three.core.js 1.3 MB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333133413351336133713381339134013411342134313441345134613471348134913501351135213531354135513561357135813591360136113621363136413651366136713681369137013711372137313741375137613771378137913801381138213831384138513861387138813891390139113921393139413951396139713981399140014011402140314041405140614071408140914101411141214131414141514161417141814191420142114221423142414251426142714281429143014311432143314341435143614371438143914401441144214431444144514461447144814491450145114521453145414551456145714581459146014611462146314641465146614671468146914701471147214731474147514761477147814791480148114821483148414851486148714881489149014911492149314941495149614971498149915001501150215031504150515061507150815091510151115121513151415151516151715181519152015211522152315241525152615271528152915301531153215331534153515361537153815391540154115421543154415451546154715481549155015511552155315541555155615571558155915601561156215631564156515661567156815691570157115721573157415751576157715781579158015811582158315841585158615871588158915901591159215931594159515961597159815991600160116021603160416051606160716081609161016111612161316141615161616171618161916201621162216231624162516261627162816291630163116321633163416351636163716381639164016411642164316441645164616471648164916501651165216531654165516561657165816591660166116621663166416651666166716681669167016711672167316741675167616771678167916801681168216831684168516861687168816891690169116921693169416951696169716981699170017011702170317041705170617071708170917101711171217131714171517161717171817191720172117221723172417251726172717281729173017311732173317341735173617371738173917401741174217431744174517461747174817491750175117521753175417551756175717581759176017611762176317641765176617671768176917701771177217731774177517761777177817791780178117821783178417851786178717881789179017911792179317941795179617971798179918001801180218031804180518061807180818091810181118121813181418151816181718181819182018211822182318241825182618271828182918301831183218331834183518361837183818391840184118421843184418451846184718481849185018511852185318541855185618571858185918601861186218631864186518661867186818691870187118721873187418751876187718781879188018811882188318841885188618871888188918901891189218931894189518961897189818991900190119021903190419051906190719081909191019111912191319141915191619171918191919201921192219231924192519261927192819291930193119321933193419351936193719381939194019411942194319441945194619471948194919501951195219531954195519561957195819591960196119621963196419651966196719681969197019711972197319741975197619771978197919801981198219831984198519861987198819891990199119921993199419951996199719981999200020012002200320042005200620072008200920102011201220132014201520162017201820192020202120222023202420252026202720282029203020312032203320342035203620372038203920402041204220432044204520462047204820492050205120522053205420552056205720582059206020612062206320642065206620672068206920702071207220732074207520762077207820792080208120822083208420852086208720882089209020912092209320942095209620972098209921002101210221032104210521062107210821092110211121122113211421152116211721182119212021212122212321242125212621272128212921302131213221332134213521362137213821392140214121422143214421452146214721482149215021512152215321542155215621572158215921602161216221632164216521662167216821692170217121722173217421752176217721782179218021812182218321842185218621872188218921902191219221932194219521962197219821992200220122022203220422052206220722082209221022112212221322142215221622172218221922202221222222232224222522262227222822292230223122322233223422352236223722382239224022412242224322442245224622472248224922502251225222532254225522562257225822592260226122622263226422652266226722682269227022712272227322742275227622772278227922802281228222832284228522862287228822892290229122922293229422952296229722982299230023012302230323042305230623072308230923102311231223132314231523162317231823192320232123222323232423252326232723282329233023312332233323342335233623372338233923402341234223432344234523462347234823492350235123522353235423552356235723582359236023612362236323642365236623672368236923702371237223732374237523762377237823792380238123822383238423852386238723882389239023912392239323942395239623972398239924002401240224032404240524062407240824092410241124122413241424152416241724182419242024212422242324242425242624272428242924302431243224332434243524362437243824392440244124422443244424452446244724482449245024512452245324542455245624572458245924602461246224632464246524662467246824692470247124722473247424752476247724782479248024812482248324842485248624872488248924902491249224932494249524962497249824992500250125022503250425052506250725082509251025112512251325142515251625172518251925202521252225232524252525262527252825292530253125322533253425352536253725382539254025412542254325442545254625472548254925502551255225532554255525562557255825592560256125622563256425652566256725682569257025712572257325742575257625772578257925802581258225832584258525862587258825892590259125922593259425952596259725982599260026012602260326042605260626072608260926102611261226132614261526162617261826192620262126222623262426252626262726282629263026312632263326342635263626372638263926402641264226432644264526462647264826492650265126522653265426552656265726582659266026612662266326642665266626672668266926702671267226732674267526762677267826792680268126822683268426852686268726882689269026912692269326942695269626972698269927002701270227032704270527062707270827092710271127122713271427152716271727182719272027212722272327242725272627272728272927302731273227332734273527362737273827392740274127422743274427452746274727482749275027512752275327542755275627572758275927602761276227632764276527662767276827692770277127722773277427752776277727782779278027812782278327842785278627872788278927902791279227932794279527962797279827992800280128022803280428052806280728082809281028112812281328142815281628172818281928202821282228232824282528262827282828292830283128322833283428352836283728382839284028412842284328442845284628472848284928502851285228532854285528562857285828592860286128622863286428652866286728682869287028712872287328742875287628772878287928802881288228832884288528862887288828892890289128922893289428952896289728982899290029012902290329042905290629072908290929102911291229132914291529162917291829192920292129222923292429252926292729282929293029312932293329342935293629372938293929402941294229432944294529462947294829492950295129522953295429552956295729582959296029612962296329642965296629672968296929702971297229732974297529762977297829792980298129822983298429852986298729882989299029912992299329942995299629972998299930003001300230033004300530063007300830093010301130123013301430153016301730183019302030213022302330243025302630273028302930303031303230333034303530363037303830393040304130423043304430453046304730483049305030513052305330543055305630573058305930603061306230633064306530663067306830693070307130723073307430753076307730783079308030813082308330843085308630873088308930903091309230933094309530963097309830993100310131023103310431053106310731083109311031113112311331143115311631173118311931203121312231233124312531263127312831293130313131323133313431353136313731383139314031413142314331443145314631473148314931503151315231533154315531563157315831593160316131623163316431653166316731683169317031713172317331743175317631773178317931803181318231833184318531863187318831893190319131923193319431953196319731983199320032013202320332043205320632073208320932103211321232133214321532163217321832193220322132223223322432253226322732283229323032313232323332343235323632373238323932403241324232433244324532463247324832493250325132523253325432553256325732583259326032613262326332643265326632673268326932703271327232733274327532763277327832793280328132823283328432853286328732883289329032913292329332943295329632973298329933003301330233033304330533063307330833093310331133123313331433153316331733183319332033213322332333243325332633273328332933303331333233333334333533363337333833393340334133423343334433453346334733483349335033513352335333543355335633573358335933603361336233633364336533663367336833693370337133723373337433753376337733783379338033813382338333843385338633873388338933903391339233933394339533963397339833993400340134023403340434053406340734083409341034113412341334143415341634173418341934203421342234233424342534263427342834293430343134323433343434353436343734383439344034413442344334443445344634473448344934503451345234533454345534563457345834593460346134623463346434653466346734683469347034713472347334743475347634773478347934803481348234833484348534863487348834893490349134923493349434953496349734983499350035013502350335043505350635073508350935103511351235133514351535163517351835193520352135223523352435253526352735283529353035313532353335343535353635373538353935403541354235433544354535463547354835493550355135523553355435553556355735583559356035613562356335643565356635673568356935703571357235733574357535763577357835793580358135823583358435853586358735883589359035913592359335943595359635973598359936003601360236033604360536063607360836093610361136123613361436153616361736183619362036213622362336243625362636273628362936303631363236333634363536363637363836393640364136423643364436453646364736483649365036513652365336543655365636573658365936603661366236633664366536663667366836693670367136723673367436753676367736783679368036813682368336843685368636873688368936903691369236933694369536963697369836993700370137023703370437053706370737083709371037113712371337143715371637173718371937203721372237233724372537263727372837293730373137323733373437353736373737383739374037413742374337443745374637473748374937503751375237533754375537563757375837593760376137623763376437653766376737683769377037713772377337743775377637773778377937803781378237833784378537863787378837893790379137923793379437953796379737983799380038013802380338043805380638073808380938103811381238133814381538163817381838193820382138223823382438253826382738283829383038313832383338343835383638373838383938403841384238433844384538463847384838493850385138523853385438553856385738583859386038613862386338643865386638673868386938703871387238733874387538763877387838793880388138823883388438853886388738883889389038913892389338943895389638973898389939003901390239033904390539063907390839093910391139123913391439153916391739183919392039213922392339243925392639273928392939303931393239333934393539363937393839393940394139423943394439453946394739483949395039513952395339543955395639573958395939603961396239633964396539663967396839693970397139723973397439753976397739783979398039813982398339843985398639873988398939903991399239933994399539963997399839994000400140024003400440054006400740084009401040114012401340144015401640174018401940204021402240234024402540264027402840294030403140324033403440354036403740384039404040414042404340444045404640474048404940504051405240534054405540564057405840594060406140624063406440654066406740684069407040714072407340744075407640774078407940804081408240834084408540864087408840894090409140924093409440954096409740984099410041014102410341044105410641074108410941104111411241134114411541164117411841194120412141224123412441254126412741284129413041314132413341344135413641374138413941404141414241434144414541464147414841494150415141524153415441554156415741584159416041614162416341644165416641674168416941704171417241734174417541764177417841794180418141824183418441854186418741884189419041914192419341944195419641974198419942004201420242034204420542064207420842094210421142124213421442154216421742184219422042214222422342244225422642274228422942304231423242334234423542364237423842394240424142424243424442454246424742484249425042514252425342544255425642574258425942604261426242634264426542664267426842694270427142724273427442754276427742784279428042814282428342844285428642874288428942904291429242934294429542964297429842994300430143024303430443054306430743084309431043114312431343144315431643174318431943204321432243234324432543264327432843294330433143324333433443354336433743384339434043414342434343444345434643474348434943504351435243534354435543564357435843594360436143624363436443654366436743684369437043714372437343744375437643774378437943804381438243834384438543864387438843894390439143924393439443954396439743984399440044014402440344044405440644074408440944104411441244134414441544164417441844194420442144224423442444254426442744284429443044314432443344344435443644374438443944404441444244434444444544464447444844494450445144524453445444554456445744584459446044614462446344644465446644674468446944704471447244734474447544764477447844794480448144824483448444854486448744884489449044914492449344944495449644974498449945004501450245034504450545064507450845094510451145124513451445154516451745184519452045214522452345244525452645274528452945304531453245334534453545364537453845394540454145424543454445454546454745484549455045514552455345544555455645574558455945604561456245634564456545664567456845694570457145724573457445754576457745784579458045814582458345844585458645874588458945904591459245934594459545964597459845994600460146024603460446054606460746084609461046114612461346144615461646174618461946204621462246234624462546264627462846294630463146324633463446354636463746384639464046414642464346444645464646474648464946504651465246534654465546564657465846594660466146624663466446654666466746684669467046714672467346744675467646774678467946804681468246834684468546864687468846894690469146924693469446954696469746984699470047014702470347044705470647074708470947104711471247134714471547164717471847194720472147224723472447254726472747284729473047314732473347344735473647374738473947404741474247434744474547464747474847494750475147524753475447554756475747584759476047614762476347644765476647674768476947704771477247734774477547764777477847794780478147824783478447854786478747884789479047914792479347944795479647974798479948004801480248034804480548064807480848094810481148124813481448154816481748184819482048214822482348244825482648274828482948304831483248334834483548364837483848394840484148424843484448454846484748484849485048514852485348544855485648574858485948604861486248634864486548664867486848694870487148724873487448754876487748784879488048814882488348844885488648874888488948904891489248934894489548964897489848994900490149024903490449054906490749084909491049114912491349144915491649174918491949204921492249234924492549264927492849294930493149324933493449354936493749384939494049414942494349444945494649474948494949504951495249534954495549564957495849594960496149624963496449654966496749684969497049714972497349744975497649774978497949804981498249834984498549864987498849894990499149924993499449954996499749984999500050015002500350045005500650075008500950105011501250135014501550165017501850195020502150225023502450255026502750285029503050315032503350345035503650375038503950405041504250435044504550465047504850495050505150525053505450555056505750585059506050615062506350645065506650675068506950705071507250735074507550765077507850795080508150825083508450855086508750885089509050915092509350945095509650975098509951005101510251035104510551065107510851095110511151125113511451155116511751185119512051215122512351245125512651275128512951305131513251335134513551365137513851395140514151425143514451455146514751485149515051515152515351545155515651575158515951605161516251635164516551665167516851695170517151725173517451755176517751785179518051815182518351845185518651875188518951905191519251935194519551965197519851995200520152025203520452055206520752085209521052115212521352145215521652175218521952205221522252235224522552265227522852295230523152325233523452355236523752385239524052415242524352445245524652475248524952505251525252535254525552565257525852595260526152625263526452655266526752685269527052715272527352745275527652775278527952805281528252835284528552865287528852895290529152925293529452955296529752985299530053015302530353045305530653075308530953105311531253135314531553165317531853195320532153225323532453255326532753285329533053315332533353345335533653375338533953405341534253435344534553465347534853495350535153525353535453555356535753585359536053615362536353645365536653675368536953705371537253735374537553765377537853795380538153825383538453855386538753885389539053915392539353945395539653975398539954005401540254035404540554065407540854095410541154125413541454155416541754185419542054215422542354245425542654275428542954305431543254335434543554365437543854395440544154425443544454455446544754485449545054515452545354545455545654575458545954605461546254635464546554665467546854695470547154725473547454755476547754785479548054815482548354845485548654875488548954905491549254935494549554965497549854995500550155025503550455055506550755085509551055115512551355145515551655175518551955205521552255235524552555265527552855295530553155325533553455355536553755385539554055415542554355445545554655475548554955505551555255535554555555565557555855595560556155625563556455655566556755685569557055715572557355745575557655775578557955805581558255835584558555865587558855895590559155925593559455955596559755985599560056015602560356045605560656075608560956105611561256135614561556165617561856195620562156225623562456255626562756285629563056315632563356345635563656375638563956405641564256435644564556465647564856495650565156525653565456555656565756585659566056615662566356645665566656675668566956705671567256735674567556765677567856795680568156825683568456855686568756885689569056915692569356945695569656975698569957005701570257035704570557065707570857095710571157125713571457155716571757185719572057215722572357245725572657275728572957305731573257335734573557365737573857395740574157425743574457455746574757485749575057515752575357545755575657575758575957605761576257635764576557665767576857695770577157725773577457755776577757785779578057815782578357845785578657875788578957905791579257935794579557965797579857995800580158025803580458055806580758085809581058115812581358145815581658175818581958205821582258235824582558265827582858295830583158325833583458355836583758385839584058415842584358445845584658475848584958505851585258535854585558565857585858595860586158625863586458655866586758685869587058715872587358745875587658775878587958805881588258835884588558865887588858895890589158925893589458955896589758985899590059015902590359045905590659075908590959105911591259135914591559165917591859195920592159225923592459255926592759285929593059315932593359345935593659375938593959405941594259435944594559465947594859495950595159525953595459555956595759585959596059615962596359645965596659675968596959705971597259735974597559765977597859795980598159825983598459855986598759885989599059915992599359945995599659975998599960006001600260036004600560066007600860096010601160126013601460156016601760186019602060216022602360246025602660276028602960306031603260336034603560366037603860396040604160426043604460456046604760486049605060516052605360546055605660576058605960606061606260636064606560666067606860696070607160726073607460756076607760786079608060816082608360846085608660876088608960906091609260936094609560966097609860996100610161026103610461056106610761086109611061116112611361146115611661176118611961206121612261236124612561266127612861296130613161326133613461356136613761386139614061416142614361446145614661476148614961506151615261536154615561566157615861596160616161626163616461656166616761686169617061716172617361746175617661776178617961806181618261836184618561866187618861896190619161926193619461956196619761986199620062016202620362046205620662076208620962106211621262136214621562166217621862196220622162226223622462256226622762286229623062316232623362346235623662376238623962406241624262436244624562466247624862496250625162526253625462556256625762586259626062616262626362646265626662676268626962706271627262736274627562766277627862796280628162826283628462856286628762886289629062916292629362946295629662976298629963006301630263036304630563066307630863096310631163126313631463156316631763186319632063216322632363246325632663276328632963306331633263336334633563366337633863396340634163426343634463456346634763486349635063516352635363546355635663576358635963606361636263636364636563666367636863696370637163726373637463756376637763786379638063816382638363846385638663876388638963906391639263936394639563966397639863996400640164026403640464056406640764086409641064116412641364146415641664176418641964206421642264236424642564266427642864296430643164326433643464356436643764386439644064416442644364446445644664476448644964506451645264536454645564566457645864596460646164626463646464656466646764686469647064716472647364746475647664776478647964806481648264836484648564866487648864896490649164926493649464956496649764986499650065016502650365046505650665076508650965106511651265136514651565166517651865196520652165226523652465256526652765286529653065316532653365346535653665376538653965406541654265436544654565466547654865496550655165526553655465556556655765586559656065616562656365646565656665676568656965706571657265736574657565766577657865796580658165826583658465856586658765886589659065916592659365946595659665976598659966006601660266036604660566066607660866096610661166126613661466156616661766186619662066216622662366246625662666276628662966306631663266336634663566366637663866396640664166426643664466456646664766486649665066516652665366546655665666576658665966606661666266636664666566666667666866696670667166726673667466756676667766786679668066816682668366846685668666876688668966906691669266936694669566966697669866996700670167026703670467056706670767086709671067116712671367146715671667176718671967206721672267236724672567266727672867296730673167326733673467356736673767386739674067416742674367446745674667476748674967506751675267536754675567566757675867596760676167626763676467656766676767686769677067716772677367746775677667776778677967806781678267836784678567866787678867896790679167926793679467956796679767986799680068016802680368046805680668076808680968106811681268136814681568166817681868196820682168226823682468256826682768286829683068316832683368346835683668376838683968406841684268436844684568466847684868496850685168526853685468556856685768586859686068616862686368646865686668676868686968706871687268736874687568766877687868796880688168826883688468856886688768886889689068916892689368946895689668976898689969006901690269036904690569066907690869096910691169126913691469156916691769186919692069216922692369246925692669276928692969306931693269336934693569366937693869396940694169426943694469456946694769486949695069516952695369546955695669576958695969606961696269636964696569666967696869696970697169726973697469756976697769786979698069816982698369846985698669876988698969906991699269936994699569966997699869997000700170027003700470057006700770087009701070117012701370147015701670177018701970207021702270237024702570267027702870297030703170327033703470357036703770387039704070417042704370447045704670477048704970507051705270537054705570567057705870597060706170627063706470657066706770687069707070717072707370747075707670777078707970807081708270837084708570867087708870897090709170927093709470957096709770987099710071017102710371047105710671077108710971107111711271137114711571167117711871197120712171227123712471257126712771287129713071317132713371347135713671377138713971407141714271437144714571467147714871497150715171527153715471557156715771587159716071617162716371647165716671677168716971707171717271737174717571767177717871797180718171827183718471857186718771887189719071917192719371947195719671977198719972007201720272037204720572067207720872097210721172127213721472157216721772187219722072217222722372247225722672277228722972307231723272337234723572367237723872397240724172427243724472457246724772487249725072517252725372547255725672577258725972607261726272637264726572667267726872697270727172727273727472757276727772787279728072817282728372847285728672877288728972907291729272937294729572967297729872997300730173027303730473057306730773087309731073117312731373147315731673177318731973207321732273237324732573267327732873297330733173327333733473357336733773387339734073417342734373447345734673477348734973507351735273537354735573567357735873597360736173627363736473657366736773687369737073717372737373747375737673777378737973807381738273837384738573867387738873897390739173927393739473957396739773987399740074017402740374047405740674077408740974107411741274137414741574167417741874197420742174227423742474257426742774287429743074317432743374347435743674377438743974407441744274437444744574467447744874497450745174527453745474557456745774587459746074617462746374647465746674677468746974707471747274737474747574767477747874797480748174827483748474857486748774887489749074917492749374947495749674977498749975007501750275037504750575067507750875097510751175127513751475157516751775187519752075217522752375247525752675277528752975307531753275337534753575367537753875397540754175427543754475457546754775487549755075517552755375547555755675577558755975607561756275637564756575667567756875697570757175727573757475757576757775787579758075817582758375847585758675877588758975907591759275937594759575967597759875997600760176027603760476057606760776087609761076117612761376147615761676177618761976207621762276237624762576267627762876297630763176327633763476357636763776387639764076417642764376447645764676477648764976507651765276537654765576567657765876597660766176627663766476657666766776687669767076717672767376747675767676777678767976807681768276837684768576867687768876897690769176927693769476957696769776987699770077017702770377047705770677077708770977107711771277137714771577167717771877197720772177227723772477257726772777287729773077317732773377347735773677377738773977407741774277437744774577467747774877497750775177527753775477557756775777587759776077617762776377647765776677677768776977707771777277737774777577767777777877797780778177827783778477857786778777887789779077917792779377947795779677977798779978007801780278037804780578067807780878097810781178127813781478157816781778187819782078217822782378247825782678277828782978307831783278337834783578367837783878397840784178427843784478457846784778487849785078517852785378547855785678577858785978607861786278637864786578667867786878697870787178727873787478757876787778787879788078817882788378847885788678877888788978907891789278937894789578967897789878997900790179027903790479057906790779087909791079117912791379147915791679177918791979207921792279237924792579267927792879297930793179327933793479357936793779387939794079417942794379447945794679477948794979507951795279537954795579567957795879597960796179627963796479657966796779687969797079717972797379747975797679777978797979807981798279837984798579867987798879897990799179927993799479957996799779987999800080018002800380048005800680078008800980108011801280138014801580168017801880198020802180228023802480258026802780288029803080318032803380348035803680378038803980408041804280438044804580468047804880498050805180528053805480558056805780588059806080618062806380648065806680678068806980708071807280738074807580768077807880798080808180828083808480858086808780888089809080918092809380948095809680978098809981008101810281038104810581068107810881098110811181128113811481158116811781188119812081218122812381248125812681278128812981308131813281338134813581368137813881398140814181428143814481458146814781488149815081518152815381548155815681578158815981608161816281638164816581668167816881698170817181728173817481758176817781788179818081818182818381848185818681878188818981908191819281938194819581968197819881998200820182028203820482058206820782088209821082118212821382148215821682178218821982208221822282238224822582268227822882298230823182328233823482358236823782388239824082418242824382448245824682478248824982508251825282538254825582568257825882598260826182628263826482658266826782688269827082718272827382748275827682778278827982808281828282838284828582868287828882898290829182928293829482958296829782988299830083018302830383048305830683078308830983108311831283138314831583168317831883198320832183228323832483258326832783288329833083318332833383348335833683378338833983408341834283438344834583468347834883498350835183528353835483558356835783588359836083618362836383648365836683678368836983708371837283738374837583768377837883798380838183828383838483858386838783888389839083918392839383948395839683978398839984008401840284038404840584068407840884098410841184128413841484158416841784188419842084218422842384248425842684278428842984308431843284338434843584368437843884398440844184428443844484458446844784488449845084518452845384548455845684578458845984608461846284638464846584668467846884698470847184728473847484758476847784788479848084818482848384848485848684878488848984908491849284938494849584968497849884998500850185028503850485058506850785088509851085118512851385148515851685178518851985208521852285238524852585268527852885298530853185328533853485358536853785388539854085418542854385448545854685478548854985508551855285538554855585568557855885598560856185628563856485658566856785688569857085718572857385748575857685778578857985808581858285838584858585868587858885898590859185928593859485958596859785988599860086018602860386048605860686078608860986108611861286138614861586168617861886198620862186228623862486258626862786288629863086318632863386348635863686378638863986408641864286438644864586468647864886498650865186528653865486558656865786588659866086618662866386648665866686678668866986708671867286738674867586768677867886798680868186828683868486858686868786888689869086918692869386948695869686978698869987008701870287038704870587068707870887098710871187128713871487158716871787188719872087218722872387248725872687278728872987308731873287338734873587368737873887398740874187428743874487458746874787488749875087518752875387548755875687578758875987608761876287638764876587668767876887698770877187728773877487758776877787788779878087818782878387848785878687878788878987908791879287938794879587968797879887998800880188028803880488058806880788088809881088118812881388148815881688178818881988208821882288238824882588268827882888298830883188328833883488358836883788388839884088418842884388448845884688478848884988508851885288538854885588568857885888598860886188628863886488658866886788688869887088718872887388748875887688778878887988808881888288838884888588868887888888898890889188928893889488958896889788988899890089018902890389048905890689078908890989108911891289138914891589168917891889198920892189228923892489258926892789288929893089318932893389348935893689378938893989408941894289438944894589468947894889498950895189528953895489558956895789588959896089618962896389648965896689678968896989708971897289738974897589768977897889798980898189828983898489858986898789888989899089918992899389948995899689978998899990009001900290039004900590069007900890099010901190129013901490159016901790189019902090219022902390249025902690279028902990309031903290339034903590369037903890399040904190429043904490459046904790489049905090519052905390549055905690579058905990609061906290639064906590669067906890699070907190729073907490759076907790789079908090819082908390849085908690879088908990909091909290939094909590969097909890999100910191029103910491059106910791089109911091119112911391149115911691179118911991209121912291239124912591269127912891299130913191329133913491359136913791389139914091419142914391449145914691479148914991509151915291539154915591569157915891599160916191629163916491659166916791689169917091719172917391749175917691779178917991809181918291839184918591869187918891899190919191929193919491959196919791989199920092019202920392049205920692079208920992109211921292139214921592169217921892199220922192229223922492259226922792289229923092319232923392349235923692379238923992409241924292439244924592469247924892499250925192529253925492559256925792589259926092619262926392649265926692679268926992709271927292739274927592769277927892799280928192829283928492859286928792889289929092919292929392949295929692979298929993009301930293039304930593069307930893099310931193129313931493159316931793189319932093219322932393249325932693279328932993309331933293339334933593369337933893399340934193429343934493459346934793489349935093519352935393549355935693579358935993609361936293639364936593669367936893699370937193729373937493759376937793789379938093819382938393849385938693879388938993909391939293939394939593969397939893999400940194029403940494059406940794089409941094119412941394149415941694179418941994209421942294239424942594269427942894299430943194329433943494359436943794389439944094419442944394449445944694479448944994509451945294539454945594569457945894599460946194629463946494659466946794689469947094719472947394749475947694779478947994809481948294839484948594869487948894899490949194929493949494959496949794989499950095019502950395049505950695079508950995109511951295139514951595169517951895199520952195229523952495259526952795289529953095319532953395349535953695379538953995409541954295439544954595469547954895499550955195529553955495559556955795589559956095619562956395649565956695679568956995709571957295739574957595769577957895799580958195829583958495859586958795889589959095919592959395949595959695979598959996009601960296039604960596069607960896099610961196129613961496159616961796189619962096219622962396249625962696279628962996309631963296339634963596369637963896399640964196429643964496459646964796489649965096519652965396549655965696579658965996609661966296639664966596669667966896699670967196729673967496759676967796789679968096819682968396849685968696879688968996909691969296939694969596969697969896999700970197029703970497059706970797089709971097119712971397149715971697179718971997209721972297239724972597269727972897299730973197329733973497359736973797389739974097419742974397449745974697479748974997509751975297539754975597569757975897599760976197629763976497659766976797689769977097719772977397749775977697779778977997809781978297839784978597869787978897899790979197929793979497959796979797989799980098019802980398049805980698079808980998109811981298139814981598169817981898199820982198229823982498259826982798289829983098319832983398349835983698379838983998409841984298439844984598469847984898499850985198529853985498559856985798589859986098619862986398649865986698679868986998709871987298739874987598769877987898799880988198829883988498859886988798889889989098919892989398949895989698979898989999009901990299039904990599069907990899099910991199129913991499159916991799189919992099219922992399249925992699279928992999309931993299339934993599369937993899399940994199429943994499459946994799489949995099519952995399549955995699579958995999609961996299639964996599669967996899699970997199729973997499759976997799789979998099819982998399849985998699879988998999909991999299939994999599969997999899991000010001100021000310004100051000610007100081000910010100111001210013100141001510016100171001810019100201002110022100231002410025100261002710028100291003010031100321003310034100351003610037100381003910040100411004210043100441004510046100471004810049100501005110052100531005410055100561005710058100591006010061100621006310064100651006610067100681006910070100711007210073100741007510076100771007810079100801008110082100831008410085100861008710088100891009010091100921009310094100951009610097100981009910100101011010210103101041010510106101071010810109101101011110112101131011410115101161011710118101191012010121101221012310124101251012610127101281012910130101311013210133101341013510136101371013810139101401014110142101431014410145101461014710148101491015010151101521015310154101551015610157101581015910160101611016210163101641016510166101671016810169101701017110172101731017410175101761017710178101791018010181101821018310184101851018610187101881018910190101911019210193101941019510196101971019810199102001020110202102031020410205102061020710208102091021010211102121021310214102151021610217102181021910220102211022210223102241022510226102271022810229102301023110232102331023410235102361023710238102391024010241102421024310244102451024610247102481024910250102511025210253102541025510256102571025810259102601026110262102631026410265102661026710268102691027010271102721027310274102751027610277102781027910280102811028210283102841028510286102871028810289102901029110292102931029410295102961029710298102991030010301103021030310304103051030610307103081030910310103111031210313103141031510316103171031810319103201032110322103231032410325103261032710328103291033010331103321033310334103351033610337103381033910340103411034210343103441034510346103471034810349103501035110352103531035410355103561035710358103591036010361103621036310364103651036610367103681036910370103711037210373103741037510376103771037810379103801038110382103831038410385103861038710388103891039010391103921039310394103951039610397103981039910400104011040210403104041040510406104071040810409104101041110412104131041410415104161041710418104191042010421104221042310424104251042610427104281042910430104311043210433104341043510436104371043810439104401044110442104431044410445104461044710448104491045010451104521045310454104551045610457104581045910460104611046210463104641046510466104671046810469104701047110472104731047410475104761047710478104791048010481104821048310484104851048610487104881048910490104911049210493104941049510496104971049810499105001050110502105031050410505105061050710508105091051010511105121051310514105151051610517105181051910520105211052210523105241052510526105271052810529105301053110532105331053410535105361053710538105391054010541105421054310544105451054610547105481054910550105511055210553105541055510556105571055810559105601056110562105631056410565105661056710568105691057010571105721057310574105751057610577105781057910580105811058210583105841058510586105871058810589105901059110592105931059410595105961059710598105991060010601106021060310604106051060610607106081060910610106111061210613106141061510616106171061810619106201062110622106231062410625106261062710628106291063010631106321063310634106351063610637106381063910640106411064210643106441064510646106471064810649106501065110652106531065410655106561065710658106591066010661106621066310664106651066610667106681066910670106711067210673106741067510676106771067810679106801068110682106831068410685106861068710688106891069010691106921069310694106951069610697106981069910700107011070210703107041070510706107071070810709107101071110712107131071410715107161071710718107191072010721107221072310724107251072610727107281072910730107311073210733107341073510736107371073810739107401074110742107431074410745107461074710748107491075010751107521075310754107551075610757107581075910760107611076210763107641076510766107671076810769107701077110772107731077410775107761077710778107791078010781107821078310784107851078610787107881078910790107911079210793107941079510796107971079810799108001080110802108031080410805108061080710808108091081010811108121081310814108151081610817108181081910820108211082210823108241082510826108271082810829108301083110832108331083410835108361083710838108391084010841108421084310844108451084610847108481084910850108511085210853108541085510856108571085810859108601086110862108631086410865108661086710868108691087010871108721087310874108751087610877108781087910880108811088210883108841088510886108871088810889108901089110892108931089410895108961089710898108991090010901109021090310904109051090610907109081090910910109111091210913109141091510916109171091810919109201092110922109231092410925109261092710928109291093010931109321093310934109351093610937109381093910940109411094210943109441094510946109471094810949109501095110952109531095410955109561095710958109591096010961109621096310964109651096610967109681096910970109711097210973109741097510976109771097810979109801098110982109831098410985109861098710988109891099010991109921099310994109951099610997109981099911000110011100211003110041100511006110071100811009110101101111012110131101411015110161101711018110191102011021110221102311024110251102611027110281102911030110311103211033110341103511036110371103811039110401104111042110431104411045110461104711048110491105011051110521105311054110551105611057110581105911060110611106211063110641106511066110671106811069110701107111072110731107411075110761107711078110791108011081110821108311084110851108611087110881108911090110911109211093110941109511096110971109811099111001110111102111031110411105111061110711108111091111011111111121111311114111151111611117111181111911120111211112211123111241112511126111271112811129111301113111132111331113411135111361113711138111391114011141111421114311144111451114611147111481114911150111511115211153111541115511156111571115811159111601116111162111631116411165111661116711168111691117011171111721117311174111751117611177111781117911180111811118211183111841118511186111871118811189111901119111192111931119411195111961119711198111991120011201112021120311204112051120611207112081120911210112111121211213112141121511216112171121811219112201122111222112231122411225112261122711228112291123011231112321123311234112351123611237112381123911240112411124211243112441124511246112471124811249112501125111252112531125411255112561125711258112591126011261112621126311264112651126611267112681126911270112711127211273112741127511276112771127811279112801128111282112831128411285112861128711288112891129011291112921129311294112951129611297112981129911300113011130211303113041130511306113071130811309113101131111312113131131411315113161131711318113191132011321113221132311324113251132611327113281132911330113311133211333113341133511336113371133811339113401134111342113431134411345113461134711348113491135011351113521135311354113551135611357113581135911360113611136211363113641136511366113671136811369113701137111372113731137411375113761137711378113791138011381113821138311384113851138611387113881138911390113911139211393113941139511396113971139811399114001140111402114031140411405114061140711408114091141011411114121141311414114151141611417114181141911420114211142211423114241142511426114271142811429114301143111432114331143411435114361143711438114391144011441114421144311444114451144611447114481144911450114511145211453114541145511456114571145811459114601146111462114631146411465114661146711468114691147011471114721147311474114751147611477114781147911480114811148211483114841148511486114871148811489114901149111492114931149411495114961149711498114991150011501115021150311504115051150611507115081150911510115111151211513115141151511516115171151811519115201152111522115231152411525115261152711528115291153011531115321153311534115351153611537115381153911540115411154211543115441154511546115471154811549115501155111552115531155411555115561155711558115591156011561115621156311564115651156611567115681156911570115711157211573115741157511576115771157811579115801158111582115831158411585115861158711588115891159011591115921159311594115951159611597115981159911600116011160211603116041160511606116071160811609116101161111612116131161411615116161161711618116191162011621116221162311624116251162611627116281162911630116311163211633116341163511636116371163811639116401164111642116431164411645116461164711648116491165011651116521165311654116551165611657116581165911660116611166211663116641166511666116671166811669116701167111672116731167411675116761167711678116791168011681116821168311684116851168611687116881168911690116911169211693116941169511696116971169811699117001170111702117031170411705117061170711708117091171011711117121171311714117151171611717117181171911720117211172211723117241172511726117271172811729117301173111732117331173411735117361173711738117391174011741117421174311744117451174611747117481174911750117511175211753117541175511756117571175811759117601176111762117631176411765117661176711768117691177011771117721177311774117751177611777117781177911780117811178211783117841178511786117871178811789117901179111792117931179411795117961179711798117991180011801118021180311804118051180611807118081180911810118111181211813118141181511816118171181811819118201182111822118231182411825118261182711828118291183011831118321183311834118351183611837118381183911840118411184211843118441184511846118471184811849118501185111852118531185411855118561185711858118591186011861118621186311864118651186611867118681186911870118711187211873118741187511876118771187811879118801188111882118831188411885118861188711888118891189011891118921189311894118951189611897118981189911900119011190211903119041190511906119071190811909119101191111912119131191411915119161191711918119191192011921119221192311924119251192611927119281192911930119311193211933119341193511936119371193811939119401194111942119431194411945119461194711948119491195011951119521195311954119551195611957119581195911960119611196211963119641196511966119671196811969119701197111972119731197411975119761197711978119791198011981119821198311984119851198611987119881198911990119911199211993119941199511996119971199811999120001200112002120031200412005120061200712008120091201012011120121201312014120151201612017120181201912020120211202212023120241202512026120271202812029120301203112032120331203412035120361203712038120391204012041120421204312044120451204612047120481204912050120511205212053120541205512056120571205812059120601206112062120631206412065120661206712068120691207012071120721207312074120751207612077120781207912080120811208212083120841208512086120871208812089120901209112092120931209412095120961209712098120991210012101121021210312104121051210612107121081210912110121111211212113121141211512116121171211812119121201212112122121231212412125121261212712128121291213012131121321213312134121351213612137121381213912140121411214212143121441214512146121471214812149121501215112152121531215412155121561215712158121591216012161121621216312164121651216612167121681216912170121711217212173121741217512176121771217812179121801218112182121831218412185121861218712188121891219012191121921219312194121951219612197121981219912200122011220212203122041220512206122071220812209122101221112212122131221412215122161221712218122191222012221122221222312224122251222612227122281222912230122311223212233122341223512236122371223812239122401224112242122431224412245122461224712248122491225012251122521225312254122551225612257122581225912260122611226212263122641226512266122671226812269122701227112272122731227412275122761227712278122791228012281122821228312284122851228612287122881228912290122911229212293122941229512296122971229812299123001230112302123031230412305123061230712308123091231012311123121231312314123151231612317123181231912320123211232212323123241232512326123271232812329123301233112332123331233412335123361233712338123391234012341123421234312344123451234612347123481234912350123511235212353123541235512356123571235812359123601236112362123631236412365123661236712368123691237012371123721237312374123751237612377123781237912380123811238212383123841238512386123871238812389123901239112392123931239412395123961239712398123991240012401124021240312404124051240612407124081240912410124111241212413124141241512416124171241812419124201242112422124231242412425124261242712428124291243012431124321243312434124351243612437124381243912440124411244212443124441244512446124471244812449124501245112452124531245412455124561245712458124591246012461124621246312464124651246612467124681246912470124711247212473124741247512476124771247812479124801248112482124831248412485124861248712488124891249012491124921249312494124951249612497124981249912500125011250212503125041250512506125071250812509125101251112512125131251412515125161251712518125191252012521125221252312524125251252612527125281252912530125311253212533125341253512536125371253812539125401254112542125431254412545125461254712548125491255012551125521255312554125551255612557125581255912560125611256212563125641256512566125671256812569125701257112572125731257412575125761257712578125791258012581125821258312584125851258612587125881258912590125911259212593125941259512596125971259812599126001260112602126031260412605126061260712608126091261012611126121261312614126151261612617126181261912620126211262212623126241262512626126271262812629126301263112632126331263412635126361263712638126391264012641126421264312644126451264612647126481264912650126511265212653126541265512656126571265812659126601266112662126631266412665126661266712668126691267012671126721267312674126751267612677126781267912680126811268212683126841268512686126871268812689126901269112692126931269412695126961269712698126991270012701127021270312704127051270612707127081270912710127111271212713127141271512716127171271812719127201272112722127231272412725127261272712728127291273012731127321273312734127351273612737127381273912740127411274212743127441274512746127471274812749127501275112752127531275412755127561275712758127591276012761127621276312764127651276612767127681276912770127711277212773127741277512776127771277812779127801278112782127831278412785127861278712788127891279012791127921279312794127951279612797127981279912800128011280212803128041280512806128071280812809128101281112812128131281412815128161281712818128191282012821128221282312824128251282612827128281282912830128311283212833128341283512836128371283812839128401284112842128431284412845128461284712848128491285012851128521285312854128551285612857128581285912860128611286212863128641286512866128671286812869128701287112872128731287412875128761287712878128791288012881128821288312884128851288612887128881288912890128911289212893128941289512896128971289812899129001290112902129031290412905129061290712908129091291012911129121291312914129151291612917129181291912920129211292212923129241292512926129271292812929129301293112932129331293412935129361293712938129391294012941129421294312944129451294612947129481294912950129511295212953129541295512956129571295812959129601296112962129631296412965129661296712968129691297012971129721297312974129751297612977129781297912980129811298212983129841298512986129871298812989129901299112992129931299412995129961299712998129991300013001130021300313004130051300613007130081300913010130111301213013130141301513016130171301813019130201302113022130231302413025130261302713028130291303013031130321303313034130351303613037130381303913040130411304213043130441304513046130471304813049130501305113052130531305413055130561305713058130591306013061130621306313064130651306613067130681306913070130711307213073130741307513076130771307813079130801308113082130831308413085130861308713088130891309013091130921309313094130951309613097130981309913100131011310213103131041310513106131071310813109131101311113112131131311413115131161311713118131191312013121131221312313124131251312613127131281312913130131311313213133131341313513136131371313813139131401314113142131431314413145131461314713148131491315013151131521315313154131551315613157131581315913160131611316213163131641316513166131671316813169131701317113172131731317413175131761317713178131791318013181131821318313184131851318613187131881318913190131911319213193131941319513196131971319813199132001320113202132031320413205132061320713208132091321013211132121321313214132151321613217132181321913220132211322213223132241322513226132271322813229132301323113232132331323413235132361323713238132391324013241132421324313244132451324613247132481324913250132511325213253132541325513256132571325813259132601326113262132631326413265132661326713268132691327013271132721327313274132751327613277132781327913280132811328213283132841328513286132871328813289132901329113292132931329413295132961329713298132991330013301133021330313304133051330613307133081330913310133111331213313133141331513316133171331813319133201332113322133231332413325133261332713328133291333013331133321333313334133351333613337133381333913340133411334213343133441334513346133471334813349133501335113352133531335413355133561335713358133591336013361133621336313364133651336613367133681336913370133711337213373133741337513376133771337813379133801338113382133831338413385133861338713388133891339013391133921339313394133951339613397133981339913400134011340213403134041340513406134071340813409134101341113412134131341413415134161341713418134191342013421134221342313424134251342613427134281342913430134311343213433134341343513436134371343813439134401344113442134431344413445134461344713448134491345013451134521345313454134551345613457134581345913460134611346213463134641346513466134671346813469134701347113472134731347413475134761347713478134791348013481134821348313484134851348613487134881348913490134911349213493134941349513496134971349813499135001350113502135031350413505135061350713508135091351013511135121351313514135151351613517135181351913520135211352213523135241352513526135271352813529135301353113532135331353413535135361353713538135391354013541135421354313544135451354613547135481354913550135511355213553135541355513556135571355813559135601356113562135631356413565135661356713568135691357013571135721357313574135751357613577135781357913580135811358213583135841358513586135871358813589135901359113592135931359413595135961359713598135991360013601136021360313604136051360613607136081360913610136111361213613136141361513616136171361813619136201362113622136231362413625136261362713628136291363013631136321363313634136351363613637136381363913640136411364213643136441364513646136471364813649136501365113652136531365413655136561365713658136591366013661136621366313664136651366613667136681366913670136711367213673136741367513676136771367813679136801368113682136831368413685136861368713688136891369013691136921369313694136951369613697136981369913700137011370213703137041370513706137071370813709137101371113712137131371413715137161371713718137191372013721137221372313724137251372613727137281372913730137311373213733137341373513736137371373813739137401374113742137431374413745137461374713748137491375013751137521375313754137551375613757137581375913760137611376213763137641376513766137671376813769137701377113772137731377413775137761377713778137791378013781137821378313784137851378613787137881378913790137911379213793137941379513796137971379813799138001380113802138031380413805138061380713808138091381013811138121381313814138151381613817138181381913820138211382213823138241382513826138271382813829138301383113832138331383413835138361383713838138391384013841138421384313844138451384613847138481384913850138511385213853138541385513856138571385813859138601386113862138631386413865138661386713868138691387013871138721387313874138751387613877138781387913880138811388213883138841388513886138871388813889138901389113892138931389413895138961389713898138991390013901139021390313904139051390613907139081390913910139111391213913139141391513916139171391813919139201392113922139231392413925139261392713928139291393013931139321393313934139351393613937139381393913940139411394213943139441394513946139471394813949139501395113952139531395413955139561395713958139591396013961139621396313964139651396613967139681396913970139711397213973139741397513976139771397813979139801398113982139831398413985139861398713988139891399013991139921399313994139951399613997139981399914000140011400214003140041400514006140071400814009140101401114012140131401414015140161401714018140191402014021140221402314024140251402614027140281402914030140311403214033140341403514036140371403814039140401404114042140431404414045140461404714048140491405014051140521405314054140551405614057140581405914060140611406214063140641406514066140671406814069140701407114072140731407414075140761407714078140791408014081140821408314084140851408614087140881408914090140911409214093140941409514096140971409814099141001410114102141031410414105141061410714108141091411014111141121411314114141151411614117141181411914120141211412214123141241412514126141271412814129141301413114132141331413414135141361413714138141391414014141141421414314144141451414614147141481414914150141511415214153141541415514156141571415814159141601416114162141631416414165141661416714168141691417014171141721417314174141751417614177141781417914180141811418214183141841418514186141871418814189141901419114192141931419414195141961419714198141991420014201142021420314204142051420614207142081420914210142111421214213142141421514216142171421814219142201422114222142231422414225142261422714228142291423014231142321423314234142351423614237142381423914240142411424214243142441424514246142471424814249142501425114252142531425414255142561425714258142591426014261142621426314264142651426614267142681426914270142711427214273142741427514276142771427814279142801428114282142831428414285142861428714288142891429014291142921429314294142951429614297142981429914300143011430214303143041430514306143071430814309143101431114312143131431414315143161431714318143191432014321143221432314324143251432614327143281432914330143311433214333143341433514336143371433814339143401434114342143431434414345143461434714348143491435014351143521435314354143551435614357143581435914360143611436214363143641436514366143671436814369143701437114372143731437414375143761437714378143791438014381143821438314384143851438614387143881438914390143911439214393143941439514396143971439814399144001440114402144031440414405144061440714408144091441014411144121441314414144151441614417144181441914420144211442214423144241442514426144271442814429144301443114432144331443414435144361443714438144391444014441144421444314444144451444614447144481444914450144511445214453144541445514456144571445814459144601446114462144631446414465144661446714468144691447014471144721447314474144751447614477144781447914480144811448214483144841448514486144871448814489144901449114492144931449414495144961449714498144991450014501145021450314504145051450614507145081450914510145111451214513145141451514516145171451814519145201452114522145231452414525145261452714528145291453014531145321453314534145351453614537145381453914540145411454214543145441454514546145471454814549145501455114552145531455414555145561455714558145591456014561145621456314564145651456614567145681456914570145711457214573145741457514576145771457814579145801458114582145831458414585145861458714588145891459014591145921459314594145951459614597145981459914600146011460214603146041460514606146071460814609146101461114612146131461414615146161461714618146191462014621146221462314624146251462614627146281462914630146311463214633146341463514636146371463814639146401464114642146431464414645146461464714648146491465014651146521465314654146551465614657146581465914660146611466214663146641466514666146671466814669146701467114672146731467414675146761467714678146791468014681146821468314684146851468614687146881468914690146911469214693146941469514696146971469814699147001470114702147031470414705147061470714708147091471014711147121471314714147151471614717147181471914720147211472214723147241472514726147271472814729147301473114732147331473414735147361473714738147391474014741147421474314744147451474614747147481474914750147511475214753147541475514756147571475814759147601476114762147631476414765147661476714768147691477014771147721477314774147751477614777147781477914780147811478214783147841478514786147871478814789147901479114792147931479414795147961479714798147991480014801148021480314804148051480614807148081480914810148111481214813148141481514816148171481814819148201482114822148231482414825148261482714828148291483014831148321483314834148351483614837148381483914840148411484214843148441484514846148471484814849148501485114852148531485414855148561485714858148591486014861148621486314864148651486614867148681486914870148711487214873148741487514876148771487814879148801488114882148831488414885148861488714888148891489014891148921489314894148951489614897148981489914900149011490214903149041490514906149071490814909149101491114912149131491414915149161491714918149191492014921149221492314924149251492614927149281492914930149311493214933149341493514936149371493814939149401494114942149431494414945149461494714948149491495014951149521495314954149551495614957149581495914960149611496214963149641496514966149671496814969149701497114972149731497414975149761497714978149791498014981149821498314984149851498614987149881498914990149911499214993149941499514996149971499814999150001500115002150031500415005150061500715008150091501015011150121501315014150151501615017150181501915020150211502215023150241502515026150271502815029150301503115032150331503415035150361503715038150391504015041150421504315044150451504615047150481504915050150511505215053150541505515056150571505815059150601506115062150631506415065150661506715068150691507015071150721507315074150751507615077150781507915080150811508215083150841508515086150871508815089150901509115092150931509415095150961509715098150991510015101151021510315104151051510615107151081510915110151111511215113151141511515116151171511815119151201512115122151231512415125151261512715128151291513015131151321513315134151351513615137151381513915140151411514215143151441514515146151471514815149151501515115152151531515415155151561515715158151591516015161151621516315164151651516615167151681516915170151711517215173151741517515176151771517815179151801518115182151831518415185151861518715188151891519015191151921519315194151951519615197151981519915200152011520215203152041520515206152071520815209152101521115212152131521415215152161521715218152191522015221152221522315224152251522615227152281522915230152311523215233152341523515236152371523815239152401524115242152431524415245152461524715248152491525015251152521525315254152551525615257152581525915260152611526215263152641526515266152671526815269152701527115272152731527415275152761527715278152791528015281152821528315284152851528615287152881528915290152911529215293152941529515296152971529815299153001530115302153031530415305153061530715308153091531015311153121531315314153151531615317153181531915320153211532215323153241532515326153271532815329153301533115332153331533415335153361533715338153391534015341153421534315344153451534615347153481534915350153511535215353153541535515356153571535815359153601536115362153631536415365153661536715368153691537015371153721537315374153751537615377153781537915380153811538215383153841538515386153871538815389153901539115392153931539415395153961539715398153991540015401154021540315404154051540615407154081540915410154111541215413154141541515416154171541815419154201542115422154231542415425154261542715428154291543015431154321543315434154351543615437154381543915440154411544215443154441544515446154471544815449154501545115452154531545415455154561545715458154591546015461154621546315464154651546615467154681546915470154711547215473154741547515476154771547815479154801548115482154831548415485154861548715488154891549015491154921549315494154951549615497154981549915500155011550215503155041550515506155071550815509155101551115512155131551415515155161551715518155191552015521155221552315524155251552615527155281552915530155311553215533155341553515536155371553815539155401554115542155431554415545155461554715548155491555015551155521555315554155551555615557155581555915560155611556215563155641556515566155671556815569155701557115572155731557415575155761557715578155791558015581155821558315584155851558615587155881558915590155911559215593155941559515596155971559815599156001560115602156031560415605156061560715608156091561015611156121561315614156151561615617156181561915620156211562215623156241562515626156271562815629156301563115632156331563415635156361563715638156391564015641156421564315644156451564615647156481564915650156511565215653156541565515656156571565815659156601566115662156631566415665156661566715668156691567015671156721567315674156751567615677156781567915680156811568215683156841568515686156871568815689156901569115692156931569415695156961569715698156991570015701157021570315704157051570615707157081570915710157111571215713157141571515716157171571815719157201572115722157231572415725157261572715728157291573015731157321573315734157351573615737157381573915740157411574215743157441574515746157471574815749157501575115752157531575415755157561575715758157591576015761157621576315764157651576615767157681576915770157711577215773157741577515776157771577815779157801578115782157831578415785157861578715788157891579015791157921579315794157951579615797157981579915800158011580215803158041580515806158071580815809158101581115812158131581415815158161581715818158191582015821158221582315824158251582615827158281582915830158311583215833158341583515836158371583815839158401584115842158431584415845158461584715848158491585015851158521585315854158551585615857158581585915860158611586215863158641586515866158671586815869158701587115872158731587415875158761587715878158791588015881158821588315884158851588615887158881588915890158911589215893158941589515896158971589815899159001590115902159031590415905159061590715908159091591015911159121591315914159151591615917159181591915920159211592215923159241592515926159271592815929159301593115932159331593415935159361593715938159391594015941159421594315944159451594615947159481594915950159511595215953159541595515956159571595815959159601596115962159631596415965159661596715968159691597015971159721597315974159751597615977159781597915980159811598215983159841598515986159871598815989159901599115992159931599415995159961599715998159991600016001160021600316004160051600616007160081600916010160111601216013160141601516016160171601816019160201602116022160231602416025160261602716028160291603016031160321603316034160351603616037160381603916040160411604216043160441604516046160471604816049160501605116052160531605416055160561605716058160591606016061160621606316064160651606616067160681606916070160711607216073160741607516076160771607816079160801608116082160831608416085160861608716088160891609016091160921609316094160951609616097160981609916100161011610216103161041610516106161071610816109161101611116112161131611416115161161611716118161191612016121161221612316124161251612616127161281612916130161311613216133161341613516136161371613816139161401614116142161431614416145161461614716148161491615016151161521615316154161551615616157161581615916160161611616216163161641616516166161671616816169161701617116172161731617416175161761617716178161791618016181161821618316184161851618616187161881618916190161911619216193161941619516196161971619816199162001620116202162031620416205162061620716208162091621016211162121621316214162151621616217162181621916220162211622216223162241622516226162271622816229162301623116232162331623416235162361623716238162391624016241162421624316244162451624616247162481624916250162511625216253162541625516256162571625816259162601626116262162631626416265162661626716268162691627016271162721627316274162751627616277162781627916280162811628216283162841628516286162871628816289162901629116292162931629416295162961629716298162991630016301163021630316304163051630616307163081630916310163111631216313163141631516316163171631816319163201632116322163231632416325163261632716328163291633016331163321633316334163351633616337163381633916340163411634216343163441634516346163471634816349163501635116352163531635416355163561635716358163591636016361163621636316364163651636616367163681636916370163711637216373163741637516376163771637816379163801638116382163831638416385163861638716388163891639016391163921639316394163951639616397163981639916400164011640216403164041640516406164071640816409164101641116412164131641416415164161641716418164191642016421164221642316424164251642616427164281642916430164311643216433164341643516436164371643816439164401644116442164431644416445164461644716448164491645016451164521645316454164551645616457164581645916460164611646216463164641646516466164671646816469164701647116472164731647416475164761647716478164791648016481164821648316484164851648616487164881648916490164911649216493164941649516496164971649816499165001650116502165031650416505165061650716508165091651016511165121651316514165151651616517165181651916520165211652216523165241652516526165271652816529165301653116532165331653416535165361653716538165391654016541165421654316544165451654616547165481654916550165511655216553165541655516556165571655816559165601656116562165631656416565165661656716568165691657016571165721657316574165751657616577165781657916580165811658216583165841658516586165871658816589165901659116592165931659416595165961659716598165991660016601166021660316604166051660616607166081660916610166111661216613166141661516616166171661816619166201662116622166231662416625166261662716628166291663016631166321663316634166351663616637166381663916640166411664216643166441664516646166471664816649166501665116652166531665416655166561665716658166591666016661166621666316664166651666616667166681666916670166711667216673166741667516676166771667816679166801668116682166831668416685166861668716688166891669016691166921669316694166951669616697166981669916700167011670216703167041670516706167071670816709167101671116712167131671416715167161671716718167191672016721167221672316724167251672616727167281672916730167311673216733167341673516736167371673816739167401674116742167431674416745167461674716748167491675016751167521675316754167551675616757167581675916760167611676216763167641676516766167671676816769167701677116772167731677416775167761677716778167791678016781167821678316784167851678616787167881678916790167911679216793167941679516796167971679816799168001680116802168031680416805168061680716808168091681016811168121681316814168151681616817168181681916820168211682216823168241682516826168271682816829168301683116832168331683416835168361683716838168391684016841168421684316844168451684616847168481684916850168511685216853168541685516856168571685816859168601686116862168631686416865168661686716868168691687016871168721687316874168751687616877168781687916880168811688216883168841688516886168871688816889168901689116892168931689416895168961689716898168991690016901169021690316904169051690616907169081690916910169111691216913169141691516916169171691816919169201692116922169231692416925169261692716928169291693016931169321693316934169351693616937169381693916940169411694216943169441694516946169471694816949169501695116952169531695416955169561695716958169591696016961169621696316964169651696616967169681696916970169711697216973169741697516976169771697816979169801698116982169831698416985169861698716988169891699016991169921699316994169951699616997169981699917000170011700217003170041700517006170071700817009170101701117012170131701417015170161701717018170191702017021170221702317024170251702617027170281702917030170311703217033170341703517036170371703817039170401704117042170431704417045170461704717048170491705017051170521705317054170551705617057170581705917060170611706217063170641706517066170671706817069170701707117072170731707417075170761707717078170791708017081170821708317084170851708617087170881708917090170911709217093170941709517096170971709817099171001710117102171031710417105171061710717108171091711017111171121711317114171151711617117171181711917120171211712217123171241712517126171271712817129171301713117132171331713417135171361713717138171391714017141171421714317144171451714617147171481714917150171511715217153171541715517156171571715817159171601716117162171631716417165171661716717168171691717017171171721717317174171751717617177171781717917180171811718217183171841718517186171871718817189171901719117192171931719417195171961719717198171991720017201172021720317204172051720617207172081720917210172111721217213172141721517216172171721817219172201722117222172231722417225172261722717228172291723017231172321723317234172351723617237172381723917240172411724217243172441724517246172471724817249172501725117252172531725417255172561725717258172591726017261172621726317264172651726617267172681726917270172711727217273172741727517276172771727817279172801728117282172831728417285172861728717288172891729017291172921729317294172951729617297172981729917300173011730217303173041730517306173071730817309173101731117312173131731417315173161731717318173191732017321173221732317324173251732617327173281732917330173311733217333173341733517336173371733817339173401734117342173431734417345173461734717348173491735017351173521735317354173551735617357173581735917360173611736217363173641736517366173671736817369173701737117372173731737417375173761737717378173791738017381173821738317384173851738617387173881738917390173911739217393173941739517396173971739817399174001740117402174031740417405174061740717408174091741017411174121741317414174151741617417174181741917420174211742217423174241742517426174271742817429174301743117432174331743417435174361743717438174391744017441174421744317444174451744617447174481744917450174511745217453174541745517456174571745817459174601746117462174631746417465174661746717468174691747017471174721747317474174751747617477174781747917480174811748217483174841748517486174871748817489174901749117492174931749417495174961749717498174991750017501175021750317504175051750617507175081750917510175111751217513175141751517516175171751817519175201752117522175231752417525175261752717528175291753017531175321753317534175351753617537175381753917540175411754217543175441754517546175471754817549175501755117552175531755417555175561755717558175591756017561175621756317564175651756617567175681756917570175711757217573175741757517576175771757817579175801758117582175831758417585175861758717588175891759017591175921759317594175951759617597175981759917600176011760217603176041760517606176071760817609176101761117612176131761417615176161761717618176191762017621176221762317624176251762617627176281762917630176311763217633176341763517636176371763817639176401764117642176431764417645176461764717648176491765017651176521765317654176551765617657176581765917660176611766217663176641766517666176671766817669176701767117672176731767417675176761767717678176791768017681176821768317684176851768617687176881768917690176911769217693176941769517696176971769817699177001770117702177031770417705177061770717708177091771017711177121771317714177151771617717177181771917720177211772217723177241772517726177271772817729177301773117732177331773417735177361773717738177391774017741177421774317744177451774617747177481774917750177511775217753177541775517756177571775817759177601776117762177631776417765177661776717768177691777017771177721777317774177751777617777177781777917780177811778217783177841778517786177871778817789177901779117792177931779417795177961779717798177991780017801178021780317804178051780617807178081780917810178111781217813178141781517816178171781817819178201782117822178231782417825178261782717828178291783017831178321783317834178351783617837178381783917840178411784217843178441784517846178471784817849178501785117852178531785417855178561785717858178591786017861178621786317864178651786617867178681786917870178711787217873178741787517876178771787817879178801788117882178831788417885178861788717888178891789017891178921789317894178951789617897178981789917900179011790217903179041790517906179071790817909179101791117912179131791417915179161791717918179191792017921179221792317924179251792617927179281792917930179311793217933179341793517936179371793817939179401794117942179431794417945179461794717948179491795017951179521795317954179551795617957179581795917960179611796217963179641796517966179671796817969179701797117972179731797417975179761797717978179791798017981179821798317984179851798617987179881798917990179911799217993179941799517996179971799817999180001800118002180031800418005180061800718008180091801018011180121801318014180151801618017180181801918020180211802218023180241802518026180271802818029180301803118032180331803418035180361803718038180391804018041180421804318044180451804618047180481804918050180511805218053180541805518056180571805818059180601806118062180631806418065180661806718068180691807018071180721807318074180751807618077180781807918080180811808218083180841808518086180871808818089180901809118092180931809418095180961809718098180991810018101181021810318104181051810618107181081810918110181111811218113181141811518116181171811818119181201812118122181231812418125181261812718128181291813018131181321813318134181351813618137181381813918140181411814218143181441814518146181471814818149181501815118152181531815418155181561815718158181591816018161181621816318164181651816618167181681816918170181711817218173181741817518176181771817818179181801818118182181831818418185181861818718188181891819018191181921819318194181951819618197181981819918200182011820218203182041820518206182071820818209182101821118212182131821418215182161821718218182191822018221182221822318224182251822618227182281822918230182311823218233182341823518236182371823818239182401824118242182431824418245182461824718248182491825018251182521825318254182551825618257182581825918260182611826218263182641826518266182671826818269182701827118272182731827418275182761827718278182791828018281182821828318284182851828618287182881828918290182911829218293182941829518296182971829818299183001830118302183031830418305183061830718308183091831018311183121831318314183151831618317183181831918320183211832218323183241832518326183271832818329183301833118332183331833418335183361833718338183391834018341183421834318344183451834618347183481834918350183511835218353183541835518356183571835818359183601836118362183631836418365183661836718368183691837018371183721837318374183751837618377183781837918380183811838218383183841838518386183871838818389183901839118392183931839418395183961839718398183991840018401184021840318404184051840618407184081840918410184111841218413184141841518416184171841818419184201842118422184231842418425184261842718428184291843018431184321843318434184351843618437184381843918440184411844218443184441844518446184471844818449184501845118452184531845418455184561845718458184591846018461184621846318464184651846618467184681846918470184711847218473184741847518476184771847818479184801848118482184831848418485184861848718488184891849018491184921849318494184951849618497184981849918500185011850218503185041850518506185071850818509185101851118512185131851418515185161851718518185191852018521185221852318524185251852618527185281852918530185311853218533185341853518536185371853818539185401854118542185431854418545185461854718548185491855018551185521855318554185551855618557185581855918560185611856218563185641856518566185671856818569185701857118572185731857418575185761857718578185791858018581185821858318584185851858618587185881858918590185911859218593185941859518596185971859818599186001860118602186031860418605186061860718608186091861018611186121861318614186151861618617186181861918620186211862218623186241862518626186271862818629186301863118632186331863418635186361863718638186391864018641186421864318644186451864618647186481864918650186511865218653186541865518656186571865818659186601866118662186631866418665186661866718668186691867018671186721867318674186751867618677186781867918680186811868218683186841868518686186871868818689186901869118692186931869418695186961869718698186991870018701187021870318704187051870618707187081870918710187111871218713187141871518716187171871818719187201872118722187231872418725187261872718728187291873018731187321873318734187351873618737187381873918740187411874218743187441874518746187471874818749187501875118752187531875418755187561875718758187591876018761187621876318764187651876618767187681876918770187711877218773187741877518776187771877818779187801878118782187831878418785187861878718788187891879018791187921879318794187951879618797187981879918800188011880218803188041880518806188071880818809188101881118812188131881418815188161881718818188191882018821188221882318824188251882618827188281882918830188311883218833188341883518836188371883818839188401884118842188431884418845188461884718848188491885018851188521885318854188551885618857188581885918860188611886218863188641886518866188671886818869188701887118872188731887418875188761887718878188791888018881188821888318884188851888618887188881888918890188911889218893188941889518896188971889818899189001890118902189031890418905189061890718908189091891018911189121891318914189151891618917189181891918920189211892218923189241892518926189271892818929189301893118932189331893418935189361893718938189391894018941189421894318944189451894618947189481894918950189511895218953189541895518956189571895818959189601896118962189631896418965189661896718968189691897018971189721897318974189751897618977189781897918980189811898218983189841898518986189871898818989189901899118992189931899418995189961899718998189991900019001190021900319004190051900619007190081900919010190111901219013190141901519016190171901819019190201902119022190231902419025190261902719028190291903019031190321903319034190351903619037190381903919040190411904219043190441904519046190471904819049190501905119052190531905419055190561905719058190591906019061190621906319064190651906619067190681906919070190711907219073190741907519076190771907819079190801908119082190831908419085190861908719088190891909019091190921909319094190951909619097190981909919100191011910219103191041910519106191071910819109191101911119112191131911419115191161911719118191191912019121191221912319124191251912619127191281912919130191311913219133191341913519136191371913819139191401914119142191431914419145191461914719148191491915019151191521915319154191551915619157191581915919160191611916219163191641916519166191671916819169191701917119172191731917419175191761917719178191791918019181191821918319184191851918619187191881918919190191911919219193191941919519196191971919819199192001920119202192031920419205192061920719208192091921019211192121921319214192151921619217192181921919220192211922219223192241922519226192271922819229192301923119232192331923419235192361923719238192391924019241192421924319244192451924619247192481924919250192511925219253192541925519256192571925819259192601926119262192631926419265192661926719268192691927019271192721927319274192751927619277192781927919280192811928219283192841928519286192871928819289192901929119292192931929419295192961929719298192991930019301193021930319304193051930619307193081930919310193111931219313193141931519316193171931819319193201932119322193231932419325193261932719328193291933019331193321933319334193351933619337193381933919340193411934219343193441934519346193471934819349193501935119352193531935419355193561935719358193591936019361193621936319364193651936619367193681936919370193711937219373193741937519376193771937819379193801938119382193831938419385193861938719388193891939019391193921939319394193951939619397193981939919400194011940219403194041940519406194071940819409194101941119412194131941419415194161941719418194191942019421194221942319424194251942619427194281942919430194311943219433194341943519436194371943819439194401944119442194431944419445194461944719448194491945019451194521945319454194551945619457194581945919460194611946219463194641946519466194671946819469194701947119472194731947419475194761947719478194791948019481194821948319484194851948619487194881948919490194911949219493194941949519496194971949819499195001950119502195031950419505195061950719508195091951019511195121951319514195151951619517195181951919520195211952219523195241952519526195271952819529195301953119532195331953419535195361953719538195391954019541195421954319544195451954619547195481954919550195511955219553195541955519556195571955819559195601956119562195631956419565195661956719568195691957019571195721957319574195751957619577195781957919580195811958219583195841958519586195871958819589195901959119592195931959419595195961959719598195991960019601196021960319604196051960619607196081960919610196111961219613196141961519616196171961819619196201962119622196231962419625196261962719628196291963019631196321963319634196351963619637196381963919640196411964219643196441964519646196471964819649196501965119652196531965419655196561965719658196591966019661196621966319664196651966619667196681966919670196711967219673196741967519676196771967819679196801968119682196831968419685196861968719688196891969019691196921969319694196951969619697196981969919700197011970219703197041970519706197071970819709197101971119712197131971419715197161971719718197191972019721197221972319724197251972619727197281972919730197311973219733197341973519736197371973819739197401974119742197431974419745197461974719748197491975019751197521975319754197551975619757197581975919760197611976219763197641976519766197671976819769197701977119772197731977419775197761977719778197791978019781197821978319784197851978619787197881978919790197911979219793197941979519796197971979819799198001980119802198031980419805198061980719808198091981019811198121981319814198151981619817198181981919820198211982219823198241982519826198271982819829198301983119832198331983419835198361983719838198391984019841198421984319844198451984619847198481984919850198511985219853198541985519856198571985819859198601986119862198631986419865198661986719868198691987019871198721987319874198751987619877198781987919880198811988219883198841988519886198871988819889198901989119892198931989419895198961989719898198991990019901199021990319904199051990619907199081990919910199111991219913199141991519916199171991819919199201992119922199231992419925199261992719928199291993019931199321993319934199351993619937199381993919940199411994219943199441994519946199471994819949199501995119952199531995419955199561995719958199591996019961199621996319964199651996619967199681996919970199711997219973199741997519976199771997819979199801998119982199831998419985199861998719988199891999019991199921999319994199951999619997199981999920000200012000220003200042000520006200072000820009200102001120012200132001420015200162001720018200192002020021200222002320024200252002620027200282002920030200312003220033200342003520036200372003820039200402004120042200432004420045200462004720048200492005020051200522005320054200552005620057200582005920060200612006220063200642006520066200672006820069200702007120072200732007420075200762007720078200792008020081200822008320084200852008620087200882008920090200912009220093200942009520096200972009820099201002010120102201032010420105201062010720108201092011020111201122011320114201152011620117201182011920120201212012220123201242012520126201272012820129201302013120132201332013420135201362013720138201392014020141201422014320144201452014620147201482014920150201512015220153201542015520156201572015820159201602016120162201632016420165201662016720168201692017020171201722017320174201752017620177201782017920180201812018220183201842018520186201872018820189201902019120192201932019420195201962019720198201992020020201202022020320204202052020620207202082020920210202112021220213202142021520216202172021820219202202022120222202232022420225202262022720228202292023020231202322023320234202352023620237202382023920240202412024220243202442024520246202472024820249202502025120252202532025420255202562025720258202592026020261202622026320264202652026620267202682026920270202712027220273202742027520276202772027820279202802028120282202832028420285202862028720288202892029020291202922029320294202952029620297202982029920300203012030220303203042030520306203072030820309203102031120312203132031420315203162031720318203192032020321203222032320324203252032620327203282032920330203312033220333203342033520336203372033820339203402034120342203432034420345203462034720348203492035020351203522035320354203552035620357203582035920360203612036220363203642036520366203672036820369203702037120372203732037420375203762037720378203792038020381203822038320384203852038620387203882038920390203912039220393203942039520396203972039820399204002040120402204032040420405204062040720408204092041020411204122041320414204152041620417204182041920420204212042220423204242042520426204272042820429204302043120432204332043420435204362043720438204392044020441204422044320444204452044620447204482044920450204512045220453204542045520456204572045820459204602046120462204632046420465204662046720468204692047020471204722047320474204752047620477204782047920480204812048220483204842048520486204872048820489204902049120492204932049420495204962049720498204992050020501205022050320504205052050620507205082050920510205112051220513205142051520516205172051820519205202052120522205232052420525205262052720528205292053020531205322053320534205352053620537205382053920540205412054220543205442054520546205472054820549205502055120552205532055420555205562055720558205592056020561205622056320564205652056620567205682056920570205712057220573205742057520576205772057820579205802058120582205832058420585205862058720588205892059020591205922059320594205952059620597205982059920600206012060220603206042060520606206072060820609206102061120612206132061420615206162061720618206192062020621206222062320624206252062620627206282062920630206312063220633206342063520636206372063820639206402064120642206432064420645206462064720648206492065020651206522065320654206552065620657206582065920660206612066220663206642066520666206672066820669206702067120672206732067420675206762067720678206792068020681206822068320684206852068620687206882068920690206912069220693206942069520696206972069820699207002070120702207032070420705207062070720708207092071020711207122071320714207152071620717207182071920720207212072220723207242072520726207272072820729207302073120732207332073420735207362073720738207392074020741207422074320744207452074620747207482074920750207512075220753207542075520756207572075820759207602076120762207632076420765207662076720768207692077020771207722077320774207752077620777207782077920780207812078220783207842078520786207872078820789207902079120792207932079420795207962079720798207992080020801208022080320804208052080620807208082080920810208112081220813208142081520816208172081820819208202082120822208232082420825208262082720828208292083020831208322083320834208352083620837208382083920840208412084220843208442084520846208472084820849208502085120852208532085420855208562085720858208592086020861208622086320864208652086620867208682086920870208712087220873208742087520876208772087820879208802088120882208832088420885208862088720888208892089020891208922089320894208952089620897208982089920900209012090220903209042090520906209072090820909209102091120912209132091420915209162091720918209192092020921209222092320924209252092620927209282092920930209312093220933209342093520936209372093820939209402094120942209432094420945209462094720948209492095020951209522095320954209552095620957209582095920960209612096220963209642096520966209672096820969209702097120972209732097420975209762097720978209792098020981209822098320984209852098620987209882098920990209912099220993209942099520996209972099820999210002100121002210032100421005210062100721008210092101021011210122101321014210152101621017210182101921020210212102221023210242102521026210272102821029210302103121032210332103421035210362103721038210392104021041210422104321044210452104621047210482104921050210512105221053210542105521056210572105821059210602106121062210632106421065210662106721068210692107021071210722107321074210752107621077210782107921080210812108221083210842108521086210872108821089210902109121092210932109421095210962109721098210992110021101211022110321104211052110621107211082110921110211112111221113211142111521116211172111821119211202112121122211232112421125211262112721128211292113021131211322113321134211352113621137211382113921140211412114221143211442114521146211472114821149211502115121152211532115421155211562115721158211592116021161211622116321164211652116621167211682116921170211712117221173211742117521176211772117821179211802118121182211832118421185211862118721188211892119021191211922119321194211952119621197211982119921200212012120221203212042120521206212072120821209212102121121212212132121421215212162121721218212192122021221212222122321224212252122621227212282122921230212312123221233212342123521236212372123821239212402124121242212432124421245212462124721248212492125021251212522125321254212552125621257212582125921260212612126221263212642126521266212672126821269212702127121272212732127421275212762127721278212792128021281212822128321284212852128621287212882128921290212912129221293212942129521296212972129821299213002130121302213032130421305213062130721308213092131021311213122131321314213152131621317213182131921320213212132221323213242132521326213272132821329213302133121332213332133421335213362133721338213392134021341213422134321344213452134621347213482134921350213512135221353213542135521356213572135821359213602136121362213632136421365213662136721368213692137021371213722137321374213752137621377213782137921380213812138221383213842138521386213872138821389213902139121392213932139421395213962139721398213992140021401214022140321404214052140621407214082140921410214112141221413214142141521416214172141821419214202142121422214232142421425214262142721428214292143021431214322143321434214352143621437214382143921440214412144221443214442144521446214472144821449214502145121452214532145421455214562145721458214592146021461214622146321464214652146621467214682146921470214712147221473214742147521476214772147821479214802148121482214832148421485214862148721488214892149021491214922149321494214952149621497214982149921500215012150221503215042150521506215072150821509215102151121512215132151421515215162151721518215192152021521215222152321524215252152621527215282152921530215312153221533215342153521536215372153821539215402154121542215432154421545215462154721548215492155021551215522155321554215552155621557215582155921560215612156221563215642156521566215672156821569215702157121572215732157421575215762157721578215792158021581215822158321584215852158621587215882158921590215912159221593215942159521596215972159821599216002160121602216032160421605216062160721608216092161021611216122161321614216152161621617216182161921620216212162221623216242162521626216272162821629216302163121632216332163421635216362163721638216392164021641216422164321644216452164621647216482164921650216512165221653216542165521656216572165821659216602166121662216632166421665216662166721668216692167021671216722167321674216752167621677216782167921680216812168221683216842168521686216872168821689216902169121692216932169421695216962169721698216992170021701217022170321704217052170621707217082170921710217112171221713217142171521716217172171821719217202172121722217232172421725217262172721728217292173021731217322173321734217352173621737217382173921740217412174221743217442174521746217472174821749217502175121752217532175421755217562175721758217592176021761217622176321764217652176621767217682176921770217712177221773217742177521776217772177821779217802178121782217832178421785217862178721788217892179021791217922179321794217952179621797217982179921800218012180221803218042180521806218072180821809218102181121812218132181421815218162181721818218192182021821218222182321824218252182621827218282182921830218312183221833218342183521836218372183821839218402184121842218432184421845218462184721848218492185021851218522185321854218552185621857218582185921860218612186221863218642186521866218672186821869218702187121872218732187421875218762187721878218792188021881218822188321884218852188621887218882188921890218912189221893218942189521896218972189821899219002190121902219032190421905219062190721908219092191021911219122191321914219152191621917219182191921920219212192221923219242192521926219272192821929219302193121932219332193421935219362193721938219392194021941219422194321944219452194621947219482194921950219512195221953219542195521956219572195821959219602196121962219632196421965219662196721968219692197021971219722197321974219752197621977219782197921980219812198221983219842198521986219872198821989219902199121992219932199421995219962199721998219992200022001220022200322004220052200622007220082200922010220112201222013220142201522016220172201822019220202202122022220232202422025220262202722028220292203022031220322203322034220352203622037220382203922040220412204222043220442204522046220472204822049220502205122052220532205422055220562205722058220592206022061220622206322064220652206622067220682206922070220712207222073220742207522076220772207822079220802208122082220832208422085220862208722088220892209022091220922209322094220952209622097220982209922100221012210222103221042210522106221072210822109221102211122112221132211422115221162211722118221192212022121221222212322124221252212622127221282212922130221312213222133221342213522136221372213822139221402214122142221432214422145221462214722148221492215022151221522215322154221552215622157221582215922160221612216222163221642216522166221672216822169221702217122172221732217422175221762217722178221792218022181221822218322184221852218622187221882218922190221912219222193221942219522196221972219822199222002220122202222032220422205222062220722208222092221022211222122221322214222152221622217222182221922220222212222222223222242222522226222272222822229222302223122232222332223422235222362223722238222392224022241222422224322244222452224622247222482224922250222512225222253222542225522256222572225822259222602226122262222632226422265222662226722268222692227022271222722227322274222752227622277222782227922280222812228222283222842228522286222872228822289222902229122292222932229422295222962229722298222992230022301223022230322304223052230622307223082230922310223112231222313223142231522316223172231822319223202232122322223232232422325223262232722328223292233022331223322233322334223352233622337223382233922340223412234222343223442234522346223472234822349223502235122352223532235422355223562235722358223592236022361223622236322364223652236622367223682236922370223712237222373223742237522376223772237822379223802238122382223832238422385223862238722388223892239022391223922239322394223952239622397223982239922400224012240222403224042240522406224072240822409224102241122412224132241422415224162241722418224192242022421224222242322424224252242622427224282242922430224312243222433224342243522436224372243822439224402244122442224432244422445224462244722448224492245022451224522245322454224552245622457224582245922460224612246222463224642246522466224672246822469224702247122472224732247422475224762247722478224792248022481224822248322484224852248622487224882248922490224912249222493224942249522496224972249822499225002250122502225032250422505225062250722508225092251022511225122251322514225152251622517225182251922520225212252222523225242252522526225272252822529225302253122532225332253422535225362253722538225392254022541225422254322544225452254622547225482254922550225512255222553225542255522556225572255822559225602256122562225632256422565225662256722568225692257022571225722257322574225752257622577225782257922580225812258222583225842258522586225872258822589225902259122592225932259422595225962259722598225992260022601226022260322604226052260622607226082260922610226112261222613226142261522616226172261822619226202262122622226232262422625226262262722628226292263022631226322263322634226352263622637226382263922640226412264222643226442264522646226472264822649226502265122652226532265422655226562265722658226592266022661226622266322664226652266622667226682266922670226712267222673226742267522676226772267822679226802268122682226832268422685226862268722688226892269022691226922269322694226952269622697226982269922700227012270222703227042270522706227072270822709227102271122712227132271422715227162271722718227192272022721227222272322724227252272622727227282272922730227312273222733227342273522736227372273822739227402274122742227432274422745227462274722748227492275022751227522275322754227552275622757227582275922760227612276222763227642276522766227672276822769227702277122772227732277422775227762277722778227792278022781227822278322784227852278622787227882278922790227912279222793227942279522796227972279822799228002280122802228032280422805228062280722808228092281022811228122281322814228152281622817228182281922820228212282222823228242282522826228272282822829228302283122832228332283422835228362283722838228392284022841228422284322844228452284622847228482284922850228512285222853228542285522856228572285822859228602286122862228632286422865228662286722868228692287022871228722287322874228752287622877228782287922880228812288222883228842288522886228872288822889228902289122892228932289422895228962289722898228992290022901229022290322904229052290622907229082290922910229112291222913229142291522916229172291822919229202292122922229232292422925229262292722928229292293022931229322293322934229352293622937229382293922940229412294222943229442294522946229472294822949229502295122952229532295422955229562295722958229592296022961229622296322964229652296622967229682296922970229712297222973229742297522976229772297822979229802298122982229832298422985229862298722988229892299022991229922299322994229952299622997229982299923000230012300223003230042300523006230072300823009230102301123012230132301423015230162301723018230192302023021230222302323024230252302623027230282302923030230312303223033230342303523036230372303823039230402304123042230432304423045230462304723048230492305023051230522305323054230552305623057230582305923060230612306223063230642306523066230672306823069230702307123072230732307423075230762307723078230792308023081230822308323084230852308623087230882308923090230912309223093230942309523096230972309823099231002310123102231032310423105231062310723108231092311023111231122311323114231152311623117231182311923120231212312223123231242312523126231272312823129231302313123132231332313423135231362313723138231392314023141231422314323144231452314623147231482314923150231512315223153231542315523156231572315823159231602316123162231632316423165231662316723168231692317023171231722317323174231752317623177231782317923180231812318223183231842318523186231872318823189231902319123192231932319423195231962319723198231992320023201232022320323204232052320623207232082320923210232112321223213232142321523216232172321823219232202322123222232232322423225232262322723228232292323023231232322323323234232352323623237232382323923240232412324223243232442324523246232472324823249232502325123252232532325423255232562325723258232592326023261232622326323264232652326623267232682326923270232712327223273232742327523276232772327823279232802328123282232832328423285232862328723288232892329023291232922329323294232952329623297232982329923300233012330223303233042330523306233072330823309233102331123312233132331423315233162331723318233192332023321233222332323324233252332623327233282332923330233312333223333233342333523336233372333823339233402334123342233432334423345233462334723348233492335023351233522335323354233552335623357233582335923360233612336223363233642336523366233672336823369233702337123372233732337423375233762337723378233792338023381233822338323384233852338623387233882338923390233912339223393233942339523396233972339823399234002340123402234032340423405234062340723408234092341023411234122341323414234152341623417234182341923420234212342223423234242342523426234272342823429234302343123432234332343423435234362343723438234392344023441234422344323444234452344623447234482344923450234512345223453234542345523456234572345823459234602346123462234632346423465234662346723468234692347023471234722347323474234752347623477234782347923480234812348223483234842348523486234872348823489234902349123492234932349423495234962349723498234992350023501235022350323504235052350623507235082350923510235112351223513235142351523516235172351823519235202352123522235232352423525235262352723528235292353023531235322353323534235352353623537235382353923540235412354223543235442354523546235472354823549235502355123552235532355423555235562355723558235592356023561235622356323564235652356623567235682356923570235712357223573235742357523576235772357823579235802358123582235832358423585235862358723588235892359023591235922359323594235952359623597235982359923600236012360223603236042360523606236072360823609236102361123612236132361423615236162361723618236192362023621236222362323624236252362623627236282362923630236312363223633236342363523636236372363823639236402364123642236432364423645236462364723648236492365023651236522365323654236552365623657236582365923660236612366223663236642366523666236672366823669236702367123672236732367423675236762367723678236792368023681236822368323684236852368623687236882368923690236912369223693236942369523696236972369823699237002370123702237032370423705237062370723708237092371023711237122371323714237152371623717237182371923720237212372223723237242372523726237272372823729237302373123732237332373423735237362373723738237392374023741237422374323744237452374623747237482374923750237512375223753237542375523756237572375823759237602376123762237632376423765237662376723768237692377023771237722377323774237752377623777237782377923780237812378223783237842378523786237872378823789237902379123792237932379423795237962379723798237992380023801238022380323804238052380623807238082380923810238112381223813238142381523816238172381823819238202382123822238232382423825238262382723828238292383023831238322383323834238352383623837238382383923840238412384223843238442384523846238472384823849238502385123852238532385423855238562385723858238592386023861238622386323864238652386623867238682386923870238712387223873238742387523876238772387823879238802388123882238832388423885238862388723888238892389023891238922389323894238952389623897238982389923900239012390223903239042390523906239072390823909239102391123912239132391423915239162391723918239192392023921239222392323924239252392623927239282392923930239312393223933239342393523936239372393823939239402394123942239432394423945239462394723948239492395023951239522395323954239552395623957239582395923960239612396223963239642396523966239672396823969239702397123972239732397423975239762397723978239792398023981239822398323984239852398623987239882398923990239912399223993239942399523996239972399823999240002400124002240032400424005240062400724008240092401024011240122401324014240152401624017240182401924020240212402224023240242402524026240272402824029240302403124032240332403424035240362403724038240392404024041240422404324044240452404624047240482404924050240512405224053240542405524056240572405824059240602406124062240632406424065240662406724068240692407024071240722407324074240752407624077240782407924080240812408224083240842408524086240872408824089240902409124092240932409424095240962409724098240992410024101241022410324104241052410624107241082410924110241112411224113241142411524116241172411824119241202412124122241232412424125241262412724128241292413024131241322413324134241352413624137241382413924140241412414224143241442414524146241472414824149241502415124152241532415424155241562415724158241592416024161241622416324164241652416624167241682416924170241712417224173241742417524176241772417824179241802418124182241832418424185241862418724188241892419024191241922419324194241952419624197241982419924200242012420224203242042420524206242072420824209242102421124212242132421424215242162421724218242192422024221242222422324224242252422624227242282422924230242312423224233242342423524236242372423824239242402424124242242432424424245242462424724248242492425024251242522425324254242552425624257242582425924260242612426224263242642426524266242672426824269242702427124272242732427424275242762427724278242792428024281242822428324284242852428624287242882428924290242912429224293242942429524296242972429824299243002430124302243032430424305243062430724308243092431024311243122431324314243152431624317243182431924320243212432224323243242432524326243272432824329243302433124332243332433424335243362433724338243392434024341243422434324344243452434624347243482434924350243512435224353243542435524356243572435824359243602436124362243632436424365243662436724368243692437024371243722437324374243752437624377243782437924380243812438224383243842438524386243872438824389243902439124392243932439424395243962439724398243992440024401244022440324404244052440624407244082440924410244112441224413244142441524416244172441824419244202442124422244232442424425244262442724428244292443024431244322443324434244352443624437244382443924440244412444224443244442444524446244472444824449244502445124452244532445424455244562445724458244592446024461244622446324464244652446624467244682446924470244712447224473244742447524476244772447824479244802448124482244832448424485244862448724488244892449024491244922449324494244952449624497244982449924500245012450224503245042450524506245072450824509245102451124512245132451424515245162451724518245192452024521245222452324524245252452624527245282452924530245312453224533245342453524536245372453824539245402454124542245432454424545245462454724548245492455024551245522455324554245552455624557245582455924560245612456224563245642456524566245672456824569245702457124572245732457424575245762457724578245792458024581245822458324584245852458624587245882458924590245912459224593245942459524596245972459824599246002460124602246032460424605246062460724608246092461024611246122461324614246152461624617246182461924620246212462224623246242462524626246272462824629246302463124632246332463424635246362463724638246392464024641246422464324644246452464624647246482464924650246512465224653246542465524656246572465824659246602466124662246632466424665246662466724668246692467024671246722467324674246752467624677246782467924680246812468224683246842468524686246872468824689246902469124692246932469424695246962469724698246992470024701247022470324704247052470624707247082470924710247112471224713247142471524716247172471824719247202472124722247232472424725247262472724728247292473024731247322473324734247352473624737247382473924740247412474224743247442474524746247472474824749247502475124752247532475424755247562475724758247592476024761247622476324764247652476624767247682476924770247712477224773247742477524776247772477824779247802478124782247832478424785247862478724788247892479024791247922479324794247952479624797247982479924800248012480224803248042480524806248072480824809248102481124812248132481424815248162481724818248192482024821248222482324824248252482624827248282482924830248312483224833248342483524836248372483824839248402484124842248432484424845248462484724848248492485024851248522485324854248552485624857248582485924860248612486224863248642486524866248672486824869248702487124872248732487424875248762487724878248792488024881248822488324884248852488624887248882488924890248912489224893248942489524896248972489824899249002490124902249032490424905249062490724908249092491024911249122491324914249152491624917249182491924920249212492224923249242492524926249272492824929249302493124932249332493424935249362493724938249392494024941249422494324944249452494624947249482494924950249512495224953249542495524956249572495824959249602496124962249632496424965249662496724968249692497024971249722497324974249752497624977249782497924980249812498224983249842498524986249872498824989249902499124992249932499424995249962499724998249992500025001250022500325004250052500625007250082500925010250112501225013250142501525016250172501825019250202502125022250232502425025250262502725028250292503025031250322503325034250352503625037250382503925040250412504225043250442504525046250472504825049250502505125052250532505425055250562505725058250592506025061250622506325064250652506625067250682506925070250712507225073250742507525076250772507825079250802508125082250832508425085250862508725088250892509025091250922509325094250952509625097250982509925100251012510225103251042510525106251072510825109251102511125112251132511425115251162511725118251192512025121251222512325124251252512625127251282512925130251312513225133251342513525136251372513825139251402514125142251432514425145251462514725148251492515025151251522515325154251552515625157251582515925160251612516225163251642516525166251672516825169251702517125172251732517425175251762517725178251792518025181251822518325184251852518625187251882518925190251912519225193251942519525196251972519825199252002520125202252032520425205252062520725208252092521025211252122521325214252152521625217252182521925220252212522225223252242522525226252272522825229252302523125232252332523425235252362523725238252392524025241252422524325244252452524625247252482524925250252512525225253252542525525256252572525825259252602526125262252632526425265252662526725268252692527025271252722527325274252752527625277252782527925280252812528225283252842528525286252872528825289252902529125292252932529425295252962529725298252992530025301253022530325304253052530625307253082530925310253112531225313253142531525316253172531825319253202532125322253232532425325253262532725328253292533025331253322533325334253352533625337253382533925340253412534225343253442534525346253472534825349253502535125352253532535425355253562535725358253592536025361253622536325364253652536625367253682536925370253712537225373253742537525376253772537825379253802538125382253832538425385253862538725388253892539025391253922539325394253952539625397253982539925400254012540225403254042540525406254072540825409254102541125412254132541425415254162541725418254192542025421254222542325424254252542625427254282542925430254312543225433254342543525436254372543825439254402544125442254432544425445254462544725448254492545025451254522545325454254552545625457254582545925460254612546225463254642546525466254672546825469254702547125472254732547425475254762547725478254792548025481254822548325484254852548625487254882548925490254912549225493254942549525496254972549825499255002550125502255032550425505255062550725508255092551025511255122551325514255152551625517255182551925520255212552225523255242552525526255272552825529255302553125532255332553425535255362553725538255392554025541255422554325544255452554625547255482554925550255512555225553255542555525556255572555825559255602556125562255632556425565255662556725568255692557025571255722557325574255752557625577255782557925580255812558225583255842558525586255872558825589255902559125592255932559425595255962559725598255992560025601256022560325604256052560625607256082560925610256112561225613256142561525616256172561825619256202562125622256232562425625256262562725628256292563025631256322563325634256352563625637256382563925640256412564225643256442564525646256472564825649256502565125652256532565425655256562565725658256592566025661256622566325664256652566625667256682566925670256712567225673256742567525676256772567825679256802568125682256832568425685256862568725688256892569025691256922569325694256952569625697256982569925700257012570225703257042570525706257072570825709257102571125712257132571425715257162571725718257192572025721257222572325724257252572625727257282572925730257312573225733257342573525736257372573825739257402574125742257432574425745257462574725748257492575025751257522575325754257552575625757257582575925760257612576225763257642576525766257672576825769257702577125772257732577425775257762577725778257792578025781257822578325784257852578625787257882578925790257912579225793257942579525796257972579825799258002580125802258032580425805258062580725808258092581025811258122581325814258152581625817258182581925820258212582225823258242582525826258272582825829258302583125832258332583425835258362583725838258392584025841258422584325844258452584625847258482584925850258512585225853258542585525856258572585825859258602586125862258632586425865258662586725868258692587025871258722587325874258752587625877258782587925880258812588225883258842588525886258872588825889258902589125892258932589425895258962589725898258992590025901259022590325904259052590625907259082590925910259112591225913259142591525916259172591825919259202592125922259232592425925259262592725928259292593025931259322593325934259352593625937259382593925940259412594225943259442594525946259472594825949259502595125952259532595425955259562595725958259592596025961259622596325964259652596625967259682596925970259712597225973259742597525976259772597825979259802598125982259832598425985259862598725988259892599025991259922599325994259952599625997259982599926000260012600226003260042600526006260072600826009260102601126012260132601426015260162601726018260192602026021260222602326024260252602626027260282602926030260312603226033260342603526036260372603826039260402604126042260432604426045260462604726048260492605026051260522605326054260552605626057260582605926060260612606226063260642606526066260672606826069260702607126072260732607426075260762607726078260792608026081260822608326084260852608626087260882608926090260912609226093260942609526096260972609826099261002610126102261032610426105261062610726108261092611026111261122611326114261152611626117261182611926120261212612226123261242612526126261272612826129261302613126132261332613426135261362613726138261392614026141261422614326144261452614626147261482614926150261512615226153261542615526156261572615826159261602616126162261632616426165261662616726168261692617026171261722617326174261752617626177261782617926180261812618226183261842618526186261872618826189261902619126192261932619426195261962619726198261992620026201262022620326204262052620626207262082620926210262112621226213262142621526216262172621826219262202622126222262232622426225262262622726228262292623026231262322623326234262352623626237262382623926240262412624226243262442624526246262472624826249262502625126252262532625426255262562625726258262592626026261262622626326264262652626626267262682626926270262712627226273262742627526276262772627826279262802628126282262832628426285262862628726288262892629026291262922629326294262952629626297262982629926300263012630226303263042630526306263072630826309263102631126312263132631426315263162631726318263192632026321263222632326324263252632626327263282632926330263312633226333263342633526336263372633826339263402634126342263432634426345263462634726348263492635026351263522635326354263552635626357263582635926360263612636226363263642636526366263672636826369263702637126372263732637426375263762637726378263792638026381263822638326384263852638626387263882638926390263912639226393263942639526396263972639826399264002640126402264032640426405264062640726408264092641026411264122641326414264152641626417264182641926420264212642226423264242642526426264272642826429264302643126432264332643426435264362643726438264392644026441264422644326444264452644626447264482644926450264512645226453264542645526456264572645826459264602646126462264632646426465264662646726468264692647026471264722647326474264752647626477264782647926480264812648226483264842648526486264872648826489264902649126492264932649426495264962649726498264992650026501265022650326504265052650626507265082650926510265112651226513265142651526516265172651826519265202652126522265232652426525265262652726528265292653026531265322653326534265352653626537265382653926540265412654226543265442654526546265472654826549265502655126552265532655426555265562655726558265592656026561265622656326564265652656626567265682656926570265712657226573265742657526576265772657826579265802658126582265832658426585265862658726588265892659026591265922659326594265952659626597265982659926600266012660226603266042660526606266072660826609266102661126612266132661426615266162661726618266192662026621266222662326624266252662626627266282662926630266312663226633266342663526636266372663826639266402664126642266432664426645266462664726648266492665026651266522665326654266552665626657266582665926660266612666226663266642666526666266672666826669266702667126672266732667426675266762667726678266792668026681266822668326684266852668626687266882668926690266912669226693266942669526696266972669826699267002670126702267032670426705267062670726708267092671026711267122671326714267152671626717267182671926720267212672226723267242672526726267272672826729267302673126732267332673426735267362673726738267392674026741267422674326744267452674626747267482674926750267512675226753267542675526756267572675826759267602676126762267632676426765267662676726768267692677026771267722677326774267752677626777267782677926780267812678226783267842678526786267872678826789267902679126792267932679426795267962679726798267992680026801268022680326804268052680626807268082680926810268112681226813268142681526816268172681826819268202682126822268232682426825268262682726828268292683026831268322683326834268352683626837268382683926840268412684226843268442684526846268472684826849268502685126852268532685426855268562685726858268592686026861268622686326864268652686626867268682686926870268712687226873268742687526876268772687826879268802688126882268832688426885268862688726888268892689026891268922689326894268952689626897268982689926900269012690226903269042690526906269072690826909269102691126912269132691426915269162691726918269192692026921269222692326924269252692626927269282692926930269312693226933269342693526936269372693826939269402694126942269432694426945269462694726948269492695026951269522695326954269552695626957269582695926960269612696226963269642696526966269672696826969269702697126972269732697426975269762697726978269792698026981269822698326984269852698626987269882698926990269912699226993269942699526996269972699826999270002700127002270032700427005270062700727008270092701027011270122701327014270152701627017270182701927020270212702227023270242702527026270272702827029270302703127032270332703427035270362703727038270392704027041270422704327044270452704627047270482704927050270512705227053270542705527056270572705827059270602706127062270632706427065270662706727068270692707027071270722707327074270752707627077270782707927080270812708227083270842708527086270872708827089270902709127092270932709427095270962709727098270992710027101271022710327104271052710627107271082710927110271112711227113271142711527116271172711827119271202712127122271232712427125271262712727128271292713027131271322713327134271352713627137271382713927140271412714227143271442714527146271472714827149271502715127152271532715427155271562715727158271592716027161271622716327164271652716627167271682716927170271712717227173271742717527176271772717827179271802718127182271832718427185271862718727188271892719027191271922719327194271952719627197271982719927200272012720227203272042720527206272072720827209272102721127212272132721427215272162721727218272192722027221272222722327224272252722627227272282722927230272312723227233272342723527236272372723827239272402724127242272432724427245272462724727248272492725027251272522725327254272552725627257272582725927260272612726227263272642726527266272672726827269272702727127272272732727427275272762727727278272792728027281272822728327284272852728627287272882728927290272912729227293272942729527296272972729827299273002730127302273032730427305273062730727308273092731027311273122731327314273152731627317273182731927320273212732227323273242732527326273272732827329273302733127332273332733427335273362733727338273392734027341273422734327344273452734627347273482734927350273512735227353273542735527356273572735827359273602736127362273632736427365273662736727368273692737027371273722737327374273752737627377273782737927380273812738227383273842738527386273872738827389273902739127392273932739427395273962739727398273992740027401274022740327404274052740627407274082740927410274112741227413274142741527416274172741827419274202742127422274232742427425274262742727428274292743027431274322743327434274352743627437274382743927440274412744227443274442744527446274472744827449274502745127452274532745427455274562745727458274592746027461274622746327464274652746627467274682746927470274712747227473274742747527476274772747827479274802748127482274832748427485274862748727488274892749027491274922749327494274952749627497274982749927500275012750227503275042750527506275072750827509275102751127512275132751427515275162751727518275192752027521275222752327524275252752627527275282752927530275312753227533275342753527536275372753827539275402754127542275432754427545275462754727548275492755027551275522755327554275552755627557275582755927560275612756227563275642756527566275672756827569275702757127572275732757427575275762757727578275792758027581275822758327584275852758627587275882758927590275912759227593275942759527596275972759827599276002760127602276032760427605276062760727608276092761027611276122761327614276152761627617276182761927620276212762227623276242762527626276272762827629276302763127632276332763427635276362763727638276392764027641276422764327644276452764627647276482764927650276512765227653276542765527656276572765827659276602766127662276632766427665276662766727668276692767027671276722767327674276752767627677276782767927680276812768227683276842768527686276872768827689276902769127692276932769427695276962769727698276992770027701277022770327704277052770627707277082770927710277112771227713277142771527716277172771827719277202772127722277232772427725277262772727728277292773027731277322773327734277352773627737277382773927740277412774227743277442774527746277472774827749277502775127752277532775427755277562775727758277592776027761277622776327764277652776627767277682776927770277712777227773277742777527776277772777827779277802778127782277832778427785277862778727788277892779027791277922779327794277952779627797277982779927800278012780227803278042780527806278072780827809278102781127812278132781427815278162781727818278192782027821278222782327824278252782627827278282782927830278312783227833278342783527836278372783827839278402784127842278432784427845278462784727848278492785027851278522785327854278552785627857278582785927860278612786227863278642786527866278672786827869278702787127872278732787427875278762787727878278792788027881278822788327884278852788627887278882788927890278912789227893278942789527896278972789827899279002790127902279032790427905279062790727908279092791027911279122791327914279152791627917279182791927920279212792227923279242792527926279272792827929279302793127932279332793427935279362793727938279392794027941279422794327944279452794627947279482794927950279512795227953279542795527956279572795827959279602796127962279632796427965279662796727968279692797027971279722797327974279752797627977279782797927980279812798227983279842798527986279872798827989279902799127992279932799427995279962799727998279992800028001280022800328004280052800628007280082800928010280112801228013280142801528016280172801828019280202802128022280232802428025280262802728028280292803028031280322803328034280352803628037280382803928040280412804228043280442804528046280472804828049280502805128052280532805428055280562805728058280592806028061280622806328064280652806628067280682806928070280712807228073280742807528076280772807828079280802808128082280832808428085280862808728088280892809028091280922809328094280952809628097280982809928100281012810228103281042810528106281072810828109281102811128112281132811428115281162811728118281192812028121281222812328124281252812628127281282812928130281312813228133281342813528136281372813828139281402814128142281432814428145281462814728148281492815028151281522815328154281552815628157281582815928160281612816228163281642816528166281672816828169281702817128172281732817428175281762817728178281792818028181281822818328184281852818628187281882818928190281912819228193281942819528196281972819828199282002820128202282032820428205282062820728208282092821028211282122821328214282152821628217282182821928220282212822228223282242822528226282272822828229282302823128232282332823428235282362823728238282392824028241282422824328244282452824628247282482824928250282512825228253282542825528256282572825828259282602826128262282632826428265282662826728268282692827028271282722827328274282752827628277282782827928280282812828228283282842828528286282872828828289282902829128292282932829428295282962829728298282992830028301283022830328304283052830628307283082830928310283112831228313283142831528316283172831828319283202832128322283232832428325283262832728328283292833028331283322833328334283352833628337283382833928340283412834228343283442834528346283472834828349283502835128352283532835428355283562835728358283592836028361283622836328364283652836628367283682836928370283712837228373283742837528376283772837828379283802838128382283832838428385283862838728388283892839028391283922839328394283952839628397283982839928400284012840228403284042840528406284072840828409284102841128412284132841428415284162841728418284192842028421284222842328424284252842628427284282842928430284312843228433284342843528436284372843828439284402844128442284432844428445284462844728448284492845028451284522845328454284552845628457284582845928460284612846228463284642846528466284672846828469284702847128472284732847428475284762847728478284792848028481284822848328484284852848628487284882848928490284912849228493284942849528496284972849828499285002850128502285032850428505285062850728508285092851028511285122851328514285152851628517285182851928520285212852228523285242852528526285272852828529285302853128532285332853428535285362853728538285392854028541285422854328544285452854628547285482854928550285512855228553285542855528556285572855828559285602856128562285632856428565285662856728568285692857028571285722857328574285752857628577285782857928580285812858228583285842858528586285872858828589285902859128592285932859428595285962859728598285992860028601286022860328604286052860628607286082860928610286112861228613286142861528616286172861828619286202862128622286232862428625286262862728628286292863028631286322863328634286352863628637286382863928640286412864228643286442864528646286472864828649286502865128652286532865428655286562865728658286592866028661286622866328664286652866628667286682866928670286712867228673286742867528676286772867828679286802868128682286832868428685286862868728688286892869028691286922869328694286952869628697286982869928700287012870228703287042870528706287072870828709287102871128712287132871428715287162871728718287192872028721287222872328724287252872628727287282872928730287312873228733287342873528736287372873828739287402874128742287432874428745287462874728748287492875028751287522875328754287552875628757287582875928760287612876228763287642876528766287672876828769287702877128772287732877428775287762877728778287792878028781287822878328784287852878628787287882878928790287912879228793287942879528796287972879828799288002880128802288032880428805288062880728808288092881028811288122881328814288152881628817288182881928820288212882228823288242882528826288272882828829288302883128832288332883428835288362883728838288392884028841288422884328844288452884628847288482884928850288512885228853288542885528856288572885828859288602886128862288632886428865288662886728868288692887028871288722887328874288752887628877288782887928880288812888228883288842888528886288872888828889288902889128892288932889428895288962889728898288992890028901289022890328904289052890628907289082890928910289112891228913289142891528916289172891828919289202892128922289232892428925289262892728928289292893028931289322893328934289352893628937289382893928940289412894228943289442894528946289472894828949289502895128952289532895428955289562895728958289592896028961289622896328964289652896628967289682896928970289712897228973289742897528976289772897828979289802898128982289832898428985289862898728988289892899028991289922899328994289952899628997289982899929000290012900229003290042900529006290072900829009290102901129012290132901429015290162901729018290192902029021290222902329024290252902629027290282902929030290312903229033290342903529036290372903829039290402904129042290432904429045290462904729048290492905029051290522905329054290552905629057290582905929060290612906229063290642906529066290672906829069290702907129072290732907429075290762907729078290792908029081290822908329084290852908629087290882908929090290912909229093290942909529096290972909829099291002910129102291032910429105291062910729108291092911029111291122911329114291152911629117291182911929120291212912229123291242912529126291272912829129291302913129132291332913429135291362913729138291392914029141291422914329144291452914629147291482914929150291512915229153291542915529156291572915829159291602916129162291632916429165291662916729168291692917029171291722917329174291752917629177291782917929180291812918229183291842918529186291872918829189291902919129192291932919429195291962919729198291992920029201292022920329204292052920629207292082920929210292112921229213292142921529216292172921829219292202922129222292232922429225292262922729228292292923029231292322923329234292352923629237292382923929240292412924229243292442924529246292472924829249292502925129252292532925429255292562925729258292592926029261292622926329264292652926629267292682926929270292712927229273292742927529276292772927829279292802928129282292832928429285292862928729288292892929029291292922929329294292952929629297292982929929300293012930229303293042930529306293072930829309293102931129312293132931429315293162931729318293192932029321293222932329324293252932629327293282932929330293312933229333293342933529336293372933829339293402934129342293432934429345293462934729348293492935029351293522935329354293552935629357293582935929360293612936229363293642936529366293672936829369293702937129372293732937429375293762937729378293792938029381293822938329384293852938629387293882938929390293912939229393293942939529396293972939829399294002940129402294032940429405294062940729408294092941029411294122941329414294152941629417294182941929420294212942229423294242942529426294272942829429294302943129432294332943429435294362943729438294392944029441294422944329444294452944629447294482944929450294512945229453294542945529456294572945829459294602946129462294632946429465294662946729468294692947029471294722947329474294752947629477294782947929480294812948229483294842948529486294872948829489294902949129492294932949429495294962949729498294992950029501295022950329504295052950629507295082950929510295112951229513295142951529516295172951829519295202952129522295232952429525295262952729528295292953029531295322953329534295352953629537295382953929540295412954229543295442954529546295472954829549295502955129552295532955429555295562955729558295592956029561295622956329564295652956629567295682956929570295712957229573295742957529576295772957829579295802958129582295832958429585295862958729588295892959029591295922959329594295952959629597295982959929600296012960229603296042960529606296072960829609296102961129612296132961429615296162961729618296192962029621296222962329624296252962629627296282962929630296312963229633296342963529636296372963829639296402964129642296432964429645296462964729648296492965029651296522965329654296552965629657296582965929660296612966229663296642966529666296672966829669296702967129672296732967429675296762967729678296792968029681296822968329684296852968629687296882968929690296912969229693296942969529696296972969829699297002970129702297032970429705297062970729708297092971029711297122971329714297152971629717297182971929720297212972229723297242972529726297272972829729297302973129732297332973429735297362973729738297392974029741297422974329744297452974629747297482974929750297512975229753297542975529756297572975829759297602976129762297632976429765297662976729768297692977029771297722977329774297752977629777297782977929780297812978229783297842978529786297872978829789297902979129792297932979429795297962979729798297992980029801298022980329804298052980629807298082980929810298112981229813298142981529816298172981829819298202982129822298232982429825298262982729828298292983029831298322983329834298352983629837298382983929840298412984229843298442984529846298472984829849298502985129852298532985429855298562985729858298592986029861298622986329864298652986629867298682986929870298712987229873298742987529876298772987829879298802988129882298832988429885298862988729888298892989029891298922989329894298952989629897298982989929900299012990229903299042990529906299072990829909299102991129912299132991429915299162991729918299192992029921299222992329924299252992629927299282992929930299312993229933299342993529936299372993829939299402994129942299432994429945299462994729948299492995029951299522995329954299552995629957299582995929960299612996229963299642996529966299672996829969299702997129972299732997429975299762997729978299792998029981299822998329984299852998629987299882998929990299912999229993299942999529996299972999829999300003000130002300033000430005300063000730008300093001030011300123001330014300153001630017300183001930020300213002230023300243002530026300273002830029300303003130032300333003430035300363003730038300393004030041300423004330044300453004630047300483004930050300513005230053300543005530056300573005830059300603006130062300633006430065300663006730068300693007030071300723007330074300753007630077300783007930080300813008230083300843008530086300873008830089300903009130092300933009430095300963009730098300993010030101301023010330104301053010630107301083010930110301113011230113301143011530116301173011830119301203012130122301233012430125301263012730128301293013030131301323013330134301353013630137301383013930140301413014230143301443014530146301473014830149301503015130152301533015430155301563015730158301593016030161301623016330164301653016630167301683016930170301713017230173301743017530176301773017830179301803018130182301833018430185301863018730188301893019030191301923019330194301953019630197301983019930200302013020230203302043020530206302073020830209302103021130212302133021430215302163021730218302193022030221302223022330224302253022630227302283022930230302313023230233302343023530236302373023830239302403024130242302433024430245302463024730248302493025030251302523025330254302553025630257302583025930260302613026230263302643026530266302673026830269302703027130272302733027430275302763027730278302793028030281302823028330284302853028630287302883028930290302913029230293302943029530296302973029830299303003030130302303033030430305303063030730308303093031030311303123031330314303153031630317303183031930320303213032230323303243032530326303273032830329303303033130332303333033430335303363033730338303393034030341303423034330344303453034630347303483034930350303513035230353303543035530356303573035830359303603036130362303633036430365303663036730368303693037030371303723037330374303753037630377303783037930380303813038230383303843038530386303873038830389303903039130392303933039430395303963039730398303993040030401304023040330404304053040630407304083040930410304113041230413304143041530416304173041830419304203042130422304233042430425304263042730428304293043030431304323043330434304353043630437304383043930440304413044230443304443044530446304473044830449304503045130452304533045430455304563045730458304593046030461304623046330464304653046630467304683046930470304713047230473304743047530476304773047830479304803048130482304833048430485304863048730488304893049030491304923049330494304953049630497304983049930500305013050230503305043050530506305073050830509305103051130512305133051430515305163051730518305193052030521305223052330524305253052630527305283052930530305313053230533305343053530536305373053830539305403054130542305433054430545305463054730548305493055030551305523055330554305553055630557305583055930560305613056230563305643056530566305673056830569305703057130572305733057430575305763057730578305793058030581305823058330584305853058630587305883058930590305913059230593305943059530596305973059830599306003060130602306033060430605306063060730608306093061030611306123061330614306153061630617306183061930620306213062230623306243062530626306273062830629306303063130632306333063430635306363063730638306393064030641306423064330644306453064630647306483064930650306513065230653306543065530656306573065830659306603066130662306633066430665306663066730668306693067030671306723067330674306753067630677306783067930680306813068230683306843068530686306873068830689306903069130692306933069430695306963069730698306993070030701307023070330704307053070630707307083070930710307113071230713307143071530716307173071830719307203072130722307233072430725307263072730728307293073030731307323073330734307353073630737307383073930740307413074230743307443074530746307473074830749307503075130752307533075430755307563075730758307593076030761307623076330764307653076630767307683076930770307713077230773307743077530776307773077830779307803078130782307833078430785307863078730788307893079030791307923079330794307953079630797307983079930800308013080230803308043080530806308073080830809308103081130812308133081430815308163081730818308193082030821308223082330824308253082630827308283082930830308313083230833308343083530836308373083830839308403084130842308433084430845308463084730848308493085030851308523085330854308553085630857308583085930860308613086230863308643086530866308673086830869308703087130872308733087430875308763087730878308793088030881308823088330884308853088630887308883088930890308913089230893308943089530896308973089830899309003090130902309033090430905309063090730908309093091030911309123091330914309153091630917309183091930920309213092230923309243092530926309273092830929309303093130932309333093430935309363093730938309393094030941309423094330944309453094630947309483094930950309513095230953309543095530956309573095830959309603096130962309633096430965309663096730968309693097030971309723097330974309753097630977309783097930980309813098230983309843098530986309873098830989309903099130992309933099430995309963099730998309993100031001310023100331004310053100631007310083100931010310113101231013310143101531016310173101831019310203102131022310233102431025310263102731028310293103031031310323103331034310353103631037310383103931040310413104231043310443104531046310473104831049310503105131052310533105431055310563105731058310593106031061310623106331064310653106631067310683106931070310713107231073310743107531076310773107831079310803108131082310833108431085310863108731088310893109031091310923109331094310953109631097310983109931100311013110231103311043110531106311073110831109311103111131112311133111431115311163111731118311193112031121311223112331124311253112631127311283112931130311313113231133311343113531136311373113831139311403114131142311433114431145311463114731148311493115031151311523115331154311553115631157311583115931160311613116231163311643116531166311673116831169311703117131172311733117431175311763117731178311793118031181311823118331184311853118631187311883118931190311913119231193311943119531196311973119831199312003120131202312033120431205312063120731208312093121031211312123121331214312153121631217312183121931220312213122231223312243122531226312273122831229312303123131232312333123431235312363123731238312393124031241312423124331244312453124631247312483124931250312513125231253312543125531256312573125831259312603126131262312633126431265312663126731268312693127031271312723127331274312753127631277312783127931280312813128231283312843128531286312873128831289312903129131292312933129431295312963129731298312993130031301313023130331304313053130631307313083130931310313113131231313313143131531316313173131831319313203132131322313233132431325313263132731328313293133031331313323133331334313353133631337313383133931340313413134231343313443134531346313473134831349313503135131352313533135431355313563135731358313593136031361313623136331364313653136631367313683136931370313713137231373313743137531376313773137831379313803138131382313833138431385313863138731388313893139031391313923139331394313953139631397313983139931400314013140231403314043140531406314073140831409314103141131412314133141431415314163141731418314193142031421314223142331424314253142631427314283142931430314313143231433314343143531436314373143831439314403144131442314433144431445314463144731448314493145031451314523145331454314553145631457314583145931460314613146231463314643146531466314673146831469314703147131472314733147431475314763147731478314793148031481314823148331484314853148631487314883148931490314913149231493314943149531496314973149831499315003150131502315033150431505315063150731508315093151031511315123151331514315153151631517315183151931520315213152231523315243152531526315273152831529315303153131532315333153431535315363153731538315393154031541315423154331544315453154631547315483154931550315513155231553315543155531556315573155831559315603156131562315633156431565315663156731568315693157031571315723157331574315753157631577315783157931580315813158231583315843158531586315873158831589315903159131592315933159431595315963159731598315993160031601316023160331604316053160631607316083160931610316113161231613316143161531616316173161831619316203162131622316233162431625316263162731628316293163031631316323163331634316353163631637316383163931640316413164231643316443164531646316473164831649316503165131652316533165431655316563165731658316593166031661316623166331664316653166631667316683166931670316713167231673316743167531676316773167831679316803168131682316833168431685316863168731688316893169031691316923169331694316953169631697316983169931700317013170231703317043170531706317073170831709317103171131712317133171431715317163171731718317193172031721317223172331724317253172631727317283172931730317313173231733317343173531736317373173831739317403174131742317433174431745317463174731748317493175031751317523175331754317553175631757317583175931760317613176231763317643176531766317673176831769317703177131772317733177431775317763177731778317793178031781317823178331784317853178631787317883178931790317913179231793317943179531796317973179831799318003180131802318033180431805318063180731808318093181031811318123181331814318153181631817318183181931820318213182231823318243182531826318273182831829318303183131832318333183431835318363183731838318393184031841318423184331844318453184631847318483184931850318513185231853318543185531856318573185831859318603186131862318633186431865318663186731868318693187031871318723187331874318753187631877318783187931880318813188231883318843188531886318873188831889318903189131892318933189431895318963189731898318993190031901319023190331904319053190631907319083190931910319113191231913319143191531916319173191831919319203192131922319233192431925319263192731928319293193031931319323193331934319353193631937319383193931940319413194231943319443194531946319473194831949319503195131952319533195431955319563195731958319593196031961319623196331964319653196631967319683196931970319713197231973319743197531976319773197831979319803198131982319833198431985319863198731988319893199031991319923199331994319953199631997319983199932000320013200232003320043200532006320073200832009320103201132012320133201432015320163201732018320193202032021320223202332024320253202632027320283202932030320313203232033320343203532036320373203832039320403204132042320433204432045320463204732048320493205032051320523205332054320553205632057320583205932060320613206232063320643206532066320673206832069320703207132072320733207432075320763207732078320793208032081320823208332084320853208632087320883208932090320913209232093320943209532096320973209832099321003210132102321033210432105321063210732108321093211032111321123211332114321153211632117321183211932120321213212232123321243212532126321273212832129321303213132132321333213432135321363213732138321393214032141321423214332144321453214632147321483214932150321513215232153321543215532156321573215832159321603216132162321633216432165321663216732168321693217032171321723217332174321753217632177321783217932180321813218232183321843218532186321873218832189321903219132192321933219432195321963219732198321993220032201322023220332204322053220632207322083220932210322113221232213322143221532216322173221832219322203222132222322233222432225322263222732228322293223032231322323223332234322353223632237322383223932240322413224232243322443224532246322473224832249322503225132252322533225432255322563225732258322593226032261322623226332264322653226632267322683226932270322713227232273322743227532276322773227832279322803228132282322833228432285322863228732288322893229032291322923229332294322953229632297322983229932300323013230232303323043230532306323073230832309323103231132312323133231432315323163231732318323193232032321323223232332324323253232632327323283232932330323313233232333323343233532336323373233832339323403234132342323433234432345323463234732348323493235032351323523235332354323553235632357323583235932360323613236232363323643236532366323673236832369323703237132372323733237432375323763237732378323793238032381323823238332384323853238632387323883238932390323913239232393323943239532396323973239832399324003240132402324033240432405324063240732408324093241032411324123241332414324153241632417324183241932420324213242232423324243242532426324273242832429324303243132432324333243432435324363243732438324393244032441324423244332444324453244632447324483244932450324513245232453324543245532456324573245832459324603246132462324633246432465324663246732468324693247032471324723247332474324753247632477324783247932480324813248232483324843248532486324873248832489324903249132492324933249432495324963249732498324993250032501325023250332504325053250632507325083250932510325113251232513325143251532516325173251832519325203252132522325233252432525325263252732528325293253032531325323253332534325353253632537325383253932540325413254232543325443254532546325473254832549325503255132552325533255432555325563255732558325593256032561325623256332564325653256632567325683256932570325713257232573325743257532576325773257832579325803258132582325833258432585325863258732588325893259032591325923259332594325953259632597325983259932600326013260232603326043260532606326073260832609326103261132612326133261432615326163261732618326193262032621326223262332624326253262632627326283262932630326313263232633326343263532636326373263832639326403264132642326433264432645326463264732648326493265032651326523265332654326553265632657326583265932660326613266232663326643266532666326673266832669326703267132672326733267432675326763267732678326793268032681326823268332684326853268632687326883268932690326913269232693326943269532696326973269832699327003270132702327033270432705327063270732708327093271032711327123271332714327153271632717327183271932720327213272232723327243272532726327273272832729327303273132732327333273432735327363273732738327393274032741327423274332744327453274632747327483274932750327513275232753327543275532756327573275832759327603276132762327633276432765327663276732768327693277032771327723277332774327753277632777327783277932780327813278232783327843278532786327873278832789327903279132792327933279432795327963279732798327993280032801328023280332804328053280632807328083280932810328113281232813328143281532816328173281832819328203282132822328233282432825328263282732828328293283032831328323283332834328353283632837328383283932840328413284232843328443284532846328473284832849328503285132852328533285432855328563285732858328593286032861328623286332864328653286632867328683286932870328713287232873328743287532876328773287832879328803288132882328833288432885328863288732888328893289032891328923289332894328953289632897328983289932900329013290232903329043290532906329073290832909329103291132912329133291432915329163291732918329193292032921329223292332924329253292632927329283292932930329313293232933329343293532936329373293832939329403294132942329433294432945329463294732948329493295032951329523295332954329553295632957329583295932960329613296232963329643296532966329673296832969329703297132972329733297432975329763297732978329793298032981329823298332984329853298632987329883298932990329913299232993329943299532996329973299832999330003300133002330033300433005330063300733008330093301033011330123301333014330153301633017330183301933020330213302233023330243302533026330273302833029330303303133032330333303433035330363303733038330393304033041330423304333044330453304633047330483304933050330513305233053330543305533056330573305833059330603306133062330633306433065330663306733068330693307033071330723307333074330753307633077330783307933080330813308233083330843308533086330873308833089330903309133092330933309433095330963309733098330993310033101331023310333104331053310633107331083310933110331113311233113331143311533116331173311833119331203312133122331233312433125331263312733128331293313033131331323313333134331353313633137331383313933140331413314233143331443314533146331473314833149331503315133152331533315433155331563315733158331593316033161331623316333164331653316633167331683316933170331713317233173331743317533176331773317833179331803318133182331833318433185331863318733188331893319033191331923319333194331953319633197331983319933200332013320233203332043320533206332073320833209332103321133212332133321433215332163321733218332193322033221332223322333224332253322633227332283322933230332313323233233332343323533236332373323833239332403324133242332433324433245332463324733248332493325033251332523325333254332553325633257332583325933260332613326233263332643326533266332673326833269332703327133272332733327433275332763327733278332793328033281332823328333284332853328633287332883328933290332913329233293332943329533296332973329833299333003330133302333033330433305333063330733308333093331033311333123331333314333153331633317333183331933320333213332233323333243332533326333273332833329333303333133332333333333433335333363333733338333393334033341333423334333344333453334633347333483334933350333513335233353333543335533356333573335833359333603336133362333633336433365333663336733368333693337033371333723337333374333753337633377333783337933380333813338233383333843338533386333873338833389333903339133392333933339433395333963339733398333993340033401334023340333404334053340633407334083340933410334113341233413334143341533416334173341833419334203342133422334233342433425334263342733428334293343033431334323343333434334353343633437334383343933440334413344233443334443344533446334473344833449334503345133452334533345433455334563345733458334593346033461334623346333464334653346633467334683346933470334713347233473334743347533476334773347833479334803348133482334833348433485334863348733488334893349033491334923349333494334953349633497334983349933500335013350233503335043350533506335073350833509335103351133512335133351433515335163351733518335193352033521335223352333524335253352633527335283352933530335313353233533335343353533536335373353833539335403354133542335433354433545335463354733548335493355033551335523355333554335553355633557335583355933560335613356233563335643356533566335673356833569335703357133572335733357433575335763357733578335793358033581335823358333584335853358633587335883358933590335913359233593335943359533596335973359833599336003360133602336033360433605336063360733608336093361033611336123361333614336153361633617336183361933620336213362233623336243362533626336273362833629336303363133632336333363433635336363363733638336393364033641336423364333644336453364633647336483364933650336513365233653336543365533656336573365833659336603366133662336633366433665336663366733668336693367033671336723367333674336753367633677336783367933680336813368233683336843368533686336873368833689336903369133692336933369433695336963369733698336993370033701337023370333704337053370633707337083370933710337113371233713337143371533716337173371833719337203372133722337233372433725337263372733728337293373033731337323373333734337353373633737337383373933740337413374233743337443374533746337473374833749337503375133752337533375433755337563375733758337593376033761337623376333764337653376633767337683376933770337713377233773337743377533776337773377833779337803378133782337833378433785337863378733788337893379033791337923379333794337953379633797337983379933800338013380233803338043380533806338073380833809338103381133812338133381433815338163381733818338193382033821338223382333824338253382633827338283382933830338313383233833338343383533836338373383833839338403384133842338433384433845338463384733848338493385033851338523385333854338553385633857338583385933860338613386233863338643386533866338673386833869338703387133872338733387433875338763387733878338793388033881338823388333884338853388633887338883388933890338913389233893338943389533896338973389833899339003390133902339033390433905339063390733908339093391033911339123391333914339153391633917339183391933920339213392233923339243392533926339273392833929339303393133932339333393433935339363393733938339393394033941339423394333944339453394633947339483394933950339513395233953339543395533956339573395833959339603396133962339633396433965339663396733968339693397033971339723397333974339753397633977339783397933980339813398233983339843398533986339873398833989339903399133992339933399433995339963399733998339993400034001340023400334004340053400634007340083400934010340113401234013340143401534016340173401834019340203402134022340233402434025340263402734028340293403034031340323403334034340353403634037340383403934040340413404234043340443404534046340473404834049340503405134052340533405434055340563405734058340593406034061340623406334064340653406634067340683406934070340713407234073340743407534076340773407834079340803408134082340833408434085340863408734088340893409034091340923409334094340953409634097340983409934100341013410234103341043410534106341073410834109341103411134112341133411434115341163411734118341193412034121341223412334124341253412634127341283412934130341313413234133341343413534136341373413834139341403414134142341433414434145341463414734148341493415034151341523415334154341553415634157341583415934160341613416234163341643416534166341673416834169341703417134172341733417434175341763417734178341793418034181341823418334184341853418634187341883418934190341913419234193341943419534196341973419834199342003420134202342033420434205342063420734208342093421034211342123421334214342153421634217342183421934220342213422234223342243422534226342273422834229342303423134232342333423434235342363423734238342393424034241342423424334244342453424634247342483424934250342513425234253342543425534256342573425834259342603426134262342633426434265342663426734268342693427034271342723427334274342753427634277342783427934280342813428234283342843428534286342873428834289342903429134292342933429434295342963429734298342993430034301343023430334304343053430634307343083430934310343113431234313343143431534316343173431834319343203432134322343233432434325343263432734328343293433034331343323433334334343353433634337343383433934340343413434234343343443434534346343473434834349343503435134352343533435434355343563435734358343593436034361343623436334364343653436634367343683436934370343713437234373343743437534376343773437834379343803438134382343833438434385343863438734388343893439034391343923439334394343953439634397343983439934400344013440234403344043440534406344073440834409344103441134412344133441434415344163441734418344193442034421344223442334424344253442634427344283442934430344313443234433344343443534436344373443834439344403444134442344433444434445344463444734448344493445034451344523445334454344553445634457344583445934460344613446234463344643446534466344673446834469344703447134472344733447434475344763447734478344793448034481344823448334484344853448634487344883448934490344913449234493344943449534496344973449834499345003450134502345033450434505345063450734508345093451034511345123451334514345153451634517345183451934520345213452234523345243452534526345273452834529345303453134532345333453434535345363453734538345393454034541345423454334544345453454634547345483454934550345513455234553345543455534556345573455834559345603456134562345633456434565345663456734568345693457034571345723457334574345753457634577345783457934580345813458234583345843458534586345873458834589345903459134592345933459434595345963459734598345993460034601346023460334604346053460634607346083460934610346113461234613346143461534616346173461834619346203462134622346233462434625346263462734628346293463034631346323463334634346353463634637346383463934640346413464234643346443464534646346473464834649346503465134652346533465434655346563465734658346593466034661346623466334664346653466634667346683466934670346713467234673346743467534676346773467834679346803468134682346833468434685346863468734688346893469034691346923469334694346953469634697346983469934700347013470234703347043470534706347073470834709347103471134712347133471434715347163471734718347193472034721347223472334724347253472634727347283472934730347313473234733347343473534736347373473834739347403474134742347433474434745347463474734748347493475034751347523475334754347553475634757347583475934760347613476234763347643476534766347673476834769347703477134772347733477434775347763477734778347793478034781347823478334784347853478634787347883478934790347913479234793347943479534796347973479834799348003480134802348033480434805348063480734808348093481034811348123481334814348153481634817348183481934820348213482234823348243482534826348273482834829348303483134832348333483434835348363483734838348393484034841348423484334844348453484634847348483484934850348513485234853348543485534856348573485834859348603486134862348633486434865348663486734868348693487034871348723487334874348753487634877348783487934880348813488234883348843488534886348873488834889348903489134892348933489434895348963489734898348993490034901349023490334904349053490634907349083490934910349113491234913349143491534916349173491834919349203492134922349233492434925349263492734928349293493034931349323493334934349353493634937349383493934940349413494234943349443494534946349473494834949349503495134952349533495434955349563495734958349593496034961349623496334964349653496634967349683496934970349713497234973349743497534976349773497834979349803498134982349833498434985349863498734988349893499034991349923499334994349953499634997349983499935000350013500235003350043500535006350073500835009350103501135012350133501435015350163501735018350193502035021350223502335024350253502635027350283502935030350313503235033350343503535036350373503835039350403504135042350433504435045350463504735048350493505035051350523505335054350553505635057350583505935060350613506235063350643506535066350673506835069350703507135072350733507435075350763507735078350793508035081350823508335084350853508635087350883508935090350913509235093350943509535096350973509835099351003510135102351033510435105351063510735108351093511035111351123511335114351153511635117351183511935120351213512235123351243512535126351273512835129351303513135132351333513435135351363513735138351393514035141351423514335144351453514635147351483514935150351513515235153351543515535156351573515835159351603516135162351633516435165351663516735168351693517035171351723517335174351753517635177351783517935180351813518235183351843518535186351873518835189351903519135192351933519435195351963519735198351993520035201352023520335204352053520635207352083520935210352113521235213352143521535216352173521835219352203522135222352233522435225352263522735228352293523035231352323523335234352353523635237352383523935240352413524235243352443524535246352473524835249352503525135252352533525435255352563525735258352593526035261352623526335264352653526635267352683526935270352713527235273352743527535276352773527835279352803528135282352833528435285352863528735288352893529035291352923529335294352953529635297352983529935300353013530235303353043530535306353073530835309353103531135312353133531435315353163531735318353193532035321353223532335324353253532635327353283532935330353313533235333353343533535336353373533835339353403534135342353433534435345353463534735348353493535035351353523535335354353553535635357353583535935360353613536235363353643536535366353673536835369353703537135372353733537435375353763537735378353793538035381353823538335384353853538635387353883538935390353913539235393353943539535396353973539835399354003540135402354033540435405354063540735408354093541035411354123541335414354153541635417354183541935420354213542235423354243542535426354273542835429354303543135432354333543435435354363543735438354393544035441354423544335444354453544635447354483544935450354513545235453354543545535456354573545835459354603546135462354633546435465354663546735468354693547035471354723547335474354753547635477354783547935480354813548235483354843548535486354873548835489354903549135492354933549435495354963549735498354993550035501355023550335504355053550635507355083550935510355113551235513355143551535516355173551835519355203552135522355233552435525355263552735528355293553035531355323553335534355353553635537355383553935540355413554235543355443554535546355473554835549355503555135552355533555435555355563555735558355593556035561355623556335564355653556635567355683556935570355713557235573355743557535576355773557835579355803558135582355833558435585355863558735588355893559035591355923559335594355953559635597355983559935600356013560235603356043560535606356073560835609356103561135612356133561435615356163561735618356193562035621356223562335624356253562635627356283562935630356313563235633356343563535636356373563835639356403564135642356433564435645356463564735648356493565035651356523565335654356553565635657356583565935660356613566235663356643566535666356673566835669356703567135672356733567435675356763567735678356793568035681356823568335684356853568635687356883568935690356913569235693356943569535696356973569835699357003570135702357033570435705357063570735708357093571035711357123571335714357153571635717357183571935720357213572235723357243572535726357273572835729357303573135732357333573435735357363573735738357393574035741357423574335744357453574635747357483574935750357513575235753357543575535756357573575835759357603576135762357633576435765357663576735768357693577035771357723577335774357753577635777357783577935780357813578235783357843578535786357873578835789357903579135792357933579435795357963579735798357993580035801358023580335804358053580635807358083580935810358113581235813358143581535816358173581835819358203582135822358233582435825358263582735828358293583035831358323583335834358353583635837358383583935840358413584235843358443584535846358473584835849358503585135852358533585435855358563585735858358593586035861358623586335864358653586635867358683586935870358713587235873358743587535876358773587835879358803588135882358833588435885358863588735888358893589035891358923589335894358953589635897358983589935900359013590235903359043590535906359073590835909359103591135912359133591435915359163591735918359193592035921359223592335924359253592635927359283592935930359313593235933359343593535936359373593835939359403594135942359433594435945359463594735948359493595035951359523595335954359553595635957359583595935960359613596235963359643596535966359673596835969359703597135972359733597435975359763597735978359793598035981359823598335984359853598635987359883598935990359913599235993359943599535996359973599835999360003600136002360033600436005360063600736008360093601036011360123601336014360153601636017360183601936020360213602236023360243602536026360273602836029360303603136032360333603436035360363603736038360393604036041360423604336044360453604636047360483604936050360513605236053360543605536056360573605836059360603606136062360633606436065360663606736068360693607036071360723607336074360753607636077360783607936080360813608236083360843608536086360873608836089360903609136092360933609436095360963609736098360993610036101361023610336104361053610636107361083610936110361113611236113361143611536116361173611836119361203612136122361233612436125361263612736128361293613036131361323613336134361353613636137361383613936140361413614236143361443614536146361473614836149361503615136152361533615436155361563615736158361593616036161361623616336164361653616636167361683616936170361713617236173361743617536176361773617836179361803618136182361833618436185361863618736188361893619036191361923619336194361953619636197361983619936200362013620236203362043620536206362073620836209362103621136212362133621436215362163621736218362193622036221362223622336224362253622636227362283622936230362313623236233362343623536236362373623836239362403624136242362433624436245362463624736248362493625036251362523625336254362553625636257362583625936260362613626236263362643626536266362673626836269362703627136272362733627436275362763627736278362793628036281362823628336284362853628636287362883628936290362913629236293362943629536296362973629836299363003630136302363033630436305363063630736308363093631036311363123631336314363153631636317363183631936320363213632236323363243632536326363273632836329363303633136332363333633436335363363633736338363393634036341363423634336344363453634636347363483634936350363513635236353363543635536356363573635836359363603636136362363633636436365363663636736368363693637036371363723637336374363753637636377363783637936380363813638236383363843638536386363873638836389363903639136392363933639436395363963639736398363993640036401364023640336404364053640636407364083640936410364113641236413364143641536416364173641836419364203642136422364233642436425364263642736428364293643036431364323643336434364353643636437364383643936440364413644236443364443644536446364473644836449364503645136452364533645436455364563645736458364593646036461364623646336464364653646636467364683646936470364713647236473364743647536476364773647836479364803648136482364833648436485364863648736488364893649036491364923649336494364953649636497364983649936500365013650236503365043650536506365073650836509365103651136512365133651436515365163651736518365193652036521365223652336524365253652636527365283652936530365313653236533365343653536536365373653836539365403654136542365433654436545365463654736548365493655036551365523655336554365553655636557365583655936560365613656236563365643656536566365673656836569365703657136572365733657436575365763657736578365793658036581365823658336584365853658636587365883658936590365913659236593365943659536596365973659836599366003660136602366033660436605366063660736608366093661036611366123661336614366153661636617366183661936620366213662236623366243662536626366273662836629366303663136632366333663436635366363663736638366393664036641366423664336644366453664636647366483664936650366513665236653366543665536656366573665836659366603666136662366633666436665366663666736668366693667036671366723667336674366753667636677366783667936680366813668236683366843668536686366873668836689366903669136692366933669436695366963669736698366993670036701367023670336704367053670636707367083670936710367113671236713367143671536716367173671836719367203672136722367233672436725367263672736728367293673036731367323673336734367353673636737367383673936740367413674236743367443674536746367473674836749367503675136752367533675436755367563675736758367593676036761367623676336764367653676636767367683676936770367713677236773367743677536776367773677836779367803678136782367833678436785367863678736788367893679036791367923679336794367953679636797367983679936800368013680236803368043680536806368073680836809368103681136812368133681436815368163681736818368193682036821368223682336824368253682636827368283682936830368313683236833368343683536836368373683836839368403684136842368433684436845368463684736848368493685036851368523685336854368553685636857368583685936860368613686236863368643686536866368673686836869368703687136872368733687436875368763687736878368793688036881368823688336884368853688636887368883688936890368913689236893368943689536896368973689836899369003690136902369033690436905369063690736908369093691036911369123691336914369153691636917369183691936920369213692236923369243692536926369273692836929369303693136932369333693436935369363693736938369393694036941369423694336944369453694636947369483694936950369513695236953369543695536956369573695836959369603696136962369633696436965369663696736968369693697036971369723697336974369753697636977369783697936980369813698236983369843698536986369873698836989369903699136992369933699436995369963699736998369993700037001370023700337004370053700637007370083700937010370113701237013370143701537016370173701837019370203702137022370233702437025370263702737028370293703037031370323703337034370353703637037370383703937040370413704237043370443704537046370473704837049370503705137052370533705437055370563705737058370593706037061370623706337064370653706637067370683706937070370713707237073370743707537076370773707837079370803708137082370833708437085370863708737088370893709037091370923709337094370953709637097370983709937100371013710237103371043710537106371073710837109371103711137112371133711437115371163711737118371193712037121371223712337124371253712637127371283712937130371313713237133371343713537136371373713837139371403714137142371433714437145371463714737148371493715037151371523715337154371553715637157371583715937160371613716237163371643716537166371673716837169371703717137172371733717437175371763717737178371793718037181371823718337184371853718637187371883718937190371913719237193371943719537196371973719837199372003720137202372033720437205372063720737208372093721037211372123721337214372153721637217372183721937220372213722237223372243722537226372273722837229372303723137232372333723437235372363723737238372393724037241372423724337244372453724637247372483724937250372513725237253372543725537256372573725837259372603726137262372633726437265372663726737268372693727037271372723727337274372753727637277372783727937280372813728237283372843728537286372873728837289372903729137292372933729437295372963729737298372993730037301373023730337304373053730637307373083730937310373113731237313373143731537316373173731837319373203732137322373233732437325373263732737328373293733037331373323733337334373353733637337373383733937340373413734237343373443734537346373473734837349373503735137352373533735437355373563735737358373593736037361373623736337364373653736637367373683736937370373713737237373373743737537376373773737837379373803738137382373833738437385373863738737388373893739037391373923739337394373953739637397373983739937400374013740237403374043740537406374073740837409374103741137412374133741437415374163741737418374193742037421374223742337424374253742637427374283742937430374313743237433374343743537436374373743837439374403744137442374433744437445374463744737448374493745037451374523745337454374553745637457374583745937460374613746237463374643746537466374673746837469374703747137472374733747437475374763747737478374793748037481374823748337484374853748637487374883748937490374913749237493374943749537496374973749837499375003750137502375033750437505375063750737508375093751037511375123751337514375153751637517375183751937520375213752237523375243752537526375273752837529375303753137532375333753437535375363753737538375393754037541375423754337544375453754637547375483754937550375513755237553375543755537556375573755837559375603756137562375633756437565375663756737568375693757037571375723757337574375753757637577375783757937580375813758237583375843758537586375873758837589375903759137592375933759437595375963759737598375993760037601376023760337604376053760637607376083760937610376113761237613376143761537616376173761837619376203762137622376233762437625376263762737628376293763037631376323763337634376353763637637376383763937640376413764237643376443764537646376473764837649376503765137652376533765437655376563765737658376593766037661376623766337664376653766637667376683766937670376713767237673376743767537676376773767837679376803768137682376833768437685376863768737688376893769037691376923769337694376953769637697376983769937700377013770237703377043770537706377073770837709377103771137712377133771437715377163771737718377193772037721377223772337724377253772637727377283772937730377313773237733377343773537736377373773837739377403774137742377433774437745377463774737748377493775037751377523775337754377553775637757377583775937760377613776237763377643776537766377673776837769377703777137772377733777437775377763777737778377793778037781377823778337784377853778637787377883778937790377913779237793377943779537796377973779837799378003780137802378033780437805378063780737808378093781037811378123781337814378153781637817378183781937820378213782237823378243782537826378273782837829378303783137832378333783437835378363783737838378393784037841378423784337844378453784637847378483784937850378513785237853378543785537856378573785837859378603786137862378633786437865378663786737868378693787037871378723787337874378753787637877378783787937880378813788237883378843788537886378873788837889378903789137892378933789437895378963789737898378993790037901379023790337904379053790637907379083790937910379113791237913379143791537916379173791837919379203792137922379233792437925379263792737928379293793037931379323793337934379353793637937379383793937940379413794237943379443794537946379473794837949379503795137952379533795437955379563795737958379593796037961379623796337964379653796637967379683796937970379713797237973379743797537976379773797837979379803798137982379833798437985379863798737988379893799037991379923799337994379953799637997379983799938000380013800238003380043800538006380073800838009380103801138012380133801438015380163801738018380193802038021380223802338024380253802638027380283802938030380313803238033380343803538036380373803838039380403804138042380433804438045380463804738048380493805038051380523805338054380553805638057380583805938060380613806238063380643806538066380673806838069380703807138072380733807438075380763807738078380793808038081380823808338084380853808638087380883808938090380913809238093380943809538096380973809838099381003810138102381033810438105381063810738108381093811038111381123811338114381153811638117381183811938120381213812238123381243812538126381273812838129381303813138132381333813438135381363813738138381393814038141381423814338144381453814638147381483814938150381513815238153381543815538156381573815838159381603816138162381633816438165381663816738168381693817038171381723817338174381753817638177381783817938180381813818238183381843818538186381873818838189381903819138192381933819438195381963819738198381993820038201382023820338204382053820638207382083820938210382113821238213382143821538216382173821838219382203822138222382233822438225382263822738228382293823038231382323823338234382353823638237382383823938240382413824238243382443824538246382473824838249382503825138252382533825438255382563825738258382593826038261382623826338264382653826638267382683826938270382713827238273382743827538276382773827838279382803828138282382833828438285382863828738288382893829038291382923829338294382953829638297382983829938300383013830238303383043830538306383073830838309383103831138312383133831438315383163831738318383193832038321383223832338324383253832638327383283832938330383313833238333383343833538336383373833838339383403834138342383433834438345383463834738348383493835038351383523835338354383553835638357383583835938360383613836238363383643836538366383673836838369383703837138372383733837438375383763837738378383793838038381383823838338384383853838638387383883838938390383913839238393383943839538396383973839838399384003840138402384033840438405384063840738408384093841038411384123841338414384153841638417384183841938420384213842238423384243842538426384273842838429384303843138432384333843438435384363843738438384393844038441384423844338444384453844638447384483844938450384513845238453384543845538456384573845838459384603846138462384633846438465384663846738468384693847038471384723847338474384753847638477384783847938480384813848238483384843848538486384873848838489384903849138492384933849438495384963849738498384993850038501385023850338504385053850638507385083850938510385113851238513385143851538516385173851838519385203852138522385233852438525385263852738528385293853038531385323853338534385353853638537385383853938540385413854238543385443854538546385473854838549385503855138552385533855438555385563855738558385593856038561385623856338564385653856638567385683856938570385713857238573385743857538576385773857838579385803858138582385833858438585385863858738588385893859038591385923859338594385953859638597385983859938600386013860238603386043860538606386073860838609386103861138612386133861438615386163861738618386193862038621386223862338624386253862638627386283862938630386313863238633386343863538636386373863838639386403864138642386433864438645386463864738648386493865038651386523865338654386553865638657386583865938660386613866238663386643866538666386673866838669386703867138672386733867438675386763867738678386793868038681386823868338684386853868638687386883868938690386913869238693386943869538696386973869838699387003870138702387033870438705387063870738708387093871038711387123871338714387153871638717387183871938720387213872238723387243872538726387273872838729387303873138732387333873438735387363873738738387393874038741387423874338744387453874638747387483874938750387513875238753387543875538756387573875838759387603876138762387633876438765387663876738768387693877038771387723877338774387753877638777387783877938780387813878238783387843878538786387873878838789387903879138792387933879438795387963879738798387993880038801388023880338804388053880638807388083880938810388113881238813388143881538816388173881838819388203882138822388233882438825388263882738828388293883038831388323883338834388353883638837388383883938840388413884238843388443884538846388473884838849388503885138852388533885438855388563885738858388593886038861388623886338864388653886638867388683886938870388713887238873388743887538876388773887838879388803888138882388833888438885388863888738888388893889038891388923889338894388953889638897388983889938900389013890238903389043890538906389073890838909389103891138912389133891438915389163891738918389193892038921389223892338924389253892638927389283892938930389313893238933389343893538936389373893838939389403894138942389433894438945389463894738948389493895038951389523895338954389553895638957389583895938960389613896238963389643896538966389673896838969389703897138972389733897438975389763897738978389793898038981389823898338984389853898638987389883898938990389913899238993389943899538996389973899838999390003900139002390033900439005390063900739008390093901039011390123901339014390153901639017390183901939020390213902239023390243902539026390273902839029390303903139032390333903439035390363903739038390393904039041390423904339044390453904639047390483904939050390513905239053390543905539056390573905839059390603906139062390633906439065390663906739068390693907039071390723907339074390753907639077390783907939080390813908239083390843908539086390873908839089390903909139092390933909439095390963909739098390993910039101391023910339104391053910639107391083910939110391113911239113391143911539116391173911839119391203912139122391233912439125391263912739128391293913039131391323913339134391353913639137391383913939140391413914239143391443914539146391473914839149391503915139152391533915439155391563915739158391593916039161391623916339164391653916639167391683916939170391713917239173391743917539176391773917839179391803918139182391833918439185391863918739188391893919039191391923919339194391953919639197391983919939200392013920239203392043920539206392073920839209392103921139212392133921439215392163921739218392193922039221392223922339224392253922639227392283922939230392313923239233392343923539236392373923839239392403924139242392433924439245392463924739248392493925039251392523925339254392553925639257392583925939260392613926239263392643926539266392673926839269392703927139272392733927439275392763927739278392793928039281392823928339284392853928639287392883928939290392913929239293392943929539296392973929839299393003930139302393033930439305393063930739308393093931039311393123931339314393153931639317393183931939320393213932239323393243932539326393273932839329393303933139332393333933439335393363933739338393393934039341393423934339344393453934639347393483934939350393513935239353393543935539356393573935839359393603936139362393633936439365393663936739368393693937039371393723937339374393753937639377393783937939380393813938239383393843938539386393873938839389393903939139392393933939439395393963939739398393993940039401394023940339404394053940639407394083940939410394113941239413394143941539416394173941839419394203942139422394233942439425394263942739428394293943039431394323943339434394353943639437394383943939440394413944239443394443944539446394473944839449394503945139452394533945439455394563945739458394593946039461394623946339464394653946639467394683946939470394713947239473394743947539476394773947839479394803948139482394833948439485394863948739488394893949039491394923949339494394953949639497394983949939500395013950239503395043950539506395073950839509395103951139512395133951439515395163951739518395193952039521395223952339524395253952639527395283952939530395313953239533395343953539536395373953839539395403954139542395433954439545395463954739548395493955039551395523955339554395553955639557395583955939560395613956239563395643956539566395673956839569395703957139572395733957439575395763957739578395793958039581395823958339584395853958639587395883958939590395913959239593395943959539596395973959839599396003960139602396033960439605396063960739608396093961039611396123961339614396153961639617396183961939620396213962239623396243962539626396273962839629396303963139632396333963439635396363963739638396393964039641396423964339644396453964639647396483964939650396513965239653396543965539656396573965839659396603966139662396633966439665396663966739668396693967039671396723967339674396753967639677396783967939680396813968239683396843968539686396873968839689396903969139692396933969439695396963969739698396993970039701397023970339704397053970639707397083970939710397113971239713397143971539716397173971839719397203972139722397233972439725397263972739728397293973039731397323973339734397353973639737397383973939740397413974239743397443974539746397473974839749397503975139752397533975439755397563975739758397593976039761397623976339764397653976639767397683976939770397713977239773397743977539776397773977839779397803978139782397833978439785397863978739788397893979039791397923979339794397953979639797397983979939800398013980239803398043980539806398073980839809398103981139812398133981439815398163981739818398193982039821398223982339824398253982639827398283982939830398313983239833398343983539836398373983839839398403984139842398433984439845398463984739848398493985039851398523985339854398553985639857398583985939860398613986239863398643986539866398673986839869398703987139872398733987439875398763987739878398793988039881398823988339884398853988639887398883988939890398913989239893398943989539896398973989839899399003990139902399033990439905399063990739908399093991039911399123991339914399153991639917399183991939920399213992239923399243992539926399273992839929399303993139932399333993439935399363993739938399393994039941399423994339944399453994639947399483994939950399513995239953399543995539956399573995839959399603996139962399633996439965399663996739968399693997039971399723997339974399753997639977399783997939980399813998239983399843998539986399873998839989399903999139992399933999439995399963999739998399994000040001400024000340004400054000640007400084000940010400114001240013400144001540016400174001840019400204002140022400234002440025400264002740028400294003040031400324003340034400354003640037400384003940040400414004240043400444004540046400474004840049400504005140052400534005440055400564005740058400594006040061400624006340064400654006640067400684006940070400714007240073400744007540076400774007840079400804008140082400834008440085400864008740088400894009040091400924009340094400954009640097400984009940100401014010240103401044010540106401074010840109401104011140112401134011440115401164011740118401194012040121401224012340124401254012640127401284012940130401314013240133401344013540136401374013840139401404014140142401434014440145401464014740148401494015040151401524015340154401554015640157401584015940160401614016240163401644016540166401674016840169401704017140172401734017440175401764017740178401794018040181401824018340184401854018640187401884018940190401914019240193401944019540196401974019840199402004020140202402034020440205402064020740208402094021040211402124021340214402154021640217402184021940220402214022240223402244022540226402274022840229402304023140232402334023440235402364023740238402394024040241402424024340244402454024640247402484024940250402514025240253402544025540256402574025840259402604026140262402634026440265402664026740268402694027040271402724027340274402754027640277402784027940280402814028240283402844028540286402874028840289402904029140292402934029440295402964029740298402994030040301403024030340304403054030640307403084030940310403114031240313403144031540316403174031840319403204032140322403234032440325403264032740328403294033040331403324033340334403354033640337403384033940340403414034240343403444034540346403474034840349403504035140352403534035440355403564035740358403594036040361403624036340364403654036640367403684036940370403714037240373403744037540376403774037840379403804038140382403834038440385403864038740388403894039040391403924039340394403954039640397403984039940400404014040240403404044040540406404074040840409404104041140412404134041440415404164041740418404194042040421404224042340424404254042640427404284042940430404314043240433404344043540436404374043840439404404044140442404434044440445404464044740448404494045040451404524045340454404554045640457404584045940460404614046240463404644046540466404674046840469404704047140472404734047440475404764047740478404794048040481404824048340484404854048640487404884048940490404914049240493404944049540496404974049840499405004050140502405034050440505405064050740508405094051040511405124051340514405154051640517405184051940520405214052240523405244052540526405274052840529405304053140532405334053440535405364053740538405394054040541405424054340544405454054640547405484054940550405514055240553405544055540556405574055840559405604056140562405634056440565405664056740568405694057040571405724057340574405754057640577405784057940580405814058240583405844058540586405874058840589405904059140592405934059440595405964059740598405994060040601406024060340604406054060640607406084060940610406114061240613406144061540616406174061840619406204062140622406234062440625406264062740628406294063040631406324063340634406354063640637406384063940640406414064240643406444064540646406474064840649406504065140652406534065440655406564065740658406594066040661406624066340664406654066640667406684066940670406714067240673406744067540676406774067840679406804068140682406834068440685406864068740688406894069040691406924069340694406954069640697406984069940700407014070240703407044070540706407074070840709407104071140712407134071440715407164071740718407194072040721407224072340724407254072640727407284072940730407314073240733407344073540736407374073840739407404074140742407434074440745407464074740748407494075040751407524075340754407554075640757407584075940760407614076240763407644076540766407674076840769407704077140772407734077440775407764077740778407794078040781407824078340784407854078640787407884078940790407914079240793407944079540796407974079840799408004080140802408034080440805408064080740808408094081040811408124081340814408154081640817408184081940820408214082240823408244082540826408274082840829408304083140832408334083440835408364083740838408394084040841408424084340844408454084640847408484084940850408514085240853408544085540856408574085840859408604086140862408634086440865408664086740868408694087040871408724087340874408754087640877408784087940880408814088240883408844088540886408874088840889408904089140892408934089440895408964089740898408994090040901409024090340904409054090640907409084090940910409114091240913409144091540916409174091840919409204092140922409234092440925409264092740928409294093040931409324093340934409354093640937409384093940940409414094240943409444094540946409474094840949409504095140952409534095440955409564095740958409594096040961409624096340964409654096640967409684096940970409714097240973409744097540976409774097840979409804098140982409834098440985409864098740988409894099040991409924099340994409954099640997409984099941000410014100241003410044100541006410074100841009410104101141012410134101441015410164101741018410194102041021410224102341024410254102641027410284102941030410314103241033410344103541036410374103841039410404104141042410434104441045410464104741048410494105041051410524105341054410554105641057410584105941060410614106241063410644106541066410674106841069410704107141072410734107441075410764107741078410794108041081410824108341084410854108641087410884108941090410914109241093410944109541096410974109841099411004110141102411034110441105411064110741108411094111041111411124111341114411154111641117411184111941120411214112241123411244112541126411274112841129411304113141132411334113441135411364113741138411394114041141411424114341144411454114641147411484114941150411514115241153411544115541156411574115841159411604116141162411634116441165411664116741168411694117041171411724117341174411754117641177411784117941180411814118241183411844118541186411874118841189411904119141192411934119441195411964119741198411994120041201412024120341204412054120641207412084120941210412114121241213412144121541216412174121841219412204122141222412234122441225412264122741228412294123041231412324123341234412354123641237412384123941240412414124241243412444124541246412474124841249412504125141252412534125441255412564125741258412594126041261412624126341264412654126641267412684126941270412714127241273412744127541276412774127841279412804128141282412834128441285412864128741288412894129041291412924129341294412954129641297412984129941300413014130241303413044130541306413074130841309413104131141312413134131441315413164131741318413194132041321413224132341324413254132641327413284132941330413314133241333413344133541336413374133841339413404134141342413434134441345413464134741348413494135041351413524135341354413554135641357413584135941360413614136241363413644136541366413674136841369413704137141372413734137441375413764137741378413794138041381413824138341384413854138641387413884138941390413914139241393413944139541396413974139841399414004140141402414034140441405414064140741408414094141041411414124141341414414154141641417414184141941420414214142241423414244142541426414274142841429414304143141432414334143441435414364143741438414394144041441414424144341444414454144641447414484144941450414514145241453414544145541456414574145841459414604146141462414634146441465414664146741468414694147041471414724147341474414754147641477414784147941480414814148241483414844148541486414874148841489414904149141492414934149441495414964149741498414994150041501415024150341504415054150641507415084150941510415114151241513415144151541516415174151841519415204152141522415234152441525415264152741528415294153041531415324153341534415354153641537415384153941540415414154241543415444154541546415474154841549415504155141552415534155441555415564155741558415594156041561415624156341564415654156641567415684156941570415714157241573415744157541576415774157841579415804158141582415834158441585415864158741588415894159041591415924159341594415954159641597415984159941600416014160241603416044160541606416074160841609416104161141612416134161441615416164161741618416194162041621416224162341624416254162641627416284162941630416314163241633416344163541636416374163841639416404164141642416434164441645416464164741648416494165041651416524165341654416554165641657416584165941660416614166241663416644166541666416674166841669416704167141672416734167441675416764167741678416794168041681416824168341684416854168641687416884168941690416914169241693416944169541696416974169841699417004170141702417034170441705417064170741708417094171041711417124171341714417154171641717417184171941720417214172241723417244172541726417274172841729417304173141732417334173441735417364173741738417394174041741417424174341744417454174641747417484174941750417514175241753417544175541756417574175841759417604176141762417634176441765417664176741768417694177041771417724177341774417754177641777417784177941780417814178241783417844178541786417874178841789417904179141792417934179441795417964179741798417994180041801418024180341804418054180641807418084180941810418114181241813418144181541816418174181841819418204182141822418234182441825418264182741828418294183041831418324183341834418354183641837418384183941840418414184241843418444184541846418474184841849418504185141852418534185441855418564185741858418594186041861418624186341864418654186641867418684186941870418714187241873418744187541876418774187841879418804188141882418834188441885418864188741888418894189041891418924189341894418954189641897418984189941900419014190241903419044190541906419074190841909419104191141912419134191441915419164191741918419194192041921419224192341924419254192641927419284192941930419314193241933419344193541936419374193841939419404194141942419434194441945419464194741948419494195041951419524195341954419554195641957419584195941960419614196241963419644196541966419674196841969419704197141972419734197441975419764197741978419794198041981419824198341984419854198641987419884198941990419914199241993419944199541996419974199841999420004200142002420034200442005420064200742008420094201042011420124201342014420154201642017420184201942020420214202242023420244202542026420274202842029420304203142032420334203442035420364203742038420394204042041420424204342044420454204642047420484204942050420514205242053420544205542056420574205842059420604206142062420634206442065420664206742068420694207042071420724207342074420754207642077420784207942080420814208242083420844208542086420874208842089420904209142092420934209442095420964209742098420994210042101421024210342104421054210642107421084210942110421114211242113421144211542116421174211842119421204212142122421234212442125421264212742128421294213042131421324213342134421354213642137421384213942140421414214242143421444214542146421474214842149421504215142152421534215442155421564215742158421594216042161421624216342164421654216642167421684216942170421714217242173421744217542176421774217842179421804218142182421834218442185421864218742188421894219042191421924219342194421954219642197421984219942200422014220242203422044220542206422074220842209422104221142212422134221442215422164221742218422194222042221422224222342224422254222642227422284222942230422314223242233422344223542236422374223842239422404224142242422434224442245422464224742248422494225042251422524225342254422554225642257422584225942260422614226242263422644226542266422674226842269422704227142272422734227442275422764227742278422794228042281422824228342284422854228642287422884228942290422914229242293422944229542296422974229842299423004230142302423034230442305423064230742308423094231042311423124231342314423154231642317423184231942320423214232242323423244232542326423274232842329423304233142332423334233442335423364233742338423394234042341423424234342344423454234642347423484234942350423514235242353423544235542356423574235842359423604236142362423634236442365423664236742368423694237042371423724237342374423754237642377423784237942380423814238242383423844238542386423874238842389423904239142392423934239442395423964239742398423994240042401424024240342404424054240642407424084240942410424114241242413424144241542416424174241842419424204242142422424234242442425424264242742428424294243042431424324243342434424354243642437424384243942440424414244242443424444244542446424474244842449424504245142452424534245442455424564245742458424594246042461424624246342464424654246642467424684246942470424714247242473424744247542476424774247842479424804248142482424834248442485424864248742488424894249042491424924249342494424954249642497424984249942500425014250242503425044250542506425074250842509425104251142512425134251442515425164251742518425194252042521425224252342524425254252642527425284252942530425314253242533425344253542536425374253842539425404254142542425434254442545425464254742548425494255042551425524255342554425554255642557425584255942560425614256242563425644256542566425674256842569425704257142572425734257442575425764257742578425794258042581425824258342584425854258642587425884258942590425914259242593425944259542596425974259842599426004260142602426034260442605426064260742608426094261042611426124261342614426154261642617426184261942620426214262242623426244262542626426274262842629426304263142632426334263442635426364263742638426394264042641426424264342644426454264642647426484264942650426514265242653426544265542656426574265842659426604266142662426634266442665426664266742668426694267042671426724267342674426754267642677426784267942680426814268242683426844268542686426874268842689426904269142692426934269442695426964269742698426994270042701427024270342704427054270642707427084270942710427114271242713427144271542716427174271842719427204272142722427234272442725427264272742728427294273042731427324273342734427354273642737427384273942740427414274242743427444274542746427474274842749427504275142752427534275442755427564275742758427594276042761427624276342764427654276642767427684276942770427714277242773427744277542776427774277842779427804278142782427834278442785427864278742788427894279042791427924279342794427954279642797427984279942800428014280242803428044280542806428074280842809428104281142812428134281442815428164281742818428194282042821428224282342824428254282642827428284282942830428314283242833428344283542836428374283842839428404284142842428434284442845428464284742848428494285042851428524285342854428554285642857428584285942860428614286242863428644286542866428674286842869428704287142872428734287442875428764287742878428794288042881428824288342884428854288642887428884288942890428914289242893428944289542896428974289842899429004290142902429034290442905429064290742908429094291042911429124291342914429154291642917429184291942920429214292242923429244292542926429274292842929429304293142932429334293442935429364293742938429394294042941429424294342944429454294642947429484294942950429514295242953429544295542956429574295842959429604296142962429634296442965429664296742968429694297042971429724297342974429754297642977429784297942980429814298242983429844298542986429874298842989429904299142992429934299442995429964299742998429994300043001430024300343004430054300643007430084300943010430114301243013430144301543016430174301843019430204302143022430234302443025430264302743028430294303043031430324303343034430354303643037430384303943040430414304243043430444304543046430474304843049430504305143052430534305443055430564305743058430594306043061430624306343064430654306643067430684306943070430714307243073430744307543076430774307843079430804308143082430834308443085430864308743088430894309043091430924309343094430954309643097430984309943100431014310243103431044310543106431074310843109431104311143112431134311443115431164311743118431194312043121431224312343124431254312643127431284312943130431314313243133431344313543136431374313843139431404314143142431434314443145431464314743148431494315043151431524315343154431554315643157431584315943160431614316243163431644316543166431674316843169431704317143172431734317443175431764317743178431794318043181431824318343184431854318643187431884318943190431914319243193431944319543196431974319843199432004320143202432034320443205432064320743208432094321043211432124321343214432154321643217432184321943220432214322243223432244322543226432274322843229432304323143232432334323443235432364323743238432394324043241432424324343244432454324643247432484324943250432514325243253432544325543256432574325843259432604326143262432634326443265432664326743268432694327043271432724327343274432754327643277432784327943280432814328243283432844328543286432874328843289432904329143292432934329443295432964329743298432994330043301433024330343304433054330643307433084330943310433114331243313433144331543316433174331843319433204332143322433234332443325433264332743328433294333043331433324333343334433354333643337433384333943340433414334243343433444334543346433474334843349433504335143352433534335443355433564335743358433594336043361433624336343364433654336643367433684336943370433714337243373433744337543376433774337843379433804338143382433834338443385433864338743388433894339043391433924339343394433954339643397433984339943400434014340243403434044340543406434074340843409434104341143412434134341443415434164341743418434194342043421434224342343424434254342643427434284342943430434314343243433434344343543436434374343843439434404344143442434434344443445434464344743448434494345043451434524345343454434554345643457434584345943460434614346243463434644346543466434674346843469434704347143472434734347443475434764347743478434794348043481434824348343484434854348643487434884348943490434914349243493434944349543496434974349843499435004350143502435034350443505435064350743508435094351043511435124351343514435154351643517435184351943520435214352243523435244352543526435274352843529435304353143532435334353443535435364353743538435394354043541435424354343544435454354643547435484354943550435514355243553435544355543556435574355843559435604356143562435634356443565435664356743568435694357043571435724357343574435754357643577435784357943580435814358243583435844358543586435874358843589435904359143592435934359443595435964359743598435994360043601436024360343604436054360643607436084360943610436114361243613436144361543616436174361843619436204362143622436234362443625436264362743628436294363043631436324363343634436354363643637436384363943640436414364243643436444364543646436474364843649436504365143652436534365443655436564365743658436594366043661436624366343664436654366643667436684366943670436714367243673436744367543676436774367843679436804368143682436834368443685436864368743688436894369043691436924369343694436954369643697436984369943700437014370243703437044370543706437074370843709437104371143712437134371443715437164371743718437194372043721437224372343724437254372643727437284372943730437314373243733437344373543736437374373843739437404374143742437434374443745437464374743748437494375043751437524375343754437554375643757437584375943760437614376243763437644376543766437674376843769437704377143772437734377443775437764377743778437794378043781437824378343784437854378643787437884378943790437914379243793437944379543796437974379843799438004380143802438034380443805438064380743808438094381043811438124381343814438154381643817438184381943820438214382243823438244382543826438274382843829438304383143832438334383443835438364383743838438394384043841438424384343844438454384643847438484384943850438514385243853438544385543856438574385843859438604386143862438634386443865438664386743868438694387043871438724387343874438754387643877438784387943880438814388243883438844388543886438874388843889438904389143892438934389443895438964389743898438994390043901439024390343904439054390643907439084390943910439114391243913439144391543916439174391843919439204392143922439234392443925439264392743928439294393043931439324393343934439354393643937439384393943940439414394243943439444394543946439474394843949439504395143952439534395443955439564395743958439594396043961439624396343964439654396643967439684396943970439714397243973439744397543976439774397843979439804398143982439834398443985439864398743988439894399043991439924399343994439954399643997439984399944000440014400244003440044400544006440074400844009440104401144012440134401444015440164401744018440194402044021440224402344024440254402644027440284402944030440314403244033440344403544036440374403844039440404404144042440434404444045440464404744048440494405044051440524405344054440554405644057440584405944060440614406244063440644406544066440674406844069440704407144072440734407444075440764407744078440794408044081440824408344084440854408644087440884408944090440914409244093440944409544096440974409844099441004410144102441034410444105441064410744108441094411044111441124411344114441154411644117441184411944120441214412244123441244412544126441274412844129441304413144132441334413444135441364413744138441394414044141441424414344144441454414644147441484414944150441514415244153441544415544156441574415844159441604416144162441634416444165441664416744168441694417044171441724417344174441754417644177441784417944180441814418244183441844418544186441874418844189441904419144192441934419444195441964419744198441994420044201442024420344204442054420644207442084420944210442114421244213442144421544216442174421844219442204422144222442234422444225442264422744228442294423044231442324423344234442354423644237442384423944240442414424244243442444424544246442474424844249442504425144252442534425444255442564425744258442594426044261442624426344264442654426644267442684426944270442714427244273442744427544276442774427844279442804428144282442834428444285442864428744288442894429044291442924429344294442954429644297442984429944300443014430244303443044430544306443074430844309443104431144312443134431444315443164431744318443194432044321443224432344324443254432644327443284432944330443314433244333443344433544336443374433844339443404434144342443434434444345443464434744348443494435044351443524435344354443554435644357443584435944360443614436244363443644436544366443674436844369443704437144372443734437444375443764437744378443794438044381443824438344384443854438644387443884438944390443914439244393443944439544396443974439844399444004440144402444034440444405444064440744408444094441044411444124441344414444154441644417444184441944420444214442244423444244442544426444274442844429444304443144432444334443444435444364443744438444394444044441444424444344444444454444644447444484444944450444514445244453444544445544456444574445844459444604446144462444634446444465444664446744468444694447044471444724447344474444754447644477444784447944480444814448244483444844448544486444874448844489444904449144492444934449444495444964449744498444994450044501445024450344504445054450644507445084450944510445114451244513445144451544516445174451844519445204452144522445234452444525445264452744528445294453044531445324453344534445354453644537445384453944540445414454244543445444454544546445474454844549445504455144552445534455444555445564455744558445594456044561445624456344564445654456644567445684456944570445714457244573445744457544576445774457844579445804458144582445834458444585445864458744588445894459044591445924459344594445954459644597445984459944600446014460244603446044460544606446074460844609446104461144612446134461444615446164461744618446194462044621446224462344624446254462644627446284462944630446314463244633446344463544636446374463844639446404464144642446434464444645446464464744648446494465044651446524465344654446554465644657446584465944660446614466244663446644466544666446674466844669446704467144672446734467444675446764467744678446794468044681446824468344684446854468644687446884468944690446914469244693446944469544696446974469844699447004470144702447034470444705447064470744708447094471044711447124471344714447154471644717447184471944720447214472244723447244472544726447274472844729447304473144732447334473444735447364473744738447394474044741447424474344744447454474644747447484474944750447514475244753447544475544756447574475844759447604476144762447634476444765447664476744768447694477044771447724477344774447754477644777447784477944780447814478244783447844478544786447874478844789447904479144792447934479444795447964479744798447994480044801448024480344804448054480644807448084480944810448114481244813448144481544816448174481844819448204482144822448234482444825448264482744828448294483044831448324483344834448354483644837448384483944840448414484244843448444484544846448474484844849448504485144852448534485444855448564485744858448594486044861448624486344864448654486644867448684486944870448714487244873448744487544876448774487844879448804488144882448834488444885448864488744888448894489044891448924489344894448954489644897448984489944900449014490244903449044490544906449074490844909449104491144912449134491444915449164491744918449194492044921449224492344924449254492644927449284492944930449314493244933449344493544936449374493844939449404494144942449434494444945449464494744948449494495044951449524495344954449554495644957449584495944960449614496244963449644496544966449674496844969449704497144972449734497444975449764497744978449794498044981449824498344984449854498644987449884498944990449914499244993449944499544996449974499844999450004500145002450034500445005450064500745008450094501045011450124501345014450154501645017450184501945020450214502245023450244502545026450274502845029450304503145032450334503445035450364503745038450394504045041450424504345044450454504645047450484504945050450514505245053450544505545056450574505845059450604506145062450634506445065450664506745068450694507045071450724507345074450754507645077450784507945080450814508245083450844508545086450874508845089450904509145092450934509445095450964509745098450994510045101451024510345104451054510645107451084510945110451114511245113451144511545116451174511845119451204512145122451234512445125451264512745128451294513045131451324513345134451354513645137451384513945140451414514245143451444514545146451474514845149451504515145152451534515445155451564515745158451594516045161451624516345164451654516645167451684516945170451714517245173451744517545176451774517845179451804518145182451834518445185451864518745188451894519045191451924519345194451954519645197451984519945200452014520245203452044520545206452074520845209452104521145212452134521445215452164521745218452194522045221452224522345224452254522645227452284522945230452314523245233452344523545236452374523845239452404524145242452434524445245452464524745248452494525045251452524525345254452554525645257452584525945260452614526245263452644526545266452674526845269452704527145272452734527445275452764527745278452794528045281452824528345284452854528645287452884528945290452914529245293452944529545296452974529845299453004530145302453034530445305453064530745308453094531045311453124531345314453154531645317453184531945320453214532245323453244532545326453274532845329453304533145332453334533445335453364533745338453394534045341453424534345344453454534645347453484534945350453514535245353453544535545356453574535845359453604536145362453634536445365453664536745368453694537045371453724537345374453754537645377453784537945380453814538245383453844538545386453874538845389453904539145392453934539445395453964539745398453994540045401454024540345404454054540645407454084540945410454114541245413454144541545416454174541845419454204542145422454234542445425454264542745428454294543045431454324543345434454354543645437454384543945440454414544245443454444544545446454474544845449454504545145452454534545445455454564545745458454594546045461454624546345464454654546645467454684546945470454714547245473454744547545476454774547845479454804548145482454834548445485454864548745488454894549045491454924549345494454954549645497454984549945500455014550245503455044550545506455074550845509455104551145512455134551445515455164551745518455194552045521455224552345524455254552645527455284552945530455314553245533455344553545536455374553845539455404554145542455434554445545455464554745548455494555045551455524555345554455554555645557455584555945560455614556245563455644556545566455674556845569455704557145572455734557445575455764557745578455794558045581455824558345584455854558645587455884558945590455914559245593455944559545596455974559845599456004560145602456034560445605456064560745608456094561045611456124561345614456154561645617456184561945620456214562245623456244562545626456274562845629456304563145632456334563445635456364563745638456394564045641456424564345644456454564645647456484564945650456514565245653456544565545656456574565845659456604566145662456634566445665456664566745668456694567045671456724567345674456754567645677456784567945680456814568245683456844568545686456874568845689456904569145692456934569445695456964569745698456994570045701457024570345704457054570645707457084570945710457114571245713457144571545716457174571845719457204572145722457234572445725457264572745728457294573045731457324573345734457354573645737457384573945740457414574245743457444574545746457474574845749457504575145752457534575445755457564575745758457594576045761457624576345764457654576645767457684576945770457714577245773457744577545776457774577845779457804578145782457834578445785457864578745788457894579045791457924579345794457954579645797457984579945800458014580245803458044580545806458074580845809458104581145812458134581445815458164581745818458194582045821458224582345824458254582645827458284582945830458314583245833458344583545836458374583845839458404584145842458434584445845458464584745848458494585045851458524585345854458554585645857458584585945860458614586245863458644586545866458674586845869458704587145872458734587445875458764587745878458794588045881458824588345884458854588645887458884588945890458914589245893458944589545896458974589845899459004590145902459034590445905459064590745908459094591045911459124591345914459154591645917459184591945920459214592245923459244592545926459274592845929459304593145932459334593445935459364593745938459394594045941459424594345944459454594645947459484594945950459514595245953459544595545956459574595845959459604596145962459634596445965459664596745968459694597045971459724597345974459754597645977459784597945980459814598245983459844598545986459874598845989459904599145992459934599445995459964599745998459994600046001460024600346004460054600646007460084600946010460114601246013460144601546016460174601846019460204602146022460234602446025460264602746028460294603046031460324603346034460354603646037460384603946040460414604246043460444604546046460474604846049460504605146052460534605446055460564605746058460594606046061460624606346064460654606646067460684606946070460714607246073460744607546076460774607846079460804608146082460834608446085460864608746088460894609046091460924609346094460954609646097460984609946100461014610246103461044610546106461074610846109461104611146112461134611446115461164611746118461194612046121461224612346124461254612646127461284612946130461314613246133461344613546136461374613846139461404614146142461434614446145461464614746148461494615046151461524615346154461554615646157461584615946160461614616246163461644616546166461674616846169461704617146172461734617446175461764617746178461794618046181461824618346184461854618646187461884618946190461914619246193461944619546196461974619846199462004620146202462034620446205462064620746208462094621046211462124621346214462154621646217462184621946220462214622246223462244622546226462274622846229462304623146232462334623446235462364623746238462394624046241462424624346244462454624646247462484624946250462514625246253462544625546256462574625846259462604626146262462634626446265462664626746268462694627046271462724627346274462754627646277462784627946280462814628246283462844628546286462874628846289462904629146292462934629446295462964629746298462994630046301463024630346304463054630646307463084630946310463114631246313463144631546316463174631846319463204632146322463234632446325463264632746328463294633046331463324633346334463354633646337463384633946340463414634246343463444634546346463474634846349463504635146352463534635446355463564635746358463594636046361463624636346364463654636646367463684636946370463714637246373463744637546376463774637846379463804638146382463834638446385463864638746388463894639046391463924639346394463954639646397463984639946400464014640246403464044640546406464074640846409464104641146412464134641446415464164641746418464194642046421464224642346424464254642646427464284642946430464314643246433464344643546436464374643846439464404644146442464434644446445464464644746448464494645046451464524645346454464554645646457464584645946460464614646246463464644646546466464674646846469464704647146472464734647446475464764647746478464794648046481464824648346484464854648646487464884648946490464914649246493464944649546496464974649846499465004650146502465034650446505465064650746508465094651046511465124651346514465154651646517465184651946520465214652246523465244652546526465274652846529465304653146532465334653446535465364653746538465394654046541465424654346544465454654646547465484654946550465514655246553465544655546556465574655846559465604656146562465634656446565465664656746568465694657046571465724657346574465754657646577465784657946580465814658246583465844658546586465874658846589465904659146592465934659446595465964659746598465994660046601466024660346604466054660646607466084660946610466114661246613466144661546616466174661846619466204662146622466234662446625466264662746628466294663046631466324663346634466354663646637466384663946640466414664246643466444664546646466474664846649466504665146652466534665446655466564665746658466594666046661466624666346664466654666646667466684666946670466714667246673466744667546676466774667846679466804668146682466834668446685466864668746688466894669046691466924669346694466954669646697466984669946700467014670246703467044670546706467074670846709467104671146712467134671446715467164671746718467194672046721467224672346724467254672646727467284672946730467314673246733467344673546736467374673846739467404674146742467434674446745467464674746748467494675046751467524675346754467554675646757467584675946760467614676246763467644676546766467674676846769467704677146772467734677446775467764677746778467794678046781467824678346784467854678646787467884678946790467914679246793467944679546796467974679846799468004680146802468034680446805468064680746808468094681046811468124681346814468154681646817468184681946820468214682246823468244682546826468274682846829468304683146832468334683446835468364683746838468394684046841468424684346844468454684646847468484684946850468514685246853468544685546856468574685846859468604686146862468634686446865468664686746868468694687046871468724687346874468754687646877468784687946880468814688246883468844688546886468874688846889468904689146892468934689446895468964689746898468994690046901469024690346904469054690646907469084690946910469114691246913469144691546916469174691846919469204692146922469234692446925469264692746928469294693046931469324693346934469354693646937469384693946940469414694246943469444694546946469474694846949469504695146952469534695446955469564695746958469594696046961469624696346964469654696646967469684696946970469714697246973469744697546976469774697846979469804698146982469834698446985469864698746988469894699046991469924699346994469954699646997469984699947000470014700247003470044700547006470074700847009470104701147012470134701447015470164701747018470194702047021470224702347024470254702647027470284702947030470314703247033470344703547036470374703847039470404704147042470434704447045470464704747048470494705047051470524705347054470554705647057470584705947060470614706247063470644706547066470674706847069470704707147072470734707447075470764707747078470794708047081470824708347084470854708647087470884708947090470914709247093470944709547096470974709847099471004710147102471034710447105471064710747108471094711047111471124711347114471154711647117471184711947120471214712247123471244712547126471274712847129471304713147132471334713447135471364713747138471394714047141471424714347144471454714647147471484714947150471514715247153471544715547156471574715847159471604716147162471634716447165471664716747168471694717047171471724717347174471754717647177471784717947180471814718247183471844718547186471874718847189471904719147192471934719447195471964719747198471994720047201472024720347204472054720647207472084720947210472114721247213472144721547216472174721847219472204722147222472234722447225472264722747228472294723047231472324723347234472354723647237472384723947240472414724247243472444724547246472474724847249472504725147252472534725447255472564725747258472594726047261472624726347264472654726647267472684726947270472714727247273472744727547276472774727847279472804728147282472834728447285472864728747288472894729047291472924729347294472954729647297472984729947300473014730247303473044730547306473074730847309473104731147312473134731447315473164731747318473194732047321473224732347324473254732647327473284732947330473314733247333473344733547336473374733847339473404734147342473434734447345473464734747348473494735047351473524735347354473554735647357473584735947360473614736247363473644736547366473674736847369473704737147372473734737447375473764737747378473794738047381473824738347384473854738647387473884738947390473914739247393473944739547396473974739847399474004740147402474034740447405474064740747408474094741047411474124741347414474154741647417474184741947420474214742247423474244742547426474274742847429474304743147432474334743447435474364743747438474394744047441474424744347444474454744647447474484744947450474514745247453474544745547456474574745847459474604746147462474634746447465474664746747468474694747047471474724747347474474754747647477474784747947480474814748247483474844748547486474874748847489474904749147492474934749447495474964749747498474994750047501475024750347504475054750647507475084750947510475114751247513475144751547516475174751847519475204752147522475234752447525475264752747528475294753047531475324753347534475354753647537475384753947540475414754247543475444754547546475474754847549475504755147552475534755447555475564755747558475594756047561475624756347564475654756647567475684756947570475714757247573475744757547576475774757847579475804758147582475834758447585475864758747588475894759047591475924759347594475954759647597475984759947600476014760247603476044760547606476074760847609476104761147612476134761447615476164761747618476194762047621476224762347624476254762647627476284762947630476314763247633476344763547636476374763847639476404764147642476434764447645476464764747648476494765047651476524765347654476554765647657476584765947660476614766247663476644766547666476674766847669476704767147672476734767447675476764767747678476794768047681476824768347684476854768647687476884768947690476914769247693476944769547696476974769847699477004770147702477034770447705477064770747708477094771047711477124771347714477154771647717477184771947720477214772247723477244772547726477274772847729477304773147732477334773447735477364773747738477394774047741477424774347744477454774647747477484774947750477514775247753477544775547756477574775847759477604776147762477634776447765477664776747768477694777047771477724777347774477754777647777477784777947780477814778247783477844778547786477874778847789477904779147792477934779447795477964779747798477994780047801478024780347804478054780647807478084780947810478114781247813478144781547816478174781847819478204782147822478234782447825478264782747828478294783047831478324783347834478354783647837478384783947840478414784247843478444784547846478474784847849478504785147852478534785447855478564785747858478594786047861478624786347864478654786647867478684786947870478714787247873478744787547876478774787847879478804788147882478834788447885478864788747888478894789047891478924789347894478954789647897478984789947900479014790247903479044790547906479074790847909479104791147912479134791447915479164791747918479194792047921479224792347924479254792647927479284792947930479314793247933479344793547936479374793847939479404794147942479434794447945479464794747948479494795047951479524795347954479554795647957479584795947960479614796247963479644796547966479674796847969479704797147972479734797447975479764797747978479794798047981479824798347984479854798647987479884798947990479914799247993479944799547996479974799847999480004800148002480034800448005480064800748008480094801048011480124801348014480154801648017480184801948020480214802248023480244802548026480274802848029480304803148032480334803448035480364803748038480394804048041480424804348044480454804648047480484804948050480514805248053480544805548056480574805848059480604806148062480634806448065480664806748068480694807048071480724807348074480754807648077480784807948080480814808248083480844808548086480874808848089480904809148092480934809448095480964809748098480994810048101481024810348104481054810648107481084810948110481114811248113481144811548116481174811848119481204812148122481234812448125481264812748128481294813048131481324813348134481354813648137481384813948140481414814248143481444814548146481474814848149481504815148152481534815448155481564815748158481594816048161481624816348164481654816648167481684816948170481714817248173481744817548176481774817848179481804818148182481834818448185481864818748188481894819048191481924819348194481954819648197481984819948200482014820248203482044820548206482074820848209482104821148212482134821448215482164821748218482194822048221482224822348224482254822648227482284822948230482314823248233482344823548236482374823848239482404824148242482434824448245482464824748248482494825048251482524825348254482554825648257482584825948260482614826248263482644826548266482674826848269482704827148272482734827448275482764827748278482794828048281482824828348284482854828648287482884828948290482914829248293482944829548296482974829848299483004830148302483034830448305483064830748308483094831048311483124831348314483154831648317483184831948320483214832248323483244832548326483274832848329483304833148332483334833448335483364833748338483394834048341483424834348344483454834648347483484834948350483514835248353483544835548356483574835848359483604836148362483634836448365483664836748368483694837048371483724837348374483754837648377483784837948380483814838248383483844838548386483874838848389483904839148392483934839448395483964839748398483994840048401484024840348404484054840648407484084840948410484114841248413484144841548416484174841848419484204842148422484234842448425484264842748428484294843048431484324843348434484354843648437484384843948440484414844248443484444844548446484474844848449484504845148452484534845448455484564845748458484594846048461484624846348464484654846648467484684846948470484714847248473484744847548476484774847848479484804848148482484834848448485484864848748488484894849048491484924849348494484954849648497484984849948500485014850248503485044850548506485074850848509485104851148512485134851448515485164851748518485194852048521485224852348524485254852648527485284852948530485314853248533485344853548536485374853848539485404854148542485434854448545485464854748548485494855048551485524855348554485554855648557485584855948560485614856248563485644856548566485674856848569485704857148572485734857448575485764857748578485794858048581485824858348584485854858648587485884858948590485914859248593485944859548596485974859848599486004860148602486034860448605486064860748608486094861048611486124861348614486154861648617486184861948620486214862248623486244862548626486274862848629486304863148632486334863448635486364863748638486394864048641486424864348644486454864648647486484864948650486514865248653486544865548656486574865848659486604866148662486634866448665486664866748668486694867048671486724867348674486754867648677486784867948680486814868248683486844868548686486874868848689486904869148692486934869448695486964869748698486994870048701487024870348704487054870648707487084870948710487114871248713487144871548716487174871848719487204872148722487234872448725487264872748728487294873048731487324873348734487354873648737487384873948740487414874248743487444874548746487474874848749487504875148752487534875448755487564875748758487594876048761487624876348764487654876648767487684876948770487714877248773487744877548776487774877848779487804878148782487834878448785487864878748788487894879048791487924879348794487954879648797487984879948800488014880248803488044880548806488074880848809488104881148812488134881448815488164881748818488194882048821488224882348824488254882648827488284882948830488314883248833488344883548836488374883848839488404884148842488434884448845488464884748848488494885048851488524885348854488554885648857488584885948860488614886248863488644886548866488674886848869488704887148872488734887448875488764887748878488794888048881488824888348884488854888648887488884888948890488914889248893488944889548896488974889848899489004890148902489034890448905489064890748908489094891048911489124891348914489154891648917489184891948920489214892248923489244892548926489274892848929489304893148932489334893448935489364893748938489394894048941489424894348944489454894648947489484894948950489514895248953489544895548956489574895848959489604896148962489634896448965489664896748968489694897048971489724897348974489754897648977489784897948980489814898248983489844898548986489874898848989489904899148992489934899448995489964899748998489994900049001490024900349004490054900649007490084900949010490114901249013490144901549016490174901849019490204902149022490234902449025490264902749028490294903049031490324903349034490354903649037490384903949040490414904249043490444904549046490474904849049490504905149052490534905449055490564905749058490594906049061490624906349064490654906649067490684906949070490714907249073490744907549076490774907849079490804908149082490834908449085490864908749088490894909049091490924909349094490954909649097490984909949100491014910249103491044910549106491074910849109491104911149112491134911449115491164911749118491194912049121491224912349124491254912649127491284912949130491314913249133491344913549136491374913849139491404914149142491434914449145491464914749148491494915049151491524915349154491554915649157491584915949160491614916249163491644916549166491674916849169491704917149172491734917449175491764917749178491794918049181491824918349184491854918649187491884918949190491914919249193491944919549196491974919849199492004920149202492034920449205492064920749208492094921049211492124921349214492154921649217492184921949220492214922249223492244922549226492274922849229492304923149232492334923449235492364923749238492394924049241492424924349244492454924649247492484924949250492514925249253492544925549256492574925849259492604926149262492634926449265492664926749268492694927049271492724927349274492754927649277492784927949280492814928249283492844928549286492874928849289492904929149292492934929449295492964929749298492994930049301493024930349304493054930649307493084930949310493114931249313493144931549316493174931849319493204932149322493234932449325493264932749328493294933049331493324933349334493354933649337493384933949340493414934249343493444934549346493474934849349493504935149352493534935449355493564935749358493594936049361493624936349364493654936649367493684936949370493714937249373493744937549376493774937849379493804938149382493834938449385493864938749388493894939049391493924939349394493954939649397493984939949400494014940249403494044940549406494074940849409494104941149412494134941449415494164941749418494194942049421494224942349424494254942649427494284942949430494314943249433494344943549436494374943849439494404944149442494434944449445494464944749448494494945049451494524945349454494554945649457494584945949460494614946249463494644946549466494674946849469494704947149472494734947449475494764947749478494794948049481494824948349484494854948649487494884948949490494914949249493494944949549496494974949849499495004950149502495034950449505495064950749508495094951049511495124951349514495154951649517495184951949520495214952249523495244952549526495274952849529495304953149532495334953449535495364953749538495394954049541495424954349544495454954649547495484954949550495514955249553495544955549556495574955849559495604956149562495634956449565495664956749568495694957049571495724957349574495754957649577495784957949580495814958249583495844958549586495874958849589495904959149592495934959449595495964959749598495994960049601496024960349604496054960649607496084960949610496114961249613496144961549616496174961849619496204962149622496234962449625496264962749628496294963049631496324963349634496354963649637496384963949640496414964249643496444964549646496474964849649496504965149652496534965449655496564965749658496594966049661496624966349664496654966649667496684966949670496714967249673496744967549676496774967849679496804968149682496834968449685496864968749688496894969049691496924969349694496954969649697496984969949700497014970249703497044970549706497074970849709497104971149712497134971449715497164971749718497194972049721497224972349724497254972649727497284972949730497314973249733497344973549736497374973849739497404974149742497434974449745497464974749748497494975049751497524975349754497554975649757497584975949760497614976249763497644976549766497674976849769497704977149772497734977449775497764977749778497794978049781497824978349784497854978649787497884978949790497914979249793497944979549796497974979849799498004980149802498034980449805498064980749808498094981049811498124981349814498154981649817498184981949820498214982249823498244982549826498274982849829498304983149832498334983449835498364983749838498394984049841498424984349844498454984649847498484984949850498514985249853498544985549856498574985849859498604986149862498634986449865498664986749868498694987049871498724987349874498754987649877498784987949880498814988249883498844988549886498874988849889498904989149892498934989449895498964989749898498994990049901499024990349904499054990649907499084990949910499114991249913499144991549916499174991849919499204992149922499234992449925499264992749928499294993049931499324993349934499354993649937499384993949940499414994249943499444994549946499474994849949499504995149952499534995449955499564995749958499594996049961499624996349964499654996649967499684996949970499714997249973499744997549976499774997849979499804998149982499834998449985499864998749988499894999049991499924999349994499954999649997499984999950000500015000250003500045000550006500075000850009500105001150012500135001450015500165001750018500195002050021500225002350024500255002650027500285002950030500315003250033500345003550036500375003850039500405004150042500435004450045500465004750048500495005050051500525005350054500555005650057500585005950060500615006250063500645006550066500675006850069500705007150072500735007450075500765007750078500795008050081500825008350084500855008650087500885008950090500915009250093500945009550096500975009850099501005010150102501035010450105501065010750108501095011050111501125011350114501155011650117501185011950120501215012250123501245012550126501275012850129501305013150132501335013450135501365013750138501395014050141501425014350144501455014650147501485014950150501515015250153501545015550156501575015850159501605016150162501635016450165501665016750168501695017050171501725017350174501755017650177501785017950180501815018250183501845018550186501875018850189501905019150192501935019450195501965019750198501995020050201502025020350204502055020650207502085020950210502115021250213502145021550216502175021850219502205022150222502235022450225502265022750228502295023050231502325023350234502355023650237502385023950240502415024250243502445024550246502475024850249502505025150252502535025450255502565025750258502595026050261502625026350264502655026650267502685026950270502715027250273502745027550276502775027850279502805028150282502835028450285502865028750288502895029050291502925029350294502955029650297502985029950300503015030250303503045030550306503075030850309503105031150312503135031450315503165031750318503195032050321503225032350324503255032650327503285032950330503315033250333503345033550336503375033850339503405034150342503435034450345503465034750348503495035050351503525035350354503555035650357503585035950360503615036250363503645036550366503675036850369503705037150372503735037450375503765037750378503795038050381503825038350384503855038650387503885038950390503915039250393503945039550396503975039850399504005040150402504035040450405504065040750408504095041050411504125041350414504155041650417504185041950420504215042250423504245042550426504275042850429504305043150432504335043450435504365043750438504395044050441504425044350444504455044650447504485044950450504515045250453504545045550456504575045850459504605046150462504635046450465504665046750468504695047050471504725047350474504755047650477504785047950480504815048250483504845048550486504875048850489504905049150492504935049450495504965049750498504995050050501505025050350504505055050650507505085050950510505115051250513505145051550516505175051850519505205052150522505235052450525505265052750528505295053050531505325053350534505355053650537505385053950540505415054250543505445054550546505475054850549505505055150552505535055450555505565055750558505595056050561505625056350564505655056650567505685056950570505715057250573505745057550576505775057850579505805058150582505835058450585505865058750588505895059050591505925059350594505955059650597505985059950600506015060250603506045060550606506075060850609506105061150612506135061450615506165061750618506195062050621506225062350624506255062650627506285062950630506315063250633506345063550636506375063850639506405064150642506435064450645506465064750648506495065050651506525065350654506555065650657506585065950660506615066250663506645066550666506675066850669506705067150672506735067450675506765067750678506795068050681506825068350684506855068650687506885068950690506915069250693506945069550696506975069850699507005070150702507035070450705507065070750708507095071050711507125071350714507155071650717507185071950720507215072250723507245072550726507275072850729507305073150732507335073450735507365073750738507395074050741507425074350744507455074650747507485074950750507515075250753507545075550756507575075850759507605076150762507635076450765507665076750768507695077050771507725077350774507755077650777507785077950780507815078250783507845078550786507875078850789507905079150792507935079450795507965079750798507995080050801508025080350804508055080650807508085080950810508115081250813508145081550816508175081850819508205082150822508235082450825508265082750828508295083050831508325083350834508355083650837508385083950840508415084250843508445084550846508475084850849508505085150852508535085450855508565085750858508595086050861508625086350864508655086650867508685086950870508715087250873508745087550876508775087850879508805088150882508835088450885508865088750888508895089050891508925089350894508955089650897508985089950900509015090250903509045090550906509075090850909509105091150912509135091450915509165091750918509195092050921509225092350924509255092650927509285092950930509315093250933509345093550936509375093850939509405094150942509435094450945509465094750948509495095050951509525095350954509555095650957509585095950960509615096250963509645096550966509675096850969509705097150972509735097450975509765097750978509795098050981509825098350984509855098650987509885098950990509915099250993509945099550996509975099850999510005100151002510035100451005510065100751008510095101051011510125101351014510155101651017510185101951020510215102251023510245102551026510275102851029510305103151032510335103451035510365103751038510395104051041510425104351044510455104651047510485104951050510515105251053510545105551056510575105851059510605106151062510635106451065510665106751068510695107051071510725107351074510755107651077510785107951080510815108251083510845108551086510875108851089510905109151092510935109451095510965109751098510995110051101511025110351104511055110651107511085110951110511115111251113511145111551116511175111851119511205112151122511235112451125511265112751128511295113051131511325113351134511355113651137511385113951140511415114251143511445114551146511475114851149511505115151152511535115451155511565115751158511595116051161511625116351164511655116651167511685116951170511715117251173511745117551176511775117851179511805118151182511835118451185511865118751188511895119051191511925119351194511955119651197511985119951200512015120251203512045120551206512075120851209512105121151212512135121451215512165121751218512195122051221512225122351224512255122651227512285122951230512315123251233512345123551236512375123851239512405124151242512435124451245512465124751248512495125051251512525125351254512555125651257512585125951260512615126251263512645126551266512675126851269512705127151272512735127451275512765127751278512795128051281512825128351284512855128651287512885128951290512915129251293512945129551296512975129851299513005130151302513035130451305513065130751308513095131051311513125131351314513155131651317513185131951320513215132251323513245132551326513275132851329513305133151332513335133451335513365133751338513395134051341513425134351344513455134651347513485134951350513515135251353513545135551356513575135851359513605136151362513635136451365513665136751368513695137051371513725137351374513755137651377513785137951380513815138251383513845138551386513875138851389513905139151392513935139451395513965139751398513995140051401514025140351404514055140651407514085140951410514115141251413514145141551416514175141851419514205142151422514235142451425514265142751428514295143051431514325143351434514355143651437514385143951440514415144251443514445144551446514475144851449514505145151452514535145451455514565145751458514595146051461514625146351464514655146651467514685146951470514715147251473514745147551476514775147851479514805148151482514835148451485514865148751488514895149051491514925149351494514955149651497514985149951500515015150251503515045150551506515075150851509515105151151512515135151451515515165151751518515195152051521515225152351524515255152651527515285152951530515315153251533515345153551536515375153851539515405154151542515435154451545515465154751548515495155051551515525155351554515555155651557515585155951560515615156251563515645156551566515675156851569515705157151572515735157451575515765157751578515795158051581515825158351584515855158651587515885158951590515915159251593515945159551596515975159851599516005160151602516035160451605516065160751608516095161051611516125161351614516155161651617516185161951620516215162251623516245162551626516275162851629516305163151632516335163451635516365163751638516395164051641516425164351644516455164651647516485164951650516515165251653516545165551656516575165851659516605166151662516635166451665516665166751668516695167051671516725167351674516755167651677516785167951680516815168251683516845168551686516875168851689516905169151692516935169451695516965169751698516995170051701517025170351704517055170651707517085170951710517115171251713517145171551716517175171851719517205172151722517235172451725517265172751728517295173051731517325173351734517355173651737517385173951740517415174251743517445174551746517475174851749517505175151752517535175451755517565175751758517595176051761517625176351764517655176651767517685176951770517715177251773517745177551776517775177851779517805178151782517835178451785517865178751788517895179051791517925179351794517955179651797517985179951800518015180251803518045180551806518075180851809518105181151812518135181451815518165181751818518195182051821518225182351824518255182651827518285182951830518315183251833518345183551836518375183851839518405184151842518435184451845518465184751848518495185051851518525185351854518555185651857518585185951860518615186251863518645186551866518675186851869518705187151872518735187451875518765187751878518795188051881518825188351884518855188651887518885188951890518915189251893518945189551896518975189851899519005190151902519035190451905519065190751908519095191051911519125191351914519155191651917519185191951920519215192251923519245192551926519275192851929519305193151932519335193451935519365193751938519395194051941519425194351944519455194651947519485194951950519515195251953519545195551956519575195851959519605196151962519635196451965519665196751968519695197051971519725197351974519755197651977519785197951980519815198251983519845198551986519875198851989519905199151992519935199451995519965199751998519995200052001520025200352004520055200652007520085200952010520115201252013520145201552016520175201852019520205202152022520235202452025520265202752028520295203052031520325203352034520355203652037520385203952040520415204252043520445204552046520475204852049520505205152052520535205452055520565205752058520595206052061520625206352064520655206652067520685206952070520715207252073520745207552076520775207852079520805208152082520835208452085520865208752088520895209052091520925209352094520955209652097520985209952100521015210252103521045210552106521075210852109521105211152112521135211452115521165211752118521195212052121521225212352124521255212652127521285212952130521315213252133521345213552136521375213852139521405214152142521435214452145521465214752148521495215052151521525215352154521555215652157521585215952160521615216252163521645216552166521675216852169521705217152172521735217452175521765217752178521795218052181521825218352184521855218652187521885218952190521915219252193521945219552196521975219852199522005220152202522035220452205522065220752208522095221052211522125221352214522155221652217522185221952220522215222252223522245222552226522275222852229522305223152232522335223452235522365223752238522395224052241522425224352244522455224652247522485224952250522515225252253522545225552256522575225852259522605226152262522635226452265522665226752268522695227052271522725227352274522755227652277522785227952280522815228252283522845228552286522875228852289522905229152292522935229452295522965229752298522995230052301523025230352304523055230652307523085230952310523115231252313523145231552316523175231852319523205232152322523235232452325523265232752328523295233052331523325233352334523355233652337523385233952340523415234252343523445234552346523475234852349523505235152352523535235452355523565235752358523595236052361523625236352364523655236652367523685236952370523715237252373523745237552376523775237852379523805238152382523835238452385523865238752388523895239052391523925239352394523955239652397523985239952400524015240252403524045240552406524075240852409524105241152412524135241452415524165241752418524195242052421524225242352424524255242652427524285242952430524315243252433524345243552436524375243852439524405244152442524435244452445524465244752448524495245052451524525245352454524555245652457524585245952460524615246252463524645246552466524675246852469524705247152472524735247452475524765247752478524795248052481524825248352484524855248652487524885248952490524915249252493524945249552496524975249852499525005250152502525035250452505525065250752508525095251052511525125251352514525155251652517525185251952520525215252252523525245252552526525275252852529525305253152532525335253452535525365253752538525395254052541525425254352544525455254652547525485254952550525515255252553525545255552556525575255852559525605256152562525635256452565525665256752568525695257052571525725257352574525755257652577525785257952580525815258252583525845258552586525875258852589525905259152592525935259452595525965259752598525995260052601526025260352604526055260652607526085260952610526115261252613526145261552616526175261852619526205262152622526235262452625526265262752628526295263052631526325263352634526355263652637526385263952640526415264252643526445264552646526475264852649526505265152652526535265452655526565265752658526595266052661526625266352664526655266652667526685266952670526715267252673526745267552676526775267852679526805268152682526835268452685526865268752688526895269052691526925269352694526955269652697526985269952700527015270252703527045270552706527075270852709527105271152712527135271452715527165271752718527195272052721527225272352724527255272652727527285272952730527315273252733527345273552736527375273852739527405274152742527435274452745527465274752748527495275052751527525275352754527555275652757527585275952760527615276252763527645276552766527675276852769527705277152772527735277452775527765277752778527795278052781527825278352784527855278652787527885278952790527915279252793527945279552796527975279852799528005280152802528035280452805528065280752808528095281052811528125281352814528155281652817528185281952820528215282252823528245282552826528275282852829528305283152832528335283452835528365283752838528395284052841528425284352844528455284652847528485284952850528515285252853528545285552856528575285852859528605286152862528635286452865528665286752868528695287052871528725287352874528755287652877528785287952880528815288252883528845288552886528875288852889528905289152892528935289452895528965289752898528995290052901529025290352904529055290652907529085290952910529115291252913529145291552916529175291852919529205292152922529235292452925529265292752928529295293052931529325293352934529355293652937529385293952940529415294252943529445294552946529475294852949529505295152952529535295452955529565295752958529595296052961529625296352964529655296652967529685296952970529715297252973529745297552976529775297852979529805298152982529835298452985529865298752988529895299052991529925299352994529955299652997529985299953000530015300253003530045300553006530075300853009530105301153012530135301453015530165301753018530195302053021530225302353024530255302653027530285302953030530315303253033530345303553036530375303853039530405304153042530435304453045530465304753048530495305053051530525305353054530555305653057530585305953060530615306253063530645306553066530675306853069530705307153072530735307453075530765307753078530795308053081530825308353084530855308653087530885308953090530915309253093530945309553096530975309853099531005310153102531035310453105531065310753108531095311053111531125311353114531155311653117531185311953120531215312253123531245312553126531275312853129531305313153132531335313453135531365313753138531395314053141531425314353144531455314653147531485314953150531515315253153531545315553156531575315853159531605316153162531635316453165531665316753168531695317053171531725317353174531755317653177531785317953180531815318253183531845318553186531875318853189531905319153192531935319453195531965319753198531995320053201532025320353204532055320653207532085320953210532115321253213532145321553216532175321853219532205322153222532235322453225532265322753228532295323053231532325323353234532355323653237532385323953240532415324253243532445324553246532475324853249532505325153252532535325453255532565325753258532595326053261532625326353264532655326653267532685326953270532715327253273532745327553276532775327853279532805328153282532835328453285532865328753288532895329053291532925329353294532955329653297532985329953300533015330253303533045330553306533075330853309533105331153312533135331453315533165331753318533195332053321533225332353324533255332653327533285332953330533315333253333533345333553336533375333853339533405334153342533435334453345533465334753348533495335053351533525335353354533555335653357533585335953360533615336253363533645336553366533675336853369533705337153372533735337453375533765337753378533795338053381533825338353384533855338653387533885338953390533915339253393533945339553396533975339853399534005340153402534035340453405534065340753408534095341053411534125341353414534155341653417534185341953420534215342253423534245342553426534275342853429534305343153432534335343453435534365343753438534395344053441534425344353444534455344653447534485344953450534515345253453534545345553456534575345853459534605346153462534635346453465534665346753468534695347053471534725347353474534755347653477534785347953480534815348253483534845348553486534875348853489534905349153492534935349453495534965349753498534995350053501535025350353504535055350653507535085350953510535115351253513535145351553516535175351853519535205352153522535235352453525535265352753528535295353053531535325353353534535355353653537535385353953540535415354253543535445354553546535475354853549535505355153552535535355453555535565355753558535595356053561535625356353564535655356653567535685356953570535715357253573535745357553576535775357853579535805358153582535835358453585535865358753588535895359053591535925359353594535955359653597535985359953600536015360253603536045360553606536075360853609536105361153612536135361453615536165361753618536195362053621536225362353624536255362653627536285362953630536315363253633536345363553636536375363853639536405364153642536435364453645536465364753648536495365053651536525365353654536555365653657536585365953660536615366253663536645366553666536675366853669536705367153672536735367453675536765367753678536795368053681536825368353684536855368653687536885368953690536915369253693536945369553696536975369853699537005370153702537035370453705537065370753708537095371053711537125371353714537155371653717537185371953720537215372253723537245372553726537275372853729537305373153732537335373453735537365373753738537395374053741537425374353744537455374653747537485374953750537515375253753537545375553756537575375853759537605376153762537635376453765537665376753768537695377053771537725377353774537755377653777537785377953780537815378253783537845378553786537875378853789537905379153792537935379453795537965379753798537995380053801538025380353804538055380653807538085380953810538115381253813538145381553816538175381853819538205382153822538235382453825538265382753828538295383053831538325383353834538355383653837538385383953840538415384253843538445384553846538475384853849538505385153852538535385453855538565385753858538595386053861538625386353864538655386653867538685386953870538715387253873538745387553876538775387853879538805388153882538835388453885538865388753888538895389053891538925389353894538955389653897538985389953900539015390253903539045390553906539075390853909539105391153912539135391453915539165391753918539195392053921539225392353924539255392653927539285392953930539315393253933539345393553936539375393853939539405394153942539435394453945539465394753948539495395053951539525395353954539555395653957539585395953960539615396253963539645396553966539675396853969539705397153972539735397453975539765397753978539795398053981539825398353984539855398653987539885398953990539915399253993539945399553996539975399853999540005400154002540035400454005540065400754008540095401054011540125401354014540155401654017540185401954020540215402254023540245402554026540275402854029540305403154032540335403454035540365403754038540395404054041540425404354044540455404654047540485404954050540515405254053540545405554056540575405854059540605406154062540635406454065540665406754068540695407054071540725407354074540755407654077540785407954080540815408254083540845408554086540875408854089540905409154092540935409454095540965409754098540995410054101541025410354104541055410654107541085410954110541115411254113541145411554116541175411854119541205412154122541235412454125541265412754128541295413054131541325413354134541355413654137541385413954140541415414254143541445414554146541475414854149541505415154152541535415454155541565415754158541595416054161541625416354164541655416654167541685416954170541715417254173541745417554176541775417854179541805418154182541835418454185541865418754188541895419054191541925419354194541955419654197541985419954200542015420254203542045420554206542075420854209542105421154212542135421454215542165421754218542195422054221542225422354224542255422654227542285422954230542315423254233542345423554236542375423854239542405424154242542435424454245542465424754248542495425054251542525425354254542555425654257542585425954260542615426254263542645426554266542675426854269542705427154272542735427454275542765427754278542795428054281542825428354284542855428654287542885428954290542915429254293542945429554296542975429854299543005430154302543035430454305543065430754308543095431054311543125431354314543155431654317543185431954320543215432254323543245432554326543275432854329543305433154332543335433454335543365433754338543395434054341543425434354344543455434654347543485434954350543515435254353543545435554356543575435854359543605436154362543635436454365543665436754368543695437054371543725437354374543755437654377543785437954380543815438254383543845438554386543875438854389543905439154392543935439454395543965439754398543995440054401544025440354404544055440654407544085440954410544115441254413544145441554416544175441854419544205442154422544235442454425544265442754428544295443054431544325443354434544355443654437544385443954440544415444254443544445444554446544475444854449544505445154452544535445454455544565445754458544595446054461544625446354464544655446654467544685446954470544715447254473544745447554476544775447854479544805448154482544835448454485544865448754488544895449054491544925449354494544955449654497544985449954500545015450254503545045450554506545075450854509545105451154512545135451454515545165451754518545195452054521545225452354524545255452654527545285452954530545315453254533545345453554536545375453854539545405454154542545435454454545545465454754548545495455054551545525455354554545555455654557545585455954560545615456254563545645456554566545675456854569545705457154572545735457454575545765457754578545795458054581545825458354584545855458654587545885458954590545915459254593545945459554596545975459854599546005460154602546035460454605546065460754608546095461054611546125461354614546155461654617546185461954620546215462254623546245462554626546275462854629546305463154632546335463454635546365463754638546395464054641546425464354644546455464654647546485464954650546515465254653546545465554656546575465854659546605466154662546635466454665546665466754668546695467054671546725467354674546755467654677546785467954680546815468254683546845468554686546875468854689546905469154692546935469454695546965469754698546995470054701547025470354704547055470654707547085470954710547115471254713547145471554716547175471854719547205472154722547235472454725547265472754728547295473054731547325473354734547355473654737547385473954740547415474254743547445474554746547475474854749547505475154752547535475454755547565475754758547595476054761547625476354764547655476654767547685476954770547715477254773547745477554776547775477854779547805478154782547835478454785547865478754788547895479054791547925479354794547955479654797547985479954800548015480254803548045480554806548075480854809548105481154812548135481454815548165481754818548195482054821548225482354824548255482654827548285482954830548315483254833548345483554836548375483854839548405484154842548435484454845548465484754848548495485054851548525485354854548555485654857548585485954860548615486254863548645486554866548675486854869548705487154872548735487454875548765487754878548795488054881548825488354884548855488654887548885488954890548915489254893548945489554896548975489854899549005490154902549035490454905549065490754908549095491054911549125491354914549155491654917549185491954920549215492254923549245492554926549275492854929549305493154932549335493454935549365493754938549395494054941549425494354944549455494654947549485494954950549515495254953549545495554956549575495854959549605496154962549635496454965549665496754968549695497054971549725497354974549755497654977549785497954980549815498254983549845498554986549875498854989549905499154992549935499454995549965499754998549995500055001550025500355004550055500655007550085500955010550115501255013550145501555016550175501855019550205502155022550235502455025550265502755028550295503055031550325503355034550355503655037550385503955040550415504255043550445504555046550475504855049550505505155052550535505455055550565505755058550595506055061550625506355064550655506655067550685506955070550715507255073550745507555076550775507855079550805508155082550835508455085550865508755088550895509055091550925509355094550955509655097550985509955100551015510255103551045510555106551075510855109551105511155112551135511455115551165511755118551195512055121551225512355124551255512655127551285512955130551315513255133551345513555136551375513855139551405514155142551435514455145551465514755148551495515055151551525515355154551555515655157551585515955160551615516255163551645516555166551675516855169551705517155172551735517455175551765517755178551795518055181551825518355184551855518655187551885518955190551915519255193551945519555196551975519855199552005520155202552035520455205552065520755208552095521055211552125521355214552155521655217552185521955220552215522255223552245522555226552275522855229552305523155232552335523455235552365523755238552395524055241552425524355244552455524655247552485524955250552515525255253552545525555256552575525855259552605526155262552635526455265552665526755268552695527055271552725527355274552755527655277552785527955280552815528255283552845528555286552875528855289552905529155292552935529455295552965529755298552995530055301553025530355304553055530655307553085530955310553115531255313553145531555316553175531855319553205532155322553235532455325553265532755328553295533055331553325533355334553355533655337553385533955340553415534255343553445534555346553475534855349553505535155352553535535455355553565535755358553595536055361553625536355364553655536655367553685536955370553715537255373553745537555376553775537855379553805538155382553835538455385553865538755388553895539055391553925539355394553955539655397553985539955400554015540255403554045540555406554075540855409554105541155412554135541455415554165541755418554195542055421554225542355424554255542655427554285542955430554315543255433554345543555436554375543855439554405544155442554435544455445554465544755448554495545055451554525545355454554555545655457554585545955460554615546255463554645546555466554675546855469554705547155472554735547455475554765547755478554795548055481554825548355484554855548655487554885548955490554915549255493554945549555496554975549855499555005550155502555035550455505555065550755508555095551055511555125551355514555155551655517555185551955520555215552255523555245552555526555275552855529555305553155532555335553455535555365553755538555395554055541555425554355544555455554655547555485554955550555515555255553555545555555556555575555855559555605556155562555635556455565555665556755568555695557055571555725557355574555755557655577555785557955580555815558255583555845558555586555875558855589555905559155592555935559455595555965559755598555995560055601556025560355604556055560655607556085560955610556115561255613556145561555616556175561855619556205562155622556235562455625556265562755628556295563055631556325563355634556355563655637556385563955640556415564255643556445564555646556475564855649556505565155652556535565455655556565565755658556595566055661556625566355664556655566655667556685566955670556715567255673556745567555676556775567855679556805568155682556835568455685556865568755688556895569055691556925569355694556955569655697556985569955700557015570255703557045570555706557075570855709557105571155712557135571455715557165571755718557195572055721557225572355724557255572655727557285572955730557315573255733557345573555736557375573855739557405574155742557435574455745557465574755748557495575055751557525575355754557555575655757557585575955760557615576255763557645576555766557675576855769557705577155772557735577455775557765577755778557795578055781557825578355784557855578655787557885578955790557915579255793557945579555796557975579855799558005580155802558035580455805558065580755808558095581055811558125581355814558155581655817558185581955820558215582255823558245582555826558275582855829558305583155832558335583455835558365583755838558395584055841558425584355844558455584655847558485584955850558515585255853558545585555856558575585855859558605586155862558635586455865558665586755868558695587055871558725587355874558755587655877558785587955880558815588255883558845588555886558875588855889558905589155892558935589455895558965589755898558995590055901559025590355904559055590655907559085590955910559115591255913559145591555916559175591855919559205592155922559235592455925559265592755928559295593055931559325593355934559355593655937559385593955940559415594255943559445594555946559475594855949559505595155952559535595455955559565595755958559595596055961559625596355964559655596655967559685596955970559715597255973559745597555976559775597855979559805598155982559835598455985559865598755988559895599055991559925599355994559955599655997559985599956000560015600256003560045600556006560075600856009560105601156012560135601456015560165601756018560195602056021560225602356024560255602656027560285602956030560315603256033560345603556036560375603856039560405604156042560435604456045560465604756048560495605056051560525605356054560555605656057560585605956060560615606256063560645606556066560675606856069560705607156072560735607456075560765607756078560795608056081560825608356084560855608656087560885608956090560915609256093560945609556096560975609856099561005610156102561035610456105561065610756108561095611056111561125611356114561155611656117561185611956120561215612256123561245612556126561275612856129561305613156132561335613456135561365613756138561395614056141561425614356144561455614656147561485614956150561515615256153561545615556156561575615856159561605616156162561635616456165561665616756168561695617056171561725617356174561755617656177561785617956180561815618256183561845618556186561875618856189561905619156192561935619456195561965619756198561995620056201562025620356204562055620656207562085620956210562115621256213562145621556216562175621856219562205622156222562235622456225562265622756228562295623056231562325623356234562355623656237562385623956240562415624256243562445624556246562475624856249562505625156252562535625456255562565625756258562595626056261562625626356264562655626656267562685626956270562715627256273562745627556276562775627856279562805628156282562835628456285562865628756288562895629056291562925629356294562955629656297562985629956300563015630256303563045630556306563075630856309563105631156312563135631456315563165631756318563195632056321563225632356324563255632656327563285632956330563315633256333563345633556336563375633856339563405634156342563435634456345563465634756348563495635056351563525635356354563555635656357563585635956360563615636256363563645636556366563675636856369563705637156372563735637456375563765637756378563795638056381563825638356384563855638656387563885638956390563915639256393563945639556396563975639856399564005640156402564035640456405564065640756408564095641056411564125641356414564155641656417564185641956420564215642256423564245642556426564275642856429564305643156432564335643456435564365643756438564395644056441564425644356444564455644656447564485644956450564515645256453564545645556456564575645856459564605646156462564635646456465564665646756468564695647056471564725647356474564755647656477564785647956480564815648256483564845648556486564875648856489564905649156492564935649456495564965649756498564995650056501565025650356504565055650656507565085650956510565115651256513565145651556516565175651856519565205652156522565235652456525565265652756528565295653056531565325653356534565355653656537565385653956540565415654256543565445654556546565475654856549565505655156552565535655456555565565655756558565595656056561565625656356564565655656656567565685656956570565715657256573565745657556576565775657856579565805658156582565835658456585565865658756588565895659056591565925659356594565955659656597565985659956600566015660256603566045660556606566075660856609566105661156612566135661456615566165661756618566195662056621566225662356624566255662656627566285662956630566315663256633566345663556636566375663856639566405664156642566435664456645566465664756648566495665056651566525665356654566555665656657566585665956660566615666256663566645666556666566675666856669566705667156672566735667456675566765667756678566795668056681566825668356684566855668656687566885668956690566915669256693566945669556696566975669856699567005670156702567035670456705567065670756708567095671056711567125671356714567155671656717567185671956720567215672256723567245672556726567275672856729567305673156732567335673456735567365673756738567395674056741567425674356744567455674656747567485674956750567515675256753567545675556756567575675856759567605676156762567635676456765567665676756768567695677056771567725677356774567755677656777567785677956780567815678256783567845678556786567875678856789567905679156792567935679456795567965679756798567995680056801568025680356804568055680656807568085680956810568115681256813568145681556816568175681856819568205682156822568235682456825568265682756828568295683056831568325683356834568355683656837568385683956840568415684256843568445684556846568475684856849568505685156852568535685456855568565685756858568595686056861568625686356864568655686656867568685686956870568715687256873568745687556876568775687856879568805688156882568835688456885568865688756888568895689056891568925689356894568955689656897568985689956900569015690256903569045690556906569075690856909569105691156912569135691456915569165691756918569195692056921569225692356924569255692656927569285692956930569315693256933569345693556936569375693856939569405694156942569435694456945569465694756948569495695056951569525695356954569555695656957569585695956960569615696256963569645696556966569675696856969569705697156972569735697456975569765697756978569795698056981569825698356984569855698656987569885698956990569915699256993569945699556996569975699856999570005700157002570035700457005570065700757008570095701057011570125701357014570155701657017570185701957020570215702257023570245702557026570275702857029570305703157032570335703457035570365703757038570395704057041570425704357044570455704657047570485704957050570515705257053570545705557056570575705857059570605706157062570635706457065570665706757068570695707057071570725707357074570755707657077570785707957080570815708257083570845708557086570875708857089570905709157092570935709457095570965709757098570995710057101571025710357104571055710657107571085710957110571115711257113571145711557116571175711857119571205712157122571235712457125571265712757128571295713057131571325713357134571355713657137571385713957140571415714257143571445714557146571475714857149571505715157152571535715457155571565715757158571595716057161571625716357164571655716657167571685716957170571715717257173571745717557176571775717857179571805718157182571835718457185571865718757188571895719057191571925719357194571955719657197571985719957200572015720257203572045720557206572075720857209572105721157212572135721457215572165721757218572195722057221572225722357224572255722657227572285722957230572315723257233572345723557236572375723857239572405724157242572435724457245572465724757248572495725057251572525725357254572555725657257572585725957260572615726257263572645726557266572675726857269572705727157272572735727457275572765727757278572795728057281572825728357284572855728657287572885728957290572915729257293572945729557296572975729857299573005730157302573035730457305573065730757308573095731057311573125731357314573155731657317573185731957320573215732257323573245732557326573275732857329573305733157332573335733457335573365733757338573395734057341573425734357344573455734657347573485734957350573515735257353573545735557356573575735857359573605736157362573635736457365573665736757368573695737057371573725737357374573755737657377573785737957380573815738257383573845738557386573875738857389573905739157392573935739457395573965739757398573995740057401574025740357404574055740657407574085740957410574115741257413574145741557416574175741857419574205742157422574235742457425574265742757428574295743057431574325743357434574355743657437574385743957440574415744257443574445744557446574475744857449574505745157452574535745457455574565745757458574595746057461574625746357464574655746657467574685746957470574715747257473574745747557476574775747857479574805748157482574835748457485574865748757488574895749057491574925749357494574955749657497574985749957500575015750257503575045750557506575075750857509575105751157512575135751457515575165751757518575195752057521575225752357524575255752657527575285752957530575315753257533575345753557536575375753857539575405754157542575435754457545575465754757548575495755057551575525755357554575555755657557575585755957560575615756257563575645756557566575675756857569575705757157572575735757457575575765757757578575795758057581575825758357584575855758657587575885758957590575915759257593575945759557596575975759857599576005760157602576035760457605576065760757608576095761057611576125761357614576155761657617576185761957620576215762257623576245762557626576275762857629576305763157632576335763457635576365763757638576395764057641576425764357644576455764657647576485764957650576515765257653576545765557656576575765857659576605766157662576635766457665576665766757668576695767057671576725767357674576755767657677576785767957680576815768257683576845768557686576875768857689576905769157692576935769457695576965769757698576995770057701577025770357704577055770657707577085770957710577115771257713577145771557716577175771857719577205772157722577235772457725577265772757728577295773057731577325773357734577355773657737577385773957740577415774257743577445774557746577475774857749577505775157752577535775457755577565775757758577595776057761577625776357764577655776657767577685776957770577715777257773577745777557776577775777857779577805778157782577835778457785577865778757788577895779057791577925779357794577955779657797577985779957800578015780257803578045780557806578075780857809578105781157812578135781457815578165781757818578195782057821578225782357824578255782657827578285782957830578315783257833578345783557836578375783857839578405784157842578435784457845578465784757848578495785057851578525785357854578555785657857578585785957860578615786257863578645786557866578675786857869578705787157872578735787457875578765787757878578795788057881578825788357884578855788657887578885788957890578915789257893578945789557896578975789857899579005790157902579035790457905579065790757908579095791057911579125791357914579155791657917579185791957920579215792257923579245792557926579275792857929579305793157932579335793457935579365793757938579395794057941579425794357944579455794657947579485794957950579515795257953579545795557956579575795857959579605796157962579635796457965579665796757968579695797057971579725797357974579755797657977579785797957980579815798257983579845798557986579875798857989579905799157992579935799457995579965799757998579995800058001580025800358004580055800658007580085800958010580115801258013580145801558016580175801858019580205802158022580235802458025580265802758028580295803058031580325803358034580355803658037580385803958040580415804258043580445804558046580475804858049580505805158052580535805458055580565805758058580595806058061580625806358064580655806658067580685806958070580715807258073580745807558076580775807858079580805808158082580835808458085580865808758088580895809058091580925809358094580955809658097580985809958100581015810258103581045810558106581075810858109581105811158112581135811458115581165811758118581195812058121581225812358124581255812658127581285812958130581315813258133581345813558136581375813858139581405814158142581435814458145581465814758148581495815058151581525815358154581555815658157581585815958160581615816258163581645816558166581675816858169581705817158172581735817458175581765817758178581795818058181581825818358184581855818658187581885818958190581915819258193581945819558196581975819858199582005820158202582035820458205582065820758208582095821058211582125821358214582155821658217582185821958220582215822258223582245822558226582275822858229582305823158232582335823458235582365823758238582395824058241582425824358244582455824658247582485824958250582515825258253582545825558256582575825858259582605826158262582635826458265582665826758268582695827058271582725827358274582755827658277582785827958280582815828258283582845828558286582875828858289582905829158292582935829458295582965829758298582995830058301583025830358304583055830658307583085830958310583115831258313583145831558316583175831858319583205832158322583235832458325583265832758328583295833058331583325833358334583355833658337583385833958340583415834258343583445834558346583475834858349583505835158352583535835458355583565835758358583595836058361583625836358364583655836658367583685836958370583715837258373583745837558376583775837858379583805838158382583835838458385583865838758388583895839058391583925839358394583955839658397583985839958400584015840258403584045840558406584075840858409584105841158412584135841458415584165841758418584195842058421584225842358424584255842658427584285842958430584315843258433584345843558436584375843858439584405844158442584435844458445584465844758448584495845058451584525845358454584555845658457584585845958460584615846258463584645846558466584675846858469584705847158472584735847458475584765847758478584795848058481584825848358484584855848658487584885848958490584915849258493584945849558496584975849858499585005850158502585035850458505585065850758508585095851058511585125851358514585155851658517585185851958520585215852258523585245852558526585275852858529585305853158532585335853458535585365853758538585395854058541585425854358544585455854658547585485854958550585515855258553585545855558556585575855858559585605856158562585635856458565585665856758568585695857058571585725857358574585755857658577585785857958580585815858258583585845858558586585875858858589585905859158592585935859458595585965859758598585995860058601586025860358604586055860658607586085860958610586115861258613586145861558616586175861858619586205862158622586235862458625586265862758628586295863058631586325863358634586355863658637586385863958640586415864258643586445864558646586475864858649586505865158652586535865458655586565865758658586595866058661586625866358664586655866658667586685866958670586715867258673586745867558676586775867858679586805868158682586835868458685586865868758688586895869058691586925869358694586955869658697586985869958700587015870258703587045870558706587075870858709587105871158712587135871458715587165871758718587195872058721587225872358724587255872658727587285872958730587315873258733587345873558736587375873858739587405874158742587435874458745587465874758748587495875058751587525875358754587555875658757587585875958760587615876258763587645876558766587675876858769587705877158772587735877458775587765877758778587795878058781587825878358784587855878658787587885878958790587915879258793587945879558796587975879858799588005880158802588035880458805588065880758808588095881058811588125881358814588155881658817588185881958820588215882258823588245882558826588275882858829588305883158832588335883458835588365883758838588395884058841588425884358844588455884658847588485884958850588515885258853588545885558856588575885858859588605886158862588635886458865588665886758868588695887058871588725887358874588755887658877588785887958880588815888258883588845888558886588875888858889588905889158892588935889458895588965889758898588995890058901589025890358904589055890658907589085890958910589115891258913589145891558916589175891858919589205892158922589235892458925589265892758928589295893058931589325893358934589355893658937589385893958940589415894258943589445894558946589475894858949589505895158952589535895458955589565895758958589595896058961589625896358964589655896658967589685896958970589715897258973589745897558976589775897858979589805898158982589835898458985589865898758988589895899058991589925899358994589955899658997589985899959000590015900259003590045900559006590075900859009590105901159012590135901459015590165901759018590195902059021590225902359024590255902659027590285902959030590315903259033590345903559036590375903859039590405904159042590435904459045590465904759048590495905059051590525905359054590555905659057
  1. /**
  2. * @license
  3. * Copyright 2010-2025 Three.js Authors
  4. * SPDX-License-Identifier: MIT
  5. */
  6. const REVISION = '182dev';
  7. /**
  8. * Represents mouse buttons and interaction types in context of controls.
  9. *
  10. * @type {ConstantsMouse}
  11. * @constant
  12. */
  13. const MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
  14. /**
  15. * Represents touch interaction types in context of controls.
