three.core.js 1.4 MB

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  1. /**
  2. * @license
  3. * Copyright 2010-2026 Three.js Authors
  4. * SPDX-License-Identifier: MIT
  5. */
  6. const REVISION = '183';
  7. /**
  8. * Represents mouse buttons and interaction types in context of controls.
  9. *
  10. * @type {ConstantsMouse}
  11. * @constant
  12. */
  13. const MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
  14. /**
  15. * Represents touch interaction types in context of controls.
  16. *
  17. * @type {ConstantsTouch}
  18. * @constant
  19. */
  20. const TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
  21. /**
  22. * Disables face culling.
  23. *
  24. * @type {number}
  25. * @constant
  26. */
  27. const CullFaceNone = 0;
  28. /**
  29. * Culls back faces.
  30. *
  31. * @type {number}
  32. * @constant
  33. */
  34. const CullFaceBack = 1;
  35. /**
  36. * Culls front faces.
  37. *
  38. * @type {number}
  39. * @constant
  40. */
  41. const CullFaceFront = 2;
  42. /**
  43. * Culls both front and back faces.
  44. *
  45. * @type {number}
  46. * @constant
  47. */
  48. const CullFaceFrontBack = 3;
  49. /**
  50. * Gives unfiltered shadow maps - fastest, but lowest quality.
  51. *
  52. * @type {number}
  53. * @constant
  54. */
  55. const BasicShadowMap = 0;
  56. /**
  57. * Filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm.
  58. *
  59. * @type {number}
  60. * @constant
  61. */
  62. const PCFShadowMap = 1;
  63. /**
  64. * Filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm with
  65. * better soft shadows especially when using low-resolution shadow maps.
  66. *
  67. * @type {number}
  68. * @constant
  69. */
  70. const PCFSoftShadowMap = 2;
  71. /**
  72. * Filters shadow maps using the Variance Shadow Map (VSM) algorithm.
  73. * When using VSMShadowMap all shadow receivers will also cast shadows.
  74. *
  75. * @type {number}
  76. * @constant
  77. */
  78. const VSMShadowMap = 3;
  79. /**
  80. * Only front faces are rendered.
  81. *
  82. * @type {number}
  83. * @constant
  84. */
  85. const FrontSide = 0;
  86. /**
  87. * Only back faces are rendered.
  88. *
  89. * @type {number}
  90. * @constant
  91. */
  92. const BackSide = 1;
  93. /**
  94. * Both front and back faces are rendered.
  95. *
  96. * @type {number}
  97. * @constant
  98. */
  99. const DoubleSide = 2;
  100. /**
  101. * No blending is performed which effectively disables
  102. * alpha transparency.
  103. *
  104. * @type {number}
  105. * @constant
  106. */
  107. const NoBlending = 0;
  108. /**
  109. * The default blending.
  110. *
  111. * @type {number}
  112. * @constant
  113. */
  114. const NormalBlending = 1;
  115. /**
  116. * Represents additive blending.
  117. *
  118. * @type {number}
  119. * @constant
  120. */
  121. const AdditiveBlending = 2;
  122. /**
  123. * Represents subtractive blending.
  124. *
  125. * @type {number}
  126. * @constant
  127. */
  128. const SubtractiveBlending = 3;
  129. /**
  130. * Represents multiply blending.
  131. *
  132. * @type {number}
  133. * @constant
  134. */
  135. const MultiplyBlending = 4;
  136. /**
  137. * Represents custom blending.
  138. *
  139. * @type {number}
  140. * @constant
  141. */
  142. const CustomBlending = 5;
  143. /**
  144. * Represents material blending.
  145. *
  146. * @type {number}
  147. * @constant
  148. */
  149. const MaterialBlending = 6;
  150. /**
  151. * A `source + destination` blending equation.
  152. *
  153. * @type {number}
  154. * @constant
  155. */
  156. const AddEquation = 100;
  157. /**
  158. * A `source - destination` blending equation.
  159. *
  160. * @type {number}
  161. * @constant
  162. */
  163. const SubtractEquation = 101;
  164. /**
  165. * A `destination - source` blending equation.
  166. *
  167. * @type {number}
  168. * @constant
  169. */
  170. const ReverseSubtractEquation = 102;
  171. /**
  172. * A blend equation that uses the minimum of source and destination.
  173. *
  174. * @type {number}
  175. * @constant
  176. */
  177. const MinEquation = 103;
  178. /**
  179. * A blend equation that uses the maximum of source and destination.
  180. *
  181. * @type {number}
  182. * @constant
  183. */
  184. const MaxEquation = 104;
  185. /**
  186. * Multiplies all colors by `0`.
  187. *
  188. * @type {number}
  189. * @constant
  190. */
  191. const ZeroFactor = 200;
  192. /**
  193. * Multiplies all colors by `1`.
  194. *
  195. * @type {number}
  196. * @constant
  197. */
  198. const OneFactor = 201;
  199. /**
  200. * Multiplies all colors by the source colors.
  201. *
  202. * @type {number}
  203. * @constant
  204. */
  205. const SrcColorFactor = 202;
  206. /**
  207. * Multiplies all colors by `1` minus each source color.
  208. *
  209. * @type {number}
  210. * @constant
  211. */
  212. const OneMinusSrcColorFactor = 203;
  213. /**
  214. * Multiplies all colors by the source alpha value.
  215. *
  216. * @type {number}
  217. * @constant
  218. */
  219. const SrcAlphaFactor = 204;
  220. /**
  221. * Multiplies all colors by 1 minus the source alpha value.
  222. *
  223. * @type {number}
  224. * @constant
  225. */
  226. const OneMinusSrcAlphaFactor = 205;
  227. /**
  228. * Multiplies all colors by the destination alpha value.
  229. *
  230. * @type {number}
  231. * @constant
  232. */
  233. const DstAlphaFactor = 206;
  234. /**
  235. * Multiplies all colors by `1` minus the destination alpha value.
  236. *
  237. * @type {number}
  238. * @constant
  239. */
  240. const OneMinusDstAlphaFactor = 207;
  241. /**
  242. * Multiplies all colors by the destination color.
  243. *
  244. * @type {number}
  245. * @constant
  246. */
  247. const DstColorFactor = 208;
  248. /**
  249. * Multiplies all colors by `1` minus each destination color.
  250. *
  251. * @type {number}
  252. * @constant
  253. */
  254. const OneMinusDstColorFactor = 209;
  255. /**
  256. * Multiplies the RGB colors by the smaller of either the source alpha
  257. * value or the value of `1` minus the destination alpha value. The alpha
  258. * value is multiplied by `1`.
  259. *
  260. * @type {number}
  261. * @constant
  262. */
  263. const SrcAlphaSaturateFactor = 210;
  264. /**
  265. * Multiplies all colors by a constant color.
  266. *
  267. * @type {number}
  268. * @constant
  269. */
  270. const ConstantColorFactor = 211;
  271. /**
  272. * Multiplies all colors by `1` minus a constant color.
  273. *
  274. * @type {number}
  275. * @constant
  276. */
  277. const OneMinusConstantColorFactor = 212;
  278. /**
  279. * Multiplies all colors by a constant alpha value.
  280. *
  281. * @type {number}
  282. * @constant
  283. */
  284. const ConstantAlphaFactor = 213;
  285. /**
  286. * Multiplies all colors by 1 minus a constant alpha value.
  287. *
  288. * @type {number}
  289. * @constant
  290. */
  291. const OneMinusConstantAlphaFactor = 214;
  292. /**
  293. * Never pass.
  294. *
  295. * @type {number}
  296. * @constant
  297. */
  298. const NeverDepth = 0;
  299. /**
  300. * Always pass.
  301. *
  302. * @type {number}
  303. * @constant
  304. */
  305. const AlwaysDepth = 1;
  306. /**
  307. * Pass if the incoming value is less than the depth buffer value.
  308. *
  309. * @type {number}
  310. * @constant
  311. */
  312. const LessDepth = 2;
  313. /**
  314. * Pass if the incoming value is less than or equal to the depth buffer value.
  315. *
  316. * @type {number}
  317. * @constant
  318. */
  319. const LessEqualDepth = 3;
  320. /**
  321. * Pass if the incoming value equals the depth buffer value.
  322. *
  323. * @type {number}
  324. * @constant
  325. */
  326. const EqualDepth = 4;
  327. /**
  328. * Pass if the incoming value is greater than or equal to the depth buffer value.
  329. *
  330. * @type {number}
  331. * @constant
  332. */
  333. const GreaterEqualDepth = 5;
  334. /**
  335. * Pass if the incoming value is greater than the depth buffer value.
  336. *
  337. * @type {number}
  338. * @constant
  339. */
  340. const GreaterDepth = 6;
  341. /**
  342. * Pass if the incoming value is not equal to the depth buffer value.
  343. *
  344. * @type {number}
  345. * @constant
  346. */
  347. const NotEqualDepth = 7;
  348. /**
  349. * Multiplies the environment map color with the surface color.
  350. *
  351. * @type {number}
  352. * @constant
  353. */
  354. const MultiplyOperation = 0;
  355. /**
  356. * Uses reflectivity to blend between the two colors.
  357. *
  358. * @type {number}
  359. * @constant
  360. */
  361. const MixOperation = 1;
  362. /**
  363. * Adds the two colors.
  364. *
  365. * @type {number}
  366. * @constant
  367. */
  368. const AddOperation = 2;
  369. /**
  370. * No tone mapping is applied.
  371. *
  372. * @type {number}
  373. * @constant
  374. */
  375. const NoToneMapping = 0;
  376. /**
  377. * Linear tone mapping.
  378. *
  379. * @type {number}
  380. * @constant
  381. */
  382. const LinearToneMapping = 1;
  383. /**
  384. * Reinhard tone mapping.
  385. *
  386. * @type {number}
  387. * @constant
  388. */
  389. const ReinhardToneMapping = 2;
  390. /**
  391. * Cineon tone mapping.
  392. *
  393. * @type {number}
  394. * @constant
  395. */
  396. const CineonToneMapping = 3;
  397. /**
  398. * ACES Filmic tone mapping.
  399. *
  400. * @type {number}
  401. * @constant
  402. */
  403. const ACESFilmicToneMapping = 4;
  404. /**
  405. * Custom tone mapping.
  406. *
  407. * Expects a custom implementation by modifying shader code of the material's fragment shader.
  408. *
  409. * @type {number}
  410. * @constant
  411. */
  412. const CustomToneMapping = 5;
  413. /**
  414. * AgX tone mapping.
  415. *
  416. * @type {number}
  417. * @constant
  418. */
  419. const AgXToneMapping = 6;
  420. /**
  421. * Neutral tone mapping.
  422. *
  423. * Implementation based on the Khronos 3D Commerce Group standard tone mapping.
  424. *
  425. * @type {number}
  426. * @constant
  427. */
  428. const NeutralToneMapping = 7;
  429. /**
  430. * The skinned mesh shares the same world space as the skeleton.
  431. *
  432. * @type {string}
  433. * @constant
  434. */
  435. const AttachedBindMode = 'attached';
  436. /**
  437. * The skinned mesh does not share the same world space as the skeleton.
  438. * This is useful when a skeleton is shared across multiple skinned meshes.
  439. *
  440. * @type {string}
  441. * @constant
  442. */
  443. const DetachedBindMode = 'detached';
  444. /**
  445. * Maps textures using the geometry's UV coordinates.
  446. *
  447. * @type {number}
  448. * @constant
  449. */
  450. const UVMapping = 300;
  451. /**
  452. * Reflection mapping for cube textures.
  453. *
  454. * @type {number}
  455. * @constant
  456. */
  457. const CubeReflectionMapping = 301;
  458. /**
  459. * Refraction mapping for cube textures.
  460. *
  461. * @type {number}
  462. * @constant
  463. */
  464. const CubeRefractionMapping = 302;
  465. /**
  466. * Reflection mapping for equirectangular textures.
  467. *
  468. * @type {number}
  469. * @constant
  470. */
  471. const EquirectangularReflectionMapping = 303;
  472. /**
  473. * Refraction mapping for equirectangular textures.
  474. *
  475. * @type {number}
  476. * @constant
  477. */
  478. const EquirectangularRefractionMapping = 304;
  479. /**
  480. * Reflection mapping for PMREM textures.
  481. *
  482. * @type {number}
  483. * @constant
  484. */
  485. const CubeUVReflectionMapping = 306;
  486. /**
  487. * The texture will simply repeat to infinity.
  488. *
  489. * @type {number}
  490. * @constant
  491. */
  492. const RepeatWrapping = 1000;
  493. /**
  494. * The last pixel of the texture stretches to the edge of the mesh.
  495. *
  496. * @type {number}
  497. * @constant
  498. */
  499. const ClampToEdgeWrapping = 1001;
  500. /**
  501. * The texture will repeats to infinity, mirroring on each repeat.
  502. *
  503. * @type {number}
  504. * @constant
  505. */
  506. const MirroredRepeatWrapping = 1002;
  507. /**
  508. * Returns the value of the texture element that is nearest (in Manhattan distance)
  509. * to the specified texture coordinates.
  510. *
  511. * @type {number}
  512. * @constant
  513. */
  514. const NearestFilter = 1003;
  515. /**
  516. * Chooses the mipmap that most closely matches the size of the pixel being textured
  517. * and uses the `NearestFilter` criterion (the texel nearest to the center of the pixel)
  518. * to produce a texture value.
  519. *
  520. * @type {number}
  521. * @constant
  522. */
  523. const NearestMipmapNearestFilter = 1004;
  524. const NearestMipMapNearestFilter = 1004; // legacy
  525. /**
  526. * Chooses the two mipmaps that most closely match the size of the pixel being textured and
  527. * uses the `NearestFilter` criterion to produce a texture value from each mipmap.
  528. * The final texture value is a weighted average of those two values.
  529. *
  530. * @type {number}
  531. * @constant
  532. */
  533. const NearestMipmapLinearFilter = 1005;
  534. const NearestMipMapLinearFilter = 1005; // legacy
  535. /**
  536. * Returns the weighted average of the four texture elements that are closest to the specified
  537. * texture coordinates, and can include items wrapped or repeated from other parts of a texture,
  538. * depending on the values of `wrapS` and `wrapT`, and on the exact mapping.
  539. *
  540. * @type {number}
  541. * @constant
  542. */
  543. const LinearFilter = 1006;
  544. /**
  545. * Chooses the mipmap that most closely matches the size of the pixel being textured and uses
  546. * the `LinearFilter` criterion (a weighted average of the four texels that are closest to the
  547. * center of the pixel) to produce a texture value.
  548. *
  549. * @type {number}
  550. * @constant
  551. */
  552. const LinearMipmapNearestFilter = 1007;
  553. const LinearMipMapNearestFilter = 1007; // legacy
  554. /**
  555. * Chooses the two mipmaps that most closely match the size of the pixel being textured and uses
  556. * the `LinearFilter` criterion to produce a texture value from each mipmap. The final texture value
  557. * is a weighted average of those two values.
  558. *
  559. * @type {number}
  560. * @constant
  561. */
  562. const LinearMipmapLinearFilter = 1008;
  563. const LinearMipMapLinearFilter = 1008; // legacy
  564. /**
  565. * An unsigned byte data type for textures.
  566. *
  567. * @type {number}
  568. * @constant
  569. */
  570. const UnsignedByteType = 1009;
  571. /**
  572. * A byte data type for textures.
  573. *
  574. * @type {number}
  575. * @constant
  576. */
  577. const ByteType = 1010;
  578. /**
  579. * A short data type for textures.
  580. *
  581. * @type {number}
  582. * @constant
  583. */
  584. const ShortType = 1011;
  585. /**
  586. * An unsigned short data type for textures.
  587. *
  588. * @type {number}
  589. * @constant
  590. */
  591. const UnsignedShortType = 1012;
  592. /**
  593. * An int data type for textures.
  594. *
  595. * @type {number}
  596. * @constant
  597. */
  598. const IntType = 1013;
  599. /**
  600. * An unsigned int data type for textures.
  601. *
  602. * @type {number}
  603. * @constant
  604. */
  605. const UnsignedIntType = 1014;
  606. /**
  607. * A float data type for textures.
  608. *
  609. * @type {number}
  610. * @constant
  611. */
  612. const FloatType = 1015;
  613. /**
  614. * A half float data type for textures.
  615. *
  616. * @type {number}
  617. * @constant
  618. */
  619. const HalfFloatType = 1016;
  620. /**
  621. * An unsigned short 4_4_4_4 (packed) data type for textures.
  622. *
  623. * @type {number}
  624. * @constant
  625. */
  626. const UnsignedShort4444Type = 1017;
  627. /**
  628. * An unsigned short 5_5_5_1 (packed) data type for textures.
  629. *
  630. * @type {number}
  631. * @constant
  632. */
  633. const UnsignedShort5551Type = 1018;
  634. /**
  635. * An unsigned int 24_8 data type for textures.
  636. *
  637. * @type {number}
  638. * @constant
  639. */
  640. const UnsignedInt248Type = 1020;
  641. /**
  642. * An unsigned int 5_9_9_9 (packed) data type for textures.
  643. *
  644. * @type {number}
  645. * @constant
  646. */
  647. const UnsignedInt5999Type = 35902;
  648. /**
  649. * An unsigned int 10_11_11 (packed) data type for textures.
  650. *
  651. * @type {number}
  652. * @constant
  653. */
  654. const UnsignedInt101111Type = 35899;
  655. /**
  656. * Discards the red, green and blue components and reads just the alpha component.
  657. *
  658. * @type {number}
  659. * @constant
  660. */
  661. const AlphaFormat = 1021;
  662. /**
  663. * Discards the alpha component and reads the red, green and blue component.
  664. *
  665. * @type {number}
  666. * @constant
  667. */
  668. const RGBFormat = 1022;
  669. /**
  670. * Reads the red, green, blue and alpha components.
  671. *
  672. * @type {number}
  673. * @constant
  674. */
  675. const RGBAFormat = 1023;
  676. /**
  677. * Reads each element as a single depth value, converts it to floating point, and clamps to the range `[0,1]`.
  678. *
  679. * @type {number}
  680. * @constant
  681. */
  682. const DepthFormat = 1026;
  683. /**
  684. * Reads each element is a pair of depth and stencil values. The depth component of the pair is interpreted as
  685. * in `DepthFormat`. The stencil component is interpreted based on the depth + stencil internal format.
  686. *
  687. * @type {number}
  688. * @constant
  689. */
  690. const DepthStencilFormat = 1027;
  691. /**
  692. * Discards the green, blue and alpha components and reads just the red component.
  693. *
  694. * @type {number}
  695. * @constant
  696. */
  697. const RedFormat = 1028;
  698. /**
  699. * Discards the green, blue and alpha components and reads just the red component. The texels are read as integers instead of floating point.
  700. *
  701. * @type {number}
  702. * @constant
  703. */
  704. const RedIntegerFormat = 1029;
  705. /**
  706. * Discards the alpha, and blue components and reads the red, and green components.
  707. *
  708. * @type {number}
  709. * @constant
  710. */
  711. const RGFormat = 1030;
  712. /**
  713. * Discards the alpha, and blue components and reads the red, and green components. The texels are read as integers instead of floating point.
  714. *
  715. * @type {number}
  716. * @constant
  717. */
  718. const RGIntegerFormat = 1031;
  719. /**
  720. * Discards the alpha component and reads the red, green and blue component. The texels are read as integers instead of floating point.
  721. *
  722. * @type {number}
  723. * @constant
  724. */
  725. const RGBIntegerFormat = 1032;
  726. /**
  727. * Reads the red, green, blue and alpha components. The texels are read as integers instead of floating point.
  728. *
  729. * @type {number}
  730. * @constant
  731. */
  732. const RGBAIntegerFormat = 1033;
  733. /**
  734. * A DXT1-compressed image in an RGB image format.
  735. *
  736. * @type {number}
  737. * @constant
  738. */
  739. const RGB_S3TC_DXT1_Format = 33776;
  740. /**
  741. * A DXT1-compressed image in an RGB image format with a simple on/off alpha value.
  742. *
  743. * @type {number}
  744. * @constant
  745. */
  746. const RGBA_S3TC_DXT1_Format = 33777;
  747. /**
  748. * A DXT3-compressed image in an RGBA image format. Compared to a 32-bit RGBA texture, it offers 4:1 compression.
  749. *
  750. * @type {number}
  751. * @constant
  752. */
  753. const RGBA_S3TC_DXT3_Format = 33778;
  754. /**
  755. * A DXT5-compressed image in an RGBA image format. It also provides a 4:1 compression, but differs to the DXT3
  756. * compression in how the alpha compression is done.
  757. *
  758. * @type {number}
  759. * @constant
  760. */
  761. const RGBA_S3TC_DXT5_Format = 33779;
  762. /**
  763. * PVRTC RGB compression in 4-bit mode. One block for each 4×4 pixels.
  764. *
  765. * @type {number}
  766. * @constant
  767. */
  768. const RGB_PVRTC_4BPPV1_Format = 35840;
  769. /**
  770. * PVRTC RGB compression in 2-bit mode. One block for each 8×4 pixels.
  771. *
  772. * @type {number}
  773. * @constant
  774. */
  775. const RGB_PVRTC_2BPPV1_Format = 35841;
  776. /**
  777. * PVRTC RGBA compression in 4-bit mode. One block for each 4×4 pixels.
  778. *
  779. * @type {number}
  780. * @constant
  781. */
  782. const RGBA_PVRTC_4BPPV1_Format = 35842;
  783. /**
  784. * PVRTC RGBA compression in 2-bit mode. One block for each 8×4 pixels.
  785. *
  786. * @type {number}
  787. * @constant
  788. */
  789. const RGBA_PVRTC_2BPPV1_Format = 35843;
  790. /**
  791. * ETC1 RGB format.
  792. *
  793. * @type {number}
  794. * @constant
  795. */
  796. const RGB_ETC1_Format = 36196;
  797. /**
  798. * ETC2 RGB format.
  799. *
  800. * @type {number}
  801. * @constant
  802. */
  803. const RGB_ETC2_Format = 37492;
  804. /**
  805. * ETC2 RGBA format.
  806. *
  807. * @type {number}
  808. * @constant
  809. */
  810. const RGBA_ETC2_EAC_Format = 37496;
  811. /**
  812. * EAC R11 UNORM format.
  813. *
  814. * @type {number}
  815. * @constant
  816. */
  817. const R11_EAC_Format = 37488; // 0x9270
  818. /**
  819. * EAC R11 SNORM format.
  820. *
  821. * @type {number}
  822. * @constant
  823. */
  824. const SIGNED_R11_EAC_Format = 37489; // 0x9271
  825. /**
  826. * EAC RG11 UNORM format.
  827. *
  828. * @type {number}
  829. * @constant
  830. */
  831. const RG11_EAC_Format = 37490; // 0x9272
  832. /**
  833. * EAC RG11 SNORM format.
  834. *
  835. * @type {number}
  836. * @constant
  837. */
  838. const SIGNED_RG11_EAC_Format = 37491; // 0x9273
  839. /**
  840. * ASTC RGBA 4x4 format.
  841. *
  842. * @type {number}
  843. * @constant
  844. */
  845. const RGBA_ASTC_4x4_Format = 37808;
  846. /**
  847. * ASTC RGBA 5x4 format.
  848. *
  849. * @type {number}
  850. * @constant
  851. */
  852. const RGBA_ASTC_5x4_Format = 37809;
  853. /**
  854. * ASTC RGBA 5x5 format.
  855. *
  856. * @type {number}
  857. * @constant
  858. */
  859. const RGBA_ASTC_5x5_Format = 37810;
  860. /**
  861. * ASTC RGBA 6x5 format.
  862. *
  863. * @type {number}
  864. * @constant
  865. */
  866. const RGBA_ASTC_6x5_Format = 37811;
  867. /**
  868. * ASTC RGBA 6x6 format.
  869. *
  870. * @type {number}
  871. * @constant
  872. */
  873. const RGBA_ASTC_6x6_Format = 37812;
  874. /**
  875. * ASTC RGBA 8x5 format.
  876. *
  877. * @type {number}
  878. * @constant
  879. */
  880. const RGBA_ASTC_8x5_Format = 37813;
  881. /**
  882. * ASTC RGBA 8x6 format.
  883. *
  884. * @type {number}
  885. * @constant
  886. */
  887. const RGBA_ASTC_8x6_Format = 37814;
  888. /**
  889. * ASTC RGBA 8x8 format.
  890. *
  891. * @type {number}
  892. * @constant
  893. */
  894. const RGBA_ASTC_8x8_Format = 37815;
  895. /**
  896. * ASTC RGBA 10x5 format.
  897. *
  898. * @type {number}
  899. * @constant
  900. */
  901. const RGBA_ASTC_10x5_Format = 37816;
  902. /**
  903. * ASTC RGBA 10x6 format.
  904. *
  905. * @type {number}
  906. * @constant
  907. */
  908. const RGBA_ASTC_10x6_Format = 37817;
  909. /**
  910. * ASTC RGBA 10x8 format.
  911. *
  912. * @type {number}
  913. * @constant
  914. */
  915. const RGBA_ASTC_10x8_Format = 37818;
  916. /**
  917. * ASTC RGBA 10x10 format.
  918. *
  919. * @type {number}
  920. * @constant
  921. */
  922. const RGBA_ASTC_10x10_Format = 37819;
  923. /**
  924. * ASTC RGBA 12x10 format.
  925. *
  926. * @type {number}
  927. * @constant
  928. */
  929. const RGBA_ASTC_12x10_Format = 37820;
  930. /**
  931. * ASTC RGBA 12x12 format.
  932. *
  933. * @type {number}
  934. * @constant
  935. */
  936. const RGBA_ASTC_12x12_Format = 37821;
  937. /**
  938. * BPTC RGBA format.
  939. *
  940. * @type {number}
  941. * @constant
  942. */
  943. const RGBA_BPTC_Format = 36492;
  944. /**
  945. * BPTC Signed RGB format.
  946. *
  947. * @type {number}
  948. * @constant
  949. */
  950. const RGB_BPTC_SIGNED_Format = 36494;
  951. /**
  952. * BPTC Unsigned RGB format.
  953. *
  954. * @type {number}
  955. * @constant
  956. */
  957. const RGB_BPTC_UNSIGNED_Format = 36495;
  958. /**
  959. * RGTC1 Red format.
  960. *
  961. * @type {number}
  962. * @constant
  963. */
  964. const RED_RGTC1_Format = 36283;
  965. /**
  966. * RGTC1 Signed Red format.
  967. *
  968. * @type {number}
  969. * @constant
  970. */
  971. const SIGNED_RED_RGTC1_Format = 36284;
  972. /**
  973. * RGTC2 Red Green format.
  974. *
  975. * @type {number}
  976. * @constant
  977. */
  978. const RED_GREEN_RGTC2_Format = 36285;
  979. /**
  980. * RGTC2 Signed Red Green format.
  981. *
  982. * @type {number}
  983. * @constant
  984. */
  985. const SIGNED_RED_GREEN_RGTC2_Format = 36286;
  986. /**
  987. * Animations are played once.
  988. *
  989. * @type {number}
  990. * @constant
  991. */
  992. const LoopOnce = 2200;
  993. /**
  994. * Animations are played with a chosen number of repetitions, each time jumping from
  995. * the end of the clip directly to its beginning.
  996. *
  997. * @type {number}
  998. * @constant
  999. */
  1000. const LoopRepeat = 2201;
  1001. /**
  1002. * Animations are played with a chosen number of repetitions, alternately playing forward
  1003. * and backward.
  1004. *
  1005. * @type {number}
  1006. * @constant
  1007. */
  1008. const LoopPingPong = 2202;
  1009. /**
  1010. * Discrete interpolation mode for keyframe tracks.
  1011. *
  1012. * @type {number}
  1013. * @constant
  1014. */
  1015. const InterpolateDiscrete = 2300;
  1016. /**
  1017. * Linear interpolation mode for keyframe tracks.
  1018. *
  1019. * @type {number}
  1020. * @constant
  1021. */
  1022. const InterpolateLinear = 2301;
  1023. /**
  1024. * Smooth interpolation mode for keyframe tracks.
  1025. *
  1026. * @type {number}
  1027. * @constant
  1028. */
  1029. const InterpolateSmooth = 2302;
  1030. /**
  1031. * Bezier interpolation mode for keyframe tracks.
  1032. *
  1033. * Uses cubic Bezier curves with explicit 2D control points.
  1034. * Requires tangent data to be set on the track.
  1035. *
  1036. * @type {number}
  1037. * @constant
  1038. */
  1039. const InterpolateBezier = 2303;
  1040. /**
  1041. * Zero curvature ending for animations.
  1042. *
  1043. * @type {number}
  1044. * @constant
  1045. */
  1046. const ZeroCurvatureEnding = 2400;
  1047. /**
  1048. * Zero slope ending for animations.
  1049. *
  1050. * @type {number}
  1051. * @constant
  1052. */
  1053. const ZeroSlopeEnding = 2401;
  1054. /**
  1055. * Wrap around ending for animations.
  1056. *
  1057. * @type {number}
  1058. * @constant
  1059. */
  1060. const WrapAroundEnding = 2402;
  1061. /**
  1062. * Default animation blend mode.
  1063. *
  1064. * @type {number}
  1065. * @constant
  1066. */
  1067. const NormalAnimationBlendMode = 2500;
  1068. /**
  1069. * Additive animation blend mode. Can be used to layer motions on top of
  1070. * each other to build complex performances from smaller re-usable assets.
  1071. *
  1072. * @type {number}
  1073. * @constant
  1074. */
  1075. const AdditiveAnimationBlendMode = 2501;
  1076. /**
  1077. * For every three vertices draw a single triangle.
  1078. *
  1079. * @type {number}
  1080. * @constant
  1081. */
  1082. const TrianglesDrawMode = 0;
  1083. /**
  1084. * For each vertex draw a triangle from the last three vertices.
  1085. *
  1086. * @type {number}
  1087. * @constant
  1088. */
  1089. const TriangleStripDrawMode = 1;
  1090. /**
  1091. * For each vertex draw a triangle from the first vertex and the last two vertices.
  1092. *
  1093. * @type {number}
  1094. * @constant
  1095. */
  1096. const TriangleFanDrawMode = 2;
  1097. /**
  1098. * The depth value is inverted (1.0 - z) for visualization purposes.
  1099. *
  1100. * @type {number}
  1101. * @constant
  1102. */
  1103. const BasicDepthPacking = 3200;
  1104. /**
  1105. * The depth value is packed into 32 bit RGBA.
  1106. *
  1107. * @type {number}
  1108. * @constant
  1109. */
  1110. const RGBADepthPacking = 3201;
  1111. /**
  1112. * The depth value is packed into 24 bit RGB.
  1113. *
  1114. * @type {number}
  1115. * @constant
  1116. */
  1117. const RGBDepthPacking = 3202;
  1118. /**
  1119. * The depth value is packed into 16 bit RG.
  1120. *
  1121. * @type {number}
  1122. * @constant
  1123. */
  1124. const RGDepthPacking = 3203;
  1125. /**
  1126. * Normal information is relative to the underlying surface.
  1127. *
  1128. * @type {number}
  1129. * @constant
  1130. */
  1131. const TangentSpaceNormalMap = 0;
  1132. /**
  1133. * Normal information is relative to the object orientation.
  1134. *
  1135. * @type {number}
  1136. * @constant
  1137. */
  1138. const ObjectSpaceNormalMap = 1;
  1139. // Color space string identifiers, matching CSS Color Module Level 4 and WebGPU names where available.
  1140. /**
  1141. * No color space.
  1142. *
  1143. * @type {string}
  1144. * @constant
  1145. */
  1146. const NoColorSpace = '';
  1147. /**
  1148. * sRGB color space.
  1149. *
  1150. * @type {string}
  1151. * @constant
  1152. */
  1153. const SRGBColorSpace = 'srgb';
  1154. /**
  1155. * sRGB-linear color space.
  1156. *
  1157. * @type {string}
  1158. * @constant
  1159. */
  1160. const LinearSRGBColorSpace = 'srgb-linear';
  1161. /**
  1162. * Linear transfer function.
  1163. *
  1164. * @type {string}
  1165. * @constant
  1166. */
  1167. const LinearTransfer = 'linear';
  1168. /**
  1169. * sRGB transfer function.
  1170. *
  1171. * @type {string}
  1172. * @constant
  1173. */
  1174. const SRGBTransfer = 'srgb';
  1175. /**
  1176. * No normal map packing.
  1177. *
  1178. * @type {string}
  1179. * @constant
  1180. */
  1181. const NoNormalPacking = '';
  1182. /**
  1183. * Normal RG packing.
  1184. *
  1185. * @type {string}
  1186. * @constant
  1187. */
  1188. const NormalRGPacking = 'rg';
  1189. /**
  1190. * Normal GA packing.
  1191. *
  1192. * @type {string}
  1193. * @constant
  1194. */
  1195. const NormalGAPacking = 'ga';
  1196. /**
  1197. * Sets the stencil buffer value to `0`.
  1198. *
  1199. * @type {number}
  1200. * @constant
  1201. */
  1202. const ZeroStencilOp = 0;
  1203. /**
  1204. * Keeps the current value.
  1205. *
  1206. * @type {number}
  1207. * @constant
  1208. */
  1209. const KeepStencilOp = 7680;
  1210. /**
  1211. * Sets the stencil buffer value to the specified reference value.
  1212. *
  1213. * @type {number}
  1214. * @constant
  1215. */
  1216. const ReplaceStencilOp = 7681;
  1217. /**
  1218. * Increments the current stencil buffer value. Clamps to the maximum representable unsigned value.
  1219. *
  1220. * @type {number}
  1221. * @constant
  1222. */
  1223. const IncrementStencilOp = 7682;
  1224. /**
  1225. * Decrements the current stencil buffer value. Clamps to `0`.
  1226. *
  1227. * @type {number}
  1228. * @constant
  1229. */
  1230. const DecrementStencilOp = 7683;
  1231. /**
  1232. * Increments the current stencil buffer value. Wraps stencil buffer value to zero when incrementing
  1233. * the maximum representable unsigned value.
  1234. *
  1235. * @type {number}
  1236. * @constant
  1237. */
  1238. const IncrementWrapStencilOp = 34055;
  1239. /**
  1240. * Decrements the current stencil buffer value. Wraps stencil buffer value to the maximum representable
  1241. * unsigned value when decrementing a stencil buffer value of `0`.
  1242. *
  1243. * @type {number}
  1244. * @constant
  1245. */
  1246. const DecrementWrapStencilOp = 34056;
  1247. /**
  1248. * Inverts the current stencil buffer value bitwise.
  1249. *
  1250. * @type {number}
  1251. * @constant
  1252. */
  1253. const InvertStencilOp = 5386;
  1254. /**
  1255. * Will never return true.
  1256. *
  1257. * @type {number}
  1258. * @constant
  1259. */
  1260. const NeverStencilFunc = 512;
  1261. /**
  1262. * Will return true if the stencil reference value is less than the current stencil value.
  1263. *
  1264. * @type {number}
  1265. * @constant
  1266. */
  1267. const LessStencilFunc = 513;
  1268. /**
  1269. * Will return true if the stencil reference value is equal to the current stencil value.
  1270. *
  1271. * @type {number}
  1272. * @constant
  1273. */
  1274. const EqualStencilFunc = 514;
  1275. /**
  1276. * Will return true if the stencil reference value is less than or equal to the current stencil value.
  1277. *
  1278. * @type {number}
  1279. * @constant
  1280. */
  1281. const LessEqualStencilFunc = 515;
  1282. /**
  1283. * Will return true if the stencil reference value is greater than the current stencil value.
  1284. *
  1285. * @type {number}
  1286. * @constant
  1287. */
  1288. const GreaterStencilFunc = 516;
  1289. /**
  1290. * Will return true if the stencil reference value is not equal to the current stencil value.
  1291. *
  1292. * @type {number}
  1293. * @constant
  1294. */
  1295. const NotEqualStencilFunc = 517;
  1296. /**
  1297. * Will return true if the stencil reference value is greater than or equal to the current stencil value.
  1298. *
  1299. * @type {number}
  1300. * @constant
  1301. */
  1302. const GreaterEqualStencilFunc = 518;
  1303. /**
  1304. * Will always return true.
  1305. *
  1306. * @type {number}
  1307. * @constant
  1308. */
  1309. const AlwaysStencilFunc = 519;
  1310. /**
  1311. * Never pass.
  1312. *
  1313. * @type {number}
  1314. * @constant
  1315. */
  1316. const NeverCompare = 512;
  1317. /**
  1318. * Pass if the incoming value is less than the texture value.
  1319. *
  1320. * @type {number}
  1321. * @constant
  1322. */
  1323. const LessCompare = 513;
  1324. /**
  1325. * Pass if the incoming value equals the texture value.
  1326. *
  1327. * @type {number}
  1328. * @constant
  1329. */
  1330. const EqualCompare = 514;
  1331. /**
  1332. * Pass if the incoming value is less than or equal to the texture value.
  1333. *
  1334. * @type {number}
  1335. * @constant
  1336. */
  1337. const LessEqualCompare = 515;
  1338. /**
  1339. * Pass if the incoming value is greater than the texture value.
  1340. *
  1341. * @type {number}
  1342. * @constant
  1343. */
  1344. const GreaterCompare = 516;
  1345. /**
  1346. * Pass if the incoming value is not equal to the texture value.
  1347. *
  1348. * @type {number}
  1349. * @constant
  1350. */
  1351. const NotEqualCompare = 517;
  1352. /**
  1353. * Pass if the incoming value is greater than or equal to the texture value.
  1354. *
  1355. * @type {number}
  1356. * @constant
  1357. */
  1358. const GreaterEqualCompare = 518;
  1359. /**
  1360. * Always pass.
  1361. *
  1362. * @type {number}
  1363. * @constant
  1364. */
  1365. const AlwaysCompare = 519;
  1366. /**
  1367. * The contents are intended to be specified once by the application, and used many
  1368. * times as the source for drawing and image specification commands.
  1369. *
  1370. * @type {number}
  1371. * @constant
  1372. */
  1373. const StaticDrawUsage = 35044;
  1374. /**
  1375. * The contents are intended to be respecified repeatedly by the application, and
  1376. * used many times as the source for drawing and image specification commands.
  1377. *
  1378. * @type {number}
  1379. * @constant
  1380. */
  1381. const DynamicDrawUsage = 35048;
  1382. /**
  1383. * The contents are intended to be specified once by the application, and used at most
  1384. * a few times as the source for drawing and image specification commands.
  1385. *
  1386. * @type {number}
  1387. * @constant
  1388. */
  1389. const StreamDrawUsage = 35040;
  1390. /**
  1391. * The contents are intended to be specified once by reading data from the 3D API, and queried
  1392. * many times by the application.
  1393. *
  1394. * @type {number}
  1395. * @constant
  1396. */
  1397. const StaticReadUsage = 35045;
  1398. /**
  1399. * The contents are intended to be respecified repeatedly by reading data from the 3D API, and queried
  1400. * many times by the application.
  1401. *
  1402. * @type {number}
  1403. * @constant
  1404. */
  1405. const DynamicReadUsage = 35049;
  1406. /**
  1407. * The contents are intended to be specified once by reading data from the 3D API, and queried at most
  1408. * a few times by the application
  1409. *
  1410. * @type {number}
  1411. * @constant
  1412. */
  1413. const StreamReadUsage = 35041;
  1414. /**
  1415. * The contents are intended to be specified once by reading data from the 3D API, and used many times as
  1416. * the source for WebGL drawing and image specification commands.
  1417. *
  1418. * @type {number}
  1419. * @constant
  1420. */
  1421. const StaticCopyUsage = 35046;
  1422. /**
  1423. * The contents are intended to be respecified repeatedly by reading data from the 3D API, and used many times
  1424. * as the source for WebGL drawing and image specification commands.
  1425. *
  1426. * @type {number}
  1427. * @constant
  1428. */
  1429. const DynamicCopyUsage = 35050;
  1430. /**
  1431. * The contents are intended to be specified once by reading data from the 3D API, and used at most a few times
  1432. * as the source for WebGL drawing and image specification commands.
  1433. *
  1434. * @type {number}
  1435. * @constant
  1436. */
  1437. const StreamCopyUsage = 35042;
  1438. /**
  1439. * GLSL 1 shader code.
  1440. *
  1441. * @type {string}
  1442. * @constant
  1443. */
  1444. const GLSL1 = '100';
  1445. /**
  1446. * GLSL 3 shader code.
  1447. *
  1448. * @type {string}
  1449. * @constant
  1450. */
  1451. const GLSL3 = '300 es';
  1452. /**
  1453. * WebGL coordinate system.
  1454. *
  1455. * @type {number}
  1456. * @constant
  1457. */
  1458. const WebGLCoordinateSystem = 2000;
  1459. /**
  1460. * WebGPU coordinate system.
  1461. *
  1462. * @type {number}
  1463. * @constant
  1464. */
  1465. const WebGPUCoordinateSystem = 2001;
  1466. /**
  1467. * Represents the different timestamp query types.
  1468. *
  1469. * @type {ConstantsTimestampQuery}
  1470. * @constant
  1471. */
  1472. const TimestampQuery = {
  1473. COMPUTE: 'compute',
  1474. RENDER: 'render'
  1475. };
  1476. /**
  1477. * Represents mouse buttons and interaction types in context of controls.
  1478. *
  1479. * @type {ConstantsInterpolationSamplingType}
  1480. * @constant
  1481. */
  1482. const InterpolationSamplingType = {
  1483. PERSPECTIVE: 'perspective',
  1484. LINEAR: 'linear',
  1485. FLAT: 'flat'
  1486. };
  1487. /**
  1488. * Represents the different interpolation sampling modes.
  1489. *
  1490. * @type {ConstantsInterpolationSamplingMode}
  1491. * @constant
  1492. */
  1493. const InterpolationSamplingMode = {
  1494. NORMAL: 'normal',
  1495. CENTROID: 'centroid',
  1496. SAMPLE: 'sample',
  1497. FIRST: 'first',
  1498. EITHER: 'either'
  1499. };
  1500. /**
  1501. * Compatibility flags for features that may not be supported across all platforms.
  1502. *
  1503. * @type {Object}
  1504. * @constant
  1505. */
  1506. const Compatibility = {
  1507. TEXTURE_COMPARE: 'depthTextureCompare'
  1508. };
  1509. /**
  1510. * This type represents mouse buttons and interaction types in context of controls.
  1511. *
  1512. * @typedef {Object} ConstantsMouse
  1513. * @property {number} MIDDLE - The left mouse button.
  1514. * @property {number} LEFT - The middle mouse button.
  1515. * @property {number} RIGHT - The right mouse button.
  1516. * @property {number} ROTATE - A rotate interaction.
  1517. * @property {number} DOLLY - A dolly interaction.
  1518. * @property {number} PAN - A pan interaction.
  1519. **/
  1520. /**
  1521. * This type represents touch interaction types in context of controls.
  1522. *
  1523. * @typedef {Object} ConstantsTouch
  1524. * @property {number} ROTATE - A rotate interaction.
  1525. * @property {number} PAN - A pan interaction.
  1526. * @property {number} DOLLY_PAN - The dolly-pan interaction.
  1527. * @property {number} DOLLY_ROTATE - A dolly-rotate interaction.
  1528. **/
  1529. /**
  1530. * This type represents the different timestamp query types.
  1531. *
  1532. * @typedef {Object} ConstantsTimestampQuery
  1533. * @property {string} COMPUTE - A `compute` timestamp query.
  1534. * @property {string} RENDER - A `render` timestamp query.
  1535. **/
  1536. /**
  1537. * Represents the different interpolation sampling types.
  1538. *
  1539. * @typedef {Object} ConstantsInterpolationSamplingType
  1540. * @property {string} PERSPECTIVE - Perspective-correct interpolation.
  1541. * @property {string} LINEAR - Linear interpolation.
  1542. * @property {string} FLAT - Flat interpolation.
  1543. */
  1544. /**
  1545. * Represents the different interpolation sampling modes.
  1546. *
  1547. * @typedef {Object} ConstantsInterpolationSamplingMode
  1548. * @property {string} NORMAL - Normal sampling mode.
  1549. * @property {string} CENTROID - Centroid sampling mode.
  1550. * @property {string} SAMPLE - Sample-specific sampling mode.
  1551. * @property {string} FIRST - Flat interpolation using the first vertex.
  1552. * @property {string} EITHER - Flat interpolation using either vertex.
  1553. */
  1554. /**
  1555. * Checks if an array contains values that require Uint32 representation.
  1556. *
  1557. * This function determines whether the array contains any values >= 65535,
  1558. * which would require a Uint32Array rather than a Uint16Array for proper storage.
  1559. * The function iterates from the end of the array, assuming larger values are
  1560. * typically located at the end.
  1561. *
  1562. * @private
  1563. * @param {Array<number>} array - The array to check.
  1564. * @return {boolean} True if the array contains values >= 65535, false otherwise.
  1565. */
  1566. function arrayNeedsUint32( array ) {
  1567. // assumes larger values usually on last
  1568. for ( let i = array.length - 1; i >= 0; -- i ) {
  1569. if ( array[ i ] >= 65535 ) return true; // account for PRIMITIVE_RESTART_FIXED_INDEX, #24565
  1570. }
  1571. return false;
  1572. }
  1573. /**
  1574. * Map of typed array constructor names to their constructors.
  1575. * This mapping enables dynamic creation of typed arrays based on string type names.
  1576. *
  1577. * @private
  1578. * @constant
  1579. * @type {Object<string, TypedArrayConstructor>}
  1580. */
  1581. const TYPED_ARRAYS = {
  1582. Int8Array: Int8Array,
  1583. Uint8Array: Uint8Array,
  1584. Uint8ClampedArray: Uint8ClampedArray,
  1585. Int16Array: Int16Array,
  1586. Uint16Array: Uint16Array,
  1587. Int32Array: Int32Array,
  1588. Uint32Array: Uint32Array,
  1589. Float32Array: Float32Array,
  1590. Float64Array: Float64Array
  1591. };
  1592. /**
  1593. * Creates a typed array of the specified type from the given buffer.
  1594. *
  1595. * @private
  1596. * @param {string} type - The name of the typed array type (e.g., 'Float32Array', 'Uint16Array').
  1597. * @param {ArrayBuffer} buffer - The buffer to create the typed array from.
  1598. * @return {TypedArray} A new typed array of the specified type.
  1599. */
  1600. function getTypedArray( type, buffer ) {
  1601. return new TYPED_ARRAYS[ type ]( buffer );
  1602. }
  1603. /**
  1604. * Returns `true` if the given object is a typed array.
  1605. *
  1606. * @param {any} array - The object to check.
  1607. * @return {boolean} Whether the given object is a typed array.
  1608. */
  1609. function isTypedArray( array ) {
  1610. return ArrayBuffer.isView( array ) && ! ( array instanceof DataView );
  1611. }
  1612. /**
  1613. * Creates an XHTML element with the specified tag name.
  1614. *
  1615. * This function uses the XHTML namespace to create DOM elements,
  1616. * ensuring proper element creation in XML-based contexts.
  1617. *
  1618. * @private
  1619. * @param {string} name - The tag name of the element to create (e.g., 'canvas', 'div').
  1620. * @return {HTMLElement} The created XHTML element.
  1621. */
  1622. function createElementNS( name ) {
  1623. return document.createElementNS( 'http://www.w3.org/1999/xhtml', name );
  1624. }
  1625. /**
  1626. * Creates a canvas element configured for block display.
  1627. *
  1628. * This is a convenience function that creates a canvas element with
  1629. * display style set to 'block', which is commonly used in three.js
  1630. * rendering contexts to avoid inline element spacing issues.
  1631. *
  1632. * @return {HTMLCanvasElement} A canvas element with display set to 'block'.
  1633. */
  1634. function createCanvasElement() {
  1635. const canvas = createElementNS( 'canvas' );
  1636. canvas.style.display = 'block';
  1637. return canvas;
  1638. }
  1639. /**
  1640. * Internal cache for tracking warning messages to prevent duplicate warnings.
  1641. *
  1642. * @private
  1643. * @type {Object<string, boolean>}
  1644. */
  1645. const _cache = {};
  1646. /**
  1647. * Custom console function handler for intercepting log, warn, and error calls.
  1648. *
  1649. * @private
  1650. * @type {Function|null}
  1651. */
  1652. let _setConsoleFunction = null;
  1653. /**
  1654. * Sets a custom function to handle console output.
  1655. *
  1656. * This allows external code to intercept and handle console.log, console.warn,
  1657. * and console.error calls made by three.js, which is useful for custom logging,
  1658. * testing, or debugging workflows.
  1659. *
  1660. * @param {Function} fn - The function to handle console output. Should accept
  1661. * (type, message, ...params) where type is 'log', 'warn', or 'error'.
  1662. */
  1663. function setConsoleFunction( fn ) {
  1664. _setConsoleFunction = fn;
  1665. }
  1666. /**
  1667. * Gets the currently set custom console function.
  1668. *
  1669. * @return {Function|null} The custom console function, or null if not set.
  1670. */
  1671. function getConsoleFunction() {
  1672. return _setConsoleFunction;
  1673. }
  1674. /**
  1675. * Logs an informational message with the 'THREE.' prefix.
  1676. *
  1677. * If a custom console function is set via setConsoleFunction(), it will be used
  1678. * instead of the native console.log. The first parameter is treated as the
  1679. * method name and is automatically prefixed with 'THREE.'.
  1680. *
  1681. * @param {...any} params - The message components. The first param is used as
  1682. * the method name and prefixed with 'THREE.'.
  1683. */
  1684. function log( ...params ) {
  1685. const message = 'THREE.' + params.shift();
  1686. if ( _setConsoleFunction ) {
  1687. _setConsoleFunction( 'log', message, ...params );
  1688. } else {
  1689. console.log( message, ...params );
  1690. }
  1691. }
  1692. /**
  1693. * Enhances log/warn/error messages related to TSL.
  1694. *
  1695. * @param {Array<any>} params - The original message parameters.
  1696. * @returns {Array<any>} The filtered and enhanced message parameters.
  1697. */
  1698. function enhanceLogMessage( params ) {
  1699. const message = params[ 0 ];
  1700. if ( typeof message === 'string' && message.startsWith( 'TSL:' ) ) {
  1701. const stackTrace = params[ 1 ];
  1702. if ( stackTrace && stackTrace.isStackTrace ) {
  1703. params[ 0 ] += ' ' + stackTrace.getLocation();
  1704. } else {
  1705. params[ 1 ] = 'Stack trace not available. Enable "THREE.Node.captureStackTrace" to capture stack traces.';
  1706. }
  1707. }
  1708. return params;
  1709. }
  1710. /**
  1711. * Logs a warning message with the 'THREE.' prefix.
  1712. *
  1713. * If a custom console function is set via setConsoleFunction(), it will be used
  1714. * instead of the native console.warn. The first parameter is treated as the
  1715. * method name and is automatically prefixed with 'THREE.'.
  1716. *
  1717. * @param {...any} params - The message components. The first param is used as
  1718. * the method name and prefixed with 'THREE.'.
  1719. */
  1720. function warn( ...params ) {
  1721. params = enhanceLogMessage( params );
  1722. const message = 'THREE.' + params.shift();
  1723. if ( _setConsoleFunction ) {
  1724. _setConsoleFunction( 'warn', message, ...params );
  1725. } else {
  1726. const stackTrace = params[ 0 ];
  1727. if ( stackTrace && stackTrace.isStackTrace ) {
  1728. console.warn( stackTrace.getError( message ) );
  1729. } else {
  1730. console.warn( message, ...params );
  1731. }
  1732. }
  1733. }
  1734. /**
  1735. * Logs an error message with the 'THREE.' prefix.
  1736. *
  1737. * If a custom console function is set via setConsoleFunction(), it will be used
  1738. * instead of the native console.error. The first parameter is treated as the
  1739. * method name and is automatically prefixed with 'THREE.'.
  1740. *
  1741. * @param {...any} params - The message components. The first param is used as
  1742. * the method name and prefixed with 'THREE.'.
  1743. */
  1744. function error( ...params ) {
  1745. params = enhanceLogMessage( params );
  1746. const message = 'THREE.' + params.shift();
  1747. if ( _setConsoleFunction ) {
  1748. _setConsoleFunction( 'error', message, ...params );
  1749. } else {
  1750. const stackTrace = params[ 0 ];
  1751. if ( stackTrace && stackTrace.isStackTrace ) {
  1752. console.error( stackTrace.getError( message ) );
  1753. } else {
  1754. console.error( message, ...params );
  1755. }
  1756. }
  1757. }
  1758. /**
  1759. * Logs a warning message only once, preventing duplicate warnings.
  1760. *
  1761. * This function maintains an internal cache of warning messages and will only
  1762. * output each unique warning message once. Useful for warnings that may be
  1763. * triggered repeatedly but should only be shown to the user once.
  1764. *
  1765. * @param {...any} params - The warning message components.
  1766. */
  1767. function warnOnce( ...params ) {
  1768. const message = params.join( ' ' );
  1769. if ( message in _cache ) return;
  1770. _cache[ message ] = true;
  1771. warn( ...params );
  1772. }
  1773. /**
  1774. * Asynchronously probes for WebGL sync object completion.
  1775. *
  1776. * This function creates a promise that resolves when the WebGL sync object
  1777. * signals completion or rejects if the sync operation fails. It uses polling
  1778. * at the specified interval to check the sync status without blocking the
  1779. * main thread. This is useful for GPU-CPU synchronization in WebGL contexts.
  1780. *
  1781. * @private
  1782. * @param {WebGL2RenderingContext} gl - The WebGL rendering context.
  1783. * @param {WebGLSync} sync - The WebGL sync object to wait for.
  1784. * @param {number} interval - The polling interval in milliseconds.
  1785. * @return {Promise<void>} A promise that resolves when the sync completes or rejects if it fails.
  1786. */
  1787. function probeAsync( gl, sync, interval ) {
  1788. return new Promise( function ( resolve, reject ) {
  1789. function probe() {
  1790. switch ( gl.clientWaitSync( sync, gl.SYNC_FLUSH_COMMANDS_BIT, 0 ) ) {
  1791. case gl.WAIT_FAILED:
  1792. reject();
  1793. break;
  1794. case gl.TIMEOUT_EXPIRED:
  1795. setTimeout( probe, interval );
  1796. break;
  1797. default:
  1798. resolve();
  1799. }
  1800. }
  1801. setTimeout( probe, interval );
  1802. } );
  1803. }
  1804. /**
  1805. * Used to select the correct depth functions
  1806. * when reversed depth buffer is used.
  1807. *
  1808. * @private
  1809. * @type {Object}
  1810. */
  1811. const ReversedDepthFuncs = {
  1812. [ NeverDepth ]: AlwaysDepth,
  1813. [ LessDepth ]: GreaterDepth,
  1814. [ EqualDepth ]: NotEqualDepth,
  1815. [ LessEqualDepth ]: GreaterEqualDepth,
  1816. [ AlwaysDepth ]: NeverDepth,
  1817. [ GreaterDepth ]: LessDepth,
  1818. [ NotEqualDepth ]: EqualDepth,
  1819. [ GreaterEqualDepth ]: LessEqualDepth,
  1820. };
  1821. /**
  1822. * This modules allows to dispatch event objects on custom JavaScript objects.
  1823. *
  1824. * Main repository: [eventdispatcher.js](https://github.com/mrdoob/eventdispatcher.js/)
  1825. *
  1826. * Code Example:
  1827. * ```js
  1828. * class Car extends EventDispatcher {
  1829. * start() {
  1830. * this.dispatchEvent( { type: 'start', message: 'vroom vroom!' } );
  1831. * }
  1832. *};
  1833. *
  1834. * // Using events with the custom object
  1835. * const car = new Car();
  1836. * car.addEventListener( 'start', function ( event ) {
  1837. * alert( event.message );
  1838. * } );
  1839. *
  1840. * car.start();
  1841. * ```
  1842. */
  1843. class EventDispatcher {
  1844. /**
  1845. * Adds the given event listener to the given event type.
  1846. *
  1847. * @param {string} type - The type of event to listen to.
  1848. * @param {Function} listener - The function that gets called when the event is fired.
  1849. */
  1850. addEventListener( type, listener ) {
  1851. if ( this._listeners === undefined ) this._listeners = {};
  1852. const listeners = this._listeners;
  1853. if ( listeners[ type ] === undefined ) {
  1854. listeners[ type ] = [];
  1855. }
  1856. if ( listeners[ type ].indexOf( listener ) === -1 ) {
  1857. listeners[ type ].push( listener );
  1858. }
  1859. }
  1860. /**
  1861. * Returns `true` if the given event listener has been added to the given event type.
  1862. *
  1863. * @param {string} type - The type of event.
  1864. * @param {Function} listener - The listener to check.
  1865. * @return {boolean} Whether the given event listener has been added to the given event type.
  1866. */
  1867. hasEventListener( type, listener ) {
  1868. const listeners = this._listeners;
  1869. if ( listeners === undefined ) return false;
  1870. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== -1;
  1871. }
  1872. /**
  1873. * Removes the given event listener from the given event type.
  1874. *
  1875. * @param {string} type - The type of event.
  1876. * @param {Function} listener - The listener to remove.
  1877. */
  1878. removeEventListener( type, listener ) {
  1879. const listeners = this._listeners;
  1880. if ( listeners === undefined ) return;
  1881. const listenerArray = listeners[ type ];
  1882. if ( listenerArray !== undefined ) {
  1883. const index = listenerArray.indexOf( listener );
  1884. if ( index !== -1 ) {
  1885. listenerArray.splice( index, 1 );
  1886. }
  1887. }
  1888. }
  1889. /**
  1890. * Dispatches an event object.
  1891. *
  1892. * @param {Object} event - The event that gets fired.
  1893. */
  1894. dispatchEvent( event ) {
  1895. const listeners = this._listeners;
  1896. if ( listeners === undefined ) return;
  1897. const listenerArray = listeners[ event.type ];
  1898. if ( listenerArray !== undefined ) {
  1899. event.target = this;
  1900. // Make a copy, in case listeners are removed while iterating.
  1901. const array = listenerArray.slice( 0 );
  1902. for ( let i = 0, l = array.length; i < l; i ++ ) {
  1903. array[ i ].call( this, event );
  1904. }
  1905. event.target = null;
  1906. }
  1907. }
  1908. }
  1909. 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' ];
  1910. let _seed = 1234567;
  1911. const DEG2RAD = Math.PI / 180;
  1912. const RAD2DEG = 180 / Math.PI;
  1913. /**
  1914. * Generate a [UUID](https://en.wikipedia.org/wiki/Universally_unique_identifier)
  1915. * (universally unique identifier).
  1916. *
  1917. * @return {string} The UUID.
  1918. */
  1919. function generateUUID() {
  1920. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  1921. const d0 = Math.random() * 0xffffffff | 0;
  1922. const d1 = Math.random() * 0xffffffff | 0;
  1923. const d2 = Math.random() * 0xffffffff | 0;
  1924. const d3 = Math.random() * 0xffffffff | 0;
  1925. const uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  1926. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  1927. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  1928. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  1929. // .toLowerCase() here flattens concatenated strings to save heap memory space.
  1930. return uuid.toLowerCase();
  1931. }
  1932. /**
  1933. * Clamps the given value between min and max.
  1934. *
  1935. * @param {number} value - The value to clamp.
  1936. * @param {number} min - The min value.
  1937. * @param {number} max - The max value.
  1938. * @return {number} The clamped value.
  1939. */
  1940. function clamp( value, min, max ) {
  1941. return Math.max( min, Math.min( max, value ) );
  1942. }
  1943. /**
  1944. * Computes the Euclidean modulo of the given parameters that
  1945. * is `( ( n % m ) + m ) % m`.
  1946. *
  1947. * @param {number} n - The first parameter.
  1948. * @param {number} m - The second parameter.
  1949. * @return {number} The Euclidean modulo.
  1950. */
  1951. function euclideanModulo( n, m ) {
  1952. // https://en.wikipedia.org/wiki/Modulo_operation
  1953. return ( ( n % m ) + m ) % m;
  1954. }
  1955. /**
  1956. * Performs a linear mapping from range `<a1, a2>` to range `<b1, b2>`
  1957. * for the given value. `a2` must be greater than `a1`.
  1958. *
  1959. * @param {number} x - The value to be mapped.
  1960. * @param {number} a1 - Minimum value for range A.
  1961. * @param {number} a2 - Maximum value for range A.
  1962. * @param {number} b1 - Minimum value for range B.
  1963. * @param {number} b2 - Maximum value for range B.
  1964. * @return {number} The mapped value.
  1965. */
  1966. function mapLinear( x, a1, a2, b1, b2 ) {
  1967. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  1968. }
  1969. /**
  1970. * Returns the percentage in the closed interval `[0, 1]` of the given value
  1971. * between the start and end point.
  1972. *
  1973. * @param {number} x - The start point
  1974. * @param {number} y - The end point.
  1975. * @param {number} value - A value between start and end.
  1976. * @return {number} The interpolation factor.
  1977. */
  1978. function inverseLerp( x, y, value ) {
  1979. // https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/
  1980. if ( x !== y ) {
  1981. return ( value - x ) / ( y - x );
  1982. } else {
  1983. return 0;
  1984. }
  1985. }
  1986. /**
  1987. * Returns a value linearly interpolated from two known points based on the given interval -
  1988. * `t = 0` will return `x` and `t = 1` will return `y`.
  1989. *
  1990. * @param {number} x - The start point
  1991. * @param {number} y - The end point.
  1992. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  1993. * @return {number} The interpolated value.
  1994. */
  1995. function lerp( x, y, t ) {
  1996. return ( 1 - t ) * x + t * y;
  1997. }
  1998. /**
  1999. * Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta
  2000. * time to maintain frame rate independent movement. For details, see
  2001. * [Frame rate independent damping using lerp](http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/).
  2002. *
  2003. * @param {number} x - The current point.
  2004. * @param {number} y - The target point.
  2005. * @param {number} lambda - A higher lambda value will make the movement more sudden,
  2006. * and a lower value will make the movement more gradual.
  2007. * @param {number} dt - Delta time in seconds.
  2008. * @return {number} The interpolated value.
  2009. */
  2010. function damp( x, y, lambda, dt ) {
  2011. return lerp( x, y, 1 - Math.exp( - lambda * dt ) );
  2012. }
  2013. /**
  2014. * Returns a value that alternates between `0` and the given `length` parameter.
  2015. *
  2016. * @param {number} x - The value to pingpong.
  2017. * @param {number} [length=1] - The positive value the function will pingpong to.
  2018. * @return {number} The alternated value.
  2019. */
  2020. function pingpong( x, length = 1 ) {
  2021. // https://www.desmos.com/calculator/vcsjnyz7x4
  2022. return length - Math.abs( euclideanModulo( x, length * 2 ) - length );
  2023. }
  2024. /**
  2025. * Returns a value in the range `[0,1]` that represents the percentage that `x` has
  2026. * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to
  2027. * the `min` and `max`.
  2028. *
  2029. * See [Smoothstep](http://en.wikipedia.org/wiki/Smoothstep) for more details.
  2030. *
  2031. * @param {number} x - The value to evaluate based on its position between `min` and `max`.
  2032. * @param {number} min - The min value. Any `x` value below `min` will be `0`. `min` must be lower than `max`.
  2033. * @param {number} max - The max value. Any `x` value above `max` will be `1`. `max` must be greater than `min`.
  2034. * @return {number} The alternated value.
  2035. */
  2036. function smoothstep( x, min, max ) {
  2037. if ( x <= min ) return 0;
  2038. if ( x >= max ) return 1;
  2039. x = ( x - min ) / ( max - min );
  2040. return x * x * ( 3 - 2 * x );
  2041. }
  2042. /**
  2043. * A [variation on smoothstep](https://en.wikipedia.org/wiki/Smoothstep#Variations)
  2044. * that has zero 1st and 2nd order derivatives at `x=0` and `x=1`.
  2045. *
  2046. * @param {number} x - The value to evaluate based on its position between `min` and `max`.
  2047. * @param {number} min - The min value. Any `x` value below `min` will be `0`. `min` must be lower than `max`.
  2048. * @param {number} max - The max value. Any `x` value above `max` will be `1`. `max` must be greater than `min`.
  2049. * @return {number} The alternated value.
  2050. */
  2051. function smootherstep( x, min, max ) {
  2052. if ( x <= min ) return 0;
  2053. if ( x >= max ) return 1;
  2054. x = ( x - min ) / ( max - min );
  2055. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  2056. }
  2057. /**
  2058. * Returns a random integer from `<low, high>` interval.
  2059. *
  2060. * @param {number} low - The lower value boundary.
  2061. * @param {number} high - The upper value boundary
  2062. * @return {number} A random integer.
  2063. */
  2064. function randInt( low, high ) {
  2065. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  2066. }
  2067. /**
  2068. * Returns a random float from `<low, high>` interval.
  2069. *
  2070. * @param {number} low - The lower value boundary.
  2071. * @param {number} high - The upper value boundary
  2072. * @return {number} A random float.
  2073. */
  2074. function randFloat( low, high ) {
  2075. return low + Math.random() * ( high - low );
  2076. }
  2077. /**
  2078. * Returns a random integer from `<-range/2, range/2>` interval.
  2079. *
  2080. * @param {number} range - Defines the value range.
  2081. * @return {number} A random float.
  2082. */
  2083. function randFloatSpread( range ) {
  2084. return range * ( 0.5 - Math.random() );
  2085. }
  2086. /**
  2087. * Returns a deterministic pseudo-random float in the interval `[0, 1]`.
  2088. *
  2089. * @param {number} [s] - The integer seed.
  2090. * @return {number} A random float.
  2091. */
  2092. function seededRandom( s ) {
  2093. if ( s !== undefined ) _seed = s;
  2094. // Mulberry32 generator
  2095. let t = _seed += 0x6D2B79F5;
  2096. t = Math.imul( t ^ t >>> 15, t | 1 );
  2097. t ^= t + Math.imul( t ^ t >>> 7, t | 61 );
  2098. return ( ( t ^ t >>> 14 ) >>> 0 ) / 4294967296;
  2099. }
  2100. /**
  2101. * Converts degrees to radians.
  2102. *
  2103. * @param {number} degrees - A value in degrees.
  2104. * @return {number} The converted value in radians.
  2105. */
  2106. function degToRad( degrees ) {
  2107. return degrees * DEG2RAD;
  2108. }
  2109. /**
  2110. * Converts radians to degrees.
  2111. *
  2112. * @param {number} radians - A value in radians.
  2113. * @return {number} The converted value in degrees.
  2114. */
  2115. function radToDeg( radians ) {
  2116. return radians * RAD2DEG;
  2117. }
  2118. /**
  2119. * Returns `true` if the given number is a power of two.
  2120. *
  2121. * @param {number} value - The value to check.
  2122. * @return {boolean} Whether the given number is a power of two or not.
  2123. */
  2124. function isPowerOfTwo( value ) {
  2125. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  2126. }
  2127. /**
  2128. * Returns the smallest power of two that is greater than or equal to the given number.
  2129. *
  2130. * @param {number} value - The value to find a POT for. Must be greater than `0`.
  2131. * @return {number} The smallest power of two that is greater than or equal to the given number.
  2132. */
  2133. function ceilPowerOfTwo( value ) {
  2134. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  2135. }
  2136. /**
  2137. * Returns the largest power of two that is less than or equal to the given number.
  2138. *
  2139. * @param {number} value - The value to find a POT for. Must be greater than `0`.
  2140. * @return {number} The largest power of two that is less than or equal to the given number.
  2141. */
  2142. function floorPowerOfTwo( value ) {
  2143. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  2144. }
  2145. /**
  2146. * Sets the given quaternion from the [Intrinsic Proper Euler Angles](https://en.wikipedia.org/wiki/Euler_angles)
  2147. * defined by the given angles and order.
  2148. *
  2149. * Rotations are applied to the axes in the order specified by order:
  2150. * rotation by angle `a` is applied first, then by angle `b`, then by angle `c`.
  2151. *
  2152. * @param {Quaternion} q - The quaternion to set.
  2153. * @param {number} a - The rotation applied to the first axis, in radians.
  2154. * @param {number} b - The rotation applied to the second axis, in radians.
  2155. * @param {number} c - The rotation applied to the third axis, in radians.
  2156. * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order.
  2157. */
  2158. function setQuaternionFromProperEuler( q, a, b, c, order ) {
  2159. const cos = Math.cos;
  2160. const sin = Math.sin;
  2161. const c2 = cos( b / 2 );
  2162. const s2 = sin( b / 2 );
  2163. const c13 = cos( ( a + c ) / 2 );
  2164. const s13 = sin( ( a + c ) / 2 );
  2165. const c1_3 = cos( ( a - c ) / 2 );
  2166. const s1_3 = sin( ( a - c ) / 2 );
  2167. const c3_1 = cos( ( c - a ) / 2 );
  2168. const s3_1 = sin( ( c - a ) / 2 );
  2169. switch ( order ) {
  2170. case 'XYX':
  2171. q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );
  2172. break;
  2173. case 'YZY':
  2174. q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );
  2175. break;
  2176. case 'ZXZ':
  2177. q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );
  2178. break;
  2179. case 'XZX':
  2180. q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );
  2181. break;
  2182. case 'YXY':
  2183. q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );
  2184. break;
  2185. case 'ZYZ':
  2186. q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );
  2187. break;
  2188. default:
  2189. warn( 'MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );
  2190. }
  2191. }
  2192. /**
  2193. * Denormalizes the given value according to the given typed array.
  2194. *
  2195. * @param {number} value - The value to denormalize.
  2196. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2197. * @return {number} The denormalize (float) value in the range `[0,1]`.
  2198. */
  2199. function denormalize( value, array ) {
  2200. switch ( array.constructor ) {
  2201. case Float32Array:
  2202. return value;
  2203. case Uint32Array:
  2204. return value / 4294967295.0;
  2205. case Uint16Array:
  2206. return value / 65535.0;
  2207. case Uint8Array:
  2208. return value / 255.0;
  2209. case Int32Array:
  2210. return Math.max( value / 2147483647.0, -1 );
  2211. case Int16Array:
  2212. return Math.max( value / 32767.0, -1 );
  2213. case Int8Array:
  2214. return Math.max( value / 127.0, -1 );
  2215. default:
  2216. throw new Error( 'Invalid component type.' );
  2217. }
  2218. }
  2219. /**
  2220. * Normalizes the given value according to the given typed array.
  2221. *
  2222. * @param {number} value - The float value in the range `[0,1]` to normalize.
  2223. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2224. * @return {number} The normalize value.
  2225. */
  2226. function normalize( value, array ) {
  2227. switch ( array.constructor ) {
  2228. case Float32Array:
  2229. return value;
  2230. case Uint32Array:
  2231. return Math.round( value * 4294967295.0 );
  2232. case Uint16Array:
  2233. return Math.round( value * 65535.0 );
  2234. case Uint8Array:
  2235. return Math.round( value * 255.0 );
  2236. case Int32Array:
  2237. return Math.round( value * 2147483647.0 );
  2238. case Int16Array:
  2239. return Math.round( value * 32767.0 );
  2240. case Int8Array:
  2241. return Math.round( value * 127.0 );
  2242. default:
  2243. throw new Error( 'Invalid component type.' );
  2244. }
  2245. }
  2246. /**
  2247. * @class
  2248. * @classdesc A collection of math utility functions.
  2249. * @hideconstructor
  2250. */
  2251. const MathUtils = {
  2252. DEG2RAD: DEG2RAD,
  2253. RAD2DEG: RAD2DEG,
  2254. /**
  2255. * Generate a [UUID](https://en.wikipedia.org/wiki/Universally_unique_identifier)
  2256. * (universally unique identifier).
  2257. *
  2258. * @static
  2259. * @method
  2260. * @return {string} The UUID.
  2261. */
  2262. generateUUID: generateUUID,
  2263. /**
  2264. * Clamps the given value between min and max.
  2265. *
  2266. * @static
  2267. * @method
  2268. * @param {number} value - The value to clamp.
  2269. * @param {number} min - The min value.
  2270. * @param {number} max - The max value.
  2271. * @return {number} The clamped value.
  2272. */
  2273. clamp: clamp,
  2274. /**
  2275. * Computes the Euclidean modulo of the given parameters that
  2276. * is `( ( n % m ) + m ) % m`.
  2277. *
  2278. * @static
  2279. * @method
  2280. * @param {number} n - The first parameter.
  2281. * @param {number} m - The second parameter.
  2282. * @return {number} The Euclidean modulo.
  2283. */
  2284. euclideanModulo: euclideanModulo,
  2285. /**
  2286. * Performs a linear mapping from range `<a1, a2>` to range `<b1, b2>`
  2287. * for the given value.
  2288. *
  2289. * @static
  2290. * @method
  2291. * @param {number} x - The value to be mapped.
  2292. * @param {number} a1 - Minimum value for range A.
  2293. * @param {number} a2 - Maximum value for range A.
  2294. * @param {number} b1 - Minimum value for range B.
  2295. * @param {number} b2 - Maximum value for range B.
  2296. * @return {number} The mapped value.
  2297. */
  2298. mapLinear: mapLinear,
  2299. /**
  2300. * Returns the percentage in the closed interval `[0, 1]` of the given value
  2301. * between the start and end point.
  2302. *
  2303. * @static
  2304. * @method
  2305. * @param {number} x - The start point
  2306. * @param {number} y - The end point.
  2307. * @param {number} value - A value between start and end.
  2308. * @return {number} The interpolation factor.
  2309. */
  2310. inverseLerp: inverseLerp,
  2311. /**
  2312. * Returns a value linearly interpolated from two known points based on the given interval -
  2313. * `t = 0` will return `x` and `t = 1` will return `y`.
  2314. *
  2315. * @static
  2316. * @method
  2317. * @param {number} x - The start point
  2318. * @param {number} y - The end point.
  2319. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  2320. * @return {number} The interpolated value.
  2321. */
  2322. lerp: lerp,
  2323. /**
  2324. * Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta
  2325. * time to maintain frame rate independent movement. For details, see
  2326. * [Frame rate independent damping using lerp](http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/).
  2327. *
  2328. * @static
  2329. * @method
  2330. * @param {number} x - The current point.
  2331. * @param {number} y - The target point.
  2332. * @param {number} lambda - A higher lambda value will make the movement more sudden,
  2333. * and a lower value will make the movement more gradual.
  2334. * @param {number} dt - Delta time in seconds.
  2335. * @return {number} The interpolated value.
  2336. */
  2337. damp: damp,
  2338. /**
  2339. * Returns a value that alternates between `0` and the given `length` parameter.
  2340. *
  2341. * @static
  2342. * @method
  2343. * @param {number} x - The value to pingpong.
  2344. * @param {number} [length=1] - The positive value the function will pingpong to.
  2345. * @return {number} The alternated value.
  2346. */
  2347. pingpong: pingpong,
  2348. /**
  2349. * Returns a value in the range `[0,1]` that represents the percentage that `x` has
  2350. * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to
  2351. * the `min` and `max`.
  2352. *
  2353. * See [Smoothstep](http://en.wikipedia.org/wiki/Smoothstep) for more details.
  2354. *
  2355. * @static
  2356. * @method
  2357. * @param {number} x - The value to evaluate based on its position between min and max.
  2358. * @param {number} min - The min value. Any x value below min will be `0`.
  2359. * @param {number} max - The max value. Any x value above max will be `1`.
  2360. * @return {number} The alternated value.
  2361. */
  2362. smoothstep: smoothstep,
  2363. /**
  2364. * A [variation on smoothstep](https://en.wikipedia.org/wiki/Smoothstep#Variations)
  2365. * that has zero 1st and 2nd order derivatives at x=0 and x=1.
  2366. *
  2367. * @static
  2368. * @method
  2369. * @param {number} x - The value to evaluate based on its position between min and max.
  2370. * @param {number} min - The min value. Any x value below min will be `0`.
  2371. * @param {number} max - The max value. Any x value above max will be `1`.
  2372. * @return {number} The alternated value.
  2373. */
  2374. smootherstep: smootherstep,
  2375. /**
  2376. * Returns a random integer from `<low, high>` interval.
  2377. *
  2378. * @static
  2379. * @method
  2380. * @param {number} low - The lower value boundary.
  2381. * @param {number} high - The upper value boundary
  2382. * @return {number} A random integer.
  2383. */
  2384. randInt: randInt,
  2385. /**
  2386. * Returns a random float from `<low, high>` interval.
  2387. *
  2388. * @static
  2389. * @method
  2390. * @param {number} low - The lower value boundary.
  2391. * @param {number} high - The upper value boundary
  2392. * @return {number} A random float.
  2393. */
  2394. randFloat: randFloat,
  2395. /**
  2396. * Returns a random integer from `<-range/2, range/2>` interval.
  2397. *
  2398. * @static
  2399. * @method
  2400. * @param {number} range - Defines the value range.
  2401. * @return {number} A random float.
  2402. */
  2403. randFloatSpread: randFloatSpread,
  2404. /**
  2405. * Returns a deterministic pseudo-random float in the interval `[0, 1]`.
  2406. *
  2407. * @static
  2408. * @method
  2409. * @param {number} [s] - The integer seed.
  2410. * @return {number} A random float.
  2411. */
  2412. seededRandom: seededRandom,
  2413. /**
  2414. * Converts degrees to radians.
  2415. *
  2416. * @static
  2417. * @method
  2418. * @param {number} degrees - A value in degrees.
  2419. * @return {number} The converted value in radians.
  2420. */
  2421. degToRad: degToRad,
  2422. /**
  2423. * Converts radians to degrees.
  2424. *
  2425. * @static
  2426. * @method
  2427. * @param {number} radians - A value in radians.
  2428. * @return {number} The converted value in degrees.
  2429. */
  2430. radToDeg: radToDeg,
  2431. /**
  2432. * Returns `true` if the given number is a power of two.
  2433. *
  2434. * @static
  2435. * @method
  2436. * @param {number} value - The value to check.
  2437. * @return {boolean} Whether the given number is a power of two or not.
  2438. */
  2439. isPowerOfTwo: isPowerOfTwo,
  2440. /**
  2441. * Returns the smallest power of two that is greater than or equal to the given number.
  2442. *
  2443. * @static
  2444. * @method
  2445. * @param {number} value - The value to find a POT for.
  2446. * @return {number} The smallest power of two that is greater than or equal to the given number.
  2447. */
  2448. ceilPowerOfTwo: ceilPowerOfTwo,
  2449. /**
  2450. * Returns the largest power of two that is less than or equal to the given number.
  2451. *
  2452. * @static
  2453. * @method
  2454. * @param {number} value - The value to find a POT for.
  2455. * @return {number} The largest power of two that is less than or equal to the given number.
  2456. */
  2457. floorPowerOfTwo: floorPowerOfTwo,
  2458. /**
  2459. * Sets the given quaternion from the [Intrinsic Proper Euler Angles](https://en.wikipedia.org/wiki/Euler_angles)
  2460. * defined by the given angles and order.
  2461. *
  2462. * Rotations are applied to the axes in the order specified by order:
  2463. * rotation by angle `a` is applied first, then by angle `b`, then by angle `c`.
  2464. *
  2465. * @static
  2466. * @method
  2467. * @param {Quaternion} q - The quaternion to set.
  2468. * @param {number} a - The rotation applied to the first axis, in radians.
  2469. * @param {number} b - The rotation applied to the second axis, in radians.
  2470. * @param {number} c - The rotation applied to the third axis, in radians.
  2471. * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order.
  2472. */
  2473. setQuaternionFromProperEuler: setQuaternionFromProperEuler,
  2474. /**
  2475. * Normalizes the given value according to the given typed array.
  2476. *
  2477. * @static
  2478. * @method
  2479. * @param {number} value - The float value in the range `[0,1]` to normalize.
  2480. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2481. * @return {number} The normalize value.
  2482. */
  2483. normalize: normalize,
  2484. /**
  2485. * Denormalizes the given value according to the given typed array.
  2486. *
  2487. * @static
  2488. * @method
  2489. * @param {number} value - The value to denormalize.
  2490. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2491. * @return {number} The denormalize (float) value in the range `[0,1]`.
  2492. */
  2493. denormalize: denormalize
  2494. };
  2495. /**
  2496. * Class representing a 2D vector. A 2D vector is an ordered pair of numbers
  2497. * (labeled x and y), which can be used to represent a number of things, such as:
  2498. *
  2499. * - A point in 2D space (i.e. a position on a plane).
  2500. * - A direction and length across a plane. In three.js the length will
  2501. * always be the Euclidean distance(straight-line distance) from `(0, 0)` to `(x, y)`
  2502. * and the direction is also measured from `(0, 0)` towards `(x, y)`.
  2503. * - Any arbitrary ordered pair of numbers.
  2504. *
  2505. * There are other things a 2D vector can be used to represent, such as
  2506. * momentum vectors, complex numbers and so on, however these are the most
  2507. * common uses in three.js.
  2508. *
  2509. * Iterating through a vector instance will yield its components `(x, y)` in
  2510. * the corresponding order.
  2511. * ```js
  2512. * const a = new THREE.Vector2( 0, 1 );
  2513. *
  2514. * //no arguments; will be initialised to (0, 0)
  2515. * const b = new THREE.Vector2( );
  2516. *
  2517. * const d = a.distanceTo( b );
  2518. * ```
  2519. */
  2520. class Vector2 {
  2521. /**
  2522. * Constructs a new 2D vector.
  2523. *
  2524. * @param {number} [x=0] - The x value of this vector.
  2525. * @param {number} [y=0] - The y value of this vector.
  2526. */
  2527. constructor( x = 0, y = 0 ) {
  2528. /**
  2529. * This flag can be used for type testing.
  2530. *
  2531. * @type {boolean}
  2532. * @readonly
  2533. * @default true
  2534. */
  2535. Vector2.prototype.isVector2 = true;
  2536. /**
  2537. * The x value of this vector.
  2538. *
  2539. * @type {number}
  2540. */
  2541. this.x = x;
  2542. /**
  2543. * The y value of this vector.
  2544. *
  2545. * @type {number}
  2546. */
  2547. this.y = y;
  2548. }
  2549. /**
  2550. * Alias for {@link Vector2#x}.
  2551. *
  2552. * @type {number}
  2553. */
  2554. get width() {
  2555. return this.x;
  2556. }
  2557. set width( value ) {
  2558. this.x = value;
  2559. }
  2560. /**
  2561. * Alias for {@link Vector2#y}.
  2562. *
  2563. * @type {number}
  2564. */
  2565. get height() {
  2566. return this.y;
  2567. }
  2568. set height( value ) {
  2569. this.y = value;
  2570. }
  2571. /**
  2572. * Sets the vector components.
  2573. *
  2574. * @param {number} x - The value of the x component.
  2575. * @param {number} y - The value of the y component.
  2576. * @return {Vector2} A reference to this vector.
  2577. */
  2578. set( x, y ) {
  2579. this.x = x;
  2580. this.y = y;
  2581. return this;
  2582. }
  2583. /**
  2584. * Sets the vector components to the same value.
  2585. *
  2586. * @param {number} scalar - The value to set for all vector components.
  2587. * @return {Vector2} A reference to this vector.
  2588. */
  2589. setScalar( scalar ) {
  2590. this.x = scalar;
  2591. this.y = scalar;
  2592. return this;
  2593. }
  2594. /**
  2595. * Sets the vector's x component to the given value
  2596. *
  2597. * @param {number} x - The value to set.
  2598. * @return {Vector2} A reference to this vector.
  2599. */
  2600. setX( x ) {
  2601. this.x = x;
  2602. return this;
  2603. }
  2604. /**
  2605. * Sets the vector's y component to the given value
  2606. *
  2607. * @param {number} y - The value to set.
  2608. * @return {Vector2} A reference to this vector.
  2609. */
  2610. setY( y ) {
  2611. this.y = y;
  2612. return this;
  2613. }
  2614. /**
  2615. * Allows to set a vector component with an index.
  2616. *
  2617. * @param {number} index - The component index. `0` equals to x, `1` equals to y.
  2618. * @param {number} value - The value to set.
  2619. * @return {Vector2} A reference to this vector.
  2620. */
  2621. setComponent( index, value ) {
  2622. switch ( index ) {
  2623. case 0: this.x = value; break;
  2624. case 1: this.y = value; break;
  2625. default: throw new Error( 'index is out of range: ' + index );
  2626. }
  2627. return this;
  2628. }
  2629. /**
  2630. * Returns the value of the vector component which matches the given index.
  2631. *
  2632. * @param {number} index - The component index. `0` equals to x, `1` equals to y.
  2633. * @return {number} A vector component value.
  2634. */
  2635. getComponent( index ) {
  2636. switch ( index ) {
  2637. case 0: return this.x;
  2638. case 1: return this.y;
  2639. default: throw new Error( 'index is out of range: ' + index );
  2640. }
  2641. }
  2642. /**
  2643. * Returns a new vector with copied values from this instance.
  2644. *
  2645. * @return {Vector2} A clone of this instance.
  2646. */
  2647. clone() {
  2648. return new this.constructor( this.x, this.y );
  2649. }
  2650. /**
  2651. * Copies the values of the given vector to this instance.
  2652. *
  2653. * @param {Vector2} v - The vector to copy.
  2654. * @return {Vector2} A reference to this vector.
  2655. */
  2656. copy( v ) {
  2657. this.x = v.x;
  2658. this.y = v.y;
  2659. return this;
  2660. }
  2661. /**
  2662. * Adds the given vector to this instance.
  2663. *
  2664. * @param {Vector2} v - The vector to add.
  2665. * @return {Vector2} A reference to this vector.
  2666. */
  2667. add( v ) {
  2668. this.x += v.x;
  2669. this.y += v.y;
  2670. return this;
  2671. }
  2672. /**
  2673. * Adds the given scalar value to all components of this instance.
  2674. *
  2675. * @param {number} s - The scalar to add.
  2676. * @return {Vector2} A reference to this vector.
  2677. */
  2678. addScalar( s ) {
  2679. this.x += s;
  2680. this.y += s;
  2681. return this;
  2682. }
  2683. /**
  2684. * Adds the given vectors and stores the result in this instance.
  2685. *
  2686. * @param {Vector2} a - The first vector.
  2687. * @param {Vector2} b - The second vector.
  2688. * @return {Vector2} A reference to this vector.
  2689. */
  2690. addVectors( a, b ) {
  2691. this.x = a.x + b.x;
  2692. this.y = a.y + b.y;
  2693. return this;
  2694. }
  2695. /**
  2696. * Adds the given vector scaled by the given factor to this instance.
  2697. *
  2698. * @param {Vector2} v - The vector.
  2699. * @param {number} s - The factor that scales `v`.
  2700. * @return {Vector2} A reference to this vector.
  2701. */
  2702. addScaledVector( v, s ) {
  2703. this.x += v.x * s;
  2704. this.y += v.y * s;
  2705. return this;
  2706. }
  2707. /**
  2708. * Subtracts the given vector from this instance.
  2709. *
  2710. * @param {Vector2} v - The vector to subtract.
  2711. * @return {Vector2} A reference to this vector.
  2712. */
  2713. sub( v ) {
  2714. this.x -= v.x;
  2715. this.y -= v.y;
  2716. return this;
  2717. }
  2718. /**
  2719. * Subtracts the given scalar value from all components of this instance.
  2720. *
  2721. * @param {number} s - The scalar to subtract.
  2722. * @return {Vector2} A reference to this vector.
  2723. */
  2724. subScalar( s ) {
  2725. this.x -= s;
  2726. this.y -= s;
  2727. return this;
  2728. }
  2729. /**
  2730. * Subtracts the given vectors and stores the result in this instance.
  2731. *
  2732. * @param {Vector2} a - The first vector.
  2733. * @param {Vector2} b - The second vector.
  2734. * @return {Vector2} A reference to this vector.
  2735. */
  2736. subVectors( a, b ) {
  2737. this.x = a.x - b.x;
  2738. this.y = a.y - b.y;
  2739. return this;
  2740. }
  2741. /**
  2742. * Multiplies the given vector with this instance.
  2743. *
  2744. * @param {Vector2} v - The vector to multiply.
  2745. * @return {Vector2} A reference to this vector.
  2746. */
  2747. multiply( v ) {
  2748. this.x *= v.x;
  2749. this.y *= v.y;
  2750. return this;
  2751. }
  2752. /**
  2753. * Multiplies the given scalar value with all components of this instance.
  2754. *
  2755. * @param {number} scalar - The scalar to multiply.
  2756. * @return {Vector2} A reference to this vector.
  2757. */
  2758. multiplyScalar( scalar ) {
  2759. this.x *= scalar;
  2760. this.y *= scalar;
  2761. return this;
  2762. }
  2763. /**
  2764. * Divides this instance by the given vector.
  2765. *
  2766. * @param {Vector2} v - The vector to divide.
  2767. * @return {Vector2} A reference to this vector.
  2768. */
  2769. divide( v ) {
  2770. this.x /= v.x;
  2771. this.y /= v.y;
  2772. return this;
  2773. }
  2774. /**
  2775. * Divides this vector by the given scalar.
  2776. *
  2777. * @param {number} scalar - The scalar to divide.
  2778. * @return {Vector2} A reference to this vector.
  2779. */
  2780. divideScalar( scalar ) {
  2781. return this.multiplyScalar( 1 / scalar );
  2782. }
  2783. /**
  2784. * Multiplies this vector (with an implicit 1 as the 3rd component) by
  2785. * the given 3x3 matrix.
  2786. *
  2787. * @param {Matrix3} m - The matrix to apply.
  2788. * @return {Vector2} A reference to this vector.
  2789. */
  2790. applyMatrix3( m ) {
  2791. const x = this.x, y = this.y;
  2792. const e = m.elements;
  2793. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  2794. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  2795. return this;
  2796. }
  2797. /**
  2798. * If this vector's x or y value is greater than the given vector's x or y
  2799. * value, replace that value with the corresponding min value.
  2800. *
  2801. * @param {Vector2} v - The vector.
  2802. * @return {Vector2} A reference to this vector.
  2803. */
  2804. min( v ) {
  2805. this.x = Math.min( this.x, v.x );
  2806. this.y = Math.min( this.y, v.y );
  2807. return this;
  2808. }
  2809. /**
  2810. * If this vector's x or y value is less than the given vector's x or y
  2811. * value, replace that value with the corresponding max value.
  2812. *
  2813. * @param {Vector2} v - The vector.
  2814. * @return {Vector2} A reference to this vector.
  2815. */
  2816. max( v ) {
  2817. this.x = Math.max( this.x, v.x );
  2818. this.y = Math.max( this.y, v.y );
  2819. return this;
  2820. }
  2821. /**
  2822. * If this vector's x or y value is greater than the max vector's x or y
  2823. * value, it is replaced by the corresponding value.
  2824. * If this vector's x or y value is less than the min vector's x or y value,
  2825. * it is replaced by the corresponding value.
  2826. *
  2827. * @param {Vector2} min - The minimum x and y values.
  2828. * @param {Vector2} max - The maximum x and y values in the desired range.
  2829. * @return {Vector2} A reference to this vector.
  2830. */
  2831. clamp( min, max ) {
  2832. // assumes min < max, componentwise
  2833. this.x = clamp( this.x, min.x, max.x );
  2834. this.y = clamp( this.y, min.y, max.y );
  2835. return this;
  2836. }
  2837. /**
  2838. * If this vector's x or y values are greater than the max value, they are
  2839. * replaced by the max value.
  2840. * If this vector's x or y values are less than the min value, they are
  2841. * replaced by the min value.
  2842. *
  2843. * @param {number} minVal - The minimum value the components will be clamped to.
  2844. * @param {number} maxVal - The maximum value the components will be clamped to.
  2845. * @return {Vector2} A reference to this vector.
  2846. */
  2847. clampScalar( minVal, maxVal ) {
  2848. this.x = clamp( this.x, minVal, maxVal );
  2849. this.y = clamp( this.y, minVal, maxVal );
  2850. return this;
  2851. }
  2852. /**
  2853. * If this vector's length is greater than the max value, it is replaced by
  2854. * the max value.
  2855. * If this vector's length is less than the min value, it is replaced by the
  2856. * min value.
  2857. *
  2858. * @param {number} min - The minimum value the vector length will be clamped to.
  2859. * @param {number} max - The maximum value the vector length will be clamped to.
  2860. * @return {Vector2} A reference to this vector.
  2861. */
  2862. clampLength( min, max ) {
  2863. const length = this.length();
  2864. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  2865. }
  2866. /**
  2867. * The components of this vector are rounded down to the nearest integer value.
  2868. *
  2869. * @return {Vector2} A reference to this vector.
  2870. */
  2871. floor() {
  2872. this.x = Math.floor( this.x );
  2873. this.y = Math.floor( this.y );
  2874. return this;
  2875. }
  2876. /**
  2877. * The components of this vector are rounded up to the nearest integer value.
  2878. *
  2879. * @return {Vector2} A reference to this vector.
  2880. */
  2881. ceil() {
  2882. this.x = Math.ceil( this.x );
  2883. this.y = Math.ceil( this.y );
  2884. return this;
  2885. }
  2886. /**
  2887. * The components of this vector are rounded to the nearest integer value
  2888. *
  2889. * @return {Vector2} A reference to this vector.
  2890. */
  2891. round() {
  2892. this.x = Math.round( this.x );
  2893. this.y = Math.round( this.y );
  2894. return this;
  2895. }
  2896. /**
  2897. * The components of this vector are rounded towards zero (up if negative,
  2898. * down if positive) to an integer value.
  2899. *
  2900. * @return {Vector2} A reference to this vector.
  2901. */
  2902. roundToZero() {
  2903. this.x = Math.trunc( this.x );
  2904. this.y = Math.trunc( this.y );
  2905. return this;
  2906. }
  2907. /**
  2908. * Inverts this vector - i.e. sets x = -x and y = -y.
  2909. *
  2910. * @return {Vector2} A reference to this vector.
  2911. */
  2912. negate() {
  2913. this.x = - this.x;
  2914. this.y = - this.y;
  2915. return this;
  2916. }
  2917. /**
  2918. * Calculates the dot product of the given vector with this instance.
  2919. *
  2920. * @param {Vector2} v - The vector to compute the dot product with.
  2921. * @return {number} The result of the dot product.
  2922. */
  2923. dot( v ) {
  2924. return this.x * v.x + this.y * v.y;
  2925. }
  2926. /**
  2927. * Calculates the cross product of the given vector with this instance.
  2928. *
  2929. * @param {Vector2} v - The vector to compute the cross product with.
  2930. * @return {number} The result of the cross product.
  2931. */
  2932. cross( v ) {
  2933. return this.x * v.y - this.y * v.x;
  2934. }
  2935. /**
  2936. * Computes the square of the Euclidean length (straight-line length) from
  2937. * (0, 0) to (x, y). If you are comparing the lengths of vectors, you should
  2938. * compare the length squared instead as it is slightly more efficient to calculate.
  2939. *
  2940. * @return {number} The square length of this vector.
  2941. */
  2942. lengthSq() {
  2943. return this.x * this.x + this.y * this.y;
  2944. }
  2945. /**
  2946. * Computes the Euclidean length (straight-line length) from (0, 0) to (x, y).
  2947. *
  2948. * @return {number} The length of this vector.
  2949. */
  2950. length() {
  2951. return Math.sqrt( this.x * this.x + this.y * this.y );
  2952. }
  2953. /**
  2954. * Computes the Manhattan length of this vector.
  2955. *
  2956. * @return {number} The length of this vector.
  2957. */
  2958. manhattanLength() {
  2959. return Math.abs( this.x ) + Math.abs( this.y );
  2960. }
  2961. /**
  2962. * Converts this vector to a unit vector - that is, sets it equal to a vector
  2963. * with the same direction as this one, but with a vector length of `1`.
  2964. *
  2965. * @return {Vector2} A reference to this vector.
  2966. */
  2967. normalize() {
  2968. return this.divideScalar( this.length() || 1 );
  2969. }
  2970. /**
  2971. * Computes the angle in radians of this vector with respect to the positive x-axis.
  2972. *
  2973. * @return {number} The angle in radians.
  2974. */
  2975. angle() {
  2976. const angle = Math.atan2( - this.y, - this.x ) + Math.PI;
  2977. return angle;
  2978. }
  2979. /**
  2980. * Returns the angle between the given vector and this instance in radians.
  2981. *
  2982. * @param {Vector2} v - The vector to compute the angle with.
  2983. * @return {number} The angle in radians.
  2984. */
  2985. angleTo( v ) {
  2986. const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  2987. if ( denominator === 0 ) return Math.PI / 2;
  2988. const theta = this.dot( v ) / denominator;
  2989. // clamp, to handle numerical problems
  2990. return Math.acos( clamp( theta, -1, 1 ) );
  2991. }
  2992. /**
  2993. * Computes the distance from the given vector to this instance.
  2994. *
  2995. * @param {Vector2} v - The vector to compute the distance to.
  2996. * @return {number} The distance.
  2997. */
  2998. distanceTo( v ) {
  2999. return Math.sqrt( this.distanceToSquared( v ) );
  3000. }
  3001. /**
  3002. * Computes the squared distance from the given vector to this instance.
  3003. * If you are just comparing the distance with another distance, you should compare
  3004. * the distance squared instead as it is slightly more efficient to calculate.
  3005. *
  3006. * @param {Vector2} v - The vector to compute the squared distance to.
  3007. * @return {number} The squared distance.
  3008. */
  3009. distanceToSquared( v ) {
  3010. const dx = this.x - v.x, dy = this.y - v.y;
  3011. return dx * dx + dy * dy;
  3012. }
  3013. /**
  3014. * Computes the Manhattan distance from the given vector to this instance.
  3015. *
  3016. * @param {Vector2} v - The vector to compute the Manhattan distance to.
  3017. * @return {number} The Manhattan distance.
  3018. */
  3019. manhattanDistanceTo( v ) {
  3020. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  3021. }
  3022. /**
  3023. * Sets this vector to a vector with the same direction as this one, but
  3024. * with the specified length.
  3025. *
  3026. * @param {number} length - The new length of this vector.
  3027. * @return {Vector2} A reference to this vector.
  3028. */
  3029. setLength( length ) {
  3030. return this.normalize().multiplyScalar( length );
  3031. }
  3032. /**
  3033. * Linearly interpolates between the given vector and this instance, where
  3034. * alpha is the percent distance along the line - alpha = 0 will be this
  3035. * vector, and alpha = 1 will be the given one.
  3036. *
  3037. * @param {Vector2} v - The vector to interpolate towards.
  3038. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  3039. * @return {Vector2} A reference to this vector.
  3040. */
  3041. lerp( v, alpha ) {
  3042. this.x += ( v.x - this.x ) * alpha;
  3043. this.y += ( v.y - this.y ) * alpha;
  3044. return this;
  3045. }
  3046. /**
  3047. * Linearly interpolates between the given vectors, where alpha is the percent
  3048. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  3049. * be the second one. The result is stored in this instance.
  3050. *
  3051. * @param {Vector2} v1 - The first vector.
  3052. * @param {Vector2} v2 - The second vector.
  3053. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  3054. * @return {Vector2} A reference to this vector.
  3055. */
  3056. lerpVectors( v1, v2, alpha ) {
  3057. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  3058. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  3059. return this;
  3060. }
  3061. /**
  3062. * Returns `true` if this vector is equal with the given one.
  3063. *
  3064. * @param {Vector2} v - The vector to test for equality.
  3065. * @return {boolean} Whether this vector is equal with the given one.
  3066. */
  3067. equals( v ) {
  3068. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  3069. }
  3070. /**
  3071. * Sets this vector's x value to be `array[ offset ]` and y
  3072. * value to be `array[ offset + 1 ]`.
  3073. *
  3074. * @param {Array<number>} array - An array holding the vector component values.
  3075. * @param {number} [offset=0] - The offset into the array.
  3076. * @return {Vector2} A reference to this vector.
  3077. */
  3078. fromArray( array, offset = 0 ) {
  3079. this.x = array[ offset ];
  3080. this.y = array[ offset + 1 ];
  3081. return this;
  3082. }
  3083. /**
  3084. * Writes the components of this vector to the given array. If no array is provided,
  3085. * the method returns a new instance.
  3086. *
  3087. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  3088. * @param {number} [offset=0] - Index of the first element in the array.
  3089. * @return {Array<number>} The vector components.
  3090. */
  3091. toArray( array = [], offset = 0 ) {
  3092. array[ offset ] = this.x;
  3093. array[ offset + 1 ] = this.y;
  3094. return array;
  3095. }
  3096. /**
  3097. * Sets the components of this vector from the given buffer attribute.
  3098. *
  3099. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  3100. * @param {number} index - The index into the attribute.
  3101. * @return {Vector2} A reference to this vector.
  3102. */
  3103. fromBufferAttribute( attribute, index ) {
  3104. this.x = attribute.getX( index );
  3105. this.y = attribute.getY( index );
  3106. return this;
  3107. }
  3108. /**
  3109. * Rotates this vector around the given center by the given angle.
  3110. *
  3111. * @param {Vector2} center - The point around which to rotate.
  3112. * @param {number} angle - The angle to rotate, in radians.
  3113. * @return {Vector2} A reference to this vector.
  3114. */
  3115. rotateAround( center, angle ) {
  3116. const c = Math.cos( angle ), s = Math.sin( angle );
  3117. const x = this.x - center.x;
  3118. const y = this.y - center.y;
  3119. this.x = x * c - y * s + center.x;
  3120. this.y = x * s + y * c + center.y;
  3121. return this;
  3122. }
  3123. /**
  3124. * Sets each component of this vector to a pseudo-random value between `0` and
  3125. * `1`, excluding `1`.
  3126. *
  3127. * @return {Vector2} A reference to this vector.
  3128. */
  3129. random() {
  3130. this.x = Math.random();
  3131. this.y = Math.random();
  3132. return this;
  3133. }
  3134. *[ Symbol.iterator ]() {
  3135. yield this.x;
  3136. yield this.y;
  3137. }
  3138. }
  3139. /**
  3140. * Class for representing a Quaternion. Quaternions are used in three.js to represent rotations.
  3141. *
  3142. * Iterating through a vector instance will yield its components `(x, y, z, w)` in
  3143. * the corresponding order.
  3144. *
  3145. * Note that three.js expects Quaternions to be normalized.
  3146. * ```js
  3147. * const quaternion = new THREE.Quaternion();
  3148. * quaternion.setFromAxisAngle( new THREE.Vector3( 0, 1, 0 ), Math.PI / 2 );
  3149. *
  3150. * const vector = new THREE.Vector3( 1, 0, 0 );
  3151. * vector.applyQuaternion( quaternion );
  3152. * ```
  3153. */
  3154. class Quaternion {
  3155. /**
  3156. * Constructs a new quaternion.
  3157. *
  3158. * @param {number} [x=0] - The x value of this quaternion.
  3159. * @param {number} [y=0] - The y value of this quaternion.
  3160. * @param {number} [z=0] - The z value of this quaternion.
  3161. * @param {number} [w=1] - The w value of this quaternion.
  3162. */
  3163. constructor( x = 0, y = 0, z = 0, w = 1 ) {
  3164. /**
  3165. * This flag can be used for type testing.
  3166. *
  3167. * @type {boolean}
  3168. * @readonly
  3169. * @default true
  3170. */
  3171. this.isQuaternion = true;
  3172. this._x = x;
  3173. this._y = y;
  3174. this._z = z;
  3175. this._w = w;
  3176. }
  3177. /**
  3178. * Interpolates between two quaternions via SLERP. This implementation assumes the
  3179. * quaternion data are managed in flat arrays.
  3180. *
  3181. * @param {Array<number>} dst - The destination array.
  3182. * @param {number} dstOffset - An offset into the destination array.
  3183. * @param {Array<number>} src0 - The source array of the first quaternion.
  3184. * @param {number} srcOffset0 - An offset into the first source array.
  3185. * @param {Array<number>} src1 - The source array of the second quaternion.
  3186. * @param {number} srcOffset1 - An offset into the second source array.
  3187. * @param {number} t - The interpolation factor. A value in the range `[0,1]` will interpolate. A value outside the range `[0,1]` will extrapolate.
  3188. * @see {@link Quaternion#slerp}
  3189. */
  3190. static slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  3191. let x0 = src0[ srcOffset0 + 0 ],
  3192. y0 = src0[ srcOffset0 + 1 ],
  3193. z0 = src0[ srcOffset0 + 2 ],
  3194. w0 = src0[ srcOffset0 + 3 ];
  3195. let x1 = src1[ srcOffset1 + 0 ],
  3196. y1 = src1[ srcOffset1 + 1 ],
  3197. z1 = src1[ srcOffset1 + 2 ],
  3198. w1 = src1[ srcOffset1 + 3 ];
  3199. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  3200. let dot = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1;
  3201. if ( dot < 0 ) {
  3202. x1 = - x1;
  3203. y1 = - y1;
  3204. z1 = - z1;
  3205. w1 = - w1;
  3206. dot = - dot;
  3207. }
  3208. let s = 1 - t;
  3209. if ( dot < 0.9995 ) {
  3210. // slerp
  3211. const theta = Math.acos( dot );
  3212. const sin = Math.sin( theta );
  3213. s = Math.sin( s * theta ) / sin;
  3214. t = Math.sin( t * theta ) / sin;
  3215. x0 = x0 * s + x1 * t;
  3216. y0 = y0 * s + y1 * t;
  3217. z0 = z0 * s + z1 * t;
  3218. w0 = w0 * s + w1 * t;
  3219. } else {
  3220. // for small angles, lerp then normalize
  3221. x0 = x0 * s + x1 * t;
  3222. y0 = y0 * s + y1 * t;
  3223. z0 = z0 * s + z1 * t;
  3224. w0 = w0 * s + w1 * t;
  3225. const f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  3226. x0 *= f;
  3227. y0 *= f;
  3228. z0 *= f;
  3229. w0 *= f;
  3230. }
  3231. }
  3232. dst[ dstOffset ] = x0;
  3233. dst[ dstOffset + 1 ] = y0;
  3234. dst[ dstOffset + 2 ] = z0;
  3235. dst[ dstOffset + 3 ] = w0;
  3236. }
  3237. /**
  3238. * Multiplies two quaternions. This implementation assumes the quaternion data are managed
  3239. * in flat arrays.
  3240. *
  3241. * @param {Array<number>} dst - The destination array.
  3242. * @param {number} dstOffset - An offset into the destination array.
  3243. * @param {Array<number>} src0 - The source array of the first quaternion.
  3244. * @param {number} srcOffset0 - An offset into the first source array.
  3245. * @param {Array<number>} src1 - The source array of the second quaternion.
  3246. * @param {number} srcOffset1 - An offset into the second source array.
  3247. * @return {Array<number>} The destination array.
  3248. * @see {@link Quaternion#multiplyQuaternions}.
  3249. */
  3250. static multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {
  3251. const x0 = src0[ srcOffset0 ];
  3252. const y0 = src0[ srcOffset0 + 1 ];
  3253. const z0 = src0[ srcOffset0 + 2 ];
  3254. const w0 = src0[ srcOffset0 + 3 ];
  3255. const x1 = src1[ srcOffset1 ];
  3256. const y1 = src1[ srcOffset1 + 1 ];
  3257. const z1 = src1[ srcOffset1 + 2 ];
  3258. const w1 = src1[ srcOffset1 + 3 ];
  3259. dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
  3260. dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
  3261. dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
  3262. dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;
  3263. return dst;
  3264. }
  3265. /**
  3266. * The x value of this quaternion.
  3267. *
  3268. * @type {number}
  3269. * @default 0
  3270. */
  3271. get x() {
  3272. return this._x;
  3273. }
  3274. set x( value ) {
  3275. this._x = value;
  3276. this._onChangeCallback();
  3277. }
  3278. /**
  3279. * The y value of this quaternion.
  3280. *
  3281. * @type {number}
  3282. * @default 0
  3283. */
  3284. get y() {
  3285. return this._y;
  3286. }
  3287. set y( value ) {
  3288. this._y = value;
  3289. this._onChangeCallback();
  3290. }
  3291. /**
  3292. * The z value of this quaternion.
  3293. *
  3294. * @type {number}
  3295. * @default 0
  3296. */
  3297. get z() {
  3298. return this._z;
  3299. }
  3300. set z( value ) {
  3301. this._z = value;
  3302. this._onChangeCallback();
  3303. }
  3304. /**
  3305. * The w value of this quaternion.
  3306. *
  3307. * @type {number}
  3308. * @default 1
  3309. */
  3310. get w() {
  3311. return this._w;
  3312. }
  3313. set w( value ) {
  3314. this._w = value;
  3315. this._onChangeCallback();
  3316. }
  3317. /**
  3318. * Sets the quaternion components.
  3319. *
  3320. * @param {number} x - The x value of this quaternion.
  3321. * @param {number} y - The y value of this quaternion.
  3322. * @param {number} z - The z value of this quaternion.
  3323. * @param {number} w - The w value of this quaternion.
  3324. * @return {Quaternion} A reference to this quaternion.
  3325. */
  3326. set( x, y, z, w ) {
  3327. this._x = x;
  3328. this._y = y;
  3329. this._z = z;
  3330. this._w = w;
  3331. this._onChangeCallback();
  3332. return this;
  3333. }
  3334. /**
  3335. * Returns a new quaternion with copied values from this instance.
  3336. *
  3337. * @return {Quaternion} A clone of this instance.
  3338. */
  3339. clone() {
  3340. return new this.constructor( this._x, this._y, this._z, this._w );
  3341. }
  3342. /**
  3343. * Copies the values of the given quaternion to this instance.
  3344. *
  3345. * @param {Quaternion} quaternion - The quaternion to copy.
  3346. * @return {Quaternion} A reference to this quaternion.
  3347. */
  3348. copy( quaternion ) {
  3349. this._x = quaternion.x;
  3350. this._y = quaternion.y;
  3351. this._z = quaternion.z;
  3352. this._w = quaternion.w;
  3353. this._onChangeCallback();
  3354. return this;
  3355. }
  3356. /**
  3357. * Sets this quaternion from the rotation specified by the given
  3358. * Euler angles.
  3359. *
  3360. * @param {Euler} euler - The Euler angles.
  3361. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  3362. * @return {Quaternion} A reference to this quaternion.
  3363. */
  3364. setFromEuler( euler, update = true ) {
  3365. const x = euler._x, y = euler._y, z = euler._z, order = euler._order;
  3366. // http://www.mathworks.com/matlabcentral/fileexchange/
  3367. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  3368. // content/SpinCalc.m
  3369. const cos = Math.cos;
  3370. const sin = Math.sin;
  3371. const c1 = cos( x / 2 );
  3372. const c2 = cos( y / 2 );
  3373. const c3 = cos( z / 2 );
  3374. const s1 = sin( x / 2 );
  3375. const s2 = sin( y / 2 );
  3376. const s3 = sin( z / 2 );
  3377. switch ( order ) {
  3378. case 'XYZ':
  3379. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  3380. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  3381. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  3382. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  3383. break;
  3384. case 'YXZ':
  3385. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  3386. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  3387. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  3388. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  3389. break;
  3390. case 'ZXY':
  3391. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  3392. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  3393. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  3394. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  3395. break;
  3396. case 'ZYX':
  3397. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  3398. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  3399. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  3400. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  3401. break;
  3402. case 'YZX':
  3403. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  3404. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  3405. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  3406. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  3407. break;
  3408. case 'XZY':
  3409. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  3410. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  3411. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  3412. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  3413. break;
  3414. default:
  3415. warn( 'Quaternion: .setFromEuler() encountered an unknown order: ' + order );
  3416. }
  3417. if ( update === true ) this._onChangeCallback();
  3418. return this;
  3419. }
  3420. /**
  3421. * Sets this quaternion from the given axis and angle.
  3422. *
  3423. * @param {Vector3} axis - The normalized axis.
  3424. * @param {number} angle - The angle in radians.
  3425. * @return {Quaternion} A reference to this quaternion.
  3426. */
  3427. setFromAxisAngle( axis, angle ) {
  3428. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  3429. const halfAngle = angle / 2, s = Math.sin( halfAngle );
  3430. this._x = axis.x * s;
  3431. this._y = axis.y * s;
  3432. this._z = axis.z * s;
  3433. this._w = Math.cos( halfAngle );
  3434. this._onChangeCallback();
  3435. return this;
  3436. }
  3437. /**
  3438. * Sets this quaternion from the given rotation matrix.
  3439. *
  3440. * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).
  3441. * @return {Quaternion} A reference to this quaternion.
  3442. */
  3443. setFromRotationMatrix( m ) {
  3444. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  3445. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3446. const te = m.elements,
  3447. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  3448. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  3449. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  3450. trace = m11 + m22 + m33;
  3451. if ( trace > 0 ) {
  3452. const s = 0.5 / Math.sqrt( trace + 1.0 );
  3453. this._w = 0.25 / s;
  3454. this._x = ( m32 - m23 ) * s;
  3455. this._y = ( m13 - m31 ) * s;
  3456. this._z = ( m21 - m12 ) * s;
  3457. } else if ( m11 > m22 && m11 > m33 ) {
  3458. const s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  3459. this._w = ( m32 - m23 ) / s;
  3460. this._x = 0.25 * s;
  3461. this._y = ( m12 + m21 ) / s;
  3462. this._z = ( m13 + m31 ) / s;
  3463. } else if ( m22 > m33 ) {
  3464. const s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  3465. this._w = ( m13 - m31 ) / s;
  3466. this._x = ( m12 + m21 ) / s;
  3467. this._y = 0.25 * s;
  3468. this._z = ( m23 + m32 ) / s;
  3469. } else {
  3470. const s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  3471. this._w = ( m21 - m12 ) / s;
  3472. this._x = ( m13 + m31 ) / s;
  3473. this._y = ( m23 + m32 ) / s;
  3474. this._z = 0.25 * s;
  3475. }
  3476. this._onChangeCallback();
  3477. return this;
  3478. }
  3479. /**
  3480. * Sets this quaternion to the rotation required to rotate the direction vector
  3481. * `vFrom` to the direction vector `vTo`.
  3482. *
  3483. * @param {Vector3} vFrom - The first (normalized) direction vector.
  3484. * @param {Vector3} vTo - The second (normalized) direction vector.
  3485. * @return {Quaternion} A reference to this quaternion.
  3486. */
  3487. setFromUnitVectors( vFrom, vTo ) {
  3488. // assumes direction vectors vFrom and vTo are normalized
  3489. let r = vFrom.dot( vTo ) + 1;
  3490. if ( r < 1e-8 ) { // the epsilon value has been discussed in #31286
  3491. // vFrom and vTo point in opposite directions
  3492. r = 0;
  3493. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  3494. this._x = - vFrom.y;
  3495. this._y = vFrom.x;
  3496. this._z = 0;
  3497. this._w = r;
  3498. } else {
  3499. this._x = 0;
  3500. this._y = - vFrom.z;
  3501. this._z = vFrom.y;
  3502. this._w = r;
  3503. }
  3504. } else {
  3505. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  3506. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  3507. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  3508. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  3509. this._w = r;
  3510. }
  3511. return this.normalize();
  3512. }
  3513. /**
  3514. * Returns the angle between this quaternion and the given one in radians.
  3515. *
  3516. * @param {Quaternion} q - The quaternion to compute the angle with.
  3517. * @return {number} The angle in radians.
  3518. */
  3519. angleTo( q ) {
  3520. return 2 * Math.acos( Math.abs( clamp( this.dot( q ), -1, 1 ) ) );
  3521. }
  3522. /**
  3523. * Rotates this quaternion by a given angular step to the given quaternion.
  3524. * The method ensures that the final quaternion will not overshoot `q`.
  3525. *
  3526. * @param {Quaternion} q - The target quaternion.
  3527. * @param {number} step - The angular step in radians.
  3528. * @return {Quaternion} A reference to this quaternion.
  3529. */
  3530. rotateTowards( q, step ) {
  3531. const angle = this.angleTo( q );
  3532. if ( angle === 0 ) return this;
  3533. const t = Math.min( 1, step / angle );
  3534. this.slerp( q, t );
  3535. return this;
  3536. }
  3537. /**
  3538. * Sets this quaternion to the identity quaternion; that is, to the
  3539. * quaternion that represents "no rotation".
  3540. *
  3541. * @return {Quaternion} A reference to this quaternion.
  3542. */
  3543. identity() {
  3544. return this.set( 0, 0, 0, 1 );
  3545. }
  3546. /**
  3547. * Inverts this quaternion via {@link Quaternion#conjugate}. The
  3548. * quaternion is assumed to have unit length.
  3549. *
  3550. * @return {Quaternion} A reference to this quaternion.
  3551. */
  3552. invert() {
  3553. return this.conjugate();
  3554. }
  3555. /**
  3556. * Returns the rotational conjugate of this quaternion. The conjugate of a
  3557. * quaternion represents the same rotation in the opposite direction about
  3558. * the rotational axis.
  3559. *
  3560. * @return {Quaternion} A reference to this quaternion.
  3561. */
  3562. conjugate() {
  3563. this._x *= -1;
  3564. this._y *= -1;
  3565. this._z *= -1;
  3566. this._onChangeCallback();
  3567. return this;
  3568. }
  3569. /**
  3570. * Calculates the dot product of this quaternion and the given one.
  3571. *
  3572. * @param {Quaternion} v - The quaternion to compute the dot product with.
  3573. * @return {number} The result of the dot product.
  3574. */
  3575. dot( v ) {
  3576. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  3577. }
  3578. /**
  3579. * Computes the squared Euclidean length (straight-line length) of this quaternion,
  3580. * considered as a 4 dimensional vector. This can be useful if you are comparing the
  3581. * lengths of two quaternions, as this is a slightly more efficient calculation than
  3582. * {@link Quaternion#length}.
  3583. *
  3584. * @return {number} The squared Euclidean length.
  3585. */
  3586. lengthSq() {
  3587. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  3588. }
  3589. /**
  3590. * Computes the Euclidean length (straight-line length) of this quaternion,
  3591. * considered as a 4 dimensional vector.
  3592. *
  3593. * @return {number} The Euclidean length.
  3594. */
  3595. length() {
  3596. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  3597. }
  3598. /**
  3599. * Normalizes this quaternion - that is, calculated the quaternion that performs
  3600. * the same rotation as this one, but has a length equal to `1`.
  3601. *
  3602. * @return {Quaternion} A reference to this quaternion.
  3603. */
  3604. normalize() {
  3605. let l = this.length();
  3606. if ( l === 0 ) {
  3607. this._x = 0;
  3608. this._y = 0;
  3609. this._z = 0;
  3610. this._w = 1;
  3611. } else {
  3612. l = 1 / l;
  3613. this._x = this._x * l;
  3614. this._y = this._y * l;
  3615. this._z = this._z * l;
  3616. this._w = this._w * l;
  3617. }
  3618. this._onChangeCallback();
  3619. return this;
  3620. }
  3621. /**
  3622. * Multiplies this quaternion by the given one.
  3623. *
  3624. * @param {Quaternion} q - The quaternion.
  3625. * @return {Quaternion} A reference to this quaternion.
  3626. */
  3627. multiply( q ) {
  3628. return this.multiplyQuaternions( this, q );
  3629. }
  3630. /**
  3631. * Pre-multiplies this quaternion by the given one.
  3632. *
  3633. * @param {Quaternion} q - The quaternion.
  3634. * @return {Quaternion} A reference to this quaternion.
  3635. */
  3636. premultiply( q ) {
  3637. return this.multiplyQuaternions( q, this );
  3638. }
  3639. /**
  3640. * Multiplies the given quaternions and stores the result in this instance.
  3641. *
  3642. * @param {Quaternion} a - The first quaternion.
  3643. * @param {Quaternion} b - The second quaternion.
  3644. * @return {Quaternion} A reference to this quaternion.
  3645. */
  3646. multiplyQuaternions( a, b ) {
  3647. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  3648. const qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  3649. const qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  3650. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  3651. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  3652. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  3653. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  3654. this._onChangeCallback();
  3655. return this;
  3656. }
  3657. /**
  3658. * Performs a spherical linear interpolation between this quaternion and the target quaternion.
  3659. *
  3660. * @param {Quaternion} qb - The target quaternion.
  3661. * @param {number} t - The interpolation factor. A value in the range `[0,1]` will interpolate. A value outside the range `[0,1]` will extrapolate.
  3662. * @return {Quaternion} A reference to this quaternion.
  3663. */
  3664. slerp( qb, t ) {
  3665. let x = qb._x, y = qb._y, z = qb._z, w = qb._w;
  3666. let dot = this.dot( qb );
  3667. if ( dot < 0 ) {
  3668. x = - x;
  3669. y = - y;
  3670. z = - z;
  3671. w = - w;
  3672. dot = - dot;
  3673. }
  3674. let s = 1 - t;
  3675. if ( dot < 0.9995 ) {
  3676. // slerp
  3677. const theta = Math.acos( dot );
  3678. const sin = Math.sin( theta );
  3679. s = Math.sin( s * theta ) / sin;
  3680. t = Math.sin( t * theta ) / sin;
  3681. this._x = this._x * s + x * t;
  3682. this._y = this._y * s + y * t;
  3683. this._z = this._z * s + z * t;
  3684. this._w = this._w * s + w * t;
  3685. this._onChangeCallback();
  3686. } else {
  3687. // for small angles, lerp then normalize
  3688. this._x = this._x * s + x * t;
  3689. this._y = this._y * s + y * t;
  3690. this._z = this._z * s + z * t;
  3691. this._w = this._w * s + w * t;
  3692. this.normalize(); // normalize calls _onChangeCallback()
  3693. }
  3694. return this;
  3695. }
  3696. /**
  3697. * Performs a spherical linear interpolation between the given quaternions
  3698. * and stores the result in this quaternion.
  3699. *
  3700. * @param {Quaternion} qa - The source quaternion.
  3701. * @param {Quaternion} qb - The target quaternion.
  3702. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  3703. * @return {Quaternion} A reference to this quaternion.
  3704. */
  3705. slerpQuaternions( qa, qb, t ) {
  3706. return this.copy( qa ).slerp( qb, t );
  3707. }
  3708. /**
  3709. * Sets this quaternion to a uniformly random, normalized quaternion.
  3710. *
  3711. * @return {Quaternion} A reference to this quaternion.
  3712. */
  3713. random() {
  3714. // Ken Shoemake
  3715. // Uniform random rotations
  3716. // D. Kirk, editor, Graphics Gems III, pages 124-132. Academic Press, New York, 1992.
  3717. const theta1 = 2 * Math.PI * Math.random();
  3718. const theta2 = 2 * Math.PI * Math.random();
  3719. const x0 = Math.random();
  3720. const r1 = Math.sqrt( 1 - x0 );
  3721. const r2 = Math.sqrt( x0 );
  3722. return this.set(
  3723. r1 * Math.sin( theta1 ),
  3724. r1 * Math.cos( theta1 ),
  3725. r2 * Math.sin( theta2 ),
  3726. r2 * Math.cos( theta2 ),
  3727. );
  3728. }
  3729. /**
  3730. * Returns `true` if this quaternion is equal with the given one.
  3731. *
  3732. * @param {Quaternion} quaternion - The quaternion to test for equality.
  3733. * @return {boolean} Whether this quaternion is equal with the given one.
  3734. */
  3735. equals( quaternion ) {
  3736. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  3737. }
  3738. /**
  3739. * Sets this quaternion's components from the given array.
  3740. *
  3741. * @param {Array<number>} array - An array holding the quaternion component values.
  3742. * @param {number} [offset=0] - The offset into the array.
  3743. * @return {Quaternion} A reference to this quaternion.
  3744. */
  3745. fromArray( array, offset = 0 ) {
  3746. this._x = array[ offset ];
  3747. this._y = array[ offset + 1 ];
  3748. this._z = array[ offset + 2 ];
  3749. this._w = array[ offset + 3 ];
  3750. this._onChangeCallback();
  3751. return this;
  3752. }
  3753. /**
  3754. * Writes the components of this quaternion to the given array. If no array is provided,
  3755. * the method returns a new instance.
  3756. *
  3757. * @param {Array<number>} [array=[]] - The target array holding the quaternion components.
  3758. * @param {number} [offset=0] - Index of the first element in the array.
  3759. * @return {Array<number>} The quaternion components.
  3760. */
  3761. toArray( array = [], offset = 0 ) {
  3762. array[ offset ] = this._x;
  3763. array[ offset + 1 ] = this._y;
  3764. array[ offset + 2 ] = this._z;
  3765. array[ offset + 3 ] = this._w;
  3766. return array;
  3767. }
  3768. /**
  3769. * Sets the components of this quaternion from the given buffer attribute.
  3770. *
  3771. * @param {BufferAttribute} attribute - The buffer attribute holding quaternion data.
  3772. * @param {number} index - The index into the attribute.
  3773. * @return {Quaternion} A reference to this quaternion.
  3774. */
  3775. fromBufferAttribute( attribute, index ) {
  3776. this._x = attribute.getX( index );
  3777. this._y = attribute.getY( index );
  3778. this._z = attribute.getZ( index );
  3779. this._w = attribute.getW( index );
  3780. this._onChangeCallback();
  3781. return this;
  3782. }
  3783. /**
  3784. * This methods defines the serialization result of this class. Returns the
  3785. * numerical elements of this quaternion in an array of format `[x, y, z, w]`.
  3786. *
  3787. * @return {Array<number>} The serialized quaternion.
  3788. */
  3789. toJSON() {
  3790. return this.toArray();
  3791. }
  3792. _onChange( callback ) {
  3793. this._onChangeCallback = callback;
  3794. return this;
  3795. }
  3796. _onChangeCallback() {}
  3797. *[ Symbol.iterator ]() {
  3798. yield this._x;
  3799. yield this._y;
  3800. yield this._z;
  3801. yield this._w;
  3802. }
  3803. }
  3804. /**
  3805. * Class representing a 3D vector. A 3D vector is an ordered triplet of numbers
  3806. * (labeled x, y and z), which can be used to represent a number of things, such as:
  3807. *
  3808. * - A point in 3D space.
  3809. * - A direction and length in 3D space. In three.js the length will
  3810. * always be the Euclidean distance(straight-line distance) from `(0, 0, 0)` to `(x, y, z)`
  3811. * and the direction is also measured from `(0, 0, 0)` towards `(x, y, z)`.
  3812. * - Any arbitrary ordered triplet of numbers.
  3813. *
  3814. * There are other things a 3D vector can be used to represent, such as
  3815. * momentum vectors and so on, however these are the most
  3816. * common uses in three.js.
  3817. *
  3818. * Iterating through a vector instance will yield its components `(x, y, z)` in
  3819. * the corresponding order.
  3820. * ```js
  3821. * const a = new THREE.Vector3( 0, 1, 0 );
  3822. *
  3823. * //no arguments; will be initialised to (0, 0, 0)
  3824. * const b = new THREE.Vector3( );
  3825. *
  3826. * const d = a.distanceTo( b );
  3827. * ```
  3828. */
  3829. class Vector3 {
  3830. /**
  3831. * Constructs a new 3D vector.
  3832. *
  3833. * @param {number} [x=0] - The x value of this vector.
  3834. * @param {number} [y=0] - The y value of this vector.
  3835. * @param {number} [z=0] - The z value of this vector.
  3836. */
  3837. constructor( x = 0, y = 0, z = 0 ) {
  3838. /**
  3839. * This flag can be used for type testing.
  3840. *
  3841. * @type {boolean}
  3842. * @readonly
  3843. * @default true
  3844. */
  3845. Vector3.prototype.isVector3 = true;
  3846. /**
  3847. * The x value of this vector.
  3848. *
  3849. * @type {number}
  3850. */
  3851. this.x = x;
  3852. /**
  3853. * The y value of this vector.
  3854. *
  3855. * @type {number}
  3856. */
  3857. this.y = y;
  3858. /**
  3859. * The z value of this vector.
  3860. *
  3861. * @type {number}
  3862. */
  3863. this.z = z;
  3864. }
  3865. /**
  3866. * Sets the vector components.
  3867. *
  3868. * @param {number} x - The value of the x component.
  3869. * @param {number} y - The value of the y component.
  3870. * @param {number} z - The value of the z component.
  3871. * @return {Vector3} A reference to this vector.
  3872. */
  3873. set( x, y, z ) {
  3874. if ( z === undefined ) z = this.z; // sprite.scale.set(x,y)
  3875. this.x = x;
  3876. this.y = y;
  3877. this.z = z;
  3878. return this;
  3879. }
  3880. /**
  3881. * Sets the vector components to the same value.
  3882. *
  3883. * @param {number} scalar - The value to set for all vector components.
  3884. * @return {Vector3} A reference to this vector.
  3885. */
  3886. setScalar( scalar ) {
  3887. this.x = scalar;
  3888. this.y = scalar;
  3889. this.z = scalar;
  3890. return this;
  3891. }
  3892. /**
  3893. * Sets the vector's x component to the given value.
  3894. *
  3895. * @param {number} x - The value to set.
  3896. * @return {Vector3} A reference to this vector.
  3897. */
  3898. setX( x ) {
  3899. this.x = x;
  3900. return this;
  3901. }
  3902. /**
  3903. * Sets the vector's y component to the given value.
  3904. *
  3905. * @param {number} y - The value to set.
  3906. * @return {Vector3} A reference to this vector.
  3907. */
  3908. setY( y ) {
  3909. this.y = y;
  3910. return this;
  3911. }
  3912. /**
  3913. * Sets the vector's z component to the given value.
  3914. *
  3915. * @param {number} z - The value to set.
  3916. * @return {Vector3} A reference to this vector.
  3917. */
  3918. setZ( z ) {
  3919. this.z = z;
  3920. return this;
  3921. }
  3922. /**
  3923. * Allows to set a vector component with an index.
  3924. *
  3925. * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.
  3926. * @param {number} value - The value to set.
  3927. * @return {Vector3} A reference to this vector.
  3928. */
  3929. setComponent( index, value ) {
  3930. switch ( index ) {
  3931. case 0: this.x = value; break;
  3932. case 1: this.y = value; break;
  3933. case 2: this.z = value; break;
  3934. default: throw new Error( 'index is out of range: ' + index );
  3935. }
  3936. return this;
  3937. }
  3938. /**
  3939. * Returns the value of the vector component which matches the given index.
  3940. *
  3941. * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.
  3942. * @return {number} A vector component value.
  3943. */
  3944. getComponent( index ) {
  3945. switch ( index ) {
  3946. case 0: return this.x;
  3947. case 1: return this.y;
  3948. case 2: return this.z;
  3949. default: throw new Error( 'index is out of range: ' + index );
  3950. }
  3951. }
  3952. /**
  3953. * Returns a new vector with copied values from this instance.
  3954. *
  3955. * @return {Vector3} A clone of this instance.
  3956. */
  3957. clone() {
  3958. return new this.constructor( this.x, this.y, this.z );
  3959. }
  3960. /**
  3961. * Copies the values of the given vector to this instance.
  3962. *
  3963. * @param {Vector3} v - The vector to copy.
  3964. * @return {Vector3} A reference to this vector.
  3965. */
  3966. copy( v ) {
  3967. this.x = v.x;
  3968. this.y = v.y;
  3969. this.z = v.z;
  3970. return this;
  3971. }
  3972. /**
  3973. * Adds the given vector to this instance.
  3974. *
  3975. * @param {Vector3} v - The vector to add.
  3976. * @return {Vector3} A reference to this vector.
  3977. */
  3978. add( v ) {
  3979. this.x += v.x;
  3980. this.y += v.y;
  3981. this.z += v.z;
  3982. return this;
  3983. }
  3984. /**
  3985. * Adds the given scalar value to all components of this instance.
  3986. *
  3987. * @param {number} s - The scalar to add.
  3988. * @return {Vector3} A reference to this vector.
  3989. */
  3990. addScalar( s ) {
  3991. this.x += s;
  3992. this.y += s;
  3993. this.z += s;
  3994. return this;
  3995. }
  3996. /**
  3997. * Adds the given vectors and stores the result in this instance.
  3998. *
  3999. * @param {Vector3} a - The first vector.
  4000. * @param {Vector3} b - The second vector.
  4001. * @return {Vector3} A reference to this vector.
  4002. */
  4003. addVectors( a, b ) {
  4004. this.x = a.x + b.x;
  4005. this.y = a.y + b.y;
  4006. this.z = a.z + b.z;
  4007. return this;
  4008. }
  4009. /**
  4010. * Adds the given vector scaled by the given factor to this instance.
  4011. *
  4012. * @param {Vector3|Vector4} v - The vector.
  4013. * @param {number} s - The factor that scales `v`.
  4014. * @return {Vector3} A reference to this vector.
  4015. */
  4016. addScaledVector( v, s ) {
  4017. this.x += v.x * s;
  4018. this.y += v.y * s;
  4019. this.z += v.z * s;
  4020. return this;
  4021. }
  4022. /**
  4023. * Subtracts the given vector from this instance.
  4024. *
  4025. * @param {Vector3} v - The vector to subtract.
  4026. * @return {Vector3} A reference to this vector.
  4027. */
  4028. sub( v ) {
  4029. this.x -= v.x;
  4030. this.y -= v.y;
  4031. this.z -= v.z;
  4032. return this;
  4033. }
  4034. /**
  4035. * Subtracts the given scalar value from all components of this instance.
  4036. *
  4037. * @param {number} s - The scalar to subtract.
  4038. * @return {Vector3} A reference to this vector.
  4039. */
  4040. subScalar( s ) {
  4041. this.x -= s;
  4042. this.y -= s;
  4043. this.z -= s;
  4044. return this;
  4045. }
  4046. /**
  4047. * Subtracts the given vectors and stores the result in this instance.
  4048. *
  4049. * @param {Vector3} a - The first vector.
  4050. * @param {Vector3} b - The second vector.
  4051. * @return {Vector3} A reference to this vector.
  4052. */
  4053. subVectors( a, b ) {
  4054. this.x = a.x - b.x;
  4055. this.y = a.y - b.y;
  4056. this.z = a.z - b.z;
  4057. return this;
  4058. }
  4059. /**
  4060. * Multiplies the given vector with this instance.
  4061. *
  4062. * @param {Vector3} v - The vector to multiply.
  4063. * @return {Vector3} A reference to this vector.
  4064. */
  4065. multiply( v ) {
  4066. this.x *= v.x;
  4067. this.y *= v.y;
  4068. this.z *= v.z;
  4069. return this;
  4070. }
  4071. /**
  4072. * Multiplies the given scalar value with all components of this instance.
  4073. *
  4074. * @param {number} scalar - The scalar to multiply.
  4075. * @return {Vector3} A reference to this vector.
  4076. */
  4077. multiplyScalar( scalar ) {
  4078. this.x *= scalar;
  4079. this.y *= scalar;
  4080. this.z *= scalar;
  4081. return this;
  4082. }
  4083. /**
  4084. * Multiplies the given vectors and stores the result in this instance.
  4085. *
  4086. * @param {Vector3} a - The first vector.
  4087. * @param {Vector3} b - The second vector.
  4088. * @return {Vector3} A reference to this vector.
  4089. */
  4090. multiplyVectors( a, b ) {
  4091. this.x = a.x * b.x;
  4092. this.y = a.y * b.y;
  4093. this.z = a.z * b.z;
  4094. return this;
  4095. }
  4096. /**
  4097. * Applies the given Euler rotation to this vector.
  4098. *
  4099. * @param {Euler} euler - The Euler angles.
  4100. * @return {Vector3} A reference to this vector.
  4101. */
  4102. applyEuler( euler ) {
  4103. return this.applyQuaternion( _quaternion$5.setFromEuler( euler ) );
  4104. }
  4105. /**
  4106. * Applies a rotation specified by an axis and an angle to this vector.
  4107. *
  4108. * @param {Vector3} axis - A normalized vector representing the rotation axis.
  4109. * @param {number} angle - The angle in radians.
  4110. * @return {Vector3} A reference to this vector.
  4111. */
  4112. applyAxisAngle( axis, angle ) {
  4113. return this.applyQuaternion( _quaternion$5.setFromAxisAngle( axis, angle ) );
  4114. }
  4115. /**
  4116. * Multiplies this vector with the given 3x3 matrix.
  4117. *
  4118. * @param {Matrix3} m - The 3x3 matrix.
  4119. * @return {Vector3} A reference to this vector.
  4120. */
  4121. applyMatrix3( m ) {
  4122. const x = this.x, y = this.y, z = this.z;
  4123. const e = m.elements;
  4124. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  4125. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  4126. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  4127. return this;
  4128. }
  4129. /**
  4130. * Multiplies this vector by the given normal matrix and normalizes
  4131. * the result.
  4132. *
  4133. * @param {Matrix3} m - The normal matrix.
  4134. * @return {Vector3} A reference to this vector.
  4135. */
  4136. applyNormalMatrix( m ) {
  4137. return this.applyMatrix3( m ).normalize();
  4138. }
  4139. /**
  4140. * Multiplies this vector (with an implicit 1 in the 4th dimension) by m, and
  4141. * divides by perspective.
  4142. *
  4143. * @param {Matrix4} m - The matrix to apply.
  4144. * @return {Vector3} A reference to this vector.
  4145. */
  4146. applyMatrix4( m ) {
  4147. const x = this.x, y = this.y, z = this.z;
  4148. const e = m.elements;
  4149. const w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  4150. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  4151. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  4152. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  4153. return this;
  4154. }
  4155. /**
  4156. * Applies the given Quaternion to this vector.
  4157. *
  4158. * @param {Quaternion} q - The Quaternion.
  4159. * @return {Vector3} A reference to this vector.
  4160. */
  4161. applyQuaternion( q ) {
  4162. // quaternion q is assumed to have unit length
  4163. const vx = this.x, vy = this.y, vz = this.z;
  4164. const qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  4165. // t = 2 * cross( q.xyz, v );
  4166. const tx = 2 * ( qy * vz - qz * vy );
  4167. const ty = 2 * ( qz * vx - qx * vz );
  4168. const tz = 2 * ( qx * vy - qy * vx );
  4169. // v + q.w * t + cross( q.xyz, t );
  4170. this.x = vx + qw * tx + qy * tz - qz * ty;
  4171. this.y = vy + qw * ty + qz * tx - qx * tz;
  4172. this.z = vz + qw * tz + qx * ty - qy * tx;
  4173. return this;
  4174. }
  4175. /**
  4176. * Projects this vector from world space into the camera's normalized
  4177. * device coordinate (NDC) space.
  4178. *
  4179. * @param {Camera} camera - The camera.
  4180. * @return {Vector3} A reference to this vector.
  4181. */
  4182. project( camera ) {
  4183. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  4184. }
  4185. /**
  4186. * Unprojects this vector from the camera's normalized device coordinate (NDC)
  4187. * space into world space.
  4188. *
  4189. * @param {Camera} camera - The camera.
  4190. * @return {Vector3} A reference to this vector.
  4191. */
  4192. unproject( camera ) {
  4193. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  4194. }
  4195. /**
  4196. * Transforms the direction of this vector by a matrix (the upper left 3 x 3
  4197. * subset of the given 4x4 matrix and then normalizes the result.
  4198. *
  4199. * @param {Matrix4} m - The matrix.
  4200. * @return {Vector3} A reference to this vector.
  4201. */
  4202. transformDirection( m ) {
  4203. // input: THREE.Matrix4 affine matrix
  4204. // vector interpreted as a direction
  4205. const x = this.x, y = this.y, z = this.z;
  4206. const e = m.elements;
  4207. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  4208. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  4209. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  4210. return this.normalize();
  4211. }
  4212. /**
  4213. * Divides this instance by the given vector.
  4214. *
  4215. * @param {Vector3} v - The vector to divide.
  4216. * @return {Vector3} A reference to this vector.
  4217. */
  4218. divide( v ) {
  4219. this.x /= v.x;
  4220. this.y /= v.y;
  4221. this.z /= v.z;
  4222. return this;
  4223. }
  4224. /**
  4225. * Divides this vector by the given scalar.
  4226. *
  4227. * @param {number} scalar - The scalar to divide.
  4228. * @return {Vector3} A reference to this vector.
  4229. */
  4230. divideScalar( scalar ) {
  4231. return this.multiplyScalar( 1 / scalar );
  4232. }
  4233. /**
  4234. * If this vector's x, y or z value is greater than the given vector's x, y or z
  4235. * value, replace that value with the corresponding min value.
  4236. *
  4237. * @param {Vector3} v - The vector.
  4238. * @return {Vector3} A reference to this vector.
  4239. */
  4240. min( v ) {
  4241. this.x = Math.min( this.x, v.x );
  4242. this.y = Math.min( this.y, v.y );
  4243. this.z = Math.min( this.z, v.z );
  4244. return this;
  4245. }
  4246. /**
  4247. * If this vector's x, y or z value is less than the given vector's x, y or z
  4248. * value, replace that value with the corresponding max value.
  4249. *
  4250. * @param {Vector3} v - The vector.
  4251. * @return {Vector3} A reference to this vector.
  4252. */
  4253. max( v ) {
  4254. this.x = Math.max( this.x, v.x );
  4255. this.y = Math.max( this.y, v.y );
  4256. this.z = Math.max( this.z, v.z );
  4257. return this;
  4258. }
  4259. /**
  4260. * If this vector's x, y or z value is greater than the max vector's x, y or z
  4261. * value, it is replaced by the corresponding value.
  4262. * If this vector's x, y or z value is less than the min vector's x, y or z value,
  4263. * it is replaced by the corresponding value.
  4264. *
  4265. * @param {Vector3} min - The minimum x, y and z values.
  4266. * @param {Vector3} max - The maximum x, y and z values in the desired range.
  4267. * @return {Vector3} A reference to this vector.
  4268. */
  4269. clamp( min, max ) {
  4270. // assumes min < max, componentwise
  4271. this.x = clamp( this.x, min.x, max.x );
  4272. this.y = clamp( this.y, min.y, max.y );
  4273. this.z = clamp( this.z, min.z, max.z );
  4274. return this;
  4275. }
  4276. /**
  4277. * If this vector's x, y or z values are greater than the max value, they are
  4278. * replaced by the max value.
  4279. * If this vector's x, y or z values are less than the min value, they are
  4280. * replaced by the min value.
  4281. *
  4282. * @param {number} minVal - The minimum value the components will be clamped to.
  4283. * @param {number} maxVal - The maximum value the components will be clamped to.
  4284. * @return {Vector3} A reference to this vector.
  4285. */
  4286. clampScalar( minVal, maxVal ) {
  4287. this.x = clamp( this.x, minVal, maxVal );
  4288. this.y = clamp( this.y, minVal, maxVal );
  4289. this.z = clamp( this.z, minVal, maxVal );
  4290. return this;
  4291. }
  4292. /**
  4293. * If this vector's length is greater than the max value, it is replaced by
  4294. * the max value.
  4295. * If this vector's length is less than the min value, it is replaced by the
  4296. * min value.
  4297. *
  4298. * @param {number} min - The minimum value the vector length will be clamped to.
  4299. * @param {number} max - The maximum value the vector length will be clamped to.
  4300. * @return {Vector3} A reference to this vector.
  4301. */
  4302. clampLength( min, max ) {
  4303. const length = this.length();
  4304. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  4305. }
  4306. /**
  4307. * The components of this vector are rounded down to the nearest integer value.
  4308. *
  4309. * @return {Vector3} A reference to this vector.
  4310. */
  4311. floor() {
  4312. this.x = Math.floor( this.x );
  4313. this.y = Math.floor( this.y );
  4314. this.z = Math.floor( this.z );
  4315. return this;
  4316. }
  4317. /**
  4318. * The components of this vector are rounded up to the nearest integer value.
  4319. *
  4320. * @return {Vector3} A reference to this vector.
  4321. */
  4322. ceil() {
  4323. this.x = Math.ceil( this.x );
  4324. this.y = Math.ceil( this.y );
  4325. this.z = Math.ceil( this.z );
  4326. return this;
  4327. }
  4328. /**
  4329. * The components of this vector are rounded to the nearest integer value
  4330. *
  4331. * @return {Vector3} A reference to this vector.
  4332. */
  4333. round() {
  4334. this.x = Math.round( this.x );
  4335. this.y = Math.round( this.y );
  4336. this.z = Math.round( this.z );
  4337. return this;
  4338. }
  4339. /**
  4340. * The components of this vector are rounded towards zero (up if negative,
  4341. * down if positive) to an integer value.
  4342. *
  4343. * @return {Vector3} A reference to this vector.
  4344. */
  4345. roundToZero() {
  4346. this.x = Math.trunc( this.x );
  4347. this.y = Math.trunc( this.y );
  4348. this.z = Math.trunc( this.z );
  4349. return this;
  4350. }
  4351. /**
  4352. * Inverts this vector - i.e. sets x = -x, y = -y and z = -z.
  4353. *
  4354. * @return {Vector3} A reference to this vector.
  4355. */
  4356. negate() {
  4357. this.x = - this.x;
  4358. this.y = - this.y;
  4359. this.z = - this.z;
  4360. return this;
  4361. }
  4362. /**
  4363. * Calculates the dot product of the given vector with this instance.
  4364. *
  4365. * @param {Vector3} v - The vector to compute the dot product with.
  4366. * @return {number} The result of the dot product.
  4367. */
  4368. dot( v ) {
  4369. return this.x * v.x + this.y * v.y + this.z * v.z;
  4370. }
  4371. /**
  4372. * Computes the square of the Euclidean length (straight-line length) from
  4373. * (0, 0, 0) to (x, y, z). If you are comparing the lengths of vectors, you should
  4374. * compare the length squared instead as it is slightly more efficient to calculate.
  4375. *
  4376. * @return {number} The square length of this vector.
  4377. */
  4378. lengthSq() {
  4379. return this.x * this.x + this.y * this.y + this.z * this.z;
  4380. }
  4381. /**
  4382. * Computes the Euclidean length (straight-line length) from (0, 0, 0) to (x, y, z).
