ] === undefined ) {
  35195. cache[ data.uuid ] = loader.parse( data );
  35196. }
  35197. materials[ data.uuid ] = cache[ data.uuid ];
  35198. }
  35199. }
  35200. return materials;
  35201. }
  35202. parseAnimations( json ) {
  35203. const animations = {};
  35204. if ( json !== undefined ) {
  35205. for ( let i = 0; i < json.length; i ++ ) {
  35206. const data = json[ i ];
  35207. const clip = AnimationClip.parse( data );
  35208. animations[ clip.uuid ] = clip;
  35209. }
  35210. }
  35211. return animations;
  35212. }
  35213. parseImages( json, onLoad ) {
  35214. const scope = this;
  35215. const images = {};
  35216. let loader;
  35217. function loadImage( url ) {
  35218. scope.manager.itemStart( url );
  35219. return loader.load( url, function () {
  35220. scope.manager.itemEnd( url );
  35221. }, undefined, function () {
  35222. scope.manager.itemError( url );
  35223. scope.manager.itemEnd( url );
  35224. } );
  35225. }
  35226. function deserializeImage( image ) {
  35227. if ( typeof image === 'string' ) {
  35228. const url = image;
  35229. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
  35230. return loadImage( path );
  35231. } else {
  35232. if ( image.data ) {
  35233. return {
  35234. data: getTypedArray( image.type, image.data ),
  35235. width: image.width,
  35236. height: image.height
  35237. };
  35238. } else {
  35239. return null;
  35240. }
  35241. }
  35242. }
  35243. if ( json !== undefined && json.length > 0 ) {
  35244. const manager = new LoadingManager( onLoad );
  35245. loader = new ImageLoader( manager );
  35246. loader.setCrossOrigin( this.crossOrigin );
  35247. for ( let i = 0, il = json.length; i < il; i ++ ) {
  35248. const image = json[ i ];
  35249. const url = image.url;
  35250. if ( Array.isArray( url ) ) {
  35251. // load array of images e.g CubeTexture
  35252. const imageArray = [];
  35253. for ( let j = 0, jl = url.length; j < jl; j ++ ) {
  35254. const currentUrl = url[ j ];
  35255. const deserializedImage = deserializeImage( currentUrl );
  35256. if ( deserializedImage !== null ) {
  35257. if ( deserializedImage instanceof HTMLImageElement ) {
  35258. imageArray.push( deserializedImage );
  35259. } else {
  35260. // special case: handle array of data textures for cube textures
  35261. imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
  35262. }
  35263. }
  35264. }
  35265. images[ image.uuid ] = new Source( imageArray );
  35266. } else {
  35267. // load single image
  35268. const deserializedImage = deserializeImage( image.url );
  35269. images[ image.uuid ] = new Source( deserializedImage );
  35270. }
  35271. }
  35272. }
  35273. return images;
  35274. }
  35275. async parseImagesAsync( json ) {
  35276. const scope = this;
  35277. const images = {};
  35278. let loader;
  35279. async function deserializeImage( image ) {
  35280. if ( typeof image === 'string' ) {
  35281. const url = image;
  35282. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
  35283. return await loader.loadAsync( path );
  35284. } else {
  35285. if ( image.data ) {
  35286. return {
  35287. data: getTypedArray( image.type, image.data ),
  35288. width: image.width,
  35289. height: image.height
  35290. };
  35291. } else {
  35292. return null;
  35293. }
  35294. }
  35295. }
  35296. if ( json !== undefined && json.length > 0 ) {
  35297. loader = new ImageLoader( this.manager );
  35298. loader.setCrossOrigin( this.crossOrigin );
  35299. for ( let i = 0, il = json.length; i < il; i ++ ) {
  35300. const image = json[ i ];
  35301. const url = image.url;
  35302. if ( Array.isArray( url ) ) {
  35303. // load array of images e.g CubeTexture
  35304. const imageArray = [];
  35305. for ( let j = 0, jl = url.length; j < jl; j ++ ) {
  35306. const currentUrl = url[ j ];
  35307. const deserializedImage = await deserializeImage( currentUrl );
  35308. if ( deserializedImage !== null ) {
  35309. if ( deserializedImage instanceof HTMLImageElement ) {
  35310. imageArray.push( deserializedImage );
  35311. } else {
  35312. // special case: handle array of data textures for cube textures
  35313. imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
  35314. }
  35315. }
  35316. }
  35317. images[ image.uuid ] = new Source( imageArray );
  35318. } else {
  35319. // load single image
  35320. const deserializedImage = await deserializeImage( image.url );
  35321. images[ image.uuid ] = new Source( deserializedImage );
  35322. }
  35323. }
  35324. }
  35325. return images;
  35326. }
  35327. parseTextures( json, images ) {
  35328. function parseConstant( value, type ) {
  35329. if ( typeof value === 'number' ) return value;
  35330. warn( 'ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  35331. return type[ value ];
  35332. }
  35333. const textures = {};
  35334. if ( json !== undefined ) {
  35335. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35336. const data = json[ i ];
  35337. if ( data.image === undefined ) {
  35338. warn( 'ObjectLoader: No "image" specified for', data.uuid );
  35339. }
  35340. if ( images[ data.image ] === undefined ) {
  35341. warn( 'ObjectLoader: Undefined image', data.image );
  35342. }
  35343. const source = images[ data.image ];
  35344. const image = source.data;
  35345. let texture;
  35346. if ( Array.isArray( image ) ) {
  35347. texture = new CubeTexture();
  35348. if ( image.length === 6 ) texture.needsUpdate = true;
  35349. } else {
  35350. if ( image && image.data ) {
  35351. texture = new DataTexture();
  35352. } else {
  35353. texture = new Texture();
  35354. }
  35355. if ( image ) texture.needsUpdate = true; // textures can have undefined image data
  35356. }
  35357. texture.source = source;
  35358. texture.uuid = data.uuid;
  35359. if ( data.name !== undefined ) texture.name = data.name;
  35360. if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );
  35361. if ( data.channel !== undefined ) texture.channel = data.channel;
  35362. if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
  35363. if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
  35364. if ( data.center !== undefined ) texture.center.fromArray( data.center );
  35365. if ( data.rotation !== undefined ) texture.rotation = data.rotation;
  35366. if ( data.wrap !== undefined ) {
  35367. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  35368. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  35369. }
  35370. if ( data.format !== undefined ) texture.format = data.format;
  35371. if ( data.internalFormat !== undefined ) texture.internalFormat = data.internalFormat;
  35372. if ( data.type !== undefined ) texture.type = data.type;
  35373. if ( data.colorSpace !== undefined ) texture.colorSpace = data.colorSpace;
  35374. if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );
  35375. if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );
  35376. if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
  35377. if ( data.flipY !== undefined ) texture.flipY = data.flipY;
  35378. if ( data.generateMipmaps !== undefined ) texture.generateMipmaps = data.generateMipmaps;
  35379. if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;
  35380. if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;
  35381. if ( data.compareFunction !== undefined ) texture.compareFunction = data.compareFunction;
  35382. if ( data.userData !== undefined ) texture.userData = data.userData;
  35383. textures[ data.uuid ] = texture;
  35384. }
  35385. }
  35386. return textures;
  35387. }
  35388. parseObject( data, geometries, materials, textures, animations ) {
  35389. let object;
  35390. function getGeometry( name ) {
  35391. if ( geometries[ name ] === undefined ) {
  35392. warn( 'ObjectLoader: Undefined geometry', name );
  35393. }
  35394. return geometries[ name ];
  35395. }
  35396. function getMaterial( name ) {
  35397. if ( name === undefined ) return undefined;
  35398. if ( Array.isArray( name ) ) {
  35399. const array = [];
  35400. for ( let i = 0, l = name.length; i < l; i ++ ) {
  35401. const uuid = name[ i ];
  35402. if ( materials[ uuid ] === undefined ) {
  35403. warn( 'ObjectLoader: Undefined material', uuid );
  35404. }
  35405. array.push( materials[ uuid ] );
  35406. }
  35407. return array;
  35408. }
  35409. if ( materials[ name ] === undefined ) {
  35410. warn( 'ObjectLoader: Undefined material', name );
  35411. }
  35412. return materials[ name ];
  35413. }
  35414. function getTexture( uuid ) {
  35415. if ( textures[ uuid ] === undefined ) {
  35416. warn( 'ObjectLoader: Undefined texture', uuid );
  35417. }
  35418. return textures[ uuid ];
  35419. }
  35420. let geometry, material;
  35421. switch ( data.type ) {
  35422. case 'Scene':
  35423. object = new Scene();
  35424. if ( data.background !== undefined ) {
  35425. if ( Number.isInteger( data.background ) ) {
  35426. object.background = new Color( data.background );
  35427. } else {
  35428. object.background = getTexture( data.background );
  35429. }
  35430. }
  35431. if ( data.environment !== undefined ) {
  35432. object.environment = getTexture( data.environment );
  35433. }
  35434. if ( data.fog !== undefined ) {
  35435. if ( data.fog.type === 'Fog' ) {
  35436. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  35437. } else if ( data.fog.type === 'FogExp2' ) {
  35438. object.fog = new FogExp2( data.fog.color, data.fog.density );
  35439. }
  35440. if ( data.fog.name !== '' ) {
  35441. object.fog.name = data.fog.name;
  35442. }
  35443. }
  35444. if ( data.backgroundBlurriness !== undefined ) object.backgroundBlurriness = data.backgroundBlurriness;
  35445. if ( data.backgroundIntensity !== undefined ) object.backgroundIntensity = data.backgroundIntensity;
  35446. if ( data.backgroundRotation !== undefined ) object.backgroundRotation.fromArray( data.backgroundRotation );
  35447. if ( data.environmentIntensity !== undefined ) object.environmentIntensity = data.environmentIntensity;
  35448. if ( data.environmentRotation !== undefined ) object.environmentRotation.fromArray( data.environmentRotation );
  35449. break;
  35450. case 'PerspectiveCamera':
  35451. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  35452. if ( data.focus !== undefined ) object.focus = data.focus;
  35453. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  35454. if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
  35455. if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
  35456. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  35457. break;
  35458. case 'OrthographicCamera':
  35459. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  35460. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  35461. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  35462. break;
  35463. case 'AmbientLight':
  35464. object = new AmbientLight( data.color, data.intensity );
  35465. break;
  35466. case 'DirectionalLight':
  35467. object = new DirectionalLight( data.color, data.intensity );
  35468. object.target = data.target || '';
  35469. break;
  35470. case 'PointLight':
  35471. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  35472. break;
  35473. case 'RectAreaLight':
  35474. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  35475. break;
  35476. case 'SpotLight':
  35477. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  35478. object.target = data.target || '';
  35479. break;
  35480. case 'HemisphereLight':
  35481. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  35482. break;
  35483. case 'LightProbe':
  35484. object = new LightProbe().fromJSON( data );
  35485. break;
  35486. case 'SkinnedMesh':
  35487. geometry = getGeometry( data.geometry );
  35488. material = getMaterial( data.material );
  35489. object = new SkinnedMesh( geometry, material );
  35490. if ( data.bindMode !== undefined ) object.bindMode = data.bindMode;
  35491. if ( data.bindMatrix !== undefined ) object.bindMatrix.fromArray( data.bindMatrix );
  35492. if ( data.skeleton !== undefined ) object.skeleton = data.skeleton;
  35493. break;
  35494. case 'Mesh':
  35495. geometry = getGeometry( data.geometry );
  35496. material = getMaterial( data.material );
  35497. object = new Mesh( geometry, material );
  35498. break;
  35499. case 'InstancedMesh':
  35500. geometry = getGeometry( data.geometry );
  35501. material = getMaterial( data.material );
  35502. const count = data.count;
  35503. const instanceMatrix = data.instanceMatrix;
  35504. const instanceColor = data.instanceColor;
  35505. object = new InstancedMesh( geometry, material, count );
  35506. object.instanceMatrix = new InstancedBufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
  35507. if ( instanceColor !== undefined ) object.instanceColor = new InstancedBufferAttribute( new Float32Array( instanceColor.array ), instanceColor.itemSize );
  35508. break;
  35509. case 'BatchedMesh':
  35510. geometry = getGeometry( data.geometry );
  35511. material = getMaterial( data.material );
  35512. object = new BatchedMesh( data.maxInstanceCount, data.maxVertexCount, data.maxIndexCount, material );
  35513. object.geometry = geometry;
  35514. object.perObjectFrustumCulled = data.perObjectFrustumCulled;
  35515. object.sortObjects = data.sortObjects;
  35516. object._drawRanges = data.drawRanges;
  35517. object._reservedRanges = data.reservedRanges;
  35518. object._geometryInfo = data.geometryInfo.map( info => {
  35519. let box = null;
  35520. let sphere = null;
  35521. if ( info.boundingBox !== undefined ) {
  35522. box = new Box3().fromJSON( info.boundingBox );
  35523. }
  35524. if ( info.boundingSphere !== undefined ) {
  35525. sphere = new Sphere().fromJSON( info.boundingSphere );
  35526. }
  35527. return {
  35528. ...info,
  35529. boundingBox: box,
  35530. boundingSphere: sphere
  35531. };
  35532. } );
  35533. object._instanceInfo = data.instanceInfo;
  35534. object._availableInstanceIds = data._availableInstanceIds;
  35535. object._availableGeometryIds = data._availableGeometryIds;
  35536. object._nextIndexStart = data.nextIndexStart;
  35537. object._nextVertexStart = data.nextVertexStart;
  35538. object._geometryCount = data.geometryCount;
  35539. object._maxInstanceCount = data.maxInstanceCount;
  35540. object._maxVertexCount = data.maxVertexCount;
  35541. object._maxIndexCount = data.maxIndexCount;
  35542. object._geometryInitialized = data.geometryInitialized;
  35543. object._matricesTexture = getTexture( data.matricesTexture.uuid );
  35544. object._indirectTexture = getTexture( data.indirectTexture.uuid );
  35545. if ( data.colorsTexture !== undefined ) {
  35546. object._colorsTexture = getTexture( data.colorsTexture.uuid );
  35547. }
  35548. if ( data.boundingSphere !== undefined ) {
  35549. object.boundingSphere = new Sphere().fromJSON( data.boundingSphere );
  35550. }
  35551. if ( data.boundingBox !== undefined ) {
  35552. object.boundingBox = new Box3().fromJSON( data.boundingBox );
  35553. }
  35554. break;
  35555. case 'LOD':
  35556. object = new LOD();
  35557. break;
  35558. case 'Line':
  35559. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ) );
  35560. break;
  35561. case 'LineLoop':
  35562. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  35563. break;
  35564. case 'LineSegments':
  35565. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  35566. break;
  35567. case 'PointCloud':
  35568. case 'Points':
  35569. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  35570. break;
  35571. case 'Sprite':
  35572. object = new Sprite( getMaterial( data.material ) );
  35573. break;
  35574. case 'Group':
  35575. object = new Group();
  35576. break;
  35577. case 'Bone':
  35578. object = new Bone();
  35579. break;
  35580. default:
  35581. object = new Object3D();
  35582. }
  35583. object.uuid = data.uuid;
  35584. if ( data.name !== undefined ) object.name = data.name;
  35585. if ( data.matrix !== undefined ) {
  35586. object.matrix.fromArray( data.matrix );
  35587. if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;
  35588. if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );
  35589. } else {
  35590. if ( data.position !== undefined ) object.position.fromArray( data.position );
  35591. if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
  35592. if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
  35593. if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
  35594. }
  35595. if ( data.up !== undefined ) object.up.fromArray( data.up );
  35596. if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
  35597. if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;
  35598. if ( data.shadow ) {
  35599. if ( data.shadow.intensity !== undefined ) object.shadow.intensity = data.shadow.intensity;
  35600. if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
  35601. if ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias;
  35602. if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
  35603. if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
  35604. if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );
  35605. }
  35606. if ( data.visible !== undefined ) object.visible = data.visible;
  35607. if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;
  35608. if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;
  35609. if ( data.userData !== undefined ) object.userData = data.userData;
  35610. if ( data.layers !== undefined ) object.layers.mask = data.layers;
  35611. if ( data.children !== undefined ) {
  35612. const children = data.children;
  35613. for ( let i = 0; i < children.length; i ++ ) {
  35614. object.add( this.parseObject( children[ i ], geometries, materials, textures, animations ) );
  35615. }
  35616. }
  35617. if ( data.animations !== undefined ) {
  35618. const objectAnimations = data.animations;
  35619. for ( let i = 0; i < objectAnimations.length; i ++ ) {
  35620. const uuid = objectAnimations[ i ];
  35621. object.animations.push( animations[ uuid ] );
  35622. }
  35623. }
  35624. if ( data.type === 'LOD' ) {
  35625. if ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate;
  35626. const levels = data.levels;
  35627. for ( let l = 0; l < levels.length; l ++ ) {
  35628. const level = levels[ l ];
  35629. const child = object.getObjectByProperty( 'uuid', level.object );
  35630. if ( child !== undefined ) {
  35631. object.addLevel( child, level.distance, level.hysteresis );
  35632. }
  35633. }
  35634. }
  35635. return object;
  35636. }
  35637. bindSkeletons( object, skeletons ) {
  35638. if ( Object.keys( skeletons ).length === 0 ) return;
  35639. object.traverse( function ( child ) {
  35640. if ( child.isSkinnedMesh === true && child.skeleton !== undefined ) {
  35641. const skeleton = skeletons[ child.skeleton ];
  35642. if ( skeleton === undefined ) {
  35643. warn( 'ObjectLoader: No skeleton found with UUID:', child.skeleton );
  35644. } else {
  35645. child.bind( skeleton, child.bindMatrix );
  35646. }
  35647. }
  35648. } );
  35649. }
  35650. bindLightTargets( object ) {
  35651. object.traverse( function ( child ) {
  35652. if ( child.isDirectionalLight || child.isSpotLight ) {
  35653. const uuid = child.target;
  35654. const target = object.getObjectByProperty( 'uuid', uuid );
  35655. if ( target !== undefined ) {
  35656. child.target = target;
  35657. } else {
  35658. child.target = new Object3D();
  35659. }
  35660. }
  35661. } );
  35662. }
  35663. }
  35664. const TEXTURE_MAPPING = {
  35665. UVMapping: UVMapping,
  35666. CubeReflectionMapping: CubeReflectionMapping,
  35667. CubeRefractionMapping: CubeRefractionMapping,
  35668. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  35669. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  35670. CubeUVReflectionMapping: CubeUVReflectionMapping
  35671. };
  35672. const TEXTURE_WRAPPING = {
  35673. RepeatWrapping: RepeatWrapping,
  35674. ClampToEdgeWrapping: ClampToEdgeWrapping,
  35675. MirroredRepeatWrapping: MirroredRepeatWrapping
  35676. };
  35677. const TEXTURE_FILTER = {
  35678. NearestFilter: NearestFilter,
  35679. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  35680. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  35681. LinearFilter: LinearFilter,
  35682. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  35683. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  35684. };
  35685. const _errorMap = new WeakMap();
  35686. /**
  35687. * A loader for loading images as an [ImageBitmap](https://developer.mozilla.org/en-US/docs/Web/API/ImageBitmap).
  35688. * An `ImageBitmap` provides an asynchronous and resource efficient pathway to prepare
  35689. * textures for rendering.
  35690. *
  35691. * Note that {@link Texture#flipY} and {@link Texture#premultiplyAlpha} are ignored with image bitmaps.
  35692. * They needs these configuration on bitmap creation unlike regular images need them on uploading to GPU.
  35693. *
  35694. * You need to set the equivalent options via {@link ImageBitmapLoader#setOptions} instead.
  35695. *
  35696. * Also note that unlike {@link FileLoader}, this loader avoids multiple concurrent requests to the same URL only if `Cache` is enabled.
  35697. *
  35698. * ```js
  35699. * const loader = new THREE.ImageBitmapLoader();
  35700. * loader.setOptions( { imageOrientation: 'flipY' } ); // set options if needed
  35701. * const imageBitmap = await loader.loadAsync( 'image.png' );
  35702. *
  35703. * const texture = new THREE.Texture( imageBitmap );
  35704. * texture.needsUpdate = true;
  35705. * ```
  35706. *
  35707. * @augments Loader
  35708. */
  35709. class ImageBitmapLoader extends Loader {
  35710. /**
  35711. * Constructs a new image bitmap loader.
  35712. *
  35713. * @param {LoadingManager} [manager] - The loading manager.
  35714. */
  35715. constructor( manager ) {
  35716. super( manager );
  35717. /**
  35718. * This flag can be used for type testing.
  35719. *
  35720. * @type {boolean}
  35721. * @readonly
  35722. * @default true
  35723. */
  35724. this.isImageBitmapLoader = true;
  35725. if ( typeof createImageBitmap === 'undefined' ) {
  35726. warn( 'ImageBitmapLoader: createImageBitmap() not supported.' );
  35727. }
  35728. if ( typeof fetch === 'undefined' ) {
  35729. warn( 'ImageBitmapLoader: fetch() not supported.' );
  35730. }
  35731. /**
  35732. * Represents the loader options.
  35733. *
  35734. * @type {Object}
  35735. * @default {premultiplyAlpha:'none'}
  35736. */
  35737. this.options = { premultiplyAlpha: 'none' };
  35738. /**
  35739. * Used for aborting requests.
  35740. *
  35741. * @private
  35742. * @type {AbortController}
  35743. */
  35744. this._abortController = new AbortController();
  35745. }
  35746. /**
  35747. * Sets the given loader options. The structure of the object must match the `options` parameter of
  35748. * [createImageBitmap](https://developer.mozilla.org/en-US/docs/Web/API/Window/createImageBitmap).
  35749. *
  35750. * @param {Object} options - The loader options to set.
  35751. * @return {ImageBitmapLoader} A reference to this image bitmap loader.
  35752. */
  35753. setOptions( options ) {
  35754. this.options = options;
  35755. return this;
  35756. }
  35757. /**
  35758. * Starts loading from the given URL and pass the loaded image bitmap to the `onLoad()` callback.
  35759. *
  35760. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35761. * @param {function(ImageBitmap)} onLoad - Executed when the loading process has been finished.
  35762. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  35763. * @param {onErrorCallback} onError - Executed when errors occur.
  35764. * @return {ImageBitmap|undefined} The image bitmap.
  35765. */
  35766. load( url, onLoad, onProgress, onError ) {
  35767. if ( url === undefined ) url = '';
  35768. if ( this.path !== undefined ) url = this.path + url;
  35769. url = this.manager.resolveURL( url );
  35770. const scope = this;
  35771. const cached = Cache.get( `image-bitmap:${url}` );
  35772. if ( cached !== undefined ) {
  35773. scope.manager.itemStart( url );
  35774. // If cached is a promise, wait for it to resolve
  35775. if ( cached.then ) {
  35776. cached.then( imageBitmap => {
  35777. // check if there is an error for the cached promise
  35778. if ( _errorMap.has( cached ) === true ) {
  35779. if ( onError ) onError( _errorMap.get( cached ) );
  35780. scope.manager.itemError( url );
  35781. scope.manager.itemEnd( url );
  35782. } else {
  35783. if ( onLoad ) onLoad( imageBitmap );
  35784. scope.manager.itemEnd( url );
  35785. return imageBitmap;
  35786. }
  35787. } );
  35788. return;
  35789. }
  35790. // If cached is not a promise (i.e., it's already an imageBitmap)
  35791. setTimeout( function () {
  35792. if ( onLoad ) onLoad( cached );
  35793. scope.manager.itemEnd( url );
  35794. }, 0 );
  35795. return cached;
  35796. }
  35797. const fetchOptions = {};
  35798. fetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include';
  35799. fetchOptions.headers = this.requestHeader;
  35800. fetchOptions.signal = ( typeof AbortSignal.any === 'function' ) ? AbortSignal.any( [ this._abortController.signal, this.manager.abortController.signal ] ) : this._abortController.signal;
  35801. const promise = fetch( url, fetchOptions ).then( function ( res ) {
  35802. return res.blob();
  35803. } ).then( function ( blob ) {
  35804. return createImageBitmap( blob, Object.assign( scope.options, { colorSpaceConversion: 'none' } ) );
  35805. } ).then( function ( imageBitmap ) {
  35806. Cache.add( `image-bitmap:${url}`, imageBitmap );
  35807. if ( onLoad ) onLoad( imageBitmap );
  35808. scope.manager.itemEnd( url );
  35809. return imageBitmap;
  35810. } ).catch( function ( e ) {
  35811. if ( onError ) onError( e );
  35812. _errorMap.set( promise, e );
  35813. Cache.remove( `image-bitmap:${url}` );
  35814. scope.manager.itemError( url );
  35815. scope.manager.itemEnd( url );
  35816. } );
  35817. Cache.add( `image-bitmap:${url}`, promise );
  35818. scope.manager.itemStart( url );
  35819. }
  35820. /**
  35821. * Aborts ongoing fetch requests.
  35822. *
  35823. * @return {ImageBitmapLoader} A reference to this instance.
  35824. */
  35825. abort() {
  35826. this._abortController.abort();
  35827. this._abortController = new AbortController();
  35828. return this;
  35829. }
  35830. }
  35831. let _context;
  35832. /**
  35833. * Manages the global audio context in the engine.
  35834. *
  35835. * @hideconstructor
  35836. */
  35837. class AudioContext {
  35838. /**
  35839. * Returns the global native audio context.
  35840. *
  35841. * @return {AudioContext} The native audio context.
  35842. */
  35843. static getContext() {
  35844. if ( _context === undefined ) {
  35845. _context = new ( window.AudioContext || window.webkitAudioContext )();
  35846. }
  35847. return _context;
  35848. }
  35849. /**
  35850. * Allows to set the global native audio context from outside.
  35851. *
  35852. * @param {AudioContext} value - The native context to set.
  35853. */
  35854. static setContext( value ) {
  35855. _context = value;
  35856. }
  35857. }
  35858. /**
  35859. * Class for loading audio buffers. Audios are internally
  35860. * loaded via {@link FileLoader}.
  35861. *
  35862. * ```js
  35863. * const audioListener = new THREE.AudioListener();
  35864. * const ambientSound = new THREE.Audio( audioListener );
  35865. *
  35866. * const loader = new THREE.AudioLoader();
  35867. * const audioBuffer = await loader.loadAsync( 'audio/ambient_ocean.ogg' );
  35868. *
  35869. * ambientSound.setBuffer( audioBuffer );
  35870. * ambientSound.play();
  35871. * ```
  35872. *
  35873. * @augments Loader
  35874. */
  35875. class AudioLoader extends Loader {
  35876. /**
  35877. * Constructs a new audio loader.
  35878. *
  35879. * @param {LoadingManager} [manager] - The loading manager.
  35880. */
  35881. constructor( manager ) {
  35882. super( manager );
  35883. }
  35884. /**
  35885. * Starts loading from the given URL and passes the loaded audio buffer
  35886. * to the `onLoad()` callback.
  35887. *
  35888. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35889. * @param {function(AudioBuffer)} onLoad - Executed when the loading process has been finished.
  35890. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  35891. * @param {onErrorCallback} onError - Executed when errors occur.
  35892. */
  35893. load( url, onLoad, onProgress, onError ) {
  35894. const scope = this;
  35895. const loader = new FileLoader( this.manager );
  35896. loader.setResponseType( 'arraybuffer' );
  35897. loader.setPath( this.path );
  35898. loader.setRequestHeader( this.requestHeader );
  35899. loader.setWithCredentials( this.withCredentials );
  35900. loader.load( url, function ( buffer ) {
  35901. try {
  35902. // Create a copy of the buffer. The `decodeAudioData` method
  35903. // detaches the buffer when complete, preventing reuse.
  35904. const bufferCopy = buffer.slice( 0 );
  35905. const context = AudioContext.getContext();
  35906. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  35907. onLoad( audioBuffer );
  35908. } ).catch( handleError );
  35909. } catch ( e ) {
  35910. handleError( e );
  35911. }
  35912. }, onProgress, onError );
  35913. function handleError( e ) {
  35914. if ( onError ) {
  35915. onError( e );
  35916. } else {
  35917. error( e );
  35918. }
  35919. scope.manager.itemError( url );
  35920. }
  35921. }
  35922. }
  35923. const _eyeRight = /*@__PURE__*/ new Matrix4();
  35924. const _eyeLeft = /*@__PURE__*/ new Matrix4();
  35925. const _projectionMatrix = /*@__PURE__*/ new Matrix4();
  35926. /**
  35927. * A special type of camera that uses two perspective cameras with
  35928. * stereoscopic projection. Can be used for rendering stereo effects
  35929. * like [3D Anaglyph](https://en.wikipedia.org/wiki/Anaglyph_3D) or
  35930. * [Parallax Barrier](https://en.wikipedia.org/wiki/parallax_barrier).
  35931. */
  35932. class StereoCamera {
  35933. /**
  35934. * Constructs a new stereo camera.
  35935. */
  35936. constructor() {
  35937. /**
  35938. * The type property is used for detecting the object type
  35939. * in context of serialization/deserialization.
  35940. *
  35941. * @type {string}
  35942. * @readonly
  35943. */
  35944. this.type = 'StereoCamera';
  35945. /**
  35946. * The aspect.
  35947. *
  35948. * @type {number}
  35949. * @default 1
  35950. */
  35951. this.aspect = 1;
  35952. /**
  35953. * The eye separation which represents the distance
  35954. * between the left and right camera.
  35955. *
  35956. * @type {number}
  35957. * @default 0.064
  35958. */
  35959. this.eyeSep = 0.064;
  35960. /**
  35961. * The camera representing the left eye. This is added to layer `1` so objects to be
  35962. * rendered by the left camera must also be added to this layer.
  35963. *
  35964. * @type {PerspectiveCamera}
  35965. */
  35966. this.cameraL = new PerspectiveCamera();
  35967. this.cameraL.layers.enable( 1 );
  35968. this.cameraL.matrixAutoUpdate = false;
  35969. /**
  35970. * The camera representing the right eye. This is added to layer `2` so objects to be
  35971. * rendered by the right camera must also be added to this layer.
  35972. *
  35973. * @type {PerspectiveCamera}
  35974. */
  35975. this.cameraR = new PerspectiveCamera();
  35976. this.cameraR.layers.enable( 2 );
  35977. this.cameraR.matrixAutoUpdate = false;
  35978. this._cache = {
  35979. focus: null,
  35980. fov: null,
  35981. aspect: null,
  35982. near: null,
  35983. far: null,
  35984. zoom: null,
  35985. eyeSep: null
  35986. };
  35987. }
  35988. /**
  35989. * Updates the stereo camera based on the given perspective camera.
  35990. *
  35991. * @param {PerspectiveCamera} camera - The perspective camera.
  35992. */
  35993. update( camera ) {
  35994. const cache = this._cache;
  35995. const needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  35996. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  35997. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  35998. if ( needsUpdate ) {
  35999. cache.focus = camera.focus;
  36000. cache.fov = camera.fov;
  36001. cache.aspect = camera.aspect * this.aspect;
  36002. cache.near = camera.near;
  36003. cache.far = camera.far;
  36004. cache.zoom = camera.zoom;
  36005. cache.eyeSep = this.eyeSep;
  36006. // Off-axis stereoscopic effect based on
  36007. // http://paulbourke.net/stereographics/stereorender/
  36008. _projectionMatrix.copy( camera.projectionMatrix );
  36009. const eyeSepHalf = cache.eyeSep / 2;
  36010. const eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  36011. const ymax = ( cache.near * Math.tan( DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  36012. let xmin, xmax;
  36013. // translate xOffset
  36014. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  36015. _eyeRight.elements[ 12 ] = eyeSepHalf;
  36016. // for left eye
  36017. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  36018. xmax = ymax * cache.aspect + eyeSepOnProjection;
  36019. _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  36020. _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  36021. this.cameraL.projectionMatrix.copy( _projectionMatrix );
  36022. // for right eye
  36023. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  36024. xmax = ymax * cache.aspect - eyeSepOnProjection;
  36025. _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  36026. _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  36027. this.cameraR.projectionMatrix.copy( _projectionMatrix );
  36028. }
  36029. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  36030. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  36031. }
  36032. }
  36033. /**
  36034. * This type of camera can be used in order to efficiently render a scene with a
  36035. * predefined set of cameras. This is an important performance aspect for
  36036. * rendering VR scenes.
  36037. *
  36038. * An instance of `ArrayCamera` always has an array of sub cameras. It's mandatory
  36039. * to define for each sub camera the `viewport` property which determines the
  36040. * part of the viewport that is rendered with this camera.
  36041. *
  36042. * @augments PerspectiveCamera
  36043. */
  36044. class ArrayCamera extends PerspectiveCamera {
  36045. /**
  36046. * Constructs a new array camera.
  36047. *
  36048. * @param {Array<PerspectiveCamera>} [array=[]] - An array of perspective sub cameras.
  36049. */
  36050. constructor( array = [] ) {
  36051. super();
  36052. /**
  36053. * This flag can be used for type testing.
  36054. *
  36055. * @type {boolean}
  36056. * @readonly
  36057. * @default true
  36058. */
  36059. this.isArrayCamera = true;
  36060. /**
  36061. * Whether this camera is used with multiview rendering or not.
  36062. *
  36063. * @type {boolean}
  36064. * @readonly
  36065. * @default false
  36066. */
  36067. this.isMultiViewCamera = false;
  36068. /**
  36069. * An array of perspective sub cameras.
  36070. *
  36071. * @type {Array<PerspectiveCamera>}
  36072. */
  36073. this.cameras = array;
  36074. }
  36075. }
  36076. /**
  36077. * Class for keeping track of time.
  36078. */
  36079. class Clock {
  36080. /**
  36081. * Constructs a new clock.
  36082. *
  36083. * @param {boolean} [autoStart=true] - Whether to automatically start the clock when
  36084. * `getDelta()` is called for the first time.
  36085. */
  36086. constructor( autoStart = true ) {
  36087. /**
  36088. * If set to `true`, the clock starts automatically when `getDelta()` is called
  36089. * for the first time.
  36090. *
  36091. * @type {boolean}
  36092. * @default true
  36093. */
  36094. this.autoStart = autoStart;
  36095. /**
  36096. * Holds the time at which the clock's `start()` method was last called.
  36097. *
  36098. * @type {number}
  36099. * @default 0
  36100. */
  36101. this.startTime = 0;
  36102. /**
  36103. * Holds the time at which the clock's `start()`, `getElapsedTime()` or
  36104. * `getDelta()` methods were last called.
  36105. *
  36106. * @type {number}
  36107. * @default 0
  36108. */
  36109. this.oldTime = 0;
  36110. /**
  36111. * Keeps track of the total time that the clock has been running.
  36112. *
  36113. * @type {number}
  36114. * @default 0
  36115. */
  36116. this.elapsedTime = 0;
  36117. /**
  36118. * Whether the clock is running or not.
  36119. *
  36120. * @type {boolean}
  36121. * @default true
  36122. */
  36123. this.running = false;
  36124. }
  36125. /**
  36126. * Starts the clock. When `autoStart` is set to `true`, the method is automatically
  36127. * called by the class.
  36128. */
  36129. start() {
  36130. this.startTime = performance.now();
  36131. this.oldTime = this.startTime;
  36132. this.elapsedTime = 0;
  36133. this.running = true;
  36134. }
  36135. /**
  36136. * Stops the clock.
  36137. */
  36138. stop() {
  36139. this.getElapsedTime();
  36140. this.running = false;
  36141. this.autoStart = false;
  36142. }
  36143. /**
  36144. * Returns the elapsed time in seconds.
  36145. *
  36146. * @return {number} The elapsed time.
  36147. */
  36148. getElapsedTime() {
  36149. this.getDelta();
  36150. return this.elapsedTime;
  36151. }
  36152. /**
  36153. * Returns the delta time in seconds.
  36154. *
  36155. * @return {number} The delta time.