  16. *
  17. * @type {ConstantsTouch}
  18. * @constant
  19. */
  20. const TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
  21. /**
  22. * Disables face culling.
  23. *
  24. * @type {number}
  25. * @constant
  26. */
  27. const CullFaceNone = 0;
  28. /**
  29. * Culls back faces.
  30. *
  31. * @type {number}
  32. * @constant
  33. */
  34. const CullFaceBack = 1;
  35. /**
  36. * Culls front faces.
  37. *
  38. * @type {number}
  39. * @constant
  40. */
  41. const CullFaceFront = 2;
  42. /**
  43. * Culls both front and back faces.
  44. *
  45. * @type {number}
  46. * @constant
  47. */
  48. const CullFaceFrontBack = 3;
  49. /**
  50. * Gives unfiltered shadow maps - fastest, but lowest quality.
  51. *
  52. * @type {number}
  53. * @constant
  54. */
  55. const BasicShadowMap = 0;
  56. /**
  57. * Filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm.
  58. *
  59. * @type {number}
  60. * @constant
  61. */
  62. const PCFShadowMap = 1;
  63. /**
  64. * Filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm with
  65. * better soft shadows especially when using low-resolution shadow maps.
  66. *
  67. * @type {number}
  68. * @constant
  69. */
  70. const PCFSoftShadowMap = 2;
  71. /**
  72. * Filters shadow maps using the Variance Shadow Map (VSM) algorithm.
  73. * When using VSMShadowMap all shadow receivers will also cast shadows.
  74. *
  75. * @type {number}
  76. * @constant
  77. */
  78. const VSMShadowMap = 3;
  79. /**
  80. * Only front faces are rendered.
  81. *
  82. * @type {number}
  83. * @constant
  84. */
  85. const FrontSide = 0;
  86. /**
  87. * Only back faces are rendered.
  88. *
  89. * @type {number}
  90. * @constant
  91. */
  92. const BackSide = 1;
  93. /**
  94. * Both front and back faces are rendered.
  95. *
  96. * @type {number}
  97. * @constant
  98. */
  99. const DoubleSide = 2;
  100. /**
  101. * No blending is performed which effectively disables
  102. * alpha transparency.
  103. *
  104. * @type {number}
  105. * @constant
  106. */
  107. const NoBlending = 0;
  108. /**
  109. * The default blending.
  110. *
  111. * @type {number}
  112. * @constant
  113. */
  114. const NormalBlending = 1;
  115. /**
  116. * Represents additive blending.
  117. *
  118. * @type {number}
  119. * @constant
  120. */
  121. const AdditiveBlending = 2;
  122. /**
  123. * Represents subtractive blending.
  124. *
  125. * @type {number}
  126. * @constant
  127. */
  128. const SubtractiveBlending = 3;
  129. /**
  130. * Represents multiply blending.
  131. *
  132. * @type {number}
  133. * @constant
  134. */
  135. const MultiplyBlending = 4;
  136. /**
  137. * Represents custom blending.
  138. *
  139. * @type {number}
  140. * @constant
  141. */
  142. const CustomBlending = 5;
  143. /**
  144. * A `source + destination` blending equation.
  145. *
  146. * @type {number}
  147. * @constant
  148. */
  149. const AddEquation = 100;
  150. /**
  151. * A `source - destination` blending equation.
  152. *
  153. * @type {number}
  154. * @constant
  155. */
  156. const SubtractEquation = 101;
  157. /**
  158. * A `destination - source` blending equation.
  159. *
  160. * @type {number}
  161. * @constant
  162. */
  163. const ReverseSubtractEquation = 102;
  164. /**
  165. * A blend equation that uses the minimum of source and destination.
  166. *
  167. * @type {number}
  168. * @constant
  169. */
  170. const MinEquation = 103;
  171. /**
  172. * A blend equation that uses the maximum of source and destination.
  173. *
  174. * @type {number}
  175. * @constant
  176. */
  177. const MaxEquation = 104;
  178. /**
  179. * Multiplies all colors by `0`.
  180. *
  181. * @type {number}
  182. * @constant
  183. */
  184. const ZeroFactor = 200;
  185. /**
  186. * Multiplies all colors by `1`.
  187. *
  188. * @type {number}
  189. * @constant
  190. */
  191. const OneFactor = 201;
  192. /**
  193. * Multiplies all colors by the source colors.
  194. *
  195. * @type {number}
  196. * @constant
  197. */
  198. const SrcColorFactor = 202;
  199. /**
  200. * Multiplies all colors by `1` minus each source color.
  201. *
  202. * @type {number}
  203. * @constant
  204. */
  205. const OneMinusSrcColorFactor = 203;
  206. /**
  207. * Multiplies all colors by the source alpha value.
  208. *
  209. * @type {number}
  210. * @constant
  211. */
  212. const SrcAlphaFactor = 204;
  213. /**
  214. * Multiplies all colors by 1 minus the source alpha value.
  215. *
  216. * @type {number}
  217. * @constant
  218. */
  219. const OneMinusSrcAlphaFactor = 205;
  220. /**
  221. * Multiplies all colors by the destination alpha value.
  222. *
  223. * @type {number}
  224. * @constant
  225. */
  226. const DstAlphaFactor = 206;
  227. /**
  228. * Multiplies all colors by `1` minus the destination alpha value.
  229. *
  230. * @type {number}
  231. * @constant
  232. */
  233. const OneMinusDstAlphaFactor = 207;
  234. /**
  235. * Multiplies all colors by the destination color.
  236. *
  237. * @type {number}
  238. * @constant
  239. */
  240. const DstColorFactor = 208;
  241. /**
  242. * Multiplies all colors by `1` minus each destination color.
  243. *
  244. * @type {number}
  245. * @constant
  246. */
  247. const OneMinusDstColorFactor = 209;
  248. /**
  249. * Multiplies the RGB colors by the smaller of either the source alpha
  250. * value or the value of `1` minus the destination alpha value. The alpha
  251. * value is multiplied by `1`.
  252. *
  253. * @type {number}
  254. * @constant
  255. */
  256. const SrcAlphaSaturateFactor = 210;
  257. /**
  258. * Multiplies all colors by a constant color.
  259. *
  260. * @type {number}
  261. * @constant
  262. */
  263. const ConstantColorFactor = 211;
  264. /**
  265. * Multiplies all colors by `1` minus a constant color.
  266. *
  267. * @type {number}
  268. * @constant
  269. */
  270. const OneMinusConstantColorFactor = 212;
  271. /**
  272. * Multiplies all colors by a constant alpha value.
  273. *
  274. * @type {number}
  275. * @constant
  276. */
  277. const ConstantAlphaFactor = 213;
  278. /**
  279. * Multiplies all colors by 1 minus a constant alpha value.
  280. *
  281. * @type {number}
  282. * @constant
  283. */
  284. const OneMinusConstantAlphaFactor = 214;
  285. /**
  286. * Never pass.
  287. *
  288. * @type {number}
  289. * @constant
  290. */
  291. const NeverDepth = 0;
  292. /**
  293. * Always pass.
  294. *
  295. * @type {number}
  296. * @constant
  297. */
  298. const AlwaysDepth = 1;
  299. /**
  300. * Pass if the incoming value is less than the depth buffer value.
  301. *
  302. * @type {number}
  303. * @constant
  304. */
  305. const LessDepth = 2;
  306. /**
  307. * Pass if the incoming value is less than or equal to the depth buffer value.
  308. *
  309. * @type {number}
  310. * @constant
  311. */
  312. const LessEqualDepth = 3;
  313. /**
  314. * Pass if the incoming value equals the depth buffer value.
  315. *
  316. * @type {number}
  317. * @constant
  318. */
  319. const EqualDepth = 4;
  320. /**
  321. * Pass if the incoming value is greater than or equal to the depth buffer value.
  322. *
  323. * @type {number}
  324. * @constant
  325. */
  326. const GreaterEqualDepth = 5;
  327. /**
  328. * Pass if the incoming value is greater than the depth buffer value.
  329. *
  330. * @type {number}
  331. * @constant
  332. */
  333. const GreaterDepth = 6;
  334. /**
  335. * Pass if the incoming value is not equal to the depth buffer value.
  336. *
  337. * @type {number}
  338. * @constant
  339. */
  340. const NotEqualDepth = 7;
  341. /**
  342. * Multiplies the environment map color with the surface color.
  343. *
  344. * @type {number}
  345. * @constant
  346. */
  347. const MultiplyOperation = 0;
  348. /**
  349. * Uses reflectivity to blend between the two colors.
  350. *
  351. * @type {number}
  352. * @constant
  353. */
  354. const MixOperation = 1;
  355. /**
  356. * Adds the two colors.
  357. *
  358. * @type {number}
  359. * @constant
  360. */
  361. const AddOperation = 2;
  362. /**
  363. * No tone mapping is applied.
  364. *
  365. * @type {number}
  366. * @constant
  367. */
  368. const NoToneMapping = 0;
  369. /**
  370. * Linear tone mapping.
  371. *
  372. * @type {number}
  373. * @constant
  374. */
  375. const LinearToneMapping = 1;
  376. /**
  377. * Reinhard tone mapping.
  378. *
  379. * @type {number}
  380. * @constant
  381. */
  382. const ReinhardToneMapping = 2;
  383. /**
  384. * Cineon tone mapping.
  385. *
  386. * @type {number}
  387. * @constant
  388. */
  389. const CineonToneMapping = 3;
  390. /**
  391. * ACES Filmic tone mapping.
  392. *
  393. * @type {number}
  394. * @constant
  395. */
  396. const ACESFilmicToneMapping = 4;
  397. /**
  398. * Custom tone mapping.
  399. *
  400. * Expects a custom implementation by modifying shader code of the material's fragment shader.
  401. *
  402. * @type {number}
  403. * @constant
  404. */
  405. const CustomToneMapping = 5;
  406. /**
  407. * AgX tone mapping.
  408. *
  409. * @type {number}
  410. * @constant
  411. */
  412. const AgXToneMapping = 6;
  413. /**
  414. * Neutral tone mapping.
  415. *
  416. * Implementation based on the Khronos 3D Commerce Group standard tone mapping.
  417. *
  418. * @type {number}
  419. * @constant
  420. */
  421. const NeutralToneMapping = 7;
  422. /**
  423. * The skinned mesh shares the same world space as the skeleton.
  424. *
  425. * @type {string}
  426. * @constant
  427. */
  428. const AttachedBindMode = 'attached';
  429. /**
  430. * The skinned mesh does not share the same world space as the skeleton.
  431. * This is useful when a skeleton is shared across multiple skinned meshes.
  432. *
  433. * @type {string}
  434. * @constant
  435. */
  436. const DetachedBindMode = 'detached';
  437. /**
  438. * Maps textures using the geometry's UV coordinates.
  439. *
  440. * @type {number}
  441. * @constant
  442. */
  443. const UVMapping = 300;
  444. /**
  445. * Reflection mapping for cube textures.
  446. *
  447. * @type {number}
  448. * @constant
  449. */
  450. const CubeReflectionMapping = 301;
  451. /**
  452. * Refraction mapping for cube textures.
  453. *
  454. * @type {number}
  455. * @constant
  456. */
  457. const CubeRefractionMapping = 302;
  458. /**
  459. * Reflection mapping for equirectangular textures.
  460. *
  461. * @type {number}
  462. * @constant
  463. */
  464. const EquirectangularReflectionMapping = 303;
  465. /**
  466. * Refraction mapping for equirectangular textures.
  467. *
  468. * @type {number}
  469. * @constant
  470. */
  471. const EquirectangularRefractionMapping = 304;
  472. /**
  473. * Reflection mapping for PMREM textures.
  474. *
  475. * @type {number}
  476. * @constant
  477. */
  478. const CubeUVReflectionMapping = 306;
  479. /**
  480. * The texture will simply repeat to infinity.
  481. *
  482. * @type {number}
  483. * @constant
  484. */
  485. const RepeatWrapping = 1000;
  486. /**
  487. * The last pixel of the texture stretches to the edge of the mesh.
  488. *
  489. * @type {number}
  490. * @constant
  491. */
  492. const ClampToEdgeWrapping = 1001;
  493. /**
  494. * The texture will repeats to infinity, mirroring on each repeat.
  495. *
  496. * @type {number}
  497. * @constant
  498. */
  499. const MirroredRepeatWrapping = 1002;
  500. /**
  501. * Returns the value of the texture element that is nearest (in Manhattan distance)
  502. * to the specified texture coordinates.
  503. *
  504. * @type {number}
  505. * @constant
  506. */
  507. const NearestFilter = 1003;
  508. /**
  509. * Chooses the mipmap that most closely matches the size of the pixel being textured
  510. * and uses the `NearestFilter` criterion (the texel nearest to the center of the pixel)
  511. * to produce a texture value.
  512. *
  513. * @type {number}
  514. * @constant
  515. */
  516. const NearestMipmapNearestFilter = 1004;
  517. const NearestMipMapNearestFilter = 1004; // legacy
  518. /**
  519. * Chooses the two mipmaps that most closely match the size of the pixel being textured and
  520. * uses the `NearestFilter` criterion to produce a texture value from each mipmap.
  521. * The final texture value is a weighted average of those two values.
  522. *
  523. * @type {number}
  524. * @constant
  525. */
  526. const NearestMipmapLinearFilter = 1005;
  527. const NearestMipMapLinearFilter = 1005; // legacy
  528. /**
  529. * Returns the weighted average of the four texture elements that are closest to the specified
  530. * texture coordinates, and can include items wrapped or repeated from other parts of a texture,
  531. * depending on the values of `wrapS` and `wrapT`, and on the exact mapping.
  532. *
  533. * @type {number}
  534. * @constant
  535. */
  536. const LinearFilter = 1006;
  537. /**
  538. * Chooses the mipmap that most closely matches the size of the pixel being textured and uses
  539. * the `LinearFilter` criterion (a weighted average of the four texels that are closest to the
  540. * center of the pixel) to produce a texture value.
  541. *
  542. * @type {number}
  543. * @constant
  544. */
  545. const LinearMipmapNearestFilter = 1007;
  546. const LinearMipMapNearestFilter = 1007; // legacy
  547. /**
  548. * Chooses the two mipmaps that most closely match the size of the pixel being textured and uses
  549. * the `LinearFilter` criterion to produce a texture value from each mipmap. The final texture value
  550. * is a weighted average of those two values.
  551. *
  552. * @type {number}
  553. * @constant
  554. */
  555. const LinearMipmapLinearFilter = 1008;
  556. const LinearMipMapLinearFilter = 1008; // legacy
  557. /**
  558. * An unsigned byte data type for textures.
  559. *
  560. * @type {number}
  561. * @constant
  562. */
  563. const UnsignedByteType = 1009;
  564. /**
  565. * A byte data type for textures.
  566. *
  567. * @type {number}
  568. * @constant
  569. */
  570. const ByteType = 1010;
  571. /**
  572. * A short data type for textures.
  573. *
  574. * @type {number}
  575. * @constant
  576. */
  577. const ShortType = 1011;
  578. /**
  579. * An unsigned short data type for textures.
  580. *
  581. * @type {number}
  582. * @constant
  583. */
  584. const UnsignedShortType = 1012;
  585. /**
  586. * An int data type for textures.
  587. *
  588. * @type {number}
  589. * @constant
  590. */
  591. const IntType = 1013;
  592. /**
  593. * An unsigned int data type for textures.
  594. *
  595. * @type {number}
  596. * @constant
  597. */
  598. const UnsignedIntType = 1014;
  599. /**
  600. * A float data type for textures.
  601. *
  602. * @type {number}
  603. * @constant
  604. */
  605. const FloatType = 1015;
  606. /**
  607. * A half float data type for textures.
  608. *
  609. * @type {number}
  610. * @constant
  611. */
  612. const HalfFloatType = 1016;
  613. /**
  614. * An unsigned short 4_4_4_4 (packed) data type for textures.
  615. *
  616. * @type {number}
  617. * @constant
  618. */
  619. const UnsignedShort4444Type = 1017;
  620. /**
  621. * An unsigned short 5_5_5_1 (packed) data type for textures.
  622. *
  623. * @type {number}
  624. * @constant
  625. */
  626. const UnsignedShort5551Type = 1018;
  627. /**
  628. * An unsigned int 24_8 data type for textures.
  629. *
  630. * @type {number}
  631. * @constant
  632. */
  633. const UnsignedInt248Type = 1020;
  634. /**
  635. * An unsigned int 5_9_9_9 (packed) data type for textures.
  636. *
  637. * @type {number}
  638. * @constant
  639. */
  640. const UnsignedInt5999Type = 35902;
  641. /**
  642. * An unsigned int 10_11_11 (packed) data type for textures.
  643. *
  644. * @type {number}
  645. * @constant
  646. */
  647. const UnsignedInt101111Type = 35899;
  648. /**
  649. * Discards the red, green and blue components and reads just the alpha component.
  650. *
  651. * @type {number}
  652. * @constant
  653. */
  654. const AlphaFormat = 1021;
  655. /**
  656. * Discards the alpha component and reads the red, green and blue component.
  657. *
  658. * @type {number}
  659. * @constant
  660. */
  661. const RGBFormat = 1022;
  662. /**
  663. * Reads the red, green, blue and alpha components.
  664. *
  665. * @type {number}
  666. * @constant
  667. */
  668. const RGBAFormat = 1023;
  669. /**
  670. * Reads each element as a single depth value, converts it to floating point, and clamps to the range `[0,1]`.
  671. *
  672. * @type {number}
  673. * @constant
  674. */
  675. const DepthFormat = 1026;
  676. /**
  677. * Reads each element is a pair of depth and stencil values. The depth component of the pair is interpreted as
  678. * in `DepthFormat`. The stencil component is interpreted based on the depth + stencil internal format.
  679. *
  680. * @type {number}
  681. * @constant
  682. */
  683. const DepthStencilFormat = 1027;
  684. /**
  685. * Discards the green, blue and alpha components and reads just the red component.
  686. *
  687. * @type {number}
  688. * @constant
  689. */
  690. const RedFormat = 1028;
  691. /**
  692. * Discards the green, blue and alpha components and reads just the red component. The texels are read as integers instead of floating point.
  693. *
  694. * @type {number}
  695. * @constant
  696. */
  697. const RedIntegerFormat = 1029;
  698. /**
  699. * Discards the alpha, and blue components and reads the red, and green components.
  700. *
  701. * @type {number}
  702. * @constant
  703. */
  704. const RGFormat = 1030;
  705. /**
  706. * Discards the alpha, and blue components and reads the red, and green components. The texels are read as integers instead of floating point.
  707. *
  708. * @type {number}
  709. * @constant
  710. */
  711. const RGIntegerFormat = 1031;
  712. /**
  713. * Discards the alpha component and reads the red, green and blue component. The texels are read as integers instead of floating point.
  714. *
  715. * @type {number}
  716. * @constant
  717. */
  718. const RGBIntegerFormat = 1032;
  719. /**
  720. * Reads the red, green, blue and alpha components. The texels are read as integers instead of floating point.
  721. *
  722. * @type {number}
  723. * @constant
  724. */
  725. const RGBAIntegerFormat = 1033;
  726. /**
  727. * A DXT1-compressed image in an RGB image format.
  728. *
  729. * @type {number}
  730. * @constant
  731. */
  732. const RGB_S3TC_DXT1_Format = 33776;
  733. /**
  734. * A DXT1-compressed image in an RGB image format with a simple on/off alpha value.
  735. *
  736. * @type {number}
  737. * @constant
  738. */
  739. const RGBA_S3TC_DXT1_Format = 33777;
  740. /**
  741. * A DXT3-compressed image in an RGBA image format. Compared to a 32-bit RGBA texture, it offers 4:1 compression.
  742. *
  743. * @type {number}
  744. * @constant
  745. */
  746. const RGBA_S3TC_DXT3_Format = 33778;
  747. /**
  748. * A DXT5-compressed image in an RGBA image format. It also provides a 4:1 compression, but differs to the DXT3
  749. * compression in how the alpha compression is done.
  750. *
  751. * @type {number}
  752. * @constant
  753. */
  754. const RGBA_S3TC_DXT5_Format = 33779;
  755. /**
  756. * PVRTC RGB compression in 4-bit mode. One block for each 4×4 pixels.
  757. *
  758. * @type {number}
  759. * @constant
  760. */
  761. const RGB_PVRTC_4BPPV1_Format = 35840;
  762. /**
  763. * PVRTC RGB compression in 2-bit mode. One block for each 8×4 pixels.
  764. *
  765. * @type {number}
  766. * @constant
  767. */
  768. const RGB_PVRTC_2BPPV1_Format = 35841;
  769. /**
  770. * PVRTC RGBA compression in 4-bit mode. One block for each 4×4 pixels.
  771. *
  772. * @type {number}
  773. * @constant
  774. */
  775. const RGBA_PVRTC_4BPPV1_Format = 35842;
  776. /**
  777. * PVRTC RGBA compression in 2-bit mode. One block for each 8×4 pixels.
  778. *
  779. * @type {number}
  780. * @constant
  781. */
  782. const RGBA_PVRTC_2BPPV1_Format = 35843;
  783. /**
  784. * ETC1 RGB format.
  785. *
  786. * @type {number}
  787. * @constant
  788. */
  789. const RGB_ETC1_Format = 36196;
  790. /**
  791. * ETC2 RGB format.
  792. *
  793. * @type {number}
  794. * @constant
  795. */
  796. const RGB_ETC2_Format = 37492;
  797. /**
  798. * ETC2 RGBA format.
  799. *
  800. * @type {number}
  801. * @constant
  802. */
  803. const RGBA_ETC2_EAC_Format = 37496;
  804. /**
  805. * EAC R11 UNORM format.
  806. *
  807. * @type {number}
  808. * @constant
  809. */
  810. const R11_EAC_Format = 37488; // 0x9270
  811. /**
  812. * EAC R11 SNORM format.
  813. *
  814. * @type {number}
  815. * @constant
  816. */
  817. const SIGNED_R11_EAC_Format = 37489; // 0x9271
  818. /**
  819. * EAC RG11 UNORM format.
  820. *
  821. * @type {number}
  822. * @constant
  823. */
  824. const RG11_EAC_Format = 37490; // 0x9272
  825. /**
  826. * EAC RG11 SNORM format.
  827. *
  828. * @type {number}
  829. * @constant
  830. */
  831. const SIGNED_RG11_EAC_Format = 37491; // 0x9273
  832. /**
  833. * ASTC RGBA 4x4 format.
  834. *
  835. * @type {number}
  836. * @constant
  837. */
  838. const RGBA_ASTC_4x4_Format = 37808;
  839. /**
  840. * ASTC RGBA 5x4 format.
  841. *
  842. * @type {number}
  843. * @constant
  844. */
  845. const RGBA_ASTC_5x4_Format = 37809;
  846. /**
  847. * ASTC RGBA 5x5 format.
  848. *
  849. * @type {number}
  850. * @constant
  851. */
  852. const RGBA_ASTC_5x5_Format = 37810;
  853. /**
  854. * ASTC RGBA 6x5 format.
  855. *
  856. * @type {number}
  857. * @constant
  858. */
  859. const RGBA_ASTC_6x5_Format = 37811;
  860. /**
  861. * ASTC RGBA 6x6 format.
  862. *
  863. * @type {number}
  864. * @constant
  865. */
  866. const RGBA_ASTC_6x6_Format = 37812;
  867. /**
  868. * ASTC RGBA 8x5 format.
  869. *
  870. * @type {number}
  871. * @constant
  872. */
  873. const RGBA_ASTC_8x5_Format = 37813;
  874. /**
  875. * ASTC RGBA 8x6 format.
  876. *
  877. * @type {number}
  878. * @constant
  879. */
  880. const RGBA_ASTC_8x6_Format = 37814;
  881. /**
  882. * ASTC RGBA 8x8 format.
  883. *
  884. * @type {number}
  885. * @constant
  886. */
  887. const RGBA_ASTC_8x8_Format = 37815;
  888. /**
  889. * ASTC RGBA 10x5 format.
  890. *
  891. * @type {number}
  892. * @constant
  893. */
  894. const RGBA_ASTC_10x5_Format = 37816;
  895. /**
  896. * ASTC RGBA 10x6 format.
  897. *
  898. * @type {number}
  899. * @constant
  900. */
  901. const RGBA_ASTC_10x6_Format = 37817;
  902. /**
  903. * ASTC RGBA 10x8 format.
  904. *
  905. * @type {number}
  906. * @constant
  907. */
  908. const RGBA_ASTC_10x8_Format = 37818;
  909. /**
  910. * ASTC RGBA 10x10 format.
  911. *
  912. * @type {number}
  913. * @constant
  914. */
  915. const RGBA_ASTC_10x10_Format = 37819;
  916. /**
  917. * ASTC RGBA 12x10 format.
  918. *
  919. * @type {number}
  920. * @constant
  921. */
  922. const RGBA_ASTC_12x10_Format = 37820;
  923. /**
  924. * ASTC RGBA 12x12 format.
  925. *
  926. * @type {number}
  927. * @constant
  928. */
  929. const RGBA_ASTC_12x12_Format = 37821;
  930. /**
  931. * BPTC RGBA format.
  932. *
  933. * @type {number}
  934. * @constant
  935. */
  936. const RGBA_BPTC_Format = 36492;
  937. /**
  938. * BPTC Signed RGB format.
  939. *
  940. * @type {number}
  941. * @constant
  942. */
  943. const RGB_BPTC_SIGNED_Format = 36494;
  944. /**
  945. * BPTC Unsigned RGB format.
  946. *
  947. * @type {number}
  948. * @constant
  949. */
  950. const RGB_BPTC_UNSIGNED_Format = 36495;
  951. /**
  952. * RGTC1 Red format.
  953. *
  954. * @type {number}
  955. * @constant
  956. */
  957. const RED_RGTC1_Format = 36283;
  958. /**
  959. * RGTC1 Signed Red format.
  960. *
  961. * @type {number}
  962. * @constant
  963. */
  964. const SIGNED_RED_RGTC1_Format = 36284;
  965. /**
  966. * RGTC2 Red Green format.
  967. *
  968. * @type {number}
  969. * @constant
  970. */
  971. const RED_GREEN_RGTC2_Format = 36285;
  972. /**
  973. * RGTC2 Signed Red Green format.
  974. *
  975. * @type {number}
  976. * @constant
  977. */
  978. const SIGNED_RED_GREEN_RGTC2_Format = 36286;
  979. /**
  980. * Animations are played once.
  981. *
  982. * @type {number}
  983. * @constant
  984. */
  985. const LoopOnce = 2200;
  986. /**
  987. * Animations are played with a chosen number of repetitions, each time jumping from
  988. * the end of the clip directly to its beginning.
  989. *
  990. * @type {number}
  991. * @constant
  992. */
  993. const LoopRepeat = 2201;
  994. /**
  995. * Animations are played with a chosen number of repetitions, alternately playing forward
  996. * and backward.
  997. *
  998. * @type {number}
  999. * @constant
  1000. */
  1001. const LoopPingPong = 2202;
  1002. /**
  1003. * Discrete interpolation mode for keyframe tracks.
  1004. *
  1005. * @type {number}
  1006. * @constant
  1007. */
  1008. const InterpolateDiscrete = 2300;
  1009. /**
  1010. * Linear interpolation mode for keyframe tracks.
  1011. *
  1012. * @type {number}
  1013. * @constant
  1014. */
  1015. const InterpolateLinear = 2301;
  1016. /**
  1017. * Smooth interpolation mode for keyframe tracks.
  1018. *
  1019. * @type {number}
  1020. * @constant
  1021. */
  1022. const InterpolateSmooth = 2302;
  1023. /**
  1024. * Zero curvature ending for animations.
  1025. *
  1026. * @type {number}
  1027. * @constant
  1028. */
  1029. const ZeroCurvatureEnding = 2400;
  1030. /**
  1031. * Zero slope ending for animations.
  1032. *
  1033. * @type {number}
  1034. * @constant
  1035. */
  1036. const ZeroSlopeEnding = 2401;
  1037. /**
  1038. * Wrap around ending for animations.
  1039. *
  1040. * @type {number}
  1041. * @constant
  1042. */
  1043. const WrapAroundEnding = 2402;
  1044. /**
  1045. * Default animation blend mode.
  1046. *
  1047. * @type {number}
  1048. * @constant
  1049. */
  1050. const NormalAnimationBlendMode = 2500;
  1051. /**
  1052. * Additive animation blend mode. Can be used to layer motions on top of
  1053. * each other to build complex performances from smaller re-usable assets.
  1054. *
  1055. * @type {number}
  1056. * @constant
  1057. */
  1058. const AdditiveAnimationBlendMode = 2501;
  1059. /**
  1060. * For every three vertices draw a single triangle.
  1061. *
  1062. * @type {number}
  1063. * @constant
  1064. */
  1065. const TrianglesDrawMode = 0;
  1066. /**
  1067. * For each vertex draw a triangle from the last three vertices.
  1068. *
  1069. * @type {number}
  1070. * @constant
  1071. */
  1072. const TriangleStripDrawMode = 1;
  1073. /**
  1074. * For each vertex draw a triangle from the first vertex and the last two vertices.
  1075. *
  1076. * @type {number}
  1077. * @constant
  1078. */
  1079. const TriangleFanDrawMode = 2;
  1080. /**
  1081. * The depth value is inverted (1.0 - z) for visualization purposes.
  1082. *
  1083. * @type {number}
  1084. * @constant
  1085. */
  1086. const BasicDepthPacking = 3200;
  1087. /**
  1088. * The depth value is packed into 32 bit RGBA.
  1089. *
  1090. * @type {number}
  1091. * @constant
  1092. */
  1093. const RGBADepthPacking = 3201;
  1094. /**
  1095. * The depth value is packed into 24 bit RGB.
  1096. *
  1097. * @type {number}
  1098. * @constant
  1099. */
  1100. const RGBDepthPacking = 3202;
  1101. /**
  1102. * The depth value is packed into 16 bit RG.
  1103. *
  1104. * @type {number}
  1105. * @constant
  1106. */
  1107. const RGDepthPacking = 3203;
  1108. /**
  1109. * The depth value is not packed.
  1110. *
  1111. * @type {number}
  1112. * @constant
  1113. */
  1114. const IdentityDepthPacking = 3204;
  1115. /**
  1116. * Normal information is relative to the underlying surface.
  1117. *
  1118. * @type {number}
  1119. * @constant
  1120. */
  1121. const TangentSpaceNormalMap = 0;
  1122. /**
  1123. * Normal information is relative to the object orientation.
  1124. *
  1125. * @type {number}
  1126. * @constant
  1127. */
  1128. const ObjectSpaceNormalMap = 1;
  1129. // Color space string identifiers, matching CSS Color Module Level 4 and WebGPU names where available.
  1130. /**
  1131. * No color space.
  1132. *
  1133. * @type {string}
  1134. * @constant
  1135. */
  1136. const NoColorSpace = '';
  1137. /**
  1138. * sRGB color space.
  1139. *
  1140. * @type {string}
  1141. * @constant
  1142. */
  1143. const SRGBColorSpace = 'srgb';
  1144. /**
  1145. * sRGB-linear color space.
  1146. *
  1147. * @type {string}
  1148. * @constant
  1149. */
  1150. const LinearSRGBColorSpace = 'srgb-linear';
  1151. /**
  1152. * Linear transfer function.
  1153. *
  1154. * @type {string}
  1155. * @constant
  1156. */
  1157. const LinearTransfer = 'linear';
  1158. /**
  1159. * sRGB transfer function.
  1160. *
  1161. * @type {string}
  1162. * @constant
  1163. */
  1164. const SRGBTransfer = 'srgb';
  1165. /**
  1166. * No normal map packing.
  1167. *
  1168. * @type {string}
  1169. * @constant
  1170. */
  1171. const NoNormalPacking = '';
  1172. /**
  1173. * Normal RG packing.
  1174. *
  1175. * @type {string}
  1176. * @constant
  1177. */
  1178. const NormalRGPacking = 'rg';
  1179. /**
  1180. * Normal GA packing.
  1181. *
  1182. * @type {string}
  1183. * @constant
  1184. */
  1185. const NormalGAPacking = 'ga';
  1186. /**
  1187. * Sets the stencil buffer value to `0`.
  1188. *
  1189. * @type {number}
  1190. * @constant
  1191. */
  1192. const ZeroStencilOp = 0;
  1193. /**
  1194. * Keeps the current value.
  1195. *
  1196. * @type {number}
  1197. * @constant
  1198. */
  1199. const KeepStencilOp = 7680;
  1200. /**
  1201. * Sets the stencil buffer value to the specified reference value.
  1202. *
  1203. * @type {number}
  1204. * @constant
  1205. */
  1206. const ReplaceStencilOp = 7681;
  1207. /**
  1208. * Increments the current stencil buffer value. Clamps to the maximum representable unsigned value.
  1209. *
  1210. * @type {number}
  1211. * @constant
  1212. */
  1213. const IncrementStencilOp = 7682;
  1214. /**
  1215. * Decrements the current stencil buffer value. Clamps to `0`.
  1216. *
  1217. * @type {number}
  1218. * @constant
  1219. */
  1220. const DecrementStencilOp = 7683;
  1221. /**
  1222. * Increments the current stencil buffer value. Wraps stencil buffer value to zero when incrementing
  1223. * the maximum representable unsigned value.
  1224. *
  1225. * @type {number}
  1226. * @constant
  1227. */
  1228. const IncrementWrapStencilOp = 34055;
  1229. /**
  1230. * Decrements the current stencil buffer value. Wraps stencil buffer value to the maximum representable
  1231. * unsigned value when decrementing a stencil buffer value of `0`.
  1232. *
  1233. * @type {number}
  1234. * @constant
  1235. */
  1236. const DecrementWrapStencilOp = 34056;
  1237. /**
  1238. * Inverts the current stencil buffer value bitwise.
  1239. *
  1240. * @type {number}
  1241. * @constant
  1242. */
  1243. const InvertStencilOp = 5386;
  1244. /**
  1245. * Will never return true.
  1246. *
  1247. * @type {number}
  1248. * @constant
  1249. */
  1250. const NeverStencilFunc = 512;
  1251. /**
  1252. * Will return true if the stencil reference value is less than the current stencil value.
  1253. *
  1254. * @type {number}
  1255. * @constant
  1256. */
  1257. const LessStencilFunc = 513;
  1258. /**
  1259. * Will return true if the stencil reference value is equal to the current stencil value.
  1260. *
  1261. * @type {number}
  1262. * @constant
  1263. */
  1264. const EqualStencilFunc = 514;
  1265. /**
  1266. * Will return true if the stencil reference value is less than or equal to the current stencil value.
  1267. *
  1268. * @type {number}
  1269. * @constant
  1270. */
  1271. const LessEqualStencilFunc = 515;
  1272. /**
  1273. * Will return true if the stencil reference value is greater than the current stencil value.
  1274. *
  1275. * @type {number}
  1276. * @constant
  1277. */
  1278. const GreaterStencilFunc = 516;
  1279. /**
  1280. * Will return true if the stencil reference value is not equal to the current stencil value.
  1281. *
  1282. * @type {number}
  1283. * @constant
  1284. */
  1285. const NotEqualStencilFunc = 517;
  1286. /**
  1287. * Will return true if the stencil reference value is greater than or equal to the current stencil value.
  1288. *
  1289. * @type {number}
  1290. * @constant
  1291. */
  1292. const GreaterEqualStencilFunc = 518;
  1293. /**
  1294. * Will always return true.
  1295. *
  1296. * @type {number}
  1297. * @constant
  1298. */
  1299. const AlwaysStencilFunc = 519;
  1300. /**
  1301. * Never pass.
  1302. *
  1303. * @type {number}
  1304. * @constant
  1305. */
  1306. const NeverCompare = 512;
  1307. /**
  1308. * Pass if the incoming value is less than the texture value.
  1309. *
  1310. * @type {number}
  1311. * @constant
  1312. */
  1313. const LessCompare = 513;
  1314. /**
  1315. * Pass if the incoming value equals the texture value.
  1316. *
  1317. * @type {number}
  1318. * @constant
  1319. */
  1320. const EqualCompare = 514;
  1321. /**
  1322. * Pass if the incoming value is less than or equal to the texture value.
  1323. *
  1324. * @type {number}
  1325. * @constant
  1326. */
  1327. const LessEqualCompare = 515;
  1328. /**
  1329. * Pass if the incoming value is greater than the texture value.
  1330. *
  1331. * @type {number}
  1332. * @constant
  1333. */
  1334. const GreaterCompare = 516;
  1335. /**
  1336. * Pass if the incoming value is not equal to the texture value.
  1337. *
  1338. * @type {number}
  1339. * @constant
  1340. */
  1341. const NotEqualCompare = 517;
  1342. /**
  1343. * Pass if the incoming value is greater than or equal to the texture value.
  1344. *
  1345. * @type {number}
  1346. * @constant
  1347. */
  1348. const GreaterEqualCompare = 518;
  1349. /**
  1350. * Always pass.
  1351. *
  1352. * @type {number}
  1353. * @constant
  1354. */
  1355. const AlwaysCompare = 519;
  1356. /**
  1357. * The contents are intended to be specified once by the application, and used many
  1358. * times as the source for drawing and image specification commands.
  1359. *
  1360. * @type {number}
  1361. * @constant
  1362. */
  1363. const StaticDrawUsage = 35044;
  1364. /**
  1365. * The contents are intended to be respecified repeatedly by the application, and
  1366. * used many times as the source for drawing and image specification commands.
  1367. *
  1368. * @type {number}
  1369. * @constant
  1370. */
  1371. const DynamicDrawUsage = 35048;
  1372. /**
  1373. * The contents are intended to be specified once by the application, and used at most
  1374. * a few times as the source for drawing and image specification commands.
  1375. *
  1376. * @type {number}
  1377. * @constant
  1378. */
  1379. const StreamDrawUsage = 35040;
  1380. /**
  1381. * The contents are intended to be specified once by reading data from the 3D API, and queried
  1382. * many times by the application.
  1383. *
  1384. * @type {number}
  1385. * @constant
  1386. */
  1387. const StaticReadUsage = 35045;
  1388. /**
  1389. * The contents are intended to be respecified repeatedly by reading data from the 3D API, and queried
  1390. * many times by the application.
  1391. *
  1392. * @type {number}
  1393. * @constant
  1394. */
  1395. const DynamicReadUsage = 35049;
  1396. /**
  1397. * The contents are intended to be specified once by reading data from the 3D API, and queried at most
  1398. * a few times by the application
  1399. *
  1400. * @type {number}
  1401. * @constant
  1402. */
  1403. const StreamReadUsage = 35041;
  1404. /**
  1405. * The contents are intended to be specified once by reading data from the 3D API, and used many times as
  1406. * the source for WebGL drawing and image specification commands.
  1407. *
  1408. * @type {number}
  1409. * @constant
  1410. */
  1411. const StaticCopyUsage = 35046;
  1412. /**
  1413. * The contents are intended to be respecified repeatedly by reading data from the 3D API, and used many times
  1414. * as the source for WebGL drawing and image specification commands.
  1415. *
  1416. * @type {number}
  1417. * @constant
  1418. */
  1419. const DynamicCopyUsage = 35050;
  1420. /**
  1421. * The contents are intended to be specified once by reading data from the 3D API, and used at most a few times
  1422. * as the source for WebGL drawing and image specification commands.
  1423. *
  1424. * @type {number}
  1425. * @constant
  1426. */
  1427. const StreamCopyUsage = 35042;
  1428. /**
  1429. * GLSL 1 shader code.
  1430. *
  1431. * @type {string}
  1432. * @constant
  1433. */
  1434. const GLSL1 = '100';
  1435. /**
  1436. * GLSL 3 shader code.
  1437. *
  1438. * @type {string}
  1439. * @constant
  1440. */
  1441. const GLSL3 = '300 es';
  1442. /**
  1443. * WebGL coordinate system.
  1444. *
  1445. * @type {number}
  1446. * @constant
  1447. */
  1448. const WebGLCoordinateSystem = 2000;
  1449. /**
  1450. * WebGPU coordinate system.
  1451. *
  1452. * @type {number}
  1453. * @constant
  1454. */
  1455. const WebGPUCoordinateSystem = 2001;
  1456. /**
  1457. * Represents the different timestamp query types.
  1458. *
  1459. * @type {ConstantsTimestampQuery}
  1460. * @constant
  1461. */
  1462. const TimestampQuery = {
  1463. COMPUTE: 'compute',
  1464. RENDER: 'render'
  1465. };
  1466. /**
  1467. * Represents mouse buttons and interaction types in context of controls.
  1468. *
  1469. * @type {ConstantsInterpolationSamplingType}
  1470. * @constant
  1471. */
  1472. const InterpolationSamplingType = {
  1473. PERSPECTIVE: 'perspective',
  1474. LINEAR: 'linear',
  1475. FLAT: 'flat'
  1476. };
  1477. /**
  1478. * Represents the different interpolation sampling modes.
  1479. *
  1480. * @type {ConstantsInterpolationSamplingMode}
  1481. * @constant
  1482. */
  1483. const InterpolationSamplingMode = {
  1484. NORMAL: 'normal',
  1485. CENTROID: 'centroid',
  1486. SAMPLE: 'sample',
  1487. FIRST: 'first',
  1488. EITHER: 'either'
  1489. };
  1490. /**
  1491. * This type represents mouse buttons and interaction types in context of controls.
  1492. *
  1493. * @typedef {Object} ConstantsMouse
  1494. * @property {number} MIDDLE - The left mouse button.
  1495. * @property {number} LEFT - The middle mouse button.
  1496. * @property {number} RIGHT - The right mouse button.
  1497. * @property {number} ROTATE - A rotate interaction.
  1498. * @property {number} DOLLY - A dolly interaction.
  1499. * @property {number} PAN - A pan interaction.
  1500. **/
  1501. /**
  1502. * This type represents touch interaction types in context of controls.
  1503. *
  1504. * @typedef {Object} ConstantsTouch
  1505. * @property {number} ROTATE - A rotate interaction.
  1506. * @property {number} PAN - A pan interaction.
  1507. * @property {number} DOLLY_PAN - The dolly-pan interaction.
  1508. * @property {number} DOLLY_ROTATE - A dolly-rotate interaction.
  1509. **/
  1510. /**
  1511. * This type represents the different timestamp query types.
  1512. *
  1513. * @typedef {Object} ConstantsTimestampQuery
  1514. * @property {string} COMPUTE - A `compute` timestamp query.
  1515. * @property {string} RENDER - A `render` timestamp query.
  1516. **/
  1517. /**
  1518. * Represents the different interpolation sampling types.
  1519. *
  1520. * @typedef {Object} ConstantsInterpolationSamplingType
  1521. * @property {string} PERSPECTIVE - Perspective-correct interpolation.
  1522. * @property {string} LINEAR - Linear interpolation.
  1523. * @property {string} FLAT - Flat interpolation.
  1524. */
  1525. /**
  1526. * Represents the different interpolation sampling modes.
  1527. *
  1528. * @typedef {Object} ConstantsInterpolationSamplingMode
  1529. * @property {string} NORMAL - Normal sampling mode.
  1530. * @property {string} CENTROID - Centroid sampling mode.
  1531. * @property {string} SAMPLE - Sample-specific sampling mode.
  1532. * @property {string} FIRST - Flat interpolation using the first vertex.
  1533. * @property {string} EITHER - Flat interpolation using either vertex.
  1534. */
  1535. function arrayNeedsUint32( array ) {
  1536. // assumes larger values usually on last
  1537. for ( let i = array.length - 1; i >= 0; -- i ) {
  1538. if ( array[ i ] >= 65535 ) return true; // account for PRIMITIVE_RESTART_FIXED_INDEX, #24565
  1539. }
  1540. return false;
  1541. }
  1542. const TYPED_ARRAYS = {
  1543. Int8Array: Int8Array,
  1544. Uint8Array: Uint8Array,
  1545. Uint8ClampedArray: Uint8ClampedArray,
  1546. Int16Array: Int16Array,
  1547. Uint16Array: Uint16Array,
  1548. Int32Array: Int32Array,
  1549. Uint32Array: Uint32Array,
  1550. Float32Array: Float32Array,
  1551. Float64Array: Float64Array
  1552. };
  1553. function getTypedArray( type, buffer ) {
  1554. return new TYPED_ARRAYS[ type ]( buffer );
  1555. }
  1556. /**
  1557. * Returns `true` if the given object is a typed array.
  1558. *
  1559. * @param {any} array - The object to check.
  1560. * @return {boolean} Whether the given object is a typed array.
  1561. */
  1562. function isTypedArray( array ) {
  1563. return ArrayBuffer.isView( array ) && ! ( array instanceof DataView );
  1564. }
  1565. function createElementNS( name ) {
  1566. return document.createElementNS( 'http://www.w3.org/1999/xhtml', name );
  1567. }
  1568. function createCanvasElement() {
  1569. const canvas = createElementNS( 'canvas' );
  1570. canvas.style.display = 'block';
  1571. return canvas;
  1572. }
  1573. const _cache = {};
  1574. let _setConsoleFunction = null;
  1575. function setConsoleFunction( fn ) {
  1576. _setConsoleFunction = fn;
  1577. }
  1578. function getConsoleFunction() {
  1579. return _setConsoleFunction;
  1580. }
  1581. function log( ...params ) {
  1582. const message = 'THREE.' + params.shift();
  1583. if ( _setConsoleFunction ) {
  1584. _setConsoleFunction( 'log', message, ...params );
  1585. } else {
  1586. console.log( message, ...params );
  1587. }
  1588. }
  1589. function warn( ...params ) {
  1590. const message = 'THREE.' + params.shift();
  1591. if ( _setConsoleFunction ) {
  1592. _setConsoleFunction( 'warn', message, ...params );
  1593. } else {
  1594. console.warn( message, ...params );
  1595. }
  1596. }
  1597. function error( ...params ) {
  1598. const message = 'THREE.' + params.shift();
  1599. if ( _setConsoleFunction ) {
  1600. _setConsoleFunction( 'error', message, ...params );
  1601. } else {
  1602. console.error( message, ...params );
  1603. }
  1604. }
  1605. function warnOnce( ...params ) {
  1606. const message = params.join( ' ' );
  1607. if ( message in _cache ) return;
  1608. _cache[ message ] = true;
  1609. warn( ...params );
  1610. }
  1611. function probeAsync( gl, sync, interval ) {
  1612. return new Promise( function ( resolve, reject ) {
  1613. function probe() {
  1614. switch ( gl.clientWaitSync( sync, gl.SYNC_FLUSH_COMMANDS_BIT, 0 ) ) {
  1615. case gl.WAIT_FAILED:
  1616. reject();
  1617. break;
  1618. case gl.TIMEOUT_EXPIRED:
  1619. setTimeout( probe, interval );
  1620. break;
  1621. default:
  1622. resolve();
  1623. }
  1624. }
  1625. setTimeout( probe, interval );
  1626. } );
  1627. }
  1628. /**
  1629. * This modules allows to dispatch event objects on custom JavaScript objects.
  1630. *
  1631. * Main repository: [eventdispatcher.js](https://github.com/mrdoob/eventdispatcher.js/)
  1632. *
  1633. * Code Example:
  1634. * ```js
  1635. * class Car extends EventDispatcher {
  1636. * start() {
  1637. * this.dispatchEvent( { type: 'start', message: 'vroom vroom!' } );
  1638. * }
  1639. *};
  1640. *
  1641. * // Using events with the custom object
  1642. * const car = new Car();
  1643. * car.addEventListener( 'start', function ( event ) {
  1644. * alert( event.message );
  1645. * } );
  1646. *
  1647. * car.start();
  1648. * ```
  1649. */
  1650. class EventDispatcher {
  1651. /**
  1652. * Adds the given event listener to the given event type.
  1653. *
  1654. * @param {string} type - The type of event to listen to.
  1655. * @param {Function} listener - The function that gets called when the event is fired.
  1656. */
  1657. addEventListener( type, listener ) {
  1658. if ( this._listeners === undefined ) this._listeners = {};
  1659. const listeners = this._listeners;
  1660. if ( listeners[ type ] === undefined ) {
  1661. listeners[ type ] = [];
  1662. }
  1663. if ( listeners[ type ].indexOf( listener ) === -1 ) {
  1664. listeners[ type ].push( listener );
  1665. }
  1666. }
  1667. /**
  1668. * Returns `true` if the given event listener has been added to the given event type.
  1669. *
  1670. * @param {string} type - The type of event.
  1671. * @param {Function} listener - The listener to check.
  1672. * @return {boolean} Whether the given event listener has been added to the given event type.
  1673. */
  1674. hasEventListener( type, listener ) {
  1675. const listeners = this._listeners;
  1676. if ( listeners === undefined ) return false;
  1677. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== -1;
  1678. }
  1679. /**
  1680. * Removes the given event listener from the given event type.
  1681. *
  1682. * @param {string} type - The type of event.
  1683. * @param {Function} listener - The listener to remove.
  1684. */
  1685. removeEventListener( type, listener ) {
  1686. const listeners = this._listeners;
  1687. if ( listeners === undefined ) return;
  1688. const listenerArray = listeners[ type ];
  1689. if ( listenerArray !== undefined ) {
  1690. const index = listenerArray.indexOf( listener );
  1691. if ( index !== -1 ) {
  1692. listenerArray.splice( index, 1 );
  1693. }
  1694. }
  1695. }
  1696. /**
  1697. * Dispatches an event object.
  1698. *
  1699. * @param {Object} event - The event that gets fired.
  1700. */
  1701. dispatchEvent( event ) {
  1702. const listeners = this._listeners;
  1703. if ( listeners === undefined ) return;
  1704. const listenerArray = listeners[ event.type ];
  1705. if ( listenerArray !== undefined ) {
  1706. event.target = this;
  1707. // Make a copy, in case listeners are removed while iterating.
  1708. const array = listenerArray.slice( 0 );
  1709. for ( let i = 0, l = array.length; i < l; i ++ ) {
  1710. array[ i ].call( this, event );
  1711. }
  1712. event.target = null;
  1713. }
  1714. }
  1715. }
  1716. 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' ];
  1717. let _seed = 1234567;
  1718. const DEG2RAD = Math.PI / 180;
  1719. const RAD2DEG = 180 / Math.PI;
  1720. /**
  1721. * Generate a [UUID](https://en.wikipedia.org/wiki/Universally_unique_identifier)
  1722. * (universally unique identifier).
  1723. *
  1724. * @return {string} The UUID.
  1725. */
  1726. function generateUUID() {
  1727. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  1728. const d0 = Math.random() * 0xffffffff | 0;
  1729. const d1 = Math.random() * 0xffffffff | 0;
  1730. const d2 = Math.random() * 0xffffffff | 0;
  1731. const d3 = Math.random() * 0xffffffff | 0;
  1732. const uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  1733. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  1734. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  1735. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  1736. // .toLowerCase() here flattens concatenated strings to save heap memory space.
  1737. return uuid.toLowerCase();
  1738. }
  1739. /**
  1740. * Clamps the given value between min and max.
  1741. *
  1742. * @param {number} value - The value to clamp.
  1743. * @param {number} min - The min value.
  1744. * @param {number} max - The max value.
  1745. * @return {number} The clamped value.
  1746. */
  1747. function clamp( value, min, max ) {
  1748. return Math.max( min, Math.min( max, value ) );
  1749. }
  1750. /**
  1751. * Computes the Euclidean modulo of the given parameters that
  1752. * is `( ( n % m ) + m ) % m`.
  1753. *
  1754. * @param {number} n - The first parameter.
  1755. * @param {number} m - The second parameter.
  1756. * @return {number} The Euclidean modulo.
  1757. */
  1758. function euclideanModulo( n, m ) {
  1759. // https://en.wikipedia.org/wiki/Modulo_operation
  1760. return ( ( n % m ) + m ) % m;
  1761. }
  1762. /**
  1763. * Performs a linear mapping from range `<a1, a2>` to range `<b1, b2>`
  1764. * for the given value.
  1765. *
  1766. * @param {number} x - The value to be mapped.
  1767. * @param {number} a1 - Minimum value for range A.
  1768. * @param {number} a2 - Maximum value for range A.
  1769. * @param {number} b1 - Minimum value for range B.
  1770. * @param {number} b2 - Maximum value for range B.
  1771. * @return {number} The mapped value.
  1772. */
  1773. function mapLinear( x, a1, a2, b1, b2 ) {
  1774. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  1775. }
  1776. /**
  1777. * Returns the percentage in the closed interval `[0, 1]` of the given value
  1778. * between the start and end point.
  1779. *
  1780. * @param {number} x - The start point
  1781. * @param {number} y - The end point.
  1782. * @param {number} value - A value between start and end.
  1783. * @return {number} The interpolation factor.
  1784. */
  1785. function inverseLerp( x, y, value ) {
  1786. // https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/
  1787. if ( x !== y ) {
  1788. return ( value - x ) / ( y - x );
  1789. } else {
  1790. return 0;
  1791. }
  1792. }
  1793. /**
  1794. * Returns a value linearly interpolated from two known points based on the given interval -
  1795. * `t = 0` will return `x` and `t = 1` will return `y`.
  1796. *
  1797. * @param {number} x - The start point
  1798. * @param {number} y - The end point.
  1799. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  1800. * @return {number} The interpolated value.
  1801. */
  1802. function lerp( x, y, t ) {
  1803. return ( 1 - t ) * x + t * y;
  1804. }
  1805. /**
  1806. * Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta
  1807. * time to maintain frame rate independent movement. For details, see
  1808. * [Frame rate independent damping using lerp](http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/).
  1809. *
  1810. * @param {number} x - The current point.
  1811. * @param {number} y - The target point.
  1812. * @param {number} lambda - A higher lambda value will make the movement more sudden,
  1813. * and a lower value will make the movement more gradual.
  1814. * @param {number} dt - Delta time in seconds.
  1815. * @return {number} The interpolated value.
  1816. */
  1817. function damp( x, y, lambda, dt ) {
  1818. return lerp( x, y, 1 - Math.exp( - lambda * dt ) );
  1819. }
  1820. /**
  1821. * Returns a value that alternates between `0` and the given `length` parameter.
  1822. *
  1823. * @param {number} x - The value to pingpong.
  1824. * @param {number} [length=1] - The positive value the function will pingpong to.
  1825. * @return {number} The alternated value.
  1826. */
  1827. function pingpong( x, length = 1 ) {
  1828. // https://www.desmos.com/calculator/vcsjnyz7x4
  1829. return length - Math.abs( euclideanModulo( x, length * 2 ) - length );
  1830. }
  1831. /**
  1832. * Returns a value in the range `[0,1]` that represents the percentage that `x` has
  1833. * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to
  1834. * the `min` and `max`.
  1835. *
  1836. * See [Smoothstep](http://en.wikipedia.org/wiki/Smoothstep) for more details.
  1837. *
  1838. * @param {number} x - The value to evaluate based on its position between min and max.
  1839. * @param {number} min - The min value. Any x value below min will be `0`.
  1840. * @param {number} max - The max value. Any x value above max will be `1`.
  1841. * @return {number} The alternated value.
  1842. */
  1843. function smoothstep( x, min, max ) {
  1844. if ( x <= min ) return 0;
  1845. if ( x >= max ) return 1;
  1846. x = ( x - min ) / ( max - min );
  1847. return x * x * ( 3 - 2 * x );
  1848. }
  1849. /**
  1850. * A [variation on smoothstep](https://en.wikipedia.org/wiki/Smoothstep#Variations)
  1851. * that has zero 1st and 2nd order derivatives at x=0 and x=1.
  1852. *
  1853. * @param {number} x - The value to evaluate based on its position between min and max.
  1854. * @param {number} min - The min value. Any x value below min will be `0`.
  1855. * @param {number} max - The max value. Any x value above max will be `1`.
  1856. * @return {number} The alternated value.
  1857. */
  1858. function smootherstep( x, min, max ) {
  1859. if ( x <= min ) return 0;
  1860. if ( x >= max ) return 1;
  1861. x = ( x - min ) / ( max - min );
  1862. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  1863. }
  1864. /**
  1865. * Returns a random integer from `<low, high>` interval.
  1866. *
  1867. * @param {number} low - The lower value boundary.
  1868. * @param {number} high - The upper value boundary
  1869. * @return {number} A random integer.
  1870. */
  1871. function randInt( low, high ) {
  1872. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  1873. }
  1874. /**
  1875. * Returns a random float from `<low, high>` interval.
  1876. *
  1877. * @param {number} low - The lower value boundary.
  1878. * @param {number} high - The upper value boundary
  1879. * @return {number} A random float.
  1880. */
  1881. function randFloat( low, high ) {
  1882. return low + Math.random() * ( high - low );
  1883. }
  1884. /**
  1885. * Returns a random integer from `<-range/2, range/2>` interval.
  1886. *
  1887. * @param {number} range - Defines the value range.
  1888. * @return {number} A random float.
  1889. */
  1890. function randFloatSpread( range ) {
  1891. return range * ( 0.5 - Math.random() );
  1892. }
  1893. /**
  1894. * Returns a deterministic pseudo-random float in the interval `[0, 1]`.
  1895. *
  1896. * @param {number} [s] - The integer seed.
  1897. * @return {number} A random float.
  1898. */
  1899. function seededRandom( s ) {
  1900. if ( s !== undefined ) _seed = s;
  1901. // Mulberry32 generator
  1902. let t = _seed += 0x6D2B79F5;
  1903. t = Math.imul( t ^ t >>> 15, t | 1 );
  1904. t ^= t + Math.imul( t ^ t >>> 7, t | 61 );
  1905. return ( ( t ^ t >>> 14 ) >>> 0 ) / 4294967296;
  1906. }
  1907. /**
  1908. * Converts degrees to radians.
  1909. *
  1910. * @param {number} degrees - A value in degrees.
  1911. * @return {number} The converted value in radians.
  1912. */
  1913. function degToRad( degrees ) {
  1914. return degrees * DEG2RAD;
  1915. }
  1916. /**
  1917. * Converts radians to degrees.
  1918. *
  1919. * @param {number} radians - A value in radians.
  1920. * @return {number} The converted value in degrees.
  1921. */
  1922. function radToDeg( radians ) {
  1923. return radians * RAD2DEG;
  1924. }
  1925. /**
  1926. * Returns `true` if the given number is a power of two.
  1927. *
  1928. * @param {number} value - The value to check.
  1929. * @return {boolean} Whether the given number is a power of two or not.
  1930. */
  1931. function isPowerOfTwo( value ) {
  1932. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  1933. }
  1934. /**
  1935. * Returns the smallest power of two that is greater than or equal to the given number.
  1936. *
  1937. * @param {number} value - The value to find a POT for.
  1938. * @return {number} The smallest power of two that is greater than or equal to the given number.
  1939. */
  1940. function ceilPowerOfTwo( value ) {
  1941. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  1942. }
  1943. /**
  1944. * Returns the largest power of two that is less than or equal to the given number.
  1945. *
  1946. * @param {number} value - The value to find a POT for.
  1947. * @return {number} The largest power of two that is less than or equal to the given number.
  1948. */
  1949. function floorPowerOfTwo( value ) {
  1950. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  1951. }
  1952. /**
  1953. * Sets the given quaternion from the [Intrinsic Proper Euler Angles](https://en.wikipedia.org/wiki/Euler_angles)
  1954. * defined by the given angles and order.
  1955. *
  1956. * Rotations are applied to the axes in the order specified by order:
  1957. * rotation by angle `a` is applied first, then by angle `b`, then by angle `c`.
  1958. *
  1959. * @param {Quaternion} q - The quaternion to set.
  1960. * @param {number} a - The rotation applied to the first axis, in radians.
  1961. * @param {number} b - The rotation applied to the second axis, in radians.
  1962. * @param {number} c - The rotation applied to the third axis, in radians.
  1963. * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order.
  1964. */
  1965. function setQuaternionFromProperEuler( q, a, b, c, order ) {
  1966. const cos = Math.cos;
  1967. const sin = Math.sin;
  1968. const c2 = cos( b / 2 );
  1969. const s2 = sin( b / 2 );
  1970. const c13 = cos( ( a + c ) / 2 );
  1971. const s13 = sin( ( a + c ) / 2 );
  1972. const c1_3 = cos( ( a - c ) / 2 );
  1973. const s1_3 = sin( ( a - c ) / 2 );
  1974. const c3_1 = cos( ( c - a ) / 2 );
  1975. const s3_1 = sin( ( c - a ) / 2 );
  1976. switch ( order ) {
  1977. case 'XYX':
  1978. q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );
  1979. break;
  1980. case 'YZY':
  1981. q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );
  1982. break;
  1983. case 'ZXZ':
  1984. q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );
  1985. break;
  1986. case 'XZX':
  1987. q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );
  1988. break;
  1989. case 'YXY':
  1990. q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );
  1991. break;
  1992. case 'ZYZ':
  1993. q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );
  1994. break;
  1995. default:
  1996. warn( 'MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );
  1997. }
  1998. }
  1999. /**
  2000. * Denormalizes the given value according to the given typed array.
  2001. *
  2002. * @param {number} value - The value to denormalize.
  2003. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2004. * @return {number} The denormalize (float) value in the range `[0,1]`.
  2005. */
  2006. function denormalize( value, array ) {
  2007. switch ( array.constructor ) {
  2008. case Float32Array:
  2009. return value;
  2010. case Uint32Array:
  2011. return value / 4294967295.0;
  2012. case Uint16Array:
  2013. return value / 65535.0;
  2014. case Uint8Array:
  2015. return value / 255.0;
  2016. case Int32Array:
  2017. return Math.max( value / 2147483647.0, -1 );
  2018. case Int16Array:
  2019. return Math.max( value / 32767.0, -1 );
  2020. case Int8Array:
  2021. return Math.max( value / 127.0, -1 );
  2022. default:
  2023. throw new Error( 'Invalid component type.' );
  2024. }
  2025. }
  2026. /**
  2027. * Normalizes the given value according to the given typed array.
  2028. *
  2029. * @param {number} value - The float value in the range `[0,1]` to normalize.
  2030. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2031. * @return {number} The normalize value.
  2032. */
  2033. function normalize( value, array ) {
  2034. switch ( array.constructor ) {
  2035. case Float32Array:
  2036. return value;
  2037. case Uint32Array:
  2038. return Math.round( value * 4294967295.0 );
  2039. case Uint16Array:
  2040. return Math.round( value * 65535.0 );
  2041. case Uint8Array:
  2042. return Math.round( value * 255.0 );
  2043. case Int32Array:
  2044. return Math.round( value * 2147483647.0 );
  2045. case Int16Array:
  2046. return Math.round( value * 32767.0 );
  2047. case Int8Array:
  2048. return Math.round( value * 127.0 );
  2049. default:
  2050. throw new Error( 'Invalid component type.' );
  2051. }
  2052. }
  2053. /**
  2054. * @class
  2055. * @classdesc A collection of math utility functions.
  2056. * @hideconstructor
  2057. */
  2058. const MathUtils = {
  2059. DEG2RAD: DEG2RAD,
  2060. RAD2DEG: RAD2DEG,
  2061. /**
  2062. * Generate a [UUID](https://en.wikipedia.org/wiki/Universally_unique_identifier)
  2063. * (universally unique identifier).
  2064. *
  2065. * @static
  2066. * @method
  2067. * @return {string} The UUID.
  2068. */
  2069. generateUUID: generateUUID,
  2070. /**
  2071. * Clamps the given value between min and max.
  2072. *
  2073. * @static
  2074. * @method
  2075. * @param {number} value - The value to clamp.
  2076. * @param {number} min - The min value.
  2077. * @param {number} max - The max value.
  2078. * @return {number} The clamped value.
  2079. */
  2080. clamp: clamp,
  2081. /**
  2082. * Computes the Euclidean modulo of the given parameters that
  2083. * is `( ( n % m ) + m ) % m`.
  2084. *
  2085. * @static
  2086. * @method
  2087. * @param {number} n - The first parameter.
  2088. * @param {number} m - The second parameter.
  2089. * @return {number} The Euclidean modulo.
  2090. */
  2091. euclideanModulo: euclideanModulo,
  2092. /**
  2093. * Performs a linear mapping from range `<a1, a2>` to range `<b1, b2>`
  2094. * for the given value.
  2095. *
  2096. * @static
  2097. * @method
  2098. * @param {number} x - The value to be mapped.
  2099. * @param {number} a1 - Minimum value for range A.
  2100. * @param {number} a2 - Maximum value for range A.
  2101. * @param {number} b1 - Minimum value for range B.
  2102. * @param {number} b2 - Maximum value for range B.
  2103. * @return {number} The mapped value.
  2104. */
  2105. mapLinear: mapLinear,
  2106. /**
  2107. * Returns the percentage in the closed interval `[0, 1]` of the given value
  2108. * between the start and end point.
  2109. *
  2110. * @static
  2111. * @method
  2112. * @param {number} x - The start point
  2113. * @param {number} y - The end point.
  2114. * @param {number} value - A value between start and end.
  2115. * @return {number} The interpolation factor.
  2116. */
  2117. inverseLerp: inverseLerp,
  2118. /**
  2119. * Returns a value linearly interpolated from two known points based on the given interval -
  2120. * `t = 0` will return `x` and `t = 1` will return `y`.
  2121. *
  2122. * @static
  2123. * @method
  2124. * @param {number} x - The start point
  2125. * @param {number} y - The end point.
  2126. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  2127. * @return {number} The interpolated value.
  2128. */
  2129. lerp: lerp,
  2130. /**
  2131. * Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta
  2132. * time to maintain frame rate independent movement. For details, see
  2133. * [Frame rate independent damping using lerp](http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/).
  2134. *
  2135. * @static
  2136. * @method
  2137. * @param {number} x - The current point.
  2138. * @param {number} y - The target point.
  2139. * @param {number} lambda - A higher lambda value will make the movement more sudden,
  2140. * and a lower value will make the movement more gradual.
  2141. * @param {number} dt - Delta time in seconds.
  2142. * @return {number} The interpolated value.
  2143. */
  2144. damp: damp,
  2145. /**
  2146. * Returns a value that alternates between `0` and the given `length` parameter.
  2147. *
  2148. * @static
  2149. * @method
  2150. * @param {number} x - The value to pingpong.
  2151. * @param {number} [length=1] - The positive value the function will pingpong to.
  2152. * @return {number} The alternated value.
  2153. */
  2154. pingpong: pingpong,
  2155. /**
  2156. * Returns a value in the range `[0,1]` that represents the percentage that `x` has
  2157. * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to
  2158. * the `min` and `max`.
  2159. *
  2160. * See [Smoothstep](http://en.wikipedia.org/wiki/Smoothstep) for more details.
  2161. *
  2162. * @static
  2163. * @method
  2164. * @param {number} x - The value to evaluate based on its position between min and max.
  2165. * @param {number} min - The min value. Any x value below min will be `0`.
  2166. * @param {number} max - The max value. Any x value above max will be `1`.
  2167. * @return {number} The alternated value.
  2168. */
  2169. smoothstep: smoothstep,
  2170. /**
  2171. * A [variation on smoothstep](https://en.wikipedia.org/wiki/Smoothstep#Variations)
  2172. * that has zero 1st and 2nd order derivatives at x=0 and x=1.
  2173. *
  2174. * @static
  2175. * @method
  2176. * @param {number} x - The value to evaluate based on its position between min and max.
  2177. * @param {number} min - The min value. Any x value below min will be `0`.
  2178. * @param {number} max - The max value. Any x value above max will be `1`.
  2179. * @return {number} The alternated value.
  2180. */
  2181. smootherstep: smootherstep,
  2182. /**
  2183. * Returns a random integer from `<low, high>` interval.
  2184. *
  2185. * @static
  2186. * @method
  2187. * @param {number} low - The lower value boundary.
  2188. * @param {number} high - The upper value boundary
  2189. * @return {number} A random integer.
  2190. */
  2191. randInt: randInt,
  2192. /**
  2193. * Returns a random float from `<low, high>` interval.
  2194. *
  2195. * @static
  2196. * @method
  2197. * @param {number} low - The lower value boundary.
  2198. * @param {number} high - The upper value boundary
  2199. * @return {number} A random float.
  2200. */
  2201. randFloat: randFloat,
  2202. /**
  2203. * Returns a random integer from `<-range/2, range/2>` interval.
  2204. *
  2205. * @static
  2206. * @method
  2207. * @param {number} range - Defines the value range.
  2208. * @return {number} A random float.
  2209. */
  2210. randFloatSpread: randFloatSpread,
  2211. /**
  2212. * Returns a deterministic pseudo-random float in the interval `[0, 1]`.
  2213. *
  2214. * @static
  2215. * @method
  2216. * @param {number} [s] - The integer seed.
  2217. * @return {number} A random float.
  2218. */
  2219. seededRandom: seededRandom,
  2220. /**
  2221. * Converts degrees to radians.
  2222. *
  2223. * @static
  2224. * @method
  2225. * @param {number} degrees - A value in degrees.
  2226. * @return {number} The converted value in radians.
  2227. */
  2228. degToRad: degToRad,
  2229. /**
  2230. * Converts radians to degrees.
  2231. *
  2232. * @static
  2233. * @method
  2234. * @param {number} radians - A value in radians.
  2235. * @return {number} The converted value in degrees.
  2236. */
  2237. radToDeg: radToDeg,
  2238. /**
  2239. * Returns `true` if the given number is a power of two.
  2240. *
  2241. * @static
  2242. * @method
  2243. * @param {number} value - The value to check.
  2244. * @return {boolean} Whether the given number is a power of two or not.
  2245. */
  2246. isPowerOfTwo: isPowerOfTwo,
  2247. /**
  2248. * Returns the smallest power of two that is greater than or equal to the given number.
  2249. *
  2250. * @static
  2251. * @method
  2252. * @param {number} value - The value to find a POT for.
  2253. * @return {number} The smallest power of two that is greater than or equal to the given number.
  2254. */
  2255. ceilPowerOfTwo: ceilPowerOfTwo,
  2256. /**
  2257. * Returns the largest power of two that is less than or equal to the given number.
  2258. *
  2259. * @static
  2260. * @method
  2261. * @param {number} value - The value to find a POT for.
  2262. * @return {number} The largest power of two that is less than or equal to the given number.
  2263. */
  2264. floorPowerOfTwo: floorPowerOfTwo,
  2265. /**
  2266. * Sets the given quaternion from the [Intrinsic Proper Euler Angles](https://en.wikipedia.org/wiki/Euler_angles)
  2267. * defined by the given angles and order.
  2268. *
  2269. * Rotations are applied to the axes in the order specified by order:
  2270. * rotation by angle `a` is applied first, then by angle `b`, then by angle `c`.
  2271. *
  2272. * @static
  2273. * @method
  2274. * @param {Quaternion} q - The quaternion to set.
  2275. * @param {number} a - The rotation applied to the first axis, in radians.
  2276. * @param {number} b - The rotation applied to the second axis, in radians.
  2277. * @param {number} c - The rotation applied to the third axis, in radians.
  2278. * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order.
  2279. */
  2280. setQuaternionFromProperEuler: setQuaternionFromProperEuler,
  2281. /**
  2282. * Normalizes the given value according to the given typed array.
  2283. *
  2284. * @static
  2285. * @method
  2286. * @param {number} value - The float value in the range `[0,1]` to normalize.
  2287. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2288. * @return {number} The normalize value.
  2289. */
  2290. normalize: normalize,
  2291. /**
  2292. * Denormalizes the given value according to the given typed array.
  2293. *
  2294. * @static
  2295. * @method
  2296. * @param {number} value - The value to denormalize.
  2297. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2298. * @return {number} The denormalize (float) value in the range `[0,1]`.
  2299. */
  2300. denormalize: denormalize
  2301. };
  2302. /**
  2303. * Class representing a 2D vector. A 2D vector is an ordered pair of numbers
  2304. * (labeled x and y), which can be used to represent a number of things, such as:
  2305. *
  2306. * - A point in 2D space (i.e. a position on a plane).
  2307. * - A direction and length across a plane. In three.js the length will
  2308. * always be the Euclidean distance(straight-line distance) from `(0, 0)` to `(x, y)`
  2309. * and the direction is also measured from `(0, 0)` towards `(x, y)`.
  2310. * - Any arbitrary ordered pair of numbers.
  2311. *
  2312. * There are other things a 2D vector can be used to represent, such as
  2313. * momentum vectors, complex numbers and so on, however these are the most
  2314. * common uses in three.js.
  2315. *
  2316. * Iterating through a vector instance will yield its components `(x, y)` in
  2317. * the corresponding order.
  2318. * ```js
  2319. * const a = new THREE.Vector2( 0, 1 );
  2320. *
  2321. * //no arguments; will be initialised to (0, 0)
  2322. * const b = new THREE.Vector2( );
  2323. *
  2324. * const d = a.distanceTo( b );
  2325. * ```
  2326. */
  2327. class Vector2 {
  2328. /**
  2329. * Constructs a new 2D vector.
  2330. *
  2331. * @param {number} [x=0] - The x value of this vector.
  2332. * @param {number} [y=0] - The y value of this vector.
  2333. */
  2334. constructor( x = 0, y = 0 ) {
  2335. /**
  2336. * This flag can be used for type testing.
  2337. *
  2338. * @type {boolean}
  2339. * @readonly
  2340. * @default true
  2341. */
  2342. Vector2.prototype.isVector2 = true;
  2343. /**
  2344. * The x value of this vector.
  2345. *
  2346. * @type {number}
  2347. */
  2348. this.x = x;
  2349. /**
  2350. * The y value of this vector.
  2351. *
  2352. * @type {number}
  2353. */
  2354. this.y = y;
  2355. }
  2356. /**
  2357. * Alias for {@link Vector2#x}.
  2358. *
  2359. * @type {number}
  2360. */
  2361. get width() {
  2362. return this.x;
  2363. }
  2364. set width( value ) {
  2365. this.x = value;
  2366. }
  2367. /**
  2368. * Alias for {@link Vector2#y}.
  2369. *
  2370. * @type {number}
  2371. */
  2372. get height() {
  2373. return this.y;
  2374. }
  2375. set height( value ) {
  2376. this.y = value;
  2377. }
  2378. /**
  2379. * Sets the vector components.
  2380. *
  2381. * @param {number} x - The value of the x component.
  2382. * @param {number} y - The value of the y component.
  2383. * @return {Vector2} A reference to this vector.
  2384. */
  2385. set( x, y ) {
  2386. this.x = x;
  2387. this.y = y;
  2388. return this;
  2389. }
  2390. /**
  2391. * Sets the vector components to the same value.
  2392. *
  2393. * @param {number} scalar - The value to set for all vector components.
  2394. * @return {Vector2} A reference to this vector.
  2395. */
  2396. setScalar( scalar ) {
  2397. this.x = scalar;
  2398. this.y = scalar;
  2399. return this;
  2400. }
  2401. /**
  2402. * Sets the vector's x component to the given value
  2403. *
  2404. * @param {number} x - The value to set.
  2405. * @return {Vector2} A reference to this vector.
  2406. */
  2407. setX( x ) {
  2408. this.x = x;
  2409. return this;
  2410. }
  2411. /**
  2412. * Sets the vector's y component to the given value
  2413. *
  2414. * @param {number} y - The value to set.
  2415. * @return {Vector2} A reference to this vector.
  2416. */
  2417. setY( y ) {
  2418. this.y = y;
  2419. return this;
  2420. }
  2421. /**
  2422. * Allows to set a vector component with an index.
  2423. *
  2424. * @param {number} index - The component index. `0` equals to x, `1` equals to y.
  2425. * @param {number} value - The value to set.
  2426. * @return {Vector2} A reference to this vector.
  2427. */
  2428. setComponent( index, value ) {
  2429. switch ( index ) {
  2430. case 0: this.x = value; break;
  2431. case 1: this.y = value; break;
  2432. default: throw new Error( 'index is out of range: ' + index );
  2433. }
  2434. return this;
  2435. }
  2436. /**
  2437. * Returns the value of the vector component which matches the given index.
  2438. *
  2439. * @param {number} index - The component index. `0` equals to x, `1` equals to y.
  2440. * @return {number} A vector component value.
  2441. */
  2442. getComponent( index ) {
  2443. switch ( index ) {
  2444. case 0: return this.x;
  2445. case 1: return this.y;
  2446. default: throw new Error( 'index is out of range: ' + index );
  2447. }
  2448. }
  2449. /**
  2450. * Returns a new vector with copied values from this instance.
  2451. *
  2452. * @return {Vector2} A clone of this instance.
  2453. */
  2454. clone() {
  2455. return new this.constructor( this.x, this.y );
  2456. }
  2457. /**
  2458. * Copies the values of the given vector to this instance.
  2459. *
  2460. * @param {Vector2} v - The vector to copy.
  2461. * @return {Vector2} A reference to this vector.
  2462. */
  2463. copy( v ) {
  2464. this.x = v.x;
  2465. this.y = v.y;
  2466. return this;
  2467. }
  2468. /**
  2469. * Adds the given vector to this instance.
  2470. *
  2471. * @param {Vector2} v - The vector to add.
  2472. * @return {Vector2} A reference to this vector.
  2473. */
  2474. add( v ) {
  2475. this.x += v.x;
  2476. this.y += v.y;
  2477. return this;
  2478. }
  2479. /**
  2480. * Adds the given scalar value to all components of this instance.
  2481. *
  2482. * @param {number} s - The scalar to add.
  2483. * @return {Vector2} A reference to this vector.
  2484. */
  2485. addScalar( s ) {
  2486. this.x += s;
  2487. this.y += s;
  2488. return this;
  2489. }
  2490. /**
  2491. * Adds the given vectors and stores the result in this instance.
  2492. *
  2493. * @param {Vector2} a - The first vector.
  2494. * @param {Vector2} b - The second vector.
  2495. * @return {Vector2} A reference to this vector.
  2496. */
  2497. addVectors( a, b ) {
  2498. this.x = a.x + b.x;
  2499. this.y = a.y + b.y;
  2500. return this;
  2501. }
  2502. /**
  2503. * Adds the given vector scaled by the given factor to this instance.
  2504. *
  2505. * @param {Vector2} v - The vector.
  2506. * @param {number} s - The factor that scales `v`.
  2507. * @return {Vector2} A reference to this vector.
  2508. */
  2509. addScaledVector( v, s ) {
  2510. this.x += v.x * s;
  2511. this.y += v.y * s;
  2512. return this;
  2513. }
  2514. /**
  2515. * Subtracts the given vector from this instance.
  2516. *
  2517. * @param {Vector2} v - The vector to subtract.
  2518. * @return {Vector2} A reference to this vector.
  2519. */
  2520. sub( v ) {
  2521. this.x -= v.x;
  2522. this.y -= v.y;
  2523. return this;
  2524. }
  2525. /**
  2526. * Subtracts the given scalar value from all components of this instance.
  2527. *
  2528. * @param {number} s - The scalar to subtract.
  2529. * @return {Vector2} A reference to this vector.
  2530. */
  2531. subScalar( s ) {
  2532. this.x -= s;
  2533. this.y -= s;
  2534. return this;
  2535. }
  2536. /**
  2537. * Subtracts the given vectors and stores the result in this instance.
  2538. *
  2539. * @param {Vector2} a - The first vector.
  2540. * @param {Vector2} b - The second vector.
  2541. * @return {Vector2} A reference to this vector.
  2542. */
  2543. subVectors( a, b ) {
  2544. this.x = a.x - b.x;
  2545. this.y = a.y - b.y;
  2546. return this;
  2547. }
  2548. /**
  2549. * Multiplies the given vector with this instance.
  2550. *
  2551. * @param {Vector2} v - The vector to multiply.
  2552. * @return {Vector2} A reference to this vector.
  2553. */
  2554. multiply( v ) {
  2555. this.x *= v.x;
  2556. this.y *= v.y;
  2557. return this;
  2558. }
  2559. /**
  2560. * Multiplies the given scalar value with all components of this instance.
  2561. *
  2562. * @param {number} scalar - The scalar to multiply.
  2563. * @return {Vector2} A reference to this vector.
  2564. */
  2565. multiplyScalar( scalar ) {
  2566. this.x *= scalar;
  2567. this.y *= scalar;
  2568. return this;
  2569. }
  2570. /**
  2571. * Divides this instance by the given vector.
  2572. *
  2573. * @param {Vector2} v - The vector to divide.
  2574. * @return {Vector2} A reference to this vector.
  2575. */
  2576. divide( v ) {
  2577. this.x /= v.x;
  2578. this.y /= v.y;
  2579. return this;
  2580. }
  2581. /**
  2582. * Divides this vector by the given scalar.
  2583. *
  2584. * @param {number} scalar - The scalar to divide.
  2585. * @return {Vector2} A reference to this vector.
  2586. */
  2587. divideScalar( scalar ) {
  2588. return this.multiplyScalar( 1 / scalar );
  2589. }
  2590. /**
  2591. * Multiplies this vector (with an implicit 1 as the 3rd component) by
  2592. * the given 3x3 matrix.
  2593. *
  2594. * @param {Matrix3} m - The matrix to apply.
  2595. * @return {Vector2} A reference to this vector.
  2596. */
  2597. applyMatrix3( m ) {
  2598. const x = this.x, y = this.y;
  2599. const e = m.elements;
  2600. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  2601. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  2602. return this;
  2603. }
  2604. /**
  2605. * If this vector's x or y value is greater than the given vector's x or y
  2606. * value, replace that value with the corresponding min value.
  2607. *
  2608. * @param {Vector2} v - The vector.
  2609. * @return {Vector2} A reference to this vector.
  2610. */
  2611. min( v ) {
  2612. this.x = Math.min( this.x, v.x );
  2613. this.y = Math.min( this.y, v.y );
  2614. return this;
  2615. }
  2616. /**
  2617. * If this vector's x or y value is less than the given vector's x or y
  2618. * value, replace that value with the corresponding max value.
  2619. *
  2620. * @param {Vector2} v - The vector.
  2621. * @return {Vector2} A reference to this vector.
  2622. */
  2623. max( v ) {
  2624. this.x = Math.max( this.x, v.x );
  2625. this.y = Math.max( this.y, v.y );
  2626. return this;
  2627. }
  2628. /**
  2629. * If this vector's x or y value is greater than the max vector's x or y
  2630. * value, it is replaced by the corresponding value.
  2631. * If this vector's x or y value is less than the min vector's x or y value,
  2632. * it is replaced by the corresponding value.
  2633. *
  2634. * @param {Vector2} min - The minimum x and y values.
  2635. * @param {Vector2} max - The maximum x and y values in the desired range.
  2636. * @return {Vector2} A reference to this vector.
  2637. */
  2638. clamp( min, max ) {
  2639. // assumes min < max, componentwise
  2640. this.x = clamp( this.x, min.x, max.x );
  2641. this.y = clamp( this.y, min.y, max.y );
  2642. return this;
  2643. }
  2644. /**
  2645. * If this vector's x or y values are greater than the max value, they are
  2646. * replaced by the max value.
  2647. * If this vector's x or y values are less than the min value, they are
  2648. * replaced by the min value.
  2649. *
  2650. * @param {number} minVal - The minimum value the components will be clamped to.
  2651. * @param {number} maxVal - The maximum value the components will be clamped to.
  2652. * @return {Vector2} A reference to this vector.
  2653. */
  2654. clampScalar( minVal, maxVal ) {
  2655. this.x = clamp( this.x, minVal, maxVal );
  2656. this.y = clamp( this.y, minVal, maxVal );
  2657. return this;
  2658. }
  2659. /**
  2660. * If this vector's length is greater than the max value, it is replaced by
  2661. * the max value.
  2662. * If this vector's length is less than the min value, it is replaced by the
  2663. * min value.
  2664. *
  2665. * @param {number} min - The minimum value the vector length will be clamped to.
  2666. * @param {number} max - The maximum value the vector length will be clamped to.
  2667. * @return {Vector2} A reference to this vector.
  2668. */
  2669. clampLength( min, max ) {
  2670. const length = this.length();
  2671. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  2672. }
  2673. /**
  2674. * The components of this vector are rounded down to the nearest integer value.
  2675. *
  2676. * @return {Vector2} A reference to this vector.
  2677. */
  2678. floor() {
  2679. this.x = Math.floor( this.x );
  2680. this.y = Math.floor( this.y );
  2681. return this;
  2682. }
  2683. /**
  2684. * The components of this vector are rounded up to the nearest integer value.
  2685. *
  2686. * @return {Vector2} A reference to this vector.
  2687. */
  2688. ceil() {
  2689. this.x = Math.ceil( this.x );
  2690. this.y = Math.ceil( this.y );
  2691. return this;
  2692. }
  2693. /**
  2694. * The components of this vector are rounded to the nearest integer value
  2695. *
  2696. * @return {Vector2} A reference to this vector.
  2697. */
  2698. round() {
  2699. this.x = Math.round( this.x );
  2700. this.y = Math.round( this.y );
  2701. return this;
  2702. }
  2703. /**
  2704. * The components of this vector are rounded towards zero (up if negative,
  2705. * down if positive) to an integer value.
  2706. *
  2707. * @return {Vector2} A reference to this vector.
  2708. */
  2709. roundToZero() {
  2710. this.x = Math.trunc( this.x );
  2711. this.y = Math.trunc( this.y );
  2712. return this;
  2713. }
  2714. /**
  2715. * Inverts this vector - i.e. sets x = -x and y = -y.
  2716. *
  2717. * @return {Vector2} A reference to this vector.
  2718. */
  2719. negate() {
  2720. this.x = - this.x;
  2721. this.y = - this.y;
  2722. return this;
  2723. }
  2724. /**
  2725. * Calculates the dot product of the given vector with this instance.
  2726. *
  2727. * @param {Vector2} v - The vector to compute the dot product with.
  2728. * @return {number} The result of the dot product.
  2729. */
  2730. dot( v ) {
  2731. return this.x * v.x + this.y * v.y;
  2732. }
  2733. /**
  2734. * Calculates the cross product of the given vector with this instance.
  2735. *
  2736. * @param {Vector2} v - The vector to compute the cross product with.
  2737. * @return {number} The result of the cross product.
  2738. */
  2739. cross( v ) {
  2740. return this.x * v.y - this.y * v.x;
  2741. }
  2742. /**
  2743. * Computes the square of the Euclidean length (straight-line length) from
  2744. * (0, 0) to (x, y). If you are comparing the lengths of vectors, you should
  2745. * compare the length squared instead as it is slightly more efficient to calculate.
  2746. *
  2747. * @return {number} The square length of this vector.
  2748. */
  2749. lengthSq() {
  2750. return this.x * this.x + this.y * this.y;
  2751. }
  2752. /**
  2753. * Computes the Euclidean length (straight-line length) from (0, 0) to (x, y).
  2754. *
  2755. * @return {number} The length of this vector.
  2756. */
  2757. length() {
  2758. return Math.sqrt( this.x * this.x + this.y * this.y );
  2759. }
  2760. /**
  2761. * Computes the Manhattan length of this vector.
  2762. *
  2763. * @return {number} The length of this vector.
  2764. */
  2765. manhattanLength() {
  2766. return Math.abs( this.x ) + Math.abs( this.y );
  2767. }
  2768. /**
  2769. * Converts this vector to a unit vector - that is, sets it equal to a vector
  2770. * with the same direction as this one, but with a vector length of `1`.
  2771. *
  2772. * @return {Vector2} A reference to this vector.
  2773. */
  2774. normalize() {
  2775. return this.divideScalar( this.length() || 1 );
  2776. }
  2777. /**
  2778. * Computes the angle in radians of this vector with respect to the positive x-axis.
  2779. *
  2780. * @return {number} The angle in radians.
  2781. */
  2782. angle() {
  2783. const angle = Math.atan2( - this.y, - this.x ) + Math.PI;
  2784. return angle;
  2785. }
  2786. /**
  2787. * Returns the angle between the given vector and this instance in radians.
  2788. *
  2789. * @param {Vector2} v - The vector to compute the angle with.
  2790. * @return {number} The angle in radians.
  2791. */
  2792. angleTo( v ) {
  2793. const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  2794. if ( denominator === 0 ) return Math.PI / 2;
  2795. const theta = this.dot( v ) / denominator;
  2796. // clamp, to handle numerical problems
  2797. return Math.acos( clamp( theta, -1, 1 ) );
  2798. }
  2799. /**
  2800. * Computes the distance from the given vector to this instance.
  2801. *
  2802. * @param {Vector2} v - The vector to compute the distance to.
  2803. * @return {number} The distance.
  2804. */
  2805. distanceTo( v ) {
  2806. return Math.sqrt( this.distanceToSquared( v ) );
  2807. }
  2808. /**
  2809. * Computes the squared distance from the given vector to this instance.
  2810. * If you are just comparing the distance with another distance, you should compare
  2811. * the distance squared instead as it is slightly more efficient to calculate.
  2812. *
  2813. * @param {Vector2} v - The vector to compute the squared distance to.
  2814. * @return {number} The squared distance.
  2815. */
  2816. distanceToSquared( v ) {
  2817. const dx = this.x - v.x, dy = this.y - v.y;
  2818. return dx * dx + dy * dy;
  2819. }
  2820. /**
  2821. * Computes the Manhattan distance from the given vector to this instance.
  2822. *
  2823. * @param {Vector2} v - The vector to compute the Manhattan distance to.
  2824. * @return {number} The Manhattan distance.
  2825. */
  2826. manhattanDistanceTo( v ) {
  2827. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  2828. }
  2829. /**
  2830. * Sets this vector to a vector with the same direction as this one, but
  2831. * with the specified length.
  2832. *
  2833. * @param {number} length - The new length of this vector.
  2834. * @return {Vector2} A reference to this vector.
  2835. */
  2836. setLength( length ) {
  2837. return this.normalize().multiplyScalar( length );
  2838. }
  2839. /**
  2840. * Linearly interpolates between the given vector and this instance, where
  2841. * alpha is the percent distance along the line - alpha = 0 will be this
  2842. * vector, and alpha = 1 will be the given one.
  2843. *
  2844. * @param {Vector2} v - The vector to interpolate towards.
  2845. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  2846. * @return {Vector2} A reference to this vector.
  2847. */
  2848. lerp( v, alpha ) {
  2849. this.x += ( v.x - this.x ) * alpha;
  2850. this.y += ( v.y - this.y ) * alpha;
  2851. return this;
  2852. }
  2853. /**
  2854. * Linearly interpolates between the given vectors, where alpha is the percent
  2855. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  2856. * be the second one. The result is stored in this instance.
  2857. *
  2858. * @param {Vector2} v1 - The first vector.
  2859. * @param {Vector2} v2 - The second vector.
  2860. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  2861. * @return {Vector2} A reference to this vector.
  2862. */
  2863. lerpVectors( v1, v2, alpha ) {
  2864. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  2865. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  2866. return this;
  2867. }
  2868. /**
  2869. * Returns `true` if this vector is equal with the given one.
  2870. *
  2871. * @param {Vector2} v - The vector to test for equality.
  2872. * @return {boolean} Whether this vector is equal with the given one.
  2873. */
  2874. equals( v ) {
  2875. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  2876. }
  2877. /**
  2878. * Sets this vector's x value to be `array[ offset ]` and y
  2879. * value to be `array[ offset + 1 ]`.
  2880. *
  2881. * @param {Array<number>} array - An array holding the vector component values.
  2882. * @param {number} [offset=0] - The offset into the array.
  2883. * @return {Vector2} A reference to this vector.
  2884. */
  2885. fromArray( array, offset = 0 ) {
  2886. this.x = array[ offset ];
  2887. this.y = array[ offset + 1 ];
  2888. return this;
  2889. }
  2890. /**
  2891. * Writes the components of this vector to the given array. If no array is provided,
  2892. * the method returns a new instance.
  2893. *
  2894. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  2895. * @param {number} [offset=0] - Index of the first element in the array.
  2896. * @return {Array<number>} The vector components.
  2897. */
  2898. toArray( array = [], offset = 0 ) {
  2899. array[ offset ] = this.x;
  2900. array[ offset + 1 ] = this.y;
  2901. return array;
  2902. }
  2903. /**
  2904. * Sets the components of this vector from the given buffer attribute.
  2905. *
  2906. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  2907. * @param {number} index - The index into the attribute.
  2908. * @return {Vector2} A reference to this vector.
  2909. */
  2910. fromBufferAttribute( attribute, index ) {
  2911. this.x = attribute.getX( index );
  2912. this.y = attribute.getY( index );
  2913. return this;
  2914. }
  2915. /**
  2916. * Rotates this vector around the given center by the given angle.
  2917. *
  2918. * @param {Vector2} center - The point around which to rotate.
  2919. * @param {number} angle - The angle to rotate, in radians.
  2920. * @return {Vector2} A reference to this vector.
  2921. */
  2922. rotateAround( center, angle ) {
  2923. const c = Math.cos( angle ), s = Math.sin( angle );
  2924. const x = this.x - center.x;
  2925. const y = this.y - center.y;
  2926. this.x = x * c - y * s + center.x;
  2927. this.y = x * s + y * c + center.y;
  2928. return this;
  2929. }
  2930. /**
  2931. * Sets each component of this vector to a pseudo-random value between `0` and
  2932. * `1`, excluding `1`.
  2933. *
  2934. * @return {Vector2} A reference to this vector.
  2935. */
  2936. random() {
  2937. this.x = Math.random();
  2938. this.y = Math.random();
  2939. return this;
  2940. }
  2941. *[ Symbol.iterator ]() {
  2942. yield this.x;
  2943. yield this.y;
  2944. }
  2945. }
  2946. /**
  2947. * Class for representing a Quaternion. Quaternions are used in three.js to represent rotations.
  2948. *
  2949. * Iterating through a vector instance will yield its components `(x, y, z, w)` in
  2950. * the corresponding order.
  2951. *
  2952. * Note that three.js expects Quaternions to be normalized.
  2953. * ```js
  2954. * const quaternion = new THREE.Quaternion();
  2955. * quaternion.setFromAxisAngle( new THREE.Vector3( 0, 1, 0 ), Math.PI / 2 );
  2956. *
  2957. * const vector = new THREE.Vector3( 1, 0, 0 );
  2958. * vector.applyQuaternion( quaternion );
  2959. * ```
  2960. */
  2961. class Quaternion {
  2962. /**
  2963. * Constructs a new quaternion.
  2964. *
  2965. * @param {number} [x=0] - The x value of this quaternion.
  2966. * @param {number} [y=0] - The y value of this quaternion.
  2967. * @param {number} [z=0] - The z value of this quaternion.
  2968. * @param {number} [w=1] - The w value of this quaternion.
  2969. */
  2970. constructor( x = 0, y = 0, z = 0, w = 1 ) {
  2971. /**
  2972. * This flag can be used for type testing.
  2973. *
  2974. * @type {boolean}
  2975. * @readonly
  2976. * @default true
  2977. */
  2978. this.isQuaternion = true;
  2979. this._x = x;
  2980. this._y = y;
  2981. this._z = z;
  2982. this._w = w;
  2983. }
  2984. /**
  2985. * Interpolates between two quaternions via SLERP. This implementation assumes the
  2986. * quaternion data are managed in flat arrays.
  2987. *
  2988. * @param {Array<number>} dst - The destination array.
  2989. * @param {number} dstOffset - An offset into the destination array.
  2990. * @param {Array<number>} src0 - The source array of the first quaternion.
  2991. * @param {number} srcOffset0 - An offset into the first source array.
  2992. * @param {Array<number>} src1 - The source array of the second quaternion.
  2993. * @param {number} srcOffset1 - An offset into the second source array.
  2994. * @param {number} t - The interpolation factor in the range `[0,1]`.
  2995. * @see {@link Quaternion#slerp}
  2996. */
  2997. static slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  2998. let x0 = src0[ srcOffset0 + 0 ],
  2999. y0 = src0[ srcOffset0 + 1 ],
  3000. z0 = src0[ srcOffset0 + 2 ],
  3001. w0 = src0[ srcOffset0 + 3 ];
  3002. let x1 = src1[ srcOffset1 + 0 ],
  3003. y1 = src1[ srcOffset1 + 1 ],
  3004. z1 = src1[ srcOffset1 + 2 ],
  3005. w1 = src1[ srcOffset1 + 3 ];
  3006. if ( t <= 0 ) {
  3007. dst[ dstOffset + 0 ] = x0;
  3008. dst[ dstOffset + 1 ] = y0;
  3009. dst[ dstOffset + 2 ] = z0;
  3010. dst[ dstOffset + 3 ] = w0;
  3011. return;
  3012. }
  3013. if ( t >= 1 ) {
  3014. dst[ dstOffset + 0 ] = x1;
  3015. dst[ dstOffset + 1 ] = y1;
  3016. dst[ dstOffset + 2 ] = z1;
  3017. dst[ dstOffset + 3 ] = w1;
  3018. return;
  3019. }
  3020. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  3021. let dot = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1;
  3022. if ( dot < 0 ) {
  3023. x1 = - x1;
  3024. y1 = - y1;
  3025. z1 = - z1;
  3026. w1 = - w1;
  3027. dot = - dot;
  3028. }
  3029. let s = 1 - t;
  3030. if ( dot < 0.9995 ) {
  3031. // slerp
  3032. const theta = Math.acos( dot );
  3033. const sin = Math.sin( theta );
  3034. s = Math.sin( s * theta ) / sin;
  3035. t = Math.sin( t * theta ) / sin;
  3036. x0 = x0 * s + x1 * t;
  3037. y0 = y0 * s + y1 * t;
  3038. z0 = z0 * s + z1 * t;
  3039. w0 = w0 * s + w1 * t;
  3040. } else {
  3041. // for small angles, lerp then normalize
  3042. x0 = x0 * s + x1 * t;
  3043. y0 = y0 * s + y1 * t;
  3044. z0 = z0 * s + z1 * t;
  3045. w0 = w0 * s + w1 * t;
  3046. const f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  3047. x0 *= f;
  3048. y0 *= f;
  3049. z0 *= f;
  3050. w0 *= f;
  3051. }
  3052. }
  3053. dst[ dstOffset ] = x0;
  3054. dst[ dstOffset + 1 ] = y0;
  3055. dst[ dstOffset + 2 ] = z0;
  3056. dst[ dstOffset + 3 ] = w0;
  3057. }
  3058. /**
  3059. * Multiplies two quaternions. This implementation assumes the quaternion data are managed
  3060. * in flat arrays.
  3061. *
  3062. * @param {Array<number>} dst - The destination array.
  3063. * @param {number} dstOffset - An offset into the destination array.
  3064. * @param {Array<number>} src0 - The source array of the first quaternion.
  3065. * @param {number} srcOffset0 - An offset into the first source array.
  3066. * @param {Array<number>} src1 - The source array of the second quaternion.
  3067. * @param {number} srcOffset1 - An offset into the second source array.
  3068. * @return {Array<number>} The destination array.
  3069. * @see {@link Quaternion#multiplyQuaternions}.
  3070. */
  3071. static multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {
  3072. const x0 = src0[ srcOffset0 ];
  3073. const y0 = src0[ srcOffset0 + 1 ];
  3074. const z0 = src0[ srcOffset0 + 2 ];
  3075. const w0 = src0[ srcOffset0 + 3 ];
  3076. const x1 = src1[ srcOffset1 ];
  3077. const y1 = src1[ srcOffset1 + 1 ];
  3078. const z1 = src1[ srcOffset1 + 2 ];
  3079. const w1 = src1[ srcOffset1 + 3 ];
  3080. dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
  3081. dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
  3082. dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
  3083. dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;
  3084. return dst;
  3085. }
  3086. /**
  3087. * The x value of this quaternion.
  3088. *
  3089. * @type {number}
  3090. * @default 0
  3091. */
  3092. get x() {
  3093. return this._x;
  3094. }
  3095. set x( value ) {
  3096. this._x = value;
  3097. this._onChangeCallback();
  3098. }
  3099. /**
  3100. * The y value of this quaternion.
  3101. *
  3102. * @type {number}
  3103. * @default 0
  3104. */
  3105. get y() {
  3106. return this._y;
  3107. }
  3108. set y( value ) {
  3109. this._y = value;
  3110. this._onChangeCallback();
  3111. }
  3112. /**
  3113. * The z value of this quaternion.
  3114. *
  3115. * @type {number}
  3116. * @default 0
  3117. */
  3118. get z() {
  3119. return this._z;
  3120. }
  3121. set z( value ) {
  3122. this._z = value;
  3123. this._onChangeCallback();
  3124. }
  3125. /**
  3126. * The w value of this quaternion.
  3127. *
  3128. * @type {number}
  3129. * @default 1
  3130. */
  3131. get w() {
  3132. return this._w;
  3133. }
  3134. set w( value ) {
  3135. this._w = value;
  3136. this._onChangeCallback();
  3137. }
  3138. /**
  3139. * Sets the quaternion components.
  3140. *
  3141. * @param {number} x - The x value of this quaternion.
  3142. * @param {number} y - The y value of this quaternion.
  3143. * @param {number} z - The z value of this quaternion.
  3144. * @param {number} w - The w value of this quaternion.
  3145. * @return {Quaternion} A reference to this quaternion.
  3146. */
  3147. set( x, y, z, w ) {
  3148. this._x = x;
  3149. this._y = y;
  3150. this._z = z;
  3151. this._w = w;
  3152. this._onChangeCallback();
  3153. return this;
  3154. }
  3155. /**
  3156. * Returns a new quaternion with copied values from this instance.
  3157. *
  3158. * @return {Quaternion} A clone of this instance.
  3159. */
  3160. clone() {
  3161. return new this.constructor( this._x, this._y, this._z, this._w );
  3162. }
  3163. /**
  3164. * Copies the values of the given quaternion to this instance.
  3165. *
  3166. * @param {Quaternion} quaternion - The quaternion to copy.
  3167. * @return {Quaternion} A reference to this quaternion.
  3168. */
  3169. copy( quaternion ) {
  3170. this._x = quaternion.x;
  3171. this._y = quaternion.y;
  3172. this._z = quaternion.z;
  3173. this._w = quaternion.w;
  3174. this._onChangeCallback();
  3175. return this;
  3176. }
  3177. /**
  3178. * Sets this quaternion from the rotation specified by the given
  3179. * Euler angles.
  3180. *
  3181. * @param {Euler} euler - The Euler angles.
  3182. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  3183. * @return {Quaternion} A reference to this quaternion.
  3184. */
  3185. setFromEuler( euler, update = true ) {
  3186. const x = euler._x, y = euler._y, z = euler._z, order = euler._order;
  3187. // http://www.mathworks.com/matlabcentral/fileexchange/
  3188. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  3189. // content/SpinCalc.m
  3190. const cos = Math.cos;
  3191. const sin = Math.sin;
  3192. const c1 = cos( x / 2 );
  3193. const c2 = cos( y / 2 );
  3194. const c3 = cos( z / 2 );
  3195. const s1 = sin( x / 2 );
  3196. const s2 = sin( y / 2 );
  3197. const s3 = sin( z / 2 );
  3198. switch ( order ) {
  3199. case 'XYZ':
  3200. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  3201. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  3202. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  3203. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  3204. break;
  3205. case 'YXZ':
  3206. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  3207. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  3208. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  3209. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  3210. break;
  3211. case 'ZXY':
  3212. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  3213. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  3214. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  3215. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  3216. break;
  3217. case 'ZYX':
  3218. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  3219. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  3220. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  3221. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  3222. break;
  3223. case 'YZX':
  3224. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  3225. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  3226. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  3227. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  3228. break;
  3229. case 'XZY':
  3230. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  3231. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  3232. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  3233. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  3234. break;
  3235. default:
  3236. warn( 'Quaternion: .setFromEuler() encountered an unknown order: ' + order );
  3237. }
  3238. if ( update === true ) this._onChangeCallback();
  3239. return this;
  3240. }
  3241. /**
  3242. * Sets this quaternion from the given axis and angle.
  3243. *
  3244. * @param {Vector3} axis - The normalized axis.
  3245. * @param {number} angle - The angle in radians.
  3246. * @return {Quaternion} A reference to this quaternion.
  3247. */
  3248. setFromAxisAngle( axis, angle ) {
  3249. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  3250. const halfAngle = angle / 2, s = Math.sin( halfAngle );
  3251. this._x = axis.x * s;
  3252. this._y = axis.y * s;
  3253. this._z = axis.z * s;
  3254. this._w = Math.cos( halfAngle );
  3255. this._onChangeCallback();
  3256. return this;
  3257. }
  3258. /**
  3259. * Sets this quaternion from the given rotation matrix.
  3260. *
  3261. * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).
  3262. * @return {Quaternion} A reference to this quaternion.
  3263. */
  3264. setFromRotationMatrix( m ) {
  3265. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  3266. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3267. const te = m.elements,
  3268. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  3269. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  3270. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  3271. trace = m11 + m22 + m33;
  3272. if ( trace > 0 ) {
  3273. const s = 0.5 / Math.sqrt( trace + 1.0 );
  3274. this._w = 0.25 / s;
  3275. this._x = ( m32 - m23 ) * s;
  3276. this._y = ( m13 - m31 ) * s;
  3277. this._z = ( m21 - m12 ) * s;
  3278. } else if ( m11 > m22 && m11 > m33 ) {
  3279. const s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  3280. this._w = ( m32 - m23 ) / s;
  3281. this._x = 0.25 * s;
  3282. this._y = ( m12 + m21 ) / s;
  3283. this._z = ( m13 + m31 ) / s;
  3284. } else if ( m22 > m33 ) {
  3285. const s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  3286. this._w = ( m13 - m31 ) / s;
  3287. this._x = ( m12 + m21 ) / s;
  3288. this._y = 0.25 * s;
  3289. this._z = ( m23 + m32 ) / s;
  3290. } else {
  3291. const s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  3292. this._w = ( m21 - m12 ) / s;
  3293. this._x = ( m13 + m31 ) / s;
  3294. this._y = ( m23 + m32 ) / s;
  3295. this._z = 0.25 * s;
  3296. }
  3297. this._onChangeCallback();
  3298. return this;
  3299. }
  3300. /**
  3301. * Sets this quaternion to the rotation required to rotate the direction vector
  3302. * `vFrom` to the direction vector `vTo`.
  3303. *
  3304. * @param {Vector3} vFrom - The first (normalized) direction vector.
  3305. * @param {Vector3} vTo - The second (normalized) direction vector.
  3306. * @return {Quaternion} A reference to this quaternion.
  3307. */
  3308. setFromUnitVectors( vFrom, vTo ) {
  3309. // assumes direction vectors vFrom and vTo are normalized
  3310. let r = vFrom.dot( vTo ) + 1;
  3311. if ( r < 1e-8 ) { // the epsilon value has been discussed in #31286
  3312. // vFrom and vTo point in opposite directions
  3313. r = 0;
  3314. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  3315. this._x = - vFrom.y;
  3316. this._y = vFrom.x;
  3317. this._z = 0;
  3318. this._w = r;
  3319. } else {
  3320. this._x = 0;
  3321. this._y = - vFrom.z;
  3322. this._z = vFrom.y;
  3323. this._w = r;
  3324. }
  3325. } else {
  3326. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  3327. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  3328. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  3329. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  3330. this._w = r;
  3331. }
  3332. return this.normalize();
  3333. }
  3334. /**
  3335. * Returns the angle between this quaternion and the given one in radians.
  3336. *
  3337. * @param {Quaternion} q - The quaternion to compute the angle with.
  3338. * @return {number} The angle in radians.
  3339. */
  3340. angleTo( q ) {
  3341. return 2 * Math.acos( Math.abs( clamp( this.dot( q ), -1, 1 ) ) );
  3342. }
  3343. /**
  3344. * Rotates this quaternion by a given angular step to the given quaternion.
  3345. * The method ensures that the final quaternion will not overshoot `q`.
  3346. *
  3347. * @param {Quaternion} q - The target quaternion.
  3348. * @param {number} step - The angular step in radians.
  3349. * @return {Quaternion} A reference to this quaternion.
  3350. */
  3351. rotateTowards( q, step ) {
  3352. const angle = this.angleTo( q );
  3353. if ( angle === 0 ) return this;
  3354. const t = Math.min( 1, step / angle );
  3355. this.slerp( q, t );
  3356. return this;
  3357. }
  3358. /**
  3359. * Sets this quaternion to the identity quaternion; that is, to the
  3360. * quaternion that represents "no rotation".
  3361. *
  3362. * @return {Quaternion} A reference to this quaternion.
  3363. */
  3364. identity() {
  3365. return this.set( 0, 0, 0, 1 );
  3366. }
  3367. /**
  3368. * Inverts this quaternion via {@link Quaternion#conjugate}. The
  3369. * quaternion is assumed to have unit length.
  3370. *
  3371. * @return {Quaternion} A reference to this quaternion.
  3372. */
  3373. invert() {
  3374. return this.conjugate();
  3375. }
  3376. /**
  3377. * Returns the rotational conjugate of this quaternion. The conjugate of a
  3378. * quaternion represents the same rotation in the opposite direction about
  3379. * the rotational axis.
  3380. *
  3381. * @return {Quaternion} A reference to this quaternion.
  3382. */
  3383. conjugate() {
  3384. this._x *= -1;
  3385. this._y *= -1;
  3386. this._z *= -1;
  3387. this._onChangeCallback();
  3388. return this;
  3389. }
  3390. /**
  3391. * Calculates the dot product of this quaternion and the given one.
  3392. *
  3393. * @param {Quaternion} v - The quaternion to compute the dot product with.
  3394. * @return {number} The result of the dot product.
  3395. */
  3396. dot( v ) {
  3397. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  3398. }
  3399. /**
  3400. * Computes the squared Euclidean length (straight-line length) of this quaternion,
  3401. * considered as a 4 dimensional vector. This can be useful if you are comparing the
  3402. * lengths of two quaternions, as this is a slightly more efficient calculation than
  3403. * {@link Quaternion#length}.
  3404. *
  3405. * @return {number} The squared Euclidean length.
  3406. */
  3407. lengthSq() {
  3408. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  3409. }
  3410. /**
  3411. * Computes the Euclidean length (straight-line length) of this quaternion,
  3412. * considered as a 4 dimensional vector.
  3413. *
  3414. * @return {number} The Euclidean length.
  3415. */
  3416. length() {
  3417. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  3418. }
  3419. /**
  3420. * Normalizes this quaternion - that is, calculated the quaternion that performs
  3421. * the same rotation as this one, but has a length equal to `1`.
  3422. *
  3423. * @return {Quaternion} A reference to this quaternion.
  3424. */
  3425. normalize() {
  3426. let l = this.length();
  3427. if ( l === 0 ) {
  3428. this._x = 0;
  3429. this._y = 0;
  3430. this._z = 0;
  3431. this._w = 1;
  3432. } else {
  3433. l = 1 / l;
  3434. this._x = this._x * l;
  3435. this._y = this._y * l;
  3436. this._z = this._z * l;
  3437. this._w = this._w * l;
  3438. }
  3439. this._onChangeCallback();
  3440. return this;
  3441. }
  3442. /**
  3443. * Multiplies this quaternion by the given one.
  3444. *
  3445. * @param {Quaternion} q - The quaternion.
  3446. * @return {Quaternion} A reference to this quaternion.
  3447. */
  3448. multiply( q ) {
  3449. return this.multiplyQuaternions( this, q );
  3450. }
  3451. /**
  3452. * Pre-multiplies this quaternion by the given one.
  3453. *
  3454. * @param {Quaternion} q - The quaternion.
  3455. * @return {Quaternion} A reference to this quaternion.
  3456. */
  3457. premultiply( q ) {
  3458. return this.multiplyQuaternions( q, this );
  3459. }
  3460. /**
  3461. * Multiplies the given quaternions and stores the result in this instance.
  3462. *
  3463. * @param {Quaternion} a - The first quaternion.
  3464. * @param {Quaternion} b - The second quaternion.
  3465. * @return {Quaternion} A reference to this quaternion.
  3466. */
  3467. multiplyQuaternions( a, b ) {
  3468. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  3469. const qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  3470. const qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  3471. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  3472. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  3473. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  3474. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  3475. this._onChangeCallback();
  3476. return this;
  3477. }
  3478. /**
  3479. * Performs a spherical linear interpolation between quaternions.
  3480. *
  3481. * @param {Quaternion} qb - The target quaternion.
  3482. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  3483. * @return {Quaternion} A reference to this quaternion.
  3484. */
  3485. slerp( qb, t ) {
  3486. if ( t <= 0 ) return this;
  3487. if ( t >= 1 ) return this.copy( qb ); // copy calls _onChangeCallback()
  3488. let x = qb._x, y = qb._y, z = qb._z, w = qb._w;
  3489. let dot = this.dot( qb );
  3490. if ( dot < 0 ) {
  3491. x = - x;
  3492. y = - y;
  3493. z = - z;
  3494. w = - w;
  3495. dot = - dot;
  3496. }
  3497. let s = 1 - t;
  3498. if ( dot < 0.9995 ) {
  3499. // slerp
  3500. const theta = Math.acos( dot );
  3501. const sin = Math.sin( theta );
  3502. s = Math.sin( s * theta ) / sin;
  3503. t = Math.sin( t * theta ) / sin;
  3504. this._x = this._x * s + x * t;
  3505. this._y = this._y * s + y * t;
  3506. this._z = this._z * s + z * t;
  3507. this._w = this._w * s + w * t;
  3508. this._onChangeCallback();
  3509. } else {
  3510. // for small angles, lerp then normalize
  3511. this._x = this._x * s + x * t;
  3512. this._y = this._y * s + y * t;
  3513. this._z = this._z * s + z * t;
  3514. this._w = this._w * s + w * t;
  3515. this.normalize(); // normalize calls _onChangeCallback()
  3516. }
  3517. return this;
  3518. }
  3519. /**
  3520. * Performs a spherical linear interpolation between the given quaternions
  3521. * and stores the result in this quaternion.
  3522. *
  3523. * @param {Quaternion} qa - The source quaternion.
  3524. * @param {Quaternion} qb - The target quaternion.
  3525. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  3526. * @return {Quaternion} A reference to this quaternion.
  3527. */
  3528. slerpQuaternions( qa, qb, t ) {
  3529. return this.copy( qa ).slerp( qb, t );
  3530. }
  3531. /**
  3532. * Sets this quaternion to a uniformly random, normalized quaternion.
  3533. *
  3534. * @return {Quaternion} A reference to this quaternion.
  3535. */
  3536. random() {
  3537. // Ken Shoemake
  3538. // Uniform random rotations
  3539. // D. Kirk, editor, Graphics Gems III, pages 124-132. Academic Press, New York, 1992.
  3540. const theta1 = 2 * Math.PI * Math.random();
  3541. const theta2 = 2 * Math.PI * Math.random();
  3542. const x0 = Math.random();
  3543. const r1 = Math.sqrt( 1 - x0 );
  3544. const r2 = Math.sqrt( x0 );
  3545. return this.set(
  3546. r1 * Math.sin( theta1 ),
  3547. r1 * Math.cos( theta1 ),
  3548. r2 * Math.sin( theta2 ),
  3549. r2 * Math.cos( theta2 ),
  3550. );
  3551. }
  3552. /**
  3553. * Returns `true` if this quaternion is equal with the given one.
  3554. *
  3555. * @param {Quaternion} quaternion - The quaternion to test for equality.
  3556. * @return {boolean} Whether this quaternion is equal with the given one.
  3557. */
  3558. equals( quaternion ) {
  3559. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  3560. }
  3561. /**
  3562. * Sets this quaternion's components from the given array.
  3563. *
  3564. * @param {Array<number>} array - An array holding the quaternion component values.
  3565. * @param {number} [offset=0] - The offset into the array.
  3566. * @return {Quaternion} A reference to this quaternion.
  3567. */
  3568. fromArray( array, offset = 0 ) {
  3569. this._x = array[ offset ];
  3570. this._y = array[ offset + 1 ];
  3571. this._z = array[ offset + 2 ];
  3572. this._w = array[ offset + 3 ];
  3573. this._onChangeCallback();
  3574. return this;
  3575. }
  3576. /**
  3577. * Writes the components of this quaternion to the given array. If no array is provided,
  3578. * the method returns a new instance.
  3579. *
  3580. * @param {Array<number>} [array=[]] - The target array holding the quaternion components.
  3581. * @param {number} [offset=0] - Index of the first element in the array.
  3582. * @return {Array<number>} The quaternion components.
  3583. */
  3584. toArray( array = [], offset = 0 ) {
  3585. array[ offset ] = this._x;
  3586. array[ offset + 1 ] = this._y;
  3587. array[ offset + 2 ] = this._z;
  3588. array[ offset + 3 ] = this._w;
  3589. return array;
  3590. }
  3591. /**
  3592. * Sets the components of this quaternion from the given buffer attribute.
  3593. *
  3594. * @param {BufferAttribute} attribute - The buffer attribute holding quaternion data.
  3595. * @param {number} index - The index into the attribute.
  3596. * @return {Quaternion} A reference to this quaternion.
  3597. */
  3598. fromBufferAttribute( attribute, index ) {
  3599. this._x = attribute.getX( index );
  3600. this._y = attribute.getY( index );
  3601. this._z = attribute.getZ( index );
  3602. this._w = attribute.getW( index );
  3603. this._onChangeCallback();
  3604. return this;
  3605. }
  3606. /**
  3607. * This methods defines the serialization result of this class. Returns the
  3608. * numerical elements of this quaternion in an array of format `[x, y, z, w]`.
  3609. *
  3610. * @return {Array<number>} The serialized quaternion.
  3611. */
  3612. toJSON() {
  3613. return this.toArray();
  3614. }
  3615. _onChange( callback ) {
  3616. this._onChangeCallback = callback;
  3617. return this;
  3618. }
  3619. _onChangeCallback() {}
  3620. *[ Symbol.iterator ]() {
  3621. yield this._x;
  3622. yield this._y;
  3623. yield this._z;
  3624. yield this._w;
  3625. }
  3626. }
  3627. /**
  3628. * Class representing a 3D vector. A 3D vector is an ordered triplet of numbers
  3629. * (labeled x, y and z), which can be used to represent a number of things, such as:
  3630. *
  3631. * - A point in 3D space.
  3632. * - A direction and length in 3D space. In three.js the length will
  3633. * always be the Euclidean distance(straight-line distance) from `(0, 0, 0)` to `(x, y, z)`
  3634. * and the direction is also measured from `(0, 0, 0)` towards `(x, y, z)`.
  3635. * - Any arbitrary ordered triplet of numbers.
  3636. *
  3637. * There are other things a 3D vector can be used to represent, such as
  3638. * momentum vectors and so on, however these are the most
  3639. * common uses in three.js.
  3640. *
  3641. * Iterating through a vector instance will yield its components `(x, y, z)` in
  3642. * the corresponding order.
  3643. * ```js
  3644. * const a = new THREE.Vector3( 0, 1, 0 );
  3645. *
  3646. * //no arguments; will be initialised to (0, 0, 0)
  3647. * const b = new THREE.Vector3( );
  3648. *
  3649. * const d = a.distanceTo( b );
  3650. * ```
  3651. */
  3652. class Vector3 {
  3653. /**
  3654. * Constructs a new 3D vector.
  3655. *
  3656. * @param {number} [x=0] - The x value of this vector.
  3657. * @param {number} [y=0] - The y value of this vector.
  3658. * @param {number} [z=0] - The z value of this vector.
  3659. */
  3660. constructor( x = 0, y = 0, z = 0 ) {
  3661. /**
  3662. * This flag can be used for type testing.
  3663. *
  3664. * @type {boolean}
  3665. * @readonly
  3666. * @default true
  3667. */
  3668. Vector3.prototype.isVector3 = true;
  3669. /**
  3670. * The x value of this vector.
  3671. *
  3672. * @type {number}
  3673. */
  3674. this.x = x;
  3675. /**
  3676. * The y value of this vector.
  3677. *
  3678. * @type {number}
  3679. */
  3680. this.y = y;
  3681. /**
  3682. * The z value of this vector.
  3683. *
  3684. * @type {number}
  3685. */
  3686. this.z = z;
  3687. }
  3688. /**
  3689. * Sets the vector components.
  3690. *
  3691. * @param {number} x - The value of the x component.
  3692. * @param {number} y - The value of the y component.
  3693. * @param {number} z - The value of the z component.
  3694. * @return {Vector3} A reference to this vector.
  3695. */
  3696. set( x, y, z ) {
  3697. if ( z === undefined ) z = this.z; // sprite.scale.set(x,y)
  3698. this.x = x;
  3699. this.y = y;
  3700. this.z = z;
  3701. return this;
  3702. }
  3703. /**
  3704. * Sets the vector components to the same value.
  3705. *
  3706. * @param {number} scalar - The value to set for all vector components.
  3707. * @return {Vector3} A reference to this vector.
  3708. */
  3709. setScalar( scalar ) {
  3710. this.x = scalar;
  3711. this.y = scalar;
  3712. this.z = scalar;
  3713. return this;
  3714. }
  3715. /**
  3716. * Sets the vector's x component to the given value
  3717. *
  3718. * @param {number} x - The value to set.
  3719. * @return {Vector3} A reference to this vector.
  3720. */
  3721. setX( x ) {
  3722. this.x = x;
  3723. return this;
  3724. }
  3725. /**
  3726. * Sets the vector's y component to the given value
  3727. *
  3728. * @param {number} y - The value to set.
  3729. * @return {Vector3} A reference to this vector.
  3730. */
  3731. setY( y ) {
  3732. this.y = y;
  3733. return this;
  3734. }
  3735. /**
  3736. * Sets the vector's z component to the given value
  3737. *
  3738. * @param {number} z - The value to set.
  3739. * @return {Vector3} A reference to this vector.
  3740. */
  3741. setZ( z ) {
  3742. this.z = z;
  3743. return this;
  3744. }
  3745. /**
  3746. * Allows to set a vector component with an index.
  3747. *
  3748. * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.
  3749. * @param {number} value - The value to set.
  3750. * @return {Vector3} A reference to this vector.
  3751. */
  3752. setComponent( index, value ) {
  3753. switch ( index ) {
  3754. case 0: this.x = value; break;
  3755. case 1: this.y = value; break;
  3756. case 2: this.z = value; break;
  3757. default: throw new Error( 'index is out of range: ' + index );
  3758. }
  3759. return this;
  3760. }
  3761. /**
  3762. * Returns the value of the vector component which matches the given index.
  3763. *
  3764. * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.
  3765. * @return {number} A vector component value.
  3766. */
  3767. getComponent( index ) {
  3768. switch ( index ) {
  3769. case 0: return this.x;
  3770. case 1: return this.y;
  3771. case 2: return this.z;
  3772. default: throw new Error( 'index is out of range: ' + index );
  3773. }
  3774. }
  3775. /**
  3776. * Returns a new vector with copied values from this instance.
  3777. *
  3778. * @return {Vector3} A clone of this instance.
  3779. */
  3780. clone() {
  3781. return new this.constructor( this.x, this.y, this.z );
  3782. }
  3783. /**
  3784. * Copies the values of the given vector to this instance.
  3785. *
  3786. * @param {Vector3} v - The vector to copy.
  3787. * @return {Vector3} A reference to this vector.
  3788. */
  3789. copy( v ) {
  3790. this.x = v.x;
  3791. this.y = v.y;
  3792. this.z = v.z;
  3793. return this;
  3794. }
  3795. /**
  3796. * Adds the given vector to this instance.
  3797. *
  3798. * @param {Vector3} v - The vector to add.
  3799. * @return {Vector3} A reference to this vector.
  3800. */
  3801. add( v ) {
  3802. this.x += v.x;
  3803. this.y += v.y;
  3804. this.z += v.z;
  3805. return this;
  3806. }
  3807. /**
  3808. * Adds the given scalar value to all components of this instance.
  3809. *
  3810. * @param {number} s - The scalar to add.
  3811. * @return {Vector3} A reference to this vector.
  3812. */
  3813. addScalar( s ) {
  3814. this.x += s;
  3815. this.y += s;
  3816. this.z += s;
  3817. return this;
  3818. }
  3819. /**
  3820. * Adds the given vectors and stores the result in this instance.
  3821. *
  3822. * @param {Vector3} a - The first vector.
  3823. * @param {Vector3} b - The second vector.
  3824. * @return {Vector3} A reference to this vector.
  3825. */
  3826. addVectors( a, b ) {
  3827. this.x = a.x + b.x;
  3828. this.y = a.y + b.y;
  3829. this.z = a.z + b.z;
  3830. return this;
  3831. }
  3832. /**
  3833. * Adds the given vector scaled by the given factor to this instance.
  3834. *
  3835. * @param {Vector3|Vector4} v - The vector.
  3836. * @param {number} s - The factor that scales `v`.
  3837. * @return {Vector3} A reference to this vector.
  3838. */
  3839. addScaledVector( v, s ) {
  3840. this.x += v.x * s;
  3841. this.y += v.y * s;
  3842. this.z += v.z * s;
  3843. return this;
  3844. }
  3845. /**
  3846. * Subtracts the given vector from this instance.
  3847. *
  3848. * @param {Vector3} v - The vector to subtract.
  3849. * @return {Vector3} A reference to this vector.
  3850. */
  3851. sub( v ) {
  3852. this.x -= v.x;
  3853. this.y -= v.y;
  3854. this.z -= v.z;
  3855. return this;
  3856. }
  3857. /**
  3858. * Subtracts the given scalar value from all components of this instance.
  3859. *
  3860. * @param {number} s - The scalar to subtract.
  3861. * @return {Vector3} A reference to this vector.
  3862. */
  3863. subScalar( s ) {
  3864. this.x -= s;
  3865. this.y -= s;
  3866. this.z -= s;
  3867. return this;
  3868. }
  3869. /**
  3870. * Subtracts the given vectors and stores the result in this instance.
  3871. *
  3872. * @param {Vector3} a - The first vector.
  3873. * @param {Vector3} b - The second vector.
  3874. * @return {Vector3} A reference to this vector.
  3875. */
  3876. subVectors( a, b ) {
  3877. this.x = a.x - b.x;
  3878. this.y = a.y - b.y;
  3879. this.z = a.z - b.z;
  3880. return this;
  3881. }
  3882. /**
  3883. * Multiplies the given vector with this instance.
  3884. *
  3885. * @param {Vector3} v - The vector to multiply.
  3886. * @return {Vector3} A reference to this vector.
  3887. */
  3888. multiply( v ) {
  3889. this.x *= v.x;
  3890. this.y *= v.y;
  3891. this.z *= v.z;
  3892. return this;
  3893. }
  3894. /**
  3895. * Multiplies the given scalar value with all components of this instance.
  3896. *
  3897. * @param {number} scalar - The scalar to multiply.
  3898. * @return {Vector3} A reference to this vector.
  3899. */
  3900. multiplyScalar( scalar ) {
  3901. this.x *= scalar;
  3902. this.y *= scalar;
  3903. this.z *= scalar;
  3904. return this;
  3905. }
  3906. /**
  3907. * Multiplies the given vectors and stores the result in this instance.
  3908. *
  3909. * @param {Vector3} a - The first vector.
  3910. * @param {Vector3} b - The second vector.
  3911. * @return {Vector3} A reference to this vector.
  3912. */
  3913. multiplyVectors( a, b ) {
  3914. this.x = a.x * b.x;
  3915. this.y = a.y * b.y;
  3916. this.z = a.z * b.z;
  3917. return this;
  3918. }
  3919. /**
  3920. * Applies the given Euler rotation to this vector.
  3921. *
  3922. * @param {Euler} euler - The Euler angles.
  3923. * @return {Vector3} A reference to this vector.
  3924. */
  3925. applyEuler( euler ) {
  3926. return this.applyQuaternion( _quaternion$4.setFromEuler( euler ) );
  3927. }
  3928. /**
  3929. * Applies a rotation specified by an axis and an angle to this vector.
  3930. *
  3931. * @param {Vector3} axis - A normalized vector representing the rotation axis.
  3932. * @param {number} angle - The angle in radians.
  3933. * @return {Vector3} A reference to this vector.
  3934. */
  3935. applyAxisAngle( axis, angle ) {
  3936. return this.applyQuaternion( _quaternion$4.setFromAxisAngle( axis, angle ) );
  3937. }
  3938. /**
  3939. * Multiplies this vector with the given 3x3 matrix.
  3940. *
  3941. * @param {Matrix3} m - The 3x3 matrix.
  3942. * @return {Vector3} A reference to this vector.
  3943. */
  3944. applyMatrix3( m ) {
  3945. const x = this.x, y = this.y, z = this.z;
  3946. const e = m.elements;
  3947. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  3948. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  3949. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  3950. return this;
  3951. }
  3952. /**
  3953. * Multiplies this vector by the given normal matrix and normalizes
  3954. * the result.
  3955. *
  3956. * @param {Matrix3} m - The normal matrix.
  3957. * @return {Vector3} A reference to this vector.
  3958. */
  3959. applyNormalMatrix( m ) {
  3960. return this.applyMatrix3( m ).normalize();
  3961. }
  3962. /**
  3963. * Multiplies this vector (with an implicit 1 in the 4th dimension) by m, and
  3964. * divides by perspective.
  3965. *
  3966. * @param {Matrix4} m - The matrix to apply.
  3967. * @return {Vector3} A reference to this vector.
  3968. */
  3969. applyMatrix4( m ) {
  3970. const x = this.x, y = this.y, z = this.z;
  3971. const e = m.elements;
  3972. const w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  3973. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  3974. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  3975. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  3976. return this;
  3977. }
  3978. /**
  3979. * Applies the given Quaternion to this vector.
  3980. *
  3981. * @param {Quaternion} q - The Quaternion.
  3982. * @return {Vector3} A reference to this vector.
  3983. */
  3984. applyQuaternion( q ) {
  3985. // quaternion q is assumed to have unit length
  3986. const vx = this.x, vy = this.y, vz = this.z;
  3987. const qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  3988. // t = 2 * cross( q.xyz, v );
  3989. const tx = 2 * ( qy * vz - qz * vy );
  3990. const ty = 2 * ( qz * vx - qx * vz );
  3991. const tz = 2 * ( qx * vy - qy * vx );
  3992. // v + q.w * t + cross( q.xyz, t );
  3993. this.x = vx + qw * tx + qy * tz - qz * ty;
  3994. this.y = vy + qw * ty + qz * tx - qx * tz;
  3995. this.z = vz + qw * tz + qx * ty - qy * tx;
  3996. return this;
  3997. }
  3998. /**
  3999. * Projects this vector from world space into the camera's normalized
  4000. * device coordinate (NDC) space.
  4001. *
  4002. * @param {Camera} camera - The camera.
  4003. * @return {Vector3} A reference to this vector.
  4004. */
  4005. project( camera ) {
  4006. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  4007. }
  4008. /**
  4009. * Unprojects this vector from the camera's normalized device coordinate (NDC)
  4010. * space into world space.
  4011. *
  4012. * @param {Camera} camera - The camera.
  4013. * @return {Vector3} A reference to this vector.
  4014. */
  4015. unproject( camera ) {
  4016. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  4017. }
  4018. /**
  4019. * Transforms the direction of this vector by a matrix (the upper left 3 x 3
  4020. * subset of the given 4x4 matrix and then normalizes the result.
  4021. *
  4022. * @param {Matrix4} m - The matrix.
  4023. * @return {Vector3} A reference to this vector.
  4024. */
  4025. transformDirection( m ) {
  4026. // input: THREE.Matrix4 affine matrix
  4027. // vector interpreted as a direction
  4028. const x = this.x, y = this.y, z = this.z;
  4029. const e = m.elements;
  4030. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  4031. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  4032. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  4033. return this.normalize();
  4034. }
  4035. /**
  4036. * Divides this instance by the given vector.
  4037. *
  4038. * @param {Vector3} v - The vector to divide.
  4039. * @return {Vector3} A reference to this vector.
  4040. */
  4041. divide( v ) {
  4042. this.x /= v.x;
  4043. this.y /= v.y;
  4044. this.z /= v.z;
  4045. return this;
  4046. }
  4047. /**
  4048. * Divides this vector by the given scalar.
  4049. *
  4050. * @param {number} scalar - The scalar to divide.
  4051. * @return {Vector3} A reference to this vector.
  4052. */
  4053. divideScalar( scalar ) {
  4054. return this.multiplyScalar( 1 / scalar );
  4055. }
  4056. /**
  4057. * If this vector's x, y or z value is greater than the given vector's x, y or z
  4058. * value, replace that value with the corresponding min value.
  4059. *
  4060. * @param {Vector3} v - The vector.
  4061. * @return {Vector3} A reference to this vector.
  4062. */
  4063. min( v ) {
  4064. this.x = Math.min( this.x, v.x );
  4065. this.y = Math.min( this.y, v.y );
  4066. this.z = Math.min( this.z, v.z );
  4067. return this;
  4068. }
  4069. /**
  4070. * If this vector's x, y or z value is less than the given vector's x, y or z
  4071. * value, replace that value with the corresponding max value.
  4072. *
  4073. * @param {Vector3} v - The vector.
  4074. * @return {Vector3} A reference to this vector.
  4075. */
  4076. max( v ) {
  4077. this.x = Math.max( this.x, v.x );
  4078. this.y = Math.max( this.y, v.y );
  4079. this.z = Math.max( this.z, v.z );
  4080. return this;
  4081. }
  4082. /**
  4083. * If this vector's x, y or z value is greater than the max vector's x, y or z
  4084. * value, it is replaced by the corresponding value.
  4085. * If this vector's x, y or z value is less than the min vector's x, y or z value,
  4086. * it is replaced by the corresponding value.
  4087. *
  4088. * @param {Vector3} min - The minimum x, y and z values.
  4089. * @param {Vector3} max - The maximum x, y and z values in the desired range.
  4090. * @return {Vector3} A reference to this vector.
  4091. */
  4092. clamp( min, max ) {
  4093. // assumes min < max, componentwise
  4094. this.x = clamp( this.x, min.x, max.x );
  4095. this.y = clamp( this.y, min.y, max.y );
  4096. this.z = clamp( this.z, min.z, max.z );
  4097. return this;
  4098. }
  4099. /**
  4100. * If this vector's x, y or z values are greater than the max value, they are
  4101. * replaced by the max value.
  4102. * If this vector's x, y or z values are less than the min value, they are
  4103. * replaced by the min value.
  4104. *
  4105. * @param {number} minVal - The minimum value the components will be clamped to.
  4106. * @param {number} maxVal - The maximum value the components will be clamped to.
  4107. * @return {Vector3} A reference to this vector.
  4108. */
  4109. clampScalar( minVal, maxVal ) {
  4110. this.x = clamp( this.x, minVal, maxVal );
  4111. this.y = clamp( this.y, minVal, maxVal );
  4112. this.z = clamp( this.z, minVal, maxVal );
  4113. return this;
  4114. }
  4115. /**
  4116. * If this vector's length is greater than the max value, it is replaced by
  4117. * the max value.
  4118. * If this vector's length is less than the min value, it is replaced by the
  4119. * min value.
  4120. *
  4121. * @param {number} min - The minimum value the vector length will be clamped to.
  4122. * @param {number} max - The maximum value the vector length will be clamped to.
  4123. * @return {Vector3} A reference to this vector.
  4124. */
  4125. clampLength( min, max ) {
  4126. const length = this.length();
  4127. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  4128. }
  4129. /**
  4130. * The components of this vector are rounded down to the nearest integer value.
  4131. *
  4132. * @return {Vector3} A reference to this vector.
  4133. */
  4134. floor() {
  4135. this.x = Math.floor( this.x );
  4136. this.y = Math.floor( this.y );
  4137. this.z = Math.floor( this.z );
  4138. return this;
  4139. }
  4140. /**
  4141. * The components of this vector are rounded up to the nearest integer value.
  4142. *
  4143. * @return {Vector3} A reference to this vector.
  4144. */
  4145. ceil() {
  4146. this.x = Math.ceil( this.x );
  4147. this.y = Math.ceil( this.y );
  4148. this.z = Math.ceil( this.z );
  4149. return this;
  4150. }
  4151. /**
  4152. * The components of this vector are rounded to the nearest integer value
  4153. *
  4154. * @return {Vector3} A reference to this vector.
  4155. */
  4156. round() {
  4157. this.x = Math.round( this.x );
  4158. this.y = Math.round( this.y );
  4159. this.z = Math.round( this.z );
  4160. return this;
  4161. }
  4162. /**
  4163. * The components of this vector are rounded towards zero (up if negative,
  4164. * down if positive) to an integer value.
  4165. *
  4166. * @return {Vector3} A reference to this vector.
  4167. */
  4168. roundToZero() {
  4169. this.x = Math.trunc( this.x );
  4170. this.y = Math.trunc( this.y );
  4171. this.z = Math.trunc( this.z );
  4172. return this;
  4173. }
  4174. /**
  4175. * Inverts this vector - i.e. sets x = -x, y = -y and z = -z.
  4176. *
  4177. * @return {Vector3} A reference to this vector.
  4178. */
  4179. negate() {
  4180. this.x = - this.x;
  4181. this.y = - this.y;
  4182. this.z = - this.z;
  4183. return this;
  4184. }
  4185. /**
  4186. * Calculates the dot product of the given vector with this instance.
  4187. *
  4188. * @param {Vector3} v - The vector to compute the dot product with.
  4189. * @return {number} The result of the dot product.
  4190. */
  4191. dot( v ) {
  4192. return this.x * v.x + this.y * v.y + this.z * v.z;
  4193. }
  4194. // TODO lengthSquared?
  4195. /**
  4196. * Computes the square of the Euclidean length (straight-line length) from
  4197. * (0, 0, 0) to (x, y, z). If you are comparing the lengths of vectors, you should
  4198. * compare the length squared instead as it is slightly more efficient to calculate.
  4199. *
  4200. * @return {number} The square length of this vector.
  4201. */
  4202. lengthSq() {
  4203. return this.x * this.x + this.y * this.y + this.z * this.z;
  4204. }
  4205. /**
  4206. * Computes the Euclidean length (straight-line length) from (0, 0, 0) to (x, y, z).
  4207. *
  4208. * @return {number} The length of this vector.
  4209. */
  4210. length() {
  4211. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  4212. }
  4213. /**
  4214. * Computes the Manhattan length of this vector.
  4215. *
  4216. * @return {number} The length of this vector.
  4217. */
  4218. manhattanLength() {
  4219. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  4220. }
  4221. /**
  4222. * Converts this vector to a unit vector - that is, sets it equal to a vector
  4223. * with the same direction as this one, but with a vector length of `1`.
  4224. *
  4225. * @return {Vector3} A reference to this vector.
  4226. */
  4227. normalize() {
  4228. return this.divideScalar( this.length() || 1 );
  4229. }
  4230. /**
  4231. * Sets this vector to a vector with the same direction as this one, but
  4232. * with the specified length.
  4233. *
  4234. * @param {number} length - The new length of this vector.
  4235. * @return {Vector3} A reference to this vector.
  4236. */
  4237. setLength( length ) {
  4238. return this.normalize().multiplyScalar( length );
  4239. }
  4240. /**
  4241. * Linearly interpolates between the given vector and this instance, where
  4242. * alpha is the percent distance along the line - alpha = 0 will be this
  4243. * vector, and alpha = 1 will be the given one.
  4244. *
  4245. * @param {Vector3} v - The vector to interpolate towards.
  4246. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  4247. * @return {Vector3} A reference to this vector.
  4248. */
  4249. lerp( v, alpha ) {
  4250. this.x += ( v.x - this.x ) * alpha;
  4251. this.y += ( v.y - this.y ) * alpha;
  4252. this.z += ( v.z - this.z ) * alpha;
  4253. return this;
  4254. }
  4255. /**
  4256. * Linearly interpolates between the given vectors, where alpha is the percent
  4257. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  4258. * be the second one. The result is stored in this instance.
  4259. *
  4260. * @param {Vector3} v1 - The first vector.
  4261. * @param {Vector3} v2 - The second vector.
  4262. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  4263. * @return {Vector3} A reference to this vector.
  4264. */
  4265. lerpVectors( v1, v2, alpha ) {
  4266. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  4267. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  4268. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  4269. return this;
  4270. }
  4271. /**
  4272. * Calculates the cross product of the given vector with this instance.
  4273. *
  4274. * @param {Vector3} v - The vector to compute the cross product with.
  4275. * @return {Vector3} The result of the cross product.
  4276. */
  4277. cross( v ) {
  4278. return this.crossVectors( this, v );
  4279. }
  4280. /**
  4281. * Calculates the cross product of the given vectors and stores the result
  4282. * in this instance.
  4283. *
  4284. * @param {Vector3} a - The first vector.
  4285. * @param {Vector3} b - The second vector.
  4286. * @return {Vector3} A reference to this vector.
  4287. */
  4288. crossVectors( a, b ) {
  4289. const ax = a.x, ay = a.y, az = a.z;
  4290. const bx = b.x, by = b.y, bz = b.z;
  4291. this.x = ay * bz - az * by;
  4292. this.y = az * bx - ax * bz;
  4293. this.z = ax * by - ay * bx;
  4294. return this;
  4295. }
  4296. /**
  4297. * Projects this vector onto the given one.
  4298. *
  4299. * @param {Vector3} v - The vector to project to.
  4300. * @return {Vector3} A reference to this vector.
  4301. */
  4302. projectOnVector( v ) {
  4303. const denominator = v.lengthSq();
  4304. if ( denominator === 0 ) return this.set( 0, 0, 0 );
  4305. const scalar = v.dot( this ) / denominator;
  4306. return this.copy( v ).multiplyScalar( scalar );
  4307. }
  4308. /**
  4309. * Projects this vector onto a plane by subtracting this
  4310. * vector projected onto the plane's normal from this vector.
  4311. *
  4312. * @param {Vector3} planeNormal - The plane normal.
  4313. * @return {Vector3} A reference to this vector.
  4314. */
  4315. projectOnPlane( planeNormal ) {
  4316. _vector$c.copy( this ).projectOnVector( planeNormal );
  4317. return this.sub( _vector$c );
  4318. }
  4319. /**
  4320. * Reflects this vector off a plane orthogonal to the given normal vector.
  4321. *
  4322. * @param {Vector3} normal - The (normalized) normal vector.
  4323. * @return {Vector3} A reference to this vector.
  4324. */
  4325. reflect( normal ) {
  4326. return this.sub( _vector$c.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  4327. }
  4328. /**
  4329. * Returns the angle between the given vector and this instance in radians.
  4330. *
  4331. * @param {Vector3} v - The vector to compute the angle with.
  4332. * @return {number} The angle in radians.
  4333. */
  4334. angleTo( v ) {
  4335. const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  4336. if ( denominator === 0 ) return Math.PI / 2;
  4337. const theta = this.dot( v ) / denominator;
  4338. // clamp, to handle numerical problems
  4339. return Math.acos( clamp( theta, -1, 1 ) );
  4340. }
  4341. /**
  4342. * Computes the distance from the given vector to this instance.
  4343. *
  4344. * @param {Vector3} v - The vector to compute the distance to.
  4345. * @return {number} The distance.
  4346. */
  4347. distanceTo( v ) {
  4348. return Math.sqrt( this.distanceToSquared( v ) );
  4349. }
  4350. /**
  4351. * Computes the squared distance from the given vector to this instance.
  4352. * If you are just comparing the distance with another distance, you should compare
  4353. * the distance squared instead as it is slightly more efficient to calculate.
  4354. *
  4355. * @param {Vector3} v - The vector to compute the squared distance to.
  4356. * @return {number} The squared distance.
  4357. */
  4358. distanceToSquared( v ) {
  4359. const dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  4360. return dx * dx + dy * dy + dz * dz;
  4361. }
  4362. /**
  4363. * Computes the Manhattan distance from the given vector to this instance.
  4364. *
  4365. * @param {Vector3} v - The vector to compute the Manhattan distance to.
  4366. * @return {number} The Manhattan distance.
  4367. */
  4368. manhattanDistanceTo( v ) {
  4369. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  4370. }
  4371. /**
  4372. * Sets the vector components from the given spherical coordinates.
  4373. *
  4374. * @param {Spherical} s - The spherical coordinates.
  4375. * @return {Vector3} A reference to this vector.
  4376. */
  4377. setFromSpherical( s ) {
  4378. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  4379. }
  4380. /**
  4381. * Sets the vector components from the given spherical coordinates.
  4382. *
  4383. * @param {number} radius - The radius.
  4384. * @param {number} phi - The phi angle in radians.
  4385. * @param {number} theta - The theta angle in radians.
  4386. * @return {Vector3} A reference to this vector.
  4387. */
  4388. setFromSphericalCoords( radius, phi, theta ) {
  4389. const sinPhiRadius = Math.sin( phi ) * radius;
  4390. this.x = sinPhiRadius * Math.sin( theta );
  4391. this.y = Math.cos( phi ) * radius;
  4392. this.z = sinPhiRadius * Math.cos( theta );
  4393. return this;
  4394. }
  4395. /**
  4396. * Sets the vector components from the given cylindrical coordinates.
  4397. *
  4398. * @param {Cylindrical} c - The cylindrical coordinates.
  4399. * @return {Vector3} A reference to this vector.
  4400. */
  4401. setFromCylindrical( c ) {
  4402. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  4403. }
  4404. /**
  4405. * Sets the vector components from the given cylindrical coordinates.
  4406. *
  4407. * @param {number} radius - The radius.
  4408. * @param {number} theta - The theta angle in radians.
  4409. * @param {number} y - The y value.
  4410. * @return {Vector3} A reference to this vector.
  4411. */
  4412. setFromCylindricalCoords( radius, theta, y ) {
  4413. this.x = radius * Math.sin( theta );
  4414. this.y = y;
  4415. this.z = radius * Math.cos( theta );
  4416. return this;
  4417. }
  4418. /**
  4419. * Sets the vector components to the position elements of the
  4420. * given transformation matrix.
  4421. *
  4422. * @param {Matrix4} m - The 4x4 matrix.
  4423. * @return {Vector3} A reference to this vector.
  4424. */
  4425. setFromMatrixPosition( m ) {
  4426. const e = m.elements;
  4427. this.x = e[ 12 ];
  4428. this.y = e[ 13 ];
  4429. this.z = e[ 14 ];
  4430. return this;
  4431. }
  4432. /**
  4433. * Sets the vector components to the scale elements of the
  4434. * given transformation matrix.
  4435. *
  4436. * @param {Matrix4} m - The 4x4 matrix.
  4437. * @return {Vector3} A reference to this vector.
  4438. */
  4439. setFromMatrixScale( m ) {
  4440. const sx = this.setFromMatrixColumn( m, 0 ).length();
  4441. const sy = this.setFromMatrixColumn( m, 1 ).length();
  4442. const sz = this.setFromMatrixColumn( m, 2 ).length();
  4443. this.x = sx;
  4444. this.y = sy;
  4445. this.z = sz;
  4446. return this;
  4447. }
  4448. /**
  4449. * Sets the vector components from the specified matrix column.
  4450. *
  4451. * @param {Matrix4} m - The 4x4 matrix.
  4452. * @param {number} index - The column index.
  4453. * @return {Vector3} A reference to this vector.
  4454. */
  4455. setFromMatrixColumn( m, index ) {
  4456. return this.fromArray( m.elements, index * 4 );
  4457. }
  4458. /**
  4459. * Sets the vector components from the specified matrix column.
  4460. *
  4461. * @param {Matrix3} m - The 3x3 matrix.
  4462. * @param {number} index - The column index.
  4463. * @return {Vector3} A reference to this vector.
  4464. */
  4465. setFromMatrix3Column( m, index ) {
  4466. return this.fromArray( m.elements, index * 3 );
  4467. }
  4468. /**
  4469. * Sets the vector components from the given Euler angles.
  4470. *
  4471. * @param {Euler} e - The Euler angles to set.
  4472. * @return {Vector3} A reference to this vector.
  4473. */
  4474. setFromEuler( e ) {
  4475. this.x = e._x;
  4476. this.y = e._y;
  4477. this.z = e._z;
  4478. return this;
  4479. }
  4480. /**
  4481. * Sets the vector components from the RGB components of the
  4482. * given color.
  4483. *
  4484. * @param {Color} c - The color to set.
  4485. * @return {Vector3} A reference to this vector.
  4486. */
  4487. setFromColor( c ) {
  4488. this.x = c.r;
  4489. this.y = c.g;
  4490. this.z = c.b;
  4491. return this;
  4492. }
  4493. /**
  4494. * Returns `true` if this vector is equal with the given one.
  4495. *
  4496. * @param {Vector3} v - The vector to test for equality.
  4497. * @return {boolean} Whether this vector is equal with the given one.
  4498. */
  4499. equals( v ) {
  4500. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  4501. }
  4502. /**
  4503. * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`
  4504. * and z value to be `array[ offset + 2 ]`.
  4505. *
  4506. * @param {Array<number>} array - An array holding the vector component values.
  4507. * @param {number} [offset=0] - The offset into the array.
  4508. * @return {Vector3} A reference to this vector.
  4509. */
  4510. fromArray( array, offset = 0 ) {
  4511. this.x = array[ offset ];
  4512. this.y = array[ offset + 1 ];
  4513. this.z = array[ offset + 2 ];
  4514. return this;
  4515. }
  4516. /**
  4517. * Writes the components of this vector to the given array. If no array is provided,
  4518. * the method returns a new instance.
  4519. *
  4520. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  4521. * @param {number} [offset=0] - Index of the first element in the array.
  4522. * @return {Array<number>} The vector components.
  4523. */
  4524. toArray( array = [], offset = 0 ) {
  4525. array[ offset ] = this.x;
  4526. array[ offset + 1 ] = this.y;
  4527. array[ offset + 2 ] = this.z;
  4528. return array;
  4529. }
  4530. /**
  4531. * Sets the components of this vector from the given buffer attribute.
  4532. *
  4533. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  4534. * @param {number} index - The index into the attribute.
  4535. * @return {Vector3} A reference to this vector.
  4536. */
  4537. fromBufferAttribute( attribute, index ) {
  4538. this.x = attribute.getX( index );
  4539. this.y = attribute.getY( index );
  4540. this.z = attribute.getZ( index );
  4541. return this;
  4542. }
  4543. /**
  4544. * Sets each component of this vector to a pseudo-random value between `0` and
  4545. * `1`, excluding `1`.
  4546. *
  4547. * @return {Vector3} A reference to this vector.
  4548. */
  4549. random() {
  4550. this.x = Math.random();
  4551. this.y = Math.random();
  4552. this.z = Math.random();
  4553. return this;
  4554. }
  4555. /**
  4556. * Sets this vector to a uniformly random point on a unit sphere.
  4557. *
  4558. * @return {Vector3} A reference to this vector.
  4559. */
  4560. randomDirection() {
  4561. // https://mathworld.wolfram.com/SpherePointPicking.html
  4562. const theta = Math.random() * Math.PI * 2;
  4563. const u = Math.random() * 2 - 1;
  4564. const c = Math.sqrt( 1 - u * u );
  4565. this.x = c * Math.cos( theta );
  4566. this.y = u;
  4567. this.z = c * Math.sin( theta );
  4568. return this;
  4569. }
  4570. *[ Symbol.iterator ]() {
  4571. yield this.x;
  4572. yield this.y;
  4573. yield this.z;
  4574. }
  4575. }
  4576. const _vector$c = /*@__PURE__*/ new Vector3();
  4577. const _quaternion$4 = /*@__PURE__*/ new Quaternion();
  4578. /**
  4579. * Represents a 3x3 matrix.
  4580. *
  4581. * A Note on Row-Major and Column-Major Ordering:
  4582. *
  4583. * The constructor and {@link Matrix3#set} method take arguments in
  4584. * [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order)
  4585. * order, while internally they are stored in the {@link Matrix3#elements} array in column-major order.
  4586. * This means that calling:
  4587. * ```js
  4588. * const m = new THREE.Matrix();
  4589. * m.set( 11, 12, 13,
  4590. * 21, 22, 23,
  4591. * 31, 32, 33 );
  4592. * ```
  4593. * will result in the elements array containing:
  4594. * ```js
  4595. * m.elements = [ 11, 21, 31,
  4596. * 12, 22, 32,
  4597. * 13, 23, 33 ];
  4598. * ```
  4599. * and internally all calculations are performed using column-major ordering.
  4600. * However, as the actual ordering makes no difference mathematically and
  4601. * most people are used to thinking about matrices in row-major order, the
  4602. * three.js documentation shows matrices in row-major order. Just bear in
  4603. * mind that if you are reading the source code, you'll have to take the
  4604. * transpose of any matrices outlined here to make sense of the calculations.
  4605. */
  4606. class Matrix3 {
  4607. /**
  4608. * Constructs a new 3x3 matrix. The arguments are supposed to be
  4609. * in row-major order. If no arguments are provided, the constructor
  4610. * initializes the matrix as an identity matrix.
  4611. *
  4612. * @param {number} [n11] - 1-1 matrix element.
  4613. * @param {number} [n12] - 1-2 matrix element.
  4614. * @param {number} [n13] - 1-3 matrix element.
  4615. * @param {number} [n21] - 2-1 matrix element.
  4616. * @param {number} [n22] - 2-2 matrix element.
  4617. * @param {number} [n23] - 2-3 matrix element.
  4618. * @param {number} [n31] - 3-1 matrix element.
  4619. * @param {number} [n32] - 3-2 matrix element.
  4620. * @param {number} [n33] - 3-3 matrix element.
  4621. */
  4622. constructor( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  4623. /**
  4624. * This flag can be used for type testing.
  4625. *
  4626. * @type {boolean}
  4627. * @readonly
  4628. * @default true
  4629. */
  4630. Matrix3.prototype.isMatrix3 = true;
  4631. /**
  4632. * A column-major list of matrix values.
  4633. *
  4634. * @type {Array<number>}
  4635. */
  4636. this.elements = [
  4637. 1, 0, 0,
  4638. 0, 1, 0,
  4639. 0, 0, 1
  4640. ];
  4641. if ( n11 !== undefined ) {
  4642. this.set( n11, n12, n13, n21, n22, n23, n31, n32, n33 );
  4643. }
  4644. }
  4645. /**
  4646. * Sets the elements of the matrix.The arguments are supposed to be
  4647. * in row-major order.
  4648. *
  4649. * @param {number} [n11] - 1-1 matrix element.
  4650. * @param {number} [n12] - 1-2 matrix element.
  4651. * @param {number} [n13] - 1-3 matrix element.
  4652. * @param {number} [n21] - 2-1 matrix element.
  4653. * @param {number} [n22] - 2-2 matrix element.
  4654. * @param {number} [n23] - 2-3 matrix element.
  4655. * @param {number} [n31] - 3-1 matrix element.
  4656. * @param {number} [n32] - 3-2 matrix element.
  4657. * @param {number} [n33] - 3-3 matrix element.
  4658. * @return {Matrix3} A reference to this matrix.
  4659. */
  4660. set( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  4661. const te = this.elements;
  4662. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  4663. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  4664. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  4665. return this;
  4666. }
  4667. /**
  4668. * Sets this matrix to the 3x3 identity matrix.
  4669. *
  4670. * @return {Matrix3} A reference to this matrix.
  4671. */
  4672. identity() {
  4673. this.set(
  4674. 1, 0, 0,
  4675. 0, 1, 0,
  4676. 0, 0, 1
  4677. );
  4678. return this;
  4679. }
  4680. /**
  4681. * Copies the values of the given matrix to this instance.
  4682. *
  4683. * @param {Matrix3} m - The matrix to copy.
  4684. * @return {Matrix3} A reference to this matrix.
  4685. */
  4686. copy( m ) {
  4687. const te = this.elements;
  4688. const me = m.elements;
  4689. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  4690. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  4691. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  4692. return this;
  4693. }
  4694. /**
  4695. * Extracts the basis of this matrix into the three axis vectors provided.
  4696. *
  4697. * @param {Vector3} xAxis - The basis's x axis.
  4698. * @param {Vector3} yAxis - The basis's y axis.
  4699. * @param {Vector3} zAxis - The basis's z axis.
  4700. * @return {Matrix3} A reference to this matrix.
  4701. */
  4702. extractBasis( xAxis, yAxis, zAxis ) {
  4703. xAxis.setFromMatrix3Column( this, 0 );
  4704. yAxis.setFromMatrix3Column( this, 1 );
  4705. zAxis.setFromMatrix3Column( this, 2 );
  4706. return this;
  4707. }
  4708. /**
  4709. * Set this matrix to the upper 3x3 matrix of the given 4x4 matrix.
  4710. *
  4711. * @param {Matrix4} m - The 4x4 matrix.
  4712. * @return {Matrix3} A reference to this matrix.
  4713. */
  4714. setFromMatrix4( m ) {
  4715. const me = m.elements;
  4716. this.set(
  4717. me[ 0 ], me[ 4 ], me[ 8 ],
  4718. me[ 1 ], me[ 5 ], me[ 9 ],
  4719. me[ 2 ], me[ 6 ], me[ 10 ]
  4720. );
  4721. return this;
  4722. }
  4723. /**
  4724. * Post-multiplies this matrix by the given 3x3 matrix.
  4725. *
  4726. * @param {Matrix3} m - The matrix to multiply with.
  4727. * @return {Matrix3} A reference to this matrix.
  4728. */
  4729. multiply( m ) {
  4730. return this.multiplyMatrices( this, m );
  4731. }
  4732. /**
  4733. * Pre-multiplies this matrix by the given 3x3 matrix.
  4734. *
  4735. * @param {Matrix3} m - The matrix to multiply with.
  4736. * @return {Matrix3} A reference to this matrix.
  4737. */
  4738. premultiply( m ) {
  4739. return this.multiplyMatrices( m, this );
  4740. }
  4741. /**
  4742. * Multiples the given 3x3 matrices and stores the result
  4743. * in this matrix.
  4744. *
  4745. * @param {Matrix3} a - The first matrix.
  4746. * @param {Matrix3} b - The second matrix.
  4747. * @return {Matrix3} A reference to this matrix.
  4748. */
  4749. multiplyMatrices( a, b ) {
  4750. const ae = a.elements;
  4751. const be = b.elements;
  4752. const te = this.elements;
  4753. const a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  4754. const a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  4755. const a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  4756. const b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  4757. const b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  4758. const b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  4759. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  4760. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  4761. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  4762. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  4763. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  4764. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  4765. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  4766. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  4767. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  4768. return this;
  4769. }
  4770. /**
  4771. * Multiplies every component of the matrix by the given scalar.
  4772. *
  4773. * @param {number} s - The scalar.
  4774. * @return {Matrix3} A reference to this matrix.
  4775. */
  4776. multiplyScalar( s ) {
  4777. const te = this.elements;
  4778. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  4779. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  4780. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  4781. return this;
  4782. }
  4783. /**
  4784. * Computes and returns the determinant of this matrix.
  4785. *
  4786. * @return {number} The determinant.
  4787. */
  4788. determinant() {
  4789. const te = this.elements;
  4790. const a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  4791. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  4792. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  4793. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  4794. }
  4795. /**
  4796. * Inverts this matrix, using the [analytic method](https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution).
  4797. * You can not invert with a determinant of zero. If you attempt this, the method produces
  4798. * a zero matrix instead.
  4799. *
  4800. * @return {Matrix3} A reference to this matrix.
  4801. */
  4802. invert() {
  4803. const te = this.elements,
  4804. n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ],
  4805. n12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ],
  4806. n13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ],
  4807. t11 = n33 * n22 - n32 * n23,
  4808. t12 = n32 * n13 - n33 * n12,
  4809. t13 = n23 * n12 - n22 * n13,
  4810. det = n11 * t11 + n21 * t12 + n31 * t13;
  4811. if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 );
  4812. const detInv = 1 / det;
  4813. te[ 0 ] = t11 * detInv;
  4814. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  4815. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  4816. te[ 3 ] = t12 * detInv;
  4817. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  4818. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  4819. te[ 6 ] = t13 * detInv;
  4820. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  4821. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  4822. return this;
  4823. }
  4824. /**
  4825. * Transposes this matrix in place.
  4826. *
  4827. * @return {Matrix3} A reference to this matrix.
  4828. */
  4829. transpose() {
  4830. let tmp;
  4831. const m = this.elements;
  4832. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  4833. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  4834. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  4835. return this;
  4836. }
  4837. /**
  4838. * Computes the normal matrix which is the inverse transpose of the upper
  4839. * left 3x3 portion of the given 4x4 matrix.
  4840. *
  4841. * @param {Matrix4} matrix4 - The 4x4 matrix.
  4842. * @return {Matrix3} A reference to this matrix.
  4843. */
  4844. getNormalMatrix( matrix4 ) {
  4845. return this.setFromMatrix4( matrix4 ).invert().transpose();
  4846. }
  4847. /**
  4848. * Transposes this matrix into the supplied array, and returns itself unchanged.
  4849. *
  4850. * @param {Array<number>} r - An array to store the transposed matrix elements.
  4851. * @return {Matrix3} A reference to this matrix.
  4852. */
  4853. transposeIntoArray( r ) {
  4854. const m = this.elements;
  4855. r[ 0 ] = m[ 0 ];
  4856. r[ 1 ] = m[ 3 ];
  4857. r[ 2 ] = m[ 6 ];
  4858. r[ 3 ] = m[ 1 ];
  4859. r[ 4 ] = m[ 4 ];
  4860. r[ 5 ] = m[ 7 ];
  4861. r[ 6 ] = m[ 2 ];
  4862. r[ 7 ] = m[ 5 ];
  4863. r[ 8 ] = m[ 8 ];
  4864. return this;
  4865. }
  4866. /**
  4867. * Sets the UV transform matrix from offset, repeat, rotation, and center.
  4868. *
  4869. * @param {number} tx - Offset x.
  4870. * @param {number} ty - Offset y.
  4871. * @param {number} sx - Repeat x.
  4872. * @param {number} sy - Repeat y.
  4873. * @param {number} rotation - Rotation, in radians. Positive values rotate counterclockwise.
  4874. * @param {number} cx - Center x of rotation.
  4875. * @param {number} cy - Center y of rotation
  4876. * @return {Matrix3} A reference to this matrix.
  4877. */
  4878. setUvTransform( tx, ty, sx, sy, rotation, cx, cy ) {
  4879. const c = Math.cos( rotation );
  4880. const s = Math.sin( rotation );
  4881. this.set(
  4882. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  4883. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  4884. 0, 0, 1
  4885. );
  4886. return this;
  4887. }
  4888. /**
  4889. * Scales this matrix with the given scalar values.
  4890. *
  4891. * @param {number} sx - The amount to scale in the X axis.
  4892. * @param {number} sy - The amount to scale in the Y axis.
  4893. * @return {Matrix3} A reference to this matrix.
  4894. */
  4895. scale( sx, sy ) {
  4896. this.premultiply( _m3.makeScale( sx, sy ) );
  4897. return this;
  4898. }
  4899. /**
  4900. * Rotates this matrix by the given angle.
  4901. *
  4902. * @param {number} theta - The rotation in radians.
  4903. * @return {Matrix3} A reference to this matrix.
  4904. */
  4905. rotate( theta ) {
  4906. this.premultiply( _m3.makeRotation( - theta ) );
  4907. return this;
  4908. }
  4909. /**
  4910. * Translates this matrix by the given scalar values.
  4911. *
  4912. * @param {number} tx - The amount to translate in the X axis.
  4913. * @param {number} ty - The amount to translate in the Y axis.
  4914. * @return {Matrix3} A reference to this matrix.
  4915. */
  4916. translate( tx, ty ) {
  4917. this.premultiply( _m3.makeTranslation( tx, ty ) );
  4918. return this;
  4919. }
  4920. // for 2D Transforms
  4921. /**
  4922. * Sets this matrix as a 2D translation transform.
  4923. *
  4924. * @param {number|Vector2} x - The amount to translate in the X axis or alternatively a translation vector.
  4925. * @param {number} y - The amount to translate in the Y axis.
  4926. * @return {Matrix3} A reference to this matrix.
  4927. */
  4928. makeTranslation( x, y ) {
  4929. if ( x.isVector2 ) {
  4930. this.set(
  4931. 1, 0, x.x,
  4932. 0, 1, x.y,
  4933. 0, 0, 1
  4934. );
  4935. } else {
  4936. this.set(
  4937. 1, 0, x,
  4938. 0, 1, y,
  4939. 0, 0, 1
  4940. );
  4941. }
  4942. return this;
  4943. }
  4944. /**
  4945. * Sets this matrix as a 2D rotational transformation.
  4946. *
  4947. * @param {number} theta - The rotation in radians.
  4948. * @return {Matrix3} A reference to this matrix.
  4949. */
  4950. makeRotation( theta ) {
  4951. // counterclockwise
  4952. const c = Math.cos( theta );
  4953. const s = Math.sin( theta );
  4954. this.set(
  4955. c, - s, 0,
  4956. s, c, 0,
  4957. 0, 0, 1
  4958. );
  4959. return this;
  4960. }
  4961. /**
  4962. * Sets this matrix as a 2D scale transform.
  4963. *
  4964. * @param {number} x - The amount to scale in the X axis.
  4965. * @param {number} y - The amount to scale in the Y axis.
  4966. * @return {Matrix3} A reference to this matrix.
  4967. */
  4968. makeScale( x, y ) {
  4969. this.set(
  4970. x, 0, 0,
  4971. 0, y, 0,
  4972. 0, 0, 1
  4973. );
  4974. return this;
  4975. }
  4976. /**
  4977. * Returns `true` if this matrix is equal with the given one.
  4978. *
  4979. * @param {Matrix3} matrix - The matrix to test for equality.
  4980. * @return {boolean} Whether this matrix is equal with the given one.
  4981. */
  4982. equals( matrix ) {
  4983. const te = this.elements;
  4984. const me = matrix.elements;
  4985. for ( let i = 0; i < 9; i ++ ) {
  4986. if ( te[ i ] !== me[ i ] ) return false;
  4987. }
  4988. return true;
  4989. }
  4990. /**
  4991. * Sets the elements of the matrix from the given array.
  4992. *
  4993. * @param {Array<number>} array - The matrix elements in column-major order.
  4994. * @param {number} [offset=0] - Index of the first element in the array.
  4995. * @return {Matrix3} A reference to this matrix.
  4996. */
  4997. fromArray( array, offset = 0 ) {
  4998. for ( let i = 0; i < 9; i ++ ) {
  4999. this.elements[ i ] = array[ i + offset ];
  5000. }
  5001. return this;
  5002. }
  5003. /**
  5004. * Writes the elements of this matrix to the given array. If no array is provided,
  5005. * the method returns a new instance.
  5006. *
  5007. * @param {Array<number>} [array=[]] - The target array holding the matrix elements in column-major order.
  5008. * @param {number} [offset=0] - Index of the first element in the array.
  5009. * @return {Array<number>} The matrix elements in column-major order.
  5010. */
  5011. toArray( array = [], offset = 0 ) {
  5012. const te = this.elements;
  5013. array[ offset ] = te[ 0 ];
  5014. array[ offset + 1 ] = te[ 1 ];
  5015. array[ offset + 2 ] = te[ 2 ];
  5016. array[ offset + 3 ] = te[ 3 ];
  5017. array[ offset + 4 ] = te[ 4 ];
  5018. array[ offset + 5 ] = te[ 5 ];
  5019. array[ offset + 6 ] = te[ 6 ];
  5020. array[ offset + 7 ] = te[ 7 ];
  5021. array[ offset + 8 ] = te[ 8 ];
  5022. return array;
  5023. }
  5024. /**
  5025. * Returns a matrix with copied values from this instance.
  5026. *
  5027. * @return {Matrix3} A clone of this instance.
  5028. */
  5029. clone() {
  5030. return new this.constructor().fromArray( this.elements );
  5031. }
  5032. }
  5033. const _m3 = /*@__PURE__*/ new Matrix3();
  5034. const LINEAR_REC709_TO_XYZ = /*@__PURE__*/ new Matrix3().set(
  5035. 0.4123908, 0.3575843, 0.1804808,
  5036. 0.2126390, 0.7151687, 0.0721923,
  5037. 0.0193308, 0.1191948, 0.9505322
  5038. );
  5039. const XYZ_TO_LINEAR_REC709 = /*@__PURE__*/ new Matrix3().set(
  5040. 3.2409699, -1.5373832, -0.4986108,
  5041. -0.9692436, 1.8759675, 0.0415551,
  5042. 0.0556301, -0.203977, 1.0569715
  5043. );
  5044. function createColorManagement() {
  5045. const ColorManagement = {
  5046. enabled: true,
  5047. workingColorSpace: LinearSRGBColorSpace,
  5048. /**
  5049. * Implementations of supported color spaces.
  5050. *
  5051. * Required:
  5052. * - primaries: chromaticity coordinates [ rx ry gx gy bx by ]
  5053. * - whitePoint: reference white [ x y ]
  5054. * - transfer: transfer function (pre-defined)
  5055. * - toXYZ: Matrix3 RGB to XYZ transform
  5056. * - fromXYZ: Matrix3 XYZ to RGB transform
  5057. * - luminanceCoefficients: RGB luminance coefficients
  5058. *
  5059. * Optional:
  5060. * - outputColorSpaceConfig: { drawingBufferColorSpace: ColorSpace, toneMappingMode: 'extended' | 'standard' }
  5061. * - workingColorSpaceConfig: { unpackColorSpace: ColorSpace }
  5062. *
  5063. * Reference:
  5064. * - https://www.russellcottrell.com/photo/matrixCalculator.htm
  5065. */
  5066. spaces: {},
  5067. convert: function ( color, sourceColorSpace, targetColorSpace ) {
  5068. if ( this.enabled === false || sourceColorSpace === targetColorSpace || ! sourceColorSpace || ! targetColorSpace ) {
  5069. return color;
  5070. }
  5071. if ( this.spaces[ sourceColorSpace ].transfer === SRGBTransfer ) {
  5072. color.r = SRGBToLinear( color.r );
  5073. color.g = SRGBToLinear( color.g );
  5074. color.b = SRGBToLinear( color.b );
  5075. }
  5076. if ( this.spaces[ sourceColorSpace ].primaries !== this.spaces[ targetColorSpace ].primaries ) {
  5077. color.applyMatrix3( this.spaces[ sourceColorSpace ].toXYZ );
  5078. color.applyMatrix3( this.spaces[ targetColorSpace ].fromXYZ );
  5079. }
  5080. if ( this.spaces[ targetColorSpace ].transfer === SRGBTransfer ) {
  5081. color.r = LinearToSRGB( color.r );
  5082. color.g = LinearToSRGB( color.g );
  5083. color.b = LinearToSRGB( color.b );
  5084. }
  5085. return color;
  5086. },
  5087. workingToColorSpace: function ( color, targetColorSpace ) {
  5088. return this.convert( color, this.workingColorSpace, targetColorSpace );
  5089. },
  5090. colorSpaceToWorking: function ( color, sourceColorSpace ) {
  5091. return this.convert( color, sourceColorSpace, this.workingColorSpace );
  5092. },
  5093. getPrimaries: function ( colorSpace ) {
  5094. return this.spaces[ colorSpace ].primaries;
  5095. },
  5096. getTransfer: function ( colorSpace ) {
  5097. if ( colorSpace === NoColorSpace ) return LinearTransfer;
  5098. return this.spaces[ colorSpace ].transfer;
  5099. },
  5100. getToneMappingMode: function ( colorSpace ) {
  5101. return this.spaces[ colorSpace ].outputColorSpaceConfig.toneMappingMode || 'standard';
  5102. },
  5103. getLuminanceCoefficients: function ( target, colorSpace = this.workingColorSpace ) {
  5104. return target.fromArray( this.spaces[ colorSpace ].luminanceCoefficients );
  5105. },
  5106. define: function ( colorSpaces ) {
  5107. Object.assign( this.spaces, colorSpaces );
  5108. },
  5109. // Internal APIs
  5110. _getMatrix: function ( targetMatrix, sourceColorSpace, targetColorSpace ) {
  5111. return targetMatrix
  5112. .copy( this.spaces[ sourceColorSpace ].toXYZ )
  5113. .multiply( this.spaces[ targetColorSpace ].fromXYZ );
  5114. },
  5115. _getDrawingBufferColorSpace: function ( colorSpace ) {
  5116. return this.spaces[ colorSpace ].outputColorSpaceConfig.drawingBufferColorSpace;
  5117. },
  5118. _getUnpackColorSpace: function ( colorSpace = this.workingColorSpace ) {
  5119. return this.spaces[ colorSpace ].workingColorSpaceConfig.unpackColorSpace;
  5120. },
  5121. // Deprecated
  5122. fromWorkingColorSpace: function ( color, targetColorSpace ) {
  5123. warnOnce( 'ColorManagement: .fromWorkingColorSpace() has been renamed to .workingToColorSpace().' ); // @deprecated, r177
  5124. return ColorManagement.workingToColorSpace( color, targetColorSpace );
  5125. },
  5126. toWorkingColorSpace: function ( color, sourceColorSpace ) {
  5127. warnOnce( 'ColorManagement: .toWorkingColorSpace() has been renamed to .colorSpaceToWorking().' ); // @deprecated, r177
  5128. return ColorManagement.colorSpaceToWorking( color, sourceColorSpace );
  5129. },
  5130. };
  5131. /******************************************************************************
  5132. * sRGB definitions
  5133. */
  5134. const REC709_PRIMARIES = [ 0.640, 0.330, 0.300, 0.600, 0.150, 0.060 ];
  5135. const REC709_LUMINANCE_COEFFICIENTS = [ 0.2126, 0.7152, 0.0722 ];
  5136. const D65 = [ 0.3127, 0.3290 ];
  5137. ColorManagement.define( {
  5138. [ LinearSRGBColorSpace ]: {
  5139. primaries: REC709_PRIMARIES,
  5140. whitePoint: D65,
  5141. transfer: LinearTransfer,
  5142. toXYZ: LINEAR_REC709_TO_XYZ,
  5143. fromXYZ: XYZ_TO_LINEAR_REC709,
  5144. luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,
  5145. workingColorSpaceConfig: { unpackColorSpace: SRGBColorSpace },
  5146. outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }
  5147. },
  5148. [ SRGBColorSpace ]: {
  5149. primaries: REC709_PRIMARIES,
  5150. whitePoint: D65,
  5151. transfer: SRGBTransfer,
  5152. toXYZ: LINEAR_REC709_TO_XYZ,
  5153. fromXYZ: XYZ_TO_LINEAR_REC709,
  5154. luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,
  5155. outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }
  5156. },
  5157. } );
  5158. return ColorManagement;
  5159. }
  5160. const ColorManagement = /*@__PURE__*/ createColorManagement();
  5161. function SRGBToLinear( c ) {
  5162. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  5163. }
  5164. function LinearToSRGB( c ) {
  5165. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  5166. }
  5167. let _canvas;
  5168. /**
  5169. * A class containing utility functions for images.
  5170. *
  5171. * @hideconstructor
  5172. */
  5173. class ImageUtils {
  5174. /**
  5175. * Returns a data URI containing a representation of the given image.
  5176. *
  5177. * @param {(HTMLImageElement|HTMLCanvasElement)} image - The image object.
  5178. * @param {string} [type='image/png'] - Indicates the image format.
  5179. * @return {string} The data URI.
  5180. */
  5181. static getDataURL( image, type = 'image/png' ) {
  5182. if ( /^data:/i.test( image.src ) ) {
  5183. return image.src;
  5184. }
  5185. if ( typeof HTMLCanvasElement === 'undefined' ) {
  5186. return image.src;
  5187. }
  5188. let canvas;
  5189. if ( image instanceof HTMLCanvasElement ) {
  5190. canvas = image;
  5191. } else {
  5192. if ( _canvas === undefined ) _canvas = createElementNS( 'canvas' );
  5193. _canvas.width = image.width;
  5194. _canvas.height = image.height;
  5195. const context = _canvas.getContext( '2d' );
  5196. if ( image instanceof ImageData ) {
  5197. context.putImageData( image, 0, 0 );
  5198. } else {
  5199. context.drawImage( image, 0, 0, image.width, image.height );
  5200. }
  5201. canvas = _canvas;
  5202. }
  5203. return canvas.toDataURL( type );
  5204. }
  5205. /**
  5206. * Converts the given sRGB image data to linear color space.
  5207. *
  5208. * @param {(HTMLImageElement|HTMLCanvasElement|ImageBitmap|Object)} image - The image object.
  5209. * @return {HTMLCanvasElement|Object} The converted image.
  5210. */
  5211. static sRGBToLinear( image ) {
  5212. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  5213. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  5214. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  5215. const canvas = createElementNS( 'canvas' );
  5216. canvas.width = image.width;
  5217. canvas.height = image.height;
  5218. const context = canvas.getContext( '2d' );
  5219. context.drawImage( image, 0, 0, image.width, image.height );
  5220. const imageData = context.getImageData( 0, 0, image.width, image.height );
  5221. const data = imageData.data;
  5222. for ( let i = 0; i < data.length; i ++ ) {
  5223. data[ i ] = SRGBToLinear( data[ i ] / 255 ) * 255;
  5224. }
  5225. context.putImageData( imageData, 0, 0 );
  5226. return canvas;
  5227. } else if ( image.data ) {
  5228. const data = image.data.slice( 0 );
  5229. for ( let i = 0; i < data.length; i ++ ) {
  5230. if ( data instanceof Uint8Array || data instanceof Uint8ClampedArray ) {
  5231. data[ i ] = Math.floor( SRGBToLinear( data[ i ] / 255 ) * 255 );
  5232. } else {
  5233. // assuming float
  5234. data[ i ] = SRGBToLinear( data[ i ] );
  5235. }
  5236. }
  5237. return {
  5238. data: data,
  5239. width: image.width,
  5240. height: image.height
  5241. };
  5242. } else {
  5243. warn( 'ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.' );
  5244. return image;
  5245. }
  5246. }
  5247. }
  5248. let _sourceId = 0;
  5249. /**
  5250. * Represents the data source of a texture.
  5251. *
  5252. * The main purpose of this class is to decouple the data definition from the texture
  5253. * definition so the same data can be used with multiple texture instances.
  5254. */
  5255. class Source {
  5256. /**
  5257. * Constructs a new video texture.
  5258. *
  5259. * @param {any} [data=null] - The data definition of a texture.
  5260. */
  5261. constructor( data = null ) {
  5262. /**
  5263. * This flag can be used for type testing.
  5264. *
  5265. * @type {boolean}
  5266. * @readonly
  5267. * @default true
  5268. */
  5269. this.isSource = true;
  5270. /**
  5271. * The ID of the source.
  5272. *
  5273. * @name Source#id
  5274. * @type {number}
  5275. * @readonly
  5276. */
  5277. Object.defineProperty( this, 'id', { value: _sourceId ++ } );
  5278. /**
  5279. * The UUID of the source.
  5280. *
  5281. * @type {string}
  5282. * @readonly
  5283. */
  5284. this.uuid = generateUUID();
  5285. /**
  5286. * The data definition of a texture.
  5287. *
  5288. * @type {any}
  5289. */
  5290. this.data = data;
  5291. /**
  5292. * This property is only relevant when {@link Source#needsUpdate} is set to `true` and
  5293. * provides more control on how texture data should be processed. When `dataReady` is set
  5294. * to `false`, the engine performs the memory allocation (if necessary) but does not transfer
  5295. * the data into the GPU memory.
  5296. *
  5297. * @type {boolean}
  5298. * @default true
  5299. */
  5300. this.dataReady = true;
  5301. /**
  5302. * This starts at `0` and counts how many times {@link Source#needsUpdate} is set to `true`.
  5303. *
  5304. * @type {number}
  5305. * @readonly
  5306. * @default 0
  5307. */
  5308. this.version = 0;
  5309. }
  5310. /**
  5311. * Returns the dimensions of the source into the given target vector.
  5312. *
  5313. * @param {(Vector2|Vector3)} target - The target object the result is written into.
  5314. * @return {(Vector2|Vector3)} The dimensions of the source.
  5315. */
  5316. getSize( target ) {
  5317. const data = this.data;
  5318. if ( ( typeof HTMLVideoElement !== 'undefined' ) && ( data instanceof HTMLVideoElement ) ) {
  5319. target.set( data.videoWidth, data.videoHeight, 0 );
  5320. } else if ( ( typeof VideoFrame !== 'undefined' ) && ( data instanceof VideoFrame ) ) {
  5321. target.set( data.displayHeight, data.displayWidth, 0 );
  5322. } else if ( data !== null ) {
  5323. target.set( data.width, data.height, data.depth || 0 );
  5324. } else {
  5325. target.set( 0, 0, 0 );
  5326. }
  5327. return target;
  5328. }
  5329. /**
  5330. * When the property is set to `true`, the engine allocates the memory
  5331. * for the texture (if necessary) and triggers the actual texture upload
  5332. * to the GPU next time the source is used.
  5333. *
  5334. * @type {boolean}
  5335. * @default false
  5336. * @param {boolean} value
  5337. */
  5338. set needsUpdate( value ) {
  5339. if ( value === true ) this.version ++;
  5340. }
  5341. /**
  5342. * Serializes the source into JSON.
  5343. *
  5344. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  5345. * @return {Object} A JSON object representing the serialized source.
  5346. * @see {@link ObjectLoader#parse}
  5347. */
  5348. toJSON( meta ) {
  5349. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  5350. if ( ! isRootObject && meta.images[ this.uuid ] !== undefined ) {
  5351. return meta.images[ this.uuid ];
  5352. }
  5353. const output = {
  5354. uuid: this.uuid,
  5355. url: ''
  5356. };
  5357. const data = this.data;
  5358. if ( data !== null ) {
  5359. let url;
  5360. if ( Array.isArray( data ) ) {
  5361. // cube texture
  5362. url = [];
  5363. for ( let i = 0, l = data.length; i < l; i ++ ) {
  5364. if ( data[ i ].isDataTexture ) {
  5365. url.push( serializeImage( data[ i ].image ) );
  5366. } else {
  5367. url.push( serializeImage( data[ i ] ) );
  5368. }
  5369. }
  5370. } else {
  5371. // texture
  5372. url = serializeImage( data );
  5373. }
  5374. output.url = url;
  5375. }
  5376. if ( ! isRootObject ) {
  5377. meta.images[ this.uuid ] = output;
  5378. }
  5379. return output;
  5380. }
  5381. }
  5382. function serializeImage( image ) {
  5383. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  5384. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  5385. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  5386. // default images
  5387. return ImageUtils.getDataURL( image );
  5388. } else {
  5389. if ( image.data ) {
  5390. // images of DataTexture
  5391. return {
  5392. data: Array.from( image.data ),
  5393. width: image.width,
  5394. height: image.height,
  5395. type: image.data.constructor.name
  5396. };
  5397. } else {
  5398. warn( 'Texture: Unable to serialize Texture.' );
  5399. return {};
  5400. }
  5401. }
  5402. }
  5403. let _textureId = 0;
  5404. const _tempVec3 = /*@__PURE__*/ new Vector3();
  5405. /**
  5406. * Base class for all textures.
  5407. *
  5408. * Note: After the initial use of a texture, its dimensions, format, and type
  5409. * cannot be changed. Instead, call {@link Texture#dispose} on the texture and instantiate a new one.
  5410. *
  5411. * @augments EventDispatcher
  5412. */
  5413. class Texture extends EventDispatcher {
  5414. /**
  5415. * Constructs a new texture.
  5416. *
  5417. * @param {?Object} [image=Texture.DEFAULT_IMAGE] - The image holding the texture data.
  5418. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  5419. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  5420. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  5421. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  5422. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  5423. * @param {number} [format=RGBAFormat] - The texture format.
  5424. * @param {number} [type=UnsignedByteType] - The texture type.
  5425. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  5426. * @param {string} [colorSpace=NoColorSpace] - The color space.
  5427. */
  5428. 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 ) {
  5429. super();
  5430. /**
  5431. * This flag can be used for type testing.
  5432. *
  5433. * @type {boolean}
  5434. * @readonly
  5435. * @default true
  5436. */
  5437. this.isTexture = true;
  5438. /**
  5439. * The ID of the texture.
  5440. *
  5441. * @name Texture#id
  5442. * @type {number}
  5443. * @readonly
  5444. */
  5445. Object.defineProperty( this, 'id', { value: _textureId ++ } );
  5446. /**
  5447. * The UUID of the material.
  5448. *
  5449. * @type {string}
  5450. * @readonly
  5451. */
  5452. this.uuid = generateUUID();
  5453. /**
  5454. * The name of the material.
  5455. *
  5456. * @type {string}
  5457. */
  5458. this.name = '';
  5459. /**
  5460. * The data definition of a texture. A reference to the data source can be
  5461. * shared across textures. This is often useful in context of spritesheets
  5462. * where multiple textures render the same data but with different texture
  5463. * transformations.
  5464. *
  5465. * @type {Source}
  5466. */
  5467. this.source = new Source( image );
  5468. /**
  5469. * An array holding user-defined mipmaps.
  5470. *
  5471. * @type {Array<Object>}
  5472. */
  5473. this.mipmaps = [];
  5474. /**
  5475. * How the texture is applied to the object. The value `UVMapping`
  5476. * is the default, where texture or uv coordinates are used to apply the map.
  5477. *
  5478. * @type {(UVMapping|CubeReflectionMapping|CubeRefractionMapping|EquirectangularReflectionMapping|EquirectangularRefractionMapping|CubeUVReflectionMapping)}
  5479. * @default UVMapping
  5480. */
  5481. this.mapping = mapping;
  5482. /**
  5483. * Lets you select the uv attribute to map the texture to. `0` for `uv`,
  5484. * `1` for `uv1`, `2` for `uv2` and `3` for `uv3`.
  5485. *
  5486. * @type {number}
  5487. * @default 0
  5488. */
  5489. this.channel = 0;
  5490. /**
  5491. * This defines how the texture is wrapped horizontally and corresponds to
  5492. * *U* in UV mapping.
  5493. *
  5494. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  5495. * @default ClampToEdgeWrapping
  5496. */
  5497. this.wrapS = wrapS;
  5498. /**
  5499. * This defines how the texture is wrapped horizontally and corresponds to
  5500. * *V* in UV mapping.
  5501. *
  5502. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  5503. * @default ClampToEdgeWrapping
  5504. */
  5505. this.wrapT = wrapT;
  5506. /**
  5507. * How the texture is sampled when a texel covers more than one pixel.
  5508. *
  5509. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  5510. * @default LinearFilter
  5511. */
  5512. this.magFilter = magFilter;
  5513. /**
  5514. * How the texture is sampled when a texel covers less than one pixel.
  5515. *
  5516. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  5517. * @default LinearMipmapLinearFilter
  5518. */
  5519. this.minFilter = minFilter;
  5520. /**
  5521. * The number of samples taken along the axis through the pixel that has the
  5522. * highest density of texels. By default, this value is `1`. A higher value
  5523. * gives a less blurry result than a basic mipmap, at the cost of more
  5524. * texture samples being used.
  5525. *
  5526. * @type {number}
  5527. * @default 0
  5528. */
  5529. this.anisotropy = anisotropy;
  5530. /**
  5531. * The format of the texture.
  5532. *
  5533. * @type {number}
  5534. * @default RGBAFormat
  5535. */
  5536. this.format = format;
  5537. /**
  5538. * The default internal format is derived from {@link Texture#format} and {@link Texture#type} and
  5539. * defines how the texture data is going to be stored on the GPU.
  5540. *
  5541. * This property allows to overwrite the default format.
  5542. *
  5543. * @type {?string}
  5544. * @default null
  5545. */
  5546. this.internalFormat = null;
  5547. /**
  5548. * The data type of the texture.
  5549. *
  5550. * @type {number}
  5551. * @default UnsignedByteType
  5552. */
  5553. this.type = type;
  5554. /**
  5555. * How much a single repetition of the texture is offset from the beginning,
  5556. * in each direction U and V. Typical range is `0.0` to `1.0`.
  5557. *
  5558. * @type {Vector2}
  5559. * @default (0,0)
  5560. */
  5561. this.offset = new Vector2( 0, 0 );
  5562. /**
  5563. * How many times the texture is repeated across the surface, in each
  5564. * direction U and V. If repeat is set greater than `1` in either direction,
  5565. * the corresponding wrap parameter should also be set to `RepeatWrapping`
  5566. * or `MirroredRepeatWrapping` to achieve the desired tiling effect.
  5567. *
  5568. * @type {Vector2}
  5569. * @default (1,1)
  5570. */
  5571. this.repeat = new Vector2( 1, 1 );
  5572. /**
  5573. * The point around which rotation occurs. A value of `(0.5, 0.5)` corresponds
  5574. * to the center of the texture. Default is `(0, 0)`, the lower left.
  5575. *
  5576. * @type {Vector2}
  5577. * @default (0,0)
  5578. */
  5579. this.center = new Vector2( 0, 0 );
  5580. /**
  5581. * How much the texture is rotated around the center point, in radians.
  5582. * Positive values are counter-clockwise.
  5583. *
  5584. * @type {number}
  5585. * @default 0
  5586. */
  5587. this.rotation = 0;
  5588. /**
  5589. * Whether to update the texture's uv-transformation {@link Texture#matrix}
  5590. * from the properties {@link Texture#offset}, {@link Texture#repeat},
  5591. * {@link Texture#rotation}, and {@link Texture#center}.
  5592. *
  5593. * Set this to `false` if you are specifying the uv-transform matrix directly.
  5594. *
  5595. * @type {boolean}
  5596. * @default true
  5597. */
  5598. this.matrixAutoUpdate = true;
  5599. /**
  5600. * The uv-transformation matrix of the texture.
  5601. *
  5602. * @type {Matrix3}
  5603. */
  5604. this.matrix = new Matrix3();
  5605. /**
  5606. * Whether to generate mipmaps (if possible) for a texture.
  5607. *
  5608. * Set this to `false` if you are creating mipmaps manually.
  5609. *
  5610. * @type {boolean}
  5611. * @default true
  5612. */
  5613. this.generateMipmaps = true;
  5614. /**
  5615. * If set to `true`, the alpha channel, if present, is multiplied into the
  5616. * color channels when the texture is uploaded to the GPU.
  5617. *
  5618. * Note that this property has no effect when using `ImageBitmap`. You need to
  5619. * configure premultiply alpha on bitmap creation instead.
  5620. *
  5621. * @type {boolean}
  5622. * @default false
  5623. */
  5624. this.premultiplyAlpha = false;
  5625. /**
  5626. * If set to `true`, the texture is flipped along the vertical axis when
  5627. * uploaded to the GPU.
  5628. *
  5629. * Note that this property has no effect when using `ImageBitmap`. You need to
  5630. * configure the flip on bitmap creation instead.
  5631. *
  5632. * @type {boolean}
  5633. * @default true
  5634. */
  5635. this.flipY = true;
  5636. /**
  5637. * Specifies the alignment requirements for the start of each pixel row in memory.
  5638. * The allowable values are `1` (byte-alignment), `2` (rows aligned to even-numbered bytes),
  5639. * `4` (word-alignment), and `8` (rows start on double-word boundaries).
  5640. *
  5641. * @type {number}
  5642. * @default 4
  5643. */
  5644. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  5645. /**
  5646. * Textures containing color data should be annotated with `SRGBColorSpace` or `LinearSRGBColorSpace`.
  5647. *
  5648. * @type {string}
  5649. * @default NoColorSpace
  5650. */
  5651. this.colorSpace = colorSpace;
  5652. /**
  5653. * An object that can be used to store custom data about the texture. It
  5654. * should not hold references to functions as these will not be cloned.
  5655. *
  5656. * @type {Object}
  5657. */
  5658. this.userData = {};
  5659. /**
  5660. * This can be used to only update a subregion or specific rows of the texture (for example, just the
  5661. * first 3 rows). Use the `addUpdateRange()` function to add ranges to this array.
  5662. *
  5663. * @type {Array<Object>}
  5664. */
  5665. this.updateRanges = [];
  5666. /**
  5667. * This starts at `0` and counts how many times {@link Texture#needsUpdate} is set to `true`.
  5668. *
  5669. * @type {number}
  5670. * @readonly
  5671. * @default 0
  5672. */
  5673. this.version = 0;
  5674. /**
  5675. * A callback function, called when the texture is updated (e.g., when
  5676. * {@link Texture#needsUpdate} has been set to true and then the texture is used).
  5677. *
  5678. * @type {?Function}
  5679. * @default null
  5680. */
  5681. this.onUpdate = null;
  5682. /**
  5683. * An optional back reference to the textures render target.
  5684. *
  5685. * @type {?(RenderTarget|WebGLRenderTarget)}
  5686. * @default null
  5687. */
  5688. this.renderTarget = null;
  5689. /**
  5690. * Indicates whether a texture belongs to a render target or not.
  5691. *
  5692. * @type {boolean}
  5693. * @readonly
  5694. * @default false
  5695. */
  5696. this.isRenderTargetTexture = false;
  5697. /**
  5698. * Indicates if a texture should be handled like a texture array.
  5699. *
  5700. * @type {boolean}
  5701. * @readonly
  5702. * @default false
  5703. */
  5704. this.isArrayTexture = image && image.depth && image.depth > 1 ? true : false;
  5705. /**
  5706. * Indicates whether this texture should be processed by `PMREMGenerator` or not
  5707. * (only relevant for render target textures).
  5708. *
  5709. * @type {number}
  5710. * @readonly
  5711. * @default 0
  5712. */
  5713. this.pmremVersion = 0;
  5714. }
  5715. /**
  5716. * The width of the texture in pixels.
  5717. */
  5718. get width() {
  5719. return this.source.getSize( _tempVec3 ).x;
  5720. }
  5721. /**
  5722. * The height of the texture in pixels.
  5723. */
  5724. get height() {
  5725. return this.source.getSize( _tempVec3 ).y;
  5726. }
  5727. /**
  5728. * The depth of the texture in pixels.
  5729. */
  5730. get depth() {
  5731. return this.source.getSize( _tempVec3 ).z;
  5732. }
  5733. /**
  5734. * The image object holding the texture data.
  5735. *
  5736. * @type {?Object}
  5737. */
  5738. get image() {
  5739. return this.source.data;
  5740. }
  5741. set image( value = null ) {
  5742. this.source.data = value;
  5743. }
  5744. /**
  5745. * Updates the texture transformation matrix from the from the properties {@link Texture#offset},
  5746. * {@link Texture#repeat}, {@link Texture#rotation}, and {@link Texture#center}.
  5747. */
  5748. updateMatrix() {
  5749. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  5750. }
  5751. /**
  5752. * Adds a range of data in the data texture to be updated on the GPU.
  5753. *
  5754. * @param {number} start - Position at which to start update.
  5755. * @param {number} count - The number of components to update.
  5756. */
  5757. addUpdateRange( start, count ) {
  5758. this.updateRanges.push( { start, count } );
  5759. }
  5760. /**
  5761. * Clears the update ranges.
  5762. */
  5763. clearUpdateRanges() {
  5764. this.updateRanges.length = 0;
  5765. }
  5766. /**
  5767. * Returns a new texture with copied values from this instance.
  5768. *
  5769. * @return {Texture} A clone of this instance.
  5770. */
  5771. clone() {
  5772. return new this.constructor().copy( this );
  5773. }
  5774. /**
  5775. * Copies the values of the given texture to this instance.
  5776. *
  5777. * @param {Texture} source - The texture to copy.
  5778. * @return {Texture} A reference to this instance.
  5779. */
  5780. copy( source ) {
  5781. this.name = source.name;
  5782. this.source = source.source;
  5783. this.mipmaps = source.mipmaps.slice( 0 );
  5784. this.mapping = source.mapping;
  5785. this.channel = source.channel;
  5786. this.wrapS = source.wrapS;
  5787. this.wrapT = source.wrapT;
  5788. this.magFilter = source.magFilter;
  5789. this.minFilter = source.minFilter;
  5790. this.anisotropy = source.anisotropy;
  5791. this.format = source.format;
  5792. this.internalFormat = source.internalFormat;
  5793. this.type = source.type;
  5794. this.offset.copy( source.offset );
  5795. this.repeat.copy( source.repeat );
  5796. this.center.copy( source.center );
  5797. this.rotation = source.rotation;
  5798. this.matrixAutoUpdate = source.matrixAutoUpdate;
  5799. this.matrix.copy( source.matrix );
  5800. this.generateMipmaps = source.generateMipmaps;
  5801. this.premultiplyAlpha = source.premultiplyAlpha;
  5802. this.flipY = source.flipY;
  5803. this.unpackAlignment = source.unpackAlignment;
  5804. this.colorSpace = source.colorSpace;
  5805. this.renderTarget = source.renderTarget;
  5806. this.isRenderTargetTexture = source.isRenderTargetTexture;
  5807. this.isArrayTexture = source.isArrayTexture;
  5808. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5809. this.needsUpdate = true;
  5810. return this;
  5811. }
  5812. /**
  5813. * Sets this texture's properties based on `values`.
  5814. * @param {Object} values - A container with texture parameters.
  5815. */
  5816. setValues( values ) {
  5817. for ( const key in values ) {
  5818. const newValue = values[ key ];
  5819. if ( newValue === undefined ) {
  5820. warn( `Texture.setValues(): parameter '${ key }' has value of undefined.` );
  5821. continue;
  5822. }
  5823. const currentValue = this[ key ];
  5824. if ( currentValue === undefined ) {
  5825. warn( `Texture.setValues(): property '${ key }' does not exist.` );
  5826. continue;
  5827. }
  5828. if ( ( currentValue && newValue ) && ( currentValue.isVector2 && newValue.isVector2 ) ) {
  5829. currentValue.copy( newValue );
  5830. } else if ( ( currentValue && newValue ) && ( currentValue.isVector3 && newValue.isVector3 ) ) {
  5831. currentValue.copy( newValue );
  5832. } else if ( ( currentValue && newValue ) && ( currentValue.isMatrix3 && newValue.isMatrix3 ) ) {
  5833. currentValue.copy( newValue );
  5834. } else {
  5835. this[ key ] = newValue;
  5836. }
  5837. }
  5838. }
  5839. /**
  5840. * Serializes the texture into JSON.
  5841. *
  5842. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  5843. * @return {Object} A JSON object representing the serialized texture.
  5844. * @see {@link ObjectLoader#parse}
  5845. */
  5846. toJSON( meta ) {
  5847. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  5848. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  5849. return meta.textures[ this.uuid ];
  5850. }
  5851. const output = {
  5852. metadata: {
  5853. version: 4.7,
  5854. type: 'Texture',
  5855. generator: 'Texture.toJSON'
  5856. },
  5857. uuid: this.uuid,
  5858. name: this.name,
  5859. image: this.source.toJSON( meta ).uuid,
  5860. mapping: this.mapping,
  5861. channel: this.channel,
  5862. repeat: [ this.repeat.x, this.repeat.y ],
  5863. offset: [ this.offset.x, this.offset.y ],
  5864. center: [ this.center.x, this.center.y ],
  5865. rotation: this.rotation,
  5866. wrap: [ this.wrapS, this.wrapT ],
  5867. format: this.format,
  5868. internalFormat: this.internalFormat,
  5869. type: this.type,
  5870. colorSpace: this.colorSpace,
  5871. minFilter: this.minFilter,
  5872. magFilter: this.magFilter,
  5873. anisotropy: this.anisotropy,
  5874. flipY: this.flipY,
  5875. generateMipmaps: this.generateMipmaps,
  5876. premultiplyAlpha: this.premultiplyAlpha,
  5877. unpackAlignment: this.unpackAlignment
  5878. };
  5879. if ( Object.keys( this.userData ).length > 0 ) output.userData = this.userData;
  5880. if ( ! isRootObject ) {
  5881. meta.textures[ this.uuid ] = output;
  5882. }
  5883. return output;
  5884. }
  5885. /**
  5886. * Frees the GPU-related resources allocated by this instance. Call this
  5887. * method whenever this instance is no longer used in your app.
  5888. *
  5889. * @fires Texture#dispose
  5890. */
  5891. dispose() {
  5892. /**
  5893. * Fires when the texture has been disposed of.
  5894. *
  5895. * @event Texture#dispose
  5896. * @type {Object}
  5897. */
  5898. this.dispatchEvent( { type: 'dispose' } );
  5899. }
  5900. /**
  5901. * Transforms the given uv vector with the textures uv transformation matrix.
  5902. *
  5903. * @param {Vector2} uv - The uv vector.
  5904. * @return {Vector2} The transformed uv vector.
  5905. */
  5906. transformUv( uv ) {
  5907. if ( this.mapping !== UVMapping ) return uv;
  5908. uv.applyMatrix3( this.matrix );
  5909. if ( uv.x < 0 || uv.x > 1 ) {
  5910. switch ( this.wrapS ) {
  5911. case RepeatWrapping:
  5912. uv.x = uv.x - Math.floor( uv.x );
  5913. break;
  5914. case ClampToEdgeWrapping:
  5915. uv.x = uv.x < 0 ? 0 : 1;
  5916. break;
  5917. case MirroredRepeatWrapping:
  5918. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  5919. uv.x = Math.ceil( uv.x ) - uv.x;
  5920. } else {
  5921. uv.x = uv.x - Math.floor( uv.x );
  5922. }
  5923. break;
  5924. }
  5925. }
  5926. if ( uv.y < 0 || uv.y > 1 ) {
  5927. switch ( this.wrapT ) {
  5928. case RepeatWrapping:
  5929. uv.y = uv.y - Math.floor( uv.y );
  5930. break;
  5931. case ClampToEdgeWrapping:
  5932. uv.y = uv.y < 0 ? 0 : 1;
  5933. break;
  5934. case MirroredRepeatWrapping:
  5935. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  5936. uv.y = Math.ceil( uv.y ) - uv.y;
  5937. } else {
  5938. uv.y = uv.y - Math.floor( uv.y );
  5939. }
  5940. break;
  5941. }
  5942. }
  5943. if ( this.flipY ) {
  5944. uv.y = 1 - uv.y;
  5945. }
  5946. return uv;
  5947. }
  5948. /**
  5949. * Setting this property to `true` indicates the engine the texture
  5950. * must be updated in the next render. This triggers a texture upload
  5951. * to the GPU and ensures correct texture parameter configuration.
  5952. *
  5953. * @type {boolean}
  5954. * @default false
  5955. * @param {boolean} value
  5956. */
  5957. set needsUpdate( value ) {
  5958. if ( value === true ) {
  5959. this.version ++;
  5960. this.source.needsUpdate = true;
  5961. }
  5962. }
  5963. /**
  5964. * Setting this property to `true` indicates the engine the PMREM
  5965. * must be regenerated.
  5966. *
  5967. * @type {boolean}
  5968. * @default false
  5969. * @param {boolean} value
  5970. */
  5971. set needsPMREMUpdate( value ) {
  5972. if ( value === true ) {
  5973. this.pmremVersion ++;
  5974. }
  5975. }
  5976. }
  5977. /**
  5978. * The default image for all textures.
  5979. *
  5980. * @static
  5981. * @type {?Image}
  5982. * @default null
  5983. */
  5984. Texture.DEFAULT_IMAGE = null;
  5985. /**
  5986. * The default mapping for all textures.
  5987. *
  5988. * @static
  5989. * @type {number}
  5990. * @default UVMapping
  5991. */
  5992. Texture.DEFAULT_MAPPING = UVMapping;
  5993. /**
  5994. * The default anisotropy value for all textures.
  5995. *
  5996. * @static
  5997. * @type {number}
  5998. * @default 1
  5999. */
  6000. Texture.DEFAULT_ANISOTROPY = 1;
  6001. /**
  6002. * Class representing a 4D vector. A 4D vector is an ordered quadruplet of numbers
  6003. * (labeled x, y, z and w), which can be used to represent a number of things, such as:
  6004. *
  6005. * - A point in 4D space.
  6006. * - A direction and length in 4D space. In three.js the length will
  6007. * always be the Euclidean distance(straight-line distance) from `(0, 0, 0, 0)` to `(x, y, z, w)`
  6008. * and the direction is also measured from `(0, 0, 0, 0)` towards `(x, y, z, w)`.
  6009. * - Any arbitrary ordered quadruplet of numbers.
  6010. *
  6011. * There are other things a 4D vector can be used to represent, however these
  6012. * are the most common uses in *three.js*.
  6013. *
  6014. * Iterating through a vector instance will yield its components `(x, y, z, w)` in
  6015. * the corresponding order.
  6016. * ```js
  6017. * const a = new THREE.Vector4( 0, 1, 0, 0 );
  6018. *
  6019. * //no arguments; will be initialised to (0, 0, 0, 1)
  6020. * const b = new THREE.Vector4( );
  6021. *
  6022. * const d = a.dot( b );
  6023. * ```
  6024. */
  6025. class Vector4 {
  6026. /**
  6027. * Constructs a new 4D vector.
  6028. *
  6029. * @param {number} [x=0] - The x value of this vector.
  6030. * @param {number} [y=0] - The y value of this vector.
  6031. * @param {number} [z=0] - The z value of this vector.
  6032. * @param {number} [w=1] - The w value of this vector.
  6033. */
  6034. constructor( x = 0, y = 0, z = 0, w = 1 ) {
  6035. /**
  6036. * This flag can be used for type testing.
  6037. *
  6038. * @type {boolean}
  6039. * @readonly
  6040. * @default true
  6041. */
  6042. Vector4.prototype.isVector4 = true;
  6043. /**
  6044. * The x value of this vector.
  6045. *
  6046. * @type {number}
  6047. */
  6048. this.x = x;
  6049. /**
  6050. * The y value of this vector.
  6051. *
  6052. * @type {number}
  6053. */
  6054. this.y = y;
  6055. /**
  6056. * The z value of this vector.
  6057. *
  6058. * @type {number}
  6059. */
  6060. this.z = z;
  6061. /**
  6062. * The w value of this vector.
  6063. *
  6064. * @type {number}
  6065. */
  6066. this.w = w;
  6067. }
  6068. /**
  6069. * Alias for {@link Vector4#z}.
  6070. *
  6071. * @type {number}
  6072. */
  6073. get width() {
  6074. return this.z;
  6075. }
  6076. set width( value ) {
  6077. this.z = value;
  6078. }
  6079. /**
  6080. * Alias for {@link Vector4#w}.
  6081. *
  6082. * @type {number}
  6083. */
  6084. get height() {
  6085. return this.w;
  6086. }
  6087. set height( value ) {
  6088. this.w = value;
  6089. }
  6090. /**
  6091. * Sets the vector components.
  6092. *
  6093. * @param {number} x - The value of the x component.
  6094. * @param {number} y - The value of the y component.
  6095. * @param {number} z - The value of the z component.
  6096. * @param {number} w - The value of the w component.
  6097. * @return {Vector4} A reference to this vector.
  6098. */
  6099. set( x, y, z, w ) {
  6100. this.x = x;
  6101. this.y = y;
  6102. this.z = z;
  6103. this.w = w;
  6104. return this;
  6105. }
  6106. /**
  6107. * Sets the vector components to the same value.
  6108. *
  6109. * @param {number} scalar - The value to set for all vector components.
  6110. * @return {Vector4} A reference to this vector.
  6111. */
  6112. setScalar( scalar ) {
  6113. this.x = scalar;
  6114. this.y = scalar;
  6115. this.z = scalar;
  6116. this.w = scalar;
  6117. return this;
  6118. }
  6119. /**
  6120. * Sets the vector's x component to the given value
  6121. *
  6122. * @param {number} x - The value to set.
  6123. * @return {Vector4} A reference to this vector.
  6124. */
  6125. setX( x ) {
  6126. this.x = x;
  6127. return this;
  6128. }
  6129. /**
  6130. * Sets the vector's y component to the given value
  6131. *
  6132. * @param {number} y - The value to set.
  6133. * @return {Vector4} A reference to this vector.
  6134. */
  6135. setY( y ) {
  6136. this.y = y;
  6137. return this;
  6138. }
  6139. /**
  6140. * Sets the vector's z component to the given value
  6141. *
  6142. * @param {number} z - The value to set.
  6143. * @return {Vector4} A reference to this vector.
  6144. */
  6145. setZ( z ) {
  6146. this.z = z;
  6147. return this;
  6148. }
  6149. /**
  6150. * Sets the vector's w component to the given value
  6151. *
  6152. * @param {number} w - The value to set.
  6153. * @return {Vector4} A reference to this vector.
  6154. */
  6155. setW( w ) {
  6156. this.w = w;
  6157. return this;
  6158. }
  6159. /**
  6160. * Allows to set a vector component with an index.
  6161. *
  6162. * @param {number} index - The component index. `0` equals to x, `1` equals to y,
  6163. * `2` equals to z, `3` equals to w.
  6164. * @param {number} value - The value to set.
  6165. * @return {Vector4} A reference to this vector.
  6166. */
  6167. setComponent( index, value ) {
  6168. switch ( index ) {
  6169. case 0: this.x = value; break;
  6170. case 1: this.y = value; break;
  6171. case 2: this.z = value; break;
  6172. case 3: this.w = value; break;
  6173. default: throw new Error( 'index is out of range: ' + index );
  6174. }
  6175. return this;
  6176. }
  6177. /**
  6178. * Returns the value of the vector component which matches the given index.
  6179. *
  6180. * @param {number} index - The component index. `0` equals to x, `1` equals to y,
  6181. * `2` equals to z, `3` equals to w.
  6182. * @return {number} A vector component value.
  6183. */
  6184. getComponent( index ) {
  6185. switch ( index ) {
  6186. case 0: return this.x;
  6187. case 1: return this.y;
  6188. case 2: return this.z;
  6189. case 3: return this.w;
  6190. default: throw new Error( 'index is out of range: ' + index );
  6191. }
  6192. }
  6193. /**
  6194. * Returns a new vector with copied values from this instance.
  6195. *
  6196. * @return {Vector4} A clone of this instance.
  6197. */
  6198. clone() {
  6199. return new this.constructor( this.x, this.y, this.z, this.w );
  6200. }
  6201. /**
  6202. * Copies the values of the given vector to this instance.
  6203. *
  6204. * @param {Vector3|Vector4} v - The vector to copy.
  6205. * @return {Vector4} A reference to this vector.
  6206. */
  6207. copy( v ) {
  6208. this.x = v.x;
  6209. this.y = v.y;
  6210. this.z = v.z;
  6211. this.w = ( v.w !== undefined ) ? v.w : 1;
  6212. return this;
  6213. }
  6214. /**
  6215. * Adds the given vector to this instance.
  6216. *
  6217. * @param {Vector4} v - The vector to add.
  6218. * @return {Vector4} A reference to this vector.
  6219. */
  6220. add( v ) {
  6221. this.x += v.x;
  6222. this.y += v.y;
  6223. this.z += v.z;
  6224. this.w += v.w;
  6225. return this;
  6226. }
  6227. /**
  6228. * Adds the given scalar value to all components of this instance.
  6229. *
  6230. * @param {number} s - The scalar to add.
  6231. * @return {Vector4} A reference to this vector.
  6232. */
  6233. addScalar( s ) {
  6234. this.x += s;
  6235. this.y += s;
  6236. this.z += s;
  6237. this.w += s;
  6238. return this;
  6239. }
  6240. /**
  6241. * Adds the given vectors and stores the result in this instance.
  6242. *
  6243. * @param {Vector4} a - The first vector.
  6244. * @param {Vector4} b - The second vector.
  6245. * @return {Vector4} A reference to this vector.
  6246. */
  6247. addVectors( a, b ) {
  6248. this.x = a.x + b.x;
  6249. this.y = a.y + b.y;
  6250. this.z = a.z + b.z;
  6251. this.w = a.w + b.w;
  6252. return this;
  6253. }
  6254. /**
  6255. * Adds the given vector scaled by the given factor to this instance.
  6256. *
  6257. * @param {Vector4} v - The vector.
  6258. * @param {number} s - The factor that scales `v`.
  6259. * @return {Vector4} A reference to this vector.
  6260. */
  6261. addScaledVector( v, s ) {
  6262. this.x += v.x * s;
  6263. this.y += v.y * s;
  6264. this.z += v.z * s;
  6265. this.w += v.w * s;
  6266. return this;
  6267. }
  6268. /**
  6269. * Subtracts the given vector from this instance.
  6270. *
  6271. * @param {Vector4} v - The vector to subtract.
  6272. * @return {Vector4} A reference to this vector.
  6273. */
  6274. sub( v ) {
  6275. this.x -= v.x;
  6276. this.y -= v.y;
  6277. this.z -= v.z;
  6278. this.w -= v.w;
  6279. return this;
  6280. }
  6281. /**
  6282. * Subtracts the given scalar value from all components of this instance.
  6283. *
  6284. * @param {number} s - The scalar to subtract.
  6285. * @return {Vector4} A reference to this vector.
  6286. */
  6287. subScalar( s ) {
  6288. this.x -= s;
  6289. this.y -= s;
  6290. this.z -= s;
  6291. this.w -= s;
  6292. return this;
  6293. }
  6294. /**
  6295. * Subtracts the given vectors and stores the result in this instance.
  6296. *
  6297. * @param {Vector4} a - The first vector.
  6298. * @param {Vector4} b - The second vector.
  6299. * @return {Vector4} A reference to this vector.
  6300. */
  6301. subVectors( a, b ) {
  6302. this.x = a.x - b.x;
  6303. this.y = a.y - b.y;
  6304. this.z = a.z - b.z;
  6305. this.w = a.w - b.w;
  6306. return this;
  6307. }
  6308. /**
  6309. * Multiplies the given vector with this instance.
  6310. *
  6311. * @param {Vector4} v - The vector to multiply.
  6312. * @return {Vector4} A reference to this vector.
  6313. */
  6314. multiply( v ) {
  6315. this.x *= v.x;
  6316. this.y *= v.y;
  6317. this.z *= v.z;
  6318. this.w *= v.w;
  6319. return this;
  6320. }
  6321. /**
  6322. * Multiplies the given scalar value with all components of this instance.
  6323. *
  6324. * @param {number} scalar - The scalar to multiply.
  6325. * @return {Vector4} A reference to this vector.
  6326. */
  6327. multiplyScalar( scalar ) {
  6328. this.x *= scalar;
  6329. this.y *= scalar;
  6330. this.z *= scalar;
  6331. this.w *= scalar;
  6332. return this;
  6333. }
  6334. /**
  6335. * Multiplies this vector with the given 4x4 matrix.
  6336. *
  6337. * @param {Matrix4} m - The 4x4 matrix.
  6338. * @return {Vector4} A reference to this vector.
  6339. */
  6340. applyMatrix4( m ) {
  6341. const x = this.x, y = this.y, z = this.z, w = this.w;
  6342. const e = m.elements;
  6343. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  6344. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  6345. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  6346. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  6347. return this;
  6348. }
  6349. /**
  6350. * Divides this instance by the given vector.
  6351. *
  6352. * @param {Vector4} v - The vector to divide.
  6353. * @return {Vector4} A reference to this vector.
  6354. */
  6355. divide( v ) {
  6356. this.x /= v.x;
  6357. this.y /= v.y;
  6358. this.z /= v.z;
  6359. this.w /= v.w;
  6360. return this;
  6361. }
  6362. /**
  6363. * Divides this vector by the given scalar.
  6364. *
  6365. * @param {number} scalar - The scalar to divide.
  6366. * @return {Vector4} A reference to this vector.
  6367. */
  6368. divideScalar( scalar ) {
  6369. return this.multiplyScalar( 1 / scalar );
  6370. }
  6371. /**
  6372. * Sets the x, y and z components of this
  6373. * vector to the quaternion's axis and w to the angle.
  6374. *
  6375. * @param {Quaternion} q - The Quaternion to set.
  6376. * @return {Vector4} A reference to this vector.
  6377. */
  6378. setAxisAngleFromQuaternion( q ) {
  6379. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  6380. // q is assumed to be normalized
  6381. this.w = 2 * Math.acos( q.w );
  6382. const s = Math.sqrt( 1 - q.w * q.w );
  6383. if ( s < 0.0001 ) {
  6384. this.x = 1;
  6385. this.y = 0;
  6386. this.z = 0;
  6387. } else {
  6388. this.x = q.x / s;
  6389. this.y = q.y / s;
  6390. this.z = q.z / s;
  6391. }
  6392. return this;
  6393. }
  6394. /**
  6395. * Sets the x, y and z components of this
  6396. * vector to the axis of rotation and w to the angle.
  6397. *
  6398. * @param {Matrix4} m - A 4x4 matrix of which the upper left 3x3 matrix is a pure rotation matrix.
  6399. * @return {Vector4} A reference to this vector.
  6400. */
  6401. setAxisAngleFromRotationMatrix( m ) {
  6402. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  6403. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  6404. let angle, x, y, z; // variables for result
  6405. const epsilon = 0.01, // margin to allow for rounding errors
  6406. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  6407. te = m.elements,
  6408. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  6409. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  6410. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  6411. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  6412. ( Math.abs( m13 - m31 ) < epsilon ) &&
  6413. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  6414. // singularity found
  6415. // first check for identity matrix which must have +1 for all terms
  6416. // in leading diagonal and zero in other terms
  6417. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  6418. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  6419. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  6420. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  6421. // this singularity is identity matrix so angle = 0
  6422. this.set( 1, 0, 0, 0 );
  6423. return this; // zero angle, arbitrary axis
  6424. }
  6425. // otherwise this singularity is angle = 180
  6426. angle = Math.PI;
  6427. const xx = ( m11 + 1 ) / 2;
  6428. const yy = ( m22 + 1 ) / 2;
  6429. const zz = ( m33 + 1 ) / 2;
  6430. const xy = ( m12 + m21 ) / 4;
  6431. const xz = ( m13 + m31 ) / 4;
  6432. const yz = ( m23 + m32 ) / 4;
  6433. if ( ( xx > yy ) && ( xx > zz ) ) {
  6434. // m11 is the largest diagonal term
  6435. if ( xx < epsilon ) {
  6436. x = 0;
  6437. y = 0.707106781;
  6438. z = 0.707106781;
  6439. } else {
  6440. x = Math.sqrt( xx );
  6441. y = xy / x;
  6442. z = xz / x;
  6443. }
  6444. } else if ( yy > zz ) {
  6445. // m22 is the largest diagonal term
  6446. if ( yy < epsilon ) {
  6447. x = 0.707106781;
  6448. y = 0;
  6449. z = 0.707106781;
  6450. } else {
  6451. y = Math.sqrt( yy );
  6452. x = xy / y;
  6453. z = yz / y;
  6454. }
  6455. } else {
  6456. // m33 is the largest diagonal term so base result on this
  6457. if ( zz < epsilon ) {
  6458. x = 0.707106781;
  6459. y = 0.707106781;
  6460. z = 0;
  6461. } else {
  6462. z = Math.sqrt( zz );
  6463. x = xz / z;
  6464. y = yz / z;
  6465. }
  6466. }
  6467. this.set( x, y, z, angle );
  6468. return this; // return 180 deg rotation
  6469. }
  6470. // as we have reached here there are no singularities so we can handle normally
  6471. let s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  6472. ( m13 - m31 ) * ( m13 - m31 ) +
  6473. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  6474. if ( Math.abs( s ) < 0.001 ) s = 1;
  6475. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  6476. // caught by singularity test above, but I've left it in just in case
  6477. this.x = ( m32 - m23 ) / s;
  6478. this.y = ( m13 - m31 ) / s;
  6479. this.z = ( m21 - m12 ) / s;
  6480. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  6481. return this;
  6482. }
  6483. /**
  6484. * Sets the vector components to the position elements of the
  6485. * given transformation matrix.
  6486. *
  6487. * @param {Matrix4} m - The 4x4 matrix.
  6488. * @return {Vector4} A reference to this vector.
  6489. */
  6490. setFromMatrixPosition( m ) {
  6491. const e = m.elements;
  6492. this.x = e[ 12 ];
  6493. this.y = e[ 13 ];
  6494. this.z = e[ 14 ];
  6495. this.w = e[ 15 ];
  6496. return this;
  6497. }
  6498. /**
  6499. * If this vector's x, y, z or w value is greater than the given vector's x, y, z or w
  6500. * value, replace that value with the corresponding min value.
  6501. *
  6502. * @param {Vector4} v - The vector.
  6503. * @return {Vector4} A reference to this vector.
  6504. */
  6505. min( v ) {
  6506. this.x = Math.min( this.x, v.x );
  6507. this.y = Math.min( this.y, v.y );
  6508. this.z = Math.min( this.z, v.z );
  6509. this.w = Math.min( this.w, v.w );
  6510. return this;
  6511. }
  6512. /**
  6513. * If this vector's x, y, z or w value is less than the given vector's x, y, z or w
  6514. * value, replace that value with the corresponding max value.
  6515. *
  6516. * @param {Vector4} v - The vector.
  6517. * @return {Vector4} A reference to this vector.
  6518. */
  6519. max( v ) {
  6520. this.x = Math.max( this.x, v.x );
  6521. this.y = Math.max( this.y, v.y );
  6522. this.z = Math.max( this.z, v.z );
  6523. this.w = Math.max( this.w, v.w );
  6524. return this;
  6525. }
  6526. /**
  6527. * If this vector's x, y, z or w value is greater than the max vector's x, y, z or w
  6528. * value, it is replaced by the corresponding value.
  6529. * If this vector's x, y, z or w value is less than the min vector's x, y, z or w value,
  6530. * it is replaced by the corresponding value.
  6531. *
  6532. * @param {Vector4} min - The minimum x, y and z values.
  6533. * @param {Vector4} max - The maximum x, y and z values in the desired range.
  6534. * @return {Vector4} A reference to this vector.
  6535. */
  6536. clamp( min, max ) {
  6537. // assumes min < max, componentwise
  6538. this.x = clamp( this.x, min.x, max.x );
  6539. this.y = clamp( this.y, min.y, max.y );
  6540. this.z = clamp( this.z, min.z, max.z );
  6541. this.w = clamp( this.w, min.w, max.w );
  6542. return this;
  6543. }
  6544. /**
  6545. * If this vector's x, y, z or w values are greater than the max value, they are
  6546. * replaced by the max value.
  6547. * If this vector's x, y, z or w values are less than the min value, they are
  6548. * replaced by the min value.
  6549. *
  6550. * @param {number} minVal - The minimum value the components will be clamped to.
  6551. * @param {number} maxVal - The maximum value the components will be clamped to.
  6552. * @return {Vector4} A reference to this vector.
  6553. */
  6554. clampScalar( minVal, maxVal ) {
  6555. this.x = clamp( this.x, minVal, maxVal );
  6556. this.y = clamp( this.y, minVal, maxVal );
  6557. this.z = clamp( this.z, minVal, maxVal );
  6558. this.w = clamp( this.w, minVal, maxVal );
  6559. return this;
  6560. }
  6561. /**
  6562. * If this vector's length is greater than the max value, it is replaced by
  6563. * the max value.
  6564. * If this vector's length is less than the min value, it is replaced by the
  6565. * min value.
  6566. *
  6567. * @param {number} min - The minimum value the vector length will be clamped to.
  6568. * @param {number} max - The maximum value the vector length will be clamped to.
  6569. * @return {Vector4} A reference to this vector.
  6570. */
  6571. clampLength( min, max ) {
  6572. const length = this.length();
  6573. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  6574. }
  6575. /**
  6576. * The components of this vector are rounded down to the nearest integer value.
  6577. *
  6578. * @return {Vector4} A reference to this vector.
  6579. */
  6580. floor() {
  6581. this.x = Math.floor( this.x );
  6582. this.y = Math.floor( this.y );
  6583. this.z = Math.floor( this.z );
  6584. this.w = Math.floor( this.w );
  6585. return this;
  6586. }
  6587. /**
  6588. * The components of this vector are rounded up to the nearest integer value.
  6589. *
  6590. * @return {Vector4} A reference to this vector.
  6591. */
  6592. ceil() {
  6593. this.x = Math.ceil( this.x );
  6594. this.y = Math.ceil( this.y );
  6595. this.z = Math.ceil( this.z );
  6596. this.w = Math.ceil( this.w );
  6597. return this;
  6598. }
  6599. /**
  6600. * The components of this vector are rounded to the nearest integer value
  6601. *
  6602. * @return {Vector4} A reference to this vector.
  6603. */
  6604. round() {
  6605. this.x = Math.round( this.x );
  6606. this.y = Math.round( this.y );
  6607. this.z = Math.round( this.z );
  6608. this.w = Math.round( this.w );
  6609. return this;
  6610. }
  6611. /**
  6612. * The components of this vector are rounded towards zero (up if negative,
  6613. * down if positive) to an integer value.
  6614. *
  6615. * @return {Vector4} A reference to this vector.
  6616. */
  6617. roundToZero() {
  6618. this.x = Math.trunc( this.x );
  6619. this.y = Math.trunc( this.y );
  6620. this.z = Math.trunc( this.z );
  6621. this.w = Math.trunc( this.w );
  6622. return this;
  6623. }
  6624. /**
  6625. * Inverts this vector - i.e. sets x = -x, y = -y, z = -z, w = -w.
  6626. *
  6627. * @return {Vector4} A reference to this vector.
  6628. */
  6629. negate() {
  6630. this.x = - this.x;
  6631. this.y = - this.y;
  6632. this.z = - this.z;
  6633. this.w = - this.w;
  6634. return this;
  6635. }
  6636. /**
  6637. * Calculates the dot product of the given vector with this instance.
  6638. *
  6639. * @param {Vector4} v - The vector to compute the dot product with.
  6640. * @return {number} The result of the dot product.
  6641. */
  6642. dot( v ) {
  6643. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  6644. }
  6645. /**
  6646. * Computes the square of the Euclidean length (straight-line length) from
  6647. * (0, 0, 0, 0) to (x, y, z, w). If you are comparing the lengths of vectors, you should
  6648. * compare the length squared instead as it is slightly more efficient to calculate.
  6649. *
  6650. * @return {number} The square length of this vector.
  6651. */
  6652. lengthSq() {
  6653. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  6654. }
  6655. /**
  6656. * Computes the Euclidean length (straight-line length) from (0, 0, 0, 0) to (x, y, z, w).
  6657. *
  6658. * @return {number} The length of this vector.
  6659. */
  6660. length() {
  6661. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  6662. }
  6663. /**
  6664. * Computes the Manhattan length of this vector.
  6665. *
  6666. * @return {number} The length of this vector.