  4383. *
  4384. * @return {number} The length of this vector.
  4385. */
  4386. length() {
  4387. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  4388. }
  4389. /**
  4390. * Computes the Manhattan length of this vector.
  4391. *
  4392. * @return {number} The length of this vector.
  4393. */
  4394. manhattanLength() {
  4395. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  4396. }
  4397. /**
  4398. * Converts this vector to a unit vector - that is, sets it equal to a vector
  4399. * with the same direction as this one, but with a vector length of `1`.
  4400. *
  4401. * @return {Vector3} A reference to this vector.
  4402. */
  4403. normalize() {
  4404. return this.divideScalar( this.length() || 1 );
  4405. }
  4406. /**
  4407. * Sets this vector to a vector with the same direction as this one, but
  4408. * with the specified length.
  4409. *
  4410. * @param {number} length - The new length of this vector.
  4411. * @return {Vector3} A reference to this vector.
  4412. */
  4413. setLength( length ) {
  4414. return this.normalize().multiplyScalar( length );
  4415. }
  4416. /**
  4417. * Linearly interpolates between the given vector and this instance, where
  4418. * alpha is the percent distance along the line - alpha = 0 will be this
  4419. * vector, and alpha = 1 will be the given one.
  4420. *
  4421. * @param {Vector3} v - The vector to interpolate towards.
  4422. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  4423. * @return {Vector3} A reference to this vector.
  4424. */
  4425. lerp( v, alpha ) {
  4426. this.x += ( v.x - this.x ) * alpha;
  4427. this.y += ( v.y - this.y ) * alpha;
  4428. this.z += ( v.z - this.z ) * alpha;
  4429. return this;
  4430. }
  4431. /**
  4432. * Linearly interpolates between the given vectors, where alpha is the percent
  4433. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  4434. * be the second one. The result is stored in this instance.
  4435. *
  4436. * @param {Vector3} v1 - The first vector.
  4437. * @param {Vector3} v2 - The second vector.
  4438. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  4439. * @return {Vector3} A reference to this vector.
  4440. */
  4441. lerpVectors( v1, v2, alpha ) {
  4442. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  4443. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  4444. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  4445. return this;
  4446. }
  4447. /**
  4448. * Calculates the cross product of the given vector with this instance.
  4449. *
  4450. * @param {Vector3} v - The vector to compute the cross product with.
  4451. * @return {Vector3} The result of the cross product.
  4452. */
  4453. cross( v ) {
  4454. return this.crossVectors( this, v );
  4455. }
  4456. /**
  4457. * Calculates the cross product of the given vectors and stores the result
  4458. * in this instance.
  4459. *
  4460. * @param {Vector3} a - The first vector.
  4461. * @param {Vector3} b - The second vector.
  4462. * @return {Vector3} A reference to this vector.
  4463. */
  4464. crossVectors( a, b ) {
  4465. const ax = a.x, ay = a.y, az = a.z;
  4466. const bx = b.x, by = b.y, bz = b.z;
  4467. this.x = ay * bz - az * by;
  4468. this.y = az * bx - ax * bz;
  4469. this.z = ax * by - ay * bx;
  4470. return this;
  4471. }
  4472. /**
  4473. * Projects this vector onto the given one.
  4474. *
  4475. * @param {Vector3} v - The vector to project to.
  4476. * @return {Vector3} A reference to this vector.
  4477. */
  4478. projectOnVector( v ) {
  4479. const denominator = v.lengthSq();
  4480. if ( denominator === 0 ) return this.set( 0, 0, 0 );
  4481. const scalar = v.dot( this ) / denominator;
  4482. return this.copy( v ).multiplyScalar( scalar );
  4483. }
  4484. /**
  4485. * Projects this vector onto a plane by subtracting this
  4486. * vector projected onto the plane's normal from this vector.
  4487. *
  4488. * @param {Vector3} planeNormal - The plane normal.
  4489. * @return {Vector3} A reference to this vector.
  4490. */
  4491. projectOnPlane( planeNormal ) {
  4492. _vector$c.copy( this ).projectOnVector( planeNormal );
  4493. return this.sub( _vector$c );
  4494. }
  4495. /**
  4496. * Reflects this vector off a plane orthogonal to the given normal vector.
  4497. *
  4498. * @param {Vector3} normal - The (normalized) normal vector.
  4499. * @return {Vector3} A reference to this vector.
  4500. */
  4501. reflect( normal ) {
  4502. return this.sub( _vector$c.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  4503. }
  4504. /**
  4505. * Returns the angle between the given vector and this instance in radians.
  4506. *
  4507. * @param {Vector3} v - The vector to compute the angle with.
  4508. * @return {number} The angle in radians.
  4509. */
  4510. angleTo( v ) {
  4511. const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  4512. if ( denominator === 0 ) return Math.PI / 2;
  4513. const theta = this.dot( v ) / denominator;
  4514. // clamp, to handle numerical problems
  4515. return Math.acos( clamp( theta, -1, 1 ) );
  4516. }
  4517. /**
  4518. * Computes the distance from the given vector to this instance.
  4519. *
  4520. * @param {Vector3} v - The vector to compute the distance to.
  4521. * @return {number} The distance.
  4522. */
  4523. distanceTo( v ) {
  4524. return Math.sqrt( this.distanceToSquared( v ) );
  4525. }
  4526. /**
  4527. * Computes the squared distance from the given vector to this instance.
  4528. * If you are just comparing the distance with another distance, you should compare
  4529. * the distance squared instead as it is slightly more efficient to calculate.
  4530. *
  4531. * @param {Vector3} v - The vector to compute the squared distance to.
  4532. * @return {number} The squared distance.
  4533. */
  4534. distanceToSquared( v ) {
  4535. const dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  4536. return dx * dx + dy * dy + dz * dz;
  4537. }
  4538. /**
  4539. * Computes the Manhattan distance from the given vector to this instance.
  4540. *
  4541. * @param {Vector3} v - The vector to compute the Manhattan distance to.
  4542. * @return {number} The Manhattan distance.
  4543. */
  4544. manhattanDistanceTo( v ) {
  4545. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  4546. }
  4547. /**
  4548. * Sets the vector components from the given spherical coordinates.
  4549. *
  4550. * @param {Spherical} s - The spherical coordinates.
  4551. * @return {Vector3} A reference to this vector.
  4552. */
  4553. setFromSpherical( s ) {
  4554. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  4555. }
  4556. /**
  4557. * Sets the vector components from the given spherical coordinates.
  4558. *
  4559. * @param {number} radius - The radius.
  4560. * @param {number} phi - The phi angle in radians.
  4561. * @param {number} theta - The theta angle in radians.
  4562. * @return {Vector3} A reference to this vector.
  4563. */
  4564. setFromSphericalCoords( radius, phi, theta ) {
  4565. const sinPhiRadius = Math.sin( phi ) * radius;
  4566. this.x = sinPhiRadius * Math.sin( theta );
  4567. this.y = Math.cos( phi ) * radius;
  4568. this.z = sinPhiRadius * Math.cos( theta );
  4569. return this;
  4570. }
  4571. /**
  4572. * Sets the vector components from the given cylindrical coordinates.
  4573. *
  4574. * @param {Cylindrical} c - The cylindrical coordinates.
  4575. * @return {Vector3} A reference to this vector.
  4576. */
  4577. setFromCylindrical( c ) {
  4578. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  4579. }
  4580. /**
  4581. * Sets the vector components from the given cylindrical coordinates.
  4582. *
  4583. * @param {number} radius - The radius.
  4584. * @param {number} theta - The theta angle in radians.
  4585. * @param {number} y - The y value.
  4586. * @return {Vector3} A reference to this vector.
  4587. */
  4588. setFromCylindricalCoords( radius, theta, y ) {
  4589. this.x = radius * Math.sin( theta );
  4590. this.y = y;
  4591. this.z = radius * Math.cos( theta );
  4592. return this;
  4593. }
  4594. /**
  4595. * Sets the vector components to the position elements of the
  4596. * given transformation matrix.
  4597. *
  4598. * @param {Matrix4} m - The 4x4 matrix.
  4599. * @return {Vector3} A reference to this vector.
  4600. */
  4601. setFromMatrixPosition( m ) {
  4602. const e = m.elements;
  4603. this.x = e[ 12 ];
  4604. this.y = e[ 13 ];
  4605. this.z = e[ 14 ];
  4606. return this;
  4607. }
  4608. /**
  4609. * Sets the vector components to the scale elements of the
  4610. * given transformation matrix.
  4611. *
  4612. * @param {Matrix4} m - The 4x4 matrix.
  4613. * @return {Vector3} A reference to this vector.
  4614. */
  4615. setFromMatrixScale( m ) {
  4616. const sx = this.setFromMatrixColumn( m, 0 ).length();
  4617. const sy = this.setFromMatrixColumn( m, 1 ).length();
  4618. const sz = this.setFromMatrixColumn( m, 2 ).length();
  4619. this.x = sx;
  4620. this.y = sy;
  4621. this.z = sz;
  4622. return this;
  4623. }
  4624. /**
  4625. * Sets the vector components from the specified matrix column.
  4626. *
  4627. * @param {Matrix4} m - The 4x4 matrix.
  4628. * @param {number} index - The column index.
  4629. * @return {Vector3} A reference to this vector.
  4630. */
  4631. setFromMatrixColumn( m, index ) {
  4632. return this.fromArray( m.elements, index * 4 );
  4633. }
  4634. /**
  4635. * Sets the vector components from the specified matrix column.
  4636. *
  4637. * @param {Matrix3} m - The 3x3 matrix.
  4638. * @param {number} index - The column index.
  4639. * @return {Vector3} A reference to this vector.
  4640. */
  4641. setFromMatrix3Column( m, index ) {
  4642. return this.fromArray( m.elements, index * 3 );
  4643. }
  4644. /**
  4645. * Sets the vector components from the given Euler angles.
  4646. *
  4647. * @param {Euler} e - The Euler angles to set.
  4648. * @return {Vector3} A reference to this vector.
  4649. */
  4650. setFromEuler( e ) {
  4651. this.x = e._x;
  4652. this.y = e._y;
  4653. this.z = e._z;
  4654. return this;
  4655. }
  4656. /**
  4657. * Sets the vector components from the RGB components of the
  4658. * given color.
  4659. *
  4660. * @param {Color} c - The color to set.
  4661. * @return {Vector3} A reference to this vector.
  4662. */
  4663. setFromColor( c ) {
  4664. this.x = c.r;
  4665. this.y = c.g;
  4666. this.z = c.b;
  4667. return this;
  4668. }
  4669. /**
  4670. * Returns `true` if this vector is equal with the given one.
  4671. *
  4672. * @param {Vector3} v - The vector to test for equality.
  4673. * @return {boolean} Whether this vector is equal with the given one.
  4674. */
  4675. equals( v ) {
  4676. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  4677. }
  4678. /**
  4679. * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`
  4680. * and z value to be `array[ offset + 2 ]`.
  4681. *
  4682. * @param {Array<number>} array - An array holding the vector component values.
  4683. * @param {number} [offset=0] - The offset into the array.
  4684. * @return {Vector3} A reference to this vector.
  4685. */
  4686. fromArray( array, offset = 0 ) {
  4687. this.x = array[ offset ];
  4688. this.y = array[ offset + 1 ];
  4689. this.z = array[ offset + 2 ];
  4690. return this;
  4691. }
  4692. /**
  4693. * Writes the components of this vector to the given array. If no array is provided,
  4694. * the method returns a new instance.
  4695. *
  4696. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  4697. * @param {number} [offset=0] - Index of the first element in the array.
  4698. * @return {Array<number>} The vector components.
  4699. */
  4700. toArray( array = [], offset = 0 ) {
  4701. array[ offset ] = this.x;
  4702. array[ offset + 1 ] = this.y;
  4703. array[ offset + 2 ] = this.z;
  4704. return array;
  4705. }
  4706. /**
  4707. * Sets the components of this vector from the given buffer attribute.
  4708. *
  4709. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  4710. * @param {number} index - The index into the attribute.
  4711. * @return {Vector3} A reference to this vector.
  4712. */
  4713. fromBufferAttribute( attribute, index ) {
  4714. this.x = attribute.getX( index );
  4715. this.y = attribute.getY( index );
  4716. this.z = attribute.getZ( index );
  4717. return this;
  4718. }
  4719. /**
  4720. * Sets each component of this vector to a pseudo-random value between `0` and
  4721. * `1`, excluding `1`.
  4722. *
  4723. * @return {Vector3} A reference to this vector.
  4724. */
  4725. random() {
  4726. this.x = Math.random();
  4727. this.y = Math.random();
  4728. this.z = Math.random();
  4729. return this;
  4730. }
  4731. /**
  4732. * Sets this vector to a uniformly random point on a unit sphere.
  4733. *
  4734. * @return {Vector3} A reference to this vector.
  4735. */
  4736. randomDirection() {
  4737. // https://mathworld.wolfram.com/SpherePointPicking.html
  4738. const theta = Math.random() * Math.PI * 2;
  4739. const u = Math.random() * 2 - 1;
  4740. const c = Math.sqrt( 1 - u * u );
  4741. this.x = c * Math.cos( theta );
  4742. this.y = u;
  4743. this.z = c * Math.sin( theta );
  4744. return this;
  4745. }
  4746. *[ Symbol.iterator ]() {
  4747. yield this.x;
  4748. yield this.y;
  4749. yield this.z;
  4750. }
  4751. }
  4752. const _vector$c = /*@__PURE__*/ new Vector3();
  4753. const _quaternion$5 = /*@__PURE__*/ new Quaternion();
  4754. /**
  4755. * Represents a 3x3 matrix.
  4756. *
  4757. * A Note on Row-Major and Column-Major Ordering:
  4758. *
  4759. * The constructor and {@link Matrix3#set} method take arguments in
  4760. * [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order)
  4761. * order, while internally they are stored in the {@link Matrix3#elements} array in column-major order.
  4762. * This means that calling:
  4763. * ```js
  4764. * const m = new THREE.Matrix();
  4765. * m.set( 11, 12, 13,
  4766. * 21, 22, 23,
  4767. * 31, 32, 33 );
  4768. * ```
  4769. * will result in the elements array containing:
  4770. * ```js
  4771. * m.elements = [ 11, 21, 31,
  4772. * 12, 22, 32,
  4773. * 13, 23, 33 ];
  4774. * ```
  4775. * and internally all calculations are performed using column-major ordering.
  4776. * However, as the actual ordering makes no difference mathematically and
  4777. * most people are used to thinking about matrices in row-major order, the
  4778. * three.js documentation shows matrices in row-major order. Just bear in
  4779. * mind that if you are reading the source code, you'll have to take the
  4780. * transpose of any matrices outlined here to make sense of the calculations.
  4781. */
  4782. class Matrix3 {
  4783. /**
  4784. * Constructs a new 3x3 matrix. The arguments are supposed to be
  4785. * in row-major order. If no arguments are provided, the constructor
  4786. * initializes the matrix as an identity matrix.
  4787. *
  4788. * @param {number} [n11] - 1-1 matrix element.
  4789. * @param {number} [n12] - 1-2 matrix element.
  4790. * @param {number} [n13] - 1-3 matrix element.
  4791. * @param {number} [n21] - 2-1 matrix element.
  4792. * @param {number} [n22] - 2-2 matrix element.
  4793. * @param {number} [n23] - 2-3 matrix element.
  4794. * @param {number} [n31] - 3-1 matrix element.
  4795. * @param {number} [n32] - 3-2 matrix element.
  4796. * @param {number} [n33] - 3-3 matrix element.
  4797. */
  4798. constructor( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  4799. /**
  4800. * This flag can be used for type testing.
  4801. *
  4802. * @type {boolean}
  4803. * @readonly
  4804. * @default true
  4805. */
  4806. Matrix3.prototype.isMatrix3 = true;
  4807. /**
  4808. * A column-major list of matrix values.
  4809. *
  4810. * @type {Array<number>}
  4811. */
  4812. this.elements = [
  4813. 1, 0, 0,
  4814. 0, 1, 0,
  4815. 0, 0, 1
  4816. ];
  4817. if ( n11 !== undefined ) {
  4818. this.set( n11, n12, n13, n21, n22, n23, n31, n32, n33 );
  4819. }
  4820. }
  4821. /**
  4822. * Sets the elements of the matrix.The arguments are supposed to be
  4823. * in row-major order.
  4824. *
  4825. * @param {number} [n11] - 1-1 matrix element.
  4826. * @param {number} [n12] - 1-2 matrix element.
  4827. * @param {number} [n13] - 1-3 matrix element.
  4828. * @param {number} [n21] - 2-1 matrix element.
  4829. * @param {number} [n22] - 2-2 matrix element.
  4830. * @param {number} [n23] - 2-3 matrix element.
  4831. * @param {number} [n31] - 3-1 matrix element.
  4832. * @param {number} [n32] - 3-2 matrix element.
  4833. * @param {number} [n33] - 3-3 matrix element.
  4834. * @return {Matrix3} A reference to this matrix.
  4835. */
  4836. set( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  4837. const te = this.elements;
  4838. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  4839. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  4840. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  4841. return this;
  4842. }
  4843. /**
  4844. * Sets this matrix to the 3x3 identity matrix.
  4845. *
  4846. * @return {Matrix3} A reference to this matrix.
  4847. */
  4848. identity() {
  4849. this.set(
  4850. 1, 0, 0,
  4851. 0, 1, 0,
  4852. 0, 0, 1
  4853. );
  4854. return this;
  4855. }
  4856. /**
  4857. * Copies the values of the given matrix to this instance.
  4858. *
  4859. * @param {Matrix3} m - The matrix to copy.
  4860. * @return {Matrix3} A reference to this matrix.
  4861. */
  4862. copy( m ) {
  4863. const te = this.elements;
  4864. const me = m.elements;
  4865. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  4866. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  4867. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  4868. return this;
  4869. }
  4870. /**
  4871. * Extracts the basis of this matrix into the three axis vectors provided.
  4872. *
  4873. * @param {Vector3} xAxis - The basis's x axis.
  4874. * @param {Vector3} yAxis - The basis's y axis.
  4875. * @param {Vector3} zAxis - The basis's z axis.
  4876. * @return {Matrix3} A reference to this matrix.
  4877. */
  4878. extractBasis( xAxis, yAxis, zAxis ) {
  4879. xAxis.setFromMatrix3Column( this, 0 );
  4880. yAxis.setFromMatrix3Column( this, 1 );
  4881. zAxis.setFromMatrix3Column( this, 2 );
  4882. return this;
  4883. }
  4884. /**
  4885. * Set this matrix to the upper 3x3 matrix of the given 4x4 matrix.
  4886. *
  4887. * @param {Matrix4} m - The 4x4 matrix.
  4888. * @return {Matrix3} A reference to this matrix.
  4889. */
  4890. setFromMatrix4( m ) {
  4891. const me = m.elements;
  4892. this.set(
  4893. me[ 0 ], me[ 4 ], me[ 8 ],
  4894. me[ 1 ], me[ 5 ], me[ 9 ],
  4895. me[ 2 ], me[ 6 ], me[ 10 ]
  4896. );
  4897. return this;
  4898. }
  4899. /**
  4900. * Post-multiplies this matrix by the given 3x3 matrix.
  4901. *
  4902. * @param {Matrix3} m - The matrix to multiply with.
  4903. * @return {Matrix3} A reference to this matrix.
  4904. */
  4905. multiply( m ) {
  4906. return this.multiplyMatrices( this, m );
  4907. }
  4908. /**
  4909. * Pre-multiplies this matrix by the given 3x3 matrix.
  4910. *
  4911. * @param {Matrix3} m - The matrix to multiply with.
  4912. * @return {Matrix3} A reference to this matrix.
  4913. */
  4914. premultiply( m ) {
  4915. return this.multiplyMatrices( m, this );
  4916. }
  4917. /**
  4918. * Multiples the given 3x3 matrices and stores the result
  4919. * in this matrix.
  4920. *
  4921. * @param {Matrix3} a - The first matrix.
  4922. * @param {Matrix3} b - The second matrix.
  4923. * @return {Matrix3} A reference to this matrix.
  4924. */
  4925. multiplyMatrices( a, b ) {
  4926. const ae = a.elements;
  4927. const be = b.elements;
  4928. const te = this.elements;
  4929. const a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  4930. const a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  4931. const a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  4932. const b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  4933. const b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  4934. const b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  4935. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  4936. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  4937. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  4938. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  4939. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  4940. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  4941. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  4942. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  4943. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  4944. return this;
  4945. }
  4946. /**
  4947. * Multiplies every component of the matrix by the given scalar.
  4948. *
  4949. * @param {number} s - The scalar.
  4950. * @return {Matrix3} A reference to this matrix.
  4951. */
  4952. multiplyScalar( s ) {
  4953. const te = this.elements;
  4954. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  4955. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  4956. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  4957. return this;
  4958. }
  4959. /**
  4960. * Computes and returns the determinant of this matrix.
  4961. *
  4962. * @return {number} The determinant.
  4963. */
  4964. determinant() {
  4965. const te = this.elements;
  4966. const a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  4967. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  4968. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  4969. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  4970. }
  4971. /**
  4972. * Inverts this matrix, using the [analytic method](https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution).
  4973. * You can not invert with a determinant of zero. If you attempt this, the method produces
  4974. * a zero matrix instead.
  4975. *
  4976. * @return {Matrix3} A reference to this matrix.
  4977. */
  4978. invert() {
  4979. const te = this.elements,
  4980. n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ],
  4981. n12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ],
  4982. n13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ],
  4983. t11 = n33 * n22 - n32 * n23,
  4984. t12 = n32 * n13 - n33 * n12,
  4985. t13 = n23 * n12 - n22 * n13,
  4986. det = n11 * t11 + n21 * t12 + n31 * t13;
  4987. if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 );
  4988. const detInv = 1 / det;
  4989. te[ 0 ] = t11 * detInv;
  4990. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  4991. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  4992. te[ 3 ] = t12 * detInv;
  4993. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  4994. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  4995. te[ 6 ] = t13 * detInv;
  4996. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  4997. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  4998. return this;
  4999. }
  5000. /**
  5001. * Transposes this matrix in place.
  5002. *
  5003. * @return {Matrix3} A reference to this matrix.
  5004. */
  5005. transpose() {
  5006. let tmp;
  5007. const m = this.elements;
  5008. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  5009. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  5010. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  5011. return this;
  5012. }
  5013. /**
  5014. * Computes the normal matrix which is the inverse transpose of the upper
  5015. * left 3x3 portion of the given 4x4 matrix.
  5016. *
  5017. * @param {Matrix4} matrix4 - The 4x4 matrix.
  5018. * @return {Matrix3} A reference to this matrix.
  5019. */
  5020. getNormalMatrix( matrix4 ) {
  5021. return this.setFromMatrix4( matrix4 ).invert().transpose();
  5022. }
  5023. /**
  5024. * Transposes this matrix into the supplied array, and returns itself unchanged.
  5025. *
  5026. * @param {Array<number>} r - An array to store the transposed matrix elements.
  5027. * @return {Matrix3} A reference to this matrix.
  5028. */
  5029. transposeIntoArray( r ) {
  5030. const m = this.elements;
  5031. r[ 0 ] = m[ 0 ];
  5032. r[ 1 ] = m[ 3 ];
  5033. r[ 2 ] = m[ 6 ];
  5034. r[ 3 ] = m[ 1 ];
  5035. r[ 4 ] = m[ 4 ];
  5036. r[ 5 ] = m[ 7 ];
  5037. r[ 6 ] = m[ 2 ];
  5038. r[ 7 ] = m[ 5 ];
  5039. r[ 8 ] = m[ 8 ];
  5040. return this;
  5041. }
  5042. /**
  5043. * Sets the UV transform matrix from offset, repeat, rotation, and center.
  5044. *
  5045. * @param {number} tx - Offset x.
  5046. * @param {number} ty - Offset y.
  5047. * @param {number} sx - Repeat x.
  5048. * @param {number} sy - Repeat y.
  5049. * @param {number} rotation - Rotation, in radians. Positive values rotate counterclockwise.
  5050. * @param {number} cx - Center x of rotation.
  5051. * @param {number} cy - Center y of rotation
  5052. * @return {Matrix3} A reference to this matrix.
  5053. */
  5054. setUvTransform( tx, ty, sx, sy, rotation, cx, cy ) {
  5055. const c = Math.cos( rotation );
  5056. const s = Math.sin( rotation );
  5057. this.set(
  5058. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  5059. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  5060. 0, 0, 1
  5061. );
  5062. return this;
  5063. }
  5064. /**
  5065. * Scales this matrix with the given scalar values.
  5066. *
  5067. * @param {number} sx - The amount to scale in the X axis.
  5068. * @param {number} sy - The amount to scale in the Y axis.
  5069. * @return {Matrix3} A reference to this matrix.
  5070. */
  5071. scale( sx, sy ) {
  5072. this.premultiply( _m3.makeScale( sx, sy ) );
  5073. return this;
  5074. }
  5075. /**
  5076. * Rotates this matrix by the given angle.
  5077. *
  5078. * @param {number} theta - The rotation in radians.
  5079. * @return {Matrix3} A reference to this matrix.
  5080. */
  5081. rotate( theta ) {
  5082. this.premultiply( _m3.makeRotation( - theta ) );
  5083. return this;
  5084. }
  5085. /**
  5086. * Translates this matrix by the given scalar values.
  5087. *
  5088. * @param {number} tx - The amount to translate in the X axis.
  5089. * @param {number} ty - The amount to translate in the Y axis.
  5090. * @return {Matrix3} A reference to this matrix.
  5091. */
  5092. translate( tx, ty ) {
  5093. this.premultiply( _m3.makeTranslation( tx, ty ) );
  5094. return this;
  5095. }
  5096. // for 2D Transforms
  5097. /**
  5098. * Sets this matrix as a 2D translation transform.
  5099. *
  5100. * @param {number|Vector2} x - The amount to translate in the X axis or alternatively a translation vector.
  5101. * @param {number} y - The amount to translate in the Y axis.
  5102. * @return {Matrix3} A reference to this matrix.
  5103. */
  5104. makeTranslation( x, y ) {
  5105. if ( x.isVector2 ) {
  5106. this.set(
  5107. 1, 0, x.x,
  5108. 0, 1, x.y,
  5109. 0, 0, 1
  5110. );
  5111. } else {
  5112. this.set(
  5113. 1, 0, x,
  5114. 0, 1, y,
  5115. 0, 0, 1
  5116. );
  5117. }
  5118. return this;
  5119. }
  5120. /**
  5121. * Sets this matrix as a 2D rotational transformation.
  5122. *
  5123. * @param {number} theta - The rotation in radians.
  5124. * @return {Matrix3} A reference to this matrix.
  5125. */
  5126. makeRotation( theta ) {
  5127. // counterclockwise
  5128. const c = Math.cos( theta );
  5129. const s = Math.sin( theta );
  5130. this.set(
  5131. c, - s, 0,
  5132. s, c, 0,
  5133. 0, 0, 1
  5134. );
  5135. return this;
  5136. }
  5137. /**
  5138. * Sets this matrix as a 2D scale transform.
  5139. *
  5140. * @param {number} x - The amount to scale in the X axis.
  5141. * @param {number} y - The amount to scale in the Y axis.
  5142. * @return {Matrix3} A reference to this matrix.
  5143. */
  5144. makeScale( x, y ) {
  5145. this.set(
  5146. x, 0, 0,
  5147. 0, y, 0,
  5148. 0, 0, 1
  5149. );
  5150. return this;
  5151. }
  5152. /**
  5153. * Returns `true` if this matrix is equal with the given one.
  5154. *
  5155. * @param {Matrix3} matrix - The matrix to test for equality.
  5156. * @return {boolean} Whether this matrix is equal with the given one.
  5157. */
  5158. equals( matrix ) {
  5159. const te = this.elements;
  5160. const me = matrix.elements;
  5161. for ( let i = 0; i < 9; i ++ ) {
  5162. if ( te[ i ] !== me[ i ] ) return false;
  5163. }
  5164. return true;
  5165. }
  5166. /**
  5167. * Sets the elements of the matrix from the given array.
  5168. *
  5169. * @param {Array<number>} array - The matrix elements in column-major order.
  5170. * @param {number} [offset=0] - Index of the first element in the array.
  5171. * @return {Matrix3} A reference to this matrix.
  5172. */
  5173. fromArray( array, offset = 0 ) {
  5174. for ( let i = 0; i < 9; i ++ ) {
  5175. this.elements[ i ] = array[ i + offset ];
  5176. }
  5177. return this;
  5178. }
  5179. /**
  5180. * Writes the elements of this matrix to the given array. If no array is provided,
  5181. * the method returns a new instance.
  5182. *
  5183. * @param {Array<number>} [array=[]] - The target array holding the matrix elements in column-major order.
  5184. * @param {number} [offset=0] - Index of the first element in the array.
  5185. * @return {Array<number>} The matrix elements in column-major order.
  5186. */
  5187. toArray( array = [], offset = 0 ) {
  5188. const te = this.elements;
  5189. array[ offset ] = te[ 0 ];
  5190. array[ offset + 1 ] = te[ 1 ];
  5191. array[ offset + 2 ] = te[ 2 ];
  5192. array[ offset + 3 ] = te[ 3 ];
  5193. array[ offset + 4 ] = te[ 4 ];
  5194. array[ offset + 5 ] = te[ 5 ];
  5195. array[ offset + 6 ] = te[ 6 ];
  5196. array[ offset + 7 ] = te[ 7 ];
  5197. array[ offset + 8 ] = te[ 8 ];
  5198. return array;
  5199. }
  5200. /**
  5201. * Returns a matrix with copied values from this instance.
  5202. *
  5203. * @return {Matrix3} A clone of this instance.
  5204. */
  5205. clone() {
  5206. return new this.constructor().fromArray( this.elements );
  5207. }
  5208. }
  5209. const _m3 = /*@__PURE__*/ new Matrix3();
  5210. const LINEAR_REC709_TO_XYZ = /*@__PURE__*/ new Matrix3().set(
  5211. 0.4123908, 0.3575843, 0.1804808,
  5212. 0.2126390, 0.7151687, 0.0721923,
  5213. 0.0193308, 0.1191948, 0.9505322
  5214. );
  5215. const XYZ_TO_LINEAR_REC709 = /*@__PURE__*/ new Matrix3().set(
  5216. 3.2409699, -1.5373832, -0.4986108,
  5217. -0.9692436, 1.8759675, 0.0415551,
  5218. 0.0556301, -0.203977, 1.0569715
  5219. );
  5220. function createColorManagement() {
  5221. const ColorManagement = {
  5222. enabled: true,
  5223. workingColorSpace: LinearSRGBColorSpace,
  5224. /**
  5225. * Implementations of supported color spaces.
  5226. *
  5227. * Required:
  5228. * - primaries: chromaticity coordinates [ rx ry gx gy bx by ]
  5229. * - whitePoint: reference white [ x y ]
  5230. * - transfer: transfer function (pre-defined)
  5231. * - toXYZ: Matrix3 RGB to XYZ transform
  5232. * - fromXYZ: Matrix3 XYZ to RGB transform
  5233. * - luminanceCoefficients: RGB luminance coefficients
  5234. *
  5235. * Optional:
  5236. * - outputColorSpaceConfig: { drawingBufferColorSpace: ColorSpace, toneMappingMode: 'extended' | 'standard' }
  5237. * - workingColorSpaceConfig: { unpackColorSpace: ColorSpace }
  5238. *
  5239. * Reference:
  5240. * - https://www.russellcottrell.com/photo/matrixCalculator.htm
  5241. */
  5242. spaces: {},
  5243. convert: function ( color, sourceColorSpace, targetColorSpace ) {
  5244. if ( this.enabled === false || sourceColorSpace === targetColorSpace || ! sourceColorSpace || ! targetColorSpace ) {
  5245. return color;
  5246. }
  5247. if ( this.spaces[ sourceColorSpace ].transfer === SRGBTransfer ) {
  5248. color.r = SRGBToLinear( color.r );
  5249. color.g = SRGBToLinear( color.g );
  5250. color.b = SRGBToLinear( color.b );
  5251. }
  5252. if ( this.spaces[ sourceColorSpace ].primaries !== this.spaces[ targetColorSpace ].primaries ) {
  5253. color.applyMatrix3( this.spaces[ sourceColorSpace ].toXYZ );
  5254. color.applyMatrix3( this.spaces[ targetColorSpace ].fromXYZ );
  5255. }
  5256. if ( this.spaces[ targetColorSpace ].transfer === SRGBTransfer ) {
  5257. color.r = LinearToSRGB( color.r );
  5258. color.g = LinearToSRGB( color.g );
  5259. color.b = LinearToSRGB( color.b );
  5260. }
  5261. return color;
  5262. },
  5263. workingToColorSpace: function ( color, targetColorSpace ) {
  5264. return this.convert( color, this.workingColorSpace, targetColorSpace );
  5265. },
  5266. colorSpaceToWorking: function ( color, sourceColorSpace ) {
  5267. return this.convert( color, sourceColorSpace, this.workingColorSpace );
  5268. },
  5269. getPrimaries: function ( colorSpace ) {
  5270. return this.spaces[ colorSpace ].primaries;
  5271. },
  5272. getTransfer: function ( colorSpace ) {
  5273. if ( colorSpace === NoColorSpace ) return LinearTransfer;
  5274. return this.spaces[ colorSpace ].transfer;
  5275. },
  5276. getToneMappingMode: function ( colorSpace ) {
  5277. return this.spaces[ colorSpace ].outputColorSpaceConfig.toneMappingMode || 'standard';
  5278. },
  5279. getLuminanceCoefficients: function ( target, colorSpace = this.workingColorSpace ) {
  5280. return target.fromArray( this.spaces[ colorSpace ].luminanceCoefficients );
  5281. },
  5282. define: function ( colorSpaces ) {
  5283. Object.assign( this.spaces, colorSpaces );
  5284. },
  5285. // Internal APIs
  5286. _getMatrix: function ( targetMatrix, sourceColorSpace, targetColorSpace ) {
  5287. return targetMatrix
  5288. .copy( this.spaces[ sourceColorSpace ].toXYZ )
  5289. .multiply( this.spaces[ targetColorSpace ].fromXYZ );
  5290. },
  5291. _getDrawingBufferColorSpace: function ( colorSpace ) {
  5292. return this.spaces[ colorSpace ].outputColorSpaceConfig.drawingBufferColorSpace;
  5293. },
  5294. _getUnpackColorSpace: function ( colorSpace = this.workingColorSpace ) {
  5295. return this.spaces[ colorSpace ].workingColorSpaceConfig.unpackColorSpace;
  5296. },
  5297. // Deprecated
  5298. fromWorkingColorSpace: function ( color, targetColorSpace ) {
  5299. warnOnce( 'ColorManagement: .fromWorkingColorSpace() has been renamed to .workingToColorSpace().' ); // @deprecated, r177
  5300. return ColorManagement.workingToColorSpace( color, targetColorSpace );
  5301. },
  5302. toWorkingColorSpace: function ( color, sourceColorSpace ) {
  5303. warnOnce( 'ColorManagement: .toWorkingColorSpace() has been renamed to .colorSpaceToWorking().' ); // @deprecated, r177
  5304. return ColorManagement.colorSpaceToWorking( color, sourceColorSpace );
  5305. },
  5306. };
  5307. /******************************************************************************
  5308. * sRGB definitions
  5309. */
  5310. const REC709_PRIMARIES = [ 0.640, 0.330, 0.300, 0.600, 0.150, 0.060 ];
  5311. const REC709_LUMINANCE_COEFFICIENTS = [ 0.2126, 0.7152, 0.0722 ];
  5312. const D65 = [ 0.3127, 0.3290 ];
  5313. ColorManagement.define( {
  5314. [ LinearSRGBColorSpace ]: {
  5315. primaries: REC709_PRIMARIES,
  5316. whitePoint: D65,
  5317. transfer: LinearTransfer,
  5318. toXYZ: LINEAR_REC709_TO_XYZ,
  5319. fromXYZ: XYZ_TO_LINEAR_REC709,
  5320. luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,
  5321. workingColorSpaceConfig: { unpackColorSpace: SRGBColorSpace },
  5322. outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }
  5323. },
  5324. [ SRGBColorSpace ]: {
  5325. primaries: REC709_PRIMARIES,
  5326. whitePoint: D65,
  5327. transfer: SRGBTransfer,
  5328. toXYZ: LINEAR_REC709_TO_XYZ,
  5329. fromXYZ: XYZ_TO_LINEAR_REC709,
  5330. luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,
  5331. outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }
  5332. },
  5333. } );
  5334. return ColorManagement;
  5335. }
  5336. const ColorManagement = /*@__PURE__*/ createColorManagement();
  5337. function SRGBToLinear( c ) {
  5338. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  5339. }
  5340. function LinearToSRGB( c ) {
  5341. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  5342. }
  5343. let _canvas;
  5344. /**
  5345. * A class containing utility functions for images.
  5346. *
  5347. * @hideconstructor
  5348. */
  5349. class ImageUtils {
  5350. /**
  5351. * Returns a data URI containing a representation of the given image.
  5352. *
  5353. * @param {(HTMLImageElement|HTMLCanvasElement)} image - The image object.
  5354. * @param {string} [type='image/png'] - Indicates the image format.
  5355. * @return {string} The data URI.
  5356. */
  5357. static getDataURL( image, type = 'image/png' ) {
  5358. if ( /^data:/i.test( image.src ) ) {
  5359. return image.src;
  5360. }
  5361. if ( typeof HTMLCanvasElement === 'undefined' ) {
  5362. return image.src;
  5363. }
  5364. let canvas;
  5365. if ( image instanceof HTMLCanvasElement ) {
  5366. canvas = image;
  5367. } else {
  5368. if ( _canvas === undefined ) _canvas = createElementNS( 'canvas' );
  5369. _canvas.width = image.width;
  5370. _canvas.height = image.height;
  5371. const context = _canvas.getContext( '2d' );
  5372. if ( image instanceof ImageData ) {
  5373. context.putImageData( image, 0, 0 );
  5374. } else {
  5375. context.drawImage( image, 0, 0, image.width, image.height );
  5376. }
  5377. canvas = _canvas;
  5378. }
  5379. return canvas.toDataURL( type );
  5380. }
  5381. /**
  5382. * Converts the given sRGB image data to linear color space.
  5383. *
  5384. * @param {(HTMLImageElement|HTMLCanvasElement|ImageBitmap|Object)} image - The image object.
  5385. * @return {HTMLCanvasElement|Object} The converted image.
  5386. */
  5387. static sRGBToLinear( image ) {
  5388. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  5389. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  5390. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  5391. const canvas = createElementNS( 'canvas' );
  5392. canvas.width = image.width;
  5393. canvas.height = image.height;
  5394. const context = canvas.getContext( '2d' );
  5395. context.drawImage( image, 0, 0, image.width, image.height );
  5396. const imageData = context.getImageData( 0, 0, image.width, image.height );
  5397. const data = imageData.data;
  5398. for ( let i = 0; i < data.length; i ++ ) {
  5399. data[ i ] = SRGBToLinear( data[ i ] / 255 ) * 255;
  5400. }
  5401. context.putImageData( imageData, 0, 0 );
  5402. return canvas;
  5403. } else if ( image.data ) {
  5404. const data = image.data.slice( 0 );
  5405. for ( let i = 0; i < data.length; i ++ ) {
  5406. if ( data instanceof Uint8Array || data instanceof Uint8ClampedArray ) {
  5407. data[ i ] = Math.floor( SRGBToLinear( data[ i ] / 255 ) * 255 );
  5408. } else {
  5409. // assuming float
  5410. data[ i ] = SRGBToLinear( data[ i ] );
  5411. }
  5412. }
  5413. return {
  5414. data: data,
  5415. width: image.width,
  5416. height: image.height
  5417. };
  5418. } else {
  5419. warn( 'ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.' );
  5420. return image;
  5421. }
  5422. }
  5423. }
  5424. let _sourceId = 0;
  5425. /**
  5426. * Represents the data source of a texture.
  5427. *
  5428. * The main purpose of this class is to decouple the data definition from the texture
  5429. * definition so the same data can be used with multiple texture instances.
  5430. */
  5431. class Source {
  5432. /**
  5433. * Constructs a new video texture.
  5434. *
  5435. * @param {any} [data=null] - The data definition of a texture.
  5436. */
  5437. constructor( data = null ) {
  5438. /**
  5439. * This flag can be used for type testing.
  5440. *
  5441. * @type {boolean}
  5442. * @readonly
  5443. * @default true
  5444. */
  5445. this.isSource = true;
  5446. /**
  5447. * The ID of the source.
  5448. *
  5449. * @name Source#id
  5450. * @type {number}
  5451. * @readonly
  5452. */
  5453. Object.defineProperty( this, 'id', { value: _sourceId ++ } );
  5454. /**
  5455. * The UUID of the source.
  5456. *
  5457. * @type {string}
  5458. * @readonly
  5459. */
  5460. this.uuid = generateUUID();
  5461. /**
  5462. * The data definition of a texture.
  5463. *
  5464. * @type {any}
  5465. */
  5466. this.data = data;
  5467. /**
  5468. * This property is only relevant when {@link Source#needsUpdate} is set to `true` and
  5469. * provides more control on how texture data should be processed. When `dataReady` is set
  5470. * to `false`, the engine performs the memory allocation (if necessary) but does not transfer
  5471. * the data into the GPU memory.
  5472. *
  5473. * @type {boolean}
  5474. * @default true
  5475. */
  5476. this.dataReady = true;
  5477. /**
  5478. * This starts at `0` and counts how many times {@link Source#needsUpdate} is set to `true`.
  5479. *
  5480. * @type {number}
  5481. * @readonly
  5482. * @default 0
  5483. */
  5484. this.version = 0;
  5485. }
  5486. /**
  5487. * Returns the dimensions of the source into the given target vector.
  5488. *
  5489. * @param {(Vector2|Vector3)} target - The target object the result is written into.
  5490. * @return {(Vector2|Vector3)} The dimensions of the source.
  5491. */
  5492. getSize( target ) {
  5493. const data = this.data;
  5494. if ( ( typeof HTMLVideoElement !== 'undefined' ) && ( data instanceof HTMLVideoElement ) ) {
  5495. target.set( data.videoWidth, data.videoHeight, 0 );
  5496. } else if ( ( typeof VideoFrame !== 'undefined' ) && ( data instanceof VideoFrame ) ) {
  5497. target.set( data.displayHeight, data.displayWidth, 0 );
  5498. } else if ( data !== null ) {
  5499. target.set( data.width, data.height, data.depth || 0 );
  5500. } else {
  5501. target.set( 0, 0, 0 );
  5502. }
  5503. return target;
  5504. }
  5505. /**
  5506. * When the property is set to `true`, the engine allocates the memory
  5507. * for the texture (if necessary) and triggers the actual texture upload
  5508. * to the GPU next time the source is used.
  5509. *
  5510. * @type {boolean}
  5511. * @default false
  5512. * @param {boolean} value
  5513. */
  5514. set needsUpdate( value ) {
  5515. if ( value === true ) this.version ++;
  5516. }
  5517. /**
  5518. * Serializes the source into JSON.
  5519. *
  5520. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  5521. * @return {Object} A JSON object representing the serialized source.
  5522. * @see {@link ObjectLoader#parse}
  5523. */
  5524. toJSON( meta ) {
  5525. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  5526. if ( ! isRootObject && meta.images[ this.uuid ] !== undefined ) {
  5527. return meta.images[ this.uuid ];
  5528. }
  5529. const output = {
  5530. uuid: this.uuid,
  5531. url: ''
  5532. };
  5533. const data = this.data;
  5534. if ( data !== null ) {
  5535. let url;
  5536. if ( Array.isArray( data ) ) {
  5537. // cube texture
  5538. url = [];
  5539. for ( let i = 0, l = data.length; i < l; i ++ ) {
  5540. if ( data[ i ].isDataTexture ) {
  5541. url.push( serializeImage( data[ i ].image ) );
  5542. } else {
  5543. url.push( serializeImage( data[ i ] ) );
  5544. }
  5545. }
  5546. } else {
  5547. // texture
  5548. url = serializeImage( data );
  5549. }
  5550. output.url = url;
  5551. }
  5552. if ( ! isRootObject ) {
  5553. meta.images[ this.uuid ] = output;
  5554. }
  5555. return output;
  5556. }
  5557. }
  5558. function serializeImage( image ) {
  5559. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  5560. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  5561. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  5562. // default images
  5563. return ImageUtils.getDataURL( image );
  5564. } else {
  5565. if ( image.data ) {
  5566. // images of DataTexture
  5567. return {
  5568. data: Array.from( image.data ),
  5569. width: image.width,
  5570. height: image.height,
  5571. type: image.data.constructor.name
  5572. };
  5573. } else {
  5574. warn( 'Texture: Unable to serialize Texture.' );
  5575. return {};
  5576. }
  5577. }
  5578. }
  5579. let _textureId = 0;
  5580. const _tempVec3 = /*@__PURE__*/ new Vector3();
  5581. /**
  5582. * Base class for all textures.
  5583. *
  5584. * Note: After the initial use of a texture, its dimensions, format, and type
  5585. * cannot be changed. Instead, call {@link Texture#dispose} on the texture and instantiate a new one.
  5586. *
  5587. * @augments EventDispatcher
  5588. */
  5589. class Texture extends EventDispatcher {
  5590. /**
  5591. * Constructs a new texture.
  5592. *
  5593. * @param {?Object} [image=Texture.DEFAULT_IMAGE] - The image holding the texture data.
  5594. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  5595. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  5596. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  5597. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  5598. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  5599. * @param {number} [format=RGBAFormat] - The texture format.
  5600. * @param {number} [type=UnsignedByteType] - The texture type.
  5601. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  5602. * @param {string} [colorSpace=NoColorSpace] - The color space.
  5603. */
  5604. 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 ) {
  5605. super();
  5606. /**
  5607. * This flag can be used for type testing.
  5608. *
  5609. * @type {boolean}
  5610. * @readonly
  5611. * @default true
  5612. */
  5613. this.isTexture = true;
  5614. /**
  5615. * The ID of the texture.
  5616. *
  5617. * @name Texture#id
  5618. * @type {number}
  5619. * @readonly
  5620. */
  5621. Object.defineProperty( this, 'id', { value: _textureId ++ } );
  5622. /**
  5623. * The UUID of the texture.
  5624. *
  5625. * @type {string}
  5626. * @readonly
  5627. */
  5628. this.uuid = generateUUID();
  5629. /**
  5630. * The name of the texture.
  5631. *
  5632. * @type {string}
  5633. */
  5634. this.name = '';
  5635. /**
  5636. * The data definition of a texture. A reference to the data source can be
  5637. * shared across textures. This is often useful in context of spritesheets
  5638. * where multiple textures render the same data but with different texture
  5639. * transformations.
  5640. *
  5641. * @type {Source}
  5642. */
  5643. this.source = new Source( image );
  5644. /**
  5645. * An array holding user-defined mipmaps.
  5646. *
  5647. * @type {Array<Object>}
  5648. */
  5649. this.mipmaps = [];
  5650. /**
  5651. * How the texture is applied to the object. The value `UVMapping`
  5652. * is the default, where texture or uv coordinates are used to apply the map.
  5653. *
  5654. * @type {(UVMapping|CubeReflectionMapping|CubeRefractionMapping|EquirectangularReflectionMapping|EquirectangularRefractionMapping|CubeUVReflectionMapping)}
  5655. * @default UVMapping
  5656. */
  5657. this.mapping = mapping;
  5658. /**
  5659. * Lets you select the uv attribute to map the texture to. `0` for `uv`,
  5660. * `1` for `uv1`, `2` for `uv2` and `3` for `uv3`.
  5661. *
  5662. * @type {number}
  5663. * @default 0
  5664. */
  5665. this.channel = 0;
  5666. /**
  5667. * This defines how the texture is wrapped horizontally and corresponds to
  5668. * *U* in UV mapping.
  5669. *
  5670. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  5671. * @default ClampToEdgeWrapping
  5672. */
  5673. this.wrapS = wrapS;
  5674. /**
  5675. * This defines how the texture is wrapped horizontally and corresponds to
  5676. * *V* in UV mapping.
  5677. *
  5678. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  5679. * @default ClampToEdgeWrapping
  5680. */
  5681. this.wrapT = wrapT;
  5682. /**
  5683. * How the texture is sampled when a texel covers more than one pixel.
  5684. *
  5685. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  5686. * @default LinearFilter
  5687. */
  5688. this.magFilter = magFilter;
  5689. /**
  5690. * How the texture is sampled when a texel covers less than one pixel.
  5691. *
  5692. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  5693. * @default LinearMipmapLinearFilter
  5694. */
  5695. this.minFilter = minFilter;
  5696. /**
  5697. * The number of samples taken along the axis through the pixel that has the
  5698. * highest density of texels. By default, this value is `1`. A higher value
  5699. * gives a less blurry result than a basic mipmap, at the cost of more
  5700. * texture samples being used.
  5701. *
  5702. * @type {number}
  5703. * @default Texture.DEFAULT_ANISOTROPY
  5704. */
  5705. this.anisotropy = anisotropy;
  5706. /**
  5707. * The format of the texture.
  5708. *
  5709. * @type {number}
  5710. * @default RGBAFormat
  5711. */
  5712. this.format = format;
  5713. /**
  5714. * The default internal format is derived from {@link Texture#format} and {@link Texture#type} and
  5715. * defines how the texture data is going to be stored on the GPU.
  5716. *
  5717. * This property allows to overwrite the default format.
  5718. *
  5719. * @type {?string}
  5720. * @default null
  5721. */
  5722. this.internalFormat = null;
  5723. /**
  5724. * The data type of the texture.
  5725. *
  5726. * @type {number}
  5727. * @default UnsignedByteType
  5728. */
  5729. this.type = type;
  5730. /**
  5731. * How much a single repetition of the texture is offset from the beginning,
  5732. * in each direction U and V. Typical range is `0.0` to `1.0`.
  5733. *
  5734. * @type {Vector2}
  5735. * @default (0,0)
  5736. */
  5737. this.offset = new Vector2( 0, 0 );
  5738. /**
  5739. * How many times the texture is repeated across the surface, in each
  5740. * direction U and V. If repeat is set greater than `1` in either direction,
  5741. * the corresponding wrap parameter should also be set to `RepeatWrapping`
  5742. * or `MirroredRepeatWrapping` to achieve the desired tiling effect.
  5743. *
  5744. * @type {Vector2}
  5745. * @default (1,1)
  5746. */
  5747. this.repeat = new Vector2( 1, 1 );
  5748. /**
  5749. * The point around which rotation occurs. A value of `(0.5, 0.5)` corresponds
  5750. * to the center of the texture. Default is `(0, 0)`, the lower left.
  5751. *
  5752. * @type {Vector2}
  5753. * @default (0,0)
  5754. */
  5755. this.center = new Vector2( 0, 0 );
  5756. /**
  5757. * How much the texture is rotated around the center point, in radians.
  5758. * Positive values are counter-clockwise.
  5759. *
  5760. * @type {number}
  5761. * @default 0
  5762. */
  5763. this.rotation = 0;
  5764. /**
  5765. * Whether to update the texture's uv-transformation {@link Texture#matrix}
  5766. * from the properties {@link Texture#offset}, {@link Texture#repeat},
  5767. * {@link Texture#rotation}, and {@link Texture#center}.
  5768. *
  5769. * Set this to `false` if you are specifying the uv-transform matrix directly.
  5770. *
  5771. * @type {boolean}
  5772. * @default true
  5773. */
  5774. this.matrixAutoUpdate = true;
  5775. /**
  5776. * The uv-transformation matrix of the texture.
  5777. *
  5778. * @type {Matrix3}
  5779. */
  5780. this.matrix = new Matrix3();
  5781. /**
  5782. * Whether to generate mipmaps (if possible) for a texture.
  5783. *
  5784. * Set this to `false` if you are creating mipmaps manually.
  5785. *
  5786. * @type {boolean}
  5787. * @default true
  5788. */
  5789. this.generateMipmaps = true;
  5790. /**
  5791. * If set to `true`, the alpha channel, if present, is multiplied into the
  5792. * color channels when the texture is uploaded to the GPU.
  5793. *
  5794. * Note that this property has no effect when using `ImageBitmap`. You need to
  5795. * configure premultiply alpha on bitmap creation instead.
  5796. *
  5797. * @type {boolean}
  5798. * @default false
  5799. */
  5800. this.premultiplyAlpha = false;
  5801. /**
  5802. * If set to `true`, the texture is flipped along the vertical axis when
  5803. * uploaded to the GPU.
  5804. *
  5805. * Note that this property has no effect when using `ImageBitmap`. You need to
  5806. * configure the flip on bitmap creation instead.
  5807. *
  5808. * @type {boolean}
  5809. * @default true
  5810. */
  5811. this.flipY = true;
  5812. /**
  5813. * Specifies the alignment requirements for the start of each pixel row in memory.
  5814. * The allowable values are `1` (byte-alignment), `2` (rows aligned to even-numbered bytes),
  5815. * `4` (word-alignment), and `8` (rows start on double-word boundaries).
  5816. *
  5817. * @type {number}
  5818. * @default 4
  5819. */
  5820. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  5821. /**
  5822. * Textures containing color data should be annotated with `SRGBColorSpace` or `LinearSRGBColorSpace`.
  5823. *
  5824. * @type {string}
  5825. * @default NoColorSpace
  5826. */
  5827. this.colorSpace = colorSpace;
  5828. /**
  5829. * An object that can be used to store custom data about the texture. It
  5830. * should not hold references to functions as these will not be cloned.
  5831. *
  5832. * @type {Object}
  5833. */
  5834. this.userData = {};
  5835. /**
  5836. * This can be used to only update a subregion or specific rows of the texture (for example, just the
  5837. * first 3 rows). Use the `addUpdateRange()` function to add ranges to this array.
  5838. *
  5839. * @type {Array<Object>}
  5840. */
  5841. this.updateRanges = [];
  5842. /**
  5843. * This starts at `0` and counts how many times {@link Texture#needsUpdate} is set to `true`.
  5844. *
  5845. * @type {number}
  5846. * @readonly
  5847. * @default 0
  5848. */
  5849. this.version = 0;
  5850. /**
  5851. * A callback function, called when the texture is updated (e.g., when
  5852. * {@link Texture#needsUpdate} has been set to true and then the texture is used).
  5853. *
  5854. * @type {?Function}
  5855. * @default null
  5856. */
  5857. this.onUpdate = null;
  5858. /**
  5859. * An optional back reference to the textures render target.
  5860. *
  5861. * @type {?(RenderTarget|WebGLRenderTarget)}
  5862. * @default null
  5863. */
  5864. this.renderTarget = null;
  5865. /**
  5866. * Indicates whether a texture belongs to a render target or not.
  5867. *
  5868. * @type {boolean}
  5869. * @readonly
  5870. * @default false
  5871. */
  5872. this.isRenderTargetTexture = false;
  5873. /**
  5874. * Indicates if a texture should be handled like a texture array.
  5875. *
  5876. * @type {boolean}
  5877. * @readonly
  5878. * @default false
  5879. */
  5880. this.isArrayTexture = image && image.depth && image.depth > 1 ? true : false;
  5881. /**
  5882. * Indicates whether this texture should be processed by `PMREMGenerator` or not
  5883. * (only relevant for render target textures).
  5884. *
  5885. * @type {number}
  5886. * @readonly
  5887. * @default 0
  5888. */
  5889. this.pmremVersion = 0;
  5890. }
  5891. /**
  5892. * The width of the texture in pixels.
  5893. */
  5894. get width() {
  5895. return this.source.getSize( _tempVec3 ).x;
  5896. }
  5897. /**
  5898. * The height of the texture in pixels.
  5899. */
  5900. get height() {
  5901. return this.source.getSize( _tempVec3 ).y;
  5902. }
  5903. /**
  5904. * The depth of the texture in pixels.
  5905. */
  5906. get depth() {
  5907. return this.source.getSize( _tempVec3 ).z;
  5908. }
  5909. /**
  5910. * The image object holding the texture data.
  5911. *
  5912. * @type {?Object}
  5913. */
  5914. get image() {
  5915. return this.source.data;
  5916. }
  5917. set image( value = null ) {
  5918. this.source.data = value;
  5919. }
  5920. /**
  5921. * Updates the texture transformation matrix from the from the properties {@link Texture#offset},
  5922. * {@link Texture#repeat}, {@link Texture#rotation}, and {@link Texture#center}.
  5923. */
  5924. updateMatrix() {
  5925. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  5926. }
  5927. /**
  5928. * Adds a range of data in the data texture to be updated on the GPU.
  5929. *
  5930. * @param {number} start - Position at which to start update.
  5931. * @param {number} count - The number of components to update.
  5932. */
  5933. addUpdateRange( start, count ) {
  5934. this.updateRanges.push( { start, count } );
  5935. }
  5936. /**
  5937. * Clears the update ranges.
  5938. */
  5939. clearUpdateRanges() {
  5940. this.updateRanges.length = 0;
  5941. }
  5942. /**
  5943. * Returns a new texture with copied values from this instance.
  5944. *
  5945. * @return {Texture} A clone of this instance.
  5946. */
  5947. clone() {
  5948. return new this.constructor().copy( this );
  5949. }
  5950. /**
  5951. * Copies the values of the given texture to this instance.
  5952. *
  5953. * @param {Texture} source - The texture to copy.
  5954. * @return {Texture} A reference to this instance.
  5955. */
  5956. copy( source ) {
  5957. this.name = source.name;
  5958. this.source = source.source;
  5959. this.mipmaps = source.mipmaps.slice( 0 );
  5960. this.mapping = source.mapping;
  5961. this.channel = source.channel;
  5962. this.wrapS = source.wrapS;
  5963. this.wrapT = source.wrapT;
  5964. this.magFilter = source.magFilter;
  5965. this.minFilter = source.minFilter;
  5966. this.anisotropy = source.anisotropy;
  5967. this.format = source.format;
  5968. this.internalFormat = source.internalFormat;
  5969. this.type = source.type;
  5970. this.offset.copy( source.offset );
  5971. this.repeat.copy( source.repeat );
  5972. this.center.copy( source.center );
  5973. this.rotation = source.rotation;
  5974. this.matrixAutoUpdate = source.matrixAutoUpdate;
  5975. this.matrix.copy( source.matrix );
  5976. this.generateMipmaps = source.generateMipmaps;
  5977. this.premultiplyAlpha = source.premultiplyAlpha;
  5978. this.flipY = source.flipY;
  5979. this.unpackAlignment = source.unpackAlignment;
  5980. this.colorSpace = source.colorSpace;
  5981. this.renderTarget = source.renderTarget;
  5982. this.isRenderTargetTexture = source.isRenderTargetTexture;
  5983. this.isArrayTexture = source.isArrayTexture;
  5984. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5985. this.needsUpdate = true;
  5986. return this;
  5987. }
  5988. /**
  5989. * Sets this texture's properties based on `values`.
  5990. * @param {Object} values - A container with texture parameters.
  5991. */
  5992. setValues( values ) {
  5993. for ( const key in values ) {
  5994. const newValue = values[ key ];
  5995. if ( newValue === undefined ) {
  5996. warn( `Texture.setValues(): parameter '${ key }' has value of undefined.` );
  5997. continue;
  5998. }
  5999. const currentValue = this[ key ];
  6000. if ( currentValue === undefined ) {
  6001. warn( `Texture.setValues(): property '${ key }' does not exist.` );
  6002. continue;
  6003. }
  6004. if ( ( currentValue && newValue ) && ( currentValue.isVector2 && newValue.isVector2 ) ) {
  6005. currentValue.copy( newValue );
  6006. } else if ( ( currentValue && newValue ) && ( currentValue.isVector3 && newValue.isVector3 ) ) {
  6007. currentValue.copy( newValue );
  6008. } else if ( ( currentValue && newValue ) && ( currentValue.isMatrix3 && newValue.isMatrix3 ) ) {
  6009. currentValue.copy( newValue );
  6010. } else {
  6011. this[ key ] = newValue;
  6012. }
  6013. }
  6014. }
  6015. /**
  6016. * Serializes the texture into JSON.
  6017. *
  6018. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  6019. * @return {Object} A JSON object representing the serialized texture.
  6020. * @see {@link ObjectLoader#parse}
  6021. */
  6022. toJSON( meta ) {
  6023. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  6024. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  6025. return meta.textures[ this.uuid ];
  6026. }
  6027. const output = {
  6028. metadata: {
  6029. version: 4.7,
  6030. type: 'Texture',
  6031. generator: 'Texture.toJSON'
  6032. },
  6033. uuid: this.uuid,
  6034. name: this.name,
  6035. image: this.source.toJSON( meta ).uuid,
  6036. mapping: this.mapping,
  6037. channel: this.channel,
  6038. repeat: [ this.repeat.x, this.repeat.y ],
  6039. offset: [ this.offset.x, this.offset.y ],
  6040. center: [ this.center.x, this.center.y ],
  6041. rotation: this.rotation,
  6042. wrap: [ this.wrapS, this.wrapT ],
  6043. format: this.format,
  6044. internalFormat: this.internalFormat,
  6045. type: this.type,
  6046. colorSpace: this.colorSpace,
  6047. minFilter: this.minFilter,
  6048. magFilter: this.magFilter,
  6049. anisotropy: this.anisotropy,
  6050. flipY: this.flipY,
  6051. generateMipmaps: this.generateMipmaps,
  6052. premultiplyAlpha: this.premultiplyAlpha,
  6053. unpackAlignment: this.unpackAlignment
  6054. };
  6055. if ( Object.keys( this.userData ).length > 0 ) output.userData = this.userData;
  6056. if ( ! isRootObject ) {
  6057. meta.textures[ this.uuid ] = output;
  6058. }
  6059. return output;
  6060. }
  6061. /**
  6062. * Frees the GPU-related resources allocated by this instance. Call this
  6063. * method whenever this instance is no longer used in your app.
  6064. *
  6065. * @fires Texture#dispose
  6066. */
  6067. dispose() {
  6068. /**
  6069. * Fires when the texture has been disposed of.
  6070. *
  6071. * @event Texture#dispose
  6072. * @type {Object}
  6073. */
  6074. this.dispatchEvent( { type: 'dispose' } );
  6075. }
  6076. /**
  6077. * Transforms the given uv vector with the textures uv transformation matrix.
  6078. *
  6079. * @param {Vector2} uv - The uv vector.
  6080. * @return {Vector2} The transformed uv vector.
  6081. */
  6082. transformUv( uv ) {
  6083. if ( this.mapping !== UVMapping ) return uv;
  6084. uv.applyMatrix3( this.matrix );
  6085. if ( uv.x < 0 || uv.x > 1 ) {
  6086. switch ( this.wrapS ) {
  6087. case RepeatWrapping:
  6088. uv.x = uv.x - Math.floor( uv.x );
  6089. break;
  6090. case ClampToEdgeWrapping:
  6091. uv.x = uv.x < 0 ? 0 : 1;
  6092. break;
  6093. case MirroredRepeatWrapping:
  6094. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  6095. uv.x = Math.ceil( uv.x ) - uv.x;
  6096. } else {
  6097. uv.x = uv.x - Math.floor( uv.x );
  6098. }
  6099. break;
  6100. }
  6101. }
  6102. if ( uv.y < 0 || uv.y > 1 ) {
  6103. switch ( this.wrapT ) {
  6104. case RepeatWrapping:
  6105. uv.y = uv.y - Math.floor( uv.y );
  6106. break;
  6107. case ClampToEdgeWrapping:
  6108. uv.y = uv.y < 0 ? 0 : 1;
  6109. break;
  6110. case MirroredRepeatWrapping:
  6111. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  6112. uv.y = Math.ceil( uv.y ) - uv.y;
  6113. } else {
  6114. uv.y = uv.y - Math.floor( uv.y );
  6115. }
  6116. break;
  6117. }
  6118. }
  6119. if ( this.flipY ) {
  6120. uv.y = 1 - uv.y;
  6121. }
  6122. return uv;
  6123. }
  6124. /**
  6125. * Setting this property to `true` indicates the engine the texture
  6126. * must be updated in the next render. This triggers a texture upload
  6127. * to the GPU and ensures correct texture parameter configuration.
  6128. *
  6129. * @type {boolean}
  6130. * @default false
  6131. * @param {boolean} value
  6132. */
  6133. set needsUpdate( value ) {
  6134. if ( value === true ) {
  6135. this.version ++;
  6136. this.source.needsUpdate = true;
  6137. }
  6138. }
  6139. /**
  6140. * Setting this property to `true` indicates the engine the PMREM
  6141. * must be regenerated.
  6142. *
  6143. * @type {boolean}
  6144. * @default false
  6145. * @param {boolean} value
  6146. */
  6147. set needsPMREMUpdate( value ) {
  6148. if ( value === true ) {
  6149. this.pmremVersion ++;
  6150. }
  6151. }
  6152. }
  6153. /**
  6154. * The default image for all textures.
  6155. *
  6156. * @static
  6157. * @type {?Image}
  6158. * @default null
  6159. */
  6160. Texture.DEFAULT_IMAGE = null;
  6161. /**
  6162. * The default mapping for all textures.
  6163. *
  6164. * @static
  6165. * @type {number}
  6166. * @default UVMapping
  6167. */
  6168. Texture.DEFAULT_MAPPING = UVMapping;
  6169. /**
  6170. * The default anisotropy value for all textures.
  6171. *
  6172. * @static
  6173. * @type {number}
  6174. * @default 1
  6175. */
  6176. Texture.DEFAULT_ANISOTROPY = 1;
  6177. /**
  6178. * Class representing a 4D vector. A 4D vector is an ordered quadruplet of numbers
  6179. * (labeled x, y, z and w), which can be used to represent a number of things, such as:
  6180. *
  6181. * - A point in 4D space.
  6182. * - A direction and length in 4D space. In three.js the length will
  6183. * always be the Euclidean distance(straight-line distance) from `(0, 0, 0, 0)` to `(x, y, z, w)`
  6184. * and the direction is also measured from `(0, 0, 0, 0)` towards `(x, y, z, w)`.
  6185. * - Any arbitrary ordered quadruplet of numbers.
  6186. *
  6187. * There are other things a 4D vector can be used to represent, however these
  6188. * are the most common uses in *three.js*.
  6189. *
  6190. * Iterating through a vector instance will yield its components `(x, y, z, w)` in
  6191. * the corresponding order.
  6192. * ```js
  6193. * const a = new THREE.Vector4( 0, 1, 0, 0 );
  6194. *
  6195. * //no arguments; will be initialised to (0, 0, 0, 1)
  6196. * const b = new THREE.Vector4( );
  6197. *
  6198. * const d = a.dot( b );
  6199. * ```
  6200. */
  6201. class Vector4 {
  6202. /**
  6203. * Constructs a new 4D vector.
  6204. *
  6205. * @param {number} [x=0] - The x value of this vector.
  6206. * @param {number} [y=0] - The y value of this vector.
  6207. * @param {number} [z=0] - The z value of this vector.
  6208. * @param {number} [w=1] - The w value of this vector.
  6209. */
  6210. constructor( x = 0, y = 0, z = 0, w = 1 ) {
  6211. /**
  6212. * This flag can be used for type testing.
  6213. *
  6214. * @type {boolean}
  6215. * @readonly
  6216. * @default true
  6217. */
  6218. Vector4.prototype.isVector4 = true;
  6219. /**
  6220. * The x value of this vector.
  6221. *
  6222. * @type {number}
  6223. */
  6224. this.x = x;
  6225. /**
  6226. * The y value of this vector.
  6227. *
  6228. * @type {number}
  6229. */
  6230. this.y = y;
  6231. /**
  6232. * The z value of this vector.
  6233. *
  6234. * @type {number}
  6235. */
  6236. this.z = z;
  6237. /**
  6238. * The w value of this vector.
  6239. *
  6240. * @type {number}
  6241. */
  6242. this.w = w;
  6243. }
  6244. /**
  6245. * Alias for {@link Vector4#z}.
  6246. *
  6247. * @type {number}
  6248. */
  6249. get width() {
  6250. return this.z;
  6251. }
  6252. set width( value ) {
  6253. this.z = value;
  6254. }
  6255. /**
  6256. * Alias for {@link Vector4#w}.
  6257. *
  6258. * @type {number}
  6259. */
  6260. get height() {
  6261. return this.w;
  6262. }
  6263. set height( value ) {
  6264. this.w = value;
  6265. }
  6266. /**
  6267. * Sets the vector components.
  6268. *
  6269. * @param {number} x - The value of the x component.
  6270. * @param {number} y - The value of the y component.
  6271. * @param {number} z - The value of the z component.
  6272. * @param {number} w - The value of the w component.
  6273. * @return {Vector4} A reference to this vector.
  6274. */
  6275. set( x, y, z, w ) {
  6276. this.x = x;
  6277. this.y = y;
  6278. this.z = z;
  6279. this.w = w;
  6280. return this;
  6281. }
  6282. /**
  6283. * Sets the vector components to the same value.
  6284. *
  6285. * @param {number} scalar - The value to set for all vector components.
  6286. * @return {Vector4} A reference to this vector.
  6287. */
  6288. setScalar( scalar ) {
  6289. this.x = scalar;
  6290. this.y = scalar;
  6291. this.z = scalar;
  6292. this.w = scalar;
  6293. return this;
  6294. }
  6295. /**
  6296. * Sets the vector's x component to the given value
  6297. *
  6298. * @param {number} x - The value to set.
  6299. * @return {Vector4} A reference to this vector.
  6300. */
  6301. setX( x ) {
  6302. this.x = x;
  6303. return this;
  6304. }
  6305. /**
  6306. * Sets the vector's y component to the given value
  6307. *
  6308. * @param {number} y - The value to set.
  6309. * @return {Vector4} A reference to this vector.
  6310. */
  6311. setY( y ) {
  6312. this.y = y;
  6313. return this;
  6314. }
  6315. /**
  6316. * Sets the vector's z component to the given value
  6317. *
  6318. * @param {number} z - The value to set.
  6319. * @return {Vector4} A reference to this vector.
  6320. */
  6321. setZ( z ) {
  6322. this.z = z;
  6323. return this;
  6324. }
  6325. /**
  6326. * Sets the vector's w component to the given value
  6327. *
  6328. * @param {number} w - The value to set.
  6329. * @return {Vector4} A reference to this vector.
  6330. */
  6331. setW( w ) {
  6332. this.w = w;
  6333. return this;
  6334. }
  6335. /**
  6336. * Allows to set a vector component with an index.
  6337. *
  6338. * @param {number} index - The component index. `0` equals to x, `1` equals to y,
  6339. * `2` equals to z, `3` equals to w.
  6340. * @param {number} value - The value to set.
  6341. * @return {Vector4} A reference to this vector.
  6342. */
  6343. setComponent( index, value ) {
  6344. switch ( index ) {
  6345. case 0: this.x = value; break;
  6346. case 1: this.y = value; break;
  6347. case 2: this.z = value; break;
  6348. case 3: this.w = value; break;
  6349. default: throw new Error( 'index is out of range: ' + index );
  6350. }
  6351. return this;
  6352. }
  6353. /**
  6354. * Returns the value of the vector component which matches the given index.
  6355. *
  6356. * @param {number} index - The component index. `0` equals to x, `1` equals to y,
  6357. * `2` equals to z, `3` equals to w.
  6358. * @return {number} A vector component value.
  6359. */
  6360. getComponent( index ) {
  6361. switch ( index ) {
  6362. case 0: return this.x;
  6363. case 1: return this.y;
  6364. case 2: return this.z;
  6365. case 3: return this.w;
  6366. default: throw new Error( 'index is out of range: ' + index );
  6367. }
  6368. }
  6369. /**
  6370. * Returns a new vector with copied values from this instance.
  6371. *
  6372. * @return {Vector4} A clone of this instance.
  6373. */
  6374. clone() {
  6375. return new this.constructor( this.x, this.y, this.z, this.w );
  6376. }
  6377. /**
  6378. * Copies the values of the given vector to this instance.
  6379. *
  6380. * @param {Vector3|Vector4} v - The vector to copy.
  6381. * @return {Vector4} A reference to this vector.
  6382. */
  6383. copy( v ) {
  6384. this.x = v.x;
  6385. this.y = v.y;
  6386. this.z = v.z;
  6387. this.w = ( v.w !== undefined ) ? v.w : 1;
  6388. return this;
  6389. }
  6390. /**
  6391. * Adds the given vector to this instance.
  6392. *
  6393. * @param {Vector4} v - The vector to add.
  6394. * @return {Vector4} A reference to this vector.
  6395. */
  6396. add( v ) {
  6397. this.x += v.x;
  6398. this.y += v.y;
  6399. this.z += v.z;
  6400. this.w += v.w;
  6401. return this;
  6402. }
  6403. /**
  6404. * Adds the given scalar value to all components of this instance.
  6405. *
  6406. * @param {number} s - The scalar to add.
  6407. * @return {Vector4} A reference to this vector.
  6408. */
  6409. addScalar( s ) {
  6410. this.x += s;
  6411. this.y += s;
  6412. this.z += s;
  6413. this.w += s;
  6414. return this;
  6415. }
  6416. /**
  6417. * Adds the given vectors and stores the result in this instance.
  6418. *
  6419. * @param {Vector4} a - The first vector.
  6420. * @param {Vector4} b - The second vector.
  6421. * @return {Vector4} A reference to this vector.
  6422. */
  6423. addVectors( a, b ) {
  6424. this.x = a.x + b.x;
  6425. this.y = a.y + b.y;
  6426. this.z = a.z + b.z;
  6427. this.w = a.w + b.w;
  6428. return this;
  6429. }
  6430. /**
  6431. * Adds the given vector scaled by the given factor to this instance.
  6432. *
  6433. * @param {Vector4} v - The vector.
  6434. * @param {number} s - The factor that scales `v`.
  6435. * @return {Vector4} A reference to this vector.
  6436. */
  6437. addScaledVector( v, s ) {
  6438. this.x += v.x * s;
  6439. this.y += v.y * s;
  6440. this.z += v.z * s;
  6441. this.w += v.w * s;
  6442. return this;
  6443. }
  6444. /**
  6445. * Subtracts the given vector from this instance.
  6446. *
  6447. * @param {Vector4} v - The vector to subtract.
  6448. * @return {Vector4} A reference to this vector.
  6449. */
  6450. sub( v ) {
  6451. this.x -= v.x;
  6452. this.y -= v.y;
  6453. this.z -= v.z;
  6454. this.w -= v.w;
  6455. return this;
  6456. }
  6457. /**
  6458. * Subtracts the given scalar value from all components of this instance.
  6459. *
  6460. * @param {number} s - The scalar to subtract.
  6461. * @return {Vector4} A reference to this vector.
  6462. */
  6463. subScalar( s ) {
  6464. this.x -= s;
  6465. this.y -= s;
  6466. this.z -= s;
  6467. this.w -= s;
  6468. return this;
  6469. }
  6470. /**
  6471. * Subtracts the given vectors and stores the result in this instance.
  6472. *
  6473. * @param {Vector4} a - The first vector.
  6474. * @param {Vector4} b - The second vector.
  6475. * @return {Vector4} A reference to this vector.
  6476. */
  6477. subVectors( a, b ) {
  6478. this.x = a.x - b.x;
  6479. this.y = a.y - b.y;
  6480. this.z = a.z - b.z;
  6481. this.w = a.w - b.w;
  6482. return this;
  6483. }
  6484. /**
  6485. * Multiplies the given vector with this instance.
  6486. *
  6487. * @param {Vector4} v - The vector to multiply.
  6488. * @return {Vector4} A reference to this vector.
  6489. */
  6490. multiply( v ) {
  6491. this.x *= v.x;
  6492. this.y *= v.y;
  6493. this.z *= v.z;
  6494. this.w *= v.w;
  6495. return this;
  6496. }
  6497. /**
  6498. * Multiplies the given scalar value with all components of this instance.
  6499. *
  6500. * @param {number} scalar - The scalar to multiply.
  6501. * @return {Vector4} A reference to this vector.
  6502. */
  6503. multiplyScalar( scalar ) {
  6504. this.x *= scalar;
  6505. this.y *= scalar;
  6506. this.z *= scalar;
  6507. this.w *= scalar;
  6508. return this;
  6509. }
  6510. /**
  6511. * Multiplies this vector with the given 4x4 matrix.
  6512. *
  6513. * @param {Matrix4} m - The 4x4 matrix.
  6514. * @return {Vector4} A reference to this vector.
  6515. */
  6516. applyMatrix4( m ) {
  6517. const x = this.x, y = this.y, z = this.z, w = this.w;
  6518. const e = m.elements;
  6519. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  6520. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  6521. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  6522. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  6523. return this;
  6524. }
  6525. /**
  6526. * Divides this instance by the given vector.
  6527. *
  6528. * @param {Vector4} v - The vector to divide.
  6529. * @return {Vector4} A reference to this vector.
  6530. */
  6531. divide( v ) {
  6532. this.x /= v.x;
  6533. this.y /= v.y;
  6534. this.z /= v.z;
  6535. this.w /= v.w;
  6536. return this;
  6537. }
  6538. /**
  6539. * Divides this vector by the given scalar.
  6540. *
  6541. * @param {number} scalar - The scalar to divide.
  6542. * @return {Vector4} A reference to this vector.
  6543. */
  6544. divideScalar( scalar ) {
  6545. return this.multiplyScalar( 1 / scalar );
  6546. }
  6547. /**
  6548. * Sets the x, y and z components of this
  6549. * vector to the quaternion's axis and w to the angle.
  6550. *
  6551. * @param {Quaternion} q - The Quaternion to set.
  6552. * @return {Vector4} A reference to this vector.
  6553. */
  6554. setAxisAngleFromQuaternion( q ) {
  6555. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  6556. // q is assumed to be normalized
  6557. this.w = 2 * Math.acos( q.w );
  6558. const s = Math.sqrt( 1 - q.w * q.w );
  6559. if ( s < 0.0001 ) {
  6560. this.x = 1;
  6561. this.y = 0;
  6562. this.z = 0;
  6563. } else {
  6564. this.x = q.x / s;
  6565. this.y = q.y / s;
  6566. this.z = q.z / s;
  6567. }
  6568. return this;
  6569. }
  6570. /**
  6571. * Sets the x, y and z components of this
  6572. * vector to the axis of rotation and w to the angle.
  6573. *
  6574. * @param {Matrix4} m - A 4x4 matrix of which the upper left 3x3 matrix is a pure rotation matrix.
  6575. * @return {Vector4} A reference to this vector.
  6576. */
  6577. setAxisAngleFromRotationMatrix( m ) {
  6578. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  6579. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  6580. let angle, x, y, z; // variables for result
  6581. const epsilon = 0.01, // margin to allow for rounding errors
  6582. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  6583. te = m.elements,
  6584. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  6585. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  6586. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  6587. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  6588. ( Math.abs( m13 - m31 ) < epsilon ) &&
  6589. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  6590. // singularity found
  6591. // first check for identity matrix which must have +1 for all terms
  6592. // in leading diagonal and zero in other terms
  6593. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  6594. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  6595. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  6596. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  6597. // this singularity is identity matrix so angle = 0
  6598. this.set( 1, 0, 0, 0 );
  6599. return this; // zero angle, arbitrary axis
  6600. }
  6601. // otherwise this singularity is angle = 180
  6602. angle = Math.PI;
  6603. const xx = ( m11 + 1 ) / 2;
  6604. const yy = ( m22 + 1 ) / 2;
  6605. const zz = ( m33 + 1 ) / 2;
  6606. const xy = ( m12 + m21 ) / 4;
  6607. const xz = ( m13 + m31 ) / 4;
  6608. const yz = ( m23 + m32 ) / 4;
  6609. if ( ( xx > yy ) && ( xx > zz ) ) {
  6610. // m11 is the largest diagonal term
  6611. if ( xx < epsilon ) {
  6612. x = 0;
  6613. y = 0.707106781;
  6614. z = 0.707106781;
  6615. } else {
  6616. x = Math.sqrt( xx );
  6617. y = xy / x;
  6618. z = xz / x;
  6619. }
  6620. } else if ( yy > zz ) {
  6621. // m22 is the largest diagonal term
  6622. if ( yy < epsilon ) {
  6623. x = 0.707106781;
  6624. y = 0;
  6625. z = 0.707106781;
  6626. } else {
  6627. y = Math.sqrt( yy );
  6628. x = xy / y;
  6629. z = yz / y;
  6630. }
  6631. } else {
  6632. // m33 is the largest diagonal term so base result on this
  6633. if ( zz < epsilon ) {
  6634. x = 0.707106781;
  6635. y = 0.707106781;
  6636. z = 0;
  6637. } else {
  6638. z = Math.sqrt( zz );
  6639. x = xz / z;
  6640. y = yz / z;
  6641. }
  6642. }
  6643. this.set( x, y, z, angle );
  6644. return this; // return 180 deg rotation
  6645. }
  6646. // as we have reached here there are no singularities so we can handle normally
  6647. let s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  6648. ( m13 - m31 ) * ( m13 - m31 ) +
  6649. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  6650. if ( Math.abs( s ) < 0.001 ) s = 1;
  6651. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  6652. // caught by singularity test above, but I've left it in just in case
  6653. this.x = ( m32 - m23 ) / s;
  6654. this.y = ( m13 - m31 ) / s;
  6655. this.z = ( m21 - m12 ) / s;
  6656. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  6657. return this;
  6658. }
  6659. /**
  6660. * Sets the vector components to the position elements of the
  6661. * given transformation matrix.
  6662. *
  6663. * @param {Matrix4} m - The 4x4 matrix.
  6664. * @return {Vector4} A reference to this vector.
  6665. */
  6666. setFromMatrixPosition( m ) {
  6667. const e = m.elements;
  6668. this.x = e[ 12 ];
  6669. this.y = e[ 13 ];
  6670. this.z = e[ 14 ];
  6671. this.w = e[ 15 ];
  6672. return this;
  6673. }
  6674. /**
  6675. * If this vector's x, y, z or w value is greater than the given vector's x, y, z or w
  6676. * value, replace that value with the corresponding min value.
  6677. *
  6678. * @param {Vector4} v - The vector.
  6679. * @return {Vector4} A reference to this vector.
  6680. */
  6681. min( v ) {
  6682. this.x = Math.min( this.x, v.x );
  6683. this.y = Math.min( this.y, v.y );
  6684. this.z = Math.min( this.z, v.z );
  6685. this.w = Math.min( this.w, v.w );
  6686. return this;
  6687. }
  6688. /**
  6689. * If this vector's x, y, z or w value is less than the given vector's x, y, z or w
  6690. * value, replace that value with the corresponding max value.
  6691. *
  6692. * @param {Vector4} v - The vector.
  6693. * @return {Vector4} A reference to this vector.
  6694. */
  6695. max( v ) {
  6696. this.x = Math.max( this.x, v.x );
  6697. this.y = Math.max( this.y, v.y );
  6698. this.z = Math.max( this.z, v.z );
  6699. this.w = Math.max( this.w, v.w );
  6700. return this;
  6701. }
  6702. /**
  6703. * If this vector's x, y, z or w value is greater than the max vector's x, y, z or w
  6704. * value, it is replaced by the corresponding value.
  6705. * If this vector's x, y, z or w value is less than the min vector's x, y, z or w value,
  6706. * it is replaced by the corresponding value.
  6707. *
  6708. * @param {Vector4} min - The minimum x, y and z values.
  6709. * @param {Vector4} max - The maximum x, y and z values in the desired range.
  6710. * @return {Vector4} A reference to this vector.
  6711. */
  6712. clamp( min, max ) {
  6713. // assumes min < max, componentwise
  6714. this.x = clamp( this.x, min.x, max.x );
  6715. this.y = clamp( this.y, min.y, max.y );
  6716. this.z = clamp( this.z, min.z, max.z );
  6717. this.w = clamp( this.w, min.w, max.w );
  6718. return this;
  6719. }
  6720. /**
  6721. * If this vector's x, y, z or w values are greater than the max value, they are
  6722. * replaced by the max value.
  6723. * If this vector's x, y, z or w values are less than the min value, they are
  6724. * replaced by the min value.
  6725. *
  6726. * @param {number} minVal - The minimum value the components will be clamped to.
  6727. * @param {number} maxVal - The maximum value the components will be clamped to.
  6728. * @return {Vector4} A reference to this vector.
  6729. */
  6730. clampScalar( minVal, maxVal ) {
  6731. this.x = clamp( this.x, minVal, maxVal );
  6732. this.y = clamp( this.y, minVal, maxVal );
  6733. this.z = clamp( this.z, minVal, maxVal );
  6734. this.w = clamp( this.w, minVal, maxVal );
  6735. return this;
  6736. }
  6737. /**
  6738. * If this vector's length is greater than the max value, it is replaced by
  6739. * the max value.
  6740. * If this vector's length is less than the min value, it is replaced by the
  6741. * min value.
  6742. *
  6743. * @param {number} min - The minimum value the vector length will be clamped to.
  6744. * @param {number} max - The maximum value the vector length will be clamped to.
  6745. * @return {Vector4} A reference to this vector.
  6746. */
  6747. clampLength( min, max ) {
  6748. const length = this.length();
  6749. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  6750. }
  6751. /**
  6752. * The components of this vector are rounded down to the nearest integer value.
  6753. *
  6754. * @return {Vector4} A reference to this vector.
  6755. */
  6756. floor() {
  6757. this.x = Math.floor( this.x );
  6758. this.y = Math.floor( this.y );
  6759. this.z = Math.floor( this.z );
  6760. this.w = Math.floor( this.w );
  6761. return this;
  6762. }
  6763. /**
  6764. * The components of this vector are rounded up to the nearest integer value.
  6765. *
  6766. * @return {Vector4} A reference to this vector.
  6767. */
  6768. ceil() {
  6769. this.x = Math.ceil( this.x );
  6770. this.y = Math.ceil( this.y );
  6771. this.z = Math.ceil( this.z );
  6772. this.w = Math.ceil( this.w );
  6773. return this;
  6774. }
  6775. /**
  6776. * The components of this vector are rounded to the nearest integer value
  6777. *
  6778. * @return {Vector4} A reference to this vector.
  6779. */
  6780. round() {
  6781. this.x = Math.round( this.x );
  6782. this.y = Math.round( this.y );
  6783. this.z = Math.round( this.z );
  6784. this.w = Math.round( this.w );
  6785. return this;
  6786. }
  6787. /**
  6788. * The components of this vector are rounded towards zero (up if negative,
  6789. * down if positive) to an integer value.
  6790. *
  6791. * @return {Vector4} A reference to this vector.
  6792. */
  6793. roundToZero() {
  6794. this.x = Math.trunc( this.x );
  6795. this.y = Math.trunc( this.y );
  6796. this.z = Math.trunc( this.z );
  6797. this.w = Math.trunc( this.w );
  6798. return this;
  6799. }
  6800. /**
  6801. * Inverts this vector - i.e. sets x = -x, y = -y, z = -z, w = -w.
  6802. *
  6803. * @return {Vector4} A reference to this vector.
  6804. */
  6805. negate() {
  6806. this.x = - this.x;
  6807. this.y = - this.y;
  6808. this.z = - this.z;
  6809. this.w = - this.w;
  6810. return this;
  6811. }
  6812. /**
  6813. * Calculates the dot product of the given vector with this instance.
  6814. *
  6815. * @param {Vector4} v - The vector to compute the dot product with.
  6816. * @return {number} The result of the dot product.
  6817. */
  6818. dot( v ) {
  6819. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  6820. }
  6821. /**
  6822. * Computes the square of the Euclidean length (straight-line length) from
  6823. * (0, 0, 0, 0) to (x, y, z, w). If you are comparing the lengths of vectors, you should
  6824. * compare the length squared instead as it is slightly more efficient to calculate.
  6825. *
  6826. * @return {number} The square length of this vector.
  6827. */
  6828. lengthSq() {
  6829. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  6830. }
  6831. /**
  6832. * Computes the Euclidean length (straight-line length) from (0, 0, 0, 0) to (x, y, z, w).
  6833. *
  6834. * @return {number} The length of this vector.
  6835. */
  6836. length() {
  6837. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  6838. }
  6839. /**
  6840. * Computes the Manhattan length of this vector.
  6841. *
  6842. * @return {number} The length of this vector.
  6843. */
  6844. manhattanLength() {
  6845. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  6846. }
  6847. /**
  6848. * Converts this vector to a unit vector - that is, sets it equal to a vector
  6849. * with the same direction as this one, but with a vector length of `1`.
  6850. *
  6851. * @return {Vector4} A reference to this vector.
  6852. */
  6853. normalize() {
  6854. return this.divideScalar( this.length() || 1 );
  6855. }
  6856. /**
  6857. * Sets this vector to a vector with the same direction as this one, but
  6858. * with the specified length.
  6859. *
  6860. * @param {number} length - The new length of this vector.
  6861. * @return {Vector4} A reference to this vector.
  6862. */
  6863. setLength( length ) {
  6864. return this.normalize().multiplyScalar( length );
  6865. }
  6866. /**
  6867. * Linearly interpolates between the given vector and this instance, where
  6868. * alpha is the percent distance along the line - alpha = 0 will be this
  6869. * vector, and alpha = 1 will be the given one.
  6870. *
  6871. * @param {Vector4} v - The vector to interpolate towards.
  6872. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  6873. * @return {Vector4} A reference to this vector.
  6874. */
  6875. lerp( v, alpha ) {
  6876. this.x += ( v.x - this.x ) * alpha;
  6877. this.y += ( v.y - this.y ) * alpha;
  6878. this.z += ( v.z - this.z ) * alpha;
  6879. this.w += ( v.w - this.w ) * alpha;
  6880. return this;
  6881. }
  6882. /**
  6883. * Linearly interpolates between the given vectors, where alpha is the percent
  6884. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  6885. * be the second one. The result is stored in this instance.
  6886. *
  6887. * @param {Vector4} v1 - The first vector.
  6888. * @param {Vector4} v2 - The second vector.
  6889. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  6890. * @return {Vector4} A reference to this vector.
  6891. */
  6892. lerpVectors( v1, v2, alpha ) {
  6893. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  6894. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  6895. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  6896. this.w = v1.w + ( v2.w - v1.w ) * alpha;
  6897. return this;
  6898. }
  6899. /**
  6900. * Returns `true` if this vector is equal with the given one.
  6901. *
  6902. * @param {Vector4} v - The vector to test for equality.
  6903. * @return {boolean} Whether this vector is equal with the given one.
  6904. */
  6905. equals( v ) {
  6906. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  6907. }
  6908. /**
  6909. * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`,
  6910. * z value to be `array[ offset + 2 ]`, w value to be `array[ offset + 3 ]`.
  6911. *
  6912. * @param {Array<number>} array - An array holding the vector component values.
  6913. * @param {number} [offset=0] - The offset into the array.
  6914. * @return {Vector4} A reference to this vector.
  6915. */
  6916. fromArray( array, offset = 0 ) {
  6917. this.x = array[ offset ];
  6918. this.y = array[ offset + 1 ];
  6919. this.z = array[ offset + 2 ];
  6920. this.w = array[ offset + 3 ];
  6921. return this;
  6922. }
  6923. /**
  6924. * Writes the components of this vector to the given array. If no array is provided,
  6925. * the method returns a new instance.
  6926. *
  6927. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  6928. * @param {number} [offset=0] - Index of the first element in the array.
  6929. * @return {Array<number>} The vector components.
  6930. */
  6931. toArray( array = [], offset = 0 ) {
  6932. array[ offset ] = this.x;
  6933. array[ offset + 1 ] = this.y;
  6934. array[ offset + 2 ] = this.z;
  6935. array[ offset + 3 ] = this.w;
  6936. return array;
  6937. }
  6938. /**
  6939. * Sets the components of this vector from the given buffer attribute.
  6940. *
  6941. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  6942. * @param {number} index - The index into the attribute.
  6943. * @return {Vector4} A reference to this vector.
  6944. */
  6945. fromBufferAttribute( attribute, index ) {
  6946. this.x = attribute.getX( index );
  6947. this.y = attribute.getY( index );
  6948. this.z = attribute.getZ( index );
  6949. this.w = attribute.getW( index );
  6950. return this;
  6951. }
  6952. /**
  6953. * Sets each component of this vector to a pseudo-random value between `0` and
  6954. * `1`, excluding `1`.
  6955. *
  6956. * @return {Vector4} A reference to this vector.
  6957. */
  6958. random() {
  6959. this.x = Math.random();
  6960. this.y = Math.random();
  6961. this.z = Math.random();
  6962. this.w = Math.random();
  6963. return this;
  6964. }
  6965. *[ Symbol.iterator ]() {
  6966. yield this.x;
  6967. yield this.y;
  6968. yield this.z;
  6969. yield this.w;
  6970. }
  6971. }
  6972. /**
  6973. * A render target is a buffer where the video card draws pixels for a scene
  6974. * that is being rendered in the background. It is used in different effects,
  6975. * such as applying postprocessing to a rendered image before displaying it
  6976. * on the screen.
  6977. *
  6978. * @augments EventDispatcher
  6979. */
  6980. class RenderTarget extends EventDispatcher {
  6981. /**
  6982. * Render target options.
  6983. *
  6984. * @typedef {Object} RenderTarget~Options
  6985. * @property {boolean} [generateMipmaps=false] - Whether to generate mipmaps or not.
  6986. * @property {number} [magFilter=LinearFilter] - The mag filter.
  6987. * @property {number} [minFilter=LinearFilter] - The min filter.
  6988. * @property {number} [format=RGBAFormat] - The texture format.
  6989. * @property {number} [type=UnsignedByteType] - The texture type.
  6990. * @property {?string} [internalFormat=null] - The texture's internal format.
  6991. * @property {number} [wrapS=ClampToEdgeWrapping] - The texture's uv wrapping mode.
  6992. * @property {number} [wrapT=ClampToEdgeWrapping] - The texture's uv wrapping mode.
  6993. * @property {number} [anisotropy=1] - The texture's anisotropy value.
  6994. * @property {string} [colorSpace=NoColorSpace] - The texture's color space.
  6995. * @property {boolean} [depthBuffer=true] - Whether to allocate a depth buffer or not.
  6996. * @property {boolean} [stencilBuffer=false] - Whether to allocate a stencil buffer or not.
  6997. * @property {boolean} [resolveDepthBuffer=true] - Whether to resolve the depth buffer or not.
  6998. * @property {boolean} [resolveStencilBuffer=true] - Whether to resolve the stencil buffer or not.
  6999. * @property {?Texture} [depthTexture=null] - Reference to a depth texture.
  7000. * @property {number} [samples=0] - The MSAA samples count.
  7001. * @property {number} [count=1] - Defines the number of color attachments . Must be at least `1`.
  7002. * @property {number} [depth=1] - The texture depth.
  7003. * @property {boolean} [multiview=false] - Whether this target is used for multiview rendering.
  7004. */
  7005. /**
  7006. * Constructs a new render target.
  7007. *
  7008. * @param {number} [width=1] - The width of the render target.
  7009. * @param {number} [height=1] - The height of the render target.
  7010. * @param {RenderTarget~Options} [options] - The configuration object.
  7011. */
  7012. constructor( width = 1, height = 1, options = {} ) {
  7013. super();
  7014. options = Object.assign( {
  7015. generateMipmaps: false,
  7016. internalFormat: null,
  7017. minFilter: LinearFilter,
  7018. depthBuffer: true,
  7019. stencilBuffer: false,
  7020. resolveDepthBuffer: true,
  7021. resolveStencilBuffer: true,
  7022. depthTexture: null,
  7023. samples: 0,
  7024. count: 1,
  7025. depth: 1,
  7026. multiview: false
  7027. }, options );
  7028. /**
  7029. * This flag can be used for type testing.
  7030. *
  7031. * @type {boolean}
  7032. * @readonly
  7033. * @default true
  7034. */
  7035. this.isRenderTarget = true;
  7036. /**
  7037. * The width of the render target.
  7038. *
  7039. * @type {number}
  7040. * @default 1
  7041. */
  7042. this.width = width;
  7043. /**
  7044. * The height of the render target.
  7045. *
  7046. * @type {number}
  7047. * @default 1
  7048. */
  7049. this.height = height;
  7050. /**
  7051. * The depth of the render target.
  7052. *
  7053. * @type {number}
  7054. * @default 1
  7055. */
  7056. this.depth = options.depth;
  7057. /**
  7058. * A rectangular area inside the render target's viewport. Fragments that are
  7059. * outside the area will be discarded.
  7060. *
  7061. * @type {Vector4}
  7062. * @default (0,0,width,height)
  7063. */
  7064. this.scissor = new Vector4( 0, 0, width, height );
  7065. /**
  7066. * Indicates whether the scissor test should be enabled when rendering into
  7067. * this render target or not.
  7068. *
  7069. * @type {boolean}
  7070. * @default false
  7071. */
  7072. this.scissorTest = false;
  7073. /**
  7074. * A rectangular area representing the render target's viewport.
  7075. *
  7076. * @type {Vector4}
  7077. * @default (0,0,width,height)
  7078. */
  7079. this.viewport = new Vector4( 0, 0, width, height );
  7080. /**
  7081. * An array of textures. Each color attachment is represented as a separate texture.
  7082. * Has at least a single entry for the default color attachment.
  7083. *
  7084. * @type {Array<Texture>}
  7085. */
  7086. this.textures = [];
  7087. const image = { width: width, height: height, depth: options.depth };
  7088. const texture = new Texture( image );
  7089. const count = options.count;
  7090. for ( let i = 0; i < count; i ++ ) {
  7091. this.textures[ i ] = texture.clone();
  7092. this.textures[ i ].isRenderTargetTexture = true;
  7093. this.textures[ i ].renderTarget = this;
  7094. }
  7095. this._setTextureOptions( options );
  7096. /**
  7097. * Whether to allocate a depth buffer or not.
  7098. *
  7099. * @type {boolean}
  7100. * @default true
  7101. */
  7102. this.depthBuffer = options.depthBuffer;
  7103. /**
  7104. * Whether to allocate a stencil buffer or not.
  7105. *
  7106. * @type {boolean}
  7107. * @default false
  7108. */
  7109. this.stencilBuffer = options.stencilBuffer;
  7110. /**
  7111. * Whether to resolve the depth buffer or not.
  7112. *
  7113. * @type {boolean}
  7114. * @default true
  7115. */
  7116. this.resolveDepthBuffer = options.resolveDepthBuffer;
  7117. /**
  7118. * Whether to resolve the stencil buffer or not.
  7119. *
  7120. * @type {boolean}
  7121. * @default true
  7122. */
  7123. this.resolveStencilBuffer = options.resolveStencilBuffer;
  7124. this._depthTexture = null;
  7125. this.depthTexture = options.depthTexture;
  7126. /**
  7127. * The number of MSAA samples.
  7128. *
  7129. * A value of `0` disables MSAA.
  7130. *
  7131. * @type {number}
  7132. * @default 0
  7133. */
  7134. this.samples = options.samples;
  7135. /**
  7136. * Whether to this target is used in multiview rendering.
  7137. *
  7138. * @type {boolean}
  7139. * @default false
  7140. */
  7141. this.multiview = options.multiview;
  7142. }
  7143. _setTextureOptions( options = {} ) {
  7144. const values = {
  7145. minFilter: LinearFilter,
  7146. generateMipmaps: false,
  7147. flipY: false,
  7148. internalFormat: null
  7149. };
  7150. if ( options.mapping !== undefined ) values.mapping = options.mapping;
  7151. if ( options.wrapS !== undefined ) values.wrapS = options.wrapS;
  7152. if ( options.wrapT !== undefined ) values.wrapT = options.wrapT;
  7153. if ( options.wrapR !== undefined ) values.wrapR = options.wrapR;
  7154. if ( options.magFilter !== undefined ) values.magFilter = options.magFilter;
  7155. if ( options.minFilter !== undefined ) values.minFilter = options.minFilter;
  7156. if ( options.format !== undefined ) values.format = options.format;
  7157. if ( options.type !== undefined ) values.type = options.type;
  7158. if ( options.anisotropy !== undefined ) values.anisotropy = options.anisotropy;
  7159. if ( options.colorSpace !== undefined ) values.colorSpace = options.colorSpace;
  7160. if ( options.flipY !== undefined ) values.flipY = options.flipY;
  7161. if ( options.generateMipmaps !== undefined ) values.generateMipmaps = options.generateMipmaps;
  7162. if ( options.internalFormat !== undefined ) values.internalFormat = options.internalFormat;
  7163. for ( let i = 0; i < this.textures.length; i ++ ) {
  7164. const texture = this.textures[ i ];
  7165. texture.setValues( values );
  7166. }
  7167. }
  7168. /**
  7169. * The texture representing the default color attachment.
  7170. *
  7171. * @type {Texture}
  7172. */
  7173. get texture() {
  7174. return this.textures[ 0 ];
  7175. }
  7176. set texture( value ) {
  7177. this.textures[ 0 ] = value;
  7178. }
  7179. set depthTexture( current ) {
  7180. if ( this._depthTexture !== null ) this._depthTexture.renderTarget = null;
  7181. if ( current !== null ) current.renderTarget = this;
  7182. this._depthTexture = current;
  7183. }
  7184. /**
  7185. * Instead of saving the depth in a renderbuffer, a texture
  7186. * can be used instead which is useful for further processing
  7187. * e.g. in context of post-processing.
  7188. *
  7189. * @type {?DepthTexture}
  7190. * @default null
  7191. */
  7192. get depthTexture() {
  7193. return this._depthTexture;
  7194. }
  7195. /**
  7196. * Sets the size of this render target.
  7197. *
  7198. * @param {number} width - The width.
  7199. * @param {number} height - The height.
  7200. * @param {number} [depth=1] - The depth.
  7201. */
  7202. setSize( width, height, depth = 1 ) {
  7203. if ( this.width !== width || this.height !== height || this.depth !== depth ) {
  7204. this.width = width;
  7205. this.height = height;
  7206. this.depth = depth;
  7207. for ( let i = 0, il = this.textures.length; i < il; i ++ ) {
  7208. this.textures[ i ].image.width = width;
  7209. this.textures[ i ].image.height = height;
  7210. this.textures[ i ].image.depth = depth;
  7211. if ( this.textures[ i ].isData3DTexture !== true ) { // Fix for #31693
  7212. // TODO: Reconsider setting isArrayTexture flag here and in the ctor of Texture.
  7213. // Maybe a method `isArrayTexture()` or just a getter could replace a flag since
  7214. // both are evaluated on each call?
  7215. this.textures[ i ].isArrayTexture = this.textures[ i ].image.depth > 1;
  7216. }
  7217. }
  7218. this.dispose();
  7219. }
  7220. this.viewport.set( 0, 0, width, height );
  7221. this.scissor.set( 0, 0, width, height );
  7222. }
  7223. /**
  7224. * Returns a new render target with copied values from this instance.
  7225. *
  7226. * @return {RenderTarget} A clone of this instance.
  7227. */
  7228. clone() {
  7229. return new this.constructor().copy( this );
  7230. }
  7231. /**
  7232. * Copies the settings of the given render target. This is a structural copy so
  7233. * no resources are shared between render targets after the copy. That includes
  7234. * all MRT textures and the depth texture.
  7235. *
  7236. * @param {RenderTarget} source - The render target to copy.
  7237. * @return {RenderTarget} A reference to this instance.
  7238. */
  7239. copy( source ) {
  7240. this.width = source.width;
  7241. this.height = source.height;
  7242. this.depth = source.depth;
  7243. this.scissor.copy( source.scissor );
  7244. this.scissorTest = source.scissorTest;
  7245. this.viewport.copy( source.viewport );
  7246. this.textures.length = 0;
  7247. for ( let i = 0, il = source.textures.length; i < il; i ++ ) {
  7248. this.textures[ i ] = source.textures[ i ].clone();
  7249. this.textures[ i ].isRenderTargetTexture = true;
  7250. this.textures[ i ].renderTarget = this;
  7251. // ensure image object is not shared, see #20328
  7252. const image = Object.assign( {}, source.textures[ i ].image );
  7253. this.textures[ i ].source = new Source( image );
  7254. }
  7255. this.depthBuffer = source.depthBuffer;
  7256. this.stencilBuffer = source.stencilBuffer;
  7257. this.resolveDepthBuffer = source.resolveDepthBuffer;
  7258. this.resolveStencilBuffer = source.resolveStencilBuffer;
  7259. if ( source.depthTexture !== null ) this.depthTexture = source.depthTexture.clone();
  7260. this.samples = source.samples;
  7261. return this;
  7262. }
  7263. /**
  7264. * Frees the GPU-related resources allocated by this instance. Call this
  7265. * method whenever this instance is no longer used in your app.
  7266. *
  7267. * @fires RenderTarget#dispose
  7268. */
  7269. dispose() {
  7270. this.dispatchEvent( { type: 'dispose' } );
  7271. }
  7272. }
  7273. /**
  7274. * A render target used in context of {@link WebGLRenderer}.
  7275. *
  7276. * @augments RenderTarget
  7277. */
  7278. class WebGLRenderTarget extends RenderTarget {
  7279. /**
  7280. * Constructs a new 3D render target.
  7281. *
  7282. * @param {number} [width=1] - The width of the render target.
  7283. * @param {number} [height=1] - The height of the render target.
  7284. * @param {RenderTarget~Options} [options] - The configuration object.
  7285. */
  7286. constructor( width = 1, height = 1, options = {} ) {
  7287. super( width, height, options );
  7288. /**
  7289. * This flag can be used for type testing.
  7290. *
  7291. * @type {boolean}
  7292. * @readonly
  7293. * @default true
  7294. */
  7295. this.isWebGLRenderTarget = true;
  7296. }
  7297. }
  7298. /**
  7299. * Creates an array of textures directly from raw buffer data.
  7300. *
  7301. * @augments Texture
  7302. */
  7303. class DataArrayTexture extends Texture {
  7304. /**
  7305. * Constructs a new data array texture.
  7306. *
  7307. * @param {?TypedArray} [data=null] - The buffer data.
  7308. * @param {number} [width=1] - The width of the texture.
  7309. * @param {number} [height=1] - The height of the texture.
  7310. * @param {number} [depth=1] - The depth of the texture.
  7311. */
  7312. constructor( data = null, width = 1, height = 1, depth = 1 ) {
  7313. super( null );
  7314. /**
  7315. * This flag can be used for type testing.
  7316. *
  7317. * @type {boolean}
  7318. * @readonly
  7319. * @default true
  7320. */
  7321. this.isDataArrayTexture = true;
  7322. /**
  7323. * The image definition of a data texture.
  7324. *
  7325. * @type {{data:TypedArray,width:number,height:number,depth:number}}
  7326. */
  7327. this.image = { data, width, height, depth };
  7328. /**
  7329. * How the texture is sampled when a texel covers more than one pixel.
  7330. *
  7331. * Overwritten and set to `NearestFilter` by default.
  7332. *
  7333. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7334. * @default NearestFilter
  7335. */
  7336. this.magFilter = NearestFilter;
  7337. /**
  7338. * How the texture is sampled when a texel covers less than one pixel.
  7339. *
  7340. * Overwritten and set to `NearestFilter` by default.
  7341. *
  7342. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7343. * @default NearestFilter
  7344. */
  7345. this.minFilter = NearestFilter;
  7346. /**
  7347. * This defines how the texture is wrapped in the depth and corresponds to
  7348. * *W* in UVW mapping.
  7349. *
  7350. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  7351. * @default ClampToEdgeWrapping
  7352. */
  7353. this.wrapR = ClampToEdgeWrapping;
  7354. /**
  7355. * Whether to generate mipmaps (if possible) for a texture.
  7356. *
  7357. * Overwritten and set to `false` by default.
  7358. *
  7359. * @type {boolean}
  7360. * @default false
  7361. */
  7362. this.generateMipmaps = false;
  7363. /**
  7364. * If set to `true`, the texture is flipped along the vertical axis when
  7365. * uploaded to the GPU.
  7366. *
  7367. * Overwritten and set to `false` by default.
  7368. *
  7369. * @type {boolean}
  7370. * @default false
  7371. */
  7372. this.flipY = false;
  7373. /**
  7374. * Specifies the alignment requirements for the start of each pixel row in memory.
  7375. *
  7376. * Overwritten and set to `1` by default.
  7377. *
  7378. * @type {boolean}
  7379. * @default 1
  7380. */
  7381. this.unpackAlignment = 1;
  7382. /**
  7383. * A set of all layers which need to be updated in the texture.
  7384. *
  7385. * @type {Set<number>}
  7386. */
  7387. this.layerUpdates = new Set();
  7388. }
  7389. /**
  7390. * Describes that a specific layer of the texture needs to be updated.
  7391. * Normally when {@link Texture#needsUpdate} is set to `true`, the
  7392. * entire data texture array is sent to the GPU. Marking specific
  7393. * layers will only transmit subsets of all mipmaps associated with a
  7394. * specific depth in the array which is often much more performant.
  7395. *
  7396. * @param {number} layerIndex - The layer index that should be updated.
  7397. */
  7398. addLayerUpdate( layerIndex ) {
  7399. this.layerUpdates.add( layerIndex );
  7400. }
  7401. /**
  7402. * Resets the layer updates registry.
  7403. */
  7404. clearLayerUpdates() {
  7405. this.layerUpdates.clear();
  7406. }
  7407. }
  7408. /**
  7409. * An array render target used in context of {@link WebGLRenderer}.
  7410. *
  7411. * @augments WebGLRenderTarget
  7412. */
  7413. class WebGLArrayRenderTarget extends WebGLRenderTarget {
  7414. /**
  7415. * Constructs a new array render target.
  7416. *
  7417. * @param {number} [width=1] - The width of the render target.
  7418. * @param {number} [height=1] - The height of the render target.
  7419. * @param {number} [depth=1] - The height of the render target.
  7420. * @param {RenderTarget~Options} [options] - The configuration object.
  7421. */
  7422. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  7423. super( width, height, options );
  7424. /**
  7425. * This flag can be used for type testing.
  7426. *
  7427. * @type {boolean}
  7428. * @readonly
  7429. * @default true
  7430. */
  7431. this.isWebGLArrayRenderTarget = true;
  7432. this.depth = depth;
  7433. /**
  7434. * Overwritten with a different texture type.
  7435. *
  7436. * @type {DataArrayTexture}
  7437. */
  7438. this.texture = new DataArrayTexture( null, width, height, depth );
  7439. this._setTextureOptions( options );
  7440. this.texture.isRenderTargetTexture = true;
  7441. }
  7442. }
  7443. /**
  7444. * Creates a three-dimensional texture from raw data, with parameters to
  7445. * divide it into width, height, and depth.
  7446. *
  7447. * @augments Texture
  7448. */
  7449. class Data3DTexture extends Texture {
  7450. /**
  7451. * Constructs a new data array texture.
  7452. *
  7453. * @param {?TypedArray} [data=null] - The buffer data.
  7454. * @param {number} [width=1] - The width of the texture.
  7455. * @param {number} [height=1] - The height of the texture.
  7456. * @param {number} [depth=1] - The depth of the texture.
  7457. */
  7458. constructor( data = null, width = 1, height = 1, depth = 1 ) {
  7459. // We're going to add .setXXX() methods for setting properties later.
  7460. // Users can still set in Data3DTexture directly.
  7461. //
  7462. // const texture = new THREE.Data3DTexture( data, width, height, depth );
  7463. // texture.anisotropy = 16;
  7464. //
  7465. // See #14839
  7466. super( null );
  7467. /**
  7468. * This flag can be used for type testing.
  7469. *
  7470. * @type {boolean}
  7471. * @readonly
  7472. * @default true
  7473. */
  7474. this.isData3DTexture = true;
  7475. /**
  7476. * The image definition of a data texture.
  7477. *
  7478. * @type {{data:TypedArray,width:number,height:number,depth:number}}
  7479. */
  7480. this.image = { data, width, height, depth };
  7481. /**
  7482. * How the texture is sampled when a texel covers more than one pixel.
  7483. *
  7484. * Overwritten and set to `NearestFilter` by default.
  7485. *
  7486. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7487. * @default NearestFilter
  7488. */
  7489. this.magFilter = NearestFilter;
  7490. /**
  7491. * How the texture is sampled when a texel covers less than one pixel.
  7492. *
  7493. * Overwritten and set to `NearestFilter` by default.
  7494. *
  7495. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7496. * @default NearestFilter
  7497. */
  7498. this.minFilter = NearestFilter;
  7499. /**
  7500. * This defines how the texture is wrapped in the depth and corresponds to
  7501. * *W* in UVW mapping.
  7502. *
  7503. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  7504. * @default ClampToEdgeWrapping
  7505. */
  7506. this.wrapR = ClampToEdgeWrapping;
  7507. /**
  7508. * Whether to generate mipmaps (if possible) for a texture.
  7509. *
  7510. * Overwritten and set to `false` by default.
  7511. *
  7512. * @type {boolean}
  7513. * @default false
  7514. */
  7515. this.generateMipmaps = false;
  7516. /**
  7517. * If set to `true`, the texture is flipped along the vertical axis when
  7518. * uploaded to the GPU.
  7519. *
  7520. * Overwritten and set to `false` by default.
  7521. *
  7522. * @type {boolean}
  7523. * @default false
  7524. */
  7525. this.flipY = false;
  7526. /**
  7527. * Specifies the alignment requirements for the start of each pixel row in memory.
  7528. *
  7529. * Overwritten and set to `1` by default.
  7530. *
  7531. * @type {boolean}
  7532. * @default 1
  7533. */
  7534. this.unpackAlignment = 1;
  7535. }
  7536. }
  7537. /**
  7538. * A 3D render target used in context of {@link WebGLRenderer}.
  7539. *
  7540. * @augments WebGLRenderTarget
  7541. */
  7542. class WebGL3DRenderTarget extends WebGLRenderTarget {
  7543. /**
  7544. * Constructs a new 3D render target.
  7545. *
  7546. * @param {number} [width=1] - The width of the render target.
  7547. * @param {number} [height=1] - The height of the render target.
  7548. * @param {number} [depth=1] - The height of the render target.
  7549. * @param {RenderTarget~Options} [options] - The configuration object.
  7550. */
  7551. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  7552. super( width, height, options );
  7553. /**
  7554. * This flag can be used for type testing.
  7555. *
  7556. * @type {boolean}
  7557. * @readonly
  7558. * @default true
  7559. */
  7560. this.isWebGL3DRenderTarget = true;
  7561. this.depth = depth;
  7562. /**
  7563. * Overwritten with a different texture type.
  7564. *
  7565. * @type {Data3DTexture}
  7566. */
  7567. this.texture = new Data3DTexture( null, width, height, depth );
  7568. this._setTextureOptions( options );
  7569. this.texture.isRenderTargetTexture = true;
  7570. }
  7571. }
  7572. /**
  7573. * Represents a 4x4 matrix.
  7574. *
  7575. * The most common use of a 4x4 matrix in 3D computer graphics is as a transformation matrix.
  7576. * For an introduction to transformation matrices as used in WebGL, check out [this tutorial](https://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices)
  7577. *
  7578. * This allows a 3D vector representing a point in 3D space to undergo
  7579. * transformations such as translation, rotation, shear, scale, reflection,
  7580. * orthogonal or perspective projection and so on, by being multiplied by the
  7581. * matrix. This is known as `applying` the matrix to the vector.
  7582. *
  7583. * A Note on Row-Major and Column-Major Ordering:
  7584. *
  7585. * The constructor and {@link Matrix3#set} method take arguments in
  7586. * [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order)
  7587. * order, while internally they are stored in the {@link Matrix3#elements} array in column-major order.
  7588. * This means that calling:
  7589. * ```js
  7590. * const m = new THREE.Matrix4();
  7591. * m.set( 11, 12, 13, 14,
  7592. * 21, 22, 23, 24,
  7593. * 31, 32, 33, 34,
  7594. * 41, 42, 43, 44 );
  7595. * ```
  7596. * will result in the elements array containing:
  7597. * ```js
  7598. * m.elements = [ 11, 21, 31, 41,
  7599. * 12, 22, 32, 42,
  7600. * 13, 23, 33, 43,
  7601. * 14, 24, 34, 44 ];
  7602. * ```
  7603. * and internally all calculations are performed using column-major ordering.
  7604. * However, as the actual ordering makes no difference mathematically and
  7605. * most people are used to thinking about matrices in row-major order, the
  7606. * three.js documentation shows matrices in row-major order. Just bear in
  7607. * mind that if you are reading the source code, you'll have to take the
  7608. * transpose of any matrices outlined here to make sense of the calculations.
  7609. */
  7610. class Matrix4 {
  7611. /**
  7612. * Constructs a new 4x4 matrix. The arguments are supposed to be
  7613. * in row-major order. If no arguments are provided, the constructor
  7614. * initializes the matrix as an identity matrix.
  7615. *
  7616. * @param {number} [n11] - 1-1 matrix element.
  7617. * @param {number} [n12] - 1-2 matrix element.
  7618. * @param {number} [n13] - 1-3 matrix element.
  7619. * @param {number} [n14] - 1-4 matrix element.
  7620. * @param {number} [n21] - 2-1 matrix element.
  7621. * @param {number} [n22] - 2-2 matrix element.
  7622. * @param {number} [n23] - 2-3 matrix element.
  7623. * @param {number} [n24] - 2-4 matrix element.
  7624. * @param {number} [n31] - 3-1 matrix element.
  7625. * @param {number} [n32] - 3-2 matrix element.
  7626. * @param {number} [n33] - 3-3 matrix element.
  7627. * @param {number} [n34] - 3-4 matrix element.
  7628. * @param {number} [n41] - 4-1 matrix element.
  7629. * @param {number} [n42] - 4-2 matrix element.
  7630. * @param {number} [n43] - 4-3 matrix element.
  7631. * @param {number} [n44] - 4-4 matrix element.
  7632. */
  7633. constructor( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  7634. /**
  7635. * This flag can be used for type testing.
  7636. *
  7637. * @type {boolean}
  7638. * @readonly
  7639. * @default true
  7640. */
  7641. Matrix4.prototype.isMatrix4 = true;
  7642. /**
  7643. * A column-major list of matrix values.
  7644. *
  7645. * @type {Array<number>}
  7646. */
  7647. this.elements = [
  7648. 1, 0, 0, 0,
  7649. 0, 1, 0, 0,
  7650. 0, 0, 1, 0,
  7651. 0, 0, 0, 1
  7652. ];
  7653. if ( n11 !== undefined ) {
  7654. this.set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 );
  7655. }
  7656. }
  7657. /**
  7658. * Sets the elements of the matrix.The arguments are supposed to be
  7659. * in row-major order.
  7660. *
  7661. * @param {number} [n11] - 1-1 matrix element.
  7662. * @param {number} [n12] - 1-2 matrix element.
  7663. * @param {number} [n13] - 1-3 matrix element.
  7664. * @param {number} [n14] - 1-4 matrix element.
  7665. * @param {number} [n21] - 2-1 matrix element.
  7666. * @param {number} [n22] - 2-2 matrix element.
  7667. * @param {number} [n23] - 2-3 matrix element.
  7668. * @param {number} [n24] - 2-4 matrix element.
  7669. * @param {number} [n31] - 3-1 matrix element.
  7670. * @param {number} [n32] - 3-2 matrix element.
  7671. * @param {number} [n33] - 3-3 matrix element.
  7672. * @param {number} [n34] - 3-4 matrix element.
  7673. * @param {number} [n41] - 4-1 matrix element.
  7674. * @param {number} [n42] - 4-2 matrix element.
  7675. * @param {number} [n43] - 4-3 matrix element.
  7676. * @param {number} [n44] - 4-4 matrix element.
  7677. * @return {Matrix4} A reference to this matrix.
  7678. */
  7679. set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  7680. const te = this.elements;
  7681. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  7682. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  7683. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  7684. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  7685. return this;
  7686. }
  7687. /**
  7688. * Sets this matrix to the 4x4 identity matrix.
  7689. *
  7690. * @return {Matrix4} A reference to this matrix.
  7691. */
  7692. identity() {
  7693. this.set(
  7694. 1, 0, 0, 0,
  7695. 0, 1, 0, 0,
  7696. 0, 0, 1, 0,
  7697. 0, 0, 0, 1
  7698. );
  7699. return this;
  7700. }
  7701. /**
  7702. * Returns a matrix with copied values from this instance.
  7703. *
  7704. * @return {Matrix4} A clone of this instance.
  7705. */
  7706. clone() {
  7707. return new Matrix4().fromArray( this.elements );
  7708. }
  7709. /**
  7710. * Copies the values of the given matrix to this instance.
  7711. *
  7712. * @param {Matrix4} m - The matrix to copy.
  7713. * @return {Matrix4} A reference to this matrix.
  7714. */
  7715. copy( m ) {
  7716. const te = this.elements;
  7717. const me = m.elements;
  7718. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  7719. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  7720. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  7721. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  7722. return this;
  7723. }
  7724. /**
  7725. * Copies the translation component of the given matrix
  7726. * into this matrix's translation component.
  7727. *
  7728. * @param {Matrix4} m - The matrix to copy the translation component.
  7729. * @return {Matrix4} A reference to this matrix.
  7730. */
  7731. copyPosition( m ) {
  7732. const te = this.elements, me = m.elements;
  7733. te[ 12 ] = me[ 12 ];
  7734. te[ 13 ] = me[ 13 ];
  7735. te[ 14 ] = me[ 14 ];
  7736. return this;
  7737. }
  7738. /**
  7739. * Set the upper 3x3 elements of this matrix to the values of given 3x3 matrix.
  7740. *
  7741. * @param {Matrix3} m - The 3x3 matrix.
  7742. * @return {Matrix4} A reference to this matrix.
  7743. */
  7744. setFromMatrix3( m ) {
  7745. const me = m.elements;
  7746. this.set(
  7747. me[ 0 ], me[ 3 ], me[ 6 ], 0,
  7748. me[ 1 ], me[ 4 ], me[ 7 ], 0,
  7749. me[ 2 ], me[ 5 ], me[ 8 ], 0,
  7750. 0, 0, 0, 1
  7751. );
  7752. return this;
  7753. }
  7754. /**
  7755. * Extracts the basis of this matrix into the three axis vectors provided.
  7756. *
  7757. * @param {Vector3} xAxis - The basis's x axis.
  7758. * @param {Vector3} yAxis - The basis's y axis.
  7759. * @param {Vector3} zAxis - The basis's z axis.
  7760. * @return {Matrix4} A reference to this matrix.
  7761. */
  7762. extractBasis( xAxis, yAxis, zAxis ) {
  7763. if ( this.determinant() === 0 ) {
  7764. xAxis.set( 1, 0, 0 );
  7765. yAxis.set( 0, 1, 0 );
  7766. zAxis.set( 0, 0, 1 );
  7767. return this;
  7768. }
  7769. xAxis.setFromMatrixColumn( this, 0 );
  7770. yAxis.setFromMatrixColumn( this, 1 );
  7771. zAxis.setFromMatrixColumn( this, 2 );
  7772. return this;
  7773. }
  7774. /**
  7775. * Sets the given basis vectors to this matrix.
  7776. *
  7777. * @param {Vector3} xAxis - The basis's x axis.
  7778. * @param {Vector3} yAxis - The basis's y axis.
  7779. * @param {Vector3} zAxis - The basis's z axis.
  7780. * @return {Matrix4} A reference to this matrix.
  7781. */
  7782. makeBasis( xAxis, yAxis, zAxis ) {
  7783. this.set(
  7784. xAxis.x, yAxis.x, zAxis.x, 0,
  7785. xAxis.y, yAxis.y, zAxis.y, 0,
  7786. xAxis.z, yAxis.z, zAxis.z, 0,
  7787. 0, 0, 0, 1
  7788. );
  7789. return this;
  7790. }
  7791. /**
  7792. * Extracts the rotation component of the given matrix
  7793. * into this matrix's rotation component.
  7794. *
  7795. * Note: This method does not support reflection matrices.
  7796. *
  7797. * @param {Matrix4} m - The matrix.
  7798. * @return {Matrix4} A reference to this matrix.
  7799. */
  7800. extractRotation( m ) {
  7801. if ( m.determinant() === 0 ) {
  7802. return this.identity();
  7803. }
  7804. const te = this.elements;
  7805. const me = m.elements;
  7806. const scaleX = 1 / _v1$7.setFromMatrixColumn( m, 0 ).length();
  7807. const scaleY = 1 / _v1$7.setFromMatrixColumn( m, 1 ).length();
  7808. const scaleZ = 1 / _v1$7.setFromMatrixColumn( m, 2 ).length();
  7809. te[ 0 ] = me[ 0 ] * scaleX;
  7810. te[ 1 ] = me[ 1 ] * scaleX;
  7811. te[ 2 ] = me[ 2 ] * scaleX;
  7812. te[ 3 ] = 0;
  7813. te[ 4 ] = me[ 4 ] * scaleY;
  7814. te[ 5 ] = me[ 5 ] * scaleY;
  7815. te[ 6 ] = me[ 6 ] * scaleY;
  7816. te[ 7 ] = 0;
  7817. te[ 8 ] = me[ 8 ] * scaleZ;
  7818. te[ 9 ] = me[ 9 ] * scaleZ;
  7819. te[ 10 ] = me[ 10 ] * scaleZ;
  7820. te[ 11 ] = 0;
  7821. te[ 12 ] = 0;
  7822. te[ 13 ] = 0;
  7823. te[ 14 ] = 0;
  7824. te[ 15 ] = 1;
  7825. return this;
  7826. }
  7827. /**
  7828. * Sets the rotation component (the upper left 3x3 matrix) of this matrix to
  7829. * the rotation specified by the given Euler angles. The rest of
  7830. * the matrix is set to the identity. Depending on the {@link Euler#order},
  7831. * there are six possible outcomes. See [this page](https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix)
  7832. * for a complete list.
  7833. *
  7834. * @param {Euler} euler - The Euler angles.
  7835. * @return {Matrix4} A reference to this matrix.
  7836. */
  7837. makeRotationFromEuler( euler ) {
  7838. const te = this.elements;
  7839. const x = euler.x, y = euler.y, z = euler.z;
  7840. const a = Math.cos( x ), b = Math.sin( x );
  7841. const c = Math.cos( y ), d = Math.sin( y );
  7842. const e = Math.cos( z ), f = Math.sin( z );
  7843. if ( euler.order === 'XYZ' ) {
  7844. const ae = a * e, af = a * f, be = b * e, bf = b * f;
  7845. te[ 0 ] = c * e;
  7846. te[ 4 ] = - c * f;
  7847. te[ 8 ] = d;
  7848. te[ 1 ] = af + be * d;
  7849. te[ 5 ] = ae - bf * d;
  7850. te[ 9 ] = - b * c;
  7851. te[ 2 ] = bf - ae * d;
  7852. te[ 6 ] = be + af * d;
  7853. te[ 10 ] = a * c;
  7854. } else if ( euler.order === 'YXZ' ) {
  7855. const ce = c * e, cf = c * f, de = d * e, df = d * f;
  7856. te[ 0 ] = ce + df * b;
  7857. te[ 4 ] = de * b - cf;
  7858. te[ 8 ] = a * d;
  7859. te[ 1 ] = a * f;
  7860. te[ 5 ] = a * e;
  7861. te[ 9 ] = - b;
  7862. te[ 2 ] = cf * b - de;
  7863. te[ 6 ] = df + ce * b;
  7864. te[ 10 ] = a * c;
  7865. } else if ( euler.order === 'ZXY' ) {
  7866. const ce = c * e, cf = c * f, de = d * e, df = d * f;
  7867. te[ 0 ] = ce - df * b;
  7868. te[ 4 ] = - a * f;
  7869. te[ 8 ] = de + cf * b;
  7870. te[ 1 ] = cf + de * b;
  7871. te[ 5 ] = a * e;
  7872. te[ 9 ] = df - ce * b;
  7873. te[ 2 ] = - a * d;
  7874. te[ 6 ] = b;
  7875. te[ 10 ] = a * c;
  7876. } else if ( euler.order === 'ZYX' ) {
  7877. const ae = a * e, af = a * f, be = b * e, bf = b * f;
  7878. te[ 0 ] = c * e;
  7879. te[ 4 ] = be * d - af;
  7880. te[ 8 ] = ae * d + bf;
  7881. te[ 1 ] = c * f;
  7882. te[ 5 ] = bf * d + ae;
  7883. te[ 9 ] = af * d - be;
  7884. te[ 2 ] = - d;
  7885. te[ 6 ] = b * c;
  7886. te[ 10 ] = a * c;
  7887. } else if ( euler.order === 'YZX' ) {
  7888. const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  7889. te[ 0 ] = c * e;
  7890. te[ 4 ] = bd - ac * f;
  7891. te[ 8 ] = bc * f + ad;
  7892. te[ 1 ] = f;
  7893. te[ 5 ] = a * e;
  7894. te[ 9 ] = - b * e;
  7895. te[ 2 ] = - d * e;
  7896. te[ 6 ] = ad * f + bc;
  7897. te[ 10 ] = ac - bd * f;
  7898. } else if ( euler.order === 'XZY' ) {
  7899. const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  7900. te[ 0 ] = c * e;
  7901. te[ 4 ] = - f;
  7902. te[ 8 ] = d * e;
  7903. te[ 1 ] = ac * f + bd;
  7904. te[ 5 ] = a * e;
  7905. te[ 9 ] = ad * f - bc;
  7906. te[ 2 ] = bc * f - ad;
  7907. te[ 6 ] = b * e;
  7908. te[ 10 ] = bd * f + ac;
  7909. }
  7910. // bottom row
  7911. te[ 3 ] = 0;
  7912. te[ 7 ] = 0;
  7913. te[ 11 ] = 0;
  7914. // last column
  7915. te[ 12 ] = 0;
  7916. te[ 13 ] = 0;
  7917. te[ 14 ] = 0;
  7918. te[ 15 ] = 1;
  7919. return this;
  7920. }
  7921. /**
  7922. * Sets the rotation component of this matrix to the rotation specified by
  7923. * the given Quaternion as outlined [here](https://en.wikipedia.org/wiki/Rotation_matrix#Quaternion)
  7924. * The rest of the matrix is set to the identity.
  7925. *
  7926. * @param {Quaternion} q - The Quaternion.
  7927. * @return {Matrix4} A reference to this matrix.
  7928. */
  7929. makeRotationFromQuaternion( q ) {
  7930. return this.compose( _zero, q, _one );
  7931. }
  7932. /**
  7933. * Sets the rotation component of the transformation matrix, looking from `eye` towards
  7934. * `target`, and oriented by the up-direction.
  7935. *
  7936. * @param {Vector3} eye - The eye vector.
  7937. * @param {Vector3} target - The target vector.
  7938. * @param {Vector3} up - The up vector.
  7939. * @return {Matrix4} A reference to this matrix.
  7940. */
  7941. lookAt( eye, target, up ) {
  7942. const te = this.elements;
  7943. _z.subVectors( eye, target );
  7944. if ( _z.lengthSq() === 0 ) {
  7945. // eye and target are in the same position
  7946. _z.z = 1;
  7947. }
  7948. _z.normalize();
  7949. _x.crossVectors( up, _z );
  7950. if ( _x.lengthSq() === 0 ) {
  7951. // up and z are parallel
  7952. if ( Math.abs( up.z ) === 1 ) {
  7953. _z.x += 0.0001;
  7954. } else {
  7955. _z.z += 0.0001;
  7956. }
  7957. _z.normalize();
  7958. _x.crossVectors( up, _z );
  7959. }
  7960. _x.normalize();
  7961. _y.crossVectors( _z, _x );
  7962. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  7963. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  7964. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  7965. return this;
  7966. }
  7967. /**
  7968. * Post-multiplies this matrix by the given 4x4 matrix.
  7969. *
  7970. * @param {Matrix4} m - The matrix to multiply with.
  7971. * @return {Matrix4} A reference to this matrix.
  7972. */
  7973. multiply( m ) {
  7974. return this.multiplyMatrices( this, m );
  7975. }
  7976. /**
  7977. * Pre-multiplies this matrix by the given 4x4 matrix.
  7978. *
  7979. * @param {Matrix4} m - The matrix to multiply with.
  7980. * @return {Matrix4} A reference to this matrix.
  7981. */
  7982. premultiply( m ) {
  7983. return this.multiplyMatrices( m, this );
  7984. }
  7985. /**
  7986. * Multiples the given 4x4 matrices and stores the result
  7987. * in this matrix.
  7988. *
  7989. * @param {Matrix4} a - The first matrix.
  7990. * @param {Matrix4} b - The second matrix.
  7991. * @return {Matrix4} A reference to this matrix.
  7992. */
  7993. multiplyMatrices( a, b ) {
  7994. const ae = a.elements;
  7995. const be = b.elements;
  7996. const te = this.elements;
  7997. const a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  7998. const a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  7999. const a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  8000. const a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  8001. const b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  8002. const b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  8003. const b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  8004. const b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  8005. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  8006. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  8007. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  8008. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  8009. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  8010. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  8011. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  8012. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  8013. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  8014. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  8015. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  8016. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  8017. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  8018. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  8019. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  8020. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  8021. return this;
  8022. }
  8023. /**
  8024. * Multiplies every component of the matrix by the given scalar.
  8025. *
  8026. * @param {number} s - The scalar.
  8027. * @return {Matrix4} A reference to this matrix.
  8028. */
  8029. multiplyScalar( s ) {
  8030. const te = this.elements;
  8031. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  8032. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  8033. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  8034. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  8035. return this;
  8036. }
  8037. /**
  8038. * Computes and returns the determinant of this matrix.
  8039. *
  8040. * Based on the method outlined [here](http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.html).
  8041. *
  8042. * @return {number} The determinant.
  8043. */
  8044. determinant() {
  8045. const te = this.elements;
  8046. const n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  8047. const n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  8048. const n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  8049. const n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  8050. const t11 = n23 * n34 - n24 * n33;
  8051. const t12 = n22 * n34 - n24 * n32;
  8052. const t13 = n22 * n33 - n23 * n32;
  8053. const t21 = n21 * n34 - n24 * n31;
  8054. const t22 = n21 * n33 - n23 * n31;
  8055. const t23 = n21 * n32 - n22 * n31;
  8056. return n11 * ( n42 * t11 - n43 * t12 + n44 * t13 ) -
  8057. n12 * ( n41 * t11 - n43 * t21 + n44 * t22 ) +
  8058. n13 * ( n41 * t12 - n42 * t21 + n44 * t23 ) -
  8059. n14 * ( n41 * t13 - n42 * t22 + n43 * t23 );
  8060. }
  8061. /**
  8062. * Transposes this matrix in place.
  8063. *
  8064. * @return {Matrix4} A reference to this matrix.
  8065. */
  8066. transpose() {
  8067. const te = this.elements;
  8068. let tmp;
  8069. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  8070. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  8071. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  8072. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  8073. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  8074. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  8075. return this;
  8076. }
  8077. /**
  8078. * Sets the position component for this matrix from the given vector,
  8079. * without affecting the rest of the matrix.
  8080. *
  8081. * @param {number|Vector3} x - The x component of the vector or alternatively the vector object.
  8082. * @param {number} y - The y component of the vector.
  8083. * @param {number} z - The z component of the vector.
  8084. * @return {Matrix4} A reference to this matrix.
  8085. */
  8086. setPosition( x, y, z ) {
  8087. const te = this.elements;
  8088. if ( x.isVector3 ) {
  8089. te[ 12 ] = x.x;
  8090. te[ 13 ] = x.y;
  8091. te[ 14 ] = x.z;
  8092. } else {
  8093. te[ 12 ] = x;
  8094. te[ 13 ] = y;
  8095. te[ 14 ] = z;
  8096. }
  8097. return this;
  8098. }
  8099. /**
  8100. * Inverts this matrix, using the [analytic method](https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution).
  8101. * You can not invert with a determinant of zero. If you attempt this, the method produces
  8102. * a zero matrix instead.
  8103. *
  8104. * @return {Matrix4} A reference to this matrix.
  8105. */
  8106. invert() {
  8107. // based on https://github.com/toji/gl-matrix
  8108. const te = this.elements,
  8109. n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ],
  8110. n12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ],
  8111. n13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ],
  8112. n14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ],
  8113. t1 = n11 * n22 - n21 * n12,
  8114. t2 = n11 * n32 - n31 * n12,
  8115. t3 = n11 * n42 - n41 * n12,
  8116. t4 = n21 * n32 - n31 * n22,
  8117. t5 = n21 * n42 - n41 * n22,
  8118. t6 = n31 * n42 - n41 * n32,
  8119. t7 = n13 * n24 - n23 * n14,
  8120. t8 = n13 * n34 - n33 * n14,
  8121. t9 = n13 * n44 - n43 * n14,
  8122. t10 = n23 * n34 - n33 * n24,
  8123. t11 = n23 * n44 - n43 * n24,
  8124. t12 = n33 * n44 - n43 * n34;
  8125. const det = t1 * t12 - t2 * t11 + t3 * t10 + t4 * t9 - t5 * t8 + t6 * t7;
  8126. if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );
  8127. const detInv = 1 / det;
  8128. te[ 0 ] = ( n22 * t12 - n32 * t11 + n42 * t10 ) * detInv;
  8129. te[ 1 ] = ( n31 * t11 - n21 * t12 - n41 * t10 ) * detInv;
  8130. te[ 2 ] = ( n24 * t6 - n34 * t5 + n44 * t4 ) * detInv;
  8131. te[ 3 ] = ( n33 * t5 - n23 * t6 - n43 * t4 ) * detInv;
  8132. te[ 4 ] = ( n32 * t9 - n12 * t12 - n42 * t8 ) * detInv;
  8133. te[ 5 ] = ( n11 * t12 - n31 * t9 + n41 * t8 ) * detInv;
  8134. te[ 6 ] = ( n34 * t3 - n14 * t6 - n44 * t2 ) * detInv;
  8135. te[ 7 ] = ( n13 * t6 - n33 * t3 + n43 * t2 ) * detInv;
  8136. te[ 8 ] = ( n12 * t11 - n22 * t9 + n42 * t7 ) * detInv;
  8137. te[ 9 ] = ( n21 * t9 - n11 * t11 - n41 * t7 ) * detInv;
  8138. te[ 10 ] = ( n14 * t5 - n24 * t3 + n44 * t1 ) * detInv;
  8139. te[ 11 ] = ( n23 * t3 - n13 * t5 - n43 * t1 ) * detInv;
  8140. te[ 12 ] = ( n22 * t8 - n12 * t10 - n32 * t7 ) * detInv;
  8141. te[ 13 ] = ( n11 * t10 - n21 * t8 + n31 * t7 ) * detInv;
  8142. te[ 14 ] = ( n24 * t2 - n14 * t4 - n34 * t1 ) * detInv;
  8143. te[ 15 ] = ( n13 * t4 - n23 * t2 + n33 * t1 ) * detInv;
  8144. return this;
  8145. }
  8146. /**
  8147. * Multiplies the columns of this matrix by the given vector.
  8148. *
  8149. * @param {Vector3} v - The scale vector.
  8150. * @return {Matrix4} A reference to this matrix.
  8151. */
  8152. scale( v ) {
  8153. const te = this.elements;
  8154. const x = v.x, y = v.y, z = v.z;
  8155. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  8156. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  8157. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  8158. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  8159. return this;
  8160. }
  8161. /**
  8162. * Gets the maximum scale value of the three axes.
  8163. *
  8164. * @return {number} The maximum scale.
  8165. */
  8166. getMaxScaleOnAxis() {
  8167. const te = this.elements;
  8168. const scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  8169. const scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  8170. const scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  8171. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  8172. }
  8173. /**
  8174. * Sets this matrix as a translation transform from the given vector.
  8175. *
  8176. * @param {number|Vector3} x - The amount to translate in the X axis or alternatively a translation vector.
  8177. * @param {number} y - The amount to translate in the Y axis.
  8178. * @param {number} z - The amount to translate in the z axis.
  8179. * @return {Matrix4} A reference to this matrix.
  8180. */
  8181. makeTranslation( x, y, z ) {
  8182. if ( x.isVector3 ) {
  8183. this.set(
  8184. 1, 0, 0, x.x,
  8185. 0, 1, 0, x.y,
  8186. 0, 0, 1, x.z,
  8187. 0, 0, 0, 1
  8188. );
  8189. } else {
  8190. this.set(
  8191. 1, 0, 0, x,
  8192. 0, 1, 0, y,
  8193. 0, 0, 1, z,
  8194. 0, 0, 0, 1
  8195. );
  8196. }
  8197. return this;
  8198. }
  8199. /**
  8200. * Sets this matrix as a rotational transformation around the X axis by
  8201. * the given angle.
  8202. *
  8203. * @param {number} theta - The rotation in radians.
  8204. * @return {Matrix4} A reference to this matrix.
  8205. */
  8206. makeRotationX( theta ) {
  8207. const c = Math.cos( theta ), s = Math.sin( theta );
  8208. this.set(
  8209. 1, 0, 0, 0,
  8210. 0, c, - s, 0,
  8211. 0, s, c, 0,
  8212. 0, 0, 0, 1
  8213. );
  8214. return this;
  8215. }
  8216. /**
  8217. * Sets this matrix as a rotational transformation around the Y axis by
  8218. * the given angle.
  8219. *
  8220. * @param {number} theta - The rotation in radians.
  8221. * @return {Matrix4} A reference to this matrix.
  8222. */
  8223. makeRotationY( theta ) {
  8224. const c = Math.cos( theta ), s = Math.sin( theta );
  8225. this.set(
  8226. c, 0, s, 0,
  8227. 0, 1, 0, 0,
  8228. - s, 0, c, 0,
  8229. 0, 0, 0, 1
  8230. );
  8231. return this;
  8232. }
  8233. /**
  8234. * Sets this matrix as a rotational transformation around the Z axis by
  8235. * the given angle.
  8236. *
  8237. * @param {number} theta - The rotation in radians.
  8238. * @return {Matrix4} A reference to this matrix.
  8239. */
  8240. makeRotationZ( theta ) {
  8241. const c = Math.cos( theta ), s = Math.sin( theta );
  8242. this.set(
  8243. c, - s, 0, 0,
  8244. s, c, 0, 0,
  8245. 0, 0, 1, 0,
  8246. 0, 0, 0, 1
  8247. );
  8248. return this;
  8249. }
  8250. /**
  8251. * Sets this matrix as a rotational transformation around the given axis by
  8252. * the given angle.
  8253. *
  8254. * This is a somewhat controversial but mathematically sound alternative to
  8255. * rotating via Quaternions. See the discussion [here](https://www.gamedev.net/articles/programming/math-and-physics/do-we-really-need-quaternions-r1199).
  8256. *
  8257. * @param {Vector3} axis - The normalized rotation axis.
  8258. * @param {number} angle - The rotation in radians.
  8259. * @return {Matrix4} A reference to this matrix.
  8260. */
  8261. makeRotationAxis( axis, angle ) {
  8262. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  8263. const c = Math.cos( angle );
  8264. const s = Math.sin( angle );
  8265. const t = 1 - c;
  8266. const x = axis.x, y = axis.y, z = axis.z;
  8267. const tx = t * x, ty = t * y;
  8268. this.set(
  8269. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  8270. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  8271. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  8272. 0, 0, 0, 1
  8273. );
  8274. return this;
  8275. }
  8276. /**
  8277. * Sets this matrix as a scale transformation.
  8278. *
  8279. * @param {number} x - The amount to scale in the X axis.
  8280. * @param {number} y - The amount to scale in the Y axis.
  8281. * @param {number} z - The amount to scale in the Z axis.
  8282. * @return {Matrix4} A reference to this matrix.
  8283. */
  8284. makeScale( x, y, z ) {
  8285. this.set(
  8286. x, 0, 0, 0,
  8287. 0, y, 0, 0,
  8288. 0, 0, z, 0,
  8289. 0, 0, 0, 1
  8290. );
  8291. return this;
  8292. }
  8293. /**
  8294. * Sets this matrix as a shear transformation.
  8295. *
  8296. * @param {number} xy - The amount to shear X by Y.
  8297. * @param {number} xz - The amount to shear X by Z.
  8298. * @param {number} yx - The amount to shear Y by X.
  8299. * @param {number} yz - The amount to shear Y by Z.
  8300. * @param {number} zx - The amount to shear Z by X.
  8301. * @param {number} zy - The amount to shear Z by Y.
  8302. * @return {Matrix4} A reference to this matrix.
  8303. */
  8304. makeShear( xy, xz, yx, yz, zx, zy ) {
  8305. this.set(
  8306. 1, yx, zx, 0,
  8307. xy, 1, zy, 0,
  8308. xz, yz, 1, 0,
  8309. 0, 0, 0, 1
  8310. );
  8311. return this;
  8312. }
  8313. /**
  8314. * Sets this matrix to the transformation composed of the given position,
  8315. * rotation (Quaternion) and scale.
  8316. *
  8317. * @param {Vector3} position - The position vector.
  8318. * @param {Quaternion} quaternion - The rotation as a Quaternion.
  8319. * @param {Vector3} scale - The scale vector.
  8320. * @return {Matrix4} A reference to this matrix.
  8321. */
  8322. compose( position, quaternion, scale ) {
  8323. const te = this.elements;
  8324. const x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  8325. const x2 = x + x, y2 = y + y, z2 = z + z;
  8326. const xx = x * x2, xy = x * y2, xz = x * z2;
  8327. const yy = y * y2, yz = y * z2, zz = z * z2;
  8328. const wx = w * x2, wy = w * y2, wz = w * z2;
  8329. const sx = scale.x, sy = scale.y, sz = scale.z;
  8330. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  8331. te[ 1 ] = ( xy + wz ) * sx;
  8332. te[ 2 ] = ( xz - wy ) * sx;
  8333. te[ 3 ] = 0;
  8334. te[ 4 ] = ( xy - wz ) * sy;
  8335. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  8336. te[ 6 ] = ( yz + wx ) * sy;
  8337. te[ 7 ] = 0;
  8338. te[ 8 ] = ( xz + wy ) * sz;
  8339. te[ 9 ] = ( yz - wx ) * sz;
  8340. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  8341. te[ 11 ] = 0;
  8342. te[ 12 ] = position.x;
  8343. te[ 13 ] = position.y;
  8344. te[ 14 ] = position.z;
  8345. te[ 15 ] = 1;
  8346. return this;
  8347. }
  8348. /**
  8349. * Decomposes this matrix into its position, rotation and scale components
  8350. * and provides the result in the given objects.