  36156. */
  36157. getDelta() {
  36158. let diff = 0;
  36159. if ( this.autoStart && ! this.running ) {
  36160. this.start();
  36161. return 0;
  36162. }
  36163. if ( this.running ) {
  36164. const newTime = performance.now();
  36165. diff = ( newTime - this.oldTime ) / 1000;
  36166. this.oldTime = newTime;
  36167. this.elapsedTime += diff;
  36168. }
  36169. return diff;
  36170. }
  36171. }
  36172. const _position$1 = /*@__PURE__*/ new Vector3();
  36173. const _quaternion$1 = /*@__PURE__*/ new Quaternion();
  36174. const _scale$1 = /*@__PURE__*/ new Vector3();
  36175. const _forward = /*@__PURE__*/ new Vector3();
  36176. const _up = /*@__PURE__*/ new Vector3();
  36177. /**
  36178. * The class represents a virtual listener of the all positional and non-positional audio effects
  36179. * in the scene. A three.js application usually creates a single listener. It is a mandatory
  36180. * constructor parameter for audios entities like {@link Audio} and {@link PositionalAudio}.
  36181. *
  36182. * In most cases, the listener object is a child of the camera. So the 3D transformation of the
  36183. * camera represents the 3D transformation of the listener.
  36184. *
  36185. * @augments Object3D
  36186. */
  36187. class AudioListener extends Object3D {
  36188. /**
  36189. * Constructs a new audio listener.
  36190. */
  36191. constructor() {
  36192. super();
  36193. this.type = 'AudioListener';
  36194. /**
  36195. * The native audio context.
  36196. *
  36197. * @type {AudioContext}
  36198. * @readonly
  36199. */
  36200. this.context = AudioContext.getContext();
  36201. /**
  36202. * The gain node used for volume control.
  36203. *
  36204. * @type {GainNode}
  36205. * @readonly
  36206. */
  36207. this.gain = this.context.createGain();
  36208. this.gain.connect( this.context.destination );
  36209. /**
  36210. * An optional filter.
  36211. *
  36212. * Defined via {@link AudioListener#setFilter}.
  36213. *
  36214. * @type {?AudioNode}
  36215. * @default null
  36216. * @readonly
  36217. */
  36218. this.filter = null;
  36219. /**
  36220. * Time delta values required for `linearRampToValueAtTime()` usage.
  36221. *
  36222. * @type {number}
  36223. * @default 0
  36224. * @readonly
  36225. */
  36226. this.timeDelta = 0;
  36227. // private
  36228. this._clock = new Clock();
  36229. }
  36230. /**
  36231. * Returns the listener's input node.
  36232. *
  36233. * This method is used by other audio nodes to connect to this listener.
  36234. *
  36235. * @return {GainNode} The input node.
  36236. */
  36237. getInput() {
  36238. return this.gain;
  36239. }
  36240. /**
  36241. * Removes the current filter from this listener.
  36242. *
  36243. * @return {AudioListener} A reference to this listener.
  36244. */
  36245. removeFilter() {
  36246. if ( this.filter !== null ) {
  36247. this.gain.disconnect( this.filter );
  36248. this.filter.disconnect( this.context.destination );
  36249. this.gain.connect( this.context.destination );
  36250. this.filter = null;
  36251. }
  36252. return this;
  36253. }
  36254. /**
  36255. * Returns the current set filter.
  36256. *
  36257. * @return {?AudioNode} The filter.
  36258. */
  36259. getFilter() {
  36260. return this.filter;
  36261. }
  36262. /**
  36263. * Sets the given filter to this listener.
  36264. *
  36265. * @param {AudioNode} value - The filter to set.
  36266. * @return {AudioListener} A reference to this listener.
  36267. */
  36268. setFilter( value ) {
  36269. if ( this.filter !== null ) {
  36270. this.gain.disconnect( this.filter );
  36271. this.filter.disconnect( this.context.destination );
  36272. } else {
  36273. this.gain.disconnect( this.context.destination );
  36274. }
  36275. this.filter = value;
  36276. this.gain.connect( this.filter );
  36277. this.filter.connect( this.context.destination );
  36278. return this;
  36279. }
  36280. /**
  36281. * Returns the applications master volume.
  36282. *
  36283. * @return {number} The master volume.
  36284. */
  36285. getMasterVolume() {
  36286. return this.gain.gain.value;
  36287. }
  36288. /**
  36289. * Sets the applications master volume. This volume setting affects
  36290. * all audio nodes in the scene.
  36291. *
  36292. * @param {number} value - The master volume to set.
  36293. * @return {AudioListener} A reference to this listener.
  36294. */
  36295. setMasterVolume( value ) {
  36296. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  36297. return this;
  36298. }
  36299. updateMatrixWorld( force ) {
  36300. super.updateMatrixWorld( force );
  36301. const listener = this.context.listener;
  36302. this.timeDelta = this._clock.getDelta();
  36303. this.matrixWorld.decompose( _position$1, _quaternion$1, _scale$1 );
  36304. // the initial forward and up directions must be orthogonal
  36305. _forward.set( 0, 0, -1 ).applyQuaternion( _quaternion$1 );
  36306. _up.set( 0, 1, 0 ).applyQuaternion( _quaternion$1 );
  36307. if ( listener.positionX ) {
  36308. // code path for Chrome (see #14393)
  36309. const endTime = this.context.currentTime + this.timeDelta;
  36310. listener.positionX.linearRampToValueAtTime( _position$1.x, endTime );
  36311. listener.positionY.linearRampToValueAtTime( _position$1.y, endTime );
  36312. listener.positionZ.linearRampToValueAtTime( _position$1.z, endTime );
  36313. listener.forwardX.linearRampToValueAtTime( _forward.x, endTime );
  36314. listener.forwardY.linearRampToValueAtTime( _forward.y, endTime );
  36315. listener.forwardZ.linearRampToValueAtTime( _forward.z, endTime );
  36316. listener.upX.linearRampToValueAtTime( _up.x, endTime );
  36317. listener.upY.linearRampToValueAtTime( _up.y, endTime );
  36318. listener.upZ.linearRampToValueAtTime( _up.z, endTime );
  36319. } else {
  36320. listener.setPosition( _position$1.x, _position$1.y, _position$1.z );
  36321. listener.setOrientation( _forward.x, _forward.y, _forward.z, _up.x, _up.y, _up.z );
  36322. }
  36323. }
  36324. }
  36325. /**
  36326. * Represents a non-positional ( global ) audio object.
  36327. *
  36328. * This and related audio modules make use of the [Web Audio API](https://www.w3.org/TR/webaudio-1.1/).
  36329. *
  36330. * ```js
  36331. * // create an AudioListener and add it to the camera
  36332. * const listener = new THREE.AudioListener();
  36333. * camera.add( listener );
  36334. *
  36335. * // create a global audio source
  36336. * const sound = new THREE.Audio( listener );
  36337. *
  36338. * // load a sound and set it as the Audio object's buffer
  36339. * const audioLoader = new THREE.AudioLoader();
  36340. * audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
  36341. * sound.setBuffer( buffer );
  36342. * sound.setLoop( true );
  36343. * sound.setVolume( 0.5 );
  36344. * sound.play();
  36345. * });
  36346. * ```
  36347. *
  36348. * @augments Object3D
  36349. */
  36350. class Audio extends Object3D {
  36351. /**
  36352. * Constructs a new audio.
  36353. *
  36354. * @param {AudioListener} listener - The global audio listener.
  36355. */
  36356. constructor( listener ) {
  36357. super();
  36358. this.type = 'Audio';
  36359. /**
  36360. * The global audio listener.
  36361. *
  36362. * @type {AudioListener}
  36363. * @readonly
  36364. */
  36365. this.listener = listener;
  36366. /**
  36367. * The audio context.
  36368. *
  36369. * @type {AudioContext}
  36370. * @readonly
  36371. */
  36372. this.context = listener.context;
  36373. /**
  36374. * The gain node used for volume control.
  36375. *
  36376. * @type {GainNode}
  36377. * @readonly
  36378. */
  36379. this.gain = this.context.createGain();
  36380. this.gain.connect( listener.getInput() );
  36381. /**
  36382. * Whether to start playback automatically or not.
  36383. *
  36384. * @type {boolean}
  36385. * @default false
  36386. */
  36387. this.autoplay = false;
  36388. /**
  36389. * A reference to an audio buffer.
  36390. *
  36391. * Defined via {@link Audio#setBuffer}.
  36392. *
  36393. * @type {?AudioBuffer}
  36394. * @default null
  36395. * @readonly
  36396. */
  36397. this.buffer = null;
  36398. /**
  36399. * Modify pitch, measured in cents. +/- 100 is a semitone.
  36400. * +/- 1200 is an octave.
  36401. *
  36402. * Defined via {@link Audio#setDetune}.
  36403. *
  36404. * @type {number}
  36405. * @default 0
  36406. * @readonly
  36407. */
  36408. this.detune = 0;
  36409. /**
  36410. * Whether the audio should loop or not.
  36411. *
  36412. * Defined via {@link Audio#setLoop}.
  36413. *
  36414. * @type {boolean}
  36415. * @default false
  36416. * @readonly
  36417. */
  36418. this.loop = false;
  36419. /**
  36420. * Defines where in the audio buffer the replay should
  36421. * start, in seconds.
  36422. *
  36423. * @type {number}
  36424. * @default 0
  36425. */
  36426. this.loopStart = 0;
  36427. /**
  36428. * Defines where in the audio buffer the replay should
  36429. * stop, in seconds.
  36430. *
  36431. * @type {number}
  36432. * @default 0
  36433. */
  36434. this.loopEnd = 0;
  36435. /**
  36436. * An offset to the time within the audio buffer the playback
  36437. * should begin, in seconds.
  36438. *
  36439. * @type {number}
  36440. * @default 0
  36441. */
  36442. this.offset = 0;
  36443. /**
  36444. * Overrides the default duration of the audio.
  36445. *
  36446. * @type {undefined|number}
  36447. * @default undefined
  36448. */
  36449. this.duration = undefined;
  36450. /**
  36451. * The playback speed.
  36452. *
  36453. * Defined via {@link Audio#setPlaybackRate}.
  36454. *
  36455. * @type {number}
  36456. * @readonly
  36457. * @default 1
  36458. */
  36459. this.playbackRate = 1;
  36460. /**
  36461. * Indicates whether the audio is playing or not.
  36462. *
  36463. * This flag will be automatically set when using {@link Audio#play},
  36464. * {@link Audio#pause}, {@link Audio#stop}.
  36465. *
  36466. * @type {boolean}
  36467. * @readonly
  36468. * @default false
  36469. */
  36470. this.isPlaying = false;
  36471. /**
  36472. * Indicates whether the audio playback can be controlled
  36473. * with method like {@link Audio#play} or {@link Audio#pause}.
  36474. *
  36475. * This flag will be automatically set when audio sources are
  36476. * defined.
  36477. *
  36478. * @type {boolean}
  36479. * @readonly
  36480. * @default true
  36481. */
  36482. this.hasPlaybackControl = true;
  36483. /**
  36484. * Holds a reference to the current audio source.
  36485. *
  36486. * The property is automatically by one of the `set*()` methods.
  36487. *
  36488. * @type {?AudioNode}
  36489. * @readonly
  36490. * @default null
  36491. */
  36492. this.source = null;
  36493. /**
  36494. * Defines the source type.
  36495. *
  36496. * The property is automatically by one of the `set*()` methods.
  36497. *
  36498. * @type {('empty'|'audioNode'|'mediaNode'|'mediaStreamNode'|'buffer')}
  36499. * @readonly
  36500. * @default 'empty'
  36501. */
  36502. this.sourceType = 'empty';
  36503. this._startedAt = 0;
  36504. this._progress = 0;
  36505. this._connected = false;
  36506. /**
  36507. * Can be used to apply a variety of low-order filters to create
  36508. * more complex sound effects e.g. via `BiquadFilterNode`.
  36509. *
  36510. * The property is automatically set by {@link Audio#setFilters}.
  36511. *
  36512. * @type {Array<AudioNode>}
  36513. * @readonly
  36514. */
  36515. this.filters = [];
  36516. }
  36517. /**
  36518. * Returns the output audio node.
  36519. *
  36520. * @return {GainNode} The output node.
  36521. */
  36522. getOutput() {
  36523. return this.gain;
  36524. }
  36525. /**
  36526. * Sets the given audio node as the source of this instance.
  36527. *
  36528. * {@link Audio#sourceType} is set to `audioNode` and {@link Audio#hasPlaybackControl} to `false`.
  36529. *
  36530. * @param {AudioNode} audioNode - The audio node like an instance of `OscillatorNode`.
  36531. * @return {Audio} A reference to this instance.
  36532. */
  36533. setNodeSource( audioNode ) {
  36534. this.hasPlaybackControl = false;
  36535. this.sourceType = 'audioNode';
  36536. this.source = audioNode;
  36537. this.connect();
  36538. return this;
  36539. }
  36540. /**
  36541. * Sets the given media element as the source of this instance.
  36542. *
  36543. * {@link Audio#sourceType} is set to `mediaNode` and {@link Audio#hasPlaybackControl} to `false`.
  36544. *
  36545. * @param {HTMLMediaElement} mediaElement - The media element.
  36546. * @return {Audio} A reference to this instance.
  36547. */
  36548. setMediaElementSource( mediaElement ) {
  36549. this.hasPlaybackControl = false;
  36550. this.sourceType = 'mediaNode';
  36551. this.source = this.context.createMediaElementSource( mediaElement );
  36552. this.connect();
  36553. return this;
  36554. }
  36555. /**
  36556. * Sets the given media stream as the source of this instance.
  36557. *
  36558. * {@link Audio#sourceType} is set to `mediaStreamNode` and {@link Audio#hasPlaybackControl} to `false`.
  36559. *
  36560. * @param {MediaStream} mediaStream - The media stream.
  36561. * @return {Audio} A reference to this instance.
  36562. */
  36563. setMediaStreamSource( mediaStream ) {
  36564. this.hasPlaybackControl = false;
  36565. this.sourceType = 'mediaStreamNode';
  36566. this.source = this.context.createMediaStreamSource( mediaStream );
  36567. this.connect();
  36568. return this;
  36569. }
  36570. /**
  36571. * Sets the given audio buffer as the source of this instance.
  36572. *
  36573. * {@link Audio#sourceType} is set to `buffer` and {@link Audio#hasPlaybackControl} to `true`.
  36574. *
  36575. * @param {AudioBuffer} audioBuffer - The audio buffer.
  36576. * @return {Audio} A reference to this instance.
  36577. */
  36578. setBuffer( audioBuffer ) {
  36579. this.buffer = audioBuffer;
  36580. this.sourceType = 'buffer';
  36581. if ( this.autoplay ) this.play();
  36582. return this;
  36583. }
  36584. /**
  36585. * Starts the playback of the audio.
  36586. *
  36587. * Can only be used with compatible audio sources that allow playback control.
  36588. *
  36589. * @param {number} [delay=0] - The delay, in seconds, at which the audio should start playing.
  36590. * @return {Audio|undefined} A reference to this instance.
  36591. */
  36592. play( delay = 0 ) {
  36593. if ( this.isPlaying === true ) {
  36594. warn( 'Audio: Audio is already playing.' );
  36595. return;
  36596. }
  36597. if ( this.hasPlaybackControl === false ) {
  36598. warn( 'Audio: this Audio has no playback control.' );
  36599. return;
  36600. }
  36601. this._startedAt = this.context.currentTime + delay;
  36602. const source = this.context.createBufferSource();
  36603. source.buffer = this.buffer;
  36604. source.loop = this.loop;
  36605. source.loopStart = this.loopStart;
  36606. source.loopEnd = this.loopEnd;
  36607. source.onended = this.onEnded.bind( this );
  36608. source.start( this._startedAt, this._progress + this.offset, this.duration );
  36609. this.isPlaying = true;
  36610. this.source = source;
  36611. this.setDetune( this.detune );
  36612. this.setPlaybackRate( this.playbackRate );
  36613. return this.connect();
  36614. }
  36615. /**
  36616. * Pauses the playback of the audio.
  36617. *
  36618. * Can only be used with compatible audio sources that allow playback control.
  36619. *
  36620. * @return {Audio|undefined} A reference to this instance.
  36621. */
  36622. pause() {
  36623. if ( this.hasPlaybackControl === false ) {
  36624. warn( 'Audio: this Audio has no playback control.' );
  36625. return;
  36626. }
  36627. if ( this.isPlaying === true ) {
  36628. // update current progress
  36629. this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;
  36630. if ( this.loop === true ) {
  36631. // ensure _progress does not exceed duration with looped audios
  36632. this._progress = this._progress % ( this.duration || this.buffer.duration );
  36633. }
  36634. this.source.stop();
  36635. this.source.onended = null;
  36636. this.isPlaying = false;
  36637. }
  36638. return this;
  36639. }
  36640. /**
  36641. * Stops the playback of the audio.
  36642. *
  36643. * Can only be used with compatible audio sources that allow playback control.
  36644. *
  36645. * @param {number} [delay=0] - The delay, in seconds, at which the audio should stop playing.
  36646. * @return {Audio|undefined} A reference to this instance.
  36647. */
  36648. stop( delay = 0 ) {
  36649. if ( this.hasPlaybackControl === false ) {
  36650. warn( 'Audio: this Audio has no playback control.' );
  36651. return;
  36652. }
  36653. this._progress = 0;
  36654. if ( this.source !== null ) {
  36655. this.source.stop( this.context.currentTime + delay );
  36656. this.source.onended = null;
  36657. }
  36658. this.isPlaying = false;
  36659. return this;
  36660. }
  36661. /**
  36662. * Connects to the audio source. This is used internally on
  36663. * initialisation and when setting / removing filters.
  36664. *
  36665. * @return {Audio} A reference to this instance.
  36666. */
  36667. connect() {
  36668. if ( this.filters.length > 0 ) {
  36669. this.source.connect( this.filters[ 0 ] );
  36670. for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
  36671. this.filters[ i - 1 ].connect( this.filters[ i ] );
  36672. }
  36673. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  36674. } else {
  36675. this.source.connect( this.getOutput() );
  36676. }
  36677. this._connected = true;
  36678. return this;
  36679. }
  36680. /**
  36681. * Disconnects to the audio source. This is used internally on
  36682. * initialisation and when setting / removing filters.
  36683. *
  36684. * @return {Audio|undefined} A reference to this instance.
  36685. */
  36686. disconnect() {
  36687. if ( this._connected === false ) {
  36688. return;
  36689. }
  36690. if ( this.filters.length > 0 ) {
  36691. this.source.disconnect( this.filters[ 0 ] );
  36692. for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
  36693. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  36694. }
  36695. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  36696. } else {
  36697. this.source.disconnect( this.getOutput() );
  36698. }
  36699. this._connected = false;
  36700. return this;
  36701. }
  36702. /**
  36703. * Returns the current set filters.
  36704. *
  36705. * @return {Array<AudioNode>} The list of filters.
  36706. */
  36707. getFilters() {
  36708. return this.filters;
  36709. }
  36710. /**
  36711. * Sets an array of filters and connects them with the audio source.
  36712. *
  36713. * @param {Array<AudioNode>} [value] - A list of filters.
  36714. * @return {Audio} A reference to this instance.
  36715. */
  36716. setFilters( value ) {
  36717. if ( ! value ) value = [];
  36718. if ( this._connected === true ) {
  36719. this.disconnect();
  36720. this.filters = value.slice();
  36721. this.connect();
  36722. } else {
  36723. this.filters = value.slice();
  36724. }
  36725. return this;
  36726. }
  36727. /**
  36728. * Defines the detuning of oscillation in cents.
  36729. *
  36730. * @param {number} value - The detuning of oscillation in cents.
  36731. * @return {Audio} A reference to this instance.
  36732. */
  36733. setDetune( value ) {
  36734. this.detune = value;
  36735. if ( this.isPlaying === true && this.source.detune !== undefined ) {
  36736. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  36737. }
  36738. return this;
  36739. }
  36740. /**
  36741. * Returns the detuning of oscillation in cents.
  36742. *
  36743. * @return {number} The detuning of oscillation in cents.
  36744. */
  36745. getDetune() {
  36746. return this.detune;
  36747. }
  36748. /**
  36749. * Returns the first filter in the list of filters.
  36750. *
  36751. * @return {AudioNode|undefined} The first filter in the list of filters.
  36752. */
  36753. getFilter() {
  36754. return this.getFilters()[ 0 ];
  36755. }
  36756. /**
  36757. * Applies a single filter node to the audio.
  36758. *
  36759. * @param {AudioNode} [filter] - The filter to set.
  36760. * @return {Audio} A reference to this instance.
  36761. */
  36762. setFilter( filter ) {
  36763. return this.setFilters( filter ? [ filter ] : [] );
  36764. }
  36765. /**
  36766. * Sets the playback rate.
  36767. *
  36768. * Can only be used with compatible audio sources that allow playback control.
  36769. *
  36770. * @param {number} [value] - The playback rate to set.
  36771. * @return {Audio|undefined} A reference to this instance.
  36772. */
  36773. setPlaybackRate( value ) {
  36774. if ( this.hasPlaybackControl === false ) {
  36775. warn( 'Audio: this Audio has no playback control.' );
  36776. return;
  36777. }
  36778. this.playbackRate = value;
  36779. if ( this.isPlaying === true ) {
  36780. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  36781. }
  36782. return this;
  36783. }
  36784. /**
  36785. * Returns the current playback rate.
  36786. * @return {number} The playback rate.
  36787. */
  36788. getPlaybackRate() {
  36789. return this.playbackRate;
  36790. }
  36791. /**
  36792. * Automatically called when playback finished.
  36793. */
  36794. onEnded() {
  36795. this.isPlaying = false;
  36796. this._progress = 0;
  36797. }
  36798. /**
  36799. * Returns the loop flag.
  36800. *
  36801. * Can only be used with compatible audio sources that allow playback control.
  36802. *
  36803. * @return {boolean} Whether the audio should loop or not.
  36804. */
  36805. getLoop() {
  36806. if ( this.hasPlaybackControl === false ) {
  36807. warn( 'Audio: this Audio has no playback control.' );
  36808. return false;
  36809. }
  36810. return this.loop;
  36811. }
  36812. /**
  36813. * Sets the loop flag.
  36814. *
  36815. * Can only be used with compatible audio sources that allow playback control.
  36816. *
  36817. * @param {boolean} value - Whether the audio should loop or not.
  36818. * @return {Audio|undefined} A reference to this instance.
  36819. */
  36820. setLoop( value ) {
  36821. if ( this.hasPlaybackControl === false ) {
  36822. warn( 'Audio: this Audio has no playback control.' );
  36823. return;
  36824. }
  36825. this.loop = value;
  36826. if ( this.isPlaying === true ) {
  36827. this.source.loop = this.loop;
  36828. }
  36829. return this;
  36830. }
  36831. /**
  36832. * Sets the loop start value which defines where in the audio buffer the replay should
  36833. * start, in seconds.
  36834. *
  36835. * @param {number} value - The loop start value.
  36836. * @return {Audio} A reference to this instance.
  36837. */
  36838. setLoopStart( value ) {
  36839. this.loopStart = value;
  36840. return this;
  36841. }
  36842. /**
  36843. * Sets the loop end value which defines where in the audio buffer the replay should
  36844. * stop, in seconds.
  36845. *
  36846. * @param {number} value - The loop end value.
  36847. * @return {Audio} A reference to this instance.
  36848. */
  36849. setLoopEnd( value ) {
  36850. this.loopEnd = value;
  36851. return this;
  36852. }
  36853. /**
  36854. * Returns the volume.
  36855. *
  36856. * @return {number} The volume.
  36857. */
  36858. getVolume() {
  36859. return this.gain.gain.value;
  36860. }
  36861. /**
  36862. * Sets the volume.
  36863. *
  36864. * @param {number} value - The volume to set.
  36865. * @return {Audio} A reference to this instance.
  36866. */
  36867. setVolume( value ) {
  36868. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  36869. return this;
  36870. }
  36871. copy( source, recursive ) {
  36872. super.copy( source, recursive );
  36873. if ( source.sourceType !== 'buffer' ) {
  36874. warn( 'Audio: Audio source type cannot be copied.' );
  36875. return this;
  36876. }
  36877. this.autoplay = source.autoplay;
  36878. this.buffer = source.buffer;
  36879. this.detune = source.detune;
  36880. this.loop = source.loop;
  36881. this.loopStart = source.loopStart;
  36882. this.loopEnd = source.loopEnd;
  36883. this.offset = source.offset;
  36884. this.duration = source.duration;
  36885. this.playbackRate = source.playbackRate;
  36886. this.hasPlaybackControl = source.hasPlaybackControl;
  36887. this.sourceType = source.sourceType;
  36888. this.filters = source.filters.slice();
  36889. return this;
  36890. }
  36891. clone( recursive ) {
  36892. return new this.constructor( this.listener ).copy( this, recursive );
  36893. }
  36894. }
  36895. const _position = /*@__PURE__*/ new Vector3();
  36896. const _quaternion = /*@__PURE__*/ new Quaternion();
  36897. const _scale = /*@__PURE__*/ new Vector3();
  36898. const _orientation = /*@__PURE__*/ new Vector3();
  36899. /**
  36900. * Represents a positional audio object.
  36901. *
  36902. * ```js
  36903. * // create an AudioListener and add it to the camera
  36904. * const listener = new THREE.AudioListener();
  36905. * camera.add( listener );
  36906. *
  36907. * // create the PositionalAudio object (passing in the listener)
  36908. * const sound = new THREE.PositionalAudio( listener );
  36909. *
  36910. * // load a sound and set it as the PositionalAudio object's buffer
  36911. * const audioLoader = new THREE.AudioLoader();
  36912. * audioLoader.load( 'sounds/song.ogg', function( buffer ) {
  36913. * sound.setBuffer( buffer );
  36914. * sound.setRefDistance( 20 );
  36915. * sound.play();
  36916. * });
  36917. *
  36918. * // create an object for the sound to play from
  36919. * const sphere = new THREE.SphereGeometry( 20, 32, 16 );
  36920. * const material = new THREE.MeshPhongMaterial( { color: 0xff2200 } );
  36921. * const mesh = new THREE.Mesh( sphere, material );
  36922. * scene.add( mesh );
  36923. *
  36924. * // finally add the sound to the mesh
  36925. * mesh.add( sound );
  36926. *
  36927. * @augments Audio
  36928. */
  36929. class PositionalAudio extends Audio {
  36930. /**
  36931. * Constructs a positional audio.
  36932. *
  36933. * @param {AudioListener} listener - The global audio listener.
  36934. */
  36935. constructor( listener ) {
  36936. super( listener );
  36937. /**
  36938. * The panner node represents the location, direction, and behavior of an audio
  36939. * source in 3D space.
  36940. *
  36941. * @type {PannerNode}
  36942. * @readonly
  36943. */
  36944. this.panner = this.context.createPanner();
  36945. this.panner.panningModel = 'HRTF';
  36946. this.panner.connect( this.gain );
  36947. }
  36948. connect() {
  36949. super.connect();
  36950. this.panner.connect( this.gain );
  36951. return this;
  36952. }
  36953. disconnect() {
  36954. super.disconnect();
  36955. this.panner.disconnect( this.gain );
  36956. return this;
  36957. }
  36958. getOutput() {
  36959. return this.panner;
  36960. }
  36961. /**
  36962. * Returns the current reference distance.
  36963. *
  36964. * @return {number} The reference distance.
  36965. */
  36966. getRefDistance() {
  36967. return this.panner.refDistance;
  36968. }
  36969. /**
  36970. * Defines the reference distance for reducing volume as the audio source moves
  36971. * further from the listener – i.e. the distance at which the volume reduction
  36972. * starts taking effect.
  36973. *
  36974. * @param {number} value - The reference distance to set.
  36975. * @return {PositionalAudio} A reference to this instance.
  36976. */
  36977. setRefDistance( value ) {
  36978. this.panner.refDistance = value;
  36979. return this;
  36980. }
  36981. /**
  36982. * Returns the current rolloff factor.
  36983. *
  36984. * @return {number} The rolloff factor.
  36985. */
  36986. getRolloffFactor() {
  36987. return this.panner.rolloffFactor;
  36988. }
  36989. /**
  36990. * Defines how quickly the volume is reduced as the source moves away from the listener.
  36991. *
  36992. * @param {number} value - The rolloff factor.
  36993. * @return {PositionalAudio} A reference to this instance.
  36994. */
  36995. setRolloffFactor( value ) {
  36996. this.panner.rolloffFactor = value;
  36997. return this;
  36998. }
  36999. /**
  37000. * Returns the current distance model.
  37001. *
  37002. * @return {('linear'|'inverse'|'exponential')} The distance model.
  37003. */
  37004. getDistanceModel() {
  37005. return this.panner.distanceModel;
  37006. }
  37007. /**
  37008. * Defines which algorithm to use to reduce the volume of the audio source
  37009. * as it moves away from the listener.
  37010. *
  37011. * Read [the spec](https://www.w3.org/TR/webaudio-1.1/#enumdef-distancemodeltype)
  37012. * for more details.
  37013. *
  37014. * @param {('linear'|'inverse'|'exponential')} value - The distance model to set.
  37015. * @return {PositionalAudio} A reference to this instance.
  37016. */
  37017. setDistanceModel( value ) {
  37018. this.panner.distanceModel = value;
  37019. return this;
  37020. }
  37021. /**
  37022. * Returns the current max distance.
  37023. *
  37024. * @return {number} The max distance.
  37025. */
  37026. getMaxDistance() {
  37027. return this.panner.maxDistance;
  37028. }
  37029. /**
  37030. * Defines the maximum distance between the audio source and the listener,
  37031. * after which the volume is not reduced any further.
  37032. *
  37033. * This value is used only by the `linear` distance model.
  37034. *
  37035. * @param {number} value - The max distance.
  37036. * @return {PositionalAudio} A reference to this instance.
  37037. */
  37038. setMaxDistance( value ) {
  37039. this.panner.maxDistance = value;
  37040. return this;
  37041. }
  37042. /**
  37043. * Sets the directional cone in which the audio can be listened.
  37044. *
  37045. * @param {number} coneInnerAngle - An angle, in degrees, of a cone inside of which there will be no volume reduction.
  37046. * @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.
  37047. * @param {number} coneOuterGain - The amount of volume reduction outside the cone defined by the `coneOuterAngle`. When set to `0`, no sound can be heard.
  37048. * @return {PositionalAudio} A reference to this instance.
  37049. */
  37050. setDirectionalCone( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  37051. this.panner.coneInnerAngle = coneInnerAngle;
  37052. this.panner.coneOuterAngle = coneOuterAngle;
  37053. this.panner.coneOuterGain = coneOuterGain;
  37054. return this;
  37055. }
  37056. updateMatrixWorld( force ) {
  37057. super.updateMatrixWorld( force );
  37058. if ( this.hasPlaybackControl === true && this.isPlaying === false ) return;
  37059. this.matrixWorld.decompose( _position, _quaternion, _scale );
  37060. _orientation.set( 0, 0, 1 ).applyQuaternion( _quaternion );
  37061. const panner = this.panner;
  37062. if ( panner.positionX ) {
  37063. // code path for Chrome and Firefox (see #14393)
  37064. const endTime = this.context.currentTime + this.listener.timeDelta;
  37065. panner.positionX.linearRampToValueAtTime( _position.x, endTime );
  37066. panner.positionY.linearRampToValueAtTime( _position.y, endTime );
  37067. panner.positionZ.linearRampToValueAtTime( _position.z, endTime );
  37068. panner.orientationX.linearRampToValueAtTime( _orientation.x, endTime );
  37069. panner.orientationY.linearRampToValueAtTime( _orientation.y, endTime );
  37070. panner.orientationZ.linearRampToValueAtTime( _orientation.z, endTime );
  37071. } else {
  37072. panner.setPosition( _position.x, _position.y, _position.z );
  37073. panner.setOrientation( _orientation.x, _orientation.y, _orientation.z );
  37074. }
  37075. }
  37076. }
  37077. /**
  37078. * This class can be used to analyse audio data.
  37079. *
  37080. * ```js
  37081. * // create an AudioListener and add it to the camera
  37082. * const listener = new THREE.AudioListener();
  37083. * camera.add( listener );
  37084. *
  37085. * // create an Audio source
  37086. * const sound = new THREE.Audio( listener );
  37087. *
  37088. * // load a sound and set it as the Audio object's buffer
  37089. * const audioLoader = new THREE.AudioLoader();
  37090. * audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
  37091. * sound.setBuffer( buffer );
  37092. * sound.setLoop(true);
  37093. * sound.setVolume(0.5);
  37094. * sound.play();
  37095. * });
  37096. *
  37097. * // create an AudioAnalyser, passing in the sound and desired fftSize
  37098. * const analyser = new THREE.AudioAnalyser( sound, 32 );
  37099. *
  37100. * // get the average frequency of the sound
  37101. * const data = analyser.getAverageFrequency();
  37102. * ```
  37103. */
  37104. class AudioAnalyser {
  37105. /**
  37106. * Constructs a new audio analyzer.
  37107. *
  37108. * @param {Audio} audio - The audio to analyze.
  37109. * @param {number} [fftSize=2048] - The window size in samples that is used when performing a Fast Fourier Transform (FFT) to get frequency domain data.
  37110. */
  37111. constructor( audio, fftSize = 2048 ) {
  37112. /**
  37113. * The global audio listener.
  37114. *
  37115. * @type {AnalyserNode}
  37116. */
  37117. this.analyser = audio.context.createAnalyser();
  37118. this.analyser.fftSize = fftSize;
  37119. /**
  37120. * Holds the analyzed data.
  37121. *
  37122. * @type {Uint8Array}
  37123. */
  37124. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  37125. audio.getOutput().connect( this.analyser );
  37126. }
  37127. /**
  37128. * Returns an array with frequency data of the audio.
  37129. *
  37130. * Each item in the array represents the decibel value for a specific frequency.
  37131. * The frequencies are spread linearly from 0 to 1/2 of the sample rate.
  37132. * For example, for 48000 sample rate, the last item of the array will represent
  37133. * the decibel value for 24000 Hz.
  37134. *
  37135. * @return {Uint8Array} The frequency data.
  37136. */
  37137. getFrequencyData() {
  37138. this.analyser.getByteFrequencyData( this.data );
  37139. return this.data;
  37140. }
  37141. /**
  37142. * Returns the average of the frequencies returned by {@link AudioAnalyser#getFrequencyData}.
  37143. *
  37144. * @return {number} The average frequency.
  37145. */
  37146. getAverageFrequency() {
  37147. let value = 0;
  37148. const data = this.getFrequencyData();
  37149. for ( let i = 0; i < data.length; i ++ ) {
  37150. value += data[ i ];
  37151. }
  37152. return value / data.length;
  37153. }
  37154. }
  37155. /**
  37156. * Buffered scene graph property that allows weighted accumulation; used internally.
  37157. */
  37158. class PropertyMixer {
  37159. /**
  37160. * Constructs a new property mixer.
  37161. *
  37162. * @param {PropertyBinding} binding - The property binding.
  37163. * @param {string} typeName - The keyframe track type name.
  37164. * @param {number} valueSize - The keyframe track value size.
  37165. */
  37166. constructor( binding, typeName, valueSize ) {
  37167. /**
  37168. * The property binding.
  37169. *
  37170. * @type {PropertyBinding}
  37171. */
  37172. this.binding = binding;
  37173. /**
  37174. * The keyframe track value size.