  6667. */
  6668. manhattanLength() {
  6669. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  6670. }
  6671. /**
  6672. * Converts this vector to a unit vector - that is, sets it equal to a vector
  6673. * with the same direction as this one, but with a vector length of `1`.
  6674. *
  6675. * @return {Vector4} A reference to this vector.
  6676. */
  6677. normalize() {
  6678. return this.divideScalar( this.length() || 1 );
  6679. }
  6680. /**
  6681. * Sets this vector to a vector with the same direction as this one, but
  6682. * with the specified length.
  6683. *
  6684. * @param {number} length - The new length of this vector.
  6685. * @return {Vector4} A reference to this vector.
  6686. */
  6687. setLength( length ) {
  6688. return this.normalize().multiplyScalar( length );
  6689. }
  6690. /**
  6691. * Linearly interpolates between the given vector and this instance, where
  6692. * alpha is the percent distance along the line - alpha = 0 will be this
  6693. * vector, and alpha = 1 will be the given one.
  6694. *
  6695. * @param {Vector4} v - The vector to interpolate towards.
  6696. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  6697. * @return {Vector4} A reference to this vector.
  6698. */
  6699. lerp( v, alpha ) {
  6700. this.x += ( v.x - this.x ) * alpha;
  6701. this.y += ( v.y - this.y ) * alpha;
  6702. this.z += ( v.z - this.z ) * alpha;
  6703. this.w += ( v.w - this.w ) * alpha;
  6704. return this;
  6705. }
  6706. /**
  6707. * Linearly interpolates between the given vectors, where alpha is the percent
  6708. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  6709. * be the second one. The result is stored in this instance.
  6710. *
  6711. * @param {Vector4} v1 - The first vector.
  6712. * @param {Vector4} v2 - The second vector.
  6713. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  6714. * @return {Vector4} A reference to this vector.
  6715. */
  6716. lerpVectors( v1, v2, alpha ) {
  6717. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  6718. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  6719. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  6720. this.w = v1.w + ( v2.w - v1.w ) * alpha;
  6721. return this;
  6722. }
  6723. /**
  6724. * Returns `true` if this vector is equal with the given one.
  6725. *
  6726. * @param {Vector4} v - The vector to test for equality.
  6727. * @return {boolean} Whether this vector is equal with the given one.
  6728. */
  6729. equals( v ) {
  6730. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  6731. }
  6732. /**
  6733. * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`,
  6734. * z value to be `array[ offset + 2 ]`, w value to be `array[ offset + 3 ]`.
  6735. *
  6736. * @param {Array<number>} array - An array holding the vector component values.
  6737. * @param {number} [offset=0] - The offset into the array.
  6738. * @return {Vector4} A reference to this vector.
  6739. */
  6740. fromArray( array, offset = 0 ) {
  6741. this.x = array[ offset ];
  6742. this.y = array[ offset + 1 ];
  6743. this.z = array[ offset + 2 ];
  6744. this.w = array[ offset + 3 ];
  6745. return this;
  6746. }
  6747. /**
  6748. * Writes the components of this vector to the given array. If no array is provided,
  6749. * the method returns a new instance.
  6750. *
  6751. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  6752. * @param {number} [offset=0] - Index of the first element in the array.
  6753. * @return {Array<number>} The vector components.
  6754. */
  6755. toArray( array = [], offset = 0 ) {
  6756. array[ offset ] = this.x;
  6757. array[ offset + 1 ] = this.y;
  6758. array[ offset + 2 ] = this.z;
  6759. array[ offset + 3 ] = this.w;
  6760. return array;
  6761. }
  6762. /**
  6763. * Sets the components of this vector from the given buffer attribute.
  6764. *
  6765. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  6766. * @param {number} index - The index into the attribute.
  6767. * @return {Vector4} A reference to this vector.
  6768. */
  6769. fromBufferAttribute( attribute, index ) {
  6770. this.x = attribute.getX( index );
  6771. this.y = attribute.getY( index );
  6772. this.z = attribute.getZ( index );
  6773. this.w = attribute.getW( index );
  6774. return this;
  6775. }
  6776. /**
  6777. * Sets each component of this vector to a pseudo-random value between `0` and
  6778. * `1`, excluding `1`.
  6779. *
  6780. * @return {Vector4} A reference to this vector.
  6781. */
  6782. random() {
  6783. this.x = Math.random();
  6784. this.y = Math.random();
  6785. this.z = Math.random();
  6786. this.w = Math.random();
  6787. return this;
  6788. }
  6789. *[ Symbol.iterator ]() {
  6790. yield this.x;
  6791. yield this.y;
  6792. yield this.z;
  6793. yield this.w;
  6794. }
  6795. }
  6796. /**
  6797. * A render target is a buffer where the video card draws pixels for a scene
  6798. * that is being rendered in the background. It is used in different effects,
  6799. * such as applying postprocessing to a rendered image before displaying it
  6800. * on the screen.
  6801. *
  6802. * @augments EventDispatcher
  6803. */
  6804. class RenderTarget extends EventDispatcher {
  6805. /**
  6806. * Render target options.
  6807. *
  6808. * @typedef {Object} RenderTarget~Options
  6809. * @property {boolean} [generateMipmaps=false] - Whether to generate mipmaps or not.
  6810. * @property {number} [magFilter=LinearFilter] - The mag filter.
  6811. * @property {number} [minFilter=LinearFilter] - The min filter.
  6812. * @property {number} [format=RGBAFormat] - The texture format.
  6813. * @property {number} [type=UnsignedByteType] - The texture type.
  6814. * @property {?string} [internalFormat=null] - The texture's internal format.
  6815. * @property {number} [wrapS=ClampToEdgeWrapping] - The texture's uv wrapping mode.
  6816. * @property {number} [wrapT=ClampToEdgeWrapping] - The texture's uv wrapping mode.
  6817. * @property {number} [anisotropy=1] - The texture's anisotropy value.
  6818. * @property {string} [colorSpace=NoColorSpace] - The texture's color space.
  6819. * @property {boolean} [depthBuffer=true] - Whether to allocate a depth buffer or not.
  6820. * @property {boolean} [stencilBuffer=false] - Whether to allocate a stencil buffer or not.
  6821. * @property {boolean} [resolveDepthBuffer=true] - Whether to resolve the depth buffer or not.
  6822. * @property {boolean} [resolveStencilBuffer=true] - Whether to resolve the stencil buffer or not.
  6823. * @property {?Texture} [depthTexture=null] - Reference to a depth texture.
  6824. * @property {number} [samples=0] - The MSAA samples count.
  6825. * @property {number} [count=1] - Defines the number of color attachments . Must be at least `1`.
  6826. * @property {number} [depth=1] - The texture depth.
  6827. * @property {boolean} [multiview=false] - Whether this target is used for multiview rendering.
  6828. */
  6829. /**
  6830. * Constructs a new render target.
  6831. *
  6832. * @param {number} [width=1] - The width of the render target.
  6833. * @param {number} [height=1] - The height of the render target.
  6834. * @param {RenderTarget~Options} [options] - The configuration object.
  6835. */
  6836. constructor( width = 1, height = 1, options = {} ) {
  6837. super();
  6838. options = Object.assign( {
  6839. generateMipmaps: false,
  6840. internalFormat: null,
  6841. minFilter: LinearFilter,
  6842. depthBuffer: true,
  6843. stencilBuffer: false,
  6844. resolveDepthBuffer: true,
  6845. resolveStencilBuffer: true,
  6846. depthTexture: null,
  6847. samples: 0,
  6848. count: 1,
  6849. depth: 1,
  6850. multiview: false
  6851. }, options );
  6852. /**
  6853. * This flag can be used for type testing.
  6854. *
  6855. * @type {boolean}
  6856. * @readonly
  6857. * @default true
  6858. */
  6859. this.isRenderTarget = true;
  6860. /**
  6861. * The width of the render target.
  6862. *
  6863. * @type {number}
  6864. * @default 1
  6865. */
  6866. this.width = width;
  6867. /**
  6868. * The height of the render target.
  6869. *
  6870. * @type {number}
  6871. * @default 1
  6872. */
  6873. this.height = height;
  6874. /**
  6875. * The depth of the render target.
  6876. *
  6877. * @type {number}
  6878. * @default 1
  6879. */
  6880. this.depth = options.depth;
  6881. /**
  6882. * A rectangular area inside the render target's viewport. Fragments that are
  6883. * outside the area will be discarded.
  6884. *
  6885. * @type {Vector4}
  6886. * @default (0,0,width,height)
  6887. */
  6888. this.scissor = new Vector4( 0, 0, width, height );
  6889. /**
  6890. * Indicates whether the scissor test should be enabled when rendering into
  6891. * this render target or not.
  6892. *
  6893. * @type {boolean}
  6894. * @default false
  6895. */
  6896. this.scissorTest = false;
  6897. /**
  6898. * A rectangular area representing the render target's viewport.
  6899. *
  6900. * @type {Vector4}
  6901. * @default (0,0,width,height)
  6902. */
  6903. this.viewport = new Vector4( 0, 0, width, height );
  6904. const image = { width: width, height: height, depth: options.depth };
  6905. const texture = new Texture( image );
  6906. /**
  6907. * An array of textures. Each color attachment is represented as a separate texture.
  6908. * Has at least a single entry for the default color attachment.
  6909. *
  6910. * @type {Array<Texture>}
  6911. */
  6912. this.textures = [];
  6913. const count = options.count;
  6914. for ( let i = 0; i < count; i ++ ) {
  6915. this.textures[ i ] = texture.clone();
  6916. this.textures[ i ].isRenderTargetTexture = true;
  6917. this.textures[ i ].renderTarget = this;
  6918. }
  6919. this._setTextureOptions( options );
  6920. /**
  6921. * Whether to allocate a depth buffer or not.
  6922. *
  6923. * @type {boolean}
  6924. * @default true
  6925. */
  6926. this.depthBuffer = options.depthBuffer;
  6927. /**
  6928. * Whether to allocate a stencil buffer or not.
  6929. *
  6930. * @type {boolean}
  6931. * @default false
  6932. */
  6933. this.stencilBuffer = options.stencilBuffer;
  6934. /**
  6935. * Whether to resolve the depth buffer or not.
  6936. *
  6937. * @type {boolean}
  6938. * @default true
  6939. */
  6940. this.resolveDepthBuffer = options.resolveDepthBuffer;
  6941. /**
  6942. * Whether to resolve the stencil buffer or not.
  6943. *
  6944. * @type {boolean}
  6945. * @default true
  6946. */
  6947. this.resolveStencilBuffer = options.resolveStencilBuffer;
  6948. this._depthTexture = null;
  6949. this.depthTexture = options.depthTexture;
  6950. /**
  6951. * The number of MSAA samples.
  6952. *
  6953. * A value of `0` disables MSAA.
  6954. *
  6955. * @type {number}
  6956. * @default 0
  6957. */
  6958. this.samples = options.samples;
  6959. /**
  6960. * Whether to this target is used in multiview rendering.
  6961. *
  6962. * @type {boolean}
  6963. * @default false
  6964. */
  6965. this.multiview = options.multiview;
  6966. }
  6967. _setTextureOptions( options = {} ) {
  6968. const values = {
  6969. minFilter: LinearFilter,
  6970. generateMipmaps: false,
  6971. flipY: false,
  6972. internalFormat: null
  6973. };
  6974. if ( options.mapping !== undefined ) values.mapping = options.mapping;
  6975. if ( options.wrapS !== undefined ) values.wrapS = options.wrapS;
  6976. if ( options.wrapT !== undefined ) values.wrapT = options.wrapT;
  6977. if ( options.wrapR !== undefined ) values.wrapR = options.wrapR;
  6978. if ( options.magFilter !== undefined ) values.magFilter = options.magFilter;
  6979. if ( options.minFilter !== undefined ) values.minFilter = options.minFilter;
  6980. if ( options.format !== undefined ) values.format = options.format;
  6981. if ( options.type !== undefined ) values.type = options.type;
  6982. if ( options.anisotropy !== undefined ) values.anisotropy = options.anisotropy;
  6983. if ( options.colorSpace !== undefined ) values.colorSpace = options.colorSpace;
  6984. if ( options.flipY !== undefined ) values.flipY = options.flipY;
  6985. if ( options.generateMipmaps !== undefined ) values.generateMipmaps = options.generateMipmaps;
  6986. if ( options.internalFormat !== undefined ) values.internalFormat = options.internalFormat;
  6987. for ( let i = 0; i < this.textures.length; i ++ ) {
  6988. const texture = this.textures[ i ];
  6989. texture.setValues( values );
  6990. }
  6991. }
  6992. /**
  6993. * The texture representing the default color attachment.
  6994. *
  6995. * @type {Texture}
  6996. */
  6997. get texture() {
  6998. return this.textures[ 0 ];
  6999. }
  7000. set texture( value ) {
  7001. this.textures[ 0 ] = value;
  7002. }
  7003. set depthTexture( current ) {
  7004. if ( this._depthTexture !== null ) this._depthTexture.renderTarget = null;
  7005. if ( current !== null ) current.renderTarget = this;
  7006. this._depthTexture = current;
  7007. }
  7008. /**
  7009. * Instead of saving the depth in a renderbuffer, a texture
  7010. * can be used instead which is useful for further processing
  7011. * e.g. in context of post-processing.
  7012. *
  7013. * @type {?DepthTexture}
  7014. * @default null
  7015. */
  7016. get depthTexture() {
  7017. return this._depthTexture;
  7018. }
  7019. /**
  7020. * Sets the size of this render target.
  7021. *
  7022. * @param {number} width - The width.
  7023. * @param {number} height - The height.
  7024. * @param {number} [depth=1] - The depth.
  7025. */
  7026. setSize( width, height, depth = 1 ) {
  7027. if ( this.width !== width || this.height !== height || this.depth !== depth ) {
  7028. this.width = width;
  7029. this.height = height;
  7030. this.depth = depth;
  7031. for ( let i = 0, il = this.textures.length; i < il; i ++ ) {
  7032. this.textures[ i ].image.width = width;
  7033. this.textures[ i ].image.height = height;
  7034. this.textures[ i ].image.depth = depth;
  7035. if ( this.textures[ i ].isData3DTexture !== true ) { // Fix for #31693
  7036. // TODO: Reconsider setting isArrayTexture flag here and in the ctor of Texture.
  7037. // Maybe a method `isArrayTexture()` or just a getter could replace a flag since
  7038. // both are evaluated on each call?
  7039. this.textures[ i ].isArrayTexture = this.textures[ i ].image.depth > 1;
  7040. }
  7041. }
  7042. this.dispose();
  7043. }
  7044. this.viewport.set( 0, 0, width, height );
  7045. this.scissor.set( 0, 0, width, height );
  7046. }
  7047. /**
  7048. * Returns a new render target with copied values from this instance.
  7049. *
  7050. * @return {RenderTarget} A clone of this instance.
  7051. */
  7052. clone() {
  7053. return new this.constructor().copy( this );
  7054. }
  7055. /**
  7056. * Copies the settings of the given render target. This is a structural copy so
  7057. * no resources are shared between render targets after the copy. That includes
  7058. * all MRT textures and the depth texture.
  7059. *
  7060. * @param {RenderTarget} source - The render target to copy.
  7061. * @return {RenderTarget} A reference to this instance.
  7062. */
  7063. copy( source ) {
  7064. this.width = source.width;
  7065. this.height = source.height;
  7066. this.depth = source.depth;
  7067. this.scissor.copy( source.scissor );
  7068. this.scissorTest = source.scissorTest;
  7069. this.viewport.copy( source.viewport );
  7070. this.textures.length = 0;
  7071. for ( let i = 0, il = source.textures.length; i < il; i ++ ) {
  7072. this.textures[ i ] = source.textures[ i ].clone();
  7073. this.textures[ i ].isRenderTargetTexture = true;
  7074. this.textures[ i ].renderTarget = this;
  7075. // ensure image object is not shared, see #20328
  7076. const image = Object.assign( {}, source.textures[ i ].image );
  7077. this.textures[ i ].source = new Source( image );
  7078. }
  7079. this.depthBuffer = source.depthBuffer;
  7080. this.stencilBuffer = source.stencilBuffer;
  7081. this.resolveDepthBuffer = source.resolveDepthBuffer;
  7082. this.resolveStencilBuffer = source.resolveStencilBuffer;
  7083. if ( source.depthTexture !== null ) this.depthTexture = source.depthTexture.clone();
  7084. this.samples = source.samples;
  7085. return this;
  7086. }
  7087. /**
  7088. * Frees the GPU-related resources allocated by this instance. Call this
  7089. * method whenever this instance is no longer used in your app.
  7090. *
  7091. * @fires RenderTarget#dispose
  7092. */
  7093. dispose() {
  7094. this.dispatchEvent( { type: 'dispose' } );
  7095. }
  7096. }
  7097. /**
  7098. * A render target used in context of {@link WebGLRenderer}.
  7099. *
  7100. * @augments RenderTarget
  7101. */
  7102. class WebGLRenderTarget extends RenderTarget {
  7103. /**
  7104. * Constructs a new 3D render target.
  7105. *
  7106. * @param {number} [width=1] - The width of the render target.
  7107. * @param {number} [height=1] - The height of the render target.
  7108. * @param {RenderTarget~Options} [options] - The configuration object.
  7109. */
  7110. constructor( width = 1, height = 1, options = {} ) {
  7111. super( width, height, options );
  7112. /**
  7113. * This flag can be used for type testing.
  7114. *
  7115. * @type {boolean}
  7116. * @readonly
  7117. * @default true
  7118. */
  7119. this.isWebGLRenderTarget = true;
  7120. }
  7121. }
  7122. /**
  7123. * Creates an array of textures directly from raw buffer data.
  7124. *
  7125. * @augments Texture
  7126. */
  7127. class DataArrayTexture extends Texture {
  7128. /**
  7129. * Constructs a new data array texture.
  7130. *
  7131. * @param {?TypedArray} [data=null] - The buffer data.
  7132. * @param {number} [width=1] - The width of the texture.
  7133. * @param {number} [height=1] - The height of the texture.
  7134. * @param {number} [depth=1] - The depth of the texture.
  7135. */
  7136. constructor( data = null, width = 1, height = 1, depth = 1 ) {
  7137. super( null );
  7138. /**
  7139. * This flag can be used for type testing.
  7140. *
  7141. * @type {boolean}
  7142. * @readonly
  7143. * @default true
  7144. */
  7145. this.isDataArrayTexture = true;
  7146. /**
  7147. * The image definition of a data texture.
  7148. *
  7149. * @type {{data:TypedArray,width:number,height:number,depth:number}}
  7150. */
  7151. this.image = { data, width, height, depth };
  7152. /**
  7153. * How the texture is sampled when a texel covers more than one pixel.
  7154. *
  7155. * Overwritten and set to `NearestFilter` by default.
  7156. *
  7157. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7158. * @default NearestFilter
  7159. */
  7160. this.magFilter = NearestFilter;
  7161. /**
  7162. * How the texture is sampled when a texel covers less than one pixel.
  7163. *
  7164. * Overwritten and set to `NearestFilter` by default.
  7165. *
  7166. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7167. * @default NearestFilter
  7168. */
  7169. this.minFilter = NearestFilter;
  7170. /**
  7171. * This defines how the texture is wrapped in the depth and corresponds to
  7172. * *W* in UVW mapping.
  7173. *
  7174. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  7175. * @default ClampToEdgeWrapping
  7176. */
  7177. this.wrapR = ClampToEdgeWrapping;
  7178. /**
  7179. * Whether to generate mipmaps (if possible) for a texture.
  7180. *
  7181. * Overwritten and set to `false` by default.
  7182. *
  7183. * @type {boolean}
  7184. * @default false
  7185. */
  7186. this.generateMipmaps = false;
  7187. /**
  7188. * If set to `true`, the texture is flipped along the vertical axis when
  7189. * uploaded to the GPU.
  7190. *
  7191. * Overwritten and set to `false` by default.
  7192. *
  7193. * @type {boolean}
  7194. * @default false
  7195. */
  7196. this.flipY = false;
  7197. /**
  7198. * Specifies the alignment requirements for the start of each pixel row in memory.
  7199. *
  7200. * Overwritten and set to `1` by default.
  7201. *
  7202. * @type {boolean}
  7203. * @default 1
  7204. */
  7205. this.unpackAlignment = 1;
  7206. /**
  7207. * A set of all layers which need to be updated in the texture.
  7208. *
  7209. * @type {Set<number>}
  7210. */
  7211. this.layerUpdates = new Set();
  7212. }
  7213. /**
  7214. * Describes that a specific layer of the texture needs to be updated.
  7215. * Normally when {@link Texture#needsUpdate} is set to `true`, the
  7216. * entire data texture array is sent to the GPU. Marking specific
  7217. * layers will only transmit subsets of all mipmaps associated with a
  7218. * specific depth in the array which is often much more performant.
  7219. *
  7220. * @param {number} layerIndex - The layer index that should be updated.
  7221. */
  7222. addLayerUpdate( layerIndex ) {
  7223. this.layerUpdates.add( layerIndex );
  7224. }
  7225. /**
  7226. * Resets the layer updates registry.
  7227. */
  7228. clearLayerUpdates() {
  7229. this.layerUpdates.clear();
  7230. }
  7231. }
  7232. /**
  7233. * An array render target used in context of {@link WebGLRenderer}.
  7234. *
  7235. * @augments WebGLRenderTarget
  7236. */
  7237. class WebGLArrayRenderTarget extends WebGLRenderTarget {
  7238. /**
  7239. * Constructs a new array render target.
  7240. *
  7241. * @param {number} [width=1] - The width of the render target.
  7242. * @param {number} [height=1] - The height of the render target.
  7243. * @param {number} [depth=1] - The height of the render target.
  7244. * @param {RenderTarget~Options} [options] - The configuration object.
  7245. */
  7246. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  7247. super( width, height, options );
  7248. /**
  7249. * This flag can be used for type testing.
  7250. *
  7251. * @type {boolean}
  7252. * @readonly
  7253. * @default true
  7254. */
  7255. this.isWebGLArrayRenderTarget = true;
  7256. this.depth = depth;
  7257. /**
  7258. * Overwritten with a different texture type.
  7259. *
  7260. * @type {DataArrayTexture}
  7261. */
  7262. this.texture = new DataArrayTexture( null, width, height, depth );
  7263. this._setTextureOptions( options );
  7264. this.texture.isRenderTargetTexture = true;
  7265. }
  7266. }
  7267. /**
  7268. * Creates a three-dimensional texture from raw data, with parameters to
  7269. * divide it into width, height, and depth.
  7270. *
  7271. * @augments Texture
  7272. */
  7273. class Data3DTexture extends Texture {
  7274. /**
  7275. * Constructs a new data array texture.
  7276. *
  7277. * @param {?TypedArray} [data=null] - The buffer data.
  7278. * @param {number} [width=1] - The width of the texture.
  7279. * @param {number} [height=1] - The height of the texture.
  7280. * @param {number} [depth=1] - The depth of the texture.
  7281. */
  7282. constructor( data = null, width = 1, height = 1, depth = 1 ) {
  7283. // We're going to add .setXXX() methods for setting properties later.
  7284. // Users can still set in Data3DTexture directly.
  7285. //
  7286. // const texture = new THREE.Data3DTexture( data, width, height, depth );
  7287. // texture.anisotropy = 16;
  7288. //
  7289. // See #14839
  7290. super( null );
  7291. /**
  7292. * This flag can be used for type testing.
  7293. *
  7294. * @type {boolean}
  7295. * @readonly
  7296. * @default true
  7297. */
  7298. this.isData3DTexture = true;
  7299. /**
  7300. * The image definition of a data texture.
  7301. *
  7302. * @type {{data:TypedArray,width:number,height:number,depth:number}}
  7303. */
  7304. this.image = { data, width, height, depth };
  7305. /**
  7306. * How the texture is sampled when a texel covers more than one pixel.
  7307. *
  7308. * Overwritten and set to `NearestFilter` by default.
  7309. *
  7310. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7311. * @default NearestFilter
  7312. */
  7313. this.magFilter = NearestFilter;
  7314. /**
  7315. * How the texture is sampled when a texel covers less than one pixel.
  7316. *
  7317. * Overwritten and set to `NearestFilter` by default.
  7318. *
  7319. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7320. * @default NearestFilter
  7321. */
  7322. this.minFilter = NearestFilter;
  7323. /**
  7324. * This defines how the texture is wrapped in the depth and corresponds to
  7325. * *W* in UVW mapping.
  7326. *
  7327. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  7328. * @default ClampToEdgeWrapping
  7329. */
  7330. this.wrapR = ClampToEdgeWrapping;
  7331. /**
  7332. * Whether to generate mipmaps (if possible) for a texture.
  7333. *
  7334. * Overwritten and set to `false` by default.
  7335. *
  7336. * @type {boolean}
  7337. * @default false
  7338. */
  7339. this.generateMipmaps = false;
  7340. /**
  7341. * If set to `true`, the texture is flipped along the vertical axis when
  7342. * uploaded to the GPU.
  7343. *
  7344. * Overwritten and set to `false` by default.
  7345. *
  7346. * @type {boolean}
  7347. * @default false
  7348. */
  7349. this.flipY = false;
  7350. /**
  7351. * Specifies the alignment requirements for the start of each pixel row in memory.
  7352. *
  7353. * Overwritten and set to `1` by default.
  7354. *
  7355. * @type {boolean}
  7356. * @default 1
  7357. */
  7358. this.unpackAlignment = 1;
  7359. }
  7360. }
  7361. /**
  7362. * A 3D render target used in context of {@link WebGLRenderer}.
  7363. *
  7364. * @augments WebGLRenderTarget
  7365. */
  7366. class WebGL3DRenderTarget extends WebGLRenderTarget {
  7367. /**
  7368. * Constructs a new 3D render target.
  7369. *
  7370. * @param {number} [width=1] - The width of the render target.
  7371. * @param {number} [height=1] - The height of the render target.
  7372. * @param {number} [depth=1] - The height of the render target.
  7373. * @param {RenderTarget~Options} [options] - The configuration object.
  7374. */
  7375. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  7376. super( width, height, options );
  7377. /**
  7378. * This flag can be used for type testing.
  7379. *
  7380. * @type {boolean}
  7381. * @readonly
  7382. * @default true
  7383. */
  7384. this.isWebGL3DRenderTarget = true;
  7385. this.depth = depth;
  7386. /**
  7387. * Overwritten with a different texture type.
  7388. *
  7389. * @type {Data3DTexture}
  7390. */
  7391. this.texture = new Data3DTexture( null, width, height, depth );
  7392. this._setTextureOptions( options );
  7393. this.texture.isRenderTargetTexture = true;
  7394. }
  7395. }
  7396. /**
  7397. * Represents an axis-aligned bounding box (AABB) in 3D space.
  7398. */
  7399. class Box3 {
  7400. /**
  7401. * Constructs a new bounding box.
  7402. *
  7403. * @param {Vector3} [min=(Infinity,Infinity,Infinity)] - A vector representing the lower boundary of the box.
  7404. * @param {Vector3} [max=(-Infinity,-Infinity,-Infinity)] - A vector representing the upper boundary of the box.
  7405. */
  7406. constructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) {
  7407. /**
  7408. * This flag can be used for type testing.
  7409. *
  7410. * @type {boolean}
  7411. * @readonly
  7412. * @default true
  7413. */
  7414. this.isBox3 = true;
  7415. /**
  7416. * The lower boundary of the box.
  7417. *
  7418. * @type {Vector3}
  7419. */
  7420. this.min = min;
  7421. /**
  7422. * The upper boundary of the box.
  7423. *
  7424. * @type {Vector3}
  7425. */
  7426. this.max = max;
  7427. }
  7428. /**
  7429. * Sets the lower and upper boundaries of this box.
  7430. * Please note that this method only copies the values from the given objects.
  7431. *
  7432. * @param {Vector3} min - The lower boundary of the box.
  7433. * @param {Vector3} max - The upper boundary of the box.
  7434. * @return {Box3} A reference to this bounding box.
  7435. */
  7436. set( min, max ) {
  7437. this.min.copy( min );
  7438. this.max.copy( max );
  7439. return this;
  7440. }
  7441. /**
  7442. * Sets the upper and lower bounds of this box so it encloses the position data
  7443. * in the given array.
  7444. *
  7445. * @param {Array<number>} array - An array holding 3D position data.
  7446. * @return {Box3} A reference to this bounding box.
  7447. */
  7448. setFromArray( array ) {
  7449. this.makeEmpty();
  7450. for ( let i = 0, il = array.length; i < il; i += 3 ) {
  7451. this.expandByPoint( _vector$b.fromArray( array, i ) );
  7452. }
  7453. return this;
  7454. }
  7455. /**
  7456. * Sets the upper and lower bounds of this box so it encloses the position data
  7457. * in the given buffer attribute.
  7458. *
  7459. * @param {BufferAttribute} attribute - A buffer attribute holding 3D position data.
  7460. * @return {Box3} A reference to this bounding box.
  7461. */
  7462. setFromBufferAttribute( attribute ) {
  7463. this.makeEmpty();
  7464. for ( let i = 0, il = attribute.count; i < il; i ++ ) {
  7465. this.expandByPoint( _vector$b.fromBufferAttribute( attribute, i ) );
  7466. }
  7467. return this;
  7468. }
  7469. /**
  7470. * Sets the upper and lower bounds of this box so it encloses the position data
  7471. * in the given array.
  7472. *
  7473. * @param {Array<Vector3>} points - An array holding 3D position data as instances of {@link Vector3}.
  7474. * @return {Box3} A reference to this bounding box.
  7475. */
  7476. setFromPoints( points ) {
  7477. this.makeEmpty();
  7478. for ( let i = 0, il = points.length; i < il; i ++ ) {
  7479. this.expandByPoint( points[ i ] );
  7480. }
  7481. return this;
  7482. }
  7483. /**
  7484. * Centers this box on the given center vector and sets this box's width, height and
  7485. * depth to the given size values.
  7486. *
  7487. * @param {Vector3} center - The center of the box.
  7488. * @param {Vector3} size - The x, y and z dimensions of the box.
  7489. * @return {Box3} A reference to this bounding box.
  7490. */
  7491. setFromCenterAndSize( center, size ) {
  7492. const halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 );
  7493. this.min.copy( center ).sub( halfSize );
  7494. this.max.copy( center ).add( halfSize );
  7495. return this;
  7496. }
  7497. /**
  7498. * Computes the world-axis-aligned bounding box for the given 3D object
  7499. * (including its children), accounting for the object's, and children's,
  7500. * world transforms. The function may result in a larger box than strictly necessary.
  7501. *
  7502. * @param {Object3D} object - The 3D object to compute the bounding box for.
  7503. * @param {boolean} [precise=false] - If set to `true`, the method computes the smallest
  7504. * world-axis-aligned bounding box at the expense of more computation.
  7505. * @return {Box3} A reference to this bounding box.
  7506. */
  7507. setFromObject( object, precise = false ) {
  7508. this.makeEmpty();
  7509. return this.expandByObject( object, precise );
  7510. }
  7511. /**
  7512. * Returns a new box with copied values from this instance.
  7513. *
  7514. * @return {Box3} A clone of this instance.
  7515. */
  7516. clone() {
  7517. return new this.constructor().copy( this );
  7518. }
  7519. /**
  7520. * Copies the values of the given box to this instance.
  7521. *
  7522. * @param {Box3} box - The box to copy.
  7523. * @return {Box3} A reference to this bounding box.
  7524. */
  7525. copy( box ) {
  7526. this.min.copy( box.min );
  7527. this.max.copy( box.max );
  7528. return this;
  7529. }
  7530. /**
  7531. * Makes this box empty which means in encloses a zero space in 3D.
  7532. *
  7533. * @return {Box3} A reference to this bounding box.
  7534. */
  7535. makeEmpty() {
  7536. this.min.x = this.min.y = this.min.z = + Infinity;
  7537. this.max.x = this.max.y = this.max.z = - Infinity;
  7538. return this;
  7539. }
  7540. /**
  7541. * Returns true if this box includes zero points within its bounds.
  7542. * Note that a box with equal lower and upper bounds still includes one
  7543. * point, the one both bounds share.
  7544. *
  7545. * @return {boolean} Whether this box is empty or not.
  7546. */
  7547. isEmpty() {
  7548. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  7549. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  7550. }
  7551. /**
  7552. * Returns the center point of this box.
  7553. *
  7554. * @param {Vector3} target - The target vector that is used to store the method's result.
  7555. * @return {Vector3} The center point.
  7556. */
  7557. getCenter( target ) {
  7558. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  7559. }
  7560. /**
  7561. * Returns the dimensions of this box.
  7562. *
  7563. * @param {Vector3} target - The target vector that is used to store the method's result.
  7564. * @return {Vector3} The size.
  7565. */
  7566. getSize( target ) {
  7567. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  7568. }
  7569. /**
  7570. * Expands the boundaries of this box to include the given point.
  7571. *
  7572. * @param {Vector3} point - The point that should be included by the bounding box.
  7573. * @return {Box3} A reference to this bounding box.
  7574. */
  7575. expandByPoint( point ) {
  7576. this.min.min( point );
  7577. this.max.max( point );
  7578. return this;
  7579. }
  7580. /**
  7581. * Expands this box equilaterally by the given vector. The width of this
  7582. * box will be expanded by the x component of the vector in both
  7583. * directions. The height of this box will be expanded by the y component of
  7584. * the vector in both directions. The depth of this box will be
  7585. * expanded by the z component of the vector in both directions.
  7586. *
  7587. * @param {Vector3} vector - The vector that should expand the bounding box.
  7588. * @return {Box3} A reference to this bounding box.
  7589. */
  7590. expandByVector( vector ) {
  7591. this.min.sub( vector );
  7592. this.max.add( vector );
  7593. return this;
  7594. }
  7595. /**
  7596. * Expands each dimension of the box by the given scalar. If negative, the
  7597. * dimensions of the box will be contracted.
  7598. *
  7599. * @param {number} scalar - The scalar value that should expand the bounding box.
  7600. * @return {Box3} A reference to this bounding box.
  7601. */
  7602. expandByScalar( scalar ) {
  7603. this.min.addScalar( - scalar );
  7604. this.max.addScalar( scalar );
  7605. return this;
  7606. }
  7607. /**
  7608. * Expands the boundaries of this box to include the given 3D object and
  7609. * its children, accounting for the object's, and children's, world
  7610. * transforms. The function may result in a larger box than strictly
  7611. * necessary (unless the precise parameter is set to true).
  7612. *
  7613. * @param {Object3D} object - The 3D object that should expand the bounding box.
  7614. * @param {boolean} precise - If set to `true`, the method expands the bounding box
  7615. * as little as necessary at the expense of more computation.
  7616. * @return {Box3} A reference to this bounding box.
  7617. */
  7618. expandByObject( object, precise = false ) {
  7619. // Computes the world-axis-aligned bounding box of an object (including its children),
  7620. // accounting for both the object's, and children's, world transforms
  7621. object.updateWorldMatrix( false, false );
  7622. const geometry = object.geometry;
  7623. if ( geometry !== undefined ) {
  7624. const positionAttribute = geometry.getAttribute( 'position' );
  7625. // precise AABB computation based on vertex data requires at least a position attribute.
  7626. // instancing isn't supported so far and uses the normal (conservative) code path.
  7627. if ( precise === true && positionAttribute !== undefined && object.isInstancedMesh !== true ) {
  7628. for ( let i = 0, l = positionAttribute.count; i < l; i ++ ) {
  7629. if ( object.isMesh === true ) {
  7630. object.getVertexPosition( i, _vector$b );
  7631. } else {
  7632. _vector$b.fromBufferAttribute( positionAttribute, i );
  7633. }
  7634. _vector$b.applyMatrix4( object.matrixWorld );
  7635. this.expandByPoint( _vector$b );
  7636. }
  7637. } else {
  7638. if ( object.boundingBox !== undefined ) {
  7639. // object-level bounding box
  7640. if ( object.boundingBox === null ) {
  7641. object.computeBoundingBox();
  7642. }
  7643. _box$4.copy( object.boundingBox );
  7644. } else {
  7645. // geometry-level bounding box
  7646. if ( geometry.boundingBox === null ) {
  7647. geometry.computeBoundingBox();
  7648. }
  7649. _box$4.copy( geometry.boundingBox );
  7650. }
  7651. _box$4.applyMatrix4( object.matrixWorld );
  7652. this.union( _box$4 );
  7653. }
  7654. }
  7655. const children = object.children;
  7656. for ( let i = 0, l = children.length; i < l; i ++ ) {
  7657. this.expandByObject( children[ i ], precise );
  7658. }
  7659. return this;
  7660. }
  7661. /**
  7662. * Returns `true` if the given point lies within or on the boundaries of this box.
  7663. *
  7664. * @param {Vector3} point - The point to test.
  7665. * @return {boolean} Whether the bounding box contains the given point or not.
  7666. */
  7667. containsPoint( point ) {
  7668. return point.x >= this.min.x && point.x <= this.max.x &&
  7669. point.y >= this.min.y && point.y <= this.max.y &&
  7670. point.z >= this.min.z && point.z <= this.max.z;
  7671. }
  7672. /**
  7673. * Returns `true` if this bounding box includes the entirety of the given bounding box.
  7674. * If this box and the given one are identical, this function also returns `true`.
  7675. *
  7676. * @param {Box3} box - The bounding box to test.
  7677. * @return {boolean} Whether the bounding box contains the given bounding box or not.
  7678. */
  7679. containsBox( box ) {
  7680. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  7681. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  7682. this.min.z <= box.min.z && box.max.z <= this.max.z;
  7683. }
  7684. /**
  7685. * Returns a point as a proportion of this box's width, height and depth.
  7686. *
  7687. * @param {Vector3} point - A point in 3D space.
  7688. * @param {Vector3} target - The target vector that is used to store the method's result.
  7689. * @return {Vector3} A point as a proportion of this box's width, height and depth.
  7690. */
  7691. getParameter( point, target ) {
  7692. // This can potentially have a divide by zero if the box
  7693. // has a size dimension of 0.
  7694. return target.set(
  7695. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  7696. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  7697. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  7698. );
  7699. }
  7700. /**
  7701. * Returns `true` if the given bounding box intersects with this bounding box.
  7702. *
  7703. * @param {Box3} box - The bounding box to test.
  7704. * @return {boolean} Whether the given bounding box intersects with this bounding box.
  7705. */
  7706. intersectsBox( box ) {
  7707. // using 6 splitting planes to rule out intersections.
  7708. return box.max.x >= this.min.x && box.min.x <= this.max.x &&
  7709. box.max.y >= this.min.y && box.min.y <= this.max.y &&
  7710. box.max.z >= this.min.z && box.min.z <= this.max.z;
  7711. }
  7712. /**
  7713. * Returns `true` if the given bounding sphere intersects with this bounding box.
  7714. *
  7715. * @param {Sphere} sphere - The bounding sphere to test.
  7716. * @return {boolean} Whether the given bounding sphere intersects with this bounding box.
  7717. */
  7718. intersectsSphere( sphere ) {
  7719. // Find the point on the AABB closest to the sphere center.
  7720. this.clampPoint( sphere.center, _vector$b );
  7721. // If that point is inside the sphere, the AABB and sphere intersect.
  7722. return _vector$b.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  7723. }
  7724. /**
  7725. * Returns `true` if the given plane intersects with this bounding box.
  7726. *
  7727. * @param {Plane} plane - The plane to test.
  7728. * @return {boolean} Whether the given plane intersects with this bounding box.
  7729. */
  7730. intersectsPlane( plane ) {
  7731. // We compute the minimum and maximum dot product values. If those values
  7732. // are on the same side (back or front) of the plane, then there is no intersection.
  7733. let min, max;
  7734. if ( plane.normal.x > 0 ) {
  7735. min = plane.normal.x * this.min.x;
  7736. max = plane.normal.x * this.max.x;
  7737. } else {
  7738. min = plane.normal.x * this.max.x;
  7739. max = plane.normal.x * this.min.x;
  7740. }
  7741. if ( plane.normal.y > 0 ) {
  7742. min += plane.normal.y * this.min.y;
  7743. max += plane.normal.y * this.max.y;
  7744. } else {
  7745. min += plane.normal.y * this.max.y;
  7746. max += plane.normal.y * this.min.y;
  7747. }
  7748. if ( plane.normal.z > 0 ) {
  7749. min += plane.normal.z * this.min.z;
  7750. max += plane.normal.z * this.max.z;
  7751. } else {
  7752. min += plane.normal.z * this.max.z;
  7753. max += plane.normal.z * this.min.z;
  7754. }
  7755. return ( min <= - plane.constant && max >= - plane.constant );
  7756. }
  7757. /**
  7758. * Returns `true` if the given triangle intersects with this bounding box.
  7759. *
  7760. * @param {Triangle} triangle - The triangle to test.
  7761. * @return {boolean} Whether the given triangle intersects with this bounding box.
  7762. */
  7763. intersectsTriangle( triangle ) {
  7764. if ( this.isEmpty() ) {
  7765. return false;
  7766. }
  7767. // compute box center and extents
  7768. this.getCenter( _center );
  7769. _extents.subVectors( this.max, _center );
  7770. // translate triangle to aabb origin
  7771. _v0$2.subVectors( triangle.a, _center );
  7772. _v1$7.subVectors( triangle.b, _center );
  7773. _v2$4.subVectors( triangle.c, _center );
  7774. // compute edge vectors for triangle
  7775. _f0.subVectors( _v1$7, _v0$2 );
  7776. _f1.subVectors( _v2$4, _v1$7 );
  7777. _f2.subVectors( _v0$2, _v2$4 );
  7778. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  7779. // 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
  7780. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  7781. let axes = [
  7782. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  7783. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  7784. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  7785. ];
  7786. if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) {
  7787. return false;
  7788. }
  7789. // test 3 face normals from the aabb
  7790. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  7791. if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) {
  7792. return false;
  7793. }
  7794. // finally testing the face normal of the triangle
  7795. // use already existing triangle edge vectors here
  7796. _triangleNormal.crossVectors( _f0, _f1 );
  7797. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  7798. return satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents );
  7799. }
  7800. /**
  7801. * Clamps the given point within the bounds of this box.
  7802. *
  7803. * @param {Vector3} point - The point to clamp.
  7804. * @param {Vector3} target - The target vector that is used to store the method's result.
  7805. * @return {Vector3} The clamped point.
  7806. */
  7807. clampPoint( point, target ) {
  7808. return target.copy( point ).clamp( this.min, this.max );
  7809. }
  7810. /**
  7811. * Returns the euclidean distance from any edge of this box to the specified point. If
  7812. * the given point lies inside of this box, the distance will be `0`.
  7813. *
  7814. * @param {Vector3} point - The point to compute the distance to.
  7815. * @return {number} The euclidean distance.
  7816. */
  7817. distanceToPoint( point ) {
  7818. return this.clampPoint( point, _vector$b ).distanceTo( point );
  7819. }
  7820. /**
  7821. * Returns a bounding sphere that encloses this bounding box.
  7822. *
  7823. * @param {Sphere} target - The target sphere that is used to store the method's result.
  7824. * @return {Sphere} The bounding sphere that encloses this bounding box.
  7825. */
  7826. getBoundingSphere( target ) {
  7827. if ( this.isEmpty() ) {
  7828. target.makeEmpty();
  7829. } else {
  7830. this.getCenter( target.center );
  7831. target.radius = this.getSize( _vector$b ).length() * 0.5;
  7832. }
  7833. return target;
  7834. }
  7835. /**
  7836. * Computes the intersection of this bounding box and the given one, setting the upper
  7837. * bound of this box to the lesser of the two boxes' upper bounds and the
  7838. * lower bound of this box to the greater of the two boxes' lower bounds. If
  7839. * there's no overlap, makes this box empty.
  7840. *
  7841. * @param {Box3} box - The bounding box to intersect with.
  7842. * @return {Box3} A reference to this bounding box.
  7843. */
  7844. intersect( box ) {
  7845. this.min.max( box.min );
  7846. this.max.min( box.max );
  7847. // 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.
  7848. if ( this.isEmpty() ) this.makeEmpty();
  7849. return this;
  7850. }
  7851. /**
  7852. * Computes the union of this box and another and the given one, setting the upper
  7853. * bound of this box to the greater of the two boxes' upper bounds and the
  7854. * lower bound of this box to the lesser of the two boxes' lower bounds.
  7855. *
  7856. * @param {Box3} box - The bounding box that will be unioned with this instance.
  7857. * @return {Box3} A reference to this bounding box.
  7858. */
  7859. union( box ) {
  7860. this.min.min( box.min );
  7861. this.max.max( box.max );
  7862. return this;
  7863. }
  7864. /**
  7865. * Transforms this bounding box by the given 4x4 transformation matrix.
  7866. *
  7867. * @param {Matrix4} matrix - The transformation matrix.
  7868. * @return {Box3} A reference to this bounding box.
  7869. */
  7870. applyMatrix4( matrix ) {
  7871. // transform of empty box is an empty box.
  7872. if ( this.isEmpty() ) return this;
  7873. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  7874. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  7875. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  7876. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  7877. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  7878. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  7879. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  7880. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  7881. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  7882. this.setFromPoints( _points );
  7883. return this;
  7884. }
  7885. /**
  7886. * Adds the given offset to both the upper and lower bounds of this bounding box,
  7887. * effectively moving it in 3D space.
  7888. *
  7889. * @param {Vector3} offset - The offset that should be used to translate the bounding box.
  7890. * @return {Box3} A reference to this bounding box.
  7891. */
  7892. translate( offset ) {
  7893. this.min.add( offset );
  7894. this.max.add( offset );
  7895. return this;
  7896. }
  7897. /**
  7898. * Returns `true` if this bounding box is equal with the given one.
  7899. *
  7900. * @param {Box3} box - The box to test for equality.
  7901. * @return {boolean} Whether this bounding box is equal with the given one.
  7902. */
  7903. equals( box ) {
  7904. return box.min.equals( this.min ) && box.max.equals( this.max );
  7905. }
  7906. /**
  7907. * Returns a serialized structure of the bounding box.
  7908. *
  7909. * @return {Object} Serialized structure with fields representing the object state.
  7910. */
  7911. toJSON() {
  7912. return {
  7913. min: this.min.toArray(),
  7914. max: this.max.toArray()
  7915. };
  7916. }
  7917. /**
  7918. * Returns a serialized structure of the bounding box.
  7919. *
  7920. * @param {Object} json - The serialized json to set the box from.
  7921. * @return {Box3} A reference to this bounding box.
  7922. */
  7923. fromJSON( json ) {
  7924. this.min.fromArray( json.min );
  7925. this.max.fromArray( json.max );
  7926. return this;
  7927. }
  7928. }
  7929. const _points = [
  7930. /*@__PURE__*/ new Vector3(),
  7931. /*@__PURE__*/ new Vector3(),
  7932. /*@__PURE__*/ new Vector3(),
  7933. /*@__PURE__*/ new Vector3(),
  7934. /*@__PURE__*/ new Vector3(),
  7935. /*@__PURE__*/ new Vector3(),
  7936. /*@__PURE__*/ new Vector3(),
  7937. /*@__PURE__*/ new Vector3()
  7938. ];
  7939. const _vector$b = /*@__PURE__*/ new Vector3();
  7940. const _box$4 = /*@__PURE__*/ new Box3();
  7941. // triangle centered vertices
  7942. const _v0$2 = /*@__PURE__*/ new Vector3();
  7943. const _v1$7 = /*@__PURE__*/ new Vector3();
  7944. const _v2$4 = /*@__PURE__*/ new Vector3();
  7945. // triangle edge vectors
  7946. const _f0 = /*@__PURE__*/ new Vector3();
  7947. const _f1 = /*@__PURE__*/ new Vector3();
  7948. const _f2 = /*@__PURE__*/ new Vector3();
  7949. const _center = /*@__PURE__*/ new Vector3();
  7950. const _extents = /*@__PURE__*/ new Vector3();
  7951. const _triangleNormal = /*@__PURE__*/ new Vector3();
  7952. const _testAxis = /*@__PURE__*/ new Vector3();
  7953. function satForAxes( axes, v0, v1, v2, extents ) {
  7954. for ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  7955. _testAxis.fromArray( axes, i );
  7956. // project the aabb onto the separating axis
  7957. const r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  7958. // project all 3 vertices of the triangle onto the separating axis
  7959. const p0 = v0.dot( _testAxis );
  7960. const p1 = v1.dot( _testAxis );
  7961. const p2 = v2.dot( _testAxis );
  7962. // actual test, basically see if either of the most extreme of the triangle points intersects r
  7963. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  7964. // points of the projected triangle are outside the projected half-length of the aabb
  7965. // the axis is separating and we can exit
  7966. return false;
  7967. }
  7968. }
  7969. return true;
  7970. }
  7971. const _box$3 = /*@__PURE__*/ new Box3();
  7972. const _v1$6 = /*@__PURE__*/ new Vector3();
  7973. const _v2$3 = /*@__PURE__*/ new Vector3();
  7974. /**
  7975. * An analytical 3D sphere defined by a center and radius. This class is mainly
  7976. * used as a Bounding Sphere for 3D objects.
  7977. */
  7978. class Sphere {
  7979. /**
  7980. * Constructs a new sphere.
  7981. *
  7982. * @param {Vector3} [center=(0,0,0)] - The center of the sphere
  7983. * @param {number} [radius=-1] - The radius of the sphere.
  7984. */
  7985. constructor( center = new Vector3(), radius = -1 ) {
  7986. /**
  7987. * This flag can be used for type testing.
  7988. *
  7989. * @type {boolean}
  7990. * @readonly
  7991. * @default true
  7992. */
  7993. this.isSphere = true;
  7994. /**
  7995. * The center of the sphere
  7996. *
  7997. * @type {Vector3}
  7998. */
  7999. this.center = center;
  8000. /**
  8001. * The radius of the sphere.
  8002. *
  8003. * @type {number}
  8004. */
  8005. this.radius = radius;
  8006. }
  8007. /**
  8008. * Sets the sphere's components by copying the given values.
  8009. *
  8010. * @param {Vector3} center - The center.
  8011. * @param {number} radius - The radius.
  8012. * @return {Sphere} A reference to this sphere.
  8013. */
  8014. set( center, radius ) {
  8015. this.center.copy( center );
  8016. this.radius = radius;
  8017. return this;
  8018. }
  8019. /**
  8020. * Computes the minimum bounding sphere for list of points.
  8021. * If the optional center point is given, it is used as the sphere's
  8022. * center. Otherwise, the center of the axis-aligned bounding box
  8023. * encompassing the points is calculated.
  8024. *
  8025. * @param {Array<Vector3>} points - A list of points in 3D space.
  8026. * @param {Vector3} [optionalCenter] - The center of the sphere.
  8027. * @return {Sphere} A reference to this sphere.
  8028. */
  8029. setFromPoints( points, optionalCenter ) {
  8030. const center = this.center;
  8031. if ( optionalCenter !== undefined ) {
  8032. center.copy( optionalCenter );
  8033. } else {
  8034. _box$3.setFromPoints( points ).getCenter( center );
  8035. }
  8036. let maxRadiusSq = 0;
  8037. for ( let i = 0, il = points.length; i < il; i ++ ) {
  8038. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  8039. }
  8040. this.radius = Math.sqrt( maxRadiusSq );
  8041. return this;
  8042. }
  8043. /**
  8044. * Copies the values of the given sphere to this instance.
  8045. *
  8046. * @param {Sphere} sphere - The sphere to copy.
  8047. * @return {Sphere} A reference to this sphere.
  8048. */
  8049. copy( sphere ) {
  8050. this.center.copy( sphere.center );
  8051. this.radius = sphere.radius;
  8052. return this;
  8053. }
  8054. /**
  8055. * Returns `true` if the sphere is empty (the radius set to a negative number).
  8056. *
  8057. * Spheres with a radius of `0` contain only their center point and are not
  8058. * considered to be empty.
  8059. *
  8060. * @return {boolean} Whether this sphere is empty or not.
  8061. */
  8062. isEmpty() {
  8063. return ( this.radius < 0 );
  8064. }
  8065. /**
  8066. * Makes this sphere empty which means in encloses a zero space in 3D.
  8067. *
  8068. * @return {Sphere} A reference to this sphere.
  8069. */
  8070. makeEmpty() {
  8071. this.center.set( 0, 0, 0 );
  8072. this.radius = -1;
  8073. return this;
  8074. }
  8075. /**
  8076. * Returns `true` if this sphere contains the given point inclusive of
  8077. * the surface of the sphere.
  8078. *
  8079. * @param {Vector3} point - The point to check.
  8080. * @return {boolean} Whether this sphere contains the given point or not.
  8081. */
  8082. containsPoint( point ) {
  8083. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  8084. }
  8085. /**
  8086. * Returns the closest distance from the boundary of the sphere to the
  8087. * given point. If the sphere contains the point, the distance will
  8088. * be negative.
  8089. *
  8090. * @param {Vector3} point - The point to compute the distance to.
  8091. * @return {number} The distance to the point.
  8092. */
  8093. distanceToPoint( point ) {
  8094. return ( point.distanceTo( this.center ) - this.radius );
  8095. }
  8096. /**
  8097. * Returns `true` if this sphere intersects with the given one.
  8098. *
  8099. * @param {Sphere} sphere - The sphere to test.
  8100. * @return {boolean} Whether this sphere intersects with the given one or not.
  8101. */
  8102. intersectsSphere( sphere ) {
  8103. const radiusSum = this.radius + sphere.radius;
  8104. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  8105. }
  8106. /**
  8107. * Returns `true` if this sphere intersects with the given box.
  8108. *
  8109. * @param {Box3} box - The box to test.
  8110. * @return {boolean} Whether this sphere intersects with the given box or not.
  8111. */
  8112. intersectsBox( box ) {
  8113. return box.intersectsSphere( this );
  8114. }
  8115. /**
  8116. * Returns `true` if this sphere intersects with the given plane.
  8117. *
  8118. * @param {Plane} plane - The plane to test.
  8119. * @return {boolean} Whether this sphere intersects with the given plane or not.
  8120. */
  8121. intersectsPlane( plane ) {
  8122. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  8123. }
  8124. /**
  8125. * Clamps a point within the sphere. If the point is outside the sphere, it
  8126. * will clamp it to the closest point on the edge of the sphere. Points
  8127. * already inside the sphere will not be affected.
  8128. *
  8129. * @param {Vector3} point - The plane to clamp.
  8130. * @param {Vector3} target - The target vector that is used to store the method's result.
  8131. * @return {Vector3} The clamped point.
  8132. */
  8133. clampPoint( point, target ) {
  8134. const deltaLengthSq = this.center.distanceToSquared( point );
  8135. target.copy( point );
  8136. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  8137. target.sub( this.center ).normalize();
  8138. target.multiplyScalar( this.radius ).add( this.center );
  8139. }
  8140. return target;
  8141. }
  8142. /**
  8143. * Returns a bounding box that encloses this sphere.
  8144. *
  8145. * @param {Box3} target - The target box that is used to store the method's result.
  8146. * @return {Box3} The bounding box that encloses this sphere.
  8147. */
  8148. getBoundingBox( target ) {
  8149. if ( this.isEmpty() ) {
  8150. // Empty sphere produces empty bounding box
  8151. target.makeEmpty();
  8152. return target;
  8153. }
  8154. target.set( this.center, this.center );
  8155. target.expandByScalar( this.radius );
  8156. return target;
  8157. }
  8158. /**
  8159. * Transforms this sphere with the given 4x4 transformation matrix.
  8160. *
  8161. * @param {Matrix4} matrix - The transformation matrix.
  8162. * @return {Sphere} A reference to this sphere.
  8163. */
  8164. applyMatrix4( matrix ) {
  8165. this.center.applyMatrix4( matrix );
  8166. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  8167. return this;
  8168. }
  8169. /**
  8170. * Translates the sphere's center by the given offset.
  8171. *
  8172. * @param {Vector3} offset - The offset.
  8173. * @return {Sphere} A reference to this sphere.
  8174. */
  8175. translate( offset ) {
  8176. this.center.add( offset );
  8177. return this;
  8178. }
  8179. /**
  8180. * Expands the boundaries of this sphere to include the given point.
  8181. *
  8182. * @param {Vector3} point - The point to include.
  8183. * @return {Sphere} A reference to this sphere.
  8184. */
  8185. expandByPoint( point ) {
  8186. if ( this.isEmpty() ) {
  8187. this.center.copy( point );
  8188. this.radius = 0;
  8189. return this;
  8190. }
  8191. _v1$6.subVectors( point, this.center );
  8192. const lengthSq = _v1$6.lengthSq();
  8193. if ( lengthSq > ( this.radius * this.radius ) ) {
  8194. // calculate the minimal sphere
  8195. const length = Math.sqrt( lengthSq );
  8196. const delta = ( length - this.radius ) * 0.5;
  8197. this.center.addScaledVector( _v1$6, delta / length );
  8198. this.radius += delta;
  8199. }
  8200. return this;
  8201. }
  8202. /**
  8203. * Expands this sphere to enclose both the original sphere and the given sphere.
  8204. *
  8205. * @param {Sphere} sphere - The sphere to include.
  8206. * @return {Sphere} A reference to this sphere.
  8207. */
  8208. union( sphere ) {
  8209. if ( sphere.isEmpty() ) {
  8210. return this;
  8211. }
  8212. if ( this.isEmpty() ) {
  8213. this.copy( sphere );
  8214. return this;
  8215. }
  8216. if ( this.center.equals( sphere.center ) === true ) {
  8217. this.radius = Math.max( this.radius, sphere.radius );
  8218. } else {
  8219. _v2$3.subVectors( sphere.center, this.center ).setLength( sphere.radius );
  8220. this.expandByPoint( _v1$6.copy( sphere.center ).add( _v2$3 ) );
  8221. this.expandByPoint( _v1$6.copy( sphere.center ).sub( _v2$3 ) );
  8222. }
  8223. return this;
  8224. }
  8225. /**
  8226. * Returns `true` if this sphere is equal with the given one.
  8227. *
  8228. * @param {Sphere} sphere - The sphere to test for equality.
  8229. * @return {boolean} Whether this bounding sphere is equal with the given one.
  8230. */
  8231. equals( sphere ) {
  8232. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  8233. }
  8234. /**
  8235. * Returns a new sphere with copied values from this instance.
  8236. *
  8237. * @return {Sphere} A clone of this instance.
  8238. */
  8239. clone() {
  8240. return new this.constructor().copy( this );
  8241. }
  8242. /**
  8243. * Returns a serialized structure of the bounding sphere.
  8244. *
  8245. * @return {Object} Serialized structure with fields representing the object state.
  8246. */
  8247. toJSON() {
  8248. return {
  8249. radius: this.radius,
  8250. center: this.center.toArray()
  8251. };
  8252. }
  8253. /**
  8254. * Returns a serialized structure of the bounding sphere.
  8255. *
  8256. * @param {Object} json - The serialized json to set the sphere from.
  8257. * @return {Box3} A reference to this bounding sphere.
  8258. */
  8259. fromJSON( json ) {
  8260. this.radius = json.radius;
  8261. this.center.fromArray( json.center );
  8262. return this;
  8263. }
  8264. }
  8265. const _vector$a = /*@__PURE__*/ new Vector3();
  8266. const _segCenter = /*@__PURE__*/ new Vector3();
  8267. const _segDir = /*@__PURE__*/ new Vector3();
  8268. const _diff = /*@__PURE__*/ new Vector3();
  8269. const _edge1 = /*@__PURE__*/ new Vector3();
  8270. const _edge2 = /*@__PURE__*/ new Vector3();
  8271. const _normal$1 = /*@__PURE__*/ new Vector3();
  8272. /**
  8273. * A ray that emits from an origin in a certain direction. The class is used by
  8274. * {@link Raycaster} to assist with raycasting. Raycasting is used for
  8275. * mouse picking (working out what objects in the 3D space the mouse is over)
  8276. * amongst other things.
  8277. */
  8278. class Ray {
  8279. /**
  8280. * Constructs a new ray.
  8281. *
  8282. * @param {Vector3} [origin=(0,0,0)] - The origin of the ray.
  8283. * @param {Vector3} [direction=(0,0,-1)] - The (normalized) direction of the ray.
  8284. */
  8285. constructor( origin = new Vector3(), direction = new Vector3( 0, 0, -1 ) ) {
  8286. /**
  8287. * The origin of the ray.
  8288. *
  8289. * @type {Vector3}
  8290. */
  8291. this.origin = origin;
  8292. /**
  8293. * The (normalized) direction of the ray.
  8294. *
  8295. * @type {Vector3}
  8296. */
  8297. this.direction = direction;
  8298. }
  8299. /**
  8300. * Sets the ray's components by copying the given values.
  8301. *
  8302. * @param {Vector3} origin - The origin.
  8303. * @param {Vector3} direction - The direction.
  8304. * @return {Ray} A reference to this ray.
  8305. */
  8306. set( origin, direction ) {
  8307. this.origin.copy( origin );
  8308. this.direction.copy( direction );
  8309. return this;
  8310. }
  8311. /**
  8312. * Copies the values of the given ray to this instance.
  8313. *
  8314. * @param {Ray} ray - The ray to copy.
  8315. * @return {Ray} A reference to this ray.
  8316. */
  8317. copy( ray ) {
  8318. this.origin.copy( ray.origin );
  8319. this.direction.copy( ray.direction );
  8320. return this;
  8321. }
  8322. /**
  8323. * Returns a vector that is located at a given distance along this ray.
  8324. *
  8325. * @param {number} t - The distance along the ray to retrieve a position for.
  8326. * @param {Vector3} target - The target vector that is used to store the method's result.
  8327. * @return {Vector3} A position on the ray.
  8328. */
  8329. at( t, target ) {
  8330. return target.copy( this.origin ).addScaledVector( this.direction, t );
  8331. }
  8332. /**
  8333. * Adjusts the direction of the ray to point at the given vector in world space.
  8334. *
  8335. * @param {Vector3} v - The target position.
  8336. * @return {Ray} A reference to this ray.
  8337. */
  8338. lookAt( v ) {
  8339. this.direction.copy( v ).sub( this.origin ).normalize();
  8340. return this;
  8341. }
  8342. /**
  8343. * Shift the origin of this ray along its direction by the given distance.
  8344. *
  8345. * @param {number} t - The distance along the ray to interpolate.
  8346. * @return {Ray} A reference to this ray.
  8347. */
  8348. recast( t ) {
  8349. this.origin.copy( this.at( t, _vector$a ) );
  8350. return this;
  8351. }
  8352. /**
  8353. * Returns the point along this ray that is closest to the given point.
  8354. *
  8355. * @param {Vector3} point - A point in 3D space to get the closet location on the ray for.
  8356. * @param {Vector3} target - The target vector that is used to store the method's result.
  8357. * @return {Vector3} The closest point on this ray.
  8358. */
  8359. closestPointToPoint( point, target ) {
  8360. target.subVectors( point, this.origin );
  8361. const directionDistance = target.dot( this.direction );
  8362. if ( directionDistance < 0 ) {
  8363. return target.copy( this.origin );
  8364. }
  8365. return target.copy( this.origin ).addScaledVector( this.direction, directionDistance );
  8366. }
  8367. /**
  8368. * Returns the distance of the closest approach between this ray and the given point.
  8369. *
  8370. * @param {Vector3} point - A point in 3D space to compute the distance to.
  8371. * @return {number} The distance.
  8372. */
  8373. distanceToPoint( point ) {
  8374. return Math.sqrt( this.distanceSqToPoint( point ) );
  8375. }
  8376. /**
  8377. * Returns the squared distance of the closest approach between this ray and the given point.
  8378. *
  8379. * @param {Vector3} point - A point in 3D space to compute the distance to.
  8380. * @return {number} The squared distance.
  8381. */
  8382. distanceSqToPoint( point ) {
  8383. const directionDistance = _vector$a.subVectors( point, this.origin ).dot( this.direction );
  8384. // point behind the ray
  8385. if ( directionDistance < 0 ) {
  8386. return this.origin.distanceToSquared( point );
  8387. }
  8388. _vector$a.copy( this.origin ).addScaledVector( this.direction, directionDistance );
  8389. return _vector$a.distanceToSquared( point );
  8390. }
  8391. /**
  8392. * Returns the squared distance between this ray and the given line segment.
  8393. *
  8394. * @param {Vector3} v0 - The start point of the line segment.
  8395. * @param {Vector3} v1 - The end point of the line segment.
  8396. * @param {Vector3} [optionalPointOnRay] - When provided, it receives the point on this ray that is closest to the segment.
  8397. * @param {Vector3} [optionalPointOnSegment] - When provided, it receives the point on the line segment that is closest to this ray.
  8398. * @return {number} The squared distance.
  8399. */
  8400. distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  8401. // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteDistRaySegment.h
  8402. // It returns the min distance between the ray and the segment
  8403. // defined by v0 and v1
  8404. // It can also set two optional targets :
  8405. // - The closest point on the ray
  8406. // - The closest point on the segment
  8407. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  8408. _segDir.copy( v1 ).sub( v0 ).normalize();
  8409. _diff.copy( this.origin ).sub( _segCenter );
  8410. const segExtent = v0.distanceTo( v1 ) * 0.5;
  8411. const a01 = - this.direction.dot( _segDir );
  8412. const b0 = _diff.dot( this.direction );
  8413. const b1 = - _diff.dot( _segDir );
  8414. const c = _diff.lengthSq();
  8415. const det = Math.abs( 1 - a01 * a01 );
  8416. let s0, s1, sqrDist, extDet;
  8417. if ( det > 0 ) {
  8418. // The ray and segment are not parallel.
  8419. s0 = a01 * b1 - b0;
  8420. s1 = a01 * b0 - b1;
  8421. extDet = segExtent * det;
  8422. if ( s0 >= 0 ) {
  8423. if ( s1 >= - extDet ) {
  8424. if ( s1 <= extDet ) {
  8425. // region 0
  8426. // Minimum at interior points of ray and segment.
  8427. const invDet = 1 / det;
  8428. s0 *= invDet;
  8429. s1 *= invDet;
  8430. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  8431. } else {
  8432. // region 1
  8433. s1 = segExtent;
  8434. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  8435. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8436. }
  8437. } else {
  8438. // region 5
  8439. s1 = - segExtent;
  8440. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  8441. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8442. }
  8443. } else {
  8444. if ( s1 <= - extDet ) {
  8445. // region 4
  8446. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  8447. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8448. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8449. } else if ( s1 <= extDet ) {
  8450. // region 3
  8451. s0 = 0;
  8452. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8453. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  8454. } else {
  8455. // region 2
  8456. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  8457. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8458. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8459. }
  8460. }
  8461. } else {
  8462. // Ray and segment are parallel.
  8463. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  8464. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  8465. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8466. }
  8467. if ( optionalPointOnRay ) {
  8468. optionalPointOnRay.copy( this.origin ).addScaledVector( this.direction, s0 );
  8469. }
  8470. if ( optionalPointOnSegment ) {
  8471. optionalPointOnSegment.copy( _segCenter ).addScaledVector( _segDir, s1 );
  8472. }
  8473. return sqrDist;
  8474. }
  8475. /**
  8476. * Intersects this ray with the given sphere, returning the intersection
  8477. * point or `null` if there is no intersection.
  8478. *
  8479. * @param {Sphere} sphere - The sphere to intersect.
  8480. * @param {Vector3} target - The target vector that is used to store the method's result.
  8481. * @return {?Vector3} The intersection point.
  8482. */
  8483. intersectSphere( sphere, target ) {
  8484. _vector$a.subVectors( sphere.center, this.origin );
  8485. const tca = _vector$a.dot( this.direction );
  8486. const d2 = _vector$a.dot( _vector$a ) - tca * tca;
  8487. const radius2 = sphere.radius * sphere.radius;
  8488. if ( d2 > radius2 ) return null;
  8489. const thc = Math.sqrt( radius2 - d2 );
  8490. // t0 = first intersect point - entrance on front of sphere
  8491. const t0 = tca - thc;
  8492. // t1 = second intersect point - exit point on back of sphere
  8493. const t1 = tca + thc;
  8494. // test to see if t1 is behind the ray - if so, return null
  8495. if ( t1 < 0 ) return null;
  8496. // test to see if t0 is behind the ray:
  8497. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  8498. // in order to always return an intersect point that is in front of the ray.
  8499. if ( t0 < 0 ) return this.at( t1, target );
  8500. // else t0 is in front of the ray, so return the first collision point scaled by t0
  8501. return this.at( t0, target );
  8502. }
  8503. /**
  8504. * Returns `true` if this ray intersects with the given sphere.
  8505. *
  8506. * @param {Sphere} sphere - The sphere to intersect.
  8507. * @return {boolean} Whether this ray intersects with the given sphere or not.
  8508. */
  8509. intersectsSphere( sphere ) {
  8510. if ( sphere.radius < 0 ) return false; // handle empty spheres, see #31187
  8511. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  8512. }
  8513. /**
  8514. * Computes the distance from the ray's origin to the given plane. Returns `null` if the ray
  8515. * does not intersect with the plane.
  8516. *
  8517. * @param {Plane} plane - The plane to compute the distance to.
  8518. * @return {?number} Whether this ray intersects with the given sphere or not.
  8519. */
  8520. distanceToPlane( plane ) {
  8521. const denominator = plane.normal.dot( this.direction );
  8522. if ( denominator === 0 ) {
  8523. // line is coplanar, return origin
  8524. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  8525. return 0;
  8526. }
  8527. // Null is preferable to undefined since undefined means.... it is undefined
  8528. return null;
  8529. }
  8530. const t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  8531. // Return if the ray never intersects the plane
  8532. return t >= 0 ? t : null;
  8533. }
  8534. /**
  8535. * Intersects this ray with the given plane, returning the intersection
  8536. * point or `null` if there is no intersection.
  8537. *
  8538. * @param {Plane} plane - The plane to intersect.
  8539. * @param {Vector3} target - The target vector that is used to store the method's result.
  8540. * @return {?Vector3} The intersection point.
  8541. */
  8542. intersectPlane( plane, target ) {
  8543. const t = this.distanceToPlane( plane );
  8544. if ( t === null ) {
  8545. return null;
  8546. }
  8547. return this.at( t, target );
  8548. }
  8549. /**
  8550. * Returns `true` if this ray intersects with the given plane.
  8551. *
  8552. * @param {Plane} plane - The plane to intersect.
  8553. * @return {boolean} Whether this ray intersects with the given plane or not.
  8554. */
  8555. intersectsPlane( plane ) {
  8556. // check if the ray lies on the plane first
  8557. const distToPoint = plane.distanceToPoint( this.origin );
  8558. if ( distToPoint === 0 ) {
  8559. return true;
  8560. }
  8561. const denominator = plane.normal.dot( this.direction );
  8562. if ( denominator * distToPoint < 0 ) {
  8563. return true;
  8564. }
  8565. // ray origin is behind the plane (and is pointing behind it)
  8566. return false;
  8567. }
  8568. /**
  8569. * Intersects this ray with the given bounding box, returning the intersection
  8570. * point or `null` if there is no intersection.
  8571. *
  8572. * @param {Box3} box - The box to intersect.
  8573. * @param {Vector3} target - The target vector that is used to store the method's result.
  8574. * @return {?Vector3} The intersection point.
  8575. */
  8576. intersectBox( box, target ) {
  8577. let tmin, tmax, tymin, tymax, tzmin, tzmax;
  8578. const invdirx = 1 / this.direction.x,
  8579. invdiry = 1 / this.direction.y,
  8580. invdirz = 1 / this.direction.z;
  8581. const origin = this.origin;
  8582. if ( invdirx >= 0 ) {
  8583. tmin = ( box.min.x - origin.x ) * invdirx;
  8584. tmax = ( box.max.x - origin.x ) * invdirx;
  8585. } else {
  8586. tmin = ( box.max.x - origin.x ) * invdirx;
  8587. tmax = ( box.min.x - origin.x ) * invdirx;
  8588. }
  8589. if ( invdiry >= 0 ) {
  8590. tymin = ( box.min.y - origin.y ) * invdiry;
  8591. tymax = ( box.max.y - origin.y ) * invdiry;
  8592. } else {
  8593. tymin = ( box.max.y - origin.y ) * invdiry;
  8594. tymax = ( box.min.y - origin.y ) * invdiry;
  8595. }
  8596. if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
  8597. if ( tymin > tmin || isNaN( tmin ) ) tmin = tymin;
  8598. if ( tymax < tmax || isNaN( tmax ) ) tmax = tymax;
  8599. if ( invdirz >= 0 ) {
  8600. tzmin = ( box.min.z - origin.z ) * invdirz;
  8601. tzmax = ( box.max.z - origin.z ) * invdirz;
  8602. } else {
  8603. tzmin = ( box.max.z - origin.z ) * invdirz;
  8604. tzmax = ( box.min.z - origin.z ) * invdirz;
  8605. }
  8606. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
  8607. if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
  8608. if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
  8609. //return point closest to the ray (positive side)
  8610. if ( tmax < 0 ) return null;
  8611. return this.at( tmin >= 0 ? tmin : tmax, target );
  8612. }
  8613. /**
  8614. * Returns `true` if this ray intersects with the given box.
  8615. *
  8616. * @param {Box3} box - The box to intersect.
  8617. * @return {boolean} Whether this ray intersects with the given box or not.
  8618. */
  8619. intersectsBox( box ) {
  8620. return this.intersectBox( box, _vector$a ) !== null;
  8621. }
  8622. /**
  8623. * Intersects this ray with the given triangle, returning the intersection
  8624. * point or `null` if there is no intersection.
  8625. *
  8626. * @param {Vector3} a - The first vertex of the triangle.
  8627. * @param {Vector3} b - The second vertex of the triangle.
  8628. * @param {Vector3} c - The third vertex of the triangle.
  8629. * @param {boolean} backfaceCulling - Whether to use backface culling or not.
  8630. * @param {Vector3} target - The target vector that is used to store the method's result.
  8631. * @return {?Vector3} The intersection point.
  8632. */
  8633. intersectTriangle( a, b, c, backfaceCulling, target ) {
  8634. // Compute the offset origin, edges, and normal.
  8635. // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  8636. _edge1.subVectors( b, a );
  8637. _edge2.subVectors( c, a );
  8638. _normal$1.crossVectors( _edge1, _edge2 );
  8639. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  8640. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  8641. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  8642. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  8643. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  8644. let DdN = this.direction.dot( _normal$1 );
  8645. let sign;
  8646. if ( DdN > 0 ) {
  8647. if ( backfaceCulling ) return null;
  8648. sign = 1;
  8649. } else if ( DdN < 0 ) {
  8650. sign = -1;
  8651. DdN = - DdN;
  8652. } else {
  8653. return null;
  8654. }
  8655. _diff.subVectors( this.origin, a );
  8656. const DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  8657. // b1 < 0, no intersection
  8658. if ( DdQxE2 < 0 ) {
  8659. return null;
  8660. }
  8661. const DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  8662. // b2 < 0, no intersection
  8663. if ( DdE1xQ < 0 ) {
  8664. return null;
  8665. }
  8666. // b1+b2 > 1, no intersection
  8667. if ( DdQxE2 + DdE1xQ > DdN ) {
  8668. return null;
  8669. }
  8670. // Line intersects triangle, check if ray does.
  8671. const QdN = - sign * _diff.dot( _normal$1 );
  8672. // t < 0, no intersection
  8673. if ( QdN < 0 ) {
  8674. return null;
  8675. }
  8676. // Ray intersects triangle.
  8677. return this.at( QdN / DdN, target );
  8678. }
  8679. /**
  8680. * Transforms this ray with the given 4x4 transformation matrix.
  8681. *
  8682. * @param {Matrix4} matrix4 - The transformation matrix.
  8683. * @return {Ray} A reference to this ray.
  8684. */
  8685. applyMatrix4( matrix4 ) {
  8686. this.origin.applyMatrix4( matrix4 );
  8687. this.direction.transformDirection( matrix4 );
  8688. return this;
  8689. }
  8690. /**
  8691. * Returns `true` if this ray is equal with the given one.
  8692. *
  8693. * @param {Ray} ray - The ray to test for equality.
  8694. * @return {boolean} Whether this ray is equal with the given one.
  8695. */
  8696. equals( ray ) {
  8697. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  8698. }
  8699. /**
  8700. * Returns a new ray with copied values from this instance.
  8701. *
  8702. * @return {Ray} A clone of this instance.
  8703. */
  8704. clone() {
  8705. return new this.constructor().copy( this );
  8706. }
  8707. }
  8708. /**
  8709. * Represents a 4x4 matrix.
  8710. *
  8711. * The most common use of a 4x4 matrix in 3D computer graphics is as a transformation matrix.
  8712. * For an introduction to transformation matrices as used in WebGL, check out [this tutorial](https://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices)
  8713. *
  8714. * This allows a 3D vector representing a point in 3D space to undergo
  8715. * transformations such as translation, rotation, shear, scale, reflection,
  8716. * orthogonal or perspective projection and so on, by being multiplied by the
  8717. * matrix. This is known as `applying` the matrix to the vector.
  8718. *
  8719. * A Note on Row-Major and Column-Major Ordering:
  8720. *
  8721. * The constructor and {@link Matrix3#set} method take arguments in
  8722. * [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order)
  8723. * order, while internally they are stored in the {@link Matrix3#elements} array in column-major order.
  8724. * This means that calling:
  8725. * ```js
  8726. * const m = new THREE.Matrix4();
  8727. * m.set( 11, 12, 13, 14,
  8728. * 21, 22, 23, 24,
  8729. * 31, 32, 33, 34,
  8730. * 41, 42, 43, 44 );
  8731. * ```
  8732. * will result in the elements array containing:
  8733. * ```js
  8734. * m.elements = [ 11, 21, 31, 41,
  8735. * 12, 22, 32, 42,
  8736. * 13, 23, 33, 43,
  8737. * 14, 24, 34, 44 ];
  8738. * ```
  8739. * and internally all calculations are performed using column-major ordering.
  8740. * However, as the actual ordering makes no difference mathematically and
  8741. * most people are used to thinking about matrices in row-major order, the
  8742. * three.js documentation shows matrices in row-major order. Just bear in
  8743. * mind that if you are reading the source code, you'll have to take the
  8744. * transpose of any matrices outlined here to make sense of the calculations.
  8745. */
  8746. class Matrix4 {
  8747. /**
  8748. * Constructs a new 4x4 matrix. The arguments are supposed to be
  8749. * in row-major order. If no arguments are provided, the constructor
  8750. * initializes the matrix as an identity matrix.
  8751. *
  8752. * @param {number} [n11] - 1-1 matrix element.
  8753. * @param {number} [n12] - 1-2 matrix element.
  8754. * @param {number} [n13] - 1-3 matrix element.
  8755. * @param {number} [n14] - 1-4 matrix element.
  8756. * @param {number} [n21] - 2-1 matrix element.
  8757. * @param {number} [n22] - 2-2 matrix element.
  8758. * @param {number} [n23] - 2-3 matrix element.
  8759. * @param {number} [n24] - 2-4 matrix element.
  8760. * @param {number} [n31] - 3-1 matrix element.
  8761. * @param {number} [n32] - 3-2 matrix element.
  8762. * @param {number} [n33] - 3-3 matrix element.
  8763. * @param {number} [n34] - 3-4 matrix element.
  8764. * @param {number} [n41] - 4-1 matrix element.
  8765. * @param {number} [n42] - 4-2 matrix element.
  8766. * @param {number} [n43] - 4-3 matrix element.
  8767. * @param {number} [n44] - 4-4 matrix element.
  8768. */
  8769. constructor( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  8770. /**
  8771. * This flag can be used for type testing.
  8772. *
  8773. * @type {boolean}
  8774. * @readonly
  8775. * @default true
  8776. */
  8777. Matrix4.prototype.isMatrix4 = true;
  8778. /**
  8779. * A column-major list of matrix values.
  8780. *
  8781. * @type {Array<number>}
  8782. */
  8783. this.elements = [
  8784. 1, 0, 0, 0,
  8785. 0, 1, 0, 0,
  8786. 0, 0, 1, 0,
  8787. 0, 0, 0, 1
  8788. ];
  8789. if ( n11 !== undefined ) {
  8790. this.set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 );
  8791. }
  8792. }
  8793. /**
  8794. * Sets the elements of the matrix.The arguments are supposed to be
  8795. * in row-major order.
  8796. *
  8797. * @param {number} [n11] - 1-1 matrix element.
  8798. * @param {number} [n12] - 1-2 matrix element.
  8799. * @param {number} [n13] - 1-3 matrix element.
  8800. * @param {number} [n14] - 1-4 matrix element.
  8801. * @param {number} [n21] - 2-1 matrix element.
  8802. * @param {number} [n22] - 2-2 matrix element.
  8803. * @param {number} [n23] - 2-3 matrix element.
  8804. * @param {number} [n24] - 2-4 matrix element.
  8805. * @param {number} [n31] - 3-1 matrix element.
  8806. * @param {number} [n32] - 3-2 matrix element.
  8807. * @param {number} [n33] - 3-3 matrix element.
  8808. * @param {number} [n34] - 3-4 matrix element.
  8809. * @param {number} [n41] - 4-1 matrix element.
  8810. * @param {number} [n42] - 4-2 matrix element.
  8811. * @param {number} [n43] - 4-3 matrix element.
  8812. * @param {number} [n44] - 4-4 matrix element.
  8813. * @return {Matrix4} A reference to this matrix.
  8814. */
  8815. set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  8816. const te = this.elements;
  8817. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  8818. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  8819. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  8820. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  8821. return this;
  8822. }
  8823. /**
  8824. * Sets this matrix to the 4x4 identity matrix.
  8825. *
  8826. * @return {Matrix4} A reference to this matrix.
  8827. */
  8828. identity() {
  8829. this.set(
  8830. 1, 0, 0, 0,
  8831. 0, 1, 0, 0,
  8832. 0, 0, 1, 0,
  8833. 0, 0, 0, 1
  8834. );
  8835. return this;
  8836. }
  8837. /**
  8838. * Returns a matrix with copied values from this instance.
  8839. *
  8840. * @return {Matrix4} A clone of this instance.
  8841. */
  8842. clone() {
  8843. return new Matrix4().fromArray( this.elements );
  8844. }
  8845. /**
  8846. * Copies the values of the given matrix to this instance.
  8847. *
  8848. * @param {Matrix4} m - The matrix to copy.
  8849. * @return {Matrix4} A reference to this matrix.
  8850. */
  8851. copy( m ) {
  8852. const te = this.elements;
  8853. const me = m.elements;
  8854. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  8855. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  8856. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  8857. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  8858. return this;
  8859. }
  8860. /**
  8861. * Copies the translation component of the given matrix
  8862. * into this matrix's translation component.
  8863. *
  8864. * @param {Matrix4} m - The matrix to copy the translation component.
  8865. * @return {Matrix4} A reference to this matrix.
  8866. */
  8867. copyPosition( m ) {
  8868. const te = this.elements, me = m.elements;
  8869. te[ 12 ] = me[ 12 ];
  8870. te[ 13 ] = me[ 13 ];
  8871. te[ 14 ] = me[ 14 ];
  8872. return this;
  8873. }
  8874. /**
  8875. * Set the upper 3x3 elements of this matrix to the values of given 3x3 matrix.
  8876. *
  8877. * @param {Matrix3} m - The 3x3 matrix.
  8878. * @return {Matrix4} A reference to this matrix.
  8879. */
  8880. setFromMatrix3( m ) {
  8881. const me = m.elements;
  8882. this.set(
  8883. me[ 0 ], me[ 3 ], me[ 6 ], 0,
  8884. me[ 1 ], me[ 4 ], me[ 7 ], 0,
  8885. me[ 2 ], me[ 5 ], me[ 8 ], 0,
  8886. 0, 0, 0, 1
  8887. );
  8888. return this;
  8889. }
  8890. /**
  8891. * Extracts the basis of this matrix into the three axis vectors provided.
  8892. *
  8893. * @param {Vector3} xAxis - The basis's x axis.
  8894. * @param {Vector3} yAxis - The basis's y axis.
  8895. * @param {Vector3} zAxis - The basis's z axis.
  8896. * @return {Matrix4} A reference to this matrix.
  8897. */
  8898. extractBasis( xAxis, yAxis, zAxis ) {
  8899. xAxis.setFromMatrixColumn( this, 0 );
  8900. yAxis.setFromMatrixColumn( this, 1 );
  8901. zAxis.setFromMatrixColumn( this, 2 );
  8902. return this;
  8903. }
  8904. /**
  8905. * Sets the given basis vectors to this matrix.
  8906. *
  8907. * @param {Vector3} xAxis - The basis's x axis.
  8908. * @param {Vector3} yAxis - The basis's y axis.
  8909. * @param {Vector3} zAxis - The basis's z axis.
  8910. * @return {Matrix4} A reference to this matrix.
  8911. */
  8912. makeBasis( xAxis, yAxis, zAxis ) {
  8913. this.set(
  8914. xAxis.x, yAxis.x, zAxis.x, 0,
  8915. xAxis.y, yAxis.y, zAxis.y, 0,
  8916. xAxis.z, yAxis.z, zAxis.z, 0,
  8917. 0, 0, 0, 1
  8918. );
  8919. return this;
  8920. }
  8921. /**
  8922. * Extracts the rotation component of the given matrix
  8923. * into this matrix's rotation component.
  8924. *
  8925. * Note: This method does not support reflection matrices.
  8926. *
  8927. * @param {Matrix4} m - The matrix.
  8928. * @return {Matrix4} A reference to this matrix.
  8929. */
  8930. extractRotation( m ) {
  8931. const te = this.elements;
  8932. const me = m.elements;
  8933. const scaleX = 1 / _v1$5.setFromMatrixColumn( m, 0 ).length();
  8934. const scaleY = 1 / _v1$5.setFromMatrixColumn( m, 1 ).length();
  8935. const scaleZ = 1 / _v1$5.setFromMatrixColumn( m, 2 ).length();
  8936. te[ 0 ] = me[ 0 ] * scaleX;
  8937. te[ 1 ] = me[ 1 ] * scaleX;
  8938. te[ 2 ] = me[ 2 ] * scaleX;
  8939. te[ 3 ] = 0;
  8940. te[ 4 ] = me[ 4 ] * scaleY;
  8941. te[ 5 ] = me[ 5 ] * scaleY;
  8942. te[ 6 ] = me[ 6 ] * scaleY;
  8943. te[ 7 ] = 0;
  8944. te[ 8 ] = me[ 8 ] * scaleZ;
  8945. te[ 9 ] = me[ 9 ] * scaleZ;
  8946. te[ 10 ] = me[ 10 ] * scaleZ;
  8947. te[ 11 ] = 0;
  8948. te[ 12 ] = 0;
  8949. te[ 13 ] = 0;
  8950. te[ 14 ] = 0;
  8951. te[ 15 ] = 1;
  8952. return this;
  8953. }
  8954. /**
  8955. * Sets the rotation component (the upper left 3x3 matrix) of this matrix to
  8956. * the rotation specified by the given Euler angles. The rest of
  8957. * the matrix is set to the identity. Depending on the {@link Euler#order},
  8958. * there are six possible outcomes. See [this page](https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix)
  8959. * for a complete list.
  8960. *
  8961. * @param {Euler} euler - The Euler angles.
  8962. * @return {Matrix4} A reference to this matrix.
  8963. */
  8964. makeRotationFromEuler( euler ) {
  8965. const te = this.elements;
  8966. const x = euler.x, y = euler.y, z = euler.z;
  8967. const a = Math.cos( x ), b = Math.sin( x );
  8968. const c = Math.cos( y ), d = Math.sin( y );
  8969. const e = Math.cos( z ), f = Math.sin( z );
  8970. if ( euler.order === 'XYZ' ) {
  8971. const ae = a * e, af = a * f, be = b * e, bf = b * f;
  8972. te[ 0 ] = c * e;
  8973. te[ 4 ] = - c * f;
  8974. te[ 8 ] = d;
  8975. te[ 1 ] = af + be * d;
  8976. te[ 5 ] = ae - bf * d;
  8977. te[ 9 ] = - b * c;
  8978. te[ 2 ] = bf - ae * d;
  8979. te[ 6 ] = be + af * d;
  8980. te[ 10 ] = a * c;
  8981. } else if ( euler.order === 'YXZ' ) {
  8982. const ce = c * e, cf = c * f, de = d * e, df = d * f;
  8983. te[ 0 ] = ce + df * b;
  8984. te[ 4 ] = de * b - cf;
  8985. te[ 8 ] = a * d;
  8986. te[ 1 ] = a * f;
  8987. te[ 5 ] = a * e;
  8988. te[ 9 ] = - b;
  8989. te[ 2 ] = cf * b - de;
  8990. te[ 6 ] = df + ce * b;
  8991. te[ 10 ] = a * c;
  8992. } else if ( euler.order === 'ZXY' ) {
  8993. const ce = c * e, cf = c * f, de = d * e, df = d * f;
  8994. te[ 0 ] = ce - df * b;
  8995. te[ 4 ] = - a * f;
  8996. te[ 8 ] = de + cf * b;
  8997. te[ 1 ] = cf + de * b;
  8998. te[ 5 ] = a * e;
  8999. te[ 9 ] = df - ce * b;
  9000. te[ 2 ] = - a * d;
  9001. te[ 6 ] = b;
  9002. te[ 10 ] = a * c;
  9003. } else if ( euler.order === 'ZYX' ) {
  9004. const ae = a * e, af = a * f, be = b * e, bf = b * f;
  9005. te[ 0 ] = c * e;
  9006. te[ 4 ] = be * d - af;
  9007. te[ 8 ] = ae * d + bf;
  9008. te[ 1 ] = c * f;
  9009. te[ 5 ] = bf * d + ae;
  9010. te[ 9 ] = af * d - be;
  9011. te[ 2 ] = - d;
  9012. te[ 6 ] = b * c;
  9013. te[ 10 ] = a * c;
  9014. } else if ( euler.order === 'YZX' ) {
  9015. const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  9016. te[ 0 ] = c * e;
  9017. te[ 4 ] = bd - ac * f;
  9018. te[ 8 ] = bc * f + ad;
  9019. te[ 1 ] = f;
  9020. te[ 5 ] = a * e;
  9021. te[ 9 ] = - b * e;
  9022. te[ 2 ] = - d * e;
  9023. te[ 6 ] = ad * f + bc;
  9024. te[ 10 ] = ac - bd * f;
  9025. } else if ( euler.order === 'XZY' ) {
  9026. const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  9027. te[ 0 ] = c * e;
  9028. te[ 4 ] = - f;
  9029. te[ 8 ] = d * e;
  9030. te[ 1 ] = ac * f + bd;
  9031. te[ 5 ] = a * e;
  9032. te[ 9 ] = ad * f - bc;
  9033. te[ 2 ] = bc * f - ad;
  9034. te[ 6 ] = b * e;
  9035. te[ 10 ] = bd * f + ac;
  9036. }
  9037. // bottom row
  9038. te[ 3 ] = 0;
  9039. te[ 7 ] = 0;
  9040. te[ 11 ] = 0;
  9041. // last column
  9042. te[ 12 ] = 0;
  9043. te[ 13 ] = 0;
  9044. te[ 14 ] = 0;
  9045. te[ 15 ] = 1;
  9046. return this;
  9047. }
  9048. /**
  9049. * Sets the rotation component of this matrix to the rotation specified by
  9050. * the given Quaternion as outlined [here](https://en.wikipedia.org/wiki/Rotation_matrix#Quaternion)
  9051. * The rest of the matrix is set to the identity.
  9052. *
  9053. * @param {Quaternion} q - The Quaternion.
  9054. * @return {Matrix4} A reference to this matrix.
  9055. */
  9056. makeRotationFromQuaternion( q ) {
  9057. return this.compose( _zero, q, _one );
  9058. }
  9059. /**
  9060. * Sets the rotation component of the transformation matrix, looking from `eye` towards
  9061. * `target`, and oriented by the up-direction.
  9062. *
  9063. * @param {Vector3} eye - The eye vector.
  9064. * @param {Vector3} target - The target vector.
  9065. * @param {Vector3} up - The up vector.
  9066. * @return {Matrix4} A reference to this matrix.
  9067. */
  9068. lookAt( eye, target, up ) {
  9069. const te = this.elements;
  9070. _z.subVectors( eye, target );
  9071. if ( _z.lengthSq() === 0 ) {
  9072. // eye and target are in the same position
  9073. _z.z = 1;
  9074. }
  9075. _z.normalize();
  9076. _x.crossVectors( up, _z );
  9077. if ( _x.lengthSq() === 0 ) {
  9078. // up and z are parallel
  9079. if ( Math.abs( up.z ) === 1 ) {
  9080. _z.x += 0.0001;
  9081. } else {
  9082. _z.z += 0.0001;
  9083. }
  9084. _z.normalize();
  9085. _x.crossVectors( up, _z );
  9086. }
  9087. _x.normalize();
  9088. _y.crossVectors( _z, _x );
  9089. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  9090. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  9091. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  9092. return this;
  9093. }
  9094. /**
  9095. * Post-multiplies this matrix by the given 4x4 matrix.
  9096. *
  9097. * @param {Matrix4} m - The matrix to multiply with.
  9098. * @return {Matrix4} A reference to this matrix.
  9099. */
  9100. multiply( m ) {
  9101. return this.multiplyMatrices( this, m );
  9102. }
  9103. /**
  9104. * Pre-multiplies this matrix by the given 4x4 matrix.
  9105. *
  9106. * @param {Matrix4} m - The matrix to multiply with.
  9107. * @return {Matrix4} A reference to this matrix.
  9108. */
  9109. premultiply( m ) {
  9110. return this.multiplyMatrices( m, this );
  9111. }
  9112. /**
  9113. * Multiples the given 4x4 matrices and stores the result
  9114. * in this matrix.
  9115. *
  9116. * @param {Matrix4} a - The first matrix.
  9117. * @param {Matrix4} b - The second matrix.
  9118. * @return {Matrix4} A reference to this matrix.
  9119. */
  9120. multiplyMatrices( a, b ) {
  9121. const ae = a.elements;
  9122. const be = b.elements;
  9123. const te = this.elements;
  9124. const a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  9125. const a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  9126. const a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  9127. const a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  9128. const b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  9129. const b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  9130. const b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  9131. const b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  9132. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  9133. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  9134. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  9135. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  9136. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  9137. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  9138. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  9139. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  9140. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  9141. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  9142. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  9143. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  9144. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  9145. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  9146. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  9147. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  9148. return this;
  9149. }
  9150. /**
  9151. * Multiplies every component of the matrix by the given scalar.
  9152. *
  9153. * @param {number} s - The scalar.
  9154. * @return {Matrix4} A reference to this matrix.
  9155. */
  9156. multiplyScalar( s ) {
  9157. const te = this.elements;
  9158. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  9159. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  9160. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  9161. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  9162. return this;
  9163. }
  9164. /**
  9165. * Computes and returns the determinant of this matrix.
  9166. *
  9167. * Based on the method outlined [here](http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.html).
  9168. *
  9169. * @return {number} The determinant.
  9170. */
  9171. determinant() {
  9172. const te = this.elements;
  9173. const n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  9174. const n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  9175. const n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  9176. const n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  9177. const t11 = n23 * n34 - n24 * n33;
  9178. const t12 = n22 * n34 - n24 * n32;
  9179. const t13 = n22 * n33 - n23 * n32;
  9180. const t21 = n21 * n34 - n24 * n31;
  9181. const t22 = n21 * n33 - n23 * n31;
  9182. const t23 = n21 * n32 - n22 * n31;
  9183. return n11 * ( n42 * t11 - n43 * t12 + n44 * t13 ) -
  9184. n12 * ( n41 * t11 - n43 * t21 + n44 * t22 ) +
  9185. n13 * ( n41 * t12 - n42 * t21 + n44 * t23 ) -
  9186. n14 * ( n41 * t13 - n42 * t22 + n43 * t23 );
  9187. }
  9188. /**
  9189. * Transposes this matrix in place.
  9190. *
  9191. * @return {Matrix4} A reference to this matrix.
  9192. */
  9193. transpose() {
  9194. const te = this.elements;
  9195. let tmp;
  9196. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  9197. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  9198. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  9199. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  9200. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  9201. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  9202. return this;
  9203. }
  9204. /**
  9205. * Sets the position component for this matrix from the given vector,
  9206. * without affecting the rest of the matrix.
  9207. *
  9208. * @param {number|Vector3} x - The x component of the vector or alternatively the vector object.
  9209. * @param {number} y - The y component of the vector.
  9210. * @param {number} z - The z component of the vector.
  9211. * @return {Matrix4} A reference to this matrix.
  9212. */
  9213. setPosition( x, y, z ) {
  9214. const te = this.elements;
  9215. if ( x.isVector3 ) {
  9216. te[ 12 ] = x.x;
  9217. te[ 13 ] = x.y;
  9218. te[ 14 ] = x.z;
  9219. } else {
  9220. te[ 12 ] = x;
  9221. te[ 13 ] = y;
  9222. te[ 14 ] = z;
  9223. }
  9224. return this;
  9225. }
  9226. /**
  9227. * Inverts this matrix, using the [analytic method](https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution).
  9228. * You can not invert with a determinant of zero. If you attempt this, the method produces
  9229. * a zero matrix instead.
  9230. *
  9231. * @return {Matrix4} A reference to this matrix.
  9232. */
  9233. invert() {
  9234. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  9235. const te = this.elements,
  9236. n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ],
  9237. n12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ],
  9238. n13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ],
  9239. n14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ],
  9240. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  9241. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  9242. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  9243. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  9244. const det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  9245. if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );
  9246. const detInv = 1 / det;
  9247. te[ 0 ] = t11 * detInv;
  9248. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  9249. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  9250. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  9251. te[ 4 ] = t12 * detInv;
  9252. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  9253. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  9254. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  9255. te[ 8 ] = t13 * detInv;
  9256. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  9257. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  9258. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  9259. te[ 12 ] = t14 * detInv;
  9260. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  9261. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  9262. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  9263. return this;
  9264. }
  9265. /**
  9266. * Multiplies the columns of this matrix by the given vector.
  9267. *
  9268. * @param {Vector3} v - The scale vector.
  9269. * @return {Matrix4} A reference to this matrix.
  9270. */
  9271. scale( v ) {
  9272. const te = this.elements;
  9273. const x = v.x, y = v.y, z = v.z;
  9274. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  9275. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  9276. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  9277. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  9278. return this;
  9279. }
  9280. /**
  9281. * Gets the maximum scale value of the three axes.
  9282. *
  9283. * @return {number} The maximum scale.
  9284. */
  9285. getMaxScaleOnAxis() {
  9286. const te = this.elements;
  9287. const scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  9288. const scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  9289. const scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  9290. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  9291. }
  9292. /**
  9293. * Sets this matrix as a translation transform from the given vector.
  9294. *
  9295. * @param {number|Vector3} x - The amount to translate in the X axis or alternatively a translation vector.
  9296. * @param {number} y - The amount to translate in the Y axis.
  9297. * @param {number} z - The amount to translate in the z axis.
  9298. * @return {Matrix4} A reference to this matrix.
  9299. */
  9300. makeTranslation( x, y, z ) {
  9301. if ( x.isVector3 ) {
  9302. this.set(
  9303. 1, 0, 0, x.x,
  9304. 0, 1, 0, x.y,
  9305. 0, 0, 1, x.z,
  9306. 0, 0, 0, 1
  9307. );
  9308. } else {
  9309. this.set(
  9310. 1, 0, 0, x,
  9311. 0, 1, 0, y,
  9312. 0, 0, 1, z,
  9313. 0, 0, 0, 1
  9314. );
  9315. }
  9316. return this;
  9317. }
  9318. /**
  9319. * Sets this matrix as a rotational transformation around the X axis by
  9320. * the given angle.
  9321. *
  9322. * @param {number} theta - The rotation in radians.
  9323. * @return {Matrix4} A reference to this matrix.
  9324. */
  9325. makeRotationX( theta ) {
  9326. const c = Math.cos( theta ), s = Math.sin( theta );
  9327. this.set(
  9328. 1, 0, 0, 0,
  9329. 0, c, - s, 0,
  9330. 0, s, c, 0,
  9331. 0, 0, 0, 1
  9332. );
  9333. return this;
  9334. }
  9335. /**
  9336. * Sets this matrix as a rotational transformation around the Y axis by
  9337. * the given angle.
  9338. *
  9339. * @param {number} theta - The rotation in radians.
  9340. * @return {Matrix4} A reference to this matrix.
  9341. */
  9342. makeRotationY( theta ) {
  9343. const c = Math.cos( theta ), s = Math.sin( theta );
  9344. this.set(
  9345. c, 0, s, 0,
  9346. 0, 1, 0, 0,
  9347. - s, 0, c, 0,
  9348. 0, 0, 0, 1
  9349. );
  9350. return this;
  9351. }
  9352. /**
  9353. * Sets this matrix as a rotational transformation around the Z axis by
  9354. * the given angle.
  9355. *
  9356. * @param {number} theta - The rotation in radians.
  9357. * @return {Matrix4} A reference to this matrix.
  9358. */
  9359. makeRotationZ( theta ) {
  9360. const c = Math.cos( theta ), s = Math.sin( theta );
  9361. this.set(
  9362. c, - s, 0, 0,
  9363. s, c, 0, 0,
  9364. 0, 0, 1, 0,
  9365. 0, 0, 0, 1
  9366. );
  9367. return this;
  9368. }
  9369. /**
  9370. * Sets this matrix as a rotational transformation around the given axis by
  9371. * the given angle.
  9372. *
  9373. * This is a somewhat controversial but mathematically sound alternative to
  9374. * rotating via Quaternions. See the discussion [here](https://www.gamedev.net/articles/programming/math-and-physics/do-we-really-need-quaternions-r1199).
  9375. *
  9376. * @param {Vector3} axis - The normalized rotation axis.
  9377. * @param {number} angle - The rotation in radians.
  9378. * @return {Matrix4} A reference to this matrix.
  9379. */
  9380. makeRotationAxis( axis, angle ) {
  9381. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  9382. const c = Math.cos( angle );
  9383. const s = Math.sin( angle );
  9384. const t = 1 - c;
  9385. const x = axis.x, y = axis.y, z = axis.z;
  9386. const tx = t * x, ty = t * y;
  9387. this.set(
  9388. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  9389. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  9390. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  9391. 0, 0, 0, 1
  9392. );
  9393. return this;
  9394. }
  9395. /**
  9396. * Sets this matrix as a scale transformation.
  9397. *
  9398. * @param {number} x - The amount to scale in the X axis.
  9399. * @param {number} y - The amount to scale in the Y axis.
  9400. * @param {number} z - The amount to scale in the Z axis.
  9401. * @return {Matrix4} A reference to this matrix.
  9402. */
  9403. makeScale( x, y, z ) {
  9404. this.set(
  9405. x, 0, 0, 0,
  9406. 0, y, 0, 0,
  9407. 0, 0, z, 0,
  9408. 0, 0, 0, 1
  9409. );
  9410. return this;
  9411. }
  9412. /**
  9413. * Sets this matrix as a shear transformation.
  9414. *
  9415. * @param {number} xy - The amount to shear X by Y.
  9416. * @param {number} xz - The amount to shear X by Z.
  9417. * @param {number} yx - The amount to shear Y by X.
  9418. * @param {number} yz - The amount to shear Y by Z.
  9419. * @param {number} zx - The amount to shear Z by X.
  9420. * @param {number} zy - The amount to shear Z by Y.
  9421. * @return {Matrix4} A reference to this matrix.
  9422. */
  9423. makeShear( xy, xz, yx, yz, zx, zy ) {
  9424. this.set(
  9425. 1, yx, zx, 0,
  9426. xy, 1, zy, 0,
  9427. xz, yz, 1, 0,
  9428. 0, 0, 0, 1
  9429. );
  9430. return this;
  9431. }
  9432. /**
  9433. * Sets this matrix to the transformation composed of the given position,
  9434. * rotation (Quaternion) and scale.
  9435. *
  9436. * @param {Vector3} position - The position vector.
  9437. * @param {Quaternion} quaternion - The rotation as a Quaternion.
  9438. * @param {Vector3} scale - The scale vector.
  9439. * @return {Matrix4} A reference to this matrix.
  9440. */
  9441. compose( position, quaternion, scale ) {
  9442. const te = this.elements;
  9443. const x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  9444. const x2 = x + x, y2 = y + y, z2 = z + z;
  9445. const xx = x * x2, xy = x * y2, xz = x * z2;
  9446. const yy = y * y2, yz = y * z2, zz = z * z2;
  9447. const wx = w * x2, wy = w * y2, wz = w * z2;
  9448. const sx = scale.x, sy = scale.y, sz = scale.z;
  9449. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  9450. te[ 1 ] = ( xy + wz ) * sx;
  9451. te[ 2 ] = ( xz - wy ) * sx;
  9452. te[ 3 ] = 0;
  9453. te[ 4 ] = ( xy - wz ) * sy;
  9454. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  9455. te[ 6 ] = ( yz + wx ) * sy;
  9456. te[ 7 ] = 0;
  9457. te[ 8 ] = ( xz + wy ) * sz;
  9458. te[ 9 ] = ( yz - wx ) * sz;
  9459. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  9460. te[ 11 ] = 0;
  9461. te[ 12 ] = position.x;
  9462. te[ 13 ] = position.y;
  9463. te[ 14 ] = position.z;
  9464. te[ 15 ] = 1;
  9465. return this;
  9466. }
  9467. /**
  9468. * Decomposes this matrix into its position, rotation and scale components
  9469. * and provides the result in the given objects.
  9470. *
  9471. * Note: Not all matrices are decomposable in this way. For example, if an
  9472. * object has a non-uniformly scaled parent, then the object's world matrix
  9473. * may not be decomposable, and this method may not be appropriate.
  9474. *
  9475. * @param {Vector3} position - The position vector.
  9476. * @param {Quaternion} quaternion - The rotation as a Quaternion.
  9477. * @param {Vector3} scale - The scale vector.
  9478. * @return {Matrix4} A reference to this matrix.
  9479. */
  9480. decompose( position, quaternion, scale ) {
  9481. const te = this.elements;
  9482. let sx = _v1$5.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  9483. const sy = _v1$5.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  9484. const sz = _v1$5.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  9485. // if determine is negative, we need to invert one scale
  9486. const det = this.determinant();
  9487. if ( det < 0 ) sx = - sx;
  9488. position.x = te[ 12 ];
  9489. position.y = te[ 13 ];
  9490. position.z = te[ 14 ];
  9491. // scale the rotation part
  9492. _m1$2.copy( this );
  9493. const invSX = 1 / sx;
  9494. const invSY = 1 / sy;
  9495. const invSZ = 1 / sz;
  9496. _m1$2.elements[ 0 ] *= invSX;
  9497. _m1$2.elements[ 1 ] *= invSX;
  9498. _m1$2.elements[ 2 ] *= invSX;
  9499. _m1$2.elements[ 4 ] *= invSY;
  9500. _m1$2.elements[ 5 ] *= invSY;
  9501. _m1$2.elements[ 6 ] *= invSY;
  9502. _m1$2.elements[ 8 ] *= invSZ;
  9503. _m1$2.elements[ 9 ] *= invSZ;
  9504. _m1$2.elements[ 10 ] *= invSZ;
  9505. quaternion.setFromRotationMatrix( _m1$2 );
  9506. scale.x = sx;
  9507. scale.y = sy;
  9508. scale.z = sz;
  9509. return this;
  9510. }
  9511. /**
  9512. * Creates a perspective projection matrix. This is used internally by
  9513. * {@link PerspectiveCamera#updateProjectionMatrix}.
  9514. * @param {number} left - Left boundary of the viewing frustum at the near plane.
  9515. * @param {number} right - Right boundary of the viewing frustum at the near plane.
  9516. * @param {number} top - Top boundary of the viewing frustum at the near plane.
  9517. * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.
  9518. * @param {number} near - The distance from the camera to the near plane.
  9519. * @param {number} far - The distance from the camera to the far plane.
  9520. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.
  9521. * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  9522. * @return {Matrix4} A reference to this matrix.
  9523. */
  9524. makePerspective( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
  9525. const te = this.elements;
  9526. const x = 2 * near / ( right - left );
  9527. const y = 2 * near / ( top - bottom );
  9528. const a = ( right + left ) / ( right - left );
  9529. const b = ( top + bottom ) / ( top - bottom );
  9530. let c, d;
  9531. if ( reversedDepth ) {
  9532. c = near / ( far - near );
  9533. d = ( far * near ) / ( far - near );
  9534. } else {
  9535. if ( coordinateSystem === WebGLCoordinateSystem ) {
  9536. c = - ( far + near ) / ( far - near );
  9537. d = ( -2 * far * near ) / ( far - near );
  9538. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  9539. c = - far / ( far - near );
  9540. d = ( - far * near ) / ( far - near );
  9541. } else {
  9542. throw new Error( 'THREE.Matrix4.makePerspective(): Invalid coordinate system: ' + coordinateSystem );
  9543. }
  9544. }
  9545. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  9546. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  9547. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  9548. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = -1; te[ 15 ] = 0;
  9549. return this;
  9550. }
  9551. /**
  9552. * Creates a orthographic projection matrix. This is used internally by
  9553. * {@link OrthographicCamera#updateProjectionMatrix}.
  9554. * @param {number} left - Left boundary of the viewing frustum at the near plane.
  9555. * @param {number} right - Right boundary of the viewing frustum at the near plane.
  9556. * @param {number} top - Top boundary of the viewing frustum at the near plane.
  9557. * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.
  9558. * @param {number} near - The distance from the camera to the near plane.
  9559. * @param {number} far - The distance from the camera to the far plane.
  9560. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.
  9561. * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  9562. * @return {Matrix4} A reference to this matrix.
  9563. */
  9564. makeOrthographic( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
  9565. const te = this.elements;
  9566. const x = 2 / ( right - left );
  9567. const y = 2 / ( top - bottom );
  9568. const a = - ( right + left ) / ( right - left );
  9569. const b = - ( top + bottom ) / ( top - bottom );
  9570. let c, d;
  9571. if ( reversedDepth ) {
  9572. c = 1 / ( far - near );
  9573. d = far / ( far - near );
  9574. } else {
  9575. if ( coordinateSystem === WebGLCoordinateSystem ) {
  9576. c = -2 / ( far - near );
  9577. d = - ( far + near ) / ( far - near );
  9578. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  9579. c = -1 / ( far - near );
  9580. d = - near / ( far - near );
  9581. } else {
  9582. throw new Error( 'THREE.Matrix4.makeOrthographic(): Invalid coordinate system: ' + coordinateSystem );
  9583. }
  9584. }
  9585. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = a;
  9586. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = 0; te[ 13 ] = b;
  9587. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  9588. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  9589. return this;
  9590. }
  9591. /**
  9592. * Returns `true` if this matrix is equal with the given one.
  9593. *
  9594. * @param {Matrix4} matrix - The matrix to test for equality.
  9595. * @return {boolean} Whether this matrix is equal with the given one.
  9596. */
  9597. equals( matrix ) {
  9598. const te = this.elements;
  9599. const me = matrix.elements;
  9600. for ( let i = 0; i < 16; i ++ ) {
  9601. if ( te[ i ] !== me[ i ] ) return false;
  9602. }
  9603. return true;
  9604. }
  9605. /**
  9606. * Sets the elements of the matrix from the given array.
  9607. *
  9608. * @param {Array<number>} array - The matrix elements in column-major order.
  9609. * @param {number} [offset=0] - Index of the first element in the array.
  9610. * @return {Matrix4} A reference to this matrix.
  9611. */
  9612. fromArray( array, offset = 0 ) {
  9613. for ( let i = 0; i < 16; i ++ ) {
  9614. this.elements[ i ] = array[ i + offset ];
  9615. }
  9616. return this;
  9617. }
  9618. /**
  9619. * Writes the elements of this matrix to the given array. If no array is provided,
  9620. * the method returns a new instance.
  9621. *
  9622. * @param {Array<number>} [array=[]] - The target array holding the matrix elements in column-major order.
  9623. * @param {number} [offset=0] - Index of the first element in the array.
  9624. * @return {Array<number>} The matrix elements in column-major order.
  9625. */
  9626. toArray( array = [], offset = 0 ) {
  9627. const te = this.elements;
  9628. array[ offset ] = te[ 0 ];
  9629. array[ offset + 1 ] = te[ 1 ];
  9630. array[ offset + 2 ] = te[ 2 ];
  9631. array[ offset + 3 ] = te[ 3 ];
  9632. array[ offset + 4 ] = te[ 4 ];
  9633. array[ offset + 5 ] = te[ 5 ];
  9634. array[ offset + 6 ] = te[ 6 ];
  9635. array[ offset + 7 ] = te[ 7 ];
  9636. array[ offset + 8 ] = te[ 8 ];
  9637. array[ offset + 9 ] = te[ 9 ];
  9638. array[ offset + 10 ] = te[ 10 ];
  9639. array[ offset + 11 ] = te[ 11 ];
  9640. array[ offset + 12 ] = te[ 12 ];
  9641. array[ offset + 13 ] = te[ 13 ];
  9642. array[ offset + 14 ] = te[ 14 ];
  9643. array[ offset + 15 ] = te[ 15 ];
  9644. return array;
  9645. }
  9646. }
  9647. const _v1$5 = /*@__PURE__*/ new Vector3();
  9648. const _m1$2 = /*@__PURE__*/ new Matrix4();
  9649. const _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 );
  9650. const _one = /*@__PURE__*/ new Vector3( 1, 1, 1 );
  9651. const _x = /*@__PURE__*/ new Vector3();
  9652. const _y = /*@__PURE__*/ new Vector3();
  9653. const _z = /*@__PURE__*/ new Vector3();
  9654. const _matrix$2 = /*@__PURE__*/ new Matrix4();
  9655. const _quaternion$3 = /*@__PURE__*/ new Quaternion();
  9656. /**
  9657. * A class representing Euler angles.
  9658. *
  9659. * Euler angles describe a rotational transformation by rotating an object on
  9660. * its various axes in specified amounts per axis, and a specified axis
  9661. * order.
  9662. *
  9663. * Iterating through an instance will yield its components (x, y, z,
  9664. * order) in the corresponding order.
  9665. *
  9666. * ```js
  9667. * const a = new THREE.Euler( 0, 1, 1.57, 'XYZ' );
  9668. * const b = new THREE.Vector3( 1, 0, 1 );
  9669. * b.applyEuler(a);
  9670. * ```
  9671. */
  9672. class Euler {
  9673. /**
  9674. * Constructs a new euler instance.
  9675. *
  9676. * @param {number} [x=0] - The angle of the x axis in radians.
  9677. * @param {number} [y=0] - The angle of the y axis in radians.
  9678. * @param {number} [z=0] - The angle of the z axis in radians.
  9679. * @param {string} [order=Euler.DEFAULT_ORDER] - A string representing the order that the rotations are applied.
  9680. */
  9681. constructor( x = 0, y = 0, z = 0, order = Euler.DEFAULT_ORDER ) {
  9682. /**
  9683. * This flag can be used for type testing.
  9684. *
  9685. * @type {boolean}
  9686. * @readonly
  9687. * @default true
  9688. */
  9689. this.isEuler = true;
  9690. this._x = x;
  9691. this._y = y;
  9692. this._z = z;
  9693. this._order = order;
  9694. }
  9695. /**
  9696. * The angle of the x axis in radians.
  9697. *
  9698. * @type {number}
  9699. * @default 0
  9700. */
  9701. get x() {
  9702. return this._x;
  9703. }
  9704. set x( value ) {
  9705. this._x = value;
  9706. this._onChangeCallback();
  9707. }
  9708. /**
  9709. * The angle of the y axis in radians.
  9710. *
  9711. * @type {number}
  9712. * @default 0
  9713. */
  9714. get y() {
  9715. return this._y;
  9716. }
  9717. set y( value ) {
  9718. this._y = value;
  9719. this._onChangeCallback();
  9720. }
  9721. /**
  9722. * The angle of the z axis in radians.
  9723. *
  9724. * @type {number}
  9725. * @default 0
  9726. */
  9727. get z() {
  9728. return this._z;
  9729. }
  9730. set z( value ) {
  9731. this._z = value;
  9732. this._onChangeCallback();
  9733. }
  9734. /**
  9735. * A string representing the order that the rotations are applied.
  9736. *
  9737. * @type {string}
  9738. * @default 'XYZ'
  9739. */
  9740. get order() {
  9741. return this._order;
  9742. }
  9743. set order( value ) {
  9744. this._order = value;
  9745. this._onChangeCallback();
  9746. }
  9747. /**
  9748. * Sets the Euler components.
  9749. *
  9750. * @param {number} x - The angle of the x axis in radians.
  9751. * @param {number} y - The angle of the y axis in radians.
  9752. * @param {number} z - The angle of the z axis in radians.
  9753. * @param {string} [order] - A string representing the order that the rotations are applied.
  9754. * @return {Euler} A reference to this Euler instance.
  9755. */
  9756. set( x, y, z, order = this._order ) {
  9757. this._x = x;
  9758. this._y = y;
  9759. this._z = z;
  9760. this._order = order;
  9761. this._onChangeCallback();
  9762. return this;
  9763. }
  9764. /**
  9765. * Returns a new Euler instance with copied values from this instance.
  9766. *
  9767. * @return {Euler} A clone of this instance.
  9768. */
  9769. clone() {
  9770. return new this.constructor( this._x, this._y, this._z, this._order );
  9771. }
  9772. /**
  9773. * Copies the values of the given Euler instance to this instance.
  9774. *
  9775. * @param {Euler} euler - The Euler instance to copy.
  9776. * @return {Euler} A reference to this Euler instance.
  9777. */
  9778. copy( euler ) {
  9779. this._x = euler._x;
  9780. this._y = euler._y;
  9781. this._z = euler._z;
  9782. this._order = euler._order;
  9783. this._onChangeCallback();
  9784. return this;
  9785. }
  9786. /**
  9787. * Sets the angles of this Euler instance from a pure rotation matrix.
  9788. *
  9789. * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).
  9790. * @param {string} [order] - A string representing the order that the rotations are applied.
  9791. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  9792. * @return {Euler} A reference to this Euler instance.
  9793. */
  9794. setFromRotationMatrix( m, order = this._order, update = true ) {
  9795. const te = m.elements;
  9796. const m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  9797. const m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  9798. const m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  9799. switch ( order ) {
  9800. case 'XYZ':
  9801. this._y = Math.asin( clamp( m13, -1, 1 ) );
  9802. if ( Math.abs( m13 ) < 0.9999999 ) {
  9803. this._x = Math.atan2( - m23, m33 );
  9804. this._z = Math.atan2( - m12, m11 );
  9805. } else {
  9806. this._x = Math.atan2( m32, m22 );
  9807. this._z = 0;
  9808. }
  9809. break;
  9810. case 'YXZ':
  9811. this._x = Math.asin( - clamp( m23, -1, 1 ) );
  9812. if ( Math.abs( m23 ) < 0.9999999 ) {
  9813. this._y = Math.atan2( m13, m33 );
  9814. this._z = Math.atan2( m21, m22 );
  9815. } else {
  9816. this._y = Math.atan2( - m31, m11 );
  9817. this._z = 0;
  9818. }
  9819. break;
  9820. case 'ZXY':
  9821. this._x = Math.asin( clamp( m32, -1, 1 ) );
  9822. if ( Math.abs( m32 ) < 0.9999999 ) {
  9823. this._y = Math.atan2( - m31, m33 );
  9824. this._z = Math.atan2( - m12, m22 );
  9825. } else {
  9826. this._y = 0;
  9827. this._z = Math.atan2( m21, m11 );
  9828. }
  9829. break;
  9830. case 'ZYX':
  9831. this._y = Math.asin( - clamp( m31, -1, 1 ) );
  9832. if ( Math.abs( m31 ) < 0.9999999 ) {
  9833. this._x = Math.atan2( m32, m33 );
  9834. this._z = Math.atan2( m21, m11 );
  9835. } else {
  9836. this._x = 0;
  9837. this._z = Math.atan2( - m12, m22 );
  9838. }
  9839. break;
  9840. case 'YZX':
  9841. this._z = Math.asin( clamp( m21, -1, 1 ) );
  9842. if ( Math.abs( m21 ) < 0.9999999 ) {
  9843. this._x = Math.atan2( - m23, m22 );
  9844. this._y = Math.atan2( - m31, m11 );
  9845. } else {
  9846. this._x = 0;
  9847. this._y = Math.atan2( m13, m33 );
  9848. }
  9849. break;
  9850. case 'XZY':
  9851. this._z = Math.asin( - clamp( m12, -1, 1 ) );
  9852. if ( Math.abs( m12 ) < 0.9999999 ) {
  9853. this._x = Math.atan2( m32, m22 );
  9854. this._y = Math.atan2( m13, m11 );
  9855. } else {
  9856. this._x = Math.atan2( - m23, m33 );
  9857. this._y = 0;
  9858. }
  9859. break;
  9860. default:
  9861. warn( 'Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );
  9862. }
  9863. this._order = order;
  9864. if ( update === true ) this._onChangeCallback();
  9865. return this;
  9866. }
  9867. /**
  9868. * Sets the angles of this Euler instance from a normalized quaternion.
  9869. *
  9870. * @param {Quaternion} q - A normalized Quaternion.
  9871. * @param {string} [order] - A string representing the order that the rotations are applied.
  9872. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  9873. * @return {Euler} A reference to this Euler instance.
  9874. */
  9875. setFromQuaternion( q, order, update ) {
  9876. _matrix$2.makeRotationFromQuaternion( q );
  9877. return this.setFromRotationMatrix( _matrix$2, order, update );
  9878. }
  9879. /**
  9880. * Sets the angles of this Euler instance from the given vector.
  9881. *
  9882. * @param {Vector3} v - The vector.
  9883. * @param {string} [order] - A string representing the order that the rotations are applied.
  9884. * @return {Euler} A reference to this Euler instance.
  9885. */
  9886. setFromVector3( v, order = this._order ) {
  9887. return this.set( v.x, v.y, v.z, order );
  9888. }
  9889. /**
  9890. * Resets the euler angle with a new order by creating a quaternion from this
  9891. * euler angle and then setting this euler angle with the quaternion and the
  9892. * new order.
  9893. *
  9894. * Warning: This discards revolution information.
  9895. *
  9896. * @param {string} [newOrder] - A string representing the new order that the rotations are applied.
  9897. * @return {Euler} A reference to this Euler instance.
  9898. */
  9899. reorder( newOrder ) {
  9900. _quaternion$3.setFromEuler( this );
  9901. return this.setFromQuaternion( _quaternion$3, newOrder );
  9902. }
  9903. /**
  9904. * Returns `true` if this Euler instance is equal with the given one.
  9905. *
  9906. * @param {Euler} euler - The Euler instance to test for equality.
  9907. * @return {boolean} Whether this Euler instance is equal with the given one.
  9908. */
  9909. equals( euler ) {
  9910. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  9911. }
  9912. /**
  9913. * Sets this Euler instance's components to values from the given array. The first three
  9914. * entries of the array are assign to the x,y and z components. An optional fourth entry
  9915. * defines the Euler order.
  9916. *
  9917. * @param {Array<number,number,number,?string>} array - An array holding the Euler component values.
  9918. * @return {Euler} A reference to this Euler instance.
  9919. */
  9920. fromArray( array ) {
  9921. this._x = array[ 0 ];
  9922. this._y = array[ 1 ];
  9923. this._z = array[ 2 ];
  9924. if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
  9925. this._onChangeCallback();
  9926. return this;
  9927. }
  9928. /**
  9929. * Writes the components of this Euler instance to the given array. If no array is provided,
  9930. * the method returns a new instance.
  9931. *
  9932. * @param {Array<number,number,number,string>} [array=[]] - The target array holding the Euler components.
  9933. * @param {number} [offset=0] - Index of the first element in the array.
  9934. * @return {Array<number,number,number,string>} The Euler components.
  9935. */
  9936. toArray( array = [], offset = 0 ) {
  9937. array[ offset ] = this._x;
  9938. array[ offset + 1 ] = this._y;
  9939. array[ offset + 2 ] = this._z;
  9940. array[ offset + 3 ] = this._order;
  9941. return array;
  9942. }
  9943. _onChange( callback ) {
  9944. this._onChangeCallback = callback;
  9945. return this;
  9946. }
  9947. _onChangeCallback() {}
  9948. *[ Symbol.iterator ]() {
  9949. yield this._x;
  9950. yield this._y;
  9951. yield this._z;
  9952. yield this._order;
  9953. }
  9954. }
  9955. /**
  9956. * The default Euler angle order.
  9957. *
  9958. * @static
  9959. * @type {string}
  9960. * @default 'XYZ'
  9961. */
  9962. Euler.DEFAULT_ORDER = 'XYZ';
  9963. /**
  9964. * A layers object assigns an 3D object to 1 or more of 32
  9965. * layers numbered `0` to `31` - internally the layers are stored as a
  9966. * bit mask], and by default all 3D objects are a member of layer `0`.
  9967. *
  9968. * This can be used to control visibility - an object must share a layer with
  9969. * a camera to be visible when that camera's view is
  9970. * rendered.
  9971. *
  9972. * All classes that inherit from {@link Object3D} have an `layers` property which
  9973. * is an instance of this class.
  9974. */
  9975. class Layers {
  9976. /**
  9977. * Constructs a new layers instance, with membership
  9978. * initially set to layer `0`.
  9979. */
  9980. constructor() {
  9981. /**
  9982. * A bit mask storing which of the 32 layers this layers object is currently
  9983. * a member of.
  9984. *
  9985. * @type {number}
  9986. */
  9987. this.mask = 1 | 0;
  9988. }
  9989. /**
  9990. * Sets membership to the given layer, and remove membership all other layers.
  9991. *
  9992. * @param {number} layer - The layer to set.
  9993. */
  9994. set( layer ) {
  9995. this.mask = ( 1 << layer | 0 ) >>> 0;
  9996. }
  9997. /**
  9998. * Adds membership of the given layer.
  9999. *
  10000. * @param {number} layer - The layer to enable.
  10001. */
  10002. enable( layer ) {
  10003. this.mask |= 1 << layer | 0;
  10004. }
  10005. /**
  10006. * Adds membership to all layers.
  10007. */
  10008. enableAll() {
  10009. this.mask = 0xffffffff | 0;
  10010. }
  10011. /**
  10012. * Toggles the membership of the given layer.
  10013. *
  10014. * @param {number} layer - The layer to toggle.
  10015. */
  10016. toggle( layer ) {
  10017. this.mask ^= 1 << layer | 0;
  10018. }
  10019. /**
  10020. * Removes membership of the given layer.
  10021. *
  10022. * @param {number} layer - The layer to enable.
  10023. */
  10024. disable( layer ) {
  10025. this.mask &= ~ ( 1 << layer | 0 );
  10026. }
  10027. /**
  10028. * Removes the membership from all layers.
  10029. */
  10030. disableAll() {
  10031. this.mask = 0;
  10032. }
  10033. /**
  10034. * Returns `true` if this and the given layers object have at least one
  10035. * layer in common.
  10036. *
  10037. * @param {Layers} layers - The layers to test.
  10038. * @return {boolean } Whether this and the given layers object have at least one layer in common or not.
  10039. */
  10040. test( layers ) {
  10041. return ( this.mask & layers.mask ) !== 0;
  10042. }
  10043. /**
  10044. * Returns `true` if the given layer is enabled.
  10045. *
  10046. * @param {number} layer - The layer to test.
  10047. * @return {boolean } Whether the given layer is enabled or not.
  10048. */
  10049. isEnabled( layer ) {
  10050. return ( this.mask & ( 1 << layer | 0 ) ) !== 0;
  10051. }
  10052. }
  10053. let _object3DId = 0;
  10054. const _v1$4 = /*@__PURE__*/ new Vector3();
  10055. const _q1 = /*@__PURE__*/ new Quaternion();
  10056. const _m1$1 = /*@__PURE__*/ new Matrix4();
  10057. const _target = /*@__PURE__*/ new Vector3();
  10058. const _position$3 = /*@__PURE__*/ new Vector3();
  10059. const _scale$2 = /*@__PURE__*/ new Vector3();
  10060. const _quaternion$2 = /*@__PURE__*/ new Quaternion();
  10061. const _xAxis = /*@__PURE__*/ new Vector3( 1, 0, 0 );
  10062. const _yAxis = /*@__PURE__*/ new Vector3( 0, 1, 0 );
  10063. const _zAxis = /*@__PURE__*/ new Vector3( 0, 0, 1 );
  10064. /**
  10065. * Fires when the object has been added to its parent object.
  10066. *
  10067. * @event Object3D#added
  10068. * @type {Object}
  10069. */
  10070. const _addedEvent = { type: 'added' };
  10071. /**
  10072. * Fires when the object has been removed from its parent object.
  10073. *
  10074. * @event Object3D#removed
  10075. * @type {Object}
  10076. */
  10077. const _removedEvent = { type: 'removed' };
  10078. /**
  10079. * Fires when a new child object has been added.
  10080. *
  10081. * @event Object3D#childadded
  10082. * @type {Object}
  10083. */
  10084. const _childaddedEvent = { type: 'childadded', child: null };
  10085. /**
  10086. * Fires when a child object has been removed.
  10087. *
  10088. * @event Object3D#childremoved
  10089. * @type {Object}
  10090. */
  10091. const _childremovedEvent = { type: 'childremoved', child: null };
  10092. /**
  10093. * This is the base class for most objects in three.js and provides a set of
  10094. * properties and methods for manipulating objects in 3D space.
  10095. *
  10096. * @augments EventDispatcher
  10097. */
  10098. class Object3D extends EventDispatcher {
  10099. /**
  10100. * Constructs a new 3D object.
  10101. */
  10102. constructor() {
  10103. super();
  10104. /**
  10105. * This flag can be used for type testing.
  10106. *
  10107. * @type {boolean}
  10108. * @readonly
  10109. * @default true
  10110. */
  10111. this.isObject3D = true;
  10112. /**
  10113. * The ID of the 3D object.
  10114. *
  10115. * @name Object3D#id
  10116. * @type {number}
  10117. * @readonly
  10118. */
  10119. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  10120. /**
  10121. * The UUID of the 3D object.
  10122. *
  10123. * @type {string}
  10124. * @readonly
  10125. */
  10126. this.uuid = generateUUID();
  10127. /**
  10128. * The name of the 3D object.
  10129. *
  10130. * @type {string}
  10131. */
  10132. this.name = '';
  10133. /**
  10134. * The type property is used for detecting the object type
  10135. * in context of serialization/deserialization.
  10136. *
  10137. * @type {string}
  10138. * @readonly
  10139. */
  10140. this.type = 'Object3D';
  10141. /**
  10142. * A reference to the parent object.
  10143. *
  10144. * @type {?Object3D}
  10145. * @default null
  10146. */
  10147. this.parent = null;
  10148. /**
  10149. * An array holding the child 3D objects of this instance.
  10150. *
  10151. * @type {Array<Object3D>}
  10152. */
  10153. this.children = [];
  10154. /**
  10155. * Defines the `up` direction of the 3D object which influences
  10156. * the orientation via methods like {@link Object3D#lookAt}.
  10157. *
  10158. * The default values for all 3D objects is defined by `Object3D.DEFAULT_UP`.
  10159. *
  10160. * @type {Vector3}
  10161. */
  10162. this.up = Object3D.DEFAULT_UP.clone();
  10163. const position = new Vector3();
  10164. const rotation = new Euler();
  10165. const quaternion = new Quaternion();
  10166. const scale = new Vector3( 1, 1, 1 );
  10167. function onRotationChange() {
  10168. quaternion.setFromEuler( rotation, false );
  10169. }
  10170. function onQuaternionChange() {
  10171. rotation.setFromQuaternion( quaternion, undefined, false );
  10172. }
  10173. rotation._onChange( onRotationChange );
  10174. quaternion._onChange( onQuaternionChange );
  10175. Object.defineProperties( this, {
  10176. /**
  10177. * Represents the object's local position.
  10178. *
  10179. * @name Object3D#position
  10180. * @type {Vector3}
  10181. * @default (0,0,0)
  10182. */
  10183. position: {
  10184. configurable: true,
  10185. enumerable: true,
  10186. value: position
  10187. },
  10188. /**
  10189. * Represents the object's local rotation as Euler angles, in radians.
  10190. *
  10191. * @name Object3D#rotation
  10192. * @type {Euler}
  10193. * @default (0,0,0)
  10194. */
  10195. rotation: {
  10196. configurable: true,
  10197. enumerable: true,
  10198. value: rotation
  10199. },
  10200. /**
  10201. * Represents the object's local rotation as Quaternions.
  10202. *
  10203. * @name Object3D#quaternion
  10204. * @type {Quaternion}
  10205. */
  10206. quaternion: {
  10207. configurable: true,
  10208. enumerable: true,
  10209. value: quaternion
  10210. },
  10211. /**
  10212. * Represents the object's local scale.
  10213. *
  10214. * @name Object3D#scale
  10215. * @type {Vector3}
  10216. * @default (1,1,1)
  10217. */
  10218. scale: {
  10219. configurable: true,
  10220. enumerable: true,
  10221. value: scale
  10222. },
  10223. /**
  10224. * Represents the object's model-view matrix.
  10225. *
  10226. * @name Object3D#modelViewMatrix
  10227. * @type {Matrix4}
  10228. */
  10229. modelViewMatrix: {
  10230. value: new Matrix4()
  10231. },
  10232. /**
  10233. * Represents the object's normal matrix.
  10234. *
  10235. * @name Object3D#normalMatrix
  10236. * @type {Matrix3}
  10237. */
  10238. normalMatrix: {
  10239. value: new Matrix3()
  10240. }
  10241. } );
  10242. /**
  10243. * Represents the object's transformation matrix in local space.
  10244. *
  10245. * @type {Matrix4}
  10246. */
  10247. this.matrix = new Matrix4();
  10248. /**
  10249. * Represents the object's transformation matrix in world space.
  10250. * If the 3D object has no parent, then it's identical to the local transformation matrix
  10251. *
  10252. * @type {Matrix4}
  10253. */
  10254. this.matrixWorld = new Matrix4();
  10255. /**
  10256. * When set to `true`, the engine automatically computes the local matrix from position,
  10257. * rotation and scale every frame.
  10258. *
  10259. * The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_AUTO_UPDATE`.
  10260. *
  10261. * @type {boolean}
  10262. * @default true
  10263. */
  10264. this.matrixAutoUpdate = Object3D.DEFAULT_MATRIX_AUTO_UPDATE;
  10265. /**
  10266. * When set to `true`, the engine automatically computes the world matrix from the current local
  10267. * matrix and the object's transformation hierarchy.
  10268. *
  10269. * The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE`.
  10270. *
  10271. * @type {boolean}
  10272. * @default true
  10273. */
  10274. this.matrixWorldAutoUpdate = Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE; // checked by the renderer
  10275. /**
  10276. * When set to `true`, it calculates the world matrix in that frame and resets this property
  10277. * to `false`.
  10278. *
  10279. * @type {boolean}
  10280. * @default false
  10281. */
  10282. this.matrixWorldNeedsUpdate = false;
  10283. /**
  10284. * The layer membership of the 3D object. The 3D object is only visible if it has
  10285. * at least one layer in common with the camera in use. This property can also be
  10286. * used to filter out unwanted objects in ray-intersection tests when using {@link Raycaster}.
  10287. *
  10288. * @type {Layers}
  10289. */
  10290. this.layers = new Layers();
  10291. /**
  10292. * When set to `true`, the 3D object gets rendered.
  10293. *
  10294. * @type {boolean}
  10295. * @default true
  10296. */
  10297. this.visible = true;
  10298. /**
  10299. * When set to `true`, the 3D object gets rendered into shadow maps.
  10300. *
  10301. * @type {boolean}
  10302. * @default false
  10303. */
  10304. this.castShadow = false;
  10305. /**
  10306. * When set to `true`, the 3D object is affected by shadows in the scene.
  10307. *
  10308. * @type {boolean}
  10309. * @default false
  10310. */
  10311. this.receiveShadow = false;
  10312. /**
  10313. * When set to `true`, the 3D object is honored by view frustum culling.
  10314. *
  10315. * @type {boolean}
  10316. * @default true
  10317. */
  10318. this.frustumCulled = true;
  10319. /**
  10320. * This value allows the default rendering order of scene graph objects to be
  10321. * overridden although opaque and transparent objects remain sorted independently.
  10322. * When this property is set for an instance of {@link Group},all descendants
  10323. * objects will be sorted and rendered together. Sorting is from lowest to highest
  10324. * render order.
  10325. *
  10326. * @type {number}
  10327. * @default 0
  10328. */
  10329. this.renderOrder = 0;
  10330. /**
  10331. * An array holding the animation clips of the 3D object.
  10332. *
  10333. * @type {Array<AnimationClip>}
  10334. */
  10335. this.animations = [];
  10336. /**
  10337. * Custom depth material to be used when rendering to the depth map. Can only be used
  10338. * in context of meshes. When shadow-casting with a {@link DirectionalLight} or {@link SpotLight},
  10339. * if you are modifying vertex positions in the vertex shader you must specify a custom depth
  10340. * material for proper shadows.
  10341. *
  10342. * Only relevant in context of {@link WebGLRenderer}.
  10343. *
  10344. * @type {(Material|undefined)}
  10345. * @default undefined
  10346. */
  10347. this.customDepthMaterial = undefined;
  10348. /**
  10349. * Same as {@link Object3D#customDepthMaterial}, but used with {@link PointLight}.
  10350. *
  10351. * Only relevant in context of {@link WebGLRenderer}.
  10352. *
  10353. * @type {(Material|undefined)}
  10354. * @default undefined
  10355. */
  10356. this.customDistanceMaterial = undefined;
  10357. /**
  10358. * An object that can be used to store custom data about the 3D object. It
  10359. * should not hold references to functions as these will not be cloned.
  10360. *
  10361. * @type {Object}
  10362. */
  10363. this.userData = {};
  10364. }
  10365. /**
  10366. * A callback that is executed immediately before a 3D object is rendered to a shadow map.
  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 {Camera} shadowCamera - The shadow camera.
  10372. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10373. * @param {Material} depthMaterial - The depth material.
  10374. * @param {Object} group - The geometry group data.
  10375. */
  10376. onBeforeShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
  10377. /**
  10378. * A callback that is executed immediately after a 3D object is rendered to a shadow map.
  10379. *
  10380. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10381. * @param {Object3D} object - The 3D object.
  10382. * @param {Camera} camera - The camera that is used to render the scene.
  10383. * @param {Camera} shadowCamera - The shadow camera.
  10384. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10385. * @param {Material} depthMaterial - The depth material.
  10386. * @param {Object} group - The geometry group data.
  10387. */
  10388. onAfterShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
  10389. /**
  10390. * A callback that is executed immediately before a 3D object is rendered.
  10391. *
  10392. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10393. * @param {Object3D} object - The 3D object.
  10394. * @param {Camera} camera - The camera that is used to render the scene.
  10395. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10396. * @param {Material} material - The 3D object's material.
  10397. * @param {Object} group - The geometry group data.
  10398. */
  10399. onBeforeRender( /* renderer, scene, camera, geometry, material, group */ ) {}
  10400. /**
  10401. * A callback that is executed immediately after a 3D object is rendered.
  10402. *
  10403. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10404. * @param {Object3D} object - The 3D object.
  10405. * @param {Camera} camera - The camera that is used to render the scene.
  10406. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10407. * @param {Material} material - The 3D object's material.
  10408. * @param {Object} group - The geometry group data.
  10409. */
  10410. onAfterRender( /* renderer, scene, camera, geometry, material, group */ ) {}
  10411. /**
  10412. * Applies the given transformation matrix to the object and updates the object's position,
  10413. * rotation and scale.
  10414. *
  10415. * @param {Matrix4} matrix - The transformation matrix.
  10416. */
  10417. applyMatrix4( matrix ) {
  10418. if ( this.matrixAutoUpdate ) this.updateMatrix();
  10419. this.matrix.premultiply( matrix );
  10420. this.matrix.decompose( this.position, this.quaternion, this.scale );
  10421. }
  10422. /**
  10423. * Applies a rotation represented by given the quaternion to the 3D object.
  10424. *
  10425. * @param {Quaternion} q - The quaternion.
  10426. * @return {Object3D} A reference to this instance.
  10427. */
  10428. applyQuaternion( q ) {
  10429. this.quaternion.premultiply( q );
  10430. return this;
  10431. }
  10432. /**
  10433. * Sets the given rotation represented as an axis/angle couple to the 3D object.
  10434. *
  10435. * @param {Vector3} axis - The (normalized) axis vector.
  10436. * @param {number} angle - The angle in radians.
  10437. */
  10438. setRotationFromAxisAngle( axis, angle ) {
  10439. // assumes axis is normalized
  10440. this.quaternion.setFromAxisAngle( axis, angle );
  10441. }
  10442. /**
  10443. * Sets the given rotation represented as Euler angles to the 3D object.
  10444. *
  10445. * @param {Euler} euler - The Euler angles.
  10446. */
  10447. setRotationFromEuler( euler ) {
  10448. this.quaternion.setFromEuler( euler, true );
  10449. }
  10450. /**
  10451. * Sets the given rotation represented as rotation matrix to the 3D object.
  10452. *
  10453. * @param {Matrix4} m - Although a 4x4 matrix is expected, the upper 3x3 portion must be
  10454. * a pure rotation matrix (i.e, unscaled).
  10455. */
  10456. setRotationFromMatrix( m ) {
  10457. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  10458. this.quaternion.setFromRotationMatrix( m );
  10459. }
  10460. /**
  10461. * Sets the given rotation represented as a Quaternion to the 3D object.
  10462. *
  10463. * @param {Quaternion} q - The Quaternion
  10464. */
  10465. setRotationFromQuaternion( q ) {
  10466. // assumes q is normalized
  10467. this.quaternion.copy( q );
  10468. }
  10469. /**
  10470. * Rotates the 3D object along an axis in local space.
  10471. *
  10472. * @param {Vector3} axis - The (normalized) axis vector.
  10473. * @param {number} angle - The angle in radians.
  10474. * @return {Object3D} A reference to this instance.
  10475. */
  10476. rotateOnAxis( axis, angle ) {
  10477. // rotate object on axis in object space
  10478. // axis is assumed to be normalized
  10479. _q1.setFromAxisAngle( axis, angle );
  10480. this.quaternion.multiply( _q1 );
  10481. return this;
  10482. }
  10483. /**
  10484. * Rotates the 3D object along an axis in world space.
  10485. *
  10486. * @param {Vector3} axis - The (normalized) axis vector.
  10487. * @param {number} angle - The angle in radians.
  10488. * @return {Object3D} A reference to this instance.
  10489. */
  10490. rotateOnWorldAxis( axis, angle ) {
  10491. // rotate object on axis in world space
  10492. // axis is assumed to be normalized
  10493. // method assumes no rotated parent
  10494. _q1.setFromAxisAngle( axis, angle );
  10495. this.quaternion.premultiply( _q1 );
  10496. return this;
  10497. }
  10498. /**
  10499. * Rotates the 3D object around its X axis in local space.
  10500. *
  10501. * @param {number} angle - The angle in radians.
  10502. * @return {Object3D} A reference to this instance.
  10503. */
  10504. rotateX( angle ) {
  10505. return this.rotateOnAxis( _xAxis, angle );
  10506. }
  10507. /**
  10508. * Rotates the 3D object around its Y axis in local space.
  10509. *
  10510. * @param {number} angle - The angle in radians.
  10511. * @return {Object3D} A reference to this instance.
  10512. */
  10513. rotateY( angle ) {
  10514. return this.rotateOnAxis( _yAxis, angle );
  10515. }
  10516. /**
  10517. * Rotates the 3D object around its Z axis in local space.
  10518. *
  10519. * @param {number} angle - The angle in radians.
  10520. * @return {Object3D} A reference to this instance.
  10521. */
  10522. rotateZ( angle ) {
  10523. return this.rotateOnAxis( _zAxis, angle );
  10524. }
  10525. /**
  10526. * Translate the 3D object by a distance along the given axis in local space.
  10527. *
  10528. * @param {Vector3} axis - The (normalized) axis vector.
  10529. * @param {number} distance - The distance in world units.
  10530. * @return {Object3D} A reference to this instance.
  10531. */
  10532. translateOnAxis( axis, distance ) {
  10533. // translate object by distance along axis in object space
  10534. // axis is assumed to be normalized
  10535. _v1$4.copy( axis ).applyQuaternion( this.quaternion );
  10536. this.position.add( _v1$4.multiplyScalar( distance ) );
  10537. return this;
  10538. }
  10539. /**
  10540. * Translate the 3D object by a distance along its X-axis in local space.
  10541. *
  10542. * @param {number} distance - The distance in world units.
  10543. * @return {Object3D} A reference to this instance.
  10544. */
  10545. translateX( distance ) {
  10546. return this.translateOnAxis( _xAxis, distance );
  10547. }
  10548. /**
  10549. * Translate the 3D object by a distance along its Y-axis in local space.
  10550. *
  10551. * @param {number} distance - The distance in world units.
  10552. * @return {Object3D} A reference to this instance.
  10553. */
  10554. translateY( distance ) {
  10555. return this.translateOnAxis( _yAxis, distance );
  10556. }
  10557. /**
  10558. * Translate the 3D object by a distance along its Z-axis in local space.
  10559. *
  10560. * @param {number} distance - The distance in world units.
  10561. * @return {Object3D} A reference to this instance.
  10562. */
  10563. translateZ( distance ) {
  10564. return this.translateOnAxis( _zAxis, distance );
  10565. }
  10566. /**
  10567. * Converts the given vector from this 3D object's local space to world space.
  10568. *
  10569. * @param {Vector3} vector - The vector to convert.
  10570. * @return {Vector3} The converted vector.
  10571. */
  10572. localToWorld( vector ) {
  10573. this.updateWorldMatrix( true, false );
  10574. return vector.applyMatrix4( this.matrixWorld );
  10575. }
  10576. /**
  10577. * Converts the given vector from this 3D object's word space to local space.
  10578. *
  10579. * @param {Vector3} vector - The vector to convert.
  10580. * @return {Vector3} The converted vector.
  10581. */
  10582. worldToLocal( vector ) {
  10583. this.updateWorldMatrix( true, false );
  10584. return vector.applyMatrix4( _m1$1.copy( this.matrixWorld ).invert() );
  10585. }
  10586. /**
  10587. * Rotates the object to face a point in world space.
  10588. *
  10589. * This method does not support objects having non-uniformly-scaled parent(s).
  10590. *
  10591. * @param {number|Vector3} x - The x coordinate in world space. Alternatively, a vector representing a position in world space
  10592. * @param {number} [y] - The y coordinate in world space.
  10593. * @param {number} [z] - The z coordinate in world space.
  10594. */
  10595. lookAt( x, y, z ) {
  10596. // This method does not support objects having non-uniformly-scaled parent(s)
  10597. if ( x.isVector3 ) {
  10598. _target.copy( x );
  10599. } else {
  10600. _target.set( x, y, z );
  10601. }
  10602. const parent = this.parent;
  10603. this.updateWorldMatrix( true, false );
  10604. _position$3.setFromMatrixPosition( this.matrixWorld );
  10605. if ( this.isCamera || this.isLight ) {
  10606. _m1$1.lookAt( _position$3, _target, this.up );
  10607. } else {
  10608. _m1$1.lookAt( _target, _position$3, this.up );
  10609. }
  10610. this.quaternion.setFromRotationMatrix( _m1$1 );
  10611. if ( parent ) {
  10612. _m1$1.extractRotation( parent.matrixWorld );
  10613. _q1.setFromRotationMatrix( _m1$1 );
  10614. this.quaternion.premultiply( _q1.invert() );
  10615. }
  10616. }
  10617. /**
  10618. * Adds the given 3D object as a child to this 3D object. An arbitrary number of
  10619. * objects may be added. Any current parent on an object passed in here will be
  10620. * removed, since an object can have at most one parent.
  10621. *
  10622. * @fires Object3D#added
  10623. * @fires Object3D#childadded
  10624. * @param {Object3D} object - The 3D object to add.
  10625. * @return {Object3D} A reference to this instance.
  10626. */
  10627. add( object ) {
  10628. if ( arguments.length > 1 ) {
  10629. for ( let i = 0; i < arguments.length; i ++ ) {
  10630. this.add( arguments[ i ] );
  10631. }
  10632. return this;
  10633. }
  10634. if ( object === this ) {
  10635. error( 'Object3D.add: object can\'t be added as a child of itself.', object );
  10636. return this;
  10637. }
  10638. if ( object && object.isObject3D ) {
  10639. object.removeFromParent();
  10640. object.parent = this;
  10641. this.children.push( object );
  10642. object.dispatchEvent( _addedEvent );
  10643. _childaddedEvent.child = object;
  10644. this.dispatchEvent( _childaddedEvent );
  10645. _childaddedEvent.child = null;
  10646. } else {
  10647. error( 'Object3D.add: object not an instance of THREE.Object3D.', object );
  10648. }
  10649. return this;
  10650. }
  10651. /**
  10652. * Removes the given 3D object as child from this 3D object.
  10653. * An arbitrary number of objects may be removed.
  10654. *
  10655. * @fires Object3D#removed
  10656. * @fires Object3D#childremoved
  10657. * @param {Object3D} object - The 3D object to remove.
  10658. * @return {Object3D} A reference to this instance.
  10659. */
  10660. remove( object ) {
  10661. if ( arguments.length > 1 ) {
  10662. for ( let i = 0; i < arguments.length; i ++ ) {
  10663. this.remove( arguments[ i ] );
  10664. }
  10665. return this;
  10666. }
  10667. const index = this.children.indexOf( object );
  10668. if ( index !== -1 ) {
  10669. object.parent = null;
  10670. this.children.splice( index, 1 );
  10671. object.dispatchEvent( _removedEvent );
  10672. _childremovedEvent.child = object;
  10673. this.dispatchEvent( _childremovedEvent );
  10674. _childremovedEvent.child = null;
  10675. }
  10676. return this;
  10677. }
  10678. /**
  10679. * Removes this 3D object from its current parent.
  10680. *
  10681. * @fires Object3D#removed
  10682. * @fires Object3D#childremoved
  10683. * @return {Object3D} A reference to this instance.
  10684. */
  10685. removeFromParent() {
  10686. const parent = this.parent;
  10687. if ( parent !== null ) {
  10688. parent.remove( this );
  10689. }
  10690. return this;
  10691. }
  10692. /**
  10693. * Removes all child objects.
  10694. *
  10695. * @fires Object3D#removed
  10696. * @fires Object3D#childremoved
  10697. * @return {Object3D} A reference to this instance.
  10698. */
  10699. clear() {
  10700. return this.remove( ... this.children );
  10701. }
  10702. /**
  10703. * Adds the given 3D object as a child of this 3D object, while maintaining the object's world
  10704. * transform. This method does not support scene graphs having non-uniformly-scaled nodes(s).
  10705. *
  10706. * @fires Object3D#added
  10707. * @fires Object3D#childadded
  10708. * @param {Object3D} object - The 3D object to attach.
  10709. * @return {Object3D} A reference to this instance.
  10710. */
  10711. attach( object ) {
  10712. // adds object as a child of this, while maintaining the object's world transform
  10713. // Note: This method does not support scene graphs having non-uniformly-scaled nodes(s)
  10714. this.updateWorldMatrix( true, false );
  10715. _m1$1.copy( this.matrixWorld ).invert();
  10716. if ( object.parent !== null ) {
  10717. object.parent.updateWorldMatrix( true, false );
  10718. _m1$1.multiply( object.parent.matrixWorld );
  10719. }
  10720. object.applyMatrix4( _m1$1 );
  10721. object.removeFromParent();
  10722. object.parent = this;
  10723. this.children.push( object );
  10724. object.updateWorldMatrix( false, true );
  10725. object.dispatchEvent( _addedEvent );
  10726. _childaddedEvent.child = object;
  10727. this.dispatchEvent( _childaddedEvent );
  10728. _childaddedEvent.child = null;
  10729. return this;
  10730. }
  10731. /**
  10732. * Searches through the 3D object and its children, starting with the 3D object
  10733. * itself, and returns the first with a matching ID.
  10734. *
  10735. * @param {number} id - The id.
  10736. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  10737. */
  10738. getObjectById( id ) {
  10739. return this.getObjectByProperty( 'id', id );
  10740. }
  10741. /**
  10742. * Searches through the 3D object and its children, starting with the 3D object
  10743. * itself, and returns the first with a matching name.
  10744. *
  10745. * @param {string} name - The name.
  10746. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  10747. */
  10748. getObjectByName( name ) {
  10749. return this.getObjectByProperty( 'name', name );
  10750. }
  10751. /**
  10752. * Searches through the 3D object and its children, starting with the 3D object
  10753. * itself, and returns the first with a matching property value.
  10754. *
  10755. * @param {string} name - The name of the property.
  10756. * @param {any} value - The value.
  10757. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  10758. */
  10759. getObjectByProperty( name, value ) {
  10760. if ( this[ name ] === value ) return this;
  10761. for ( let i = 0, l = this.children.length; i < l; i ++ ) {
  10762. const child = this.children[ i ];
  10763. const object = child.getObjectByProperty( name, value );
  10764. if ( object !== undefined ) {
  10765. return object;
  10766. }
  10767. }
  10768. return undefined;
  10769. }
  10770. /**
  10771. * Searches through the 3D object and its children, starting with the 3D object
  10772. * itself, and returns all 3D objects with a matching property value.
  10773. *
  10774. * @param {string} name - The name of the property.
  10775. * @param {any} value - The value.
  10776. * @param {Array<Object3D>} result - The method stores the result in this array.
  10777. * @return {Array<Object3D>} The found 3D objects.
  10778. */
  10779. getObjectsByProperty( name, value, result = [] ) {
  10780. if ( this[ name ] === value ) result.push( this );
  10781. const children = this.children;
  10782. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10783. children[ i ].getObjectsByProperty( name, value, result );
  10784. }
  10785. return result;
  10786. }
  10787. /**
  10788. * Returns a vector representing the position of the 3D object in world space.
  10789. *
  10790. * @param {Vector3} target - The target vector the result is stored to.
  10791. * @return {Vector3} The 3D object's position in world space.
  10792. */
  10793. getWorldPosition( target ) {
  10794. this.updateWorldMatrix( true, false );
  10795. return target.setFromMatrixPosition( this.matrixWorld );
  10796. }
  10797. /**
  10798. * Returns a Quaternion representing the position of the 3D object in world space.
  10799. *
  10800. * @param {Quaternion} target - The target Quaternion the result is stored to.
  10801. * @return {Quaternion} The 3D object's rotation in world space.
  10802. */
  10803. getWorldQuaternion( target ) {
  10804. this.updateWorldMatrix( true, false );
  10805. this.matrixWorld.decompose( _position$3, target, _scale$2 );
  10806. return target;
  10807. }
  10808. /**
  10809. * Returns a vector representing the scale of the 3D object in world space.
  10810. *
  10811. * @param {Vector3} target - The target vector the result is stored to.
  10812. * @return {Vector3} The 3D object's scale in world space.
  10813. */
  10814. getWorldScale( target ) {
  10815. this.updateWorldMatrix( true, false );
  10816. this.matrixWorld.decompose( _position$3, _quaternion$2, target );
  10817. return target;
  10818. }
  10819. /**
  10820. * Returns a vector representing the ("look") direction of the 3D object in world space.
  10821. *
  10822. * @param {Vector3} target - The target vector the result is stored to.
  10823. * @return {Vector3} The 3D object's direction in world space.
  10824. */
  10825. getWorldDirection( target ) {
  10826. this.updateWorldMatrix( true, false );
  10827. const e = this.matrixWorld.elements;
  10828. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  10829. }
  10830. /**
  10831. * Abstract method to get intersections between a casted ray and this
  10832. * 3D object. Renderable 3D objects such as {@link Mesh}, {@link Line} or {@link Points}
  10833. * implement this method in order to use raycasting.
  10834. *
  10835. * @abstract
  10836. * @param {Raycaster} raycaster - The raycaster.
  10837. * @param {Array<Object>} intersects - An array holding the result of the method.
  10838. */
  10839. raycast( /* raycaster, intersects */ ) {}
  10840. /**
  10841. * Executes the callback on this 3D object and all descendants.
  10842. *
  10843. * Note: Modifying the scene graph inside the callback is discouraged.
  10844. *
  10845. * @param {Function} callback - A callback function that allows to process the current 3D object.
  10846. */
  10847. traverse( callback ) {
  10848. callback( this );
  10849. const children = this.children;
  10850. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10851. children[ i ].traverse( callback );
  10852. }
  10853. }
  10854. /**
  10855. * Like {@link Object3D#traverse}, but the callback will only be executed for visible 3D objects.
  10856. * Descendants of invisible 3D objects are not traversed.
  10857. *
  10858. * Note: Modifying the scene graph inside the callback is discouraged.
  10859. *
  10860. * @param {Function} callback - A callback function that allows to process the current 3D object.
  10861. */
  10862. traverseVisible( callback ) {
  10863. if ( this.visible === false ) return;
  10864. callback( this );
  10865. const children = this.children;
  10866. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10867. children[ i ].traverseVisible( callback );
  10868. }
  10869. }
  10870. /**
  10871. * Like {@link Object3D#traverse}, but the callback will only be executed for all ancestors.
  10872. *
  10873. * Note: Modifying the scene graph inside the callback is discouraged.
  10874. *
  10875. * @param {Function} callback - A callback function that allows to process the current 3D object.
  10876. */
  10877. traverseAncestors( callback ) {
  10878. const parent = this.parent;
  10879. if ( parent !== null ) {
  10880. callback( parent );
  10881. parent.traverseAncestors( callback );
  10882. }
  10883. }
  10884. /**
  10885. * Updates the transformation matrix in local space by computing it from the current
  10886. * position, rotation and scale values.
  10887. */
  10888. updateMatrix() {
  10889. this.matrix.compose( this.position, this.quaternion, this.scale );
  10890. this.matrixWorldNeedsUpdate = true;
  10891. }
  10892. /**
  10893. * Updates the transformation matrix in world space of this 3D objects and its descendants.
  10894. *
  10895. * To ensure correct results, this method also recomputes the 3D object's transformation matrix in
  10896. * local space. The computation of the local and world matrix can be controlled with the
  10897. * {@link Object3D#matrixAutoUpdate} and {@link Object3D#matrixWorldAutoUpdate} flags which are both
  10898. * `true` by default. Set these flags to `false` if you need more control over the update matrix process.
  10899. *
  10900. * @param {boolean} [force=false] - When set to `true`, a recomputation of world matrices is forced even
  10901. * when {@link Object3D#matrixWorldAutoUpdate} is set to `false`.
  10902. */
  10903. updateMatrixWorld( force ) {
  10904. if ( this.matrixAutoUpdate ) this.updateMatrix();
  10905. if ( this.matrixWorldNeedsUpdate || force ) {
  10906. if ( this.matrixWorldAutoUpdate === true ) {
  10907. if ( this.parent === null ) {
  10908. this.matrixWorld.copy( this.matrix );
  10909. } else {
  10910. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  10911. }
  10912. }
  10913. this.matrixWorldNeedsUpdate = false;
  10914. force = true;
  10915. }
  10916. // make sure descendants are updated if required
  10917. const children = this.children;
  10918. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10919. const child = children[ i ];
  10920. child.updateMatrixWorld( force );
  10921. }
  10922. }
  10923. /**
  10924. * An alternative version of {@link Object3D#updateMatrixWorld} with more control over the
  10925. * update of ancestor and descendant nodes.
  10926. *
  10927. * @param {boolean} [updateParents=false] Whether ancestor nodes should be updated or not.
  10928. * @param {boolean} [updateChildren=false] Whether descendant nodes should be updated or not.
  10929. */
  10930. updateWorldMatrix( updateParents, updateChildren ) {
  10931. const parent = this.parent;
  10932. if ( updateParents === true && parent !== null ) {
  10933. parent.updateWorldMatrix( true, false );
  10934. }
  10935. if ( this.matrixAutoUpdate ) this.updateMatrix();
  10936. if ( this.matrixWorldAutoUpdate === true ) {
  10937. if ( this.parent === null ) {
  10938. this.matrixWorld.copy( this.matrix );
  10939. } else {
  10940. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  10941. }
  10942. }
  10943. // make sure descendants are updated
  10944. if ( updateChildren === true ) {
  10945. const children = this.children;
  10946. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10947. const child = children[ i ];
  10948. child.updateWorldMatrix( false, true );
  10949. }
  10950. }
  10951. }
  10952. /**
  10953. * Serializes the 3D object into JSON.
  10954. *
  10955. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  10956. * @return {Object} A JSON object representing the serialized 3D object.
  10957. * @see {@link ObjectLoader#parse}
  10958. */
  10959. toJSON( meta ) {
  10960. // meta is a string when called from JSON.stringify
  10961. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  10962. const output = {};
  10963. // meta is a hash used to collect geometries, materials.
  10964. // not providing it implies that this is the root object
  10965. // being serialized.
  10966. if ( isRootObject ) {
  10967. // initialize meta obj
  10968. meta = {
  10969. geometries: {},
  10970. materials: {},
  10971. textures: {},
  10972. images: {},
  10973. shapes: {},
  10974. skeletons: {},
  10975. animations: {},
  10976. nodes: {}
  10977. };
  10978. output.metadata = {
  10979. version: 4.7,
  10980. type: 'Object',
  10981. generator: 'Object3D.toJSON'
  10982. };
  10983. }
  10984. // standard Object3D serialization
  10985. const object = {};
  10986. object.uuid = this.uuid;
  10987. object.type = this.type;
  10988. if ( this.name !== '' ) object.name = this.name;
  10989. if ( this.castShadow === true ) object.castShadow = true;
  10990. if ( this.receiveShadow === true ) object.receiveShadow = true;
  10991. if ( this.visible === false ) object.visible = false;
  10992. if ( this.frustumCulled === false ) object.frustumCulled = false;
  10993. if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;
  10994. if ( Object.keys( this.userData ).length > 0 ) object.userData = this.userData;
  10995. object.layers = this.layers.mask;
  10996. object.matrix = this.matrix.toArray();
  10997. object.up = this.up.toArray();
  10998. if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;
  10999. // object specific properties
  11000. if ( this.isInstancedMesh ) {
  11001. object.type = 'InstancedMesh';
  11002. object.count = this.count;
  11003. object.instanceMatrix = this.instanceMatrix.toJSON();
  11004. if ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON();
  11005. }
  11006. if ( this.isBatchedMesh ) {
  11007. object.type = 'BatchedMesh';
  11008. object.perObjectFrustumCulled = this.perObjectFrustumCulled;
  11009. object.sortObjects = this.sortObjects;
  11010. object.drawRanges = this._drawRanges;
  11011. object.reservedRanges = this._reservedRanges;
  11012. object.geometryInfo = this._geometryInfo.map( info => ( {
  11013. ...info,
  11014. boundingBox: info.boundingBox ? info.boundingBox.toJSON() : undefined,
  11015. boundingSphere: info.boundingSphere ? info.boundingSphere.toJSON() : undefined
  11016. } ) );
  11017. object.instanceInfo = this._instanceInfo.map( info => ( { ...info } ) );
  11018. object.availableInstanceIds = this._availableInstanceIds.slice();
  11019. object.availableGeometryIds = this._availableGeometryIds.slice();
  11020. object.nextIndexStart = this._nextIndexStart;
  11021. object.nextVertexStart = this._nextVertexStart;
  11022. object.geometryCount = this._geometryCount;
  11023. object.maxInstanceCount = this._maxInstanceCount;
  11024. object.maxVertexCount = this._maxVertexCount;
  11025. object.maxIndexCount = this._maxIndexCount;
  11026. object.geometryInitialized = this._geometryInitialized;
  11027. object.matricesTexture = this._matricesTexture.toJSON( meta );
  11028. object.indirectTexture = this._indirectTexture.toJSON( meta );
  11029. if ( this._colorsTexture !== null ) {
  11030. object.colorsTexture = this._colorsTexture.toJSON( meta );
  11031. }
  11032. if ( this.boundingSphere !== null ) {
  11033. object.boundingSphere = this.boundingSphere.toJSON();
  11034. }
  11035. if ( this.boundingBox !== null ) {
  11036. object.boundingBox = this.boundingBox.toJSON();
  11037. }
  11038. }
  11039. //
  11040. function serialize( library, element ) {
  11041. if ( library[ element.uuid ] === undefined ) {
  11042. library[ element.uuid ] = element.toJSON( meta );
  11043. }
  11044. return element.uuid;
  11045. }
  11046. if ( this.isScene ) {
  11047. if ( this.background ) {
  11048. if ( this.background.isColor ) {
  11049. object.background = this.background.toJSON();
  11050. } else if ( this.background.isTexture ) {
  11051. object.background = this.background.toJSON( meta ).uuid;
  11052. }
  11053. }
  11054. if ( this.environment && this.environment.isTexture && this.environment.isRenderTargetTexture !== true ) {
  11055. object.environment = this.environment.toJSON( meta ).uuid;
  11056. }
  11057. } else if ( this.isMesh || this.isLine || this.isPoints ) {
  11058. object.geometry = serialize( meta.geometries, this.geometry );
  11059. const parameters = this.geometry.parameters;
  11060. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  11061. const shapes = parameters.shapes;
  11062. if ( Array.isArray( shapes ) ) {
  11063. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  11064. const shape = shapes[ i ];
  11065. serialize( meta.shapes, shape );
  11066. }
  11067. } else {
  11068. serialize( meta.shapes, shapes );
  11069. }
  11070. }
  11071. }
  11072. if ( this.isSkinnedMesh ) {
  11073. object.bindMode = this.bindMode;
  11074. object.bindMatrix = this.bindMatrix.toArray();
  11075. if ( this.skeleton !== undefined ) {
  11076. serialize( meta.skeletons, this.skeleton );
  11077. object.skeleton = this.skeleton.uuid;
  11078. }
  11079. }
  11080. if ( this.material !== undefined ) {
  11081. if ( Array.isArray( this.material ) ) {
  11082. const uuids = [];
  11083. for ( let i = 0, l = this.material.length; i < l; i ++ ) {
  11084. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  11085. }
  11086. object.material = uuids;
  11087. } else {
  11088. object.material = serialize( meta.materials, this.material );
  11089. }
  11090. }
  11091. //
  11092. if ( this.children.length > 0 ) {
  11093. object.children = [];
  11094. for ( let i = 0; i < this.children.length; i ++ ) {
  11095. object.children.push( this.children[ i ].toJSON( meta ).object );
  11096. }
  11097. }
  11098. //
  11099. if ( this.animations.length > 0 ) {
  11100. object.animations = [];
  11101. for ( let i = 0; i < this.animations.length; i ++ ) {
  11102. const animation = this.animations[ i ];
  11103. object.animations.push( serialize( meta.animations, animation ) );
  11104. }
  11105. }
  11106. if ( isRootObject ) {
  11107. const geometries = extractFromCache( meta.geometries );
  11108. const materials = extractFromCache( meta.materials );
  11109. const textures = extractFromCache( meta.textures );
  11110. const images = extractFromCache( meta.images );
  11111. const shapes = extractFromCache( meta.shapes );
  11112. const skeletons = extractFromCache( meta.skeletons );
  11113. const animations = extractFromCache( meta.animations );
  11114. const nodes = extractFromCache( meta.nodes );
  11115. if ( geometries.length > 0 ) output.geometries = geometries;
  11116. if ( materials.length > 0 ) output.materials = materials;
  11117. if ( textures.length > 0 ) output.textures = textures;
  11118. if ( images.length > 0 ) output.images = images;
  11119. if ( shapes.length > 0 ) output.shapes = shapes;
  11120. if ( skeletons.length > 0 ) output.skeletons = skeletons;
  11121. if ( animations.length > 0 ) output.animations = animations;
  11122. if ( nodes.length > 0 ) output.nodes = nodes;
  11123. }
  11124. output.object = object;
  11125. return output;
  11126. // extract data from the cache hash
  11127. // remove metadata on each item
  11128. // and return as array
  11129. function extractFromCache( cache ) {
  11130. const values = [];
  11131. for ( const key in cache ) {
  11132. const data = cache[ key ];
  11133. delete data.metadata;
  11134. values.push( data );
  11135. }
  11136. return values;
  11137. }
  11138. }
  11139. /**
  11140. * Returns a new 3D object with copied values from this instance.
  11141. *
  11142. * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are also cloned.
  11143. * @return {Object3D} A clone of this instance.
  11144. */
  11145. clone( recursive ) {
  11146. return new this.constructor().copy( this, recursive );
  11147. }
  11148. /**
  11149. * Copies the values of the given 3D object to this instance.
  11150. *
  11151. * @param {Object3D} source - The 3D object to copy.
  11152. * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are cloned.
  11153. * @return {Object3D} A reference to this instance.
  11154. */
  11155. copy( source, recursive = true ) {
  11156. this.name = source.name;
  11157. this.up.copy( source.up );
  11158. this.position.copy( source.position );
  11159. this.rotation.order = source.rotation.order;
  11160. this.quaternion.copy( source.quaternion );
  11161. this.scale.copy( source.scale );
  11162. this.matrix.copy( source.matrix );
  11163. this.matrixWorld.copy( source.matrixWorld );
  11164. this.matrixAutoUpdate = source.matrixAutoUpdate;
  11165. this.matrixWorldAutoUpdate = source.matrixWorldAutoUpdate;
  11166. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  11167. this.layers.mask = source.layers.mask;
  11168. this.visible = source.visible;
  11169. this.castShadow = source.castShadow;
  11170. this.receiveShadow = source.receiveShadow;
  11171. this.frustumCulled = source.frustumCulled;
  11172. this.renderOrder = source.renderOrder;
  11173. this.animations = source.animations.slice();
  11174. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  11175. if ( recursive === true ) {
  11176. for ( let i = 0; i < source.children.length; i ++ ) {
  11177. const child = source.children[ i ];
  11178. this.add( child.clone() );
  11179. }
  11180. }
  11181. return this;
  11182. }
  11183. }
  11184. /**
  11185. * The default up direction for objects, also used as the default
  11186. * position for {@link DirectionalLight} and {@link HemisphereLight}.
  11187. *
  11188. * @static
  11189. * @type {Vector3}
  11190. * @default (0,1,0)
  11191. */
  11192. Object3D.DEFAULT_UP = /*@__PURE__*/ new Vector3( 0, 1, 0 );
  11193. /**
  11194. * The default setting for {@link Object3D#matrixAutoUpdate} for
  11195. * newly created 3D objects.
  11196. *
  11197. * @static
  11198. * @type {boolean}
  11199. * @default true
  11200. */
  11201. Object3D.DEFAULT_MATRIX_AUTO_UPDATE = true;
  11202. /**
  11203. * The default setting for {@link Object3D#matrixWorldAutoUpdate} for
  11204. * newly created 3D objects.
  11205. *
  11206. * @static
  11207. * @type {boolean}
  11208. * @default true
  11209. */
  11210. Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE = true;
  11211. const _v0$1 = /*@__PURE__*/ new Vector3();
  11212. const _v1$3 = /*@__PURE__*/ new Vector3();
  11213. const _v2$2 = /*@__PURE__*/ new Vector3();
  11214. const _v3$2 = /*@__PURE__*/ new Vector3();
  11215. const _vab = /*@__PURE__*/ new Vector3();
  11216. const _vac = /*@__PURE__*/ new Vector3();
  11217. const _vbc = /*@__PURE__*/ new Vector3();
  11218. const _vap = /*@__PURE__*/ new Vector3();
  11219. const _vbp = /*@__PURE__*/ new Vector3();
  11220. const _vcp = /*@__PURE__*/ new Vector3();
  11221. const _v40 = /*@__PURE__*/ new Vector4();
  11222. const _v41 = /*@__PURE__*/ new Vector4();
  11223. const _v42 = /*@__PURE__*/ new Vector4();
  11224. /**
  11225. * A geometric triangle as defined by three vectors representing its three corners.
  11226. */
  11227. class Triangle {
  11228. /**
  11229. * Constructs a new triangle.
  11230. *
  11231. * @param {Vector3} [a=(0,0,0)] - The first corner of the triangle.
  11232. * @param {Vector3} [b=(0,0,0)] - The second corner of the triangle.
  11233. * @param {Vector3} [c=(0,0,0)] - The third corner of the triangle.
  11234. */
  11235. constructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) {
  11236. /**
  11237. * The first corner of the triangle.
  11238. *
  11239. * @type {Vector3}
  11240. */
  11241. this.a = a;
  11242. /**
  11243. * The second corner of the triangle.
  11244. *
  11245. * @type {Vector3}
  11246. */
  11247. this.b = b;
  11248. /**
  11249. * The third corner of the triangle.
  11250. *
  11251. * @type {Vector3}
  11252. */
  11253. this.c = c;
  11254. }
  11255. /**
  11256. * Computes the normal vector of a triangle.
  11257. *
  11258. * @param {Vector3} a - The first corner of the triangle.
  11259. * @param {Vector3} b - The second corner of the triangle.
  11260. * @param {Vector3} c - The third corner of the triangle.
  11261. * @param {Vector3} target - The target vector that is used to store the method's result.
  11262. * @return {Vector3} The triangle's normal.
  11263. */
  11264. static getNormal( a, b, c, target ) {
  11265. target.subVectors( c, b );
  11266. _v0$1.subVectors( a, b );
  11267. target.cross( _v0$1 );
  11268. const targetLengthSq = target.lengthSq();
  11269. if ( targetLengthSq > 0 ) {
  11270. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  11271. }
  11272. return target.set( 0, 0, 0 );
  11273. }
  11274. /**
  11275. * Computes a barycentric coordinates from the given vector.
  11276. * Returns `null` if the triangle is degenerate.
  11277. *
  11278. * @param {Vector3} point - A point in 3D space.
  11279. * @param {Vector3} a - The first corner of the triangle.
  11280. * @param {Vector3} b - The second corner of the triangle.
  11281. * @param {Vector3} c - The third corner of the triangle.
  11282. * @param {Vector3} target - The target vector that is used to store the method's result.
  11283. * @return {?Vector3} The barycentric coordinates for the given point
  11284. */
  11285. static getBarycoord( point, a, b, c, target ) {
  11286. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  11287. _v0$1.subVectors( c, a );
  11288. _v1$3.subVectors( b, a );
  11289. _v2$2.subVectors( point, a );
  11290. const dot00 = _v0$1.dot( _v0$1 );
  11291. const dot01 = _v0$1.dot( _v1$3 );
  11292. const dot02 = _v0$1.dot( _v2$2 );
  11293. const dot11 = _v1$3.dot( _v1$3 );
  11294. const dot12 = _v1$3.dot( _v2$2 );
  11295. const denom = ( dot00 * dot11 - dot01 * dot01 );
  11296. // collinear or singular triangle
  11297. if ( denom === 0 ) {
  11298. target.set( 0, 0, 0 );
  11299. return null;
  11300. }
  11301. const invDenom = 1 / denom;
  11302. const u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  11303. const v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  11304. // barycentric coordinates must always sum to 1
  11305. return target.set( 1 - u - v, v, u );
  11306. }
  11307. /**
  11308. * Returns `true` if the given point, when projected onto the plane of the
  11309. * triangle, lies within the triangle.
  11310. *
  11311. * @param {Vector3} point - The point in 3D space to test.
  11312. * @param {Vector3} a - The first corner of the triangle.
  11313. * @param {Vector3} b - The second corner of the triangle.
  11314. * @param {Vector3} c - The third corner of the triangle.
  11315. * @return {boolean} Whether the given point, when projected onto the plane of the
  11316. * triangle, lies within the triangle or not.
  11317. */
  11318. static containsPoint( point, a, b, c ) {
  11319. // if the triangle is degenerate then we can't contain a point
  11320. if ( this.getBarycoord( point, a, b, c, _v3$2 ) === null ) {
  11321. return false;
  11322. }
  11323. return ( _v3$2.x >= 0 ) && ( _v3$2.y >= 0 ) && ( ( _v3$2.x + _v3$2.y ) <= 1 );
  11324. }
  11325. /**
  11326. * Computes the value barycentrically interpolated for the given point on the
  11327. * triangle. Returns `null` if the triangle is degenerate.
  11328. *
  11329. * @param {Vector3} point - Position of interpolated point.
  11330. * @param {Vector3} p1 - The first corner of the triangle.
  11331. * @param {Vector3} p2 - The second corner of the triangle.
  11332. * @param {Vector3} p3 - The third corner of the triangle.
  11333. * @param {Vector3} v1 - Value to interpolate of first vertex.
  11334. * @param {Vector3} v2 - Value to interpolate of second vertex.
  11335. * @param {Vector3} v3 - Value to interpolate of third vertex.
  11336. * @param {Vector3} target - The target vector that is used to store the method's result.
  11337. * @return {?Vector3} The interpolated value.
  11338. */
  11339. static getInterpolation( point, p1, p2, p3, v1, v2, v3, target ) {
  11340. if ( this.getBarycoord( point, p1, p2, p3, _v3$2 ) === null ) {
  11341. target.x = 0;
  11342. target.y = 0;
  11343. if ( 'z' in target ) target.z = 0;
  11344. if ( 'w' in target ) target.w = 0;
  11345. return null;
  11346. }
  11347. target.setScalar( 0 );
  11348. target.addScaledVector( v1, _v3$2.x );
  11349. target.addScaledVector( v2, _v3$2.y );
  11350. target.addScaledVector( v3, _v3$2.z );
  11351. return target;
  11352. }
  11353. /**
  11354. * Computes the value barycentrically interpolated for the given attribute and indices.
  11355. *
  11356. * @param {BufferAttribute} attr - The attribute to interpolate.
  11357. * @param {number} i1 - Index of first vertex.
  11358. * @param {number} i2 - Index of second vertex.
  11359. * @param {number} i3 - Index of third vertex.
  11360. * @param {Vector3} barycoord - The barycoordinate value to use to interpolate.
  11361. * @param {Vector3} target - The target vector that is used to store the method's result.
  11362. * @return {Vector3} The interpolated attribute value.
  11363. */
  11364. static getInterpolatedAttribute( attr, i1, i2, i3, barycoord, target ) {
  11365. _v40.setScalar( 0 );
  11366. _v41.setScalar( 0 );
  11367. _v42.setScalar( 0 );
  11368. _v40.fromBufferAttribute( attr, i1 );
  11369. _v41.fromBufferAttribute( attr, i2 );
  11370. _v42.fromBufferAttribute( attr, i3 );
  11371. target.setScalar( 0 );
  11372. target.addScaledVector( _v40, barycoord.x );
  11373. target.addScaledVector( _v41, barycoord.y );
  11374. target.addScaledVector( _v42, barycoord.z );
  11375. return target;
  11376. }
  11377. /**
  11378. * Returns `true` if the triangle is oriented towards the given direction.
  11379. *
  11380. * @param {Vector3} a - The first corner of the triangle.
  11381. * @param {Vector3} b - The second corner of the triangle.
  11382. * @param {Vector3} c - The third corner of the triangle.
  11383. * @param {Vector3} direction - The (normalized) direction vector.
  11384. * @return {boolean} Whether the triangle is oriented towards the given direction or not.
  11385. */
  11386. static isFrontFacing( a, b, c, direction ) {
  11387. _v0$1.subVectors( c, b );
  11388. _v1$3.subVectors( a, b );
  11389. // strictly front facing
  11390. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  11391. }
  11392. /**
  11393. * Sets the triangle's vertices by copying the given values.
  11394. *
  11395. * @param {Vector3} a - The first corner of the triangle.
  11396. * @param {Vector3} b - The second corner of the triangle.
  11397. * @param {Vector3} c - The third corner of the triangle.
  11398. * @return {Triangle} A reference to this triangle.
  11399. */
  11400. set( a, b, c ) {
  11401. this.a.copy( a );
  11402. this.b.copy( b );
  11403. this.c.copy( c );
  11404. return this;
  11405. }
  11406. /**
  11407. * Sets the triangle's vertices by copying the given array values.
  11408. *
  11409. * @param {Array<Vector3>} points - An array with 3D points.
  11410. * @param {number} i0 - The array index representing the first corner of the triangle.
  11411. * @param {number} i1 - The array index representing the second corner of the triangle.
  11412. * @param {number} i2 - The array index representing the third corner of the triangle.
  11413. * @return {Triangle} A reference to this triangle.
  11414. */
  11415. setFromPointsAndIndices( points, i0, i1, i2 ) {
  11416. this.a.copy( points[ i0 ] );
  11417. this.b.copy( points[ i1 ] );
  11418. this.c.copy( points[ i2 ] );
  11419. return this;
  11420. }
  11421. /**
  11422. * Sets the triangle's vertices by copying the given attribute values.
  11423. *
  11424. * @param {BufferAttribute} attribute - A buffer attribute with 3D points data.
  11425. * @param {number} i0 - The attribute index representing the first corner of the triangle.
  11426. * @param {number} i1 - The attribute index representing the second corner of the triangle.
  11427. * @param {number} i2 - The attribute index representing the third corner of the triangle.
  11428. * @return {Triangle} A reference to this triangle.
  11429. */
  11430. setFromAttributeAndIndices( attribute, i0, i1, i2 ) {
  11431. this.a.fromBufferAttribute( attribute, i0 );
  11432. this.b.fromBufferAttribute( attribute, i1 );
  11433. this.c.fromBufferAttribute( attribute, i2 );
  11434. return this;
  11435. }
  11436. /**
  11437. * Returns a new triangle with copied values from this instance.
  11438. *
  11439. * @return {Triangle} A clone of this instance.
  11440. */
  11441. clone() {
  11442. return new this.constructor().copy( this );
  11443. }
  11444. /**
  11445. * Copies the values of the given triangle to this instance.
  11446. *
  11447. * @param {Triangle} triangle - The triangle to copy.
  11448. * @return {Triangle} A reference to this triangle.
  11449. */
  11450. copy( triangle ) {
  11451. this.a.copy( triangle.a );
  11452. this.b.copy( triangle.b );
  11453. this.c.copy( triangle.c );
  11454. return this;
  11455. }
  11456. /**
  11457. * Computes the area of the triangle.
  11458. *
  11459. * @return {number} The triangle's area.
  11460. */
  11461. getArea() {
  11462. _v0$1.subVectors( this.c, this.b );
  11463. _v1$3.subVectors( this.a, this.b );
  11464. return _v0$1.cross( _v1$3 ).length() * 0.5;
  11465. }
  11466. /**
  11467. * Computes the midpoint of the triangle.
  11468. *
  11469. * @param {Vector3} target - The target vector that is used to store the method's result.
  11470. * @return {Vector3} The triangle's midpoint.
  11471. */
  11472. getMidpoint( target ) {
  11473. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  11474. }
  11475. /**
  11476. * Computes the normal of the triangle.
  11477. *
  11478. * @param {Vector3} target - The target vector that is used to store the method's result.
  11479. * @return {Vector3} The triangle's normal.
  11480. */
  11481. getNormal( target ) {
  11482. return Triangle.getNormal( this.a, this.b, this.c, target );
  11483. }
  11484. /**
  11485. * Computes a plane the triangle lies within.
  11486. *
  11487. * @param {Plane} target - The target vector that is used to store the method's result.
  11488. * @return {Plane} The plane the triangle lies within.
  11489. */
  11490. getPlane( target ) {
  11491. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  11492. }
  11493. /**
  11494. * Computes a barycentric coordinates from the given vector.
  11495. * Returns `null` if the triangle is degenerate.
  11496. *
  11497. * @param {Vector3} point - A point in 3D space.
  11498. * @param {Vector3} target - The target vector that is used to store the method's result.
  11499. * @return {?Vector3} The barycentric coordinates for the given point
  11500. */
  11501. getBarycoord( point, target ) {
  11502. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  11503. }
  11504. /**
  11505. * Computes the value barycentrically interpolated for the given point on the
  11506. * triangle. Returns `null` if the triangle is degenerate.
  11507. *
  11508. * @param {Vector3} point - Position of interpolated point.
  11509. * @param {Vector3} v1 - Value to interpolate of first vertex.
  11510. * @param {Vector3} v2 - Value to interpolate of second vertex.
  11511. * @param {Vector3} v3 - Value to interpolate of third vertex.
  11512. * @param {Vector3} target - The target vector that is used to store the method's result.
  11513. * @return {?Vector3} The interpolated value.
  11514. */
  11515. getInterpolation( point, v1, v2, v3, target ) {
  11516. return Triangle.getInterpolation( point, this.a, this.b, this.c, v1, v2, v3, target );
  11517. }
  11518. /**
  11519. * Returns `true` if the given point, when projected onto the plane of the
  11520. * triangle, lies within the triangle.
  11521. *
  11522. * @param {Vector3} point - The point in 3D space to test.
  11523. * @return {boolean} Whether the given point, when projected onto the plane of the
  11524. * triangle, lies within the triangle or not.
  11525. */
  11526. containsPoint( point ) {
  11527. return Triangle.containsPoint( point, this.a, this.b, this.c );
  11528. }
  11529. /**
  11530. * Returns `true` if the triangle is oriented towards the given direction.
  11531. *
  11532. * @param {Vector3} direction - The (normalized) direction vector.
  11533. * @return {boolean} Whether the triangle is oriented towards the given direction or not.
  11534. */
  11535. isFrontFacing( direction ) {
  11536. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  11537. }
  11538. /**
  11539. * Returns `true` if this triangle intersects with the given box.
  11540. *
  11541. * @param {Box3} box - The box to intersect.
  11542. * @return {boolean} Whether this triangle intersects with the given box or not.
  11543. */
  11544. intersectsBox( box ) {
  11545. return box.intersectsTriangle( this );
  11546. }
  11547. /**
  11548. * Returns the closest point on the triangle to the given point.
  11549. *
  11550. * @param {Vector3} p - The point to compute the closest point for.
  11551. * @param {Vector3} target - The target vector that is used to store the method's result.
  11552. * @return {Vector3} The closest point on the triangle.
  11553. */
  11554. closestPointToPoint( p, target ) {
  11555. const a = this.a, b = this.b, c = this.c;
  11556. let v, w;
  11557. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  11558. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  11559. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  11560. // basically, we're distinguishing which of the voronoi regions of the triangle
  11561. // the point lies in with the minimum amount of redundant computation.
  11562. _vab.subVectors( b, a );
  11563. _vac.subVectors( c, a );
  11564. _vap.subVectors( p, a );
  11565. const d1 = _vab.dot( _vap );
  11566. const d2 = _vac.dot( _vap );
  11567. if ( d1 <= 0 && d2 <= 0 ) {
  11568. // vertex region of A; barycentric coords (1, 0, 0)
  11569. return target.copy( a );
  11570. }
  11571. _vbp.subVectors( p, b );
  11572. const d3 = _vab.dot( _vbp );
  11573. const d4 = _vac.dot( _vbp );
  11574. if ( d3 >= 0 && d4 <= d3 ) {
  11575. // vertex region of B; barycentric coords (0, 1, 0)
  11576. return target.copy( b );
  11577. }
  11578. const vc = d1 * d4 - d3 * d2;
  11579. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  11580. v = d1 / ( d1 - d3 );
  11581. // edge region of AB; barycentric coords (1-v, v, 0)
  11582. return target.copy( a ).addScaledVector( _vab, v );
  11583. }
  11584. _vcp.subVectors( p, c );
  11585. const d5 = _vab.dot( _vcp );
  11586. const d6 = _vac.dot( _vcp );
  11587. if ( d6 >= 0 && d5 <= d6 ) {
  11588. // vertex region of C; barycentric coords (0, 0, 1)
  11589. return target.copy( c );
  11590. }
  11591. const vb = d5 * d2 - d1 * d6;
  11592. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  11593. w = d2 / ( d2 - d6 );
  11594. // edge region of AC; barycentric coords (1-w, 0, w)
  11595. return target.copy( a ).addScaledVector( _vac, w );
  11596. }
  11597. const va = d3 * d6 - d5 * d4;
  11598. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  11599. _vbc.subVectors( c, b );
  11600. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  11601. // edge region of BC; barycentric coords (0, 1-w, w)
  11602. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  11603. }
  11604. // face region
  11605. const denom = 1 / ( va + vb + vc );
  11606. // u = va * denom
  11607. v = vb * denom;
  11608. w = vc * denom;
  11609. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  11610. }
  11611. /**
  11612. * Returns `true` if this triangle is equal with the given one.
  11613. *
  11614. * @param {Triangle} triangle - The triangle to test for equality.
  11615. * @return {boolean} Whether this triangle is equal with the given one.
  11616. */
  11617. equals( triangle ) {
  11618. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  11619. }
  11620. }
  11621. const _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  11622. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  11623. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  11624. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  11625. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  11626. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  11627. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  11628. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  11629. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  11630. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  11631. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  11632. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  11633. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  11634. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  11635. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  11636. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  11637. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  11638. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  11639. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  11640. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  11641. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  11642. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  11643. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  11644. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  11645. const _hslA = { h: 0, s: 0, l: 0 };
  11646. const _hslB = { h: 0, s: 0, l: 0 };
  11647. function hue2rgb( p, q, t ) {
  11648. if ( t < 0 ) t += 1;
  11649. if ( t > 1 ) t -= 1;
  11650. if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
  11651. if ( t < 1 / 2 ) return q;
  11652. if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
  11653. return p;
  11654. }
  11655. /**
  11656. * A Color instance is represented by RGB components in the linear <i>working
  11657. * color space</i>, which defaults to `LinearSRGBColorSpace`. Inputs
  11658. * conventionally using `SRGBColorSpace` (such as hexadecimals and CSS
  11659. * strings) are converted to the working color space automatically.
  11660. *
  11661. * ```js
  11662. * // converted automatically from SRGBColorSpace to LinearSRGBColorSpace
  11663. * const color = new THREE.Color().setHex( 0x112233 );
  11664. * ```
  11665. * Source color spaces may be specified explicitly, to ensure correct conversions.
  11666. * ```js
  11667. * // assumed already LinearSRGBColorSpace; no conversion
  11668. * const color = new THREE.Color().setRGB( 0.5, 0.5, 0.5 );
  11669. *
  11670. * // converted explicitly from SRGBColorSpace to LinearSRGBColorSpace
  11671. * const color = new THREE.Color().setRGB( 0.5, 0.5, 0.5, SRGBColorSpace );
  11672. * ```
  11673. * If THREE.ColorManagement is disabled, no conversions occur. For details,
  11674. * see <i>Color management</i>. Iterating through a Color instance will yield
  11675. * its components (r, g, b) in the corresponding order. A Color can be initialised
  11676. * in any of the following ways:
  11677. * ```js
  11678. * //empty constructor - will default white
  11679. * const color1 = new THREE.Color();
  11680. *
  11681. * //Hexadecimal color (recommended)
  11682. * const color2 = new THREE.Color( 0xff0000 );
  11683. *
  11684. * //RGB string
  11685. * const color3 = new THREE.Color("rgb(255, 0, 0)");
  11686. * const color4 = new THREE.Color("rgb(100%, 0%, 0%)");
  11687. *
  11688. * //X11 color name - all 140 color names are supported.
  11689. * //Note the lack of CamelCase in the name
  11690. * const color5 = new THREE.Color( 'skyblue' );
  11691. * //HSL string
  11692. * const color6 = new THREE.Color("hsl(0, 100%, 50%)");
  11693. *
  11694. * //Separate RGB values between 0 and 1
  11695. * const color7 = new THREE.Color( 1, 0, 0 );
  11696. * ```
  11697. */
  11698. class Color {
  11699. /**
  11700. * Constructs a new color.
  11701. *
  11702. * Note that standard method of specifying color in three.js is with a hexadecimal triplet,
  11703. * and that method is used throughout the rest of the documentation.
  11704. *
  11705. * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are
  11706. * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.
  11707. * @param {number} [g] - The green component.
  11708. * @param {number} [b] - The blue component.
  11709. */
  11710. constructor( r, g, b ) {
  11711. /**
  11712. * This flag can be used for type testing.
  11713. *
  11714. * @type {boolean}
  11715. * @readonly
  11716. * @default true
  11717. */
  11718. this.isColor = true;
  11719. /**
  11720. * The red component.
  11721. *
  11722. * @type {number}
  11723. * @default 1
  11724. */
  11725. this.r = 1;
  11726. /**
  11727. * The green component.
  11728. *
  11729. * @type {number}
  11730. * @default 1
  11731. */
  11732. this.g = 1;
  11733. /**
  11734. * The blue component.
  11735. *
  11736. * @type {number}
  11737. * @default 1
  11738. */
  11739. this.b = 1;
  11740. return this.set( r, g, b );
  11741. }
  11742. /**
  11743. * Sets the colors's components from the given values.
  11744. *
  11745. * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are
  11746. * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.
  11747. * @param {number} [g] - The green component.
  11748. * @param {number} [b] - The blue component.
  11749. * @return {Color} A reference to this color.
  11750. */
  11751. set( r, g, b ) {
  11752. if ( g === undefined && b === undefined ) {
  11753. // r is THREE.Color, hex or string
  11754. const value = r;
  11755. if ( value && value.isColor ) {
  11756. this.copy( value );
  11757. } else if ( typeof value === 'number' ) {
  11758. this.setHex( value );
  11759. } else if ( typeof value === 'string' ) {
  11760. this.setStyle( value );
  11761. }
  11762. } else {
  11763. this.setRGB( r, g, b );
  11764. }
  11765. return this;
  11766. }
  11767. /**
  11768. * Sets the colors's components to the given scalar value.
  11769. *
  11770. * @param {number} scalar - The scalar value.
  11771. * @return {Color} A reference to this color.
  11772. */
  11773. setScalar( scalar ) {
  11774. this.r = scalar;
  11775. this.g = scalar;
  11776. this.b = scalar;
  11777. return this;
  11778. }
  11779. /**
  11780. * Sets this color from a hexadecimal value.
  11781. *
  11782. * @param {number} hex - The hexadecimal value.
  11783. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11784. * @return {Color} A reference to this color.
  11785. */
  11786. setHex( hex, colorSpace = SRGBColorSpace ) {
  11787. hex = Math.floor( hex );
  11788. this.r = ( hex >> 16 & 255 ) / 255;
  11789. this.g = ( hex >> 8 & 255 ) / 255;
  11790. this.b = ( hex & 255 ) / 255;
  11791. ColorManagement.colorSpaceToWorking( this, colorSpace );
  11792. return this;
  11793. }
  11794. /**
  11795. * Sets this color from RGB values.
  11796. *
  11797. * @param {number} r - Red channel value between `0.0` and `1.0`.
  11798. * @param {number} g - Green channel value between `0.0` and `1.0`.
  11799. * @param {number} b - Blue channel value between `0.0` and `1.0`.
  11800. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  11801. * @return {Color} A reference to this color.
  11802. */
  11803. setRGB( r, g, b, colorSpace = ColorManagement.workingColorSpace ) {
  11804. this.r = r;
  11805. this.g = g;
  11806. this.b = b;
  11807. ColorManagement.colorSpaceToWorking( this, colorSpace );
  11808. return this;
  11809. }
  11810. /**
  11811. * Sets this color from RGB values.
  11812. *
  11813. * @param {number} h - Hue value between `0.0` and `1.0`.
  11814. * @param {number} s - Saturation value between `0.0` and `1.0`.
  11815. * @param {number} l - Lightness value between `0.0` and `1.0`.
  11816. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  11817. * @return {Color} A reference to this color.
  11818. */
  11819. setHSL( h, s, l, colorSpace = ColorManagement.workingColorSpace ) {
  11820. // h,s,l ranges are in 0.0 - 1.0
  11821. h = euclideanModulo( h, 1 );
  11822. s = clamp( s, 0, 1 );
  11823. l = clamp( l, 0, 1 );
  11824. if ( s === 0 ) {
  11825. this.r = this.g = this.b = l;
  11826. } else {
  11827. const p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  11828. const q = ( 2 * l ) - p;
  11829. this.r = hue2rgb( q, p, h + 1 / 3 );
  11830. this.g = hue2rgb( q, p, h );
  11831. this.b = hue2rgb( q, p, h - 1 / 3 );
  11832. }
  11833. ColorManagement.colorSpaceToWorking( this, colorSpace );
  11834. return this;
  11835. }
  11836. /**
  11837. * Sets this color from a CSS-style string. For example, `rgb(250, 0,0)`,
  11838. * `rgb(100%, 0%, 0%)`, `hsl(0, 100%, 50%)`, `#ff0000`, `#f00`, or `red` ( or
  11839. * any [X11 color name](https://en.wikipedia.org/wiki/X11_color_names#Color_name_chart) -
  11840. * all 140 color names are supported).
  11841. *
  11842. * @param {string} style - Color as a CSS-style string.
  11843. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11844. * @return {Color} A reference to this color.
  11845. */
  11846. setStyle( style, colorSpace = SRGBColorSpace ) {
  11847. function handleAlpha( string ) {
  11848. if ( string === undefined ) return;
  11849. if ( parseFloat( string ) < 1 ) {
  11850. warn( 'Color: Alpha component of ' + style + ' will be ignored.' );
  11851. }
  11852. }
  11853. let m;
  11854. if ( m = /^(\w+)\(([^\)]*)\)/.exec( style ) ) {
  11855. // rgb / hsl
  11856. let color;
  11857. const name = m[ 1 ];
  11858. const components = m[ 2 ];
  11859. switch ( name ) {
  11860. case 'rgb':
  11861. case 'rgba':
  11862. if ( color = /^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  11863. // rgb(255,0,0) rgba(255,0,0,0.5)
  11864. handleAlpha( color[ 4 ] );
  11865. return this.setRGB(
  11866. Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255,
  11867. Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255,
  11868. Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255,
  11869. colorSpace
  11870. );
  11871. }
  11872. if ( color = /^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  11873. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  11874. handleAlpha( color[ 4 ] );
  11875. return this.setRGB(
  11876. Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100,
  11877. Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100,
  11878. Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100,
  11879. colorSpace
  11880. );
  11881. }
  11882. break;
  11883. case 'hsl':
  11884. case 'hsla':
  11885. if ( color = /^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  11886. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  11887. handleAlpha( color[ 4 ] );
  11888. return this.setHSL(
  11889. parseFloat( color[ 1 ] ) / 360,
  11890. parseFloat( color[ 2 ] ) / 100,
  11891. parseFloat( color[ 3 ] ) / 100,
  11892. colorSpace
  11893. );
  11894. }
  11895. break;
  11896. default:
  11897. warn( 'Color: Unknown color model ' + style );
  11898. }
  11899. } else if ( m = /^\#([A-Fa-f\d]+)$/.exec( style ) ) {
  11900. // hex color
  11901. const hex = m[ 1 ];
  11902. const size = hex.length;
  11903. if ( size === 3 ) {
  11904. // #ff0
  11905. return this.setRGB(
  11906. parseInt( hex.charAt( 0 ), 16 ) / 15,
  11907. parseInt( hex.charAt( 1 ), 16 ) / 15,
  11908. parseInt( hex.charAt( 2 ), 16 ) / 15,
  11909. colorSpace
  11910. );
  11911. } else if ( size === 6 ) {
  11912. // #ff0000
  11913. return this.setHex( parseInt( hex, 16 ), colorSpace );
  11914. } else {
  11915. warn( 'Color: Invalid hex color ' + style );
  11916. }
  11917. } else if ( style && style.length > 0 ) {
  11918. return this.setColorName( style, colorSpace );
  11919. }
  11920. return this;
  11921. }
  11922. /**
  11923. * Sets this color from a color name. Faster than {@link Color#setStyle} if
  11924. * you don't need the other CSS-style formats.
  11925. *
  11926. * For convenience, the list of names is exposed in `Color.NAMES` as a hash.
  11927. * ```js
  11928. * Color.NAMES.aliceblue // returns 0xF0F8FF
  11929. * ```
  11930. *
  11931. * @param {string} style - The color name.
  11932. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11933. * @return {Color} A reference to this color.
  11934. */
  11935. setColorName( style, colorSpace = SRGBColorSpace ) {
  11936. // color keywords
  11937. const hex = _colorKeywords[ style.toLowerCase() ];
  11938. if ( hex !== undefined ) {
  11939. // red
  11940. this.setHex( hex, colorSpace );
  11941. } else {
  11942. // unknown color
  11943. warn( 'Color: Unknown color ' + style );
  11944. }
  11945. return this;
  11946. }
  11947. /**
  11948. * Returns a new color with copied values from this instance.
  11949. *
  11950. * @return {Color} A clone of this instance.
  11951. */
  11952. clone() {
  11953. return new this.constructor( this.r, this.g, this.b );
  11954. }
  11955. /**
  11956. * Copies the values of the given color to this instance.
  11957. *
  11958. * @param {Color} color - The color to copy.
  11959. * @return {Color} A reference to this color.
  11960. */
  11961. copy( color ) {
  11962. this.r = color.r;
  11963. this.g = color.g;
  11964. this.b = color.b;
  11965. return this;
  11966. }
  11967. /**
  11968. * Copies the given color into this color, and then converts this color from
  11969. * `SRGBColorSpace` to `LinearSRGBColorSpace`.
  11970. *
  11971. * @param {Color} color - The color to copy/convert.
  11972. * @return {Color} A reference to this color.
  11973. */
  11974. copySRGBToLinear( color ) {
  11975. this.r = SRGBToLinear( color.r );
  11976. this.g = SRGBToLinear( color.g );
  11977. this.b = SRGBToLinear( color.b );
  11978. return this;
  11979. }
  11980. /**
  11981. * Copies the given color into this color, and then converts this color from
  11982. * `LinearSRGBColorSpace` to `SRGBColorSpace`.
  11983. *
  11984. * @param {Color} color - The color to copy/convert.
  11985. * @return {Color} A reference to this color.
  11986. */
  11987. copyLinearToSRGB( color ) {
  11988. this.r = LinearToSRGB( color.r );
  11989. this.g = LinearToSRGB( color.g );
  11990. this.b = LinearToSRGB( color.b );
  11991. return this;
  11992. }
  11993. /**
  11994. * Converts this color from `SRGBColorSpace` to `LinearSRGBColorSpace`.
  11995. *
  11996. * @return {Color} A reference to this color.
  11997. */
  11998. convertSRGBToLinear() {
  11999. this.copySRGBToLinear( this );
  12000. return this;
  12001. }
  12002. /**
  12003. * Converts this color from `LinearSRGBColorSpace` to `SRGBColorSpace`.
  12004. *
  12005. * @return {Color} A reference to this color.
  12006. */
  12007. convertLinearToSRGB() {
  12008. this.copyLinearToSRGB( this );
  12009. return this;
  12010. }
  12011. /**
  12012. * Returns the hexadecimal value of this color.
  12013. *
  12014. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  12015. * @return {number} The hexadecimal value.
  12016. */
  12017. getHex( colorSpace = SRGBColorSpace ) {
  12018. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  12019. 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 ) );
  12020. }
  12021. /**
  12022. * Returns the hexadecimal value of this color as a string (for example, 'FFFFFF').
  12023. *
  12024. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  12025. * @return {string} The hexadecimal value as a string.
  12026. */
  12027. getHexString( colorSpace = SRGBColorSpace ) {
  12028. return ( '000000' + this.getHex( colorSpace ).toString( 16 ) ).slice( -6 );
  12029. }
  12030. /**
  12031. * Converts the colors RGB values into the HSL format and stores them into the
  12032. * given target object.
  12033. *
  12034. * @param {{h:number,s:number,l:number}} target - The target object that is used to store the method's result.
  12035. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  12036. * @return {{h:number,s:number,l:number}} The HSL representation of this color.
  12037. */
  12038. getHSL( target, colorSpace = ColorManagement.workingColorSpace ) {
  12039. // h,s,l ranges are in 0.0 - 1.0
  12040. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  12041. const r = _color.r, g = _color.g, b = _color.b;
  12042. const max = Math.max( r, g, b );
  12043. const min = Math.min( r, g, b );
  12044. let hue, saturation;
  12045. const lightness = ( min + max ) / 2.0;
  12046. if ( min === max ) {
  12047. hue = 0;
  12048. saturation = 0;
  12049. } else {
  12050. const delta = max - min;
  12051. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  12052. switch ( max ) {
  12053. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  12054. case g: hue = ( b - r ) / delta + 2; break;
  12055. case b: hue = ( r - g ) / delta + 4; break;
  12056. }
  12057. hue /= 6;
  12058. }
  12059. target.h = hue;
  12060. target.s = saturation;
  12061. target.l = lightness;
  12062. return target;
  12063. }
  12064. /**
  12065. * Returns the RGB values of this color and stores them into the given target object.
  12066. *
  12067. * @param {Color} target - The target color that is used to store the method's result.
  12068. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  12069. * @return {Color} The RGB representation of this color.
  12070. */
  12071. getRGB( target, colorSpace = ColorManagement.workingColorSpace ) {
  12072. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  12073. target.r = _color.r;
  12074. target.g = _color.g;
  12075. target.b = _color.b;
  12076. return target;
  12077. }
  12078. /**
  12079. * Returns the value of this color as a CSS style string. Example: `rgb(255,0,0)`.
  12080. *
  12081. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  12082. * @return {string} The CSS representation of this color.
  12083. */
  12084. getStyle( colorSpace = SRGBColorSpace ) {
  12085. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  12086. const r = _color.r, g = _color.g, b = _color.b;
  12087. if ( colorSpace !== SRGBColorSpace ) {
  12088. // Requires CSS Color Module Level 4 (https://www.w3.org/TR/css-color-4/).
  12089. return `color(${ colorSpace } ${ r.toFixed( 3 ) } ${ g.toFixed( 3 ) } ${ b.toFixed( 3 ) })`;
  12090. }
  12091. return `rgb(${ Math.round( r * 255 ) },${ Math.round( g * 255 ) },${ Math.round( b * 255 ) })`;
  12092. }
  12093. /**
  12094. * Adds the given HSL values to this color's values.
  12095. * Internally, this converts the color's RGB values to HSL, adds HSL
  12096. * and then converts the color back to RGB.
  12097. *
  12098. * @param {number} h - Hue value between `0.0` and `1.0`.
  12099. * @param {number} s - Saturation value between `0.0` and `1.0`.
  12100. * @param {number} l - Lightness value between `0.0` and `1.0`.
  12101. * @return {Color} A reference to this color.
  12102. */
  12103. offsetHSL( h, s, l ) {
  12104. this.getHSL( _hslA );
  12105. return this.setHSL( _hslA.h + h, _hslA.s + s, _hslA.l + l );
  12106. }
  12107. /**
  12108. * Adds the RGB values of the given color to the RGB values of this color.
  12109. *
  12110. * @param {Color} color - The color to add.
  12111. * @return {Color} A reference to this color.
  12112. */
  12113. add( color ) {
  12114. this.r += color.r;
  12115. this.g += color.g;
  12116. this.b += color.b;
  12117. return this;
  12118. }
  12119. /**
  12120. * Adds the RGB values of the given colors and stores the result in this instance.
  12121. *
  12122. * @param {Color} color1 - The first color.
  12123. * @param {Color} color2 - The second color.
  12124. * @return {Color} A reference to this color.
  12125. */
  12126. addColors( color1, color2 ) {
  12127. this.r = color1.r + color2.r;
  12128. this.g = color1.g + color2.g;
  12129. this.b = color1.b + color2.b;
  12130. return this;
  12131. }
  12132. /**
  12133. * Adds the given scalar value to the RGB values of this color.
  12134. *
  12135. * @param {number} s - The scalar to add.
  12136. * @return {Color} A reference to this color.
  12137. */
  12138. addScalar( s ) {
  12139. this.r += s;
  12140. this.g += s;
  12141. this.b += s;
  12142. return this;
  12143. }
  12144. /**
  12145. * Subtracts the RGB values of the given color from the RGB values of this color.
  12146. *
  12147. * @param {Color} color - The color to subtract.
  12148. * @return {Color} A reference to this color.
  12149. */
  12150. sub( color ) {
  12151. this.r = Math.max( 0, this.r - color.r );
  12152. this.g = Math.max( 0, this.g - color.g );
  12153. this.b = Math.max( 0, this.b - color.b );
  12154. return this;
  12155. }
  12156. /**
  12157. * Multiplies the RGB values of the given color with the RGB values of this color.
  12158. *
  12159. * @param {Color} color - The color to multiply.
  12160. * @return {Color} A reference to this color.
  12161. */
  12162. multiply( color ) {
  12163. this.r *= color.r;
  12164. this.g *= color.g;
  12165. this.b *= color.b;
  12166. return this;
  12167. }
  12168. /**
  12169. * Multiplies the given scalar value with the RGB values of this color.
  12170. *
  12171. * @param {number} s - The scalar to multiply.
  12172. * @return {Color} A reference to this color.
  12173. */
  12174. multiplyScalar( s ) {
  12175. this.r *= s;
  12176. this.g *= s;
  12177. this.b *= s;
  12178. return this;
  12179. }
  12180. /**
  12181. * Linearly interpolates this color's RGB values toward the RGB values of the
  12182. * given color. The alpha argument can be thought of as the ratio between
  12183. * the two colors, where `0.0` is this color and `1.0` is the first argument.
  12184. *
  12185. * @param {Color} color - The color to converge on.
  12186. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  12187. * @return {Color} A reference to this color.
  12188. */
  12189. lerp( color, alpha ) {
  12190. this.r += ( color.r - this.r ) * alpha;
  12191. this.g += ( color.g - this.g ) * alpha;
  12192. this.b += ( color.b - this.b ) * alpha;
  12193. return this;
  12194. }
  12195. /**
  12196. * Linearly interpolates between the given colors and stores the result in this instance.
  12197. * The alpha argument can be thought of as the ratio between the two colors, where `0.0`
  12198. * is the first and `1.0` is the second color.
  12199. *
  12200. * @param {Color} color1 - The first color.
  12201. * @param {Color} color2 - The second color.
  12202. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  12203. * @return {Color} A reference to this color.
  12204. */
  12205. lerpColors( color1, color2, alpha ) {
  12206. this.r = color1.r + ( color2.r - color1.r ) * alpha;
  12207. this.g = color1.g + ( color2.g - color1.g ) * alpha;
  12208. this.b = color1.b + ( color2.b - color1.b ) * alpha;
  12209. return this;
  12210. }
  12211. /**
  12212. * Linearly interpolates this color's HSL values toward the HSL values of the
  12213. * given color. It differs from {@link Color#lerp} by not interpolating straight
  12214. * from one color to the other, but instead going through all the hues in between
  12215. * those two colors. The alpha argument can be thought of as the ratio between
  12216. * the two colors, where 0.0 is this color and 1.0 is the first argument.
  12217. *
  12218. * @param {Color} color - The color to converge on.
  12219. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  12220. * @return {Color} A reference to this color.
  12221. */
  12222. lerpHSL( color, alpha ) {
  12223. this.getHSL( _hslA );
  12224. color.getHSL( _hslB );
  12225. const h = lerp( _hslA.h, _hslB.h, alpha );
  12226. const s = lerp( _hslA.s, _hslB.s, alpha );
  12227. const l = lerp( _hslA.l, _hslB.l, alpha );
  12228. this.setHSL( h, s, l );
  12229. return this;
  12230. }
  12231. /**
  12232. * Sets the color's RGB components from the given 3D vector.
  12233. *
  12234. * @param {Vector3} v - The vector to set.
  12235. * @return {Color} A reference to this color.
  12236. */
  12237. setFromVector3( v ) {
  12238. this.r = v.x;
  12239. this.g = v.y;
  12240. this.b = v.z;
  12241. return this;
  12242. }
  12243. /**
  12244. * Transforms this color with the given 3x3 matrix.
  12245. *
  12246. * @param {Matrix3} m - The matrix.
  12247. * @return {Color} A reference to this color.
  12248. */
  12249. applyMatrix3( m ) {
  12250. const r = this.r, g = this.g, b = this.b;
  12251. const e = m.elements;
  12252. this.r = e[ 0 ] * r + e[ 3 ] * g + e[ 6 ] * b;
  12253. this.g = e[ 1 ] * r + e[ 4 ] * g + e[ 7 ] * b;
  12254. this.b = e[ 2 ] * r + e[ 5 ] * g + e[ 8 ] * b;
  12255. return this;
  12256. }
  12257. /**
  12258. * Returns `true` if this color is equal with the given one.
  12259. *
  12260. * @param {Color} c - The color to test for equality.
  12261. * @return {boolean} Whether this bounding color is equal with the given one.
  12262. */
  12263. equals( c ) {
  12264. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  12265. }
  12266. /**
  12267. * Sets this color's RGB components from the given array.
  12268. *
  12269. * @param {Array<number>} array - An array holding the RGB values.
  12270. * @param {number} [offset=0] - The offset into the array.
  12271. * @return {Color} A reference to this color.
  12272. */
  12273. fromArray( array, offset = 0 ) {
  12274. this.r = array[ offset ];
  12275. this.g = array[ offset + 1 ];
  12276. this.b = array[ offset + 2 ];
  12277. return this;
  12278. }
  12279. /**
  12280. * Writes the RGB components of this color to the given array. If no array is provided,
  12281. * the method returns a new instance.
  12282. *
  12283. * @param {Array<number>} [array=[]] - The target array holding the color components.
  12284. * @param {number} [offset=0] - Index of the first element in the array.
  12285. * @return {Array<number>} The color components.
  12286. */
  12287. toArray( array = [], offset = 0 ) {
  12288. array[ offset ] = this.r;
  12289. array[ offset + 1 ] = this.g;
  12290. array[ offset + 2 ] = this.b;
  12291. return array;
  12292. }
  12293. /**
  12294. * Sets the components of this color from the given buffer attribute.
  12295. *
  12296. * @param {BufferAttribute} attribute - The buffer attribute holding color data.
  12297. * @param {number} index - The index into the attribute.
  12298. * @return {Color} A reference to this color.
  12299. */
  12300. fromBufferAttribute( attribute, index ) {
  12301. this.r = attribute.getX( index );
  12302. this.g = attribute.getY( index );
  12303. this.b = attribute.getZ( index );
  12304. return this;
  12305. }
  12306. /**
  12307. * This methods defines the serialization result of this class. Returns the color
  12308. * as a hexadecimal value.
  12309. *
  12310. * @return {number} The hexadecimal value.
  12311. */
  12312. toJSON() {
  12313. return this.getHex();
  12314. }
  12315. *[ Symbol.iterator ]() {
  12316. yield this.r;
  12317. yield this.g;
  12318. yield this.b;
  12319. }
  12320. }
  12321. const _color = /*@__PURE__*/ new Color();
  12322. /**
  12323. * A dictionary with X11 color names.
  12324. *
  12325. * Note that multiple words such as Dark Orange become the string 'darkorange'.
  12326. *
  12327. * @static
  12328. * @type {Object}
  12329. */
  12330. Color.NAMES = _colorKeywords;
  12331. let _materialId = 0;
  12332. /**
  12333. * Abstract base class for materials.
  12334. *
  12335. * Materials define the appearance of renderable 3D objects.
  12336. *
  12337. * @abstract
  12338. * @augments EventDispatcher
  12339. */
  12340. class Material extends EventDispatcher {
  12341. /**
  12342. * Constructs a new material.
  12343. */
  12344. constructor() {
  12345. super();
  12346. /**
  12347. * This flag can be used for type testing.
  12348. *
  12349. * @type {boolean}
  12350. * @readonly
  12351. * @default true
  12352. */
  12353. this.isMaterial = true;
  12354. /**
  12355. * The ID of the material.
  12356. *
  12357. * @name Material#id
  12358. * @type {number}
  12359. * @readonly
  12360. */
  12361. Object.defineProperty( this, 'id', { value: _materialId ++ } );
  12362. /**
  12363. * The UUID of the material.
  12364. *
  12365. * @type {string}
  12366. * @readonly
  12367. */
  12368. this.uuid = generateUUID();
  12369. /**
  12370. * The name of the material.
  12371. *
  12372. * @type {string}
  12373. */
  12374. this.name = '';
  12375. /**
  12376. * The type property is used for detecting the object type
  12377. * in context of serialization/deserialization.
  12378. *
  12379. * @type {string}
  12380. * @readonly
  12381. */
  12382. this.type = 'Material';
  12383. /**
  12384. * Defines the blending type of the material.
  12385. *
  12386. * It must be set to `CustomBlending` if custom blending properties like
  12387. * {@link Material#blendSrc}, {@link Material#blendDst} or {@link Material#blendEquation}
  12388. * should have any effect.
  12389. *
  12390. * @type {(NoBlending|NormalBlending|AdditiveBlending|SubtractiveBlending|MultiplyBlending|CustomBlending)}
  12391. * @default NormalBlending
  12392. */
  12393. this.blending = NormalBlending;
  12394. /**
  12395. * Defines which side of faces will be rendered - front, back or both.
  12396. *
  12397. * @type {(FrontSide|BackSide|DoubleSide)}
  12398. * @default FrontSide
  12399. */
  12400. this.side = FrontSide;
  12401. /**
  12402. * If set to `true`, vertex colors should be used.
  12403. *
  12404. * The engine supports RGB and RGBA vertex colors depending on whether a three (RGB) or
  12405. * four (RGBA) component color buffer attribute is used.
  12406. *
  12407. * @type {boolean}
  12408. * @default false
  12409. */
  12410. this.vertexColors = false;
  12411. /**
  12412. * Defines how transparent the material is.
  12413. * A value of `0.0` indicates fully transparent, `1.0` is fully opaque.
  12414. *
  12415. * If the {@link Material#transparent} is not set to `true`,
  12416. * the material will remain fully opaque and this value will only affect its color.
  12417. *
  12418. * @type {number}
  12419. * @default 1
  12420. */
  12421. this.opacity = 1;
  12422. /**
  12423. * Defines whether this material is transparent. This has an effect on
  12424. * rendering as transparent objects need special treatment and are rendered
  12425. * after non-transparent objects.
  12426. *
  12427. * When set to true, the extent to which the material is transparent is
  12428. * controlled by {@link Material#opacity}.
  12429. *
  12430. * @type {boolean}
  12431. * @default false
  12432. */
  12433. this.transparent = false;
  12434. /**
  12435. * Enables alpha hashed transparency, an alternative to {@link Material#transparent} or
  12436. * {@link Material#alphaTest}. The material will not be rendered if opacity is lower than
  12437. * a random threshold. Randomization introduces some grain or noise, but approximates alpha
  12438. * blending without the associated problems of sorting. Using TAA can reduce the resulting noise.
  12439. *
  12440. * @type {boolean}
  12441. * @default false
  12442. */
  12443. this.alphaHash = false;
  12444. /**
  12445. * Defines the blending source factor.
  12446. *
  12447. * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12448. * @default SrcAlphaFactor
  12449. */
  12450. this.blendSrc = SrcAlphaFactor;
  12451. /**
  12452. * Defines the blending destination factor.
  12453. *
  12454. * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12455. * @default OneMinusSrcAlphaFactor
  12456. */
  12457. this.blendDst = OneMinusSrcAlphaFactor;
  12458. /**
  12459. * Defines the blending equation.
  12460. *
  12461. * @type {(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
  12462. * @default AddEquation
  12463. */
  12464. this.blendEquation = AddEquation;
  12465. /**
  12466. * Defines the blending source alpha factor.
  12467. *
  12468. * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12469. * @default null
  12470. */
  12471. this.blendSrcAlpha = null;
  12472. /**
  12473. * Defines the blending destination alpha factor.
  12474. *
  12475. * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12476. * @default null
  12477. */
  12478. this.blendDstAlpha = null;
  12479. /**
  12480. * Defines the blending equation of the alpha channel.
  12481. *
  12482. * @type {?(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
  12483. * @default null
  12484. */
  12485. this.blendEquationAlpha = null;
  12486. /**
  12487. * Represents the RGB values of the constant blend color.
  12488. *
  12489. * This property has only an effect when using custom blending with `ConstantColor` or `OneMinusConstantColor`.
  12490. *
  12491. * @type {Color}
  12492. * @default (0,0,0)
  12493. */
  12494. this.blendColor = new Color( 0, 0, 0 );
  12495. /**
  12496. * Represents the alpha value of the constant blend color.
  12497. *
  12498. * This property has only an effect when using custom blending with `ConstantAlpha` or `OneMinusConstantAlpha`.
  12499. *
  12500. * @type {number}
  12501. * @default 0
  12502. */
  12503. this.blendAlpha = 0;
  12504. /**
  12505. * Defines the depth function.
  12506. *
  12507. * @type {(NeverDepth|AlwaysDepth|LessDepth|LessEqualDepth|EqualDepth|GreaterEqualDepth|GreaterDepth|NotEqualDepth)}
  12508. * @default LessEqualDepth
  12509. */
  12510. this.depthFunc = LessEqualDepth;
  12511. /**
  12512. * Whether to have depth test enabled when rendering this material.
  12513. * When the depth test is disabled, the depth write will also be implicitly disabled.
  12514. *
  12515. * @type {boolean}
  12516. * @default true
  12517. */
  12518. this.depthTest = true;
  12519. /**
  12520. * Whether rendering this material has any effect on the depth buffer.
  12521. *
  12522. * When drawing 2D overlays it can be useful to disable the depth writing in
  12523. * order to layer several things together without creating z-index artifacts.
  12524. *
  12525. * @type {boolean}
  12526. * @default true
  12527. */
  12528. this.depthWrite = true;
  12529. /**
  12530. * The bit mask to use when writing to the stencil buffer.
  12531. *
  12532. * @type {number}
  12533. * @default 0xff
  12534. */
  12535. this.stencilWriteMask = 0xff;
  12536. /**
  12537. * The stencil comparison function to use.
  12538. *
  12539. * @type {NeverStencilFunc|LessStencilFunc|EqualStencilFunc|LessEqualStencilFunc|GreaterStencilFunc|NotEqualStencilFunc|GreaterEqualStencilFunc|AlwaysStencilFunc}
  12540. * @default AlwaysStencilFunc
  12541. */
  12542. this.stencilFunc = AlwaysStencilFunc;
  12543. /**
  12544. * The value to use when performing stencil comparisons or stencil operations.
  12545. *
  12546. * @type {number}
  12547. * @default 0
  12548. */
  12549. this.stencilRef = 0;
  12550. /**
  12551. * The bit mask to use when comparing against the stencil buffer.
  12552. *
  12553. * @type {number}
  12554. * @default 0xff
  12555. */
  12556. this.stencilFuncMask = 0xff;
  12557. /**
  12558. * Which stencil operation to perform when the comparison function returns `false`.
  12559. *
  12560. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  12561. * @default KeepStencilOp
  12562. */
  12563. this.stencilFail = KeepStencilOp;
  12564. /**
  12565. * Which stencil operation to perform when the comparison function returns
  12566. * `true` but the depth test fails.
  12567. *
  12568. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  12569. * @default KeepStencilOp
  12570. */
  12571. this.stencilZFail = KeepStencilOp;
  12572. /**
  12573. * Which stencil operation to perform when the comparison function returns
  12574. * `true` and the depth test passes.
  12575. *
  12576. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  12577. * @default KeepStencilOp
  12578. */
  12579. this.stencilZPass = KeepStencilOp;
  12580. /**
  12581. * Whether stencil operations are performed against the stencil buffer. In
  12582. * order to perform writes or comparisons against the stencil buffer this
  12583. * value must be `true`.
  12584. *
  12585. * @type {boolean}
  12586. * @default false
  12587. */
  12588. this.stencilWrite = false;
  12589. /**
  12590. * User-defined clipping planes specified as THREE.Plane objects in world
  12591. * space. These planes apply to the objects this material is attached to.
  12592. * Points in space whose signed distance to the plane is negative are clipped
  12593. * (not rendered). This requires {@link WebGLRenderer#localClippingEnabled} to
  12594. * be `true`.
  12595. *
  12596. * @type {?Array<Plane>}
  12597. * @default null
  12598. */
  12599. this.clippingPlanes = null;
  12600. /**
  12601. * Changes the behavior of clipping planes so that only their intersection is
  12602. * clipped, rather than their union.
  12603. *
  12604. * @type {boolean}
  12605. * @default false
  12606. */
  12607. this.clipIntersection = false;
  12608. /**
  12609. * Defines whether to clip shadows according to the clipping planes specified
  12610. * on this material.
  12611. *
  12612. * @type {boolean}
  12613. * @default false
  12614. */
  12615. this.clipShadows = false;
  12616. /**
  12617. * Defines which side of faces cast shadows. If `null`, the side casting shadows
  12618. * is determined as follows:
  12619. *
  12620. * - When {@link Material#side} is set to `FrontSide`, the back side cast shadows.
  12621. * - When {@link Material#side} is set to `BackSide`, the front side cast shadows.
  12622. * - When {@link Material#side} is set to `DoubleSide`, both sides cast shadows.
  12623. *
  12624. * @type {?(FrontSide|BackSide|DoubleSide)}
  12625. * @default null
  12626. */
  12627. this.shadowSide = null;
  12628. /**
  12629. * Whether to render the material's color.
  12630. *
  12631. * This can be used in conjunction with {@link Object3D#renderOder} to create invisible
  12632. * objects that occlude other objects.
  12633. *
  12634. * @type {boolean}
  12635. * @default true
  12636. */
  12637. this.colorWrite = true;
  12638. /**
  12639. * Override the renderer's default precision for this material.
  12640. *
  12641. * @type {?('highp'|'mediump'|'lowp')}
  12642. * @default null
  12643. */
  12644. this.precision = null;
  12645. /**
  12646. * Whether to use polygon offset or not. When enabled, each fragment's depth value will
  12647. * be offset after it is interpolated from the depth values of the appropriate vertices.
  12648. * The offset is added before the depth test is performed and before the value is written
  12649. * into the depth buffer.
  12650. *
  12651. * Can be useful for rendering hidden-line images, for applying decals to surfaces, and for
  12652. * rendering solids with highlighted edges.