  8351. *
  8352. * Note: Not all matrices are decomposable in this way. For example, if an
  8353. * object has a non-uniformly scaled parent, then the object's world matrix
  8354. * may not be decomposable, and this method may not be appropriate.
  8355. *
  8356. * @param {Vector3} position - The position vector.
  8357. * @param {Quaternion} quaternion - The rotation as a Quaternion.
  8358. * @param {Vector3} scale - The scale vector.
  8359. * @return {Matrix4} A reference to this matrix.
  8360. */
  8361. decompose( position, quaternion, scale ) {
  8362. const te = this.elements;
  8363. position.x = te[ 12 ];
  8364. position.y = te[ 13 ];
  8365. position.z = te[ 14 ];
  8366. const det = this.determinant();
  8367. if ( det === 0 ) {
  8368. scale.set( 1, 1, 1 );
  8369. quaternion.identity();
  8370. return this;
  8371. }
  8372. let sx = _v1$7.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  8373. const sy = _v1$7.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  8374. const sz = _v1$7.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  8375. // if determinant is negative, we need to invert one scale
  8376. if ( det < 0 ) sx = - sx;
  8377. // scale the rotation part
  8378. _m1$2.copy( this );
  8379. const invSX = 1 / sx;
  8380. const invSY = 1 / sy;
  8381. const invSZ = 1 / sz;
  8382. _m1$2.elements[ 0 ] *= invSX;
  8383. _m1$2.elements[ 1 ] *= invSX;
  8384. _m1$2.elements[ 2 ] *= invSX;
  8385. _m1$2.elements[ 4 ] *= invSY;
  8386. _m1$2.elements[ 5 ] *= invSY;
  8387. _m1$2.elements[ 6 ] *= invSY;
  8388. _m1$2.elements[ 8 ] *= invSZ;
  8389. _m1$2.elements[ 9 ] *= invSZ;
  8390. _m1$2.elements[ 10 ] *= invSZ;
  8391. quaternion.setFromRotationMatrix( _m1$2 );
  8392. scale.x = sx;
  8393. scale.y = sy;
  8394. scale.z = sz;
  8395. return this;
  8396. }
  8397. /**
  8398. * Creates a perspective projection matrix. This is used internally by
  8399. * {@link PerspectiveCamera#updateProjectionMatrix}.
  8400. * @param {number} left - Left boundary of the viewing frustum at the near plane.
  8401. * @param {number} right - Right boundary of the viewing frustum at the near plane.
  8402. * @param {number} top - Top boundary of the viewing frustum at the near plane.
  8403. * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.
  8404. * @param {number} near - The distance from the camera to the near plane.
  8405. * @param {number} far - The distance from the camera to the far plane.
  8406. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.
  8407. * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  8408. * @return {Matrix4} A reference to this matrix.
  8409. */
  8410. makePerspective( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
  8411. const te = this.elements;
  8412. const x = 2 * near / ( right - left );
  8413. const y = 2 * near / ( top - bottom );
  8414. const a = ( right + left ) / ( right - left );
  8415. const b = ( top + bottom ) / ( top - bottom );
  8416. let c, d;
  8417. if ( reversedDepth ) {
  8418. c = near / ( far - near );
  8419. d = ( far * near ) / ( far - near );
  8420. } else {
  8421. if ( coordinateSystem === WebGLCoordinateSystem ) {
  8422. c = - ( far + near ) / ( far - near );
  8423. d = ( -2 * far * near ) / ( far - near );
  8424. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  8425. c = - far / ( far - near );
  8426. d = ( - far * near ) / ( far - near );
  8427. } else {
  8428. throw new Error( 'THREE.Matrix4.makePerspective(): Invalid coordinate system: ' + coordinateSystem );
  8429. }
  8430. }
  8431. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  8432. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  8433. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  8434. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = -1; te[ 15 ] = 0;
  8435. return this;
  8436. }
  8437. /**
  8438. * Creates a orthographic projection matrix. This is used internally by
  8439. * {@link OrthographicCamera#updateProjectionMatrix}.
  8440. * @param {number} left - Left boundary of the viewing frustum at the near plane.
  8441. * @param {number} right - Right boundary of the viewing frustum at the near plane.
  8442. * @param {number} top - Top boundary of the viewing frustum at the near plane.
  8443. * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.
  8444. * @param {number} near - The distance from the camera to the near plane.
  8445. * @param {number} far - The distance from the camera to the far plane.
  8446. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.
  8447. * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  8448. * @return {Matrix4} A reference to this matrix.
  8449. */
  8450. makeOrthographic( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
  8451. const te = this.elements;
  8452. const x = 2 / ( right - left );
  8453. const y = 2 / ( top - bottom );
  8454. const a = - ( right + left ) / ( right - left );
  8455. const b = - ( top + bottom ) / ( top - bottom );
  8456. let c, d;
  8457. if ( reversedDepth ) {
  8458. c = 1 / ( far - near );
  8459. d = far / ( far - near );
  8460. } else {
  8461. if ( coordinateSystem === WebGLCoordinateSystem ) {
  8462. c = -2 / ( far - near );
  8463. d = - ( far + near ) / ( far - near );
  8464. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  8465. c = -1 / ( far - near );
  8466. d = - near / ( far - near );
  8467. } else {
  8468. throw new Error( 'THREE.Matrix4.makeOrthographic(): Invalid coordinate system: ' + coordinateSystem );
  8469. }
  8470. }
  8471. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = a;
  8472. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = 0; te[ 13 ] = b;
  8473. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  8474. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  8475. return this;
  8476. }
  8477. /**
  8478. * Returns `true` if this matrix is equal with the given one.
  8479. *
  8480. * @param {Matrix4} matrix - The matrix to test for equality.
  8481. * @return {boolean} Whether this matrix is equal with the given one.
  8482. */
  8483. equals( matrix ) {
  8484. const te = this.elements;
  8485. const me = matrix.elements;
  8486. for ( let i = 0; i < 16; i ++ ) {
  8487. if ( te[ i ] !== me[ i ] ) return false;
  8488. }
  8489. return true;
  8490. }
  8491. /**
  8492. * Sets the elements of the matrix from the given array.
  8493. *
  8494. * @param {Array<number>} array - The matrix elements in column-major order.
  8495. * @param {number} [offset=0] - Index of the first element in the array.
  8496. * @return {Matrix4} A reference to this matrix.
  8497. */
  8498. fromArray( array, offset = 0 ) {
  8499. for ( let i = 0; i < 16; i ++ ) {
  8500. this.elements[ i ] = array[ i + offset ];
  8501. }
  8502. return this;
  8503. }
  8504. /**
  8505. * Writes the elements of this matrix to the given array. If no array is provided,
  8506. * the method returns a new instance.
  8507. *
  8508. * @param {Array<number>} [array=[]] - The target array holding the matrix elements in column-major order.
  8509. * @param {number} [offset=0] - Index of the first element in the array.
  8510. * @return {Array<number>} The matrix elements in column-major order.
  8511. */
  8512. toArray( array = [], offset = 0 ) {
  8513. const te = this.elements;
  8514. array[ offset ] = te[ 0 ];
  8515. array[ offset + 1 ] = te[ 1 ];
  8516. array[ offset + 2 ] = te[ 2 ];
  8517. array[ offset + 3 ] = te[ 3 ];
  8518. array[ offset + 4 ] = te[ 4 ];
  8519. array[ offset + 5 ] = te[ 5 ];
  8520. array[ offset + 6 ] = te[ 6 ];
  8521. array[ offset + 7 ] = te[ 7 ];
  8522. array[ offset + 8 ] = te[ 8 ];
  8523. array[ offset + 9 ] = te[ 9 ];
  8524. array[ offset + 10 ] = te[ 10 ];
  8525. array[ offset + 11 ] = te[ 11 ];
  8526. array[ offset + 12 ] = te[ 12 ];
  8527. array[ offset + 13 ] = te[ 13 ];
  8528. array[ offset + 14 ] = te[ 14 ];
  8529. array[ offset + 15 ] = te[ 15 ];
  8530. return array;
  8531. }
  8532. }
  8533. const _v1$7 = /*@__PURE__*/ new Vector3();
  8534. const _m1$2 = /*@__PURE__*/ new Matrix4();
  8535. const _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 );
  8536. const _one = /*@__PURE__*/ new Vector3( 1, 1, 1 );
  8537. const _x = /*@__PURE__*/ new Vector3();
  8538. const _y = /*@__PURE__*/ new Vector3();
  8539. const _z = /*@__PURE__*/ new Vector3();
  8540. const _matrix$2 = /*@__PURE__*/ new Matrix4();
  8541. const _quaternion$4 = /*@__PURE__*/ new Quaternion();
  8542. /**
  8543. * A class representing Euler angles.
  8544. *
  8545. * Euler angles describe a rotational transformation by rotating an object on
  8546. * its various axes in specified amounts per axis, and a specified axis
  8547. * order.
  8548. *
  8549. * Iterating through an instance will yield its components (x, y, z,
  8550. * order) in the corresponding order.
  8551. *
  8552. * ```js
  8553. * const a = new THREE.Euler( 0, 1, 1.57, 'XYZ' );
  8554. * const b = new THREE.Vector3( 1, 0, 1 );
  8555. * b.applyEuler(a);
  8556. * ```
  8557. */
  8558. class Euler {
  8559. /**
  8560. * Constructs a new euler instance.
  8561. *
  8562. * @param {number} [x=0] - The angle of the x axis in radians.
  8563. * @param {number} [y=0] - The angle of the y axis in radians.
  8564. * @param {number} [z=0] - The angle of the z axis in radians.
  8565. * @param {string} [order=Euler.DEFAULT_ORDER] - A string representing the order that the rotations are applied.
  8566. */
  8567. constructor( x = 0, y = 0, z = 0, order = Euler.DEFAULT_ORDER ) {
  8568. /**
  8569. * This flag can be used for type testing.
  8570. *
  8571. * @type {boolean}
  8572. * @readonly
  8573. * @default true
  8574. */
  8575. this.isEuler = true;
  8576. this._x = x;
  8577. this._y = y;
  8578. this._z = z;
  8579. this._order = order;
  8580. }
  8581. /**
  8582. * The angle of the x axis in radians.
  8583. *
  8584. * @type {number}
  8585. * @default 0
  8586. */
  8587. get x() {
  8588. return this._x;
  8589. }
  8590. set x( value ) {
  8591. this._x = value;
  8592. this._onChangeCallback();
  8593. }
  8594. /**
  8595. * The angle of the y axis in radians.
  8596. *
  8597. * @type {number}
  8598. * @default 0
  8599. */
  8600. get y() {
  8601. return this._y;
  8602. }
  8603. set y( value ) {
  8604. this._y = value;
  8605. this._onChangeCallback();
  8606. }
  8607. /**
  8608. * The angle of the z axis in radians.
  8609. *
  8610. * @type {number}
  8611. * @default 0
  8612. */
  8613. get z() {
  8614. return this._z;
  8615. }
  8616. set z( value ) {
  8617. this._z = value;
  8618. this._onChangeCallback();
  8619. }
  8620. /**
  8621. * A string representing the order that the rotations are applied.
  8622. *
  8623. * @type {string}
  8624. * @default 'XYZ'
  8625. */
  8626. get order() {
  8627. return this._order;
  8628. }
  8629. set order( value ) {
  8630. this._order = value;
  8631. this._onChangeCallback();
  8632. }
  8633. /**
  8634. * Sets the Euler components.
  8635. *
  8636. * @param {number} x - The angle of the x axis in radians.
  8637. * @param {number} y - The angle of the y axis in radians.
  8638. * @param {number} z - The angle of the z axis in radians.
  8639. * @param {string} [order] - A string representing the order that the rotations are applied.
  8640. * @return {Euler} A reference to this Euler instance.
  8641. */
  8642. set( x, y, z, order = this._order ) {
  8643. this._x = x;
  8644. this._y = y;
  8645. this._z = z;
  8646. this._order = order;
  8647. this._onChangeCallback();
  8648. return this;
  8649. }
  8650. /**
  8651. * Returns a new Euler instance with copied values from this instance.
  8652. *
  8653. * @return {Euler} A clone of this instance.
  8654. */
  8655. clone() {
  8656. return new this.constructor( this._x, this._y, this._z, this._order );
  8657. }
  8658. /**
  8659. * Copies the values of the given Euler instance to this instance.
  8660. *
  8661. * @param {Euler} euler - The Euler instance to copy.
  8662. * @return {Euler} A reference to this Euler instance.
  8663. */
  8664. copy( euler ) {
  8665. this._x = euler._x;
  8666. this._y = euler._y;
  8667. this._z = euler._z;
  8668. this._order = euler._order;
  8669. this._onChangeCallback();
  8670. return this;
  8671. }
  8672. /**
  8673. * Sets the angles of this Euler instance from a pure rotation matrix.
  8674. *
  8675. * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).
  8676. * @param {string} [order] - A string representing the order that the rotations are applied.
  8677. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  8678. * @return {Euler} A reference to this Euler instance.
  8679. */
  8680. setFromRotationMatrix( m, order = this._order, update = true ) {
  8681. const te = m.elements;
  8682. const m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  8683. const m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  8684. const m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  8685. switch ( order ) {
  8686. case 'XYZ':
  8687. this._y = Math.asin( clamp( m13, -1, 1 ) );
  8688. if ( Math.abs( m13 ) < 0.9999999 ) {
  8689. this._x = Math.atan2( - m23, m33 );
  8690. this._z = Math.atan2( - m12, m11 );
  8691. } else {
  8692. this._x = Math.atan2( m32, m22 );
  8693. this._z = 0;
  8694. }
  8695. break;
  8696. case 'YXZ':
  8697. this._x = Math.asin( - clamp( m23, -1, 1 ) );
  8698. if ( Math.abs( m23 ) < 0.9999999 ) {
  8699. this._y = Math.atan2( m13, m33 );
  8700. this._z = Math.atan2( m21, m22 );
  8701. } else {
  8702. this._y = Math.atan2( - m31, m11 );
  8703. this._z = 0;
  8704. }
  8705. break;
  8706. case 'ZXY':
  8707. this._x = Math.asin( clamp( m32, -1, 1 ) );
  8708. if ( Math.abs( m32 ) < 0.9999999 ) {
  8709. this._y = Math.atan2( - m31, m33 );
  8710. this._z = Math.atan2( - m12, m22 );
  8711. } else {
  8712. this._y = 0;
  8713. this._z = Math.atan2( m21, m11 );
  8714. }
  8715. break;
  8716. case 'ZYX':
  8717. this._y = Math.asin( - clamp( m31, -1, 1 ) );
  8718. if ( Math.abs( m31 ) < 0.9999999 ) {
  8719. this._x = Math.atan2( m32, m33 );
  8720. this._z = Math.atan2( m21, m11 );
  8721. } else {
  8722. this._x = 0;
  8723. this._z = Math.atan2( - m12, m22 );
  8724. }
  8725. break;
  8726. case 'YZX':
  8727. this._z = Math.asin( clamp( m21, -1, 1 ) );
  8728. if ( Math.abs( m21 ) < 0.9999999 ) {
  8729. this._x = Math.atan2( - m23, m22 );
  8730. this._y = Math.atan2( - m31, m11 );
  8731. } else {
  8732. this._x = 0;
  8733. this._y = Math.atan2( m13, m33 );
  8734. }
  8735. break;
  8736. case 'XZY':
  8737. this._z = Math.asin( - clamp( m12, -1, 1 ) );
  8738. if ( Math.abs( m12 ) < 0.9999999 ) {
  8739. this._x = Math.atan2( m32, m22 );
  8740. this._y = Math.atan2( m13, m11 );
  8741. } else {
  8742. this._x = Math.atan2( - m23, m33 );
  8743. this._y = 0;
  8744. }
  8745. break;
  8746. default:
  8747. warn( 'Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );
  8748. }
  8749. this._order = order;
  8750. if ( update === true ) this._onChangeCallback();
  8751. return this;
  8752. }
  8753. /**
  8754. * Sets the angles of this Euler instance from a normalized quaternion.
  8755. *
  8756. * @param {Quaternion} q - A normalized Quaternion.
  8757. * @param {string} [order] - A string representing the order that the rotations are applied.
  8758. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  8759. * @return {Euler} A reference to this Euler instance.
  8760. */
  8761. setFromQuaternion( q, order, update ) {
  8762. _matrix$2.makeRotationFromQuaternion( q );
  8763. return this.setFromRotationMatrix( _matrix$2, order, update );
  8764. }
  8765. /**
  8766. * Sets the angles of this Euler instance from the given vector.
  8767. *
  8768. * @param {Vector3} v - The vector.
  8769. * @param {string} [order] - A string representing the order that the rotations are applied.
  8770. * @return {Euler} A reference to this Euler instance.
  8771. */
  8772. setFromVector3( v, order = this._order ) {
  8773. return this.set( v.x, v.y, v.z, order );
  8774. }
  8775. /**
  8776. * Resets the euler angle with a new order by creating a quaternion from this
  8777. * euler angle and then setting this euler angle with the quaternion and the
  8778. * new order.
  8779. *
  8780. * Warning: This discards revolution information.
  8781. *
  8782. * @param {string} [newOrder] - A string representing the new order that the rotations are applied.
  8783. * @return {Euler} A reference to this Euler instance.
  8784. */
  8785. reorder( newOrder ) {
  8786. _quaternion$4.setFromEuler( this );
  8787. return this.setFromQuaternion( _quaternion$4, newOrder );
  8788. }
  8789. /**
  8790. * Returns `true` if this Euler instance is equal with the given one.
  8791. *
  8792. * @param {Euler} euler - The Euler instance to test for equality.
  8793. * @return {boolean} Whether this Euler instance is equal with the given one.
  8794. */
  8795. equals( euler ) {
  8796. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  8797. }
  8798. /**
  8799. * Sets this Euler instance's components to values from the given array. The first three
  8800. * entries of the array are assign to the x,y and z components. An optional fourth entry
  8801. * defines the Euler order.
  8802. *
  8803. * @param {Array<number,number,number,?string>} array - An array holding the Euler component values.
  8804. * @return {Euler} A reference to this Euler instance.
  8805. */
  8806. fromArray( array ) {
  8807. this._x = array[ 0 ];
  8808. this._y = array[ 1 ];
  8809. this._z = array[ 2 ];
  8810. if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
  8811. this._onChangeCallback();
  8812. return this;
  8813. }
  8814. /**
  8815. * Writes the components of this Euler instance to the given array. If no array is provided,
  8816. * the method returns a new instance.
  8817. *
  8818. * @param {Array<number,number,number,string>} [array=[]] - The target array holding the Euler components.
  8819. * @param {number} [offset=0] - Index of the first element in the array.
  8820. * @return {Array<number,number,number,string>} The Euler components.
  8821. */
  8822. toArray( array = [], offset = 0 ) {
  8823. array[ offset ] = this._x;
  8824. array[ offset + 1 ] = this._y;
  8825. array[ offset + 2 ] = this._z;
  8826. array[ offset + 3 ] = this._order;
  8827. return array;
  8828. }
  8829. _onChange( callback ) {
  8830. this._onChangeCallback = callback;
  8831. return this;
  8832. }
  8833. _onChangeCallback() {}
  8834. *[ Symbol.iterator ]() {
  8835. yield this._x;
  8836. yield this._y;
  8837. yield this._z;
  8838. yield this._order;
  8839. }
  8840. }
  8841. /**
  8842. * The default Euler angle order.
  8843. *
  8844. * @static
  8845. * @type {string}
  8846. * @default 'XYZ'
  8847. */
  8848. Euler.DEFAULT_ORDER = 'XYZ';
  8849. /**
  8850. * A layers object assigns an 3D object to 1 or more of 32
  8851. * layers numbered `0` to `31` - internally the layers are stored as a
  8852. * bit mask], and by default all 3D objects are a member of layer `0`.
  8853. *
  8854. * This can be used to control visibility - an object must share a layer with
  8855. * a camera to be visible when that camera's view is
  8856. * rendered.
  8857. *
  8858. * All classes that inherit from {@link Object3D} have an `layers` property which
  8859. * is an instance of this class.
  8860. */
  8861. class Layers {
  8862. /**
  8863. * Constructs a new layers instance, with membership
  8864. * initially set to layer `0`.
  8865. */
  8866. constructor() {
  8867. /**
  8868. * A bit mask storing which of the 32 layers this layers object is currently
  8869. * a member of.
  8870. *
  8871. * @type {number}
  8872. */
  8873. this.mask = 1 | 0;
  8874. }
  8875. /**
  8876. * Sets membership to the given layer, and remove membership all other layers.
  8877. *
  8878. * @param {number} layer - The layer to set.
  8879. */
  8880. set( layer ) {
  8881. this.mask = ( 1 << layer | 0 ) >>> 0;
  8882. }
  8883. /**
  8884. * Adds membership of the given layer.
  8885. *
  8886. * @param {number} layer - The layer to enable.
  8887. */
  8888. enable( layer ) {
  8889. this.mask |= 1 << layer | 0;
  8890. }
  8891. /**
  8892. * Adds membership to all layers.
  8893. */
  8894. enableAll() {
  8895. this.mask = 0xffffffff | 0;
  8896. }
  8897. /**
  8898. * Toggles the membership of the given layer.
  8899. *
  8900. * @param {number} layer - The layer to toggle.
  8901. */
  8902. toggle( layer ) {
  8903. this.mask ^= 1 << layer | 0;
  8904. }
  8905. /**
  8906. * Removes membership of the given layer.
  8907. *
  8908. * @param {number} layer - The layer to enable.
  8909. */
  8910. disable( layer ) {
  8911. this.mask &= ~ ( 1 << layer | 0 );
  8912. }
  8913. /**
  8914. * Removes the membership from all layers.
  8915. */
  8916. disableAll() {
  8917. this.mask = 0;
  8918. }
  8919. /**
  8920. * Returns `true` if this and the given layers object have at least one
  8921. * layer in common.
  8922. *
  8923. * @param {Layers} layers - The layers to test.
  8924. * @return {boolean } Whether this and the given layers object have at least one layer in common or not.
  8925. */
  8926. test( layers ) {
  8927. return ( this.mask & layers.mask ) !== 0;
  8928. }
  8929. /**
  8930. * Returns `true` if the given layer is enabled.
  8931. *
  8932. * @param {number} layer - The layer to test.
  8933. * @return {boolean } Whether the given layer is enabled or not.
  8934. */
  8935. isEnabled( layer ) {
  8936. return ( this.mask & ( 1 << layer | 0 ) ) !== 0;
  8937. }
  8938. }
  8939. let _object3DId = 0;
  8940. const _v1$6 = /*@__PURE__*/ new Vector3();
  8941. const _q1 = /*@__PURE__*/ new Quaternion();
  8942. const _m1$1 = /*@__PURE__*/ new Matrix4();
  8943. const _target = /*@__PURE__*/ new Vector3();
  8944. const _position$4 = /*@__PURE__*/ new Vector3();
  8945. const _scale$3 = /*@__PURE__*/ new Vector3();
  8946. const _quaternion$3 = /*@__PURE__*/ new Quaternion();
  8947. const _xAxis = /*@__PURE__*/ new Vector3( 1, 0, 0 );
  8948. const _yAxis = /*@__PURE__*/ new Vector3( 0, 1, 0 );
  8949. const _zAxis = /*@__PURE__*/ new Vector3( 0, 0, 1 );
  8950. /**
  8951. * Fires when the object has been added to its parent object.
  8952. *
  8953. * @event Object3D#added
  8954. * @type {Object}
  8955. */
  8956. const _addedEvent = { type: 'added' };
  8957. /**
  8958. * Fires when the object has been removed from its parent object.
  8959. *
  8960. * @event Object3D#removed
  8961. * @type {Object}
  8962. */
  8963. const _removedEvent = { type: 'removed' };
  8964. /**
  8965. * Fires when a new child object has been added.
  8966. *
  8967. * @event Object3D#childadded
  8968. * @type {Object}
  8969. */
  8970. const _childaddedEvent = { type: 'childadded', child: null };
  8971. /**
  8972. * Fires when a child object has been removed.
  8973. *
  8974. * @event Object3D#childremoved
  8975. * @type {Object}
  8976. */
  8977. const _childremovedEvent = { type: 'childremoved', child: null };
  8978. /**
  8979. * This is the base class for most objects in three.js and provides a set of
  8980. * properties and methods for manipulating objects in 3D space.
  8981. *
  8982. * @augments EventDispatcher
  8983. */
  8984. class Object3D extends EventDispatcher {
  8985. /**
  8986. * Constructs a new 3D object.
  8987. */
  8988. constructor() {
  8989. super();
  8990. /**
  8991. * This flag can be used for type testing.
  8992. *
  8993. * @type {boolean}
  8994. * @readonly
  8995. * @default true
  8996. */
  8997. this.isObject3D = true;
  8998. /**
  8999. * The ID of the 3D object.
  9000. *
  9001. * @name Object3D#id
  9002. * @type {number}
  9003. * @readonly
  9004. */
  9005. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  9006. /**
  9007. * The UUID of the 3D object.
  9008. *
  9009. * @type {string}
  9010. * @readonly
  9011. */
  9012. this.uuid = generateUUID();
  9013. /**
  9014. * The name of the 3D object.
  9015. *
  9016. * @type {string}
  9017. */
  9018. this.name = '';
  9019. /**
  9020. * The type property is used for detecting the object type
  9021. * in context of serialization/deserialization.
  9022. *
  9023. * @type {string}
  9024. * @readonly
  9025. */
  9026. this.type = 'Object3D';
  9027. /**
  9028. * A reference to the parent object.
  9029. *
  9030. * @type {?Object3D}
  9031. * @default null
  9032. */
  9033. this.parent = null;
  9034. /**
  9035. * An array holding the child 3D objects of this instance.
  9036. *
  9037. * @type {Array<Object3D>}
  9038. */
  9039. this.children = [];
  9040. /**
  9041. * Defines the `up` direction of the 3D object which influences
  9042. * the orientation via methods like {@link Object3D#lookAt}.
  9043. *
  9044. * The default values for all 3D objects is defined by `Object3D.DEFAULT_UP`.
  9045. *
  9046. * @type {Vector3}
  9047. */
  9048. this.up = Object3D.DEFAULT_UP.clone();
  9049. const position = new Vector3();
  9050. const rotation = new Euler();
  9051. const quaternion = new Quaternion();
  9052. const scale = new Vector3( 1, 1, 1 );
  9053. function onRotationChange() {
  9054. quaternion.setFromEuler( rotation, false );
  9055. }
  9056. function onQuaternionChange() {
  9057. rotation.setFromQuaternion( quaternion, undefined, false );
  9058. }
  9059. rotation._onChange( onRotationChange );
  9060. quaternion._onChange( onQuaternionChange );
  9061. Object.defineProperties( this, {
  9062. /**
  9063. * Represents the object's local position.
  9064. *
  9065. * @name Object3D#position
  9066. * @type {Vector3}
  9067. * @default (0,0,0)
  9068. */
  9069. position: {
  9070. configurable: true,
  9071. enumerable: true,
  9072. value: position
  9073. },
  9074. /**
  9075. * Represents the object's local rotation as Euler angles, in radians.
  9076. *
  9077. * @name Object3D#rotation
  9078. * @type {Euler}
  9079. * @default (0,0,0)
  9080. */
  9081. rotation: {
  9082. configurable: true,
  9083. enumerable: true,
  9084. value: rotation
  9085. },
  9086. /**
  9087. * Represents the object's local rotation as Quaternions.
  9088. *
  9089. * @name Object3D#quaternion
  9090. * @type {Quaternion}
  9091. */
  9092. quaternion: {
  9093. configurable: true,
  9094. enumerable: true,
  9095. value: quaternion
  9096. },
  9097. /**
  9098. * Represents the object's local scale.
  9099. *
  9100. * @name Object3D#scale
  9101. * @type {Vector3}
  9102. * @default (1,1,1)
  9103. */
  9104. scale: {
  9105. configurable: true,
  9106. enumerable: true,
  9107. value: scale
  9108. },
  9109. /**
  9110. * Represents the object's model-view matrix.
  9111. *
  9112. * @name Object3D#modelViewMatrix
  9113. * @type {Matrix4}
  9114. */
  9115. modelViewMatrix: {
  9116. value: new Matrix4()
  9117. },
  9118. /**
  9119. * Represents the object's normal matrix.
  9120. *
  9121. * @name Object3D#normalMatrix
  9122. * @type {Matrix3}
  9123. */
  9124. normalMatrix: {
  9125. value: new Matrix3()
  9126. }
  9127. } );
  9128. /**
  9129. * Represents the object's transformation matrix in local space.
  9130. *
  9131. * @type {Matrix4}
  9132. */
  9133. this.matrix = new Matrix4();
  9134. /**
  9135. * Represents the object's transformation matrix in world space.
  9136. * If the 3D object has no parent, then it's identical to the local transformation matrix
  9137. *
  9138. * @type {Matrix4}
  9139. */
  9140. this.matrixWorld = new Matrix4();
  9141. /**
  9142. * When set to `true`, the engine automatically computes the local matrix from position,
  9143. * rotation and scale every frame. If set to `false`, the app is responsible for recomputing
  9144. * the local matrix by calling `updateMatrix()`.
  9145. *
  9146. * The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_AUTO_UPDATE`.
  9147. *
  9148. * @type {boolean}
  9149. * @default true
  9150. */
  9151. this.matrixAutoUpdate = Object3D.DEFAULT_MATRIX_AUTO_UPDATE;
  9152. /**
  9153. * When set to `true`, the engine automatically computes the world matrix from the current local
  9154. * matrix and the object's transformation hierarchy. If set to `false`, the app is responsible for
  9155. * recomputing the world matrix by directly updating the `matrixWorld` property.
  9156. *
  9157. * The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE`.
  9158. *
  9159. * @type {boolean}
  9160. * @default true
  9161. */
  9162. this.matrixWorldAutoUpdate = Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE; // checked by the renderer
  9163. /**
  9164. * When set to `true`, it calculates the world matrix in that frame and resets this property
  9165. * to `false`.
  9166. *
  9167. * @type {boolean}
  9168. * @default false
  9169. */
  9170. this.matrixWorldNeedsUpdate = false;
  9171. /**
  9172. * The layer membership of the 3D object. The 3D object is only visible if it has
  9173. * at least one layer in common with the camera in use. This property can also be
  9174. * used to filter out unwanted objects in ray-intersection tests when using {@link Raycaster}.
  9175. *
  9176. * @type {Layers}
  9177. */
  9178. this.layers = new Layers();
  9179. /**
  9180. * When set to `true`, the 3D object gets rendered.
  9181. *
  9182. * @type {boolean}
  9183. * @default true
  9184. */
  9185. this.visible = true;
  9186. /**
  9187. * When set to `true`, the 3D object gets rendered into shadow maps.
  9188. *
  9189. * @type {boolean}
  9190. * @default false
  9191. */
  9192. this.castShadow = false;
  9193. /**
  9194. * When set to `true`, the 3D object is affected by shadows in the scene.
  9195. *
  9196. * @type {boolean}
  9197. * @default false
  9198. */
  9199. this.receiveShadow = false;
  9200. /**
  9201. * When set to `true`, the 3D object is honored by view frustum culling.
  9202. *
  9203. * @type {boolean}
  9204. * @default true
  9205. */
  9206. this.frustumCulled = true;
  9207. /**
  9208. * This value allows the default rendering order of scene graph objects to be
  9209. * overridden although opaque and transparent objects remain sorted independently.
  9210. * When this property is set for an instance of {@link Group},all descendants
  9211. * objects will be sorted and rendered together. Sorting is from lowest to highest
  9212. * render order.
  9213. *
  9214. * @type {number}
  9215. * @default 0
  9216. */
  9217. this.renderOrder = 0;
  9218. /**
  9219. * An array holding the animation clips of the 3D object.
  9220. *
  9221. * @type {Array<AnimationClip>}
  9222. */
  9223. this.animations = [];
  9224. /**
  9225. * Custom depth material to be used when rendering to the depth map. Can only be used
  9226. * in context of meshes. When shadow-casting with a {@link DirectionalLight} or {@link SpotLight},
  9227. * if you are modifying vertex positions in the vertex shader you must specify a custom depth
  9228. * material for proper shadows.
  9229. *
  9230. * Only relevant in context of {@link WebGLRenderer}.
  9231. *
  9232. * @type {(Material|undefined)}
  9233. * @default undefined
  9234. */
  9235. this.customDepthMaterial = undefined;
  9236. /**
  9237. * Same as {@link Object3D#customDepthMaterial}, but used with {@link PointLight}.
  9238. *
  9239. * Only relevant in context of {@link WebGLRenderer}.
  9240. *
  9241. * @type {(Material|undefined)}
  9242. * @default undefined
  9243. */
  9244. this.customDistanceMaterial = undefined;
  9245. /**
  9246. * Whether the 3D object is supposed to be static or not. If set to `true`, it means
  9247. * the 3D object is not going to be changed after the initial renderer. This includes
  9248. * geometry and material settings. A static 3D object can be processed by the renderer
  9249. * slightly faster since certain state checks can be bypassed.
  9250. *
  9251. * Only relevant in context of {@link WebGPURenderer}.
  9252. *
  9253. * @type {boolean}
  9254. * @default false
  9255. */
  9256. this.static = false;
  9257. /**
  9258. * An object that can be used to store custom data about the 3D object. It
  9259. * should not hold references to functions as these will not be cloned.
  9260. *
  9261. * @type {Object}
  9262. */
  9263. this.userData = {};
  9264. /**
  9265. * The pivot point for rotation and scale transformations.
  9266. * When set, rotation and scale are applied around this point
  9267. * instead of the object's origin.
  9268. *
  9269. * @type {?Vector3}
  9270. * @default null
  9271. */
  9272. this.pivot = null;
  9273. }
  9274. /**
  9275. * A callback that is executed immediately before a 3D object is rendered to a shadow map.
  9276. *
  9277. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  9278. * @param {Object3D} object - The 3D object.
  9279. * @param {Camera} camera - The camera that is used to render the scene.
  9280. * @param {Camera} shadowCamera - The shadow camera.
  9281. * @param {BufferGeometry} geometry - The 3D object's geometry.
  9282. * @param {Material} depthMaterial - The depth material.
  9283. * @param {Object} group - The geometry group data.
  9284. */
  9285. onBeforeShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
  9286. /**
  9287. * A callback that is executed immediately after a 3D object is rendered to a shadow map.
  9288. *
  9289. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  9290. * @param {Object3D} object - The 3D object.
  9291. * @param {Camera} camera - The camera that is used to render the scene.
  9292. * @param {Camera} shadowCamera - The shadow camera.
  9293. * @param {BufferGeometry} geometry - The 3D object's geometry.
  9294. * @param {Material} depthMaterial - The depth material.
  9295. * @param {Object} group - The geometry group data.
  9296. */
  9297. onAfterShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
  9298. /**
  9299. * A callback that is executed immediately before a 3D object is rendered.
  9300. *
  9301. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  9302. * @param {Object3D} object - The 3D object.
  9303. * @param {Camera} camera - The camera that is used to render the scene.
  9304. * @param {BufferGeometry} geometry - The 3D object's geometry.
  9305. * @param {Material} material - The 3D object's material.
  9306. * @param {Object} group - The geometry group data.
  9307. */
  9308. onBeforeRender( /* renderer, scene, camera, geometry, material, group */ ) {}
  9309. /**
  9310. * A callback that is executed immediately after a 3D object is rendered.
  9311. *
  9312. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  9313. * @param {Object3D} object - The 3D object.
  9314. * @param {Camera} camera - The camera that is used to render the scene.
  9315. * @param {BufferGeometry} geometry - The 3D object's geometry.
  9316. * @param {Material} material - The 3D object's material.
  9317. * @param {Object} group - The geometry group data.
  9318. */
  9319. onAfterRender( /* renderer, scene, camera, geometry, material, group */ ) {}
  9320. /**
  9321. * Applies the given transformation matrix to the object and updates the object's position,
  9322. * rotation and scale.
  9323. *
  9324. * @param {Matrix4} matrix - The transformation matrix.
  9325. */
  9326. applyMatrix4( matrix ) {
  9327. if ( this.matrixAutoUpdate ) this.updateMatrix();
  9328. this.matrix.premultiply( matrix );
  9329. this.matrix.decompose( this.position, this.quaternion, this.scale );
  9330. }
  9331. /**
  9332. * Applies a rotation represented by given the quaternion to the 3D object.
  9333. *
  9334. * @param {Quaternion} q - The quaternion.
  9335. * @return {Object3D} A reference to this instance.
  9336. */
  9337. applyQuaternion( q ) {
  9338. this.quaternion.premultiply( q );
  9339. return this;
  9340. }
  9341. /**
  9342. * Sets the given rotation represented as an axis/angle couple to the 3D object.
  9343. *
  9344. * @param {Vector3} axis - The (normalized) axis vector.
  9345. * @param {number} angle - The angle in radians.
  9346. */
  9347. setRotationFromAxisAngle( axis, angle ) {
  9348. // assumes axis is normalized
  9349. this.quaternion.setFromAxisAngle( axis, angle );
  9350. }
  9351. /**
  9352. * Sets the given rotation represented as Euler angles to the 3D object.
  9353. *
  9354. * @param {Euler} euler - The Euler angles.
  9355. */
  9356. setRotationFromEuler( euler ) {
  9357. this.quaternion.setFromEuler( euler, true );
  9358. }
  9359. /**
  9360. * Sets the given rotation represented as rotation matrix to the 3D object.
  9361. *
  9362. * @param {Matrix4} m - Although a 4x4 matrix is expected, the upper 3x3 portion must be
  9363. * a pure rotation matrix (i.e, unscaled).
  9364. */
  9365. setRotationFromMatrix( m ) {
  9366. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  9367. this.quaternion.setFromRotationMatrix( m );
  9368. }
  9369. /**
  9370. * Sets the given rotation represented as a Quaternion to the 3D object.
  9371. *
  9372. * @param {Quaternion} q - The Quaternion
  9373. */
  9374. setRotationFromQuaternion( q ) {
  9375. // assumes q is normalized
  9376. this.quaternion.copy( q );
  9377. }
  9378. /**
  9379. * Rotates the 3D object along an axis in local space.
  9380. *
  9381. * @param {Vector3} axis - The (normalized) axis vector.
  9382. * @param {number} angle - The angle in radians.
  9383. * @return {Object3D} A reference to this instance.
  9384. */
  9385. rotateOnAxis( axis, angle ) {
  9386. // rotate object on axis in object space
  9387. // axis is assumed to be normalized
  9388. _q1.setFromAxisAngle( axis, angle );
  9389. this.quaternion.multiply( _q1 );
  9390. return this;
  9391. }
  9392. /**
  9393. * Rotates the 3D object along an axis in world space.
  9394. *
  9395. * @param {Vector3} axis - The (normalized) axis vector.
  9396. * @param {number} angle - The angle in radians.
  9397. * @return {Object3D} A reference to this instance.
  9398. */
  9399. rotateOnWorldAxis( axis, angle ) {
  9400. // rotate object on axis in world space
  9401. // axis is assumed to be normalized
  9402. // method assumes no rotated parent
  9403. _q1.setFromAxisAngle( axis, angle );
  9404. this.quaternion.premultiply( _q1 );
  9405. return this;
  9406. }
  9407. /**
  9408. * Rotates the 3D object around its X axis in local space.
  9409. *
  9410. * @param {number} angle - The angle in radians.
  9411. * @return {Object3D} A reference to this instance.
  9412. */
  9413. rotateX( angle ) {
  9414. return this.rotateOnAxis( _xAxis, angle );
  9415. }
  9416. /**
  9417. * Rotates the 3D object around its Y axis in local space.
  9418. *
  9419. * @param {number} angle - The angle in radians.
  9420. * @return {Object3D} A reference to this instance.
  9421. */
  9422. rotateY( angle ) {
  9423. return this.rotateOnAxis( _yAxis, angle );
  9424. }
  9425. /**
  9426. * Rotates the 3D object around its Z axis in local space.
  9427. *
  9428. * @param {number} angle - The angle in radians.
  9429. * @return {Object3D} A reference to this instance.
  9430. */
  9431. rotateZ( angle ) {
  9432. return this.rotateOnAxis( _zAxis, angle );
  9433. }
  9434. /**
  9435. * Translate the 3D object by a distance along the given axis in local space.
  9436. *
  9437. * @param {Vector3} axis - The (normalized) axis vector.
  9438. * @param {number} distance - The distance in world units.
  9439. * @return {Object3D} A reference to this instance.
  9440. */
  9441. translateOnAxis( axis, distance ) {
  9442. // translate object by distance along axis in object space
  9443. // axis is assumed to be normalized
  9444. _v1$6.copy( axis ).applyQuaternion( this.quaternion );
  9445. this.position.add( _v1$6.multiplyScalar( distance ) );
  9446. return this;
  9447. }
  9448. /**
  9449. * Translate the 3D object by a distance along its X-axis in local space.
  9450. *
  9451. * @param {number} distance - The distance in world units.
  9452. * @return {Object3D} A reference to this instance.
  9453. */
  9454. translateX( distance ) {
  9455. return this.translateOnAxis( _xAxis, distance );
  9456. }
  9457. /**
  9458. * Translate the 3D object by a distance along its Y-axis in local space.
  9459. *
  9460. * @param {number} distance - The distance in world units.
  9461. * @return {Object3D} A reference to this instance.
  9462. */
  9463. translateY( distance ) {
  9464. return this.translateOnAxis( _yAxis, distance );
  9465. }
  9466. /**
  9467. * Translate the 3D object by a distance along its Z-axis in local space.
  9468. *
  9469. * @param {number} distance - The distance in world units.
  9470. * @return {Object3D} A reference to this instance.
  9471. */
  9472. translateZ( distance ) {
  9473. return this.translateOnAxis( _zAxis, distance );
  9474. }
  9475. /**
  9476. * Converts the given vector from this 3D object's local space to world space.
  9477. *
  9478. * @param {Vector3} vector - The vector to convert.
  9479. * @return {Vector3} The converted vector.
  9480. */
  9481. localToWorld( vector ) {
  9482. this.updateWorldMatrix( true, false );
  9483. return vector.applyMatrix4( this.matrixWorld );
  9484. }
  9485. /**
  9486. * Converts the given vector from this 3D object's world space to local space.
  9487. *
  9488. * @param {Vector3} vector - The vector to convert.
  9489. * @return {Vector3} The converted vector.
  9490. */
  9491. worldToLocal( vector ) {
  9492. this.updateWorldMatrix( true, false );
  9493. return vector.applyMatrix4( _m1$1.copy( this.matrixWorld ).invert() );
  9494. }
  9495. /**
  9496. * Rotates the object to face a point in world space.
  9497. *
  9498. * This method does not support objects having non-uniformly-scaled parent(s).
  9499. *
  9500. * @param {number|Vector3} x - The x coordinate in world space. Alternatively, a vector representing a position in world space
  9501. * @param {number} [y] - The y coordinate in world space.
  9502. * @param {number} [z] - The z coordinate in world space.
  9503. */
  9504. lookAt( x, y, z ) {
  9505. // This method does not support objects having non-uniformly-scaled parent(s)
  9506. if ( x.isVector3 ) {
  9507. _target.copy( x );
  9508. } else {
  9509. _target.set( x, y, z );
  9510. }
  9511. const parent = this.parent;
  9512. this.updateWorldMatrix( true, false );
  9513. _position$4.setFromMatrixPosition( this.matrixWorld );
  9514. if ( this.isCamera || this.isLight ) {
  9515. _m1$1.lookAt( _position$4, _target, this.up );
  9516. } else {
  9517. _m1$1.lookAt( _target, _position$4, this.up );
  9518. }
  9519. this.quaternion.setFromRotationMatrix( _m1$1 );
  9520. if ( parent ) {
  9521. _m1$1.extractRotation( parent.matrixWorld );
  9522. _q1.setFromRotationMatrix( _m1$1 );
  9523. this.quaternion.premultiply( _q1.invert() );
  9524. }
  9525. }
  9526. /**
  9527. * Adds the given 3D object as a child to this 3D object. An arbitrary number of
  9528. * objects may be added. Any current parent on an object passed in here will be
  9529. * removed, since an object can have at most one parent.
  9530. *
  9531. * @fires Object3D#added
  9532. * @fires Object3D#childadded
  9533. * @param {Object3D} object - The 3D object to add.
  9534. * @return {Object3D} A reference to this instance.
  9535. */
  9536. add( object ) {
  9537. if ( arguments.length > 1 ) {
  9538. for ( let i = 0; i < arguments.length; i ++ ) {
  9539. this.add( arguments[ i ] );
  9540. }
  9541. return this;
  9542. }
  9543. if ( object === this ) {
  9544. error( 'Object3D.add: object can\'t be added as a child of itself.', object );
  9545. return this;
  9546. }
  9547. if ( object && object.isObject3D ) {
  9548. object.removeFromParent();
  9549. object.parent = this;
  9550. this.children.push( object );
  9551. object.dispatchEvent( _addedEvent );
  9552. _childaddedEvent.child = object;
  9553. this.dispatchEvent( _childaddedEvent );
  9554. _childaddedEvent.child = null;
  9555. } else {
  9556. error( 'Object3D.add: object not an instance of THREE.Object3D.', object );
  9557. }
  9558. return this;
  9559. }
  9560. /**
  9561. * Removes the given 3D object as child from this 3D object.
  9562. * An arbitrary number of objects may be removed.
  9563. *
  9564. * @fires Object3D#removed
  9565. * @fires Object3D#childremoved
  9566. * @param {Object3D} object - The 3D object to remove.
  9567. * @return {Object3D} A reference to this instance.
  9568. */
  9569. remove( object ) {
  9570. if ( arguments.length > 1 ) {
  9571. for ( let i = 0; i < arguments.length; i ++ ) {
  9572. this.remove( arguments[ i ] );
  9573. }
  9574. return this;
  9575. }
  9576. const index = this.children.indexOf( object );
  9577. if ( index !== -1 ) {
  9578. object.parent = null;
  9579. this.children.splice( index, 1 );
  9580. object.dispatchEvent( _removedEvent );
  9581. _childremovedEvent.child = object;
  9582. this.dispatchEvent( _childremovedEvent );
  9583. _childremovedEvent.child = null;
  9584. }
  9585. return this;
  9586. }
  9587. /**
  9588. * Removes this 3D object from its current parent.
  9589. *
  9590. * @fires Object3D#removed
  9591. * @fires Object3D#childremoved
  9592. * @return {Object3D} A reference to this instance.
  9593. */
  9594. removeFromParent() {
  9595. const parent = this.parent;
  9596. if ( parent !== null ) {
  9597. parent.remove( this );
  9598. }
  9599. return this;
  9600. }
  9601. /**
  9602. * Removes all child objects.
  9603. *
  9604. * @fires Object3D#removed
  9605. * @fires Object3D#childremoved
  9606. * @return {Object3D} A reference to this instance.
  9607. */
  9608. clear() {
  9609. return this.remove( ... this.children );
  9610. }
  9611. /**
  9612. * Adds the given 3D object as a child of this 3D object, while maintaining the object's world
  9613. * transform. This method does not support scene graphs having non-uniformly-scaled nodes(s).
  9614. *
  9615. * @fires Object3D#added
  9616. * @fires Object3D#childadded
  9617. * @param {Object3D} object - The 3D object to attach.
  9618. * @return {Object3D} A reference to this instance.
  9619. */
  9620. attach( object ) {
  9621. // adds object as a child of this, while maintaining the object's world transform
  9622. // Note: This method does not support scene graphs having non-uniformly-scaled nodes(s)
  9623. this.updateWorldMatrix( true, false );
  9624. _m1$1.copy( this.matrixWorld ).invert();
  9625. if ( object.parent !== null ) {
  9626. object.parent.updateWorldMatrix( true, false );
  9627. _m1$1.multiply( object.parent.matrixWorld );
  9628. }
  9629. object.applyMatrix4( _m1$1 );
  9630. object.removeFromParent();
  9631. object.parent = this;
  9632. this.children.push( object );
  9633. object.updateWorldMatrix( false, true );
  9634. object.dispatchEvent( _addedEvent );
  9635. _childaddedEvent.child = object;
  9636. this.dispatchEvent( _childaddedEvent );
  9637. _childaddedEvent.child = null;
  9638. return this;
  9639. }
  9640. /**
  9641. * Searches through the 3D object and its children, starting with the 3D object
  9642. * itself, and returns the first with a matching ID.
  9643. *
  9644. * @param {number} id - The id.
  9645. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  9646. */
  9647. getObjectById( id ) {
  9648. return this.getObjectByProperty( 'id', id );
  9649. }
  9650. /**
  9651. * Searches through the 3D object and its children, starting with the 3D object
  9652. * itself, and returns the first with a matching name.
  9653. *
  9654. * @param {string} name - The name.
  9655. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  9656. */
  9657. getObjectByName( name ) {
  9658. return this.getObjectByProperty( 'name', name );
  9659. }
  9660. /**
  9661. * Searches through the 3D object and its children, starting with the 3D object
  9662. * itself, and returns the first with a matching property value.
  9663. *
  9664. * @param {string} name - The name of the property.
  9665. * @param {any} value - The value.
  9666. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  9667. */
  9668. getObjectByProperty( name, value ) {
  9669. if ( this[ name ] === value ) return this;
  9670. for ( let i = 0, l = this.children.length; i < l; i ++ ) {
  9671. const child = this.children[ i ];
  9672. const object = child.getObjectByProperty( name, value );
  9673. if ( object !== undefined ) {
  9674. return object;
  9675. }
  9676. }
  9677. return undefined;
  9678. }
  9679. /**
  9680. * Searches through the 3D object and its children, starting with the 3D object
  9681. * itself, and returns all 3D objects with a matching property value.
  9682. *
  9683. * @param {string} name - The name of the property.
  9684. * @param {any} value - The value.
  9685. * @param {Array<Object3D>} result - The method stores the result in this array.
  9686. * @return {Array<Object3D>} The found 3D objects.
  9687. */
  9688. getObjectsByProperty( name, value, result = [] ) {
  9689. if ( this[ name ] === value ) result.push( this );
  9690. const children = this.children;
  9691. for ( let i = 0, l = children.length; i < l; i ++ ) {
  9692. children[ i ].getObjectsByProperty( name, value, result );
  9693. }
  9694. return result;
  9695. }
  9696. /**
  9697. * Returns a vector representing the position of the 3D object in world space.
  9698. *
  9699. * @param {Vector3} target - The target vector the result is stored to.
  9700. * @return {Vector3} The 3D object's position in world space.
  9701. */
  9702. getWorldPosition( target ) {
  9703. this.updateWorldMatrix( true, false );
  9704. return target.setFromMatrixPosition( this.matrixWorld );
  9705. }
  9706. /**
  9707. * Returns a Quaternion representing the position of the 3D object in world space.
  9708. *
  9709. * @param {Quaternion} target - The target Quaternion the result is stored to.
  9710. * @return {Quaternion} The 3D object's rotation in world space.
  9711. */
  9712. getWorldQuaternion( target ) {
  9713. this.updateWorldMatrix( true, false );
  9714. this.matrixWorld.decompose( _position$4, target, _scale$3 );
  9715. return target;
  9716. }
  9717. /**
  9718. * Returns a vector representing the scale of the 3D object in world space.
  9719. *
  9720. * @param {Vector3} target - The target vector the result is stored to.
  9721. * @return {Vector3} The 3D object's scale in world space.
  9722. */
  9723. getWorldScale( target ) {
  9724. this.updateWorldMatrix( true, false );
  9725. this.matrixWorld.decompose( _position$4, _quaternion$3, target );
  9726. return target;
  9727. }
  9728. /**
  9729. * Returns a vector representing the ("look") direction of the 3D object in world space.
  9730. *
  9731. * @param {Vector3} target - The target vector the result is stored to.
  9732. * @return {Vector3} The 3D object's direction in world space.
  9733. */
  9734. getWorldDirection( target ) {
  9735. this.updateWorldMatrix( true, false );
  9736. const e = this.matrixWorld.elements;
  9737. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  9738. }
  9739. /**
  9740. * Abstract method to get intersections between a casted ray and this
  9741. * 3D object. Renderable 3D objects such as {@link Mesh}, {@link Line} or {@link Points}
  9742. * implement this method in order to use raycasting.
  9743. *
  9744. * @abstract
  9745. * @param {Raycaster} raycaster - The raycaster.
  9746. * @param {Array<Object>} intersects - An array holding the result of the method.
  9747. */
  9748. raycast( /* raycaster, intersects */ ) {}
  9749. /**
  9750. * Executes the callback on this 3D object and all descendants.
  9751. *
  9752. * Note: Modifying the scene graph inside the callback is discouraged.
  9753. *
  9754. * @param {Function} callback - A callback function that allows to process the current 3D object.
  9755. */
  9756. traverse( callback ) {
  9757. callback( this );
  9758. const children = this.children;
  9759. for ( let i = 0, l = children.length; i < l; i ++ ) {
  9760. children[ i ].traverse( callback );
  9761. }
  9762. }
  9763. /**
  9764. * Like {@link Object3D#traverse}, but the callback will only be executed for visible 3D objects.
  9765. * Descendants of invisible 3D objects are not traversed.
  9766. *
  9767. * Note: Modifying the scene graph inside the callback is discouraged.
  9768. *
  9769. * @param {Function} callback - A callback function that allows to process the current 3D object.
  9770. */
  9771. traverseVisible( callback ) {
  9772. if ( this.visible === false ) return;
  9773. callback( this );
  9774. const children = this.children;
  9775. for ( let i = 0, l = children.length; i < l; i ++ ) {
  9776. children[ i ].traverseVisible( callback );
  9777. }
  9778. }
  9779. /**
  9780. * Like {@link Object3D#traverse}, but the callback will only be executed for all ancestors.
  9781. *
  9782. * Note: Modifying the scene graph inside the callback is discouraged.
  9783. *
  9784. * @param {Function} callback - A callback function that allows to process the current 3D object.
  9785. */
  9786. traverseAncestors( callback ) {
  9787. const parent = this.parent;
  9788. if ( parent !== null ) {
  9789. callback( parent );
  9790. parent.traverseAncestors( callback );
  9791. }
  9792. }
  9793. /**
  9794. * Updates the transformation matrix in local space by computing it from the current
  9795. * position, rotation and scale values.
  9796. */
  9797. updateMatrix() {
  9798. this.matrix.compose( this.position, this.quaternion, this.scale );
  9799. const pivot = this.pivot;
  9800. if ( pivot !== null ) {
  9801. const px = pivot.x, py = pivot.y, pz = pivot.z;
  9802. const te = this.matrix.elements;
  9803. te[ 12 ] += px - te[ 0 ] * px - te[ 4 ] * py - te[ 8 ] * pz;
  9804. te[ 13 ] += py - te[ 1 ] * px - te[ 5 ] * py - te[ 9 ] * pz;
  9805. te[ 14 ] += pz - te[ 2 ] * px - te[ 6 ] * py - te[ 10 ] * pz;
  9806. }
  9807. this.matrixWorldNeedsUpdate = true;
  9808. }
  9809. /**
  9810. * Updates the transformation matrix in world space of this 3D objects and its descendants.
  9811. *
  9812. * To ensure correct results, this method also recomputes the 3D object's transformation matrix in
  9813. * local space. The computation of the local and world matrix can be controlled with the
  9814. * {@link Object3D#matrixAutoUpdate} and {@link Object3D#matrixWorldAutoUpdate} flags which are both
  9815. * `true` by default. Set these flags to `false` if you need more control over the update matrix process.
  9816. *
  9817. * @param {boolean} [force=false] - When set to `true`, a recomputation of world matrices is forced even
  9818. * when {@link Object3D#matrixWorldNeedsUpdate} is `false`.
  9819. */
  9820. updateMatrixWorld( force ) {
  9821. if ( this.matrixAutoUpdate ) this.updateMatrix();
  9822. if ( this.matrixWorldNeedsUpdate || force ) {
  9823. if ( this.matrixWorldAutoUpdate === true ) {
  9824. if ( this.parent === null ) {
  9825. this.matrixWorld.copy( this.matrix );
  9826. } else {
  9827. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  9828. }
  9829. }
  9830. this.matrixWorldNeedsUpdate = false;
  9831. force = true;
  9832. }
  9833. // make sure descendants are updated if required
  9834. const children = this.children;
  9835. for ( let i = 0, l = children.length; i < l; i ++ ) {
  9836. const child = children[ i ];
  9837. child.updateMatrixWorld( force );
  9838. }
  9839. }
  9840. /**
  9841. * An alternative version of {@link Object3D#updateMatrixWorld} with more control over the
  9842. * update of ancestor and descendant nodes.
  9843. *
  9844. * @param {boolean} [updateParents=false] Whether ancestor nodes should be updated or not.
  9845. * @param {boolean} [updateChildren=false] Whether descendant nodes should be updated or not.
  9846. */
  9847. updateWorldMatrix( updateParents, updateChildren ) {
  9848. const parent = this.parent;
  9849. if ( updateParents === true && parent !== null ) {
  9850. parent.updateWorldMatrix( true, false );
  9851. }
  9852. if ( this.matrixAutoUpdate ) this.updateMatrix();
  9853. if ( this.matrixWorldAutoUpdate === true ) {
  9854. if ( this.parent === null ) {
  9855. this.matrixWorld.copy( this.matrix );
  9856. } else {
  9857. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  9858. }
  9859. }
  9860. // make sure descendants are updated
  9861. if ( updateChildren === true ) {
  9862. const children = this.children;
  9863. for ( let i = 0, l = children.length; i < l; i ++ ) {
  9864. const child = children[ i ];
  9865. child.updateWorldMatrix( false, true );
  9866. }
  9867. }
  9868. }
  9869. /**
  9870. * Serializes the 3D object into JSON.
  9871. *
  9872. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  9873. * @return {Object} A JSON object representing the serialized 3D object.
  9874. * @see {@link ObjectLoader#parse}
  9875. */
  9876. toJSON( meta ) {
  9877. // meta is a string when called from JSON.stringify
  9878. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  9879. const output = {};
  9880. // meta is a hash used to collect geometries, materials.
  9881. // not providing it implies that this is the root object
  9882. // being serialized.
  9883. if ( isRootObject ) {
  9884. // initialize meta obj
  9885. meta = {
  9886. geometries: {},
  9887. materials: {},
  9888. textures: {},
  9889. images: {},
  9890. shapes: {},
  9891. skeletons: {},
  9892. animations: {},
  9893. nodes: {}
  9894. };
  9895. output.metadata = {
  9896. version: 4.7,
  9897. type: 'Object',
  9898. generator: 'Object3D.toJSON'
  9899. };
  9900. }
  9901. // standard Object3D serialization
  9902. const object = {};
  9903. object.uuid = this.uuid;
  9904. object.type = this.type;
  9905. if ( this.name !== '' ) object.name = this.name;
  9906. if ( this.castShadow === true ) object.castShadow = true;
  9907. if ( this.receiveShadow === true ) object.receiveShadow = true;
  9908. if ( this.visible === false ) object.visible = false;
  9909. if ( this.frustumCulled === false ) object.frustumCulled = false;
  9910. if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;
  9911. if ( this.static !== false ) object.static = this.static;
  9912. if ( Object.keys( this.userData ).length > 0 ) object.userData = this.userData;
  9913. object.layers = this.layers.mask;
  9914. object.matrix = this.matrix.toArray();
  9915. object.up = this.up.toArray();
  9916. if ( this.pivot !== null ) object.pivot = this.pivot.toArray();
  9917. if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;
  9918. if ( this.morphTargetDictionary !== undefined ) object.morphTargetDictionary = Object.assign( {}, this.morphTargetDictionary );
  9919. if ( this.morphTargetInfluences !== undefined ) object.morphTargetInfluences = this.morphTargetInfluences.slice();
  9920. // object specific properties
  9921. if ( this.isInstancedMesh ) {
  9922. object.type = 'InstancedMesh';
  9923. object.count = this.count;
  9924. object.instanceMatrix = this.instanceMatrix.toJSON();
  9925. if ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON();
  9926. }
  9927. if ( this.isBatchedMesh ) {
  9928. object.type = 'BatchedMesh';
  9929. object.perObjectFrustumCulled = this.perObjectFrustumCulled;
  9930. object.sortObjects = this.sortObjects;
  9931. object.drawRanges = this._drawRanges;
  9932. object.reservedRanges = this._reservedRanges;
  9933. object.geometryInfo = this._geometryInfo.map( info => ( {
  9934. ...info,
  9935. boundingBox: info.boundingBox ? info.boundingBox.toJSON() : undefined,
  9936. boundingSphere: info.boundingSphere ? info.boundingSphere.toJSON() : undefined
  9937. } ) );
  9938. object.instanceInfo = this._instanceInfo.map( info => ( { ...info } ) );
  9939. object.availableInstanceIds = this._availableInstanceIds.slice();
  9940. object.availableGeometryIds = this._availableGeometryIds.slice();
  9941. object.nextIndexStart = this._nextIndexStart;
  9942. object.nextVertexStart = this._nextVertexStart;
  9943. object.geometryCount = this._geometryCount;
  9944. object.maxInstanceCount = this._maxInstanceCount;
  9945. object.maxVertexCount = this._maxVertexCount;
  9946. object.maxIndexCount = this._maxIndexCount;
  9947. object.geometryInitialized = this._geometryInitialized;
  9948. object.matricesTexture = this._matricesTexture.toJSON( meta );
  9949. object.indirectTexture = this._indirectTexture.toJSON( meta );
  9950. if ( this._colorsTexture !== null ) {
  9951. object.colorsTexture = this._colorsTexture.toJSON( meta );
  9952. }
  9953. if ( this.boundingSphere !== null ) {
  9954. object.boundingSphere = this.boundingSphere.toJSON();
  9955. }
  9956. if ( this.boundingBox !== null ) {
  9957. object.boundingBox = this.boundingBox.toJSON();
  9958. }
  9959. }
  9960. //
  9961. function serialize( library, element ) {
  9962. if ( library[ element.uuid ] === undefined ) {
  9963. library[ element.uuid ] = element.toJSON( meta );
  9964. }
  9965. return element.uuid;
  9966. }
  9967. if ( this.isScene ) {
  9968. if ( this.background ) {
  9969. if ( this.background.isColor ) {
  9970. object.background = this.background.toJSON();
  9971. } else if ( this.background.isTexture ) {
  9972. object.background = this.background.toJSON( meta ).uuid;
  9973. }
  9974. }
  9975. if ( this.environment && this.environment.isTexture && this.environment.isRenderTargetTexture !== true ) {
  9976. object.environment = this.environment.toJSON( meta ).uuid;
  9977. }
  9978. } else if ( this.isMesh || this.isLine || this.isPoints ) {
  9979. object.geometry = serialize( meta.geometries, this.geometry );
  9980. const parameters = this.geometry.parameters;
  9981. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  9982. const shapes = parameters.shapes;
  9983. if ( Array.isArray( shapes ) ) {
  9984. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  9985. const shape = shapes[ i ];
  9986. serialize( meta.shapes, shape );
  9987. }
  9988. } else {
  9989. serialize( meta.shapes, shapes );
  9990. }
  9991. }
  9992. }
  9993. if ( this.isSkinnedMesh ) {
  9994. object.bindMode = this.bindMode;
  9995. object.bindMatrix = this.bindMatrix.toArray();
  9996. if ( this.skeleton !== undefined ) {
  9997. serialize( meta.skeletons, this.skeleton );
  9998. object.skeleton = this.skeleton.uuid;
  9999. }
  10000. }
  10001. if ( this.material !== undefined ) {
  10002. if ( Array.isArray( this.material ) ) {
  10003. const uuids = [];
  10004. for ( let i = 0, l = this.material.length; i < l; i ++ ) {
  10005. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  10006. }
  10007. object.material = uuids;
  10008. } else {
  10009. object.material = serialize( meta.materials, this.material );
  10010. }
  10011. }
  10012. //
  10013. if ( this.children.length > 0 ) {
  10014. object.children = [];
  10015. for ( let i = 0; i < this.children.length; i ++ ) {
  10016. object.children.push( this.children[ i ].toJSON( meta ).object );
  10017. }
  10018. }
  10019. //
  10020. if ( this.animations.length > 0 ) {
  10021. object.animations = [];
  10022. for ( let i = 0; i < this.animations.length; i ++ ) {
  10023. const animation = this.animations[ i ];
  10024. object.animations.push( serialize( meta.animations, animation ) );
  10025. }
  10026. }
  10027. if ( isRootObject ) {
  10028. const geometries = extractFromCache( meta.geometries );
  10029. const materials = extractFromCache( meta.materials );
  10030. const textures = extractFromCache( meta.textures );
  10031. const images = extractFromCache( meta.images );
  10032. const shapes = extractFromCache( meta.shapes );
  10033. const skeletons = extractFromCache( meta.skeletons );
  10034. const animations = extractFromCache( meta.animations );
  10035. const nodes = extractFromCache( meta.nodes );
  10036. if ( geometries.length > 0 ) output.geometries = geometries;
  10037. if ( materials.length > 0 ) output.materials = materials;
  10038. if ( textures.length > 0 ) output.textures = textures;
  10039. if ( images.length > 0 ) output.images = images;
  10040. if ( shapes.length > 0 ) output.shapes = shapes;
  10041. if ( skeletons.length > 0 ) output.skeletons = skeletons;
  10042. if ( animations.length > 0 ) output.animations = animations;
  10043. if ( nodes.length > 0 ) output.nodes = nodes;
  10044. }
  10045. output.object = object;
  10046. return output;
  10047. // extract data from the cache hash
  10048. // remove metadata on each item
  10049. // and return as array
  10050. function extractFromCache( cache ) {
  10051. const values = [];
  10052. for ( const key in cache ) {
  10053. const data = cache[ key ];
  10054. delete data.metadata;
  10055. values.push( data );
  10056. }
  10057. return values;
  10058. }
  10059. }
  10060. /**
  10061. * Returns a new 3D object with copied values from this instance.
  10062. *
  10063. * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are also cloned.
  10064. * @return {Object3D} A clone of this instance.
  10065. */
  10066. clone( recursive ) {
  10067. return new this.constructor().copy( this, recursive );
  10068. }
  10069. /**
  10070. * Copies the values of the given 3D object to this instance.
  10071. *
  10072. * @param {Object3D} source - The 3D object to copy.
  10073. * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are cloned.
  10074. * @return {Object3D} A reference to this instance.
  10075. */
  10076. copy( source, recursive = true ) {
  10077. this.name = source.name;
  10078. this.up.copy( source.up );
  10079. this.position.copy( source.position );
  10080. this.rotation.order = source.rotation.order;
  10081. this.quaternion.copy( source.quaternion );
  10082. this.scale.copy( source.scale );
  10083. if ( source.pivot !== null ) {
  10084. this.pivot = source.pivot.clone();
  10085. }
  10086. this.matrix.copy( source.matrix );
  10087. this.matrixWorld.copy( source.matrixWorld );
  10088. this.matrixAutoUpdate = source.matrixAutoUpdate;
  10089. this.matrixWorldAutoUpdate = source.matrixWorldAutoUpdate;
  10090. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  10091. this.layers.mask = source.layers.mask;
  10092. this.visible = source.visible;
  10093. this.castShadow = source.castShadow;
  10094. this.receiveShadow = source.receiveShadow;
  10095. this.frustumCulled = source.frustumCulled;
  10096. this.renderOrder = source.renderOrder;
  10097. this.static = source.static;
  10098. this.animations = source.animations.slice();
  10099. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  10100. if ( recursive === true ) {
  10101. for ( let i = 0; i < source.children.length; i ++ ) {
  10102. const child = source.children[ i ];
  10103. this.add( child.clone() );
  10104. }
  10105. }
  10106. return this;
  10107. }
  10108. }
  10109. /**
  10110. * The default up direction for objects, also used as the default
  10111. * position for {@link DirectionalLight} and {@link HemisphereLight}.
  10112. *
  10113. * @static
  10114. * @type {Vector3}
  10115. * @default (0,1,0)
  10116. */
  10117. Object3D.DEFAULT_UP = /*@__PURE__*/ new Vector3( 0, 1, 0 );
  10118. /**
  10119. * The default setting for {@link Object3D#matrixAutoUpdate} for
  10120. * newly created 3D objects.
  10121. *
  10122. * @static
  10123. * @type {boolean}
  10124. * @default true
  10125. */
  10126. Object3D.DEFAULT_MATRIX_AUTO_UPDATE = true;
  10127. /**
  10128. * The default setting for {@link Object3D#matrixWorldAutoUpdate} for
  10129. * newly created 3D objects.
  10130. *
  10131. * @static
  10132. * @type {boolean}
  10133. * @default true
  10134. */
  10135. Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE = true;
  10136. /**
  10137. * This is almost identical to an {@link Object3D}. Its purpose is to
  10138. * make working with groups of objects syntactically clearer.
  10139. *
  10140. * ```js
  10141. * // Create a group and add the two cubes.
  10142. * // These cubes can now be rotated / scaled etc as a group.
  10143. * const group = new THREE.Group();
  10144. *
  10145. * group.add( meshA );
  10146. * group.add( meshB );
  10147. *
  10148. * scene.add( group );
  10149. * ```
  10150. *
  10151. * @augments Object3D
  10152. */
  10153. class Group extends Object3D {
  10154. constructor() {
  10155. super();
  10156. /**
  10157. * This flag can be used for type testing.
  10158. *
  10159. * @type {boolean}
  10160. * @readonly
  10161. * @default true
  10162. */
  10163. this.isGroup = true;
  10164. this.type = 'Group';
  10165. }
  10166. }
  10167. const _moveEvent = { type: 'move' };
  10168. /**
  10169. * Class for representing a XR controller with its
  10170. * different coordinate systems.
  10171. *
  10172. * @private
  10173. */
  10174. class WebXRController {
  10175. /**
  10176. * Constructs a new XR controller.
  10177. */
  10178. constructor() {
  10179. /**
  10180. * A group representing the target ray space
  10181. * of the XR controller.
  10182. *
  10183. * @private
  10184. * @type {?Group}
  10185. * @default null
  10186. */
  10187. this._targetRay = null;
  10188. /**
  10189. * A group representing the grip space
  10190. * of the XR controller.
  10191. *
  10192. * @private
  10193. * @type {?Group}
  10194. * @default null
  10195. */
  10196. this._grip = null;
  10197. /**
  10198. * A group representing the hand space
  10199. * of the XR controller.
  10200. *
  10201. * @private
  10202. * @type {?Group}
  10203. * @default null
  10204. */
  10205. this._hand = null;
  10206. }
  10207. /**
  10208. * Returns a group representing the hand space of the XR controller.
  10209. *
  10210. * @return {Group} A group representing the hand space of the XR controller.
  10211. */
  10212. getHandSpace() {
  10213. if ( this._hand === null ) {
  10214. this._hand = new Group();
  10215. this._hand.matrixAutoUpdate = false;
  10216. this._hand.visible = false;
  10217. this._hand.joints = {};
  10218. this._hand.inputState = { pinching: false };
  10219. }
  10220. return this._hand;
  10221. }
  10222. /**
  10223. * Returns a group representing the target ray space of the XR controller.
  10224. *
  10225. * @return {Group} A group representing the target ray space of the XR controller.
  10226. */
  10227. getTargetRaySpace() {
  10228. if ( this._targetRay === null ) {
  10229. this._targetRay = new Group();
  10230. this._targetRay.matrixAutoUpdate = false;
  10231. this._targetRay.visible = false;
  10232. this._targetRay.hasLinearVelocity = false;
  10233. this._targetRay.linearVelocity = new Vector3();
  10234. this._targetRay.hasAngularVelocity = false;
  10235. this._targetRay.angularVelocity = new Vector3();
  10236. }
  10237. return this._targetRay;
  10238. }
  10239. /**
  10240. * Returns a group representing the grip space of the XR controller.
  10241. *
  10242. * @return {Group} A group representing the grip space of the XR controller.
  10243. */
  10244. getGripSpace() {
  10245. if ( this._grip === null ) {
  10246. this._grip = new Group();
  10247. this._grip.matrixAutoUpdate = false;
  10248. this._grip.visible = false;
  10249. this._grip.hasLinearVelocity = false;
  10250. this._grip.linearVelocity = new Vector3();
  10251. this._grip.hasAngularVelocity = false;
  10252. this._grip.angularVelocity = new Vector3();
  10253. }
  10254. return this._grip;
  10255. }
  10256. /**
  10257. * Dispatches the given event to the groups representing
  10258. * the different coordinate spaces of the XR controller.
  10259. *
  10260. * @param {Object} event - The event to dispatch.
  10261. * @return {WebXRController} A reference to this instance.
  10262. */
  10263. dispatchEvent( event ) {
  10264. if ( this._targetRay !== null ) {
  10265. this._targetRay.dispatchEvent( event );
  10266. }
  10267. if ( this._grip !== null ) {
  10268. this._grip.dispatchEvent( event );
  10269. }
  10270. if ( this._hand !== null ) {
  10271. this._hand.dispatchEvent( event );
  10272. }
  10273. return this;
  10274. }
  10275. /**
  10276. * Connects the controller with the given XR input source.
  10277. *
  10278. * @param {XRInputSource} inputSource - The input source.
  10279. * @return {WebXRController} A reference to this instance.
  10280. */
  10281. connect( inputSource ) {
  10282. if ( inputSource && inputSource.hand ) {
  10283. const hand = this._hand;
  10284. if ( hand ) {
  10285. for ( const inputjoint of inputSource.hand.values() ) {
  10286. // Initialize hand with joints when connected
  10287. this._getHandJoint( hand, inputjoint );
  10288. }
  10289. }
  10290. }
  10291. this.dispatchEvent( { type: 'connected', data: inputSource } );
  10292. return this;
  10293. }
  10294. /**
  10295. * Disconnects the controller from the given XR input source.
  10296. *
  10297. * @param {XRInputSource} inputSource - The input source.
  10298. * @return {WebXRController} A reference to this instance.
  10299. */
  10300. disconnect( inputSource ) {
  10301. this.dispatchEvent( { type: 'disconnected', data: inputSource } );
  10302. if ( this._targetRay !== null ) {
  10303. this._targetRay.visible = false;
  10304. }
  10305. if ( this._grip !== null ) {
  10306. this._grip.visible = false;
  10307. }
  10308. if ( this._hand !== null ) {
  10309. this._hand.visible = false;
  10310. }
  10311. return this;
  10312. }
  10313. /**
  10314. * Updates the controller with the given input source, XR frame and reference space.
  10315. * This updates the transformations of the groups that represent the different
  10316. * coordinate systems of the controller.
  10317. *
  10318. * @param {XRInputSource} inputSource - The input source.
  10319. * @param {XRFrame} frame - The XR frame.
  10320. * @param {XRReferenceSpace} referenceSpace - The reference space.
  10321. * @return {WebXRController} A reference to this instance.
  10322. */
  10323. update( inputSource, frame, referenceSpace ) {
  10324. let inputPose = null;
  10325. let gripPose = null;
  10326. let handPose = null;
  10327. const targetRay = this._targetRay;
  10328. const grip = this._grip;
  10329. const hand = this._hand;
  10330. if ( inputSource && frame.session.visibilityState !== 'visible-blurred' ) {
  10331. if ( hand && inputSource.hand ) {
  10332. handPose = true;
  10333. for ( const inputjoint of inputSource.hand.values() ) {
  10334. // Update the joints groups with the XRJoint poses
  10335. const jointPose = frame.getJointPose( inputjoint, referenceSpace );
  10336. // The transform of this joint will be updated with the joint pose on each frame
  10337. const joint = this._getHandJoint( hand, inputjoint );
  10338. if ( jointPose !== null ) {
  10339. joint.matrix.fromArray( jointPose.transform.matrix );
  10340. joint.matrix.decompose( joint.position, joint.rotation, joint.scale );
  10341. joint.matrixWorldNeedsUpdate = true;
  10342. joint.jointRadius = jointPose.radius;
  10343. }
  10344. joint.visible = jointPose !== null;
  10345. }
  10346. // Custom events
  10347. // Check pinchz
  10348. const indexTip = hand.joints[ 'index-finger-tip' ];
  10349. const thumbTip = hand.joints[ 'thumb-tip' ];
  10350. const distance = indexTip.position.distanceTo( thumbTip.position );
  10351. const distanceToPinch = 0.02;
  10352. const threshold = 0.005;
  10353. if ( hand.inputState.pinching && distance > distanceToPinch + threshold ) {
  10354. hand.inputState.pinching = false;
  10355. this.dispatchEvent( {
  10356. type: 'pinchend',
  10357. handedness: inputSource.handedness,
  10358. target: this
  10359. } );
  10360. } else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) {
  10361. hand.inputState.pinching = true;
  10362. this.dispatchEvent( {
  10363. type: 'pinchstart',
  10364. handedness: inputSource.handedness,
  10365. target: this
  10366. } );
  10367. }
  10368. } else {
  10369. if ( grip !== null && inputSource.gripSpace ) {
  10370. gripPose = frame.getPose( inputSource.gripSpace, referenceSpace );
  10371. if ( gripPose !== null ) {
  10372. grip.matrix.fromArray( gripPose.transform.matrix );
  10373. grip.matrix.decompose( grip.position, grip.rotation, grip.scale );
  10374. grip.matrixWorldNeedsUpdate = true;
  10375. if ( gripPose.linearVelocity ) {
  10376. grip.hasLinearVelocity = true;
  10377. grip.linearVelocity.copy( gripPose.linearVelocity );
  10378. } else {
  10379. grip.hasLinearVelocity = false;
  10380. }
  10381. if ( gripPose.angularVelocity ) {
  10382. grip.hasAngularVelocity = true;
  10383. grip.angularVelocity.copy( gripPose.angularVelocity );
  10384. } else {
  10385. grip.hasAngularVelocity = false;
  10386. }
  10387. }
  10388. }
  10389. }
  10390. if ( targetRay !== null ) {
  10391. inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  10392. // Some runtimes (namely Vive Cosmos with Vive OpenXR Runtime) have only grip space and ray space is equal to it
  10393. if ( inputPose === null && gripPose !== null ) {
  10394. inputPose = gripPose;
  10395. }
  10396. if ( inputPose !== null ) {
  10397. targetRay.matrix.fromArray( inputPose.transform.matrix );
  10398. targetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );
  10399. targetRay.matrixWorldNeedsUpdate = true;
  10400. if ( inputPose.linearVelocity ) {
  10401. targetRay.hasLinearVelocity = true;
  10402. targetRay.linearVelocity.copy( inputPose.linearVelocity );
  10403. } else {
  10404. targetRay.hasLinearVelocity = false;
  10405. }
  10406. if ( inputPose.angularVelocity ) {
  10407. targetRay.hasAngularVelocity = true;
  10408. targetRay.angularVelocity.copy( inputPose.angularVelocity );
  10409. } else {
  10410. targetRay.hasAngularVelocity = false;
  10411. }
  10412. this.dispatchEvent( _moveEvent );
  10413. }
  10414. }
  10415. }
  10416. if ( targetRay !== null ) {
  10417. targetRay.visible = ( inputPose !== null );
  10418. }
  10419. if ( grip !== null ) {
  10420. grip.visible = ( gripPose !== null );
  10421. }
  10422. if ( hand !== null ) {
  10423. hand.visible = ( handPose !== null );
  10424. }
  10425. return this;
  10426. }
  10427. /**
  10428. * Returns a group representing the hand joint for the given input joint.
  10429. *
  10430. * @private
  10431. * @param {Group} hand - The group representing the hand space.
  10432. * @param {XRJointSpace} inputjoint - The hand joint data.
  10433. * @return {Group} A group representing the hand joint for the given input joint.
  10434. */
  10435. _getHandJoint( hand, inputjoint ) {
  10436. if ( hand.joints[ inputjoint.jointName ] === undefined ) {
  10437. const joint = new Group();
  10438. joint.matrixAutoUpdate = false;
  10439. joint.visible = false;
  10440. hand.joints[ inputjoint.jointName ] = joint;
  10441. hand.add( joint );
  10442. }
  10443. return hand.joints[ inputjoint.jointName ];
  10444. }
  10445. }
  10446. const _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  10447. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  10448. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  10449. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  10450. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  10451. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  10452. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  10453. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  10454. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  10455. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  10456. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  10457. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  10458. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  10459. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  10460. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  10461. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  10462. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  10463. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  10464. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  10465. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  10466. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  10467. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  10468. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  10469. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  10470. const _hslA = { h: 0, s: 0, l: 0 };
  10471. const _hslB = { h: 0, s: 0, l: 0 };
  10472. function hue2rgb( p, q, t ) {
  10473. if ( t < 0 ) t += 1;
  10474. if ( t > 1 ) t -= 1;
  10475. if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
  10476. if ( t < 1 / 2 ) return q;
  10477. if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
  10478. return p;
  10479. }
  10480. /**
  10481. * A Color instance is represented by RGB components in the linear <i>working
  10482. * color space</i>, which defaults to `LinearSRGBColorSpace`. Inputs
  10483. * conventionally using `SRGBColorSpace` (such as hexadecimals and CSS
  10484. * strings) are converted to the working color space automatically.
  10485. *
  10486. * ```js
  10487. * // converted automatically from SRGBColorSpace to LinearSRGBColorSpace
  10488. * const color = new THREE.Color().setHex( 0x112233 );
  10489. * ```
  10490. * Source color spaces may be specified explicitly, to ensure correct conversions.
  10491. * ```js
  10492. * // assumed already LinearSRGBColorSpace; no conversion
  10493. * const color = new THREE.Color().setRGB( 0.5, 0.5, 0.5 );
  10494. *
  10495. * // converted explicitly from SRGBColorSpace to LinearSRGBColorSpace
  10496. * const color = new THREE.Color().setRGB( 0.5, 0.5, 0.5, SRGBColorSpace );
  10497. * ```
  10498. * If THREE.ColorManagement is disabled, no conversions occur. For details,
  10499. * see <i>Color management</i>. Iterating through a Color instance will yield
  10500. * its components (r, g, b) in the corresponding order. A Color can be initialised
  10501. * in any of the following ways:
  10502. * ```js
  10503. * //empty constructor - will default white
  10504. * const color1 = new THREE.Color();
  10505. *
  10506. * //Hexadecimal color (recommended)
  10507. * const color2 = new THREE.Color( 0xff0000 );
  10508. *
  10509. * //RGB string
  10510. * const color3 = new THREE.Color("rgb(255, 0, 0)");
  10511. * const color4 = new THREE.Color("rgb(100%, 0%, 0%)");
  10512. *
  10513. * //X11 color name - all 140 color names are supported.
  10514. * //Note the lack of CamelCase in the name
  10515. * const color5 = new THREE.Color( 'skyblue' );
  10516. * //HSL string
  10517. * const color6 = new THREE.Color("hsl(0, 100%, 50%)");
  10518. *
  10519. * //Separate RGB values between 0 and 1
  10520. * const color7 = new THREE.Color( 1, 0, 0 );
  10521. * ```
  10522. */
  10523. class Color {
  10524. /**
  10525. * Constructs a new color.
  10526. *
  10527. * Note that standard method of specifying color in three.js is with a hexadecimal triplet,
  10528. * and that method is used throughout the rest of the documentation.
  10529. *
  10530. * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are
  10531. * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.
  10532. * @param {number} [g] - The green component.
  10533. * @param {number} [b] - The blue component.
  10534. */
  10535. constructor( r, g, b ) {
  10536. /**
  10537. * This flag can be used for type testing.
  10538. *
  10539. * @type {boolean}
  10540. * @readonly
  10541. * @default true
  10542. */
  10543. this.isColor = true;
  10544. /**
  10545. * The red component.
  10546. *
  10547. * @type {number}
  10548. * @default 1
  10549. */
  10550. this.r = 1;
  10551. /**
  10552. * The green component.
  10553. *
  10554. * @type {number}
  10555. * @default 1
  10556. */
  10557. this.g = 1;
  10558. /**
  10559. * The blue component.
  10560. *
  10561. * @type {number}
  10562. * @default 1
  10563. */
  10564. this.b = 1;
  10565. return this.set( r, g, b );
  10566. }
  10567. /**
  10568. * Sets the colors's components from the given values.
  10569. *
  10570. * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are
  10571. * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.
  10572. * @param {number} [g] - The green component.
  10573. * @param {number} [b] - The blue component.
  10574. * @return {Color} A reference to this color.
  10575. */
  10576. set( r, g, b ) {
  10577. if ( g === undefined && b === undefined ) {
  10578. // r is THREE.Color, hex or string
  10579. const value = r;
  10580. if ( value && value.isColor ) {
  10581. this.copy( value );
  10582. } else if ( typeof value === 'number' ) {
  10583. this.setHex( value );
  10584. } else if ( typeof value === 'string' ) {
  10585. this.setStyle( value );
  10586. }
  10587. } else {
  10588. this.setRGB( r, g, b );
  10589. }
  10590. return this;
  10591. }
  10592. /**
  10593. * Sets the colors's components to the given scalar value.
  10594. *
  10595. * @param {number} scalar - The scalar value.
  10596. * @return {Color} A reference to this color.
  10597. */
  10598. setScalar( scalar ) {
  10599. this.r = scalar;
  10600. this.g = scalar;
  10601. this.b = scalar;
  10602. return this;
  10603. }
  10604. /**
  10605. * Sets this color from a hexadecimal value.
  10606. *
  10607. * @param {number} hex - The hexadecimal value.
  10608. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  10609. * @return {Color} A reference to this color.
  10610. */
  10611. setHex( hex, colorSpace = SRGBColorSpace ) {
  10612. hex = Math.floor( hex );
  10613. this.r = ( hex >> 16 & 255 ) / 255;
  10614. this.g = ( hex >> 8 & 255 ) / 255;
  10615. this.b = ( hex & 255 ) / 255;
  10616. ColorManagement.colorSpaceToWorking( this, colorSpace );
  10617. return this;
  10618. }
  10619. /**
  10620. * Sets this color from RGB values.
  10621. *
  10622. * @param {number} r - Red channel value between `0.0` and `1.0`.
  10623. * @param {number} g - Green channel value between `0.0` and `1.0`.
  10624. * @param {number} b - Blue channel value between `0.0` and `1.0`.
  10625. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  10626. * @return {Color} A reference to this color.
  10627. */
  10628. setRGB( r, g, b, colorSpace = ColorManagement.workingColorSpace ) {
  10629. this.r = r;
  10630. this.g = g;
  10631. this.b = b;
  10632. ColorManagement.colorSpaceToWorking( this, colorSpace );
  10633. return this;
  10634. }
  10635. /**
  10636. * Sets this color from RGB values.
  10637. *
  10638. * @param {number} h - Hue value between `0.0` and `1.0`.
  10639. * @param {number} s - Saturation value between `0.0` and `1.0`.
  10640. * @param {number} l - Lightness value between `0.0` and `1.0`.
  10641. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  10642. * @return {Color} A reference to this color.
  10643. */
  10644. setHSL( h, s, l, colorSpace = ColorManagement.workingColorSpace ) {
  10645. // h,s,l ranges are in 0.0 - 1.0
  10646. h = euclideanModulo( h, 1 );
  10647. s = clamp( s, 0, 1 );
  10648. l = clamp( l, 0, 1 );
  10649. if ( s === 0 ) {
  10650. this.r = this.g = this.b = l;
  10651. } else {
  10652. const p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  10653. const q = ( 2 * l ) - p;
  10654. this.r = hue2rgb( q, p, h + 1 / 3 );
  10655. this.g = hue2rgb( q, p, h );
  10656. this.b = hue2rgb( q, p, h - 1 / 3 );
  10657. }
  10658. ColorManagement.colorSpaceToWorking( this, colorSpace );
  10659. return this;
  10660. }
  10661. /**
  10662. * Sets this color from a CSS-style string. For example, `rgb(250, 0,0)`,
  10663. * `rgb(100%, 0%, 0%)`, `hsl(0, 100%, 50%)`, `#ff0000`, `#f00`, or `red` ( or
  10664. * any [X11 color name](https://en.wikipedia.org/wiki/X11_color_names#Color_name_chart) -
  10665. * all 140 color names are supported).
  10666. *
  10667. * @param {string} style - Color as a CSS-style string.
  10668. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  10669. * @return {Color} A reference to this color.
  10670. */
  10671. setStyle( style, colorSpace = SRGBColorSpace ) {
  10672. function handleAlpha( string ) {
  10673. if ( string === undefined ) return;
  10674. if ( parseFloat( string ) < 1 ) {
  10675. warn( 'Color: Alpha component of ' + style + ' will be ignored.' );
  10676. }
  10677. }
  10678. let m;
  10679. if ( m = /^(\w+)\(([^\)]*)\)/.exec( style ) ) {
  10680. // rgb / hsl
  10681. let color;
  10682. const name = m[ 1 ];
  10683. const components = m[ 2 ];
  10684. switch ( name ) {
  10685. case 'rgb':
  10686. case 'rgba':
  10687. if ( color = /^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  10688. // rgb(255,0,0) rgba(255,0,0,0.5)
  10689. handleAlpha( color[ 4 ] );
  10690. return this.setRGB(
  10691. Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255,
  10692. Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255,
  10693. Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255,
  10694. colorSpace
  10695. );
  10696. }
  10697. if ( color = /^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  10698. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  10699. handleAlpha( color[ 4 ] );
  10700. return this.setRGB(
  10701. Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100,
  10702. Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100,
  10703. Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100,
  10704. colorSpace
  10705. );
  10706. }
  10707. break;
  10708. case 'hsl':
  10709. case 'hsla':
  10710. if ( color = /^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  10711. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  10712. handleAlpha( color[ 4 ] );
  10713. return this.setHSL(
  10714. parseFloat( color[ 1 ] ) / 360,
  10715. parseFloat( color[ 2 ] ) / 100,
  10716. parseFloat( color[ 3 ] ) / 100,
  10717. colorSpace
  10718. );
  10719. }
  10720. break;
  10721. default:
  10722. warn( 'Color: Unknown color model ' + style );
  10723. }
  10724. } else if ( m = /^\#([A-Fa-f\d]+)$/.exec( style ) ) {
  10725. // hex color
  10726. const hex = m[ 1 ];
  10727. const size = hex.length;
  10728. if ( size === 3 ) {
  10729. // #ff0
  10730. return this.setRGB(
  10731. parseInt( hex.charAt( 0 ), 16 ) / 15,
  10732. parseInt( hex.charAt( 1 ), 16 ) / 15,
  10733. parseInt( hex.charAt( 2 ), 16 ) / 15,
  10734. colorSpace
  10735. );
  10736. } else if ( size === 6 ) {
  10737. // #ff0000
  10738. return this.setHex( parseInt( hex, 16 ), colorSpace );
  10739. } else {
  10740. warn( 'Color: Invalid hex color ' + style );
  10741. }
  10742. } else if ( style && style.length > 0 ) {
  10743. return this.setColorName( style, colorSpace );
  10744. }
  10745. return this;
  10746. }
  10747. /**
  10748. * Sets this color from a color name. Faster than {@link Color#setStyle} if
  10749. * you don't need the other CSS-style formats.
  10750. *
  10751. * For convenience, the list of names is exposed in `Color.NAMES` as a hash.
  10752. * ```js
  10753. * Color.NAMES.aliceblue // returns 0xF0F8FF
  10754. * ```
  10755. *
  10756. * @param {string} style - The color name.
  10757. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  10758. * @return {Color} A reference to this color.
  10759. */
  10760. setColorName( style, colorSpace = SRGBColorSpace ) {
  10761. // color keywords
  10762. const hex = _colorKeywords[ style.toLowerCase() ];
  10763. if ( hex !== undefined ) {
  10764. // red
  10765. this.setHex( hex, colorSpace );
  10766. } else {
  10767. // unknown color
  10768. warn( 'Color: Unknown color ' + style );
  10769. }
  10770. return this;
  10771. }
  10772. /**
  10773. * Returns a new color with copied values from this instance.
  10774. *
  10775. * @return {Color} A clone of this instance.
  10776. */
  10777. clone() {
  10778. return new this.constructor( this.r, this.g, this.b );
  10779. }
  10780. /**
  10781. * Copies the values of the given color to this instance.
  10782. *
  10783. * @param {Color} color - The color to copy.
  10784. * @return {Color} A reference to this color.
  10785. */
  10786. copy( color ) {
  10787. this.r = color.r;
  10788. this.g = color.g;
  10789. this.b = color.b;
  10790. return this;
  10791. }
  10792. /**
  10793. * Copies the given color into this color, and then converts this color from
  10794. * `SRGBColorSpace` to `LinearSRGBColorSpace`.
  10795. *
  10796. * @param {Color} color - The color to copy/convert.
  10797. * @return {Color} A reference to this color.
  10798. */
  10799. copySRGBToLinear( color ) {
  10800. this.r = SRGBToLinear( color.r );
  10801. this.g = SRGBToLinear( color.g );
  10802. this.b = SRGBToLinear( color.b );
  10803. return this;
  10804. }
  10805. /**
  10806. * Copies the given color into this color, and then converts this color from
  10807. * `LinearSRGBColorSpace` to `SRGBColorSpace`.
  10808. *
  10809. * @param {Color} color - The color to copy/convert.
  10810. * @return {Color} A reference to this color.
  10811. */
  10812. copyLinearToSRGB( color ) {
  10813. this.r = LinearToSRGB( color.r );
  10814. this.g = LinearToSRGB( color.g );
  10815. this.b = LinearToSRGB( color.b );
  10816. return this;
  10817. }
  10818. /**
  10819. * Converts this color from `SRGBColorSpace` to `LinearSRGBColorSpace`.
  10820. *
  10821. * @return {Color} A reference to this color.
  10822. */
  10823. convertSRGBToLinear() {
  10824. this.copySRGBToLinear( this );
  10825. return this;
  10826. }
  10827. /**
  10828. * Converts this color from `LinearSRGBColorSpace` to `SRGBColorSpace`.
  10829. *
  10830. * @return {Color} A reference to this color.
  10831. */
  10832. convertLinearToSRGB() {
  10833. this.copyLinearToSRGB( this );
  10834. return this;
  10835. }
  10836. /**
  10837. * Returns the hexadecimal value of this color.
  10838. *
  10839. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  10840. * @return {number} The hexadecimal value.
  10841. */
  10842. getHex( colorSpace = SRGBColorSpace ) {
  10843. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  10844. 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 ) );
  10845. }
  10846. /**
  10847. * Returns the hexadecimal value of this color as a string (for example, 'FFFFFF').
  10848. *
  10849. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  10850. * @return {string} The hexadecimal value as a string.
  10851. */
  10852. getHexString( colorSpace = SRGBColorSpace ) {
  10853. return ( '000000' + this.getHex( colorSpace ).toString( 16 ) ).slice( -6 );
  10854. }
  10855. /**
  10856. * Converts the colors RGB values into the HSL format and stores them into the
  10857. * given target object.
  10858. *
  10859. * @param {{h:number,s:number,l:number}} target - The target object that is used to store the method's result.
  10860. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  10861. * @return {{h:number,s:number,l:number}} The HSL representation of this color.
  10862. */
  10863. getHSL( target, colorSpace = ColorManagement.workingColorSpace ) {
  10864. // h,s,l ranges are in 0.0 - 1.0
  10865. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  10866. const r = _color.r, g = _color.g, b = _color.b;
  10867. const max = Math.max( r, g, b );
  10868. const min = Math.min( r, g, b );
  10869. let hue, saturation;
  10870. const lightness = ( min + max ) / 2.0;
  10871. if ( min === max ) {
  10872. hue = 0;
  10873. saturation = 0;
  10874. } else {
  10875. const delta = max - min;
  10876. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  10877. switch ( max ) {
  10878. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  10879. case g: hue = ( b - r ) / delta + 2; break;
  10880. case b: hue = ( r - g ) / delta + 4; break;
  10881. }
  10882. hue /= 6;
  10883. }
  10884. target.h = hue;
  10885. target.s = saturation;
  10886. target.l = lightness;
  10887. return target;
  10888. }
  10889. /**
  10890. * Returns the RGB values of this color and stores them into the given target object.
  10891. *
  10892. * @param {Color} target - The target color that is used to store the method's result.
  10893. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  10894. * @return {Color} The RGB representation of this color.
  10895. */
  10896. getRGB( target, colorSpace = ColorManagement.workingColorSpace ) {
  10897. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  10898. target.r = _color.r;
  10899. target.g = _color.g;
  10900. target.b = _color.b;
  10901. return target;
  10902. }
  10903. /**
  10904. * Returns the value of this color as a CSS style string. Example: `rgb(255,0,0)`.
  10905. *
  10906. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  10907. * @return {string} The CSS representation of this color.
  10908. */
  10909. getStyle( colorSpace = SRGBColorSpace ) {
  10910. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  10911. const r = _color.r, g = _color.g, b = _color.b;
  10912. if ( colorSpace !== SRGBColorSpace ) {
  10913. // Requires CSS Color Module Level 4 (https://www.w3.org/TR/css-color-4/).
  10914. return `color(${ colorSpace } ${ r.toFixed( 3 ) } ${ g.toFixed( 3 ) } ${ b.toFixed( 3 ) })`;
  10915. }
  10916. return `rgb(${ Math.round( r * 255 ) },${ Math.round( g * 255 ) },${ Math.round( b * 255 ) })`;
  10917. }
  10918. /**
  10919. * Adds the given HSL values to this color's values.
  10920. * Internally, this converts the color's RGB values to HSL, adds HSL
  10921. * and then converts the color back to RGB.
  10922. *
  10923. * @param {number} h - Hue value between `0.0` and `1.0`.
  10924. * @param {number} s - Saturation value between `0.0` and `1.0`.
  10925. * @param {number} l - Lightness value between `0.0` and `1.0`.
  10926. * @return {Color} A reference to this color.
  10927. */
  10928. offsetHSL( h, s, l ) {
  10929. this.getHSL( _hslA );
  10930. return this.setHSL( _hslA.h + h, _hslA.s + s, _hslA.l + l );
  10931. }
  10932. /**
  10933. * Adds the RGB values of the given color to the RGB values of this color.
  10934. *
  10935. * @param {Color} color - The color to add.
  10936. * @return {Color} A reference to this color.
  10937. */
  10938. add( color ) {
  10939. this.r += color.r;
  10940. this.g += color.g;
  10941. this.b += color.b;
  10942. return this;
  10943. }
  10944. /**
  10945. * Adds the RGB values of the given colors and stores the result in this instance.
  10946. *
  10947. * @param {Color} color1 - The first color.
  10948. * @param {Color} color2 - The second color.
  10949. * @return {Color} A reference to this color.
  10950. */
  10951. addColors( color1, color2 ) {
  10952. this.r = color1.r + color2.r;
  10953. this.g = color1.g + color2.g;
  10954. this.b = color1.b + color2.b;
  10955. return this;
  10956. }
  10957. /**
  10958. * Adds the given scalar value to the RGB values of this color.
  10959. *
  10960. * @param {number} s - The scalar to add.
  10961. * @return {Color} A reference to this color.
  10962. */
  10963. addScalar( s ) {
  10964. this.r += s;
  10965. this.g += s;
  10966. this.b += s;
  10967. return this;
  10968. }
  10969. /**
  10970. * Subtracts the RGB values of the given color from the RGB values of this color.
  10971. *
  10972. * @param {Color} color - The color to subtract.
  10973. * @return {Color} A reference to this color.
  10974. */
  10975. sub( color ) {
  10976. this.r = Math.max( 0, this.r - color.r );
  10977. this.g = Math.max( 0, this.g - color.g );
  10978. this.b = Math.max( 0, this.b - color.b );
  10979. return this;
  10980. }
  10981. /**
  10982. * Multiplies the RGB values of the given color with the RGB values of this color.
  10983. *
  10984. * @param {Color} color - The color to multiply.
  10985. * @return {Color} A reference to this color.
  10986. */
  10987. multiply( color ) {
  10988. this.r *= color.r;
  10989. this.g *= color.g;
  10990. this.b *= color.b;
  10991. return this;
  10992. }
  10993. /**
  10994. * Multiplies the given scalar value with the RGB values of this color.
  10995. *
  10996. * @param {number} s - The scalar to multiply.
  10997. * @return {Color} A reference to this color.
  10998. */
  10999. multiplyScalar( s ) {
  11000. this.r *= s;
  11001. this.g *= s;
  11002. this.b *= s;
  11003. return this;
  11004. }
  11005. /**
  11006. * Linearly interpolates this color's RGB values toward the RGB values of the
  11007. * given color. The alpha argument can be thought of as the ratio between
  11008. * the two colors, where `0.0` is this color and `1.0` is the first argument.
  11009. *
  11010. * @param {Color} color - The color to converge on.
  11011. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  11012. * @return {Color} A reference to this color.
  11013. */
  11014. lerp( color, alpha ) {
  11015. this.r += ( color.r - this.r ) * alpha;
  11016. this.g += ( color.g - this.g ) * alpha;
  11017. this.b += ( color.b - this.b ) * alpha;
  11018. return this;
  11019. }
  11020. /**
  11021. * Linearly interpolates between the given colors and stores the result in this instance.
  11022. * The alpha argument can be thought of as the ratio between the two colors, where `0.0`
  11023. * is the first and `1.0` is the second color.
  11024. *
  11025. * @param {Color} color1 - The first color.
  11026. * @param {Color} color2 - The second color.
  11027. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  11028. * @return {Color} A reference to this color.
  11029. */
  11030. lerpColors( color1, color2, alpha ) {
  11031. this.r = color1.r + ( color2.r - color1.r ) * alpha;
  11032. this.g = color1.g + ( color2.g - color1.g ) * alpha;
  11033. this.b = color1.b + ( color2.b - color1.b ) * alpha;
  11034. return this;
  11035. }
  11036. /**
  11037. * Linearly interpolates this color's HSL values toward the HSL values of the
  11038. * given color. It differs from {@link Color#lerp} by not interpolating straight
  11039. * from one color to the other, but instead going through all the hues in between
  11040. * those two colors. The alpha argument can be thought of as the ratio between
  11041. * the two colors, where 0.0 is this color and 1.0 is the first argument.
  11042. *
  11043. * @param {Color} color - The color to converge on.
  11044. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  11045. * @return {Color} A reference to this color.
  11046. */
  11047. lerpHSL( color, alpha ) {
  11048. this.getHSL( _hslA );
  11049. color.getHSL( _hslB );
  11050. const h = lerp( _hslA.h, _hslB.h, alpha );
  11051. const s = lerp( _hslA.s, _hslB.s, alpha );
  11052. const l = lerp( _hslA.l, _hslB.l, alpha );
  11053. this.setHSL( h, s, l );
  11054. return this;
  11055. }
  11056. /**
  11057. * Sets the color's RGB components from the given 3D vector.
  11058. *
  11059. * @param {Vector3} v - The vector to set.
  11060. * @return {Color} A reference to this color.
  11061. */
  11062. setFromVector3( v ) {
  11063. this.r = v.x;
  11064. this.g = v.y;
  11065. this.b = v.z;
  11066. return this;
  11067. }
  11068. /**
  11069. * Transforms this color with the given 3x3 matrix.
  11070. *
  11071. * @param {Matrix3} m - The matrix.
  11072. * @return {Color} A reference to this color.
  11073. */
  11074. applyMatrix3( m ) {
  11075. const r = this.r, g = this.g, b = this.b;
  11076. const e = m.elements;
  11077. this.r = e[ 0 ] * r + e[ 3 ] * g + e[ 6 ] * b;
  11078. this.g = e[ 1 ] * r + e[ 4 ] * g + e[ 7 ] * b;
  11079. this.b = e[ 2 ] * r + e[ 5 ] * g + e[ 8 ] * b;
  11080. return this;
  11081. }
  11082. /**
  11083. * Returns `true` if this color is equal with the given one.
  11084. *
  11085. * @param {Color} c - The color to test for equality.
  11086. * @return {boolean} Whether this bounding color is equal with the given one.
  11087. */
  11088. equals( c ) {
  11089. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  11090. }
  11091. /**
  11092. * Sets this color's RGB components from the given array.
  11093. *
  11094. * @param {Array<number>} array - An array holding the RGB values.
  11095. * @param {number} [offset=0] - The offset into the array.
  11096. * @return {Color} A reference to this color.
  11097. */
  11098. fromArray( array, offset = 0 ) {
  11099. this.r = array[ offset ];
  11100. this.g = array[ offset + 1 ];
  11101. this.b = array[ offset + 2 ];
  11102. return this;
  11103. }
  11104. /**
  11105. * Writes the RGB components of this color to the given array. If no array is provided,
  11106. * the method returns a new instance.
  11107. *
  11108. * @param {Array<number>} [array=[]] - The target array holding the color components.
  11109. * @param {number} [offset=0] - Index of the first element in the array.
  11110. * @return {Array<number>} The color components.
  11111. */
  11112. toArray( array = [], offset = 0 ) {
  11113. array[ offset ] = this.r;
  11114. array[ offset + 1 ] = this.g;
  11115. array[ offset + 2 ] = this.b;
  11116. return array;
  11117. }
  11118. /**
  11119. * Sets the components of this color from the given buffer attribute.
  11120. *
  11121. * @param {BufferAttribute} attribute - The buffer attribute holding color data.
  11122. * @param {number} index - The index into the attribute.
  11123. * @return {Color} A reference to this color.
  11124. */
  11125. fromBufferAttribute( attribute, index ) {
  11126. this.r = attribute.getX( index );
  11127. this.g = attribute.getY( index );
  11128. this.b = attribute.getZ( index );
  11129. return this;
  11130. }
  11131. /**
  11132. * This methods defines the serialization result of this class. Returns the color
  11133. * as a hexadecimal value.
  11134. *
  11135. * @return {number} The hexadecimal value.
  11136. */
  11137. toJSON() {
  11138. return this.getHex();
  11139. }
  11140. *[ Symbol.iterator ]() {
  11141. yield this.r;
  11142. yield this.g;
  11143. yield this.b;
  11144. }
  11145. }
  11146. const _color = /*@__PURE__*/ new Color();
  11147. /**
  11148. * A dictionary with X11 color names.
  11149. *
  11150. * Note that multiple words such as Dark Orange become the string 'darkorange'.
  11151. *
  11152. * @static
  11153. * @type {Object}
  11154. */
  11155. Color.NAMES = _colorKeywords;
  11156. /**
  11157. * This class can be used to define an exponential squared fog,
  11158. * which gives a clear view near the camera and a faster than exponentially
  11159. * densening fog farther from the camera.
  11160. *
  11161. * ```js
  11162. * const scene = new THREE.Scene();
  11163. * scene.fog = new THREE.FogExp2( 0xcccccc, 0.002 );
  11164. * ```
  11165. */
  11166. class FogExp2 {
  11167. /**
  11168. * Constructs a new fog.
  11169. *
  11170. * @param {number|Color} color - The fog's color.
  11171. * @param {number} [density=0.00025] - Defines how fast the fog will grow dense.
  11172. */
  11173. constructor( color, density = 0.00025 ) {
  11174. /**
  11175. * This flag can be used for type testing.
  11176. *
  11177. * @type {boolean}
  11178. * @readonly
  11179. * @default true
  11180. */
  11181. this.isFogExp2 = true;
  11182. /**
  11183. * The name of the fog.
  11184. *
  11185. * @type {string}
  11186. */
  11187. this.name = '';
  11188. /**
  11189. * The fog's color.
  11190. *
  11191. * @type {Color}
  11192. */
  11193. this.color = new Color( color );
  11194. /**
  11195. * Defines how fast the fog will grow dense.
  11196. *
  11197. * @type {number}
  11198. * @default 0.00025
  11199. */
  11200. this.density = density;
  11201. }
  11202. /**
  11203. * Returns a new fog with copied values from this instance.
  11204. *
  11205. * @return {FogExp2} A clone of this instance.
  11206. */
  11207. clone() {
  11208. return new FogExp2( this.color, this.density );
  11209. }
  11210. /**
  11211. * Serializes the fog into JSON.
  11212. *
  11213. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  11214. * @return {Object} A JSON object representing the serialized fog
  11215. */
  11216. toJSON( /* meta */ ) {
  11217. return {
  11218. type: 'FogExp2',
  11219. name: this.name,
  11220. color: this.color.getHex(),
  11221. density: this.density
  11222. };
  11223. }
  11224. }
  11225. /**
  11226. * This class can be used to define a linear fog that grows linearly denser
  11227. * with the distance.
  11228. *
  11229. * ```js
  11230. * const scene = new THREE.Scene();
  11231. * scene.fog = new THREE.Fog( 0xcccccc, 10, 15 );
  11232. * ```
  11233. */
  11234. class Fog {
  11235. /**
  11236. * Constructs a new fog.
  11237. *
  11238. * @param {number|Color} color - The fog's color.
  11239. * @param {number} [near=1] - The minimum distance to start applying fog.
  11240. * @param {number} [far=1000] - The maximum distance at which fog stops being calculated and applied.
  11241. */
  11242. constructor( color, near = 1, far = 1000 ) {
  11243. /**
  11244. * This flag can be used for type testing.
  11245. *
  11246. * @type {boolean}
  11247. * @readonly
  11248. * @default true
  11249. */
  11250. this.isFog = true;
  11251. /**
  11252. * The name of the fog.
  11253. *
  11254. * @type {string}
  11255. */
  11256. this.name = '';
  11257. /**
  11258. * The fog's color.
  11259. *
  11260. * @type {Color}
  11261. */
  11262. this.color = new Color( color );
  11263. /**
  11264. * The minimum distance to start applying fog. Objects that are less than
  11265. * `near` units from the active camera won't be affected by fog.
  11266. *
  11267. * @type {number}
  11268. * @default 1
  11269. */
  11270. this.near = near;
  11271. /**
  11272. * The maximum distance at which fog stops being calculated and applied.
  11273. * Objects that are more than `far` units away from the active camera won't
  11274. * be affected by fog.
  11275. *
  11276. * @type {number}
  11277. * @default 1000
  11278. */
  11279. this.far = far;
  11280. }
  11281. /**
  11282. * Returns a new fog with copied values from this instance.
  11283. *
  11284. * @return {Fog} A clone of this instance.
  11285. */
  11286. clone() {
  11287. return new Fog( this.color, this.near, this.far );
  11288. }
  11289. /**
  11290. * Serializes the fog into JSON.
  11291. *
  11292. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  11293. * @return {Object} A JSON object representing the serialized fog
  11294. */
  11295. toJSON( /* meta */ ) {
  11296. return {
  11297. type: 'Fog',
  11298. name: this.name,
  11299. color: this.color.getHex(),
  11300. near: this.near,
  11301. far: this.far
  11302. };
  11303. }
  11304. }
  11305. /**
  11306. * Scenes allow you to set up what is to be rendered and where by three.js.
  11307. * This is where you place 3D objects like meshes, lines or lights.
  11308. *
  11309. * @augments Object3D
  11310. */
  11311. class Scene extends Object3D {
  11312. /**
  11313. * Constructs a new scene.
  11314. */
  11315. constructor() {
  11316. super();
  11317. /**
  11318. * This flag can be used for type testing.
  11319. *
  11320. * @type {boolean}
  11321. * @readonly
  11322. * @default true
  11323. */
  11324. this.isScene = true;
  11325. this.type = 'Scene';
  11326. /**
  11327. * Defines the background of the scene. Valid inputs are:
  11328. *
  11329. * - A color for defining a uniform colored background.
  11330. * - A texture for defining a (flat) textured background.
  11331. * - Cube textures or equirectangular textures for defining a skybox.
  11332. *
  11333. * @type {?(Color|Texture)}
  11334. * @default null
  11335. */
  11336. this.background = null;
  11337. /**
  11338. * Sets the environment map for all physical materials in the scene. However,
  11339. * it's not possible to overwrite an existing texture assigned to the `envMap`
  11340. * material property.
  11341. *
  11342. * @type {?Texture}
  11343. * @default null
  11344. */
  11345. this.environment = null;
  11346. /**
  11347. * A fog instance defining the type of fog that affects everything
  11348. * rendered in the scene.
  11349. *
  11350. * @type {?(Fog|FogExp2)}
  11351. * @default null
  11352. */
  11353. this.fog = null;
  11354. /**
  11355. * Sets the blurriness of the background. Only influences environment maps
  11356. * assigned to {@link Scene#background}. Valid input is a float between `0`
  11357. * and `1`.
  11358. *
  11359. * @type {number}
  11360. * @default 0
  11361. */
  11362. this.backgroundBlurriness = 0;
  11363. /**
  11364. * Attenuates the color of the background. Only applies to background textures.
  11365. *
  11366. * @type {number}
  11367. * @default 1
  11368. */
  11369. this.backgroundIntensity = 1;
  11370. /**
  11371. * The rotation of the background in radians. Only influences environment maps
  11372. * assigned to {@link Scene#background}.
  11373. *
  11374. * @type {Euler}
  11375. * @default (0,0,0)
  11376. */
  11377. this.backgroundRotation = new Euler();
  11378. /**
  11379. * Attenuates the color of the environment. Only influences environment maps
  11380. * assigned to {@link Scene#environment}.
  11381. *
  11382. * @type {number}
  11383. * @default 1
  11384. */
  11385. this.environmentIntensity = 1;
  11386. /**
  11387. * The rotation of the environment map in radians. Only influences physical materials
  11388. * in the scene when {@link Scene#environment} is used.
  11389. *
  11390. * @type {Euler}
  11391. * @default (0,0,0)
  11392. */
  11393. this.environmentRotation = new Euler();
  11394. /**
  11395. * Forces everything in the scene to be rendered with the defined material. It is possible
  11396. * to exclude materials from override by setting {@link Material#allowOverride} to `false`.
  11397. *
  11398. * @type {?Material}
  11399. * @default null
  11400. */
  11401. this.overrideMaterial = null;
  11402. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  11403. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
  11404. }
  11405. }
  11406. copy( source, recursive ) {
  11407. super.copy( source, recursive );
  11408. if ( source.background !== null ) this.background = source.background.clone();
  11409. if ( source.environment !== null ) this.environment = source.environment.clone();
  11410. if ( source.fog !== null ) this.fog = source.fog.clone();
  11411. this.backgroundBlurriness = source.backgroundBlurriness;
  11412. this.backgroundIntensity = source.backgroundIntensity;
  11413. this.backgroundRotation.copy( source.backgroundRotation );
  11414. this.environmentIntensity = source.environmentIntensity;
  11415. this.environmentRotation.copy( source.environmentRotation );
  11416. if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
  11417. this.matrixAutoUpdate = source.matrixAutoUpdate;
  11418. return this;
  11419. }
  11420. toJSON( meta ) {
  11421. const data = super.toJSON( meta );
  11422. if ( this.fog !== null ) data.object.fog = this.fog.toJSON();
  11423. if ( this.backgroundBlurriness > 0 ) data.object.backgroundBlurriness = this.backgroundBlurriness;
  11424. if ( this.backgroundIntensity !== 1 ) data.object.backgroundIntensity = this.backgroundIntensity;
  11425. data.object.backgroundRotation = this.backgroundRotation.toArray();
  11426. if ( this.environmentIntensity !== 1 ) data.object.environmentIntensity = this.environmentIntensity;
  11427. data.object.environmentRotation = this.environmentRotation.toArray();
  11428. return data;
  11429. }
  11430. }
  11431. const _v0$2 = /*@__PURE__*/ new Vector3();
  11432. const _v1$5 = /*@__PURE__*/ new Vector3();
  11433. const _v2$4 = /*@__PURE__*/ new Vector3();
  11434. const _v3$2 = /*@__PURE__*/ new Vector3();
  11435. const _vab = /*@__PURE__*/ new Vector3();
  11436. const _vac = /*@__PURE__*/ new Vector3();
  11437. const _vbc = /*@__PURE__*/ new Vector3();
  11438. const _vap = /*@__PURE__*/ new Vector3();
  11439. const _vbp = /*@__PURE__*/ new Vector3();
  11440. const _vcp = /*@__PURE__*/ new Vector3();
  11441. const _v40 = /*@__PURE__*/ new Vector4();
  11442. const _v41 = /*@__PURE__*/ new Vector4();
  11443. const _v42 = /*@__PURE__*/ new Vector4();
  11444. /**
  11445. * A geometric triangle as defined by three vectors representing its three corners.
  11446. */
  11447. class Triangle {
  11448. /**
  11449. * Constructs a new triangle.
  11450. *
  11451. * @param {Vector3} [a=(0,0,0)] - The first corner of the triangle.
  11452. * @param {Vector3} [b=(0,0,0)] - The second corner of the triangle.
  11453. * @param {Vector3} [c=(0,0,0)] - The third corner of the triangle.
  11454. */
  11455. constructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) {
  11456. /**
  11457. * The first corner of the triangle.
  11458. *
  11459. * @type {Vector3}
  11460. */
  11461. this.a = a;
  11462. /**
  11463. * The second corner of the triangle.
  11464. *
  11465. * @type {Vector3}
  11466. */
  11467. this.b = b;
  11468. /**
  11469. * The third corner of the triangle.
  11470. *
  11471. * @type {Vector3}
  11472. */
  11473. this.c = c;
  11474. }
  11475. /**
  11476. * Computes the normal vector of a triangle.
  11477. *
  11478. * @param {Vector3} a - The first corner of the triangle.
  11479. * @param {Vector3} b - The second corner of the triangle.
  11480. * @param {Vector3} c - The third corner of the triangle.
  11481. * @param {Vector3} target - The target vector that is used to store the method's result.
  11482. * @return {Vector3} The triangle's normal.
  11483. */
  11484. static getNormal( a, b, c, target ) {
  11485. target.subVectors( c, b );
  11486. _v0$2.subVectors( a, b );
  11487. target.cross( _v0$2 );
  11488. const targetLengthSq = target.lengthSq();
  11489. if ( targetLengthSq > 0 ) {
  11490. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  11491. }
  11492. return target.set( 0, 0, 0 );
  11493. }
  11494. /**
  11495. * Computes a barycentric coordinates from the given vector.
  11496. * Returns `null` if the triangle is degenerate.
  11497. *
  11498. * @param {Vector3} point - A point in 3D space.
  11499. * @param {Vector3} a - The first corner of the triangle.
  11500. * @param {Vector3} b - The second corner of the triangle.
  11501. * @param {Vector3} c - The third corner of the triangle.
  11502. * @param {Vector3} target - The target vector that is used to store the method's result.
  11503. * @return {?Vector3} The barycentric coordinates for the given point
  11504. */
  11505. static getBarycoord( point, a, b, c, target ) {
  11506. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  11507. _v0$2.subVectors( c, a );
  11508. _v1$5.subVectors( b, a );
  11509. _v2$4.subVectors( point, a );
  11510. const dot00 = _v0$2.dot( _v0$2 );
  11511. const dot01 = _v0$2.dot( _v1$5 );
  11512. const dot02 = _v0$2.dot( _v2$4 );
  11513. const dot11 = _v1$5.dot( _v1$5 );
  11514. const dot12 = _v1$5.dot( _v2$4 );
  11515. const denom = ( dot00 * dot11 - dot01 * dot01 );
  11516. // collinear or singular triangle
  11517. if ( denom === 0 ) {
  11518. target.set( 0, 0, 0 );
  11519. return null;
  11520. }
  11521. const invDenom = 1 / denom;
  11522. const u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  11523. const v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  11524. // barycentric coordinates must always sum to 1
  11525. return target.set( 1 - u - v, v, u );
  11526. }
  11527. /**
  11528. * Returns `true` if the given point, when projected onto the plane of the
  11529. * triangle, lies within the triangle.
  11530. *
  11531. * @param {Vector3} point - The point in 3D space to test.
  11532. * @param {Vector3} a - The first corner of the triangle.
  11533. * @param {Vector3} b - The second corner of the triangle.
  11534. * @param {Vector3} c - The third corner of the triangle.
  11535. * @return {boolean} Whether the given point, when projected onto the plane of the
  11536. * triangle, lies within the triangle or not.
  11537. */
  11538. static containsPoint( point, a, b, c ) {
  11539. // if the triangle is degenerate then we can't contain a point
  11540. if ( this.getBarycoord( point, a, b, c, _v3$2 ) === null ) {
  11541. return false;
  11542. }
  11543. return ( _v3$2.x >= 0 ) && ( _v3$2.y >= 0 ) && ( ( _v3$2.x + _v3$2.y ) <= 1 );
  11544. }
  11545. /**
  11546. * Computes the value barycentrically interpolated for the given point on the
  11547. * triangle. Returns `null` if the triangle is degenerate.
  11548. *
  11549. * @param {Vector3} point - Position of interpolated point.
  11550. * @param {Vector3} p1 - The first corner of the triangle.
  11551. * @param {Vector3} p2 - The second corner of the triangle.
  11552. * @param {Vector3} p3 - The third corner of the triangle.
  11553. * @param {Vector3} v1 - Value to interpolate of first vertex.
  11554. * @param {Vector3} v2 - Value to interpolate of second vertex.
  11555. * @param {Vector3} v3 - Value to interpolate of third vertex.
  11556. * @param {Vector3} target - The target vector that is used to store the method's result.
  11557. * @return {?Vector3} The interpolated value.
  11558. */
  11559. static getInterpolation( point, p1, p2, p3, v1, v2, v3, target ) {
  11560. if ( this.getBarycoord( point, p1, p2, p3, _v3$2 ) === null ) {
  11561. target.x = 0;
  11562. target.y = 0;
  11563. if ( 'z' in target ) target.z = 0;
  11564. if ( 'w' in target ) target.w = 0;
  11565. return null;
  11566. }
  11567. target.setScalar( 0 );
  11568. target.addScaledVector( v1, _v3$2.x );
  11569. target.addScaledVector( v2, _v3$2.y );
  11570. target.addScaledVector( v3, _v3$2.z );
  11571. return target;
  11572. }
  11573. /**
  11574. * Computes the value barycentrically interpolated for the given attribute and indices.
  11575. *
  11576. * @param {BufferAttribute} attr - The attribute to interpolate.
  11577. * @param {number} i1 - Index of first vertex.
  11578. * @param {number} i2 - Index of second vertex.
  11579. * @param {number} i3 - Index of third vertex.
  11580. * @param {Vector3} barycoord - The barycoordinate value to use to interpolate.
  11581. * @param {Vector3} target - The target vector that is used to store the method's result.
  11582. * @return {Vector3} The interpolated attribute value.
  11583. */
  11584. static getInterpolatedAttribute( attr, i1, i2, i3, barycoord, target ) {
  11585. _v40.setScalar( 0 );
  11586. _v41.setScalar( 0 );
  11587. _v42.setScalar( 0 );
  11588. _v40.fromBufferAttribute( attr, i1 );
  11589. _v41.fromBufferAttribute( attr, i2 );
  11590. _v42.fromBufferAttribute( attr, i3 );
  11591. target.setScalar( 0 );
  11592. target.addScaledVector( _v40, barycoord.x );
  11593. target.addScaledVector( _v41, barycoord.y );
  11594. target.addScaledVector( _v42, barycoord.z );
  11595. return target;
  11596. }
  11597. /**
  11598. * Returns `true` if the triangle is oriented towards the given direction.
  11599. *
  11600. * @param {Vector3} a - The first corner of the triangle.
  11601. * @param {Vector3} b - The second corner of the triangle.
  11602. * @param {Vector3} c - The third corner of the triangle.
  11603. * @param {Vector3} direction - The (normalized) direction vector.
  11604. * @return {boolean} Whether the triangle is oriented towards the given direction or not.
  11605. */
  11606. static isFrontFacing( a, b, c, direction ) {
  11607. _v0$2.subVectors( c, b );
  11608. _v1$5.subVectors( a, b );
  11609. // strictly front facing
  11610. return ( _v0$2.cross( _v1$5 ).dot( direction ) < 0 ) ? true : false;
  11611. }
  11612. /**
  11613. * Sets the triangle's vertices by copying the given values.
  11614. *
  11615. * @param {Vector3} a - The first corner of the triangle.
  11616. * @param {Vector3} b - The second corner of the triangle.
  11617. * @param {Vector3} c - The third corner of the triangle.
  11618. * @return {Triangle} A reference to this triangle.
  11619. */
  11620. set( a, b, c ) {
  11621. this.a.copy( a );
  11622. this.b.copy( b );
  11623. this.c.copy( c );
  11624. return this;
  11625. }
  11626. /**
  11627. * Sets the triangle's vertices by copying the given array values.
  11628. *
  11629. * @param {Array<Vector3>} points - An array with 3D points.
  11630. * @param {number} i0 - The array index representing the first corner of the triangle.
  11631. * @param {number} i1 - The array index representing the second corner of the triangle.
  11632. * @param {number} i2 - The array index representing the third corner of the triangle.
  11633. * @return {Triangle} A reference to this triangle.
  11634. */
  11635. setFromPointsAndIndices( points, i0, i1, i2 ) {
  11636. this.a.copy( points[ i0 ] );
  11637. this.b.copy( points[ i1 ] );
  11638. this.c.copy( points[ i2 ] );
  11639. return this;
  11640. }
  11641. /**
  11642. * Sets the triangle's vertices by copying the given attribute values.
  11643. *
  11644. * @param {BufferAttribute} attribute - A buffer attribute with 3D points data.
  11645. * @param {number} i0 - The attribute index representing the first corner of the triangle.
  11646. * @param {number} i1 - The attribute index representing the second corner of the triangle.
  11647. * @param {number} i2 - The attribute index representing the third corner of the triangle.
  11648. * @return {Triangle} A reference to this triangle.
  11649. */
  11650. setFromAttributeAndIndices( attribute, i0, i1, i2 ) {
  11651. this.a.fromBufferAttribute( attribute, i0 );
  11652. this.b.fromBufferAttribute( attribute, i1 );
  11653. this.c.fromBufferAttribute( attribute, i2 );
  11654. return this;
  11655. }
  11656. /**
  11657. * Returns a new triangle with copied values from this instance.
  11658. *
  11659. * @return {Triangle} A clone of this instance.
  11660. */
  11661. clone() {
  11662. return new this.constructor().copy( this );
  11663. }
  11664. /**
  11665. * Copies the values of the given triangle to this instance.
  11666. *
  11667. * @param {Triangle} triangle - The triangle to copy.
  11668. * @return {Triangle} A reference to this triangle.
  11669. */
  11670. copy( triangle ) {
  11671. this.a.copy( triangle.a );
  11672. this.b.copy( triangle.b );
  11673. this.c.copy( triangle.c );
  11674. return this;
  11675. }
  11676. /**
  11677. * Computes the area of the triangle.
  11678. *
  11679. * @return {number} The triangle's area.
  11680. */
  11681. getArea() {
  11682. _v0$2.subVectors( this.c, this.b );
  11683. _v1$5.subVectors( this.a, this.b );
  11684. return _v0$2.cross( _v1$5 ).length() * 0.5;
  11685. }
  11686. /**
  11687. * Computes the midpoint of the triangle.
  11688. *
  11689. * @param {Vector3} target - The target vector that is used to store the method's result.
  11690. * @return {Vector3} The triangle's midpoint.
  11691. */
  11692. getMidpoint( target ) {
  11693. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  11694. }
  11695. /**
  11696. * Computes the normal of the triangle.
  11697. *
  11698. * @param {Vector3} target - The target vector that is used to store the method's result.
  11699. * @return {Vector3} The triangle's normal.
  11700. */
  11701. getNormal( target ) {
  11702. return Triangle.getNormal( this.a, this.b, this.c, target );
  11703. }
  11704. /**
  11705. * Computes a plane the triangle lies within.
  11706. *
  11707. * @param {Plane} target - The target vector that is used to store the method's result.
  11708. * @return {Plane} The plane the triangle lies within.
  11709. */
  11710. getPlane( target ) {
  11711. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  11712. }
  11713. /**
  11714. * Computes a barycentric coordinates from the given vector.
  11715. * Returns `null` if the triangle is degenerate.
  11716. *
  11717. * @param {Vector3} point - A point in 3D space.
  11718. * @param {Vector3} target - The target vector that is used to store the method's result.
  11719. * @return {?Vector3} The barycentric coordinates for the given point
  11720. */
  11721. getBarycoord( point, target ) {
  11722. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  11723. }
  11724. /**
  11725. * Computes the value barycentrically interpolated for the given point on the
  11726. * triangle. Returns `null` if the triangle is degenerate.
  11727. *
  11728. * @param {Vector3} point - Position of interpolated point.
  11729. * @param {Vector3} v1 - Value to interpolate of first vertex.
  11730. * @param {Vector3} v2 - Value to interpolate of second vertex.
  11731. * @param {Vector3} v3 - Value to interpolate of third vertex.
  11732. * @param {Vector3} target - The target vector that is used to store the method's result.
  11733. * @return {?Vector3} The interpolated value.
  11734. */
  11735. getInterpolation( point, v1, v2, v3, target ) {
  11736. return Triangle.getInterpolation( point, this.a, this.b, this.c, v1, v2, v3, target );
  11737. }
  11738. /**
  11739. * Returns `true` if the given point, when projected onto the plane of the
  11740. * triangle, lies within the triangle.
  11741. *
  11742. * @param {Vector3} point - The point in 3D space to test.
  11743. * @return {boolean} Whether the given point, when projected onto the plane of the
  11744. * triangle, lies within the triangle or not.
  11745. */
  11746. containsPoint( point ) {
  11747. return Triangle.containsPoint( point, this.a, this.b, this.c );
  11748. }
  11749. /**
  11750. * Returns `true` if the triangle is oriented towards the given direction.
  11751. *
  11752. * @param {Vector3} direction - The (normalized) direction vector.
  11753. * @return {boolean} Whether the triangle is oriented towards the given direction or not.
  11754. */
  11755. isFrontFacing( direction ) {
  11756. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  11757. }
  11758. /**
  11759. * Returns `true` if this triangle intersects with the given box.
  11760. *
  11761. * @param {Box3} box - The box to intersect.
  11762. * @return {boolean} Whether this triangle intersects with the given box or not.
  11763. */
  11764. intersectsBox( box ) {
  11765. return box.intersectsTriangle( this );
  11766. }
  11767. /**
  11768. * Returns the closest point on the triangle to the given point.
  11769. *
  11770. * @param {Vector3} p - The point to compute the closest point for.
  11771. * @param {Vector3} target - The target vector that is used to store the method's result.
  11772. * @return {Vector3} The closest point on the triangle.
  11773. */
  11774. closestPointToPoint( p, target ) {
  11775. const a = this.a, b = this.b, c = this.c;
  11776. let v, w;
  11777. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  11778. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  11779. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  11780. // basically, we're distinguishing which of the voronoi regions of the triangle
  11781. // the point lies in with the minimum amount of redundant computation.
  11782. _vab.subVectors( b, a );
  11783. _vac.subVectors( c, a );
  11784. _vap.subVectors( p, a );
  11785. const d1 = _vab.dot( _vap );
  11786. const d2 = _vac.dot( _vap );
  11787. if ( d1 <= 0 && d2 <= 0 ) {
  11788. // vertex region of A; barycentric coords (1, 0, 0)
  11789. return target.copy( a );
  11790. }
  11791. _vbp.subVectors( p, b );
  11792. const d3 = _vab.dot( _vbp );
  11793. const d4 = _vac.dot( _vbp );
  11794. if ( d3 >= 0 && d4 <= d3 ) {
  11795. // vertex region of B; barycentric coords (0, 1, 0)
  11796. return target.copy( b );
  11797. }
  11798. const vc = d1 * d4 - d3 * d2;
  11799. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  11800. v = d1 / ( d1 - d3 );
  11801. // edge region of AB; barycentric coords (1-v, v, 0)
  11802. return target.copy( a ).addScaledVector( _vab, v );
  11803. }
  11804. _vcp.subVectors( p, c );
  11805. const d5 = _vab.dot( _vcp );
  11806. const d6 = _vac.dot( _vcp );
  11807. if ( d6 >= 0 && d5 <= d6 ) {
  11808. // vertex region of C; barycentric coords (0, 0, 1)
  11809. return target.copy( c );
  11810. }
  11811. const vb = d5 * d2 - d1 * d6;
  11812. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  11813. w = d2 / ( d2 - d6 );
  11814. // edge region of AC; barycentric coords (1-w, 0, w)
  11815. return target.copy( a ).addScaledVector( _vac, w );
  11816. }
  11817. const va = d3 * d6 - d5 * d4;
  11818. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  11819. _vbc.subVectors( c, b );
  11820. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  11821. // edge region of BC; barycentric coords (0, 1-w, w)
  11822. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  11823. }
  11824. // face region
  11825. const denom = 1 / ( va + vb + vc );
  11826. // u = va * denom
  11827. v = vb * denom;
  11828. w = vc * denom;
  11829. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  11830. }
  11831. /**
  11832. * Returns `true` if this triangle is equal with the given one.
  11833. *
  11834. * @param {Triangle} triangle - The triangle to test for equality.
  11835. * @return {boolean} Whether this triangle is equal with the given one.
  11836. */
  11837. equals( triangle ) {
  11838. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  11839. }
  11840. }
  11841. /**
  11842. * Represents an axis-aligned bounding box (AABB) in 3D space.
  11843. */
  11844. class Box3 {
  11845. /**
  11846. * Constructs a new bounding box.
  11847. *
  11848. * @param {Vector3} [min=(Infinity,Infinity,Infinity)] - A vector representing the lower boundary of the box.
  11849. * @param {Vector3} [max=(-Infinity,-Infinity,-Infinity)] - A vector representing the upper boundary of the box.
  11850. */
  11851. constructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) {
  11852. /**
  11853. * This flag can be used for type testing.
  11854. *
  11855. * @type {boolean}
  11856. * @readonly
  11857. * @default true
  11858. */
  11859. this.isBox3 = true;
  11860. /**
  11861. * The lower boundary of the box.
  11862. *
  11863. * @type {Vector3}
  11864. */
  11865. this.min = min;
  11866. /**
  11867. * The upper boundary of the box.
  11868. *
  11869. * @type {Vector3}
  11870. */
  11871. this.max = max;
  11872. }
  11873. /**
  11874. * Sets the lower and upper boundaries of this box.
  11875. * Please note that this method only copies the values from the given objects.
  11876. *
  11877. * @param {Vector3} min - The lower boundary of the box.
  11878. * @param {Vector3} max - The upper boundary of the box.
  11879. * @return {Box3} A reference to this bounding box.
  11880. */
  11881. set( min, max ) {
  11882. this.min.copy( min );
  11883. this.max.copy( max );
  11884. return this;
  11885. }
  11886. /**
  11887. * Sets the upper and lower bounds of this box so it encloses the position data
  11888. * in the given array.
  11889. *
  11890. * @param {Array<number>} array - An array holding 3D position data.
  11891. * @return {Box3} A reference to this bounding box.
  11892. */
  11893. setFromArray( array ) {
  11894. this.makeEmpty();
  11895. for ( let i = 0, il = array.length; i < il; i += 3 ) {
  11896. this.expandByPoint( _vector$b.fromArray( array, i ) );
  11897. }
  11898. return this;
  11899. }
  11900. /**
  11901. * Sets the upper and lower bounds of this box so it encloses the position data
  11902. * in the given buffer attribute.
  11903. *
  11904. * @param {BufferAttribute} attribute - A buffer attribute holding 3D position data.
  11905. * @return {Box3} A reference to this bounding box.
  11906. */
  11907. setFromBufferAttribute( attribute ) {
  11908. this.makeEmpty();
  11909. for ( let i = 0, il = attribute.count; i < il; i ++ ) {
  11910. this.expandByPoint( _vector$b.fromBufferAttribute( attribute, i ) );
  11911. }
  11912. return this;
  11913. }
  11914. /**
  11915. * Sets the upper and lower bounds of this box so it encloses the position data
  11916. * in the given array.
  11917. *
  11918. * @param {Array<Vector3>} points - An array holding 3D position data as instances of {@link Vector3}.
  11919. * @return {Box3} A reference to this bounding box.
  11920. */
  11921. setFromPoints( points ) {
  11922. this.makeEmpty();
  11923. for ( let i = 0, il = points.length; i < il; i ++ ) {
  11924. this.expandByPoint( points[ i ] );
  11925. }
  11926. return this;
  11927. }
  11928. /**
  11929. * Centers this box on the given center vector and sets this box's width, height and
  11930. * depth to the given size values.
  11931. *
  11932. * @param {Vector3} center - The center of the box.
  11933. * @param {Vector3} size - The x, y and z dimensions of the box.
  11934. * @return {Box3} A reference to this bounding box.
  11935. */
  11936. setFromCenterAndSize( center, size ) {
  11937. const halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 );
  11938. this.min.copy( center ).sub( halfSize );
  11939. this.max.copy( center ).add( halfSize );
  11940. return this;
  11941. }
  11942. /**
  11943. * Computes the world-axis-aligned bounding box for the given 3D object
  11944. * (including its children), accounting for the object's, and children's,
  11945. * world transforms. The function may result in a larger box than strictly necessary.
  11946. *
  11947. * @param {Object3D} object - The 3D object to compute the bounding box for.
  11948. * @param {boolean} [precise=false] - If set to `true`, the method computes the smallest
  11949. * world-axis-aligned bounding box at the expense of more computation.
  11950. * @return {Box3} A reference to this bounding box.
  11951. */
  11952. setFromObject( object, precise = false ) {
  11953. this.makeEmpty();
  11954. return this.expandByObject( object, precise );
  11955. }
  11956. /**
  11957. * Returns a new box with copied values from this instance.
  11958. *
  11959. * @return {Box3} A clone of this instance.
  11960. */
  11961. clone() {
  11962. return new this.constructor().copy( this );
  11963. }
  11964. /**
  11965. * Copies the values of the given box to this instance.
  11966. *
  11967. * @param {Box3} box - The box to copy.
  11968. * @return {Box3} A reference to this bounding box.
  11969. */
  11970. copy( box ) {
  11971. this.min.copy( box.min );
  11972. this.max.copy( box.max );
  11973. return this;
  11974. }
  11975. /**
  11976. * Makes this box empty which means in encloses a zero space in 3D.
  11977. *
  11978. * @return {Box3} A reference to this bounding box.
  11979. */
  11980. makeEmpty() {
  11981. this.min.x = this.min.y = this.min.z = + Infinity;
  11982. this.max.x = this.max.y = this.max.z = - Infinity;
  11983. return this;
  11984. }
  11985. /**
  11986. * Returns true if this box includes zero points within its bounds.
  11987. * Note that a box with equal lower and upper bounds still includes one
  11988. * point, the one both bounds share.
  11989. *
  11990. * @return {boolean} Whether this box is empty or not.
  11991. */
  11992. isEmpty() {
  11993. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  11994. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  11995. }
  11996. /**
  11997. * Returns the center point of this box.
  11998. *
  11999. * @param {Vector3} target - The target vector that is used to store the method's result.
  12000. * @return {Vector3} The center point.
  12001. */
  12002. getCenter( target ) {
  12003. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  12004. }
  12005. /**
  12006. * Returns the dimensions of this box.
  12007. *
  12008. * @param {Vector3} target - The target vector that is used to store the method's result.
  12009. * @return {Vector3} The size.
  12010. */
  12011. getSize( target ) {
  12012. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  12013. }
  12014. /**
  12015. * Expands the boundaries of this box to include the given point.
  12016. *
  12017. * @param {Vector3} point - The point that should be included by the bounding box.
  12018. * @return {Box3} A reference to this bounding box.
  12019. */
  12020. expandByPoint( point ) {
  12021. this.min.min( point );
  12022. this.max.max( point );
  12023. return this;
  12024. }
  12025. /**
  12026. * Expands this box equilaterally by the given vector. The width of this
  12027. * box will be expanded by the x component of the vector in both
  12028. * directions. The height of this box will be expanded by the y component of
  12029. * the vector in both directions. The depth of this box will be
  12030. * expanded by the z component of the vector in both directions.
  12031. *
  12032. * @param {Vector3} vector - The vector that should expand the bounding box.
  12033. * @return {Box3} A reference to this bounding box.
  12034. */
  12035. expandByVector( vector ) {
  12036. this.min.sub( vector );
  12037. this.max.add( vector );
  12038. return this;
  12039. }
  12040. /**
  12041. * Expands each dimension of the box by the given scalar. If negative, the
  12042. * dimensions of the box will be contracted.
  12043. *
  12044. * @param {number} scalar - The scalar value that should expand the bounding box.
  12045. * @return {Box3} A reference to this bounding box.
  12046. */
  12047. expandByScalar( scalar ) {
  12048. this.min.addScalar( - scalar );
  12049. this.max.addScalar( scalar );
  12050. return this;
  12051. }
  12052. /**
  12053. * Expands the boundaries of this box to include the given 3D object and
  12054. * its children, accounting for the object's, and children's, world
  12055. * transforms. The function may result in a larger box than strictly
  12056. * necessary (unless the precise parameter is set to true).
  12057. *
  12058. * @param {Object3D} object - The 3D object that should expand the bounding box.
  12059. * @param {boolean} precise - If set to `true`, the method expands the bounding box
  12060. * as little as necessary at the expense of more computation.
  12061. * @return {Box3} A reference to this bounding box.
  12062. */
  12063. expandByObject( object, precise = false ) {
  12064. // Computes the world-axis-aligned bounding box of an object (including its children),
  12065. // accounting for both the object's, and children's, world transforms
  12066. object.updateWorldMatrix( false, false );
  12067. const geometry = object.geometry;
  12068. if ( geometry !== undefined ) {
  12069. const positionAttribute = geometry.getAttribute( 'position' );
  12070. // precise AABB computation based on vertex data requires at least a position attribute.
  12071. // instancing isn't supported so far and uses the normal (conservative) code path.
  12072. if ( precise === true && positionAttribute !== undefined && object.isInstancedMesh !== true ) {
  12073. for ( let i = 0, l = positionAttribute.count; i < l; i ++ ) {
  12074. if ( object.isMesh === true ) {
  12075. object.getVertexPosition( i, _vector$b );
  12076. } else {
  12077. _vector$b.fromBufferAttribute( positionAttribute, i );
  12078. }
  12079. _vector$b.applyMatrix4( object.matrixWorld );
  12080. this.expandByPoint( _vector$b );
  12081. }
  12082. } else {
  12083. if ( object.boundingBox !== undefined ) {
  12084. // object-level bounding box
  12085. if ( object.boundingBox === null ) {
  12086. object.computeBoundingBox();
  12087. }
  12088. _box$4.copy( object.boundingBox );
  12089. } else {
  12090. // geometry-level bounding box
  12091. if ( geometry.boundingBox === null ) {
  12092. geometry.computeBoundingBox();
  12093. }
  12094. _box$4.copy( geometry.boundingBox );
  12095. }
  12096. _box$4.applyMatrix4( object.matrixWorld );
  12097. this.union( _box$4 );
  12098. }
  12099. }
  12100. const children = object.children;
  12101. for ( let i = 0, l = children.length; i < l; i ++ ) {
  12102. this.expandByObject( children[ i ], precise );
  12103. }
  12104. return this;
  12105. }
  12106. /**
  12107. * Returns `true` if the given point lies within or on the boundaries of this box.
  12108. *
  12109. * @param {Vector3} point - The point to test.
  12110. * @return {boolean} Whether the bounding box contains the given point or not.
  12111. */
  12112. containsPoint( point ) {
  12113. return point.x >= this.min.x && point.x <= this.max.x &&
  12114. point.y >= this.min.y && point.y <= this.max.y &&
  12115. point.z >= this.min.z && point.z <= this.max.z;
  12116. }
  12117. /**
  12118. * Returns `true` if this bounding box includes the entirety of the given bounding box.
  12119. * If this box and the given one are identical, this function also returns `true`.
  12120. *
  12121. * @param {Box3} box - The bounding box to test.
  12122. * @return {boolean} Whether the bounding box contains the given bounding box or not.
  12123. */
  12124. containsBox( box ) {
  12125. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  12126. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  12127. this.min.z <= box.min.z && box.max.z <= this.max.z;
  12128. }
  12129. /**
  12130. * Returns a point as a proportion of this box's width, height and depth.
  12131. *
  12132. * @param {Vector3} point - A point in 3D space.
  12133. * @param {Vector3} target - The target vector that is used to store the method's result.
  12134. * @return {Vector3} A point as a proportion of this box's width, height and depth.
  12135. */
  12136. getParameter( point, target ) {
  12137. // This can potentially have a divide by zero if the box
  12138. // has a size dimension of 0.
  12139. return target.set(
  12140. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  12141. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  12142. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  12143. );
  12144. }
  12145. /**
  12146. * Returns `true` if the given bounding box intersects with this bounding box.
  12147. *
  12148. * @param {Box3} box - The bounding box to test.
  12149. * @return {boolean} Whether the given bounding box intersects with this bounding box.
  12150. */
  12151. intersectsBox( box ) {
  12152. // using 6 splitting planes to rule out intersections.
  12153. return box.max.x >= this.min.x && box.min.x <= this.max.x &&
  12154. box.max.y >= this.min.y && box.min.y <= this.max.y &&
  12155. box.max.z >= this.min.z && box.min.z <= this.max.z;
  12156. }
  12157. /**
  12158. * Returns `true` if the given bounding sphere intersects with this bounding box.
  12159. *
  12160. * @param {Sphere} sphere - The bounding sphere to test.
  12161. * @return {boolean} Whether the given bounding sphere intersects with this bounding box.