  37175. *
  37176. * @type {number}
  37177. */
  37178. this.valueSize = valueSize;
  37179. let mixFunction,
  37180. mixFunctionAdditive,
  37181. setIdentity;
  37182. // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]
  37183. //
  37184. // interpolators can use .buffer as their .result
  37185. // the data then goes to 'incoming'
  37186. //
  37187. // 'accu0' and 'accu1' are used frame-interleaved for
  37188. // the cumulative result and are compared to detect
  37189. // changes
  37190. //
  37191. // 'orig' stores the original state of the property
  37192. //
  37193. // 'add' is used for additive cumulative results
  37194. //
  37195. // 'work' is optional and is only present for quaternion types. It is used
  37196. // to store intermediate quaternion multiplication results
  37197. switch ( typeName ) {
  37198. case 'quaternion':
  37199. mixFunction = this._slerp;
  37200. mixFunctionAdditive = this._slerpAdditive;
  37201. setIdentity = this._setAdditiveIdentityQuaternion;
  37202. this.buffer = new Float64Array( valueSize * 6 );
  37203. this._workIndex = 5;
  37204. break;
  37205. case 'string':
  37206. case 'bool':
  37207. mixFunction = this._select;
  37208. // Use the regular mix function and for additive on these types,
  37209. // additive is not relevant for non-numeric types
  37210. mixFunctionAdditive = this._select;
  37211. setIdentity = this._setAdditiveIdentityOther;
  37212. this.buffer = new Array( valueSize * 5 );
  37213. break;
  37214. default:
  37215. mixFunction = this._lerp;
  37216. mixFunctionAdditive = this._lerpAdditive;
  37217. setIdentity = this._setAdditiveIdentityNumeric;
  37218. this.buffer = new Float64Array( valueSize * 5 );
  37219. }
  37220. this._mixBufferRegion = mixFunction;
  37221. this._mixBufferRegionAdditive = mixFunctionAdditive;
  37222. this._setIdentity = setIdentity;
  37223. this._origIndex = 3;
  37224. this._addIndex = 4;
  37225. /**
  37226. * TODO
  37227. *
  37228. * @type {number}
  37229. * @default 0
  37230. */
  37231. this.cumulativeWeight = 0;
  37232. /**
  37233. * TODO
  37234. *
  37235. * @type {number}
  37236. * @default 0
  37237. */
  37238. this.cumulativeWeightAdditive = 0;
  37239. /**
  37240. * TODO
  37241. *
  37242. * @type {number}
  37243. * @default 0
  37244. */
  37245. this.useCount = 0;
  37246. /**
  37247. * TODO
  37248. *
  37249. * @type {number}
  37250. * @default 0
  37251. */
  37252. this.referenceCount = 0;
  37253. }
  37254. /**
  37255. * Accumulates data in the `incoming` region into `accu<i>`.
  37256. *
  37257. * @param {number} accuIndex - The accumulation index.
  37258. * @param {number} weight - The weight.
  37259. */
  37260. accumulate( accuIndex, weight ) {
  37261. // note: happily accumulating nothing when weight = 0, the caller knows
  37262. // the weight and shouldn't have made the call in the first place
  37263. const buffer = this.buffer,
  37264. stride = this.valueSize,
  37265. offset = accuIndex * stride + stride;
  37266. let currentWeight = this.cumulativeWeight;
  37267. if ( currentWeight === 0 ) {
  37268. // accuN := incoming * weight
  37269. for ( let i = 0; i !== stride; ++ i ) {
  37270. buffer[ offset + i ] = buffer[ i ];
  37271. }
  37272. currentWeight = weight;
  37273. } else {
  37274. // accuN := accuN + incoming * weight
  37275. currentWeight += weight;
  37276. const mix = weight / currentWeight;
  37277. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  37278. }
  37279. this.cumulativeWeight = currentWeight;
  37280. }
  37281. /**
  37282. * Accumulates data in the `incoming` region into `add`.
  37283. *
  37284. * @param {number} weight - The weight.
  37285. */
  37286. accumulateAdditive( weight ) {
  37287. const buffer = this.buffer,
  37288. stride = this.valueSize,
  37289. offset = stride * this._addIndex;
  37290. if ( this.cumulativeWeightAdditive === 0 ) {
  37291. // add = identity
  37292. this._setIdentity();
  37293. }
  37294. // add := add + incoming * weight
  37295. this._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );
  37296. this.cumulativeWeightAdditive += weight;
  37297. }
  37298. /**
  37299. * Applies the state of `accu<i>` to the binding when accus differ.
  37300. *
  37301. * @param {number} accuIndex - The accumulation index.
  37302. */
  37303. apply( accuIndex ) {
  37304. const stride = this.valueSize,
  37305. buffer = this.buffer,
  37306. offset = accuIndex * stride + stride,
  37307. weight = this.cumulativeWeight,
  37308. weightAdditive = this.cumulativeWeightAdditive,
  37309. binding = this.binding;
  37310. this.cumulativeWeight = 0;
  37311. this.cumulativeWeightAdditive = 0;
  37312. if ( weight < 1 ) {
  37313. // accuN := accuN + original * ( 1 - cumulativeWeight )
  37314. const originalValueOffset = stride * this._origIndex;
  37315. this._mixBufferRegion(
  37316. buffer, offset, originalValueOffset, 1 - weight, stride );
  37317. }
  37318. if ( weightAdditive > 0 ) {
  37319. // accuN := accuN + additive accuN
  37320. this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );
  37321. }
  37322. for ( let i = stride, e = stride + stride; i !== e; ++ i ) {
  37323. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  37324. // value has changed -> update scene graph
  37325. binding.setValue( buffer, offset );
  37326. break;
  37327. }
  37328. }
  37329. }
  37330. /**
  37331. * Remembers the state of the bound property and copy it to both accus.
  37332. */
  37333. saveOriginalState() {
  37334. const binding = this.binding;
  37335. const buffer = this.buffer,
  37336. stride = this.valueSize,
  37337. originalValueOffset = stride * this._origIndex;
  37338. binding.getValue( buffer, originalValueOffset );
  37339. // accu[0..1] := orig -- initially detect changes against the original
  37340. for ( let i = stride, e = originalValueOffset; i !== e; ++ i ) {
  37341. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  37342. }
  37343. // Add to identity for additive
  37344. this._setIdentity();
  37345. this.cumulativeWeight = 0;
  37346. this.cumulativeWeightAdditive = 0;
  37347. }
  37348. /**
  37349. * Applies the state previously taken via {@link PropertyMixer#saveOriginalState} to the binding.
  37350. */
  37351. restoreOriginalState() {
  37352. const originalValueOffset = this.valueSize * 3;
  37353. this.binding.setValue( this.buffer, originalValueOffset );
  37354. }
  37355. // internals
  37356. _setAdditiveIdentityNumeric() {
  37357. const startIndex = this._addIndex * this.valueSize;
  37358. const endIndex = startIndex + this.valueSize;
  37359. for ( let i = startIndex; i < endIndex; i ++ ) {
  37360. this.buffer[ i ] = 0;
  37361. }
  37362. }
  37363. _setAdditiveIdentityQuaternion() {
  37364. this._setAdditiveIdentityNumeric();
  37365. this.buffer[ this._addIndex * this.valueSize + 3 ] = 1;
  37366. }
  37367. _setAdditiveIdentityOther() {
  37368. const startIndex = this._origIndex * this.valueSize;
  37369. const targetIndex = this._addIndex * this.valueSize;
  37370. for ( let i = 0; i < this.valueSize; i ++ ) {
  37371. this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];
  37372. }
  37373. }
  37374. // mix functions
  37375. _select( buffer, dstOffset, srcOffset, t, stride ) {
  37376. if ( t >= 0.5 ) {
  37377. for ( let i = 0; i !== stride; ++ i ) {
  37378. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  37379. }
  37380. }
  37381. }
  37382. _slerp( buffer, dstOffset, srcOffset, t ) {
  37383. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  37384. }
  37385. _slerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
  37386. const workOffset = this._workIndex * stride;
  37387. // Store result in intermediate buffer offset
  37388. Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );
  37389. // Slerp to the intermediate result
  37390. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );
  37391. }
  37392. _lerp( buffer, dstOffset, srcOffset, t, stride ) {
  37393. const s = 1 - t;
  37394. for ( let i = 0; i !== stride; ++ i ) {
  37395. const j = dstOffset + i;
  37396. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  37397. }
  37398. }
  37399. _lerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
  37400. for ( let i = 0; i !== stride; ++ i ) {
  37401. const j = dstOffset + i;
  37402. buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;
  37403. }
  37404. }
  37405. }
  37406. // Characters [].:/ are reserved for track binding syntax.
  37407. const _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  37408. const _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  37409. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  37410. // only latin characters, and the unicode \p{L} is not yet supported. So
  37411. // instead, we exclude reserved characters and match everything else.
  37412. const _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  37413. const _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  37414. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  37415. // be matched to parse the rest of the track name.
  37416. const _directoryRe = /*@__PURE__*/ /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  37417. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  37418. const _nodeRe = /*@__PURE__*/ /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  37419. // Object on target node, and accessor. May not contain reserved
  37420. // characters. Accessor may contain any character except closing bracket.
  37421. const _objectRe = /*@__PURE__*/ /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  37422. // Property and accessor. May not contain reserved characters. Accessor may
  37423. // contain any non-bracket characters.
  37424. const _propertyRe = /*@__PURE__*/ /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  37425. const _trackRe = new RegExp( ''
  37426. + '^'
  37427. + _directoryRe
  37428. + _nodeRe
  37429. + _objectRe
  37430. + _propertyRe
  37431. + '$'
  37432. );
  37433. const _supportedObjectNames = [ 'material', 'materials', 'bones', 'map' ];
  37434. class Composite {
  37435. constructor( targetGroup, path, optionalParsedPath ) {
  37436. const parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  37437. this._targetGroup = targetGroup;
  37438. this._bindings = targetGroup.subscribe_( path, parsedPath );
  37439. }
  37440. getValue( array, offset ) {
  37441. this.bind(); // bind all binding
  37442. const firstValidIndex = this._targetGroup.nCachedObjects_,
  37443. binding = this._bindings[ firstValidIndex ];
  37444. // and only call .getValue on the first
  37445. if ( binding !== undefined ) binding.getValue( array, offset );
  37446. }
  37447. setValue( array, offset ) {
  37448. const bindings = this._bindings;
  37449. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  37450. bindings[ i ].setValue( array, offset );
  37451. }
  37452. }
  37453. bind() {
  37454. const bindings = this._bindings;
  37455. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  37456. bindings[ i ].bind();
  37457. }
  37458. }
  37459. unbind() {
  37460. const bindings = this._bindings;
  37461. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  37462. bindings[ i ].unbind();
  37463. }
  37464. }
  37465. }
  37466. // Note: This class uses a State pattern on a per-method basis:
  37467. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  37468. // prototype version of these methods with one that represents
  37469. // the bound state. When the property is not found, the methods
  37470. // become no-ops.
  37471. /**
  37472. * This holds a reference to a real property in the scene graph; used internally.
  37473. */
  37474. class PropertyBinding {
  37475. /**
  37476. * Constructs a new property binding.
  37477. *
  37478. * @param {Object} rootNode - The root node.
  37479. * @param {string} path - The path.
  37480. * @param {?Object} [parsedPath] - The parsed path.
  37481. */
  37482. constructor( rootNode, path, parsedPath ) {
  37483. /**
  37484. * The object path to the animated property.
  37485. *
  37486. * @type {string}
  37487. */
  37488. this.path = path;
  37489. /**
  37490. * An object holding information about the path.
  37491. *
  37492. * @type {Object}
  37493. */
  37494. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  37495. /**
  37496. * The object owns the animated property.
  37497. *
  37498. * @type {?Object}
  37499. */
  37500. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName );
  37501. /**
  37502. * The root node.
  37503. *
  37504. * @type {Object3D|Skeleton}
  37505. */
  37506. this.rootNode = rootNode;
  37507. // initial state of these methods that calls 'bind'
  37508. this.getValue = this._getValue_unbound;
  37509. this.setValue = this._setValue_unbound;
  37510. }
  37511. /**
  37512. * Factory method for creating a property binding from the given parameters.
  37513. *
  37514. * @static
  37515. * @param {Object} root - The root node.
  37516. * @param {string} path - The path.
  37517. * @param {?Object} [parsedPath] - The parsed path.
  37518. * @return {PropertyBinding|Composite} The created property binding or composite.
  37519. */
  37520. static create( root, path, parsedPath ) {
  37521. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  37522. return new PropertyBinding( root, path, parsedPath );
  37523. } else {
  37524. return new PropertyBinding.Composite( root, path, parsedPath );
  37525. }
  37526. }
  37527. /**
  37528. * Replaces spaces with underscores and removes unsupported characters from
  37529. * node names, to ensure compatibility with parseTrackName().
  37530. *
  37531. * @param {string} name - Node name to be sanitized.
  37532. * @return {string} The sanitized node name.
  37533. */
  37534. static sanitizeNodeName( name ) {
  37535. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  37536. }
  37537. /**
  37538. * Parses the given track name (an object path to an animated property) and
  37539. * returns an object with information about the path. Matches strings in the following forms:
  37540. *
  37541. * - nodeName.property
  37542. * - nodeName.property[accessor]
  37543. * - nodeName.material.property[accessor]
  37544. * - uuid.property[accessor]
  37545. * - uuid.objectName[objectIndex].propertyName[propertyIndex]
  37546. * - parentName/nodeName.property
  37547. * - parentName/parentName/nodeName.property[index]
  37548. * - .bone[Armature.DEF_cog].position
  37549. * - scene:helium_balloon_model:helium_balloon_model.position
  37550. *
  37551. * @static
  37552. * @param {string} trackName - The track name to parse.
  37553. * @return {Object} The parsed track name as an object.
  37554. */
  37555. static parseTrackName( trackName ) {
  37556. const matches = _trackRe.exec( trackName );
  37557. if ( matches === null ) {
  37558. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  37559. }
  37560. const results = {
  37561. // directoryName: matches[ 1 ], // (tschw) currently unused
  37562. nodeName: matches[ 2 ],
  37563. objectName: matches[ 3 ],
  37564. objectIndex: matches[ 4 ],
  37565. propertyName: matches[ 5 ], // required
  37566. propertyIndex: matches[ 6 ]
  37567. };
  37568. const lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  37569. if ( lastDot !== undefined && lastDot !== -1 ) {
  37570. const objectName = results.nodeName.substring( lastDot + 1 );
  37571. // Object names must be checked against an allowlist. Otherwise, there
  37572. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  37573. // 'bar' could be the objectName, or part of a nodeName (which can
  37574. // include '.' characters).
  37575. if ( _supportedObjectNames.indexOf( objectName ) !== -1 ) {
  37576. results.nodeName = results.nodeName.substring( 0, lastDot );
  37577. results.objectName = objectName;
  37578. }
  37579. }
  37580. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  37581. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  37582. }
  37583. return results;
  37584. }
  37585. /**
  37586. * Searches for a node in the hierarchy of the given root object by the given
  37587. * node name.
  37588. *
  37589. * @static
  37590. * @param {Object} root - The root object.
  37591. * @param {string|number} nodeName - The name of the node.
  37592. * @return {?Object} The found node. Returns `null` if no object was found.
  37593. */
  37594. static findNode( root, nodeName ) {
  37595. if ( nodeName === undefined || nodeName === '' || nodeName === '.' || nodeName === -1 || nodeName === root.name || nodeName === root.uuid ) {
  37596. return root;
  37597. }
  37598. // search into skeleton bones.
  37599. if ( root.skeleton ) {
  37600. const bone = root.skeleton.getBoneByName( nodeName );
  37601. if ( bone !== undefined ) {
  37602. return bone;
  37603. }
  37604. }
  37605. // search into node subtree.
  37606. if ( root.children ) {
  37607. const searchNodeSubtree = function ( children ) {
  37608. for ( let i = 0; i < children.length; i ++ ) {
  37609. const childNode = children[ i ];
  37610. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  37611. return childNode;
  37612. }
  37613. const result = searchNodeSubtree( childNode.children );
  37614. if ( result ) return result;
  37615. }
  37616. return null;
  37617. };
  37618. const subTreeNode = searchNodeSubtree( root.children );
  37619. if ( subTreeNode ) {
  37620. return subTreeNode;
  37621. }
  37622. }
  37623. return null;
  37624. }
  37625. // these are used to "bind" a nonexistent property
  37626. _getValue_unavailable() {}
  37627. _setValue_unavailable() {}
  37628. // Getters
  37629. _getValue_direct( buffer, offset ) {
  37630. buffer[ offset ] = this.targetObject[ this.propertyName ];
  37631. }
  37632. _getValue_array( buffer, offset ) {
  37633. const source = this.resolvedProperty;
  37634. for ( let i = 0, n = source.length; i !== n; ++ i ) {
  37635. buffer[ offset ++ ] = source[ i ];
  37636. }
  37637. }
  37638. _getValue_arrayElement( buffer, offset ) {
  37639. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  37640. }
  37641. _getValue_toArray( buffer, offset ) {
  37642. this.resolvedProperty.toArray( buffer, offset );
  37643. }
  37644. // Direct
  37645. _setValue_direct( buffer, offset ) {
  37646. this.targetObject[ this.propertyName ] = buffer[ offset ];
  37647. }
  37648. _setValue_direct_setNeedsUpdate( buffer, offset ) {
  37649. this.targetObject[ this.propertyName ] = buffer[ offset ];
  37650. this.targetObject.needsUpdate = true;
  37651. }
  37652. _setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37653. this.targetObject[ this.propertyName ] = buffer[ offset ];
  37654. this.targetObject.matrixWorldNeedsUpdate = true;
  37655. }
  37656. // EntireArray
  37657. _setValue_array( buffer, offset ) {
  37658. const dest = this.resolvedProperty;
  37659. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  37660. dest[ i ] = buffer[ offset ++ ];
  37661. }
  37662. }
  37663. _setValue_array_setNeedsUpdate( buffer, offset ) {
  37664. const dest = this.resolvedProperty;
  37665. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  37666. dest[ i ] = buffer[ offset ++ ];
  37667. }
  37668. this.targetObject.needsUpdate = true;
  37669. }
  37670. _setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37671. const dest = this.resolvedProperty;
  37672. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  37673. dest[ i ] = buffer[ offset ++ ];
  37674. }
  37675. this.targetObject.matrixWorldNeedsUpdate = true;
  37676. }
  37677. // ArrayElement
  37678. _setValue_arrayElement( buffer, offset ) {
  37679. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  37680. }
  37681. _setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  37682. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  37683. this.targetObject.needsUpdate = true;
  37684. }
  37685. _setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37686. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  37687. this.targetObject.matrixWorldNeedsUpdate = true;
  37688. }
  37689. // HasToFromArray
  37690. _setValue_fromArray( buffer, offset ) {
  37691. this.resolvedProperty.fromArray( buffer, offset );
  37692. }
  37693. _setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  37694. this.resolvedProperty.fromArray( buffer, offset );
  37695. this.targetObject.needsUpdate = true;
  37696. }
  37697. _setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37698. this.resolvedProperty.fromArray( buffer, offset );
  37699. this.targetObject.matrixWorldNeedsUpdate = true;
  37700. }
  37701. _getValue_unbound( targetArray, offset ) {
  37702. this.bind();
  37703. this.getValue( targetArray, offset );
  37704. }
  37705. _setValue_unbound( sourceArray, offset ) {
  37706. this.bind();
  37707. this.setValue( sourceArray, offset );
  37708. }
  37709. /**
  37710. * Creates a getter / setter pair for the property tracked by this binding.
  37711. */
  37712. bind() {
  37713. let targetObject = this.node;
  37714. const parsedPath = this.parsedPath;
  37715. const objectName = parsedPath.objectName;
  37716. const propertyName = parsedPath.propertyName;
  37717. let propertyIndex = parsedPath.propertyIndex;
  37718. if ( ! targetObject ) {
  37719. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName );
  37720. this.node = targetObject;
  37721. }
  37722. // set fail state so we can just 'return' on error
  37723. this.getValue = this._getValue_unavailable;
  37724. this.setValue = this._setValue_unavailable;
  37725. // ensure there is a value node
  37726. if ( ! targetObject ) {
  37727. warn( 'PropertyBinding: No target node found for track: ' + this.path + '.' );
  37728. return;
  37729. }
  37730. if ( objectName ) {
  37731. let objectIndex = parsedPath.objectIndex;
  37732. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  37733. switch ( objectName ) {
  37734. case 'materials':
  37735. if ( ! targetObject.material ) {
  37736. error( 'PropertyBinding: Can not bind to material as node does not have a material.', this );
  37737. return;
  37738. }
  37739. if ( ! targetObject.material.materials ) {
  37740. error( 'PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  37741. return;
  37742. }
  37743. targetObject = targetObject.material.materials;
  37744. break;
  37745. case 'bones':
  37746. if ( ! targetObject.skeleton ) {
  37747. error( 'PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  37748. return;
  37749. }
  37750. // potential future optimization: skip this if propertyIndex is already an integer
  37751. // and convert the integer string to a true integer.
  37752. targetObject = targetObject.skeleton.bones;
  37753. // support resolving morphTarget names into indices.
  37754. for ( let i = 0; i < targetObject.length; i ++ ) {
  37755. if ( targetObject[ i ].name === objectIndex ) {
  37756. objectIndex = i;
  37757. break;
  37758. }
  37759. }
  37760. break;
  37761. case 'map':
  37762. if ( 'map' in targetObject ) {
  37763. targetObject = targetObject.map;
  37764. break;
  37765. }
  37766. if ( ! targetObject.material ) {
  37767. error( 'PropertyBinding: Can not bind to material as node does not have a material.', this );
  37768. return;
  37769. }
  37770. if ( ! targetObject.material.map ) {
  37771. error( 'PropertyBinding: Can not bind to material.map as node.material does not have a map.', this );
  37772. return;
  37773. }
  37774. targetObject = targetObject.material.map;
  37775. break;
  37776. default:
  37777. if ( targetObject[ objectName ] === undefined ) {
  37778. error( 'PropertyBinding: Can not bind to objectName of node undefined.', this );
  37779. return;
  37780. }
  37781. targetObject = targetObject[ objectName ];
  37782. }
  37783. if ( objectIndex !== undefined ) {
  37784. if ( targetObject[ objectIndex ] === undefined ) {
  37785. error( 'PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  37786. return;
  37787. }
  37788. targetObject = targetObject[ objectIndex ];
  37789. }
  37790. }
  37791. // resolve property
  37792. const nodeProperty = targetObject[ propertyName ];
  37793. if ( nodeProperty === undefined ) {
  37794. const nodeName = parsedPath.nodeName;
  37795. error( 'PropertyBinding: Trying to update property for track: ' + nodeName +
  37796. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  37797. return;
  37798. }
  37799. // determine versioning scheme
  37800. let versioning = this.Versioning.None;
  37801. this.targetObject = targetObject;
  37802. if ( targetObject.isMaterial === true ) {
  37803. versioning = this.Versioning.NeedsUpdate;
  37804. } else if ( targetObject.isObject3D === true ) {
  37805. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  37806. }
  37807. // determine how the property gets bound
  37808. let bindingType = this.BindingType.Direct;
  37809. if ( propertyIndex !== undefined ) {
  37810. // access a sub element of the property array (only primitives are supported right now)
  37811. if ( propertyName === 'morphTargetInfluences' ) {
  37812. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  37813. // support resolving morphTarget names into indices.
  37814. if ( ! targetObject.geometry ) {
  37815. error( 'PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  37816. return;
  37817. }
  37818. if ( ! targetObject.geometry.morphAttributes ) {
  37819. error( 'PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  37820. return;
  37821. }
  37822. if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {
  37823. propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];
  37824. }
  37825. }
  37826. bindingType = this.BindingType.ArrayElement;
  37827. this.resolvedProperty = nodeProperty;
  37828. this.propertyIndex = propertyIndex;
  37829. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  37830. // must use copy for Object3D.Euler/Quaternion
  37831. bindingType = this.BindingType.HasFromToArray;
  37832. this.resolvedProperty = nodeProperty;
  37833. } else if ( Array.isArray( nodeProperty ) ) {
  37834. bindingType = this.BindingType.EntireArray;
  37835. this.resolvedProperty = nodeProperty;
  37836. } else {
  37837. this.propertyName = propertyName;
  37838. }
  37839. // select getter / setter
  37840. this.getValue = this.GetterByBindingType[ bindingType ];
  37841. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  37842. }
  37843. /**
  37844. * Unbinds the property.
  37845. */
  37846. unbind() {
  37847. this.node = null;
  37848. // back to the prototype version of getValue / setValue
  37849. // note: avoiding to mutate the shape of 'this' via 'delete'
  37850. this.getValue = this._getValue_unbound;
  37851. this.setValue = this._setValue_unbound;
  37852. }
  37853. }
  37854. PropertyBinding.Composite = Composite;
  37855. PropertyBinding.prototype.BindingType = {
  37856. Direct: 0,
  37857. EntireArray: 1,
  37858. ArrayElement: 2,
  37859. HasFromToArray: 3
  37860. };
  37861. PropertyBinding.prototype.Versioning = {
  37862. None: 0,
  37863. NeedsUpdate: 1,
  37864. MatrixWorldNeedsUpdate: 2
  37865. };
  37866. PropertyBinding.prototype.GetterByBindingType = [
  37867. PropertyBinding.prototype._getValue_direct,
  37868. PropertyBinding.prototype._getValue_array,
  37869. PropertyBinding.prototype._getValue_arrayElement,
  37870. PropertyBinding.prototype._getValue_toArray,
  37871. ];
  37872. PropertyBinding.prototype.SetterByBindingTypeAndVersioning = [
  37873. [
  37874. // Direct
  37875. PropertyBinding.prototype._setValue_direct,
  37876. PropertyBinding.prototype._setValue_direct_setNeedsUpdate,
  37877. PropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate,
  37878. ], [
  37879. // EntireArray
  37880. PropertyBinding.prototype._setValue_array,
  37881. PropertyBinding.prototype._setValue_array_setNeedsUpdate,
  37882. PropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate,
  37883. ], [
  37884. // ArrayElement
  37885. PropertyBinding.prototype._setValue_arrayElement,
  37886. PropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate,
  37887. PropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate,
  37888. ], [
  37889. // HasToFromArray
  37890. PropertyBinding.prototype._setValue_fromArray,
  37891. PropertyBinding.prototype._setValue_fromArray_setNeedsUpdate,
  37892. PropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate,
  37893. ]
  37894. ];
  37895. /**
  37896. * A group of objects that receives a shared animation state.
  37897. *
  37898. * Usage:
  37899. *
  37900. * - Add objects you would otherwise pass as 'root' to the
  37901. * constructor or the .clipAction method of AnimationMixer.
  37902. * - Instead pass this object as 'root'.
  37903. * - You can also add and remove objects later when the mixer is running.
  37904. *
  37905. * Note:
  37906. *
  37907. * - Objects of this class appear as one object to the mixer,
  37908. * so cache control of the individual objects must be done on the group.
  37909. *
  37910. * Limitation:
  37911. *
  37912. * - The animated properties must be compatible among the all objects in the group.
  37913. * - A single property can either be controlled through a target group or directly, but not both.
  37914. */
  37915. class AnimationObjectGroup {
  37916. /**
  37917. * Constructs a new animation group.
  37918. *
  37919. * @param {...Object3D} arguments - An arbitrary number of 3D objects that share the same animation state.
  37920. */
  37921. constructor() {
  37922. /**
  37923. * This flag can be used for type testing.
  37924. *
  37925. * @type {boolean}
  37926. * @readonly
  37927. * @default true
  37928. */
  37929. this.isAnimationObjectGroup = true;
  37930. /**
  37931. * The UUID of the 3D object.
  37932. *
  37933. * @type {string}
  37934. * @readonly
  37935. */
  37936. this.uuid = generateUUID();
  37937. // cached objects followed by the active ones
  37938. this._objects = Array.prototype.slice.call( arguments );
  37939. this.nCachedObjects_ = 0; // threshold
  37940. // note: read by PropertyBinding.Composite
  37941. const indices = {};
  37942. this._indicesByUUID = indices; // for bookkeeping
  37943. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  37944. indices[ arguments[ i ].uuid ] = i;
  37945. }
  37946. this._paths = []; // inside: string
  37947. this._parsedPaths = []; // inside: { we don't care, here }
  37948. this._bindings = []; // inside: Array< PropertyBinding >
  37949. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  37950. const scope = this;
  37951. this.stats = {
  37952. objects: {
  37953. get total() {
  37954. return scope._objects.length;
  37955. },
  37956. get inUse() {
  37957. return this.total - scope.nCachedObjects_;
  37958. }
  37959. },
  37960. get bindingsPerObject() {
  37961. return scope._bindings.length;
  37962. }
  37963. };
  37964. }
  37965. /**
  37966. * Adds an arbitrary number of objects to this animation group.
  37967. *
  37968. * @param {...Object3D} arguments - The 3D objects to add.
  37969. */
  37970. add() {
  37971. const objects = this._objects,
  37972. indicesByUUID = this._indicesByUUID,
  37973. paths = this._paths,
  37974. parsedPaths = this._parsedPaths,
  37975. bindings = this._bindings,
  37976. nBindings = bindings.length;
  37977. let knownObject = undefined,
  37978. nObjects = objects.length,
  37979. nCachedObjects = this.nCachedObjects_;
  37980. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  37981. const object = arguments[ i ],
  37982. uuid = object.uuid;
  37983. let index = indicesByUUID[ uuid ];
  37984. if ( index === undefined ) {
  37985. // unknown object -> add it to the ACTIVE region
  37986. index = nObjects ++;
  37987. indicesByUUID[ uuid ] = index;
  37988. objects.push( object );
  37989. // accounting is done, now do the same for all bindings
  37990. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  37991. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  37992. }
  37993. } else if ( index < nCachedObjects ) {
  37994. knownObject = objects[ index ];
  37995. // move existing object to the ACTIVE region
  37996. const firstActiveIndex = -- nCachedObjects,
  37997. lastCachedObject = objects[ firstActiveIndex ];
  37998. indicesByUUID[ lastCachedObject.uuid ] = index;
  37999. objects[ index ] = lastCachedObject;
  38000. indicesByUUID[ uuid ] = firstActiveIndex;
  38001. objects[ firstActiveIndex ] = object;
  38002. // accounting is done, now do the same for all bindings
  38003. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38004. const bindingsForPath = bindings[ j ],
  38005. lastCached = bindingsForPath[ firstActiveIndex ];
  38006. let binding = bindingsForPath[ index ];
  38007. bindingsForPath[ index ] = lastCached;
  38008. if ( binding === undefined ) {
  38009. // since we do not bother to create new bindings
  38010. // for objects that are cached, the binding may
  38011. // or may not exist
  38012. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  38013. }
  38014. bindingsForPath[ firstActiveIndex ] = binding;
  38015. }
  38016. } else if ( objects[ index ] !== knownObject ) {
  38017. error( 'AnimationObjectGroup: Different objects with the same UUID ' +
  38018. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  38019. } // else the object is already where we want it to be
  38020. } // for arguments
  38021. this.nCachedObjects_ = nCachedObjects;
  38022. }
  38023. /**
  38024. * Removes an arbitrary number of objects to this animation group
  38025. *
  38026. * @param {...Object3D} arguments - The 3D objects to remove.
  38027. */
  38028. remove() {
  38029. const objects = this._objects,
  38030. indicesByUUID = this._indicesByUUID,
  38031. bindings = this._bindings,
  38032. nBindings = bindings.length;
  38033. let nCachedObjects = this.nCachedObjects_;
  38034. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  38035. const object = arguments[ i ],
  38036. uuid = object.uuid,
  38037. index = indicesByUUID[ uuid ];
  38038. if ( index !== undefined && index >= nCachedObjects ) {
  38039. // move existing object into the CACHED region
  38040. const lastCachedIndex = nCachedObjects ++,
  38041. firstActiveObject = objects[ lastCachedIndex ];
  38042. indicesByUUID[ firstActiveObject.uuid ] = index;
  38043. objects[ index ] = firstActiveObject;
  38044. indicesByUUID[ uuid ] = lastCachedIndex;
  38045. objects[ lastCachedIndex ] = object;
  38046. // accounting is done, now do the same for all bindings
  38047. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38048. const bindingsForPath = bindings[ j ],
  38049. firstActive = bindingsForPath[ lastCachedIndex ],
  38050. binding = bindingsForPath[ index ];
  38051. bindingsForPath[ index ] = firstActive;
  38052. bindingsForPath[ lastCachedIndex ] = binding;
  38053. }
  38054. }
  38055. } // for arguments
  38056. this.nCachedObjects_ = nCachedObjects;
  38057. }
  38058. /**
  38059. * Deallocates all memory resources for the passed 3D objects of this animation group.
  38060. *
  38061. * @param {...Object3D} arguments - The 3D objects to uncache.
  38062. */
  38063. uncache() {
  38064. const objects = this._objects,
  38065. indicesByUUID = this._indicesByUUID,
  38066. bindings = this._bindings,
  38067. nBindings = bindings.length;
  38068. let nCachedObjects = this.nCachedObjects_,
  38069. nObjects = objects.length;
  38070. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  38071. const object = arguments[ i ],
  38072. uuid = object.uuid,
  38073. index = indicesByUUID[ uuid ];
  38074. if ( index !== undefined ) {
  38075. delete indicesByUUID[ uuid ];
  38076. if ( index < nCachedObjects ) {
  38077. // object is cached, shrink the CACHED region
  38078. const firstActiveIndex = -- nCachedObjects,
  38079. lastCachedObject = objects[ firstActiveIndex ],
  38080. lastIndex = -- nObjects,
  38081. lastObject = objects[ lastIndex ];
  38082. // last cached object takes this object's place
  38083. indicesByUUID[ lastCachedObject.uuid ] = index;
  38084. objects[ index ] = lastCachedObject;
  38085. // last object goes to the activated slot and pop
  38086. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  38087. objects[ firstActiveIndex ] = lastObject;
  38088. objects.pop();
  38089. // accounting is done, now do the same for all bindings
  38090. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38091. const bindingsForPath = bindings[ j ],
  38092. lastCached = bindingsForPath[ firstActiveIndex ],
  38093. last = bindingsForPath[ lastIndex ];
  38094. bindingsForPath[ index ] = lastCached;
  38095. bindingsForPath[ firstActiveIndex ] = last;
  38096. bindingsForPath.pop();
  38097. }
  38098. } else {
  38099. // object is active, just swap with the last and pop
  38100. const lastIndex = -- nObjects,
  38101. lastObject = objects[ lastIndex ];
  38102. if ( lastIndex > 0 ) {
  38103. indicesByUUID[ lastObject.uuid ] = index;
  38104. }
  38105. objects[ index ] = lastObject;
  38106. objects.pop();
  38107. // accounting is done, now do the same for all bindings
  38108. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38109. const bindingsForPath = bindings[ j ];
  38110. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  38111. bindingsForPath.pop();
  38112. }
  38113. } // cached or active
  38114. } // if object is known
  38115. } // for arguments
  38116. this.nCachedObjects_ = nCachedObjects;
  38117. }
  38118. // Internal interface used by befriended PropertyBinding.Composite:
  38119. subscribe_( path, parsedPath ) {
  38120. // returns an array of bindings for the given path that is changed
  38121. // according to the contained objects in the group
  38122. const indicesByPath = this._bindingsIndicesByPath;
  38123. let index = indicesByPath[ path ];
  38124. const bindings = this._bindings;
  38125. if ( index !== undefined ) return bindings[ index ];
  38126. const paths = this._paths,
  38127. parsedPaths = this._parsedPaths,
  38128. objects = this._objects,
  38129. nObjects = objects.length,
  38130. nCachedObjects = this.nCachedObjects_,
  38131. bindingsForPath = new Array( nObjects );
  38132. index = bindings.length;
  38133. indicesByPath[ path ] = index;
  38134. paths.push( path );
  38135. parsedPaths.push( parsedPath );
  38136. bindings.push( bindingsForPath );
  38137. for ( let i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  38138. const object = objects[ i ];
  38139. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  38140. }
  38141. return bindingsForPath;
  38142. }
  38143. unsubscribe_( path ) {
  38144. // tells the group to forget about a property path and no longer
  38145. // update the array previously obtained with 'subscribe_'
  38146. const indicesByPath = this._bindingsIndicesByPath,
  38147. index = indicesByPath[ path ];
  38148. if ( index !== undefined ) {
  38149. const paths = this._paths,
  38150. parsedPaths = this._parsedPaths,
  38151. bindings = this._bindings,
  38152. lastBindingsIndex = bindings.length - 1,
  38153. lastBindings = bindings[ lastBindingsIndex ],
  38154. lastBindingsPath = path[ lastBindingsIndex ];
  38155. indicesByPath[ lastBindingsPath ] = index;
  38156. bindings[ index ] = lastBindings;
  38157. bindings.pop();
  38158. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  38159. parsedPaths.pop();
  38160. paths[ index ] = paths[ lastBindingsIndex ];
  38161. paths.pop();
  38162. }
  38163. }
  38164. }
  38165. /**
  38166. * An instance of `AnimationAction` schedules the playback of an animation which is
  38167. * stored in {@link AnimationClip}.