  12653. *
  12654. * @type {boolean}
  12655. * @default false
  12656. */
  12657. this.polygonOffset = false;
  12658. /**
  12659. * Specifies a scale factor that is used to create a variable depth offset for each polygon.
  12660. *
  12661. * @type {number}
  12662. * @default 0
  12663. */
  12664. this.polygonOffsetFactor = 0;
  12665. /**
  12666. * Is multiplied by an implementation-specific value to create a constant depth offset.
  12667. *
  12668. * @type {number}
  12669. * @default 0
  12670. */
  12671. this.polygonOffsetUnits = 0;
  12672. /**
  12673. * Whether to apply dithering to the color to remove the appearance of banding.
  12674. *
  12675. * @type {boolean}
  12676. * @default false
  12677. */
  12678. this.dithering = false;
  12679. /**
  12680. * Whether alpha to coverage should be enabled or not. Can only be used with MSAA-enabled contexts
  12681. * (meaning when the renderer was created with *antialias* parameter set to `true`). Enabling this
  12682. * will smooth aliasing on clip plane edges and alphaTest-clipped edges.
  12683. *
  12684. * @type {boolean}
  12685. * @default false
  12686. */
  12687. this.alphaToCoverage = false;
  12688. /**
  12689. * Whether to premultiply the alpha (transparency) value.
  12690. *
  12691. * @type {boolean}
  12692. * @default false
  12693. */
  12694. this.premultipliedAlpha = false;
  12695. /**
  12696. * Whether double-sided, transparent objects should be rendered with a single pass or not.
  12697. *
  12698. * The engine renders double-sided, transparent objects with two draw calls (back faces first,
  12699. * then front faces) to mitigate transparency artifacts. There are scenarios however where this
  12700. * approach produces no quality gains but still doubles draw calls e.g. when rendering flat
  12701. * vegetation like grass sprites. In these cases, set the `forceSinglePass` flag to `true` to
  12702. * disable the two pass rendering to avoid performance issues.
  12703. *
  12704. * @type {boolean}
  12705. * @default false
  12706. */
  12707. this.forceSinglePass = false;
  12708. /**
  12709. * Whether it's possible to override the material with {@link Scene#overrideMaterial} or not.
  12710. *
  12711. * @type {boolean}
  12712. * @default true
  12713. */
  12714. this.allowOverride = true;
  12715. /**
  12716. * Defines whether 3D objects using this material are visible.
  12717. *
  12718. * @type {boolean}
  12719. * @default true
  12720. */
  12721. this.visible = true;
  12722. /**
  12723. * Defines whether this material is tone mapped according to the renderer's tone mapping setting.
  12724. *
  12725. * It is ignored when rendering to a render target or using post processing or when using
  12726. * `WebGPURenderer`. In all these cases, all materials are honored by tone mapping.
  12727. *
  12728. * @type {boolean}
  12729. * @default true
  12730. */
  12731. this.toneMapped = true;
  12732. /**
  12733. * An object that can be used to store custom data about the Material. It
  12734. * should not hold references to functions as these will not be cloned.
  12735. *
  12736. * @type {Object}
  12737. */
  12738. this.userData = {};
  12739. /**
  12740. * This starts at `0` and counts how many times {@link Material#needsUpdate} is set to `true`.
  12741. *
  12742. * @type {number}
  12743. * @readonly
  12744. * @default 0
  12745. */
  12746. this.version = 0;
  12747. this._alphaTest = 0;
  12748. }
  12749. /**
  12750. * Sets the alpha value to be used when running an alpha test. The material
  12751. * will not be rendered if the opacity is lower than this value.
  12752. *
  12753. * @type {number}
  12754. * @readonly
  12755. * @default 0
  12756. */
  12757. get alphaTest() {
  12758. return this._alphaTest;
  12759. }
  12760. set alphaTest( value ) {
  12761. if ( this._alphaTest > 0 !== value > 0 ) {
  12762. this.version ++;
  12763. }
  12764. this._alphaTest = value;
  12765. }
  12766. /**
  12767. * An optional callback that is executed immediately before the material is used to render a 3D object.
  12768. *
  12769. * This method can only be used when rendering with {@link WebGLRenderer}.
  12770. *
  12771. * @param {WebGLRenderer} renderer - The renderer.
  12772. * @param {Scene} scene - The scene.
  12773. * @param {Camera} camera - The camera that is used to render the scene.
  12774. * @param {BufferGeometry} geometry - The 3D object's geometry.
  12775. * @param {Object3D} object - The 3D object.
  12776. * @param {Object} group - The geometry group data.
  12777. */
  12778. onBeforeRender( /* renderer, scene, camera, geometry, object, group */ ) {}
  12779. /**
  12780. * An optional callback that is executed immediately before the shader
  12781. * program is compiled. This function is called with the shader source code
  12782. * as a parameter. Useful for the modification of built-in materials.
  12783. *
  12784. * This method can only be used when rendering with {@link WebGLRenderer}. The
  12785. * recommended approach when customizing materials is to use `WebGPURenderer` with the new
  12786. * Node Material system and [TSL](https://github.com/mrdoob/three.js/wiki/Three.js-Shading-Language).
  12787. *
  12788. * @param {{vertexShader:string,fragmentShader:string,uniforms:Object}} shaderobject - The object holds the uniforms and the vertex and fragment shader source.
  12789. * @param {WebGLRenderer} renderer - A reference to the renderer.
  12790. */
  12791. onBeforeCompile( /* shaderobject, renderer */ ) {}
  12792. /**
  12793. * In case {@link Material#onBeforeCompile} is used, this callback can be used to identify
  12794. * values of settings used in `onBeforeCompile()`, so three.js can reuse a cached
  12795. * shader or recompile the shader for this material as needed.
  12796. *
  12797. * This method can only be used when rendering with {@link WebGLRenderer}.
  12798. *
  12799. * @return {string} The custom program cache key.
  12800. */
  12801. customProgramCacheKey() {
  12802. return this.onBeforeCompile.toString();
  12803. }
  12804. /**
  12805. * This method can be used to set default values from parameter objects.
  12806. * It is a generic implementation so it can be used with different types
  12807. * of materials.
  12808. *
  12809. * @param {Object} [values] - The material values to set.
  12810. */
  12811. setValues( values ) {
  12812. if ( values === undefined ) return;
  12813. for ( const key in values ) {
  12814. const newValue = values[ key ];
  12815. if ( newValue === undefined ) {
  12816. warn( `Material: parameter '${ key }' has value of undefined.` );
  12817. continue;
  12818. }
  12819. const currentValue = this[ key ];
  12820. if ( currentValue === undefined ) {
  12821. warn( `Material: '${ key }' is not a property of THREE.${ this.type }.` );
  12822. continue;
  12823. }
  12824. if ( currentValue && currentValue.isColor ) {
  12825. currentValue.set( newValue );
  12826. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  12827. currentValue.copy( newValue );
  12828. } else {
  12829. this[ key ] = newValue;
  12830. }
  12831. }
  12832. }
  12833. /**
  12834. * Serializes the material into JSON.
  12835. *
  12836. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  12837. * @return {Object} A JSON object representing the serialized material.
  12838. * @see {@link ObjectLoader#parse}
  12839. */
  12840. toJSON( meta ) {
  12841. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  12842. if ( isRootObject ) {
  12843. meta = {
  12844. textures: {},
  12845. images: {}
  12846. };
  12847. }
  12848. const data = {
  12849. metadata: {
  12850. version: 4.7,
  12851. type: 'Material',
  12852. generator: 'Material.toJSON'
  12853. }
  12854. };
  12855. // standard Material serialization
  12856. data.uuid = this.uuid;
  12857. data.type = this.type;
  12858. if ( this.name !== '' ) data.name = this.name;
  12859. if ( this.color && this.color.isColor ) data.color = this.color.getHex();
  12860. if ( this.roughness !== undefined ) data.roughness = this.roughness;
  12861. if ( this.metalness !== undefined ) data.metalness = this.metalness;
  12862. if ( this.sheen !== undefined ) data.sheen = this.sheen;
  12863. if ( this.sheenColor && this.sheenColor.isColor ) data.sheenColor = this.sheenColor.getHex();
  12864. if ( this.sheenRoughness !== undefined ) data.sheenRoughness = this.sheenRoughness;
  12865. if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
  12866. if ( this.emissiveIntensity !== undefined && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;
  12867. if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
  12868. if ( this.specularIntensity !== undefined ) data.specularIntensity = this.specularIntensity;
  12869. if ( this.specularColor && this.specularColor.isColor ) data.specularColor = this.specularColor.getHex();
  12870. if ( this.shininess !== undefined ) data.shininess = this.shininess;
  12871. if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;
  12872. if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;
  12873. if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {
  12874. data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;
  12875. }
  12876. if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {
  12877. data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;
  12878. }
  12879. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  12880. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  12881. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  12882. }
  12883. if ( this.sheenColorMap && this.sheenColorMap.isTexture ) {
  12884. data.sheenColorMap = this.sheenColorMap.toJSON( meta ).uuid;
  12885. }
  12886. if ( this.sheenRoughnessMap && this.sheenRoughnessMap.isTexture ) {
  12887. data.sheenRoughnessMap = this.sheenRoughnessMap.toJSON( meta ).uuid;
  12888. }
  12889. if ( this.dispersion !== undefined ) data.dispersion = this.dispersion;
  12890. if ( this.iridescence !== undefined ) data.iridescence = this.iridescence;
  12891. if ( this.iridescenceIOR !== undefined ) data.iridescenceIOR = this.iridescenceIOR;
  12892. if ( this.iridescenceThicknessRange !== undefined ) data.iridescenceThicknessRange = this.iridescenceThicknessRange;
  12893. if ( this.iridescenceMap && this.iridescenceMap.isTexture ) {
  12894. data.iridescenceMap = this.iridescenceMap.toJSON( meta ).uuid;
  12895. }
  12896. if ( this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture ) {
  12897. data.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON( meta ).uuid;
  12898. }
  12899. if ( this.anisotropy !== undefined ) data.anisotropy = this.anisotropy;
  12900. if ( this.anisotropyRotation !== undefined ) data.anisotropyRotation = this.anisotropyRotation;
  12901. if ( this.anisotropyMap && this.anisotropyMap.isTexture ) {
  12902. data.anisotropyMap = this.anisotropyMap.toJSON( meta ).uuid;
  12903. }
  12904. if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
  12905. if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;
  12906. if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
  12907. if ( this.lightMap && this.lightMap.isTexture ) {
  12908. data.lightMap = this.lightMap.toJSON( meta ).uuid;
  12909. data.lightMapIntensity = this.lightMapIntensity;
  12910. }
  12911. if ( this.aoMap && this.aoMap.isTexture ) {
  12912. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  12913. data.aoMapIntensity = this.aoMapIntensity;
  12914. }
  12915. if ( this.bumpMap && this.bumpMap.isTexture ) {
  12916. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  12917. data.bumpScale = this.bumpScale;
  12918. }
  12919. if ( this.normalMap && this.normalMap.isTexture ) {
  12920. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  12921. data.normalMapType = this.normalMapType;
  12922. data.normalScale = this.normalScale.toArray();
  12923. }
  12924. if ( this.displacementMap && this.displacementMap.isTexture ) {
  12925. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  12926. data.displacementScale = this.displacementScale;
  12927. data.displacementBias = this.displacementBias;
  12928. }
  12929. if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
  12930. if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
  12931. if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
  12932. if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
  12933. if ( this.specularIntensityMap && this.specularIntensityMap.isTexture ) data.specularIntensityMap = this.specularIntensityMap.toJSON( meta ).uuid;
  12934. if ( this.specularColorMap && this.specularColorMap.isTexture ) data.specularColorMap = this.specularColorMap.toJSON( meta ).uuid;
  12935. if ( this.envMap && this.envMap.isTexture ) {
  12936. data.envMap = this.envMap.toJSON( meta ).uuid;
  12937. if ( this.combine !== undefined ) data.combine = this.combine;
  12938. }
  12939. if ( this.envMapRotation !== undefined ) data.envMapRotation = this.envMapRotation.toArray();
  12940. if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;
  12941. if ( this.reflectivity !== undefined ) data.reflectivity = this.reflectivity;
  12942. if ( this.refractionRatio !== undefined ) data.refractionRatio = this.refractionRatio;
  12943. if ( this.gradientMap && this.gradientMap.isTexture ) {
  12944. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  12945. }
  12946. if ( this.transmission !== undefined ) data.transmission = this.transmission;
  12947. if ( this.transmissionMap && this.transmissionMap.isTexture ) data.transmissionMap = this.transmissionMap.toJSON( meta ).uuid;
  12948. if ( this.thickness !== undefined ) data.thickness = this.thickness;
  12949. if ( this.thicknessMap && this.thicknessMap.isTexture ) data.thicknessMap = this.thicknessMap.toJSON( meta ).uuid;
  12950. if ( this.attenuationDistance !== undefined && this.attenuationDistance !== Infinity ) data.attenuationDistance = this.attenuationDistance;
  12951. if ( this.attenuationColor !== undefined ) data.attenuationColor = this.attenuationColor.getHex();
  12952. if ( this.size !== undefined ) data.size = this.size;
  12953. if ( this.shadowSide !== null ) data.shadowSide = this.shadowSide;
  12954. if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
  12955. if ( this.blending !== NormalBlending ) data.blending = this.blending;
  12956. if ( this.side !== FrontSide ) data.side = this.side;
  12957. if ( this.vertexColors === true ) data.vertexColors = true;
  12958. if ( this.opacity < 1 ) data.opacity = this.opacity;
  12959. if ( this.transparent === true ) data.transparent = true;
  12960. if ( this.blendSrc !== SrcAlphaFactor ) data.blendSrc = this.blendSrc;
  12961. if ( this.blendDst !== OneMinusSrcAlphaFactor ) data.blendDst = this.blendDst;
  12962. if ( this.blendEquation !== AddEquation ) data.blendEquation = this.blendEquation;
  12963. if ( this.blendSrcAlpha !== null ) data.blendSrcAlpha = this.blendSrcAlpha;
  12964. if ( this.blendDstAlpha !== null ) data.blendDstAlpha = this.blendDstAlpha;
  12965. if ( this.blendEquationAlpha !== null ) data.blendEquationAlpha = this.blendEquationAlpha;
  12966. if ( this.blendColor && this.blendColor.isColor ) data.blendColor = this.blendColor.getHex();
  12967. if ( this.blendAlpha !== 0 ) data.blendAlpha = this.blendAlpha;
  12968. if ( this.depthFunc !== LessEqualDepth ) data.depthFunc = this.depthFunc;
  12969. if ( this.depthTest === false ) data.depthTest = this.depthTest;
  12970. if ( this.depthWrite === false ) data.depthWrite = this.depthWrite;
  12971. if ( this.colorWrite === false ) data.colorWrite = this.colorWrite;
  12972. if ( this.stencilWriteMask !== 0xff ) data.stencilWriteMask = this.stencilWriteMask;
  12973. if ( this.stencilFunc !== AlwaysStencilFunc ) data.stencilFunc = this.stencilFunc;
  12974. if ( this.stencilRef !== 0 ) data.stencilRef = this.stencilRef;
  12975. if ( this.stencilFuncMask !== 0xff ) data.stencilFuncMask = this.stencilFuncMask;
  12976. if ( this.stencilFail !== KeepStencilOp ) data.stencilFail = this.stencilFail;
  12977. if ( this.stencilZFail !== KeepStencilOp ) data.stencilZFail = this.stencilZFail;
  12978. if ( this.stencilZPass !== KeepStencilOp ) data.stencilZPass = this.stencilZPass;
  12979. if ( this.stencilWrite === true ) data.stencilWrite = this.stencilWrite;
  12980. // rotation (SpriteMaterial)
  12981. if ( this.rotation !== undefined && this.rotation !== 0 ) data.rotation = this.rotation;
  12982. if ( this.polygonOffset === true ) data.polygonOffset = true;
  12983. if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;
  12984. if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;
  12985. if ( this.linewidth !== undefined && this.linewidth !== 1 ) data.linewidth = this.linewidth;
  12986. if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
  12987. if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
  12988. if ( this.scale !== undefined ) data.scale = this.scale;
  12989. if ( this.dithering === true ) data.dithering = true;
  12990. if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
  12991. if ( this.alphaHash === true ) data.alphaHash = true;
  12992. if ( this.alphaToCoverage === true ) data.alphaToCoverage = true;
  12993. if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = true;
  12994. if ( this.forceSinglePass === true ) data.forceSinglePass = true;
  12995. if ( this.allowOverride === false ) data.allowOverride = false;
  12996. if ( this.wireframe === true ) data.wireframe = true;
  12997. if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
  12998. if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
  12999. if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
  13000. if ( this.flatShading === true ) data.flatShading = true;
  13001. if ( this.visible === false ) data.visible = false;
  13002. if ( this.toneMapped === false ) data.toneMapped = false;
  13003. if ( this.fog === false ) data.fog = false;
  13004. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  13005. // TODO: Copied from Object3D.toJSON
  13006. function extractFromCache( cache ) {
  13007. const values = [];
  13008. for ( const key in cache ) {
  13009. const data = cache[ key ];
  13010. delete data.metadata;
  13011. values.push( data );
  13012. }
  13013. return values;
  13014. }
  13015. if ( isRootObject ) {
  13016. const textures = extractFromCache( meta.textures );
  13017. const images = extractFromCache( meta.images );
  13018. if ( textures.length > 0 ) data.textures = textures;
  13019. if ( images.length > 0 ) data.images = images;
  13020. }
  13021. return data;
  13022. }
  13023. /**
  13024. * Returns a new material with copied values from this instance.
  13025. *
  13026. * @return {Material} A clone of this instance.
  13027. */
  13028. clone() {
  13029. return new this.constructor().copy( this );
  13030. }
  13031. /**
  13032. * Copies the values of the given material to this instance.
  13033. *
  13034. * @param {Material} source - The material to copy.
  13035. * @return {Material} A reference to this instance.
  13036. */
  13037. copy( source ) {
  13038. this.name = source.name;
  13039. this.blending = source.blending;
  13040. this.side = source.side;
  13041. this.vertexColors = source.vertexColors;
  13042. this.opacity = source.opacity;
  13043. this.transparent = source.transparent;
  13044. this.blendSrc = source.blendSrc;
  13045. this.blendDst = source.blendDst;
  13046. this.blendEquation = source.blendEquation;
  13047. this.blendSrcAlpha = source.blendSrcAlpha;
  13048. this.blendDstAlpha = source.blendDstAlpha;
  13049. this.blendEquationAlpha = source.blendEquationAlpha;
  13050. this.blendColor.copy( source.blendColor );
  13051. this.blendAlpha = source.blendAlpha;
  13052. this.depthFunc = source.depthFunc;
  13053. this.depthTest = source.depthTest;
  13054. this.depthWrite = source.depthWrite;
  13055. this.stencilWriteMask = source.stencilWriteMask;
  13056. this.stencilFunc = source.stencilFunc;
  13057. this.stencilRef = source.stencilRef;
  13058. this.stencilFuncMask = source.stencilFuncMask;
  13059. this.stencilFail = source.stencilFail;
  13060. this.stencilZFail = source.stencilZFail;
  13061. this.stencilZPass = source.stencilZPass;
  13062. this.stencilWrite = source.stencilWrite;
  13063. const srcPlanes = source.clippingPlanes;
  13064. let dstPlanes = null;
  13065. if ( srcPlanes !== null ) {
  13066. const n = srcPlanes.length;
  13067. dstPlanes = new Array( n );
  13068. for ( let i = 0; i !== n; ++ i ) {
  13069. dstPlanes[ i ] = srcPlanes[ i ].clone();
  13070. }
  13071. }
  13072. this.clippingPlanes = dstPlanes;
  13073. this.clipIntersection = source.clipIntersection;
  13074. this.clipShadows = source.clipShadows;
  13075. this.shadowSide = source.shadowSide;
  13076. this.colorWrite = source.colorWrite;
  13077. this.precision = source.precision;
  13078. this.polygonOffset = source.polygonOffset;
  13079. this.polygonOffsetFactor = source.polygonOffsetFactor;
  13080. this.polygonOffsetUnits = source.polygonOffsetUnits;
  13081. this.dithering = source.dithering;
  13082. this.alphaTest = source.alphaTest;
  13083. this.alphaHash = source.alphaHash;
  13084. this.alphaToCoverage = source.alphaToCoverage;
  13085. this.premultipliedAlpha = source.premultipliedAlpha;
  13086. this.forceSinglePass = source.forceSinglePass;
  13087. this.allowOverride = source.allowOverride;
  13088. this.visible = source.visible;
  13089. this.toneMapped = source.toneMapped;
  13090. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  13091. return this;
  13092. }
  13093. /**
  13094. * Frees the GPU-related resources allocated by this instance. Call this
  13095. * method whenever this instance is no longer used in your app.
  13096. *
  13097. * @fires Material#dispose
  13098. */
  13099. dispose() {
  13100. /**
  13101. * Fires when the material has been disposed of.
  13102. *
  13103. * @event Material#dispose
  13104. * @type {Object}
  13105. */
  13106. this.dispatchEvent( { type: 'dispose' } );
  13107. }
  13108. /**
  13109. * Setting this property to `true` indicates the engine the material
  13110. * needs to be recompiled.
  13111. *
  13112. * @type {boolean}
  13113. * @default false
  13114. * @param {boolean} value
  13115. */
  13116. set needsUpdate( value ) {
  13117. if ( value === true ) this.version ++;
  13118. }
  13119. }
  13120. /**
  13121. * A material for drawing geometries in a simple shaded (flat or wireframe) way.
  13122. *
  13123. * This material is not affected by lights.
  13124. *
  13125. * @augments Material
  13126. * @demo scenes/material-browser.html#MeshBasicMaterial
  13127. */
  13128. class MeshBasicMaterial extends Material {
  13129. /**
  13130. * Constructs a new mesh basic material.
  13131. *
  13132. * @param {Object} [parameters] - An object with one or more properties
  13133. * defining the material's appearance. Any property of the material
  13134. * (including any property from inherited materials) can be passed
  13135. * in here. Color values can be passed any type of value accepted
  13136. * by {@link Color#set}.
  13137. */
  13138. constructor( parameters ) {
  13139. super();
  13140. /**
  13141. * This flag can be used for type testing.
  13142. *
  13143. * @type {boolean}
  13144. * @readonly
  13145. * @default true
  13146. */
  13147. this.isMeshBasicMaterial = true;
  13148. this.type = 'MeshBasicMaterial';
  13149. /**
  13150. * Color of the material.
  13151. *
  13152. * @type {Color}
  13153. * @default (1,1,1)
  13154. */
  13155. this.color = new Color( 0xffffff ); // diffuse
  13156. /**
  13157. * The color map. May optionally include an alpha channel, typically combined
  13158. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  13159. * color is modulated by the diffuse `color`.
  13160. *
  13161. * @type {?Texture}
  13162. * @default null
  13163. */
  13164. this.map = null;
  13165. /**
  13166. * The light map. Requires a second set of UVs.
  13167. *
  13168. * @type {?Texture}
  13169. * @default null
  13170. */
  13171. this.lightMap = null;
  13172. /**
  13173. * Intensity of the baked light.
  13174. *
  13175. * @type {number}
  13176. * @default 1
  13177. */
  13178. this.lightMapIntensity = 1.0;
  13179. /**
  13180. * The red channel of this texture is used as the ambient occlusion map.
  13181. * Requires a second set of UVs.
  13182. *
  13183. * @type {?Texture}
  13184. * @default null
  13185. */
  13186. this.aoMap = null;
  13187. /**
  13188. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  13189. * disables ambient occlusion. Where intensity is `1` and the AO map's
  13190. * red channel is also `1`, ambient light is fully occluded on a surface.
  13191. *
  13192. * @type {number}
  13193. * @default 1
  13194. */
  13195. this.aoMapIntensity = 1.0;
  13196. /**
  13197. * Specular map used by the material.
  13198. *
  13199. * @type {?Texture}
  13200. * @default null
  13201. */
  13202. this.specularMap = null;
  13203. /**
  13204. * The alpha map is a grayscale texture that controls the opacity across the
  13205. * surface (black: fully transparent; white: fully opaque).
  13206. *
  13207. * Only the color of the texture is used, ignoring the alpha channel if one
  13208. * exists. For RGB and RGBA textures, the renderer will use the green channel
  13209. * when sampling this texture due to the extra bit of precision provided for
  13210. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  13211. * luminance/alpha textures will also still work as expected.
  13212. *
  13213. * @type {?Texture}
  13214. * @default null
  13215. */
  13216. this.alphaMap = null;
  13217. /**
  13218. * The environment map.
  13219. *
  13220. * @type {?Texture}
  13221. * @default null
  13222. */
  13223. this.envMap = null;
  13224. /**
  13225. * The rotation of the environment map in radians.
  13226. *
  13227. * @type {Euler}
  13228. * @default (0,0,0)
  13229. */
  13230. this.envMapRotation = new Euler();
  13231. /**
  13232. * How to combine the result of the surface's color with the environment map, if any.
  13233. *
  13234. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  13235. * blend between the two colors.
  13236. *
  13237. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  13238. * @default MultiplyOperation
  13239. */
  13240. this.combine = MultiplyOperation;
  13241. /**
  13242. * How much the environment map affects the surface.
  13243. * The valid range is between `0` (no reflections) and `1` (full reflections).
  13244. *
  13245. * @type {number}
  13246. * @default 1
  13247. */
  13248. this.reflectivity = 1;
  13249. /**
  13250. * The index of refraction (IOR) of air (approximately 1) divided by the
  13251. * index of refraction of the material. It is used with environment mapping
  13252. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  13253. * The refraction ratio should not exceed `1`.
  13254. *
  13255. * @type {number}
  13256. * @default 0.98
  13257. */
  13258. this.refractionRatio = 0.98;
  13259. /**
  13260. * Renders the geometry as a wireframe.
  13261. *
  13262. * @type {boolean}
  13263. * @default false
  13264. */
  13265. this.wireframe = false;
  13266. /**
  13267. * Controls the thickness of the wireframe.
  13268. *
  13269. * Can only be used with {@link SVGRenderer}.
  13270. *
  13271. * @type {number}
  13272. * @default 1
  13273. */
  13274. this.wireframeLinewidth = 1;
  13275. /**
  13276. * Defines appearance of wireframe ends.
  13277. *
  13278. * Can only be used with {@link SVGRenderer}.
  13279. *
  13280. * @type {('round'|'bevel'|'miter')}
  13281. * @default 'round'
  13282. */
  13283. this.wireframeLinecap = 'round';
  13284. /**
  13285. * Defines appearance of wireframe joints.
  13286. *
  13287. * Can only be used with {@link SVGRenderer}.
  13288. *
  13289. * @type {('round'|'bevel'|'miter')}
  13290. * @default 'round'
  13291. */
  13292. this.wireframeLinejoin = 'round';
  13293. /**
  13294. * Whether the material is affected by fog or not.
  13295. *
  13296. * @type {boolean}
  13297. * @default true
  13298. */
  13299. this.fog = true;
  13300. this.setValues( parameters );
  13301. }
  13302. copy( source ) {
  13303. super.copy( source );
  13304. this.color.copy( source.color );
  13305. this.map = source.map;
  13306. this.lightMap = source.lightMap;
  13307. this.lightMapIntensity = source.lightMapIntensity;
  13308. this.aoMap = source.aoMap;
  13309. this.aoMapIntensity = source.aoMapIntensity;
  13310. this.specularMap = source.specularMap;
  13311. this.alphaMap = source.alphaMap;
  13312. this.envMap = source.envMap;
  13313. this.envMapRotation.copy( source.envMapRotation );
  13314. this.combine = source.combine;
  13315. this.reflectivity = source.reflectivity;
  13316. this.refractionRatio = source.refractionRatio;
  13317. this.wireframe = source.wireframe;
  13318. this.wireframeLinewidth = source.wireframeLinewidth;
  13319. this.wireframeLinecap = source.wireframeLinecap;
  13320. this.wireframeLinejoin = source.wireframeLinejoin;
  13321. this.fog = source.fog;
  13322. return this;
  13323. }
  13324. }
  13325. // Fast Half Float Conversions, http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf
  13326. const _tables = /*@__PURE__*/ _generateTables();
  13327. function _generateTables() {
  13328. // float32 to float16 helpers
  13329. const buffer = new ArrayBuffer( 4 );
  13330. const floatView = new Float32Array( buffer );
  13331. const uint32View = new Uint32Array( buffer );
  13332. const baseTable = new Uint32Array( 512 );
  13333. const shiftTable = new Uint32Array( 512 );
  13334. for ( let i = 0; i < 256; ++ i ) {
  13335. const e = i - 127;
  13336. // very small number (0, -0)
  13337. if ( e < -27 ) {
  13338. baseTable[ i ] = 0x0000;
  13339. baseTable[ i | 0x100 ] = 0x8000;
  13340. shiftTable[ i ] = 24;
  13341. shiftTable[ i | 0x100 ] = 24;
  13342. // small number (denorm)
  13343. } else if ( e < -14 ) {
  13344. baseTable[ i ] = 0x0400 >> ( - e - 14 );
  13345. baseTable[ i | 0x100 ] = ( 0x0400 >> ( - e - 14 ) ) | 0x8000;
  13346. shiftTable[ i ] = - e - 1;
  13347. shiftTable[ i | 0x100 ] = - e - 1;
  13348. // normal number
  13349. } else if ( e <= 15 ) {
  13350. baseTable[ i ] = ( e + 15 ) << 10;
  13351. baseTable[ i | 0x100 ] = ( ( e + 15 ) << 10 ) | 0x8000;
  13352. shiftTable[ i ] = 13;
  13353. shiftTable[ i | 0x100 ] = 13;
  13354. // large number (Infinity, -Infinity)
  13355. } else if ( e < 128 ) {
  13356. baseTable[ i ] = 0x7c00;
  13357. baseTable[ i | 0x100 ] = 0xfc00;
  13358. shiftTable[ i ] = 24;
  13359. shiftTable[ i | 0x100 ] = 24;
  13360. // stay (NaN, Infinity, -Infinity)
  13361. } else {
  13362. baseTable[ i ] = 0x7c00;
  13363. baseTable[ i | 0x100 ] = 0xfc00;
  13364. shiftTable[ i ] = 13;
  13365. shiftTable[ i | 0x100 ] = 13;
  13366. }
  13367. }
  13368. // float16 to float32 helpers
  13369. const mantissaTable = new Uint32Array( 2048 );
  13370. const exponentTable = new Uint32Array( 64 );
  13371. const offsetTable = new Uint32Array( 64 );
  13372. for ( let i = 1; i < 1024; ++ i ) {
  13373. let m = i << 13; // zero pad mantissa bits
  13374. let e = 0; // zero exponent
  13375. // normalized
  13376. while ( ( m & 0x00800000 ) === 0 ) {
  13377. m <<= 1;
  13378. e -= 0x00800000; // decrement exponent
  13379. }
  13380. m &= -8388609; // clear leading 1 bit
  13381. e += 0x38800000; // adjust bias
  13382. mantissaTable[ i ] = m | e;
  13383. }
  13384. for ( let i = 1024; i < 2048; ++ i ) {
  13385. mantissaTable[ i ] = 0x38000000 + ( ( i - 1024 ) << 13 );
  13386. }
  13387. for ( let i = 1; i < 31; ++ i ) {
  13388. exponentTable[ i ] = i << 23;
  13389. }
  13390. exponentTable[ 31 ] = 0x47800000;
  13391. exponentTable[ 32 ] = 0x80000000;
  13392. for ( let i = 33; i < 63; ++ i ) {
  13393. exponentTable[ i ] = 0x80000000 + ( ( i - 32 ) << 23 );
  13394. }
  13395. exponentTable[ 63 ] = 0xc7800000;
  13396. for ( let i = 1; i < 64; ++ i ) {
  13397. if ( i !== 32 ) {
  13398. offsetTable[ i ] = 1024;
  13399. }
  13400. }
  13401. return {
  13402. floatView: floatView,
  13403. uint32View: uint32View,
  13404. baseTable: baseTable,
  13405. shiftTable: shiftTable,
  13406. mantissaTable: mantissaTable,
  13407. exponentTable: exponentTable,
  13408. offsetTable: offsetTable
  13409. };
  13410. }
  13411. /**
  13412. * Returns a half precision floating point value (FP16) from the given single
  13413. * precision floating point value (FP32).
  13414. *
  13415. * @param {number} val - A single precision floating point value.
  13416. * @return {number} The FP16 value.
  13417. */
  13418. function toHalfFloat( val ) {
  13419. if ( Math.abs( val ) > 65504 ) warn( 'DataUtils.toHalfFloat(): Value out of range.' );
  13420. val = clamp( val, -65504, 65504 );
  13421. _tables.floatView[ 0 ] = val;
  13422. const f = _tables.uint32View[ 0 ];
  13423. const e = ( f >> 23 ) & 0x1ff;
  13424. return _tables.baseTable[ e ] + ( ( f & 0x007fffff ) >> _tables.shiftTable[ e ] );
  13425. }
  13426. /**
  13427. * Returns a single precision floating point value (FP32) from the given half
  13428. * precision floating point value (FP16).
  13429. *
  13430. * @param {number} val - A half precision floating point value.
  13431. * @return {number} The FP32 value.
  13432. */
  13433. function fromHalfFloat( val ) {
  13434. const m = val >> 10;
  13435. _tables.uint32View[ 0 ] = _tables.mantissaTable[ _tables.offsetTable[ m ] + ( val & 0x3ff ) ] + _tables.exponentTable[ m ];
  13436. return _tables.floatView[ 0 ];
  13437. }
  13438. /**
  13439. * A class containing utility functions for data.
  13440. *
  13441. * @hideconstructor
  13442. */
  13443. class DataUtils {
  13444. /**
  13445. * Returns a half precision floating point value (FP16) from the given single
  13446. * precision floating point value (FP32).
  13447. *
  13448. * @param {number} val - A single precision floating point value.
  13449. * @return {number} The FP16 value.
  13450. */
  13451. static toHalfFloat( val ) {
  13452. return toHalfFloat( val );
  13453. }
  13454. /**
  13455. * Returns a single precision floating point value (FP32) from the given half
  13456. * precision floating point value (FP16).
  13457. *
  13458. * @param {number} val - A half precision floating point value.
  13459. * @return {number} The FP32 value.
  13460. */
  13461. static fromHalfFloat( val ) {
  13462. return fromHalfFloat( val );
  13463. }
  13464. }
  13465. const _vector$9 = /*@__PURE__*/ new Vector3();
  13466. const _vector2$1 = /*@__PURE__*/ new Vector2();
  13467. let _id$2 = 0;
  13468. /**
  13469. * This class stores data for an attribute (such as vertex positions, face
  13470. * indices, normals, colors, UVs, and any custom attributes ) associated with
  13471. * a geometry, which allows for more efficient passing of data to the GPU.
  13472. *
  13473. * When working with vector-like data, the `fromBufferAttribute( attribute, index )`
  13474. * helper methods on vector and color class might be helpful. E.g. {@link Vector3#fromBufferAttribute}.
  13475. */
  13476. class BufferAttribute {
  13477. /**
  13478. * Constructs a new buffer attribute.
  13479. *
  13480. * @param {TypedArray} array - The array holding the attribute data.
  13481. * @param {number} itemSize - The item size.
  13482. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13483. */
  13484. constructor( array, itemSize, normalized = false ) {
  13485. if ( Array.isArray( array ) ) {
  13486. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  13487. }
  13488. /**
  13489. * This flag can be used for type testing.
  13490. *
  13491. * @type {boolean}
  13492. * @readonly
  13493. * @default true
  13494. */
  13495. this.isBufferAttribute = true;
  13496. /**
  13497. * The ID of the buffer attribute.
  13498. *
  13499. * @name BufferAttribute#id
  13500. * @type {number}
  13501. * @readonly
  13502. */
  13503. Object.defineProperty( this, 'id', { value: _id$2 ++ } );
  13504. /**
  13505. * The name of the buffer attribute.
  13506. *
  13507. * @type {string}
  13508. */
  13509. this.name = '';
  13510. /**
  13511. * The array holding the attribute data. It should have `itemSize * numVertices`
  13512. * elements, where `numVertices` is the number of vertices in the associated geometry.
  13513. *
  13514. * @type {TypedArray}
  13515. */
  13516. this.array = array;
  13517. /**
  13518. * The number of values of the array that should be associated with a particular vertex.
  13519. * For instance, if this attribute is storing a 3-component vector (such as a position,
  13520. * normal, or color), then the value should be `3`.
  13521. *
  13522. * @type {number}
  13523. */
  13524. this.itemSize = itemSize;
  13525. /**
  13526. * Represents the number of items this buffer attribute stores. It is internally computed
  13527. * by dividing the `array` length by the `itemSize`.
  13528. *
  13529. * @type {number}
  13530. * @readonly
  13531. */
  13532. this.count = array !== undefined ? array.length / itemSize : 0;
  13533. /**
  13534. * Applies to integer data only. Indicates how the underlying data in the buffer maps to
  13535. * the values in the GLSL code. For instance, if `array` is an instance of `UInt16Array`,
  13536. * and `normalized` is `true`, the values `0 - +65535` in the array data will be mapped to
  13537. * `0.0f - +1.0f` in the GLSL attribute. If `normalized` is `false`, the values will be converted
  13538. * to floats unmodified, i.e. `65535` becomes `65535.0f`.
  13539. *
  13540. * @type {boolean}
  13541. */
  13542. this.normalized = normalized;
  13543. /**
  13544. * Defines the intended usage pattern of the data store for optimization purposes.
  13545. *
  13546. * Note: After the initial use of a buffer, its usage cannot be changed. Instead,
  13547. * instantiate a new one and set the desired usage before the next render.
  13548. *
  13549. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  13550. * @default StaticDrawUsage
  13551. */
  13552. this.usage = StaticDrawUsage;
  13553. /**
  13554. * This can be used to only update some components of stored vectors (for example, just the
  13555. * component related to color). Use the `addUpdateRange()` function to add ranges to this array.
  13556. *
  13557. * @type {Array<Object>}
  13558. */
  13559. this.updateRanges = [];
  13560. /**
  13561. * Configures the bound GPU type for use in shaders.
  13562. *
  13563. * Note: this only has an effect for integer arrays and is not configurable for float arrays.
  13564. * For lower precision float types, use `Float16BufferAttribute`.
  13565. *
  13566. * @type {(FloatType|IntType)}
  13567. * @default FloatType
  13568. */
  13569. this.gpuType = FloatType;
  13570. /**
  13571. * A version number, incremented every time the `needsUpdate` is set to `true`.
  13572. *
  13573. * @type {number}
  13574. */
  13575. this.version = 0;
  13576. }
  13577. /**
  13578. * A callback function that is executed after the renderer has transferred the attribute
  13579. * array data to the GPU.
  13580. */
  13581. onUploadCallback() {}
  13582. /**
  13583. * Flag to indicate that this attribute has changed and should be re-sent to
  13584. * the GPU. Set this to `true` when you modify the value of the array.
  13585. *
  13586. * @type {number}
  13587. * @default false
  13588. * @param {boolean} value
  13589. */
  13590. set needsUpdate( value ) {
  13591. if ( value === true ) this.version ++;
  13592. }
  13593. /**
  13594. * Sets the usage of this buffer attribute.
  13595. *
  13596. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  13597. * @return {BufferAttribute} A reference to this buffer attribute.
  13598. */
  13599. setUsage( value ) {
  13600. this.usage = value;
  13601. return this;
  13602. }
  13603. /**
  13604. * Adds a range of data in the data array to be updated on the GPU.
  13605. *
  13606. * @param {number} start - Position at which to start update.
  13607. * @param {number} count - The number of components to update.
  13608. */
  13609. addUpdateRange( start, count ) {
  13610. this.updateRanges.push( { start, count } );
  13611. }
  13612. /**
  13613. * Clears the update ranges.
  13614. */
  13615. clearUpdateRanges() {
  13616. this.updateRanges.length = 0;
  13617. }
  13618. /**
  13619. * Copies the values of the given buffer attribute to this instance.
  13620. *
  13621. * @param {BufferAttribute} source - The buffer attribute to copy.
  13622. * @return {BufferAttribute} A reference to this instance.
  13623. */
  13624. copy( source ) {
  13625. this.name = source.name;
  13626. this.array = new source.array.constructor( source.array );
  13627. this.itemSize = source.itemSize;
  13628. this.count = source.count;
  13629. this.normalized = source.normalized;
  13630. this.usage = source.usage;
  13631. this.gpuType = source.gpuType;
  13632. return this;
  13633. }
  13634. /**
  13635. * Copies a vector from the given buffer attribute to this one. The start
  13636. * and destination position in the attribute buffers are represented by the
  13637. * given indices.
  13638. *
  13639. * @param {number} index1 - The destination index into this buffer attribute.
  13640. * @param {BufferAttribute} attribute - The buffer attribute to copy from.
  13641. * @param {number} index2 - The source index into the given buffer attribute.
  13642. * @return {BufferAttribute} A reference to this instance.
  13643. */
  13644. copyAt( index1, attribute, index2 ) {
  13645. index1 *= this.itemSize;
  13646. index2 *= attribute.itemSize;
  13647. for ( let i = 0, l = this.itemSize; i < l; i ++ ) {
  13648. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  13649. }
  13650. return this;
  13651. }
  13652. /**
  13653. * Copies the given array data into this buffer attribute.
  13654. *
  13655. * @param {(TypedArray|Array)} array - The array to copy.
  13656. * @return {BufferAttribute} A reference to this instance.
  13657. */
  13658. copyArray( array ) {
  13659. this.array.set( array );
  13660. return this;
  13661. }
  13662. /**
  13663. * Applies the given 3x3 matrix to the given attribute. Works with
  13664. * item size `2` and `3`.
  13665. *
  13666. * @param {Matrix3} m - The matrix to apply.
  13667. * @return {BufferAttribute} A reference to this instance.
  13668. */
  13669. applyMatrix3( m ) {
  13670. if ( this.itemSize === 2 ) {
  13671. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13672. _vector2$1.fromBufferAttribute( this, i );
  13673. _vector2$1.applyMatrix3( m );
  13674. this.setXY( i, _vector2$1.x, _vector2$1.y );
  13675. }
  13676. } else if ( this.itemSize === 3 ) {
  13677. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13678. _vector$9.fromBufferAttribute( this, i );
  13679. _vector$9.applyMatrix3( m );
  13680. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13681. }
  13682. }
  13683. return this;
  13684. }
  13685. /**
  13686. * Applies the given 4x4 matrix to the given attribute. Only works with
  13687. * item size `3`.
  13688. *
  13689. * @param {Matrix4} m - The matrix to apply.
  13690. * @return {BufferAttribute} A reference to this instance.
  13691. */
  13692. applyMatrix4( m ) {
  13693. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13694. _vector$9.fromBufferAttribute( this, i );
  13695. _vector$9.applyMatrix4( m );
  13696. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13697. }
  13698. return this;
  13699. }
  13700. /**
  13701. * Applies the given 3x3 normal matrix to the given attribute. Only works with
  13702. * item size `3`.
  13703. *
  13704. * @param {Matrix3} m - The normal matrix to apply.
  13705. * @return {BufferAttribute} A reference to this instance.
  13706. */
  13707. applyNormalMatrix( m ) {
  13708. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13709. _vector$9.fromBufferAttribute( this, i );
  13710. _vector$9.applyNormalMatrix( m );
  13711. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13712. }
  13713. return this;
  13714. }
  13715. /**
  13716. * Applies the given 4x4 matrix to the given attribute. Only works with
  13717. * item size `3` and with direction vectors.
  13718. *
  13719. * @param {Matrix4} m - The matrix to apply.
  13720. * @return {BufferAttribute} A reference to this instance.
  13721. */
  13722. transformDirection( m ) {
  13723. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13724. _vector$9.fromBufferAttribute( this, i );
  13725. _vector$9.transformDirection( m );
  13726. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13727. }
  13728. return this;
  13729. }
  13730. /**
  13731. * Sets the given array data in the buffer attribute.
  13732. *
  13733. * @param {(TypedArray|Array)} value - The array data to set.
  13734. * @param {number} [offset=0] - The offset in this buffer attribute's array.
  13735. * @return {BufferAttribute} A reference to this instance.
  13736. */
  13737. set( value, offset = 0 ) {
  13738. // Matching BufferAttribute constructor, do not normalize the array.
  13739. this.array.set( value, offset );
  13740. return this;
  13741. }
  13742. /**
  13743. * Returns the given component of the vector at the given index.
  13744. *
  13745. * @param {number} index - The index into the buffer attribute.
  13746. * @param {number} component - The component index.
  13747. * @return {number} The returned value.
  13748. */
  13749. getComponent( index, component ) {
  13750. let value = this.array[ index * this.itemSize + component ];
  13751. if ( this.normalized ) value = denormalize( value, this.array );
  13752. return value;
  13753. }
  13754. /**
  13755. * Sets the given value to the given component of the vector at the given index.
  13756. *
  13757. * @param {number} index - The index into the buffer attribute.
  13758. * @param {number} component - The component index.
  13759. * @param {number} value - The value to set.
  13760. * @return {BufferAttribute} A reference to this instance.
  13761. */
  13762. setComponent( index, component, value ) {
  13763. if ( this.normalized ) value = normalize( value, this.array );
  13764. this.array[ index * this.itemSize + component ] = value;
  13765. return this;
  13766. }
  13767. /**
  13768. * Returns the x component of the vector at the given index.
  13769. *
  13770. * @param {number} index - The index into the buffer attribute.
  13771. * @return {number} The x component.
  13772. */
  13773. getX( index ) {
  13774. let x = this.array[ index * this.itemSize ];
  13775. if ( this.normalized ) x = denormalize( x, this.array );
  13776. return x;
  13777. }
  13778. /**
  13779. * Sets the x component of the vector at the given index.
  13780. *
  13781. * @param {number} index - The index into the buffer attribute.
  13782. * @param {number} x - The value to set.
  13783. * @return {BufferAttribute} A reference to this instance.
  13784. */
  13785. setX( index, x ) {
  13786. if ( this.normalized ) x = normalize( x, this.array );
  13787. this.array[ index * this.itemSize ] = x;
  13788. return this;
  13789. }
  13790. /**
  13791. * Returns the y component of the vector at the given index.
  13792. *
  13793. * @param {number} index - The index into the buffer attribute.
  13794. * @return {number} The y component.
  13795. */
  13796. getY( index ) {
  13797. let y = this.array[ index * this.itemSize + 1 ];
  13798. if ( this.normalized ) y = denormalize( y, this.array );
  13799. return y;
  13800. }
  13801. /**
  13802. * Sets the y component of the vector at the given index.
  13803. *
  13804. * @param {number} index - The index into the buffer attribute.
  13805. * @param {number} y - The value to set.
  13806. * @return {BufferAttribute} A reference to this instance.
  13807. */
  13808. setY( index, y ) {
  13809. if ( this.normalized ) y = normalize( y, this.array );
  13810. this.array[ index * this.itemSize + 1 ] = y;
  13811. return this;
  13812. }
  13813. /**
  13814. * Returns the z component of the vector at the given index.
  13815. *
  13816. * @param {number} index - The index into the buffer attribute.
  13817. * @return {number} The z component.
  13818. */
  13819. getZ( index ) {
  13820. let z = this.array[ index * this.itemSize + 2 ];
  13821. if ( this.normalized ) z = denormalize( z, this.array );
  13822. return z;
  13823. }
  13824. /**
  13825. * Sets the z component of the vector at the given index.
  13826. *
  13827. * @param {number} index - The index into the buffer attribute.
  13828. * @param {number} z - The value to set.
  13829. * @return {BufferAttribute} A reference to this instance.
  13830. */
  13831. setZ( index, z ) {
  13832. if ( this.normalized ) z = normalize( z, this.array );
  13833. this.array[ index * this.itemSize + 2 ] = z;
  13834. return this;
  13835. }
  13836. /**
  13837. * Returns the w component of the vector at the given index.
  13838. *
  13839. * @param {number} index - The index into the buffer attribute.
  13840. * @return {number} The w component.
  13841. */
  13842. getW( index ) {
  13843. let w = this.array[ index * this.itemSize + 3 ];
  13844. if ( this.normalized ) w = denormalize( w, this.array );
  13845. return w;
  13846. }
  13847. /**
  13848. * Sets the w component of the vector at the given index.
  13849. *
  13850. * @param {number} index - The index into the buffer attribute.
  13851. * @param {number} w - The value to set.
  13852. * @return {BufferAttribute} A reference to this instance.
  13853. */
  13854. setW( index, w ) {
  13855. if ( this.normalized ) w = normalize( w, this.array );
  13856. this.array[ index * this.itemSize + 3 ] = w;
  13857. return this;
  13858. }
  13859. /**
  13860. * Sets the x and y component of the vector at the given index.
  13861. *
  13862. * @param {number} index - The index into the buffer attribute.
  13863. * @param {number} x - The value for the x component to set.
  13864. * @param {number} y - The value for the y component to set.
  13865. * @return {BufferAttribute} A reference to this instance.
  13866. */
  13867. setXY( index, x, y ) {
  13868. index *= this.itemSize;
  13869. if ( this.normalized ) {
  13870. x = normalize( x, this.array );
  13871. y = normalize( y, this.array );
  13872. }
  13873. this.array[ index + 0 ] = x;
  13874. this.array[ index + 1 ] = y;
  13875. return this;
  13876. }
  13877. /**
  13878. * Sets the x, y and z component of the vector at the given index.
  13879. *
  13880. * @param {number} index - The index into the buffer attribute.
  13881. * @param {number} x - The value for the x component to set.
  13882. * @param {number} y - The value for the y component to set.
  13883. * @param {number} z - The value for the z component to set.
  13884. * @return {BufferAttribute} A reference to this instance.
  13885. */
  13886. setXYZ( index, x, y, z ) {
  13887. index *= this.itemSize;
  13888. if ( this.normalized ) {
  13889. x = normalize( x, this.array );
  13890. y = normalize( y, this.array );
  13891. z = normalize( z, this.array );
  13892. }
  13893. this.array[ index + 0 ] = x;
  13894. this.array[ index + 1 ] = y;
  13895. this.array[ index + 2 ] = z;
  13896. return this;
  13897. }
  13898. /**
  13899. * Sets the x, y, z and w component of the vector at the given index.
  13900. *
  13901. * @param {number} index - The index into the buffer attribute.
  13902. * @param {number} x - The value for the x component to set.
  13903. * @param {number} y - The value for the y component to set.
  13904. * @param {number} z - The value for the z component to set.
  13905. * @param {number} w - The value for the w component to set.
  13906. * @return {BufferAttribute} A reference to this instance.
  13907. */
  13908. setXYZW( index, x, y, z, w ) {
  13909. index *= this.itemSize;
  13910. if ( this.normalized ) {
  13911. x = normalize( x, this.array );
  13912. y = normalize( y, this.array );
  13913. z = normalize( z, this.array );
  13914. w = normalize( w, this.array );
  13915. }
  13916. this.array[ index + 0 ] = x;
  13917. this.array[ index + 1 ] = y;
  13918. this.array[ index + 2 ] = z;
  13919. this.array[ index + 3 ] = w;
  13920. return this;
  13921. }
  13922. /**
  13923. * Sets the given callback function that is executed after the Renderer has transferred
  13924. * the attribute array data to the GPU. Can be used to perform clean-up operations after
  13925. * the upload when attribute data are not needed anymore on the CPU side.
  13926. *
  13927. * @param {Function} callback - The `onUpload()` callback.
  13928. * @return {BufferAttribute} A reference to this instance.
  13929. */
  13930. onUpload( callback ) {
  13931. this.onUploadCallback = callback;
  13932. return this;
  13933. }
  13934. /**
  13935. * Returns a new buffer attribute with copied values from this instance.
  13936. *
  13937. * @return {BufferAttribute} A clone of this instance.
  13938. */
  13939. clone() {
  13940. return new this.constructor( this.array, this.itemSize ).copy( this );
  13941. }
  13942. /**
  13943. * Serializes the buffer attribute into JSON.
  13944. *
  13945. * @return {Object} A JSON object representing the serialized buffer attribute.
  13946. */
  13947. toJSON() {
  13948. const data = {
  13949. itemSize: this.itemSize,
  13950. type: this.array.constructor.name,
  13951. array: Array.from( this.array ),
  13952. normalized: this.normalized
  13953. };
  13954. if ( this.name !== '' ) data.name = this.name;
  13955. if ( this.usage !== StaticDrawUsage ) data.usage = this.usage;
  13956. return data;
  13957. }
  13958. }
  13959. /**
  13960. * Convenient class that can be used when creating a `Int8` buffer attribute with
  13961. * a plain `Array` instance.
  13962. *
  13963. * @augments BufferAttribute
  13964. */
  13965. class Int8BufferAttribute extends BufferAttribute {
  13966. /**
  13967. * Constructs a new buffer attribute.
  13968. *
  13969. * @param {(Array<number>|Int8Array)} array - The array holding the attribute data.
  13970. * @param {number} itemSize - The item size.
  13971. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13972. */
  13973. constructor( array, itemSize, normalized ) {
  13974. super( new Int8Array( array ), itemSize, normalized );
  13975. }
  13976. }
  13977. /**
  13978. * Convenient class that can be used when creating a `UInt8` buffer attribute with
  13979. * a plain `Array` instance.
  13980. *
  13981. * @augments BufferAttribute
  13982. */
  13983. class Uint8BufferAttribute extends BufferAttribute {
  13984. /**
  13985. * Constructs a new buffer attribute.
  13986. *
  13987. * @param {(Array<number>|Uint8Array)} array - The array holding the attribute data.
  13988. * @param {number} itemSize - The item size.
  13989. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13990. */
  13991. constructor( array, itemSize, normalized ) {
  13992. super( new Uint8Array( array ), itemSize, normalized );
  13993. }
  13994. }
  13995. /**
  13996. * Convenient class that can be used when creating a `UInt8Clamped` buffer attribute with
  13997. * a plain `Array` instance.
  13998. *
  13999. * @augments BufferAttribute
  14000. */
  14001. class Uint8ClampedBufferAttribute extends BufferAttribute {
  14002. /**
  14003. * Constructs a new buffer attribute.
  14004. *
  14005. * @param {(Array<number>|Uint8ClampedArray)} array - The array holding the attribute data.
  14006. * @param {number} itemSize - The item size.
  14007. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14008. */
  14009. constructor( array, itemSize, normalized ) {
  14010. super( new Uint8ClampedArray( array ), itemSize, normalized );
  14011. }
  14012. }
  14013. /**
  14014. * Convenient class that can be used when creating a `Int16` buffer attribute with
  14015. * a plain `Array` instance.
  14016. *
  14017. * @augments BufferAttribute
  14018. */
  14019. class Int16BufferAttribute extends BufferAttribute {
  14020. /**
  14021. * Constructs a new buffer attribute.
  14022. *
  14023. * @param {(Array<number>|Int16Array)} array - The array holding the attribute data.
  14024. * @param {number} itemSize - The item size.
  14025. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14026. */
  14027. constructor( array, itemSize, normalized ) {
  14028. super( new Int16Array( array ), itemSize, normalized );
  14029. }
  14030. }
  14031. /**
  14032. * Convenient class that can be used when creating a `UInt16` buffer attribute with
  14033. * a plain `Array` instance.
  14034. *
  14035. * @augments BufferAttribute
  14036. */
  14037. class Uint16BufferAttribute extends BufferAttribute {
  14038. /**
  14039. * Constructs a new buffer attribute.
  14040. *
  14041. * @param {(Array<number>|Uint16Array)} array - The array holding the attribute data.
  14042. * @param {number} itemSize - The item size.
  14043. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14044. */
  14045. constructor( array, itemSize, normalized ) {
  14046. super( new Uint16Array( array ), itemSize, normalized );
  14047. }
  14048. }
  14049. /**
  14050. * Convenient class that can be used when creating a `Int32` buffer attribute with
  14051. * a plain `Array` instance.
  14052. *
  14053. * @augments BufferAttribute
  14054. */
  14055. class Int32BufferAttribute extends BufferAttribute {
  14056. /**
  14057. * Constructs a new buffer attribute.
  14058. *
  14059. * @param {(Array<number>|Int32Array)} array - The array holding the attribute data.
  14060. * @param {number} itemSize - The item size.
  14061. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14062. */
  14063. constructor( array, itemSize, normalized ) {
  14064. super( new Int32Array( array ), itemSize, normalized );
  14065. }
  14066. }
  14067. /**
  14068. * Convenient class that can be used when creating a `UInt32` buffer attribute with
  14069. * a plain `Array` instance.
  14070. *
  14071. * @augments BufferAttribute
  14072. */
  14073. class Uint32BufferAttribute extends BufferAttribute {
  14074. /**
  14075. * Constructs a new buffer attribute.
  14076. *
  14077. * @param {(Array<number>|Uint32Array)} array - The array holding the attribute data.
  14078. * @param {number} itemSize - The item size.
  14079. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14080. */
  14081. constructor( array, itemSize, normalized ) {
  14082. super( new Uint32Array( array ), itemSize, normalized );
  14083. }
  14084. }
  14085. /**
  14086. * Convenient class that can be used when creating a `Float16` buffer attribute with
  14087. * a plain `Array` instance.
  14088. *
  14089. * This class automatically converts to and from FP16 via `Uint16Array` since `Float16Array`
  14090. * browser support is still problematic.
  14091. *
  14092. * @augments BufferAttribute
  14093. */
  14094. class Float16BufferAttribute extends BufferAttribute {
  14095. /**
  14096. * Constructs a new buffer attribute.
  14097. *
  14098. * @param {(Array<number>|Uint16Array)} array - The array holding the attribute data.
  14099. * @param {number} itemSize - The item size.
  14100. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14101. */
  14102. constructor( array, itemSize, normalized ) {
  14103. super( new Uint16Array( array ), itemSize, normalized );
  14104. this.isFloat16BufferAttribute = true;
  14105. }
  14106. getX( index ) {
  14107. let x = fromHalfFloat( this.array[ index * this.itemSize ] );
  14108. if ( this.normalized ) x = denormalize( x, this.array );
  14109. return x;
  14110. }
  14111. setX( index, x ) {
  14112. if ( this.normalized ) x = normalize( x, this.array );
  14113. this.array[ index * this.itemSize ] = toHalfFloat( x );
  14114. return this;
  14115. }
  14116. getY( index ) {
  14117. let y = fromHalfFloat( this.array[ index * this.itemSize + 1 ] );
  14118. if ( this.normalized ) y = denormalize( y, this.array );
  14119. return y;
  14120. }
  14121. setY( index, y ) {
  14122. if ( this.normalized ) y = normalize( y, this.array );
  14123. this.array[ index * this.itemSize + 1 ] = toHalfFloat( y );
  14124. return this;
  14125. }
  14126. getZ( index ) {
  14127. let z = fromHalfFloat( this.array[ index * this.itemSize + 2 ] );
  14128. if ( this.normalized ) z = denormalize( z, this.array );
  14129. return z;
  14130. }
  14131. setZ( index, z ) {
  14132. if ( this.normalized ) z = normalize( z, this.array );
  14133. this.array[ index * this.itemSize + 2 ] = toHalfFloat( z );
  14134. return this;
  14135. }
  14136. getW( index ) {
  14137. let w = fromHalfFloat( this.array[ index * this.itemSize + 3 ] );
  14138. if ( this.normalized ) w = denormalize( w, this.array );
  14139. return w;
  14140. }
  14141. setW( index, w ) {
  14142. if ( this.normalized ) w = normalize( w, this.array );
  14143. this.array[ index * this.itemSize + 3 ] = toHalfFloat( w );
  14144. return this;
  14145. }
  14146. setXY( index, x, y ) {
  14147. index *= this.itemSize;
  14148. if ( this.normalized ) {
  14149. x = normalize( x, this.array );
  14150. y = normalize( y, this.array );
  14151. }
  14152. this.array[ index + 0 ] = toHalfFloat( x );
  14153. this.array[ index + 1 ] = toHalfFloat( y );
  14154. return this;
  14155. }
  14156. setXYZ( index, x, y, z ) {
  14157. index *= this.itemSize;
  14158. if ( this.normalized ) {
  14159. x = normalize( x, this.array );
  14160. y = normalize( y, this.array );
  14161. z = normalize( z, this.array );
  14162. }
  14163. this.array[ index + 0 ] = toHalfFloat( x );
  14164. this.array[ index + 1 ] = toHalfFloat( y );
  14165. this.array[ index + 2 ] = toHalfFloat( z );
  14166. return this;
  14167. }
  14168. setXYZW( index, x, y, z, w ) {
  14169. index *= this.itemSize;
  14170. if ( this.normalized ) {
  14171. x = normalize( x, this.array );
  14172. y = normalize( y, this.array );
  14173. z = normalize( z, this.array );
  14174. w = normalize( w, this.array );
  14175. }
  14176. this.array[ index + 0 ] = toHalfFloat( x );
  14177. this.array[ index + 1 ] = toHalfFloat( y );
  14178. this.array[ index + 2 ] = toHalfFloat( z );
  14179. this.array[ index + 3 ] = toHalfFloat( w );
  14180. return this;
  14181. }
  14182. }
  14183. /**
  14184. * Convenient class that can be used when creating a `Float32` buffer attribute with
  14185. * a plain `Array` instance.
  14186. *
  14187. * @augments BufferAttribute
  14188. */
  14189. class Float32BufferAttribute extends BufferAttribute {
  14190. /**
  14191. * Constructs a new buffer attribute.
  14192. *
  14193. * @param {(Array<number>|Float32Array)} array - The array holding the attribute data.
  14194. * @param {number} itemSize - The item size.
  14195. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14196. */
  14197. constructor( array, itemSize, normalized ) {
  14198. super( new Float32Array( array ), itemSize, normalized );
  14199. }
  14200. }
  14201. let _id$1 = 0;
  14202. const _m1 = /*@__PURE__*/ new Matrix4();
  14203. const _obj = /*@__PURE__*/ new Object3D();
  14204. const _offset = /*@__PURE__*/ new Vector3();
  14205. const _box$2 = /*@__PURE__*/ new Box3();
  14206. const _boxMorphTargets = /*@__PURE__*/ new Box3();
  14207. const _vector$8 = /*@__PURE__*/ new Vector3();
  14208. /**
  14209. * A representation of mesh, line, or point geometry. Includes vertex
  14210. * positions, face indices, normals, colors, UVs, and custom attributes
  14211. * within buffers, reducing the cost of passing all this data to the GPU.
  14212. *
  14213. * ```js
  14214. * const geometry = new THREE.BufferGeometry();
  14215. * // create a simple square shape. We duplicate the top left and bottom right
  14216. * // vertices because each vertex needs to appear once per triangle.
  14217. * const vertices = new Float32Array( [
  14218. * -1.0, -1.0, 1.0, // v0
  14219. * 1.0, -1.0, 1.0, // v1
  14220. * 1.0, 1.0, 1.0, // v2
  14221. *
  14222. * 1.0, 1.0, 1.0, // v3
  14223. * -1.0, 1.0, 1.0, // v4
  14224. * -1.0, -1.0, 1.0 // v5
  14225. * ] );
  14226. * // itemSize = 3 because there are 3 values (components) per vertex
  14227. * geometry.setAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
  14228. * const material = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
  14229. * const mesh = new THREE.Mesh( geometry, material );
  14230. * ```
  14231. *
  14232. * @augments EventDispatcher
  14233. */
  14234. class BufferGeometry extends EventDispatcher {
  14235. /**
  14236. * Constructs a new geometry.
  14237. */
  14238. constructor() {
  14239. super();
  14240. /**
  14241. * This flag can be used for type testing.
  14242. *
  14243. * @type {boolean}
  14244. * @readonly
  14245. * @default true
  14246. */
  14247. this.isBufferGeometry = true;
  14248. /**
  14249. * The ID of the geometry.
  14250. *
  14251. * @name BufferGeometry#id
  14252. * @type {number}
  14253. * @readonly
  14254. */
  14255. Object.defineProperty( this, 'id', { value: _id$1 ++ } );
  14256. /**
  14257. * The UUID of the geometry.
  14258. *
  14259. * @type {string}
  14260. * @readonly
  14261. */
  14262. this.uuid = generateUUID();
  14263. /**
  14264. * The name of the geometry.
  14265. *
  14266. * @type {string}
  14267. */
  14268. this.name = '';
  14269. this.type = 'BufferGeometry';
  14270. /**
  14271. * Allows for vertices to be re-used across multiple triangles; this is
  14272. * called using "indexed triangles". Each triangle is associated with the
  14273. * indices of three vertices. This attribute therefore stores the index of
  14274. * each vertex for each triangular face. If this attribute is not set, the
  14275. * renderer assumes that each three contiguous positions represent a single triangle.
  14276. *
  14277. * @type {?BufferAttribute}
  14278. * @default null
  14279. */
  14280. this.index = null;
  14281. /**
  14282. * A (storage) buffer attribute which was generated with a compute shader and
  14283. * now defines indirect draw calls.
  14284. *
  14285. * Can only be used with {@link WebGPURenderer} and a WebGPU backend.
  14286. *
  14287. * @type {?BufferAttribute}
  14288. * @default null
  14289. */
  14290. this.indirect = null;
  14291. /**
  14292. * This dictionary has as id the name of the attribute to be set and as value
  14293. * the buffer attribute to set it to. Rather than accessing this property directly,
  14294. * use `setAttribute()` and `getAttribute()` to access attributes of this geometry.
  14295. *
  14296. * @type {Object<string,(BufferAttribute|InterleavedBufferAttribute)>}
  14297. */
  14298. this.attributes = {};
  14299. /**
  14300. * This dictionary holds the morph targets of the geometry.
  14301. *
  14302. * Note: Once the geometry has been rendered, the morph attribute data cannot
  14303. * be changed. You will have to call `dispose()?, and create a new geometry instance.
  14304. *
  14305. * @type {Object}
  14306. */
  14307. this.morphAttributes = {};
  14308. /**
  14309. * Used to control the morph target behavior; when set to `true`, the morph
  14310. * target data is treated as relative offsets, rather than as absolute
  14311. * positions/normals.
  14312. *
  14313. * @type {boolean}
  14314. * @default false
  14315. */
  14316. this.morphTargetsRelative = false;
  14317. /**
  14318. * Split the geometry into groups, each of which will be rendered in a
  14319. * separate draw call. This allows an array of materials to be used with the geometry.
  14320. *
  14321. * Use `addGroup()` and `clearGroups()` to edit groups, rather than modifying this array directly.
  14322. *
  14323. * Every vertex and index must belong to exactly one group — groups must not share vertices or
  14324. * indices, and must not leave vertices or indices unused.
  14325. *
  14326. * @type {Array<Object>}
  14327. */
  14328. this.groups = [];
  14329. /**
  14330. * Bounding box for the geometry which can be calculated with `computeBoundingBox()`.
  14331. *
  14332. * @type {?Box3}
  14333. * @default null
  14334. */
  14335. this.boundingBox = null;
  14336. /**
  14337. * Bounding sphere for the geometry which can be calculated with `computeBoundingSphere()`.
  14338. *
  14339. * @type {?Sphere}
  14340. * @default null
  14341. */
  14342. this.boundingSphere = null;
  14343. /**
  14344. * Determines the part of the geometry to render. This should not be set directly,
  14345. * instead use `setDrawRange()`.
  14346. *
  14347. * @type {{start:number,count:number}}
  14348. */
  14349. this.drawRange = { start: 0, count: Infinity };
  14350. /**
  14351. * An object that can be used to store custom data about the geometry.
  14352. * It should not hold references to functions as these will not be cloned.
  14353. *
  14354. * @type {Object}
  14355. */
  14356. this.userData = {};
  14357. }
  14358. /**
  14359. * Returns the index of this geometry.
  14360. *
  14361. * @return {?BufferAttribute} The index. Returns `null` if no index is defined.
  14362. */
  14363. getIndex() {
  14364. return this.index;
  14365. }
  14366. /**
  14367. * Sets the given index to this geometry.
  14368. *
  14369. * @param {Array<number>|BufferAttribute} index - The index to set.
  14370. * @return {BufferGeometry} A reference to this instance.
  14371. */
  14372. setIndex( index ) {
  14373. if ( Array.isArray( index ) ) {
  14374. this.index = new ( arrayNeedsUint32( index ) ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  14375. } else {
  14376. this.index = index;
  14377. }
  14378. return this;
  14379. }
  14380. /**
  14381. * Sets the given indirect attribute to this geometry.
  14382. *
  14383. * @param {BufferAttribute} indirect - The attribute holding indirect draw calls.
  14384. * @return {BufferGeometry} A reference to this instance.
  14385. */
  14386. setIndirect( indirect ) {
  14387. this.indirect = indirect;
  14388. return this;
  14389. }
  14390. /**
  14391. * Returns the indirect attribute of this geometry.
  14392. *
  14393. * @return {?BufferAttribute} The indirect attribute. Returns `null` if no indirect attribute is defined.
  14394. */
  14395. getIndirect() {
  14396. return this.indirect;
  14397. }
  14398. /**
  14399. * Returns the buffer attribute for the given name.
  14400. *
  14401. * @param {string} name - The attribute name.
  14402. * @return {BufferAttribute|InterleavedBufferAttribute|undefined} The buffer attribute.
  14403. * Returns `undefined` if not attribute has been found.
  14404. */
  14405. getAttribute( name ) {
  14406. return this.attributes[ name ];
  14407. }
  14408. /**
  14409. * Sets the given attribute for the given name.
  14410. *
  14411. * @param {string} name - The attribute name.
  14412. * @param {BufferAttribute|InterleavedBufferAttribute} attribute - The attribute to set.
  14413. * @return {BufferGeometry} A reference to this instance.
  14414. */
  14415. setAttribute( name, attribute ) {
  14416. this.attributes[ name ] = attribute;
  14417. return this;
  14418. }
  14419. /**
  14420. * Deletes the attribute for the given name.
  14421. *
  14422. * @param {string} name - The attribute name to delete.
  14423. * @return {BufferGeometry} A reference to this instance.
  14424. */
  14425. deleteAttribute( name ) {
  14426. delete this.attributes[ name ];
  14427. return this;
  14428. }
  14429. /**
  14430. * Returns `true` if this geometry has an attribute for the given name.
  14431. *
  14432. * @param {string} name - The attribute name.
  14433. * @return {boolean} Whether this geometry has an attribute for the given name or not.
  14434. */
  14435. hasAttribute( name ) {
  14436. return this.attributes[ name ] !== undefined;
  14437. }
  14438. /**
  14439. * Adds a group to this geometry.
  14440. *
  14441. * @param {number} start - The first element in this draw call. That is the first
  14442. * vertex for non-indexed geometry, otherwise the first triangle index.
  14443. * @param {number} count - Specifies how many vertices (or indices) are part of this group.
  14444. * @param {number} [materialIndex=0] - The material array index to use.
  14445. */
  14446. addGroup( start, count, materialIndex = 0 ) {
  14447. this.groups.push( {
  14448. start: start,
  14449. count: count,
  14450. materialIndex: materialIndex
  14451. } );
  14452. }
  14453. /**
  14454. * Clears all groups.
  14455. */
  14456. clearGroups() {
  14457. this.groups = [];
  14458. }
  14459. /**
  14460. * Sets the draw range for this geometry.
  14461. *
  14462. * @param {number} start - The first vertex for non-indexed geometry, otherwise the first triangle index.
  14463. * @param {number} count - For non-indexed BufferGeometry, `count` is the number of vertices to render.
  14464. * For indexed BufferGeometry, `count` is the number of indices to render.
  14465. */
  14466. setDrawRange( start, count ) {
  14467. this.drawRange.start = start;
  14468. this.drawRange.count = count;
  14469. }
  14470. /**
  14471. * Applies the given 4x4 transformation matrix to the geometry.
  14472. *
  14473. * @param {Matrix4} matrix - The matrix to apply.
  14474. * @return {BufferGeometry} A reference to this instance.
  14475. */
  14476. applyMatrix4( matrix ) {
  14477. const position = this.attributes.position;
  14478. if ( position !== undefined ) {
  14479. position.applyMatrix4( matrix );
  14480. position.needsUpdate = true;
  14481. }
  14482. const normal = this.attributes.normal;
  14483. if ( normal !== undefined ) {
  14484. const normalMatrix = new Matrix3().getNormalMatrix( matrix );
  14485. normal.applyNormalMatrix( normalMatrix );
  14486. normal.needsUpdate = true;
  14487. }
  14488. const tangent = this.attributes.tangent;
  14489. if ( tangent !== undefined ) {
  14490. tangent.transformDirection( matrix );
  14491. tangent.needsUpdate = true;
  14492. }
  14493. if ( this.boundingBox !== null ) {
  14494. this.computeBoundingBox();
  14495. }
  14496. if ( this.boundingSphere !== null ) {
  14497. this.computeBoundingSphere();
  14498. }
  14499. return this;
  14500. }
  14501. /**
  14502. * Applies the rotation represented by the Quaternion to the geometry.
  14503. *
  14504. * @param {Quaternion} q - The Quaternion to apply.
  14505. * @return {BufferGeometry} A reference to this instance.
  14506. */
  14507. applyQuaternion( q ) {
  14508. _m1.makeRotationFromQuaternion( q );
  14509. this.applyMatrix4( _m1 );
  14510. return this;
  14511. }
  14512. /**
  14513. * Rotates the geometry about the X axis. This is typically done as a one time
  14514. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  14515. * real-time mesh rotation.
  14516. *
  14517. * @param {number} angle - The angle in radians.
  14518. * @return {BufferGeometry} A reference to this instance.
  14519. */
  14520. rotateX( angle ) {
  14521. // rotate geometry around world x-axis
  14522. _m1.makeRotationX( angle );
  14523. this.applyMatrix4( _m1 );
  14524. return this;
  14525. }
  14526. /**
  14527. * Rotates the geometry about the Y axis. This is typically done as a one time
  14528. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  14529. * real-time mesh rotation.
  14530. *
  14531. * @param {number} angle - The angle in radians.
  14532. * @return {BufferGeometry} A reference to this instance.
  14533. */
  14534. rotateY( angle ) {
  14535. // rotate geometry around world y-axis
  14536. _m1.makeRotationY( angle );
  14537. this.applyMatrix4( _m1 );
  14538. return this;
  14539. }
  14540. /**
  14541. * Rotates the geometry about the Z axis. This is typically done as a one time
  14542. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  14543. * real-time mesh rotation.
  14544. *
  14545. * @param {number} angle - The angle in radians.
  14546. * @return {BufferGeometry} A reference to this instance.
  14547. */
  14548. rotateZ( angle ) {
  14549. // rotate geometry around world z-axis
  14550. _m1.makeRotationZ( angle );
  14551. this.applyMatrix4( _m1 );
  14552. return this;
  14553. }
  14554. /**
  14555. * Translates the geometry. This is typically done as a one time
  14556. * operation, and not during a loop. Use {@link Object3D#position} for typical
  14557. * real-time mesh rotation.
  14558. *
  14559. * @param {number} x - The x offset.
  14560. * @param {number} y - The y offset.
  14561. * @param {number} z - The z offset.
  14562. * @return {BufferGeometry} A reference to this instance.
  14563. */
  14564. translate( x, y, z ) {
  14565. // translate geometry
  14566. _m1.makeTranslation( x, y, z );
  14567. this.applyMatrix4( _m1 );
  14568. return this;
  14569. }
  14570. /**
  14571. * Scales the geometry. This is typically done as a one time
  14572. * operation, and not during a loop. Use {@link Object3D#scale} for typical
  14573. * real-time mesh rotation.
  14574. *
  14575. * @param {number} x - The x scale.
  14576. * @param {number} y - The y scale.
  14577. * @param {number} z - The z scale.
  14578. * @return {BufferGeometry} A reference to this instance.
  14579. */
  14580. scale( x, y, z ) {
  14581. // scale geometry
  14582. _m1.makeScale( x, y, z );
  14583. this.applyMatrix4( _m1 );
  14584. return this;
  14585. }
  14586. /**
  14587. * Rotates the geometry to face a point in 3D space. This is typically done as a one time
  14588. * operation, and not during a loop. Use {@link Object3D#lookAt} for typical
  14589. * real-time mesh rotation.
  14590. *
  14591. * @param {Vector3} vector - The target point.
  14592. * @return {BufferGeometry} A reference to this instance.
  14593. */
  14594. lookAt( vector ) {
  14595. _obj.lookAt( vector );
  14596. _obj.updateMatrix();
  14597. this.applyMatrix4( _obj.matrix );
  14598. return this;
  14599. }
  14600. /**
  14601. * Center the geometry based on its bounding box.
  14602. *
  14603. * @return {BufferGeometry} A reference to this instance.
  14604. */
  14605. center() {
  14606. this.computeBoundingBox();
  14607. this.boundingBox.getCenter( _offset ).negate();
  14608. this.translate( _offset.x, _offset.y, _offset.z );
  14609. return this;
  14610. }
  14611. /**
  14612. * Defines a geometry by creating a `position` attribute based on the given array of points. The array
  14613. * can hold 2D or 3D vectors. When using two-dimensional data, the `z` coordinate for all vertices is
  14614. * set to `0`.
  14615. *
  14616. * If the method is used with an existing `position` attribute, the vertex data are overwritten with the
  14617. * data from the array. The length of the array must match the vertex count.
  14618. *
  14619. * @param {Array<Vector2>|Array<Vector3>} points - The points.
  14620. * @return {BufferGeometry} A reference to this instance.
  14621. */
  14622. setFromPoints( points ) {
  14623. const positionAttribute = this.getAttribute( 'position' );
  14624. if ( positionAttribute === undefined ) {
  14625. const position = [];
  14626. for ( let i = 0, l = points.length; i < l; i ++ ) {
  14627. const point = points[ i ];
  14628. position.push( point.x, point.y, point.z || 0 );
  14629. }
  14630. this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  14631. } else {
  14632. const l = Math.min( points.length, positionAttribute.count ); // make sure data do not exceed buffer size
  14633. for ( let i = 0; i < l; i ++ ) {
  14634. const point = points[ i ];
  14635. positionAttribute.setXYZ( i, point.x, point.y, point.z || 0 );
  14636. }
  14637. if ( points.length > positionAttribute.count ) {
  14638. warn( 'BufferGeometry: Buffer size too small for points data. Use .dispose() and create a new geometry.' );
  14639. }
  14640. positionAttribute.needsUpdate = true;
  14641. }
  14642. return this;
  14643. }
  14644. /**
  14645. * Computes the bounding box of the geometry, and updates the `boundingBox` member.
  14646. * The bounding box is not computed by the engine; it must be computed by your app.
  14647. * You may need to recompute the bounding box if the geometry vertices are modified.
  14648. */
  14649. computeBoundingBox() {
  14650. if ( this.boundingBox === null ) {
  14651. this.boundingBox = new Box3();
  14652. }
  14653. const position = this.attributes.position;
  14654. const morphAttributesPosition = this.morphAttributes.position;
  14655. if ( position && position.isGLBufferAttribute ) {
  14656. error( 'BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box.', this );
  14657. this.boundingBox.set(
  14658. new Vector3( - Infinity, - Infinity, - Infinity ),
  14659. new Vector3( + Infinity, + Infinity, + Infinity )
  14660. );
  14661. return;
  14662. }
  14663. if ( position !== undefined ) {
  14664. this.boundingBox.setFromBufferAttribute( position );
  14665. // process morph attributes if present
  14666. if ( morphAttributesPosition ) {
  14667. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14668. const morphAttribute = morphAttributesPosition[ i ];
  14669. _box$2.setFromBufferAttribute( morphAttribute );
  14670. if ( this.morphTargetsRelative ) {
  14671. _vector$8.addVectors( this.boundingBox.min, _box$2.min );
  14672. this.boundingBox.expandByPoint( _vector$8 );
  14673. _vector$8.addVectors( this.boundingBox.max, _box$2.max );
  14674. this.boundingBox.expandByPoint( _vector$8 );
  14675. } else {
  14676. this.boundingBox.expandByPoint( _box$2.min );
  14677. this.boundingBox.expandByPoint( _box$2.max );
  14678. }
  14679. }
  14680. }
  14681. } else {
  14682. this.boundingBox.makeEmpty();
  14683. }
  14684. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  14685. error( 'BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  14686. }
  14687. }
  14688. /**
  14689. * Computes the bounding sphere of the geometry, and updates the `boundingSphere` member.
  14690. * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.
  14691. * You may need to recompute the bounding sphere if the geometry vertices are modified.
  14692. */
  14693. computeBoundingSphere() {
  14694. if ( this.boundingSphere === null ) {
  14695. this.boundingSphere = new Sphere();
  14696. }
  14697. const position = this.attributes.position;
  14698. const morphAttributesPosition = this.morphAttributes.position;
  14699. if ( position && position.isGLBufferAttribute ) {
  14700. error( 'BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere.', this );
  14701. this.boundingSphere.set( new Vector3(), Infinity );
  14702. return;
  14703. }
  14704. if ( position ) {
  14705. // first, find the center of the bounding sphere
  14706. const center = this.boundingSphere.center;
  14707. _box$2.setFromBufferAttribute( position );
  14708. // process morph attributes if present
  14709. if ( morphAttributesPosition ) {
  14710. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14711. const morphAttribute = morphAttributesPosition[ i ];
  14712. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  14713. if ( this.morphTargetsRelative ) {
  14714. _vector$8.addVectors( _box$2.min, _boxMorphTargets.min );
  14715. _box$2.expandByPoint( _vector$8 );
  14716. _vector$8.addVectors( _box$2.max, _boxMorphTargets.max );
  14717. _box$2.expandByPoint( _vector$8 );
  14718. } else {
  14719. _box$2.expandByPoint( _boxMorphTargets.min );
  14720. _box$2.expandByPoint( _boxMorphTargets.max );
  14721. }
  14722. }
  14723. }
  14724. _box$2.getCenter( center );
  14725. // second, try to find a boundingSphere with a radius smaller than the
  14726. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  14727. let maxRadiusSq = 0;
  14728. for ( let i = 0, il = position.count; i < il; i ++ ) {
  14729. _vector$8.fromBufferAttribute( position, i );
  14730. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );
  14731. }
  14732. // process morph attributes if present
  14733. if ( morphAttributesPosition ) {
  14734. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14735. const morphAttribute = morphAttributesPosition[ i ];
  14736. const morphTargetsRelative = this.morphTargetsRelative;
  14737. for ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  14738. _vector$8.fromBufferAttribute( morphAttribute, j );
  14739. if ( morphTargetsRelative ) {
  14740. _offset.fromBufferAttribute( position, j );
  14741. _vector$8.add( _offset );
  14742. }
  14743. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );
  14744. }
  14745. }
  14746. }
  14747. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  14748. if ( isNaN( this.boundingSphere.radius ) ) {
  14749. error( 'BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  14750. }
  14751. }
  14752. }
  14753. /**
  14754. * Calculates and adds a tangent attribute to this geometry.
  14755. *
  14756. * The computation is only supported for indexed geometries and if position, normal, and uv attributes
  14757. * are defined. When using a tangent space normal map, prefer the MikkTSpace algorithm provided by
  14758. * {@link BufferGeometryUtils#computeMikkTSpaceTangents} instead.
  14759. */
  14760. computeTangents() {
  14761. const index = this.index;
  14762. const attributes = this.attributes;
  14763. // based on http://www.terathon.com/code/tangent.html
  14764. // (per vertex tangents)
  14765. if ( index === null ||
  14766. attributes.position === undefined ||
  14767. attributes.normal === undefined ||
  14768. attributes.uv === undefined ) {
  14769. error( 'BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' );
  14770. return;
  14771. }
  14772. const positionAttribute = attributes.position;
  14773. const normalAttribute = attributes.normal;
  14774. const uvAttribute = attributes.uv;
  14775. if ( this.hasAttribute( 'tangent' ) === false ) {
  14776. this.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * positionAttribute.count ), 4 ) );
  14777. }
  14778. const tangentAttribute = this.getAttribute( 'tangent' );
  14779. const tan1 = [], tan2 = [];
  14780. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  14781. tan1[ i ] = new Vector3();
  14782. tan2[ i ] = new Vector3();
  14783. }
  14784. const vA = new Vector3(),
  14785. vB = new Vector3(),
  14786. vC = new Vector3(),
  14787. uvA = new Vector2(),
  14788. uvB = new Vector2(),
  14789. uvC = new Vector2(),
  14790. sdir = new Vector3(),
  14791. tdir = new Vector3();
  14792. function handleTriangle( a, b, c ) {
  14793. vA.fromBufferAttribute( positionAttribute, a );
  14794. vB.fromBufferAttribute( positionAttribute, b );
  14795. vC.fromBufferAttribute( positionAttribute, c );
  14796. uvA.fromBufferAttribute( uvAttribute, a );
  14797. uvB.fromBufferAttribute( uvAttribute, b );
  14798. uvC.fromBufferAttribute( uvAttribute, c );
  14799. vB.sub( vA );
  14800. vC.sub( vA );
  14801. uvB.sub( uvA );
  14802. uvC.sub( uvA );
  14803. const r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y );
  14804. // silently ignore degenerate uv triangles having coincident or colinear vertices
  14805. if ( ! isFinite( r ) ) return;
  14806. sdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r );
  14807. tdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r );
  14808. tan1[ a ].add( sdir );
  14809. tan1[ b ].add( sdir );
  14810. tan1[ c ].add( sdir );
  14811. tan2[ a ].add( tdir );
  14812. tan2[ b ].add( tdir );
  14813. tan2[ c ].add( tdir );
  14814. }
  14815. let groups = this.groups;
  14816. if ( groups.length === 0 ) {
  14817. groups = [ {
  14818. start: 0,
  14819. count: index.count
  14820. } ];
  14821. }
  14822. for ( let i = 0, il = groups.length; i < il; ++ i ) {
  14823. const group = groups[ i ];
  14824. const start = group.start;
  14825. const count = group.count;
  14826. for ( let j = start, jl = start + count; j < jl; j += 3 ) {
  14827. handleTriangle(
  14828. index.getX( j + 0 ),
  14829. index.getX( j + 1 ),
  14830. index.getX( j + 2 )
  14831. );
  14832. }
  14833. }
  14834. const tmp = new Vector3(), tmp2 = new Vector3();
  14835. const n = new Vector3(), n2 = new Vector3();
  14836. function handleVertex( v ) {
  14837. n.fromBufferAttribute( normalAttribute, v );
  14838. n2.copy( n );
  14839. const t = tan1[ v ];
  14840. // Gram-Schmidt orthogonalize
  14841. tmp.copy( t );
  14842. tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
  14843. // Calculate handedness
  14844. tmp2.crossVectors( n2, t );
  14845. const test = tmp2.dot( tan2[ v ] );
  14846. const w = ( test < 0.0 ) ? -1 : 1.0;
  14847. tangentAttribute.setXYZW( v, tmp.x, tmp.y, tmp.z, w );
  14848. }
  14849. for ( let i = 0, il = groups.length; i < il; ++ i ) {
  14850. const group = groups[ i ];
  14851. const start = group.start;
  14852. const count = group.count;
  14853. for ( let j = start, jl = start + count; j < jl; j += 3 ) {
  14854. handleVertex( index.getX( j + 0 ) );
  14855. handleVertex( index.getX( j + 1 ) );
  14856. handleVertex( index.getX( j + 2 ) );
  14857. }
  14858. }
  14859. }
  14860. /**
  14861. * Computes vertex normals for the given vertex data. For indexed geometries, the method sets
  14862. * each vertex normal to be the average of the face normals of the faces that share that vertex.
  14863. * For non-indexed geometries, vertices are not shared, and the method sets each vertex normal
  14864. * to be the same as the face normal.
  14865. */
  14866. computeVertexNormals() {
  14867. const index = this.index;
  14868. const positionAttribute = this.getAttribute( 'position' );
  14869. if ( positionAttribute !== undefined ) {
  14870. let normalAttribute = this.getAttribute( 'normal' );
  14871. if ( normalAttribute === undefined ) {
  14872. normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );
  14873. this.setAttribute( 'normal', normalAttribute );
  14874. } else {
  14875. // reset existing normals to zero
  14876. for ( let i = 0, il = normalAttribute.count; i < il; i ++ ) {
  14877. normalAttribute.setXYZ( i, 0, 0, 0 );
  14878. }
  14879. }
  14880. const pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  14881. const nA = new Vector3(), nB = new Vector3(), nC = new Vector3();
  14882. const cb = new Vector3(), ab = new Vector3();
  14883. // indexed elements
  14884. if ( index ) {
  14885. for ( let i = 0, il = index.count; i < il; i += 3 ) {
  14886. const vA = index.getX( i + 0 );
  14887. const vB = index.getX( i + 1 );
  14888. const vC = index.getX( i + 2 );
  14889. pA.fromBufferAttribute( positionAttribute, vA );
  14890. pB.fromBufferAttribute( positionAttribute, vB );
  14891. pC.fromBufferAttribute( positionAttribute, vC );
  14892. cb.subVectors( pC, pB );
  14893. ab.subVectors( pA, pB );
  14894. cb.cross( ab );
  14895. nA.fromBufferAttribute( normalAttribute, vA );
  14896. nB.fromBufferAttribute( normalAttribute, vB );
  14897. nC.fromBufferAttribute( normalAttribute, vC );
  14898. nA.add( cb );
  14899. nB.add( cb );
  14900. nC.add( cb );
  14901. normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );
  14902. normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );
  14903. normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );
  14904. }
  14905. } else {
  14906. // non-indexed elements (unconnected triangle soup)
  14907. for ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) {
  14908. pA.fromBufferAttribute( positionAttribute, i + 0 );
  14909. pB.fromBufferAttribute( positionAttribute, i + 1 );
  14910. pC.fromBufferAttribute( positionAttribute, i + 2 );
  14911. cb.subVectors( pC, pB );
  14912. ab.subVectors( pA, pB );
  14913. cb.cross( ab );
  14914. normalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z );
  14915. normalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z );
  14916. normalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z );
  14917. }
  14918. }
  14919. this.normalizeNormals();
  14920. normalAttribute.needsUpdate = true;
  14921. }
  14922. }
  14923. /**
  14924. * Ensures every normal vector in a geometry will have a magnitude of `1`. This will
  14925. * correct lighting on the geometry surfaces.
  14926. */
  14927. normalizeNormals() {
  14928. const normals = this.attributes.normal;
  14929. for ( let i = 0, il = normals.count; i < il; i ++ ) {
  14930. _vector$8.fromBufferAttribute( normals, i );
  14931. _vector$8.normalize();
  14932. normals.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );
  14933. }
  14934. }
  14935. /**
  14936. * Return a new non-index version of this indexed geometry. If the geometry
  14937. * is already non-indexed, the method is a NOOP.
  14938. *
  14939. * @return {BufferGeometry} The non-indexed version of this indexed geometry.
  14940. */
  14941. toNonIndexed() {
  14942. function convertBufferAttribute( attribute, indices ) {
  14943. const array = attribute.array;
  14944. const itemSize = attribute.itemSize;
  14945. const normalized = attribute.normalized;
  14946. const array2 = new array.constructor( indices.length * itemSize );
  14947. let index = 0, index2 = 0;
  14948. for ( let i = 0, l = indices.length; i < l; i ++ ) {
  14949. if ( attribute.isInterleavedBufferAttribute ) {
  14950. index = indices[ i ] * attribute.data.stride + attribute.offset;
  14951. } else {
  14952. index = indices[ i ] * itemSize;
  14953. }
  14954. for ( let j = 0; j < itemSize; j ++ ) {
  14955. array2[ index2 ++ ] = array[ index ++ ];
  14956. }
  14957. }
  14958. return new BufferAttribute( array2, itemSize, normalized );
  14959. }
  14960. //
  14961. if ( this.index === null ) {
  14962. warn( 'BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' );
  14963. return this;
  14964. }
  14965. const geometry2 = new BufferGeometry();
  14966. const indices = this.index.array;
  14967. const attributes = this.attributes;
  14968. // attributes
  14969. for ( const name in attributes ) {
  14970. const attribute = attributes[ name ];
  14971. const newAttribute = convertBufferAttribute( attribute, indices );
  14972. geometry2.setAttribute( name, newAttribute );
  14973. }
  14974. // morph attributes
  14975. const morphAttributes = this.morphAttributes;
  14976. for ( const name in morphAttributes ) {
  14977. const morphArray = [];
  14978. const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  14979. for ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {
  14980. const attribute = morphAttribute[ i ];
  14981. const newAttribute = convertBufferAttribute( attribute, indices );
  14982. morphArray.push( newAttribute );
  14983. }
  14984. geometry2.morphAttributes[ name ] = morphArray;
  14985. }
  14986. geometry2.morphTargetsRelative = this.morphTargetsRelative;
  14987. // groups
  14988. const groups = this.groups;
  14989. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  14990. const group = groups[ i ];
  14991. geometry2.addGroup( group.start, group.count, group.materialIndex );
  14992. }
  14993. return geometry2;
  14994. }
  14995. /**
  14996. * Serializes the geometry into JSON.
  14997. *
  14998. * @return {Object} A JSON object representing the serialized geometry.
  14999. */
  15000. toJSON() {
  15001. const data = {
  15002. metadata: {
  15003. version: 4.7,
  15004. type: 'BufferGeometry',
  15005. generator: 'BufferGeometry.toJSON'
  15006. }
  15007. };
  15008. // standard BufferGeometry serialization
  15009. data.uuid = this.uuid;
  15010. data.type = this.type;
  15011. if ( this.name !== '' ) data.name = this.name;
  15012. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  15013. if ( this.parameters !== undefined ) {
  15014. const parameters = this.parameters;
  15015. for ( const key in parameters ) {
  15016. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  15017. }
  15018. return data;
  15019. }
  15020. // for simplicity the code assumes attributes are not shared across geometries, see #15811
  15021. data.data = { attributes: {} };
  15022. const index = this.index;
  15023. if ( index !== null ) {
  15024. data.data.index = {
  15025. type: index.array.constructor.name,
  15026. array: Array.prototype.slice.call( index.array )
  15027. };
  15028. }
  15029. const attributes = this.attributes;
  15030. for ( const key in attributes ) {
  15031. const attribute = attributes[ key ];
  15032. data.data.attributes[ key ] = attribute.toJSON( data.data );
  15033. }
  15034. const morphAttributes = {};
  15035. let hasMorphAttributes = false;
  15036. for ( const key in this.morphAttributes ) {
  15037. const attributeArray = this.morphAttributes[ key ];
  15038. const array = [];
  15039. for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
  15040. const attribute = attributeArray[ i ];
  15041. array.push( attribute.toJSON( data.data ) );
  15042. }
  15043. if ( array.length > 0 ) {
  15044. morphAttributes[ key ] = array;
  15045. hasMorphAttributes = true;
  15046. }
  15047. }
  15048. if ( hasMorphAttributes ) {
  15049. data.data.morphAttributes = morphAttributes;
  15050. data.data.morphTargetsRelative = this.morphTargetsRelative;
  15051. }
  15052. const groups = this.groups;
  15053. if ( groups.length > 0 ) {
  15054. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  15055. }
  15056. const boundingSphere = this.boundingSphere;
  15057. if ( boundingSphere !== null ) {
  15058. data.data.boundingSphere = boundingSphere.toJSON();
  15059. }
  15060. return data;
  15061. }
  15062. /**
  15063. * Returns a new geometry with copied values from this instance.
  15064. *
  15065. * @return {BufferGeometry} A clone of this instance.
  15066. */
  15067. clone() {
  15068. return new this.constructor().copy( this );
  15069. }
  15070. /**
  15071. * Copies the values of the given geometry to this instance.
  15072. *
  15073. * @param {BufferGeometry} source - The geometry to copy.
  15074. * @return {BufferGeometry} A reference to this instance.
  15075. */
  15076. copy( source ) {
  15077. // reset
  15078. this.index = null;
  15079. this.attributes = {};
  15080. this.morphAttributes = {};
  15081. this.groups = [];
  15082. this.boundingBox = null;
  15083. this.boundingSphere = null;
  15084. // used for storing cloned, shared data
  15085. const data = {};
  15086. // name
  15087. this.name = source.name;
  15088. // index
  15089. const index = source.index;
  15090. if ( index !== null ) {
  15091. this.setIndex( index.clone() );
  15092. }
  15093. // attributes
  15094. const attributes = source.attributes;
  15095. for ( const name in attributes ) {
  15096. const attribute = attributes[ name ];
  15097. this.setAttribute( name, attribute.clone( data ) );
  15098. }
  15099. // morph attributes
  15100. const morphAttributes = source.morphAttributes;
  15101. for ( const name in morphAttributes ) {
  15102. const array = [];
  15103. const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  15104. for ( let i = 0, l = morphAttribute.length; i < l; i ++ ) {
  15105. array.push( morphAttribute[ i ].clone( data ) );
  15106. }
  15107. this.morphAttributes[ name ] = array;
  15108. }
  15109. this.morphTargetsRelative = source.morphTargetsRelative;
  15110. // groups
  15111. const groups = source.groups;
  15112. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  15113. const group = groups[ i ];
  15114. this.addGroup( group.start, group.count, group.materialIndex );
  15115. }
  15116. // bounding box
  15117. const boundingBox = source.boundingBox;
  15118. if ( boundingBox !== null ) {
  15119. this.boundingBox = boundingBox.clone();
  15120. }
  15121. // bounding sphere
  15122. const boundingSphere = source.boundingSphere;
  15123. if ( boundingSphere !== null ) {
  15124. this.boundingSphere = boundingSphere.clone();
  15125. }
  15126. // draw range
  15127. this.drawRange.start = source.drawRange.start;
  15128. this.drawRange.count = source.drawRange.count;
  15129. // user data
  15130. this.userData = source.userData;
  15131. return this;
  15132. }
  15133. /**
  15134. * Frees the GPU-related resources allocated by this instance. Call this
  15135. * method whenever this instance is no longer used in your app.
  15136. *
  15137. * @fires BufferGeometry#dispose
  15138. */
  15139. dispose() {
  15140. this.dispatchEvent( { type: 'dispose' } );
  15141. }
  15142. }
  15143. const _inverseMatrix$3 = /*@__PURE__*/ new Matrix4();
  15144. const _ray$3 = /*@__PURE__*/ new Ray();
  15145. const _sphere$6 = /*@__PURE__*/ new Sphere();
  15146. const _sphereHitAt = /*@__PURE__*/ new Vector3();
  15147. const _vA$1 = /*@__PURE__*/ new Vector3();
  15148. const _vB$1 = /*@__PURE__*/ new Vector3();
  15149. const _vC$1 = /*@__PURE__*/ new Vector3();
  15150. const _tempA = /*@__PURE__*/ new Vector3();
  15151. const _morphA = /*@__PURE__*/ new Vector3();
  15152. const _intersectionPoint = /*@__PURE__*/ new Vector3();
  15153. const _intersectionPointWorld = /*@__PURE__*/ new Vector3();
  15154. /**
  15155. * Class representing triangular polygon mesh based objects.
  15156. *
  15157. * ```js
  15158. * const geometry = new THREE.BoxGeometry( 1, 1, 1 );
  15159. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  15160. * const mesh = new THREE.Mesh( geometry, material );
  15161. * scene.add( mesh );
  15162. * ```
  15163. *
  15164. * @augments Object3D
  15165. */
  15166. class Mesh extends Object3D {
  15167. /**
  15168. * Constructs a new mesh.
  15169. *
  15170. * @param {BufferGeometry} [geometry] - The mesh geometry.
  15171. * @param {Material|Array<Material>} [material] - The mesh material.
  15172. */
  15173. constructor( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) {
  15174. super();
  15175. /**
  15176. * This flag can be used for type testing.
  15177. *
  15178. * @type {boolean}
  15179. * @readonly
  15180. * @default true
  15181. */
  15182. this.isMesh = true;
  15183. this.type = 'Mesh';
  15184. /**
  15185. * The mesh geometry.
  15186. *
  15187. * @type {BufferGeometry}
  15188. */
  15189. this.geometry = geometry;
  15190. /**
  15191. * The mesh material.
  15192. *
  15193. * @type {Material|Array<Material>}
  15194. * @default MeshBasicMaterial
  15195. */
  15196. this.material = material;
  15197. /**
  15198. * A dictionary representing the morph targets in the geometry. The key is the
  15199. * morph targets name, the value its attribute index. This member is `undefined`
  15200. * by default and only set when morph targets are detected in the geometry.
  15201. *
  15202. * @type {Object<String,number>|undefined}
  15203. * @default undefined
  15204. */
  15205. this.morphTargetDictionary = undefined;
  15206. /**
  15207. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  15208. * is applied. This member is `undefined` by default and only set when morph targets are
  15209. * detected in the geometry.
  15210. *
  15211. * @type {Array<number>|undefined}
  15212. * @default undefined
  15213. */
  15214. this.morphTargetInfluences = undefined;
  15215. /**
  15216. * The number of instances of this mesh.
  15217. * Can only be used with {@link WebGPURenderer}.
  15218. *
  15219. * @type {number}
  15220. * @default 1
  15221. */
  15222. this.count = 1;
  15223. this.updateMorphTargets();
  15224. }
  15225. copy( source, recursive ) {
  15226. super.copy( source, recursive );
  15227. if ( source.morphTargetInfluences !== undefined ) {
  15228. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  15229. }
  15230. if ( source.morphTargetDictionary !== undefined ) {
  15231. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  15232. }
  15233. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  15234. this.geometry = source.geometry;
  15235. return this;
  15236. }
  15237. /**
  15238. * Sets the values of {@link Mesh#morphTargetDictionary} and {@link Mesh#morphTargetInfluences}
  15239. * to make sure existing morph targets can influence this 3D object.
  15240. */
  15241. updateMorphTargets() {
  15242. const geometry = this.geometry;
  15243. const morphAttributes = geometry.morphAttributes;
  15244. const keys = Object.keys( morphAttributes );
  15245. if ( keys.length > 0 ) {
  15246. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  15247. if ( morphAttribute !== undefined ) {
  15248. this.morphTargetInfluences = [];
  15249. this.morphTargetDictionary = {};
  15250. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  15251. const name = morphAttribute[ m ].name || String( m );
  15252. this.morphTargetInfluences.push( 0 );
  15253. this.morphTargetDictionary[ name ] = m;
  15254. }
  15255. }
  15256. }
  15257. }
  15258. /**
  15259. * Returns the local-space position of the vertex at the given index, taking into
  15260. * account the current animation state of both morph targets and skinning.
  15261. *
  15262. * @param {number} index - The vertex index.
  15263. * @param {Vector3} target - The target object that is used to store the method's result.
  15264. * @return {Vector3} The vertex position in local space.
  15265. */
  15266. getVertexPosition( index, target ) {
  15267. const geometry = this.geometry;
  15268. const position = geometry.attributes.position;
  15269. const morphPosition = geometry.morphAttributes.position;
  15270. const morphTargetsRelative = geometry.morphTargetsRelative;
  15271. target.fromBufferAttribute( position, index );
  15272. const morphInfluences = this.morphTargetInfluences;
  15273. if ( morphPosition && morphInfluences ) {
  15274. _morphA.set( 0, 0, 0 );
  15275. for ( let i = 0, il = morphPosition.length; i < il; i ++ ) {
  15276. const influence = morphInfluences[ i ];
  15277. const morphAttribute = morphPosition[ i ];
  15278. if ( influence === 0 ) continue;
  15279. _tempA.fromBufferAttribute( morphAttribute, index );
  15280. if ( morphTargetsRelative ) {
  15281. _morphA.addScaledVector( _tempA, influence );
  15282. } else {
  15283. _morphA.addScaledVector( _tempA.sub( target ), influence );
  15284. }
  15285. }
  15286. target.add( _morphA );
  15287. }
  15288. return target;
  15289. }
  15290. /**
  15291. * Computes intersection points between a casted ray and this line.
  15292. *
  15293. * @param {Raycaster} raycaster - The raycaster.
  15294. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  15295. */
  15296. raycast( raycaster, intersects ) {
  15297. const geometry = this.geometry;
  15298. const material = this.material;
  15299. const matrixWorld = this.matrixWorld;
  15300. if ( material === undefined ) return;
  15301. // test with bounding sphere in world space
  15302. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  15303. _sphere$6.copy( geometry.boundingSphere );
  15304. _sphere$6.applyMatrix4( matrixWorld );
  15305. // check distance from ray origin to bounding sphere
  15306. _ray$3.copy( raycaster.ray ).recast( raycaster.near );
  15307. if ( _sphere$6.containsPoint( _ray$3.origin ) === false ) {
  15308. if ( _ray$3.intersectSphere( _sphere$6, _sphereHitAt ) === null ) return;
  15309. if ( _ray$3.origin.distanceToSquared( _sphereHitAt ) > ( raycaster.far - raycaster.near ) ** 2 ) return;
  15310. }
  15311. // convert ray to local space of mesh
  15312. _inverseMatrix$3.copy( matrixWorld ).invert();
  15313. _ray$3.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$3 );
  15314. // test with bounding box in local space
  15315. if ( geometry.boundingBox !== null ) {
  15316. if ( _ray$3.intersectsBox( geometry.boundingBox ) === false ) return;
  15317. }
  15318. // test for intersections with geometry
  15319. this._computeIntersections( raycaster, intersects, _ray$3 );
  15320. }
  15321. _computeIntersections( raycaster, intersects, rayLocalSpace ) {
  15322. let intersection;
  15323. const geometry = this.geometry;
  15324. const material = this.material;
  15325. const index = geometry.index;
  15326. const position = geometry.attributes.position;
  15327. const uv = geometry.attributes.uv;
  15328. const uv1 = geometry.attributes.uv1;
  15329. const normal = geometry.attributes.normal;
  15330. const groups = geometry.groups;
  15331. const drawRange = geometry.drawRange;
  15332. if ( index !== null ) {
  15333. // indexed buffer geometry
  15334. if ( Array.isArray( material ) ) {
  15335. for ( let i = 0, il = groups.length; i < il; i ++ ) {
  15336. const group = groups[ i ];
  15337. const groupMaterial = material[ group.materialIndex ];
  15338. const start = Math.max( group.start, drawRange.start );
  15339. const end = Math.min( index.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
  15340. for ( let j = start, jl = end; j < jl; j += 3 ) {
  15341. const a = index.getX( j );
  15342. const b = index.getX( j + 1 );
  15343. const c = index.getX( j + 2 );
  15344. intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15345. if ( intersection ) {
  15346. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  15347. intersection.face.materialIndex = group.materialIndex;
  15348. intersects.push( intersection );
  15349. }
  15350. }
  15351. }
  15352. } else {
  15353. const start = Math.max( 0, drawRange.start );
  15354. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  15355. for ( let i = start, il = end; i < il; i += 3 ) {
  15356. const a = index.getX( i );
  15357. const b = index.getX( i + 1 );
  15358. const c = index.getX( i + 2 );
  15359. intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15360. if ( intersection ) {
  15361. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  15362. intersects.push( intersection );
  15363. }
  15364. }
  15365. }
  15366. } else if ( position !== undefined ) {
  15367. // non-indexed buffer geometry
  15368. if ( Array.isArray( material ) ) {
  15369. for ( let i = 0, il = groups.length; i < il; i ++ ) {
  15370. const group = groups[ i ];
  15371. const groupMaterial = material[ group.materialIndex ];
  15372. const start = Math.max( group.start, drawRange.start );
  15373. const end = Math.min( position.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
  15374. for ( let j = start, jl = end; j < jl; j += 3 ) {
  15375. const a = j;
  15376. const b = j + 1;
  15377. const c = j + 2;
  15378. intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15379. if ( intersection ) {
  15380. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  15381. intersection.face.materialIndex = group.materialIndex;
  15382. intersects.push( intersection );
  15383. }
  15384. }
  15385. }
  15386. } else {
  15387. const start = Math.max( 0, drawRange.start );
  15388. const end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  15389. for ( let i = start, il = end; i < il; i += 3 ) {
  15390. const a = i;
  15391. const b = i + 1;
  15392. const c = i + 2;
  15393. intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15394. if ( intersection ) {
  15395. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  15396. intersects.push( intersection );
  15397. }
  15398. }
  15399. }
  15400. }
  15401. }
  15402. }
  15403. function checkIntersection$1( object, material, raycaster, ray, pA, pB, pC, point ) {
  15404. let intersect;
  15405. if ( material.side === BackSide ) {
  15406. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  15407. } else {
  15408. intersect = ray.intersectTriangle( pA, pB, pC, ( material.side === FrontSide ), point );
  15409. }
  15410. if ( intersect === null ) return null;
  15411. _intersectionPointWorld.copy( point );
  15412. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  15413. const distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  15414. if ( distance < raycaster.near || distance > raycaster.far ) return null;
  15415. return {
  15416. distance: distance,
  15417. point: _intersectionPointWorld.clone(),
  15418. object: object
  15419. };
  15420. }
  15421. function checkGeometryIntersection( object, material, raycaster, ray, uv, uv1, normal, a, b, c ) {
  15422. object.getVertexPosition( a, _vA$1 );
  15423. object.getVertexPosition( b, _vB$1 );
  15424. object.getVertexPosition( c, _vC$1 );
  15425. const intersection = checkIntersection$1( object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint );
  15426. if ( intersection ) {
  15427. const barycoord = new Vector3();
  15428. Triangle.getBarycoord( _intersectionPoint, _vA$1, _vB$1, _vC$1, barycoord );
  15429. if ( uv ) {
  15430. intersection.uv = Triangle.getInterpolatedAttribute( uv, a, b, c, barycoord, new Vector2() );
  15431. }
  15432. if ( uv1 ) {
  15433. intersection.uv1 = Triangle.getInterpolatedAttribute( uv1, a, b, c, barycoord, new Vector2() );
  15434. }
  15435. if ( normal ) {
  15436. intersection.normal = Triangle.getInterpolatedAttribute( normal, a, b, c, barycoord, new Vector3() );
  15437. if ( intersection.normal.dot( ray.direction ) > 0 ) {
  15438. intersection.normal.multiplyScalar( -1 );
  15439. }
  15440. }
  15441. const face = {
  15442. a: a,
  15443. b: b,
  15444. c: c,
  15445. normal: new Vector3(),
  15446. materialIndex: 0
  15447. };
  15448. Triangle.getNormal( _vA$1, _vB$1, _vC$1, face.normal );
  15449. intersection.face = face;
  15450. intersection.barycoord = barycoord;
  15451. }
  15452. return intersection;
  15453. }
  15454. /**
  15455. * A geometry class for a rectangular cuboid with a given width, height, and depth.
  15456. * On creation, the cuboid is centred on the origin, with each edge parallel to one
  15457. * of the axes.
  15458. *
  15459. * ```js
  15460. * const geometry = new THREE.BoxGeometry( 1, 1, 1 );
  15461. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  15462. * const cube = new THREE.Mesh( geometry, material );
  15463. * scene.add( cube );
  15464. * ```
  15465. *
  15466. * @augments BufferGeometry
  15467. * @demo scenes/geometry-browser.html#BoxGeometry
  15468. */
  15469. class BoxGeometry extends BufferGeometry {
  15470. /**
  15471. * Constructs a new box geometry.
  15472. *
  15473. * @param {number} [width=1] - The width. That is, the length of the edges parallel to the X axis.
  15474. * @param {number} [height=1] - The height. That is, the length of the edges parallel to the Y axis.
  15475. * @param {number} [depth=1] - The depth. That is, the length of the edges parallel to the Z axis.
  15476. * @param {number} [widthSegments=1] - Number of segmented rectangular faces along the width of the sides.
  15477. * @param {number} [heightSegments=1] - Number of segmented rectangular faces along the height of the sides.
  15478. * @param {number} [depthSegments=1] - Number of segmented rectangular faces along the depth of the sides.
  15479. */
  15480. constructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {
  15481. super();
  15482. this.type = 'BoxGeometry';
  15483. /**
  15484. * Holds the constructor parameters that have been
  15485. * used to generate the geometry. Any modification
  15486. * after instantiation does not change the geometry.
  15487. *
  15488. * @type {Object}
  15489. */
  15490. this.parameters = {
  15491. width: width,
  15492. height: height,
  15493. depth: depth,
  15494. widthSegments: widthSegments,
  15495. heightSegments: heightSegments,
  15496. depthSegments: depthSegments
  15497. };
  15498. const scope = this;
  15499. // segments
  15500. widthSegments = Math.floor( widthSegments );
  15501. heightSegments = Math.floor( heightSegments );
  15502. depthSegments = Math.floor( depthSegments );
  15503. // buffers
  15504. const indices = [];
  15505. const vertices = [];
  15506. const normals = [];
  15507. const uvs = [];
  15508. // helper variables
  15509. let numberOfVertices = 0;
  15510. let groupStart = 0;
  15511. // build each side of the box geometry
  15512. buildPlane( 'z', 'y', 'x', -1, -1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  15513. buildPlane( 'z', 'y', 'x', 1, -1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  15514. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  15515. buildPlane( 'x', 'z', 'y', 1, -1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  15516. buildPlane( 'x', 'y', 'z', 1, -1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  15517. buildPlane( 'x', 'y', 'z', -1, -1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  15518. // build geometry
  15519. this.setIndex( indices );
  15520. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  15521. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  15522. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  15523. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  15524. const segmentWidth = width / gridX;
  15525. const segmentHeight = height / gridY;
  15526. const widthHalf = width / 2;
  15527. const heightHalf = height / 2;
  15528. const depthHalf = depth / 2;
  15529. const gridX1 = gridX + 1;
  15530. const gridY1 = gridY + 1;
  15531. let vertexCounter = 0;
  15532. let groupCount = 0;
  15533. const vector = new Vector3();
  15534. // generate vertices, normals and uvs
  15535. for ( let iy = 0; iy < gridY1; iy ++ ) {
  15536. const y = iy * segmentHeight - heightHalf;
  15537. for ( let ix = 0; ix < gridX1; ix ++ ) {
  15538. const x = ix * segmentWidth - widthHalf;
  15539. // set values to correct vector component
  15540. vector[ u ] = x * udir;
  15541. vector[ v ] = y * vdir;
  15542. vector[ w ] = depthHalf;
  15543. // now apply vector to vertex buffer
  15544. vertices.push( vector.x, vector.y, vector.z );
  15545. // set values to correct vector component
  15546. vector[ u ] = 0;
  15547. vector[ v ] = 0;
  15548. vector[ w ] = depth > 0 ? 1 : -1;
  15549. // now apply vector to normal buffer
  15550. normals.push( vector.x, vector.y, vector.z );
  15551. // uvs
  15552. uvs.push( ix / gridX );
  15553. uvs.push( 1 - ( iy / gridY ) );
  15554. // counters
  15555. vertexCounter += 1;
  15556. }
  15557. }
  15558. // indices
  15559. // 1. you need three indices to draw a single face
  15560. // 2. a single segment consists of two faces
  15561. // 3. so we need to generate six (2*3) indices per segment
  15562. for ( let iy = 0; iy < gridY; iy ++ ) {
  15563. for ( let ix = 0; ix < gridX; ix ++ ) {
  15564. const a = numberOfVertices + ix + gridX1 * iy;
  15565. const b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  15566. const c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  15567. const d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  15568. // faces
  15569. indices.push( a, b, d );
  15570. indices.push( b, c, d );
  15571. // increase counter
  15572. groupCount += 6;
  15573. }
  15574. }
  15575. // add a group to the geometry. this will ensure multi material support
  15576. scope.addGroup( groupStart, groupCount, materialIndex );
  15577. // calculate new start value for groups
  15578. groupStart += groupCount;
  15579. // update total number of vertices
  15580. numberOfVertices += vertexCounter;
  15581. }
  15582. }
  15583. copy( source ) {
  15584. super.copy( source );
  15585. this.parameters = Object.assign( {}, source.parameters );
  15586. return this;
  15587. }
  15588. /**
  15589. * Factory method for creating an instance of this class from the given
  15590. * JSON object.
  15591. *
  15592. * @param {Object} data - A JSON object representing the serialized geometry.
  15593. * @return {BoxGeometry} A new instance.
  15594. */
  15595. static fromJSON( data ) {
  15596. return new BoxGeometry( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments );
  15597. }
  15598. }
  15599. /**
  15600. * Provides utility functions for managing uniforms.
  15601. *
  15602. * @module UniformsUtils
  15603. */
  15604. /**
  15605. * Clones the given uniform definitions by performing a deep-copy. That means
  15606. * if the value of a uniform refers to an object like a Vector3 or Texture,
  15607. * the cloned uniform will refer to a new object reference.
  15608. *
  15609. * @param {Object} src - An object representing uniform definitions.
  15610. * @return {Object} The cloned uniforms.
  15611. */
  15612. function cloneUniforms( src ) {
  15613. const dst = {};
  15614. for ( const u in src ) {
  15615. dst[ u ] = {};
  15616. for ( const p in src[ u ] ) {
  15617. const property = src[ u ][ p ];
  15618. if ( property && ( property.isColor ||
  15619. property.isMatrix3 || property.isMatrix4 ||
  15620. property.isVector2 || property.isVector3 || property.isVector4 ||
  15621. property.isTexture || property.isQuaternion ) ) {
  15622. if ( property.isRenderTargetTexture ) {
  15623. warn( 'UniformsUtils: Textures of render targets cannot be cloned via cloneUniforms() or mergeUniforms().' );
  15624. dst[ u ][ p ] = null;
  15625. } else {
  15626. dst[ u ][ p ] = property.clone();
  15627. }
  15628. } else if ( Array.isArray( property ) ) {
  15629. dst[ u ][ p ] = property.slice();
  15630. } else {
  15631. dst[ u ][ p ] = property;
  15632. }
  15633. }
  15634. }
  15635. return dst;
  15636. }
  15637. /**
  15638. * Merges the given uniform definitions into a single object. Since the
  15639. * method internally uses cloneUniforms(), it performs a deep-copy when
  15640. * producing the merged uniform definitions.
  15641. *
  15642. * @param {Array} uniforms - An array of objects containing uniform definitions.
  15643. * @return {Object} The merged uniforms.
  15644. */
  15645. function mergeUniforms( uniforms ) {
  15646. const merged = {};
  15647. for ( let u = 0; u < uniforms.length; u ++ ) {
  15648. const tmp = cloneUniforms( uniforms[ u ] );
  15649. for ( const p in tmp ) {
  15650. merged[ p ] = tmp[ p ];
  15651. }
  15652. }
  15653. return merged;
  15654. }
  15655. function cloneUniformsGroups( src ) {
  15656. const dst = [];
  15657. for ( let u = 0; u < src.length; u ++ ) {
  15658. dst.push( src[ u ].clone() );
  15659. }
  15660. return dst;
  15661. }
  15662. function getUnlitUniformColorSpace( renderer ) {
  15663. const currentRenderTarget = renderer.getRenderTarget();
  15664. if ( currentRenderTarget === null ) {
  15665. // https://github.com/mrdoob/three.js/pull/23937#issuecomment-1111067398
  15666. return renderer.outputColorSpace;
  15667. }
  15668. // https://github.com/mrdoob/three.js/issues/27868
  15669. if ( currentRenderTarget.isXRRenderTarget === true ) {
  15670. return currentRenderTarget.texture.colorSpace;
  15671. }
  15672. return ColorManagement.workingColorSpace;
  15673. }
  15674. // Legacy
  15675. const UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  15676. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  15677. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  15678. /**
  15679. * A material rendered with custom shaders. A shader is a small program written in GLSL.
  15680. * that runs on the GPU. You may want to use a custom shader if you need to implement an
  15681. * effect not included with any of the built-in materials.
  15682. *
  15683. * There are the following notes to bear in mind when using a `ShaderMaterial`:
  15684. *
  15685. * - `ShaderMaterial` can only be used with {@link WebGLRenderer}.
  15686. * - Built in attributes and uniforms are passed to the shaders along with your code. If
  15687. * you don't want that, use {@link RawShaderMaterial} instead.
  15688. * - You can use the directive `#pragma unroll_loop_start` and `#pragma unroll_loop_end`
  15689. * in order to unroll a `for` loop in GLSL by the shader preprocessor. The directive has
  15690. * to be placed right above the loop. The loop formatting has to correspond to a defined standard.
  15691. * - The loop has to be [normalized](https://en.wikipedia.org/wiki/Normalized_loop).
  15692. * - The loop variable has to be *i*.
  15693. * - The value `UNROLLED_LOOP_INDEX` will be replaced with the explicitly
  15694. * value of *i* for the given iteration and can be used in preprocessor
  15695. * statements.
  15696. *
  15697. * ```js
  15698. * const material = new THREE.ShaderMaterial( {
  15699. * uniforms: {
  15700. * time: { value: 1.0 },
  15701. * resolution: { value: new THREE.Vector2() }
  15702. * },
  15703. * vertexShader: document.getElementById( 'vertexShader' ).textContent,
  15704. * fragmentShader: document.getElementById( 'fragmentShader' ).textContent
  15705. * } );
  15706. * ```
  15707. *
  15708. * @augments Material
  15709. */
  15710. class ShaderMaterial extends Material {
  15711. /**
  15712. * Constructs a new shader material.
  15713. *
  15714. * @param {Object} [parameters] - An object with one or more properties
  15715. * defining the material's appearance. Any property of the material
  15716. * (including any property from inherited materials) can be passed
  15717. * in here. Color values can be passed any type of value accepted
  15718. * by {@link Color#set}.
  15719. */
  15720. constructor( parameters ) {
  15721. super();
  15722. /**
  15723. * This flag can be used for type testing.
  15724. *
  15725. * @type {boolean}
  15726. * @readonly
  15727. * @default true
  15728. */
  15729. this.isShaderMaterial = true;
  15730. this.type = 'ShaderMaterial';
  15731. /**
  15732. * Defines custom constants using `#define` directives within the GLSL code
  15733. * for both the vertex shader and the fragment shader; each key/value pair
  15734. * yields another directive.
  15735. * ```js
  15736. * defines: {
  15737. * FOO: 15,
  15738. * BAR: true
  15739. * }
  15740. * ```
  15741. * Yields the lines:
  15742. * ```
  15743. * #define FOO 15
  15744. * #define BAR true
  15745. * ```
  15746. *
  15747. * @type {Object}
  15748. */
  15749. this.defines = {};
  15750. /**
  15751. * An object of the form:
  15752. * ```js
  15753. * {
  15754. * "uniform1": { value: 1.0 },
  15755. * "uniform2": { value: 2 }
  15756. * }
  15757. * ```
  15758. * specifying the uniforms to be passed to the shader code; keys are uniform
  15759. * names, values are definitions of the form
  15760. * ```
  15761. * {
  15762. * value: 1.0
  15763. * }
  15764. * ```
  15765. * where `value` is the value of the uniform. Names must match the name of
  15766. * the uniform, as defined in the GLSL code. Note that uniforms are refreshed
  15767. * on every frame, so updating the value of the uniform will immediately
  15768. * update the value available to the GLSL code.
  15769. *
  15770. * @type {Object}
  15771. */
  15772. this.uniforms = {};
  15773. /**
  15774. * An array holding uniforms groups for configuring UBOs.
  15775. *
  15776. * @type {Array<UniformsGroup>}
  15777. */
  15778. this.uniformsGroups = [];
  15779. /**
  15780. * Vertex shader GLSL code. This is the actual code for the shader.
  15781. *
  15782. * @type {string}
  15783. */
  15784. this.vertexShader = default_vertex;
  15785. /**
  15786. * Fragment shader GLSL code. This is the actual code for the shader.
  15787. *
  15788. * @type {string}
  15789. */
  15790. this.fragmentShader = default_fragment;
  15791. /**
  15792. * Controls line thickness or lines.
  15793. *
  15794. * WebGL and WebGPU ignore this setting and always render line primitives with a
  15795. * width of one pixel.
  15796. *
  15797. * @type {number}
  15798. * @default 1
  15799. */
  15800. this.linewidth = 1;
  15801. /**
  15802. * Renders the geometry as a wireframe.
  15803. *
  15804. * @type {boolean}
  15805. * @default false
  15806. */
  15807. this.wireframe = false;
  15808. /**
  15809. * Controls the thickness of the wireframe.
  15810. *
  15811. * WebGL and WebGPU ignore this property and always render
  15812. * 1 pixel wide lines.
  15813. *
  15814. * @type {number}
  15815. * @default 1
  15816. */
  15817. this.wireframeLinewidth = 1;
  15818. /**
  15819. * Defines whether the material color is affected by global fog settings; `true`
  15820. * to pass fog uniforms to the shader.
  15821. *
  15822. * Setting this property to `true` requires the definition of fog uniforms. It is
  15823. * recommended to use `UniformsUtils.merge()` to combine the custom shader uniforms
  15824. * with predefined fog uniforms.
  15825. *
  15826. * ```js
  15827. * const material = new ShaderMaterial( {
  15828. * uniforms: UniformsUtils.merge( [ UniformsLib[ 'fog' ], shaderUniforms ] );
  15829. * vertexShader: vertexShader,
  15830. * fragmentShader: fragmentShader,
  15831. * fog: true
  15832. * } );
  15833. * ```
  15834. *
  15835. * @type {boolean}
  15836. * @default false
  15837. */
  15838. this.fog = false;
  15839. /**
  15840. * Defines whether this material uses lighting; `true` to pass uniform data
  15841. * related to lighting to this shader.
  15842. *
  15843. * @type {boolean}
  15844. * @default false
  15845. */
  15846. this.lights = false;
  15847. /**
  15848. * Defines whether this material supports clipping; `true` to let the renderer
  15849. * pass the clippingPlanes uniform.
  15850. *
  15851. * @type {boolean}
  15852. * @default false
  15853. */
  15854. this.clipping = false;
  15855. /**
  15856. * Overwritten and set to `true` by default.
  15857. *
  15858. * @type {boolean}
  15859. * @default true
  15860. */
  15861. this.forceSinglePass = true;
  15862. /**
  15863. * This object allows to enable certain WebGL 2 extensions.
  15864. *
  15865. * - clipCullDistance: set to `true` to use vertex shader clipping
  15866. * - multiDraw: set to `true` to use vertex shader multi_draw / enable gl_DrawID
  15867. *
  15868. * @type {{clipCullDistance:false,multiDraw:false}}
  15869. */
  15870. this.extensions = {
  15871. clipCullDistance: false, // set to use vertex shader clipping
  15872. multiDraw: false // set to use vertex shader multi_draw / enable gl_DrawID
  15873. };
  15874. /**
  15875. * When the rendered geometry doesn't include these attributes but the
  15876. * material does, these default values will be passed to the shaders. This
  15877. * avoids errors when buffer data is missing.
  15878. *
  15879. * - color: [ 1, 1, 1 ]
  15880. * - uv: [ 0, 0 ]
  15881. * - uv1: [ 0, 0 ]
  15882. *
  15883. * @type {Object}
  15884. */
  15885. this.defaultAttributeValues = {
  15886. 'color': [ 1, 1, 1 ],
  15887. 'uv': [ 0, 0 ],
  15888. 'uv1': [ 0, 0 ]
  15889. };
  15890. /**
  15891. * If set, this calls [gl.bindAttribLocation](https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bindAttribLocation)
  15892. * to bind a generic vertex index to an attribute variable.
  15893. *
  15894. * @type {string|undefined}
  15895. * @default undefined
  15896. */
  15897. this.index0AttributeName = undefined;
  15898. /**
  15899. * Can be used to force a uniform update while changing uniforms in
  15900. * {@link Object3D#onBeforeRender}.
  15901. *
  15902. * @type {boolean}
  15903. * @default false
  15904. */
  15905. this.uniformsNeedUpdate = false;
  15906. /**
  15907. * Defines the GLSL version of custom shader code.
  15908. *
  15909. * @type {?(GLSL1|GLSL3)}
  15910. * @default null
  15911. */
  15912. this.glslVersion = null;
  15913. if ( parameters !== undefined ) {
  15914. this.setValues( parameters );
  15915. }
  15916. }
  15917. copy( source ) {
  15918. super.copy( source );
  15919. this.fragmentShader = source.fragmentShader;
  15920. this.vertexShader = source.vertexShader;
  15921. this.uniforms = cloneUniforms( source.uniforms );
  15922. this.uniformsGroups = cloneUniformsGroups( source.uniformsGroups );
  15923. this.defines = Object.assign( {}, source.defines );
  15924. this.wireframe = source.wireframe;
  15925. this.wireframeLinewidth = source.wireframeLinewidth;
  15926. this.fog = source.fog;
  15927. this.lights = source.lights;
  15928. this.clipping = source.clipping;
  15929. this.extensions = Object.assign( {}, source.extensions );
  15930. this.glslVersion = source.glslVersion;
  15931. this.defaultAttributeValues = Object.assign( {}, source.defaultAttributeValues );
  15932. this.index0AttributeName = source.index0AttributeName;
  15933. this.uniformsNeedUpdate = source.uniformsNeedUpdate;
  15934. return this;
  15935. }
  15936. toJSON( meta ) {
  15937. const data = super.toJSON( meta );
  15938. data.glslVersion = this.glslVersion;
  15939. data.uniforms = {};
  15940. for ( const name in this.uniforms ) {
  15941. const uniform = this.uniforms[ name ];
  15942. const value = uniform.value;
  15943. if ( value && value.isTexture ) {
  15944. data.uniforms[ name ] = {
  15945. type: 't',
  15946. value: value.toJSON( meta ).uuid
  15947. };
  15948. } else if ( value && value.isColor ) {
  15949. data.uniforms[ name ] = {
  15950. type: 'c',
  15951. value: value.getHex()
  15952. };
  15953. } else if ( value && value.isVector2 ) {
  15954. data.uniforms[ name ] = {
  15955. type: 'v2',
  15956. value: value.toArray()
  15957. };
  15958. } else if ( value && value.isVector3 ) {
  15959. data.uniforms[ name ] = {
  15960. type: 'v3',
  15961. value: value.toArray()
  15962. };
  15963. } else if ( value && value.isVector4 ) {
  15964. data.uniforms[ name ] = {
  15965. type: 'v4',
  15966. value: value.toArray()
  15967. };
  15968. } else if ( value && value.isMatrix3 ) {
  15969. data.uniforms[ name ] = {
  15970. type: 'm3',
  15971. value: value.toArray()
  15972. };
  15973. } else if ( value && value.isMatrix4 ) {
  15974. data.uniforms[ name ] = {
  15975. type: 'm4',
  15976. value: value.toArray()
  15977. };
  15978. } else {
  15979. data.uniforms[ name ] = {
  15980. value: value
  15981. };
  15982. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  15983. }
  15984. }
  15985. if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;
  15986. data.vertexShader = this.vertexShader;
  15987. data.fragmentShader = this.fragmentShader;
  15988. data.lights = this.lights;
  15989. data.clipping = this.clipping;
  15990. const extensions = {};
  15991. for ( const key in this.extensions ) {
  15992. if ( this.extensions[ key ] === true ) extensions[ key ] = true;
  15993. }
  15994. if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;
  15995. return data;
  15996. }
  15997. }
  15998. /**
  15999. * Abstract base class for cameras. This class should always be inherited
  16000. * when you build a new camera.
  16001. *
  16002. * @abstract
  16003. * @augments Object3D
  16004. */
  16005. class Camera extends Object3D {
  16006. /**
  16007. * Constructs a new camera.
  16008. */
  16009. constructor() {
  16010. super();
  16011. /**
  16012. * This flag can be used for type testing.
  16013. *
  16014. * @type {boolean}
  16015. * @readonly
  16016. * @default true
  16017. */
  16018. this.isCamera = true;
  16019. this.type = 'Camera';
  16020. /**
  16021. * The inverse of the camera's world matrix.
  16022. *
  16023. * @type {Matrix4}
  16024. */
  16025. this.matrixWorldInverse = new Matrix4();
  16026. /**
  16027. * The camera's projection matrix.
  16028. *
  16029. * @type {Matrix4}
  16030. */
  16031. this.projectionMatrix = new Matrix4();
  16032. /**
  16033. * The inverse of the camera's projection matrix.
  16034. *
  16035. * @type {Matrix4}
  16036. */
  16037. this.projectionMatrixInverse = new Matrix4();
  16038. /**
  16039. * The coordinate system in which the camera is used.
  16040. *
  16041. * @type {(WebGLCoordinateSystem|WebGPUCoordinateSystem)}
  16042. */
  16043. this.coordinateSystem = WebGLCoordinateSystem;
  16044. this._reversedDepth = false;
  16045. }
  16046. /**
  16047. * The flag that indicates whether the camera uses a reversed depth buffer.
  16048. *
  16049. * @type {boolean}
  16050. * @default false
  16051. */
  16052. get reversedDepth() {
  16053. return this._reversedDepth;
  16054. }
  16055. copy( source, recursive ) {
  16056. super.copy( source, recursive );
  16057. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  16058. this.projectionMatrix.copy( source.projectionMatrix );
  16059. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  16060. this.coordinateSystem = source.coordinateSystem;
  16061. return this;
  16062. }
  16063. /**
  16064. * Returns a vector representing the ("look") direction of the 3D object in world space.
  16065. *
  16066. * This method is overwritten since cameras have a different forward vector compared to other
  16067. * 3D objects. A camera looks down its local, negative z-axis by default.
  16068. *
  16069. * @param {Vector3} target - The target vector the result is stored to.
  16070. * @return {Vector3} The 3D object's direction in world space.
  16071. */
  16072. getWorldDirection( target ) {
  16073. return super.getWorldDirection( target ).negate();
  16074. }
  16075. updateMatrixWorld( force ) {
  16076. super.updateMatrixWorld( force );
  16077. this.matrixWorldInverse.copy( this.matrixWorld ).invert();
  16078. }
  16079. updateWorldMatrix( updateParents, updateChildren ) {
  16080. super.updateWorldMatrix( updateParents, updateChildren );
  16081. this.matrixWorldInverse.copy( this.matrixWorld ).invert();
  16082. }
  16083. clone() {
  16084. return new this.constructor().copy( this );
  16085. }
  16086. }
  16087. const _v3$1 = /*@__PURE__*/ new Vector3();
  16088. const _minTarget = /*@__PURE__*/ new Vector2();
  16089. const _maxTarget = /*@__PURE__*/ new Vector2();
  16090. /**
  16091. * Camera that uses [perspective projection](https://en.wikipedia.org/wiki/Perspective_(graphical)).
  16092. *
  16093. * This projection mode is designed to mimic the way the human eye sees. It
  16094. * is the most common projection mode used for rendering a 3D scene.
  16095. *
  16096. * ```js
  16097. * const camera = new THREE.PerspectiveCamera( 45, width / height, 1, 1000 );
  16098. * scene.add( camera );
  16099. * ```
  16100. *
  16101. * @augments Camera
  16102. */
  16103. class PerspectiveCamera extends Camera {
  16104. /**
  16105. * Constructs a new perspective camera.
  16106. *
  16107. * @param {number} [fov=50] - The vertical field of view.
  16108. * @param {number} [aspect=1] - The aspect ratio.
  16109. * @param {number} [near=0.1] - The camera's near plane.
  16110. * @param {number} [far=2000] - The camera's far plane.
  16111. */
  16112. constructor( fov = 50, aspect = 1, near = 0.1, far = 2000 ) {
  16113. super();
  16114. /**
  16115. * This flag can be used for type testing.
  16116. *
  16117. * @type {boolean}
  16118. * @readonly
  16119. * @default true
  16120. */
  16121. this.isPerspectiveCamera = true;
  16122. this.type = 'PerspectiveCamera';
  16123. /**
  16124. * The vertical field of view, from bottom to top of view,
  16125. * in degrees.
  16126. *
  16127. * @type {number}
  16128. * @default 50
  16129. */
  16130. this.fov = fov;
  16131. /**
  16132. * The zoom factor of the camera.
  16133. *
  16134. * @type {number}
  16135. * @default 1
  16136. */
  16137. this.zoom = 1;
  16138. /**
  16139. * The camera's near plane. The valid range is greater than `0`
  16140. * and less than the current value of {@link PerspectiveCamera#far}.
  16141. *
  16142. * Note that, unlike for the {@link OrthographicCamera}, `0` is <em>not</em> a
  16143. * valid value for a perspective camera's near plane.
  16144. *
  16145. * @type {number}
  16146. * @default 0.1
  16147. */
  16148. this.near = near;
  16149. /**
  16150. * The camera's far plane. Must be greater than the
  16151. * current value of {@link PerspectiveCamera#near}.
  16152. *
  16153. * @type {number}
  16154. * @default 2000
  16155. */
  16156. this.far = far;
  16157. /**
  16158. * Object distance used for stereoscopy and depth-of-field effects. This
  16159. * parameter does not influence the projection matrix unless a
  16160. * {@link StereoCamera} is being used.
  16161. *
  16162. * @type {number}
  16163. * @default 10
  16164. */
  16165. this.focus = 10;
  16166. /**
  16167. * The aspect ratio, usually the canvas width / canvas height.
  16168. *
  16169. * @type {number}
  16170. * @default 1
  16171. */
  16172. this.aspect = aspect;
  16173. /**
  16174. * Represents the frustum window specification. This property should not be edited
  16175. * directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}.
  16176. *
  16177. * @type {?Object}
  16178. * @default null
  16179. */
  16180. this.view = null;
  16181. /**
  16182. * Film size used for the larger axis. Default is `35` (millimeters). This
  16183. * parameter does not influence the projection matrix unless {@link PerspectiveCamera#filmOffset}
  16184. * is set to a nonzero value.
  16185. *
  16186. * @type {number}
  16187. * @default 35
  16188. */
  16189. this.filmGauge = 35;
  16190. /**
  16191. * Horizontal off-center offset in the same unit as {@link PerspectiveCamera#filmGauge}.
  16192. *
  16193. * @type {number}
  16194. * @default 0
  16195. */
  16196. this.filmOffset = 0;
  16197. this.updateProjectionMatrix();
  16198. }
  16199. copy( source, recursive ) {
  16200. super.copy( source, recursive );
  16201. this.fov = source.fov;
  16202. this.zoom = source.zoom;
  16203. this.near = source.near;
  16204. this.far = source.far;
  16205. this.focus = source.focus;
  16206. this.aspect = source.aspect;
  16207. this.view = source.view === null ? null : Object.assign( {}, source.view );
  16208. this.filmGauge = source.filmGauge;
  16209. this.filmOffset = source.filmOffset;
  16210. return this;
  16211. }
  16212. /**
  16213. * Sets the FOV by focal length in respect to the current {@link PerspectiveCamera#filmGauge}.
  16214. *
  16215. * The default film gauge is 35, so that the focal length can be specified for
  16216. * a 35mm (full frame) camera.
  16217. *
  16218. * @param {number} focalLength - Values for focal length and film gauge must have the same unit.
  16219. */
  16220. setFocalLength( focalLength ) {
  16221. /** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */
  16222. const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  16223. this.fov = RAD2DEG * 2 * Math.atan( vExtentSlope );
  16224. this.updateProjectionMatrix();
  16225. }
  16226. /**
  16227. * Returns the focal length from the current {@link PerspectiveCamera#fov} and
  16228. * {@link PerspectiveCamera#filmGauge}.
  16229. *
  16230. * @return {number} The computed focal length.
  16231. */
  16232. getFocalLength() {
  16233. const vExtentSlope = Math.tan( DEG2RAD * 0.5 * this.fov );
  16234. return 0.5 * this.getFilmHeight() / vExtentSlope;
  16235. }
  16236. /**
  16237. * Returns the current vertical field of view angle in degrees considering {@link PerspectiveCamera#zoom}.
  16238. *
  16239. * @return {number} The effective FOV.
  16240. */
  16241. getEffectiveFOV() {
  16242. return RAD2DEG * 2 * Math.atan(
  16243. Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom );
  16244. }
  16245. /**
  16246. * Returns the width of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or
  16247. * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.
  16248. *
  16249. * @return {number} The film width.
  16250. */
  16251. getFilmWidth() {
  16252. // film not completely covered in portrait format (aspect < 1)
  16253. return this.filmGauge * Math.min( this.aspect, 1 );
  16254. }
  16255. /**
  16256. * Returns the height of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or
  16257. * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.
  16258. *
  16259. * @return {number} The film width.
  16260. */
  16261. getFilmHeight() {
  16262. // film not completely covered in landscape format (aspect > 1)
  16263. return this.filmGauge / Math.max( this.aspect, 1 );
  16264. }
  16265. /**
  16266. * Computes the 2D bounds of the camera's viewable rectangle at a given distance along the viewing direction.
  16267. * Sets `minTarget` and `maxTarget` to the coordinates of the lower-left and upper-right corners of the view rectangle.
  16268. *
  16269. * @param {number} distance - The viewing distance.
  16270. * @param {Vector2} minTarget - The lower-left corner of the view rectangle is written into this vector.
  16271. * @param {Vector2} maxTarget - The upper-right corner of the view rectangle is written into this vector.
  16272. */
  16273. getViewBounds( distance, minTarget, maxTarget ) {
  16274. _v3$1.set( -1, -1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
  16275. minTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
  16276. _v3$1.set( 1, 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
  16277. maxTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
  16278. }
  16279. /**
  16280. * Computes the width and height of the camera's viewable rectangle at a given distance along the viewing direction.
  16281. *
  16282. * @param {number} distance - The viewing distance.
  16283. * @param {Vector2} target - The target vector that is used to store result where x is width and y is height.
  16284. * @returns {Vector2} The view size.
  16285. */
  16286. getViewSize( distance, target ) {
  16287. this.getViewBounds( distance, _minTarget, _maxTarget );
  16288. return target.subVectors( _maxTarget, _minTarget );
  16289. }
  16290. /**
  16291. * Sets an offset in a larger frustum. This is useful for multi-window or
  16292. * multi-monitor/multi-machine setups.
  16293. *
  16294. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  16295. * the monitors are in grid like this
  16296. *```
  16297. * +---+---+---+
  16298. * | A | B | C |
  16299. * +---+---+---+
  16300. * | D | E | F |
  16301. * +---+---+---+
  16302. *```
  16303. * then for each monitor you would call it like this:
  16304. *```js
  16305. * const w = 1920;
  16306. * const h = 1080;
  16307. * const fullWidth = w * 3;
  16308. * const fullHeight = h * 2;
  16309. *
  16310. * // --A--
  16311. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  16312. * // --B--
  16313. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  16314. * // --C--
  16315. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  16316. * // --D--
  16317. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  16318. * // --E--
  16319. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  16320. * // --F--
  16321. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  16322. * ```
  16323. *
  16324. * Note there is no reason monitors have to be the same size or in a grid.
  16325. *
  16326. * @param {number} fullWidth - The full width of multiview setup.
  16327. * @param {number} fullHeight - The full height of multiview setup.
  16328. * @param {number} x - The horizontal offset of the subcamera.
  16329. * @param {number} y - The vertical offset of the subcamera.
  16330. * @param {number} width - The width of subcamera.
  16331. * @param {number} height - The height of subcamera.
  16332. */
  16333. setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
  16334. this.aspect = fullWidth / fullHeight;
  16335. if ( this.view === null ) {
  16336. this.view = {
  16337. enabled: true,
  16338. fullWidth: 1,
  16339. fullHeight: 1,
  16340. offsetX: 0,
  16341. offsetY: 0,
  16342. width: 1,
  16343. height: 1
  16344. };
  16345. }
  16346. this.view.enabled = true;
  16347. this.view.fullWidth = fullWidth;
  16348. this.view.fullHeight = fullHeight;
  16349. this.view.offsetX = x;
  16350. this.view.offsetY = y;
  16351. this.view.width = width;
  16352. this.view.height = height;
  16353. this.updateProjectionMatrix();
  16354. }
  16355. /**
  16356. * Removes the view offset from the projection matrix.
  16357. */
  16358. clearViewOffset() {
  16359. if ( this.view !== null ) {
  16360. this.view.enabled = false;
  16361. }
  16362. this.updateProjectionMatrix();
  16363. }
  16364. /**
  16365. * Updates the camera's projection matrix. Must be called after any change of
  16366. * camera properties.
  16367. */
  16368. updateProjectionMatrix() {
  16369. const near = this.near;
  16370. let top = near * Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom;
  16371. let height = 2 * top;
  16372. let width = this.aspect * height;
  16373. let left = -0.5 * width;
  16374. const view = this.view;
  16375. if ( this.view !== null && this.view.enabled ) {
  16376. const fullWidth = view.fullWidth,
  16377. fullHeight = view.fullHeight;
  16378. left += view.offsetX * width / fullWidth;
  16379. top -= view.offsetY * height / fullHeight;
  16380. width *= view.width / fullWidth;
  16381. height *= view.height / fullHeight;
  16382. }
  16383. const skew = this.filmOffset;
  16384. if ( skew !== 0 ) left += near * skew / this.getFilmWidth();
  16385. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far, this.coordinateSystem, this.reversedDepth );
  16386. this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
  16387. }
  16388. toJSON( meta ) {
  16389. const data = super.toJSON( meta );
  16390. data.object.fov = this.fov;
  16391. data.object.zoom = this.zoom;
  16392. data.object.near = this.near;
  16393. data.object.far = this.far;
  16394. data.object.focus = this.focus;
  16395. data.object.aspect = this.aspect;
  16396. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  16397. data.object.filmGauge = this.filmGauge;
  16398. data.object.filmOffset = this.filmOffset;
  16399. return data;
  16400. }
  16401. }
  16402. const fov = -90; // negative fov is not an error
  16403. const aspect = 1;
  16404. /**
  16405. * A special type of camera that is positioned in 3D space to render its surroundings into a
  16406. * cube render target. The render target can then be used as an environment map for rendering
  16407. * realtime reflections in your scene.
  16408. *
  16409. * ```js
  16410. * // Create cube render target
  16411. * const cubeRenderTarget = new THREE.WebGLCubeRenderTarget( 256, { generateMipmaps: true, minFilter: THREE.LinearMipmapLinearFilter } );
  16412. *
  16413. * // Create cube camera
  16414. * const cubeCamera = new THREE.CubeCamera( 1, 100000, cubeRenderTarget );
  16415. * scene.add( cubeCamera );
  16416. *
  16417. * // Create car
  16418. * const chromeMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeRenderTarget.texture } );
  16419. * const car = new THREE.Mesh( carGeometry, chromeMaterial );
  16420. * scene.add( car );
  16421. *
  16422. * // Update the render target cube
  16423. * car.visible = false;
  16424. * cubeCamera.position.copy( car.position );
  16425. * cubeCamera.update( renderer, scene );
  16426. *
  16427. * // Render the scene
  16428. * car.visible = true;
  16429. * renderer.render( scene, camera );
  16430. * ```
  16431. *
  16432. * @augments Object3D
  16433. */
  16434. class CubeCamera extends Object3D {
  16435. /**
  16436. * Constructs a new cube camera.
  16437. *
  16438. * @param {number} near - The camera's near plane.
  16439. * @param {number} far - The camera's far plane.
  16440. * @param {WebGLCubeRenderTarget} renderTarget - The cube render target.
  16441. */
  16442. constructor( near, far, renderTarget ) {
  16443. super();
  16444. this.type = 'CubeCamera';
  16445. /**
  16446. * A reference to the cube render target.
  16447. *
  16448. * @type {WebGLCubeRenderTarget}
  16449. */
  16450. this.renderTarget = renderTarget;
  16451. /**
  16452. * The current active coordinate system.
  16453. *
  16454. * @type {?(WebGLCoordinateSystem|WebGPUCoordinateSystem)}
  16455. * @default null
  16456. */
  16457. this.coordinateSystem = null;
  16458. /**
  16459. * The current active mipmap level
  16460. *
  16461. * @type {number}
  16462. * @default 0
  16463. */
  16464. this.activeMipmapLevel = 0;
  16465. const cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  16466. cameraPX.layers = this.layers;
  16467. this.add( cameraPX );
  16468. const cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  16469. cameraNX.layers = this.layers;
  16470. this.add( cameraNX );
  16471. const cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  16472. cameraPY.layers = this.layers;
  16473. this.add( cameraPY );
  16474. const cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  16475. cameraNY.layers = this.layers;
  16476. this.add( cameraNY );
  16477. const cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  16478. cameraPZ.layers = this.layers;
  16479. this.add( cameraPZ );
  16480. const cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  16481. cameraNZ.layers = this.layers;
  16482. this.add( cameraNZ );
  16483. }
  16484. /**
  16485. * Must be called when the coordinate system of the cube camera is changed.
  16486. */
  16487. updateCoordinateSystem() {
  16488. const coordinateSystem = this.coordinateSystem;
  16489. const cameras = this.children.concat();
  16490. const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = cameras;
  16491. for ( const camera of cameras ) this.remove( camera );
  16492. if ( coordinateSystem === WebGLCoordinateSystem ) {
  16493. cameraPX.up.set( 0, 1, 0 );
  16494. cameraPX.lookAt( 1, 0, 0 );
  16495. cameraNX.up.set( 0, 1, 0 );
  16496. cameraNX.lookAt( -1, 0, 0 );
  16497. cameraPY.up.set( 0, 0, -1 );
  16498. cameraPY.lookAt( 0, 1, 0 );
  16499. cameraNY.up.set( 0, 0, 1 );
  16500. cameraNY.lookAt( 0, -1, 0 );
  16501. cameraPZ.up.set( 0, 1, 0 );
  16502. cameraPZ.lookAt( 0, 0, 1 );
  16503. cameraNZ.up.set( 0, 1, 0 );
  16504. cameraNZ.lookAt( 0, 0, -1 );
  16505. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  16506. cameraPX.up.set( 0, -1, 0 );
  16507. cameraPX.lookAt( -1, 0, 0 );
  16508. cameraNX.up.set( 0, -1, 0 );
  16509. cameraNX.lookAt( 1, 0, 0 );
  16510. cameraPY.up.set( 0, 0, 1 );
  16511. cameraPY.lookAt( 0, 1, 0 );
  16512. cameraNY.up.set( 0, 0, -1 );
  16513. cameraNY.lookAt( 0, -1, 0 );
  16514. cameraPZ.up.set( 0, -1, 0 );
  16515. cameraPZ.lookAt( 0, 0, 1 );
  16516. cameraNZ.up.set( 0, -1, 0 );
  16517. cameraNZ.lookAt( 0, 0, -1 );
  16518. } else {
  16519. throw new Error( 'THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: ' + coordinateSystem );
  16520. }
  16521. for ( const camera of cameras ) {
  16522. this.add( camera );
  16523. camera.updateMatrixWorld();
  16524. }
  16525. }
  16526. /**
  16527. * Calling this method will render the given scene with the given renderer
  16528. * into the cube render target of the camera.
  16529. *
  16530. * @param {(Renderer|WebGLRenderer)} renderer - The renderer.
  16531. * @param {Scene} scene - The scene to render.
  16532. */
  16533. update( renderer, scene ) {
  16534. if ( this.parent === null ) this.updateMatrixWorld();
  16535. const { renderTarget, activeMipmapLevel } = this;
  16536. if ( this.coordinateSystem !== renderer.coordinateSystem ) {
  16537. this.coordinateSystem = renderer.coordinateSystem;
  16538. this.updateCoordinateSystem();
  16539. }
  16540. const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;
  16541. const currentRenderTarget = renderer.getRenderTarget();
  16542. const currentActiveCubeFace = renderer.getActiveCubeFace();
  16543. const currentActiveMipmapLevel = renderer.getActiveMipmapLevel();
  16544. const currentXrEnabled = renderer.xr.enabled;
  16545. renderer.xr.enabled = false;
  16546. const generateMipmaps = renderTarget.texture.generateMipmaps;
  16547. renderTarget.texture.generateMipmaps = false;
  16548. renderer.setRenderTarget( renderTarget, 0, activeMipmapLevel );
  16549. renderer.render( scene, cameraPX );
  16550. renderer.setRenderTarget( renderTarget, 1, activeMipmapLevel );
  16551. renderer.render( scene, cameraNX );
  16552. renderer.setRenderTarget( renderTarget, 2, activeMipmapLevel );
  16553. renderer.render( scene, cameraPY );
  16554. renderer.setRenderTarget( renderTarget, 3, activeMipmapLevel );
  16555. renderer.render( scene, cameraNY );
  16556. renderer.setRenderTarget( renderTarget, 4, activeMipmapLevel );
  16557. renderer.render( scene, cameraPZ );
  16558. // mipmaps are generated during the last call of render()
  16559. // at this point, all sides of the cube render target are defined
  16560. renderTarget.texture.generateMipmaps = generateMipmaps;
  16561. renderer.setRenderTarget( renderTarget, 5, activeMipmapLevel );
  16562. renderer.render( scene, cameraNZ );
  16563. renderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel );
  16564. renderer.xr.enabled = currentXrEnabled;
  16565. renderTarget.texture.needsPMREMUpdate = true;
  16566. }
  16567. }
  16568. /**
  16569. * Creates a cube texture made up of six images.
  16570. *
  16571. * ```js
  16572. * const loader = new THREE.CubeTextureLoader();
  16573. * loader.setPath( 'textures/cube/pisa/' );
  16574. *
  16575. * const textureCube = loader.load( [
  16576. * 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png'
  16577. * ] );
  16578. *
  16579. * const material = new THREE.MeshBasicMaterial( { color: 0xffffff, envMap: textureCube } );
  16580. * ```
  16581. *
  16582. * @augments Texture
  16583. */
  16584. class CubeTexture extends Texture {
  16585. /**
  16586. * Constructs a new cube texture.
  16587. *
  16588. * @param {Array<Image>} [images=[]] - An array holding a image for each side of a cube.
  16589. * @param {number} [mapping=CubeReflectionMapping] - The texture mapping.
  16590. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  16591. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  16592. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  16593. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  16594. * @param {number} [format=RGBAFormat] - The texture format.
  16595. * @param {number} [type=UnsignedByteType] - The texture type.
  16596. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  16597. * @param {string} [colorSpace=NoColorSpace] - The color space value.
  16598. */
  16599. constructor( images = [], mapping = CubeReflectionMapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ) {
  16600. super( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  16601. /**
  16602. * This flag can be used for type testing.
  16603. *
  16604. * @type {boolean}
  16605. * @readonly
  16606. * @default true
  16607. */
  16608. this.isCubeTexture = true;
  16609. /**
  16610. * If set to `true`, the texture is flipped along the vertical axis when
  16611. * uploaded to the GPU.
  16612. *
  16613. * Overwritten and set to `false` by default.
  16614. *
  16615. * @type {boolean}
  16616. * @default false
  16617. */
  16618. this.flipY = false;
  16619. }
  16620. /**
  16621. * Alias for {@link CubeTexture#image}.
  16622. *
  16623. * @type {Array<Image>}
  16624. */
  16625. get images() {
  16626. return this.image;
  16627. }
  16628. set images( value ) {
  16629. this.image = value;
  16630. }
  16631. }
  16632. /**
  16633. * A cube render target used in context of {@link WebGLRenderer}.
  16634. *
  16635. * @augments WebGLRenderTarget
  16636. */
  16637. class WebGLCubeRenderTarget extends WebGLRenderTarget {
  16638. /**
  16639. * Constructs a new cube render target.
  16640. *
  16641. * @param {number} [size=1] - The size of the render target.
  16642. * @param {RenderTarget~Options} [options] - The configuration object.
  16643. */
  16644. constructor( size = 1, options = {} ) {
  16645. super( size, size, options );
  16646. /**
  16647. * This flag can be used for type testing.
  16648. *
  16649. * @type {boolean}
  16650. * @readonly
  16651. * @default true
  16652. */
  16653. this.isWebGLCubeRenderTarget = true;
  16654. const image = { width: size, height: size, depth: 1 };
  16655. const images = [ image, image, image, image, image, image ];
  16656. /**
  16657. * Overwritten with a different texture type.
  16658. *
  16659. * @type {DataArrayTexture}
  16660. */
  16661. this.texture = new CubeTexture( images );
  16662. this._setTextureOptions( options );
  16663. // By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)
  16664. // in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,
  16665. // in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.
  16666. // three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped
  16667. // and the flag isRenderTargetTexture controls this conversion. The flip is not required when using WebGLCubeRenderTarget.texture
  16668. // as a cube texture (this is detected when isRenderTargetTexture is set to true for cube textures).
  16669. this.texture.isRenderTargetTexture = true;
  16670. }
  16671. /**
  16672. * Converts the given equirectangular texture to a cube map.
  16673. *
  16674. * @param {WebGLRenderer} renderer - The renderer.
  16675. * @param {Texture} texture - The equirectangular texture.
  16676. * @return {WebGLCubeRenderTarget} A reference to this cube render target.
  16677. */
  16678. fromEquirectangularTexture( renderer, texture ) {
  16679. this.texture.type = texture.type;
  16680. this.texture.colorSpace = texture.colorSpace;
  16681. this.texture.generateMipmaps = texture.generateMipmaps;
  16682. this.texture.minFilter = texture.minFilter;
  16683. this.texture.magFilter = texture.magFilter;
  16684. const shader = {
  16685. uniforms: {
  16686. tEquirect: { value: null },
  16687. },
  16688. vertexShader: /* glsl */`
  16689. varying vec3 vWorldDirection;
  16690. vec3 transformDirection( in vec3 dir, in mat4 matrix ) {
  16691. return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );
  16692. }
  16693. void main() {
  16694. vWorldDirection = transformDirection( position, modelMatrix );
  16695. #include <begin_vertex>
  16696. #include <project_vertex>
  16697. }
  16698. `,
  16699. fragmentShader: /* glsl */`
  16700. uniform sampler2D tEquirect;
  16701. varying vec3 vWorldDirection;
  16702. #include <common>
  16703. void main() {
  16704. vec3 direction = normalize( vWorldDirection );
  16705. vec2 sampleUV = equirectUv( direction );
  16706. gl_FragColor = texture2D( tEquirect, sampleUV );
  16707. }
  16708. `
  16709. };
  16710. const geometry = new BoxGeometry( 5, 5, 5 );
  16711. const material = new ShaderMaterial( {
  16712. name: 'CubemapFromEquirect',
  16713. uniforms: cloneUniforms( shader.uniforms ),
  16714. vertexShader: shader.vertexShader,
  16715. fragmentShader: shader.fragmentShader,
  16716. side: BackSide,
  16717. blending: NoBlending
  16718. } );
  16719. material.uniforms.tEquirect.value = texture;
  16720. const mesh = new Mesh( geometry, material );
  16721. const currentMinFilter = texture.minFilter;
  16722. // Avoid blurred poles
  16723. if ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter;
  16724. const camera = new CubeCamera( 1, 10, this );
  16725. camera.update( renderer, mesh );
  16726. texture.minFilter = currentMinFilter;
  16727. mesh.geometry.dispose();
  16728. mesh.material.dispose();
  16729. return this;
  16730. }
  16731. /**
  16732. * Clears this cube render target.
  16733. *
  16734. * @param {WebGLRenderer} renderer - The renderer.
  16735. * @param {boolean} [color=true] - Whether the color buffer should be cleared or not.
  16736. * @param {boolean} [depth=true] - Whether the depth buffer should be cleared or not.
  16737. * @param {boolean} [stencil=true] - Whether the stencil buffer should be cleared or not.
  16738. */
  16739. clear( renderer, color = true, depth = true, stencil = true ) {
  16740. const currentRenderTarget = renderer.getRenderTarget();
  16741. for ( let i = 0; i < 6; i ++ ) {
  16742. renderer.setRenderTarget( this, i );
  16743. renderer.clear( color, depth, stencil );
  16744. }
  16745. renderer.setRenderTarget( currentRenderTarget );
  16746. }
  16747. }
  16748. /**
  16749. * This is almost identical to an {@link Object3D}. Its purpose is to
  16750. * make working with groups of objects syntactically clearer.
  16751. *
  16752. * ```js
  16753. * // Create a group and add the two cubes.
  16754. * // These cubes can now be rotated / scaled etc as a group.
  16755. * const group = new THREE.Group();
  16756. *
  16757. * group.add( meshA );
  16758. * group.add( meshB );
  16759. *
  16760. * scene.add( group );
  16761. * ```
  16762. *
  16763. * @augments Object3D
  16764. */
  16765. class Group extends Object3D {
  16766. constructor() {
  16767. super();
  16768. /**
  16769. * This flag can be used for type testing.
  16770. *
  16771. * @type {boolean}
  16772. * @readonly
  16773. * @default true
  16774. */
  16775. this.isGroup = true;
  16776. this.type = 'Group';
  16777. }
  16778. }
  16779. const _moveEvent = { type: 'move' };
  16780. /**
  16781. * Class for representing a XR controller with its
  16782. * different coordinate systems.
  16783. *
  16784. * @private
  16785. */
  16786. class WebXRController {
  16787. /**
  16788. * Constructs a new XR controller.
  16789. */
  16790. constructor() {
  16791. /**
  16792. * A group representing the target ray space
  16793. * of the XR controller.
  16794. *
  16795. * @private
  16796. * @type {?Group}
  16797. * @default null
  16798. */
  16799. this._targetRay = null;
  16800. /**
  16801. * A group representing the grip space
  16802. * of the XR controller.
  16803. *
  16804. * @private
  16805. * @type {?Group}
  16806. * @default null
  16807. */
  16808. this._grip = null;
  16809. /**
  16810. * A group representing the hand space
  16811. * of the XR controller.
  16812. *
  16813. * @private
  16814. * @type {?Group}
  16815. * @default null
  16816. */
  16817. this._hand = null;
  16818. }
  16819. /**
  16820. * Returns a group representing the hand space of the XR controller.
  16821. *
  16822. * @return {Group} A group representing the hand space of the XR controller.
  16823. */
  16824. getHandSpace() {
  16825. if ( this._hand === null ) {
  16826. this._hand = new Group();
  16827. this._hand.matrixAutoUpdate = false;
  16828. this._hand.visible = false;
  16829. this._hand.joints = {};
  16830. this._hand.inputState = { pinching: false };
  16831. }
  16832. return this._hand;
  16833. }
  16834. /**
  16835. * Returns a group representing the target ray space of the XR controller.
  16836. *
  16837. * @return {Group} A group representing the target ray space of the XR controller.
  16838. */
  16839. getTargetRaySpace() {
  16840. if ( this._targetRay === null ) {
  16841. this._targetRay = new Group();
  16842. this._targetRay.matrixAutoUpdate = false;
  16843. this._targetRay.visible = false;
  16844. this._targetRay.hasLinearVelocity = false;
  16845. this._targetRay.linearVelocity = new Vector3();
  16846. this._targetRay.hasAngularVelocity = false;
  16847. this._targetRay.angularVelocity = new Vector3();
  16848. }
  16849. return this._targetRay;
  16850. }
  16851. /**
  16852. * Returns a group representing the grip space of the XR controller.
  16853. *
  16854. * @return {Group} A group representing the grip space of the XR controller.
  16855. */
  16856. getGripSpace() {
  16857. if ( this._grip === null ) {
  16858. this._grip = new Group();
  16859. this._grip.matrixAutoUpdate = false;
  16860. this._grip.visible = false;
  16861. this._grip.hasLinearVelocity = false;
  16862. this._grip.linearVelocity = new Vector3();
  16863. this._grip.hasAngularVelocity = false;
  16864. this._grip.angularVelocity = new Vector3();
  16865. }
  16866. return this._grip;
  16867. }
  16868. /**
  16869. * Dispatches the given event to the groups representing
  16870. * the different coordinate spaces of the XR controller.
  16871. *
  16872. * @param {Object} event - The event to dispatch.
  16873. * @return {WebXRController} A reference to this instance.
  16874. */
  16875. dispatchEvent( event ) {
  16876. if ( this._targetRay !== null ) {
  16877. this._targetRay.dispatchEvent( event );
  16878. }
  16879. if ( this._grip !== null ) {
  16880. this._grip.dispatchEvent( event );
  16881. }
  16882. if ( this._hand !== null ) {
  16883. this._hand.dispatchEvent( event );
  16884. }
  16885. return this;
  16886. }
  16887. /**
  16888. * Connects the controller with the given XR input source.
  16889. *
  16890. * @param {XRInputSource} inputSource - The input source.
  16891. * @return {WebXRController} A reference to this instance.
  16892. */
  16893. connect( inputSource ) {
  16894. if ( inputSource && inputSource.hand ) {
  16895. const hand = this._hand;
  16896. if ( hand ) {
  16897. for ( const inputjoint of inputSource.hand.values() ) {
  16898. // Initialize hand with joints when connected
  16899. this._getHandJoint( hand, inputjoint );
  16900. }
  16901. }
  16902. }
  16903. this.dispatchEvent( { type: 'connected', data: inputSource } );
  16904. return this;
  16905. }
  16906. /**
  16907. * Disconnects the controller from the given XR input source.
  16908. *
  16909. * @param {XRInputSource} inputSource - The input source.
  16910. * @return {WebXRController} A reference to this instance.
  16911. */
  16912. disconnect( inputSource ) {
  16913. this.dispatchEvent( { type: 'disconnected', data: inputSource } );
  16914. if ( this._targetRay !== null ) {
  16915. this._targetRay.visible = false;
  16916. }
  16917. if ( this._grip !== null ) {
  16918. this._grip.visible = false;
  16919. }
  16920. if ( this._hand !== null ) {
  16921. this._hand.visible = false;
  16922. }
  16923. return this;
  16924. }
  16925. /**
  16926. * Updates the controller with the given input source, XR frame and reference space.
  16927. * This updates the transformations of the groups that represent the different
  16928. * coordinate systems of the controller.
  16929. *
  16930. * @param {XRInputSource} inputSource - The input source.
  16931. * @param {XRFrame} frame - The XR frame.
  16932. * @param {XRReferenceSpace} referenceSpace - The reference space.
  16933. * @return {WebXRController} A reference to this instance.
  16934. */
  16935. update( inputSource, frame, referenceSpace ) {
  16936. let inputPose = null;
  16937. let gripPose = null;
  16938. let handPose = null;
  16939. const targetRay = this._targetRay;
  16940. const grip = this._grip;
  16941. const hand = this._hand;
  16942. if ( inputSource && frame.session.visibilityState !== 'visible-blurred' ) {
  16943. if ( hand && inputSource.hand ) {
  16944. handPose = true;
  16945. for ( const inputjoint of inputSource.hand.values() ) {
  16946. // Update the joints groups with the XRJoint poses
  16947. const jointPose = frame.getJointPose( inputjoint, referenceSpace );
  16948. // The transform of this joint will be updated with the joint pose on each frame
  16949. const joint = this._getHandJoint( hand, inputjoint );
  16950. if ( jointPose !== null ) {
  16951. joint.matrix.fromArray( jointPose.transform.matrix );
  16952. joint.matrix.decompose( joint.position, joint.rotation, joint.scale );
  16953. joint.matrixWorldNeedsUpdate = true;
  16954. joint.jointRadius = jointPose.radius;
  16955. }
  16956. joint.visible = jointPose !== null;
  16957. }
  16958. // Custom events
  16959. // Check pinchz
  16960. const indexTip = hand.joints[ 'index-finger-tip' ];
  16961. const thumbTip = hand.joints[ 'thumb-tip' ];
  16962. const distance = indexTip.position.distanceTo( thumbTip.position );
  16963. const distanceToPinch = 0.02;
  16964. const threshold = 0.005;
  16965. if ( hand.inputState.pinching && distance > distanceToPinch + threshold ) {
  16966. hand.inputState.pinching = false;
  16967. this.dispatchEvent( {
  16968. type: 'pinchend',
  16969. handedness: inputSource.handedness,
  16970. target: this
  16971. } );
  16972. } else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) {
  16973. hand.inputState.pinching = true;
  16974. this.dispatchEvent( {
  16975. type: 'pinchstart',
  16976. handedness: inputSource.handedness,
  16977. target: this
  16978. } );
  16979. }
  16980. } else {
  16981. if ( grip !== null && inputSource.gripSpace ) {
  16982. gripPose = frame.getPose( inputSource.gripSpace, referenceSpace );
  16983. if ( gripPose !== null ) {
  16984. grip.matrix.fromArray( gripPose.transform.matrix );
  16985. grip.matrix.decompose( grip.position, grip.rotation, grip.scale );
  16986. grip.matrixWorldNeedsUpdate = true;
  16987. if ( gripPose.linearVelocity ) {
  16988. grip.hasLinearVelocity = true;
  16989. grip.linearVelocity.copy( gripPose.linearVelocity );
  16990. } else {
  16991. grip.hasLinearVelocity = false;
  16992. }
  16993. if ( gripPose.angularVelocity ) {
  16994. grip.hasAngularVelocity = true;
  16995. grip.angularVelocity.copy( gripPose.angularVelocity );
  16996. } else {
  16997. grip.hasAngularVelocity = false;
  16998. }
  16999. }
  17000. }
  17001. }
  17002. if ( targetRay !== null ) {
  17003. inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  17004. // Some runtimes (namely Vive Cosmos with Vive OpenXR Runtime) have only grip space and ray space is equal to it
  17005. if ( inputPose === null && gripPose !== null ) {
  17006. inputPose = gripPose;
  17007. }
  17008. if ( inputPose !== null ) {
  17009. targetRay.matrix.fromArray( inputPose.transform.matrix );
  17010. targetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );
  17011. targetRay.matrixWorldNeedsUpdate = true;
  17012. if ( inputPose.linearVelocity ) {
  17013. targetRay.hasLinearVelocity = true;
  17014. targetRay.linearVelocity.copy( inputPose.linearVelocity );
  17015. } else {
  17016. targetRay.hasLinearVelocity = false;
  17017. }
  17018. if ( inputPose.angularVelocity ) {
  17019. targetRay.hasAngularVelocity = true;
  17020. targetRay.angularVelocity.copy( inputPose.angularVelocity );
  17021. } else {
  17022. targetRay.hasAngularVelocity = false;
  17023. }
  17024. this.dispatchEvent( _moveEvent );
  17025. }
  17026. }
  17027. }
  17028. if ( targetRay !== null ) {
  17029. targetRay.visible = ( inputPose !== null );
  17030. }
  17031. if ( grip !== null ) {
  17032. grip.visible = ( gripPose !== null );
  17033. }
  17034. if ( hand !== null ) {
  17035. hand.visible = ( handPose !== null );
  17036. }
  17037. return this;
  17038. }
  17039. /**
  17040. * Returns a group representing the hand joint for the given input joint.
  17041. *
  17042. * @private
  17043. * @param {Group} hand - The group representing the hand space.
  17044. * @param {XRJointSpace} inputjoint - The hand joint data.
  17045. * @return {Group} A group representing the hand joint for the given input joint.
  17046. */
  17047. _getHandJoint( hand, inputjoint ) {
  17048. if ( hand.joints[ inputjoint.jointName ] === undefined ) {
  17049. const joint = new Group();
  17050. joint.matrixAutoUpdate = false;
  17051. joint.visible = false;
  17052. hand.joints[ inputjoint.jointName ] = joint;
  17053. hand.add( joint );
  17054. }
  17055. return hand.joints[ inputjoint.jointName ];
  17056. }
  17057. }
  17058. /**
  17059. * This class can be used to define an exponential squared fog,
  17060. * which gives a clear view near the camera and a faster than exponentially
  17061. * densening fog farther from the camera.
  17062. *
  17063. * ```js
  17064. * const scene = new THREE.Scene();
  17065. * scene.fog = new THREE.FogExp2( 0xcccccc, 0.002 );
  17066. * ```
  17067. */
  17068. class FogExp2 {
  17069. /**
  17070. * Constructs a new fog.
  17071. *
  17072. * @param {number|Color} color - The fog's color.
  17073. * @param {number} [density=0.00025] - Defines how fast the fog will grow dense.
  17074. */
  17075. constructor( color, density = 0.00025 ) {
  17076. /**
  17077. * This flag can be used for type testing.
  17078. *
  17079. * @type {boolean}
  17080. * @readonly
  17081. * @default true
  17082. */
  17083. this.isFogExp2 = true;
  17084. /**
  17085. * The name of the fog.
  17086. *
  17087. * @type {string}
  17088. */
  17089. this.name = '';
  17090. /**
  17091. * The fog's color.
  17092. *
  17093. * @type {Color}
  17094. */
  17095. this.color = new Color( color );
  17096. /**
  17097. * Defines how fast the fog will grow dense.
  17098. *
  17099. * @type {number}
  17100. * @default 0.00025
  17101. */
  17102. this.density = density;
  17103. }
  17104. /**
  17105. * Returns a new fog with copied values from this instance.
  17106. *
  17107. * @return {FogExp2} A clone of this instance.
  17108. */
  17109. clone() {
  17110. return new FogExp2( this.color, this.density );
  17111. }
  17112. /**
  17113. * Serializes the fog into JSON.
  17114. *
  17115. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  17116. * @return {Object} A JSON object representing the serialized fog
  17117. */
  17118. toJSON( /* meta */ ) {
  17119. return {
  17120. type: 'FogExp2',
  17121. name: this.name,
  17122. color: this.color.getHex(),
  17123. density: this.density
  17124. };
  17125. }
  17126. }
  17127. /**
  17128. * This class can be used to define a linear fog that grows linearly denser
  17129. * with the distance.
  17130. *
  17131. * ```js
  17132. * const scene = new THREE.Scene();
  17133. * scene.fog = new THREE.Fog( 0xcccccc, 10, 15 );
  17134. * ```
  17135. */
  17136. class Fog {
  17137. /**
  17138. * Constructs a new fog.
  17139. *
  17140. * @param {number|Color} color - The fog's color.
  17141. * @param {number} [near=1] - The minimum distance to start applying fog.
  17142. * @param {number} [far=1000] - The maximum distance at which fog stops being calculated and applied.
  17143. */
  17144. constructor( color, near = 1, far = 1000 ) {
  17145. /**
  17146. * This flag can be used for type testing.
  17147. *
  17148. * @type {boolean}
  17149. * @readonly
  17150. * @default true
  17151. */
  17152. this.isFog = true;
  17153. /**
  17154. * The name of the fog.
  17155. *
  17156. * @type {string}
  17157. */
  17158. this.name = '';
  17159. /**
  17160. * The fog's color.
  17161. *
  17162. * @type {Color}
  17163. */
  17164. this.color = new Color( color );
  17165. /**
  17166. * The minimum distance to start applying fog. Objects that are less than
  17167. * `near` units from the active camera won't be affected by fog.
  17168. *
  17169. * @type {number}
  17170. * @default 1
  17171. */
  17172. this.near = near;
  17173. /**
  17174. * The maximum distance at which fog stops being calculated and applied.
  17175. * Objects that are more than `far` units away from the active camera won't
  17176. * be affected by fog.
  17177. *
  17178. * @type {number}
  17179. * @default 1000
  17180. */
  17181. this.far = far;
  17182. }
  17183. /**
  17184. * Returns a new fog with copied values from this instance.
  17185. *
  17186. * @return {Fog} A clone of this instance.
  17187. */
  17188. clone() {
  17189. return new Fog( this.color, this.near, this.far );
  17190. }
  17191. /**
  17192. * Serializes the fog into JSON.
  17193. *
  17194. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  17195. * @return {Object} A JSON object representing the serialized fog
  17196. */
  17197. toJSON( /* meta */ ) {
  17198. return {
  17199. type: 'Fog',
  17200. name: this.name,
  17201. color: this.color.getHex(),
  17202. near: this.near,
  17203. far: this.far
  17204. };
  17205. }
  17206. }
  17207. /**
  17208. * Scenes allow you to set up what is to be rendered and where by three.js.
  17209. * This is where you place 3D objects like meshes, lines or lights.
  17210. *
  17211. * @augments Object3D
  17212. */
  17213. class Scene extends Object3D {
  17214. /**
  17215. * Constructs a new scene.
  17216. */
  17217. constructor() {
  17218. super();
  17219. /**
  17220. * This flag can be used for type testing.
  17221. *
  17222. * @type {boolean}
  17223. * @readonly
  17224. * @default true
  17225. */
  17226. this.isScene = true;
  17227. this.type = 'Scene';
  17228. /**
  17229. * Defines the background of the scene. Valid inputs are:
  17230. *
  17231. * - A color for defining a uniform colored background.
  17232. * - A texture for defining a (flat) textured background.
  17233. * - Cube textures or equirectangular textures for defining a skybox.
  17234. *
  17235. * @type {?(Color|Texture)}
  17236. * @default null
  17237. */
  17238. this.background = null;
  17239. /**
  17240. * Sets the environment map for all physical materials in the scene. However,
  17241. * it's not possible to overwrite an existing texture assigned to the `envMap`
  17242. * material property.
  17243. *
  17244. * @type {?Texture}
  17245. * @default null
  17246. */
  17247. this.environment = null;
  17248. /**
  17249. * A fog instance defining the type of fog that affects everything
  17250. * rendered in the scene.
  17251. *
  17252. * @type {?(Fog|FogExp2)}
  17253. * @default null
  17254. */
  17255. this.fog = null;
  17256. /**
  17257. * Sets the blurriness of the background. Only influences environment maps
  17258. * assigned to {@link Scene#background}. Valid input is a float between `0`
  17259. * and `1`.
  17260. *
  17261. * @type {number}
  17262. * @default 0
  17263. */
  17264. this.backgroundBlurriness = 0;
  17265. /**
  17266. * Attenuates the color of the background. Only applies to background textures.
  17267. *
  17268. * @type {number}
  17269. * @default 1
  17270. */
  17271. this.backgroundIntensity = 1;
  17272. /**
  17273. * The rotation of the background in radians. Only influences environment maps
  17274. * assigned to {@link Scene#background}.
  17275. *
  17276. * @type {Euler}
  17277. * @default (0,0,0)
  17278. */
  17279. this.backgroundRotation = new Euler();
  17280. /**
  17281. * Attenuates the color of the environment. Only influences environment maps
  17282. * assigned to {@link Scene#environment}.
  17283. *
  17284. * @type {number}
  17285. * @default 1
  17286. */
  17287. this.environmentIntensity = 1;
  17288. /**
  17289. * The rotation of the environment map in radians. Only influences physical materials
  17290. * in the scene when {@link Scene#environment} is used.
  17291. *
  17292. * @type {Euler}
  17293. * @default (0,0,0)
  17294. */
  17295. this.environmentRotation = new Euler();
  17296. /**
  17297. * Forces everything in the scene to be rendered with the defined material. It is possible
  17298. * to exclude materials from override by setting {@link Material#allowOverride} to `false`.
  17299. *
  17300. * @type {?Material}
  17301. * @default null
  17302. */
  17303. this.overrideMaterial = null;
  17304. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  17305. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
  17306. }
  17307. }
  17308. copy( source, recursive ) {
  17309. super.copy( source, recursive );
  17310. if ( source.background !== null ) this.background = source.background.clone();
  17311. if ( source.environment !== null ) this.environment = source.environment.clone();
  17312. if ( source.fog !== null ) this.fog = source.fog.clone();
  17313. this.backgroundBlurriness = source.backgroundBlurriness;
  17314. this.backgroundIntensity = source.backgroundIntensity;
  17315. this.backgroundRotation.copy( source.backgroundRotation );
  17316. this.environmentIntensity = source.environmentIntensity;
  17317. this.environmentRotation.copy( source.environmentRotation );
  17318. if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
  17319. this.matrixAutoUpdate = source.matrixAutoUpdate;
  17320. return this;
  17321. }
  17322. toJSON( meta ) {
  17323. const data = super.toJSON( meta );
  17324. if ( this.fog !== null ) data.object.fog = this.fog.toJSON();
  17325. if ( this.backgroundBlurriness > 0 ) data.object.backgroundBlurriness = this.backgroundBlurriness;
  17326. if ( this.backgroundIntensity !== 1 ) data.object.backgroundIntensity = this.backgroundIntensity;
  17327. data.object.backgroundRotation = this.backgroundRotation.toArray();
  17328. if ( this.environmentIntensity !== 1 ) data.object.environmentIntensity = this.environmentIntensity;
  17329. data.object.environmentRotation = this.environmentRotation.toArray();
  17330. return data;
  17331. }
  17332. }
  17333. /**
  17334. * "Interleaved" means that multiple attributes, possibly of different types,
  17335. * (e.g., position, normal, uv, color) are packed into a single array buffer.
  17336. *
  17337. * An introduction into interleaved arrays can be found here: [Interleaved array basics](https://blog.tojicode.com/2011/05/interleaved-array-basics.html)
  17338. */
  17339. class InterleavedBuffer {
  17340. /**
  17341. * Constructs a new interleaved buffer.
  17342. *
  17343. * @param {TypedArray} array - A typed array with a shared buffer storing attribute data.
  17344. * @param {number} stride - The number of typed-array elements per vertex.
  17345. */
  17346. constructor( array, stride ) {
  17347. /**
  17348. * This flag can be used for type testing.
  17349. *
  17350. * @type {boolean}
  17351. * @readonly
  17352. * @default true
  17353. */
  17354. this.isInterleavedBuffer = true;
  17355. /**
  17356. * A typed array with a shared buffer storing attribute data.
  17357. *
  17358. * @type {TypedArray}
  17359. */
  17360. this.array = array;
  17361. /**
  17362. * The number of typed-array elements per vertex.
  17363. *
  17364. * @type {number}
  17365. */
  17366. this.stride = stride;
  17367. /**
  17368. * The total number of elements in the array
  17369. *
  17370. * @type {number}
  17371. * @readonly
  17372. */
  17373. this.count = array !== undefined ? array.length / stride : 0;
  17374. /**
  17375. * Defines the intended usage pattern of the data store for optimization purposes.
  17376. *
  17377. * Note: After the initial use of a buffer, its usage cannot be changed. Instead,
  17378. * instantiate a new one and set the desired usage before the next render.
  17379. *
  17380. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  17381. * @default StaticDrawUsage
  17382. */
  17383. this.usage = StaticDrawUsage;
  17384. /**
  17385. * This can be used to only update some components of stored vectors (for example, just the
  17386. * component related to color). Use the `addUpdateRange()` function to add ranges to this array.
  17387. *
  17388. * @type {Array<Object>}
  17389. */
  17390. this.updateRanges = [];
  17391. /**
  17392. * A version number, incremented every time the `needsUpdate` is set to `true`.
  17393. *
  17394. * @type {number}
  17395. */
  17396. this.version = 0;
  17397. /**
  17398. * The UUID of the interleaved buffer.
  17399. *
  17400. * @type {string}
  17401. * @readonly
  17402. */
  17403. this.uuid = generateUUID();
  17404. }
  17405. /**
  17406. * A callback function that is executed after the renderer has transferred the attribute array
  17407. * data to the GPU.
  17408. */
  17409. onUploadCallback() {}
  17410. /**
  17411. * Flag to indicate that this attribute has changed and should be re-sent to
  17412. * the GPU. Set this to `true` when you modify the value of the array.
  17413. *
  17414. * @type {number}
  17415. * @default false
  17416. * @param {boolean} value
  17417. */
  17418. set needsUpdate( value ) {
  17419. if ( value === true ) this.version ++;
  17420. }
  17421. /**
  17422. * Sets the usage of this interleaved buffer.
  17423. *
  17424. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  17425. * @return {InterleavedBuffer} A reference to this interleaved buffer.
  17426. */
  17427. setUsage( value ) {
  17428. this.usage = value;
  17429. return this;
  17430. }
  17431. /**
  17432. * Adds a range of data in the data array to be updated on the GPU.
  17433. *
  17434. * @param {number} start - Position at which to start update.
  17435. * @param {number} count - The number of components to update.
  17436. */
  17437. addUpdateRange( start, count ) {
  17438. this.updateRanges.push( { start, count } );
  17439. }
  17440. /**
  17441. * Clears the update ranges.
  17442. */
  17443. clearUpdateRanges() {
  17444. this.updateRanges.length = 0;
  17445. }
  17446. /**
  17447. * Copies the values of the given interleaved buffer to this instance.
  17448. *
  17449. * @param {InterleavedBuffer} source - The interleaved buffer to copy.
  17450. * @return {InterleavedBuffer} A reference to this instance.
  17451. */
  17452. copy( source ) {
  17453. this.array = new source.array.constructor( source.array );
  17454. this.count = source.count;
  17455. this.stride = source.stride;
  17456. this.usage = source.usage;
  17457. return this;
  17458. }
  17459. /**
  17460. * Copies a vector from the given interleaved buffer to this one. The start
  17461. * and destination position in the attribute buffers are represented by the
  17462. * given indices.
  17463. *
  17464. * @param {number} index1 - The destination index into this interleaved buffer.
  17465. * @param {InterleavedBuffer} interleavedBuffer - The interleaved buffer to copy from.
  17466. * @param {number} index2 - The source index into the given interleaved buffer.
  17467. * @return {InterleavedBuffer} A reference to this instance.
  17468. */
  17469. copyAt( index1, interleavedBuffer, index2 ) {
  17470. index1 *= this.stride;
  17471. index2 *= interleavedBuffer.stride;
  17472. for ( let i = 0, l = this.stride; i < l; i ++ ) {
  17473. this.array[ index1 + i ] = interleavedBuffer.array[ index2 + i ];
  17474. }
  17475. return this;
  17476. }
  17477. /**
  17478. * Sets the given array data in the interleaved buffer.
  17479. *
  17480. * @param {(TypedArray|Array)} value - The array data to set.
  17481. * @param {number} [offset=0] - The offset in this interleaved buffer's array.
  17482. * @return {InterleavedBuffer} A reference to this instance.
  17483. */
  17484. set( value, offset = 0 ) {
  17485. this.array.set( value, offset );
  17486. return this;
  17487. }
  17488. /**
  17489. * Returns a new interleaved buffer with copied values from this instance.
  17490. *
  17491. * @param {Object} [data] - An object with shared array buffers that allows to retain shared structures.
  17492. * @return {InterleavedBuffer} A clone of this instance.
  17493. */
  17494. clone( data ) {
  17495. if ( data.arrayBuffers === undefined ) {
  17496. data.arrayBuffers = {};
  17497. }
  17498. if ( this.array.buffer._uuid === undefined ) {
  17499. this.array.buffer._uuid = generateUUID();
  17500. }
  17501. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  17502. data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;
  17503. }
  17504. const array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );
  17505. const ib = new this.constructor( array, this.stride );
  17506. ib.setUsage( this.usage );
  17507. return ib;
  17508. }
  17509. /**
  17510. * Sets the given callback function that is executed after the Renderer has transferred
  17511. * the array data to the GPU. Can be used to perform clean-up operations after
  17512. * the upload when data are not needed anymore on the CPU side.
  17513. *
  17514. * @param {Function} callback - The `onUpload()` callback.
  17515. * @return {InterleavedBuffer} A reference to this instance.
  17516. */
  17517. onUpload( callback ) {
  17518. this.onUploadCallback = callback;
  17519. return this;
  17520. }
  17521. /**
  17522. * Serializes the interleaved buffer into JSON.
  17523. *
  17524. * @param {Object} [data] - An optional value holding meta information about the serialization.
  17525. * @return {Object} A JSON object representing the serialized interleaved buffer.
  17526. */
  17527. toJSON( data ) {
  17528. if ( data.arrayBuffers === undefined ) {
  17529. data.arrayBuffers = {};
  17530. }
  17531. // generate UUID for array buffer if necessary
  17532. if ( this.array.buffer._uuid === undefined ) {
  17533. this.array.buffer._uuid = generateUUID();
  17534. }
  17535. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  17536. data.arrayBuffers[ this.array.buffer._uuid ] = Array.from( new Uint32Array( this.array.buffer ) );
  17537. }
  17538. //
  17539. return {
  17540. uuid: this.uuid,
  17541. buffer: this.array.buffer._uuid,
  17542. type: this.array.constructor.name,
  17543. stride: this.stride
  17544. };
  17545. }
  17546. }
  17547. const _vector$7 = /*@__PURE__*/ new Vector3();
  17548. /**
  17549. * An alternative version of a buffer attribute with interleaved data. Interleaved
  17550. * attributes share a common interleaved data storage ({@link InterleavedBuffer}) and refer with
  17551. * different offsets into the buffer.
  17552. */
  17553. class InterleavedBufferAttribute {
  17554. /**
  17555. * Constructs a new interleaved buffer attribute.
  17556. *
  17557. * @param {InterleavedBuffer} interleavedBuffer - The buffer holding the interleaved data.
  17558. * @param {number} itemSize - The item size.
  17559. * @param {number} offset - The attribute offset into the buffer.
  17560. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  17561. */
  17562. constructor( interleavedBuffer, itemSize, offset, normalized = false ) {
  17563. /**
  17564. * This flag can be used for type testing.
  17565. *
  17566. * @type {boolean}
  17567. * @readonly
  17568. * @default true
  17569. */
  17570. this.isInterleavedBufferAttribute = true;
  17571. /**
  17572. * The name of the buffer attribute.
  17573. *
  17574. * @type {string}
  17575. */
  17576. this.name = '';
  17577. /**
  17578. * The buffer holding the interleaved data.
  17579. *
  17580. * @type {InterleavedBuffer}
  17581. */
  17582. this.data = interleavedBuffer;
  17583. /**
  17584. * The item size, see {@link BufferAttribute#itemSize}.
  17585. *
  17586. * @type {number}
  17587. */
  17588. this.itemSize = itemSize;
  17589. /**
  17590. * The attribute offset into the buffer.
  17591. *
  17592. * @type {number}
  17593. */
  17594. this.offset = offset;
  17595. /**
  17596. * Whether the data are normalized or not, see {@link BufferAttribute#normalized}
  17597. *
  17598. * @type {InterleavedBuffer}
  17599. */
  17600. this.normalized = normalized;
  17601. }
  17602. /**
  17603. * The item count of this buffer attribute.
  17604. *
  17605. * @type {number}
  17606. * @readonly
  17607. */
  17608. get count() {
  17609. return this.data.count;
  17610. }
  17611. /**
  17612. * The array holding the interleaved buffer attribute data.
  17613. *
  17614. * @type {TypedArray}
  17615. */
  17616. get array() {
  17617. return this.data.array;
  17618. }
  17619. /**
  17620. * Flag to indicate that this attribute has changed and should be re-sent to
  17621. * the GPU. Set this to `true` when you modify the value of the array.
  17622. *
  17623. * @type {number}
  17624. * @default false
  17625. * @param {boolean} value
  17626. */
  17627. set needsUpdate( value ) {
  17628. this.data.needsUpdate = value;
  17629. }
  17630. /**
  17631. * Applies the given 4x4 matrix to the given attribute. Only works with
  17632. * item size `3`.
  17633. *
  17634. * @param {Matrix4} m - The matrix to apply.
  17635. * @return {InterleavedBufferAttribute} A reference to this instance.
  17636. */
  17637. applyMatrix4( m ) {
  17638. for ( let i = 0, l = this.data.count; i < l; i ++ ) {
  17639. _vector$7.fromBufferAttribute( this, i );
  17640. _vector$7.applyMatrix4( m );
  17641. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  17642. }
  17643. return this;
  17644. }
  17645. /**
  17646. * Applies the given 3x3 normal matrix to the given attribute. Only works with
  17647. * item size `3`.
  17648. *
  17649. * @param {Matrix3} m - The normal matrix to apply.
  17650. * @return {InterleavedBufferAttribute} A reference to this instance.
  17651. */
  17652. applyNormalMatrix( m ) {
  17653. for ( let i = 0, l = this.count; i < l; i ++ ) {
  17654. _vector$7.fromBufferAttribute( this, i );
  17655. _vector$7.applyNormalMatrix( m );
  17656. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  17657. }
  17658. return this;
  17659. }
  17660. /**
  17661. * Applies the given 4x4 matrix to the given attribute. Only works with
  17662. * item size `3` and with direction vectors.
  17663. *
  17664. * @param {Matrix4} m - The matrix to apply.
  17665. * @return {InterleavedBufferAttribute} A reference to this instance.
  17666. */
  17667. transformDirection( m ) {
  17668. for ( let i = 0, l = this.count; i < l; i ++ ) {
  17669. _vector$7.fromBufferAttribute( this, i );
  17670. _vector$7.transformDirection( m );
  17671. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  17672. }
  17673. return this;
  17674. }
  17675. /**
  17676. * Returns the given component of the vector at the given index.
  17677. *
  17678. * @param {number} index - The index into the buffer attribute.
  17679. * @param {number} component - The component index.
  17680. * @return {number} The returned value.
  17681. */
  17682. getComponent( index, component ) {
  17683. let value = this.array[ index * this.data.stride + this.offset + component ];
  17684. if ( this.normalized ) value = denormalize( value, this.array );
  17685. return value;
  17686. }
  17687. /**
  17688. * Sets the given value to the given component of the vector at the given index.
  17689. *
  17690. * @param {number} index - The index into the buffer attribute.
  17691. * @param {number} component - The component index.
  17692. * @param {number} value - The value to set.
  17693. * @return {InterleavedBufferAttribute} A reference to this instance.
  17694. */
  17695. setComponent( index, component, value ) {
  17696. if ( this.normalized ) value = normalize( value, this.array );
  17697. this.data.array[ index * this.data.stride + this.offset + component ] = value;
  17698. return this;
  17699. }
  17700. /**
  17701. * Sets the x component of the vector at the given index.
  17702. *
  17703. * @param {number} index - The index into the buffer attribute.
  17704. * @param {number} x - The value to set.
  17705. * @return {InterleavedBufferAttribute} A reference to this instance.
  17706. */
  17707. setX( index, x ) {
  17708. if ( this.normalized ) x = normalize( x, this.array );
  17709. this.data.array[ index * this.data.stride + this.offset ] = x;
  17710. return this;
  17711. }
  17712. /**
  17713. * Sets the y component of the vector at the given index.
  17714. *
  17715. * @param {number} index - The index into the buffer attribute.
  17716. * @param {number} y - The value to set.
  17717. * @return {InterleavedBufferAttribute} A reference to this instance.
  17718. */
  17719. setY( index, y ) {
  17720. if ( this.normalized ) y = normalize( y, this.array );
  17721. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  17722. return this;
  17723. }
  17724. /**
  17725. * Sets the z component of the vector at the given index.
  17726. *
  17727. * @param {number} index - The index into the buffer attribute.
  17728. * @param {number} z - The value to set.
  17729. * @return {InterleavedBufferAttribute} A reference to this instance.
  17730. */
  17731. setZ( index, z ) {
  17732. if ( this.normalized ) z = normalize( z, this.array );
  17733. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  17734. return this;
  17735. }
  17736. /**
  17737. * Sets the w component of the vector at the given index.
  17738. *
  17739. * @param {number} index - The index into the buffer attribute.
  17740. * @param {number} w - The value to set.
  17741. * @return {InterleavedBufferAttribute} A reference to this instance.
  17742. */
  17743. setW( index, w ) {
  17744. if ( this.normalized ) w = normalize( w, this.array );
  17745. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  17746. return this;
  17747. }
  17748. /**
  17749. * Returns the x component of the vector at the given index.
  17750. *
  17751. * @param {number} index - The index into the buffer attribute.
  17752. * @return {number} The x component.
  17753. */
  17754. getX( index ) {
  17755. let x = this.data.array[ index * this.data.stride + this.offset ];
  17756. if ( this.normalized ) x = denormalize( x, this.array );
  17757. return x;
  17758. }
  17759. /**
  17760. * Returns the y component of the vector at the given index.
  17761. *
  17762. * @param {number} index - The index into the buffer attribute.
  17763. * @return {number} The y component.
  17764. */
  17765. getY( index ) {
  17766. let y = this.data.array[ index * this.data.stride + this.offset + 1 ];
  17767. if ( this.normalized ) y = denormalize( y, this.array );
  17768. return y;
  17769. }
  17770. /**
  17771. * Returns the z component of the vector at the given index.
  17772. *
  17773. * @param {number} index - The index into the buffer attribute.
  17774. * @return {number} The z component.
  17775. */
  17776. getZ( index ) {
  17777. let z = this.data.array[ index * this.data.stride + this.offset + 2 ];
  17778. if ( this.normalized ) z = denormalize( z, this.array );
  17779. return z;
  17780. }
  17781. /**
  17782. * Returns the w component of the vector at the given index.
  17783. *
  17784. * @param {number} index - The index into the buffer attribute.
  17785. * @return {number} The w component.
  17786. */
  17787. getW( index ) {
  17788. let w = this.data.array[ index * this.data.stride + this.offset + 3 ];
  17789. if ( this.normalized ) w = denormalize( w, this.array );
  17790. return w;
  17791. }
  17792. /**
  17793. * Sets the x and y component of the vector at the given index.
  17794. *
  17795. * @param {number} index - The index into the buffer attribute.
  17796. * @param {number} x - The value for the x component to set.
  17797. * @param {number} y - The value for the y component to set.
  17798. * @return {InterleavedBufferAttribute} A reference to this instance.
  17799. */
  17800. setXY( index, x, y ) {
  17801. index = index * this.data.stride + this.offset;
  17802. if ( this.normalized ) {
  17803. x = normalize( x, this.array );
  17804. y = normalize( y, this.array );
  17805. }
  17806. this.data.array[ index + 0 ] = x;
  17807. this.data.array[ index + 1 ] = y;
  17808. return this;
  17809. }
  17810. /**
  17811. * Sets the x, y and z component of the vector at the given index.
  17812. *
  17813. * @param {number} index - The index into the buffer attribute.
  17814. * @param {number} x - The value for the x component to set.
  17815. * @param {number} y - The value for the y component to set.
  17816. * @param {number} z - The value for the z component to set.
  17817. * @return {InterleavedBufferAttribute} A reference to this instance.
  17818. */
  17819. setXYZ( index, x, y, z ) {
  17820. index = index * this.data.stride + this.offset;
  17821. if ( this.normalized ) {
  17822. x = normalize( x, this.array );
  17823. y = normalize( y, this.array );
  17824. z = normalize( z, this.array );
  17825. }
  17826. this.data.array[ index + 0 ] = x;
  17827. this.data.array[ index + 1 ] = y;
  17828. this.data.array[ index + 2 ] = z;
  17829. return this;
  17830. }
  17831. /**
  17832. * Sets the x, y, z and w component of the vector at the given index.
  17833. *
  17834. * @param {number} index - The index into the buffer attribute.
  17835. * @param {number} x - The value for the x component to set.
  17836. * @param {number} y - The value for the y component to set.
  17837. * @param {number} z - The value for the z component to set.
  17838. * @param {number} w - The value for the w component to set.
  17839. * @return {InterleavedBufferAttribute} A reference to this instance.
  17840. */
  17841. setXYZW( index, x, y, z, w ) {
  17842. index = index * this.data.stride + this.offset;
  17843. if ( this.normalized ) {
  17844. x = normalize( x, this.array );
  17845. y = normalize( y, this.array );
  17846. z = normalize( z, this.array );
  17847. w = normalize( w, this.array );
  17848. }
  17849. this.data.array[ index + 0 ] = x;
  17850. this.data.array[ index + 1 ] = y;
  17851. this.data.array[ index + 2 ] = z;
  17852. this.data.array[ index + 3 ] = w;
  17853. return this;
  17854. }
  17855. /**
  17856. * Returns a new buffer attribute with copied values from this instance.
  17857. *
  17858. * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.
  17859. *
  17860. * @param {Object} [data] - An object with interleaved buffers that allows to retain the interleaved property.
  17861. * @return {BufferAttribute|InterleavedBufferAttribute} A clone of this instance.
  17862. */
  17863. clone( data ) {
  17864. if ( data === undefined ) {
  17865. log( 'InterleavedBufferAttribute.clone(): Cloning an interleaved buffer attribute will de-interleave buffer data.' );
  17866. const array = [];
  17867. for ( let i = 0; i < this.count; i ++ ) {
  17868. const index = i * this.data.stride + this.offset;
  17869. for ( let j = 0; j < this.itemSize; j ++ ) {
  17870. array.push( this.data.array[ index + j ] );
  17871. }
  17872. }
  17873. return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );
  17874. } else {
  17875. if ( data.interleavedBuffers === undefined ) {
  17876. data.interleavedBuffers = {};
  17877. }
  17878. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  17879. data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );
  17880. }
  17881. return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );
  17882. }
  17883. }
  17884. /**
  17885. * Serializes the buffer attribute into JSON.
  17886. *
  17887. * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.
  17888. *
  17889. * @param {Object} [data] - An optional value holding meta information about the serialization.
  17890. * @return {Object} A JSON object representing the serialized buffer attribute.
  17891. */
  17892. toJSON( data ) {
  17893. if ( data === undefined ) {
  17894. log( 'InterleavedBufferAttribute.toJSON(): Serializing an interleaved buffer attribute will de-interleave buffer data.' );
  17895. const array = [];
  17896. for ( let i = 0; i < this.count; i ++ ) {
  17897. const index = i * this.data.stride + this.offset;
  17898. for ( let j = 0; j < this.itemSize; j ++ ) {
  17899. array.push( this.data.array[ index + j ] );
  17900. }
  17901. }
  17902. // de-interleave data and save it as an ordinary buffer attribute for now
  17903. return {
  17904. itemSize: this.itemSize,
  17905. type: this.array.constructor.name,
  17906. array: array,
  17907. normalized: this.normalized
  17908. };
  17909. } else {
  17910. // save as true interleaved attribute
  17911. if ( data.interleavedBuffers === undefined ) {
  17912. data.interleavedBuffers = {};
  17913. }
  17914. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  17915. data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );
  17916. }
  17917. return {
  17918. isInterleavedBufferAttribute: true,
  17919. itemSize: this.itemSize,
  17920. data: this.data.uuid,
  17921. offset: this.offset,
  17922. normalized: this.normalized
  17923. };
  17924. }
  17925. }
  17926. }
  17927. /**
  17928. * A material for rendering instances of {@link Sprite}.
  17929. *
  17930. * ```js
  17931. * const map = new THREE.TextureLoader().load( 'textures/sprite.png' );
  17932. * const material = new THREE.SpriteMaterial( { map: map, color: 0xffffff } );
  17933. *
  17934. * const sprite = new THREE.Sprite( material );
  17935. * sprite.scale.set(200, 200, 1)
  17936. * scene.add( sprite );
  17937. * ```
  17938. *
  17939. * @augments Material
  17940. */
  17941. class SpriteMaterial extends Material {
  17942. /**
  17943. * Constructs a new sprite material.
  17944. *
  17945. * @param {Object} [parameters] - An object with one or more properties
  17946. * defining the material's appearance. Any property of the material
  17947. * (including any property from inherited materials) can be passed
  17948. * in here. Color values can be passed any type of value accepted
  17949. * by {@link Color#set}.
  17950. */
  17951. constructor( parameters ) {
  17952. super();
  17953. /**
  17954. * This flag can be used for type testing.
  17955. *
  17956. * @type {boolean}
  17957. * @readonly
  17958. * @default true
  17959. */
  17960. this.isSpriteMaterial = true;
  17961. this.type = 'SpriteMaterial';
  17962. /**
  17963. * Color of the material.
  17964. *
  17965. * @type {Color}
  17966. * @default (1,1,1)
  17967. */
  17968. this.color = new Color( 0xffffff );
  17969. /**
  17970. * The color map. May optionally include an alpha channel, typically combined
  17971. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  17972. * color is modulated by the diffuse `color`.
  17973. *
  17974. * @type {?Texture}
  17975. * @default null
  17976. */
  17977. this.map = null;
  17978. /**
  17979. * The alpha map is a grayscale texture that controls the opacity across the
  17980. * surface (black: fully transparent; white: fully opaque).
  17981. *
  17982. * Only the color of the texture is used, ignoring the alpha channel if one
  17983. * exists. For RGB and RGBA textures, the renderer will use the green channel
  17984. * when sampling this texture due to the extra bit of precision provided for
  17985. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  17986. * luminance/alpha textures will also still work as expected.
  17987. *
  17988. * @type {?Texture}
  17989. * @default null
  17990. */
  17991. this.alphaMap = null;
  17992. /**
  17993. * The rotation of the sprite in radians.
  17994. *
  17995. * @type {number}
  17996. * @default 0
  17997. */
  17998. this.rotation = 0;
  17999. /**
  18000. * Specifies whether size of the sprite is attenuated by the camera depth (perspective camera only).
  18001. *
  18002. * @type {boolean}
  18003. * @default true
  18004. */
  18005. this.sizeAttenuation = true;
  18006. /**
  18007. * Overwritten since sprite materials are transparent
  18008. * by default.
  18009. *
  18010. * @type {boolean}
  18011. * @default true
  18012. */
  18013. this.transparent = true;
  18014. /**
  18015. * Whether the material is affected by fog or not.
  18016. *
  18017. * @type {boolean}
  18018. * @default true
  18019. */
  18020. this.fog = true;
  18021. this.setValues( parameters );
  18022. }
  18023. copy( source ) {
  18024. super.copy( source );
  18025. this.color.copy( source.color );
  18026. this.map = source.map;
  18027. this.alphaMap = source.alphaMap;
  18028. this.rotation = source.rotation;
  18029. this.sizeAttenuation = source.sizeAttenuation;
  18030. this.fog = source.fog;
  18031. return this;
  18032. }
  18033. }
  18034. let _geometry;
  18035. const _intersectPoint = /*@__PURE__*/ new Vector3();
  18036. const _worldScale = /*@__PURE__*/ new Vector3();
  18037. const _mvPosition = /*@__PURE__*/ new Vector3();
  18038. const _alignedPosition = /*@__PURE__*/ new Vector2();
  18039. const _rotatedPosition = /*@__PURE__*/ new Vector2();
  18040. const _viewWorldMatrix = /*@__PURE__*/ new Matrix4();
  18041. const _vA = /*@__PURE__*/ new Vector3();
  18042. const _vB = /*@__PURE__*/ new Vector3();
  18043. const _vC = /*@__PURE__*/ new Vector3();
  18044. const _uvA = /*@__PURE__*/ new Vector2();
  18045. const _uvB = /*@__PURE__*/ new Vector2();
  18046. const _uvC = /*@__PURE__*/ new Vector2();
  18047. /**
  18048. * A sprite is a plane that always faces towards the camera, generally with a
  18049. * partially transparent texture applied.
  18050. *
  18051. * Sprites do not cast shadows, setting {@link Object3D#castShadow} to `true` will
  18052. * have no effect.
  18053. *
  18054. * ```js
  18055. * const map = new THREE.TextureLoader().load( 'sprite.png' );
  18056. * const material = new THREE.SpriteMaterial( { map: map } );
  18057. *
  18058. * const sprite = new THREE.Sprite( material );
  18059. * scene.add( sprite );
  18060. * ```
  18061. *
  18062. * @augments Object3D
  18063. */
  18064. class Sprite extends Object3D {
  18065. /**
  18066. * Constructs a new sprite.
  18067. *
  18068. * @param {(SpriteMaterial|SpriteNodeMaterial)} [material] - The sprite material.
  18069. */
  18070. constructor( material = new SpriteMaterial() ) {
  18071. super();
  18072. /**
  18073. * This flag can be used for type testing.
  18074. *
  18075. * @type {boolean}
  18076. * @readonly
  18077. * @default true
  18078. */
  18079. this.isSprite = true;
  18080. this.type = 'Sprite';
  18081. if ( _geometry === undefined ) {
  18082. _geometry = new BufferGeometry();
  18083. const float32Array = new Float32Array( [
  18084. -0.5, -0.5, 0, 0, 0,
  18085. 0.5, -0.5, 0, 1, 0,
  18086. 0.5, 0.5, 0, 1, 1,
  18087. -0.5, 0.5, 0, 0, 1
  18088. ] );
  18089. const interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  18090. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  18091. _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  18092. _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  18093. }
  18094. /**
  18095. * The sprite geometry.
  18096. *
  18097. * @type {BufferGeometry}
  18098. */
  18099. this.geometry = _geometry;
  18100. /**
  18101. * The sprite material.
  18102. *
  18103. * @type {(SpriteMaterial|SpriteNodeMaterial)}
  18104. */
  18105. this.material = material;
  18106. /**
  18107. * The sprite's anchor point, and the point around which the sprite rotates.
  18108. * A value of `(0.5, 0.5)` corresponds to the midpoint of the sprite. A value
  18109. * of `(0, 0)` corresponds to the lower left corner of the sprite.
  18110. *
  18111. * @type {Vector2}
  18112. * @default (0.5,0.5)
  18113. */
  18114. this.center = new Vector2( 0.5, 0.5 );
  18115. /**
  18116. * The number of instances of this sprite.
  18117. * Can only be used with {@link WebGPURenderer}.
  18118. *
  18119. * @type {number}
  18120. * @default 1
  18121. */
  18122. this.count = 1;
  18123. }
  18124. /**
  18125. * Computes intersection points between a casted ray and this sprite.
  18126. *
  18127. * @param {Raycaster} raycaster - The raycaster.
  18128. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  18129. */
  18130. raycast( raycaster, intersects ) {
  18131. if ( raycaster.camera === null ) {
  18132. error( 'Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  18133. }
  18134. _worldScale.setFromMatrixScale( this.matrixWorld );
  18135. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  18136. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  18137. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  18138. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  18139. _worldScale.multiplyScalar( - _mvPosition.z );
  18140. }
  18141. const rotation = this.material.rotation;
  18142. let sin, cos;
  18143. if ( rotation !== 0 ) {
  18144. cos = Math.cos( rotation );
  18145. sin = Math.sin( rotation );
  18146. }
  18147. const center = this.center;
  18148. transformVertex( _vA.set( -0.5, -0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  18149. transformVertex( _vB.set( 0.5, -0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  18150. transformVertex( _vC.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  18151. _uvA.set( 0, 0 );
  18152. _uvB.set( 1, 0 );
  18153. _uvC.set( 1, 1 );
  18154. // check first triangle
  18155. let intersect = raycaster.ray.intersectTriangle( _vA, _vB, _vC, false, _intersectPoint );
  18156. if ( intersect === null ) {
  18157. // check second triangle
  18158. transformVertex( _vB.set( -0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  18159. _uvB.set( 0, 1 );
  18160. intersect = raycaster.ray.intersectTriangle( _vA, _vC, _vB, false, _intersectPoint );
  18161. if ( intersect === null ) {
  18162. return;
  18163. }
  18164. }
  18165. const distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  18166. if ( distance < raycaster.near || distance > raycaster.far ) return;
  18167. intersects.push( {
  18168. distance: distance,
  18169. point: _intersectPoint.clone(),
  18170. uv: Triangle.getInterpolation( _intersectPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() ),
  18171. face: null,
  18172. object: this
  18173. } );
  18174. }
  18175. copy( source, recursive ) {
  18176. super.copy( source, recursive );
  18177. if ( source.center !== undefined ) this.center.copy( source.center );
  18178. this.material = source.material;
  18179. return this;
  18180. }
  18181. }
  18182. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  18183. // compute position in camera space
  18184. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  18185. // to check if rotation is not zero
  18186. if ( sin !== undefined ) {
  18187. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  18188. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  18189. } else {
  18190. _rotatedPosition.copy( _alignedPosition );
  18191. }
  18192. vertexPosition.copy( mvPosition );
  18193. vertexPosition.x += _rotatedPosition.x;
  18194. vertexPosition.y += _rotatedPosition.y;
  18195. // transform to world space
  18196. vertexPosition.applyMatrix4( _viewWorldMatrix );
  18197. }
  18198. const _v1$2 = /*@__PURE__*/ new Vector3();
  18199. const _v2$1 = /*@__PURE__*/ new Vector3();
  18200. /**
  18201. * A component for providing a basic Level of Detail (LOD) mechanism.
  18202. *
  18203. * Every LOD level is associated with an object, and rendering can be switched
  18204. * between them at the distances specified. Typically you would create, say,
  18205. * three meshes, one for far away (low detail), one for mid range (medium
  18206. * detail) and one for close up (high detail).
  18207. *
  18208. * ```js
  18209. * const lod = new THREE.LOD();
  18210. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  18211. *
  18212. * //Create spheres with 3 levels of detail and create new LOD levels for them
  18213. * for( let i = 0; i < 3; i++ ) {
  18214. *
  18215. * const geometry = new THREE.IcosahedronGeometry( 10, 3 - i );
  18216. * const mesh = new THREE.Mesh( geometry, material );
  18217. * lod.addLevel( mesh, i * 75 );
  18218. *
  18219. * }
  18220. *
  18221. * scene.add( lod );
  18222. * ```
  18223. *
  18224. * @augments Object3D
  18225. */
  18226. class LOD extends Object3D {
  18227. /**
  18228. * Constructs a new LOD.
  18229. */
  18230. constructor() {
  18231. super();
  18232. /**
  18233. * This flag can be used for type testing.
  18234. *
  18235. * @type {boolean}
  18236. * @readonly
  18237. * @default true
  18238. */
  18239. this.isLOD = true;
  18240. /**
  18241. * The current LOD index.
  18242. *
  18243. * @private
  18244. * @type {number}
  18245. * @default 0
  18246. */
  18247. this._currentLevel = 0;
  18248. this.type = 'LOD';
  18249. Object.defineProperties( this, {
  18250. /**
  18251. * This array holds the LOD levels.
  18252. *
  18253. * @name LOD#levels
  18254. * @type {Array<{object:Object3D,distance:number,hysteresis:number}>}
  18255. */
  18256. levels: {
  18257. enumerable: true,
  18258. value: []
  18259. }
  18260. } );
  18261. /**
  18262. * Whether the LOD object is updated automatically by the renderer per frame
  18263. * or not. If set to `false`, you have to call {@link LOD#update} in the
  18264. * render loop by yourself.
  18265. *
  18266. * @type {boolean}
  18267. * @default true
  18268. */
  18269. this.autoUpdate = true;
  18270. }
  18271. copy( source ) {
  18272. super.copy( source, false );
  18273. const levels = source.levels;
  18274. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  18275. const level = levels[ i ];
  18276. this.addLevel( level.object.clone(), level.distance, level.hysteresis );
  18277. }
  18278. this.autoUpdate = source.autoUpdate;
  18279. return this;
  18280. }
  18281. /**
  18282. * Adds a mesh that will display at a certain distance and greater. Typically
  18283. * the further away the distance, the lower the detail on the mesh.
  18284. *
  18285. * @param {Object3D} object - The 3D object to display at this level.
  18286. * @param {number} [distance=0] - The distance at which to display this level of detail.
  18287. * @param {number} [hysteresis=0] - Threshold used to avoid flickering at LOD boundaries, as a fraction of distance.
  18288. * @return {LOD} A reference to this instance.
  18289. */
  18290. addLevel( object, distance = 0, hysteresis = 0 ) {
  18291. distance = Math.abs( distance );
  18292. const levels = this.levels;
  18293. let l;
  18294. for ( l = 0; l < levels.length; l ++ ) {
  18295. if ( distance < levels[ l ].distance ) {
  18296. break;
  18297. }
  18298. }
  18299. levels.splice( l, 0, { distance: distance, hysteresis: hysteresis, object: object } );
  18300. this.add( object );
  18301. return this;
  18302. }
  18303. /**
  18304. * Removes an existing level, based on the distance from the camera.
  18305. * Returns `true` when the level has been removed. Otherwise `false`.
  18306. *
  18307. * @param {number} distance - Distance of the level to remove.
  18308. * @return {boolean} Whether the level has been removed or not.
  18309. */
  18310. removeLevel( distance ) {
  18311. const levels = this.levels;
  18312. for ( let i = 0; i < levels.length; i ++ ) {
  18313. if ( levels[ i ].distance === distance ) {
  18314. const removedElements = levels.splice( i, 1 );
  18315. this.remove( removedElements[ 0 ].object );
  18316. return true;
  18317. }
  18318. }
  18319. return false;
  18320. }
  18321. /**
  18322. * Returns the currently active LOD level index.
  18323. *
  18324. * @return {number} The current active LOD level index.
  18325. */
  18326. getCurrentLevel() {
  18327. return this._currentLevel;
  18328. }
  18329. /**
  18330. * Returns a reference to the first 3D object that is greater than
  18331. * the given distance.
  18332. *
  18333. * @param {number} distance - The LOD distance.
  18334. * @return {?Object3D} The found 3D object. `null` if no 3D object has been found.
  18335. */
  18336. getObjectForDistance( distance ) {
  18337. const levels = this.levels;
  18338. if ( levels.length > 0 ) {
  18339. let i, l;
  18340. for ( i = 1, l = levels.length; i < l; i ++ ) {
  18341. let levelDistance = levels[ i ].distance;
  18342. if ( levels[ i ].object.visible ) {
  18343. levelDistance -= levelDistance * levels[ i ].hysteresis;
  18344. }
  18345. if ( distance < levelDistance ) {
  18346. break;
  18347. }
  18348. }
  18349. return levels[ i - 1 ].object;
  18350. }
  18351. return null;
  18352. }
  18353. /**
  18354. * Computes intersection points between a casted ray and this LOD.
  18355. *
  18356. * @param {Raycaster} raycaster - The raycaster.
  18357. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  18358. */
  18359. raycast( raycaster, intersects ) {
  18360. const levels = this.levels;
  18361. if ( levels.length > 0 ) {
  18362. _v1$2.setFromMatrixPosition( this.matrixWorld );
  18363. const distance = raycaster.ray.origin.distanceTo( _v1$2 );
  18364. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  18365. }
  18366. }
  18367. /**
  18368. * Updates the LOD by computing which LOD level should be visible according
  18369. * to the current distance of the given camera.
  18370. *
  18371. * @param {Camera} camera - The camera the scene is rendered with.
  18372. */
  18373. update( camera ) {
  18374. const levels = this.levels;
  18375. if ( levels.length > 1 ) {
  18376. _v1$2.setFromMatrixPosition( camera.matrixWorld );
  18377. _v2$1.setFromMatrixPosition( this.matrixWorld );
  18378. const distance = _v1$2.distanceTo( _v2$1 ) / camera.zoom;
  18379. levels[ 0 ].object.visible = true;
  18380. let i, l;
  18381. for ( i = 1, l = levels.length; i < l; i ++ ) {
  18382. let levelDistance = levels[ i ].distance;
  18383. if ( levels[ i ].object.visible ) {
  18384. levelDistance -= levelDistance * levels[ i ].hysteresis;
  18385. }
  18386. if ( distance >= levelDistance ) {
  18387. levels[ i - 1 ].object.visible = false;
  18388. levels[ i ].object.visible = true;
  18389. } else {
  18390. break;
  18391. }
  18392. }
  18393. this._currentLevel = i - 1;
  18394. for ( ; i < l; i ++ ) {
  18395. levels[ i ].object.visible = false;
  18396. }
  18397. }
  18398. }
  18399. toJSON( meta ) {
  18400. const data = super.toJSON( meta );
  18401. if ( this.autoUpdate === false ) data.object.autoUpdate = false;
  18402. data.object.levels = [];
  18403. const levels = this.levels;
  18404. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  18405. const level = levels[ i ];
  18406. data.object.levels.push( {
  18407. object: level.object.uuid,
  18408. distance: level.distance,
  18409. hysteresis: level.hysteresis
  18410. } );
  18411. }
  18412. return data;
  18413. }
  18414. }
  18415. const _basePosition = /*@__PURE__*/ new Vector3();
  18416. const _skinIndex = /*@__PURE__*/ new Vector4();
  18417. const _skinWeight = /*@__PURE__*/ new Vector4();
  18418. const _vector3 = /*@__PURE__*/ new Vector3();
  18419. const _matrix4 = /*@__PURE__*/ new Matrix4();
  18420. const _vertex = /*@__PURE__*/ new Vector3();
  18421. const _sphere$5 = /*@__PURE__*/ new Sphere();
  18422. const _inverseMatrix$2 = /*@__PURE__*/ new Matrix4();
  18423. const _ray$2 = /*@__PURE__*/ new Ray();
  18424. /**
  18425. * A mesh that has a {@link Skeleton} that can then be used to animate the
  18426. * vertices of the geometry with skinning/skeleton animation.
  18427. *
  18428. * Next to a valid skeleton, the skinned mesh requires skin indices and weights
  18429. * as buffer attributes in its geometry. These attribute define which bones affect a single
  18430. * vertex to a certain extend.
  18431. *
  18432. * Typically skinned meshes are not created manually but loaders like {@link GLTFLoader}
  18433. * or {@link FBXLoader } import respective models.
  18434. *
  18435. * @augments Mesh
  18436. * @demo scenes/bones-browser.html
  18437. */
  18438. class SkinnedMesh extends Mesh {
  18439. /**
  18440. * Constructs a new skinned mesh.
  18441. *
  18442. * @param {BufferGeometry} [geometry] - The mesh geometry.
  18443. * @param {Material|Array<Material>} [material] - The mesh material.
  18444. */
  18445. constructor( geometry, material ) {
  18446. super( geometry, material );
  18447. /**
  18448. * This flag can be used for type testing.
  18449. *
  18450. * @type {boolean}
  18451. * @readonly
  18452. * @default true
  18453. */
  18454. this.isSkinnedMesh = true;
  18455. this.type = 'SkinnedMesh';
  18456. /**
  18457. * `AttachedBindMode` means the skinned mesh shares the same world space as the skeleton.
  18458. * This is not true when using `DetachedBindMode` which is useful when sharing a skeleton
  18459. * across multiple skinned meshes.
  18460. *
  18461. * @type {(AttachedBindMode|DetachedBindMode)}
  18462. * @default AttachedBindMode
  18463. */
  18464. this.bindMode = AttachedBindMode;
  18465. /**
  18466. * The base matrix that is used for the bound bone transforms.
  18467. *
  18468. * @type {Matrix4}
  18469. */
  18470. this.bindMatrix = new Matrix4();
  18471. /**
  18472. * The base matrix that is used for resetting the bound bone transforms.
  18473. *
  18474. * @type {Matrix4}
  18475. */
  18476. this.bindMatrixInverse = new Matrix4();
  18477. /**
  18478. * The bounding box of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingBox}.
  18479. *
  18480. * @type {?Box3}
  18481. * @default null
  18482. */
  18483. this.boundingBox = null;
  18484. /**
  18485. * The bounding sphere of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingSphere}.
  18486. *
  18487. * @type {?Sphere}
  18488. * @default null
  18489. */
  18490. this.boundingSphere = null;
  18491. }
  18492. /**
  18493. * Computes the bounding box of the skinned mesh, and updates {@link SkinnedMesh#boundingBox}.
  18494. * The bounding box is not automatically computed by the engine; this method must be called by your app.
  18495. * If the skinned mesh is animated, the bounding box should be recomputed per frame in order to reflect
  18496. * the current animation state.
  18497. */
  18498. computeBoundingBox() {
  18499. const geometry = this.geometry;
  18500. if ( this.boundingBox === null ) {
  18501. this.boundingBox = new Box3();
  18502. }
  18503. this.boundingBox.makeEmpty();
  18504. const positionAttribute = geometry.getAttribute( 'position' );
  18505. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  18506. this.getVertexPosition( i, _vertex );
  18507. this.boundingBox.expandByPoint( _vertex );
  18508. }
  18509. }
  18510. /**
  18511. * Computes the bounding sphere of the skinned mesh, and updates {@link SkinnedMesh#boundingSphere}.
  18512. * The bounding sphere is automatically computed by the engine once when it is needed, e.g., for ray casting
  18513. * and view frustum culling. If the skinned mesh is animated, the bounding sphere should be recomputed
  18514. * per frame in order to reflect the current animation state.
  18515. */
  18516. computeBoundingSphere() {
  18517. const geometry = this.geometry;
  18518. if ( this.boundingSphere === null ) {
  18519. this.boundingSphere = new Sphere();
  18520. }
  18521. this.boundingSphere.makeEmpty();
  18522. const positionAttribute = geometry.getAttribute( 'position' );
  18523. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  18524. this.getVertexPosition( i, _vertex );
  18525. this.boundingSphere.expandByPoint( _vertex );
  18526. }
  18527. }
  18528. copy( source, recursive ) {
  18529. super.copy( source, recursive );
  18530. this.bindMode = source.bindMode;
  18531. this.bindMatrix.copy( source.bindMatrix );
  18532. this.bindMatrixInverse.copy( source.bindMatrixInverse );
  18533. this.skeleton = source.skeleton;
  18534. if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
  18535. if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
  18536. return this;
  18537. }
  18538. raycast( raycaster, intersects ) {
  18539. const material = this.material;
  18540. const matrixWorld = this.matrixWorld;
  18541. if ( material === undefined ) return;
  18542. // test with bounding sphere in world space
  18543. if ( this.boundingSphere === null ) this.computeBoundingSphere();
  18544. _sphere$5.copy( this.boundingSphere );
  18545. _sphere$5.applyMatrix4( matrixWorld );
  18546. if ( raycaster.ray.intersectsSphere( _sphere$5 ) === false ) return;
  18547. // convert ray to local space of skinned mesh
  18548. _inverseMatrix$2.copy( matrixWorld ).invert();
  18549. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  18550. // test with bounding box in local space
  18551. if ( this.boundingBox !== null ) {
  18552. if ( _ray$2.intersectsBox( this.boundingBox ) === false ) return;
  18553. }
  18554. // test for intersections with geometry
  18555. this._computeIntersections( raycaster, intersects, _ray$2 );
  18556. }
  18557. getVertexPosition( index, target ) {
  18558. super.getVertexPosition( index, target );
  18559. this.applyBoneTransform( index, target );
  18560. return target;
  18561. }
  18562. /**
  18563. * Binds the given skeleton to the skinned mesh.
  18564. *
  18565. * @param {Skeleton} skeleton - The skeleton to bind.
  18566. * @param {Matrix4} [bindMatrix] - The bind matrix. If no bind matrix is provided,
  18567. * the skinned mesh's world matrix will be used instead.
  18568. */
  18569. bind( skeleton, bindMatrix ) {
  18570. this.skeleton = skeleton;
  18571. if ( bindMatrix === undefined ) {
  18572. this.updateMatrixWorld( true );
  18573. this.skeleton.calculateInverses();
  18574. bindMatrix = this.matrixWorld;
  18575. }
  18576. this.bindMatrix.copy( bindMatrix );
  18577. this.bindMatrixInverse.copy( bindMatrix ).invert();
  18578. }
  18579. /**
  18580. * This method sets the skinned mesh in the rest pose).