  12162. */
  12163. intersectsSphere( sphere ) {
  12164. // Find the point on the AABB closest to the sphere center.
  12165. this.clampPoint( sphere.center, _vector$b );
  12166. // If that point is inside the sphere, the AABB and sphere intersect.
  12167. return _vector$b.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  12168. }
  12169. /**
  12170. * Returns `true` if the given plane intersects with this bounding box.
  12171. *
  12172. * @param {Plane} plane - The plane to test.
  12173. * @return {boolean} Whether the given plane intersects with this bounding box.
  12174. */
  12175. intersectsPlane( plane ) {
  12176. // We compute the minimum and maximum dot product values. If those values
  12177. // are on the same side (back or front) of the plane, then there is no intersection.
  12178. let min, max;
  12179. if ( plane.normal.x > 0 ) {
  12180. min = plane.normal.x * this.min.x;
  12181. max = plane.normal.x * this.max.x;
  12182. } else {
  12183. min = plane.normal.x * this.max.x;
  12184. max = plane.normal.x * this.min.x;
  12185. }
  12186. if ( plane.normal.y > 0 ) {
  12187. min += plane.normal.y * this.min.y;
  12188. max += plane.normal.y * this.max.y;
  12189. } else {
  12190. min += plane.normal.y * this.max.y;
  12191. max += plane.normal.y * this.min.y;
  12192. }
  12193. if ( plane.normal.z > 0 ) {
  12194. min += plane.normal.z * this.min.z;
  12195. max += plane.normal.z * this.max.z;
  12196. } else {
  12197. min += plane.normal.z * this.max.z;
  12198. max += plane.normal.z * this.min.z;
  12199. }
  12200. return ( min <= - plane.constant && max >= - plane.constant );
  12201. }
  12202. /**
  12203. * Returns `true` if the given triangle intersects with this bounding box.
  12204. *
  12205. * @param {Triangle} triangle - The triangle to test.
  12206. * @return {boolean} Whether the given triangle intersects with this bounding box.
  12207. */
  12208. intersectsTriangle( triangle ) {
  12209. if ( this.isEmpty() ) {
  12210. return false;
  12211. }
  12212. // compute box center and extents
  12213. this.getCenter( _center );
  12214. _extents.subVectors( this.max, _center );
  12215. // translate triangle to aabb origin
  12216. _v0$1.subVectors( triangle.a, _center );
  12217. _v1$4.subVectors( triangle.b, _center );
  12218. _v2$3.subVectors( triangle.c, _center );
  12219. // compute edge vectors for triangle
  12220. _f0.subVectors( _v1$4, _v0$1 );
  12221. _f1.subVectors( _v2$3, _v1$4 );
  12222. _f2.subVectors( _v0$1, _v2$3 );
  12223. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  12224. // 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
  12225. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  12226. let axes = [
  12227. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  12228. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  12229. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  12230. ];
  12231. if ( ! satForAxes( axes, _v0$1, _v1$4, _v2$3, _extents ) ) {
  12232. return false;
  12233. }
  12234. // test 3 face normals from the aabb
  12235. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  12236. if ( ! satForAxes( axes, _v0$1, _v1$4, _v2$3, _extents ) ) {
  12237. return false;
  12238. }
  12239. // finally testing the face normal of the triangle
  12240. // use already existing triangle edge vectors here
  12241. _triangleNormal.crossVectors( _f0, _f1 );
  12242. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  12243. return satForAxes( axes, _v0$1, _v1$4, _v2$3, _extents );
  12244. }
  12245. /**
  12246. * Clamps the given point within the bounds of this box.
  12247. *
  12248. * @param {Vector3} point - The point to clamp.
  12249. * @param {Vector3} target - The target vector that is used to store the method's result.
  12250. * @return {Vector3} The clamped point.
  12251. */
  12252. clampPoint( point, target ) {
  12253. return target.copy( point ).clamp( this.min, this.max );
  12254. }
  12255. /**
  12256. * Returns the euclidean distance from any edge of this box to the specified point. If
  12257. * the given point lies inside of this box, the distance will be `0`.
  12258. *
  12259. * @param {Vector3} point - The point to compute the distance to.
  12260. * @return {number} The euclidean distance.
  12261. */
  12262. distanceToPoint( point ) {
  12263. return this.clampPoint( point, _vector$b ).distanceTo( point );
  12264. }
  12265. /**
  12266. * Returns a bounding sphere that encloses this bounding box.
  12267. *
  12268. * @param {Sphere} target - The target sphere that is used to store the method's result.
  12269. * @return {Sphere} The bounding sphere that encloses this bounding box.
  12270. */
  12271. getBoundingSphere( target ) {
  12272. if ( this.isEmpty() ) {
  12273. target.makeEmpty();
  12274. } else {
  12275. this.getCenter( target.center );
  12276. target.radius = this.getSize( _vector$b ).length() * 0.5;
  12277. }
  12278. return target;
  12279. }
  12280. /**
  12281. * Computes the intersection of this bounding box and the given one, setting the upper
  12282. * bound of this box to the lesser of the two boxes' upper bounds and the
  12283. * lower bound of this box to the greater of the two boxes' lower bounds. If
  12284. * there's no overlap, makes this box empty.
  12285. *
  12286. * @param {Box3} box - The bounding box to intersect with.
  12287. * @return {Box3} A reference to this bounding box.
  12288. */
  12289. intersect( box ) {
  12290. this.min.max( box.min );
  12291. this.max.min( box.max );
  12292. // 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.
  12293. if ( this.isEmpty() ) this.makeEmpty();
  12294. return this;
  12295. }
  12296. /**
  12297. * Computes the union of this box and another and the given one, setting the upper
  12298. * bound of this box to the greater of the two boxes' upper bounds and the
  12299. * lower bound of this box to the lesser of the two boxes' lower bounds.
  12300. *
  12301. * @param {Box3} box - The bounding box that will be unioned with this instance.
  12302. * @return {Box3} A reference to this bounding box.
  12303. */
  12304. union( box ) {
  12305. this.min.min( box.min );
  12306. this.max.max( box.max );
  12307. return this;
  12308. }
  12309. /**
  12310. * Transforms this bounding box by the given 4x4 transformation matrix.
  12311. *
  12312. * @param {Matrix4} matrix - The transformation matrix.
  12313. * @return {Box3} A reference to this bounding box.
  12314. */
  12315. applyMatrix4( matrix ) {
  12316. // transform of empty box is an empty box.
  12317. if ( this.isEmpty() ) return this;
  12318. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  12319. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  12320. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  12321. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  12322. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  12323. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  12324. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  12325. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  12326. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  12327. this.setFromPoints( _points );
  12328. return this;
  12329. }
  12330. /**
  12331. * Adds the given offset to both the upper and lower bounds of this bounding box,
  12332. * effectively moving it in 3D space.
  12333. *
  12334. * @param {Vector3} offset - The offset that should be used to translate the bounding box.
  12335. * @return {Box3} A reference to this bounding box.
  12336. */
  12337. translate( offset ) {
  12338. this.min.add( offset );
  12339. this.max.add( offset );
  12340. return this;
  12341. }
  12342. /**
  12343. * Returns `true` if this bounding box is equal with the given one.
  12344. *
  12345. * @param {Box3} box - The box to test for equality.
  12346. * @return {boolean} Whether this bounding box is equal with the given one.
  12347. */
  12348. equals( box ) {
  12349. return box.min.equals( this.min ) && box.max.equals( this.max );
  12350. }
  12351. /**
  12352. * Returns a serialized structure of the bounding box.
  12353. *
  12354. * @return {Object} Serialized structure with fields representing the object state.
  12355. */
  12356. toJSON() {
  12357. return {
  12358. min: this.min.toArray(),
  12359. max: this.max.toArray()
  12360. };
  12361. }
  12362. /**
  12363. * Returns a serialized structure of the bounding box.
  12364. *
  12365. * @param {Object} json - The serialized json to set the box from.
  12366. * @return {Box3} A reference to this bounding box.
  12367. */
  12368. fromJSON( json ) {
  12369. this.min.fromArray( json.min );
  12370. this.max.fromArray( json.max );
  12371. return this;
  12372. }
  12373. }
  12374. const _points = [
  12375. /*@__PURE__*/ new Vector3(),
  12376. /*@__PURE__*/ new Vector3(),
  12377. /*@__PURE__*/ new Vector3(),
  12378. /*@__PURE__*/ new Vector3(),
  12379. /*@__PURE__*/ new Vector3(),
  12380. /*@__PURE__*/ new Vector3(),
  12381. /*@__PURE__*/ new Vector3(),
  12382. /*@__PURE__*/ new Vector3()
  12383. ];
  12384. const _vector$b = /*@__PURE__*/ new Vector3();
  12385. const _box$4 = /*@__PURE__*/ new Box3();
  12386. // triangle centered vertices
  12387. const _v0$1 = /*@__PURE__*/ new Vector3();
  12388. const _v1$4 = /*@__PURE__*/ new Vector3();
  12389. const _v2$3 = /*@__PURE__*/ new Vector3();
  12390. // triangle edge vectors
  12391. const _f0 = /*@__PURE__*/ new Vector3();
  12392. const _f1 = /*@__PURE__*/ new Vector3();
  12393. const _f2 = /*@__PURE__*/ new Vector3();
  12394. const _center = /*@__PURE__*/ new Vector3();
  12395. const _extents = /*@__PURE__*/ new Vector3();
  12396. const _triangleNormal = /*@__PURE__*/ new Vector3();
  12397. const _testAxis = /*@__PURE__*/ new Vector3();
  12398. function satForAxes( axes, v0, v1, v2, extents ) {
  12399. for ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  12400. _testAxis.fromArray( axes, i );
  12401. // project the aabb onto the separating axis
  12402. const r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  12403. // project all 3 vertices of the triangle onto the separating axis
  12404. const p0 = v0.dot( _testAxis );
  12405. const p1 = v1.dot( _testAxis );
  12406. const p2 = v2.dot( _testAxis );
  12407. // actual test, basically see if either of the most extreme of the triangle points intersects r
  12408. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  12409. // points of the projected triangle are outside the projected half-length of the aabb
  12410. // the axis is separating and we can exit
  12411. return false;
  12412. }
  12413. }
  12414. return true;
  12415. }
  12416. // Fast Half Float Conversions, http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf
  12417. const _tables = /*@__PURE__*/ _generateTables();
  12418. function _generateTables() {
  12419. // float32 to float16 helpers
  12420. const buffer = new ArrayBuffer( 4 );
  12421. const floatView = new Float32Array( buffer );
  12422. const uint32View = new Uint32Array( buffer );
  12423. const baseTable = new Uint32Array( 512 );
  12424. const shiftTable = new Uint32Array( 512 );
  12425. for ( let i = 0; i < 256; ++ i ) {
  12426. const e = i - 127;
  12427. // very small number (0, -0)
  12428. if ( e < -27 ) {
  12429. baseTable[ i ] = 0x0000;
  12430. baseTable[ i | 0x100 ] = 0x8000;
  12431. shiftTable[ i ] = 24;
  12432. shiftTable[ i | 0x100 ] = 24;
  12433. // small number (denorm)
  12434. } else if ( e < -14 ) {
  12435. baseTable[ i ] = 0x0400 >> ( - e - 14 );
  12436. baseTable[ i | 0x100 ] = ( 0x0400 >> ( - e - 14 ) ) | 0x8000;
  12437. shiftTable[ i ] = - e - 1;
  12438. shiftTable[ i | 0x100 ] = - e - 1;
  12439. // normal number
  12440. } else if ( e <= 15 ) {
  12441. baseTable[ i ] = ( e + 15 ) << 10;
  12442. baseTable[ i | 0x100 ] = ( ( e + 15 ) << 10 ) | 0x8000;
  12443. shiftTable[ i ] = 13;
  12444. shiftTable[ i | 0x100 ] = 13;
  12445. // large number (Infinity, -Infinity)
  12446. } else if ( e < 128 ) {
  12447. baseTable[ i ] = 0x7c00;
  12448. baseTable[ i | 0x100 ] = 0xfc00;
  12449. shiftTable[ i ] = 24;
  12450. shiftTable[ i | 0x100 ] = 24;
  12451. // stay (NaN, Infinity, -Infinity)
  12452. } else {
  12453. baseTable[ i ] = 0x7c00;
  12454. baseTable[ i | 0x100 ] = 0xfc00;
  12455. shiftTable[ i ] = 13;
  12456. shiftTable[ i | 0x100 ] = 13;
  12457. }
  12458. }
  12459. // float16 to float32 helpers
  12460. const mantissaTable = new Uint32Array( 2048 );
  12461. const exponentTable = new Uint32Array( 64 );
  12462. const offsetTable = new Uint32Array( 64 );
  12463. for ( let i = 1; i < 1024; ++ i ) {
  12464. let m = i << 13; // zero pad mantissa bits
  12465. let e = 0; // zero exponent
  12466. // normalized
  12467. while ( ( m & 0x00800000 ) === 0 ) {
  12468. m <<= 1;
  12469. e -= 0x00800000; // decrement exponent
  12470. }
  12471. m &= -8388609; // clear leading 1 bit
  12472. e += 0x38800000; // adjust bias
  12473. mantissaTable[ i ] = m | e;
  12474. }
  12475. for ( let i = 1024; i < 2048; ++ i ) {
  12476. mantissaTable[ i ] = 0x38000000 + ( ( i - 1024 ) << 13 );
  12477. }
  12478. for ( let i = 1; i < 31; ++ i ) {
  12479. exponentTable[ i ] = i << 23;
  12480. }
  12481. exponentTable[ 31 ] = 0x47800000;
  12482. exponentTable[ 32 ] = 0x80000000;
  12483. for ( let i = 33; i < 63; ++ i ) {
  12484. exponentTable[ i ] = 0x80000000 + ( ( i - 32 ) << 23 );
  12485. }
  12486. exponentTable[ 63 ] = 0xc7800000;
  12487. for ( let i = 1; i < 64; ++ i ) {
  12488. if ( i !== 32 ) {
  12489. offsetTable[ i ] = 1024;
  12490. }
  12491. }
  12492. return {
  12493. floatView: floatView,
  12494. uint32View: uint32View,
  12495. baseTable: baseTable,
  12496. shiftTable: shiftTable,
  12497. mantissaTable: mantissaTable,
  12498. exponentTable: exponentTable,
  12499. offsetTable: offsetTable
  12500. };
  12501. }
  12502. /**
  12503. * Returns a half precision floating point value (FP16) from the given single
  12504. * precision floating point value (FP32).
  12505. *
  12506. * @param {number} val - A single precision floating point value.
  12507. * @return {number} The FP16 value.
  12508. */
  12509. function toHalfFloat( val ) {
  12510. if ( Math.abs( val ) > 65504 ) warn( 'DataUtils.toHalfFloat(): Value out of range.' );
  12511. val = clamp( val, -65504, 65504 );
  12512. _tables.floatView[ 0 ] = val;
  12513. const f = _tables.uint32View[ 0 ];
  12514. const e = ( f >> 23 ) & 0x1ff;
  12515. return _tables.baseTable[ e ] + ( ( f & 0x007fffff ) >> _tables.shiftTable[ e ] );
  12516. }
  12517. /**
  12518. * Returns a single precision floating point value (FP32) from the given half
  12519. * precision floating point value (FP16).
  12520. *
  12521. * @param {number} val - A half precision floating point value.
  12522. * @return {number} The FP32 value.
  12523. */
  12524. function fromHalfFloat( val ) {
  12525. const m = val >> 10;
  12526. _tables.uint32View[ 0 ] = _tables.mantissaTable[ _tables.offsetTable[ m ] + ( val & 0x3ff ) ] + _tables.exponentTable[ m ];
  12527. return _tables.floatView[ 0 ];
  12528. }
  12529. /**
  12530. * A class containing utility functions for data.
  12531. *
  12532. * @hideconstructor
  12533. */
  12534. class DataUtils {
  12535. /**
  12536. * Returns a half precision floating point value (FP16) from the given single
  12537. * precision floating point value (FP32).
  12538. *
  12539. * @param {number} val - A single precision floating point value.
  12540. * @return {number} The FP16 value.
  12541. */
  12542. static toHalfFloat( val ) {
  12543. return toHalfFloat( val );
  12544. }
  12545. /**
  12546. * Returns a single precision floating point value (FP32) from the given half
  12547. * precision floating point value (FP16).
  12548. *
  12549. * @param {number} val - A half precision floating point value.
  12550. * @return {number} The FP32 value.
  12551. */
  12552. static fromHalfFloat( val ) {
  12553. return fromHalfFloat( val );
  12554. }
  12555. }
  12556. const _vector$a = /*@__PURE__*/ new Vector3();
  12557. const _vector2$1 = /*@__PURE__*/ new Vector2();
  12558. let _id$2 = 0;
  12559. /**
  12560. * This class stores data for an attribute (such as vertex positions, face
  12561. * indices, normals, colors, UVs, and any custom attributes ) associated with
  12562. * a geometry, which allows for more efficient passing of data to the GPU.
  12563. *
  12564. * When working with vector-like data, the `fromBufferAttribute( attribute, index )`
  12565. * helper methods on vector and color class might be helpful. E.g. {@link Vector3#fromBufferAttribute}.
  12566. */
  12567. class BufferAttribute {
  12568. /**
  12569. * Constructs a new buffer attribute.
  12570. *
  12571. * @param {TypedArray} array - The array holding the attribute data.
  12572. * @param {number} itemSize - The item size.
  12573. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  12574. */
  12575. constructor( array, itemSize, normalized = false ) {
  12576. if ( Array.isArray( array ) ) {
  12577. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  12578. }
  12579. /**
  12580. * This flag can be used for type testing.
  12581. *
  12582. * @type {boolean}
  12583. * @readonly
  12584. * @default true
  12585. */
  12586. this.isBufferAttribute = true;
  12587. /**
  12588. * The ID of the buffer attribute.
  12589. *
  12590. * @name BufferAttribute#id
  12591. * @type {number}
  12592. * @readonly
  12593. */
  12594. Object.defineProperty( this, 'id', { value: _id$2 ++ } );
  12595. /**
  12596. * The name of the buffer attribute.
  12597. *
  12598. * @type {string}
  12599. */
  12600. this.name = '';
  12601. /**
  12602. * The array holding the attribute data. It should have `itemSize * numVertices`
  12603. * elements, where `numVertices` is the number of vertices in the associated geometry.
  12604. *
  12605. * @type {TypedArray}
  12606. */
  12607. this.array = array;
  12608. /**
  12609. * The number of values of the array that should be associated with a particular vertex.
  12610. * For instance, if this attribute is storing a 3-component vector (such as a position,
  12611. * normal, or color), then the value should be `3`.
  12612. *
  12613. * @type {number}
  12614. */
  12615. this.itemSize = itemSize;
  12616. /**
  12617. * Represents the number of items this buffer attribute stores. It is internally computed
  12618. * by dividing the `array` length by the `itemSize`.
  12619. *
  12620. * @type {number}
  12621. * @readonly
  12622. */
  12623. this.count = array !== undefined ? array.length / itemSize : 0;
  12624. /**
  12625. * Applies to integer data only. Indicates how the underlying data in the buffer maps to
  12626. * the values in the GLSL code. For instance, if `array` is an instance of `UInt16Array`,
  12627. * and `normalized` is `true`, the values `0 - +65535` in the array data will be mapped to
  12628. * `0.0f - +1.0f` in the GLSL attribute. If `normalized` is `false`, the values will be converted
  12629. * to floats unmodified, i.e. `65535` becomes `65535.0f`.
  12630. *
  12631. * @type {boolean}
  12632. */
  12633. this.normalized = normalized;
  12634. /**
  12635. * Defines the intended usage pattern of the data store for optimization purposes.
  12636. *
  12637. * Note: After the initial use of a buffer, its usage cannot be changed. Instead,
  12638. * instantiate a new one and set the desired usage before the next render.
  12639. *
  12640. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  12641. * @default StaticDrawUsage
  12642. */
  12643. this.usage = StaticDrawUsage;
  12644. /**
  12645. * This can be used to only update some components of stored vectors (for example, just the
  12646. * component related to color). Use the `addUpdateRange()` function to add ranges to this array.
  12647. *
  12648. * @type {Array<Object>}
  12649. */
  12650. this.updateRanges = [];
  12651. /**
  12652. * Configures the bound GPU type for use in shaders.
  12653. *
  12654. * Note: this only has an effect for integer arrays and is not configurable for float arrays.
  12655. * For lower precision float types, use `Float16BufferAttribute`.
  12656. *
  12657. * @type {(FloatType|IntType)}
  12658. * @default FloatType
  12659. */
  12660. this.gpuType = FloatType;
  12661. /**
  12662. * A version number, incremented every time the `needsUpdate` is set to `true`.
  12663. *
  12664. * @type {number}
  12665. */
  12666. this.version = 0;
  12667. }
  12668. /**
  12669. * A callback function that is executed after the renderer has transferred the attribute
  12670. * array data to the GPU.
  12671. */
  12672. onUploadCallback() {}
  12673. /**
  12674. * Flag to indicate that this attribute has changed and should be re-sent to
  12675. * the GPU. Set this to `true` when you modify the value of the array.
  12676. *
  12677. * @type {number}
  12678. * @default false
  12679. * @param {boolean} value
  12680. */
  12681. set needsUpdate( value ) {
  12682. if ( value === true ) this.version ++;
  12683. }
  12684. /**
  12685. * Sets the usage of this buffer attribute.
  12686. *
  12687. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  12688. * @return {BufferAttribute} A reference to this buffer attribute.
  12689. */
  12690. setUsage( value ) {
  12691. this.usage = value;
  12692. return this;
  12693. }
  12694. /**
  12695. * Adds a range of data in the data array to be updated on the GPU.
  12696. *
  12697. * @param {number} start - Position at which to start update.
  12698. * @param {number} count - The number of components to update.
  12699. */
  12700. addUpdateRange( start, count ) {
  12701. this.updateRanges.push( { start, count } );
  12702. }
  12703. /**
  12704. * Clears the update ranges.
  12705. */
  12706. clearUpdateRanges() {
  12707. this.updateRanges.length = 0;
  12708. }
  12709. /**
  12710. * Copies the values of the given buffer attribute to this instance.
  12711. *
  12712. * @param {BufferAttribute} source - The buffer attribute to copy.
  12713. * @return {BufferAttribute} A reference to this instance.
  12714. */
  12715. copy( source ) {
  12716. this.name = source.name;
  12717. this.array = new source.array.constructor( source.array );
  12718. this.itemSize = source.itemSize;
  12719. this.count = source.count;
  12720. this.normalized = source.normalized;
  12721. this.usage = source.usage;
  12722. this.gpuType = source.gpuType;
  12723. return this;
  12724. }
  12725. /**
  12726. * Copies a vector from the given buffer attribute to this one. The start
  12727. * and destination position in the attribute buffers are represented by the
  12728. * given indices.
  12729. *
  12730. * @param {number} index1 - The destination index into this buffer attribute.
  12731. * @param {BufferAttribute} attribute - The buffer attribute to copy from.
  12732. * @param {number} index2 - The source index into the given buffer attribute.
  12733. * @return {BufferAttribute} A reference to this instance.
  12734. */
  12735. copyAt( index1, attribute, index2 ) {
  12736. index1 *= this.itemSize;
  12737. index2 *= attribute.itemSize;
  12738. for ( let i = 0, l = this.itemSize; i < l; i ++ ) {
  12739. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  12740. }
  12741. return this;
  12742. }
  12743. /**
  12744. * Copies the given array data into this buffer attribute.
  12745. *
  12746. * @param {(TypedArray|Array)} array - The array to copy.
  12747. * @return {BufferAttribute} A reference to this instance.
  12748. */
  12749. copyArray( array ) {
  12750. this.array.set( array );
  12751. return this;
  12752. }
  12753. /**
  12754. * Applies the given 3x3 matrix to the given attribute. Works with
  12755. * item size `2` and `3`.
  12756. *
  12757. * @param {Matrix3} m - The matrix to apply.
  12758. * @return {BufferAttribute} A reference to this instance.
  12759. */
  12760. applyMatrix3( m ) {
  12761. if ( this.itemSize === 2 ) {
  12762. for ( let i = 0, l = this.count; i < l; i ++ ) {
  12763. _vector2$1.fromBufferAttribute( this, i );
  12764. _vector2$1.applyMatrix3( m );
  12765. this.setXY( i, _vector2$1.x, _vector2$1.y );
  12766. }
  12767. } else if ( this.itemSize === 3 ) {
  12768. for ( let i = 0, l = this.count; i < l; i ++ ) {
  12769. _vector$a.fromBufferAttribute( this, i );
  12770. _vector$a.applyMatrix3( m );
  12771. this.setXYZ( i, _vector$a.x, _vector$a.y, _vector$a.z );
  12772. }
  12773. }
  12774. return this;
  12775. }
  12776. /**
  12777. * Applies the given 4x4 matrix to the given attribute. Only works with
  12778. * item size `3`.
  12779. *
  12780. * @param {Matrix4} m - The matrix to apply.
  12781. * @return {BufferAttribute} A reference to this instance.
  12782. */
  12783. applyMatrix4( m ) {
  12784. for ( let i = 0, l = this.count; i < l; i ++ ) {
  12785. _vector$a.fromBufferAttribute( this, i );
  12786. _vector$a.applyMatrix4( m );
  12787. this.setXYZ( i, _vector$a.x, _vector$a.y, _vector$a.z );
  12788. }
  12789. return this;
  12790. }
  12791. /**
  12792. * Applies the given 3x3 normal matrix to the given attribute. Only works with
  12793. * item size `3`.
  12794. *
  12795. * @param {Matrix3} m - The normal matrix to apply.
  12796. * @return {BufferAttribute} A reference to this instance.
  12797. */
  12798. applyNormalMatrix( m ) {
  12799. for ( let i = 0, l = this.count; i < l; i ++ ) {
  12800. _vector$a.fromBufferAttribute( this, i );
  12801. _vector$a.applyNormalMatrix( m );
  12802. this.setXYZ( i, _vector$a.x, _vector$a.y, _vector$a.z );
  12803. }
  12804. return this;
  12805. }
  12806. /**
  12807. * Applies the given 4x4 matrix to the given attribute. Only works with
  12808. * item size `3` and with direction vectors.
  12809. *
  12810. * @param {Matrix4} m - The matrix to apply.
  12811. * @return {BufferAttribute} A reference to this instance.
  12812. */
  12813. transformDirection( m ) {
  12814. for ( let i = 0, l = this.count; i < l; i ++ ) {
  12815. _vector$a.fromBufferAttribute( this, i );
  12816. _vector$a.transformDirection( m );
  12817. this.setXYZ( i, _vector$a.x, _vector$a.y, _vector$a.z );
  12818. }
  12819. return this;
  12820. }
  12821. /**
  12822. * Sets the given array data in the buffer attribute.
  12823. *
  12824. * @param {(TypedArray|Array)} value - The array data to set.
  12825. * @param {number} [offset=0] - The offset in this buffer attribute's array.
  12826. * @return {BufferAttribute} A reference to this instance.
  12827. */
  12828. set( value, offset = 0 ) {
  12829. // Matching BufferAttribute constructor, do not normalize the array.
  12830. this.array.set( value, offset );
  12831. return this;
  12832. }
  12833. /**
  12834. * Returns the given component of the vector at the given index.
  12835. *
  12836. * @param {number} index - The index into the buffer attribute.
  12837. * @param {number} component - The component index.
  12838. * @return {number} The returned value.
  12839. */
  12840. getComponent( index, component ) {
  12841. let value = this.array[ index * this.itemSize + component ];
  12842. if ( this.normalized ) value = denormalize( value, this.array );
  12843. return value;
  12844. }
  12845. /**
  12846. * Sets the given value to the given component of the vector at the given index.
  12847. *
  12848. * @param {number} index - The index into the buffer attribute.
  12849. * @param {number} component - The component index.
  12850. * @param {number} value - The value to set.
  12851. * @return {BufferAttribute} A reference to this instance.
  12852. */
  12853. setComponent( index, component, value ) {
  12854. if ( this.normalized ) value = normalize( value, this.array );
  12855. this.array[ index * this.itemSize + component ] = value;
  12856. return this;
  12857. }
  12858. /**
  12859. * Returns the x component of the vector at the given index.
  12860. *
  12861. * @param {number} index - The index into the buffer attribute.
  12862. * @return {number} The x component.
  12863. */
  12864. getX( index ) {
  12865. let x = this.array[ index * this.itemSize ];
  12866. if ( this.normalized ) x = denormalize( x, this.array );
  12867. return x;
  12868. }
  12869. /**
  12870. * Sets the x component of the vector at the given index.
  12871. *
  12872. * @param {number} index - The index into the buffer attribute.
  12873. * @param {number} x - The value to set.
  12874. * @return {BufferAttribute} A reference to this instance.
  12875. */
  12876. setX( index, x ) {
  12877. if ( this.normalized ) x = normalize( x, this.array );
  12878. this.array[ index * this.itemSize ] = x;
  12879. return this;
  12880. }
  12881. /**
  12882. * Returns the y component of the vector at the given index.
  12883. *
  12884. * @param {number} index - The index into the buffer attribute.
  12885. * @return {number} The y component.
  12886. */
  12887. getY( index ) {
  12888. let y = this.array[ index * this.itemSize + 1 ];
  12889. if ( this.normalized ) y = denormalize( y, this.array );
  12890. return y;
  12891. }
  12892. /**
  12893. * Sets the y component of the vector at the given index.
  12894. *
  12895. * @param {number} index - The index into the buffer attribute.
  12896. * @param {number} y - The value to set.
  12897. * @return {BufferAttribute} A reference to this instance.
  12898. */
  12899. setY( index, y ) {
  12900. if ( this.normalized ) y = normalize( y, this.array );
  12901. this.array[ index * this.itemSize + 1 ] = y;
  12902. return this;
  12903. }
  12904. /**
  12905. * Returns the z component of the vector at the given index.
  12906. *
  12907. * @param {number} index - The index into the buffer attribute.
  12908. * @return {number} The z component.
  12909. */
  12910. getZ( index ) {
  12911. let z = this.array[ index * this.itemSize + 2 ];
  12912. if ( this.normalized ) z = denormalize( z, this.array );
  12913. return z;
  12914. }
  12915. /**
  12916. * Sets the z component of the vector at the given index.
  12917. *
  12918. * @param {number} index - The index into the buffer attribute.
  12919. * @param {number} z - The value to set.
  12920. * @return {BufferAttribute} A reference to this instance.
  12921. */
  12922. setZ( index, z ) {
  12923. if ( this.normalized ) z = normalize( z, this.array );
  12924. this.array[ index * this.itemSize + 2 ] = z;
  12925. return this;
  12926. }
  12927. /**
  12928. * Returns the w component of the vector at the given index.
  12929. *
  12930. * @param {number} index - The index into the buffer attribute.
  12931. * @return {number} The w component.
  12932. */
  12933. getW( index ) {
  12934. let w = this.array[ index * this.itemSize + 3 ];
  12935. if ( this.normalized ) w = denormalize( w, this.array );
  12936. return w;
  12937. }
  12938. /**
  12939. * Sets the w component of the vector at the given index.
  12940. *
  12941. * @param {number} index - The index into the buffer attribute.
  12942. * @param {number} w - The value to set.
  12943. * @return {BufferAttribute} A reference to this instance.
  12944. */
  12945. setW( index, w ) {
  12946. if ( this.normalized ) w = normalize( w, this.array );
  12947. this.array[ index * this.itemSize + 3 ] = w;
  12948. return this;
  12949. }
  12950. /**
  12951. * Sets the x and y component of the vector at the given index.
  12952. *
  12953. * @param {number} index - The index into the buffer attribute.
  12954. * @param {number} x - The value for the x component to set.
  12955. * @param {number} y - The value for the y component to set.
  12956. * @return {BufferAttribute} A reference to this instance.
  12957. */
  12958. setXY( index, x, y ) {
  12959. index *= this.itemSize;
  12960. if ( this.normalized ) {
  12961. x = normalize( x, this.array );
  12962. y = normalize( y, this.array );
  12963. }
  12964. this.array[ index + 0 ] = x;
  12965. this.array[ index + 1 ] = y;
  12966. return this;
  12967. }
  12968. /**
  12969. * Sets the x, y and z component of the vector at the given index.
  12970. *
  12971. * @param {number} index - The index into the buffer attribute.
  12972. * @param {number} x - The value for the x component to set.
  12973. * @param {number} y - The value for the y component to set.
  12974. * @param {number} z - The value for the z component to set.
  12975. * @return {BufferAttribute} A reference to this instance.
  12976. */
  12977. setXYZ( index, x, y, z ) {
  12978. index *= this.itemSize;
  12979. if ( this.normalized ) {
  12980. x = normalize( x, this.array );
  12981. y = normalize( y, this.array );
  12982. z = normalize( z, this.array );
  12983. }
  12984. this.array[ index + 0 ] = x;
  12985. this.array[ index + 1 ] = y;
  12986. this.array[ index + 2 ] = z;
  12987. return this;
  12988. }
  12989. /**
  12990. * Sets the x, y, z and w component of the vector at the given index.
  12991. *
  12992. * @param {number} index - The index into the buffer attribute.
  12993. * @param {number} x - The value for the x component to set.
  12994. * @param {number} y - The value for the y component to set.
  12995. * @param {number} z - The value for the z component to set.
  12996. * @param {number} w - The value for the w component to set.
  12997. * @return {BufferAttribute} A reference to this instance.
  12998. */
  12999. setXYZW( index, x, y, z, w ) {
  13000. index *= this.itemSize;
  13001. if ( this.normalized ) {
  13002. x = normalize( x, this.array );
  13003. y = normalize( y, this.array );
  13004. z = normalize( z, this.array );
  13005. w = normalize( w, this.array );
  13006. }
  13007. this.array[ index + 0 ] = x;
  13008. this.array[ index + 1 ] = y;
  13009. this.array[ index + 2 ] = z;
  13010. this.array[ index + 3 ] = w;
  13011. return this;
  13012. }
  13013. /**
  13014. * Sets the given callback function that is executed after the Renderer has transferred
  13015. * the attribute array data to the GPU. Can be used to perform clean-up operations after
  13016. * the upload when attribute data are not needed anymore on the CPU side.
  13017. *
  13018. * @param {Function} callback - The `onUpload()` callback.
  13019. * @return {BufferAttribute} A reference to this instance.
  13020. */
  13021. onUpload( callback ) {
  13022. this.onUploadCallback = callback;
  13023. return this;
  13024. }
  13025. /**
  13026. * Returns a new buffer attribute with copied values from this instance.
  13027. *
  13028. * @return {BufferAttribute} A clone of this instance.
  13029. */
  13030. clone() {
  13031. return new this.constructor( this.array, this.itemSize ).copy( this );
  13032. }
  13033. /**
  13034. * Serializes the buffer attribute into JSON.
  13035. *
  13036. * @return {Object} A JSON object representing the serialized buffer attribute.
  13037. */
  13038. toJSON() {
  13039. const data = {
  13040. itemSize: this.itemSize,
  13041. type: this.array.constructor.name,
  13042. array: Array.from( this.array ),
  13043. normalized: this.normalized
  13044. };
  13045. if ( this.name !== '' ) data.name = this.name;
  13046. if ( this.usage !== StaticDrawUsage ) data.usage = this.usage;
  13047. return data;
  13048. }
  13049. }
  13050. /**
  13051. * Convenient class that can be used when creating a `Int8` buffer attribute with
  13052. * a plain `Array` instance.
  13053. *
  13054. * @augments BufferAttribute
  13055. */
  13056. class Int8BufferAttribute extends BufferAttribute {
  13057. /**
  13058. * Constructs a new buffer attribute.
  13059. *
  13060. * @param {(Array<number>|Int8Array)} array - The array holding the attribute data.
  13061. * @param {number} itemSize - The item size.
  13062. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13063. */
  13064. constructor( array, itemSize, normalized ) {
  13065. super( new Int8Array( array ), itemSize, normalized );
  13066. }
  13067. }
  13068. /**
  13069. * Convenient class that can be used when creating a `UInt8` buffer attribute with
  13070. * a plain `Array` instance.
  13071. *
  13072. * @augments BufferAttribute
  13073. */
  13074. class Uint8BufferAttribute extends BufferAttribute {
  13075. /**
  13076. * Constructs a new buffer attribute.
  13077. *
  13078. * @param {(Array<number>|Uint8Array)} array - The array holding the attribute data.
  13079. * @param {number} itemSize - The item size.
  13080. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13081. */
  13082. constructor( array, itemSize, normalized ) {
  13083. super( new Uint8Array( array ), itemSize, normalized );
  13084. }
  13085. }
  13086. /**
  13087. * Convenient class that can be used when creating a `UInt8Clamped` buffer attribute with
  13088. * a plain `Array` instance.
  13089. *
  13090. * @augments BufferAttribute
  13091. */
  13092. class Uint8ClampedBufferAttribute extends BufferAttribute {
  13093. /**
  13094. * Constructs a new buffer attribute.
  13095. *
  13096. * @param {(Array<number>|Uint8ClampedArray)} array - The array holding the attribute data.
  13097. * @param {number} itemSize - The item size.
  13098. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13099. */
  13100. constructor( array, itemSize, normalized ) {
  13101. super( new Uint8ClampedArray( array ), itemSize, normalized );
  13102. }
  13103. }
  13104. /**
  13105. * Convenient class that can be used when creating a `Int16` buffer attribute with
  13106. * a plain `Array` instance.
  13107. *
  13108. * @augments BufferAttribute
  13109. */
  13110. class Int16BufferAttribute extends BufferAttribute {
  13111. /**
  13112. * Constructs a new buffer attribute.
  13113. *
  13114. * @param {(Array<number>|Int16Array)} array - The array holding the attribute data.
  13115. * @param {number} itemSize - The item size.
  13116. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13117. */
  13118. constructor( array, itemSize, normalized ) {
  13119. super( new Int16Array( array ), itemSize, normalized );
  13120. }
  13121. }
  13122. /**
  13123. * Convenient class that can be used when creating a `UInt16` buffer attribute with
  13124. * a plain `Array` instance.
  13125. *
  13126. * @augments BufferAttribute
  13127. */
  13128. class Uint16BufferAttribute extends BufferAttribute {
  13129. /**
  13130. * Constructs a new buffer attribute.
  13131. *
  13132. * @param {(Array<number>|Uint16Array)} array - The array holding the attribute data.
  13133. * @param {number} itemSize - The item size.
  13134. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13135. */
  13136. constructor( array, itemSize, normalized ) {
  13137. super( new Uint16Array( array ), itemSize, normalized );
  13138. }
  13139. }
  13140. /**
  13141. * Convenient class that can be used when creating a `Int32` buffer attribute with
  13142. * a plain `Array` instance.
  13143. *
  13144. * @augments BufferAttribute
  13145. */
  13146. class Int32BufferAttribute extends BufferAttribute {
  13147. /**
  13148. * Constructs a new buffer attribute.
  13149. *
  13150. * @param {(Array<number>|Int32Array)} array - The array holding the attribute data.
  13151. * @param {number} itemSize - The item size.
  13152. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13153. */
  13154. constructor( array, itemSize, normalized ) {
  13155. super( new Int32Array( array ), itemSize, normalized );
  13156. }
  13157. }
  13158. /**
  13159. * Convenient class that can be used when creating a `UInt32` buffer attribute with
  13160. * a plain `Array` instance.
  13161. *
  13162. * @augments BufferAttribute
  13163. */
  13164. class Uint32BufferAttribute extends BufferAttribute {
  13165. /**
  13166. * Constructs a new buffer attribute.
  13167. *
  13168. * @param {(Array<number>|Uint32Array)} array - The array holding the attribute data.
  13169. * @param {number} itemSize - The item size.
  13170. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13171. */
  13172. constructor( array, itemSize, normalized ) {
  13173. super( new Uint32Array( array ), itemSize, normalized );
  13174. }
  13175. }
  13176. /**
  13177. * Convenient class that can be used when creating a `Float16` buffer attribute with
  13178. * a plain `Array` instance.
  13179. *
  13180. * This class automatically converts to and from FP16 via `Uint16Array` since `Float16Array`
  13181. * browser support is still problematic.
  13182. *
  13183. * @augments BufferAttribute
  13184. */
  13185. class Float16BufferAttribute extends BufferAttribute {
  13186. /**
  13187. * Constructs a new buffer attribute.
  13188. *
  13189. * @param {(Array<number>|Uint16Array)} array - The array holding the attribute data.
  13190. * @param {number} itemSize - The item size.
  13191. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13192. */
  13193. constructor( array, itemSize, normalized ) {
  13194. super( new Uint16Array( array ), itemSize, normalized );
  13195. this.isFloat16BufferAttribute = true;
  13196. }
  13197. getX( index ) {
  13198. let x = fromHalfFloat( this.array[ index * this.itemSize ] );
  13199. if ( this.normalized ) x = denormalize( x, this.array );
  13200. return x;
  13201. }
  13202. setX( index, x ) {
  13203. if ( this.normalized ) x = normalize( x, this.array );
  13204. this.array[ index * this.itemSize ] = toHalfFloat( x );
  13205. return this;
  13206. }
  13207. getY( index ) {
  13208. let y = fromHalfFloat( this.array[ index * this.itemSize + 1 ] );
  13209. if ( this.normalized ) y = denormalize( y, this.array );
  13210. return y;
  13211. }
  13212. setY( index, y ) {
  13213. if ( this.normalized ) y = normalize( y, this.array );
  13214. this.array[ index * this.itemSize + 1 ] = toHalfFloat( y );
  13215. return this;
  13216. }
  13217. getZ( index ) {
  13218. let z = fromHalfFloat( this.array[ index * this.itemSize + 2 ] );
  13219. if ( this.normalized ) z = denormalize( z, this.array );
  13220. return z;
  13221. }
  13222. setZ( index, z ) {
  13223. if ( this.normalized ) z = normalize( z, this.array );
  13224. this.array[ index * this.itemSize + 2 ] = toHalfFloat( z );
  13225. return this;
  13226. }
  13227. getW( index ) {
  13228. let w = fromHalfFloat( this.array[ index * this.itemSize + 3 ] );
  13229. if ( this.normalized ) w = denormalize( w, this.array );
  13230. return w;
  13231. }
  13232. setW( index, w ) {
  13233. if ( this.normalized ) w = normalize( w, this.array );
  13234. this.array[ index * this.itemSize + 3 ] = toHalfFloat( w );
  13235. return this;
  13236. }
  13237. setXY( index, x, y ) {
  13238. index *= this.itemSize;
  13239. if ( this.normalized ) {
  13240. x = normalize( x, this.array );
  13241. y = normalize( y, this.array );
  13242. }
  13243. this.array[ index + 0 ] = toHalfFloat( x );
  13244. this.array[ index + 1 ] = toHalfFloat( y );
  13245. return this;
  13246. }
  13247. setXYZ( index, x, y, z ) {
  13248. index *= this.itemSize;
  13249. if ( this.normalized ) {
  13250. x = normalize( x, this.array );
  13251. y = normalize( y, this.array );
  13252. z = normalize( z, this.array );
  13253. }
  13254. this.array[ index + 0 ] = toHalfFloat( x );
  13255. this.array[ index + 1 ] = toHalfFloat( y );
  13256. this.array[ index + 2 ] = toHalfFloat( z );
  13257. return this;
  13258. }
  13259. setXYZW( index, x, y, z, w ) {
  13260. index *= this.itemSize;
  13261. if ( this.normalized ) {
  13262. x = normalize( x, this.array );
  13263. y = normalize( y, this.array );
  13264. z = normalize( z, this.array );
  13265. w = normalize( w, this.array );
  13266. }
  13267. this.array[ index + 0 ] = toHalfFloat( x );
  13268. this.array[ index + 1 ] = toHalfFloat( y );
  13269. this.array[ index + 2 ] = toHalfFloat( z );
  13270. this.array[ index + 3 ] = toHalfFloat( w );
  13271. return this;
  13272. }
  13273. }
  13274. /**
  13275. * Convenient class that can be used when creating a `Float32` buffer attribute with
  13276. * a plain `Array` instance.
  13277. *
  13278. * @augments BufferAttribute
  13279. */
  13280. class Float32BufferAttribute extends BufferAttribute {
  13281. /**
  13282. * Constructs a new buffer attribute.
  13283. *
  13284. * @param {(Array<number>|Float32Array)} array - The array holding the attribute data.
  13285. * @param {number} itemSize - The item size.
  13286. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13287. */
  13288. constructor( array, itemSize, normalized ) {
  13289. super( new Float32Array( array ), itemSize, normalized );
  13290. }
  13291. }
  13292. const _box$3 = /*@__PURE__*/ new Box3();
  13293. const _v1$3 = /*@__PURE__*/ new Vector3();
  13294. const _v2$2 = /*@__PURE__*/ new Vector3();
  13295. /**
  13296. * An analytical 3D sphere defined by a center and radius. This class is mainly
  13297. * used as a Bounding Sphere for 3D objects.
  13298. */
  13299. class Sphere {
  13300. /**
  13301. * Constructs a new sphere.
  13302. *
  13303. * @param {Vector3} [center=(0,0,0)] - The center of the sphere
  13304. * @param {number} [radius=-1] - The radius of the sphere.
  13305. */
  13306. constructor( center = new Vector3(), radius = -1 ) {
  13307. /**
  13308. * This flag can be used for type testing.
  13309. *
  13310. * @type {boolean}
  13311. * @readonly
  13312. * @default true
  13313. */
  13314. this.isSphere = true;
  13315. /**
  13316. * The center of the sphere
  13317. *
  13318. * @type {Vector3}
  13319. */
  13320. this.center = center;
  13321. /**
  13322. * The radius of the sphere.
  13323. *
  13324. * @type {number}
  13325. */
  13326. this.radius = radius;
  13327. }
  13328. /**
  13329. * Sets the sphere's components by copying the given values.
  13330. *
  13331. * @param {Vector3} center - The center.
  13332. * @param {number} radius - The radius.
  13333. * @return {Sphere} A reference to this sphere.
  13334. */
  13335. set( center, radius ) {
  13336. this.center.copy( center );
  13337. this.radius = radius;
  13338. return this;
  13339. }
  13340. /**
  13341. * Computes the minimum bounding sphere for list of points.
  13342. * If the optional center point is given, it is used as the sphere's
  13343. * center. Otherwise, the center of the axis-aligned bounding box
  13344. * encompassing the points is calculated.
  13345. *
  13346. * @param {Array<Vector3>} points - A list of points in 3D space.
  13347. * @param {Vector3} [optionalCenter] - The center of the sphere.
  13348. * @return {Sphere} A reference to this sphere.
  13349. */
  13350. setFromPoints( points, optionalCenter ) {
  13351. const center = this.center;
  13352. if ( optionalCenter !== undefined ) {
  13353. center.copy( optionalCenter );
  13354. } else {
  13355. _box$3.setFromPoints( points ).getCenter( center );
  13356. }
  13357. let maxRadiusSq = 0;
  13358. for ( let i = 0, il = points.length; i < il; i ++ ) {
  13359. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  13360. }
  13361. this.radius = Math.sqrt( maxRadiusSq );
  13362. return this;
  13363. }
  13364. /**
  13365. * Copies the values of the given sphere to this instance.
  13366. *
  13367. * @param {Sphere} sphere - The sphere to copy.
  13368. * @return {Sphere} A reference to this sphere.
  13369. */
  13370. copy( sphere ) {
  13371. this.center.copy( sphere.center );
  13372. this.radius = sphere.radius;
  13373. return this;
  13374. }
  13375. /**
  13376. * Returns `true` if the sphere is empty (the radius set to a negative number).
  13377. *
  13378. * Spheres with a radius of `0` contain only their center point and are not
  13379. * considered to be empty.
  13380. *
  13381. * @return {boolean} Whether this sphere is empty or not.
  13382. */
  13383. isEmpty() {
  13384. return ( this.radius < 0 );
  13385. }
  13386. /**
  13387. * Makes this sphere empty which means in encloses a zero space in 3D.
  13388. *
  13389. * @return {Sphere} A reference to this sphere.
  13390. */
  13391. makeEmpty() {
  13392. this.center.set( 0, 0, 0 );
  13393. this.radius = -1;
  13394. return this;
  13395. }
  13396. /**
  13397. * Returns `true` if this sphere contains the given point inclusive of
  13398. * the surface of the sphere.
  13399. *
  13400. * @param {Vector3} point - The point to check.
  13401. * @return {boolean} Whether this sphere contains the given point or not.
  13402. */
  13403. containsPoint( point ) {
  13404. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  13405. }
  13406. /**
  13407. * Returns the closest distance from the boundary of the sphere to the
  13408. * given point. If the sphere contains the point, the distance will
  13409. * be negative.
  13410. *
  13411. * @param {Vector3} point - The point to compute the distance to.
  13412. * @return {number} The distance to the point.
  13413. */
  13414. distanceToPoint( point ) {
  13415. return ( point.distanceTo( this.center ) - this.radius );
  13416. }
  13417. /**
  13418. * Returns `true` if this sphere intersects with the given one.
  13419. *
  13420. * @param {Sphere} sphere - The sphere to test.
  13421. * @return {boolean} Whether this sphere intersects with the given one or not.
  13422. */
  13423. intersectsSphere( sphere ) {
  13424. const radiusSum = this.radius + sphere.radius;
  13425. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  13426. }
  13427. /**
  13428. * Returns `true` if this sphere intersects with the given box.
  13429. *
  13430. * @param {Box3} box - The box to test.
  13431. * @return {boolean} Whether this sphere intersects with the given box or not.
  13432. */
  13433. intersectsBox( box ) {
  13434. return box.intersectsSphere( this );
  13435. }
  13436. /**
  13437. * Returns `true` if this sphere intersects with the given plane.
  13438. *
  13439. * @param {Plane} plane - The plane to test.
  13440. * @return {boolean} Whether this sphere intersects with the given plane or not.
  13441. */
  13442. intersectsPlane( plane ) {
  13443. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  13444. }
  13445. /**
  13446. * Clamps a point within the sphere. If the point is outside the sphere, it
  13447. * will clamp it to the closest point on the edge of the sphere. Points
  13448. * already inside the sphere will not be affected.
  13449. *
  13450. * @param {Vector3} point - The plane to clamp.
  13451. * @param {Vector3} target - The target vector that is used to store the method's result.
  13452. * @return {Vector3} The clamped point.
  13453. */
  13454. clampPoint( point, target ) {
  13455. const deltaLengthSq = this.center.distanceToSquared( point );
  13456. target.copy( point );
  13457. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  13458. target.sub( this.center ).normalize();
  13459. target.multiplyScalar( this.radius ).add( this.center );
  13460. }
  13461. return target;
  13462. }
  13463. /**
  13464. * Returns a bounding box that encloses this sphere.
  13465. *
  13466. * @param {Box3} target - The target box that is used to store the method's result.
  13467. * @return {Box3} The bounding box that encloses this sphere.
  13468. */
  13469. getBoundingBox( target ) {
  13470. if ( this.isEmpty() ) {
  13471. // Empty sphere produces empty bounding box
  13472. target.makeEmpty();
  13473. return target;
  13474. }
  13475. target.set( this.center, this.center );
  13476. target.expandByScalar( this.radius );
  13477. return target;
  13478. }
  13479. /**
  13480. * Transforms this sphere with the given 4x4 transformation matrix.
  13481. *
  13482. * @param {Matrix4} matrix - The transformation matrix.
  13483. * @return {Sphere} A reference to this sphere.
  13484. */
  13485. applyMatrix4( matrix ) {
  13486. this.center.applyMatrix4( matrix );
  13487. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  13488. return this;
  13489. }
  13490. /**
  13491. * Translates the sphere's center by the given offset.
  13492. *
  13493. * @param {Vector3} offset - The offset.
  13494. * @return {Sphere} A reference to this sphere.
  13495. */
  13496. translate( offset ) {
  13497. this.center.add( offset );
  13498. return this;
  13499. }
  13500. /**
  13501. * Expands the boundaries of this sphere to include the given point.
  13502. *
  13503. * @param {Vector3} point - The point to include.
  13504. * @return {Sphere} A reference to this sphere.
  13505. */
  13506. expandByPoint( point ) {
  13507. if ( this.isEmpty() ) {
  13508. this.center.copy( point );
  13509. this.radius = 0;
  13510. return this;
  13511. }
  13512. _v1$3.subVectors( point, this.center );
  13513. const lengthSq = _v1$3.lengthSq();
  13514. if ( lengthSq > ( this.radius * this.radius ) ) {
  13515. // calculate the minimal sphere
  13516. const length = Math.sqrt( lengthSq );
  13517. const delta = ( length - this.radius ) * 0.5;
  13518. this.center.addScaledVector( _v1$3, delta / length );
  13519. this.radius += delta;
  13520. }
  13521. return this;
  13522. }
  13523. /**
  13524. * Expands this sphere to enclose both the original sphere and the given sphere.
  13525. *
  13526. * @param {Sphere} sphere - The sphere to include.
  13527. * @return {Sphere} A reference to this sphere.
  13528. */
  13529. union( sphere ) {
  13530. if ( sphere.isEmpty() ) {
  13531. return this;
  13532. }
  13533. if ( this.isEmpty() ) {
  13534. this.copy( sphere );
  13535. return this;
  13536. }
  13537. if ( this.center.equals( sphere.center ) === true ) {
  13538. this.radius = Math.max( this.radius, sphere.radius );
  13539. } else {
  13540. _v2$2.subVectors( sphere.center, this.center ).setLength( sphere.radius );
  13541. this.expandByPoint( _v1$3.copy( sphere.center ).add( _v2$2 ) );
  13542. this.expandByPoint( _v1$3.copy( sphere.center ).sub( _v2$2 ) );
  13543. }
  13544. return this;
  13545. }
  13546. /**
  13547. * Returns `true` if this sphere is equal with the given one.
  13548. *
  13549. * @param {Sphere} sphere - The sphere to test for equality.
  13550. * @return {boolean} Whether this bounding sphere is equal with the given one.
  13551. */
  13552. equals( sphere ) {
  13553. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  13554. }
  13555. /**
  13556. * Returns a new sphere with copied values from this instance.
  13557. *
  13558. * @return {Sphere} A clone of this instance.
  13559. */
  13560. clone() {
  13561. return new this.constructor().copy( this );
  13562. }
  13563. /**
  13564. * Returns a serialized structure of the bounding sphere.
  13565. *
  13566. * @return {Object} Serialized structure with fields representing the object state.
  13567. */
  13568. toJSON() {
  13569. return {
  13570. radius: this.radius,
  13571. center: this.center.toArray()
  13572. };
  13573. }
  13574. /**
  13575. * Returns a serialized structure of the bounding sphere.
  13576. *
  13577. * @param {Object} json - The serialized json to set the sphere from.
  13578. * @return {Sphere} A reference to this bounding sphere.
  13579. */
  13580. fromJSON( json ) {
  13581. this.radius = json.radius;
  13582. this.center.fromArray( json.center );
  13583. return this;
  13584. }
  13585. }
  13586. let _id$1 = 0;
  13587. const _m1 = /*@__PURE__*/ new Matrix4();
  13588. const _obj = /*@__PURE__*/ new Object3D();
  13589. const _offset = /*@__PURE__*/ new Vector3();
  13590. const _box$2 = /*@__PURE__*/ new Box3();
  13591. const _boxMorphTargets = /*@__PURE__*/ new Box3();
  13592. const _vector$9 = /*@__PURE__*/ new Vector3();
  13593. /**
  13594. * A representation of mesh, line, or point geometry. Includes vertex
  13595. * positions, face indices, normals, colors, UVs, and custom attributes
  13596. * within buffers, reducing the cost of passing all this data to the GPU.
  13597. *
  13598. * ```js
  13599. * const geometry = new THREE.BufferGeometry();
  13600. * // create a simple square shape. We duplicate the top left and bottom right
  13601. * // vertices because each vertex needs to appear once per triangle.
  13602. * const vertices = new Float32Array( [
  13603. * -1.0, -1.0, 1.0, // v0
  13604. * 1.0, -1.0, 1.0, // v1
  13605. * 1.0, 1.0, 1.0, // v2
  13606. *
  13607. * 1.0, 1.0, 1.0, // v3
  13608. * -1.0, 1.0, 1.0, // v4
  13609. * -1.0, -1.0, 1.0 // v5
  13610. * ] );
  13611. * // itemSize = 3 because there are 3 values (components) per vertex
  13612. * geometry.setAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
  13613. * const material = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
  13614. * const mesh = new THREE.Mesh( geometry, material );
  13615. * ```
  13616. *
  13617. * @augments EventDispatcher
  13618. */
  13619. class BufferGeometry extends EventDispatcher {
  13620. /**
  13621. * Constructs a new geometry.
  13622. */
  13623. constructor() {
  13624. super();
  13625. /**
  13626. * This flag can be used for type testing.
  13627. *
  13628. * @type {boolean}
  13629. * @readonly
  13630. * @default true
  13631. */
  13632. this.isBufferGeometry = true;
  13633. /**
  13634. * The ID of the geometry.
  13635. *
  13636. * @name BufferGeometry#id
  13637. * @type {number}
  13638. * @readonly
  13639. */
  13640. Object.defineProperty( this, 'id', { value: _id$1 ++ } );
  13641. /**
  13642. * The UUID of the geometry.
  13643. *
  13644. * @type {string}
  13645. * @readonly
  13646. */
  13647. this.uuid = generateUUID();
  13648. /**
  13649. * The name of the geometry.
  13650. *
  13651. * @type {string}
  13652. */
  13653. this.name = '';
  13654. this.type = 'BufferGeometry';
  13655. /**
  13656. * Allows for vertices to be re-used across multiple triangles; this is
  13657. * called using "indexed triangles". Each triangle is associated with the
  13658. * indices of three vertices. This attribute therefore stores the index of
  13659. * each vertex for each triangular face. If this attribute is not set, the
  13660. * renderer assumes that each three contiguous positions represent a single triangle.
  13661. *
  13662. * @type {?BufferAttribute}
  13663. * @default null
  13664. */
  13665. this.index = null;
  13666. /**
  13667. * A (storage) buffer attribute which was generated with a compute shader and
  13668. * now defines indirect draw calls.
  13669. *
  13670. * Can only be used with {@link WebGPURenderer} and a WebGPU backend.
  13671. *
  13672. * @type {?BufferAttribute}
  13673. * @default null
  13674. */
  13675. this.indirect = null;
  13676. /**
  13677. * The offset, in bytes, into the indirect drawing buffer where the value data begins. If an array is provided, multiple indirect draw calls will be made for each offset.
  13678. *
  13679. * Can only be used with {@link WebGPURenderer} and a WebGPU backend.
  13680. *
  13681. * @type {number|Array<number>}
  13682. * @default 0
  13683. */
  13684. this.indirectOffset = 0;
  13685. /**
  13686. * This dictionary has as id the name of the attribute to be set and as value
  13687. * the buffer attribute to set it to. Rather than accessing this property directly,
  13688. * use `setAttribute()` and `getAttribute()` to access attributes of this geometry.
  13689. *
  13690. * @type {Object<string,(BufferAttribute|InterleavedBufferAttribute)>}
  13691. */
  13692. this.attributes = {};
  13693. /**
  13694. * This dictionary holds the morph targets of the geometry.
  13695. *
  13696. * Note: Once the geometry has been rendered, the morph attribute data cannot
  13697. * be changed. You will have to call `dispose()`, and create a new geometry instance.
  13698. *
  13699. * @type {Object}
  13700. */
  13701. this.morphAttributes = {};
  13702. /**
  13703. * Used to control the morph target behavior; when set to `true`, the morph
  13704. * target data is treated as relative offsets, rather than as absolute
  13705. * positions/normals.
  13706. *
  13707. * @type {boolean}
  13708. * @default false
  13709. */
  13710. this.morphTargetsRelative = false;
  13711. /**
  13712. * Split the geometry into groups, each of which will be rendered in a
  13713. * separate draw call. This allows an array of materials to be used with the geometry.
  13714. *
  13715. * Use `addGroup()` and `clearGroups()` to edit groups, rather than modifying this array directly.
  13716. *
  13717. * Every vertex and index must belong to exactly one group — groups must not share vertices or
  13718. * indices, and must not leave vertices or indices unused.
  13719. *
  13720. * @type {Array<Object>}
  13721. */
  13722. this.groups = [];
  13723. /**
  13724. * Bounding box for the geometry which can be calculated with `computeBoundingBox()`.
  13725. *
  13726. * @type {?Box3}
  13727. * @default null
  13728. */
  13729. this.boundingBox = null;
  13730. /**
  13731. * Bounding sphere for the geometry which can be calculated with `computeBoundingSphere()`.
  13732. *
  13733. * @type {?Sphere}
  13734. * @default null
  13735. */
  13736. this.boundingSphere = null;
  13737. /**
  13738. * Determines the part of the geometry to render. This should not be set directly,
  13739. * instead use `setDrawRange()`.
  13740. *
  13741. * @type {{start:number,count:number}}
  13742. */
  13743. this.drawRange = { start: 0, count: Infinity };
  13744. /**
  13745. * An object that can be used to store custom data about the geometry.
  13746. * It should not hold references to functions as these will not be cloned.
  13747. *
  13748. * @type {Object}
  13749. */
  13750. this.userData = {};
  13751. }
  13752. /**
  13753. * Returns the index of this geometry.
  13754. *
  13755. * @return {?BufferAttribute} The index. Returns `null` if no index is defined.
  13756. */
  13757. getIndex() {
  13758. return this.index;
  13759. }
  13760. /**
  13761. * Sets the given index to this geometry.
  13762. *
  13763. * @param {Array<number>|BufferAttribute} index - The index to set.
  13764. * @return {BufferGeometry} A reference to this instance.
  13765. */
  13766. setIndex( index ) {
  13767. if ( Array.isArray( index ) ) {
  13768. this.index = new ( arrayNeedsUint32( index ) ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  13769. } else {
  13770. this.index = index;
  13771. }
  13772. return this;
  13773. }
  13774. /**
  13775. * Sets the given indirect attribute to this geometry.
  13776. *
  13777. * @param {BufferAttribute} indirect - The attribute holding indirect draw calls.
  13778. * @param {number|Array<number>} [indirectOffset=0] - The offset, in bytes, into the indirect drawing buffer where the value data begins. If an array is provided, multiple indirect draw calls will be made for each offset.
  13779. * @return {BufferGeometry} A reference to this instance.
  13780. */
  13781. setIndirect( indirect, indirectOffset = 0 ) {
  13782. this.indirect = indirect;
  13783. this.indirectOffset = indirectOffset;
  13784. return this;
  13785. }
  13786. /**
  13787. * Returns the indirect attribute of this geometry.
  13788. *
  13789. * @return {?BufferAttribute} The indirect attribute. Returns `null` if no indirect attribute is defined.
  13790. */
  13791. getIndirect() {
  13792. return this.indirect;
  13793. }
  13794. /**
  13795. * Returns the buffer attribute for the given name.
  13796. *
  13797. * @param {string} name - The attribute name.
  13798. * @return {BufferAttribute|InterleavedBufferAttribute|undefined} The buffer attribute.
  13799. * Returns `undefined` if not attribute has been found.
  13800. */
  13801. getAttribute( name ) {
  13802. return this.attributes[ name ];
  13803. }
  13804. /**
  13805. * Sets the given attribute for the given name.
  13806. *
  13807. * @param {string} name - The attribute name.
  13808. * @param {BufferAttribute|InterleavedBufferAttribute} attribute - The attribute to set.
  13809. * @return {BufferGeometry} A reference to this instance.
  13810. */
  13811. setAttribute( name, attribute ) {
  13812. this.attributes[ name ] = attribute;
  13813. return this;
  13814. }
  13815. /**
  13816. * Deletes the attribute for the given name.
  13817. *
  13818. * @param {string} name - The attribute name to delete.
  13819. * @return {BufferGeometry} A reference to this instance.
  13820. */
  13821. deleteAttribute( name ) {
  13822. delete this.attributes[ name ];
  13823. return this;
  13824. }
  13825. /**
  13826. * Returns `true` if this geometry has an attribute for the given name.
  13827. *
  13828. * @param {string} name - The attribute name.
  13829. * @return {boolean} Whether this geometry has an attribute for the given name or not.
  13830. */
  13831. hasAttribute( name ) {
  13832. return this.attributes[ name ] !== undefined;
  13833. }
  13834. /**
  13835. * Adds a group to this geometry.
  13836. *
  13837. * @param {number} start - The first element in this draw call. That is the first
  13838. * vertex for non-indexed geometry, otherwise the first triangle index.
  13839. * @param {number} count - Specifies how many vertices (or indices) are part of this group.
  13840. * @param {number} [materialIndex=0] - The material array index to use.
  13841. */
  13842. addGroup( start, count, materialIndex = 0 ) {
  13843. this.groups.push( {
  13844. start: start,
  13845. count: count,
  13846. materialIndex: materialIndex
  13847. } );
  13848. }
  13849. /**
  13850. * Clears all groups.
  13851. */
  13852. clearGroups() {
  13853. this.groups = [];
  13854. }
  13855. /**
  13856. * Sets the draw range for this geometry.
  13857. *
  13858. * @param {number} start - The first vertex for non-indexed geometry, otherwise the first triangle index.
  13859. * @param {number} count - For non-indexed BufferGeometry, `count` is the number of vertices to render.
  13860. * For indexed BufferGeometry, `count` is the number of indices to render.
  13861. */
  13862. setDrawRange( start, count ) {
  13863. this.drawRange.start = start;
  13864. this.drawRange.count = count;
  13865. }
  13866. /**
  13867. * Applies the given 4x4 transformation matrix to the geometry.
  13868. *
  13869. * @param {Matrix4} matrix - The matrix to apply.
  13870. * @return {BufferGeometry} A reference to this instance.
  13871. */
  13872. applyMatrix4( matrix ) {
  13873. const position = this.attributes.position;
  13874. if ( position !== undefined ) {
  13875. position.applyMatrix4( matrix );
  13876. position.needsUpdate = true;
  13877. }
  13878. const normal = this.attributes.normal;
  13879. if ( normal !== undefined ) {
  13880. const normalMatrix = new Matrix3().getNormalMatrix( matrix );
  13881. normal.applyNormalMatrix( normalMatrix );
  13882. normal.needsUpdate = true;
  13883. }
  13884. const tangent = this.attributes.tangent;
  13885. if ( tangent !== undefined ) {
  13886. tangent.transformDirection( matrix );
  13887. tangent.needsUpdate = true;
  13888. }
  13889. if ( this.boundingBox !== null ) {
  13890. this.computeBoundingBox();
  13891. }
  13892. if ( this.boundingSphere !== null ) {
  13893. this.computeBoundingSphere();
  13894. }
  13895. return this;
  13896. }
  13897. /**
  13898. * Applies the rotation represented by the Quaternion to the geometry.
  13899. *
  13900. * @param {Quaternion} q - The Quaternion to apply.
  13901. * @return {BufferGeometry} A reference to this instance.
  13902. */
  13903. applyQuaternion( q ) {
  13904. _m1.makeRotationFromQuaternion( q );
  13905. this.applyMatrix4( _m1 );
  13906. return this;
  13907. }
  13908. /**
  13909. * Rotates the geometry about the X axis. This is typically done as a one time
  13910. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  13911. * real-time mesh rotation.
  13912. *
  13913. * @param {number} angle - The angle in radians.
  13914. * @return {BufferGeometry} A reference to this instance.
  13915. */
  13916. rotateX( angle ) {
  13917. // rotate geometry around world x-axis
  13918. _m1.makeRotationX( angle );
  13919. this.applyMatrix4( _m1 );
  13920. return this;
  13921. }
  13922. /**
  13923. * Rotates the geometry about the Y axis. This is typically done as a one time
  13924. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  13925. * real-time mesh rotation.
  13926. *
  13927. * @param {number} angle - The angle in radians.
  13928. * @return {BufferGeometry} A reference to this instance.
  13929. */
  13930. rotateY( angle ) {
  13931. // rotate geometry around world y-axis
  13932. _m1.makeRotationY( angle );
  13933. this.applyMatrix4( _m1 );
  13934. return this;
  13935. }
  13936. /**
  13937. * Rotates the geometry about the Z axis. This is typically done as a one time
  13938. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  13939. * real-time mesh rotation.
  13940. *
  13941. * @param {number} angle - The angle in radians.
  13942. * @return {BufferGeometry} A reference to this instance.
  13943. */
  13944. rotateZ( angle ) {
  13945. // rotate geometry around world z-axis
  13946. _m1.makeRotationZ( angle );
  13947. this.applyMatrix4( _m1 );
  13948. return this;
  13949. }
  13950. /**
  13951. * Translates the geometry. This is typically done as a one time
  13952. * operation, and not during a loop. Use {@link Object3D#position} for typical
  13953. * real-time mesh rotation.
  13954. *
  13955. * @param {number} x - The x offset.
  13956. * @param {number} y - The y offset.
  13957. * @param {number} z - The z offset.
  13958. * @return {BufferGeometry} A reference to this instance.
  13959. */
  13960. translate( x, y, z ) {
  13961. // translate geometry
  13962. _m1.makeTranslation( x, y, z );
  13963. this.applyMatrix4( _m1 );
  13964. return this;
  13965. }
  13966. /**
  13967. * Scales the geometry. This is typically done as a one time
  13968. * operation, and not during a loop. Use {@link Object3D#scale} for typical
  13969. * real-time mesh rotation.
  13970. *
  13971. * @param {number} x - The x scale.
  13972. * @param {number} y - The y scale.
  13973. * @param {number} z - The z scale.
  13974. * @return {BufferGeometry} A reference to this instance.
  13975. */
  13976. scale( x, y, z ) {
  13977. // scale geometry
  13978. _m1.makeScale( x, y, z );
  13979. this.applyMatrix4( _m1 );
  13980. return this;
  13981. }
  13982. /**
  13983. * Rotates the geometry to face a point in 3D space. This is typically done as a one time
  13984. * operation, and not during a loop. Use {@link Object3D#lookAt} for typical
  13985. * real-time mesh rotation.
  13986. *
  13987. * @param {Vector3} vector - The target point.
  13988. * @return {BufferGeometry} A reference to this instance.
  13989. */
  13990. lookAt( vector ) {
  13991. _obj.lookAt( vector );
  13992. _obj.updateMatrix();
  13993. this.applyMatrix4( _obj.matrix );
  13994. return this;
  13995. }
  13996. /**
  13997. * Center the geometry based on its bounding box.
  13998. *
  13999. * @return {BufferGeometry} A reference to this instance.
  14000. */
  14001. center() {
  14002. this.computeBoundingBox();
  14003. this.boundingBox.getCenter( _offset ).negate();
  14004. this.translate( _offset.x, _offset.y, _offset.z );
  14005. return this;
  14006. }
  14007. /**
  14008. * Defines a geometry by creating a `position` attribute based on the given array of points. The array
  14009. * can hold 2D or 3D vectors. When using two-dimensional data, the `z` coordinate for all vertices is
  14010. * set to `0`.
  14011. *
  14012. * If the method is used with an existing `position` attribute, the vertex data are overwritten with the
  14013. * data from the array. The length of the array must match the vertex count.
  14014. *
  14015. * @param {Array<Vector2>|Array<Vector3>} points - The points.
  14016. * @return {BufferGeometry} A reference to this instance.
  14017. */
  14018. setFromPoints( points ) {
  14019. const positionAttribute = this.getAttribute( 'position' );
  14020. if ( positionAttribute === undefined ) {
  14021. const position = [];
  14022. for ( let i = 0, l = points.length; i < l; i ++ ) {
  14023. const point = points[ i ];
  14024. position.push( point.x, point.y, point.z || 0 );
  14025. }
  14026. this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  14027. } else {
  14028. const l = Math.min( points.length, positionAttribute.count ); // make sure data do not exceed buffer size
  14029. for ( let i = 0; i < l; i ++ ) {
  14030. const point = points[ i ];
  14031. positionAttribute.setXYZ( i, point.x, point.y, point.z || 0 );
  14032. }
  14033. if ( points.length > positionAttribute.count ) {
  14034. warn( 'BufferGeometry: Buffer size too small for points data. Use .dispose() and create a new geometry.' );
  14035. }
  14036. positionAttribute.needsUpdate = true;
  14037. }
  14038. return this;
  14039. }
  14040. /**
  14041. * Computes the bounding box of the geometry, and updates the `boundingBox` member.
  14042. * The bounding box is not computed by the engine; it must be computed by your app.
  14043. * You may need to recompute the bounding box if the geometry vertices are modified.
  14044. */
  14045. computeBoundingBox() {
  14046. if ( this.boundingBox === null ) {
  14047. this.boundingBox = new Box3();
  14048. }
  14049. const position = this.attributes.position;
  14050. const morphAttributesPosition = this.morphAttributes.position;
  14051. if ( position && position.isGLBufferAttribute ) {
  14052. error( 'BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box.', this );
  14053. this.boundingBox.set(
  14054. new Vector3( - Infinity, - Infinity, - Infinity ),
  14055. new Vector3( + Infinity, + Infinity, + Infinity )
  14056. );
  14057. return;
  14058. }
  14059. if ( position !== undefined ) {
  14060. this.boundingBox.setFromBufferAttribute( position );
  14061. // process morph attributes if present
  14062. if ( morphAttributesPosition ) {
  14063. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14064. const morphAttribute = morphAttributesPosition[ i ];
  14065. _box$2.setFromBufferAttribute( morphAttribute );
  14066. if ( this.morphTargetsRelative ) {
  14067. _vector$9.addVectors( this.boundingBox.min, _box$2.min );
  14068. this.boundingBox.expandByPoint( _vector$9 );
  14069. _vector$9.addVectors( this.boundingBox.max, _box$2.max );
  14070. this.boundingBox.expandByPoint( _vector$9 );
  14071. } else {
  14072. this.boundingBox.expandByPoint( _box$2.min );
  14073. this.boundingBox.expandByPoint( _box$2.max );
  14074. }
  14075. }
  14076. }
  14077. } else {
  14078. this.boundingBox.makeEmpty();
  14079. }
  14080. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  14081. error( 'BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  14082. }
  14083. }
  14084. /**
  14085. * Computes the bounding sphere of the geometry, and updates the `boundingSphere` member.
  14086. * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.
  14087. * You may need to recompute the bounding sphere if the geometry vertices are modified.
  14088. */
  14089. computeBoundingSphere() {
  14090. if ( this.boundingSphere === null ) {
  14091. this.boundingSphere = new Sphere();
  14092. }
  14093. const position = this.attributes.position;
  14094. const morphAttributesPosition = this.morphAttributes.position;
  14095. if ( position && position.isGLBufferAttribute ) {
  14096. error( 'BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere.', this );
  14097. this.boundingSphere.set( new Vector3(), Infinity );
  14098. return;
  14099. }
  14100. if ( position ) {
  14101. // first, find the center of the bounding sphere
  14102. const center = this.boundingSphere.center;
  14103. _box$2.setFromBufferAttribute( position );
  14104. // process morph attributes if present
  14105. if ( morphAttributesPosition ) {
  14106. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14107. const morphAttribute = morphAttributesPosition[ i ];
  14108. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  14109. if ( this.morphTargetsRelative ) {
  14110. _vector$9.addVectors( _box$2.min, _boxMorphTargets.min );
  14111. _box$2.expandByPoint( _vector$9 );
  14112. _vector$9.addVectors( _box$2.max, _boxMorphTargets.max );
  14113. _box$2.expandByPoint( _vector$9 );
  14114. } else {
  14115. _box$2.expandByPoint( _boxMorphTargets.min );
  14116. _box$2.expandByPoint( _boxMorphTargets.max );
  14117. }
  14118. }
  14119. }
  14120. _box$2.getCenter( center );
  14121. // second, try to find a boundingSphere with a radius smaller than the
  14122. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  14123. let maxRadiusSq = 0;
  14124. for ( let i = 0, il = position.count; i < il; i ++ ) {
  14125. _vector$9.fromBufferAttribute( position, i );
  14126. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$9 ) );
  14127. }
  14128. // process morph attributes if present
  14129. if ( morphAttributesPosition ) {
  14130. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14131. const morphAttribute = morphAttributesPosition[ i ];
  14132. const morphTargetsRelative = this.morphTargetsRelative;
  14133. for ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  14134. _vector$9.fromBufferAttribute( morphAttribute, j );
  14135. if ( morphTargetsRelative ) {
  14136. _offset.fromBufferAttribute( position, j );
  14137. _vector$9.add( _offset );
  14138. }
  14139. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$9 ) );
  14140. }
  14141. }
  14142. }
  14143. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  14144. if ( isNaN( this.boundingSphere.radius ) ) {
  14145. error( 'BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  14146. }
  14147. }
  14148. }
  14149. /**
  14150. * Calculates and adds a tangent attribute to this geometry.
  14151. *
  14152. * The computation is only supported for indexed geometries and if position, normal, and uv attributes
  14153. * are defined. When using a tangent space normal map, prefer the MikkTSpace algorithm provided by
  14154. * {@link BufferGeometryUtils#computeMikkTSpaceTangents} instead.
  14155. */
  14156. computeTangents() {
  14157. const index = this.index;
  14158. const attributes = this.attributes;
  14159. // based on http://www.terathon.com/code/tangent.html
  14160. // (per vertex tangents)
  14161. if ( index === null ||
  14162. attributes.position === undefined ||
  14163. attributes.normal === undefined ||
  14164. attributes.uv === undefined ) {
  14165. error( 'BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' );
  14166. return;
  14167. }
  14168. const positionAttribute = attributes.position;
  14169. const normalAttribute = attributes.normal;
  14170. const uvAttribute = attributes.uv;
  14171. if ( this.hasAttribute( 'tangent' ) === false ) {
  14172. this.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * positionAttribute.count ), 4 ) );
  14173. }
  14174. const tangentAttribute = this.getAttribute( 'tangent' );
  14175. const tan1 = [], tan2 = [];
  14176. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  14177. tan1[ i ] = new Vector3();
  14178. tan2[ i ] = new Vector3();
  14179. }
  14180. const vA = new Vector3(),
  14181. vB = new Vector3(),
  14182. vC = new Vector3(),
  14183. uvA = new Vector2(),
  14184. uvB = new Vector2(),
  14185. uvC = new Vector2(),
  14186. sdir = new Vector3(),
  14187. tdir = new Vector3();
  14188. function handleTriangle( a, b, c ) {
  14189. vA.fromBufferAttribute( positionAttribute, a );
  14190. vB.fromBufferAttribute( positionAttribute, b );
  14191. vC.fromBufferAttribute( positionAttribute, c );
  14192. uvA.fromBufferAttribute( uvAttribute, a );
  14193. uvB.fromBufferAttribute( uvAttribute, b );
  14194. uvC.fromBufferAttribute( uvAttribute, c );
  14195. vB.sub( vA );
  14196. vC.sub( vA );
  14197. uvB.sub( uvA );
  14198. uvC.sub( uvA );
  14199. const r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y );
  14200. // silently ignore degenerate uv triangles having coincident or colinear vertices
  14201. if ( ! isFinite( r ) ) return;
  14202. sdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r );
  14203. tdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r );
  14204. tan1[ a ].add( sdir );
  14205. tan1[ b ].add( sdir );
  14206. tan1[ c ].add( sdir );
  14207. tan2[ a ].add( tdir );
  14208. tan2[ b ].add( tdir );
  14209. tan2[ c ].add( tdir );
  14210. }
  14211. let groups = this.groups;
  14212. if ( groups.length === 0 ) {
  14213. groups = [ {
  14214. start: 0,
  14215. count: index.count
  14216. } ];
  14217. }
  14218. for ( let i = 0, il = groups.length; i < il; ++ i ) {
  14219. const group = groups[ i ];
  14220. const start = group.start;
  14221. const count = group.count;
  14222. for ( let j = start, jl = start + count; j < jl; j += 3 ) {
  14223. handleTriangle(
  14224. index.getX( j + 0 ),
  14225. index.getX( j + 1 ),
  14226. index.getX( j + 2 )
  14227. );
  14228. }
  14229. }
  14230. const tmp = new Vector3(), tmp2 = new Vector3();
  14231. const n = new Vector3(), n2 = new Vector3();
  14232. function handleVertex( v ) {
  14233. n.fromBufferAttribute( normalAttribute, v );
  14234. n2.copy( n );
  14235. const t = tan1[ v ];
  14236. // Gram-Schmidt orthogonalize
  14237. tmp.copy( t );
  14238. tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
  14239. // Calculate handedness
  14240. tmp2.crossVectors( n2, t );
  14241. const test = tmp2.dot( tan2[ v ] );
  14242. const w = ( test < 0.0 ) ? -1 : 1.0;
  14243. tangentAttribute.setXYZW( v, tmp.x, tmp.y, tmp.z, w );
  14244. }
  14245. for ( let i = 0, il = groups.length; i < il; ++ i ) {
  14246. const group = groups[ i ];
  14247. const start = group.start;
  14248. const count = group.count;
  14249. for ( let j = start, jl = start + count; j < jl; j += 3 ) {
  14250. handleVertex( index.getX( j + 0 ) );
  14251. handleVertex( index.getX( j + 1 ) );
  14252. handleVertex( index.getX( j + 2 ) );
  14253. }
  14254. }
  14255. }
  14256. /**
  14257. * Computes vertex normals for the given vertex data. For indexed geometries, the method sets
  14258. * each vertex normal to be the average of the face normals of the faces that share that vertex.
  14259. * For non-indexed geometries, vertices are not shared, and the method sets each vertex normal
  14260. * to be the same as the face normal.
  14261. */
  14262. computeVertexNormals() {
  14263. const index = this.index;
  14264. const positionAttribute = this.getAttribute( 'position' );
  14265. if ( positionAttribute !== undefined ) {
  14266. let normalAttribute = this.getAttribute( 'normal' );
  14267. if ( normalAttribute === undefined ) {
  14268. normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );
  14269. this.setAttribute( 'normal', normalAttribute );
  14270. } else {
  14271. // reset existing normals to zero
  14272. for ( let i = 0, il = normalAttribute.count; i < il; i ++ ) {
  14273. normalAttribute.setXYZ( i, 0, 0, 0 );
  14274. }
  14275. }
  14276. const pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  14277. const nA = new Vector3(), nB = new Vector3(), nC = new Vector3();
  14278. const cb = new Vector3(), ab = new Vector3();
  14279. // indexed elements
  14280. if ( index ) {
  14281. for ( let i = 0, il = index.count; i < il; i += 3 ) {
  14282. const vA = index.getX( i + 0 );
  14283. const vB = index.getX( i + 1 );
  14284. const vC = index.getX( i + 2 );
  14285. pA.fromBufferAttribute( positionAttribute, vA );
  14286. pB.fromBufferAttribute( positionAttribute, vB );
  14287. pC.fromBufferAttribute( positionAttribute, vC );
  14288. cb.subVectors( pC, pB );
  14289. ab.subVectors( pA, pB );
  14290. cb.cross( ab );
  14291. nA.fromBufferAttribute( normalAttribute, vA );
  14292. nB.fromBufferAttribute( normalAttribute, vB );
  14293. nC.fromBufferAttribute( normalAttribute, vC );
  14294. nA.add( cb );
  14295. nB.add( cb );
  14296. nC.add( cb );
  14297. normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );
  14298. normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );
  14299. normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );
  14300. }
  14301. } else {
  14302. // non-indexed elements (unconnected triangle soup)
  14303. for ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) {
  14304. pA.fromBufferAttribute( positionAttribute, i + 0 );
  14305. pB.fromBufferAttribute( positionAttribute, i + 1 );
  14306. pC.fromBufferAttribute( positionAttribute, i + 2 );
  14307. cb.subVectors( pC, pB );
  14308. ab.subVectors( pA, pB );
  14309. cb.cross( ab );
  14310. normalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z );
  14311. normalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z );
  14312. normalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z );
  14313. }
  14314. }
  14315. this.normalizeNormals();
  14316. normalAttribute.needsUpdate = true;
  14317. }
  14318. }
  14319. /**
  14320. * Ensures every normal vector in a geometry will have a magnitude of `1`. This will
  14321. * correct lighting on the geometry surfaces.
  14322. */
  14323. normalizeNormals() {
  14324. const normals = this.attributes.normal;
  14325. for ( let i = 0, il = normals.count; i < il; i ++ ) {
  14326. _vector$9.fromBufferAttribute( normals, i );
  14327. _vector$9.normalize();
  14328. normals.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  14329. }
  14330. }
  14331. /**
  14332. * Return a new non-index version of this indexed geometry. If the geometry
  14333. * is already non-indexed, the method is a NOOP.
  14334. *
  14335. * @return {BufferGeometry} The non-indexed version of this indexed geometry.
  14336. */
  14337. toNonIndexed() {
  14338. function convertBufferAttribute( attribute, indices ) {
  14339. const array = attribute.array;
  14340. const itemSize = attribute.itemSize;
  14341. const normalized = attribute.normalized;
  14342. const array2 = new array.constructor( indices.length * itemSize );
  14343. let index = 0, index2 = 0;
  14344. for ( let i = 0, l = indices.length; i < l; i ++ ) {
  14345. if ( attribute.isInterleavedBufferAttribute ) {
  14346. index = indices[ i ] * attribute.data.stride + attribute.offset;
  14347. } else {
  14348. index = indices[ i ] * itemSize;
  14349. }
  14350. for ( let j = 0; j < itemSize; j ++ ) {
  14351. array2[ index2 ++ ] = array[ index ++ ];
  14352. }
  14353. }
  14354. return new BufferAttribute( array2, itemSize, normalized );
  14355. }
  14356. //
  14357. if ( this.index === null ) {
  14358. warn( 'BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' );
  14359. return this;
  14360. }
  14361. const geometry2 = new BufferGeometry();
  14362. const indices = this.index.array;
  14363. const attributes = this.attributes;
  14364. // attributes
  14365. for ( const name in attributes ) {
  14366. const attribute = attributes[ name ];
  14367. const newAttribute = convertBufferAttribute( attribute, indices );
  14368. geometry2.setAttribute( name, newAttribute );
  14369. }
  14370. // morph attributes
  14371. const morphAttributes = this.morphAttributes;
  14372. for ( const name in morphAttributes ) {
  14373. const morphArray = [];
  14374. const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  14375. for ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {
  14376. const attribute = morphAttribute[ i ];
  14377. const newAttribute = convertBufferAttribute( attribute, indices );
  14378. morphArray.push( newAttribute );
  14379. }
  14380. geometry2.morphAttributes[ name ] = morphArray;
  14381. }
  14382. geometry2.morphTargetsRelative = this.morphTargetsRelative;
  14383. // groups
  14384. const groups = this.groups;
  14385. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  14386. const group = groups[ i ];
  14387. geometry2.addGroup( group.start, group.count, group.materialIndex );
  14388. }
  14389. return geometry2;
  14390. }
  14391. /**
  14392. * Serializes the geometry into JSON.
  14393. *
  14394. * @return {Object} A JSON object representing the serialized geometry.
  14395. */
  14396. toJSON() {
  14397. const data = {
  14398. metadata: {
  14399. version: 4.7,
  14400. type: 'BufferGeometry',
  14401. generator: 'BufferGeometry.toJSON'
  14402. }
  14403. };
  14404. // standard BufferGeometry serialization
  14405. data.uuid = this.uuid;
  14406. data.type = this.type;
  14407. if ( this.name !== '' ) data.name = this.name;
  14408. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  14409. if ( this.parameters !== undefined ) {
  14410. const parameters = this.parameters;
  14411. for ( const key in parameters ) {
  14412. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  14413. }
  14414. return data;
  14415. }
  14416. // for simplicity the code assumes attributes are not shared across geometries, see #15811
  14417. data.data = { attributes: {} };
  14418. const index = this.index;
  14419. if ( index !== null ) {
  14420. data.data.index = {
  14421. type: index.array.constructor.name,
  14422. array: Array.prototype.slice.call( index.array )
  14423. };
  14424. }
  14425. const attributes = this.attributes;
  14426. for ( const key in attributes ) {
  14427. const attribute = attributes[ key ];
  14428. data.data.attributes[ key ] = attribute.toJSON( data.data );
  14429. }
  14430. const morphAttributes = {};
  14431. let hasMorphAttributes = false;
  14432. for ( const key in this.morphAttributes ) {
  14433. const attributeArray = this.morphAttributes[ key ];
  14434. const array = [];
  14435. for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
  14436. const attribute = attributeArray[ i ];
  14437. array.push( attribute.toJSON( data.data ) );
  14438. }
  14439. if ( array.length > 0 ) {
  14440. morphAttributes[ key ] = array;
  14441. hasMorphAttributes = true;
  14442. }
  14443. }
  14444. if ( hasMorphAttributes ) {
  14445. data.data.morphAttributes = morphAttributes;
  14446. data.data.morphTargetsRelative = this.morphTargetsRelative;
  14447. }
  14448. const groups = this.groups;
  14449. if ( groups.length > 0 ) {
  14450. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  14451. }
  14452. const boundingSphere = this.boundingSphere;
  14453. if ( boundingSphere !== null ) {
  14454. data.data.boundingSphere = boundingSphere.toJSON();
  14455. }
  14456. return data;
  14457. }
  14458. /**
  14459. * Returns a new geometry with copied values from this instance.
  14460. *
  14461. * @return {BufferGeometry} A clone of this instance.
  14462. */
  14463. clone() {
  14464. return new this.constructor().copy( this );
  14465. }
  14466. /**
  14467. * Copies the values of the given geometry to this instance.
  14468. *
  14469. * @param {BufferGeometry} source - The geometry to copy.
  14470. * @return {BufferGeometry} A reference to this instance.
  14471. */
  14472. copy( source ) {
  14473. // reset
  14474. this.index = null;
  14475. this.attributes = {};
  14476. this.morphAttributes = {};
  14477. this.groups = [];
  14478. this.boundingBox = null;
  14479. this.boundingSphere = null;
  14480. // used for storing cloned, shared data
  14481. const data = {};
  14482. // name
  14483. this.name = source.name;
  14484. // index
  14485. const index = source.index;
  14486. if ( index !== null ) {
  14487. this.setIndex( index.clone() );
  14488. }
  14489. // attributes
  14490. const attributes = source.attributes;
  14491. for ( const name in attributes ) {
  14492. const attribute = attributes[ name ];
  14493. this.setAttribute( name, attribute.clone( data ) );
  14494. }
  14495. // morph attributes
  14496. const morphAttributes = source.morphAttributes;
  14497. for ( const name in morphAttributes ) {
  14498. const array = [];
  14499. const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  14500. for ( let i = 0, l = morphAttribute.length; i < l; i ++ ) {
  14501. array.push( morphAttribute[ i ].clone( data ) );
  14502. }
  14503. this.morphAttributes[ name ] = array;
  14504. }
  14505. this.morphTargetsRelative = source.morphTargetsRelative;
  14506. // groups
  14507. const groups = source.groups;
  14508. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  14509. const group = groups[ i ];
  14510. this.addGroup( group.start, group.count, group.materialIndex );
  14511. }
  14512. // bounding box
  14513. const boundingBox = source.boundingBox;
  14514. if ( boundingBox !== null ) {
  14515. this.boundingBox = boundingBox.clone();
  14516. }
  14517. // bounding sphere
  14518. const boundingSphere = source.boundingSphere;
  14519. if ( boundingSphere !== null ) {
  14520. this.boundingSphere = boundingSphere.clone();
  14521. }
  14522. // draw range
  14523. this.drawRange.start = source.drawRange.start;
  14524. this.drawRange.count = source.drawRange.count;
  14525. // user data
  14526. this.userData = source.userData;
  14527. return this;
  14528. }
  14529. /**
  14530. * Frees the GPU-related resources allocated by this instance. Call this
  14531. * method whenever this instance is no longer used in your app.
  14532. *
  14533. * @fires BufferGeometry#dispose
  14534. */
  14535. dispose() {
  14536. this.dispatchEvent( { type: 'dispose' } );
  14537. }
  14538. }
  14539. /**
  14540. * "Interleaved" means that multiple attributes, possibly of different types,
  14541. * (e.g., position, normal, uv, color) are packed into a single array buffer.
  14542. *
  14543. * An introduction into interleaved arrays can be found here: [Interleaved array basics](https://blog.tojicode.com/2011/05/interleaved-array-basics.html)
  14544. */
  14545. class InterleavedBuffer {
  14546. /**
  14547. * Constructs a new interleaved buffer.
  14548. *
  14549. * @param {TypedArray} array - A typed array with a shared buffer storing attribute data.
  14550. * @param {number} stride - The number of typed-array elements per vertex.
  14551. */
  14552. constructor( array, stride ) {
  14553. /**
  14554. * This flag can be used for type testing.
  14555. *
  14556. * @type {boolean}
  14557. * @readonly
  14558. * @default true
  14559. */
  14560. this.isInterleavedBuffer = true;
  14561. /**
  14562. * A typed array with a shared buffer storing attribute data.
  14563. *
  14564. * @type {TypedArray}
  14565. */
  14566. this.array = array;
  14567. /**
  14568. * The number of typed-array elements per vertex.
  14569. *
  14570. * @type {number}
  14571. */
  14572. this.stride = stride;
  14573. /**
  14574. * The total number of elements in the array
  14575. *
  14576. * @type {number}
  14577. * @readonly
  14578. */
  14579. this.count = array !== undefined ? array.length / stride : 0;
  14580. /**
  14581. * Defines the intended usage pattern of the data store for optimization purposes.
  14582. *
  14583. * Note: After the initial use of a buffer, its usage cannot be changed. Instead,
  14584. * instantiate a new one and set the desired usage before the next render.
  14585. *
  14586. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  14587. * @default StaticDrawUsage
  14588. */
  14589. this.usage = StaticDrawUsage;
  14590. /**
  14591. * This can be used to only update some components of stored vectors (for example, just the
  14592. * component related to color). Use the `addUpdateRange()` function to add ranges to this array.
  14593. *
  14594. * @type {Array<Object>}
  14595. */
  14596. this.updateRanges = [];
  14597. /**
  14598. * A version number, incremented every time the `needsUpdate` is set to `true`.
  14599. *
  14600. * @type {number}
  14601. */
  14602. this.version = 0;
  14603. /**
  14604. * The UUID of the interleaved buffer.
  14605. *
  14606. * @type {string}
  14607. * @readonly
  14608. */
  14609. this.uuid = generateUUID();
  14610. }
  14611. /**
  14612. * A callback function that is executed after the renderer has transferred the attribute array
  14613. * data to the GPU.
  14614. */
  14615. onUploadCallback() {}
  14616. /**
  14617. * Flag to indicate that this attribute has changed and should be re-sent to
  14618. * the GPU. Set this to `true` when you modify the value of the array.
  14619. *
  14620. * @type {number}
  14621. * @default false
  14622. * @param {boolean} value
  14623. */
  14624. set needsUpdate( value ) {
  14625. if ( value === true ) this.version ++;
  14626. }
  14627. /**
  14628. * Sets the usage of this interleaved buffer.
  14629. *
  14630. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  14631. * @return {InterleavedBuffer} A reference to this interleaved buffer.
  14632. */
  14633. setUsage( value ) {
  14634. this.usage = value;
  14635. return this;
  14636. }
  14637. /**
  14638. * Adds a range of data in the data array to be updated on the GPU.
  14639. *
  14640. * @param {number} start - Position at which to start update.
  14641. * @param {number} count - The number of components to update.
  14642. */
  14643. addUpdateRange( start, count ) {
  14644. this.updateRanges.push( { start, count } );
  14645. }
  14646. /**
  14647. * Clears the update ranges.
  14648. */
  14649. clearUpdateRanges() {
  14650. this.updateRanges.length = 0;
  14651. }
  14652. /**
  14653. * Copies the values of the given interleaved buffer to this instance.
  14654. *
  14655. * @param {InterleavedBuffer} source - The interleaved buffer to copy.
  14656. * @return {InterleavedBuffer} A reference to this instance.
  14657. */
  14658. copy( source ) {
  14659. this.array = new source.array.constructor( source.array );
  14660. this.count = source.count;
  14661. this.stride = source.stride;
  14662. this.usage = source.usage;
  14663. return this;
  14664. }
  14665. /**
  14666. * Copies a vector from the given interleaved buffer to this one. The start
  14667. * and destination position in the attribute buffers are represented by the
  14668. * given indices.
  14669. *
  14670. * @param {number} index1 - The destination index into this interleaved buffer.
  14671. * @param {InterleavedBuffer} interleavedBuffer - The interleaved buffer to copy from.
  14672. * @param {number} index2 - The source index into the given interleaved buffer.
  14673. * @return {InterleavedBuffer} A reference to this instance.
  14674. */
  14675. copyAt( index1, interleavedBuffer, index2 ) {
  14676. index1 *= this.stride;
  14677. index2 *= interleavedBuffer.stride;
  14678. for ( let i = 0, l = this.stride; i < l; i ++ ) {
  14679. this.array[ index1 + i ] = interleavedBuffer.array[ index2 + i ];
  14680. }
  14681. return this;
  14682. }
  14683. /**
  14684. * Sets the given array data in the interleaved buffer.
  14685. *
  14686. * @param {(TypedArray|Array)} value - The array data to set.
  14687. * @param {number} [offset=0] - The offset in this interleaved buffer's array.
  14688. * @return {InterleavedBuffer} A reference to this instance.
  14689. */
  14690. set( value, offset = 0 ) {
  14691. this.array.set( value, offset );
  14692. return this;
  14693. }
  14694. /**
  14695. * Returns a new interleaved buffer with copied values from this instance.
  14696. *
  14697. * @param {Object} [data] - An object with shared array buffers that allows to retain shared structures.
  14698. * @return {InterleavedBuffer} A clone of this instance.
  14699. */
  14700. clone( data ) {
  14701. if ( data.arrayBuffers === undefined ) {
  14702. data.arrayBuffers = {};
  14703. }
  14704. if ( this.array.buffer._uuid === undefined ) {
  14705. this.array.buffer._uuid = generateUUID();
  14706. }
  14707. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  14708. data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;
  14709. }
  14710. const array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );
  14711. const ib = new this.constructor( array, this.stride );
  14712. ib.setUsage( this.usage );
  14713. return ib;
  14714. }
  14715. /**
  14716. * Sets the given callback function that is executed after the Renderer has transferred
  14717. * the array data to the GPU. Can be used to perform clean-up operations after
  14718. * the upload when data are not needed anymore on the CPU side.
  14719. *
  14720. * @param {Function} callback - The `onUpload()` callback.
  14721. * @return {InterleavedBuffer} A reference to this instance.
  14722. */
  14723. onUpload( callback ) {
  14724. this.onUploadCallback = callback;
  14725. return this;
  14726. }
  14727. /**
  14728. * Serializes the interleaved buffer into JSON.
  14729. *
  14730. * @param {Object} [data] - An optional value holding meta information about the serialization.
  14731. * @return {Object} A JSON object representing the serialized interleaved buffer.
  14732. */
  14733. toJSON( data ) {
  14734. if ( data.arrayBuffers === undefined ) {
  14735. data.arrayBuffers = {};
  14736. }
  14737. // generate UUID for array buffer if necessary
  14738. if ( this.array.buffer._uuid === undefined ) {
  14739. this.array.buffer._uuid = generateUUID();
  14740. }
  14741. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  14742. data.arrayBuffers[ this.array.buffer._uuid ] = Array.from( new Uint32Array( this.array.buffer ) );
  14743. }
  14744. //
  14745. return {
  14746. uuid: this.uuid,
  14747. buffer: this.array.buffer._uuid,
  14748. type: this.array.constructor.name,
  14749. stride: this.stride
  14750. };
  14751. }
  14752. }
  14753. const _vector$8 = /*@__PURE__*/ new Vector3();
  14754. /**
  14755. * An alternative version of a buffer attribute with interleaved data. Interleaved
  14756. * attributes share a common interleaved data storage ({@link InterleavedBuffer}) and refer with
  14757. * different offsets into the buffer.
  14758. */
  14759. class InterleavedBufferAttribute {
  14760. /**
  14761. * Constructs a new interleaved buffer attribute.
  14762. *
  14763. * @param {InterleavedBuffer} interleavedBuffer - The buffer holding the interleaved data.
  14764. * @param {number} itemSize - The item size.
  14765. * @param {number} offset - The attribute offset into the buffer.
  14766. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14767. */
  14768. constructor( interleavedBuffer, itemSize, offset, normalized = false ) {
  14769. /**
  14770. * This flag can be used for type testing.
  14771. *
  14772. * @type {boolean}
  14773. * @readonly
  14774. * @default true
  14775. */
  14776. this.isInterleavedBufferAttribute = true;
  14777. /**
  14778. * The name of the buffer attribute.
  14779. *
  14780. * @type {string}
  14781. */
  14782. this.name = '';
  14783. /**
  14784. * The buffer holding the interleaved data.
  14785. *
  14786. * @type {InterleavedBuffer}
  14787. */
  14788. this.data = interleavedBuffer;
  14789. /**
  14790. * The item size, see {@link BufferAttribute#itemSize}.
  14791. *
  14792. * @type {number}
  14793. */
  14794. this.itemSize = itemSize;
  14795. /**
  14796. * The attribute offset into the buffer.
  14797. *
  14798. * @type {number}
  14799. */
  14800. this.offset = offset;
  14801. /**
  14802. * Whether the data are normalized or not, see {@link BufferAttribute#normalized}
  14803. *
  14804. * @type {InterleavedBuffer}
  14805. */
  14806. this.normalized = normalized;
  14807. }
  14808. /**
  14809. * The item count of this buffer attribute.
  14810. *
  14811. * @type {number}
  14812. * @readonly
  14813. */
  14814. get count() {
  14815. return this.data.count;
  14816. }
  14817. /**
  14818. * The array holding the interleaved buffer attribute data.
  14819. *
  14820. * @type {TypedArray}
  14821. */
  14822. get array() {
  14823. return this.data.array;
  14824. }
  14825. /**
  14826. * Flag to indicate that this attribute has changed and should be re-sent to
  14827. * the GPU. Set this to `true` when you modify the value of the array.
  14828. *
  14829. * @type {number}
  14830. * @default false
  14831. * @param {boolean} value
  14832. */
  14833. set needsUpdate( value ) {
  14834. this.data.needsUpdate = value;
  14835. }
  14836. /**
  14837. * Applies the given 4x4 matrix to the given attribute. Only works with
  14838. * item size `3`.
  14839. *
  14840. * @param {Matrix4} m - The matrix to apply.
  14841. * @return {InterleavedBufferAttribute} A reference to this instance.
  14842. */
  14843. applyMatrix4( m ) {
  14844. for ( let i = 0, l = this.data.count; i < l; i ++ ) {
  14845. _vector$8.fromBufferAttribute( this, i );
  14846. _vector$8.applyMatrix4( m );
  14847. this.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );
  14848. }
  14849. return this;
  14850. }
  14851. /**
  14852. * Applies the given 3x3 normal matrix to the given attribute. Only works with
  14853. * item size `3`.
  14854. *
  14855. * @param {Matrix3} m - The normal matrix to apply.
  14856. * @return {InterleavedBufferAttribute} A reference to this instance.
  14857. */
  14858. applyNormalMatrix( m ) {
  14859. for ( let i = 0, l = this.count; i < l; i ++ ) {
  14860. _vector$8.fromBufferAttribute( this, i );
  14861. _vector$8.applyNormalMatrix( m );
  14862. this.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );
  14863. }
  14864. return this;
  14865. }
  14866. /**
  14867. * Applies the given 4x4 matrix to the given attribute. Only works with
  14868. * item size `3` and with direction vectors.
  14869. *
  14870. * @param {Matrix4} m - The matrix to apply.
  14871. * @return {InterleavedBufferAttribute} A reference to this instance.
  14872. */
  14873. transformDirection( m ) {
  14874. for ( let i = 0, l = this.count; i < l; i ++ ) {
  14875. _vector$8.fromBufferAttribute( this, i );
  14876. _vector$8.transformDirection( m );
  14877. this.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );
  14878. }
  14879. return this;
  14880. }
  14881. /**
  14882. * Returns the given component of the vector at the given index.
  14883. *
  14884. * @param {number} index - The index into the buffer attribute.
  14885. * @param {number} component - The component index.
  14886. * @return {number} The returned value.
  14887. */
  14888. getComponent( index, component ) {
  14889. let value = this.array[ index * this.data.stride + this.offset + component ];
  14890. if ( this.normalized ) value = denormalize( value, this.array );
  14891. return value;
  14892. }
  14893. /**
  14894. * Sets the given value to the given component of the vector at the given index.
  14895. *
  14896. * @param {number} index - The index into the buffer attribute.
  14897. * @param {number} component - The component index.
  14898. * @param {number} value - The value to set.
  14899. * @return {InterleavedBufferAttribute} A reference to this instance.
  14900. */
  14901. setComponent( index, component, value ) {
  14902. if ( this.normalized ) value = normalize( value, this.array );
  14903. this.data.array[ index * this.data.stride + this.offset + component ] = value;
  14904. return this;
  14905. }
  14906. /**
  14907. * Sets the x component of the vector at the given index.
  14908. *
  14909. * @param {number} index - The index into the buffer attribute.
  14910. * @param {number} x - The value to set.
  14911. * @return {InterleavedBufferAttribute} A reference to this instance.
  14912. */
  14913. setX( index, x ) {
  14914. if ( this.normalized ) x = normalize( x, this.array );
  14915. this.data.array[ index * this.data.stride + this.offset ] = x;
  14916. return this;
  14917. }
  14918. /**
  14919. * Sets the y component of the vector at the given index.
  14920. *
  14921. * @param {number} index - The index into the buffer attribute.
  14922. * @param {number} y - The value to set.
  14923. * @return {InterleavedBufferAttribute} A reference to this instance.
  14924. */
  14925. setY( index, y ) {
  14926. if ( this.normalized ) y = normalize( y, this.array );
  14927. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  14928. return this;
  14929. }
  14930. /**
  14931. * Sets the z component of the vector at the given index.
  14932. *
  14933. * @param {number} index - The index into the buffer attribute.
  14934. * @param {number} z - The value to set.
  14935. * @return {InterleavedBufferAttribute} A reference to this instance.
  14936. */
  14937. setZ( index, z ) {
  14938. if ( this.normalized ) z = normalize( z, this.array );
  14939. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  14940. return this;
  14941. }
  14942. /**
  14943. * Sets the w component of the vector at the given index.
  14944. *
  14945. * @param {number} index - The index into the buffer attribute.
  14946. * @param {number} w - The value to set.
  14947. * @return {InterleavedBufferAttribute} A reference to this instance.
  14948. */
  14949. setW( index, w ) {
  14950. if ( this.normalized ) w = normalize( w, this.array );
  14951. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  14952. return this;
  14953. }
  14954. /**
  14955. * Returns the x component of the vector at the given index.
  14956. *
  14957. * @param {number} index - The index into the buffer attribute.
  14958. * @return {number} The x component.
  14959. */
  14960. getX( index ) {
  14961. let x = this.data.array[ index * this.data.stride + this.offset ];
  14962. if ( this.normalized ) x = denormalize( x, this.array );
  14963. return x;
  14964. }
  14965. /**
  14966. * Returns the y component of the vector at the given index.
  14967. *
  14968. * @param {number} index - The index into the buffer attribute.
  14969. * @return {number} The y component.
  14970. */
  14971. getY( index ) {
  14972. let y = this.data.array[ index * this.data.stride + this.offset + 1 ];
  14973. if ( this.normalized ) y = denormalize( y, this.array );
  14974. return y;
  14975. }
  14976. /**
  14977. * Returns the z component of the vector at the given index.
  14978. *
  14979. * @param {number} index - The index into the buffer attribute.
  14980. * @return {number} The z component.
  14981. */
  14982. getZ( index ) {
  14983. let z = this.data.array[ index * this.data.stride + this.offset + 2 ];
  14984. if ( this.normalized ) z = denormalize( z, this.array );
  14985. return z;
  14986. }
  14987. /**
  14988. * Returns the w component of the vector at the given index.
  14989. *
  14990. * @param {number} index - The index into the buffer attribute.
  14991. * @return {number} The w component.
  14992. */
  14993. getW( index ) {
  14994. let w = this.data.array[ index * this.data.stride + this.offset + 3 ];
  14995. if ( this.normalized ) w = denormalize( w, this.array );
  14996. return w;
  14997. }
  14998. /**
  14999. * Sets the x and y component of the vector at the given index.
  15000. *
  15001. * @param {number} index - The index into the buffer attribute.
  15002. * @param {number} x - The value for the x component to set.
  15003. * @param {number} y - The value for the y component to set.
  15004. * @return {InterleavedBufferAttribute} A reference to this instance.
  15005. */
  15006. setXY( index, x, y ) {
  15007. index = index * this.data.stride + this.offset;
  15008. if ( this.normalized ) {
  15009. x = normalize( x, this.array );
  15010. y = normalize( y, this.array );
  15011. }
  15012. this.data.array[ index + 0 ] = x;
  15013. this.data.array[ index + 1 ] = y;
  15014. return this;
  15015. }
  15016. /**
  15017. * Sets the x, y and z component of the vector at the given index.
  15018. *
  15019. * @param {number} index - The index into the buffer attribute.
  15020. * @param {number} x - The value for the x component to set.
  15021. * @param {number} y - The value for the y component to set.
  15022. * @param {number} z - The value for the z component to set.
  15023. * @return {InterleavedBufferAttribute} A reference to this instance.
  15024. */
  15025. setXYZ( index, x, y, z ) {
  15026. index = index * this.data.stride + this.offset;
  15027. if ( this.normalized ) {
  15028. x = normalize( x, this.array );
  15029. y = normalize( y, this.array );
  15030. z = normalize( z, this.array );
  15031. }
  15032. this.data.array[ index + 0 ] = x;
  15033. this.data.array[ index + 1 ] = y;
  15034. this.data.array[ index + 2 ] = z;
  15035. return this;
  15036. }
  15037. /**
  15038. * Sets the x, y, z and w component of the vector at the given index.
  15039. *
  15040. * @param {number} index - The index into the buffer attribute.
  15041. * @param {number} x - The value for the x component to set.
  15042. * @param {number} y - The value for the y component to set.
  15043. * @param {number} z - The value for the z component to set.
  15044. * @param {number} w - The value for the w component to set.
  15045. * @return {InterleavedBufferAttribute} A reference to this instance.
  15046. */
  15047. setXYZW( index, x, y, z, w ) {
  15048. index = index * this.data.stride + this.offset;
  15049. if ( this.normalized ) {
  15050. x = normalize( x, this.array );
  15051. y = normalize( y, this.array );
  15052. z = normalize( z, this.array );
  15053. w = normalize( w, this.array );
  15054. }
  15055. this.data.array[ index + 0 ] = x;
  15056. this.data.array[ index + 1 ] = y;
  15057. this.data.array[ index + 2 ] = z;
  15058. this.data.array[ index + 3 ] = w;
  15059. return this;
  15060. }
  15061. /**
  15062. * Returns a new buffer attribute with copied values from this instance.
  15063. *
  15064. * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.
  15065. *
  15066. * @param {Object} [data] - An object with interleaved buffers that allows to retain the interleaved property.
  15067. * @return {BufferAttribute|InterleavedBufferAttribute} A clone of this instance.
  15068. */
  15069. clone( data ) {
  15070. if ( data === undefined ) {
  15071. log( 'InterleavedBufferAttribute.clone(): Cloning an interleaved buffer attribute will de-interleave buffer data.' );
  15072. const array = [];
  15073. for ( let i = 0; i < this.count; i ++ ) {
  15074. const index = i * this.data.stride + this.offset;
  15075. for ( let j = 0; j < this.itemSize; j ++ ) {
  15076. array.push( this.data.array[ index + j ] );
  15077. }
  15078. }
  15079. return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );
  15080. } else {
  15081. if ( data.interleavedBuffers === undefined ) {
  15082. data.interleavedBuffers = {};
  15083. }
  15084. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  15085. data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );
  15086. }
  15087. return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );
  15088. }
  15089. }
  15090. /**
  15091. * Serializes the buffer attribute into JSON.
  15092. *
  15093. * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.
  15094. *
  15095. * @param {Object} [data] - An optional value holding meta information about the serialization.
  15096. * @return {Object} A JSON object representing the serialized buffer attribute.
  15097. */
  15098. toJSON( data ) {
  15099. if ( data === undefined ) {
  15100. log( 'InterleavedBufferAttribute.toJSON(): Serializing an interleaved buffer attribute will de-interleave buffer data.' );
  15101. const array = [];
  15102. for ( let i = 0; i < this.count; i ++ ) {
  15103. const index = i * this.data.stride + this.offset;
  15104. for ( let j = 0; j < this.itemSize; j ++ ) {
  15105. array.push( this.data.array[ index + j ] );
  15106. }
  15107. }
  15108. // de-interleave data and save it as an ordinary buffer attribute for now
  15109. return {
  15110. itemSize: this.itemSize,
  15111. type: this.array.constructor.name,
  15112. array: array,
  15113. normalized: this.normalized
  15114. };
  15115. } else {
  15116. // save as true interleaved attribute
  15117. if ( data.interleavedBuffers === undefined ) {
  15118. data.interleavedBuffers = {};
  15119. }
  15120. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  15121. data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );
  15122. }
  15123. return {
  15124. isInterleavedBufferAttribute: true,
  15125. itemSize: this.itemSize,
  15126. data: this.data.uuid,
  15127. offset: this.offset,
  15128. normalized: this.normalized
  15129. };
  15130. }
  15131. }
  15132. }
  15133. let _materialId = 0;
  15134. /**
  15135. * Abstract base class for materials.
  15136. *
  15137. * Materials define the appearance of renderable 3D objects.
  15138. *
  15139. * @abstract
  15140. * @augments EventDispatcher
  15141. */
  15142. class Material extends EventDispatcher {
  15143. /**
  15144. * Constructs a new material.
  15145. */
  15146. constructor() {
  15147. super();
  15148. /**
  15149. * This flag can be used for type testing.
  15150. *
  15151. * @type {boolean}
  15152. * @readonly
  15153. * @default true
  15154. */
  15155. this.isMaterial = true;
  15156. /**
  15157. * The ID of the material.
  15158. *
  15159. * @name Material#id
  15160. * @type {number}
  15161. * @readonly
  15162. */
  15163. Object.defineProperty( this, 'id', { value: _materialId ++ } );
  15164. /**
  15165. * The UUID of the material.
  15166. *
  15167. * @type {string}
  15168. * @readonly
  15169. */
  15170. this.uuid = generateUUID();
  15171. /**
  15172. * The name of the material.
  15173. *
  15174. * @type {string}
  15175. */
  15176. this.name = '';
  15177. /**
  15178. * The type property is used for detecting the object type
  15179. * in context of serialization/deserialization.
  15180. *
  15181. * @type {string}
  15182. * @readonly
  15183. */
  15184. this.type = 'Material';
  15185. /**
  15186. * Defines the blending type of the material.
  15187. *
  15188. * It must be set to `CustomBlending` if custom blending properties like
  15189. * {@link Material#blendSrc}, {@link Material#blendDst} or {@link Material#blendEquation}
  15190. * should have any effect.
  15191. *
  15192. * @type {(NoBlending|NormalBlending|AdditiveBlending|SubtractiveBlending|MultiplyBlending|CustomBlending)}
  15193. * @default NormalBlending
  15194. */
  15195. this.blending = NormalBlending;
  15196. /**
  15197. * Defines which side of faces will be rendered - front, back or both.
  15198. *
  15199. * @type {(FrontSide|BackSide|DoubleSide)}
  15200. * @default FrontSide
  15201. */
  15202. this.side = FrontSide;
  15203. /**
  15204. * If set to `true`, vertex colors should be used.
  15205. *
  15206. * The engine supports RGB and RGBA vertex colors depending on whether a three (RGB) or
  15207. * four (RGBA) component color buffer attribute is used.
  15208. *
  15209. * @type {boolean}
  15210. * @default false
  15211. */
  15212. this.vertexColors = false;
  15213. /**
  15214. * Defines how transparent the material is.
  15215. * A value of `0.0` indicates fully transparent, `1.0` is fully opaque.
  15216. *
  15217. * If the {@link Material#transparent} is not set to `true`,
  15218. * the material will remain fully opaque and this value will only affect its color.
  15219. *
  15220. * @type {number}
  15221. * @default 1
  15222. */
  15223. this.opacity = 1;
  15224. /**
  15225. * Defines whether this material is transparent. This has an effect on
  15226. * rendering as transparent objects need special treatment and are rendered
  15227. * after non-transparent objects.
  15228. *
  15229. * When set to true, the extent to which the material is transparent is
  15230. * controlled by {@link Material#opacity}.
  15231. *
  15232. * @type {boolean}
  15233. * @default false
  15234. */
  15235. this.transparent = false;
  15236. /**
  15237. * Enables alpha hashed transparency, an alternative to {@link Material#transparent} or
  15238. * {@link Material#alphaTest}. The material will not be rendered if opacity is lower than
  15239. * a random threshold. Randomization introduces some grain or noise, but approximates alpha
  15240. * blending without the associated problems of sorting. Using TAA can reduce the resulting noise.
  15241. *
  15242. * @type {boolean}
  15243. * @default false
  15244. */
  15245. this.alphaHash = false;
  15246. /**
  15247. * Defines the blending source factor.
  15248. *
  15249. * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  15250. * @default SrcAlphaFactor
  15251. */
  15252. this.blendSrc = SrcAlphaFactor;
  15253. /**
  15254. * Defines the blending destination factor.
  15255. *
  15256. * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  15257. * @default OneMinusSrcAlphaFactor
  15258. */
  15259. this.blendDst = OneMinusSrcAlphaFactor;
  15260. /**
  15261. * Defines the blending equation.
  15262. *
  15263. * @type {(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
  15264. * @default AddEquation
  15265. */
  15266. this.blendEquation = AddEquation;
  15267. /**
  15268. * Defines the blending source alpha factor.
  15269. *
  15270. * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  15271. * @default null
  15272. */
  15273. this.blendSrcAlpha = null;
  15274. /**
  15275. * Defines the blending destination alpha factor.
  15276. *
  15277. * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  15278. * @default null
  15279. */
  15280. this.blendDstAlpha = null;
  15281. /**
  15282. * Defines the blending equation of the alpha channel.
  15283. *
  15284. * @type {?(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
  15285. * @default null
  15286. */
  15287. this.blendEquationAlpha = null;
  15288. /**
  15289. * Represents the RGB values of the constant blend color.
  15290. *
  15291. * This property has only an effect when using custom blending with `ConstantColor` or `OneMinusConstantColor`.
  15292. *
  15293. * @type {Color}
  15294. * @default (0,0,0)
  15295. */
  15296. this.blendColor = new Color( 0, 0, 0 );
  15297. /**
  15298. * Represents the alpha value of the constant blend color.
  15299. *
  15300. * This property has only an effect when using custom blending with `ConstantAlpha` or `OneMinusConstantAlpha`.
  15301. *
  15302. * @type {number}
  15303. * @default 0
  15304. */
  15305. this.blendAlpha = 0;
  15306. /**
  15307. * Defines the depth function.
  15308. *
  15309. * @type {(NeverDepth|AlwaysDepth|LessDepth|LessEqualDepth|EqualDepth|GreaterEqualDepth|GreaterDepth|NotEqualDepth)}
  15310. * @default LessEqualDepth
  15311. */
  15312. this.depthFunc = LessEqualDepth;
  15313. /**
  15314. * Whether to have depth test enabled when rendering this material.
  15315. * When the depth test is disabled, the depth write will also be implicitly disabled.
  15316. *
  15317. * @type {boolean}
  15318. * @default true
  15319. */
  15320. this.depthTest = true;
  15321. /**
  15322. * Whether rendering this material has any effect on the depth buffer.
  15323. *
  15324. * When drawing 2D overlays it can be useful to disable the depth writing in
  15325. * order to layer several things together without creating z-index artifacts.
  15326. *
  15327. * @type {boolean}
  15328. * @default true
  15329. */
  15330. this.depthWrite = true;
  15331. /**
  15332. * The bit mask to use when writing to the stencil buffer.
  15333. *
  15334. * @type {number}
  15335. * @default 0xff
  15336. */
  15337. this.stencilWriteMask = 0xff;
  15338. /**
  15339. * The stencil comparison function to use.
  15340. *
  15341. * @type {NeverStencilFunc|LessStencilFunc|EqualStencilFunc|LessEqualStencilFunc|GreaterStencilFunc|NotEqualStencilFunc|GreaterEqualStencilFunc|AlwaysStencilFunc}
  15342. * @default AlwaysStencilFunc
  15343. */
  15344. this.stencilFunc = AlwaysStencilFunc;
  15345. /**
  15346. * The value to use when performing stencil comparisons or stencil operations.
  15347. *
  15348. * @type {number}
  15349. * @default 0
  15350. */
  15351. this.stencilRef = 0;
  15352. /**
  15353. * The bit mask to use when comparing against the stencil buffer.
  15354. *
  15355. * @type {number}
  15356. * @default 0xff
  15357. */
  15358. this.stencilFuncMask = 0xff;
  15359. /**
  15360. * Which stencil operation to perform when the comparison function returns `false`.
  15361. *
  15362. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  15363. * @default KeepStencilOp
  15364. */
  15365. this.stencilFail = KeepStencilOp;
  15366. /**
  15367. * Which stencil operation to perform when the comparison function returns
  15368. * `true` but the depth test fails.
  15369. *
  15370. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  15371. * @default KeepStencilOp
  15372. */
  15373. this.stencilZFail = KeepStencilOp;
  15374. /**
  15375. * Which stencil operation to perform when the comparison function returns
  15376. * `true` and the depth test passes.
  15377. *
  15378. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  15379. * @default KeepStencilOp
  15380. */
  15381. this.stencilZPass = KeepStencilOp;
  15382. /**
  15383. * Whether stencil operations are performed against the stencil buffer. In
  15384. * order to perform writes or comparisons against the stencil buffer this
  15385. * value must be `true`.
  15386. *
  15387. * @type {boolean}
  15388. * @default false
  15389. */
  15390. this.stencilWrite = false;
  15391. /**
  15392. * User-defined clipping planes specified as THREE.Plane objects in world
  15393. * space. These planes apply to the objects this material is attached to.
  15394. * Points in space whose signed distance to the plane is negative are clipped
  15395. * (not rendered). This requires {@link WebGLRenderer#localClippingEnabled} to
  15396. * be `true`.
  15397. *
  15398. * @type {?Array<Plane>}
  15399. * @default null
  15400. */
  15401. this.clippingPlanes = null;
  15402. /**
  15403. * Changes the behavior of clipping planes so that only their intersection is
  15404. * clipped, rather than their union.
  15405. *
  15406. * @type {boolean}
  15407. * @default false
  15408. */
  15409. this.clipIntersection = false;
  15410. /**
  15411. * Defines whether to clip shadows according to the clipping planes specified
  15412. * on this material.
  15413. *
  15414. * @type {boolean}
  15415. * @default false
  15416. */
  15417. this.clipShadows = false;
  15418. /**
  15419. * Defines which side of faces cast shadows. If `null`, the side casting shadows
  15420. * is determined as follows:
  15421. *
  15422. * - When {@link Material#side} is set to `FrontSide`, the back side cast shadows.
  15423. * - When {@link Material#side} is set to `BackSide`, the front side cast shadows.
  15424. * - When {@link Material#side} is set to `DoubleSide`, both sides cast shadows.
  15425. *
  15426. * @type {?(FrontSide|BackSide|DoubleSide)}
  15427. * @default null
  15428. */
  15429. this.shadowSide = null;
  15430. /**
  15431. * Whether to render the material's color.
  15432. *
  15433. * This can be used in conjunction with {@link Object3D#renderOder} to create invisible
  15434. * objects that occlude other objects.
  15435. *
  15436. * @type {boolean}
  15437. * @default true
  15438. */
  15439. this.colorWrite = true;
  15440. /**
  15441. * Override the renderer's default precision for this material.
  15442. *
  15443. * @type {?('highp'|'mediump'|'lowp')}
  15444. * @default null
  15445. */
  15446. this.precision = null;
  15447. /**
  15448. * Whether to use polygon offset or not. When enabled, each fragment's depth value will
  15449. * be offset after it is interpolated from the depth values of the appropriate vertices.
  15450. * The offset is added before the depth test is performed and before the value is written
  15451. * into the depth buffer.
  15452. *
  15453. * Can be useful for rendering hidden-line images, for applying decals to surfaces, and for
  15454. * rendering solids with highlighted edges.
  15455. *
  15456. * @type {boolean}
  15457. * @default false
  15458. */
  15459. this.polygonOffset = false;
  15460. /**
  15461. * Specifies a scale factor that is used to create a variable depth offset for each polygon.
  15462. *
  15463. * @type {number}
  15464. * @default 0
  15465. */
  15466. this.polygonOffsetFactor = 0;
  15467. /**
  15468. * Is multiplied by an implementation-specific value to create a constant depth offset.
  15469. *
  15470. * @type {number}
  15471. * @default 0
  15472. */
  15473. this.polygonOffsetUnits = 0;
  15474. /**
  15475. * Whether to apply dithering to the color to remove the appearance of banding.
  15476. *
  15477. * @type {boolean}
  15478. * @default false
  15479. */
  15480. this.dithering = false;
  15481. /**
  15482. * Whether alpha to coverage should be enabled or not. Can only be used with MSAA-enabled contexts
  15483. * (meaning when the renderer was created with *antialias* parameter set to `true`). Enabling this
  15484. * will smooth aliasing on clip plane edges and alphaTest-clipped edges.
  15485. *
  15486. * @type {boolean}
  15487. * @default false
  15488. */
  15489. this.alphaToCoverage = false;
  15490. /**
  15491. * Whether to premultiply the alpha (transparency) value.
  15492. *
  15493. * @type {boolean}
  15494. * @default false
  15495. */
  15496. this.premultipliedAlpha = false;
  15497. /**
  15498. * Whether double-sided, transparent objects should be rendered with a single pass or not.
  15499. *
  15500. * The engine renders double-sided, transparent objects with two draw calls (back faces first,
  15501. * then front faces) to mitigate transparency artifacts. There are scenarios however where this
  15502. * approach produces no quality gains but still doubles draw calls e.g. when rendering flat
  15503. * vegetation like grass sprites. In these cases, set the `forceSinglePass` flag to `true` to
  15504. * disable the two pass rendering to avoid performance issues.
  15505. *
  15506. * @type {boolean}
  15507. * @default false
  15508. */
  15509. this.forceSinglePass = false;
  15510. /**
  15511. * Whether it's possible to override the material with {@link Scene#overrideMaterial} or not.
  15512. *
  15513. * @type {boolean}
  15514. * @default true
  15515. */
  15516. this.allowOverride = true;
  15517. /**
  15518. * Defines whether 3D objects using this material are visible.
  15519. *
  15520. * @type {boolean}
  15521. * @default true
  15522. */
  15523. this.visible = true;
  15524. /**
  15525. * Defines whether this material is tone mapped according to the renderer's tone mapping setting.
  15526. *
  15527. * It is ignored when rendering to a render target or using post processing or when using
  15528. * `WebGPURenderer`. In all these cases, all materials are honored by tone mapping.
  15529. *
  15530. * @type {boolean}
  15531. * @default true
  15532. */
  15533. this.toneMapped = true;
  15534. /**
  15535. * An object that can be used to store custom data about the Material. It
  15536. * should not hold references to functions as these will not be cloned.
  15537. *
  15538. * @type {Object}
  15539. */
  15540. this.userData = {};
  15541. /**
  15542. * This starts at `0` and counts how many times {@link Material#needsUpdate} is set to `true`.
  15543. *
  15544. * @type {number}
  15545. * @readonly
  15546. * @default 0
  15547. */
  15548. this.version = 0;
  15549. this._alphaTest = 0;
  15550. }
  15551. /**
  15552. * Sets the alpha value to be used when running an alpha test. The material
  15553. * will not be rendered if the opacity is lower than this value.
  15554. *
  15555. * @type {number}
  15556. * @readonly
  15557. * @default 0
  15558. */
  15559. get alphaTest() {
  15560. return this._alphaTest;
  15561. }
  15562. set alphaTest( value ) {
  15563. if ( this._alphaTest > 0 !== value > 0 ) {
  15564. this.version ++;
  15565. }
  15566. this._alphaTest = value;
  15567. }
  15568. /**
  15569. * An optional callback that is executed immediately before the material is used to render a 3D object.
  15570. *
  15571. * This method can only be used when rendering with {@link WebGLRenderer}.
  15572. *
  15573. * @param {WebGLRenderer} renderer - The renderer.
  15574. * @param {Scene} scene - The scene.
  15575. * @param {Camera} camera - The camera that is used to render the scene.
  15576. * @param {BufferGeometry} geometry - The 3D object's geometry.
  15577. * @param {Object3D} object - The 3D object.
  15578. * @param {Object} group - The geometry group data.
  15579. */
  15580. onBeforeRender( /* renderer, scene, camera, geometry, object, group */ ) {}
  15581. /**
  15582. * An optional callback that is executed immediately before the shader
  15583. * program is compiled. This function is called with the shader source code
  15584. * as a parameter. Useful for the modification of built-in materials.
  15585. *
  15586. * This method can only be used when rendering with {@link WebGLRenderer}. The
  15587. * recommended approach when customizing materials is to use `WebGPURenderer` with the new
  15588. * Node Material system and [TSL](https://github.com/mrdoob/three.js/wiki/Three.js-Shading-Language).
  15589. *
  15590. * @param {{vertexShader:string,fragmentShader:string,uniforms:Object}} shaderobject - The object holds the uniforms and the vertex and fragment shader source.
  15591. * @param {WebGLRenderer} renderer - A reference to the renderer.
  15592. */
  15593. onBeforeCompile( /* shaderobject, renderer */ ) {}
  15594. /**
  15595. * In case {@link Material#onBeforeCompile} is used, this callback can be used to identify
  15596. * values of settings used in `onBeforeCompile()`, so three.js can reuse a cached
  15597. * shader or recompile the shader for this material as needed.
  15598. *
  15599. * This method can only be used when rendering with {@link WebGLRenderer}.
  15600. *
  15601. * @return {string} The custom program cache key.
  15602. */
  15603. customProgramCacheKey() {
  15604. return this.onBeforeCompile.toString();
  15605. }
  15606. /**
  15607. * This method can be used to set default values from parameter objects.
  15608. * It is a generic implementation so it can be used with different types
  15609. * of materials.
  15610. *
  15611. * @param {Object} [values] - The material values to set.
  15612. */
  15613. setValues( values ) {
  15614. if ( values === undefined ) return;
  15615. for ( const key in values ) {
  15616. const newValue = values[ key ];
  15617. if ( newValue === undefined ) {
  15618. warn( `Material: parameter '${ key }' has value of undefined.` );
  15619. continue;
  15620. }
  15621. const currentValue = this[ key ];
  15622. if ( currentValue === undefined ) {
  15623. warn( `Material: '${ key }' is not a property of THREE.${ this.type }.` );
  15624. continue;
  15625. }
  15626. if ( currentValue && currentValue.isColor ) {
  15627. currentValue.set( newValue );
  15628. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  15629. currentValue.copy( newValue );
  15630. } else {
  15631. this[ key ] = newValue;
  15632. }
  15633. }
  15634. }
  15635. /**
  15636. * Serializes the material into JSON.
  15637. *
  15638. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  15639. * @return {Object} A JSON object representing the serialized material.
  15640. * @see {@link ObjectLoader#parse}
  15641. */
  15642. toJSON( meta ) {
  15643. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  15644. if ( isRootObject ) {
  15645. meta = {
  15646. textures: {},
  15647. images: {}
  15648. };
  15649. }
  15650. const data = {
  15651. metadata: {
  15652. version: 4.7,
  15653. type: 'Material',
  15654. generator: 'Material.toJSON'
  15655. }
  15656. };
  15657. // standard Material serialization
  15658. data.uuid = this.uuid;
  15659. data.type = this.type;
  15660. if ( this.name !== '' ) data.name = this.name;
  15661. if ( this.color && this.color.isColor ) data.color = this.color.getHex();
  15662. if ( this.roughness !== undefined ) data.roughness = this.roughness;
  15663. if ( this.metalness !== undefined ) data.metalness = this.metalness;
  15664. if ( this.sheen !== undefined ) data.sheen = this.sheen;
  15665. if ( this.sheenColor && this.sheenColor.isColor ) data.sheenColor = this.sheenColor.getHex();
  15666. if ( this.sheenRoughness !== undefined ) data.sheenRoughness = this.sheenRoughness;
  15667. if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
  15668. if ( this.emissiveIntensity !== undefined && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;
  15669. if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
  15670. if ( this.specularIntensity !== undefined ) data.specularIntensity = this.specularIntensity;
  15671. if ( this.specularColor && this.specularColor.isColor ) data.specularColor = this.specularColor.getHex();
  15672. if ( this.shininess !== undefined ) data.shininess = this.shininess;
  15673. if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;
  15674. if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;
  15675. if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {
  15676. data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;
  15677. }
  15678. if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {
  15679. data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;
  15680. }
  15681. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  15682. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  15683. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  15684. }
  15685. if ( this.sheenColorMap && this.sheenColorMap.isTexture ) {
  15686. data.sheenColorMap = this.sheenColorMap.toJSON( meta ).uuid;
  15687. }
  15688. if ( this.sheenRoughnessMap && this.sheenRoughnessMap.isTexture ) {
  15689. data.sheenRoughnessMap = this.sheenRoughnessMap.toJSON( meta ).uuid;
  15690. }
  15691. if ( this.dispersion !== undefined ) data.dispersion = this.dispersion;
  15692. if ( this.iridescence !== undefined ) data.iridescence = this.iridescence;
  15693. if ( this.iridescenceIOR !== undefined ) data.iridescenceIOR = this.iridescenceIOR;
  15694. if ( this.iridescenceThicknessRange !== undefined ) data.iridescenceThicknessRange = this.iridescenceThicknessRange;
  15695. if ( this.iridescenceMap && this.iridescenceMap.isTexture ) {
  15696. data.iridescenceMap = this.iridescenceMap.toJSON( meta ).uuid;
  15697. }
  15698. if ( this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture ) {
  15699. data.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON( meta ).uuid;
  15700. }
  15701. if ( this.anisotropy !== undefined ) data.anisotropy = this.anisotropy;
  15702. if ( this.anisotropyRotation !== undefined ) data.anisotropyRotation = this.anisotropyRotation;
  15703. if ( this.anisotropyMap && this.anisotropyMap.isTexture ) {
  15704. data.anisotropyMap = this.anisotropyMap.toJSON( meta ).uuid;
  15705. }
  15706. if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
  15707. if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;
  15708. if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
  15709. if ( this.lightMap && this.lightMap.isTexture ) {
  15710. data.lightMap = this.lightMap.toJSON( meta ).uuid;
  15711. data.lightMapIntensity = this.lightMapIntensity;
  15712. }
  15713. if ( this.aoMap && this.aoMap.isTexture ) {
  15714. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  15715. data.aoMapIntensity = this.aoMapIntensity;
  15716. }
  15717. if ( this.bumpMap && this.bumpMap.isTexture ) {
  15718. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  15719. data.bumpScale = this.bumpScale;
  15720. }
  15721. if ( this.normalMap && this.normalMap.isTexture ) {
  15722. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  15723. data.normalMapType = this.normalMapType;
  15724. data.normalScale = this.normalScale.toArray();
  15725. }
  15726. if ( this.displacementMap && this.displacementMap.isTexture ) {
  15727. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  15728. data.displacementScale = this.displacementScale;
  15729. data.displacementBias = this.displacementBias;
  15730. }
  15731. if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
  15732. if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
  15733. if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
  15734. if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
  15735. if ( this.specularIntensityMap && this.specularIntensityMap.isTexture ) data.specularIntensityMap = this.specularIntensityMap.toJSON( meta ).uuid;
  15736. if ( this.specularColorMap && this.specularColorMap.isTexture ) data.specularColorMap = this.specularColorMap.toJSON( meta ).uuid;
  15737. if ( this.envMap && this.envMap.isTexture ) {
  15738. data.envMap = this.envMap.toJSON( meta ).uuid;
  15739. if ( this.combine !== undefined ) data.combine = this.combine;
  15740. }
  15741. if ( this.envMapRotation !== undefined ) data.envMapRotation = this.envMapRotation.toArray();
  15742. if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;
  15743. if ( this.reflectivity !== undefined ) data.reflectivity = this.reflectivity;
  15744. if ( this.refractionRatio !== undefined ) data.refractionRatio = this.refractionRatio;
  15745. if ( this.gradientMap && this.gradientMap.isTexture ) {
  15746. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  15747. }
  15748. if ( this.transmission !== undefined ) data.transmission = this.transmission;
  15749. if ( this.transmissionMap && this.transmissionMap.isTexture ) data.transmissionMap = this.transmissionMap.toJSON( meta ).uuid;
  15750. if ( this.thickness !== undefined ) data.thickness = this.thickness;
  15751. if ( this.thicknessMap && this.thicknessMap.isTexture ) data.thicknessMap = this.thicknessMap.toJSON( meta ).uuid;
  15752. if ( this.attenuationDistance !== undefined && this.attenuationDistance !== Infinity ) data.attenuationDistance = this.attenuationDistance;
  15753. if ( this.attenuationColor !== undefined ) data.attenuationColor = this.attenuationColor.getHex();
  15754. if ( this.size !== undefined ) data.size = this.size;
  15755. if ( this.shadowSide !== null ) data.shadowSide = this.shadowSide;
  15756. if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
  15757. if ( this.blending !== NormalBlending ) data.blending = this.blending;
  15758. if ( this.side !== FrontSide ) data.side = this.side;
  15759. if ( this.vertexColors === true ) data.vertexColors = true;
  15760. if ( this.opacity < 1 ) data.opacity = this.opacity;
  15761. if ( this.transparent === true ) data.transparent = true;
  15762. if ( this.blendSrc !== SrcAlphaFactor ) data.blendSrc = this.blendSrc;
  15763. if ( this.blendDst !== OneMinusSrcAlphaFactor ) data.blendDst = this.blendDst;
  15764. if ( this.blendEquation !== AddEquation ) data.blendEquation = this.blendEquation;
  15765. if ( this.blendSrcAlpha !== null ) data.blendSrcAlpha = this.blendSrcAlpha;
  15766. if ( this.blendDstAlpha !== null ) data.blendDstAlpha = this.blendDstAlpha;
  15767. if ( this.blendEquationAlpha !== null ) data.blendEquationAlpha = this.blendEquationAlpha;
  15768. if ( this.blendColor && this.blendColor.isColor ) data.blendColor = this.blendColor.getHex();
  15769. if ( this.blendAlpha !== 0 ) data.blendAlpha = this.blendAlpha;
  15770. if ( this.depthFunc !== LessEqualDepth ) data.depthFunc = this.depthFunc;
  15771. if ( this.depthTest === false ) data.depthTest = this.depthTest;
  15772. if ( this.depthWrite === false ) data.depthWrite = this.depthWrite;
  15773. if ( this.colorWrite === false ) data.colorWrite = this.colorWrite;
  15774. if ( this.stencilWriteMask !== 0xff ) data.stencilWriteMask = this.stencilWriteMask;
  15775. if ( this.stencilFunc !== AlwaysStencilFunc ) data.stencilFunc = this.stencilFunc;
  15776. if ( this.stencilRef !== 0 ) data.stencilRef = this.stencilRef;
  15777. if ( this.stencilFuncMask !== 0xff ) data.stencilFuncMask = this.stencilFuncMask;
  15778. if ( this.stencilFail !== KeepStencilOp ) data.stencilFail = this.stencilFail;
  15779. if ( this.stencilZFail !== KeepStencilOp ) data.stencilZFail = this.stencilZFail;
  15780. if ( this.stencilZPass !== KeepStencilOp ) data.stencilZPass = this.stencilZPass;
  15781. if ( this.stencilWrite === true ) data.stencilWrite = this.stencilWrite;
  15782. // rotation (SpriteMaterial)
  15783. if ( this.rotation !== undefined && this.rotation !== 0 ) data.rotation = this.rotation;
  15784. if ( this.polygonOffset === true ) data.polygonOffset = true;
  15785. if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;
  15786. if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;
  15787. if ( this.linewidth !== undefined && this.linewidth !== 1 ) data.linewidth = this.linewidth;
  15788. if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
  15789. if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
  15790. if ( this.scale !== undefined ) data.scale = this.scale;
  15791. if ( this.dithering === true ) data.dithering = true;
  15792. if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
  15793. if ( this.alphaHash === true ) data.alphaHash = true;
  15794. if ( this.alphaToCoverage === true ) data.alphaToCoverage = true;
  15795. if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = true;
  15796. if ( this.forceSinglePass === true ) data.forceSinglePass = true;
  15797. if ( this.allowOverride === false ) data.allowOverride = false;
  15798. if ( this.wireframe === true ) data.wireframe = true;
  15799. if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
  15800. if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
  15801. if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
  15802. if ( this.flatShading === true ) data.flatShading = true;
  15803. if ( this.visible === false ) data.visible = false;
  15804. if ( this.toneMapped === false ) data.toneMapped = false;
  15805. if ( this.fog === false ) data.fog = false;
  15806. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  15807. // TODO: Copied from Object3D.toJSON
  15808. function extractFromCache( cache ) {
  15809. const values = [];
  15810. for ( const key in cache ) {
  15811. const data = cache[ key ];
  15812. delete data.metadata;
  15813. values.push( data );
  15814. }
  15815. return values;
  15816. }
  15817. if ( isRootObject ) {
  15818. const textures = extractFromCache( meta.textures );
  15819. const images = extractFromCache( meta.images );
  15820. if ( textures.length > 0 ) data.textures = textures;
  15821. if ( images.length > 0 ) data.images = images;
  15822. }
  15823. return data;
  15824. }
  15825. /**
  15826. * Returns a new material with copied values from this instance.
  15827. *
  15828. * @return {Material} A clone of this instance.
  15829. */
  15830. clone() {
  15831. return new this.constructor().copy( this );
  15832. }
  15833. /**
  15834. * Copies the values of the given material to this instance.
  15835. *
  15836. * @param {Material} source - The material to copy.
  15837. * @return {Material} A reference to this instance.
  15838. */
  15839. copy( source ) {
  15840. this.name = source.name;
  15841. this.blending = source.blending;
  15842. this.side = source.side;
  15843. this.vertexColors = source.vertexColors;
  15844. this.opacity = source.opacity;
  15845. this.transparent = source.transparent;
  15846. this.blendSrc = source.blendSrc;
  15847. this.blendDst = source.blendDst;
  15848. this.blendEquation = source.blendEquation;
  15849. this.blendSrcAlpha = source.blendSrcAlpha;
  15850. this.blendDstAlpha = source.blendDstAlpha;
  15851. this.blendEquationAlpha = source.blendEquationAlpha;
  15852. this.blendColor.copy( source.blendColor );
  15853. this.blendAlpha = source.blendAlpha;
  15854. this.depthFunc = source.depthFunc;
  15855. this.depthTest = source.depthTest;
  15856. this.depthWrite = source.depthWrite;
  15857. this.stencilWriteMask = source.stencilWriteMask;
  15858. this.stencilFunc = source.stencilFunc;
  15859. this.stencilRef = source.stencilRef;
  15860. this.stencilFuncMask = source.stencilFuncMask;
  15861. this.stencilFail = source.stencilFail;
  15862. this.stencilZFail = source.stencilZFail;
  15863. this.stencilZPass = source.stencilZPass;
  15864. this.stencilWrite = source.stencilWrite;
  15865. const srcPlanes = source.clippingPlanes;
  15866. let dstPlanes = null;
  15867. if ( srcPlanes !== null ) {
  15868. const n = srcPlanes.length;
  15869. dstPlanes = new Array( n );
  15870. for ( let i = 0; i !== n; ++ i ) {
  15871. dstPlanes[ i ] = srcPlanes[ i ].clone();
  15872. }
  15873. }
  15874. this.clippingPlanes = dstPlanes;
  15875. this.clipIntersection = source.clipIntersection;
  15876. this.clipShadows = source.clipShadows;
  15877. this.shadowSide = source.shadowSide;
  15878. this.colorWrite = source.colorWrite;
  15879. this.precision = source.precision;
  15880. this.polygonOffset = source.polygonOffset;
  15881. this.polygonOffsetFactor = source.polygonOffsetFactor;
  15882. this.polygonOffsetUnits = source.polygonOffsetUnits;
  15883. this.dithering = source.dithering;
  15884. this.alphaTest = source.alphaTest;
  15885. this.alphaHash = source.alphaHash;
  15886. this.alphaToCoverage = source.alphaToCoverage;
  15887. this.premultipliedAlpha = source.premultipliedAlpha;
  15888. this.forceSinglePass = source.forceSinglePass;
  15889. this.allowOverride = source.allowOverride;
  15890. this.visible = source.visible;
  15891. this.toneMapped = source.toneMapped;
  15892. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  15893. return this;
  15894. }
  15895. /**
  15896. * Frees the GPU-related resources allocated by this instance. Call this
  15897. * method whenever this instance is no longer used in your app.
  15898. *
  15899. * @fires Material#dispose
  15900. */
  15901. dispose() {
  15902. /**
  15903. * Fires when the material has been disposed of.
  15904. *
  15905. * @event Material#dispose
  15906. * @type {Object}
  15907. */
  15908. this.dispatchEvent( { type: 'dispose' } );
  15909. }
  15910. /**
  15911. * Setting this property to `true` indicates the engine the material
  15912. * needs to be recompiled.
  15913. *
  15914. * @type {boolean}
  15915. * @default false
  15916. * @param {boolean} value
  15917. */
  15918. set needsUpdate( value ) {
  15919. if ( value === true ) this.version ++;
  15920. }
  15921. }
  15922. /**
  15923. * A material for rendering instances of {@link Sprite}.