  38168. */
  38169. class AnimationAction {
  38170. /**
  38171. * Constructs a new animation action.
  38172. *
  38173. * @param {AnimationMixer} mixer - The mixer that is controlled by this action.
  38174. * @param {AnimationClip} clip - The animation clip that holds the actual keyframes.
  38175. * @param {?Object3D} [localRoot=null] - The root object on which this action is performed.
  38176. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode] - The blend mode.
  38177. */
  38178. constructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) {
  38179. this._mixer = mixer;
  38180. this._clip = clip;
  38181. this._localRoot = localRoot;
  38182. /**
  38183. * Defines how the animation is blended/combined when two or more animations
  38184. * are simultaneously played.
  38185. *
  38186. * @type {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)}
  38187. */
  38188. this.blendMode = blendMode;
  38189. const tracks = clip.tracks,
  38190. nTracks = tracks.length,
  38191. interpolants = new Array( nTracks );
  38192. const interpolantSettings = {
  38193. endingStart: ZeroCurvatureEnding,
  38194. endingEnd: ZeroCurvatureEnding
  38195. };
  38196. for ( let i = 0; i !== nTracks; ++ i ) {
  38197. const interpolant = tracks[ i ].createInterpolant( null );
  38198. interpolants[ i ] = interpolant;
  38199. interpolant.settings = interpolantSettings;
  38200. }
  38201. this._interpolantSettings = interpolantSettings;
  38202. this._interpolants = interpolants; // bound by the mixer
  38203. // inside: PropertyMixer (managed by the mixer)
  38204. this._propertyBindings = new Array( nTracks );
  38205. this._cacheIndex = null; // for the memory manager
  38206. this._byClipCacheIndex = null; // for the memory manager
  38207. this._timeScaleInterpolant = null;
  38208. this._weightInterpolant = null;
  38209. /**
  38210. * The loop mode, set via {@link AnimationAction#setLoop}.
  38211. *
  38212. * @type {(LoopRepeat|LoopOnce|LoopPingPong)}
  38213. * @default LoopRepeat
  38214. */
  38215. this.loop = LoopRepeat;
  38216. this._loopCount = -1;
  38217. // global mixer time when the action is to be started
  38218. // it's set back to 'null' upon start of the action
  38219. this._startTime = null;
  38220. /**
  38221. * The local time of this action (in seconds, starting with `0`).
  38222. *
  38223. * The value gets clamped or wrapped to `[0,clip.duration]` (according to the
  38224. * loop state).
  38225. *
  38226. * @type {number}
  38227. * @default Infinity
  38228. */
  38229. this.time = 0;
  38230. /**
  38231. * Scaling factor for the {@link AnimationAction#time}. A value of `0` causes the
  38232. * animation to pause. Negative values cause the animation to play backwards.
  38233. *
  38234. * @type {number}
  38235. * @default 1
  38236. */
  38237. this.timeScale = 1;
  38238. this._effectiveTimeScale = 1;
  38239. /**
  38240. * The degree of influence of this action (in the interval `[0, 1]`). Values
  38241. * between `0` (no impact) and `1` (full impact) can be used to blend between
  38242. * several actions.
  38243. *
  38244. * @type {number}
  38245. * @default 1
  38246. */
  38247. this.weight = 1;
  38248. this._effectiveWeight = 1;
  38249. /**
  38250. * The number of repetitions of the performed clip over the course of this action.
  38251. * Can be set via {@link AnimationAction#setLoop}.
  38252. *
  38253. * Setting this number has no effect if {@link AnimationAction#loop} is set to
  38254. * `THREE:LoopOnce`.
  38255. *
  38256. * @type {number}
  38257. * @default Infinity
  38258. */
  38259. this.repetitions = Infinity;
  38260. /**
  38261. * If set to `true`, the playback of the action is paused.
  38262. *
  38263. * @type {boolean}
  38264. * @default false
  38265. */
  38266. this.paused = false;
  38267. /**
  38268. * If set to `false`, the action is disabled so it has no impact.
  38269. *
  38270. * When the action is re-enabled, the animation continues from its current
  38271. * time (setting `enabled` to `false` doesn't reset the action).
  38272. *
  38273. * @type {boolean}
  38274. * @default true
  38275. */
  38276. this.enabled = true;
  38277. /**
  38278. * If set to true the animation will automatically be paused on its last frame.
  38279. *
  38280. * If set to false, {@link AnimationAction#enabled} will automatically be switched
  38281. * to `false` when the last loop of the action has finished, so that this action has
  38282. * no further impact.
  38283. *
  38284. * Note: This member has no impact if the action is interrupted (it
  38285. * has only an effect if its last loop has really finished).
  38286. *
  38287. * @type {boolean}
  38288. * @default false
  38289. */
  38290. this.clampWhenFinished = false;
  38291. /**
  38292. * Enables smooth interpolation without separate clips for start, loop and end.
  38293. *
  38294. * @type {boolean}
  38295. * @default true
  38296. */
  38297. this.zeroSlopeAtStart = true;
  38298. /**
  38299. * Enables smooth interpolation without separate clips for start, loop and end.
  38300. *
  38301. * @type {boolean}
  38302. * @default true
  38303. */
  38304. this.zeroSlopeAtEnd = true;
  38305. }
  38306. /**
  38307. * Starts the playback of the animation.
  38308. *
  38309. * @return {AnimationAction} A reference to this animation action.
  38310. */
  38311. play() {
  38312. this._mixer._activateAction( this );
  38313. return this;
  38314. }
  38315. /**
  38316. * Stops the playback of the animation.
  38317. *
  38318. * @return {AnimationAction} A reference to this animation action.
  38319. */
  38320. stop() {
  38321. this._mixer._deactivateAction( this );
  38322. return this.reset();
  38323. }
  38324. /**
  38325. * Resets the playback of the animation.
  38326. *
  38327. * @return {AnimationAction} A reference to this animation action.
  38328. */
  38329. reset() {
  38330. this.paused = false;
  38331. this.enabled = true;
  38332. this.time = 0; // restart clip
  38333. this._loopCount = -1;// forget previous loops
  38334. this._startTime = null;// forget scheduling
  38335. return this.stopFading().stopWarping();
  38336. }
  38337. /**
  38338. * Returns `true` if the animation is running.
  38339. *
  38340. * @return {boolean} Whether the animation is running or not.
  38341. */
  38342. isRunning() {
  38343. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  38344. this._startTime === null && this._mixer._isActiveAction( this );
  38345. }
  38346. /**
  38347. * Returns `true` when {@link AnimationAction#play} has been called.
  38348. *
  38349. * @return {boolean} Whether the animation is scheduled or not.
  38350. */
  38351. isScheduled() {
  38352. return this._mixer._isActiveAction( this );
  38353. }
  38354. /**
  38355. * Defines the time when the animation should start.
  38356. *
  38357. * @param {number} time - The start time in seconds.
  38358. * @return {AnimationAction} A reference to this animation action.
  38359. */
  38360. startAt( time ) {
  38361. this._startTime = time;
  38362. return this;
  38363. }
  38364. /**
  38365. * Configures the loop settings for this action.
  38366. *
  38367. * @param {(LoopRepeat|LoopOnce|LoopPingPong)} mode - The loop mode.
  38368. * @param {number} repetitions - The number of repetitions.
  38369. * @return {AnimationAction} A reference to this animation action.
  38370. */
  38371. setLoop( mode, repetitions ) {
  38372. this.loop = mode;
  38373. this.repetitions = repetitions;
  38374. return this;
  38375. }
  38376. /**
  38377. * Sets the effective weight of this action.
  38378. *
  38379. * An action has no effect and thus an effective weight of zero when the
  38380. * action is disabled.
  38381. *
  38382. * @param {number} weight - The weight to set.
  38383. * @return {AnimationAction} A reference to this animation action.
  38384. */
  38385. setEffectiveWeight( weight ) {
  38386. this.weight = weight;
  38387. // note: same logic as when updated at runtime
  38388. this._effectiveWeight = this.enabled ? weight : 0;
  38389. return this.stopFading();
  38390. }
  38391. /**
  38392. * Returns the effective weight of this action.
  38393. *
  38394. * @return {number} The effective weight.
  38395. */
  38396. getEffectiveWeight() {
  38397. return this._effectiveWeight;
  38398. }
  38399. /**
  38400. * Fades the animation in by increasing its weight gradually from `0` to `1`,
  38401. * within the passed time interval.
  38402. *
  38403. * @param {number} duration - The duration of the fade.
  38404. * @return {AnimationAction} A reference to this animation action.
  38405. */
  38406. fadeIn( duration ) {
  38407. return this._scheduleFading( duration, 0, 1 );
  38408. }
  38409. /**
  38410. * Fades the animation out by decreasing its weight gradually from `1` to `0`,
  38411. * within the passed time interval.
  38412. *
  38413. * @param {number} duration - The duration of the fade.
  38414. * @return {AnimationAction} A reference to this animation action.
  38415. */
  38416. fadeOut( duration ) {
  38417. return this._scheduleFading( duration, 1, 0 );
  38418. }
  38419. /**
  38420. * Causes this action to fade in and the given action to fade out,
  38421. * within the passed time interval.
  38422. *
  38423. * @param {AnimationAction} fadeOutAction - The animation action to fade out.
  38424. * @param {number} duration - The duration of the fade.
  38425. * @param {boolean} [warp=false] - Whether warping should be used or not.
  38426. * @return {AnimationAction} A reference to this animation action.
  38427. */
  38428. crossFadeFrom( fadeOutAction, duration, warp = false ) {
  38429. fadeOutAction.fadeOut( duration );
  38430. this.fadeIn( duration );
  38431. if ( warp === true ) {
  38432. const fadeInDuration = this._clip.duration,
  38433. fadeOutDuration = fadeOutAction._clip.duration,
  38434. startEndRatio = fadeOutDuration / fadeInDuration,
  38435. endStartRatio = fadeInDuration / fadeOutDuration;
  38436. fadeOutAction.warp( 1.0, startEndRatio, duration );
  38437. this.warp( endStartRatio, 1.0, duration );
  38438. }
  38439. return this;
  38440. }
  38441. /**
  38442. * Causes this action to fade out and the given action to fade in,
  38443. * within the passed time interval.
  38444. *
  38445. * @param {AnimationAction} fadeInAction - The animation action to fade in.
  38446. * @param {number} duration - The duration of the fade.
  38447. * @param {boolean} [warp=false] - Whether warping should be used or not.
  38448. * @return {AnimationAction} A reference to this animation action.
  38449. */
  38450. crossFadeTo( fadeInAction, duration, warp = false ) {
  38451. return fadeInAction.crossFadeFrom( this, duration, warp );
  38452. }
  38453. /**
  38454. * Stops any fading which is applied to this action.
  38455. *
  38456. * @return {AnimationAction} A reference to this animation action.
  38457. */
  38458. stopFading() {
  38459. const weightInterpolant = this._weightInterpolant;
  38460. if ( weightInterpolant !== null ) {
  38461. this._weightInterpolant = null;
  38462. this._mixer._takeBackControlInterpolant( weightInterpolant );
  38463. }
  38464. return this;
  38465. }
  38466. /**
  38467. * Sets the effective time scale of this action.
  38468. *
  38469. * An action has no effect and thus an effective time scale of zero when the
  38470. * action is paused.
  38471. *
  38472. * @param {number} timeScale - The time scale to set.
  38473. * @return {AnimationAction} A reference to this animation action.
  38474. */
  38475. setEffectiveTimeScale( timeScale ) {
  38476. this.timeScale = timeScale;
  38477. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  38478. return this.stopWarping();
  38479. }
  38480. /**
  38481. * Returns the effective time scale of this action.
  38482. *
  38483. * @return {number} The effective time scale.
  38484. */
  38485. getEffectiveTimeScale() {
  38486. return this._effectiveTimeScale;
  38487. }
  38488. /**
  38489. * Sets the duration for a single loop of this action.
  38490. *
  38491. * @param {number} duration - The duration to set.
  38492. * @return {AnimationAction} A reference to this animation action.
  38493. */
  38494. setDuration( duration ) {
  38495. this.timeScale = this._clip.duration / duration;
  38496. return this.stopWarping();
  38497. }
  38498. /**
  38499. * Synchronizes this action with the passed other action.
  38500. *
  38501. * @param {AnimationAction} action - The action to sync with.
  38502. * @return {AnimationAction} A reference to this animation action.
  38503. */
  38504. syncWith( action ) {
  38505. this.time = action.time;
  38506. this.timeScale = action.timeScale;
  38507. return this.stopWarping();
  38508. }
  38509. /**
  38510. * Decelerates this animation's speed to `0` within the passed time interval.
  38511. *
  38512. * @param {number} duration - The duration.
  38513. * @return {AnimationAction} A reference to this animation action.
  38514. */
  38515. halt( duration ) {
  38516. return this.warp( this._effectiveTimeScale, 0, duration );
  38517. }
  38518. /**
  38519. * Changes the playback speed, within the passed time interval, by modifying
  38520. * {@link AnimationAction#timeScale} gradually from `startTimeScale` to
  38521. * `endTimeScale`.
  38522. *
  38523. * @param {number} startTimeScale - The start time scale.
  38524. * @param {number} endTimeScale - The end time scale.
  38525. * @param {number} duration - The duration.
  38526. * @return {AnimationAction} A reference to this animation action.
  38527. */
  38528. warp( startTimeScale, endTimeScale, duration ) {
  38529. const mixer = this._mixer,
  38530. now = mixer.time,
  38531. timeScale = this.timeScale;
  38532. let interpolant = this._timeScaleInterpolant;
  38533. if ( interpolant === null ) {
  38534. interpolant = mixer._lendControlInterpolant();
  38535. this._timeScaleInterpolant = interpolant;
  38536. }
  38537. const times = interpolant.parameterPositions,
  38538. values = interpolant.sampleValues;
  38539. times[ 0 ] = now;
  38540. times[ 1 ] = now + duration;
  38541. values[ 0 ] = startTimeScale / timeScale;
  38542. values[ 1 ] = endTimeScale / timeScale;
  38543. return this;
  38544. }
  38545. /**
  38546. * Stops any scheduled warping which is applied to this action.
  38547. *
  38548. * @return {AnimationAction} A reference to this animation action.
  38549. */
  38550. stopWarping() {
  38551. const timeScaleInterpolant = this._timeScaleInterpolant;
  38552. if ( timeScaleInterpolant !== null ) {
  38553. this._timeScaleInterpolant = null;
  38554. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  38555. }
  38556. return this;
  38557. }
  38558. /**
  38559. * Returns the animation mixer of this animation action.
  38560. *
  38561. * @return {AnimationMixer} The animation mixer.
  38562. */
  38563. getMixer() {
  38564. return this._mixer;
  38565. }
  38566. /**
  38567. * Returns the animation clip of this animation action.
  38568. *
  38569. * @return {AnimationClip} The animation clip.
  38570. */
  38571. getClip() {
  38572. return this._clip;
  38573. }
  38574. /**
  38575. * Returns the root object of this animation action.
  38576. *
  38577. * @return {Object3D} The root object.
  38578. */
  38579. getRoot() {
  38580. return this._localRoot || this._mixer._root;
  38581. }
  38582. // Interna
  38583. _update( time, deltaTime, timeDirection, accuIndex ) {
  38584. // called by the mixer
  38585. if ( ! this.enabled ) {
  38586. // call ._updateWeight() to update ._effectiveWeight
  38587. this._updateWeight( time );
  38588. return;
  38589. }
  38590. const startTime = this._startTime;
  38591. if ( startTime !== null ) {
  38592. // check for scheduled start of action
  38593. const timeRunning = ( time - startTime ) * timeDirection;
  38594. if ( timeRunning < 0 || timeDirection === 0 ) {
  38595. deltaTime = 0;
  38596. } else {
  38597. this._startTime = null; // unschedule
  38598. deltaTime = timeDirection * timeRunning;
  38599. }
  38600. }
  38601. // apply time scale and advance time
  38602. deltaTime *= this._updateTimeScale( time );
  38603. const clipTime = this._updateTime( deltaTime );
  38604. // note: _updateTime may disable the action resulting in
  38605. // an effective weight of 0
  38606. const weight = this._updateWeight( time );
  38607. if ( weight > 0 ) {
  38608. const interpolants = this._interpolants;
  38609. const propertyMixers = this._propertyBindings;
  38610. switch ( this.blendMode ) {
  38611. case AdditiveAnimationBlendMode:
  38612. for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
  38613. interpolants[ j ].evaluate( clipTime );
  38614. propertyMixers[ j ].accumulateAdditive( weight );
  38615. }
  38616. break;
  38617. case NormalAnimationBlendMode:
  38618. default:
  38619. for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
  38620. interpolants[ j ].evaluate( clipTime );
  38621. propertyMixers[ j ].accumulate( accuIndex, weight );
  38622. }
  38623. }
  38624. }
  38625. }
  38626. _updateWeight( time ) {
  38627. let weight = 0;
  38628. if ( this.enabled ) {
  38629. weight = this.weight;
  38630. const interpolant = this._weightInterpolant;
  38631. if ( interpolant !== null ) {
  38632. const interpolantValue = interpolant.evaluate( time )[ 0 ];
  38633. weight *= interpolantValue;
  38634. if ( time > interpolant.parameterPositions[ 1 ] ) {
  38635. this.stopFading();
  38636. if ( interpolantValue === 0 ) {
  38637. // faded out, disable
  38638. this.enabled = false;
  38639. }
  38640. }
  38641. }
  38642. }
  38643. this._effectiveWeight = weight;
  38644. return weight;
  38645. }
  38646. _updateTimeScale( time ) {
  38647. let timeScale = 0;
  38648. if ( ! this.paused ) {
  38649. timeScale = this.timeScale;
  38650. const interpolant = this._timeScaleInterpolant;
  38651. if ( interpolant !== null ) {
  38652. const interpolantValue = interpolant.evaluate( time )[ 0 ];
  38653. timeScale *= interpolantValue;
  38654. if ( time > interpolant.parameterPositions[ 1 ] ) {
  38655. this.stopWarping();
  38656. if ( timeScale === 0 ) {
  38657. // motion has halted, pause
  38658. this.paused = true;
  38659. } else {
  38660. // warp done - apply final time scale
  38661. this.timeScale = timeScale;
  38662. }
  38663. }
  38664. }
  38665. }
  38666. this._effectiveTimeScale = timeScale;
  38667. return timeScale;
  38668. }
  38669. _updateTime( deltaTime ) {
  38670. const duration = this._clip.duration;
  38671. const loop = this.loop;
  38672. let time = this.time + deltaTime;
  38673. let loopCount = this._loopCount;
  38674. const pingPong = ( loop === LoopPingPong );
  38675. if ( deltaTime === 0 ) {
  38676. if ( loopCount === -1 ) return time;
  38677. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  38678. }
  38679. if ( loop === LoopOnce ) {
  38680. if ( loopCount === -1 ) {
  38681. // just started
  38682. this._loopCount = 0;
  38683. this._setEndings( true, true, false );
  38684. }
  38685. handle_stop: {
  38686. if ( time >= duration ) {
  38687. time = duration;
  38688. } else if ( time < 0 ) {
  38689. time = 0;
  38690. } else {
  38691. this.time = time;
  38692. break handle_stop;
  38693. }
  38694. if ( this.clampWhenFinished ) this.paused = true;
  38695. else this.enabled = false;
  38696. this.time = time;
  38697. this._mixer.dispatchEvent( {
  38698. type: 'finished', action: this,
  38699. direction: deltaTime < 0 ? -1 : 1
  38700. } );
  38701. }
  38702. } else { // repetitive Repeat or PingPong
  38703. if ( loopCount === -1 ) {
  38704. // just started
  38705. if ( deltaTime >= 0 ) {
  38706. loopCount = 0;
  38707. this._setEndings( true, this.repetitions === 0, pingPong );
  38708. } else {
  38709. // when looping in reverse direction, the initial
  38710. // transition through zero counts as a repetition,
  38711. // so leave loopCount at -1
  38712. this._setEndings( this.repetitions === 0, true, pingPong );
  38713. }
  38714. }
  38715. if ( time >= duration || time < 0 ) {
  38716. // wrap around
  38717. const loopDelta = Math.floor( time / duration ); // signed
  38718. time -= duration * loopDelta;
  38719. loopCount += Math.abs( loopDelta );
  38720. const pending = this.repetitions - loopCount;
  38721. if ( pending <= 0 ) {
  38722. // have to stop (switch state, clamp time, fire event)
  38723. if ( this.clampWhenFinished ) this.paused = true;
  38724. else this.enabled = false;
  38725. time = deltaTime > 0 ? duration : 0;
  38726. this.time = time;
  38727. this._mixer.dispatchEvent( {
  38728. type: 'finished', action: this,
  38729. direction: deltaTime > 0 ? 1 : -1
  38730. } );
  38731. } else {
  38732. // keep running
  38733. if ( pending === 1 ) {
  38734. // entering the last round
  38735. const atStart = deltaTime < 0;
  38736. this._setEndings( atStart, ! atStart, pingPong );
  38737. } else {
  38738. this._setEndings( false, false, pingPong );
  38739. }
  38740. this._loopCount = loopCount;
  38741. this.time = time;
  38742. this._mixer.dispatchEvent( {
  38743. type: 'loop', action: this, loopDelta: loopDelta
  38744. } );
  38745. }
  38746. } else {
  38747. this.time = time;
  38748. }
  38749. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  38750. // invert time for the "pong round"
  38751. return duration - time;
  38752. }
  38753. }
  38754. return time;
  38755. }
  38756. _setEndings( atStart, atEnd, pingPong ) {
  38757. const settings = this._interpolantSettings;
  38758. if ( pingPong ) {
  38759. settings.endingStart = ZeroSlopeEnding;
  38760. settings.endingEnd = ZeroSlopeEnding;
  38761. } else {
  38762. // assuming for LoopOnce atStart == atEnd == true
  38763. if ( atStart ) {
  38764. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  38765. } else {
  38766. settings.endingStart = WrapAroundEnding;
  38767. }
  38768. if ( atEnd ) {
  38769. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  38770. } else {
  38771. settings.endingEnd = WrapAroundEnding;
  38772. }
  38773. }
  38774. }
  38775. _scheduleFading( duration, weightNow, weightThen ) {
  38776. const mixer = this._mixer, now = mixer.time;
  38777. let interpolant = this._weightInterpolant;
  38778. if ( interpolant === null ) {
  38779. interpolant = mixer._lendControlInterpolant();
  38780. this._weightInterpolant = interpolant;
  38781. }
  38782. const times = interpolant.parameterPositions,
  38783. values = interpolant.sampleValues;
  38784. times[ 0 ] = now;
  38785. values[ 0 ] = weightNow;
  38786. times[ 1 ] = now + duration;
  38787. values[ 1 ] = weightThen;
  38788. return this;
  38789. }
  38790. }
  38791. const _controlInterpolantsResultBuffer = new Float32Array( 1 );
  38792. /**
  38793. * `AnimationMixer` is a player for animations on a particular object in
  38794. * the scene. When multiple objects in the scene are animated independently,
  38795. * one `AnimationMixer` may be used for each object.
  38796. */
  38797. class AnimationMixer extends EventDispatcher {
  38798. /**
  38799. * Constructs a new animation mixer.
  38800. *
  38801. * @param {Object3D} root - The object whose animations shall be played by this mixer.
  38802. */
  38803. constructor( root ) {
  38804. super();
  38805. this._root = root;
  38806. this._initMemoryManager();
  38807. this._accuIndex = 0;
  38808. /**
  38809. * The global mixer time (in seconds; starting with `0` on the mixer's creation).
  38810. *
  38811. * @type {number}
  38812. * @default 0
  38813. */
  38814. this.time = 0;
  38815. /**
  38816. * A scaling factor for the global time.
  38817. *
  38818. * Note: Setting this member to `0` and later back to `1` is a
  38819. * possibility to pause/unpause all actions that are controlled by this
  38820. * mixer.
  38821. *
  38822. * @type {number}
  38823. * @default 1
  38824. */
  38825. this.timeScale = 1.0;
  38826. }
  38827. _bindAction( action, prototypeAction ) {
  38828. const root = action._localRoot || this._root,
  38829. tracks = action._clip.tracks,
  38830. nTracks = tracks.length,
  38831. bindings = action._propertyBindings,
  38832. interpolants = action._interpolants,
  38833. rootUuid = root.uuid,
  38834. bindingsByRoot = this._bindingsByRootAndName;
  38835. let bindingsByName = bindingsByRoot[ rootUuid ];
  38836. if ( bindingsByName === undefined ) {
  38837. bindingsByName = {};
  38838. bindingsByRoot[ rootUuid ] = bindingsByName;
  38839. }
  38840. for ( let i = 0; i !== nTracks; ++ i ) {
  38841. const track = tracks[ i ],
  38842. trackName = track.name;
  38843. let binding = bindingsByName[ trackName ];
  38844. if ( binding !== undefined ) {
  38845. ++ binding.referenceCount;
  38846. bindings[ i ] = binding;
  38847. } else {
  38848. binding = bindings[ i ];
  38849. if ( binding !== undefined ) {
  38850. // existing binding, make sure the cache knows
  38851. if ( binding._cacheIndex === null ) {
  38852. ++ binding.referenceCount;
  38853. this._addInactiveBinding( binding, rootUuid, trackName );
  38854. }
  38855. continue;
  38856. }
  38857. const path = prototypeAction && prototypeAction.
  38858. _propertyBindings[ i ].binding.parsedPath;
  38859. binding = new PropertyMixer(
  38860. PropertyBinding.create( root, trackName, path ),
  38861. track.ValueTypeName, track.getValueSize() );
  38862. ++ binding.referenceCount;
  38863. this._addInactiveBinding( binding, rootUuid, trackName );
  38864. bindings[ i ] = binding;
  38865. }
  38866. interpolants[ i ].resultBuffer = binding.buffer;
  38867. }
  38868. }
  38869. _activateAction( action ) {
  38870. if ( ! this._isActiveAction( action ) ) {
  38871. if ( action._cacheIndex === null ) {
  38872. // this action has been forgotten by the cache, but the user
  38873. // appears to be still using it -> rebind
  38874. const rootUuid = ( action._localRoot || this._root ).uuid,
  38875. clipUuid = action._clip.uuid,
  38876. actionsForClip = this._actionsByClip[ clipUuid ];
  38877. this._bindAction( action,
  38878. actionsForClip && actionsForClip.knownActions[ 0 ] );
  38879. this._addInactiveAction( action, clipUuid, rootUuid );
  38880. }
  38881. const bindings = action._propertyBindings;
  38882. // increment reference counts / sort out state
  38883. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  38884. const binding = bindings[ i ];
  38885. if ( binding.useCount ++ === 0 ) {
  38886. this._lendBinding( binding );
  38887. binding.saveOriginalState();
  38888. }
  38889. }
  38890. this._lendAction( action );
  38891. }
  38892. }
  38893. _deactivateAction( action ) {
  38894. if ( this._isActiveAction( action ) ) {
  38895. const bindings = action._propertyBindings;
  38896. // decrement reference counts / sort out state
  38897. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  38898. const binding = bindings[ i ];
  38899. if ( -- binding.useCount === 0 ) {
  38900. binding.restoreOriginalState();
  38901. this._takeBackBinding( binding );
  38902. }
  38903. }
  38904. this._takeBackAction( action );
  38905. }
  38906. }
  38907. // Memory manager
  38908. _initMemoryManager() {
  38909. this._actions = []; // 'nActiveActions' followed by inactive ones
  38910. this._nActiveActions = 0;
  38911. this._actionsByClip = {};
  38912. // inside:
  38913. // {
  38914. // knownActions: Array< AnimationAction > - used as prototypes
  38915. // actionByRoot: AnimationAction - lookup
  38916. // }
  38917. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  38918. this._nActiveBindings = 0;
  38919. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  38920. this._controlInterpolants = []; // same game as above
  38921. this._nActiveControlInterpolants = 0;
  38922. const scope = this;
  38923. this.stats = {
  38924. actions: {
  38925. get total() {
  38926. return scope._actions.length;
  38927. },
  38928. get inUse() {
  38929. return scope._nActiveActions;
  38930. }
  38931. },
  38932. bindings: {
  38933. get total() {
  38934. return scope._bindings.length;
  38935. },
  38936. get inUse() {
  38937. return scope._nActiveBindings;
  38938. }
  38939. },
  38940. controlInterpolants: {
  38941. get total() {
  38942. return scope._controlInterpolants.length;
  38943. },
  38944. get inUse() {
  38945. return scope._nActiveControlInterpolants;
  38946. }
  38947. }
  38948. };
  38949. }
  38950. // Memory management for AnimationAction objects
  38951. _isActiveAction( action ) {
  38952. const index = action._cacheIndex;
  38953. return index !== null && index < this._nActiveActions;
  38954. }
  38955. _addInactiveAction( action, clipUuid, rootUuid ) {
  38956. const actions = this._actions,
  38957. actionsByClip = this._actionsByClip;
  38958. let actionsForClip = actionsByClip[ clipUuid ];
  38959. if ( actionsForClip === undefined ) {
  38960. actionsForClip = {
  38961. knownActions: [ action ],
  38962. actionByRoot: {}
  38963. };
  38964. action._byClipCacheIndex = 0;
  38965. actionsByClip[ clipUuid ] = actionsForClip;
  38966. } else {
  38967. const knownActions = actionsForClip.knownActions;
  38968. action._byClipCacheIndex = knownActions.length;
  38969. knownActions.push( action );
  38970. }
  38971. action._cacheIndex = actions.length;
  38972. actions.push( action );
  38973. actionsForClip.actionByRoot[ rootUuid ] = action;
  38974. }
  38975. _removeInactiveAction( action ) {
  38976. const actions = this._actions,
  38977. lastInactiveAction = actions[ actions.length - 1 ],
  38978. cacheIndex = action._cacheIndex;
  38979. lastInactiveAction._cacheIndex = cacheIndex;
  38980. actions[ cacheIndex ] = lastInactiveAction;
  38981. actions.pop();
  38982. action._cacheIndex = null;
  38983. const clipUuid = action._clip.uuid,
  38984. actionsByClip = this._actionsByClip,
  38985. actionsForClip = actionsByClip[ clipUuid ],
  38986. knownActionsForClip = actionsForClip.knownActions,
  38987. lastKnownAction =
  38988. knownActionsForClip[ knownActionsForClip.length - 1 ],
  38989. byClipCacheIndex = action._byClipCacheIndex;
  38990. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  38991. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  38992. knownActionsForClip.pop();
  38993. action._byClipCacheIndex = null;
  38994. const actionByRoot = actionsForClip.actionByRoot,
  38995. rootUuid = ( action._localRoot || this._root ).uuid;
  38996. delete actionByRoot[ rootUuid ];
  38997. if ( knownActionsForClip.length === 0 ) {
  38998. delete actionsByClip[ clipUuid ];
  38999. }
  39000. this._removeInactiveBindingsForAction( action );
  39001. }
  39002. _removeInactiveBindingsForAction( action ) {
  39003. const bindings = action._propertyBindings;
  39004. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  39005. const binding = bindings[ i ];
  39006. if ( -- binding.referenceCount === 0 ) {
  39007. this._removeInactiveBinding( binding );
  39008. }
  39009. }
  39010. }
  39011. _lendAction( action ) {
  39012. // [ active actions | inactive actions ]
  39013. // [ active actions >| inactive actions ]
  39014. // s a
  39015. // <-swap->
  39016. // a s
  39017. const actions = this._actions,
  39018. prevIndex = action._cacheIndex,
  39019. lastActiveIndex = this._nActiveActions ++,
  39020. firstInactiveAction = actions[ lastActiveIndex ];
  39021. action._cacheIndex = lastActiveIndex;
  39022. actions[ lastActiveIndex ] = action;
  39023. firstInactiveAction._cacheIndex = prevIndex;
  39024. actions[ prevIndex ] = firstInactiveAction;
  39025. }
  39026. _takeBackAction( action ) {
  39027. // [ active actions | inactive actions ]
  39028. // [ active actions |< inactive actions ]
  39029. // a s
  39030. // <-swap->
  39031. // s a
  39032. const actions = this._actions,
  39033. prevIndex = action._cacheIndex,
  39034. firstInactiveIndex = -- this._nActiveActions,
  39035. lastActiveAction = actions[ firstInactiveIndex ];
  39036. action._cacheIndex = firstInactiveIndex;
  39037. actions[ firstInactiveIndex ] = action;
  39038. lastActiveAction._cacheIndex = prevIndex;
  39039. actions[ prevIndex ] = lastActiveAction;
  39040. }
  39041. // Memory management for PropertyMixer objects
  39042. _addInactiveBinding( binding, rootUuid, trackName ) {
  39043. const bindingsByRoot = this._bindingsByRootAndName,
  39044. bindings = this._bindings;
  39045. let bindingByName = bindingsByRoot[ rootUuid ];
  39046. if ( bindingByName === undefined ) {
  39047. bindingByName = {};
  39048. bindingsByRoot[ rootUuid ] = bindingByName;
  39049. }
  39050. bindingByName[ trackName ] = binding;
  39051. binding._cacheIndex = bindings.length;
  39052. bindings.push( binding );
  39053. }
  39054. _removeInactiveBinding( binding ) {
  39055. const bindings = this._bindings,
  39056. propBinding = binding.binding,
  39057. rootUuid = propBinding.rootNode.uuid,
  39058. trackName = propBinding.path,
  39059. bindingsByRoot = this._bindingsByRootAndName,
  39060. bindingByName = bindingsByRoot[ rootUuid ],
  39061. lastInactiveBinding = bindings[ bindings.length - 1 ],
  39062. cacheIndex = binding._cacheIndex;
  39063. lastInactiveBinding._cacheIndex = cacheIndex;
  39064. bindings[ cacheIndex ] = lastInactiveBinding;
  39065. bindings.pop();
  39066. delete bindingByName[ trackName ];
  39067. if ( Object.keys( bindingByName ).length === 0 ) {
  39068. delete bindingsByRoot[ rootUuid ];
  39069. }
  39070. }
  39071. _lendBinding( binding ) {
  39072. const bindings = this._bindings,
  39073. prevIndex = binding._cacheIndex,
  39074. lastActiveIndex = this._nActiveBindings ++,
  39075. firstInactiveBinding = bindings[ lastActiveIndex ];
  39076. binding._cacheIndex = lastActiveIndex;
  39077. bindings[ lastActiveIndex ] = binding;
  39078. firstInactiveBinding._cacheIndex = prevIndex;
  39079. bindings[ prevIndex ] = firstInactiveBinding;
  39080. }
  39081. _takeBackBinding( binding ) {
  39082. const bindings = this._bindings,
  39083. prevIndex = binding._cacheIndex,
  39084. firstInactiveIndex = -- this._nActiveBindings,
  39085. lastActiveBinding = bindings[ firstInactiveIndex ];
  39086. binding._cacheIndex = firstInactiveIndex;
  39087. bindings[ firstInactiveIndex ] = binding;
  39088. lastActiveBinding._cacheIndex = prevIndex;
  39089. bindings[ prevIndex ] = lastActiveBinding;
  39090. }
  39091. // Memory management of Interpolants for weight and time scale
  39092. _lendControlInterpolant() {
  39093. const interpolants = this._controlInterpolants,
  39094. lastActiveIndex = this._nActiveControlInterpolants ++;
  39095. let interpolant = interpolants[ lastActiveIndex ];
  39096. if ( interpolant === undefined ) {
  39097. interpolant = new LinearInterpolant(
  39098. new Float32Array( 2 ), new Float32Array( 2 ),
  39099. 1, _controlInterpolantsResultBuffer );
  39100. interpolant.__cacheIndex = lastActiveIndex;
  39101. interpolants[ lastActiveIndex ] = interpolant;
  39102. }
  39103. return interpolant;
  39104. }
  39105. _takeBackControlInterpolant( interpolant ) {
  39106. const interpolants = this._controlInterpolants,
  39107. prevIndex = interpolant.__cacheIndex,
  39108. firstInactiveIndex = -- this._nActiveControlInterpolants,
  39109. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  39110. interpolant.__cacheIndex = firstInactiveIndex;
  39111. interpolants[ firstInactiveIndex ] = interpolant;
  39112. lastActiveInterpolant.__cacheIndex = prevIndex;
  39113. interpolants[ prevIndex ] = lastActiveInterpolant;
  39114. }
  39115. /**
  39116. * Returns an instance of {@link AnimationAction} for the passed clip.