  18581. */
  18582. pose() {
  18583. this.skeleton.pose();
  18584. }
  18585. /**
  18586. * Normalizes the skin weights which are defined as a buffer attribute
  18587. * in the skinned mesh's geometry.
  18588. */
  18589. normalizeSkinWeights() {
  18590. const vector = new Vector4();
  18591. const skinWeight = this.geometry.attributes.skinWeight;
  18592. for ( let i = 0, l = skinWeight.count; i < l; i ++ ) {
  18593. vector.fromBufferAttribute( skinWeight, i );
  18594. const scale = 1.0 / vector.manhattanLength();
  18595. if ( scale !== Infinity ) {
  18596. vector.multiplyScalar( scale );
  18597. } else {
  18598. vector.set( 1, 0, 0, 0 ); // do something reasonable
  18599. }
  18600. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  18601. }
  18602. }
  18603. updateMatrixWorld( force ) {
  18604. super.updateMatrixWorld( force );
  18605. if ( this.bindMode === AttachedBindMode ) {
  18606. this.bindMatrixInverse.copy( this.matrixWorld ).invert();
  18607. } else if ( this.bindMode === DetachedBindMode ) {
  18608. this.bindMatrixInverse.copy( this.bindMatrix ).invert();
  18609. } else {
  18610. warn( 'SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  18611. }
  18612. }
  18613. /**
  18614. * Applies the bone transform associated with the given index to the given
  18615. * vertex position. Returns the updated vector.
  18616. *
  18617. * @param {number} index - The vertex index.
  18618. * @param {Vector3} target - The target object that is used to store the method's result.
  18619. * the skinned mesh's world matrix will be used instead.
  18620. * @return {Vector3} The updated vertex position.
  18621. */
  18622. applyBoneTransform( index, target ) {
  18623. const skeleton = this.skeleton;
  18624. const geometry = this.geometry;
  18625. _skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );
  18626. _skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );
  18627. _basePosition.copy( target ).applyMatrix4( this.bindMatrix );
  18628. target.set( 0, 0, 0 );
  18629. for ( let i = 0; i < 4; i ++ ) {
  18630. const weight = _skinWeight.getComponent( i );
  18631. if ( weight !== 0 ) {
  18632. const boneIndex = _skinIndex.getComponent( i );
  18633. _matrix4.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );
  18634. target.addScaledVector( _vector3.copy( _basePosition ).applyMatrix4( _matrix4 ), weight );
  18635. }
  18636. }
  18637. return target.applyMatrix4( this.bindMatrixInverse );
  18638. }
  18639. }
  18640. /**
  18641. * A bone which is part of a {@link Skeleton}. The skeleton in turn is used by
  18642. * the {@link SkinnedMesh}.
  18643. *
  18644. * ```js
  18645. * const root = new THREE.Bone();
  18646. * const child = new THREE.Bone();
  18647. *
  18648. * root.add( child );
  18649. * child.position.y = 5;
  18650. * ```
  18651. *
  18652. * @augments Object3D
  18653. */
  18654. class Bone extends Object3D {
  18655. /**
  18656. * Constructs a new bone.
  18657. */
  18658. constructor() {
  18659. super();
  18660. /**
  18661. * This flag can be used for type testing.
  18662. *
  18663. * @type {boolean}
  18664. * @readonly
  18665. * @default true
  18666. */
  18667. this.isBone = true;
  18668. this.type = 'Bone';
  18669. }
  18670. }
  18671. /**
  18672. * Creates a texture directly from raw buffer data.
  18673. *
  18674. * The interpretation of the data depends on type and format: If the type is
  18675. * `UnsignedByteType`, a `Uint8Array` will be useful for addressing the
  18676. * texel data. If the format is `RGBAFormat`, data needs four values for
  18677. * one texel; Red, Green, Blue and Alpha (typically the opacity).
  18678. *
  18679. * @augments Texture
  18680. */
  18681. class DataTexture extends Texture {
  18682. /**
  18683. * Constructs a new data texture.
  18684. *
  18685. * @param {?TypedArray} [data=null] - The buffer data.
  18686. * @param {number} [width=1] - The width of the texture.
  18687. * @param {number} [height=1] - The height of the texture.
  18688. * @param {number} [format=RGBAFormat] - The texture format.
  18689. * @param {number} [type=UnsignedByteType] - The texture type.
  18690. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  18691. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  18692. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  18693. * @param {number} [magFilter=NearestFilter] - The mag filter value.
  18694. * @param {number} [minFilter=NearestFilter] - The min filter value.
  18695. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  18696. * @param {string} [colorSpace=NoColorSpace] - The color space.
  18697. */
  18698. constructor( data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, colorSpace ) {
  18699. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  18700. /**
  18701. * This flag can be used for type testing.
  18702. *
  18703. * @type {boolean}
  18704. * @readonly
  18705. * @default true
  18706. */
  18707. this.isDataTexture = true;
  18708. /**
  18709. * The image definition of a data texture.
  18710. *
  18711. * @type {{data:TypedArray,width:number,height:number}}
  18712. */
  18713. this.image = { data: data, width: width, height: height };
  18714. /**
  18715. * Whether to generate mipmaps (if possible) for a texture.
  18716. *
  18717. * Overwritten and set to `false` by default.
  18718. *
  18719. * @type {boolean}
  18720. * @default false
  18721. */
  18722. this.generateMipmaps = false;
  18723. /**
  18724. * If set to `true`, the texture is flipped along the vertical axis when
  18725. * uploaded to the GPU.
  18726. *
  18727. * Overwritten and set to `false` by default.
  18728. *
  18729. * @type {boolean}
  18730. * @default false
  18731. */
  18732. this.flipY = false;
  18733. /**
  18734. * Specifies the alignment requirements for the start of each pixel row in memory.
  18735. *
  18736. * Overwritten and set to `1` by default.
  18737. *
  18738. * @type {boolean}
  18739. * @default 1
  18740. */
  18741. this.unpackAlignment = 1;
  18742. }
  18743. }
  18744. const _offsetMatrix = /*@__PURE__*/ new Matrix4();
  18745. const _identityMatrix = /*@__PURE__*/ new Matrix4();
  18746. /**
  18747. * Class for representing the armatures in `three.js`. The skeleton
  18748. * is defined by a hierarchy of bones.
  18749. *
  18750. * ```js
  18751. * const bones = [];
  18752. *
  18753. * const shoulder = new THREE.Bone();
  18754. * const elbow = new THREE.Bone();
  18755. * const hand = new THREE.Bone();
  18756. *
  18757. * shoulder.add( elbow );
  18758. * elbow.add( hand );
  18759. *
  18760. * bones.push( shoulder , elbow, hand);
  18761. *
  18762. * shoulder.position.y = -5;
  18763. * elbow.position.y = 0;
  18764. * hand.position.y = 5;
  18765. *
  18766. * const armSkeleton = new THREE.Skeleton( bones );
  18767. * ```
  18768. */
  18769. class Skeleton {
  18770. /**
  18771. * Constructs a new skeleton.
  18772. *
  18773. * @param {Array<Bone>} [bones] - An array of bones.
  18774. * @param {Array<Matrix4>} [boneInverses] - An array of bone inverse matrices.
  18775. * If not provided, these matrices will be computed automatically via {@link Skeleton#calculateInverses}.
  18776. */
  18777. constructor( bones = [], boneInverses = [] ) {
  18778. this.uuid = generateUUID();
  18779. /**
  18780. * An array of bones defining the skeleton.
  18781. *
  18782. * @type {Array<Bone>}
  18783. */
  18784. this.bones = bones.slice( 0 );
  18785. /**
  18786. * An array of bone inverse matrices.
  18787. *
  18788. * @type {Array<Matrix4>}
  18789. */
  18790. this.boneInverses = boneInverses;
  18791. /**
  18792. * An array buffer holding the bone data.
  18793. * Input data for {@link Skeleton#boneTexture}.
  18794. *
  18795. * @type {?Float32Array}
  18796. * @default null
  18797. */
  18798. this.boneMatrices = null;
  18799. /**
  18800. * A texture holding the bone data for use
  18801. * in the vertex shader.
  18802. *
  18803. * @type {?DataTexture}
  18804. * @default null
  18805. */
  18806. this.boneTexture = null;
  18807. this.init();
  18808. }
  18809. /**
  18810. * Initializes the skeleton. This method gets automatically called by the constructor
  18811. * but depending on how the skeleton is created it might be necessary to call this method
  18812. * manually.
  18813. */
  18814. init() {
  18815. const bones = this.bones;
  18816. const boneInverses = this.boneInverses;
  18817. this.boneMatrices = new Float32Array( bones.length * 16 );
  18818. // calculate inverse bone matrices if necessary
  18819. if ( boneInverses.length === 0 ) {
  18820. this.calculateInverses();
  18821. } else {
  18822. // handle special case
  18823. if ( bones.length !== boneInverses.length ) {
  18824. warn( 'Skeleton: Number of inverse bone matrices does not match amount of bones.' );
  18825. this.boneInverses = [];
  18826. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18827. this.boneInverses.push( new Matrix4() );
  18828. }
  18829. }
  18830. }
  18831. }
  18832. /**
  18833. * Computes the bone inverse matrices. This method resets {@link Skeleton#boneInverses}
  18834. * and fills it with new matrices.
  18835. */
  18836. calculateInverses() {
  18837. this.boneInverses.length = 0;
  18838. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18839. const inverse = new Matrix4();
  18840. if ( this.bones[ i ] ) {
  18841. inverse.copy( this.bones[ i ].matrixWorld ).invert();
  18842. }
  18843. this.boneInverses.push( inverse );
  18844. }
  18845. }
  18846. /**
  18847. * Resets the skeleton to the base pose.
  18848. */
  18849. pose() {
  18850. // recover the bind-time world matrices
  18851. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18852. const bone = this.bones[ i ];
  18853. if ( bone ) {
  18854. bone.matrixWorld.copy( this.boneInverses[ i ] ).invert();
  18855. }
  18856. }
  18857. // compute the local matrices, positions, rotations and scales
  18858. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18859. const bone = this.bones[ i ];
  18860. if ( bone ) {
  18861. if ( bone.parent && bone.parent.isBone ) {
  18862. bone.matrix.copy( bone.parent.matrixWorld ).invert();
  18863. bone.matrix.multiply( bone.matrixWorld );
  18864. } else {
  18865. bone.matrix.copy( bone.matrixWorld );
  18866. }
  18867. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  18868. }
  18869. }
  18870. }
  18871. /**
  18872. * Resets the skeleton to the base pose.
  18873. */
  18874. update() {
  18875. const bones = this.bones;
  18876. const boneInverses = this.boneInverses;
  18877. const boneMatrices = this.boneMatrices;
  18878. const boneTexture = this.boneTexture;
  18879. // flatten bone matrices to array
  18880. for ( let i = 0, il = bones.length; i < il; i ++ ) {
  18881. // compute the offset between the current and the original transform
  18882. const matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  18883. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  18884. _offsetMatrix.toArray( boneMatrices, i * 16 );
  18885. }
  18886. if ( boneTexture !== null ) {
  18887. boneTexture.needsUpdate = true;
  18888. }
  18889. }
  18890. /**
  18891. * Returns a new skeleton with copied values from this instance.
  18892. *
  18893. * @return {Skeleton} A clone of this instance.
  18894. */
  18895. clone() {
  18896. return new Skeleton( this.bones, this.boneInverses );
  18897. }
  18898. /**
  18899. * Computes a data texture for passing bone data to the vertex shader.
  18900. *
  18901. * @return {Skeleton} A reference of this instance.
  18902. */
  18903. computeBoneTexture() {
  18904. // layout (1 matrix = 4 pixels)
  18905. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  18906. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  18907. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  18908. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  18909. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  18910. let size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix
  18911. size = Math.ceil( size / 4 ) * 4;
  18912. size = Math.max( size, 4 );
  18913. const boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  18914. boneMatrices.set( this.boneMatrices ); // copy current values
  18915. const boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  18916. boneTexture.needsUpdate = true;
  18917. this.boneMatrices = boneMatrices;
  18918. this.boneTexture = boneTexture;
  18919. return this;
  18920. }
  18921. /**
  18922. * Searches through the skeleton's bone array and returns the first with a
  18923. * matching name.
  18924. *
  18925. * @param {string} name - The name of the bone.
  18926. * @return {Bone|undefined} The found bone. `undefined` if no bone has been found.
  18927. */
  18928. getBoneByName( name ) {
  18929. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18930. const bone = this.bones[ i ];
  18931. if ( bone.name === name ) {
  18932. return bone;
  18933. }
  18934. }
  18935. return undefined;
  18936. }
  18937. /**
  18938. * Frees the GPU-related resources allocated by this instance. Call this
  18939. * method whenever this instance is no longer used in your app.
  18940. */
  18941. dispose( ) {
  18942. if ( this.boneTexture !== null ) {
  18943. this.boneTexture.dispose();
  18944. this.boneTexture = null;
  18945. }
  18946. }
  18947. /**
  18948. * Setups the skeleton by the given JSON and bones.
  18949. *
  18950. * @param {Object} json - The skeleton as serialized JSON.
  18951. * @param {Object<string, Bone>} bones - An array of bones.
  18952. * @return {Skeleton} A reference of this instance.
  18953. */
  18954. fromJSON( json, bones ) {
  18955. this.uuid = json.uuid;
  18956. for ( let i = 0, l = json.bones.length; i < l; i ++ ) {
  18957. const uuid = json.bones[ i ];
  18958. let bone = bones[ uuid ];
  18959. if ( bone === undefined ) {
  18960. warn( 'Skeleton: No bone found with UUID:', uuid );
  18961. bone = new Bone();
  18962. }
  18963. this.bones.push( bone );
  18964. this.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) );
  18965. }
  18966. this.init();
  18967. return this;
  18968. }
  18969. /**
  18970. * Serializes the skeleton into JSON.
  18971. *
  18972. * @return {Object} A JSON object representing the serialized skeleton.
  18973. * @see {@link ObjectLoader#parse}
  18974. */
  18975. toJSON() {
  18976. const data = {
  18977. metadata: {
  18978. version: 4.7,
  18979. type: 'Skeleton',
  18980. generator: 'Skeleton.toJSON'
  18981. },
  18982. bones: [],
  18983. boneInverses: []
  18984. };
  18985. data.uuid = this.uuid;
  18986. const bones = this.bones;
  18987. const boneInverses = this.boneInverses;
  18988. for ( let i = 0, l = bones.length; i < l; i ++ ) {
  18989. const bone = bones[ i ];
  18990. data.bones.push( bone.uuid );
  18991. const boneInverse = boneInverses[ i ];
  18992. data.boneInverses.push( boneInverse.toArray() );
  18993. }
  18994. return data;
  18995. }
  18996. }
  18997. /**
  18998. * An instanced version of a buffer attribute.
  18999. *
  19000. * @augments BufferAttribute
  19001. */
  19002. class InstancedBufferAttribute extends BufferAttribute {
  19003. /**
  19004. * Constructs a new instanced buffer attribute.
  19005. *
  19006. * @param {TypedArray} array - The array holding the attribute data.
  19007. * @param {number} itemSize - The item size.
  19008. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  19009. * @param {number} [meshPerAttribute=1] - How often a value of this buffer attribute should be repeated.
  19010. */
  19011. constructor( array, itemSize, normalized, meshPerAttribute = 1 ) {
  19012. super( array, itemSize, normalized );
  19013. /**
  19014. * This flag can be used for type testing.
  19015. *
  19016. * @type {boolean}
  19017. * @readonly
  19018. * @default true
  19019. */
  19020. this.isInstancedBufferAttribute = true;
  19021. /**
  19022. * Defines how often a value of this buffer attribute should be repeated. A
  19023. * value of one means that each value of the instanced attribute is used for
  19024. * a single instance. A value of two means that each value is used for two
  19025. * consecutive instances (and so on).
  19026. *
  19027. * @type {number}
  19028. * @default 1
  19029. */
  19030. this.meshPerAttribute = meshPerAttribute;
  19031. }
  19032. copy( source ) {
  19033. super.copy( source );
  19034. this.meshPerAttribute = source.meshPerAttribute;
  19035. return this;
  19036. }
  19037. toJSON() {
  19038. const data = super.toJSON();
  19039. data.meshPerAttribute = this.meshPerAttribute;
  19040. data.isInstancedBufferAttribute = true;
  19041. return data;
  19042. }
  19043. }
  19044. const _instanceLocalMatrix = /*@__PURE__*/ new Matrix4();
  19045. const _instanceWorldMatrix = /*@__PURE__*/ new Matrix4();
  19046. const _instanceIntersects = [];
  19047. const _box3 = /*@__PURE__*/ new Box3();
  19048. const _identity = /*@__PURE__*/ new Matrix4();
  19049. const _mesh$1 = /*@__PURE__*/ new Mesh();
  19050. const _sphere$4 = /*@__PURE__*/ new Sphere();
  19051. /**
  19052. * A special version of a mesh with instanced rendering support. Use
  19053. * this class if you have to render a large number of objects with the same
  19054. * geometry and material(s) but with different world transformations. The usage
  19055. * of 'InstancedMesh' will help you to reduce the number of draw calls and thus
  19056. * improve the overall rendering performance in your application.
  19057. *
  19058. * @augments Mesh
  19059. */
  19060. class InstancedMesh extends Mesh {
  19061. /**
  19062. * Constructs a new instanced mesh.
  19063. *
  19064. * @param {BufferGeometry} [geometry] - The mesh geometry.
  19065. * @param {Material|Array<Material>} [material] - The mesh material.
  19066. * @param {number} count - The number of instances.
  19067. */
  19068. constructor( geometry, material, count ) {
  19069. super( geometry, material );
  19070. /**
  19071. * This flag can be used for type testing.
  19072. *
  19073. * @type {boolean}
  19074. * @readonly
  19075. * @default true
  19076. */
  19077. this.isInstancedMesh = true;
  19078. /**
  19079. * Represents the local transformation of all instances. You have to set its
  19080. * {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data
  19081. * via {@link InstancedMesh#setMatrixAt}.
  19082. *
  19083. * @type {InstancedBufferAttribute}
  19084. */
  19085. this.instanceMatrix = new InstancedBufferAttribute( new Float32Array( count * 16 ), 16 );
  19086. /**
  19087. * Represents the color of all instances. You have to set its
  19088. * {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data
  19089. * via {@link InstancedMesh#setColorAt}.
  19090. *
  19091. * @type {?InstancedBufferAttribute}
  19092. * @default null
  19093. */
  19094. this.instanceColor = null;
  19095. /**
  19096. * Represents the morph target weights of all instances. You have to set its
  19097. * {@link Texture#needsUpdate} flag to true if you modify instanced data
  19098. * via {@link InstancedMesh#setMorphAt}.
  19099. *
  19100. * @type {?DataTexture}
  19101. * @default null
  19102. */
  19103. this.morphTexture = null;
  19104. /**
  19105. * The number of instances.
  19106. *
  19107. * @type {number}
  19108. */
  19109. this.count = count;
  19110. /**
  19111. * The bounding box of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingBox}.
  19112. *
  19113. * @type {?Box3}
  19114. * @default null
  19115. */
  19116. this.boundingBox = null;
  19117. /**
  19118. * The bounding sphere of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingSphere}.
  19119. *
  19120. * @type {?Sphere}
  19121. * @default null
  19122. */
  19123. this.boundingSphere = null;
  19124. for ( let i = 0; i < count; i ++ ) {
  19125. this.setMatrixAt( i, _identity );
  19126. }
  19127. }
  19128. /**
  19129. * Computes the bounding box of the instanced mesh, and updates {@link InstancedMesh#boundingBox}.
  19130. * The bounding box is not automatically computed by the engine; this method must be called by your app.
  19131. * You may need to recompute the bounding box if an instance is transformed via {@link InstancedMesh#setMatrixAt}.
  19132. */
  19133. computeBoundingBox() {
  19134. const geometry = this.geometry;
  19135. const count = this.count;
  19136. if ( this.boundingBox === null ) {
  19137. this.boundingBox = new Box3();
  19138. }
  19139. if ( geometry.boundingBox === null ) {
  19140. geometry.computeBoundingBox();
  19141. }
  19142. this.boundingBox.makeEmpty();
  19143. for ( let i = 0; i < count; i ++ ) {
  19144. this.getMatrixAt( i, _instanceLocalMatrix );
  19145. _box3.copy( geometry.boundingBox ).applyMatrix4( _instanceLocalMatrix );
  19146. this.boundingBox.union( _box3 );
  19147. }
  19148. }
  19149. /**
  19150. * Computes the bounding sphere of the instanced mesh, and updates {@link InstancedMesh#boundingSphere}
  19151. * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.
  19152. * You may need to recompute the bounding sphere if an instance is transformed via {@link InstancedMesh#setMatrixAt}.
  19153. */
  19154. computeBoundingSphere() {
  19155. const geometry = this.geometry;
  19156. const count = this.count;
  19157. if ( this.boundingSphere === null ) {
  19158. this.boundingSphere = new Sphere();
  19159. }
  19160. if ( geometry.boundingSphere === null ) {
  19161. geometry.computeBoundingSphere();
  19162. }
  19163. this.boundingSphere.makeEmpty();
  19164. for ( let i = 0; i < count; i ++ ) {
  19165. this.getMatrixAt( i, _instanceLocalMatrix );
  19166. _sphere$4.copy( geometry.boundingSphere ).applyMatrix4( _instanceLocalMatrix );
  19167. this.boundingSphere.union( _sphere$4 );
  19168. }
  19169. }
  19170. copy( source, recursive ) {
  19171. super.copy( source, recursive );
  19172. this.instanceMatrix.copy( source.instanceMatrix );
  19173. if ( source.morphTexture !== null ) this.morphTexture = source.morphTexture.clone();
  19174. if ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone();
  19175. this.count = source.count;
  19176. if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
  19177. if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
  19178. return this;
  19179. }
  19180. /**
  19181. * Gets the color of the defined instance.
  19182. *
  19183. * @param {number} index - The instance index.
  19184. * @param {Color} color - The target object that is used to store the method's result.
  19185. */
  19186. getColorAt( index, color ) {
  19187. color.fromArray( this.instanceColor.array, index * 3 );
  19188. }
  19189. /**
  19190. * Gets the local transformation matrix of the defined instance.
  19191. *
  19192. * @param {number} index - The instance index.
  19193. * @param {Matrix4} matrix - The target object that is used to store the method's result.
  19194. */
  19195. getMatrixAt( index, matrix ) {
  19196. matrix.fromArray( this.instanceMatrix.array, index * 16 );
  19197. }
  19198. /**
  19199. * Gets the morph target weights of the defined instance.
  19200. *
  19201. * @param {number} index - The instance index.
  19202. * @param {Mesh} object - The target object that is used to store the method's result.
  19203. */
  19204. getMorphAt( index, object ) {
  19205. const objectInfluences = object.morphTargetInfluences;
  19206. const array = this.morphTexture.source.data.data;
  19207. const len = objectInfluences.length + 1; // All influences + the baseInfluenceSum
  19208. const dataIndex = index * len + 1; // Skip the baseInfluenceSum at the beginning
  19209. for ( let i = 0; i < objectInfluences.length; i ++ ) {
  19210. objectInfluences[ i ] = array[ dataIndex + i ];
  19211. }
  19212. }
  19213. raycast( raycaster, intersects ) {
  19214. const matrixWorld = this.matrixWorld;
  19215. const raycastTimes = this.count;
  19216. _mesh$1.geometry = this.geometry;
  19217. _mesh$1.material = this.material;
  19218. if ( _mesh$1.material === undefined ) return;
  19219. // test with bounding sphere first
  19220. if ( this.boundingSphere === null ) this.computeBoundingSphere();
  19221. _sphere$4.copy( this.boundingSphere );
  19222. _sphere$4.applyMatrix4( matrixWorld );
  19223. if ( raycaster.ray.intersectsSphere( _sphere$4 ) === false ) return;
  19224. // now test each instance
  19225. for ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
  19226. // calculate the world matrix for each instance
  19227. this.getMatrixAt( instanceId, _instanceLocalMatrix );
  19228. _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
  19229. // the mesh represents this single instance
  19230. _mesh$1.matrixWorld = _instanceWorldMatrix;
  19231. _mesh$1.raycast( raycaster, _instanceIntersects );
  19232. // process the result of raycast
  19233. for ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) {
  19234. const intersect = _instanceIntersects[ i ];
  19235. intersect.instanceId = instanceId;
  19236. intersect.object = this;
  19237. intersects.push( intersect );
  19238. }
  19239. _instanceIntersects.length = 0;
  19240. }
  19241. }
  19242. /**
  19243. * Sets the given color to the defined instance. Make sure you set the `needsUpdate` flag of
  19244. * {@link InstancedMesh#instanceColor} to `true` after updating all the colors.
  19245. *
  19246. * @param {number} index - The instance index.
  19247. * @param {Color} color - The instance color.
  19248. */
  19249. setColorAt( index, color ) {
  19250. if ( this.instanceColor === null ) {
  19251. this.instanceColor = new InstancedBufferAttribute( new Float32Array( this.instanceMatrix.count * 3 ).fill( 1 ), 3 );
  19252. }
  19253. color.toArray( this.instanceColor.array, index * 3 );
  19254. }
  19255. /**
  19256. * Sets the given local transformation matrix to the defined instance. Make sure you set the `needsUpdate` flag of
  19257. * {@link InstancedMesh#instanceMatrix} to `true` after updating all the colors.
  19258. *
  19259. * @param {number} index - The instance index.
  19260. * @param {Matrix4} matrix - The local transformation.
  19261. */
  19262. setMatrixAt( index, matrix ) {
  19263. matrix.toArray( this.instanceMatrix.array, index * 16 );
  19264. }
  19265. /**
  19266. * Sets the morph target weights to the defined instance. Make sure you set the `needsUpdate` flag of
  19267. * {@link InstancedMesh#morphTexture} to `true` after updating all the influences.
  19268. *
  19269. * @param {number} index - The instance index.
  19270. * @param {Mesh} object - A mesh which `morphTargetInfluences` property containing the morph target weights
  19271. * of a single instance.
  19272. */
  19273. setMorphAt( index, object ) {
  19274. const objectInfluences = object.morphTargetInfluences;
  19275. const len = objectInfluences.length + 1; // morphBaseInfluence + all influences
  19276. if ( this.morphTexture === null ) {
  19277. this.morphTexture = new DataTexture( new Float32Array( len * this.count ), len, this.count, RedFormat, FloatType );
  19278. }
  19279. const array = this.morphTexture.source.data.data;
  19280. let morphInfluencesSum = 0;
  19281. for ( let i = 0; i < objectInfluences.length; i ++ ) {
  19282. morphInfluencesSum += objectInfluences[ i ];
  19283. }
  19284. const morphBaseInfluence = this.geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  19285. const dataIndex = len * index;
  19286. array[ dataIndex ] = morphBaseInfluence;
  19287. array.set( objectInfluences, dataIndex + 1 );
  19288. }
  19289. updateMorphTargets() {
  19290. }
  19291. /**
  19292. * Frees the GPU-related resources allocated by this instance. Call this
  19293. * method whenever this instance is no longer used in your app.
  19294. */
  19295. dispose() {
  19296. this.dispatchEvent( { type: 'dispose' } );
  19297. if ( this.morphTexture !== null ) {
  19298. this.morphTexture.dispose();
  19299. this.morphTexture = null;
  19300. }
  19301. }
  19302. }
  19303. const _vector1 = /*@__PURE__*/ new Vector3();
  19304. const _vector2 = /*@__PURE__*/ new Vector3();
  19305. const _normalMatrix = /*@__PURE__*/ new Matrix3();
  19306. /**
  19307. * A two dimensional surface that extends infinitely in 3D space, represented
  19308. * in [Hessian normal form](http://mathworld.wolfram.com/HessianNormalForm.html)
  19309. * by a unit length normal vector and a constant.
  19310. */
  19311. class Plane {
  19312. /**
  19313. * Constructs a new plane.
  19314. *
  19315. * @param {Vector3} [normal=(1,0,0)] - A unit length vector defining the normal of the plane.
  19316. * @param {number} [constant=0] - The signed distance from the origin to the plane.
  19317. */
  19318. constructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) {
  19319. /**
  19320. * This flag can be used for type testing.
  19321. *
  19322. * @type {boolean}
  19323. * @readonly
  19324. * @default true
  19325. */
  19326. this.isPlane = true;
  19327. /**
  19328. * A unit length vector defining the normal of the plane.
  19329. *
  19330. * @type {Vector3}
  19331. */
  19332. this.normal = normal;
  19333. /**
  19334. * The signed distance from the origin to the plane.
  19335. *
  19336. * @type {number}
  19337. * @default 0
  19338. */
  19339. this.constant = constant;
  19340. }
  19341. /**
  19342. * Sets the plane components by copying the given values.
  19343. *
  19344. * @param {Vector3} normal - The normal.
  19345. * @param {number} constant - The constant.
  19346. * @return {Plane} A reference to this plane.
  19347. */
  19348. set( normal, constant ) {
  19349. this.normal.copy( normal );
  19350. this.constant = constant;
  19351. return this;
  19352. }
  19353. /**
  19354. * Sets the plane components by defining `x`, `y`, `z` as the
  19355. * plane normal and `w` as the constant.
  19356. *
  19357. * @param {number} x - The value for the normal's x component.
  19358. * @param {number} y - The value for the normal's y component.
  19359. * @param {number} z - The value for the normal's z component.
  19360. * @param {number} w - The constant value.
  19361. * @return {Plane} A reference to this plane.
  19362. */
  19363. setComponents( x, y, z, w ) {
  19364. this.normal.set( x, y, z );
  19365. this.constant = w;
  19366. return this;
  19367. }
  19368. /**
  19369. * Sets the plane from the given normal and coplanar point (that is a point
  19370. * that lies onto the plane).
  19371. *
  19372. * @param {Vector3} normal - The normal.
  19373. * @param {Vector3} point - A coplanar point.
  19374. * @return {Plane} A reference to this plane.
  19375. */
  19376. setFromNormalAndCoplanarPoint( normal, point ) {
  19377. this.normal.copy( normal );
  19378. this.constant = - point.dot( this.normal );
  19379. return this;
  19380. }
  19381. /**
  19382. * Sets the plane from three coplanar points. The winding order is
  19383. * assumed to be counter-clockwise, and determines the direction of
  19384. * the plane normal.
  19385. *
  19386. * @param {Vector3} a - The first coplanar point.
  19387. * @param {Vector3} b - The second coplanar point.
  19388. * @param {Vector3} c - The third coplanar point.
  19389. * @return {Plane} A reference to this plane.
  19390. */
  19391. setFromCoplanarPoints( a, b, c ) {
  19392. const normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  19393. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  19394. this.setFromNormalAndCoplanarPoint( normal, a );
  19395. return this;
  19396. }
  19397. /**
  19398. * Copies the values of the given plane to this instance.
  19399. *
  19400. * @param {Plane} plane - The plane to copy.
  19401. * @return {Plane} A reference to this plane.
  19402. */
  19403. copy( plane ) {
  19404. this.normal.copy( plane.normal );
  19405. this.constant = plane.constant;
  19406. return this;
  19407. }
  19408. /**
  19409. * Normalizes the plane normal and adjusts the constant accordingly.
  19410. *
  19411. * @return {Plane} A reference to this plane.
  19412. */
  19413. normalize() {
  19414. // Note: will lead to a divide by zero if the plane is invalid.
  19415. const inverseNormalLength = 1.0 / this.normal.length();
  19416. this.normal.multiplyScalar( inverseNormalLength );
  19417. this.constant *= inverseNormalLength;
  19418. return this;
  19419. }
  19420. /**
  19421. * Negates both the plane normal and the constant.
  19422. *
  19423. * @return {Plane} A reference to this plane.
  19424. */
  19425. negate() {
  19426. this.constant *= -1;
  19427. this.normal.negate();
  19428. return this;
  19429. }
  19430. /**
  19431. * Returns the signed distance from the given point to this plane.
  19432. *
  19433. * @param {Vector3} point - The point to compute the distance for.
  19434. * @return {number} The signed distance.
  19435. */
  19436. distanceToPoint( point ) {
  19437. return this.normal.dot( point ) + this.constant;
  19438. }
  19439. /**
  19440. * Returns the signed distance from the given sphere to this plane.
  19441. *
  19442. * @param {Sphere} sphere - The sphere to compute the distance for.
  19443. * @return {number} The signed distance.
  19444. */
  19445. distanceToSphere( sphere ) {
  19446. return this.distanceToPoint( sphere.center ) - sphere.radius;
  19447. }
  19448. /**
  19449. * Projects a the given point onto the plane.
  19450. *
  19451. * @param {Vector3} point - The point to project.
  19452. * @param {Vector3} target - The target vector that is used to store the method's result.
  19453. * @return {Vector3} The projected point on the plane.
  19454. */
  19455. projectPoint( point, target ) {
  19456. return target.copy( point ).addScaledVector( this.normal, - this.distanceToPoint( point ) );
  19457. }
  19458. /**
  19459. * Returns the intersection point of the passed line and the plane. Returns
  19460. * `null` if the line does not intersect. Returns the line's starting point if
  19461. * the line is coplanar with the plane.
  19462. *
  19463. * @param {Line3} line - The line to compute the intersection for.
  19464. * @param {Vector3} target - The target vector that is used to store the method's result.
  19465. * @return {?Vector3} The intersection point.
  19466. */
  19467. intersectLine( line, target ) {
  19468. const direction = line.delta( _vector1 );
  19469. const denominator = this.normal.dot( direction );
  19470. if ( denominator === 0 ) {
  19471. // line is coplanar, return origin
  19472. if ( this.distanceToPoint( line.start ) === 0 ) {
  19473. return target.copy( line.start );
  19474. }
  19475. // Unsure if this is the correct method to handle this case.
  19476. return null;
  19477. }
  19478. const t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  19479. if ( t < 0 || t > 1 ) {
  19480. return null;
  19481. }
  19482. return target.copy( line.start ).addScaledVector( direction, t );
  19483. }
  19484. /**
  19485. * Returns `true` if the given line segment intersects with (passes through) the plane.
  19486. *
  19487. * @param {Line3} line - The line to test.
  19488. * @return {boolean} Whether the given line segment intersects with the plane or not.
  19489. */
  19490. intersectsLine( line ) {
  19491. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  19492. const startSign = this.distanceToPoint( line.start );
  19493. const endSign = this.distanceToPoint( line.end );
  19494. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  19495. }
  19496. /**
  19497. * Returns `true` if the given bounding box intersects with the plane.
  19498. *
  19499. * @param {Box3} box - The bounding box to test.
  19500. * @return {boolean} Whether the given bounding box intersects with the plane or not.
  19501. */
  19502. intersectsBox( box ) {
  19503. return box.intersectsPlane( this );
  19504. }
  19505. /**
  19506. * Returns `true` if the given bounding sphere intersects with the plane.
  19507. *
  19508. * @param {Sphere} sphere - The bounding sphere to test.
  19509. * @return {boolean} Whether the given bounding sphere intersects with the plane or not.
  19510. */
  19511. intersectsSphere( sphere ) {
  19512. return sphere.intersectsPlane( this );
  19513. }
  19514. /**
  19515. * Returns a coplanar vector to the plane, by calculating the
  19516. * projection of the normal at the origin onto the plane.
  19517. *
  19518. * @param {Vector3} target - The target vector that is used to store the method's result.
  19519. * @return {Vector3} The coplanar point.
  19520. */
  19521. coplanarPoint( target ) {
  19522. return target.copy( this.normal ).multiplyScalar( - this.constant );
  19523. }
  19524. /**
  19525. * Apply a 4x4 matrix to the plane. The matrix must be an affine, homogeneous transform.
  19526. *
  19527. * The optional normal matrix can be pre-computed like so:
  19528. * ```js
  19529. * const optionalNormalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
  19530. * ```
  19531. *
  19532. * @param {Matrix4} matrix - The transformation matrix.
  19533. * @param {Matrix4} [optionalNormalMatrix] - A pre-computed normal matrix.
  19534. * @return {Plane} A reference to this plane.
  19535. */
  19536. applyMatrix4( matrix, optionalNormalMatrix ) {
  19537. const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  19538. const referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  19539. const normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  19540. this.constant = - referencePoint.dot( normal );
  19541. return this;
  19542. }
  19543. /**
  19544. * Translates the plane by the distance defined by the given offset vector.
  19545. * Note that this only affects the plane constant and will not affect the normal vector.
  19546. *
  19547. * @param {Vector3} offset - The offset vector.
  19548. * @return {Plane} A reference to this plane.
  19549. */
  19550. translate( offset ) {
  19551. this.constant -= offset.dot( this.normal );
  19552. return this;
  19553. }
  19554. /**
  19555. * Returns `true` if this plane is equal with the given one.
  19556. *
  19557. * @param {Plane} plane - The plane to test for equality.
  19558. * @return {boolean} Whether this plane is equal with the given one.
  19559. */
  19560. equals( plane ) {
  19561. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  19562. }
  19563. /**
  19564. * Returns a new plane with copied values from this instance.
  19565. *
  19566. * @return {Plane} A clone of this instance.
  19567. */
  19568. clone() {
  19569. return new this.constructor().copy( this );
  19570. }
  19571. }
  19572. const _sphere$3 = /*@__PURE__*/ new Sphere();
  19573. const _defaultSpriteCenter = /*@__PURE__*/ new Vector2( 0.5, 0.5 );
  19574. const _vector$6 = /*@__PURE__*/ new Vector3();
  19575. /**
  19576. * Frustums are used to determine what is inside the camera's field of view.
  19577. * They help speed up the rendering process - objects which lie outside a camera's
  19578. * frustum can safely be excluded from rendering.
  19579. *
  19580. * This class is mainly intended for use internally by a renderer.
  19581. */
  19582. class Frustum {
  19583. /**
  19584. * Constructs a new frustum.
  19585. *
  19586. * @param {Plane} [p0] - The first plane that encloses the frustum.
  19587. * @param {Plane} [p1] - The second plane that encloses the frustum.
  19588. * @param {Plane} [p2] - The third plane that encloses the frustum.
  19589. * @param {Plane} [p3] - The fourth plane that encloses the frustum.
  19590. * @param {Plane} [p4] - The fifth plane that encloses the frustum.
  19591. * @param {Plane} [p5] - The sixth plane that encloses the frustum.
  19592. */
  19593. constructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) {
  19594. /**
  19595. * This array holds the planes that enclose the frustum.
  19596. *
  19597. * @type {Array<Plane>}
  19598. */
  19599. this.planes = [ p0, p1, p2, p3, p4, p5 ];
  19600. }
  19601. /**
  19602. * Sets the frustum planes by copying the given planes.
  19603. *
  19604. * @param {Plane} [p0] - The first plane that encloses the frustum.
  19605. * @param {Plane} [p1] - The second plane that encloses the frustum.
  19606. * @param {Plane} [p2] - The third plane that encloses the frustum.
  19607. * @param {Plane} [p3] - The fourth plane that encloses the frustum.
  19608. * @param {Plane} [p4] - The fifth plane that encloses the frustum.
  19609. * @param {Plane} [p5] - The sixth plane that encloses the frustum.
  19610. * @return {Frustum} A reference to this frustum.
  19611. */
  19612. set( p0, p1, p2, p3, p4, p5 ) {
  19613. const planes = this.planes;
  19614. planes[ 0 ].copy( p0 );
  19615. planes[ 1 ].copy( p1 );
  19616. planes[ 2 ].copy( p2 );
  19617. planes[ 3 ].copy( p3 );
  19618. planes[ 4 ].copy( p4 );
  19619. planes[ 5 ].copy( p5 );
  19620. return this;
  19621. }
  19622. /**
  19623. * Copies the values of the given frustum to this instance.
  19624. *
  19625. * @param {Frustum} frustum - The frustum to copy.
  19626. * @return {Frustum} A reference to this frustum.
  19627. */
  19628. copy( frustum ) {
  19629. const planes = this.planes;
  19630. for ( let i = 0; i < 6; i ++ ) {
  19631. planes[ i ].copy( frustum.planes[ i ] );
  19632. }
  19633. return this;
  19634. }
  19635. /**
  19636. * Sets the frustum planes from the given projection matrix.
  19637. *
  19638. * @param {Matrix4} m - The projection matrix.
  19639. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} coordinateSystem - The coordinate system.
  19640. * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  19641. * @return {Frustum} A reference to this frustum.
  19642. */
  19643. setFromProjectionMatrix( m, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
  19644. const planes = this.planes;
  19645. const me = m.elements;
  19646. const me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  19647. const me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  19648. const me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  19649. const me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  19650. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  19651. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  19652. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  19653. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  19654. if ( reversedDepth ) {
  19655. planes[ 4 ].setComponents( me2, me6, me10, me14 ).normalize(); // far
  19656. planes[ 5 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); // near
  19657. } else {
  19658. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); // far
  19659. if ( coordinateSystem === WebGLCoordinateSystem ) {
  19660. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize(); // near
  19661. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  19662. planes[ 5 ].setComponents( me2, me6, me10, me14 ).normalize(); // near
  19663. } else {
  19664. throw new Error( 'THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: ' + coordinateSystem );
  19665. }
  19666. }
  19667. return this;
  19668. }
  19669. /**
  19670. * Returns `true` if the 3D object's bounding sphere is intersecting this frustum.
  19671. *
  19672. * Note that the 3D object must have a geometry so that the bounding sphere can be calculated.
  19673. *
  19674. * @param {Object3D} object - The 3D object to test.
  19675. * @return {boolean} Whether the 3D object's bounding sphere is intersecting this frustum or not.
  19676. */
  19677. intersectsObject( object ) {
  19678. if ( object.boundingSphere !== undefined ) {
  19679. if ( object.boundingSphere === null ) object.computeBoundingSphere();
  19680. _sphere$3.copy( object.boundingSphere ).applyMatrix4( object.matrixWorld );
  19681. } else {
  19682. const geometry = object.geometry;
  19683. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  19684. _sphere$3.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  19685. }
  19686. return this.intersectsSphere( _sphere$3 );
  19687. }
  19688. /**
  19689. * Returns `true` if the given sprite is intersecting this frustum.
  19690. *
  19691. * @param {Sprite} sprite - The sprite to test.
  19692. * @return {boolean} Whether the sprite is intersecting this frustum or not.
  19693. */
  19694. intersectsSprite( sprite ) {
  19695. _sphere$3.center.set( 0, 0, 0 );
  19696. const offset = _defaultSpriteCenter.distanceTo( sprite.center );
  19697. _sphere$3.radius = 0.7071067811865476 + offset;
  19698. _sphere$3.applyMatrix4( sprite.matrixWorld );
  19699. return this.intersectsSphere( _sphere$3 );
  19700. }
  19701. /**
  19702. * Returns `true` if the given bounding sphere is intersecting this frustum.
  19703. *
  19704. * @param {Sphere} sphere - The bounding sphere to test.
  19705. * @return {boolean} Whether the bounding sphere is intersecting this frustum or not.
  19706. */
  19707. intersectsSphere( sphere ) {
  19708. const planes = this.planes;
  19709. const center = sphere.center;
  19710. const negRadius = - sphere.radius;
  19711. for ( let i = 0; i < 6; i ++ ) {
  19712. const distance = planes[ i ].distanceToPoint( center );
  19713. if ( distance < negRadius ) {
  19714. return false;
  19715. }
  19716. }
  19717. return true;
  19718. }
  19719. /**
  19720. * Returns `true` if the given bounding box is intersecting this frustum.
  19721. *
  19722. * @param {Box3} box - The bounding box to test.
  19723. * @return {boolean} Whether the bounding box is intersecting this frustum or not.
  19724. */
  19725. intersectsBox( box ) {
  19726. const planes = this.planes;
  19727. for ( let i = 0; i < 6; i ++ ) {
  19728. const plane = planes[ i ];
  19729. // corner at max distance
  19730. _vector$6.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  19731. _vector$6.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  19732. _vector$6.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  19733. if ( plane.distanceToPoint( _vector$6 ) < 0 ) {
  19734. return false;
  19735. }
  19736. }
  19737. return true;
  19738. }
  19739. /**
  19740. * Returns `true` if the given point lies within the frustum.
  19741. *
  19742. * @param {Vector3} point - The point to test.
  19743. * @return {boolean} Whether the point lies within this frustum or not.
  19744. */
  19745. containsPoint( point ) {
  19746. const planes = this.planes;
  19747. for ( let i = 0; i < 6; i ++ ) {
  19748. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  19749. return false;
  19750. }
  19751. }
  19752. return true;
  19753. }
  19754. /**
  19755. * Returns a new frustum with copied values from this instance.
  19756. *
  19757. * @return {Frustum} A clone of this instance.
  19758. */
  19759. clone() {
  19760. return new this.constructor().copy( this );
  19761. }
  19762. }
  19763. const _projScreenMatrix$2 = /*@__PURE__*/ new Matrix4();
  19764. const _frustum$1 = /*@__PURE__*/ new Frustum();
  19765. /**
  19766. * FrustumArray is used to determine if an object is visible in at least one camera
  19767. * from an array of cameras. This is particularly useful for multi-view renderers.
  19768. */
  19769. class FrustumArray {
  19770. /**
  19771. * Constructs a new frustum array.
  19772. *
  19773. */
  19774. constructor() {
  19775. /**
  19776. * The coordinate system to use.
  19777. *
  19778. * @type {WebGLCoordinateSystem|WebGPUCoordinateSystem}
  19779. * @default WebGLCoordinateSystem
  19780. */
  19781. this.coordinateSystem = WebGLCoordinateSystem;
  19782. }
  19783. /**
  19784. * Returns `true` if the 3D object's bounding sphere is intersecting any frustum
  19785. * from the camera array.
  19786. *
  19787. * @param {Object3D} object - The 3D object to test.
  19788. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19789. * @return {boolean} Whether the 3D object is visible in any camera.
  19790. */
  19791. intersectsObject( object, cameraArray ) {
  19792. if ( ! cameraArray.isArrayCamera || cameraArray.cameras.length === 0 ) {
  19793. return false;
  19794. }
  19795. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19796. const camera = cameraArray.cameras[ i ];
  19797. _projScreenMatrix$2.multiplyMatrices(
  19798. camera.projectionMatrix,
  19799. camera.matrixWorldInverse
  19800. );
  19801. _frustum$1.setFromProjectionMatrix(
  19802. _projScreenMatrix$2,
  19803. camera.coordinateSystem,
  19804. camera.reversedDepth
  19805. );
  19806. if ( _frustum$1.intersectsObject( object ) ) {
  19807. return true; // Object is visible in at least one camera
  19808. }
  19809. }
  19810. return false; // Not visible in any camera
  19811. }
  19812. /**
  19813. * Returns `true` if the given sprite is intersecting any frustum
  19814. * from the camera array.
  19815. *
  19816. * @param {Sprite} sprite - The sprite to test.
  19817. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19818. * @return {boolean} Whether the sprite is visible in any camera.
  19819. */
  19820. intersectsSprite( sprite, cameraArray ) {
  19821. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19822. return false;
  19823. }
  19824. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19825. const camera = cameraArray.cameras[ i ];
  19826. _projScreenMatrix$2.multiplyMatrices(
  19827. camera.projectionMatrix,
  19828. camera.matrixWorldInverse
  19829. );
  19830. _frustum$1.setFromProjectionMatrix(
  19831. _projScreenMatrix$2,
  19832. camera.coordinateSystem,
  19833. camera.reversedDepth
  19834. );
  19835. if ( _frustum$1.intersectsSprite( sprite ) ) {
  19836. return true; // Sprite is visible in at least one camera
  19837. }
  19838. }
  19839. return false; // Not visible in any camera
  19840. }
  19841. /**
  19842. * Returns `true` if the given bounding sphere is intersecting any frustum
  19843. * from the camera array.
  19844. *
  19845. * @param {Sphere} sphere - The bounding sphere to test.
  19846. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19847. * @return {boolean} Whether the sphere is visible in any camera.
  19848. */
  19849. intersectsSphere( sphere, cameraArray ) {
  19850. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19851. return false;
  19852. }
  19853. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19854. const camera = cameraArray.cameras[ i ];
  19855. _projScreenMatrix$2.multiplyMatrices(
  19856. camera.projectionMatrix,
  19857. camera.matrixWorldInverse
  19858. );
  19859. _frustum$1.setFromProjectionMatrix(
  19860. _projScreenMatrix$2,
  19861. camera.coordinateSystem,
  19862. camera.reversedDepth
  19863. );
  19864. if ( _frustum$1.intersectsSphere( sphere ) ) {
  19865. return true; // Sphere is visible in at least one camera
  19866. }
  19867. }
  19868. return false; // Not visible in any camera
  19869. }
  19870. /**
  19871. * Returns `true` if the given bounding box is intersecting any frustum
  19872. * from the camera array.
  19873. *
  19874. * @param {Box3} box - The bounding box to test.
  19875. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19876. * @return {boolean} Whether the box is visible in any camera.
  19877. */
  19878. intersectsBox( box, cameraArray ) {
  19879. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19880. return false;
  19881. }
  19882. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19883. const camera = cameraArray.cameras[ i ];
  19884. _projScreenMatrix$2.multiplyMatrices(
  19885. camera.projectionMatrix,
  19886. camera.matrixWorldInverse
  19887. );
  19888. _frustum$1.setFromProjectionMatrix(
  19889. _projScreenMatrix$2,
  19890. camera.coordinateSystem,
  19891. camera.reversedDepth
  19892. );
  19893. if ( _frustum$1.intersectsBox( box ) ) {
  19894. return true; // Box is visible in at least one camera
  19895. }
  19896. }
  19897. return false; // Not visible in any camera
  19898. }
  19899. /**
  19900. * Returns `true` if the given point lies within any frustum
  19901. * from the camera array.
  19902. *
  19903. * @param {Vector3} point - The point to test.
  19904. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19905. * @return {boolean} Whether the point is visible in any camera.
  19906. */
  19907. containsPoint( point, cameraArray ) {
  19908. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19909. return false;
  19910. }
  19911. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19912. const camera = cameraArray.cameras[ i ];
  19913. _projScreenMatrix$2.multiplyMatrices(
  19914. camera.projectionMatrix,
  19915. camera.matrixWorldInverse
  19916. );
  19917. _frustum$1.setFromProjectionMatrix(
  19918. _projScreenMatrix$2,
  19919. camera.coordinateSystem,
  19920. camera.reversedDepth
  19921. );
  19922. if ( _frustum$1.containsPoint( point ) ) {
  19923. return true; // Point is visible in at least one camera
  19924. }
  19925. }
  19926. return false; // Not visible in any camera
  19927. }
  19928. /**
  19929. * Returns a new frustum array with copied values from this instance.
  19930. *
  19931. * @return {FrustumArray} A clone of this instance.
  19932. */
  19933. clone() {
  19934. return new FrustumArray();
  19935. }
  19936. }
  19937. function ascIdSort( a, b ) {
  19938. return a - b;
  19939. }
  19940. function sortOpaque( a, b ) {
  19941. return a.z - b.z;
  19942. }
  19943. function sortTransparent( a, b ) {
  19944. return b.z - a.z;
  19945. }
  19946. class MultiDrawRenderList {
  19947. constructor() {
  19948. this.index = 0;
  19949. this.pool = [];
  19950. this.list = [];
  19951. }
  19952. push( start, count, z, index ) {
  19953. const pool = this.pool;
  19954. const list = this.list;
  19955. if ( this.index >= pool.length ) {
  19956. pool.push( {
  19957. start: -1,
  19958. count: -1,
  19959. z: -1,
  19960. index: -1,
  19961. } );
  19962. }
  19963. const item = pool[ this.index ];
  19964. list.push( item );
  19965. this.index ++;
  19966. item.start = start;
  19967. item.count = count;
  19968. item.z = z;
  19969. item.index = index;
  19970. }
  19971. reset() {
  19972. this.list.length = 0;
  19973. this.index = 0;
  19974. }
  19975. }
  19976. const _matrix$1 = /*@__PURE__*/ new Matrix4();
  19977. const _whiteColor = /*@__PURE__*/ new Color( 1, 1, 1 );
  19978. const _frustum = /*@__PURE__*/ new Frustum();
  19979. const _frustumArray = /*@__PURE__*/ new FrustumArray();
  19980. const _box$1 = /*@__PURE__*/ new Box3();
  19981. const _sphere$2 = /*@__PURE__*/ new Sphere();
  19982. const _vector$5 = /*@__PURE__*/ new Vector3();
  19983. const _forward$1 = /*@__PURE__*/ new Vector3();
  19984. const _temp = /*@__PURE__*/ new Vector3();
  19985. const _renderList = /*@__PURE__*/ new MultiDrawRenderList();
  19986. const _mesh = /*@__PURE__*/ new Mesh();
  19987. const _batchIntersects = [];
  19988. // copies data from attribute "src" into "target" starting at "targetOffset"
  19989. function copyAttributeData( src, target, targetOffset = 0 ) {
  19990. const itemSize = target.itemSize;
  19991. if ( src.isInterleavedBufferAttribute || src.array.constructor !== target.array.constructor ) {
  19992. // use the component getters and setters if the array data cannot
  19993. // be copied directly
  19994. const vertexCount = src.count;
  19995. for ( let i = 0; i < vertexCount; i ++ ) {
  19996. for ( let c = 0; c < itemSize; c ++ ) {
  19997. target.setComponent( i + targetOffset, c, src.getComponent( i, c ) );
  19998. }
  19999. }
  20000. } else {
  20001. // faster copy approach using typed array set function
  20002. target.array.set( src.array, targetOffset * itemSize );
  20003. }
  20004. target.needsUpdate = true;
  20005. }
  20006. // safely copies array contents to a potentially smaller array
  20007. function copyArrayContents( src, target ) {
  20008. if ( src.constructor !== target.constructor ) {
  20009. // if arrays are of a different type (eg due to index size increasing) then data must be per-element copied
  20010. const len = Math.min( src.length, target.length );
  20011. for ( let i = 0; i < len; i ++ ) {
  20012. target[ i ] = src[ i ];
  20013. }
  20014. } else {
  20015. // if the arrays use the same data layout we can use a fast block copy
  20016. const len = Math.min( src.length, target.length );
  20017. target.set( new src.constructor( src.buffer, 0, len ) );
  20018. }
  20019. }
  20020. /**
  20021. * A special version of a mesh with multi draw batch rendering support. Use
  20022. * this class if you have to render a large number of objects with the same
  20023. * material but with different geometries or world transformations. The usage of
  20024. * `BatchedMesh` will help you to reduce the number of draw calls and thus improve the overall
  20025. * rendering performance in your application.
  20026. *
  20027. * ```js
  20028. * const box = new THREE.BoxGeometry( 1, 1, 1 );
  20029. * const sphere = new THREE.SphereGeometry( 1, 12, 12 );
  20030. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  20031. *
  20032. * // initialize and add geometries into the batched mesh
  20033. * const batchedMesh = new BatchedMesh( 10, 5000, 10000, material );
  20034. * const boxGeometryId = batchedMesh.addGeometry( box );
  20035. * const sphereGeometryId = batchedMesh.addGeometry( sphere );
  20036. *
  20037. * // create instances of those geometries
  20038. * const boxInstancedId1 = batchedMesh.addInstance( boxGeometryId );
  20039. * const boxInstancedId2 = batchedMesh.addInstance( boxGeometryId );
  20040. *
  20041. * const sphereInstancedId1 = batchedMesh.addInstance( sphereGeometryId );
  20042. * const sphereInstancedId2 = batchedMesh.addInstance( sphereGeometryId );
  20043. *
  20044. * // position the geometries
  20045. * batchedMesh.setMatrixAt( boxInstancedId1, boxMatrix1 );
  20046. * batchedMesh.setMatrixAt( boxInstancedId2, boxMatrix2 );
  20047. *
  20048. * batchedMesh.setMatrixAt( sphereInstancedId1, sphereMatrix1 );
  20049. * batchedMesh.setMatrixAt( sphereInstancedId2, sphereMatrix2 );
  20050. *
  20051. * scene.add( batchedMesh );
  20052. * ```
  20053. *
  20054. * @augments Mesh
  20055. */
  20056. class BatchedMesh extends Mesh {
  20057. /**
  20058. * Constructs a new batched mesh.
  20059. *
  20060. * @param {number} maxInstanceCount - The maximum number of individual instances planned to be added and rendered.
  20061. * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries.
  20062. * @param {number} [maxIndexCount=maxVertexCount*2] - The maximum number of indices to be used by all unique geometries
  20063. * @param {Material|Array<Material>} [material] - The mesh material.
  20064. */
  20065. constructor( maxInstanceCount, maxVertexCount, maxIndexCount = maxVertexCount * 2, material ) {
  20066. super( new BufferGeometry(), material );
  20067. /**
  20068. * This flag can be used for type testing.
  20069. *
  20070. * @type {boolean}
  20071. * @readonly
  20072. * @default true
  20073. */
  20074. this.isBatchedMesh = true;
  20075. /**
  20076. * When set ot `true`, the individual objects of a batch are frustum culled.
  20077. *
  20078. * @type {boolean}
  20079. * @default true
  20080. */
  20081. this.perObjectFrustumCulled = true;
  20082. /**
  20083. * When set to `true`, the individual objects of a batch are sorted to improve overdraw-related artifacts.
  20084. * If the material is marked as "transparent" objects are rendered back to front and if not then they are
  20085. * rendered front to back.
  20086. *
  20087. * @type {boolean}
  20088. * @default true
  20089. */
  20090. this.sortObjects = true;
  20091. /**
  20092. * The bounding box of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingBox}.
  20093. *
  20094. * @type {?Box3}
  20095. * @default null
  20096. */
  20097. this.boundingBox = null;
  20098. /**
  20099. * The bounding sphere of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingSphere}.
  20100. *
  20101. * @type {?Sphere}
  20102. * @default null
  20103. */
  20104. this.boundingSphere = null;
  20105. /**
  20106. * Takes a sort a function that is run before render. The function takes a list of instances to
  20107. * sort and a camera. The objects in the list include a "z" field to perform a depth-ordered
  20108. * sort with.
  20109. *
  20110. * @type {?Function}
  20111. * @default null
  20112. */
  20113. this.customSort = null;
  20114. // stores visible, active, and geometry id per instance and reserved buffer ranges for geometries
  20115. this._instanceInfo = [];
  20116. this._geometryInfo = [];
  20117. // instance, geometry ids that have been set as inactive, and are available to be overwritten
  20118. this._availableInstanceIds = [];
  20119. this._availableGeometryIds = [];
  20120. // used to track where the next point is that geometry should be inserted
  20121. this._nextIndexStart = 0;
  20122. this._nextVertexStart = 0;
  20123. this._geometryCount = 0;
  20124. // flags
  20125. this._visibilityChanged = true;
  20126. this._geometryInitialized = false;
  20127. // cached user options
  20128. this._maxInstanceCount = maxInstanceCount;
  20129. this._maxVertexCount = maxVertexCount;
  20130. this._maxIndexCount = maxIndexCount;
  20131. // buffers for multi draw
  20132. this._multiDrawCounts = new Int32Array( maxInstanceCount );
  20133. this._multiDrawStarts = new Int32Array( maxInstanceCount );
  20134. this._multiDrawCount = 0;
  20135. this._multiDrawInstances = null;
  20136. // Local matrix per geometry by using data texture
  20137. this._matricesTexture = null;
  20138. this._indirectTexture = null;
  20139. this._colorsTexture = null;
  20140. this._initMatricesTexture();
  20141. this._initIndirectTexture();
  20142. }
  20143. /**
  20144. * The maximum number of individual instances that can be stored in the batch.
  20145. *
  20146. * @type {number}
  20147. * @readonly
  20148. */
  20149. get maxInstanceCount() {
  20150. return this._maxInstanceCount;
  20151. }
  20152. /**
  20153. * The instance count.
  20154. *
  20155. * @type {number}
  20156. * @readonly
  20157. */
  20158. get instanceCount() {
  20159. return this._instanceInfo.length - this._availableInstanceIds.length;
  20160. }
  20161. /**
  20162. * The number of unused vertices.
  20163. *
  20164. * @type {number}
  20165. * @readonly
  20166. */
  20167. get unusedVertexCount() {
  20168. return this._maxVertexCount - this._nextVertexStart;
  20169. }
  20170. /**
  20171. * The number of unused indices.
  20172. *
  20173. * @type {number}
  20174. * @readonly
  20175. */
  20176. get unusedIndexCount() {
  20177. return this._maxIndexCount - this._nextIndexStart;
  20178. }
  20179. _initMatricesTexture() {
  20180. // layout (1 matrix = 4 pixels)
  20181. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  20182. // with 8x8 pixel texture max 16 matrices * 4 pixels = (8 * 8)
  20183. // 16x16 pixel texture max 64 matrices * 4 pixels = (16 * 16)
  20184. // 32x32 pixel texture max 256 matrices * 4 pixels = (32 * 32)
  20185. // 64x64 pixel texture max 1024 matrices * 4 pixels = (64 * 64)
  20186. let size = Math.sqrt( this._maxInstanceCount * 4 ); // 4 pixels needed for 1 matrix
  20187. size = Math.ceil( size / 4 ) * 4;
  20188. size = Math.max( size, 4 );
  20189. const matricesArray = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  20190. const matricesTexture = new DataTexture( matricesArray, size, size, RGBAFormat, FloatType );
  20191. this._matricesTexture = matricesTexture;
  20192. }
  20193. _initIndirectTexture() {
  20194. let size = Math.sqrt( this._maxInstanceCount );
  20195. size = Math.ceil( size );
  20196. const indirectArray = new Uint32Array( size * size );
  20197. const indirectTexture = new DataTexture( indirectArray, size, size, RedIntegerFormat, UnsignedIntType );
  20198. this._indirectTexture = indirectTexture;
  20199. }
  20200. _initColorsTexture() {
  20201. let size = Math.sqrt( this._maxInstanceCount );
  20202. size = Math.ceil( size );
  20203. // 4 floats per RGBA pixel initialized to white
  20204. const colorsArray = new Float32Array( size * size * 4 ).fill( 1 );
  20205. const colorsTexture = new DataTexture( colorsArray, size, size, RGBAFormat, FloatType );
  20206. colorsTexture.colorSpace = ColorManagement.workingColorSpace;
  20207. this._colorsTexture = colorsTexture;
  20208. }
  20209. _initializeGeometry( reference ) {
  20210. const geometry = this.geometry;
  20211. const maxVertexCount = this._maxVertexCount;
  20212. const maxIndexCount = this._maxIndexCount;
  20213. if ( this._geometryInitialized === false ) {
  20214. for ( const attributeName in reference.attributes ) {
  20215. const srcAttribute = reference.getAttribute( attributeName );
  20216. const { array, itemSize, normalized } = srcAttribute;
  20217. const dstArray = new array.constructor( maxVertexCount * itemSize );
  20218. const dstAttribute = new BufferAttribute( dstArray, itemSize, normalized );
  20219. geometry.setAttribute( attributeName, dstAttribute );
  20220. }
  20221. if ( reference.getIndex() !== null ) {
  20222. // Reserve last u16 index for primitive restart.
  20223. const indexArray = maxVertexCount > 65535
  20224. ? new Uint32Array( maxIndexCount )
  20225. : new Uint16Array( maxIndexCount );
  20226. geometry.setIndex( new BufferAttribute( indexArray, 1 ) );
  20227. }
  20228. this._geometryInitialized = true;
  20229. }
  20230. }
  20231. // Make sure the geometry is compatible with the existing combined geometry attributes
  20232. _validateGeometry( geometry ) {
  20233. // check to ensure the geometries are using consistent attributes and indices
  20234. const batchGeometry = this.geometry;
  20235. if ( Boolean( geometry.getIndex() ) !== Boolean( batchGeometry.getIndex() ) ) {
  20236. throw new Error( 'THREE.BatchedMesh: All geometries must consistently have "index".' );
  20237. }
  20238. for ( const attributeName in batchGeometry.attributes ) {
  20239. if ( ! geometry.hasAttribute( attributeName ) ) {
  20240. throw new Error( `THREE.BatchedMesh: Added geometry missing "${ attributeName }". All geometries must have consistent attributes.` );
  20241. }
  20242. const srcAttribute = geometry.getAttribute( attributeName );
  20243. const dstAttribute = batchGeometry.getAttribute( attributeName );
  20244. if ( srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized ) {
  20245. throw new Error( 'THREE.BatchedMesh: All attributes must have a consistent itemSize and normalized value.' );
  20246. }
  20247. }
  20248. }
  20249. /**
  20250. * Validates the instance defined by the given ID.
  20251. *
  20252. * @param {number} instanceId - The instance to validate.
  20253. */
  20254. validateInstanceId( instanceId ) {
  20255. const instanceInfo = this._instanceInfo;
  20256. if ( instanceId < 0 || instanceId >= instanceInfo.length || instanceInfo[ instanceId ].active === false ) {
  20257. throw new Error( `THREE.BatchedMesh: Invalid instanceId ${instanceId}. Instance is either out of range or has been deleted.` );
  20258. }
  20259. }
  20260. /**
  20261. * Validates the geometry defined by the given ID.
  20262. *
  20263. * @param {number} geometryId - The geometry to validate.
  20264. */
  20265. validateGeometryId( geometryId ) {
  20266. const geometryInfoList = this._geometryInfo;
  20267. if ( geometryId < 0 || geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) {
  20268. throw new Error( `THREE.BatchedMesh: Invalid geometryId ${geometryId}. Geometry is either out of range or has been deleted.` );
  20269. }
  20270. }
  20271. /**
  20272. * Takes a sort a function that is run before render. The function takes a list of instances to
  20273. * sort and a camera. The objects in the list include a "z" field to perform a depth-ordered sort with.
  20274. *
  20275. * @param {Function} func - The custom sort function.
  20276. * @return {BatchedMesh} A reference to this batched mesh.
  20277. */
  20278. setCustomSort( func ) {
  20279. this.customSort = func;
  20280. return this;
  20281. }
  20282. /**
  20283. * Computes the bounding box, updating {@link BatchedMesh#boundingBox}.
  20284. * Bounding boxes aren't computed by default. They need to be explicitly computed,
  20285. * otherwise they are `null`.
  20286. */
  20287. computeBoundingBox() {
  20288. if ( this.boundingBox === null ) {
  20289. this.boundingBox = new Box3();
  20290. }
  20291. const boundingBox = this.boundingBox;
  20292. const instanceInfo = this._instanceInfo;
  20293. boundingBox.makeEmpty();
  20294. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20295. if ( instanceInfo[ i ].active === false ) continue;
  20296. const geometryId = instanceInfo[ i ].geometryIndex;
  20297. this.getMatrixAt( i, _matrix$1 );
  20298. this.getBoundingBoxAt( geometryId, _box$1 ).applyMatrix4( _matrix$1 );
  20299. boundingBox.union( _box$1 );
  20300. }
  20301. }
  20302. /**
  20303. * Computes the bounding sphere, updating {@link BatchedMesh#boundingSphere}.
  20304. * Bounding spheres aren't computed by default. They need to be explicitly computed,
  20305. * otherwise they are `null`.
  20306. */
  20307. computeBoundingSphere() {
  20308. if ( this.boundingSphere === null ) {
  20309. this.boundingSphere = new Sphere();
  20310. }
  20311. const boundingSphere = this.boundingSphere;
  20312. const instanceInfo = this._instanceInfo;
  20313. boundingSphere.makeEmpty();
  20314. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20315. if ( instanceInfo[ i ].active === false ) continue;
  20316. const geometryId = instanceInfo[ i ].geometryIndex;
  20317. this.getMatrixAt( i, _matrix$1 );
  20318. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  20319. boundingSphere.union( _sphere$2 );
  20320. }
  20321. }
  20322. /**
  20323. * Adds a new instance to the batch using the geometry of the given ID and returns
  20324. * a new id referring to the new instance to be used by other functions.
  20325. *
  20326. * @param {number} geometryId - The ID of a previously added geometry via {@link BatchedMesh#addGeometry}.
  20327. * @return {number} The instance ID.
  20328. */
  20329. addInstance( geometryId ) {
  20330. const atCapacity = this._instanceInfo.length >= this.maxInstanceCount;
  20331. // ensure we're not over geometry
  20332. if ( atCapacity && this._availableInstanceIds.length === 0 ) {
  20333. throw new Error( 'THREE.BatchedMesh: Maximum item count reached.' );
  20334. }
  20335. const instanceInfo = {
  20336. visible: true,
  20337. active: true,
  20338. geometryIndex: geometryId,
  20339. };
  20340. let drawId = null;
  20341. // Prioritize using previously freed instance ids
  20342. if ( this._availableInstanceIds.length > 0 ) {
  20343. this._availableInstanceIds.sort( ascIdSort );
  20344. drawId = this._availableInstanceIds.shift();
  20345. this._instanceInfo[ drawId ] = instanceInfo;
  20346. } else {
  20347. drawId = this._instanceInfo.length;
  20348. this._instanceInfo.push( instanceInfo );
  20349. }
  20350. const matricesTexture = this._matricesTexture;
  20351. _matrix$1.identity().toArray( matricesTexture.image.data, drawId * 16 );
  20352. matricesTexture.needsUpdate = true;
  20353. const colorsTexture = this._colorsTexture;
  20354. if ( colorsTexture ) {
  20355. _whiteColor.toArray( colorsTexture.image.data, drawId * 4 );
  20356. colorsTexture.needsUpdate = true;
  20357. }
  20358. this._visibilityChanged = true;
  20359. return drawId;
  20360. }
  20361. /**
  20362. * Adds the given geometry to the batch and returns the associated
  20363. * geometry id referring to it to be used in other functions.
  20364. *
  20365. * @param {BufferGeometry} geometry - The geometry to add.
  20366. * @param {number} [reservedVertexCount=-1] - Optional parameter specifying the amount of
  20367. * vertex buffer space to reserve for the added geometry. This is necessary if it is planned
  20368. * to set a new geometry at this index at a later time that is larger than the original geometry.
  20369. * Defaults to the length of the given geometry vertex buffer.
  20370. * @param {number} [reservedIndexCount=-1] - Optional parameter specifying the amount of index
  20371. * buffer space to reserve for the added geometry. This is necessary if it is planned to set a
  20372. * new geometry at this index at a later time that is larger than the original geometry. Defaults to
  20373. * the length of the given geometry index buffer.
  20374. * @return {number} The geometry ID.
  20375. */
  20376. addGeometry( geometry, reservedVertexCount = -1, reservedIndexCount = -1 ) {
  20377. this._initializeGeometry( geometry );
  20378. this._validateGeometry( geometry );
  20379. const geometryInfo = {
  20380. // geometry information
  20381. vertexStart: -1,
  20382. vertexCount: -1,
  20383. reservedVertexCount: -1,
  20384. indexStart: -1,
  20385. indexCount: -1,
  20386. reservedIndexCount: -1,
  20387. // draw range information
  20388. start: -1,
  20389. count: -1,
  20390. // state
  20391. boundingBox: null,
  20392. boundingSphere: null,
  20393. active: true,
  20394. };
  20395. const geometryInfoList = this._geometryInfo;
  20396. geometryInfo.vertexStart = this._nextVertexStart;
  20397. geometryInfo.reservedVertexCount = reservedVertexCount === -1 ? geometry.getAttribute( 'position' ).count : reservedVertexCount;
  20398. const index = geometry.getIndex();
  20399. const hasIndex = index !== null;
  20400. if ( hasIndex ) {
  20401. geometryInfo.indexStart = this._nextIndexStart;
  20402. geometryInfo.reservedIndexCount = reservedIndexCount === -1 ? index.count : reservedIndexCount;
  20403. }
  20404. if (
  20405. geometryInfo.indexStart !== -1 &&
  20406. geometryInfo.indexStart + geometryInfo.reservedIndexCount > this._maxIndexCount ||
  20407. geometryInfo.vertexStart + geometryInfo.reservedVertexCount > this._maxVertexCount
  20408. ) {
  20409. throw new Error( 'THREE.BatchedMesh: Reserved space request exceeds the maximum buffer size.' );
  20410. }
  20411. // update id
  20412. let geometryId;
  20413. if ( this._availableGeometryIds.length > 0 ) {
  20414. this._availableGeometryIds.sort( ascIdSort );
  20415. geometryId = this._availableGeometryIds.shift();
  20416. geometryInfoList[ geometryId ] = geometryInfo;
  20417. } else {
  20418. geometryId = this._geometryCount;
  20419. this._geometryCount ++;
  20420. geometryInfoList.push( geometryInfo );
  20421. }
  20422. // update the geometry
  20423. this.setGeometryAt( geometryId, geometry );
  20424. // increment the next geometry position
  20425. this._nextIndexStart = geometryInfo.indexStart + geometryInfo.reservedIndexCount;
  20426. this._nextVertexStart = geometryInfo.vertexStart + geometryInfo.reservedVertexCount;
  20427. return geometryId;
  20428. }
  20429. /**
  20430. * Replaces the geometry at the given ID with the provided geometry. Throws an error if there
  20431. * is not enough space reserved for geometry. Calling this will change all instances that are
  20432. * rendering that geometry.
  20433. *
  20434. * @param {number} geometryId - The ID of the geometry that should be replaced with the given geometry.
  20435. * @param {BufferGeometry} geometry - The new geometry.
  20436. * @return {number} The geometry ID.
  20437. */
  20438. setGeometryAt( geometryId, geometry ) {
  20439. if ( geometryId >= this._geometryCount ) {
  20440. throw new Error( 'THREE.BatchedMesh: Maximum geometry count reached.' );
  20441. }
  20442. this._validateGeometry( geometry );
  20443. const batchGeometry = this.geometry;
  20444. const hasIndex = batchGeometry.getIndex() !== null;
  20445. const dstIndex = batchGeometry.getIndex();
  20446. const srcIndex = geometry.getIndex();
  20447. const geometryInfo = this._geometryInfo[ geometryId ];
  20448. if (
  20449. hasIndex &&
  20450. srcIndex.count > geometryInfo.reservedIndexCount ||
  20451. geometry.attributes.position.count > geometryInfo.reservedVertexCount
  20452. ) {
  20453. throw new Error( 'THREE.BatchedMesh: Reserved space not large enough for provided geometry.' );
  20454. }
  20455. // copy geometry buffer data over
  20456. const vertexStart = geometryInfo.vertexStart;
  20457. const reservedVertexCount = geometryInfo.reservedVertexCount;
  20458. geometryInfo.vertexCount = geometry.getAttribute( 'position' ).count;
  20459. for ( const attributeName in batchGeometry.attributes ) {
  20460. // copy attribute data
  20461. const srcAttribute = geometry.getAttribute( attributeName );
  20462. const dstAttribute = batchGeometry.getAttribute( attributeName );
  20463. copyAttributeData( srcAttribute, dstAttribute, vertexStart );
  20464. // fill the rest in with zeroes
  20465. const itemSize = srcAttribute.itemSize;
  20466. for ( let i = srcAttribute.count, l = reservedVertexCount; i < l; i ++ ) {
  20467. const index = vertexStart + i;
  20468. for ( let c = 0; c < itemSize; c ++ ) {
  20469. dstAttribute.setComponent( index, c, 0 );
  20470. }
  20471. }
  20472. dstAttribute.needsUpdate = true;
  20473. dstAttribute.addUpdateRange( vertexStart * itemSize, reservedVertexCount * itemSize );
  20474. }
  20475. // copy index
  20476. if ( hasIndex ) {
  20477. const indexStart = geometryInfo.indexStart;
  20478. const reservedIndexCount = geometryInfo.reservedIndexCount;
  20479. geometryInfo.indexCount = geometry.getIndex().count;
  20480. // copy index data over
  20481. for ( let i = 0; i < srcIndex.count; i ++ ) {
  20482. dstIndex.setX( indexStart + i, vertexStart + srcIndex.getX( i ) );
  20483. }
  20484. // fill the rest in with zeroes
  20485. for ( let i = srcIndex.count, l = reservedIndexCount; i < l; i ++ ) {
  20486. dstIndex.setX( indexStart + i, vertexStart );
  20487. }
  20488. dstIndex.needsUpdate = true;
  20489. dstIndex.addUpdateRange( indexStart, geometryInfo.reservedIndexCount );
  20490. }
  20491. // update the draw range
  20492. geometryInfo.start = hasIndex ? geometryInfo.indexStart : geometryInfo.vertexStart;
  20493. geometryInfo.count = hasIndex ? geometryInfo.indexCount : geometryInfo.vertexCount;
  20494. // store the bounding boxes
  20495. geometryInfo.boundingBox = null;
  20496. if ( geometry.boundingBox !== null ) {
  20497. geometryInfo.boundingBox = geometry.boundingBox.clone();
  20498. }
  20499. geometryInfo.boundingSphere = null;
  20500. if ( geometry.boundingSphere !== null ) {
  20501. geometryInfo.boundingSphere = geometry.boundingSphere.clone();
  20502. }
  20503. this._visibilityChanged = true;
  20504. return geometryId;
  20505. }
  20506. /**
  20507. * Deletes the geometry defined by the given ID from this batch. Any instances referencing
  20508. * this geometry will also be removed as a side effect.
  20509. *
  20510. * @param {number} geometryId - The ID of the geometry to remove from the batch.
  20511. * @return {BatchedMesh} A reference to this batched mesh.
  20512. */
  20513. deleteGeometry( geometryId ) {
  20514. const geometryInfoList = this._geometryInfo;
  20515. if ( geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) {
  20516. return this;
  20517. }
  20518. // delete any instances associated with this geometry
  20519. const instanceInfo = this._instanceInfo;
  20520. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20521. if ( instanceInfo[ i ].active && instanceInfo[ i ].geometryIndex === geometryId ) {
  20522. this.deleteInstance( i );
  20523. }
  20524. }
  20525. geometryInfoList[ geometryId ].active = false;
  20526. this._availableGeometryIds.push( geometryId );
  20527. this._visibilityChanged = true;
  20528. return this;
  20529. }
  20530. /**
  20531. * Deletes an existing instance from the batch using the given ID.
  20532. *
  20533. * @param {number} instanceId - The ID of the instance to remove from the batch.
  20534. * @return {BatchedMesh} A reference to this batched mesh.
  20535. */
  20536. deleteInstance( instanceId ) {
  20537. this.validateInstanceId( instanceId );
  20538. this._instanceInfo[ instanceId ].active = false;
  20539. this._availableInstanceIds.push( instanceId );
  20540. this._visibilityChanged = true;
  20541. return this;
  20542. }
  20543. /**
  20544. * Repacks the sub geometries in BatchedMesh to remove any unused space remaining from
  20545. * previously deleted geometry, freeing up space to add new geometry.
  20546. *
  20547. * @return {BatchedMesh} A reference to this batched mesh.
  20548. */
  20549. optimize() {
  20550. // track the next indices to copy data to
  20551. let nextVertexStart = 0;
  20552. let nextIndexStart = 0;
  20553. // Iterate over all geometry ranges in order sorted from earliest in the geometry buffer to latest
  20554. // in the geometry buffer. Because draw range objects can be reused there is no guarantee of their order.
  20555. const geometryInfoList = this._geometryInfo;
  20556. const indices = geometryInfoList
  20557. .map( ( e, i ) => i )
  20558. .sort( ( a, b ) => {
  20559. return geometryInfoList[ a ].vertexStart - geometryInfoList[ b ].vertexStart;
  20560. } );
  20561. const geometry = this.geometry;
  20562. for ( let i = 0, l = geometryInfoList.length; i < l; i ++ ) {
  20563. // if a geometry range is inactive then don't copy anything
  20564. const index = indices[ i ];
  20565. const geometryInfo = geometryInfoList[ index ];
  20566. if ( geometryInfo.active === false ) {
  20567. continue;
  20568. }
  20569. // if a geometry contains an index buffer then shift it, as well
  20570. if ( geometry.index !== null ) {
  20571. if ( geometryInfo.indexStart !== nextIndexStart ) {
  20572. const { indexStart, vertexStart, reservedIndexCount } = geometryInfo;
  20573. const index = geometry.index;
  20574. const array = index.array;
  20575. // shift the index pointers based on how the vertex data will shift
  20576. // adjusting the index must happen first so the original vertex start value is available
  20577. const elementDelta = nextVertexStart - vertexStart;
  20578. for ( let j = indexStart; j < indexStart + reservedIndexCount; j ++ ) {
  20579. array[ j ] = array[ j ] + elementDelta;
  20580. }
  20581. index.array.copyWithin( nextIndexStart, indexStart, indexStart + reservedIndexCount );
  20582. index.addUpdateRange( nextIndexStart, reservedIndexCount );
  20583. index.needsUpdate = true;
  20584. geometryInfo.indexStart = nextIndexStart;
  20585. }
  20586. nextIndexStart += geometryInfo.reservedIndexCount;
  20587. }
  20588. // if a geometry needs to be moved then copy attribute data to overwrite unused space
  20589. if ( geometryInfo.vertexStart !== nextVertexStart ) {
  20590. const { vertexStart, reservedVertexCount } = geometryInfo;
  20591. const attributes = geometry.attributes;
  20592. for ( const key in attributes ) {
  20593. const attribute = attributes[ key ];
  20594. const { array, itemSize } = attribute;
  20595. array.copyWithin( nextVertexStart * itemSize, vertexStart * itemSize, ( vertexStart + reservedVertexCount ) * itemSize );
  20596. attribute.addUpdateRange( nextVertexStart * itemSize, reservedVertexCount * itemSize );
  20597. attribute.needsUpdate = true;
  20598. }
  20599. geometryInfo.vertexStart = nextVertexStart;
  20600. }
  20601. nextVertexStart += geometryInfo.reservedVertexCount;
  20602. geometryInfo.start = geometry.index ? geometryInfo.indexStart : geometryInfo.vertexStart;
  20603. // step the next geometry points to the shifted position
  20604. this._nextIndexStart = geometry.index ? geometryInfo.indexStart + geometryInfo.reservedIndexCount : 0;
  20605. this._nextVertexStart = geometryInfo.vertexStart + geometryInfo.reservedVertexCount;
  20606. }
  20607. this._visibilityChanged = true;
  20608. return this;
  20609. }
  20610. /**
  20611. * Returns the bounding box for the given geometry.
  20612. *
  20613. * @param {number} geometryId - The ID of the geometry to return the bounding box for.
  20614. * @param {Box3} target - The target object that is used to store the method's result.
  20615. * @return {?Box3} The geometry's bounding box. Returns `null` if no geometry has been found for the given ID.
  20616. */
  20617. getBoundingBoxAt( geometryId, target ) {
  20618. if ( geometryId >= this._geometryCount ) {
  20619. return null;
  20620. }
  20621. // compute bounding box
  20622. const geometry = this.geometry;
  20623. const geometryInfo = this._geometryInfo[ geometryId ];
  20624. if ( geometryInfo.boundingBox === null ) {
  20625. const box = new Box3();
  20626. const index = geometry.index;
  20627. const position = geometry.attributes.position;
  20628. for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) {
  20629. let iv = i;
  20630. if ( index ) {
  20631. iv = index.getX( iv );
  20632. }
  20633. box.expandByPoint( _vector$5.fromBufferAttribute( position, iv ) );
  20634. }
  20635. geometryInfo.boundingBox = box;
  20636. }
  20637. target.copy( geometryInfo.boundingBox );
  20638. return target;
  20639. }
  20640. /**
  20641. * Returns the bounding sphere for the given geometry.
  20642. *
  20643. * @param {number} geometryId - The ID of the geometry to return the bounding sphere for.
  20644. * @param {Sphere} target - The target object that is used to store the method's result.
  20645. * @return {?Sphere} The geometry's bounding sphere. Returns `null` if no geometry has been found for the given ID.
  20646. */
  20647. getBoundingSphereAt( geometryId, target ) {
  20648. if ( geometryId >= this._geometryCount ) {
  20649. return null;
  20650. }
  20651. // compute bounding sphere
  20652. const geometry = this.geometry;
  20653. const geometryInfo = this._geometryInfo[ geometryId ];
  20654. if ( geometryInfo.boundingSphere === null ) {
  20655. const sphere = new Sphere();
  20656. this.getBoundingBoxAt( geometryId, _box$1 );
  20657. _box$1.getCenter( sphere.center );
  20658. const index = geometry.index;
  20659. const position = geometry.attributes.position;
  20660. let maxRadiusSq = 0;
  20661. for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) {
  20662. let iv = i;
  20663. if ( index ) {
  20664. iv = index.getX( iv );
  20665. }
  20666. _vector$5.fromBufferAttribute( position, iv );
  20667. maxRadiusSq = Math.max( maxRadiusSq, sphere.center.distanceToSquared( _vector$5 ) );
  20668. }
  20669. sphere.radius = Math.sqrt( maxRadiusSq );
  20670. geometryInfo.boundingSphere = sphere;
  20671. }
  20672. target.copy( geometryInfo.boundingSphere );
  20673. return target;
  20674. }
  20675. /**
  20676. * Sets the given local transformation matrix to the defined instance.
  20677. * Negatively scaled matrices are not supported.
  20678. *
  20679. * @param {number} instanceId - The ID of an instance to set the matrix of.
  20680. * @param {Matrix4} matrix - A 4x4 matrix representing the local transformation of a single instance.
  20681. * @return {BatchedMesh} A reference to this batched mesh.
  20682. */
  20683. setMatrixAt( instanceId, matrix ) {
  20684. this.validateInstanceId( instanceId );
  20685. const matricesTexture = this._matricesTexture;
  20686. const matricesArray = this._matricesTexture.image.data;
  20687. matrix.toArray( matricesArray, instanceId * 16 );
  20688. matricesTexture.needsUpdate = true;
  20689. return this;
  20690. }
  20691. /**
  20692. * Returns the local transformation matrix of the defined instance.
  20693. *
  20694. * @param {number} instanceId - The ID of an instance to get the matrix of.
  20695. * @param {Matrix4} matrix - The target object that is used to store the method's result.
  20696. * @return {Matrix4} The instance's local transformation matrix.
  20697. */
  20698. getMatrixAt( instanceId, matrix ) {
  20699. this.validateInstanceId( instanceId );
  20700. return matrix.fromArray( this._matricesTexture.image.data, instanceId * 16 );
  20701. }
  20702. /**
  20703. * Sets the given color to the defined instance.
  20704. *
  20705. * @param {number} instanceId - The ID of an instance to set the color of.
  20706. * @param {Color} color - The color to set the instance to.
  20707. * @return {BatchedMesh} A reference to this batched mesh.
  20708. */
  20709. setColorAt( instanceId, color ) {
  20710. this.validateInstanceId( instanceId );
  20711. if ( this._colorsTexture === null ) {
  20712. this._initColorsTexture();
  20713. }
  20714. color.toArray( this._colorsTexture.image.data, instanceId * 4 );
  20715. this._colorsTexture.needsUpdate = true;
  20716. return this;
  20717. }
  20718. /**
  20719. * Returns the color of the defined instance.
  20720. *
  20721. * @param {number} instanceId - The ID of an instance to get the color of.
  20722. * @param {Color} color - The target object that is used to store the method's result.
  20723. * @return {Color} The instance's color.
  20724. */
  20725. getColorAt( instanceId, color ) {
  20726. this.validateInstanceId( instanceId );
  20727. return color.fromArray( this._colorsTexture.image.data, instanceId * 4 );
  20728. }
  20729. /**
  20730. * Sets the visibility of the instance.
  20731. *
  20732. * @param {number} instanceId - The id of the instance to set the visibility of.
  20733. * @param {boolean} visible - Whether the instance is visible or not.
  20734. * @return {BatchedMesh} A reference to this batched mesh.
  20735. */
  20736. setVisibleAt( instanceId, visible ) {
  20737. this.validateInstanceId( instanceId );
  20738. if ( this._instanceInfo[ instanceId ].visible === visible ) {
  20739. return this;
  20740. }
  20741. this._instanceInfo[ instanceId ].visible = visible;
  20742. this._visibilityChanged = true;
  20743. return this;
  20744. }
  20745. /**
  20746. * Returns the visibility state of the defined instance.
  20747. *
  20748. * @param {number} instanceId - The ID of an instance to get the visibility state of.
  20749. * @return {boolean} Whether the instance is visible or not.
  20750. */
  20751. getVisibleAt( instanceId ) {
  20752. this.validateInstanceId( instanceId );
  20753. return this._instanceInfo[ instanceId ].visible;
  20754. }
  20755. /**
  20756. * Sets the geometry ID of the instance at the given index.
  20757. *
  20758. * @param {number} instanceId - The ID of the instance to set the geometry ID of.
  20759. * @param {number} geometryId - The geometry ID to be use by the instance.
  20760. * @return {BatchedMesh} A reference to this batched mesh.
  20761. */
  20762. setGeometryIdAt( instanceId, geometryId ) {
  20763. this.validateInstanceId( instanceId );
  20764. this.validateGeometryId( geometryId );
  20765. this._instanceInfo[ instanceId ].geometryIndex = geometryId;
  20766. return this;
  20767. }
  20768. /**
  20769. * Returns the geometry ID of the defined instance.
  20770. *
  20771. * @param {number} instanceId - The ID of an instance to get the geometry ID of.
  20772. * @return {number} The instance's geometry ID.
  20773. */
  20774. getGeometryIdAt( instanceId ) {
  20775. this.validateInstanceId( instanceId );
  20776. return this._instanceInfo[ instanceId ].geometryIndex;
  20777. }
  20778. /**
  20779. * Get the range representing the subset of triangles related to the attached geometry,
  20780. * indicating the starting offset and count, or `null` if invalid.
  20781. *
  20782. * @param {number} geometryId - The id of the geometry to get the range of.
  20783. * @param {Object} [target] - The target object that is used to store the method's result.
  20784. * @return {{
  20785. * vertexStart:number,vertexCount:number,reservedVertexCount:number,
  20786. * indexStart:number,indexCount:number,reservedIndexCount:number,
  20787. * start:number,count:number
  20788. * }} The result object with range data.
  20789. */
  20790. getGeometryRangeAt( geometryId, target = {} ) {
  20791. this.validateGeometryId( geometryId );
  20792. const geometryInfo = this._geometryInfo[ geometryId ];
  20793. target.vertexStart = geometryInfo.vertexStart;
  20794. target.vertexCount = geometryInfo.vertexCount;
  20795. target.reservedVertexCount = geometryInfo.reservedVertexCount;
  20796. target.indexStart = geometryInfo.indexStart;
  20797. target.indexCount = geometryInfo.indexCount;
  20798. target.reservedIndexCount = geometryInfo.reservedIndexCount;
  20799. target.start = geometryInfo.start;
  20800. target.count = geometryInfo.count;
  20801. return target;
  20802. }
  20803. /**
  20804. * Resizes the necessary buffers to support the provided number of instances.
  20805. * If the provided arguments shrink the number of instances but there are not enough
  20806. * unused Ids at the end of the list then an error is thrown.
  20807. *
  20808. * @param {number} maxInstanceCount - The max number of individual instances that can be added and rendered by the batch.
  20809. */
  20810. setInstanceCount( maxInstanceCount ) {
  20811. // shrink the available instances as much as possible
  20812. const availableInstanceIds = this._availableInstanceIds;
  20813. const instanceInfo = this._instanceInfo;
  20814. availableInstanceIds.sort( ascIdSort );
  20815. while ( availableInstanceIds[ availableInstanceIds.length - 1 ] === instanceInfo.length - 1 ) {
  20816. instanceInfo.pop();
  20817. availableInstanceIds.pop();
  20818. }
  20819. // throw an error if it can't be shrunk to the desired size
  20820. if ( maxInstanceCount < instanceInfo.length ) {
  20821. throw new Error( `BatchedMesh: Instance ids outside the range ${ maxInstanceCount } are being used. Cannot shrink instance count.` );
  20822. }
  20823. // copy the multi draw counts
  20824. const multiDrawCounts = new Int32Array( maxInstanceCount );
  20825. const multiDrawStarts = new Int32Array( maxInstanceCount );
  20826. copyArrayContents( this._multiDrawCounts, multiDrawCounts );
  20827. copyArrayContents( this._multiDrawStarts, multiDrawStarts );
  20828. this._multiDrawCounts = multiDrawCounts;
  20829. this._multiDrawStarts = multiDrawStarts;
  20830. this._maxInstanceCount = maxInstanceCount;
  20831. // update texture data for instance sampling
  20832. const indirectTexture = this._indirectTexture;
  20833. const matricesTexture = this._matricesTexture;
  20834. const colorsTexture = this._colorsTexture;
  20835. indirectTexture.dispose();
  20836. this._initIndirectTexture();
  20837. copyArrayContents( indirectTexture.image.data, this._indirectTexture.image.data );
  20838. matricesTexture.dispose();
  20839. this._initMatricesTexture();
  20840. copyArrayContents( matricesTexture.image.data, this._matricesTexture.image.data );
  20841. if ( colorsTexture ) {
  20842. colorsTexture.dispose();
  20843. this._initColorsTexture();
  20844. copyArrayContents( colorsTexture.image.data, this._colorsTexture.image.data );
  20845. }
  20846. }
  20847. /**
  20848. * Resizes the available space in the batch's vertex and index buffer attributes to the provided sizes.
  20849. * If the provided arguments shrink the geometry buffers but there is not enough unused space at the
  20850. * end of the geometry attributes then an error is thrown.
  20851. *
  20852. * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries to resize to.
  20853. * @param {number} maxIndexCount - The maximum number of indices to be used by all unique geometries to resize to.
  20854. */
  20855. setGeometrySize( maxVertexCount, maxIndexCount ) {
  20856. // Check if we can shrink to the requested vertex attribute size
  20857. const validRanges = [ ...this._geometryInfo ].filter( info => info.active );
  20858. const requiredVertexLength = Math.max( ...validRanges.map( range => range.vertexStart + range.reservedVertexCount ) );
  20859. if ( requiredVertexLength > maxVertexCount ) {
  20860. throw new Error( `BatchedMesh: Geometry vertex values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` );
  20861. }
  20862. // Check if we can shrink to the requested index attribute size
  20863. if ( this.geometry.index ) {
  20864. const requiredIndexLength = Math.max( ...validRanges.map( range => range.indexStart + range.reservedIndexCount ) );
  20865. if ( requiredIndexLength > maxIndexCount ) {
  20866. throw new Error( `BatchedMesh: Geometry index values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` );
  20867. }
  20868. }
  20869. //
  20870. // dispose of the previous geometry
  20871. const oldGeometry = this.geometry;
  20872. oldGeometry.dispose();
  20873. // recreate the geometry needed based on the previous variant
  20874. this._maxVertexCount = maxVertexCount;
  20875. this._maxIndexCount = maxIndexCount;
  20876. if ( this._geometryInitialized ) {
  20877. this._geometryInitialized = false;
  20878. this.geometry = new BufferGeometry();
  20879. this._initializeGeometry( oldGeometry );
  20880. }
  20881. // copy data from the previous geometry
  20882. const geometry = this.geometry;
  20883. if ( oldGeometry.index ) {
  20884. copyArrayContents( oldGeometry.index.array, geometry.index.array );
  20885. }
  20886. for ( const key in oldGeometry.attributes ) {
  20887. copyArrayContents( oldGeometry.attributes[ key ].array, geometry.attributes[ key ].array );
  20888. }
  20889. }
  20890. raycast( raycaster, intersects ) {
  20891. const instanceInfo = this._instanceInfo;
  20892. const geometryInfoList = this._geometryInfo;
  20893. const matrixWorld = this.matrixWorld;
  20894. const batchGeometry = this.geometry;
  20895. // iterate over each geometry
  20896. _mesh.material = this.material;
  20897. _mesh.geometry.index = batchGeometry.index;
  20898. _mesh.geometry.attributes = batchGeometry.attributes;
  20899. if ( _mesh.geometry.boundingBox === null ) {
  20900. _mesh.geometry.boundingBox = new Box3();
  20901. }
  20902. if ( _mesh.geometry.boundingSphere === null ) {
  20903. _mesh.geometry.boundingSphere = new Sphere();
  20904. }
  20905. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20906. if ( ! instanceInfo[ i ].visible || ! instanceInfo[ i ].active ) {
  20907. continue;
  20908. }
  20909. const geometryId = instanceInfo[ i ].geometryIndex;
  20910. const geometryInfo = geometryInfoList[ geometryId ];
  20911. _mesh.geometry.setDrawRange( geometryInfo.start, geometryInfo.count );
  20912. // get the intersects
  20913. this.getMatrixAt( i, _mesh.matrixWorld ).premultiply( matrixWorld );
  20914. this.getBoundingBoxAt( geometryId, _mesh.geometry.boundingBox );
  20915. this.getBoundingSphereAt( geometryId, _mesh.geometry.boundingSphere );
  20916. _mesh.raycast( raycaster, _batchIntersects );
  20917. // add batch id to the intersects
  20918. for ( let j = 0, l = _batchIntersects.length; j < l; j ++ ) {
  20919. const intersect = _batchIntersects[ j ];
  20920. intersect.object = this;
  20921. intersect.batchId = i;
  20922. intersects.push( intersect );
  20923. }
  20924. _batchIntersects.length = 0;
  20925. }
  20926. _mesh.material = null;
  20927. _mesh.geometry.index = null;
  20928. _mesh.geometry.attributes = {};
  20929. _mesh.geometry.setDrawRange( 0, Infinity );
  20930. }
  20931. copy( source ) {
  20932. super.copy( source );
  20933. this.geometry = source.geometry.clone();
  20934. this.perObjectFrustumCulled = source.perObjectFrustumCulled;
  20935. this.sortObjects = source.sortObjects;
  20936. this.boundingBox = source.boundingBox !== null ? source.boundingBox.clone() : null;
  20937. this.boundingSphere = source.boundingSphere !== null ? source.boundingSphere.clone() : null;
  20938. this._geometryInfo = source._geometryInfo.map( info => ( {
  20939. ...info,
  20940. boundingBox: info.boundingBox !== null ? info.boundingBox.clone() : null,
  20941. boundingSphere: info.boundingSphere !== null ? info.boundingSphere.clone() : null,
  20942. } ) );
  20943. this._instanceInfo = source._instanceInfo.map( info => ( { ...info } ) );
  20944. this._availableInstanceIds = source._availableInstanceIds.slice();
  20945. this._availableGeometryIds = source._availableGeometryIds.slice();
  20946. this._nextIndexStart = source._nextIndexStart;
  20947. this._nextVertexStart = source._nextVertexStart;
  20948. this._geometryCount = source._geometryCount;
  20949. this._maxInstanceCount = source._maxInstanceCount;
  20950. this._maxVertexCount = source._maxVertexCount;
  20951. this._maxIndexCount = source._maxIndexCount;
  20952. this._geometryInitialized = source._geometryInitialized;
  20953. this._multiDrawCounts = source._multiDrawCounts.slice();
  20954. this._multiDrawStarts = source._multiDrawStarts.slice();
  20955. this._indirectTexture = source._indirectTexture.clone();
  20956. this._indirectTexture.image.data = this._indirectTexture.image.data.slice();
  20957. this._matricesTexture = source._matricesTexture.clone();
  20958. this._matricesTexture.image.data = this._matricesTexture.image.data.slice();
  20959. if ( this._colorsTexture !== null ) {
  20960. this._colorsTexture = source._colorsTexture.clone();
  20961. this._colorsTexture.image.data = this._colorsTexture.image.data.slice();
  20962. }
  20963. return this;
  20964. }
  20965. /**
  20966. * Frees the GPU-related resources allocated by this instance. Call this
  20967. * method whenever this instance is no longer used in your app.
  20968. */
  20969. dispose() {
  20970. // Assuming the geometry is not shared with other meshes
  20971. this.geometry.dispose();
  20972. this._matricesTexture.dispose();
  20973. this._matricesTexture = null;
  20974. this._indirectTexture.dispose();
  20975. this._indirectTexture = null;
  20976. if ( this._colorsTexture !== null ) {
  20977. this._colorsTexture.dispose();
  20978. this._colorsTexture = null;
  20979. }
  20980. }
  20981. onBeforeRender( renderer, scene, camera, geometry, material/*, _group*/ ) {
  20982. // if visibility has not changed and frustum culling and object sorting is not required
  20983. // then skip iterating over all items
  20984. if ( ! this._visibilityChanged && ! this.perObjectFrustumCulled && ! this.sortObjects ) {
  20985. return;
  20986. }
  20987. // the indexed version of the multi draw function requires specifying the start
  20988. // offset in bytes.
  20989. const index = geometry.getIndex();
  20990. const bytesPerElement = index === null ? 1 : index.array.BYTES_PER_ELEMENT;
  20991. const instanceInfo = this._instanceInfo;
  20992. const multiDrawStarts = this._multiDrawStarts;
  20993. const multiDrawCounts = this._multiDrawCounts;
  20994. const geometryInfoList = this._geometryInfo;
  20995. const perObjectFrustumCulled = this.perObjectFrustumCulled;
  20996. const indirectTexture = this._indirectTexture;
  20997. const indirectArray = indirectTexture.image.data;
  20998. const frustum = camera.isArrayCamera ? _frustumArray : _frustum;
  20999. // prepare the frustum in the local frame
  21000. if ( perObjectFrustumCulled && ! camera.isArrayCamera ) {
  21001. _matrix$1
  21002. .multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse )
  21003. .multiply( this.matrixWorld );
  21004. _frustum.setFromProjectionMatrix(
  21005. _matrix$1,
  21006. camera.coordinateSystem,
  21007. camera.reversedDepth
  21008. );
  21009. }
  21010. let multiDrawCount = 0;
  21011. if ( this.sortObjects ) {
  21012. // get the camera position in the local frame
  21013. _matrix$1.copy( this.matrixWorld ).invert();
  21014. _vector$5.setFromMatrixPosition( camera.matrixWorld ).applyMatrix4( _matrix$1 );
  21015. _forward$1.set( 0, 0, -1 ).transformDirection( camera.matrixWorld ).transformDirection( _matrix$1 );
  21016. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  21017. if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) {
  21018. const geometryId = instanceInfo[ i ].geometryIndex;
  21019. // get the bounds in world space
  21020. this.getMatrixAt( i, _matrix$1 );
  21021. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  21022. // determine whether the batched geometry is within the frustum
  21023. let culled = false;
  21024. if ( perObjectFrustumCulled ) {
  21025. culled = ! frustum.intersectsSphere( _sphere$2, camera );
  21026. }
  21027. if ( ! culled ) {
  21028. // get the distance from camera used for sorting
  21029. const geometryInfo = geometryInfoList[ geometryId ];
  21030. const z = _temp.subVectors( _sphere$2.center, _vector$5 ).dot( _forward$1 );
  21031. _renderList.push( geometryInfo.start, geometryInfo.count, z, i );
  21032. }
  21033. }
  21034. }
  21035. // Sort the draw ranges and prep for rendering
  21036. const list = _renderList.list;
  21037. const customSort = this.customSort;
  21038. if ( customSort === null ) {
  21039. list.sort( material.transparent ? sortTransparent : sortOpaque );
  21040. } else {
  21041. customSort.call( this, list, camera );
  21042. }
  21043. for ( let i = 0, l = list.length; i < l; i ++ ) {
  21044. const item = list[ i ];
  21045. multiDrawStarts[ multiDrawCount ] = item.start * bytesPerElement;
  21046. multiDrawCounts[ multiDrawCount ] = item.count;
  21047. indirectArray[ multiDrawCount ] = item.index;
  21048. multiDrawCount ++;
  21049. }
  21050. _renderList.reset();
  21051. } else {
  21052. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  21053. if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) {
  21054. const geometryId = instanceInfo[ i ].geometryIndex;
  21055. // determine whether the batched geometry is within the frustum
  21056. let culled = false;
  21057. if ( perObjectFrustumCulled ) {
  21058. // get the bounds in world space
  21059. this.getMatrixAt( i, _matrix$1 );
  21060. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  21061. culled = ! frustum.intersectsSphere( _sphere$2, camera );
  21062. }
  21063. if ( ! culled ) {
  21064. const geometryInfo = geometryInfoList[ geometryId ];
  21065. multiDrawStarts[ multiDrawCount ] = geometryInfo.start * bytesPerElement;
  21066. multiDrawCounts[ multiDrawCount ] = geometryInfo.count;
  21067. indirectArray[ multiDrawCount ] = i;
  21068. multiDrawCount ++;
  21069. }
  21070. }
  21071. }
  21072. }
  21073. indirectTexture.needsUpdate = true;
  21074. this._multiDrawCount = multiDrawCount;
  21075. this._visibilityChanged = false;
  21076. }
  21077. onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial/* , group */ ) {
  21078. this.onBeforeRender( renderer, null, shadowCamera, geometry, depthMaterial );
  21079. }
  21080. }
  21081. /**
  21082. * A material for rendering line primitives.
  21083. *
  21084. * Materials define the appearance of renderable 3D objects.
  21085. *
  21086. * ```js
  21087. * const material = new THREE.LineBasicMaterial( { color: 0xffffff } );
  21088. * ```
  21089. *
  21090. * @augments Material
  21091. */
  21092. class LineBasicMaterial extends Material {
  21093. /**
  21094. * Constructs a new line basic material.
  21095. *
  21096. * @param {Object} [parameters] - An object with one or more properties
  21097. * defining the material's appearance. Any property of the material
  21098. * (including any property from inherited materials) can be passed
  21099. * in here. Color values can be passed any type of value accepted
  21100. * by {@link Color#set}.
  21101. */
  21102. constructor( parameters ) {
  21103. super();
  21104. /**
  21105. * This flag can be used for type testing.
  21106. *
  21107. * @type {boolean}
  21108. * @readonly
  21109. * @default true
  21110. */
  21111. this.isLineBasicMaterial = true;
  21112. this.type = 'LineBasicMaterial';
  21113. /**
  21114. * Color of the material.
  21115. *
  21116. * @type {Color}
  21117. * @default (1,1,1)
  21118. */
  21119. this.color = new Color( 0xffffff );
  21120. /**
  21121. * Sets the color of the lines using data from a texture. The texture map
  21122. * color is modulated by the diffuse `color`.
  21123. *
  21124. * @type {?Texture}
  21125. * @default null
  21126. */
  21127. this.map = null;
  21128. /**
  21129. * Controls line thickness or lines.
  21130. *
  21131. * Can only be used with {@link SVGRenderer}. WebGL and WebGPU
  21132. * ignore this setting and always render line primitives with a
  21133. * width of one pixel.
  21134. *
  21135. * @type {number}
  21136. * @default 1
  21137. */
  21138. this.linewidth = 1;
  21139. /**
  21140. * Defines appearance of line ends.
  21141. *
  21142. * Can only be used with {@link SVGRenderer}.
  21143. *
  21144. * @type {('butt'|'round'|'square')}
  21145. * @default 'round'
  21146. */
  21147. this.linecap = 'round';
  21148. /**
  21149. * Defines appearance of line joints.
  21150. *
  21151. * Can only be used with {@link SVGRenderer}.
  21152. *
  21153. * @type {('round'|'bevel'|'miter')}
  21154. * @default 'round'
  21155. */
  21156. this.linejoin = 'round';
  21157. /**
  21158. * Whether the material is affected by fog or not.
  21159. *
  21160. * @type {boolean}
  21161. * @default true
  21162. */
  21163. this.fog = true;
  21164. this.setValues( parameters );
  21165. }
  21166. copy( source ) {
  21167. super.copy( source );
  21168. this.color.copy( source.color );
  21169. this.map = source.map;
  21170. this.linewidth = source.linewidth;
  21171. this.linecap = source.linecap;
  21172. this.linejoin = source.linejoin;
  21173. this.fog = source.fog;
  21174. return this;
  21175. }
  21176. }
  21177. const _vStart = /*@__PURE__*/ new Vector3();
  21178. const _vEnd = /*@__PURE__*/ new Vector3();
  21179. const _inverseMatrix$1 = /*@__PURE__*/ new Matrix4();
  21180. const _ray$1 = /*@__PURE__*/ new Ray();
  21181. const _sphere$1 = /*@__PURE__*/ new Sphere();
  21182. const _intersectPointOnRay = /*@__PURE__*/ new Vector3();
  21183. const _intersectPointOnSegment = /*@__PURE__*/ new Vector3();
  21184. /**
  21185. * A continuous line. The line are rendered by connecting consecutive
  21186. * vertices with straight lines.
  21187. *
  21188. * ```js
  21189. * const material = new THREE.LineBasicMaterial( { color: 0x0000ff } );
  21190. *
  21191. * const points = [];
  21192. * points.push( new THREE.Vector3( - 10, 0, 0 ) );
  21193. * points.push( new THREE.Vector3( 0, 10, 0 ) );
  21194. * points.push( new THREE.Vector3( 10, 0, 0 ) );
  21195. *
  21196. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  21197. *
  21198. * const line = new THREE.Line( geometry, material );
  21199. * scene.add( line );
  21200. * ```
  21201. *
  21202. * @augments Object3D
  21203. */
  21204. class Line extends Object3D {
  21205. /**
  21206. * Constructs a new line.
  21207. *
  21208. * @param {BufferGeometry} [geometry] - The line geometry.
  21209. * @param {Material|Array<Material>} [material] - The line material.
  21210. */
  21211. constructor( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) {
  21212. super();
  21213. /**
  21214. * This flag can be used for type testing.
  21215. *
  21216. * @type {boolean}
  21217. * @readonly
  21218. * @default true
  21219. */
  21220. this.isLine = true;
  21221. this.type = 'Line';
  21222. /**
  21223. * The line geometry.
  21224. *
  21225. * @type {BufferGeometry}
  21226. */
  21227. this.geometry = geometry;
  21228. /**
  21229. * The line material.
  21230. *
  21231. * @type {Material|Array<Material>}
  21232. * @default LineBasicMaterial
  21233. */
  21234. this.material = material;
  21235. /**
  21236. * A dictionary representing the morph targets in the geometry. The key is the
  21237. * morph targets name, the value its attribute index. This member is `undefined`
  21238. * by default and only set when morph targets are detected in the geometry.
  21239. *
  21240. * @type {Object<String,number>|undefined}
  21241. * @default undefined
  21242. */
  21243. this.morphTargetDictionary = undefined;
  21244. /**
  21245. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  21246. * is applied. This member is `undefined` by default and only set when morph targets are
  21247. * detected in the geometry.
  21248. *
  21249. * @type {Array<number>|undefined}
  21250. * @default undefined
  21251. */
  21252. this.morphTargetInfluences = undefined;
  21253. this.updateMorphTargets();
  21254. }
  21255. copy( source, recursive ) {
  21256. super.copy( source, recursive );
  21257. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  21258. this.geometry = source.geometry;
  21259. return this;
  21260. }
  21261. /**
  21262. * Computes an array of distance values which are necessary for rendering dashed lines.
  21263. * For each vertex in the geometry, the method calculates the cumulative length from the
  21264. * current point to the very beginning of the line.
  21265. *
  21266. * @return {Line} A reference to this line.
  21267. */
  21268. computeLineDistances() {
  21269. const geometry = this.geometry;
  21270. // we assume non-indexed geometry
  21271. if ( geometry.index === null ) {
  21272. const positionAttribute = geometry.attributes.position;
  21273. const lineDistances = [ 0 ];
  21274. for ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {
  21275. _vStart.fromBufferAttribute( positionAttribute, i - 1 );
  21276. _vEnd.fromBufferAttribute( positionAttribute, i );
  21277. lineDistances[ i ] = lineDistances[ i - 1 ];
  21278. lineDistances[ i ] += _vStart.distanceTo( _vEnd );
  21279. }
  21280. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  21281. } else {
  21282. warn( 'Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  21283. }
  21284. return this;
  21285. }
  21286. /**
  21287. * Computes intersection points between a casted ray and this line.
  21288. *
  21289. * @param {Raycaster} raycaster - The raycaster.
  21290. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  21291. */
  21292. raycast( raycaster, intersects ) {
  21293. const geometry = this.geometry;
  21294. const matrixWorld = this.matrixWorld;
  21295. const threshold = raycaster.params.Line.threshold;
  21296. const drawRange = geometry.drawRange;
  21297. // Checking boundingSphere distance to ray
  21298. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  21299. _sphere$1.copy( geometry.boundingSphere );
  21300. _sphere$1.applyMatrix4( matrixWorld );
  21301. _sphere$1.radius += threshold;
  21302. if ( raycaster.ray.intersectsSphere( _sphere$1 ) === false ) return;
  21303. //
  21304. _inverseMatrix$1.copy( matrixWorld ).invert();
  21305. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  21306. const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  21307. const localThresholdSq = localThreshold * localThreshold;
  21308. const step = this.isLineSegments ? 2 : 1;
  21309. const index = geometry.index;
  21310. const attributes = geometry.attributes;
  21311. const positionAttribute = attributes.position;
  21312. if ( index !== null ) {
  21313. const start = Math.max( 0, drawRange.start );
  21314. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  21315. for ( let i = start, l = end - 1; i < l; i += step ) {
  21316. const a = index.getX( i );
  21317. const b = index.getX( i + 1 );
  21318. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b, i );
  21319. if ( intersect ) {
  21320. intersects.push( intersect );
  21321. }
  21322. }
  21323. if ( this.isLineLoop ) {
  21324. const a = index.getX( end - 1 );
  21325. const b = index.getX( start );
  21326. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b, end - 1 );
  21327. if ( intersect ) {
  21328. intersects.push( intersect );
  21329. }
  21330. }
  21331. } else {
  21332. const start = Math.max( 0, drawRange.start );
  21333. const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
  21334. for ( let i = start, l = end - 1; i < l; i += step ) {
  21335. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, i, i + 1, i );
  21336. if ( intersect ) {
  21337. intersects.push( intersect );
  21338. }
  21339. }
  21340. if ( this.isLineLoop ) {
  21341. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, end - 1, start, end - 1 );
  21342. if ( intersect ) {
  21343. intersects.push( intersect );
  21344. }
  21345. }
  21346. }
  21347. }
  21348. /**
  21349. * Sets the values of {@link Line#morphTargetDictionary} and {@link Line#morphTargetInfluences}
  21350. * to make sure existing morph targets can influence this 3D object.
  21351. */
  21352. updateMorphTargets() {
  21353. const geometry = this.geometry;
  21354. const morphAttributes = geometry.morphAttributes;
  21355. const keys = Object.keys( morphAttributes );
  21356. if ( keys.length > 0 ) {
  21357. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  21358. if ( morphAttribute !== undefined ) {
  21359. this.morphTargetInfluences = [];
  21360. this.morphTargetDictionary = {};
  21361. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  21362. const name = morphAttribute[ m ].name || String( m );
  21363. this.morphTargetInfluences.push( 0 );
  21364. this.morphTargetDictionary[ name ] = m;
  21365. }
  21366. }
  21367. }
  21368. }
  21369. }
  21370. function checkIntersection( object, raycaster, ray, thresholdSq, a, b, i ) {
  21371. const positionAttribute = object.geometry.attributes.position;
  21372. _vStart.fromBufferAttribute( positionAttribute, a );
  21373. _vEnd.fromBufferAttribute( positionAttribute, b );
  21374. const distSq = ray.distanceSqToSegment( _vStart, _vEnd, _intersectPointOnRay, _intersectPointOnSegment );
  21375. if ( distSq > thresholdSq ) return;
  21376. _intersectPointOnRay.applyMatrix4( object.matrixWorld ); // Move back to world space for distance calculation
  21377. const distance = raycaster.ray.origin.distanceTo( _intersectPointOnRay );
  21378. if ( distance < raycaster.near || distance > raycaster.far ) return;
  21379. return {
  21380. distance: distance,
  21381. // What do we want? intersection point on the ray or on the segment??
  21382. // point: raycaster.ray.at( distance ),
  21383. point: _intersectPointOnSegment.clone().applyMatrix4( object.matrixWorld ),
  21384. index: i,
  21385. face: null,
  21386. faceIndex: null,
  21387. barycoord: null,
  21388. object: object
  21389. };
  21390. }
  21391. const _start = /*@__PURE__*/ new Vector3();
  21392. const _end = /*@__PURE__*/ new Vector3();
  21393. /**
  21394. * A series of lines drawn between pairs of vertices.
  21395. *
  21396. * @augments Line
  21397. */
  21398. class LineSegments extends Line {
  21399. /**
  21400. * Constructs a new line segments.
  21401. *
  21402. * @param {BufferGeometry} [geometry] - The line geometry.
  21403. * @param {Material|Array<Material>} [material] - The line material.
  21404. */
  21405. constructor( geometry, material ) {
  21406. super( geometry, material );
  21407. /**
  21408. * This flag can be used for type testing.
  21409. *
  21410. * @type {boolean}
  21411. * @readonly
  21412. * @default true
  21413. */
  21414. this.isLineSegments = true;
  21415. this.type = 'LineSegments';
  21416. }
  21417. computeLineDistances() {
  21418. const geometry = this.geometry;
  21419. // we assume non-indexed geometry
  21420. if ( geometry.index === null ) {
  21421. const positionAttribute = geometry.attributes.position;
  21422. const lineDistances = [];
  21423. for ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  21424. _start.fromBufferAttribute( positionAttribute, i );
  21425. _end.fromBufferAttribute( positionAttribute, i + 1 );
  21426. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  21427. lineDistances[ i + 1 ] = lineDistances[ i ] + _start.distanceTo( _end );
  21428. }
  21429. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  21430. } else {
  21431. warn( 'LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  21432. }
  21433. return this;
  21434. }
  21435. }
  21436. /**
  21437. * A continuous line. This is nearly the same as {@link Line} the only difference
  21438. * is that the last vertex is connected with the first vertex in order to close
  21439. * the line to form a loop.
  21440. *
  21441. * @augments Line
  21442. */
  21443. class LineLoop extends Line {
  21444. /**
  21445. * Constructs a new line loop.
  21446. *
  21447. * @param {BufferGeometry} [geometry] - The line geometry.
  21448. * @param {Material|Array<Material>} [material] - The line material.
  21449. */
  21450. constructor( geometry, material ) {
  21451. super( geometry, material );
  21452. /**
  21453. * This flag can be used for type testing.
  21454. *
  21455. * @type {boolean}
  21456. * @readonly
  21457. * @default true
  21458. */
  21459. this.isLineLoop = true;
  21460. this.type = 'LineLoop';
  21461. }
  21462. }
  21463. /**
  21464. * A material for rendering point primitives.
  21465. *
  21466. * Materials define the appearance of renderable 3D objects.
  21467. *
  21468. * ```js
  21469. * const vertices = [];
  21470. *
  21471. * for ( let i = 0; i < 10000; i ++ ) {
  21472. * const x = THREE.MathUtils.randFloatSpread( 2000 );
  21473. * const y = THREE.MathUtils.randFloatSpread( 2000 );
  21474. * const z = THREE.MathUtils.randFloatSpread( 2000 );
  21475. *
  21476. * vertices.push( x, y, z );
  21477. * }
  21478. *
  21479. * const geometry = new THREE.BufferGeometry();
  21480. * geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
  21481. * const material = new THREE.PointsMaterial( { color: 0x888888 } );
  21482. * const points = new THREE.Points( geometry, material );
  21483. * scene.add( points );
  21484. * ```
  21485. *
  21486. * @augments Material
  21487. */
  21488. class PointsMaterial extends Material {
  21489. /**
  21490. * Constructs a new points material.
  21491. *
  21492. * @param {Object} [parameters] - An object with one or more properties
  21493. * defining the material's appearance. Any property of the material
  21494. * (including any property from inherited materials) can be passed
  21495. * in here. Color values can be passed any type of value accepted
  21496. * by {@link Color#set}.
  21497. */
  21498. constructor( parameters ) {
  21499. super();
  21500. /**
  21501. * This flag can be used for type testing.
  21502. *
  21503. * @type {boolean}
  21504. * @readonly
  21505. * @default true
  21506. */
  21507. this.isPointsMaterial = true;
  21508. this.type = 'PointsMaterial';
  21509. /**
  21510. * Color of the material.
  21511. *
  21512. * @type {Color}
  21513. * @default (1,1,1)
  21514. */
  21515. this.color = new Color( 0xffffff );
  21516. /**
  21517. * The color map. May optionally include an alpha channel, typically combined
  21518. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  21519. * color is modulated by the diffuse `color`.
  21520. *
  21521. * @type {?Texture}
  21522. * @default null
  21523. */
  21524. this.map = null;
  21525. /**
  21526. * The alpha map is a grayscale texture that controls the opacity across the
  21527. * surface (black: fully transparent; white: fully opaque).
  21528. *
  21529. * Only the color of the texture is used, ignoring the alpha channel if one
  21530. * exists. For RGB and RGBA textures, the renderer will use the green channel
  21531. * when sampling this texture due to the extra bit of precision provided for
  21532. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  21533. * luminance/alpha textures will also still work as expected.
  21534. *
  21535. * @type {?Texture}
  21536. * @default null
  21537. */
  21538. this.alphaMap = null;
  21539. /**
  21540. * Defines the size of the points in pixels.
  21541. *
  21542. * 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).
  21543. *
  21544. * @type {number}
  21545. * @default 1
  21546. */
  21547. this.size = 1;
  21548. /**
  21549. * Specifies whether size of individual points is attenuated by the camera depth (perspective camera only).
  21550. *
  21551. * @type {boolean}
  21552. * @default true
  21553. */
  21554. this.sizeAttenuation = true;
  21555. /**
  21556. * Whether the material is affected by fog or not.
  21557. *
  21558. * @type {boolean}
  21559. * @default true
  21560. */
  21561. this.fog = true;
  21562. this.setValues( parameters );
  21563. }
  21564. copy( source ) {
  21565. super.copy( source );
  21566. this.color.copy( source.color );
  21567. this.map = source.map;
  21568. this.alphaMap = source.alphaMap;
  21569. this.size = source.size;
  21570. this.sizeAttenuation = source.sizeAttenuation;
  21571. this.fog = source.fog;
  21572. return this;
  21573. }
  21574. }
  21575. const _inverseMatrix = /*@__PURE__*/ new Matrix4();
  21576. const _ray = /*@__PURE__*/ new Ray();
  21577. const _sphere = /*@__PURE__*/ new Sphere();
  21578. const _position$2 = /*@__PURE__*/ new Vector3();
  21579. /**
  21580. * A class for displaying points or point clouds.
  21581. *
  21582. * @augments Object3D
  21583. */
  21584. class Points extends Object3D {
  21585. /**
  21586. * Constructs a new point cloud.
  21587. *
  21588. * @param {BufferGeometry} [geometry] - The points geometry.
  21589. * @param {Material|Array<Material>} [material] - The points material.
  21590. */
  21591. constructor( geometry = new BufferGeometry(), material = new PointsMaterial() ) {
  21592. super();
  21593. /**
  21594. * This flag can be used for type testing.
  21595. *
  21596. * @type {boolean}
  21597. * @readonly
  21598. * @default true
  21599. */
  21600. this.isPoints = true;
  21601. this.type = 'Points';
  21602. /**
  21603. * The points geometry.
  21604. *
  21605. * @type {BufferGeometry}
  21606. */
  21607. this.geometry = geometry;
  21608. /**
  21609. * The line material.
  21610. *
  21611. * @type {Material|Array<Material>}
  21612. * @default PointsMaterial
  21613. */
  21614. this.material = material;
  21615. /**
  21616. * A dictionary representing the morph targets in the geometry. The key is the
  21617. * morph targets name, the value its attribute index. This member is `undefined`
  21618. * by default and only set when morph targets are detected in the geometry.
  21619. *
  21620. * @type {Object<String,number>|undefined}
  21621. * @default undefined
  21622. */
  21623. this.morphTargetDictionary = undefined;
  21624. /**
  21625. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  21626. * is applied. This member is `undefined` by default and only set when morph targets are
  21627. * detected in the geometry.
  21628. *
  21629. * @type {Array<number>|undefined}
  21630. * @default undefined
  21631. */
  21632. this.morphTargetInfluences = undefined;
  21633. this.updateMorphTargets();
  21634. }
  21635. copy( source, recursive ) {
  21636. super.copy( source, recursive );
  21637. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  21638. this.geometry = source.geometry;
  21639. return this;
  21640. }
  21641. /**
  21642. * Computes intersection points between a casted ray and this point cloud.
  21643. *
  21644. * @param {Raycaster} raycaster - The raycaster.
  21645. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  21646. */
  21647. raycast( raycaster, intersects ) {
  21648. const geometry = this.geometry;
  21649. const matrixWorld = this.matrixWorld;
  21650. const threshold = raycaster.params.Points.threshold;
  21651. const drawRange = geometry.drawRange;
  21652. // Checking boundingSphere distance to ray
  21653. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  21654. _sphere.copy( geometry.boundingSphere );
  21655. _sphere.applyMatrix4( matrixWorld );
  21656. _sphere.radius += threshold;
  21657. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;
  21658. //
  21659. _inverseMatrix.copy( matrixWorld ).invert();
  21660. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  21661. const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  21662. const localThresholdSq = localThreshold * localThreshold;
  21663. const index = geometry.index;
  21664. const attributes = geometry.attributes;
  21665. const positionAttribute = attributes.position;
  21666. if ( index !== null ) {
  21667. const start = Math.max( 0, drawRange.start );
  21668. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  21669. for ( let i = start, il = end; i < il; i ++ ) {
  21670. const a = index.getX( i );
  21671. _position$2.fromBufferAttribute( positionAttribute, a );
  21672. testPoint( _position$2, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  21673. }
  21674. } else {
  21675. const start = Math.max( 0, drawRange.start );
  21676. const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
  21677. for ( let i = start, l = end; i < l; i ++ ) {
  21678. _position$2.fromBufferAttribute( positionAttribute, i );
  21679. testPoint( _position$2, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  21680. }
  21681. }
  21682. }
  21683. /**
  21684. * Sets the values of {@link Points#morphTargetDictionary} and {@link Points#morphTargetInfluences}
  21685. * to make sure existing morph targets can influence this 3D object.
  21686. */
  21687. updateMorphTargets() {
  21688. const geometry = this.geometry;
  21689. const morphAttributes = geometry.morphAttributes;
  21690. const keys = Object.keys( morphAttributes );
  21691. if ( keys.length > 0 ) {
  21692. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  21693. if ( morphAttribute !== undefined ) {
  21694. this.morphTargetInfluences = [];
  21695. this.morphTargetDictionary = {};
  21696. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  21697. const name = morphAttribute[ m ].name || String( m );
  21698. this.morphTargetInfluences.push( 0 );
  21699. this.morphTargetDictionary[ name ] = m;
  21700. }
  21701. }
  21702. }
  21703. }
  21704. }
  21705. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  21706. const rayPointDistanceSq = _ray.distanceSqToPoint( point );
  21707. if ( rayPointDistanceSq < localThresholdSq ) {
  21708. const intersectPoint = new Vector3();
  21709. _ray.closestPointToPoint( point, intersectPoint );
  21710. intersectPoint.applyMatrix4( matrixWorld );
  21711. const distance = raycaster.ray.origin.distanceTo( intersectPoint );
  21712. if ( distance < raycaster.near || distance > raycaster.far ) return;
  21713. intersects.push( {
  21714. distance: distance,
  21715. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  21716. point: intersectPoint,
  21717. index: index,
  21718. face: null,
  21719. faceIndex: null,
  21720. barycoord: null,
  21721. object: object
  21722. } );
  21723. }
  21724. }
  21725. /**
  21726. * A texture for use with a video.
  21727. *
  21728. * ```js
  21729. * // assuming you have created a HTML video element with id="video"
  21730. * const video = document.getElementById( 'video' );
  21731. * const texture = new THREE.VideoTexture( video );
  21732. * ```
  21733. *
  21734. * Note: When using video textures with {@link WebGPURenderer}, {@link Texture#colorSpace} must be
  21735. * set to THREE.SRGBColorSpace.
  21736. *
  21737. * Note: After the initial use of a texture, its dimensions, format, and type
  21738. * cannot be changed. Instead, call {@link Texture#dispose} on the texture and instantiate a new one.
  21739. *
  21740. * @augments Texture
  21741. */
  21742. class VideoTexture extends Texture {
  21743. /**
  21744. * Constructs a new video texture.
  21745. *
  21746. * @param {HTMLVideoElement} video - The video element to use as a data source for the texture.
  21747. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21748. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21749. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21750. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21751. * @param {number} [minFilter=LinearFilter] - The min filter value.
  21752. * @param {number} [format=RGBAFormat] - The texture format.
  21753. * @param {number} [type=UnsignedByteType] - The texture type.
  21754. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21755. */
  21756. constructor( video, mapping, wrapS, wrapT, magFilter = LinearFilter, minFilter = LinearFilter, format, type, anisotropy ) {
  21757. super( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  21758. /**
  21759. * This flag can be used for type testing.
  21760. *
  21761. * @type {boolean}
  21762. * @readonly
  21763. * @default true
  21764. */
  21765. this.isVideoTexture = true;
  21766. /**
  21767. * Whether to generate mipmaps (if possible) for a texture.
  21768. *
  21769. * Overwritten and set to `false` by default.
  21770. *
  21771. * @type {boolean}
  21772. * @default false
  21773. */
  21774. this.generateMipmaps = false;
  21775. /**
  21776. * The video frame request callback identifier, which is a positive integer.
  21777. *
  21778. * Value of 0 represents no scheduled rVFC.
  21779. *
  21780. * @private
  21781. * @type {number}
  21782. */
  21783. this._requestVideoFrameCallbackId = 0;
  21784. const scope = this;
  21785. function updateVideo() {
  21786. scope.needsUpdate = true;
  21787. scope._requestVideoFrameCallbackId = video.requestVideoFrameCallback( updateVideo );
  21788. }
  21789. if ( 'requestVideoFrameCallback' in video ) {
  21790. this._requestVideoFrameCallbackId = video.requestVideoFrameCallback( updateVideo );
  21791. }
  21792. }
  21793. clone() {
  21794. return new this.constructor( this.image ).copy( this );
  21795. }
  21796. /**
  21797. * This method is called automatically by the renderer and sets {@link Texture#needsUpdate}
  21798. * to `true` every time a new frame is available.
  21799. *
  21800. * Only relevant if `requestVideoFrameCallback` is not supported in the browser.
  21801. */
  21802. update() {
  21803. const video = this.image;
  21804. const hasVideoFrameCallback = 'requestVideoFrameCallback' in video;
  21805. if ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) {
  21806. this.needsUpdate = true;
  21807. }
  21808. }
  21809. dispose() {
  21810. if ( this._requestVideoFrameCallbackId !== 0 ) {
  21811. this.source.data.cancelVideoFrameCallback( this._requestVideoFrameCallbackId );
  21812. this._requestVideoFrameCallbackId = 0;
  21813. }
  21814. super.dispose();
  21815. }
  21816. }
  21817. /**
  21818. * This class can be used as an alternative way to define video data. Instead of using
  21819. * an instance of `HTMLVideoElement` like with `VideoTexture`, `VideoFrameTexture` expects each frame is
  21820. * defined manually via {@link VideoFrameTexture#setFrame}. A typical use case for this module is when
  21821. * video frames are decoded with the WebCodecs API.
  21822. *
  21823. * ```js
  21824. * const texture = new THREE.VideoFrameTexture();
  21825. * texture.setFrame( frame );
  21826. * ```
  21827. *
  21828. * @augments VideoTexture
  21829. */
  21830. class VideoFrameTexture extends VideoTexture {
  21831. /**
  21832. * Constructs a new video frame texture.
  21833. *
  21834. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21835. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21836. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21837. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21838. * @param {number} [minFilter=LinearFilter] - The min filter value.
  21839. * @param {number} [format=RGBAFormat] - The texture format.
  21840. * @param {number} [type=UnsignedByteType] - The texture type.
  21841. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21842. */
  21843. constructor( mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  21844. super( {}, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  21845. /**
  21846. * This flag can be used for type testing.
  21847. *
  21848. * @type {boolean}
  21849. * @readonly
  21850. * @default true
  21851. */
  21852. this.isVideoFrameTexture = true;
  21853. }
  21854. /**
  21855. * This method overwritten with an empty implementation since
  21856. * this type of texture is updated via `setFrame()`.
  21857. */
  21858. update() {}
  21859. clone() {
  21860. return new this.constructor().copy( this ); // restoring Texture.clone()
  21861. }
  21862. /**
  21863. * Sets the current frame of the video. This will automatically update the texture
  21864. * so the data can be used for rendering.
  21865. *
  21866. * @param {VideoFrame} frame - The video frame.
  21867. */
  21868. setFrame( frame ) {
  21869. this.image = frame;
  21870. this.needsUpdate = true;
  21871. }
  21872. }
  21873. /**
  21874. * This class can only be used in combination with `copyFramebufferToTexture()` methods
  21875. * of renderers. It extracts the contents of the current bound framebuffer and provides it
  21876. * as a texture for further usage.
  21877. *
  21878. * ```js
  21879. * const pixelRatio = window.devicePixelRatio;
  21880. * const textureSize = 128 * pixelRatio;
  21881. *
  21882. * const frameTexture = new FramebufferTexture( textureSize, textureSize );
  21883. *
  21884. * // calculate start position for copying part of the frame data
  21885. * const vector = new Vector2();
  21886. * vector.x = ( window.innerWidth * pixelRatio / 2 ) - ( textureSize / 2 );
  21887. * vector.y = ( window.innerHeight * pixelRatio / 2 ) - ( textureSize / 2 );
  21888. *
  21889. * renderer.render( scene, camera );
  21890. *
  21891. * // copy part of the rendered frame into the framebuffer texture
  21892. * renderer.copyFramebufferToTexture( frameTexture, vector );
  21893. * ```
  21894. *
  21895. * @augments Texture
  21896. */
  21897. class FramebufferTexture extends Texture {
  21898. /**
  21899. * Constructs a new framebuffer texture.
  21900. *
  21901. * @param {number} [width] - The width of the texture.
  21902. * @param {number} [height] - The height of the texture.
  21903. */
  21904. constructor( width, height ) {
  21905. super( { width, height } );
  21906. /**
  21907. * This flag can be used for type testing.
  21908. *
  21909. * @type {boolean}
  21910. * @readonly
  21911. * @default true
  21912. */
  21913. this.isFramebufferTexture = true;
  21914. /**
  21915. * How the texture is sampled when a texel covers more than one pixel.
  21916. *
  21917. * Overwritten and set to `NearestFilter` by default to disable filtering.
  21918. *
  21919. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  21920. * @default NearestFilter
  21921. */
  21922. this.magFilter = NearestFilter;
  21923. /**
  21924. * How the texture is sampled when a texel covers less than one pixel.
  21925. *
  21926. * Overwritten and set to `NearestFilter` by default to disable filtering.
  21927. *
  21928. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  21929. * @default NearestFilter
  21930. */
  21931. this.minFilter = NearestFilter;
  21932. /**
  21933. * Whether to generate mipmaps (if possible) for a texture.
  21934. *
  21935. * Overwritten and set to `false` by default.
  21936. *
  21937. * @type {boolean}
  21938. * @default false
  21939. */
  21940. this.generateMipmaps = false;
  21941. this.needsUpdate = true;
  21942. }
  21943. }
  21944. /**
  21945. * Creates a texture based on data in compressed form.
  21946. *
  21947. * These texture are usually loaded with {@link CompressedTextureLoader}.
  21948. *
  21949. * @augments Texture
  21950. */
  21951. class CompressedTexture extends Texture {
  21952. /**
  21953. * Constructs a new compressed texture.
  21954. *
  21955. * @param {Array<Object>} mipmaps - This array holds for all mipmaps (including the bases mip)
  21956. * the data and dimensions.
  21957. * @param {number} width - The width of the texture.
  21958. * @param {number} height - The height of the texture.
  21959. * @param {number} [format=RGBAFormat] - The texture format.
  21960. * @param {number} [type=UnsignedByteType] - The texture type.
  21961. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21962. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21963. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21964. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21965. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  21966. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21967. * @param {string} [colorSpace=NoColorSpace] - The color space.
  21968. */
  21969. constructor( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, colorSpace ) {
  21970. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  21971. /**
  21972. * This flag can be used for type testing.
  21973. *
  21974. * @type {boolean}
  21975. * @readonly
  21976. * @default true
  21977. */
  21978. this.isCompressedTexture = true;
  21979. /**
  21980. * The image property of a compressed texture just defines its dimensions.
  21981. *
  21982. * @type {{width:number,height:number}}
  21983. */
  21984. this.image = { width: width, height: height };
  21985. /**
  21986. * This array holds for all mipmaps (including the bases mip) the data and dimensions.
  21987. *
  21988. * @type {Array<Object>}
  21989. */
  21990. this.mipmaps = mipmaps;
  21991. /**
  21992. * If set to `true`, the texture is flipped along the vertical axis when
  21993. * uploaded to the GPU.
  21994. *
  21995. * Overwritten and set to `false` by default since it is not possible to
  21996. * flip compressed textures.
  21997. *
  21998. * @type {boolean}
  21999. * @default false
  22000. * @readonly
  22001. */
  22002. this.flipY = false;
  22003. /**
  22004. * Whether to generate mipmaps (if possible) for a texture.
  22005. *
  22006. * Overwritten and set to `false` by default since it is not
  22007. * possible to generate mipmaps for compressed data. Mipmaps
  22008. * must be embedded in the compressed texture file.
  22009. *
  22010. * @type {boolean}
  22011. * @default false
  22012. * @readonly
  22013. */
  22014. this.generateMipmaps = false;
  22015. }
  22016. }
  22017. /**
  22018. * Creates a texture 2D array based on data in compressed form.
  22019. *
  22020. * These texture are usually loaded with {@link CompressedTextureLoader}.
  22021. *
  22022. * @augments CompressedTexture
  22023. */
  22024. class CompressedArrayTexture extends CompressedTexture {
  22025. /**
  22026. * Constructs a new compressed array texture.
  22027. *
  22028. * @param {Array<Object>} mipmaps - This array holds for all mipmaps (including the bases mip)
  22029. * the data and dimensions.
  22030. * @param {number} width - The width of the texture.
  22031. * @param {number} height - The height of the texture.
  22032. * @param {number} depth - The depth of the texture.
  22033. * @param {number} [format=RGBAFormat] - The min filter value.
  22034. * @param {number} [type=UnsignedByteType] - The min filter value.
  22035. */
  22036. constructor( mipmaps, width, height, depth, format, type ) {
  22037. super( mipmaps, width, height, format, type );
  22038. /**
  22039. * This flag can be used for type testing.
  22040. *
  22041. * @type {boolean}
  22042. * @readonly
  22043. * @default true
  22044. */
  22045. this.isCompressedArrayTexture = true;
  22046. /**
  22047. * The image property of a compressed texture just defines its dimensions.
  22048. *
  22049. * @name CompressedArrayTexture#image
  22050. * @type {{width:number,height:number,depth:number}}
  22051. */
  22052. this.image.depth = depth;
  22053. /**
  22054. * This defines how the texture is wrapped in the depth and corresponds to
  22055. * *W* in UVW mapping.
  22056. *
  22057. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  22058. * @default ClampToEdgeWrapping
  22059. */
  22060. this.wrapR = ClampToEdgeWrapping;
  22061. /**
  22062. * A set of all layers which need to be updated in the texture.
  22063. *
  22064. * @type {Set<number>}
  22065. */
  22066. this.layerUpdates = new Set();
  22067. }
  22068. /**
  22069. * Describes that a specific layer of the texture needs to be updated.
  22070. * Normally when {@link Texture#needsUpdate} is set to `true`, the
  22071. * entire compressed texture array is sent to the GPU. Marking specific
  22072. * layers will only transmit subsets of all mipmaps associated with a
  22073. * specific depth in the array which is often much more performant.
  22074. *
  22075. * @param {number} layerIndex - The layer index that should be updated.
  22076. */
  22077. addLayerUpdate( layerIndex ) {
  22078. this.layerUpdates.add( layerIndex );
  22079. }
  22080. /**
  22081. * Resets the layer updates registry.
  22082. */
  22083. clearLayerUpdates() {
  22084. this.layerUpdates.clear();
  22085. }
  22086. }
  22087. /**
  22088. * Creates a cube texture based on data in compressed form.
  22089. *
  22090. * These texture are usually loaded with {@link CompressedTextureLoader}.
  22091. *
  22092. * @augments CompressedTexture
  22093. */
  22094. class CompressedCubeTexture extends CompressedTexture {
  22095. /**
  22096. * Constructs a new compressed texture.
  22097. *
  22098. * @param {Array<CompressedTexture>} images - An array of compressed textures.
  22099. * @param {number} [format=RGBAFormat] - The texture format.
  22100. * @param {number} [type=UnsignedByteType] - The texture type.
  22101. */
  22102. constructor( images, format, type ) {
  22103. super( undefined, images[ 0 ].width, images[ 0 ].height, format, type, CubeReflectionMapping );
  22104. /**
  22105. * This flag can be used for type testing.
  22106. *
  22107. * @type {boolean}
  22108. * @readonly
  22109. * @default true
  22110. */
  22111. this.isCompressedCubeTexture = true;
  22112. /**
  22113. * This flag can be used for type testing.
  22114. *
  22115. * @type {boolean}
  22116. * @readonly
  22117. * @default true
  22118. */
  22119. this.isCubeTexture = true;
  22120. this.image = images;
  22121. }
  22122. }
  22123. /**
  22124. * Creates a texture from a canvas element.
  22125. *
  22126. * This is almost the same as the base texture class, except that it sets {@link Texture#needsUpdate}
  22127. * to `true` immediately since a canvas can directly be used for rendering.
  22128. *
  22129. * @augments Texture
  22130. */
  22131. class CanvasTexture extends Texture {
  22132. /**
  22133. * Constructs a new texture.
  22134. *
  22135. * @param {HTMLCanvasElement} [canvas] - The HTML canvas element.
  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=LinearMipmapLinearFilter] - The min filter value.
  22141. * @param {number} [format=RGBAFormat] - The texture format.
  22142. * @param {number} [type=UnsignedByteType] - The texture type.
  22143. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  22144. */
  22145. constructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  22146. super( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  22147. /**
  22148. * This flag can be used for type testing.
  22149. *
  22150. * @type {boolean}
  22151. * @readonly
  22152. * @default true
  22153. */
  22154. this.isCanvasTexture = true;
  22155. this.needsUpdate = true;
  22156. }
  22157. }
  22158. /**
  22159. * This class can be used to automatically save the depth information of a
  22160. * rendering into a texture.
  22161. *
  22162. * @augments Texture
  22163. */
  22164. class DepthTexture extends Texture {
  22165. /**
  22166. * Constructs a new depth texture.
  22167. *
  22168. * @param {number} width - The width of the texture.
  22169. * @param {number} height - The height of the texture.
  22170. * @param {number} [type=UnsignedIntType] - The texture type.
  22171. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  22172. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  22173. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  22174. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  22175. * @param {number} [minFilter=LinearFilter] - The min filter value.
  22176. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  22177. * @param {number} [format=DepthFormat] - The texture format.
  22178. * @param {number} [depth=1] - The depth of the texture.
  22179. */
  22180. constructor( width, height, type = UnsignedIntType, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, format = DepthFormat, depth = 1 ) {
  22181. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  22182. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  22183. }
  22184. const image = { width: width, height: height, depth: depth };
  22185. super( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  22186. /**
  22187. * This flag can be used for type testing.
  22188. *
  22189. * @type {boolean}
  22190. * @readonly
  22191. * @default true
  22192. */
  22193. this.isDepthTexture = true;
  22194. /**
  22195. * If set to `true`, the texture is flipped along the vertical axis when
  22196. * uploaded to the GPU.
  22197. *
  22198. * Overwritten and set to `false` by default.
  22199. *
  22200. * @type {boolean}
  22201. * @default false
  22202. */
  22203. this.flipY = false;
  22204. /**
  22205. * Whether to generate mipmaps (if possible) for a texture.
  22206. *
  22207. * Overwritten and set to `false` by default.
  22208. *
  22209. * @type {boolean}
  22210. * @default false
  22211. */
  22212. this.generateMipmaps = false;
  22213. /**
  22214. * Code corresponding to the depth compare function.
  22215. *
  22216. * @type {?(NeverCompare|LessCompare|EqualCompare|LessEqualCompare|GreaterCompare|NotEqualCompare|GreaterEqualCompare|AlwaysCompare)}
  22217. * @default null
  22218. */
  22219. this.compareFunction = null;
  22220. }
  22221. copy( source ) {
  22222. super.copy( source );
  22223. this.source = new Source( Object.assign( {}, source.image ) ); // see #30540
  22224. this.compareFunction = source.compareFunction;
  22225. return this;
  22226. }
  22227. toJSON( meta ) {
  22228. const data = super.toJSON( meta );
  22229. if ( this.compareFunction !== null ) data.compareFunction = this.compareFunction;
  22230. return data;
  22231. }
  22232. }
  22233. /**
  22234. * This class can be used to automatically save the depth information of a
  22235. * cube rendering into a cube texture with depth format. Used for PointLight shadows.
  22236. *
  22237. * @augments DepthTexture
  22238. */
  22239. class CubeDepthTexture extends DepthTexture {
  22240. /**
  22241. * Constructs a new cube depth texture.
  22242. *
  22243. * @param {number} size - The size (width and height) of each cube face.
  22244. * @param {number} [type=UnsignedIntType] - The texture type.
  22245. * @param {number} [mapping=CubeReflectionMapping] - The texture mapping.
  22246. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  22247. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  22248. * @param {number} [magFilter=NearestFilter] - The mag filter value.
  22249. * @param {number} [minFilter=NearestFilter] - The min filter value.
  22250. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  22251. * @param {number} [format=DepthFormat] - The texture format.
  22252. */
  22253. constructor( size, type = UnsignedIntType, mapping = CubeReflectionMapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, format = DepthFormat ) {
  22254. // Create 6 identical image descriptors for the cube faces
  22255. const image = { width: size, height: size, depth: 1 };
  22256. const images = [ image, image, image, image, image, image ];
  22257. // Call DepthTexture constructor with width, height
  22258. super( size, size, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format );
  22259. // Replace the single image with the array of 6 images
  22260. this.image = images;
  22261. /**
  22262. * This flag can be used for type testing.
  22263. *
  22264. * @type {boolean}
  22265. * @readonly
  22266. * @default true
  22267. */
  22268. this.isCubeDepthTexture = true;
  22269. /**
  22270. * Set to true for cube texture handling in WebGLTextures.
  22271. *
  22272. * @type {boolean}
  22273. * @readonly
  22274. * @default true
  22275. */
  22276. this.isCubeTexture = true;
  22277. }
  22278. /**
  22279. * Alias for {@link CubeDepthTexture#image}.
  22280. *
  22281. * @type {Array<Image>}
  22282. */
  22283. get images() {
  22284. return this.image;
  22285. }
  22286. set images( value ) {
  22287. this.image = value;
  22288. }
  22289. }
  22290. /**
  22291. * Represents a texture created externally with the same renderer context.
  22292. *
  22293. * This may be a texture from a protected media stream, device camera feed,
  22294. * or other data feeds like a depth sensor.
  22295. *
  22296. * Note that this class is only supported in {@link WebGLRenderer}, and in
  22297. * the {@link WebGPURenderer} WebGPU backend.
  22298. *
  22299. * @augments Texture
  22300. */
  22301. class ExternalTexture extends Texture {
  22302. /**
  22303. * Creates a new raw texture.
  22304. *
  22305. * @param {?(WebGLTexture|GPUTexture)} [sourceTexture=null] - The external texture.
  22306. */
  22307. constructor( sourceTexture = null ) {
  22308. super();
  22309. /**
  22310. * The external source texture.
  22311. *
  22312. * @type {?(WebGLTexture|GPUTexture)}
  22313. * @default null
  22314. */
  22315. this.sourceTexture = sourceTexture;
  22316. /**
  22317. * This flag can be used for type testing.
  22318. *
  22319. * @type {boolean}
  22320. * @readonly
  22321. * @default true
  22322. */
  22323. this.isExternalTexture = true;
  22324. }
  22325. copy( source ) {
  22326. super.copy( source );
  22327. this.sourceTexture = source.sourceTexture;
  22328. return this;
  22329. }
  22330. }
  22331. /**
  22332. * A geometry class for representing a capsule.
  22333. *
  22334. * ```js
  22335. * const geometry = new THREE.CapsuleGeometry( 1, 1, 4, 8, 1 );
  22336. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  22337. * const capsule = new THREE.Mesh( geometry, material );
  22338. * scene.add( capsule );
  22339. * ```
  22340. *
  22341. * @augments BufferGeometry
  22342. * @demo scenes/geometry-browser.html#CapsuleGeometry
  22343. */
  22344. class CapsuleGeometry extends BufferGeometry {
  22345. /**
  22346. * Constructs a new capsule geometry.
  22347. *
  22348. * @param {number} [radius=1] - Radius of the capsule.
  22349. * @param {number} [height=1] - Height of the middle section.
  22350. * @param {number} [capSegments=4] - Number of curve segments used to build each cap.
  22351. * @param {number} [radialSegments=8] - Number of segmented faces around the circumference of the capsule. Must be an integer >= 3.
  22352. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the middle section. Must be an integer >= 1.
  22353. */
  22354. constructor( radius = 1, height = 1, capSegments = 4, radialSegments = 8, heightSegments = 1 ) {
  22355. super();
  22356. this.type = 'CapsuleGeometry';
  22357. /**
  22358. * Holds the constructor parameters that have been
  22359. * used to generate the geometry. Any modification
  22360. * after instantiation does not change the geometry.
  22361. *
  22362. * @type {Object}
  22363. */
  22364. this.parameters = {
  22365. radius: radius,
  22366. height: height,
  22367. capSegments: capSegments,
  22368. radialSegments: radialSegments,
  22369. heightSegments: heightSegments,
  22370. };
  22371. height = Math.max( 0, height );
  22372. capSegments = Math.max( 1, Math.floor( capSegments ) );
  22373. radialSegments = Math.max( 3, Math.floor( radialSegments ) );
  22374. heightSegments = Math.max( 1, Math.floor( heightSegments ) );
  22375. // buffers
  22376. const indices = [];
  22377. const vertices = [];
  22378. const normals = [];
  22379. const uvs = [];
  22380. // helper variables
  22381. const halfHeight = height / 2;
  22382. const capArcLength = ( Math.PI / 2 ) * radius;
  22383. const cylinderPartLength = height;
  22384. const totalArcLength = 2 * capArcLength + cylinderPartLength;
  22385. const numVerticalSegments = capSegments * 2 + heightSegments;
  22386. const verticesPerRow = radialSegments + 1;
  22387. const normal = new Vector3();
  22388. const vertex = new Vector3();
  22389. // generate vertices, normals, and uvs
  22390. for ( let iy = 0; iy <= numVerticalSegments; iy ++ ) {
  22391. let currentArcLength = 0;
  22392. let profileY = 0;
  22393. let profileRadius = 0;
  22394. let normalYComponent = 0;
  22395. if ( iy <= capSegments ) {
  22396. // bottom cap
  22397. const segmentProgress = iy / capSegments;
  22398. const angle = ( segmentProgress * Math.PI ) / 2;
  22399. profileY = - halfHeight - radius * Math.cos( angle );
  22400. profileRadius = radius * Math.sin( angle );
  22401. normalYComponent = - radius * Math.cos( angle );
  22402. currentArcLength = segmentProgress * capArcLength;
  22403. } else if ( iy <= capSegments + heightSegments ) {
  22404. // middle section
  22405. const segmentProgress = ( iy - capSegments ) / heightSegments;
  22406. profileY = - halfHeight + segmentProgress * height;
  22407. profileRadius = radius;
  22408. normalYComponent = 0;
  22409. currentArcLength = capArcLength + segmentProgress * cylinderPartLength;
  22410. } else {
  22411. // top cap
  22412. const segmentProgress =
  22413. ( iy - capSegments - heightSegments ) / capSegments;
  22414. const angle = ( segmentProgress * Math.PI ) / 2;
  22415. profileY = halfHeight + radius * Math.sin( angle );
  22416. profileRadius = radius * Math.cos( angle );
  22417. normalYComponent = radius * Math.sin( angle );
  22418. currentArcLength =
  22419. capArcLength + cylinderPartLength + segmentProgress * capArcLength;
  22420. }
  22421. const v = Math.max( 0, Math.min( 1, currentArcLength / totalArcLength ) );
  22422. // special case for the poles
  22423. let uOffset = 0;
  22424. if ( iy === 0 ) {
  22425. uOffset = 0.5 / radialSegments;
  22426. } else if ( iy === numVerticalSegments ) {
  22427. uOffset = -0.5 / radialSegments;
  22428. }
  22429. for ( let ix = 0; ix <= radialSegments; ix ++ ) {
  22430. const u = ix / radialSegments;
  22431. const theta = u * Math.PI * 2;
  22432. const sinTheta = Math.sin( theta );
  22433. const cosTheta = Math.cos( theta );
  22434. // vertex
  22435. vertex.x = - profileRadius * cosTheta;
  22436. vertex.y = profileY;
  22437. vertex.z = profileRadius * sinTheta;
  22438. vertices.push( vertex.x, vertex.y, vertex.z );
  22439. // normal
  22440. normal.set(
  22441. - profileRadius * cosTheta,
  22442. normalYComponent,
  22443. profileRadius * sinTheta
  22444. );
  22445. normal.normalize();
  22446. normals.push( normal.x, normal.y, normal.z );
  22447. // uv
  22448. uvs.push( u + uOffset, v );
  22449. }
  22450. if ( iy > 0 ) {
  22451. const prevIndexRow = ( iy - 1 ) * verticesPerRow;
  22452. for ( let ix = 0; ix < radialSegments; ix ++ ) {
  22453. const i1 = prevIndexRow + ix;
  22454. const i2 = prevIndexRow + ix + 1;
  22455. const i3 = iy * verticesPerRow + ix;
  22456. const i4 = iy * verticesPerRow + ix + 1;
  22457. indices.push( i1, i2, i3 );
  22458. indices.push( i2, i4, i3 );
  22459. }
  22460. }
  22461. }
  22462. // build geometry
  22463. this.setIndex( indices );
  22464. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22465. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  22466. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  22467. }
  22468. copy( source ) {
  22469. super.copy( source );
  22470. this.parameters = Object.assign( {}, source.parameters );
  22471. return this;
  22472. }
  22473. /**
  22474. * Factory method for creating an instance of this class from the given
  22475. * JSON object.
  22476. *
  22477. * @param {Object} data - A JSON object representing the serialized geometry.
  22478. * @return {CapsuleGeometry} A new instance.
  22479. */
  22480. static fromJSON( data ) {
  22481. return new CapsuleGeometry( data.radius, data.height, data.capSegments, data.radialSegments, data.heightSegments );
  22482. }
  22483. }
  22484. /**
  22485. * A simple shape of Euclidean geometry. It is constructed from a
  22486. * number of triangular segments that are oriented around a central point and
  22487. * extend as far out as a given radius. It is built counter-clockwise from a
  22488. * start angle and a given central angle. It can also be used to create
  22489. * regular polygons, where the number of segments determines the number of
  22490. * sides.
  22491. *
  22492. * ```js
  22493. * const geometry = new THREE.CircleGeometry( 5, 32 );
  22494. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22495. * const circle = new THREE.Mesh( geometry, material );
  22496. * scene.add( circle )
  22497. * ```
  22498. *
  22499. * @augments BufferGeometry
  22500. * @demo scenes/geometry-browser.html#CircleGeometry
  22501. */
  22502. class CircleGeometry extends BufferGeometry {
  22503. /**
  22504. * Constructs a new circle geometry.
  22505. *
  22506. * @param {number} [radius=1] - Radius of the circle.
  22507. * @param {number} [segments=32] - Number of segments (triangles), minimum = `3`.
  22508. * @param {number} [thetaStart=0] - Start angle for first segment in radians.
  22509. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta,
  22510. * of the circular sector in radians. The default value results in a complete circle.
  22511. */
  22512. constructor( radius = 1, segments = 32, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  22513. super();
  22514. this.type = 'CircleGeometry';
  22515. /**
  22516. * Holds the constructor parameters that have been
  22517. * used to generate the geometry. Any modification
  22518. * after instantiation does not change the geometry.
  22519. *
  22520. * @type {Object}
  22521. */
  22522. this.parameters = {
  22523. radius: radius,
  22524. segments: segments,
  22525. thetaStart: thetaStart,
  22526. thetaLength: thetaLength
  22527. };
  22528. segments = Math.max( 3, segments );
  22529. // buffers
  22530. const indices = [];
  22531. const vertices = [];
  22532. const normals = [];
  22533. const uvs = [];
  22534. // helper variables
  22535. const vertex = new Vector3();
  22536. const uv = new Vector2();
  22537. // center point
  22538. vertices.push( 0, 0, 0 );
  22539. normals.push( 0, 0, 1 );
  22540. uvs.push( 0.5, 0.5 );
  22541. for ( let s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  22542. const segment = thetaStart + s / segments * thetaLength;
  22543. // vertex
  22544. vertex.x = radius * Math.cos( segment );
  22545. vertex.y = radius * Math.sin( segment );
  22546. vertices.push( vertex.x, vertex.y, vertex.z );
  22547. // normal
  22548. normals.push( 0, 0, 1 );
  22549. // uvs
  22550. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  22551. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  22552. uvs.push( uv.x, uv.y );
  22553. }
  22554. // indices
  22555. for ( let i = 1; i <= segments; i ++ ) {
  22556. indices.push( i, i + 1, 0 );
  22557. }
  22558. // build geometry
  22559. this.setIndex( indices );
  22560. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22561. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  22562. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  22563. }
  22564. copy( source ) {
  22565. super.copy( source );
  22566. this.parameters = Object.assign( {}, source.parameters );
  22567. return this;
  22568. }
  22569. /**
  22570. * Factory method for creating an instance of this class from the given
  22571. * JSON object.
  22572. *
  22573. * @param {Object} data - A JSON object representing the serialized geometry.
  22574. * @return {CircleGeometry} A new instance.
  22575. */
  22576. static fromJSON( data ) {
  22577. return new CircleGeometry( data.radius, data.segments, data.thetaStart, data.thetaLength );
  22578. }
  22579. }
  22580. /**
  22581. * A geometry class for representing a cylinder.
  22582. *
  22583. * ```js
  22584. * const geometry = new THREE.CylinderGeometry( 5, 5, 20, 32 );
  22585. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22586. * const cylinder = new THREE.Mesh( geometry, material );
  22587. * scene.add( cylinder );
  22588. * ```
  22589. *
  22590. * @augments BufferGeometry
  22591. * @demo scenes/geometry-browser.html#CylinderGeometry
  22592. */
  22593. class CylinderGeometry extends BufferGeometry {
  22594. /**
  22595. * Constructs a new cylinder geometry.
  22596. *
  22597. * @param {number} [radiusTop=1] - Radius of the cylinder at the top.
  22598. * @param {number} [radiusBottom=1] - Radius of the cylinder at the bottom.
  22599. * @param {number} [height=1] - Height of the cylinder.
  22600. * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cylinder.
  22601. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cylinder.
  22602. * @param {boolean} [openEnded=false] - Whether the base of the cylinder is open or capped.
  22603. * @param {number} [thetaStart=0] - Start angle for first segment, in radians.
  22604. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians.
  22605. * The default value results in a complete cylinder.
  22606. */
  22607. constructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  22608. super();
  22609. this.type = 'CylinderGeometry';
  22610. /**
  22611. * Holds the constructor parameters that have been
  22612. * used to generate the geometry. Any modification
  22613. * after instantiation does not change the geometry.
  22614. *
  22615. * @type {Object}
  22616. */
  22617. this.parameters = {
  22618. radiusTop: radiusTop,
  22619. radiusBottom: radiusBottom,
  22620. height: height,
  22621. radialSegments: radialSegments,
  22622. heightSegments: heightSegments,
  22623. openEnded: openEnded,
  22624. thetaStart: thetaStart,
  22625. thetaLength: thetaLength
  22626. };
  22627. const scope = this;
  22628. radialSegments = Math.floor( radialSegments );
  22629. heightSegments = Math.floor( heightSegments );
  22630. // buffers
  22631. const indices = [];
  22632. const vertices = [];
  22633. const normals = [];
  22634. const uvs = [];
  22635. // helper variables
  22636. let index = 0;
  22637. const indexArray = [];
  22638. const halfHeight = height / 2;
  22639. let groupStart = 0;
  22640. // generate geometry
  22641. generateTorso();
  22642. if ( openEnded === false ) {
  22643. if ( radiusTop > 0 ) generateCap( true );
  22644. if ( radiusBottom > 0 ) generateCap( false );
  22645. }
  22646. // build geometry
  22647. this.setIndex( indices );
  22648. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22649. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  22650. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  22651. function generateTorso() {
  22652. const normal = new Vector3();
  22653. const vertex = new Vector3();
  22654. let groupCount = 0;
  22655. // this will be used to calculate the normal
  22656. const slope = ( radiusBottom - radiusTop ) / height;
  22657. // generate vertices, normals and uvs
  22658. for ( let y = 0; y <= heightSegments; y ++ ) {
  22659. const indexRow = [];
  22660. const v = y / heightSegments;
  22661. // calculate the radius of the current row
  22662. const radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  22663. for ( let x = 0; x <= radialSegments; x ++ ) {
  22664. const u = x / radialSegments;
  22665. const theta = u * thetaLength + thetaStart;
  22666. const sinTheta = Math.sin( theta );
  22667. const cosTheta = Math.cos( theta );
  22668. // vertex
  22669. vertex.x = radius * sinTheta;
  22670. vertex.y = - v * height + halfHeight;
  22671. vertex.z = radius * cosTheta;
  22672. vertices.push( vertex.x, vertex.y, vertex.z );
  22673. // normal
  22674. normal.set( sinTheta, slope, cosTheta ).normalize();
  22675. normals.push( normal.x, normal.y, normal.z );
  22676. // uv
  22677. uvs.push( u, 1 - v );
  22678. // save index of vertex in respective row
  22679. indexRow.push( index ++ );
  22680. }
  22681. // now save vertices of the row in our index array
  22682. indexArray.push( indexRow );
  22683. }
  22684. // generate indices
  22685. for ( let x = 0; x < radialSegments; x ++ ) {
  22686. for ( let y = 0; y < heightSegments; y ++ ) {
  22687. // we use the index array to access the correct indices
  22688. const a = indexArray[ y ][ x ];
  22689. const b = indexArray[ y + 1 ][ x ];
  22690. const c = indexArray[ y + 1 ][ x + 1 ];
  22691. const d = indexArray[ y ][ x + 1 ];
  22692. // faces
  22693. if ( radiusTop > 0 || y !== 0 ) {
  22694. indices.push( a, b, d );
  22695. groupCount += 3;
  22696. }
  22697. if ( radiusBottom > 0 || y !== heightSegments - 1 ) {
  22698. indices.push( b, c, d );
  22699. groupCount += 3;
  22700. }
  22701. }
  22702. }
  22703. // add a group to the geometry. this will ensure multi material support
  22704. scope.addGroup( groupStart, groupCount, 0 );
  22705. // calculate new start value for groups
  22706. groupStart += groupCount;
  22707. }
  22708. function generateCap( top ) {
  22709. // save the index of the first center vertex
  22710. const centerIndexStart = index;
  22711. const uv = new Vector2();
  22712. const vertex = new Vector3();
  22713. let groupCount = 0;
  22714. const radius = ( top === true ) ? radiusTop : radiusBottom;
  22715. const sign = ( top === true ) ? 1 : -1;
  22716. // first we generate the center vertex data of the cap.
  22717. // because the geometry needs one set of uvs per face,
  22718. // we must generate a center vertex per face/segment
  22719. for ( let x = 1; x <= radialSegments; x ++ ) {
  22720. // vertex
  22721. vertices.push( 0, halfHeight * sign, 0 );
  22722. // normal
  22723. normals.push( 0, sign, 0 );
  22724. // uv
  22725. uvs.push( 0.5, 0.5 );
  22726. // increase index
  22727. index ++;
  22728. }
  22729. // save the index of the last center vertex
  22730. const centerIndexEnd = index;
  22731. // now we generate the surrounding vertices, normals and uvs
  22732. for ( let x = 0; x <= radialSegments; x ++ ) {
  22733. const u = x / radialSegments;
  22734. const theta = u * thetaLength + thetaStart;
  22735. const cosTheta = Math.cos( theta );
  22736. const sinTheta = Math.sin( theta );
  22737. // vertex
  22738. vertex.x = radius * sinTheta;
  22739. vertex.y = halfHeight * sign;
  22740. vertex.z = radius * cosTheta;
  22741. vertices.push( vertex.x, vertex.y, vertex.z );
  22742. // normal
  22743. normals.push( 0, sign, 0 );
  22744. // uv
  22745. uv.x = ( cosTheta * 0.5 ) + 0.5;
  22746. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  22747. uvs.push( uv.x, uv.y );
  22748. // increase index
  22749. index ++;
  22750. }
  22751. // generate indices
  22752. for ( let x = 0; x < radialSegments; x ++ ) {
  22753. const c = centerIndexStart + x;
  22754. const i = centerIndexEnd + x;
  22755. if ( top === true ) {
  22756. // face top
  22757. indices.push( i, i + 1, c );
  22758. } else {
  22759. // face bottom
  22760. indices.push( i + 1, i, c );
  22761. }
  22762. groupCount += 3;
  22763. }
  22764. // add a group to the geometry. this will ensure multi material support
  22765. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  22766. // calculate new start value for groups
  22767. groupStart += groupCount;
  22768. }
  22769. }
  22770. copy( source ) {
  22771. super.copy( source );
  22772. this.parameters = Object.assign( {}, source.parameters );
  22773. return this;
  22774. }
  22775. /**
  22776. * Factory method for creating an instance of this class from the given
  22777. * JSON object.
  22778. *
  22779. * @param {Object} data - A JSON object representing the serialized geometry.
  22780. * @return {CylinderGeometry} A new instance.
  22781. */
  22782. static fromJSON( data ) {
  22783. return new CylinderGeometry( data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
  22784. }
  22785. }
  22786. /**
  22787. * A geometry class for representing a cone.
  22788. *
  22789. * ```js
  22790. * const geometry = new THREE.ConeGeometry( 5, 20, 32 );
  22791. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22792. * const cone = new THREE.Mesh(geometry, material );
  22793. * scene.add( cone );
  22794. * ```
  22795. *
  22796. * @augments CylinderGeometry
  22797. * @demo scenes/geometry-browser.html#ConeGeometry
  22798. */
  22799. class ConeGeometry extends CylinderGeometry {
  22800. /**
  22801. * Constructs a new cone geometry.
  22802. *
  22803. * @param {number} [radius=1] - Radius of the cone base.
  22804. * @param {number} [height=1] - Height of the cone.
  22805. * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cone.
  22806. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cone.
  22807. * @param {boolean} [openEnded=false] - Whether the base of the cone is open or capped.
  22808. * @param {number} [thetaStart=0] - Start angle for first segment, in radians.
  22809. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians.
  22810. * The default value results in a complete cone.
  22811. */
  22812. constructor( radius = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  22813. super( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  22814. this.type = 'ConeGeometry';
  22815. /**
  22816. * Holds the constructor parameters that have been
  22817. * used to generate the geometry. Any modification
  22818. * after instantiation does not change the geometry.
  22819. *
  22820. * @type {Object}
  22821. */
  22822. this.parameters = {
  22823. radius: radius,
  22824. height: height,
  22825. radialSegments: radialSegments,
  22826. heightSegments: heightSegments,
  22827. openEnded: openEnded,
  22828. thetaStart: thetaStart,
  22829. thetaLength: thetaLength
  22830. };
  22831. }
  22832. /**
  22833. * Factory method for creating an instance of this class from the given
  22834. * JSON object.
  22835. *
  22836. * @param {Object} data - A JSON object representing the serialized geometry.
  22837. * @return {ConeGeometry} A new instance.
  22838. */
  22839. static fromJSON( data ) {
  22840. return new ConeGeometry( data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
  22841. }
  22842. }
  22843. /**
  22844. * A polyhedron is a solid in three dimensions with flat faces. This class
  22845. * will take an array of vertices, project them onto a sphere, and then
  22846. * divide them up to the desired level of detail.
  22847. *
  22848. * @augments BufferGeometry
  22849. */
  22850. class PolyhedronGeometry extends BufferGeometry {
  22851. /**
  22852. * Constructs a new polyhedron geometry.
  22853. *
  22854. * @param {Array<number>} [vertices] - A flat array of vertices describing the base shape.
  22855. * @param {Array<number>} [indices] - A flat array of indices describing the base shape.
  22856. * @param {number} [radius=1] - The radius of the shape.
  22857. * @param {number} [detail=0] - How many levels to subdivide the geometry. The more detail, the smoother the shape.
  22858. */
  22859. constructor( vertices = [], indices = [], radius = 1, detail = 0 ) {
  22860. super();
  22861. this.type = 'PolyhedronGeometry';
  22862. /**
  22863. * Holds the constructor parameters that have been
  22864. * used to generate the geometry. Any modification
  22865. * after instantiation does not change the geometry.
  22866. *
  22867. * @type {Object}
  22868. */
  22869. this.parameters = {
  22870. vertices: vertices,
  22871. indices: indices,
  22872. radius: radius,
  22873. detail: detail
  22874. };
  22875. // default buffer data
  22876. const vertexBuffer = [];
  22877. const uvBuffer = [];
  22878. // the subdivision creates the vertex buffer data
  22879. subdivide( detail );
  22880. // all vertices should lie on a conceptual sphere with a given radius
  22881. applyRadius( radius );
  22882. // finally, create the uv data
  22883. generateUVs();
  22884. // build non-indexed geometry
  22885. this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  22886. this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  22887. this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  22888. if ( detail === 0 ) {
  22889. this.computeVertexNormals(); // flat normals
  22890. } else {
  22891. this.normalizeNormals(); // smooth normals
  22892. }
  22893. // helper functions
  22894. function subdivide( detail ) {
  22895. const a = new Vector3();
  22896. const b = new Vector3();
  22897. const c = new Vector3();
  22898. // iterate over all faces and apply a subdivision with the given detail value
  22899. for ( let i = 0; i < indices.length; i += 3 ) {
  22900. // get the vertices of the face
  22901. getVertexByIndex( indices[ i + 0 ], a );
  22902. getVertexByIndex( indices[ i + 1 ], b );
  22903. getVertexByIndex( indices[ i + 2 ], c );
  22904. // perform subdivision
  22905. subdivideFace( a, b, c, detail );
  22906. }
  22907. }
  22908. function subdivideFace( a, b, c, detail ) {
  22909. const cols = detail + 1;
  22910. // we use this multidimensional array as a data structure for creating the subdivision
  22911. const v = [];
  22912. // construct all of the vertices for this subdivision
  22913. for ( let i = 0; i <= cols; i ++ ) {
  22914. v[ i ] = [];
  22915. const aj = a.clone().lerp( c, i / cols );
  22916. const bj = b.clone().lerp( c, i / cols );
  22917. const rows = cols - i;
  22918. for ( let j = 0; j <= rows; j ++ ) {
  22919. if ( j === 0 && i === cols ) {
  22920. v[ i ][ j ] = aj;
  22921. } else {
  22922. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  22923. }
  22924. }
  22925. }
  22926. // construct all of the faces
  22927. for ( let i = 0; i < cols; i ++ ) {
  22928. for ( let j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  22929. const k = Math.floor( j / 2 );
  22930. if ( j % 2 === 0 ) {
  22931. pushVertex( v[ i ][ k + 1 ] );
  22932. pushVertex( v[ i + 1 ][ k ] );
  22933. pushVertex( v[ i ][ k ] );
  22934. } else {
  22935. pushVertex( v[ i ][ k + 1 ] );
  22936. pushVertex( v[ i + 1 ][ k + 1 ] );
  22937. pushVertex( v[ i + 1 ][ k ] );
  22938. }
  22939. }
  22940. }
  22941. }
  22942. function applyRadius( radius ) {
  22943. const vertex = new Vector3();
  22944. // iterate over the entire buffer and apply the radius to each vertex
  22945. for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
  22946. vertex.x = vertexBuffer[ i + 0 ];
  22947. vertex.y = vertexBuffer[ i + 1 ];
  22948. vertex.z = vertexBuffer[ i + 2 ];
  22949. vertex.normalize().multiplyScalar( radius );
  22950. vertexBuffer[ i + 0 ] = vertex.x;
  22951. vertexBuffer[ i + 1 ] = vertex.y;
  22952. vertexBuffer[ i + 2 ] = vertex.z;
  22953. }
  22954. }
  22955. function generateUVs() {
  22956. const vertex = new Vector3();
  22957. for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
  22958. vertex.x = vertexBuffer[ i + 0 ];
  22959. vertex.y = vertexBuffer[ i + 1 ];
  22960. vertex.z = vertexBuffer[ i + 2 ];
  22961. const u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  22962. const v = inclination( vertex ) / Math.PI + 0.5;
  22963. uvBuffer.push( u, 1 - v );
  22964. }
  22965. correctUVs();
  22966. correctSeam();
  22967. }
  22968. function correctSeam() {
  22969. // handle case when face straddles the seam, see #3269
  22970. for ( let i = 0; i < uvBuffer.length; i += 6 ) {
  22971. // uv data of a single face
  22972. const x0 = uvBuffer[ i + 0 ];
  22973. const x1 = uvBuffer[ i + 2 ];
  22974. const x2 = uvBuffer[ i + 4 ];
  22975. const max = Math.max( x0, x1, x2 );
  22976. const min = Math.min( x0, x1, x2 );
  22977. // 0.9 is somewhat arbitrary
  22978. if ( max > 0.9 && min < 0.1 ) {
  22979. if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
  22980. if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
  22981. if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;
  22982. }
  22983. }
  22984. }
  22985. function pushVertex( vertex ) {
  22986. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  22987. }
  22988. function getVertexByIndex( index, vertex ) {
  22989. const stride = index * 3;
  22990. vertex.x = vertices[ stride + 0 ];
  22991. vertex.y = vertices[ stride + 1 ];
  22992. vertex.z = vertices[ stride + 2 ];
  22993. }
  22994. function correctUVs() {
  22995. const a = new Vector3();
  22996. const b = new Vector3();
  22997. const c = new Vector3();
  22998. const centroid = new Vector3();
  22999. const uvA = new Vector2();
  23000. const uvB = new Vector2();
  23001. const uvC = new Vector2();
  23002. for ( let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  23003. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  23004. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  23005. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  23006. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  23007. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  23008. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  23009. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  23010. const azi = azimuth( centroid );
  23011. correctUV( uvA, j + 0, a, azi );
  23012. correctUV( uvB, j + 2, b, azi );
  23013. correctUV( uvC, j + 4, c, azi );
  23014. }
  23015. }
  23016. function correctUV( uv, stride, vector, azimuth ) {
  23017. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  23018. uvBuffer[ stride ] = uv.x - 1;
  23019. }
  23020. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  23021. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  23022. }
  23023. }
  23024. // Angle around the Y axis, counter-clockwise when looking from above.
  23025. function azimuth( vector ) {
  23026. return Math.atan2( vector.z, - vector.x );
  23027. }
  23028. // Angle above the XZ plane.
  23029. function inclination( vector ) {
  23030. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  23031. }
  23032. }
  23033. copy( source ) {
  23034. super.copy( source );
  23035. this.parameters = Object.assign( {}, source.parameters );
  23036. return this;
  23037. }
  23038. /**
  23039. * Factory method for creating an instance of this class from the given
  23040. * JSON object.
  23041. *
  23042. * @param {Object} data - A JSON object representing the serialized geometry.
  23043. * @return {PolyhedronGeometry} A new instance.
  23044. */
  23045. static fromJSON( data ) {
  23046. return new PolyhedronGeometry( data.vertices, data.indices, data.radius, data.details );
  23047. }
  23048. }
  23049. /**
  23050. * A geometry class for representing a dodecahedron.
  23051. *
  23052. * ```js
  23053. * const geometry = new THREE.DodecahedronGeometry();
  23054. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  23055. * const dodecahedron = new THREE.Mesh( geometry, material );
  23056. * scene.add( dodecahedron );
  23057. * ```
  23058. *
  23059. * @augments PolyhedronGeometry
  23060. * @demo scenes/geometry-browser.html#DodecahedronGeometry
  23061. */
  23062. class DodecahedronGeometry extends PolyhedronGeometry {
  23063. /**
  23064. * Constructs a new dodecahedron geometry.
  23065. *
  23066. * @param {number} [radius=1] - Radius of the dodecahedron.
  23067. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a dodecahedron.
  23068. */
  23069. constructor( radius = 1, detail = 0 ) {
  23070. const t = ( 1 + Math.sqrt( 5 ) ) / 2;
  23071. const r = 1 / t;
  23072. const vertices = [
  23073. // (±1, ±1, ±1)
  23074. -1, -1, -1, -1, -1, 1,
  23075. -1, 1, -1, -1, 1, 1,
  23076. 1, -1, -1, 1, -1, 1,
  23077. 1, 1, -1, 1, 1, 1,
  23078. // (0, ±1/φ, ±φ)
  23079. 0, - r, - t, 0, - r, t,
  23080. 0, r, - t, 0, r, t,
  23081. // (±1/φ, ±φ, 0)
  23082. - r, - t, 0, - r, t, 0,
  23083. r, - t, 0, r, t, 0,
  23084. // (±φ, 0, ±1/φ)
  23085. - t, 0, - r, t, 0, - r,
  23086. - t, 0, r, t, 0, r
  23087. ];
  23088. const indices = [
  23089. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  23090. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  23091. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  23092. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  23093. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  23094. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  23095. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  23096. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  23097. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  23098. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  23099. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  23100. 1, 12, 14, 1, 14, 5, 1, 5, 9
  23101. ];
  23102. super( vertices, indices, radius, detail );
  23103. this.type = 'DodecahedronGeometry';
  23104. /**
  23105. * Holds the constructor parameters that have been
  23106. * used to generate the geometry. Any modification
  23107. * after instantiation does not change the geometry.
  23108. *
  23109. * @type {Object}
  23110. */
  23111. this.parameters = {
  23112. radius: radius,
  23113. detail: detail
  23114. };
  23115. }
  23116. /**
  23117. * Factory method for creating an instance of this class from the given
  23118. * JSON object.
  23119. *
  23120. * @param {Object} data - A JSON object representing the serialized geometry.
  23121. * @return {DodecahedronGeometry} A new instance.
  23122. */
  23123. static fromJSON( data ) {
  23124. return new DodecahedronGeometry( data.radius, data.detail );
  23125. }
  23126. }
  23127. const _v0 = /*@__PURE__*/ new Vector3();
  23128. const _v1$1 = /*@__PURE__*/ new Vector3();
  23129. const _normal = /*@__PURE__*/ new Vector3();
  23130. const _triangle = /*@__PURE__*/ new Triangle();
  23131. /**
  23132. * Can be used as a helper object to view the edges of a geometry.
  23133. *
  23134. * ```js
  23135. * const geometry = new THREE.BoxGeometry();
  23136. * const edges = new THREE.EdgesGeometry( geometry );
  23137. * const line = new THREE.LineSegments( edges );
  23138. * scene.add( line );
  23139. * ```
  23140. *
  23141. * Note: It is not yet possible to serialize/deserialize instances of this class.
  23142. *
  23143. * @augments BufferGeometry
  23144. */
  23145. class EdgesGeometry extends BufferGeometry {
  23146. /**
  23147. * Constructs a new edges geometry.
  23148. *
  23149. * @param {?BufferGeometry} [geometry=null] - The geometry.
  23150. * @param {number} [thresholdAngle=1] - An edge is only rendered if the angle (in degrees)
  23151. * between the face normals of the adjoining faces exceeds this value.
  23152. */
  23153. constructor( geometry = null, thresholdAngle = 1 ) {
  23154. super();
  23155. this.type = 'EdgesGeometry';
  23156. /**
  23157. * Holds the constructor parameters that have been
  23158. * used to generate the geometry. Any modification
  23159. * after instantiation does not change the geometry.
  23160. *
  23161. * @type {Object}
  23162. */
  23163. this.parameters = {
  23164. geometry: geometry,
  23165. thresholdAngle: thresholdAngle
  23166. };
  23167. if ( geometry !== null ) {
  23168. const precisionPoints = 4;
  23169. const precision = Math.pow( 10, precisionPoints );
  23170. const thresholdDot = Math.cos( DEG2RAD * thresholdAngle );
  23171. const indexAttr = geometry.getIndex();
  23172. const positionAttr = geometry.getAttribute( 'position' );
  23173. const indexCount = indexAttr ? indexAttr.count : positionAttr.count;
  23174. const indexArr = [ 0, 0, 0 ];
  23175. const vertKeys = [ 'a', 'b', 'c' ];
  23176. const hashes = new Array( 3 );
  23177. const edgeData = {};
  23178. const vertices = [];
  23179. for ( let i = 0; i < indexCount; i += 3 ) {
  23180. if ( indexAttr ) {
  23181. indexArr[ 0 ] = indexAttr.getX( i );
  23182. indexArr[ 1 ] = indexAttr.getX( i + 1 );
  23183. indexArr[ 2 ] = indexAttr.getX( i + 2 );
  23184. } else {
  23185. indexArr[ 0 ] = i;
  23186. indexArr[ 1 ] = i + 1;
  23187. indexArr[ 2 ] = i + 2;
  23188. }
  23189. const { a, b, c } = _triangle;
  23190. a.fromBufferAttribute( positionAttr, indexArr[ 0 ] );
  23191. b.fromBufferAttribute( positionAttr, indexArr[ 1 ] );
  23192. c.fromBufferAttribute( positionAttr, indexArr[ 2 ] );
  23193. _triangle.getNormal( _normal );
  23194. // create hashes for the edge from the vertices
  23195. hashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`;
  23196. hashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`;
  23197. hashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`;
  23198. // skip degenerate triangles
  23199. if ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) {
  23200. continue;
  23201. }
  23202. // iterate over every edge
  23203. for ( let j = 0; j < 3; j ++ ) {
  23204. // get the first and next vertex making up the edge
  23205. const jNext = ( j + 1 ) % 3;
  23206. const vecHash0 = hashes[ j ];
  23207. const vecHash1 = hashes[ jNext ];
  23208. const v0 = _triangle[ vertKeys[ j ] ];
  23209. const v1 = _triangle[ vertKeys[ jNext ] ];
  23210. const hash = `${ vecHash0 }_${ vecHash1 }`;
  23211. const reverseHash = `${ vecHash1 }_${ vecHash0 }`;
  23212. if ( reverseHash in edgeData && edgeData[ reverseHash ] ) {
  23213. // if we found a sibling edge add it into the vertex array if
  23214. // it meets the angle threshold and delete the edge from the map.
  23215. if ( _normal.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) {
  23216. vertices.push( v0.x, v0.y, v0.z );
  23217. vertices.push( v1.x, v1.y, v1.z );
  23218. }
  23219. edgeData[ reverseHash ] = null;
  23220. } else if ( ! ( hash in edgeData ) ) {
  23221. // if we've already got an edge here then skip adding a new one
  23222. edgeData[ hash ] = {
  23223. index0: indexArr[ j ],
  23224. index1: indexArr[ jNext ],
  23225. normal: _normal.clone(),
  23226. };
  23227. }
  23228. }
  23229. }
  23230. // iterate over all remaining, unmatched edges and add them to the vertex array
  23231. for ( const key in edgeData ) {
  23232. if ( edgeData[ key ] ) {
  23233. const { index0, index1 } = edgeData[ key ];
  23234. _v0.fromBufferAttribute( positionAttr, index0 );
  23235. _v1$1.fromBufferAttribute( positionAttr, index1 );
  23236. vertices.push( _v0.x, _v0.y, _v0.z );
  23237. vertices.push( _v1$1.x, _v1$1.y, _v1$1.z );
  23238. }
  23239. }
  23240. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  23241. }
  23242. }
  23243. copy( source ) {
  23244. super.copy( source );
  23245. this.parameters = Object.assign( {}, source.parameters );
  23246. return this;
  23247. }
  23248. }
  23249. /**
  23250. * An abstract base class for creating an analytic curve object that contains methods
  23251. * for interpolation.
  23252. *
  23253. * @abstract
  23254. */
  23255. class Curve {
  23256. /**
  23257. * Constructs a new curve.
  23258. */
  23259. constructor() {
  23260. /**
  23261. * The type property is used for detecting the object type
  23262. * in context of serialization/deserialization.
  23263. *
  23264. * @type {string}
  23265. * @readonly
  23266. */
  23267. this.type = 'Curve';
  23268. /**
  23269. * This value determines the amount of divisions when calculating the
  23270. * cumulative segment lengths of a curve via {@link Curve#getLengths}. To ensure
  23271. * precision when using methods like {@link Curve#getSpacedPoints}, it is
  23272. * recommended to increase the value of this property if the curve is very large.
  23273. *
  23274. * @type {number}
  23275. * @default 200
  23276. */
  23277. this.arcLengthDivisions = 200;
  23278. /**
  23279. * Must be set to `true` if the curve parameters have changed.
  23280. *
  23281. * @type {boolean}
  23282. * @default false
  23283. */
  23284. this.needsUpdate = false;
  23285. /**
  23286. * An internal cache that holds precomputed curve length values.
  23287. *
  23288. * @private
  23289. * @type {?Array<number>}
  23290. * @default null
  23291. */
  23292. this.cacheArcLengths = null;
  23293. }
  23294. /**
  23295. * This method returns a vector in 2D or 3D space (depending on the curve definition)
  23296. * for the given interpolation factor.
  23297. *
  23298. * @abstract
  23299. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23300. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23301. * @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  23302. */
  23303. getPoint( /* t, optionalTarget */ ) {
  23304. warn( 'Curve: .getPoint() not implemented.' );
  23305. }
  23306. /**
  23307. * This method returns a vector in 2D or 3D space (depending on the curve definition)
  23308. * for the given interpolation factor. Unlike {@link Curve#getPoint}, this method honors the length
  23309. * of the curve which equidistant samples.
  23310. *
  23311. * @param {number} u - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23312. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23313. * @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  23314. */
  23315. getPointAt( u, optionalTarget ) {
  23316. const t = this.getUtoTmapping( u );
  23317. return this.getPoint( t, optionalTarget );
  23318. }
  23319. /**
  23320. * This method samples the curve via {@link Curve#getPoint} and returns an array of points representing
  23321. * the curve shape.
  23322. *
  23323. * @param {number} [divisions=5] - The number of divisions.
  23324. * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.
  23325. */
  23326. getPoints( divisions = 5 ) {
  23327. const points = [];
  23328. for ( let d = 0; d <= divisions; d ++ ) {
  23329. points.push( this.getPoint( d / divisions ) );
  23330. }
  23331. return points;
  23332. }
  23333. // Get sequence of points using getPointAt( u )
  23334. /**
  23335. * This method samples the curve via {@link Curve#getPointAt} and returns an array of points representing
  23336. * the curve shape. Unlike {@link Curve#getPoints}, this method returns equi-spaced points across the entire
  23337. * curve.
  23338. *
  23339. * @param {number} [divisions=5] - The number of divisions.
  23340. * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.
  23341. */
  23342. getSpacedPoints( divisions = 5 ) {
  23343. const points = [];
  23344. for ( let d = 0; d <= divisions; d ++ ) {
  23345. points.push( this.getPointAt( d / divisions ) );
  23346. }
  23347. return points;
  23348. }
  23349. /**
  23350. * Returns the total arc length of the curve.
  23351. *
  23352. * @return {number} The length of the curve.
  23353. */
  23354. getLength() {
  23355. const lengths = this.getLengths();
  23356. return lengths[ lengths.length - 1 ];
  23357. }
  23358. /**
  23359. * Returns an array of cumulative segment lengths of the curve.
  23360. *
  23361. * @param {number} [divisions=this.arcLengthDivisions] - The number of divisions.
  23362. * @return {Array<number>} An array holding the cumulative segment lengths.
  23363. */
  23364. getLengths( divisions = this.arcLengthDivisions ) {
  23365. if ( this.cacheArcLengths &&
  23366. ( this.cacheArcLengths.length === divisions + 1 ) &&
  23367. ! this.needsUpdate ) {
  23368. return this.cacheArcLengths;
  23369. }
  23370. this.needsUpdate = false;
  23371. const cache = [];
  23372. let current, last = this.getPoint( 0 );
  23373. let sum = 0;
  23374. cache.push( 0 );
  23375. for ( let p = 1; p <= divisions; p ++ ) {
  23376. current = this.getPoint( p / divisions );
  23377. sum += current.distanceTo( last );
  23378. cache.push( sum );
  23379. last = current;
  23380. }
  23381. this.cacheArcLengths = cache;
  23382. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  23383. }
  23384. /**
  23385. * Update the cumulative segment distance cache. The method must be called
  23386. * every time curve parameters are changed. If an updated curve is part of a
  23387. * composed curve like {@link CurvePath}, this method must be called on the
  23388. * composed curve, too.
  23389. */
  23390. updateArcLengths() {
  23391. this.needsUpdate = true;
  23392. this.getLengths();
  23393. }
  23394. /**
  23395. * Given an interpolation factor in the range `[0,1]`, this method returns an updated
  23396. * interpolation factor in the same range that can be ued to sample equidistant points
  23397. * from a curve.
  23398. *
  23399. * @param {number} u - The interpolation factor.
  23400. * @param {?number} distance - An optional distance on the curve.
  23401. * @return {number} The updated interpolation factor.
  23402. */
  23403. getUtoTmapping( u, distance = null ) {
  23404. const arcLengths = this.getLengths();
  23405. let i = 0;
  23406. const il = arcLengths.length;
  23407. let targetArcLength; // The targeted u distance value to get
  23408. if ( distance ) {
  23409. targetArcLength = distance;
  23410. } else {
  23411. targetArcLength = u * arcLengths[ il - 1 ];
  23412. }
  23413. // binary search for the index with largest value smaller than target u distance
  23414. let low = 0, high = il - 1, comparison;
  23415. while ( low <= high ) {
  23416. 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
  23417. comparison = arcLengths[ i ] - targetArcLength;
  23418. if ( comparison < 0 ) {
  23419. low = i + 1;
  23420. } else if ( comparison > 0 ) {
  23421. high = i - 1;
  23422. } else {
  23423. high = i;
  23424. break;
  23425. // DONE
  23426. }
  23427. }
  23428. i = high;
  23429. if ( arcLengths[ i ] === targetArcLength ) {
  23430. return i / ( il - 1 );
  23431. }
  23432. // we could get finer grain at lengths, or use simple interpolation between two points
  23433. const lengthBefore = arcLengths[ i ];
  23434. const lengthAfter = arcLengths[ i + 1 ];
  23435. const segmentLength = lengthAfter - lengthBefore;
  23436. // determine where we are between the 'before' and 'after' points
  23437. const segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  23438. // add that fractional amount to t
  23439. const t = ( i + segmentFraction ) / ( il - 1 );
  23440. return t;
  23441. }
  23442. /**
  23443. * Returns a unit vector tangent for the given interpolation factor.
  23444. * If the derived curve does not implement its tangent derivation,
  23445. * two points a small delta apart will be used to find its gradient
  23446. * which seems to give a reasonable approximation.
  23447. *
  23448. * @param {number} t - The interpolation factor.
  23449. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23450. * @return {(Vector2|Vector3)} The tangent vector.
  23451. */
  23452. getTangent( t, optionalTarget ) {
  23453. const delta = 0.0001;
  23454. let t1 = t - delta;
  23455. let t2 = t + delta;
  23456. // Capping in case of danger
  23457. if ( t1 < 0 ) t1 = 0;
  23458. if ( t2 > 1 ) t2 = 1;
  23459. const pt1 = this.getPoint( t1 );
  23460. const pt2 = this.getPoint( t2 );
  23461. const tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );
  23462. tangent.copy( pt2 ).sub( pt1 ).normalize();
  23463. return tangent;
  23464. }
  23465. /**
  23466. * Same as {@link Curve#getTangent} but with equidistant samples.
  23467. *
  23468. * @param {number} u - The interpolation factor.
  23469. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23470. * @return {(Vector2|Vector3)} The tangent vector.
  23471. * @see {@link Curve#getPointAt}
  23472. */
  23473. getTangentAt( u, optionalTarget ) {
  23474. const t = this.getUtoTmapping( u );
  23475. return this.getTangent( t, optionalTarget );
  23476. }
  23477. /**
  23478. * Generates the Frenet Frames. Requires a curve definition in 3D space. Used
  23479. * in geometries like {@link TubeGeometry} or {@link ExtrudeGeometry}.
  23480. *
  23481. * @param {number} segments - The number of segments.
  23482. * @param {boolean} [closed=false] - Whether the curve is closed or not.
  23483. * @return {{tangents: Array<Vector3>, normals: Array<Vector3>, binormals: Array<Vector3>}} The Frenet Frames.
  23484. */
  23485. computeFrenetFrames( segments, closed = false ) {
  23486. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  23487. const normal = new Vector3();
  23488. const tangents = [];
  23489. const normals = [];
  23490. const binormals = [];
  23491. const vec = new Vector3();
  23492. const mat = new Matrix4();
  23493. // compute the tangent vectors for each segment on the curve
  23494. for ( let i = 0; i <= segments; i ++ ) {
  23495. const u = i / segments;
  23496. tangents[ i ] = this.getTangentAt( u, new Vector3() );
  23497. }
  23498. // select an initial normal vector perpendicular to the first tangent vector,
  23499. // and in the direction of the minimum tangent xyz component
  23500. normals[ 0 ] = new Vector3();
  23501. binormals[ 0 ] = new Vector3();
  23502. let min = Number.MAX_VALUE;
  23503. const tx = Math.abs( tangents[ 0 ].x );
  23504. const ty = Math.abs( tangents[ 0 ].y );
  23505. const tz = Math.abs( tangents[ 0 ].z );
  23506. if ( tx <= min ) {
  23507. min = tx;
  23508. normal.set( 1, 0, 0 );
  23509. }
  23510. if ( ty <= min ) {
  23511. min = ty;
  23512. normal.set( 0, 1, 0 );
  23513. }
  23514. if ( tz <= min ) {
  23515. normal.set( 0, 0, 1 );
  23516. }
  23517. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  23518. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  23519. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  23520. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  23521. for ( let i = 1; i <= segments; i ++ ) {
  23522. normals[ i ] = normals[ i - 1 ].clone();
  23523. binormals[ i ] = binormals[ i - 1 ].clone();
  23524. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  23525. if ( vec.length() > Number.EPSILON ) {
  23526. vec.normalize();
  23527. const theta = Math.acos( clamp( tangents[ i - 1 ].dot( tangents[ i ] ), -1, 1 ) ); // clamp for floating pt errors
  23528. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  23529. }
  23530. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  23531. }
  23532. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  23533. if ( closed === true ) {
  23534. let theta = Math.acos( clamp( normals[ 0 ].dot( normals[ segments ] ), -1, 1 ) );
  23535. theta /= segments;
  23536. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  23537. theta = - theta;
  23538. }
  23539. for ( let i = 1; i <= segments; i ++ ) {
  23540. // twist a little...
  23541. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  23542. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  23543. }
  23544. }
  23545. return {
  23546. tangents: tangents,
  23547. normals: normals,
  23548. binormals: binormals
  23549. };
  23550. }
  23551. /**
  23552. * Returns a new curve with copied values from this instance.
  23553. *
  23554. * @return {Curve} A clone of this instance.
  23555. */
  23556. clone() {
  23557. return new this.constructor().copy( this );
  23558. }
  23559. /**
  23560. * Copies the values of the given curve to this instance.
  23561. *
  23562. * @param {Curve} source - The curve to copy.
  23563. * @return {Curve} A reference to this curve.
  23564. */
  23565. copy( source ) {
  23566. this.arcLengthDivisions = source.arcLengthDivisions;
  23567. return this;
  23568. }
  23569. /**
  23570. * Serializes the curve into JSON.
  23571. *
  23572. * @return {Object} A JSON object representing the serialized curve.
  23573. * @see {@link ObjectLoader#parse}
  23574. */
  23575. toJSON() {
  23576. const data = {
  23577. metadata: {
  23578. version: 4.7,
  23579. type: 'Curve',
  23580. generator: 'Curve.toJSON'
  23581. }
  23582. };
  23583. data.arcLengthDivisions = this.arcLengthDivisions;
  23584. data.type = this.type;
  23585. return data;
  23586. }
  23587. /**
  23588. * Deserializes the curve from the given JSON.
  23589. *
  23590. * @param {Object} json - The JSON holding the serialized curve.
  23591. * @return {Curve} A reference to this curve.
  23592. */
  23593. fromJSON( json ) {
  23594. this.arcLengthDivisions = json.arcLengthDivisions;
  23595. return this;
  23596. }
  23597. }
  23598. /**
  23599. * A curve representing an ellipse.
  23600. *
  23601. * ```js
  23602. * const curve = new THREE.EllipseCurve(
  23603. * 0, 0,
  23604. * 10, 10,
  23605. * 0, 2 * Math.PI,
  23606. * false,
  23607. * 0
  23608. * );
  23609. *
  23610. * const points = curve.getPoints( 50 );
  23611. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23612. *
  23613. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23614. *
  23615. * // Create the final object to add to the scene
  23616. * const ellipse = new THREE.Line( geometry, material );
  23617. * ```
  23618. *
  23619. * @augments Curve
  23620. */
  23621. class EllipseCurve extends Curve {
  23622. /**
  23623. * Constructs a new ellipse curve.
  23624. *
  23625. * @param {number} [aX=0] - The X center of the ellipse.
  23626. * @param {number} [aY=0] - The Y center of the ellipse.
  23627. * @param {number} [xRadius=1] - The radius of the ellipse in the x direction.
  23628. * @param {number} [yRadius=1] - The radius of the ellipse in the y direction.
  23629. * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis.
  23630. * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis.
  23631. * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not.
  23632. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  23633. */
  23634. constructor( aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0 ) {
  23635. super();
  23636. /**
  23637. * This flag can be used for type testing.
  23638. *
  23639. * @type {boolean}
  23640. * @readonly
  23641. * @default true
  23642. */
  23643. this.isEllipseCurve = true;
  23644. this.type = 'EllipseCurve';
  23645. /**
  23646. * The X center of the ellipse.
  23647. *
  23648. * @type {number}
  23649. * @default 0
  23650. */
  23651. this.aX = aX;
  23652. /**
  23653. * The Y center of the ellipse.
  23654. *
  23655. * @type {number}
  23656. * @default 0
  23657. */
  23658. this.aY = aY;
  23659. /**
  23660. * The radius of the ellipse in the x direction.
  23661. * Setting the this value equal to the {@link EllipseCurve#yRadius} will result in a circle.
  23662. *
  23663. * @type {number}
  23664. * @default 1
  23665. */
  23666. this.xRadius = xRadius;
  23667. /**
  23668. * The radius of the ellipse in the y direction.
  23669. * Setting the this value equal to the {@link EllipseCurve#xRadius} will result in a circle.
  23670. *
  23671. * @type {number}
  23672. * @default 1
  23673. */
  23674. this.yRadius = yRadius;
  23675. /**
  23676. * The start angle of the curve in radians starting from the positive X axis.
  23677. *
  23678. * @type {number}
  23679. * @default 0
  23680. */
  23681. this.aStartAngle = aStartAngle;
  23682. /**
  23683. * The end angle of the curve in radians starting from the positive X axis.
  23684. *
  23685. * @type {number}
  23686. * @default Math.PI*2
  23687. */
  23688. this.aEndAngle = aEndAngle;
  23689. /**
  23690. * Whether the ellipse is drawn clockwise or not.
  23691. *
  23692. * @type {boolean}
  23693. * @default false
  23694. */
  23695. this.aClockwise = aClockwise;
  23696. /**
  23697. * The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  23698. *
  23699. * @type {number}
  23700. * @default 0
  23701. */
  23702. this.aRotation = aRotation;
  23703. }
  23704. /**
  23705. * Returns a point on the curve.
  23706. *
  23707. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23708. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  23709. * @return {Vector2} The position on the curve.
  23710. */
  23711. getPoint( t, optionalTarget = new Vector2() ) {
  23712. const point = optionalTarget;
  23713. const twoPi = Math.PI * 2;
  23714. let deltaAngle = this.aEndAngle - this.aStartAngle;
  23715. const samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  23716. // ensures that deltaAngle is 0 .. 2 PI
  23717. while ( deltaAngle < 0 ) deltaAngle += twoPi;
  23718. while ( deltaAngle > twoPi ) deltaAngle -= twoPi;
  23719. if ( deltaAngle < Number.EPSILON ) {
  23720. if ( samePoints ) {
  23721. deltaAngle = 0;
  23722. } else {
  23723. deltaAngle = twoPi;
  23724. }
  23725. }
  23726. if ( this.aClockwise === true && ! samePoints ) {
  23727. if ( deltaAngle === twoPi ) {
  23728. deltaAngle = - twoPi;
  23729. } else {
  23730. deltaAngle = deltaAngle - twoPi;
  23731. }
  23732. }
  23733. const angle = this.aStartAngle + t * deltaAngle;
  23734. let x = this.aX + this.xRadius * Math.cos( angle );
  23735. let y = this.aY + this.yRadius * Math.sin( angle );
  23736. if ( this.aRotation !== 0 ) {
  23737. const cos = Math.cos( this.aRotation );
  23738. const sin = Math.sin( this.aRotation );
  23739. const tx = x - this.aX;
  23740. const ty = y - this.aY;
  23741. // Rotate the point about the center of the ellipse.
  23742. x = tx * cos - ty * sin + this.aX;
  23743. y = tx * sin + ty * cos + this.aY;
  23744. }
  23745. return point.set( x, y );
  23746. }
  23747. copy( source ) {
  23748. super.copy( source );
  23749. this.aX = source.aX;
  23750. this.aY = source.aY;
  23751. this.xRadius = source.xRadius;
  23752. this.yRadius = source.yRadius;
  23753. this.aStartAngle = source.aStartAngle;
  23754. this.aEndAngle = source.aEndAngle;
  23755. this.aClockwise = source.aClockwise;
  23756. this.aRotation = source.aRotation;
  23757. return this;
  23758. }
  23759. toJSON() {
  23760. const data = super.toJSON();
  23761. data.aX = this.aX;
  23762. data.aY = this.aY;
  23763. data.xRadius = this.xRadius;
  23764. data.yRadius = this.yRadius;
  23765. data.aStartAngle = this.aStartAngle;
  23766. data.aEndAngle = this.aEndAngle;
  23767. data.aClockwise = this.aClockwise;
  23768. data.aRotation = this.aRotation;
  23769. return data;
  23770. }
  23771. fromJSON( json ) {
  23772. super.fromJSON( json );
  23773. this.aX = json.aX;
  23774. this.aY = json.aY;
  23775. this.xRadius = json.xRadius;
  23776. this.yRadius = json.yRadius;
  23777. this.aStartAngle = json.aStartAngle;
  23778. this.aEndAngle = json.aEndAngle;
  23779. this.aClockwise = json.aClockwise;
  23780. this.aRotation = json.aRotation;
  23781. return this;
  23782. }
  23783. }
  23784. /**
  23785. * A curve representing an arc.
  23786. *
  23787. * @augments EllipseCurve
  23788. */
  23789. class ArcCurve extends EllipseCurve {
  23790. /**
  23791. * Constructs a new arc curve.
  23792. *
  23793. * @param {number} [aX=0] - The X center of the ellipse.
  23794. * @param {number} [aY=0] - The Y center of the ellipse.
  23795. * @param {number} [aRadius=1] - The radius of the ellipse in the x direction.
  23796. * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis.
  23797. * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis.
  23798. * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not.
  23799. */
  23800. constructor( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23801. super( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  23802. /**
  23803. * This flag can be used for type testing.
  23804. *
  23805. * @type {boolean}
  23806. * @readonly
  23807. * @default true
  23808. */
  23809. this.isArcCurve = true;
  23810. this.type = 'ArcCurve';
  23811. }
  23812. }
  23813. function CubicPoly() {
  23814. /**
  23815. * Centripetal CatmullRom Curve - which is useful for avoiding
  23816. * cusps and self-intersections in non-uniform catmull rom curves.
  23817. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  23818. *
  23819. * curve.type accepts centripetal(default), chordal and catmullrom
  23820. * curve.tension is used for catmullrom which defaults to 0.5
  23821. */
  23822. /*
  23823. Based on an optimized c++ solution in
  23824. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  23825. - http://ideone.com/NoEbVM
  23826. This CubicPoly class could be used for reusing some variables and calculations,
  23827. but for three.js curve use, it could be possible inlined and flatten into a single function call
  23828. which can be placed in CurveUtils.
  23829. */
  23830. let c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  23831. /*
  23832. * Compute coefficients for a cubic polynomial
  23833. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  23834. * such that
  23835. * p(0) = x0, p(1) = x1
  23836. * and
  23837. * p'(0) = t0, p'(1) = t1.
  23838. */
  23839. function init( x0, x1, t0, t1 ) {
  23840. c0 = x0;
  23841. c1 = t0;
  23842. c2 = -3 * x0 + 3 * x1 - 2 * t0 - t1;
  23843. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  23844. }
  23845. return {
  23846. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  23847. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  23848. },
  23849. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  23850. // compute tangents when parameterized in [t1,t2]
  23851. let t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  23852. let t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  23853. // rescale tangents for parametrization in [0,1]
  23854. t1 *= dt1;
  23855. t2 *= dt1;
  23856. init( x1, x2, t1, t2 );
  23857. },
  23858. calc: function ( t ) {
  23859. const t2 = t * t;
  23860. const t3 = t2 * t;
  23861. return c0 + c1 * t + c2 * t2 + c3 * t3;
  23862. }
  23863. };
  23864. }
  23865. //
  23866. const tmp = /*@__PURE__*/ new Vector3();
  23867. const px = /*@__PURE__*/ new CubicPoly();
  23868. const py = /*@__PURE__*/ new CubicPoly();
  23869. const pz = /*@__PURE__*/ new CubicPoly();
  23870. /**
  23871. * A curve representing a Catmull-Rom spline.
  23872. *
  23873. * ```js
  23874. * //Create a closed wavey loop
  23875. * const curve = new THREE.CatmullRomCurve3( [
  23876. * new THREE.Vector3( -10, 0, 10 ),
  23877. * new THREE.Vector3( -5, 5, 5 ),
  23878. * new THREE.Vector3( 0, 0, 0 ),
  23879. * new THREE.Vector3( 5, -5, 5 ),
  23880. * new THREE.Vector3( 10, 0, 10 )
  23881. * ] );
  23882. *
  23883. * const points = curve.getPoints( 50 );
  23884. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23885. *
  23886. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23887. *
  23888. * // Create the final object to add to the scene
  23889. * const curveObject = new THREE.Line( geometry, material );
  23890. * ```
  23891. *
  23892. * @augments Curve
  23893. */
  23894. class CatmullRomCurve3 extends Curve {
  23895. /**
  23896. * Constructs a new Catmull-Rom curve.
  23897. *
  23898. * @param {Array<Vector3>} [points] - An array of 3D points defining the curve.
  23899. * @param {boolean} [closed=false] - Whether the curve is closed or not.
  23900. * @param {('centripetal'|'chordal'|'catmullrom')} [curveType='centripetal'] - The curve type.
  23901. * @param {number} [tension=0.5] - Tension of the curve.
  23902. */
  23903. constructor( points = [], closed = false, curveType = 'centripetal', tension = 0.5 ) {
  23904. super();
  23905. /**
  23906. * This flag can be used for type testing.
  23907. *
  23908. * @type {boolean}
  23909. * @readonly
  23910. * @default true
  23911. */
  23912. this.isCatmullRomCurve3 = true;
  23913. this.type = 'CatmullRomCurve3';
  23914. /**
  23915. * An array of 3D points defining the curve.
  23916. *
  23917. * @type {Array<Vector3>}
  23918. */
  23919. this.points = points;
  23920. /**
  23921. * Whether the curve is closed or not.
  23922. *
  23923. * @type {boolean}
  23924. * @default false
  23925. */
  23926. this.closed = closed;
  23927. /**
  23928. * The curve type.
  23929. *
  23930. * @type {('centripetal'|'chordal'|'catmullrom')}
  23931. * @default 'centripetal'
  23932. */
  23933. this.curveType = curveType;
  23934. /**
  23935. * Tension of the curve.
  23936. *
  23937. * @type {number}
  23938. * @default 0.5
  23939. */
  23940. this.tension = tension;
  23941. }
  23942. /**
  23943. * Returns a point on the curve.
  23944. *
  23945. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23946. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  23947. * @return {Vector3} The position on the curve.
  23948. */
  23949. getPoint( t, optionalTarget = new Vector3() ) {
  23950. const point = optionalTarget;
  23951. const points = this.points;
  23952. const l = points.length;
  23953. const p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  23954. let intPoint = Math.floor( p );
  23955. let weight = p - intPoint;
  23956. if ( this.closed ) {
  23957. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  23958. } else if ( weight === 0 && intPoint === l - 1 ) {
  23959. intPoint = l - 2;
  23960. weight = 1;
  23961. }
  23962. let p0, p3; // 4 points (p1 & p2 defined below)
  23963. if ( this.closed || intPoint > 0 ) {
  23964. p0 = points[ ( intPoint - 1 ) % l ];
  23965. } else {
  23966. // extrapolate first point
  23967. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  23968. p0 = tmp;
  23969. }
  23970. const p1 = points[ intPoint % l ];
  23971. const p2 = points[ ( intPoint + 1 ) % l ];
  23972. if ( this.closed || intPoint + 2 < l ) {
  23973. p3 = points[ ( intPoint + 2 ) % l ];
  23974. } else {
  23975. // extrapolate last point
  23976. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  23977. p3 = tmp;
  23978. }
  23979. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  23980. // init Centripetal / Chordal Catmull-Rom
  23981. const pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  23982. let dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  23983. let dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  23984. let dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  23985. // safety check for repeated points
  23986. if ( dt1 < 1e-4 ) dt1 = 1.0;
  23987. if ( dt0 < 1e-4 ) dt0 = dt1;
  23988. if ( dt2 < 1e-4 ) dt2 = dt1;
  23989. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  23990. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  23991. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  23992. } else if ( this.curveType === 'catmullrom' ) {
  23993. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  23994. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  23995. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  23996. }
  23997. point.set(
  23998. px.calc( weight ),
  23999. py.calc( weight ),
  24000. pz.calc( weight )
  24001. );
  24002. return point;
  24003. }
  24004. copy( source ) {
  24005. super.copy( source );
  24006. this.points = [];
  24007. for ( let i = 0, l = source.points.length; i < l; i ++ ) {
  24008. const point = source.points[ i ];
  24009. this.points.push( point.clone() );
  24010. }
  24011. this.closed = source.closed;
  24012. this.curveType = source.curveType;
  24013. this.tension = source.tension;
  24014. return this;
  24015. }
  24016. toJSON() {
  24017. const data = super.toJSON();
  24018. data.points = [];
  24019. for ( let i = 0, l = this.points.length; i < l; i ++ ) {
  24020. const point = this.points[ i ];
  24021. data.points.push( point.toArray() );
  24022. }
  24023. data.closed = this.closed;
  24024. data.curveType = this.curveType;
  24025. data.tension = this.tension;
  24026. return data;
  24027. }
  24028. fromJSON( json ) {
  24029. super.fromJSON( json );
  24030. this.points = [];
  24031. for ( let i = 0, l = json.points.length; i < l; i ++ ) {
  24032. const point = json.points[ i ];
  24033. this.points.push( new Vector3().fromArray( point ) );
  24034. }
  24035. this.closed = json.closed;
  24036. this.curveType = json.curveType;
  24037. this.tension = json.tension;
  24038. return this;
  24039. }
  24040. }
  24041. /**
  24042. * Interpolations contains spline and Bézier functions internally used by concrete curve classes.
  24043. *
  24044. * Bezier Curves formulas obtained from: https://en.wikipedia.org/wiki/B%C3%A9zier_curve
  24045. *
  24046. * @module Interpolations
  24047. */
  24048. /**
  24049. * Computes a point on a Catmull-Rom spline.
  24050. *
  24051. * @param {number} t - The interpolation factor.
  24052. * @param {number} p0 - The first control point.
  24053. * @param {number} p1 - The second control point.
  24054. * @param {number} p2 - The third control point.
  24055. * @param {number} p3 - The fourth control point.
  24056. * @return {number} The calculated point on a Catmull-Rom spline.
  24057. */
  24058. function CatmullRom( t, p0, p1, p2, p3 ) {
  24059. const v0 = ( p2 - p0 ) * 0.5;
  24060. const v1 = ( p3 - p1 ) * 0.5;
  24061. const t2 = t * t;
  24062. const t3 = t * t2;
  24063. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( -3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  24064. }
  24065. //
  24066. function QuadraticBezierP0( t, p ) {
  24067. const k = 1 - t;
  24068. return k * k * p;
  24069. }
  24070. function QuadraticBezierP1( t, p ) {
  24071. return 2 * ( 1 - t ) * t * p;
  24072. }
  24073. function QuadraticBezierP2( t, p ) {
  24074. return t * t * p;
  24075. }
  24076. /**
  24077. * Computes a point on a Quadratic Bezier curve.
  24078. *
  24079. * @param {number} t - The interpolation factor.
  24080. * @param {number} p0 - The first control point.
  24081. * @param {number} p1 - The second control point.
  24082. * @param {number} p2 - The third control point.
  24083. * @return {number} The calculated point on a Quadratic Bezier curve.
  24084. */
  24085. function QuadraticBezier( t, p0, p1, p2 ) {
  24086. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  24087. QuadraticBezierP2( t, p2 );
  24088. }
  24089. //
  24090. function CubicBezierP0( t, p ) {
  24091. const k = 1 - t;
  24092. return k * k * k * p;
  24093. }
  24094. function CubicBezierP1( t, p ) {
  24095. const k = 1 - t;
  24096. return 3 * k * k * t * p;
  24097. }
  24098. function CubicBezierP2( t, p ) {
  24099. return 3 * ( 1 - t ) * t * t * p;
  24100. }
  24101. function CubicBezierP3( t, p ) {
  24102. return t * t * t * p;
  24103. }
  24104. /**
  24105. * Computes a point on a Cubic Bezier curve.
  24106. *
  24107. * @param {number} t - The interpolation factor.
  24108. * @param {number} p0 - The first control point.
  24109. * @param {number} p1 - The second control point.
  24110. * @param {number} p2 - The third control point.
  24111. * @param {number} p3 - The fourth control point.
  24112. * @return {number} The calculated point on a Cubic Bezier curve.
  24113. */
  24114. function CubicBezier( t, p0, p1, p2, p3 ) {
  24115. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  24116. CubicBezierP3( t, p3 );
  24117. }
  24118. /**
  24119. * A curve representing a 2D Cubic Bezier curve.
  24120. *
  24121. * ```js
  24122. * const curve = new THREE.CubicBezierCurve(
  24123. * new THREE.Vector2( - 0, 0 ),
  24124. * new THREE.Vector2( - 5, 15 ),
  24125. * new THREE.Vector2( 20, 15 ),
  24126. * new THREE.Vector2( 10, 0 )
  24127. * );
  24128. *
  24129. * const points = curve.getPoints( 50 );
  24130. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24131. *
  24132. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  24133. *
  24134. * // Create the final object to add to the scene
  24135. * const curveObject = new THREE.Line( geometry, material );
  24136. * ```
  24137. *
  24138. * @augments Curve
  24139. */
  24140. class CubicBezierCurve extends Curve {
  24141. /**
  24142. * Constructs a new Cubic Bezier curve.
  24143. *
  24144. * @param {Vector2} [v0] - The start point.
  24145. * @param {Vector2} [v1] - The first control point.
  24146. * @param {Vector2} [v2] - The second control point.
  24147. * @param {Vector2} [v3] - The end point.
  24148. */
  24149. constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) {
  24150. super();
  24151. /**
  24152. * This flag can be used for type testing.
  24153. *
  24154. * @type {boolean}
  24155. * @readonly
  24156. * @default true
  24157. */
  24158. this.isCubicBezierCurve = true;
  24159. this.type = 'CubicBezierCurve';
  24160. /**
  24161. * The start point.
  24162. *
  24163. * @type {Vector2}
  24164. */
  24165. this.v0 = v0;
  24166. /**
  24167. * The first control point.
  24168. *
  24169. * @type {Vector2}
  24170. */
  24171. this.v1 = v1;
  24172. /**
  24173. * The second control point.
  24174. *
  24175. * @type {Vector2}
  24176. */
  24177. this.v2 = v2;
  24178. /**
  24179. * The end point.
  24180. *
  24181. * @type {Vector2}
  24182. */
  24183. this.v3 = v3;
  24184. }
  24185. /**
  24186. * Returns a point on the curve.
  24187. *
  24188. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24189. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24190. * @return {Vector2} The position on the curve.
  24191. */
  24192. getPoint( t, optionalTarget = new Vector2() ) {
  24193. const point = optionalTarget;
  24194. const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  24195. point.set(
  24196. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  24197. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  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 3D Cubic Bezier curve.
  24228. *
  24229. * @augments Curve
  24230. */
  24231. class CubicBezierCurve3 extends Curve {
  24232. /**
  24233. * Constructs a new Cubic Bezier curve.
  24234. *
  24235. * @param {Vector3} [v0] - The start point.
  24236. * @param {Vector3} [v1] - The first control point.
  24237. * @param {Vector3} [v2] - The second control point.
  24238. * @param {Vector3} [v3] - The end point.
  24239. */
  24240. constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) {
  24241. super();
  24242. /**
  24243. * This flag can be used for type testing.
  24244. *
  24245. * @type {boolean}
  24246. * @readonly
  24247. * @default true
  24248. */
  24249. this.isCubicBezierCurve3 = true;
  24250. this.type = 'CubicBezierCurve3';
  24251. /**
  24252. * The start point.
  24253. *
  24254. * @type {Vector3}
  24255. */
  24256. this.v0 = v0;
  24257. /**
  24258. * The first control point.
  24259. *
  24260. * @type {Vector3}
  24261. */
  24262. this.v1 = v1;
  24263. /**
  24264. * The second control point.
  24265. *
  24266. * @type {Vector3}
  24267. */
  24268. this.v2 = v2;
  24269. /**
  24270. * The end point.
  24271. *
  24272. * @type {Vector3}
  24273. */
  24274. this.v3 = v3;
  24275. }
  24276. /**
  24277. * Returns a point on the curve.
  24278. *
  24279. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24280. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  24281. * @return {Vector3} The position on the curve.
  24282. */
  24283. getPoint( t, optionalTarget = new Vector3() ) {
  24284. const point = optionalTarget;
  24285. const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  24286. point.set(
  24287. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  24288. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  24289. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  24290. );
  24291. return point;
  24292. }
  24293. copy( source ) {
  24294. super.copy( source );
  24295. this.v0.copy( source.v0 );
  24296. this.v1.copy( source.v1 );
  24297. this.v2.copy( source.v2 );
  24298. this.v3.copy( source.v3 );
  24299. return this;
  24300. }
  24301. toJSON() {
  24302. const data = super.toJSON();
  24303. data.v0 = this.v0.toArray();
  24304. data.v1 = this.v1.toArray();
  24305. data.v2 = this.v2.toArray();
  24306. data.v3 = this.v3.toArray();
  24307. return data;
  24308. }
  24309. fromJSON( json ) {
  24310. super.fromJSON( json );
  24311. this.v0.fromArray( json.v0 );
  24312. this.v1.fromArray( json.v1 );
  24313. this.v2.fromArray( json.v2 );
  24314. this.v3.fromArray( json.v3 );
  24315. return this;
  24316. }
  24317. }
  24318. /**
  24319. * A curve representing a 2D line segment.
  24320. *
  24321. * @augments Curve
  24322. */
  24323. class LineCurve extends Curve {
  24324. /**
  24325. * Constructs a new line curve.
  24326. *
  24327. * @param {Vector2} [v1] - The start point.
  24328. * @param {Vector2} [v2] - The end point.
  24329. */
  24330. constructor( v1 = new Vector2(), v2 = new Vector2() ) {
  24331. super();
  24332. /**
  24333. * This flag can be used for type testing.
  24334. *
  24335. * @type {boolean}
  24336. * @readonly
  24337. * @default true
  24338. */
  24339. this.isLineCurve = true;
  24340. this.type = 'LineCurve';
  24341. /**
  24342. * The start point.
  24343. *
  24344. * @type {Vector2}
  24345. */
  24346. this.v1 = v1;
  24347. /**
  24348. * The end point.
  24349. *
  24350. * @type {Vector2}
  24351. */
  24352. this.v2 = v2;
  24353. }
  24354. /**
  24355. * Returns a point on the line.
  24356. *
  24357. * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`.
  24358. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24359. * @return {Vector2} The position on the line.
  24360. */
  24361. getPoint( t, optionalTarget = new Vector2() ) {
  24362. const point = optionalTarget;
  24363. if ( t === 1 ) {
  24364. point.copy( this.v2 );
  24365. } else {
  24366. point.copy( this.v2 ).sub( this.v1 );
  24367. point.multiplyScalar( t ).add( this.v1 );
  24368. }
  24369. return point;
  24370. }
  24371. // Line curve is linear, so we can overwrite default getPointAt
  24372. getPointAt( u, optionalTarget ) {
  24373. return this.getPoint( u, optionalTarget );
  24374. }
  24375. getTangent( t, optionalTarget = new Vector2() ) {
  24376. return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
  24377. }
  24378. getTangentAt( u, optionalTarget ) {
  24379. return this.getTangent( u, optionalTarget );
  24380. }
  24381. copy( source ) {
  24382. super.copy( source );
  24383. this.v1.copy( source.v1 );
  24384. this.v2.copy( source.v2 );
  24385. return this;
  24386. }
  24387. toJSON() {
  24388. const data = super.toJSON();
  24389. data.v1 = this.v1.toArray();
  24390. data.v2 = this.v2.toArray();
  24391. return data;
  24392. }
  24393. fromJSON( json ) {
  24394. super.fromJSON( json );
  24395. this.v1.fromArray( json.v1 );
  24396. this.v2.fromArray( json.v2 );
  24397. return this;
  24398. }
  24399. }
  24400. /**
  24401. * A curve representing a 3D line segment.
  24402. *
  24403. * @augments Curve
  24404. */
  24405. class LineCurve3 extends Curve {
  24406. /**
  24407. * Constructs a new line curve.
  24408. *
  24409. * @param {Vector3} [v1] - The start point.
  24410. * @param {Vector3} [v2] - The end point.
  24411. */
  24412. constructor( v1 = new Vector3(), v2 = new Vector3() ) {
  24413. super();
  24414. /**
  24415. * This flag can be used for type testing.
  24416. *
  24417. * @type {boolean}
  24418. * @readonly
  24419. * @default true
  24420. */
  24421. this.isLineCurve3 = true;
  24422. this.type = 'LineCurve3';
  24423. /**
  24424. * The start point.
  24425. *
  24426. * @type {Vector3}
  24427. */
  24428. this.v1 = v1;
  24429. /**
  24430. * The end point.
  24431. *
  24432. * @type {Vector2}
  24433. */
  24434. this.v2 = v2;
  24435. }
  24436. /**
  24437. * Returns a point on the line.
  24438. *
  24439. * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`.
  24440. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  24441. * @return {Vector3} The position on the line.
  24442. */
  24443. getPoint( t, optionalTarget = new Vector3() ) {
  24444. const point = optionalTarget;
  24445. if ( t === 1 ) {
  24446. point.copy( this.v2 );
  24447. } else {
  24448. point.copy( this.v2 ).sub( this.v1 );
  24449. point.multiplyScalar( t ).add( this.v1 );
  24450. }
  24451. return point;
  24452. }
  24453. // Line curve is linear, so we can overwrite default getPointAt
  24454. getPointAt( u, optionalTarget ) {
  24455. return this.getPoint( u, optionalTarget );
  24456. }
  24457. getTangent( t, optionalTarget = new Vector3() ) {
  24458. return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
  24459. }
  24460. getTangentAt( u, optionalTarget ) {
  24461. return this.getTangent( u, optionalTarget );
  24462. }
  24463. copy( source ) {
  24464. super.copy( source );
  24465. this.v1.copy( source.v1 );
  24466. this.v2.copy( source.v2 );
  24467. return this;
  24468. }
  24469. toJSON() {
  24470. const data = super.toJSON();
  24471. data.v1 = this.v1.toArray();
  24472. data.v2 = this.v2.toArray();
  24473. return data;
  24474. }
  24475. fromJSON( json ) {
  24476. super.fromJSON( json );
  24477. this.v1.fromArray( json.v1 );
  24478. this.v2.fromArray( json.v2 );
  24479. return this;
  24480. }
  24481. }
  24482. /**
  24483. * A curve representing a 2D Quadratic Bezier curve.
  24484. *
  24485. * ```js
  24486. * const curve = new THREE.QuadraticBezierCurve(
  24487. * new THREE.Vector2( - 10, 0 ),
  24488. * new THREE.Vector2( 20, 15 ),
  24489. * new THREE.Vector2( 10, 0 )
  24490. * )
  24491. *
  24492. * const points = curve.getPoints( 50 );
  24493. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24494. *
  24495. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  24496. *
  24497. * // Create the final object to add to the scene
  24498. * const curveObject = new THREE.Line( geometry, material );
  24499. * ```
  24500. *
  24501. * @augments Curve
  24502. */
  24503. class QuadraticBezierCurve extends Curve {
  24504. /**
  24505. * Constructs a new Quadratic Bezier curve.
  24506. *
  24507. * @param {Vector2} [v0] - The start point.
  24508. * @param {Vector2} [v1] - The control point.
  24509. * @param {Vector2} [v2] - The end point.
  24510. */
  24511. constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) {
  24512. super();
  24513. /**
  24514. * This flag can be used for type testing.
  24515. *
  24516. * @type {boolean}
  24517. * @readonly
  24518. * @default true
  24519. */
  24520. this.isQuadraticBezierCurve = true;
  24521. this.type = 'QuadraticBezierCurve';
  24522. /**
  24523. * The start point.