  15924. *
  15925. * ```js
  15926. * const map = new THREE.TextureLoader().load( 'textures/sprite.png' );
  15927. * const material = new THREE.SpriteMaterial( { map: map, color: 0xffffff } );
  15928. *
  15929. * const sprite = new THREE.Sprite( material );
  15930. * sprite.scale.set(200, 200, 1)
  15931. * scene.add( sprite );
  15932. * ```
  15933. *
  15934. * @augments Material
  15935. */
  15936. class SpriteMaterial extends Material {
  15937. /**
  15938. * Constructs a new sprite material.
  15939. *
  15940. * @param {Object} [parameters] - An object with one or more properties
  15941. * defining the material's appearance. Any property of the material
  15942. * (including any property from inherited materials) can be passed
  15943. * in here. Color values can be passed any type of value accepted
  15944. * by {@link Color#set}.
  15945. */
  15946. constructor( parameters ) {
  15947. super();
  15948. /**
  15949. * This flag can be used for type testing.
  15950. *
  15951. * @type {boolean}
  15952. * @readonly
  15953. * @default true
  15954. */
  15955. this.isSpriteMaterial = true;
  15956. this.type = 'SpriteMaterial';
  15957. /**
  15958. * Color of the material.
  15959. *
  15960. * @type {Color}
  15961. * @default (1,1,1)
  15962. */
  15963. this.color = new Color( 0xffffff );
  15964. /**
  15965. * The color map. May optionally include an alpha channel, typically combined
  15966. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  15967. * color is modulated by the diffuse `color`.
  15968. *
  15969. * @type {?Texture}
  15970. * @default null
  15971. */
  15972. this.map = null;
  15973. /**
  15974. * The alpha map is a grayscale texture that controls the opacity across the
  15975. * surface (black: fully transparent; white: fully opaque).
  15976. *
  15977. * Only the color of the texture is used, ignoring the alpha channel if one
  15978. * exists. For RGB and RGBA textures, the renderer will use the green channel
  15979. * when sampling this texture due to the extra bit of precision provided for
  15980. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  15981. * luminance/alpha textures will also still work as expected.
  15982. *
  15983. * @type {?Texture}
  15984. * @default null
  15985. */
  15986. this.alphaMap = null;
  15987. /**
  15988. * The rotation of the sprite in radians.
  15989. *
  15990. * @type {number}
  15991. * @default 0
  15992. */
  15993. this.rotation = 0;
  15994. /**
  15995. * Specifies whether size of the sprite is attenuated by the camera depth (perspective camera only).
  15996. *
  15997. * @type {boolean}
  15998. * @default true
  15999. */
  16000. this.sizeAttenuation = true;
  16001. /**
  16002. * Overwritten since sprite materials are transparent
  16003. * by default.
  16004. *
  16005. * @type {boolean}
  16006. * @default true
  16007. */
  16008. this.transparent = true;
  16009. /**
  16010. * Whether the material is affected by fog or not.
  16011. *
  16012. * @type {boolean}
  16013. * @default true
  16014. */
  16015. this.fog = true;
  16016. this.setValues( parameters );
  16017. }
  16018. copy( source ) {
  16019. super.copy( source );
  16020. this.color.copy( source.color );
  16021. this.map = source.map;
  16022. this.alphaMap = source.alphaMap;
  16023. this.rotation = source.rotation;
  16024. this.sizeAttenuation = source.sizeAttenuation;
  16025. this.fog = source.fog;
  16026. return this;
  16027. }
  16028. }
  16029. let _geometry;
  16030. const _intersectPoint = /*@__PURE__*/ new Vector3();
  16031. const _worldScale = /*@__PURE__*/ new Vector3();
  16032. const _mvPosition = /*@__PURE__*/ new Vector3();
  16033. const _alignedPosition = /*@__PURE__*/ new Vector2();
  16034. const _rotatedPosition = /*@__PURE__*/ new Vector2();
  16035. const _viewWorldMatrix = /*@__PURE__*/ new Matrix4();
  16036. const _vA$1 = /*@__PURE__*/ new Vector3();
  16037. const _vB$1 = /*@__PURE__*/ new Vector3();
  16038. const _vC$1 = /*@__PURE__*/ new Vector3();
  16039. const _uvA = /*@__PURE__*/ new Vector2();
  16040. const _uvB = /*@__PURE__*/ new Vector2();
  16041. const _uvC = /*@__PURE__*/ new Vector2();
  16042. /**
  16043. * A sprite is a plane that always faces towards the camera, generally with a
  16044. * partially transparent texture applied.
  16045. *
  16046. * Sprites do not cast shadows, setting {@link Object3D#castShadow} to `true` will
  16047. * have no effect.
  16048. *
  16049. * ```js
  16050. * const map = new THREE.TextureLoader().load( 'sprite.png' );
  16051. * const material = new THREE.SpriteMaterial( { map: map } );
  16052. *
  16053. * const sprite = new THREE.Sprite( material );
  16054. * scene.add( sprite );
  16055. * ```
  16056. *
  16057. * @augments Object3D
  16058. */
  16059. class Sprite extends Object3D {
  16060. /**
  16061. * Constructs a new sprite.
  16062. *
  16063. * @param {(SpriteMaterial|SpriteNodeMaterial)} [material] - The sprite material.
  16064. */
  16065. constructor( material = new SpriteMaterial() ) {
  16066. super();
  16067. /**
  16068. * This flag can be used for type testing.
  16069. *
  16070. * @type {boolean}
  16071. * @readonly
  16072. * @default true
  16073. */
  16074. this.isSprite = true;
  16075. this.type = 'Sprite';
  16076. if ( _geometry === undefined ) {
  16077. _geometry = new BufferGeometry();
  16078. const float32Array = new Float32Array( [
  16079. -0.5, -0.5, 0, 0, 0,
  16080. 0.5, -0.5, 0, 1, 0,
  16081. 0.5, 0.5, 0, 1, 1,
  16082. -0.5, 0.5, 0, 0, 1
  16083. ] );
  16084. const interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  16085. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  16086. _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  16087. _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  16088. }
  16089. /**
  16090. * The sprite geometry.
  16091. *
  16092. * @type {BufferGeometry}
  16093. */
  16094. this.geometry = _geometry;
  16095. /**
  16096. * The sprite material.
  16097. *
  16098. * @type {(SpriteMaterial|SpriteNodeMaterial)}
  16099. */
  16100. this.material = material;
  16101. /**
  16102. * The sprite's anchor point, and the point around which the sprite rotates.
  16103. * A value of `(0.5, 0.5)` corresponds to the midpoint of the sprite. A value
  16104. * of `(0, 0)` corresponds to the lower left corner of the sprite.
  16105. *
  16106. * @type {Vector2}
  16107. * @default (0.5,0.5)
  16108. */
  16109. this.center = new Vector2( 0.5, 0.5 );
  16110. /**
  16111. * The number of instances of this sprite.
  16112. * Can only be used with {@link WebGPURenderer}.
  16113. *
  16114. * @type {number}
  16115. * @default 1
  16116. */
  16117. this.count = 1;
  16118. }
  16119. /**
  16120. * Computes intersection points between a casted ray and this sprite.
  16121. *
  16122. * @param {Raycaster} raycaster - The raycaster.
  16123. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  16124. */
  16125. raycast( raycaster, intersects ) {
  16126. if ( raycaster.camera === null ) {
  16127. error( 'Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  16128. }
  16129. _worldScale.setFromMatrixScale( this.matrixWorld );
  16130. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  16131. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  16132. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  16133. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  16134. _worldScale.multiplyScalar( - _mvPosition.z );
  16135. }
  16136. const rotation = this.material.rotation;
  16137. let sin, cos;
  16138. if ( rotation !== 0 ) {
  16139. cos = Math.cos( rotation );
  16140. sin = Math.sin( rotation );
  16141. }
  16142. const center = this.center;
  16143. transformVertex( _vA$1.set( -0.5, -0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16144. transformVertex( _vB$1.set( 0.5, -0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16145. transformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16146. _uvA.set( 0, 0 );
  16147. _uvB.set( 1, 0 );
  16148. _uvC.set( 1, 1 );
  16149. // check first triangle
  16150. let intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );
  16151. if ( intersect === null ) {
  16152. // check second triangle
  16153. transformVertex( _vB$1.set( -0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16154. _uvB.set( 0, 1 );
  16155. intersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );
  16156. if ( intersect === null ) {
  16157. return;
  16158. }
  16159. }
  16160. const distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  16161. if ( distance < raycaster.near || distance > raycaster.far ) return;
  16162. intersects.push( {
  16163. distance: distance,
  16164. point: _intersectPoint.clone(),
  16165. uv: Triangle.getInterpolation( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA, _uvB, _uvC, new Vector2() ),
  16166. face: null,
  16167. object: this
  16168. } );
  16169. }
  16170. copy( source, recursive ) {
  16171. super.copy( source, recursive );
  16172. if ( source.center !== undefined ) this.center.copy( source.center );
  16173. this.material = source.material;
  16174. return this;
  16175. }
  16176. }
  16177. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  16178. // compute position in camera space
  16179. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  16180. // to check if rotation is not zero
  16181. if ( sin !== undefined ) {
  16182. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  16183. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  16184. } else {
  16185. _rotatedPosition.copy( _alignedPosition );
  16186. }
  16187. vertexPosition.copy( mvPosition );
  16188. vertexPosition.x += _rotatedPosition.x;
  16189. vertexPosition.y += _rotatedPosition.y;
  16190. // transform to world space
  16191. vertexPosition.applyMatrix4( _viewWorldMatrix );
  16192. }
  16193. const _v1$2 = /*@__PURE__*/ new Vector3();
  16194. const _v2$1 = /*@__PURE__*/ new Vector3();
  16195. /**
  16196. * A component for providing a basic Level of Detail (LOD) mechanism.
  16197. *
  16198. * Every LOD level is associated with an object, and rendering can be switched
  16199. * between them at the distances specified. Typically you would create, say,
  16200. * three meshes, one for far away (low detail), one for mid range (medium
  16201. * detail) and one for close up (high detail).
  16202. *
  16203. * ```js
  16204. * const lod = new THREE.LOD();
  16205. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  16206. *
  16207. * //Create spheres with 3 levels of detail and create new LOD levels for them
  16208. * for( let i = 0; i < 3; i++ ) {
  16209. *
  16210. * const geometry = new THREE.IcosahedronGeometry( 10, 3 - i );
  16211. * const mesh = new THREE.Mesh( geometry, material );
  16212. * lod.addLevel( mesh, i * 75 );
  16213. *
  16214. * }
  16215. *
  16216. * scene.add( lod );
  16217. * ```
  16218. *
  16219. * @augments Object3D
  16220. */
  16221. class LOD extends Object3D {
  16222. /**
  16223. * Constructs a new LOD.
  16224. */
  16225. constructor() {
  16226. super();
  16227. /**
  16228. * This flag can be used for type testing.
  16229. *
  16230. * @type {boolean}
  16231. * @readonly
  16232. * @default true
  16233. */
  16234. this.isLOD = true;
  16235. /**
  16236. * The current LOD index.
  16237. *
  16238. * @private
  16239. * @type {number}
  16240. * @default 0
  16241. */
  16242. this._currentLevel = 0;
  16243. this.type = 'LOD';
  16244. Object.defineProperties( this, {
  16245. /**
  16246. * This array holds the LOD levels.
  16247. *
  16248. * @name LOD#levels
  16249. * @type {Array<{object:Object3D,distance:number,hysteresis:number}>}
  16250. */
  16251. levels: {
  16252. enumerable: true,
  16253. value: []
  16254. }
  16255. } );
  16256. /**
  16257. * Whether the LOD object is updated automatically by the renderer per frame
  16258. * or not. If set to `false`, you have to call {@link LOD#update} in the
  16259. * render loop by yourself.
  16260. *
  16261. * @type {boolean}
  16262. * @default true
  16263. */
  16264. this.autoUpdate = true;
  16265. }
  16266. copy( source ) {
  16267. super.copy( source, false );
  16268. const levels = source.levels;
  16269. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  16270. const level = levels[ i ];
  16271. this.addLevel( level.object.clone(), level.distance, level.hysteresis );
  16272. }
  16273. this.autoUpdate = source.autoUpdate;
  16274. return this;
  16275. }
  16276. /**
  16277. * Adds a mesh that will display at a certain distance and greater. Typically
  16278. * the further away the distance, the lower the detail on the mesh.
  16279. *
  16280. * @param {Object3D} object - The 3D object to display at this level.
  16281. * @param {number} [distance=0] - The distance at which to display this level of detail.
  16282. * @param {number} [hysteresis=0] - Threshold used to avoid flickering at LOD boundaries, as a fraction of distance.
  16283. * @return {LOD} A reference to this instance.
  16284. */
  16285. addLevel( object, distance = 0, hysteresis = 0 ) {
  16286. distance = Math.abs( distance );
  16287. const levels = this.levels;
  16288. let l;
  16289. for ( l = 0; l < levels.length; l ++ ) {
  16290. if ( distance < levels[ l ].distance ) {
  16291. break;
  16292. }
  16293. }
  16294. levels.splice( l, 0, { distance: distance, hysteresis: hysteresis, object: object } );
  16295. this.add( object );
  16296. return this;
  16297. }
  16298. /**
  16299. * Removes an existing level, based on the distance from the camera.
  16300. * Returns `true` when the level has been removed. Otherwise `false`.
  16301. *
  16302. * @param {number} distance - Distance of the level to remove.
  16303. * @return {boolean} Whether the level has been removed or not.
  16304. */
  16305. removeLevel( distance ) {
  16306. const levels = this.levels;
  16307. for ( let i = 0; i < levels.length; i ++ ) {
  16308. if ( levels[ i ].distance === distance ) {
  16309. const removedElements = levels.splice( i, 1 );
  16310. this.remove( removedElements[ 0 ].object );
  16311. return true;
  16312. }
  16313. }
  16314. return false;
  16315. }
  16316. /**
  16317. * Returns the currently active LOD level index.
  16318. *
  16319. * @return {number} The current active LOD level index.
  16320. */
  16321. getCurrentLevel() {
  16322. return this._currentLevel;
  16323. }
  16324. /**
  16325. * Returns a reference to the first 3D object that is greater than
  16326. * the given distance.
  16327. *
  16328. * @param {number} distance - The LOD distance.
  16329. * @return {?Object3D} The found 3D object. `null` if no 3D object has been found.
  16330. */
  16331. getObjectForDistance( distance ) {
  16332. const levels = this.levels;
  16333. if ( levels.length > 0 ) {
  16334. let i, l;
  16335. for ( i = 1, l = levels.length; i < l; i ++ ) {
  16336. let levelDistance = levels[ i ].distance;
  16337. if ( levels[ i ].object.visible ) {
  16338. levelDistance -= levelDistance * levels[ i ].hysteresis;
  16339. }
  16340. if ( distance < levelDistance ) {
  16341. break;
  16342. }
  16343. }
  16344. return levels[ i - 1 ].object;
  16345. }
  16346. return null;
  16347. }
  16348. /**
  16349. * Computes intersection points between a casted ray and this LOD.
  16350. *
  16351. * @param {Raycaster} raycaster - The raycaster.
  16352. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  16353. */
  16354. raycast( raycaster, intersects ) {
  16355. const levels = this.levels;
  16356. if ( levels.length > 0 ) {
  16357. _v1$2.setFromMatrixPosition( this.matrixWorld );
  16358. const distance = raycaster.ray.origin.distanceTo( _v1$2 );
  16359. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  16360. }
  16361. }
  16362. /**
  16363. * Updates the LOD by computing which LOD level should be visible according
  16364. * to the current distance of the given camera.
  16365. *
  16366. * @param {Camera} camera - The camera the scene is rendered with.
  16367. */
  16368. update( camera ) {
  16369. const levels = this.levels;
  16370. if ( levels.length > 1 ) {
  16371. _v1$2.setFromMatrixPosition( camera.matrixWorld );
  16372. _v2$1.setFromMatrixPosition( this.matrixWorld );
  16373. const distance = _v1$2.distanceTo( _v2$1 ) / camera.zoom;
  16374. levels[ 0 ].object.visible = true;
  16375. let i, l;
  16376. for ( i = 1, l = levels.length; i < l; i ++ ) {
  16377. let levelDistance = levels[ i ].distance;
  16378. if ( levels[ i ].object.visible ) {
  16379. levelDistance -= levelDistance * levels[ i ].hysteresis;
  16380. }
  16381. if ( distance >= levelDistance ) {
  16382. levels[ i - 1 ].object.visible = false;
  16383. levels[ i ].object.visible = true;
  16384. } else {
  16385. break;
  16386. }
  16387. }
  16388. this._currentLevel = i - 1;
  16389. for ( ; i < l; i ++ ) {
  16390. levels[ i ].object.visible = false;
  16391. }
  16392. }
  16393. }
  16394. toJSON( meta ) {
  16395. const data = super.toJSON( meta );
  16396. if ( this.autoUpdate === false ) data.object.autoUpdate = false;
  16397. data.object.levels = [];
  16398. const levels = this.levels;
  16399. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  16400. const level = levels[ i ];
  16401. data.object.levels.push( {
  16402. object: level.object.uuid,
  16403. distance: level.distance,
  16404. hysteresis: level.hysteresis
  16405. } );
  16406. }
  16407. return data;
  16408. }
  16409. }
  16410. const _vector$7 = /*@__PURE__*/ new Vector3();
  16411. const _segCenter = /*@__PURE__*/ new Vector3();
  16412. const _segDir = /*@__PURE__*/ new Vector3();
  16413. const _diff = /*@__PURE__*/ new Vector3();
  16414. const _edge1 = /*@__PURE__*/ new Vector3();
  16415. const _edge2 = /*@__PURE__*/ new Vector3();
  16416. const _normal$1 = /*@__PURE__*/ new Vector3();
  16417. /**
  16418. * A ray that emits from an origin in a certain direction. The class is used by
  16419. * {@link Raycaster} to assist with raycasting. Raycasting is used for
  16420. * mouse picking (working out what objects in the 3D space the mouse is over)
  16421. * amongst other things.
  16422. */
  16423. class Ray {
  16424. /**
  16425. * Constructs a new ray.
  16426. *
  16427. * @param {Vector3} [origin=(0,0,0)] - The origin of the ray.
  16428. * @param {Vector3} [direction=(0,0,-1)] - The (normalized) direction of the ray.
  16429. */
  16430. constructor( origin = new Vector3(), direction = new Vector3( 0, 0, -1 ) ) {
  16431. /**
  16432. * The origin of the ray.
  16433. *
  16434. * @type {Vector3}
  16435. */
  16436. this.origin = origin;
  16437. /**
  16438. * The (normalized) direction of the ray.
  16439. *
  16440. * @type {Vector3}
  16441. */
  16442. this.direction = direction;
  16443. }
  16444. /**
  16445. * Sets the ray's components by copying the given values.
  16446. *
  16447. * @param {Vector3} origin - The origin.
  16448. * @param {Vector3} direction - The direction.
  16449. * @return {Ray} A reference to this ray.
  16450. */
  16451. set( origin, direction ) {
  16452. this.origin.copy( origin );
  16453. this.direction.copy( direction );
  16454. return this;
  16455. }
  16456. /**
  16457. * Copies the values of the given ray to this instance.
  16458. *
  16459. * @param {Ray} ray - The ray to copy.
  16460. * @return {Ray} A reference to this ray.
  16461. */
  16462. copy( ray ) {
  16463. this.origin.copy( ray.origin );
  16464. this.direction.copy( ray.direction );
  16465. return this;
  16466. }
  16467. /**
  16468. * Returns a vector that is located at a given distance along this ray.
  16469. *
  16470. * @param {number} t - The distance along the ray to retrieve a position for.
  16471. * @param {Vector3} target - The target vector that is used to store the method's result.
  16472. * @return {Vector3} A position on the ray.
  16473. */
  16474. at( t, target ) {
  16475. return target.copy( this.origin ).addScaledVector( this.direction, t );
  16476. }
  16477. /**
  16478. * Adjusts the direction of the ray to point at the given vector in world space.
  16479. *
  16480. * @param {Vector3} v - The target position.
  16481. * @return {Ray} A reference to this ray.
  16482. */
  16483. lookAt( v ) {
  16484. this.direction.copy( v ).sub( this.origin ).normalize();
  16485. return this;
  16486. }
  16487. /**
  16488. * Shift the origin of this ray along its direction by the given distance.
  16489. *
  16490. * @param {number} t - The distance along the ray to interpolate.
  16491. * @return {Ray} A reference to this ray.
  16492. */
  16493. recast( t ) {
  16494. this.origin.copy( this.at( t, _vector$7 ) );
  16495. return this;
  16496. }
  16497. /**
  16498. * Returns the point along this ray that is closest to the given point.
  16499. *
  16500. * @param {Vector3} point - A point in 3D space to get the closet location on the ray for.
  16501. * @param {Vector3} target - The target vector that is used to store the method's result.
  16502. * @return {Vector3} The closest point on this ray.
  16503. */
  16504. closestPointToPoint( point, target ) {
  16505. target.subVectors( point, this.origin );
  16506. const directionDistance = target.dot( this.direction );
  16507. if ( directionDistance < 0 ) {
  16508. return target.copy( this.origin );
  16509. }
  16510. return target.copy( this.origin ).addScaledVector( this.direction, directionDistance );
  16511. }
  16512. /**
  16513. * Returns the distance of the closest approach between this ray and the given point.
  16514. *
  16515. * @param {Vector3} point - A point in 3D space to compute the distance to.
  16516. * @return {number} The distance.
  16517. */
  16518. distanceToPoint( point ) {
  16519. return Math.sqrt( this.distanceSqToPoint( point ) );
  16520. }
  16521. /**
  16522. * Returns the squared distance of the closest approach between this ray and the given point.
  16523. *
  16524. * @param {Vector3} point - A point in 3D space to compute the distance to.
  16525. * @return {number} The squared distance.
  16526. */
  16527. distanceSqToPoint( point ) {
  16528. const directionDistance = _vector$7.subVectors( point, this.origin ).dot( this.direction );
  16529. // point behind the ray
  16530. if ( directionDistance < 0 ) {
  16531. return this.origin.distanceToSquared( point );
  16532. }
  16533. _vector$7.copy( this.origin ).addScaledVector( this.direction, directionDistance );
  16534. return _vector$7.distanceToSquared( point );
  16535. }
  16536. /**
  16537. * Returns the squared distance between this ray and the given line segment.
  16538. *
  16539. * @param {Vector3} v0 - The start point of the line segment.
  16540. * @param {Vector3} v1 - The end point of the line segment.
  16541. * @param {Vector3} [optionalPointOnRay] - When provided, it receives the point on this ray that is closest to the segment.
  16542. * @param {Vector3} [optionalPointOnSegment] - When provided, it receives the point on the line segment that is closest to this ray.
  16543. * @return {number} The squared distance.
  16544. */
  16545. distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  16546. // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteDistRaySegment.h
  16547. // It returns the min distance between the ray and the segment
  16548. // defined by v0 and v1
  16549. // It can also set two optional targets :
  16550. // - The closest point on the ray
  16551. // - The closest point on the segment
  16552. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  16553. _segDir.copy( v1 ).sub( v0 ).normalize();
  16554. _diff.copy( this.origin ).sub( _segCenter );
  16555. const segExtent = v0.distanceTo( v1 ) * 0.5;
  16556. const a01 = - this.direction.dot( _segDir );
  16557. const b0 = _diff.dot( this.direction );
  16558. const b1 = - _diff.dot( _segDir );
  16559. const c = _diff.lengthSq();
  16560. const det = Math.abs( 1 - a01 * a01 );
  16561. let s0, s1, sqrDist, extDet;
  16562. if ( det > 0 ) {
  16563. // The ray and segment are not parallel.
  16564. s0 = a01 * b1 - b0;
  16565. s1 = a01 * b0 - b1;
  16566. extDet = segExtent * det;
  16567. if ( s0 >= 0 ) {
  16568. if ( s1 >= - extDet ) {
  16569. if ( s1 <= extDet ) {
  16570. // region 0
  16571. // Minimum at interior points of ray and segment.
  16572. const invDet = 1 / det;
  16573. s0 *= invDet;
  16574. s1 *= invDet;
  16575. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  16576. } else {
  16577. // region 1
  16578. s1 = segExtent;
  16579. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  16580. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  16581. }
  16582. } else {
  16583. // region 5
  16584. s1 = - segExtent;
  16585. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  16586. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  16587. }
  16588. } else {
  16589. if ( s1 <= - extDet ) {
  16590. // region 4
  16591. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  16592. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  16593. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  16594. } else if ( s1 <= extDet ) {
  16595. // region 3
  16596. s0 = 0;
  16597. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  16598. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  16599. } else {
  16600. // region 2
  16601. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  16602. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  16603. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  16604. }
  16605. }
  16606. } else {
  16607. // Ray and segment are parallel.
  16608. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  16609. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  16610. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  16611. }
  16612. if ( optionalPointOnRay ) {
  16613. optionalPointOnRay.copy( this.origin ).addScaledVector( this.direction, s0 );
  16614. }
  16615. if ( optionalPointOnSegment ) {
  16616. optionalPointOnSegment.copy( _segCenter ).addScaledVector( _segDir, s1 );
  16617. }
  16618. return sqrDist;
  16619. }
  16620. /**
  16621. * Intersects this ray with the given sphere, returning the intersection
  16622. * point or `null` if there is no intersection.
  16623. *
  16624. * @param {Sphere} sphere - The sphere to intersect.
  16625. * @param {Vector3} target - The target vector that is used to store the method's result.
  16626. * @return {?Vector3} The intersection point.
  16627. */
  16628. intersectSphere( sphere, target ) {
  16629. _vector$7.subVectors( sphere.center, this.origin );
  16630. const tca = _vector$7.dot( this.direction );
  16631. const d2 = _vector$7.dot( _vector$7 ) - tca * tca;
  16632. const radius2 = sphere.radius * sphere.radius;
  16633. if ( d2 > radius2 ) return null;
  16634. const thc = Math.sqrt( radius2 - d2 );
  16635. // t0 = first intersect point - entrance on front of sphere
  16636. const t0 = tca - thc;
  16637. // t1 = second intersect point - exit point on back of sphere
  16638. const t1 = tca + thc;
  16639. // test to see if t1 is behind the ray - if so, return null
  16640. if ( t1 < 0 ) return null;
  16641. // test to see if t0 is behind the ray:
  16642. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  16643. // in order to always return an intersect point that is in front of the ray.
  16644. if ( t0 < 0 ) return this.at( t1, target );
  16645. // else t0 is in front of the ray, so return the first collision point scaled by t0
  16646. return this.at( t0, target );
  16647. }
  16648. /**
  16649. * Returns `true` if this ray intersects with the given sphere.
  16650. *
  16651. * @param {Sphere} sphere - The sphere to intersect.
  16652. * @return {boolean} Whether this ray intersects with the given sphere or not.
  16653. */
  16654. intersectsSphere( sphere ) {
  16655. if ( sphere.radius < 0 ) return false; // handle empty spheres, see #31187
  16656. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  16657. }
  16658. /**
  16659. * Computes the distance from the ray's origin to the given plane. Returns `null` if the ray
  16660. * does not intersect with the plane.
  16661. *
  16662. * @param {Plane} plane - The plane to compute the distance to.
  16663. * @return {?number} Whether this ray intersects with the given sphere or not.
  16664. */
  16665. distanceToPlane( plane ) {
  16666. const denominator = plane.normal.dot( this.direction );
  16667. if ( denominator === 0 ) {
  16668. // line is coplanar, return origin
  16669. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  16670. return 0;
  16671. }
  16672. // Null is preferable to undefined since undefined means.... it is undefined
  16673. return null;
  16674. }
  16675. const t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  16676. // Return if the ray never intersects the plane
  16677. return t >= 0 ? t : null;
  16678. }
  16679. /**
  16680. * Intersects this ray with the given plane, returning the intersection
  16681. * point or `null` if there is no intersection.
  16682. *
  16683. * @param {Plane} plane - The plane to intersect.
  16684. * @param {Vector3} target - The target vector that is used to store the method's result.
  16685. * @return {?Vector3} The intersection point.
  16686. */
  16687. intersectPlane( plane, target ) {
  16688. const t = this.distanceToPlane( plane );
  16689. if ( t === null ) {
  16690. return null;
  16691. }
  16692. return this.at( t, target );
  16693. }
  16694. /**
  16695. * Returns `true` if this ray intersects with the given plane.
  16696. *
  16697. * @param {Plane} plane - The plane to intersect.
  16698. * @return {boolean} Whether this ray intersects with the given plane or not.
  16699. */
  16700. intersectsPlane( plane ) {
  16701. // check if the ray lies on the plane first
  16702. const distToPoint = plane.distanceToPoint( this.origin );
  16703. if ( distToPoint === 0 ) {
  16704. return true;
  16705. }
  16706. const denominator = plane.normal.dot( this.direction );
  16707. if ( denominator * distToPoint < 0 ) {
  16708. return true;
  16709. }
  16710. // ray origin is behind the plane (and is pointing behind it)
  16711. return false;
  16712. }
  16713. /**
  16714. * Intersects this ray with the given bounding box, returning the intersection
  16715. * point or `null` if there is no intersection.
  16716. *
  16717. * @param {Box3} box - The box to intersect.
  16718. * @param {Vector3} target - The target vector that is used to store the method's result.
  16719. * @return {?Vector3} The intersection point.
  16720. */
  16721. intersectBox( box, target ) {
  16722. let tmin, tmax, tymin, tymax, tzmin, tzmax;
  16723. const invdirx = 1 / this.direction.x,
  16724. invdiry = 1 / this.direction.y,
  16725. invdirz = 1 / this.direction.z;
  16726. const origin = this.origin;
  16727. if ( invdirx >= 0 ) {
  16728. tmin = ( box.min.x - origin.x ) * invdirx;
  16729. tmax = ( box.max.x - origin.x ) * invdirx;
  16730. } else {
  16731. tmin = ( box.max.x - origin.x ) * invdirx;
  16732. tmax = ( box.min.x - origin.x ) * invdirx;
  16733. }
  16734. if ( invdiry >= 0 ) {
  16735. tymin = ( box.min.y - origin.y ) * invdiry;
  16736. tymax = ( box.max.y - origin.y ) * invdiry;
  16737. } else {
  16738. tymin = ( box.max.y - origin.y ) * invdiry;
  16739. tymax = ( box.min.y - origin.y ) * invdiry;
  16740. }
  16741. if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
  16742. if ( tymin > tmin || isNaN( tmin ) ) tmin = tymin;
  16743. if ( tymax < tmax || isNaN( tmax ) ) tmax = tymax;
  16744. if ( invdirz >= 0 ) {
  16745. tzmin = ( box.min.z - origin.z ) * invdirz;
  16746. tzmax = ( box.max.z - origin.z ) * invdirz;
  16747. } else {
  16748. tzmin = ( box.max.z - origin.z ) * invdirz;
  16749. tzmax = ( box.min.z - origin.z ) * invdirz;
  16750. }
  16751. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
  16752. if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
  16753. if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
  16754. //return point closest to the ray (positive side)
  16755. if ( tmax < 0 ) return null;
  16756. return this.at( tmin >= 0 ? tmin : tmax, target );
  16757. }
  16758. /**
  16759. * Returns `true` if this ray intersects with the given box.
  16760. *
  16761. * @param {Box3} box - The box to intersect.
  16762. * @return {boolean} Whether this ray intersects with the given box or not.
  16763. */
  16764. intersectsBox( box ) {
  16765. return this.intersectBox( box, _vector$7 ) !== null;
  16766. }
  16767. /**
  16768. * Intersects this ray with the given triangle, returning the intersection
  16769. * point or `null` if there is no intersection.
  16770. *
  16771. * @param {Vector3} a - The first vertex of the triangle.
  16772. * @param {Vector3} b - The second vertex of the triangle.
  16773. * @param {Vector3} c - The third vertex of the triangle.
  16774. * @param {boolean} backfaceCulling - Whether to use backface culling or not.
  16775. * @param {Vector3} target - The target vector that is used to store the method's result.
  16776. * @return {?Vector3} The intersection point.
  16777. */
  16778. intersectTriangle( a, b, c, backfaceCulling, target ) {
  16779. // Compute the offset origin, edges, and normal.
  16780. // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  16781. _edge1.subVectors( b, a );
  16782. _edge2.subVectors( c, a );
  16783. _normal$1.crossVectors( _edge1, _edge2 );
  16784. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  16785. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  16786. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  16787. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  16788. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  16789. let DdN = this.direction.dot( _normal$1 );
  16790. let sign;
  16791. if ( DdN > 0 ) {
  16792. if ( backfaceCulling ) return null;
  16793. sign = 1;
  16794. } else if ( DdN < 0 ) {
  16795. sign = -1;
  16796. DdN = - DdN;
  16797. } else {
  16798. return null;
  16799. }
  16800. _diff.subVectors( this.origin, a );
  16801. const DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  16802. // b1 < 0, no intersection
  16803. if ( DdQxE2 < 0 ) {
  16804. return null;
  16805. }
  16806. const DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  16807. // b2 < 0, no intersection
  16808. if ( DdE1xQ < 0 ) {
  16809. return null;
  16810. }
  16811. // b1+b2 > 1, no intersection
  16812. if ( DdQxE2 + DdE1xQ > DdN ) {
  16813. return null;
  16814. }
  16815. // Line intersects triangle, check if ray does.
  16816. const QdN = - sign * _diff.dot( _normal$1 );
  16817. // t < 0, no intersection
  16818. if ( QdN < 0 ) {
  16819. return null;
  16820. }
  16821. // Ray intersects triangle.
  16822. return this.at( QdN / DdN, target );
  16823. }
  16824. /**
  16825. * Transforms this ray with the given 4x4 transformation matrix.
  16826. *
  16827. * @param {Matrix4} matrix4 - The transformation matrix.
  16828. * @return {Ray} A reference to this ray.
  16829. */
  16830. applyMatrix4( matrix4 ) {
  16831. this.origin.applyMatrix4( matrix4 );
  16832. this.direction.transformDirection( matrix4 );
  16833. return this;
  16834. }
  16835. /**
  16836. * Returns `true` if this ray is equal with the given one.
  16837. *
  16838. * @param {Ray} ray - The ray to test for equality.
  16839. * @return {boolean} Whether this ray is equal with the given one.
  16840. */
  16841. equals( ray ) {
  16842. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  16843. }
  16844. /**
  16845. * Returns a new ray with copied values from this instance.
  16846. *
  16847. * @return {Ray} A clone of this instance.
  16848. */
  16849. clone() {
  16850. return new this.constructor().copy( this );
  16851. }
  16852. }
  16853. /**
  16854. * A material for drawing geometries in a simple shaded (flat or wireframe) way.
  16855. *
  16856. * This material is not affected by lights.
  16857. *
  16858. * @augments Material
  16859. * @demo scenes/material-browser.html#MeshBasicMaterial
  16860. */
  16861. class MeshBasicMaterial extends Material {
  16862. /**
  16863. * Constructs a new mesh basic material.
  16864. *
  16865. * @param {Object} [parameters] - An object with one or more properties
  16866. * defining the material's appearance. Any property of the material
  16867. * (including any property from inherited materials) can be passed
  16868. * in here. Color values can be passed any type of value accepted
  16869. * by {@link Color#set}.
  16870. */
  16871. constructor( parameters ) {
  16872. super();
  16873. /**
  16874. * This flag can be used for type testing.
  16875. *
  16876. * @type {boolean}
  16877. * @readonly
  16878. * @default true
  16879. */
  16880. this.isMeshBasicMaterial = true;
  16881. this.type = 'MeshBasicMaterial';
  16882. /**
  16883. * Color of the material.
  16884. *
  16885. * @type {Color}
  16886. * @default (1,1,1)
  16887. */
  16888. this.color = new Color( 0xffffff ); // diffuse
  16889. /**
  16890. * The color map. May optionally include an alpha channel, typically combined
  16891. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  16892. * color is modulated by the diffuse `color`.
  16893. *
  16894. * @type {?Texture}
  16895. * @default null
  16896. */
  16897. this.map = null;
  16898. /**
  16899. * The light map. Requires a second set of UVs.
  16900. *
  16901. * @type {?Texture}
  16902. * @default null
  16903. */
  16904. this.lightMap = null;
  16905. /**
  16906. * Intensity of the baked light.
  16907. *
  16908. * @type {number}
  16909. * @default 1
  16910. */
  16911. this.lightMapIntensity = 1.0;
  16912. /**
  16913. * The red channel of this texture is used as the ambient occlusion map.
  16914. * Requires a second set of UVs.
  16915. *
  16916. * @type {?Texture}
  16917. * @default null
  16918. */
  16919. this.aoMap = null;
  16920. /**
  16921. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  16922. * disables ambient occlusion. Where intensity is `1` and the AO map's
  16923. * red channel is also `1`, ambient light is fully occluded on a surface.
  16924. *
  16925. * @type {number}
  16926. * @default 1
  16927. */
  16928. this.aoMapIntensity = 1.0;
  16929. /**
  16930. * Specular map used by the material.
  16931. *
  16932. * @type {?Texture}
  16933. * @default null
  16934. */
  16935. this.specularMap = null;
  16936. /**
  16937. * The alpha map is a grayscale texture that controls the opacity across the
  16938. * surface (black: fully transparent; white: fully opaque).
  16939. *
  16940. * Only the color of the texture is used, ignoring the alpha channel if one
  16941. * exists. For RGB and RGBA textures, the renderer will use the green channel
  16942. * when sampling this texture due to the extra bit of precision provided for
  16943. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  16944. * luminance/alpha textures will also still work as expected.
  16945. *
  16946. * @type {?Texture}
  16947. * @default null
  16948. */
  16949. this.alphaMap = null;
  16950. /**
  16951. * The environment map.
  16952. *
  16953. * @type {?Texture}
  16954. * @default null
  16955. */
  16956. this.envMap = null;
  16957. /**
  16958. * The rotation of the environment map in radians.
  16959. *
  16960. * @type {Euler}
  16961. * @default (0,0,0)
  16962. */
  16963. this.envMapRotation = new Euler();
  16964. /**
  16965. * How to combine the result of the surface's color with the environment map, if any.
  16966. *
  16967. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  16968. * blend between the two colors.
  16969. *
  16970. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  16971. * @default MultiplyOperation
  16972. */
  16973. this.combine = MultiplyOperation;
  16974. /**
  16975. * How much the environment map affects the surface.
  16976. * The valid range is between `0` (no reflections) and `1` (full reflections).
  16977. *
  16978. * @type {number}
  16979. * @default 1
  16980. */
  16981. this.reflectivity = 1;
  16982. /**
  16983. * The index of refraction (IOR) of air (approximately 1) divided by the
  16984. * index of refraction of the material. It is used with environment mapping
  16985. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  16986. * The refraction ratio should not exceed `1`.
  16987. *
  16988. * @type {number}
  16989. * @default 0.98
  16990. */
  16991. this.refractionRatio = 0.98;
  16992. /**
  16993. * Renders the geometry as a wireframe.
  16994. *
  16995. * @type {boolean}
  16996. * @default false
  16997. */
  16998. this.wireframe = false;
  16999. /**
  17000. * Controls the thickness of the wireframe.
  17001. *
  17002. * Can only be used with {@link SVGRenderer}.
  17003. *
  17004. * @type {number}
  17005. * @default 1
  17006. */
  17007. this.wireframeLinewidth = 1;
  17008. /**
  17009. * Defines appearance of wireframe ends.
  17010. *
  17011. * Can only be used with {@link SVGRenderer}.
  17012. *
  17013. * @type {('round'|'bevel'|'miter')}
  17014. * @default 'round'
  17015. */
  17016. this.wireframeLinecap = 'round';
  17017. /**
  17018. * Defines appearance of wireframe joints.
  17019. *
  17020. * Can only be used with {@link SVGRenderer}.
  17021. *
  17022. * @type {('round'|'bevel'|'miter')}
  17023. * @default 'round'
  17024. */
  17025. this.wireframeLinejoin = 'round';
  17026. /**
  17027. * Whether the material is affected by fog or not.
  17028. *
  17029. * @type {boolean}
  17030. * @default true
  17031. */
  17032. this.fog = true;
  17033. this.setValues( parameters );
  17034. }
  17035. copy( source ) {
  17036. super.copy( source );
  17037. this.color.copy( source.color );
  17038. this.map = source.map;
  17039. this.lightMap = source.lightMap;
  17040. this.lightMapIntensity = source.lightMapIntensity;
  17041. this.aoMap = source.aoMap;
  17042. this.aoMapIntensity = source.aoMapIntensity;
  17043. this.specularMap = source.specularMap;
  17044. this.alphaMap = source.alphaMap;
  17045. this.envMap = source.envMap;
  17046. this.envMapRotation.copy( source.envMapRotation );
  17047. this.combine = source.combine;
  17048. this.reflectivity = source.reflectivity;
  17049. this.refractionRatio = source.refractionRatio;
  17050. this.wireframe = source.wireframe;
  17051. this.wireframeLinewidth = source.wireframeLinewidth;
  17052. this.wireframeLinecap = source.wireframeLinecap;
  17053. this.wireframeLinejoin = source.wireframeLinejoin;
  17054. this.fog = source.fog;
  17055. return this;
  17056. }
  17057. }
  17058. const _inverseMatrix$3 = /*@__PURE__*/ new Matrix4();
  17059. const _ray$3 = /*@__PURE__*/ new Ray();
  17060. const _sphere$6 = /*@__PURE__*/ new Sphere();
  17061. const _sphereHitAt = /*@__PURE__*/ new Vector3();
  17062. const _vA = /*@__PURE__*/ new Vector3();
  17063. const _vB = /*@__PURE__*/ new Vector3();
  17064. const _vC = /*@__PURE__*/ new Vector3();
  17065. const _tempA = /*@__PURE__*/ new Vector3();
  17066. const _morphA = /*@__PURE__*/ new Vector3();
  17067. const _intersectionPoint = /*@__PURE__*/ new Vector3();
  17068. const _intersectionPointWorld = /*@__PURE__*/ new Vector3();
  17069. /**
  17070. * Class representing triangular polygon mesh based objects.
  17071. *
  17072. * ```js
  17073. * const geometry = new THREE.BoxGeometry( 1, 1, 1 );
  17074. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  17075. * const mesh = new THREE.Mesh( geometry, material );
  17076. * scene.add( mesh );
  17077. * ```
  17078. *
  17079. * @augments Object3D
  17080. */
  17081. class Mesh extends Object3D {
  17082. /**
  17083. * Constructs a new mesh.
  17084. *
  17085. * @param {BufferGeometry} [geometry] - The mesh geometry.
  17086. * @param {Material|Array<Material>} [material] - The mesh material.
  17087. */
  17088. constructor( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) {
  17089. super();
  17090. /**
  17091. * This flag can be used for type testing.
  17092. *
  17093. * @type {boolean}
  17094. * @readonly
  17095. * @default true
  17096. */
  17097. this.isMesh = true;
  17098. this.type = 'Mesh';
  17099. /**
  17100. * The mesh geometry.
  17101. *
  17102. * @type {BufferGeometry}
  17103. */
  17104. this.geometry = geometry;
  17105. /**
  17106. * The mesh material.
  17107. *
  17108. * @type {Material|Array<Material>}
  17109. * @default MeshBasicMaterial
  17110. */
  17111. this.material = material;
  17112. /**
  17113. * A dictionary representing the morph targets in the geometry. The key is the
  17114. * morph targets name, the value its attribute index. This member is `undefined`
  17115. * by default and only set when morph targets are detected in the geometry.
  17116. *
  17117. * @type {Object<string,number>|undefined}
  17118. * @default undefined
  17119. */
  17120. this.morphTargetDictionary = undefined;
  17121. /**
  17122. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  17123. * is applied. This member is `undefined` by default and only set when morph targets are
  17124. * detected in the geometry.
  17125. *
  17126. * @type {Array<number>|undefined}
  17127. * @default undefined
  17128. */
  17129. this.morphTargetInfluences = undefined;
  17130. /**
  17131. * The number of instances of this mesh.
  17132. * Can only be used with {@link WebGPURenderer}.
  17133. *
  17134. * @type {number}
  17135. * @default 1
  17136. */
  17137. this.count = 1;
  17138. this.updateMorphTargets();
  17139. }
  17140. copy( source, recursive ) {
  17141. super.copy( source, recursive );
  17142. if ( source.morphTargetInfluences !== undefined ) {
  17143. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  17144. }
  17145. if ( source.morphTargetDictionary !== undefined ) {
  17146. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  17147. }
  17148. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  17149. this.geometry = source.geometry;
  17150. return this;
  17151. }
  17152. /**
  17153. * Sets the values of {@link Mesh#morphTargetDictionary} and {@link Mesh#morphTargetInfluences}
  17154. * to make sure existing morph targets can influence this 3D object.
  17155. */
  17156. updateMorphTargets() {
  17157. const geometry = this.geometry;
  17158. const morphAttributes = geometry.morphAttributes;
  17159. const keys = Object.keys( morphAttributes );
  17160. if ( keys.length > 0 ) {
  17161. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  17162. if ( morphAttribute !== undefined ) {
  17163. this.morphTargetInfluences = [];
  17164. this.morphTargetDictionary = {};
  17165. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  17166. const name = morphAttribute[ m ].name || String( m );
  17167. this.morphTargetInfluences.push( 0 );
  17168. this.morphTargetDictionary[ name ] = m;
  17169. }
  17170. }
  17171. }
  17172. }
  17173. /**
  17174. * Returns the local-space position of the vertex at the given index, taking into
  17175. * account the current animation state of both morph targets and skinning.
  17176. *
  17177. * @param {number} index - The vertex index.
  17178. * @param {Vector3} target - The target object that is used to store the method's result.
  17179. * @return {Vector3} The vertex position in local space.
  17180. */
  17181. getVertexPosition( index, target ) {
  17182. const geometry = this.geometry;
  17183. const position = geometry.attributes.position;
  17184. const morphPosition = geometry.morphAttributes.position;
  17185. const morphTargetsRelative = geometry.morphTargetsRelative;
  17186. target.fromBufferAttribute( position, index );
  17187. const morphInfluences = this.morphTargetInfluences;
  17188. if ( morphPosition && morphInfluences ) {
  17189. _morphA.set( 0, 0, 0 );
  17190. for ( let i = 0, il = morphPosition.length; i < il; i ++ ) {
  17191. const influence = morphInfluences[ i ];
  17192. const morphAttribute = morphPosition[ i ];
  17193. if ( influence === 0 ) continue;
  17194. _tempA.fromBufferAttribute( morphAttribute, index );
  17195. if ( morphTargetsRelative ) {
  17196. _morphA.addScaledVector( _tempA, influence );
  17197. } else {
  17198. _morphA.addScaledVector( _tempA.sub( target ), influence );
  17199. }
  17200. }
  17201. target.add( _morphA );
  17202. }
  17203. return target;
  17204. }
  17205. /**
  17206. * Computes intersection points between a casted ray and this line.
  17207. *
  17208. * @param {Raycaster} raycaster - The raycaster.
  17209. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  17210. */
  17211. raycast( raycaster, intersects ) {
  17212. const geometry = this.geometry;
  17213. const material = this.material;
  17214. const matrixWorld = this.matrixWorld;
  17215. if ( material === undefined ) return;
  17216. // test with bounding sphere in world space
  17217. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  17218. _sphere$6.copy( geometry.boundingSphere );
  17219. _sphere$6.applyMatrix4( matrixWorld );
  17220. // check distance from ray origin to bounding sphere
  17221. _ray$3.copy( raycaster.ray ).recast( raycaster.near );
  17222. if ( _sphere$6.containsPoint( _ray$3.origin ) === false ) {
  17223. if ( _ray$3.intersectSphere( _sphere$6, _sphereHitAt ) === null ) return;
  17224. if ( _ray$3.origin.distanceToSquared( _sphereHitAt ) > ( raycaster.far - raycaster.near ) ** 2 ) return;
  17225. }
  17226. // convert ray to local space of mesh
  17227. _inverseMatrix$3.copy( matrixWorld ).invert();
  17228. _ray$3.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$3 );
  17229. // test with bounding box in local space
  17230. if ( geometry.boundingBox !== null ) {
  17231. if ( _ray$3.intersectsBox( geometry.boundingBox ) === false ) return;
  17232. }
  17233. // test for intersections with geometry
  17234. this._computeIntersections( raycaster, intersects, _ray$3 );
  17235. }
  17236. _computeIntersections( raycaster, intersects, rayLocalSpace ) {
  17237. let intersection;
  17238. const geometry = this.geometry;
  17239. const material = this.material;
  17240. const index = geometry.index;
  17241. const position = geometry.attributes.position;
  17242. const uv = geometry.attributes.uv;
  17243. const uv1 = geometry.attributes.uv1;
  17244. const normal = geometry.attributes.normal;
  17245. const groups = geometry.groups;
  17246. const drawRange = geometry.drawRange;
  17247. if ( index !== null ) {
  17248. // indexed buffer geometry
  17249. if ( Array.isArray( material ) ) {
  17250. for ( let i = 0, il = groups.length; i < il; i ++ ) {
  17251. const group = groups[ i ];
  17252. const groupMaterial = material[ group.materialIndex ];
  17253. const start = Math.max( group.start, drawRange.start );
  17254. const end = Math.min( index.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
  17255. for ( let j = start, jl = end; j < jl; j += 3 ) {
  17256. const a = index.getX( j );
  17257. const b = index.getX( j + 1 );
  17258. const c = index.getX( j + 2 );
  17259. intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  17260. if ( intersection ) {
  17261. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  17262. intersection.face.materialIndex = group.materialIndex;
  17263. intersects.push( intersection );
  17264. }
  17265. }
  17266. }
  17267. } else {
  17268. const start = Math.max( 0, drawRange.start );
  17269. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  17270. for ( let i = start, il = end; i < il; i += 3 ) {
  17271. const a = index.getX( i );
  17272. const b = index.getX( i + 1 );
  17273. const c = index.getX( i + 2 );
  17274. intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  17275. if ( intersection ) {
  17276. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  17277. intersects.push( intersection );
  17278. }
  17279. }
  17280. }
  17281. } else if ( position !== undefined ) {
  17282. // non-indexed buffer geometry
  17283. if ( Array.isArray( material ) ) {
  17284. for ( let i = 0, il = groups.length; i < il; i ++ ) {
  17285. const group = groups[ i ];
  17286. const groupMaterial = material[ group.materialIndex ];
  17287. const start = Math.max( group.start, drawRange.start );
  17288. const end = Math.min( position.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
  17289. for ( let j = start, jl = end; j < jl; j += 3 ) {
  17290. const a = j;
  17291. const b = j + 1;
  17292. const c = j + 2;
  17293. intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  17294. if ( intersection ) {
  17295. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  17296. intersection.face.materialIndex = group.materialIndex;
  17297. intersects.push( intersection );
  17298. }
  17299. }
  17300. }
  17301. } else {
  17302. const start = Math.max( 0, drawRange.start );
  17303. const end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  17304. for ( let i = start, il = end; i < il; i += 3 ) {
  17305. const a = i;
  17306. const b = i + 1;
  17307. const c = i + 2;
  17308. intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  17309. if ( intersection ) {
  17310. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  17311. intersects.push( intersection );
  17312. }
  17313. }
  17314. }
  17315. }
  17316. }
  17317. }
  17318. function checkIntersection$1( object, material, raycaster, ray, pA, pB, pC, point ) {
  17319. let intersect;
  17320. if ( material.side === BackSide ) {
  17321. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  17322. } else {
  17323. intersect = ray.intersectTriangle( pA, pB, pC, ( material.side === FrontSide ), point );
  17324. }
  17325. if ( intersect === null ) return null;
  17326. _intersectionPointWorld.copy( point );
  17327. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  17328. const distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  17329. if ( distance < raycaster.near || distance > raycaster.far ) return null;
  17330. return {
  17331. distance: distance,
  17332. point: _intersectionPointWorld.clone(),
  17333. object: object
  17334. };
  17335. }
  17336. function checkGeometryIntersection( object, material, raycaster, ray, uv, uv1, normal, a, b, c ) {
  17337. object.getVertexPosition( a, _vA );
  17338. object.getVertexPosition( b, _vB );
  17339. object.getVertexPosition( c, _vC );
  17340. const intersection = checkIntersection$1( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );
  17341. if ( intersection ) {
  17342. const barycoord = new Vector3();
  17343. Triangle.getBarycoord( _intersectionPoint, _vA, _vB, _vC, barycoord );
  17344. if ( uv ) {
  17345. intersection.uv = Triangle.getInterpolatedAttribute( uv, a, b, c, barycoord, new Vector2() );
  17346. }
  17347. if ( uv1 ) {
  17348. intersection.uv1 = Triangle.getInterpolatedAttribute( uv1, a, b, c, barycoord, new Vector2() );
  17349. }
  17350. if ( normal ) {
  17351. intersection.normal = Triangle.getInterpolatedAttribute( normal, a, b, c, barycoord, new Vector3() );
  17352. if ( intersection.normal.dot( ray.direction ) > 0 ) {
  17353. intersection.normal.multiplyScalar( -1 );
  17354. }
  17355. }
  17356. const face = {
  17357. a: a,
  17358. b: b,
  17359. c: c,
  17360. normal: new Vector3(),
  17361. materialIndex: 0
  17362. };
  17363. Triangle.getNormal( _vA, _vB, _vC, face.normal );
  17364. intersection.face = face;
  17365. intersection.barycoord = barycoord;
  17366. }
  17367. return intersection;
  17368. }
  17369. const _basePosition = /*@__PURE__*/ new Vector3();
  17370. const _skinIndex = /*@__PURE__*/ new Vector4();
  17371. const _skinWeight = /*@__PURE__*/ new Vector4();
  17372. const _vector3 = /*@__PURE__*/ new Vector3();
  17373. const _matrix4 = /*@__PURE__*/ new Matrix4();
  17374. const _vertex = /*@__PURE__*/ new Vector3();
  17375. const _sphere$5 = /*@__PURE__*/ new Sphere();
  17376. const _inverseMatrix$2 = /*@__PURE__*/ new Matrix4();
  17377. const _ray$2 = /*@__PURE__*/ new Ray();
  17378. /**
  17379. * A mesh that has a {@link Skeleton} that can then be used to animate the
  17380. * vertices of the geometry with skinning/skeleton animation.
  17381. *
  17382. * Next to a valid skeleton, the skinned mesh requires skin indices and weights
  17383. * as buffer attributes in its geometry. These attribute define which bones affect a single
  17384. * vertex to a certain extend.
  17385. *
  17386. * Typically skinned meshes are not created manually but loaders like {@link GLTFLoader}
  17387. * or {@link FBXLoader } import respective models.
  17388. *
  17389. * @augments Mesh
  17390. * @demo scenes/bones-browser.html
  17391. */
  17392. class SkinnedMesh extends Mesh {
  17393. /**
  17394. * Constructs a new skinned mesh.
  17395. *
  17396. * @param {BufferGeometry} [geometry] - The mesh geometry.
  17397. * @param {Material|Array<Material>} [material] - The mesh material.
  17398. */
  17399. constructor( geometry, material ) {
  17400. super( geometry, material );
  17401. /**
  17402. * This flag can be used for type testing.
  17403. *
  17404. * @type {boolean}
  17405. * @readonly
  17406. * @default true
  17407. */
  17408. this.isSkinnedMesh = true;
  17409. this.type = 'SkinnedMesh';
  17410. /**
  17411. * `AttachedBindMode` means the skinned mesh shares the same world space as the skeleton.
  17412. * This is not true when using `DetachedBindMode` which is useful when sharing a skeleton
  17413. * across multiple skinned meshes.
  17414. *
  17415. * @type {(AttachedBindMode|DetachedBindMode)}
  17416. * @default AttachedBindMode
  17417. */
  17418. this.bindMode = AttachedBindMode;
  17419. /**
  17420. * The base matrix that is used for the bound bone transforms.
  17421. *
  17422. * @type {Matrix4}
  17423. */
  17424. this.bindMatrix = new Matrix4();
  17425. /**
  17426. * The base matrix that is used for resetting the bound bone transforms.
  17427. *
  17428. * @type {Matrix4}
  17429. */
  17430. this.bindMatrixInverse = new Matrix4();
  17431. /**
  17432. * The bounding box of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingBox}.
  17433. *
  17434. * @type {?Box3}
  17435. * @default null
  17436. */
  17437. this.boundingBox = null;
  17438. /**
  17439. * The bounding sphere of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingSphere}.
  17440. *
  17441. * @type {?Sphere}
  17442. * @default null
  17443. */
  17444. this.boundingSphere = null;
  17445. }
  17446. /**
  17447. * Computes the bounding box of the skinned mesh, and updates {@link SkinnedMesh#boundingBox}.
  17448. * The bounding box is not automatically computed by the engine; this method must be called by your app.
  17449. * If the skinned mesh is animated, the bounding box should be recomputed per frame in order to reflect
  17450. * the current animation state.
  17451. */
  17452. computeBoundingBox() {
  17453. const geometry = this.geometry;
  17454. if ( this.boundingBox === null ) {
  17455. this.boundingBox = new Box3();
  17456. }
  17457. this.boundingBox.makeEmpty();
  17458. const positionAttribute = geometry.getAttribute( 'position' );
  17459. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  17460. this.getVertexPosition( i, _vertex );
  17461. this.boundingBox.expandByPoint( _vertex );
  17462. }
  17463. }
  17464. /**
  17465. * Computes the bounding sphere of the skinned mesh, and updates {@link SkinnedMesh#boundingSphere}.
  17466. * The bounding sphere is automatically computed by the engine once when it is needed, e.g., for ray casting
  17467. * and view frustum culling. If the skinned mesh is animated, the bounding sphere should be recomputed
  17468. * per frame in order to reflect the current animation state.
  17469. */
  17470. computeBoundingSphere() {
  17471. const geometry = this.geometry;
  17472. if ( this.boundingSphere === null ) {
  17473. this.boundingSphere = new Sphere();
  17474. }
  17475. this.boundingSphere.makeEmpty();
  17476. const positionAttribute = geometry.getAttribute( 'position' );
  17477. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  17478. this.getVertexPosition( i, _vertex );
  17479. this.boundingSphere.expandByPoint( _vertex );
  17480. }
  17481. }
  17482. copy( source, recursive ) {
  17483. super.copy( source, recursive );
  17484. this.bindMode = source.bindMode;
  17485. this.bindMatrix.copy( source.bindMatrix );
  17486. this.bindMatrixInverse.copy( source.bindMatrixInverse );
  17487. this.skeleton = source.skeleton;
  17488. if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
  17489. if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
  17490. return this;
  17491. }
  17492. raycast( raycaster, intersects ) {
  17493. const material = this.material;
  17494. const matrixWorld = this.matrixWorld;
  17495. if ( material === undefined ) return;
  17496. // test with bounding sphere in world space
  17497. if ( this.boundingSphere === null ) this.computeBoundingSphere();
  17498. _sphere$5.copy( this.boundingSphere );
  17499. _sphere$5.applyMatrix4( matrixWorld );
  17500. if ( raycaster.ray.intersectsSphere( _sphere$5 ) === false ) return;
  17501. // convert ray to local space of skinned mesh
  17502. _inverseMatrix$2.copy( matrixWorld ).invert();
  17503. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  17504. // test with bounding box in local space
  17505. if ( this.boundingBox !== null ) {
  17506. if ( _ray$2.intersectsBox( this.boundingBox ) === false ) return;
  17507. }
  17508. // test for intersections with geometry
  17509. this._computeIntersections( raycaster, intersects, _ray$2 );
  17510. }
  17511. getVertexPosition( index, target ) {
  17512. super.getVertexPosition( index, target );
  17513. this.applyBoneTransform( index, target );
  17514. return target;
  17515. }
  17516. /**
  17517. * Binds the given skeleton to the skinned mesh.
  17518. *
  17519. * @param {Skeleton} skeleton - The skeleton to bind.
  17520. * @param {Matrix4} [bindMatrix] - The bind matrix. If no bind matrix is provided,
  17521. * the skinned mesh's world matrix will be used instead.
  17522. */
  17523. bind( skeleton, bindMatrix ) {
  17524. this.skeleton = skeleton;
  17525. if ( bindMatrix === undefined ) {
  17526. this.updateMatrixWorld( true );
  17527. this.skeleton.calculateInverses();
  17528. bindMatrix = this.matrixWorld;
  17529. }
  17530. this.bindMatrix.copy( bindMatrix );
  17531. this.bindMatrixInverse.copy( bindMatrix ).invert();
  17532. }
  17533. /**
  17534. * This method sets the skinned mesh in the rest pose).
  17535. */
  17536. pose() {
  17537. this.skeleton.pose();
  17538. }
  17539. /**
  17540. * Normalizes the skin weights which are defined as a buffer attribute
  17541. * in the skinned mesh's geometry.
  17542. */
  17543. normalizeSkinWeights() {
  17544. const vector = new Vector4();
  17545. const skinWeight = this.geometry.attributes.skinWeight;
  17546. for ( let i = 0, l = skinWeight.count; i < l; i ++ ) {
  17547. vector.fromBufferAttribute( skinWeight, i );
  17548. const scale = 1.0 / vector.manhattanLength();
  17549. if ( scale !== Infinity ) {
  17550. vector.multiplyScalar( scale );
  17551. } else {
  17552. vector.set( 1, 0, 0, 0 ); // do something reasonable
  17553. }
  17554. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  17555. }
  17556. }
  17557. updateMatrixWorld( force ) {
  17558. super.updateMatrixWorld( force );
  17559. if ( this.bindMode === AttachedBindMode ) {
  17560. this.bindMatrixInverse.copy( this.matrixWorld ).invert();
  17561. } else if ( this.bindMode === DetachedBindMode ) {
  17562. this.bindMatrixInverse.copy( this.bindMatrix ).invert();
  17563. } else {
  17564. warn( 'SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  17565. }
  17566. }
  17567. /**
  17568. * Applies the bone transform associated with the given index to the given
  17569. * vertex position. Returns the updated vector.
  17570. *
  17571. * @param {number} index - The vertex index.
  17572. * @param {Vector3} target - The target object that is used to store the method's result.
  17573. * the skinned mesh's world matrix will be used instead.
  17574. * @return {Vector3} The updated vertex position.
  17575. */
  17576. applyBoneTransform( index, target ) {
  17577. const skeleton = this.skeleton;
  17578. const geometry = this.geometry;
  17579. _skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );
  17580. _skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );
  17581. _basePosition.copy( target ).applyMatrix4( this.bindMatrix );
  17582. target.set( 0, 0, 0 );
  17583. for ( let i = 0; i < 4; i ++ ) {
  17584. const weight = _skinWeight.getComponent( i );
  17585. if ( weight !== 0 ) {
  17586. const boneIndex = _skinIndex.getComponent( i );
  17587. _matrix4.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );
  17588. target.addScaledVector( _vector3.copy( _basePosition ).applyMatrix4( _matrix4 ), weight );
  17589. }
  17590. }
  17591. return target.applyMatrix4( this.bindMatrixInverse );
  17592. }
  17593. }
  17594. /**
  17595. * A bone which is part of a {@link Skeleton}. The skeleton in turn is used by
  17596. * the {@link SkinnedMesh}.
  17597. *
  17598. * ```js
  17599. * const root = new THREE.Bone();
  17600. * const child = new THREE.Bone();
  17601. *
  17602. * root.add( child );
  17603. * child.position.y = 5;
  17604. * ```
  17605. *
  17606. * @augments Object3D
  17607. */
  17608. class Bone extends Object3D {
  17609. /**
  17610. * Constructs a new bone.
  17611. */
  17612. constructor() {
  17613. super();
  17614. /**
  17615. * This flag can be used for type testing.
  17616. *
  17617. * @type {boolean}
  17618. * @readonly
  17619. * @default true
  17620. */
  17621. this.isBone = true;
  17622. this.type = 'Bone';
  17623. }
  17624. }
  17625. /**
  17626. * Creates a texture directly from raw buffer data.
  17627. *
  17628. * The interpretation of the data depends on type and format: If the type is
  17629. * `UnsignedByteType`, a `Uint8Array` will be useful for addressing the
  17630. * texel data. If the format is `RGBAFormat`, data needs four values for
  17631. * one texel; Red, Green, Blue and Alpha (typically the opacity).
  17632. *
  17633. * @augments Texture
  17634. */
  17635. class DataTexture extends Texture {
  17636. /**
  17637. * Constructs a new data texture.
  17638. *
  17639. * @param {?TypedArray} [data=null] - The buffer data.
  17640. * @param {number} [width=1] - The width of the texture.
  17641. * @param {number} [height=1] - The height of the texture.
  17642. * @param {number} [format=RGBAFormat] - The texture format.
  17643. * @param {number} [type=UnsignedByteType] - The texture type.
  17644. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  17645. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  17646. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  17647. * @param {number} [magFilter=NearestFilter] - The mag filter value.
  17648. * @param {number} [minFilter=NearestFilter] - The min filter value.
  17649. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  17650. * @param {string} [colorSpace=NoColorSpace] - The color space.
  17651. */
  17652. constructor( data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, colorSpace ) {
  17653. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  17654. /**
  17655. * This flag can be used for type testing.
  17656. *
  17657. * @type {boolean}
  17658. * @readonly
  17659. * @default true
  17660. */
  17661. this.isDataTexture = true;
  17662. /**
  17663. * The image definition of a data texture.
  17664. *
  17665. * @type {{data:TypedArray,width:number,height:number}}
  17666. */
  17667. this.image = { data: data, width: width, height: height };
  17668. /**
  17669. * Whether to generate mipmaps (if possible) for a texture.
  17670. *
  17671. * Overwritten and set to `false` by default.
  17672. *
  17673. * @type {boolean}
  17674. * @default false
  17675. */
  17676. this.generateMipmaps = false;
  17677. /**
  17678. * If set to `true`, the texture is flipped along the vertical axis when
  17679. * uploaded to the GPU.
  17680. *
  17681. * Overwritten and set to `false` by default.
  17682. *
  17683. * @type {boolean}
  17684. * @default false
  17685. */
  17686. this.flipY = false;
  17687. /**
  17688. * Specifies the alignment requirements for the start of each pixel row in memory.
  17689. *
  17690. * Overwritten and set to `1` by default.
  17691. *
  17692. * @type {boolean}
  17693. * @default 1
  17694. */
  17695. this.unpackAlignment = 1;
  17696. }
  17697. }
  17698. const _offsetMatrix = /*@__PURE__*/ new Matrix4();
  17699. const _identityMatrix = /*@__PURE__*/ new Matrix4();
  17700. /**
  17701. * Class for representing the armatures in `three.js`. The skeleton
  17702. * is defined by a hierarchy of bones.
  17703. *
  17704. * ```js
  17705. * const bones = [];
  17706. *
  17707. * const shoulder = new THREE.Bone();
  17708. * const elbow = new THREE.Bone();
  17709. * const hand = new THREE.Bone();
  17710. *
  17711. * shoulder.add( elbow );
  17712. * elbow.add( hand );
  17713. *
  17714. * bones.push( shoulder , elbow, hand);
  17715. *
  17716. * shoulder.position.y = -5;
  17717. * elbow.position.y = 0;
  17718. * hand.position.y = 5;
  17719. *
  17720. * const armSkeleton = new THREE.Skeleton( bones );
  17721. * ```
  17722. */
  17723. class Skeleton {
  17724. /**
  17725. * Constructs a new skeleton.
  17726. *
  17727. * @param {Array<Bone>} [bones] - An array of bones.
  17728. * @param {Array<Matrix4>} [boneInverses] - An array of bone inverse matrices.
  17729. * If not provided, these matrices will be computed automatically via {@link Skeleton#calculateInverses}.
  17730. */
  17731. constructor( bones = [], boneInverses = [] ) {
  17732. this.uuid = generateUUID();
  17733. /**
  17734. * An array of bones defining the skeleton.
  17735. *
  17736. * @type {Array<Bone>}
  17737. */
  17738. this.bones = bones.slice( 0 );
  17739. /**
  17740. * An array of bone inverse matrices.
  17741. *
  17742. * @type {Array<Matrix4>}
  17743. */
  17744. this.boneInverses = boneInverses;
  17745. /**
  17746. * An array buffer holding the bone data.
  17747. * Input data for {@link Skeleton#boneTexture}.
  17748. *
  17749. * @type {?Float32Array}
  17750. * @default null
  17751. */
  17752. this.boneMatrices = null;
  17753. /**
  17754. * An array buffer holding the bone data of the previous frame.
  17755. * Required for computing velocity. Maintained in {@link SkinningNode}.
  17756. *
  17757. * @type {?Float32Array}
  17758. * @default null
  17759. */
  17760. this.previousBoneMatrices = null;
  17761. /**
  17762. * A texture holding the bone data for use
  17763. * in the vertex shader.
  17764. *
  17765. * @type {?DataTexture}
  17766. * @default null
  17767. */
  17768. this.boneTexture = null;
  17769. this.init();
  17770. }
  17771. /**
  17772. * Initializes the skeleton. This method gets automatically called by the constructor
  17773. * but depending on how the skeleton is created it might be necessary to call this method
  17774. * manually.
  17775. */
  17776. init() {
  17777. const bones = this.bones;
  17778. const boneInverses = this.boneInverses;
  17779. this.boneMatrices = new Float32Array( bones.length * 16 );
  17780. // calculate inverse bone matrices if necessary
  17781. if ( boneInverses.length === 0 ) {
  17782. this.calculateInverses();
  17783. } else {
  17784. // handle special case
  17785. if ( bones.length !== boneInverses.length ) {
  17786. warn( 'Skeleton: Number of inverse bone matrices does not match amount of bones.' );
  17787. this.boneInverses = [];
  17788. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  17789. this.boneInverses.push( new Matrix4() );
  17790. }
  17791. }
  17792. }
  17793. }
  17794. /**
  17795. * Computes the bone inverse matrices. This method resets {@link Skeleton#boneInverses}
  17796. * and fills it with new matrices.
  17797. */
  17798. calculateInverses() {
  17799. this.boneInverses.length = 0;
  17800. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  17801. const inverse = new Matrix4();
  17802. if ( this.bones[ i ] ) {
  17803. inverse.copy( this.bones[ i ].matrixWorld ).invert();
  17804. }
  17805. this.boneInverses.push( inverse );
  17806. }
  17807. }
  17808. /**
  17809. * Resets the skeleton to the base pose.
  17810. */
  17811. pose() {
  17812. // recover the bind-time world matrices
  17813. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  17814. const bone = this.bones[ i ];
  17815. if ( bone ) {
  17816. bone.matrixWorld.copy( this.boneInverses[ i ] ).invert();
  17817. }
  17818. }
  17819. // compute the local matrices, positions, rotations and scales
  17820. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  17821. const bone = this.bones[ i ];
  17822. if ( bone ) {
  17823. if ( bone.parent && bone.parent.isBone ) {
  17824. bone.matrix.copy( bone.parent.matrixWorld ).invert();
  17825. bone.matrix.multiply( bone.matrixWorld );
  17826. } else {
  17827. bone.matrix.copy( bone.matrixWorld );
  17828. }
  17829. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  17830. }
  17831. }
  17832. }
  17833. /**
  17834. * Resets the skeleton to the base pose.
  17835. */
  17836. update() {
  17837. const bones = this.bones;
  17838. const boneInverses = this.boneInverses;
  17839. const boneMatrices = this.boneMatrices;
  17840. const boneTexture = this.boneTexture;
  17841. // flatten bone matrices to array
  17842. for ( let i = 0, il = bones.length; i < il; i ++ ) {
  17843. // compute the offset between the current and the original transform
  17844. const matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  17845. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  17846. _offsetMatrix.toArray( boneMatrices, i * 16 );
  17847. }
  17848. if ( boneTexture !== null ) {
  17849. boneTexture.needsUpdate = true;
  17850. }
  17851. }
  17852. /**
  17853. * Returns a new skeleton with copied values from this instance.
  17854. *
  17855. * @return {Skeleton} A clone of this instance.
  17856. */
  17857. clone() {
  17858. return new Skeleton( this.bones, this.boneInverses );
  17859. }
  17860. /**
  17861. * Computes a data texture for passing bone data to the vertex shader.
  17862. *
  17863. * @return {Skeleton} A reference of this instance.
  17864. */
  17865. computeBoneTexture() {
  17866. // layout (1 matrix = 4 pixels)
  17867. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  17868. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  17869. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  17870. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  17871. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  17872. let size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix
  17873. size = Math.ceil( size / 4 ) * 4;
  17874. size = Math.max( size, 4 );
  17875. const boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  17876. boneMatrices.set( this.boneMatrices ); // copy current values
  17877. const boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  17878. boneTexture.needsUpdate = true;
  17879. this.boneMatrices = boneMatrices;
  17880. this.boneTexture = boneTexture;
  17881. return this;
  17882. }
  17883. /**
  17884. * Searches through the skeleton's bone array and returns the first with a
  17885. * matching name.
  17886. *
  17887. * @param {string} name - The name of the bone.
  17888. * @return {Bone|undefined} The found bone. `undefined` if no bone has been found.
  17889. */
  17890. getBoneByName( name ) {
  17891. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  17892. const bone = this.bones[ i ];
  17893. if ( bone.name === name ) {
  17894. return bone;
  17895. }
  17896. }
  17897. return undefined;
  17898. }
  17899. /**
  17900. * Frees the GPU-related resources allocated by this instance. Call this
  17901. * method whenever this instance is no longer used in your app.
  17902. */
  17903. dispose( ) {
  17904. if ( this.boneTexture !== null ) {
  17905. this.boneTexture.dispose();
  17906. this.boneTexture = null;
  17907. }
  17908. }
  17909. /**
  17910. * Setups the skeleton by the given JSON and bones.
  17911. *
  17912. * @param {Object} json - The skeleton as serialized JSON.
  17913. * @param {Object<string, Bone>} bones - An array of bones.
  17914. * @return {Skeleton} A reference of this instance.
  17915. */
  17916. fromJSON( json, bones ) {
  17917. this.uuid = json.uuid;
  17918. for ( let i = 0, l = json.bones.length; i < l; i ++ ) {
  17919. const uuid = json.bones[ i ];
  17920. let bone = bones[ uuid ];
  17921. if ( bone === undefined ) {
  17922. warn( 'Skeleton: No bone found with UUID:', uuid );
  17923. bone = new Bone();
  17924. }
  17925. this.bones.push( bone );
  17926. this.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) );
  17927. }
  17928. this.init();
  17929. return this;
  17930. }
  17931. /**
  17932. * Serializes the skeleton into JSON.
  17933. *
  17934. * @return {Object} A JSON object representing the serialized skeleton.
  17935. * @see {@link ObjectLoader#parse}
  17936. */
  17937. toJSON() {
  17938. const data = {
  17939. metadata: {
  17940. version: 4.7,
  17941. type: 'Skeleton',
  17942. generator: 'Skeleton.toJSON'
  17943. },
  17944. bones: [],
  17945. boneInverses: []
  17946. };
  17947. data.uuid = this.uuid;
  17948. const bones = this.bones;
  17949. const boneInverses = this.boneInverses;
  17950. for ( let i = 0, l = bones.length; i < l; i ++ ) {
  17951. const bone = bones[ i ];
  17952. data.bones.push( bone.uuid );
  17953. const boneInverse = boneInverses[ i ];
  17954. data.boneInverses.push( boneInverse.toArray() );
  17955. }
  17956. return data;
  17957. }
  17958. }
  17959. /**
  17960. * An instanced version of a buffer attribute.
  17961. *
  17962. * @augments BufferAttribute
  17963. */
  17964. class InstancedBufferAttribute extends BufferAttribute {
  17965. /**
  17966. * Constructs a new instanced buffer attribute.
  17967. *
  17968. * @param {TypedArray} array - The array holding the attribute data.
  17969. * @param {number} itemSize - The item size.
  17970. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  17971. * @param {number} [meshPerAttribute=1] - How often a value of this buffer attribute should be repeated.
  17972. */
  17973. constructor( array, itemSize, normalized, meshPerAttribute = 1 ) {
  17974. super( array, itemSize, normalized );
  17975. /**
  17976. * This flag can be used for type testing.
  17977. *
  17978. * @type {boolean}
  17979. * @readonly
  17980. * @default true
  17981. */
  17982. this.isInstancedBufferAttribute = true;
  17983. /**
  17984. * Defines how often a value of this buffer attribute should be repeated. A
  17985. * value of one means that each value of the instanced attribute is used for
  17986. * a single instance. A value of two means that each value is used for two
  17987. * consecutive instances (and so on).
  17988. *
  17989. * @type {number}
  17990. * @default 1
  17991. */
  17992. this.meshPerAttribute = meshPerAttribute;
  17993. }
  17994. copy( source ) {
  17995. super.copy( source );
  17996. this.meshPerAttribute = source.meshPerAttribute;
  17997. return this;
  17998. }
  17999. toJSON() {
  18000. const data = super.toJSON();
  18001. data.meshPerAttribute = this.meshPerAttribute;
  18002. data.isInstancedBufferAttribute = true;
  18003. return data;
  18004. }
  18005. }
  18006. const _instanceLocalMatrix = /*@__PURE__*/ new Matrix4();
  18007. const _instanceWorldMatrix = /*@__PURE__*/ new Matrix4();
  18008. const _instanceIntersects = [];
  18009. const _box3 = /*@__PURE__*/ new Box3();
  18010. const _identity = /*@__PURE__*/ new Matrix4();
  18011. const _mesh$1 = /*@__PURE__*/ new Mesh();
  18012. const _sphere$4 = /*@__PURE__*/ new Sphere();
  18013. /**
  18014. * A special version of a mesh with instanced rendering support. Use
  18015. * this class if you have to render a large number of objects with the same
  18016. * geometry and material(s) but with different world transformations. The usage
  18017. * of 'InstancedMesh' will help you to reduce the number of draw calls and thus
  18018. * improve the overall rendering performance in your application.
  18019. *
  18020. * @augments Mesh
  18021. */
  18022. class InstancedMesh extends Mesh {
  18023. /**
  18024. * Constructs a new instanced mesh.
  18025. *
  18026. * @param {BufferGeometry} [geometry] - The mesh geometry.
  18027. * @param {Material|Array<Material>} [material] - The mesh material.
  18028. * @param {number} count - The number of instances.
  18029. */
  18030. constructor( geometry, material, count ) {
  18031. super( geometry, material );
  18032. /**
  18033. * This flag can be used for type testing.
  18034. *
  18035. * @type {boolean}
  18036. * @readonly
  18037. * @default true
  18038. */
  18039. this.isInstancedMesh = true;
  18040. /**
  18041. * Represents the local transformation of all instances. You have to set its
  18042. * {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data
  18043. * via {@link InstancedMesh#setMatrixAt}.
  18044. *
  18045. * @type {InstancedBufferAttribute}
  18046. */
  18047. this.instanceMatrix = new InstancedBufferAttribute( new Float32Array( count * 16 ), 16 );
  18048. /**
  18049. * Represents the local transformation of all instances of the previous frame.
  18050. * Required for computing velocity. Maintained in {@link InstanceNode}.
  18051. *
  18052. * @type {?InstancedBufferAttribute}
  18053. * @default null
  18054. */
  18055. this.previousInstanceMatrix = null;
  18056. /**
  18057. * Represents the color of all instances. You have to set its
  18058. * {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data
  18059. * via {@link InstancedMesh#setColorAt}.
  18060. *
  18061. * @type {?InstancedBufferAttribute}
  18062. * @default null
  18063. */
  18064. this.instanceColor = null;
  18065. /**
  18066. * Represents the morph target weights of all instances. You have to set its
  18067. * {@link Texture#needsUpdate} flag to true if you modify instanced data
  18068. * via {@link InstancedMesh#setMorphAt}.
  18069. *
  18070. * @type {?DataTexture}
  18071. * @default null
  18072. */
  18073. this.morphTexture = null;
  18074. /**
  18075. * The number of instances.
  18076. *
  18077. * @type {number}
  18078. */
  18079. this.count = count;
  18080. /**
  18081. * The bounding box of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingBox}.
  18082. *
  18083. * @type {?Box3}
  18084. * @default null
  18085. */
  18086. this.boundingBox = null;
  18087. /**
  18088. * The bounding sphere of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingSphere}.
  18089. *
  18090. * @type {?Sphere}
  18091. * @default null
  18092. */
  18093. this.boundingSphere = null;
  18094. for ( let i = 0; i < count; i ++ ) {
  18095. this.setMatrixAt( i, _identity );
  18096. }
  18097. }
  18098. /**
  18099. * Computes the bounding box of the instanced mesh, and updates {@link InstancedMesh#boundingBox}.
  18100. * The bounding box is not automatically computed by the engine; this method must be called by your app.
  18101. * You may need to recompute the bounding box if an instance is transformed via {@link InstancedMesh#setMatrixAt}.
  18102. */
  18103. computeBoundingBox() {
  18104. const geometry = this.geometry;
  18105. const count = this.count;
  18106. if ( this.boundingBox === null ) {
  18107. this.boundingBox = new Box3();
  18108. }
  18109. if ( geometry.boundingBox === null ) {
  18110. geometry.computeBoundingBox();
  18111. }
  18112. this.boundingBox.makeEmpty();
  18113. for ( let i = 0; i < count; i ++ ) {
  18114. this.getMatrixAt( i, _instanceLocalMatrix );
  18115. _box3.copy( geometry.boundingBox ).applyMatrix4( _instanceLocalMatrix );
  18116. this.boundingBox.union( _box3 );
  18117. }
  18118. }
  18119. /**
  18120. * Computes the bounding sphere of the instanced mesh, and updates {@link InstancedMesh#boundingSphere}
  18121. * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.
  18122. * You may need to recompute the bounding sphere if an instance is transformed via {@link InstancedMesh#setMatrixAt}.
  18123. */
  18124. computeBoundingSphere() {
  18125. const geometry = this.geometry;
  18126. const count = this.count;
  18127. if ( this.boundingSphere === null ) {
  18128. this.boundingSphere = new Sphere();
  18129. }
  18130. if ( geometry.boundingSphere === null ) {
  18131. geometry.computeBoundingSphere();
  18132. }
  18133. this.boundingSphere.makeEmpty();
  18134. for ( let i = 0; i < count; i ++ ) {
  18135. this.getMatrixAt( i, _instanceLocalMatrix );
  18136. _sphere$4.copy( geometry.boundingSphere ).applyMatrix4( _instanceLocalMatrix );
  18137. this.boundingSphere.union( _sphere$4 );
  18138. }
  18139. }
  18140. copy( source, recursive ) {
  18141. super.copy( source, recursive );
  18142. this.instanceMatrix.copy( source.instanceMatrix );
  18143. if ( source.previousInstanceMatrix !== null ) this.previousInstanceMatrix = source.previousInstanceMatrix.clone();
  18144. if ( source.morphTexture !== null ) this.morphTexture = source.morphTexture.clone();
  18145. if ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone();
  18146. this.count = source.count;
  18147. if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
  18148. if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
  18149. return this;
  18150. }
  18151. /**
  18152. * Gets the color of the defined instance.
  18153. *
  18154. * @param {number} index - The instance index.
  18155. * @param {Color} color - The target object that is used to store the method's result.
  18156. */
  18157. getColorAt( index, color ) {
  18158. color.fromArray( this.instanceColor.array, index * 3 );
  18159. }
  18160. /**
  18161. * Gets the local transformation matrix of the defined instance.
  18162. *
  18163. * @param {number} index - The instance index.
  18164. * @param {Matrix4} matrix - The target object that is used to store the method's result.
  18165. */
  18166. getMatrixAt( index, matrix ) {
  18167. matrix.fromArray( this.instanceMatrix.array, index * 16 );
  18168. }
  18169. /**
  18170. * Gets the morph target weights of the defined instance.
  18171. *
  18172. * @param {number} index - The instance index.
  18173. * @param {Mesh} object - The target object that is used to store the method's result.
  18174. */
  18175. getMorphAt( index, object ) {
  18176. const objectInfluences = object.morphTargetInfluences;
  18177. const array = this.morphTexture.source.data.data;
  18178. const len = objectInfluences.length + 1; // All influences + the baseInfluenceSum
  18179. const dataIndex = index * len + 1; // Skip the baseInfluenceSum at the beginning
  18180. for ( let i = 0; i < objectInfluences.length; i ++ ) {
  18181. objectInfluences[ i ] = array[ dataIndex + i ];
  18182. }
  18183. }
  18184. raycast( raycaster, intersects ) {
  18185. const matrixWorld = this.matrixWorld;
  18186. const raycastTimes = this.count;
  18187. _mesh$1.geometry = this.geometry;
  18188. _mesh$1.material = this.material;
  18189. if ( _mesh$1.material === undefined ) return;
  18190. // test with bounding sphere first
  18191. if ( this.boundingSphere === null ) this.computeBoundingSphere();
  18192. _sphere$4.copy( this.boundingSphere );
  18193. _sphere$4.applyMatrix4( matrixWorld );
  18194. if ( raycaster.ray.intersectsSphere( _sphere$4 ) === false ) return;
  18195. // now test each instance
  18196. for ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
  18197. // calculate the world matrix for each instance
  18198. this.getMatrixAt( instanceId, _instanceLocalMatrix );
  18199. _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
  18200. // the mesh represents this single instance
  18201. _mesh$1.matrixWorld = _instanceWorldMatrix;
  18202. _mesh$1.raycast( raycaster, _instanceIntersects );
  18203. // process the result of raycast
  18204. for ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) {
  18205. const intersect = _instanceIntersects[ i ];
  18206. intersect.instanceId = instanceId;
  18207. intersect.object = this;
  18208. intersects.push( intersect );
  18209. }
  18210. _instanceIntersects.length = 0;
  18211. }
  18212. }
  18213. /**
  18214. * Sets the given color to the defined instance. Make sure you set the `needsUpdate` flag of
  18215. * {@link InstancedMesh#instanceColor} to `true` after updating all the colors.
  18216. *
  18217. * @param {number} index - The instance index.
  18218. * @param {Color} color - The instance color.
  18219. */
  18220. setColorAt( index, color ) {
  18221. if ( this.instanceColor === null ) {
  18222. this.instanceColor = new InstancedBufferAttribute( new Float32Array( this.instanceMatrix.count * 3 ).fill( 1 ), 3 );
  18223. }
  18224. color.toArray( this.instanceColor.array, index * 3 );
  18225. }
  18226. /**
  18227. * Sets the given local transformation matrix to the defined instance. Make sure you set the `needsUpdate` flag of
  18228. * {@link InstancedMesh#instanceMatrix} to `true` after updating all the colors.
  18229. *
  18230. * @param {number} index - The instance index.
  18231. * @param {Matrix4} matrix - The local transformation.
  18232. */
  18233. setMatrixAt( index, matrix ) {
  18234. matrix.toArray( this.instanceMatrix.array, index * 16 );
  18235. }
  18236. /**
  18237. * Sets the morph target weights to the defined instance. Make sure you set the `needsUpdate` flag of
  18238. * {@link InstancedMesh#morphTexture} to `true` after updating all the influences.
  18239. *
  18240. * @param {number} index - The instance index.
  18241. * @param {Mesh} object - A mesh which `morphTargetInfluences` property containing the morph target weights
  18242. * of a single instance.
  18243. */
  18244. setMorphAt( index, object ) {
  18245. const objectInfluences = object.morphTargetInfluences;
  18246. const len = objectInfluences.length + 1; // morphBaseInfluence + all influences
  18247. if ( this.morphTexture === null ) {
  18248. this.morphTexture = new DataTexture( new Float32Array( len * this.count ), len, this.count, RedFormat, FloatType );
  18249. }
  18250. const array = this.morphTexture.source.data.data;
  18251. let morphInfluencesSum = 0;
  18252. for ( let i = 0; i < objectInfluences.length; i ++ ) {
  18253. morphInfluencesSum += objectInfluences[ i ];
  18254. }
  18255. const morphBaseInfluence = this.geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  18256. const dataIndex = len * index;
  18257. array[ dataIndex ] = morphBaseInfluence;
  18258. array.set( objectInfluences, dataIndex + 1 );
  18259. }
  18260. updateMorphTargets() {
  18261. }
  18262. /**
  18263. * Frees the GPU-related resources allocated by this instance. Call this
  18264. * method whenever this instance is no longer used in your app.
  18265. */
  18266. dispose() {
  18267. this.dispatchEvent( { type: 'dispose' } );
  18268. if ( this.morphTexture !== null ) {
  18269. this.morphTexture.dispose();
  18270. this.morphTexture = null;
  18271. }
  18272. }
  18273. }
  18274. const _vector1 = /*@__PURE__*/ new Vector3();
  18275. const _vector2 = /*@__PURE__*/ new Vector3();
  18276. const _normalMatrix = /*@__PURE__*/ new Matrix3();
  18277. /**
  18278. * A two dimensional surface that extends infinitely in 3D space, represented
  18279. * in [Hessian normal form](http://mathworld.wolfram.com/HessianNormalForm.html)
  18280. * by a unit length normal vector and a constant.
  18281. */
  18282. class Plane {
  18283. /**
  18284. * Constructs a new plane.
  18285. *
  18286. * @param {Vector3} [normal=(1,0,0)] - A unit length vector defining the normal of the plane.
  18287. * @param {number} [constant=0] - The signed distance from the origin to the plane.
  18288. */
  18289. constructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) {
  18290. /**
  18291. * This flag can be used for type testing.
  18292. *
  18293. * @type {boolean}
  18294. * @readonly
  18295. * @default true
  18296. */
  18297. this.isPlane = true;
  18298. /**
  18299. * A unit length vector defining the normal of the plane.
  18300. *
  18301. * @type {Vector3}
  18302. */
  18303. this.normal = normal;
  18304. /**
  18305. * The signed distance from the origin to the plane.
  18306. *
  18307. * @type {number}
  18308. * @default 0
  18309. */
  18310. this.constant = constant;
  18311. }
  18312. /**
  18313. * Sets the plane components by copying the given values.
  18314. *
  18315. * @param {Vector3} normal - The normal.
  18316. * @param {number} constant - The constant.
  18317. * @return {Plane} A reference to this plane.
  18318. */
  18319. set( normal, constant ) {
  18320. this.normal.copy( normal );
  18321. this.constant = constant;
  18322. return this;
  18323. }
  18324. /**
  18325. * Sets the plane components by defining `x`, `y`, `z` as the
  18326. * plane normal and `w` as the constant.
  18327. *
  18328. * @param {number} x - The value for the normal's x component.
  18329. * @param {number} y - The value for the normal's y component.
  18330. * @param {number} z - The value for the normal's z component.
  18331. * @param {number} w - The constant value.
  18332. * @return {Plane} A reference to this plane.
  18333. */
  18334. setComponents( x, y, z, w ) {
  18335. this.normal.set( x, y, z );
  18336. this.constant = w;
  18337. return this;
  18338. }
  18339. /**
  18340. * Sets the plane from the given normal and coplanar point (that is a point
  18341. * that lies onto the plane).
  18342. *
  18343. * @param {Vector3} normal - The normal.
  18344. * @param {Vector3} point - A coplanar point.
  18345. * @return {Plane} A reference to this plane.
  18346. */
  18347. setFromNormalAndCoplanarPoint( normal, point ) {
  18348. this.normal.copy( normal );
  18349. this.constant = - point.dot( this.normal );
  18350. return this;
  18351. }
  18352. /**
  18353. * Sets the plane from three coplanar points. The winding order is
  18354. * assumed to be counter-clockwise, and determines the direction of
  18355. * the plane normal.
  18356. *
  18357. * @param {Vector3} a - The first coplanar point.
  18358. * @param {Vector3} b - The second coplanar point.
  18359. * @param {Vector3} c - The third coplanar point.
  18360. * @return {Plane} A reference to this plane.
  18361. */
  18362. setFromCoplanarPoints( a, b, c ) {
  18363. const normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  18364. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  18365. this.setFromNormalAndCoplanarPoint( normal, a );
  18366. return this;
  18367. }
  18368. /**
  18369. * Copies the values of the given plane to this instance.
  18370. *
  18371. * @param {Plane} plane - The plane to copy.
  18372. * @return {Plane} A reference to this plane.
  18373. */
  18374. copy( plane ) {
  18375. this.normal.copy( plane.normal );
  18376. this.constant = plane.constant;
  18377. return this;
  18378. }
  18379. /**
  18380. * Normalizes the plane normal and adjusts the constant accordingly.
  18381. *
  18382. * @return {Plane} A reference to this plane.
  18383. */
  18384. normalize() {
  18385. // Note: will lead to a divide by zero if the plane is invalid.
  18386. const inverseNormalLength = 1.0 / this.normal.length();
  18387. this.normal.multiplyScalar( inverseNormalLength );
  18388. this.constant *= inverseNormalLength;
  18389. return this;
  18390. }
  18391. /**
  18392. * Negates both the plane normal and the constant.
  18393. *
  18394. * @return {Plane} A reference to this plane.
  18395. */
  18396. negate() {
  18397. this.constant *= -1;
  18398. this.normal.negate();
  18399. return this;
  18400. }
  18401. /**
  18402. * Returns the signed distance from the given point to this plane.
  18403. *
  18404. * @param {Vector3} point - The point to compute the distance for.
  18405. * @return {number} The signed distance.
  18406. */
  18407. distanceToPoint( point ) {
  18408. return this.normal.dot( point ) + this.constant;
  18409. }
  18410. /**
  18411. * Returns the signed distance from the given sphere to this plane.
  18412. *
  18413. * @param {Sphere} sphere - The sphere to compute the distance for.
  18414. * @return {number} The signed distance.
  18415. */
  18416. distanceToSphere( sphere ) {
  18417. return this.distanceToPoint( sphere.center ) - sphere.radius;
  18418. }
  18419. /**
  18420. * Projects a the given point onto the plane.
  18421. *
  18422. * @param {Vector3} point - The point to project.
  18423. * @param {Vector3} target - The target vector that is used to store the method's result.
  18424. * @return {Vector3} The projected point on the plane.
  18425. */
  18426. projectPoint( point, target ) {
  18427. return target.copy( point ).addScaledVector( this.normal, - this.distanceToPoint( point ) );
  18428. }
  18429. /**
  18430. * Returns the intersection point of the passed line and the plane. Returns
  18431. * `null` if the line does not intersect. Returns the line's starting point if
  18432. * the line is coplanar with the plane.
  18433. *
  18434. * @param {Line3} line - The line to compute the intersection for.
  18435. * @param {Vector3} target - The target vector that is used to store the method's result.
  18436. * @return {?Vector3} The intersection point.
  18437. */
  18438. intersectLine( line, target ) {
  18439. const direction = line.delta( _vector1 );
  18440. const denominator = this.normal.dot( direction );
  18441. if ( denominator === 0 ) {
  18442. // line is coplanar, return origin
  18443. if ( this.distanceToPoint( line.start ) === 0 ) {
  18444. return target.copy( line.start );
  18445. }
  18446. // Unsure if this is the correct method to handle this case.
  18447. return null;
  18448. }
  18449. const t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  18450. if ( t < 0 || t > 1 ) {
  18451. return null;
  18452. }
  18453. return target.copy( line.start ).addScaledVector( direction, t );
  18454. }
  18455. /**
  18456. * Returns `true` if the given line segment intersects with (passes through) the plane.
  18457. *
  18458. * @param {Line3} line - The line to test.
  18459. * @return {boolean} Whether the given line segment intersects with the plane or not.
  18460. */
  18461. intersectsLine( line ) {
  18462. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  18463. const startSign = this.distanceToPoint( line.start );
  18464. const endSign = this.distanceToPoint( line.end );
  18465. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  18466. }
  18467. /**
  18468. * Returns `true` if the given bounding box intersects with the plane.
  18469. *
  18470. * @param {Box3} box - The bounding box to test.
  18471. * @return {boolean} Whether the given bounding box intersects with the plane or not.
  18472. */
  18473. intersectsBox( box ) {
  18474. return box.intersectsPlane( this );
  18475. }
  18476. /**
  18477. * Returns `true` if the given bounding sphere intersects with the plane.
  18478. *
  18479. * @param {Sphere} sphere - The bounding sphere to test.
  18480. * @return {boolean} Whether the given bounding sphere intersects with the plane or not.
  18481. */
  18482. intersectsSphere( sphere ) {
  18483. return sphere.intersectsPlane( this );
  18484. }
  18485. /**
  18486. * Returns a coplanar vector to the plane, by calculating the
  18487. * projection of the normal at the origin onto the plane.
  18488. *
  18489. * @param {Vector3} target - The target vector that is used to store the method's result.
  18490. * @return {Vector3} The coplanar point.
  18491. */
  18492. coplanarPoint( target ) {
  18493. return target.copy( this.normal ).multiplyScalar( - this.constant );
  18494. }
  18495. /**
  18496. * Apply a 4x4 matrix to the plane. The matrix must be an affine, homogeneous transform.
  18497. *
  18498. * The optional normal matrix can be pre-computed like so:
  18499. * ```js
  18500. * const optionalNormalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
  18501. * ```
  18502. *
  18503. * @param {Matrix4} matrix - The transformation matrix.
  18504. * @param {Matrix4} [optionalNormalMatrix] - A pre-computed normal matrix.
  18505. * @return {Plane} A reference to this plane.
  18506. */
  18507. applyMatrix4( matrix, optionalNormalMatrix ) {
  18508. const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  18509. const referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  18510. const normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  18511. this.constant = - referencePoint.dot( normal );
  18512. return this;
  18513. }
  18514. /**
  18515. * Translates the plane by the distance defined by the given offset vector.
  18516. * Note that this only affects the plane constant and will not affect the normal vector.
  18517. *
  18518. * @param {Vector3} offset - The offset vector.
  18519. * @return {Plane} A reference to this plane.
  18520. */
  18521. translate( offset ) {
  18522. this.constant -= offset.dot( this.normal );
  18523. return this;
  18524. }
  18525. /**
  18526. * Returns `true` if this plane is equal with the given one.
  18527. *
  18528. * @param {Plane} plane - The plane to test for equality.
  18529. * @return {boolean} Whether this plane is equal with the given one.
  18530. */
  18531. equals( plane ) {
  18532. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  18533. }
  18534. /**
  18535. * Returns a new plane with copied values from this instance.
  18536. *
  18537. * @return {Plane} A clone of this instance.
  18538. */
  18539. clone() {
  18540. return new this.constructor().copy( this );
  18541. }
  18542. }
  18543. const _sphere$3 = /*@__PURE__*/ new Sphere();
  18544. const _defaultSpriteCenter = /*@__PURE__*/ new Vector2( 0.5, 0.5 );
  18545. const _vector$6 = /*@__PURE__*/ new Vector3();
  18546. /**
  18547. * Frustums are used to determine what is inside the camera's field of view.
  18548. * They help speed up the rendering process - objects which lie outside a camera's
  18549. * frustum can safely be excluded from rendering.
  18550. *
  18551. * This class is mainly intended for use internally by a renderer.
  18552. */
  18553. class Frustum {
  18554. /**
  18555. * Constructs a new frustum.
  18556. *
  18557. * @param {Plane} [p0] - The first plane that encloses the frustum.
  18558. * @param {Plane} [p1] - The second plane that encloses the frustum.
  18559. * @param {Plane} [p2] - The third plane that encloses the frustum.
  18560. * @param {Plane} [p3] - The fourth plane that encloses the frustum.
  18561. * @param {Plane} [p4] - The fifth plane that encloses the frustum.
  18562. * @param {Plane} [p5] - The sixth plane that encloses the frustum.
  18563. */
  18564. constructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) {
  18565. /**
  18566. * This array holds the planes that enclose the frustum.
  18567. *
  18568. * @type {Array<Plane>}
  18569. */
  18570. this.planes = [ p0, p1, p2, p3, p4, p5 ];
  18571. }
  18572. /**
  18573. * Sets the frustum planes by copying the given planes.
  18574. *
  18575. * @param {Plane} [p0] - The first plane that encloses the frustum.
  18576. * @param {Plane} [p1] - The second plane that encloses the frustum.
  18577. * @param {Plane} [p2] - The third plane that encloses the frustum.
  18578. * @param {Plane} [p3] - The fourth plane that encloses the frustum.
  18579. * @param {Plane} [p4] - The fifth plane that encloses the frustum.
  18580. * @param {Plane} [p5] - The sixth plane that encloses the frustum.
  18581. * @return {Frustum} A reference to this frustum.
  18582. */
  18583. set( p0, p1, p2, p3, p4, p5 ) {
  18584. const planes = this.planes;
  18585. planes[ 0 ].copy( p0 );
  18586. planes[ 1 ].copy( p1 );
  18587. planes[ 2 ].copy( p2 );
  18588. planes[ 3 ].copy( p3 );
  18589. planes[ 4 ].copy( p4 );
  18590. planes[ 5 ].copy( p5 );
  18591. return this;
  18592. }
  18593. /**
  18594. * Copies the values of the given frustum to this instance.
  18595. *
  18596. * @param {Frustum} frustum - The frustum to copy.
  18597. * @return {Frustum} A reference to this frustum.
  18598. */
  18599. copy( frustum ) {
  18600. const planes = this.planes;
  18601. for ( let i = 0; i < 6; i ++ ) {
  18602. planes[ i ].copy( frustum.planes[ i ] );
  18603. }
  18604. return this;
  18605. }
  18606. /**
  18607. * Sets the frustum planes from the given projection matrix.
  18608. *
  18609. * @param {Matrix4} m - The projection matrix.
  18610. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} coordinateSystem - The coordinate system.
  18611. * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  18612. * @return {Frustum} A reference to this frustum.
  18613. */
  18614. setFromProjectionMatrix( m, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
  18615. const planes = this.planes;
  18616. const me = m.elements;
  18617. const me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  18618. const me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  18619. const me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  18620. const me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  18621. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  18622. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  18623. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  18624. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  18625. if ( reversedDepth ) {
  18626. planes[ 4 ].setComponents( me2, me6, me10, me14 ).normalize(); // far
  18627. planes[ 5 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); // near
  18628. } else {
  18629. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); // far
  18630. if ( coordinateSystem === WebGLCoordinateSystem ) {
  18631. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize(); // near
  18632. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  18633. planes[ 5 ].setComponents( me2, me6, me10, me14 ).normalize(); // near
  18634. } else {
  18635. throw new Error( 'THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: ' + coordinateSystem );
  18636. }
  18637. }
  18638. return this;
  18639. }
  18640. /**
  18641. * Returns `true` if the 3D object's bounding sphere is intersecting this frustum.
  18642. *
  18643. * Note that the 3D object must have a geometry so that the bounding sphere can be calculated.
  18644. *
  18645. * @param {Object3D} object - The 3D object to test.
  18646. * @return {boolean} Whether the 3D object's bounding sphere is intersecting this frustum or not.
  18647. */
  18648. intersectsObject( object ) {
  18649. if ( object.boundingSphere !== undefined ) {
  18650. if ( object.boundingSphere === null ) object.computeBoundingSphere();
  18651. _sphere$3.copy( object.boundingSphere ).applyMatrix4( object.matrixWorld );
  18652. } else {
  18653. const geometry = object.geometry;
  18654. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  18655. _sphere$3.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  18656. }
  18657. return this.intersectsSphere( _sphere$3 );
  18658. }
  18659. /**
  18660. * Returns `true` if the given sprite is intersecting this frustum.
  18661. *
  18662. * @param {Sprite} sprite - The sprite to test.
  18663. * @return {boolean} Whether the sprite is intersecting this frustum or not.
  18664. */
  18665. intersectsSprite( sprite ) {
  18666. _sphere$3.center.set( 0, 0, 0 );
  18667. const offset = _defaultSpriteCenter.distanceTo( sprite.center );
  18668. _sphere$3.radius = 0.7071067811865476 + offset;
  18669. _sphere$3.applyMatrix4( sprite.matrixWorld );
  18670. return this.intersectsSphere( _sphere$3 );
  18671. }
  18672. /**
  18673. * Returns `true` if the given bounding sphere is intersecting this frustum.
  18674. *
  18675. * @param {Sphere} sphere - The bounding sphere to test.
  18676. * @return {boolean} Whether the bounding sphere is intersecting this frustum or not.
  18677. */
  18678. intersectsSphere( sphere ) {
  18679. const planes = this.planes;
  18680. const center = sphere.center;
  18681. const negRadius = - sphere.radius;
  18682. for ( let i = 0; i < 6; i ++ ) {
  18683. const distance = planes[ i ].distanceToPoint( center );
  18684. if ( distance < negRadius ) {
  18685. return false;
  18686. }
  18687. }
  18688. return true;
  18689. }
  18690. /**
  18691. * Returns `true` if the given bounding box is intersecting this frustum.
  18692. *
  18693. * @param {Box3} box - The bounding box to test.
  18694. * @return {boolean} Whether the bounding box is intersecting this frustum or not.
  18695. */
  18696. intersectsBox( box ) {
  18697. const planes = this.planes;
  18698. for ( let i = 0; i < 6; i ++ ) {
  18699. const plane = planes[ i ];
  18700. // corner at max distance
  18701. _vector$6.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  18702. _vector$6.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  18703. _vector$6.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  18704. if ( plane.distanceToPoint( _vector$6 ) < 0 ) {
  18705. return false;
  18706. }
  18707. }
  18708. return true;
  18709. }
  18710. /**
  18711. * Returns `true` if the given point lies within the frustum.
  18712. *
  18713. * @param {Vector3} point - The point to test.
  18714. * @return {boolean} Whether the point lies within this frustum or not.
  18715. */
  18716. containsPoint( point ) {
  18717. const planes = this.planes;
  18718. for ( let i = 0; i < 6; i ++ ) {
  18719. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  18720. return false;
  18721. }
  18722. }
  18723. return true;
  18724. }
  18725. /**
  18726. * Returns a new frustum with copied values from this instance.
  18727. *
  18728. * @return {Frustum} A clone of this instance.
  18729. */
  18730. clone() {
  18731. return new this.constructor().copy( this );
  18732. }
  18733. }
  18734. const _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4();
  18735. const _frustum$1 = /*@__PURE__*/ new Frustum();
  18736. /**
  18737. * FrustumArray is used to determine if an object is visible in at least one camera
  18738. * from an array of cameras. This is particularly useful for multi-view renderers.
  18739. */
  18740. class FrustumArray {
  18741. /**
  18742. * Constructs a new frustum array.
  18743. *
  18744. */
  18745. constructor() {
  18746. /**
  18747. * The coordinate system to use.
  18748. *
  18749. * @type {WebGLCoordinateSystem|WebGPUCoordinateSystem}
  18750. * @default WebGLCoordinateSystem
  18751. */
  18752. this.coordinateSystem = WebGLCoordinateSystem;
  18753. }
  18754. /**
  18755. * Returns `true` if the 3D object's bounding sphere is intersecting any frustum
  18756. * from the camera array.
  18757. *
  18758. * @param {Object3D} object - The 3D object to test.
  18759. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  18760. * @return {boolean} Whether the 3D object is visible in any camera.
  18761. */
  18762. intersectsObject( object, cameraArray ) {
  18763. if ( ! cameraArray.isArrayCamera || cameraArray.cameras.length === 0 ) {
  18764. return false;
  18765. }
  18766. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  18767. const camera = cameraArray.cameras[ i ];
  18768. _projScreenMatrix$1.multiplyMatrices(
  18769. camera.projectionMatrix,
  18770. camera.matrixWorldInverse
  18771. );
  18772. _frustum$1.setFromProjectionMatrix(
  18773. _projScreenMatrix$1,
  18774. camera.coordinateSystem,
  18775. camera.reversedDepth
  18776. );
  18777. if ( _frustum$1.intersectsObject( object ) ) {
  18778. return true; // Object is visible in at least one camera
  18779. }
  18780. }
  18781. return false; // Not visible in any camera
  18782. }
  18783. /**
  18784. * Returns `true` if the given sprite is intersecting any frustum
  18785. * from the camera array.
  18786. *
  18787. * @param {Sprite} sprite - The sprite to test.
  18788. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  18789. * @return {boolean} Whether the sprite is visible in any camera.
  18790. */
  18791. intersectsSprite( sprite, cameraArray ) {
  18792. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  18793. return false;
  18794. }
  18795. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  18796. const camera = cameraArray.cameras[ i ];
  18797. _projScreenMatrix$1.multiplyMatrices(
  18798. camera.projectionMatrix,
  18799. camera.matrixWorldInverse
  18800. );
  18801. _frustum$1.setFromProjectionMatrix(
  18802. _projScreenMatrix$1,
  18803. camera.coordinateSystem,
  18804. camera.reversedDepth
  18805. );
  18806. if ( _frustum$1.intersectsSprite( sprite ) ) {
  18807. return true; // Sprite is visible in at least one camera
  18808. }
  18809. }
  18810. return false; // Not visible in any camera
  18811. }
  18812. /**
  18813. * Returns `true` if the given bounding sphere is intersecting any frustum
  18814. * from the camera array.
  18815. *
  18816. * @param {Sphere} sphere - The bounding sphere to test.
  18817. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  18818. * @return {boolean} Whether the sphere is visible in any camera.
  18819. */
  18820. intersectsSphere( sphere, cameraArray ) {
  18821. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  18822. return false;
  18823. }
  18824. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  18825. const camera = cameraArray.cameras[ i ];
  18826. _projScreenMatrix$1.multiplyMatrices(
  18827. camera.projectionMatrix,
  18828. camera.matrixWorldInverse
  18829. );
  18830. _frustum$1.setFromProjectionMatrix(
  18831. _projScreenMatrix$1,
  18832. camera.coordinateSystem,
  18833. camera.reversedDepth
  18834. );
  18835. if ( _frustum$1.intersectsSphere( sphere ) ) {
  18836. return true; // Sphere is visible in at least one camera
  18837. }
  18838. }
  18839. return false; // Not visible in any camera
  18840. }
  18841. /**
  18842. * Returns `true` if the given bounding box is intersecting any frustum
  18843. * from the camera array.
  18844. *
  18845. * @param {Box3} box - The bounding box to test.
  18846. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  18847. * @return {boolean} Whether the box is visible in any camera.
  18848. */
  18849. intersectsBox( box, cameraArray ) {
  18850. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  18851. return false;
  18852. }
  18853. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  18854. const camera = cameraArray.cameras[ i ];
  18855. _projScreenMatrix$1.multiplyMatrices(
  18856. camera.projectionMatrix,
  18857. camera.matrixWorldInverse
  18858. );
  18859. _frustum$1.setFromProjectionMatrix(
  18860. _projScreenMatrix$1,
  18861. camera.coordinateSystem,
  18862. camera.reversedDepth
  18863. );
  18864. if ( _frustum$1.intersectsBox( box ) ) {
  18865. return true; // Box is visible in at least one camera
  18866. }
  18867. }
  18868. return false; // Not visible in any camera
  18869. }
  18870. /**
  18871. * Returns `true` if the given point lies within any frustum
  18872. * from the camera array.
  18873. *
  18874. * @param {Vector3} point - The point to test.
  18875. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  18876. * @return {boolean} Whether the point is visible in any camera.
  18877. */
  18878. containsPoint( point, cameraArray ) {
  18879. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  18880. return false;
  18881. }
  18882. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  18883. const camera = cameraArray.cameras[ i ];
  18884. _projScreenMatrix$1.multiplyMatrices(
  18885. camera.projectionMatrix,
  18886. camera.matrixWorldInverse
  18887. );
  18888. _frustum$1.setFromProjectionMatrix(
  18889. _projScreenMatrix$1,
  18890. camera.coordinateSystem,
  18891. camera.reversedDepth
  18892. );
  18893. if ( _frustum$1.containsPoint( point ) ) {
  18894. return true; // Point is visible in at least one camera
  18895. }
  18896. }
  18897. return false; // Not visible in any camera
  18898. }
  18899. /**
  18900. * Returns a new frustum array with copied values from this instance.
  18901. *
  18902. * @return {FrustumArray} A clone of this instance.
  18903. */
  18904. clone() {
  18905. return new FrustumArray();
  18906. }
  18907. }
  18908. function ascIdSort( a, b ) {
  18909. return a - b;
  18910. }
  18911. function sortOpaque( a, b ) {
  18912. return a.z - b.z;
  18913. }
  18914. function sortTransparent( a, b ) {
  18915. return b.z - a.z;
  18916. }
  18917. class MultiDrawRenderList {
  18918. constructor() {
  18919. this.index = 0;
  18920. this.pool = [];
  18921. this.list = [];
  18922. }
  18923. push( start, count, z, index ) {
  18924. const pool = this.pool;
  18925. const list = this.list;
  18926. if ( this.index >= pool.length ) {
  18927. pool.push( {
  18928. start: -1,
  18929. count: -1,
  18930. z: -1,
  18931. index: -1,
  18932. } );
  18933. }
  18934. const item = pool[ this.index ];
  18935. list.push( item );
  18936. this.index ++;
  18937. item.start = start;
  18938. item.count = count;
  18939. item.z = z;
  18940. item.index = index;
  18941. }
  18942. reset() {
  18943. this.list.length = 0;
  18944. this.index = 0;
  18945. }
  18946. }
  18947. const _matrix$1 = /*@__PURE__*/ new Matrix4();
  18948. const _whiteColor = /*@__PURE__*/ new Color( 1, 1, 1 );
  18949. const _frustum = /*@__PURE__*/ new Frustum();
  18950. const _frustumArray = /*@__PURE__*/ new FrustumArray();
  18951. const _box$1 = /*@__PURE__*/ new Box3();
  18952. const _sphere$2 = /*@__PURE__*/ new Sphere();
  18953. const _vector$5 = /*@__PURE__*/ new Vector3();
  18954. const _forward$1 = /*@__PURE__*/ new Vector3();
  18955. const _temp = /*@__PURE__*/ new Vector3();
  18956. const _renderList = /*@__PURE__*/ new MultiDrawRenderList();
  18957. const _mesh = /*@__PURE__*/ new Mesh();
  18958. const _batchIntersects = [];
  18959. // copies data from attribute "src" into "target" starting at "targetOffset"
  18960. function copyAttributeData( src, target, targetOffset = 0 ) {
  18961. const itemSize = target.itemSize;
  18962. if ( src.isInterleavedBufferAttribute || src.array.constructor !== target.array.constructor ) {
  18963. // use the component getters and setters if the array data cannot
  18964. // be copied directly
  18965. const vertexCount = src.count;
  18966. for ( let i = 0; i < vertexCount; i ++ ) {
  18967. for ( let c = 0; c < itemSize; c ++ ) {
  18968. target.setComponent( i + targetOffset, c, src.getComponent( i, c ) );
  18969. }
  18970. }
  18971. } else {
  18972. // faster copy approach using typed array set function
  18973. target.array.set( src.array, targetOffset * itemSize );
  18974. }
  18975. target.needsUpdate = true;
  18976. }
  18977. // safely copies array contents to a potentially smaller array
  18978. function copyArrayContents( src, target ) {
  18979. if ( src.constructor !== target.constructor ) {
  18980. // if arrays are of a different type (eg due to index size increasing) then data must be per-element copied
  18981. const len = Math.min( src.length, target.length );
  18982. for ( let i = 0; i < len; i ++ ) {
  18983. target[ i ] = src[ i ];
  18984. }
  18985. } else {
  18986. // if the arrays use the same data layout we can use a fast block copy
  18987. const len = Math.min( src.length, target.length );
  18988. target.set( new src.constructor( src.buffer, 0, len ) );
  18989. }
  18990. }
  18991. /**
  18992. * A special version of a mesh with multi draw batch rendering support. Use
  18993. * this class if you have to render a large number of objects with the same
  18994. * material but with different geometries or world transformations. The usage of
  18995. * `BatchedMesh` will help you to reduce the number of draw calls and thus improve the overall
  18996. * rendering performance in your application.
  18997. *
  18998. * ```js
  18999. * const box = new THREE.BoxGeometry( 1, 1, 1 );
  19000. * const sphere = new THREE.SphereGeometry( 1, 12, 12 );
  19001. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  19002. *
  19003. * // initialize and add geometries into the batched mesh
  19004. * const batchedMesh = new BatchedMesh( 10, 5000, 10000, material );
  19005. * const boxGeometryId = batchedMesh.addGeometry( box );
  19006. * const sphereGeometryId = batchedMesh.addGeometry( sphere );
  19007. *
  19008. * // create instances of those geometries
  19009. * const boxInstancedId1 = batchedMesh.addInstance( boxGeometryId );
  19010. * const boxInstancedId2 = batchedMesh.addInstance( boxGeometryId );
  19011. *
  19012. * const sphereInstancedId1 = batchedMesh.addInstance( sphereGeometryId );
  19013. * const sphereInstancedId2 = batchedMesh.addInstance( sphereGeometryId );
  19014. *
  19015. * // position the geometries
  19016. * batchedMesh.setMatrixAt( boxInstancedId1, boxMatrix1 );
  19017. * batchedMesh.setMatrixAt( boxInstancedId2, boxMatrix2 );
  19018. *
  19019. * batchedMesh.setMatrixAt( sphereInstancedId1, sphereMatrix1 );
  19020. * batchedMesh.setMatrixAt( sphereInstancedId2, sphereMatrix2 );
  19021. *
  19022. * scene.add( batchedMesh );
  19023. * ```
  19024. *
  19025. * @augments Mesh
  19026. */
  19027. class BatchedMesh extends Mesh {
  19028. /**
  19029. * Constructs a new batched mesh.
  19030. *
  19031. * @param {number} maxInstanceCount - The maximum number of individual instances planned to be added and rendered.
  19032. * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries.
  19033. * @param {number} [maxIndexCount=maxVertexCount*2] - The maximum number of indices to be used by all unique geometries
  19034. * @param {Material|Array<Material>} [material] - The mesh material.
  19035. */
  19036. constructor( maxInstanceCount, maxVertexCount, maxIndexCount = maxVertexCount * 2, material ) {
  19037. super( new BufferGeometry(), material );
  19038. /**
  19039. * This flag can be used for type testing.
  19040. *
  19041. * @type {boolean}
  19042. * @readonly
  19043. * @default true
  19044. */
  19045. this.isBatchedMesh = true;
  19046. /**
  19047. * When set ot `true`, the individual objects of a batch are frustum culled.
  19048. *
  19049. * @type {boolean}
  19050. * @default true
  19051. */
  19052. this.perObjectFrustumCulled = true;
  19053. /**
  19054. * When set to `true`, the individual objects of a batch are sorted to improve overdraw-related artifacts.
  19055. * If the material is marked as "transparent" objects are rendered back to front and if not then they are
  19056. * rendered front to back.
  19057. *
  19058. * @type {boolean}
  19059. * @default true
  19060. */
  19061. this.sortObjects = true;
  19062. /**
  19063. * The bounding box of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingBox}.
  19064. *
  19065. * @type {?Box3}
  19066. * @default null
  19067. */
  19068. this.boundingBox = null;
  19069. /**
  19070. * The bounding sphere of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingSphere}.
  19071. *
  19072. * @type {?Sphere}
  19073. * @default null
  19074. */
  19075. this.boundingSphere = null;
  19076. /**
  19077. * Takes a sort a function that is run before render. The function takes a list of instances to
  19078. * sort and a camera. The objects in the list include a "z" field to perform a depth-ordered
  19079. * sort with.
  19080. *
  19081. * @type {?Function}
  19082. * @default null
  19083. */
  19084. this.customSort = null;
  19085. // stores visible, active, and geometry id per instance and reserved buffer ranges for geometries
  19086. this._instanceInfo = [];
  19087. this._geometryInfo = [];
  19088. // instance, geometry ids that have been set as inactive, and are available to be overwritten
  19089. this._availableInstanceIds = [];
  19090. this._availableGeometryIds = [];
  19091. // used to track where the next point is that geometry should be inserted
  19092. this._nextIndexStart = 0;
  19093. this._nextVertexStart = 0;
  19094. this._geometryCount = 0;
  19095. // flags
  19096. this._visibilityChanged = true;
  19097. this._geometryInitialized = false;
  19098. // cached user options
  19099. this._maxInstanceCount = maxInstanceCount;
  19100. this._maxVertexCount = maxVertexCount;
  19101. this._maxIndexCount = maxIndexCount;
  19102. // buffers for multi draw
  19103. this._multiDrawCounts = new Int32Array( maxInstanceCount );
  19104. this._multiDrawStarts = new Int32Array( maxInstanceCount );
  19105. this._multiDrawCount = 0;
  19106. this._multiDrawInstances = null;
  19107. // Local matrix per geometry by using data texture
  19108. this._matricesTexture = null;
  19109. this._indirectTexture = null;
  19110. this._colorsTexture = null;
  19111. this._initMatricesTexture();
  19112. this._initIndirectTexture();
  19113. }
  19114. /**
  19115. * The maximum number of individual instances that can be stored in the batch.
  19116. *
  19117. * @type {number}
  19118. * @readonly
  19119. */
  19120. get maxInstanceCount() {
  19121. return this._maxInstanceCount;
  19122. }
  19123. /**
  19124. * The instance count.
  19125. *
  19126. * @type {number}
  19127. * @readonly
  19128. */
  19129. get instanceCount() {
  19130. return this._instanceInfo.length - this._availableInstanceIds.length;
  19131. }
  19132. /**
  19133. * The number of unused vertices.
  19134. *
  19135. * @type {number}
  19136. * @readonly
  19137. */
  19138. get unusedVertexCount() {
  19139. return this._maxVertexCount - this._nextVertexStart;
  19140. }
  19141. /**
  19142. * The number of unused indices.
  19143. *
  19144. * @type {number}
  19145. * @readonly
  19146. */
  19147. get unusedIndexCount() {
  19148. return this._maxIndexCount - this._nextIndexStart;
  19149. }
  19150. _initMatricesTexture() {
  19151. // layout (1 matrix = 4 pixels)
  19152. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  19153. // with 8x8 pixel texture max 16 matrices * 4 pixels = (8 * 8)
  19154. // 16x16 pixel texture max 64 matrices * 4 pixels = (16 * 16)
  19155. // 32x32 pixel texture max 256 matrices * 4 pixels = (32 * 32)
  19156. // 64x64 pixel texture max 1024 matrices * 4 pixels = (64 * 64)
  19157. let size = Math.sqrt( this._maxInstanceCount * 4 ); // 4 pixels needed for 1 matrix
  19158. size = Math.ceil( size / 4 ) * 4;
  19159. size = Math.max( size, 4 );
  19160. const matricesArray = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  19161. const matricesTexture = new DataTexture( matricesArray, size, size, RGBAFormat, FloatType );
  19162. this._matricesTexture = matricesTexture;
  19163. }
  19164. _initIndirectTexture() {
  19165. let size = Math.sqrt( this._maxInstanceCount );
  19166. size = Math.ceil( size );
  19167. const indirectArray = new Uint32Array( size * size );
  19168. const indirectTexture = new DataTexture( indirectArray, size, size, RedIntegerFormat, UnsignedIntType );
  19169. this._indirectTexture = indirectTexture;
  19170. }
  19171. _initColorsTexture() {
  19172. let size = Math.sqrt( this._maxInstanceCount );
  19173. size = Math.ceil( size );
  19174. // 4 floats per RGBA pixel initialized to white
  19175. const colorsArray = new Float32Array( size * size * 4 ).fill( 1 );
  19176. const colorsTexture = new DataTexture( colorsArray, size, size, RGBAFormat, FloatType );
  19177. colorsTexture.colorSpace = ColorManagement.workingColorSpace;
  19178. this._colorsTexture = colorsTexture;
  19179. }
  19180. _initializeGeometry( reference ) {
  19181. const geometry = this.geometry;
  19182. const maxVertexCount = this._maxVertexCount;
  19183. const maxIndexCount = this._maxIndexCount;
  19184. if ( this._geometryInitialized === false ) {
  19185. for ( const attributeName in reference.attributes ) {
  19186. const srcAttribute = reference.getAttribute( attributeName );
  19187. const { array, itemSize, normalized } = srcAttribute;
  19188. const dstArray = new array.constructor( maxVertexCount * itemSize );
  19189. const dstAttribute = new BufferAttribute( dstArray, itemSize, normalized );
  19190. geometry.setAttribute( attributeName, dstAttribute );
  19191. }
  19192. if ( reference.getIndex() !== null ) {
  19193. // Reserve last u16 index for primitive restart.
  19194. const indexArray = maxVertexCount > 65535
  19195. ? new Uint32Array( maxIndexCount )
  19196. : new Uint16Array( maxIndexCount );
  19197. geometry.setIndex( new BufferAttribute( indexArray, 1 ) );
  19198. }
  19199. this._geometryInitialized = true;
  19200. }
  19201. }
  19202. // Make sure the geometry is compatible with the existing combined geometry attributes
  19203. _validateGeometry( geometry ) {
  19204. // check to ensure the geometries are using consistent attributes and indices
  19205. const batchGeometry = this.geometry;
  19206. if ( Boolean( geometry.getIndex() ) !== Boolean( batchGeometry.getIndex() ) ) {
  19207. throw new Error( 'THREE.BatchedMesh: All geometries must consistently have "index".' );
  19208. }
  19209. for ( const attributeName in batchGeometry.attributes ) {
  19210. if ( ! geometry.hasAttribute( attributeName ) ) {
  19211. throw new Error( `THREE.BatchedMesh: Added geometry missing "${ attributeName }". All geometries must have consistent attributes.` );
  19212. }
  19213. const srcAttribute = geometry.getAttribute( attributeName );
  19214. const dstAttribute = batchGeometry.getAttribute( attributeName );
  19215. if ( srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized ) {
  19216. throw new Error( 'THREE.BatchedMesh: All attributes must have a consistent itemSize and normalized value.' );
  19217. }
  19218. }
  19219. }
  19220. /**
  19221. * Validates the instance defined by the given ID.
  19222. *
  19223. * @param {number} instanceId - The instance to validate.
  19224. */
  19225. validateInstanceId( instanceId ) {
  19226. const instanceInfo = this._instanceInfo;
  19227. if ( instanceId < 0 || instanceId >= instanceInfo.length || instanceInfo[ instanceId ].active === false ) {
  19228. throw new Error( `THREE.BatchedMesh: Invalid instanceId ${instanceId}. Instance is either out of range or has been deleted.` );
  19229. }
  19230. }
  19231. /**
  19232. * Validates the geometry defined by the given ID.
  19233. *
  19234. * @param {number} geometryId - The geometry to validate.
  19235. */
  19236. validateGeometryId( geometryId ) {
  19237. const geometryInfoList = this._geometryInfo;
  19238. if ( geometryId < 0 || geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) {
  19239. throw new Error( `THREE.BatchedMesh: Invalid geometryId ${geometryId}. Geometry is either out of range or has been deleted.` );
  19240. }
  19241. }
  19242. /**
  19243. * Takes a sort a function that is run before render. The function takes a list of instances to
  19244. * sort and a camera. The objects in the list include a "z" field to perform a depth-ordered sort with.
  19245. *
  19246. * @param {Function} func - The custom sort function.
  19247. * @return {BatchedMesh} A reference to this batched mesh.
  19248. */
  19249. setCustomSort( func ) {
  19250. this.customSort = func;
  19251. return this;
  19252. }
  19253. /**
  19254. * Computes the bounding box, updating {@link BatchedMesh#boundingBox}.
  19255. * Bounding boxes aren't computed by default. They need to be explicitly computed,
  19256. * otherwise they are `null`.
  19257. */
  19258. computeBoundingBox() {
  19259. if ( this.boundingBox === null ) {
  19260. this.boundingBox = new Box3();
  19261. }
  19262. const boundingBox = this.boundingBox;
  19263. const instanceInfo = this._instanceInfo;
  19264. boundingBox.makeEmpty();
  19265. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  19266. if ( instanceInfo[ i ].active === false ) continue;
  19267. const geometryId = instanceInfo[ i ].geometryIndex;
  19268. this.getMatrixAt( i, _matrix$1 );
  19269. this.getBoundingBoxAt( geometryId, _box$1 ).applyMatrix4( _matrix$1 );
  19270. boundingBox.union( _box$1 );
  19271. }
  19272. }
  19273. /**
  19274. * Computes the bounding sphere, updating {@link BatchedMesh#boundingSphere}.
  19275. * Bounding spheres aren't computed by default. They need to be explicitly computed,
  19276. * otherwise they are `null`.
  19277. */
  19278. computeBoundingSphere() {
  19279. if ( this.boundingSphere === null ) {
  19280. this.boundingSphere = new Sphere();
  19281. }
  19282. const boundingSphere = this.boundingSphere;
  19283. const instanceInfo = this._instanceInfo;
  19284. boundingSphere.makeEmpty();
  19285. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  19286. if ( instanceInfo[ i ].active === false ) continue;
  19287. const geometryId = instanceInfo[ i ].geometryIndex;
  19288. this.getMatrixAt( i, _matrix$1 );
  19289. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  19290. boundingSphere.union( _sphere$2 );
  19291. }
  19292. }
  19293. /**
  19294. * Adds a new instance to the batch using the geometry of the given ID and returns
  19295. * a new id referring to the new instance to be used by other functions.
  19296. *
  19297. * @param {number} geometryId - The ID of a previously added geometry via {@link BatchedMesh#addGeometry}.
  19298. * @return {number} The instance ID.
  19299. */
  19300. addInstance( geometryId ) {
  19301. const atCapacity = this._instanceInfo.length >= this.maxInstanceCount;
  19302. // ensure we're not over geometry
  19303. if ( atCapacity && this._availableInstanceIds.length === 0 ) {
  19304. throw new Error( 'THREE.BatchedMesh: Maximum item count reached.' );
  19305. }
  19306. const instanceInfo = {
  19307. visible: true,
  19308. active: true,
  19309. geometryIndex: geometryId,
  19310. };
  19311. let drawId = null;
  19312. // Prioritize using previously freed instance ids
  19313. if ( this._availableInstanceIds.length > 0 ) {
  19314. this._availableInstanceIds.sort( ascIdSort );
  19315. drawId = this._availableInstanceIds.shift();
  19316. this._instanceInfo[ drawId ] = instanceInfo;
  19317. } else {
  19318. drawId = this._instanceInfo.length;
  19319. this._instanceInfo.push( instanceInfo );
  19320. }
  19321. const matricesTexture = this._matricesTexture;
  19322. _matrix$1.identity().toArray( matricesTexture.image.data, drawId * 16 );
  19323. matricesTexture.needsUpdate = true;
  19324. const colorsTexture = this._colorsTexture;
  19325. if ( colorsTexture ) {
  19326. _whiteColor.toArray( colorsTexture.image.data, drawId * 4 );
  19327. colorsTexture.needsUpdate = true;
  19328. }
  19329. this._visibilityChanged = true;
  19330. return drawId;
  19331. }
  19332. /**
  19333. * Adds the given geometry to the batch and returns the associated
  19334. * geometry id referring to it to be used in other functions.
  19335. *
  19336. * @param {BufferGeometry} geometry - The geometry to add.
  19337. * @param {number} [reservedVertexCount=-1] - Optional parameter specifying the amount of
  19338. * vertex buffer space to reserve for the added geometry. This is necessary if it is planned
  19339. * to set a new geometry at this index at a later time that is larger than the original geometry.
  19340. * Defaults to the length of the given geometry vertex buffer.
  19341. * @param {number} [reservedIndexCount=-1] - Optional parameter specifying the amount of index
  19342. * buffer space to reserve for the added geometry. This is necessary if it is planned to set a
  19343. * new geometry at this index at a later time that is larger than the original geometry. Defaults to
  19344. * the length of the given geometry index buffer.
  19345. * @return {number} The geometry ID.
  19346. */
  19347. addGeometry( geometry, reservedVertexCount = -1, reservedIndexCount = -1 ) {
  19348. this._initializeGeometry( geometry );
  19349. this._validateGeometry( geometry );
  19350. const geometryInfo = {
  19351. // geometry information
  19352. vertexStart: -1,
  19353. vertexCount: -1,
  19354. reservedVertexCount: -1,
  19355. indexStart: -1,
  19356. indexCount: -1,
  19357. reservedIndexCount: -1,
  19358. // draw range information
  19359. start: -1,
  19360. count: -1,
  19361. // state
  19362. boundingBox: null,
  19363. boundingSphere: null,
  19364. active: true,
  19365. };
  19366. const geometryInfoList = this._geometryInfo;
  19367. geometryInfo.vertexStart = this._nextVertexStart;
  19368. geometryInfo.reservedVertexCount = reservedVertexCount === -1 ? geometry.getAttribute( 'position' ).count : reservedVertexCount;
  19369. const index = geometry.getIndex();
  19370. const hasIndex = index !== null;
  19371. if ( hasIndex ) {
  19372. geometryInfo.indexStart = this._nextIndexStart;
  19373. geometryInfo.reservedIndexCount = reservedIndexCount === -1 ? index.count : reservedIndexCount;
  19374. }
  19375. if (
  19376. geometryInfo.indexStart !== -1 &&
  19377. geometryInfo.indexStart + geometryInfo.reservedIndexCount > this._maxIndexCount ||
  19378. geometryInfo.vertexStart + geometryInfo.reservedVertexCount > this._maxVertexCount
  19379. ) {
  19380. throw new Error( 'THREE.BatchedMesh: Reserved space request exceeds the maximum buffer size.' );
  19381. }
  19382. // update id
  19383. let geometryId;
  19384. if ( this._availableGeometryIds.length > 0 ) {
  19385. this._availableGeometryIds.sort( ascIdSort );
  19386. geometryId = this._availableGeometryIds.shift();
  19387. geometryInfoList[ geometryId ] = geometryInfo;
  19388. } else {
  19389. geometryId = this._geometryCount;
  19390. this._geometryCount ++;
  19391. geometryInfoList.push( geometryInfo );
  19392. }
  19393. // update the geometry
  19394. this.setGeometryAt( geometryId, geometry );
  19395. // increment the next geometry position
  19396. this._nextIndexStart = geometryInfo.indexStart + geometryInfo.reservedIndexCount;
  19397. this._nextVertexStart = geometryInfo.vertexStart + geometryInfo.reservedVertexCount;
  19398. return geometryId;
  19399. }
  19400. /**
  19401. * Replaces the geometry at the given ID with the provided geometry. Throws an error if there
  19402. * is not enough space reserved for geometry. Calling this will change all instances that are
  19403. * rendering that geometry.
  19404. *
  19405. * @param {number} geometryId - The ID of the geometry that should be replaced with the given geometry.
  19406. * @param {BufferGeometry} geometry - The new geometry.
  19407. * @return {number} The geometry ID.
  19408. */
  19409. setGeometryAt( geometryId, geometry ) {
  19410. if ( geometryId >= this._geometryCount ) {
  19411. throw new Error( 'THREE.BatchedMesh: Maximum geometry count reached.' );
  19412. }
  19413. this._validateGeometry( geometry );
  19414. const batchGeometry = this.geometry;
  19415. const hasIndex = batchGeometry.getIndex() !== null;
  19416. const dstIndex = batchGeometry.getIndex();
  19417. const srcIndex = geometry.getIndex();
  19418. const geometryInfo = this._geometryInfo[ geometryId ];
  19419. if (
  19420. hasIndex &&
  19421. srcIndex.count > geometryInfo.reservedIndexCount ||
  19422. geometry.attributes.position.count > geometryInfo.reservedVertexCount
  19423. ) {
  19424. throw new Error( 'THREE.BatchedMesh: Reserved space not large enough for provided geometry.' );
  19425. }
  19426. // copy geometry buffer data over
  19427. const vertexStart = geometryInfo.vertexStart;
  19428. const reservedVertexCount = geometryInfo.reservedVertexCount;
  19429. geometryInfo.vertexCount = geometry.getAttribute( 'position' ).count;
  19430. for ( const attributeName in batchGeometry.attributes ) {
  19431. // copy attribute data
  19432. const srcAttribute = geometry.getAttribute( attributeName );
  19433. const dstAttribute = batchGeometry.getAttribute( attributeName );
  19434. copyAttributeData( srcAttribute, dstAttribute, vertexStart );
  19435. // fill the rest in with zeroes
  19436. const itemSize = srcAttribute.itemSize;
  19437. for ( let i = srcAttribute.count, l = reservedVertexCount; i < l; i ++ ) {
  19438. const index = vertexStart + i;
  19439. for ( let c = 0; c < itemSize; c ++ ) {
  19440. dstAttribute.setComponent( index, c, 0 );
  19441. }
  19442. }
  19443. dstAttribute.needsUpdate = true;
  19444. dstAttribute.addUpdateRange( vertexStart * itemSize, reservedVertexCount * itemSize );
  19445. }
  19446. // copy index
  19447. if ( hasIndex ) {
  19448. const indexStart = geometryInfo.indexStart;
  19449. const reservedIndexCount = geometryInfo.reservedIndexCount;
  19450. geometryInfo.indexCount = geometry.getIndex().count;
  19451. // copy index data over
  19452. for ( let i = 0; i < srcIndex.count; i ++ ) {
  19453. dstIndex.setX( indexStart + i, vertexStart + srcIndex.getX( i ) );
  19454. }
  19455. // fill the rest in with zeroes
  19456. for ( let i = srcIndex.count, l = reservedIndexCount; i < l; i ++ ) {
  19457. dstIndex.setX( indexStart + i, vertexStart );
  19458. }
  19459. dstIndex.needsUpdate = true;
  19460. dstIndex.addUpdateRange( indexStart, geometryInfo.reservedIndexCount );
  19461. }
  19462. // update the draw range
  19463. geometryInfo.start = hasIndex ? geometryInfo.indexStart : geometryInfo.vertexStart;
  19464. geometryInfo.count = hasIndex ? geometryInfo.indexCount : geometryInfo.vertexCount;
  19465. // store the bounding boxes
  19466. geometryInfo.boundingBox = null;
  19467. if ( geometry.boundingBox !== null ) {
  19468. geometryInfo.boundingBox = geometry.boundingBox.clone();
  19469. }
  19470. geometryInfo.boundingSphere = null;
  19471. if ( geometry.boundingSphere !== null ) {
  19472. geometryInfo.boundingSphere = geometry.boundingSphere.clone();
  19473. }
  19474. this._visibilityChanged = true;
  19475. return geometryId;
  19476. }
  19477. /**
  19478. * Deletes the geometry defined by the given ID from this batch. Any instances referencing
  19479. * this geometry will also be removed as a side effect.
  19480. *
  19481. * @param {number} geometryId - The ID of the geometry to remove from the batch.
  19482. * @return {BatchedMesh} A reference to this batched mesh.
  19483. */
  19484. deleteGeometry( geometryId ) {
  19485. const geometryInfoList = this._geometryInfo;
  19486. if ( geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) {
  19487. return this;
  19488. }
  19489. // delete any instances associated with this geometry
  19490. const instanceInfo = this._instanceInfo;
  19491. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  19492. if ( instanceInfo[ i ].active && instanceInfo[ i ].geometryIndex === geometryId ) {
  19493. this.deleteInstance( i );
  19494. }
  19495. }
  19496. geometryInfoList[ geometryId ].active = false;
  19497. this._availableGeometryIds.push( geometryId );
  19498. this._visibilityChanged = true;
  19499. return this;
  19500. }
  19501. /**
  19502. * Deletes an existing instance from the batch using the given ID.
  19503. *
  19504. * @param {number} instanceId - The ID of the instance to remove from the batch.
  19505. * @return {BatchedMesh} A reference to this batched mesh.
  19506. */
  19507. deleteInstance( instanceId ) {
  19508. this.validateInstanceId( instanceId );
  19509. this._instanceInfo[ instanceId ].active = false;
  19510. this._availableInstanceIds.push( instanceId );
  19511. this._visibilityChanged = true;
  19512. return this;
  19513. }
  19514. /**
  19515. * Repacks the sub geometries in BatchedMesh to remove any unused space remaining from
  19516. * previously deleted geometry, freeing up space to add new geometry.
  19517. *
  19518. * @return {BatchedMesh} A reference to this batched mesh.
  19519. */
  19520. optimize() {
  19521. // track the next indices to copy data to
  19522. let nextVertexStart = 0;
  19523. let nextIndexStart = 0;
  19524. // Iterate over all geometry ranges in order sorted from earliest in the geometry buffer to latest
  19525. // in the geometry buffer. Because draw range objects can be reused there is no guarantee of their order.
  19526. const geometryInfoList = this._geometryInfo;
  19527. const indices = geometryInfoList
  19528. .map( ( e, i ) => i )
  19529. .sort( ( a, b ) => {
  19530. return geometryInfoList[ a ].vertexStart - geometryInfoList[ b ].vertexStart;
  19531. } );
  19532. const geometry = this.geometry;
  19533. for ( let i = 0, l = geometryInfoList.length; i < l; i ++ ) {
  19534. // if a geometry range is inactive then don't copy anything
  19535. const index = indices[ i ];
  19536. const geometryInfo = geometryInfoList[ index ];
  19537. if ( geometryInfo.active === false ) {
  19538. continue;
  19539. }
  19540. // if a geometry contains an index buffer then shift it, as well
  19541. if ( geometry.index !== null ) {
  19542. if ( geometryInfo.indexStart !== nextIndexStart ) {
  19543. const { indexStart, vertexStart, reservedIndexCount } = geometryInfo;
  19544. const index = geometry.index;
  19545. const array = index.array;
  19546. // shift the index pointers based on how the vertex data will shift
  19547. // adjusting the index must happen first so the original vertex start value is available
  19548. const elementDelta = nextVertexStart - vertexStart;
  19549. for ( let j = indexStart; j < indexStart + reservedIndexCount; j ++ ) {
  19550. array[ j ] = array[ j ] + elementDelta;
  19551. }
  19552. index.array.copyWithin( nextIndexStart, indexStart, indexStart + reservedIndexCount );
  19553. index.addUpdateRange( nextIndexStart, reservedIndexCount );
  19554. index.needsUpdate = true;
  19555. geometryInfo.indexStart = nextIndexStart;
  19556. }
  19557. nextIndexStart += geometryInfo.reservedIndexCount;
  19558. }
  19559. // if a geometry needs to be moved then copy attribute data to overwrite unused space
  19560. if ( geometryInfo.vertexStart !== nextVertexStart ) {
  19561. const { vertexStart, reservedVertexCount } = geometryInfo;
  19562. const attributes = geometry.attributes;
  19563. for ( const key in attributes ) {
  19564. const attribute = attributes[ key ];
  19565. const { array, itemSize } = attribute;
  19566. array.copyWithin( nextVertexStart * itemSize, vertexStart * itemSize, ( vertexStart + reservedVertexCount ) * itemSize );
  19567. attribute.addUpdateRange( nextVertexStart * itemSize, reservedVertexCount * itemSize );
  19568. attribute.needsUpdate = true;
  19569. }
  19570. geometryInfo.vertexStart = nextVertexStart;
  19571. }
  19572. nextVertexStart += geometryInfo.reservedVertexCount;
  19573. geometryInfo.start = geometry.index ? geometryInfo.indexStart : geometryInfo.vertexStart;
  19574. }
  19575. this._nextIndexStart = nextIndexStart;
  19576. this._nextVertexStart = nextVertexStart;
  19577. this._visibilityChanged = true;
  19578. return this;
  19579. }
  19580. /**
  19581. * Returns the bounding box for the given geometry.
  19582. *
  19583. * @param {number} geometryId - The ID of the geometry to return the bounding box for.
  19584. * @param {Box3} target - The target object that is used to store the method's result.
  19585. * @return {?Box3} The geometry's bounding box. Returns `null` if no geometry has been found for the given ID.
  19586. */
  19587. getBoundingBoxAt( geometryId, target ) {
  19588. if ( geometryId >= this._geometryCount ) {
  19589. return null;
  19590. }
  19591. // compute bounding box
  19592. const geometry = this.geometry;
  19593. const geometryInfo = this._geometryInfo[ geometryId ];
  19594. if ( geometryInfo.boundingBox === null ) {
  19595. const box = new Box3();
  19596. const index = geometry.index;
  19597. const position = geometry.attributes.position;
  19598. for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) {
  19599. let iv = i;
  19600. if ( index ) {
  19601. iv = index.getX( iv );
  19602. }
  19603. box.expandByPoint( _vector$5.fromBufferAttribute( position, iv ) );
  19604. }
  19605. geometryInfo.boundingBox = box;
  19606. }
  19607. target.copy( geometryInfo.boundingBox );
  19608. return target;
  19609. }
  19610. /**
  19611. * Returns the bounding sphere for the given geometry.
  19612. *
  19613. * @param {number} geometryId - The ID of the geometry to return the bounding sphere for.
  19614. * @param {Sphere} target - The target object that is used to store the method's result.
  19615. * @return {?Sphere} The geometry's bounding sphere. Returns `null` if no geometry has been found for the given ID.
  19616. */
  19617. getBoundingSphereAt( geometryId, target ) {
  19618. if ( geometryId >= this._geometryCount ) {
  19619. return null;
  19620. }
  19621. // compute bounding sphere
  19622. const geometry = this.geometry;
  19623. const geometryInfo = this._geometryInfo[ geometryId ];
  19624. if ( geometryInfo.boundingSphere === null ) {
  19625. const sphere = new Sphere();
  19626. this.getBoundingBoxAt( geometryId, _box$1 );
  19627. _box$1.getCenter( sphere.center );
  19628. const index = geometry.index;
  19629. const position = geometry.attributes.position;
  19630. let maxRadiusSq = 0;
  19631. for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) {
  19632. let iv = i;
  19633. if ( index ) {
  19634. iv = index.getX( iv );
  19635. }
  19636. _vector$5.fromBufferAttribute( position, iv );
  19637. maxRadiusSq = Math.max( maxRadiusSq, sphere.center.distanceToSquared( _vector$5 ) );
  19638. }
  19639. sphere.radius = Math.sqrt( maxRadiusSq );
  19640. geometryInfo.boundingSphere = sphere;
  19641. }
  19642. target.copy( geometryInfo.boundingSphere );
  19643. return target;
  19644. }
  19645. /**
  19646. * Sets the given local transformation matrix to the defined instance.