  39117. *
  39118. * If an action fitting the clip and root parameters doesn't yet exist, it
  39119. * will be created by this method. Calling this method several times with the
  39120. * same clip and root parameters always returns the same action.
  39121. *
  39122. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  39123. * @param {Object3D} [optionalRoot] - An alternative root object.
  39124. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode] - The blend mode.
  39125. * @return {?AnimationAction} The animation action.
  39126. */
  39127. clipAction( clip, optionalRoot, blendMode ) {
  39128. const root = optionalRoot || this._root,
  39129. rootUuid = root.uuid;
  39130. let clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;
  39131. const clipUuid = clipObject !== null ? clipObject.uuid : clip;
  39132. const actionsForClip = this._actionsByClip[ clipUuid ];
  39133. let prototypeAction = null;
  39134. if ( blendMode === undefined ) {
  39135. if ( clipObject !== null ) {
  39136. blendMode = clipObject.blendMode;
  39137. } else {
  39138. blendMode = NormalAnimationBlendMode;
  39139. }
  39140. }
  39141. if ( actionsForClip !== undefined ) {
  39142. const existingAction = actionsForClip.actionByRoot[ rootUuid ];
  39143. if ( existingAction !== undefined && existingAction.blendMode === blendMode ) {
  39144. return existingAction;
  39145. }
  39146. // we know the clip, so we don't have to parse all
  39147. // the bindings again but can just copy
  39148. prototypeAction = actionsForClip.knownActions[ 0 ];
  39149. // also, take the clip from the prototype action
  39150. if ( clipObject === null )
  39151. clipObject = prototypeAction._clip;
  39152. }
  39153. // clip must be known when specified via string
  39154. if ( clipObject === null ) return null;
  39155. // allocate all resources required to run it
  39156. const newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );
  39157. this._bindAction( newAction, prototypeAction );
  39158. // and make the action known to the memory manager
  39159. this._addInactiveAction( newAction, clipUuid, rootUuid );
  39160. return newAction;
  39161. }
  39162. /**
  39163. * Returns an existing animation action for the passed clip.
  39164. *
  39165. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  39166. * @param {Object3D} [optionalRoot] - An alternative root object.
  39167. * @return {?AnimationAction} The animation action. Returns `null` if no action was found.
  39168. */
  39169. existingAction( clip, optionalRoot ) {
  39170. const root = optionalRoot || this._root,
  39171. rootUuid = root.uuid,
  39172. clipObject = typeof clip === 'string' ?
  39173. AnimationClip.findByName( root, clip ) : clip,
  39174. clipUuid = clipObject ? clipObject.uuid : clip,
  39175. actionsForClip = this._actionsByClip[ clipUuid ];
  39176. if ( actionsForClip !== undefined ) {
  39177. return actionsForClip.actionByRoot[ rootUuid ] || null;
  39178. }
  39179. return null;
  39180. }
  39181. /**
  39182. * Deactivates all previously scheduled actions on this mixer.
  39183. *
  39184. * @return {AnimationMixer} A reference to this animation mixer.
  39185. */
  39186. stopAllAction() {
  39187. const actions = this._actions,
  39188. nActions = this._nActiveActions;
  39189. for ( let i = nActions - 1; i >= 0; -- i ) {
  39190. actions[ i ].stop();
  39191. }
  39192. return this;
  39193. }
  39194. /**
  39195. * Advances the global mixer time and updates the animation.
  39196. *
  39197. * This is usually done in the render loop by passing the delta
  39198. * time from {@link Clock} or {@link Timer}.
  39199. *
  39200. * @param {number} deltaTime - The delta time in seconds.
  39201. * @return {AnimationMixer} A reference to this animation mixer.
  39202. */
  39203. update( deltaTime ) {
  39204. deltaTime *= this.timeScale;
  39205. const actions = this._actions,
  39206. nActions = this._nActiveActions,
  39207. time = this.time += deltaTime,
  39208. timeDirection = Math.sign( deltaTime ),
  39209. accuIndex = this._accuIndex ^= 1;
  39210. // run active actions
  39211. for ( let i = 0; i !== nActions; ++ i ) {
  39212. const action = actions[ i ];
  39213. action._update( time, deltaTime, timeDirection, accuIndex );
  39214. }
  39215. // update scene graph
  39216. const bindings = this._bindings,
  39217. nBindings = this._nActiveBindings;
  39218. for ( let i = 0; i !== nBindings; ++ i ) {
  39219. bindings[ i ].apply( accuIndex );
  39220. }
  39221. return this;
  39222. }
  39223. /**
  39224. * Sets the global mixer to a specific time and updates the animation accordingly.
  39225. *
  39226. * This is useful when you need to jump to an exact time in an animation. The
  39227. * input parameter will be scaled by {@link AnimationMixer#timeScale}
  39228. *
  39229. * @param {number} time - The time to set in seconds.
  39230. * @return {AnimationMixer} A reference to this animation mixer.
  39231. */
  39232. setTime( time ) {
  39233. this.time = 0; // Zero out time attribute for AnimationMixer object;
  39234. for ( let i = 0; i < this._actions.length; i ++ ) {
  39235. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  39236. }
  39237. return this.update( time ); // Update used to set exact time. Returns "this" AnimationMixer object.
  39238. }
  39239. /**
  39240. * Returns this mixer's root object.
  39241. *
  39242. * @return {Object3D} The mixer's root object.
  39243. */
  39244. getRoot() {
  39245. return this._root;
  39246. }
  39247. /**
  39248. * Deallocates all memory resources for a clip. Before using this method make
  39249. * sure to call {@link AnimationAction#stop} for all related actions.
  39250. *
  39251. * @param {AnimationClip} clip - The clip to uncache.
  39252. */
  39253. uncacheClip( clip ) {
  39254. const actions = this._actions,
  39255. clipUuid = clip.uuid,
  39256. actionsByClip = this._actionsByClip,
  39257. actionsForClip = actionsByClip[ clipUuid ];
  39258. if ( actionsForClip !== undefined ) {
  39259. // note: just calling _removeInactiveAction would mess up the
  39260. // iteration state and also require updating the state we can
  39261. // just throw away
  39262. const actionsToRemove = actionsForClip.knownActions;
  39263. for ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  39264. const action = actionsToRemove[ i ];
  39265. this._deactivateAction( action );
  39266. const cacheIndex = action._cacheIndex,
  39267. lastInactiveAction = actions[ actions.length - 1 ];
  39268. action._cacheIndex = null;
  39269. action._byClipCacheIndex = null;
  39270. lastInactiveAction._cacheIndex = cacheIndex;
  39271. actions[ cacheIndex ] = lastInactiveAction;
  39272. actions.pop();
  39273. this._removeInactiveBindingsForAction( action );
  39274. }
  39275. delete actionsByClip[ clipUuid ];
  39276. }
  39277. }
  39278. /**
  39279. * Deallocates all memory resources for a root object. Before using this
  39280. * method make sure to call {@link AnimationAction#stop} for all related
  39281. * actions or alternatively {@link AnimationMixer#stopAllAction} when the
  39282. * mixer operates on a single root.
  39283. *
  39284. * @param {Object3D} root - The root object to uncache.
  39285. */
  39286. uncacheRoot( root ) {
  39287. const rootUuid = root.uuid,
  39288. actionsByClip = this._actionsByClip;
  39289. for ( const clipUuid in actionsByClip ) {
  39290. const actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  39291. action = actionByRoot[ rootUuid ];
  39292. if ( action !== undefined ) {
  39293. this._deactivateAction( action );
  39294. this._removeInactiveAction( action );
  39295. }
  39296. }
  39297. const bindingsByRoot = this._bindingsByRootAndName,
  39298. bindingByName = bindingsByRoot[ rootUuid ];
  39299. if ( bindingByName !== undefined ) {
  39300. for ( const trackName in bindingByName ) {
  39301. const binding = bindingByName[ trackName ];
  39302. binding.restoreOriginalState();
  39303. this._removeInactiveBinding( binding );
  39304. }
  39305. }
  39306. }
  39307. /**
  39308. * Deallocates all memory resources for an action. The action is identified by the
  39309. * given clip and an optional root object. Before using this method make
  39310. * sure to call {@link AnimationAction#stop} to deactivate the action.
  39311. *
  39312. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  39313. * @param {Object3D} [optionalRoot] - An alternative root object.
  39314. */
  39315. uncacheAction( clip, optionalRoot ) {
  39316. const action = this.existingAction( clip, optionalRoot );
  39317. if ( action !== null ) {
  39318. this._deactivateAction( action );
  39319. this._removeInactiveAction( action );
  39320. }
  39321. }
  39322. }
  39323. /**
  39324. * Represents a 3D render target.
  39325. *
  39326. * @augments RenderTarget
  39327. */
  39328. class RenderTarget3D extends RenderTarget {
  39329. /**
  39330. * Constructs a new 3D render target.
  39331. *
  39332. * @param {number} [width=1] - The width of the render target.
  39333. * @param {number} [height=1] - The height of the render target.
  39334. * @param {number} [depth=1] - The height of the render target.
  39335. * @param {RenderTarget~Options} [options] - The configuration object.
  39336. */
  39337. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  39338. super( width, height, options );
  39339. /**
  39340. * This flag can be used for type testing.
  39341. *
  39342. * @type {boolean}
  39343. * @readonly
  39344. * @default true
  39345. */
  39346. this.isRenderTarget3D = true;
  39347. this.depth = depth;
  39348. /**
  39349. * Overwritten with a different texture type.
  39350. *
  39351. * @type {Data3DTexture}
  39352. */
  39353. this.texture = new Data3DTexture( null, width, height, depth );
  39354. this._setTextureOptions( options );
  39355. this.texture.isRenderTargetTexture = true;
  39356. }
  39357. }
  39358. /**
  39359. * Represents a uniform which is a global shader variable. They are passed to shader programs.
  39360. *
  39361. * When declaring a uniform of a {@link ShaderMaterial}, it is declared by value or by object.
  39362. * ```js
  39363. * uniforms: {
  39364. * time: { value: 1.0 },
  39365. * resolution: new Uniform( new Vector2() )
  39366. * };
  39367. * ```
  39368. * Since this class can only be used in context of {@link ShaderMaterial}, it is only supported
  39369. * in {@link WebGLRenderer}.
  39370. */
  39371. class Uniform {
  39372. /**
  39373. * Constructs a new uniform.
  39374. *
  39375. * @param {any} value - The uniform value.
  39376. */
  39377. constructor( value ) {
  39378. /**
  39379. * The uniform value.
  39380. *
  39381. * @type {any}
  39382. */
  39383. this.value = value;
  39384. }
  39385. /**
  39386. * Returns a new uniform with copied values from this instance.
  39387. * If the value has a `clone()` method, the value is cloned as well.
  39388. *
  39389. * @return {Uniform} A clone of this instance.
  39390. */
  39391. clone() {
  39392. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  39393. }
  39394. }
  39395. let _id = 0;
  39396. /**
  39397. * A class for managing multiple uniforms in a single group. The renderer will process
  39398. * such a definition as a single UBO.
  39399. *
  39400. * Since this class can only be used in context of {@link ShaderMaterial}, it is only supported
  39401. * in {@link WebGLRenderer}.
  39402. *
  39403. * @augments EventDispatcher
  39404. */
  39405. class UniformsGroup extends EventDispatcher {
  39406. /**
  39407. * Constructs a new uniforms group.
  39408. */
  39409. constructor() {
  39410. super();
  39411. /**
  39412. * This flag can be used for type testing.
  39413. *
  39414. * @type {boolean}
  39415. * @readonly
  39416. * @default true
  39417. */
  39418. this.isUniformsGroup = true;
  39419. /**
  39420. * The ID of the 3D object.
  39421. *
  39422. * @name UniformsGroup#id
  39423. * @type {number}
  39424. * @readonly
  39425. */
  39426. Object.defineProperty( this, 'id', { value: _id ++ } );
  39427. /**
  39428. * The name of the uniforms group.
  39429. *
  39430. * @type {string}
  39431. */
  39432. this.name = '';
  39433. /**
  39434. * The buffer usage.
  39435. *
  39436. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  39437. * @default StaticDrawUsage
  39438. */
  39439. this.usage = StaticDrawUsage;
  39440. /**
  39441. * An array holding the uniforms.
  39442. *
  39443. * @type {Array<Uniform>}
  39444. */
  39445. this.uniforms = [];
  39446. }
  39447. /**
  39448. * Adds the given uniform to this uniforms group.
  39449. *
  39450. * @param {Uniform} uniform - The uniform to add.
  39451. * @return {UniformsGroup} A reference to this uniforms group.
  39452. */
  39453. add( uniform ) {
  39454. this.uniforms.push( uniform );
  39455. return this;
  39456. }
  39457. /**
  39458. * Removes the given uniform from this uniforms group.
  39459. *
  39460. * @param {Uniform} uniform - The uniform to remove.
  39461. * @return {UniformsGroup} A reference to this uniforms group.
  39462. */
  39463. remove( uniform ) {
  39464. const index = this.uniforms.indexOf( uniform );
  39465. if ( index !== -1 ) this.uniforms.splice( index, 1 );
  39466. return this;
  39467. }
  39468. /**
  39469. * Sets the name of this uniforms group.
  39470. *
  39471. * @param {string} name - The name to set.
  39472. * @return {UniformsGroup} A reference to this uniforms group.
  39473. */
  39474. setName( name ) {
  39475. this.name = name;
  39476. return this;
  39477. }
  39478. /**
  39479. * Sets the usage of this uniforms group.
  39480. *
  39481. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  39482. * @return {UniformsGroup} A reference to this uniforms group.
  39483. */
  39484. setUsage( value ) {
  39485. this.usage = value;
  39486. return this;
  39487. }
  39488. /**
  39489. * Frees the GPU-related resources allocated by this instance. Call this
  39490. * method whenever this instance is no longer used in your app.
  39491. *
  39492. * @fires Texture#dispose
  39493. */
  39494. dispose() {
  39495. this.dispatchEvent( { type: 'dispose' } );
  39496. }
  39497. /**
  39498. * Copies the values of the given uniforms group to this instance.
  39499. *
  39500. * @param {UniformsGroup} source - The uniforms group to copy.
  39501. * @return {UniformsGroup} A reference to this uniforms group.
  39502. */
  39503. copy( source ) {
  39504. this.name = source.name;
  39505. this.usage = source.usage;
  39506. const uniformsSource = source.uniforms;
  39507. this.uniforms.length = 0;
  39508. for ( let i = 0, l = uniformsSource.length; i < l; i ++ ) {
  39509. const uniforms = Array.isArray( uniformsSource[ i ] ) ? uniformsSource[ i ] : [ uniformsSource[ i ] ];
  39510. for ( let j = 0; j < uniforms.length; j ++ ) {
  39511. this.uniforms.push( uniforms[ j ].clone() );
  39512. }
  39513. }
  39514. return this;
  39515. }
  39516. /**
  39517. * Returns a new uniforms group with copied values from this instance.
  39518. *
  39519. * @return {UniformsGroup} A clone of this instance.
  39520. */
  39521. clone() {
  39522. return new this.constructor().copy( this );
  39523. }
  39524. }
  39525. /**
  39526. * An instanced version of an interleaved buffer.
  39527. *
  39528. * @augments InterleavedBuffer
  39529. */
  39530. class InstancedInterleavedBuffer extends InterleavedBuffer {
  39531. /**
  39532. * Constructs a new instanced interleaved buffer.
  39533. *
  39534. * @param {TypedArray} array - A typed array with a shared buffer storing attribute data.
  39535. * @param {number} stride - The number of typed-array elements per vertex.
  39536. * @param {number} [meshPerAttribute=1] - Defines how often a value of this interleaved buffer should be repeated.
  39537. */
  39538. constructor( array, stride, meshPerAttribute = 1 ) {
  39539. super( array, stride );
  39540. /**
  39541. * This flag can be used for type testing.
  39542. *
  39543. * @type {boolean}
  39544. * @readonly
  39545. * @default true
  39546. */
  39547. this.isInstancedInterleavedBuffer = true;
  39548. /**
  39549. * Defines how often a value of this buffer attribute should be repeated,
  39550. * see {@link InstancedBufferAttribute#meshPerAttribute}.
  39551. *
  39552. * @type {number}
  39553. * @default 1
  39554. */
  39555. this.meshPerAttribute = meshPerAttribute;
  39556. }
  39557. copy( source ) {
  39558. super.copy( source );
  39559. this.meshPerAttribute = source.meshPerAttribute;
  39560. return this;
  39561. }
  39562. clone( data ) {
  39563. const ib = super.clone( data );
  39564. ib.meshPerAttribute = this.meshPerAttribute;
  39565. return ib;
  39566. }
  39567. toJSON( data ) {
  39568. const json = super.toJSON( data );
  39569. json.isInstancedInterleavedBuffer = true;
  39570. json.meshPerAttribute = this.meshPerAttribute;
  39571. return json;
  39572. }
  39573. }
  39574. /**
  39575. * An alternative version of a buffer attribute with more control over the VBO.
  39576. *
  39577. * The renderer does not construct a VBO for this kind of attribute. Instead, it uses
  39578. * whatever VBO is passed in constructor and can later be altered via the `buffer` property.
  39579. *
  39580. * The most common use case for this class is when some kind of GPGPU calculation interferes
  39581. * or even produces the VBOs in question.
  39582. *
  39583. * Notice that this class can only be used with {@link WebGLRenderer}.
  39584. */
  39585. class GLBufferAttribute {
  39586. /**
  39587. * Constructs a new GL buffer attribute.
  39588. *
  39589. * @param {WebGLBuffer} buffer - The native WebGL buffer.
  39590. * @param {number} type - The native data type (e.g. `gl.FLOAT`).
  39591. * @param {number} itemSize - The item size.
  39592. * @param {number} elementSize - The corresponding size (in bytes) for the given `type` parameter.
  39593. * @param {number} count - The expected number of vertices in VBO.
  39594. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  39595. */
  39596. constructor( buffer, type, itemSize, elementSize, count, normalized = false ) {
  39597. /**
  39598. * This flag can be used for type testing.
  39599. *
  39600. * @type {boolean}
  39601. * @readonly
  39602. * @default true
  39603. */
  39604. this.isGLBufferAttribute = true;
  39605. /**
  39606. * The name of the buffer attribute.
  39607. *
  39608. * @type {string}
  39609. */
  39610. this.name = '';
  39611. /**
  39612. * The native WebGL buffer.
  39613. *
  39614. * @type {WebGLBuffer}
  39615. */
  39616. this.buffer = buffer;
  39617. /**
  39618. * The native data type.
  39619. *
  39620. * @type {number}
  39621. */
  39622. this.type = type;
  39623. /**
  39624. * The item size, see {@link BufferAttribute#itemSize}.
  39625. *
  39626. * @type {number}
  39627. */
  39628. this.itemSize = itemSize;
  39629. /**
  39630. * The corresponding size (in bytes) for the given `type` parameter.
  39631. *
  39632. * @type {number}
  39633. */
  39634. this.elementSize = elementSize;
  39635. /**
  39636. * The expected number of vertices in VBO.
  39637. *
  39638. * @type {number}
  39639. */
  39640. this.count = count;
  39641. /**
  39642. * Applies to integer data only. Indicates how the underlying data in the buffer maps to
  39643. * the values in the GLSL code. For instance, if `buffer` contains data of `gl.UNSIGNED_SHORT`,
  39644. * and `normalized` is `true`, the values `0 - +65535` in the buffer data will be mapped to
  39645. * `0.0f - +1.0f` in the GLSL attribute. If `normalized` is `false`, the values will be converted
  39646. * to floats unmodified, i.e. `65535` becomes `65535.0f`.
  39647. *
  39648. * @type {boolean}
  39649. */
  39650. this.normalized = normalized;
  39651. /**
  39652. * A version number, incremented every time the `needsUpdate` is set to `true`.
  39653. *
  39654. * @type {number}
  39655. */
  39656. this.version = 0;
  39657. }
  39658. /**
  39659. * Flag to indicate that this attribute has changed and should be re-sent to
  39660. * the GPU. Set this to `true` when you modify the value of the array.
  39661. *
  39662. * @type {number}
  39663. * @default false
  39664. * @param {boolean} value
  39665. */
  39666. set needsUpdate( value ) {
  39667. if ( value === true ) this.version ++;
  39668. }
  39669. /**
  39670. * Sets the given native WebGL buffer.
  39671. *
  39672. * @param {WebGLBuffer} buffer - The buffer to set.
  39673. * @return {BufferAttribute} A reference to this instance.
  39674. */
  39675. setBuffer( buffer ) {
  39676. this.buffer = buffer;
  39677. return this;
  39678. }
  39679. /**
  39680. * Sets the given native data type and element size.
  39681. *
  39682. * @param {number} type - The native data type (e.g. `gl.FLOAT`).
  39683. * @param {number} elementSize - The corresponding size (in bytes) for the given `type` parameter.
  39684. * @return {BufferAttribute} A reference to this instance.
  39685. */
  39686. setType( type, elementSize ) {
  39687. this.type = type;
  39688. this.elementSize = elementSize;
  39689. return this;
  39690. }
  39691. /**
  39692. * Sets the item size.
  39693. *
  39694. * @param {number} itemSize - The item size.
  39695. * @return {BufferAttribute} A reference to this instance.
  39696. */
  39697. setItemSize( itemSize ) {
  39698. this.itemSize = itemSize;
  39699. return this;
  39700. }
  39701. /**
  39702. * Sets the count (the expected number of vertices in VBO).
  39703. *
  39704. * @param {number} count - The count.
  39705. * @return {BufferAttribute} A reference to this instance.
  39706. */
  39707. setCount( count ) {
  39708. this.count = count;
  39709. return this;
  39710. }
  39711. }
  39712. const _matrix = /*@__PURE__*/ new Matrix4();
  39713. /**
  39714. * This class is designed to assist with raycasting. Raycasting is used for
  39715. * mouse picking (working out what objects in the 3d space the mouse is over)
  39716. * amongst other things.
  39717. */
  39718. class Raycaster {
  39719. /**
  39720. * Constructs a new raycaster.
  39721. *
  39722. * @param {Vector3} origin - The origin vector where the ray casts from.
  39723. * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray.
  39724. * @param {number} [near=0] - All results returned are further away than near. Near can't be negative.
  39725. * @param {number} [far=Infinity] - All results returned are closer than far. Far can't be lower than near.
  39726. */
  39727. constructor( origin, direction, near = 0, far = Infinity ) {
  39728. /**
  39729. * The ray used for raycasting.
  39730. *
  39731. * @type {Ray}
  39732. */
  39733. this.ray = new Ray( origin, direction );
  39734. /**
  39735. * All results returned are further away than near. Near can't be negative.
  39736. *
  39737. * @type {number}
  39738. * @default 0
  39739. */
  39740. this.near = near;
  39741. /**
  39742. * All results returned are further away than near. Near can't be negative.
  39743. *
  39744. * @type {number}
  39745. * @default Infinity
  39746. */
  39747. this.far = far;
  39748. /**
  39749. * The camera to use when raycasting against view-dependent objects such as
  39750. * billboarded objects like sprites. This field can be set manually or
  39751. * is set when calling `setFromCamera()`.
  39752. *
  39753. * @type {?Camera}
  39754. * @default null
  39755. */
  39756. this.camera = null;
  39757. /**
  39758. * Allows to selectively ignore 3D objects when performing intersection tests.
  39759. * The following code example ensures that only 3D objects on layer `1` will be
  39760. * honored by raycaster.
  39761. * ```js
  39762. * raycaster.layers.set( 1 );
  39763. * object.layers.enable( 1 );
  39764. * ```
  39765. *
  39766. * @type {Layers}
  39767. */
  39768. this.layers = new Layers();
  39769. /**
  39770. * A parameter object that configures the raycasting. It has the structure:
  39771. *
  39772. * ```
  39773. * {
  39774. * Mesh: {},
  39775. * Line: { threshold: 1 },
  39776. * LOD: {},
  39777. * Points: { threshold: 1 },
  39778. * Sprite: {}
  39779. * }
  39780. * ```
  39781. * Where `threshold` is the precision of the raycaster when intersecting objects, in world units.
  39782. *
  39783. * @type {Object}
  39784. */
  39785. this.params = {
  39786. Mesh: {},
  39787. Line: { threshold: 1 },
  39788. LOD: {},
  39789. Points: { threshold: 1 },
  39790. Sprite: {}
  39791. };
  39792. }
  39793. /**
  39794. * Updates the ray with a new origin and direction by copying the values from the arguments.
  39795. *
  39796. * @param {Vector3} origin - The origin vector where the ray casts from.
  39797. * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray.
  39798. */
  39799. set( origin, direction ) {
  39800. // direction is assumed to be normalized (for accurate distance calculations)
  39801. this.ray.set( origin, direction );
  39802. }
  39803. /**
  39804. * Uses the given coordinates and camera to compute a new origin and direction for the internal ray.
  39805. *
  39806. * @param {Vector2} coords - 2D coordinates of the mouse, in normalized device coordinates (NDC).
  39807. * X and Y components should be between `-1` and `1`.
  39808. * @param {Camera} camera - The camera from which the ray should originate.
  39809. */
  39810. setFromCamera( coords, camera ) {
  39811. if ( camera.isPerspectiveCamera ) {
  39812. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  39813. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  39814. this.camera = camera;
  39815. } else if ( camera.isOrthographicCamera ) {
  39816. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  39817. this.ray.direction.set( 0, 0, -1 ).transformDirection( camera.matrixWorld );
  39818. this.camera = camera;
  39819. } else {
  39820. error( 'Raycaster: Unsupported camera type: ' + camera.type );
  39821. }
  39822. }
  39823. /**
  39824. * Uses the given WebXR controller to compute a new origin and direction for the internal ray.
  39825. *
  39826. * @param {WebXRController} controller - The controller to copy the position and direction from.
  39827. * @return {Raycaster} A reference to this raycaster.
  39828. */
  39829. setFromXRController( controller ) {
  39830. _matrix.identity().extractRotation( controller.matrixWorld );
  39831. this.ray.origin.setFromMatrixPosition( controller.matrixWorld );
  39832. this.ray.direction.set( 0, 0, -1 ).applyMatrix4( _matrix );
  39833. return this;
  39834. }
  39835. /**
  39836. * The intersection point of a raycaster intersection test.
  39837. * @typedef {Object} Raycaster~Intersection
  39838. * @property {number} distance - The distance from the ray's origin to the intersection point.
  39839. * @property {number} distanceToRay - Some 3D objects e.g. {@link Points} provide the distance of the
  39840. * intersection to the nearest point on the ray. For other objects it will be `undefined`.
  39841. * @property {Vector3} point - The intersection point, in world coordinates.
  39842. * @property {Object} face - The face that has been intersected.
  39843. * @property {number} faceIndex - The face index.
  39844. * @property {Object3D} object - The 3D object that has been intersected.
  39845. * @property {Vector2} uv - U,V coordinates at point of intersection.
  39846. * @property {Vector2} uv1 - Second set of U,V coordinates at point of intersection.
  39847. * @property {Vector3} normal - Interpolated normal vector at point of intersection.
  39848. * @property {number} instanceId - The index number of the instance where the ray
  39849. * intersects the {@link InstancedMesh}.
  39850. */
  39851. /**
  39852. * Checks all intersection between the ray and the object with or without the
  39853. * descendants. Intersections are returned sorted by distance, closest first.
  39854. *
  39855. * `Raycaster` delegates to the `raycast()` method of the passed 3D object, when
  39856. * evaluating whether the ray intersects the object or not. This allows meshes to respond
  39857. * differently to ray casting than lines or points.
  39858. *
  39859. * Note that for meshes, faces must be pointed towards the origin of the ray in order
  39860. * to be detected; intersections of the ray passing through the back of a face will not
  39861. * be detected. To raycast against both faces of an object, you'll want to set {@link Material#side}
  39862. * to `THREE.DoubleSide`.
  39863. *
  39864. * @param {Object3D} object - The 3D object to check for intersection with the ray.
  39865. * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.
  39866. * Otherwise it only checks intersection with the object.
  39867. * @param {Array<Raycaster~Intersection>} [intersects=[]] The target array that holds the result of the method.
  39868. * @return {Array<Raycaster~Intersection>} An array holding the intersection points.
  39869. */
  39870. intersectObject( object, recursive = true, intersects = [] ) {
  39871. intersect( object, this, intersects, recursive );
  39872. intersects.sort( ascSort );
  39873. return intersects;
  39874. }
  39875. /**
  39876. * Checks all intersection between the ray and the objects with or without
  39877. * the descendants. Intersections are returned sorted by distance, closest first.
  39878. *
  39879. * @param {Array<Object3D>} objects - The 3D objects to check for intersection with the ray.
  39880. * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.
  39881. * Otherwise it only checks intersection with the object.
  39882. * @param {Array<Raycaster~Intersection>} [intersects=[]] The target array that holds the result of the method.
  39883. * @return {Array<Raycaster~Intersection>} An array holding the intersection points.
  39884. */
  39885. intersectObjects( objects, recursive = true, intersects = [] ) {
  39886. for ( let i = 0, l = objects.length; i < l; i ++ ) {
  39887. intersect( objects[ i ], this, intersects, recursive );
  39888. }
  39889. intersects.sort( ascSort );
  39890. return intersects;
  39891. }
  39892. }
  39893. function ascSort( a, b ) {
  39894. return a.distance - b.distance;
  39895. }
  39896. function intersect( object, raycaster, intersects, recursive ) {
  39897. let propagate = true;
  39898. if ( object.layers.test( raycaster.layers ) ) {
  39899. const result = object.raycast( raycaster, intersects );
  39900. if ( result === false ) propagate = false;
  39901. }
  39902. if ( propagate === true && recursive === true ) {
  39903. const children = object.children;
  39904. for ( let i = 0, l = children.length; i < l; i ++ ) {
  39905. intersect( children[ i ], raycaster, intersects, true );
  39906. }
  39907. }
  39908. }
  39909. /**
  39910. * This class is an alternative to {@link Clock} with a different API design and behavior.
  39911. * The goal is to avoid the conceptual flaws that became apparent in `Clock` over time.
  39912. *
  39913. * - `Timer` has an `update()` method that updates its internal state. That makes it possible to
  39914. * call `getDelta()` and `getElapsed()` multiple times per simulation step without getting different values.
  39915. * - The class can make use of the Page Visibility API to avoid large time delta values when the app
  39916. * is inactive (e.g. tab switched or browser hidden).
  39917. *
  39918. * ```js
  39919. * const timer = new Timer();
  39920. * timer.connect( document ); // use Page Visibility API
  39921. * ```
  39922. */
  39923. class Timer {
  39924. /**
  39925. * Constructs a new timer.
  39926. */
  39927. constructor() {
  39928. this._previousTime = 0;
  39929. this._currentTime = 0;
  39930. this._startTime = performance.now();
  39931. this._delta = 0;
  39932. this._elapsed = 0;
  39933. this._timescale = 1;
  39934. this._document = null;
  39935. this._pageVisibilityHandler = null;
  39936. }
  39937. /**
  39938. * Connect the timer to the given document.Calling this method is not mandatory to
  39939. * use the timer but enables the usage of the Page Visibility API to avoid large time
  39940. * delta values.
  39941. *
  39942. * @param {Document} document - The document.
  39943. */
  39944. connect( document ) {
  39945. this._document = document;
  39946. // use Page Visibility API to avoid large time delta values
  39947. if ( document.hidden !== undefined ) {
  39948. this._pageVisibilityHandler = handleVisibilityChange.bind( this );
  39949. document.addEventListener( 'visibilitychange', this._pageVisibilityHandler, false );
  39950. }
  39951. }
  39952. /**
  39953. * Disconnects the timer from the DOM and also disables the usage of the Page Visibility API.
  39954. */
  39955. disconnect() {
  39956. if ( this._pageVisibilityHandler !== null ) {
  39957. this._document.removeEventListener( 'visibilitychange', this._pageVisibilityHandler );
  39958. this._pageVisibilityHandler = null;
  39959. }
  39960. this._document = null;
  39961. }
  39962. /**
  39963. * Returns the time delta in seconds.
  39964. *
  39965. * @return {number} The time delta in second.
  39966. */
  39967. getDelta() {
  39968. return this._delta / 1000;
  39969. }
  39970. /**
  39971. * Returns the elapsed time in seconds.
  39972. *
  39973. * @return {number} The elapsed time in second.
  39974. */
  39975. getElapsed() {
  39976. return this._elapsed / 1000;
  39977. }
  39978. /**
  39979. * Returns the timescale.
  39980. *
  39981. * @return {number} The timescale.
  39982. */
  39983. getTimescale() {
  39984. return this._timescale;
  39985. }
  39986. /**
  39987. * Sets the given timescale which scale the time delta computation
  39988. * in `update()`.
  39989. *
  39990. * @param {number} timescale - The timescale to set.
  39991. * @return {Timer} A reference to this timer.
  39992. */
  39993. setTimescale( timescale ) {
  39994. this._timescale = timescale;
  39995. return this;
  39996. }
  39997. /**
  39998. * Resets the time computation for the current simulation step.
  39999. *
  40000. * @return {Timer} A reference to this timer.
  40001. */
  40002. reset() {
  40003. this._currentTime = performance.now() - this._startTime;
  40004. return this;
  40005. }
  40006. /**
  40007. * Can be used to free all internal resources. Usually called when
  40008. * the timer instance isn't required anymore.
  40009. */
  40010. dispose() {
  40011. this.disconnect();
  40012. }
  40013. /**
  40014. * Updates the internal state of the timer. This method should be called
  40015. * once per simulation step and before you perform queries against the timer
  40016. * (e.g. via `getDelta()`).
  40017. *
  40018. * @param {number} timestamp - The current time in milliseconds. Can be obtained
  40019. * from the `requestAnimationFrame` callback argument. If not provided, the current
  40020. * time will be determined with `performance.now`.
  40021. * @return {Timer} A reference to this timer.