  24524. *
  24525. * @type {Vector2}
  24526. */
  24527. this.v0 = v0;
  24528. /**
  24529. * The control point.
  24530. *
  24531. * @type {Vector2}
  24532. */
  24533. this.v1 = v1;
  24534. /**
  24535. * The end point.
  24536. *
  24537. * @type {Vector2}
  24538. */
  24539. this.v2 = v2;
  24540. }
  24541. /**
  24542. * Returns a point on the curve.
  24543. *
  24544. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24545. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24546. * @return {Vector2} The position on the curve.
  24547. */
  24548. getPoint( t, optionalTarget = new Vector2() ) {
  24549. const point = optionalTarget;
  24550. const v0 = this.v0, v1 = this.v1, v2 = this.v2;
  24551. point.set(
  24552. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  24553. QuadraticBezier( t, v0.y, v1.y, v2.y )
  24554. );
  24555. return point;
  24556. }
  24557. copy( source ) {
  24558. super.copy( source );
  24559. this.v0.copy( source.v0 );
  24560. this.v1.copy( source.v1 );
  24561. this.v2.copy( source.v2 );
  24562. return this;
  24563. }
  24564. toJSON() {
  24565. const data = super.toJSON();
  24566. data.v0 = this.v0.toArray();
  24567. data.v1 = this.v1.toArray();
  24568. data.v2 = this.v2.toArray();
  24569. return data;
  24570. }
  24571. fromJSON( json ) {
  24572. super.fromJSON( json );
  24573. this.v0.fromArray( json.v0 );
  24574. this.v1.fromArray( json.v1 );
  24575. this.v2.fromArray( json.v2 );
  24576. return this;
  24577. }
  24578. }
  24579. /**
  24580. * A curve representing a 3D Quadratic Bezier curve.
  24581. *
  24582. * @augments Curve
  24583. */
  24584. class QuadraticBezierCurve3 extends Curve {
  24585. /**
  24586. * Constructs a new Quadratic Bezier curve.
  24587. *
  24588. * @param {Vector3} [v0] - The start point.
  24589. * @param {Vector3} [v1] - The control point.
  24590. * @param {Vector3} [v2] - The end point.
  24591. */
  24592. constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) {
  24593. super();
  24594. /**
  24595. * This flag can be used for type testing.
  24596. *
  24597. * @type {boolean}
  24598. * @readonly
  24599. * @default true
  24600. */
  24601. this.isQuadraticBezierCurve3 = true;
  24602. this.type = 'QuadraticBezierCurve3';
  24603. /**
  24604. * The start point.
  24605. *
  24606. * @type {Vector3}
  24607. */
  24608. this.v0 = v0;
  24609. /**
  24610. * The control point.
  24611. *
  24612. * @type {Vector3}
  24613. */
  24614. this.v1 = v1;
  24615. /**
  24616. * The end point.
  24617. *
  24618. * @type {Vector3}
  24619. */
  24620. this.v2 = v2;
  24621. }
  24622. /**
  24623. * Returns a point on the curve.
  24624. *
  24625. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24626. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  24627. * @return {Vector3} The position on the curve.
  24628. */
  24629. getPoint( t, optionalTarget = new Vector3() ) {
  24630. const point = optionalTarget;
  24631. const v0 = this.v0, v1 = this.v1, v2 = this.v2;
  24632. point.set(
  24633. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  24634. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  24635. QuadraticBezier( t, v0.z, v1.z, v2.z )
  24636. );
  24637. return point;
  24638. }
  24639. copy( source ) {
  24640. super.copy( source );
  24641. this.v0.copy( source.v0 );
  24642. this.v1.copy( source.v1 );
  24643. this.v2.copy( source.v2 );
  24644. return this;
  24645. }
  24646. toJSON() {
  24647. const data = super.toJSON();
  24648. data.v0 = this.v0.toArray();
  24649. data.v1 = this.v1.toArray();
  24650. data.v2 = this.v2.toArray();
  24651. return data;
  24652. }
  24653. fromJSON( json ) {
  24654. super.fromJSON( json );
  24655. this.v0.fromArray( json.v0 );
  24656. this.v1.fromArray( json.v1 );
  24657. this.v2.fromArray( json.v2 );
  24658. return this;
  24659. }
  24660. }
  24661. /**
  24662. * A curve representing a 2D spline curve.
  24663. *
  24664. * ```js
  24665. * // Create a sine-like wave
  24666. * const curve = new THREE.SplineCurve( [
  24667. * new THREE.Vector2( -10, 0 ),
  24668. * new THREE.Vector2( -5, 5 ),
  24669. * new THREE.Vector2( 0, 0 ),
  24670. * new THREE.Vector2( 5, -5 ),
  24671. * new THREE.Vector2( 10, 0 )
  24672. * ] );
  24673. *
  24674. * const points = curve.getPoints( 50 );
  24675. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24676. *
  24677. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  24678. *
  24679. * // Create the final object to add to the scene
  24680. * const splineObject = new THREE.Line( geometry, material );
  24681. * ```
  24682. *
  24683. * @augments Curve
  24684. */
  24685. class SplineCurve extends Curve {
  24686. /**
  24687. * Constructs a new 2D spline curve.
  24688. *
  24689. * @param {Array<Vector2>} [points] - An array of 2D points defining the curve.
  24690. */
  24691. constructor( points = [] ) {
  24692. super();
  24693. /**
  24694. * This flag can be used for type testing.
  24695. *
  24696. * @type {boolean}
  24697. * @readonly
  24698. * @default true
  24699. */
  24700. this.isSplineCurve = true;
  24701. this.type = 'SplineCurve';
  24702. /**
  24703. * An array of 2D points defining the curve.
  24704. *
  24705. * @type {Array<Vector2>}
  24706. */
  24707. this.points = points;
  24708. }
  24709. /**
  24710. * Returns a point on the curve.
  24711. *
  24712. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24713. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24714. * @return {Vector2} The position on the curve.
  24715. */
  24716. getPoint( t, optionalTarget = new Vector2() ) {
  24717. const point = optionalTarget;
  24718. const points = this.points;
  24719. const p = ( points.length - 1 ) * t;
  24720. const intPoint = Math.floor( p );
  24721. const weight = p - intPoint;
  24722. const p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  24723. const p1 = points[ intPoint ];
  24724. const p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  24725. const p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  24726. point.set(
  24727. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  24728. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  24729. );
  24730. return point;
  24731. }
  24732. copy( source ) {
  24733. super.copy( source );
  24734. this.points = [];
  24735. for ( let i = 0, l = source.points.length; i < l; i ++ ) {
  24736. const point = source.points[ i ];
  24737. this.points.push( point.clone() );
  24738. }
  24739. return this;
  24740. }
  24741. toJSON() {
  24742. const data = super.toJSON();
  24743. data.points = [];
  24744. for ( let i = 0, l = this.points.length; i < l; i ++ ) {
  24745. const point = this.points[ i ];
  24746. data.points.push( point.toArray() );
  24747. }
  24748. return data;
  24749. }
  24750. fromJSON( json ) {
  24751. super.fromJSON( json );
  24752. this.points = [];
  24753. for ( let i = 0, l = json.points.length; i < l; i ++ ) {
  24754. const point = json.points[ i ];
  24755. this.points.push( new Vector2().fromArray( point ) );
  24756. }
  24757. return this;
  24758. }
  24759. }
  24760. var Curves = /*#__PURE__*/Object.freeze({
  24761. __proto__: null,
  24762. ArcCurve: ArcCurve,
  24763. CatmullRomCurve3: CatmullRomCurve3,
  24764. CubicBezierCurve: CubicBezierCurve,
  24765. CubicBezierCurve3: CubicBezierCurve3,
  24766. EllipseCurve: EllipseCurve,
  24767. LineCurve: LineCurve,
  24768. LineCurve3: LineCurve3,
  24769. QuadraticBezierCurve: QuadraticBezierCurve,
  24770. QuadraticBezierCurve3: QuadraticBezierCurve3,
  24771. SplineCurve: SplineCurve
  24772. });
  24773. /**
  24774. * A base class extending {@link Curve}. `CurvePath` is simply an
  24775. * array of connected curves, but retains the API of a curve.
  24776. *
  24777. * @augments Curve
  24778. */
  24779. class CurvePath extends Curve {
  24780. /**
  24781. * Constructs a new curve path.
  24782. */
  24783. constructor() {
  24784. super();
  24785. this.type = 'CurvePath';
  24786. /**
  24787. * An array of curves defining the
  24788. * path.
  24789. *
  24790. * @type {Array<Curve>}
  24791. */
  24792. this.curves = [];
  24793. /**
  24794. * Whether the path should automatically be closed
  24795. * by a line curve.
  24796. *
  24797. * @type {boolean}
  24798. * @default false
  24799. */
  24800. this.autoClose = false;
  24801. }
  24802. /**
  24803. * Adds a curve to this curve path.
  24804. *
  24805. * @param {Curve} curve - The curve to add.
  24806. */
  24807. add( curve ) {
  24808. this.curves.push( curve );
  24809. }
  24810. /**
  24811. * Adds a line curve to close the path.
  24812. *
  24813. * @return {CurvePath} A reference to this curve path.
  24814. */
  24815. closePath() {
  24816. // Add a line curve if start and end of lines are not connected
  24817. const startPoint = this.curves[ 0 ].getPoint( 0 );
  24818. const endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  24819. if ( ! startPoint.equals( endPoint ) ) {
  24820. const lineType = ( startPoint.isVector2 === true ) ? 'LineCurve' : 'LineCurve3';
  24821. this.curves.push( new Curves[ lineType ]( endPoint, startPoint ) );
  24822. }
  24823. return this;
  24824. }
  24825. /**
  24826. * This method returns a vector in 2D or 3D space (depending on the curve definitions)
  24827. * for the given interpolation factor.
  24828. *
  24829. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24830. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  24831. * @return {?(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  24832. */
  24833. getPoint( t, optionalTarget ) {
  24834. // To get accurate point with reference to
  24835. // entire path distance at time t,
  24836. // following has to be done:
  24837. // 1. Length of each sub path have to be known
  24838. // 2. Locate and identify type of curve
  24839. // 3. Get t for the curve
  24840. // 4. Return curve.getPointAt(t')
  24841. const d = t * this.getLength();
  24842. const curveLengths = this.getCurveLengths();
  24843. let i = 0;
  24844. // To think about boundaries points.
  24845. while ( i < curveLengths.length ) {
  24846. if ( curveLengths[ i ] >= d ) {
  24847. const diff = curveLengths[ i ] - d;
  24848. const curve = this.curves[ i ];
  24849. const segmentLength = curve.getLength();
  24850. const u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  24851. return curve.getPointAt( u, optionalTarget );
  24852. }
  24853. i ++;
  24854. }
  24855. return null;
  24856. // loop where sum != 0, sum > d , sum+1 <d
  24857. }
  24858. getLength() {
  24859. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  24860. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  24861. // getPoint() depends on getLength
  24862. const lens = this.getCurveLengths();
  24863. return lens[ lens.length - 1 ];
  24864. }
  24865. updateArcLengths() {
  24866. // cacheLengths must be recalculated.
  24867. this.needsUpdate = true;
  24868. this.cacheLengths = null;
  24869. this.getCurveLengths();
  24870. }
  24871. /**
  24872. * Returns list of cumulative curve lengths of the defined curves.
  24873. *
  24874. * @return {Array<number>} The curve lengths.
  24875. */
  24876. getCurveLengths() {
  24877. // Compute lengths and cache them
  24878. // We cannot overwrite getLengths() because UtoT mapping uses it.
  24879. // We use cache values if curves and cache array are same length
  24880. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  24881. return this.cacheLengths;
  24882. }
  24883. // Get length of sub-curve
  24884. // Push sums into cached array
  24885. const lengths = [];
  24886. let sums = 0;
  24887. for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
  24888. sums += this.curves[ i ].getLength();
  24889. lengths.push( sums );
  24890. }
  24891. this.cacheLengths = lengths;
  24892. return lengths;
  24893. }
  24894. getSpacedPoints( divisions = 40 ) {
  24895. const points = [];
  24896. for ( let i = 0; i <= divisions; i ++ ) {
  24897. points.push( this.getPoint( i / divisions ) );
  24898. }
  24899. if ( this.autoClose ) {
  24900. points.push( points[ 0 ] );
  24901. }
  24902. return points;
  24903. }
  24904. getPoints( divisions = 12 ) {
  24905. const points = [];
  24906. let last;
  24907. for ( let i = 0, curves = this.curves; i < curves.length; i ++ ) {
  24908. const curve = curves[ i ];
  24909. const resolution = curve.isEllipseCurve ? divisions * 2
  24910. : ( curve.isLineCurve || curve.isLineCurve3 ) ? 1
  24911. : curve.isSplineCurve ? divisions * curve.points.length
  24912. : divisions;
  24913. const pts = curve.getPoints( resolution );
  24914. for ( let j = 0; j < pts.length; j ++ ) {
  24915. const point = pts[ j ];
  24916. if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates
  24917. points.push( point );
  24918. last = point;
  24919. }
  24920. }
  24921. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  24922. points.push( points[ 0 ] );
  24923. }
  24924. return points;
  24925. }
  24926. copy( source ) {
  24927. super.copy( source );
  24928. this.curves = [];
  24929. for ( let i = 0, l = source.curves.length; i < l; i ++ ) {
  24930. const curve = source.curves[ i ];
  24931. this.curves.push( curve.clone() );
  24932. }
  24933. this.autoClose = source.autoClose;
  24934. return this;
  24935. }
  24936. toJSON() {
  24937. const data = super.toJSON();
  24938. data.autoClose = this.autoClose;
  24939. data.curves = [];
  24940. for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
  24941. const curve = this.curves[ i ];
  24942. data.curves.push( curve.toJSON() );
  24943. }
  24944. return data;
  24945. }
  24946. fromJSON( json ) {
  24947. super.fromJSON( json );
  24948. this.autoClose = json.autoClose;
  24949. this.curves = [];
  24950. for ( let i = 0, l = json.curves.length; i < l; i ++ ) {
  24951. const curve = json.curves[ i ];
  24952. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  24953. }
  24954. return this;
  24955. }
  24956. }
  24957. /**
  24958. * A 2D path representation. The class provides methods for creating paths
  24959. * and contours of 2D shapes similar to the 2D Canvas API.
  24960. *
  24961. * ```js
  24962. * const path = new THREE.Path();
  24963. *
  24964. * path.lineTo( 0, 0.8 );
  24965. * path.quadraticCurveTo( 0, 1, 0.2, 1 );
  24966. * path.lineTo( 1, 1 );
  24967. *
  24968. * const points = path.getPoints();
  24969. *
  24970. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24971. * const material = new THREE.LineBasicMaterial( { color: 0xffffff } );
  24972. *
  24973. * const line = new THREE.Line( geometry, material );
  24974. * scene.add( line );
  24975. * ```
  24976. *
  24977. * @augments CurvePath
  24978. */
  24979. class Path extends CurvePath {
  24980. /**
  24981. * Constructs a new path.
  24982. *
  24983. * @param {Array<Vector2>} [points] - An array of 2D points defining the path.
  24984. */
  24985. constructor( points ) {
  24986. super();
  24987. this.type = 'Path';
  24988. /**
  24989. * The current offset of the path. Any new curve added will start here.
  24990. *
  24991. * @type {Vector2}
  24992. */
  24993. this.currentPoint = new Vector2();
  24994. if ( points ) {
  24995. this.setFromPoints( points );
  24996. }
  24997. }
  24998. /**
  24999. * Creates a path from the given list of points. The points are added
  25000. * to the path as instances of {@link LineCurve}.
  25001. *
  25002. * @param {Array<Vector2>} points - An array of 2D points.
  25003. * @return {Path} A reference to this path.
  25004. */
  25005. setFromPoints( points ) {
  25006. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  25007. for ( let i = 1, l = points.length; i < l; i ++ ) {
  25008. this.lineTo( points[ i ].x, points[ i ].y );
  25009. }
  25010. return this;
  25011. }
  25012. /**
  25013. * Moves {@link Path#currentPoint} to the given point.
  25014. *
  25015. * @param {number} x - The x coordinate.
  25016. * @param {number} y - The y coordinate.
  25017. * @return {Path} A reference to this path.
  25018. */
  25019. moveTo( x, y ) {
  25020. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  25021. return this;
  25022. }
  25023. /**
  25024. * Adds an instance of {@link LineCurve} to the path by connecting
  25025. * the current point with the given one.
  25026. *
  25027. * @param {number} x - The x coordinate of the end point.
  25028. * @param {number} y - The y coordinate of the end point.
  25029. * @return {Path} A reference to this path.
  25030. */
  25031. lineTo( x, y ) {
  25032. const curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  25033. this.curves.push( curve );
  25034. this.currentPoint.set( x, y );
  25035. return this;
  25036. }
  25037. /**
  25038. * Adds an instance of {@link QuadraticBezierCurve} to the path by connecting
  25039. * the current point with the given one.
  25040. *
  25041. * @param {number} aCPx - The x coordinate of the control point.
  25042. * @param {number} aCPy - The y coordinate of the control point.
  25043. * @param {number} aX - The x coordinate of the end point.
  25044. * @param {number} aY - The y coordinate of the end point.
  25045. * @return {Path} A reference to this path.
  25046. */
  25047. quadraticCurveTo( aCPx, aCPy, aX, aY ) {
  25048. const curve = new QuadraticBezierCurve(
  25049. this.currentPoint.clone(),
  25050. new Vector2( aCPx, aCPy ),
  25051. new Vector2( aX, aY )
  25052. );
  25053. this.curves.push( curve );
  25054. this.currentPoint.set( aX, aY );
  25055. return this;
  25056. }
  25057. /**
  25058. * Adds an instance of {@link CubicBezierCurve} to the path by connecting
  25059. * the current point with the given one.
  25060. *
  25061. * @param {number} aCP1x - The x coordinate of the first control point.
  25062. * @param {number} aCP1y - The y coordinate of the first control point.
  25063. * @param {number} aCP2x - The x coordinate of the second control point.
  25064. * @param {number} aCP2y - The y coordinate of the second control point.
  25065. * @param {number} aX - The x coordinate of the end point.
  25066. * @param {number} aY - The y coordinate of the end point.
  25067. * @return {Path} A reference to this path.
  25068. */
  25069. bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  25070. const curve = new CubicBezierCurve(
  25071. this.currentPoint.clone(),
  25072. new Vector2( aCP1x, aCP1y ),
  25073. new Vector2( aCP2x, aCP2y ),
  25074. new Vector2( aX, aY )
  25075. );
  25076. this.curves.push( curve );
  25077. this.currentPoint.set( aX, aY );
  25078. return this;
  25079. }
  25080. /**
  25081. * Adds an instance of {@link SplineCurve} to the path by connecting
  25082. * the current point with the given list of points.
  25083. *
  25084. * @param {Array<Vector2>} pts - An array of points in 2D space.
  25085. * @return {Path} A reference to this path.
  25086. */
  25087. splineThru( pts ) {
  25088. const npts = [ this.currentPoint.clone() ].concat( pts );
  25089. const curve = new SplineCurve( npts );
  25090. this.curves.push( curve );
  25091. this.currentPoint.copy( pts[ pts.length - 1 ] );
  25092. return this;
  25093. }
  25094. /**
  25095. * Adds an arc as an instance of {@link EllipseCurve} to the path, positioned relative
  25096. * to the current point.
  25097. *
  25098. * @param {number} [aX=0] - The x coordinate of the center of the arc offsetted from the previous curve.
  25099. * @param {number} [aY=0] - The y coordinate of the center of the arc offsetted from the previous curve.
  25100. * @param {number} [aRadius=1] - The radius of the arc.
  25101. * @param {number} [aStartAngle=0] - The start angle in radians.
  25102. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  25103. * @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not.
  25104. * @return {Path} A reference to this path.
  25105. */
  25106. arc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  25107. const x0 = this.currentPoint.x;
  25108. const y0 = this.currentPoint.y;
  25109. this.absarc( aX + x0, aY + y0, aRadius,
  25110. aStartAngle, aEndAngle, aClockwise );
  25111. return this;
  25112. }
  25113. /**
  25114. * Adds an absolutely positioned arc as an instance of {@link EllipseCurve} to the path.
  25115. *
  25116. * @param {number} [aX=0] - The x coordinate of the center of the arc.
  25117. * @param {number} [aY=0] - The y coordinate of the center of the arc.
  25118. * @param {number} [aRadius=1] - The radius of the arc.
  25119. * @param {number} [aStartAngle=0] - The start angle in radians.
  25120. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  25121. * @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not.
  25122. * @return {Path} A reference to this path.
  25123. */
  25124. absarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  25125. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  25126. return this;
  25127. }
  25128. /**
  25129. * Adds an ellipse as an instance of {@link EllipseCurve} to the path, positioned relative
  25130. * to the current point
  25131. *
  25132. * @param {number} [aX=0] - The x coordinate of the center of the ellipse offsetted from the previous curve.
  25133. * @param {number} [aY=0] - The y coordinate of the center of the ellipse offsetted from the previous curve.
  25134. * @param {number} [xRadius=1] - The radius of the ellipse in the x axis.
  25135. * @param {number} [yRadius=1] - The radius of the ellipse in the y axis.
  25136. * @param {number} [aStartAngle=0] - The start angle in radians.
  25137. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  25138. * @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not.
  25139. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  25140. * @return {Path} A reference to this path.
  25141. */
  25142. ellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  25143. const x0 = this.currentPoint.x;
  25144. const y0 = this.currentPoint.y;
  25145. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  25146. return this;
  25147. }
  25148. /**
  25149. * Adds an absolutely positioned ellipse as an instance of {@link EllipseCurve} to the path.
  25150. *
  25151. * @param {number} [aX=0] - The x coordinate of the absolute center of the ellipse.
  25152. * @param {number} [aY=0] - The y coordinate of the absolute center of the ellipse.
  25153. * @param {number} [xRadius=1] - The radius of the ellipse in the x axis.
  25154. * @param {number} [yRadius=1] - The radius of the ellipse in the y axis.
  25155. * @param {number} [aStartAngle=0] - The start angle in radians.
  25156. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  25157. * @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not.
  25158. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  25159. * @return {Path} A reference to this path.
  25160. */
  25161. absellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  25162. const curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  25163. if ( this.curves.length > 0 ) {
  25164. // if a previous curve is present, attempt to join
  25165. const firstPoint = curve.getPoint( 0 );
  25166. if ( ! firstPoint.equals( this.currentPoint ) ) {
  25167. this.lineTo( firstPoint.x, firstPoint.y );
  25168. }
  25169. }
  25170. this.curves.push( curve );
  25171. const lastPoint = curve.getPoint( 1 );
  25172. this.currentPoint.copy( lastPoint );
  25173. return this;
  25174. }
  25175. copy( source ) {
  25176. super.copy( source );
  25177. this.currentPoint.copy( source.currentPoint );
  25178. return this;
  25179. }
  25180. toJSON() {
  25181. const data = super.toJSON();
  25182. data.currentPoint = this.currentPoint.toArray();
  25183. return data;
  25184. }
  25185. fromJSON( json ) {
  25186. super.fromJSON( json );
  25187. this.currentPoint.fromArray( json.currentPoint );
  25188. return this;
  25189. }
  25190. }
  25191. /**
  25192. * Defines an arbitrary 2d shape plane using paths with optional holes. It
  25193. * can be used with {@link ExtrudeGeometry}, {@link ShapeGeometry}, to get
  25194. * points, or to get triangulated faces.
  25195. *
  25196. * ```js
  25197. * const heartShape = new THREE.Shape();
  25198. *
  25199. * heartShape.moveTo( 25, 25 );
  25200. * heartShape.bezierCurveTo( 25, 25, 20, 0, 0, 0 );
  25201. * heartShape.bezierCurveTo( - 30, 0, - 30, 35, - 30, 35 );
  25202. * heartShape.bezierCurveTo( - 30, 55, - 10, 77, 25, 95 );
  25203. * heartShape.bezierCurveTo( 60, 77, 80, 55, 80, 35 );
  25204. * heartShape.bezierCurveTo( 80, 35, 80, 0, 50, 0 );
  25205. * heartShape.bezierCurveTo( 35, 0, 25, 25, 25, 25 );
  25206. *
  25207. * const extrudeSettings = {
  25208. * depth: 8,
  25209. * bevelEnabled: true,
  25210. * bevelSegments: 2,
  25211. * steps: 2,
  25212. * bevelSize: 1,
  25213. * bevelThickness: 1
  25214. * };
  25215. *
  25216. * const geometry = new THREE.ExtrudeGeometry( heartShape, extrudeSettings );
  25217. * const mesh = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial() );
  25218. * ```
  25219. *
  25220. * @augments Path
  25221. */
  25222. class Shape extends Path {
  25223. /**
  25224. * Constructs a new shape.
  25225. *
  25226. * @param {Array<Vector2>} [points] - An array of 2D points defining the shape.
  25227. */
  25228. constructor( points ) {
  25229. super( points );
  25230. /**
  25231. * The UUID of the shape.
  25232. *
  25233. * @type {string}
  25234. * @readonly
  25235. */
  25236. this.uuid = generateUUID();
  25237. this.type = 'Shape';
  25238. /**
  25239. * Defines the holes in the shape. Hole definitions must use the
  25240. * opposite winding order (CW/CCW) than the outer shape.
  25241. *
  25242. * @type {Array<Path>}
  25243. * @readonly
  25244. */
  25245. this.holes = [];
  25246. }
  25247. /**
  25248. * Returns an array representing each contour of the holes
  25249. * as a list of 2D points.
  25250. *
  25251. * @param {number} divisions - The fineness of the result.
  25252. * @return {Array<Array<Vector2>>} The holes as a series of 2D points.
  25253. */
  25254. getPointsHoles( divisions ) {
  25255. const holesPts = [];
  25256. for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
  25257. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  25258. }
  25259. return holesPts;
  25260. }
  25261. // get points of shape and holes (keypoints based on segments parameter)
  25262. /**
  25263. * Returns an object that holds contour data for the shape and its holes as
  25264. * arrays of 2D points.
  25265. *
  25266. * @param {number} divisions - The fineness of the result.
  25267. * @return {{shape:Array<Vector2>,holes:Array<Array<Vector2>>}} An object with contour data.
  25268. */
  25269. extractPoints( divisions ) {
  25270. return {
  25271. shape: this.getPoints( divisions ),
  25272. holes: this.getPointsHoles( divisions )
  25273. };
  25274. }
  25275. copy( source ) {
  25276. super.copy( source );
  25277. this.holes = [];
  25278. for ( let i = 0, l = source.holes.length; i < l; i ++ ) {
  25279. const hole = source.holes[ i ];
  25280. this.holes.push( hole.clone() );
  25281. }
  25282. return this;
  25283. }
  25284. toJSON() {
  25285. const data = super.toJSON();
  25286. data.uuid = this.uuid;
  25287. data.holes = [];
  25288. for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
  25289. const hole = this.holes[ i ];
  25290. data.holes.push( hole.toJSON() );
  25291. }
  25292. return data;
  25293. }
  25294. fromJSON( json ) {
  25295. super.fromJSON( json );
  25296. this.uuid = json.uuid;
  25297. this.holes = [];
  25298. for ( let i = 0, l = json.holes.length; i < l; i ++ ) {
  25299. const hole = json.holes[ i ];
  25300. this.holes.push( new Path().fromJSON( hole ) );
  25301. }
  25302. return this;
  25303. }
  25304. }
  25305. /* eslint-disable */
  25306. // copy of mapbox/earcut version 3.0.2
  25307. // https://github.com/mapbox/earcut/tree/v3.0.2
  25308. function earcut(data, holeIndices, dim = 2) {
  25309. const hasHoles = holeIndices && holeIndices.length;
  25310. const outerLen = hasHoles ? holeIndices[0] * dim : data.length;
  25311. let outerNode = linkedList(data, 0, outerLen, dim, true);
  25312. const triangles = [];
  25313. if (!outerNode || outerNode.next === outerNode.prev) return triangles;
  25314. let minX, minY, invSize;
  25315. if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim);
  25316. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  25317. if (data.length > 80 * dim) {
  25318. minX = data[0];
  25319. minY = data[1];
  25320. let maxX = minX;
  25321. let maxY = minY;
  25322. for (let i = dim; i < outerLen; i += dim) {
  25323. const x = data[i];
  25324. const y = data[i + 1];
  25325. if (x < minX) minX = x;
  25326. if (y < minY) minY = y;
  25327. if (x > maxX) maxX = x;
  25328. if (y > maxY) maxY = y;
  25329. }
  25330. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  25331. invSize = Math.max(maxX - minX, maxY - minY);
  25332. invSize = invSize !== 0 ? 32767 / invSize : 0;
  25333. }
  25334. earcutLinked(outerNode, triangles, dim, minX, minY, invSize, 0);
  25335. return triangles;
  25336. }
  25337. // create a circular doubly linked list from polygon points in the specified winding order
  25338. function linkedList(data, start, end, dim, clockwise) {
  25339. let last;
  25340. if (clockwise === (signedArea(data, start, end, dim) > 0)) {
  25341. for (let i = start; i < end; i += dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last);
  25342. } else {
  25343. for (let i = end - dim; i >= start; i -= dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last);
  25344. }
  25345. if (last && equals(last, last.next)) {
  25346. removeNode(last);
  25347. last = last.next;
  25348. }
  25349. return last;
  25350. }
  25351. // eliminate colinear or duplicate points
  25352. function filterPoints(start, end) {
  25353. if (!start) return start;
  25354. if (!end) end = start;
  25355. let p = start,
  25356. again;
  25357. do {
  25358. again = false;
  25359. if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {
  25360. removeNode(p);
  25361. p = end = p.prev;
  25362. if (p === p.next) break;
  25363. again = true;
  25364. } else {
  25365. p = p.next;
  25366. }
  25367. } while (again || p !== end);
  25368. return end;
  25369. }
  25370. // main ear slicing loop which triangulates a polygon (given as a linked list)
  25371. function earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) {
  25372. if (!ear) return;
  25373. // interlink polygon nodes in z-order
  25374. if (!pass && invSize) indexCurve(ear, minX, minY, invSize);
  25375. let stop = ear;
  25376. // iterate through ears, slicing them one by one
  25377. while (ear.prev !== ear.next) {
  25378. const prev = ear.prev;
  25379. const next = ear.next;
  25380. if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) {
  25381. triangles.push(prev.i, ear.i, next.i); // cut off the triangle
  25382. removeNode(ear);
  25383. // skipping the next vertex leads to less sliver triangles
  25384. ear = next.next;
  25385. stop = next.next;
  25386. continue;
  25387. }
  25388. ear = next;
  25389. // if we looped through the whole remaining polygon and can't find any more ears
  25390. if (ear === stop) {
  25391. // try filtering points and slicing again
  25392. if (!pass) {
  25393. earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1);
  25394. // if this didn't work, try curing all small self-intersections locally
  25395. } else if (pass === 1) {
  25396. ear = cureLocalIntersections(filterPoints(ear), triangles);
  25397. earcutLinked(ear, triangles, dim, minX, minY, invSize, 2);
  25398. // as a last resort, try splitting the remaining polygon into two
  25399. } else if (pass === 2) {
  25400. splitEarcut(ear, triangles, dim, minX, minY, invSize);
  25401. }
  25402. break;
  25403. }
  25404. }
  25405. }
  25406. // check whether a polygon node forms a valid ear with adjacent nodes
  25407. function isEar(ear) {
  25408. const a = ear.prev,
  25409. b = ear,
  25410. c = ear.next;
  25411. if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
  25412. // now make sure we don't have other points inside the potential ear
  25413. const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
  25414. // triangle bbox
  25415. const x0 = Math.min(ax, bx, cx),
  25416. y0 = Math.min(ay, by, cy),
  25417. x1 = Math.max(ax, bx, cx),
  25418. y1 = Math.max(ay, by, cy);
  25419. let p = c.next;
  25420. while (p !== a) {
  25421. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 &&
  25422. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) &&
  25423. area(p.prev, p, p.next) >= 0) return false;
  25424. p = p.next;
  25425. }
  25426. return true;
  25427. }
  25428. function isEarHashed(ear, minX, minY, invSize) {
  25429. const a = ear.prev,
  25430. b = ear,
  25431. c = ear.next;
  25432. if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
  25433. const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
  25434. // triangle bbox
  25435. const x0 = Math.min(ax, bx, cx),
  25436. y0 = Math.min(ay, by, cy),
  25437. x1 = Math.max(ax, bx, cx),
  25438. y1 = Math.max(ay, by, cy);
  25439. // z-order range for the current triangle bbox;
  25440. const minZ = zOrder(x0, y0, minX, minY, invSize),
  25441. maxZ = zOrder(x1, y1, minX, minY, invSize);
  25442. let p = ear.prevZ,
  25443. n = ear.nextZ;
  25444. // look for points inside the triangle in both directions
  25445. while (p && p.z >= minZ && n && n.z <= maxZ) {
  25446. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
  25447. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
  25448. p = p.prevZ;
  25449. if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
  25450. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
  25451. n = n.nextZ;
  25452. }
  25453. // look for remaining points in decreasing z-order
  25454. while (p && p.z >= minZ) {
  25455. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
  25456. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
  25457. p = p.prevZ;
  25458. }
  25459. // look for remaining points in increasing z-order
  25460. while (n && n.z <= maxZ) {
  25461. if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
  25462. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
  25463. n = n.nextZ;
  25464. }
  25465. return true;
  25466. }
  25467. // go through all polygon nodes and cure small local self-intersections
  25468. function cureLocalIntersections(start, triangles) {
  25469. let p = start;
  25470. do {
  25471. const a = p.prev,
  25472. b = p.next.next;
  25473. if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {
  25474. triangles.push(a.i, p.i, b.i);
  25475. // remove two nodes involved
  25476. removeNode(p);
  25477. removeNode(p.next);
  25478. p = start = b;
  25479. }
  25480. p = p.next;
  25481. } while (p !== start);
  25482. return filterPoints(p);
  25483. }
  25484. // try splitting polygon into two and triangulate them independently
  25485. function splitEarcut(start, triangles, dim, minX, minY, invSize) {
  25486. // look for a valid diagonal that divides the polygon into two
  25487. let a = start;
  25488. do {
  25489. let b = a.next.next;
  25490. while (b !== a.prev) {
  25491. if (a.i !== b.i && isValidDiagonal(a, b)) {
  25492. // split the polygon in two by the diagonal
  25493. let c = splitPolygon(a, b);
  25494. // filter colinear points around the cuts
  25495. a = filterPoints(a, a.next);
  25496. c = filterPoints(c, c.next);
  25497. // run earcut on each half
  25498. earcutLinked(a, triangles, dim, minX, minY, invSize, 0);
  25499. earcutLinked(c, triangles, dim, minX, minY, invSize, 0);
  25500. return;
  25501. }
  25502. b = b.next;
  25503. }
  25504. a = a.next;
  25505. } while (a !== start);
  25506. }
  25507. // link every hole into the outer loop, producing a single-ring polygon without holes
  25508. function eliminateHoles(data, holeIndices, outerNode, dim) {
  25509. const queue = [];
  25510. for (let i = 0, len = holeIndices.length; i < len; i++) {
  25511. const start = holeIndices[i] * dim;
  25512. const end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
  25513. const list = linkedList(data, start, end, dim, false);
  25514. if (list === list.next) list.steiner = true;
  25515. queue.push(getLeftmost(list));
  25516. }
  25517. queue.sort(compareXYSlope);
  25518. // process holes from left to right
  25519. for (let i = 0; i < queue.length; i++) {
  25520. outerNode = eliminateHole(queue[i], outerNode);
  25521. }
  25522. return outerNode;
  25523. }
  25524. function compareXYSlope(a, b) {
  25525. let result = a.x - b.x;
  25526. // when the left-most point of 2 holes meet at a vertex, sort the holes counterclockwise so that when we find
  25527. // the bridge to the outer shell is always the point that they meet at.
  25528. if (result === 0) {
  25529. result = a.y - b.y;
  25530. if (result === 0) {
  25531. const aSlope = (a.next.y - a.y) / (a.next.x - a.x);
  25532. const bSlope = (b.next.y - b.y) / (b.next.x - b.x);
  25533. result = aSlope - bSlope;
  25534. }
  25535. }
  25536. return result;
  25537. }
  25538. // find a bridge between vertices that connects hole with an outer ring and link it
  25539. function eliminateHole(hole, outerNode) {
  25540. const bridge = findHoleBridge(hole, outerNode);
  25541. if (!bridge) {
  25542. return outerNode;
  25543. }
  25544. const bridgeReverse = splitPolygon(bridge, hole);
  25545. // filter collinear points around the cuts
  25546. filterPoints(bridgeReverse, bridgeReverse.next);
  25547. return filterPoints(bridge, bridge.next);
  25548. }
  25549. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  25550. function findHoleBridge(hole, outerNode) {
  25551. let p = outerNode;
  25552. const hx = hole.x;
  25553. const hy = hole.y;
  25554. let qx = -Infinity;
  25555. let m;
  25556. // find a segment intersected by a ray from the hole's leftmost point to the left;
  25557. // segment's endpoint with lesser x will be potential connection point
  25558. // unless they intersect at a vertex, then choose the vertex
  25559. if (equals(hole, p)) return p;
  25560. do {
  25561. if (equals(hole, p.next)) return p.next;
  25562. else if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {
  25563. const x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);
  25564. if (x <= hx && x > qx) {
  25565. qx = x;
  25566. m = p.x < p.next.x ? p : p.next;
  25567. if (x === hx) return m; // hole touches outer segment; pick leftmost endpoint
  25568. }
  25569. }
  25570. p = p.next;
  25571. } while (p !== outerNode);
  25572. if (!m) return null;
  25573. // look for points inside the triangle of hole point, segment intersection and endpoint;
  25574. // if there are no points found, we have a valid connection;
  25575. // otherwise choose the point of the minimum angle with the ray as connection point
  25576. const stop = m;
  25577. const mx = m.x;
  25578. const my = m.y;
  25579. let tanMin = Infinity;
  25580. p = m;
  25581. do {
  25582. if (hx >= p.x && p.x >= mx && hx !== p.x &&
  25583. pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {
  25584. const tan = Math.abs(hy - p.y) / (hx - p.x); // tangential
  25585. if (locallyInside(p, hole) &&
  25586. (tan < tanMin || (tan === tanMin && (p.x > m.x || (p.x === m.x && sectorContainsSector(m, p)))))) {
  25587. m = p;
  25588. tanMin = tan;
  25589. }
  25590. }
  25591. p = p.next;
  25592. } while (p !== stop);
  25593. return m;
  25594. }
  25595. // whether sector in vertex m contains sector in vertex p in the same coordinates
  25596. function sectorContainsSector(m, p) {
  25597. return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0;
  25598. }
  25599. // interlink polygon nodes in z-order
  25600. function indexCurve(start, minX, minY, invSize) {
  25601. let p = start;
  25602. do {
  25603. if (p.z === 0) p.z = zOrder(p.x, p.y, minX, minY, invSize);
  25604. p.prevZ = p.prev;
  25605. p.nextZ = p.next;
  25606. p = p.next;
  25607. } while (p !== start);
  25608. p.prevZ.nextZ = null;
  25609. p.prevZ = null;
  25610. sortLinked(p);
  25611. }
  25612. // Simon Tatham's linked list merge sort algorithm
  25613. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  25614. function sortLinked(list) {
  25615. let numMerges;
  25616. let inSize = 1;
  25617. do {
  25618. let p = list;
  25619. let e;
  25620. list = null;
  25621. let tail = null;
  25622. numMerges = 0;
  25623. while (p) {
  25624. numMerges++;
  25625. let q = p;
  25626. let pSize = 0;
  25627. for (let i = 0; i < inSize; i++) {
  25628. pSize++;
  25629. q = q.nextZ;
  25630. if (!q) break;
  25631. }
  25632. let qSize = inSize;
  25633. while (pSize > 0 || (qSize > 0 && q)) {
  25634. if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) {
  25635. e = p;
  25636. p = p.nextZ;
  25637. pSize--;
  25638. } else {
  25639. e = q;
  25640. q = q.nextZ;
  25641. qSize--;
  25642. }
  25643. if (tail) tail.nextZ = e;
  25644. else list = e;
  25645. e.prevZ = tail;
  25646. tail = e;
  25647. }
  25648. p = q;
  25649. }
  25650. tail.nextZ = null;
  25651. inSize *= 2;
  25652. } while (numMerges > 1);
  25653. return list;
  25654. }
  25655. // z-order of a point given coords and inverse of the longer side of data bbox
  25656. function zOrder(x, y, minX, minY, invSize) {
  25657. // coords are transformed into non-negative 15-bit integer range
  25658. x = (x - minX) * invSize | 0;
  25659. y = (y - minY) * invSize | 0;
  25660. x = (x | (x << 8)) & 0x00FF00FF;
  25661. x = (x | (x << 4)) & 0x0F0F0F0F;
  25662. x = (x | (x << 2)) & 0x33333333;
  25663. x = (x | (x << 1)) & 0x55555555;
  25664. y = (y | (y << 8)) & 0x00FF00FF;
  25665. y = (y | (y << 4)) & 0x0F0F0F0F;
  25666. y = (y | (y << 2)) & 0x33333333;
  25667. y = (y | (y << 1)) & 0x55555555;
  25668. return x | (y << 1);
  25669. }
  25670. // find the leftmost node of a polygon ring
  25671. function getLeftmost(start) {
  25672. let p = start,
  25673. leftmost = start;
  25674. do {
  25675. if (p.x < leftmost.x || (p.x === leftmost.x && p.y < leftmost.y)) leftmost = p;
  25676. p = p.next;
  25677. } while (p !== start);
  25678. return leftmost;
  25679. }
  25680. // check if a point lies within a convex triangle
  25681. function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {
  25682. return (cx - px) * (ay - py) >= (ax - px) * (cy - py) &&
  25683. (ax - px) * (by - py) >= (bx - px) * (ay - py) &&
  25684. (bx - px) * (cy - py) >= (cx - px) * (by - py);
  25685. }
  25686. // check if a point lies within a convex triangle but false if its equal to the first point of the triangle
  25687. function pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, px, py) {
  25688. return !(ax === px && ay === py) && pointInTriangle(ax, ay, bx, by, cx, cy, px, py);
  25689. }
  25690. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  25691. function isValidDiagonal(a, b) {
  25692. return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && // doesn't intersect other edges
  25693. (locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && // locally visible
  25694. (area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors
  25695. equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case
  25696. }
  25697. // signed area of a triangle
  25698. function area(p, q, r) {
  25699. return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);
  25700. }
  25701. // check if two points are equal
  25702. function equals(p1, p2) {
  25703. return p1.x === p2.x && p1.y === p2.y;
  25704. }
  25705. // check if two segments intersect
  25706. function intersects(p1, q1, p2, q2) {
  25707. const o1 = sign(area(p1, q1, p2));
  25708. const o2 = sign(area(p1, q1, q2));
  25709. const o3 = sign(area(p2, q2, p1));
  25710. const o4 = sign(area(p2, q2, q1));
  25711. if (o1 !== o2 && o3 !== o4) return true; // general case
  25712. if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1
  25713. if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1
  25714. if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2
  25715. if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2
  25716. return false;
  25717. }
  25718. // for collinear points p, q, r, check if point q lies on segment pr
  25719. function onSegment(p, q, r) {
  25720. 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);
  25721. }
  25722. function sign(num) {
  25723. return num > 0 ? 1 : num < 0 ? -1 : 0;
  25724. }
  25725. // check if a polygon diagonal intersects any polygon segments
  25726. function intersectsPolygon(a, b) {
  25727. let p = a;
  25728. do {
  25729. if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  25730. intersects(p, p.next, a, b)) return true;
  25731. p = p.next;
  25732. } while (p !== a);
  25733. return false;
  25734. }
  25735. // check if a polygon diagonal is locally inside the polygon
  25736. function locallyInside(a, b) {
  25737. return area(a.prev, a, a.next) < 0 ?
  25738. area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 :
  25739. area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;
  25740. }
  25741. // check if the middle point of a polygon diagonal is inside the polygon
  25742. function middleInside(a, b) {
  25743. let p = a;
  25744. let inside = false;
  25745. const px = (a.x + b.x) / 2;
  25746. const py = (a.y + b.y) / 2;
  25747. do {
  25748. if (((p.y > py) !== (p.next.y > py)) && p.next.y !== p.y &&
  25749. (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))
  25750. inside = !inside;
  25751. p = p.next;
  25752. } while (p !== a);
  25753. return inside;
  25754. }
  25755. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  25756. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  25757. function splitPolygon(a, b) {
  25758. const a2 = createNode(a.i, a.x, a.y),
  25759. b2 = createNode(b.i, b.x, b.y),
  25760. an = a.next,
  25761. bp = b.prev;
  25762. a.next = b;
  25763. b.prev = a;
  25764. a2.next = an;
  25765. an.prev = a2;
  25766. b2.next = a2;
  25767. a2.prev = b2;
  25768. bp.next = b2;
  25769. b2.prev = bp;
  25770. return b2;
  25771. }
  25772. // create a node and optionally link it with previous one (in a circular doubly linked list)
  25773. function insertNode(i, x, y, last) {
  25774. const p = createNode(i, x, y);
  25775. if (!last) {
  25776. p.prev = p;
  25777. p.next = p;
  25778. } else {
  25779. p.next = last.next;
  25780. p.prev = last;
  25781. last.next.prev = p;
  25782. last.next = p;
  25783. }
  25784. return p;
  25785. }
  25786. function removeNode(p) {
  25787. p.next.prev = p.prev;
  25788. p.prev.next = p.next;
  25789. if (p.prevZ) p.prevZ.nextZ = p.nextZ;
  25790. if (p.nextZ) p.nextZ.prevZ = p.prevZ;
  25791. }
  25792. function createNode(i, x, y) {
  25793. return {
  25794. i, // vertex index in coordinates array
  25795. x, y, // vertex coordinates
  25796. prev: null, // previous and next vertex nodes in a polygon ring
  25797. next: null,
  25798. z: 0, // z-order curve value
  25799. prevZ: null, // previous and next nodes in z-order
  25800. nextZ: null,
  25801. steiner: false // indicates whether this is a steiner point
  25802. };
  25803. }
  25804. function signedArea(data, start, end, dim) {
  25805. let sum = 0;
  25806. for (let i = start, j = end - dim; i < end; i += dim) {
  25807. sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);
  25808. j = i;
  25809. }
  25810. return sum;
  25811. }
  25812. /**
  25813. * An implementation of the earcut polygon triangulation algorithm.
  25814. * The code is a port of [mapbox/earcut](https://github.com/mapbox/earcut).
  25815. *
  25816. * @see https://github.com/mapbox/earcut
  25817. */
  25818. class Earcut {
  25819. /**
  25820. * Triangulates the given shape definition by returning an array of triangles.
  25821. *
  25822. * @param {Array<number>} data - An array with 2D points.
  25823. * @param {Array<number>} holeIndices - An array with indices defining holes.
  25824. * @param {number} [dim=2] - The number of coordinates per vertex in the input array.
  25825. * @return {Array<number>} An array representing the triangulated faces. Each face is defined by three consecutive numbers
  25826. * representing vertex indices.
  25827. */
  25828. static triangulate( data, holeIndices, dim = 2 ) {
  25829. return earcut( data, holeIndices, dim );
  25830. }
  25831. }
  25832. /**
  25833. * A class containing utility functions for shapes.
  25834. *
  25835. * @hideconstructor
  25836. */
  25837. class ShapeUtils {
  25838. /**
  25839. * Calculate area of a ( 2D ) contour polygon.
  25840. *
  25841. * @param {Array<Vector2>} contour - An array of 2D points.
  25842. * @return {number} The area.
  25843. */
  25844. static area( contour ) {
  25845. const n = contour.length;
  25846. let a = 0.0;
  25847. for ( let p = n - 1, q = 0; q < n; p = q ++ ) {
  25848. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  25849. }
  25850. return a * 0.5;
  25851. }
  25852. /**
  25853. * Returns `true` if the given contour uses a clockwise winding order.
  25854. *
  25855. * @param {Array<Vector2>} pts - An array of 2D points defining a polygon.
  25856. * @return {boolean} Whether the given contour uses a clockwise winding order or not.
  25857. */
  25858. static isClockWise( pts ) {
  25859. return ShapeUtils.area( pts ) < 0;
  25860. }
  25861. /**
  25862. * Triangulates the given shape definition.
  25863. *
  25864. * @param {Array<Vector2>} contour - An array of 2D points defining the contour.
  25865. * @param {Array<Array<Vector2>>} holes - An array that holds arrays of 2D points defining the holes.
  25866. * @return {Array<Array<number>>} An array that holds for each face definition an array with three indices.
  25867. */
  25868. static triangulateShape( contour, holes ) {
  25869. const vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  25870. const holeIndices = []; // array of hole indices
  25871. const faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  25872. removeDupEndPts( contour );
  25873. addContour( vertices, contour );
  25874. //
  25875. let holeIndex = contour.length;
  25876. holes.forEach( removeDupEndPts );
  25877. for ( let i = 0; i < holes.length; i ++ ) {
  25878. holeIndices.push( holeIndex );
  25879. holeIndex += holes[ i ].length;
  25880. addContour( vertices, holes[ i ] );
  25881. }
  25882. //
  25883. const triangles = Earcut.triangulate( vertices, holeIndices );
  25884. //
  25885. for ( let i = 0; i < triangles.length; i += 3 ) {
  25886. faces.push( triangles.slice( i, i + 3 ) );
  25887. }
  25888. return faces;
  25889. }
  25890. }
  25891. function removeDupEndPts( points ) {
  25892. const l = points.length;
  25893. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  25894. points.pop();
  25895. }
  25896. }
  25897. function addContour( vertices, contour ) {
  25898. for ( let i = 0; i < contour.length; i ++ ) {
  25899. vertices.push( contour[ i ].x );
  25900. vertices.push( contour[ i ].y );
  25901. }
  25902. }
  25903. /**
  25904. * Creates extruded geometry from a path shape.
  25905. *
  25906. * ```js
  25907. * const length = 12, width = 8;
  25908. *
  25909. * const shape = new THREE.Shape();
  25910. * shape.moveTo( 0,0 );
  25911. * shape.lineTo( 0, width );
  25912. * shape.lineTo( length, width );
  25913. * shape.lineTo( length, 0 );
  25914. * shape.lineTo( 0, 0 );
  25915. *
  25916. * const geometry = new THREE.ExtrudeGeometry( shape );
  25917. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  25918. * const mesh = new THREE.Mesh( geometry, material ) ;
  25919. * scene.add( mesh );
  25920. * ```
  25921. *
  25922. * @augments BufferGeometry
  25923. * @demo scenes/geometry-browser.html#ExtrudeGeometry
  25924. */
  25925. class ExtrudeGeometry extends BufferGeometry {
  25926. /**
  25927. * Constructs a new extrude geometry.
  25928. *
  25929. * @param {Shape|Array<Shape>} [shapes] - A shape or an array of shapes.
  25930. * @param {ExtrudeGeometry~Options} [options] - The extrude settings.
  25931. */
  25932. 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 = {} ) {
  25933. super();
  25934. this.type = 'ExtrudeGeometry';
  25935. /**
  25936. * Holds the constructor parameters that have been
  25937. * used to generate the geometry. Any modification
  25938. * after instantiation does not change the geometry.
  25939. *
  25940. * @type {Object}
  25941. */
  25942. this.parameters = {
  25943. shapes: shapes,
  25944. options: options
  25945. };
  25946. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  25947. const scope = this;
  25948. const verticesArray = [];
  25949. const uvArray = [];
  25950. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  25951. const shape = shapes[ i ];
  25952. addShape( shape );
  25953. }
  25954. // build geometry
  25955. this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  25956. this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  25957. this.computeVertexNormals();
  25958. // functions
  25959. function addShape( shape ) {
  25960. const placeholder = [];
  25961. // options
  25962. const curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  25963. const steps = options.steps !== undefined ? options.steps : 1;
  25964. const depth = options.depth !== undefined ? options.depth : 1;
  25965. let bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  25966. let bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 0.2;
  25967. let bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 0.1;
  25968. let bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  25969. let bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  25970. const extrudePath = options.extrudePath;
  25971. const uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  25972. //
  25973. let extrudePts, extrudeByPath = false;
  25974. let splineTube, binormal, normal, position2;
  25975. if ( extrudePath ) {
  25976. extrudePts = extrudePath.getSpacedPoints( steps );
  25977. extrudeByPath = true;
  25978. bevelEnabled = false; // bevels not supported for path extrusion
  25979. // SETUP TNB variables
  25980. // TODO1 - have a .isClosed in spline?
  25981. splineTube = extrudePath.computeFrenetFrames( steps, false );
  25982. // log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  25983. binormal = new Vector3();
  25984. normal = new Vector3();
  25985. position2 = new Vector3();
  25986. }
  25987. // Safeguards if bevels are not enabled
  25988. if ( ! bevelEnabled ) {
  25989. bevelSegments = 0;
  25990. bevelThickness = 0;
  25991. bevelSize = 0;
  25992. bevelOffset = 0;
  25993. }
  25994. // Variables initialization
  25995. const shapePoints = shape.extractPoints( curveSegments );
  25996. let vertices = shapePoints.shape;
  25997. const holes = shapePoints.holes;
  25998. const reverse = ! ShapeUtils.isClockWise( vertices );
  25999. if ( reverse ) {
  26000. vertices = vertices.reverse();
  26001. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  26002. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  26003. const ahole = holes[ h ];
  26004. if ( ShapeUtils.isClockWise( ahole ) ) {
  26005. holes[ h ] = ahole.reverse();
  26006. }
  26007. }
  26008. }
  26009. /**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.
  26010. * @param {Array<Vector2>} points
  26011. */
  26012. function mergeOverlappingPoints( points ) {
  26013. const THRESHOLD = 1e-10;
  26014. const THRESHOLD_SQ = THRESHOLD * THRESHOLD;
  26015. let prevPos = points[ 0 ];
  26016. for ( let i = 1; i <= points.length; i ++ ) {
  26017. const currentIndex = i % points.length;
  26018. const currentPos = points[ currentIndex ];
  26019. const dx = currentPos.x - prevPos.x;
  26020. const dy = currentPos.y - prevPos.y;
  26021. const distSq = dx * dx + dy * dy;
  26022. const scalingFactorSqrt = Math.max(
  26023. Math.abs( currentPos.x ),
  26024. Math.abs( currentPos.y ),
  26025. Math.abs( prevPos.x ),
  26026. Math.abs( prevPos.y )
  26027. );
  26028. const thresholdSqScaled = THRESHOLD_SQ * scalingFactorSqrt * scalingFactorSqrt;
  26029. if ( distSq <= thresholdSqScaled ) {
  26030. points.splice( currentIndex, 1 );
  26031. i --;
  26032. continue;
  26033. }
  26034. prevPos = currentPos;
  26035. }
  26036. }
  26037. mergeOverlappingPoints( vertices );
  26038. holes.forEach( mergeOverlappingPoints );
  26039. const numHoles = holes.length;
  26040. /* Vertices */
  26041. const contour = vertices; // vertices has all points but contour has only points of circumference
  26042. for ( let h = 0; h < numHoles; h ++ ) {
  26043. const ahole = holes[ h ];
  26044. vertices = vertices.concat( ahole );
  26045. }
  26046. function scalePt2( pt, vec, size ) {
  26047. if ( ! vec ) error( 'ExtrudeGeometry: vec does not exist' );
  26048. return pt.clone().addScaledVector( vec, size );
  26049. }
  26050. const vlen = vertices.length;
  26051. // Find directions for point movement
  26052. function getBevelVec( inPt, inPrev, inNext ) {
  26053. // computes for inPt the corresponding point inPt' on a new contour
  26054. // shifted by 1 unit (length of normalized vector) to the left
  26055. // if we walk along contour clockwise, this new contour is outside the old one
  26056. //
  26057. // inPt' is the intersection of the two lines parallel to the two
  26058. // adjacent edges of inPt at a distance of 1 unit on the left side.
  26059. let v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  26060. // good reading for geometry algorithms (here: line-line intersection)
  26061. // http://geomalgorithms.com/a05-_intersect-1.html
  26062. const v_prev_x = inPt.x - inPrev.x,
  26063. v_prev_y = inPt.y - inPrev.y;
  26064. const v_next_x = inNext.x - inPt.x,
  26065. v_next_y = inNext.y - inPt.y;
  26066. const v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  26067. // check for collinear edges
  26068. const collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  26069. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  26070. // not collinear
  26071. // length of vectors for normalizing
  26072. const v_prev_len = Math.sqrt( v_prev_lensq );
  26073. const v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  26074. // shift adjacent points by unit vectors to the left
  26075. const ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  26076. const ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  26077. const ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  26078. const ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  26079. // scaling factor for v_prev to intersection point
  26080. const sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  26081. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  26082. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  26083. // vector from inPt to intersection point
  26084. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  26085. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  26086. // Don't normalize!, otherwise sharp corners become ugly
  26087. // but prevent crazy spikes
  26088. const v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  26089. if ( v_trans_lensq <= 2 ) {
  26090. return new Vector2( v_trans_x, v_trans_y );
  26091. } else {
  26092. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  26093. }
  26094. } else {
  26095. // handle special case of collinear edges
  26096. let direction_eq = false; // assumes: opposite
  26097. if ( v_prev_x > Number.EPSILON ) {
  26098. if ( v_next_x > Number.EPSILON ) {
  26099. direction_eq = true;
  26100. }
  26101. } else {
  26102. if ( v_prev_x < - Number.EPSILON ) {
  26103. if ( v_next_x < - Number.EPSILON ) {
  26104. direction_eq = true;
  26105. }
  26106. } else {
  26107. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  26108. direction_eq = true;
  26109. }
  26110. }
  26111. }
  26112. if ( direction_eq ) {
  26113. // log("Warning: lines are a straight sequence");
  26114. v_trans_x = - v_prev_y;
  26115. v_trans_y = v_prev_x;
  26116. shrink_by = Math.sqrt( v_prev_lensq );
  26117. } else {
  26118. // log("Warning: lines are a straight spike");
  26119. v_trans_x = v_prev_x;
  26120. v_trans_y = v_prev_y;
  26121. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  26122. }
  26123. }
  26124. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  26125. }
  26126. const contourMovements = [];
  26127. for ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  26128. if ( j === il ) j = 0;
  26129. if ( k === il ) k = 0;
  26130. // (j)---(i)---(k)
  26131. // log('i,j,k', i, j , k)
  26132. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  26133. }
  26134. const holesMovements = [];
  26135. let oneHoleMovements, verticesMovements = contourMovements.concat();
  26136. for ( let h = 0, hl = numHoles; h < hl; h ++ ) {
  26137. const ahole = holes[ h ];
  26138. oneHoleMovements = [];
  26139. for ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  26140. if ( j === il ) j = 0;
  26141. if ( k === il ) k = 0;
  26142. // (j)---(i)---(k)
  26143. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  26144. }
  26145. holesMovements.push( oneHoleMovements );
  26146. verticesMovements = verticesMovements.concat( oneHoleMovements );
  26147. }
  26148. let faces;
  26149. if ( bevelSegments === 0 ) {
  26150. faces = ShapeUtils.triangulateShape( contour, holes );
  26151. } else {
  26152. const contractedContourVertices = [];
  26153. const expandedHoleVertices = [];
  26154. // Loop bevelSegments, 1 for the front, 1 for the back
  26155. for ( let b = 0; b < bevelSegments; b ++ ) {
  26156. //for ( b = bevelSegments; b > 0; b -- ) {
  26157. const t = b / bevelSegments;
  26158. const z = bevelThickness * Math.cos( t * Math.PI / 2 );
  26159. const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  26160. // contract shape
  26161. for ( let i = 0, il = contour.length; i < il; i ++ ) {
  26162. const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  26163. v( vert.x, vert.y, - z );
  26164. if ( t === 0 ) contractedContourVertices.push( vert );
  26165. }
  26166. // expand holes
  26167. for ( let h = 0, hl = numHoles; h < hl; h ++ ) {
  26168. const ahole = holes[ h ];
  26169. oneHoleMovements = holesMovements[ h ];
  26170. const oneHoleVertices = [];
  26171. for ( let i = 0, il = ahole.length; i < il; i ++ ) {
  26172. const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  26173. v( vert.x, vert.y, - z );
  26174. if ( t === 0 ) oneHoleVertices.push( vert );
  26175. }
  26176. if ( t === 0 ) expandedHoleVertices.push( oneHoleVertices );
  26177. }
  26178. }
  26179. faces = ShapeUtils.triangulateShape( contractedContourVertices, expandedHoleVertices );
  26180. }
  26181. const flen = faces.length;
  26182. const bs = bevelSize + bevelOffset;
  26183. // Back facing vertices
  26184. for ( let i = 0; i < vlen; i ++ ) {
  26185. const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  26186. if ( ! extrudeByPath ) {
  26187. v( vert.x, vert.y, 0 );
  26188. } else {
  26189. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  26190. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  26191. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  26192. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  26193. v( position2.x, position2.y, position2.z );
  26194. }
  26195. }
  26196. // Add stepped vertices...
  26197. // Including front facing vertices
  26198. for ( let s = 1; s <= steps; s ++ ) {
  26199. for ( let i = 0; i < vlen; i ++ ) {
  26200. const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  26201. if ( ! extrudeByPath ) {
  26202. v( vert.x, vert.y, depth / steps * s );
  26203. } else {
  26204. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  26205. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  26206. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  26207. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  26208. v( position2.x, position2.y, position2.z );
  26209. }
  26210. }
  26211. }
  26212. // Add bevel segments planes
  26213. //for ( b = 1; b <= bevelSegments; b ++ ) {
  26214. for ( let b = bevelSegments - 1; b >= 0; b -- ) {
  26215. const t = b / bevelSegments;
  26216. const z = bevelThickness * Math.cos( t * Math.PI / 2 );
  26217. const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  26218. // contract shape
  26219. for ( let i = 0, il = contour.length; i < il; i ++ ) {
  26220. const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  26221. v( vert.x, vert.y, depth + z );
  26222. }
  26223. // expand holes
  26224. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  26225. const ahole = holes[ h ];
  26226. oneHoleMovements = holesMovements[ h ];
  26227. for ( let i = 0, il = ahole.length; i < il; i ++ ) {
  26228. const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  26229. if ( ! extrudeByPath ) {
  26230. v( vert.x, vert.y, depth + z );
  26231. } else {
  26232. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  26233. }
  26234. }
  26235. }
  26236. }
  26237. /* Faces */
  26238. // Top and bottom faces
  26239. buildLidFaces();
  26240. // Sides faces
  26241. buildSideFaces();
  26242. ///// Internal functions
  26243. function buildLidFaces() {
  26244. const start = verticesArray.length / 3;
  26245. if ( bevelEnabled ) {
  26246. let layer = 0; // steps + 1
  26247. let offset = vlen * layer;
  26248. // Bottom faces
  26249. for ( let i = 0; i < flen; i ++ ) {
  26250. const face = faces[ i ];
  26251. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  26252. }
  26253. layer = steps + bevelSegments * 2;
  26254. offset = vlen * layer;
  26255. // Top faces
  26256. for ( let i = 0; i < flen; i ++ ) {
  26257. const face = faces[ i ];
  26258. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  26259. }
  26260. } else {
  26261. // Bottom faces
  26262. for ( let i = 0; i < flen; i ++ ) {
  26263. const face = faces[ i ];
  26264. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  26265. }
  26266. // Top faces
  26267. for ( let i = 0; i < flen; i ++ ) {
  26268. const face = faces[ i ];
  26269. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  26270. }
  26271. }
  26272. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  26273. }
  26274. // Create faces for the z-sides of the shape
  26275. function buildSideFaces() {
  26276. const start = verticesArray.length / 3;
  26277. let layeroffset = 0;
  26278. sidewalls( contour, layeroffset );
  26279. layeroffset += contour.length;
  26280. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  26281. const ahole = holes[ h ];
  26282. sidewalls( ahole, layeroffset );
  26283. //, true
  26284. layeroffset += ahole.length;
  26285. }
  26286. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  26287. }
  26288. function sidewalls( contour, layeroffset ) {
  26289. let i = contour.length;
  26290. while ( -- i >= 0 ) {
  26291. const j = i;
  26292. let k = i - 1;
  26293. if ( k < 0 ) k = contour.length - 1;
  26294. //log('b', i,j, i-1, k,vertices.length);
  26295. for ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {
  26296. const slen1 = vlen * s;
  26297. const slen2 = vlen * ( s + 1 );
  26298. const a = layeroffset + j + slen1,
  26299. b = layeroffset + k + slen1,
  26300. c = layeroffset + k + slen2,
  26301. d = layeroffset + j + slen2;
  26302. f4( a, b, c, d );
  26303. }
  26304. }
  26305. }
  26306. function v( x, y, z ) {
  26307. placeholder.push( x );
  26308. placeholder.push( y );
  26309. placeholder.push( z );
  26310. }
  26311. function f3( a, b, c ) {
  26312. addVertex( a );
  26313. addVertex( b );
  26314. addVertex( c );
  26315. const nextIndex = verticesArray.length / 3;
  26316. const uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  26317. addUV( uvs[ 0 ] );
  26318. addUV( uvs[ 1 ] );
  26319. addUV( uvs[ 2 ] );
  26320. }
  26321. function f4( a, b, c, d ) {
  26322. addVertex( a );
  26323. addVertex( b );
  26324. addVertex( d );
  26325. addVertex( b );
  26326. addVertex( c );
  26327. addVertex( d );
  26328. const nextIndex = verticesArray.length / 3;
  26329. const uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  26330. addUV( uvs[ 0 ] );
  26331. addUV( uvs[ 1 ] );
  26332. addUV( uvs[ 3 ] );
  26333. addUV( uvs[ 1 ] );
  26334. addUV( uvs[ 2 ] );
  26335. addUV( uvs[ 3 ] );
  26336. }
  26337. function addVertex( index ) {
  26338. verticesArray.push( placeholder[ index * 3 + 0 ] );
  26339. verticesArray.push( placeholder[ index * 3 + 1 ] );
  26340. verticesArray.push( placeholder[ index * 3 + 2 ] );
  26341. }
  26342. function addUV( vector2 ) {
  26343. uvArray.push( vector2.x );
  26344. uvArray.push( vector2.y );
  26345. }
  26346. }
  26347. }
  26348. copy( source ) {
  26349. super.copy( source );
  26350. this.parameters = Object.assign( {}, source.parameters );
  26351. return this;
  26352. }
  26353. toJSON() {
  26354. const data = super.toJSON();
  26355. const shapes = this.parameters.shapes;
  26356. const options = this.parameters.options;
  26357. return toJSON$1( shapes, options, data );
  26358. }
  26359. /**
  26360. * Factory method for creating an instance of this class from the given
  26361. * JSON object.
  26362. *
  26363. * @param {Object} data - A JSON object representing the serialized geometry.
  26364. * @param {Array<Shape>} shapes - An array of shapes.
  26365. * @return {ExtrudeGeometry} A new instance.
  26366. */
  26367. static fromJSON( data, shapes ) {
  26368. const geometryShapes = [];
  26369. for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  26370. const shape = shapes[ data.shapes[ j ] ];
  26371. geometryShapes.push( shape );
  26372. }
  26373. const extrudePath = data.options.extrudePath;
  26374. if ( extrudePath !== undefined ) {
  26375. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  26376. }
  26377. return new ExtrudeGeometry( geometryShapes, data.options );
  26378. }
  26379. }
  26380. const WorldUVGenerator = {
  26381. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  26382. const a_x = vertices[ indexA * 3 ];
  26383. const a_y = vertices[ indexA * 3 + 1 ];
  26384. const b_x = vertices[ indexB * 3 ];
  26385. const b_y = vertices[ indexB * 3 + 1 ];
  26386. const c_x = vertices[ indexC * 3 ];
  26387. const c_y = vertices[ indexC * 3 + 1 ];
  26388. return [
  26389. new Vector2( a_x, a_y ),
  26390. new Vector2( b_x, b_y ),
  26391. new Vector2( c_x, c_y )
  26392. ];
  26393. },
  26394. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  26395. const a_x = vertices[ indexA * 3 ];
  26396. const a_y = vertices[ indexA * 3 + 1 ];
  26397. const a_z = vertices[ indexA * 3 + 2 ];
  26398. const b_x = vertices[ indexB * 3 ];
  26399. const b_y = vertices[ indexB * 3 + 1 ];
  26400. const b_z = vertices[ indexB * 3 + 2 ];
  26401. const c_x = vertices[ indexC * 3 ];
  26402. const c_y = vertices[ indexC * 3 + 1 ];
  26403. const c_z = vertices[ indexC * 3 + 2 ];
  26404. const d_x = vertices[ indexD * 3 ];
  26405. const d_y = vertices[ indexD * 3 + 1 ];
  26406. const d_z = vertices[ indexD * 3 + 2 ];
  26407. if ( Math.abs( a_y - b_y ) < Math.abs( a_x - b_x ) ) {
  26408. return [
  26409. new Vector2( a_x, 1 - a_z ),
  26410. new Vector2( b_x, 1 - b_z ),
  26411. new Vector2( c_x, 1 - c_z ),
  26412. new Vector2( d_x, 1 - d_z )
  26413. ];
  26414. } else {
  26415. return [
  26416. new Vector2( a_y, 1 - a_z ),
  26417. new Vector2( b_y, 1 - b_z ),
  26418. new Vector2( c_y, 1 - c_z ),
  26419. new Vector2( d_y, 1 - d_z )
  26420. ];
  26421. }
  26422. }
  26423. };
  26424. function toJSON$1( shapes, options, data ) {
  26425. data.shapes = [];
  26426. if ( Array.isArray( shapes ) ) {
  26427. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  26428. const shape = shapes[ i ];
  26429. data.shapes.push( shape.uuid );
  26430. }
  26431. } else {
  26432. data.shapes.push( shapes.uuid );
  26433. }
  26434. data.options = Object.assign( {}, options );
  26435. if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();
  26436. return data;
  26437. }
  26438. /**
  26439. * A geometry class for representing an icosahedron.
  26440. *
  26441. * ```js
  26442. * const geometry = new THREE.IcosahedronGeometry();
  26443. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26444. * const icosahedron = new THREE.Mesh( geometry, material );
  26445. * scene.add( icosahedron );
  26446. * ```
  26447. *
  26448. * @augments PolyhedronGeometry
  26449. * @demo scenes/geometry-browser.html#IcosahedronGeometry
  26450. */
  26451. class IcosahedronGeometry extends PolyhedronGeometry {
  26452. /**
  26453. * Constructs a new icosahedron geometry.
  26454. *
  26455. * @param {number} [radius=1] - Radius of the icosahedron.
  26456. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a icosahedron.
  26457. */
  26458. constructor( radius = 1, detail = 0 ) {
  26459. const t = ( 1 + Math.sqrt( 5 ) ) / 2;
  26460. const vertices = [
  26461. -1, t, 0, 1, t, 0, -1, - t, 0, 1, - t, 0,
  26462. 0, -1, t, 0, 1, t, 0, -1, - t, 0, 1, - t,
  26463. t, 0, -1, t, 0, 1, - t, 0, -1, - t, 0, 1
  26464. ];
  26465. const indices = [
  26466. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  26467. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  26468. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  26469. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  26470. ];
  26471. super( vertices, indices, radius, detail );
  26472. this.type = 'IcosahedronGeometry';
  26473. /**
  26474. * Holds the constructor parameters that have been
  26475. * used to generate the geometry. Any modification
  26476. * after instantiation does not change the geometry.
  26477. *
  26478. * @type {Object}
  26479. */
  26480. this.parameters = {
  26481. radius: radius,
  26482. detail: detail
  26483. };
  26484. }
  26485. /**
  26486. * Factory method for creating an instance of this class from the given
  26487. * JSON object.
  26488. *
  26489. * @param {Object} data - A JSON object representing the serialized geometry.
  26490. * @return {IcosahedronGeometry} A new instance.
  26491. */
  26492. static fromJSON( data ) {
  26493. return new IcosahedronGeometry( data.radius, data.detail );
  26494. }
  26495. }
  26496. /**
  26497. * Creates meshes with axial symmetry like vases. The lathe rotates around the Y axis.
  26498. *
  26499. * ```js
  26500. * const points = [];
  26501. * for ( let i = 0; i < 10; i ++ ) {
  26502. * points.push( new THREE.Vector2( Math.sin( i * 0.2 ) * 10 + 5, ( i - 5 ) * 2 ) );
  26503. * }
  26504. * const geometry = new THREE.LatheGeometry( points );
  26505. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26506. * const lathe = new THREE.Mesh( geometry, material );
  26507. * scene.add( lathe );
  26508. * ```
  26509. *
  26510. * @augments BufferGeometry
  26511. * @demo scenes/geometry-browser.html#LatheGeometry
  26512. */
  26513. class LatheGeometry extends BufferGeometry {
  26514. /**
  26515. * Constructs a new lathe geometry.
  26516. *
  26517. * @param {Array<Vector2|Vector3>} [points] - An array of points in 2D space. The x-coordinate of each point
  26518. * must be greater than zero.
  26519. * @param {number} [segments=12] - The number of circumference segments to generate.
  26520. * @param {number} [phiStart=0] - The starting angle in radians.
  26521. * @param {number} [phiLength=Math.PI*2] - The radian (0 to 2PI) range of the lathed section 2PI is a
  26522. * closed lathe, less than 2PI is a portion.
  26523. */
  26524. 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 ) {
  26525. super();
  26526. this.type = 'LatheGeometry';
  26527. /**
  26528. * Holds the constructor parameters that have been
  26529. * used to generate the geometry. Any modification
  26530. * after instantiation does not change the geometry.
  26531. *
  26532. * @type {Object}
  26533. */
  26534. this.parameters = {
  26535. points: points,
  26536. segments: segments,
  26537. phiStart: phiStart,
  26538. phiLength: phiLength
  26539. };
  26540. segments = Math.floor( segments );
  26541. // clamp phiLength so it's in range of [ 0, 2PI ]
  26542. phiLength = clamp( phiLength, 0, Math.PI * 2 );
  26543. // buffers
  26544. const indices = [];
  26545. const vertices = [];
  26546. const uvs = [];
  26547. const initNormals = [];
  26548. const normals = [];
  26549. // helper variables
  26550. const inverseSegments = 1.0 / segments;
  26551. const vertex = new Vector3();
  26552. const uv = new Vector2();
  26553. const normal = new Vector3();
  26554. const curNormal = new Vector3();
  26555. const prevNormal = new Vector3();
  26556. let dx = 0;
  26557. let dy = 0;
  26558. // pre-compute normals for initial "meridian"
  26559. for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
  26560. switch ( j ) {
  26561. case 0: // special handling for 1st vertex on path
  26562. dx = points[ j + 1 ].x - points[ j ].x;
  26563. dy = points[ j + 1 ].y - points[ j ].y;
  26564. normal.x = dy * 1.0;
  26565. normal.y = - dx;
  26566. normal.z = dy * 0.0;
  26567. prevNormal.copy( normal );
  26568. normal.normalize();
  26569. initNormals.push( normal.x, normal.y, normal.z );
  26570. break;
  26571. case ( points.length - 1 ): // special handling for last Vertex on path
  26572. initNormals.push( prevNormal.x, prevNormal.y, prevNormal.z );
  26573. break;
  26574. default: // default handling for all vertices in between
  26575. dx = points[ j + 1 ].x - points[ j ].x;
  26576. dy = points[ j + 1 ].y - points[ j ].y;
  26577. normal.x = dy * 1.0;
  26578. normal.y = - dx;
  26579. normal.z = dy * 0.0;
  26580. curNormal.copy( normal );
  26581. normal.x += prevNormal.x;
  26582. normal.y += prevNormal.y;
  26583. normal.z += prevNormal.z;
  26584. normal.normalize();
  26585. initNormals.push( normal.x, normal.y, normal.z );
  26586. prevNormal.copy( curNormal );
  26587. }
  26588. }
  26589. // generate vertices, uvs and normals
  26590. for ( let i = 0; i <= segments; i ++ ) {
  26591. const phi = phiStart + i * inverseSegments * phiLength;
  26592. const sin = Math.sin( phi );
  26593. const cos = Math.cos( phi );
  26594. for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
  26595. // vertex
  26596. vertex.x = points[ j ].x * sin;
  26597. vertex.y = points[ j ].y;
  26598. vertex.z = points[ j ].x * cos;
  26599. vertices.push( vertex.x, vertex.y, vertex.z );
  26600. // uv
  26601. uv.x = i / segments;
  26602. uv.y = j / ( points.length - 1 );
  26603. uvs.push( uv.x, uv.y );
  26604. // normal
  26605. const x = initNormals[ 3 * j + 0 ] * sin;
  26606. const y = initNormals[ 3 * j + 1 ];
  26607. const z = initNormals[ 3 * j + 0 ] * cos;
  26608. normals.push( x, y, z );
  26609. }
  26610. }
  26611. // indices
  26612. for ( let i = 0; i < segments; i ++ ) {
  26613. for ( let j = 0; j < ( points.length - 1 ); j ++ ) {
  26614. const base = j + i * points.length;
  26615. const a = base;
  26616. const b = base + points.length;
  26617. const c = base + points.length + 1;
  26618. const d = base + 1;
  26619. // faces
  26620. indices.push( a, b, d );
  26621. indices.push( c, d, b );
  26622. }
  26623. }
  26624. // build geometry
  26625. this.setIndex( indices );
  26626. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26627. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26628. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26629. }
  26630. copy( source ) {
  26631. super.copy( source );
  26632. this.parameters = Object.assign( {}, source.parameters );
  26633. return this;
  26634. }
  26635. /**
  26636. * Factory method for creating an instance of this class from the given
  26637. * JSON object.
  26638. *
  26639. * @param {Object} data - A JSON object representing the serialized geometry.
  26640. * @return {LatheGeometry} A new instance.
  26641. */
  26642. static fromJSON( data ) {
  26643. return new LatheGeometry( data.points, data.segments, data.phiStart, data.phiLength );
  26644. }
  26645. }
  26646. /**
  26647. * A geometry class for representing an octahedron.
  26648. *
  26649. * ```js
  26650. * const geometry = new THREE.OctahedronGeometry();
  26651. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26652. * const octahedron = new THREE.Mesh( geometry, material );
  26653. * scene.add( octahedron );
  26654. * ```
  26655. *
  26656. * @augments PolyhedronGeometry
  26657. * @demo scenes/geometry-browser.html#OctahedronGeometry
  26658. */
  26659. class OctahedronGeometry extends PolyhedronGeometry {
  26660. /**
  26661. * Constructs a new octahedron geometry.
  26662. *
  26663. * @param {number} [radius=1] - Radius of the octahedron.
  26664. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a octahedron.
  26665. */
  26666. constructor( radius = 1, detail = 0 ) {
  26667. const vertices = [
  26668. 1, 0, 0, -1, 0, 0, 0, 1, 0,
  26669. 0, -1, 0, 0, 0, 1, 0, 0, -1
  26670. ];
  26671. const indices = [
  26672. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  26673. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  26674. 1, 3, 4, 1, 4, 2
  26675. ];
  26676. super( vertices, indices, radius, detail );
  26677. this.type = 'OctahedronGeometry';
  26678. /**
  26679. * Holds the constructor parameters that have been
  26680. * used to generate the geometry. Any modification
  26681. * after instantiation does not change the geometry.
  26682. *
  26683. * @type {Object}
  26684. */
  26685. this.parameters = {
  26686. radius: radius,
  26687. detail: detail
  26688. };
  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 {OctahedronGeometry} A new instance.
  26696. */
  26697. static fromJSON( data ) {
  26698. return new OctahedronGeometry( data.radius, data.detail );
  26699. }
  26700. }
  26701. /**
  26702. * A geometry class for representing a plane.
  26703. *
  26704. * ```js
  26705. * const geometry = new THREE.PlaneGeometry( 1, 1 );
  26706. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
  26707. * const plane = new THREE.Mesh( geometry, material );
  26708. * scene.add( plane );
  26709. * ```
  26710. *
  26711. * @augments BufferGeometry
  26712. * @demo scenes/geometry-browser.html#PlaneGeometry
  26713. */
  26714. class PlaneGeometry extends BufferGeometry {
  26715. /**
  26716. * Constructs a new plane geometry.
  26717. *
  26718. * @param {number} [width=1] - The width along the X axis.
  26719. * @param {number} [height=1] - The height along the Y axis
  26720. * @param {number} [widthSegments=1] - The number of segments along the X axis.
  26721. * @param {number} [heightSegments=1] - The number of segments along the Y axis.
  26722. */
  26723. constructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) {
  26724. super();
  26725. this.type = 'PlaneGeometry';
  26726. /**
  26727. * Holds the constructor parameters that have been
  26728. * used to generate the geometry. Any modification
  26729. * after instantiation does not change the geometry.
  26730. *
  26731. * @type {Object}
  26732. */
  26733. this.parameters = {
  26734. width: width,
  26735. height: height,
  26736. widthSegments: widthSegments,
  26737. heightSegments: heightSegments
  26738. };
  26739. const width_half = width / 2;
  26740. const height_half = height / 2;
  26741. const gridX = Math.floor( widthSegments );
  26742. const gridY = Math.floor( heightSegments );
  26743. const gridX1 = gridX + 1;
  26744. const gridY1 = gridY + 1;
  26745. const segment_width = width / gridX;
  26746. const segment_height = height / gridY;
  26747. //
  26748. const indices = [];
  26749. const vertices = [];
  26750. const normals = [];
  26751. const uvs = [];
  26752. for ( let iy = 0; iy < gridY1; iy ++ ) {
  26753. const y = iy * segment_height - height_half;
  26754. for ( let ix = 0; ix < gridX1; ix ++ ) {
  26755. const x = ix * segment_width - width_half;
  26756. vertices.push( x, - y, 0 );
  26757. normals.push( 0, 0, 1 );
  26758. uvs.push( ix / gridX );
  26759. uvs.push( 1 - ( iy / gridY ) );
  26760. }
  26761. }
  26762. for ( let iy = 0; iy < gridY; iy ++ ) {
  26763. for ( let ix = 0; ix < gridX; ix ++ ) {
  26764. const a = ix + gridX1 * iy;
  26765. const b = ix + gridX1 * ( iy + 1 );
  26766. const c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  26767. const d = ( ix + 1 ) + gridX1 * iy;
  26768. indices.push( a, b, d );
  26769. indices.push( b, c, d );
  26770. }
  26771. }
  26772. this.setIndex( indices );
  26773. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26774. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26775. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26776. }
  26777. copy( source ) {
  26778. super.copy( source );
  26779. this.parameters = Object.assign( {}, source.parameters );
  26780. return this;
  26781. }
  26782. /**
  26783. * Factory method for creating an instance of this class from the given
  26784. * JSON object.
  26785. *
  26786. * @param {Object} data - A JSON object representing the serialized geometry.
  26787. * @return {PlaneGeometry} A new instance.
  26788. */
  26789. static fromJSON( data ) {
  26790. return new PlaneGeometry( data.width, data.height, data.widthSegments, data.heightSegments );
  26791. }
  26792. }
  26793. /**
  26794. * A class for generating a two-dimensional ring geometry.
  26795. *
  26796. * ```js
  26797. * const geometry = new THREE.RingGeometry( 1, 5, 32 );
  26798. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
  26799. * const mesh = new THREE.Mesh( geometry, material );
  26800. * scene.add( mesh );
  26801. * ```
  26802. *
  26803. * @augments BufferGeometry
  26804. * @demo scenes/geometry-browser.html#RingGeometry
  26805. */
  26806. class RingGeometry extends BufferGeometry {
  26807. /**
  26808. * Constructs a new ring geometry.
  26809. *
  26810. * @param {number} [innerRadius=0.5] - The inner radius of the ring.
  26811. * @param {number} [outerRadius=1] - The outer radius of the ring.
  26812. * @param {number} [thetaSegments=32] - Number of segments. A higher number means the ring will be more round. Minimum is `3`.
  26813. * @param {number} [phiSegments=1] - Number of segments per ring segment. Minimum is `1`.
  26814. * @param {number} [thetaStart=0] - Starting angle in radians.
  26815. * @param {number} [thetaLength=Math.PI*2] - Central angle in radians.
  26816. */
  26817. constructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 32, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  26818. super();
  26819. this.type = 'RingGeometry';
  26820. /**
  26821. * Holds the constructor parameters that have been
  26822. * used to generate the geometry. Any modification
  26823. * after instantiation does not change the geometry.
  26824. *
  26825. * @type {Object}
  26826. */
  26827. this.parameters = {
  26828. innerRadius: innerRadius,
  26829. outerRadius: outerRadius,
  26830. thetaSegments: thetaSegments,
  26831. phiSegments: phiSegments,
  26832. thetaStart: thetaStart,
  26833. thetaLength: thetaLength
  26834. };
  26835. thetaSegments = Math.max( 3, thetaSegments );
  26836. phiSegments = Math.max( 1, phiSegments );
  26837. // buffers
  26838. const indices = [];
  26839. const vertices = [];
  26840. const normals = [];
  26841. const uvs = [];
  26842. // some helper variables
  26843. let radius = innerRadius;
  26844. const radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  26845. const vertex = new Vector3();
  26846. const uv = new Vector2();
  26847. // generate vertices, normals and uvs
  26848. for ( let j = 0; j <= phiSegments; j ++ ) {
  26849. for ( let i = 0; i <= thetaSegments; i ++ ) {
  26850. // values are generate from the inside of the ring to the outside
  26851. const segment = thetaStart + i / thetaSegments * thetaLength;
  26852. // vertex
  26853. vertex.x = radius * Math.cos( segment );
  26854. vertex.y = radius * Math.sin( segment );
  26855. vertices.push( vertex.x, vertex.y, vertex.z );
  26856. // normal
  26857. normals.push( 0, 0, 1 );
  26858. // uv
  26859. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  26860. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  26861. uvs.push( uv.x, uv.y );
  26862. }
  26863. // increase the radius for next row of vertices
  26864. radius += radiusStep;
  26865. }
  26866. // indices
  26867. for ( let j = 0; j < phiSegments; j ++ ) {
  26868. const thetaSegmentLevel = j * ( thetaSegments + 1 );
  26869. for ( let i = 0; i < thetaSegments; i ++ ) {
  26870. const segment = i + thetaSegmentLevel;
  26871. const a = segment;
  26872. const b = segment + thetaSegments + 1;
  26873. const c = segment + thetaSegments + 2;
  26874. const d = segment + 1;
  26875. // faces
  26876. indices.push( a, b, d );
  26877. indices.push( b, c, d );
  26878. }
  26879. }
  26880. // build geometry
  26881. this.setIndex( indices );
  26882. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26883. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26884. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26885. }
  26886. copy( source ) {
  26887. super.copy( source );
  26888. this.parameters = Object.assign( {}, source.parameters );
  26889. return this;
  26890. }
  26891. /**
  26892. * Factory method for creating an instance of this class from the given
  26893. * JSON object.
  26894. *
  26895. * @param {Object} data - A JSON object representing the serialized geometry.
  26896. * @return {RingGeometry} A new instance.
  26897. */
  26898. static fromJSON( data ) {
  26899. return new RingGeometry( data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength );
  26900. }
  26901. }
  26902. /**
  26903. * Creates an one-sided polygonal geometry from one or more path shapes.
  26904. *
  26905. * ```js
  26906. * const arcShape = new THREE.Shape()
  26907. * .moveTo( 5, 1 )
  26908. * .absarc( 1, 1, 4, 0, Math.PI * 2, false );
  26909. *
  26910. * const geometry = new THREE.ShapeGeometry( arcShape );
  26911. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00, side: THREE.DoubleSide } );
  26912. * const mesh = new THREE.Mesh( geometry, material ) ;
  26913. * scene.add( mesh );
  26914. * ```
  26915. *
  26916. * @augments BufferGeometry
  26917. * @demo scenes/geometry-browser.html#ShapeGeometry
  26918. */
  26919. class ShapeGeometry extends BufferGeometry {
  26920. /**
  26921. * Constructs a new shape geometry.
  26922. *
  26923. * @param {Shape|Array<Shape>} [shapes] - A shape or an array of shapes.
  26924. * @param {number} [curveSegments=12] - Number of segments per shape.
  26925. */
  26926. constructor( shapes = new Shape( [ new Vector2( 0, 0.5 ), new Vector2( -0.5, -0.5 ), new Vector2( 0.5, -0.5 ) ] ), curveSegments = 12 ) {
  26927. super();
  26928. this.type = 'ShapeGeometry';
  26929. /**
  26930. * Holds the constructor parameters that have been
  26931. * used to generate the geometry. Any modification
  26932. * after instantiation does not change the geometry.
  26933. *
  26934. * @type {Object}
  26935. */
  26936. this.parameters = {
  26937. shapes: shapes,
  26938. curveSegments: curveSegments
  26939. };
  26940. // buffers
  26941. const indices = [];
  26942. const vertices = [];
  26943. const normals = [];
  26944. const uvs = [];
  26945. // helper variables
  26946. let groupStart = 0;
  26947. let groupCount = 0;
  26948. // allow single and array values for "shapes" parameter
  26949. if ( Array.isArray( shapes ) === false ) {
  26950. addShape( shapes );
  26951. } else {
  26952. for ( let i = 0; i < shapes.length; i ++ ) {
  26953. addShape( shapes[ i ] );
  26954. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  26955. groupStart += groupCount;
  26956. groupCount = 0;
  26957. }
  26958. }
  26959. // build geometry
  26960. this.setIndex( indices );
  26961. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26962. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26963. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26964. // helper functions
  26965. function addShape( shape ) {
  26966. const indexOffset = vertices.length / 3;
  26967. const points = shape.extractPoints( curveSegments );
  26968. let shapeVertices = points.shape;
  26969. const shapeHoles = points.holes;
  26970. // check direction of vertices
  26971. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  26972. shapeVertices = shapeVertices.reverse();
  26973. }
  26974. for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
  26975. const shapeHole = shapeHoles[ i ];
  26976. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  26977. shapeHoles[ i ] = shapeHole.reverse();
  26978. }
  26979. }
  26980. const faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  26981. // join vertices of inner and outer paths to a single array
  26982. for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
  26983. const shapeHole = shapeHoles[ i ];
  26984. shapeVertices = shapeVertices.concat( shapeHole );
  26985. }
  26986. // vertices, normals, uvs
  26987. for ( let i = 0, l = shapeVertices.length; i < l; i ++ ) {
  26988. const vertex = shapeVertices[ i ];
  26989. vertices.push( vertex.x, vertex.y, 0 );
  26990. normals.push( 0, 0, 1 );
  26991. uvs.push( vertex.x, vertex.y ); // world uvs
  26992. }
  26993. // indices
  26994. for ( let i = 0, l = faces.length; i < l; i ++ ) {
  26995. const face = faces[ i ];
  26996. const a = face[ 0 ] + indexOffset;
  26997. const b = face[ 1 ] + indexOffset;
  26998. const c = face[ 2 ] + indexOffset;
  26999. indices.push( a, b, c );
  27000. groupCount += 3;
  27001. }
  27002. }
  27003. }
  27004. copy( source ) {
  27005. super.copy( source );
  27006. this.parameters = Object.assign( {}, source.parameters );
  27007. return this;
  27008. }
  27009. toJSON() {
  27010. const data = super.toJSON();
  27011. const shapes = this.parameters.shapes;
  27012. return toJSON( shapes, data );
  27013. }
  27014. /**
  27015. * Factory method for creating an instance of this class from the given
  27016. * JSON object.
  27017. *
  27018. * @param {Object} data - A JSON object representing the serialized geometry.
  27019. * @param {Array<Shape>} shapes - An array of shapes.
  27020. * @return {ShapeGeometry} A new instance.
  27021. */
  27022. static fromJSON( data, shapes ) {
  27023. const geometryShapes = [];
  27024. for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  27025. const shape = shapes[ data.shapes[ j ] ];
  27026. geometryShapes.push( shape );
  27027. }
  27028. return new ShapeGeometry( geometryShapes, data.curveSegments );
  27029. }
  27030. }
  27031. function toJSON( shapes, data ) {
  27032. data.shapes = [];
  27033. if ( Array.isArray( shapes ) ) {
  27034. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  27035. const shape = shapes[ i ];
  27036. data.shapes.push( shape.uuid );
  27037. }
  27038. } else {
  27039. data.shapes.push( shapes.uuid );
  27040. }
  27041. return data;
  27042. }
  27043. /**
  27044. * A class for generating a sphere geometry.
  27045. *
  27046. * ```js
  27047. * const geometry = new THREE.SphereGeometry( 15, 32, 16 );
  27048. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  27049. * const sphere = new THREE.Mesh( geometry, material );
  27050. * scene.add( sphere );
  27051. * ```
  27052. *
  27053. * @augments BufferGeometry
  27054. * @demo scenes/geometry-browser.html#SphereGeometry
  27055. */
  27056. class SphereGeometry extends BufferGeometry {
  27057. /**
  27058. * Constructs a new sphere geometry.
  27059. *
  27060. * @param {number} [radius=1] - The sphere radius.
  27061. * @param {number} [widthSegments=32] - The number of horizontal segments. Minimum value is `3`.
  27062. * @param {number} [heightSegments=16] - The number of vertical segments. Minimum value is `2`.
  27063. * @param {number} [phiStart=0] - The horizontal starting angle in radians.
  27064. * @param {number} [phiLength=Math.PI*2] - The horizontal sweep angle size.
  27065. * @param {number} [thetaStart=0] - The vertical starting angle in radians.
  27066. * @param {number} [thetaLength=Math.PI] - The vertical sweep angle size.
  27067. */
  27068. constructor( radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) {
  27069. super();
  27070. this.type = 'SphereGeometry';
  27071. /**
  27072. * Holds the constructor parameters that have been
  27073. * used to generate the geometry. Any modification
  27074. * after instantiation does not change the geometry.
  27075. *
  27076. * @type {Object}
  27077. */
  27078. this.parameters = {
  27079. radius: radius,
  27080. widthSegments: widthSegments,
  27081. heightSegments: heightSegments,
  27082. phiStart: phiStart,
  27083. phiLength: phiLength,
  27084. thetaStart: thetaStart,
  27085. thetaLength: thetaLength
  27086. };
  27087. widthSegments = Math.max( 3, Math.floor( widthSegments ) );
  27088. heightSegments = Math.max( 2, Math.floor( heightSegments ) );
  27089. const thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  27090. let index = 0;
  27091. const grid = [];
  27092. const vertex = new Vector3();
  27093. const normal = new Vector3();
  27094. // buffers
  27095. const indices = [];
  27096. const vertices = [];
  27097. const normals = [];
  27098. const uvs = [];
  27099. // generate vertices, normals and uvs
  27100. for ( let iy = 0; iy <= heightSegments; iy ++ ) {
  27101. const verticesRow = [];
  27102. const v = iy / heightSegments;
  27103. // special case for the poles
  27104. let uOffset = 0;
  27105. if ( iy === 0 && thetaStart === 0 ) {
  27106. uOffset = 0.5 / widthSegments;
  27107. } else if ( iy === heightSegments && thetaEnd === Math.PI ) {
  27108. uOffset = -0.5 / widthSegments;
  27109. }
  27110. for ( let ix = 0; ix <= widthSegments; ix ++ ) {
  27111. const u = ix / widthSegments;
  27112. // vertex
  27113. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  27114. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  27115. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  27116. vertices.push( vertex.x, vertex.y, vertex.z );
  27117. // normal
  27118. normal.copy( vertex ).normalize();
  27119. normals.push( normal.x, normal.y, normal.z );
  27120. // uv
  27121. uvs.push( u + uOffset, 1 - v );
  27122. verticesRow.push( index ++ );
  27123. }
  27124. grid.push( verticesRow );
  27125. }
  27126. // indices
  27127. for ( let iy = 0; iy < heightSegments; iy ++ ) {
  27128. for ( let ix = 0; ix < widthSegments; ix ++ ) {
  27129. const a = grid[ iy ][ ix + 1 ];
  27130. const b = grid[ iy ][ ix ];
  27131. const c = grid[ iy + 1 ][ ix ];
  27132. const d = grid[ iy + 1 ][ ix + 1 ];
  27133. if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
  27134. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
  27135. }
  27136. }
  27137. // build geometry
  27138. this.setIndex( indices );
  27139. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27140. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  27141. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  27142. }
  27143. copy( source ) {
  27144. super.copy( source );
  27145. this.parameters = Object.assign( {}, source.parameters );
  27146. return this;
  27147. }
  27148. /**
  27149. * Factory method for creating an instance of this class from the given
  27150. * JSON object.
  27151. *
  27152. * @param {Object} data - A JSON object representing the serialized geometry.
  27153. * @return {SphereGeometry} A new instance.
  27154. */
  27155. static fromJSON( data ) {
  27156. return new SphereGeometry( data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength );
  27157. }
  27158. }
  27159. /**
  27160. * A geometry class for representing an tetrahedron.
  27161. *
  27162. * ```js
  27163. * const geometry = new THREE.TetrahedronGeometry();
  27164. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  27165. * const tetrahedron = new THREE.Mesh( geometry, material );
  27166. * scene.add( tetrahedron );
  27167. * ```
  27168. *
  27169. * @augments PolyhedronGeometry
  27170. * @demo scenes/geometry-browser.html#TetrahedronGeometry
  27171. */
  27172. class TetrahedronGeometry extends PolyhedronGeometry {
  27173. /**
  27174. * Constructs a new tetrahedron geometry.
  27175. *
  27176. * @param {number} [radius=1] - Radius of the tetrahedron.
  27177. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a tetrahedron.
  27178. */
  27179. constructor( radius = 1, detail = 0 ) {
  27180. const vertices = [
  27181. 1, 1, 1, -1, -1, 1, -1, 1, -1, 1, -1, -1
  27182. ];
  27183. const indices = [
  27184. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  27185. ];
  27186. super( vertices, indices, radius, detail );
  27187. this.type = 'TetrahedronGeometry';
  27188. /**
  27189. * Holds the constructor parameters that have been
  27190. * used to generate the geometry. Any modification
  27191. * after instantiation does not change the geometry.
  27192. *
  27193. * @type {Object}
  27194. */
  27195. this.parameters = {
  27196. radius: radius,
  27197. detail: detail
  27198. };
  27199. }
  27200. /**
  27201. * Factory method for creating an instance of this class from the given
  27202. * JSON object.
  27203. *
  27204. * @param {Object} data - A JSON object representing the serialized geometry.
  27205. * @return {TetrahedronGeometry} A new instance.
  27206. */
  27207. static fromJSON( data ) {
  27208. return new TetrahedronGeometry( data.radius, data.detail );
  27209. }
  27210. }
  27211. /**
  27212. * A geometry class for representing an torus.
  27213. *
  27214. * ```js
  27215. * const geometry = new THREE.TorusGeometry( 10, 3, 16, 100 );
  27216. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  27217. * const torus = new THREE.Mesh( geometry, material );
  27218. * scene.add( torus );
  27219. * ```
  27220. *
  27221. * @augments BufferGeometry
  27222. * @demo scenes/geometry-browser.html#TorusGeometry
  27223. */
  27224. class TorusGeometry extends BufferGeometry {
  27225. /**
  27226. * Constructs a new torus geometry.
  27227. *
  27228. * @param {number} [radius=1] - Radius of the torus, from the center of the torus to the center of the tube.
  27229. * @param {number} [tube=0.4] - Radius of the tube. Must be smaller than `radius`.
  27230. * @param {number} [radialSegments=12] - The number of radial segments.
  27231. * @param {number} [tubularSegments=48] - The number of tubular segments.
  27232. * @param {number} [arc=Math.PI*2] - Central angle in radians.
  27233. */
  27234. constructor( radius = 1, tube = 0.4, radialSegments = 12, tubularSegments = 48, arc = Math.PI * 2 ) {
  27235. super();
  27236. this.type = 'TorusGeometry';
  27237. /**
  27238. * Holds the constructor parameters that have been
  27239. * used to generate the geometry. Any modification
  27240. * after instantiation does not change the geometry.
  27241. *
  27242. * @type {Object}
  27243. */
  27244. this.parameters = {
  27245. radius: radius,
  27246. tube: tube,
  27247. radialSegments: radialSegments,
  27248. tubularSegments: tubularSegments,
  27249. arc: arc
  27250. };
  27251. radialSegments = Math.floor( radialSegments );
  27252. tubularSegments = Math.floor( tubularSegments );
  27253. // buffers
  27254. const indices = [];
  27255. const vertices = [];
  27256. const normals = [];
  27257. const uvs = [];
  27258. // helper variables
  27259. const center = new Vector3();
  27260. const vertex = new Vector3();
  27261. const normal = new Vector3();
  27262. // generate vertices, normals and uvs
  27263. for ( let j = 0; j <= radialSegments; j ++ ) {
  27264. for ( let i = 0; i <= tubularSegments; i ++ ) {
  27265. const u = i / tubularSegments * arc;
  27266. const v = j / radialSegments * Math.PI * 2;
  27267. // vertex
  27268. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  27269. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  27270. vertex.z = tube * Math.sin( v );
  27271. vertices.push( vertex.x, vertex.y, vertex.z );
  27272. // normal
  27273. center.x = radius * Math.cos( u );
  27274. center.y = radius * Math.sin( u );
  27275. normal.subVectors( vertex, center ).normalize();
  27276. normals.push( normal.x, normal.y, normal.z );
  27277. // uv
  27278. uvs.push( i / tubularSegments );
  27279. uvs.push( j / radialSegments );
  27280. }
  27281. }
  27282. // generate indices
  27283. for ( let j = 1; j <= radialSegments; j ++ ) {
  27284. for ( let i = 1; i <= tubularSegments; i ++ ) {
  27285. // indices
  27286. const a = ( tubularSegments + 1 ) * j + i - 1;
  27287. const b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  27288. const c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  27289. const d = ( tubularSegments + 1 ) * j + i;
  27290. // faces
  27291. indices.push( a, b, d );
  27292. indices.push( b, c, d );
  27293. }
  27294. }
  27295. // build geometry
  27296. this.setIndex( indices );
  27297. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27298. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  27299. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  27300. }
  27301. copy( source ) {
  27302. super.copy( source );
  27303. this.parameters = Object.assign( {}, source.parameters );
  27304. return this;
  27305. }
  27306. /**
  27307. * Factory method for creating an instance of this class from the given
  27308. * JSON object.
  27309. *
  27310. * @param {Object} data - A JSON object representing the serialized geometry.
  27311. * @return {TorusGeometry} A new instance.
  27312. */
  27313. static fromJSON( data ) {
  27314. return new TorusGeometry( data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc );
  27315. }
  27316. }
  27317. /**
  27318. * Creates a torus knot, the particular shape of which is defined by a pair
  27319. * of coprime integers, p and q. If p and q are not coprime, the result will
  27320. * be a torus link.
  27321. *
  27322. * ```js
  27323. * const geometry = new THREE.TorusKnotGeometry( 10, 3, 100, 16 );
  27324. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  27325. * const torusKnot = new THREE.Mesh( geometry, material );
  27326. * scene.add( torusKnot );
  27327. * ```
  27328. *
  27329. * @augments BufferGeometry
  27330. * @demo scenes/geometry-browser.html#TorusKnotGeometry
  27331. */
  27332. class TorusKnotGeometry extends BufferGeometry {
  27333. /**
  27334. * Constructs a new torus knot geometry.
  27335. *
  27336. * @param {number} [radius=1] - Radius of the torus knot.
  27337. * @param {number} [tube=0.4] - Radius of the tube.
  27338. * @param {number} [tubularSegments=64] - The number of tubular segments.
  27339. * @param {number} [radialSegments=8] - The number of radial segments.
  27340. * @param {number} [p=2] - This value determines, how many times the geometry winds around its axis of rotational symmetry.
  27341. * @param {number} [q=3] - This value determines, how many times the geometry winds around a circle in the interior of the torus.
  27342. */
  27343. constructor( radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3 ) {
  27344. super();
  27345. this.type = 'TorusKnotGeometry';
  27346. /**
  27347. * Holds the constructor parameters that have been
  27348. * used to generate the geometry. Any modification
  27349. * after instantiation does not change the geometry.
  27350. *
  27351. * @type {Object}
  27352. */
  27353. this.parameters = {
  27354. radius: radius,
  27355. tube: tube,
  27356. tubularSegments: tubularSegments,
  27357. radialSegments: radialSegments,
  27358. p: p,
  27359. q: q
  27360. };
  27361. tubularSegments = Math.floor( tubularSegments );
  27362. radialSegments = Math.floor( radialSegments );
  27363. // buffers
  27364. const indices = [];
  27365. const vertices = [];
  27366. const normals = [];
  27367. const uvs = [];
  27368. // helper variables
  27369. const vertex = new Vector3();
  27370. const normal = new Vector3();
  27371. const P1 = new Vector3();
  27372. const P2 = new Vector3();
  27373. const B = new Vector3();
  27374. const T = new Vector3();
  27375. const N = new Vector3();
  27376. // generate vertices, normals and uvs
  27377. for ( let i = 0; i <= tubularSegments; ++ i ) {
  27378. // the radian "u" is used to calculate the position on the torus curve of the current tubular segment
  27379. const u = i / tubularSegments * p * Math.PI * 2;
  27380. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  27381. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  27382. calculatePositionOnCurve( u, p, q, radius, P1 );
  27383. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  27384. // calculate orthonormal basis
  27385. T.subVectors( P2, P1 );
  27386. N.addVectors( P2, P1 );
  27387. B.crossVectors( T, N );
  27388. N.crossVectors( B, T );
  27389. // normalize B, N. T can be ignored, we don't use it
  27390. B.normalize();
  27391. N.normalize();
  27392. for ( let j = 0; j <= radialSegments; ++ j ) {
  27393. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  27394. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  27395. const v = j / radialSegments * Math.PI * 2;
  27396. const cx = - tube * Math.cos( v );
  27397. const cy = tube * Math.sin( v );
  27398. // now calculate the final vertex position.
  27399. // first we orient the extrusion with our basis vectors, then we add it to the current position on the curve
  27400. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  27401. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  27402. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  27403. vertices.push( vertex.x, vertex.y, vertex.z );
  27404. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  27405. normal.subVectors( vertex, P1 ).normalize();
  27406. normals.push( normal.x, normal.y, normal.z );
  27407. // uv
  27408. uvs.push( i / tubularSegments );
  27409. uvs.push( j / radialSegments );
  27410. }
  27411. }
  27412. // generate indices
  27413. for ( let j = 1; j <= tubularSegments; j ++ ) {
  27414. for ( let i = 1; i <= radialSegments; i ++ ) {
  27415. // indices
  27416. const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  27417. const b = ( radialSegments + 1 ) * j + ( i - 1 );
  27418. const c = ( radialSegments + 1 ) * j + i;
  27419. const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  27420. // faces
  27421. indices.push( a, b, d );
  27422. indices.push( b, c, d );
  27423. }
  27424. }
  27425. // build geometry
  27426. this.setIndex( indices );
  27427. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27428. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  27429. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  27430. // this function calculates the current position on the torus curve
  27431. function calculatePositionOnCurve( u, p, q, radius, position ) {
  27432. const cu = Math.cos( u );
  27433. const su = Math.sin( u );
  27434. const quOverP = q / p * u;
  27435. const cs = Math.cos( quOverP );
  27436. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  27437. position.y = radius * ( 2 + cs ) * su * 0.5;
  27438. position.z = radius * Math.sin( quOverP ) * 0.5;
  27439. }
  27440. }
  27441. copy( source ) {
  27442. super.copy( source );
  27443. this.parameters = Object.assign( {}, source.parameters );
  27444. return this;
  27445. }
  27446. /**
  27447. * Factory method for creating an instance of this class from the given
  27448. * JSON object.
  27449. *
  27450. * @param {Object} data - A JSON object representing the serialized geometry.
  27451. * @return {TorusKnotGeometry} A new instance.
  27452. */
  27453. static fromJSON( data ) {
  27454. return new TorusKnotGeometry( data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q );
  27455. }
  27456. }
  27457. /**
  27458. * Creates a tube that extrudes along a 3D curve.
  27459. *
  27460. * ```js
  27461. * class CustomSinCurve extends THREE.Curve {
  27462. *
  27463. * getPoint( t, optionalTarget = new THREE.Vector3() ) {
  27464. *
  27465. * const tx = t * 3 - 1.5;
  27466. * const ty = Math.sin( 2 * Math.PI * t );
  27467. * const tz = 0;
  27468. *
  27469. * return optionalTarget.set( tx, ty, tz );
  27470. * }
  27471. *
  27472. * }
  27473. *
  27474. * const path = new CustomSinCurve( 10 );
  27475. * const geometry = new THREE.TubeGeometry( path, 20, 2, 8, false );
  27476. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  27477. * const mesh = new THREE.Mesh( geometry, material );
  27478. * scene.add( mesh );
  27479. * ```
  27480. *
  27481. * @augments BufferGeometry
  27482. * @demo scenes/geometry-browser.html#TubeGeometry
  27483. */
  27484. class TubeGeometry extends BufferGeometry {
  27485. /**
  27486. * Constructs a new tube geometry.
  27487. *
  27488. * @param {Curve} [path=QuadraticBezierCurve3] - A 3D curve defining the path of the tube.
  27489. * @param {number} [tubularSegments=64] - The number of segments that make up the tube.
  27490. * @param {number} [radius=1] -The radius of the tube.
  27491. * @param {number} [radialSegments=8] - The number of segments that make up the cross-section.
  27492. * @param {boolean} [closed=false] - Whether the tube is closed or not.
  27493. */
  27494. 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 ) {
  27495. super();
  27496. this.type = 'TubeGeometry';
  27497. /**
  27498. * Holds the constructor parameters that have been
  27499. * used to generate the geometry. Any modification
  27500. * after instantiation does not change the geometry.
  27501. *
  27502. * @type {Object}
  27503. */
  27504. this.parameters = {
  27505. path: path,
  27506. tubularSegments: tubularSegments,
  27507. radius: radius,
  27508. radialSegments: radialSegments,
  27509. closed: closed
  27510. };
  27511. const frames = path.computeFrenetFrames( tubularSegments, closed );
  27512. // expose internals
  27513. this.tangents = frames.tangents;
  27514. this.normals = frames.normals;
  27515. this.binormals = frames.binormals;
  27516. // helper variables
  27517. const vertex = new Vector3();
  27518. const normal = new Vector3();
  27519. const uv = new Vector2();
  27520. let P = new Vector3();
  27521. // buffer
  27522. const vertices = [];
  27523. const normals = [];
  27524. const uvs = [];
  27525. const indices = [];
  27526. // create buffer data
  27527. generateBufferData();
  27528. // build geometry
  27529. this.setIndex( indices );
  27530. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27531. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  27532. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  27533. // functions
  27534. function generateBufferData() {
  27535. for ( let i = 0; i < tubularSegments; i ++ ) {
  27536. generateSegment( i );
  27537. }
  27538. // if the geometry is not closed, generate the last row of vertices and normals
  27539. // at the regular position on the given path
  27540. //
  27541. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  27542. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  27543. // uvs are generated in a separate function.
  27544. // this makes it easy compute correct values for closed geometries
  27545. generateUVs();
  27546. // finally create faces
  27547. generateIndices();
  27548. }
  27549. function generateSegment( i ) {
  27550. // we use getPointAt to sample evenly distributed points from the given path
  27551. P = path.getPointAt( i / tubularSegments, P );
  27552. // retrieve corresponding normal and binormal
  27553. const N = frames.normals[ i ];
  27554. const B = frames.binormals[ i ];
  27555. // generate normals and vertices for the current segment
  27556. for ( let j = 0; j <= radialSegments; j ++ ) {
  27557. const v = j / radialSegments * Math.PI * 2;
  27558. const sin = Math.sin( v );
  27559. const cos = - Math.cos( v );
  27560. // normal
  27561. normal.x = ( cos * N.x + sin * B.x );
  27562. normal.y = ( cos * N.y + sin * B.y );
  27563. normal.z = ( cos * N.z + sin * B.z );
  27564. normal.normalize();
  27565. normals.push( normal.x, normal.y, normal.z );
  27566. // vertex
  27567. vertex.x = P.x + radius * normal.x;
  27568. vertex.y = P.y + radius * normal.y;
  27569. vertex.z = P.z + radius * normal.z;
  27570. vertices.push( vertex.x, vertex.y, vertex.z );
  27571. }
  27572. }
  27573. function generateIndices() {
  27574. for ( let j = 1; j <= tubularSegments; j ++ ) {
  27575. for ( let i = 1; i <= radialSegments; i ++ ) {
  27576. const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  27577. const b = ( radialSegments + 1 ) * j + ( i - 1 );
  27578. const c = ( radialSegments + 1 ) * j + i;
  27579. const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  27580. // faces
  27581. indices.push( a, b, d );
  27582. indices.push( b, c, d );
  27583. }
  27584. }
  27585. }
  27586. function generateUVs() {
  27587. for ( let i = 0; i <= tubularSegments; i ++ ) {
  27588. for ( let j = 0; j <= radialSegments; j ++ ) {
  27589. uv.x = i / tubularSegments;
  27590. uv.y = j / radialSegments;
  27591. uvs.push( uv.x, uv.y );
  27592. }
  27593. }
  27594. }
  27595. }
  27596. copy( source ) {
  27597. super.copy( source );
  27598. this.parameters = Object.assign( {}, source.parameters );
  27599. return this;
  27600. }
  27601. toJSON() {
  27602. const data = super.toJSON();
  27603. data.path = this.parameters.path.toJSON();
  27604. return data;
  27605. }
  27606. /**
  27607. * Factory method for creating an instance of this class from the given
  27608. * JSON object.
  27609. *
  27610. * @param {Object} data - A JSON object representing the serialized geometry.
  27611. * @return {TubeGeometry} A new instance.
  27612. */
  27613. static fromJSON( data ) {
  27614. // This only works for built-in curves (e.g. CatmullRomCurve3).
  27615. // User defined curves or instances of CurvePath will not be deserialized.
  27616. return new TubeGeometry(
  27617. new Curves[ data.path.type ]().fromJSON( data.path ),
  27618. data.tubularSegments,
  27619. data.radius,
  27620. data.radialSegments,
  27621. data.closed
  27622. );
  27623. }
  27624. }
  27625. /**
  27626. * Can be used as a helper object to visualize a geometry as a wireframe.
  27627. *
  27628. * ```js
  27629. * const geometry = new THREE.SphereGeometry();
  27630. *
  27631. * const wireframe = new THREE.WireframeGeometry( geometry );
  27632. *
  27633. * const line = new THREE.LineSegments( wireframe );
  27634. * line.material.depthWrite = false;
  27635. * line.material.opacity = 0.25;
  27636. * line.material.transparent = true;
  27637. *
  27638. * scene.add( line );
  27639. * ```
  27640. *
  27641. * Note: It is not yet possible to serialize/deserialize instances of this class.
  27642. *
  27643. * @augments BufferGeometry
  27644. */
  27645. class WireframeGeometry extends BufferGeometry {
  27646. /**
  27647. * Constructs a new wireframe geometry.
  27648. *
  27649. * @param {?BufferGeometry} [geometry=null] - The geometry.
  27650. */
  27651. constructor( geometry = null ) {
  27652. super();
  27653. this.type = 'WireframeGeometry';
  27654. /**
  27655. * Holds the constructor parameters that have been
  27656. * used to generate the geometry. Any modification
  27657. * after instantiation does not change the geometry.
  27658. *
  27659. * @type {Object}
  27660. */
  27661. this.parameters = {
  27662. geometry: geometry
  27663. };
  27664. if ( geometry !== null ) {
  27665. // buffer
  27666. const vertices = [];
  27667. const edges = new Set();
  27668. // helper variables
  27669. const start = new Vector3();
  27670. const end = new Vector3();
  27671. if ( geometry.index !== null ) {
  27672. // indexed BufferGeometry
  27673. const position = geometry.attributes.position;
  27674. const indices = geometry.index;
  27675. let groups = geometry.groups;
  27676. if ( groups.length === 0 ) {
  27677. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  27678. }
  27679. // create a data structure that contains all edges without duplicates
  27680. for ( let o = 0, ol = groups.length; o < ol; ++ o ) {
  27681. const group = groups[ o ];
  27682. const groupStart = group.start;
  27683. const groupCount = group.count;
  27684. for ( let i = groupStart, l = ( groupStart + groupCount ); i < l; i += 3 ) {
  27685. for ( let j = 0; j < 3; j ++ ) {
  27686. const index1 = indices.getX( i + j );
  27687. const index2 = indices.getX( i + ( j + 1 ) % 3 );
  27688. start.fromBufferAttribute( position, index1 );
  27689. end.fromBufferAttribute( position, index2 );
  27690. if ( isUniqueEdge( start, end, edges ) === true ) {
  27691. vertices.push( start.x, start.y, start.z );
  27692. vertices.push( end.x, end.y, end.z );
  27693. }
  27694. }
  27695. }
  27696. }
  27697. } else {
  27698. // non-indexed BufferGeometry
  27699. const position = geometry.attributes.position;
  27700. for ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  27701. for ( let j = 0; j < 3; j ++ ) {
  27702. // three edges per triangle, an edge is represented as (index1, index2)
  27703. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  27704. const index1 = 3 * i + j;
  27705. const index2 = 3 * i + ( ( j + 1 ) % 3 );
  27706. start.fromBufferAttribute( position, index1 );
  27707. end.fromBufferAttribute( position, index2 );
  27708. if ( isUniqueEdge( start, end, edges ) === true ) {
  27709. vertices.push( start.x, start.y, start.z );
  27710. vertices.push( end.x, end.y, end.z );
  27711. }
  27712. }
  27713. }
  27714. }
  27715. // build geometry
  27716. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27717. }
  27718. }
  27719. copy( source ) {
  27720. super.copy( source );
  27721. this.parameters = Object.assign( {}, source.parameters );
  27722. return this;
  27723. }
  27724. }
  27725. function isUniqueEdge( start, end, edges ) {
  27726. const hash1 = `${start.x},${start.y},${start.z}-${end.x},${end.y},${end.z}`;
  27727. const hash2 = `${end.x},${end.y},${end.z}-${start.x},${start.y},${start.z}`; // coincident edge
  27728. if ( edges.has( hash1 ) === true || edges.has( hash2 ) === true ) {
  27729. return false;
  27730. } else {
  27731. edges.add( hash1 );
  27732. edges.add( hash2 );
  27733. return true;
  27734. }
  27735. }
  27736. var Geometries = /*#__PURE__*/Object.freeze({
  27737. __proto__: null,
  27738. BoxGeometry: BoxGeometry,
  27739. CapsuleGeometry: CapsuleGeometry,
  27740. CircleGeometry: CircleGeometry,
  27741. ConeGeometry: ConeGeometry,
  27742. CylinderGeometry: CylinderGeometry,
  27743. DodecahedronGeometry: DodecahedronGeometry,
  27744. EdgesGeometry: EdgesGeometry,
  27745. ExtrudeGeometry: ExtrudeGeometry,
  27746. IcosahedronGeometry: IcosahedronGeometry,
  27747. LatheGeometry: LatheGeometry,
  27748. OctahedronGeometry: OctahedronGeometry,
  27749. PlaneGeometry: PlaneGeometry,
  27750. PolyhedronGeometry: PolyhedronGeometry,
  27751. RingGeometry: RingGeometry,
  27752. ShapeGeometry: ShapeGeometry,
  27753. SphereGeometry: SphereGeometry,
  27754. TetrahedronGeometry: TetrahedronGeometry,
  27755. TorusGeometry: TorusGeometry,
  27756. TorusKnotGeometry: TorusKnotGeometry,
  27757. TubeGeometry: TubeGeometry,
  27758. WireframeGeometry: WireframeGeometry
  27759. });
  27760. /**
  27761. * This material can receive shadows, but otherwise is completely transparent.
  27762. *
  27763. * ```js
  27764. * const geometry = new THREE.PlaneGeometry( 2000, 2000 );
  27765. * geometry.rotateX( - Math.PI / 2 );
  27766. *
  27767. * const material = new THREE.ShadowMaterial();
  27768. * material.opacity = 0.2;
  27769. *
  27770. * const plane = new THREE.Mesh( geometry, material );
  27771. * plane.position.y = -200;
  27772. * plane.receiveShadow = true;
  27773. * scene.add( plane );
  27774. * ```
  27775. *
  27776. * @augments Material
  27777. */
  27778. class ShadowMaterial extends Material {
  27779. /**
  27780. * Constructs a new shadow material.
  27781. *
  27782. * @param {Object} [parameters] - An object with one or more properties
  27783. * defining the material's appearance. Any property of the material
  27784. * (including any property from inherited materials) can be passed
  27785. * in here. Color values can be passed any type of value accepted
  27786. * by {@link Color#set}.
  27787. */
  27788. constructor( parameters ) {
  27789. super();
  27790. /**
  27791. * This flag can be used for type testing.
  27792. *
  27793. * @type {boolean}
  27794. * @readonly
  27795. * @default true
  27796. */
  27797. this.isShadowMaterial = true;
  27798. this.type = 'ShadowMaterial';
  27799. /**
  27800. * Color of the material.
  27801. *
  27802. * @type {Color}
  27803. * @default (0,0,0)
  27804. */
  27805. this.color = new Color( 0x000000 );
  27806. /**
  27807. * Overwritten since shadow materials are transparent
  27808. * by default.
  27809. *
  27810. * @type {boolean}
  27811. * @default true
  27812. */
  27813. this.transparent = true;
  27814. /**
  27815. * Whether the material is affected by fog or not.
  27816. *
  27817. * @type {boolean}
  27818. * @default true
  27819. */
  27820. this.fog = true;
  27821. this.setValues( parameters );
  27822. }
  27823. copy( source ) {
  27824. super.copy( source );
  27825. this.color.copy( source.color );
  27826. this.fog = source.fog;
  27827. return this;
  27828. }
  27829. }
  27830. /**
  27831. * This class works just like {@link ShaderMaterial}, except that definitions
  27832. * of built-in uniforms and attributes are not automatically prepended to the
  27833. * GLSL shader code.
  27834. *
  27835. * `RawShaderMaterial` can only be used with {@link WebGLRenderer}.
  27836. *
  27837. * @augments ShaderMaterial
  27838. */
  27839. class RawShaderMaterial extends ShaderMaterial {
  27840. /**
  27841. * Constructs a new raw shader material.
  27842. *
  27843. * @param {Object} [parameters] - An object with one or more properties
  27844. * defining the material's appearance. Any property of the material
  27845. * (including any property from inherited materials) can be passed
  27846. * in here. Color values can be passed any type of value accepted
  27847. * by {@link Color#set}.
  27848. */
  27849. constructor( parameters ) {
  27850. super( parameters );
  27851. /**
  27852. * This flag can be used for type testing.
  27853. *
  27854. * @type {boolean}
  27855. * @readonly
  27856. * @default true
  27857. */
  27858. this.isRawShaderMaterial = true;
  27859. this.type = 'RawShaderMaterial';
  27860. }
  27861. }
  27862. /**
  27863. * A standard physically based material, using Metallic-Roughness workflow.
  27864. *
  27865. * Physically based rendering (PBR) has recently become the standard in many
  27866. * 3D applications, such as [Unity](https://blogs.unity3d.com/2014/10/29/physically-based-shading-in-unity-5-a-primer/),
  27867. * [Unreal](https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/) and
  27868. * [3D Studio Max](http://area.autodesk.com/blogs/the-3ds-max-blog/what039s-new-for-rendering-in-3ds-max-2017).
  27869. *
  27870. * This approach differs from older approaches in that instead of using
  27871. * approximations for the way in which light interacts with a surface, a
  27872. * physically correct model is used. The idea is that, instead of tweaking
  27873. * materials to look good under specific lighting, a material can be created
  27874. * that will react 'correctly' under all lighting scenarios.
  27875. *
  27876. * In practice this gives a more accurate and realistic looking result than
  27877. * the {@link MeshLambertMaterial} or {@link MeshPhongMaterial}, at the cost of
  27878. * being somewhat more computationally expensive. `MeshStandardMaterial` uses per-fragment
  27879. * shading.
  27880. *
  27881. * Note that for best results you should always specify an environment map when using this material.
  27882. *
  27883. * For a non-technical introduction to the concept of PBR and how to set up a
  27884. * PBR material, check out these articles by the people at [marmoset](https://www.marmoset.co):
  27885. *
  27886. * - [Basic Theory of Physically Based Rendering](https://www.marmoset.co/posts/basic-theory-of-physically-based-rendering/)
  27887. * - [Physically Based Rendering and You Can Too](https://www.marmoset.co/posts/physically-based-rendering-and-you-can-too/)
  27888. *
  27889. * Technical details of the approach used in three.js (and most other PBR systems) can be found is this
  27890. * [paper from Disney](https://media.disneyanimation.com/uploads/production/publication_asset/48/asset/s2012_pbs_disney_brdf_notes_v3.pdf)
  27891. * (pdf), by Brent Burley.
  27892. *
  27893. * @augments Material
  27894. * @demo scenes/material-browser.html#MeshStandardMaterial
  27895. */
  27896. class MeshStandardMaterial extends Material {
  27897. /**
  27898. * Constructs a new mesh standard material.
  27899. *
  27900. * @param {Object} [parameters] - An object with one or more properties
  27901. * defining the material's appearance. Any property of the material
  27902. * (including any property from inherited materials) can be passed
  27903. * in here. Color values can be passed any type of value accepted
  27904. * by {@link Color#set}.
  27905. */
  27906. constructor( parameters ) {
  27907. super();
  27908. /**
  27909. * This flag can be used for type testing.
  27910. *
  27911. * @type {boolean}
  27912. * @readonly
  27913. * @default true
  27914. */
  27915. this.isMeshStandardMaterial = true;
  27916. this.type = 'MeshStandardMaterial';
  27917. this.defines = { 'STANDARD': '' };
  27918. /**
  27919. * Color of the material.
  27920. *
  27921. * @type {Color}
  27922. * @default (1,1,1)
  27923. */
  27924. this.color = new Color( 0xffffff ); // diffuse
  27925. /**
  27926. * How rough the material appears. `0.0` means a smooth mirror reflection, `1.0`
  27927. * means fully diffuse. If `roughnessMap` is also provided,
  27928. * both values are multiplied.
  27929. *
  27930. * @type {number}
  27931. * @default 1
  27932. */
  27933. this.roughness = 1.0;
  27934. /**
  27935. * How much the material is like a metal. Non-metallic materials such as wood
  27936. * or stone use `0.0`, metallic use `1.0`, with nothing (usually) in between.
  27937. * A value between `0.0` and `1.0` could be used for a rusty metal look.
  27938. * If `metalnessMap` is also provided, both values are multiplied.
  27939. *
  27940. * @type {number}
  27941. * @default 0
  27942. */
  27943. this.metalness = 0.0;
  27944. /**
  27945. * The color map. May optionally include an alpha channel, typically combined
  27946. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  27947. * color is modulated by the diffuse `color`.
  27948. *
  27949. * @type {?Texture}
  27950. * @default null
  27951. */
  27952. this.map = null;
  27953. /**
  27954. * The light map. Requires a second set of UVs.
  27955. *
  27956. * @type {?Texture}
  27957. * @default null
  27958. */
  27959. this.lightMap = null;
  27960. /**
  27961. * Intensity of the baked light.
  27962. *
  27963. * @type {number}
  27964. * @default 1
  27965. */
  27966. this.lightMapIntensity = 1.0;
  27967. /**
  27968. * The red channel of this texture is used as the ambient occlusion map.
  27969. * Requires a second set of UVs.
  27970. *
  27971. * @type {?Texture}
  27972. * @default null
  27973. */
  27974. this.aoMap = null;
  27975. /**
  27976. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  27977. * disables ambient occlusion. Where intensity is `1` and the AO map's
  27978. * red channel is also `1`, ambient light is fully occluded on a surface.
  27979. *
  27980. * @type {number}
  27981. * @default 1
  27982. */
  27983. this.aoMapIntensity = 1.0;
  27984. /**
  27985. * Emissive (light) color of the material, essentially a solid color
  27986. * unaffected by other lighting.
  27987. *
  27988. * @type {Color}
  27989. * @default (0,0,0)
  27990. */
  27991. this.emissive = new Color( 0x000000 );
  27992. /**
  27993. * Intensity of the emissive light. Modulates the emissive color.
  27994. *
  27995. * @type {number}
  27996. * @default 1
  27997. */
  27998. this.emissiveIntensity = 1.0;
  27999. /**
  28000. * Set emissive (glow) map. The emissive map color is modulated by the
  28001. * emissive color and the emissive intensity. If you have an emissive map,
  28002. * be sure to set the emissive color to something other than black.
  28003. *
  28004. * @type {?Texture}
  28005. * @default null
  28006. */
  28007. this.emissiveMap = null;
  28008. /**
  28009. * The texture to create a bump map. The black and white values map to the
  28010. * perceived depth in relation to the lights. Bump doesn't actually affect
  28011. * the geometry of the object, only the lighting. If a normal map is defined
  28012. * this will be ignored.
  28013. *
  28014. * @type {?Texture}
  28015. * @default null
  28016. */
  28017. this.bumpMap = null;
  28018. /**
  28019. * How much the bump map affects the material. Typical range is `[0,1]`.
  28020. *
  28021. * @type {number}
  28022. * @default 1
  28023. */
  28024. this.bumpScale = 1;
  28025. /**
  28026. * The texture to create a normal map. The RGB values affect the surface
  28027. * normal for each pixel fragment and change the way the color is lit. Normal
  28028. * maps do not change the actual shape of the surface, only the lighting. In
  28029. * case the material has a normal map authored using the left handed
  28030. * convention, the `y` component of `normalScale` should be negated to compensate
  28031. * for the different handedness.
  28032. *
  28033. * @type {?Texture}
  28034. * @default null
  28035. */
  28036. this.normalMap = null;
  28037. /**
  28038. * The type of normal map.
  28039. *
  28040. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  28041. * @default TangentSpaceNormalMap
  28042. */
  28043. this.normalMapType = TangentSpaceNormalMap;
  28044. /**
  28045. * How much the normal map affects the material. Typical value range is `[0,1]`.
  28046. *
  28047. * @type {Vector2}
  28048. * @default (1,1)
  28049. */
  28050. this.normalScale = new Vector2( 1, 1 );
  28051. /**
  28052. * The displacement map affects the position of the mesh's vertices. Unlike
  28053. * other maps which only affect the light and shade of the material the
  28054. * displaced vertices can cast shadows, block other objects, and otherwise
  28055. * act as real geometry. The displacement texture is an image where the value
  28056. * of each pixel (white being the highest) is mapped against, and
  28057. * repositions, the vertices of the mesh.
  28058. *
  28059. * @type {?Texture}
  28060. * @default null
  28061. */
  28062. this.displacementMap = null;
  28063. /**
  28064. * How much the displacement map affects the mesh (where black is no
  28065. * displacement, and white is maximum displacement). Without a displacement
  28066. * map set, this value is not applied.
  28067. *
  28068. * @type {number}
  28069. * @default 0
  28070. */
  28071. this.displacementScale = 1;
  28072. /**
  28073. * The offset of the displacement map's values on the mesh's vertices.
  28074. * The bias is added to the scaled sample of the displacement map.
  28075. * Without a displacement map set, this value is not applied.
  28076. *
  28077. * @type {number}
  28078. * @default 0
  28079. */
  28080. this.displacementBias = 0;
  28081. /**
  28082. * The green channel of this texture is used to alter the roughness of the
  28083. * material.
  28084. *
  28085. * @type {?Texture}
  28086. * @default null
  28087. */
  28088. this.roughnessMap = null;
  28089. /**
  28090. * The blue channel of this texture is used to alter the metalness of the
  28091. * material.
  28092. *
  28093. * @type {?Texture}
  28094. * @default null
  28095. */
  28096. this.metalnessMap = null;
  28097. /**
  28098. * The alpha map is a grayscale texture that controls the opacity across the
  28099. * surface (black: fully transparent; white: fully opaque).
  28100. *
  28101. * Only the color of the texture is used, ignoring the alpha channel if one
  28102. * exists. For RGB and RGBA textures, the renderer will use the green channel
  28103. * when sampling this texture due to the extra bit of precision provided for
  28104. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  28105. * luminance/alpha textures will also still work as expected.
  28106. *
  28107. * @type {?Texture}
  28108. * @default null
  28109. */
  28110. this.alphaMap = null;
  28111. /**
  28112. * The environment map. To ensure a physically correct rendering, environment maps
  28113. * are internally pre-processed with {@link PMREMGenerator}.
  28114. *
  28115. * @type {?Texture}
  28116. * @default null
  28117. */
  28118. this.envMap = null;
  28119. /**
  28120. * The rotation of the environment map in radians.
  28121. *
  28122. * @type {Euler}
  28123. * @default (0,0,0)
  28124. */
  28125. this.envMapRotation = new Euler();
  28126. /**
  28127. * Scales the effect of the environment map by multiplying its color.
  28128. *
  28129. * @type {number}
  28130. * @default 1
  28131. */
  28132. this.envMapIntensity = 1.0;
  28133. /**
  28134. * Renders the geometry as a wireframe.
  28135. *
  28136. * @type {boolean}
  28137. * @default false
  28138. */
  28139. this.wireframe = false;
  28140. /**
  28141. * Controls the thickness of the wireframe.
  28142. *
  28143. * Can only be used with {@link SVGRenderer}.
  28144. *
  28145. * @type {number}
  28146. * @default 1
  28147. */
  28148. this.wireframeLinewidth = 1;
  28149. /**
  28150. * Defines appearance of wireframe ends.
  28151. *
  28152. * Can only be used with {@link SVGRenderer}.
  28153. *
  28154. * @type {('round'|'bevel'|'miter')}
  28155. * @default 'round'
  28156. */
  28157. this.wireframeLinecap = 'round';
  28158. /**
  28159. * Defines appearance of wireframe joints.
  28160. *
  28161. * Can only be used with {@link SVGRenderer}.
  28162. *
  28163. * @type {('round'|'bevel'|'miter')}
  28164. * @default 'round'
  28165. */
  28166. this.wireframeLinejoin = 'round';
  28167. /**
  28168. * Whether the material is rendered with flat shading or not.
  28169. *
  28170. * @type {boolean}
  28171. * @default false
  28172. */
  28173. this.flatShading = false;
  28174. /**
  28175. * Whether the material is affected by fog or not.
  28176. *
  28177. * @type {boolean}
  28178. * @default true
  28179. */
  28180. this.fog = true;
  28181. this.setValues( parameters );
  28182. }
  28183. copy( source ) {
  28184. super.copy( source );
  28185. this.defines = { 'STANDARD': '' };
  28186. this.color.copy( source.color );
  28187. this.roughness = source.roughness;
  28188. this.metalness = source.metalness;
  28189. this.map = source.map;
  28190. this.lightMap = source.lightMap;
  28191. this.lightMapIntensity = source.lightMapIntensity;
  28192. this.aoMap = source.aoMap;
  28193. this.aoMapIntensity = source.aoMapIntensity;
  28194. this.emissive.copy( source.emissive );
  28195. this.emissiveMap = source.emissiveMap;
  28196. this.emissiveIntensity = source.emissiveIntensity;
  28197. this.bumpMap = source.bumpMap;
  28198. this.bumpScale = source.bumpScale;
  28199. this.normalMap = source.normalMap;
  28200. this.normalMapType = source.normalMapType;
  28201. this.normalScale.copy( source.normalScale );
  28202. this.displacementMap = source.displacementMap;
  28203. this.displacementScale = source.displacementScale;
  28204. this.displacementBias = source.displacementBias;
  28205. this.roughnessMap = source.roughnessMap;
  28206. this.metalnessMap = source.metalnessMap;
  28207. this.alphaMap = source.alphaMap;
  28208. this.envMap = source.envMap;
  28209. this.envMapRotation.copy( source.envMapRotation );
  28210. this.envMapIntensity = source.envMapIntensity;
  28211. this.wireframe = source.wireframe;
  28212. this.wireframeLinewidth = source.wireframeLinewidth;
  28213. this.wireframeLinecap = source.wireframeLinecap;
  28214. this.wireframeLinejoin = source.wireframeLinejoin;
  28215. this.flatShading = source.flatShading;
  28216. this.fog = source.fog;
  28217. return this;
  28218. }
  28219. }
  28220. /**
  28221. * An extension of the {@link MeshStandardMaterial}, providing more advanced
  28222. * physically-based rendering properties:
  28223. *
  28224. * - Anisotropy: Ability to represent the anisotropic property of materials
  28225. * as observable with brushed metals.
  28226. * - Clearcoat: Some materials — like car paints, carbon fiber, and wet surfaces — require
  28227. * a clear, reflective layer on top of another layer that may be irregular or rough.
  28228. * Clearcoat approximates this effect, without the need for a separate transparent surface.
  28229. * - Iridescence: Allows to render the effect where hue varies depending on the viewing
  28230. * angle and illumination angle. This can be seen on soap bubbles, oil films, or on the
  28231. * wings of many insects.
  28232. * - Physically-based transparency: One limitation of {@link Material#opacity} is that highly
  28233. * transparent materials are less reflective. Physically-based transmission provides a more
  28234. * realistic option for thin, transparent surfaces like glass.
  28235. * - Advanced reflectivity: More flexible reflectivity for non-metallic materials.
  28236. * - Sheen: Can be used for representing cloth and fabric materials.
  28237. *
  28238. * As a result of these complex shading features, `MeshPhysicalMaterial` has a
  28239. * higher performance cost, per pixel, than other three.js materials. Most
  28240. * effects are disabled by default, and add cost as they are enabled. For
  28241. * best results, always specify an environment map when using this material.
  28242. *
  28243. * @augments MeshStandardMaterial
  28244. * @demo scenes/material-browser.html#MeshPhysicalMaterial
  28245. */
  28246. class MeshPhysicalMaterial extends MeshStandardMaterial {
  28247. /**
  28248. * Constructs a new mesh physical material.
  28249. *
  28250. * @param {Object} [parameters] - An object with one or more properties
  28251. * defining the material's appearance. Any property of the material
  28252. * (including any property from inherited materials) can be passed
  28253. * in here. Color values can be passed any type of value accepted
  28254. * by {@link Color#set}.
  28255. */
  28256. constructor( parameters ) {
  28257. super();
  28258. /**
  28259. * This flag can be used for type testing.
  28260. *
  28261. * @type {boolean}
  28262. * @readonly
  28263. * @default true
  28264. */
  28265. this.isMeshPhysicalMaterial = true;
  28266. this.defines = {
  28267. 'STANDARD': '',
  28268. 'PHYSICAL': ''
  28269. };
  28270. this.type = 'MeshPhysicalMaterial';
  28271. /**
  28272. * The rotation of the anisotropy in tangent, bitangent space, measured in radians
  28273. * counter-clockwise from the tangent. When `anisotropyMap` is present, this
  28274. * property provides additional rotation to the vectors in the texture.
  28275. *
  28276. * @type {number}
  28277. * @default 1
  28278. */
  28279. this.anisotropyRotation = 0;
  28280. /**
  28281. * Red and green channels represent the anisotropy direction in `[-1, 1]` tangent,
  28282. * bitangent space, to be rotated by `anisotropyRotation`. The blue channel
  28283. * contains strength as `[0, 1]` to be multiplied by `anisotropy`.
  28284. *
  28285. * @type {?Texture}
  28286. * @default null
  28287. */
  28288. this.anisotropyMap = null;
  28289. /**
  28290. * The red channel of this texture is multiplied against `clearcoat`,
  28291. * for per-pixel control over a coating's intensity.
  28292. *
  28293. * @type {?Texture}
  28294. * @default null
  28295. */
  28296. this.clearcoatMap = null;
  28297. /**
  28298. * Roughness of the clear coat layer, from `0.0` to `1.0`.
  28299. *
  28300. * @type {number}
  28301. * @default 0
  28302. */
  28303. this.clearcoatRoughness = 0.0;
  28304. /**
  28305. * The green channel of this texture is multiplied against
  28306. * `clearcoatRoughness`, for per-pixel control over a coating's roughness.
  28307. *
  28308. * @type {?Texture}
  28309. * @default null
  28310. */
  28311. this.clearcoatRoughnessMap = null;
  28312. /**
  28313. * How much `clearcoatNormalMap` affects the clear coat layer, from
  28314. * `(0,0)` to `(1,1)`.
  28315. *
  28316. * @type {Vector2}
  28317. * @default (1,1)
  28318. */
  28319. this.clearcoatNormalScale = new Vector2( 1, 1 );
  28320. /**
  28321. * Can be used to enable independent normals for the clear coat layer.
  28322. *
  28323. * @type {?Texture}
  28324. * @default null
  28325. */
  28326. this.clearcoatNormalMap = null;
  28327. /**
  28328. * Index-of-refraction for non-metallic materials, from `1.0` to `2.333`.
  28329. *
  28330. * @type {number}
  28331. * @default 1.5
  28332. */
  28333. this.ior = 1.5;
  28334. /**
  28335. * Degree of reflectivity, from `0.0` to `1.0`. Default is `0.5`, which
  28336. * corresponds to an index-of-refraction of `1.5`.
  28337. *
  28338. * This models the reflectivity of non-metallic materials. It has no effect
  28339. * when `metalness` is `1.0`
  28340. *
  28341. * @name MeshPhysicalMaterial#reflectivity
  28342. * @type {number}
  28343. * @default 0.5
  28344. */
  28345. Object.defineProperty( this, 'reflectivity', {
  28346. get: function () {
  28347. return ( clamp( 2.5 * ( this.ior - 1 ) / ( this.ior + 1 ), 0, 1 ) );
  28348. },
  28349. set: function ( reflectivity ) {
  28350. this.ior = ( 1 + 0.4 * reflectivity ) / ( 1 - 0.4 * reflectivity );
  28351. }
  28352. } );
  28353. /**
  28354. * The red channel of this texture is multiplied against `iridescence`, for per-pixel
  28355. * control over iridescence.
  28356. *
  28357. * @type {?Texture}
  28358. * @default null
  28359. */
  28360. this.iridescenceMap = null;
  28361. /**
  28362. * Strength of the iridescence RGB color shift effect, represented by an index-of-refraction.
  28363. * Between `1.0` to `2.333`.
  28364. *
  28365. * @type {number}
  28366. * @default 1.3
  28367. */
  28368. this.iridescenceIOR = 1.3;
  28369. /**
  28370. *Array of exactly 2 elements, specifying minimum and maximum thickness of the iridescence layer.
  28371. Thickness of iridescence layer has an equivalent effect of the one `thickness` has on `ior`.
  28372. *
  28373. * @type {Array<number,number>}
  28374. * @default [100,400]
  28375. */
  28376. this.iridescenceThicknessRange = [ 100, 400 ];
  28377. /**
  28378. * A texture that defines the thickness of the iridescence layer, stored in the green channel.
  28379. * Minimum and maximum values of thickness are defined by `iridescenceThicknessRange` array:
  28380. * - `0.0` in the green channel will result in thickness equal to first element of the array.
  28381. * - `1.0` in the green channel will result in thickness equal to second element of the array.
  28382. * - Values in-between will linearly interpolate between the elements of the array.
  28383. *
  28384. * @type {?Texture}
  28385. * @default null
  28386. */
  28387. this.iridescenceThicknessMap = null;
  28388. /**
  28389. * The sheen tint.
  28390. *
  28391. * @type {Color}
  28392. * @default (0,0,0)
  28393. */
  28394. this.sheenColor = new Color( 0x000000 );
  28395. /**
  28396. * The RGB channels of this texture are multiplied against `sheenColor`, for per-pixel control
  28397. * over sheen tint.
  28398. *
  28399. * @type {?Texture}
  28400. * @default null
  28401. */
  28402. this.sheenColorMap = null;
  28403. /**
  28404. * Roughness of the sheen layer, from `0.0` to `1.0`.
  28405. *
  28406. * @type {number}
  28407. * @default 1
  28408. */
  28409. this.sheenRoughness = 1.0;
  28410. /**
  28411. * The alpha channel of this texture is multiplied against `sheenRoughness`, for per-pixel control
  28412. * over sheen roughness.
  28413. *
  28414. * @type {?Texture}
  28415. * @default null
  28416. */
  28417. this.sheenRoughnessMap = null;
  28418. /**
  28419. * The red channel of this texture is multiplied against `transmission`, for per-pixel control over
  28420. * optical transparency.
  28421. *
  28422. * @type {?Texture}
  28423. * @default null
  28424. */
  28425. this.transmissionMap = null;
  28426. /**
  28427. * The thickness of the volume beneath the surface. The value is given in the
  28428. * coordinate space of the mesh. If the value is `0` the material is
  28429. * thin-walled. Otherwise the material is a volume boundary.
  28430. *
  28431. * @type {number}
  28432. * @default 0
  28433. */
  28434. this.thickness = 0;
  28435. /**
  28436. * A texture that defines the thickness, stored in the green channel. This will
  28437. * be multiplied by `thickness`.
  28438. *
  28439. * @type {?Texture}
  28440. * @default null
  28441. */
  28442. this.thicknessMap = null;
  28443. /**
  28444. * Density of the medium given as the average distance that light travels in
  28445. * the medium before interacting with a particle. The value is given in world
  28446. * space units, and must be greater than zero.
  28447. *
  28448. * @type {number}
  28449. * @default Infinity
  28450. */
  28451. this.attenuationDistance = Infinity;
  28452. /**
  28453. * The color that white light turns into due to absorption when reaching the
  28454. * attenuation distance.
  28455. *
  28456. * @type {Color}
  28457. * @default (1,1,1)
  28458. */
  28459. this.attenuationColor = new Color( 1, 1, 1 );
  28460. /**
  28461. * A float that scales the amount of specular reflection for non-metals only.
  28462. * When set to zero, the model is effectively Lambertian. From `0.0` to `1.0`.
  28463. *
  28464. * @type {number}
  28465. * @default 1
  28466. */
  28467. this.specularIntensity = 1.0;
  28468. /**
  28469. * The alpha channel of this texture is multiplied against `specularIntensity`,
  28470. * for per-pixel control over specular intensity.
  28471. *
  28472. * @type {?Texture}
  28473. * @default null
  28474. */
  28475. this.specularIntensityMap = null;
  28476. /**
  28477. * Tints the specular reflection at normal incidence for non-metals only.
  28478. *
  28479. * @type {Color}
  28480. * @default (1,1,1)
  28481. */
  28482. this.specularColor = new Color( 1, 1, 1 );
  28483. /**
  28484. * The RGB channels of this texture are multiplied against `specularColor`,
  28485. * for per-pixel control over specular color.
  28486. *
  28487. * @type {?Texture}
  28488. * @default null
  28489. */
  28490. this.specularColorMap = null;
  28491. this._anisotropy = 0;
  28492. this._clearcoat = 0;
  28493. this._dispersion = 0;
  28494. this._iridescence = 0;
  28495. this._sheen = 0.0;
  28496. this._transmission = 0;
  28497. this.setValues( parameters );
  28498. }
  28499. /**
  28500. * The anisotropy strength, from `0.0` to `1.0`.
  28501. *
  28502. * @type {number}
  28503. * @default 0
  28504. */
  28505. get anisotropy() {
  28506. return this._anisotropy;
  28507. }
  28508. set anisotropy( value ) {
  28509. if ( this._anisotropy > 0 !== value > 0 ) {
  28510. this.version ++;
  28511. }
  28512. this._anisotropy = value;
  28513. }
  28514. /**
  28515. * Represents the intensity of the clear coat layer, from `0.0` to `1.0`. Use
  28516. * clear coat related properties to enable multilayer materials that have a
  28517. * thin translucent layer over the base layer.
  28518. *
  28519. * @type {number}
  28520. * @default 0
  28521. */
  28522. get clearcoat() {
  28523. return this._clearcoat;
  28524. }
  28525. set clearcoat( value ) {
  28526. if ( this._clearcoat > 0 !== value > 0 ) {
  28527. this.version ++;
  28528. }
  28529. this._clearcoat = value;
  28530. }
  28531. /**
  28532. * The intensity of the iridescence layer, simulating RGB color shift based on the angle between
  28533. * the surface and the viewer, from `0.0` to `1.0`.
  28534. *
  28535. * @type {number}
  28536. * @default 0
  28537. */
  28538. get iridescence() {
  28539. return this._iridescence;
  28540. }
  28541. set iridescence( value ) {
  28542. if ( this._iridescence > 0 !== value > 0 ) {
  28543. this.version ++;
  28544. }
  28545. this._iridescence = value;
  28546. }
  28547. /**
  28548. * Defines the strength of the angular separation of colors (chromatic aberration) transmitting
  28549. * through a relatively clear volume. Any value zero or larger is valid, the typical range of
  28550. * realistic values is `[0, 1]`. This property can be only be used with transmissive objects.
  28551. *
  28552. * @type {number}
  28553. * @default 0
  28554. */
  28555. get dispersion() {
  28556. return this._dispersion;
  28557. }
  28558. set dispersion( value ) {
  28559. if ( this._dispersion > 0 !== value > 0 ) {
  28560. this.version ++;
  28561. }
  28562. this._dispersion = value;
  28563. }
  28564. /**
  28565. * The intensity of the sheen layer, from `0.0` to `1.0`.
  28566. *
  28567. * @type {number}
  28568. * @default 0
  28569. */
  28570. get sheen() {
  28571. return this._sheen;
  28572. }
  28573. set sheen( value ) {
  28574. if ( this._sheen > 0 !== value > 0 ) {
  28575. this.version ++;
  28576. }
  28577. this._sheen = value;
  28578. }
  28579. /**
  28580. * Degree of transmission (or optical transparency), from `0.0` to `1.0`.
  28581. *
  28582. * Thin, transparent or semitransparent, plastic or glass materials remain
  28583. * largely reflective even if they are fully transmissive. The transmission
  28584. * property can be used to model these materials.
  28585. *
  28586. * When transmission is non-zero, `opacity` should be set to `1`.
  28587. *
  28588. * @type {number}
  28589. * @default 0
  28590. */
  28591. get transmission() {
  28592. return this._transmission;
  28593. }
  28594. set transmission( value ) {
  28595. if ( this._transmission > 0 !== value > 0 ) {
  28596. this.version ++;
  28597. }
  28598. this._transmission = value;
  28599. }
  28600. copy( source ) {
  28601. super.copy( source );
  28602. this.defines = {
  28603. 'STANDARD': '',
  28604. 'PHYSICAL': ''
  28605. };
  28606. this.anisotropy = source.anisotropy;
  28607. this.anisotropyRotation = source.anisotropyRotation;
  28608. this.anisotropyMap = source.anisotropyMap;
  28609. this.clearcoat = source.clearcoat;
  28610. this.clearcoatMap = source.clearcoatMap;
  28611. this.clearcoatRoughness = source.clearcoatRoughness;
  28612. this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
  28613. this.clearcoatNormalMap = source.clearcoatNormalMap;
  28614. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  28615. this.dispersion = source.dispersion;
  28616. this.ior = source.ior;
  28617. this.iridescence = source.iridescence;
  28618. this.iridescenceMap = source.iridescenceMap;
  28619. this.iridescenceIOR = source.iridescenceIOR;
  28620. this.iridescenceThicknessRange = [ ...source.iridescenceThicknessRange ];
  28621. this.iridescenceThicknessMap = source.iridescenceThicknessMap;
  28622. this.sheen = source.sheen;
  28623. this.sheenColor.copy( source.sheenColor );
  28624. this.sheenColorMap = source.sheenColorMap;
  28625. this.sheenRoughness = source.sheenRoughness;
  28626. this.sheenRoughnessMap = source.sheenRoughnessMap;
  28627. this.transmission = source.transmission;
  28628. this.transmissionMap = source.transmissionMap;
  28629. this.thickness = source.thickness;
  28630. this.thicknessMap = source.thicknessMap;
  28631. this.attenuationDistance = source.attenuationDistance;
  28632. this.attenuationColor.copy( source.attenuationColor );
  28633. this.specularIntensity = source.specularIntensity;
  28634. this.specularIntensityMap = source.specularIntensityMap;
  28635. this.specularColor.copy( source.specularColor );
  28636. this.specularColorMap = source.specularColorMap;
  28637. return this;
  28638. }
  28639. }
  28640. /**
  28641. * A material for shiny surfaces with specular highlights.
  28642. *
  28643. * The material uses a non-physically based [Blinn-Phong](https://en.wikipedia.org/wiki/Blinn-Phong_shading_model)
  28644. * model for calculating reflectance. Unlike the Lambertian model used in the
  28645. * {@link MeshLambertMaterial} this can simulate shiny surfaces with specular
  28646. * highlights (such as varnished wood). `MeshPhongMaterial` uses per-fragment shading.
  28647. *
  28648. * Performance will generally be greater when using this material over the
  28649. * {@link MeshStandardMaterial} or {@link MeshPhysicalMaterial}, at the cost of
  28650. * some graphical accuracy.
  28651. *
  28652. * @augments Material
  28653. * @demo scenes/material-browser.html#MeshPhongMaterial
  28654. */
  28655. class MeshPhongMaterial extends Material {
  28656. /**
  28657. * Constructs a new mesh phong material.
  28658. *
  28659. * @param {Object} [parameters] - An object with one or more properties
  28660. * defining the material's appearance. Any property of the material
  28661. * (including any property from inherited materials) can be passed
  28662. * in here. Color values can be passed any type of value accepted
  28663. * by {@link Color#set}.
  28664. */
  28665. constructor( parameters ) {
  28666. super();
  28667. /**
  28668. * This flag can be used for type testing.
  28669. *
  28670. * @type {boolean}
  28671. * @readonly
  28672. * @default true
  28673. */
  28674. this.isMeshPhongMaterial = true;
  28675. this.type = 'MeshPhongMaterial';
  28676. /**
  28677. * Color of the material.
  28678. *
  28679. * @type {Color}
  28680. * @default (1,1,1)
  28681. */
  28682. this.color = new Color( 0xffffff ); // diffuse
  28683. /**
  28684. * Specular color of the material. The default color is set to `0x111111` (very dark grey)
  28685. *
  28686. * This defines how shiny the material is and the color of its shine.
  28687. *
  28688. * @type {Color}
  28689. */
  28690. this.specular = new Color( 0x111111 );
  28691. /**
  28692. * How shiny the specular highlight is; a higher value gives a sharper highlight.
  28693. *
  28694. * @type {number}
  28695. * @default 30
  28696. */
  28697. this.shininess = 30;
  28698. /**
  28699. * The color map. May optionally include an alpha channel, typically combined
  28700. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  28701. * color is modulated by the diffuse `color`.
  28702. *
  28703. * @type {?Texture}
  28704. * @default null
  28705. */
  28706. this.map = null;
  28707. /**
  28708. * The light map. Requires a second set of UVs.
  28709. *
  28710. * @type {?Texture}
  28711. * @default null
  28712. */
  28713. this.lightMap = null;
  28714. /**
  28715. * Intensity of the baked light.
  28716. *
  28717. * @type {number}
  28718. * @default 1
  28719. */
  28720. this.lightMapIntensity = 1.0;
  28721. /**
  28722. * The red channel of this texture is used as the ambient occlusion map.
  28723. * Requires a second set of UVs.
  28724. *
  28725. * @type {?Texture}
  28726. * @default null
  28727. */
  28728. this.aoMap = null;
  28729. /**
  28730. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  28731. * disables ambient occlusion. Where intensity is `1` and the AO map's
  28732. * red channel is also `1`, ambient light is fully occluded on a surface.
  28733. *
  28734. * @type {number}
  28735. * @default 1
  28736. */
  28737. this.aoMapIntensity = 1.0;
  28738. /**
  28739. * Emissive (light) color of the material, essentially a solid color
  28740. * unaffected by other lighting.
  28741. *
  28742. * @type {Color}
  28743. * @default (0,0,0)
  28744. */
  28745. this.emissive = new Color( 0x000000 );
  28746. /**
  28747. * Intensity of the emissive light. Modulates the emissive color.
  28748. *
  28749. * @type {number}
  28750. * @default 1
  28751. */
  28752. this.emissiveIntensity = 1.0;
  28753. /**
  28754. * Set emissive (glow) map. The emissive map color is modulated by the
  28755. * emissive color and the emissive intensity. If you have an emissive map,
  28756. * be sure to set the emissive color to something other than black.
  28757. *
  28758. * @type {?Texture}
  28759. * @default null
  28760. */
  28761. this.emissiveMap = null;
  28762. /**
  28763. * The texture to create a bump map. The black and white values map to the
  28764. * perceived depth in relation to the lights. Bump doesn't actually affect
  28765. * the geometry of the object, only the lighting. If a normal map is defined
  28766. * this will be ignored.
  28767. *
  28768. * @type {?Texture}
  28769. * @default null
  28770. */
  28771. this.bumpMap = null;
  28772. /**
  28773. * How much the bump map affects the material. Typical range is `[0,1]`.
  28774. *
  28775. * @type {number}
  28776. * @default 1
  28777. */
  28778. this.bumpScale = 1;
  28779. /**
  28780. * The texture to create a normal map. The RGB values affect the surface
  28781. * normal for each pixel fragment and change the way the color is lit. Normal
  28782. * maps do not change the actual shape of the surface, only the lighting. In
  28783. * case the material has a normal map authored using the left handed
  28784. * convention, the `y` component of `normalScale` should be negated to compensate
  28785. * for the different handedness.
  28786. *
  28787. * @type {?Texture}
  28788. * @default null
  28789. */
  28790. this.normalMap = null;
  28791. /**
  28792. * The type of normal map.
  28793. *
  28794. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  28795. * @default TangentSpaceNormalMap
  28796. */
  28797. this.normalMapType = TangentSpaceNormalMap;
  28798. /**
  28799. * How much the normal map affects the material. Typical value range is `[0,1]`.
  28800. *
  28801. * @type {Vector2}
  28802. * @default (1,1)
  28803. */
  28804. this.normalScale = new Vector2( 1, 1 );
  28805. /**
  28806. * The displacement map affects the position of the mesh's vertices. Unlike
  28807. * other maps which only affect the light and shade of the material the
  28808. * displaced vertices can cast shadows, block other objects, and otherwise
  28809. * act as real geometry. The displacement texture is an image where the value
  28810. * of each pixel (white being the highest) is mapped against, and
  28811. * repositions, the vertices of the mesh.
  28812. *
  28813. * @type {?Texture}
  28814. * @default null
  28815. */
  28816. this.displacementMap = null;
  28817. /**
  28818. * How much the displacement map affects the mesh (where black is no
  28819. * displacement, and white is maximum displacement). Without a displacement
  28820. * map set, this value is not applied.
  28821. *
  28822. * @type {number}
  28823. * @default 0
  28824. */
  28825. this.displacementScale = 1;
  28826. /**
  28827. * The offset of the displacement map's values on the mesh's vertices.
  28828. * The bias is added to the scaled sample of the displacement map.
  28829. * Without a displacement map set, this value is not applied.
  28830. *
  28831. * @type {number}
  28832. * @default 0
  28833. */
  28834. this.displacementBias = 0;
  28835. /**
  28836. * The specular map value affects both how much the specular surface
  28837. * highlight contributes and how much of the environment map affects the
  28838. * surface.
  28839. *
  28840. * @type {?Texture}
  28841. * @default null
  28842. */
  28843. this.specularMap = null;
  28844. /**
  28845. * The alpha map is a grayscale texture that controls the opacity across the
  28846. * surface (black: fully transparent; white: fully opaque).
  28847. *
  28848. * Only the color of the texture is used, ignoring the alpha channel if one
  28849. * exists. For RGB and RGBA textures, the renderer will use the green channel
  28850. * when sampling this texture due to the extra bit of precision provided for
  28851. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  28852. * luminance/alpha textures will also still work as expected.
  28853. *
  28854. * @type {?Texture}
  28855. * @default null
  28856. */
  28857. this.alphaMap = null;
  28858. /**
  28859. * The environment map.
  28860. *
  28861. * @type {?Texture}
  28862. * @default null
  28863. */
  28864. this.envMap = null;
  28865. /**
  28866. * The rotation of the environment map in radians.
  28867. *
  28868. * @type {Euler}
  28869. * @default (0,0,0)
  28870. */
  28871. this.envMapRotation = new Euler();
  28872. /**
  28873. * How to combine the result of the surface's color with the environment map, if any.
  28874. *
  28875. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  28876. * blend between the two colors.
  28877. *
  28878. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  28879. * @default MultiplyOperation
  28880. */
  28881. this.combine = MultiplyOperation;
  28882. /**
  28883. * How much the environment map affects the surface.
  28884. * The valid range is between `0` (no reflections) and `1` (full reflections).
  28885. *
  28886. * @type {number}
  28887. * @default 1
  28888. */
  28889. this.reflectivity = 1;
  28890. /**
  28891. * The index of refraction (IOR) of air (approximately 1) divided by the
  28892. * index of refraction of the material. It is used with environment mapping
  28893. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  28894. * The refraction ratio should not exceed `1`.
  28895. *
  28896. * @type {number}
  28897. * @default 0.98
  28898. */
  28899. this.refractionRatio = 0.98;
  28900. /**
  28901. * Renders the geometry as a wireframe.
  28902. *
  28903. * @type {boolean}
  28904. * @default false
  28905. */
  28906. this.wireframe = false;
  28907. /**
  28908. * Controls the thickness of the wireframe.
  28909. *
  28910. * Can only be used with {@link SVGRenderer}.
  28911. *
  28912. * @type {number}
  28913. * @default 1
  28914. */
  28915. this.wireframeLinewidth = 1;
  28916. /**
  28917. * Defines appearance of wireframe ends.
  28918. *
  28919. * Can only be used with {@link SVGRenderer}.
  28920. *
  28921. * @type {('round'|'bevel'|'miter')}
  28922. * @default 'round'
  28923. */
  28924. this.wireframeLinecap = 'round';
  28925. /**
  28926. * Defines appearance of wireframe joints.
  28927. *
  28928. * Can only be used with {@link SVGRenderer}.
  28929. *
  28930. * @type {('round'|'bevel'|'miter')}
  28931. * @default 'round'
  28932. */
  28933. this.wireframeLinejoin = 'round';
  28934. /**
  28935. * Whether the material is rendered with flat shading or not.
  28936. *
  28937. * @type {boolean}
  28938. * @default false
  28939. */
  28940. this.flatShading = false;
  28941. /**
  28942. * Whether the material is affected by fog or not.
  28943. *
  28944. * @type {boolean}
  28945. * @default true
  28946. */
  28947. this.fog = true;
  28948. this.setValues( parameters );
  28949. }
  28950. copy( source ) {
  28951. super.copy( source );
  28952. this.color.copy( source.color );
  28953. this.specular.copy( source.specular );
  28954. this.shininess = source.shininess;
  28955. this.map = source.map;
  28956. this.lightMap = source.lightMap;
  28957. this.lightMapIntensity = source.lightMapIntensity;
  28958. this.aoMap = source.aoMap;
  28959. this.aoMapIntensity = source.aoMapIntensity;
  28960. this.emissive.copy( source.emissive );
  28961. this.emissiveMap = source.emissiveMap;
  28962. this.emissiveIntensity = source.emissiveIntensity;
  28963. this.bumpMap = source.bumpMap;
  28964. this.bumpScale = source.bumpScale;
  28965. this.normalMap = source.normalMap;
  28966. this.normalMapType = source.normalMapType;
  28967. this.normalScale.copy( source.normalScale );
  28968. this.displacementMap = source.displacementMap;
  28969. this.displacementScale = source.displacementScale;
  28970. this.displacementBias = source.displacementBias;
  28971. this.specularMap = source.specularMap;
  28972. this.alphaMap = source.alphaMap;
  28973. this.envMap = source.envMap;
  28974. this.envMapRotation.copy( source.envMapRotation );
  28975. this.combine = source.combine;
  28976. this.reflectivity = source.reflectivity;
  28977. this.refractionRatio = source.refractionRatio;
  28978. this.wireframe = source.wireframe;
  28979. this.wireframeLinewidth = source.wireframeLinewidth;
  28980. this.wireframeLinecap = source.wireframeLinecap;
  28981. this.wireframeLinejoin = source.wireframeLinejoin;
  28982. this.flatShading = source.flatShading;
  28983. this.fog = source.fog;
  28984. return this;
  28985. }
  28986. }
  28987. /**
  28988. * A material implementing toon shading.
  28989. *
  28990. * @augments Material
  28991. * @demo scenes/material-browser.html#MeshToonMaterial
  28992. */
  28993. class MeshToonMaterial extends Material {
  28994. /**
  28995. * Constructs a new mesh toon material.
  28996. *
  28997. * @param {Object} [parameters] - An object with one or more properties
  28998. * defining the material's appearance. Any property of the material
  28999. * (including any property from inherited materials) can be passed
  29000. * in here. Color values can be passed any type of value accepted
  29001. * by {@link Color#set}.
  29002. */
  29003. constructor( parameters ) {
  29004. super();
  29005. /**
  29006. * This flag can be used for type testing.
  29007. *
  29008. * @type {boolean}
  29009. * @readonly
  29010. * @default true
  29011. */
  29012. this.isMeshToonMaterial = true;
  29013. this.defines = { 'TOON': '' };
  29014. this.type = 'MeshToonMaterial';
  29015. /**
  29016. * Color of the material.
  29017. *
  29018. * @type {Color}
  29019. * @default (1,1,1)
  29020. */
  29021. this.color = new Color( 0xffffff );
  29022. /**
  29023. * The color map. May optionally include an alpha channel, typically combined
  29024. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  29025. * color is modulated by the diffuse `color`.
  29026. *
  29027. * @type {?Texture}
  29028. * @default null
  29029. */
  29030. this.map = null;
  29031. /**
  29032. * Gradient map for toon shading. It's required to set
  29033. * {@link Texture#minFilter} and {@link Texture#magFilter} to {@linkNearestFilter}
  29034. * when using this type of texture.
  29035. *
  29036. * @type {?Texture}
  29037. * @default null
  29038. */
  29039. this.gradientMap = null;
  29040. /**
  29041. * The light map. Requires a second set of UVs.
  29042. *
  29043. * @type {?Texture}
  29044. * @default null
  29045. */
  29046. this.lightMap = null;
  29047. /**
  29048. * Intensity of the baked light.
  29049. *
  29050. * @type {number}
  29051. * @default 1
  29052. */
  29053. this.lightMapIntensity = 1.0;
  29054. /**
  29055. * The red channel of this texture is used as the ambient occlusion map.
  29056. * Requires a second set of UVs.
  29057. *
  29058. * @type {?Texture}
  29059. * @default null
  29060. */
  29061. this.aoMap = null;
  29062. /**
  29063. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  29064. * disables ambient occlusion. Where intensity is `1` and the AO map's
  29065. * red channel is also `1`, ambient light is fully occluded on a surface.
  29066. *
  29067. * @type {number}
  29068. * @default 1
  29069. */
  29070. this.aoMapIntensity = 1.0;
  29071. /**
  29072. * Emissive (light) color of the material, essentially a solid color
  29073. * unaffected by other lighting.
  29074. *
  29075. * @type {Color}
  29076. * @default (0,0,0)
  29077. */
  29078. this.emissive = new Color( 0x000000 );
  29079. /**
  29080. * Intensity of the emissive light. Modulates the emissive color.
  29081. *
  29082. * @type {number}
  29083. * @default 1
  29084. */
  29085. this.emissiveIntensity = 1.0;
  29086. /**
  29087. * Set emissive (glow) map. The emissive map color is modulated by the
  29088. * emissive color and the emissive intensity. If you have an emissive map,
  29089. * be sure to set the emissive color to something other than black.
  29090. *
  29091. * @type {?Texture}
  29092. * @default null
  29093. */
  29094. this.emissiveMap = null;
  29095. /**
  29096. * The texture to create a bump map. The black and white values map to the
  29097. * perceived depth in relation to the lights. Bump doesn't actually affect
  29098. * the geometry of the object, only the lighting. If a normal map is defined
  29099. * this will be ignored.
  29100. *
  29101. * @type {?Texture}
  29102. * @default null
  29103. */
  29104. this.bumpMap = null;
  29105. /**
  29106. * How much the bump map affects the material. Typical range is `[0,1]`.
  29107. *
  29108. * @type {number}
  29109. * @default 1
  29110. */
  29111. this.bumpScale = 1;
  29112. /**
  29113. * The texture to create a normal map. The RGB values affect the surface
  29114. * normal for each pixel fragment and change the way the color is lit. Normal
  29115. * maps do not change the actual shape of the surface, only the lighting. In
  29116. * case the material has a normal map authored using the left handed
  29117. * convention, the `y` component of `normalScale` should be negated to compensate
  29118. * for the different handedness.
  29119. *
  29120. * @type {?Texture}
  29121. * @default null
  29122. */
  29123. this.normalMap = null;
  29124. /**
  29125. * The type of normal map.
  29126. *
  29127. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29128. * @default TangentSpaceNormalMap
  29129. */
  29130. this.normalMapType = TangentSpaceNormalMap;
  29131. /**
  29132. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29133. *
  29134. * @type {Vector2}
  29135. * @default (1,1)
  29136. */
  29137. this.normalScale = new Vector2( 1, 1 );
  29138. /**
  29139. * The displacement map affects the position of the mesh's vertices. Unlike
  29140. * other maps which only affect the light and shade of the material the
  29141. * displaced vertices can cast shadows, block other objects, and otherwise
  29142. * act as real geometry. The displacement texture is an image where the value
  29143. * of each pixel (white being the highest) is mapped against, and
  29144. * repositions, the vertices of the mesh.
  29145. *
  29146. * @type {?Texture}
  29147. * @default null
  29148. */
  29149. this.displacementMap = null;
  29150. /**
  29151. * How much the displacement map affects the mesh (where black is no
  29152. * displacement, and white is maximum displacement). Without a displacement
  29153. * map set, this value is not applied.
  29154. *
  29155. * @type {number}
  29156. * @default 0
  29157. */
  29158. this.displacementScale = 1;
  29159. /**
  29160. * The offset of the displacement map's values on the mesh's vertices.
  29161. * The bias is added to the scaled sample of the displacement map.
  29162. * Without a displacement map set, this value is not applied.
  29163. *
  29164. * @type {number}
  29165. * @default 0
  29166. */
  29167. this.displacementBias = 0;
  29168. /**
  29169. * The alpha map is a grayscale texture that controls the opacity across the
  29170. * surface (black: fully transparent; white: fully opaque).
  29171. *
  29172. * Only the color of the texture is used, ignoring the alpha channel if one
  29173. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29174. * when sampling this texture due to the extra bit of precision provided for
  29175. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29176. * luminance/alpha textures will also still work as expected.
  29177. *
  29178. * @type {?Texture}
  29179. * @default null
  29180. */
  29181. this.alphaMap = null;
  29182. /**
  29183. * Renders the geometry as a wireframe.
  29184. *
  29185. * @type {boolean}
  29186. * @default false
  29187. */
  29188. this.wireframe = false;
  29189. /**
  29190. * Controls the thickness of the wireframe.
  29191. *
  29192. * Can only be used with {@link SVGRenderer}.
  29193. *
  29194. * @type {number}
  29195. * @default 1
  29196. */
  29197. this.wireframeLinewidth = 1;
  29198. /**
  29199. * Defines appearance of wireframe ends.
  29200. *
  29201. * Can only be used with {@link SVGRenderer}.
  29202. *
  29203. * @type {('round'|'bevel'|'miter')}
  29204. * @default 'round'
  29205. */
  29206. this.wireframeLinecap = 'round';
  29207. /**
  29208. * Defines appearance of wireframe joints.
  29209. *
  29210. * Can only be used with {@link SVGRenderer}.
  29211. *
  29212. * @type {('round'|'bevel'|'miter')}
  29213. * @default 'round'
  29214. */
  29215. this.wireframeLinejoin = 'round';
  29216. /**
  29217. * Whether the material is affected by fog or not.
  29218. *
  29219. * @type {boolean}
  29220. * @default true
  29221. */
  29222. this.fog = true;
  29223. this.setValues( parameters );
  29224. }
  29225. copy( source ) {
  29226. super.copy( source );
  29227. this.color.copy( source.color );
  29228. this.map = source.map;
  29229. this.gradientMap = source.gradientMap;
  29230. this.lightMap = source.lightMap;
  29231. this.lightMapIntensity = source.lightMapIntensity;
  29232. this.aoMap = source.aoMap;
  29233. this.aoMapIntensity = source.aoMapIntensity;
  29234. this.emissive.copy( source.emissive );
  29235. this.emissiveMap = source.emissiveMap;
  29236. this.emissiveIntensity = source.emissiveIntensity;
  29237. this.bumpMap = source.bumpMap;
  29238. this.bumpScale = source.bumpScale;
  29239. this.normalMap = source.normalMap;
  29240. this.normalMapType = source.normalMapType;
  29241. this.normalScale.copy( source.normalScale );
  29242. this.displacementMap = source.displacementMap;
  29243. this.displacementScale = source.displacementScale;
  29244. this.displacementBias = source.displacementBias;
  29245. this.alphaMap = source.alphaMap;
  29246. this.wireframe = source.wireframe;
  29247. this.wireframeLinewidth = source.wireframeLinewidth;
  29248. this.wireframeLinecap = source.wireframeLinecap;
  29249. this.wireframeLinejoin = source.wireframeLinejoin;
  29250. this.fog = source.fog;
  29251. return this;
  29252. }
  29253. }
  29254. /**
  29255. * A material that maps the normal vectors to RGB colors.
  29256. *
  29257. * @augments Material
  29258. * @demo scenes/material-browser.html#MeshNormalMaterial
  29259. */
  29260. class MeshNormalMaterial extends Material {
  29261. /**
  29262. * Constructs a new mesh normal material.
  29263. *
  29264. * @param {Object} [parameters] - An object with one or more properties
  29265. * defining the material's appearance. Any property of the material
  29266. * (including any property from inherited materials) can be passed
  29267. * in here. Color values can be passed any type of value accepted
  29268. * by {@link Color#set}.
  29269. */
  29270. constructor( parameters ) {
  29271. super();
  29272. /**
  29273. * This flag can be used for type testing.
  29274. *
  29275. * @type {boolean}
  29276. * @readonly
  29277. * @default true
  29278. */
  29279. this.isMeshNormalMaterial = true;
  29280. this.type = 'MeshNormalMaterial';
  29281. /**
  29282. * The texture to create a bump map. The black and white values map to the
  29283. * perceived depth in relation to the lights. Bump doesn't actually affect
  29284. * the geometry of the object, only the lighting. If a normal map is defined
  29285. * this will be ignored.
  29286. *
  29287. * @type {?Texture}
  29288. * @default null
  29289. */
  29290. this.bumpMap = null;
  29291. /**
  29292. * How much the bump map affects the material. Typical range is `[0,1]`.
  29293. *
  29294. * @type {number}
  29295. * @default 1
  29296. */
  29297. this.bumpScale = 1;
  29298. /**
  29299. * The texture to create a normal map. The RGB values affect the surface
  29300. * normal for each pixel fragment and change the way the color is lit. Normal
  29301. * maps do not change the actual shape of the surface, only the lighting. In
  29302. * case the material has a normal map authored using the left handed
  29303. * convention, the `y` component of `normalScale` should be negated to compensate
  29304. * for the different handedness.
  29305. *
  29306. * @type {?Texture}
  29307. * @default null
  29308. */
  29309. this.normalMap = null;
  29310. /**
  29311. * The type of normal map.
  29312. *
  29313. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29314. * @default TangentSpaceNormalMap
  29315. */
  29316. this.normalMapType = TangentSpaceNormalMap;
  29317. /**
  29318. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29319. *
  29320. * @type {Vector2}
  29321. * @default (1,1)
  29322. */
  29323. this.normalScale = new Vector2( 1, 1 );
  29324. /**
  29325. * The displacement map affects the position of the mesh's vertices. Unlike
  29326. * other maps which only affect the light and shade of the material the
  29327. * displaced vertices can cast shadows, block other objects, and otherwise
  29328. * act as real geometry. The displacement texture is an image where the value
  29329. * of each pixel (white being the highest) is mapped against, and
  29330. * repositions, the vertices of the mesh.
  29331. *
  29332. * @type {?Texture}
  29333. * @default null
  29334. */
  29335. this.displacementMap = null;
  29336. /**
  29337. * How much the displacement map affects the mesh (where black is no
  29338. * displacement, and white is maximum displacement). Without a displacement
  29339. * map set, this value is not applied.
  29340. *
  29341. * @type {number}
  29342. * @default 0
  29343. */
  29344. this.displacementScale = 1;
  29345. /**
  29346. * The offset of the displacement map's values on the mesh's vertices.
  29347. * The bias is added to the scaled sample of the displacement map.
  29348. * Without a displacement map set, this value is not applied.
  29349. *
  29350. * @type {number}
  29351. * @default 0
  29352. */
  29353. this.displacementBias = 0;
  29354. /**
  29355. * Renders the geometry as a wireframe.
  29356. *
  29357. * @type {boolean}
  29358. * @default false
  29359. */
  29360. this.wireframe = false;
  29361. /**
  29362. * Controls the thickness of the wireframe.
  29363. *
  29364. * WebGL and WebGPU ignore this property and always render
  29365. * 1 pixel wide lines.
  29366. *
  29367. * @type {number}
  29368. * @default 1
  29369. */
  29370. this.wireframeLinewidth = 1;
  29371. /**
  29372. * Whether the material is rendered with flat shading or not.
  29373. *
  29374. * @type {boolean}
  29375. * @default false
  29376. */
  29377. this.flatShading = false;
  29378. this.setValues( parameters );
  29379. }
  29380. copy( source ) {
  29381. super.copy( source );
  29382. this.bumpMap = source.bumpMap;
  29383. this.bumpScale = source.bumpScale;
  29384. this.normalMap = source.normalMap;
  29385. this.normalMapType = source.normalMapType;
  29386. this.normalScale.copy( source.normalScale );
  29387. this.displacementMap = source.displacementMap;
  29388. this.displacementScale = source.displacementScale;
  29389. this.displacementBias = source.displacementBias;
  29390. this.wireframe = source.wireframe;
  29391. this.wireframeLinewidth = source.wireframeLinewidth;
  29392. this.flatShading = source.flatShading;
  29393. return this;
  29394. }
  29395. }
  29396. /**
  29397. * A material for non-shiny surfaces, without specular highlights.
  29398. *
  29399. * The material uses a non-physically based [Lambertian](https://en.wikipedia.org/wiki/Lambertian_reflectance)
  29400. * model for calculating reflectance. This can simulate some surfaces (such
  29401. * as untreated wood or stone) well, but cannot simulate shiny surfaces with
  29402. * specular highlights (such as varnished wood). `MeshLambertMaterial` uses per-fragment
  29403. * shading.
  29404. *
  29405. * Due to the simplicity of the reflectance and illumination models,
  29406. * performance will be greater when using this material over the
  29407. * {@link MeshPhongMaterial}, {@link MeshStandardMaterial} or
  29408. * {@link MeshPhysicalMaterial}, at the cost of some graphical accuracy.
  29409. *
  29410. * @augments Material
  29411. * @demo scenes/material-browser.html#MeshLambertMaterial
  29412. */
  29413. class MeshLambertMaterial extends Material {
  29414. /**
  29415. * Constructs a new mesh lambert material.
  29416. *
  29417. * @param {Object} [parameters] - An object with one or more properties
  29418. * defining the material's appearance. Any property of the material
  29419. * (including any property from inherited materials) can be passed
  29420. * in here. Color values can be passed any type of value accepted
  29421. * by {@link Color#set}.
  29422. */
  29423. constructor( parameters ) {
  29424. super();
  29425. /**
  29426. * This flag can be used for type testing.
  29427. *
  29428. * @type {boolean}
  29429. * @readonly
  29430. * @default true
  29431. */
  29432. this.isMeshLambertMaterial = true;
  29433. this.type = 'MeshLambertMaterial';
  29434. /**
  29435. * Color of the material.
  29436. *
  29437. * @type {Color}
  29438. * @default (1,1,1)
  29439. */
  29440. this.color = new Color( 0xffffff ); // diffuse
  29441. /**
  29442. * The color map. May optionally include an alpha channel, typically combined
  29443. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  29444. * color is modulated by the diffuse `color`.
  29445. *
  29446. * @type {?Texture}
  29447. * @default null
  29448. */
  29449. this.map = null;
  29450. /**
  29451. * The light map. Requires a second set of UVs.
  29452. *
  29453. * @type {?Texture}
  29454. * @default null
  29455. */
  29456. this.lightMap = null;
  29457. /**
  29458. * Intensity of the baked light.
  29459. *
  29460. * @type {number}
  29461. * @default 1
  29462. */
  29463. this.lightMapIntensity = 1.0;
  29464. /**
  29465. * The red channel of this texture is used as the ambient occlusion map.
  29466. * Requires a second set of UVs.
  29467. *
  29468. * @type {?Texture}
  29469. * @default null
  29470. */
  29471. this.aoMap = null;
  29472. /**
  29473. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  29474. * disables ambient occlusion. Where intensity is `1` and the AO map's
  29475. * red channel is also `1`, ambient light is fully occluded on a surface.
  29476. *
  29477. * @type {number}
  29478. * @default 1
  29479. */
  29480. this.aoMapIntensity = 1.0;
  29481. /**
  29482. * Emissive (light) color of the material, essentially a solid color
  29483. * unaffected by other lighting.
  29484. *
  29485. * @type {Color}
  29486. * @default (0,0,0)
  29487. */
  29488. this.emissive = new Color( 0x000000 );
  29489. /**
  29490. * Intensity of the emissive light. Modulates the emissive color.
  29491. *
  29492. * @type {number}
  29493. * @default 1
  29494. */
  29495. this.emissiveIntensity = 1.0;
  29496. /**
  29497. * Set emissive (glow) map. The emissive map color is modulated by the
  29498. * emissive color and the emissive intensity. If you have an emissive map,
  29499. * be sure to set the emissive color to something other than black.
  29500. *
  29501. * @type {?Texture}
  29502. * @default null
  29503. */
  29504. this.emissiveMap = null;
  29505. /**
  29506. * The texture to create a bump map. The black and white values map to the
  29507. * perceived depth in relation to the lights. Bump doesn't actually affect
  29508. * the geometry of the object, only the lighting. If a normal map is defined
  29509. * this will be ignored.
  29510. *
  29511. * @type {?Texture}
  29512. * @default null
  29513. */
  29514. this.bumpMap = null;
  29515. /**
  29516. * How much the bump map affects the material. Typical range is `[0,1]`.
  29517. *
  29518. * @type {number}
  29519. * @default 1
  29520. */
  29521. this.bumpScale = 1;
  29522. /**
  29523. * The texture to create a normal map. The RGB values affect the surface
  29524. * normal for each pixel fragment and change the way the color is lit. Normal
  29525. * maps do not change the actual shape of the surface, only the lighting. In
  29526. * case the material has a normal map authored using the left handed
  29527. * convention, the `y` component of `normalScale` should be negated to compensate
  29528. * for the different handedness.
  29529. *
  29530. * @type {?Texture}
  29531. * @default null
  29532. */
  29533. this.normalMap = null;
  29534. /**
  29535. * The type of normal map.
  29536. *
  29537. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29538. * @default TangentSpaceNormalMap
  29539. */
  29540. this.normalMapType = TangentSpaceNormalMap;
  29541. /**
  29542. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29543. *
  29544. * @type {Vector2}
  29545. * @default (1,1)
  29546. */
  29547. this.normalScale = new Vector2( 1, 1 );
  29548. /**
  29549. * The displacement map affects the position of the mesh's vertices. Unlike
  29550. * other maps which only affect the light and shade of the material the
  29551. * displaced vertices can cast shadows, block other objects, and otherwise
  29552. * act as real geometry. The displacement texture is an image where the value
  29553. * of each pixel (white being the highest) is mapped against, and
  29554. * repositions, the vertices of the mesh.
  29555. *
  29556. * @type {?Texture}
  29557. * @default null
  29558. */
  29559. this.displacementMap = null;
  29560. /**
  29561. * How much the displacement map affects the mesh (where black is no
  29562. * displacement, and white is maximum displacement). Without a displacement
  29563. * map set, this value is not applied.
  29564. *
  29565. * @type {number}
  29566. * @default 0
  29567. */
  29568. this.displacementScale = 1;
  29569. /**
  29570. * The offset of the displacement map's values on the mesh's vertices.
  29571. * The bias is added to the scaled sample of the displacement map.
  29572. * Without a displacement map set, this value is not applied.
  29573. *
  29574. * @type {number}
  29575. * @default 0
  29576. */
  29577. this.displacementBias = 0;
  29578. /**
  29579. * Specular map used by the material.
  29580. *
  29581. * @type {?Texture}
  29582. * @default null
  29583. */
  29584. this.specularMap = null;
  29585. /**
  29586. * The alpha map is a grayscale texture that controls the opacity across the
  29587. * surface (black: fully transparent; white: fully opaque).
  29588. *
  29589. * Only the color of the texture is used, ignoring the alpha channel if one
  29590. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29591. * when sampling this texture due to the extra bit of precision provided for
  29592. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29593. * luminance/alpha textures will also still work as expected.
  29594. *
  29595. * @type {?Texture}
  29596. * @default null
  29597. */
  29598. this.alphaMap = null;
  29599. /**
  29600. * The environment map.
  29601. *
  29602. * @type {?Texture}
  29603. * @default null
  29604. */
  29605. this.envMap = null;
  29606. /**
  29607. * The rotation of the environment map in radians.
  29608. *
  29609. * @type {Euler}
  29610. * @default (0,0,0)
  29611. */
  29612. this.envMapRotation = new Euler();
  29613. /**
  29614. * How to combine the result of the surface's color with the environment map, if any.
  29615. *
  29616. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  29617. * blend between the two colors.
  29618. *
  29619. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  29620. * @default MultiplyOperation
  29621. */
  29622. this.combine = MultiplyOperation;
  29623. /**
  29624. * How much the environment map affects the surface.
  29625. * The valid range is between `0` (no reflections) and `1` (full reflections).
  29626. *
  29627. * @type {number}
  29628. * @default 1
  29629. */
  29630. this.reflectivity = 1;
  29631. /**
  29632. * The index of refraction (IOR) of air (approximately 1) divided by the
  29633. * index of refraction of the material. It is used with environment mapping
  29634. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  29635. * The refraction ratio should not exceed `1`.
  29636. *
  29637. * @type {number}
  29638. * @default 0.98
  29639. */
  29640. this.refractionRatio = 0.98;
  29641. /**
  29642. * Renders the geometry as a wireframe.
  29643. *
  29644. * @type {boolean}
  29645. * @default false
  29646. */
  29647. this.wireframe = false;
  29648. /**
  29649. * Controls the thickness of the wireframe.
  29650. *
  29651. * Can only be used with {@link SVGRenderer}.
  29652. *
  29653. * @type {number}
  29654. * @default 1
  29655. */
  29656. this.wireframeLinewidth = 1;
  29657. /**
  29658. * Defines appearance of wireframe ends.
  29659. *
  29660. * Can only be used with {@link SVGRenderer}.
  29661. *
  29662. * @type {('round'|'bevel'|'miter')}
  29663. * @default 'round'
  29664. */
  29665. this.wireframeLinecap = 'round';
  29666. /**
  29667. * Defines appearance of wireframe joints.
  29668. *
  29669. * Can only be used with {@link SVGRenderer}.
  29670. *
  29671. * @type {('round'|'bevel'|'miter')}
  29672. * @default 'round'
  29673. */
  29674. this.wireframeLinejoin = 'round';
  29675. /**
  29676. * Whether the material is rendered with flat shading or not.
  29677. *
  29678. * @type {boolean}
  29679. * @default false
  29680. */
  29681. this.flatShading = false;
  29682. /**
  29683. * Whether the material is affected by fog or not.
  29684. *
  29685. * @type {boolean}
  29686. * @default true
  29687. */
  29688. this.fog = true;
  29689. this.setValues( parameters );
  29690. }
  29691. copy( source ) {
  29692. super.copy( source );
  29693. this.color.copy( source.color );
  29694. this.map = source.map;
  29695. this.lightMap = source.lightMap;
  29696. this.lightMapIntensity = source.lightMapIntensity;
  29697. this.aoMap = source.aoMap;
  29698. this.aoMapIntensity = source.aoMapIntensity;
  29699. this.emissive.copy( source.emissive );
  29700. this.emissiveMap = source.emissiveMap;
  29701. this.emissiveIntensity = source.emissiveIntensity;
  29702. this.bumpMap = source.bumpMap;
  29703. this.bumpScale = source.bumpScale;
  29704. this.normalMap = source.normalMap;
  29705. this.normalMapType = source.normalMapType;
  29706. this.normalScale.copy( source.normalScale );
  29707. this.displacementMap = source.displacementMap;
  29708. this.displacementScale = source.displacementScale;
  29709. this.displacementBias = source.displacementBias;
  29710. this.specularMap = source.specularMap;
  29711. this.alphaMap = source.alphaMap;
  29712. this.envMap = source.envMap;
  29713. this.envMapRotation.copy( source.envMapRotation );
  29714. this.combine = source.combine;
  29715. this.reflectivity = source.reflectivity;
  29716. this.refractionRatio = source.refractionRatio;
  29717. this.wireframe = source.wireframe;
  29718. this.wireframeLinewidth = source.wireframeLinewidth;
  29719. this.wireframeLinecap = source.wireframeLinecap;
  29720. this.wireframeLinejoin = source.wireframeLinejoin;
  29721. this.flatShading = source.flatShading;
  29722. this.fog = source.fog;
  29723. return this;
  29724. }
  29725. }
  29726. /**
  29727. * A material for drawing geometry by depth. Depth is based off of the camera
  29728. * near and far plane. White is nearest, black is farthest.
  29729. *
  29730. * @augments Material
  29731. * @demo scenes/material-browser.html#MeshDepthMaterial
  29732. */
  29733. class MeshDepthMaterial extends Material {
  29734. /**
  29735. * Constructs a new mesh depth material.
  29736. *
  29737. * @param {Object} [parameters] - An object with one or more properties
  29738. * defining the material's appearance. Any property of the material
  29739. * (including any property from inherited materials) can be passed
  29740. * in here. Color values can be passed any type of value accepted
  29741. * by {@link Color#set}.
  29742. */
  29743. constructor( parameters ) {
  29744. super();
  29745. /**
  29746. * This flag can be used for type testing.
  29747. *
  29748. * @type {boolean}
  29749. * @readonly
  29750. * @default true
  29751. */
  29752. this.isMeshDepthMaterial = true;
  29753. this.type = 'MeshDepthMaterial';
  29754. /**
  29755. * Type for depth packing.
  29756. *
  29757. * @type {(BasicDepthPacking|RGBADepthPacking|RGBDepthPacking|RGDepthPacking)}
  29758. * @default BasicDepthPacking
  29759. */
  29760. this.depthPacking = BasicDepthPacking;
  29761. /**
  29762. * The color map. May optionally include an alpha channel, typically combined
  29763. * with {@link Material#transparent} or {@link Material#alphaTest}.
  29764. *
  29765. * @type {?Texture}
  29766. * @default null
  29767. */
  29768. this.map = null;
  29769. /**
  29770. * The alpha map is a grayscale texture that controls the opacity across the
  29771. * surface (black: fully transparent; white: fully opaque).
  29772. *
  29773. * Only the color of the texture is used, ignoring the alpha channel if one
  29774. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29775. * when sampling this texture due to the extra bit of precision provided for
  29776. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29777. * luminance/alpha textures will also still work as expected.
  29778. *
  29779. * @type {?Texture}
  29780. * @default null
  29781. */
  29782. this.alphaMap = null;
  29783. /**
  29784. * The displacement map affects the position of the mesh's vertices. Unlike
  29785. * other maps which only affect the light and shade of the material the
  29786. * displaced vertices can cast shadows, block other objects, and otherwise
  29787. * act as real geometry. The displacement texture is an image where the value
  29788. * of each pixel (white being the highest) is mapped against, and
  29789. * repositions, the vertices of the mesh.
  29790. *
  29791. * @type {?Texture}
  29792. * @default null
  29793. */
  29794. this.displacementMap = null;
  29795. /**
  29796. * How much the displacement map affects the mesh (where black is no
  29797. * displacement, and white is maximum displacement). Without a displacement
  29798. * map set, this value is not applied.
  29799. *
  29800. * @type {number}
  29801. * @default 0
  29802. */
  29803. this.displacementScale = 1;
  29804. /**
  29805. * The offset of the displacement map's values on the mesh's vertices.
  29806. * The bias is added to the scaled sample of the displacement map.
  29807. * Without a displacement map set, this value is not applied.
  29808. *
  29809. * @type {number}
  29810. * @default 0
  29811. */
  29812. this.displacementBias = 0;
  29813. /**
  29814. * Renders the geometry as a wireframe.
  29815. *
  29816. * @type {boolean}
  29817. * @default false
  29818. */
  29819. this.wireframe = false;
  29820. /**
  29821. * Controls the thickness of the wireframe.
  29822. *
  29823. * WebGL and WebGPU ignore this property and always render
  29824. * 1 pixel wide lines.
  29825. *
  29826. * @type {number}
  29827. * @default 1
  29828. */
  29829. this.wireframeLinewidth = 1;
  29830. this.setValues( parameters );
  29831. }
  29832. copy( source ) {
  29833. super.copy( source );
  29834. this.depthPacking = source.depthPacking;
  29835. this.map = source.map;
  29836. this.alphaMap = source.alphaMap;
  29837. this.displacementMap = source.displacementMap;
  29838. this.displacementScale = source.displacementScale;
  29839. this.displacementBias = source.displacementBias;
  29840. this.wireframe = source.wireframe;
  29841. this.wireframeLinewidth = source.wireframeLinewidth;
  29842. return this;
  29843. }
  29844. }
  29845. /**
  29846. * A material used internally for implementing shadow mapping with
  29847. * point lights.
  29848. *
  29849. * Can also be used to customize the shadow casting of an object by assigning
  29850. * an instance of `MeshDistanceMaterial` to {@link Object3D#customDistanceMaterial}.
  29851. * The following examples demonstrates this approach in order to ensure
  29852. * transparent parts of objects do not cast shadows.
  29853. *
  29854. * @augments Material
  29855. */
  29856. class MeshDistanceMaterial extends Material {
  29857. /**
  29858. * Constructs a new mesh distance material.
  29859. *
  29860. * @param {Object} [parameters] - An object with one or more properties
  29861. * defining the material's appearance. Any property of the material
  29862. * (including any property from inherited materials) can be passed
  29863. * in here. Color values can be passed any type of value accepted
  29864. * by {@link Color#set}.
  29865. */
  29866. constructor( parameters ) {
  29867. super();
  29868. /**
  29869. * This flag can be used for type testing.
  29870. *
  29871. * @type {boolean}
  29872. * @readonly
  29873. * @default true
  29874. */
  29875. this.isMeshDistanceMaterial = true;
  29876. this.type = 'MeshDistanceMaterial';
  29877. /**
  29878. * The color map. May optionally include an alpha channel, typically combined
  29879. * with {@link Material#transparent} or {@link Material#alphaTest}.
  29880. *
  29881. * @type {?Texture}
  29882. * @default null
  29883. */
  29884. this.map = null;
  29885. /**
  29886. * The alpha map is a grayscale texture that controls the opacity across the
  29887. * surface (black: fully transparent; white: fully opaque).
  29888. *
  29889. * Only the color of the texture is used, ignoring the alpha channel if one
  29890. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29891. * when sampling this texture due to the extra bit of precision provided for
  29892. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29893. * luminance/alpha textures will also still work as expected.
  29894. *
  29895. * @type {?Texture}
  29896. * @default null
  29897. */
  29898. this.alphaMap = null;
  29899. /**
  29900. * The displacement map affects the position of the mesh's vertices. Unlike
  29901. * other maps which only affect the light and shade of the material the
  29902. * displaced vertices can cast shadows, block other objects, and otherwise
  29903. * act as real geometry. The displacement texture is an image where the value
  29904. * of each pixel (white being the highest) is mapped against, and
  29905. * repositions, the vertices of the mesh.
  29906. *
  29907. * @type {?Texture}
  29908. * @default null
  29909. */
  29910. this.displacementMap = null;
  29911. /**
  29912. * How much the displacement map affects the mesh (where black is no
  29913. * displacement, and white is maximum displacement). Without a displacement
  29914. * map set, this value is not applied.
  29915. *
  29916. * @type {number}
  29917. * @default 0
  29918. */
  29919. this.displacementScale = 1;
  29920. /**
  29921. * The offset of the displacement map's values on the mesh's vertices.
  29922. * The bias is added to the scaled sample of the displacement map.
  29923. * Without a displacement map set, this value is not applied.
  29924. *
  29925. * @type {number}
  29926. * @default 0
  29927. */
  29928. this.displacementBias = 0;
  29929. this.setValues( parameters );
  29930. }
  29931. copy( source ) {
  29932. super.copy( source );
  29933. this.map = source.map;
  29934. this.alphaMap = source.alphaMap;
  29935. this.displacementMap = source.displacementMap;
  29936. this.displacementScale = source.displacementScale;
  29937. this.displacementBias = source.displacementBias;
  29938. return this;
  29939. }
  29940. }
  29941. /**
  29942. * This material is defined by a MatCap (or Lit Sphere) texture, which encodes the
  29943. * material color and shading.
  29944. *
  29945. * `MeshMatcapMaterial` does not respond to lights since the matcap image file encodes
  29946. * baked lighting. It will cast a shadow onto an object that receives shadows
  29947. * (and shadow clipping works), but it will not self-shadow or receive
  29948. * shadows.
  29949. *
  29950. * @augments Material
  29951. * @demo scenes/material-browser.html#MeshMatcapMaterial
  29952. */
  29953. class MeshMatcapMaterial extends Material {
  29954. /**
  29955. * Constructs a new mesh matcap material.
  29956. *
  29957. * @param {Object} [parameters] - An object with one or more properties
  29958. * defining the material's appearance. Any property of the material
  29959. * (including any property from inherited materials) can be passed
  29960. * in here. Color values can be passed any type of value accepted
  29961. * by {@link Color#set}.
  29962. */
  29963. constructor( parameters ) {
  29964. super();
  29965. /**
  29966. * This flag can be used for type testing.
  29967. *
  29968. * @type {boolean}
  29969. * @readonly
  29970. * @default true
  29971. */
  29972. this.isMeshMatcapMaterial = true;
  29973. this.defines = { 'MATCAP': '' };
  29974. this.type = 'MeshMatcapMaterial';
  29975. /**
  29976. * Color of the material.
  29977. *
  29978. * @type {Color}
  29979. * @default (1,1,1)
  29980. */
  29981. this.color = new Color( 0xffffff ); // diffuse
  29982. /**
  29983. * The matcap map.
  29984. *
  29985. * @type {?Texture}
  29986. * @default null
  29987. */
  29988. this.matcap = null;
  29989. /**
  29990. * The color map. May optionally include an alpha channel, typically combined
  29991. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  29992. * color is modulated by the diffuse `color`.
  29993. *
  29994. * @type {?Texture}
  29995. * @default null
  29996. */
  29997. this.map = null;
  29998. /**
  29999. * The texture to create a bump map. The black and white values map to the
  30000. * perceived depth in relation to the lights. Bump doesn't actually affect
  30001. * the geometry of the object, only the lighting. If a normal map is defined
  30002. * this will be ignored.
  30003. *
  30004. * @type {?Texture}
  30005. * @default null
  30006. */
  30007. this.bumpMap = null;
  30008. /**
  30009. * How much the bump map affects the material. Typical range is `[0,1]`.
  30010. *
  30011. * @type {number}
  30012. * @default 1
  30013. */
  30014. this.bumpScale = 1;
  30015. /**
  30016. * The texture to create a normal map. The RGB values affect the surface
  30017. * normal for each pixel fragment and change the way the color is lit. Normal
  30018. * maps do not change the actual shape of the surface, only the lighting. In
  30019. * case the material has a normal map authored using the left handed
  30020. * convention, the `y` component of `normalScale` should be negated to compensate
  30021. * for the different handedness.
  30022. *
  30023. * @type {?Texture}
  30024. * @default null
  30025. */
  30026. this.normalMap = null;
  30027. /**
  30028. * The type of normal map.
  30029. *
  30030. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  30031. * @default TangentSpaceNormalMap
  30032. */
  30033. this.normalMapType = TangentSpaceNormalMap;
  30034. /**
  30035. * How much the normal map affects the material. Typical value range is `[0,1]`.
  30036. *
  30037. * @type {Vector2}
  30038. * @default (1,1)
  30039. */
  30040. this.normalScale = new Vector2( 1, 1 );
  30041. /**
  30042. * The displacement map affects the position of the mesh's vertices. Unlike
  30043. * other maps which only affect the light and shade of the material the
  30044. * displaced vertices can cast shadows, block other objects, and otherwise
  30045. * act as real geometry. The displacement texture is an image where the value
  30046. * of each pixel (white being the highest) is mapped against, and
  30047. * repositions, the vertices of the mesh.
  30048. *
  30049. * @type {?Texture}
  30050. * @default null
  30051. */
  30052. this.displacementMap = null;
  30053. /**
  30054. * How much the displacement map affects the mesh (where black is no
  30055. * displacement, and white is maximum displacement). Without a displacement
  30056. * map set, this value is not applied.
  30057. *
  30058. * @type {number}
  30059. * @default 0
  30060. */
  30061. this.displacementScale = 1;
  30062. /**
  30063. * The offset of the displacement map's values on the mesh's vertices.
  30064. * The bias is added to the scaled sample of the displacement map.
  30065. * Without a displacement map set, this value is not applied.
  30066. *
  30067. * @type {number}
  30068. * @default 0
  30069. */
  30070. this.displacementBias = 0;
  30071. /**
  30072. * The alpha map is a grayscale texture that controls the opacity across the
  30073. * surface (black: fully transparent; white: fully opaque).
  30074. *
  30075. * Only the color of the texture is used, ignoring the alpha channel if one
  30076. * exists. For RGB and RGBA textures, the renderer will use the green channel
  30077. * when sampling this texture due to the extra bit of precision provided for
  30078. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  30079. * luminance/alpha textures will also still work as expected.
  30080. *
  30081. * @type {?Texture}
  30082. * @default null
  30083. */
  30084. this.alphaMap = null;
  30085. /**
  30086. * Renders the geometry as a wireframe.
  30087. *
  30088. * @type {boolean}
  30089. * @default false
  30090. */
  30091. this.wireframe = false;
  30092. /**
  30093. * Controls the thickness of the wireframe.
  30094. *
  30095. * Can only be used with {@link SVGRenderer}.
  30096. *
  30097. * @type {number}
  30098. * @default 1
  30099. */
  30100. this.wireframeLinewidth = 1;
  30101. /**
  30102. * Whether the material is rendered with flat shading or not.
  30103. *
  30104. * @type {boolean}
  30105. * @default false
  30106. */
  30107. this.flatShading = false;
  30108. /**
  30109. * Whether the material is affected by fog or not.
  30110. *
  30111. * @type {boolean}
  30112. * @default true
  30113. */
  30114. this.fog = true;
  30115. this.setValues( parameters );
  30116. }
  30117. copy( source ) {
  30118. super.copy( source );
  30119. this.defines = { 'MATCAP': '' };
  30120. this.color.copy( source.color );
  30121. this.matcap = source.matcap;
  30122. this.map = source.map;
  30123. this.bumpMap = source.bumpMap;
  30124. this.bumpScale = source.bumpScale;
  30125. this.normalMap = source.normalMap;
  30126. this.normalMapType = source.normalMapType;
  30127. this.normalScale.copy( source.normalScale );
  30128. this.displacementMap = source.displacementMap;
  30129. this.displacementScale = source.displacementScale;
  30130. this.displacementBias = source.displacementBias;
  30131. this.alphaMap = source.alphaMap;
  30132. this.wireframe = source.wireframe;
  30133. this.wireframeLinewidth = source.wireframeLinewidth;
  30134. this.flatShading = source.flatShading;
  30135. this.fog = source.fog;
  30136. return this;
  30137. }
  30138. }
  30139. /**
  30140. * A material for rendering line primitives.
  30141. *
  30142. * Materials define the appearance of renderable 3D objects.
  30143. *
  30144. * ```js
  30145. * const material = new THREE.LineDashedMaterial( {
  30146. * color: 0xffffff,
  30147. * scale: 1,
  30148. * dashSize: 3,
  30149. * gapSize: 1,
  30150. * } );
  30151. * ```
  30152. *
  30153. * @augments LineBasicMaterial
  30154. */
  30155. class LineDashedMaterial extends LineBasicMaterial {
  30156. /**
  30157. * Constructs a new line dashed material.
  30158. *
  30159. * @param {Object} [parameters] - An object with one or more properties
  30160. * defining the material's appearance. Any property of the material
  30161. * (including any property from inherited materials) can be passed
  30162. * in here. Color values can be passed any type of value accepted
  30163. * by {@link Color#set}.
  30164. */
  30165. constructor( parameters ) {
  30166. super();
  30167. /**
  30168. * This flag can be used for type testing.
  30169. *
  30170. * @type {boolean}
  30171. * @readonly
  30172. * @default true
  30173. */
  30174. this.isLineDashedMaterial = true;
  30175. this.type = 'LineDashedMaterial';
  30176. /**
  30177. * The scale of the dashed part of a line.
  30178. *
  30179. * @type {number}
  30180. * @default 1
  30181. */
  30182. this.scale = 1;
  30183. /**
  30184. * The size of the dash. This is both the gap with the stroke.
  30185. *
  30186. * @type {number}
  30187. * @default 3
  30188. */
  30189. this.dashSize = 3;
  30190. /**
  30191. * The size of the gap.
  30192. *
  30193. * @type {number}
  30194. * @default 1
  30195. */
  30196. this.gapSize = 1;
  30197. this.setValues( parameters );
  30198. }
  30199. copy( source ) {
  30200. super.copy( source );
  30201. this.scale = source.scale;
  30202. this.dashSize = source.dashSize;
  30203. this.gapSize = source.gapSize;
  30204. return this;
  30205. }
  30206. }
  30207. /**
  30208. * Converts an array to a specific type.
  30209. *
  30210. * @param {TypedArray|Array} array - The array to convert.
  30211. * @param {TypedArray.constructor} type - The constructor of a typed array that defines the new type.
  30212. * @return {TypedArray} The converted array.
  30213. */
  30214. function convertArray( array, type ) {
  30215. if ( ! array || array.constructor === type ) return array;
  30216. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  30217. return new type( array ); // create typed array
  30218. }
  30219. return Array.prototype.slice.call( array ); // create Array
  30220. }
  30221. /**
  30222. * Returns an array by which times and values can be sorted.
  30223. *
  30224. * @param {Array<number>} times - The keyframe time values.
  30225. * @return {Array<number>} The array.
  30226. */
  30227. function getKeyframeOrder( times ) {
  30228. function compareTime( i, j ) {
  30229. return times[ i ] - times[ j ];
  30230. }
  30231. const n = times.length;
  30232. const result = new Array( n );
  30233. for ( let i = 0; i !== n; ++ i ) result[ i ] = i;
  30234. result.sort( compareTime );
  30235. return result;
  30236. }
  30237. /**
  30238. * Sorts the given array by the previously computed order via `getKeyframeOrder()`.
  30239. *
  30240. * @param {Array<number>} values - The values to sort.
  30241. * @param {number} stride - The stride.
  30242. * @param {Array<number>} order - The sort order.
  30243. * @return {Array<number>} The sorted values.
  30244. */
  30245. function sortedArray( values, stride, order ) {
  30246. const nValues = values.length;
  30247. const result = new values.constructor( nValues );
  30248. for ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  30249. const srcOffset = order[ i ] * stride;
  30250. for ( let j = 0; j !== stride; ++ j ) {
  30251. result[ dstOffset ++ ] = values[ srcOffset + j ];
  30252. }
  30253. }
  30254. return result;
  30255. }
  30256. /**
  30257. * Used for parsing AOS keyframe formats.
  30258. *
  30259. * @param {Array<number>} jsonKeys - A list of JSON keyframes.
  30260. * @param {Array<number>} times - This array will be filled with keyframe times by this function.
  30261. * @param {Array<number>} values - This array will be filled with keyframe values by this function.
  30262. * @param {string} valuePropertyName - The name of the property to use.
  30263. */
  30264. function flattenJSON( jsonKeys, times, values, valuePropertyName ) {
  30265. let i = 1, key = jsonKeys[ 0 ];
  30266. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  30267. key = jsonKeys[ i ++ ];
  30268. }
  30269. if ( key === undefined ) return; // no data
  30270. let value = key[ valuePropertyName ];
  30271. if ( value === undefined ) return; // no data
  30272. if ( Array.isArray( value ) ) {
  30273. do {
  30274. value = key[ valuePropertyName ];
  30275. if ( value !== undefined ) {
  30276. times.push( key.time );
  30277. values.push( ...value ); // push all elements
  30278. }
  30279. key = jsonKeys[ i ++ ];
  30280. } while ( key !== undefined );
  30281. } else if ( value.toArray !== undefined ) {
  30282. // ...assume THREE.Math-ish
  30283. do {
  30284. value = key[ valuePropertyName ];
  30285. if ( value !== undefined ) {
  30286. times.push( key.time );
  30287. value.toArray( values, values.length );
  30288. }
  30289. key = jsonKeys[ i ++ ];
  30290. } while ( key !== undefined );
  30291. } else {
  30292. // otherwise push as-is
  30293. do {
  30294. value = key[ valuePropertyName ];
  30295. if ( value !== undefined ) {
  30296. times.push( key.time );
  30297. values.push( value );
  30298. }
  30299. key = jsonKeys[ i ++ ];
  30300. } while ( key !== undefined );
  30301. }
  30302. }
  30303. /**
  30304. * Creates a new clip, containing only the segment of the original clip between the given frames.
  30305. *
  30306. * @param {AnimationClip} sourceClip - The values to sort.
  30307. * @param {string} name - The name of the clip.
  30308. * @param {number} startFrame - The start frame.
  30309. * @param {number} endFrame - The end frame.
  30310. * @param {number} [fps=30] - The FPS.
  30311. * @return {AnimationClip} The new sub clip.
  30312. */
  30313. function subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {
  30314. const clip = sourceClip.clone();
  30315. clip.name = name;
  30316. const tracks = [];
  30317. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  30318. const track = clip.tracks[ i ];
  30319. const valueSize = track.getValueSize();
  30320. const times = [];
  30321. const values = [];
  30322. for ( let j = 0; j < track.times.length; ++ j ) {
  30323. const frame = track.times[ j ] * fps;
  30324. if ( frame < startFrame || frame >= endFrame ) continue;
  30325. times.push( track.times[ j ] );
  30326. for ( let k = 0; k < valueSize; ++ k ) {
  30327. values.push( track.values[ j * valueSize + k ] );
  30328. }
  30329. }
  30330. if ( times.length === 0 ) continue;
  30331. track.times = convertArray( times, track.times.constructor );
  30332. track.values = convertArray( values, track.values.constructor );
  30333. tracks.push( track );
  30334. }
  30335. clip.tracks = tracks;
  30336. // find minimum .times value across all tracks in the trimmed clip
  30337. let minStartTime = Infinity;
  30338. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  30339. if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {
  30340. minStartTime = clip.tracks[ i ].times[ 0 ];
  30341. }
  30342. }
  30343. // shift all tracks such that clip begins at t=0
  30344. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  30345. clip.tracks[ i ].shift( -1 * minStartTime );
  30346. }
  30347. clip.resetDuration();
  30348. return clip;
  30349. }
  30350. /**
  30351. * Converts the keyframes of the given animation clip to an additive format.
  30352. *
  30353. * @param {AnimationClip} targetClip - The clip to make additive.
  30354. * @param {number} [referenceFrame=0] - The reference frame.
  30355. * @param {AnimationClip} [referenceClip=targetClip] - The reference clip.
  30356. * @param {number} [fps=30] - The FPS.
  30357. * @return {AnimationClip} The updated clip which is now additive.
  30358. */
  30359. function makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {
  30360. if ( fps <= 0 ) fps = 30;
  30361. const numTracks = referenceClip.tracks.length;
  30362. const referenceTime = referenceFrame / fps;
  30363. // Make each track's values relative to the values at the reference frame
  30364. for ( let i = 0; i < numTracks; ++ i ) {
  30365. const referenceTrack = referenceClip.tracks[ i ];
  30366. const referenceTrackType = referenceTrack.ValueTypeName;
  30367. // Skip this track if it's non-numeric
  30368. if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue;
  30369. // Find the track in the target clip whose name and type matches the reference track
  30370. const targetTrack = targetClip.tracks.find( function ( track ) {
  30371. return track.name === referenceTrack.name
  30372. && track.ValueTypeName === referenceTrackType;
  30373. } );
  30374. if ( targetTrack === undefined ) continue;
  30375. let referenceOffset = 0;
  30376. const referenceValueSize = referenceTrack.getValueSize();
  30377. if ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
  30378. referenceOffset = referenceValueSize / 3;
  30379. }
  30380. let targetOffset = 0;
  30381. const targetValueSize = targetTrack.getValueSize();
  30382. if ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
  30383. targetOffset = targetValueSize / 3;
  30384. }
  30385. const lastIndex = referenceTrack.times.length - 1;
  30386. let referenceValue;
  30387. // Find the value to subtract out of the track
  30388. if ( referenceTime <= referenceTrack.times[ 0 ] ) {
  30389. // Reference frame is earlier than the first keyframe, so just use the first keyframe
  30390. const startIndex = referenceOffset;
  30391. const endIndex = referenceValueSize - referenceOffset;
  30392. referenceValue = referenceTrack.values.slice( startIndex, endIndex );
  30393. } else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {
  30394. // Reference frame is after the last keyframe, so just use the last keyframe
  30395. const startIndex = lastIndex * referenceValueSize + referenceOffset;
  30396. const endIndex = startIndex + referenceValueSize - referenceOffset;
  30397. referenceValue = referenceTrack.values.slice( startIndex, endIndex );
  30398. } else {
  30399. // Interpolate to the reference value
  30400. const interpolant = referenceTrack.createInterpolant();
  30401. const startIndex = referenceOffset;
  30402. const endIndex = referenceValueSize - referenceOffset;
  30403. interpolant.evaluate( referenceTime );
  30404. referenceValue = interpolant.resultBuffer.slice( startIndex, endIndex );
  30405. }
  30406. // Conjugate the quaternion
  30407. if ( referenceTrackType === 'quaternion' ) {
  30408. const referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate();
  30409. referenceQuat.toArray( referenceValue );
  30410. }
  30411. // Subtract the reference value from all of the track values
  30412. const numTimes = targetTrack.times.length;
  30413. for ( let j = 0; j < numTimes; ++ j ) {
  30414. const valueStart = j * targetValueSize + targetOffset;
  30415. if ( referenceTrackType === 'quaternion' ) {
  30416. // Multiply the conjugate for quaternion track types
  30417. Quaternion.multiplyQuaternionsFlat(
  30418. targetTrack.values,
  30419. valueStart,
  30420. referenceValue,
  30421. 0,
  30422. targetTrack.values,
  30423. valueStart
  30424. );
  30425. } else {
  30426. const valueEnd = targetValueSize - targetOffset * 2;
  30427. // Subtract each value for all other numeric track types
  30428. for ( let k = 0; k < valueEnd; ++ k ) {
  30429. targetTrack.values[ valueStart + k ] -= referenceValue[ k ];
  30430. }
  30431. }
  30432. }
  30433. }
  30434. targetClip.blendMode = AdditiveAnimationBlendMode;
  30435. return targetClip;
  30436. }
  30437. /**
  30438. * A class with various methods to assist with animations.
  30439. *
  30440. * @hideconstructor
  30441. */
  30442. class AnimationUtils {
  30443. /**
  30444. * Converts an array to a specific type
  30445. *
  30446. * @static
  30447. * @param {TypedArray|Array} array - The array to convert.
  30448. * @param {TypedArray.constructor} type - The constructor of a type array.
  30449. * @return {TypedArray} The converted array
  30450. */
  30451. static convertArray( array, type ) {
  30452. return convertArray( array, type );
  30453. }
  30454. /**
  30455. * Returns `true` if the given object is a typed array.
  30456. *
  30457. * @static
  30458. * @param {any} object - The object to check.
  30459. * @return {boolean} Whether the given object is a typed array.
  30460. */
  30461. static isTypedArray( object ) {
  30462. return isTypedArray( object );
  30463. }
  30464. /**
  30465. * Returns an array by which times and values can be sorted.
  30466. *
  30467. * @static
  30468. * @param {Array<number>} times - The keyframe time values.
  30469. * @return {Array<number>} The array.
  30470. */
  30471. static getKeyframeOrder( times ) {
  30472. return getKeyframeOrder( times );
  30473. }
  30474. /**
  30475. * Sorts the given array by the previously computed order via `getKeyframeOrder()`.
  30476. *
  30477. * @static
  30478. * @param {Array<number>} values - The values to sort.
  30479. * @param {number} stride - The stride.
  30480. * @param {Array<number>} order - The sort order.
  30481. * @return {Array<number>} The sorted values.
  30482. */
  30483. static sortedArray( values, stride, order ) {
  30484. return sortedArray( values, stride, order );
  30485. }
  30486. /**
  30487. * Used for parsing AOS keyframe formats.
  30488. *
  30489. * @static
  30490. * @param {Array<number>} jsonKeys - A list of JSON keyframes.
  30491. * @param {Array<number>} times - This array will be filled with keyframe times by this method.
  30492. * @param {Array<number>} values - This array will be filled with keyframe values by this method.
  30493. * @param {string} valuePropertyName - The name of the property to use.
  30494. */
  30495. static flattenJSON( jsonKeys, times, values, valuePropertyName ) {
  30496. flattenJSON( jsonKeys, times, values, valuePropertyName );
  30497. }
  30498. /**
  30499. * Creates a new clip, containing only the segment of the original clip between the given frames.
  30500. *
  30501. * @static
  30502. * @param {AnimationClip} sourceClip - The values to sort.
  30503. * @param {string} name - The name of the clip.
  30504. * @param {number} startFrame - The start frame.
  30505. * @param {number} endFrame - The end frame.
  30506. * @param {number} [fps=30] - The FPS.
  30507. * @return {AnimationClip} The new sub clip.
  30508. */
  30509. static subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {
  30510. return subclip( sourceClip, name, startFrame, endFrame, fps );
  30511. }
  30512. /**
  30513. * Converts the keyframes of the given animation clip to an additive format.
  30514. *
  30515. * @static
  30516. * @param {AnimationClip} targetClip - The clip to make additive.
  30517. * @param {number} [referenceFrame=0] - The reference frame.
  30518. * @param {AnimationClip} [referenceClip=targetClip] - The reference clip.
  30519. * @param {number} [fps=30] - The FPS.
  30520. * @return {AnimationClip} The updated clip which is now additive.
  30521. */
  30522. static makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {
  30523. return makeClipAdditive( targetClip, referenceFrame, referenceClip, fps );
  30524. }
  30525. }
  30526. /**
  30527. * Abstract base class of interpolants over parametric samples.
  30528. *
  30529. * The parameter domain is one dimensional, typically the time or a path
  30530. * along a curve defined by the data.
  30531. *
  30532. * The sample values can have any dimensionality and derived classes may
  30533. * apply special interpretations to the data.
  30534. *
  30535. * This class provides the interval seek in a Template Method, deferring
  30536. * the actual interpolation to derived classes.
  30537. *
  30538. * Time complexity is O(1) for linear access crossing at most two points
  30539. * and O(log N) for random access, where N is the number of positions.
  30540. *
  30541. * References: {@link http://www.oodesign.com/template-method-pattern.html}
  30542. *
  30543. * @abstract
  30544. */
  30545. class Interpolant {
  30546. /**
  30547. * Constructs a new interpolant.
  30548. *
  30549. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30550. * @param {TypedArray} sampleValues - The sample values.
  30551. * @param {number} sampleSize - The sample size
  30552. * @param {TypedArray} [resultBuffer] - The result buffer.
  30553. */
  30554. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30555. /**
  30556. * The parameter positions.
  30557. *
  30558. * @type {TypedArray}
  30559. */
  30560. this.parameterPositions = parameterPositions;
  30561. /**
  30562. * A cache index.
  30563. *
  30564. * @private
  30565. * @type {number}
  30566. * @default 0
  30567. */
  30568. this._cachedIndex = 0;
  30569. /**
  30570. * The result buffer.
  30571. *
  30572. * @type {TypedArray}
  30573. */
  30574. this.resultBuffer = resultBuffer !== undefined ? resultBuffer : new sampleValues.constructor( sampleSize );
  30575. /**
  30576. * The sample values.
  30577. *
  30578. * @type {TypedArray}
  30579. */
  30580. this.sampleValues = sampleValues;
  30581. /**
  30582. * The value size.
  30583. *
  30584. * @type {TypedArray}
  30585. */
  30586. this.valueSize = sampleSize;
  30587. /**
  30588. * The interpolation settings.
  30589. *
  30590. * @type {?Object}
  30591. * @default null
  30592. */
  30593. this.settings = null;
  30594. /**
  30595. * The default settings object.
  30596. *
  30597. * @type {Object}
  30598. */
  30599. this.DefaultSettings_ = {};
  30600. }
  30601. /**
  30602. * Evaluate the interpolant at position `t`.
  30603. *
  30604. * @param {number} t - The interpolation factor.
  30605. * @return {TypedArray} The result buffer.
  30606. */
  30607. evaluate( t ) {
  30608. const pp = this.parameterPositions;
  30609. let i1 = this._cachedIndex,
  30610. t1 = pp[ i1 ],
  30611. t0 = pp[ i1 - 1 ];
  30612. validate_interval: {
  30613. seek: {
  30614. let right;
  30615. linear_scan: {
  30616. //- See http://jsperf.com/comparison-to-undefined/3
  30617. //- slower code:
  30618. //-
  30619. //- if ( t >= t1 || t1 === undefined ) {
  30620. forward_scan: if ( ! ( t < t1 ) ) {
  30621. for ( let giveUpAt = i1 + 2; ; ) {
  30622. if ( t1 === undefined ) {
  30623. if ( t < t0 ) break forward_scan;
  30624. // after end
  30625. i1 = pp.length;
  30626. this._cachedIndex = i1;
  30627. return this.copySampleValue_( i1 - 1 );
  30628. }
  30629. if ( i1 === giveUpAt ) break; // this loop
  30630. t0 = t1;
  30631. t1 = pp[ ++ i1 ];
  30632. if ( t < t1 ) {
  30633. // we have arrived at the sought interval
  30634. break seek;
  30635. }
  30636. }
  30637. // prepare binary search on the right side of the index
  30638. right = pp.length;
  30639. break linear_scan;
  30640. }
  30641. //- slower code:
  30642. //- if ( t < t0 || t0 === undefined ) {
  30643. if ( ! ( t >= t0 ) ) {
  30644. // looping?
  30645. const t1global = pp[ 1 ];
  30646. if ( t < t1global ) {
  30647. i1 = 2; // + 1, using the scan for the details
  30648. t0 = t1global;
  30649. }
  30650. // linear reverse scan
  30651. for ( let giveUpAt = i1 - 2; ; ) {
  30652. if ( t0 === undefined ) {
  30653. // before start
  30654. this._cachedIndex = 0;
  30655. return this.copySampleValue_( 0 );
  30656. }
  30657. if ( i1 === giveUpAt ) break; // this loop
  30658. t1 = t0;
  30659. t0 = pp[ -- i1 - 1 ];
  30660. if ( t >= t0 ) {
  30661. // we have arrived at the sought interval
  30662. break seek;
  30663. }
  30664. }
  30665. // prepare binary search on the left side of the index
  30666. right = i1;
  30667. i1 = 0;
  30668. break linear_scan;
  30669. }
  30670. // the interval is valid
  30671. break validate_interval;
  30672. } // linear scan
  30673. // binary search
  30674. while ( i1 < right ) {
  30675. const mid = ( i1 + right ) >>> 1;
  30676. if ( t < pp[ mid ] ) {
  30677. right = mid;
  30678. } else {
  30679. i1 = mid + 1;
  30680. }
  30681. }
  30682. t1 = pp[ i1 ];
  30683. t0 = pp[ i1 - 1 ];
  30684. // check boundary cases, again
  30685. if ( t0 === undefined ) {
  30686. this._cachedIndex = 0;
  30687. return this.copySampleValue_( 0 );
  30688. }
  30689. if ( t1 === undefined ) {
  30690. i1 = pp.length;
  30691. this._cachedIndex = i1;
  30692. return this.copySampleValue_( i1 - 1 );
  30693. }
  30694. } // seek
  30695. this._cachedIndex = i1;
  30696. this.intervalChanged_( i1, t0, t1 );
  30697. } // validate_interval
  30698. return this.interpolate_( i1, t0, t, t1 );
  30699. }
  30700. /**
  30701. * Returns the interpolation settings.
  30702. *
  30703. * @return {Object} The interpolation settings.
  30704. */
  30705. getSettings_() {
  30706. return this.settings || this.DefaultSettings_;
  30707. }
  30708. /**
  30709. * Copies a sample value to the result buffer.
  30710. *
  30711. * @param {number} index - An index into the sample value buffer.
  30712. * @return {TypedArray} The result buffer.
  30713. */
  30714. copySampleValue_( index ) {
  30715. // copies a sample value to the result buffer
  30716. const result = this.resultBuffer,
  30717. values = this.sampleValues,
  30718. stride = this.valueSize,
  30719. offset = index * stride;
  30720. for ( let i = 0; i !== stride; ++ i ) {
  30721. result[ i ] = values[ offset + i ];
  30722. }
  30723. return result;
  30724. }
  30725. /**
  30726. * Copies a sample value to the result buffer.