  19647. * Negatively scaled matrices are not supported.
  19648. *
  19649. * @param {number} instanceId - The ID of an instance to set the matrix of.
  19650. * @param {Matrix4} matrix - A 4x4 matrix representing the local transformation of a single instance.
  19651. * @return {BatchedMesh} A reference to this batched mesh.
  19652. */
  19653. setMatrixAt( instanceId, matrix ) {
  19654. this.validateInstanceId( instanceId );
  19655. const matricesTexture = this._matricesTexture;
  19656. const matricesArray = this._matricesTexture.image.data;
  19657. matrix.toArray( matricesArray, instanceId * 16 );
  19658. matricesTexture.needsUpdate = true;
  19659. return this;
  19660. }
  19661. /**
  19662. * Returns the local transformation matrix of the defined instance.
  19663. *
  19664. * @param {number} instanceId - The ID of an instance to get the matrix of.
  19665. * @param {Matrix4} matrix - The target object that is used to store the method's result.
  19666. * @return {Matrix4} The instance's local transformation matrix.
  19667. */
  19668. getMatrixAt( instanceId, matrix ) {
  19669. this.validateInstanceId( instanceId );
  19670. return matrix.fromArray( this._matricesTexture.image.data, instanceId * 16 );
  19671. }
  19672. /**
  19673. * Sets the given color to the defined instance.
  19674. *
  19675. * @param {number} instanceId - The ID of an instance to set the color of.
  19676. * @param {Color|Vector4} color - The color to set the instance to. Use a `Vector4` to also define alpha.
  19677. * @return {BatchedMesh} A reference to this batched mesh.
  19678. */
  19679. setColorAt( instanceId, color ) {
  19680. this.validateInstanceId( instanceId );
  19681. if ( this._colorsTexture === null ) {
  19682. this._initColorsTexture();
  19683. }
  19684. color.toArray( this._colorsTexture.image.data, instanceId * 4 );
  19685. this._colorsTexture.needsUpdate = true;
  19686. return this;
  19687. }
  19688. /**
  19689. * Returns the color of the defined instance.
  19690. *
  19691. * @param {number} instanceId - The ID of an instance to get the color of.
  19692. * @param {Color|Vector4} color - The target object that is used to store the method's result.
  19693. * @return {Color|Vector4} The instance's color. Use a `Vector4` to also retrieve alpha.
  19694. */
  19695. getColorAt( instanceId, color ) {
  19696. this.validateInstanceId( instanceId );
  19697. return color.fromArray( this._colorsTexture.image.data, instanceId * 4 );
  19698. }
  19699. /**
  19700. * Sets the visibility of the instance.
  19701. *
  19702. * @param {number} instanceId - The id of the instance to set the visibility of.
  19703. * @param {boolean} visible - Whether the instance is visible or not.
  19704. * @return {BatchedMesh} A reference to this batched mesh.
  19705. */
  19706. setVisibleAt( instanceId, visible ) {
  19707. this.validateInstanceId( instanceId );
  19708. if ( this._instanceInfo[ instanceId ].visible === visible ) {
  19709. return this;
  19710. }
  19711. this._instanceInfo[ instanceId ].visible = visible;
  19712. this._visibilityChanged = true;
  19713. return this;
  19714. }
  19715. /**
  19716. * Returns the visibility state of the defined instance.
  19717. *
  19718. * @param {number} instanceId - The ID of an instance to get the visibility state of.
  19719. * @return {boolean} Whether the instance is visible or not.
  19720. */
  19721. getVisibleAt( instanceId ) {
  19722. this.validateInstanceId( instanceId );
  19723. return this._instanceInfo[ instanceId ].visible;
  19724. }
  19725. /**
  19726. * Sets the geometry ID of the instance at the given index.
  19727. *
  19728. * @param {number} instanceId - The ID of the instance to set the geometry ID of.
  19729. * @param {number} geometryId - The geometry ID to be use by the instance.
  19730. * @return {BatchedMesh} A reference to this batched mesh.
  19731. */
  19732. setGeometryIdAt( instanceId, geometryId ) {
  19733. this.validateInstanceId( instanceId );
  19734. this.validateGeometryId( geometryId );
  19735. this._instanceInfo[ instanceId ].geometryIndex = geometryId;
  19736. return this;
  19737. }
  19738. /**
  19739. * Returns the geometry ID of the defined instance.
  19740. *
  19741. * @param {number} instanceId - The ID of an instance to get the geometry ID of.
  19742. * @return {number} The instance's geometry ID.
  19743. */
  19744. getGeometryIdAt( instanceId ) {
  19745. this.validateInstanceId( instanceId );
  19746. return this._instanceInfo[ instanceId ].geometryIndex;
  19747. }
  19748. /**
  19749. * Get the range representing the subset of triangles related to the attached geometry,
  19750. * indicating the starting offset and count, or `null` if invalid.
  19751. *
  19752. * @param {number} geometryId - The id of the geometry to get the range of.
  19753. * @param {Object} [target] - The target object that is used to store the method's result.
  19754. * @return {{
  19755. * vertexStart:number,vertexCount:number,reservedVertexCount:number,
  19756. * indexStart:number,indexCount:number,reservedIndexCount:number,
  19757. * start:number,count:number
  19758. * }} The result object with range data.
  19759. */
  19760. getGeometryRangeAt( geometryId, target = {} ) {
  19761. this.validateGeometryId( geometryId );
  19762. const geometryInfo = this._geometryInfo[ geometryId ];
  19763. target.vertexStart = geometryInfo.vertexStart;
  19764. target.vertexCount = geometryInfo.vertexCount;
  19765. target.reservedVertexCount = geometryInfo.reservedVertexCount;
  19766. target.indexStart = geometryInfo.indexStart;
  19767. target.indexCount = geometryInfo.indexCount;
  19768. target.reservedIndexCount = geometryInfo.reservedIndexCount;
  19769. target.start = geometryInfo.start;
  19770. target.count = geometryInfo.count;
  19771. return target;
  19772. }
  19773. /**
  19774. * Resizes the necessary buffers to support the provided number of instances.
  19775. * If the provided arguments shrink the number of instances but there are not enough
  19776. * unused Ids at the end of the list then an error is thrown.
  19777. *
  19778. * @param {number} maxInstanceCount - The max number of individual instances that can be added and rendered by the batch.
  19779. */
  19780. setInstanceCount( maxInstanceCount ) {
  19781. // shrink the available instances as much as possible
  19782. const availableInstanceIds = this._availableInstanceIds;
  19783. const instanceInfo = this._instanceInfo;
  19784. availableInstanceIds.sort( ascIdSort );
  19785. while ( availableInstanceIds[ availableInstanceIds.length - 1 ] === instanceInfo.length - 1 ) {
  19786. instanceInfo.pop();
  19787. availableInstanceIds.pop();
  19788. }
  19789. // throw an error if it can't be shrunk to the desired size
  19790. if ( maxInstanceCount < instanceInfo.length ) {
  19791. throw new Error( `BatchedMesh: Instance ids outside the range ${ maxInstanceCount } are being used. Cannot shrink instance count.` );
  19792. }
  19793. // copy the multi draw counts
  19794. const multiDrawCounts = new Int32Array( maxInstanceCount );
  19795. const multiDrawStarts = new Int32Array( maxInstanceCount );
  19796. copyArrayContents( this._multiDrawCounts, multiDrawCounts );
  19797. copyArrayContents( this._multiDrawStarts, multiDrawStarts );
  19798. this._multiDrawCounts = multiDrawCounts;
  19799. this._multiDrawStarts = multiDrawStarts;
  19800. this._maxInstanceCount = maxInstanceCount;
  19801. // update texture data for instance sampling
  19802. const indirectTexture = this._indirectTexture;
  19803. const matricesTexture = this._matricesTexture;
  19804. const colorsTexture = this._colorsTexture;
  19805. indirectTexture.dispose();
  19806. this._initIndirectTexture();
  19807. copyArrayContents( indirectTexture.image.data, this._indirectTexture.image.data );
  19808. matricesTexture.dispose();
  19809. this._initMatricesTexture();
  19810. copyArrayContents( matricesTexture.image.data, this._matricesTexture.image.data );
  19811. if ( colorsTexture ) {
  19812. colorsTexture.dispose();
  19813. this._initColorsTexture();
  19814. copyArrayContents( colorsTexture.image.data, this._colorsTexture.image.data );
  19815. }
  19816. }
  19817. /**
  19818. * Resizes the available space in the batch's vertex and index buffer attributes to the provided sizes.
  19819. * If the provided arguments shrink the geometry buffers but there is not enough unused space at the
  19820. * end of the geometry attributes then an error is thrown.
  19821. *
  19822. * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries to resize to.
  19823. * @param {number} maxIndexCount - The maximum number of indices to be used by all unique geometries to resize to.
  19824. */
  19825. setGeometrySize( maxVertexCount, maxIndexCount ) {
  19826. // Check if we can shrink to the requested vertex attribute size
  19827. const validRanges = [ ...this._geometryInfo ].filter( info => info.active );
  19828. const requiredVertexLength = Math.max( ...validRanges.map( range => range.vertexStart + range.reservedVertexCount ) );
  19829. if ( requiredVertexLength > maxVertexCount ) {
  19830. throw new Error( `BatchedMesh: Geometry vertex values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` );
  19831. }
  19832. // Check if we can shrink to the requested index attribute size
  19833. if ( this.geometry.index ) {
  19834. const requiredIndexLength = Math.max( ...validRanges.map( range => range.indexStart + range.reservedIndexCount ) );
  19835. if ( requiredIndexLength > maxIndexCount ) {
  19836. throw new Error( `BatchedMesh: Geometry index values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` );
  19837. }
  19838. }
  19839. //
  19840. // dispose of the previous geometry
  19841. const oldGeometry = this.geometry;
  19842. oldGeometry.dispose();
  19843. // recreate the geometry needed based on the previous variant
  19844. this._maxVertexCount = maxVertexCount;
  19845. this._maxIndexCount = maxIndexCount;
  19846. if ( this._geometryInitialized ) {
  19847. this._geometryInitialized = false;
  19848. this.geometry = new BufferGeometry();
  19849. this._initializeGeometry( oldGeometry );
  19850. }
  19851. // copy data from the previous geometry
  19852. const geometry = this.geometry;
  19853. if ( oldGeometry.index ) {
  19854. copyArrayContents( oldGeometry.index.array, geometry.index.array );
  19855. }
  19856. for ( const key in oldGeometry.attributes ) {
  19857. copyArrayContents( oldGeometry.attributes[ key ].array, geometry.attributes[ key ].array );
  19858. }
  19859. }
  19860. raycast( raycaster, intersects ) {
  19861. const instanceInfo = this._instanceInfo;
  19862. const geometryInfoList = this._geometryInfo;
  19863. const matrixWorld = this.matrixWorld;
  19864. const batchGeometry = this.geometry;
  19865. // iterate over each geometry
  19866. _mesh.material = this.material;
  19867. _mesh.geometry.index = batchGeometry.index;
  19868. _mesh.geometry.attributes = batchGeometry.attributes;
  19869. if ( _mesh.geometry.boundingBox === null ) {
  19870. _mesh.geometry.boundingBox = new Box3();
  19871. }
  19872. if ( _mesh.geometry.boundingSphere === null ) {
  19873. _mesh.geometry.boundingSphere = new Sphere();
  19874. }
  19875. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  19876. if ( ! instanceInfo[ i ].visible || ! instanceInfo[ i ].active ) {
  19877. continue;
  19878. }
  19879. const geometryId = instanceInfo[ i ].geometryIndex;
  19880. const geometryInfo = geometryInfoList[ geometryId ];
  19881. _mesh.geometry.setDrawRange( geometryInfo.start, geometryInfo.count );
  19882. // get the intersects
  19883. this.getMatrixAt( i, _mesh.matrixWorld ).premultiply( matrixWorld );
  19884. this.getBoundingBoxAt( geometryId, _mesh.geometry.boundingBox );
  19885. this.getBoundingSphereAt( geometryId, _mesh.geometry.boundingSphere );
  19886. _mesh.raycast( raycaster, _batchIntersects );
  19887. // add batch id to the intersects
  19888. for ( let j = 0, l = _batchIntersects.length; j < l; j ++ ) {
  19889. const intersect = _batchIntersects[ j ];
  19890. intersect.object = this;
  19891. intersect.batchId = i;
  19892. intersects.push( intersect );
  19893. }
  19894. _batchIntersects.length = 0;
  19895. }
  19896. _mesh.material = null;
  19897. _mesh.geometry.index = null;
  19898. _mesh.geometry.attributes = {};
  19899. _mesh.geometry.setDrawRange( 0, Infinity );
  19900. }
  19901. copy( source ) {
  19902. super.copy( source );
  19903. this.geometry = source.geometry.clone();
  19904. this.perObjectFrustumCulled = source.perObjectFrustumCulled;
  19905. this.sortObjects = source.sortObjects;
  19906. this.boundingBox = source.boundingBox !== null ? source.boundingBox.clone() : null;
  19907. this.boundingSphere = source.boundingSphere !== null ? source.boundingSphere.clone() : null;
  19908. this._geometryInfo = source._geometryInfo.map( info => ( {
  19909. ...info,
  19910. boundingBox: info.boundingBox !== null ? info.boundingBox.clone() : null,
  19911. boundingSphere: info.boundingSphere !== null ? info.boundingSphere.clone() : null,
  19912. } ) );
  19913. this._instanceInfo = source._instanceInfo.map( info => ( { ...info } ) );
  19914. this._availableInstanceIds = source._availableInstanceIds.slice();
  19915. this._availableGeometryIds = source._availableGeometryIds.slice();
  19916. this._nextIndexStart = source._nextIndexStart;
  19917. this._nextVertexStart = source._nextVertexStart;
  19918. this._geometryCount = source._geometryCount;
  19919. this._maxInstanceCount = source._maxInstanceCount;
  19920. this._maxVertexCount = source._maxVertexCount;
  19921. this._maxIndexCount = source._maxIndexCount;
  19922. this._geometryInitialized = source._geometryInitialized;
  19923. this._multiDrawCounts = source._multiDrawCounts.slice();
  19924. this._multiDrawStarts = source._multiDrawStarts.slice();
  19925. this._indirectTexture = source._indirectTexture.clone();
  19926. this._indirectTexture.image.data = this._indirectTexture.image.data.slice();
  19927. this._matricesTexture = source._matricesTexture.clone();
  19928. this._matricesTexture.image.data = this._matricesTexture.image.data.slice();
  19929. if ( this._colorsTexture !== null ) {
  19930. this._colorsTexture = source._colorsTexture.clone();
  19931. this._colorsTexture.image.data = this._colorsTexture.image.data.slice();
  19932. }
  19933. return this;
  19934. }
  19935. /**
  19936. * Frees the GPU-related resources allocated by this instance. Call this
  19937. * method whenever this instance is no longer used in your app.
  19938. */
  19939. dispose() {
  19940. // Assuming the geometry is not shared with other meshes
  19941. this.geometry.dispose();
  19942. this._matricesTexture.dispose();
  19943. this._matricesTexture = null;
  19944. this._indirectTexture.dispose();
  19945. this._indirectTexture = null;
  19946. if ( this._colorsTexture !== null ) {
  19947. this._colorsTexture.dispose();
  19948. this._colorsTexture = null;
  19949. }
  19950. }
  19951. onBeforeRender( renderer, scene, camera, geometry, material/*, _group*/ ) {
  19952. // if visibility has not changed and frustum culling and object sorting is not required
  19953. // then skip iterating over all items
  19954. if ( ! this._visibilityChanged && ! this.perObjectFrustumCulled && ! this.sortObjects ) {
  19955. return;
  19956. }
  19957. // the indexed version of the multi draw function requires specifying the start
  19958. // offset in bytes.
  19959. const index = geometry.getIndex();
  19960. let bytesPerElement = index === null ? 1 : index.array.BYTES_PER_ELEMENT;
  19961. // the "wireframe" attribute implicitly creates a line attribute in the renderer, which is double
  19962. // the vertices to draw (3 lines per triangle) so we multiply the draw counts / starts and make
  19963. // assumptions about the index buffer byte size.
  19964. let multiDrawMultiplier = 1;
  19965. if ( material.wireframe ) {
  19966. multiDrawMultiplier = 2;
  19967. bytesPerElement = geometry.attributes.position.count > 65535 ? 4 : 2;
  19968. }
  19969. const instanceInfo = this._instanceInfo;
  19970. const multiDrawStarts = this._multiDrawStarts;
  19971. const multiDrawCounts = this._multiDrawCounts;
  19972. const geometryInfoList = this._geometryInfo;
  19973. const perObjectFrustumCulled = this.perObjectFrustumCulled;
  19974. const indirectTexture = this._indirectTexture;
  19975. const indirectArray = indirectTexture.image.data;
  19976. const frustum = camera.isArrayCamera ? _frustumArray : _frustum;
  19977. // prepare the frustum in the local frame
  19978. if ( perObjectFrustumCulled && ! camera.isArrayCamera ) {
  19979. _matrix$1
  19980. .multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse )
  19981. .multiply( this.matrixWorld );
  19982. _frustum.setFromProjectionMatrix(
  19983. _matrix$1,
  19984. camera.coordinateSystem,
  19985. camera.reversedDepth
  19986. );
  19987. }
  19988. let multiDrawCount = 0;
  19989. if ( this.sortObjects ) {
  19990. // get the camera position in the local frame
  19991. _matrix$1.copy( this.matrixWorld ).invert();
  19992. _vector$5.setFromMatrixPosition( camera.matrixWorld ).applyMatrix4( _matrix$1 );
  19993. _forward$1.set( 0, 0, -1 ).transformDirection( camera.matrixWorld ).transformDirection( _matrix$1 );
  19994. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  19995. if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) {
  19996. const geometryId = instanceInfo[ i ].geometryIndex;
  19997. // get the bounds in world space
  19998. this.getMatrixAt( i, _matrix$1 );
  19999. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  20000. // determine whether the batched geometry is within the frustum
  20001. let culled = false;
  20002. if ( perObjectFrustumCulled ) {
  20003. culled = ! frustum.intersectsSphere( _sphere$2, camera );
  20004. }
  20005. if ( ! culled ) {
  20006. // get the distance from camera used for sorting
  20007. const geometryInfo = geometryInfoList[ geometryId ];
  20008. const z = _temp.subVectors( _sphere$2.center, _vector$5 ).dot( _forward$1 );
  20009. _renderList.push( geometryInfo.start, geometryInfo.count, z, i );
  20010. }
  20011. }
  20012. }
  20013. // Sort the draw ranges and prep for rendering
  20014. const list = _renderList.list;
  20015. const customSort = this.customSort;
  20016. if ( customSort === null ) {
  20017. list.sort( material.transparent ? sortTransparent : sortOpaque );
  20018. } else {
  20019. customSort.call( this, list, camera );
  20020. }
  20021. for ( let i = 0, l = list.length; i < l; i ++ ) {
  20022. const item = list[ i ];
  20023. multiDrawStarts[ multiDrawCount ] = item.start * bytesPerElement * multiDrawMultiplier;
  20024. multiDrawCounts[ multiDrawCount ] = item.count * multiDrawMultiplier;
  20025. indirectArray[ multiDrawCount ] = item.index;
  20026. multiDrawCount ++;
  20027. }
  20028. _renderList.reset();
  20029. } else {
  20030. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20031. if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) {
  20032. const geometryId = instanceInfo[ i ].geometryIndex;
  20033. // determine whether the batched geometry is within the frustum
  20034. let culled = false;
  20035. if ( perObjectFrustumCulled ) {
  20036. // get the bounds in world space
  20037. this.getMatrixAt( i, _matrix$1 );
  20038. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  20039. culled = ! frustum.intersectsSphere( _sphere$2, camera );
  20040. }
  20041. if ( ! culled ) {
  20042. const geometryInfo = geometryInfoList[ geometryId ];
  20043. multiDrawStarts[ multiDrawCount ] = geometryInfo.start * bytesPerElement * multiDrawMultiplier;
  20044. multiDrawCounts[ multiDrawCount ] = geometryInfo.count * multiDrawMultiplier;
  20045. indirectArray[ multiDrawCount ] = i;
  20046. multiDrawCount ++;
  20047. }
  20048. }
  20049. }
  20050. }
  20051. indirectTexture.needsUpdate = true;
  20052. this._multiDrawCount = multiDrawCount;
  20053. this._visibilityChanged = false;
  20054. }
  20055. onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial/* , group */ ) {
  20056. this.onBeforeRender( renderer, null, shadowCamera, geometry, depthMaterial );
  20057. }
  20058. }
  20059. /**
  20060. * A material for rendering line primitives.
  20061. *
  20062. * Materials define the appearance of renderable 3D objects.
  20063. *
  20064. * ```js
  20065. * const material = new THREE.LineBasicMaterial( { color: 0xffffff } );
  20066. * ```
  20067. *
  20068. * @augments Material
  20069. */
  20070. class LineBasicMaterial extends Material {
  20071. /**
  20072. * Constructs a new line basic material.
  20073. *
  20074. * @param {Object} [parameters] - An object with one or more properties
  20075. * defining the material's appearance. Any property of the material
  20076. * (including any property from inherited materials) can be passed
  20077. * in here. Color values can be passed any type of value accepted
  20078. * by {@link Color#set}.
  20079. */
  20080. constructor( parameters ) {
  20081. super();
  20082. /**
  20083. * This flag can be used for type testing.
  20084. *
  20085. * @type {boolean}
  20086. * @readonly
  20087. * @default true
  20088. */
  20089. this.isLineBasicMaterial = true;
  20090. this.type = 'LineBasicMaterial';
  20091. /**
  20092. * Color of the material.
  20093. *
  20094. * @type {Color}
  20095. * @default (1,1,1)
  20096. */
  20097. this.color = new Color( 0xffffff );
  20098. /**
  20099. * Sets the color of the lines using data from a texture. The texture map
  20100. * color is modulated by the diffuse `color`.
  20101. *
  20102. * @type {?Texture}
  20103. * @default null
  20104. */
  20105. this.map = null;
  20106. /**
  20107. * Controls line thickness or lines.
  20108. *
  20109. * Can only be used with {@link SVGRenderer}. WebGL and WebGPU
  20110. * ignore this setting and always render line primitives with a
  20111. * width of one pixel.
  20112. *
  20113. * @type {number}
  20114. * @default 1
  20115. */
  20116. this.linewidth = 1;
  20117. /**
  20118. * Defines appearance of line ends.
  20119. *
  20120. * Can only be used with {@link SVGRenderer}.
  20121. *
  20122. * @type {('butt'|'round'|'square')}
  20123. * @default 'round'
  20124. */
  20125. this.linecap = 'round';
  20126. /**
  20127. * Defines appearance of line joints.
  20128. *
  20129. * Can only be used with {@link SVGRenderer}.
  20130. *
  20131. * @type {('round'|'bevel'|'miter')}
  20132. * @default 'round'
  20133. */
  20134. this.linejoin = 'round';
  20135. /**
  20136. * Whether the material is affected by fog or not.
  20137. *
  20138. * @type {boolean}
  20139. * @default true
  20140. */
  20141. this.fog = true;
  20142. this.setValues( parameters );
  20143. }
  20144. copy( source ) {
  20145. super.copy( source );
  20146. this.color.copy( source.color );
  20147. this.map = source.map;
  20148. this.linewidth = source.linewidth;
  20149. this.linecap = source.linecap;
  20150. this.linejoin = source.linejoin;
  20151. this.fog = source.fog;
  20152. return this;
  20153. }
  20154. }
  20155. const _vStart = /*@__PURE__*/ new Vector3();
  20156. const _vEnd = /*@__PURE__*/ new Vector3();
  20157. const _inverseMatrix$1 = /*@__PURE__*/ new Matrix4();
  20158. const _ray$1 = /*@__PURE__*/ new Ray();
  20159. const _sphere$1 = /*@__PURE__*/ new Sphere();
  20160. const _intersectPointOnRay = /*@__PURE__*/ new Vector3();
  20161. const _intersectPointOnSegment = /*@__PURE__*/ new Vector3();
  20162. /**
  20163. * A continuous line. The line are rendered by connecting consecutive
  20164. * vertices with straight lines.
  20165. *
  20166. * ```js
  20167. * const material = new THREE.LineBasicMaterial( { color: 0x0000ff } );
  20168. *
  20169. * const points = [];
  20170. * points.push( new THREE.Vector3( - 10, 0, 0 ) );
  20171. * points.push( new THREE.Vector3( 0, 10, 0 ) );
  20172. * points.push( new THREE.Vector3( 10, 0, 0 ) );
  20173. *
  20174. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  20175. *
  20176. * const line = new THREE.Line( geometry, material );
  20177. * scene.add( line );
  20178. * ```
  20179. *
  20180. * @augments Object3D
  20181. */
  20182. class Line extends Object3D {
  20183. /**
  20184. * Constructs a new line.
  20185. *
  20186. * @param {BufferGeometry} [geometry] - The line geometry.
  20187. * @param {Material|Array<Material>} [material] - The line material.
  20188. */
  20189. constructor( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) {
  20190. super();
  20191. /**
  20192. * This flag can be used for type testing.
  20193. *
  20194. * @type {boolean}
  20195. * @readonly
  20196. * @default true
  20197. */
  20198. this.isLine = true;
  20199. this.type = 'Line';
  20200. /**
  20201. * The line geometry.
  20202. *
  20203. * @type {BufferGeometry}
  20204. */
  20205. this.geometry = geometry;
  20206. /**
  20207. * The line material.
  20208. *
  20209. * @type {Material|Array<Material>}
  20210. * @default LineBasicMaterial
  20211. */
  20212. this.material = material;
  20213. /**
  20214. * A dictionary representing the morph targets in the geometry. The key is the
  20215. * morph targets name, the value its attribute index. This member is `undefined`
  20216. * by default and only set when morph targets are detected in the geometry.
  20217. *
  20218. * @type {Object<string,number>|undefined}
  20219. * @default undefined
  20220. */
  20221. this.morphTargetDictionary = undefined;
  20222. /**
  20223. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  20224. * is applied. This member is `undefined` by default and only set when morph targets are
  20225. * detected in the geometry.
  20226. *
  20227. * @type {Array<number>|undefined}
  20228. * @default undefined
  20229. */
  20230. this.morphTargetInfluences = undefined;
  20231. this.updateMorphTargets();
  20232. }
  20233. copy( source, recursive ) {
  20234. super.copy( source, recursive );
  20235. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  20236. this.geometry = source.geometry;
  20237. return this;
  20238. }
  20239. /**
  20240. * Computes an array of distance values which are necessary for rendering dashed lines.
  20241. * For each vertex in the geometry, the method calculates the cumulative length from the
  20242. * current point to the very beginning of the line.
  20243. *
  20244. * @return {Line} A reference to this line.
  20245. */
  20246. computeLineDistances() {
  20247. const geometry = this.geometry;
  20248. // we assume non-indexed geometry
  20249. if ( geometry.index === null ) {
  20250. const positionAttribute = geometry.attributes.position;
  20251. const lineDistances = [ 0 ];
  20252. for ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {
  20253. _vStart.fromBufferAttribute( positionAttribute, i - 1 );
  20254. _vEnd.fromBufferAttribute( positionAttribute, i );
  20255. lineDistances[ i ] = lineDistances[ i - 1 ];
  20256. lineDistances[ i ] += _vStart.distanceTo( _vEnd );
  20257. }
  20258. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  20259. } else {
  20260. warn( 'Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  20261. }
  20262. return this;
  20263. }
  20264. /**
  20265. * Computes intersection points between a casted ray and this line.
  20266. *
  20267. * @param {Raycaster} raycaster - The raycaster.
  20268. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  20269. */
  20270. raycast( raycaster, intersects ) {
  20271. const geometry = this.geometry;
  20272. const matrixWorld = this.matrixWorld;
  20273. const threshold = raycaster.params.Line.threshold;
  20274. const drawRange = geometry.drawRange;
  20275. // Checking boundingSphere distance to ray
  20276. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  20277. _sphere$1.copy( geometry.boundingSphere );
  20278. _sphere$1.applyMatrix4( matrixWorld );
  20279. _sphere$1.radius += threshold;
  20280. if ( raycaster.ray.intersectsSphere( _sphere$1 ) === false ) return;
  20281. //
  20282. _inverseMatrix$1.copy( matrixWorld ).invert();
  20283. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  20284. const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  20285. const localThresholdSq = localThreshold * localThreshold;
  20286. const step = this.isLineSegments ? 2 : 1;
  20287. const index = geometry.index;
  20288. const attributes = geometry.attributes;
  20289. const positionAttribute = attributes.position;
  20290. if ( index !== null ) {
  20291. const start = Math.max( 0, drawRange.start );
  20292. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  20293. for ( let i = start, l = end - 1; i < l; i += step ) {
  20294. const a = index.getX( i );
  20295. const b = index.getX( i + 1 );
  20296. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b, i );
  20297. if ( intersect ) {
  20298. intersects.push( intersect );
  20299. }
  20300. }
  20301. if ( this.isLineLoop ) {
  20302. const a = index.getX( end - 1 );
  20303. const b = index.getX( start );
  20304. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b, end - 1 );
  20305. if ( intersect ) {
  20306. intersects.push( intersect );
  20307. }
  20308. }
  20309. } else {
  20310. const start = Math.max( 0, drawRange.start );
  20311. const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
  20312. for ( let i = start, l = end - 1; i < l; i += step ) {
  20313. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, i, i + 1, i );
  20314. if ( intersect ) {
  20315. intersects.push( intersect );
  20316. }
  20317. }
  20318. if ( this.isLineLoop ) {
  20319. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, end - 1, start, end - 1 );
  20320. if ( intersect ) {
  20321. intersects.push( intersect );
  20322. }
  20323. }
  20324. }
  20325. }
  20326. /**
  20327. * Sets the values of {@link Line#morphTargetDictionary} and {@link Line#morphTargetInfluences}
  20328. * to make sure existing morph targets can influence this 3D object.
  20329. */
  20330. updateMorphTargets() {
  20331. const geometry = this.geometry;
  20332. const morphAttributes = geometry.morphAttributes;
  20333. const keys = Object.keys( morphAttributes );
  20334. if ( keys.length > 0 ) {
  20335. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  20336. if ( morphAttribute !== undefined ) {
  20337. this.morphTargetInfluences = [];
  20338. this.morphTargetDictionary = {};
  20339. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  20340. const name = morphAttribute[ m ].name || String( m );
  20341. this.morphTargetInfluences.push( 0 );
  20342. this.morphTargetDictionary[ name ] = m;
  20343. }
  20344. }
  20345. }
  20346. }
  20347. }
  20348. function checkIntersection( object, raycaster, ray, thresholdSq, a, b, i ) {
  20349. const positionAttribute = object.geometry.attributes.position;
  20350. _vStart.fromBufferAttribute( positionAttribute, a );
  20351. _vEnd.fromBufferAttribute( positionAttribute, b );
  20352. const distSq = ray.distanceSqToSegment( _vStart, _vEnd, _intersectPointOnRay, _intersectPointOnSegment );
  20353. if ( distSq > thresholdSq ) return;
  20354. _intersectPointOnRay.applyMatrix4( object.matrixWorld ); // Move back to world space for distance calculation
  20355. const distance = raycaster.ray.origin.distanceTo( _intersectPointOnRay );
  20356. if ( distance < raycaster.near || distance > raycaster.far ) return;
  20357. return {
  20358. distance: distance,
  20359. // What do we want? intersection point on the ray or on the segment??
  20360. // point: raycaster.ray.at( distance ),
  20361. point: _intersectPointOnSegment.clone().applyMatrix4( object.matrixWorld ),
  20362. index: i,
  20363. face: null,
  20364. faceIndex: null,
  20365. barycoord: null,
  20366. object: object
  20367. };
  20368. }
  20369. const _start = /*@__PURE__*/ new Vector3();
  20370. const _end = /*@__PURE__*/ new Vector3();
  20371. /**
  20372. * A series of lines drawn between pairs of vertices.
  20373. *
  20374. * @augments Line
  20375. */
  20376. class LineSegments extends Line {
  20377. /**
  20378. * Constructs a new line segments.
  20379. *
  20380. * @param {BufferGeometry} [geometry] - The line geometry.
  20381. * @param {Material|Array<Material>} [material] - The line material.
  20382. */
  20383. constructor( geometry, material ) {
  20384. super( geometry, material );
  20385. /**
  20386. * This flag can be used for type testing.
  20387. *
  20388. * @type {boolean}
  20389. * @readonly
  20390. * @default true
  20391. */
  20392. this.isLineSegments = true;
  20393. this.type = 'LineSegments';
  20394. }
  20395. computeLineDistances() {
  20396. const geometry = this.geometry;
  20397. // we assume non-indexed geometry
  20398. if ( geometry.index === null ) {
  20399. const positionAttribute = geometry.attributes.position;
  20400. const lineDistances = [];
  20401. for ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  20402. _start.fromBufferAttribute( positionAttribute, i );
  20403. _end.fromBufferAttribute( positionAttribute, i + 1 );
  20404. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  20405. lineDistances[ i + 1 ] = lineDistances[ i ] + _start.distanceTo( _end );
  20406. }
  20407. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  20408. } else {
  20409. warn( 'LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  20410. }
  20411. return this;
  20412. }
  20413. }
  20414. /**
  20415. * A continuous line. This is nearly the same as {@link Line} the only difference
  20416. * is that the last vertex is connected with the first vertex in order to close
  20417. * the line to form a loop.
  20418. *
  20419. * @augments Line
  20420. */
  20421. class LineLoop extends Line {
  20422. /**
  20423. * Constructs a new line loop.
  20424. *
  20425. * @param {BufferGeometry} [geometry] - The line geometry.
  20426. * @param {Material|Array<Material>} [material] - The line material.
  20427. */
  20428. constructor( geometry, material ) {
  20429. super( geometry, material );
  20430. /**
  20431. * This flag can be used for type testing.
  20432. *
  20433. * @type {boolean}
  20434. * @readonly
  20435. * @default true
  20436. */
  20437. this.isLineLoop = true;
  20438. this.type = 'LineLoop';
  20439. }
  20440. }
  20441. /**
  20442. * A material for rendering point primitives.
  20443. *
  20444. * Materials define the appearance of renderable 3D objects.
  20445. *
  20446. * ```js
  20447. * const vertices = [];
  20448. *
  20449. * for ( let i = 0; i < 10000; i ++ ) {
  20450. * const x = THREE.MathUtils.randFloatSpread( 2000 );
  20451. * const y = THREE.MathUtils.randFloatSpread( 2000 );
  20452. * const z = THREE.MathUtils.randFloatSpread( 2000 );
  20453. *
  20454. * vertices.push( x, y, z );
  20455. * }
  20456. *
  20457. * const geometry = new THREE.BufferGeometry();
  20458. * geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
  20459. * const material = new THREE.PointsMaterial( { color: 0x888888 } );
  20460. * const points = new THREE.Points( geometry, material );
  20461. * scene.add( points );
  20462. * ```
  20463. *
  20464. * @augments Material
  20465. */
  20466. class PointsMaterial extends Material {
  20467. /**
  20468. * Constructs a new points material.
  20469. *
  20470. * @param {Object} [parameters] - An object with one or more properties
  20471. * defining the material's appearance. Any property of the material
  20472. * (including any property from inherited materials) can be passed
  20473. * in here. Color values can be passed any type of value accepted
  20474. * by {@link Color#set}.
  20475. */
  20476. constructor( parameters ) {
  20477. super();
  20478. /**
  20479. * This flag can be used for type testing.
  20480. *
  20481. * @type {boolean}
  20482. * @readonly
  20483. * @default true
  20484. */
  20485. this.isPointsMaterial = true;
  20486. this.type = 'PointsMaterial';
  20487. /**
  20488. * Color of the material.
  20489. *
  20490. * @type {Color}
  20491. * @default (1,1,1)
  20492. */
  20493. this.color = new Color( 0xffffff );
  20494. /**
  20495. * The color map. May optionally include an alpha channel, typically combined
  20496. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  20497. * color is modulated by the diffuse `color`.
  20498. *
  20499. * @type {?Texture}
  20500. * @default null
  20501. */
  20502. this.map = null;
  20503. /**
  20504. * The alpha map is a grayscale texture that controls the opacity across the
  20505. * surface (black: fully transparent; white: fully opaque).
  20506. *
  20507. * Only the color of the texture is used, ignoring the alpha channel if one
  20508. * exists. For RGB and RGBA textures, the renderer will use the green channel
  20509. * when sampling this texture due to the extra bit of precision provided for
  20510. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  20511. * luminance/alpha textures will also still work as expected.
  20512. *
  20513. * @type {?Texture}
  20514. * @default null
  20515. */
  20516. this.alphaMap = null;
  20517. /**
  20518. * Defines the size of the points in pixels.
  20519. *
  20520. * 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).
  20521. *
  20522. * @type {number}
  20523. * @default 1
  20524. */
  20525. this.size = 1;
  20526. /**
  20527. * Specifies whether size of individual points is attenuated by the camera depth (perspective camera only).
  20528. *
  20529. * @type {boolean}
  20530. * @default true
  20531. */
  20532. this.sizeAttenuation = true;
  20533. /**
  20534. * Whether the material is affected by fog or not.
  20535. *
  20536. * @type {boolean}
  20537. * @default true
  20538. */
  20539. this.fog = true;
  20540. this.setValues( parameters );
  20541. }
  20542. copy( source ) {
  20543. super.copy( source );
  20544. this.color.copy( source.color );
  20545. this.map = source.map;
  20546. this.alphaMap = source.alphaMap;
  20547. this.size = source.size;
  20548. this.sizeAttenuation = source.sizeAttenuation;
  20549. this.fog = source.fog;
  20550. return this;
  20551. }
  20552. }
  20553. const _inverseMatrix = /*@__PURE__*/ new Matrix4();
  20554. const _ray = /*@__PURE__*/ new Ray();
  20555. const _sphere = /*@__PURE__*/ new Sphere();
  20556. const _position$3 = /*@__PURE__*/ new Vector3();
  20557. /**
  20558. * A class for displaying points or point clouds.
  20559. *
  20560. * @augments Object3D
  20561. */
  20562. class Points extends Object3D {
  20563. /**
  20564. * Constructs a new point cloud.
  20565. *
  20566. * @param {BufferGeometry} [geometry] - The points geometry.
  20567. * @param {Material|Array<Material>} [material] - The points material.
  20568. */
  20569. constructor( geometry = new BufferGeometry(), material = new PointsMaterial() ) {
  20570. super();
  20571. /**
  20572. * This flag can be used for type testing.
  20573. *
  20574. * @type {boolean}
  20575. * @readonly
  20576. * @default true
  20577. */
  20578. this.isPoints = true;
  20579. this.type = 'Points';
  20580. /**
  20581. * The points geometry.
  20582. *
  20583. * @type {BufferGeometry}
  20584. */
  20585. this.geometry = geometry;
  20586. /**
  20587. * The line material.
  20588. *
  20589. * @type {Material|Array<Material>}
  20590. * @default PointsMaterial
  20591. */
  20592. this.material = material;
  20593. /**
  20594. * A dictionary representing the morph targets in the geometry. The key is the
  20595. * morph targets name, the value its attribute index. This member is `undefined`
  20596. * by default and only set when morph targets are detected in the geometry.
  20597. *
  20598. * @type {Object<string,number>|undefined}
  20599. * @default undefined
  20600. */
  20601. this.morphTargetDictionary = undefined;
  20602. /**
  20603. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  20604. * is applied. This member is `undefined` by default and only set when morph targets are
  20605. * detected in the geometry.
  20606. *
  20607. * @type {Array<number>|undefined}
  20608. * @default undefined
  20609. */
  20610. this.morphTargetInfluences = undefined;
  20611. this.updateMorphTargets();
  20612. }
  20613. copy( source, recursive ) {
  20614. super.copy( source, recursive );
  20615. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  20616. this.geometry = source.geometry;
  20617. return this;
  20618. }
  20619. /**
  20620. * Computes intersection points between a casted ray and this point cloud.
  20621. *
  20622. * @param {Raycaster} raycaster - The raycaster.
  20623. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  20624. */
  20625. raycast( raycaster, intersects ) {
  20626. const geometry = this.geometry;
  20627. const matrixWorld = this.matrixWorld;
  20628. const threshold = raycaster.params.Points.threshold;
  20629. const drawRange = geometry.drawRange;
  20630. // Checking boundingSphere distance to ray
  20631. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  20632. _sphere.copy( geometry.boundingSphere );
  20633. _sphere.applyMatrix4( matrixWorld );
  20634. _sphere.radius += threshold;
  20635. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;
  20636. //
  20637. _inverseMatrix.copy( matrixWorld ).invert();
  20638. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  20639. const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  20640. const localThresholdSq = localThreshold * localThreshold;
  20641. const index = geometry.index;
  20642. const attributes = geometry.attributes;
  20643. const positionAttribute = attributes.position;
  20644. if ( index !== null ) {
  20645. const start = Math.max( 0, drawRange.start );
  20646. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  20647. for ( let i = start, il = end; i < il; i ++ ) {
  20648. const a = index.getX( i );
  20649. _position$3.fromBufferAttribute( positionAttribute, a );
  20650. testPoint( _position$3, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  20651. }
  20652. } else {
  20653. const start = Math.max( 0, drawRange.start );
  20654. const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
  20655. for ( let i = start, l = end; i < l; i ++ ) {
  20656. _position$3.fromBufferAttribute( positionAttribute, i );
  20657. testPoint( _position$3, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  20658. }
  20659. }
  20660. }
  20661. /**
  20662. * Sets the values of {@link Points#morphTargetDictionary} and {@link Points#morphTargetInfluences}
  20663. * to make sure existing morph targets can influence this 3D object.
  20664. */
  20665. updateMorphTargets() {
  20666. const geometry = this.geometry;
  20667. const morphAttributes = geometry.morphAttributes;
  20668. const keys = Object.keys( morphAttributes );
  20669. if ( keys.length > 0 ) {
  20670. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  20671. if ( morphAttribute !== undefined ) {
  20672. this.morphTargetInfluences = [];
  20673. this.morphTargetDictionary = {};
  20674. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  20675. const name = morphAttribute[ m ].name || String( m );
  20676. this.morphTargetInfluences.push( 0 );
  20677. this.morphTargetDictionary[ name ] = m;
  20678. }
  20679. }
  20680. }
  20681. }
  20682. }
  20683. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  20684. const rayPointDistanceSq = _ray.distanceSqToPoint( point );
  20685. if ( rayPointDistanceSq < localThresholdSq ) {
  20686. const intersectPoint = new Vector3();
  20687. _ray.closestPointToPoint( point, intersectPoint );
  20688. intersectPoint.applyMatrix4( matrixWorld );
  20689. const distance = raycaster.ray.origin.distanceTo( intersectPoint );
  20690. if ( distance < raycaster.near || distance > raycaster.far ) return;
  20691. intersects.push( {
  20692. distance: distance,
  20693. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  20694. point: intersectPoint,
  20695. index: index,
  20696. face: null,
  20697. faceIndex: null,
  20698. barycoord: null,
  20699. object: object
  20700. } );
  20701. }
  20702. }
  20703. /**
  20704. * A texture for use with a video.
  20705. *
  20706. * ```js
  20707. * // assuming you have created a HTML video element with id="video"
  20708. * const video = document.getElementById( 'video' );
  20709. * const texture = new THREE.VideoTexture( video );
  20710. * ```
  20711. *
  20712. * Note: When using video textures with {@link WebGPURenderer}, {@link Texture#colorSpace} must be
  20713. * set to THREE.SRGBColorSpace.
  20714. *
  20715. * Note: After the initial use of a texture, its dimensions, format, and type
  20716. * cannot be changed. Instead, call {@link Texture#dispose} on the texture and instantiate a new one.
  20717. *
  20718. * @augments Texture
  20719. */
  20720. class VideoTexture extends Texture {
  20721. /**
  20722. * Constructs a new video texture.
  20723. *
  20724. * @param {HTMLVideoElement} video - The video element to use as a data source for the texture.
  20725. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  20726. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  20727. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  20728. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  20729. * @param {number} [minFilter=LinearFilter] - The min filter value.
  20730. * @param {number} [format=RGBAFormat] - The texture format.
  20731. * @param {number} [type=UnsignedByteType] - The texture type.
  20732. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  20733. */
  20734. constructor( video, mapping, wrapS, wrapT, magFilter = LinearFilter, minFilter = LinearFilter, format, type, anisotropy ) {
  20735. super( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  20736. /**
  20737. * This flag can be used for type testing.
  20738. *
  20739. * @type {boolean}
  20740. * @readonly
  20741. * @default true
  20742. */
  20743. this.isVideoTexture = true;
  20744. /**
  20745. * Whether to generate mipmaps (if possible) for a texture.
  20746. *
  20747. * Overwritten and set to `false` by default.
  20748. *
  20749. * @type {boolean}
  20750. * @default false
  20751. */
  20752. this.generateMipmaps = false;
  20753. /**
  20754. * The video frame request callback identifier, which is a positive integer.
  20755. *
  20756. * Value of 0 represents no scheduled rVFC.
  20757. *
  20758. * @private
  20759. * @type {number}
  20760. */
  20761. this._requestVideoFrameCallbackId = 0;
  20762. const scope = this;
  20763. function updateVideo() {
  20764. scope.needsUpdate = true;
  20765. scope._requestVideoFrameCallbackId = video.requestVideoFrameCallback( updateVideo );
  20766. }
  20767. if ( 'requestVideoFrameCallback' in video ) {
  20768. this._requestVideoFrameCallbackId = video.requestVideoFrameCallback( updateVideo );
  20769. }
  20770. }
  20771. clone() {
  20772. return new this.constructor( this.image ).copy( this );
  20773. }
  20774. /**
  20775. * This method is called automatically by the renderer and sets {@link Texture#needsUpdate}
  20776. * to `true` every time a new frame is available.
  20777. *
  20778. * Only relevant if `requestVideoFrameCallback` is not supported in the browser.
  20779. */
  20780. update() {
  20781. const video = this.image;
  20782. const hasVideoFrameCallback = 'requestVideoFrameCallback' in video;
  20783. if ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) {
  20784. this.needsUpdate = true;
  20785. }
  20786. }
  20787. dispose() {
  20788. if ( this._requestVideoFrameCallbackId !== 0 ) {
  20789. this.source.data.cancelVideoFrameCallback( this._requestVideoFrameCallbackId );
  20790. this._requestVideoFrameCallbackId = 0;
  20791. }
  20792. super.dispose();
  20793. }
  20794. }
  20795. /**
  20796. * This class can be used as an alternative way to define video data. Instead of using
  20797. * an instance of `HTMLVideoElement` like with `VideoTexture`, `VideoFrameTexture` expects each frame is
  20798. * defined manually via {@link VideoFrameTexture#setFrame}. A typical use case for this module is when
  20799. * video frames are decoded with the WebCodecs API.
  20800. *
  20801. * ```js
  20802. * const texture = new THREE.VideoFrameTexture();
  20803. * texture.setFrame( frame );
  20804. * ```
  20805. *
  20806. * @augments VideoTexture
  20807. */
  20808. class VideoFrameTexture extends VideoTexture {
  20809. /**
  20810. * Constructs a new video frame texture.
  20811. *
  20812. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  20813. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  20814. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  20815. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  20816. * @param {number} [minFilter=LinearFilter] - The min filter value.
  20817. * @param {number} [format=RGBAFormat] - The texture format.
  20818. * @param {number} [type=UnsignedByteType] - The texture type.
  20819. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  20820. */
  20821. constructor( mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  20822. super( {}, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  20823. /**
  20824. * This flag can be used for type testing.
  20825. *
  20826. * @type {boolean}
  20827. * @readonly
  20828. * @default true
  20829. */
  20830. this.isVideoFrameTexture = true;
  20831. }
  20832. /**
  20833. * This method overwritten with an empty implementation since
  20834. * this type of texture is updated via `setFrame()`.
  20835. */
  20836. update() {}
  20837. clone() {
  20838. return new this.constructor().copy( this ); // restoring Texture.clone()
  20839. }
  20840. /**
  20841. * Sets the current frame of the video. This will automatically update the texture
  20842. * so the data can be used for rendering.
  20843. *
  20844. * @param {VideoFrame} frame - The video frame.
  20845. */
  20846. setFrame( frame ) {
  20847. this.image = frame;
  20848. this.needsUpdate = true;
  20849. }
  20850. }
  20851. /**
  20852. * This class can only be used in combination with `copyFramebufferToTexture()` methods
  20853. * of renderers. It extracts the contents of the current bound framebuffer and provides it
  20854. * as a texture for further usage.
  20855. *
  20856. * ```js
  20857. * const pixelRatio = window.devicePixelRatio;
  20858. * const textureSize = 128 * pixelRatio;
  20859. *
  20860. * const frameTexture = new FramebufferTexture( textureSize, textureSize );
  20861. *
  20862. * // calculate start position for copying part of the frame data
  20863. * const vector = new Vector2();
  20864. * vector.x = ( window.innerWidth * pixelRatio / 2 ) - ( textureSize / 2 );
  20865. * vector.y = ( window.innerHeight * pixelRatio / 2 ) - ( textureSize / 2 );
  20866. *
  20867. * renderer.render( scene, camera );
  20868. *
  20869. * // copy part of the rendered frame into the framebuffer texture
  20870. * renderer.copyFramebufferToTexture( frameTexture, vector );
  20871. * ```
  20872. *
  20873. * @augments Texture
  20874. */
  20875. class FramebufferTexture extends Texture {
  20876. /**
  20877. * Constructs a new framebuffer texture.
  20878. *
  20879. * @param {number} [width] - The width of the texture.
  20880. * @param {number} [height] - The height of the texture.
  20881. */
  20882. constructor( width, height ) {
  20883. super( { width, height } );
  20884. /**
  20885. * This flag can be used for type testing.
  20886. *
  20887. * @type {boolean}
  20888. * @readonly
  20889. * @default true
  20890. */
  20891. this.isFramebufferTexture = true;
  20892. /**
  20893. * How the texture is sampled when a texel covers more than one pixel.
  20894. *
  20895. * Overwritten and set to `NearestFilter` by default to disable filtering.
  20896. *
  20897. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  20898. * @default NearestFilter
  20899. */
  20900. this.magFilter = NearestFilter;
  20901. /**
  20902. * How the texture is sampled when a texel covers less than one pixel.
  20903. *
  20904. * Overwritten and set to `NearestFilter` by default to disable filtering.
  20905. *
  20906. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  20907. * @default NearestFilter
  20908. */
  20909. this.minFilter = NearestFilter;
  20910. /**
  20911. * Whether to generate mipmaps (if possible) for a texture.
  20912. *
  20913. * Overwritten and set to `false` by default.
  20914. *
  20915. * @type {boolean}
  20916. * @default false
  20917. */
  20918. this.generateMipmaps = false;
  20919. this.needsUpdate = true;
  20920. }
  20921. }
  20922. /**
  20923. * Creates a texture based on data in compressed form.
  20924. *
  20925. * These texture are usually loaded with {@link CompressedTextureLoader}.
  20926. *
  20927. * @augments Texture
  20928. */
  20929. class CompressedTexture extends Texture {
  20930. /**
  20931. * Constructs a new compressed texture.
  20932. *
  20933. * @param {Array<Object>} mipmaps - This array holds for all mipmaps (including the bases mip)
  20934. * the data and dimensions.
  20935. * @param {number} width - The width of the texture.
  20936. * @param {number} height - The height of the texture.
  20937. * @param {number} [format=RGBAFormat] - The texture format.
  20938. * @param {number} [type=UnsignedByteType] - The texture type.
  20939. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  20940. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  20941. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  20942. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  20943. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  20944. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  20945. * @param {string} [colorSpace=NoColorSpace] - The color space.
  20946. */
  20947. constructor( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, colorSpace ) {
  20948. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  20949. /**
  20950. * This flag can be used for type testing.
  20951. *
  20952. * @type {boolean}
  20953. * @readonly
  20954. * @default true
  20955. */
  20956. this.isCompressedTexture = true;
  20957. /**
  20958. * The image property of a compressed texture just defines its dimensions.
  20959. *
  20960. * @type {{width:number,height:number}}
  20961. */
  20962. this.image = { width: width, height: height };
  20963. /**
  20964. * This array holds for all mipmaps (including the bases mip) the data and dimensions.
  20965. *
  20966. * @type {Array<Object>}
  20967. */
  20968. this.mipmaps = mipmaps;
  20969. /**
  20970. * If set to `true`, the texture is flipped along the vertical axis when
  20971. * uploaded to the GPU.
  20972. *
  20973. * Overwritten and set to `false` by default since it is not possible to
  20974. * flip compressed textures.
  20975. *
  20976. * @type {boolean}
  20977. * @default false
  20978. * @readonly
  20979. */
  20980. this.flipY = false;
  20981. /**
  20982. * Whether to generate mipmaps (if possible) for a texture.
  20983. *
  20984. * Overwritten and set to `false` by default since it is not
  20985. * possible to generate mipmaps for compressed data. Mipmaps
  20986. * must be embedded in the compressed texture file.
  20987. *
  20988. * @type {boolean}
  20989. * @default false
  20990. * @readonly
  20991. */
  20992. this.generateMipmaps = false;
  20993. }
  20994. }
  20995. /**
  20996. * Creates a texture 2D array based on data in compressed form.
  20997. *
  20998. * These texture are usually loaded with {@link CompressedTextureLoader}.
  20999. *
  21000. * @augments CompressedTexture
  21001. */
  21002. class CompressedArrayTexture extends CompressedTexture {
  21003. /**
  21004. * Constructs a new compressed array texture.
  21005. *
  21006. * @param {Array<Object>} mipmaps - This array holds for all mipmaps (including the bases mip)
  21007. * the data and dimensions.
  21008. * @param {number} width - The width of the texture.
  21009. * @param {number} height - The height of the texture.
  21010. * @param {number} depth - The depth of the texture.
  21011. * @param {number} [format=RGBAFormat] - The min filter value.
  21012. * @param {number} [type=UnsignedByteType] - The min filter value.
  21013. */
  21014. constructor( mipmaps, width, height, depth, format, type ) {
  21015. super( mipmaps, width, height, format, type );
  21016. /**
  21017. * This flag can be used for type testing.
  21018. *
  21019. * @type {boolean}
  21020. * @readonly
  21021. * @default true
  21022. */
  21023. this.isCompressedArrayTexture = true;
  21024. /**
  21025. * The image property of a compressed texture just defines its dimensions.
  21026. *
  21027. * @name CompressedArrayTexture#image
  21028. * @type {{width:number,height:number,depth:number}}
  21029. */
  21030. this.image.depth = depth;
  21031. /**
  21032. * This defines how the texture is wrapped in the depth and corresponds to
  21033. * *W* in UVW mapping.
  21034. *
  21035. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  21036. * @default ClampToEdgeWrapping
  21037. */
  21038. this.wrapR = ClampToEdgeWrapping;
  21039. /**
  21040. * A set of all layers which need to be updated in the texture.
  21041. *
  21042. * @type {Set<number>}
  21043. */
  21044. this.layerUpdates = new Set();
  21045. }
  21046. /**
  21047. * Describes that a specific layer of the texture needs to be updated.
  21048. * Normally when {@link Texture#needsUpdate} is set to `true`, the
  21049. * entire compressed texture array is sent to the GPU. Marking specific
  21050. * layers will only transmit subsets of all mipmaps associated with a
  21051. * specific depth in the array which is often much more performant.
  21052. *
  21053. * @param {number} layerIndex - The layer index that should be updated.
  21054. */
  21055. addLayerUpdate( layerIndex ) {
  21056. this.layerUpdates.add( layerIndex );
  21057. }
  21058. /**
  21059. * Resets the layer updates registry.
  21060. */
  21061. clearLayerUpdates() {
  21062. this.layerUpdates.clear();
  21063. }
  21064. }
  21065. /**
  21066. * Creates a cube texture based on data in compressed form.
  21067. *
  21068. * These texture are usually loaded with {@link CompressedTextureLoader}.
  21069. *
  21070. * @augments CompressedTexture
  21071. */
  21072. class CompressedCubeTexture extends CompressedTexture {
  21073. /**
  21074. * Constructs a new compressed texture.
  21075. *
  21076. * @param {Array<CompressedTexture>} images - An array of compressed textures.
  21077. * @param {number} [format=RGBAFormat] - The texture format.
  21078. * @param {number} [type=UnsignedByteType] - The texture type.
  21079. */
  21080. constructor( images, format, type ) {
  21081. super( undefined, images[ 0 ].width, images[ 0 ].height, format, type, CubeReflectionMapping );
  21082. /**
  21083. * This flag can be used for type testing.
  21084. *
  21085. * @type {boolean}
  21086. * @readonly
  21087. * @default true
  21088. */
  21089. this.isCompressedCubeTexture = true;
  21090. /**
  21091. * This flag can be used for type testing.
  21092. *
  21093. * @type {boolean}
  21094. * @readonly
  21095. * @default true
  21096. */
  21097. this.isCubeTexture = true;
  21098. this.image = images;
  21099. }
  21100. }
  21101. /**
  21102. * Creates a cube texture made up of six images.
  21103. *
  21104. * ```js
  21105. * const loader = new THREE.CubeTextureLoader();
  21106. * loader.setPath( 'textures/cube/pisa/' );
  21107. *
  21108. * const textureCube = loader.load( [
  21109. * 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png'
  21110. * ] );
  21111. *
  21112. * const material = new THREE.MeshBasicMaterial( { color: 0xffffff, envMap: textureCube } );
  21113. * ```
  21114. *
  21115. * @augments Texture
  21116. */
  21117. class CubeTexture extends Texture {
  21118. /**
  21119. * Constructs a new cube texture.
  21120. *
  21121. * @param {Array<Image>} [images=[]] - An array holding a image for each side of a cube.
  21122. * @param {number} [mapping=CubeReflectionMapping] - The texture mapping.
  21123. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21124. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21125. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21126. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  21127. * @param {number} [format=RGBAFormat] - The texture format.
  21128. * @param {number} [type=UnsignedByteType] - The texture type.
  21129. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21130. * @param {string} [colorSpace=NoColorSpace] - The color space value.
  21131. */
  21132. constructor( images = [], mapping = CubeReflectionMapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ) {
  21133. super( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  21134. /**
  21135. * This flag can be used for type testing.
  21136. *
  21137. * @type {boolean}
  21138. * @readonly
  21139. * @default true
  21140. */
  21141. this.isCubeTexture = true;
  21142. /**
  21143. * If set to `true`, the texture is flipped along the vertical axis when
  21144. * uploaded to the GPU.
  21145. *
  21146. * Overwritten and set to `false` by default.
  21147. *
  21148. * @type {boolean}
  21149. * @default false
  21150. */
  21151. this.flipY = false;
  21152. }
  21153. /**
  21154. * Alias for {@link CubeTexture#image}.
  21155. *
  21156. * @type {Array<Image>}
  21157. */
  21158. get images() {
  21159. return this.image;
  21160. }
  21161. set images( value ) {
  21162. this.image = value;
  21163. }
  21164. }
  21165. /**
  21166. * Creates a texture from a canvas element.
  21167. *
  21168. * This is almost the same as the base texture class, except that it sets {@link Texture#needsUpdate}
  21169. * to `true` immediately since a canvas can directly be used for rendering.
  21170. *
  21171. * @augments Texture
  21172. */
  21173. class CanvasTexture extends Texture {
  21174. /**
  21175. * Constructs a new texture.
  21176. *
  21177. * @param {HTMLCanvasElement} [canvas] - The HTML canvas element.
  21178. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21179. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21180. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21181. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21182. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  21183. * @param {number} [format=RGBAFormat] - The texture format.
  21184. * @param {number} [type=UnsignedByteType] - The texture type.
  21185. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21186. */
  21187. constructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  21188. super( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  21189. /**
  21190. * This flag can be used for type testing.
  21191. *
  21192. * @type {boolean}
  21193. * @readonly
  21194. * @default true
  21195. */
  21196. this.isCanvasTexture = true;
  21197. this.needsUpdate = true;
  21198. }
  21199. }
  21200. /**
  21201. * This class can be used to automatically save the depth information of a
  21202. * rendering into a texture.
  21203. *
  21204. * @augments Texture
  21205. */
  21206. class DepthTexture extends Texture {
  21207. /**
  21208. * Constructs a new depth texture.
  21209. *
  21210. * @param {number} width - The width of the texture.
  21211. * @param {number} height - The height of the texture.
  21212. * @param {number} [type=UnsignedIntType] - The texture type.
  21213. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21214. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21215. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21216. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21217. * @param {number} [minFilter=LinearFilter] - The min filter value.
  21218. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21219. * @param {number} [format=DepthFormat] - The texture format.
  21220. * @param {number} [depth=1] - The depth of the texture.
  21221. */
  21222. constructor( width, height, type = UnsignedIntType, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, format = DepthFormat, depth = 1 ) {
  21223. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  21224. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  21225. }
  21226. const image = { width: width, height: height, depth: depth };
  21227. super( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  21228. /**
  21229. * This flag can be used for type testing.
  21230. *
  21231. * @type {boolean}
  21232. * @readonly
  21233. * @default true
  21234. */
  21235. this.isDepthTexture = true;
  21236. /**
  21237. * If set to `true`, the texture is flipped along the vertical axis when
  21238. * uploaded to the GPU.
  21239. *
  21240. * Overwritten and set to `false` by default.
  21241. *
  21242. * @type {boolean}
  21243. * @default false
  21244. */
  21245. this.flipY = false;
  21246. /**
  21247. * Whether to generate mipmaps (if possible) for a texture.
  21248. *
  21249. * Overwritten and set to `false` by default.
  21250. *
  21251. * @type {boolean}
  21252. * @default false
  21253. */
  21254. this.generateMipmaps = false;
  21255. /**
  21256. * Code corresponding to the depth compare function.
  21257. *
  21258. * @type {?(NeverCompare|LessCompare|EqualCompare|LessEqualCompare|GreaterCompare|NotEqualCompare|GreaterEqualCompare|AlwaysCompare)}
  21259. * @default null
  21260. */
  21261. this.compareFunction = null;
  21262. }
  21263. copy( source ) {
  21264. super.copy( source );
  21265. this.source = new Source( Object.assign( {}, source.image ) ); // see #30540
  21266. this.compareFunction = source.compareFunction;
  21267. return this;
  21268. }
  21269. toJSON( meta ) {
  21270. const data = super.toJSON( meta );
  21271. if ( this.compareFunction !== null ) data.compareFunction = this.compareFunction;
  21272. return data;
  21273. }
  21274. }
  21275. /**
  21276. * This class can be used to automatically save the depth information of a
  21277. * cube rendering into a cube texture with depth format. Used for PointLight shadows.
  21278. *
  21279. * @augments DepthTexture
  21280. */
  21281. class CubeDepthTexture extends DepthTexture {
  21282. /**
  21283. * Constructs a new cube depth texture.
  21284. *
  21285. * @param {number} size - The size (width and height) of each cube face.
  21286. * @param {number} [type=UnsignedIntType] - The texture type.
  21287. * @param {number} [mapping=CubeReflectionMapping] - The texture mapping.
  21288. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21289. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21290. * @param {number} [magFilter=NearestFilter] - The mag filter value.
  21291. * @param {number} [minFilter=NearestFilter] - The min filter value.
  21292. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21293. * @param {number} [format=DepthFormat] - The texture format.
  21294. */
  21295. constructor( size, type = UnsignedIntType, mapping = CubeReflectionMapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, format = DepthFormat ) {
  21296. // Create 6 identical image descriptors for the cube faces
  21297. const image = { width: size, height: size, depth: 1 };
  21298. const images = [ image, image, image, image, image, image ];
  21299. // Call DepthTexture constructor with width, height
  21300. super( size, size, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format );
  21301. // Replace the single image with the array of 6 images
  21302. this.image = images;
  21303. /**
  21304. * This flag can be used for type testing.
  21305. *
  21306. * @type {boolean}
  21307. * @readonly
  21308. * @default true
  21309. */
  21310. this.isCubeDepthTexture = true;
  21311. /**
  21312. * Set to true for cube texture handling in WebGLTextures.
  21313. *
  21314. * @type {boolean}
  21315. * @readonly
  21316. * @default true
  21317. */
  21318. this.isCubeTexture = true;
  21319. }
  21320. /**
  21321. * Alias for {@link CubeDepthTexture#image}.
  21322. *
  21323. * @type {Array<Image>}
  21324. */
  21325. get images() {
  21326. return this.image;
  21327. }
  21328. set images( value ) {
  21329. this.image = value;
  21330. }
  21331. }
  21332. /**
  21333. * Represents a texture created externally with the same renderer context.
  21334. *
  21335. * This may be a texture from a protected media stream, device camera feed,
  21336. * or other data feeds like a depth sensor.
  21337. *
  21338. * Note that this class is only supported in {@link WebGLRenderer}, and in
  21339. * the {@link WebGPURenderer} WebGPU backend.
  21340. *
  21341. * @augments Texture
  21342. */
  21343. class ExternalTexture extends Texture {
  21344. /**
  21345. * Creates a new raw texture.
  21346. *
  21347. * @param {?(WebGLTexture|GPUTexture)} [sourceTexture=null] - The external texture.
  21348. */
  21349. constructor( sourceTexture = null ) {
  21350. super();
  21351. /**
  21352. * The external source texture.
  21353. *
  21354. * @type {?(WebGLTexture|GPUTexture)}
  21355. * @default null
  21356. */
  21357. this.sourceTexture = sourceTexture;
  21358. /**
  21359. * This flag can be used for type testing.
  21360. *
  21361. * @type {boolean}
  21362. * @readonly
  21363. * @default true
  21364. */
  21365. this.isExternalTexture = true;
  21366. }
  21367. copy( source ) {
  21368. super.copy( source );
  21369. this.sourceTexture = source.sourceTexture;
  21370. return this;
  21371. }
  21372. }
  21373. /**
  21374. * A geometry class for a rectangular cuboid with a given width, height, and depth.
  21375. * On creation, the cuboid is centred on the origin, with each edge parallel to one
  21376. * of the axes.
  21377. *
  21378. * ```js
  21379. * const geometry = new THREE.BoxGeometry( 1, 1, 1 );
  21380. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  21381. * const cube = new THREE.Mesh( geometry, material );
  21382. * scene.add( cube );
  21383. * ```
  21384. *
  21385. * @augments BufferGeometry
  21386. * @demo scenes/geometry-browser.html#BoxGeometry
  21387. */
  21388. class BoxGeometry extends BufferGeometry {
  21389. /**
  21390. * Constructs a new box geometry.
  21391. *
  21392. * @param {number} [width=1] - The width. That is, the length of the edges parallel to the X axis.
  21393. * @param {number} [height=1] - The height. That is, the length of the edges parallel to the Y axis.
  21394. * @param {number} [depth=1] - The depth. That is, the length of the edges parallel to the Z axis.
  21395. * @param {number} [widthSegments=1] - Number of segmented rectangular faces along the width of the sides.
  21396. * @param {number} [heightSegments=1] - Number of segmented rectangular faces along the height of the sides.
  21397. * @param {number} [depthSegments=1] - Number of segmented rectangular faces along the depth of the sides.
  21398. */
  21399. constructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {
  21400. super();
  21401. this.type = 'BoxGeometry';
  21402. /**
  21403. * Holds the constructor parameters that have been
  21404. * used to generate the geometry. Any modification
  21405. * after instantiation does not change the geometry.
  21406. *
  21407. * @type {Object}
  21408. */
  21409. this.parameters = {
  21410. width: width,
  21411. height: height,
  21412. depth: depth,
  21413. widthSegments: widthSegments,
  21414. heightSegments: heightSegments,
  21415. depthSegments: depthSegments
  21416. };
  21417. const scope = this;
  21418. // segments
  21419. widthSegments = Math.floor( widthSegments );
  21420. heightSegments = Math.floor( heightSegments );
  21421. depthSegments = Math.floor( depthSegments );
  21422. // buffers
  21423. const indices = [];
  21424. const vertices = [];
  21425. const normals = [];
  21426. const uvs = [];
  21427. // helper variables
  21428. let numberOfVertices = 0;
  21429. let groupStart = 0;
  21430. // build each side of the box geometry
  21431. buildPlane( 'z', 'y', 'x', -1, -1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  21432. buildPlane( 'z', 'y', 'x', 1, -1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  21433. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  21434. buildPlane( 'x', 'z', 'y', 1, -1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  21435. buildPlane( 'x', 'y', 'z', 1, -1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  21436. buildPlane( 'x', 'y', 'z', -1, -1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  21437. // build geometry
  21438. this.setIndex( indices );
  21439. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  21440. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  21441. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  21442. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  21443. const segmentWidth = width / gridX;
  21444. const segmentHeight = height / gridY;
  21445. const widthHalf = width / 2;
  21446. const heightHalf = height / 2;
  21447. const depthHalf = depth / 2;
  21448. const gridX1 = gridX + 1;
  21449. const gridY1 = gridY + 1;
  21450. let vertexCounter = 0;
  21451. let groupCount = 0;
  21452. const vector = new Vector3();
  21453. // generate vertices, normals and uvs
  21454. for ( let iy = 0; iy < gridY1; iy ++ ) {
  21455. const y = iy * segmentHeight - heightHalf;
  21456. for ( let ix = 0; ix < gridX1; ix ++ ) {
  21457. const x = ix * segmentWidth - widthHalf;
  21458. // set values to correct vector component
  21459. vector[ u ] = x * udir;
  21460. vector[ v ] = y * vdir;
  21461. vector[ w ] = depthHalf;
  21462. // now apply vector to vertex buffer
  21463. vertices.push( vector.x, vector.y, vector.z );
  21464. // set values to correct vector component
  21465. vector[ u ] = 0;
  21466. vector[ v ] = 0;
  21467. vector[ w ] = depth > 0 ? 1 : -1;
  21468. // now apply vector to normal buffer
  21469. normals.push( vector.x, vector.y, vector.z );
  21470. // uvs
  21471. uvs.push( ix / gridX );
  21472. uvs.push( 1 - ( iy / gridY ) );
  21473. // counters
  21474. vertexCounter += 1;
  21475. }
  21476. }
  21477. // indices
  21478. // 1. you need three indices to draw a single face
  21479. // 2. a single segment consists of two faces
  21480. // 3. so we need to generate six (2*3) indices per segment
  21481. for ( let iy = 0; iy < gridY; iy ++ ) {
  21482. for ( let ix = 0; ix < gridX; ix ++ ) {
  21483. const a = numberOfVertices + ix + gridX1 * iy;
  21484. const b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  21485. const c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  21486. const d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  21487. // faces
  21488. indices.push( a, b, d );
  21489. indices.push( b, c, d );
  21490. // increase counter
  21491. groupCount += 6;
  21492. }
  21493. }
  21494. // add a group to the geometry. this will ensure multi material support
  21495. scope.addGroup( groupStart, groupCount, materialIndex );
  21496. // calculate new start value for groups
  21497. groupStart += groupCount;
  21498. // update total number of vertices
  21499. numberOfVertices += vertexCounter;
  21500. }
  21501. }
  21502. copy( source ) {
  21503. super.copy( source );
  21504. this.parameters = Object.assign( {}, source.parameters );
  21505. return this;
  21506. }
  21507. /**
  21508. * Factory method for creating an instance of this class from the given
  21509. * JSON object.
  21510. *
  21511. * @param {Object} data - A JSON object representing the serialized geometry.
  21512. * @return {BoxGeometry} A new instance.
  21513. */
  21514. static fromJSON( data ) {
  21515. return new BoxGeometry( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments );
  21516. }
  21517. }
  21518. /**
  21519. * A geometry class for representing a capsule.
  21520. *
  21521. * ```js
  21522. * const geometry = new THREE.CapsuleGeometry( 1, 1, 4, 8, 1 );
  21523. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  21524. * const capsule = new THREE.Mesh( geometry, material );
  21525. * scene.add( capsule );
  21526. * ```
  21527. *
  21528. * @augments BufferGeometry
  21529. * @demo scenes/geometry-browser.html#CapsuleGeometry
  21530. */
  21531. class CapsuleGeometry extends BufferGeometry {
  21532. /**
  21533. * Constructs a new capsule geometry.
  21534. *
  21535. * @param {number} [radius=1] - Radius of the capsule.
  21536. * @param {number} [height=1] - Height of the middle section.
  21537. * @param {number} [capSegments=4] - Number of curve segments used to build each cap.
  21538. * @param {number} [radialSegments=8] - Number of segmented faces around the circumference of the capsule. Must be an integer >= 3.
  21539. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the middle section. Must be an integer >= 1.
  21540. */
  21541. constructor( radius = 1, height = 1, capSegments = 4, radialSegments = 8, heightSegments = 1 ) {
  21542. super();
  21543. this.type = 'CapsuleGeometry';
  21544. /**
  21545. * Holds the constructor parameters that have been
  21546. * used to generate the geometry. Any modification
  21547. * after instantiation does not change the geometry.
  21548. *
  21549. * @type {Object}
  21550. */
  21551. this.parameters = {
  21552. radius: radius,
  21553. height: height,
  21554. capSegments: capSegments,
  21555. radialSegments: radialSegments,
  21556. heightSegments: heightSegments,
  21557. };
  21558. height = Math.max( 0, height );
  21559. capSegments = Math.max( 1, Math.floor( capSegments ) );
  21560. radialSegments = Math.max( 3, Math.floor( radialSegments ) );
  21561. heightSegments = Math.max( 1, Math.floor( heightSegments ) );
  21562. // buffers
  21563. const indices = [];
  21564. const vertices = [];
  21565. const normals = [];
  21566. const uvs = [];
  21567. // helper variables
  21568. const halfHeight = height / 2;
  21569. const capArcLength = ( Math.PI / 2 ) * radius;
  21570. const cylinderPartLength = height;
  21571. const totalArcLength = 2 * capArcLength + cylinderPartLength;
  21572. const numVerticalSegments = capSegments * 2 + heightSegments;
  21573. const verticesPerRow = radialSegments + 1;
  21574. const normal = new Vector3();
  21575. const vertex = new Vector3();
  21576. // generate vertices, normals, and uvs
  21577. for ( let iy = 0; iy <= numVerticalSegments; iy ++ ) {
  21578. let currentArcLength = 0;
  21579. let profileY = 0;
  21580. let profileRadius = 0;
  21581. let normalYComponent = 0;
  21582. if ( iy <= capSegments ) {
  21583. // bottom cap
  21584. const segmentProgress = iy / capSegments;
  21585. const angle = ( segmentProgress * Math.PI ) / 2;
  21586. profileY = - halfHeight - radius * Math.cos( angle );
  21587. profileRadius = radius * Math.sin( angle );
  21588. normalYComponent = - radius * Math.cos( angle );
  21589. currentArcLength = segmentProgress * capArcLength;
  21590. } else if ( iy <= capSegments + heightSegments ) {
  21591. // middle section
  21592. const segmentProgress = ( iy - capSegments ) / heightSegments;
  21593. profileY = - halfHeight + segmentProgress * height;
  21594. profileRadius = radius;
  21595. normalYComponent = 0;
  21596. currentArcLength = capArcLength + segmentProgress * cylinderPartLength;
  21597. } else {
  21598. // top cap
  21599. const segmentProgress =
  21600. ( iy - capSegments - heightSegments ) / capSegments;
  21601. const angle = ( segmentProgress * Math.PI ) / 2;
  21602. profileY = halfHeight + radius * Math.sin( angle );
  21603. profileRadius = radius * Math.cos( angle );
  21604. normalYComponent = radius * Math.sin( angle );
  21605. currentArcLength =
  21606. capArcLength + cylinderPartLength + segmentProgress * capArcLength;
  21607. }
  21608. const v = Math.max( 0, Math.min( 1, currentArcLength / totalArcLength ) );
  21609. // special case for the poles
  21610. let uOffset = 0;
  21611. if ( iy === 0 ) {
  21612. uOffset = 0.5 / radialSegments;
  21613. } else if ( iy === numVerticalSegments ) {
  21614. uOffset = -0.5 / radialSegments;
  21615. }
  21616. for ( let ix = 0; ix <= radialSegments; ix ++ ) {
  21617. const u = ix / radialSegments;
  21618. const theta = u * Math.PI * 2;
  21619. const sinTheta = Math.sin( theta );
  21620. const cosTheta = Math.cos( theta );
  21621. // vertex
  21622. vertex.x = - profileRadius * cosTheta;
  21623. vertex.y = profileY;
  21624. vertex.z = profileRadius * sinTheta;
  21625. vertices.push( vertex.x, vertex.y, vertex.z );
  21626. // normal
  21627. normal.set(
  21628. - profileRadius * cosTheta,
  21629. normalYComponent,
  21630. profileRadius * sinTheta
  21631. );
  21632. normal.normalize();
  21633. normals.push( normal.x, normal.y, normal.z );
  21634. // uv
  21635. uvs.push( u + uOffset, v );
  21636. }
  21637. if ( iy > 0 ) {
  21638. const prevIndexRow = ( iy - 1 ) * verticesPerRow;
  21639. for ( let ix = 0; ix < radialSegments; ix ++ ) {
  21640. const i1 = prevIndexRow + ix;
  21641. const i2 = prevIndexRow + ix + 1;
  21642. const i3 = iy * verticesPerRow + ix;
  21643. const i4 = iy * verticesPerRow + ix + 1;
  21644. indices.push( i1, i2, i3 );
  21645. indices.push( i2, i4, i3 );
  21646. }
  21647. }
  21648. }
  21649. // build geometry
  21650. this.setIndex( indices );
  21651. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  21652. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  21653. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  21654. }
  21655. copy( source ) {
  21656. super.copy( source );
  21657. this.parameters = Object.assign( {}, source.parameters );
  21658. return this;
  21659. }
  21660. /**
  21661. * Factory method for creating an instance of this class from the given
  21662. * JSON object.
  21663. *
  21664. * @param {Object} data - A JSON object representing the serialized geometry.
  21665. * @return {CapsuleGeometry} A new instance.
  21666. */
  21667. static fromJSON( data ) {
  21668. return new CapsuleGeometry( data.radius, data.height, data.capSegments, data.radialSegments, data.heightSegments );
  21669. }
  21670. }
  21671. /**
  21672. * A simple shape of Euclidean geometry. It is constructed from a
  21673. * number of triangular segments that are oriented around a central point and
  21674. * extend as far out as a given radius. It is built counter-clockwise from a
  21675. * start angle and a given central angle. It can also be used to create
  21676. * regular polygons, where the number of segments determines the number of
  21677. * sides.
  21678. *
  21679. * ```js
  21680. * const geometry = new THREE.CircleGeometry( 5, 32 );
  21681. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  21682. * const circle = new THREE.Mesh( geometry, material );
  21683. * scene.add( circle )
  21684. * ```
  21685. *
  21686. * @augments BufferGeometry
  21687. * @demo scenes/geometry-browser.html#CircleGeometry
  21688. */
  21689. class CircleGeometry extends BufferGeometry {
  21690. /**
  21691. * Constructs a new circle geometry.
  21692. *
  21693. * @param {number} [radius=1] - Radius of the circle.
  21694. * @param {number} [segments=32] - Number of segments (triangles), minimum = `3`.
  21695. * @param {number} [thetaStart=0] - Start angle for first segment in radians.
  21696. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta,
  21697. * of the circular sector in radians. The default value results in a complete circle.
  21698. */
  21699. constructor( radius = 1, segments = 32, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  21700. super();
  21701. this.type = 'CircleGeometry';
  21702. /**
  21703. * Holds the constructor parameters that have been
  21704. * used to generate the geometry. Any modification
  21705. * after instantiation does not change the geometry.
  21706. *
  21707. * @type {Object}
  21708. */
  21709. this.parameters = {
  21710. radius: radius,
  21711. segments: segments,
  21712. thetaStart: thetaStart,
  21713. thetaLength: thetaLength
  21714. };
  21715. segments = Math.max( 3, segments );
  21716. // buffers
  21717. const indices = [];
  21718. const vertices = [];
  21719. const normals = [];
  21720. const uvs = [];
  21721. // helper variables
  21722. const vertex = new Vector3();
  21723. const uv = new Vector2();
  21724. // center point
  21725. vertices.push( 0, 0, 0 );
  21726. normals.push( 0, 0, 1 );
  21727. uvs.push( 0.5, 0.5 );
  21728. for ( let s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  21729. const segment = thetaStart + s / segments * thetaLength;
  21730. // vertex
  21731. vertex.x = radius * Math.cos( segment );
  21732. vertex.y = radius * Math.sin( segment );
  21733. vertices.push( vertex.x, vertex.y, vertex.z );
  21734. // normal
  21735. normals.push( 0, 0, 1 );
  21736. // uvs
  21737. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  21738. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  21739. uvs.push( uv.x, uv.y );
  21740. }
  21741. // indices
  21742. for ( let i = 1; i <= segments; i ++ ) {
  21743. indices.push( i, i + 1, 0 );
  21744. }
  21745. // build geometry
  21746. this.setIndex( indices );
  21747. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  21748. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  21749. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  21750. }
  21751. copy( source ) {
  21752. super.copy( source );
  21753. this.parameters = Object.assign( {}, source.parameters );
  21754. return this;
  21755. }
  21756. /**
  21757. * Factory method for creating an instance of this class from the given
  21758. * JSON object.
  21759. *
  21760. * @param {Object} data - A JSON object representing the serialized geometry.
  21761. * @return {CircleGeometry} A new instance.
  21762. */
  21763. static fromJSON( data ) {
  21764. return new CircleGeometry( data.radius, data.segments, data.thetaStart, data.thetaLength );
  21765. }
  21766. }
  21767. /**
  21768. * A geometry class for representing a cylinder.
  21769. *
  21770. * ```js
  21771. * const geometry = new THREE.CylinderGeometry( 5, 5, 20, 32 );
  21772. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  21773. * const cylinder = new THREE.Mesh( geometry, material );
  21774. * scene.add( cylinder );
  21775. * ```
  21776. *
  21777. * @augments BufferGeometry
  21778. * @demo scenes/geometry-browser.html#CylinderGeometry
  21779. */
  21780. class CylinderGeometry extends BufferGeometry {
  21781. /**
  21782. * Constructs a new cylinder geometry.
  21783. *
  21784. * @param {number} [radiusTop=1] - Radius of the cylinder at the top.
  21785. * @param {number} [radiusBottom=1] - Radius of the cylinder at the bottom.
  21786. * @param {number} [height=1] - Height of the cylinder.
  21787. * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cylinder.
  21788. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cylinder.
  21789. * @param {boolean} [openEnded=false] - Whether the base of the cylinder is open or capped.
  21790. * @param {number} [thetaStart=0] - Start angle for first segment, in radians.
  21791. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians.
  21792. * The default value results in a complete cylinder.
  21793. */
  21794. constructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  21795. super();
  21796. this.type = 'CylinderGeometry';
  21797. /**
  21798. * Holds the constructor parameters that have been
  21799. * used to generate the geometry. Any modification
  21800. * after instantiation does not change the geometry.
  21801. *
  21802. * @type {Object}
  21803. */
  21804. this.parameters = {
  21805. radiusTop: radiusTop,
  21806. radiusBottom: radiusBottom,
  21807. height: height,
  21808. radialSegments: radialSegments,
  21809. heightSegments: heightSegments,
  21810. openEnded: openEnded,
  21811. thetaStart: thetaStart,
  21812. thetaLength: thetaLength
  21813. };
  21814. const scope = this;
  21815. radialSegments = Math.floor( radialSegments );
  21816. heightSegments = Math.floor( heightSegments );
  21817. // buffers
  21818. const indices = [];
  21819. const vertices = [];
  21820. const normals = [];
  21821. const uvs = [];
  21822. // helper variables
  21823. let index = 0;
  21824. const indexArray = [];
  21825. const halfHeight = height / 2;
  21826. let groupStart = 0;
  21827. // generate geometry
  21828. generateTorso();
  21829. if ( openEnded === false ) {
  21830. if ( radiusTop > 0 ) generateCap( true );
  21831. if ( radiusBottom > 0 ) generateCap( false );
  21832. }
  21833. // build geometry
  21834. this.setIndex( indices );
  21835. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  21836. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  21837. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  21838. function generateTorso() {
  21839. const normal = new Vector3();
  21840. const vertex = new Vector3();
  21841. let groupCount = 0;
  21842. // this will be used to calculate the normal
  21843. const slope = ( radiusBottom - radiusTop ) / height;
  21844. // generate vertices, normals and uvs
  21845. for ( let y = 0; y <= heightSegments; y ++ ) {
  21846. const indexRow = [];
  21847. const v = y / heightSegments;
  21848. // calculate the radius of the current row
  21849. const radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  21850. for ( let x = 0; x <= radialSegments; x ++ ) {
  21851. const u = x / radialSegments;
  21852. const theta = u * thetaLength + thetaStart;
  21853. const sinTheta = Math.sin( theta );
  21854. const cosTheta = Math.cos( theta );
  21855. // vertex
  21856. vertex.x = radius * sinTheta;
  21857. vertex.y = - v * height + halfHeight;
  21858. vertex.z = radius * cosTheta;
  21859. vertices.push( vertex.x, vertex.y, vertex.z );
  21860. // normal
  21861. normal.set( sinTheta, slope, cosTheta ).normalize();
  21862. normals.push( normal.x, normal.y, normal.z );
  21863. // uv
  21864. uvs.push( u, 1 - v );
  21865. // save index of vertex in respective row
  21866. indexRow.push( index ++ );
  21867. }
  21868. // now save vertices of the row in our index array
  21869. indexArray.push( indexRow );
  21870. }
  21871. // generate indices
  21872. for ( let x = 0; x < radialSegments; x ++ ) {
  21873. for ( let y = 0; y < heightSegments; y ++ ) {
  21874. // we use the index array to access the correct indices
  21875. const a = indexArray[ y ][ x ];
  21876. const b = indexArray[ y + 1 ][ x ];
  21877. const c = indexArray[ y + 1 ][ x + 1 ];
  21878. const d = indexArray[ y ][ x + 1 ];
  21879. // faces
  21880. if ( radiusTop > 0 || y !== 0 ) {
  21881. indices.push( a, b, d );
  21882. groupCount += 3;
  21883. }
  21884. if ( radiusBottom > 0 || y !== heightSegments - 1 ) {
  21885. indices.push( b, c, d );
  21886. groupCount += 3;
  21887. }
  21888. }
  21889. }
  21890. // add a group to the geometry. this will ensure multi material support
  21891. scope.addGroup( groupStart, groupCount, 0 );
  21892. // calculate new start value for groups
  21893. groupStart += groupCount;
  21894. }
  21895. function generateCap( top ) {
  21896. // save the index of the first center vertex
  21897. const centerIndexStart = index;
  21898. const uv = new Vector2();
  21899. const vertex = new Vector3();
  21900. let groupCount = 0;
  21901. const radius = ( top === true ) ? radiusTop : radiusBottom;
  21902. const sign = ( top === true ) ? 1 : -1;
  21903. // first we generate the center vertex data of the cap.
  21904. // because the geometry needs one set of uvs per face,
  21905. // we must generate a center vertex per face/segment
  21906. for ( let x = 1; x <= radialSegments; x ++ ) {
  21907. // vertex
  21908. vertices.push( 0, halfHeight * sign, 0 );
  21909. // normal
  21910. normals.push( 0, sign, 0 );
  21911. // uv
  21912. uvs.push( 0.5, 0.5 );
  21913. // increase index
  21914. index ++;
  21915. }
  21916. // save the index of the last center vertex
  21917. const centerIndexEnd = index;
  21918. // now we generate the surrounding vertices, normals and uvs
  21919. for ( let x = 0; x <= radialSegments; x ++ ) {
  21920. const u = x / radialSegments;
  21921. const theta = u * thetaLength + thetaStart;
  21922. const cosTheta = Math.cos( theta );
  21923. const sinTheta = Math.sin( theta );
  21924. // vertex
  21925. vertex.x = radius * sinTheta;
  21926. vertex.y = halfHeight * sign;
  21927. vertex.z = radius * cosTheta;
  21928. vertices.push( vertex.x, vertex.y, vertex.z );
  21929. // normal
  21930. normals.push( 0, sign, 0 );
  21931. // uv
  21932. uv.x = ( cosTheta * 0.5 ) + 0.5;
  21933. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  21934. uvs.push( uv.x, uv.y );
  21935. // increase index
  21936. index ++;
  21937. }
  21938. // generate indices
  21939. for ( let x = 0; x < radialSegments; x ++ ) {
  21940. const c = centerIndexStart + x;
  21941. const i = centerIndexEnd + x;
  21942. if ( top === true ) {
  21943. // face top
  21944. indices.push( i, i + 1, c );
  21945. } else {
  21946. // face bottom
  21947. indices.push( i + 1, i, c );
  21948. }
  21949. groupCount += 3;
  21950. }
  21951. // add a group to the geometry. this will ensure multi material support
  21952. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  21953. // calculate new start value for groups
  21954. groupStart += groupCount;
  21955. }
  21956. }
  21957. copy( source ) {
  21958. super.copy( source );
  21959. this.parameters = Object.assign( {}, source.parameters );
  21960. return this;
  21961. }
  21962. /**
  21963. * Factory method for creating an instance of this class from the given
  21964. * JSON object.
  21965. *
  21966. * @param {Object} data - A JSON object representing the serialized geometry.
  21967. * @return {CylinderGeometry} A new instance.
  21968. */
  21969. static fromJSON( data ) {
  21970. return new CylinderGeometry( data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
  21971. }
  21972. }
  21973. /**
  21974. * A geometry class for representing a cone.
  21975. *
  21976. * ```js
  21977. * const geometry = new THREE.ConeGeometry( 5, 20, 32 );
  21978. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  21979. * const cone = new THREE.Mesh(geometry, material );
  21980. * scene.add( cone );
  21981. * ```
  21982. *
  21983. * @augments CylinderGeometry
  21984. * @demo scenes/geometry-browser.html#ConeGeometry
  21985. */
  21986. class ConeGeometry extends CylinderGeometry {
  21987. /**
  21988. * Constructs a new cone geometry.
  21989. *
  21990. * @param {number} [radius=1] - Radius of the cone base.
  21991. * @param {number} [height=1] - Height of the cone.
  21992. * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cone.
  21993. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cone.
  21994. * @param {boolean} [openEnded=false] - Whether the base of the cone is open or capped.
  21995. * @param {number} [thetaStart=0] - Start angle for first segment, in radians.
  21996. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians.
  21997. * The default value results in a complete cone.
  21998. */
  21999. constructor( radius = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  22000. super( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  22001. this.type = 'ConeGeometry';
  22002. /**
  22003. * Holds the constructor parameters that have been
  22004. * used to generate the geometry. Any modification
  22005. * after instantiation does not change the geometry.
  22006. *
  22007. * @type {Object}
  22008. */
  22009. this.parameters = {
  22010. radius: radius,
  22011. height: height,
  22012. radialSegments: radialSegments,
  22013. heightSegments: heightSegments,
  22014. openEnded: openEnded,
  22015. thetaStart: thetaStart,
  22016. thetaLength: thetaLength
  22017. };
  22018. }
  22019. /**
  22020. * Factory method for creating an instance of this class from the given
  22021. * JSON object.
  22022. *
  22023. * @param {Object} data - A JSON object representing the serialized geometry.
  22024. * @return {ConeGeometry} A new instance.
  22025. */
  22026. static fromJSON( data ) {
  22027. return new ConeGeometry( data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
  22028. }
  22029. }
  22030. /**
  22031. * A polyhedron is a solid in three dimensions with flat faces. This class
  22032. * will take an array of vertices, project them onto a sphere, and then
  22033. * divide them up to the desired level of detail.
  22034. *
  22035. * @augments BufferGeometry
  22036. */
  22037. class PolyhedronGeometry extends BufferGeometry {
  22038. /**
  22039. * Constructs a new polyhedron geometry.
  22040. *
  22041. * @param {Array<number>} [vertices] - A flat array of vertices describing the base shape.
  22042. * @param {Array<number>} [indices] - A flat array of indices describing the base shape.
  22043. * @param {number} [radius=1] - The radius of the shape.
  22044. * @param {number} [detail=0] - How many levels to subdivide the geometry. The more detail, the smoother the shape.
  22045. */
  22046. constructor( vertices = [], indices = [], radius = 1, detail = 0 ) {
  22047. super();
  22048. this.type = 'PolyhedronGeometry';
  22049. /**
  22050. * Holds the constructor parameters that have been
  22051. * used to generate the geometry. Any modification
  22052. * after instantiation does not change the geometry.
  22053. *
  22054. * @type {Object}
  22055. */
  22056. this.parameters = {
  22057. vertices: vertices,
  22058. indices: indices,
  22059. radius: radius,
  22060. detail: detail
  22061. };
  22062. // default buffer data
  22063. const vertexBuffer = [];
  22064. const uvBuffer = [];
  22065. // the subdivision creates the vertex buffer data
  22066. subdivide( detail );
  22067. // all vertices should lie on a conceptual sphere with a given radius
  22068. applyRadius( radius );
  22069. // finally, create the uv data
  22070. generateUVs();
  22071. // build non-indexed geometry
  22072. this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  22073. this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  22074. this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  22075. if ( detail === 0 ) {
  22076. this.computeVertexNormals(); // flat normals
  22077. } else {
  22078. this.normalizeNormals(); // smooth normals
  22079. }
  22080. // helper functions
  22081. function subdivide( detail ) {
  22082. const a = new Vector3();
  22083. const b = new Vector3();
  22084. const c = new Vector3();
  22085. // iterate over all faces and apply a subdivision with the given detail value
  22086. for ( let i = 0; i < indices.length; i += 3 ) {
  22087. // get the vertices of the face
  22088. getVertexByIndex( indices[ i + 0 ], a );
  22089. getVertexByIndex( indices[ i + 1 ], b );
  22090. getVertexByIndex( indices[ i + 2 ], c );
  22091. // perform subdivision
  22092. subdivideFace( a, b, c, detail );
  22093. }
  22094. }
  22095. function subdivideFace( a, b, c, detail ) {
  22096. const cols = detail + 1;
  22097. // we use this multidimensional array as a data structure for creating the subdivision
  22098. const v = [];
  22099. // construct all of the vertices for this subdivision
  22100. for ( let i = 0; i <= cols; i ++ ) {
  22101. v[ i ] = [];
  22102. const aj = a.clone().lerp( c, i / cols );
  22103. const bj = b.clone().lerp( c, i / cols );
  22104. const rows = cols - i;
  22105. for ( let j = 0; j <= rows; j ++ ) {
  22106. if ( j === 0 && i === cols ) {
  22107. v[ i ][ j ] = aj;
  22108. } else {
  22109. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  22110. }
  22111. }
  22112. }
  22113. // construct all of the faces
  22114. for ( let i = 0; i < cols; i ++ ) {
  22115. for ( let j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  22116. const k = Math.floor( j / 2 );
  22117. if ( j % 2 === 0 ) {
  22118. pushVertex( v[ i ][ k + 1 ] );
  22119. pushVertex( v[ i + 1 ][ k ] );
  22120. pushVertex( v[ i ][ k ] );
  22121. } else {
  22122. pushVertex( v[ i ][ k + 1 ] );
  22123. pushVertex( v[ i + 1 ][ k + 1 ] );
  22124. pushVertex( v[ i + 1 ][ k ] );
  22125. }
  22126. }
  22127. }
  22128. }
  22129. function applyRadius( radius ) {
  22130. const vertex = new Vector3();
  22131. // iterate over the entire buffer and apply the radius to each vertex
  22132. for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
  22133. vertex.x = vertexBuffer[ i + 0 ];
  22134. vertex.y = vertexBuffer[ i + 1 ];
  22135. vertex.z = vertexBuffer[ i + 2 ];
  22136. vertex.normalize().multiplyScalar( radius );
  22137. vertexBuffer[ i + 0 ] = vertex.x;
  22138. vertexBuffer[ i + 1 ] = vertex.y;
  22139. vertexBuffer[ i + 2 ] = vertex.z;
  22140. }
  22141. }
  22142. function generateUVs() {
  22143. const vertex = new Vector3();
  22144. for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
  22145. vertex.x = vertexBuffer[ i + 0 ];
  22146. vertex.y = vertexBuffer[ i + 1 ];
  22147. vertex.z = vertexBuffer[ i + 2 ];
  22148. const u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  22149. const v = inclination( vertex ) / Math.PI + 0.5;
  22150. uvBuffer.push( u, 1 - v );
  22151. }
  22152. correctUVs();
  22153. correctSeam();
  22154. }
  22155. function correctSeam() {
  22156. // handle case when face straddles the seam, see #3269
  22157. for ( let i = 0; i < uvBuffer.length; i += 6 ) {
  22158. // uv data of a single face
  22159. const x0 = uvBuffer[ i + 0 ];
  22160. const x1 = uvBuffer[ i + 2 ];
  22161. const x2 = uvBuffer[ i + 4 ];
  22162. const max = Math.max( x0, x1, x2 );
  22163. const min = Math.min( x0, x1, x2 );
  22164. // 0.9 is somewhat arbitrary
  22165. if ( max > 0.9 && min < 0.1 ) {
  22166. if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
  22167. if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
  22168. if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;
  22169. }
  22170. }
  22171. }
  22172. function pushVertex( vertex ) {
  22173. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  22174. }
  22175. function getVertexByIndex( index, vertex ) {
  22176. const stride = index * 3;
  22177. vertex.x = vertices[ stride + 0 ];
  22178. vertex.y = vertices[ stride + 1 ];
  22179. vertex.z = vertices[ stride + 2 ];
  22180. }
  22181. function correctUVs() {
  22182. const a = new Vector3();
  22183. const b = new Vector3();
  22184. const c = new Vector3();
  22185. const centroid = new Vector3();
  22186. const uvA = new Vector2();
  22187. const uvB = new Vector2();
  22188. const uvC = new Vector2();
  22189. for ( let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  22190. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  22191. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  22192. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  22193. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  22194. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  22195. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  22196. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  22197. const azi = azimuth( centroid );
  22198. correctUV( uvA, j + 0, a, azi );
  22199. correctUV( uvB, j + 2, b, azi );
  22200. correctUV( uvC, j + 4, c, azi );
  22201. }
  22202. }
  22203. function correctUV( uv, stride, vector, azimuth ) {
  22204. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  22205. uvBuffer[ stride ] = uv.x - 1;
  22206. }
  22207. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  22208. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  22209. }
  22210. }
  22211. // Angle around the Y axis, counter-clockwise when looking from above.
  22212. function azimuth( vector ) {
  22213. return Math.atan2( vector.z, - vector.x );
  22214. }
  22215. // Angle above the XZ plane.
  22216. function inclination( vector ) {
  22217. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  22218. }
  22219. }
  22220. copy( source ) {
  22221. super.copy( source );
  22222. this.parameters = Object.assign( {}, source.parameters );
  22223. return this;
  22224. }
  22225. /**
  22226. * Factory method for creating an instance of this class from the given
  22227. * JSON object.
  22228. *
  22229. * @param {Object} data - A JSON object representing the serialized geometry.
  22230. * @return {PolyhedronGeometry} A new instance.
  22231. */
  22232. static fromJSON( data ) {
  22233. return new PolyhedronGeometry( data.vertices, data.indices, data.radius, data.detail );
  22234. }
  22235. }
  22236. /**
  22237. * A geometry class for representing a dodecahedron.
  22238. *
  22239. * ```js
  22240. * const geometry = new THREE.DodecahedronGeometry();
  22241. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22242. * const dodecahedron = new THREE.Mesh( geometry, material );
  22243. * scene.add( dodecahedron );
  22244. * ```
  22245. *
  22246. * @augments PolyhedronGeometry
  22247. * @demo scenes/geometry-browser.html#DodecahedronGeometry
  22248. */
  22249. class DodecahedronGeometry extends PolyhedronGeometry {
  22250. /**
  22251. * Constructs a new dodecahedron geometry.
  22252. *
  22253. * @param {number} [radius=1] - Radius of the dodecahedron.
  22254. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a dodecahedron.
  22255. */
  22256. constructor( radius = 1, detail = 0 ) {
  22257. const t = ( 1 + Math.sqrt( 5 ) ) / 2;
  22258. const r = 1 / t;
  22259. const vertices = [
  22260. // (±1, ±1, ±1)
  22261. -1, -1, -1, -1, -1, 1,
  22262. -1, 1, -1, -1, 1, 1,
  22263. 1, -1, -1, 1, -1, 1,
  22264. 1, 1, -1, 1, 1, 1,
  22265. // (0, ±1/φ, ±φ)
  22266. 0, - r, - t, 0, - r, t,
  22267. 0, r, - t, 0, r, t,
  22268. // (±1/φ, ±φ, 0)
  22269. - r, - t, 0, - r, t, 0,
  22270. r, - t, 0, r, t, 0,
  22271. // (±φ, 0, ±1/φ)
  22272. - t, 0, - r, t, 0, - r,
  22273. - t, 0, r, t, 0, r
  22274. ];
  22275. const indices = [
  22276. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  22277. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  22278. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  22279. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  22280. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  22281. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  22282. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  22283. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  22284. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  22285. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  22286. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  22287. 1, 12, 14, 1, 14, 5, 1, 5, 9
  22288. ];
  22289. super( vertices, indices, radius, detail );
  22290. this.type = 'DodecahedronGeometry';
  22291. /**
  22292. * Holds the constructor parameters that have been
  22293. * used to generate the geometry. Any modification
  22294. * after instantiation does not change the geometry.
  22295. *
  22296. * @type {Object}
  22297. */
  22298. this.parameters = {
  22299. radius: radius,
  22300. detail: detail
  22301. };
  22302. }
  22303. /**
  22304. * Factory method for creating an instance of this class from the given
  22305. * JSON object.
  22306. *
  22307. * @param {Object} data - A JSON object representing the serialized geometry.
  22308. * @return {DodecahedronGeometry} A new instance.
  22309. */
  22310. static fromJSON( data ) {
  22311. return new DodecahedronGeometry( data.radius, data.detail );
  22312. }
  22313. }
  22314. const _v0 = /*@__PURE__*/ new Vector3();
  22315. const _v1$1 = /*@__PURE__*/ new Vector3();
  22316. const _normal = /*@__PURE__*/ new Vector3();
  22317. const _triangle = /*@__PURE__*/ new Triangle();
  22318. /**
  22319. * Can be used as a helper object to view the edges of a geometry.
  22320. *
  22321. * ```js
  22322. * const geometry = new THREE.BoxGeometry();
  22323. * const edges = new THREE.EdgesGeometry( geometry );
  22324. * const line = new THREE.LineSegments( edges );
  22325. * scene.add( line );
  22326. * ```
  22327. *
  22328. * Note: It is not yet possible to serialize/deserialize instances of this class.
  22329. *
  22330. * @augments BufferGeometry
  22331. */
  22332. class EdgesGeometry extends BufferGeometry {
  22333. /**
  22334. * Constructs a new edges geometry.
  22335. *
  22336. * @param {?BufferGeometry} [geometry=null] - The geometry.
  22337. * @param {number} [thresholdAngle=1] - An edge is only rendered if the angle (in degrees)
  22338. * between the face normals of the adjoining faces exceeds this value.
  22339. */
  22340. constructor( geometry = null, thresholdAngle = 1 ) {
  22341. super();
  22342. this.type = 'EdgesGeometry';
  22343. /**
  22344. * Holds the constructor parameters that have been
  22345. * used to generate the geometry. Any modification
  22346. * after instantiation does not change the geometry.
  22347. *
  22348. * @type {Object}
  22349. */
  22350. this.parameters = {
  22351. geometry: geometry,
  22352. thresholdAngle: thresholdAngle
  22353. };
  22354. if ( geometry !== null ) {
  22355. const precisionPoints = 4;
  22356. const precision = Math.pow( 10, precisionPoints );
  22357. const thresholdDot = Math.cos( DEG2RAD * thresholdAngle );
  22358. const indexAttr = geometry.getIndex();
  22359. const positionAttr = geometry.getAttribute( 'position' );
  22360. const indexCount = indexAttr ? indexAttr.count : positionAttr.count;
  22361. const indexArr = [ 0, 0, 0 ];
  22362. const vertKeys = [ 'a', 'b', 'c' ];
  22363. const hashes = new Array( 3 );
  22364. const edgeData = {};
  22365. const vertices = [];
  22366. for ( let i = 0; i < indexCount; i += 3 ) {
  22367. if ( indexAttr ) {
  22368. indexArr[ 0 ] = indexAttr.getX( i );
  22369. indexArr[ 1 ] = indexAttr.getX( i + 1 );
  22370. indexArr[ 2 ] = indexAttr.getX( i + 2 );
  22371. } else {
  22372. indexArr[ 0 ] = i;
  22373. indexArr[ 1 ] = i + 1;
  22374. indexArr[ 2 ] = i + 2;
  22375. }
  22376. const { a, b, c } = _triangle;
  22377. a.fromBufferAttribute( positionAttr, indexArr[ 0 ] );
  22378. b.fromBufferAttribute( positionAttr, indexArr[ 1 ] );
  22379. c.fromBufferAttribute( positionAttr, indexArr[ 2 ] );
  22380. _triangle.getNormal( _normal );
  22381. // create hashes for the edge from the vertices
  22382. hashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`;
  22383. hashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`;
  22384. hashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`;
  22385. // skip degenerate triangles
  22386. if ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) {
  22387. continue;
  22388. }
  22389. // iterate over every edge
  22390. for ( let j = 0; j < 3; j ++ ) {
  22391. // get the first and next vertex making up the edge
  22392. const jNext = ( j + 1 ) % 3;
  22393. const vecHash0 = hashes[ j ];
  22394. const vecHash1 = hashes[ jNext ];
  22395. const v0 = _triangle[ vertKeys[ j ] ];
  22396. const v1 = _triangle[ vertKeys[ jNext ] ];
  22397. const hash = `${ vecHash0 }_${ vecHash1 }`;
  22398. const reverseHash = `${ vecHash1 }_${ vecHash0 }`;
  22399. if ( reverseHash in edgeData && edgeData[ reverseHash ] ) {
  22400. // if we found a sibling edge add it into the vertex array if
  22401. // it meets the angle threshold and delete the edge from the map.
  22402. if ( _normal.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) {
  22403. vertices.push( v0.x, v0.y, v0.z );
  22404. vertices.push( v1.x, v1.y, v1.z );
  22405. }
  22406. edgeData[ reverseHash ] = null;
  22407. } else if ( ! ( hash in edgeData ) ) {
  22408. // if we've already got an edge here then skip adding a new one
  22409. edgeData[ hash ] = {
  22410. index0: indexArr[ j ],
  22411. index1: indexArr[ jNext ],
  22412. normal: _normal.clone(),
  22413. };
  22414. }
  22415. }
  22416. }
  22417. // iterate over all remaining, unmatched edges and add them to the vertex array
  22418. for ( const key in edgeData ) {
  22419. if ( edgeData[ key ] ) {
  22420. const { index0, index1 } = edgeData[ key ];
  22421. _v0.fromBufferAttribute( positionAttr, index0 );
  22422. _v1$1.fromBufferAttribute( positionAttr, index1 );
  22423. vertices.push( _v0.x, _v0.y, _v0.z );
  22424. vertices.push( _v1$1.x, _v1$1.y, _v1$1.z );
  22425. }
  22426. }
  22427. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22428. }
  22429. }
  22430. copy( source ) {
  22431. super.copy( source );
  22432. this.parameters = Object.assign( {}, source.parameters );
  22433. return this;
  22434. }
  22435. }
  22436. /**
  22437. * An abstract base class for creating an analytic curve object that contains methods
  22438. * for interpolation.
  22439. *
  22440. * @abstract
  22441. */
  22442. class Curve {
  22443. /**
  22444. * Constructs a new curve.
  22445. */
  22446. constructor() {
  22447. /**
  22448. * The type property is used for detecting the object type
  22449. * in context of serialization/deserialization.
  22450. *
  22451. * @type {string}
  22452. * @readonly
  22453. */
  22454. this.type = 'Curve';
  22455. /**
  22456. * This value determines the amount of divisions when calculating the
  22457. * cumulative segment lengths of a curve via {@link Curve#getLengths}. To ensure
  22458. * precision when using methods like {@link Curve#getSpacedPoints}, it is
  22459. * recommended to increase the value of this property if the curve is very large.
  22460. *
  22461. * @type {number}
  22462. * @default 200
  22463. */
  22464. this.arcLengthDivisions = 200;
  22465. /**
  22466. * Must be set to `true` if the curve parameters have changed.
  22467. *
  22468. * @type {boolean}
  22469. * @default false
  22470. */
  22471. this.needsUpdate = false;
  22472. /**
  22473. * An internal cache that holds precomputed curve length values.
  22474. *
  22475. * @private
  22476. * @type {?Array<number>}
  22477. * @default null
  22478. */
  22479. this.cacheArcLengths = null;
  22480. }
  22481. /**
  22482. * This method returns a vector in 2D or 3D space (depending on the curve definition)
  22483. * for the given interpolation factor.
  22484. *
  22485. * @abstract
  22486. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  22487. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  22488. * @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  22489. */
  22490. getPoint( /* t, optionalTarget */ ) {
  22491. warn( 'Curve: .getPoint() not implemented.' );
  22492. }
  22493. /**
  22494. * This method returns a vector in 2D or 3D space (depending on the curve definition)
  22495. * for the given interpolation factor. Unlike {@link Curve#getPoint}, this method honors the length
  22496. * of the curve which equidistant samples.
  22497. *
  22498. * @param {number} u - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  22499. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  22500. * @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  22501. */
  22502. getPointAt( u, optionalTarget ) {
  22503. const t = this.getUtoTmapping( u );
  22504. return this.getPoint( t, optionalTarget );
  22505. }
  22506. /**
  22507. * This method samples the curve via {@link Curve#getPoint} and returns an array of points representing
  22508. * the curve shape.
  22509. *
  22510. * @param {number} [divisions=5] - The number of divisions.
  22511. * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.
  22512. */
  22513. getPoints( divisions = 5 ) {
  22514. const points = [];
  22515. for ( let d = 0; d <= divisions; d ++ ) {
  22516. points.push( this.getPoint( d / divisions ) );
  22517. }
  22518. return points;
  22519. }
  22520. // Get sequence of points using getPointAt( u )
  22521. /**
  22522. * This method samples the curve via {@link Curve#getPointAt} and returns an array of points representing
  22523. * the curve shape. Unlike {@link Curve#getPoints}, this method returns equi-spaced points across the entire
  22524. * curve.
  22525. *
  22526. * @param {number} [divisions=5] - The number of divisions.
  22527. * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.
  22528. */
  22529. getSpacedPoints( divisions = 5 ) {
  22530. const points = [];
  22531. for ( let d = 0; d <= divisions; d ++ ) {
  22532. points.push( this.getPointAt( d / divisions ) );
  22533. }
  22534. return points;
  22535. }
  22536. /**
  22537. * Returns the total arc length of the curve.
  22538. *
  22539. * @return {number} The length of the curve.
  22540. */
  22541. getLength() {
  22542. const lengths = this.getLengths();
  22543. return lengths[ lengths.length - 1 ];
  22544. }
  22545. /**
  22546. * Returns an array of cumulative segment lengths of the curve.
  22547. *
  22548. * @param {number} [divisions=this.arcLengthDivisions] - The number of divisions.
  22549. * @return {Array<number>} An array holding the cumulative segment lengths.
  22550. */
  22551. getLengths( divisions = this.arcLengthDivisions ) {
  22552. if ( this.cacheArcLengths &&
  22553. ( this.cacheArcLengths.length === divisions + 1 ) &&
  22554. ! this.needsUpdate ) {
  22555. return this.cacheArcLengths;
  22556. }
  22557. this.needsUpdate = false;
  22558. const cache = [];
  22559. let current, last = this.getPoint( 0 );
  22560. let sum = 0;
  22561. cache.push( 0 );
  22562. for ( let p = 1; p <= divisions; p ++ ) {
  22563. current = this.getPoint( p / divisions );
  22564. sum += current.distanceTo( last );
  22565. cache.push( sum );
  22566. last = current;
  22567. }
  22568. this.cacheArcLengths = cache;
  22569. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  22570. }
  22571. /**
  22572. * Update the cumulative segment distance cache. The method must be called
  22573. * every time curve parameters are changed. If an updated curve is part of a
  22574. * composed curve like {@link CurvePath}, this method must be called on the
  22575. * composed curve, too.
  22576. */
  22577. updateArcLengths() {
  22578. this.needsUpdate = true;
  22579. this.getLengths();
  22580. }
  22581. /**
  22582. * Given an interpolation factor in the range `[0,1]`, this method returns an updated
  22583. * interpolation factor in the same range that can be ued to sample equidistant points
  22584. * from a curve.
  22585. *
  22586. * @param {number} u - The interpolation factor.
  22587. * @param {?number} distance - An optional distance on the curve.
  22588. * @return {number} The updated interpolation factor.
  22589. */
  22590. getUtoTmapping( u, distance = null ) {
  22591. const arcLengths = this.getLengths();
  22592. let i = 0;
  22593. const il = arcLengths.length;
  22594. let targetArcLength; // The targeted u distance value to get
  22595. if ( distance ) {
  22596. targetArcLength = distance;
  22597. } else {
  22598. targetArcLength = u * arcLengths[ il - 1 ];
  22599. }
  22600. // binary search for the index with largest value smaller than target u distance
  22601. let low = 0, high = il - 1, comparison;
  22602. while ( low <= high ) {
  22603. 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
  22604. comparison = arcLengths[ i ] - targetArcLength;
  22605. if ( comparison < 0 ) {
  22606. low = i + 1;
  22607. } else if ( comparison > 0 ) {
  22608. high = i - 1;
  22609. } else {
  22610. high = i;
  22611. break;
  22612. // DONE
  22613. }
  22614. }
  22615. i = high;
  22616. if ( arcLengths[ i ] === targetArcLength ) {
  22617. return i / ( il - 1 );
  22618. }
  22619. // we could get finer grain at lengths, or use simple interpolation between two points
  22620. const lengthBefore = arcLengths[ i ];
  22621. const lengthAfter = arcLengths[ i + 1 ];
  22622. const segmentLength = lengthAfter - lengthBefore;
  22623. // determine where we are between the 'before' and 'after' points
  22624. const segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  22625. // add that fractional amount to t
  22626. const t = ( i + segmentFraction ) / ( il - 1 );
  22627. return t;
  22628. }
  22629. /**
  22630. * Returns a unit vector tangent for the given interpolation factor.
  22631. * If the derived curve does not implement its tangent derivation,
  22632. * two points a small delta apart will be used to find its gradient
  22633. * which seems to give a reasonable approximation.
  22634. *
  22635. * @param {number} t - The interpolation factor.
  22636. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  22637. * @return {(Vector2|Vector3)} The tangent vector.
  22638. */
  22639. getTangent( t, optionalTarget ) {
  22640. const delta = 0.0001;
  22641. let t1 = t - delta;
  22642. let t2 = t + delta;
  22643. // Capping in case of danger
  22644. if ( t1 < 0 ) t1 = 0;
  22645. if ( t2 > 1 ) t2 = 1;
  22646. const pt1 = this.getPoint( t1 );
  22647. const pt2 = this.getPoint( t2 );
  22648. const tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );
  22649. tangent.copy( pt2 ).sub( pt1 ).normalize();
  22650. return tangent;
  22651. }
  22652. /**
  22653. * Same as {@link Curve#getTangent} but with equidistant samples.
  22654. *
  22655. * @param {number} u - The interpolation factor.
  22656. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  22657. * @return {(Vector2|Vector3)} The tangent vector.
  22658. * @see {@link Curve#getPointAt}
  22659. */
  22660. getTangentAt( u, optionalTarget ) {
  22661. const t = this.getUtoTmapping( u );
  22662. return this.getTangent( t, optionalTarget );
  22663. }
  22664. /**
  22665. * Generates the Frenet Frames. Requires a curve definition in 3D space. Used
  22666. * in geometries like {@link TubeGeometry} or {@link ExtrudeGeometry}.
  22667. *
  22668. * @param {number} segments - The number of segments.
  22669. * @param {boolean} [closed=false] - Whether the curve is closed or not.
  22670. * @return {{tangents: Array<Vector3>, normals: Array<Vector3>, binormals: Array<Vector3>}} The Frenet Frames.
  22671. */
  22672. computeFrenetFrames( segments, closed = false ) {
  22673. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  22674. const normal = new Vector3();
  22675. const tangents = [];
  22676. const normals = [];
  22677. const binormals = [];
  22678. const vec = new Vector3();
  22679. const mat = new Matrix4();
  22680. // compute the tangent vectors for each segment on the curve
  22681. for ( let i = 0; i <= segments; i ++ ) {
  22682. const u = i / segments;
  22683. tangents[ i ] = this.getTangentAt( u, new Vector3() );
  22684. }
  22685. // select an initial normal vector perpendicular to the first tangent vector,
  22686. // and in the direction of the minimum tangent xyz component
  22687. normals[ 0 ] = new Vector3();
  22688. binormals[ 0 ] = new Vector3();
  22689. let min = Number.MAX_VALUE;
  22690. const tx = Math.abs( tangents[ 0 ].x );
  22691. const ty = Math.abs( tangents[ 0 ].y );
  22692. const tz = Math.abs( tangents[ 0 ].z );
  22693. if ( tx <= min ) {
  22694. min = tx;
  22695. normal.set( 1, 0, 0 );
  22696. }
  22697. if ( ty <= min ) {
  22698. min = ty;
  22699. normal.set( 0, 1, 0 );
  22700. }
  22701. if ( tz <= min ) {
  22702. normal.set( 0, 0, 1 );
  22703. }
  22704. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  22705. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  22706. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  22707. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  22708. for ( let i = 1; i <= segments; i ++ ) {
  22709. normals[ i ] = normals[ i - 1 ].clone();
  22710. binormals[ i ] = binormals[ i - 1 ].clone();
  22711. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  22712. if ( vec.length() > Number.EPSILON ) {
  22713. vec.normalize();
  22714. const theta = Math.acos( clamp( tangents[ i - 1 ].dot( tangents[ i ] ), -1, 1 ) ); // clamp for floating pt errors
  22715. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  22716. }
  22717. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  22718. }
  22719. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  22720. if ( closed === true ) {
  22721. let theta = Math.acos( clamp( normals[ 0 ].dot( normals[ segments ] ), -1, 1 ) );
  22722. theta /= segments;
  22723. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  22724. theta = - theta;
  22725. }
  22726. for ( let i = 1; i <= segments; i ++ ) {
  22727. // twist a little...
  22728. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  22729. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  22730. }
  22731. }
  22732. return {
  22733. tangents: tangents,
  22734. normals: normals,
  22735. binormals: binormals
  22736. };
  22737. }
  22738. /**
  22739. * Returns a new curve with copied values from this instance.
  22740. *
  22741. * @return {Curve} A clone of this instance.
  22742. */
  22743. clone() {
  22744. return new this.constructor().copy( this );
  22745. }
  22746. /**
  22747. * Copies the values of the given curve to this instance.
  22748. *
  22749. * @param {Curve} source - The curve to copy.
  22750. * @return {Curve} A reference to this curve.
  22751. */
  22752. copy( source ) {
  22753. this.arcLengthDivisions = source.arcLengthDivisions;
  22754. return this;
  22755. }
  22756. /**
  22757. * Serializes the curve into JSON.
  22758. *
  22759. * @return {Object} A JSON object representing the serialized curve.
  22760. * @see {@link ObjectLoader#parse}
  22761. */
  22762. toJSON() {
  22763. const data = {
  22764. metadata: {
  22765. version: 4.7,
  22766. type: 'Curve',
  22767. generator: 'Curve.toJSON'
  22768. }
  22769. };
  22770. data.arcLengthDivisions = this.arcLengthDivisions;
  22771. data.type = this.type;
  22772. return data;
  22773. }
  22774. /**
  22775. * Deserializes the curve from the given JSON.
  22776. *
  22777. * @param {Object} json - The JSON holding the serialized curve.
  22778. * @return {Curve} A reference to this curve.
  22779. */
  22780. fromJSON( json ) {
  22781. this.arcLengthDivisions = json.arcLengthDivisions;
  22782. return this;
  22783. }
  22784. }
  22785. /**
  22786. * A curve representing an ellipse.
  22787. *
  22788. * ```js
  22789. * const curve = new THREE.EllipseCurve(
  22790. * 0, 0,
  22791. * 10, 10,
  22792. * 0, 2 * Math.PI,
  22793. * false,
  22794. * 0
  22795. * );
  22796. *
  22797. * const points = curve.getPoints( 50 );
  22798. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  22799. *
  22800. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  22801. *
  22802. * // Create the final object to add to the scene
  22803. * const ellipse = new THREE.Line( geometry, material );
  22804. * ```
  22805. *
  22806. * @augments Curve
  22807. */
  22808. class EllipseCurve extends Curve {
  22809. /**
  22810. * Constructs a new ellipse curve.
  22811. *
  22812. * @param {number} [aX=0] - The X center of the ellipse.
  22813. * @param {number} [aY=0] - The Y center of the ellipse.
  22814. * @param {number} [xRadius=1] - The radius of the ellipse in the x direction.
  22815. * @param {number} [yRadius=1] - The radius of the ellipse in the y direction.
  22816. * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis.
  22817. * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis.
  22818. * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not.
  22819. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  22820. */
  22821. constructor( aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0 ) {
  22822. super();
  22823. /**
  22824. * This flag can be used for type testing.
  22825. *
  22826. * @type {boolean}
  22827. * @readonly
  22828. * @default true
  22829. */
  22830. this.isEllipseCurve = true;
  22831. this.type = 'EllipseCurve';
  22832. /**
  22833. * The X center of the ellipse.
  22834. *
  22835. * @type {number}
  22836. * @default 0
  22837. */
  22838. this.aX = aX;
  22839. /**
  22840. * The Y center of the ellipse.
  22841. *
  22842. * @type {number}
  22843. * @default 0
  22844. */
  22845. this.aY = aY;
  22846. /**
  22847. * The radius of the ellipse in the x direction.
  22848. * Setting the this value equal to the {@link EllipseCurve#yRadius} will result in a circle.
  22849. *
  22850. * @type {number}
  22851. * @default 1
  22852. */
  22853. this.xRadius = xRadius;
  22854. /**
  22855. * The radius of the ellipse in the y direction.
  22856. * Setting the this value equal to the {@link EllipseCurve#xRadius} will result in a circle.
  22857. *
  22858. * @type {number}
  22859. * @default 1
  22860. */
  22861. this.yRadius = yRadius;
  22862. /**
  22863. * The start angle of the curve in radians starting from the positive X axis.
  22864. *
  22865. * @type {number}
  22866. * @default 0
  22867. */
  22868. this.aStartAngle = aStartAngle;
  22869. /**
  22870. * The end angle of the curve in radians starting from the positive X axis.
  22871. *
  22872. * @type {number}
  22873. * @default Math.PI*2
  22874. */
  22875. this.aEndAngle = aEndAngle;
  22876. /**
  22877. * Whether the ellipse is drawn clockwise or not.
  22878. *
  22879. * @type {boolean}
  22880. * @default false
  22881. */
  22882. this.aClockwise = aClockwise;
  22883. /**
  22884. * The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  22885. *
  22886. * @type {number}
  22887. * @default 0
  22888. */
  22889. this.aRotation = aRotation;
  22890. }
  22891. /**
  22892. * Returns a point on the curve.
  22893. *
  22894. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  22895. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  22896. * @return {Vector2} The position on the curve.
  22897. */
  22898. getPoint( t, optionalTarget = new Vector2() ) {
  22899. const point = optionalTarget;
  22900. const twoPi = Math.PI * 2;
  22901. let deltaAngle = this.aEndAngle - this.aStartAngle;
  22902. const samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  22903. // ensures that deltaAngle is 0 .. 2 PI
  22904. while ( deltaAngle < 0 ) deltaAngle += twoPi;
  22905. while ( deltaAngle > twoPi ) deltaAngle -= twoPi;
  22906. if ( deltaAngle < Number.EPSILON ) {
  22907. if ( samePoints ) {
  22908. deltaAngle = 0;
  22909. } else {
  22910. deltaAngle = twoPi;
  22911. }
  22912. }
  22913. if ( this.aClockwise === true && ! samePoints ) {
  22914. if ( deltaAngle === twoPi ) {
  22915. deltaAngle = - twoPi;
  22916. } else {
  22917. deltaAngle = deltaAngle - twoPi;
  22918. }
  22919. }
  22920. const angle = this.aStartAngle + t * deltaAngle;
  22921. let x = this.aX + this.xRadius * Math.cos( angle );
  22922. let y = this.aY + this.yRadius * Math.sin( angle );
  22923. if ( this.aRotation !== 0 ) {
  22924. const cos = Math.cos( this.aRotation );
  22925. const sin = Math.sin( this.aRotation );
  22926. const tx = x - this.aX;
  22927. const ty = y - this.aY;
  22928. // Rotate the point about the center of the ellipse.
  22929. x = tx * cos - ty * sin + this.aX;
  22930. y = tx * sin + ty * cos + this.aY;
  22931. }
  22932. return point.set( x, y );
  22933. }
  22934. copy( source ) {
  22935. super.copy( source );
  22936. this.aX = source.aX;
  22937. this.aY = source.aY;
  22938. this.xRadius = source.xRadius;
  22939. this.yRadius = source.yRadius;
  22940. this.aStartAngle = source.aStartAngle;
  22941. this.aEndAngle = source.aEndAngle;
  22942. this.aClockwise = source.aClockwise;
  22943. this.aRotation = source.aRotation;
  22944. return this;
  22945. }
  22946. toJSON() {
  22947. const data = super.toJSON();
  22948. data.aX = this.aX;
  22949. data.aY = this.aY;
  22950. data.xRadius = this.xRadius;
  22951. data.yRadius = this.yRadius;
  22952. data.aStartAngle = this.aStartAngle;
  22953. data.aEndAngle = this.aEndAngle;
  22954. data.aClockwise = this.aClockwise;
  22955. data.aRotation = this.aRotation;
  22956. return data;
  22957. }
  22958. fromJSON( json ) {
  22959. super.fromJSON( json );
  22960. this.aX = json.aX;
  22961. this.aY = json.aY;
  22962. this.xRadius = json.xRadius;
  22963. this.yRadius = json.yRadius;
  22964. this.aStartAngle = json.aStartAngle;
  22965. this.aEndAngle = json.aEndAngle;
  22966. this.aClockwise = json.aClockwise;
  22967. this.aRotation = json.aRotation;
  22968. return this;
  22969. }
  22970. }
  22971. /**
  22972. * A curve representing an arc.
  22973. *
  22974. * @augments EllipseCurve
  22975. */
  22976. class ArcCurve extends EllipseCurve {
  22977. /**
  22978. * Constructs a new arc curve.
  22979. *
  22980. * @param {number} [aX=0] - The X center of the ellipse.
  22981. * @param {number} [aY=0] - The Y center of the ellipse.
  22982. * @param {number} [aRadius=1] - The radius of the ellipse in the x direction.
  22983. * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis.
  22984. * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis.
  22985. * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not.
  22986. */
  22987. constructor( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22988. super( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22989. /**
  22990. * This flag can be used for type testing.
  22991. *
  22992. * @type {boolean}
  22993. * @readonly
  22994. * @default true
  22995. */
  22996. this.isArcCurve = true;
  22997. this.type = 'ArcCurve';
  22998. }
  22999. }
  23000. function CubicPoly() {
  23001. /**
  23002. * Centripetal CatmullRom Curve - which is useful for avoiding
  23003. * cusps and self-intersections in non-uniform catmull rom curves.
  23004. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  23005. *
  23006. * curve.type accepts centripetal(default), chordal and catmullrom
  23007. * curve.tension is used for catmullrom which defaults to 0.5
  23008. */
  23009. /*
  23010. Based on an optimized c++ solution in
  23011. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  23012. - http://ideone.com/NoEbVM
  23013. This CubicPoly class could be used for reusing some variables and calculations,
  23014. but for three.js curve use, it could be possible inlined and flatten into a single function call
  23015. which can be placed in CurveUtils.
  23016. */
  23017. let c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  23018. /*
  23019. * Compute coefficients for a cubic polynomial
  23020. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  23021. * such that
  23022. * p(0) = x0, p(1) = x1
  23023. * and
  23024. * p'(0) = t0, p'(1) = t1.
  23025. */
  23026. function init( x0, x1, t0, t1 ) {
  23027. c0 = x0;
  23028. c1 = t0;
  23029. c2 = -3 * x0 + 3 * x1 - 2 * t0 - t1;
  23030. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  23031. }
  23032. return {
  23033. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  23034. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  23035. },
  23036. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  23037. // compute tangents when parameterized in [t1,t2]
  23038. let t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  23039. let t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  23040. // rescale tangents for parametrization in [0,1]
  23041. t1 *= dt1;
  23042. t2 *= dt1;
  23043. init( x1, x2, t1, t2 );
  23044. },
  23045. calc: function ( t ) {
  23046. const t2 = t * t;
  23047. const t3 = t2 * t;
  23048. return c0 + c1 * t + c2 * t2 + c3 * t3;
  23049. }
  23050. };
  23051. }
  23052. //
  23053. const tmp = /*@__PURE__*/ new Vector3();
  23054. const px = /*@__PURE__*/ new CubicPoly();
  23055. const py = /*@__PURE__*/ new CubicPoly();
  23056. const pz = /*@__PURE__*/ new CubicPoly();
  23057. /**
  23058. * A curve representing a Catmull-Rom spline.
  23059. *
  23060. * ```js
  23061. * //Create a closed wavey loop
  23062. * const curve = new THREE.CatmullRomCurve3( [
  23063. * new THREE.Vector3( -10, 0, 10 ),
  23064. * new THREE.Vector3( -5, 5, 5 ),
  23065. * new THREE.Vector3( 0, 0, 0 ),
  23066. * new THREE.Vector3( 5, -5, 5 ),
  23067. * new THREE.Vector3( 10, 0, 10 )
  23068. * ] );
  23069. *
  23070. * const points = curve.getPoints( 50 );
  23071. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23072. *
  23073. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23074. *
  23075. * // Create the final object to add to the scene
  23076. * const curveObject = new THREE.Line( geometry, material );
  23077. * ```
  23078. *
  23079. * @augments Curve
  23080. */
  23081. class CatmullRomCurve3 extends Curve {
  23082. /**
  23083. * Constructs a new Catmull-Rom curve.
  23084. *
  23085. * @param {Array<Vector3>} [points] - An array of 3D points defining the curve.
  23086. * @param {boolean} [closed=false] - Whether the curve is closed or not.
  23087. * @param {('centripetal'|'chordal'|'catmullrom')} [curveType='centripetal'] - The curve type.
  23088. * @param {number} [tension=0.5] - Tension of the curve.
  23089. */
  23090. constructor( points = [], closed = false, curveType = 'centripetal', tension = 0.5 ) {
  23091. super();
  23092. /**
  23093. * This flag can be used for type testing.
  23094. *
  23095. * @type {boolean}
  23096. * @readonly
  23097. * @default true
  23098. */
  23099. this.isCatmullRomCurve3 = true;
  23100. this.type = 'CatmullRomCurve3';
  23101. /**
  23102. * An array of 3D points defining the curve.
  23103. *
  23104. * @type {Array<Vector3>}
  23105. */
  23106. this.points = points;
  23107. /**
  23108. * Whether the curve is closed or not.
  23109. *
  23110. * @type {boolean}
  23111. * @default false
  23112. */
  23113. this.closed = closed;
  23114. /**
  23115. * The curve type.
  23116. *
  23117. * @type {('centripetal'|'chordal'|'catmullrom')}
  23118. * @default 'centripetal'
  23119. */
  23120. this.curveType = curveType;
  23121. /**
  23122. * Tension of the curve.
  23123. *
  23124. * @type {number}
  23125. * @default 0.5
  23126. */
  23127. this.tension = tension;
  23128. }
  23129. /**
  23130. * Returns a point on the curve.
  23131. *
  23132. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23133. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  23134. * @return {Vector3} The position on the curve.
  23135. */
  23136. getPoint( t, optionalTarget = new Vector3() ) {
  23137. const point = optionalTarget;
  23138. const points = this.points;
  23139. const l = points.length;
  23140. const p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  23141. let intPoint = Math.floor( p );
  23142. let weight = p - intPoint;
  23143. if ( this.closed ) {
  23144. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  23145. } else if ( weight === 0 && intPoint === l - 1 ) {
  23146. intPoint = l - 2;
  23147. weight = 1;
  23148. }
  23149. let p0, p3; // 4 points (p1 & p2 defined below)
  23150. if ( this.closed || intPoint > 0 ) {
  23151. p0 = points[ ( intPoint - 1 ) % l ];
  23152. } else {
  23153. // extrapolate first point
  23154. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  23155. p0 = tmp;
  23156. }
  23157. const p1 = points[ intPoint % l ];
  23158. const p2 = points[ ( intPoint + 1 ) % l ];
  23159. if ( this.closed || intPoint + 2 < l ) {
  23160. p3 = points[ ( intPoint + 2 ) % l ];
  23161. } else {
  23162. // extrapolate last point
  23163. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  23164. p3 = tmp;
  23165. }
  23166. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  23167. // init Centripetal / Chordal Catmull-Rom
  23168. const pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  23169. let dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  23170. let dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  23171. let dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  23172. // safety check for repeated points
  23173. if ( dt1 < 1e-4 ) dt1 = 1.0;
  23174. if ( dt0 < 1e-4 ) dt0 = dt1;
  23175. if ( dt2 < 1e-4 ) dt2 = dt1;
  23176. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  23177. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  23178. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  23179. } else if ( this.curveType === 'catmullrom' ) {
  23180. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  23181. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  23182. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  23183. }
  23184. point.set(
  23185. px.calc( weight ),
  23186. py.calc( weight ),
  23187. pz.calc( weight )
  23188. );
  23189. return point;
  23190. }
  23191. copy( source ) {
  23192. super.copy( source );
  23193. this.points = [];
  23194. for ( let i = 0, l = source.points.length; i < l; i ++ ) {
  23195. const point = source.points[ i ];
  23196. this.points.push( point.clone() );
  23197. }
  23198. this.closed = source.closed;
  23199. this.curveType = source.curveType;
  23200. this.tension = source.tension;
  23201. return this;
  23202. }
  23203. toJSON() {
  23204. const data = super.toJSON();
  23205. data.points = [];
  23206. for ( let i = 0, l = this.points.length; i < l; i ++ ) {
  23207. const point = this.points[ i ];
  23208. data.points.push( point.toArray() );
  23209. }
  23210. data.closed = this.closed;
  23211. data.curveType = this.curveType;
  23212. data.tension = this.tension;
  23213. return data;
  23214. }
  23215. fromJSON( json ) {
  23216. super.fromJSON( json );
  23217. this.points = [];
  23218. for ( let i = 0, l = json.points.length; i < l; i ++ ) {
  23219. const point = json.points[ i ];
  23220. this.points.push( new Vector3().fromArray( point ) );
  23221. }
  23222. this.closed = json.closed;
  23223. this.curveType = json.curveType;
  23224. this.tension = json.tension;
  23225. return this;
  23226. }
  23227. }
  23228. /**
  23229. * Interpolations contains spline and Bézier functions internally used by concrete curve classes.
  23230. *
  23231. * Bezier Curves formulas obtained from: https://en.wikipedia.org/wiki/B%C3%A9zier_curve
  23232. *
  23233. * @module Interpolations
  23234. */
  23235. /**
  23236. * Computes a point on a Catmull-Rom spline.
  23237. *
  23238. * @param {number} t - The interpolation factor.
  23239. * @param {number} p0 - The first control point.
  23240. * @param {number} p1 - The second control point.
  23241. * @param {number} p2 - The third control point.
  23242. * @param {number} p3 - The fourth control point.
  23243. * @return {number} The calculated point on a Catmull-Rom spline.
  23244. */
  23245. function CatmullRom( t, p0, p1, p2, p3 ) {
  23246. const v0 = ( p2 - p0 ) * 0.5;
  23247. const v1 = ( p3 - p1 ) * 0.5;
  23248. const t2 = t * t;
  23249. const t3 = t * t2;
  23250. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( -3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  23251. }
  23252. //
  23253. function QuadraticBezierP0( t, p ) {
  23254. const k = 1 - t;
  23255. return k * k * p;
  23256. }
  23257. function QuadraticBezierP1( t, p ) {
  23258. return 2 * ( 1 - t ) * t * p;
  23259. }
  23260. function QuadraticBezierP2( t, p ) {
  23261. return t * t * p;
  23262. }
  23263. /**
  23264. * Computes a point on a Quadratic Bezier curve.
  23265. *
  23266. * @param {number} t - The interpolation factor.
  23267. * @param {number} p0 - The first control point.
  23268. * @param {number} p1 - The second control point.
  23269. * @param {number} p2 - The third control point.
  23270. * @return {number} The calculated point on a Quadratic Bezier curve.
  23271. */
  23272. function QuadraticBezier( t, p0, p1, p2 ) {
  23273. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  23274. QuadraticBezierP2( t, p2 );
  23275. }
  23276. //
  23277. function CubicBezierP0( t, p ) {
  23278. const k = 1 - t;
  23279. return k * k * k * p;
  23280. }
  23281. function CubicBezierP1( t, p ) {
  23282. const k = 1 - t;
  23283. return 3 * k * k * t * p;
  23284. }
  23285. function CubicBezierP2( t, p ) {
  23286. return 3 * ( 1 - t ) * t * t * p;
  23287. }
  23288. function CubicBezierP3( t, p ) {
  23289. return t * t * t * p;
  23290. }
  23291. /**
  23292. * Computes a point on a Cubic Bezier curve.
  23293. *
  23294. * @param {number} t - The interpolation factor.
  23295. * @param {number} p0 - The first control point.
  23296. * @param {number} p1 - The second control point.
  23297. * @param {number} p2 - The third control point.
  23298. * @param {number} p3 - The fourth control point.
  23299. * @return {number} The calculated point on a Cubic Bezier curve.
  23300. */
  23301. function CubicBezier( t, p0, p1, p2, p3 ) {
  23302. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  23303. CubicBezierP3( t, p3 );
  23304. }
  23305. /**
  23306. * A curve representing a 2D Cubic Bezier curve.
  23307. *
  23308. * ```js
  23309. * const curve = new THREE.CubicBezierCurve(
  23310. * new THREE.Vector2( - 0, 0 ),
  23311. * new THREE.Vector2( - 5, 15 ),
  23312. * new THREE.Vector2( 20, 15 ),
  23313. * new THREE.Vector2( 10, 0 )
  23314. * );
  23315. *
  23316. * const points = curve.getPoints( 50 );
  23317. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23318. *
  23319. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23320. *
  23321. * // Create the final object to add to the scene
  23322. * const curveObject = new THREE.Line( geometry, material );
  23323. * ```
  23324. *
  23325. * @augments Curve
  23326. */
  23327. class CubicBezierCurve extends Curve {
  23328. /**
  23329. * Constructs a new Cubic Bezier curve.
  23330. *
  23331. * @param {Vector2} [v0] - The start point.
  23332. * @param {Vector2} [v1] - The first control point.
  23333. * @param {Vector2} [v2] - The second control point.
  23334. * @param {Vector2} [v3] - The end point.
  23335. */
  23336. constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) {
  23337. super();
  23338. /**
  23339. * This flag can be used for type testing.
  23340. *
  23341. * @type {boolean}
  23342. * @readonly
  23343. * @default true
  23344. */
  23345. this.isCubicBezierCurve = true;
  23346. this.type = 'CubicBezierCurve';
  23347. /**
  23348. * The start point.
  23349. *
  23350. * @type {Vector2}
  23351. */
  23352. this.v0 = v0;
  23353. /**
  23354. * The first control point.
  23355. *
  23356. * @type {Vector2}
  23357. */
  23358. this.v1 = v1;
  23359. /**
  23360. * The second control point.
  23361. *
  23362. * @type {Vector2}
  23363. */
  23364. this.v2 = v2;
  23365. /**
  23366. * The end point.
  23367. *
  23368. * @type {Vector2}
  23369. */
  23370. this.v3 = v3;
  23371. }
  23372. /**
  23373. * Returns a point on the curve.
  23374. *
  23375. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23376. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  23377. * @return {Vector2} The position on the curve.
  23378. */
  23379. getPoint( t, optionalTarget = new Vector2() ) {
  23380. const point = optionalTarget;
  23381. const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  23382. point.set(
  23383. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  23384. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  23385. );
  23386. return point;
  23387. }
  23388. copy( source ) {
  23389. super.copy( source );
  23390. this.v0.copy( source.v0 );
  23391. this.v1.copy( source.v1 );
  23392. this.v2.copy( source.v2 );
  23393. this.v3.copy( source.v3 );
  23394. return this;
  23395. }
  23396. toJSON() {
  23397. const data = super.toJSON();
  23398. data.v0 = this.v0.toArray();
  23399. data.v1 = this.v1.toArray();
  23400. data.v2 = this.v2.toArray();
  23401. data.v3 = this.v3.toArray();
  23402. return data;
  23403. }
  23404. fromJSON( json ) {
  23405. super.fromJSON( json );
  23406. this.v0.fromArray( json.v0 );
  23407. this.v1.fromArray( json.v1 );
  23408. this.v2.fromArray( json.v2 );
  23409. this.v3.fromArray( json.v3 );
  23410. return this;
  23411. }
  23412. }
  23413. /**
  23414. * A curve representing a 3D Cubic Bezier curve.
  23415. *
  23416. * @augments Curve
  23417. */
  23418. class CubicBezierCurve3 extends Curve {
  23419. /**
  23420. * Constructs a new Cubic Bezier curve.
  23421. *
  23422. * @param {Vector3} [v0] - The start point.
  23423. * @param {Vector3} [v1] - The first control point.
  23424. * @param {Vector3} [v2] - The second control point.
  23425. * @param {Vector3} [v3] - The end point.
  23426. */
  23427. constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) {
  23428. super();
  23429. /**
  23430. * This flag can be used for type testing.
  23431. *
  23432. * @type {boolean}
  23433. * @readonly
  23434. * @default true
  23435. */
  23436. this.isCubicBezierCurve3 = true;
  23437. this.type = 'CubicBezierCurve3';
  23438. /**
  23439. * The start point.
  23440. *
  23441. * @type {Vector3}
  23442. */
  23443. this.v0 = v0;
  23444. /**
  23445. * The first control point.
  23446. *
  23447. * @type {Vector3}
  23448. */
  23449. this.v1 = v1;
  23450. /**
  23451. * The second control point.
  23452. *
  23453. * @type {Vector3}
  23454. */
  23455. this.v2 = v2;
  23456. /**
  23457. * The end point.
  23458. *
  23459. * @type {Vector3}
  23460. */
  23461. this.v3 = v3;
  23462. }
  23463. /**
  23464. * Returns a point on the curve.
  23465. *
  23466. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23467. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  23468. * @return {Vector3} The position on the curve.
  23469. */
  23470. getPoint( t, optionalTarget = new Vector3() ) {
  23471. const point = optionalTarget;
  23472. const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  23473. point.set(
  23474. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  23475. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  23476. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  23477. );
  23478. return point;
  23479. }
  23480. copy( source ) {
  23481. super.copy( source );
  23482. this.v0.copy( source.v0 );
  23483. this.v1.copy( source.v1 );
  23484. this.v2.copy( source.v2 );
  23485. this.v3.copy( source.v3 );
  23486. return this;
  23487. }
  23488. toJSON() {
  23489. const data = super.toJSON();
  23490. data.v0 = this.v0.toArray();
  23491. data.v1 = this.v1.toArray();
  23492. data.v2 = this.v2.toArray();
  23493. data.v3 = this.v3.toArray();
  23494. return data;
  23495. }
  23496. fromJSON( json ) {
  23497. super.fromJSON( json );
  23498. this.v0.fromArray( json.v0 );
  23499. this.v1.fromArray( json.v1 );
  23500. this.v2.fromArray( json.v2 );
  23501. this.v3.fromArray( json.v3 );
  23502. return this;
  23503. }
  23504. }
  23505. /**
  23506. * A curve representing a 2D line segment.
  23507. *
  23508. * @augments Curve
  23509. */
  23510. class LineCurve extends Curve {
  23511. /**
  23512. * Constructs a new line curve.
  23513. *
  23514. * @param {Vector2} [v1] - The start point.
  23515. * @param {Vector2} [v2] - The end point.
  23516. */
  23517. constructor( v1 = new Vector2(), v2 = new Vector2() ) {
  23518. super();
  23519. /**
  23520. * This flag can be used for type testing.
  23521. *
  23522. * @type {boolean}
  23523. * @readonly
  23524. * @default true
  23525. */
  23526. this.isLineCurve = true;
  23527. this.type = 'LineCurve';
  23528. /**
  23529. * The start point.
  23530. *
  23531. * @type {Vector2}
  23532. */
  23533. this.v1 = v1;
  23534. /**
  23535. * The end point.
  23536. *
  23537. * @type {Vector2}
  23538. */
  23539. this.v2 = v2;
  23540. }
  23541. /**
  23542. * Returns a point on the line.
  23543. *
  23544. * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`.
  23545. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  23546. * @return {Vector2} The position on the line.