  40022. */
  40023. update( timestamp ) {
  40024. if ( this._pageVisibilityHandler !== null && this._document.hidden === true ) {
  40025. this._delta = 0;
  40026. } else {
  40027. this._previousTime = this._currentTime;
  40028. this._currentTime = ( timestamp !== undefined ? timestamp : performance.now() ) - this._startTime;
  40029. this._delta = ( this._currentTime - this._previousTime ) * this._timescale;
  40030. this._elapsed += this._delta; // _elapsed is the accumulation of all previous deltas
  40031. }
  40032. return this;
  40033. }
  40034. }
  40035. function handleVisibilityChange() {
  40036. if ( this._document.hidden === false ) this.reset();
  40037. }
  40038. /**
  40039. * This class can be used to represent points in 3D space as
  40040. * [Spherical coordinates](https://en.wikipedia.org/wiki/Spherical_coordinate_system).
  40041. */
  40042. class Spherical {
  40043. /**
  40044. * Constructs a new spherical.
  40045. *
  40046. * @param {number} [radius=1] - The radius, or the Euclidean distance (straight-line distance) from the point to the origin.
  40047. * @param {number} [phi=0] - The polar angle in radians from the y (up) axis.
  40048. * @param {number} [theta=0] - The equator/azimuthal angle in radians around the y (up) axis.
  40049. */
  40050. constructor( radius = 1, phi = 0, theta = 0 ) {
  40051. /**
  40052. * The radius, or the Euclidean distance (straight-line distance) from the point to the origin.
  40053. *
  40054. * @type {number}
  40055. * @default 1
  40056. */
  40057. this.radius = radius;
  40058. /**
  40059. * The polar angle in radians from the y (up) axis.
  40060. *
  40061. * @type {number}
  40062. * @default 0
  40063. */
  40064. this.phi = phi;
  40065. /**
  40066. * The equator/azimuthal angle in radians around the y (up) axis.
  40067. *
  40068. * @type {number}
  40069. * @default 0
  40070. */
  40071. this.theta = theta;
  40072. }
  40073. /**
  40074. * Sets the spherical components by copying the given values.
  40075. *
  40076. * @param {number} radius - The radius.
  40077. * @param {number} phi - The polar angle.
  40078. * @param {number} theta - The azimuthal angle.
  40079. * @return {Spherical} A reference to this spherical.
  40080. */
  40081. set( radius, phi, theta ) {
  40082. this.radius = radius;
  40083. this.phi = phi;
  40084. this.theta = theta;
  40085. return this;
  40086. }
  40087. /**
  40088. * Copies the values of the given spherical to this instance.
  40089. *
  40090. * @param {Spherical} other - The spherical to copy.
  40091. * @return {Spherical} A reference to this spherical.
  40092. */
  40093. copy( other ) {
  40094. this.radius = other.radius;
  40095. this.phi = other.phi;
  40096. this.theta = other.theta;
  40097. return this;
  40098. }
  40099. /**
  40100. * Restricts the polar angle [page:.phi phi] to be between `0.000001` and pi -
  40101. * `0.000001`.
  40102. *
  40103. * @return {Spherical} A reference to this spherical.
  40104. */
  40105. makeSafe() {
  40106. const EPS = 0.000001;
  40107. this.phi = clamp( this.phi, EPS, Math.PI - EPS );
  40108. return this;
  40109. }
  40110. /**
  40111. * Sets the spherical components from the given vector which is assumed to hold
  40112. * Cartesian coordinates.
  40113. *
  40114. * @param {Vector3} v - The vector to set.
  40115. * @return {Spherical} A reference to this spherical.
  40116. */
  40117. setFromVector3( v ) {
  40118. return this.setFromCartesianCoords( v.x, v.y, v.z );
  40119. }
  40120. /**
  40121. * Sets the spherical components from the given Cartesian coordinates.
  40122. *
  40123. * @param {number} x - The x value.
  40124. * @param {number} y - The y value.
  40125. * @param {number} z - The z value.
  40126. * @return {Spherical} A reference to this spherical.
  40127. */
  40128. setFromCartesianCoords( x, y, z ) {
  40129. this.radius = Math.sqrt( x * x + y * y + z * z );
  40130. if ( this.radius === 0 ) {
  40131. this.theta = 0;
  40132. this.phi = 0;
  40133. } else {
  40134. this.theta = Math.atan2( x, z );
  40135. this.phi = Math.acos( clamp( y / this.radius, -1, 1 ) );
  40136. }
  40137. return this;
  40138. }
  40139. /**
  40140. * Returns a new spherical with copied values from this instance.
  40141. *
  40142. * @return {Spherical} A clone of this instance.
  40143. */
  40144. clone() {
  40145. return new this.constructor().copy( this );
  40146. }
  40147. }
  40148. /**
  40149. * This class can be used to represent points in 3D space as
  40150. * [Cylindrical coordinates](https://en.wikipedia.org/wiki/Cylindrical_coordinate_system).
  40151. */
  40152. class Cylindrical {
  40153. /**
  40154. * Constructs a new cylindrical.
  40155. *
  40156. * @param {number} [radius=1] - The distance from the origin to a point in the x-z plane.
  40157. * @param {number} [theta=0] - A counterclockwise angle in the x-z plane measured in radians from the positive z-axis.
  40158. * @param {number} [y=0] - The height above the x-z plane.
  40159. */
  40160. constructor( radius = 1, theta = 0, y = 0 ) {
  40161. /**
  40162. * The distance from the origin to a point in the x-z plane.
  40163. *
  40164. * @type {number}
  40165. * @default 1
  40166. */
  40167. this.radius = radius;
  40168. /**
  40169. * A counterclockwise angle in the x-z plane measured in radians from the positive z-axis.
  40170. *
  40171. * @type {number}
  40172. * @default 0
  40173. */
  40174. this.theta = theta;
  40175. /**
  40176. * The height above the x-z plane.
  40177. *
  40178. * @type {number}
  40179. * @default 0
  40180. */
  40181. this.y = y;
  40182. }
  40183. /**
  40184. * Sets the cylindrical components by copying the given values.
  40185. *
  40186. * @param {number} radius - The radius.
  40187. * @param {number} theta - The theta angle.
  40188. * @param {number} y - The height value.
  40189. * @return {Cylindrical} A reference to this cylindrical.
  40190. */
  40191. set( radius, theta, y ) {
  40192. this.radius = radius;
  40193. this.theta = theta;
  40194. this.y = y;
  40195. return this;
  40196. }
  40197. /**
  40198. * Copies the values of the given cylindrical to this instance.
  40199. *
  40200. * @param {Cylindrical} other - The cylindrical to copy.
  40201. * @return {Cylindrical} A reference to this cylindrical.
  40202. */
  40203. copy( other ) {
  40204. this.radius = other.radius;
  40205. this.theta = other.theta;
  40206. this.y = other.y;
  40207. return this;
  40208. }
  40209. /**
  40210. * Sets the cylindrical components from the given vector which is assumed to hold
  40211. * Cartesian coordinates.
  40212. *
  40213. * @param {Vector3} v - The vector to set.
  40214. * @return {Cylindrical} A reference to this cylindrical.
  40215. */
  40216. setFromVector3( v ) {
  40217. return this.setFromCartesianCoords( v.x, v.y, v.z );
  40218. }
  40219. /**
  40220. * Sets the cylindrical components from the given Cartesian coordinates.
  40221. *
  40222. * @param {number} x - The x value.
  40223. * @param {number} y - The x value.
  40224. * @param {number} z - The x value.
  40225. * @return {Cylindrical} A reference to this cylindrical.
  40226. */
  40227. setFromCartesianCoords( x, y, z ) {
  40228. this.radius = Math.sqrt( x * x + z * z );
  40229. this.theta = Math.atan2( x, z );
  40230. this.y = y;
  40231. return this;
  40232. }
  40233. /**
  40234. * Returns a new cylindrical with copied values from this instance.
  40235. *
  40236. * @return {Cylindrical} A clone of this instance.
  40237. */
  40238. clone() {
  40239. return new this.constructor().copy( this );
  40240. }
  40241. }
  40242. /**
  40243. * Represents a 2x2 matrix.
  40244. *
  40245. * A Note on Row-Major and Column-Major Ordering:
  40246. *
  40247. * The constructor and {@link Matrix2#set} method take arguments in
  40248. * [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order)
  40249. * order, while internally they are stored in the {@link Matrix2#elements} array in column-major order.
  40250. * This means that calling:
  40251. * ```js
  40252. * const m = new THREE.Matrix2();
  40253. * m.set( 11, 12,
  40254. * 21, 22 );
  40255. * ```
  40256. * will result in the elements array containing:
  40257. * ```js
  40258. * m.elements = [ 11, 21,
  40259. * 12, 22 ];
  40260. * ```
  40261. * and internally all calculations are performed using column-major ordering.
  40262. * However, as the actual ordering makes no difference mathematically and
  40263. * most people are used to thinking about matrices in row-major order, the
  40264. * three.js documentation shows matrices in row-major order. Just bear in
  40265. * mind that if you are reading the source code, you'll have to take the
  40266. * transpose of any matrices outlined here to make sense of the calculations.
  40267. */
  40268. class Matrix2 {
  40269. /**
  40270. * Constructs a new 2x2 matrix. The arguments are supposed to be
  40271. * in row-major order. If no arguments are provided, the constructor
  40272. * initializes the matrix as an identity matrix.
  40273. *
  40274. * @param {number} [n11] - 1-1 matrix element.
  40275. * @param {number} [n12] - 1-2 matrix element.
  40276. * @param {number} [n21] - 2-1 matrix element.
  40277. * @param {number} [n22] - 2-2 matrix element.
  40278. */
  40279. constructor( n11, n12, n21, n22 ) {
  40280. /**
  40281. * This flag can be used for type testing.
  40282. *
  40283. * @type {boolean}
  40284. * @readonly
  40285. * @default true
  40286. */
  40287. Matrix2.prototype.isMatrix2 = true;
  40288. /**
  40289. * A column-major list of matrix values.
  40290. *
  40291. * @type {Array<number>}
  40292. */
  40293. this.elements = [
  40294. 1, 0,
  40295. 0, 1,
  40296. ];
  40297. if ( n11 !== undefined ) {
  40298. this.set( n11, n12, n21, n22 );
  40299. }
  40300. }
  40301. /**
  40302. * Sets this matrix to the 2x2 identity matrix.
  40303. *
  40304. * @return {Matrix2} A reference to this matrix.
  40305. */
  40306. identity() {
  40307. this.set(
  40308. 1, 0,
  40309. 0, 1,
  40310. );
  40311. return this;
  40312. }
  40313. /**
  40314. * Sets the elements of the matrix from the given array.
  40315. *
  40316. * @param {Array<number>} array - The matrix elements in column-major order.
  40317. * @param {number} [offset=0] - Index of the first element in the array.
  40318. * @return {Matrix2} A reference to this matrix.
  40319. */
  40320. fromArray( array, offset = 0 ) {
  40321. for ( let i = 0; i < 4; i ++ ) {
  40322. this.elements[ i ] = array[ i + offset ];
  40323. }
  40324. return this;
  40325. }
  40326. /**
  40327. * Sets the elements of the matrix.The arguments are supposed to be
  40328. * in row-major order.
  40329. *
  40330. * @param {number} n11 - 1-1 matrix element.
  40331. * @param {number} n12 - 1-2 matrix element.
  40332. * @param {number} n21 - 2-1 matrix element.
  40333. * @param {number} n22 - 2-2 matrix element.
  40334. * @return {Matrix2} A reference to this matrix.
  40335. */
  40336. set( n11, n12, n21, n22 ) {
  40337. const te = this.elements;
  40338. te[ 0 ] = n11; te[ 2 ] = n12;
  40339. te[ 1 ] = n21; te[ 3 ] = n22;
  40340. return this;
  40341. }
  40342. }
  40343. const _vector$4 = /*@__PURE__*/ new Vector2();
  40344. /**
  40345. * Represents an axis-aligned bounding box (AABB) in 2D space.
  40346. */
  40347. class Box2 {
  40348. /**
  40349. * Constructs a new bounding box.
  40350. *
  40351. * @param {Vector2} [min=(Infinity,Infinity)] - A vector representing the lower boundary of the box.
  40352. * @param {Vector2} [max=(-Infinity,-Infinity)] - A vector representing the upper boundary of the box.
  40353. */
  40354. constructor( min = new Vector2( + Infinity, + Infinity ), max = new Vector2( - Infinity, - Infinity ) ) {
  40355. /**
  40356. * This flag can be used for type testing.
  40357. *
  40358. * @type {boolean}
  40359. * @readonly
  40360. * @default true
  40361. */
  40362. this.isBox2 = true;
  40363. /**
  40364. * The lower boundary of the box.
  40365. *
  40366. * @type {Vector2}
  40367. */
  40368. this.min = min;
  40369. /**
  40370. * The upper boundary of the box.
  40371. *
  40372. * @type {Vector2}
  40373. */
  40374. this.max = max;
  40375. }
  40376. /**
  40377. * Sets the lower and upper boundaries of this box.
  40378. * Please note that this method only copies the values from the given objects.
  40379. *
  40380. * @param {Vector2} min - The lower boundary of the box.
  40381. * @param {Vector2} max - The upper boundary of the box.
  40382. * @return {Box2} A reference to this bounding box.
  40383. */
  40384. set( min, max ) {
  40385. this.min.copy( min );
  40386. this.max.copy( max );
  40387. return this;
  40388. }
  40389. /**
  40390. * Sets the upper and lower bounds of this box so it encloses the position data
  40391. * in the given array.
  40392. *
  40393. * @param {Array<Vector2>} points - An array holding 2D position data as instances of {@link Vector2}.
  40394. * @return {Box2} A reference to this bounding box.
  40395. */
  40396. setFromPoints( points ) {
  40397. this.makeEmpty();
  40398. for ( let i = 0, il = points.length; i < il; i ++ ) {
  40399. this.expandByPoint( points[ i ] );
  40400. }
  40401. return this;
  40402. }
  40403. /**
  40404. * Centers this box on the given center vector and sets this box's width, height and
  40405. * depth to the given size values.
  40406. *
  40407. * @param {Vector2} center - The center of the box.
  40408. * @param {Vector2} size - The x and y dimensions of the box.
  40409. * @return {Box2} A reference to this bounding box.
  40410. */
  40411. setFromCenterAndSize( center, size ) {
  40412. const halfSize = _vector$4.copy( size ).multiplyScalar( 0.5 );
  40413. this.min.copy( center ).sub( halfSize );
  40414. this.max.copy( center ).add( halfSize );
  40415. return this;
  40416. }
  40417. /**
  40418. * Returns a new box with copied values from this instance.
  40419. *
  40420. * @return {Box2} A clone of this instance.
  40421. */
  40422. clone() {
  40423. return new this.constructor().copy( this );
  40424. }
  40425. /**
  40426. * Copies the values of the given box to this instance.
  40427. *
  40428. * @param {Box2} box - The box to copy.
  40429. * @return {Box2} A reference to this bounding box.
  40430. */
  40431. copy( box ) {
  40432. this.min.copy( box.min );
  40433. this.max.copy( box.max );
  40434. return this;
  40435. }
  40436. /**
  40437. * Makes this box empty which means in encloses a zero space in 2D.
  40438. *
  40439. * @return {Box2} A reference to this bounding box.
  40440. */
  40441. makeEmpty() {
  40442. this.min.x = this.min.y = + Infinity;
  40443. this.max.x = this.max.y = - Infinity;
  40444. return this;
  40445. }
  40446. /**
  40447. * Returns true if this box includes zero points within its bounds.
  40448. * Note that a box with equal lower and upper bounds still includes one
  40449. * point, the one both bounds share.
  40450. *
  40451. * @return {boolean} Whether this box is empty or not.
  40452. */
  40453. isEmpty() {
  40454. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  40455. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  40456. }
  40457. /**
  40458. * Returns the center point of this box.
  40459. *
  40460. * @param {Vector2} target - The target vector that is used to store the method's result.
  40461. * @return {Vector2} The center point.
  40462. */
  40463. getCenter( target ) {
  40464. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  40465. }
  40466. /**
  40467. * Returns the dimensions of this box.
  40468. *
  40469. * @param {Vector2} target - The target vector that is used to store the method's result.
  40470. * @return {Vector2} The size.
  40471. */
  40472. getSize( target ) {
  40473. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  40474. }
  40475. /**
  40476. * Expands the boundaries of this box to include the given point.
  40477. *
  40478. * @param {Vector2} point - The point that should be included by the bounding box.
  40479. * @return {Box2} A reference to this bounding box.
  40480. */
  40481. expandByPoint( point ) {
  40482. this.min.min( point );
  40483. this.max.max( point );
  40484. return this;
  40485. }
  40486. /**
  40487. * Expands this box equilaterally by the given vector. The width of this
  40488. * box will be expanded by the x component of the vector in both
  40489. * directions. The height of this box will be expanded by the y component of
  40490. * the vector in both directions.
  40491. *
  40492. * @param {Vector2} vector - The vector that should expand the bounding box.
  40493. * @return {Box2} A reference to this bounding box.
  40494. */
  40495. expandByVector( vector ) {
  40496. this.min.sub( vector );
  40497. this.max.add( vector );
  40498. return this;
  40499. }
  40500. /**
  40501. * Expands each dimension of the box by the given scalar. If negative, the
  40502. * dimensions of the box will be contracted.
  40503. *
  40504. * @param {number} scalar - The scalar value that should expand the bounding box.
  40505. * @return {Box2} A reference to this bounding box.
  40506. */
  40507. expandByScalar( scalar ) {
  40508. this.min.addScalar( - scalar );
  40509. this.max.addScalar( scalar );
  40510. return this;
  40511. }
  40512. /**
  40513. * Returns `true` if the given point lies within or on the boundaries of this box.
  40514. *
  40515. * @param {Vector2} point - The point to test.
  40516. * @return {boolean} Whether the bounding box contains the given point or not.
  40517. */
  40518. containsPoint( point ) {
  40519. return point.x >= this.min.x && point.x <= this.max.x &&
  40520. point.y >= this.min.y && point.y <= this.max.y;
  40521. }
  40522. /**
  40523. * Returns `true` if this bounding box includes the entirety of the given bounding box.
  40524. * If this box and the given one are identical, this function also returns `true`.
  40525. *
  40526. * @param {Box2} box - The bounding box to test.
  40527. * @return {boolean} Whether the bounding box contains the given bounding box or not.
  40528. */
  40529. containsBox( box ) {
  40530. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  40531. this.min.y <= box.min.y && box.max.y <= this.max.y;
  40532. }
  40533. /**
  40534. * Returns a point as a proportion of this box's width and height.
  40535. *
  40536. * @param {Vector2} point - A point in 2D space.
  40537. * @param {Vector2} target - The target vector that is used to store the method's result.
  40538. * @return {Vector2} A point as a proportion of this box's width and height.
  40539. */
  40540. getParameter( point, target ) {
  40541. // This can potentially have a divide by zero if the box
  40542. // has a size dimension of 0.
  40543. return target.set(
  40544. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  40545. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  40546. );
  40547. }
  40548. /**
  40549. * Returns `true` if the given bounding box intersects with this bounding box.
  40550. *
  40551. * @param {Box2} box - The bounding box to test.
  40552. * @return {boolean} Whether the given bounding box intersects with this bounding box.
  40553. */
  40554. intersectsBox( box ) {
  40555. // using 4 splitting planes to rule out intersections
  40556. return box.max.x >= this.min.x && box.min.x <= this.max.x &&
  40557. box.max.y >= this.min.y && box.min.y <= this.max.y;
  40558. }
  40559. /**
  40560. * Clamps the given point within the bounds of this box.
  40561. *
  40562. * @param {Vector2} point - The point to clamp.
  40563. * @param {Vector2} target - The target vector that is used to store the method's result.
  40564. * @return {Vector2} The clamped point.
  40565. */
  40566. clampPoint( point, target ) {
  40567. return target.copy( point ).clamp( this.min, this.max );
  40568. }
  40569. /**
  40570. * Returns the euclidean distance from any edge of this box to the specified point. If
  40571. * the given point lies inside of this box, the distance will be `0`.
  40572. *
  40573. * @param {Vector2} point - The point to compute the distance to.
  40574. * @return {number} The euclidean distance.
  40575. */
  40576. distanceToPoint( point ) {
  40577. return this.clampPoint( point, _vector$4 ).distanceTo( point );
  40578. }
  40579. /**
  40580. * Computes the intersection of this bounding box and the given one, setting the upper
  40581. * bound of this box to the lesser of the two boxes' upper bounds and the
  40582. * lower bound of this box to the greater of the two boxes' lower bounds. If
  40583. * there's no overlap, makes this box empty.
  40584. *
  40585. * @param {Box2} box - The bounding box to intersect with.
  40586. * @return {Box2} A reference to this bounding box.
  40587. */
  40588. intersect( box ) {
  40589. this.min.max( box.min );
  40590. this.max.min( box.max );
  40591. if ( this.isEmpty() ) this.makeEmpty();
  40592. return this;
  40593. }
  40594. /**
  40595. * Computes the union of this box and another and the given one, setting the upper
  40596. * bound of this box to the greater of the two boxes' upper bounds and the
  40597. * lower bound of this box to the lesser of the two boxes' lower bounds.
  40598. *
  40599. * @param {Box2} box - The bounding box that will be unioned with this instance.
  40600. * @return {Box2} A reference to this bounding box.
  40601. */
  40602. union( box ) {
  40603. this.min.min( box.min );
  40604. this.max.max( box.max );
  40605. return this;
  40606. }
  40607. /**
  40608. * Adds the given offset to both the upper and lower bounds of this bounding box,
  40609. * effectively moving it in 2D space.
  40610. *
  40611. * @param {Vector2} offset - The offset that should be used to translate the bounding box.
  40612. * @return {Box2} A reference to this bounding box.
  40613. */
  40614. translate( offset ) {
  40615. this.min.add( offset );
  40616. this.max.add( offset );
  40617. return this;
  40618. }
  40619. /**
  40620. * Returns `true` if this bounding box is equal with the given one.
  40621. *
  40622. * @param {Box2} box - The box to test for equality.
  40623. * @return {boolean} Whether this bounding box is equal with the given one.
  40624. */
  40625. equals( box ) {
  40626. return box.min.equals( this.min ) && box.max.equals( this.max );
  40627. }
  40628. }
  40629. const _startP = /*@__PURE__*/ new Vector3();
  40630. const _startEnd = /*@__PURE__*/ new Vector3();
  40631. const _d1 = /*@__PURE__*/ new Vector3();
  40632. const _d2 = /*@__PURE__*/ new Vector3();
  40633. const _r = /*@__PURE__*/ new Vector3();
  40634. const _c1 = /*@__PURE__*/ new Vector3();
  40635. const _c2 = /*@__PURE__*/ new Vector3();
  40636. /**
  40637. * An analytical line segment in 3D space represented by a start and end point.
  40638. */
  40639. class Line3 {
  40640. /**
  40641. * Constructs a new line segment.
  40642. *
  40643. * @param {Vector3} [start=(0,0,0)] - Start of the line segment.
  40644. * @param {Vector3} [end=(0,0,0)] - End of the line segment.
  40645. */
  40646. constructor( start = new Vector3(), end = new Vector3() ) {
  40647. /**
  40648. * Start of the line segment.
  40649. *
  40650. * @type {Vector3}
  40651. */
  40652. this.start = start;
  40653. /**
  40654. * End of the line segment.
  40655. *
  40656. * @type {Vector3}
  40657. */
  40658. this.end = end;
  40659. }
  40660. /**
  40661. * Sets the start and end values by copying the given vectors.
  40662. *
  40663. * @param {Vector3} start - The start point.
  40664. * @param {Vector3} end - The end point.
  40665. * @return {Line3} A reference to this line segment.
  40666. */
  40667. set( start, end ) {
  40668. this.start.copy( start );
  40669. this.end.copy( end );
  40670. return this;
  40671. }
  40672. /**
  40673. * Copies the values of the given line segment to this instance.
  40674. *
  40675. * @param {Line3} line - The line segment to copy.
  40676. * @return {Line3} A reference to this line segment.
  40677. */
  40678. copy( line ) {
  40679. this.start.copy( line.start );
  40680. this.end.copy( line.end );
  40681. return this;
  40682. }
  40683. /**
  40684. * Returns the center of the line segment.
  40685. *
  40686. * @param {Vector3} target - The target vector that is used to store the method's result.
  40687. * @return {Vector3} The center point.
  40688. */
  40689. getCenter( target ) {
  40690. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  40691. }
  40692. /**
  40693. * Returns the delta vector of the line segment's start and end point.
  40694. *
  40695. * @param {Vector3} target - The target vector that is used to store the method's result.
  40696. * @return {Vector3} The delta vector.
  40697. */
  40698. delta( target ) {
  40699. return target.subVectors( this.end, this.start );
  40700. }
  40701. /**
  40702. * Returns the squared Euclidean distance between the line' start and end point.
  40703. *
  40704. * @return {number} The squared Euclidean distance.
  40705. */
  40706. distanceSq() {
  40707. return this.start.distanceToSquared( this.end );
  40708. }
  40709. /**
  40710. * Returns the Euclidean distance between the line' start and end point.
  40711. *
  40712. * @return {number} The Euclidean distance.
  40713. */
  40714. distance() {
  40715. return this.start.distanceTo( this.end );
  40716. }
  40717. /**
  40718. * Returns a vector at a certain position along the line segment.
  40719. *
  40720. * @param {number} t - A value between `[0,1]` to represent a position along the line segment.
  40721. * @param {Vector3} target - The target vector that is used to store the method's result.
  40722. * @return {Vector3} The delta vector.
  40723. */
  40724. at( t, target ) {
  40725. return this.delta( target ).multiplyScalar( t ).add( this.start );
  40726. }
  40727. /**
  40728. * Returns a point parameter based on the closest point as projected on the line segment.
  40729. *
  40730. * @param {Vector3} point - The point for which to return a point parameter.
  40731. * @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not.
  40732. * @return {number} The point parameter.
  40733. */
  40734. closestPointToPointParameter( point, clampToLine ) {
  40735. _startP.subVectors( point, this.start );
  40736. _startEnd.subVectors( this.end, this.start );
  40737. const startEnd2 = _startEnd.dot( _startEnd );
  40738. const startEnd_startP = _startEnd.dot( _startP );
  40739. let t = startEnd_startP / startEnd2;
  40740. if ( clampToLine ) {
  40741. t = clamp( t, 0, 1 );
  40742. }
  40743. return t;
  40744. }
  40745. /**
  40746. * Returns the closest point on the line for a given point.
  40747. *
  40748. * @param {Vector3} point - The point to compute the closest point on the line for.
  40749. * @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not.
  40750. * @param {Vector3} target - The target vector that is used to store the method's result.
  40751. * @return {Vector3} The closest point on the line.
  40752. */
  40753. closestPointToPoint( point, clampToLine, target ) {
  40754. const t = this.closestPointToPointParameter( point, clampToLine );
  40755. return this.delta( target ).multiplyScalar( t ).add( this.start );
  40756. }
  40757. /**
  40758. * Returns the closest squared distance between this line segment and the given one.
  40759. *
  40760. * @param {Line3} line - The line segment to compute the closest squared distance to.
  40761. * @param {Vector3} [c1] - The closest point on this line segment.
  40762. * @param {Vector3} [c2] - The closest point on the given line segment.
  40763. * @return {number} The squared distance between this line segment and the given one.
  40764. */
  40765. distanceSqToLine3( line, c1 = _c1, c2 = _c2 ) {
  40766. // from Real-Time Collision Detection by Christer Ericson, chapter 5.1.9
  40767. // Computes closest points C1 and C2 of S1(s)=P1+s*(Q1-P1) and
  40768. // S2(t)=P2+t*(Q2-P2), returning s and t. Function result is squared
  40769. // distance between between S1(s) and S2(t)
  40770. const EPSILON = 1e-8 * 1e-8; // must be squared since we compare squared length
  40771. let s, t;
  40772. const p1 = this.start;
  40773. const p2 = line.start;
  40774. const q1 = this.end;
  40775. const q2 = line.end;
  40776. _d1.subVectors( q1, p1 ); // Direction vector of segment S1
  40777. _d2.subVectors( q2, p2 ); // Direction vector of segment S2
  40778. _r.subVectors( p1, p2 );
  40779. const a = _d1.dot( _d1 ); // Squared length of segment S1, always nonnegative
  40780. const e = _d2.dot( _d2 ); // Squared length of segment S2, always nonnegative
  40781. const f = _d2.dot( _r );
  40782. // Check if either or both segments degenerate into points
  40783. if ( a <= EPSILON && e <= EPSILON ) {
  40784. // Both segments degenerate into points
  40785. c1.copy( p1 );
  40786. c2.copy( p2 );
  40787. c1.sub( c2 );
  40788. return c1.dot( c1 );
  40789. }
  40790. if ( a <= EPSILON ) {
  40791. // First segment degenerates into a point
  40792. s = 0;
  40793. t = f / e; // s = 0 => t = (b*s + f) / e = f / e
  40794. t = clamp( t, 0, 1 );
  40795. } else {
  40796. const c = _d1.dot( _r );
  40797. if ( e <= EPSILON ) {
  40798. // Second segment degenerates into a point
  40799. t = 0;
  40800. s = clamp( - c / a, 0, 1 ); // t = 0 => s = (b*t - c) / a = -c / a
  40801. } else {
  40802. // The general nondegenerate case starts here
  40803. const b = _d1.dot( _d2 );
  40804. const denom = a * e - b * b; // Always nonnegative
  40805. // If segments not parallel, compute closest point on L1 to L2 and
  40806. // clamp to segment S1. Else pick arbitrary s (here 0)
  40807. if ( denom !== 0 ) {
  40808. s = clamp( ( b * f - c * e ) / denom, 0, 1 );
  40809. } else {
  40810. s = 0;
  40811. }
  40812. // Compute point on L2 closest to S1(s) using
  40813. // t = Dot((P1 + D1*s) - P2,D2) / Dot(D2,D2) = (b*s + f) / e
  40814. t = ( b * s + f ) / e;
  40815. // If t in [0,1] done. Else clamp t, recompute s for the new value
  40816. // of t using s = Dot((P2 + D2*t) - P1,D1) / Dot(D1,D1)= (t*b - c) / a
  40817. // and clamp s to [0, 1]
  40818. if ( t < 0 ) {
  40819. t = 0.;
  40820. s = clamp( - c / a, 0, 1 );
  40821. } else if ( t > 1 ) {
  40822. t = 1;
  40823. s = clamp( ( b - c ) / a, 0, 1 );
  40824. }
  40825. }
  40826. }
  40827. c1.copy( p1 ).add( _d1.multiplyScalar( s ) );
  40828. c2.copy( p2 ).add( _d2.multiplyScalar( t ) );
  40829. c1.sub( c2 );
  40830. return c1.dot( c1 );
  40831. }
  40832. /**
  40833. * Applies a 4x4 transformation matrix to this line segment.
  40834. *
  40835. * @param {Matrix4} matrix - The transformation matrix.
  40836. * @return {Line3} A reference to this line segment.
  40837. */
  40838. applyMatrix4( matrix ) {
  40839. this.start.applyMatrix4( matrix );
  40840. this.end.applyMatrix4( matrix );
  40841. return this;
  40842. }
  40843. /**
  40844. * Returns `true` if this line segment is equal with the given one.
  40845. *
  40846. * @param {Line3} line - The line segment to test for equality.
  40847. * @return {boolean} Whether this line segment is equal with the given one.
  40848. */
  40849. equals( line ) {
  40850. return line.start.equals( this.start ) && line.end.equals( this.end );
  40851. }
  40852. /**
  40853. * Returns a new line segment with copied values from this instance.
  40854. *
  40855. * @return {Line3} A clone of this instance.
  40856. */
  40857. clone() {
  40858. return new this.constructor().copy( this );
  40859. }
  40860. }
  40861. const _vector$3 = /*@__PURE__*/ new Vector3();
  40862. /**
  40863. * This displays a cone shaped helper object for a {@link SpotLight}.
  40864. *
  40865. * ```js
  40866. * const spotLight = new THREE.SpotLight( 0xffffff );
  40867. * spotLight.position.set( 10, 10, 10 );
  40868. * scene.add( spotLight );
  40869. *
  40870. * const spotLightHelper = new THREE.SpotLightHelper( spotLight );
  40871. * scene.add( spotLightHelper );
  40872. * ```
  40873. *
  40874. * @augments Object3D
  40875. */
  40876. class SpotLightHelper extends Object3D {
  40877. /**
  40878. * Constructs a new spot light helper.
  40879. *
  40880. * @param {HemisphereLight} light - The light to be visualized.
  40881. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  40882. * the color of the light.
  40883. */
  40884. constructor( light, color ) {
  40885. super();
  40886. /**
  40887. * The light being visualized.
  40888. *
  40889. * @type {SpotLight}
  40890. */
  40891. this.light = light;
  40892. this.matrixAutoUpdate = false;
  40893. /**
  40894. * The color parameter passed in the constructor.
  40895. * If not set, the helper will take the color of the light.
  40896. *
  40897. * @type {number|Color|string}
  40898. */
  40899. this.color = color;
  40900. this.type = 'SpotLightHelper';
  40901. const geometry = new BufferGeometry();
  40902. const positions = [
  40903. 0, 0, 0, 0, 0, 1,
  40904. 0, 0, 0, 1, 0, 1,
  40905. 0, 0, 0, -1, 0, 1,
  40906. 0, 0, 0, 0, 1, 1,
  40907. 0, 0, 0, 0, -1, 1
  40908. ];
  40909. for ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  40910. const p1 = ( i / l ) * Math.PI * 2;
  40911. const p2 = ( j / l ) * Math.PI * 2;
  40912. positions.push(
  40913. Math.cos( p1 ), Math.sin( p1 ), 1,
  40914. Math.cos( p2 ), Math.sin( p2 ), 1
  40915. );
  40916. }
  40917. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  40918. const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  40919. this.cone = new LineSegments( geometry, material );
  40920. this.add( this.cone );
  40921. this.update();
  40922. }
  40923. /**
  40924. * Frees the GPU-related resources allocated by this instance. Call this
  40925. * method whenever this instance is no longer used in your app.
  40926. */
  40927. dispose() {
  40928. this.cone.geometry.dispose();
  40929. this.cone.material.dispose();
  40930. }
  40931. /**
  40932. * Updates the helper to match the position and direction of the
  40933. * light being visualized.
  40934. */
  40935. update() {
  40936. this.light.updateWorldMatrix( true, false );
  40937. this.light.target.updateWorldMatrix( true, false );
  40938. // update the local matrix based on the parent and light target transforms
  40939. if ( this.parent ) {
  40940. this.parent.updateWorldMatrix( true );
  40941. this.matrix
  40942. .copy( this.parent.matrixWorld )
  40943. .invert()
  40944. .multiply( this.light.matrixWorld );
  40945. } else {
  40946. this.matrix.copy( this.light.matrixWorld );
  40947. }
  40948. this.matrixWorld.copy( this.light.matrixWorld );
  40949. const coneLength = this.light.distance ? this.light.distance : 1000;
  40950. const coneWidth = coneLength * Math.tan( this.light.angle );
  40951. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  40952. _vector$3.setFromMatrixPosition( this.light.target.matrixWorld );
  40953. this.cone.lookAt( _vector$3 );
  40954. if ( this.color !== undefined ) {
  40955. this.cone.material.color.set( this.color );
  40956. } else {
  40957. this.cone.material.color.copy( this.light.color );
  40958. }
  40959. }
  40960. }
  40961. const _vector$2 = /*@__PURE__*/ new Vector3();
  40962. const _boneMatrix = /*@__PURE__*/ new Matrix4();
  40963. const _matrixWorldInv = /*@__PURE__*/ new Matrix4();
  40964. /**
  40965. * A helper object to assist with visualizing a {@link Skeleton}.
  40966. *
  40967. * ```js
  40968. * const helper = new THREE.SkeletonHelper( skinnedMesh );
  40969. * scene.add( helper );
  40970. * ```
  40971. *
  40972. * @augments LineSegments
  40973. */
  40974. class SkeletonHelper extends LineSegments {
  40975. /**
  40976. * Constructs a new skeleton helper.