  30727. *
  30728. * @abstract
  30729. * @param {number} i1 - An index into the sample value buffer.
  30730. * @param {number} t0 - The previous interpolation factor.
  30731. * @param {number} t - The current interpolation factor.
  30732. * @param {number} t1 - The next interpolation factor.
  30733. * @return {TypedArray} The result buffer.
  30734. */
  30735. interpolate_( /* i1, t0, t, t1 */ ) {
  30736. throw new Error( 'call to abstract method' );
  30737. // implementations shall return this.resultBuffer
  30738. }
  30739. /**
  30740. * Optional method that is executed when the interval has changed.
  30741. *
  30742. * @param {number} i1 - An index into the sample value buffer.
  30743. * @param {number} t0 - The previous interpolation factor.
  30744. * @param {number} t - The current interpolation factor.
  30745. */
  30746. intervalChanged_( /* i1, t0, t1 */ ) {
  30747. // empty
  30748. }
  30749. }
  30750. /**
  30751. * Fast and simple cubic spline interpolant.
  30752. *
  30753. * It was derived from a Hermitian construction setting the first derivative
  30754. * at each sample position to the linear slope between neighboring positions
  30755. * over their parameter interval.
  30756. *
  30757. * @augments Interpolant
  30758. */
  30759. class CubicInterpolant extends Interpolant {
  30760. /**
  30761. * Constructs a new cubic interpolant.
  30762. *
  30763. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30764. * @param {TypedArray} sampleValues - The sample values.
  30765. * @param {number} sampleSize - The sample size
  30766. * @param {TypedArray} [resultBuffer] - The result buffer.
  30767. */
  30768. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30769. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30770. this._weightPrev = -0;
  30771. this._offsetPrev = -0;
  30772. this._weightNext = -0;
  30773. this._offsetNext = -0;
  30774. this.DefaultSettings_ = {
  30775. endingStart: ZeroCurvatureEnding,
  30776. endingEnd: ZeroCurvatureEnding
  30777. };
  30778. }
  30779. intervalChanged_( i1, t0, t1 ) {
  30780. const pp = this.parameterPositions;
  30781. let iPrev = i1 - 2,
  30782. iNext = i1 + 1,
  30783. tPrev = pp[ iPrev ],
  30784. tNext = pp[ iNext ];
  30785. if ( tPrev === undefined ) {
  30786. switch ( this.getSettings_().endingStart ) {
  30787. case ZeroSlopeEnding:
  30788. // f'(t0) = 0
  30789. iPrev = i1;
  30790. tPrev = 2 * t0 - t1;
  30791. break;
  30792. case WrapAroundEnding:
  30793. // use the other end of the curve
  30794. iPrev = pp.length - 2;
  30795. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  30796. break;
  30797. default: // ZeroCurvatureEnding
  30798. // f''(t0) = 0 a.k.a. Natural Spline
  30799. iPrev = i1;
  30800. tPrev = t1;
  30801. }
  30802. }
  30803. if ( tNext === undefined ) {
  30804. switch ( this.getSettings_().endingEnd ) {
  30805. case ZeroSlopeEnding:
  30806. // f'(tN) = 0
  30807. iNext = i1;
  30808. tNext = 2 * t1 - t0;
  30809. break;
  30810. case WrapAroundEnding:
  30811. // use the other end of the curve
  30812. iNext = 1;
  30813. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  30814. break;
  30815. default: // ZeroCurvatureEnding
  30816. // f''(tN) = 0, a.k.a. Natural Spline
  30817. iNext = i1 - 1;
  30818. tNext = t0;
  30819. }
  30820. }
  30821. const halfDt = ( t1 - t0 ) * 0.5,
  30822. stride = this.valueSize;
  30823. this._weightPrev = halfDt / ( t0 - tPrev );
  30824. this._weightNext = halfDt / ( tNext - t1 );
  30825. this._offsetPrev = iPrev * stride;
  30826. this._offsetNext = iNext * stride;
  30827. }
  30828. interpolate_( i1, t0, t, t1 ) {
  30829. const result = this.resultBuffer,
  30830. values = this.sampleValues,
  30831. stride = this.valueSize,
  30832. o1 = i1 * stride, o0 = o1 - stride,
  30833. oP = this._offsetPrev, oN = this._offsetNext,
  30834. wP = this._weightPrev, wN = this._weightNext,
  30835. p = ( t - t0 ) / ( t1 - t0 ),
  30836. pp = p * p,
  30837. ppp = pp * p;
  30838. // evaluate polynomials
  30839. const sP = - wP * ppp + 2 * wP * pp - wP * p;
  30840. const s0 = ( 1 + wP ) * ppp + ( -1.5 - 2 * wP ) * pp + ( -0.5 + wP ) * p + 1;
  30841. const s1 = ( -1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  30842. const sN = wN * ppp - wN * pp;
  30843. // combine data linearly
  30844. for ( let i = 0; i !== stride; ++ i ) {
  30845. result[ i ] =
  30846. sP * values[ oP + i ] +
  30847. s0 * values[ o0 + i ] +
  30848. s1 * values[ o1 + i ] +
  30849. sN * values[ oN + i ];
  30850. }
  30851. return result;
  30852. }
  30853. }
  30854. /**
  30855. * A basic linear interpolant.
  30856. *
  30857. * @augments Interpolant
  30858. */
  30859. class LinearInterpolant extends Interpolant {
  30860. /**
  30861. * Constructs a new linear interpolant.
  30862. *
  30863. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30864. * @param {TypedArray} sampleValues - The sample values.
  30865. * @param {number} sampleSize - The sample size
  30866. * @param {TypedArray} [resultBuffer] - The result buffer.
  30867. */
  30868. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30869. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30870. }
  30871. interpolate_( i1, t0, t, t1 ) {
  30872. const result = this.resultBuffer,
  30873. values = this.sampleValues,
  30874. stride = this.valueSize,
  30875. offset1 = i1 * stride,
  30876. offset0 = offset1 - stride,
  30877. weight1 = ( t - t0 ) / ( t1 - t0 ),
  30878. weight0 = 1 - weight1;
  30879. for ( let i = 0; i !== stride; ++ i ) {
  30880. result[ i ] =
  30881. values[ offset0 + i ] * weight0 +
  30882. values[ offset1 + i ] * weight1;
  30883. }
  30884. return result;
  30885. }
  30886. }
  30887. /**
  30888. * Interpolant that evaluates to the sample value at the position preceding
  30889. * the parameter.
  30890. *
  30891. * @augments Interpolant
  30892. */
  30893. class DiscreteInterpolant extends Interpolant {
  30894. /**
  30895. * Constructs a new discrete interpolant.
  30896. *
  30897. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30898. * @param {TypedArray} sampleValues - The sample values.
  30899. * @param {number} sampleSize - The sample size
  30900. * @param {TypedArray} [resultBuffer] - The result buffer.
  30901. */
  30902. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30903. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30904. }
  30905. interpolate_( i1 /*, t0, t, t1 */ ) {
  30906. return this.copySampleValue_( i1 - 1 );
  30907. }
  30908. }
  30909. /**
  30910. * Represents s a timed sequence of keyframes, which are composed of lists of
  30911. * times and related values, and which are used to animate a specific property
  30912. * of an object.
  30913. */
  30914. class KeyframeTrack {
  30915. /**
  30916. * Constructs a new keyframe track.
  30917. *
  30918. * @param {string} name - The keyframe track's name.
  30919. * @param {Array<number>} times - A list of keyframe times.
  30920. * @param {Array<number|string|boolean>} values - A list of keyframe values.
  30921. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  30922. */
  30923. constructor( name, times, values, interpolation ) {
  30924. if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );
  30925. if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );
  30926. /**
  30927. * The track's name can refer to morph targets or bones or
  30928. * possibly other values within an animated object. See {@link PropertyBinding#parseTrackName}
  30929. * for the forms of strings that can be parsed for property binding.
  30930. *
  30931. * @type {string}
  30932. */
  30933. this.name = name;
  30934. /**
  30935. * The keyframe times.
  30936. *
  30937. * @type {Float32Array}
  30938. */
  30939. this.times = convertArray( times, this.TimeBufferType );
  30940. /**
  30941. * The keyframe values.
  30942. *
  30943. * @type {Float32Array}
  30944. */
  30945. this.values = convertArray( values, this.ValueBufferType );
  30946. this.setInterpolation( interpolation || this.DefaultInterpolation );
  30947. }
  30948. /**
  30949. * Converts the keyframe track to JSON.
  30950. *
  30951. * @static
  30952. * @param {KeyframeTrack} track - The keyframe track to serialize.
  30953. * @return {Object} The serialized keyframe track as JSON.
  30954. */
  30955. static toJSON( track ) {
  30956. const trackType = track.constructor;
  30957. let json;
  30958. // derived classes can define a static toJSON method
  30959. if ( trackType.toJSON !== this.toJSON ) {
  30960. json = trackType.toJSON( track );
  30961. } else {
  30962. // by default, we assume the data can be serialized as-is
  30963. json = {
  30964. 'name': track.name,
  30965. 'times': convertArray( track.times, Array ),
  30966. 'values': convertArray( track.values, Array )
  30967. };
  30968. const interpolation = track.getInterpolation();
  30969. if ( interpolation !== track.DefaultInterpolation ) {
  30970. json.interpolation = interpolation;
  30971. }
  30972. }
  30973. json.type = track.ValueTypeName; // mandatory
  30974. return json;
  30975. }
  30976. /**
  30977. * Factory method for creating a new discrete interpolant.
  30978. *
  30979. * @static
  30980. * @param {TypedArray} [result] - The result buffer.
  30981. * @return {DiscreteInterpolant} The new interpolant.
  30982. */
  30983. InterpolantFactoryMethodDiscrete( result ) {
  30984. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  30985. }
  30986. /**
  30987. * Factory method for creating a new linear interpolant.
  30988. *
  30989. * @static
  30990. * @param {TypedArray} [result] - The result buffer.
  30991. * @return {LinearInterpolant} The new interpolant.
  30992. */
  30993. InterpolantFactoryMethodLinear( result ) {
  30994. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  30995. }
  30996. /**
  30997. * Factory method for creating a new smooth interpolant.
  30998. *
  30999. * @static
  31000. * @param {TypedArray} [result] - The result buffer.
  31001. * @return {CubicInterpolant} The new interpolant.
  31002. */
  31003. InterpolantFactoryMethodSmooth( result ) {
  31004. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  31005. }
  31006. /**
  31007. * Defines the interpolation factor method for this keyframe track.
  31008. *
  31009. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} interpolation - The interpolation type.
  31010. * @return {KeyframeTrack} A reference to this keyframe track.
  31011. */
  31012. setInterpolation( interpolation ) {
  31013. let factoryMethod;
  31014. switch ( interpolation ) {
  31015. case InterpolateDiscrete:
  31016. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  31017. break;
  31018. case InterpolateLinear:
  31019. factoryMethod = this.InterpolantFactoryMethodLinear;
  31020. break;
  31021. case InterpolateSmooth:
  31022. factoryMethod = this.InterpolantFactoryMethodSmooth;
  31023. break;
  31024. }
  31025. if ( factoryMethod === undefined ) {
  31026. const message = 'unsupported interpolation for ' +
  31027. this.ValueTypeName + ' keyframe track named ' + this.name;
  31028. if ( this.createInterpolant === undefined ) {
  31029. // fall back to default, unless the default itself is messed up
  31030. if ( interpolation !== this.DefaultInterpolation ) {
  31031. this.setInterpolation( this.DefaultInterpolation );
  31032. } else {
  31033. throw new Error( message ); // fatal, in this case
  31034. }
  31035. }
  31036. warn( 'KeyframeTrack:', message );
  31037. return this;
  31038. }
  31039. this.createInterpolant = factoryMethod;
  31040. return this;
  31041. }
  31042. /**
  31043. * Returns the current interpolation type.
  31044. *
  31045. * @return {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} The interpolation type.
  31046. */
  31047. getInterpolation() {
  31048. switch ( this.createInterpolant ) {
  31049. case this.InterpolantFactoryMethodDiscrete:
  31050. return InterpolateDiscrete;
  31051. case this.InterpolantFactoryMethodLinear:
  31052. return InterpolateLinear;
  31053. case this.InterpolantFactoryMethodSmooth:
  31054. return InterpolateSmooth;
  31055. }
  31056. }
  31057. /**
  31058. * Returns the value size.
  31059. *
  31060. * @return {number} The value size.
  31061. */
  31062. getValueSize() {
  31063. return this.values.length / this.times.length;
  31064. }
  31065. /**
  31066. * Moves all keyframes either forward or backward in time.
  31067. *
  31068. * @param {number} timeOffset - The offset to move the time values.
  31069. * @return {KeyframeTrack} A reference to this keyframe track.
  31070. */
  31071. shift( timeOffset ) {
  31072. if ( timeOffset !== 0.0 ) {
  31073. const times = this.times;
  31074. for ( let i = 0, n = times.length; i !== n; ++ i ) {
  31075. times[ i ] += timeOffset;
  31076. }
  31077. }
  31078. return this;
  31079. }
  31080. /**
  31081. * Scale all keyframe times by a factor (useful for frame - seconds conversions).
  31082. *
  31083. * @param {number} timeScale - The time scale.
  31084. * @return {KeyframeTrack} A reference to this keyframe track.
  31085. */
  31086. scale( timeScale ) {
  31087. if ( timeScale !== 1.0 ) {
  31088. const times = this.times;
  31089. for ( let i = 0, n = times.length; i !== n; ++ i ) {
  31090. times[ i ] *= timeScale;
  31091. }
  31092. }
  31093. return this;
  31094. }
  31095. /**
  31096. * Removes keyframes before and after animation without changing any values within the defined time range.
  31097. *
  31098. * Note: The method does not shift around keys to the start of the track time, because for interpolated
  31099. * keys this will change their values
  31100. *
  31101. * @param {number} startTime - The start time.
  31102. * @param {number} endTime - The end time.
  31103. * @return {KeyframeTrack} A reference to this keyframe track.
  31104. */
  31105. trim( startTime, endTime ) {
  31106. const times = this.times,
  31107. nKeys = times.length;
  31108. let from = 0,
  31109. to = nKeys - 1;
  31110. while ( from !== nKeys && times[ from ] < startTime ) {
  31111. ++ from;
  31112. }
  31113. while ( to !== -1 && times[ to ] > endTime ) {
  31114. -- to;
  31115. }
  31116. ++ to; // inclusive -> exclusive bound
  31117. if ( from !== 0 || to !== nKeys ) {
  31118. // empty tracks are forbidden, so keep at least one keyframe
  31119. if ( from >= to ) {
  31120. to = Math.max( to, 1 );
  31121. from = to - 1;
  31122. }
  31123. const stride = this.getValueSize();
  31124. this.times = times.slice( from, to );
  31125. this.values = this.values.slice( from * stride, to * stride );
  31126. }
  31127. return this;
  31128. }
  31129. /**
  31130. * Performs minimal validation on the keyframe track. Returns `true` if the values
  31131. * are valid.
  31132. *
  31133. * @return {boolean} Whether the keyframes are valid or not.
  31134. */
  31135. validate() {
  31136. let valid = true;
  31137. const valueSize = this.getValueSize();
  31138. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  31139. error( 'KeyframeTrack: Invalid value size in track.', this );
  31140. valid = false;
  31141. }
  31142. const times = this.times,
  31143. values = this.values,
  31144. nKeys = times.length;
  31145. if ( nKeys === 0 ) {
  31146. error( 'KeyframeTrack: Track is empty.', this );
  31147. valid = false;
  31148. }
  31149. let prevTime = null;
  31150. for ( let i = 0; i !== nKeys; i ++ ) {
  31151. const currTime = times[ i ];
  31152. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  31153. error( 'KeyframeTrack: Time is not a valid number.', this, i, currTime );
  31154. valid = false;
  31155. break;
  31156. }
  31157. if ( prevTime !== null && prevTime > currTime ) {
  31158. error( 'KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  31159. valid = false;
  31160. break;
  31161. }
  31162. prevTime = currTime;
  31163. }
  31164. if ( values !== undefined ) {
  31165. if ( isTypedArray( values ) ) {
  31166. for ( let i = 0, n = values.length; i !== n; ++ i ) {
  31167. const value = values[ i ];
  31168. if ( isNaN( value ) ) {
  31169. error( 'KeyframeTrack: Value is not a valid number.', this, i, value );
  31170. valid = false;
  31171. break;
  31172. }
  31173. }
  31174. }
  31175. }
  31176. return valid;
  31177. }
  31178. /**
  31179. * Optimizes this keyframe track by removing equivalent sequential keys (which are
  31180. * common in morph target sequences).
  31181. *
  31182. * @return {AnimationClip} A reference to this animation clip.
  31183. */
  31184. optimize() {
  31185. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  31186. // times or values may be shared with other tracks, so overwriting is unsafe
  31187. const times = this.times.slice(),
  31188. values = this.values.slice(),
  31189. stride = this.getValueSize(),
  31190. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  31191. lastIndex = times.length - 1;
  31192. let writeIndex = 1;
  31193. for ( let i = 1; i < lastIndex; ++ i ) {
  31194. let keep = false;
  31195. const time = times[ i ];
  31196. const timeNext = times[ i + 1 ];
  31197. // remove adjacent keyframes scheduled at the same time
  31198. if ( time !== timeNext && ( i !== 1 || time !== times[ 0 ] ) ) {
  31199. if ( ! smoothInterpolation ) {
  31200. // remove unnecessary keyframes same as their neighbors
  31201. const offset = i * stride,
  31202. offsetP = offset - stride,
  31203. offsetN = offset + stride;
  31204. for ( let j = 0; j !== stride; ++ j ) {
  31205. const value = values[ offset + j ];
  31206. if ( value !== values[ offsetP + j ] ||
  31207. value !== values[ offsetN + j ] ) {
  31208. keep = true;
  31209. break;
  31210. }
  31211. }
  31212. } else {
  31213. keep = true;
  31214. }
  31215. }
  31216. // in-place compaction
  31217. if ( keep ) {
  31218. if ( i !== writeIndex ) {
  31219. times[ writeIndex ] = times[ i ];
  31220. const readOffset = i * stride,
  31221. writeOffset = writeIndex * stride;
  31222. for ( let j = 0; j !== stride; ++ j ) {
  31223. values[ writeOffset + j ] = values[ readOffset + j ];
  31224. }
  31225. }
  31226. ++ writeIndex;
  31227. }
  31228. }
  31229. // flush last keyframe (compaction looks ahead)
  31230. if ( lastIndex > 0 ) {
  31231. times[ writeIndex ] = times[ lastIndex ];
  31232. for ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  31233. values[ writeOffset + j ] = values[ readOffset + j ];
  31234. }
  31235. ++ writeIndex;
  31236. }
  31237. if ( writeIndex !== times.length ) {
  31238. this.times = times.slice( 0, writeIndex );
  31239. this.values = values.slice( 0, writeIndex * stride );
  31240. } else {
  31241. this.times = times;
  31242. this.values = values;
  31243. }
  31244. return this;
  31245. }
  31246. /**
  31247. * Returns a new keyframe track with copied values from this instance.
  31248. *
  31249. * @return {KeyframeTrack} A clone of this instance.
  31250. */
  31251. clone() {
  31252. const times = this.times.slice();
  31253. const values = this.values.slice();
  31254. const TypedKeyframeTrack = this.constructor;
  31255. const track = new TypedKeyframeTrack( this.name, times, values );
  31256. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  31257. track.createInterpolant = this.createInterpolant;
  31258. return track;
  31259. }
  31260. }
  31261. /**
  31262. * The value type name.
  31263. *
  31264. * @type {String}
  31265. * @default ''
  31266. */
  31267. KeyframeTrack.prototype.ValueTypeName = '';
  31268. /**
  31269. * The time buffer type of this keyframe track.
  31270. *
  31271. * @type {TypedArray|Array}
  31272. * @default Float32Array.constructor
  31273. */
  31274. KeyframeTrack.prototype.TimeBufferType = Float32Array;
  31275. /**
  31276. * The value buffer type of this keyframe track.
  31277. *
  31278. * @type {TypedArray|Array}
  31279. * @default Float32Array.constructor
  31280. */
  31281. KeyframeTrack.prototype.ValueBufferType = Float32Array;
  31282. /**
  31283. * The default interpolation type of this keyframe track.
  31284. *
  31285. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  31286. * @default InterpolateLinear
  31287. */
  31288. KeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;
  31289. /**
  31290. * A track for boolean keyframe values.
  31291. *
  31292. * @augments KeyframeTrack
  31293. */
  31294. class BooleanKeyframeTrack extends KeyframeTrack {
  31295. /**
  31296. * Constructs a new boolean keyframe track.
  31297. *
  31298. * This keyframe track type has no `interpolation` parameter because the
  31299. * interpolation is always discrete.
  31300. *
  31301. * @param {string} name - The keyframe track's name.
  31302. * @param {Array<number>} times - A list of keyframe times.
  31303. * @param {Array<boolean>} values - A list of keyframe values.
  31304. */
  31305. constructor( name, times, values ) {
  31306. super( name, times, values );
  31307. }
  31308. }
  31309. /**
  31310. * The value type name.
  31311. *
  31312. * @type {String}
  31313. * @default 'bool'
  31314. */
  31315. BooleanKeyframeTrack.prototype.ValueTypeName = 'bool';
  31316. /**
  31317. * The value buffer type of this keyframe track.
  31318. *
  31319. * @type {TypedArray|Array}
  31320. * @default Array.constructor
  31321. */
  31322. BooleanKeyframeTrack.prototype.ValueBufferType = Array;
  31323. /**
  31324. * The default interpolation type of this keyframe track.
  31325. *
  31326. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  31327. * @default InterpolateDiscrete
  31328. */
  31329. BooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  31330. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  31331. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31332. /**
  31333. * A track for color keyframe values.
  31334. *
  31335. * @augments KeyframeTrack
  31336. */
  31337. class ColorKeyframeTrack extends KeyframeTrack {
  31338. /**
  31339. * Constructs a new color keyframe track.
  31340. *
  31341. * @param {string} name - The keyframe track's name.
  31342. * @param {Array<number>} times - A list of keyframe times.
  31343. * @param {Array<number>} values - A list of keyframe values.
  31344. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31345. */
  31346. constructor( name, times, values, interpolation ) {
  31347. super( name, times, values, interpolation );
  31348. }
  31349. }
  31350. /**
  31351. * The value type name.
  31352. *
  31353. * @type {String}
  31354. * @default 'color'
  31355. */
  31356. ColorKeyframeTrack.prototype.ValueTypeName = 'color';
  31357. /**
  31358. * A track for numeric keyframe values.
  31359. *
  31360. * @augments KeyframeTrack
  31361. */
  31362. class NumberKeyframeTrack extends KeyframeTrack {
  31363. /**
  31364. * Constructs a new number keyframe track.
  31365. *
  31366. * @param {string} name - The keyframe track's name.
  31367. * @param {Array<number>} times - A list of keyframe times.
  31368. * @param {Array<number>} values - A list of keyframe values.
  31369. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31370. */
  31371. constructor( name, times, values, interpolation ) {
  31372. super( name, times, values, interpolation );
  31373. }
  31374. }
  31375. /**
  31376. * The value type name.
  31377. *
  31378. * @type {String}
  31379. * @default 'number'
  31380. */
  31381. NumberKeyframeTrack.prototype.ValueTypeName = 'number';
  31382. /**
  31383. * Spherical linear unit quaternion interpolant.
  31384. *
  31385. * @augments Interpolant
  31386. */
  31387. class QuaternionLinearInterpolant extends Interpolant {
  31388. /**
  31389. * Constructs a new SLERP interpolant.
  31390. *
  31391. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  31392. * @param {TypedArray} sampleValues - The sample values.
  31393. * @param {number} sampleSize - The sample size
  31394. * @param {TypedArray} [resultBuffer] - The result buffer.
  31395. */
  31396. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  31397. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  31398. }
  31399. interpolate_( i1, t0, t, t1 ) {
  31400. const result = this.resultBuffer,
  31401. values = this.sampleValues,
  31402. stride = this.valueSize,
  31403. alpha = ( t - t0 ) / ( t1 - t0 );
  31404. let offset = i1 * stride;
  31405. for ( let end = offset + stride; offset !== end; offset += 4 ) {
  31406. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  31407. }
  31408. return result;
  31409. }
  31410. }
  31411. /**
  31412. * A track for Quaternion keyframe values.
  31413. *
  31414. * @augments KeyframeTrack
  31415. */
  31416. class QuaternionKeyframeTrack extends KeyframeTrack {
  31417. /**
  31418. * Constructs a new Quaternion keyframe track.
  31419. *
  31420. * @param {string} name - The keyframe track's name.
  31421. * @param {Array<number>} times - A list of keyframe times.
  31422. * @param {Array<number>} values - A list of keyframe values.
  31423. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31424. */
  31425. constructor( name, times, values, interpolation ) {
  31426. super( name, times, values, interpolation );
  31427. }
  31428. /**
  31429. * Overwritten so the method returns Quaternion based interpolant.
  31430. *
  31431. * @static
  31432. * @param {TypedArray} [result] - The result buffer.
  31433. * @return {QuaternionLinearInterpolant} The new interpolant.
  31434. */
  31435. InterpolantFactoryMethodLinear( result ) {
  31436. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  31437. }
  31438. }
  31439. /**
  31440. * The value type name.
  31441. *
  31442. * @type {String}
  31443. * @default 'quaternion'
  31444. */
  31445. QuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion';
  31446. // ValueBufferType is inherited
  31447. // DefaultInterpolation is inherited;
  31448. QuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31449. /**
  31450. * A track for string keyframe values.
  31451. *
  31452. * @augments KeyframeTrack
  31453. */
  31454. class StringKeyframeTrack extends KeyframeTrack {
  31455. /**
  31456. * Constructs a new string keyframe track.
  31457. *
  31458. * This keyframe track type has no `interpolation` parameter because the
  31459. * interpolation is always discrete.
  31460. *
  31461. * @param {string} name - The keyframe track's name.
  31462. * @param {Array<number>} times - A list of keyframe times.
  31463. * @param {Array<string>} values - A list of keyframe values.
  31464. */
  31465. constructor( name, times, values ) {
  31466. super( name, times, values );
  31467. }
  31468. }
  31469. /**
  31470. * The value type name.
  31471. *
  31472. * @type {String}
  31473. * @default 'string'
  31474. */
  31475. StringKeyframeTrack.prototype.ValueTypeName = 'string';
  31476. /**
  31477. * The value buffer type of this keyframe track.
  31478. *
  31479. * @type {TypedArray|Array}
  31480. * @default Array.constructor
  31481. */
  31482. StringKeyframeTrack.prototype.ValueBufferType = Array;
  31483. /**
  31484. * The default interpolation type of this keyframe track.
  31485. *
  31486. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  31487. * @default InterpolateDiscrete
  31488. */
  31489. StringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  31490. StringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  31491. StringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31492. /**
  31493. * A track for vector keyframe values.
  31494. *
  31495. * @augments KeyframeTrack
  31496. */
  31497. class VectorKeyframeTrack extends KeyframeTrack {
  31498. /**
  31499. * Constructs a new vector keyframe track.
  31500. *
  31501. * @param {string} name - The keyframe track's name.
  31502. * @param {Array<number>} times - A list of keyframe times.
  31503. * @param {Array<number>} values - A list of keyframe values.
  31504. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31505. */
  31506. constructor( name, times, values, interpolation ) {
  31507. super( name, times, values, interpolation );
  31508. }
  31509. }
  31510. /**
  31511. * The value type name.
  31512. *
  31513. * @type {String}
  31514. * @default 'vector'
  31515. */
  31516. VectorKeyframeTrack.prototype.ValueTypeName = 'vector';
  31517. /**
  31518. * A reusable set of keyframe tracks which represent an animation.
  31519. */
  31520. class AnimationClip {
  31521. /**
  31522. * Constructs a new animation clip.
  31523. *
  31524. * Note: Instead of instantiating an AnimationClip directly with the constructor, you can
  31525. * use the static interface of this class for creating clips. In most cases though, animation clips
  31526. * will automatically be created by loaders when importing animated 3D assets.
  31527. *
  31528. * @param {string} [name=''] - The clip's name.
  31529. * @param {number} [duration=-1] - The clip's duration in seconds. If a negative value is passed,
  31530. * the duration will be calculated from the passed keyframes.
  31531. * @param {Array<KeyframeTrack>} tracks - An array of keyframe tracks.
  31532. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode=NormalAnimationBlendMode] - Defines how the animation
  31533. * is blended/combined when two or more animations are simultaneously played.
  31534. */
  31535. constructor( name = '', duration = -1, tracks = [], blendMode = NormalAnimationBlendMode ) {
  31536. /**
  31537. * The clip's name.
  31538. *
  31539. * @type {string}
  31540. */
  31541. this.name = name;
  31542. /**
  31543. * An array of keyframe tracks.
  31544. *
  31545. * @type {Array<KeyframeTrack>}
  31546. */
  31547. this.tracks = tracks;
  31548. /**
  31549. * The clip's duration in seconds.
  31550. *
  31551. * @type {number}
  31552. */
  31553. this.duration = duration;
  31554. /**
  31555. * Defines how the animation is blended/combined when two or more animations
  31556. * are simultaneously played.
  31557. *
  31558. * @type {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)}
  31559. */
  31560. this.blendMode = blendMode;
  31561. /**
  31562. * The UUID of the animation clip.
  31563. *
  31564. * @type {string}
  31565. * @readonly
  31566. */
  31567. this.uuid = generateUUID();
  31568. /**
  31569. * An object that can be used to store custom data about the animation clip.
  31570. * It should not hold references to functions as these will not be cloned.
  31571. *
  31572. * @type {Object}
  31573. */
  31574. this.userData = {};
  31575. // this means it should figure out its duration by scanning the tracks
  31576. if ( this.duration < 0 ) {
  31577. this.resetDuration();
  31578. }
  31579. }
  31580. /**
  31581. * Factory method for creating an animation clip from the given JSON.
  31582. *
  31583. * @static
  31584. * @param {Object} json - The serialized animation clip.
  31585. * @return {AnimationClip} The new animation clip.
  31586. */
  31587. static parse( json ) {
  31588. const tracks = [],
  31589. jsonTracks = json.tracks,
  31590. frameTime = 1.0 / ( json.fps || 1.0 );
  31591. for ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  31592. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  31593. }
  31594. const clip = new this( json.name, json.duration, tracks, json.blendMode );
  31595. clip.uuid = json.uuid;
  31596. clip.userData = JSON.parse( json.userData || '{}' );
  31597. return clip;
  31598. }
  31599. /**
  31600. * Serializes the given animation clip into JSON.
  31601. *
  31602. * @static
  31603. * @param {AnimationClip} clip - The animation clip to serialize.
  31604. * @return {Object} The JSON object.
  31605. */
  31606. static toJSON( clip ) {
  31607. const tracks = [],
  31608. clipTracks = clip.tracks;
  31609. const json = {
  31610. 'name': clip.name,
  31611. 'duration': clip.duration,
  31612. 'tracks': tracks,
  31613. 'uuid': clip.uuid,
  31614. 'blendMode': clip.blendMode,
  31615. 'userData': JSON.stringify( clip.userData ),
  31616. };
  31617. for ( let i = 0, n = clipTracks.length; i !== n; ++ i ) {
  31618. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  31619. }
  31620. return json;
  31621. }
  31622. /**
  31623. * Returns a new animation clip from the passed morph targets array of a
  31624. * geometry, taking a name and the number of frames per second.
  31625. *
  31626. * Note: The fps parameter is required, but the animation speed can be
  31627. * overridden via {@link AnimationAction#setDuration}.
  31628. *
  31629. * @static
  31630. * @param {string} name - The name of the animation clip.
  31631. * @param {Array<Object>} morphTargetSequence - A sequence of morph targets.
  31632. * @param {number} fps - The Frames-Per-Second value.
  31633. * @param {boolean} noLoop - Whether the clip should be no loop or not.
  31634. * @return {AnimationClip} The new animation clip.
  31635. */
  31636. static CreateFromMorphTargetSequence( name, morphTargetSequence, fps, noLoop ) {
  31637. const numMorphTargets = morphTargetSequence.length;
  31638. const tracks = [];
  31639. for ( let i = 0; i < numMorphTargets; i ++ ) {
  31640. let times = [];
  31641. let values = [];
  31642. times.push(
  31643. ( i + numMorphTargets - 1 ) % numMorphTargets,
  31644. i,
  31645. ( i + 1 ) % numMorphTargets );
  31646. values.push( 0, 1, 0 );
  31647. const order = getKeyframeOrder( times );
  31648. times = sortedArray( times, 1, order );
  31649. values = sortedArray( values, 1, order );
  31650. // if there is a key at the first frame, duplicate it as the
  31651. // last frame as well for perfect loop.
  31652. if ( ! noLoop && times[ 0 ] === 0 ) {
  31653. times.push( numMorphTargets );
  31654. values.push( values[ 0 ] );
  31655. }
  31656. tracks.push(
  31657. new NumberKeyframeTrack(
  31658. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  31659. times, values
  31660. ).scale( 1.0 / fps ) );
  31661. }
  31662. return new this( name, -1, tracks );
  31663. }
  31664. /**
  31665. * Searches for an animation clip by name, taking as its first parameter
  31666. * either an array of clips, or a mesh or geometry that contains an
  31667. * array named "animations" property.
  31668. *
  31669. * @static
  31670. * @param {(Array<AnimationClip>|Object3D)} objectOrClipArray - The array or object to search through.
  31671. * @param {string} name - The name to search for.
  31672. * @return {?AnimationClip} The found animation clip. Returns `null` if no clip has been found.
  31673. */
  31674. static findByName( objectOrClipArray, name ) {
  31675. let clipArray = objectOrClipArray;
  31676. if ( ! Array.isArray( objectOrClipArray ) ) {
  31677. const o = objectOrClipArray;
  31678. clipArray = o.geometry && o.geometry.animations || o.animations;
  31679. }
  31680. for ( let i = 0; i < clipArray.length; i ++ ) {
  31681. if ( clipArray[ i ].name === name ) {
  31682. return clipArray[ i ];
  31683. }
  31684. }
  31685. return null;
  31686. }
  31687. /**
  31688. * Returns an array of new AnimationClips created from the morph target
  31689. * sequences of a geometry, trying to sort morph target names into
  31690. * animation-group-based patterns like "Walk_001, Walk_002, Run_001, Run_002...".
  31691. *
  31692. * See {@link MD2Loader#parse} as an example for how the method should be used.
  31693. *
  31694. * @static
  31695. * @param {Array<Object>} morphTargets - A sequence of morph targets.
  31696. * @param {number} fps - The Frames-Per-Second value.
  31697. * @param {boolean} noLoop - Whether the clip should be no loop or not.
  31698. * @return {Array<AnimationClip>} An array of new animation clips.
  31699. */
  31700. static CreateClipsFromMorphTargetSequences( morphTargets, fps, noLoop ) {
  31701. const animationToMorphTargets = {};
  31702. // tested with https://regex101.com/ on trick sequences
  31703. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  31704. const pattern = /^([\w-]*?)([\d]+)$/;
  31705. // sort morph target names into animation groups based
  31706. // patterns like Walk_001, Walk_002, Run_001, Run_002
  31707. for ( let i = 0, il = morphTargets.length; i < il; i ++ ) {
  31708. const morphTarget = morphTargets[ i ];
  31709. const parts = morphTarget.name.match( pattern );
  31710. if ( parts && parts.length > 1 ) {
  31711. const name = parts[ 1 ];
  31712. let animationMorphTargets = animationToMorphTargets[ name ];
  31713. if ( ! animationMorphTargets ) {
  31714. animationToMorphTargets[ name ] = animationMorphTargets = [];
  31715. }
  31716. animationMorphTargets.push( morphTarget );
  31717. }
  31718. }
  31719. const clips = [];
  31720. for ( const name in animationToMorphTargets ) {
  31721. clips.push( this.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  31722. }
  31723. return clips;
  31724. }
  31725. /**
  31726. * Parses the `animation.hierarchy` format and returns a new animation clip.
  31727. *
  31728. * @static
  31729. * @deprecated since r175.
  31730. * @param {Object} animation - A serialized animation clip as JSON.
  31731. * @param {Array<Bones>} bones - An array of bones.
  31732. * @return {?AnimationClip} The new animation clip.
  31733. */
  31734. static parseAnimation( animation, bones ) {
  31735. warn( 'AnimationClip: parseAnimation() is deprecated and will be removed with r185' );
  31736. if ( ! animation ) {
  31737. error( 'AnimationClip: No animation in JSONLoader data.' );
  31738. return null;
  31739. }
  31740. const addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  31741. // only return track if there are actually keys.
  31742. if ( animationKeys.length !== 0 ) {
  31743. const times = [];
  31744. const values = [];
  31745. flattenJSON( animationKeys, times, values, propertyName );
  31746. // empty keys are filtered out, so check again
  31747. if ( times.length !== 0 ) {
  31748. destTracks.push( new trackType( trackName, times, values ) );
  31749. }
  31750. }
  31751. };
  31752. const tracks = [];
  31753. const clipName = animation.name || 'default';
  31754. const fps = animation.fps || 30;
  31755. const blendMode = animation.blendMode;
  31756. // automatic length determination in AnimationClip.
  31757. let duration = animation.length || -1;
  31758. const hierarchyTracks = animation.hierarchy || [];
  31759. for ( let h = 0; h < hierarchyTracks.length; h ++ ) {
  31760. const animationKeys = hierarchyTracks[ h ].keys;
  31761. // skip empty tracks
  31762. if ( ! animationKeys || animationKeys.length === 0 ) continue;
  31763. // process morph targets
  31764. if ( animationKeys[ 0 ].morphTargets ) {
  31765. // figure out all morph targets used in this track
  31766. const morphTargetNames = {};
  31767. let k;
  31768. for ( k = 0; k < animationKeys.length; k ++ ) {
  31769. if ( animationKeys[ k ].morphTargets ) {
  31770. for ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  31771. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = -1;
  31772. }
  31773. }
  31774. }
  31775. // create a track for each morph target with all zero
  31776. // morphTargetInfluences except for the keys in which
  31777. // the morphTarget is named.
  31778. for ( const morphTargetName in morphTargetNames ) {
  31779. const times = [];
  31780. const values = [];
  31781. for ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  31782. const animationKey = animationKeys[ k ];
  31783. times.push( animationKey.time );
  31784. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  31785. }
  31786. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  31787. }
  31788. duration = morphTargetNames.length * fps;
  31789. } else {
  31790. // ...assume skeletal animation
  31791. const boneName = '.bones[' + bones[ h ].name + ']';
  31792. addNonemptyTrack(
  31793. VectorKeyframeTrack, boneName + '.position',
  31794. animationKeys, 'pos', tracks );
  31795. addNonemptyTrack(
  31796. QuaternionKeyframeTrack, boneName + '.quaternion',
  31797. animationKeys, 'rot', tracks );
  31798. addNonemptyTrack(
  31799. VectorKeyframeTrack, boneName + '.scale',
  31800. animationKeys, 'scl', tracks );
  31801. }
  31802. }
  31803. if ( tracks.length === 0 ) {
  31804. return null;
  31805. }
  31806. const clip = new this( clipName, duration, tracks, blendMode );
  31807. return clip;
  31808. }
  31809. /**
  31810. * Sets the duration of this clip to the duration of its longest keyframe track.
  31811. *
  31812. * @return {AnimationClip} A reference to this animation clip.
  31813. */
  31814. resetDuration() {
  31815. const tracks = this.tracks;
  31816. let duration = 0;
  31817. for ( let i = 0, n = tracks.length; i !== n; ++ i ) {
  31818. const track = this.tracks[ i ];
  31819. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  31820. }
  31821. this.duration = duration;
  31822. return this;
  31823. }
  31824. /**
  31825. * Trims all tracks to the clip's duration.
  31826. *
  31827. * @return {AnimationClip} A reference to this animation clip.
  31828. */
  31829. trim() {
  31830. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31831. this.tracks[ i ].trim( 0, this.duration );
  31832. }
  31833. return this;
  31834. }
  31835. /**
  31836. * Performs minimal validation on each track in the clip. Returns `true` if all
  31837. * tracks are valid.
  31838. *
  31839. * @return {boolean} Whether the clip's keyframes are valid or not.
  31840. */
  31841. validate() {
  31842. let valid = true;
  31843. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31844. valid = valid && this.tracks[ i ].validate();
  31845. }
  31846. return valid;
  31847. }
  31848. /**
  31849. * Optimizes each track by removing equivalent sequential keys (which are
  31850. * common in morph target sequences).
  31851. *
  31852. * @return {AnimationClip} A reference to this animation clip.
  31853. */
  31854. optimize() {
  31855. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31856. this.tracks[ i ].optimize();
  31857. }
  31858. return this;
  31859. }
  31860. /**
  31861. * Returns a new animation clip with copied values from this instance.
  31862. *
  31863. * @return {AnimationClip} A clone of this instance.
  31864. */
  31865. clone() {
  31866. const tracks = [];
  31867. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31868. tracks.push( this.tracks[ i ].clone() );
  31869. }
  31870. const clip = new this.constructor( this.name, this.duration, tracks, this.blendMode );
  31871. clip.userData = JSON.parse( JSON.stringify( this.userData ) );
  31872. return clip;
  31873. }
  31874. /**
  31875. * Serializes this animation clip into JSON.
  31876. *
  31877. * @return {Object} The JSON object.
  31878. */
  31879. toJSON() {
  31880. return this.constructor.toJSON( this );
  31881. }
  31882. }
  31883. function getTrackTypeForValueTypeName( typeName ) {
  31884. switch ( typeName.toLowerCase() ) {
  31885. case 'scalar':
  31886. case 'double':
  31887. case 'float':
  31888. case 'number':
  31889. case 'integer':
  31890. return NumberKeyframeTrack;
  31891. case 'vector':
  31892. case 'vector2':
  31893. case 'vector3':
  31894. case 'vector4':
  31895. return VectorKeyframeTrack;
  31896. case 'color':
  31897. return ColorKeyframeTrack;
  31898. case 'quaternion':
  31899. return QuaternionKeyframeTrack;
  31900. case 'bool':
  31901. case 'boolean':
  31902. return BooleanKeyframeTrack;
  31903. case 'string':
  31904. return StringKeyframeTrack;
  31905. }
  31906. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  31907. }
  31908. function parseKeyframeTrack( json ) {
  31909. if ( json.type === undefined ) {
  31910. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  31911. }
  31912. const trackType = getTrackTypeForValueTypeName( json.type );
  31913. if ( json.times === undefined ) {
  31914. const times = [], values = [];
  31915. flattenJSON( json.keys, times, values, 'value' );
  31916. json.times = times;
  31917. json.values = values;
  31918. }
  31919. // derived classes can define a static parse method
  31920. if ( trackType.parse !== undefined ) {
  31921. return trackType.parse( json );
  31922. } else {
  31923. // by default, we assume a constructor compatible with the base
  31924. return new trackType( json.name, json.times, json.values, json.interpolation );
  31925. }
  31926. }
  31927. /**
  31928. * @class
  31929. * @classdesc A simple caching system, used internally by {@link FileLoader}.
  31930. * To enable caching across all loaders that use {@link FileLoader}, add `THREE.Cache.enabled = true.` once in your app.
  31931. * @hideconstructor
  31932. */
  31933. const Cache = {
  31934. /**
  31935. * Whether caching is enabled or not.
  31936. *
  31937. * @static
  31938. * @type {boolean}
  31939. * @default false
  31940. */
  31941. enabled: false,
  31942. /**
  31943. * A dictionary that holds cached files.
  31944. *
  31945. * @static
  31946. * @type {Object<string,Object>}
  31947. */
  31948. files: {},
  31949. /**
  31950. * Adds a cache entry with a key to reference the file. If this key already
  31951. * holds a file, it is overwritten.
  31952. *
  31953. * @static
  31954. * @param {string} key - The key to reference the cached file.
  31955. * @param {Object} file - The file to be cached.
  31956. */
  31957. add: function ( key, file ) {
  31958. if ( this.enabled === false ) return;
  31959. // log( 'Cache', 'Adding key:', key );
  31960. this.files[ key ] = file;
  31961. },
  31962. /**
  31963. * Gets the cached value for the given key.
  31964. *
  31965. * @static
  31966. * @param {string} key - The key to reference the cached file.
  31967. * @return {Object|undefined} The cached file. If the key does not exist `undefined` is returned.
  31968. */
  31969. get: function ( key ) {
  31970. if ( this.enabled === false ) return;
  31971. // log( 'Cache', 'Checking key:', key );
  31972. return this.files[ key ];
  31973. },
  31974. /**
  31975. * Removes the cached file associated with the given key.
  31976. *
  31977. * @static
  31978. * @param {string} key - The key to reference the cached file.
  31979. */
  31980. remove: function ( key ) {
  31981. delete this.files[ key ];
  31982. },
  31983. /**
  31984. * Remove all values from the cache.
  31985. *
  31986. * @static
  31987. */
  31988. clear: function () {
  31989. this.files = {};
  31990. }
  31991. };
  31992. /**
  31993. * Handles and keeps track of loaded and pending data. A default global
  31994. * instance of this class is created and used by loaders if not supplied
  31995. * manually.
  31996. *
  31997. * In general that should be sufficient, however there are times when it can
  31998. * be useful to have separate loaders - for example if you want to show
  31999. * separate loading bars for objects and textures.
  32000. *
  32001. * ```js
  32002. * const manager = new THREE.LoadingManager();
  32003. * manager.onLoad = () => console.log( 'Loading complete!' );
  32004. *
  32005. * const loader1 = new OBJLoader( manager );
  32006. * const loader2 = new ColladaLoader( manager );
  32007. * ```
  32008. */
  32009. class LoadingManager {
  32010. /**
  32011. * Constructs a new loading manager.
  32012. *
  32013. * @param {Function} [onLoad] - Executes when all items have been loaded.
  32014. * @param {Function} [onProgress] - Executes when single items have been loaded.
  32015. * @param {Function} [onError] - Executes when an error occurs.
  32016. */
  32017. constructor( onLoad, onProgress, onError ) {
  32018. const scope = this;
  32019. let isLoading = false;
  32020. let itemsLoaded = 0;
  32021. let itemsTotal = 0;
  32022. let urlModifier = undefined;
  32023. const handlers = [];
  32024. // Refer to #5689 for the reason why we don't set .onStart
  32025. // in the constructor
  32026. /**
  32027. * Executes when an item starts loading.
  32028. *
  32029. * @type {Function|undefined}
  32030. * @default undefined
  32031. */
  32032. this.onStart = undefined;
  32033. /**
  32034. * Executes when all items have been loaded.
  32035. *
  32036. * @type {Function|undefined}
  32037. * @default undefined
  32038. */
  32039. this.onLoad = onLoad;
  32040. /**
  32041. * Executes when single items have been loaded.
  32042. *
  32043. * @type {Function|undefined}
  32044. * @default undefined
  32045. */
  32046. this.onProgress = onProgress;
  32047. /**
  32048. * Executes when an error occurs.
  32049. *
  32050. * @type {Function|undefined}
  32051. * @default undefined
  32052. */
  32053. this.onError = onError;
  32054. /**
  32055. * Used for aborting ongoing requests in loaders using this manager.
  32056. *
  32057. * @private
  32058. * @type {AbortController | null}
  32059. */
  32060. this._abortController = null;
  32061. /**
  32062. * This should be called by any loader using the manager when the loader
  32063. * starts loading an item.
  32064. *
  32065. * @param {string} url - The URL to load.
  32066. */
  32067. this.itemStart = function ( url ) {
  32068. itemsTotal ++;
  32069. if ( isLoading === false ) {
  32070. if ( scope.onStart !== undefined ) {
  32071. scope.onStart( url, itemsLoaded, itemsTotal );
  32072. }
  32073. }
  32074. isLoading = true;
  32075. };
  32076. /**
  32077. * This should be called by any loader using the manager when the loader
  32078. * ended loading an item.
  32079. *
  32080. * @param {string} url - The URL of the loaded item.
  32081. */
  32082. this.itemEnd = function ( url ) {
  32083. itemsLoaded ++;
  32084. if ( scope.onProgress !== undefined ) {
  32085. scope.onProgress( url, itemsLoaded, itemsTotal );
  32086. }
  32087. if ( itemsLoaded === itemsTotal ) {
  32088. isLoading = false;
  32089. if ( scope.onLoad !== undefined ) {
  32090. scope.onLoad();
  32091. }
  32092. }
  32093. };
  32094. /**
  32095. * This should be called by any loader using the manager when the loader
  32096. * encounters an error when loading an item.
  32097. *
  32098. * @param {string} url - The URL of the item that produces an error.
  32099. */
  32100. this.itemError = function ( url ) {
  32101. if ( scope.onError !== undefined ) {
  32102. scope.onError( url );
  32103. }
  32104. };
  32105. /**
  32106. * Given a URL, uses the URL modifier callback (if any) and returns a
  32107. * resolved URL. If no URL modifier is set, returns the original URL.
  32108. *
  32109. * @param {string} url - The URL to load.
  32110. * @return {string} The resolved URL.
  32111. */
  32112. this.resolveURL = function ( url ) {
  32113. if ( urlModifier ) {
  32114. return urlModifier( url );
  32115. }
  32116. return url;
  32117. };
  32118. /**
  32119. * If provided, the callback will be passed each resource URL before a
  32120. * request is sent. The callback may return the original URL, or a new URL to
  32121. * override loading behavior. This behavior can be used to load assets from
  32122. * .ZIP files, drag-and-drop APIs, and Data URIs.
  32123. *
  32124. * ```js
  32125. * const blobs = {'fish.gltf': blob1, 'diffuse.png': blob2, 'normal.png': blob3};
  32126. *
  32127. * const manager = new THREE.LoadingManager();
  32128. *
  32129. * // Initialize loading manager with URL callback.
  32130. * const objectURLs = [];
  32131. * manager.setURLModifier( ( url ) => {
  32132. *
  32133. * url = URL.createObjectURL( blobs[ url ] );
  32134. * objectURLs.push( url );
  32135. * return url;
  32136. *
  32137. * } );
  32138. *
  32139. * // Load as usual, then revoke the blob URLs.
  32140. * const loader = new GLTFLoader( manager );
  32141. * loader.load( 'fish.gltf', (gltf) => {
  32142. *
  32143. * scene.add( gltf.scene );
  32144. * objectURLs.forEach( ( url ) => URL.revokeObjectURL( url ) );
  32145. *
  32146. * } );
  32147. * ```
  32148. *
  32149. * @param {function(string):string} transform - URL modifier callback. Called with an URL and must return a resolved URL.
  32150. * @return {LoadingManager} A reference to this loading manager.
  32151. */
  32152. this.setURLModifier = function ( transform ) {
  32153. urlModifier = transform;
  32154. return this;
  32155. };
  32156. /**
  32157. * Registers a loader with the given regular expression. Can be used to
  32158. * define what loader should be used in order to load specific files. A
  32159. * typical use case is to overwrite the default loader for textures.
  32160. *
  32161. * ```js
  32162. * // add handler for TGA textures
  32163. * manager.addHandler( /\.tga$/i, new TGALoader() );
  32164. * ```
  32165. *
  32166. * @param {string} regex - A regular expression.
  32167. * @param {Loader} loader - A loader that should handle matched cases.
  32168. * @return {LoadingManager} A reference to this loading manager.
  32169. */
  32170. this.addHandler = function ( regex, loader ) {
  32171. handlers.push( regex, loader );
  32172. return this;
  32173. };
  32174. /**
  32175. * Removes the loader for the given regular expression.
  32176. *
  32177. * @param {string} regex - A regular expression.
  32178. * @return {LoadingManager} A reference to this loading manager.
  32179. */
  32180. this.removeHandler = function ( regex ) {
  32181. const index = handlers.indexOf( regex );
  32182. if ( index !== -1 ) {
  32183. handlers.splice( index, 2 );
  32184. }
  32185. return this;
  32186. };
  32187. /**
  32188. * Can be used to retrieve the registered loader for the given file path.
  32189. *
  32190. * @param {string} file - The file path.
  32191. * @return {?Loader} The registered loader. Returns `null` if no loader was found.
  32192. */
  32193. this.getHandler = function ( file ) {
  32194. for ( let i = 0, l = handlers.length; i < l; i += 2 ) {
  32195. const regex = handlers[ i ];
  32196. const loader = handlers[ i + 1 ];
  32197. if ( regex.global ) regex.lastIndex = 0; // see #17920
  32198. if ( regex.test( file ) ) {
  32199. return loader;
  32200. }
  32201. }
  32202. return null;
  32203. };
  32204. /**
  32205. * Can be used to abort ongoing loading requests in loaders using this manager.
  32206. * The abort only works if the loaders implement {@link Loader#abort} and `AbortSignal.any()`
  32207. * is supported in the browser.
  32208. *
  32209. * @return {LoadingManager} A reference to this loading manager.
  32210. */
  32211. this.abort = function () {
  32212. this.abortController.abort();
  32213. this._abortController = null;
  32214. return this;
  32215. };
  32216. }
  32217. // TODO: Revert this back to a single member variable once this issue has been fixed
  32218. // https://github.com/cloudflare/workerd/issues/3657
  32219. /**
  32220. * Used for aborting ongoing requests in loaders using this manager.
  32221. *
  32222. * @type {AbortController}
  32223. */
  32224. get abortController() {
  32225. if ( ! this._abortController ) {
  32226. this._abortController = new AbortController();
  32227. }
  32228. return this._abortController;
  32229. }
  32230. }
  32231. /**
  32232. * The global default loading manager.
  32233. *
  32234. * @constant
  32235. * @type {LoadingManager}
  32236. */
  32237. const DefaultLoadingManager = /*@__PURE__*/ new LoadingManager();
  32238. /**
  32239. * Abstract base class for loaders.
  32240. *
  32241. * @abstract
  32242. */
  32243. class Loader {
  32244. /**
  32245. * Constructs a new loader.
  32246. *
  32247. * @param {LoadingManager} [manager] - The loading manager.
  32248. */
  32249. constructor( manager ) {
  32250. /**
  32251. * The loading manager.
  32252. *
  32253. * @type {LoadingManager}
  32254. * @default DefaultLoadingManager
  32255. */
  32256. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  32257. /**
  32258. * The crossOrigin string to implement CORS for loading the url from a
  32259. * different domain that allows CORS.
  32260. *
  32261. * @type {string}
  32262. * @default 'anonymous'
  32263. */
  32264. this.crossOrigin = 'anonymous';
  32265. /**
  32266. * Whether the XMLHttpRequest uses credentials.
  32267. *
  32268. * @type {boolean}
  32269. * @default false
  32270. */
  32271. this.withCredentials = false;
  32272. /**
  32273. * The base path from which the asset will be loaded.
  32274. *
  32275. * @type {string}
  32276. */
  32277. this.path = '';
  32278. /**
  32279. * The base path from which additional resources like textures will be loaded.
  32280. *
  32281. * @type {string}
  32282. */
  32283. this.resourcePath = '';
  32284. /**
  32285. * The [request header](https://developer.mozilla.org/en-US/docs/Glossary/Request_header)
  32286. * used in HTTP request.
  32287. *
  32288. * @type {Object<string, any>}
  32289. */
  32290. this.requestHeader = {};
  32291. }
  32292. /**
  32293. * This method needs to be implemented by all concrete loaders. It holds the
  32294. * logic for loading assets from the backend.
  32295. *
  32296. * @abstract
  32297. * @param {string} url - The path/URL of the file to be loaded.
  32298. * @param {Function} onLoad - Executed when the loading process has been finished.
  32299. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  32300. * @param {onErrorCallback} [onError] - Executed when errors occur.
  32301. */
  32302. load( /* url, onLoad, onProgress, onError */ ) {}
  32303. /**
  32304. * A async version of {@link Loader#load}.
  32305. *
  32306. * @param {string} url - The path/URL of the file to be loaded.
  32307. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  32308. * @return {Promise} A Promise that resolves when the asset has been loaded.
  32309. */
  32310. loadAsync( url, onProgress ) {
  32311. const scope = this;
  32312. return new Promise( function ( resolve, reject ) {
  32313. scope.load( url, resolve, onProgress, reject );
  32314. } );
  32315. }
  32316. /**
  32317. * This method needs to be implemented by all concrete loaders. It holds the
  32318. * logic for parsing the asset into three.js entities.
  32319. *
  32320. * @abstract
  32321. * @param {any} data - The data to parse.
  32322. */
  32323. parse( /* data */ ) {}
  32324. /**
  32325. * Sets the `crossOrigin` String to implement CORS for loading the URL
  32326. * from a different domain that allows CORS.
  32327. *
  32328. * @param {string} crossOrigin - The `crossOrigin` value.
  32329. * @return {Loader} A reference to this instance.
  32330. */
  32331. setCrossOrigin( crossOrigin ) {
  32332. this.crossOrigin = crossOrigin;
  32333. return this;
  32334. }
  32335. /**
  32336. * Whether the XMLHttpRequest uses credentials such as cookies, authorization
  32337. * headers or TLS client certificates, see [XMLHttpRequest.withCredentials](https://developer.mozilla.org/en-US/docs/Web/API/XMLHttpRequest/withCredentials).
  32338. *
  32339. * Note: This setting has no effect if you are loading files locally or from the same domain.
  32340. *
  32341. * @param {boolean} value - The `withCredentials` value.
  32342. * @return {Loader} A reference to this instance.
  32343. */
  32344. setWithCredentials( value ) {
  32345. this.withCredentials = value;
  32346. return this;
  32347. }
  32348. /**
  32349. * Sets the base path for the asset.
  32350. *
  32351. * @param {string} path - The base path.
  32352. * @return {Loader} A reference to this instance.
  32353. */
  32354. setPath( path ) {
  32355. this.path = path;
  32356. return this;
  32357. }
  32358. /**
  32359. * Sets the base path for dependent resources like textures.
  32360. *
  32361. * @param {string} resourcePath - The resource path.
  32362. * @return {Loader} A reference to this instance.
  32363. */
  32364. setResourcePath( resourcePath ) {
  32365. this.resourcePath = resourcePath;
  32366. return this;
  32367. }
  32368. /**
  32369. * Sets the given request header.
  32370. *
  32371. * @param {Object} requestHeader - A [request header](https://developer.mozilla.org/en-US/docs/Glossary/Request_header)
  32372. * for configuring the HTTP request.
  32373. * @return {Loader} A reference to this instance.
  32374. */
  32375. setRequestHeader( requestHeader ) {
  32376. this.requestHeader = requestHeader;
  32377. return this;
  32378. }
  32379. /**
  32380. * This method can be implemented in loaders for aborting ongoing requests.
  32381. *
  32382. * @abstract
  32383. * @return {Loader} A reference to this instance.
  32384. */
  32385. abort() {
  32386. return this;
  32387. }
  32388. }
  32389. /**
  32390. * Callback for onProgress in loaders.
  32391. *
  32392. * @callback onProgressCallback
  32393. * @param {ProgressEvent} event - An instance of `ProgressEvent` that represents the current loading status.
  32394. */
  32395. /**
  32396. * Callback for onError in loaders.
  32397. *
  32398. * @callback onErrorCallback
  32399. * @param {Error} error - The error which occurred during the loading process.
  32400. */
  32401. /**
  32402. * The default material name that is used by loaders
  32403. * when creating materials for loaded 3D objects.
  32404. *
  32405. * Note: Not all loaders might honor this setting.
  32406. *
  32407. * @static
  32408. * @type {string}
  32409. * @default '__DEFAULT'
  32410. */
  32411. Loader.DEFAULT_MATERIAL_NAME = '__DEFAULT';
  32412. const loading = {};
  32413. class HttpError extends Error {
  32414. constructor( message, response ) {
  32415. super( message );
  32416. this.response = response;
  32417. }
  32418. }
  32419. /**
  32420. * A low level class for loading resources with the Fetch API, used internally by
  32421. * most loaders. It can also be used directly to load any file type that does
  32422. * not have a loader.
  32423. *
  32424. * This loader supports caching. If you want to use it, add `THREE.Cache.enabled = true;`
  32425. * once to your application.
  32426. *
  32427. * ```js
  32428. * const loader = new THREE.FileLoader();
  32429. * const data = await loader.loadAsync( 'example.txt' );
  32430. * ```
  32431. *
  32432. * @augments Loader
  32433. */
  32434. class FileLoader extends Loader {
  32435. /**
  32436. * Constructs a new file loader.
  32437. *
  32438. * @param {LoadingManager} [manager] - The loading manager.
  32439. */
  32440. constructor( manager ) {
  32441. super( manager );
  32442. /**
  32443. * The expected mime type. Valid values can be found
  32444. * [here](hhttps://developer.mozilla.org/en-US/docs/Web/API/DOMParser/parseFromString#mimetype)
  32445. *
  32446. * @type {string}
  32447. */
  32448. this.mimeType = '';
  32449. /**
  32450. * The expected response type.
  32451. *
  32452. * @type {('arraybuffer'|'blob'|'document'|'json'|'')}
  32453. * @default ''
  32454. */
  32455. this.responseType = '';
  32456. /**
  32457. * Used for aborting requests.
  32458. *
  32459. * @private
  32460. * @type {AbortController}
  32461. */
  32462. this._abortController = new AbortController();
  32463. }
  32464. /**
  32465. * Starts loading from the given URL and pass the loaded response to the `onLoad()` callback.
  32466. *
  32467. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32468. * @param {function(any)} onLoad - Executed when the loading process has been finished.
  32469. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  32470. * @param {onErrorCallback} [onError] - Executed when errors occur.
  32471. * @return {any|undefined} The cached resource if available.
  32472. */
  32473. load( url, onLoad, onProgress, onError ) {
  32474. if ( url === undefined ) url = '';
  32475. if ( this.path !== undefined ) url = this.path + url;
  32476. url = this.manager.resolveURL( url );
  32477. const cached = Cache.get( `file:${url}` );
  32478. if ( cached !== undefined ) {
  32479. this.manager.itemStart( url );
  32480. setTimeout( () => {
  32481. if ( onLoad ) onLoad( cached );
  32482. this.manager.itemEnd( url );
  32483. }, 0 );
  32484. return cached;
  32485. }
  32486. // Check if request is duplicate
  32487. if ( loading[ url ] !== undefined ) {
  32488. loading[ url ].push( {
  32489. onLoad: onLoad,
  32490. onProgress: onProgress,
  32491. onError: onError
  32492. } );
  32493. return;
  32494. }
  32495. // Initialise array for duplicate requests
  32496. loading[ url ] = [];
  32497. loading[ url ].push( {
  32498. onLoad: onLoad,
  32499. onProgress: onProgress,
  32500. onError: onError,
  32501. } );
  32502. // create request
  32503. const req = new Request( url, {
  32504. headers: new Headers( this.requestHeader ),
  32505. credentials: this.withCredentials ? 'include' : 'same-origin',
  32506. signal: ( typeof AbortSignal.any === 'function' ) ? AbortSignal.any( [ this._abortController.signal, this.manager.abortController.signal ] ) : this._abortController.signal
  32507. } );
  32508. // record states ( avoid data race )
  32509. const mimeType = this.mimeType;
  32510. const responseType = this.responseType;
  32511. // start the fetch
  32512. fetch( req )
  32513. .then( response => {
  32514. if ( response.status === 200 || response.status === 0 ) {
  32515. // Some browsers return HTTP Status 0 when using non-http protocol
  32516. // e.g. 'file://' or 'data://'. Handle as success.
  32517. if ( response.status === 0 ) {
  32518. warn( 'FileLoader: HTTP Status 0 received.' );
  32519. }
  32520. // Workaround: Checking if response.body === undefined for Alipay browser #23548
  32521. if ( typeof ReadableStream === 'undefined' || response.body === undefined || response.body.getReader === undefined ) {
  32522. return response;
  32523. }
  32524. const callbacks = loading[ url ];
  32525. const reader = response.body.getReader();
  32526. // Nginx needs X-File-Size check
  32527. // https://serverfault.com/questions/482875/why-does-nginx-remove-content-length-header-for-chunked-content
  32528. const contentLength = response.headers.get( 'X-File-Size' ) || response.headers.get( 'Content-Length' );
  32529. const total = contentLength ? parseInt( contentLength ) : 0;
  32530. const lengthComputable = total !== 0;
  32531. let loaded = 0;
  32532. // periodically read data into the new stream tracking while download progress
  32533. const stream = new ReadableStream( {
  32534. start( controller ) {
  32535. readData();
  32536. function readData() {
  32537. reader.read().then( ( { done, value } ) => {
  32538. if ( done ) {
  32539. controller.close();
  32540. } else {
  32541. loaded += value.byteLength;
  32542. const event = new ProgressEvent( 'progress', { lengthComputable, loaded, total } );
  32543. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32544. const callback = callbacks[ i ];
  32545. if ( callback.onProgress ) callback.onProgress( event );
  32546. }
  32547. controller.enqueue( value );
  32548. readData();
  32549. }
  32550. }, ( e ) => {
  32551. controller.error( e );
  32552. } );
  32553. }
  32554. }
  32555. } );
  32556. return new Response( stream );
  32557. } else {
  32558. throw new HttpError( `fetch for "${response.url}" responded with ${response.status}: ${response.statusText}`, response );
  32559. }
  32560. } )
  32561. .then( response => {
  32562. switch ( responseType ) {
  32563. case 'arraybuffer':
  32564. return response.arrayBuffer();
  32565. case 'blob':
  32566. return response.blob();
  32567. case 'document':
  32568. return response.text()
  32569. .then( text => {
  32570. const parser = new DOMParser();
  32571. return parser.parseFromString( text, mimeType );
  32572. } );
  32573. case 'json':
  32574. return response.json();
  32575. default:
  32576. if ( mimeType === '' ) {
  32577. return response.text();
  32578. } else {
  32579. // sniff encoding
  32580. const re = /charset="?([^;"\s]*)"?/i;
  32581. const exec = re.exec( mimeType );
  32582. const label = exec && exec[ 1 ] ? exec[ 1 ].toLowerCase() : undefined;
  32583. const decoder = new TextDecoder( label );
  32584. return response.arrayBuffer().then( ab => decoder.decode( ab ) );
  32585. }
  32586. }
  32587. } )
  32588. .then( data => {
  32589. // Add to cache only on HTTP success, so that we do not cache
  32590. // error response bodies as proper responses to requests.
  32591. Cache.add( `file:${url}`, data );
  32592. const callbacks = loading[ url ];
  32593. delete loading[ url ];
  32594. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32595. const callback = callbacks[ i ];
  32596. if ( callback.onLoad ) callback.onLoad( data );
  32597. }
  32598. } )
  32599. .catch( err => {
  32600. // Abort errors and other errors are handled the same
  32601. const callbacks = loading[ url ];
  32602. if ( callbacks === undefined ) {
  32603. // When onLoad was called and url was deleted in `loading`
  32604. this.manager.itemError( url );
  32605. throw err;
  32606. }
  32607. delete loading[ url ];
  32608. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32609. const callback = callbacks[ i ];
  32610. if ( callback.onError ) callback.onError( err );
  32611. }
  32612. this.manager.itemError( url );
  32613. } )
  32614. .finally( () => {
  32615. this.manager.itemEnd( url );
  32616. } );
  32617. this.manager.itemStart( url );
  32618. }
  32619. /**
  32620. * Sets the expected response type.
  32621. *
  32622. * @param {('arraybuffer'|'blob'|'document'|'json'|'')} value - The response type.
  32623. * @return {FileLoader} A reference to this file loader.
  32624. */
  32625. setResponseType( value ) {
  32626. this.responseType = value;
  32627. return this;
  32628. }
  32629. /**
  32630. * Sets the expected mime type of the loaded file.
  32631. *
  32632. * @param {string} value - The mime type.
  32633. * @return {FileLoader} A reference to this file loader.
  32634. */
  32635. setMimeType( value ) {
  32636. this.mimeType = value;
  32637. return this;
  32638. }
  32639. /**
  32640. * Aborts ongoing fetch requests.
  32641. *
  32642. * @return {FileLoader} A reference to this instance.
  32643. */
  32644. abort() {
  32645. this._abortController.abort();
  32646. this._abortController = new AbortController();
  32647. return this;
  32648. }
  32649. }
  32650. /**
  32651. * Class for loading animation clips in the JSON format. The files are internally
  32652. * loaded via {@link FileLoader}.
  32653. *
  32654. * ```js
  32655. * const loader = new THREE.AnimationLoader();
  32656. * const animations = await loader.loadAsync( 'animations/animation.js' );
  32657. * ```
  32658. *
  32659. * @augments Loader
  32660. */
  32661. class AnimationLoader extends Loader {
  32662. /**
  32663. * Constructs a new animation loader.
  32664. *
  32665. * @param {LoadingManager} [manager] - The loading manager.
  32666. */
  32667. constructor( manager ) {
  32668. super( manager );
  32669. }
  32670. /**
  32671. * Starts loading from the given URL and pass the loaded animations as an array
  32672. * holding instances of {@link AnimationClip} to the `onLoad()` callback.
  32673. *
  32674. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32675. * @param {function(Array<AnimationClip>)} onLoad - Executed when the loading process has been finished.
  32676. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32677. * @param {onErrorCallback} onError - Executed when errors occur.
  32678. */
  32679. load( url, onLoad, onProgress, onError ) {
  32680. const scope = this;
  32681. const loader = new FileLoader( this.manager );
  32682. loader.setPath( this.path );
  32683. loader.setRequestHeader( this.requestHeader );
  32684. loader.setWithCredentials( this.withCredentials );
  32685. loader.load( url, function ( text ) {
  32686. try {
  32687. onLoad( scope.parse( JSON.parse( text ) ) );
  32688. } catch ( e ) {
  32689. if ( onError ) {
  32690. onError( e );
  32691. } else {
  32692. error( e );
  32693. }
  32694. scope.manager.itemError( url );
  32695. }
  32696. }, onProgress, onError );
  32697. }
  32698. /**
  32699. * Parses the given JSON object and returns an array of animation clips.
  32700. *
  32701. * @param {Object} json - The serialized animation clips.
  32702. * @return {Array<AnimationClip>} The parsed animation clips.
  32703. */
  32704. parse( json ) {
  32705. const animations = [];
  32706. for ( let i = 0; i < json.length; i ++ ) {
  32707. const clip = AnimationClip.parse( json[ i ] );
  32708. animations.push( clip );
  32709. }
  32710. return animations;
  32711. }
  32712. }
  32713. /**
  32714. * Abstract base class for loading compressed texture formats S3TC, ASTC or ETC.
  32715. * Textures are internally loaded via {@link FileLoader}.
  32716. *
  32717. * Derived classes have to implement the `parse()` method which holds the parsing
  32718. * for the respective format.
  32719. *
  32720. * @abstract
  32721. * @augments Loader
  32722. */
  32723. class CompressedTextureLoader extends Loader {
  32724. /**
  32725. * Constructs a new compressed texture loader.
  32726. *
  32727. * @param {LoadingManager} [manager] - The loading manager.
  32728. */
  32729. constructor( manager ) {
  32730. super( manager );
  32731. }
  32732. /**
  32733. * Starts loading from the given URL and passes the loaded compressed texture
  32734. * to the `onLoad()` callback. The method also returns a new texture object which can
  32735. * directly be used for material creation. If you do it this way, the texture
  32736. * may pop up in your scene once the respective loading process is finished.
  32737. *
  32738. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32739. * @param {function(CompressedTexture)} onLoad - Executed when the loading process has been finished.
  32740. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32741. * @param {onErrorCallback} onError - Executed when errors occur.
  32742. * @return {CompressedTexture} The compressed texture.
  32743. */
  32744. load( url, onLoad, onProgress, onError ) {
  32745. const scope = this;
  32746. const images = [];
  32747. const texture = new CompressedTexture();
  32748. const loader = new FileLoader( this.manager );
  32749. loader.setPath( this.path );
  32750. loader.setResponseType( 'arraybuffer' );
  32751. loader.setRequestHeader( this.requestHeader );
  32752. loader.setWithCredentials( scope.withCredentials );
  32753. let loaded = 0;
  32754. function loadTexture( i ) {
  32755. loader.load( url[ i ], function ( buffer ) {
  32756. const texDatas = scope.parse( buffer, true );
  32757. images[ i ] = {
  32758. width: texDatas.width,
  32759. height: texDatas.height,
  32760. format: texDatas.format,
  32761. mipmaps: texDatas.mipmaps
  32762. };
  32763. loaded += 1;
  32764. if ( loaded === 6 ) {
  32765. if ( texDatas.mipmapCount === 1 ) texture.minFilter = LinearFilter;
  32766. texture.image = images;
  32767. texture.format = texDatas.format;
  32768. texture.needsUpdate = true;
  32769. if ( onLoad ) onLoad( texture );
  32770. }
  32771. }, onProgress, onError );
  32772. }
  32773. if ( Array.isArray( url ) ) {
  32774. for ( let i = 0, il = url.length; i < il; ++ i ) {
  32775. loadTexture( i );
  32776. }
  32777. } else {
  32778. // compressed cubemap texture stored in a single DDS file
  32779. loader.load( url, function ( buffer ) {
  32780. const texDatas = scope.parse( buffer, true );
  32781. if ( texDatas.isCubemap ) {
  32782. const faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  32783. for ( let f = 0; f < faces; f ++ ) {
  32784. images[ f ] = { mipmaps: [] };
  32785. for ( let i = 0; i < texDatas.mipmapCount; i ++ ) {
  32786. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  32787. images[ f ].format = texDatas.format;
  32788. images[ f ].width = texDatas.width;
  32789. images[ f ].height = texDatas.height;
  32790. }
  32791. }
  32792. texture.image = images;
  32793. } else {
  32794. texture.image.width = texDatas.width;
  32795. texture.image.height = texDatas.height;
  32796. texture.mipmaps = texDatas.mipmaps;
  32797. }
  32798. if ( texDatas.mipmapCount === 1 ) {
  32799. texture.minFilter = LinearFilter;
  32800. }
  32801. texture.format = texDatas.format;
  32802. texture.needsUpdate = true;
  32803. if ( onLoad ) onLoad( texture );
  32804. }, onProgress, onError );
  32805. }
  32806. return texture;
  32807. }
  32808. }
  32809. const _loading = new WeakMap();
  32810. /**
  32811. * A loader for loading images. The class loads images with the HTML `Image` API.
  32812. *
  32813. * ```js
  32814. * const loader = new THREE.ImageLoader();
  32815. * const image = await loader.loadAsync( 'image.png' );
  32816. * ```
  32817. * Please note that `ImageLoader` has dropped support for progress
  32818. * events in `r84`. For an `ImageLoader` that supports progress events, see
  32819. * [this thread](https://github.com/mrdoob/three.js/issues/10439#issuecomment-275785639).
  32820. *
  32821. * @augments Loader
  32822. */
  32823. class ImageLoader extends Loader {
  32824. /**
  32825. * Constructs a new image loader.
  32826. *
  32827. * @param {LoadingManager} [manager] - The loading manager.
  32828. */
  32829. constructor( manager ) {
  32830. super( manager );
  32831. }
  32832. /**
  32833. * Starts loading from the given URL and passes the loaded image
  32834. * to the `onLoad()` callback. The method also returns a new `Image` object which can
  32835. * directly be used for texture creation. If you do it this way, the texture
  32836. * may pop up in your scene once the respective loading process is finished.
  32837. *
  32838. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32839. * @param {function(Image)} onLoad - Executed when the loading process has been finished.
  32840. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  32841. * @param {onErrorCallback} onError - Executed when errors occur.
  32842. * @return {Image} The image.
  32843. */
  32844. load( url, onLoad, onProgress, onError ) {
  32845. if ( this.path !== undefined ) url = this.path + url;
  32846. url = this.manager.resolveURL( url );
  32847. const scope = this;
  32848. const cached = Cache.get( `image:${url}` );
  32849. if ( cached !== undefined ) {
  32850. if ( cached.complete === true ) {
  32851. scope.manager.itemStart( url );
  32852. setTimeout( function () {
  32853. if ( onLoad ) onLoad( cached );
  32854. scope.manager.itemEnd( url );
  32855. }, 0 );
  32856. } else {
  32857. let arr = _loading.get( cached );
  32858. if ( arr === undefined ) {
  32859. arr = [];
  32860. _loading.set( cached, arr );
  32861. }
  32862. arr.push( { onLoad, onError } );
  32863. }
  32864. return cached;
  32865. }
  32866. const image = createElementNS( 'img' );
  32867. function onImageLoad() {
  32868. removeEventListeners();
  32869. if ( onLoad ) onLoad( this );
  32870. //
  32871. const callbacks = _loading.get( this ) || [];
  32872. for ( let i = 0; i < callbacks.length; i ++ ) {
  32873. const callback = callbacks[ i ];
  32874. if ( callback.onLoad ) callback.onLoad( this );
  32875. }
  32876. _loading.delete( this );
  32877. scope.manager.itemEnd( url );
  32878. }
  32879. function onImageError( event ) {
  32880. removeEventListeners();
  32881. if ( onError ) onError( event );
  32882. Cache.remove( `image:${url}` );
  32883. //
  32884. const callbacks = _loading.get( this ) || [];
  32885. for ( let i = 0; i < callbacks.length; i ++ ) {
  32886. const callback = callbacks[ i ];
  32887. if ( callback.onError ) callback.onError( event );
  32888. }
  32889. _loading.delete( this );
  32890. scope.manager.itemError( url );
  32891. scope.manager.itemEnd( url );
  32892. }
  32893. function removeEventListeners() {
  32894. image.removeEventListener( 'load', onImageLoad, false );
  32895. image.removeEventListener( 'error', onImageError, false );
  32896. }
  32897. image.addEventListener( 'load', onImageLoad, false );
  32898. image.addEventListener( 'error', onImageError, false );
  32899. if ( url.slice( 0, 5 ) !== 'data:' ) {
  32900. if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
  32901. }
  32902. Cache.add( `image:${url}`, image );
  32903. scope.manager.itemStart( url );
  32904. image.src = url;
  32905. return image;
  32906. }
  32907. }
  32908. /**
  32909. * Class for loading cube textures. Images are internally loaded via {@link ImageLoader}.
  32910. *
  32911. * The loader returns an instance of {@link CubeTexture} and expects the cube map to
  32912. * be defined as six separate images representing the sides of a cube. Other cube map definitions
  32913. * like vertical and horizontal cross, column and row layouts are not supported.
  32914. *
  32915. * Note that, by convention, cube maps are specified in a coordinate system
  32916. * in which positive-x is to the right when looking up the positive-z axis --
  32917. * in other words, using a left-handed coordinate system. Since three.js uses
  32918. * a right-handed coordinate system, environment maps used in three.js will
  32919. * have pos-x and neg-x swapped.
  32920. *
  32921. * The loaded cube texture is in sRGB color space. Meaning {@link Texture#colorSpace}
  32922. * is set to `SRGBColorSpace` by default.
  32923. *
  32924. * ```js
  32925. * const loader = new THREE.CubeTextureLoader().setPath( 'textures/cubeMaps/' );
  32926. * const cubeTexture = await loader.loadAsync( [
  32927. * 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png'
  32928. * ] );
  32929. * scene.background = cubeTexture;
  32930. * ```
  32931. *
  32932. * @augments Loader
  32933. */
  32934. class CubeTextureLoader extends Loader {
  32935. /**
  32936. * Constructs a new cube texture loader.
  32937. *
  32938. * @param {LoadingManager} [manager] - The loading manager.
  32939. */
  32940. constructor( manager ) {
  32941. super( manager );
  32942. }
  32943. /**
  32944. * Starts loading from the given URL and pass the fully loaded cube texture
  32945. * to the `onLoad()` callback. The method also returns a new cube texture object which can
  32946. * directly be used for material creation. If you do it this way, the cube texture
  32947. * may pop up in your scene once the respective loading process is finished.
  32948. *
  32949. * @param {Array<string>} urls - Array of 6 URLs to images, one for each side of the
  32950. * cube texture. The urls should be specified in the following order: pos-x,
  32951. * neg-x, pos-y, neg-y, pos-z, neg-z. An array of data URIs are allowed as well.
  32952. * @param {function(CubeTexture)} onLoad - Executed when the loading process has been finished.
  32953. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  32954. * @param {onErrorCallback} onError - Executed when errors occur.
  32955. * @return {CubeTexture} The cube texture.
  32956. */
  32957. load( urls, onLoad, onProgress, onError ) {
  32958. const texture = new CubeTexture();
  32959. texture.colorSpace = SRGBColorSpace;
  32960. const loader = new ImageLoader( this.manager );
  32961. loader.setCrossOrigin( this.crossOrigin );
  32962. loader.setPath( this.path );
  32963. let loaded = 0;
  32964. function loadTexture( i ) {
  32965. loader.load( urls[ i ], function ( image ) {
  32966. texture.images[ i ] = image;
  32967. loaded ++;
  32968. if ( loaded === 6 ) {
  32969. texture.needsUpdate = true;
  32970. if ( onLoad ) onLoad( texture );
  32971. }
  32972. }, undefined, onError );
  32973. }
  32974. for ( let i = 0; i < urls.length; ++ i ) {
  32975. loadTexture( i );
  32976. }
  32977. return texture;
  32978. }
  32979. }
  32980. /**
  32981. * Abstract base class for loading binary texture formats RGBE, EXR or TGA.
  32982. * Textures are internally loaded via {@link FileLoader}.
  32983. *
  32984. * Derived classes have to implement the `parse()` method which holds the parsing
  32985. * for the respective format.
  32986. *
  32987. * @abstract
  32988. * @augments Loader
  32989. */
  32990. class DataTextureLoader extends Loader {
  32991. /**
  32992. * Constructs a new data texture loader.
  32993. *
  32994. * @param {LoadingManager} [manager] - The loading manager.
  32995. */
  32996. constructor( manager ) {
  32997. super( manager );
  32998. }
  32999. /**
  33000. * Starts loading from the given URL and passes the loaded data texture
  33001. * to the `onLoad()` callback. The method also returns a new texture object which can
  33002. * directly be used for material creation. If you do it this way, the texture
  33003. * may pop up in your scene once the respective loading process is finished.
  33004. *
  33005. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  33006. * @param {function(DataTexture)} onLoad - Executed when the loading process has been finished.
  33007. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  33008. * @param {onErrorCallback} onError - Executed when errors occur.
  33009. * @return {DataTexture} The data texture.
  33010. */
  33011. load( url, onLoad, onProgress, onError ) {
  33012. const scope = this;
  33013. const texture = new DataTexture();
  33014. const loader = new FileLoader( this.manager );
  33015. loader.setResponseType( 'arraybuffer' );
  33016. loader.setRequestHeader( this.requestHeader );
  33017. loader.setPath( this.path );
  33018. loader.setWithCredentials( scope.withCredentials );
  33019. loader.load( url, function ( buffer ) {
  33020. let texData;
  33021. try {
  33022. texData = scope.parse( buffer );
  33023. } catch ( error ) {
  33024. if ( onError !== undefined ) {
  33025. onError( error );
  33026. } else {
  33027. error( error );
  33028. return;
  33029. }
  33030. }
  33031. if ( texData.image !== undefined ) {
  33032. texture.image = texData.image;
  33033. } else if ( texData.data !== undefined ) {
  33034. texture.image.width = texData.width;
  33035. texture.image.height = texData.height;
  33036. texture.image.data = texData.data;
  33037. }
  33038. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  33039. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  33040. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  33041. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  33042. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  33043. if ( texData.colorSpace !== undefined ) {
  33044. texture.colorSpace = texData.colorSpace;
  33045. }
  33046. if ( texData.flipY !== undefined ) {
  33047. texture.flipY = texData.flipY;
  33048. }
  33049. if ( texData.format !== undefined ) {
  33050. texture.format = texData.format;
  33051. }
  33052. if ( texData.type !== undefined ) {
  33053. texture.type = texData.type;
  33054. }
  33055. if ( texData.mipmaps !== undefined ) {
  33056. texture.mipmaps = texData.mipmaps;
  33057. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  33058. }
  33059. if ( texData.mipmapCount === 1 ) {
  33060. texture.minFilter = LinearFilter;
  33061. }
  33062. if ( texData.generateMipmaps !== undefined ) {
  33063. texture.generateMipmaps = texData.generateMipmaps;
  33064. }
  33065. texture.needsUpdate = true;
  33066. if ( onLoad ) onLoad( texture, texData );
  33067. }, onProgress, onError );
  33068. return texture;
  33069. }
  33070. }
  33071. /**
  33072. * Class for loading textures. Images are internally
  33073. * loaded via {@link ImageLoader}.
  33074. *
  33075. * ```js
  33076. * const loader = new THREE.TextureLoader();
  33077. * const texture = await loader.loadAsync( 'textures/land_ocean_ice_cloud_2048.jpg' );
  33078. *
  33079. * const material = new THREE.MeshBasicMaterial( { map:texture } );
  33080. * ```
  33081. * Please note that `TextureLoader` has dropped support for progress
  33082. * events in `r84`. For a `TextureLoader` that supports progress events, see
  33083. * [this thread](https://github.com/mrdoob/three.js/issues/10439#issuecomment-293260145).
  33084. *
  33085. * @augments Loader
  33086. */
  33087. class TextureLoader extends Loader {
  33088. /**
  33089. * Constructs a new texture loader.
  33090. *
  33091. * @param {LoadingManager} [manager] - The loading manager.
  33092. */
  33093. constructor( manager ) {
  33094. super( manager );
  33095. }
  33096. /**
  33097. * Starts loading from the given URL and pass the fully loaded texture
  33098. * to the `onLoad()` callback. The method also returns a new texture object which can
  33099. * directly be used for material creation. If you do it this way, the texture
  33100. * may pop up in your scene once the respective loading process is finished.
  33101. *
  33102. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  33103. * @param {function(Texture)} onLoad - Executed when the loading process has been finished.
  33104. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  33105. * @param {onErrorCallback} onError - Executed when errors occur.
  33106. * @return {Texture} The texture.
  33107. */
  33108. load( url, onLoad, onProgress, onError ) {
  33109. const texture = new Texture();
  33110. const loader = new ImageLoader( this.manager );
  33111. loader.setCrossOrigin( this.crossOrigin );
  33112. loader.setPath( this.path );
  33113. loader.load( url, function ( image ) {
  33114. texture.image = image;
  33115. texture.needsUpdate = true;
  33116. if ( onLoad !== undefined ) {
  33117. onLoad( texture );
  33118. }
  33119. }, onProgress, onError );
  33120. return texture;
  33121. }
  33122. }
  33123. /**
  33124. * Abstract base class for lights - all other light types inherit the
  33125. * properties and methods described here.
  33126. *
  33127. * @abstract
  33128. * @augments Object3D
  33129. */
  33130. class Light extends Object3D {
  33131. /**
  33132. * Constructs a new light.
  33133. *
  33134. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33135. * @param {number} [intensity=1] - The light's strength/intensity.
  33136. */
  33137. constructor( color, intensity = 1 ) {
  33138. super();
  33139. /**
  33140. * This flag can be used for type testing.
  33141. *
  33142. * @type {boolean}
  33143. * @readonly
  33144. * @default true
  33145. */
  33146. this.isLight = true;
  33147. this.type = 'Light';
  33148. /**
  33149. * The light's color.
  33150. *
  33151. * @type {Color}
  33152. */
  33153. this.color = new Color( color );
  33154. /**
  33155. * The light's intensity.
  33156. *
  33157. * @type {number}
  33158. * @default 1
  33159. */
  33160. this.intensity = intensity;
  33161. }
  33162. /**
  33163. * Frees the GPU-related resources allocated by this instance. Call this
  33164. * method whenever this instance is no longer used in your app.
  33165. */
  33166. dispose() {
  33167. // Empty here in base class; some subclasses override.
  33168. }
  33169. copy( source, recursive ) {
  33170. super.copy( source, recursive );
  33171. this.color.copy( source.color );
  33172. this.intensity = source.intensity;
  33173. return this;
  33174. }
  33175. toJSON( meta ) {
  33176. const data = super.toJSON( meta );
  33177. data.object.color = this.color.getHex();
  33178. data.object.intensity = this.intensity;
  33179. if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();
  33180. if ( this.distance !== undefined ) data.object.distance = this.distance;
  33181. if ( this.angle !== undefined ) data.object.angle = this.angle;
  33182. if ( this.decay !== undefined ) data.object.decay = this.decay;
  33183. if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;
  33184. if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();
  33185. if ( this.target !== undefined ) data.object.target = this.target.uuid;
  33186. return data;
  33187. }
  33188. }
  33189. /**
  33190. * A light source positioned directly above the scene, with color fading from
  33191. * the sky color to the ground color.
  33192. *
  33193. * This light cannot be used to cast shadows.
  33194. *
  33195. * ```js
  33196. * const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
  33197. * scene.add( light );
  33198. * ```
  33199. *
  33200. * @augments Light
  33201. */
  33202. class HemisphereLight extends Light {
  33203. /**
  33204. * Constructs a new hemisphere light.
  33205. *
  33206. * @param {(number|Color|string)} [skyColor=0xffffff] - The light's sky color.
  33207. * @param {(number|Color|string)} [groundColor=0xffffff] - The light's ground color.
  33208. * @param {number} [intensity=1] - The light's strength/intensity.
  33209. */
  33210. constructor( skyColor, groundColor, intensity ) {
  33211. super( skyColor, intensity );
  33212. /**
  33213. * This flag can be used for type testing.
  33214. *
  33215. * @type {boolean}
  33216. * @readonly
  33217. * @default true
  33218. */
  33219. this.isHemisphereLight = true;
  33220. this.type = 'HemisphereLight';
  33221. this.position.copy( Object3D.DEFAULT_UP );
  33222. this.updateMatrix();
  33223. /**
  33224. * The light's ground color.
  33225. *
  33226. * @type {Color}
  33227. */
  33228. this.groundColor = new Color( groundColor );
  33229. }
  33230. copy( source, recursive ) {
  33231. super.copy( source, recursive );
  33232. this.groundColor.copy( source.groundColor );
  33233. return this;
  33234. }
  33235. }
  33236. const _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4();
  33237. const _lightPositionWorld$1 = /*@__PURE__*/ new Vector3();
  33238. const _lookTarget$1 = /*@__PURE__*/ new Vector3();
  33239. /**
  33240. * Abstract base class for light shadow classes. These classes
  33241. * represent the shadow configuration for different light types.
  33242. *
  33243. * @abstract
  33244. */
  33245. class LightShadow {
  33246. /**
  33247. * Constructs a new light shadow.
  33248. *
  33249. * @param {Camera} camera - The light's view of the world.
  33250. */
  33251. constructor( camera ) {
  33252. /**
  33253. * The light's view of the world.
  33254. *
  33255. * @type {Camera}
  33256. */
  33257. this.camera = camera;
  33258. /**
  33259. * The intensity of the shadow. The default is `1`.
  33260. * Valid values are in the range `[0, 1]`.
  33261. *
  33262. * @type {number}
  33263. * @default 1
  33264. */
  33265. this.intensity = 1;
  33266. /**
  33267. * Shadow map bias, how much to add or subtract from the normalized depth
  33268. * when deciding whether a surface is in shadow.
  33269. *
  33270. * The default is `0`. Very tiny adjustments here (in the order of `0.0001`)
  33271. * may help reduce artifacts in shadows.
  33272. *
  33273. * @type {number}
  33274. * @default 0
  33275. */
  33276. this.bias = 0;
  33277. /**
  33278. * Defines how much the position used to query the shadow map is offset along
  33279. * the object normal. The default is `0`. Increasing this value can be used to
  33280. * reduce shadow acne especially in large scenes where light shines onto
  33281. * geometry at a shallow angle. The cost is that shadows may appear distorted.
  33282. *
  33283. * @type {number}
  33284. * @default 0
  33285. */
  33286. this.normalBias = 0;
  33287. /**
  33288. * Setting this to values greater than 1 will blur the edges of the shadow.
  33289. * High values will cause unwanted banding effects in the shadows - a greater
  33290. * map size will allow for a higher value to be used here before these effects
  33291. * become visible.
  33292. *
  33293. * The property has no effect when the shadow map type is `BasicShadowMap`.
  33294. *
  33295. * @type {number}
  33296. * @default 1
  33297. */
  33298. this.radius = 1;
  33299. /**
  33300. * The amount of samples to use when blurring a VSM shadow map.
  33301. *
  33302. * @type {number}
  33303. * @default 8
  33304. */
  33305. this.blurSamples = 8;
  33306. /**
  33307. * Defines the width and height of the shadow map. Higher values give better quality
  33308. * shadows at the cost of computation time. Values must be powers of two.
  33309. *
  33310. * @type {Vector2}
  33311. * @default (512,512)
  33312. */
  33313. this.mapSize = new Vector2( 512, 512 );
  33314. /**
  33315. * The type of shadow texture. The default is `UnsignedByteType`.
  33316. *
  33317. * @type {number}
  33318. * @default UnsignedByteType
  33319. */
  33320. this.mapType = UnsignedByteType;
  33321. /**
  33322. * The depth map generated using the internal camera; a location beyond a
  33323. * pixel's depth is in shadow. Computed internally during rendering.
  33324. *
  33325. * @type {?RenderTarget}
  33326. * @default null
  33327. */
  33328. this.map = null;
  33329. /**
  33330. * The distribution map generated using the internal camera; an occlusion is
  33331. * calculated based on the distribution of depths. Computed internally during
  33332. * rendering.
  33333. *
  33334. * @type {?RenderTarget}
  33335. * @default null
  33336. */
  33337. this.mapPass = null;
  33338. /**
  33339. * Model to shadow camera space, to compute location and depth in shadow map.
  33340. * This is computed internally during rendering.
  33341. *
  33342. * @type {Matrix4}
  33343. */
  33344. this.matrix = new Matrix4();
  33345. /**
  33346. * Enables automatic updates of the light's shadow. If you do not require dynamic
  33347. * lighting / shadows, you may set this to `false`.
  33348. *
  33349. * @type {boolean}
  33350. * @default true
  33351. */
  33352. this.autoUpdate = true;
  33353. /**
  33354. * When set to `true`, shadow maps will be updated in the next `render` call.
  33355. * If you have set {@link LightShadow#autoUpdate} to `false`, you will need to
  33356. * set this property to `true` and then make a render call to update the light's shadow.
  33357. *
  33358. * @type {boolean}
  33359. * @default false
  33360. */
  33361. this.needsUpdate = false;
  33362. this._frustum = new Frustum();
  33363. this._frameExtents = new Vector2( 1, 1 );
  33364. this._viewportCount = 1;
  33365. this._viewports = [
  33366. new Vector4( 0, 0, 1, 1 )
  33367. ];
  33368. }
  33369. /**
  33370. * Used internally by the renderer to get the number of viewports that need
  33371. * to be rendered for this shadow.
  33372. *
  33373. * @return {number} The viewport count.
  33374. */
  33375. getViewportCount() {
  33376. return this._viewportCount;
  33377. }
  33378. /**
  33379. * Gets the shadow cameras frustum. Used internally by the renderer to cull objects.
  33380. *
  33381. * @return {Frustum} The shadow camera frustum.
  33382. */
  33383. getFrustum() {
  33384. return this._frustum;
  33385. }
  33386. /**
  33387. * Update the matrices for the camera and shadow, used internally by the renderer.
  33388. *
  33389. * @param {Light} light - The light for which the shadow is being rendered.
  33390. */
  33391. updateMatrices( light ) {
  33392. const shadowCamera = this.camera;
  33393. const shadowMatrix = this.matrix;
  33394. _lightPositionWorld$1.setFromMatrixPosition( light.matrixWorld );
  33395. shadowCamera.position.copy( _lightPositionWorld$1 );
  33396. _lookTarget$1.setFromMatrixPosition( light.target.matrixWorld );
  33397. shadowCamera.lookAt( _lookTarget$1 );
  33398. shadowCamera.updateMatrixWorld();
  33399. _projScreenMatrix$1.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  33400. this._frustum.setFromProjectionMatrix( _projScreenMatrix$1, shadowCamera.coordinateSystem, shadowCamera.reversedDepth );
  33401. if ( shadowCamera.reversedDepth ) {
  33402. shadowMatrix.set(
  33403. 0.5, 0.0, 0.0, 0.5,
  33404. 0.0, 0.5, 0.0, 0.5,
  33405. 0.0, 0.0, 1.0, 0.0,
  33406. 0.0, 0.0, 0.0, 1.0
  33407. );
  33408. } else {
  33409. shadowMatrix.set(
  33410. 0.5, 0.0, 0.0, 0.5,
  33411. 0.0, 0.5, 0.0, 0.5,
  33412. 0.0, 0.0, 0.5, 0.5,
  33413. 0.0, 0.0, 0.0, 1.0
  33414. );
  33415. }
  33416. shadowMatrix.multiply( _projScreenMatrix$1 );
  33417. }
  33418. /**
  33419. * Returns a viewport definition for the given viewport index.
  33420. *
  33421. * @param {number} viewportIndex - The viewport index.
  33422. * @return {Vector4} The viewport.
  33423. */
  33424. getViewport( viewportIndex ) {
  33425. return this._viewports[ viewportIndex ];
  33426. }
  33427. /**
  33428. * Returns the frame extends.
  33429. *
  33430. * @return {Vector2} The frame extends.
  33431. */
  33432. getFrameExtents() {
  33433. return this._frameExtents;
  33434. }
  33435. /**
  33436. * Frees the GPU-related resources allocated by this instance. Call this
  33437. * method whenever this instance is no longer used in your app.
  33438. */
  33439. dispose() {
  33440. if ( this.map ) {
  33441. this.map.dispose();
  33442. }
  33443. if ( this.mapPass ) {
  33444. this.mapPass.dispose();
  33445. }
  33446. }
  33447. /**
  33448. * Copies the values of the given light shadow instance to this instance.
  33449. *
  33450. * @param {LightShadow} source - The light shadow to copy.
  33451. * @return {LightShadow} A reference to this light shadow instance.
  33452. */
  33453. copy( source ) {
  33454. this.camera = source.camera.clone();
  33455. this.intensity = source.intensity;
  33456. this.bias = source.bias;
  33457. this.radius = source.radius;
  33458. this.autoUpdate = source.autoUpdate;
  33459. this.needsUpdate = source.needsUpdate;
  33460. this.normalBias = source.normalBias;
  33461. this.blurSamples = source.blurSamples;
  33462. this.mapSize.copy( source.mapSize );
  33463. return this;
  33464. }
  33465. /**
  33466. * Returns a new light shadow instance with copied values from this instance.
  33467. *
  33468. * @return {LightShadow} A clone of this instance.
  33469. */
  33470. clone() {
  33471. return new this.constructor().copy( this );
  33472. }
  33473. /**
  33474. * Serializes the light shadow into JSON.
  33475. *
  33476. * @return {Object} A JSON object representing the serialized light shadow.
  33477. * @see {@link ObjectLoader#parse}
  33478. */
  33479. toJSON() {
  33480. const object = {};
  33481. if ( this.intensity !== 1 ) object.intensity = this.intensity;
  33482. if ( this.bias !== 0 ) object.bias = this.bias;
  33483. if ( this.normalBias !== 0 ) object.normalBias = this.normalBias;
  33484. if ( this.radius !== 1 ) object.radius = this.radius;
  33485. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();
  33486. object.camera = this.camera.toJSON( false ).object;
  33487. delete object.camera.matrix;
  33488. return object;
  33489. }
  33490. }
  33491. /**
  33492. * Represents the shadow configuration of directional lights.
  33493. *
  33494. * @augments LightShadow
  33495. */
  33496. class SpotLightShadow extends LightShadow {
  33497. /**
  33498. * Constructs a new spot light shadow.
  33499. */
  33500. constructor() {
  33501. super( new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  33502. /**
  33503. * This flag can be used for type testing.
  33504. *
  33505. * @type {boolean}
  33506. * @readonly
  33507. * @default true
  33508. */
  33509. this.isSpotLightShadow = true;
  33510. /**
  33511. * Used to focus the shadow camera. The camera's field of view is set as a
  33512. * percentage of the spotlight's field-of-view. Range is `[0, 1]`.
  33513. *
  33514. * @type {number}
  33515. * @default 1
  33516. */
  33517. this.focus = 1;
  33518. /**
  33519. * Texture aspect ratio.
  33520. *
  33521. * @type {number}
  33522. * @default 1
  33523. */
  33524. this.aspect = 1;
  33525. }
  33526. updateMatrices( light ) {
  33527. const camera = this.camera;
  33528. const fov = RAD2DEG * 2 * light.angle * this.focus;
  33529. const aspect = ( this.mapSize.width / this.mapSize.height ) * this.aspect;
  33530. const far = light.distance || camera.far;
  33531. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  33532. camera.fov = fov;
  33533. camera.aspect = aspect;
  33534. camera.far = far;
  33535. camera.updateProjectionMatrix();
  33536. }
  33537. super.updateMatrices( light );
  33538. }
  33539. copy( source ) {
  33540. super.copy( source );
  33541. this.focus = source.focus;
  33542. return this;
  33543. }
  33544. }
  33545. /**
  33546. * This light gets emitted from a single point in one direction, along a cone
  33547. * that increases in size the further from the light it gets.
  33548. *
  33549. * This light can cast shadows - see the {@link SpotLightShadow} for details.
  33550. *
  33551. * ```js
  33552. * // white spotlight shining from the side, modulated by a texture
  33553. * const spotLight = new THREE.SpotLight( 0xffffff );
  33554. * spotLight.position.set( 100, 1000, 100 );
  33555. * spotLight.map = new THREE.TextureLoader().load( url );
  33556. *
  33557. * spotLight.castShadow = true;
  33558. * spotLight.shadow.mapSize.width = 1024;
  33559. * spotLight.shadow.mapSize.height = 1024;
  33560. * spotLight.shadow.camera.near = 500;
  33561. * spotLight.shadow.camera.far = 4000;
  33562. * spotLight.shadow.camera.fov = 30;s
  33563. * ```
  33564. *
  33565. * @augments Light
  33566. */
  33567. class SpotLight extends Light {
  33568. /**
  33569. * Constructs a new spot light.
  33570. *
  33571. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33572. * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).
  33573. * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.
  33574. * @param {number} [angle=Math.PI/3] - Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
  33575. * @param {number} [penumbra=0] - Percent of the spotlight cone that is attenuated due to penumbra. Value range is `[0,1]`.
  33576. * @param {number} [decay=2] - The amount the light dims along the distance of the light.
  33577. */
  33578. constructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 2 ) {
  33579. super( color, intensity );
  33580. /**
  33581. * This flag can be used for type testing.
  33582. *
  33583. * @type {boolean}
  33584. * @readonly
  33585. * @default true
  33586. */
  33587. this.isSpotLight = true;
  33588. this.type = 'SpotLight';
  33589. this.position.copy( Object3D.DEFAULT_UP );
  33590. this.updateMatrix();
  33591. /**
  33592. * The spot light points from its position to the
  33593. * target's position.
  33594. *
  33595. * For the target's position to be changed to anything other
  33596. * than the default, it must be added to the scene.
  33597. *
  33598. * It is also possible to set the target to be another 3D object
  33599. * in the scene. The light will now track the target object.
  33600. *
  33601. * @type {Object3D}
  33602. */
  33603. this.target = new Object3D();
  33604. /**
  33605. * Maximum range of the light. `0` means no limit.
  33606. *
  33607. * @type {number}
  33608. * @default 0
  33609. */
  33610. this.distance = distance;
  33611. /**
  33612. * Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
  33613. *
  33614. * @type {number}
  33615. * @default Math.PI/3
  33616. */
  33617. this.angle = angle;
  33618. /**
  33619. * Percent of the spotlight cone that is attenuated due to penumbra.
  33620. * Value range is `[0,1]`.
  33621. *
  33622. * @type {number}
  33623. * @default 0
  33624. */
  33625. this.penumbra = penumbra;
  33626. /**
  33627. * The amount the light dims along the distance of the light. In context of
  33628. * physically-correct rendering the default value should not be changed.
  33629. *
  33630. * @type {number}
  33631. * @default 2
  33632. */
  33633. this.decay = decay;
  33634. /**
  33635. * A texture used to modulate the color of the light. The spot light
  33636. * color is mixed with the RGB value of this texture, with a ratio
  33637. * corresponding to its alpha value. The cookie-like masking effect is
  33638. * reproduced using pixel values (0, 0, 0, 1-cookie_value).
  33639. *
  33640. * *Warning*: This property is disabled if {@link Object3D#castShadow} is set to `false`.
  33641. *
  33642. * @type {?Texture}
  33643. * @default null
  33644. */
  33645. this.map = null;
  33646. /**
  33647. * This property holds the light's shadow configuration.
  33648. *
  33649. * @type {SpotLightShadow}
  33650. */
  33651. this.shadow = new SpotLightShadow();
  33652. }
  33653. /**
  33654. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  33655. * Changing the power will also change the light's intensity.
  33656. *
  33657. * @type {number}
  33658. */
  33659. get power() {
  33660. // compute the light's luminous power (in lumens) from its intensity (in candela)
  33661. // by convention for a spotlight, luminous power (lm) = π * luminous intensity (cd)
  33662. return this.intensity * Math.PI;
  33663. }
  33664. set power( power ) {
  33665. // set the light's intensity (in candela) from the desired luminous power (in lumens)
  33666. this.intensity = power / Math.PI;
  33667. }
  33668. dispose() {
  33669. this.shadow.dispose();
  33670. }
  33671. copy( source, recursive ) {
  33672. super.copy( source, recursive );
  33673. this.distance = source.distance;
  33674. this.angle = source.angle;
  33675. this.penumbra = source.penumbra;
  33676. this.decay = source.decay;
  33677. this.target = source.target.clone();
  33678. this.shadow = source.shadow.clone();
  33679. return this;
  33680. }
  33681. }
  33682. const _projScreenMatrix = /*@__PURE__*/ new Matrix4();
  33683. const _lightPositionWorld = /*@__PURE__*/ new Vector3();
  33684. const _lookTarget = /*@__PURE__*/ new Vector3();
  33685. /**
  33686. * Represents the shadow configuration of point lights.
  33687. *
  33688. * @augments LightShadow
  33689. */
  33690. class PointLightShadow extends LightShadow {
  33691. /**
  33692. * Constructs a new point light shadow.
  33693. */
  33694. constructor() {
  33695. super( new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  33696. /**
  33697. * This flag can be used for type testing.
  33698. *
  33699. * @type {boolean}
  33700. * @readonly
  33701. * @default true
  33702. */
  33703. this.isPointLightShadow = true;
  33704. this._cubeDirections = [
  33705. new Vector3( 1, 0, 0 ), new Vector3( -1, 0, 0 ), new Vector3( 0, 1, 0 ),
  33706. new Vector3( 0, -1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, -1 )
  33707. ];
  33708. this._cubeUps = [
  33709. new Vector3( 0, -1, 0 ), new Vector3( 0, -1, 0 ), new Vector3( 0, 0, 1 ),
  33710. new Vector3( 0, 0, -1 ), new Vector3( 0, -1, 0 ), new Vector3( 0, -1, 0 )
  33711. ];
  33712. }
  33713. /**
  33714. * Update the matrices for the camera and shadow, used internally by the renderer.
  33715. *
  33716. * @param {Light} light - The light for which the shadow is being rendered.
  33717. * @param {number} [faceIndex=0] - The cube face index (0-5).
  33718. */
  33719. updateMatrices( light, faceIndex = 0 ) {
  33720. const camera = this.camera;
  33721. const shadowMatrix = this.matrix;
  33722. const far = light.distance || camera.far;
  33723. if ( far !== camera.far ) {
  33724. camera.far = far;
  33725. camera.updateProjectionMatrix();
  33726. }
  33727. _lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  33728. camera.position.copy( _lightPositionWorld );
  33729. _lookTarget.copy( camera.position );
  33730. _lookTarget.add( this._cubeDirections[ faceIndex ] );
  33731. camera.up.copy( this._cubeUps[ faceIndex ] );
  33732. camera.lookAt( _lookTarget );
  33733. camera.updateMatrixWorld();
  33734. shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );
  33735. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  33736. this._frustum.setFromProjectionMatrix( _projScreenMatrix, camera.coordinateSystem, camera.reversedDepth );
  33737. }
  33738. }
  33739. /**
  33740. * A light that gets emitted from a single point in all directions. A common
  33741. * use case for this is to replicate the light emitted from a bare
  33742. * lightbulb.
  33743. *
  33744. * This light can cast shadows - see the {@link PointLightShadow} for details.
  33745. *
  33746. * ```js
  33747. * const light = new THREE.PointLight( 0xff0000, 1, 100 );
  33748. * light.position.set( 50, 50, 50 );
  33749. * scene.add( light );
  33750. * ```
  33751. *
  33752. * @augments Light
  33753. */
  33754. class PointLight extends Light {
  33755. /**
  33756. * Constructs a new point light.
  33757. *
  33758. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33759. * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).
  33760. * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.
  33761. * @param {number} [decay=2] - The amount the light dims along the distance of the light.
  33762. */
  33763. constructor( color, intensity, distance = 0, decay = 2 ) {
  33764. super( color, intensity );
  33765. /**
  33766. * This flag can be used for type testing.
  33767. *
  33768. * @type {boolean}
  33769. * @readonly
  33770. * @default true
  33771. */
  33772. this.isPointLight = true;
  33773. this.type = 'PointLight';
  33774. /**
  33775. * When distance is zero, light will attenuate according to inverse-square
  33776. * law to infinite distance. When distance is non-zero, light will attenuate
  33777. * according to inverse-square law until near the distance cutoff, where it
  33778. * will then attenuate quickly and smoothly to 0. Inherently, cutoffs are not
  33779. * physically correct.
  33780. *
  33781. * @type {number}
  33782. * @default 0
  33783. */
  33784. this.distance = distance;
  33785. /**
  33786. * The amount the light dims along the distance of the light. In context of
  33787. * physically-correct rendering the default value should not be changed.
  33788. *
  33789. * @type {number}
  33790. * @default 2
  33791. */
  33792. this.decay = decay;
  33793. /**
  33794. * This property holds the light's shadow configuration.
  33795. *
  33796. * @type {PointLightShadow}
  33797. */
  33798. this.shadow = new PointLightShadow();
  33799. }
  33800. /**
  33801. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  33802. * Changing the power will also change the light's intensity.
  33803. *
  33804. * @type {number}
  33805. */
  33806. get power() {
  33807. // compute the light's luminous power (in lumens) from its intensity (in candela)
  33808. // for an isotropic light source, luminous power (lm) = 4 π luminous intensity (cd)
  33809. return this.intensity * 4 * Math.PI;
  33810. }
  33811. set power( power ) {
  33812. // set the light's intensity (in candela) from the desired luminous power (in lumens)
  33813. this.intensity = power / ( 4 * Math.PI );
  33814. }
  33815. dispose() {
  33816. this.shadow.dispose();
  33817. }
  33818. copy( source, recursive ) {
  33819. super.copy( source, recursive );
  33820. this.distance = source.distance;
  33821. this.decay = source.decay;
  33822. this.shadow = source.shadow.clone();
  33823. return this;
  33824. }
  33825. }
  33826. /**
  33827. * Camera that uses [orthographic projection](https://en.wikipedia.org/wiki/Orthographic_projection).
  33828. *
  33829. * In this projection mode, an object's size in the rendered image stays
  33830. * constant regardless of its distance from the camera. This can be useful
  33831. * for rendering 2D scenes and UI elements, amongst other things.
  33832. *
  33833. * ```js
  33834. * const camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 1, 1000 );
  33835. * scene.add( camera );
  33836. * ```
  33837. *
  33838. * @augments Camera
  33839. */
  33840. class OrthographicCamera extends Camera {
  33841. /**
  33842. * Constructs a new orthographic camera.
  33843. *
  33844. * @param {number} [left=-1] - The left plane of the camera's frustum.
  33845. * @param {number} [right=1] - The right plane of the camera's frustum.
  33846. * @param {number} [top=1] - The top plane of the camera's frustum.
  33847. * @param {number} [bottom=-1] - The bottom plane of the camera's frustum.
  33848. * @param {number} [near=0.1] - The camera's near plane.
  33849. * @param {number} [far=2000] - The camera's far plane.
  33850. */
  33851. constructor( left = -1, right = 1, top = 1, bottom = -1, near = 0.1, far = 2000 ) {
  33852. super();
  33853. /**
  33854. * This flag can be used for type testing.
  33855. *
  33856. * @type {boolean}
  33857. * @readonly
  33858. * @default true
  33859. */
  33860. this.isOrthographicCamera = true;
  33861. this.type = 'OrthographicCamera';
  33862. /**
  33863. * The zoom factor of the camera.
  33864. *
  33865. * @type {number}
  33866. * @default 1
  33867. */
  33868. this.zoom = 1;
  33869. /**
  33870. * Represents the frustum window specification. This property should not be edited
  33871. * directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}.
  33872. *
  33873. * @type {?Object}
  33874. * @default null
  33875. */
  33876. this.view = null;
  33877. /**
  33878. * The left plane of the camera's frustum.
  33879. *
  33880. * @type {number}
  33881. * @default -1
  33882. */
  33883. this.left = left;
  33884. /**
  33885. * The right plane of the camera's frustum.
  33886. *
  33887. * @type {number}
  33888. * @default 1
  33889. */
  33890. this.right = right;
  33891. /**
  33892. * The top plane of the camera's frustum.
  33893. *
  33894. * @type {number}
  33895. * @default 1
  33896. */
  33897. this.top = top;
  33898. /**
  33899. * The bottom plane of the camera's frustum.
  33900. *
  33901. * @type {number}
  33902. * @default -1
  33903. */
  33904. this.bottom = bottom;
  33905. /**
  33906. * The camera's near plane. The valid range is greater than `0`
  33907. * and less than the current value of {@link OrthographicCamera#far}.
  33908. *
  33909. * Note that, unlike for the {@link PerspectiveCamera}, `0` is a
  33910. * valid value for an orthographic camera's near plane.
  33911. *
  33912. * @type {number}
  33913. * @default 0.1
  33914. */
  33915. this.near = near;
  33916. /**
  33917. * The camera's far plane. Must be greater than the
  33918. * current value of {@link OrthographicCamera#near}.
  33919. *
  33920. * @type {number}
  33921. * @default 2000
  33922. */
  33923. this.far = far;
  33924. this.updateProjectionMatrix();
  33925. }
  33926. copy( source, recursive ) {
  33927. super.copy( source, recursive );
  33928. this.left = source.left;
  33929. this.right = source.right;
  33930. this.top = source.top;
  33931. this.bottom = source.bottom;
  33932. this.near = source.near;
  33933. this.far = source.far;
  33934. this.zoom = source.zoom;
  33935. this.view = source.view === null ? null : Object.assign( {}, source.view );
  33936. return this;
  33937. }
  33938. /**
  33939. * Sets an offset in a larger frustum. This is useful for multi-window or
  33940. * multi-monitor/multi-machine setups.
  33941. *
  33942. * @param {number} fullWidth - The full width of multiview setup.
  33943. * @param {number} fullHeight - The full height of multiview setup.
  33944. * @param {number} x - The horizontal offset of the subcamera.
  33945. * @param {number} y - The vertical offset of the subcamera.
  33946. * @param {number} width - The width of subcamera.
  33947. * @param {number} height - The height of subcamera.
  33948. * @see {@link PerspectiveCamera#setViewOffset}
  33949. */
  33950. setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
  33951. if ( this.view === null ) {
  33952. this.view = {
  33953. enabled: true,
  33954. fullWidth: 1,
  33955. fullHeight: 1,
  33956. offsetX: 0,
  33957. offsetY: 0,
  33958. width: 1,
  33959. height: 1
  33960. };
  33961. }
  33962. this.view.enabled = true;
  33963. this.view.fullWidth = fullWidth;
  33964. this.view.fullHeight = fullHeight;
  33965. this.view.offsetX = x;
  33966. this.view.offsetY = y;
  33967. this.view.width = width;
  33968. this.view.height = height;
  33969. this.updateProjectionMatrix();
  33970. }
  33971. /**
  33972. * Removes the view offset from the projection matrix.
  33973. */
  33974. clearViewOffset() {
  33975. if ( this.view !== null ) {
  33976. this.view.enabled = false;
  33977. }
  33978. this.updateProjectionMatrix();
  33979. }
  33980. /**
  33981. * Updates the camera's projection matrix. Must be called after any change of
  33982. * camera properties.
  33983. */
  33984. updateProjectionMatrix() {
  33985. const dx = ( this.right - this.left ) / ( 2 * this.zoom );
  33986. const dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  33987. const cx = ( this.right + this.left ) / 2;
  33988. const cy = ( this.top + this.bottom ) / 2;
  33989. let left = cx - dx;
  33990. let right = cx + dx;
  33991. let top = cy + dy;
  33992. let bottom = cy - dy;
  33993. if ( this.view !== null && this.view.enabled ) {
  33994. const scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
  33995. const scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;
  33996. left += scaleW * this.view.offsetX;
  33997. right = left + scaleW * this.view.width;
  33998. top -= scaleH * this.view.offsetY;
  33999. bottom = top - scaleH * this.view.height;
  34000. }
  34001. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far, this.coordinateSystem, this.reversedDepth );
  34002. this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
  34003. }
  34004. toJSON( meta ) {
  34005. const data = super.toJSON( meta );
  34006. data.object.zoom = this.zoom;
  34007. data.object.left = this.left;
  34008. data.object.right = this.right;
  34009. data.object.top = this.top;
  34010. data.object.bottom = this.bottom;
  34011. data.object.near = this.near;
  34012. data.object.far = this.far;
  34013. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  34014. return data;
  34015. }
  34016. }
  34017. /**
  34018. * Represents the shadow configuration of directional lights.
  34019. *
  34020. * @augments LightShadow
  34021. */
  34022. class DirectionalLightShadow extends LightShadow {
  34023. /**
  34024. * Constructs a new directional light shadow.
  34025. */
  34026. constructor() {
  34027. super( new OrthographicCamera( -5, 5, 5, -5, 0.5, 500 ) );
  34028. /**
  34029. * This flag can be used for type testing.
  34030. *
  34031. * @type {boolean}
  34032. * @readonly
  34033. * @default true
  34034. */
  34035. this.isDirectionalLightShadow = true;
  34036. }
  34037. }
  34038. /**
  34039. * A light that gets emitted in a specific direction. This light will behave
  34040. * as though it is infinitely far away and the rays produced from it are all
  34041. * parallel. The common use case for this is to simulate daylight; the sun is
  34042. * far enough away that its position can be considered to be infinite, and
  34043. * all light rays coming from it are parallel.
  34044. *
  34045. * A common point of confusion for directional lights is that setting the
  34046. * rotation has no effect. This is because three.js's DirectionalLight is the
  34047. * equivalent to what is often called a 'Target Direct Light' in other
  34048. * applications.
  34049. *
  34050. * This means that its direction is calculated as pointing from the light's
  34051. * {@link Object3D#position} to the {@link DirectionalLight#target} position
  34052. * (as opposed to a 'Free Direct Light' that just has a rotation
  34053. * component).
  34054. *
  34055. * This light can cast shadows - see the {@link DirectionalLightShadow} for details.
  34056. *
  34057. * ```js
  34058. * // White directional light at half intensity shining from the top.
  34059. * const directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
  34060. * scene.add( directionalLight );
  34061. * ```
  34062. *
  34063. * @augments Light
  34064. */
  34065. class DirectionalLight extends Light {
  34066. /**
  34067. * Constructs a new directional light.
  34068. *
  34069. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  34070. * @param {number} [intensity=1] - The light's strength/intensity.
  34071. */
  34072. constructor( color, intensity ) {
  34073. super( color, intensity );
  34074. /**
  34075. * This flag can be used for type testing.
  34076. *
  34077. * @type {boolean}
  34078. * @readonly
  34079. * @default true
  34080. */
  34081. this.isDirectionalLight = true;
  34082. this.type = 'DirectionalLight';
  34083. this.position.copy( Object3D.DEFAULT_UP );
  34084. this.updateMatrix();
  34085. /**
  34086. * The directional light points from its position to the
  34087. * target's position.
  34088. *
  34089. * For the target's position to be changed to anything other
  34090. * than the default, it must be added to the scene.
  34091. *
  34092. * It is also possible to set the target to be another 3D object
  34093. * in the scene. The light will now track the target object.
  34094. *
  34095. * @type {Object3D}
  34096. */
  34097. this.target = new Object3D();
  34098. /**
  34099. * This property holds the light's shadow configuration.
  34100. *
  34101. * @type {DirectionalLightShadow}
  34102. */
  34103. this.shadow = new DirectionalLightShadow();
  34104. }
  34105. dispose() {
  34106. this.shadow.dispose();
  34107. }
  34108. copy( source ) {
  34109. super.copy( source );
  34110. this.target = source.target.clone();
  34111. this.shadow = source.shadow.clone();
  34112. return this;
  34113. }
  34114. }
  34115. /**
  34116. * This light globally illuminates all objects in the scene equally.
  34117. *
  34118. * It cannot be used to cast shadows as it does not have a direction.
  34119. *
  34120. * ```js
  34121. * const light = new THREE.AmbientLight( 0x404040 ); // soft white light
  34122. * scene.add( light );
  34123. * ```
  34124. *
  34125. * @augments Light
  34126. */
  34127. class AmbientLight extends Light {
  34128. /**
  34129. * Constructs a new ambient light.
  34130. *
  34131. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  34132. * @param {number} [intensity=1] - The light's strength/intensity.
  34133. */
  34134. constructor( color, intensity ) {
  34135. super( color, intensity );
  34136. /**
  34137. * This flag can be used for type testing.
  34138. *
  34139. * @type {boolean}
  34140. * @readonly
  34141. * @default true
  34142. */
  34143. this.isAmbientLight = true;
  34144. this.type = 'AmbientLight';
  34145. }
  34146. }
  34147. /**
  34148. * This class emits light uniformly across the face a rectangular plane.
  34149. * This light type can be used to simulate light sources such as bright
  34150. * windows or strip lighting.
  34151. *
  34152. * Important Notes:
  34153. *
  34154. * - There is no shadow support.
  34155. * - Only PBR materials are supported.
  34156. * - You have to include `RectAreaLightUniformsLib` (`WebGLRenderer`) or `RectAreaLightTexturesLib` (`WebGPURenderer`)
  34157. * into your app and init the uniforms/textures.
  34158. *
  34159. * ```js
  34160. * RectAreaLightUniformsLib.init(); // only relevant for WebGLRenderer
  34161. * THREE.RectAreaLightNode.setLTC( RectAreaLightTexturesLib.init() ); // only relevant for WebGPURenderer
  34162. *
  34163. * const intensity = 1; const width = 10; const height = 10;
  34164. * const rectLight = new THREE.RectAreaLight( 0xffffff, intensity, width, height );
  34165. * rectLight.position.set( 5, 5, 0 );
  34166. * rectLight.lookAt( 0, 0, 0 );
  34167. * scene.add( rectLight )
  34168. * ```
  34169. *
  34170. * @augments Light
  34171. */
  34172. class RectAreaLight extends Light {
  34173. /**
  34174. * Constructs a new area light.
  34175. *
  34176. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  34177. * @param {number} [intensity=1] - The light's strength/intensity.
  34178. * @param {number} [width=10] - The width of the light.
  34179. * @param {number} [height=10] - The height of the light.
  34180. */
  34181. constructor( color, intensity, width = 10, height = 10 ) {
  34182. super( color, intensity );
  34183. /**
  34184. * This flag can be used for type testing.
  34185. *
  34186. * @type {boolean}
  34187. * @readonly
  34188. * @default true
  34189. */
  34190. this.isRectAreaLight = true;
  34191. this.type = 'RectAreaLight';
  34192. /**
  34193. * The width of the light.
  34194. *
  34195. * @type {number}
  34196. * @default 10
  34197. */
  34198. this.width = width;
  34199. /**
  34200. * The height of the light.
  34201. *
  34202. * @type {number}
  34203. * @default 10
  34204. */
  34205. this.height = height;
  34206. }
  34207. /**
  34208. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  34209. * Changing the power will also change the light's intensity.
  34210. *
  34211. * @type {number}
  34212. */
  34213. get power() {
  34214. // compute the light's luminous power (in lumens) from its intensity (in nits)
  34215. return this.intensity * this.width * this.height * Math.PI;
  34216. }
  34217. set power( power ) {
  34218. // set the light's intensity (in nits) from the desired luminous power (in lumens)
  34219. this.intensity = power / ( this.width * this.height * Math.PI );
  34220. }
  34221. copy( source ) {
  34222. super.copy( source );
  34223. this.width = source.width;
  34224. this.height = source.height;
  34225. return this;
  34226. }
  34227. toJSON( meta ) {
  34228. const data = super.toJSON( meta );
  34229. data.object.width = this.width;
  34230. data.object.height = this.height;
  34231. return data;
  34232. }
  34233. }
  34234. /**
  34235. * Represents a third-order spherical harmonics (SH). Light probes use this class
  34236. * to encode lighting information.
  34237. *
  34238. * - Primary reference: {@link https://graphics.stanford.edu/papers/envmap/envmap.pdf}
  34239. * - Secondary reference: {@link https://www.ppsloan.org/publications/StupidSH36.pdf}
  34240. */
  34241. class SphericalHarmonics3 {
  34242. /**
  34243. * Constructs a new spherical harmonics.
  34244. */
  34245. constructor() {
  34246. /**
  34247. * This flag can be used for type testing.
  34248. *
  34249. * @type {boolean}
  34250. * @readonly
  34251. * @default true
  34252. */
  34253. this.isSphericalHarmonics3 = true;
  34254. /**
  34255. * An array holding the (9) SH coefficients.
  34256. *
  34257. * @type {Array<Vector3>}
  34258. */
  34259. this.coefficients = [];
  34260. for ( let i = 0; i < 9; i ++ ) {
  34261. this.coefficients.push( new Vector3() );
  34262. }
  34263. }
  34264. /**
  34265. * Sets the given SH coefficients to this instance by copying
  34266. * the values.
  34267. *
  34268. * @param {Array<Vector3>} coefficients - The SH coefficients.
  34269. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34270. */
  34271. set( coefficients ) {
  34272. for ( let i = 0; i < 9; i ++ ) {
  34273. this.coefficients[ i ].copy( coefficients[ i ] );
  34274. }
  34275. return this;
  34276. }
  34277. /**
  34278. * Sets all SH coefficients to `0`.
  34279. *
  34280. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34281. */
  34282. zero() {
  34283. for ( let i = 0; i < 9; i ++ ) {
  34284. this.coefficients[ i ].set( 0, 0, 0 );
  34285. }
  34286. return this;
  34287. }
  34288. /**
  34289. * Returns the radiance in the direction of the given normal.
  34290. *
  34291. * @param {Vector3} normal - The normal vector (assumed to be unit length)
  34292. * @param {Vector3} target - The target vector that is used to store the method's result.
  34293. * @return {Vector3} The radiance.
  34294. */
  34295. getAt( normal, target ) {
  34296. // normal is assumed to be unit length
  34297. const x = normal.x, y = normal.y, z = normal.z;
  34298. const coeff = this.coefficients;
  34299. // band 0
  34300. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  34301. // band 1
  34302. target.addScaledVector( coeff[ 1 ], 0.488603 * y );
  34303. target.addScaledVector( coeff[ 2 ], 0.488603 * z );
  34304. target.addScaledVector( coeff[ 3 ], 0.488603 * x );
  34305. // band 2
  34306. target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );
  34307. target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );
  34308. target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  34309. target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );
  34310. target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  34311. return target;
  34312. }
  34313. /**
  34314. * Returns the irradiance (radiance convolved with cosine lobe) in the
  34315. * direction of the given normal.
  34316. *
  34317. * @param {Vector3} normal - The normal vector (assumed to be unit length)
  34318. * @param {Vector3} target - The target vector that is used to store the method's result.
  34319. * @return {Vector3} The irradiance.
  34320. */
  34321. getIrradianceAt( normal, target ) {
  34322. // normal is assumed to be unit length
  34323. const x = normal.x, y = normal.y, z = normal.z;
  34324. const coeff = this.coefficients;
  34325. // band 0
  34326. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  34327. // band 1
  34328. target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  34329. target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );
  34330. target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );
  34331. // band 2
  34332. target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  34333. target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  34334. target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  34335. target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  34336. target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  34337. return target;
  34338. }
  34339. /**
  34340. * Adds the given SH to this instance.
  34341. *
  34342. * @param {SphericalHarmonics3} sh - The SH to add.
  34343. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34344. */
  34345. add( sh ) {
  34346. for ( let i = 0; i < 9; i ++ ) {
  34347. this.coefficients[ i ].add( sh.coefficients[ i ] );
  34348. }
  34349. return this;
  34350. }
  34351. /**
  34352. * A convenience method for performing {@link SphericalHarmonics3#add} and
  34353. * {@link SphericalHarmonics3#scale} at once.
  34354. *
  34355. * @param {SphericalHarmonics3} sh - The SH to add.
  34356. * @param {number} s - The scale factor.
  34357. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34358. */
  34359. addScaledSH( sh, s ) {
  34360. for ( let i = 0; i < 9; i ++ ) {
  34361. this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );
  34362. }
  34363. return this;
  34364. }
  34365. /**
  34366. * Scales this SH by the given scale factor.
  34367. *
  34368. * @param {number} s - The scale factor.
  34369. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34370. */
  34371. scale( s ) {
  34372. for ( let i = 0; i < 9; i ++ ) {
  34373. this.coefficients[ i ].multiplyScalar( s );
  34374. }
  34375. return this;
  34376. }
  34377. /**
  34378. * Linear interpolates between the given SH and this instance by the given
  34379. * alpha factor.
  34380. *
  34381. * @param {SphericalHarmonics3} sh - The SH to interpolate with.
  34382. * @param {number} alpha - The alpha factor.
  34383. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34384. */
  34385. lerp( sh, alpha ) {
  34386. for ( let i = 0; i < 9; i ++ ) {
  34387. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  34388. }
  34389. return this;
  34390. }
  34391. /**
  34392. * Returns `true` if this spherical harmonics is equal with the given one.
  34393. *
  34394. * @param {SphericalHarmonics3} sh - The spherical harmonics to test for equality.
  34395. * @return {boolean} Whether this spherical harmonics is equal with the given one.
  34396. */
  34397. equals( sh ) {
  34398. for ( let i = 0; i < 9; i ++ ) {
  34399. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  34400. return false;
  34401. }
  34402. }
  34403. return true;
  34404. }
  34405. /**
  34406. * Copies the values of the given spherical harmonics to this instance.
  34407. *
  34408. * @param {SphericalHarmonics3} sh - The spherical harmonics to copy.
  34409. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34410. */
  34411. copy( sh ) {
  34412. return this.set( sh.coefficients );
  34413. }
  34414. /**
  34415. * Returns a new spherical harmonics with copied values from this instance.
  34416. *
  34417. * @return {SphericalHarmonics3} A clone of this instance.
  34418. */
  34419. clone() {
  34420. return new this.constructor().copy( this );
  34421. }
  34422. /**
  34423. * Sets the SH coefficients of this instance from the given array.
  34424. *
  34425. * @param {Array<number>} array - An array holding the SH coefficients.
  34426. * @param {number} [offset=0] - The array offset where to start copying.
  34427. * @return {SphericalHarmonics3} A clone of this instance.
  34428. */
  34429. fromArray( array, offset = 0 ) {
  34430. const coefficients = this.coefficients;
  34431. for ( let i = 0; i < 9; i ++ ) {
  34432. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  34433. }
  34434. return this;
  34435. }
  34436. /**
  34437. * Returns an array with the SH coefficients, or copies them into the provided
  34438. * array. The coefficients are represented as numbers.
  34439. *
  34440. * @param {Array<number>} [array=[]] - The target array.
  34441. * @param {number} [offset=0] - The array offset where to start copying.
  34442. * @return {Array<number>} An array with flat SH coefficients.
  34443. */
  34444. toArray( array = [], offset = 0 ) {
  34445. const coefficients = this.coefficients;
  34446. for ( let i = 0; i < 9; i ++ ) {
  34447. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  34448. }
  34449. return array;
  34450. }
  34451. /**
  34452. * Computes the SH basis for the given normal vector.
  34453. *
  34454. * @param {Vector3} normal - The normal.
  34455. * @param {Array<number>} shBasis - The target array holding the SH basis.
  34456. */
  34457. static getBasisAt( normal, shBasis ) {
  34458. // normal is assumed to be unit length
  34459. const x = normal.x, y = normal.y, z = normal.z;
  34460. // band 0
  34461. shBasis[ 0 ] = 0.282095;
  34462. // band 1
  34463. shBasis[ 1 ] = 0.488603 * y;
  34464. shBasis[ 2 ] = 0.488603 * z;
  34465. shBasis[ 3 ] = 0.488603 * x;
  34466. // band 2
  34467. shBasis[ 4 ] = 1.092548 * x * y;
  34468. shBasis[ 5 ] = 1.092548 * y * z;
  34469. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  34470. shBasis[ 7 ] = 1.092548 * x * z;
  34471. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  34472. }
  34473. }
  34474. /**
  34475. * Light probes are an alternative way of adding light to a 3D scene. Unlike
  34476. * classical light sources (e.g. directional, point or spot lights), light
  34477. * probes do not emit light. Instead they store information about light
  34478. * passing through 3D space. During rendering, the light that hits a 3D
  34479. * object is approximated by using the data from the light probe.
  34480. *
  34481. * Light probes are usually created from (radiance) environment maps. The
  34482. * class {@link LightProbeGenerator} can be used to create light probes from
  34483. * cube textures or render targets. However, light estimation data could also
  34484. * be provided in other forms e.g. by WebXR. This enables the rendering of
  34485. * augmented reality content that reacts to real world lighting.
  34486. *
  34487. * The current probe implementation in three.js supports so-called diffuse
  34488. * light probes. This type of light probe is functionally equivalent to an
  34489. * irradiance environment map.
  34490. *
  34491. * @augments Light
  34492. */
  34493. class LightProbe extends Light {
  34494. /**
  34495. * Constructs a new light probe.
  34496. *
  34497. * @param {SphericalHarmonics3} sh - The spherical harmonics which represents encoded lighting information.
  34498. * @param {number} [intensity=1] - The light's strength/intensity.
  34499. */
  34500. constructor( sh = new SphericalHarmonics3(), intensity = 1 ) {
  34501. super( undefined, intensity );
  34502. /**
  34503. * This flag can be used for type testing.
  34504. *
  34505. * @type {boolean}
  34506. * @readonly
  34507. * @default true
  34508. */
  34509. this.isLightProbe = true;
  34510. /**
  34511. * A light probe uses spherical harmonics to encode lighting information.
  34512. *
  34513. * @type {SphericalHarmonics3}
  34514. */
  34515. this.sh = sh;
  34516. }
  34517. copy( source ) {
  34518. super.copy( source );
  34519. this.sh.copy( source.sh );
  34520. return this;
  34521. }
  34522. /**
  34523. * Deserializes the light prove from the given JSON.
  34524. *
  34525. * @param {Object} json - The JSON holding the serialized light probe.
  34526. * @return {LightProbe} A reference to this light probe.
  34527. */
  34528. fromJSON( json ) {
  34529. this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();
  34530. this.sh.fromArray( json.sh );
  34531. return this;
  34532. }
  34533. toJSON( meta ) {
  34534. const data = super.toJSON( meta );
  34535. data.object.sh = this.sh.toArray();
  34536. return data;
  34537. }
  34538. }
  34539. /**
  34540. * Class for loading materials. The files are internally
  34541. * loaded via {@link FileLoader}.
  34542. *
  34543. * ```js
  34544. * const loader = new THREE.MaterialLoader();
  34545. * const material = await loader.loadAsync( 'material.json' );
  34546. * ```
  34547. * This loader does not support node materials. Use {@link NodeMaterialLoader} instead.
  34548. *
  34549. * @augments Loader
  34550. */
  34551. class MaterialLoader extends Loader {
  34552. /**
  34553. * Constructs a new material loader.
  34554. *
  34555. * @param {LoadingManager} [manager] - The loading manager.
  34556. */
  34557. constructor( manager ) {
  34558. super( manager );
  34559. /**
  34560. * A dictionary holding textures used by the material.
  34561. *
  34562. * @type {Object<string,Texture>}
  34563. */
  34564. this.textures = {};
  34565. }
  34566. /**
  34567. * Starts loading from the given URL and pass the loaded material to the `onLoad()` callback.
  34568. *
  34569. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  34570. * @param {function(Material)} onLoad - Executed when the loading process has been finished.
  34571. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  34572. * @param {onErrorCallback} onError - Executed when errors occur.
  34573. */
  34574. load( url, onLoad, onProgress, onError ) {
  34575. const scope = this;
  34576. const loader = new FileLoader( scope.manager );
  34577. loader.setPath( scope.path );
  34578. loader.setRequestHeader( scope.requestHeader );
  34579. loader.setWithCredentials( scope.withCredentials );
  34580. loader.load( url, function ( text ) {
  34581. try {
  34582. onLoad( scope.parse( JSON.parse( text ) ) );
  34583. } catch ( e ) {
  34584. if ( onError ) {
  34585. onError( e );
  34586. } else {
  34587. error( e );
  34588. }
  34589. scope.manager.itemError( url );
  34590. }
  34591. }, onProgress, onError );
  34592. }
  34593. /**
  34594. * Parses the given JSON object and returns a material.
  34595. *
  34596. * @param {Object} json - The serialized material.
  34597. * @return {Material} The parsed material.
  34598. */
  34599. parse( json ) {
  34600. const textures = this.textures;
  34601. function getTexture( name ) {
  34602. if ( textures[ name ] === undefined ) {
  34603. warn( 'MaterialLoader: Undefined texture', name );
  34604. }
  34605. return textures[ name ];
  34606. }
  34607. const material = this.createMaterialFromType( json.type );
  34608. if ( json.uuid !== undefined ) material.uuid = json.uuid;
  34609. if ( json.name !== undefined ) material.name = json.name;
  34610. if ( json.color !== undefined && material.color !== undefined ) material.color.setHex( json.color );
  34611. if ( json.roughness !== undefined ) material.roughness = json.roughness;
  34612. if ( json.metalness !== undefined ) material.metalness = json.metalness;
  34613. if ( json.sheen !== undefined ) material.sheen = json.sheen;
  34614. if ( json.sheenColor !== undefined ) material.sheenColor = new Color().setHex( json.sheenColor );
  34615. if ( json.sheenRoughness !== undefined ) material.sheenRoughness = json.sheenRoughness;
  34616. if ( json.emissive !== undefined && material.emissive !== undefined ) material.emissive.setHex( json.emissive );
  34617. if ( json.specular !== undefined && material.specular !== undefined ) material.specular.setHex( json.specular );
  34618. if ( json.specularIntensity !== undefined ) material.specularIntensity = json.specularIntensity;
  34619. if ( json.specularColor !== undefined && material.specularColor !== undefined ) material.specularColor.setHex( json.specularColor );
  34620. if ( json.shininess !== undefined ) material.shininess = json.shininess;
  34621. if ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat;
  34622. if ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness;
  34623. if ( json.dispersion !== undefined ) material.dispersion = json.dispersion;
  34624. if ( json.iridescence !== undefined ) material.iridescence = json.iridescence;
  34625. if ( json.iridescenceIOR !== undefined ) material.iridescenceIOR = json.iridescenceIOR;
  34626. if ( json.iridescenceThicknessRange !== undefined ) material.iridescenceThicknessRange = json.iridescenceThicknessRange;
  34627. if ( json.transmission !== undefined ) material.transmission = json.transmission;
  34628. if ( json.thickness !== undefined ) material.thickness = json.thickness;
  34629. if ( json.attenuationDistance !== undefined ) material.attenuationDistance = json.attenuationDistance;
  34630. if ( json.attenuationColor !== undefined && material.attenuationColor !== undefined ) material.attenuationColor.setHex( json.attenuationColor );
  34631. if ( json.anisotropy !== undefined ) material.anisotropy = json.anisotropy;
  34632. if ( json.anisotropyRotation !== undefined ) material.anisotropyRotation = json.anisotropyRotation;
  34633. if ( json.fog !== undefined ) material.fog = json.fog;
  34634. if ( json.flatShading !== undefined ) material.flatShading = json.flatShading;
  34635. if ( json.blending !== undefined ) material.blending = json.blending;
  34636. if ( json.combine !== undefined ) material.combine = json.combine;
  34637. if ( json.side !== undefined ) material.side = json.side;
  34638. if ( json.shadowSide !== undefined ) material.shadowSide = json.shadowSide;
  34639. if ( json.opacity !== undefined ) material.opacity = json.opacity;
  34640. if ( json.transparent !== undefined ) material.transparent = json.transparent;
  34641. if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
  34642. if ( json.alphaHash !== undefined ) material.alphaHash = json.alphaHash;
  34643. if ( json.depthFunc !== undefined ) material.depthFunc = json.depthFunc;
  34644. if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
  34645. if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
  34646. if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;
  34647. if ( json.blendSrc !== undefined ) material.blendSrc = json.blendSrc;
  34648. if ( json.blendDst !== undefined ) material.blendDst = json.blendDst;
  34649. if ( json.blendEquation !== undefined ) material.blendEquation = json.blendEquation;
  34650. if ( json.blendSrcAlpha !== undefined ) material.blendSrcAlpha = json.blendSrcAlpha;
  34651. if ( json.blendDstAlpha !== undefined ) material.blendDstAlpha = json.blendDstAlpha;
  34652. if ( json.blendEquationAlpha !== undefined ) material.blendEquationAlpha = json.blendEquationAlpha;
  34653. if ( json.blendColor !== undefined && material.blendColor !== undefined ) material.blendColor.setHex( json.blendColor );
  34654. if ( json.blendAlpha !== undefined ) material.blendAlpha = json.blendAlpha;
  34655. if ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask;
  34656. if ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc;
  34657. if ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef;
  34658. if ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask;
  34659. if ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail;
  34660. if ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail;
  34661. if ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass;
  34662. if ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite;
  34663. if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
  34664. if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
  34665. if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;
  34666. if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;
  34667. if ( json.rotation !== undefined ) material.rotation = json.rotation;
  34668. if ( json.linewidth !== undefined ) material.linewidth = json.linewidth;
  34669. if ( json.dashSize !== undefined ) material.dashSize = json.dashSize;
  34670. if ( json.gapSize !== undefined ) material.gapSize = json.gapSize;
  34671. if ( json.scale !== undefined ) material.scale = json.scale;
  34672. if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;
  34673. if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;
  34674. if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;
  34675. if ( json.dithering !== undefined ) material.dithering = json.dithering;
  34676. if ( json.alphaToCoverage !== undefined ) material.alphaToCoverage = json.alphaToCoverage;
  34677. if ( json.premultipliedAlpha !== undefined ) material.premultipliedAlpha = json.premultipliedAlpha;
  34678. if ( json.forceSinglePass !== undefined ) material.forceSinglePass = json.forceSinglePass;
  34679. if ( json.allowOverride !== undefined ) material.allowOverride = json.allowOverride;
  34680. if ( json.visible !== undefined ) material.visible = json.visible;
  34681. if ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped;
  34682. if ( json.userData !== undefined ) material.userData = json.userData;
  34683. if ( json.vertexColors !== undefined ) {
  34684. if ( typeof json.vertexColors === 'number' ) {
  34685. material.vertexColors = ( json.vertexColors > 0 ) ? true : false;
  34686. } else {
  34687. material.vertexColors = json.vertexColors;
  34688. }
  34689. }
  34690. // Shader Material
  34691. if ( json.uniforms !== undefined ) {
  34692. for ( const name in json.uniforms ) {
  34693. const uniform = json.uniforms[ name ];
  34694. material.uniforms[ name ] = {};
  34695. switch ( uniform.type ) {
  34696. case 't':
  34697. material.uniforms[ name ].value = getTexture( uniform.value );
  34698. break;
  34699. case 'c':
  34700. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  34701. break;
  34702. case 'v2':
  34703. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  34704. break;
  34705. case 'v3':
  34706. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  34707. break;
  34708. case 'v4':
  34709. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  34710. break;
  34711. case 'm3':
  34712. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  34713. break;
  34714. case 'm4':
  34715. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  34716. break;
  34717. default:
  34718. material.uniforms[ name ].value = uniform.value;
  34719. }
  34720. }
  34721. }
  34722. if ( json.defines !== undefined ) material.defines = json.defines;
  34723. if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
  34724. if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
  34725. if ( json.glslVersion !== undefined ) material.glslVersion = json.glslVersion;
  34726. if ( json.extensions !== undefined ) {
  34727. for ( const key in json.extensions ) {
  34728. material.extensions[ key ] = json.extensions[ key ];
  34729. }
  34730. }
  34731. if ( json.lights !== undefined ) material.lights = json.lights;
  34732. if ( json.clipping !== undefined ) material.clipping = json.clipping;
  34733. // for PointsMaterial
  34734. if ( json.size !== undefined ) material.size = json.size;
  34735. if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;
  34736. // maps
  34737. if ( json.map !== undefined ) material.map = getTexture( json.map );
  34738. if ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );
  34739. if ( json.alphaMap !== undefined ) material.alphaMap = getTexture( json.alphaMap );
  34740. if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );
  34741. if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;
  34742. if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );
  34743. if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;
  34744. if ( json.normalScale !== undefined ) {
  34745. let normalScale = json.normalScale;
  34746. if ( Array.isArray( normalScale ) === false ) {
  34747. // Blender exporter used to export a scalar. See #7459
  34748. normalScale = [ normalScale, normalScale ];
  34749. }
  34750. material.normalScale = new Vector2().fromArray( normalScale );
  34751. }
  34752. if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );
  34753. if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
  34754. if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;
  34755. if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );
  34756. if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );
  34757. if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );
  34758. if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;
  34759. if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );
  34760. if ( json.specularIntensityMap !== undefined ) material.specularIntensityMap = getTexture( json.specularIntensityMap );
  34761. if ( json.specularColorMap !== undefined ) material.specularColorMap = getTexture( json.specularColorMap );
  34762. if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );
  34763. if ( json.envMapRotation !== undefined ) material.envMapRotation.fromArray( json.envMapRotation );
  34764. if ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;
  34765. if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;
  34766. if ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio;
  34767. if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );
  34768. if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;
  34769. if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );
  34770. if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;
  34771. if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );
  34772. if ( json.clearcoatMap !== undefined ) material.clearcoatMap = getTexture( json.clearcoatMap );
  34773. if ( json.clearcoatRoughnessMap !== undefined ) material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap );
  34774. if ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap );
  34775. if ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale );
  34776. if ( json.iridescenceMap !== undefined ) material.iridescenceMap = getTexture( json.iridescenceMap );
  34777. if ( json.iridescenceThicknessMap !== undefined ) material.iridescenceThicknessMap = getTexture( json.iridescenceThicknessMap );
  34778. if ( json.transmissionMap !== undefined ) material.transmissionMap = getTexture( json.transmissionMap );
  34779. if ( json.thicknessMap !== undefined ) material.thicknessMap = getTexture( json.thicknessMap );
  34780. if ( json.anisotropyMap !== undefined ) material.anisotropyMap = getTexture( json.anisotropyMap );
  34781. if ( json.sheenColorMap !== undefined ) material.sheenColorMap = getTexture( json.sheenColorMap );
  34782. if ( json.sheenRoughnessMap !== undefined ) material.sheenRoughnessMap = getTexture( json.sheenRoughnessMap );
  34783. return material;
  34784. }
  34785. /**
  34786. * Textures are not embedded in the material JSON so they have
  34787. * to be injected before the loading process starts.
  34788. *
  34789. * @param {Object} value - A dictionary holding textures for material properties.
  34790. * @return {MaterialLoader} A reference to this material loader.
  34791. */
  34792. setTextures( value ) {
  34793. this.textures = value;
  34794. return this;
  34795. }
  34796. /**
  34797. * Creates a material for the given type.
  34798. *
  34799. * @param {string} type - The material type.
  34800. * @return {Material} The new material.
  34801. */
  34802. createMaterialFromType( type ) {
  34803. return MaterialLoader.createMaterialFromType( type );
  34804. }
  34805. /**
  34806. * Creates a material for the given type.
  34807. *
  34808. * @static
  34809. * @param {string} type - The material type.
  34810. * @return {Material} The new material.
  34811. */
  34812. static createMaterialFromType( type ) {
  34813. const materialLib = {
  34814. ShadowMaterial,
  34815. SpriteMaterial,
  34816. RawShaderMaterial,
  34817. ShaderMaterial,
  34818. PointsMaterial,
  34819. MeshPhysicalMaterial,
  34820. MeshStandardMaterial,
  34821. MeshPhongMaterial,
  34822. MeshToonMaterial,
  34823. MeshNormalMaterial,
  34824. MeshLambertMaterial,
  34825. MeshDepthMaterial,
  34826. MeshDistanceMaterial,
  34827. MeshBasicMaterial,
  34828. MeshMatcapMaterial,
  34829. LineDashedMaterial,
  34830. LineBasicMaterial,
  34831. Material
  34832. };
  34833. return new materialLib[ type ]();
  34834. }
  34835. }
  34836. /**
  34837. * A class with loader utility functions.
  34838. */
  34839. class LoaderUtils {
  34840. /**
  34841. * Extracts the base URL from the given URL.
  34842. *
  34843. * @param {string} url -The URL to extract the base URL from.
  34844. * @return {string} The extracted base URL.
  34845. */
  34846. static extractUrlBase( url ) {
  34847. const index = url.lastIndexOf( '/' );
  34848. if ( index === -1 ) return './';
  34849. return url.slice( 0, index + 1 );
  34850. }
  34851. /**
  34852. * Resolves relative URLs against the given path. Absolute paths, data urls,
  34853. * and blob URLs will be returned as is. Invalid URLs will return an empty
  34854. * string.
  34855. *
  34856. * @param {string} url -The URL to resolve.
  34857. * @param {string} path - The base path for relative URLs to be resolved against.
  34858. * @return {string} The resolved URL.
  34859. */
  34860. static resolveURL( url, path ) {
  34861. // Invalid URL
  34862. if ( typeof url !== 'string' || url === '' ) return '';
  34863. // Host Relative URL
  34864. if ( /^https?:\/\//i.test( path ) && /^\//.test( url ) ) {
  34865. path = path.replace( /(^https?:\/\/[^\/]+).*/i, '$1' );
  34866. }
  34867. // Absolute URL http://,https://,//
  34868. if ( /^(https?:)?\/\//i.test( url ) ) return url;
  34869. // Data URI
  34870. if ( /^data:.*,.*$/i.test( url ) ) return url;
  34871. // Blob URL
  34872. if ( /^blob:.*$/i.test( url ) ) return url;
  34873. // Relative URL
  34874. return path + url;
  34875. }
  34876. }
  34877. /**
  34878. * An instanced version of a geometry.
  34879. */
  34880. class InstancedBufferGeometry extends BufferGeometry {
  34881. /**
  34882. * Constructs a new instanced buffer geometry.
  34883. */
  34884. constructor() {
  34885. super();
  34886. /**
  34887. * This flag can be used for type testing.
  34888. *
  34889. * @type {boolean}
  34890. * @readonly
  34891. * @default true
  34892. */
  34893. this.isInstancedBufferGeometry = true;
  34894. this.type = 'InstancedBufferGeometry';
  34895. /**
  34896. * The instance count.
  34897. *
  34898. * @type {number}
  34899. * @default Infinity
  34900. */
  34901. this.instanceCount = Infinity;
  34902. }
  34903. copy( source ) {
  34904. super.copy( source );
  34905. this.instanceCount = source.instanceCount;
  34906. return this;
  34907. }
  34908. toJSON() {
  34909. const data = super.toJSON();
  34910. data.instanceCount = this.instanceCount;
  34911. data.isInstancedBufferGeometry = true;
  34912. return data;
  34913. }
  34914. }
  34915. /**
  34916. * Class for loading geometries. The files are internally
  34917. * loaded via {@link FileLoader}.
  34918. *
  34919. * ```js
  34920. * const loader = new THREE.BufferGeometryLoader();
  34921. * const geometry = await loader.loadAsync( 'models/json/pressure.json' );
  34922. *
  34923. * const material = new THREE.MeshBasicMaterial( { color: 0xF5F5F5 } );
  34924. * const object = new THREE.Mesh( geometry, material );
  34925. * scene.add( object );
  34926. * ```
  34927. *
  34928. * @augments Loader
  34929. */
  34930. class BufferGeometryLoader extends Loader {
  34931. /**
  34932. * Constructs a new geometry loader.
  34933. *
  34934. * @param {LoadingManager} [manager] - The loading manager.
  34935. */
  34936. constructor( manager ) {
  34937. super( manager );
  34938. }
  34939. /**
  34940. * Starts loading from the given URL and pass the loaded geometry to the `onLoad()` callback.
  34941. *
  34942. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  34943. * @param {function(BufferGeometry)} onLoad - Executed when the loading process has been finished.
  34944. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  34945. * @param {onErrorCallback} onError - Executed when errors occur.
  34946. */
  34947. load( url, onLoad, onProgress, onError ) {
  34948. const scope = this;
  34949. const loader = new FileLoader( scope.manager );
  34950. loader.setPath( scope.path );
  34951. loader.setRequestHeader( scope.requestHeader );
  34952. loader.setWithCredentials( scope.withCredentials );
  34953. loader.load( url, function ( text ) {
  34954. try {
  34955. onLoad( scope.parse( JSON.parse( text ) ) );
  34956. } catch ( e ) {
  34957. if ( onError ) {
  34958. onError( e );
  34959. } else {
  34960. error( e );
  34961. }
  34962. scope.manager.itemError( url );
  34963. }
  34964. }, onProgress, onError );
  34965. }
  34966. /**
  34967. * Parses the given JSON object and returns a geometry.
  34968. *
  34969. * @param {Object} json - The serialized geometry.
  34970. * @return {BufferGeometry} The parsed geometry.
  34971. */
  34972. parse( json ) {
  34973. const interleavedBufferMap = {};
  34974. const arrayBufferMap = {};
  34975. function getInterleavedBuffer( json, uuid ) {
  34976. if ( interleavedBufferMap[ uuid ] !== undefined ) return interleavedBufferMap[ uuid ];
  34977. const interleavedBuffers = json.interleavedBuffers;
  34978. const interleavedBuffer = interleavedBuffers[ uuid ];
  34979. const buffer = getArrayBuffer( json, interleavedBuffer.buffer );
  34980. const array = getTypedArray( interleavedBuffer.type, buffer );
  34981. const ib = new InterleavedBuffer( array, interleavedBuffer.stride );
  34982. ib.uuid = interleavedBuffer.uuid;
  34983. interleavedBufferMap[ uuid ] = ib;
  34984. return ib;
  34985. }
  34986. function getArrayBuffer( json, uuid ) {
  34987. if ( arrayBufferMap[ uuid ] !== undefined ) return arrayBufferMap[ uuid ];
  34988. const arrayBuffers = json.arrayBuffers;
  34989. const arrayBuffer = arrayBuffers[ uuid ];
  34990. const ab = new Uint32Array( arrayBuffer ).buffer;
  34991. arrayBufferMap[ uuid ] = ab;
  34992. return ab;
  34993. }
  34994. const geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  34995. const index = json.data.index;
  34996. if ( index !== undefined ) {
  34997. const typedArray = getTypedArray( index.type, index.array );
  34998. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  34999. }
  35000. const attributes = json.data.attributes;
  35001. for ( const key in attributes ) {
  35002. const attribute = attributes[ key ];
  35003. let bufferAttribute;
  35004. if ( attribute.isInterleavedBufferAttribute ) {
  35005. const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  35006. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  35007. } else {
  35008. const typedArray = getTypedArray( attribute.type, attribute.array );
  35009. const bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  35010. bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  35011. }
  35012. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  35013. if ( attribute.usage !== undefined ) bufferAttribute.setUsage( attribute.usage );
  35014. geometry.setAttribute( key, bufferAttribute );
  35015. }
  35016. const morphAttributes = json.data.morphAttributes;
  35017. if ( morphAttributes ) {
  35018. for ( const key in morphAttributes ) {
  35019. const attributeArray = morphAttributes[ key ];
  35020. const array = [];
  35021. for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
  35022. const attribute = attributeArray[ i ];
  35023. let bufferAttribute;
  35024. if ( attribute.isInterleavedBufferAttribute ) {
  35025. const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  35026. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  35027. } else {
  35028. const typedArray = getTypedArray( attribute.type, attribute.array );
  35029. bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  35030. }
  35031. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  35032. array.push( bufferAttribute );
  35033. }
  35034. geometry.morphAttributes[ key ] = array;
  35035. }
  35036. }
  35037. const morphTargetsRelative = json.data.morphTargetsRelative;
  35038. if ( morphTargetsRelative ) {
  35039. geometry.morphTargetsRelative = true;
  35040. }
  35041. const groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  35042. if ( groups !== undefined ) {
  35043. for ( let i = 0, n = groups.length; i !== n; ++ i ) {
  35044. const group = groups[ i ];
  35045. geometry.addGroup( group.start, group.count, group.materialIndex );
  35046. }
  35047. }
  35048. const boundingSphere = json.data.boundingSphere;
  35049. if ( boundingSphere !== undefined ) {
  35050. geometry.boundingSphere = new Sphere().fromJSON( boundingSphere );
  35051. }
  35052. if ( json.name ) geometry.name = json.name;
  35053. if ( json.userData ) geometry.userData = json.userData;
  35054. return geometry;
  35055. }
  35056. }
  35057. /**
  35058. * 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).
  35059. * The files are internally loaded via {@link FileLoader}.
  35060. *
  35061. * ```js
  35062. * const loader = new THREE.ObjectLoader();
  35063. * const obj = await loader.loadAsync( 'models/json/example.json' );
  35064. * scene.add( obj );
  35065. *
  35066. * // Alternatively, to parse a previously loaded JSON structure
  35067. * const object = await loader.parseAsync( a_json_object );
  35068. * scene.add( object );
  35069. * ```
  35070. *
  35071. * @augments Loader
  35072. */
  35073. class ObjectLoader extends Loader {
  35074. /**
  35075. * Constructs a new object loader.
  35076. *
  35077. * @param {LoadingManager} [manager] - The loading manager.
  35078. */
  35079. constructor( manager ) {
  35080. super( manager );
  35081. }
  35082. /**
  35083. * Starts loading from the given URL and pass the loaded 3D object to the `onLoad()` callback.
  35084. *
  35085. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35086. * @param {function(Object3D)} onLoad - Executed when the loading process has been finished.
  35087. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  35088. * @param {onErrorCallback} onError - Executed when errors occur.
  35089. */
  35090. load( url, onLoad, onProgress, onError ) {
  35091. const scope = this;
  35092. const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  35093. this.resourcePath = this.resourcePath || path;
  35094. const loader = new FileLoader( this.manager );
  35095. loader.setPath( this.path );
  35096. loader.setRequestHeader( this.requestHeader );
  35097. loader.setWithCredentials( this.withCredentials );
  35098. loader.load( url, function ( text ) {
  35099. let json = null;
  35100. try {
  35101. json = JSON.parse( text );
  35102. } catch ( error ) {
  35103. if ( onError !== undefined ) onError( error );
  35104. error( 'ObjectLoader: Can\'t parse ' + url + '.', error.message );
  35105. return;
  35106. }
  35107. const metadata = json.metadata;
  35108. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  35109. if ( onError !== undefined ) onError( new Error( 'THREE.ObjectLoader: Can\'t load ' + url ) );
  35110. error( 'ObjectLoader: Can\'t load ' + url );
  35111. return;
  35112. }
  35113. scope.parse( json, onLoad );
  35114. }, onProgress, onError );
  35115. }
  35116. /**
  35117. * Async version of {@link ObjectLoader#load}.
  35118. *
  35119. * @async
  35120. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35121. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  35122. * @return {Promise<Object3D>} A Promise that resolves with the loaded 3D object.
  35123. */
  35124. async loadAsync( url, onProgress ) {
  35125. const scope = this;
  35126. const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  35127. this.resourcePath = this.resourcePath || path;
  35128. const loader = new FileLoader( this.manager );
  35129. loader.setPath( this.path );
  35130. loader.setRequestHeader( this.requestHeader );
  35131. loader.setWithCredentials( this.withCredentials );
  35132. const text = await loader.loadAsync( url, onProgress );
  35133. const json = JSON.parse( text );
  35134. const metadata = json.metadata;
  35135. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  35136. throw new Error( 'THREE.ObjectLoader: Can\'t load ' + url );
  35137. }
  35138. return await scope.parseAsync( json );
  35139. }
  35140. /**
  35141. * Parses the given JSON. This is used internally by {@link ObjectLoader#load}
  35142. * but can also be used directly to parse a previously loaded JSON structure.
  35143. *
  35144. * @param {Object} json - The serialized 3D object.
  35145. * @param {onLoad} onLoad - Executed when all resources (e.g. textures) have been fully loaded.
  35146. * @return {Object3D} The parsed 3D object.
  35147. */
  35148. parse( json, onLoad ) {
  35149. const animations = this.parseAnimations( json.animations );
  35150. const shapes = this.parseShapes( json.shapes );
  35151. const geometries = this.parseGeometries( json.geometries, shapes );
  35152. const images = this.parseImages( json.images, function () {
  35153. if ( onLoad !== undefined ) onLoad( object );
  35154. } );
  35155. const textures = this.parseTextures( json.textures, images );
  35156. const materials = this.parseMaterials( json.materials, textures );
  35157. const object = this.parseObject( json.object, geometries, materials, textures, animations );
  35158. const skeletons = this.parseSkeletons( json.skeletons, object );
  35159. this.bindSkeletons( object, skeletons );
  35160. this.bindLightTargets( object );
  35161. //
  35162. if ( onLoad !== undefined ) {
  35163. let hasImages = false;
  35164. for ( const uuid in images ) {
  35165. if ( images[ uuid ].data instanceof HTMLImageElement ) {
  35166. hasImages = true;
  35167. break;
  35168. }
  35169. }
  35170. if ( hasImages === false ) onLoad( object );
  35171. }
  35172. return object;
  35173. }
  35174. /**
  35175. * Async version of {@link ObjectLoader#parse}.
  35176. *
  35177. * @param {Object} json - The serialized 3D object.
  35178. * @return {Promise<Object3D>} A Promise that resolves with the parsed 3D object.
  35179. */
  35180. async parseAsync( json ) {
  35181. const animations = this.parseAnimations( json.animations );
  35182. const shapes = this.parseShapes( json.shapes );
  35183. const geometries = this.parseGeometries( json.geometries, shapes );
  35184. const images = await this.parseImagesAsync( json.images );
  35185. const textures = this.parseTextures( json.textures, images );
  35186. const materials = this.parseMaterials( json.materials, textures );
  35187. const object = this.parseObject( json.object, geometries, materials, textures, animations );
  35188. const skeletons = this.parseSkeletons( json.skeletons, object );
  35189. this.bindSkeletons( object, skeletons );
  35190. this.bindLightTargets( object );
  35191. return object;
  35192. }
  35193. // internals
  35194. parseShapes( json ) {
  35195. const shapes = {};
  35196. if ( json !== undefined ) {
  35197. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35198. const shape = new Shape().fromJSON( json[ i ] );
  35199. shapes[ shape.uuid ] = shape;
  35200. }
  35201. }
  35202. return shapes;
  35203. }
  35204. parseSkeletons( json, object ) {
  35205. const skeletons = {};
  35206. const bones = {};
  35207. // generate bone lookup table
  35208. object.traverse( function ( child ) {
  35209. if ( child.isBone ) bones[ child.uuid ] = child;
  35210. } );
  35211. // create skeletons
  35212. if ( json !== undefined ) {
  35213. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35214. const skeleton = new Skeleton().fromJSON( json[ i ], bones );
  35215. skeletons[ skeleton.uuid ] = skeleton;
  35216. }
  35217. }
  35218. return skeletons;
  35219. }
  35220. parseGeometries( json, shapes ) {
  35221. const geometries = {};
  35222. if ( json !== undefined ) {
  35223. const bufferGeometryLoader = new BufferGeometryLoader();
  35224. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35225. let geometry;
  35226. const data = json[ i ];
  35227. switch ( data.type ) {
  35228. case 'BufferGeometry':
  35229. case 'InstancedBufferGeometry':
  35230. geometry = bufferGeometryLoader.parse( data );
  35231. break;
  35232. default:
  35233. if ( data.type in Geometries ) {
  35234. geometry = Geometries[ data.type ].fromJSON( data, shapes );
  35235. } else {
  35236. warn( `ObjectLoader: Unsupported geometry type "${ data.type }"` );
  35237. }
  35238. }
  35239. geometry.uuid = data.uuid;
  35240. if ( data.name !== undefined ) geometry.name = data.name;
  35241. if ( data.userData !== undefined ) geometry.userData = data.userData;
  35242. geometries[ data.uuid ] = geometry;
  35243. }
  35244. }
  35245. return geometries;
  35246. }
  35247. parseMaterials( json, textures ) {
  35248. const cache = {}; // MultiMaterial
  35249. const materials = {};
  35250. if ( json !== undefined ) {
  35251. const loader = new MaterialLoader();
  35252. loader.setTextures( textures );
  35253. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35254. const data = json[ i ];
  35255. if ( cache[ data.uuid ] === undefined ) {
  35256. cache[ data.uuid ] = loader.parse( data );
  35257. }
  35258. materials[ data.uuid ] = cache[ data.uuid ];
  35259. }
  35260. }
  35261. return materials;
  35262. }
  35263. parseAnimations( json ) {
  35264. const animations = {};
  35265. if ( json !== undefined ) {
  35266. for ( let i = 0; i < json.length; i ++ ) {
  35267. const data = json[ i ];
  35268. const clip = AnimationClip.parse( data );
  35269. animations[ clip.uuid ] = clip;
  35270. }
  35271. }
  35272. return animations;
  35273. }
  35274. parseImages( json, onLoad ) {
  35275. const scope = this;
  35276. const images = {};
  35277. let loader;
  35278. function loadImage( url ) {
  35279. scope.manager.itemStart( url );
  35280. return loader.load( url, function () {
  35281. scope.manager.itemEnd( url );
  35282. }, undefined, function () {
  35283. scope.manager.itemError( url );
  35284. scope.manager.itemEnd( url );
  35285. } );
  35286. }
  35287. function deserializeImage( image ) {
  35288. if ( typeof image === 'string' ) {
  35289. const url = image;
  35290. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
  35291. return loadImage( path );
  35292. } else {
  35293. if ( image.data ) {
  35294. return {
  35295. data: getTypedArray( image.type, image.data ),
  35296. width: image.width,
  35297. height: image.height
  35298. };
  35299. } else {
  35300. return null;
  35301. }
  35302. }
  35303. }
  35304. if ( json !== undefined && json.length > 0 ) {
  35305. const manager = new LoadingManager( onLoad );
  35306. loader = new ImageLoader( manager );
  35307. loader.setCrossOrigin( this.crossOrigin );
  35308. for ( let i = 0, il = json.length; i < il; i ++ ) {
  35309. const image = json[ i ];
  35310. const url = image.url;
  35311. if ( Array.isArray( url ) ) {
  35312. // load array of images e.g CubeTexture
  35313. const imageArray = [];
  35314. for ( let j = 0, jl = url.length; j < jl; j ++ ) {
  35315. const currentUrl = url[ j ];
  35316. const deserializedImage = deserializeImage( currentUrl );
  35317. if ( deserializedImage !== null ) {
  35318. if ( deserializedImage instanceof HTMLImageElement ) {
  35319. imageArray.push( deserializedImage );
  35320. } else {
  35321. // special case: handle array of data textures for cube textures
  35322. imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
  35323. }
  35324. }
  35325. }
  35326. images[ image.uuid ] = new Source( imageArray );
  35327. } else {
  35328. // load single image
  35329. const deserializedImage = deserializeImage( image.url );
  35330. images[ image.uuid ] = new Source( deserializedImage );
  35331. }
  35332. }
  35333. }
  35334. return images;
  35335. }
  35336. async parseImagesAsync( json ) {
  35337. const scope = this;
  35338. const images = {};
  35339. let loader;
  35340. async function deserializeImage( image ) {
  35341. if ( typeof image === 'string' ) {
  35342. const url = image;
  35343. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
  35344. return await loader.loadAsync( path );
  35345. } else {
  35346. if ( image.data ) {
  35347. return {
  35348. data: getTypedArray( image.type, image.data ),
  35349. width: image.width,
  35350. height: image.height
  35351. };
  35352. } else {
  35353. return null;
  35354. }
  35355. }
  35356. }
  35357. if ( json !== undefined && json.length > 0 ) {
  35358. loader = new ImageLoader( this.manager );
  35359. loader.setCrossOrigin( this.crossOrigin );
  35360. for ( let i = 0, il = json.length; i < il; i ++ ) {
  35361. const image = json[ i ];
  35362. const url = image.url;
  35363. if ( Array.isArray( url ) ) {
  35364. // load array of images e.g CubeTexture
  35365. const imageArray = [];
  35366. for ( let j = 0, jl = url.length; j < jl; j ++ ) {
  35367. const currentUrl = url[ j ];
  35368. const deserializedImage = await deserializeImage( currentUrl );
  35369. if ( deserializedImage !== null ) {
  35370. if ( deserializedImage instanceof HTMLImageElement ) {
  35371. imageArray.push( deserializedImage );
  35372. } else {
  35373. // special case: handle array of data textures for cube textures
  35374. imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
  35375. }
  35376. }
  35377. }
  35378. images[ image.uuid ] = new Source( imageArray );
  35379. } else {
  35380. // load single image
  35381. const deserializedImage = await deserializeImage( image.url );
  35382. images[ image.uuid ] = new Source( deserializedImage );
  35383. }
  35384. }
  35385. }
  35386. return images;
  35387. }
  35388. parseTextures( json, images ) {
  35389. function parseConstant( value, type ) {
  35390. if ( typeof value === 'number' ) return value;
  35391. warn( 'ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  35392. return type[ value ];
  35393. }
  35394. const textures = {};
  35395. if ( json !== undefined ) {
  35396. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35397. const data = json[ i ];
  35398. if ( data.image === undefined ) {
  35399. warn( 'ObjectLoader: No "image" specified for', data.uuid );
  35400. }
  35401. if ( images[ data.image ] === undefined ) {
  35402. warn( 'ObjectLoader: Undefined image', data.image );
  35403. }
  35404. const source = images[ data.image ];
  35405. const image = source.data;
  35406. let texture;
  35407. if ( Array.isArray( image ) ) {
  35408. texture = new CubeTexture();
  35409. if ( image.length === 6 ) texture.needsUpdate = true;
  35410. } else {
  35411. if ( image && image.data ) {
  35412. texture = new DataTexture();
  35413. } else {
  35414. texture = new Texture();
  35415. }
  35416. if ( image ) texture.needsUpdate = true; // textures can have undefined image data
  35417. }
  35418. texture.source = source;
  35419. texture.uuid = data.uuid;
  35420. if ( data.name !== undefined ) texture.name = data.name;
  35421. if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );
  35422. if ( data.channel !== undefined ) texture.channel = data.channel;
  35423. if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
  35424. if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
  35425. if ( data.center !== undefined ) texture.center.fromArray( data.center );
  35426. if ( data.rotation !== undefined ) texture.rotation = data.rotation;
  35427. if ( data.wrap !== undefined ) {
  35428. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  35429. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  35430. }
  35431. if ( data.format !== undefined ) texture.format = data.format;
  35432. if ( data.internalFormat !== undefined ) texture.internalFormat = data.internalFormat;
  35433. if ( data.type !== undefined ) texture.type = data.type;
  35434. if ( data.colorSpace !== undefined ) texture.colorSpace = data.colorSpace;
  35435. if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );
  35436. if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );
  35437. if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
  35438. if ( data.flipY !== undefined ) texture.flipY = data.flipY;
  35439. if ( data.generateMipmaps !== undefined ) texture.generateMipmaps = data.generateMipmaps;
  35440. if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;
  35441. if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;
  35442. if ( data.compareFunction !== undefined ) texture.compareFunction = data.compareFunction;
  35443. if ( data.userData !== undefined ) texture.userData = data.userData;
  35444. textures[ data.uuid ] = texture;
  35445. }
  35446. }
  35447. return textures;
  35448. }
  35449. parseObject( data, geometries, materials, textures, animations ) {
  35450. let object;
  35451. function getGeometry( name ) {
  35452. if ( geometries[ name ] === undefined ) {
  35453. warn( 'ObjectLoader: Undefined geometry', name );
  35454. }
  35455. return geometries[ name ];
  35456. }
  35457. function getMaterial( name ) {
  35458. if ( name === undefined ) return undefined;
  35459. if ( Array.isArray( name ) ) {
  35460. const array = [];
  35461. for ( let i = 0, l = name.length; i < l; i ++ ) {
  35462. const uuid = name[ i ];
  35463. if ( materials[ uuid ] === undefined ) {
  35464. warn( 'ObjectLoader: Undefined material', uuid );
  35465. }
  35466. array.push( materials[ uuid ] );
  35467. }
  35468. return array;
  35469. }
  35470. if ( materials[ name ] === undefined ) {
  35471. warn( 'ObjectLoader: Undefined material', name );
  35472. }
  35473. return materials[ name ];
  35474. }
  35475. function getTexture( uuid ) {
  35476. if ( textures[ uuid ] === undefined ) {
  35477. warn( 'ObjectLoader: Undefined texture', uuid );
  35478. }
  35479. return textures[ uuid ];
  35480. }
  35481. let geometry, material;
  35482. switch ( data.type ) {
  35483. case 'Scene':
  35484. object = new Scene();
  35485. if ( data.background !== undefined ) {
  35486. if ( Number.isInteger( data.background ) ) {
  35487. object.background = new Color( data.background );
  35488. } else {
  35489. object.background = getTexture( data.background );
  35490. }
  35491. }
  35492. if ( data.environment !== undefined ) {
  35493. object.environment = getTexture( data.environment );
  35494. }
  35495. if ( data.fog !== undefined ) {
  35496. if ( data.fog.type === 'Fog' ) {
  35497. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  35498. } else if ( data.fog.type === 'FogExp2' ) {
  35499. object.fog = new FogExp2( data.fog.color, data.fog.density );
  35500. }
  35501. if ( data.fog.name !== '' ) {
  35502. object.fog.name = data.fog.name;
  35503. }
  35504. }
  35505. if ( data.backgroundBlurriness !== undefined ) object.backgroundBlurriness = data.backgroundBlurriness;
  35506. if ( data.backgroundIntensity !== undefined ) object.backgroundIntensity = data.backgroundIntensity;
  35507. if ( data.backgroundRotation !== undefined ) object.backgroundRotation.fromArray( data.backgroundRotation );
  35508. if ( data.environmentIntensity !== undefined ) object.environmentIntensity = data.environmentIntensity;
  35509. if ( data.environmentRotation !== undefined ) object.environmentRotation.fromArray( data.environmentRotation );
  35510. break;
  35511. case 'PerspectiveCamera':
  35512. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  35513. if ( data.focus !== undefined ) object.focus = data.focus;
  35514. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  35515. if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
  35516. if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
  35517. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  35518. break;
  35519. case 'OrthographicCamera':
  35520. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  35521. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  35522. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  35523. break;
  35524. case 'AmbientLight':
  35525. object = new AmbientLight( data.color, data.intensity );
  35526. break;
  35527. case 'DirectionalLight':
  35528. object = new DirectionalLight( data.color, data.intensity );
  35529. object.target = data.target || '';
  35530. break;
  35531. case 'PointLight':
  35532. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  35533. break;
  35534. case 'RectAreaLight':
  35535. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  35536. break;
  35537. case 'SpotLight':
  35538. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  35539. object.target = data.target || '';
  35540. break;
  35541. case 'HemisphereLight':
  35542. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  35543. break;
  35544. case 'LightProbe':
  35545. object = new LightProbe().fromJSON( data );
  35546. break;
  35547. case 'SkinnedMesh':
  35548. geometry = getGeometry( data.geometry );
  35549. material = getMaterial( data.material );
  35550. object = new SkinnedMesh( geometry, material );
  35551. if ( data.bindMode !== undefined ) object.bindMode = data.bindMode;
  35552. if ( data.bindMatrix !== undefined ) object.bindMatrix.fromArray( data.bindMatrix );
  35553. if ( data.skeleton !== undefined ) object.skeleton = data.skeleton;
  35554. break;
  35555. case 'Mesh':
  35556. geometry = getGeometry( data.geometry );
  35557. material = getMaterial( data.material );
  35558. object = new Mesh( geometry, material );
  35559. break;
  35560. case 'InstancedMesh':
  35561. geometry = getGeometry( data.geometry );
  35562. material = getMaterial( data.material );
  35563. const count = data.count;
  35564. const instanceMatrix = data.instanceMatrix;
  35565. const instanceColor = data.instanceColor;
  35566. object = new InstancedMesh( geometry, material, count );
  35567. object.instanceMatrix = new InstancedBufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
  35568. if ( instanceColor !== undefined ) object.instanceColor = new InstancedBufferAttribute( new Float32Array( instanceColor.array ), instanceColor.itemSize );
  35569. break;
  35570. case 'BatchedMesh':
  35571. geometry = getGeometry( data.geometry );
  35572. material = getMaterial( data.material );
  35573. object = new BatchedMesh( data.maxInstanceCount, data.maxVertexCount, data.maxIndexCount, material );
  35574. object.geometry = geometry;
  35575. object.perObjectFrustumCulled = data.perObjectFrustumCulled;
  35576. object.sortObjects = data.sortObjects;
  35577. object._drawRanges = data.drawRanges;
  35578. object._reservedRanges = data.reservedRanges;
  35579. object._geometryInfo = data.geometryInfo.map( info => {
  35580. let box = null;
  35581. let sphere = null;
  35582. if ( info.boundingBox !== undefined ) {
  35583. box = new Box3().fromJSON( info.boundingBox );
  35584. }
  35585. if ( info.boundingSphere !== undefined ) {
  35586. sphere = new Sphere().fromJSON( info.boundingSphere );
  35587. }
  35588. return {
  35589. ...info,
  35590. boundingBox: box,
  35591. boundingSphere: sphere
  35592. };
  35593. } );
  35594. object._instanceInfo = data.instanceInfo;
  35595. object._availableInstanceIds = data._availableInstanceIds;
  35596. object._availableGeometryIds = data._availableGeometryIds;
  35597. object._nextIndexStart = data.nextIndexStart;
  35598. object._nextVertexStart = data.nextVertexStart;
  35599. object._geometryCount = data.geometryCount;
  35600. object._maxInstanceCount = data.maxInstanceCount;
  35601. object._maxVertexCount = data.maxVertexCount;
  35602. object._maxIndexCount = data.maxIndexCount;
  35603. object._geometryInitialized = data.geometryInitialized;
  35604. object._matricesTexture = getTexture( data.matricesTexture.uuid );
  35605. object._indirectTexture = getTexture( data.indirectTexture.uuid );
  35606. if ( data.colorsTexture !== undefined ) {
  35607. object._colorsTexture = getTexture( data.colorsTexture.uuid );
  35608. }
  35609. if ( data.boundingSphere !== undefined ) {
  35610. object.boundingSphere = new Sphere().fromJSON( data.boundingSphere );
  35611. }
  35612. if ( data.boundingBox !== undefined ) {
  35613. object.boundingBox = new Box3().fromJSON( data.boundingBox );
  35614. }
  35615. break;
  35616. case 'LOD':
  35617. object = new LOD();
  35618. break;
  35619. case 'Line':
  35620. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ) );
  35621. break;
  35622. case 'LineLoop':
  35623. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  35624. break;
  35625. case 'LineSegments':
  35626. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  35627. break;
  35628. case 'PointCloud':
  35629. case 'Points':
  35630. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  35631. break;
  35632. case 'Sprite':
  35633. object = new Sprite( getMaterial( data.material ) );
  35634. break;
  35635. case 'Group':
  35636. object = new Group();
  35637. break;
  35638. case 'Bone':
  35639. object = new Bone();
  35640. break;
  35641. default:
  35642. object = new Object3D();
  35643. }
  35644. object.uuid = data.uuid;
  35645. if ( data.name !== undefined ) object.name = data.name;
  35646. if ( data.matrix !== undefined ) {
  35647. object.matrix.fromArray( data.matrix );
  35648. if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;
  35649. if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );
  35650. } else {
  35651. if ( data.position !== undefined ) object.position.fromArray( data.position );
  35652. if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
  35653. if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
  35654. if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
  35655. }
  35656. if ( data.up !== undefined ) object.up.fromArray( data.up );
  35657. if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
  35658. if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;
  35659. if ( data.shadow ) {
  35660. if ( data.shadow.intensity !== undefined ) object.shadow.intensity = data.shadow.intensity;
  35661. if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
  35662. if ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias;
  35663. if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
  35664. if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
  35665. if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );
  35666. }
  35667. if ( data.visible !== undefined ) object.visible = data.visible;
  35668. if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;
  35669. if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;
  35670. if ( data.userData !== undefined ) object.userData = data.userData;
  35671. if ( data.layers !== undefined ) object.layers.mask = data.layers;
  35672. if ( data.children !== undefined ) {
  35673. const children = data.children;
  35674. for ( let i = 0; i < children.length; i ++ ) {
  35675. object.add( this.parseObject( children[ i ], geometries, materials, textures, animations ) );
  35676. }
  35677. }
  35678. if ( data.animations !== undefined ) {
  35679. const objectAnimations = data.animations;
  35680. for ( let i = 0; i < objectAnimations.length; i ++ ) {
  35681. const uuid = objectAnimations[ i ];
  35682. object.animations.push( animations[ uuid ] );
  35683. }
  35684. }
  35685. if ( data.type === 'LOD' ) {
  35686. if ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate;
  35687. const levels = data.levels;
  35688. for ( let l = 0; l < levels.length; l ++ ) {
  35689. const level = levels[ l ];
  35690. const child = object.getObjectByProperty( 'uuid', level.object );
  35691. if ( child !== undefined ) {
  35692. object.addLevel( child, level.distance, level.hysteresis );
  35693. }
  35694. }
  35695. }
  35696. return object;
  35697. }
  35698. bindSkeletons( object, skeletons ) {
  35699. if ( Object.keys( skeletons ).length === 0 ) return;
  35700. object.traverse( function ( child ) {
  35701. if ( child.isSkinnedMesh === true && child.skeleton !== undefined ) {
  35702. const skeleton = skeletons[ child.skeleton ];
  35703. if ( skeleton === undefined ) {
  35704. warn( 'ObjectLoader: No skeleton found with UUID:', child.skeleton );
  35705. } else {
  35706. child.bind( skeleton, child.bindMatrix );
  35707. }
  35708. }
  35709. } );
  35710. }
  35711. bindLightTargets( object ) {
  35712. object.traverse( function ( child ) {
  35713. if ( child.isDirectionalLight || child.isSpotLight ) {
  35714. const uuid = child.target;
  35715. const target = object.getObjectByProperty( 'uuid', uuid );
  35716. if ( target !== undefined ) {
  35717. child.target = target;
  35718. } else {
  35719. child.target = new Object3D();
  35720. }
  35721. }
  35722. } );
  35723. }
  35724. }
  35725. const TEXTURE_MAPPING = {
  35726. UVMapping: UVMapping,
  35727. CubeReflectionMapping: CubeReflectionMapping,
  35728. CubeRefractionMapping: CubeRefractionMapping,
  35729. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  35730. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  35731. CubeUVReflectionMapping: CubeUVReflectionMapping
  35732. };
  35733. const TEXTURE_WRAPPING = {
  35734. RepeatWrapping: RepeatWrapping,
  35735. ClampToEdgeWrapping: ClampToEdgeWrapping,
  35736. MirroredRepeatWrapping: MirroredRepeatWrapping
  35737. };
  35738. const TEXTURE_FILTER = {
  35739. NearestFilter: NearestFilter,
  35740. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  35741. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  35742. LinearFilter: LinearFilter,
  35743. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  35744. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  35745. };
  35746. const _errorMap = new WeakMap();
  35747. /**
  35748. * A loader for loading images as an [ImageBitmap](https://developer.mozilla.org/en-US/docs/Web/API/ImageBitmap).
  35749. * An `ImageBitmap` provides an asynchronous and resource efficient pathway to prepare
  35750. * textures for rendering.
  35751. *
  35752. * Note that {@link Texture#flipY} and {@link Texture#premultiplyAlpha} are ignored with image bitmaps.
  35753. * They needs these configuration on bitmap creation unlike regular images need them on uploading to GPU.
  35754. *
  35755. * You need to set the equivalent options via {@link ImageBitmapLoader#setOptions} instead.
  35756. *
  35757. * Also note that unlike {@link FileLoader}, this loader avoids multiple concurrent requests to the same URL only if `Cache` is enabled.
  35758. *
  35759. * ```js
  35760. * const loader = new THREE.ImageBitmapLoader();
  35761. * loader.setOptions( { imageOrientation: 'flipY' } ); // set options if needed
  35762. * const imageBitmap = await loader.loadAsync( 'image.png' );
  35763. *
  35764. * const texture = new THREE.Texture( imageBitmap );
  35765. * texture.needsUpdate = true;
  35766. * ```
  35767. *
  35768. * @augments Loader
  35769. */
  35770. class ImageBitmapLoader extends Loader {
  35771. /**
  35772. * Constructs a new image bitmap loader.
  35773. *
  35774. * @param {LoadingManager} [manager] - The loading manager.
  35775. */
  35776. constructor( manager ) {
  35777. super( manager );
  35778. /**
  35779. * This flag can be used for type testing.
  35780. *
  35781. * @type {boolean}
  35782. * @readonly
  35783. * @default true
  35784. */
  35785. this.isImageBitmapLoader = true;
  35786. if ( typeof createImageBitmap === 'undefined' ) {
  35787. warn( 'ImageBitmapLoader: createImageBitmap() not supported.' );
  35788. }
  35789. if ( typeof fetch === 'undefined' ) {
  35790. warn( 'ImageBitmapLoader: fetch() not supported.' );
  35791. }
  35792. /**
  35793. * Represents the loader options.
  35794. *
  35795. * @type {Object}
  35796. * @default {premultiplyAlpha:'none'}
  35797. */
  35798. this.options = { premultiplyAlpha: 'none' };
  35799. /**
  35800. * Used for aborting requests.
  35801. *
  35802. * @private
  35803. * @type {AbortController}
  35804. */
  35805. this._abortController = new AbortController();
  35806. }
  35807. /**
  35808. * Sets the given loader options. The structure of the object must match the `options` parameter of
  35809. * [createImageBitmap](https://developer.mozilla.org/en-US/docs/Web/API/Window/createImageBitmap).
  35810. *
  35811. * @param {Object} options - The loader options to set.
  35812. * @return {ImageBitmapLoader} A reference to this image bitmap loader.
  35813. */
  35814. setOptions( options ) {
  35815. this.options = options;
  35816. return this;
  35817. }
  35818. /**
  35819. * Starts loading from the given URL and pass the loaded image bitmap to the `onLoad()` callback.
  35820. *
  35821. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35822. * @param {function(ImageBitmap)} onLoad - Executed when the loading process has been finished.
  35823. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  35824. * @param {onErrorCallback} onError - Executed when errors occur.
  35825. * @return {ImageBitmap|undefined} The image bitmap.
  35826. */
  35827. load( url, onLoad, onProgress, onError ) {
  35828. if ( url === undefined ) url = '';
  35829. if ( this.path !== undefined ) url = this.path + url;
  35830. url = this.manager.resolveURL( url );
  35831. const scope = this;
  35832. const cached = Cache.get( `image-bitmap:${url}` );
  35833. if ( cached !== undefined ) {
  35834. scope.manager.itemStart( url );
  35835. // If cached is a promise, wait for it to resolve
  35836. if ( cached.then ) {
  35837. cached.then( imageBitmap => {
  35838. // check if there is an error for the cached promise
  35839. if ( _errorMap.has( cached ) === true ) {
  35840. if ( onError ) onError( _errorMap.get( cached ) );
  35841. scope.manager.itemError( url );
  35842. scope.manager.itemEnd( url );
  35843. } else {
  35844. if ( onLoad ) onLoad( imageBitmap );
  35845. scope.manager.itemEnd( url );
  35846. return imageBitmap;
  35847. }
  35848. } );
  35849. return;
  35850. }
  35851. // If cached is not a promise (i.e., it's already an imageBitmap)
  35852. setTimeout( function () {
  35853. if ( onLoad ) onLoad( cached );
  35854. scope.manager.itemEnd( url );
  35855. }, 0 );
  35856. return cached;
  35857. }
  35858. const fetchOptions = {};
  35859. fetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include';
  35860. fetchOptions.headers = this.requestHeader;
  35861. fetchOptions.signal = ( typeof AbortSignal.any === 'function' ) ? AbortSignal.any( [ this._abortController.signal, this.manager.abortController.signal ] ) : this._abortController.signal;
  35862. const promise = fetch( url, fetchOptions ).then( function ( res ) {
  35863. return res.blob();
  35864. } ).then( function ( blob ) {
  35865. return createImageBitmap( blob, Object.assign( scope.options, { colorSpaceConversion: 'none' } ) );
  35866. } ).then( function ( imageBitmap ) {
  35867. Cache.add( `image-bitmap:${url}`, imageBitmap );
  35868. if ( onLoad ) onLoad( imageBitmap );
  35869. scope.manager.itemEnd( url );
  35870. return imageBitmap;
  35871. } ).catch( function ( e ) {
  35872. if ( onError ) onError( e );
  35873. _errorMap.set( promise, e );
  35874. Cache.remove( `image-bitmap:${url}` );
  35875. scope.manager.itemError( url );
  35876. scope.manager.itemEnd( url );
  35877. } );
  35878. Cache.add( `image-bitmap:${url}`, promise );
  35879. scope.manager.itemStart( url );
  35880. }
  35881. /**
  35882. * Aborts ongoing fetch requests.
  35883. *
  35884. * @return {ImageBitmapLoader} A reference to this instance.
  35885. */
  35886. abort() {
  35887. this._abortController.abort();
  35888. this._abortController = new AbortController();
  35889. return this;
  35890. }
  35891. }
  35892. let _context;
  35893. /**
  35894. * Manages the global audio context in the engine.
  35895. *
  35896. * @hideconstructor
  35897. */
  35898. class AudioContext {
  35899. /**
  35900. * Returns the global native audio context.
  35901. *
  35902. * @return {AudioContext} The native audio context.
  35903. */
  35904. static getContext() {
  35905. if ( _context === undefined ) {
  35906. _context = new ( window.AudioContext || window.webkitAudioContext )();
  35907. }
  35908. return _context;
  35909. }
  35910. /**
  35911. * Allows to set the global native audio context from outside.
  35912. *
  35913. * @param {AudioContext} value - The native context to set.
  35914. */
  35915. static setContext( value ) {
  35916. _context = value;
  35917. }
  35918. }
  35919. /**
  35920. * Class for loading audio buffers. Audios are internally
  35921. * loaded via {@link FileLoader}.
  35922. *
  35923. * ```js
  35924. * const audioListener = new THREE.AudioListener();
  35925. * const ambientSound = new THREE.Audio( audioListener );
  35926. *
  35927. * const loader = new THREE.AudioLoader();
  35928. * const audioBuffer = await loader.loadAsync( 'audio/ambient_ocean.ogg' );
  35929. *
  35930. * ambientSound.setBuffer( audioBuffer );
  35931. * ambientSound.play();
  35932. * ```
  35933. *
  35934. * @augments Loader
  35935. */
  35936. class AudioLoader extends Loader {
  35937. /**
  35938. * Constructs a new audio loader.
  35939. *
  35940. * @param {LoadingManager} [manager] - The loading manager.
  35941. */
  35942. constructor( manager ) {
  35943. super( manager );
  35944. }
  35945. /**
  35946. * Starts loading from the given URL and passes the loaded audio buffer
  35947. * to the `onLoad()` callback.
  35948. *
  35949. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35950. * @param {function(AudioBuffer)} onLoad - Executed when the loading process has been finished.
  35951. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  35952. * @param {onErrorCallback} onError - Executed when errors occur.
  35953. */
  35954. load( url, onLoad, onProgress, onError ) {
  35955. const scope = this;
  35956. const loader = new FileLoader( this.manager );
  35957. loader.setResponseType( 'arraybuffer' );
  35958. loader.setPath( this.path );
  35959. loader.setRequestHeader( this.requestHeader );
  35960. loader.setWithCredentials( this.withCredentials );
  35961. loader.load( url, function ( buffer ) {
  35962. try {
  35963. // Create a copy of the buffer. The `decodeAudioData` method
  35964. // detaches the buffer when complete, preventing reuse.
  35965. const bufferCopy = buffer.slice( 0 );
  35966. const context = AudioContext.getContext();
  35967. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  35968. onLoad( audioBuffer );
  35969. } ).catch( handleError );
  35970. } catch ( e ) {
  35971. handleError( e );
  35972. }
  35973. }, onProgress, onError );
  35974. function handleError( e ) {
  35975. if ( onError ) {
  35976. onError( e );
  35977. } else {
  35978. error( e );
  35979. }
  35980. scope.manager.itemError( url );
  35981. }
  35982. }
  35983. }
  35984. const _eyeRight = /*@__PURE__*/ new Matrix4();
  35985. const _eyeLeft = /*@__PURE__*/ new Matrix4();
  35986. const _projectionMatrix = /*@__PURE__*/ new Matrix4();
  35987. /**
  35988. * A special type of camera that uses two perspective cameras with
  35989. * stereoscopic projection. Can be used for rendering stereo effects
  35990. * like [3D Anaglyph](https://en.wikipedia.org/wiki/Anaglyph_3D) or
  35991. * [Parallax Barrier](https://en.wikipedia.org/wiki/parallax_barrier).
  35992. */
  35993. class StereoCamera {
  35994. /**
  35995. * Constructs a new stereo camera.
  35996. */
  35997. constructor() {
  35998. /**
  35999. * The type property is used for detecting the object type
  36000. * in context of serialization/deserialization.
  36001. *
  36002. * @type {string}
  36003. * @readonly
  36004. */
  36005. this.type = 'StereoCamera';
  36006. /**
  36007. * The aspect.
  36008. *
  36009. * @type {number}
  36010. * @default 1
  36011. */
  36012. this.aspect = 1;
  36013. /**
  36014. * The eye separation which represents the distance
  36015. * between the left and right camera.
  36016. *
  36017. * @type {number}
  36018. * @default 0.064
  36019. */
  36020. this.eyeSep = 0.064;
  36021. /**
  36022. * The camera representing the left eye. This is added to layer `1` so objects to be
  36023. * rendered by the left camera must also be added to this layer.
  36024. *
  36025. * @type {PerspectiveCamera}
  36026. */
  36027. this.cameraL = new PerspectiveCamera();
  36028. this.cameraL.layers.enable( 1 );
  36029. this.cameraL.matrixAutoUpdate = false;
  36030. /**
  36031. * The camera representing the right eye. This is added to layer `2` so objects to be
  36032. * rendered by the right camera must also be added to this layer.
  36033. *
  36034. * @type {PerspectiveCamera}
  36035. */
  36036. this.cameraR = new PerspectiveCamera();
  36037. this.cameraR.layers.enable( 2 );
  36038. this.cameraR.matrixAutoUpdate = false;
  36039. this._cache = {
  36040. focus: null,
  36041. fov: null,
  36042. aspect: null,
  36043. near: null,
  36044. far: null,
  36045. zoom: null,
  36046. eyeSep: null
  36047. };
  36048. }
  36049. /**
  36050. * Updates the stereo camera based on the given perspective camera.
  36051. *
  36052. * @param {PerspectiveCamera} camera - The perspective camera.
  36053. */
  36054. update( camera ) {
  36055. const cache = this._cache;
  36056. const needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  36057. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  36058. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  36059. if ( needsUpdate ) {
  36060. cache.focus = camera.focus;
  36061. cache.fov = camera.fov;
  36062. cache.aspect = camera.aspect * this.aspect;
  36063. cache.near = camera.near;
  36064. cache.far = camera.far;
  36065. cache.zoom = camera.zoom;
  36066. cache.eyeSep = this.eyeSep;
  36067. // Off-axis stereoscopic effect based on
  36068. // http://paulbourke.net/stereographics/stereorender/
  36069. _projectionMatrix.copy( camera.projectionMatrix );
  36070. const eyeSepHalf = cache.eyeSep / 2;
  36071. const eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  36072. const ymax = ( cache.near * Math.tan( DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  36073. let xmin, xmax;
  36074. // translate xOffset
  36075. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  36076. _eyeRight.elements[ 12 ] = eyeSepHalf;
  36077. // for left eye
  36078. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  36079. xmax = ymax * cache.aspect + eyeSepOnProjection;
  36080. _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  36081. _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  36082. this.cameraL.projectionMatrix.copy( _projectionMatrix );
  36083. // for right eye
  36084. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  36085. xmax = ymax * cache.aspect - eyeSepOnProjection;
  36086. _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  36087. _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  36088. this.cameraR.projectionMatrix.copy( _projectionMatrix );
  36089. }
  36090. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  36091. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  36092. }
  36093. }
  36094. /**
  36095. * This type of camera can be used in order to efficiently render a scene with a
  36096. * predefined set of cameras. This is an important performance aspect for
  36097. * rendering VR scenes.
  36098. *
  36099. * An instance of `ArrayCamera` always has an array of sub cameras. It's mandatory
  36100. * to define for each sub camera the `viewport` property which determines the
  36101. * part of the viewport that is rendered with this camera.
  36102. *
  36103. * @augments PerspectiveCamera
  36104. */
  36105. class ArrayCamera extends PerspectiveCamera {
  36106. /**
  36107. * Constructs a new array camera.
  36108. *
  36109. * @param {Array<PerspectiveCamera>} [array=[]] - An array of perspective sub cameras.
  36110. */
  36111. constructor( array = [] ) {
  36112. super();
  36113. /**
  36114. * This flag can be used for type testing.
  36115. *
  36116. * @type {boolean}
  36117. * @readonly
  36118. * @default true
  36119. */
  36120. this.isArrayCamera = true;
  36121. /**
  36122. * Whether this camera is used with multiview rendering or not.
  36123. *
  36124. * @type {boolean}
  36125. * @readonly
  36126. * @default false
  36127. */
  36128. this.isMultiViewCamera = false;
  36129. /**
  36130. * An array of perspective sub cameras.
  36131. *
  36132. * @type {Array<PerspectiveCamera>}
  36133. */
  36134. this.cameras = array;
  36135. }
  36136. }
  36137. /**
  36138. * Class for keeping track of time.
  36139. */
  36140. class Clock {
  36141. /**
  36142. * Constructs a new clock.
  36143. *
  36144. * @param {boolean} [autoStart=true] - Whether to automatically start the clock when
  36145. * `getDelta()` is called for the first time.
  36146. */
  36147. constructor( autoStart = true ) {
  36148. /**
  36149. * If set to `true`, the clock starts automatically when `getDelta()` is called
  36150. * for the first time.
  36151. *
  36152. * @type {boolean}
  36153. * @default true
  36154. */
  36155. this.autoStart = autoStart;
  36156. /**
  36157. * Holds the time at which the clock's `start()` method was last called.
  36158. *
  36159. * @type {number}
  36160. * @default 0
  36161. */
  36162. this.startTime = 0;
  36163. /**
  36164. * Holds the time at which the clock's `start()`, `getElapsedTime()` or
  36165. * `getDelta()` methods were last called.
  36166. *
  36167. * @type {number}
  36168. * @default 0
  36169. */
  36170. this.oldTime = 0;
  36171. /**
  36172. * Keeps track of the total time that the clock has been running.
  36173. *
  36174. * @type {number}
  36175. * @default 0
  36176. */
  36177. this.elapsedTime = 0;
  36178. /**
  36179. * Whether the clock is running or not.
  36180. *
  36181. * @type {boolean}
  36182. * @default true
  36183. */
  36184. this.running = false;
  36185. }
  36186. /**
  36187. * Starts the clock. When `autoStart` is set to `true`, the method is automatically
  36188. * called by the class.
  36189. */
  36190. start() {
  36191. this.startTime = performance.now();
  36192. this.oldTime = this.startTime;
  36193. this.elapsedTime = 0;
  36194. this.running = true;
  36195. }
  36196. /**
  36197. * Stops the clock.
  36198. */
  36199. stop() {
  36200. this.getElapsedTime();
  36201. this.running = false;
  36202. this.autoStart = false;
  36203. }
  36204. /**
  36205. * Returns the elapsed time in seconds.
  36206. *
  36207. * @return {number} The elapsed time.
  36208. */
  36209. getElapsedTime() {
  36210. this.getDelta();
  36211. return this.elapsedTime;
  36212. }
  36213. /**
  36214. * Returns the delta time in seconds.
  36215. *
  36216. * @return {number} The delta time.
  36217. */
  36218. getDelta() {
  36219. let diff = 0;
  36220. if ( this.autoStart && ! this.running ) {
  36221. this.start();
  36222. return 0;
  36223. }
  36224. if ( this.running ) {
  36225. const newTime = performance.now();
  36226. diff = ( newTime - this.oldTime ) / 1000;
  36227. this.oldTime = newTime;
  36228. this.elapsedTime += diff;
  36229. }
  36230. return diff;
  36231. }
  36232. }
  36233. const _position$1 = /*@__PURE__*/ new Vector3();
  36234. const _quaternion$1 = /*@__PURE__*/ new Quaternion();
  36235. const _scale$1 = /*@__PURE__*/ new Vector3();
  36236. const _forward = /*@__PURE__*/ new Vector3();
  36237. const _up = /*@__PURE__*/ new Vector3();
  36238. /**
  36239. * The class represents a virtual listener of the all positional and non-positional audio effects
  36240. * in the scene. A three.js application usually creates a single listener. It is a mandatory
  36241. * constructor parameter for audios entities like {@link Audio} and {@link PositionalAudio}.
  36242. *
  36243. * In most cases, the listener object is a child of the camera. So the 3D transformation of the
  36244. * camera represents the 3D transformation of the listener.
  36245. *
  36246. * @augments Object3D
  36247. */
  36248. class AudioListener extends Object3D {
  36249. /**
  36250. * Constructs a new audio listener.
  36251. */
  36252. constructor() {
  36253. super();
  36254. this.type = 'AudioListener';
  36255. /**
  36256. * The native audio context.
  36257. *
  36258. * @type {AudioContext}
  36259. * @readonly
  36260. */
  36261. this.context = AudioContext.getContext();
  36262. /**
  36263. * The gain node used for volume control.
  36264. *
  36265. * @type {GainNode}
  36266. * @readonly
  36267. */
  36268. this.gain = this.context.createGain();
  36269. this.gain.connect( this.context.destination );
  36270. /**
  36271. * An optional filter.
  36272. *
  36273. * Defined via {@link AudioListener#setFilter}.
  36274. *
  36275. * @type {?AudioNode}
  36276. * @default null
  36277. * @readonly
  36278. */
  36279. this.filter = null;
  36280. /**
  36281. * Time delta values required for `linearRampToValueAtTime()` usage.
  36282. *
  36283. * @type {number}
  36284. * @default 0
  36285. * @readonly
  36286. */
  36287. this.timeDelta = 0;
  36288. // private
  36289. this._clock = new Clock();
  36290. }
  36291. /**
  36292. * Returns the listener's input node.
  36293. *
  36294. * This method is used by other audio nodes to connect to this listener.
  36295. *
  36296. * @return {GainNode} The input node.
  36297. */
  36298. getInput() {
  36299. return this.gain;
  36300. }
  36301. /**
  36302. * Removes the current filter from this listener.
  36303. *
  36304. * @return {AudioListener} A reference to this listener.
  36305. */
  36306. removeFilter() {
  36307. if ( this.filter !== null ) {
  36308. this.gain.disconnect( this.filter );
  36309. this.filter.disconnect( this.context.destination );
  36310. this.gain.connect( this.context.destination );
  36311. this.filter = null;
  36312. }
  36313. return this;
  36314. }
  36315. /**
  36316. * Returns the current set filter.
  36317. *
  36318. * @return {?AudioNode} The filter.
  36319. */
  36320. getFilter() {
  36321. return this.filter;
  36322. }
  36323. /**
  36324. * Sets the given filter to this listener.
  36325. *
  36326. * @param {AudioNode} value - The filter to set.
  36327. * @return {AudioListener} A reference to this listener.
  36328. */
  36329. setFilter( value ) {
  36330. if ( this.filter !== null ) {
  36331. this.gain.disconnect( this.filter );
  36332. this.filter.disconnect( this.context.destination );
  36333. } else {
  36334. this.gain.disconnect( this.context.destination );
  36335. }
  36336. this.filter = value;
  36337. this.gain.connect( this.filter );
  36338. this.filter.connect( this.context.destination );
  36339. return this;
  36340. }
  36341. /**
  36342. * Returns the applications master volume.
  36343. *
  36344. * @return {number} The master volume.
  36345. */
  36346. getMasterVolume() {
  36347. return this.gain.gain.value;
  36348. }
  36349. /**
  36350. * Sets the applications master volume. This volume setting affects
  36351. * all audio nodes in the scene.
  36352. *
  36353. * @param {number} value - The master volume to set.
  36354. * @return {AudioListener} A reference to this listener.
  36355. */
  36356. setMasterVolume( value ) {
  36357. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  36358. return this;
  36359. }
  36360. updateMatrixWorld( force ) {
  36361. super.updateMatrixWorld( force );
  36362. const listener = this.context.listener;
  36363. this.timeDelta = this._clock.getDelta();
  36364. this.matrixWorld.decompose( _position$1, _quaternion$1, _scale$1 );
  36365. // the initial forward and up directions must be orthogonal
  36366. _forward.set( 0, 0, -1 ).applyQuaternion( _quaternion$1 );
  36367. _up.set( 0, 1, 0 ).applyQuaternion( _quaternion$1 );
  36368. if ( listener.positionX ) {
  36369. // code path for Chrome (see #14393)
  36370. const endTime = this.context.currentTime + this.timeDelta;
  36371. listener.positionX.linearRampToValueAtTime( _position$1.x, endTime );
  36372. listener.positionY.linearRampToValueAtTime( _position$1.y, endTime );
  36373. listener.positionZ.linearRampToValueAtTime( _position$1.z, endTime );
  36374. listener.forwardX.linearRampToValueAtTime( _forward.x, endTime );
  36375. listener.forwardY.linearRampToValueAtTime( _forward.y, endTime );
  36376. listener.forwardZ.linearRampToValueAtTime( _forward.z, endTime );
  36377. listener.upX.linearRampToValueAtTime( _up.x, endTime );
  36378. listener.upY.linearRampToValueAtTime( _up.y, endTime );
  36379. listener.upZ.linearRampToValueAtTime( _up.z, endTime );
  36380. } else {
  36381. listener.setPosition( _position$1.x, _position$1.y, _position$1.z );
  36382. listener.setOrientation( _forward.x, _forward.y, _forward.z, _up.x, _up.y, _up.z );
  36383. }
  36384. }
  36385. }
  36386. /**
  36387. * Represents a non-positional ( global ) audio object.
  36388. *
  36389. * This and related audio modules make use of the [Web Audio API](https://www.w3.org/TR/webaudio-1.1/).
  36390. *
  36391. * ```js
  36392. * // create an AudioListener and add it to the camera
  36393. * const listener = new THREE.AudioListener();
  36394. * camera.add( listener );
  36395. *
  36396. * // create a global audio source
  36397. * const sound = new THREE.Audio( listener );
  36398. *
  36399. * // load a sound and set it as the Audio object's buffer
  36400. * const audioLoader = new THREE.AudioLoader();
  36401. * audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
  36402. * sound.setBuffer( buffer );
  36403. * sound.setLoop( true );
  36404. * sound.setVolume( 0.5 );
  36405. * sound.play();
  36406. * });
  36407. * ```
  36408. *
  36409. * @augments Object3D
  36410. */
  36411. class Audio extends Object3D {
  36412. /**
  36413. * Constructs a new audio.
  36414. *
  36415. * @param {AudioListener} listener - The global audio listener.
  36416. */
  36417. constructor( listener ) {
  36418. super();
  36419. this.type = 'Audio';
  36420. /**
  36421. * The global audio listener.
  36422. *
  36423. * @type {AudioListener}
  36424. * @readonly
  36425. */
  36426. this.listener = listener;
  36427. /**
  36428. * The audio context.
  36429. *
  36430. * @type {AudioContext}
  36431. * @readonly
  36432. */
  36433. this.context = listener.context;
  36434. /**
  36435. * The gain node used for volume control.
  36436. *
  36437. * @type {GainNode}
  36438. * @readonly
  36439. */
  36440. this.gain = this.context.createGain();
  36441. this.gain.connect( listener.getInput() );
  36442. /**
  36443. * Whether to start playback automatically or not.
  36444. *
  36445. * @type {boolean}
  36446. * @default false
  36447. */
  36448. this.autoplay = false;
  36449. /**
  36450. * A reference to an audio buffer.
  36451. *
  36452. * Defined via {@link Audio#setBuffer}.
  36453. *
  36454. * @type {?AudioBuffer}
  36455. * @default null
  36456. * @readonly
  36457. */
  36458. this.buffer = null;
  36459. /**
  36460. * Modify pitch, measured in cents. +/- 100 is a semitone.
  36461. * +/- 1200 is an octave.
  36462. *
  36463. * Defined via {@link Audio#setDetune}.
  36464. *
  36465. * @type {number}
  36466. * @default 0
  36467. * @readonly
  36468. */
  36469. this.detune = 0;
  36470. /**
  36471. * Whether the audio should loop or not.
  36472. *
  36473. * Defined via {@link Audio#setLoop}.
  36474. *
  36475. * @type {boolean}
  36476. * @default false
  36477. * @readonly
  36478. */
  36479. this.loop = false;
  36480. /**
  36481. * Defines where in the audio buffer the replay should
  36482. * start, in seconds.
  36483. *
  36484. * @type {number}
  36485. * @default 0
  36486. */
  36487. this.loopStart = 0;
  36488. /**
  36489. * Defines where in the audio buffer the replay should
  36490. * stop, in seconds.
  36491. *
  36492. * @type {number}
  36493. * @default 0
  36494. */
  36495. this.loopEnd = 0;
  36496. /**
  36497. * An offset to the time within the audio buffer the playback
  36498. * should begin, in seconds.
  36499. *
  36500. * @type {number}
  36501. * @default 0
  36502. */
  36503. this.offset = 0;
  36504. /**
  36505. * Overrides the default duration of the audio.
  36506. *
  36507. * @type {undefined|number}
  36508. * @default undefined
  36509. */
  36510. this.duration = undefined;
  36511. /**
  36512. * The playback speed.
  36513. *
  36514. * Defined via {@link Audio#setPlaybackRate}.
  36515. *
  36516. * @type {number}
  36517. * @readonly
  36518. * @default 1
  36519. */
  36520. this.playbackRate = 1;
  36521. /**
  36522. * Indicates whether the audio is playing or not.
  36523. *
  36524. * This flag will be automatically set when using {@link Audio#play},
  36525. * {@link Audio#pause}, {@link Audio#stop}.
  36526. *
  36527. * @type {boolean}
  36528. * @readonly
  36529. * @default false
  36530. */
  36531. this.isPlaying = false;
  36532. /**
  36533. * Indicates whether the audio playback can be controlled
  36534. * with method like {@link Audio#play} or {@link Audio#pause}.
  36535. *
  36536. * This flag will be automatically set when audio sources are
  36537. * defined.
  36538. *
  36539. * @type {boolean}
  36540. * @readonly
  36541. * @default true
  36542. */
  36543. this.hasPlaybackControl = true;
  36544. /**
  36545. * Holds a reference to the current audio source.
  36546. *
  36547. * The property is automatically by one of the `set*()` methods.
  36548. *
  36549. * @type {?AudioNode}
  36550. * @readonly
  36551. * @default null
  36552. */
  36553. this.source = null;
  36554. /**
  36555. * Defines the source type.
  36556. *
  36557. * The property is automatically by one of the `set*()` methods.
  36558. *
  36559. * @type {('empty'|'audioNode'|'mediaNode'|'mediaStreamNode'|'buffer')}
  36560. * @readonly
  36561. * @default 'empty'
  36562. */
  36563. this.sourceType = 'empty';
  36564. this._startedAt = 0;
  36565. this._progress = 0;
  36566. this._connected = false;
  36567. /**
  36568. * Can be used to apply a variety of low-order filters to create
  36569. * more complex sound effects e.g. via `BiquadFilterNode`.
  36570. *
  36571. * The property is automatically set by {@link Audio#setFilters}.
  36572. *
  36573. * @type {Array<AudioNode>}
  36574. * @readonly
  36575. */
  36576. this.filters = [];
  36577. }
  36578. /**
  36579. * Returns the output audio node.
  36580. *
  36581. * @return {GainNode} The output node.
  36582. */
  36583. getOutput() {
  36584. return this.gain;
  36585. }
  36586. /**
  36587. * Sets the given audio node as the source of this instance.
  36588. *
  36589. * {@link Audio#sourceType} is set to `audioNode` and {@link Audio#hasPlaybackControl} to `false`.
  36590. *
  36591. * @param {AudioNode} audioNode - The audio node like an instance of `OscillatorNode`.
  36592. * @return {Audio} A reference to this instance.
  36593. */
  36594. setNodeSource( audioNode ) {
  36595. this.hasPlaybackControl = false;
  36596. this.sourceType = 'audioNode';
  36597. this.source = audioNode;
  36598. this.connect();
  36599. return this;
  36600. }
  36601. /**
  36602. * Sets the given media element as the source of this instance.
  36603. *
  36604. * {@link Audio#sourceType} is set to `mediaNode` and {@link Audio#hasPlaybackControl} to `false`.
  36605. *
  36606. * @param {HTMLMediaElement} mediaElement - The media element.
  36607. * @return {Audio} A reference to this instance.
  36608. */
  36609. setMediaElementSource( mediaElement ) {
  36610. this.hasPlaybackControl = false;
  36611. this.sourceType = 'mediaNode';
  36612. this.source = this.context.createMediaElementSource( mediaElement );
  36613. this.connect();
  36614. return this;
  36615. }
  36616. /**
  36617. * Sets the given media stream as the source of this instance.
  36618. *
  36619. * {@link Audio#sourceType} is set to `mediaStreamNode` and {@link Audio#hasPlaybackControl} to `false`.
  36620. *
  36621. * @param {MediaStream} mediaStream - The media stream.
  36622. * @return {Audio} A reference to this instance.
  36623. */
  36624. setMediaStreamSource( mediaStream ) {
  36625. this.hasPlaybackControl = false;
  36626. this.sourceType = 'mediaStreamNode';
  36627. this.source = this.context.createMediaStreamSource( mediaStream );
  36628. this.connect();
  36629. return this;
  36630. }
  36631. /**
  36632. * Sets the given audio buffer as the source of this instance.
  36633. *
  36634. * {@link Audio#sourceType} is set to `buffer` and {@link Audio#hasPlaybackControl} to `true`.
  36635. *
  36636. * @param {AudioBuffer} audioBuffer - The audio buffer.
  36637. * @return {Audio} A reference to this instance.
  36638. */
  36639. setBuffer( audioBuffer ) {
  36640. this.buffer = audioBuffer;
  36641. this.sourceType = 'buffer';
  36642. if ( this.autoplay ) this.play();
  36643. return this;
  36644. }
  36645. /**
  36646. * Starts the playback of the audio.
  36647. *
  36648. * Can only be used with compatible audio sources that allow playback control.
  36649. *
  36650. * @param {number} [delay=0] - The delay, in seconds, at which the audio should start playing.
  36651. * @return {Audio|undefined} A reference to this instance.
  36652. */
  36653. play( delay = 0 ) {
  36654. if ( this.isPlaying === true ) {
  36655. warn( 'Audio: Audio is already playing.' );
  36656. return;
  36657. }
  36658. if ( this.hasPlaybackControl === false ) {
  36659. warn( 'Audio: this Audio has no playback control.' );
  36660. return;
  36661. }
  36662. this._startedAt = this.context.currentTime + delay;
  36663. const source = this.context.createBufferSource();
  36664. source.buffer = this.buffer;
  36665. source.loop = this.loop;
  36666. source.loopStart = this.loopStart;
  36667. source.loopEnd = this.loopEnd;
  36668. source.onended = this.onEnded.bind( this );
  36669. source.start( this._startedAt, this._progress + this.offset, this.duration );
  36670. this.isPlaying = true;
  36671. this.source = source;
  36672. this.setDetune( this.detune );
  36673. this.setPlaybackRate( this.playbackRate );
  36674. return this.connect();
  36675. }
  36676. /**
  36677. * Pauses the playback of the audio.
  36678. *
  36679. * Can only be used with compatible audio sources that allow playback control.
  36680. *
  36681. * @return {Audio|undefined} A reference to this instance.
  36682. */
  36683. pause() {
  36684. if ( this.hasPlaybackControl === false ) {
  36685. warn( 'Audio: this Audio has no playback control.' );
  36686. return;
  36687. }
  36688. if ( this.isPlaying === true ) {
  36689. // update current progress
  36690. this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;
  36691. if ( this.loop === true ) {
  36692. // ensure _progress does not exceed duration with looped audios
  36693. this._progress = this._progress % ( this.duration || this.buffer.duration );
  36694. }
  36695. this.source.stop();
  36696. this.source.onended = null;
  36697. this.isPlaying = false;
  36698. }
  36699. return this;
  36700. }
  36701. /**
  36702. * Stops the playback of the audio.
  36703. *
  36704. * Can only be used with compatible audio sources that allow playback control.
  36705. *
  36706. * @param {number} [delay=0] - The delay, in seconds, at which the audio should stop playing.
  36707. * @return {Audio|undefined} A reference to this instance.
  36708. */
  36709. stop( delay = 0 ) {
  36710. if ( this.hasPlaybackControl === false ) {
  36711. warn( 'Audio: this Audio has no playback control.' );
  36712. return;
  36713. }
  36714. this._progress = 0;
  36715. if ( this.source !== null ) {
  36716. this.source.stop( this.context.currentTime + delay );
  36717. this.source.onended = null;
  36718. }
  36719. this.isPlaying = false;
  36720. return this;
  36721. }
  36722. /**
  36723. * Connects to the audio source. This is used internally on
  36724. * initialisation and when setting / removing filters.
  36725. *
  36726. * @return {Audio} A reference to this instance.
  36727. */
  36728. connect() {
  36729. if ( this.filters.length > 0 ) {
  36730. this.source.connect( this.filters[ 0 ] );
  36731. for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
  36732. this.filters[ i - 1 ].connect( this.filters[ i ] );
  36733. }
  36734. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  36735. } else {
  36736. this.source.connect( this.getOutput() );
  36737. }
  36738. this._connected = true;
  36739. return this;
  36740. }
  36741. /**
  36742. * Disconnects to the audio source. This is used internally on
  36743. * initialisation and when setting / removing filters.
  36744. *
  36745. * @return {Audio|undefined} A reference to this instance.
  36746. */
  36747. disconnect() {
  36748. if ( this._connected === false ) {
  36749. return;
  36750. }
  36751. if ( this.filters.length > 0 ) {
  36752. this.source.disconnect( this.filters[ 0 ] );
  36753. for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
  36754. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  36755. }
  36756. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  36757. } else {
  36758. this.source.disconnect( this.getOutput() );
  36759. }
  36760. this._connected = false;
  36761. return this;
  36762. }
  36763. /**
  36764. * Returns the current set filters.
  36765. *
  36766. * @return {Array<AudioNode>} The list of filters.
  36767. */
  36768. getFilters() {
  36769. return this.filters;
  36770. }
  36771. /**
  36772. * Sets an array of filters and connects them with the audio source.
  36773. *
  36774. * @param {Array<AudioNode>} [value] - A list of filters.
  36775. * @return {Audio} A reference to this instance.
  36776. */
  36777. setFilters( value ) {
  36778. if ( ! value ) value = [];
  36779. if ( this._connected === true ) {
  36780. this.disconnect();
  36781. this.filters = value.slice();
  36782. this.connect();
  36783. } else {
  36784. this.filters = value.slice();
  36785. }
  36786. return this;
  36787. }
  36788. /**
  36789. * Defines the detuning of oscillation in cents.
  36790. *
  36791. * @param {number} value - The detuning of oscillation in cents.
  36792. * @return {Audio} A reference to this instance.
  36793. */
  36794. setDetune( value ) {
  36795. this.detune = value;
  36796. if ( this.isPlaying === true && this.source.detune !== undefined ) {
  36797. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  36798. }
  36799. return this;
  36800. }
  36801. /**
  36802. * Returns the detuning of oscillation in cents.
  36803. *
  36804. * @return {number} The detuning of oscillation in cents.
  36805. */
  36806. getDetune() {
  36807. return this.detune;
  36808. }
  36809. /**
  36810. * Returns the first filter in the list of filters.
  36811. *
  36812. * @return {AudioNode|undefined} The first filter in the list of filters.
  36813. */
  36814. getFilter() {
  36815. return this.getFilters()[ 0 ];
  36816. }
  36817. /**
  36818. * Applies a single filter node to the audio.
  36819. *
  36820. * @param {AudioNode} [filter] - The filter to set.
  36821. * @return {Audio} A reference to this instance.
  36822. */
  36823. setFilter( filter ) {
  36824. return this.setFilters( filter ? [ filter ] : [] );
  36825. }
  36826. /**
  36827. * Sets the playback rate.
  36828. *
  36829. * Can only be used with compatible audio sources that allow playback control.
  36830. *
  36831. * @param {number} [value] - The playback rate to set.
  36832. * @return {Audio|undefined} A reference to this instance.
  36833. */
  36834. setPlaybackRate( value ) {
  36835. if ( this.hasPlaybackControl === false ) {
  36836. warn( 'Audio: this Audio has no playback control.' );
  36837. return;
  36838. }
  36839. this.playbackRate = value;
  36840. if ( this.isPlaying === true ) {
  36841. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  36842. }
  36843. return this;
  36844. }
  36845. /**
  36846. * Returns the current playback rate.
  36847. * @return {number} The playback rate.
  36848. */
  36849. getPlaybackRate() {
  36850. return this.playbackRate;
  36851. }
  36852. /**
  36853. * Automatically called when playback finished.
  36854. */
  36855. onEnded() {
  36856. this.isPlaying = false;
  36857. this._progress = 0;
  36858. }
  36859. /**
  36860. * Returns the loop flag.
  36861. *
  36862. * Can only be used with compatible audio sources that allow playback control.
  36863. *
  36864. * @return {boolean} Whether the audio should loop or not.
  36865. */
  36866. getLoop() {
  36867. if ( this.hasPlaybackControl === false ) {
  36868. warn( 'Audio: this Audio has no playback control.' );
  36869. return false;
  36870. }
  36871. return this.loop;
  36872. }
  36873. /**
  36874. * Sets the loop flag.
  36875. *
  36876. * Can only be used with compatible audio sources that allow playback control.
  36877. *
  36878. * @param {boolean} value - Whether the audio should loop or not.
  36879. * @return {Audio|undefined} A reference to this instance.
  36880. */
  36881. setLoop( value ) {
  36882. if ( this.hasPlaybackControl === false ) {
  36883. warn( 'Audio: this Audio has no playback control.' );
  36884. return;
  36885. }
  36886. this.loop = value;
  36887. if ( this.isPlaying === true ) {
  36888. this.source.loop = this.loop;
  36889. }
  36890. return this;
  36891. }
  36892. /**
  36893. * Sets the loop start value which defines where in the audio buffer the replay should
  36894. * start, in seconds.
  36895. *
  36896. * @param {number} value - The loop start value.
  36897. * @return {Audio} A reference to this instance.
  36898. */
  36899. setLoopStart( value ) {
  36900. this.loopStart = value;
  36901. return this;
  36902. }
  36903. /**
  36904. * Sets the loop end value which defines where in the audio buffer the replay should
  36905. * stop, in seconds.
  36906. *
  36907. * @param {number} value - The loop end value.
  36908. * @return {Audio} A reference to this instance.
  36909. */
  36910. setLoopEnd( value ) {
  36911. this.loopEnd = value;
  36912. return this;
  36913. }
  36914. /**
  36915. * Returns the volume.
  36916. *
  36917. * @return {number} The volume.
  36918. */
  36919. getVolume() {
  36920. return this.gain.gain.value;
  36921. }
  36922. /**
  36923. * Sets the volume.
  36924. *
  36925. * @param {number} value - The volume to set.
  36926. * @return {Audio} A reference to this instance.
  36927. */
  36928. setVolume( value ) {
  36929. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  36930. return this;
  36931. }
  36932. copy( source, recursive ) {
  36933. super.copy( source, recursive );
  36934. if ( source.sourceType !== 'buffer' ) {
  36935. warn( 'Audio: Audio source type cannot be copied.' );
  36936. return this;
  36937. }
  36938. this.autoplay = source.autoplay;
  36939. this.buffer = source.buffer;
  36940. this.detune = source.detune;
  36941. this.loop = source.loop;
  36942. this.loopStart = source.loopStart;
  36943. this.loopEnd = source.loopEnd;
  36944. this.offset = source.offset;
  36945. this.duration = source.duration;
  36946. this.playbackRate = source.playbackRate;
  36947. this.hasPlaybackControl = source.hasPlaybackControl;
  36948. this.sourceType = source.sourceType;
  36949. this.filters = source.filters.slice();
  36950. return this;
  36951. }
  36952. clone( recursive ) {
  36953. return new this.constructor( this.listener ).copy( this, recursive );
  36954. }
  36955. }
  36956. const _position = /*@__PURE__*/ new Vector3();
  36957. const _quaternion = /*@__PURE__*/ new Quaternion();
  36958. const _scale = /*@__PURE__*/ new Vector3();
  36959. const _orientation = /*@__PURE__*/ new Vector3();
  36960. /**
  36961. * Represents a positional audio object.