  23547. */
  23548. getPoint( t, optionalTarget = new Vector2() ) {
  23549. const point = optionalTarget;
  23550. if ( t === 1 ) {
  23551. point.copy( this.v2 );
  23552. } else {
  23553. point.copy( this.v2 ).sub( this.v1 );
  23554. point.multiplyScalar( t ).add( this.v1 );
  23555. }
  23556. return point;
  23557. }
  23558. // Line curve is linear, so we can overwrite default getPointAt
  23559. getPointAt( u, optionalTarget ) {
  23560. return this.getPoint( u, optionalTarget );
  23561. }
  23562. getTangent( t, optionalTarget = new Vector2() ) {
  23563. return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
  23564. }
  23565. getTangentAt( u, optionalTarget ) {
  23566. return this.getTangent( u, optionalTarget );
  23567. }
  23568. copy( source ) {
  23569. super.copy( source );
  23570. this.v1.copy( source.v1 );
  23571. this.v2.copy( source.v2 );
  23572. return this;
  23573. }
  23574. toJSON() {
  23575. const data = super.toJSON();
  23576. data.v1 = this.v1.toArray();
  23577. data.v2 = this.v2.toArray();
  23578. return data;
  23579. }
  23580. fromJSON( json ) {
  23581. super.fromJSON( json );
  23582. this.v1.fromArray( json.v1 );
  23583. this.v2.fromArray( json.v2 );
  23584. return this;
  23585. }
  23586. }
  23587. /**
  23588. * A curve representing a 3D line segment.
  23589. *
  23590. * @augments Curve
  23591. */
  23592. class LineCurve3 extends Curve {
  23593. /**
  23594. * Constructs a new line curve.
  23595. *
  23596. * @param {Vector3} [v1] - The start point.
  23597. * @param {Vector3} [v2] - The end point.
  23598. */
  23599. constructor( v1 = new Vector3(), v2 = new Vector3() ) {
  23600. super();
  23601. /**
  23602. * This flag can be used for type testing.
  23603. *
  23604. * @type {boolean}
  23605. * @readonly
  23606. * @default true
  23607. */
  23608. this.isLineCurve3 = true;
  23609. this.type = 'LineCurve3';
  23610. /**
  23611. * The start point.
  23612. *
  23613. * @type {Vector3}
  23614. */
  23615. this.v1 = v1;
  23616. /**
  23617. * The end point.
  23618. *
  23619. * @type {Vector2}
  23620. */
  23621. this.v2 = v2;
  23622. }
  23623. /**
  23624. * Returns a point on the line.
  23625. *
  23626. * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`.
  23627. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  23628. * @return {Vector3} The position on the line.
  23629. */
  23630. getPoint( t, optionalTarget = new Vector3() ) {
  23631. const point = optionalTarget;
  23632. if ( t === 1 ) {
  23633. point.copy( this.v2 );
  23634. } else {
  23635. point.copy( this.v2 ).sub( this.v1 );
  23636. point.multiplyScalar( t ).add( this.v1 );
  23637. }
  23638. return point;
  23639. }
  23640. // Line curve is linear, so we can overwrite default getPointAt
  23641. getPointAt( u, optionalTarget ) {
  23642. return this.getPoint( u, optionalTarget );
  23643. }
  23644. getTangent( t, optionalTarget = new Vector3() ) {
  23645. return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
  23646. }
  23647. getTangentAt( u, optionalTarget ) {
  23648. return this.getTangent( u, optionalTarget );
  23649. }
  23650. copy( source ) {
  23651. super.copy( source );
  23652. this.v1.copy( source.v1 );
  23653. this.v2.copy( source.v2 );
  23654. return this;
  23655. }
  23656. toJSON() {
  23657. const data = super.toJSON();
  23658. data.v1 = this.v1.toArray();
  23659. data.v2 = this.v2.toArray();
  23660. return data;
  23661. }
  23662. fromJSON( json ) {
  23663. super.fromJSON( json );
  23664. this.v1.fromArray( json.v1 );
  23665. this.v2.fromArray( json.v2 );
  23666. return this;
  23667. }
  23668. }
  23669. /**
  23670. * A curve representing a 2D Quadratic Bezier curve.
  23671. *
  23672. * ```js
  23673. * const curve = new THREE.QuadraticBezierCurve(
  23674. * new THREE.Vector2( - 10, 0 ),
  23675. * new THREE.Vector2( 20, 15 ),
  23676. * new THREE.Vector2( 10, 0 )
  23677. * )
  23678. *
  23679. * const points = curve.getPoints( 50 );
  23680. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23681. *
  23682. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23683. *
  23684. * // Create the final object to add to the scene
  23685. * const curveObject = new THREE.Line( geometry, material );
  23686. * ```
  23687. *
  23688. * @augments Curve
  23689. */
  23690. class QuadraticBezierCurve extends Curve {
  23691. /**
  23692. * Constructs a new Quadratic Bezier curve.
  23693. *
  23694. * @param {Vector2} [v0] - The start point.
  23695. * @param {Vector2} [v1] - The control point.
  23696. * @param {Vector2} [v2] - The end point.
  23697. */
  23698. constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) {
  23699. super();
  23700. /**
  23701. * This flag can be used for type testing.
  23702. *
  23703. * @type {boolean}
  23704. * @readonly
  23705. * @default true
  23706. */
  23707. this.isQuadraticBezierCurve = true;
  23708. this.type = 'QuadraticBezierCurve';
  23709. /**
  23710. * The start point.
  23711. *
  23712. * @type {Vector2}
  23713. */
  23714. this.v0 = v0;
  23715. /**
  23716. * The control point.
  23717. *
  23718. * @type {Vector2}
  23719. */
  23720. this.v1 = v1;
  23721. /**
  23722. * The end point.
  23723. *
  23724. * @type {Vector2}
  23725. */
  23726. this.v2 = v2;
  23727. }
  23728. /**
  23729. * Returns a point on the curve.
  23730. *
  23731. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23732. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  23733. * @return {Vector2} The position on the curve.
  23734. */
  23735. getPoint( t, optionalTarget = new Vector2() ) {
  23736. const point = optionalTarget;
  23737. const v0 = this.v0, v1 = this.v1, v2 = this.v2;
  23738. point.set(
  23739. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  23740. QuadraticBezier( t, v0.y, v1.y, v2.y )
  23741. );
  23742. return point;
  23743. }
  23744. copy( source ) {
  23745. super.copy( source );
  23746. this.v0.copy( source.v0 );
  23747. this.v1.copy( source.v1 );
  23748. this.v2.copy( source.v2 );
  23749. return this;
  23750. }
  23751. toJSON() {
  23752. const data = super.toJSON();
  23753. data.v0 = this.v0.toArray();
  23754. data.v1 = this.v1.toArray();
  23755. data.v2 = this.v2.toArray();
  23756. return data;
  23757. }
  23758. fromJSON( json ) {
  23759. super.fromJSON( json );
  23760. this.v0.fromArray( json.v0 );
  23761. this.v1.fromArray( json.v1 );
  23762. this.v2.fromArray( json.v2 );
  23763. return this;
  23764. }
  23765. }
  23766. /**
  23767. * A curve representing a 3D Quadratic Bezier curve.
  23768. *
  23769. * @augments Curve
  23770. */
  23771. class QuadraticBezierCurve3 extends Curve {
  23772. /**
  23773. * Constructs a new Quadratic Bezier curve.
  23774. *
  23775. * @param {Vector3} [v0] - The start point.
  23776. * @param {Vector3} [v1] - The control point.
  23777. * @param {Vector3} [v2] - The end point.
  23778. */
  23779. constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) {
  23780. super();
  23781. /**
  23782. * This flag can be used for type testing.
  23783. *
  23784. * @type {boolean}
  23785. * @readonly
  23786. * @default true
  23787. */
  23788. this.isQuadraticBezierCurve3 = true;
  23789. this.type = 'QuadraticBezierCurve3';
  23790. /**
  23791. * The start point.
  23792. *
  23793. * @type {Vector3}
  23794. */
  23795. this.v0 = v0;
  23796. /**
  23797. * The control point.
  23798. *
  23799. * @type {Vector3}
  23800. */
  23801. this.v1 = v1;
  23802. /**
  23803. * The end point.
  23804. *
  23805. * @type {Vector3}
  23806. */
  23807. this.v2 = v2;
  23808. }
  23809. /**
  23810. * Returns a point on the curve.
  23811. *
  23812. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23813. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  23814. * @return {Vector3} The position on the curve.
  23815. */
  23816. getPoint( t, optionalTarget = new Vector3() ) {
  23817. const point = optionalTarget;
  23818. const v0 = this.v0, v1 = this.v1, v2 = this.v2;
  23819. point.set(
  23820. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  23821. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  23822. QuadraticBezier( t, v0.z, v1.z, v2.z )
  23823. );
  23824. return point;
  23825. }
  23826. copy( source ) {
  23827. super.copy( source );
  23828. this.v0.copy( source.v0 );
  23829. this.v1.copy( source.v1 );
  23830. this.v2.copy( source.v2 );
  23831. return this;
  23832. }
  23833. toJSON() {
  23834. const data = super.toJSON();
  23835. data.v0 = this.v0.toArray();
  23836. data.v1 = this.v1.toArray();
  23837. data.v2 = this.v2.toArray();
  23838. return data;
  23839. }
  23840. fromJSON( json ) {
  23841. super.fromJSON( json );
  23842. this.v0.fromArray( json.v0 );
  23843. this.v1.fromArray( json.v1 );
  23844. this.v2.fromArray( json.v2 );
  23845. return this;
  23846. }
  23847. }
  23848. /**
  23849. * A curve representing a 2D spline curve.
  23850. *
  23851. * ```js
  23852. * // Create a sine-like wave
  23853. * const curve = new THREE.SplineCurve( [
  23854. * new THREE.Vector2( -10, 0 ),
  23855. * new THREE.Vector2( -5, 5 ),
  23856. * new THREE.Vector2( 0, 0 ),
  23857. * new THREE.Vector2( 5, -5 ),
  23858. * new THREE.Vector2( 10, 0 )
  23859. * ] );
  23860. *
  23861. * const points = curve.getPoints( 50 );
  23862. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23863. *
  23864. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23865. *
  23866. * // Create the final object to add to the scene
  23867. * const splineObject = new THREE.Line( geometry, material );
  23868. * ```
  23869. *
  23870. * @augments Curve
  23871. */
  23872. class SplineCurve extends Curve {
  23873. /**
  23874. * Constructs a new 2D spline curve.
  23875. *
  23876. * @param {Array<Vector2>} [points] - An array of 2D points defining the curve.
  23877. */
  23878. constructor( points = [] ) {
  23879. super();
  23880. /**
  23881. * This flag can be used for type testing.
  23882. *
  23883. * @type {boolean}
  23884. * @readonly
  23885. * @default true
  23886. */
  23887. this.isSplineCurve = true;
  23888. this.type = 'SplineCurve';
  23889. /**
  23890. * An array of 2D points defining the curve.
  23891. *
  23892. * @type {Array<Vector2>}
  23893. */
  23894. this.points = points;
  23895. }
  23896. /**
  23897. * Returns a point on the curve.
  23898. *
  23899. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23900. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  23901. * @return {Vector2} The position on the curve.
  23902. */
  23903. getPoint( t, optionalTarget = new Vector2() ) {
  23904. const point = optionalTarget;
  23905. const points = this.points;
  23906. const p = ( points.length - 1 ) * t;
  23907. const intPoint = Math.floor( p );
  23908. const weight = p - intPoint;
  23909. const p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  23910. const p1 = points[ intPoint ];
  23911. const p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  23912. const p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  23913. point.set(
  23914. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  23915. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  23916. );
  23917. return point;
  23918. }
  23919. copy( source ) {
  23920. super.copy( source );
  23921. this.points = [];
  23922. for ( let i = 0, l = source.points.length; i < l; i ++ ) {
  23923. const point = source.points[ i ];
  23924. this.points.push( point.clone() );
  23925. }
  23926. return this;
  23927. }
  23928. toJSON() {
  23929. const data = super.toJSON();
  23930. data.points = [];
  23931. for ( let i = 0, l = this.points.length; i < l; i ++ ) {
  23932. const point = this.points[ i ];
  23933. data.points.push( point.toArray() );
  23934. }
  23935. return data;
  23936. }
  23937. fromJSON( json ) {
  23938. super.fromJSON( json );
  23939. this.points = [];
  23940. for ( let i = 0, l = json.points.length; i < l; i ++ ) {
  23941. const point = json.points[ i ];
  23942. this.points.push( new Vector2().fromArray( point ) );
  23943. }
  23944. return this;
  23945. }
  23946. }
  23947. var Curves = /*#__PURE__*/Object.freeze({
  23948. __proto__: null,
  23949. ArcCurve: ArcCurve,
  23950. CatmullRomCurve3: CatmullRomCurve3,
  23951. CubicBezierCurve: CubicBezierCurve,
  23952. CubicBezierCurve3: CubicBezierCurve3,
  23953. EllipseCurve: EllipseCurve,
  23954. LineCurve: LineCurve,
  23955. LineCurve3: LineCurve3,
  23956. QuadraticBezierCurve: QuadraticBezierCurve,
  23957. QuadraticBezierCurve3: QuadraticBezierCurve3,
  23958. SplineCurve: SplineCurve
  23959. });
  23960. /**
  23961. * A base class extending {@link Curve}. `CurvePath` is simply an
  23962. * array of connected curves, but retains the API of a curve.
  23963. *
  23964. * @augments Curve
  23965. */
  23966. class CurvePath extends Curve {
  23967. /**
  23968. * Constructs a new curve path.
  23969. */
  23970. constructor() {
  23971. super();
  23972. this.type = 'CurvePath';
  23973. /**
  23974. * An array of curves defining the
  23975. * path.
  23976. *
  23977. * @type {Array<Curve>}
  23978. */
  23979. this.curves = [];
  23980. /**
  23981. * Whether the path should automatically be closed
  23982. * by a line curve.
  23983. *
  23984. * @type {boolean}
  23985. * @default false
  23986. */
  23987. this.autoClose = false;
  23988. }
  23989. /**
  23990. * Adds a curve to this curve path.
  23991. *
  23992. * @param {Curve} curve - The curve to add.
  23993. */
  23994. add( curve ) {
  23995. this.curves.push( curve );
  23996. }
  23997. /**
  23998. * Adds a line curve to close the path.
  23999. *
  24000. * @return {CurvePath} A reference to this curve path.
  24001. */
  24002. closePath() {
  24003. // Add a line curve if start and end of lines are not connected
  24004. const startPoint = this.curves[ 0 ].getPoint( 0 );
  24005. const endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  24006. if ( ! startPoint.equals( endPoint ) ) {
  24007. const lineType = ( startPoint.isVector2 === true ) ? 'LineCurve' : 'LineCurve3';
  24008. this.curves.push( new Curves[ lineType ]( endPoint, startPoint ) );
  24009. }
  24010. return this;
  24011. }
  24012. /**
  24013. * This method returns a vector in 2D or 3D space (depending on the curve definitions)
  24014. * for the given interpolation factor.
  24015. *
  24016. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24017. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  24018. * @return {?(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  24019. */
  24020. getPoint( t, optionalTarget ) {
  24021. // To get accurate point with reference to
  24022. // entire path distance at time t,
  24023. // following has to be done:
  24024. // 1. Length of each sub path have to be known
  24025. // 2. Locate and identify type of curve
  24026. // 3. Get t for the curve
  24027. // 4. Return curve.getPointAt(t')
  24028. const d = t * this.getLength();
  24029. const curveLengths = this.getCurveLengths();
  24030. let i = 0;
  24031. // To think about boundaries points.
  24032. while ( i < curveLengths.length ) {
  24033. if ( curveLengths[ i ] >= d ) {
  24034. const diff = curveLengths[ i ] - d;
  24035. const curve = this.curves[ i ];
  24036. const segmentLength = curve.getLength();
  24037. const u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  24038. return curve.getPointAt( u, optionalTarget );
  24039. }
  24040. i ++;
  24041. }
  24042. return null;
  24043. // loop where sum != 0, sum > d , sum+1 <d
  24044. }
  24045. getLength() {
  24046. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  24047. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  24048. // getPoint() depends on getLength
  24049. const lens = this.getCurveLengths();
  24050. return lens[ lens.length - 1 ];
  24051. }
  24052. updateArcLengths() {
  24053. // cacheLengths must be recalculated.
  24054. this.needsUpdate = true;
  24055. this.cacheLengths = null;
  24056. this.getCurveLengths();
  24057. }
  24058. /**
  24059. * Returns list of cumulative curve lengths of the defined curves.
  24060. *
  24061. * @return {Array<number>} The curve lengths.
  24062. */
  24063. getCurveLengths() {
  24064. // Compute lengths and cache them
  24065. // We cannot overwrite getLengths() because UtoT mapping uses it.
  24066. // We use cache values if curves and cache array are same length
  24067. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  24068. return this.cacheLengths;
  24069. }
  24070. // Get length of sub-curve
  24071. // Push sums into cached array
  24072. const lengths = [];
  24073. let sums = 0;
  24074. for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
  24075. sums += this.curves[ i ].getLength();
  24076. lengths.push( sums );
  24077. }
  24078. this.cacheLengths = lengths;
  24079. return lengths;
  24080. }
  24081. getSpacedPoints( divisions = 40 ) {
  24082. const points = [];
  24083. for ( let i = 0; i <= divisions; i ++ ) {
  24084. points.push( this.getPoint( i / divisions ) );
  24085. }
  24086. if ( this.autoClose ) {
  24087. points.push( points[ 0 ] );
  24088. }
  24089. return points;
  24090. }
  24091. getPoints( divisions = 12 ) {
  24092. const points = [];
  24093. let last;
  24094. for ( let i = 0, curves = this.curves; i < curves.length; i ++ ) {
  24095. const curve = curves[ i ];
  24096. const resolution = curve.isEllipseCurve ? divisions * 2
  24097. : ( curve.isLineCurve || curve.isLineCurve3 ) ? 1
  24098. : curve.isSplineCurve ? divisions * curve.points.length
  24099. : divisions;
  24100. const pts = curve.getPoints( resolution );
  24101. for ( let j = 0; j < pts.length; j ++ ) {
  24102. const point = pts[ j ];
  24103. if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates
  24104. points.push( point );
  24105. last = point;
  24106. }
  24107. }
  24108. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  24109. points.push( points[ 0 ] );
  24110. }
  24111. return points;
  24112. }
  24113. copy( source ) {
  24114. super.copy( source );
  24115. this.curves = [];
  24116. for ( let i = 0, l = source.curves.length; i < l; i ++ ) {
  24117. const curve = source.curves[ i ];
  24118. this.curves.push( curve.clone() );
  24119. }
  24120. this.autoClose = source.autoClose;
  24121. return this;
  24122. }
  24123. toJSON() {
  24124. const data = super.toJSON();
  24125. data.autoClose = this.autoClose;
  24126. data.curves = [];
  24127. for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
  24128. const curve = this.curves[ i ];
  24129. data.curves.push( curve.toJSON() );
  24130. }
  24131. return data;
  24132. }
  24133. fromJSON( json ) {
  24134. super.fromJSON( json );
  24135. this.autoClose = json.autoClose;
  24136. this.curves = [];
  24137. for ( let i = 0, l = json.curves.length; i < l; i ++ ) {
  24138. const curve = json.curves[ i ];
  24139. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  24140. }
  24141. return this;
  24142. }
  24143. }
  24144. /**
  24145. * A 2D path representation. The class provides methods for creating paths
  24146. * and contours of 2D shapes similar to the 2D Canvas API.
  24147. *
  24148. * ```js
  24149. * const path = new THREE.Path();
  24150. *
  24151. * path.lineTo( 0, 0.8 );
  24152. * path.quadraticCurveTo( 0, 1, 0.2, 1 );
  24153. * path.lineTo( 1, 1 );
  24154. *
  24155. * const points = path.getPoints();
  24156. *
  24157. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24158. * const material = new THREE.LineBasicMaterial( { color: 0xffffff } );
  24159. *
  24160. * const line = new THREE.Line( geometry, material );
  24161. * scene.add( line );
  24162. * ```
  24163. *
  24164. * @augments CurvePath
  24165. */
  24166. class Path extends CurvePath {
  24167. /**
  24168. * Constructs a new path.
  24169. *
  24170. * @param {Array<Vector2>} [points] - An array of 2D points defining the path.
  24171. */
  24172. constructor( points ) {
  24173. super();
  24174. this.type = 'Path';
  24175. /**
  24176. * The current offset of the path. Any new curve added will start here.
  24177. *
  24178. * @type {Vector2}
  24179. */
  24180. this.currentPoint = new Vector2();
  24181. if ( points ) {
  24182. this.setFromPoints( points );
  24183. }
  24184. }
  24185. /**
  24186. * Creates a path from the given list of points. The points are added
  24187. * to the path as instances of {@link LineCurve}.
  24188. *
  24189. * @param {Array<Vector2>} points - An array of 2D points.
  24190. * @return {Path} A reference to this path.
  24191. */
  24192. setFromPoints( points ) {
  24193. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  24194. for ( let i = 1, l = points.length; i < l; i ++ ) {
  24195. this.lineTo( points[ i ].x, points[ i ].y );
  24196. }
  24197. return this;
  24198. }
  24199. /**
  24200. * Moves {@link Path#currentPoint} to the given point.
  24201. *
  24202. * @param {number} x - The x coordinate.
  24203. * @param {number} y - The y coordinate.
  24204. * @return {Path} A reference to this path.
  24205. */
  24206. moveTo( x, y ) {
  24207. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  24208. return this;
  24209. }
  24210. /**
  24211. * Adds an instance of {@link LineCurve} to the path by connecting
  24212. * the current point with the given one.
  24213. *
  24214. * @param {number} x - The x coordinate of the end point.
  24215. * @param {number} y - The y coordinate of the end point.
  24216. * @return {Path} A reference to this path.
  24217. */
  24218. lineTo( x, y ) {
  24219. const curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  24220. this.curves.push( curve );
  24221. this.currentPoint.set( x, y );
  24222. return this;
  24223. }
  24224. /**
  24225. * Adds an instance of {@link QuadraticBezierCurve} to the path by connecting
  24226. * the current point with the given one.
  24227. *
  24228. * @param {number} aCPx - The x coordinate of the control point.
  24229. * @param {number} aCPy - The y coordinate of the control point.
  24230. * @param {number} aX - The x coordinate of the end point.
  24231. * @param {number} aY - The y coordinate of the end point.
  24232. * @return {Path} A reference to this path.
  24233. */
  24234. quadraticCurveTo( aCPx, aCPy, aX, aY ) {
  24235. const curve = new QuadraticBezierCurve(
  24236. this.currentPoint.clone(),
  24237. new Vector2( aCPx, aCPy ),
  24238. new Vector2( aX, aY )
  24239. );
  24240. this.curves.push( curve );
  24241. this.currentPoint.set( aX, aY );
  24242. return this;
  24243. }
  24244. /**
  24245. * Adds an instance of {@link CubicBezierCurve} to the path by connecting
  24246. * the current point with the given one.
  24247. *
  24248. * @param {number} aCP1x - The x coordinate of the first control point.
  24249. * @param {number} aCP1y - The y coordinate of the first control point.
  24250. * @param {number} aCP2x - The x coordinate of the second control point.
  24251. * @param {number} aCP2y - The y coordinate of the second control point.
  24252. * @param {number} aX - The x coordinate of the end point.
  24253. * @param {number} aY - The y coordinate of the end point.
  24254. * @return {Path} A reference to this path.
  24255. */
  24256. bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  24257. const curve = new CubicBezierCurve(
  24258. this.currentPoint.clone(),
  24259. new Vector2( aCP1x, aCP1y ),
  24260. new Vector2( aCP2x, aCP2y ),
  24261. new Vector2( aX, aY )
  24262. );
  24263. this.curves.push( curve );
  24264. this.currentPoint.set( aX, aY );
  24265. return this;
  24266. }
  24267. /**
  24268. * Adds an instance of {@link SplineCurve} to the path by connecting
  24269. * the current point with the given list of points.
  24270. *
  24271. * @param {Array<Vector2>} pts - An array of points in 2D space.
  24272. * @return {Path} A reference to this path.
  24273. */
  24274. splineThru( pts ) {
  24275. const npts = [ this.currentPoint.clone() ].concat( pts );
  24276. const curve = new SplineCurve( npts );
  24277. this.curves.push( curve );
  24278. this.currentPoint.copy( pts[ pts.length - 1 ] );
  24279. return this;
  24280. }
  24281. /**
  24282. * Adds an arc as an instance of {@link EllipseCurve} to the path, positioned relative
  24283. * to the current point.
  24284. *
  24285. * @param {number} [aX=0] - The x coordinate of the center of the arc offsetted from the previous curve.
  24286. * @param {number} [aY=0] - The y coordinate of the center of the arc offsetted from the previous curve.
  24287. * @param {number} [aRadius=1] - The radius of the arc.
  24288. * @param {number} [aStartAngle=0] - The start angle in radians.
  24289. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  24290. * @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not.
  24291. * @return {Path} A reference to this path.
  24292. */
  24293. arc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  24294. const x0 = this.currentPoint.x;
  24295. const y0 = this.currentPoint.y;
  24296. this.absarc( aX + x0, aY + y0, aRadius,
  24297. aStartAngle, aEndAngle, aClockwise );
  24298. return this;
  24299. }
  24300. /**
  24301. * Adds an absolutely positioned arc as an instance of {@link EllipseCurve} to the path.
  24302. *
  24303. * @param {number} [aX=0] - The x coordinate of the center of the arc.
  24304. * @param {number} [aY=0] - The y coordinate of the center of the arc.
  24305. * @param {number} [aRadius=1] - The radius of the arc.
  24306. * @param {number} [aStartAngle=0] - The start angle in radians.
  24307. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  24308. * @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not.
  24309. * @return {Path} A reference to this path.
  24310. */
  24311. absarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  24312. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  24313. return this;
  24314. }
  24315. /**
  24316. * Adds an ellipse as an instance of {@link EllipseCurve} to the path, positioned relative
  24317. * to the current point
  24318. *
  24319. * @param {number} [aX=0] - The x coordinate of the center of the ellipse offsetted from the previous curve.
  24320. * @param {number} [aY=0] - The y coordinate of the center of the ellipse offsetted from the previous curve.
  24321. * @param {number} [xRadius=1] - The radius of the ellipse in the x axis.
  24322. * @param {number} [yRadius=1] - The radius of the ellipse in the y axis.
  24323. * @param {number} [aStartAngle=0] - The start angle in radians.
  24324. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  24325. * @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not.
  24326. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  24327. * @return {Path} A reference to this path.
  24328. */
  24329. ellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  24330. const x0 = this.currentPoint.x;
  24331. const y0 = this.currentPoint.y;
  24332. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  24333. return this;
  24334. }
  24335. /**
  24336. * Adds an absolutely positioned ellipse as an instance of {@link EllipseCurve} to the path.
  24337. *
  24338. * @param {number} [aX=0] - The x coordinate of the absolute center of the ellipse.
  24339. * @param {number} [aY=0] - The y coordinate of the absolute center of the ellipse.
  24340. * @param {number} [xRadius=1] - The radius of the ellipse in the x axis.
  24341. * @param {number} [yRadius=1] - The radius of the ellipse in the y axis.
  24342. * @param {number} [aStartAngle=0] - The start angle in radians.
  24343. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  24344. * @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not.
  24345. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  24346. * @return {Path} A reference to this path.
  24347. */
  24348. absellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  24349. const curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  24350. if ( this.curves.length > 0 ) {
  24351. // if a previous curve is present, attempt to join
  24352. const firstPoint = curve.getPoint( 0 );
  24353. if ( ! firstPoint.equals( this.currentPoint ) ) {
  24354. this.lineTo( firstPoint.x, firstPoint.y );
  24355. }
  24356. }
  24357. this.curves.push( curve );
  24358. const lastPoint = curve.getPoint( 1 );
  24359. this.currentPoint.copy( lastPoint );
  24360. return this;
  24361. }
  24362. copy( source ) {
  24363. super.copy( source );
  24364. this.currentPoint.copy( source.currentPoint );
  24365. return this;
  24366. }
  24367. toJSON() {
  24368. const data = super.toJSON();
  24369. data.currentPoint = this.currentPoint.toArray();
  24370. return data;
  24371. }
  24372. fromJSON( json ) {
  24373. super.fromJSON( json );
  24374. this.currentPoint.fromArray( json.currentPoint );
  24375. return this;
  24376. }
  24377. }
  24378. /**
  24379. * Defines an arbitrary 2d shape plane using paths with optional holes. It
  24380. * can be used with {@link ExtrudeGeometry}, {@link ShapeGeometry}, to get
  24381. * points, or to get triangulated faces.
  24382. *
  24383. * ```js
  24384. * const heartShape = new THREE.Shape();
  24385. *
  24386. * heartShape.moveTo( 25, 25 );
  24387. * heartShape.bezierCurveTo( 25, 25, 20, 0, 0, 0 );
  24388. * heartShape.bezierCurveTo( - 30, 0, - 30, 35, - 30, 35 );
  24389. * heartShape.bezierCurveTo( - 30, 55, - 10, 77, 25, 95 );
  24390. * heartShape.bezierCurveTo( 60, 77, 80, 55, 80, 35 );
  24391. * heartShape.bezierCurveTo( 80, 35, 80, 0, 50, 0 );
  24392. * heartShape.bezierCurveTo( 35, 0, 25, 25, 25, 25 );
  24393. *
  24394. * const extrudeSettings = {
  24395. * depth: 8,
  24396. * bevelEnabled: true,
  24397. * bevelSegments: 2,
  24398. * steps: 2,
  24399. * bevelSize: 1,
  24400. * bevelThickness: 1
  24401. * };
  24402. *
  24403. * const geometry = new THREE.ExtrudeGeometry( heartShape, extrudeSettings );
  24404. * const mesh = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial() );
  24405. * ```
  24406. *
  24407. * @augments Path
  24408. */
  24409. class Shape extends Path {
  24410. /**
  24411. * Constructs a new shape.
  24412. *
  24413. * @param {Array<Vector2>} [points] - An array of 2D points defining the shape.
  24414. */
  24415. constructor( points ) {
  24416. super( points );
  24417. /**
  24418. * The UUID of the shape.
  24419. *
  24420. * @type {string}
  24421. * @readonly
  24422. */
  24423. this.uuid = generateUUID();
  24424. this.type = 'Shape';
  24425. /**
  24426. * Defines the holes in the shape. Hole definitions must use the
  24427. * opposite winding order (CW/CCW) than the outer shape.
  24428. *
  24429. * @type {Array<Path>}
  24430. * @readonly
  24431. */
  24432. this.holes = [];
  24433. }
  24434. /**
  24435. * Returns an array representing each contour of the holes
  24436. * as a list of 2D points.
  24437. *
  24438. * @param {number} divisions - The fineness of the result.
  24439. * @return {Array<Array<Vector2>>} The holes as a series of 2D points.
  24440. */
  24441. getPointsHoles( divisions ) {
  24442. const holesPts = [];
  24443. for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
  24444. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  24445. }
  24446. return holesPts;
  24447. }
  24448. // get points of shape and holes (keypoints based on segments parameter)
  24449. /**
  24450. * Returns an object that holds contour data for the shape and its holes as
  24451. * arrays of 2D points.
  24452. *
  24453. * @param {number} divisions - The fineness of the result.
  24454. * @return {{shape:Array<Vector2>,holes:Array<Array<Vector2>>}} An object with contour data.
  24455. */
  24456. extractPoints( divisions ) {
  24457. return {
  24458. shape: this.getPoints( divisions ),
  24459. holes: this.getPointsHoles( divisions )
  24460. };
  24461. }
  24462. copy( source ) {
  24463. super.copy( source );
  24464. this.holes = [];
  24465. for ( let i = 0, l = source.holes.length; i < l; i ++ ) {
  24466. const hole = source.holes[ i ];
  24467. this.holes.push( hole.clone() );
  24468. }
  24469. return this;
  24470. }
  24471. toJSON() {
  24472. const data = super.toJSON();
  24473. data.uuid = this.uuid;
  24474. data.holes = [];
  24475. for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
  24476. const hole = this.holes[ i ];
  24477. data.holes.push( hole.toJSON() );
  24478. }
  24479. return data;
  24480. }
  24481. fromJSON( json ) {
  24482. super.fromJSON( json );
  24483. this.uuid = json.uuid;
  24484. this.holes = [];
  24485. for ( let i = 0, l = json.holes.length; i < l; i ++ ) {
  24486. const hole = json.holes[ i ];
  24487. this.holes.push( new Path().fromJSON( hole ) );
  24488. }
  24489. return this;
  24490. }
  24491. }
  24492. /* eslint-disable */
  24493. // copy of mapbox/earcut version 3.0.2
  24494. // https://github.com/mapbox/earcut/tree/v3.0.2
  24495. function earcut(data, holeIndices, dim = 2) {
  24496. const hasHoles = holeIndices && holeIndices.length;
  24497. const outerLen = hasHoles ? holeIndices[0] * dim : data.length;
  24498. let outerNode = linkedList(data, 0, outerLen, dim, true);
  24499. const triangles = [];
  24500. if (!outerNode || outerNode.next === outerNode.prev) return triangles;
  24501. let minX, minY, invSize;
  24502. if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim);
  24503. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  24504. if (data.length > 80 * dim) {
  24505. minX = data[0];
  24506. minY = data[1];
  24507. let maxX = minX;
  24508. let maxY = minY;
  24509. for (let i = dim; i < outerLen; i += dim) {
  24510. const x = data[i];
  24511. const y = data[i + 1];
  24512. if (x < minX) minX = x;
  24513. if (y < minY) minY = y;
  24514. if (x > maxX) maxX = x;
  24515. if (y > maxY) maxY = y;
  24516. }
  24517. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  24518. invSize = Math.max(maxX - minX, maxY - minY);
  24519. invSize = invSize !== 0 ? 32767 / invSize : 0;
  24520. }
  24521. earcutLinked(outerNode, triangles, dim, minX, minY, invSize, 0);
  24522. return triangles;
  24523. }
  24524. // create a circular doubly linked list from polygon points in the specified winding order
  24525. function linkedList(data, start, end, dim, clockwise) {
  24526. let last;
  24527. if (clockwise === (signedArea(data, start, end, dim) > 0)) {
  24528. for (let i = start; i < end; i += dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last);
  24529. } else {
  24530. for (let i = end - dim; i >= start; i -= dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last);
  24531. }
  24532. if (last && equals(last, last.next)) {
  24533. removeNode(last);
  24534. last = last.next;
  24535. }
  24536. return last;
  24537. }
  24538. // eliminate colinear or duplicate points
  24539. function filterPoints(start, end) {
  24540. if (!start) return start;
  24541. if (!end) end = start;
  24542. let p = start,
  24543. again;
  24544. do {
  24545. again = false;
  24546. if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {
  24547. removeNode(p);
  24548. p = end = p.prev;
  24549. if (p === p.next) break;
  24550. again = true;
  24551. } else {
  24552. p = p.next;
  24553. }
  24554. } while (again || p !== end);
  24555. return end;
  24556. }
  24557. // main ear slicing loop which triangulates a polygon (given as a linked list)
  24558. function earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) {
  24559. if (!ear) return;
  24560. // interlink polygon nodes in z-order
  24561. if (!pass && invSize) indexCurve(ear, minX, minY, invSize);
  24562. let stop = ear;
  24563. // iterate through ears, slicing them one by one
  24564. while (ear.prev !== ear.next) {
  24565. const prev = ear.prev;
  24566. const next = ear.next;
  24567. if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) {
  24568. triangles.push(prev.i, ear.i, next.i); // cut off the triangle
  24569. removeNode(ear);
  24570. // skipping the next vertex leads to less sliver triangles
  24571. ear = next.next;
  24572. stop = next.next;
  24573. continue;
  24574. }
  24575. ear = next;
  24576. // if we looped through the whole remaining polygon and can't find any more ears
  24577. if (ear === stop) {
  24578. // try filtering points and slicing again
  24579. if (!pass) {
  24580. earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1);
  24581. // if this didn't work, try curing all small self-intersections locally
  24582. } else if (pass === 1) {
  24583. ear = cureLocalIntersections(filterPoints(ear), triangles);
  24584. earcutLinked(ear, triangles, dim, minX, minY, invSize, 2);
  24585. // as a last resort, try splitting the remaining polygon into two
  24586. } else if (pass === 2) {
  24587. splitEarcut(ear, triangles, dim, minX, minY, invSize);
  24588. }
  24589. break;
  24590. }
  24591. }
  24592. }
  24593. // check whether a polygon node forms a valid ear with adjacent nodes
  24594. function isEar(ear) {
  24595. const a = ear.prev,
  24596. b = ear,
  24597. c = ear.next;
  24598. if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
  24599. // now make sure we don't have other points inside the potential ear
  24600. const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
  24601. // triangle bbox
  24602. const x0 = Math.min(ax, bx, cx),
  24603. y0 = Math.min(ay, by, cy),
  24604. x1 = Math.max(ax, bx, cx),
  24605. y1 = Math.max(ay, by, cy);
  24606. let p = c.next;
  24607. while (p !== a) {
  24608. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 &&
  24609. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) &&
  24610. area(p.prev, p, p.next) >= 0) return false;
  24611. p = p.next;
  24612. }
  24613. return true;
  24614. }
  24615. function isEarHashed(ear, minX, minY, invSize) {
  24616. const a = ear.prev,
  24617. b = ear,
  24618. c = ear.next;
  24619. if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
  24620. const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
  24621. // triangle bbox
  24622. const x0 = Math.min(ax, bx, cx),
  24623. y0 = Math.min(ay, by, cy),
  24624. x1 = Math.max(ax, bx, cx),
  24625. y1 = Math.max(ay, by, cy);
  24626. // z-order range for the current triangle bbox;
  24627. const minZ = zOrder(x0, y0, minX, minY, invSize),
  24628. maxZ = zOrder(x1, y1, minX, minY, invSize);
  24629. let p = ear.prevZ,
  24630. n = ear.nextZ;
  24631. // look for points inside the triangle in both directions
  24632. while (p && p.z >= minZ && n && n.z <= maxZ) {
  24633. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
  24634. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
  24635. p = p.prevZ;
  24636. if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
  24637. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
  24638. n = n.nextZ;
  24639. }
  24640. // look for remaining points in decreasing z-order
  24641. while (p && p.z >= minZ) {
  24642. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
  24643. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
  24644. p = p.prevZ;
  24645. }
  24646. // look for remaining points in increasing z-order
  24647. while (n && n.z <= maxZ) {
  24648. if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
  24649. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
  24650. n = n.nextZ;
  24651. }
  24652. return true;
  24653. }
  24654. // go through all polygon nodes and cure small local self-intersections
  24655. function cureLocalIntersections(start, triangles) {
  24656. let p = start;
  24657. do {
  24658. const a = p.prev,
  24659. b = p.next.next;
  24660. if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {
  24661. triangles.push(a.i, p.i, b.i);
  24662. // remove two nodes involved
  24663. removeNode(p);
  24664. removeNode(p.next);
  24665. p = start = b;
  24666. }
  24667. p = p.next;
  24668. } while (p !== start);
  24669. return filterPoints(p);
  24670. }
  24671. // try splitting polygon into two and triangulate them independently
  24672. function splitEarcut(start, triangles, dim, minX, minY, invSize) {
  24673. // look for a valid diagonal that divides the polygon into two
  24674. let a = start;
  24675. do {
  24676. let b = a.next.next;
  24677. while (b !== a.prev) {
  24678. if (a.i !== b.i && isValidDiagonal(a, b)) {
  24679. // split the polygon in two by the diagonal
  24680. let c = splitPolygon(a, b);
  24681. // filter colinear points around the cuts
  24682. a = filterPoints(a, a.next);
  24683. c = filterPoints(c, c.next);
  24684. // run earcut on each half
  24685. earcutLinked(a, triangles, dim, minX, minY, invSize, 0);
  24686. earcutLinked(c, triangles, dim, minX, minY, invSize, 0);
  24687. return;
  24688. }
  24689. b = b.next;
  24690. }
  24691. a = a.next;
  24692. } while (a !== start);
  24693. }
  24694. // link every hole into the outer loop, producing a single-ring polygon without holes
  24695. function eliminateHoles(data, holeIndices, outerNode, dim) {
  24696. const queue = [];
  24697. for (let i = 0, len = holeIndices.length; i < len; i++) {
  24698. const start = holeIndices[i] * dim;
  24699. const end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
  24700. const list = linkedList(data, start, end, dim, false);
  24701. if (list === list.next) list.steiner = true;
  24702. queue.push(getLeftmost(list));
  24703. }
  24704. queue.sort(compareXYSlope);
  24705. // process holes from left to right
  24706. for (let i = 0; i < queue.length; i++) {
  24707. outerNode = eliminateHole(queue[i], outerNode);
  24708. }
  24709. return outerNode;
  24710. }
  24711. function compareXYSlope(a, b) {
  24712. let result = a.x - b.x;
  24713. // when the left-most point of 2 holes meet at a vertex, sort the holes counterclockwise so that when we find
  24714. // the bridge to the outer shell is always the point that they meet at.
  24715. if (result === 0) {
  24716. result = a.y - b.y;
  24717. if (result === 0) {
  24718. const aSlope = (a.next.y - a.y) / (a.next.x - a.x);
  24719. const bSlope = (b.next.y - b.y) / (b.next.x - b.x);
  24720. result = aSlope - bSlope;
  24721. }
  24722. }
  24723. return result;
  24724. }
  24725. // find a bridge between vertices that connects hole with an outer ring and link it
  24726. function eliminateHole(hole, outerNode) {
  24727. const bridge = findHoleBridge(hole, outerNode);
  24728. if (!bridge) {
  24729. return outerNode;
  24730. }
  24731. const bridgeReverse = splitPolygon(bridge, hole);
  24732. // filter collinear points around the cuts
  24733. filterPoints(bridgeReverse, bridgeReverse.next);
  24734. return filterPoints(bridge, bridge.next);
  24735. }
  24736. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  24737. function findHoleBridge(hole, outerNode) {
  24738. let p = outerNode;
  24739. const hx = hole.x;
  24740. const hy = hole.y;
  24741. let qx = -Infinity;
  24742. let m;
  24743. // find a segment intersected by a ray from the hole's leftmost point to the left;
  24744. // segment's endpoint with lesser x will be potential connection point
  24745. // unless they intersect at a vertex, then choose the vertex
  24746. if (equals(hole, p)) return p;
  24747. do {
  24748. if (equals(hole, p.next)) return p.next;
  24749. else if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {
  24750. const x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);
  24751. if (x <= hx && x > qx) {
  24752. qx = x;
  24753. m = p.x < p.next.x ? p : p.next;
  24754. if (x === hx) return m; // hole touches outer segment; pick leftmost endpoint
  24755. }
  24756. }
  24757. p = p.next;
  24758. } while (p !== outerNode);
  24759. if (!m) return null;
  24760. // look for points inside the triangle of hole point, segment intersection and endpoint;
  24761. // if there are no points found, we have a valid connection;
  24762. // otherwise choose the point of the minimum angle with the ray as connection point
  24763. const stop = m;
  24764. const mx = m.x;
  24765. const my = m.y;
  24766. let tanMin = Infinity;
  24767. p = m;
  24768. do {
  24769. if (hx >= p.x && p.x >= mx && hx !== p.x &&
  24770. pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {
  24771. const tan = Math.abs(hy - p.y) / (hx - p.x); // tangential
  24772. if (locallyInside(p, hole) &&
  24773. (tan < tanMin || (tan === tanMin && (p.x > m.x || (p.x === m.x && sectorContainsSector(m, p)))))) {
  24774. m = p;
  24775. tanMin = tan;
  24776. }
  24777. }
  24778. p = p.next;
  24779. } while (p !== stop);
  24780. return m;
  24781. }
  24782. // whether sector in vertex m contains sector in vertex p in the same coordinates
  24783. function sectorContainsSector(m, p) {
  24784. return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0;
  24785. }
  24786. // interlink polygon nodes in z-order
  24787. function indexCurve(start, minX, minY, invSize) {
  24788. let p = start;
  24789. do {
  24790. if (p.z === 0) p.z = zOrder(p.x, p.y, minX, minY, invSize);
  24791. p.prevZ = p.prev;
  24792. p.nextZ = p.next;
  24793. p = p.next;
  24794. } while (p !== start);
  24795. p.prevZ.nextZ = null;
  24796. p.prevZ = null;
  24797. sortLinked(p);
  24798. }
  24799. // Simon Tatham's linked list merge sort algorithm
  24800. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  24801. function sortLinked(list) {
  24802. let numMerges;
  24803. let inSize = 1;
  24804. do {
  24805. let p = list;
  24806. let e;
  24807. list = null;
  24808. let tail = null;
  24809. numMerges = 0;
  24810. while (p) {
  24811. numMerges++;
  24812. let q = p;
  24813. let pSize = 0;
  24814. for (let i = 0; i < inSize; i++) {
  24815. pSize++;
  24816. q = q.nextZ;
  24817. if (!q) break;
  24818. }
  24819. let qSize = inSize;
  24820. while (pSize > 0 || (qSize > 0 && q)) {
  24821. if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) {
  24822. e = p;
  24823. p = p.nextZ;
  24824. pSize--;
  24825. } else {
  24826. e = q;
  24827. q = q.nextZ;
  24828. qSize--;
  24829. }
  24830. if (tail) tail.nextZ = e;
  24831. else list = e;
  24832. e.prevZ = tail;
  24833. tail = e;
  24834. }
  24835. p = q;
  24836. }
  24837. tail.nextZ = null;
  24838. inSize *= 2;
  24839. } while (numMerges > 1);
  24840. return list;
  24841. }
  24842. // z-order of a point given coords and inverse of the longer side of data bbox
  24843. function zOrder(x, y, minX, minY, invSize) {
  24844. // coords are transformed into non-negative 15-bit integer range
  24845. x = (x - minX) * invSize | 0;
  24846. y = (y - minY) * invSize | 0;
  24847. x = (x | (x << 8)) & 0x00FF00FF;
  24848. x = (x | (x << 4)) & 0x0F0F0F0F;
  24849. x = (x | (x << 2)) & 0x33333333;
  24850. x = (x | (x << 1)) & 0x55555555;
  24851. y = (y | (y << 8)) & 0x00FF00FF;
  24852. y = (y | (y << 4)) & 0x0F0F0F0F;
  24853. y = (y | (y << 2)) & 0x33333333;
  24854. y = (y | (y << 1)) & 0x55555555;
  24855. return x | (y << 1);
  24856. }
  24857. // find the leftmost node of a polygon ring
  24858. function getLeftmost(start) {
  24859. let p = start,
  24860. leftmost = start;
  24861. do {
  24862. if (p.x < leftmost.x || (p.x === leftmost.x && p.y < leftmost.y)) leftmost = p;
  24863. p = p.next;
  24864. } while (p !== start);
  24865. return leftmost;
  24866. }
  24867. // check if a point lies within a convex triangle
  24868. function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {
  24869. return (cx - px) * (ay - py) >= (ax - px) * (cy - py) &&
  24870. (ax - px) * (by - py) >= (bx - px) * (ay - py) &&
  24871. (bx - px) * (cy - py) >= (cx - px) * (by - py);
  24872. }
  24873. // check if a point lies within a convex triangle but false if its equal to the first point of the triangle
  24874. function pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, px, py) {
  24875. return !(ax === px && ay === py) && pointInTriangle(ax, ay, bx, by, cx, cy, px, py);
  24876. }
  24877. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  24878. function isValidDiagonal(a, b) {
  24879. return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && // doesn't intersect other edges
  24880. (locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && // locally visible
  24881. (area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors
  24882. equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case
  24883. }
  24884. // signed area of a triangle
  24885. function area(p, q, r) {
  24886. return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);
  24887. }
  24888. // check if two points are equal
  24889. function equals(p1, p2) {
  24890. return p1.x === p2.x && p1.y === p2.y;
  24891. }
  24892. // check if two segments intersect
  24893. function intersects(p1, q1, p2, q2) {
  24894. const o1 = sign(area(p1, q1, p2));
  24895. const o2 = sign(area(p1, q1, q2));
  24896. const o3 = sign(area(p2, q2, p1));
  24897. const o4 = sign(area(p2, q2, q1));
  24898. if (o1 !== o2 && o3 !== o4) return true; // general case
  24899. if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1
  24900. if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1
  24901. if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2
  24902. if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2
  24903. return false;
  24904. }
  24905. // for collinear points p, q, r, check if point q lies on segment pr
  24906. function onSegment(p, q, r) {
  24907. 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);
  24908. }
  24909. function sign(num) {
  24910. return num > 0 ? 1 : num < 0 ? -1 : 0;
  24911. }
  24912. // check if a polygon diagonal intersects any polygon segments
  24913. function intersectsPolygon(a, b) {
  24914. let p = a;
  24915. do {
  24916. if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  24917. intersects(p, p.next, a, b)) return true;
  24918. p = p.next;
  24919. } while (p !== a);
  24920. return false;
  24921. }
  24922. // check if a polygon diagonal is locally inside the polygon
  24923. function locallyInside(a, b) {
  24924. return area(a.prev, a, a.next) < 0 ?
  24925. area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 :
  24926. area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;
  24927. }
  24928. // check if the middle point of a polygon diagonal is inside the polygon
  24929. function middleInside(a, b) {
  24930. let p = a;
  24931. let inside = false;
  24932. const px = (a.x + b.x) / 2;
  24933. const py = (a.y + b.y) / 2;
  24934. do {
  24935. if (((p.y > py) !== (p.next.y > py)) && p.next.y !== p.y &&
  24936. (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))
  24937. inside = !inside;
  24938. p = p.next;
  24939. } while (p !== a);
  24940. return inside;
  24941. }
  24942. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  24943. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  24944. function splitPolygon(a, b) {
  24945. const a2 = createNode(a.i, a.x, a.y),
  24946. b2 = createNode(b.i, b.x, b.y),
  24947. an = a.next,
  24948. bp = b.prev;
  24949. a.next = b;
  24950. b.prev = a;
  24951. a2.next = an;
  24952. an.prev = a2;
  24953. b2.next = a2;
  24954. a2.prev = b2;
  24955. bp.next = b2;
  24956. b2.prev = bp;
  24957. return b2;
  24958. }
  24959. // create a node and optionally link it with previous one (in a circular doubly linked list)
  24960. function insertNode(i, x, y, last) {
  24961. const p = createNode(i, x, y);
  24962. if (!last) {
  24963. p.prev = p;
  24964. p.next = p;
  24965. } else {
  24966. p.next = last.next;
  24967. p.prev = last;
  24968. last.next.prev = p;
  24969. last.next = p;
  24970. }
  24971. return p;
  24972. }
  24973. function removeNode(p) {
  24974. p.next.prev = p.prev;
  24975. p.prev.next = p.next;
  24976. if (p.prevZ) p.prevZ.nextZ = p.nextZ;
  24977. if (p.nextZ) p.nextZ.prevZ = p.prevZ;
  24978. }
  24979. function createNode(i, x, y) {
  24980. return {
  24981. i, // vertex index in coordinates array
  24982. x, y, // vertex coordinates
  24983. prev: null, // previous and next vertex nodes in a polygon ring
  24984. next: null,
  24985. z: 0, // z-order curve value
  24986. prevZ: null, // previous and next nodes in z-order
  24987. nextZ: null,
  24988. steiner: false // indicates whether this is a steiner point
  24989. };
  24990. }
  24991. function signedArea(data, start, end, dim) {
  24992. let sum = 0;
  24993. for (let i = start, j = end - dim; i < end; i += dim) {
  24994. sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);
  24995. j = i;
  24996. }
  24997. return sum;
  24998. }
  24999. /**
  25000. * An implementation of the earcut polygon triangulation algorithm.
  25001. * The code is a port of [mapbox/earcut](https://github.com/mapbox/earcut).
  25002. *
  25003. * @see https://github.com/mapbox/earcut
  25004. */
  25005. class Earcut {
  25006. /**
  25007. * Triangulates the given shape definition by returning an array of triangles.
  25008. *
  25009. * @param {Array<number>} data - An array with 2D points.
  25010. * @param {Array<number>} holeIndices - An array with indices defining holes.
  25011. * @param {number} [dim=2] - The number of coordinates per vertex in the input array.
  25012. * @return {Array<number>} An array representing the triangulated faces. Each face is defined by three consecutive numbers
  25013. * representing vertex indices.
  25014. */
  25015. static triangulate( data, holeIndices, dim = 2 ) {
  25016. return earcut( data, holeIndices, dim );
  25017. }
  25018. }
  25019. /**
  25020. * A class containing utility functions for shapes.
  25021. *
  25022. * @hideconstructor
  25023. */
  25024. class ShapeUtils {
  25025. /**
  25026. * Calculate area of a ( 2D ) contour polygon.
  25027. *
  25028. * @param {Array<Vector2>} contour - An array of 2D points.
  25029. * @return {number} The area.
  25030. */
  25031. static area( contour ) {
  25032. const n = contour.length;
  25033. let a = 0.0;
  25034. for ( let p = n - 1, q = 0; q < n; p = q ++ ) {
  25035. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  25036. }
  25037. return a * 0.5;
  25038. }
  25039. /**
  25040. * Returns `true` if the given contour uses a clockwise winding order.
  25041. *
  25042. * @param {Array<Vector2>} pts - An array of 2D points defining a polygon.
  25043. * @return {boolean} Whether the given contour uses a clockwise winding order or not.
  25044. */
  25045. static isClockWise( pts ) {
  25046. return ShapeUtils.area( pts ) < 0;
  25047. }
  25048. /**
  25049. * Triangulates the given shape definition.
  25050. *
  25051. * @param {Array<Vector2>} contour - An array of 2D points defining the contour.
  25052. * @param {Array<Array<Vector2>>} holes - An array that holds arrays of 2D points defining the holes.
  25053. * @return {Array<Array<number>>} An array that holds for each face definition an array with three indices.
  25054. */
  25055. static triangulateShape( contour, holes ) {
  25056. const vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  25057. const holeIndices = []; // array of hole indices
  25058. const faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  25059. removeDupEndPts( contour );
  25060. addContour( vertices, contour );
  25061. //
  25062. let holeIndex = contour.length;
  25063. holes.forEach( removeDupEndPts );
  25064. for ( let i = 0; i < holes.length; i ++ ) {
  25065. holeIndices.push( holeIndex );
  25066. holeIndex += holes[ i ].length;
  25067. addContour( vertices, holes[ i ] );
  25068. }
  25069. //
  25070. const triangles = Earcut.triangulate( vertices, holeIndices );
  25071. //
  25072. for ( let i = 0; i < triangles.length; i += 3 ) {
  25073. faces.push( triangles.slice( i, i + 3 ) );
  25074. }
  25075. return faces;
  25076. }
  25077. }
  25078. function removeDupEndPts( points ) {
  25079. const l = points.length;
  25080. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  25081. points.pop();
  25082. }
  25083. }
  25084. function addContour( vertices, contour ) {
  25085. for ( let i = 0; i < contour.length; i ++ ) {
  25086. vertices.push( contour[ i ].x );
  25087. vertices.push( contour[ i ].y );
  25088. }
  25089. }
  25090. /**
  25091. * Creates extruded geometry from a path shape.
  25092. *
  25093. * ```js
  25094. * const length = 12, width = 8;
  25095. *
  25096. * const shape = new THREE.Shape();
  25097. * shape.moveTo( 0,0 );
  25098. * shape.lineTo( 0, width );
  25099. * shape.lineTo( length, width );
  25100. * shape.lineTo( length, 0 );
  25101. * shape.lineTo( 0, 0 );
  25102. *
  25103. * const geometry = new THREE.ExtrudeGeometry( shape );
  25104. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  25105. * const mesh = new THREE.Mesh( geometry, material ) ;
  25106. * scene.add( mesh );
  25107. * ```
  25108. *
  25109. * @augments BufferGeometry
  25110. * @demo scenes/geometry-browser.html#ExtrudeGeometry
  25111. */
  25112. class ExtrudeGeometry extends BufferGeometry {
  25113. /**
  25114. * Constructs a new extrude geometry.
  25115. *
  25116. * @param {Shape|Array<Shape>} [shapes] - A shape or an array of shapes.
  25117. * @param {ExtrudeGeometry~Options} [options] - The extrude settings.
  25118. */
  25119. 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 = {} ) {
  25120. super();
  25121. this.type = 'ExtrudeGeometry';
  25122. /**
  25123. * Holds the constructor parameters that have been
  25124. * used to generate the geometry. Any modification
  25125. * after instantiation does not change the geometry.
  25126. *
  25127. * @type {Object}
  25128. */
  25129. this.parameters = {
  25130. shapes: shapes,
  25131. options: options
  25132. };
  25133. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  25134. const scope = this;
  25135. const verticesArray = [];
  25136. const uvArray = [];
  25137. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  25138. const shape = shapes[ i ];
  25139. addShape( shape );
  25140. }
  25141. // build geometry
  25142. this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  25143. this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  25144. this.computeVertexNormals();
  25145. // functions
  25146. function addShape( shape ) {
  25147. const placeholder = [];
  25148. // options
  25149. const curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  25150. const steps = options.steps !== undefined ? options.steps : 1;
  25151. const depth = options.depth !== undefined ? options.depth : 1;
  25152. let bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  25153. let bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 0.2;
  25154. let bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 0.1;
  25155. let bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  25156. let bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  25157. const extrudePath = options.extrudePath;
  25158. const uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  25159. //
  25160. let extrudePts, extrudeByPath = false;
  25161. let splineTube, binormal, normal, position2;
  25162. if ( extrudePath ) {
  25163. extrudePts = extrudePath.getSpacedPoints( steps );
  25164. extrudeByPath = true;
  25165. bevelEnabled = false; // bevels not supported for path extrusion
  25166. // SETUP TNB variables
  25167. const isClosed = extrudePath.isCatmullRomCurve3 ? extrudePath.closed : false;
  25168. splineTube = extrudePath.computeFrenetFrames( steps, isClosed );
  25169. // log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  25170. binormal = new Vector3();
  25171. normal = new Vector3();
  25172. position2 = new Vector3();
  25173. }
  25174. // Safeguards if bevels are not enabled
  25175. if ( ! bevelEnabled ) {
  25176. bevelSegments = 0;
  25177. bevelThickness = 0;
  25178. bevelSize = 0;
  25179. bevelOffset = 0;
  25180. }
  25181. // Variables initialization
  25182. const shapePoints = shape.extractPoints( curveSegments );
  25183. let vertices = shapePoints.shape;
  25184. const holes = shapePoints.holes;
  25185. const reverse = ! ShapeUtils.isClockWise( vertices );
  25186. if ( reverse ) {
  25187. vertices = vertices.reverse();
  25188. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  25189. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  25190. const ahole = holes[ h ];
  25191. if ( ShapeUtils.isClockWise( ahole ) ) {
  25192. holes[ h ] = ahole.reverse();
  25193. }
  25194. }
  25195. }
  25196. /**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.
  25197. * @param {Array<Vector2>} points
  25198. */
  25199. function mergeOverlappingPoints( points ) {
  25200. const THRESHOLD = 1e-10;
  25201. const THRESHOLD_SQ = THRESHOLD * THRESHOLD;
  25202. let prevPos = points[ 0 ];
  25203. for ( let i = 1; i <= points.length; i ++ ) {
  25204. const currentIndex = i % points.length;
  25205. const currentPos = points[ currentIndex ];
  25206. const dx = currentPos.x - prevPos.x;
  25207. const dy = currentPos.y - prevPos.y;
  25208. const distSq = dx * dx + dy * dy;
  25209. const scalingFactorSqrt = Math.max(
  25210. Math.abs( currentPos.x ),
  25211. Math.abs( currentPos.y ),
  25212. Math.abs( prevPos.x ),
  25213. Math.abs( prevPos.y )
  25214. );
  25215. const thresholdSqScaled = THRESHOLD_SQ * scalingFactorSqrt * scalingFactorSqrt;
  25216. if ( distSq <= thresholdSqScaled ) {
  25217. points.splice( currentIndex, 1 );
  25218. i --;
  25219. continue;
  25220. }
  25221. prevPos = currentPos;
  25222. }
  25223. }
  25224. mergeOverlappingPoints( vertices );
  25225. holes.forEach( mergeOverlappingPoints );
  25226. const numHoles = holes.length;
  25227. /* Vertices */
  25228. const contour = vertices; // vertices has all points but contour has only points of circumference
  25229. for ( let h = 0; h < numHoles; h ++ ) {
  25230. const ahole = holes[ h ];
  25231. vertices = vertices.concat( ahole );
  25232. }
  25233. function scalePt2( pt, vec, size ) {
  25234. if ( ! vec ) error( 'ExtrudeGeometry: vec does not exist' );
  25235. return pt.clone().addScaledVector( vec, size );
  25236. }
  25237. const vlen = vertices.length;
  25238. // Find directions for point movement
  25239. function getBevelVec( inPt, inPrev, inNext ) {
  25240. // computes for inPt the corresponding point inPt' on a new contour
  25241. // shifted by 1 unit (length of normalized vector) to the left
  25242. // if we walk along contour clockwise, this new contour is outside the old one
  25243. //
  25244. // inPt' is the intersection of the two lines parallel to the two
  25245. // adjacent edges of inPt at a distance of 1 unit on the left side.
  25246. let v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  25247. // good reading for geometry algorithms (here: line-line intersection)
  25248. // http://geomalgorithms.com/a05-_intersect-1.html
  25249. const v_prev_x = inPt.x - inPrev.x,
  25250. v_prev_y = inPt.y - inPrev.y;
  25251. const v_next_x = inNext.x - inPt.x,
  25252. v_next_y = inNext.y - inPt.y;
  25253. const v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  25254. // check for collinear edges
  25255. const collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  25256. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  25257. // not collinear
  25258. // length of vectors for normalizing
  25259. const v_prev_len = Math.sqrt( v_prev_lensq );
  25260. const v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  25261. // shift adjacent points by unit vectors to the left
  25262. const ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  25263. const ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  25264. const ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  25265. const ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  25266. // scaling factor for v_prev to intersection point
  25267. const sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  25268. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  25269. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  25270. // vector from inPt to intersection point
  25271. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  25272. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  25273. // Don't normalize!, otherwise sharp corners become ugly
  25274. // but prevent crazy spikes
  25275. const v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  25276. if ( v_trans_lensq <= 2 ) {
  25277. return new Vector2( v_trans_x, v_trans_y );
  25278. } else {
  25279. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  25280. }
  25281. } else {
  25282. // handle special case of collinear edges
  25283. let direction_eq = false; // assumes: opposite
  25284. if ( v_prev_x > Number.EPSILON ) {
  25285. if ( v_next_x > Number.EPSILON ) {
  25286. direction_eq = true;
  25287. }
  25288. } else {
  25289. if ( v_prev_x < - Number.EPSILON ) {
  25290. if ( v_next_x < - Number.EPSILON ) {
  25291. direction_eq = true;
  25292. }
  25293. } else {
  25294. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  25295. direction_eq = true;
  25296. }
  25297. }
  25298. }
  25299. if ( direction_eq ) {
  25300. // log("Warning: lines are a straight sequence");
  25301. v_trans_x = - v_prev_y;
  25302. v_trans_y = v_prev_x;
  25303. shrink_by = Math.sqrt( v_prev_lensq );
  25304. } else {
  25305. // log("Warning: lines are a straight spike");
  25306. v_trans_x = v_prev_x;
  25307. v_trans_y = v_prev_y;
  25308. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  25309. }
  25310. }
  25311. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  25312. }
  25313. const contourMovements = [];
  25314. for ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  25315. if ( j === il ) j = 0;
  25316. if ( k === il ) k = 0;
  25317. // (j)---(i)---(k)
  25318. // log('i,j,k', i, j , k)
  25319. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  25320. }
  25321. const holesMovements = [];
  25322. let oneHoleMovements, verticesMovements = contourMovements.concat();
  25323. for ( let h = 0, hl = numHoles; h < hl; h ++ ) {
  25324. const ahole = holes[ h ];
  25325. oneHoleMovements = [];
  25326. for ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  25327. if ( j === il ) j = 0;
  25328. if ( k === il ) k = 0;
  25329. // (j)---(i)---(k)
  25330. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  25331. }
  25332. holesMovements.push( oneHoleMovements );
  25333. verticesMovements = verticesMovements.concat( oneHoleMovements );
  25334. }
  25335. let faces;
  25336. if ( bevelSegments === 0 ) {
  25337. faces = ShapeUtils.triangulateShape( contour, holes );
  25338. } else {
  25339. const contractedContourVertices = [];
  25340. const expandedHoleVertices = [];
  25341. // Loop bevelSegments, 1 for the front, 1 for the back
  25342. for ( let b = 0; b < bevelSegments; b ++ ) {
  25343. //for ( b = bevelSegments; b > 0; b -- ) {
  25344. const t = b / bevelSegments;
  25345. const z = bevelThickness * Math.cos( t * Math.PI / 2 );
  25346. const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  25347. // contract shape
  25348. for ( let i = 0, il = contour.length; i < il; i ++ ) {
  25349. const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  25350. v( vert.x, vert.y, - z );
  25351. if ( t === 0 ) contractedContourVertices.push( vert );
  25352. }
  25353. // expand holes
  25354. for ( let h = 0, hl = numHoles; h < hl; h ++ ) {
  25355. const ahole = holes[ h ];
  25356. oneHoleMovements = holesMovements[ h ];
  25357. const oneHoleVertices = [];
  25358. for ( let i = 0, il = ahole.length; i < il; i ++ ) {
  25359. const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  25360. v( vert.x, vert.y, - z );
  25361. if ( t === 0 ) oneHoleVertices.push( vert );
  25362. }
  25363. if ( t === 0 ) expandedHoleVertices.push( oneHoleVertices );
  25364. }
  25365. }
  25366. faces = ShapeUtils.triangulateShape( contractedContourVertices, expandedHoleVertices );
  25367. }
  25368. const flen = faces.length;
  25369. const bs = bevelSize + bevelOffset;
  25370. // Back facing vertices
  25371. for ( let i = 0; i < vlen; i ++ ) {
  25372. const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  25373. if ( ! extrudeByPath ) {
  25374. v( vert.x, vert.y, 0 );
  25375. } else {
  25376. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  25377. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  25378. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  25379. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  25380. v( position2.x, position2.y, position2.z );
  25381. }
  25382. }
  25383. // Add stepped vertices...
  25384. // Including front facing vertices
  25385. for ( let s = 1; s <= steps; s ++ ) {
  25386. for ( let i = 0; i < vlen; i ++ ) {
  25387. const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  25388. if ( ! extrudeByPath ) {
  25389. v( vert.x, vert.y, depth / steps * s );
  25390. } else {
  25391. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  25392. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  25393. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  25394. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  25395. v( position2.x, position2.y, position2.z );
  25396. }
  25397. }
  25398. }
  25399. // Add bevel segments planes
  25400. //for ( b = 1; b <= bevelSegments; b ++ ) {
  25401. for ( let b = bevelSegments - 1; b >= 0; b -- ) {
  25402. const t = b / bevelSegments;
  25403. const z = bevelThickness * Math.cos( t * Math.PI / 2 );
  25404. const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  25405. // contract shape
  25406. for ( let i = 0, il = contour.length; i < il; i ++ ) {
  25407. const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  25408. v( vert.x, vert.y, depth + z );
  25409. }
  25410. // expand holes
  25411. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  25412. const ahole = holes[ h ];
  25413. oneHoleMovements = holesMovements[ h ];
  25414. for ( let i = 0, il = ahole.length; i < il; i ++ ) {
  25415. const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  25416. if ( ! extrudeByPath ) {
  25417. v( vert.x, vert.y, depth + z );
  25418. } else {
  25419. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  25420. }
  25421. }
  25422. }
  25423. }
  25424. /* Faces */
  25425. // Top and bottom faces
  25426. buildLidFaces();
  25427. // Sides faces
  25428. buildSideFaces();
  25429. ///// Internal functions
  25430. function buildLidFaces() {
  25431. const start = verticesArray.length / 3;
  25432. if ( bevelEnabled ) {
  25433. let layer = 0; // steps + 1
  25434. let offset = vlen * layer;
  25435. // Bottom faces
  25436. for ( let i = 0; i < flen; i ++ ) {
  25437. const face = faces[ i ];
  25438. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  25439. }
  25440. layer = steps + bevelSegments * 2;
  25441. offset = vlen * layer;
  25442. // Top faces
  25443. for ( let i = 0; i < flen; i ++ ) {
  25444. const face = faces[ i ];
  25445. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  25446. }
  25447. } else {
  25448. // Bottom faces
  25449. for ( let i = 0; i < flen; i ++ ) {
  25450. const face = faces[ i ];
  25451. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  25452. }
  25453. // Top faces
  25454. for ( let i = 0; i < flen; i ++ ) {
  25455. const face = faces[ i ];
  25456. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  25457. }
  25458. }
  25459. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  25460. }
  25461. // Create faces for the z-sides of the shape
  25462. function buildSideFaces() {
  25463. const start = verticesArray.length / 3;
  25464. let layeroffset = 0;
  25465. sidewalls( contour, layeroffset );
  25466. layeroffset += contour.length;
  25467. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  25468. const ahole = holes[ h ];
  25469. sidewalls( ahole, layeroffset );
  25470. //, true
  25471. layeroffset += ahole.length;
  25472. }
  25473. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  25474. }
  25475. function sidewalls( contour, layeroffset ) {
  25476. let i = contour.length;
  25477. while ( -- i >= 0 ) {
  25478. const j = i;
  25479. let k = i - 1;
  25480. if ( k < 0 ) k = contour.length - 1;
  25481. //log('b', i,j, i-1, k,vertices.length);
  25482. for ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {
  25483. const slen1 = vlen * s;
  25484. const slen2 = vlen * ( s + 1 );
  25485. const a = layeroffset + j + slen1,
  25486. b = layeroffset + k + slen1,
  25487. c = layeroffset + k + slen2,
  25488. d = layeroffset + j + slen2;
  25489. f4( a, b, c, d );
  25490. }
  25491. }
  25492. }
  25493. function v( x, y, z ) {
  25494. placeholder.push( x );
  25495. placeholder.push( y );
  25496. placeholder.push( z );
  25497. }
  25498. function f3( a, b, c ) {
  25499. addVertex( a );
  25500. addVertex( b );
  25501. addVertex( c );
  25502. const nextIndex = verticesArray.length / 3;
  25503. const uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  25504. addUV( uvs[ 0 ] );
  25505. addUV( uvs[ 1 ] );
  25506. addUV( uvs[ 2 ] );
  25507. }
  25508. function f4( a, b, c, d ) {
  25509. addVertex( a );
  25510. addVertex( b );
  25511. addVertex( d );
  25512. addVertex( b );
  25513. addVertex( c );
  25514. addVertex( d );
  25515. const nextIndex = verticesArray.length / 3;
  25516. const uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  25517. addUV( uvs[ 0 ] );
  25518. addUV( uvs[ 1 ] );
  25519. addUV( uvs[ 3 ] );
  25520. addUV( uvs[ 1 ] );
  25521. addUV( uvs[ 2 ] );
  25522. addUV( uvs[ 3 ] );
  25523. }
  25524. function addVertex( index ) {
  25525. verticesArray.push( placeholder[ index * 3 + 0 ] );
  25526. verticesArray.push( placeholder[ index * 3 + 1 ] );
  25527. verticesArray.push( placeholder[ index * 3 + 2 ] );
  25528. }
  25529. function addUV( vector2 ) {
  25530. uvArray.push( vector2.x );
  25531. uvArray.push( vector2.y );
  25532. }
  25533. }
  25534. }
  25535. copy( source ) {
  25536. super.copy( source );
  25537. this.parameters = Object.assign( {}, source.parameters );
  25538. return this;
  25539. }
  25540. toJSON() {
  25541. const data = super.toJSON();
  25542. const shapes = this.parameters.shapes;
  25543. const options = this.parameters.options;
  25544. return toJSON$1( shapes, options, data );
  25545. }
  25546. /**
  25547. * Factory method for creating an instance of this class from the given
  25548. * JSON object.
  25549. *
  25550. * @param {Object} data - A JSON object representing the serialized geometry.
  25551. * @param {Array<Shape>} shapes - An array of shapes.
  25552. * @return {ExtrudeGeometry} A new instance.
  25553. */
  25554. static fromJSON( data, shapes ) {
  25555. const geometryShapes = [];
  25556. for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  25557. const shape = shapes[ data.shapes[ j ] ];
  25558. geometryShapes.push( shape );
  25559. }
  25560. const extrudePath = data.options.extrudePath;
  25561. if ( extrudePath !== undefined ) {
  25562. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  25563. }
  25564. return new ExtrudeGeometry( geometryShapes, data.options );
  25565. }
  25566. }
  25567. const WorldUVGenerator = {
  25568. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  25569. const a_x = vertices[ indexA * 3 ];
  25570. const a_y = vertices[ indexA * 3 + 1 ];
  25571. const b_x = vertices[ indexB * 3 ];
  25572. const b_y = vertices[ indexB * 3 + 1 ];
  25573. const c_x = vertices[ indexC * 3 ];
  25574. const c_y = vertices[ indexC * 3 + 1 ];
  25575. return [
  25576. new Vector2( a_x, a_y ),
  25577. new Vector2( b_x, b_y ),
  25578. new Vector2( c_x, c_y )
  25579. ];
  25580. },
  25581. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  25582. const a_x = vertices[ indexA * 3 ];
  25583. const a_y = vertices[ indexA * 3 + 1 ];
  25584. const a_z = vertices[ indexA * 3 + 2 ];
  25585. const b_x = vertices[ indexB * 3 ];
  25586. const b_y = vertices[ indexB * 3 + 1 ];
  25587. const b_z = vertices[ indexB * 3 + 2 ];
  25588. const c_x = vertices[ indexC * 3 ];
  25589. const c_y = vertices[ indexC * 3 + 1 ];
  25590. const c_z = vertices[ indexC * 3 + 2 ];
  25591. const d_x = vertices[ indexD * 3 ];
  25592. const d_y = vertices[ indexD * 3 + 1 ];
  25593. const d_z = vertices[ indexD * 3 + 2 ];
  25594. if ( Math.abs( a_y - b_y ) < Math.abs( a_x - b_x ) ) {
  25595. return [
  25596. new Vector2( a_x, 1 - a_z ),
  25597. new Vector2( b_x, 1 - b_z ),
  25598. new Vector2( c_x, 1 - c_z ),
  25599. new Vector2( d_x, 1 - d_z )
  25600. ];
  25601. } else {
  25602. return [
  25603. new Vector2( a_y, 1 - a_z ),
  25604. new Vector2( b_y, 1 - b_z ),
  25605. new Vector2( c_y, 1 - c_z ),
  25606. new Vector2( d_y, 1 - d_z )
  25607. ];
  25608. }
  25609. }
  25610. };
  25611. function toJSON$1( shapes, options, data ) {
  25612. data.shapes = [];
  25613. if ( Array.isArray( shapes ) ) {
  25614. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  25615. const shape = shapes[ i ];
  25616. data.shapes.push( shape.uuid );
  25617. }
  25618. } else {
  25619. data.shapes.push( shapes.uuid );
  25620. }
  25621. data.options = Object.assign( {}, options );
  25622. if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();
  25623. return data;
  25624. }
  25625. /**
  25626. * A geometry class for representing an icosahedron.
  25627. *
  25628. * ```js
  25629. * const geometry = new THREE.IcosahedronGeometry();
  25630. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  25631. * const icosahedron = new THREE.Mesh( geometry, material );
  25632. * scene.add( icosahedron );
  25633. * ```
  25634. *
  25635. * @augments PolyhedronGeometry
  25636. * @demo scenes/geometry-browser.html#IcosahedronGeometry
  25637. */
  25638. class IcosahedronGeometry extends PolyhedronGeometry {
  25639. /**
  25640. * Constructs a new icosahedron geometry.
  25641. *
  25642. * @param {number} [radius=1] - Radius of the icosahedron.
  25643. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a icosahedron.
  25644. */
  25645. constructor( radius = 1, detail = 0 ) {
  25646. const t = ( 1 + Math.sqrt( 5 ) ) / 2;
  25647. const vertices = [
  25648. -1, t, 0, 1, t, 0, -1, - t, 0, 1, - t, 0,
  25649. 0, -1, t, 0, 1, t, 0, -1, - t, 0, 1, - t,
  25650. t, 0, -1, t, 0, 1, - t, 0, -1, - t, 0, 1
  25651. ];
  25652. const indices = [
  25653. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  25654. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  25655. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  25656. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  25657. ];
  25658. super( vertices, indices, radius, detail );
  25659. this.type = 'IcosahedronGeometry';
  25660. /**
  25661. * Holds the constructor parameters that have been
  25662. * used to generate the geometry. Any modification
  25663. * after instantiation does not change the geometry.
  25664. *
  25665. * @type {Object}
  25666. */
  25667. this.parameters = {
  25668. radius: radius,
  25669. detail: detail
  25670. };
  25671. }
  25672. /**
  25673. * Factory method for creating an instance of this class from the given
  25674. * JSON object.
  25675. *
  25676. * @param {Object} data - A JSON object representing the serialized geometry.
  25677. * @return {IcosahedronGeometry} A new instance.
  25678. */
  25679. static fromJSON( data ) {
  25680. return new IcosahedronGeometry( data.radius, data.detail );
  25681. }
  25682. }
  25683. /**
  25684. * Creates meshes with axial symmetry like vases. The lathe rotates around the Y axis.
  25685. *
  25686. * ```js
  25687. * const points = [];
  25688. * for ( let i = 0; i < 10; i ++ ) {
  25689. * points.push( new THREE.Vector2( Math.sin( i * 0.2 ) * 10 + 5, ( i - 5 ) * 2 ) );
  25690. * }
  25691. * const geometry = new THREE.LatheGeometry( points );
  25692. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  25693. * const lathe = new THREE.Mesh( geometry, material );
  25694. * scene.add( lathe );
  25695. * ```
  25696. *
  25697. * @augments BufferGeometry
  25698. * @demo scenes/geometry-browser.html#LatheGeometry
  25699. */
  25700. class LatheGeometry extends BufferGeometry {
  25701. /**
  25702. * Constructs a new lathe geometry.
  25703. *
  25704. * @param {Array<Vector2|Vector3>} [points] - An array of points in 2D space. The x-coordinate of each point
  25705. * must be greater than zero.
  25706. * @param {number} [segments=12] - The number of circumference segments to generate.
  25707. * @param {number} [phiStart=0] - The starting angle in radians.
  25708. * @param {number} [phiLength=Math.PI*2] - The radian (0 to 2PI) range of the lathed section 2PI is a
  25709. * closed lathe, less than 2PI is a portion.
  25710. */
  25711. 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 ) {
  25712. super();
  25713. this.type = 'LatheGeometry';
  25714. /**
  25715. * Holds the constructor parameters that have been
  25716. * used to generate the geometry. Any modification
  25717. * after instantiation does not change the geometry.
  25718. *
  25719. * @type {Object}
  25720. */
  25721. this.parameters = {
  25722. points: points,
  25723. segments: segments,
  25724. phiStart: phiStart,
  25725. phiLength: phiLength
  25726. };
  25727. segments = Math.floor( segments );
  25728. // clamp phiLength so it's in range of [ 0, 2PI ]
  25729. phiLength = clamp( phiLength, 0, Math.PI * 2 );
  25730. // buffers
  25731. const indices = [];
  25732. const vertices = [];
  25733. const uvs = [];
  25734. const initNormals = [];
  25735. const normals = [];
  25736. // helper variables
  25737. const inverseSegments = 1.0 / segments;
  25738. const vertex = new Vector3();
  25739. const uv = new Vector2();
  25740. const normal = new Vector3();
  25741. const curNormal = new Vector3();
  25742. const prevNormal = new Vector3();
  25743. let dx = 0;
  25744. let dy = 0;
  25745. // pre-compute normals for initial "meridian"
  25746. for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
  25747. switch ( j ) {
  25748. case 0: // special handling for 1st vertex on path
  25749. dx = points[ j + 1 ].x - points[ j ].x;
  25750. dy = points[ j + 1 ].y - points[ j ].y;
  25751. normal.x = dy * 1.0;
  25752. normal.y = - dx;
  25753. normal.z = dy * 0.0;
  25754. prevNormal.copy( normal );
  25755. normal.normalize();
  25756. initNormals.push( normal.x, normal.y, normal.z );
  25757. break;
  25758. case ( points.length - 1 ): // special handling for last Vertex on path
  25759. initNormals.push( prevNormal.x, prevNormal.y, prevNormal.z );
  25760. break;
  25761. default: // default handling for all vertices in between
  25762. dx = points[ j + 1 ].x - points[ j ].x;
  25763. dy = points[ j + 1 ].y - points[ j ].y;
  25764. normal.x = dy * 1.0;
  25765. normal.y = - dx;
  25766. normal.z = dy * 0.0;
  25767. curNormal.copy( normal );
  25768. normal.x += prevNormal.x;
  25769. normal.y += prevNormal.y;
  25770. normal.z += prevNormal.z;
  25771. normal.normalize();
  25772. initNormals.push( normal.x, normal.y, normal.z );
  25773. prevNormal.copy( curNormal );
  25774. }
  25775. }
  25776. // generate vertices, uvs and normals
  25777. for ( let i = 0; i <= segments; i ++ ) {
  25778. const phi = phiStart + i * inverseSegments * phiLength;
  25779. const sin = Math.sin( phi );
  25780. const cos = Math.cos( phi );
  25781. for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
  25782. // vertex
  25783. vertex.x = points[ j ].x * sin;
  25784. vertex.y = points[ j ].y;
  25785. vertex.z = points[ j ].x * cos;
  25786. vertices.push( vertex.x, vertex.y, vertex.z );
  25787. // uv
  25788. uv.x = i / segments;
  25789. uv.y = j / ( points.length - 1 );
  25790. uvs.push( uv.x, uv.y );
  25791. // normal
  25792. const x = initNormals[ 3 * j + 0 ] * sin;
  25793. const y = initNormals[ 3 * j + 1 ];
  25794. const z = initNormals[ 3 * j + 0 ] * cos;
  25795. normals.push( x, y, z );
  25796. }
  25797. }
  25798. // indices
  25799. for ( let i = 0; i < segments; i ++ ) {
  25800. for ( let j = 0; j < ( points.length - 1 ); j ++ ) {
  25801. const base = j + i * points.length;
  25802. const a = base;
  25803. const b = base + points.length;
  25804. const c = base + points.length + 1;
  25805. const d = base + 1;
  25806. // faces
  25807. indices.push( a, b, d );
  25808. indices.push( c, d, b );
  25809. }
  25810. }
  25811. // build geometry
  25812. this.setIndex( indices );
  25813. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  25814. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  25815. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  25816. }
  25817. copy( source ) {
  25818. super.copy( source );
  25819. this.parameters = Object.assign( {}, source.parameters );
  25820. return this;
  25821. }
  25822. /**
  25823. * Factory method for creating an instance of this class from the given
  25824. * JSON object.
  25825. *
  25826. * @param {Object} data - A JSON object representing the serialized geometry.
  25827. * @return {LatheGeometry} A new instance.
  25828. */
  25829. static fromJSON( data ) {
  25830. return new LatheGeometry( data.points, data.segments, data.phiStart, data.phiLength );
  25831. }
  25832. }
  25833. /**
  25834. * A geometry class for representing an octahedron.
  25835. *
  25836. * ```js
  25837. * const geometry = new THREE.OctahedronGeometry();
  25838. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  25839. * const octahedron = new THREE.Mesh( geometry, material );
  25840. * scene.add( octahedron );
  25841. * ```
  25842. *
  25843. * @augments PolyhedronGeometry
  25844. * @demo scenes/geometry-browser.html#OctahedronGeometry
  25845. */
  25846. class OctahedronGeometry extends PolyhedronGeometry {
  25847. /**
  25848. * Constructs a new octahedron geometry.
  25849. *
  25850. * @param {number} [radius=1] - Radius of the octahedron.
  25851. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a octahedron.
  25852. */
  25853. constructor( radius = 1, detail = 0 ) {
  25854. const vertices = [
  25855. 1, 0, 0, -1, 0, 0, 0, 1, 0,
  25856. 0, -1, 0, 0, 0, 1, 0, 0, -1
  25857. ];
  25858. const indices = [
  25859. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  25860. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  25861. 1, 3, 4, 1, 4, 2
  25862. ];
  25863. super( vertices, indices, radius, detail );
  25864. this.type = 'OctahedronGeometry';
  25865. /**
  25866. * Holds the constructor parameters that have been
  25867. * used to generate the geometry. Any modification
  25868. * after instantiation does not change the geometry.
  25869. *
  25870. * @type {Object}
  25871. */
  25872. this.parameters = {
  25873. radius: radius,
  25874. detail: detail
  25875. };
  25876. }
  25877. /**
  25878. * Factory method for creating an instance of this class from the given
  25879. * JSON object.
  25880. *
  25881. * @param {Object} data - A JSON object representing the serialized geometry.
  25882. * @return {OctahedronGeometry} A new instance.
  25883. */
  25884. static fromJSON( data ) {
  25885. return new OctahedronGeometry( data.radius, data.detail );
  25886. }
  25887. }
  25888. /**
  25889. * A geometry class for representing a plane.
  25890. *
  25891. * ```js
  25892. * const geometry = new THREE.PlaneGeometry( 1, 1 );
  25893. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
  25894. * const plane = new THREE.Mesh( geometry, material );
  25895. * scene.add( plane );
  25896. * ```
  25897. *
  25898. * @augments BufferGeometry
  25899. * @demo scenes/geometry-browser.html#PlaneGeometry
  25900. */
  25901. class PlaneGeometry extends BufferGeometry {
  25902. /**
  25903. * Constructs a new plane geometry.
  25904. *
  25905. * @param {number} [width=1] - The width along the X axis.
  25906. * @param {number} [height=1] - The height along the Y axis
  25907. * @param {number} [widthSegments=1] - The number of segments along the X axis.
  25908. * @param {number} [heightSegments=1] - The number of segments along the Y axis.
  25909. */
  25910. constructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) {
  25911. super();
  25912. this.type = 'PlaneGeometry';
  25913. /**
  25914. * Holds the constructor parameters that have been
  25915. * used to generate the geometry. Any modification
  25916. * after instantiation does not change the geometry.
  25917. *
  25918. * @type {Object}
  25919. */
  25920. this.parameters = {
  25921. width: width,
  25922. height: height,
  25923. widthSegments: widthSegments,
  25924. heightSegments: heightSegments
  25925. };
  25926. const width_half = width / 2;
  25927. const height_half = height / 2;
  25928. const gridX = Math.floor( widthSegments );
  25929. const gridY = Math.floor( heightSegments );
  25930. const gridX1 = gridX + 1;
  25931. const gridY1 = gridY + 1;
  25932. const segment_width = width / gridX;
  25933. const segment_height = height / gridY;
  25934. //
  25935. const indices = [];
  25936. const vertices = [];
  25937. const normals = [];
  25938. const uvs = [];
  25939. for ( let iy = 0; iy < gridY1; iy ++ ) {
  25940. const y = iy * segment_height - height_half;
  25941. for ( let ix = 0; ix < gridX1; ix ++ ) {
  25942. const x = ix * segment_width - width_half;
  25943. vertices.push( x, - y, 0 );
  25944. normals.push( 0, 0, 1 );
  25945. uvs.push( ix / gridX );
  25946. uvs.push( 1 - ( iy / gridY ) );
  25947. }
  25948. }
  25949. for ( let iy = 0; iy < gridY; iy ++ ) {
  25950. for ( let ix = 0; ix < gridX; ix ++ ) {
  25951. const a = ix + gridX1 * iy;
  25952. const b = ix + gridX1 * ( iy + 1 );
  25953. const c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  25954. const d = ( ix + 1 ) + gridX1 * iy;
  25955. indices.push( a, b, d );
  25956. indices.push( b, c, d );
  25957. }
  25958. }
  25959. this.setIndex( indices );
  25960. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  25961. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  25962. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  25963. }
  25964. copy( source ) {
  25965. super.copy( source );
  25966. this.parameters = Object.assign( {}, source.parameters );
  25967. return this;
  25968. }
  25969. /**
  25970. * Factory method for creating an instance of this class from the given
  25971. * JSON object.
  25972. *
  25973. * @param {Object} data - A JSON object representing the serialized geometry.
  25974. * @return {PlaneGeometry} A new instance.
  25975. */
  25976. static fromJSON( data ) {
  25977. return new PlaneGeometry( data.width, data.height, data.widthSegments, data.heightSegments );
  25978. }
  25979. }
  25980. /**
  25981. * A class for generating a two-dimensional ring geometry.
  25982. *
  25983. * ```js
  25984. * const geometry = new THREE.RingGeometry( 1, 5, 32 );
  25985. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
  25986. * const mesh = new THREE.Mesh( geometry, material );
  25987. * scene.add( mesh );
  25988. * ```
  25989. *
  25990. * @augments BufferGeometry
  25991. * @demo scenes/geometry-browser.html#RingGeometry
  25992. */
  25993. class RingGeometry extends BufferGeometry {
  25994. /**
  25995. * Constructs a new ring geometry.
  25996. *
  25997. * @param {number} [innerRadius=0.5] - The inner radius of the ring.
  25998. * @param {number} [outerRadius=1] - The outer radius of the ring.
  25999. * @param {number} [thetaSegments=32] - Number of segments. A higher number means the ring will be more round. Minimum is `3`.
  26000. * @param {number} [phiSegments=1] - Number of segments per ring segment. Minimum is `1`.
  26001. * @param {number} [thetaStart=0] - Starting angle in radians.
  26002. * @param {number} [thetaLength=Math.PI*2] - Central angle in radians.
  26003. */
  26004. constructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 32, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  26005. super();
  26006. this.type = 'RingGeometry';
  26007. /**
  26008. * Holds the constructor parameters that have been
  26009. * used to generate the geometry. Any modification
  26010. * after instantiation does not change the geometry.
  26011. *
  26012. * @type {Object}
  26013. */
  26014. this.parameters = {
  26015. innerRadius: innerRadius,
  26016. outerRadius: outerRadius,
  26017. thetaSegments: thetaSegments,
  26018. phiSegments: phiSegments,
  26019. thetaStart: thetaStart,
  26020. thetaLength: thetaLength
  26021. };
  26022. thetaSegments = Math.max( 3, thetaSegments );
  26023. phiSegments = Math.max( 1, phiSegments );
  26024. // buffers
  26025. const indices = [];
  26026. const vertices = [];
  26027. const normals = [];
  26028. const uvs = [];
  26029. // some helper variables
  26030. let radius = innerRadius;
  26031. const radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  26032. const vertex = new Vector3();
  26033. const uv = new Vector2();
  26034. // generate vertices, normals and uvs
  26035. for ( let j = 0; j <= phiSegments; j ++ ) {
  26036. for ( let i = 0; i <= thetaSegments; i ++ ) {
  26037. // values are generate from the inside of the ring to the outside
  26038. const segment = thetaStart + i / thetaSegments * thetaLength;
  26039. // vertex
  26040. vertex.x = radius * Math.cos( segment );
  26041. vertex.y = radius * Math.sin( segment );
  26042. vertices.push( vertex.x, vertex.y, vertex.z );
  26043. // normal
  26044. normals.push( 0, 0, 1 );
  26045. // uv
  26046. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  26047. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  26048. uvs.push( uv.x, uv.y );
  26049. }
  26050. // increase the radius for next row of vertices
  26051. radius += radiusStep;
  26052. }
  26053. // indices
  26054. for ( let j = 0; j < phiSegments; j ++ ) {
  26055. const thetaSegmentLevel = j * ( thetaSegments + 1 );
  26056. for ( let i = 0; i < thetaSegments; i ++ ) {
  26057. const segment = i + thetaSegmentLevel;
  26058. const a = segment;
  26059. const b = segment + thetaSegments + 1;
  26060. const c = segment + thetaSegments + 2;
  26061. const d = segment + 1;
  26062. // faces
  26063. indices.push( a, b, d );
  26064. indices.push( b, c, d );
  26065. }
  26066. }
  26067. // build geometry
  26068. this.setIndex( indices );
  26069. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26070. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26071. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26072. }
  26073. copy( source ) {
  26074. super.copy( source );
  26075. this.parameters = Object.assign( {}, source.parameters );
  26076. return this;
  26077. }
  26078. /**
  26079. * Factory method for creating an instance of this class from the given
  26080. * JSON object.
  26081. *
  26082. * @param {Object} data - A JSON object representing the serialized geometry.
  26083. * @return {RingGeometry} A new instance.
  26084. */
  26085. static fromJSON( data ) {
  26086. return new RingGeometry( data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength );
  26087. }
  26088. }
  26089. /**
  26090. * Creates an one-sided polygonal geometry from one or more path shapes.
  26091. *
  26092. * ```js
  26093. * const arcShape = new THREE.Shape()
  26094. * .moveTo( 5, 1 )
  26095. * .absarc( 1, 1, 4, 0, Math.PI * 2, false );
  26096. *
  26097. * const geometry = new THREE.ShapeGeometry( arcShape );
  26098. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00, side: THREE.DoubleSide } );
  26099. * const mesh = new THREE.Mesh( geometry, material ) ;
  26100. * scene.add( mesh );
  26101. * ```
  26102. *
  26103. * @augments BufferGeometry
  26104. * @demo scenes/geometry-browser.html#ShapeGeometry
  26105. */
  26106. class ShapeGeometry extends BufferGeometry {
  26107. /**
  26108. * Constructs a new shape geometry.
  26109. *
  26110. * @param {Shape|Array<Shape>} [shapes] - A shape or an array of shapes.
  26111. * @param {number} [curveSegments=12] - Number of segments per shape.
  26112. */
  26113. constructor( shapes = new Shape( [ new Vector2( 0, 0.5 ), new Vector2( -0.5, -0.5 ), new Vector2( 0.5, -0.5 ) ] ), curveSegments = 12 ) {
  26114. super();
  26115. this.type = 'ShapeGeometry';
  26116. /**
  26117. * Holds the constructor parameters that have been
  26118. * used to generate the geometry. Any modification
  26119. * after instantiation does not change the geometry.
  26120. *
  26121. * @type {Object}
  26122. */
  26123. this.parameters = {
  26124. shapes: shapes,
  26125. curveSegments: curveSegments
  26126. };
  26127. // buffers
  26128. const indices = [];
  26129. const vertices = [];
  26130. const normals = [];
  26131. const uvs = [];
  26132. // helper variables
  26133. let groupStart = 0;
  26134. let groupCount = 0;
  26135. // allow single and array values for "shapes" parameter
  26136. if ( Array.isArray( shapes ) === false ) {
  26137. addShape( shapes );
  26138. } else {
  26139. for ( let i = 0; i < shapes.length; i ++ ) {
  26140. addShape( shapes[ i ] );
  26141. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  26142. groupStart += groupCount;
  26143. groupCount = 0;
  26144. }
  26145. }
  26146. // build geometry
  26147. this.setIndex( indices );
  26148. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26149. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26150. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26151. // helper functions
  26152. function addShape( shape ) {
  26153. const indexOffset = vertices.length / 3;
  26154. const points = shape.extractPoints( curveSegments );
  26155. let shapeVertices = points.shape;
  26156. const shapeHoles = points.holes;
  26157. // check direction of vertices
  26158. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  26159. shapeVertices = shapeVertices.reverse();
  26160. }
  26161. for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
  26162. const shapeHole = shapeHoles[ i ];
  26163. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  26164. shapeHoles[ i ] = shapeHole.reverse();
  26165. }
  26166. }
  26167. const faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  26168. // join vertices of inner and outer paths to a single array
  26169. for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
  26170. const shapeHole = shapeHoles[ i ];
  26171. shapeVertices = shapeVertices.concat( shapeHole );
  26172. }
  26173. // vertices, normals, uvs
  26174. for ( let i = 0, l = shapeVertices.length; i < l; i ++ ) {
  26175. const vertex = shapeVertices[ i ];
  26176. vertices.push( vertex.x, vertex.y, 0 );
  26177. normals.push( 0, 0, 1 );
  26178. uvs.push( vertex.x, vertex.y ); // world uvs
  26179. }
  26180. // indices
  26181. for ( let i = 0, l = faces.length; i < l; i ++ ) {
  26182. const face = faces[ i ];
  26183. const a = face[ 0 ] + indexOffset;
  26184. const b = face[ 1 ] + indexOffset;
  26185. const c = face[ 2 ] + indexOffset;
  26186. indices.push( a, b, c );
  26187. groupCount += 3;
  26188. }
  26189. }
  26190. }
  26191. copy( source ) {
  26192. super.copy( source );
  26193. this.parameters = Object.assign( {}, source.parameters );
  26194. return this;
  26195. }
  26196. toJSON() {
  26197. const data = super.toJSON();
  26198. const shapes = this.parameters.shapes;
  26199. return toJSON( shapes, data );
  26200. }
  26201. /**
  26202. * Factory method for creating an instance of this class from the given
  26203. * JSON object.
  26204. *
  26205. * @param {Object} data - A JSON object representing the serialized geometry.
  26206. * @param {Array<Shape>} shapes - An array of shapes.
  26207. * @return {ShapeGeometry} A new instance.
  26208. */
  26209. static fromJSON( data, shapes ) {
  26210. const geometryShapes = [];
  26211. for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  26212. const shape = shapes[ data.shapes[ j ] ];
  26213. geometryShapes.push( shape );
  26214. }
  26215. return new ShapeGeometry( geometryShapes, data.curveSegments );
  26216. }
  26217. }
  26218. function toJSON( shapes, data ) {
  26219. data.shapes = [];
  26220. if ( Array.isArray( shapes ) ) {
  26221. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  26222. const shape = shapes[ i ];
  26223. data.shapes.push( shape.uuid );
  26224. }
  26225. } else {
  26226. data.shapes.push( shapes.uuid );
  26227. }
  26228. return data;
  26229. }
  26230. /**
  26231. * A class for generating a sphere geometry.
  26232. *
  26233. * ```js
  26234. * const geometry = new THREE.SphereGeometry( 15, 32, 16 );
  26235. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26236. * const sphere = new THREE.Mesh( geometry, material );
  26237. * scene.add( sphere );
  26238. * ```
  26239. *
  26240. * @augments BufferGeometry
  26241. * @demo scenes/geometry-browser.html#SphereGeometry
  26242. */
  26243. class SphereGeometry extends BufferGeometry {
  26244. /**
  26245. * Constructs a new sphere geometry.
  26246. *
  26247. * @param {number} [radius=1] - The sphere radius.
  26248. * @param {number} [widthSegments=32] - The number of horizontal segments. Minimum value is `3`.
  26249. * @param {number} [heightSegments=16] - The number of vertical segments. Minimum value is `2`.
  26250. * @param {number} [phiStart=0] - The horizontal starting angle in radians.
  26251. * @param {number} [phiLength=Math.PI*2] - The horizontal sweep angle size.
  26252. * @param {number} [thetaStart=0] - The vertical starting angle in radians.
  26253. * @param {number} [thetaLength=Math.PI] - The vertical sweep angle size.
  26254. */
  26255. constructor( radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) {
  26256. super();
  26257. this.type = 'SphereGeometry';
  26258. /**
  26259. * Holds the constructor parameters that have been
  26260. * used to generate the geometry. Any modification
  26261. * after instantiation does not change the geometry.
  26262. *
  26263. * @type {Object}
  26264. */
  26265. this.parameters = {
  26266. radius: radius,
  26267. widthSegments: widthSegments,
  26268. heightSegments: heightSegments,
  26269. phiStart: phiStart,
  26270. phiLength: phiLength,
  26271. thetaStart: thetaStart,
  26272. thetaLength: thetaLength
  26273. };
  26274. widthSegments = Math.max( 3, Math.floor( widthSegments ) );
  26275. heightSegments = Math.max( 2, Math.floor( heightSegments ) );
  26276. const thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  26277. let index = 0;
  26278. const grid = [];
  26279. const vertex = new Vector3();
  26280. const normal = new Vector3();
  26281. // buffers
  26282. const indices = [];
  26283. const vertices = [];
  26284. const normals = [];
  26285. const uvs = [];
  26286. // generate vertices, normals and uvs
  26287. for ( let iy = 0; iy <= heightSegments; iy ++ ) {
  26288. const verticesRow = [];
  26289. const v = iy / heightSegments;
  26290. // special case for the poles
  26291. let uOffset = 0;
  26292. if ( iy === 0 && thetaStart === 0 ) {
  26293. uOffset = 0.5 / widthSegments;
  26294. } else if ( iy === heightSegments && thetaEnd === Math.PI ) {
  26295. uOffset = -0.5 / widthSegments;
  26296. }
  26297. for ( let ix = 0; ix <= widthSegments; ix ++ ) {
  26298. const u = ix / widthSegments;
  26299. // vertex
  26300. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  26301. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  26302. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  26303. vertices.push( vertex.x, vertex.y, vertex.z );
  26304. // normal
  26305. normal.copy( vertex ).normalize();
  26306. normals.push( normal.x, normal.y, normal.z );
  26307. // uv
  26308. uvs.push( u + uOffset, 1 - v );
  26309. verticesRow.push( index ++ );
  26310. }
  26311. grid.push( verticesRow );
  26312. }
  26313. // indices
  26314. for ( let iy = 0; iy < heightSegments; iy ++ ) {
  26315. for ( let ix = 0; ix < widthSegments; ix ++ ) {
  26316. const a = grid[ iy ][ ix + 1 ];
  26317. const b = grid[ iy ][ ix ];
  26318. const c = grid[ iy + 1 ][ ix ];
  26319. const d = grid[ iy + 1 ][ ix + 1 ];
  26320. if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
  26321. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
  26322. }
  26323. }
  26324. // build geometry
  26325. this.setIndex( indices );
  26326. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26327. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26328. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26329. }
  26330. copy( source ) {
  26331. super.copy( source );
  26332. this.parameters = Object.assign( {}, source.parameters );
  26333. return this;
  26334. }
  26335. /**
  26336. * Factory method for creating an instance of this class from the given
  26337. * JSON object.
  26338. *
  26339. * @param {Object} data - A JSON object representing the serialized geometry.
  26340. * @return {SphereGeometry} A new instance.
  26341. */
  26342. static fromJSON( data ) {
  26343. return new SphereGeometry( data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength );
  26344. }
  26345. }
  26346. /**
  26347. * A geometry class for representing an tetrahedron.
  26348. *
  26349. * ```js
  26350. * const geometry = new THREE.TetrahedronGeometry();
  26351. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26352. * const tetrahedron = new THREE.Mesh( geometry, material );
  26353. * scene.add( tetrahedron );
  26354. * ```
  26355. *
  26356. * @augments PolyhedronGeometry
  26357. * @demo scenes/geometry-browser.html#TetrahedronGeometry
  26358. */
  26359. class TetrahedronGeometry extends PolyhedronGeometry {
  26360. /**
  26361. * Constructs a new tetrahedron geometry.
  26362. *
  26363. * @param {number} [radius=1] - Radius of the tetrahedron.
  26364. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a tetrahedron.
  26365. */
  26366. constructor( radius = 1, detail = 0 ) {
  26367. const vertices = [
  26368. 1, 1, 1, -1, -1, 1, -1, 1, -1, 1, -1, -1
  26369. ];
  26370. const indices = [
  26371. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  26372. ];
  26373. super( vertices, indices, radius, detail );
  26374. this.type = 'TetrahedronGeometry';
  26375. /**
  26376. * Holds the constructor parameters that have been
  26377. * used to generate the geometry. Any modification
  26378. * after instantiation does not change the geometry.
  26379. *
  26380. * @type {Object}
  26381. */
  26382. this.parameters = {
  26383. radius: radius,
  26384. detail: detail
  26385. };
  26386. }
  26387. /**
  26388. * Factory method for creating an instance of this class from the given
  26389. * JSON object.
  26390. *
  26391. * @param {Object} data - A JSON object representing the serialized geometry.
  26392. * @return {TetrahedronGeometry} A new instance.
  26393. */
  26394. static fromJSON( data ) {
  26395. return new TetrahedronGeometry( data.radius, data.detail );
  26396. }
  26397. }
  26398. /**
  26399. * A geometry class for representing an torus.
  26400. *
  26401. * ```js
  26402. * const geometry = new THREE.TorusGeometry( 10, 3, 16, 100 );
  26403. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26404. * const torus = new THREE.Mesh( geometry, material );
  26405. * scene.add( torus );
  26406. * ```
  26407. *
  26408. * @augments BufferGeometry
  26409. * @demo scenes/geometry-browser.html#TorusGeometry
  26410. */
  26411. class TorusGeometry extends BufferGeometry {
  26412. /**
  26413. * Constructs a new torus geometry.
  26414. *
  26415. * @param {number} [radius=1] - Radius of the torus, from the center of the torus to the center of the tube.
  26416. * @param {number} [tube=0.4] - Radius of the tube. Must be smaller than `radius`.
  26417. * @param {number} [radialSegments=12] - The number of radial segments.
  26418. * @param {number} [tubularSegments=48] - The number of tubular segments.
  26419. * @param {number} [arc=Math.PI*2] - Central angle in radians.
  26420. * @param {number} [thetaStart=0] - Start of the tubular sweep in radians.
  26421. * @param {number} [thetaLength=Math.PI*2] - Length of the tubular sweep in radians.
  26422. */
  26423. constructor( radius = 1, tube = 0.4, radialSegments = 12, tubularSegments = 48, arc = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  26424. super();
  26425. this.type = 'TorusGeometry';
  26426. /**
  26427. * Holds the constructor parameters that have been
  26428. * used to generate the geometry. Any modification
  26429. * after instantiation does not change the geometry.
  26430. *
  26431. * @type {Object}
  26432. */
  26433. this.parameters = {
  26434. radius: radius,
  26435. tube: tube,
  26436. radialSegments: radialSegments,
  26437. tubularSegments: tubularSegments,
  26438. arc: arc,
  26439. thetaStart: thetaStart,
  26440. thetaLength: thetaLength,
  26441. };
  26442. radialSegments = Math.floor( radialSegments );
  26443. tubularSegments = Math.floor( tubularSegments );
  26444. // buffers
  26445. const indices = [];
  26446. const vertices = [];
  26447. const normals = [];
  26448. const uvs = [];
  26449. // helper variables
  26450. const center = new Vector3();
  26451. const vertex = new Vector3();
  26452. const normal = new Vector3();
  26453. // generate vertices, normals and uvs
  26454. for ( let j = 0; j <= radialSegments; j ++ ) {
  26455. const v = thetaStart + ( j / radialSegments ) * thetaLength;
  26456. for ( let i = 0; i <= tubularSegments; i ++ ) {
  26457. const u = i / tubularSegments * arc;
  26458. // vertex
  26459. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  26460. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  26461. vertex.z = tube * Math.sin( v );
  26462. vertices.push( vertex.x, vertex.y, vertex.z );
  26463. // normal
  26464. center.x = radius * Math.cos( u );
  26465. center.y = radius * Math.sin( u );
  26466. normal.subVectors( vertex, center ).normalize();
  26467. normals.push( normal.x, normal.y, normal.z );
  26468. // uv
  26469. uvs.push( i / tubularSegments );
  26470. uvs.push( j / radialSegments );
  26471. }
  26472. }
  26473. // generate indices
  26474. for ( let j = 1; j <= radialSegments; j ++ ) {
  26475. for ( let i = 1; i <= tubularSegments; i ++ ) {
  26476. // indices
  26477. const a = ( tubularSegments + 1 ) * j + i - 1;
  26478. const b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  26479. const c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  26480. const d = ( tubularSegments + 1 ) * j + i;
  26481. // faces
  26482. indices.push( a, b, d );
  26483. indices.push( b, c, d );
  26484. }
  26485. }
  26486. // build geometry
  26487. this.setIndex( indices );
  26488. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26489. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26490. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26491. }
  26492. copy( source ) {
  26493. super.copy( source );
  26494. this.parameters = Object.assign( {}, source.parameters );
  26495. return this;
  26496. }
  26497. /**
  26498. * Factory method for creating an instance of this class from the given
  26499. * JSON object.
  26500. *
  26501. * @param {Object} data - A JSON object representing the serialized geometry.
  26502. * @return {TorusGeometry} A new instance.
  26503. */
  26504. static fromJSON( data ) {
  26505. return new TorusGeometry( data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc );
  26506. }
  26507. }
  26508. /**
  26509. * Creates a torus knot, the particular shape of which is defined by a pair
  26510. * of coprime integers, p and q. If p and q are not coprime, the result will
  26511. * be a torus link.
  26512. *
  26513. * ```js
  26514. * const geometry = new THREE.TorusKnotGeometry( 10, 3, 100, 16 );
  26515. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26516. * const torusKnot = new THREE.Mesh( geometry, material );
  26517. * scene.add( torusKnot );
  26518. * ```
  26519. *
  26520. * @augments BufferGeometry
  26521. * @demo scenes/geometry-browser.html#TorusKnotGeometry
  26522. */
  26523. class TorusKnotGeometry extends BufferGeometry {
  26524. /**
  26525. * Constructs a new torus knot geometry.
  26526. *
  26527. * @param {number} [radius=1] - Radius of the torus knot.
  26528. * @param {number} [tube=0.4] - Radius of the tube.
  26529. * @param {number} [tubularSegments=64] - The number of tubular segments.
  26530. * @param {number} [radialSegments=8] - The number of radial segments.
  26531. * @param {number} [p=2] - This value determines, how many times the geometry winds around its axis of rotational symmetry.
  26532. * @param {number} [q=3] - This value determines, how many times the geometry winds around a circle in the interior of the torus.
  26533. */
  26534. constructor( radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3 ) {
  26535. super();
  26536. this.type = 'TorusKnotGeometry';
  26537. /**
  26538. * Holds the constructor parameters that have been
  26539. * used to generate the geometry. Any modification
  26540. * after instantiation does not change the geometry.
  26541. *
  26542. * @type {Object}
  26543. */
  26544. this.parameters = {
  26545. radius: radius,
  26546. tube: tube,
  26547. tubularSegments: tubularSegments,
  26548. radialSegments: radialSegments,
  26549. p: p,
  26550. q: q
  26551. };
  26552. tubularSegments = Math.floor( tubularSegments );
  26553. radialSegments = Math.floor( radialSegments );
  26554. // buffers
  26555. const indices = [];
  26556. const vertices = [];
  26557. const normals = [];
  26558. const uvs = [];
  26559. // helper variables
  26560. const vertex = new Vector3();
  26561. const normal = new Vector3();
  26562. const P1 = new Vector3();
  26563. const P2 = new Vector3();
  26564. const B = new Vector3();
  26565. const T = new Vector3();
  26566. const N = new Vector3();
  26567. // generate vertices, normals and uvs
  26568. for ( let i = 0; i <= tubularSegments; ++ i ) {
  26569. // the radian "u" is used to calculate the position on the torus curve of the current tubular segment
  26570. const u = i / tubularSegments * p * Math.PI * 2;
  26571. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  26572. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  26573. calculatePositionOnCurve( u, p, q, radius, P1 );
  26574. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  26575. // calculate orthonormal basis
  26576. T.subVectors( P2, P1 );
  26577. N.addVectors( P2, P1 );
  26578. B.crossVectors( T, N );
  26579. N.crossVectors( B, T );
  26580. // normalize B, N. T can be ignored, we don't use it
  26581. B.normalize();
  26582. N.normalize();
  26583. for ( let j = 0; j <= radialSegments; ++ j ) {
  26584. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  26585. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  26586. const v = j / radialSegments * Math.PI * 2;
  26587. const cx = - tube * Math.cos( v );
  26588. const cy = tube * Math.sin( v );
  26589. // now calculate the final vertex position.
  26590. // first we orient the extrusion with our basis vectors, then we add it to the current position on the curve
  26591. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  26592. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  26593. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  26594. vertices.push( vertex.x, vertex.y, vertex.z );
  26595. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  26596. normal.subVectors( vertex, P1 ).normalize();
  26597. normals.push( normal.x, normal.y, normal.z );
  26598. // uv
  26599. uvs.push( i / tubularSegments );
  26600. uvs.push( j / radialSegments );
  26601. }
  26602. }
  26603. // generate indices
  26604. for ( let j = 1; j <= tubularSegments; j ++ ) {
  26605. for ( let i = 1; i <= radialSegments; i ++ ) {
  26606. // indices
  26607. const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  26608. const b = ( radialSegments + 1 ) * j + ( i - 1 );
  26609. const c = ( radialSegments + 1 ) * j + i;
  26610. const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  26611. // faces
  26612. indices.push( a, b, d );
  26613. indices.push( b, c, d );
  26614. }
  26615. }
  26616. // build geometry
  26617. this.setIndex( indices );
  26618. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26619. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26620. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26621. // this function calculates the current position on the torus curve
  26622. function calculatePositionOnCurve( u, p, q, radius, position ) {
  26623. const cu = Math.cos( u );
  26624. const su = Math.sin( u );
  26625. const quOverP = q / p * u;
  26626. const cs = Math.cos( quOverP );
  26627. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  26628. position.y = radius * ( 2 + cs ) * su * 0.5;
  26629. position.z = radius * Math.sin( quOverP ) * 0.5;
  26630. }
  26631. }
  26632. copy( source ) {
  26633. super.copy( source );
  26634. this.parameters = Object.assign( {}, source.parameters );
  26635. return this;
  26636. }
  26637. /**
  26638. * Factory method for creating an instance of this class from the given
  26639. * JSON object.
  26640. *
  26641. * @param {Object} data - A JSON object representing the serialized geometry.
  26642. * @return {TorusKnotGeometry} A new instance.
  26643. */
  26644. static fromJSON( data ) {
  26645. return new TorusKnotGeometry( data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q );
  26646. }
  26647. }
  26648. /**
  26649. * Creates a tube that extrudes along a 3D curve.
  26650. *
  26651. * ```js
  26652. * class CustomSinCurve extends THREE.Curve {
  26653. *
  26654. * getPoint( t, optionalTarget = new THREE.Vector3() ) {
  26655. *
  26656. * const tx = t * 3 - 1.5;
  26657. * const ty = Math.sin( 2 * Math.PI * t );
  26658. * const tz = 0;
  26659. *
  26660. * return optionalTarget.set( tx, ty, tz );
  26661. * }
  26662. *
  26663. * }
  26664. *
  26665. * const path = new CustomSinCurve( 10 );
  26666. * const geometry = new THREE.TubeGeometry( path, 20, 2, 8, false );
  26667. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  26668. * const mesh = new THREE.Mesh( geometry, material );
  26669. * scene.add( mesh );
  26670. * ```
  26671. *
  26672. * @augments BufferGeometry
  26673. * @demo scenes/geometry-browser.html#TubeGeometry
  26674. */
  26675. class TubeGeometry extends BufferGeometry {
  26676. /**
  26677. * Constructs a new tube geometry.
  26678. *
  26679. * @param {Curve} [path=QuadraticBezierCurve3] - A 3D curve defining the path of the tube.
  26680. * @param {number} [tubularSegments=64] - The number of segments that make up the tube.
  26681. * @param {number} [radius=1] -The radius of the tube.
  26682. * @param {number} [radialSegments=8] - The number of segments that make up the cross-section.
  26683. * @param {boolean} [closed=false] - Whether the tube is closed or not.
  26684. */
  26685. 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 ) {
  26686. super();
  26687. this.type = 'TubeGeometry';
  26688. /**
  26689. * Holds the constructor parameters that have been
  26690. * used to generate the geometry. Any modification
  26691. * after instantiation does not change the geometry.
  26692. *
  26693. * @type {Object}
  26694. */
  26695. this.parameters = {
  26696. path: path,
  26697. tubularSegments: tubularSegments,
  26698. radius: radius,
  26699. radialSegments: radialSegments,
  26700. closed: closed
  26701. };
  26702. const frames = path.computeFrenetFrames( tubularSegments, closed );
  26703. // expose internals
  26704. this.tangents = frames.tangents;
  26705. this.normals = frames.normals;
  26706. this.binormals = frames.binormals;
  26707. // helper variables
  26708. const vertex = new Vector3();
  26709. const normal = new Vector3();
  26710. const uv = new Vector2();
  26711. let P = new Vector3();
  26712. // buffer
  26713. const vertices = [];
  26714. const normals = [];
  26715. const uvs = [];
  26716. const indices = [];
  26717. // create buffer data
  26718. generateBufferData();
  26719. // build geometry
  26720. this.setIndex( indices );
  26721. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26722. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26723. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26724. // functions
  26725. function generateBufferData() {
  26726. for ( let i = 0; i < tubularSegments; i ++ ) {
  26727. generateSegment( i );
  26728. }
  26729. // if the geometry is not closed, generate the last row of vertices and normals
  26730. // at the regular position on the given path
  26731. //
  26732. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  26733. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  26734. // uvs are generated in a separate function.
  26735. // this makes it easy compute correct values for closed geometries
  26736. generateUVs();
  26737. // finally create faces
  26738. generateIndices();
  26739. }
  26740. function generateSegment( i ) {
  26741. // we use getPointAt to sample evenly distributed points from the given path
  26742. P = path.getPointAt( i / tubularSegments, P );
  26743. // retrieve corresponding normal and binormal
  26744. const N = frames.normals[ i ];
  26745. const B = frames.binormals[ i ];
  26746. // generate normals and vertices for the current segment
  26747. for ( let j = 0; j <= radialSegments; j ++ ) {
  26748. const v = j / radialSegments * Math.PI * 2;
  26749. const sin = Math.sin( v );
  26750. const cos = - Math.cos( v );
  26751. // normal
  26752. normal.x = ( cos * N.x + sin * B.x );
  26753. normal.y = ( cos * N.y + sin * B.y );
  26754. normal.z = ( cos * N.z + sin * B.z );
  26755. normal.normalize();
  26756. normals.push( normal.x, normal.y, normal.z );
  26757. // vertex
  26758. vertex.x = P.x + radius * normal.x;
  26759. vertex.y = P.y + radius * normal.y;
  26760. vertex.z = P.z + radius * normal.z;
  26761. vertices.push( vertex.x, vertex.y, vertex.z );
  26762. }
  26763. }
  26764. function generateIndices() {
  26765. for ( let j = 1; j <= tubularSegments; j ++ ) {
  26766. for ( let i = 1; i <= radialSegments; i ++ ) {
  26767. const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  26768. const b = ( radialSegments + 1 ) * j + ( i - 1 );
  26769. const c = ( radialSegments + 1 ) * j + i;
  26770. const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  26771. // faces
  26772. indices.push( a, b, d );
  26773. indices.push( b, c, d );
  26774. }
  26775. }
  26776. }
  26777. function generateUVs() {
  26778. for ( let i = 0; i <= tubularSegments; i ++ ) {
  26779. for ( let j = 0; j <= radialSegments; j ++ ) {
  26780. uv.x = i / tubularSegments;
  26781. uv.y = j / radialSegments;
  26782. uvs.push( uv.x, uv.y );
  26783. }
  26784. }
  26785. }
  26786. }
  26787. copy( source ) {
  26788. super.copy( source );
  26789. this.parameters = Object.assign( {}, source.parameters );
  26790. return this;
  26791. }
  26792. toJSON() {
  26793. const data = super.toJSON();
  26794. data.path = this.parameters.path.toJSON();
  26795. return data;
  26796. }
  26797. /**
  26798. * Factory method for creating an instance of this class from the given
  26799. * JSON object.
  26800. *
  26801. * @param {Object} data - A JSON object representing the serialized geometry.
  26802. * @return {TubeGeometry} A new instance.
  26803. */
  26804. static fromJSON( data ) {
  26805. // This only works for built-in curves (e.g. CatmullRomCurve3).
  26806. // User defined curves or instances of CurvePath will not be deserialized.
  26807. return new TubeGeometry(
  26808. new Curves[ data.path.type ]().fromJSON( data.path ),
  26809. data.tubularSegments,
  26810. data.radius,
  26811. data.radialSegments,
  26812. data.closed
  26813. );
  26814. }
  26815. }
  26816. /**
  26817. * Can be used as a helper object to visualize a geometry as a wireframe.
  26818. *
  26819. * ```js
  26820. * const geometry = new THREE.SphereGeometry();
  26821. *
  26822. * const wireframe = new THREE.WireframeGeometry( geometry );
  26823. *
  26824. * const line = new THREE.LineSegments( wireframe );
  26825. * line.material.depthWrite = false;
  26826. * line.material.opacity = 0.25;
  26827. * line.material.transparent = true;
  26828. *
  26829. * scene.add( line );
  26830. * ```
  26831. *
  26832. * Note: It is not yet possible to serialize/deserialize instances of this class.
  26833. *
  26834. * @augments BufferGeometry
  26835. */
  26836. class WireframeGeometry extends BufferGeometry {
  26837. /**
  26838. * Constructs a new wireframe geometry.
  26839. *
  26840. * @param {?BufferGeometry} [geometry=null] - The geometry.
  26841. */
  26842. constructor( geometry = null ) {
  26843. super();
  26844. this.type = 'WireframeGeometry';
  26845. /**
  26846. * Holds the constructor parameters that have been
  26847. * used to generate the geometry. Any modification
  26848. * after instantiation does not change the geometry.
  26849. *
  26850. * @type {Object}
  26851. */
  26852. this.parameters = {
  26853. geometry: geometry
  26854. };
  26855. if ( geometry !== null ) {
  26856. // buffer
  26857. const vertices = [];
  26858. const edges = new Set();
  26859. // helper variables
  26860. const start = new Vector3();
  26861. const end = new Vector3();
  26862. if ( geometry.index !== null ) {
  26863. // indexed BufferGeometry
  26864. const position = geometry.attributes.position;
  26865. const indices = geometry.index;
  26866. let groups = geometry.groups;
  26867. if ( groups.length === 0 ) {
  26868. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  26869. }
  26870. // create a data structure that contains all edges without duplicates
  26871. for ( let o = 0, ol = groups.length; o < ol; ++ o ) {
  26872. const group = groups[ o ];
  26873. const groupStart = group.start;
  26874. const groupCount = group.count;
  26875. for ( let i = groupStart, l = ( groupStart + groupCount ); i < l; i += 3 ) {
  26876. for ( let j = 0; j < 3; j ++ ) {
  26877. const index1 = indices.getX( i + j );
  26878. const index2 = indices.getX( i + ( j + 1 ) % 3 );
  26879. start.fromBufferAttribute( position, index1 );
  26880. end.fromBufferAttribute( position, index2 );
  26881. if ( isUniqueEdge( start, end, edges ) === true ) {
  26882. vertices.push( start.x, start.y, start.z );
  26883. vertices.push( end.x, end.y, end.z );
  26884. }
  26885. }
  26886. }
  26887. }
  26888. } else {
  26889. // non-indexed BufferGeometry
  26890. const position = geometry.attributes.position;
  26891. for ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  26892. for ( let j = 0; j < 3; j ++ ) {
  26893. // three edges per triangle, an edge is represented as (index1, index2)
  26894. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  26895. const index1 = 3 * i + j;
  26896. const index2 = 3 * i + ( ( j + 1 ) % 3 );
  26897. start.fromBufferAttribute( position, index1 );
  26898. end.fromBufferAttribute( position, index2 );
  26899. if ( isUniqueEdge( start, end, edges ) === true ) {
  26900. vertices.push( start.x, start.y, start.z );
  26901. vertices.push( end.x, end.y, end.z );
  26902. }
  26903. }
  26904. }
  26905. }
  26906. // build geometry
  26907. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26908. }
  26909. }
  26910. copy( source ) {
  26911. super.copy( source );
  26912. this.parameters = Object.assign( {}, source.parameters );
  26913. return this;
  26914. }
  26915. }
  26916. function isUniqueEdge( start, end, edges ) {
  26917. const hash1 = `${start.x},${start.y},${start.z}-${end.x},${end.y},${end.z}`;
  26918. const hash2 = `${end.x},${end.y},${end.z}-${start.x},${start.y},${start.z}`; // coincident edge
  26919. if ( edges.has( hash1 ) === true || edges.has( hash2 ) === true ) {
  26920. return false;
  26921. } else {
  26922. edges.add( hash1 );
  26923. edges.add( hash2 );
  26924. return true;
  26925. }
  26926. }
  26927. var Geometries = /*#__PURE__*/Object.freeze({
  26928. __proto__: null,
  26929. BoxGeometry: BoxGeometry,
  26930. CapsuleGeometry: CapsuleGeometry,
  26931. CircleGeometry: CircleGeometry,
  26932. ConeGeometry: ConeGeometry,
  26933. CylinderGeometry: CylinderGeometry,
  26934. DodecahedronGeometry: DodecahedronGeometry,
  26935. EdgesGeometry: EdgesGeometry,
  26936. ExtrudeGeometry: ExtrudeGeometry,
  26937. IcosahedronGeometry: IcosahedronGeometry,
  26938. LatheGeometry: LatheGeometry,
  26939. OctahedronGeometry: OctahedronGeometry,
  26940. PlaneGeometry: PlaneGeometry,
  26941. PolyhedronGeometry: PolyhedronGeometry,
  26942. RingGeometry: RingGeometry,
  26943. ShapeGeometry: ShapeGeometry,
  26944. SphereGeometry: SphereGeometry,
  26945. TetrahedronGeometry: TetrahedronGeometry,
  26946. TorusGeometry: TorusGeometry,
  26947. TorusKnotGeometry: TorusKnotGeometry,
  26948. TubeGeometry: TubeGeometry,
  26949. WireframeGeometry: WireframeGeometry
  26950. });
  26951. /**
  26952. * This material can receive shadows, but otherwise is completely transparent.
  26953. *
  26954. * ```js
  26955. * const geometry = new THREE.PlaneGeometry( 2000, 2000 );
  26956. * geometry.rotateX( - Math.PI / 2 );
  26957. *
  26958. * const material = new THREE.ShadowMaterial();
  26959. * material.opacity = 0.2;
  26960. *
  26961. * const plane = new THREE.Mesh( geometry, material );
  26962. * plane.position.y = -200;
  26963. * plane.receiveShadow = true;
  26964. * scene.add( plane );
  26965. * ```
  26966. *
  26967. * @augments Material
  26968. */
  26969. class ShadowMaterial extends Material {
  26970. /**
  26971. * Constructs a new shadow material.
  26972. *
  26973. * @param {Object} [parameters] - An object with one or more properties
  26974. * defining the material's appearance. Any property of the material
  26975. * (including any property from inherited materials) can be passed
  26976. * in here. Color values can be passed any type of value accepted
  26977. * by {@link Color#set}.
  26978. */
  26979. constructor( parameters ) {
  26980. super();
  26981. /**
  26982. * This flag can be used for type testing.
  26983. *
  26984. * @type {boolean}
  26985. * @readonly
  26986. * @default true
  26987. */
  26988. this.isShadowMaterial = true;
  26989. this.type = 'ShadowMaterial';
  26990. /**
  26991. * Color of the material.
  26992. *
  26993. * @type {Color}
  26994. * @default (0,0,0)
  26995. */
  26996. this.color = new Color( 0x000000 );
  26997. /**
  26998. * Overwritten since shadow materials are transparent
  26999. * by default.
  27000. *
  27001. * @type {boolean}
  27002. * @default true
  27003. */
  27004. this.transparent = true;
  27005. /**
  27006. * Whether the material is affected by fog or not.
  27007. *
  27008. * @type {boolean}
  27009. * @default true
  27010. */
  27011. this.fog = true;
  27012. this.setValues( parameters );
  27013. }
  27014. copy( source ) {
  27015. super.copy( source );
  27016. this.color.copy( source.color );
  27017. this.fog = source.fog;
  27018. return this;
  27019. }
  27020. }
  27021. /**
  27022. * Provides utility functions for managing uniforms.
  27023. *
  27024. * @module UniformsUtils
  27025. */
  27026. /**
  27027. * Clones the given uniform definitions by performing a deep-copy. That means
  27028. * if the value of a uniform refers to an object like a Vector3 or Texture,
  27029. * the cloned uniform will refer to a new object reference.
  27030. *
  27031. * @param {Object} src - An object representing uniform definitions.
  27032. * @return {Object} The cloned uniforms.
  27033. */
  27034. function cloneUniforms( src ) {
  27035. const dst = {};
  27036. for ( const u in src ) {
  27037. dst[ u ] = {};
  27038. for ( const p in src[ u ] ) {
  27039. const property = src[ u ][ p ];
  27040. if ( property && ( property.isColor ||
  27041. property.isMatrix3 || property.isMatrix4 ||
  27042. property.isVector2 || property.isVector3 || property.isVector4 ||
  27043. property.isTexture || property.isQuaternion ) ) {
  27044. if ( property.isRenderTargetTexture ) {
  27045. warn( 'UniformsUtils: Textures of render targets cannot be cloned via cloneUniforms() or mergeUniforms().' );
  27046. dst[ u ][ p ] = null;
  27047. } else {
  27048. dst[ u ][ p ] = property.clone();
  27049. }
  27050. } else if ( Array.isArray( property ) ) {
  27051. dst[ u ][ p ] = property.slice();
  27052. } else {
  27053. dst[ u ][ p ] = property;
  27054. }
  27055. }
  27056. }
  27057. return dst;
  27058. }
  27059. /**
  27060. * Merges the given uniform definitions into a single object. Since the
  27061. * method internally uses cloneUniforms(), it performs a deep-copy when
  27062. * producing the merged uniform definitions.
  27063. *
  27064. * @param {Array} uniforms - An array of objects containing uniform definitions.
  27065. * @return {Object} The merged uniforms.
  27066. */
  27067. function mergeUniforms( uniforms ) {
  27068. const merged = {};
  27069. for ( let u = 0; u < uniforms.length; u ++ ) {
  27070. const tmp = cloneUniforms( uniforms[ u ] );
  27071. for ( const p in tmp ) {
  27072. merged[ p ] = tmp[ p ];
  27073. }
  27074. }
  27075. return merged;
  27076. }
  27077. function cloneUniformsGroups( src ) {
  27078. const dst = [];
  27079. for ( let u = 0; u < src.length; u ++ ) {
  27080. dst.push( src[ u ].clone() );
  27081. }
  27082. return dst;
  27083. }
  27084. function getUnlitUniformColorSpace( renderer ) {
  27085. const currentRenderTarget = renderer.getRenderTarget();
  27086. if ( currentRenderTarget === null ) {
  27087. // https://github.com/mrdoob/three.js/pull/23937#issuecomment-1111067398
  27088. return renderer.outputColorSpace;
  27089. }
  27090. // https://github.com/mrdoob/three.js/issues/27868
  27091. if ( currentRenderTarget.isXRRenderTarget === true ) {
  27092. return currentRenderTarget.texture.colorSpace;
  27093. }
  27094. return ColorManagement.workingColorSpace;
  27095. }
  27096. // Legacy
  27097. const UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  27098. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  27099. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  27100. /**
  27101. * A material rendered with custom shaders. A shader is a small program written in GLSL.
  27102. * that runs on the GPU. You may want to use a custom shader if you need to implement an
  27103. * effect not included with any of the built-in materials.
  27104. *
  27105. * There are the following notes to bear in mind when using a `ShaderMaterial`:
  27106. *
  27107. * - `ShaderMaterial` can only be used with {@link WebGLRenderer}.
  27108. * - Built in attributes and uniforms are passed to the shaders along with your code. If
  27109. * you don't want that, use {@link RawShaderMaterial} instead.
  27110. * - You can use the directive `#pragma unroll_loop_start` and `#pragma unroll_loop_end`
  27111. * in order to unroll a `for` loop in GLSL by the shader preprocessor. The directive has
  27112. * to be placed right above the loop. The loop formatting has to correspond to a defined standard.
  27113. * - The loop has to be [normalized](https://en.wikipedia.org/wiki/Normalized_loop).
  27114. * - The loop variable has to be *i*.
  27115. * - The value `UNROLLED_LOOP_INDEX` will be replaced with the explicitly
  27116. * value of *i* for the given iteration and can be used in preprocessor
  27117. * statements.
  27118. *
  27119. * ```js
  27120. * const material = new THREE.ShaderMaterial( {
  27121. * uniforms: {
  27122. * time: { value: 1.0 },
  27123. * resolution: { value: new THREE.Vector2() }
  27124. * },
  27125. * vertexShader: document.getElementById( 'vertexShader' ).textContent,
  27126. * fragmentShader: document.getElementById( 'fragmentShader' ).textContent
  27127. * } );
  27128. * ```
  27129. *
  27130. * @augments Material
  27131. */
  27132. class ShaderMaterial extends Material {
  27133. /**
  27134. * Constructs a new shader material.
  27135. *
  27136. * @param {Object} [parameters] - An object with one or more properties
  27137. * defining the material's appearance. Any property of the material
  27138. * (including any property from inherited materials) can be passed
  27139. * in here. Color values can be passed any type of value accepted
  27140. * by {@link Color#set}.
  27141. */
  27142. constructor( parameters ) {
  27143. super();
  27144. /**
  27145. * This flag can be used for type testing.
  27146. *
  27147. * @type {boolean}
  27148. * @readonly
  27149. * @default true
  27150. */
  27151. this.isShaderMaterial = true;
  27152. this.type = 'ShaderMaterial';
  27153. /**
  27154. * Defines custom constants using `#define` directives within the GLSL code
  27155. * for both the vertex shader and the fragment shader; each key/value pair
  27156. * yields another directive.
  27157. * ```js
  27158. * defines: {
  27159. * FOO: 15,
  27160. * BAR: true
  27161. * }
  27162. * ```
  27163. * Yields the lines:
  27164. * ```
  27165. * #define FOO 15
  27166. * #define BAR true
  27167. * ```
  27168. *
  27169. * @type {Object}
  27170. */
  27171. this.defines = {};
  27172. /**
  27173. * An object of the form:
  27174. * ```js
  27175. * {
  27176. * "uniform1": { value: 1.0 },
  27177. * "uniform2": { value: 2 }
  27178. * }
  27179. * ```
  27180. * specifying the uniforms to be passed to the shader code; keys are uniform
  27181. * names, values are definitions of the form
  27182. * ```
  27183. * {
  27184. * value: 1.0
  27185. * }
  27186. * ```
  27187. * where `value` is the value of the uniform. Names must match the name of
  27188. * the uniform, as defined in the GLSL code. Note that uniforms are refreshed
  27189. * on every frame, so updating the value of the uniform will immediately
  27190. * update the value available to the GLSL code.
  27191. *
  27192. * @type {Object}
  27193. */
  27194. this.uniforms = {};
  27195. /**
  27196. * An array holding uniforms groups for configuring UBOs.
  27197. *
  27198. * @type {Array<UniformsGroup>}
  27199. */
  27200. this.uniformsGroups = [];
  27201. /**
  27202. * Vertex shader GLSL code. This is the actual code for the shader.
  27203. *
  27204. * @type {string}
  27205. */
  27206. this.vertexShader = default_vertex;
  27207. /**
  27208. * Fragment shader GLSL code. This is the actual code for the shader.
  27209. *
  27210. * @type {string}
  27211. */
  27212. this.fragmentShader = default_fragment;
  27213. /**
  27214. * Controls line thickness or lines.
  27215. *
  27216. * WebGL and WebGPU ignore this setting and always render line primitives with a
  27217. * width of one pixel.
  27218. *
  27219. * @type {number}
  27220. * @default 1
  27221. */
  27222. this.linewidth = 1;
  27223. /**
  27224. * Renders the geometry as a wireframe.
  27225. *
  27226. * @type {boolean}
  27227. * @default false
  27228. */
  27229. this.wireframe = false;
  27230. /**
  27231. * Controls the thickness of the wireframe.
  27232. *
  27233. * WebGL and WebGPU ignore this property and always render
  27234. * 1 pixel wide lines.
  27235. *
  27236. * @type {number}
  27237. * @default 1
  27238. */
  27239. this.wireframeLinewidth = 1;
  27240. /**
  27241. * Defines whether the material color is affected by global fog settings; `true`
  27242. * to pass fog uniforms to the shader.
  27243. *
  27244. * Setting this property to `true` requires the definition of fog uniforms. It is
  27245. * recommended to use `UniformsUtils.merge()` to combine the custom shader uniforms
  27246. * with predefined fog uniforms.
  27247. *
  27248. * ```js
  27249. * const material = new ShaderMaterial( {
  27250. * uniforms: UniformsUtils.merge( [ UniformsLib[ 'fog' ], shaderUniforms ] );
  27251. * vertexShader: vertexShader,
  27252. * fragmentShader: fragmentShader,
  27253. * fog: true
  27254. * } );
  27255. * ```
  27256. *
  27257. * @type {boolean}
  27258. * @default false
  27259. */
  27260. this.fog = false;
  27261. /**
  27262. * Defines whether this material uses lighting; `true` to pass uniform data
  27263. * related to lighting to this shader.
  27264. *
  27265. * @type {boolean}
  27266. * @default false
  27267. */
  27268. this.lights = false;
  27269. /**
  27270. * Defines whether this material supports clipping; `true` to let the renderer
  27271. * pass the clippingPlanes uniform.
  27272. *
  27273. * @type {boolean}
  27274. * @default false
  27275. */
  27276. this.clipping = false;
  27277. /**
  27278. * Overwritten and set to `true` by default.
  27279. *
  27280. * @type {boolean}
  27281. * @default true
  27282. */
  27283. this.forceSinglePass = true;
  27284. /**
  27285. * This object allows to enable certain WebGL 2 extensions.
  27286. *
  27287. * - clipCullDistance: set to `true` to use vertex shader clipping
  27288. * - multiDraw: set to `true` to use vertex shader multi_draw / enable gl_DrawID
  27289. *
  27290. * @type {{clipCullDistance:false,multiDraw:false}}
  27291. */
  27292. this.extensions = {
  27293. clipCullDistance: false, // set to use vertex shader clipping
  27294. multiDraw: false // set to use vertex shader multi_draw / enable gl_DrawID
  27295. };
  27296. /**
  27297. * When the rendered geometry doesn't include these attributes but the
  27298. * material does, these default values will be passed to the shaders. This
  27299. * avoids errors when buffer data is missing.
  27300. *
  27301. * - color: [ 1, 1, 1 ]
  27302. * - uv: [ 0, 0 ]
  27303. * - uv1: [ 0, 0 ]
  27304. *
  27305. * @type {Object}
  27306. */
  27307. this.defaultAttributeValues = {
  27308. 'color': [ 1, 1, 1 ],
  27309. 'uv': [ 0, 0 ],
  27310. 'uv1': [ 0, 0 ]
  27311. };
  27312. /**
  27313. * If set, this calls [gl.bindAttribLocation](https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bindAttribLocation)
  27314. * to bind a generic vertex index to an attribute variable.
  27315. *
  27316. * @type {string|undefined}
  27317. * @default undefined
  27318. */
  27319. this.index0AttributeName = undefined;
  27320. /**
  27321. * Can be used to force a uniform update while changing uniforms in
  27322. * {@link Object3D#onBeforeRender}.
  27323. *
  27324. * @type {boolean}
  27325. * @default false
  27326. */
  27327. this.uniformsNeedUpdate = false;
  27328. /**
  27329. * Defines the GLSL version of custom shader code.
  27330. *
  27331. * @type {?(GLSL1|GLSL3)}
  27332. * @default null
  27333. */
  27334. this.glslVersion = null;
  27335. if ( parameters !== undefined ) {
  27336. this.setValues( parameters );
  27337. }
  27338. }
  27339. copy( source ) {
  27340. super.copy( source );
  27341. this.fragmentShader = source.fragmentShader;
  27342. this.vertexShader = source.vertexShader;
  27343. this.uniforms = cloneUniforms( source.uniforms );
  27344. this.uniformsGroups = cloneUniformsGroups( source.uniformsGroups );
  27345. this.defines = Object.assign( {}, source.defines );
  27346. this.wireframe = source.wireframe;
  27347. this.wireframeLinewidth = source.wireframeLinewidth;
  27348. this.fog = source.fog;
  27349. this.lights = source.lights;
  27350. this.clipping = source.clipping;
  27351. this.extensions = Object.assign( {}, source.extensions );
  27352. this.glslVersion = source.glslVersion;
  27353. this.defaultAttributeValues = Object.assign( {}, source.defaultAttributeValues );
  27354. this.index0AttributeName = source.index0AttributeName;
  27355. this.uniformsNeedUpdate = source.uniformsNeedUpdate;
  27356. return this;
  27357. }
  27358. toJSON( meta ) {
  27359. const data = super.toJSON( meta );
  27360. data.glslVersion = this.glslVersion;
  27361. data.uniforms = {};
  27362. for ( const name in this.uniforms ) {
  27363. const uniform = this.uniforms[ name ];
  27364. const value = uniform.value;
  27365. if ( value && value.isTexture ) {
  27366. data.uniforms[ name ] = {
  27367. type: 't',
  27368. value: value.toJSON( meta ).uuid
  27369. };
  27370. } else if ( value && value.isColor ) {
  27371. data.uniforms[ name ] = {
  27372. type: 'c',
  27373. value: value.getHex()
  27374. };
  27375. } else if ( value && value.isVector2 ) {
  27376. data.uniforms[ name ] = {
  27377. type: 'v2',
  27378. value: value.toArray()
  27379. };
  27380. } else if ( value && value.isVector3 ) {
  27381. data.uniforms[ name ] = {
  27382. type: 'v3',
  27383. value: value.toArray()
  27384. };
  27385. } else if ( value && value.isVector4 ) {
  27386. data.uniforms[ name ] = {
  27387. type: 'v4',
  27388. value: value.toArray()
  27389. };
  27390. } else if ( value && value.isMatrix3 ) {
  27391. data.uniforms[ name ] = {
  27392. type: 'm3',
  27393. value: value.toArray()
  27394. };
  27395. } else if ( value && value.isMatrix4 ) {
  27396. data.uniforms[ name ] = {
  27397. type: 'm4',
  27398. value: value.toArray()
  27399. };
  27400. } else {
  27401. data.uniforms[ name ] = {
  27402. value: value
  27403. };
  27404. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  27405. }
  27406. }
  27407. if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;
  27408. data.vertexShader = this.vertexShader;
  27409. data.fragmentShader = this.fragmentShader;
  27410. data.lights = this.lights;
  27411. data.clipping = this.clipping;
  27412. const extensions = {};
  27413. for ( const key in this.extensions ) {
  27414. if ( this.extensions[ key ] === true ) extensions[ key ] = true;
  27415. }
  27416. if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;
  27417. return data;
  27418. }
  27419. }
  27420. /**
  27421. * This class works just like {@link ShaderMaterial}, except that definitions
  27422. * of built-in uniforms and attributes are not automatically prepended to the
  27423. * GLSL shader code.
  27424. *
  27425. * `RawShaderMaterial` can only be used with {@link WebGLRenderer}.
  27426. *
  27427. * @augments ShaderMaterial
  27428. */
  27429. class RawShaderMaterial extends ShaderMaterial {
  27430. /**
  27431. * Constructs a new raw shader material.
  27432. *
  27433. * @param {Object} [parameters] - An object with one or more properties
  27434. * defining the material's appearance. Any property of the material
  27435. * (including any property from inherited materials) can be passed
  27436. * in here. Color values can be passed any type of value accepted
  27437. * by {@link Color#set}.
  27438. */
  27439. constructor( parameters ) {
  27440. super( parameters );
  27441. /**
  27442. * This flag can be used for type testing.
  27443. *
  27444. * @type {boolean}
  27445. * @readonly
  27446. * @default true
  27447. */
  27448. this.isRawShaderMaterial = true;
  27449. this.type = 'RawShaderMaterial';
  27450. }
  27451. }
  27452. /**
  27453. * A standard physically based material, using Metallic-Roughness workflow.
  27454. *
  27455. * Physically based rendering (PBR) has recently become the standard in many
  27456. * 3D applications, such as [Unity](https://blogs.unity3d.com/2014/10/29/physically-based-shading-in-unity-5-a-primer/),
  27457. * [Unreal](https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/) and
  27458. * [3D Studio Max](http://area.autodesk.com/blogs/the-3ds-max-blog/what039s-new-for-rendering-in-3ds-max-2017).
  27459. *
  27460. * This approach differs from older approaches in that instead of using
  27461. * approximations for the way in which light interacts with a surface, a
  27462. * physically correct model is used. The idea is that, instead of tweaking
  27463. * materials to look good under specific lighting, a material can be created
  27464. * that will react 'correctly' under all lighting scenarios.
  27465. *
  27466. * In practice this gives a more accurate and realistic looking result than
  27467. * the {@link MeshLambertMaterial} or {@link MeshPhongMaterial}, at the cost of
  27468. * being somewhat more computationally expensive. `MeshStandardMaterial` uses per-fragment
  27469. * shading.
  27470. *
  27471. * Note that for best results you should always specify an environment map when using this material.
  27472. *
  27473. * For a non-technical introduction to the concept of PBR and how to set up a
  27474. * PBR material, check out these articles by the people at [marmoset](https://www.marmoset.co):
  27475. *
  27476. * - [Basic Theory of Physically Based Rendering](https://www.marmoset.co/posts/basic-theory-of-physically-based-rendering/)
  27477. * - [Physically Based Rendering and You Can Too](https://www.marmoset.co/posts/physically-based-rendering-and-you-can-too/)
  27478. *
  27479. * Technical details of the approach used in three.js (and most other PBR systems) can be found is this
  27480. * [paper from Disney](https://media.disneyanimation.com/uploads/production/publication_asset/48/asset/s2012_pbs_disney_brdf_notes_v3.pdf)
  27481. * (pdf), by Brent Burley.
  27482. *
  27483. * @augments Material
  27484. * @demo scenes/material-browser.html#MeshStandardMaterial
  27485. */
  27486. class MeshStandardMaterial extends Material {
  27487. /**
  27488. * Constructs a new mesh standard material.