  40977. *
  40978. * @param {Object3D} object - Usually an instance of {@link SkinnedMesh}. However, any 3D object
  40979. * can be used if it represents a hierarchy of bones (see {@link Bone}).
  40980. */
  40981. constructor( object ) {
  40982. const bones = getBoneList( object );
  40983. const geometry = new BufferGeometry();
  40984. const vertices = [];
  40985. const colors = [];
  40986. for ( let i = 0; i < bones.length; i ++ ) {
  40987. const bone = bones[ i ];
  40988. if ( bone.parent && bone.parent.isBone ) {
  40989. vertices.push( 0, 0, 0 );
  40990. vertices.push( 0, 0, 0 );
  40991. colors.push( 0, 0, 0 );
  40992. colors.push( 0, 0, 0 );
  40993. }
  40994. }
  40995. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  40996. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  40997. const material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );
  40998. super( geometry, material );
  40999. /**
  41000. * This flag can be used for type testing.
  41001. *
  41002. * @type {boolean}
  41003. * @readonly
  41004. * @default true
  41005. */
  41006. this.isSkeletonHelper = true;
  41007. this.type = 'SkeletonHelper';
  41008. /**
  41009. * The object being visualized.
  41010. *
  41011. * @type {Object3D}
  41012. */
  41013. this.root = object;
  41014. /**
  41015. * The list of bones that the helper visualizes.
  41016. *
  41017. * @type {Array<Bone>}
  41018. */
  41019. this.bones = bones;
  41020. this.matrix = object.matrixWorld;
  41021. this.matrixAutoUpdate = false;
  41022. // colors
  41023. const color1 = new Color( 0x0000ff );
  41024. const color2 = new Color( 0x00ff00 );
  41025. this.setColors( color1, color2 );
  41026. }
  41027. updateMatrixWorld( force ) {
  41028. const bones = this.bones;
  41029. const geometry = this.geometry;
  41030. const position = geometry.getAttribute( 'position' );
  41031. _matrixWorldInv.copy( this.root.matrixWorld ).invert();
  41032. for ( let i = 0, j = 0; i < bones.length; i ++ ) {
  41033. const bone = bones[ i ];
  41034. if ( bone.parent && bone.parent.isBone ) {
  41035. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  41036. _vector$2.setFromMatrixPosition( _boneMatrix );
  41037. position.setXYZ( j, _vector$2.x, _vector$2.y, _vector$2.z );
  41038. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  41039. _vector$2.setFromMatrixPosition( _boneMatrix );
  41040. position.setXYZ( j + 1, _vector$2.x, _vector$2.y, _vector$2.z );
  41041. j += 2;
  41042. }
  41043. }
  41044. geometry.getAttribute( 'position' ).needsUpdate = true;
  41045. super.updateMatrixWorld( force );
  41046. }
  41047. /**
  41048. * Defines the colors of the helper.
  41049. *
  41050. * @param {Color} color1 - The first line color for each bone.
  41051. * @param {Color} color2 - The second line color for each bone.
  41052. * @return {SkeletonHelper} A reference to this helper.
  41053. */
  41054. setColors( color1, color2 ) {
  41055. const geometry = this.geometry;
  41056. const colorAttribute = geometry.getAttribute( 'color' );
  41057. for ( let i = 0; i < colorAttribute.count; i += 2 ) {
  41058. colorAttribute.setXYZ( i, color1.r, color1.g, color1.b );
  41059. colorAttribute.setXYZ( i + 1, color2.r, color2.g, color2.b );
  41060. }
  41061. colorAttribute.needsUpdate = true;
  41062. return this;
  41063. }
  41064. /**
  41065. * Frees the GPU-related resources allocated by this instance. Call this
  41066. * method whenever this instance is no longer used in your app.
  41067. */
  41068. dispose() {
  41069. this.geometry.dispose();
  41070. this.material.dispose();
  41071. }
  41072. }
  41073. function getBoneList( object ) {
  41074. const boneList = [];
  41075. if ( object.isBone === true ) {
  41076. boneList.push( object );
  41077. }
  41078. for ( let i = 0; i < object.children.length; i ++ ) {
  41079. boneList.push( ...getBoneList( object.children[ i ] ) );
  41080. }
  41081. return boneList;
  41082. }
  41083. /**
  41084. * This displays a helper object consisting of a spherical mesh for
  41085. * visualizing an instance of {@link PointLight}.
  41086. *
  41087. * ```js
  41088. * const pointLight = new THREE.PointLight( 0xff0000, 1, 100 );
  41089. * pointLight.position.set( 10, 10, 10 );
  41090. * scene.add( pointLight );
  41091. *
  41092. * const sphereSize = 1;
  41093. * const pointLightHelper = new THREE.PointLightHelper( pointLight, sphereSize );
  41094. * scene.add( pointLightHelper );
  41095. * ```
  41096. *
  41097. * @augments Mesh
  41098. */
  41099. class PointLightHelper extends Mesh {
  41100. /**
  41101. * Constructs a new point light helper.
  41102. *
  41103. * @param {PointLight} light - The light to be visualized.
  41104. * @param {number} [sphereSize=1] - The size of the sphere helper.
  41105. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  41106. * the color of the light.
  41107. */
  41108. constructor( light, sphereSize, color ) {
  41109. const geometry = new SphereGeometry( sphereSize, 4, 2 );
  41110. const material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  41111. super( geometry, material );
  41112. /**
  41113. * The light being visualized.
  41114. *
  41115. * @type {HemisphereLight}
  41116. */
  41117. this.light = light;
  41118. /**
  41119. * The color parameter passed in the constructor.
  41120. * If not set, the helper will take the color of the light.
  41121. *
  41122. * @type {number|Color|string}
  41123. */
  41124. this.color = color;
  41125. this.type = 'PointLightHelper';
  41126. this.matrix = this.light.matrixWorld;
  41127. this.matrixAutoUpdate = false;
  41128. this.update();
  41129. /*
  41130. // TODO: delete this comment?
  41131. const distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
  41132. const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  41133. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  41134. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  41135. const d = light.distance;
  41136. if ( d === 0.0 ) {
  41137. this.lightDistance.visible = false;
  41138. } else {
  41139. this.lightDistance.scale.set( d, d, d );
  41140. }
  41141. this.add( this.lightDistance );
  41142. */
  41143. }
  41144. /**
  41145. * Frees the GPU-related resources allocated by this instance. Call this
  41146. * method whenever this instance is no longer used in your app.
  41147. */
  41148. dispose() {
  41149. this.geometry.dispose();
  41150. this.material.dispose();
  41151. }
  41152. /**
  41153. * Updates the helper to match the position of the
  41154. * light being visualized.
  41155. */
  41156. update() {
  41157. this.light.updateWorldMatrix( true, false );
  41158. if ( this.color !== undefined ) {
  41159. this.material.color.set( this.color );
  41160. } else {
  41161. this.material.color.copy( this.light.color );
  41162. }
  41163. /*
  41164. const d = this.light.distance;
  41165. if ( d === 0.0 ) {
  41166. this.lightDistance.visible = false;
  41167. } else {
  41168. this.lightDistance.visible = true;
  41169. this.lightDistance.scale.set( d, d, d );
  41170. }
  41171. */
  41172. }
  41173. }
  41174. const _vector$1 = /*@__PURE__*/ new Vector3();
  41175. const _color1 = /*@__PURE__*/ new Color();
  41176. const _color2 = /*@__PURE__*/ new Color();
  41177. /**
  41178. * Creates a visual aid consisting of a spherical mesh for a
  41179. * given {@link HemisphereLight}.
  41180. *
  41181. * ```js
  41182. * const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
  41183. * const helper = new THREE.HemisphereLightHelper( light, 5 );
  41184. * scene.add( helper );
  41185. * ```
  41186. *
  41187. * @augments Object3D
  41188. */
  41189. class HemisphereLightHelper extends Object3D {
  41190. /**
  41191. * Constructs a new hemisphere light helper.
  41192. *
  41193. * @param {HemisphereLight} light - The light to be visualized.
  41194. * @param {number} [size=1] - The size of the mesh used to visualize the light.
  41195. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  41196. * the color of the light.
  41197. */
  41198. constructor( light, size, color ) {
  41199. super();
  41200. /**
  41201. * The light being visualized.
  41202. *
  41203. * @type {HemisphereLight}
  41204. */
  41205. this.light = light;
  41206. this.matrix = light.matrixWorld;
  41207. this.matrixAutoUpdate = false;
  41208. /**
  41209. * The color parameter passed in the constructor.
  41210. * If not set, the helper will take the color of the light.
  41211. *
  41212. * @type {number|Color|string}
  41213. */
  41214. this.color = color;
  41215. this.type = 'HemisphereLightHelper';
  41216. const geometry = new OctahedronGeometry( size );
  41217. geometry.rotateY( Math.PI * 0.5 );
  41218. this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  41219. if ( this.color === undefined ) this.material.vertexColors = true;
  41220. const position = geometry.getAttribute( 'position' );
  41221. const colors = new Float32Array( position.count * 3 );
  41222. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  41223. this.add( new Mesh( geometry, this.material ) );
  41224. this.update();
  41225. }
  41226. /**
  41227. * Frees the GPU-related resources allocated by this instance. Call this
  41228. * method whenever this instance is no longer used in your app.
  41229. */
  41230. dispose() {
  41231. this.children[ 0 ].geometry.dispose();
  41232. this.children[ 0 ].material.dispose();
  41233. }
  41234. /**
  41235. * Updates the helper to match the position and direction of the
  41236. * light being visualized.
  41237. */
  41238. update() {
  41239. const mesh = this.children[ 0 ];
  41240. if ( this.color !== undefined ) {
  41241. this.material.color.set( this.color );
  41242. } else {
  41243. const colors = mesh.geometry.getAttribute( 'color' );
  41244. _color1.copy( this.light.color );
  41245. _color2.copy( this.light.groundColor );
  41246. for ( let i = 0, l = colors.count; i < l; i ++ ) {
  41247. const color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  41248. colors.setXYZ( i, color.r, color.g, color.b );
  41249. }
  41250. colors.needsUpdate = true;
  41251. }
  41252. this.light.updateWorldMatrix( true, false );
  41253. mesh.lookAt( _vector$1.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  41254. }
  41255. }
  41256. /**
  41257. * The helper is an object to define grids. Grids are two-dimensional
  41258. * arrays of lines.
  41259. *
  41260. * ```js
  41261. * const size = 10;
  41262. * const divisions = 10;
  41263. *
  41264. * const gridHelper = new THREE.GridHelper( size, divisions );
  41265. * scene.add( gridHelper );
  41266. * ```
  41267. *
  41268. * @augments LineSegments
  41269. */
  41270. class GridHelper extends LineSegments {
  41271. /**
  41272. * Constructs a new grid helper.
  41273. *
  41274. * @param {number} [size=10] - The size of the grid.
  41275. * @param {number} [divisions=10] - The number of divisions across the grid.
  41276. * @param {number|Color|string} [color1=0x444444] - The color of the center line.
  41277. * @param {number|Color|string} [color2=0x888888] - The color of the lines of the grid.
  41278. */
  41279. constructor( size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888 ) {
  41280. color1 = new Color( color1 );
  41281. color2 = new Color( color2 );
  41282. const center = divisions / 2;
  41283. const step = size / divisions;
  41284. const halfSize = size / 2;
  41285. const vertices = [], colors = [];
  41286. for ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  41287. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  41288. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  41289. const color = i === center ? color1 : color2;
  41290. color.toArray( colors, j ); j += 3;
  41291. color.toArray( colors, j ); j += 3;
  41292. color.toArray( colors, j ); j += 3;
  41293. color.toArray( colors, j ); j += 3;
  41294. }
  41295. const geometry = new BufferGeometry();
  41296. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41297. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41298. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  41299. super( geometry, material );
  41300. this.type = 'GridHelper';
  41301. }
  41302. /**
  41303. * Frees the GPU-related resources allocated by this instance. Call this
  41304. * method whenever this instance is no longer used in your app.
  41305. */
  41306. dispose() {
  41307. this.geometry.dispose();
  41308. this.material.dispose();
  41309. }
  41310. }
  41311. /**
  41312. * This helper is an object to define polar grids. Grids are
  41313. * two-dimensional arrays of lines.
  41314. *
  41315. * ```js
  41316. * const radius = 10;
  41317. * const sectors = 16;
  41318. * const rings = 8;
  41319. * const divisions = 64;
  41320. *
  41321. * const helper = new THREE.PolarGridHelper( radius, sectors, rings, divisions );
  41322. * scene.add( helper );
  41323. * ```
  41324. *
  41325. * @augments LineSegments
  41326. */
  41327. class PolarGridHelper extends LineSegments {
  41328. /**
  41329. * Constructs a new polar grid helper.
  41330. *
  41331. * @param {number} [radius=10] - The radius of the polar grid. This can be any positive number.
  41332. * @param {number} [sectors=16] - The number of sectors the grid will be divided into. This can be any positive integer.
  41333. * @param {number} [rings=16] - The number of rings. This can be any positive integer.
  41334. * @param {number} [divisions=64] - The number of line segments used for each circle. This can be any positive integer.
  41335. * @param {number|Color|string} [color1=0x444444] - The first color used for grid elements.
  41336. * @param {number|Color|string} [color2=0x888888] - The second color used for grid elements.
  41337. */
  41338. constructor( radius = 10, sectors = 16, rings = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888 ) {
  41339. color1 = new Color( color1 );
  41340. color2 = new Color( color2 );
  41341. const vertices = [];
  41342. const colors = [];
  41343. // create the sectors
  41344. if ( sectors > 1 ) {
  41345. for ( let i = 0; i < sectors; i ++ ) {
  41346. const v = ( i / sectors ) * ( Math.PI * 2 );
  41347. const x = Math.sin( v ) * radius;
  41348. const z = Math.cos( v ) * radius;
  41349. vertices.push( 0, 0, 0 );
  41350. vertices.push( x, 0, z );
  41351. const color = ( i & 1 ) ? color1 : color2;
  41352. colors.push( color.r, color.g, color.b );
  41353. colors.push( color.r, color.g, color.b );
  41354. }
  41355. }
  41356. // create the rings
  41357. for ( let i = 0; i < rings; i ++ ) {
  41358. const color = ( i & 1 ) ? color1 : color2;
  41359. const r = radius - ( radius / rings * i );
  41360. for ( let j = 0; j < divisions; j ++ ) {
  41361. // first vertex
  41362. let v = ( j / divisions ) * ( Math.PI * 2 );
  41363. let x = Math.sin( v ) * r;
  41364. let z = Math.cos( v ) * r;
  41365. vertices.push( x, 0, z );
  41366. colors.push( color.r, color.g, color.b );
  41367. // second vertex
  41368. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  41369. x = Math.sin( v ) * r;
  41370. z = Math.cos( v ) * r;
  41371. vertices.push( x, 0, z );
  41372. colors.push( color.r, color.g, color.b );
  41373. }
  41374. }
  41375. const geometry = new BufferGeometry();
  41376. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41377. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41378. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  41379. super( geometry, material );
  41380. this.type = 'PolarGridHelper';
  41381. }
  41382. /**
  41383. * Frees the GPU-related resources allocated by this instance. Call this
  41384. * method whenever this instance is no longer used in your app.
  41385. */
  41386. dispose() {
  41387. this.geometry.dispose();
  41388. this.material.dispose();
  41389. }
  41390. }
  41391. const _v1 = /*@__PURE__*/ new Vector3();
  41392. const _v2 = /*@__PURE__*/ new Vector3();
  41393. const _v3 = /*@__PURE__*/ new Vector3();
  41394. /**
  41395. * Helper object to assist with visualizing a {@link DirectionalLight}'s
  41396. * effect on the scene. This consists of plane and a line representing the
  41397. * light's position and direction.
  41398. *
  41399. * ```js
  41400. * const light = new THREE.DirectionalLight( 0xFFFFFF );
  41401. * scene.add( light );
  41402. *
  41403. * const helper = new THREE.DirectionalLightHelper( light, 5 );
  41404. * scene.add( helper );
  41405. * ```
  41406. *
  41407. * @augments Object3D
  41408. */
  41409. class DirectionalLightHelper extends Object3D {
  41410. /**
  41411. * Constructs a new directional light helper.
  41412. *
  41413. * @param {DirectionalLight} light - The light to be visualized.
  41414. * @param {number} [size=1] - The dimensions of the plane.
  41415. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  41416. * the color of the light.
  41417. */
  41418. constructor( light, size, color ) {
  41419. super();
  41420. /**
  41421. * The light being visualized.
  41422. *
  41423. * @type {DirectionalLight}
  41424. */
  41425. this.light = light;
  41426. this.matrix = light.matrixWorld;
  41427. this.matrixAutoUpdate = false;
  41428. /**
  41429. * The color parameter passed in the constructor.
  41430. * If not set, the helper will take the color of the light.
  41431. *
  41432. * @type {number|Color|string}
  41433. */
  41434. this.color = color;
  41435. this.type = 'DirectionalLightHelper';
  41436. if ( size === undefined ) size = 1;
  41437. let geometry = new BufferGeometry();
  41438. geometry.setAttribute( 'position', new Float32BufferAttribute( [
  41439. - size, size, 0,
  41440. size, size, 0,
  41441. size, - size, 0,
  41442. - size, - size, 0,
  41443. - size, size, 0
  41444. ], 3 ) );
  41445. const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  41446. /**
  41447. * Contains the line showing the location of the directional light.
  41448. *
  41449. * @type {Line}
  41450. */
  41451. this.lightPlane = new Line( geometry, material );
  41452. this.add( this.lightPlane );
  41453. geometry = new BufferGeometry();
  41454. geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  41455. /**
  41456. * Represents the target line of the directional light.
  41457. *
  41458. * @type {Line}
  41459. */
  41460. this.targetLine = new Line( geometry, material );
  41461. this.add( this.targetLine );
  41462. this.update();
  41463. }
  41464. /**
  41465. * Frees the GPU-related resources allocated by this instance. Call this
  41466. * method whenever this instance is no longer used in your app.
  41467. */
  41468. dispose() {
  41469. this.lightPlane.geometry.dispose();
  41470. this.lightPlane.material.dispose();
  41471. this.targetLine.geometry.dispose();
  41472. this.targetLine.material.dispose();
  41473. }
  41474. /**
  41475. * Updates the helper to match the position and direction of the
  41476. * light being visualized.
  41477. */
  41478. update() {
  41479. this.light.updateWorldMatrix( true, false );
  41480. this.light.target.updateWorldMatrix( true, false );
  41481. _v1.setFromMatrixPosition( this.light.matrixWorld );
  41482. _v2.setFromMatrixPosition( this.light.target.matrixWorld );
  41483. _v3.subVectors( _v2, _v1 );
  41484. this.lightPlane.lookAt( _v2 );
  41485. if ( this.color !== undefined ) {
  41486. this.lightPlane.material.color.set( this.color );
  41487. this.targetLine.material.color.set( this.color );
  41488. } else {
  41489. this.lightPlane.material.color.copy( this.light.color );
  41490. this.targetLine.material.color.copy( this.light.color );
  41491. }
  41492. this.targetLine.lookAt( _v2 );
  41493. this.targetLine.scale.z = _v3.length();
  41494. }
  41495. }
  41496. const _vector = /*@__PURE__*/ new Vector3();
  41497. const _camera = /*@__PURE__*/ new Camera();
  41498. /**
  41499. * This helps with visualizing what a camera contains in its frustum. It
  41500. * visualizes the frustum of a camera using a line segments.
  41501. *
  41502. * Based on frustum visualization in [lightgl.js shadowmap example](https://github.com/evanw/lightgl.js/blob/master/tests/shadowmap.html).
  41503. *
  41504. * `CameraHelper` must be a child of the scene.
  41505. *
  41506. * ```js
  41507. * const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
  41508. * const helper = new THREE.CameraHelper( camera );
  41509. * scene.add( helper );
  41510. * ```
  41511. *
  41512. * @augments LineSegments
  41513. */
  41514. class CameraHelper extends LineSegments {
  41515. /**
  41516. * Constructs a new arrow helper.
  41517. *
  41518. * @param {Camera} camera - The camera to visualize.
  41519. */
  41520. constructor( camera ) {
  41521. const geometry = new BufferGeometry();
  41522. const material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );
  41523. const vertices = [];
  41524. const colors = [];
  41525. const pointMap = {};
  41526. // near
  41527. addLine( 'n1', 'n2' );
  41528. addLine( 'n2', 'n4' );
  41529. addLine( 'n4', 'n3' );
  41530. addLine( 'n3', 'n1' );
  41531. // far
  41532. addLine( 'f1', 'f2' );
  41533. addLine( 'f2', 'f4' );
  41534. addLine( 'f4', 'f3' );
  41535. addLine( 'f3', 'f1' );
  41536. // sides
  41537. addLine( 'n1', 'f1' );
  41538. addLine( 'n2', 'f2' );
  41539. addLine( 'n3', 'f3' );
  41540. addLine( 'n4', 'f4' );
  41541. // cone
  41542. addLine( 'p', 'n1' );
  41543. addLine( 'p', 'n2' );
  41544. addLine( 'p', 'n3' );
  41545. addLine( 'p', 'n4' );
  41546. // up
  41547. addLine( 'u1', 'u2' );
  41548. addLine( 'u2', 'u3' );
  41549. addLine( 'u3', 'u1' );
  41550. // target
  41551. addLine( 'c', 't' );
  41552. addLine( 'p', 'c' );
  41553. // cross
  41554. addLine( 'cn1', 'cn2' );
  41555. addLine( 'cn3', 'cn4' );
  41556. addLine( 'cf1', 'cf2' );
  41557. addLine( 'cf3', 'cf4' );
  41558. function addLine( a, b ) {
  41559. addPoint( a );
  41560. addPoint( b );
  41561. }
  41562. function addPoint( id ) {
  41563. vertices.push( 0, 0, 0 );
  41564. colors.push( 0, 0, 0 );
  41565. if ( pointMap[ id ] === undefined ) {
  41566. pointMap[ id ] = [];
  41567. }
  41568. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  41569. }
  41570. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41571. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41572. super( geometry, material );
  41573. this.type = 'CameraHelper';
  41574. /**
  41575. * The camera being visualized.
  41576. *
  41577. * @type {Camera}
  41578. */
  41579. this.camera = camera;
  41580. if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();
  41581. this.matrix = camera.matrixWorld;
  41582. this.matrixAutoUpdate = false;
  41583. /**
  41584. * This contains the points used to visualize the camera.
  41585. *
  41586. * @type {Object<string,Array<number>>}
  41587. */
  41588. this.pointMap = pointMap;
  41589. this.update();
  41590. // colors
  41591. const colorFrustum = new Color( 0xffaa00 );
  41592. const colorCone = new Color( 0xff0000 );
  41593. const colorUp = new Color( 0x00aaff );
  41594. const colorTarget = new Color( 0xffffff );
  41595. const colorCross = new Color( 0x333333 );
  41596. this.setColors( colorFrustum, colorCone, colorUp, colorTarget, colorCross );
  41597. }
  41598. /**
  41599. * Defines the colors of the helper.
  41600. *
  41601. * @param {Color} frustum - The frustum line color.
  41602. * @param {Color} cone - The cone line color.
  41603. * @param {Color} up - The up line color.
  41604. * @param {Color} target - The target line color.
  41605. * @param {Color} cross - The cross line color.
  41606. * @return {CameraHelper} A reference to this helper.
  41607. */
  41608. setColors( frustum, cone, up, target, cross ) {
  41609. const geometry = this.geometry;
  41610. const colorAttribute = geometry.getAttribute( 'color' );
  41611. // near
  41612. colorAttribute.setXYZ( 0, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 1, frustum.r, frustum.g, frustum.b ); // n1, n2
  41613. colorAttribute.setXYZ( 2, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 3, frustum.r, frustum.g, frustum.b ); // n2, n4
  41614. colorAttribute.setXYZ( 4, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 5, frustum.r, frustum.g, frustum.b ); // n4, n3
  41615. colorAttribute.setXYZ( 6, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 7, frustum.r, frustum.g, frustum.b ); // n3, n1
  41616. // far
  41617. colorAttribute.setXYZ( 8, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 9, frustum.r, frustum.g, frustum.b ); // f1, f2
  41618. colorAttribute.setXYZ( 10, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 11, frustum.r, frustum.g, frustum.b ); // f2, f4
  41619. colorAttribute.setXYZ( 12, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 13, frustum.r, frustum.g, frustum.b ); // f4, f3
  41620. colorAttribute.setXYZ( 14, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 15, frustum.r, frustum.g, frustum.b ); // f3, f1
  41621. // sides
  41622. colorAttribute.setXYZ( 16, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 17, frustum.r, frustum.g, frustum.b ); // n1, f1
  41623. colorAttribute.setXYZ( 18, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 19, frustum.r, frustum.g, frustum.b ); // n2, f2
  41624. colorAttribute.setXYZ( 20, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 21, frustum.r, frustum.g, frustum.b ); // n3, f3
  41625. colorAttribute.setXYZ( 22, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 23, frustum.r, frustum.g, frustum.b ); // n4, f4
  41626. // cone
  41627. colorAttribute.setXYZ( 24, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 25, cone.r, cone.g, cone.b ); // p, n1
  41628. colorAttribute.setXYZ( 26, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 27, cone.r, cone.g, cone.b ); // p, n2
  41629. colorAttribute.setXYZ( 28, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 29, cone.r, cone.g, cone.b ); // p, n3
  41630. colorAttribute.setXYZ( 30, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 31, cone.r, cone.g, cone.b ); // p, n4
  41631. // up
  41632. colorAttribute.setXYZ( 32, up.r, up.g, up.b ); colorAttribute.setXYZ( 33, up.r, up.g, up.b ); // u1, u2
  41633. colorAttribute.setXYZ( 34, up.r, up.g, up.b ); colorAttribute.setXYZ( 35, up.r, up.g, up.b ); // u2, u3
  41634. colorAttribute.setXYZ( 36, up.r, up.g, up.b ); colorAttribute.setXYZ( 37, up.r, up.g, up.b ); // u3, u1
  41635. // target
  41636. colorAttribute.setXYZ( 38, target.r, target.g, target.b ); colorAttribute.setXYZ( 39, target.r, target.g, target.b ); // c, t
  41637. colorAttribute.setXYZ( 40, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 41, cross.r, cross.g, cross.b ); // p, c
  41638. // cross
  41639. colorAttribute.setXYZ( 42, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 43, cross.r, cross.g, cross.b ); // cn1, cn2
  41640. colorAttribute.setXYZ( 44, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 45, cross.r, cross.g, cross.b ); // cn3, cn4
  41641. colorAttribute.setXYZ( 46, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 47, cross.r, cross.g, cross.b ); // cf1, cf2
  41642. colorAttribute.setXYZ( 48, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 49, cross.r, cross.g, cross.b ); // cf3, cf4
  41643. colorAttribute.needsUpdate = true;
  41644. return this;
  41645. }
  41646. /**
  41647. * Updates the helper based on the projection matrix of the camera.
  41648. */
  41649. update() {
  41650. const geometry = this.geometry;
  41651. const pointMap = this.pointMap;
  41652. const w = 1, h = 1;
  41653. let nearZ, farZ;
  41654. // we need just camera projection matrix inverse
  41655. // world matrix must be identity
  41656. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  41657. // Adjust z values based on coordinate system
  41658. if ( this.camera.reversedDepth === true ) {
  41659. nearZ = 1;
  41660. farZ = 0;
  41661. } else {
  41662. if ( this.camera.coordinateSystem === WebGLCoordinateSystem ) {
  41663. nearZ = -1;
  41664. farZ = 1;
  41665. } else if ( this.camera.coordinateSystem === WebGPUCoordinateSystem ) {
  41666. nearZ = 0;
  41667. farZ = 1;
  41668. } else {
  41669. throw new Error( 'THREE.CameraHelper.update(): Invalid coordinate system: ' + this.camera.coordinateSystem );
  41670. }
  41671. }
  41672. // center / target
  41673. setPoint( 'c', pointMap, geometry, _camera, 0, 0, nearZ );
  41674. setPoint( 't', pointMap, geometry, _camera, 0, 0, farZ );
  41675. // near
  41676. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, nearZ );
  41677. setPoint( 'n2', pointMap, geometry, _camera, w, - h, nearZ );
  41678. setPoint( 'n3', pointMap, geometry, _camera, - w, h, nearZ );
  41679. setPoint( 'n4', pointMap, geometry, _camera, w, h, nearZ );
  41680. // far
  41681. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, farZ );
  41682. setPoint( 'f2', pointMap, geometry, _camera, w, - h, farZ );
  41683. setPoint( 'f3', pointMap, geometry, _camera, - w, h, farZ );
  41684. setPoint( 'f4', pointMap, geometry, _camera, w, h, farZ );
  41685. // up
  41686. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, nearZ );
  41687. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, nearZ );
  41688. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, nearZ );
  41689. // cross
  41690. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, farZ );
  41691. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, farZ );
  41692. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, farZ );
  41693. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, farZ );
  41694. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, nearZ );
  41695. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, nearZ );
  41696. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, nearZ );
  41697. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, nearZ );
  41698. geometry.getAttribute( 'position' ).needsUpdate = true;
  41699. }
  41700. /**
  41701. * Frees the GPU-related resources allocated by this instance. Call this
  41702. * method whenever this instance is no longer used in your app.
  41703. */
  41704. dispose() {
  41705. this.geometry.dispose();
  41706. this.material.dispose();
  41707. }
  41708. }
  41709. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  41710. _vector.set( x, y, z ).unproject( camera );
  41711. const points = pointMap[ point ];
  41712. if ( points !== undefined ) {
  41713. const position = geometry.getAttribute( 'position' );
  41714. for ( let i = 0, l = points.length; i < l; i ++ ) {
  41715. position.setXYZ( points[ i ], _vector.x, _vector.y, _vector.z );
  41716. }
  41717. }
  41718. }
  41719. const _box = /*@__PURE__*/ new Box3();
  41720. /**
  41721. * Helper object to graphically show the world-axis-aligned bounding box
  41722. * around an object. The actual bounding box is handled with {@link Box3},
  41723. * this is just a visual helper for debugging. It can be automatically
  41724. * resized with {@link BoxHelper#update} when the object it's created from
  41725. * is transformed. Note that the object must have a geometry for this to work,
  41726. * so it won't work with sprites.
  41727. *
  41728. * ```js
  41729. * const sphere = new THREE.SphereGeometry();
  41730. * const object = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( 0xff0000 ) );
  41731. * const box = new THREE.BoxHelper( object, 0xffff00 );
  41732. * scene.add( box );
  41733. * ```
  41734. *
  41735. * @augments LineSegments
  41736. */
  41737. class BoxHelper extends LineSegments {
  41738. /**
  41739. * Constructs a new box helper.
  41740. *
  41741. * @param {Object3D} [object] - The 3D object to show the world-axis-aligned bounding box.
  41742. * @param {number|Color|string} [color=0xffff00] - The box's color.
  41743. */
  41744. constructor( object, color = 0xffff00 ) {
  41745. 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 ] );
  41746. const positions = new Float32Array( 8 * 3 );
  41747. const geometry = new BufferGeometry();
  41748. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  41749. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  41750. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41751. /**
  41752. * The 3D object being visualized.
  41753. *
  41754. * @type {Object3D}
  41755. */
  41756. this.object = object;
  41757. this.type = 'BoxHelper';
  41758. this.matrixAutoUpdate = false;
  41759. this.update();
  41760. }
  41761. /**
  41762. * Updates the helper's geometry to match the dimensions of the object,
  41763. * including any children.
  41764. */
  41765. update() {
  41766. if ( this.object !== undefined ) {
  41767. _box.setFromObject( this.object );
  41768. }
  41769. if ( _box.isEmpty() ) return;
  41770. const min = _box.min;
  41771. const max = _box.max;
  41772. /*
  41773. 5____4
  41774. 1/___0/|
  41775. | 6__|_7
  41776. 2/___3/
  41777. 0: max.x, max.y, max.z
  41778. 1: min.x, max.y, max.z
  41779. 2: min.x, min.y, max.z
  41780. 3: max.x, min.y, max.z
  41781. 4: max.x, max.y, min.z
  41782. 5: min.x, max.y, min.z
  41783. 6: min.x, min.y, min.z
  41784. 7: max.x, min.y, min.z
  41785. */
  41786. const position = this.geometry.attributes.position;
  41787. const array = position.array;
  41788. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  41789. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  41790. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  41791. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  41792. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  41793. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  41794. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  41795. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  41796. position.needsUpdate = true;
  41797. this.geometry.computeBoundingSphere();
  41798. }
  41799. /**
  41800. * Updates the wireframe box for the passed object.
  41801. *
  41802. * @param {Object3D} object - The 3D object to create the helper for.
  41803. * @return {BoxHelper} A reference to this instance.
  41804. */
  41805. setFromObject( object ) {
  41806. this.object = object;
  41807. this.update();
  41808. return this;
  41809. }
  41810. copy( source, recursive ) {
  41811. super.copy( source, recursive );
  41812. this.object = source.object;
  41813. return this;
  41814. }
  41815. /**
  41816. * Frees the GPU-related resources allocated by this instance. Call this
  41817. * method whenever this instance is no longer used in your app.
  41818. */
  41819. dispose() {
  41820. this.geometry.dispose();
  41821. this.material.dispose();
  41822. }
  41823. }
  41824. /**
  41825. * A helper object to visualize an instance of {@link Box3}.
  41826. *
  41827. * ```js
  41828. * const box = new THREE.Box3();
  41829. * box.setFromCenterAndSize( new THREE.Vector3( 1, 1, 1 ), new THREE.Vector3( 2, 1, 3 ) );
  41830. *
  41831. * const helper = new THREE.Box3Helper( box, 0xffff00 );
  41832. * scene.add( helper )
  41833. * ```
  41834. *
  41835. * @augments LineSegments
  41836. */
  41837. class Box3Helper extends LineSegments {
  41838. /**
  41839. * Constructs a new box3 helper.
  41840. *
  41841. * @param {Box3} box - The box to visualize.
  41842. * @param {number|Color|string} [color=0xffff00] - The box's color.
  41843. */
  41844. constructor( box, color = 0xffff00 ) {
  41845. 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 ] );
  41846. 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 ];
  41847. const geometry = new BufferGeometry();
  41848. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  41849. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  41850. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41851. /**
  41852. * The box being visualized.
  41853. *
  41854. * @type {Box3}
  41855. */
  41856. this.box = box;
  41857. this.type = 'Box3Helper';
  41858. this.geometry.computeBoundingSphere();
  41859. }
  41860. updateMatrixWorld( force ) {
  41861. const box = this.box;
  41862. if ( box.isEmpty() ) return;
  41863. box.getCenter( this.position );
  41864. box.getSize( this.scale );
  41865. this.scale.multiplyScalar( 0.5 );
  41866. super.updateMatrixWorld( force );
  41867. }
  41868. /**
  41869. * Frees the GPU-related resources allocated by this instance. Call this
  41870. * method whenever this instance is no longer used in your app.
  41871. */
  41872. dispose() {
  41873. this.geometry.dispose();
  41874. this.material.dispose();
  41875. }
  41876. }
  41877. /**
  41878. * A helper object to visualize an instance of {@link Plane}.
  41879. *
  41880. * ```js
  41881. * const plane = new THREE.Plane( new THREE.Vector3( 1, 1, 0.2 ), 3 );
  41882. * const helper = new THREE.PlaneHelper( plane, 1, 0xffff00 );
  41883. * scene.add( helper );
  41884. * ```
  41885. *
  41886. * @augments Line
  41887. */
  41888. class PlaneHelper extends Line {
  41889. /**
  41890. * Constructs a new plane helper.