  36962. *
  36963. * ```js
  36964. * // create an AudioListener and add it to the camera
  36965. * const listener = new THREE.AudioListener();
  36966. * camera.add( listener );
  36967. *
  36968. * // create the PositionalAudio object (passing in the listener)
  36969. * const sound = new THREE.PositionalAudio( listener );
  36970. *
  36971. * // load a sound and set it as the PositionalAudio object's buffer
  36972. * const audioLoader = new THREE.AudioLoader();
  36973. * audioLoader.load( 'sounds/song.ogg', function( buffer ) {
  36974. * sound.setBuffer( buffer );
  36975. * sound.setRefDistance( 20 );
  36976. * sound.play();
  36977. * });
  36978. *
  36979. * // create an object for the sound to play from
  36980. * const sphere = new THREE.SphereGeometry( 20, 32, 16 );
  36981. * const material = new THREE.MeshPhongMaterial( { color: 0xff2200 } );
  36982. * const mesh = new THREE.Mesh( sphere, material );
  36983. * scene.add( mesh );
  36984. *
  36985. * // finally add the sound to the mesh
  36986. * mesh.add( sound );
  36987. *
  36988. * @augments Audio
  36989. */
  36990. class PositionalAudio extends Audio {
  36991. /**
  36992. * Constructs a positional audio.
  36993. *
  36994. * @param {AudioListener} listener - The global audio listener.
  36995. */
  36996. constructor( listener ) {
  36997. super( listener );
  36998. /**
  36999. * The panner node represents the location, direction, and behavior of an audio
  37000. * source in 3D space.
  37001. *
  37002. * @type {PannerNode}
  37003. * @readonly
  37004. */
  37005. this.panner = this.context.createPanner();
  37006. this.panner.panningModel = 'HRTF';
  37007. this.panner.connect( this.gain );
  37008. }
  37009. connect() {
  37010. super.connect();
  37011. this.panner.connect( this.gain );
  37012. return this;
  37013. }
  37014. disconnect() {
  37015. super.disconnect();
  37016. this.panner.disconnect( this.gain );
  37017. return this;
  37018. }
  37019. getOutput() {
  37020. return this.panner;
  37021. }
  37022. /**
  37023. * Returns the current reference distance.
  37024. *
  37025. * @return {number} The reference distance.
  37026. */
  37027. getRefDistance() {
  37028. return this.panner.refDistance;
  37029. }
  37030. /**
  37031. * Defines the reference distance for reducing volume as the audio source moves
  37032. * further from the listener – i.e. the distance at which the volume reduction
  37033. * starts taking effect.
  37034. *
  37035. * @param {number} value - The reference distance to set.
  37036. * @return {PositionalAudio} A reference to this instance.
  37037. */
  37038. setRefDistance( value ) {
  37039. this.panner.refDistance = value;
  37040. return this;
  37041. }
  37042. /**
  37043. * Returns the current rolloff factor.
  37044. *
  37045. * @return {number} The rolloff factor.
  37046. */
  37047. getRolloffFactor() {
  37048. return this.panner.rolloffFactor;
  37049. }
  37050. /**
  37051. * Defines how quickly the volume is reduced as the source moves away from the listener.
  37052. *
  37053. * @param {number} value - The rolloff factor.
  37054. * @return {PositionalAudio} A reference to this instance.
  37055. */
  37056. setRolloffFactor( value ) {
  37057. this.panner.rolloffFactor = value;
  37058. return this;
  37059. }
  37060. /**
  37061. * Returns the current distance model.
  37062. *
  37063. * @return {('linear'|'inverse'|'exponential')} The distance model.
  37064. */
  37065. getDistanceModel() {
  37066. return this.panner.distanceModel;
  37067. }
  37068. /**
  37069. * Defines which algorithm to use to reduce the volume of the audio source
  37070. * as it moves away from the listener.
  37071. *
  37072. * Read [the spec](https://www.w3.org/TR/webaudio-1.1/#enumdef-distancemodeltype)
  37073. * for more details.
  37074. *
  37075. * @param {('linear'|'inverse'|'exponential')} value - The distance model to set.
  37076. * @return {PositionalAudio} A reference to this instance.
  37077. */
  37078. setDistanceModel( value ) {
  37079. this.panner.distanceModel = value;
  37080. return this;
  37081. }
  37082. /**
  37083. * Returns the current max distance.
  37084. *
  37085. * @return {number} The max distance.
  37086. */
  37087. getMaxDistance() {
  37088. return this.panner.maxDistance;
  37089. }
  37090. /**
  37091. * Defines the maximum distance between the audio source and the listener,
  37092. * after which the volume is not reduced any further.
  37093. *
  37094. * This value is used only by the `linear` distance model.
  37095. *
  37096. * @param {number} value - The max distance.
  37097. * @return {PositionalAudio} A reference to this instance.
  37098. */
  37099. setMaxDistance( value ) {
  37100. this.panner.maxDistance = value;
  37101. return this;
  37102. }
  37103. /**
  37104. * Sets the directional cone in which the audio can be listened.
  37105. *
  37106. * @param {number} coneInnerAngle - An angle, in degrees, of a cone inside of which there will be no volume reduction.
  37107. * @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.
  37108. * @param {number} coneOuterGain - The amount of volume reduction outside the cone defined by the `coneOuterAngle`. When set to `0`, no sound can be heard.
  37109. * @return {PositionalAudio} A reference to this instance.
  37110. */
  37111. setDirectionalCone( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  37112. this.panner.coneInnerAngle = coneInnerAngle;
  37113. this.panner.coneOuterAngle = coneOuterAngle;
  37114. this.panner.coneOuterGain = coneOuterGain;
  37115. return this;
  37116. }
  37117. updateMatrixWorld( force ) {
  37118. super.updateMatrixWorld( force );
  37119. if ( this.hasPlaybackControl === true && this.isPlaying === false ) return;
  37120. this.matrixWorld.decompose( _position, _quaternion, _scale );
  37121. _orientation.set( 0, 0, 1 ).applyQuaternion( _quaternion );
  37122. const panner = this.panner;
  37123. if ( panner.positionX ) {
  37124. // code path for Chrome and Firefox (see #14393)
  37125. const endTime = this.context.currentTime + this.listener.timeDelta;
  37126. panner.positionX.linearRampToValueAtTime( _position.x, endTime );
  37127. panner.positionY.linearRampToValueAtTime( _position.y, endTime );
  37128. panner.positionZ.linearRampToValueAtTime( _position.z, endTime );
  37129. panner.orientationX.linearRampToValueAtTime( _orientation.x, endTime );
  37130. panner.orientationY.linearRampToValueAtTime( _orientation.y, endTime );
  37131. panner.orientationZ.linearRampToValueAtTime( _orientation.z, endTime );
  37132. } else {
  37133. panner.setPosition( _position.x, _position.y, _position.z );
  37134. panner.setOrientation( _orientation.x, _orientation.y, _orientation.z );
  37135. }
  37136. }
  37137. }
  37138. /**
  37139. * This class can be used to analyse audio data.
  37140. *
  37141. * ```js
  37142. * // create an AudioListener and add it to the camera
  37143. * const listener = new THREE.AudioListener();
  37144. * camera.add( listener );
  37145. *
  37146. * // create an Audio source
  37147. * const sound = new THREE.Audio( listener );
  37148. *
  37149. * // load a sound and set it as the Audio object's buffer
  37150. * const audioLoader = new THREE.AudioLoader();
  37151. * audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
  37152. * sound.setBuffer( buffer );
  37153. * sound.setLoop(true);
  37154. * sound.setVolume(0.5);
  37155. * sound.play();
  37156. * });
  37157. *
  37158. * // create an AudioAnalyser, passing in the sound and desired fftSize
  37159. * const analyser = new THREE.AudioAnalyser( sound, 32 );
  37160. *
  37161. * // get the average frequency of the sound
  37162. * const data = analyser.getAverageFrequency();
  37163. * ```
  37164. */
  37165. class AudioAnalyser {
  37166. /**
  37167. * Constructs a new audio analyzer.
  37168. *
  37169. * @param {Audio} audio - The audio to analyze.
  37170. * @param {number} [fftSize=2048] - The window size in samples that is used when performing a Fast Fourier Transform (FFT) to get frequency domain data.
  37171. */
  37172. constructor( audio, fftSize = 2048 ) {
  37173. /**
  37174. * The global audio listener.
  37175. *
  37176. * @type {AnalyserNode}
  37177. */
  37178. this.analyser = audio.context.createAnalyser();
  37179. this.analyser.fftSize = fftSize;
  37180. /**
  37181. * Holds the analyzed data.
  37182. *
  37183. * @type {Uint8Array}
  37184. */
  37185. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  37186. audio.getOutput().connect( this.analyser );
  37187. }
  37188. /**
  37189. * Returns an array with frequency data of the audio.
  37190. *
  37191. * Each item in the array represents the decibel value for a specific frequency.
  37192. * The frequencies are spread linearly from 0 to 1/2 of the sample rate.
  37193. * For example, for 48000 sample rate, the last item of the array will represent
  37194. * the decibel value for 24000 Hz.
  37195. *
  37196. * @return {Uint8Array} The frequency data.
  37197. */
  37198. getFrequencyData() {
  37199. this.analyser.getByteFrequencyData( this.data );
  37200. return this.data;
  37201. }
  37202. /**
  37203. * Returns the average of the frequencies returned by {@link AudioAnalyser#getFrequencyData}.
  37204. *
  37205. * @return {number} The average frequency.
  37206. */
  37207. getAverageFrequency() {
  37208. let value = 0;
  37209. const data = this.getFrequencyData();
  37210. for ( let i = 0; i < data.length; i ++ ) {
  37211. value += data[ i ];
  37212. }
  37213. return value / data.length;
  37214. }
  37215. }
  37216. /**
  37217. * Buffered scene graph property that allows weighted accumulation; used internally.
  37218. */
  37219. class PropertyMixer {
  37220. /**
  37221. * Constructs a new property mixer.
  37222. *
  37223. * @param {PropertyBinding} binding - The property binding.
  37224. * @param {string} typeName - The keyframe track type name.
  37225. * @param {number} valueSize - The keyframe track value size.
  37226. */
  37227. constructor( binding, typeName, valueSize ) {
  37228. /**
  37229. * The property binding.
  37230. *
  37231. * @type {PropertyBinding}
  37232. */
  37233. this.binding = binding;
  37234. /**
  37235. * The keyframe track value size.
  37236. *
  37237. * @type {number}
  37238. */
  37239. this.valueSize = valueSize;
  37240. let mixFunction,
  37241. mixFunctionAdditive,
  37242. setIdentity;
  37243. // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]
  37244. //
  37245. // interpolators can use .buffer as their .result
  37246. // the data then goes to 'incoming'
  37247. //
  37248. // 'accu0' and 'accu1' are used frame-interleaved for
  37249. // the cumulative result and are compared to detect
  37250. // changes
  37251. //
  37252. // 'orig' stores the original state of the property
  37253. //
  37254. // 'add' is used for additive cumulative results
  37255. //
  37256. // 'work' is optional and is only present for quaternion types. It is used
  37257. // to store intermediate quaternion multiplication results
  37258. switch ( typeName ) {
  37259. case 'quaternion':
  37260. mixFunction = this._slerp;
  37261. mixFunctionAdditive = this._slerpAdditive;
  37262. setIdentity = this._setAdditiveIdentityQuaternion;
  37263. this.buffer = new Float64Array( valueSize * 6 );
  37264. this._workIndex = 5;
  37265. break;
  37266. case 'string':
  37267. case 'bool':
  37268. mixFunction = this._select;
  37269. // Use the regular mix function and for additive on these types,
  37270. // additive is not relevant for non-numeric types
  37271. mixFunctionAdditive = this._select;
  37272. setIdentity = this._setAdditiveIdentityOther;
  37273. this.buffer = new Array( valueSize * 5 );
  37274. break;
  37275. default:
  37276. mixFunction = this._lerp;
  37277. mixFunctionAdditive = this._lerpAdditive;
  37278. setIdentity = this._setAdditiveIdentityNumeric;
  37279. this.buffer = new Float64Array( valueSize * 5 );
  37280. }
  37281. this._mixBufferRegion = mixFunction;
  37282. this._mixBufferRegionAdditive = mixFunctionAdditive;
  37283. this._setIdentity = setIdentity;
  37284. this._origIndex = 3;
  37285. this._addIndex = 4;
  37286. /**
  37287. * TODO
  37288. *
  37289. * @type {number}
  37290. * @default 0
  37291. */
  37292. this.cumulativeWeight = 0;
  37293. /**
  37294. * TODO
  37295. *
  37296. * @type {number}
  37297. * @default 0
  37298. */
  37299. this.cumulativeWeightAdditive = 0;
  37300. /**
  37301. * TODO
  37302. *
  37303. * @type {number}
  37304. * @default 0
  37305. */
  37306. this.useCount = 0;
  37307. /**
  37308. * TODO
  37309. *
  37310. * @type {number}
  37311. * @default 0
  37312. */
  37313. this.referenceCount = 0;
  37314. }
  37315. /**
  37316. * Accumulates data in the `incoming` region into `accu<i>`.
  37317. *
  37318. * @param {number} accuIndex - The accumulation index.
  37319. * @param {number} weight - The weight.
  37320. */
  37321. accumulate( accuIndex, weight ) {
  37322. // note: happily accumulating nothing when weight = 0, the caller knows
  37323. // the weight and shouldn't have made the call in the first place
  37324. const buffer = this.buffer,
  37325. stride = this.valueSize,
  37326. offset = accuIndex * stride + stride;
  37327. let currentWeight = this.cumulativeWeight;
  37328. if ( currentWeight === 0 ) {
  37329. // accuN := incoming * weight
  37330. for ( let i = 0; i !== stride; ++ i ) {
  37331. buffer[ offset + i ] = buffer[ i ];
  37332. }
  37333. currentWeight = weight;
  37334. } else {
  37335. // accuN := accuN + incoming * weight
  37336. currentWeight += weight;
  37337. const mix = weight / currentWeight;
  37338. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  37339. }
  37340. this.cumulativeWeight = currentWeight;
  37341. }
  37342. /**
  37343. * Accumulates data in the `incoming` region into `add`.
  37344. *
  37345. * @param {number} weight - The weight.
  37346. */
  37347. accumulateAdditive( weight ) {
  37348. const buffer = this.buffer,
  37349. stride = this.valueSize,
  37350. offset = stride * this._addIndex;
  37351. if ( this.cumulativeWeightAdditive === 0 ) {
  37352. // add = identity
  37353. this._setIdentity();
  37354. }
  37355. // add := add + incoming * weight
  37356. this._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );
  37357. this.cumulativeWeightAdditive += weight;
  37358. }
  37359. /**
  37360. * Applies the state of `accu<i>` to the binding when accus differ.
  37361. *
  37362. * @param {number} accuIndex - The accumulation index.
  37363. */
  37364. apply( accuIndex ) {
  37365. const stride = this.valueSize,
  37366. buffer = this.buffer,
  37367. offset = accuIndex * stride + stride,
  37368. weight = this.cumulativeWeight,
  37369. weightAdditive = this.cumulativeWeightAdditive,
  37370. binding = this.binding;
  37371. this.cumulativeWeight = 0;
  37372. this.cumulativeWeightAdditive = 0;
  37373. if ( weight < 1 ) {
  37374. // accuN := accuN + original * ( 1 - cumulativeWeight )
  37375. const originalValueOffset = stride * this._origIndex;
  37376. this._mixBufferRegion(
  37377. buffer, offset, originalValueOffset, 1 - weight, stride );
  37378. }
  37379. if ( weightAdditive > 0 ) {
  37380. // accuN := accuN + additive accuN
  37381. this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );
  37382. }
  37383. for ( let i = stride, e = stride + stride; i !== e; ++ i ) {
  37384. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  37385. // value has changed -> update scene graph
  37386. binding.setValue( buffer, offset );
  37387. break;
  37388. }
  37389. }
  37390. }
  37391. /**
  37392. * Remembers the state of the bound property and copy it to both accus.
  37393. */
  37394. saveOriginalState() {
  37395. const binding = this.binding;
  37396. const buffer = this.buffer,
  37397. stride = this.valueSize,
  37398. originalValueOffset = stride * this._origIndex;
  37399. binding.getValue( buffer, originalValueOffset );
  37400. // accu[0..1] := orig -- initially detect changes against the original
  37401. for ( let i = stride, e = originalValueOffset; i !== e; ++ i ) {
  37402. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  37403. }
  37404. // Add to identity for additive
  37405. this._setIdentity();
  37406. this.cumulativeWeight = 0;
  37407. this.cumulativeWeightAdditive = 0;
  37408. }
  37409. /**
  37410. * Applies the state previously taken via {@link PropertyMixer#saveOriginalState} to the binding.
  37411. */
  37412. restoreOriginalState() {
  37413. const originalValueOffset = this.valueSize * 3;
  37414. this.binding.setValue( this.buffer, originalValueOffset );
  37415. }
  37416. // internals
  37417. _setAdditiveIdentityNumeric() {
  37418. const startIndex = this._addIndex * this.valueSize;
  37419. const endIndex = startIndex + this.valueSize;
  37420. for ( let i = startIndex; i < endIndex; i ++ ) {
  37421. this.buffer[ i ] = 0;
  37422. }
  37423. }
  37424. _setAdditiveIdentityQuaternion() {
  37425. this._setAdditiveIdentityNumeric();
  37426. this.buffer[ this._addIndex * this.valueSize + 3 ] = 1;
  37427. }
  37428. _setAdditiveIdentityOther() {
  37429. const startIndex = this._origIndex * this.valueSize;
  37430. const targetIndex = this._addIndex * this.valueSize;
  37431. for ( let i = 0; i < this.valueSize; i ++ ) {
  37432. this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];
  37433. }
  37434. }
  37435. // mix functions
  37436. _select( buffer, dstOffset, srcOffset, t, stride ) {
  37437. if ( t >= 0.5 ) {
  37438. for ( let i = 0; i !== stride; ++ i ) {
  37439. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  37440. }
  37441. }
  37442. }
  37443. _slerp( buffer, dstOffset, srcOffset, t ) {
  37444. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  37445. }
  37446. _slerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
  37447. const workOffset = this._workIndex * stride;
  37448. // Store result in intermediate buffer offset
  37449. Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );
  37450. // Slerp to the intermediate result
  37451. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );
  37452. }
  37453. _lerp( buffer, dstOffset, srcOffset, t, stride ) {
  37454. const s = 1 - t;
  37455. for ( let i = 0; i !== stride; ++ i ) {
  37456. const j = dstOffset + i;
  37457. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  37458. }
  37459. }
  37460. _lerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
  37461. for ( let i = 0; i !== stride; ++ i ) {
  37462. const j = dstOffset + i;
  37463. buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;
  37464. }
  37465. }
  37466. }
  37467. // Characters [].:/ are reserved for track binding syntax.
  37468. const _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  37469. const _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  37470. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  37471. // only latin characters, and the unicode \p{L} is not yet supported. So
  37472. // instead, we exclude reserved characters and match everything else.
  37473. const _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  37474. const _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  37475. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  37476. // be matched to parse the rest of the track name.
  37477. const _directoryRe = /*@__PURE__*/ /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  37478. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  37479. const _nodeRe = /*@__PURE__*/ /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  37480. // Object on target node, and accessor. May not contain reserved
  37481. // characters. Accessor may contain any character except closing bracket.
  37482. const _objectRe = /*@__PURE__*/ /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  37483. // Property and accessor. May not contain reserved characters. Accessor may
  37484. // contain any non-bracket characters.
  37485. const _propertyRe = /*@__PURE__*/ /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  37486. const _trackRe = new RegExp( ''
  37487. + '^'
  37488. + _directoryRe
  37489. + _nodeRe
  37490. + _objectRe
  37491. + _propertyRe
  37492. + '$'
  37493. );
  37494. const _supportedObjectNames = [ 'material', 'materials', 'bones', 'map' ];
  37495. class Composite {
  37496. constructor( targetGroup, path, optionalParsedPath ) {
  37497. const parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  37498. this._targetGroup = targetGroup;
  37499. this._bindings = targetGroup.subscribe_( path, parsedPath );
  37500. }
  37501. getValue( array, offset ) {
  37502. this.bind(); // bind all binding
  37503. const firstValidIndex = this._targetGroup.nCachedObjects_,
  37504. binding = this._bindings[ firstValidIndex ];
  37505. // and only call .getValue on the first
  37506. if ( binding !== undefined ) binding.getValue( array, offset );
  37507. }
  37508. setValue( array, offset ) {
  37509. const bindings = this._bindings;
  37510. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  37511. bindings[ i ].setValue( array, offset );
  37512. }
  37513. }
  37514. bind() {
  37515. const bindings = this._bindings;
  37516. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  37517. bindings[ i ].bind();
  37518. }
  37519. }
  37520. unbind() {
  37521. const bindings = this._bindings;
  37522. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  37523. bindings[ i ].unbind();
  37524. }
  37525. }
  37526. }
  37527. // Note: This class uses a State pattern on a per-method basis:
  37528. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  37529. // prototype version of these methods with one that represents
  37530. // the bound state. When the property is not found, the methods
  37531. // become no-ops.
  37532. /**
  37533. * This holds a reference to a real property in the scene graph; used internally.
  37534. */
  37535. class PropertyBinding {
  37536. /**
  37537. * Constructs a new property binding.
  37538. *
  37539. * @param {Object} rootNode - The root node.
  37540. * @param {string} path - The path.
  37541. * @param {?Object} [parsedPath] - The parsed path.
  37542. */
  37543. constructor( rootNode, path, parsedPath ) {
  37544. /**
  37545. * The object path to the animated property.
  37546. *
  37547. * @type {string}
  37548. */
  37549. this.path = path;
  37550. /**
  37551. * An object holding information about the path.
  37552. *
  37553. * @type {Object}
  37554. */
  37555. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  37556. /**
  37557. * The object owns the animated property.
  37558. *
  37559. * @type {?Object}
  37560. */
  37561. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName );
  37562. /**
  37563. * The root node.
  37564. *
  37565. * @type {Object3D|Skeleton}
  37566. */
  37567. this.rootNode = rootNode;
  37568. // initial state of these methods that calls 'bind'
  37569. this.getValue = this._getValue_unbound;
  37570. this.setValue = this._setValue_unbound;
  37571. }
  37572. /**
  37573. * Factory method for creating a property binding from the given parameters.
  37574. *
  37575. * @static
  37576. * @param {Object} root - The root node.
  37577. * @param {string} path - The path.
  37578. * @param {?Object} [parsedPath] - The parsed path.
  37579. * @return {PropertyBinding|Composite} The created property binding or composite.
  37580. */
  37581. static create( root, path, parsedPath ) {
  37582. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  37583. return new PropertyBinding( root, path, parsedPath );
  37584. } else {
  37585. return new PropertyBinding.Composite( root, path, parsedPath );
  37586. }
  37587. }
  37588. /**
  37589. * Replaces spaces with underscores and removes unsupported characters from
  37590. * node names, to ensure compatibility with parseTrackName().
  37591. *
  37592. * @param {string} name - Node name to be sanitized.
  37593. * @return {string} The sanitized node name.
  37594. */
  37595. static sanitizeNodeName( name ) {
  37596. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  37597. }
  37598. /**
  37599. * Parses the given track name (an object path to an animated property) and
  37600. * returns an object with information about the path. Matches strings in the following forms:
  37601. *
  37602. * - nodeName.property
  37603. * - nodeName.property[accessor]
  37604. * - nodeName.material.property[accessor]
  37605. * - uuid.property[accessor]
  37606. * - uuid.objectName[objectIndex].propertyName[propertyIndex]
  37607. * - parentName/nodeName.property
  37608. * - parentName/parentName/nodeName.property[index]
  37609. * - .bone[Armature.DEF_cog].position
  37610. * - scene:helium_balloon_model:helium_balloon_model.position
  37611. *
  37612. * @static
  37613. * @param {string} trackName - The track name to parse.
  37614. * @return {Object} The parsed track name as an object.
  37615. */
  37616. static parseTrackName( trackName ) {
  37617. const matches = _trackRe.exec( trackName );
  37618. if ( matches === null ) {
  37619. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  37620. }
  37621. const results = {
  37622. // directoryName: matches[ 1 ], // (tschw) currently unused
  37623. nodeName: matches[ 2 ],
  37624. objectName: matches[ 3 ],
  37625. objectIndex: matches[ 4 ],
  37626. propertyName: matches[ 5 ], // required
  37627. propertyIndex: matches[ 6 ]
  37628. };
  37629. const lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  37630. if ( lastDot !== undefined && lastDot !== -1 ) {
  37631. const objectName = results.nodeName.substring( lastDot + 1 );
  37632. // Object names must be checked against an allowlist. Otherwise, there
  37633. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  37634. // 'bar' could be the objectName, or part of a nodeName (which can
  37635. // include '.' characters).
  37636. if ( _supportedObjectNames.indexOf( objectName ) !== -1 ) {
  37637. results.nodeName = results.nodeName.substring( 0, lastDot );
  37638. results.objectName = objectName;
  37639. }
  37640. }
  37641. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  37642. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  37643. }
  37644. return results;
  37645. }
  37646. /**
  37647. * Searches for a node in the hierarchy of the given root object by the given
  37648. * node name.
  37649. *
  37650. * @static
  37651. * @param {Object} root - The root object.
  37652. * @param {string|number} nodeName - The name of the node.
  37653. * @return {?Object} The found node. Returns `null` if no object was found.
  37654. */
  37655. static findNode( root, nodeName ) {
  37656. if ( nodeName === undefined || nodeName === '' || nodeName === '.' || nodeName === -1 || nodeName === root.name || nodeName === root.uuid ) {
  37657. return root;
  37658. }
  37659. // search into skeleton bones.
  37660. if ( root.skeleton ) {
  37661. const bone = root.skeleton.getBoneByName( nodeName );
  37662. if ( bone !== undefined ) {
  37663. return bone;
  37664. }
  37665. }
  37666. // search into node subtree.
  37667. if ( root.children ) {
  37668. const searchNodeSubtree = function ( children ) {
  37669. for ( let i = 0; i < children.length; i ++ ) {
  37670. const childNode = children[ i ];
  37671. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  37672. return childNode;
  37673. }
  37674. const result = searchNodeSubtree( childNode.children );
  37675. if ( result ) return result;
  37676. }
  37677. return null;
  37678. };
  37679. const subTreeNode = searchNodeSubtree( root.children );
  37680. if ( subTreeNode ) {
  37681. return subTreeNode;
  37682. }
  37683. }
  37684. return null;
  37685. }
  37686. // these are used to "bind" a nonexistent property
  37687. _getValue_unavailable() {}
  37688. _setValue_unavailable() {}
  37689. // Getters
  37690. _getValue_direct( buffer, offset ) {
  37691. buffer[ offset ] = this.targetObject[ this.propertyName ];
  37692. }
  37693. _getValue_array( buffer, offset ) {
  37694. const source = this.resolvedProperty;
  37695. for ( let i = 0, n = source.length; i !== n; ++ i ) {
  37696. buffer[ offset ++ ] = source[ i ];
  37697. }
  37698. }
  37699. _getValue_arrayElement( buffer, offset ) {
  37700. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  37701. }
  37702. _getValue_toArray( buffer, offset ) {
  37703. this.resolvedProperty.toArray( buffer, offset );
  37704. }
  37705. // Direct
  37706. _setValue_direct( buffer, offset ) {
  37707. this.targetObject[ this.propertyName ] = buffer[ offset ];
  37708. }
  37709. _setValue_direct_setNeedsUpdate( buffer, offset ) {
  37710. this.targetObject[ this.propertyName ] = buffer[ offset ];
  37711. this.targetObject.needsUpdate = true;
  37712. }
  37713. _setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37714. this.targetObject[ this.propertyName ] = buffer[ offset ];
  37715. this.targetObject.matrixWorldNeedsUpdate = true;
  37716. }
  37717. // EntireArray
  37718. _setValue_array( buffer, offset ) {
  37719. const dest = this.resolvedProperty;
  37720. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  37721. dest[ i ] = buffer[ offset ++ ];
  37722. }
  37723. }
  37724. _setValue_array_setNeedsUpdate( buffer, offset ) {
  37725. const dest = this.resolvedProperty;
  37726. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  37727. dest[ i ] = buffer[ offset ++ ];
  37728. }
  37729. this.targetObject.needsUpdate = true;
  37730. }
  37731. _setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37732. const dest = this.resolvedProperty;
  37733. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  37734. dest[ i ] = buffer[ offset ++ ];
  37735. }
  37736. this.targetObject.matrixWorldNeedsUpdate = true;
  37737. }
  37738. // ArrayElement
  37739. _setValue_arrayElement( buffer, offset ) {
  37740. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  37741. }
  37742. _setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  37743. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  37744. this.targetObject.needsUpdate = true;
  37745. }
  37746. _setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37747. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  37748. this.targetObject.matrixWorldNeedsUpdate = true;
  37749. }
  37750. // HasToFromArray
  37751. _setValue_fromArray( buffer, offset ) {
  37752. this.resolvedProperty.fromArray( buffer, offset );
  37753. }
  37754. _setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  37755. this.resolvedProperty.fromArray( buffer, offset );
  37756. this.targetObject.needsUpdate = true;
  37757. }
  37758. _setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37759. this.resolvedProperty.fromArray( buffer, offset );
  37760. this.targetObject.matrixWorldNeedsUpdate = true;
  37761. }
  37762. _getValue_unbound( targetArray, offset ) {
  37763. this.bind();
  37764. this.getValue( targetArray, offset );
  37765. }
  37766. _setValue_unbound( sourceArray, offset ) {
  37767. this.bind();
  37768. this.setValue( sourceArray, offset );
  37769. }
  37770. /**
  37771. * Creates a getter / setter pair for the property tracked by this binding.
  37772. */
  37773. bind() {
  37774. let targetObject = this.node;
  37775. const parsedPath = this.parsedPath;
  37776. const objectName = parsedPath.objectName;
  37777. const propertyName = parsedPath.propertyName;
  37778. let propertyIndex = parsedPath.propertyIndex;
  37779. if ( ! targetObject ) {
  37780. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName );
  37781. this.node = targetObject;
  37782. }
  37783. // set fail state so we can just 'return' on error
  37784. this.getValue = this._getValue_unavailable;
  37785. this.setValue = this._setValue_unavailable;
  37786. // ensure there is a value node
  37787. if ( ! targetObject ) {
  37788. warn( 'PropertyBinding: No target node found for track: ' + this.path + '.' );
  37789. return;
  37790. }
  37791. if ( objectName ) {
  37792. let objectIndex = parsedPath.objectIndex;
  37793. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  37794. switch ( objectName ) {
  37795. case 'materials':
  37796. if ( ! targetObject.material ) {
  37797. error( 'PropertyBinding: Can not bind to material as node does not have a material.', this );
  37798. return;
  37799. }
  37800. if ( ! targetObject.material.materials ) {
  37801. error( 'PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  37802. return;
  37803. }
  37804. targetObject = targetObject.material.materials;
  37805. break;
  37806. case 'bones':
  37807. if ( ! targetObject.skeleton ) {
  37808. error( 'PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  37809. return;
  37810. }
  37811. // potential future optimization: skip this if propertyIndex is already an integer
  37812. // and convert the integer string to a true integer.
  37813. targetObject = targetObject.skeleton.bones;
  37814. // support resolving morphTarget names into indices.
  37815. for ( let i = 0; i < targetObject.length; i ++ ) {
  37816. if ( targetObject[ i ].name === objectIndex ) {
  37817. objectIndex = i;
  37818. break;
  37819. }
  37820. }
  37821. break;
  37822. case 'map':
  37823. if ( 'map' in targetObject ) {
  37824. targetObject = targetObject.map;
  37825. break;
  37826. }
  37827. if ( ! targetObject.material ) {
  37828. error( 'PropertyBinding: Can not bind to material as node does not have a material.', this );
  37829. return;
  37830. }
  37831. if ( ! targetObject.material.map ) {
  37832. error( 'PropertyBinding: Can not bind to material.map as node.material does not have a map.', this );
  37833. return;
  37834. }
  37835. targetObject = targetObject.material.map;
  37836. break;
  37837. default:
  37838. if ( targetObject[ objectName ] === undefined ) {
  37839. error( 'PropertyBinding: Can not bind to objectName of node undefined.', this );
  37840. return;
  37841. }
  37842. targetObject = targetObject[ objectName ];
  37843. }
  37844. if ( objectIndex !== undefined ) {
  37845. if ( targetObject[ objectIndex ] === undefined ) {
  37846. error( 'PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  37847. return;
  37848. }
  37849. targetObject = targetObject[ objectIndex ];
  37850. }
  37851. }
  37852. // resolve property
  37853. const nodeProperty = targetObject[ propertyName ];
  37854. if ( nodeProperty === undefined ) {
  37855. const nodeName = parsedPath.nodeName;
  37856. error( 'PropertyBinding: Trying to update property for track: ' + nodeName +
  37857. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  37858. return;
  37859. }
  37860. // determine versioning scheme
  37861. let versioning = this.Versioning.None;
  37862. this.targetObject = targetObject;
  37863. if ( targetObject.isMaterial === true ) {
  37864. versioning = this.Versioning.NeedsUpdate;
  37865. } else if ( targetObject.isObject3D === true ) {
  37866. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  37867. }
  37868. // determine how the property gets bound
  37869. let bindingType = this.BindingType.Direct;
  37870. if ( propertyIndex !== undefined ) {
  37871. // access a sub element of the property array (only primitives are supported right now)
  37872. if ( propertyName === 'morphTargetInfluences' ) {
  37873. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  37874. // support resolving morphTarget names into indices.
  37875. if ( ! targetObject.geometry ) {
  37876. error( 'PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  37877. return;
  37878. }
  37879. if ( ! targetObject.geometry.morphAttributes ) {
  37880. error( 'PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  37881. return;
  37882. }
  37883. if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {
  37884. propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];
  37885. }
  37886. }
  37887. bindingType = this.BindingType.ArrayElement;
  37888. this.resolvedProperty = nodeProperty;
  37889. this.propertyIndex = propertyIndex;
  37890. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  37891. // must use copy for Object3D.Euler/Quaternion
  37892. bindingType = this.BindingType.HasFromToArray;
  37893. this.resolvedProperty = nodeProperty;
  37894. } else if ( Array.isArray( nodeProperty ) ) {
  37895. bindingType = this.BindingType.EntireArray;
  37896. this.resolvedProperty = nodeProperty;
  37897. } else {
  37898. this.propertyName = propertyName;
  37899. }
  37900. // select getter / setter
  37901. this.getValue = this.GetterByBindingType[ bindingType ];
  37902. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  37903. }
  37904. /**
  37905. * Unbinds the property.
  37906. */
  37907. unbind() {
  37908. this.node = null;
  37909. // back to the prototype version of getValue / setValue
  37910. // note: avoiding to mutate the shape of 'this' via 'delete'
  37911. this.getValue = this._getValue_unbound;
  37912. this.setValue = this._setValue_unbound;
  37913. }
  37914. }
  37915. PropertyBinding.Composite = Composite;
  37916. PropertyBinding.prototype.BindingType = {
  37917. Direct: 0,
  37918. EntireArray: 1,
  37919. ArrayElement: 2,
  37920. HasFromToArray: 3
  37921. };
  37922. PropertyBinding.prototype.Versioning = {
  37923. None: 0,
  37924. NeedsUpdate: 1,
  37925. MatrixWorldNeedsUpdate: 2
  37926. };
  37927. PropertyBinding.prototype.GetterByBindingType = [
  37928. PropertyBinding.prototype._getValue_direct,
  37929. PropertyBinding.prototype._getValue_array,
  37930. PropertyBinding.prototype._getValue_arrayElement,
  37931. PropertyBinding.prototype._getValue_toArray,
  37932. ];
  37933. PropertyBinding.prototype.SetterByBindingTypeAndVersioning = [
  37934. [
  37935. // Direct
  37936. PropertyBinding.prototype._setValue_direct,
  37937. PropertyBinding.prototype._setValue_direct_setNeedsUpdate,
  37938. PropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate,
  37939. ], [
  37940. // EntireArray
  37941. PropertyBinding.prototype._setValue_array,
  37942. PropertyBinding.prototype._setValue_array_setNeedsUpdate,
  37943. PropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate,
  37944. ], [
  37945. // ArrayElement
  37946. PropertyBinding.prototype._setValue_arrayElement,
  37947. PropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate,
  37948. PropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate,
  37949. ], [
  37950. // HasToFromArray
  37951. PropertyBinding.prototype._setValue_fromArray,
  37952. PropertyBinding.prototype._setValue_fromArray_setNeedsUpdate,
  37953. PropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate,
  37954. ]
  37955. ];
  37956. /**
  37957. * A group of objects that receives a shared animation state.
  37958. *
  37959. * Usage:
  37960. *
  37961. * - Add objects you would otherwise pass as 'root' to the
  37962. * constructor or the .clipAction method of AnimationMixer.
  37963. * - Instead pass this object as 'root'.
  37964. * - You can also add and remove objects later when the mixer is running.
  37965. *
  37966. * Note:
  37967. *
  37968. * - Objects of this class appear as one object to the mixer,
  37969. * so cache control of the individual objects must be done on the group.
  37970. *
  37971. * Limitation:
  37972. *
  37973. * - The animated properties must be compatible among the all objects in the group.
  37974. * - A single property can either be controlled through a target group or directly, but not both.
  37975. */
  37976. class AnimationObjectGroup {
  37977. /**
  37978. * Constructs a new animation group.
  37979. *
  37980. * @param {...Object3D} arguments - An arbitrary number of 3D objects that share the same animation state.
  37981. */
  37982. constructor() {
  37983. /**
  37984. * This flag can be used for type testing.
  37985. *
  37986. * @type {boolean}
  37987. * @readonly
  37988. * @default true
  37989. */
  37990. this.isAnimationObjectGroup = true;
  37991. /**
  37992. * The UUID of the 3D object.
  37993. *
  37994. * @type {string}
  37995. * @readonly
  37996. */
  37997. this.uuid = generateUUID();
  37998. // cached objects followed by the active ones
  37999. this._objects = Array.prototype.slice.call( arguments );
  38000. this.nCachedObjects_ = 0; // threshold
  38001. // note: read by PropertyBinding.Composite
  38002. const indices = {};
  38003. this._indicesByUUID = indices; // for bookkeeping
  38004. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  38005. indices[ arguments[ i ].uuid ] = i;
  38006. }
  38007. this._paths = []; // inside: string
  38008. this._parsedPaths = []; // inside: { we don't care, here }
  38009. this._bindings = []; // inside: Array< PropertyBinding >
  38010. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  38011. const scope = this;
  38012. this.stats = {
  38013. objects: {
  38014. get total() {
  38015. return scope._objects.length;
  38016. },
  38017. get inUse() {
  38018. return this.total - scope.nCachedObjects_;
  38019. }
  38020. },
  38021. get bindingsPerObject() {
  38022. return scope._bindings.length;
  38023. }
  38024. };
  38025. }
  38026. /**
  38027. * Adds an arbitrary number of objects to this animation group.
  38028. *
  38029. * @param {...Object3D} arguments - The 3D objects to add.
  38030. */
  38031. add() {
  38032. const objects = this._objects,
  38033. indicesByUUID = this._indicesByUUID,
  38034. paths = this._paths,
  38035. parsedPaths = this._parsedPaths,
  38036. bindings = this._bindings,
  38037. nBindings = bindings.length;
  38038. let knownObject = undefined,
  38039. nObjects = objects.length,
  38040. nCachedObjects = this.nCachedObjects_;
  38041. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  38042. const object = arguments[ i ],
  38043. uuid = object.uuid;
  38044. let index = indicesByUUID[ uuid ];
  38045. if ( index === undefined ) {
  38046. // unknown object -> add it to the ACTIVE region
  38047. index = nObjects ++;
  38048. indicesByUUID[ uuid ] = index;
  38049. objects.push( object );
  38050. // accounting is done, now do the same for all bindings
  38051. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38052. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  38053. }
  38054. } else if ( index < nCachedObjects ) {
  38055. knownObject = objects[ index ];
  38056. // move existing object to the ACTIVE region
  38057. const firstActiveIndex = -- nCachedObjects,
  38058. lastCachedObject = objects[ firstActiveIndex ];
  38059. indicesByUUID[ lastCachedObject.uuid ] = index;
  38060. objects[ index ] = lastCachedObject;
  38061. indicesByUUID[ uuid ] = firstActiveIndex;
  38062. objects[ firstActiveIndex ] = object;
  38063. // accounting is done, now do the same for all bindings
  38064. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38065. const bindingsForPath = bindings[ j ],
  38066. lastCached = bindingsForPath[ firstActiveIndex ];
  38067. let binding = bindingsForPath[ index ];
  38068. bindingsForPath[ index ] = lastCached;
  38069. if ( binding === undefined ) {
  38070. // since we do not bother to create new bindings
  38071. // for objects that are cached, the binding may
  38072. // or may not exist
  38073. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  38074. }
  38075. bindingsForPath[ firstActiveIndex ] = binding;
  38076. }
  38077. } else if ( objects[ index ] !== knownObject ) {
  38078. error( 'AnimationObjectGroup: Different objects with the same UUID ' +
  38079. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  38080. } // else the object is already where we want it to be
  38081. } // for arguments
  38082. this.nCachedObjects_ = nCachedObjects;
  38083. }
  38084. /**
  38085. * Removes an arbitrary number of objects to this animation group
  38086. *
  38087. * @param {...Object3D} arguments - The 3D objects to remove.
  38088. */
  38089. remove() {
  38090. const objects = this._objects,
  38091. indicesByUUID = this._indicesByUUID,
  38092. bindings = this._bindings,
  38093. nBindings = bindings.length;
  38094. let nCachedObjects = this.nCachedObjects_;
  38095. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  38096. const object = arguments[ i ],
  38097. uuid = object.uuid,
  38098. index = indicesByUUID[ uuid ];
  38099. if ( index !== undefined && index >= nCachedObjects ) {
  38100. // move existing object into the CACHED region
  38101. const lastCachedIndex = nCachedObjects ++,
  38102. firstActiveObject = objects[ lastCachedIndex ];
  38103. indicesByUUID[ firstActiveObject.uuid ] = index;
  38104. objects[ index ] = firstActiveObject;
  38105. indicesByUUID[ uuid ] = lastCachedIndex;
  38106. objects[ lastCachedIndex ] = object;
  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. firstActive = bindingsForPath[ lastCachedIndex ],
  38111. binding = bindingsForPath[ index ];
  38112. bindingsForPath[ index ] = firstActive;
  38113. bindingsForPath[ lastCachedIndex ] = binding;
  38114. }
  38115. }
  38116. } // for arguments
  38117. this.nCachedObjects_ = nCachedObjects;
  38118. }
  38119. /**
  38120. * Deallocates all memory resources for the passed 3D objects of this animation group.
  38121. *
  38122. * @param {...Object3D} arguments - The 3D objects to uncache.
  38123. */
  38124. uncache() {
  38125. const objects = this._objects,
  38126. indicesByUUID = this._indicesByUUID,
  38127. bindings = this._bindings,
  38128. nBindings = bindings.length;
  38129. let nCachedObjects = this.nCachedObjects_,
  38130. nObjects = objects.length;
  38131. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  38132. const object = arguments[ i ],
  38133. uuid = object.uuid,
  38134. index = indicesByUUID[ uuid ];
  38135. if ( index !== undefined ) {
  38136. delete indicesByUUID[ uuid ];
  38137. if ( index < nCachedObjects ) {
  38138. // object is cached, shrink the CACHED region
  38139. const firstActiveIndex = -- nCachedObjects,
  38140. lastCachedObject = objects[ firstActiveIndex ],
  38141. lastIndex = -- nObjects,
  38142. lastObject = objects[ lastIndex ];
  38143. // last cached object takes this object's place
  38144. indicesByUUID[ lastCachedObject.uuid ] = index;
  38145. objects[ index ] = lastCachedObject;
  38146. // last object goes to the activated slot and pop
  38147. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  38148. objects[ firstActiveIndex ] = lastObject;
  38149. objects.pop();
  38150. // accounting is done, now do the same for all bindings
  38151. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38152. const bindingsForPath = bindings[ j ],
  38153. lastCached = bindingsForPath[ firstActiveIndex ],
  38154. last = bindingsForPath[ lastIndex ];
  38155. bindingsForPath[ index ] = lastCached;
  38156. bindingsForPath[ firstActiveIndex ] = last;
  38157. bindingsForPath.pop();
  38158. }
  38159. } else {
  38160. // object is active, just swap with the last and pop
  38161. const lastIndex = -- nObjects,
  38162. lastObject = objects[ lastIndex ];
  38163. if ( lastIndex > 0 ) {
  38164. indicesByUUID[ lastObject.uuid ] = index;
  38165. }
  38166. objects[ index ] = lastObject;
  38167. objects.pop();
  38168. // accounting is done, now do the same for all bindings
  38169. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38170. const bindingsForPath = bindings[ j ];
  38171. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  38172. bindingsForPath.pop();
  38173. }
  38174. } // cached or active
  38175. } // if object is known
  38176. } // for arguments
  38177. this.nCachedObjects_ = nCachedObjects;
  38178. }
  38179. // Internal interface used by befriended PropertyBinding.Composite:
  38180. subscribe_( path, parsedPath ) {
  38181. // returns an array of bindings for the given path that is changed
  38182. // according to the contained objects in the group
  38183. const indicesByPath = this._bindingsIndicesByPath;
  38184. let index = indicesByPath[ path ];
  38185. const bindings = this._bindings;
  38186. if ( index !== undefined ) return bindings[ index ];
  38187. const paths = this._paths,
  38188. parsedPaths = this._parsedPaths,
  38189. objects = this._objects,
  38190. nObjects = objects.length,
  38191. nCachedObjects = this.nCachedObjects_,
  38192. bindingsForPath = new Array( nObjects );
  38193. index = bindings.length;
  38194. indicesByPath[ path ] = index;
  38195. paths.push( path );
  38196. parsedPaths.push( parsedPath );
  38197. bindings.push( bindingsForPath );
  38198. for ( let i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  38199. const object = objects[ i ];
  38200. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  38201. }
  38202. return bindingsForPath;
  38203. }
  38204. unsubscribe_( path ) {
  38205. // tells the group to forget about a property path and no longer
  38206. // update the array previously obtained with 'subscribe_'
  38207. const indicesByPath = this._bindingsIndicesByPath,
  38208. index = indicesByPath[ path ];
  38209. if ( index !== undefined ) {
  38210. const paths = this._paths,
  38211. parsedPaths = this._parsedPaths,
  38212. bindings = this._bindings,
  38213. lastBindingsIndex = bindings.length - 1,
  38214. lastBindings = bindings[ lastBindingsIndex ],
  38215. lastBindingsPath = path[ lastBindingsIndex ];
  38216. indicesByPath[ lastBindingsPath ] = index;
  38217. bindings[ index ] = lastBindings;
  38218. bindings.pop();
  38219. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  38220. parsedPaths.pop();
  38221. paths[ index ] = paths[ lastBindingsIndex ];
  38222. paths.pop();
  38223. }
  38224. }
  38225. }
  38226. /**
  38227. * An instance of `AnimationAction` schedules the playback of an animation which is
  38228. * stored in {@link AnimationClip}.
  38229. */
  38230. class AnimationAction {
  38231. /**
  38232. * Constructs a new animation action.
  38233. *
  38234. * @param {AnimationMixer} mixer - The mixer that is controlled by this action.
  38235. * @param {AnimationClip} clip - The animation clip that holds the actual keyframes.
  38236. * @param {?Object3D} [localRoot=null] - The root object on which this action is performed.
  38237. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode] - The blend mode.
  38238. */
  38239. constructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) {
  38240. this._mixer = mixer;
  38241. this._clip = clip;
  38242. this._localRoot = localRoot;
  38243. /**
  38244. * Defines how the animation is blended/combined when two or more animations
  38245. * are simultaneously played.
  38246. *
  38247. * @type {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)}
  38248. */
  38249. this.blendMode = blendMode;
  38250. const tracks = clip.tracks,
  38251. nTracks = tracks.length,
  38252. interpolants = new Array( nTracks );
  38253. const interpolantSettings = {
  38254. endingStart: ZeroCurvatureEnding,
  38255. endingEnd: ZeroCurvatureEnding
  38256. };
  38257. for ( let i = 0; i !== nTracks; ++ i ) {
  38258. const interpolant = tracks[ i ].createInterpolant( null );
  38259. interpolants[ i ] = interpolant;
  38260. interpolant.settings = interpolantSettings;
  38261. }
  38262. this._interpolantSettings = interpolantSettings;
  38263. this._interpolants = interpolants; // bound by the mixer
  38264. // inside: PropertyMixer (managed by the mixer)
  38265. this._propertyBindings = new Array( nTracks );
  38266. this._cacheIndex = null; // for the memory manager
  38267. this._byClipCacheIndex = null; // for the memory manager
  38268. this._timeScaleInterpolant = null;
  38269. this._weightInterpolant = null;
  38270. /**
  38271. * The loop mode, set via {@link AnimationAction#setLoop}.
  38272. *
  38273. * @type {(LoopRepeat|LoopOnce|LoopPingPong)}
  38274. * @default LoopRepeat
  38275. */
  38276. this.loop = LoopRepeat;
  38277. this._loopCount = -1;
  38278. // global mixer time when the action is to be started
  38279. // it's set back to 'null' upon start of the action
  38280. this._startTime = null;
  38281. /**
  38282. * The local time of this action (in seconds, starting with `0`).
  38283. *
  38284. * The value gets clamped or wrapped to `[0,clip.duration]` (according to the
  38285. * loop state).
  38286. *
  38287. * @type {number}
  38288. * @default Infinity
  38289. */
  38290. this.time = 0;
  38291. /**
  38292. * Scaling factor for the {@link AnimationAction#time}. A value of `0` causes the
  38293. * animation to pause. Negative values cause the animation to play backwards.
  38294. *
  38295. * @type {number}
  38296. * @default 1
  38297. */
  38298. this.timeScale = 1;
  38299. this._effectiveTimeScale = 1;
  38300. /**
  38301. * The degree of influence of this action (in the interval `[0, 1]`). Values
  38302. * between `0` (no impact) and `1` (full impact) can be used to blend between
  38303. * several actions.
  38304. *
  38305. * @type {number}
  38306. * @default 1
  38307. */
  38308. this.weight = 1;
  38309. this._effectiveWeight = 1;
  38310. /**
  38311. * The number of repetitions of the performed clip over the course of this action.
  38312. * Can be set via {@link AnimationAction#setLoop}.
  38313. *
  38314. * Setting this number has no effect if {@link AnimationAction#loop} is set to
  38315. * `THREE:LoopOnce`.
  38316. *
  38317. * @type {number}
  38318. * @default Infinity
  38319. */
  38320. this.repetitions = Infinity;
  38321. /**
  38322. * If set to `true`, the playback of the action is paused.
  38323. *
  38324. * @type {boolean}
  38325. * @default false
  38326. */
  38327. this.paused = false;
  38328. /**
  38329. * If set to `false`, the action is disabled so it has no impact.
  38330. *
  38331. * When the action is re-enabled, the animation continues from its current
  38332. * time (setting `enabled` to `false` doesn't reset the action).
  38333. *
  38334. * @type {boolean}
  38335. * @default true
  38336. */
  38337. this.enabled = true;
  38338. /**
  38339. * If set to true the animation will automatically be paused on its last frame.
  38340. *
  38341. * If set to false, {@link AnimationAction#enabled} will automatically be switched
  38342. * to `false` when the last loop of the action has finished, so that this action has
  38343. * no further impact.
  38344. *
  38345. * Note: This member has no impact if the action is interrupted (it
  38346. * has only an effect if its last loop has really finished).
  38347. *
  38348. * @type {boolean}
  38349. * @default false
  38350. */
  38351. this.clampWhenFinished = false;
  38352. /**
  38353. * Enables smooth interpolation without separate clips for start, loop and end.
  38354. *
  38355. * @type {boolean}
  38356. * @default true
  38357. */
  38358. this.zeroSlopeAtStart = true;
  38359. /**
  38360. * Enables smooth interpolation without separate clips for start, loop and end.
  38361. *
  38362. * @type {boolean}
  38363. * @default true
  38364. */
  38365. this.zeroSlopeAtEnd = true;
  38366. }
  38367. /**
  38368. * Starts the playback of the animation.
  38369. *
  38370. * @return {AnimationAction} A reference to this animation action.
  38371. */
  38372. play() {
  38373. this._mixer._activateAction( this );
  38374. return this;
  38375. }
  38376. /**
  38377. * Stops the playback of the animation.
  38378. *
  38379. * @return {AnimationAction} A reference to this animation action.
  38380. */
  38381. stop() {
  38382. this._mixer._deactivateAction( this );
  38383. return this.reset();
  38384. }
  38385. /**
  38386. * Resets the playback of the animation.
  38387. *
  38388. * @return {AnimationAction} A reference to this animation action.
  38389. */
  38390. reset() {
  38391. this.paused = false;
  38392. this.enabled = true;
  38393. this.time = 0; // restart clip
  38394. this._loopCount = -1;// forget previous loops
  38395. this._startTime = null;// forget scheduling
  38396. return this.stopFading().stopWarping();
  38397. }
  38398. /**
  38399. * Returns `true` if the animation is running.
  38400. *
  38401. * @return {boolean} Whether the animation is running or not.
  38402. */
  38403. isRunning() {
  38404. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  38405. this._startTime === null && this._mixer._isActiveAction( this );
  38406. }
  38407. /**
  38408. * Returns `true` when {@link AnimationAction#play} has been called.
  38409. *
  38410. * @return {boolean} Whether the animation is scheduled or not.
  38411. */
  38412. isScheduled() {
  38413. return this._mixer._isActiveAction( this );
  38414. }
  38415. /**
  38416. * Defines the time when the animation should start.
  38417. *
  38418. * @param {number} time - The start time in seconds.
  38419. * @return {AnimationAction} A reference to this animation action.
  38420. */
  38421. startAt( time ) {
  38422. this._startTime = time;
  38423. return this;
  38424. }
  38425. /**
  38426. * Configures the loop settings for this action.
  38427. *
  38428. * @param {(LoopRepeat|LoopOnce|LoopPingPong)} mode - The loop mode.
  38429. * @param {number} repetitions - The number of repetitions.
  38430. * @return {AnimationAction} A reference to this animation action.
  38431. */
  38432. setLoop( mode, repetitions ) {
  38433. this.loop = mode;
  38434. this.repetitions = repetitions;
  38435. return this;
  38436. }
  38437. /**
  38438. * Sets the effective weight of this action.
  38439. *
  38440. * An action has no effect and thus an effective weight of zero when the
  38441. * action is disabled.
  38442. *
  38443. * @param {number} weight - The weight to set.
  38444. * @return {AnimationAction} A reference to this animation action.
  38445. */
  38446. setEffectiveWeight( weight ) {
  38447. this.weight = weight;
  38448. // note: same logic as when updated at runtime
  38449. this._effectiveWeight = this.enabled ? weight : 0;
  38450. return this.stopFading();
  38451. }
  38452. /**
  38453. * Returns the effective weight of this action.
  38454. *
  38455. * @return {number} The effective weight.
  38456. */
  38457. getEffectiveWeight() {
  38458. return this._effectiveWeight;
  38459. }
  38460. /**
  38461. * Fades the animation in by increasing its weight gradually from `0` to `1`,
  38462. * within the passed time interval.
  38463. *
  38464. * @param {number} duration - The duration of the fade.
  38465. * @return {AnimationAction} A reference to this animation action.
  38466. */
  38467. fadeIn( duration ) {
  38468. return this._scheduleFading( duration, 0, 1 );
  38469. }
  38470. /**
  38471. * Fades the animation out by decreasing its weight gradually from `1` to `0`,
  38472. * within the passed time interval.
  38473. *
  38474. * @param {number} duration - The duration of the fade.
  38475. * @return {AnimationAction} A reference to this animation action.
  38476. */
  38477. fadeOut( duration ) {
  38478. return this._scheduleFading( duration, 1, 0 );
  38479. }
  38480. /**
  38481. * Causes this action to fade in and the given action to fade out,
  38482. * within the passed time interval.
  38483. *
  38484. * @param {AnimationAction} fadeOutAction - The animation action to fade out.
  38485. * @param {number} duration - The duration of the fade.
  38486. * @param {boolean} [warp=false] - Whether warping should be used or not.
  38487. * @return {AnimationAction} A reference to this animation action.
  38488. */
  38489. crossFadeFrom( fadeOutAction, duration, warp = false ) {
  38490. fadeOutAction.fadeOut( duration );
  38491. this.fadeIn( duration );
  38492. if ( warp === true ) {
  38493. const fadeInDuration = this._clip.duration,
  38494. fadeOutDuration = fadeOutAction._clip.duration,
  38495. startEndRatio = fadeOutDuration / fadeInDuration,
  38496. endStartRatio = fadeInDuration / fadeOutDuration;
  38497. fadeOutAction.warp( 1.0, startEndRatio, duration );
  38498. this.warp( endStartRatio, 1.0, duration );
  38499. }
  38500. return this;
  38501. }
  38502. /**
  38503. * Causes this action to fade out and the given action to fade in,
  38504. * within the passed time interval.
  38505. *
  38506. * @param {AnimationAction} fadeInAction - The animation action to fade in.
  38507. * @param {number} duration - The duration of the fade.
  38508. * @param {boolean} [warp=false] - Whether warping should be used or not.
  38509. * @return {AnimationAction} A reference to this animation action.
  38510. */
  38511. crossFadeTo( fadeInAction, duration, warp = false ) {
  38512. return fadeInAction.crossFadeFrom( this, duration, warp );
  38513. }
  38514. /**
  38515. * Stops any fading which is applied to this action.
  38516. *
  38517. * @return {AnimationAction} A reference to this animation action.
  38518. */
  38519. stopFading() {
  38520. const weightInterpolant = this._weightInterpolant;
  38521. if ( weightInterpolant !== null ) {
  38522. this._weightInterpolant = null;
  38523. this._mixer._takeBackControlInterpolant( weightInterpolant );
  38524. }
  38525. return this;
  38526. }
  38527. /**
  38528. * Sets the effective time scale of this action.
  38529. *
  38530. * An action has no effect and thus an effective time scale of zero when the
  38531. * action is paused.
  38532. *
  38533. * @param {number} timeScale - The time scale to set.
  38534. * @return {AnimationAction} A reference to this animation action.
  38535. */
  38536. setEffectiveTimeScale( timeScale ) {
  38537. this.timeScale = timeScale;
  38538. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  38539. return this.stopWarping();
  38540. }
  38541. /**
  38542. * Returns the effective time scale of this action.
  38543. *
  38544. * @return {number} The effective time scale.
  38545. */
  38546. getEffectiveTimeScale() {
  38547. return this._effectiveTimeScale;
  38548. }
  38549. /**
  38550. * Sets the duration for a single loop of this action.
  38551. *
  38552. * @param {number} duration - The duration to set.
  38553. * @return {AnimationAction} A reference to this animation action.
  38554. */
  38555. setDuration( duration ) {
  38556. this.timeScale = this._clip.duration / duration;
  38557. return this.stopWarping();
  38558. }
  38559. /**
  38560. * Synchronizes this action with the passed other action.
  38561. *
  38562. * @param {AnimationAction} action - The action to sync with.
  38563. * @return {AnimationAction} A reference to this animation action.
  38564. */
  38565. syncWith( action ) {
  38566. this.time = action.time;
  38567. this.timeScale = action.timeScale;
  38568. return this.stopWarping();
  38569. }
  38570. /**
  38571. * Decelerates this animation's speed to `0` within the passed time interval.
  38572. *
  38573. * @param {number} duration - The duration.
  38574. * @return {AnimationAction} A reference to this animation action.
  38575. */
  38576. halt( duration ) {
  38577. return this.warp( this._effectiveTimeScale, 0, duration );
  38578. }
  38579. /**
  38580. * Changes the playback speed, within the passed time interval, by modifying
  38581. * {@link AnimationAction#timeScale} gradually from `startTimeScale` to
  38582. * `endTimeScale`.
  38583. *
  38584. * @param {number} startTimeScale - The start time scale.
  38585. * @param {number} endTimeScale - The end time scale.
  38586. * @param {number} duration - The duration.
  38587. * @return {AnimationAction} A reference to this animation action.
  38588. */
  38589. warp( startTimeScale, endTimeScale, duration ) {
  38590. const mixer = this._mixer,
  38591. now = mixer.time,
  38592. timeScale = this.timeScale;
  38593. let interpolant = this._timeScaleInterpolant;
  38594. if ( interpolant === null ) {
  38595. interpolant = mixer._lendControlInterpolant();
  38596. this._timeScaleInterpolant = interpolant;
  38597. }
  38598. const times = interpolant.parameterPositions,
  38599. values = interpolant.sampleValues;
  38600. times[ 0 ] = now;
  38601. times[ 1 ] = now + duration;
  38602. values[ 0 ] = startTimeScale / timeScale;
  38603. values[ 1 ] = endTimeScale / timeScale;
  38604. return this;
  38605. }
  38606. /**
  38607. * Stops any scheduled warping which is applied to this action.
  38608. *
  38609. * @return {AnimationAction} A reference to this animation action.
  38610. */
  38611. stopWarping() {
  38612. const timeScaleInterpolant = this._timeScaleInterpolant;
  38613. if ( timeScaleInterpolant !== null ) {
  38614. this._timeScaleInterpolant = null;
  38615. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  38616. }
  38617. return this;
  38618. }
  38619. /**
  38620. * Returns the animation mixer of this animation action.
  38621. *
  38622. * @return {AnimationMixer} The animation mixer.
  38623. */
  38624. getMixer() {
  38625. return this._mixer;
  38626. }
  38627. /**
  38628. * Returns the animation clip of this animation action.
  38629. *
  38630. * @return {AnimationClip} The animation clip.
  38631. */
  38632. getClip() {
  38633. return this._clip;
  38634. }
  38635. /**
  38636. * Returns the root object of this animation action.
  38637. *
  38638. * @return {Object3D} The root object.
  38639. */
  38640. getRoot() {
  38641. return this._localRoot || this._mixer._root;
  38642. }
  38643. // Interna
  38644. _update( time, deltaTime, timeDirection, accuIndex ) {
  38645. // called by the mixer
  38646. if ( ! this.enabled ) {
  38647. // call ._updateWeight() to update ._effectiveWeight
  38648. this._updateWeight( time );
  38649. return;
  38650. }
  38651. const startTime = this._startTime;
  38652. if ( startTime !== null ) {
  38653. // check for scheduled start of action
  38654. const timeRunning = ( time - startTime ) * timeDirection;
  38655. if ( timeRunning < 0 || timeDirection === 0 ) {
  38656. deltaTime = 0;
  38657. } else {
  38658. this._startTime = null; // unschedule
  38659. deltaTime = timeDirection * timeRunning;
  38660. }
  38661. }
  38662. // apply time scale and advance time
  38663. deltaTime *= this._updateTimeScale( time );
  38664. const clipTime = this._updateTime( deltaTime );
  38665. // note: _updateTime may disable the action resulting in
  38666. // an effective weight of 0
  38667. const weight = this._updateWeight( time );
  38668. if ( weight > 0 ) {
  38669. const interpolants = this._interpolants;
  38670. const propertyMixers = this._propertyBindings;
  38671. switch ( this.blendMode ) {
  38672. case AdditiveAnimationBlendMode:
  38673. for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
  38674. interpolants[ j ].evaluate( clipTime );
  38675. propertyMixers[ j ].accumulateAdditive( weight );
  38676. }
  38677. break;
  38678. case NormalAnimationBlendMode:
  38679. default:
  38680. for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
  38681. interpolants[ j ].evaluate( clipTime );
  38682. propertyMixers[ j ].accumulate( accuIndex, weight );
  38683. }
  38684. }
  38685. }
  38686. }
  38687. _updateWeight( time ) {
  38688. let weight = 0;
  38689. if ( this.enabled ) {
  38690. weight = this.weight;
  38691. const interpolant = this._weightInterpolant;
  38692. if ( interpolant !== null ) {
  38693. const interpolantValue = interpolant.evaluate( time )[ 0 ];
  38694. weight *= interpolantValue;
  38695. if ( time > interpolant.parameterPositions[ 1 ] ) {
  38696. this.stopFading();
  38697. if ( interpolantValue === 0 ) {
  38698. // faded out, disable
  38699. this.enabled = false;
  38700. }
  38701. }
  38702. }
  38703. }
  38704. this._effectiveWeight = weight;
  38705. return weight;
  38706. }
  38707. _updateTimeScale( time ) {
  38708. let timeScale = 0;
  38709. if ( ! this.paused ) {
  38710. timeScale = this.timeScale;
  38711. const interpolant = this._timeScaleInterpolant;
  38712. if ( interpolant !== null ) {
  38713. const interpolantValue = interpolant.evaluate( time )[ 0 ];
  38714. timeScale *= interpolantValue;
  38715. if ( time > interpolant.parameterPositions[ 1 ] ) {
  38716. this.stopWarping();
  38717. if ( timeScale === 0 ) {
  38718. // motion has halted, pause
  38719. this.paused = true;
  38720. } else {
  38721. // warp done - apply final time scale
  38722. this.timeScale = timeScale;
  38723. }
  38724. }
  38725. }
  38726. }
  38727. this._effectiveTimeScale = timeScale;
  38728. return timeScale;
  38729. }
  38730. _updateTime( deltaTime ) {
  38731. const duration = this._clip.duration;
  38732. const loop = this.loop;
  38733. let time = this.time + deltaTime;
  38734. let loopCount = this._loopCount;
  38735. const pingPong = ( loop === LoopPingPong );
  38736. if ( deltaTime === 0 ) {
  38737. if ( loopCount === -1 ) return time;
  38738. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  38739. }
  38740. if ( loop === LoopOnce ) {
  38741. if ( loopCount === -1 ) {
  38742. // just started
  38743. this._loopCount = 0;
  38744. this._setEndings( true, true, false );
  38745. }
  38746. handle_stop: {
  38747. if ( time >= duration ) {
  38748. time = duration;
  38749. } else if ( time < 0 ) {
  38750. time = 0;
  38751. } else {
  38752. this.time = time;
  38753. break handle_stop;
  38754. }
  38755. if ( this.clampWhenFinished ) this.paused = true;
  38756. else this.enabled = false;
  38757. this.time = time;
  38758. this._mixer.dispatchEvent( {
  38759. type: 'finished', action: this,
  38760. direction: deltaTime < 0 ? -1 : 1
  38761. } );
  38762. }
  38763. } else { // repetitive Repeat or PingPong
  38764. if ( loopCount === -1 ) {
  38765. // just started
  38766. if ( deltaTime >= 0 ) {
  38767. loopCount = 0;
  38768. this._setEndings( true, this.repetitions === 0, pingPong );
  38769. } else {
  38770. // when looping in reverse direction, the initial
  38771. // transition through zero counts as a repetition,
  38772. // so leave loopCount at -1
  38773. this._setEndings( this.repetitions === 0, true, pingPong );
  38774. }
  38775. }
  38776. if ( time >= duration || time < 0 ) {
  38777. // wrap around
  38778. const loopDelta = Math.floor( time / duration ); // signed
  38779. time -= duration * loopDelta;
  38780. loopCount += Math.abs( loopDelta );
  38781. const pending = this.repetitions - loopCount;
  38782. if ( pending <= 0 ) {
  38783. // have to stop (switch state, clamp time, fire event)
  38784. if ( this.clampWhenFinished ) this.paused = true;
  38785. else this.enabled = false;
  38786. time = deltaTime > 0 ? duration : 0;
  38787. this.time = time;
  38788. this._mixer.dispatchEvent( {
  38789. type: 'finished', action: this,
  38790. direction: deltaTime > 0 ? 1 : -1
  38791. } );
  38792. } else {
  38793. // keep running
  38794. if ( pending === 1 ) {
  38795. // entering the last round
  38796. const atStart = deltaTime < 0;
  38797. this._setEndings( atStart, ! atStart, pingPong );
  38798. } else {
  38799. this._setEndings( false, false, pingPong );
  38800. }
  38801. this._loopCount = loopCount;
  38802. this.time = time;
  38803. this._mixer.dispatchEvent( {
  38804. type: 'loop', action: this, loopDelta: loopDelta
  38805. } );
  38806. }
  38807. } else {
  38808. this.time = time;
  38809. }
  38810. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  38811. // invert time for the "pong round"
  38812. return duration - time;
  38813. }
  38814. }
  38815. return time;
  38816. }
  38817. _setEndings( atStart, atEnd, pingPong ) {
  38818. const settings = this._interpolantSettings;
  38819. if ( pingPong ) {
  38820. settings.endingStart = ZeroSlopeEnding;
  38821. settings.endingEnd = ZeroSlopeEnding;
  38822. } else {
  38823. // assuming for LoopOnce atStart == atEnd == true
  38824. if ( atStart ) {
  38825. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  38826. } else {
  38827. settings.endingStart = WrapAroundEnding;
  38828. }
  38829. if ( atEnd ) {
  38830. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  38831. } else {
  38832. settings.endingEnd = WrapAroundEnding;
  38833. }
  38834. }
  38835. }
  38836. _scheduleFading( duration, weightNow, weightThen ) {
  38837. const mixer = this._mixer, now = mixer.time;
  38838. let interpolant = this._weightInterpolant;
  38839. if ( interpolant === null ) {
  38840. interpolant = mixer._lendControlInterpolant();
  38841. this._weightInterpolant = interpolant;
  38842. }
  38843. const times = interpolant.parameterPositions,
  38844. values = interpolant.sampleValues;
  38845. times[ 0 ] = now;
  38846. values[ 0 ] = weightNow;
  38847. times[ 1 ] = now + duration;
  38848. values[ 1 ] = weightThen;
  38849. return this;
  38850. }
  38851. }
  38852. const _controlInterpolantsResultBuffer = new Float32Array( 1 );
  38853. /**
  38854. * `AnimationMixer` is a player for animations on a particular object in
  38855. * the scene. When multiple objects in the scene are animated independently,
  38856. * one `AnimationMixer` may be used for each object.
  38857. */
  38858. class AnimationMixer extends EventDispatcher {
  38859. /**
  38860. * Constructs a new animation mixer.
  38861. *
  38862. * @param {Object3D} root - The object whose animations shall be played by this mixer.
  38863. */
  38864. constructor( root ) {
  38865. super();
  38866. this._root = root;
  38867. this._initMemoryManager();
  38868. this._accuIndex = 0;
  38869. /**
  38870. * The global mixer time (in seconds; starting with `0` on the mixer's creation).
  38871. *
  38872. * @type {number}
  38873. * @default 0
  38874. */
  38875. this.time = 0;
  38876. /**
  38877. * A scaling factor for the global time.
  38878. *
  38879. * Note: Setting this member to `0` and later back to `1` is a
  38880. * possibility to pause/unpause all actions that are controlled by this
  38881. * mixer.
  38882. *
  38883. * @type {number}
  38884. * @default 1
  38885. */
  38886. this.timeScale = 1.0;
  38887. }
  38888. _bindAction( action, prototypeAction ) {
  38889. const root = action._localRoot || this._root,
  38890. tracks = action._clip.tracks,
  38891. nTracks = tracks.length,
  38892. bindings = action._propertyBindings,
  38893. interpolants = action._interpolants,
  38894. rootUuid = root.uuid,
  38895. bindingsByRoot = this._bindingsByRootAndName;
  38896. let bindingsByName = bindingsByRoot[ rootUuid ];
  38897. if ( bindingsByName === undefined ) {
  38898. bindingsByName = {};
  38899. bindingsByRoot[ rootUuid ] = bindingsByName;
  38900. }
  38901. for ( let i = 0; i !== nTracks; ++ i ) {
  38902. const track = tracks[ i ],
  38903. trackName = track.name;
  38904. let binding = bindingsByName[ trackName ];
  38905. if ( binding !== undefined ) {
  38906. ++ binding.referenceCount;
  38907. bindings[ i ] = binding;
  38908. } else {
  38909. binding = bindings[ i ];
  38910. if ( binding !== undefined ) {
  38911. // existing binding, make sure the cache knows
  38912. if ( binding._cacheIndex === null ) {
  38913. ++ binding.referenceCount;
  38914. this._addInactiveBinding( binding, rootUuid, trackName );
  38915. }
  38916. continue;
  38917. }
  38918. const path = prototypeAction && prototypeAction.
  38919. _propertyBindings[ i ].binding.parsedPath;
  38920. binding = new PropertyMixer(
  38921. PropertyBinding.create( root, trackName, path ),
  38922. track.ValueTypeName, track.getValueSize() );
  38923. ++ binding.referenceCount;
  38924. this._addInactiveBinding( binding, rootUuid, trackName );
  38925. bindings[ i ] = binding;
  38926. }
  38927. interpolants[ i ].resultBuffer = binding.buffer;
  38928. }
  38929. }
  38930. _activateAction( action ) {
  38931. if ( ! this._isActiveAction( action ) ) {
  38932. if ( action._cacheIndex === null ) {
  38933. // this action has been forgotten by the cache, but the user
  38934. // appears to be still using it -> rebind
  38935. const rootUuid = ( action._localRoot || this._root ).uuid,
  38936. clipUuid = action._clip.uuid,
  38937. actionsForClip = this._actionsByClip[ clipUuid ];
  38938. this._bindAction( action,
  38939. actionsForClip && actionsForClip.knownActions[ 0 ] );
  38940. this._addInactiveAction( action, clipUuid, rootUuid );
  38941. }
  38942. const bindings = action._propertyBindings;
  38943. // increment reference counts / sort out state
  38944. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  38945. const binding = bindings[ i ];
  38946. if ( binding.useCount ++ === 0 ) {
  38947. this._lendBinding( binding );
  38948. binding.saveOriginalState();
  38949. }
  38950. }
  38951. this._lendAction( action );
  38952. }
  38953. }
  38954. _deactivateAction( action ) {
  38955. if ( this._isActiveAction( action ) ) {
  38956. const bindings = action._propertyBindings;
  38957. // decrement reference counts / sort out state
  38958. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  38959. const binding = bindings[ i ];
  38960. if ( -- binding.useCount === 0 ) {
  38961. binding.restoreOriginalState();
  38962. this._takeBackBinding( binding );
  38963. }
  38964. }
  38965. this._takeBackAction( action );
  38966. }
  38967. }
  38968. // Memory manager
  38969. _initMemoryManager() {
  38970. this._actions = []; // 'nActiveActions' followed by inactive ones
  38971. this._nActiveActions = 0;
  38972. this._actionsByClip = {};
  38973. // inside:
  38974. // {
  38975. // knownActions: Array< AnimationAction > - used as prototypes
  38976. // actionByRoot: AnimationAction - lookup
  38977. // }
  38978. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  38979. this._nActiveBindings = 0;
  38980. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  38981. this._controlInterpolants = []; // same game as above
  38982. this._nActiveControlInterpolants = 0;
  38983. const scope = this;
  38984. this.stats = {
  38985. actions: {
  38986. get total() {
  38987. return scope._actions.length;
  38988. },
  38989. get inUse() {
  38990. return scope._nActiveActions;
  38991. }
  38992. },
  38993. bindings: {
  38994. get total() {
  38995. return scope._bindings.length;
  38996. },
  38997. get inUse() {
  38998. return scope._nActiveBindings;
  38999. }
  39000. },
  39001. controlInterpolants: {
  39002. get total() {
  39003. return scope._controlInterpolants.length;
  39004. },
  39005. get inUse() {
  39006. return scope._nActiveControlInterpolants;
  39007. }
  39008. }
  39009. };
  39010. }
  39011. // Memory management for AnimationAction objects
  39012. _isActiveAction( action ) {
  39013. const index = action._cacheIndex;
  39014. return index !== null && index < this._nActiveActions;
  39015. }
  39016. _addInactiveAction( action, clipUuid, rootUuid ) {
  39017. const actions = this._actions,
  39018. actionsByClip = this._actionsByClip;
  39019. let actionsForClip = actionsByClip[ clipUuid ];
  39020. if ( actionsForClip === undefined ) {
  39021. actionsForClip = {
  39022. knownActions: [ action ],
  39023. actionByRoot: {}
  39024. };
  39025. action._byClipCacheIndex = 0;
  39026. actionsByClip[ clipUuid ] = actionsForClip;
  39027. } else {
  39028. const knownActions = actionsForClip.knownActions;
  39029. action._byClipCacheIndex = knownActions.length;
  39030. knownActions.push( action );
  39031. }
  39032. action._cacheIndex = actions.length;
  39033. actions.push( action );
  39034. actionsForClip.actionByRoot[ rootUuid ] = action;
  39035. }
  39036. _removeInactiveAction( action ) {
  39037. const actions = this._actions,
  39038. lastInactiveAction = actions[ actions.length - 1 ],
  39039. cacheIndex = action._cacheIndex;
  39040. lastInactiveAction._cacheIndex = cacheIndex;
  39041. actions[ cacheIndex ] = lastInactiveAction;
  39042. actions.pop();
  39043. action._cacheIndex = null;
  39044. const clipUuid = action._clip.uuid,
  39045. actionsByClip = this._actionsByClip,
  39046. actionsForClip = actionsByClip[ clipUuid ],
  39047. knownActionsForClip = actionsForClip.knownActions,
  39048. lastKnownAction =
  39049. knownActionsForClip[ knownActionsForClip.length - 1 ],
  39050. byClipCacheIndex = action._byClipCacheIndex;
  39051. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  39052. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  39053. knownActionsForClip.pop();
  39054. action._byClipCacheIndex = null;
  39055. const actionByRoot = actionsForClip.actionByRoot,
  39056. rootUuid = ( action._localRoot || this._root ).uuid;
  39057. delete actionByRoot[ rootUuid ];
  39058. if ( knownActionsForClip.length === 0 ) {
  39059. delete actionsByClip[ clipUuid ];
  39060. }
  39061. this._removeInactiveBindingsForAction( action );
  39062. }
  39063. _removeInactiveBindingsForAction( action ) {
  39064. const bindings = action._propertyBindings;
  39065. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  39066. const binding = bindings[ i ];
  39067. if ( -- binding.referenceCount === 0 ) {
  39068. this._removeInactiveBinding( binding );
  39069. }
  39070. }
  39071. }
  39072. _lendAction( action ) {
  39073. // [ active actions | inactive actions ]
  39074. // [ active actions >| inactive actions ]
  39075. // s a
  39076. // <-swap->
  39077. // a s
  39078. const actions = this._actions,
  39079. prevIndex = action._cacheIndex,
  39080. lastActiveIndex = this._nActiveActions ++,
  39081. firstInactiveAction = actions[ lastActiveIndex ];
  39082. action._cacheIndex = lastActiveIndex;
  39083. actions[ lastActiveIndex ] = action;
  39084. firstInactiveAction._cacheIndex = prevIndex;
  39085. actions[ prevIndex ] = firstInactiveAction;
  39086. }
  39087. _takeBackAction( action ) {
  39088. // [ active actions | inactive actions ]
  39089. // [ active actions |< inactive actions ]
  39090. // a s
  39091. // <-swap->
  39092. // s a
  39093. const actions = this._actions,
  39094. prevIndex = action._cacheIndex,
  39095. firstInactiveIndex = -- this._nActiveActions,
  39096. lastActiveAction = actions[ firstInactiveIndex ];
  39097. action._cacheIndex = firstInactiveIndex;
  39098. actions[ firstInactiveIndex ] = action;
  39099. lastActiveAction._cacheIndex = prevIndex;
  39100. actions[ prevIndex ] = lastActiveAction;
  39101. }
  39102. // Memory management for PropertyMixer objects
  39103. _addInactiveBinding( binding, rootUuid, trackName ) {
  39104. const bindingsByRoot = this._bindingsByRootAndName,
  39105. bindings = this._bindings;
  39106. let bindingByName = bindingsByRoot[ rootUuid ];
  39107. if ( bindingByName === undefined ) {
  39108. bindingByName = {};
  39109. bindingsByRoot[ rootUuid ] = bindingByName;
  39110. }
  39111. bindingByName[ trackName ] = binding;
  39112. binding._cacheIndex = bindings.length;
  39113. bindings.push( binding );
  39114. }
  39115. _removeInactiveBinding( binding ) {
  39116. const bindings = this._bindings,
  39117. propBinding = binding.binding,
  39118. rootUuid = propBinding.rootNode.uuid,
  39119. trackName = propBinding.path,
  39120. bindingsByRoot = this._bindingsByRootAndName,
  39121. bindingByName = bindingsByRoot[ rootUuid ],
  39122. lastInactiveBinding = bindings[ bindings.length - 1 ],
  39123. cacheIndex = binding._cacheIndex;
  39124. lastInactiveBinding._cacheIndex = cacheIndex;
  39125. bindings[ cacheIndex ] = lastInactiveBinding;
  39126. bindings.pop();
  39127. delete bindingByName[ trackName ];
  39128. if ( Object.keys( bindingByName ).length === 0 ) {
  39129. delete bindingsByRoot[ rootUuid ];
  39130. }
  39131. }
  39132. _lendBinding( binding ) {
  39133. const bindings = this._bindings,
  39134. prevIndex = binding._cacheIndex,
  39135. lastActiveIndex = this._nActiveBindings ++,
  39136. firstInactiveBinding = bindings[ lastActiveIndex ];
  39137. binding._cacheIndex = lastActiveIndex;
  39138. bindings[ lastActiveIndex ] = binding;
  39139. firstInactiveBinding._cacheIndex = prevIndex;
  39140. bindings[ prevIndex ] = firstInactiveBinding;
  39141. }
  39142. _takeBackBinding( binding ) {
  39143. const bindings = this._bindings,
  39144. prevIndex = binding._cacheIndex,
  39145. firstInactiveIndex = -- this._nActiveBindings,
  39146. lastActiveBinding = bindings[ firstInactiveIndex ];
  39147. binding._cacheIndex = firstInactiveIndex;
  39148. bindings[ firstInactiveIndex ] = binding;
  39149. lastActiveBinding._cacheIndex = prevIndex;
  39150. bindings[ prevIndex ] = lastActiveBinding;
  39151. }
  39152. // Memory management of Interpolants for weight and time scale
  39153. _lendControlInterpolant() {
  39154. const interpolants = this._controlInterpolants,
  39155. lastActiveIndex = this._nActiveControlInterpolants ++;
  39156. let interpolant = interpolants[ lastActiveIndex ];
  39157. if ( interpolant === undefined ) {
  39158. interpolant = new LinearInterpolant(
  39159. new Float32Array( 2 ), new Float32Array( 2 ),
  39160. 1, _controlInterpolantsResultBuffer );
  39161. interpolant.__cacheIndex = lastActiveIndex;
  39162. interpolants[ lastActiveIndex ] = interpolant;
  39163. }
  39164. return interpolant;
  39165. }
  39166. _takeBackControlInterpolant( interpolant ) {
  39167. const interpolants = this._controlInterpolants,
  39168. prevIndex = interpolant.__cacheIndex,
  39169. firstInactiveIndex = -- this._nActiveControlInterpolants,
  39170. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  39171. interpolant.__cacheIndex = firstInactiveIndex;
  39172. interpolants[ firstInactiveIndex ] = interpolant;
  39173. lastActiveInterpolant.__cacheIndex = prevIndex;
  39174. interpolants[ prevIndex ] = lastActiveInterpolant;
  39175. }
  39176. /**
  39177. * Returns an instance of {@link AnimationAction} for the passed clip.
  39178. *
  39179. * If an action fitting the clip and root parameters doesn't yet exist, it
  39180. * will be created by this method. Calling this method several times with the
  39181. * same clip and root parameters always returns the same action.
  39182. *
  39183. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  39184. * @param {Object3D} [optionalRoot] - An alternative root object.
  39185. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode] - The blend mode.
  39186. * @return {?AnimationAction} The animation action.
  39187. */
  39188. clipAction( clip, optionalRoot, blendMode ) {
  39189. const root = optionalRoot || this._root,
  39190. rootUuid = root.uuid;
  39191. let clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;
  39192. const clipUuid = clipObject !== null ? clipObject.uuid : clip;
  39193. const actionsForClip = this._actionsByClip[ clipUuid ];
  39194. let prototypeAction = null;
  39195. if ( blendMode === undefined ) {
  39196. if ( clipObject !== null ) {
  39197. blendMode = clipObject.blendMode;
  39198. } else {
  39199. blendMode = NormalAnimationBlendMode;
  39200. }
  39201. }
  39202. if ( actionsForClip !== undefined ) {
  39203. const existingAction = actionsForClip.actionByRoot[ rootUuid ];
  39204. if ( existingAction !== undefined && existingAction.blendMode === blendMode ) {
  39205. return existingAction;
  39206. }
  39207. // we know the clip, so we don't have to parse all
  39208. // the bindings again but can just copy
  39209. prototypeAction = actionsForClip.knownActions[ 0 ];
  39210. // also, take the clip from the prototype action
  39211. if ( clipObject === null )
  39212. clipObject = prototypeAction._clip;
  39213. }
  39214. // clip must be known when specified via string
  39215. if ( clipObject === null ) return null;
  39216. // allocate all resources required to run it
  39217. const newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );
  39218. this._bindAction( newAction, prototypeAction );
  39219. // and make the action known to the memory manager
  39220. this._addInactiveAction( newAction, clipUuid, rootUuid );
  39221. return newAction;
  39222. }
  39223. /**
  39224. * Returns an existing animation action for the passed clip.
  39225. *
  39226. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  39227. * @param {Object3D} [optionalRoot] - An alternative root object.
  39228. * @return {?AnimationAction} The animation action. Returns `null` if no action was found.
  39229. */
  39230. existingAction( clip, optionalRoot ) {
  39231. const root = optionalRoot || this._root,
  39232. rootUuid = root.uuid,
  39233. clipObject = typeof clip === 'string' ?
  39234. AnimationClip.findByName( root, clip ) : clip,
  39235. clipUuid = clipObject ? clipObject.uuid : clip,
  39236. actionsForClip = this._actionsByClip[ clipUuid ];
  39237. if ( actionsForClip !== undefined ) {
  39238. return actionsForClip.actionByRoot[ rootUuid ] || null;
  39239. }
  39240. return null;
  39241. }
  39242. /**
  39243. * Deactivates all previously scheduled actions on this mixer.
  39244. *
  39245. * @return {AnimationMixer} A reference to this animation mixer.
  39246. */
  39247. stopAllAction() {
  39248. const actions = this._actions,
  39249. nActions = this._nActiveActions;
  39250. for ( let i = nActions - 1; i >= 0; -- i ) {
  39251. actions[ i ].stop();
  39252. }
  39253. return this;
  39254. }
  39255. /**
  39256. * Advances the global mixer time and updates the animation.
  39257. *
  39258. * This is usually done in the render loop by passing the delta
  39259. * time from {@link Clock} or {@link Timer}.
  39260. *
  39261. * @param {number} deltaTime - The delta time in seconds.
  39262. * @return {AnimationMixer} A reference to this animation mixer.
  39263. */
  39264. update( deltaTime ) {
  39265. deltaTime *= this.timeScale;
  39266. const actions = this._actions,
  39267. nActions = this._nActiveActions,
  39268. time = this.time += deltaTime,
  39269. timeDirection = Math.sign( deltaTime ),
  39270. accuIndex = this._accuIndex ^= 1;
  39271. // run active actions
  39272. for ( let i = 0; i !== nActions; ++ i ) {
  39273. const action = actions[ i ];
  39274. action._update( time, deltaTime, timeDirection, accuIndex );
  39275. }
  39276. // update scene graph
  39277. const bindings = this._bindings,
  39278. nBindings = this._nActiveBindings;
  39279. for ( let i = 0; i !== nBindings; ++ i ) {
  39280. bindings[ i ].apply( accuIndex );
  39281. }
  39282. return this;
  39283. }
  39284. /**
  39285. * Sets the global mixer to a specific time and updates the animation accordingly.
  39286. *
  39287. * This is useful when you need to jump to an exact time in an animation. The
  39288. * input parameter will be scaled by {@link AnimationMixer#timeScale}
  39289. *
  39290. * @param {number} time - The time to set in seconds.
  39291. * @return {AnimationMixer} A reference to this animation mixer.
  39292. */
  39293. setTime( time ) {
  39294. this.time = 0; // Zero out time attribute for AnimationMixer object;
  39295. for ( let i = 0; i < this._actions.length; i ++ ) {
  39296. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  39297. }
  39298. return this.update( time ); // Update used to set exact time. Returns "this" AnimationMixer object.
  39299. }
  39300. /**
  39301. * Returns this mixer's root object.
  39302. *
  39303. * @return {Object3D} The mixer's root object.
  39304. */
  39305. getRoot() {
  39306. return this._root;
  39307. }
  39308. /**
  39309. * Deallocates all memory resources for a clip. Before using this method make
  39310. * sure to call {@link AnimationAction#stop} for all related actions.
  39311. *
  39312. * @param {AnimationClip} clip - The clip to uncache.
  39313. */
  39314. uncacheClip( clip ) {
  39315. const actions = this._actions,
  39316. clipUuid = clip.uuid,
  39317. actionsByClip = this._actionsByClip,
  39318. actionsForClip = actionsByClip[ clipUuid ];
  39319. if ( actionsForClip !== undefined ) {
  39320. // note: just calling _removeInactiveAction would mess up the
  39321. // iteration state and also require updating the state we can
  39322. // just throw away
  39323. const actionsToRemove = actionsForClip.knownActions;
  39324. for ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  39325. const action = actionsToRemove[ i ];
  39326. this._deactivateAction( action );
  39327. const cacheIndex = action._cacheIndex,
  39328. lastInactiveAction = actions[ actions.length - 1 ];
  39329. action._cacheIndex = null;
  39330. action._byClipCacheIndex = null;
  39331. lastInactiveAction._cacheIndex = cacheIndex;
  39332. actions[ cacheIndex ] = lastInactiveAction;
  39333. actions.pop();
  39334. this._removeInactiveBindingsForAction( action );
  39335. }
  39336. delete actionsByClip[ clipUuid ];
  39337. }
  39338. }
  39339. /**
  39340. * Deallocates all memory resources for a root object. Before using this
  39341. * method make sure to call {@link AnimationAction#stop} for all related
  39342. * actions or alternatively {@link AnimationMixer#stopAllAction} when the
  39343. * mixer operates on a single root.
  39344. *
  39345. * @param {Object3D} root - The root object to uncache.
  39346. */
  39347. uncacheRoot( root ) {
  39348. const rootUuid = root.uuid,
  39349. actionsByClip = this._actionsByClip;
  39350. for ( const clipUuid in actionsByClip ) {
  39351. const actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  39352. action = actionByRoot[ rootUuid ];
  39353. if ( action !== undefined ) {
  39354. this._deactivateAction( action );
  39355. this._removeInactiveAction( action );
  39356. }
  39357. }
  39358. const bindingsByRoot = this._bindingsByRootAndName,
  39359. bindingByName = bindingsByRoot[ rootUuid ];
  39360. if ( bindingByName !== undefined ) {
  39361. for ( const trackName in bindingByName ) {
  39362. const binding = bindingByName[ trackName ];
  39363. binding.restoreOriginalState();
  39364. this._removeInactiveBinding( binding );
  39365. }
  39366. }
  39367. }
  39368. /**
  39369. * Deallocates all memory resources for an action. The action is identified by the
  39370. * given clip and an optional root object. Before using this method make
  39371. * sure to call {@link AnimationAction#stop} to deactivate the action.
  39372. *
  39373. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  39374. * @param {Object3D} [optionalRoot] - An alternative root object.
  39375. */
  39376. uncacheAction( clip, optionalRoot ) {
  39377. const action = this.existingAction( clip, optionalRoot );
  39378. if ( action !== null ) {
  39379. this._deactivateAction( action );
  39380. this._removeInactiveAction( action );
  39381. }
  39382. }
  39383. }
  39384. /**
  39385. * Represents a 3D render target.
  39386. *
  39387. * @augments RenderTarget
  39388. */
  39389. class RenderTarget3D extends RenderTarget {
  39390. /**
  39391. * Constructs a new 3D render target.
  39392. *
  39393. * @param {number} [width=1] - The width of the render target.
  39394. * @param {number} [height=1] - The height of the render target.
  39395. * @param {number} [depth=1] - The height of the render target.
  39396. * @param {RenderTarget~Options} [options] - The configuration object.
  39397. */
  39398. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  39399. super( width, height, options );
  39400. /**
  39401. * This flag can be used for type testing.
  39402. *
  39403. * @type {boolean}
  39404. * @readonly
  39405. * @default true
  39406. */
  39407. this.isRenderTarget3D = true;
  39408. this.depth = depth;
  39409. /**
  39410. * Overwritten with a different texture type.
  39411. *
  39412. * @type {Data3DTexture}
  39413. */
  39414. this.texture = new Data3DTexture( null, width, height, depth );
  39415. this._setTextureOptions( options );
  39416. this.texture.isRenderTargetTexture = true;
  39417. }
  39418. }
  39419. /**
  39420. * Represents a uniform which is a global shader variable. They are passed to shader programs.
  39421. *
  39422. * When declaring a uniform of a {@link ShaderMaterial}, it is declared by value or by object.
  39423. * ```js
  39424. * uniforms: {
  39425. * time: { value: 1.0 },
  39426. * resolution: new Uniform( new Vector2() )
  39427. * };
  39428. * ```
  39429. * Since this class can only be used in context of {@link ShaderMaterial}, it is only supported
  39430. * in {@link WebGLRenderer}.
  39431. */
  39432. class Uniform {
  39433. /**
  39434. * Constructs a new uniform.
  39435. *
  39436. * @param {any} value - The uniform value.
  39437. */
  39438. constructor( value ) {
  39439. /**
  39440. * The uniform value.
  39441. *
  39442. * @type {any}
  39443. */
  39444. this.value = value;
  39445. }
  39446. /**
  39447. * Returns a new uniform with copied values from this instance.
  39448. * If the value has a `clone()` method, the value is cloned as well.
  39449. *
  39450. * @return {Uniform} A clone of this instance.
  39451. */
  39452. clone() {
  39453. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  39454. }
  39455. }
  39456. let _id = 0;
  39457. /**
  39458. * A class for managing multiple uniforms in a single group. The renderer will process
  39459. * such a definition as a single UBO.
  39460. *
  39461. * Since this class can only be used in context of {@link ShaderMaterial}, it is only supported
  39462. * in {@link WebGLRenderer}.
  39463. *
  39464. * @augments EventDispatcher
  39465. */
  39466. class UniformsGroup extends EventDispatcher {
  39467. /**
  39468. * Constructs a new uniforms group.
  39469. */
  39470. constructor() {
  39471. super();
  39472. /**
  39473. * This flag can be used for type testing.
  39474. *
  39475. * @type {boolean}
  39476. * @readonly
  39477. * @default true
  39478. */
  39479. this.isUniformsGroup = true;
  39480. /**
  39481. * The ID of the 3D object.
  39482. *
  39483. * @name UniformsGroup#id
  39484. * @type {number}
  39485. * @readonly
  39486. */
  39487. Object.defineProperty( this, 'id', { value: _id ++ } );
  39488. /**
  39489. * The name of the uniforms group.
  39490. *
  39491. * @type {string}
  39492. */
  39493. this.name = '';
  39494. /**
  39495. * The buffer usage.
  39496. *
  39497. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  39498. * @default StaticDrawUsage
  39499. */
  39500. this.usage = StaticDrawUsage;
  39501. /**
  39502. * An array holding the uniforms.
  39503. *
  39504. * @type {Array<Uniform>}
  39505. */
  39506. this.uniforms = [];
  39507. }
  39508. /**
  39509. * Adds the given uniform to this uniforms group.
  39510. *
  39511. * @param {Uniform} uniform - The uniform to add.
  39512. * @return {UniformsGroup} A reference to this uniforms group.
  39513. */
  39514. add( uniform ) {
  39515. this.uniforms.push( uniform );
  39516. return this;
  39517. }
  39518. /**
  39519. * Removes the given uniform from this uniforms group.
  39520. *
  39521. * @param {Uniform} uniform - The uniform to remove.
  39522. * @return {UniformsGroup} A reference to this uniforms group.
  39523. */
  39524. remove( uniform ) {
  39525. const index = this.uniforms.indexOf( uniform );
  39526. if ( index !== -1 ) this.uniforms.splice( index, 1 );
  39527. return this;
  39528. }
  39529. /**
  39530. * Sets the name of this uniforms group.
  39531. *
  39532. * @param {string} name - The name to set.
  39533. * @return {UniformsGroup} A reference to this uniforms group.
  39534. */
  39535. setName( name ) {
  39536. this.name = name;
  39537. return this;
  39538. }
  39539. /**
  39540. * Sets the usage of this uniforms group.
  39541. *
  39542. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  39543. * @return {UniformsGroup} A reference to this uniforms group.
  39544. */
  39545. setUsage( value ) {
  39546. this.usage = value;
  39547. return this;
  39548. }
  39549. /**
  39550. * Frees the GPU-related resources allocated by this instance. Call this
  39551. * method whenever this instance is no longer used in your app.
  39552. *
  39553. * @fires Texture#dispose
  39554. */
  39555. dispose() {
  39556. this.dispatchEvent( { type: 'dispose' } );
  39557. }
  39558. /**
  39559. * Copies the values of the given uniforms group to this instance.
  39560. *
  39561. * @param {UniformsGroup} source - The uniforms group to copy.
  39562. * @return {UniformsGroup} A reference to this uniforms group.
  39563. */
  39564. copy( source ) {
  39565. this.name = source.name;
  39566. this.usage = source.usage;
  39567. const uniformsSource = source.uniforms;
  39568. this.uniforms.length = 0;
  39569. for ( let i = 0, l = uniformsSource.length; i < l; i ++ ) {
  39570. const uniforms = Array.isArray( uniformsSource[ i ] ) ? uniformsSource[ i ] : [ uniformsSource[ i ] ];
  39571. for ( let j = 0; j < uniforms.length; j ++ ) {
  39572. this.uniforms.push( uniforms[ j ].clone() );
  39573. }
  39574. }
  39575. return this;
  39576. }
  39577. /**
  39578. * Returns a new uniforms group with copied values from this instance.
  39579. *
  39580. * @return {UniformsGroup} A clone of this instance.
  39581. */
  39582. clone() {
  39583. return new this.constructor().copy( this );
  39584. }
  39585. }
  39586. /**
  39587. * An instanced version of an interleaved buffer.
  39588. *
  39589. * @augments InterleavedBuffer
  39590. */
  39591. class InstancedInterleavedBuffer extends InterleavedBuffer {
  39592. /**
  39593. * Constructs a new instanced interleaved buffer.
  39594. *
  39595. * @param {TypedArray} array - A typed array with a shared buffer storing attribute data.
  39596. * @param {number} stride - The number of typed-array elements per vertex.
  39597. * @param {number} [meshPerAttribute=1] - Defines how often a value of this interleaved buffer should be repeated.
  39598. */
  39599. constructor( array, stride, meshPerAttribute = 1 ) {
  39600. super( array, stride );
  39601. /**
  39602. * This flag can be used for type testing.
  39603. *
  39604. * @type {boolean}
  39605. * @readonly
  39606. * @default true
  39607. */
  39608. this.isInstancedInterleavedBuffer = true;
  39609. /**
  39610. * Defines how often a value of this buffer attribute should be repeated,
  39611. * see {@link InstancedBufferAttribute#meshPerAttribute}.
  39612. *
  39613. * @type {number}
  39614. * @default 1
  39615. */
  39616. this.meshPerAttribute = meshPerAttribute;
  39617. }
  39618. copy( source ) {
  39619. super.copy( source );
  39620. this.meshPerAttribute = source.meshPerAttribute;
  39621. return this;
  39622. }
  39623. clone( data ) {
  39624. const ib = super.clone( data );
  39625. ib.meshPerAttribute = this.meshPerAttribute;
  39626. return ib;
  39627. }
  39628. toJSON( data ) {
  39629. const json = super.toJSON( data );
  39630. json.isInstancedInterleavedBuffer = true;
  39631. json.meshPerAttribute = this.meshPerAttribute;
  39632. return json;
  39633. }
  39634. }
  39635. /**
  39636. * An alternative version of a buffer attribute with more control over the VBO.
  39637. *
  39638. * The renderer does not construct a VBO for this kind of attribute. Instead, it uses
  39639. * whatever VBO is passed in constructor and can later be altered via the `buffer` property.
  39640. *
  39641. * The most common use case for this class is when some kind of GPGPU calculation interferes
  39642. * or even produces the VBOs in question.
  39643. *
  39644. * Notice that this class can only be used with {@link WebGLRenderer}.
  39645. */
  39646. class GLBufferAttribute {
  39647. /**
  39648. * Constructs a new GL buffer attribute.
  39649. *
  39650. * @param {WebGLBuffer} buffer - The native WebGL buffer.
  39651. * @param {number} type - The native data type (e.g. `gl.FLOAT`).
  39652. * @param {number} itemSize - The item size.
  39653. * @param {number} elementSize - The corresponding size (in bytes) for the given `type` parameter.
  39654. * @param {number} count - The expected number of vertices in VBO.
  39655. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  39656. */
  39657. constructor( buffer, type, itemSize, elementSize, count, normalized = false ) {
  39658. /**
  39659. * This flag can be used for type testing.
  39660. *
  39661. * @type {boolean}
  39662. * @readonly
  39663. * @default true
  39664. */
  39665. this.isGLBufferAttribute = true;
  39666. /**
  39667. * The name of the buffer attribute.
  39668. *
  39669. * @type {string}
  39670. */
  39671. this.name = '';
  39672. /**
  39673. * The native WebGL buffer.
  39674. *
  39675. * @type {WebGLBuffer}
  39676. */
  39677. this.buffer = buffer;
  39678. /**
  39679. * The native data type.
  39680. *
  39681. * @type {number}
  39682. */
  39683. this.type = type;
  39684. /**
  39685. * The item size, see {@link BufferAttribute#itemSize}.
  39686. *
  39687. * @type {number}
  39688. */
  39689. this.itemSize = itemSize;
  39690. /**
  39691. * The corresponding size (in bytes) for the given `type` parameter.
  39692. *
  39693. * @type {number}
  39694. */
  39695. this.elementSize = elementSize;
  39696. /**
  39697. * The expected number of vertices in VBO.
  39698. *
  39699. * @type {number}
  39700. */
  39701. this.count = count;
  39702. /**
  39703. * Applies to integer data only. Indicates how the underlying data in the buffer maps to
  39704. * the values in the GLSL code. For instance, if `buffer` contains data of `gl.UNSIGNED_SHORT`,
  39705. * and `normalized` is `true`, the values `0 - +65535` in the buffer data will be mapped to
  39706. * `0.0f - +1.0f` in the GLSL attribute. If `normalized` is `false`, the values will be converted
  39707. * to floats unmodified, i.e. `65535` becomes `65535.0f`.
  39708. *
  39709. * @type {boolean}
  39710. */
  39711. this.normalized = normalized;
  39712. /**
  39713. * A version number, incremented every time the `needsUpdate` is set to `true`.
  39714. *
  39715. * @type {number}
  39716. */
  39717. this.version = 0;
  39718. }
  39719. /**
  39720. * Flag to indicate that this attribute has changed and should be re-sent to
  39721. * the GPU. Set this to `true` when you modify the value of the array.
  39722. *
  39723. * @type {number}
  39724. * @default false
  39725. * @param {boolean} value
  39726. */
  39727. set needsUpdate( value ) {
  39728. if ( value === true ) this.version ++;
  39729. }
  39730. /**
  39731. * Sets the given native WebGL buffer.
  39732. *
  39733. * @param {WebGLBuffer} buffer - The buffer to set.
  39734. * @return {BufferAttribute} A reference to this instance.
  39735. */
  39736. setBuffer( buffer ) {
  39737. this.buffer = buffer;
  39738. return this;
  39739. }
  39740. /**
  39741. * Sets the given native data type and element size.
  39742. *
  39743. * @param {number} type - The native data type (e.g. `gl.FLOAT`).
  39744. * @param {number} elementSize - The corresponding size (in bytes) for the given `type` parameter.
  39745. * @return {BufferAttribute} A reference to this instance.
  39746. */
  39747. setType( type, elementSize ) {
  39748. this.type = type;
  39749. this.elementSize = elementSize;
  39750. return this;
  39751. }
  39752. /**
  39753. * Sets the item size.
  39754. *
  39755. * @param {number} itemSize - The item size.
  39756. * @return {BufferAttribute} A reference to this instance.
  39757. */
  39758. setItemSize( itemSize ) {
  39759. this.itemSize = itemSize;
  39760. return this;
  39761. }
  39762. /**
  39763. * Sets the count (the expected number of vertices in VBO).
  39764. *
  39765. * @param {number} count - The count.
  39766. * @return {BufferAttribute} A reference to this instance.
  39767. */
  39768. setCount( count ) {
  39769. this.count = count;
  39770. return this;
  39771. }
  39772. }
  39773. const _matrix = /*@__PURE__*/ new Matrix4();
  39774. /**
  39775. * This class is designed to assist with raycasting. Raycasting is used for
  39776. * mouse picking (working out what objects in the 3d space the mouse is over)
  39777. * amongst other things.
  39778. */
  39779. class Raycaster {
  39780. /**
  39781. * Constructs a new raycaster.
  39782. *
  39783. * @param {Vector3} origin - The origin vector where the ray casts from.
  39784. * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray.
  39785. * @param {number} [near=0] - All results returned are further away than near. Near can't be negative.
  39786. * @param {number} [far=Infinity] - All results returned are closer than far. Far can't be lower than near.
  39787. */
  39788. constructor( origin, direction, near = 0, far = Infinity ) {
  39789. /**
  39790. * The ray used for raycasting.
  39791. *
  39792. * @type {Ray}
  39793. */
  39794. this.ray = new Ray( origin, direction );
  39795. /**
  39796. * All results returned are further away than near. Near can't be negative.
  39797. *
  39798. * @type {number}
  39799. * @default 0
  39800. */
  39801. this.near = near;
  39802. /**
  39803. * All results returned are further away than near. Near can't be negative.
  39804. *
  39805. * @type {number}
  39806. * @default Infinity
  39807. */
  39808. this.far = far;
  39809. /**
  39810. * The camera to use when raycasting against view-dependent objects such as
  39811. * billboarded objects like sprites. This field can be set manually or
  39812. * is set when calling `setFromCamera()`.
  39813. *
  39814. * @type {?Camera}
  39815. * @default null
  39816. */
  39817. this.camera = null;
  39818. /**
  39819. * Allows to selectively ignore 3D objects when performing intersection tests.
  39820. * The following code example ensures that only 3D objects on layer `1` will be
  39821. * honored by raycaster.
  39822. * ```js
  39823. * raycaster.layers.set( 1 );
  39824. * object.layers.enable( 1 );
  39825. * ```
  39826. *
  39827. * @type {Layers}
  39828. */
  39829. this.layers = new Layers();
  39830. /**
  39831. * A parameter object that configures the raycasting. It has the structure:
  39832. *
  39833. * ```
  39834. * {
  39835. * Mesh: {},
  39836. * Line: { threshold: 1 },
  39837. * LOD: {},
  39838. * Points: { threshold: 1 },
  39839. * Sprite: {}
  39840. * }
  39841. * ```
  39842. * Where `threshold` is the precision of the raycaster when intersecting objects, in world units.
  39843. *
  39844. * @type {Object}
  39845. */
  39846. this.params = {
  39847. Mesh: {},
  39848. Line: { threshold: 1 },
  39849. LOD: {},
  39850. Points: { threshold: 1 },
  39851. Sprite: {}
  39852. };
  39853. }
  39854. /**
  39855. * Updates the ray with a new origin and direction by copying the values from the arguments.
  39856. *
  39857. * @param {Vector3} origin - The origin vector where the ray casts from.
  39858. * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray.
  39859. */
  39860. set( origin, direction ) {
  39861. // direction is assumed to be normalized (for accurate distance calculations)
  39862. this.ray.set( origin, direction );
  39863. }
  39864. /**
  39865. * Uses the given coordinates and camera to compute a new origin and direction for the internal ray.
  39866. *
  39867. * @param {Vector2} coords - 2D coordinates of the mouse, in normalized device coordinates (NDC).
  39868. * X and Y components should be between `-1` and `1`.
  39869. * @param {Camera} camera - The camera from which the ray should originate.
  39870. */
  39871. setFromCamera( coords, camera ) {
  39872. if ( camera.isPerspectiveCamera ) {
  39873. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  39874. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  39875. this.camera = camera;
  39876. } else if ( camera.isOrthographicCamera ) {
  39877. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  39878. this.ray.direction.set( 0, 0, -1 ).transformDirection( camera.matrixWorld );
  39879. this.camera = camera;
  39880. } else {
  39881. error( 'Raycaster: Unsupported camera type: ' + camera.type );
  39882. }
  39883. }
  39884. /**
  39885. * Uses the given WebXR controller to compute a new origin and direction for the internal ray.
  39886. *
  39887. * @param {WebXRController} controller - The controller to copy the position and direction from.
  39888. * @return {Raycaster} A reference to this raycaster.
  39889. */
  39890. setFromXRController( controller ) {
  39891. _matrix.identity().extractRotation( controller.matrixWorld );
  39892. this.ray.origin.setFromMatrixPosition( controller.matrixWorld );
  39893. this.ray.direction.set( 0, 0, -1 ).applyMatrix4( _matrix );
  39894. return this;
  39895. }
  39896. /**
  39897. * The intersection point of a raycaster intersection test.
  39898. * @typedef {Object} Raycaster~Intersection
  39899. * @property {number} distance - The distance from the ray's origin to the intersection point.
  39900. * @property {number} distanceToRay - Some 3D objects e.g. {@link Points} provide the distance of the
  39901. * intersection to the nearest point on the ray. For other objects it will be `undefined`.
  39902. * @property {Vector3} point - The intersection point, in world coordinates.
  39903. * @property {Object} face - The face that has been intersected.
  39904. * @property {number} faceIndex - The face index.
  39905. * @property {Object3D} object - The 3D object that has been intersected.
  39906. * @property {Vector2} uv - U,V coordinates at point of intersection.
  39907. * @property {Vector2} uv1 - Second set of U,V coordinates at point of intersection.
  39908. * @property {Vector3} normal - Interpolated normal vector at point of intersection.
  39909. * @property {number} instanceId - The index number of the instance where the ray
  39910. * intersects the {@link InstancedMesh}.
  39911. */
  39912. /**
  39913. * Checks all intersection between the ray and the object with or without the
  39914. * descendants. Intersections are returned sorted by distance, closest first.
  39915. *
  39916. * `Raycaster` delegates to the `raycast()` method of the passed 3D object, when
  39917. * evaluating whether the ray intersects the object or not. This allows meshes to respond
  39918. * differently to ray casting than lines or points.
  39919. *
  39920. * Note that for meshes, faces must be pointed towards the origin of the ray in order
  39921. * to be detected; intersections of the ray passing through the back of a face will not
  39922. * be detected. To raycast against both faces of an object, you'll want to set {@link Material#side}
  39923. * to `THREE.DoubleSide`.
  39924. *
  39925. * @param {Object3D} object - The 3D object to check for intersection with the ray.
  39926. * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.
  39927. * Otherwise it only checks intersection with the object.
  39928. * @param {Array<Raycaster~Intersection>} [intersects=[]] The target array that holds the result of the method.
  39929. * @return {Array<Raycaster~Intersection>} An array holding the intersection points.
  39930. */
  39931. intersectObject( object, recursive = true, intersects = [] ) {
  39932. intersect( object, this, intersects, recursive );
  39933. intersects.sort( ascSort );
  39934. return intersects;
  39935. }
  39936. /**
  39937. * Checks all intersection between the ray and the objects with or without
  39938. * the descendants. Intersections are returned sorted by distance, closest first.
  39939. *
  39940. * @param {Array<Object3D>} objects - The 3D objects to check for intersection with the ray.
  39941. * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.
  39942. * Otherwise it only checks intersection with the object.
  39943. * @param {Array<Raycaster~Intersection>} [intersects=[]] The target array that holds the result of the method.
  39944. * @return {Array<Raycaster~Intersection>} An array holding the intersection points.
  39945. */
  39946. intersectObjects( objects, recursive = true, intersects = [] ) {
  39947. for ( let i = 0, l = objects.length; i < l; i ++ ) {
  39948. intersect( objects[ i ], this, intersects, recursive );
  39949. }
  39950. intersects.sort( ascSort );
  39951. return intersects;
  39952. }
  39953. }
  39954. function ascSort( a, b ) {
  39955. return a.distance - b.distance;
  39956. }
  39957. function intersect( object, raycaster, intersects, recursive ) {
  39958. let propagate = true;
  39959. if ( object.layers.test( raycaster.layers ) ) {
  39960. const result = object.raycast( raycaster, intersects );
  39961. if ( result === false ) propagate = false;
  39962. }
  39963. if ( propagate === true && recursive === true ) {
  39964. const children = object.children;
  39965. for ( let i = 0, l = children.length; i < l; i ++ ) {
  39966. intersect( children[ i ], raycaster, intersects, true );
  39967. }
  39968. }
  39969. }
  39970. /**
  39971. * This class is an alternative to {@link Clock} with a different API design and behavior.
  39972. * The goal is to avoid the conceptual flaws that became apparent in `Clock` over time.
  39973. *
  39974. * - `Timer` has an `update()` method that updates its internal state. That makes it possible to
  39975. * call `getDelta()` and `getElapsed()` multiple times per simulation step without getting different values.
  39976. * - The class can make use of the Page Visibility API to avoid large time delta values when the app
  39977. * is inactive (e.g. tab switched or browser hidden).
  39978. *
  39979. * ```js
  39980. * const timer = new Timer();
  39981. * timer.connect( document ); // use Page Visibility API
  39982. * ```
  39983. */
  39984. class Timer {
  39985. /**
  39986. * Constructs a new timer.
  39987. */
  39988. constructor() {
  39989. this._previousTime = 0;
  39990. this._currentTime = 0;
  39991. this._startTime = performance.now();
  39992. this._delta = 0;
  39993. this._elapsed = 0;
  39994. this._timescale = 1;
  39995. this._document = null;
  39996. this._pageVisibilityHandler = null;
  39997. }
  39998. /**
  39999. * Connect the timer to the given document.Calling this method is not mandatory to
  40000. * use the timer but enables the usage of the Page Visibility API to avoid large time
  40001. * delta values.
  40002. *
  40003. * @param {Document} document - The document.
  40004. */
  40005. connect( document ) {
  40006. this._document = document;
  40007. // use Page Visibility API to avoid large time delta values
  40008. if ( document.hidden !== undefined ) {
  40009. this._pageVisibilityHandler = handleVisibilityChange.bind( this );
  40010. document.addEventListener( 'visibilitychange', this._pageVisibilityHandler, false );
  40011. }
  40012. }
  40013. /**
  40014. * Disconnects the timer from the DOM and also disables the usage of the Page Visibility API.
  40015. */
  40016. disconnect() {
  40017. if ( this._pageVisibilityHandler !== null ) {
  40018. this._document.removeEventListener( 'visibilitychange', this._pageVisibilityHandler );
  40019. this._pageVisibilityHandler = null;
  40020. }
  40021. this._document = null;
  40022. }
  40023. /**
  40024. * Returns the time delta in seconds.
  40025. *
  40026. * @return {number} The time delta in second.
  40027. */
  40028. getDelta() {
  40029. return this._delta / 1000;
  40030. }
  40031. /**
  40032. * Returns the elapsed time in seconds.
  40033. *
  40034. * @return {number} The elapsed time in second.
  40035. */
  40036. getElapsed() {
  40037. return this._elapsed / 1000;
  40038. }
  40039. /**
  40040. * Returns the timescale.
  40041. *
  40042. * @return {number} The timescale.
  40043. */
  40044. getTimescale() {
  40045. return this._timescale;
  40046. }
  40047. /**
  40048. * Sets the given timescale which scale the time delta computation
  40049. * in `update()`.
  40050. *
  40051. * @param {number} timescale - The timescale to set.
  40052. * @return {Timer} A reference to this timer.
  40053. */
  40054. setTimescale( timescale ) {
  40055. this._timescale = timescale;
  40056. return this;
  40057. }
  40058. /**
  40059. * Resets the time computation for the current simulation step.
  40060. *
  40061. * @return {Timer} A reference to this timer.
  40062. */
  40063. reset() {
  40064. this._currentTime = performance.now() - this._startTime;
  40065. return this;
  40066. }
  40067. /**
  40068. * Can be used to free all internal resources. Usually called when
  40069. * the timer instance isn't required anymore.
  40070. */
  40071. dispose() {
  40072. this.disconnect();
  40073. }
  40074. /**
  40075. * Updates the internal state of the timer. This method should be called
  40076. * once per simulation step and before you perform queries against the timer
  40077. * (e.g. via `getDelta()`).
  40078. *
  40079. * @param {number} timestamp - The current time in milliseconds. Can be obtained
  40080. * from the `requestAnimationFrame` callback argument. If not provided, the current
  40081. * time will be determined with `performance.now`.
  40082. * @return {Timer} A reference to this timer.
  40083. */
  40084. update( timestamp ) {
  40085. if ( this._pageVisibilityHandler !== null && this._document.hidden === true ) {
  40086. this._delta = 0;
  40087. } else {
  40088. this._previousTime = this._currentTime;
  40089. this._currentTime = ( timestamp !== undefined ? timestamp : performance.now() ) - this._startTime;
  40090. this._delta = ( this._currentTime - this._previousTime ) * this._timescale;
  40091. this._elapsed += this._delta; // _elapsed is the accumulation of all previous deltas
  40092. }
  40093. return this;
  40094. }
  40095. }
  40096. function handleVisibilityChange() {
  40097. if ( this._document.hidden === false ) this.reset();
  40098. }
  40099. /**
  40100. * This class can be used to represent points in 3D space as
  40101. * [Spherical coordinates](https://en.wikipedia.org/wiki/Spherical_coordinate_system).
  40102. */
  40103. class Spherical {
  40104. /**
  40105. * Constructs a new spherical.
  40106. *
  40107. * @param {number} [radius=1] - The radius, or the Euclidean distance (straight-line distance) from the point to the origin.
  40108. * @param {number} [phi=0] - The polar angle in radians from the y (up) axis.
  40109. * @param {number} [theta=0] - The equator/azimuthal angle in radians around the y (up) axis.
  40110. */
  40111. constructor( radius = 1, phi = 0, theta = 0 ) {
  40112. /**
  40113. * The radius, or the Euclidean distance (straight-line distance) from the point to the origin.
  40114. *
  40115. * @type {number}
  40116. * @default 1
  40117. */
  40118. this.radius = radius;
  40119. /**
  40120. * The polar angle in radians from the y (up) axis.
  40121. *
  40122. * @type {number}
  40123. * @default 0
  40124. */
  40125. this.phi = phi;
  40126. /**
  40127. * The equator/azimuthal angle in radians around the y (up) axis.
  40128. *
  40129. * @type {number}
  40130. * @default 0
  40131. */
  40132. this.theta = theta;
  40133. }
  40134. /**
  40135. * Sets the spherical components by copying the given values.
  40136. *
  40137. * @param {number} radius - The radius.
  40138. * @param {number} phi - The polar angle.
  40139. * @param {number} theta - The azimuthal angle.
  40140. * @return {Spherical} A reference to this spherical.
  40141. */
  40142. set( radius, phi, theta ) {
  40143. this.radius = radius;
  40144. this.phi = phi;
  40145. this.theta = theta;
  40146. return this;
  40147. }
  40148. /**
  40149. * Copies the values of the given spherical to this instance.
  40150. *
  40151. * @param {Spherical} other - The spherical to copy.
  40152. * @return {Spherical} A reference to this spherical.
  40153. */
  40154. copy( other ) {
  40155. this.radius = other.radius;
  40156. this.phi = other.phi;
  40157. this.theta = other.theta;
  40158. return this;
  40159. }
  40160. /**
  40161. * Restricts the polar angle [page:.phi phi] to be between `0.000001` and pi -
  40162. * `0.000001`.
  40163. *
  40164. * @return {Spherical} A reference to this spherical.
  40165. */
  40166. makeSafe() {
  40167. const EPS = 0.000001;
  40168. this.phi = clamp( this.phi, EPS, Math.PI - EPS );
  40169. return this;
  40170. }
  40171. /**
  40172. * Sets the spherical components from the given vector which is assumed to hold
  40173. * Cartesian coordinates.
  40174. *
  40175. * @param {Vector3} v - The vector to set.
  40176. * @return {Spherical} A reference to this spherical.
  40177. */
  40178. setFromVector3( v ) {
  40179. return this.setFromCartesianCoords( v.x, v.y, v.z );
  40180. }
  40181. /**
  40182. * Sets the spherical components from the given Cartesian coordinates.
  40183. *
  40184. * @param {number} x - The x value.
  40185. * @param {number} y - The y value.
  40186. * @param {number} z - The z value.
  40187. * @return {Spherical} A reference to this spherical.
  40188. */
  40189. setFromCartesianCoords( x, y, z ) {
  40190. this.radius = Math.sqrt( x * x + y * y + z * z );
  40191. if ( this.radius === 0 ) {
  40192. this.theta = 0;
  40193. this.phi = 0;
  40194. } else {
  40195. this.theta = Math.atan2( x, z );
  40196. this.phi = Math.acos( clamp( y / this.radius, -1, 1 ) );
  40197. }
  40198. return this;
  40199. }
  40200. /**
  40201. * Returns a new spherical with copied values from this instance.
  40202. *
  40203. * @return {Spherical} A clone of this instance.
  40204. */
  40205. clone() {
  40206. return new this.constructor().copy( this );
  40207. }
  40208. }
  40209. /**
  40210. * This class can be used to represent points in 3D space as
  40211. * [Cylindrical coordinates](https://en.wikipedia.org/wiki/Cylindrical_coordinate_system).
  40212. */
  40213. class Cylindrical {
  40214. /**
  40215. * Constructs a new cylindrical.
  40216. *
  40217. * @param {number} [radius=1] - The distance from the origin to a point in the x-z plane.
  40218. * @param {number} [theta=0] - A counterclockwise angle in the x-z plane measured in radians from the positive z-axis.
  40219. * @param {number} [y=0] - The height above the x-z plane.
  40220. */
  40221. constructor( radius = 1, theta = 0, y = 0 ) {
  40222. /**
  40223. * The distance from the origin to a point in the x-z plane.
  40224. *
  40225. * @type {number}
  40226. * @default 1
  40227. */
  40228. this.radius = radius;
  40229. /**
  40230. * A counterclockwise angle in the x-z plane measured in radians from the positive z-axis.
  40231. *
  40232. * @type {number}
  40233. * @default 0
  40234. */
  40235. this.theta = theta;
  40236. /**
  40237. * The height above the x-z plane.
  40238. *
  40239. * @type {number}
  40240. * @default 0
  40241. */
  40242. this.y = y;
  40243. }
  40244. /**
  40245. * Sets the cylindrical components by copying the given values.
  40246. *
  40247. * @param {number} radius - The radius.
  40248. * @param {number} theta - The theta angle.
  40249. * @param {number} y - The height value.
  40250. * @return {Cylindrical} A reference to this cylindrical.
  40251. */
  40252. set( radius, theta, y ) {
  40253. this.radius = radius;
  40254. this.theta = theta;
  40255. this.y = y;
  40256. return this;
  40257. }
  40258. /**
  40259. * Copies the values of the given cylindrical to this instance.
  40260. *
  40261. * @param {Cylindrical} other - The cylindrical to copy.
  40262. * @return {Cylindrical} A reference to this cylindrical.
  40263. */
  40264. copy( other ) {
  40265. this.radius = other.radius;
  40266. this.theta = other.theta;
  40267. this.y = other.y;
  40268. return this;
  40269. }
  40270. /**
  40271. * Sets the cylindrical components from the given vector which is assumed to hold
  40272. * Cartesian coordinates.
  40273. *
  40274. * @param {Vector3} v - The vector to set.
  40275. * @return {Cylindrical} A reference to this cylindrical.
  40276. */
  40277. setFromVector3( v ) {
  40278. return this.setFromCartesianCoords( v.x, v.y, v.z );
  40279. }
  40280. /**
  40281. * Sets the cylindrical components from the given Cartesian coordinates.
  40282. *
  40283. * @param {number} x - The x value.
  40284. * @param {number} y - The x value.
  40285. * @param {number} z - The x value.
  40286. * @return {Cylindrical} A reference to this cylindrical.
  40287. */
  40288. setFromCartesianCoords( x, y, z ) {
  40289. this.radius = Math.sqrt( x * x + z * z );
  40290. this.theta = Math.atan2( x, z );
  40291. this.y = y;
  40292. return this;
  40293. }
  40294. /**
  40295. * Returns a new cylindrical with copied values from this instance.
  40296. *
  40297. * @return {Cylindrical} A clone of this instance.
  40298. */
  40299. clone() {
  40300. return new this.constructor().copy( this );
  40301. }
  40302. }
  40303. /**
  40304. * Represents a 2x2 matrix.
  40305. *
  40306. * A Note on Row-Major and Column-Major Ordering:
  40307. *
  40308. * The constructor and {@link Matrix2#set} method take arguments in
  40309. * [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order)
  40310. * order, while internally they are stored in the {@link Matrix2#elements} array in column-major order.
  40311. * This means that calling:
  40312. * ```js
  40313. * const m = new THREE.Matrix2();
  40314. * m.set( 11, 12,
  40315. * 21, 22 );
  40316. * ```
  40317. * will result in the elements array containing:
  40318. * ```js
  40319. * m.elements = [ 11, 21,
  40320. * 12, 22 ];
  40321. * ```
  40322. * and internally all calculations are performed using column-major ordering.
  40323. * However, as the actual ordering makes no difference mathematically and
  40324. * most people are used to thinking about matrices in row-major order, the
  40325. * three.js documentation shows matrices in row-major order. Just bear in
  40326. * mind that if you are reading the source code, you'll have to take the
  40327. * transpose of any matrices outlined here to make sense of the calculations.
  40328. */
  40329. class Matrix2 {
  40330. /**
  40331. * Constructs a new 2x2 matrix. The arguments are supposed to be
  40332. * in row-major order. If no arguments are provided, the constructor
  40333. * initializes the matrix as an identity matrix.
  40334. *
  40335. * @param {number} [n11] - 1-1 matrix element.
  40336. * @param {number} [n12] - 1-2 matrix element.
  40337. * @param {number} [n21] - 2-1 matrix element.
  40338. * @param {number} [n22] - 2-2 matrix element.
  40339. */
  40340. constructor( n11, n12, n21, n22 ) {
  40341. /**
  40342. * This flag can be used for type testing.
  40343. *
  40344. * @type {boolean}
  40345. * @readonly
  40346. * @default true
  40347. */
  40348. Matrix2.prototype.isMatrix2 = true;
  40349. /**
  40350. * A column-major list of matrix values.
  40351. *
  40352. * @type {Array<number>}
  40353. */
  40354. this.elements = [
  40355. 1, 0,
  40356. 0, 1,
  40357. ];
  40358. if ( n11 !== undefined ) {
  40359. this.set( n11, n12, n21, n22 );
  40360. }
  40361. }
  40362. /**
  40363. * Sets this matrix to the 2x2 identity matrix.
  40364. *
  40365. * @return {Matrix2} A reference to this matrix.
  40366. */
  40367. identity() {
  40368. this.set(
  40369. 1, 0,
  40370. 0, 1,
  40371. );
  40372. return this;
  40373. }
  40374. /**
  40375. * Sets the elements of the matrix from the given array.
  40376. *
  40377. * @param {Array<number>} array - The matrix elements in column-major order.
  40378. * @param {number} [offset=0] - Index of the first element in the array.
  40379. * @return {Matrix2} A reference to this matrix.
  40380. */
  40381. fromArray( array, offset = 0 ) {
  40382. for ( let i = 0; i < 4; i ++ ) {
  40383. this.elements[ i ] = array[ i + offset ];
  40384. }
  40385. return this;
  40386. }
  40387. /**
  40388. * Sets the elements of the matrix.The arguments are supposed to be
  40389. * in row-major order.
  40390. *
  40391. * @param {number} n11 - 1-1 matrix element.
  40392. * @param {number} n12 - 1-2 matrix element.
  40393. * @param {number} n21 - 2-1 matrix element.
  40394. * @param {number} n22 - 2-2 matrix element.
  40395. * @return {Matrix2} A reference to this matrix.
  40396. */
  40397. set( n11, n12, n21, n22 ) {
  40398. const te = this.elements;
  40399. te[ 0 ] = n11; te[ 2 ] = n12;
  40400. te[ 1 ] = n21; te[ 3 ] = n22;
  40401. return this;
  40402. }
  40403. }
  40404. const _vector$4 = /*@__PURE__*/ new Vector2();
  40405. /**
  40406. * Represents an axis-aligned bounding box (AABB) in 2D space.
  40407. */
  40408. class Box2 {
  40409. /**
  40410. * Constructs a new bounding box.
  40411. *
  40412. * @param {Vector2} [min=(Infinity,Infinity)] - A vector representing the lower boundary of the box.
  40413. * @param {Vector2} [max=(-Infinity,-Infinity)] - A vector representing the upper boundary of the box.
  40414. */
  40415. constructor( min = new Vector2( + Infinity, + Infinity ), max = new Vector2( - Infinity, - Infinity ) ) {
  40416. /**
  40417. * This flag can be used for type testing.
  40418. *
  40419. * @type {boolean}
  40420. * @readonly
  40421. * @default true
  40422. */
  40423. this.isBox2 = true;
  40424. /**
  40425. * The lower boundary of the box.
  40426. *
  40427. * @type {Vector2}
  40428. */
  40429. this.min = min;
  40430. /**
  40431. * The upper boundary of the box.
  40432. *
  40433. * @type {Vector2}
  40434. */
  40435. this.max = max;
  40436. }
  40437. /**
  40438. * Sets the lower and upper boundaries of this box.
  40439. * Please note that this method only copies the values from the given objects.
  40440. *
  40441. * @param {Vector2} min - The lower boundary of the box.
  40442. * @param {Vector2} max - The upper boundary of the box.
  40443. * @return {Box2} A reference to this bounding box.
  40444. */
  40445. set( min, max ) {
  40446. this.min.copy( min );
  40447. this.max.copy( max );
  40448. return this;
  40449. }
  40450. /**
  40451. * Sets the upper and lower bounds of this box so it encloses the position data
  40452. * in the given array.
  40453. *
  40454. * @param {Array<Vector2>} points - An array holding 2D position data as instances of {@link Vector2}.
  40455. * @return {Box2} A reference to this bounding box.
  40456. */
  40457. setFromPoints( points ) {
  40458. this.makeEmpty();
  40459. for ( let i = 0, il = points.length; i < il; i ++ ) {
  40460. this.expandByPoint( points[ i ] );
  40461. }
  40462. return this;
  40463. }
  40464. /**
  40465. * Centers this box on the given center vector and sets this box's width, height and
  40466. * depth to the given size values.
  40467. *
  40468. * @param {Vector2} center - The center of the box.
  40469. * @param {Vector2} size - The x and y dimensions of the box.
  40470. * @return {Box2} A reference to this bounding box.
  40471. */
  40472. setFromCenterAndSize( center, size ) {
  40473. const halfSize = _vector$4.copy( size ).multiplyScalar( 0.5 );
  40474. this.min.copy( center ).sub( halfSize );
  40475. this.max.copy( center ).add( halfSize );
  40476. return this;
  40477. }
  40478. /**
  40479. * Returns a new box with copied values from this instance.
  40480. *
  40481. * @return {Box2} A clone of this instance.
  40482. */
  40483. clone() {
  40484. return new this.constructor().copy( this );
  40485. }
  40486. /**
  40487. * Copies the values of the given box to this instance.
  40488. *
  40489. * @param {Box2} box - The box to copy.
  40490. * @return {Box2} A reference to this bounding box.
  40491. */
  40492. copy( box ) {
  40493. this.min.copy( box.min );
  40494. this.max.copy( box.max );
  40495. return this;
  40496. }
  40497. /**
  40498. * Makes this box empty which means in encloses a zero space in 2D.
  40499. *
  40500. * @return {Box2} A reference to this bounding box.
  40501. */
  40502. makeEmpty() {
  40503. this.min.x = this.min.y = + Infinity;
  40504. this.max.x = this.max.y = - Infinity;
  40505. return this;
  40506. }
  40507. /**
  40508. * Returns true if this box includes zero points within its bounds.
  40509. * Note that a box with equal lower and upper bounds still includes one
  40510. * point, the one both bounds share.
  40511. *
  40512. * @return {boolean} Whether this box is empty or not.
  40513. */
  40514. isEmpty() {
  40515. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  40516. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  40517. }
  40518. /**
  40519. * Returns the center point of this box.
  40520. *
  40521. * @param {Vector2} target - The target vector that is used to store the method's result.
  40522. * @return {Vector2} The center point.
  40523. */
  40524. getCenter( target ) {
  40525. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  40526. }
  40527. /**
  40528. * Returns the dimensions of this box.
  40529. *
  40530. * @param {Vector2} target - The target vector that is used to store the method's result.
  40531. * @return {Vector2} The size.
  40532. */
  40533. getSize( target ) {
  40534. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  40535. }
  40536. /**
  40537. * Expands the boundaries of this box to include the given point.
  40538. *
  40539. * @param {Vector2} point - The point that should be included by the bounding box.
  40540. * @return {Box2} A reference to this bounding box.
  40541. */
  40542. expandByPoint( point ) {
  40543. this.min.min( point );
  40544. this.max.max( point );
  40545. return this;
  40546. }
  40547. /**
  40548. * Expands this box equilaterally by the given vector. The width of this
  40549. * box will be expanded by the x component of the vector in both
  40550. * directions. The height of this box will be expanded by the y component of
  40551. * the vector in both directions.
  40552. *
  40553. * @param {Vector2} vector - The vector that should expand the bounding box.
  40554. * @return {Box2} A reference to this bounding box.
  40555. */
  40556. expandByVector( vector ) {
  40557. this.min.sub( vector );
  40558. this.max.add( vector );
  40559. return this;
  40560. }
  40561. /**
  40562. * Expands each dimension of the box by the given scalar. If negative, the
  40563. * dimensions of the box will be contracted.
  40564. *
  40565. * @param {number} scalar - The scalar value that should expand the bounding box.
  40566. * @return {Box2} A reference to this bounding box.
  40567. */
  40568. expandByScalar( scalar ) {
  40569. this.min.addScalar( - scalar );
  40570. this.max.addScalar( scalar );
  40571. return this;
  40572. }
  40573. /**
  40574. * Returns `true` if the given point lies within or on the boundaries of this box.
  40575. *
  40576. * @param {Vector2} point - The point to test.
  40577. * @return {boolean} Whether the bounding box contains the given point or not.
  40578. */
  40579. containsPoint( point ) {
  40580. return point.x >= this.min.x && point.x <= this.max.x &&
  40581. point.y >= this.min.y && point.y <= this.max.y;
  40582. }
  40583. /**
  40584. * Returns `true` if this bounding box includes the entirety of the given bounding box.
  40585. * If this box and the given one are identical, this function also returns `true`.
  40586. *
  40587. * @param {Box2} box - The bounding box to test.
  40588. * @return {boolean} Whether the bounding box contains the given bounding box or not.
  40589. */
  40590. containsBox( box ) {
  40591. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  40592. this.min.y <= box.min.y && box.max.y <= this.max.y;
  40593. }
  40594. /**
  40595. * Returns a point as a proportion of this box's width and height.
  40596. *
  40597. * @param {Vector2} point - A point in 2D space.
  40598. * @param {Vector2} target - The target vector that is used to store the method's result.
  40599. * @return {Vector2} A point as a proportion of this box's width and height.
  40600. */
  40601. getParameter( point, target ) {
  40602. // This can potentially have a divide by zero if the box
  40603. // has a size dimension of 0.
  40604. return target.set(
  40605. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  40606. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  40607. );
  40608. }
  40609. /**
  40610. * Returns `true` if the given bounding box intersects with this bounding box.
  40611. *
  40612. * @param {Box2} box - The bounding box to test.
  40613. * @return {boolean} Whether the given bounding box intersects with this bounding box.
  40614. */
  40615. intersectsBox( box ) {
  40616. // using 4 splitting planes to rule out intersections
  40617. return box.max.x >= this.min.x && box.min.x <= this.max.x &&
  40618. box.max.y >= this.min.y && box.min.y <= this.max.y;
  40619. }
  40620. /**
  40621. * Clamps the given point within the bounds of this box.
  40622. *
  40623. * @param {Vector2} point - The point to clamp.
  40624. * @param {Vector2} target - The target vector that is used to store the method's result.
  40625. * @return {Vector2} The clamped point.
  40626. */
  40627. clampPoint( point, target ) {
  40628. return target.copy( point ).clamp( this.min, this.max );
  40629. }
  40630. /**
  40631. * Returns the euclidean distance from any edge of this box to the specified point. If
  40632. * the given point lies inside of this box, the distance will be `0`.
  40633. *
  40634. * @param {Vector2} point - The point to compute the distance to.
  40635. * @return {number} The euclidean distance.
  40636. */
  40637. distanceToPoint( point ) {
  40638. return this.clampPoint( point, _vector$4 ).distanceTo( point );
  40639. }
  40640. /**
  40641. * Computes the intersection of this bounding box and the given one, setting the upper
  40642. * bound of this box to the lesser of the two boxes' upper bounds and the
  40643. * lower bound of this box to the greater of the two boxes' lower bounds. If
  40644. * there's no overlap, makes this box empty.
  40645. *
  40646. * @param {Box2} box - The bounding box to intersect with.
  40647. * @return {Box2} A reference to this bounding box.
  40648. */
  40649. intersect( box ) {
  40650. this.min.max( box.min );
  40651. this.max.min( box.max );
  40652. if ( this.isEmpty() ) this.makeEmpty();
  40653. return this;
  40654. }
  40655. /**
  40656. * Computes the union of this box and another and the given one, setting the upper
  40657. * bound of this box to the greater of the two boxes' upper bounds and the
  40658. * lower bound of this box to the lesser of the two boxes' lower bounds.
  40659. *
  40660. * @param {Box2} box - The bounding box that will be unioned with this instance.
  40661. * @return {Box2} A reference to this bounding box.
  40662. */
  40663. union( box ) {
  40664. this.min.min( box.min );
  40665. this.max.max( box.max );
  40666. return this;
  40667. }
  40668. /**
  40669. * Adds the given offset to both the upper and lower bounds of this bounding box,
  40670. * effectively moving it in 2D space.
  40671. *
  40672. * @param {Vector2} offset - The offset that should be used to translate the bounding box.
  40673. * @return {Box2} A reference to this bounding box.
  40674. */
  40675. translate( offset ) {
  40676. this.min.add( offset );
  40677. this.max.add( offset );
  40678. return this;
  40679. }
  40680. /**
  40681. * Returns `true` if this bounding box is equal with the given one.
  40682. *
  40683. * @param {Box2} box - The box to test for equality.
  40684. * @return {boolean} Whether this bounding box is equal with the given one.
  40685. */
  40686. equals( box ) {
  40687. return box.min.equals( this.min ) && box.max.equals( this.max );
  40688. }
  40689. }
  40690. const _startP = /*@__PURE__*/ new Vector3();
  40691. const _startEnd = /*@__PURE__*/ new Vector3();
  40692. const _d1 = /*@__PURE__*/ new Vector3();
  40693. const _d2 = /*@__PURE__*/ new Vector3();
  40694. const _r = /*@__PURE__*/ new Vector3();
  40695. const _c1 = /*@__PURE__*/ new Vector3();
  40696. const _c2 = /*@__PURE__*/ new Vector3();
  40697. /**
  40698. * An analytical line segment in 3D space represented by a start and end point.
  40699. */
  40700. class Line3 {
  40701. /**
  40702. * Constructs a new line segment.
  40703. *
  40704. * @param {Vector3} [start=(0,0,0)] - Start of the line segment.
  40705. * @param {Vector3} [end=(0,0,0)] - End of the line segment.
  40706. */
  40707. constructor( start = new Vector3(), end = new Vector3() ) {
  40708. /**
  40709. * Start of the line segment.
  40710. *
  40711. * @type {Vector3}
  40712. */
  40713. this.start = start;
  40714. /**
  40715. * End of the line segment.
  40716. *
  40717. * @type {Vector3}
  40718. */
  40719. this.end = end;
  40720. }
  40721. /**
  40722. * Sets the start and end values by copying the given vectors.
  40723. *
  40724. * @param {Vector3} start - The start point.
  40725. * @param {Vector3} end - The end point.
  40726. * @return {Line3} A reference to this line segment.
  40727. */
  40728. set( start, end ) {
  40729. this.start.copy( start );
  40730. this.end.copy( end );
  40731. return this;
  40732. }
  40733. /**
  40734. * Copies the values of the given line segment to this instance.
  40735. *
  40736. * @param {Line3} line - The line segment to copy.
  40737. * @return {Line3} A reference to this line segment.
  40738. */
  40739. copy( line ) {
  40740. this.start.copy( line.start );
  40741. this.end.copy( line.end );
  40742. return this;
  40743. }
  40744. /**
  40745. * Returns the center of the line segment.
  40746. *
  40747. * @param {Vector3} target - The target vector that is used to store the method's result.
  40748. * @return {Vector3} The center point.
  40749. */
  40750. getCenter( target ) {
  40751. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  40752. }
  40753. /**
  40754. * Returns the delta vector of the line segment's start and end point.
  40755. *
  40756. * @param {Vector3} target - The target vector that is used to store the method's result.
  40757. * @return {Vector3} The delta vector.
  40758. */
  40759. delta( target ) {
  40760. return target.subVectors( this.end, this.start );
  40761. }
  40762. /**
  40763. * Returns the squared Euclidean distance between the line' start and end point.
  40764. *
  40765. * @return {number} The squared Euclidean distance.
  40766. */
  40767. distanceSq() {
  40768. return this.start.distanceToSquared( this.end );
  40769. }
  40770. /**
  40771. * Returns the Euclidean distance between the line' start and end point.
  40772. *
  40773. * @return {number} The Euclidean distance.
  40774. */
  40775. distance() {
  40776. return this.start.distanceTo( this.end );
  40777. }
  40778. /**
  40779. * Returns a vector at a certain position along the line segment.
  40780. *
  40781. * @param {number} t - A value between `[0,1]` to represent a position along the line segment.
  40782. * @param {Vector3} target - The target vector that is used to store the method's result.
  40783. * @return {Vector3} The delta vector.
  40784. */
  40785. at( t, target ) {
  40786. return this.delta( target ).multiplyScalar( t ).add( this.start );
  40787. }
  40788. /**
  40789. * Returns a point parameter based on the closest point as projected on the line segment.
  40790. *
  40791. * @param {Vector3} point - The point for which to return a point parameter.
  40792. * @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not.
  40793. * @return {number} The point parameter.
  40794. */
  40795. closestPointToPointParameter( point, clampToLine ) {
  40796. _startP.subVectors( point, this.start );
  40797. _startEnd.subVectors( this.end, this.start );
  40798. const startEnd2 = _startEnd.dot( _startEnd );
  40799. const startEnd_startP = _startEnd.dot( _startP );
  40800. let t = startEnd_startP / startEnd2;
  40801. if ( clampToLine ) {
  40802. t = clamp( t, 0, 1 );
  40803. }
  40804. return t;
  40805. }
  40806. /**
  40807. * Returns the closest point on the line for a given point.
  40808. *
  40809. * @param {Vector3} point - The point to compute the closest point on the line for.
  40810. * @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not.
  40811. * @param {Vector3} target - The target vector that is used to store the method's result.
  40812. * @return {Vector3} The closest point on the line.
  40813. */
  40814. closestPointToPoint( point, clampToLine, target ) {
  40815. const t = this.closestPointToPointParameter( point, clampToLine );
  40816. return this.delta( target ).multiplyScalar( t ).add( this.start );
  40817. }
  40818. /**
  40819. * Returns the closest squared distance between this line segment and the given one.
  40820. *
  40821. * @param {Line3} line - The line segment to compute the closest squared distance to.
  40822. * @param {Vector3} [c1] - The closest point on this line segment.
  40823. * @param {Vector3} [c2] - The closest point on the given line segment.
  40824. * @return {number} The squared distance between this line segment and the given one.
  40825. */
  40826. distanceSqToLine3( line, c1 = _c1, c2 = _c2 ) {
  40827. // from Real-Time Collision Detection by Christer Ericson, chapter 5.1.9
  40828. // Computes closest points C1 and C2 of S1(s)=P1+s*(Q1-P1) and
  40829. // S2(t)=P2+t*(Q2-P2), returning s and t. Function result is squared
  40830. // distance between between S1(s) and S2(t)
  40831. const EPSILON = 1e-8 * 1e-8; // must be squared since we compare squared length
  40832. let s, t;
  40833. const p1 = this.start;
  40834. const p2 = line.start;
  40835. const q1 = this.end;
  40836. const q2 = line.end;
  40837. _d1.subVectors( q1, p1 ); // Direction vector of segment S1
  40838. _d2.subVectors( q2, p2 ); // Direction vector of segment S2
  40839. _r.subVectors( p1, p2 );
  40840. const a = _d1.dot( _d1 ); // Squared length of segment S1, always nonnegative
  40841. const e = _d2.dot( _d2 ); // Squared length of segment S2, always nonnegative
  40842. const f = _d2.dot( _r );
  40843. // Check if either or both segments degenerate into points
  40844. if ( a <= EPSILON && e <= EPSILON ) {
  40845. // Both segments degenerate into points
  40846. c1.copy( p1 );
  40847. c2.copy( p2 );
  40848. c1.sub( c2 );
  40849. return c1.dot( c1 );
  40850. }
  40851. if ( a <= EPSILON ) {
  40852. // First segment degenerates into a point
  40853. s = 0;
  40854. t = f / e; // s = 0 => t = (b*s + f) / e = f / e
  40855. t = clamp( t, 0, 1 );
  40856. } else {
  40857. const c = _d1.dot( _r );
  40858. if ( e <= EPSILON ) {
  40859. // Second segment degenerates into a point
  40860. t = 0;
  40861. s = clamp( - c / a, 0, 1 ); // t = 0 => s = (b*t - c) / a = -c / a
  40862. } else {
  40863. // The general nondegenerate case starts here
  40864. const b = _d1.dot( _d2 );
  40865. const denom = a * e - b * b; // Always nonnegative
  40866. // If segments not parallel, compute closest point on L1 to L2 and
  40867. // clamp to segment S1. Else pick arbitrary s (here 0)
  40868. if ( denom !== 0 ) {
  40869. s = clamp( ( b * f - c * e ) / denom, 0, 1 );
  40870. } else {
  40871. s = 0;
  40872. }
  40873. // Compute point on L2 closest to S1(s) using
  40874. // t = Dot((P1 + D1*s) - P2,D2) / Dot(D2,D2) = (b*s + f) / e
  40875. t = ( b * s + f ) / e;
  40876. // If t in [0,1] done. Else clamp t, recompute s for the new value
  40877. // of t using s = Dot((P2 + D2*t) - P1,D1) / Dot(D1,D1)= (t*b - c) / a
  40878. // and clamp s to [0, 1]
  40879. if ( t < 0 ) {
  40880. t = 0.;
  40881. s = clamp( - c / a, 0, 1 );
  40882. } else if ( t > 1 ) {
  40883. t = 1;
  40884. s = clamp( ( b - c ) / a, 0, 1 );
  40885. }
  40886. }
  40887. }
  40888. c1.copy( p1 ).add( _d1.multiplyScalar( s ) );
  40889. c2.copy( p2 ).add( _d2.multiplyScalar( t ) );
  40890. c1.sub( c2 );
  40891. return c1.dot( c1 );
  40892. }
  40893. /**
  40894. * Applies a 4x4 transformation matrix to this line segment.
  40895. *
  40896. * @param {Matrix4} matrix - The transformation matrix.
  40897. * @return {Line3} A reference to this line segment.
  40898. */
  40899. applyMatrix4( matrix ) {
  40900. this.start.applyMatrix4( matrix );
  40901. this.end.applyMatrix4( matrix );
  40902. return this;
  40903. }
  40904. /**
  40905. * Returns `true` if this line segment is equal with the given one.
  40906. *
  40907. * @param {Line3} line - The line segment to test for equality.
  40908. * @return {boolean} Whether this line segment is equal with the given one.
  40909. */
  40910. equals( line ) {
  40911. return line.start.equals( this.start ) && line.end.equals( this.end );
  40912. }
  40913. /**
  40914. * Returns a new line segment with copied values from this instance.
  40915. *
  40916. * @return {Line3} A clone of this instance.
  40917. */
  40918. clone() {
  40919. return new this.constructor().copy( this );
  40920. }
  40921. }
  40922. const _vector$3 = /*@__PURE__*/ new Vector3();
  40923. /**
  40924. * This displays a cone shaped helper object for a {@link SpotLight}.
  40925. *
  40926. * ```js
  40927. * const spotLight = new THREE.SpotLight( 0xffffff );
  40928. * spotLight.position.set( 10, 10, 10 );
  40929. * scene.add( spotLight );
  40930. *
  40931. * const spotLightHelper = new THREE.SpotLightHelper( spotLight );
  40932. * scene.add( spotLightHelper );
  40933. * ```
  40934. *
  40935. * @augments Object3D
  40936. */
  40937. class SpotLightHelper extends Object3D {
  40938. /**
  40939. * Constructs a new spot light helper.
  40940. *
  40941. * @param {HemisphereLight} light - The light to be visualized.
  40942. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  40943. * the color of the light.
  40944. */
  40945. constructor( light, color ) {
  40946. super();
  40947. /**
  40948. * The light being visualized.
  40949. *
  40950. * @type {SpotLight}
  40951. */
  40952. this.light = light;
  40953. this.matrixAutoUpdate = false;
  40954. /**
  40955. * The color parameter passed in the constructor.
  40956. * If not set, the helper will take the color of the light.
  40957. *
  40958. * @type {number|Color|string}
  40959. */
  40960. this.color = color;
  40961. this.type = 'SpotLightHelper';
  40962. const geometry = new BufferGeometry();
  40963. const positions = [
  40964. 0, 0, 0, 0, 0, 1,
  40965. 0, 0, 0, 1, 0, 1,
  40966. 0, 0, 0, -1, 0, 1,
  40967. 0, 0, 0, 0, 1, 1,
  40968. 0, 0, 0, 0, -1, 1
  40969. ];
  40970. for ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  40971. const p1 = ( i / l ) * Math.PI * 2;
  40972. const p2 = ( j / l ) * Math.PI * 2;
  40973. positions.push(
  40974. Math.cos( p1 ), Math.sin( p1 ), 1,
  40975. Math.cos( p2 ), Math.sin( p2 ), 1
  40976. );
  40977. }
  40978. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  40979. const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  40980. this.cone = new LineSegments( geometry, material );
  40981. this.add( this.cone );
  40982. this.update();
  40983. }
  40984. /**
  40985. * Frees the GPU-related resources allocated by this instance. Call this
  40986. * method whenever this instance is no longer used in your app.
  40987. */
  40988. dispose() {
  40989. this.cone.geometry.dispose();
  40990. this.cone.material.dispose();
  40991. }
  40992. /**
  40993. * Updates the helper to match the position and direction of the
  40994. * light being visualized.
  40995. */
  40996. update() {
  40997. this.light.updateWorldMatrix( true, false );
  40998. this.light.target.updateWorldMatrix( true, false );
  40999. // update the local matrix based on the parent and light target transforms
  41000. if ( this.parent ) {
  41001. this.parent.updateWorldMatrix( true );
  41002. this.matrix
  41003. .copy( this.parent.matrixWorld )
  41004. .invert()
  41005. .multiply( this.light.matrixWorld );
  41006. } else {
  41007. this.matrix.copy( this.light.matrixWorld );
  41008. }
  41009. this.matrixWorld.copy( this.light.matrixWorld );
  41010. const coneLength = this.light.distance ? this.light.distance : 1000;
  41011. const coneWidth = coneLength * Math.tan( this.light.angle );
  41012. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  41013. _vector$3.setFromMatrixPosition( this.light.target.matrixWorld );
  41014. this.cone.lookAt( _vector$3 );
  41015. if ( this.color !== undefined ) {
  41016. this.cone.material.color.set( this.color );
  41017. } else {
  41018. this.cone.material.color.copy( this.light.color );
  41019. }
  41020. }
  41021. }
  41022. const _vector$2 = /*@__PURE__*/ new Vector3();
  41023. const _boneMatrix = /*@__PURE__*/ new Matrix4();
  41024. const _matrixWorldInv = /*@__PURE__*/ new Matrix4();
  41025. /**
  41026. * A helper object to assist with visualizing a {@link Skeleton}.
  41027. *
  41028. * ```js
  41029. * const helper = new THREE.SkeletonHelper( skinnedMesh );
  41030. * scene.add( helper );
  41031. * ```
  41032. *
  41033. * @augments LineSegments
  41034. */
  41035. class SkeletonHelper extends LineSegments {
  41036. /**
  41037. * Constructs a new skeleton helper.
  41038. *
  41039. * @param {Object3D} object - Usually an instance of {@link SkinnedMesh}. However, any 3D object
  41040. * can be used if it represents a hierarchy of bones (see {@link Bone}).
  41041. */
  41042. constructor( object ) {
  41043. const bones = getBoneList( object );
  41044. const geometry = new BufferGeometry();
  41045. const vertices = [];
  41046. const colors = [];
  41047. for ( let i = 0; i < bones.length; i ++ ) {
  41048. const bone = bones[ i ];
  41049. if ( bone.parent && bone.parent.isBone ) {
  41050. vertices.push( 0, 0, 0 );
  41051. vertices.push( 0, 0, 0 );
  41052. colors.push( 0, 0, 0 );
  41053. colors.push( 0, 0, 0 );
  41054. }
  41055. }
  41056. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41057. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41058. const material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );
  41059. super( geometry, material );
  41060. /**
  41061. * This flag can be used for type testing.
  41062. *
  41063. * @type {boolean}
  41064. * @readonly
  41065. * @default true
  41066. */
  41067. this.isSkeletonHelper = true;
  41068. this.type = 'SkeletonHelper';
  41069. /**
  41070. * The object being visualized.
  41071. *
  41072. * @type {Object3D}
  41073. */
  41074. this.root = object;
  41075. /**
  41076. * The list of bones that the helper visualizes.
  41077. *
  41078. * @type {Array<Bone>}
  41079. */
  41080. this.bones = bones;
  41081. this.matrix = object.matrixWorld;
  41082. this.matrixAutoUpdate = false;
  41083. // colors
  41084. const color1 = new Color( 0x0000ff );
  41085. const color2 = new Color( 0x00ff00 );
  41086. this.setColors( color1, color2 );
  41087. }
  41088. updateMatrixWorld( force ) {
  41089. const bones = this.bones;
  41090. const geometry = this.geometry;
  41091. const position = geometry.getAttribute( 'position' );
  41092. _matrixWorldInv.copy( this.root.matrixWorld ).invert();
  41093. for ( let i = 0, j = 0; i < bones.length; i ++ ) {
  41094. const bone = bones[ i ];
  41095. if ( bone.parent && bone.parent.isBone ) {
  41096. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  41097. _vector$2.setFromMatrixPosition( _boneMatrix );
  41098. position.setXYZ( j, _vector$2.x, _vector$2.y, _vector$2.z );
  41099. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  41100. _vector$2.setFromMatrixPosition( _boneMatrix );
  41101. position.setXYZ( j + 1, _vector$2.x, _vector$2.y, _vector$2.z );
  41102. j += 2;
  41103. }
  41104. }
  41105. geometry.getAttribute( 'position' ).needsUpdate = true;
  41106. super.updateMatrixWorld( force );
  41107. }
  41108. /**
  41109. * Defines the colors of the helper.
  41110. *
  41111. * @param {Color} color1 - The first line color for each bone.
  41112. * @param {Color} color2 - The second line color for each bone.
  41113. * @return {SkeletonHelper} A reference to this helper.
  41114. */
  41115. setColors( color1, color2 ) {
  41116. const geometry = this.geometry;
  41117. const colorAttribute = geometry.getAttribute( 'color' );
  41118. for ( let i = 0; i < colorAttribute.count; i += 2 ) {
  41119. colorAttribute.setXYZ( i, color1.r, color1.g, color1.b );
  41120. colorAttribute.setXYZ( i + 1, color2.r, color2.g, color2.b );
  41121. }
  41122. colorAttribute.needsUpdate = true;
  41123. return this;
  41124. }
  41125. /**
  41126. * Frees the GPU-related resources allocated by this instance. Call this
  41127. * method whenever this instance is no longer used in your app.
  41128. */
  41129. dispose() {
  41130. this.geometry.dispose();
  41131. this.material.dispose();
  41132. }
  41133. }
  41134. function getBoneList( object ) {
  41135. const boneList = [];
  41136. if ( object.isBone === true ) {
  41137. boneList.push( object );
  41138. }
  41139. for ( let i = 0; i < object.children.length; i ++ ) {
  41140. boneList.push( ...getBoneList( object.children[ i ] ) );
  41141. }
  41142. return boneList;
  41143. }
  41144. /**
  41145. * This displays a helper object consisting of a spherical mesh for
  41146. * visualizing an instance of {@link PointLight}.
  41147. *
  41148. * ```js
  41149. * const pointLight = new THREE.PointLight( 0xff0000, 1, 100 );
  41150. * pointLight.position.set( 10, 10, 10 );
  41151. * scene.add( pointLight );
  41152. *
  41153. * const sphereSize = 1;
  41154. * const pointLightHelper = new THREE.PointLightHelper( pointLight, sphereSize );
  41155. * scene.add( pointLightHelper );
  41156. * ```
  41157. *
  41158. * @augments Mesh
  41159. */
  41160. class PointLightHelper extends Mesh {
  41161. /**
  41162. * Constructs a new point light helper.
  41163. *
  41164. * @param {PointLight} light - The light to be visualized.
  41165. * @param {number} [sphereSize=1] - The size of the sphere helper.
  41166. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  41167. * the color of the light.
  41168. */
  41169. constructor( light, sphereSize, color ) {
  41170. const geometry = new SphereGeometry( sphereSize, 4, 2 );
  41171. const material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  41172. super( geometry, material );
  41173. /**
  41174. * The light being visualized.
  41175. *
  41176. * @type {HemisphereLight}
  41177. */
  41178. this.light = light;
  41179. /**
  41180. * The color parameter passed in the constructor.
  41181. * If not set, the helper will take the color of the light.
  41182. *
  41183. * @type {number|Color|string}
  41184. */
  41185. this.color = color;
  41186. this.type = 'PointLightHelper';
  41187. this.matrix = this.light.matrixWorld;
  41188. this.matrixAutoUpdate = false;
  41189. this.update();
  41190. /*
  41191. // TODO: delete this comment?
  41192. const distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
  41193. const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  41194. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  41195. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  41196. const d = light.distance;
  41197. if ( d === 0.0 ) {
  41198. this.lightDistance.visible = false;
  41199. } else {
  41200. this.lightDistance.scale.set( d, d, d );
  41201. }
  41202. this.add( this.lightDistance );
  41203. */
  41204. }
  41205. /**
  41206. * Frees the GPU-related resources allocated by this instance. Call this
  41207. * method whenever this instance is no longer used in your app.
  41208. */
  41209. dispose() {
  41210. this.geometry.dispose();
  41211. this.material.dispose();
  41212. }
  41213. /**
  41214. * Updates the helper to match the position of the
  41215. * light being visualized.
  41216. */
  41217. update() {
  41218. this.light.updateWorldMatrix( true, false );
  41219. if ( this.color !== undefined ) {
  41220. this.material.color.set( this.color );
  41221. } else {
  41222. this.material.color.copy( this.light.color );
  41223. }
  41224. /*
  41225. const d = this.light.distance;
  41226. if ( d === 0.0 ) {
  41227. this.lightDistance.visible = false;
  41228. } else {
  41229. this.lightDistance.visible = true;
  41230. this.lightDistance.scale.set( d, d, d );
  41231. }
  41232. */
  41233. }
  41234. }
  41235. const _vector$1 = /*@__PURE__*/ new Vector3();
  41236. const _color1 = /*@__PURE__*/ new Color();
  41237. const _color2 = /*@__PURE__*/ new Color();
  41238. /**
  41239. * Creates a visual aid consisting of a spherical mesh for a
  41240. * given {@link HemisphereLight}.
  41241. *
  41242. * ```js
  41243. * const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
  41244. * const helper = new THREE.HemisphereLightHelper( light, 5 );
  41245. * scene.add( helper );
  41246. * ```
  41247. *
  41248. * @augments Object3D
  41249. */
  41250. class HemisphereLightHelper extends Object3D {
  41251. /**
  41252. * Constructs a new hemisphere light helper.
  41253. *
  41254. * @param {HemisphereLight} light - The light to be visualized.
  41255. * @param {number} [size=1] - The size of the mesh used to visualize the light.
  41256. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  41257. * the color of the light.
  41258. */
  41259. constructor( light, size, color ) {
  41260. super();
  41261. /**
  41262. * The light being visualized.
  41263. *
  41264. * @type {HemisphereLight}
  41265. */
  41266. this.light = light;
  41267. this.matrix = light.matrixWorld;
  41268. this.matrixAutoUpdate = false;
  41269. /**
  41270. * The color parameter passed in the constructor.
  41271. * If not set, the helper will take the color of the light.
  41272. *
  41273. * @type {number|Color|string}
  41274. */
  41275. this.color = color;
  41276. this.type = 'HemisphereLightHelper';
  41277. const geometry = new OctahedronGeometry( size );
  41278. geometry.rotateY( Math.PI * 0.5 );
  41279. this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  41280. if ( this.color === undefined ) this.material.vertexColors = true;
  41281. const position = geometry.getAttribute( 'position' );
  41282. const colors = new Float32Array( position.count * 3 );
  41283. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  41284. this.add( new Mesh( geometry, this.material ) );
  41285. this.update();
  41286. }
  41287. /**
  41288. * Frees the GPU-related resources allocated by this instance. Call this
  41289. * method whenever this instance is no longer used in your app.
  41290. */
  41291. dispose() {
  41292. this.children[ 0 ].geometry.dispose();
  41293. this.children[ 0 ].material.dispose();
  41294. }
  41295. /**
  41296. * Updates the helper to match the position and direction of the
  41297. * light being visualized.
  41298. */
  41299. update() {
  41300. const mesh = this.children[ 0 ];
  41301. if ( this.color !== undefined ) {
  41302. this.material.color.set( this.color );
  41303. } else {
  41304. const colors = mesh.geometry.getAttribute( 'color' );
  41305. _color1.copy( this.light.color );
  41306. _color2.copy( this.light.groundColor );
  41307. for ( let i = 0, l = colors.count; i < l; i ++ ) {
  41308. const color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  41309. colors.setXYZ( i, color.r, color.g, color.b );
  41310. }
  41311. colors.needsUpdate = true;
  41312. }
  41313. this.light.updateWorldMatrix( true, false );
  41314. mesh.lookAt( _vector$1.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  41315. }
  41316. }
  41317. /**
  41318. * The helper is an object to define grids. Grids are two-dimensional
  41319. * arrays of lines.
  41320. *
  41321. * ```js
  41322. * const size = 10;
  41323. * const divisions = 10;
  41324. *
  41325. * const gridHelper = new THREE.GridHelper( size, divisions );
  41326. * scene.add( gridHelper );
  41327. * ```
  41328. *
  41329. * @augments LineSegments
  41330. */
  41331. class GridHelper extends LineSegments {
  41332. /**
  41333. * Constructs a new grid helper.
  41334. *
  41335. * @param {number} [size=10] - The size of the grid.
  41336. * @param {number} [divisions=10] - The number of divisions across the grid.
  41337. * @param {number|Color|string} [color1=0x444444] - The color of the center line.
  41338. * @param {number|Color|string} [color2=0x888888] - The color of the lines of the grid.
  41339. */
  41340. constructor( size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888 ) {
  41341. color1 = new Color( color1 );
  41342. color2 = new Color( color2 );
  41343. const center = divisions / 2;
  41344. const step = size / divisions;
  41345. const halfSize = size / 2;
  41346. const vertices = [], colors = [];
  41347. for ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  41348. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  41349. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  41350. const color = i === center ? color1 : color2;
  41351. color.toArray( colors, j ); j += 3;
  41352. color.toArray( colors, j ); j += 3;
  41353. color.toArray( colors, j ); j += 3;
  41354. color.toArray( colors, j ); j += 3;
  41355. }
  41356. const geometry = new BufferGeometry();
  41357. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41358. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41359. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  41360. super( geometry, material );
  41361. this.type = 'GridHelper';
  41362. }
  41363. /**
  41364. * Frees the GPU-related resources allocated by this instance. Call this
  41365. * method whenever this instance is no longer used in your app.
  41366. */
  41367. dispose() {
  41368. this.geometry.dispose();
  41369. this.material.dispose();
  41370. }
  41371. }
  41372. /**
  41373. * This helper is an object to define polar grids. Grids are
  41374. * two-dimensional arrays of lines.
  41375. *
  41376. * ```js
  41377. * const radius = 10;
  41378. * const sectors = 16;
  41379. * const rings = 8;
  41380. * const divisions = 64;
  41381. *
  41382. * const helper = new THREE.PolarGridHelper( radius, sectors, rings, divisions );
  41383. * scene.add( helper );
  41384. * ```
  41385. *
  41386. * @augments LineSegments
  41387. */
  41388. class PolarGridHelper extends LineSegments {
  41389. /**
  41390. * Constructs a new polar grid helper.
  41391. *
  41392. * @param {number} [radius=10] - The radius of the polar grid. This can be any positive number.
  41393. * @param {number} [sectors=16] - The number of sectors the grid will be divided into. This can be any positive integer.
  41394. * @param {number} [rings=16] - The number of rings. This can be any positive integer.
  41395. * @param {number} [divisions=64] - The number of line segments used for each circle. This can be any positive integer.
  41396. * @param {number|Color|string} [color1=0x444444] - The first color used for grid elements.
  41397. * @param {number|Color|string} [color2=0x888888] - The second color used for grid elements.
  41398. */
  41399. constructor( radius = 10, sectors = 16, rings = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888 ) {
  41400. color1 = new Color( color1 );
  41401. color2 = new Color( color2 );
  41402. const vertices = [];
  41403. const colors = [];
  41404. // create the sectors
  41405. if ( sectors > 1 ) {
  41406. for ( let i = 0; i < sectors; i ++ ) {
  41407. const v = ( i / sectors ) * ( Math.PI * 2 );
  41408. const x = Math.sin( v ) * radius;
  41409. const z = Math.cos( v ) * radius;
  41410. vertices.push( 0, 0, 0 );
  41411. vertices.push( x, 0, z );
  41412. const color = ( i & 1 ) ? color1 : color2;
  41413. colors.push( color.r, color.g, color.b );
  41414. colors.push( color.r, color.g, color.b );
  41415. }
  41416. }
  41417. // create the rings
  41418. for ( let i = 0; i < rings; i ++ ) {
  41419. const color = ( i & 1 ) ? color1 : color2;
  41420. const r = radius - ( radius / rings * i );
  41421. for ( let j = 0; j < divisions; j ++ ) {
  41422. // first vertex
  41423. let v = ( j / divisions ) * ( Math.PI * 2 );
  41424. let x = Math.sin( v ) * r;
  41425. let z = Math.cos( v ) * r;
  41426. vertices.push( x, 0, z );
  41427. colors.push( color.r, color.g, color.b );
  41428. // second vertex
  41429. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  41430. x = Math.sin( v ) * r;
  41431. z = Math.cos( v ) * r;
  41432. vertices.push( x, 0, z );
  41433. colors.push( color.r, color.g, color.b );
  41434. }
  41435. }
  41436. const geometry = new BufferGeometry();
  41437. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41438. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41439. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  41440. super( geometry, material );
  41441. this.type = 'PolarGridHelper';
  41442. }
  41443. /**
  41444. * Frees the GPU-related resources allocated by this instance. Call this
  41445. * method whenever this instance is no longer used in your app.
  41446. */
  41447. dispose() {
  41448. this.geometry.dispose();
  41449. this.material.dispose();
  41450. }
  41451. }
  41452. const _v1 = /*@__PURE__*/ new Vector3();
  41453. const _v2 = /*@__PURE__*/ new Vector3();
  41454. const _v3 = /*@__PURE__*/ new Vector3();
  41455. /**
  41456. * Helper object to assist with visualizing a {@link DirectionalLight}'s
  41457. * effect on the scene. This consists of plane and a line representing the
  41458. * light's position and direction.
  41459. *
  41460. * ```js
  41461. * const light = new THREE.DirectionalLight( 0xFFFFFF );
  41462. * scene.add( light );
  41463. *
  41464. * const helper = new THREE.DirectionalLightHelper( light, 5 );
  41465. * scene.add( helper );
  41466. * ```
  41467. *
  41468. * @augments Object3D
  41469. */
  41470. class DirectionalLightHelper extends Object3D {
  41471. /**
  41472. * Constructs a new directional light helper.
  41473. *
  41474. * @param {DirectionalLight} light - The light to be visualized.
  41475. * @param {number} [size=1] - The dimensions of the plane.
  41476. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  41477. * the color of the light.
  41478. */
  41479. constructor( light, size, color ) {
  41480. super();
  41481. /**
  41482. * The light being visualized.
  41483. *
  41484. * @type {DirectionalLight}
  41485. */
  41486. this.light = light;
  41487. this.matrix = light.matrixWorld;
  41488. this.matrixAutoUpdate = false;
  41489. /**
  41490. * The color parameter passed in the constructor.
  41491. * If not set, the helper will take the color of the light.
  41492. *
  41493. * @type {number|Color|string}
  41494. */
  41495. this.color = color;
  41496. this.type = 'DirectionalLightHelper';
  41497. if ( size === undefined ) size = 1;
  41498. let geometry = new BufferGeometry();
  41499. geometry.setAttribute( 'position', new Float32BufferAttribute( [
  41500. - size, size, 0,
  41501. size, size, 0,
  41502. size, - size, 0,
  41503. - size, - size, 0,
  41504. - size, size, 0
  41505. ], 3 ) );
  41506. const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  41507. /**
  41508. * Contains the line showing the location of the directional light.
  41509. *
  41510. * @type {Line}
  41511. */
  41512. this.lightPlane = new Line( geometry, material );
  41513. this.add( this.lightPlane );
  41514. geometry = new BufferGeometry();
  41515. geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  41516. /**
  41517. * Represents the target line of the directional light.
  41518. *
  41519. * @type {Line}
  41520. */
  41521. this.targetLine = new Line( geometry, material );
  41522. this.add( this.targetLine );
  41523. this.update();
  41524. }
  41525. /**
  41526. * Frees the GPU-related resources allocated by this instance. Call this
  41527. * method whenever this instance is no longer used in your app.
  41528. */
  41529. dispose() {
  41530. this.lightPlane.geometry.dispose();
  41531. this.lightPlane.material.dispose();
  41532. this.targetLine.geometry.dispose();
  41533. this.targetLine.material.dispose();
  41534. }
  41535. /**
  41536. * Updates the helper to match the position and direction of the
  41537. * light being visualized.
  41538. */
  41539. update() {
  41540. this.light.updateWorldMatrix( true, false );
  41541. this.light.target.updateWorldMatrix( true, false );
  41542. _v1.setFromMatrixPosition( this.light.matrixWorld );
  41543. _v2.setFromMatrixPosition( this.light.target.matrixWorld );
  41544. _v3.subVectors( _v2, _v1 );
  41545. this.lightPlane.lookAt( _v2 );
  41546. if ( this.color !== undefined ) {
  41547. this.lightPlane.material.color.set( this.color );
  41548. this.targetLine.material.color.set( this.color );
  41549. } else {
  41550. this.lightPlane.material.color.copy( this.light.color );
  41551. this.targetLine.material.color.copy( this.light.color );
  41552. }
  41553. this.targetLine.lookAt( _v2 );
  41554. this.targetLine.scale.z = _v3.length();
  41555. }
  41556. }
  41557. const _vector = /*@__PURE__*/ new Vector3();
  41558. const _camera = /*@__PURE__*/ new Camera();
  41559. /**
  41560. * This helps with visualizing what a camera contains in its frustum. It
  41561. * visualizes the frustum of a camera using a line segments.
  41562. *
  41563. * Based on frustum visualization in [lightgl.js shadowmap example](https://github.com/evanw/lightgl.js/blob/master/tests/shadowmap.html).
  41564. *
  41565. * `CameraHelper` must be a child of the scene.
  41566. *
  41567. * ```js
  41568. * const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
  41569. * const helper = new THREE.CameraHelper( camera );
  41570. * scene.add( helper );
  41571. * ```
  41572. *
  41573. * @augments LineSegments
  41574. */
  41575. class CameraHelper extends LineSegments {
  41576. /**
  41577. * Constructs a new arrow helper.
  41578. *
  41579. * @param {Camera} camera - The camera to visualize.
  41580. */
  41581. constructor( camera ) {
  41582. const geometry = new BufferGeometry();
  41583. const material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );
  41584. const vertices = [];
  41585. const colors = [];
  41586. const pointMap = {};
  41587. // near
  41588. addLine( 'n1', 'n2' );
  41589. addLine( 'n2', 'n4' );
  41590. addLine( 'n4', 'n3' );
  41591. addLine( 'n3', 'n1' );
  41592. // far
  41593. addLine( 'f1', 'f2' );
  41594. addLine( 'f2', 'f4' );
  41595. addLine( 'f4', 'f3' );
  41596. addLine( 'f3', 'f1' );
  41597. // sides
  41598. addLine( 'n1', 'f1' );
  41599. addLine( 'n2', 'f2' );
  41600. addLine( 'n3', 'f3' );
  41601. addLine( 'n4', 'f4' );
  41602. // cone
  41603. addLine( 'p', 'n1' );
  41604. addLine( 'p', 'n2' );
  41605. addLine( 'p', 'n3' );
  41606. addLine( 'p', 'n4' );
  41607. // up
  41608. addLine( 'u1', 'u2' );
  41609. addLine( 'u2', 'u3' );
  41610. addLine( 'u3', 'u1' );
  41611. // target
  41612. addLine( 'c', 't' );
  41613. addLine( 'p', 'c' );
  41614. // cross
  41615. addLine( 'cn1', 'cn2' );
  41616. addLine( 'cn3', 'cn4' );
  41617. addLine( 'cf1', 'cf2' );
  41618. addLine( 'cf3', 'cf4' );
  41619. function addLine( a, b ) {
  41620. addPoint( a );
  41621. addPoint( b );
  41622. }
  41623. function addPoint( id ) {
  41624. vertices.push( 0, 0, 0 );
  41625. colors.push( 0, 0, 0 );
  41626. if ( pointMap[ id ] === undefined ) {
  41627. pointMap[ id ] = [];
  41628. }
  41629. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  41630. }
  41631. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41632. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41633. super( geometry, material );
  41634. this.type = 'CameraHelper';
  41635. /**
  41636. * The camera being visualized.
  41637. *
  41638. * @type {Camera}
  41639. */
  41640. this.camera = camera;
  41641. if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();
  41642. this.matrix = camera.matrixWorld;
  41643. this.matrixAutoUpdate = false;
  41644. /**
  41645. * This contains the points used to visualize the camera.
  41646. *
  41647. * @type {Object<string,Array<number>>}
  41648. */
  41649. this.pointMap = pointMap;
  41650. this.update();
  41651. // colors
  41652. const colorFrustum = new Color( 0xffaa00 );
  41653. const colorCone = new Color( 0xff0000 );
  41654. const colorUp = new Color( 0x00aaff );
  41655. const colorTarget = new Color( 0xffffff );
  41656. const colorCross = new Color( 0x333333 );
  41657. this.setColors( colorFrustum, colorCone, colorUp, colorTarget, colorCross );
  41658. }
  41659. /**
  41660. * Defines the colors of the helper.
  41661. *
  41662. * @param {Color} frustum - The frustum line color.
  41663. * @param {Color} cone - The cone line color.
  41664. * @param {Color} up - The up line color.
  41665. * @param {Color} target - The target line color.
  41666. * @param {Color} cross - The cross line color.
  41667. * @return {CameraHelper} A reference to this helper.
  41668. */
  41669. setColors( frustum, cone, up, target, cross ) {
  41670. const geometry = this.geometry;
  41671. const colorAttribute = geometry.getAttribute( 'color' );
  41672. // near
  41673. colorAttribute.setXYZ( 0, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 1, frustum.r, frustum.g, frustum.b ); // n1, n2
  41674. colorAttribute.setXYZ( 2, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 3, frustum.r, frustum.g, frustum.b ); // n2, n4
  41675. colorAttribute.setXYZ( 4, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 5, frustum.r, frustum.g, frustum.b ); // n4, n3
  41676. colorAttribute.setXYZ( 6, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 7, frustum.r, frustum.g, frustum.b ); // n3, n1
  41677. // far
  41678. colorAttribute.setXYZ( 8, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 9, frustum.r, frustum.g, frustum.b ); // f1, f2
  41679. colorAttribute.setXYZ( 10, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 11, frustum.r, frustum.g, frustum.b ); // f2, f4
  41680. colorAttribute.setXYZ( 12, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 13, frustum.r, frustum.g, frustum.b ); // f4, f3
  41681. colorAttribute.setXYZ( 14, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 15, frustum.r, frustum.g, frustum.b ); // f3, f1
  41682. // sides
  41683. colorAttribute.setXYZ( 16, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 17, frustum.r, frustum.g, frustum.b ); // n1, f1
  41684. colorAttribute.setXYZ( 18, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 19, frustum.r, frustum.g, frustum.b ); // n2, f2
  41685. colorAttribute.setXYZ( 20, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 21, frustum.r, frustum.g, frustum.b ); // n3, f3
  41686. colorAttribute.setXYZ( 22, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 23, frustum.r, frustum.g, frustum.b ); // n4, f4
  41687. // cone
  41688. colorAttribute.setXYZ( 24, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 25, cone.r, cone.g, cone.b ); // p, n1
  41689. colorAttribute.setXYZ( 26, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 27, cone.r, cone.g, cone.b ); // p, n2
  41690. colorAttribute.setXYZ( 28, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 29, cone.r, cone.g, cone.b ); // p, n3
  41691. colorAttribute.setXYZ( 30, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 31, cone.r, cone.g, cone.b ); // p, n4
  41692. // up
  41693. colorAttribute.setXYZ( 32, up.r, up.g, up.b ); colorAttribute.setXYZ( 33, up.r, up.g, up.b ); // u1, u2
  41694. colorAttribute.setXYZ( 34, up.r, up.g, up.b ); colorAttribute.setXYZ( 35, up.r, up.g, up.b ); // u2, u3
  41695. colorAttribute.setXYZ( 36, up.r, up.g, up.b ); colorAttribute.setXYZ( 37, up.r, up.g, up.b ); // u3, u1
  41696. // target
  41697. colorAttribute.setXYZ( 38, target.r, target.g, target.b ); colorAttribute.setXYZ( 39, target.r, target.g, target.b ); // c, t
  41698. colorAttribute.setXYZ( 40, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 41, cross.r, cross.g, cross.b ); // p, c
  41699. // cross
  41700. colorAttribute.setXYZ( 42, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 43, cross.r, cross.g, cross.b ); // cn1, cn2
  41701. colorAttribute.setXYZ( 44, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 45, cross.r, cross.g, cross.b ); // cn3, cn4
  41702. colorAttribute.setXYZ( 46, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 47, cross.r, cross.g, cross.b ); // cf1, cf2
  41703. colorAttribute.setXYZ( 48, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 49, cross.r, cross.g, cross.b ); // cf3, cf4
  41704. colorAttribute.needsUpdate = true;
  41705. return this;
  41706. }
  41707. /**
  41708. * Updates the helper based on the projection matrix of the camera.
  41709. */
  41710. update() {
  41711. const geometry = this.geometry;
  41712. const pointMap = this.pointMap;
  41713. const w = 1, h = 1;
  41714. let nearZ, farZ;
  41715. // we need just camera projection matrix inverse
  41716. // world matrix must be identity
  41717. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  41718. // Adjust z values based on coordinate system
  41719. if ( this.camera.reversedDepth === true ) {
  41720. nearZ = 1;
  41721. farZ = 0;
  41722. } else {
  41723. if ( this.camera.coordinateSystem === WebGLCoordinateSystem ) {
  41724. nearZ = -1;
  41725. farZ = 1;
  41726. } else if ( this.camera.coordinateSystem === WebGPUCoordinateSystem ) {
  41727. nearZ = 0;
  41728. farZ = 1;
  41729. } else {
  41730. throw new Error( 'THREE.CameraHelper.update(): Invalid coordinate system: ' + this.camera.coordinateSystem );
  41731. }
  41732. }
  41733. // center / target
  41734. setPoint( 'c', pointMap, geometry, _camera, 0, 0, nearZ );
  41735. setPoint( 't', pointMap, geometry, _camera, 0, 0, farZ );
  41736. // near
  41737. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, nearZ );
  41738. setPoint( 'n2', pointMap, geometry, _camera, w, - h, nearZ );
  41739. setPoint( 'n3', pointMap, geometry, _camera, - w, h, nearZ );
  41740. setPoint( 'n4', pointMap, geometry, _camera, w, h, nearZ );
  41741. // far
  41742. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, farZ );
  41743. setPoint( 'f2', pointMap, geometry, _camera, w, - h, farZ );
  41744. setPoint( 'f3', pointMap, geometry, _camera, - w, h, farZ );
  41745. setPoint( 'f4', pointMap, geometry, _camera, w, h, farZ );
  41746. // up
  41747. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, nearZ );
  41748. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, nearZ );
  41749. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, nearZ );
  41750. // cross
  41751. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, farZ );
  41752. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, farZ );
  41753. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, farZ );
  41754. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, farZ );
  41755. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, nearZ );
  41756. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, nearZ );
  41757. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, nearZ );
  41758. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, nearZ );
  41759. geometry.getAttribute( 'position' ).needsUpdate = true;
  41760. }
  41761. /**
  41762. * Frees the GPU-related resources allocated by this instance. Call this
  41763. * method whenever this instance is no longer used in your app.
  41764. */
  41765. dispose() {
  41766. this.geometry.dispose();
  41767. this.material.dispose();
  41768. }
  41769. }
  41770. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  41771. _vector.set( x, y, z ).unproject( camera );
  41772. const points = pointMap[ point ];
  41773. if ( points !== undefined ) {
  41774. const position = geometry.getAttribute( 'position' );
  41775. for ( let i = 0, l = points.length; i < l; i ++ ) {
  41776. position.setXYZ( points[ i ], _vector.x, _vector.y, _vector.z );
  41777. }
  41778. }
  41779. }
  41780. const _box = /*@__PURE__*/ new Box3();
  41781. /**
  41782. * Helper object to graphically show the world-axis-aligned bounding box
  41783. * around an object. The actual bounding box is handled with {@link Box3},
  41784. * this is just a visual helper for debugging. It can be automatically
  41785. * resized with {@link BoxHelper#update} when the object it's created from
  41786. * is transformed. Note that the object must have a geometry for this to work,
  41787. * so it won't work with sprites.
  41788. *
  41789. * ```js
  41790. * const sphere = new THREE.SphereGeometry();
  41791. * const object = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( 0xff0000 ) );
  41792. * const box = new THREE.BoxHelper( object, 0xffff00 );
  41793. * scene.add( box );
  41794. * ```
  41795. *
  41796. * @augments LineSegments
  41797. */
  41798. class BoxHelper extends LineSegments {
  41799. /**
  41800. * Constructs a new box helper.
  41801. *
  41802. * @param {Object3D} [object] - The 3D object to show the world-axis-aligned bounding box.
  41803. * @param {number|Color|string} [color=0xffff00] - The box's color.
  41804. */
  41805. constructor( object, color = 0xffff00 ) {
  41806. 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 ] );
  41807. const positions = new Float32Array( 8 * 3 );
  41808. const geometry = new BufferGeometry();
  41809. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  41810. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  41811. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41812. /**
  41813. * The 3D object being visualized.
  41814. *
  41815. * @type {Object3D}
  41816. */
  41817. this.object = object;
  41818. this.type = 'BoxHelper';
  41819. this.matrixAutoUpdate = false;
  41820. this.update();
  41821. }
  41822. /**
  41823. * Updates the helper's geometry to match the dimensions of the object,
  41824. * including any children.
  41825. */
  41826. update() {
  41827. if ( this.object !== undefined ) {
  41828. _box.setFromObject( this.object );
  41829. }
  41830. if ( _box.isEmpty() ) return;
  41831. const min = _box.min;
  41832. const max = _box.max;
  41833. /*
  41834. 5____4
  41835. 1/___0/|
  41836. | 6__|_7
  41837. 2/___3/
  41838. 0: max.x, max.y, max.z
  41839. 1: min.x, max.y, max.z
  41840. 2: min.x, min.y, max.z
  41841. 3: max.x, min.y, max.z
  41842. 4: max.x, max.y, min.z
  41843. 5: min.x, max.y, min.z
  41844. 6: min.x, min.y, min.z
  41845. 7: max.x, min.y, min.z
  41846. */
  41847. const position = this.geometry.attributes.position;
  41848. const array = position.array;
  41849. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  41850. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  41851. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  41852. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  41853. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  41854. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  41855. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  41856. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  41857. position.needsUpdate = true;
  41858. this.geometry.computeBoundingSphere();
  41859. }
  41860. /**
  41861. * Updates the wireframe box for the passed object.
  41862. *
  41863. * @param {Object3D} object - The 3D object to create the helper for.
  41864. * @return {BoxHelper} A reference to this instance.
  41865. */
  41866. setFromObject( object ) {
  41867. this.object = object;
  41868. this.update();
  41869. return this;
  41870. }
  41871. copy( source, recursive ) {
  41872. super.copy( source, recursive );
  41873. this.object = source.object;
  41874. return this;
  41875. }
  41876. /**
  41877. * Frees the GPU-related resources allocated by this instance. Call this
  41878. * method whenever this instance is no longer used in your app.
  41879. */
  41880. dispose() {
  41881. this.geometry.dispose();
  41882. this.material.dispose();
  41883. }
  41884. }
  41885. /**
  41886. * A helper object to visualize an instance of {@link Box3}.
  41887. *
  41888. * ```js
  41889. * const box = new THREE.Box3();
  41890. * box.setFromCenterAndSize( new THREE.Vector3( 1, 1, 1 ), new THREE.Vector3( 2, 1, 3 ) );
  41891. *
  41892. * const helper = new THREE.Box3Helper( box, 0xffff00 );
  41893. * scene.add( helper )
  41894. * ```
  41895. *
  41896. * @augments LineSegments
  41897. */
  41898. class Box3Helper extends LineSegments {
  41899. /**
  41900. * Constructs a new box3 helper.
  41901. *
  41902. * @param {Box3} box - The box to visualize.
  41903. * @param {number|Color|string} [color=0xffff00] - The box's color.
  41904. */
  41905. constructor( box, color = 0xffff00 ) {
  41906. 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 ] );
  41907. 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 ];
  41908. const geometry = new BufferGeometry();
  41909. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  41910. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  41911. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41912. /**
  41913. * The box being visualized.
  41914. *
  41915. * @type {Box3}
  41916. */
  41917. this.box = box;
  41918. this.type = 'Box3Helper';
  41919. this.geometry.computeBoundingSphere();
  41920. }
  41921. updateMatrixWorld( force ) {
  41922. const box = this.box;
  41923. if ( box.isEmpty() ) return;
  41924. box.getCenter( this.position );
  41925. box.getSize( this.scale );
  41926. this.scale.multiplyScalar( 0.5 );
  41927. super.updateMatrixWorld( force );
  41928. }
  41929. /**
  41930. * Frees the GPU-related resources allocated by this instance. Call this
  41931. * method whenever this instance is no longer used in your app.
  41932. */
  41933. dispose() {
  41934. this.geometry.dispose();
  41935. this.material.dispose();
  41936. }
  41937. }
  41938. /**
  41939. * A helper object to visualize an instance of {@link Plane}.
  41940. *
  41941. * ```js
  41942. * const plane = new THREE.Plane( new THREE.Vector3( 1, 1, 0.2 ), 3 );
  41943. * const helper = new THREE.PlaneHelper( plane, 1, 0xffff00 );
  41944. * scene.add( helper );
  41945. * ```
  41946. *
  41947. * @augments Line
  41948. */
  41949. class PlaneHelper extends Line {
  41950. /**
  41951. * Constructs a new plane helper.
  41952. *
  41953. * @param {Plane} plane - The plane to be visualized.
  41954. * @param {number} [size=1] - The side length of plane helper.
  41955. * @param {number|Color|string} [hex=0xffff00] - The helper's color.
  41956. */
  41957. constructor( plane, size = 1, hex = 0xffff00 ) {
  41958. const color = hex;
  41959. 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 ];
  41960. const geometry = new BufferGeometry();
  41961. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  41962. geometry.computeBoundingSphere();
  41963. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41964. this.type = 'PlaneHelper';
  41965. /**
  41966. * The plane being visualized.
  41967. *
  41968. * @type {Plane}
  41969. */
  41970. this.plane = plane;
  41971. /**
  41972. * The side length of plane helper.
  41973. *
  41974. * @type {number}
  41975. * @default 1
  41976. */
  41977. this.size = size;
  41978. const positions2 = [ 1, 1, 0, -1, 1, 0, -1, -1, 0, 1, 1, 0, -1, -1, 0, 1, -1, 0 ];
  41979. const geometry2 = new BufferGeometry();
  41980. geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  41981. geometry2.computeBoundingSphere();
  41982. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );
  41983. }
  41984. updateMatrixWorld( force ) {
  41985. this.position.set( 0, 0, 0 );
  41986. this.scale.set( 0.5 * this.size, 0.5 * this.size, 1 );
  41987. this.lookAt( this.plane.normal );
  41988. this.translateZ( - this.plane.constant );
  41989. super.updateMatrixWorld( force );
  41990. }
  41991. /**
  41992. * Updates the helper to match the position and direction of the
  41993. * light being visualized.
  41994. */
  41995. dispose() {
  41996. this.geometry.dispose();
  41997. this.material.dispose();
  41998. this.children[ 0 ].geometry.dispose();
  41999. this.children[ 0 ].material.dispose();
  42000. }
  42001. }
  42002. const _axis = /*@__PURE__*/ new Vector3();
  42003. let _lineGeometry, _coneGeometry;
  42004. /**
  42005. * An 3D arrow object for visualizing directions.
  42006. *
  42007. * ```js
  42008. * const dir = new THREE.Vector3( 1, 2, 0 );
  42009. *
  42010. * //normalize the direction vector (convert to vector of length 1)
  42011. * dir.normalize();
  42012. *
  42013. * const origin = new THREE.Vector3( 0, 0, 0 );
  42014. * const length = 1;
  42015. * const hex = 0xffff00;
  42016. *
  42017. * const arrowHelper = new THREE.ArrowHelper( dir, origin, length, hex );
  42018. * scene.add( arrowHelper );
  42019. * ```
  42020. *
  42021. * @augments Object3D
  42022. */
  42023. class ArrowHelper extends Object3D {
  42024. /**
  42025. * Constructs a new arrow helper.
  42026. *
  42027. * @param {Vector3} [dir=(0, 0, 1)] - The (normalized) direction vector.
  42028. * @param {Vector3} [origin=(0, 0, 0)] - Point at which the arrow starts.
  42029. * @param {number} [length=1] - Length of the arrow in world units.
  42030. * @param {(number|Color|string)} [color=0xffff00] - Color of the arrow.
  42031. * @param {number} [headLength=length*0.2] - The length of the head of the arrow.
  42032. * @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow.
  42033. */
  42034. 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 ) {
  42035. super();
  42036. this.type = 'ArrowHelper';
  42037. if ( _lineGeometry === undefined ) {
  42038. _lineGeometry = new BufferGeometry();
  42039. _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  42040. _coneGeometry = new ConeGeometry( 0.5, 1, 5, 1 );
  42041. _coneGeometry.translate( 0, -0.5, 0 );
  42042. }
  42043. this.position.copy( origin );
  42044. /**
  42045. * The line part of the arrow helper.
  42046. *
  42047. * @type {Line}
  42048. */
  42049. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  42050. this.line.matrixAutoUpdate = false;
  42051. this.add( this.line );
  42052. /**
  42053. * The cone part of the arrow helper.
  42054. *
  42055. * @type {Mesh}
  42056. */
  42057. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );
  42058. this.cone.matrixAutoUpdate = false;
  42059. this.add( this.cone );
  42060. this.setDirection( dir );
  42061. this.setLength( length, headLength, headWidth );
  42062. }
  42063. /**
  42064. * Sets the direction of the helper.
  42065. *
  42066. * @param {Vector3} dir - The normalized direction vector.
  42067. */
  42068. setDirection( dir ) {
  42069. // dir is assumed to be normalized
  42070. if ( dir.y > 0.99999 ) {
  42071. this.quaternion.set( 0, 0, 0, 1 );
  42072. } else if ( dir.y < -0.99999 ) {
  42073. this.quaternion.set( 1, 0, 0, 0 );
  42074. } else {
  42075. _axis.set( dir.z, 0, - dir.x ).normalize();
  42076. const radians = Math.acos( dir.y );
  42077. this.quaternion.setFromAxisAngle( _axis, radians );
  42078. }
  42079. }
  42080. /**
  42081. * Sets the length of the helper.
  42082. *
  42083. * @param {number} length - Length of the arrow in world units.
  42084. * @param {number} [headLength=length*0.2] - The length of the head of the arrow.
  42085. * @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow.
  42086. */
  42087. setLength( length, headLength = length * 0.2, headWidth = headLength * 0.2 ) {
  42088. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  42089. this.line.updateMatrix();
  42090. this.cone.scale.set( headWidth, headLength, headWidth );
  42091. this.cone.position.y = length;
  42092. this.cone.updateMatrix();
  42093. }
  42094. /**
  42095. * Sets the color of the helper.
  42096. *
  42097. * @param {number|Color|string} color - The color to set.
  42098. */
  42099. setColor( color ) {
  42100. this.line.material.color.set( color );
  42101. this.cone.material.color.set( color );
  42102. }
  42103. copy( source ) {
  42104. super.copy( source, false );
  42105. this.line.copy( source.line );
  42106. this.cone.copy( source.cone );
  42107. return this;
  42108. }
  42109. /**
  42110. * Frees the GPU-related resources allocated by this instance. Call this
  42111. * method whenever this instance is no longer used in your app.
  42112. */
  42113. dispose() {
  42114. this.line.geometry.dispose();
  42115. this.line.material.dispose();
  42116. this.cone.geometry.dispose();
  42117. this.cone.material.dispose();
  42118. }
  42119. }
  42120. /**
  42121. * An axis object to visualize the 3 axes in a simple way.
  42122. * The X axis is red. The Y axis is green. The Z axis is blue.
  42123. *
  42124. * ```js
  42125. * const axesHelper = new THREE.AxesHelper( 5 );
  42126. * scene.add( axesHelper );
  42127. * ```
  42128. *
  42129. * @augments LineSegments
  42130. */
  42131. class AxesHelper extends LineSegments {
  42132. /**
  42133. * Constructs a new axes helper.
  42134. *
  42135. * @param {number} [size=1] - Size of the lines representing the axes.
  42136. */
  42137. constructor( size = 1 ) {
  42138. const vertices = [
  42139. 0, 0, 0, size, 0, 0,
  42140. 0, 0, 0, 0, size, 0,
  42141. 0, 0, 0, 0, 0, size
  42142. ];
  42143. const colors = [
  42144. 1, 0, 0, 1, 0.6, 0,
  42145. 0, 1, 0, 0.6, 1, 0,
  42146. 0, 0, 1, 0, 0.6, 1
  42147. ];
  42148. const geometry = new BufferGeometry();
  42149. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  42150. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  42151. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  42152. super( geometry, material );
  42153. this.type = 'AxesHelper';
  42154. }
  42155. /**
  42156. * Defines the colors of the axes helper.
  42157. *
  42158. * @param {number|Color|string} xAxisColor - The color for the x axis.
  42159. * @param {number|Color|string} yAxisColor - The color for the y axis.
  42160. * @param {number|Color|string} zAxisColor - The color for the z axis.
  42161. * @return {AxesHelper} A reference to this axes helper.
  42162. */
  42163. setColors( xAxisColor, yAxisColor, zAxisColor ) {
  42164. const color = new Color();
  42165. const array = this.geometry.attributes.color.array;
  42166. color.set( xAxisColor );
  42167. color.toArray( array, 0 );
  42168. color.toArray( array, 3 );
  42169. color.set( yAxisColor );
  42170. color.toArray( array, 6 );
  42171. color.toArray( array, 9 );
  42172. color.set( zAxisColor );
  42173. color.toArray( array, 12 );
  42174. color.toArray( array, 15 );
  42175. this.geometry.attributes.color.needsUpdate = true;
  42176. return this;
  42177. }
  42178. /**
  42179. * Frees the GPU-related resources allocated by this instance. Call this
  42180. * method whenever this instance is no longer used in your app.
  42181. */
  42182. dispose() {
  42183. this.geometry.dispose();
  42184. this.material.dispose();
  42185. }
  42186. }
  42187. /**
  42188. * This class is used to convert a series of paths to an array of
  42189. * shapes. It is specifically used in context of fonts and SVG.
  42190. */
  42191. class ShapePath {
  42192. /**
  42193. * Constructs a new shape path.
  42194. */
  42195. constructor() {
  42196. this.type = 'ShapePath';
  42197. /**
  42198. * The color of the shape.
  42199. *
  42200. * @type {Color}
  42201. */
  42202. this.color = new Color();
  42203. /**
  42204. * The paths that have been generated for this shape.
  42205. *
  42206. * @type {Array<Path>}
  42207. * @default null
  42208. */
  42209. this.subPaths = [];
  42210. /**
  42211. * The current path that is being generated.
  42212. *
  42213. * @type {?Path}
  42214. * @default null
  42215. */
  42216. this.currentPath = null;
  42217. }
  42218. /**
  42219. * Creates a new path and moves it current point to the given one.
  42220. *
  42221. * @param {number} x - The x coordinate.
  42222. * @param {number} y - The y coordinate.
  42223. * @return {ShapePath} A reference to this shape path.
  42224. */
  42225. moveTo( x, y ) {
  42226. this.currentPath = new Path();
  42227. this.subPaths.push( this.currentPath );
  42228. this.currentPath.moveTo( x, y );
  42229. return this;
  42230. }
  42231. /**
  42232. * Adds an instance of {@link LineCurve} to the path by connecting
  42233. * the current point with the given one.
  42234. *
  42235. * @param {number} x - The x coordinate of the end point.
  42236. * @param {number} y - The y coordinate of the end point.
  42237. * @return {ShapePath} A reference to this shape path.
  42238. */
  42239. lineTo( x, y ) {
  42240. this.currentPath.lineTo( x, y );
  42241. return this;
  42242. }
  42243. /**
  42244. * Adds an instance of {@link QuadraticBezierCurve} to the path by connecting
  42245. * the current point with the given one.
  42246. *
  42247. * @param {number} aCPx - The x coordinate of the control point.
  42248. * @param {number} aCPy - The y coordinate of the control point.
  42249. * @param {number} aX - The x coordinate of the end point.
  42250. * @param {number} aY - The y coordinate of the end point.
  42251. * @return {ShapePath} A reference to this shape path.
  42252. */
  42253. quadraticCurveTo( aCPx, aCPy, aX, aY ) {
  42254. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  42255. return this;
  42256. }
  42257. /**
  42258. * Adds an instance of {@link CubicBezierCurve} to the path by connecting
  42259. * the current point with the given one.
  42260. *
  42261. * @param {number} aCP1x - The x coordinate of the first control point.
  42262. * @param {number} aCP1y - The y coordinate of the first control point.
  42263. * @param {number} aCP2x - The x coordinate of the second control point.
  42264. * @param {number} aCP2y - The y coordinate of the second control point.
  42265. * @param {number} aX - The x coordinate of the end point.
  42266. * @param {number} aY - The y coordinate of the end point.
  42267. * @return {ShapePath} A reference to this shape path.
  42268. */
  42269. bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  42270. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  42271. return this;
  42272. }
  42273. /**
  42274. * Adds an instance of {@link SplineCurve} to the path by connecting
  42275. * the current point with the given list of points.
  42276. *
  42277. * @param {Array<Vector2>} pts - An array of points in 2D space.
  42278. * @return {ShapePath} A reference to this shape path.
  42279. */
  42280. splineThru( pts ) {
  42281. this.currentPath.splineThru( pts );
  42282. return this;
  42283. }
  42284. /**
  42285. * Converts the paths into an array of shapes.
  42286. *
  42287. * @param {boolean} isCCW - By default solid shapes are defined clockwise (CW) and holes are defined counterclockwise (CCW).
  42288. * If this flag is set to `true`, then those are flipped.
  42289. * @return {Array<Shape>} An array of shapes.
  42290. */
  42291. toShapes( isCCW ) {
  42292. function toShapesNoHoles( inSubpaths ) {
  42293. const shapes = [];
  42294. for ( let i = 0, l = inSubpaths.length; i < l; i ++ ) {
  42295. const tmpPath = inSubpaths[ i ];
  42296. const tmpShape = new Shape();
  42297. tmpShape.curves = tmpPath.curves;
  42298. shapes.push( tmpShape );
  42299. }
  42300. return shapes;
  42301. }
  42302. function isPointInsidePolygon( inPt, inPolygon ) {
  42303. const polyLen = inPolygon.length;
  42304. // inPt on polygon contour => immediate success or
  42305. // toggling of inside/outside at every single! intersection point of an edge
  42306. // with the horizontal line through inPt, left of inPt
  42307. // not counting lowerY endpoints of edges and whole edges on that line
  42308. let inside = false;
  42309. for ( let p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  42310. let edgeLowPt = inPolygon[ p ];
  42311. let edgeHighPt = inPolygon[ q ];
  42312. let edgeDx = edgeHighPt.x - edgeLowPt.x;
  42313. let edgeDy = edgeHighPt.y - edgeLowPt.y;
  42314. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  42315. // not parallel
  42316. if ( edgeDy < 0 ) {
  42317. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  42318. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  42319. }
  42320. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
  42321. if ( inPt.y === edgeLowPt.y ) {
  42322. if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ?
  42323. // continue; // no intersection or edgeLowPt => doesn't count !!!
  42324. } else {
  42325. const perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  42326. if ( perpEdge === 0 ) return true; // inPt is on contour ?
  42327. if ( perpEdge < 0 ) continue;
  42328. inside = ! inside; // true intersection left of inPt
  42329. }
  42330. } else {
  42331. // parallel or collinear
  42332. if ( inPt.y !== edgeLowPt.y ) continue; // parallel
  42333. // edge lies on the same horizontal line as inPt
  42334. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  42335. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
  42336. // continue;
  42337. }
  42338. }
  42339. return inside;
  42340. }
  42341. const isClockWise = ShapeUtils.isClockWise;
  42342. const subPaths = this.subPaths;
  42343. if ( subPaths.length === 0 ) return [];
  42344. let solid, tmpPath, tmpShape;
  42345. const shapes = [];
  42346. if ( subPaths.length === 1 ) {
  42347. tmpPath = subPaths[ 0 ];
  42348. tmpShape = new Shape();
  42349. tmpShape.curves = tmpPath.curves;
  42350. shapes.push( tmpShape );
  42351. return shapes;
  42352. }
  42353. let holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  42354. holesFirst = isCCW ? ! holesFirst : holesFirst;
  42355. // log("Holes first", holesFirst);
  42356. const betterShapeHoles = [];
  42357. const newShapes = [];
  42358. let newShapeHoles = [];
  42359. let mainIdx = 0;
  42360. let tmpPoints;
  42361. newShapes[ mainIdx ] = undefined;
  42362. newShapeHoles[ mainIdx ] = [];
  42363. for ( let i = 0, l = subPaths.length; i < l; i ++ ) {
  42364. tmpPath = subPaths[ i ];
  42365. tmpPoints = tmpPath.getPoints();
  42366. solid = isClockWise( tmpPoints );
  42367. solid = isCCW ? ! solid : solid;
  42368. if ( solid ) {
  42369. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++;
  42370. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  42371. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  42372. if ( holesFirst ) mainIdx ++;
  42373. newShapeHoles[ mainIdx ] = [];
  42374. //log('cw', i);
  42375. } else {
  42376. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  42377. //log('ccw', i);
  42378. }
  42379. }
  42380. // only Holes? -> probably all Shapes with wrong orientation
  42381. if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths );
  42382. if ( newShapes.length > 1 ) {
  42383. let ambiguous = false;
  42384. let toChange = 0;
  42385. for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  42386. betterShapeHoles[ sIdx ] = [];
  42387. }
  42388. for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  42389. const sho = newShapeHoles[ sIdx ];
  42390. for ( let hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  42391. const ho = sho[ hIdx ];
  42392. let hole_unassigned = true;
  42393. for ( let s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  42394. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  42395. if ( sIdx !== s2Idx ) toChange ++;
  42396. if ( hole_unassigned ) {
  42397. hole_unassigned = false;
  42398. betterShapeHoles[ s2Idx ].push( ho );
  42399. } else {
  42400. ambiguous = true;
  42401. }
  42402. }
  42403. }
  42404. if ( hole_unassigned ) {
  42405. betterShapeHoles[ sIdx ].push( ho );
  42406. }
  42407. }
  42408. }
  42409. if ( toChange > 0 && ambiguous === false ) {
  42410. newShapeHoles = betterShapeHoles;
  42411. }
  42412. }
  42413. let tmpHoles;
  42414. for ( let i = 0, il = newShapes.length; i < il; i ++ ) {
  42415. tmpShape = newShapes[ i ].s;
  42416. shapes.push( tmpShape );
  42417. tmpHoles = newShapeHoles[ i ];
  42418. for ( let j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  42419. tmpShape.holes.push( tmpHoles[ j ].h );
  42420. }
  42421. }
  42422. //log("shape", shapes);
  42423. return shapes;
  42424. }
  42425. }
  42426. /**
  42427. * Abstract base class for controls.
  42428. *
  42429. * @abstract
  42430. * @augments EventDispatcher
  42431. */
  42432. class Controls extends EventDispatcher {
  42433. /**
  42434. * Constructs a new controls instance.
  42435. *
  42436. * @param {Object3D} object - The object that is managed by the controls.
  42437. * @param {?HTMLElement} domElement - The HTML element used for event listeners.
  42438. */
  42439. constructor( object, domElement = null ) {
  42440. super();
  42441. /**
  42442. * The object that is managed by the controls.
  42443. *
  42444. * @type {Object3D}
  42445. */
  42446. this.object = object;
  42447. /**
  42448. * The HTML element used for event listeners.
  42449. *
  42450. * @type {?HTMLElement}
  42451. * @default null
  42452. */
  42453. this.domElement = domElement;
  42454. /**
  42455. * Whether the controls responds to user input or not.
  42456. *
  42457. * @type {boolean}
  42458. * @default true
  42459. */
  42460. this.enabled = true;
  42461. /**
  42462. * The internal state of the controls.
  42463. *
  42464. * @type {number}
  42465. * @default -1
  42466. */
  42467. this.state = -1;
  42468. /**
  42469. * This object defines the keyboard input of the controls.
  42470. *
  42471. * @type {Object}
  42472. */
  42473. this.keys = {};
  42474. /**
  42475. * This object defines what type of actions are assigned to the available mouse buttons.
  42476. * It depends on the control implementation what kind of mouse buttons and actions are supported.
  42477. *
  42478. * @type {{LEFT: ?number, MIDDLE: ?number, RIGHT: ?number}}
  42479. */
  42480. this.mouseButtons = { LEFT: null, MIDDLE: null, RIGHT: null };
  42481. /**
  42482. * This object defines what type of actions are assigned to what kind of touch interaction.
  42483. * It depends on the control implementation what kind of touch interaction and actions are supported.
  42484. *
  42485. * @type {{ONE: ?number, TWO: ?number}}
  42486. */
  42487. this.touches = { ONE: null, TWO: null };
  42488. }
  42489. /**
  42490. * Connects the controls to the DOM. This method has so called "side effects" since
  42491. * it adds the module's event listeners to the DOM.
  42492. *
  42493. * @param {HTMLElement} element - The DOM element to connect to.
  42494. */
  42495. connect( element ) {
  42496. if ( element === undefined ) {
  42497. warn( 'Controls: connect() now requires an element.' ); // @deprecated, the warning can be removed with r185
  42498. return;
  42499. }
  42500. if ( this.domElement !== null ) this.disconnect();
  42501. this.domElement = element;
  42502. }
  42503. /**
  42504. * Disconnects the controls from the DOM.
  42505. */
  42506. disconnect() {}
  42507. /**
  42508. * Call this method if you no longer want use to the controls. It frees all internal
  42509. * resources and removes all event listeners.
  42510. */
  42511. dispose() {}
  42512. /**
  42513. * Controls should implement this method if they have to update their internal state
  42514. * per simulation step.
  42515. *
  42516. * @param {number} [delta] - The time delta in seconds.
  42517. */
  42518. update( /* delta */ ) {}
  42519. }
  42520. /**
  42521. * Scales the texture as large as possible within its surface without cropping
  42522. * or stretching the texture. The method preserves the original aspect ratio of
  42523. * the texture. Akin to CSS `object-fit: contain`
  42524. *
  42525. * @param {Texture} texture - The texture.
  42526. * @param {number} aspect - The texture's aspect ratio.
  42527. * @return {Texture} The updated texture.
  42528. */
  42529. function contain( texture, aspect ) {
  42530. const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1;
  42531. if ( imageAspect > aspect ) {
  42532. texture.repeat.x = 1;
  42533. texture.repeat.y = imageAspect / aspect;
  42534. texture.offset.x = 0;
  42535. texture.offset.y = ( 1 - texture.repeat.y ) / 2;
  42536. } else {
  42537. texture.repeat.x = aspect / imageAspect;
  42538. texture.repeat.y = 1;
  42539. texture.offset.x = ( 1 - texture.repeat.x ) / 2;
  42540. texture.offset.y = 0;
  42541. }
  42542. return texture;
  42543. }
  42544. /**
  42545. * Scales the texture to the smallest possible size to fill the surface, leaving
  42546. * no empty space. The method preserves the original aspect ratio of the texture.
  42547. * Akin to CSS `object-fit: cover`.
  42548. *
  42549. * @param {Texture} texture - The texture.
  42550. * @param {number} aspect - The texture's aspect ratio.
  42551. * @return {Texture} The updated texture.
  42552. */
  42553. function cover( texture, aspect ) {
  42554. const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1;
  42555. if ( imageAspect > aspect ) {
  42556. texture.repeat.x = aspect / imageAspect;
  42557. texture.repeat.y = 1;
  42558. texture.offset.x = ( 1 - texture.repeat.x ) / 2;
  42559. texture.offset.y = 0;
  42560. } else {
  42561. texture.repeat.x = 1;
  42562. texture.repeat.y = imageAspect / aspect;
  42563. texture.offset.x = 0;
  42564. texture.offset.y = ( 1 - texture.repeat.y ) / 2;
  42565. }
  42566. return texture;
  42567. }
  42568. /**
  42569. * Configures the texture to the default transformation. Akin to CSS `object-fit: fill`.
  42570. *
  42571. * @param {Texture} texture - The texture.
  42572. * @return {Texture} The updated texture.
  42573. */
  42574. function fill( texture ) {
  42575. texture.repeat.x = 1;
  42576. texture.repeat.y = 1;
  42577. texture.offset.x = 0;
  42578. texture.offset.y = 0;
  42579. return texture;
  42580. }
  42581. /**
  42582. * Determines how many bytes must be used to represent the texture.
  42583. *
  42584. * @param {number} width - The width of the texture.
  42585. * @param {number} height - The height of the texture.
  42586. * @param {number} format - The texture's format.
  42587. * @param {number} type - The texture's type.
  42588. * @return {number} The byte length.
  42589. */
  42590. function getByteLength( width, height, format, type ) {
  42591. const typeByteLength = getTextureTypeByteLength( type );
  42592. switch ( format ) {
  42593. // https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml
  42594. case AlphaFormat:
  42595. return width * height;
  42596. case RedFormat:
  42597. return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;
  42598. case RedIntegerFormat:
  42599. return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;
  42600. case RGFormat:
  42601. return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42602. case RGIntegerFormat:
  42603. return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42604. case RGBFormat:
  42605. return ( ( width * height * 3 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42606. case RGBAFormat:
  42607. return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42608. case RGBAIntegerFormat:
  42609. return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42610. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_s3tc_srgb/
  42611. case RGB_S3TC_DXT1_Format:
  42612. case RGBA_S3TC_DXT1_Format:
  42613. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;
  42614. case RGBA_S3TC_DXT3_Format:
  42615. case RGBA_S3TC_DXT5_Format:
  42616. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42617. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_pvrtc/
  42618. case RGB_PVRTC_2BPPV1_Format:
  42619. case RGBA_PVRTC_2BPPV1_Format:
  42620. return ( Math.max( width, 16 ) * Math.max( height, 8 ) ) / 4;
  42621. case RGB_PVRTC_4BPPV1_Format:
  42622. case RGBA_PVRTC_4BPPV1_Format:
  42623. return ( Math.max( width, 8 ) * Math.max( height, 8 ) ) / 2;
  42624. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_etc/
  42625. case RGB_ETC1_Format:
  42626. case RGB_ETC2_Format:
  42627. case R11_EAC_Format:
  42628. case SIGNED_R11_EAC_Format:
  42629. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;
  42630. case RGBA_ETC2_EAC_Format:
  42631. case RG11_EAC_Format:
  42632. case SIGNED_RG11_EAC_Format:
  42633. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42634. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_astc/
  42635. case RGBA_ASTC_4x4_Format:
  42636. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42637. case RGBA_ASTC_5x4_Format:
  42638. return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42639. case RGBA_ASTC_5x5_Format:
  42640. return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42641. case RGBA_ASTC_6x5_Format:
  42642. return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42643. case RGBA_ASTC_6x6_Format:
  42644. return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  42645. case RGBA_ASTC_8x5_Format:
  42646. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42647. case RGBA_ASTC_8x6_Format:
  42648. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  42649. case RGBA_ASTC_8x8_Format:
  42650. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 7 ) / 8 ) * 16;
  42651. case RGBA_ASTC_10x5_Format:
  42652. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42653. case RGBA_ASTC_10x6_Format:
  42654. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  42655. case RGBA_ASTC_10x8_Format:
  42656. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 7 ) / 8 ) * 16;
  42657. case RGBA_ASTC_10x10_Format:
  42658. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 9 ) / 10 ) * 16;
  42659. case RGBA_ASTC_12x10_Format:
  42660. return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 9 ) / 10 ) * 16;
  42661. case RGBA_ASTC_12x12_Format:
  42662. return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 11 ) / 12 ) * 16;
  42663. // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_bptc/
  42664. case RGBA_BPTC_Format:
  42665. case RGB_BPTC_SIGNED_Format:
  42666. case RGB_BPTC_UNSIGNED_Format:
  42667. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;
  42668. // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_rgtc/
  42669. case RED_RGTC1_Format:
  42670. case SIGNED_RED_RGTC1_Format:
  42671. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 8;
  42672. case RED_GREEN_RGTC2_Format:
  42673. case SIGNED_RED_GREEN_RGTC2_Format:
  42674. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;
  42675. }
  42676. throw new Error(
  42677. `Unable to determine texture byte length for ${format} format.`,
  42678. );
  42679. }
  42680. function getTextureTypeByteLength( type ) {
  42681. switch ( type ) {
  42682. case UnsignedByteType:
  42683. case ByteType:
  42684. return { byteLength: 1, components: 1 };
  42685. case UnsignedShortType:
  42686. case ShortType:
  42687. case HalfFloatType:
  42688. return { byteLength: 2, components: 1 };
  42689. case UnsignedShort4444Type:
  42690. case UnsignedShort5551Type:
  42691. return { byteLength: 2, components: 4 };
  42692. case UnsignedIntType:
  42693. case IntType:
  42694. case FloatType:
  42695. return { byteLength: 4, components: 1 };
  42696. case UnsignedInt5999Type:
  42697. case UnsignedInt101111Type:
  42698. return { byteLength: 4, components: 3 };
  42699. }
  42700. throw new Error( `Unknown texture type ${type}.` );
  42701. }
  42702. /**
  42703. * A class containing utility functions for textures.
  42704. *
  42705. * @hideconstructor
  42706. */
  42707. class TextureUtils {
  42708. /**
  42709. * Scales the texture as large as possible within its surface without cropping
  42710. * or stretching the texture. The method preserves the original aspect ratio of
  42711. * the texture. Akin to CSS `object-fit: contain`
  42712. *
  42713. * @param {Texture} texture - The texture.
  42714. * @param {number} aspect - The texture's aspect ratio.
  42715. * @return {Texture} The updated texture.
  42716. */
  42717. static contain( texture, aspect ) {
  42718. return contain( texture, aspect );
  42719. }
  42720. /**
  42721. * Scales the texture to the smallest possible size to fill the surface, leaving
  42722. * no empty space. The method preserves the original aspect ratio of the texture.
  42723. * Akin to CSS `object-fit: cover`.
  42724. *
  42725. * @param {Texture} texture - The texture.
  42726. * @param {number} aspect - The texture's aspect ratio.
  42727. * @return {Texture} The updated texture.
  42728. */
  42729. static cover( texture, aspect ) {
  42730. return cover( texture, aspect );
  42731. }
  42732. /**
  42733. * Configures the texture to the default transformation. Akin to CSS `object-fit: fill`.
  42734. *
  42735. * @param {Texture} texture - The texture.
  42736. * @return {Texture} The updated texture.
  42737. */
  42738. static fill( texture ) {
  42739. return fill( texture );
  42740. }
  42741. /**
  42742. * Determines how many bytes must be used to represent the texture.
  42743. *
  42744. * @param {number} width - The width of the texture.
  42745. * @param {number} height - The height of the texture.
  42746. * @param {number} format - The texture's format.
  42747. * @param {number} type - The texture's type.
  42748. * @return {number} The byte length.
  42749. */
  42750. static getByteLength( width, height, format, type ) {
  42751. return getByteLength( width, height, format, type );
  42752. }
  42753. }
  42754. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  42755. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  42756. revision: REVISION,
  42757. } } ) );
  42758. }
  42759. if ( typeof window !== 'undefined' ) {
  42760. if ( window.__THREE__ ) {
  42761. warn( 'WARNING: Multiple instances of Three.js being imported.' );
  42762. } else {
  42763. window.__THREE__ = REVISION;
  42764. }
  42765. }
  42766. export { ACESFilmicToneMapping, AddEquation, AddOperation, AdditiveAnimationBlendMode, AdditiveBlending, AgXToneMapping, AlphaFormat, AlwaysCompare, AlwaysDepth, AlwaysStencilFunc, AmbientLight, AnimationAction, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrayCamera, ArrowHelper, AttachedBindMode, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, BackSide, BasicDepthPacking, BasicShadowMap, BatchedMesh, Bone, BooleanKeyframeTrack, Box2, Box3, Box3Helper, BoxGeometry, BoxHelper, BufferAttribute, BufferGeometry, BufferGeometryLoader, ByteType, Cache, Camera, CameraHelper, CanvasTexture, CapsuleGeometry, CatmullRomCurve3, CineonToneMapping, CircleGeometry, ClampToEdgeWrapping, Clock, Color, ColorKeyframeTrack, ColorManagement, CompressedArrayTexture, CompressedCubeTexture, CompressedTexture, CompressedTextureLoader, ConeGeometry, ConstantAlphaFactor, ConstantColorFactor, Controls, CubeCamera, CubeDepthTexture, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeTextureLoader, CubeUVReflectionMapping, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceBack, CullFaceFront, CullFaceFrontBack, CullFaceNone, Curve, CurvePath, CustomBlending, CustomToneMapping, CylinderGeometry, Cylindrical, Data3DTexture, DataArrayTexture, DataTexture, DataTextureLoader, DataUtils, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DepthFormat, DepthStencilFormat, DepthTexture, DetachedBindMode, DirectionalLight, DirectionalLightHelper, DiscreteInterpolant, DodecahedronGeometry, DoubleSide, DstAlphaFactor, DstColorFactor, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EllipseCurve, EqualCompare, EqualDepth, EqualStencilFunc, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, ExternalTexture, ExtrudeGeometry, FileLoader, Float16BufferAttribute, Float32BufferAttribute, FloatType, Fog, FogExp2, FramebufferTexture, FrontSide, Frustum, FrustumArray, GLBufferAttribute, GLSL1, GLSL3, GreaterCompare, GreaterDepth, GreaterEqualCompare, GreaterEqualDepth, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HalfFloatType, HemisphereLight, HemisphereLightHelper, IcosahedronGeometry, IdentityDepthPacking, ImageBitmapLoader, ImageLoader, ImageUtils, IncrementStencilOp, IncrementWrapStencilOp, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, Int16BufferAttribute, Int32BufferAttribute, Int8BufferAttribute, IntType, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InterpolationSamplingMode, InterpolationSamplingType, InvertStencilOp, KeepStencilOp, KeyframeTrack, LOD, LatheGeometry, Layers, LessCompare, LessDepth, LessEqualCompare, LessEqualDepth, LessEqualStencilFunc, LessStencilFunc, Light, LightProbe, Line, Line3, LineBasicMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineLoop, LineSegments, LinearFilter, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearSRGBColorSpace, LinearToneMapping, LinearTransfer, Loader, LoaderUtils, LoadingManager, LoopOnce, LoopPingPong, LoopRepeat, MOUSE, Material, MaterialLoader, MathUtils, Matrix2, Matrix3, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshDistanceMaterial, MeshLambertMaterial, MeshMatcapMaterial, MeshNormalMaterial, MeshPhongMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshToonMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeutralToneMapping, NeverCompare, NeverDepth, NeverStencilFunc, NoBlending, NoColorSpace, NoNormalPacking, NoToneMapping, NormalAnimationBlendMode, NormalBlending, NormalGAPacking, NormalRGPacking, NotEqualCompare, NotEqualDepth, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, ObjectLoader, ObjectSpaceNormalMap, OctahedronGeometry, OneFactor, OneMinusConstantAlphaFactor, OneMinusConstantColorFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, PCFShadowMap, PCFSoftShadowMap, Path, PerspectiveCamera, Plane, PlaneGeometry, PlaneHelper, PointLight, PointLightHelper, Points, PointsMaterial, PolarGridHelper, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, R11_EAC_Format, RAD2DEG, RED_GREEN_RGTC2_Format, RED_RGTC1_Format, REVISION, RG11_EAC_Format, RGBADepthPacking, RGBAFormat, RGBAIntegerFormat, RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_BPTC_Format, RGBA_ETC2_EAC_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGBDepthPacking, RGBFormat, RGBIntegerFormat, RGB_BPTC_SIGNED_Format, RGB_BPTC_UNSIGNED_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGDepthPacking, RGFormat, RGIntegerFormat, RawShaderMaterial, Ray, Raycaster, RectAreaLight, RedFormat, RedIntegerFormat, ReinhardToneMapping, RenderTarget, RenderTarget3D, RepeatWrapping, ReplaceStencilOp, ReverseSubtractEquation, RingGeometry, SIGNED_R11_EAC_Format, SIGNED_RED_GREEN_RGTC2_Format, SIGNED_RED_RGTC1_Format, SIGNED_RG11_EAC_Format, SRGBColorSpace, SRGBTransfer, Scene, ShaderMaterial, ShadowMaterial, Shape, ShapeGeometry, ShapePath, ShapeUtils, ShortType, Skeleton, SkeletonHelper, SkinnedMesh, Source, Sphere, SphereGeometry, Spherical, SphericalHarmonics3, SplineCurve, SpotLight, SpotLightHelper, Sprite, SpriteMaterial, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, SubtractEquation, SubtractiveBlending, TOUCH, TangentSpaceNormalMap, TetrahedronGeometry, Texture, TextureLoader, TextureUtils, Timer, TimestampQuery, TorusGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeGeometry, UVMapping, Uint16BufferAttribute, Uint32BufferAttribute, Uint8BufferAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsGroup, UniformsUtils, UnsignedByteType, UnsignedInt101111Type, UnsignedInt248Type, UnsignedInt5999Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShortType, VSMShadowMap, Vector2, Vector3, Vector4, VectorKeyframeTrack, VideoFrameTexture, VideoTexture, WebGL3DRenderTarget, WebGLArrayRenderTarget, WebGLCoordinateSystem, WebGLCubeRenderTarget, WebGLRenderTarget, WebGPUCoordinateSystem, WebXRController, WireframeGeometry, WrapAroundEnding, ZeroCurvatureEnding, ZeroFactor, ZeroSlopeEnding, ZeroStencilOp, arrayNeedsUint32, cloneUniforms, createCanvasElement, createElementNS, error, getByteLength, getConsoleFunction, getUnlitUniformColorSpace, isTypedArray, log, mergeUniforms, probeAsync, setConsoleFunction, warn, warnOnce };
粤ICP备19079148号