  41891. *
  41892. * @param {Plane} plane - The plane to be visualized.
  41893. * @param {number} [size=1] - The side length of plane helper.
  41894. * @param {number|Color|string} [hex=0xffff00] - The helper's color.
  41895. */
  41896. constructor( plane, size = 1, hex = 0xffff00 ) {
  41897. const color = hex;
  41898. 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 ];
  41899. const geometry = new BufferGeometry();
  41900. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  41901. geometry.computeBoundingSphere();
  41902. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41903. this.type = 'PlaneHelper';
  41904. /**
  41905. * The plane being visualized.
  41906. *
  41907. * @type {Plane}
  41908. */
  41909. this.plane = plane;
  41910. /**
  41911. * The side length of plane helper.
  41912. *
  41913. * @type {number}
  41914. * @default 1
  41915. */
  41916. this.size = size;
  41917. const positions2 = [ 1, 1, 0, -1, 1, 0, -1, -1, 0, 1, 1, 0, -1, -1, 0, 1, -1, 0 ];
  41918. const geometry2 = new BufferGeometry();
  41919. geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  41920. geometry2.computeBoundingSphere();
  41921. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );
  41922. }
  41923. updateMatrixWorld( force ) {
  41924. this.position.set( 0, 0, 0 );
  41925. this.scale.set( 0.5 * this.size, 0.5 * this.size, 1 );
  41926. this.lookAt( this.plane.normal );
  41927. this.translateZ( - this.plane.constant );
  41928. super.updateMatrixWorld( force );
  41929. }
  41930. /**
  41931. * Updates the helper to match the position and direction of the
  41932. * light being visualized.
  41933. */
  41934. dispose() {
  41935. this.geometry.dispose();
  41936. this.material.dispose();
  41937. this.children[ 0 ].geometry.dispose();
  41938. this.children[ 0 ].material.dispose();
  41939. }
  41940. }
  41941. const _axis = /*@__PURE__*/ new Vector3();
  41942. let _lineGeometry, _coneGeometry;
  41943. /**
  41944. * An 3D arrow object for visualizing directions.
  41945. *
  41946. * ```js
  41947. * const dir = new THREE.Vector3( 1, 2, 0 );
  41948. *
  41949. * //normalize the direction vector (convert to vector of length 1)
  41950. * dir.normalize();
  41951. *
  41952. * const origin = new THREE.Vector3( 0, 0, 0 );
  41953. * const length = 1;
  41954. * const hex = 0xffff00;
  41955. *
  41956. * const arrowHelper = new THREE.ArrowHelper( dir, origin, length, hex );
  41957. * scene.add( arrowHelper );
  41958. * ```
  41959. *
  41960. * @augments Object3D
  41961. */
  41962. class ArrowHelper extends Object3D {
  41963. /**
  41964. * Constructs a new arrow helper.
  41965. *
  41966. * @param {Vector3} [dir=(0, 0, 1)] - The (normalized) direction vector.
  41967. * @param {Vector3} [origin=(0, 0, 0)] - Point at which the arrow starts.
  41968. * @param {number} [length=1] - Length of the arrow in world units.
  41969. * @param {(number|Color|string)} [color=0xffff00] - Color of the arrow.
  41970. * @param {number} [headLength=length*0.2] - The length of the head of the arrow.
  41971. * @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow.
  41972. */
  41973. 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 ) {
  41974. super();
  41975. this.type = 'ArrowHelper';
  41976. if ( _lineGeometry === undefined ) {
  41977. _lineGeometry = new BufferGeometry();
  41978. _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  41979. _coneGeometry = new ConeGeometry( 0.5, 1, 5, 1 );
  41980. _coneGeometry.translate( 0, -0.5, 0 );
  41981. }
  41982. this.position.copy( origin );
  41983. /**
  41984. * The line part of the arrow helper.
  41985. *
  41986. * @type {Line}
  41987. */
  41988. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41989. this.line.matrixAutoUpdate = false;
  41990. this.add( this.line );
  41991. /**
  41992. * The cone part of the arrow helper.
  41993. *
  41994. * @type {Mesh}
  41995. */
  41996. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );
  41997. this.cone.matrixAutoUpdate = false;
  41998. this.add( this.cone );
  41999. this.setDirection( dir );
  42000. this.setLength( length, headLength, headWidth );
  42001. }
  42002. /**
  42003. * Sets the direction of the helper.
  42004. *
  42005. * @param {Vector3} dir - The normalized direction vector.
  42006. */
  42007. setDirection( dir ) {
  42008. // dir is assumed to be normalized
  42009. if ( dir.y > 0.99999 ) {
  42010. this.quaternion.set( 0, 0, 0, 1 );
  42011. } else if ( dir.y < -0.99999 ) {
  42012. this.quaternion.set( 1, 0, 0, 0 );
  42013. } else {
  42014. _axis.set( dir.z, 0, - dir.x ).normalize();
  42015. const radians = Math.acos( dir.y );
  42016. this.quaternion.setFromAxisAngle( _axis, radians );
  42017. }
  42018. }
  42019. /**
  42020. * Sets the length of the helper.
  42021. *
  42022. * @param {number} length - Length of the arrow in world units.
  42023. * @param {number} [headLength=length*0.2] - The length of the head of the arrow.
  42024. * @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow.
  42025. */
  42026. setLength( length, headLength = length * 0.2, headWidth = headLength * 0.2 ) {
  42027. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  42028. this.line.updateMatrix();
  42029. this.cone.scale.set( headWidth, headLength, headWidth );
  42030. this.cone.position.y = length;
  42031. this.cone.updateMatrix();
  42032. }
  42033. /**
  42034. * Sets the color of the helper.
  42035. *
  42036. * @param {number|Color|string} color - The color to set.
  42037. */
  42038. setColor( color ) {
  42039. this.line.material.color.set( color );
  42040. this.cone.material.color.set( color );
  42041. }
  42042. copy( source ) {
  42043. super.copy( source, false );
  42044. this.line.copy( source.line );
  42045. this.cone.copy( source.cone );
  42046. return this;
  42047. }
  42048. /**
  42049. * Frees the GPU-related resources allocated by this instance. Call this
  42050. * method whenever this instance is no longer used in your app.
  42051. */
  42052. dispose() {
  42053. this.line.geometry.dispose();
  42054. this.line.material.dispose();
  42055. this.cone.geometry.dispose();
  42056. this.cone.material.dispose();
  42057. }
  42058. }
  42059. /**
  42060. * An axis object to visualize the 3 axes in a simple way.
  42061. * The X axis is red. The Y axis is green. The Z axis is blue.
  42062. *
  42063. * ```js
  42064. * const axesHelper = new THREE.AxesHelper( 5 );
  42065. * scene.add( axesHelper );
  42066. * ```
  42067. *
  42068. * @augments LineSegments
  42069. */
  42070. class AxesHelper extends LineSegments {
  42071. /**
  42072. * Constructs a new axes helper.
  42073. *
  42074. * @param {number} [size=1] - Size of the lines representing the axes.
  42075. */
  42076. constructor( size = 1 ) {
  42077. const vertices = [
  42078. 0, 0, 0, size, 0, 0,
  42079. 0, 0, 0, 0, size, 0,
  42080. 0, 0, 0, 0, 0, size
  42081. ];
  42082. const colors = [
  42083. 1, 0, 0, 1, 0.6, 0,
  42084. 0, 1, 0, 0.6, 1, 0,
  42085. 0, 0, 1, 0, 0.6, 1
  42086. ];
  42087. const geometry = new BufferGeometry();
  42088. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  42089. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  42090. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  42091. super( geometry, material );
  42092. this.type = 'AxesHelper';
  42093. }
  42094. /**
  42095. * Defines the colors of the axes helper.
  42096. *
  42097. * @param {number|Color|string} xAxisColor - The color for the x axis.
  42098. * @param {number|Color|string} yAxisColor - The color for the y axis.
  42099. * @param {number|Color|string} zAxisColor - The color for the z axis.
  42100. * @return {AxesHelper} A reference to this axes helper.
  42101. */
  42102. setColors( xAxisColor, yAxisColor, zAxisColor ) {
  42103. const color = new Color();
  42104. const array = this.geometry.attributes.color.array;
  42105. color.set( xAxisColor );
  42106. color.toArray( array, 0 );
  42107. color.toArray( array, 3 );
  42108. color.set( yAxisColor );
  42109. color.toArray( array, 6 );
  42110. color.toArray( array, 9 );
  42111. color.set( zAxisColor );
  42112. color.toArray( array, 12 );
  42113. color.toArray( array, 15 );
  42114. this.geometry.attributes.color.needsUpdate = true;
  42115. return this;
  42116. }
  42117. /**
  42118. * Frees the GPU-related resources allocated by this instance. Call this
  42119. * method whenever this instance is no longer used in your app.
  42120. */
  42121. dispose() {
  42122. this.geometry.dispose();
  42123. this.material.dispose();
  42124. }
  42125. }
  42126. /**
  42127. * This class is used to convert a series of paths to an array of
  42128. * shapes. It is specifically used in context of fonts and SVG.
  42129. */
  42130. class ShapePath {
  42131. /**
  42132. * Constructs a new shape path.
  42133. */
  42134. constructor() {
  42135. this.type = 'ShapePath';
  42136. /**
  42137. * The color of the shape.
  42138. *
  42139. * @type {Color}
  42140. */
  42141. this.color = new Color();
  42142. /**
  42143. * The paths that have been generated for this shape.
  42144. *
  42145. * @type {Array<Path>}
  42146. * @default null
  42147. */
  42148. this.subPaths = [];
  42149. /**
  42150. * The current path that is being generated.
  42151. *
  42152. * @type {?Path}
  42153. * @default null
  42154. */
  42155. this.currentPath = null;
  42156. }
  42157. /**
  42158. * Creates a new path and moves it current point to the given one.
  42159. *
  42160. * @param {number} x - The x coordinate.
  42161. * @param {number} y - The y coordinate.
  42162. * @return {ShapePath} A reference to this shape path.
  42163. */
  42164. moveTo( x, y ) {
  42165. this.currentPath = new Path();
  42166. this.subPaths.push( this.currentPath );
  42167. this.currentPath.moveTo( x, y );
  42168. return this;
  42169. }
  42170. /**
  42171. * Adds an instance of {@link LineCurve} to the path by connecting
  42172. * the current point with the given one.
  42173. *
  42174. * @param {number} x - The x coordinate of the end point.
  42175. * @param {number} y - The y coordinate of the end point.
  42176. * @return {ShapePath} A reference to this shape path.
  42177. */
  42178. lineTo( x, y ) {
  42179. this.currentPath.lineTo( x, y );
  42180. return this;
  42181. }
  42182. /**
  42183. * Adds an instance of {@link QuadraticBezierCurve} to the path by connecting
  42184. * the current point with the given one.
  42185. *
  42186. * @param {number} aCPx - The x coordinate of the control point.
  42187. * @param {number} aCPy - The y coordinate of the control point.
  42188. * @param {number} aX - The x coordinate of the end point.
  42189. * @param {number} aY - The y coordinate of the end point.
  42190. * @return {ShapePath} A reference to this shape path.
  42191. */
  42192. quadraticCurveTo( aCPx, aCPy, aX, aY ) {
  42193. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  42194. return this;
  42195. }
  42196. /**
  42197. * Adds an instance of {@link CubicBezierCurve} to the path by connecting
  42198. * the current point with the given one.
  42199. *
  42200. * @param {number} aCP1x - The x coordinate of the first control point.
  42201. * @param {number} aCP1y - The y coordinate of the first control point.
  42202. * @param {number} aCP2x - The x coordinate of the second control point.
  42203. * @param {number} aCP2y - The y coordinate of the second control point.
  42204. * @param {number} aX - The x coordinate of the end point.
  42205. * @param {number} aY - The y coordinate of the end point.
  42206. * @return {ShapePath} A reference to this shape path.
  42207. */
  42208. bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  42209. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  42210. return this;
  42211. }
  42212. /**
  42213. * Adds an instance of {@link SplineCurve} to the path by connecting
  42214. * the current point with the given list of points.
  42215. *
  42216. * @param {Array<Vector2>} pts - An array of points in 2D space.
  42217. * @return {ShapePath} A reference to this shape path.
  42218. */
  42219. splineThru( pts ) {
  42220. this.currentPath.splineThru( pts );
  42221. return this;
  42222. }
  42223. /**
  42224. * Converts the paths into an array of shapes.
  42225. *
  42226. * @param {boolean} isCCW - By default solid shapes are defined clockwise (CW) and holes are defined counterclockwise (CCW).
  42227. * If this flag is set to `true`, then those are flipped.
  42228. * @return {Array<Shape>} An array of shapes.
  42229. */
  42230. toShapes( isCCW ) {
  42231. function toShapesNoHoles( inSubpaths ) {
  42232. const shapes = [];
  42233. for ( let i = 0, l = inSubpaths.length; i < l; i ++ ) {
  42234. const tmpPath = inSubpaths[ i ];
  42235. const tmpShape = new Shape();
  42236. tmpShape.curves = tmpPath.curves;
  42237. shapes.push( tmpShape );
  42238. }
  42239. return shapes;
  42240. }
  42241. function isPointInsidePolygon( inPt, inPolygon ) {
  42242. const polyLen = inPolygon.length;
  42243. // inPt on polygon contour => immediate success or
  42244. // toggling of inside/outside at every single! intersection point of an edge
  42245. // with the horizontal line through inPt, left of inPt
  42246. // not counting lowerY endpoints of edges and whole edges on that line
  42247. let inside = false;
  42248. for ( let p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  42249. let edgeLowPt = inPolygon[ p ];
  42250. let edgeHighPt = inPolygon[ q ];
  42251. let edgeDx = edgeHighPt.x - edgeLowPt.x;
  42252. let edgeDy = edgeHighPt.y - edgeLowPt.y;
  42253. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  42254. // not parallel
  42255. if ( edgeDy < 0 ) {
  42256. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  42257. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  42258. }
  42259. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
  42260. if ( inPt.y === edgeLowPt.y ) {
  42261. if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ?
  42262. // continue; // no intersection or edgeLowPt => doesn't count !!!
  42263. } else {
  42264. const perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  42265. if ( perpEdge === 0 ) return true; // inPt is on contour ?
  42266. if ( perpEdge < 0 ) continue;
  42267. inside = ! inside; // true intersection left of inPt
  42268. }
  42269. } else {
  42270. // parallel or collinear
  42271. if ( inPt.y !== edgeLowPt.y ) continue; // parallel
  42272. // edge lies on the same horizontal line as inPt
  42273. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  42274. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
  42275. // continue;
  42276. }
  42277. }
  42278. return inside;
  42279. }
  42280. const isClockWise = ShapeUtils.isClockWise;
  42281. const subPaths = this.subPaths;
  42282. if ( subPaths.length === 0 ) return [];
  42283. let solid, tmpPath, tmpShape;
  42284. const shapes = [];
  42285. if ( subPaths.length === 1 ) {
  42286. tmpPath = subPaths[ 0 ];
  42287. tmpShape = new Shape();
  42288. tmpShape.curves = tmpPath.curves;
  42289. shapes.push( tmpShape );
  42290. return shapes;
  42291. }
  42292. let holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  42293. holesFirst = isCCW ? ! holesFirst : holesFirst;
  42294. // log("Holes first", holesFirst);
  42295. const betterShapeHoles = [];
  42296. const newShapes = [];
  42297. let newShapeHoles = [];
  42298. let mainIdx = 0;
  42299. let tmpPoints;
  42300. newShapes[ mainIdx ] = undefined;
  42301. newShapeHoles[ mainIdx ] = [];
  42302. for ( let i = 0, l = subPaths.length; i < l; i ++ ) {
  42303. tmpPath = subPaths[ i ];
  42304. tmpPoints = tmpPath.getPoints();
  42305. solid = isClockWise( tmpPoints );
  42306. solid = isCCW ? ! solid : solid;
  42307. if ( solid ) {
  42308. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++;
  42309. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  42310. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  42311. if ( holesFirst ) mainIdx ++;
  42312. newShapeHoles[ mainIdx ] = [];
  42313. //log('cw', i);
  42314. } else {
  42315. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  42316. //log('ccw', i);
  42317. }
  42318. }
  42319. // only Holes? -> probably all Shapes with wrong orientation
  42320. if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths );
  42321. if ( newShapes.length > 1 ) {
  42322. let ambiguous = false;
  42323. let toChange = 0;
  42324. for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  42325. betterShapeHoles[ sIdx ] = [];
  42326. }
  42327. for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  42328. const sho = newShapeHoles[ sIdx ];
  42329. for ( let hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  42330. const ho = sho[ hIdx ];
  42331. let hole_unassigned = true;
  42332. for ( let s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  42333. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  42334. if ( sIdx !== s2Idx ) toChange ++;
  42335. if ( hole_unassigned ) {
  42336. hole_unassigned = false;
  42337. betterShapeHoles[ s2Idx ].push( ho );
  42338. } else {
  42339. ambiguous = true;
  42340. }
  42341. }
  42342. }
  42343. if ( hole_unassigned ) {
  42344. betterShapeHoles[ sIdx ].push( ho );
  42345. }
  42346. }
  42347. }
  42348. if ( toChange > 0 && ambiguous === false ) {
  42349. newShapeHoles = betterShapeHoles;
  42350. }
  42351. }
  42352. let tmpHoles;
  42353. for ( let i = 0, il = newShapes.length; i < il; i ++ ) {
  42354. tmpShape = newShapes[ i ].s;
  42355. shapes.push( tmpShape );
  42356. tmpHoles = newShapeHoles[ i ];
  42357. for ( let j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  42358. tmpShape.holes.push( tmpHoles[ j ].h );
  42359. }
  42360. }
  42361. //log("shape", shapes);
  42362. return shapes;
  42363. }
  42364. }
  42365. /**
  42366. * Abstract base class for controls.
  42367. *
  42368. * @abstract
  42369. * @augments EventDispatcher
  42370. */
  42371. class Controls extends EventDispatcher {
  42372. /**
  42373. * Constructs a new controls instance.
  42374. *
  42375. * @param {Object3D} object - The object that is managed by the controls.
  42376. * @param {?HTMLElement} domElement - The HTML element used for event listeners.
  42377. */
  42378. constructor( object, domElement = null ) {
  42379. super();
  42380. /**
  42381. * The object that is managed by the controls.
  42382. *
  42383. * @type {Object3D}
  42384. */
  42385. this.object = object;
  42386. /**
  42387. * The HTML element used for event listeners.
  42388. *
  42389. * @type {?HTMLElement}
  42390. * @default null
  42391. */
  42392. this.domElement = domElement;
  42393. /**
  42394. * Whether the controls responds to user input or not.
  42395. *
  42396. * @type {boolean}
  42397. * @default true
  42398. */
  42399. this.enabled = true;
  42400. /**
  42401. * The internal state of the controls.
  42402. *
  42403. * @type {number}
  42404. * @default -1
  42405. */
  42406. this.state = -1;
  42407. /**
  42408. * This object defines the keyboard input of the controls.
  42409. *
  42410. * @type {Object}
  42411. */
  42412. this.keys = {};
  42413. /**
  42414. * This object defines what type of actions are assigned to the available mouse buttons.
  42415. * It depends on the control implementation what kind of mouse buttons and actions are supported.
  42416. *
  42417. * @type {{LEFT: ?number, MIDDLE: ?number, RIGHT: ?number}}
  42418. */
  42419. this.mouseButtons = { LEFT: null, MIDDLE: null, RIGHT: null };
  42420. /**
  42421. * This object defines what type of actions are assigned to what kind of touch interaction.
  42422. * It depends on the control implementation what kind of touch interaction and actions are supported.
  42423. *
  42424. * @type {{ONE: ?number, TWO: ?number}}
  42425. */
  42426. this.touches = { ONE: null, TWO: null };
  42427. }
  42428. /**
  42429. * Connects the controls to the DOM. This method has so called "side effects" since
  42430. * it adds the module's event listeners to the DOM.
  42431. *
  42432. * @param {HTMLElement} element - The DOM element to connect to.
  42433. */
  42434. connect( element ) {
  42435. if ( element === undefined ) {
  42436. warn( 'Controls: connect() now requires an element.' ); // @deprecated, the warning can be removed with r185
  42437. return;
  42438. }
  42439. if ( this.domElement !== null ) this.disconnect();
  42440. this.domElement = element;
  42441. }
  42442. /**
  42443. * Disconnects the controls from the DOM.
  42444. */
  42445. disconnect() {}
  42446. /**
  42447. * Call this method if you no longer want use to the controls. It frees all internal
  42448. * resources and removes all event listeners.
  42449. */
  42450. dispose() {}
  42451. /**
  42452. * Controls should implement this method if they have to update their internal state
  42453. * per simulation step.
  42454. *
  42455. * @param {number} [delta] - The time delta in seconds.
  42456. */
  42457. update( /* delta */ ) {}
  42458. }
  42459. /**
  42460. * Scales the texture as large as possible within its surface without cropping
  42461. * or stretching the texture. The method preserves the original aspect ratio of
  42462. * the texture. Akin to CSS `object-fit: contain`
  42463. *
  42464. * @param {Texture} texture - The texture.
  42465. * @param {number} aspect - The texture's aspect ratio.
  42466. * @return {Texture} The updated texture.
  42467. */
  42468. function contain( texture, aspect ) {
  42469. const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1;
  42470. if ( imageAspect > aspect ) {
  42471. texture.repeat.x = 1;
  42472. texture.repeat.y = imageAspect / aspect;
  42473. texture.offset.x = 0;
  42474. texture.offset.y = ( 1 - texture.repeat.y ) / 2;
  42475. } else {
  42476. texture.repeat.x = aspect / imageAspect;
  42477. texture.repeat.y = 1;
  42478. texture.offset.x = ( 1 - texture.repeat.x ) / 2;
  42479. texture.offset.y = 0;
  42480. }
  42481. return texture;
  42482. }
  42483. /**
  42484. * Scales the texture to the smallest possible size to fill the surface, leaving
  42485. * no empty space. The method preserves the original aspect ratio of the texture.
  42486. * Akin to CSS `object-fit: cover`.
  42487. *
  42488. * @param {Texture} texture - The texture.
  42489. * @param {number} aspect - The texture's aspect ratio.
  42490. * @return {Texture} The updated texture.
  42491. */
  42492. function cover( texture, aspect ) {
  42493. const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1;
  42494. if ( imageAspect > aspect ) {
  42495. texture.repeat.x = aspect / imageAspect;
  42496. texture.repeat.y = 1;
  42497. texture.offset.x = ( 1 - texture.repeat.x ) / 2;
  42498. texture.offset.y = 0;
  42499. } else {
  42500. texture.repeat.x = 1;
  42501. texture.repeat.y = imageAspect / aspect;
  42502. texture.offset.x = 0;
  42503. texture.offset.y = ( 1 - texture.repeat.y ) / 2;
  42504. }
  42505. return texture;
  42506. }
  42507. /**
  42508. * Configures the texture to the default transformation. Akin to CSS `object-fit: fill`.
  42509. *
  42510. * @param {Texture} texture - The texture.
  42511. * @return {Texture} The updated texture.
  42512. */
  42513. function fill( texture ) {
  42514. texture.repeat.x = 1;
  42515. texture.repeat.y = 1;
  42516. texture.offset.x = 0;
  42517. texture.offset.y = 0;
  42518. return texture;
  42519. }
  42520. /**
  42521. * Determines how many bytes must be used to represent the texture.
  42522. *
  42523. * @param {number} width - The width of the texture.
  42524. * @param {number} height - The height of the texture.
  42525. * @param {number} format - The texture's format.
  42526. * @param {number} type - The texture's type.
  42527. * @return {number} The byte length.
  42528. */
  42529. function getByteLength( width, height, format, type ) {
  42530. const typeByteLength = getTextureTypeByteLength( type );
  42531. switch ( format ) {
  42532. // https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml
  42533. case AlphaFormat:
  42534. return width * height;
  42535. case RedFormat:
  42536. return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;
  42537. case RedIntegerFormat:
  42538. return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;
  42539. case RGFormat:
  42540. return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42541. case RGIntegerFormat:
  42542. return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42543. case RGBFormat:
  42544. return ( ( width * height * 3 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42545. case RGBAFormat:
  42546. return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42547. case RGBAIntegerFormat:
  42548. return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42549. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_s3tc_srgb/
  42550. case RGB_S3TC_DXT1_Format:
  42551. case RGBA_S3TC_DXT1_Format:
  42552. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;
  42553. case RGBA_S3TC_DXT3_Format:
  42554. case RGBA_S3TC_DXT5_Format:
  42555. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42556. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_pvrtc/
  42557. case RGB_PVRTC_2BPPV1_Format:
  42558. case RGBA_PVRTC_2BPPV1_Format:
  42559. return ( Math.max( width, 16 ) * Math.max( height, 8 ) ) / 4;
  42560. case RGB_PVRTC_4BPPV1_Format:
  42561. case RGBA_PVRTC_4BPPV1_Format:
  42562. return ( Math.max( width, 8 ) * Math.max( height, 8 ) ) / 2;
  42563. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_etc/
  42564. case RGB_ETC1_Format:
  42565. case RGB_ETC2_Format:
  42566. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;
  42567. case RGBA_ETC2_EAC_Format:
  42568. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42569. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_astc/
  42570. case RGBA_ASTC_4x4_Format:
  42571. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42572. case RGBA_ASTC_5x4_Format:
  42573. return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42574. case RGBA_ASTC_5x5_Format:
  42575. return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42576. case RGBA_ASTC_6x5_Format:
  42577. return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42578. case RGBA_ASTC_6x6_Format:
  42579. return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  42580. case RGBA_ASTC_8x5_Format:
  42581. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42582. case RGBA_ASTC_8x6_Format:
  42583. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  42584. case RGBA_ASTC_8x8_Format:
  42585. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 7 ) / 8 ) * 16;
  42586. case RGBA_ASTC_10x5_Format:
  42587. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42588. case RGBA_ASTC_10x6_Format:
  42589. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  42590. case RGBA_ASTC_10x8_Format:
  42591. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 7 ) / 8 ) * 16;
  42592. case RGBA_ASTC_10x10_Format:
  42593. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 9 ) / 10 ) * 16;
  42594. case RGBA_ASTC_12x10_Format:
  42595. return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 9 ) / 10 ) * 16;
  42596. case RGBA_ASTC_12x12_Format:
  42597. return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 11 ) / 12 ) * 16;
  42598. // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_bptc/
  42599. case RGBA_BPTC_Format:
  42600. case RGB_BPTC_SIGNED_Format:
  42601. case RGB_BPTC_UNSIGNED_Format:
  42602. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;
  42603. // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_rgtc/
  42604. case RED_RGTC1_Format:
  42605. case SIGNED_RED_RGTC1_Format:
  42606. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 8;
  42607. case RED_GREEN_RGTC2_Format:
  42608. case SIGNED_RED_GREEN_RGTC2_Format:
  42609. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;
  42610. }
  42611. throw new Error(
  42612. `Unable to determine texture byte length for ${format} format.`,
  42613. );
  42614. }
  42615. function getTextureTypeByteLength( type ) {
  42616. switch ( type ) {
  42617. case UnsignedByteType:
  42618. case ByteType:
  42619. return { byteLength: 1, components: 1 };
  42620. case UnsignedShortType:
  42621. case ShortType:
  42622. case HalfFloatType:
  42623. return { byteLength: 2, components: 1 };
  42624. case UnsignedShort4444Type:
  42625. case UnsignedShort5551Type:
  42626. return { byteLength: 2, components: 4 };
  42627. case UnsignedIntType:
  42628. case IntType:
  42629. case FloatType:
  42630. return { byteLength: 4, components: 1 };
  42631. case UnsignedInt5999Type:
  42632. case UnsignedInt101111Type:
  42633. return { byteLength: 4, components: 3 };
  42634. }
  42635. throw new Error( `Unknown texture type ${type}.` );
  42636. }
  42637. /**
  42638. * A class containing utility functions for textures.
  42639. *
  42640. * @hideconstructor
  42641. */
  42642. class TextureUtils {
  42643. /**
  42644. * Scales the texture as large as possible within its surface without cropping
  42645. * or stretching the texture. The method preserves the original aspect ratio of
  42646. * the texture. Akin to CSS `object-fit: contain`
  42647. *
  42648. * @param {Texture} texture - The texture.
  42649. * @param {number} aspect - The texture's aspect ratio.
  42650. * @return {Texture} The updated texture.
  42651. */
  42652. static contain( texture, aspect ) {
  42653. return contain( texture, aspect );
  42654. }
  42655. /**
  42656. * Scales the texture to the smallest possible size to fill the surface, leaving
  42657. * no empty space. The method preserves the original aspect ratio of the texture.
  42658. * Akin to CSS `object-fit: cover`.
  42659. *
  42660. * @param {Texture} texture - The texture.
  42661. * @param {number} aspect - The texture's aspect ratio.
  42662. * @return {Texture} The updated texture.
  42663. */
  42664. static cover( texture, aspect ) {
  42665. return cover( texture, aspect );
  42666. }
  42667. /**
  42668. * Configures the texture to the default transformation. Akin to CSS `object-fit: fill`.
  42669. *
  42670. * @param {Texture} texture - The texture.
  42671. * @return {Texture} The updated texture.
  42672. */
  42673. static fill( texture ) {
  42674. return fill( texture );
  42675. }
  42676. /**
  42677. * Determines how many bytes must be used to represent the texture.
  42678. *
  42679. * @param {number} width - The width of the texture.
  42680. * @param {number} height - The height of the texture.
  42681. * @param {number} format - The texture's format.
  42682. * @param {number} type - The texture's type.
  42683. * @return {number} The byte length.
  42684. */
  42685. static getByteLength( width, height, format, type ) {
  42686. return getByteLength( width, height, format, type );
  42687. }
  42688. }
  42689. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  42690. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  42691. revision: REVISION,
  42692. } } ) );
  42693. }
  42694. if ( typeof window !== 'undefined' ) {
  42695. if ( window.__THREE__ ) {
  42696. warn( 'WARNING: Multiple instances of Three.js being imported.' );
  42697. } else {
  42698. window.__THREE__ = REVISION;
  42699. }
  42700. }
  42701. export { ACESFilmicToneMapping, AddEquation, AddOperation, AdditiveAnimationBlendMode, AdditiveBlending, AgXToneMapping, AlphaFormat, AlwaysCompare, AlwaysDepth, AlwaysStencilFunc, AmbientLight, AnimationAction, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrayCamera, ArrowHelper, AttachedBindMode, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, BackSide, BasicDepthPacking, BasicShadowMap, BatchedMesh, Bone, BooleanKeyframeTrack, Box2, Box3, Box3Helper, BoxGeometry, BoxHelper, BufferAttribute, BufferGeometry, BufferGeometryLoader, ByteType, Cache, Camera, CameraHelper, CanvasTexture, CapsuleGeometry, CatmullRomCurve3, CineonToneMapping, CircleGeometry, ClampToEdgeWrapping, Clock, Color, ColorKeyframeTrack, ColorManagement, CompressedArrayTexture, CompressedCubeTexture, CompressedTexture, CompressedTextureLoader, ConeGeometry, ConstantAlphaFactor, ConstantColorFactor, Controls, CubeCamera, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeTextureLoader, CubeUVReflectionMapping, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceBack, CullFaceFront, CullFaceFrontBack, CullFaceNone, Curve, CurvePath, CustomBlending, CustomToneMapping, CylinderGeometry, Cylindrical, Data3DTexture, DataArrayTexture, DataTexture, DataTextureLoader, DataUtils, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DepthFormat, DepthStencilFormat, DepthTexture, DetachedBindMode, DirectionalLight, DirectionalLightHelper, DiscreteInterpolant, DodecahedronGeometry, DoubleSide, DstAlphaFactor, DstColorFactor, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EllipseCurve, EqualCompare, EqualDepth, EqualStencilFunc, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, ExternalTexture, ExtrudeGeometry, FileLoader, Float16BufferAttribute, Float32BufferAttribute, FloatType, Fog, FogExp2, FramebufferTexture, FrontSide, Frustum, FrustumArray, GLBufferAttribute, GLSL1, GLSL3, GreaterCompare, GreaterDepth, GreaterEqualCompare, GreaterEqualDepth, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HalfFloatType, HemisphereLight, HemisphereLightHelper, IcosahedronGeometry, ImageBitmapLoader, ImageLoader, ImageUtils, IncrementStencilOp, IncrementWrapStencilOp, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, Int16BufferAttribute, Int32BufferAttribute, Int8BufferAttribute, IntType, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InterpolationSamplingMode, InterpolationSamplingType, InvertStencilOp, KeepStencilOp, KeyframeTrack, LOD, LatheGeometry, Layers, LessCompare, LessDepth, LessEqualCompare, LessEqualDepth, LessEqualStencilFunc, LessStencilFunc, Light, LightProbe, Line, Line3, LineBasicMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineLoop, LineSegments, LinearFilter, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearSRGBColorSpace, LinearToneMapping, LinearTransfer, Loader, LoaderUtils, LoadingManager, LoopOnce, LoopPingPong, LoopRepeat, MOUSE, Material, MaterialLoader, MathUtils, Matrix2, Matrix3, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshDistanceMaterial, MeshLambertMaterial, MeshMatcapMaterial, MeshNormalMaterial, MeshPhongMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshToonMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeutralToneMapping, NeverCompare, NeverDepth, NeverStencilFunc, NoBlending, NoColorSpace, 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, RAD2DEG, RED_GREEN_RGTC2_Format, RED_RGTC1_Format, REVISION, RGBADepthPacking, RGBAFormat, RGBAIntegerFormat, RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_BPTC_Format, RGBA_ETC2_EAC_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGBDepthPacking, RGBFormat, RGBIntegerFormat, RGB_BPTC_SIGNED_Format, RGB_BPTC_UNSIGNED_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGDepthPacking, RGFormat, RGIntegerFormat, RawShaderMaterial, Ray, Raycaster, RectAreaLight, RedFormat, RedIntegerFormat, ReinhardToneMapping, RenderTarget, RenderTarget3D, RepeatWrapping, ReplaceStencilOp, ReverseSubtractEquation, RingGeometry, SIGNED_RED_GREEN_RGTC2_Format, SIGNED_RED_RGTC1_Format, SRGBColorSpace, SRGBTransfer, Scene, ShaderMaterial, ShadowMaterial, Shape, ShapeGeometry, ShapePath, ShapeUtils, ShortType, Skeleton, SkeletonHelper, SkinnedMesh, Source, Sphere, SphereGeometry, Spherical, SphericalHarmonics3, SplineCurve, SpotLight, SpotLightHelper, Sprite, SpriteMaterial, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, SubtractEquation, SubtractiveBlending, TOUCH, TangentSpaceNormalMap, TetrahedronGeometry, Texture, TextureLoader, TextureUtils, Timer, TimestampQuery, TorusGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeGeometry, UVMapping, Uint16BufferAttribute, Uint32BufferAttribute, Uint8BufferAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsGroup, UniformsUtils, UnsignedByteType, UnsignedInt101111Type, UnsignedInt248Type, UnsignedInt5999Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShortType, VSMShadowMap, Vector2, Vector3, Vector4, VectorKeyframeTrack, VideoFrameTexture, VideoTexture, WebGL3DRenderTarget, WebGLArrayRenderTarget, WebGLCoordinateSystem, WebGLCubeRenderTarget, WebGLRenderTarget, WebGPUCoordinateSystem, WebXRController, WireframeGeometry, WrapAroundEnding, ZeroCurvatureEnding, ZeroFactor, ZeroSlopeEnding, ZeroStencilOp, arrayNeedsUint32, cloneUniforms, createCanvasElement, createElementNS, error, getByteLength, getConsoleFunction, getUnlitUniformColorSpace, isTypedArray, log, mergeUniforms, probeAsync, setConsoleFunction, warn, warnOnce };
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