  27489. *
  27490. * @param {Object} [parameters] - An object with one or more properties
  27491. * defining the material's appearance. Any property of the material
  27492. * (including any property from inherited materials) can be passed
  27493. * in here. Color values can be passed any type of value accepted
  27494. * by {@link Color#set}.
  27495. */
  27496. constructor( parameters ) {
  27497. super();
  27498. /**
  27499. * This flag can be used for type testing.
  27500. *
  27501. * @type {boolean}
  27502. * @readonly
  27503. * @default true
  27504. */
  27505. this.isMeshStandardMaterial = true;
  27506. this.type = 'MeshStandardMaterial';
  27507. this.defines = { 'STANDARD': '' };
  27508. /**
  27509. * Color of the material.
  27510. *
  27511. * @type {Color}
  27512. * @default (1,1,1)
  27513. */
  27514. this.color = new Color( 0xffffff ); // diffuse
  27515. /**
  27516. * How rough the material appears. `0.0` means a smooth mirror reflection, `1.0`
  27517. * means fully diffuse. If `roughnessMap` is also provided,
  27518. * both values are multiplied.
  27519. *
  27520. * @type {number}
  27521. * @default 1
  27522. */
  27523. this.roughness = 1.0;
  27524. /**
  27525. * How much the material is like a metal. Non-metallic materials such as wood
  27526. * or stone use `0.0`, metallic use `1.0`, with nothing (usually) in between.
  27527. * A value between `0.0` and `1.0` could be used for a rusty metal look.
  27528. * If `metalnessMap` is also provided, both values are multiplied.
  27529. *
  27530. * @type {number}
  27531. * @default 0
  27532. */
  27533. this.metalness = 0.0;
  27534. /**
  27535. * The color map. May optionally include an alpha channel, typically combined
  27536. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  27537. * color is modulated by the diffuse `color`.
  27538. *
  27539. * @type {?Texture}
  27540. * @default null
  27541. */
  27542. this.map = null;
  27543. /**
  27544. * The light map. Requires a second set of UVs.
  27545. *
  27546. * @type {?Texture}
  27547. * @default null
  27548. */
  27549. this.lightMap = null;
  27550. /**
  27551. * Intensity of the baked light.
  27552. *
  27553. * @type {number}
  27554. * @default 1
  27555. */
  27556. this.lightMapIntensity = 1.0;
  27557. /**
  27558. * The red channel of this texture is used as the ambient occlusion map.
  27559. * Requires a second set of UVs.
  27560. *
  27561. * @type {?Texture}
  27562. * @default null
  27563. */
  27564. this.aoMap = null;
  27565. /**
  27566. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  27567. * disables ambient occlusion. Where intensity is `1` and the AO map's
  27568. * red channel is also `1`, ambient light is fully occluded on a surface.
  27569. *
  27570. * @type {number}
  27571. * @default 1
  27572. */
  27573. this.aoMapIntensity = 1.0;
  27574. /**
  27575. * Emissive (light) color of the material, essentially a solid color
  27576. * unaffected by other lighting.
  27577. *
  27578. * @type {Color}
  27579. * @default (0,0,0)
  27580. */
  27581. this.emissive = new Color( 0x000000 );
  27582. /**
  27583. * Intensity of the emissive light. Modulates the emissive color.
  27584. *
  27585. * @type {number}
  27586. * @default 1
  27587. */
  27588. this.emissiveIntensity = 1.0;
  27589. /**
  27590. * Set emissive (glow) map. The emissive map color is modulated by the
  27591. * emissive color and the emissive intensity. If you have an emissive map,
  27592. * be sure to set the emissive color to something other than black.
  27593. *
  27594. * @type {?Texture}
  27595. * @default null
  27596. */
  27597. this.emissiveMap = null;
  27598. /**
  27599. * The texture to create a bump map. The black and white values map to the
  27600. * perceived depth in relation to the lights. Bump doesn't actually affect
  27601. * the geometry of the object, only the lighting. If a normal map is defined
  27602. * this will be ignored.
  27603. *
  27604. * @type {?Texture}
  27605. * @default null
  27606. */
  27607. this.bumpMap = null;
  27608. /**
  27609. * How much the bump map affects the material. Typical range is `[0,1]`.
  27610. *
  27611. * @type {number}
  27612. * @default 1
  27613. */
  27614. this.bumpScale = 1;
  27615. /**
  27616. * The texture to create a normal map. The RGB values affect the surface
  27617. * normal for each pixel fragment and change the way the color is lit. Normal
  27618. * maps do not change the actual shape of the surface, only the lighting. In
  27619. * case the material has a normal map authored using the left handed
  27620. * convention, the `y` component of `normalScale` should be negated to compensate
  27621. * for the different handedness.
  27622. *
  27623. * @type {?Texture}
  27624. * @default null
  27625. */
  27626. this.normalMap = null;
  27627. /**
  27628. * The type of normal map.
  27629. *
  27630. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  27631. * @default TangentSpaceNormalMap
  27632. */
  27633. this.normalMapType = TangentSpaceNormalMap;
  27634. /**
  27635. * How much the normal map affects the material. Typical value range is `[0,1]`.
  27636. *
  27637. * @type {Vector2}
  27638. * @default (1,1)
  27639. */
  27640. this.normalScale = new Vector2( 1, 1 );
  27641. /**
  27642. * The displacement map affects the position of the mesh's vertices. Unlike
  27643. * other maps which only affect the light and shade of the material the
  27644. * displaced vertices can cast shadows, block other objects, and otherwise
  27645. * act as real geometry. The displacement texture is an image where the value
  27646. * of each pixel (white being the highest) is mapped against, and
  27647. * repositions, the vertices of the mesh.
  27648. *
  27649. * @type {?Texture}
  27650. * @default null
  27651. */
  27652. this.displacementMap = null;
  27653. /**
  27654. * How much the displacement map affects the mesh (where black is no
  27655. * displacement, and white is maximum displacement). Without a displacement
  27656. * map set, this value is not applied.
  27657. *
  27658. * @type {number}
  27659. * @default 0
  27660. */
  27661. this.displacementScale = 1;
  27662. /**
  27663. * The offset of the displacement map's values on the mesh's vertices.
  27664. * The bias is added to the scaled sample of the displacement map.
  27665. * Without a displacement map set, this value is not applied.
  27666. *
  27667. * @type {number}
  27668. * @default 0
  27669. */
  27670. this.displacementBias = 0;
  27671. /**
  27672. * The green channel of this texture is used to alter the roughness of the
  27673. * material.
  27674. *
  27675. * @type {?Texture}
  27676. * @default null
  27677. */
  27678. this.roughnessMap = null;
  27679. /**
  27680. * The blue channel of this texture is used to alter the metalness of the
  27681. * material.
  27682. *
  27683. * @type {?Texture}
  27684. * @default null
  27685. */
  27686. this.metalnessMap = null;
  27687. /**
  27688. * The alpha map is a grayscale texture that controls the opacity across the
  27689. * surface (black: fully transparent; white: fully opaque).
  27690. *
  27691. * Only the color of the texture is used, ignoring the alpha channel if one
  27692. * exists. For RGB and RGBA textures, the renderer will use the green channel
  27693. * when sampling this texture due to the extra bit of precision provided for
  27694. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  27695. * luminance/alpha textures will also still work as expected.
  27696. *
  27697. * @type {?Texture}
  27698. * @default null
  27699. */
  27700. this.alphaMap = null;
  27701. /**
  27702. * The environment map. To ensure a physically correct rendering, environment maps
  27703. * are internally pre-processed with {@link PMREMGenerator}.
  27704. *
  27705. * @type {?Texture}
  27706. * @default null
  27707. */
  27708. this.envMap = null;
  27709. /**
  27710. * The rotation of the environment map in radians.
  27711. *
  27712. * @type {Euler}
  27713. * @default (0,0,0)
  27714. */
  27715. this.envMapRotation = new Euler();
  27716. /**
  27717. * Scales the effect of the environment map by multiplying its color.
  27718. *
  27719. * @type {number}
  27720. * @default 1
  27721. */
  27722. this.envMapIntensity = 1.0;
  27723. /**
  27724. * Renders the geometry as a wireframe.
  27725. *
  27726. * @type {boolean}
  27727. * @default false
  27728. */
  27729. this.wireframe = false;
  27730. /**
  27731. * Controls the thickness of the wireframe.
  27732. *
  27733. * Can only be used with {@link SVGRenderer}.
  27734. *
  27735. * @type {number}
  27736. * @default 1
  27737. */
  27738. this.wireframeLinewidth = 1;
  27739. /**
  27740. * Defines appearance of wireframe ends.
  27741. *
  27742. * Can only be used with {@link SVGRenderer}.
  27743. *
  27744. * @type {('round'|'bevel'|'miter')}
  27745. * @default 'round'
  27746. */
  27747. this.wireframeLinecap = 'round';
  27748. /**
  27749. * Defines appearance of wireframe joints.
  27750. *
  27751. * Can only be used with {@link SVGRenderer}.
  27752. *
  27753. * @type {('round'|'bevel'|'miter')}
  27754. * @default 'round'
  27755. */
  27756. this.wireframeLinejoin = 'round';
  27757. /**
  27758. * Whether the material is rendered with flat shading or not.
  27759. *
  27760. * @type {boolean}
  27761. * @default false
  27762. */
  27763. this.flatShading = false;
  27764. /**
  27765. * Whether the material is affected by fog or not.
  27766. *
  27767. * @type {boolean}
  27768. * @default true
  27769. */
  27770. this.fog = true;
  27771. this.setValues( parameters );
  27772. }
  27773. copy( source ) {
  27774. super.copy( source );
  27775. this.defines = { 'STANDARD': '' };
  27776. this.color.copy( source.color );
  27777. this.roughness = source.roughness;
  27778. this.metalness = source.metalness;
  27779. this.map = source.map;
  27780. this.lightMap = source.lightMap;
  27781. this.lightMapIntensity = source.lightMapIntensity;
  27782. this.aoMap = source.aoMap;
  27783. this.aoMapIntensity = source.aoMapIntensity;
  27784. this.emissive.copy( source.emissive );
  27785. this.emissiveMap = source.emissiveMap;
  27786. this.emissiveIntensity = source.emissiveIntensity;
  27787. this.bumpMap = source.bumpMap;
  27788. this.bumpScale = source.bumpScale;
  27789. this.normalMap = source.normalMap;
  27790. this.normalMapType = source.normalMapType;
  27791. this.normalScale.copy( source.normalScale );
  27792. this.displacementMap = source.displacementMap;
  27793. this.displacementScale = source.displacementScale;
  27794. this.displacementBias = source.displacementBias;
  27795. this.roughnessMap = source.roughnessMap;
  27796. this.metalnessMap = source.metalnessMap;
  27797. this.alphaMap = source.alphaMap;
  27798. this.envMap = source.envMap;
  27799. this.envMapRotation.copy( source.envMapRotation );
  27800. this.envMapIntensity = source.envMapIntensity;
  27801. this.wireframe = source.wireframe;
  27802. this.wireframeLinewidth = source.wireframeLinewidth;
  27803. this.wireframeLinecap = source.wireframeLinecap;
  27804. this.wireframeLinejoin = source.wireframeLinejoin;
  27805. this.flatShading = source.flatShading;
  27806. this.fog = source.fog;
  27807. return this;
  27808. }
  27809. }
  27810. /**
  27811. * An extension of the {@link MeshStandardMaterial}, providing more advanced
  27812. * physically-based rendering properties:
  27813. *
  27814. * - Anisotropy: Ability to represent the anisotropic property of materials
  27815. * as observable with brushed metals.
  27816. * - Clearcoat: Some materials — like car paints, carbon fiber, and wet surfaces — require
  27817. * a clear, reflective layer on top of another layer that may be irregular or rough.
  27818. * Clearcoat approximates this effect, without the need for a separate transparent surface.
  27819. * - Iridescence: Allows to render the effect where hue varies depending on the viewing
  27820. * angle and illumination angle. This can be seen on soap bubbles, oil films, or on the
  27821. * wings of many insects.
  27822. * - Physically-based transparency: One limitation of {@link Material#opacity} is that highly
  27823. * transparent materials are less reflective. Physically-based transmission provides a more
  27824. * realistic option for thin, transparent surfaces like glass.
  27825. * - Advanced reflectivity: More flexible reflectivity for non-metallic materials.
  27826. * - Sheen: Can be used for representing cloth and fabric materials.
  27827. *
  27828. * As a result of these complex shading features, `MeshPhysicalMaterial` has a
  27829. * higher performance cost, per pixel, than other three.js materials. Most
  27830. * effects are disabled by default, and add cost as they are enabled. For
  27831. * best results, always specify an environment map when using this material.
  27832. *
  27833. * @augments MeshStandardMaterial
  27834. * @demo scenes/material-browser.html#MeshPhysicalMaterial
  27835. */
  27836. class MeshPhysicalMaterial extends MeshStandardMaterial {
  27837. /**
  27838. * Constructs a new mesh physical material.
  27839. *
  27840. * @param {Object} [parameters] - An object with one or more properties
  27841. * defining the material's appearance. Any property of the material
  27842. * (including any property from inherited materials) can be passed
  27843. * in here. Color values can be passed any type of value accepted
  27844. * by {@link Color#set}.
  27845. */
  27846. constructor( parameters ) {
  27847. super();
  27848. /**
  27849. * This flag can be used for type testing.
  27850. *
  27851. * @type {boolean}
  27852. * @readonly
  27853. * @default true
  27854. */
  27855. this.isMeshPhysicalMaterial = true;
  27856. this.defines = {
  27857. 'STANDARD': '',
  27858. 'PHYSICAL': ''
  27859. };
  27860. this.type = 'MeshPhysicalMaterial';
  27861. /**
  27862. * The rotation of the anisotropy in tangent, bitangent space, measured in radians
  27863. * counter-clockwise from the tangent. When `anisotropyMap` is present, this
  27864. * property provides additional rotation to the vectors in the texture.
  27865. *
  27866. * @type {number}
  27867. * @default 1
  27868. */
  27869. this.anisotropyRotation = 0;
  27870. /**
  27871. * Red and green channels represent the anisotropy direction in `[-1, 1]` tangent,
  27872. * bitangent space, to be rotated by `anisotropyRotation`. The blue channel
  27873. * contains strength as `[0, 1]` to be multiplied by `anisotropy`.
  27874. *
  27875. * @type {?Texture}
  27876. * @default null
  27877. */
  27878. this.anisotropyMap = null;
  27879. /**
  27880. * The red channel of this texture is multiplied against `clearcoat`,
  27881. * for per-pixel control over a coating's intensity.
  27882. *
  27883. * @type {?Texture}
  27884. * @default null
  27885. */
  27886. this.clearcoatMap = null;
  27887. /**
  27888. * Roughness of the clear coat layer, from `0.0` to `1.0`.
  27889. *
  27890. * @type {number}
  27891. * @default 0
  27892. */
  27893. this.clearcoatRoughness = 0.0;
  27894. /**
  27895. * The green channel of this texture is multiplied against
  27896. * `clearcoatRoughness`, for per-pixel control over a coating's roughness.
  27897. *
  27898. * @type {?Texture}
  27899. * @default null
  27900. */
  27901. this.clearcoatRoughnessMap = null;
  27902. /**
  27903. * How much `clearcoatNormalMap` affects the clear coat layer, from
  27904. * `(0,0)` to `(1,1)`.
  27905. *
  27906. * @type {Vector2}
  27907. * @default (1,1)
  27908. */
  27909. this.clearcoatNormalScale = new Vector2( 1, 1 );
  27910. /**
  27911. * Can be used to enable independent normals for the clear coat layer.
  27912. *
  27913. * @type {?Texture}
  27914. * @default null
  27915. */
  27916. this.clearcoatNormalMap = null;
  27917. /**
  27918. * Index-of-refraction for non-metallic materials, from `1.0` to `2.333`.
  27919. *
  27920. * @type {number}
  27921. * @default 1.5
  27922. */
  27923. this.ior = 1.5;
  27924. /**
  27925. * Degree of reflectivity, from `0.0` to `1.0`. Default is `0.5`, which
  27926. * corresponds to an index-of-refraction of `1.5`.
  27927. *
  27928. * This models the reflectivity of non-metallic materials. It has no effect
  27929. * when `metalness` is `1.0`
  27930. *
  27931. * @name MeshPhysicalMaterial#reflectivity
  27932. * @type {number}
  27933. * @default 0.5
  27934. */
  27935. Object.defineProperty( this, 'reflectivity', {
  27936. get: function () {
  27937. return ( clamp( 2.5 * ( this.ior - 1 ) / ( this.ior + 1 ), 0, 1 ) );
  27938. },
  27939. set: function ( reflectivity ) {
  27940. this.ior = ( 1 + 0.4 * reflectivity ) / ( 1 - 0.4 * reflectivity );
  27941. }
  27942. } );
  27943. /**
  27944. * The red channel of this texture is multiplied against `iridescence`, for per-pixel
  27945. * control over iridescence.
  27946. *
  27947. * @type {?Texture}
  27948. * @default null
  27949. */
  27950. this.iridescenceMap = null;
  27951. /**
  27952. * Strength of the iridescence RGB color shift effect, represented by an index-of-refraction.
  27953. * Between `1.0` to `2.333`.
  27954. *
  27955. * @type {number}
  27956. * @default 1.3
  27957. */
  27958. this.iridescenceIOR = 1.3;
  27959. /**
  27960. *Array of exactly 2 elements, specifying minimum and maximum thickness of the iridescence layer.
  27961. Thickness of iridescence layer has an equivalent effect of the one `thickness` has on `ior`.
  27962. *
  27963. * @type {Array<number,number>}
  27964. * @default [100,400]
  27965. */
  27966. this.iridescenceThicknessRange = [ 100, 400 ];
  27967. /**
  27968. * A texture that defines the thickness of the iridescence layer, stored in the green channel.
  27969. * Minimum and maximum values of thickness are defined by `iridescenceThicknessRange` array:
  27970. * - `0.0` in the green channel will result in thickness equal to first element of the array.
  27971. * - `1.0` in the green channel will result in thickness equal to second element of the array.
  27972. * - Values in-between will linearly interpolate between the elements of the array.
  27973. *
  27974. * @type {?Texture}
  27975. * @default null
  27976. */
  27977. this.iridescenceThicknessMap = null;
  27978. /**
  27979. * The sheen tint.
  27980. *
  27981. * @type {Color}
  27982. * @default (0,0,0)
  27983. */
  27984. this.sheenColor = new Color( 0x000000 );
  27985. /**
  27986. * The RGB channels of this texture are multiplied against `sheenColor`, for per-pixel control
  27987. * over sheen tint.
  27988. *
  27989. * @type {?Texture}
  27990. * @default null
  27991. */
  27992. this.sheenColorMap = null;
  27993. /**
  27994. * Roughness of the sheen layer, from `0.0` to `1.0`.
  27995. *
  27996. * @type {number}
  27997. * @default 1
  27998. */
  27999. this.sheenRoughness = 1.0;
  28000. /**
  28001. * The alpha channel of this texture is multiplied against `sheenRoughness`, for per-pixel control
  28002. * over sheen roughness.
  28003. *
  28004. * @type {?Texture}
  28005. * @default null
  28006. */
  28007. this.sheenRoughnessMap = null;
  28008. /**
  28009. * The red channel of this texture is multiplied against `transmission`, for per-pixel control over
  28010. * optical transparency.
  28011. *
  28012. * @type {?Texture}
  28013. * @default null
  28014. */
  28015. this.transmissionMap = null;
  28016. /**
  28017. * The thickness of the volume beneath the surface. The value is given in the
  28018. * coordinate space of the mesh. If the value is `0` the material is
  28019. * thin-walled. Otherwise the material is a volume boundary.
  28020. *
  28021. * @type {number}
  28022. * @default 0
  28023. */
  28024. this.thickness = 0;
  28025. /**
  28026. * A texture that defines the thickness, stored in the green channel. This will
  28027. * be multiplied by `thickness`.
  28028. *
  28029. * @type {?Texture}
  28030. * @default null
  28031. */
  28032. this.thicknessMap = null;
  28033. /**
  28034. * Density of the medium given as the average distance that light travels in
  28035. * the medium before interacting with a particle. The value is given in world
  28036. * space units, and must be greater than zero.
  28037. *
  28038. * @type {number}
  28039. * @default Infinity
  28040. */
  28041. this.attenuationDistance = Infinity;
  28042. /**
  28043. * The color that white light turns into due to absorption when reaching the
  28044. * attenuation distance.
  28045. *
  28046. * @type {Color}
  28047. * @default (1,1,1)
  28048. */
  28049. this.attenuationColor = new Color( 1, 1, 1 );
  28050. /**
  28051. * A float that scales the amount of specular reflection for non-metals only.
  28052. * When set to zero, the model is effectively Lambertian. From `0.0` to `1.0`.
  28053. *
  28054. * @type {number}
  28055. * @default 1
  28056. */
  28057. this.specularIntensity = 1.0;
  28058. /**
  28059. * The alpha channel of this texture is multiplied against `specularIntensity`,
  28060. * for per-pixel control over specular intensity.
  28061. *
  28062. * @type {?Texture}
  28063. * @default null
  28064. */
  28065. this.specularIntensityMap = null;
  28066. /**
  28067. * Tints the specular reflection at normal incidence for non-metals only.
  28068. *
  28069. * @type {Color}
  28070. * @default (1,1,1)
  28071. */
  28072. this.specularColor = new Color( 1, 1, 1 );
  28073. /**
  28074. * The RGB channels of this texture are multiplied against `specularColor`,
  28075. * for per-pixel control over specular color.
  28076. *
  28077. * @type {?Texture}
  28078. * @default null
  28079. */
  28080. this.specularColorMap = null;
  28081. this._anisotropy = 0;
  28082. this._clearcoat = 0;
  28083. this._dispersion = 0;
  28084. this._iridescence = 0;
  28085. this._sheen = 0.0;
  28086. this._transmission = 0;
  28087. this.setValues( parameters );
  28088. }
  28089. /**
  28090. * The anisotropy strength, from `0.0` to `1.0`.
  28091. *
  28092. * @type {number}
  28093. * @default 0
  28094. */
  28095. get anisotropy() {
  28096. return this._anisotropy;
  28097. }
  28098. set anisotropy( value ) {
  28099. if ( this._anisotropy > 0 !== value > 0 ) {
  28100. this.version ++;
  28101. }
  28102. this._anisotropy = value;
  28103. }
  28104. /**
  28105. * Represents the intensity of the clear coat layer, from `0.0` to `1.0`. Use
  28106. * clear coat related properties to enable multilayer materials that have a
  28107. * thin translucent layer over the base layer.
  28108. *
  28109. * @type {number}
  28110. * @default 0
  28111. */
  28112. get clearcoat() {
  28113. return this._clearcoat;
  28114. }
  28115. set clearcoat( value ) {
  28116. if ( this._clearcoat > 0 !== value > 0 ) {
  28117. this.version ++;
  28118. }
  28119. this._clearcoat = value;
  28120. }
  28121. /**
  28122. * The intensity of the iridescence layer, simulating RGB color shift based on the angle between
  28123. * the surface and the viewer, from `0.0` to `1.0`.
  28124. *
  28125. * @type {number}
  28126. * @default 0
  28127. */
  28128. get iridescence() {
  28129. return this._iridescence;
  28130. }
  28131. set iridescence( value ) {
  28132. if ( this._iridescence > 0 !== value > 0 ) {
  28133. this.version ++;
  28134. }
  28135. this._iridescence = value;
  28136. }
  28137. /**
  28138. * Defines the strength of the angular separation of colors (chromatic aberration) transmitting
  28139. * through a relatively clear volume. Any value zero or larger is valid, the typical range of
  28140. * realistic values is `[0, 1]`. This property can be only be used with transmissive objects.
  28141. *
  28142. * @type {number}
  28143. * @default 0
  28144. */
  28145. get dispersion() {
  28146. return this._dispersion;
  28147. }
  28148. set dispersion( value ) {
  28149. if ( this._dispersion > 0 !== value > 0 ) {
  28150. this.version ++;
  28151. }
  28152. this._dispersion = value;
  28153. }
  28154. /**
  28155. * The intensity of the sheen layer, from `0.0` to `1.0`.
  28156. *
  28157. * @type {number}
  28158. * @default 0
  28159. */
  28160. get sheen() {
  28161. return this._sheen;
  28162. }
  28163. set sheen( value ) {
  28164. if ( this._sheen > 0 !== value > 0 ) {
  28165. this.version ++;
  28166. }
  28167. this._sheen = value;
  28168. }
  28169. /**
  28170. * Degree of transmission (or optical transparency), from `0.0` to `1.0`.
  28171. *
  28172. * Thin, transparent or semitransparent, plastic or glass materials remain
  28173. * largely reflective even if they are fully transmissive. The transmission
  28174. * property can be used to model these materials.
  28175. *
  28176. * When transmission is non-zero, `opacity` should be set to `1`.
  28177. *
  28178. * @type {number}
  28179. * @default 0
  28180. */
  28181. get transmission() {
  28182. return this._transmission;
  28183. }
  28184. set transmission( value ) {
  28185. if ( this._transmission > 0 !== value > 0 ) {
  28186. this.version ++;
  28187. }
  28188. this._transmission = value;
  28189. }
  28190. copy( source ) {
  28191. super.copy( source );
  28192. this.defines = {
  28193. 'STANDARD': '',
  28194. 'PHYSICAL': ''
  28195. };
  28196. this.anisotropy = source.anisotropy;
  28197. this.anisotropyRotation = source.anisotropyRotation;
  28198. this.anisotropyMap = source.anisotropyMap;
  28199. this.clearcoat = source.clearcoat;
  28200. this.clearcoatMap = source.clearcoatMap;
  28201. this.clearcoatRoughness = source.clearcoatRoughness;
  28202. this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
  28203. this.clearcoatNormalMap = source.clearcoatNormalMap;
  28204. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  28205. this.dispersion = source.dispersion;
  28206. this.ior = source.ior;
  28207. this.iridescence = source.iridescence;
  28208. this.iridescenceMap = source.iridescenceMap;
  28209. this.iridescenceIOR = source.iridescenceIOR;
  28210. this.iridescenceThicknessRange = [ ...source.iridescenceThicknessRange ];
  28211. this.iridescenceThicknessMap = source.iridescenceThicknessMap;
  28212. this.sheen = source.sheen;
  28213. this.sheenColor.copy( source.sheenColor );
  28214. this.sheenColorMap = source.sheenColorMap;
  28215. this.sheenRoughness = source.sheenRoughness;
  28216. this.sheenRoughnessMap = source.sheenRoughnessMap;
  28217. this.transmission = source.transmission;
  28218. this.transmissionMap = source.transmissionMap;
  28219. this.thickness = source.thickness;
  28220. this.thicknessMap = source.thicknessMap;
  28221. this.attenuationDistance = source.attenuationDistance;
  28222. this.attenuationColor.copy( source.attenuationColor );
  28223. this.specularIntensity = source.specularIntensity;
  28224. this.specularIntensityMap = source.specularIntensityMap;
  28225. this.specularColor.copy( source.specularColor );
  28226. this.specularColorMap = source.specularColorMap;
  28227. return this;
  28228. }
  28229. }
  28230. /**
  28231. * A material for shiny surfaces with specular highlights.
  28232. *
  28233. * The material uses a non-physically based [Blinn-Phong](https://en.wikipedia.org/wiki/Blinn-Phong_shading_model)
  28234. * model for calculating reflectance. Unlike the Lambertian model used in the
  28235. * {@link MeshLambertMaterial} this can simulate shiny surfaces with specular
  28236. * highlights (such as varnished wood). `MeshPhongMaterial` uses per-fragment shading.
  28237. *
  28238. * Performance will generally be greater when using this material over the
  28239. * {@link MeshStandardMaterial} or {@link MeshPhysicalMaterial}, at the cost of
  28240. * some graphical accuracy.
  28241. *
  28242. * @augments Material
  28243. * @demo scenes/material-browser.html#MeshPhongMaterial
  28244. */
  28245. class MeshPhongMaterial extends Material {
  28246. /**
  28247. * Constructs a new mesh phong material.
  28248. *
  28249. * @param {Object} [parameters] - An object with one or more properties
  28250. * defining the material's appearance. Any property of the material
  28251. * (including any property from inherited materials) can be passed
  28252. * in here. Color values can be passed any type of value accepted
  28253. * by {@link Color#set}.
  28254. */
  28255. constructor( parameters ) {
  28256. super();
  28257. /**
  28258. * This flag can be used for type testing.
  28259. *
  28260. * @type {boolean}
  28261. * @readonly
  28262. * @default true
  28263. */
  28264. this.isMeshPhongMaterial = true;
  28265. this.type = 'MeshPhongMaterial';
  28266. /**
  28267. * Color of the material.
  28268. *
  28269. * @type {Color}
  28270. * @default (1,1,1)
  28271. */
  28272. this.color = new Color( 0xffffff ); // diffuse
  28273. /**
  28274. * Specular color of the material. The default color is set to `0x111111` (very dark grey)
  28275. *
  28276. * This defines how shiny the material is and the color of its shine.
  28277. *
  28278. * @type {Color}
  28279. */
  28280. this.specular = new Color( 0x111111 );
  28281. /**
  28282. * How shiny the specular highlight is; a higher value gives a sharper highlight.
  28283. *
  28284. * @type {number}
  28285. * @default 30
  28286. */
  28287. this.shininess = 30;
  28288. /**
  28289. * The color map. May optionally include an alpha channel, typically combined
  28290. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  28291. * color is modulated by the diffuse `color`.
  28292. *
  28293. * @type {?Texture}
  28294. * @default null
  28295. */
  28296. this.map = null;
  28297. /**
  28298. * The light map. Requires a second set of UVs.
  28299. *
  28300. * @type {?Texture}
  28301. * @default null
  28302. */
  28303. this.lightMap = null;
  28304. /**
  28305. * Intensity of the baked light.
  28306. *
  28307. * @type {number}
  28308. * @default 1
  28309. */
  28310. this.lightMapIntensity = 1.0;
  28311. /**
  28312. * The red channel of this texture is used as the ambient occlusion map.
  28313. * Requires a second set of UVs.
  28314. *
  28315. * @type {?Texture}
  28316. * @default null
  28317. */
  28318. this.aoMap = null;
  28319. /**
  28320. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  28321. * disables ambient occlusion. Where intensity is `1` and the AO map's
  28322. * red channel is also `1`, ambient light is fully occluded on a surface.
  28323. *
  28324. * @type {number}
  28325. * @default 1
  28326. */
  28327. this.aoMapIntensity = 1.0;
  28328. /**
  28329. * Emissive (light) color of the material, essentially a solid color
  28330. * unaffected by other lighting.
  28331. *
  28332. * @type {Color}
  28333. * @default (0,0,0)
  28334. */
  28335. this.emissive = new Color( 0x000000 );
  28336. /**
  28337. * Intensity of the emissive light. Modulates the emissive color.
  28338. *
  28339. * @type {number}
  28340. * @default 1
  28341. */
  28342. this.emissiveIntensity = 1.0;
  28343. /**
  28344. * Set emissive (glow) map. The emissive map color is modulated by the
  28345. * emissive color and the emissive intensity. If you have an emissive map,
  28346. * be sure to set the emissive color to something other than black.
  28347. *
  28348. * @type {?Texture}
  28349. * @default null
  28350. */
  28351. this.emissiveMap = null;
  28352. /**
  28353. * The texture to create a bump map. The black and white values map to the
  28354. * perceived depth in relation to the lights. Bump doesn't actually affect
  28355. * the geometry of the object, only the lighting. If a normal map is defined
  28356. * this will be ignored.
  28357. *
  28358. * @type {?Texture}
  28359. * @default null
  28360. */
  28361. this.bumpMap = null;
  28362. /**
  28363. * How much the bump map affects the material. Typical range is `[0,1]`.
  28364. *
  28365. * @type {number}
  28366. * @default 1
  28367. */
  28368. this.bumpScale = 1;
  28369. /**
  28370. * The texture to create a normal map. The RGB values affect the surface
  28371. * normal for each pixel fragment and change the way the color is lit. Normal
  28372. * maps do not change the actual shape of the surface, only the lighting. In
  28373. * case the material has a normal map authored using the left handed
  28374. * convention, the `y` component of `normalScale` should be negated to compensate
  28375. * for the different handedness.
  28376. *
  28377. * @type {?Texture}
  28378. * @default null
  28379. */
  28380. this.normalMap = null;
  28381. /**
  28382. * The type of normal map.
  28383. *
  28384. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  28385. * @default TangentSpaceNormalMap
  28386. */
  28387. this.normalMapType = TangentSpaceNormalMap;
  28388. /**
  28389. * How much the normal map affects the material. Typical value range is `[0,1]`.
  28390. *
  28391. * @type {Vector2}
  28392. * @default (1,1)
  28393. */
  28394. this.normalScale = new Vector2( 1, 1 );
  28395. /**
  28396. * The displacement map affects the position of the mesh's vertices. Unlike
  28397. * other maps which only affect the light and shade of the material the
  28398. * displaced vertices can cast shadows, block other objects, and otherwise
  28399. * act as real geometry. The displacement texture is an image where the value
  28400. * of each pixel (white being the highest) is mapped against, and
  28401. * repositions, the vertices of the mesh.
  28402. *
  28403. * @type {?Texture}
  28404. * @default null
  28405. */
  28406. this.displacementMap = null;
  28407. /**
  28408. * How much the displacement map affects the mesh (where black is no
  28409. * displacement, and white is maximum displacement). Without a displacement
  28410. * map set, this value is not applied.
  28411. *
  28412. * @type {number}
  28413. * @default 0
  28414. */
  28415. this.displacementScale = 1;
  28416. /**
  28417. * The offset of the displacement map's values on the mesh's vertices.
  28418. * The bias is added to the scaled sample of the displacement map.
  28419. * Without a displacement map set, this value is not applied.
  28420. *
  28421. * @type {number}
  28422. * @default 0
  28423. */
  28424. this.displacementBias = 0;
  28425. /**
  28426. * The specular map value affects both how much the specular surface
  28427. * highlight contributes and how much of the environment map affects the
  28428. * surface.
  28429. *
  28430. * @type {?Texture}
  28431. * @default null
  28432. */
  28433. this.specularMap = null;
  28434. /**
  28435. * The alpha map is a grayscale texture that controls the opacity across the
  28436. * surface (black: fully transparent; white: fully opaque).
  28437. *
  28438. * Only the color of the texture is used, ignoring the alpha channel if one
  28439. * exists. For RGB and RGBA textures, the renderer will use the green channel
  28440. * when sampling this texture due to the extra bit of precision provided for
  28441. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  28442. * luminance/alpha textures will also still work as expected.
  28443. *
  28444. * @type {?Texture}
  28445. * @default null
  28446. */
  28447. this.alphaMap = null;
  28448. /**
  28449. * The environment map.
  28450. *
  28451. * @type {?Texture}
  28452. * @default null
  28453. */
  28454. this.envMap = null;
  28455. /**
  28456. * The rotation of the environment map in radians.
  28457. *
  28458. * @type {Euler}
  28459. * @default (0,0,0)
  28460. */
  28461. this.envMapRotation = new Euler();
  28462. /**
  28463. * How to combine the result of the surface's color with the environment map, if any.
  28464. *
  28465. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  28466. * blend between the two colors.
  28467. *
  28468. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  28469. * @default MultiplyOperation
  28470. */
  28471. this.combine = MultiplyOperation;
  28472. /**
  28473. * How much the environment map affects the surface.
  28474. * The valid range is between `0` (no reflections) and `1` (full reflections).
  28475. *
  28476. * @type {number}
  28477. * @default 1
  28478. */
  28479. this.reflectivity = 1;
  28480. /**
  28481. * Scales the effect of the environment map by multiplying its color.
  28482. *
  28483. * @type {number}
  28484. * @default 1
  28485. */
  28486. this.envMapIntensity = 1.0;
  28487. /**
  28488. * The index of refraction (IOR) of air (approximately 1) divided by the
  28489. * index of refraction of the material. It is used with environment mapping
  28490. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  28491. * The refraction ratio should not exceed `1`.
  28492. *
  28493. * @type {number}
  28494. * @default 0.98
  28495. */
  28496. this.refractionRatio = 0.98;
  28497. /**
  28498. * Renders the geometry as a wireframe.
  28499. *
  28500. * @type {boolean}
  28501. * @default false
  28502. */
  28503. this.wireframe = false;
  28504. /**
  28505. * Controls the thickness of the wireframe.
  28506. *
  28507. * Can only be used with {@link SVGRenderer}.
  28508. *
  28509. * @type {number}
  28510. * @default 1
  28511. */
  28512. this.wireframeLinewidth = 1;
  28513. /**
  28514. * Defines appearance of wireframe ends.
  28515. *
  28516. * Can only be used with {@link SVGRenderer}.
  28517. *
  28518. * @type {('round'|'bevel'|'miter')}
  28519. * @default 'round'
  28520. */
  28521. this.wireframeLinecap = 'round';
  28522. /**
  28523. * Defines appearance of wireframe joints.
  28524. *
  28525. * Can only be used with {@link SVGRenderer}.
  28526. *
  28527. * @type {('round'|'bevel'|'miter')}
  28528. * @default 'round'
  28529. */
  28530. this.wireframeLinejoin = 'round';
  28531. /**
  28532. * Whether the material is rendered with flat shading or not.
  28533. *
  28534. * @type {boolean}
  28535. * @default false
  28536. */
  28537. this.flatShading = false;
  28538. /**
  28539. * Whether the material is affected by fog or not.
  28540. *
  28541. * @type {boolean}
  28542. * @default true
  28543. */
  28544. this.fog = true;
  28545. this.setValues( parameters );
  28546. }
  28547. copy( source ) {
  28548. super.copy( source );
  28549. this.color.copy( source.color );
  28550. this.specular.copy( source.specular );
  28551. this.shininess = source.shininess;
  28552. this.map = source.map;
  28553. this.lightMap = source.lightMap;
  28554. this.lightMapIntensity = source.lightMapIntensity;
  28555. this.aoMap = source.aoMap;
  28556. this.aoMapIntensity = source.aoMapIntensity;
  28557. this.emissive.copy( source.emissive );
  28558. this.emissiveMap = source.emissiveMap;
  28559. this.emissiveIntensity = source.emissiveIntensity;
  28560. this.bumpMap = source.bumpMap;
  28561. this.bumpScale = source.bumpScale;
  28562. this.normalMap = source.normalMap;
  28563. this.normalMapType = source.normalMapType;
  28564. this.normalScale.copy( source.normalScale );
  28565. this.displacementMap = source.displacementMap;
  28566. this.displacementScale = source.displacementScale;
  28567. this.displacementBias = source.displacementBias;
  28568. this.specularMap = source.specularMap;
  28569. this.alphaMap = source.alphaMap;
  28570. this.envMap = source.envMap;
  28571. this.envMapRotation.copy( source.envMapRotation );
  28572. this.combine = source.combine;
  28573. this.reflectivity = source.reflectivity;
  28574. this.envMapIntensity = source.envMapIntensity;
  28575. this.refractionRatio = source.refractionRatio;
  28576. this.wireframe = source.wireframe;
  28577. this.wireframeLinewidth = source.wireframeLinewidth;
  28578. this.wireframeLinecap = source.wireframeLinecap;
  28579. this.wireframeLinejoin = source.wireframeLinejoin;
  28580. this.flatShading = source.flatShading;
  28581. this.fog = source.fog;
  28582. return this;
  28583. }
  28584. }
  28585. /**
  28586. * A material implementing toon shading.
  28587. *
  28588. * @augments Material
  28589. * @demo scenes/material-browser.html#MeshToonMaterial
  28590. */
  28591. class MeshToonMaterial extends Material {
  28592. /**
  28593. * Constructs a new mesh toon material.
  28594. *
  28595. * @param {Object} [parameters] - An object with one or more properties
  28596. * defining the material's appearance. Any property of the material
  28597. * (including any property from inherited materials) can be passed
  28598. * in here. Color values can be passed any type of value accepted
  28599. * by {@link Color#set}.
  28600. */
  28601. constructor( parameters ) {
  28602. super();
  28603. /**
  28604. * This flag can be used for type testing.
  28605. *
  28606. * @type {boolean}
  28607. * @readonly
  28608. * @default true
  28609. */
  28610. this.isMeshToonMaterial = true;
  28611. this.defines = { 'TOON': '' };
  28612. this.type = 'MeshToonMaterial';
  28613. /**
  28614. * Color of the material.
  28615. *
  28616. * @type {Color}
  28617. * @default (1,1,1)
  28618. */
  28619. this.color = new Color( 0xffffff );
  28620. /**
  28621. * The color map. May optionally include an alpha channel, typically combined
  28622. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  28623. * color is modulated by the diffuse `color`.
  28624. *
  28625. * @type {?Texture}
  28626. * @default null
  28627. */
  28628. this.map = null;
  28629. /**
  28630. * Gradient map for toon shading. It's required to set
  28631. * {@link Texture#minFilter} and {@link Texture#magFilter} to {@linkNearestFilter}
  28632. * when using this type of texture.
  28633. *
  28634. * @type {?Texture}
  28635. * @default null
  28636. */
  28637. this.gradientMap = null;
  28638. /**
  28639. * The light map. Requires a second set of UVs.
  28640. *
  28641. * @type {?Texture}
  28642. * @default null
  28643. */
  28644. this.lightMap = null;
  28645. /**
  28646. * Intensity of the baked light.
  28647. *
  28648. * @type {number}
  28649. * @default 1
  28650. */
  28651. this.lightMapIntensity = 1.0;
  28652. /**
  28653. * The red channel of this texture is used as the ambient occlusion map.
  28654. * Requires a second set of UVs.
  28655. *
  28656. * @type {?Texture}
  28657. * @default null
  28658. */
  28659. this.aoMap = null;
  28660. /**
  28661. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  28662. * disables ambient occlusion. Where intensity is `1` and the AO map's
  28663. * red channel is also `1`, ambient light is fully occluded on a surface.
  28664. *
  28665. * @type {number}
  28666. * @default 1
  28667. */
  28668. this.aoMapIntensity = 1.0;
  28669. /**
  28670. * Emissive (light) color of the material, essentially a solid color
  28671. * unaffected by other lighting.
  28672. *
  28673. * @type {Color}
  28674. * @default (0,0,0)
  28675. */
  28676. this.emissive = new Color( 0x000000 );
  28677. /**
  28678. * Intensity of the emissive light. Modulates the emissive color.
  28679. *
  28680. * @type {number}
  28681. * @default 1
  28682. */
  28683. this.emissiveIntensity = 1.0;
  28684. /**
  28685. * Set emissive (glow) map. The emissive map color is modulated by the
  28686. * emissive color and the emissive intensity. If you have an emissive map,
  28687. * be sure to set the emissive color to something other than black.
  28688. *
  28689. * @type {?Texture}
  28690. * @default null
  28691. */
  28692. this.emissiveMap = null;
  28693. /**
  28694. * The texture to create a bump map. The black and white values map to the
  28695. * perceived depth in relation to the lights. Bump doesn't actually affect
  28696. * the geometry of the object, only the lighting. If a normal map is defined
  28697. * this will be ignored.
  28698. *
  28699. * @type {?Texture}
  28700. * @default null
  28701. */
  28702. this.bumpMap = null;
  28703. /**
  28704. * How much the bump map affects the material. Typical range is `[0,1]`.
  28705. *
  28706. * @type {number}
  28707. * @default 1
  28708. */
  28709. this.bumpScale = 1;
  28710. /**
  28711. * The texture to create a normal map. The RGB values affect the surface
  28712. * normal for each pixel fragment and change the way the color is lit. Normal
  28713. * maps do not change the actual shape of the surface, only the lighting. In
  28714. * case the material has a normal map authored using the left handed
  28715. * convention, the `y` component of `normalScale` should be negated to compensate
  28716. * for the different handedness.
  28717. *
  28718. * @type {?Texture}
  28719. * @default null
  28720. */
  28721. this.normalMap = null;
  28722. /**
  28723. * The type of normal map.
  28724. *
  28725. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  28726. * @default TangentSpaceNormalMap
  28727. */
  28728. this.normalMapType = TangentSpaceNormalMap;
  28729. /**
  28730. * How much the normal map affects the material. Typical value range is `[0,1]`.
  28731. *
  28732. * @type {Vector2}
  28733. * @default (1,1)
  28734. */
  28735. this.normalScale = new Vector2( 1, 1 );
  28736. /**
  28737. * The displacement map affects the position of the mesh's vertices. Unlike
  28738. * other maps which only affect the light and shade of the material the
  28739. * displaced vertices can cast shadows, block other objects, and otherwise
  28740. * act as real geometry. The displacement texture is an image where the value
  28741. * of each pixel (white being the highest) is mapped against, and
  28742. * repositions, the vertices of the mesh.
  28743. *
  28744. * @type {?Texture}
  28745. * @default null
  28746. */
  28747. this.displacementMap = null;
  28748. /**
  28749. * How much the displacement map affects the mesh (where black is no
  28750. * displacement, and white is maximum displacement). Without a displacement
  28751. * map set, this value is not applied.
  28752. *
  28753. * @type {number}
  28754. * @default 0
  28755. */
  28756. this.displacementScale = 1;
  28757. /**
  28758. * The offset of the displacement map's values on the mesh's vertices.
  28759. * The bias is added to the scaled sample of the displacement map.
  28760. * Without a displacement map set, this value is not applied.
  28761. *
  28762. * @type {number}
  28763. * @default 0
  28764. */
  28765. this.displacementBias = 0;
  28766. /**
  28767. * The alpha map is a grayscale texture that controls the opacity across the
  28768. * surface (black: fully transparent; white: fully opaque).
  28769. *
  28770. * Only the color of the texture is used, ignoring the alpha channel if one
  28771. * exists. For RGB and RGBA textures, the renderer will use the green channel
  28772. * when sampling this texture due to the extra bit of precision provided for
  28773. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  28774. * luminance/alpha textures will also still work as expected.
  28775. *
  28776. * @type {?Texture}
  28777. * @default null
  28778. */
  28779. this.alphaMap = null;
  28780. /**
  28781. * Renders the geometry as a wireframe.
  28782. *
  28783. * @type {boolean}
  28784. * @default false
  28785. */
  28786. this.wireframe = false;
  28787. /**
  28788. * Controls the thickness of the wireframe.
  28789. *
  28790. * Can only be used with {@link SVGRenderer}.
  28791. *
  28792. * @type {number}
  28793. * @default 1
  28794. */
  28795. this.wireframeLinewidth = 1;
  28796. /**
  28797. * Defines appearance of wireframe ends.
  28798. *
  28799. * Can only be used with {@link SVGRenderer}.
  28800. *
  28801. * @type {('round'|'bevel'|'miter')}
  28802. * @default 'round'
  28803. */
  28804. this.wireframeLinecap = 'round';
  28805. /**
  28806. * Defines appearance of wireframe joints.
  28807. *
  28808. * Can only be used with {@link SVGRenderer}.
  28809. *
  28810. * @type {('round'|'bevel'|'miter')}
  28811. * @default 'round'
  28812. */
  28813. this.wireframeLinejoin = 'round';
  28814. /**
  28815. * Whether the material is affected by fog or not.
  28816. *
  28817. * @type {boolean}
  28818. * @default true
  28819. */
  28820. this.fog = true;
  28821. this.setValues( parameters );
  28822. }
  28823. copy( source ) {
  28824. super.copy( source );
  28825. this.color.copy( source.color );
  28826. this.map = source.map;
  28827. this.gradientMap = source.gradientMap;
  28828. this.lightMap = source.lightMap;
  28829. this.lightMapIntensity = source.lightMapIntensity;
  28830. this.aoMap = source.aoMap;
  28831. this.aoMapIntensity = source.aoMapIntensity;
  28832. this.emissive.copy( source.emissive );
  28833. this.emissiveMap = source.emissiveMap;
  28834. this.emissiveIntensity = source.emissiveIntensity;
  28835. this.bumpMap = source.bumpMap;
  28836. this.bumpScale = source.bumpScale;
  28837. this.normalMap = source.normalMap;
  28838. this.normalMapType = source.normalMapType;
  28839. this.normalScale.copy( source.normalScale );
  28840. this.displacementMap = source.displacementMap;
  28841. this.displacementScale = source.displacementScale;
  28842. this.displacementBias = source.displacementBias;
  28843. this.alphaMap = source.alphaMap;
  28844. this.wireframe = source.wireframe;
  28845. this.wireframeLinewidth = source.wireframeLinewidth;
  28846. this.wireframeLinecap = source.wireframeLinecap;
  28847. this.wireframeLinejoin = source.wireframeLinejoin;
  28848. this.fog = source.fog;
  28849. return this;
  28850. }
  28851. }
  28852. /**
  28853. * A material that maps the normal vectors to RGB colors.
  28854. *
  28855. * @augments Material
  28856. * @demo scenes/material-browser.html#MeshNormalMaterial
  28857. */
  28858. class MeshNormalMaterial extends Material {
  28859. /**
  28860. * Constructs a new mesh normal material.
  28861. *
  28862. * @param {Object} [parameters] - An object with one or more properties
  28863. * defining the material's appearance. Any property of the material
  28864. * (including any property from inherited materials) can be passed
  28865. * in here. Color values can be passed any type of value accepted
  28866. * by {@link Color#set}.
  28867. */
  28868. constructor( parameters ) {
  28869. super();
  28870. /**
  28871. * This flag can be used for type testing.
  28872. *
  28873. * @type {boolean}
  28874. * @readonly
  28875. * @default true
  28876. */
  28877. this.isMeshNormalMaterial = true;
  28878. this.type = 'MeshNormalMaterial';
  28879. /**
  28880. * The texture to create a bump map. The black and white values map to the
  28881. * perceived depth in relation to the lights. Bump doesn't actually affect
  28882. * the geometry of the object, only the lighting. If a normal map is defined
  28883. * this will be ignored.
  28884. *
  28885. * @type {?Texture}
  28886. * @default null
  28887. */
  28888. this.bumpMap = null;
  28889. /**
  28890. * How much the bump map affects the material. Typical range is `[0,1]`.
  28891. *
  28892. * @type {number}
  28893. * @default 1
  28894. */
  28895. this.bumpScale = 1;
  28896. /**
  28897. * The texture to create a normal map. The RGB values affect the surface
  28898. * normal for each pixel fragment and change the way the color is lit. Normal
  28899. * maps do not change the actual shape of the surface, only the lighting. In
  28900. * case the material has a normal map authored using the left handed
  28901. * convention, the `y` component of `normalScale` should be negated to compensate
  28902. * for the different handedness.
  28903. *
  28904. * @type {?Texture}
  28905. * @default null
  28906. */
  28907. this.normalMap = null;
  28908. /**
  28909. * The type of normal map.
  28910. *
  28911. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  28912. * @default TangentSpaceNormalMap
  28913. */
  28914. this.normalMapType = TangentSpaceNormalMap;
  28915. /**
  28916. * How much the normal map affects the material. Typical value range is `[0,1]`.
  28917. *
  28918. * @type {Vector2}
  28919. * @default (1,1)
  28920. */
  28921. this.normalScale = new Vector2( 1, 1 );
  28922. /**
  28923. * The displacement map affects the position of the mesh's vertices. Unlike
  28924. * other maps which only affect the light and shade of the material the
  28925. * displaced vertices can cast shadows, block other objects, and otherwise
  28926. * act as real geometry. The displacement texture is an image where the value
  28927. * of each pixel (white being the highest) is mapped against, and
  28928. * repositions, the vertices of the mesh.
  28929. *
  28930. * @type {?Texture}
  28931. * @default null
  28932. */
  28933. this.displacementMap = null;
  28934. /**
  28935. * How much the displacement map affects the mesh (where black is no
  28936. * displacement, and white is maximum displacement). Without a displacement
  28937. * map set, this value is not applied.
  28938. *
  28939. * @type {number}
  28940. * @default 0
  28941. */
  28942. this.displacementScale = 1;
  28943. /**
  28944. * The offset of the displacement map's values on the mesh's vertices.
  28945. * The bias is added to the scaled sample of the displacement map.
  28946. * Without a displacement map set, this value is not applied.
  28947. *
  28948. * @type {number}
  28949. * @default 0
  28950. */
  28951. this.displacementBias = 0;
  28952. /**
  28953. * Renders the geometry as a wireframe.
  28954. *
  28955. * @type {boolean}
  28956. * @default false
  28957. */
  28958. this.wireframe = false;
  28959. /**
  28960. * Controls the thickness of the wireframe.
  28961. *
  28962. * WebGL and WebGPU ignore this property and always render
  28963. * 1 pixel wide lines.
  28964. *
  28965. * @type {number}
  28966. * @default 1
  28967. */
  28968. this.wireframeLinewidth = 1;
  28969. /**
  28970. * Whether the material is rendered with flat shading or not.
  28971. *
  28972. * @type {boolean}
  28973. * @default false
  28974. */
  28975. this.flatShading = false;
  28976. this.setValues( parameters );
  28977. }
  28978. copy( source ) {
  28979. super.copy( source );
  28980. this.bumpMap = source.bumpMap;
  28981. this.bumpScale = source.bumpScale;
  28982. this.normalMap = source.normalMap;
  28983. this.normalMapType = source.normalMapType;
  28984. this.normalScale.copy( source.normalScale );
  28985. this.displacementMap = source.displacementMap;
  28986. this.displacementScale = source.displacementScale;
  28987. this.displacementBias = source.displacementBias;
  28988. this.wireframe = source.wireframe;
  28989. this.wireframeLinewidth = source.wireframeLinewidth;
  28990. this.flatShading = source.flatShading;
  28991. return this;
  28992. }
  28993. }
  28994. /**
  28995. * A material for non-shiny surfaces, without specular highlights.
  28996. *
  28997. * The material uses a non-physically based [Lambertian](https://en.wikipedia.org/wiki/Lambertian_reflectance)
  28998. * model for calculating reflectance. This can simulate some surfaces (such
  28999. * as untreated wood or stone) well, but cannot simulate shiny surfaces with
  29000. * specular highlights (such as varnished wood). `MeshLambertMaterial` uses per-fragment
  29001. * shading.
  29002. *
  29003. * Due to the simplicity of the reflectance and illumination models,
  29004. * performance will be greater when using this material over the
  29005. * {@link MeshPhongMaterial}, {@link MeshStandardMaterial} or
  29006. * {@link MeshPhysicalMaterial}, at the cost of some graphical accuracy.
  29007. *
  29008. * @augments Material
  29009. * @demo scenes/material-browser.html#MeshLambertMaterial
  29010. */
  29011. class MeshLambertMaterial extends Material {
  29012. /**
  29013. * Constructs a new mesh lambert material.
  29014. *
  29015. * @param {Object} [parameters] - An object with one or more properties
  29016. * defining the material's appearance. Any property of the material
  29017. * (including any property from inherited materials) can be passed
  29018. * in here. Color values can be passed any type of value accepted
  29019. * by {@link Color#set}.
  29020. */
  29021. constructor( parameters ) {
  29022. super();
  29023. /**
  29024. * This flag can be used for type testing.
  29025. *
  29026. * @type {boolean}
  29027. * @readonly
  29028. * @default true
  29029. */
  29030. this.isMeshLambertMaterial = true;
  29031. this.type = 'MeshLambertMaterial';
  29032. /**
  29033. * Color of the material.
  29034. *
  29035. * @type {Color}
  29036. * @default (1,1,1)
  29037. */
  29038. this.color = new Color( 0xffffff ); // diffuse
  29039. /**
  29040. * The color map. May optionally include an alpha channel, typically combined
  29041. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  29042. * color is modulated by the diffuse `color`.
  29043. *
  29044. * @type {?Texture}
  29045. * @default null
  29046. */
  29047. this.map = null;
  29048. /**
  29049. * The light map. Requires a second set of UVs.
  29050. *
  29051. * @type {?Texture}
  29052. * @default null
  29053. */
  29054. this.lightMap = null;
  29055. /**
  29056. * Intensity of the baked light.
  29057. *
  29058. * @type {number}
  29059. * @default 1
  29060. */
  29061. this.lightMapIntensity = 1.0;
  29062. /**
  29063. * The red channel of this texture is used as the ambient occlusion map.
  29064. * Requires a second set of UVs.
  29065. *
  29066. * @type {?Texture}
  29067. * @default null
  29068. */
  29069. this.aoMap = null;
  29070. /**
  29071. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  29072. * disables ambient occlusion. Where intensity is `1` and the AO map's
  29073. * red channel is also `1`, ambient light is fully occluded on a surface.
  29074. *
  29075. * @type {number}
  29076. * @default 1
  29077. */
  29078. this.aoMapIntensity = 1.0;
  29079. /**
  29080. * Emissive (light) color of the material, essentially a solid color
  29081. * unaffected by other lighting.
  29082. *
  29083. * @type {Color}
  29084. * @default (0,0,0)
  29085. */
  29086. this.emissive = new Color( 0x000000 );
  29087. /**
  29088. * Intensity of the emissive light. Modulates the emissive color.
  29089. *
  29090. * @type {number}
  29091. * @default 1
  29092. */
  29093. this.emissiveIntensity = 1.0;
  29094. /**
  29095. * Set emissive (glow) map. The emissive map color is modulated by the
  29096. * emissive color and the emissive intensity. If you have an emissive map,
  29097. * be sure to set the emissive color to something other than black.
  29098. *
  29099. * @type {?Texture}
  29100. * @default null
  29101. */
  29102. this.emissiveMap = null;
  29103. /**
  29104. * The texture to create a bump map. The black and white values map to the
  29105. * perceived depth in relation to the lights. Bump doesn't actually affect
  29106. * the geometry of the object, only the lighting. If a normal map is defined
  29107. * this will be ignored.
  29108. *
  29109. * @type {?Texture}
  29110. * @default null
  29111. */
  29112. this.bumpMap = null;
  29113. /**
  29114. * How much the bump map affects the material. Typical range is `[0,1]`.
  29115. *
  29116. * @type {number}
  29117. * @default 1
  29118. */
  29119. this.bumpScale = 1;
  29120. /**
  29121. * The texture to create a normal map. The RGB values affect the surface
  29122. * normal for each pixel fragment and change the way the color is lit. Normal
  29123. * maps do not change the actual shape of the surface, only the lighting. In
  29124. * case the material has a normal map authored using the left handed
  29125. * convention, the `y` component of `normalScale` should be negated to compensate
  29126. * for the different handedness.
  29127. *
  29128. * @type {?Texture}
  29129. * @default null
  29130. */
  29131. this.normalMap = null;
  29132. /**
  29133. * The type of normal map.
  29134. *
  29135. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29136. * @default TangentSpaceNormalMap
  29137. */
  29138. this.normalMapType = TangentSpaceNormalMap;
  29139. /**
  29140. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29141. *
  29142. * @type {Vector2}
  29143. * @default (1,1)
  29144. */
  29145. this.normalScale = new Vector2( 1, 1 );
  29146. /**
  29147. * The displacement map affects the position of the mesh's vertices. Unlike
  29148. * other maps which only affect the light and shade of the material the
  29149. * displaced vertices can cast shadows, block other objects, and otherwise
  29150. * act as real geometry. The displacement texture is an image where the value
  29151. * of each pixel (white being the highest) is mapped against, and
  29152. * repositions, the vertices of the mesh.
  29153. *
  29154. * @type {?Texture}
  29155. * @default null
  29156. */
  29157. this.displacementMap = null;
  29158. /**
  29159. * How much the displacement map affects the mesh (where black is no
  29160. * displacement, and white is maximum displacement). Without a displacement
  29161. * map set, this value is not applied.
  29162. *
  29163. * @type {number}
  29164. * @default 0
  29165. */
  29166. this.displacementScale = 1;
  29167. /**
  29168. * The offset of the displacement map's values on the mesh's vertices.
  29169. * The bias is added to the scaled sample of the displacement map.
  29170. * Without a displacement map set, this value is not applied.
  29171. *
  29172. * @type {number}
  29173. * @default 0
  29174. */
  29175. this.displacementBias = 0;
  29176. /**
  29177. * Specular map used by the material.
  29178. *
  29179. * @type {?Texture}
  29180. * @default null
  29181. */
  29182. this.specularMap = null;
  29183. /**
  29184. * The alpha map is a grayscale texture that controls the opacity across the
  29185. * surface (black: fully transparent; white: fully opaque).
  29186. *
  29187. * Only the color of the texture is used, ignoring the alpha channel if one
  29188. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29189. * when sampling this texture due to the extra bit of precision provided for
  29190. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29191. * luminance/alpha textures will also still work as expected.
  29192. *
  29193. * @type {?Texture}
  29194. * @default null
  29195. */
  29196. this.alphaMap = null;
  29197. /**
  29198. * The environment map.
  29199. *
  29200. * @type {?Texture}
  29201. * @default null
  29202. */
  29203. this.envMap = null;
  29204. /**
  29205. * The rotation of the environment map in radians.
  29206. *
  29207. * @type {Euler}
  29208. * @default (0,0,0)
  29209. */
  29210. this.envMapRotation = new Euler();
  29211. /**
  29212. * How to combine the result of the surface's color with the environment map, if any.
  29213. *
  29214. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  29215. * blend between the two colors.
  29216. *
  29217. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  29218. * @default MultiplyOperation
  29219. */
  29220. this.combine = MultiplyOperation;
  29221. /**
  29222. * How much the environment map affects the surface.
  29223. * The valid range is between `0` (no reflections) and `1` (full reflections).
  29224. *
  29225. * @type {number}
  29226. * @default 1
  29227. */
  29228. this.reflectivity = 1;
  29229. /**
  29230. * Scales the effect of the environment map by multiplying its color.
  29231. *
  29232. * @type {number}
  29233. * @default 1
  29234. */
  29235. this.envMapIntensity = 1.0;
  29236. /**
  29237. * The index of refraction (IOR) of air (approximately 1) divided by the
  29238. * index of refraction of the material. It is used with environment mapping
  29239. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  29240. * The refraction ratio should not exceed `1`.
  29241. *
  29242. * @type {number}
  29243. * @default 0.98
  29244. */
  29245. this.refractionRatio = 0.98;
  29246. /**
  29247. * Renders the geometry as a wireframe.
  29248. *
  29249. * @type {boolean}
  29250. * @default false
  29251. */
  29252. this.wireframe = false;
  29253. /**
  29254. * Controls the thickness of the wireframe.
  29255. *
  29256. * Can only be used with {@link SVGRenderer}.
  29257. *
  29258. * @type {number}
  29259. * @default 1
  29260. */
  29261. this.wireframeLinewidth = 1;
  29262. /**
  29263. * Defines appearance of wireframe ends.
  29264. *
  29265. * Can only be used with {@link SVGRenderer}.
  29266. *
  29267. * @type {('round'|'bevel'|'miter')}
  29268. * @default 'round'
  29269. */
  29270. this.wireframeLinecap = 'round';
  29271. /**
  29272. * Defines appearance of wireframe joints.
  29273. *
  29274. * Can only be used with {@link SVGRenderer}.
  29275. *
  29276. * @type {('round'|'bevel'|'miter')}
  29277. * @default 'round'
  29278. */
  29279. this.wireframeLinejoin = 'round';
  29280. /**
  29281. * Whether the material is rendered with flat shading or not.
  29282. *
  29283. * @type {boolean}
  29284. * @default false
  29285. */
  29286. this.flatShading = false;
  29287. /**
  29288. * Whether the material is affected by fog or not.
  29289. *
  29290. * @type {boolean}
  29291. * @default true
  29292. */
  29293. this.fog = true;
  29294. this.setValues( parameters );
  29295. }
  29296. copy( source ) {
  29297. super.copy( source );
  29298. this.color.copy( source.color );
  29299. this.map = source.map;
  29300. this.lightMap = source.lightMap;
  29301. this.lightMapIntensity = source.lightMapIntensity;
  29302. this.aoMap = source.aoMap;
  29303. this.aoMapIntensity = source.aoMapIntensity;
  29304. this.emissive.copy( source.emissive );
  29305. this.emissiveMap = source.emissiveMap;
  29306. this.emissiveIntensity = source.emissiveIntensity;
  29307. this.bumpMap = source.bumpMap;
  29308. this.bumpScale = source.bumpScale;
  29309. this.normalMap = source.normalMap;
  29310. this.normalMapType = source.normalMapType;
  29311. this.normalScale.copy( source.normalScale );
  29312. this.displacementMap = source.displacementMap;
  29313. this.displacementScale = source.displacementScale;
  29314. this.displacementBias = source.displacementBias;
  29315. this.specularMap = source.specularMap;
  29316. this.alphaMap = source.alphaMap;
  29317. this.envMap = source.envMap;
  29318. this.envMapRotation.copy( source.envMapRotation );
  29319. this.combine = source.combine;
  29320. this.reflectivity = source.reflectivity;
  29321. this.envMapIntensity = source.envMapIntensity;
  29322. this.refractionRatio = source.refractionRatio;
  29323. this.wireframe = source.wireframe;
  29324. this.wireframeLinewidth = source.wireframeLinewidth;
  29325. this.wireframeLinecap = source.wireframeLinecap;
  29326. this.wireframeLinejoin = source.wireframeLinejoin;
  29327. this.flatShading = source.flatShading;
  29328. this.fog = source.fog;
  29329. return this;
  29330. }
  29331. }
  29332. /**
  29333. * A material for drawing geometry by depth. Depth is based off of the camera
  29334. * near and far plane. White is nearest, black is farthest.
  29335. *
  29336. * @augments Material
  29337. * @demo scenes/material-browser.html#MeshDepthMaterial
  29338. */
  29339. class MeshDepthMaterial extends Material {
  29340. /**
  29341. * Constructs a new mesh depth material.
  29342. *
  29343. * @param {Object} [parameters] - An object with one or more properties
  29344. * defining the material's appearance. Any property of the material
  29345. * (including any property from inherited materials) can be passed
  29346. * in here. Color values can be passed any type of value accepted
  29347. * by {@link Color#set}.
  29348. */
  29349. constructor( parameters ) {
  29350. super();
  29351. /**
  29352. * This flag can be used for type testing.
  29353. *
  29354. * @type {boolean}
  29355. * @readonly
  29356. * @default true
  29357. */
  29358. this.isMeshDepthMaterial = true;
  29359. this.type = 'MeshDepthMaterial';
  29360. /**
  29361. * Type for depth packing.
  29362. *
  29363. * @type {(BasicDepthPacking|RGBADepthPacking|RGBDepthPacking|RGDepthPacking)}
  29364. * @default BasicDepthPacking
  29365. */
  29366. this.depthPacking = BasicDepthPacking;
  29367. /**
  29368. * The color map. May optionally include an alpha channel, typically combined
  29369. * with {@link Material#transparent} or {@link Material#alphaTest}.
  29370. *
  29371. * @type {?Texture}
  29372. * @default null
  29373. */
  29374. this.map = null;
  29375. /**
  29376. * The alpha map is a grayscale texture that controls the opacity across the
  29377. * surface (black: fully transparent; white: fully opaque).
  29378. *
  29379. * Only the color of the texture is used, ignoring the alpha channel if one
  29380. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29381. * when sampling this texture due to the extra bit of precision provided for
  29382. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29383. * luminance/alpha textures will also still work as expected.
  29384. *
  29385. * @type {?Texture}
  29386. * @default null
  29387. */
  29388. this.alphaMap = null;
  29389. /**
  29390. * The displacement map affects the position of the mesh's vertices. Unlike
  29391. * other maps which only affect the light and shade of the material the
  29392. * displaced vertices can cast shadows, block other objects, and otherwise
  29393. * act as real geometry. The displacement texture is an image where the value
  29394. * of each pixel (white being the highest) is mapped against, and
  29395. * repositions, the vertices of the mesh.
  29396. *
  29397. * @type {?Texture}
  29398. * @default null
  29399. */
  29400. this.displacementMap = null;
  29401. /**
  29402. * How much the displacement map affects the mesh (where black is no
  29403. * displacement, and white is maximum displacement). Without a displacement
  29404. * map set, this value is not applied.
  29405. *
  29406. * @type {number}
  29407. * @default 0
  29408. */
  29409. this.displacementScale = 1;
  29410. /**
  29411. * The offset of the displacement map's values on the mesh's vertices.
  29412. * The bias is added to the scaled sample of the displacement map.
  29413. * Without a displacement map set, this value is not applied.
  29414. *
  29415. * @type {number}
  29416. * @default 0
  29417. */
  29418. this.displacementBias = 0;
  29419. /**
  29420. * Renders the geometry as a wireframe.
  29421. *
  29422. * @type {boolean}
  29423. * @default false
  29424. */
  29425. this.wireframe = false;
  29426. /**
  29427. * Controls the thickness of the wireframe.
  29428. *
  29429. * WebGL and WebGPU ignore this property and always render
  29430. * 1 pixel wide lines.
  29431. *
  29432. * @type {number}
  29433. * @default 1
  29434. */
  29435. this.wireframeLinewidth = 1;
  29436. this.setValues( parameters );
  29437. }
  29438. copy( source ) {
  29439. super.copy( source );
  29440. this.depthPacking = source.depthPacking;
  29441. this.map = source.map;
  29442. this.alphaMap = source.alphaMap;
  29443. this.displacementMap = source.displacementMap;
  29444. this.displacementScale = source.displacementScale;
  29445. this.displacementBias = source.displacementBias;
  29446. this.wireframe = source.wireframe;
  29447. this.wireframeLinewidth = source.wireframeLinewidth;
  29448. return this;
  29449. }
  29450. }
  29451. /**
  29452. * A material used internally for implementing shadow mapping with
  29453. * point lights.
  29454. *
  29455. * Can also be used to customize the shadow casting of an object by assigning
  29456. * an instance of `MeshDistanceMaterial` to {@link Object3D#customDistanceMaterial}.
  29457. * The following examples demonstrates this approach in order to ensure
  29458. * transparent parts of objects do not cast shadows.
  29459. *
  29460. * @augments Material
  29461. */
  29462. class MeshDistanceMaterial extends Material {
  29463. /**
  29464. * Constructs a new mesh distance material.
  29465. *
  29466. * @param {Object} [parameters] - An object with one or more properties
  29467. * defining the material's appearance. Any property of the material
  29468. * (including any property from inherited materials) can be passed
  29469. * in here. Color values can be passed any type of value accepted
  29470. * by {@link Color#set}.
  29471. */
  29472. constructor( parameters ) {
  29473. super();
  29474. /**
  29475. * This flag can be used for type testing.
  29476. *
  29477. * @type {boolean}
  29478. * @readonly
  29479. * @default true
  29480. */
  29481. this.isMeshDistanceMaterial = true;
  29482. this.type = 'MeshDistanceMaterial';
  29483. /**
  29484. * The color map. May optionally include an alpha channel, typically combined
  29485. * with {@link Material#transparent} or {@link Material#alphaTest}.
  29486. *
  29487. * @type {?Texture}
  29488. * @default null
  29489. */
  29490. this.map = null;
  29491. /**
  29492. * The alpha map is a grayscale texture that controls the opacity across the
  29493. * surface (black: fully transparent; white: fully opaque).
  29494. *
  29495. * Only the color of the texture is used, ignoring the alpha channel if one
  29496. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29497. * when sampling this texture due to the extra bit of precision provided for
  29498. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29499. * luminance/alpha textures will also still work as expected.
  29500. *
  29501. * @type {?Texture}
  29502. * @default null
  29503. */
  29504. this.alphaMap = null;
  29505. /**
  29506. * The displacement map affects the position of the mesh's vertices. Unlike
  29507. * other maps which only affect the light and shade of the material the
  29508. * displaced vertices can cast shadows, block other objects, and otherwise
  29509. * act as real geometry. The displacement texture is an image where the value
  29510. * of each pixel (white being the highest) is mapped against, and
  29511. * repositions, the vertices of the mesh.
  29512. *
  29513. * @type {?Texture}
  29514. * @default null
  29515. */
  29516. this.displacementMap = null;
  29517. /**
  29518. * How much the displacement map affects the mesh (where black is no
  29519. * displacement, and white is maximum displacement). Without a displacement
  29520. * map set, this value is not applied.
  29521. *
  29522. * @type {number}
  29523. * @default 0
  29524. */
  29525. this.displacementScale = 1;
  29526. /**
  29527. * The offset of the displacement map's values on the mesh's vertices.
  29528. * The bias is added to the scaled sample of the displacement map.
  29529. * Without a displacement map set, this value is not applied.
  29530. *
  29531. * @type {number}
  29532. * @default 0
  29533. */
  29534. this.displacementBias = 0;
  29535. this.setValues( parameters );
  29536. }
  29537. copy( source ) {
  29538. super.copy( source );
  29539. this.map = source.map;
  29540. this.alphaMap = source.alphaMap;
  29541. this.displacementMap = source.displacementMap;
  29542. this.displacementScale = source.displacementScale;
  29543. this.displacementBias = source.displacementBias;
  29544. return this;
  29545. }
  29546. }
  29547. /**
  29548. * This material is defined by a MatCap (or Lit Sphere) texture, which encodes the
  29549. * material color and shading.
  29550. *
  29551. * `MeshMatcapMaterial` does not respond to lights since the matcap image file encodes
  29552. * baked lighting. It will cast a shadow onto an object that receives shadows
  29553. * (and shadow clipping works), but it will not self-shadow or receive
  29554. * shadows.
  29555. *
  29556. * @augments Material
  29557. * @demo scenes/material-browser.html#MeshMatcapMaterial
  29558. */
  29559. class MeshMatcapMaterial extends Material {
  29560. /**
  29561. * Constructs a new mesh matcap material.
  29562. *
  29563. * @param {Object} [parameters] - An object with one or more properties
  29564. * defining the material's appearance. Any property of the material
  29565. * (including any property from inherited materials) can be passed
  29566. * in here. Color values can be passed any type of value accepted
  29567. * by {@link Color#set}.
  29568. */
  29569. constructor( parameters ) {
  29570. super();
  29571. /**
  29572. * This flag can be used for type testing.
  29573. *
  29574. * @type {boolean}
  29575. * @readonly
  29576. * @default true
  29577. */
  29578. this.isMeshMatcapMaterial = true;
  29579. this.defines = { 'MATCAP': '' };
  29580. this.type = 'MeshMatcapMaterial';
  29581. /**
  29582. * Color of the material.
  29583. *
  29584. * @type {Color}
  29585. * @default (1,1,1)
  29586. */
  29587. this.color = new Color( 0xffffff ); // diffuse
  29588. /**
  29589. * The matcap map.
  29590. *
  29591. * @type {?Texture}
  29592. * @default null
  29593. */
  29594. this.matcap = null;
  29595. /**
  29596. * The color map. May optionally include an alpha channel, typically combined
  29597. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  29598. * color is modulated by the diffuse `color`.
  29599. *
  29600. * @type {?Texture}
  29601. * @default null
  29602. */
  29603. this.map = null;
  29604. /**
  29605. * The texture to create a bump map. The black and white values map to the
  29606. * perceived depth in relation to the lights. Bump doesn't actually affect
  29607. * the geometry of the object, only the lighting. If a normal map is defined
  29608. * this will be ignored.
  29609. *
  29610. * @type {?Texture}
  29611. * @default null
  29612. */
  29613. this.bumpMap = null;
  29614. /**
  29615. * How much the bump map affects the material. Typical range is `[0,1]`.
  29616. *
  29617. * @type {number}
  29618. * @default 1
  29619. */
  29620. this.bumpScale = 1;
  29621. /**
  29622. * The texture to create a normal map. The RGB values affect the surface
  29623. * normal for each pixel fragment and change the way the color is lit. Normal
  29624. * maps do not change the actual shape of the surface, only the lighting. In
  29625. * case the material has a normal map authored using the left handed
  29626. * convention, the `y` component of `normalScale` should be negated to compensate
  29627. * for the different handedness.
  29628. *
  29629. * @type {?Texture}
  29630. * @default null
  29631. */
  29632. this.normalMap = null;
  29633. /**
  29634. * The type of normal map.
  29635. *
  29636. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29637. * @default TangentSpaceNormalMap
  29638. */
  29639. this.normalMapType = TangentSpaceNormalMap;
  29640. /**
  29641. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29642. *
  29643. * @type {Vector2}
  29644. * @default (1,1)
  29645. */
  29646. this.normalScale = new Vector2( 1, 1 );
  29647. /**
  29648. * The displacement map affects the position of the mesh's vertices. Unlike
  29649. * other maps which only affect the light and shade of the material the
  29650. * displaced vertices can cast shadows, block other objects, and otherwise
  29651. * act as real geometry. The displacement texture is an image where the value
  29652. * of each pixel (white being the highest) is mapped against, and
  29653. * repositions, the vertices of the mesh.
  29654. *
  29655. * @type {?Texture}
  29656. * @default null
  29657. */
  29658. this.displacementMap = null;
  29659. /**
  29660. * How much the displacement map affects the mesh (where black is no
  29661. * displacement, and white is maximum displacement). Without a displacement
  29662. * map set, this value is not applied.
  29663. *
  29664. * @type {number}
  29665. * @default 0
  29666. */
  29667. this.displacementScale = 1;
  29668. /**
  29669. * The offset of the displacement map's values on the mesh's vertices.
  29670. * The bias is added to the scaled sample of the displacement map.
  29671. * Without a displacement map set, this value is not applied.
  29672. *
  29673. * @type {number}
  29674. * @default 0
  29675. */
  29676. this.displacementBias = 0;
  29677. /**
  29678. * The alpha map is a grayscale texture that controls the opacity across the
  29679. * surface (black: fully transparent; white: fully opaque).
  29680. *
  29681. * Only the color of the texture is used, ignoring the alpha channel if one
  29682. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29683. * when sampling this texture due to the extra bit of precision provided for
  29684. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29685. * luminance/alpha textures will also still work as expected.
  29686. *
  29687. * @type {?Texture}
  29688. * @default null
  29689. */
  29690. this.alphaMap = null;
  29691. /**
  29692. * Renders the geometry as a wireframe.
  29693. *
  29694. * @type {boolean}
  29695. * @default false
  29696. */
  29697. this.wireframe = false;
  29698. /**
  29699. * Controls the thickness of the wireframe.
  29700. *
  29701. * Can only be used with {@link SVGRenderer}.
  29702. *
  29703. * @type {number}
  29704. * @default 1
  29705. */
  29706. this.wireframeLinewidth = 1;
  29707. /**
  29708. * Whether the material is rendered with flat shading or not.
  29709. *
  29710. * @type {boolean}
  29711. * @default false
  29712. */
  29713. this.flatShading = false;
  29714. /**
  29715. * Whether the material is affected by fog or not.
  29716. *
  29717. * @type {boolean}
  29718. * @default true
  29719. */
  29720. this.fog = true;
  29721. this.setValues( parameters );
  29722. }
  29723. copy( source ) {
  29724. super.copy( source );
  29725. this.defines = { 'MATCAP': '' };
  29726. this.color.copy( source.color );
  29727. this.matcap = source.matcap;
  29728. this.map = source.map;
  29729. this.bumpMap = source.bumpMap;
  29730. this.bumpScale = source.bumpScale;
  29731. this.normalMap = source.normalMap;
  29732. this.normalMapType = source.normalMapType;
  29733. this.normalScale.copy( source.normalScale );
  29734. this.displacementMap = source.displacementMap;
  29735. this.displacementScale = source.displacementScale;
  29736. this.displacementBias = source.displacementBias;
  29737. this.alphaMap = source.alphaMap;
  29738. this.wireframe = source.wireframe;
  29739. this.wireframeLinewidth = source.wireframeLinewidth;
  29740. this.flatShading = source.flatShading;
  29741. this.fog = source.fog;
  29742. return this;
  29743. }
  29744. }
  29745. /**
  29746. * A material for rendering line primitives.
  29747. *
  29748. * Materials define the appearance of renderable 3D objects.
  29749. *
  29750. * ```js
  29751. * const material = new THREE.LineDashedMaterial( {
  29752. * color: 0xffffff,
  29753. * scale: 1,
  29754. * dashSize: 3,
  29755. * gapSize: 1,
  29756. * } );
  29757. * ```
  29758. *
  29759. * @augments LineBasicMaterial
  29760. */
  29761. class LineDashedMaterial extends LineBasicMaterial {
  29762. /**
  29763. * Constructs a new line dashed material.
  29764. *
  29765. * @param {Object} [parameters] - An object with one or more properties
  29766. * defining the material's appearance. Any property of the material
  29767. * (including any property from inherited materials) can be passed
  29768. * in here. Color values can be passed any type of value accepted
  29769. * by {@link Color#set}.
  29770. */
  29771. constructor( parameters ) {
  29772. super();
  29773. /**
  29774. * This flag can be used for type testing.
  29775. *
  29776. * @type {boolean}
  29777. * @readonly
  29778. * @default true
  29779. */
  29780. this.isLineDashedMaterial = true;
  29781. this.type = 'LineDashedMaterial';
  29782. /**
  29783. * The scale of the dashed part of a line.
  29784. *
  29785. * @type {number}
  29786. * @default 1
  29787. */
  29788. this.scale = 1;
  29789. /**
  29790. * The size of the dash. This is both the gap with the stroke.
  29791. *
  29792. * @type {number}
  29793. * @default 3
  29794. */
  29795. this.dashSize = 3;
  29796. /**
  29797. * The size of the gap.
  29798. *
  29799. * @type {number}
  29800. * @default 1
  29801. */
  29802. this.gapSize = 1;
  29803. this.setValues( parameters );
  29804. }
  29805. copy( source ) {
  29806. super.copy( source );
  29807. this.scale = source.scale;
  29808. this.dashSize = source.dashSize;
  29809. this.gapSize = source.gapSize;
  29810. return this;
  29811. }
  29812. }
  29813. /**
  29814. * Converts an array to a specific type.
  29815. *
  29816. * @param {TypedArray|Array} array - The array to convert.
  29817. * @param {TypedArray.constructor} type - The constructor of a typed array that defines the new type.
  29818. * @return {TypedArray} The converted array.
  29819. */
  29820. function convertArray( array, type ) {
  29821. if ( ! array || array.constructor === type ) return array;
  29822. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  29823. return new type( array ); // create typed array
  29824. }
  29825. return Array.prototype.slice.call( array ); // create Array
  29826. }
  29827. /**
  29828. * Returns an array by which times and values can be sorted.
  29829. *
  29830. * @param {Array<number>} times - The keyframe time values.
  29831. * @return {Array<number>} The array.
  29832. */
  29833. function getKeyframeOrder( times ) {
  29834. function compareTime( i, j ) {
  29835. return times[ i ] - times[ j ];
  29836. }
  29837. const n = times.length;
  29838. const result = new Array( n );
  29839. for ( let i = 0; i !== n; ++ i ) result[ i ] = i;
  29840. result.sort( compareTime );
  29841. return result;
  29842. }
  29843. /**
  29844. * Sorts the given array by the previously computed order via `getKeyframeOrder()`.
  29845. *
  29846. * @param {Array<number>} values - The values to sort.
  29847. * @param {number} stride - The stride.
  29848. * @param {Array<number>} order - The sort order.
  29849. * @return {Array<number>} The sorted values.
  29850. */
  29851. function sortedArray( values, stride, order ) {
  29852. const nValues = values.length;
  29853. const result = new values.constructor( nValues );
  29854. for ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  29855. const srcOffset = order[ i ] * stride;
  29856. for ( let j = 0; j !== stride; ++ j ) {
  29857. result[ dstOffset ++ ] = values[ srcOffset + j ];
  29858. }
  29859. }
  29860. return result;
  29861. }
  29862. /**
  29863. * Used for parsing AOS keyframe formats.
  29864. *
  29865. * @param {Array<number>} jsonKeys - A list of JSON keyframes.
  29866. * @param {Array<number>} times - This array will be filled with keyframe times by this function.
  29867. * @param {Array<number>} values - This array will be filled with keyframe values by this function.
  29868. * @param {string} valuePropertyName - The name of the property to use.
  29869. */
  29870. function flattenJSON( jsonKeys, times, values, valuePropertyName ) {
  29871. let i = 1, key = jsonKeys[ 0 ];
  29872. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  29873. key = jsonKeys[ i ++ ];
  29874. }
  29875. if ( key === undefined ) return; // no data
  29876. let value = key[ valuePropertyName ];
  29877. if ( value === undefined ) return; // no data
  29878. if ( Array.isArray( value ) ) {
  29879. do {
  29880. value = key[ valuePropertyName ];
  29881. if ( value !== undefined ) {
  29882. times.push( key.time );
  29883. values.push( ...value ); // push all elements
  29884. }
  29885. key = jsonKeys[ i ++ ];
  29886. } while ( key !== undefined );
  29887. } else if ( value.toArray !== undefined ) {
  29888. // ...assume THREE.Math-ish
  29889. do {
  29890. value = key[ valuePropertyName ];
  29891. if ( value !== undefined ) {
  29892. times.push( key.time );
  29893. value.toArray( values, values.length );
  29894. }
  29895. key = jsonKeys[ i ++ ];
  29896. } while ( key !== undefined );
  29897. } else {
  29898. // otherwise push as-is
  29899. do {
  29900. value = key[ valuePropertyName ];
  29901. if ( value !== undefined ) {
  29902. times.push( key.time );
  29903. values.push( value );
  29904. }
  29905. key = jsonKeys[ i ++ ];
  29906. } while ( key !== undefined );
  29907. }
  29908. }
  29909. /**
  29910. * Creates a new clip, containing only the segment of the original clip between the given frames.
  29911. *
  29912. * @param {AnimationClip} sourceClip - The values to sort.
  29913. * @param {string} name - The name of the clip.
  29914. * @param {number} startFrame - The start frame.
  29915. * @param {number} endFrame - The end frame.
  29916. * @param {number} [fps=30] - The FPS.
  29917. * @return {AnimationClip} The new sub clip.
  29918. */
  29919. function subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {
  29920. const clip = sourceClip.clone();
  29921. clip.name = name;
  29922. const tracks = [];
  29923. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  29924. const track = clip.tracks[ i ];
  29925. const valueSize = track.getValueSize();
  29926. const times = [];
  29927. const values = [];
  29928. for ( let j = 0; j < track.times.length; ++ j ) {
  29929. const frame = track.times[ j ] * fps;
  29930. if ( frame < startFrame || frame >= endFrame ) continue;
  29931. times.push( track.times[ j ] );
  29932. for ( let k = 0; k < valueSize; ++ k ) {
  29933. values.push( track.values[ j * valueSize + k ] );
  29934. }
  29935. }
  29936. if ( times.length === 0 ) continue;
  29937. track.times = convertArray( times, track.times.constructor );
  29938. track.values = convertArray( values, track.values.constructor );
  29939. tracks.push( track );
  29940. }
  29941. clip.tracks = tracks;
  29942. // find minimum .times value across all tracks in the trimmed clip
  29943. let minStartTime = Infinity;
  29944. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  29945. if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {
  29946. minStartTime = clip.tracks[ i ].times[ 0 ];
  29947. }
  29948. }
  29949. // shift all tracks such that clip begins at t=0
  29950. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  29951. clip.tracks[ i ].shift( -1 * minStartTime );
  29952. }
  29953. clip.resetDuration();
  29954. return clip;
  29955. }
  29956. /**
  29957. * Converts the keyframes of the given animation clip to an additive format.
  29958. *
  29959. * @param {AnimationClip} targetClip - The clip to make additive.
  29960. * @param {number} [referenceFrame=0] - The reference frame.
  29961. * @param {AnimationClip} [referenceClip=targetClip] - The reference clip.
  29962. * @param {number} [fps=30] - The FPS.
  29963. * @return {AnimationClip} The updated clip which is now additive.
  29964. */
  29965. function makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {
  29966. if ( fps <= 0 ) fps = 30;
  29967. const numTracks = referenceClip.tracks.length;
  29968. const referenceTime = referenceFrame / fps;
  29969. // Make each track's values relative to the values at the reference frame
  29970. for ( let i = 0; i < numTracks; ++ i ) {
  29971. const referenceTrack = referenceClip.tracks[ i ];
  29972. const referenceTrackType = referenceTrack.ValueTypeName;
  29973. // Skip this track if it's non-numeric
  29974. if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue;
  29975. // Find the track in the target clip whose name and type matches the reference track
  29976. const targetTrack = targetClip.tracks.find( function ( track ) {
  29977. return track.name === referenceTrack.name
  29978. && track.ValueTypeName === referenceTrackType;
  29979. } );
  29980. if ( targetTrack === undefined ) continue;
  29981. let referenceOffset = 0;
  29982. const referenceValueSize = referenceTrack.getValueSize();
  29983. if ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
  29984. referenceOffset = referenceValueSize / 3;
  29985. }
  29986. let targetOffset = 0;
  29987. const targetValueSize = targetTrack.getValueSize();
  29988. if ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
  29989. targetOffset = targetValueSize / 3;
  29990. }
  29991. const lastIndex = referenceTrack.times.length - 1;
  29992. let referenceValue;
  29993. // Find the value to subtract out of the track
  29994. if ( referenceTime <= referenceTrack.times[ 0 ] ) {
  29995. // Reference frame is earlier than the first keyframe, so just use the first keyframe
  29996. const startIndex = referenceOffset;
  29997. const endIndex = referenceValueSize - referenceOffset;
  29998. referenceValue = referenceTrack.values.slice( startIndex, endIndex );
  29999. } else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {
  30000. // Reference frame is after the last keyframe, so just use the last keyframe
  30001. const startIndex = lastIndex * referenceValueSize + referenceOffset;
  30002. const endIndex = startIndex + referenceValueSize - referenceOffset;
  30003. referenceValue = referenceTrack.values.slice( startIndex, endIndex );
  30004. } else {
  30005. // Interpolate to the reference value
  30006. const interpolant = referenceTrack.createInterpolant();
  30007. const startIndex = referenceOffset;
  30008. const endIndex = referenceValueSize - referenceOffset;
  30009. interpolant.evaluate( referenceTime );
  30010. referenceValue = interpolant.resultBuffer.slice( startIndex, endIndex );
  30011. }
  30012. // Conjugate the quaternion
  30013. if ( referenceTrackType === 'quaternion' ) {
  30014. const referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate();
  30015. referenceQuat.toArray( referenceValue );
  30016. }
  30017. // Subtract the reference value from all of the track values
  30018. const numTimes = targetTrack.times.length;
  30019. for ( let j = 0; j < numTimes; ++ j ) {
  30020. const valueStart = j * targetValueSize + targetOffset;
  30021. if ( referenceTrackType === 'quaternion' ) {
  30022. // Multiply the conjugate for quaternion track types
  30023. Quaternion.multiplyQuaternionsFlat(
  30024. targetTrack.values,
  30025. valueStart,
  30026. referenceValue,
  30027. 0,
  30028. targetTrack.values,
  30029. valueStart
  30030. );
  30031. } else {
  30032. const valueEnd = targetValueSize - targetOffset * 2;
  30033. // Subtract each value for all other numeric track types
  30034. for ( let k = 0; k < valueEnd; ++ k ) {
  30035. targetTrack.values[ valueStart + k ] -= referenceValue[ k ];
  30036. }
  30037. }
  30038. }
  30039. }
  30040. targetClip.blendMode = AdditiveAnimationBlendMode;
  30041. return targetClip;
  30042. }
  30043. /**
  30044. * A class with various methods to assist with animations.
  30045. *
  30046. * @hideconstructor
  30047. */
  30048. class AnimationUtils {
  30049. /**
  30050. * Converts an array to a specific type
  30051. *
  30052. * @static
  30053. * @param {TypedArray|Array} array - The array to convert.
  30054. * @param {TypedArray.constructor} type - The constructor of a type array.
  30055. * @return {TypedArray} The converted array
  30056. */
  30057. static convertArray( array, type ) {
  30058. return convertArray( array, type );
  30059. }
  30060. /**
  30061. * Returns `true` if the given object is a typed array.
  30062. *
  30063. * @static
  30064. * @param {any} object - The object to check.
  30065. * @return {boolean} Whether the given object is a typed array.
  30066. */
  30067. static isTypedArray( object ) {
  30068. return isTypedArray( object );
  30069. }
  30070. /**
  30071. * Returns an array by which times and values can be sorted.
  30072. *
  30073. * @static
  30074. * @param {Array<number>} times - The keyframe time values.
  30075. * @return {Array<number>} The array.
  30076. */
  30077. static getKeyframeOrder( times ) {
  30078. return getKeyframeOrder( times );
  30079. }
  30080. /**
  30081. * Sorts the given array by the previously computed order via `getKeyframeOrder()`.
  30082. *
  30083. * @static
  30084. * @param {Array<number>} values - The values to sort.
  30085. * @param {number} stride - The stride.
  30086. * @param {Array<number>} order - The sort order.
  30087. * @return {Array<number>} The sorted values.
  30088. */
  30089. static sortedArray( values, stride, order ) {
  30090. return sortedArray( values, stride, order );
  30091. }
  30092. /**
  30093. * Used for parsing AOS keyframe formats.
  30094. *
  30095. * @static
  30096. * @param {Array<number>} jsonKeys - A list of JSON keyframes.
  30097. * @param {Array<number>} times - This array will be filled with keyframe times by this method.
  30098. * @param {Array<number>} values - This array will be filled with keyframe values by this method.
  30099. * @param {string} valuePropertyName - The name of the property to use.
  30100. */
  30101. static flattenJSON( jsonKeys, times, values, valuePropertyName ) {
  30102. flattenJSON( jsonKeys, times, values, valuePropertyName );
  30103. }
  30104. /**
  30105. * Creates a new clip, containing only the segment of the original clip between the given frames.
  30106. *
  30107. * @static
  30108. * @param {AnimationClip} sourceClip - The values to sort.
  30109. * @param {string} name - The name of the clip.
  30110. * @param {number} startFrame - The start frame.
  30111. * @param {number} endFrame - The end frame.
  30112. * @param {number} [fps=30] - The FPS.
  30113. * @return {AnimationClip} The new sub clip.
  30114. */
  30115. static subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {
  30116. return subclip( sourceClip, name, startFrame, endFrame, fps );
  30117. }
  30118. /**
  30119. * Converts the keyframes of the given animation clip to an additive format.
  30120. *
  30121. * @static
  30122. * @param {AnimationClip} targetClip - The clip to make additive.
  30123. * @param {number} [referenceFrame=0] - The reference frame.
  30124. * @param {AnimationClip} [referenceClip=targetClip] - The reference clip.
  30125. * @param {number} [fps=30] - The FPS.
  30126. * @return {AnimationClip} The updated clip which is now additive.
  30127. */
  30128. static makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {
  30129. return makeClipAdditive( targetClip, referenceFrame, referenceClip, fps );
  30130. }
  30131. }
  30132. /**
  30133. * Abstract base class of interpolants over parametric samples.
  30134. *
  30135. * The parameter domain is one dimensional, typically the time or a path
  30136. * along a curve defined by the data.
  30137. *
  30138. * The sample values can have any dimensionality and derived classes may
  30139. * apply special interpretations to the data.
  30140. *
  30141. * This class provides the interval seek in a Template Method, deferring
  30142. * the actual interpolation to derived classes.
  30143. *
  30144. * Time complexity is O(1) for linear access crossing at most two points
  30145. * and O(log N) for random access, where N is the number of positions.
  30146. *
  30147. * References: {@link http://www.oodesign.com/template-method-pattern.html}
  30148. *
  30149. * @abstract
  30150. */
  30151. class Interpolant {
  30152. /**
  30153. * Constructs a new interpolant.
  30154. *
  30155. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30156. * @param {TypedArray} sampleValues - The sample values.
  30157. * @param {number} sampleSize - The sample size
  30158. * @param {TypedArray} [resultBuffer] - The result buffer.
  30159. */
  30160. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30161. /**
  30162. * The parameter positions.
  30163. *
  30164. * @type {TypedArray}
  30165. */
  30166. this.parameterPositions = parameterPositions;
  30167. /**
  30168. * A cache index.
  30169. *
  30170. * @private
  30171. * @type {number}
  30172. * @default 0
  30173. */
  30174. this._cachedIndex = 0;
  30175. /**
  30176. * The result buffer.
  30177. *
  30178. * @type {TypedArray}
  30179. */
  30180. this.resultBuffer = resultBuffer !== undefined ? resultBuffer : new sampleValues.constructor( sampleSize );
  30181. /**
  30182. * The sample values.
  30183. *
  30184. * @type {TypedArray}
  30185. */
  30186. this.sampleValues = sampleValues;
  30187. /**
  30188. * The value size.
  30189. *
  30190. * @type {TypedArray}
  30191. */
  30192. this.valueSize = sampleSize;
  30193. /**
  30194. * The interpolation settings.
  30195. *
  30196. * @type {?Object}
  30197. * @default null
  30198. */
  30199. this.settings = null;
  30200. /**
  30201. * The default settings object.
  30202. *
  30203. * @type {Object}
  30204. */
  30205. this.DefaultSettings_ = {};
  30206. }
  30207. /**
  30208. * Evaluate the interpolant at position `t`.
  30209. *
  30210. * @param {number} t - The interpolation factor.
  30211. * @return {TypedArray} The result buffer.
  30212. */
  30213. evaluate( t ) {
  30214. const pp = this.parameterPositions;
  30215. let i1 = this._cachedIndex,
  30216. t1 = pp[ i1 ],
  30217. t0 = pp[ i1 - 1 ];
  30218. validate_interval: {
  30219. seek: {
  30220. let right;
  30221. linear_scan: {
  30222. //- See http://jsperf.com/comparison-to-undefined/3
  30223. //- slower code:
  30224. //-
  30225. //- if ( t >= t1 || t1 === undefined ) {
  30226. forward_scan: if ( ! ( t < t1 ) ) {
  30227. for ( let giveUpAt = i1 + 2; ; ) {
  30228. if ( t1 === undefined ) {
  30229. if ( t < t0 ) break forward_scan;
  30230. // after end
  30231. i1 = pp.length;
  30232. this._cachedIndex = i1;
  30233. return this.copySampleValue_( i1 - 1 );
  30234. }
  30235. if ( i1 === giveUpAt ) break; // this loop
  30236. t0 = t1;
  30237. t1 = pp[ ++ i1 ];
  30238. if ( t < t1 ) {
  30239. // we have arrived at the sought interval
  30240. break seek;
  30241. }
  30242. }
  30243. // prepare binary search on the right side of the index
  30244. right = pp.length;
  30245. break linear_scan;
  30246. }
  30247. //- slower code:
  30248. //- if ( t < t0 || t0 === undefined ) {
  30249. if ( ! ( t >= t0 ) ) {
  30250. // looping?
  30251. const t1global = pp[ 1 ];
  30252. if ( t < t1global ) {
  30253. i1 = 2; // + 1, using the scan for the details
  30254. t0 = t1global;
  30255. }
  30256. // linear reverse scan
  30257. for ( let giveUpAt = i1 - 2; ; ) {
  30258. if ( t0 === undefined ) {
  30259. // before start
  30260. this._cachedIndex = 0;
  30261. return this.copySampleValue_( 0 );
  30262. }
  30263. if ( i1 === giveUpAt ) break; // this loop
  30264. t1 = t0;
  30265. t0 = pp[ -- i1 - 1 ];
  30266. if ( t >= t0 ) {
  30267. // we have arrived at the sought interval
  30268. break seek;
  30269. }
  30270. }
  30271. // prepare binary search on the left side of the index
  30272. right = i1;
  30273. i1 = 0;
  30274. break linear_scan;
  30275. }
  30276. // the interval is valid
  30277. break validate_interval;
  30278. } // linear scan
  30279. // binary search
  30280. while ( i1 < right ) {
  30281. const mid = ( i1 + right ) >>> 1;
  30282. if ( t < pp[ mid ] ) {
  30283. right = mid;
  30284. } else {
  30285. i1 = mid + 1;
  30286. }
  30287. }
  30288. t1 = pp[ i1 ];
  30289. t0 = pp[ i1 - 1 ];
  30290. // check boundary cases, again
  30291. if ( t0 === undefined ) {
  30292. this._cachedIndex = 0;
  30293. return this.copySampleValue_( 0 );
  30294. }
  30295. if ( t1 === undefined ) {
  30296. i1 = pp.length;
  30297. this._cachedIndex = i1;
  30298. return this.copySampleValue_( i1 - 1 );
  30299. }
  30300. } // seek
  30301. this._cachedIndex = i1;
  30302. this.intervalChanged_( i1, t0, t1 );
  30303. } // validate_interval
  30304. return this.interpolate_( i1, t0, t, t1 );
  30305. }
  30306. /**
  30307. * Returns the interpolation settings.
  30308. *
  30309. * @return {Object} The interpolation settings.
  30310. */
  30311. getSettings_() {
  30312. return this.settings || this.DefaultSettings_;
  30313. }
  30314. /**
  30315. * Copies a sample value to the result buffer.
  30316. *
  30317. * @param {number} index - An index into the sample value buffer.
  30318. * @return {TypedArray} The result buffer.
  30319. */
  30320. copySampleValue_( index ) {
  30321. // copies a sample value to the result buffer
  30322. const result = this.resultBuffer,
  30323. values = this.sampleValues,
  30324. stride = this.valueSize,
  30325. offset = index * stride;
  30326. for ( let i = 0; i !== stride; ++ i ) {
  30327. result[ i ] = values[ offset + i ];
  30328. }
  30329. return result;
  30330. }
  30331. /**
  30332. * Copies a sample value to the result buffer.
  30333. *
  30334. * @abstract
  30335. * @param {number} i1 - An index into the sample value buffer.
  30336. * @param {number} t0 - The previous interpolation factor.
  30337. * @param {number} t - The current interpolation factor.
  30338. * @param {number} t1 - The next interpolation factor.
  30339. * @return {TypedArray} The result buffer.
  30340. */
  30341. interpolate_( /* i1, t0, t, t1 */ ) {
  30342. throw new Error( 'call to abstract method' );
  30343. // implementations shall return this.resultBuffer
  30344. }
  30345. /**
  30346. * Optional method that is executed when the interval has changed.
  30347. *
  30348. * @param {number} i1 - An index into the sample value buffer.
  30349. * @param {number} t0 - The previous interpolation factor.
  30350. * @param {number} t - The current interpolation factor.
  30351. */
  30352. intervalChanged_( /* i1, t0, t1 */ ) {
  30353. // empty
  30354. }
  30355. }
  30356. /**
  30357. * Fast and simple cubic spline interpolant.
  30358. *
  30359. * It was derived from a Hermitian construction setting the first derivative
  30360. * at each sample position to the linear slope between neighboring positions
  30361. * over their parameter interval.
  30362. *
  30363. * @augments Interpolant
  30364. */
  30365. class CubicInterpolant extends Interpolant {
  30366. /**
  30367. * Constructs a new cubic interpolant.
  30368. *
  30369. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30370. * @param {TypedArray} sampleValues - The sample values.
  30371. * @param {number} sampleSize - The sample size
  30372. * @param {TypedArray} [resultBuffer] - The result buffer.
  30373. */
  30374. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30375. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30376. this._weightPrev = -0;
  30377. this._offsetPrev = -0;
  30378. this._weightNext = -0;
  30379. this._offsetNext = -0;
  30380. this.DefaultSettings_ = {
  30381. endingStart: ZeroCurvatureEnding,
  30382. endingEnd: ZeroCurvatureEnding
  30383. };
  30384. }
  30385. intervalChanged_( i1, t0, t1 ) {
  30386. const pp = this.parameterPositions;
  30387. let iPrev = i1 - 2,
  30388. iNext = i1 + 1,
  30389. tPrev = pp[ iPrev ],
  30390. tNext = pp[ iNext ];
  30391. if ( tPrev === undefined ) {
  30392. switch ( this.getSettings_().endingStart ) {
  30393. case ZeroSlopeEnding:
  30394. // f'(t0) = 0
  30395. iPrev = i1;
  30396. tPrev = 2 * t0 - t1;
  30397. break;
  30398. case WrapAroundEnding:
  30399. // use the other end of the curve
  30400. iPrev = pp.length - 2;
  30401. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  30402. break;
  30403. default: // ZeroCurvatureEnding
  30404. // f''(t0) = 0 a.k.a. Natural Spline
  30405. iPrev = i1;
  30406. tPrev = t1;
  30407. }
  30408. }
  30409. if ( tNext === undefined ) {
  30410. switch ( this.getSettings_().endingEnd ) {
  30411. case ZeroSlopeEnding:
  30412. // f'(tN) = 0
  30413. iNext = i1;
  30414. tNext = 2 * t1 - t0;
  30415. break;
  30416. case WrapAroundEnding:
  30417. // use the other end of the curve
  30418. iNext = 1;
  30419. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  30420. break;
  30421. default: // ZeroCurvatureEnding
  30422. // f''(tN) = 0, a.k.a. Natural Spline
  30423. iNext = i1 - 1;
  30424. tNext = t0;
  30425. }
  30426. }
  30427. const halfDt = ( t1 - t0 ) * 0.5,
  30428. stride = this.valueSize;
  30429. this._weightPrev = halfDt / ( t0 - tPrev );
  30430. this._weightNext = halfDt / ( tNext - t1 );
  30431. this._offsetPrev = iPrev * stride;
  30432. this._offsetNext = iNext * stride;
  30433. }
  30434. interpolate_( i1, t0, t, t1 ) {
  30435. const result = this.resultBuffer,
  30436. values = this.sampleValues,
  30437. stride = this.valueSize,
  30438. o1 = i1 * stride, o0 = o1 - stride,
  30439. oP = this._offsetPrev, oN = this._offsetNext,
  30440. wP = this._weightPrev, wN = this._weightNext,
  30441. p = ( t - t0 ) / ( t1 - t0 ),
  30442. pp = p * p,
  30443. ppp = pp * p;
  30444. // evaluate polynomials
  30445. const sP = - wP * ppp + 2 * wP * pp - wP * p;
  30446. const s0 = ( 1 + wP ) * ppp + ( -1.5 - 2 * wP ) * pp + ( -0.5 + wP ) * p + 1;
  30447. const s1 = ( -1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  30448. const sN = wN * ppp - wN * pp;
  30449. // combine data linearly
  30450. for ( let i = 0; i !== stride; ++ i ) {
  30451. result[ i ] =
  30452. sP * values[ oP + i ] +
  30453. s0 * values[ o0 + i ] +
  30454. s1 * values[ o1 + i ] +
  30455. sN * values[ oN + i ];
  30456. }
  30457. return result;
  30458. }
  30459. }
  30460. /**
  30461. * A basic linear interpolant.
  30462. *
  30463. * @augments Interpolant
  30464. */
  30465. class LinearInterpolant extends Interpolant {
  30466. /**
  30467. * Constructs a new linear interpolant.
  30468. *
  30469. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30470. * @param {TypedArray} sampleValues - The sample values.
  30471. * @param {number} sampleSize - The sample size
  30472. * @param {TypedArray} [resultBuffer] - The result buffer.
  30473. */
  30474. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30475. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30476. }
  30477. interpolate_( i1, t0, t, t1 ) {
  30478. const result = this.resultBuffer,
  30479. values = this.sampleValues,
  30480. stride = this.valueSize,
  30481. offset1 = i1 * stride,
  30482. offset0 = offset1 - stride,
  30483. weight1 = ( t - t0 ) / ( t1 - t0 ),
  30484. weight0 = 1 - weight1;
  30485. for ( let i = 0; i !== stride; ++ i ) {
  30486. result[ i ] =
  30487. values[ offset0 + i ] * weight0 +
  30488. values[ offset1 + i ] * weight1;
  30489. }
  30490. return result;
  30491. }
  30492. }
  30493. /**
  30494. * Interpolant that evaluates to the sample value at the position preceding
  30495. * the parameter.
  30496. *
  30497. * @augments Interpolant
  30498. */
  30499. class DiscreteInterpolant extends Interpolant {
  30500. /**
  30501. * Constructs a new discrete interpolant.
  30502. *
  30503. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30504. * @param {TypedArray} sampleValues - The sample values.
  30505. * @param {number} sampleSize - The sample size
  30506. * @param {TypedArray} [resultBuffer] - The result buffer.
  30507. */
  30508. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30509. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30510. }
  30511. interpolate_( i1 /*, t0, t, t1 */ ) {
  30512. return this.copySampleValue_( i1 - 1 );
  30513. }
  30514. }
  30515. /**
  30516. * A Bezier interpolant using cubic Bezier curves with 2D control points.
  30517. *
  30518. * This interpolant supports the COLLADA/Maya style of Bezier animation where
  30519. * each keyframe has explicit in/out tangent control points specified as
  30520. * 2D coordinates (time, value).
  30521. *
  30522. * The tangent data must be provided via the `settings` object:
  30523. * - `settings.inTangents`: Float32Array with [time, value] pairs per keyframe per component
  30524. * - `settings.outTangents`: Float32Array with [time, value] pairs per keyframe per component
  30525. *
  30526. * For a track with N keyframes and stride S:
  30527. * - Each tangent array has N * S * 2 values
  30528. * - Layout: [k0_c0_time, k0_c0_value, k0_c1_time, k0_c1_value, ..., k0_cS_time, k0_cS_value,
  30529. * k1_c0_time, k1_c0_value, ...]
  30530. *
  30531. * @augments Interpolant
  30532. */
  30533. class BezierInterpolant extends Interpolant {
  30534. interpolate_( i1, t0, t, t1 ) {
  30535. const result = this.resultBuffer;
  30536. const values = this.sampleValues;
  30537. const stride = this.valueSize;
  30538. const offset1 = i1 * stride;
  30539. const offset0 = offset1 - stride;
  30540. const settings = this.settings || this.DefaultSettings_;
  30541. const inTangents = settings.inTangents;
  30542. const outTangents = settings.outTangents;
  30543. // If no tangent data, fall back to linear interpolation
  30544. if ( ! inTangents || ! outTangents ) {
  30545. const weight1 = ( t - t0 ) / ( t1 - t0 );
  30546. const weight0 = 1 - weight1;
  30547. for ( let i = 0; i !== stride; ++ i ) {
  30548. result[ i ] = values[ offset0 + i ] * weight0 + values[ offset1 + i ] * weight1;
  30549. }
  30550. return result;
  30551. }
  30552. const tangentStride = stride * 2;
  30553. const i0 = i1 - 1;
  30554. for ( let i = 0; i !== stride; ++ i ) {
  30555. const v0 = values[ offset0 + i ];
  30556. const v1 = values[ offset1 + i ];
  30557. // outTangent of previous keyframe (C0)
  30558. const outTangentOffset = i0 * tangentStride + i * 2;
  30559. const c0x = outTangents[ outTangentOffset ];
  30560. const c0y = outTangents[ outTangentOffset + 1 ];
  30561. // inTangent of current keyframe (C1)
  30562. const inTangentOffset = i1 * tangentStride + i * 2;
  30563. const c1x = inTangents[ inTangentOffset ];
  30564. const c1y = inTangents[ inTangentOffset + 1 ];
  30565. // Solve for Bezier parameter s where Bx(s) = t using Newton-Raphson
  30566. let s = ( t - t0 ) / ( t1 - t0 );
  30567. let s2, s3, oneMinusS, oneMinusS2, oneMinusS3;
  30568. for ( let iter = 0; iter < 8; iter ++ ) {
  30569. s2 = s * s;
  30570. s3 = s2 * s;
  30571. oneMinusS = 1 - s;
  30572. oneMinusS2 = oneMinusS * oneMinusS;
  30573. oneMinusS3 = oneMinusS2 * oneMinusS;
  30574. // Bezier X(s) = (1-s)³·t0 + 3(1-s)²s·c0x + 3(1-s)s²·c1x + s³·t1
  30575. const bx = oneMinusS3 * t0 + 3 * oneMinusS2 * s * c0x + 3 * oneMinusS * s2 * c1x + s3 * t1;
  30576. const error = bx - t;
  30577. if ( Math.abs( error ) < 1e-10 ) break;
  30578. // Derivative dX/ds
  30579. const dbx = 3 * oneMinusS2 * ( c0x - t0 ) + 6 * oneMinusS * s * ( c1x - c0x ) + 3 * s2 * ( t1 - c1x );
  30580. if ( Math.abs( dbx ) < 1e-10 ) break;
  30581. s = s - error / dbx;
  30582. s = Math.max( 0, Math.min( 1, s ) );
  30583. }
  30584. // Evaluate Bezier Y(s)
  30585. result[ i ] = oneMinusS3 * v0 + 3 * oneMinusS2 * s * c0y + 3 * oneMinusS * s2 * c1y + s3 * v1;
  30586. }
  30587. return result;
  30588. }
  30589. }
  30590. /**
  30591. * Represents a timed sequence of keyframes, which are composed of lists of
  30592. * times and related values, and which are used to animate a specific property
  30593. * of an object.
  30594. */
  30595. class KeyframeTrack {
  30596. /**
  30597. * Constructs a new keyframe track.
  30598. *
  30599. * @param {string} name - The keyframe track's name.
  30600. * @param {Array<number>} times - A list of keyframe times.
  30601. * @param {Array<number|string|boolean>} values - A list of keyframe values.
  30602. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth|InterpolateBezier)} [interpolation] - The interpolation type.
  30603. */
  30604. constructor( name, times, values, interpolation ) {
  30605. if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );
  30606. if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );
  30607. /**
  30608. * The track's name can refer to morph targets or bones or
  30609. * possibly other values within an animated object. See {@link PropertyBinding#parseTrackName}
  30610. * for the forms of strings that can be parsed for property binding.
  30611. *
  30612. * @type {string}
  30613. */
  30614. this.name = name;
  30615. /**
  30616. * The keyframe times.
  30617. *
  30618. * @type {Float32Array}
  30619. */
  30620. this.times = convertArray( times, this.TimeBufferType );
  30621. /**
  30622. * The keyframe values.
  30623. *
  30624. * @type {Float32Array}
  30625. */
  30626. this.values = convertArray( values, this.ValueBufferType );
  30627. this.setInterpolation( interpolation || this.DefaultInterpolation );
  30628. }
  30629. /**
  30630. * Converts the keyframe track to JSON.
  30631. *
  30632. * @static
  30633. * @param {KeyframeTrack} track - The keyframe track to serialize.
  30634. * @return {Object} The serialized keyframe track as JSON.
  30635. */
  30636. static toJSON( track ) {
  30637. const trackType = track.constructor;
  30638. let json;
  30639. // derived classes can define a static toJSON method
  30640. if ( trackType.toJSON !== this.toJSON ) {
  30641. json = trackType.toJSON( track );
  30642. } else {
  30643. // by default, we assume the data can be serialized as-is
  30644. json = {
  30645. 'name': track.name,
  30646. 'times': convertArray( track.times, Array ),
  30647. 'values': convertArray( track.values, Array )
  30648. };
  30649. const interpolation = track.getInterpolation();
  30650. if ( interpolation !== track.DefaultInterpolation ) {
  30651. json.interpolation = interpolation;
  30652. }
  30653. }
  30654. json.type = track.ValueTypeName; // mandatory
  30655. return json;
  30656. }
  30657. /**
  30658. * Factory method for creating a new discrete interpolant.
  30659. *
  30660. * @static
  30661. * @param {TypedArray} [result] - The result buffer.
  30662. * @return {DiscreteInterpolant} The new interpolant.
  30663. */
  30664. InterpolantFactoryMethodDiscrete( result ) {
  30665. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  30666. }
  30667. /**
  30668. * Factory method for creating a new linear interpolant.
  30669. *
  30670. * @static
  30671. * @param {TypedArray} [result] - The result buffer.
  30672. * @return {LinearInterpolant} The new interpolant.
  30673. */
  30674. InterpolantFactoryMethodLinear( result ) {
  30675. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  30676. }
  30677. /**
  30678. * Factory method for creating a new smooth interpolant.
  30679. *
  30680. * @static
  30681. * @param {TypedArray} [result] - The result buffer.
  30682. * @return {CubicInterpolant} The new interpolant.
  30683. */
  30684. InterpolantFactoryMethodSmooth( result ) {
  30685. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  30686. }
  30687. /**
  30688. * Factory method for creating a new Bezier interpolant.
  30689. *
  30690. * The Bezier interpolant requires tangent data to be set via the `settings` property
  30691. * on the track before creating the interpolant. The settings should contain:
  30692. * - `inTangents`: Float32Array with [time, value] pairs per keyframe per component
  30693. * - `outTangents`: Float32Array with [time, value] pairs per keyframe per component
  30694. *
  30695. * @static
  30696. * @param {TypedArray} [result] - The result buffer.
  30697. * @return {BezierInterpolant} The new interpolant.
  30698. */
  30699. InterpolantFactoryMethodBezier( result ) {
  30700. const interpolant = new BezierInterpolant( this.times, this.values, this.getValueSize(), result );
  30701. // Pass tangent data from track settings to interpolant
  30702. if ( this.settings ) {
  30703. interpolant.settings = this.settings;
  30704. }
  30705. return interpolant;
  30706. }
  30707. /**
  30708. * Defines the interpolation factor method for this keyframe track.
  30709. *
  30710. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth|InterpolateBezier)} interpolation - The interpolation type.
  30711. * @return {KeyframeTrack} A reference to this keyframe track.
  30712. */
  30713. setInterpolation( interpolation ) {
  30714. let factoryMethod;
  30715. switch ( interpolation ) {
  30716. case InterpolateDiscrete:
  30717. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  30718. break;
  30719. case InterpolateLinear:
  30720. factoryMethod = this.InterpolantFactoryMethodLinear;
  30721. break;
  30722. case InterpolateSmooth:
  30723. factoryMethod = this.InterpolantFactoryMethodSmooth;
  30724. break;
  30725. case InterpolateBezier:
  30726. factoryMethod = this.InterpolantFactoryMethodBezier;
  30727. break;
  30728. }
  30729. if ( factoryMethod === undefined ) {
  30730. const message = 'unsupported interpolation for ' +
  30731. this.ValueTypeName + ' keyframe track named ' + this.name;
  30732. if ( this.createInterpolant === undefined ) {
  30733. // fall back to default, unless the default itself is messed up
  30734. if ( interpolation !== this.DefaultInterpolation ) {
  30735. this.setInterpolation( this.DefaultInterpolation );
  30736. } else {
  30737. throw new Error( message ); // fatal, in this case
  30738. }
  30739. }
  30740. warn( 'KeyframeTrack:', message );
  30741. return this;
  30742. }
  30743. this.createInterpolant = factoryMethod;
  30744. return this;
  30745. }
  30746. /**
  30747. * Returns the current interpolation type.
  30748. *
  30749. * @return {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth|InterpolateBezier)} The interpolation type.
  30750. */
  30751. getInterpolation() {
  30752. switch ( this.createInterpolant ) {
  30753. case this.InterpolantFactoryMethodDiscrete:
  30754. return InterpolateDiscrete;
  30755. case this.InterpolantFactoryMethodLinear:
  30756. return InterpolateLinear;
  30757. case this.InterpolantFactoryMethodSmooth:
  30758. return InterpolateSmooth;
  30759. case this.InterpolantFactoryMethodBezier:
  30760. return InterpolateBezier;
  30761. }
  30762. }
  30763. /**
  30764. * Returns the value size.
  30765. *
  30766. * @return {number} The value size.
  30767. */
  30768. getValueSize() {
  30769. return this.values.length / this.times.length;
  30770. }
  30771. /**
  30772. * Moves all keyframes either forward or backward in time.
  30773. *
  30774. * @param {number} timeOffset - The offset to move the time values.
  30775. * @return {KeyframeTrack} A reference to this keyframe track.
  30776. */
  30777. shift( timeOffset ) {
  30778. if ( timeOffset !== 0.0 ) {
  30779. const times = this.times;
  30780. for ( let i = 0, n = times.length; i !== n; ++ i ) {
  30781. times[ i ] += timeOffset;
  30782. }
  30783. }
  30784. return this;
  30785. }
  30786. /**
  30787. * Scale all keyframe times by a factor (useful for frame - seconds conversions).
  30788. *
  30789. * @param {number} timeScale - The time scale.
  30790. * @return {KeyframeTrack} A reference to this keyframe track.
  30791. */
  30792. scale( timeScale ) {
  30793. if ( timeScale !== 1.0 ) {
  30794. const times = this.times;
  30795. for ( let i = 0, n = times.length; i !== n; ++ i ) {
  30796. times[ i ] *= timeScale;
  30797. }
  30798. }
  30799. return this;
  30800. }
  30801. /**
  30802. * Removes keyframes before and after animation without changing any values within the defined time range.
  30803. *
  30804. * Note: The method does not shift around keys to the start of the track time, because for interpolated
  30805. * keys this will change their values
  30806. *
  30807. * @param {number} startTime - The start time.
  30808. * @param {number} endTime - The end time.
  30809. * @return {KeyframeTrack} A reference to this keyframe track.
  30810. */
  30811. trim( startTime, endTime ) {
  30812. const times = this.times,
  30813. nKeys = times.length;
  30814. let from = 0,
  30815. to = nKeys - 1;
  30816. while ( from !== nKeys && times[ from ] < startTime ) {
  30817. ++ from;
  30818. }
  30819. while ( to !== -1 && times[ to ] > endTime ) {
  30820. -- to;
  30821. }
  30822. ++ to; // inclusive -> exclusive bound
  30823. if ( from !== 0 || to !== nKeys ) {
  30824. // empty tracks are forbidden, so keep at least one keyframe
  30825. if ( from >= to ) {
  30826. to = Math.max( to, 1 );
  30827. from = to - 1;
  30828. }
  30829. const stride = this.getValueSize();
  30830. this.times = times.slice( from, to );
  30831. this.values = this.values.slice( from * stride, to * stride );
  30832. }
  30833. return this;
  30834. }
  30835. /**
  30836. * Performs minimal validation on the keyframe track. Returns `true` if the values
  30837. * are valid.
  30838. *
  30839. * @return {boolean} Whether the keyframes are valid or not.
  30840. */
  30841. validate() {
  30842. let valid = true;
  30843. const valueSize = this.getValueSize();
  30844. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  30845. error( 'KeyframeTrack: Invalid value size in track.', this );
  30846. valid = false;
  30847. }
  30848. const times = this.times,
  30849. values = this.values,
  30850. nKeys = times.length;
  30851. if ( nKeys === 0 ) {
  30852. error( 'KeyframeTrack: Track is empty.', this );
  30853. valid = false;
  30854. }
  30855. let prevTime = null;
  30856. for ( let i = 0; i !== nKeys; i ++ ) {
  30857. const currTime = times[ i ];
  30858. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  30859. error( 'KeyframeTrack: Time is not a valid number.', this, i, currTime );
  30860. valid = false;
  30861. break;
  30862. }
  30863. if ( prevTime !== null && prevTime > currTime ) {
  30864. error( 'KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  30865. valid = false;
  30866. break;
  30867. }
  30868. prevTime = currTime;
  30869. }
  30870. if ( values !== undefined ) {
  30871. if ( isTypedArray( values ) ) {
  30872. for ( let i = 0, n = values.length; i !== n; ++ i ) {
  30873. const value = values[ i ];
  30874. if ( isNaN( value ) ) {
  30875. error( 'KeyframeTrack: Value is not a valid number.', this, i, value );
  30876. valid = false;
  30877. break;
  30878. }
  30879. }
  30880. }
  30881. }
  30882. return valid;
  30883. }
  30884. /**
  30885. * Optimizes this keyframe track by removing equivalent sequential keys (which are
  30886. * common in morph target sequences).
  30887. *
  30888. * @return {KeyframeTrack} A reference to this keyframe track.
  30889. */
  30890. optimize() {
  30891. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  30892. // times or values may be shared with other tracks, so overwriting is unsafe
  30893. const times = this.times.slice(),
  30894. values = this.values.slice(),
  30895. stride = this.getValueSize(),
  30896. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  30897. lastIndex = times.length - 1;
  30898. let writeIndex = 1;
  30899. for ( let i = 1; i < lastIndex; ++ i ) {
  30900. let keep = false;
  30901. const time = times[ i ];
  30902. const timeNext = times[ i + 1 ];
  30903. // remove adjacent keyframes scheduled at the same time
  30904. if ( time !== timeNext && ( i !== 1 || time !== times[ 0 ] ) ) {
  30905. if ( ! smoothInterpolation ) {
  30906. // remove unnecessary keyframes same as their neighbors
  30907. const offset = i * stride,
  30908. offsetP = offset - stride,
  30909. offsetN = offset + stride;
  30910. for ( let j = 0; j !== stride; ++ j ) {
  30911. const value = values[ offset + j ];
  30912. if ( value !== values[ offsetP + j ] ||
  30913. value !== values[ offsetN + j ] ) {
  30914. keep = true;
  30915. break;
  30916. }
  30917. }
  30918. } else {
  30919. keep = true;
  30920. }
  30921. }
  30922. // in-place compaction
  30923. if ( keep ) {
  30924. if ( i !== writeIndex ) {
  30925. times[ writeIndex ] = times[ i ];
  30926. const readOffset = i * stride,
  30927. writeOffset = writeIndex * stride;
  30928. for ( let j = 0; j !== stride; ++ j ) {
  30929. values[ writeOffset + j ] = values[ readOffset + j ];
  30930. }
  30931. }
  30932. ++ writeIndex;
  30933. }
  30934. }
  30935. // flush last keyframe (compaction looks ahead)
  30936. if ( lastIndex > 0 ) {
  30937. times[ writeIndex ] = times[ lastIndex ];
  30938. for ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  30939. values[ writeOffset + j ] = values[ readOffset + j ];
  30940. }
  30941. ++ writeIndex;
  30942. }
  30943. if ( writeIndex !== times.length ) {
  30944. this.times = times.slice( 0, writeIndex );
  30945. this.values = values.slice( 0, writeIndex * stride );
  30946. } else {
  30947. this.times = times;
  30948. this.values = values;
  30949. }
  30950. return this;
  30951. }
  30952. /**
  30953. * Returns a new keyframe track with copied values from this instance.
  30954. *
  30955. * @return {KeyframeTrack} A clone of this instance.
  30956. */
  30957. clone() {
  30958. const times = this.times.slice();
  30959. const values = this.values.slice();
  30960. const TypedKeyframeTrack = this.constructor;
  30961. const track = new TypedKeyframeTrack( this.name, times, values );
  30962. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  30963. track.createInterpolant = this.createInterpolant;
  30964. return track;
  30965. }
  30966. }
  30967. /**
  30968. * The value type name.
  30969. *
  30970. * @type {string}
  30971. * @default ''
  30972. */
  30973. KeyframeTrack.prototype.ValueTypeName = '';
  30974. /**
  30975. * The time buffer type of this keyframe track.
  30976. *
  30977. * @type {TypedArray|Array}
  30978. * @default Float32Array.constructor
  30979. */
  30980. KeyframeTrack.prototype.TimeBufferType = Float32Array;
  30981. /**
  30982. * The value buffer type of this keyframe track.
  30983. *
  30984. * @type {TypedArray|Array}
  30985. * @default Float32Array.constructor
  30986. */
  30987. KeyframeTrack.prototype.ValueBufferType = Float32Array;
  30988. /**
  30989. * The default interpolation type of this keyframe track.
  30990. *
  30991. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth|InterpolateBezier)}
  30992. * @default InterpolateLinear
  30993. */
  30994. KeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;
  30995. /**
  30996. * A track for boolean keyframe values.
  30997. *
  30998. * @augments KeyframeTrack
  30999. */
  31000. class BooleanKeyframeTrack extends KeyframeTrack {
  31001. /**
  31002. * Constructs a new boolean keyframe track.
  31003. *
  31004. * This keyframe track type has no `interpolation` parameter because the
  31005. * interpolation is always discrete.
  31006. *
  31007. * @param {string} name - The keyframe track's name.
  31008. * @param {Array<number>} times - A list of keyframe times.
  31009. * @param {Array<boolean>} values - A list of keyframe values.
  31010. */
  31011. constructor( name, times, values ) {
  31012. super( name, times, values );
  31013. }
  31014. }
  31015. /**
  31016. * The value type name.
  31017. *
  31018. * @type {string}
  31019. * @default 'bool'
  31020. */
  31021. BooleanKeyframeTrack.prototype.ValueTypeName = 'bool';
  31022. /**
  31023. * The value buffer type of this keyframe track.
  31024. *
  31025. * @type {TypedArray|Array}
  31026. * @default Array.constructor
  31027. */
  31028. BooleanKeyframeTrack.prototype.ValueBufferType = Array;
  31029. /**
  31030. * The default interpolation type of this keyframe track.
  31031. *
  31032. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  31033. * @default InterpolateDiscrete
  31034. */
  31035. BooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  31036. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  31037. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31038. /**
  31039. * A track for color keyframe values.
  31040. *
  31041. * @augments KeyframeTrack
  31042. */
  31043. class ColorKeyframeTrack extends KeyframeTrack {
  31044. /**
  31045. * Constructs a new color keyframe track.
  31046. *
  31047. * @param {string} name - The keyframe track's name.
  31048. * @param {Array<number>} times - A list of keyframe times.
  31049. * @param {Array<number>} values - A list of keyframe values.
  31050. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31051. */
  31052. constructor( name, times, values, interpolation ) {
  31053. super( name, times, values, interpolation );
  31054. }
  31055. }
  31056. /**
  31057. * The value type name.
  31058. *
  31059. * @type {string}
  31060. * @default 'color'
  31061. */
  31062. ColorKeyframeTrack.prototype.ValueTypeName = 'color';
  31063. /**
  31064. * A track for numeric keyframe values.
  31065. *
  31066. * @augments KeyframeTrack
  31067. */
  31068. class NumberKeyframeTrack extends KeyframeTrack {
  31069. /**
  31070. * Constructs a new number keyframe track.
  31071. *
  31072. * @param {string} name - The keyframe track's name.
  31073. * @param {Array<number>} times - A list of keyframe times.
  31074. * @param {Array<number>} values - A list of keyframe values.
  31075. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31076. */
  31077. constructor( name, times, values, interpolation ) {
  31078. super( name, times, values, interpolation );
  31079. }
  31080. }
  31081. /**
  31082. * The value type name.
  31083. *
  31084. * @type {string}
  31085. * @default 'number'
  31086. */
  31087. NumberKeyframeTrack.prototype.ValueTypeName = 'number';
  31088. /**
  31089. * Spherical linear unit quaternion interpolant.
  31090. *
  31091. * @augments Interpolant
  31092. */
  31093. class QuaternionLinearInterpolant extends Interpolant {
  31094. /**
  31095. * Constructs a new SLERP interpolant.
  31096. *
  31097. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  31098. * @param {TypedArray} sampleValues - The sample values.
  31099. * @param {number} sampleSize - The sample size
  31100. * @param {TypedArray} [resultBuffer] - The result buffer.
  31101. */
  31102. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  31103. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  31104. }
  31105. interpolate_( i1, t0, t, t1 ) {
  31106. const result = this.resultBuffer,
  31107. values = this.sampleValues,
  31108. stride = this.valueSize,
  31109. alpha = ( t - t0 ) / ( t1 - t0 );
  31110. let offset = i1 * stride;
  31111. for ( let end = offset + stride; offset !== end; offset += 4 ) {
  31112. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  31113. }
  31114. return result;
  31115. }
  31116. }
  31117. /**
  31118. * A track for Quaternion keyframe values.
  31119. *
  31120. * @augments KeyframeTrack
  31121. */
  31122. class QuaternionKeyframeTrack extends KeyframeTrack {
  31123. /**
  31124. * Constructs a new Quaternion keyframe track.
  31125. *
  31126. * @param {string} name - The keyframe track's name.
  31127. * @param {Array<number>} times - A list of keyframe times.
  31128. * @param {Array<number>} values - A list of keyframe values.
  31129. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31130. */
  31131. constructor( name, times, values, interpolation ) {
  31132. super( name, times, values, interpolation );
  31133. }
  31134. /**
  31135. * Overwritten so the method returns Quaternion based interpolant.
  31136. *
  31137. * @static
  31138. * @param {TypedArray} [result] - The result buffer.
  31139. * @return {QuaternionLinearInterpolant} The new interpolant.
  31140. */
  31141. InterpolantFactoryMethodLinear( result ) {
  31142. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  31143. }
  31144. }
  31145. /**
  31146. * The value type name.
  31147. *
  31148. * @type {string}
  31149. * @default 'quaternion'
  31150. */
  31151. QuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion';
  31152. // ValueBufferType is inherited
  31153. // DefaultInterpolation is inherited;
  31154. QuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31155. /**
  31156. * A track for string keyframe values.
  31157. *
  31158. * @augments KeyframeTrack
  31159. */
  31160. class StringKeyframeTrack extends KeyframeTrack {
  31161. /**
  31162. * Constructs a new string keyframe track.
  31163. *
  31164. * This keyframe track type has no `interpolation` parameter because the
  31165. * interpolation is always discrete.
  31166. *
  31167. * @param {string} name - The keyframe track's name.
  31168. * @param {Array<number>} times - A list of keyframe times.
  31169. * @param {Array<string>} values - A list of keyframe values.
  31170. */
  31171. constructor( name, times, values ) {
  31172. super( name, times, values );
  31173. }
  31174. }
  31175. /**
  31176. * The value type name.
  31177. *
  31178. * @type {string}
  31179. * @default 'string'
  31180. */
  31181. StringKeyframeTrack.prototype.ValueTypeName = 'string';
  31182. /**
  31183. * The value buffer type of this keyframe track.
  31184. *
  31185. * @type {TypedArray|Array}
  31186. * @default Array.constructor
  31187. */
  31188. StringKeyframeTrack.prototype.ValueBufferType = Array;
  31189. /**
  31190. * The default interpolation type of this keyframe track.
  31191. *
  31192. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  31193. * @default InterpolateDiscrete
  31194. */
  31195. StringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  31196. StringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  31197. StringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31198. /**
  31199. * A track for vector keyframe values.
  31200. *
  31201. * @augments KeyframeTrack
  31202. */
  31203. class VectorKeyframeTrack extends KeyframeTrack {
  31204. /**
  31205. * Constructs a new vector keyframe track.
  31206. *
  31207. * @param {string} name - The keyframe track's name.
  31208. * @param {Array<number>} times - A list of keyframe times.
  31209. * @param {Array<number>} values - A list of keyframe values.
  31210. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31211. */
  31212. constructor( name, times, values, interpolation ) {
  31213. super( name, times, values, interpolation );
  31214. }
  31215. }
  31216. /**
  31217. * The value type name.
  31218. *
  31219. * @type {string}
  31220. * @default 'vector'
  31221. */
  31222. VectorKeyframeTrack.prototype.ValueTypeName = 'vector';
  31223. /**
  31224. * A reusable set of keyframe tracks which represent an animation.
  31225. */
  31226. class AnimationClip {
  31227. /**
  31228. * Constructs a new animation clip.
  31229. *
  31230. * Note: Instead of instantiating an AnimationClip directly with the constructor, you can
  31231. * use the static interface of this class for creating clips. In most cases though, animation clips
  31232. * will automatically be created by loaders when importing animated 3D assets.
  31233. *
  31234. * @param {string} [name=''] - The clip's name.
  31235. * @param {number} [duration=-1] - The clip's duration in seconds. If a negative value is passed,
  31236. * the duration will be calculated from the passed keyframes.
  31237. * @param {Array<KeyframeTrack>} tracks - An array of keyframe tracks.
  31238. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode=NormalAnimationBlendMode] - Defines how the animation
  31239. * is blended/combined when two or more animations are simultaneously played.
  31240. */
  31241. constructor( name = '', duration = -1, tracks = [], blendMode = NormalAnimationBlendMode ) {
  31242. /**
  31243. * The clip's name.
  31244. *
  31245. * @type {string}
  31246. */
  31247. this.name = name;
  31248. /**
  31249. * An array of keyframe tracks.
  31250. *
  31251. * @type {Array<KeyframeTrack>}
  31252. */
  31253. this.tracks = tracks;
  31254. /**
  31255. * The clip's duration in seconds.
  31256. *
  31257. * @type {number}
  31258. */
  31259. this.duration = duration;
  31260. /**
  31261. * Defines how the animation is blended/combined when two or more animations
  31262. * are simultaneously played.
  31263. *
  31264. * @type {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)}
  31265. */
  31266. this.blendMode = blendMode;
  31267. /**
  31268. * The UUID of the animation clip.
  31269. *
  31270. * @type {string}
  31271. * @readonly
  31272. */
  31273. this.uuid = generateUUID();
  31274. /**
  31275. * An object that can be used to store custom data about the animation clip.
  31276. * It should not hold references to functions as these will not be cloned.
  31277. *
  31278. * @type {Object}
  31279. */
  31280. this.userData = {};
  31281. // this means it should figure out its duration by scanning the tracks
  31282. if ( this.duration < 0 ) {
  31283. this.resetDuration();
  31284. }
  31285. }
  31286. /**
  31287. * Factory method for creating an animation clip from the given JSON.
  31288. *
  31289. * @static
  31290. * @param {Object} json - The serialized animation clip.
  31291. * @return {AnimationClip} The new animation clip.
  31292. */
  31293. static parse( json ) {
  31294. const tracks = [],
  31295. jsonTracks = json.tracks,
  31296. frameTime = 1.0 / ( json.fps || 1.0 );
  31297. for ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  31298. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  31299. }
  31300. const clip = new this( json.name, json.duration, tracks, json.blendMode );
  31301. clip.uuid = json.uuid;
  31302. clip.userData = JSON.parse( json.userData || '{}' );
  31303. return clip;
  31304. }
  31305. /**
  31306. * Serializes the given animation clip into JSON.
  31307. *
  31308. * @static
  31309. * @param {AnimationClip} clip - The animation clip to serialize.
  31310. * @return {Object} The JSON object.
  31311. */
  31312. static toJSON( clip ) {
  31313. const tracks = [],
  31314. clipTracks = clip.tracks;
  31315. const json = {
  31316. 'name': clip.name,
  31317. 'duration': clip.duration,
  31318. 'tracks': tracks,
  31319. 'uuid': clip.uuid,
  31320. 'blendMode': clip.blendMode,
  31321. 'userData': JSON.stringify( clip.userData ),
  31322. };
  31323. for ( let i = 0, n = clipTracks.length; i !== n; ++ i ) {
  31324. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  31325. }
  31326. return json;
  31327. }
  31328. /**
  31329. * Returns a new animation clip from the passed morph targets array of a
  31330. * geometry, taking a name and the number of frames per second.
  31331. *
  31332. * Note: The fps parameter is required, but the animation speed can be
  31333. * overridden via {@link AnimationAction#setDuration}.
  31334. *
  31335. * @static
  31336. * @param {string} name - The name of the animation clip.
  31337. * @param {Array<Object>} morphTargetSequence - A sequence of morph targets.
  31338. * @param {number} fps - The Frames-Per-Second value.
  31339. * @param {boolean} noLoop - Whether the clip should be no loop or not.
  31340. * @return {AnimationClip} The new animation clip.
  31341. */
  31342. static CreateFromMorphTargetSequence( name, morphTargetSequence, fps, noLoop ) {
  31343. const numMorphTargets = morphTargetSequence.length;
  31344. const tracks = [];
  31345. for ( let i = 0; i < numMorphTargets; i ++ ) {
  31346. let times = [];
  31347. let values = [];
  31348. times.push(
  31349. ( i + numMorphTargets - 1 ) % numMorphTargets,
  31350. i,
  31351. ( i + 1 ) % numMorphTargets );
  31352. values.push( 0, 1, 0 );
  31353. const order = getKeyframeOrder( times );
  31354. times = sortedArray( times, 1, order );
  31355. values = sortedArray( values, 1, order );
  31356. // if there is a key at the first frame, duplicate it as the
  31357. // last frame as well for perfect loop.
  31358. if ( ! noLoop && times[ 0 ] === 0 ) {
  31359. times.push( numMorphTargets );
  31360. values.push( values[ 0 ] );
  31361. }
  31362. tracks.push(
  31363. new NumberKeyframeTrack(
  31364. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  31365. times, values
  31366. ).scale( 1.0 / fps ) );
  31367. }
  31368. return new this( name, -1, tracks );
  31369. }
  31370. /**
  31371. * Searches for an animation clip by name, taking as its first parameter
  31372. * either an array of clips, or a mesh or geometry that contains an
  31373. * array named "animations" property.
  31374. *
  31375. * @static
  31376. * @param {(Array<AnimationClip>|Object3D)} objectOrClipArray - The array or object to search through.
  31377. * @param {string} name - The name to search for.
  31378. * @return {?AnimationClip} The found animation clip. Returns `null` if no clip has been found.
  31379. */
  31380. static findByName( objectOrClipArray, name ) {
  31381. let clipArray = objectOrClipArray;
  31382. if ( ! Array.isArray( objectOrClipArray ) ) {
  31383. const o = objectOrClipArray;
  31384. clipArray = o.geometry && o.geometry.animations || o.animations;
  31385. }
  31386. for ( let i = 0; i < clipArray.length; i ++ ) {
  31387. if ( clipArray[ i ].name === name ) {
  31388. return clipArray[ i ];
  31389. }
  31390. }
  31391. return null;
  31392. }
  31393. /**
  31394. * Returns an array of new AnimationClips created from the morph target
  31395. * sequences of a geometry, trying to sort morph target names into
  31396. * animation-group-based patterns like "Walk_001, Walk_002, Run_001, Run_002...".
  31397. *
  31398. * See {@link MD2Loader#parse} as an example for how the method should be used.
  31399. *
  31400. * @static
  31401. * @param {Array<Object>} morphTargets - A sequence of morph targets.
  31402. * @param {number} fps - The Frames-Per-Second value.
  31403. * @param {boolean} noLoop - Whether the clip should be no loop or not.
  31404. * @return {Array<AnimationClip>} An array of new animation clips.
  31405. */
  31406. static CreateClipsFromMorphTargetSequences( morphTargets, fps, noLoop ) {
  31407. const animationToMorphTargets = {};
  31408. // tested with https://regex101.com/ on trick sequences
  31409. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  31410. const pattern = /^([\w-]*?)([\d]+)$/;
  31411. // sort morph target names into animation groups based
  31412. // patterns like Walk_001, Walk_002, Run_001, Run_002
  31413. for ( let i = 0, il = morphTargets.length; i < il; i ++ ) {
  31414. const morphTarget = morphTargets[ i ];
  31415. const parts = morphTarget.name.match( pattern );
  31416. if ( parts && parts.length > 1 ) {
  31417. const name = parts[ 1 ];
  31418. let animationMorphTargets = animationToMorphTargets[ name ];
  31419. if ( ! animationMorphTargets ) {
  31420. animationToMorphTargets[ name ] = animationMorphTargets = [];
  31421. }
  31422. animationMorphTargets.push( morphTarget );
  31423. }
  31424. }
  31425. const clips = [];
  31426. for ( const name in animationToMorphTargets ) {
  31427. clips.push( this.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  31428. }
  31429. return clips;
  31430. }
  31431. /**
  31432. * Parses the `animation.hierarchy` format and returns a new animation clip.
  31433. *
  31434. * @static
  31435. * @deprecated since r175.
  31436. * @param {Object} animation - A serialized animation clip as JSON.
  31437. * @param {Array<Bone>} bones - An array of bones.
  31438. * @return {?AnimationClip} The new animation clip.
  31439. */
  31440. static parseAnimation( animation, bones ) {
  31441. warn( 'AnimationClip: parseAnimation() is deprecated and will be removed with r185' );
  31442. if ( ! animation ) {
  31443. error( 'AnimationClip: No animation in JSONLoader data.' );
  31444. return null;
  31445. }
  31446. const addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  31447. // only return track if there are actually keys.
  31448. if ( animationKeys.length !== 0 ) {
  31449. const times = [];
  31450. const values = [];
  31451. flattenJSON( animationKeys, times, values, propertyName );
  31452. // empty keys are filtered out, so check again
  31453. if ( times.length !== 0 ) {
  31454. destTracks.push( new trackType( trackName, times, values ) );
  31455. }
  31456. }
  31457. };
  31458. const tracks = [];
  31459. const clipName = animation.name || 'default';
  31460. const fps = animation.fps || 30;
  31461. const blendMode = animation.blendMode;
  31462. // automatic length determination in AnimationClip.
  31463. let duration = animation.length || -1;
  31464. const hierarchyTracks = animation.hierarchy || [];
  31465. for ( let h = 0; h < hierarchyTracks.length; h ++ ) {
  31466. const animationKeys = hierarchyTracks[ h ].keys;
  31467. // skip empty tracks
  31468. if ( ! animationKeys || animationKeys.length === 0 ) continue;
  31469. // process morph targets
  31470. if ( animationKeys[ 0 ].morphTargets ) {
  31471. // figure out all morph targets used in this track
  31472. const morphTargetNames = {};
  31473. let k;
  31474. for ( k = 0; k < animationKeys.length; k ++ ) {
  31475. if ( animationKeys[ k ].morphTargets ) {
  31476. for ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  31477. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = -1;
  31478. }
  31479. }
  31480. }
  31481. // create a track for each morph target with all zero
  31482. // morphTargetInfluences except for the keys in which
  31483. // the morphTarget is named.
  31484. for ( const morphTargetName in morphTargetNames ) {
  31485. const times = [];
  31486. const values = [];
  31487. for ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  31488. const animationKey = animationKeys[ k ];
  31489. times.push( animationKey.time );
  31490. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  31491. }
  31492. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  31493. }
  31494. duration = morphTargetNames.length * fps;
  31495. } else {
  31496. // ...assume skeletal animation
  31497. const boneName = '.bones[' + bones[ h ].name + ']';
  31498. addNonemptyTrack(
  31499. VectorKeyframeTrack, boneName + '.position',
  31500. animationKeys, 'pos', tracks );
  31501. addNonemptyTrack(
  31502. QuaternionKeyframeTrack, boneName + '.quaternion',
  31503. animationKeys, 'rot', tracks );
  31504. addNonemptyTrack(
  31505. VectorKeyframeTrack, boneName + '.scale',
  31506. animationKeys, 'scl', tracks );
  31507. }
  31508. }
  31509. if ( tracks.length === 0 ) {
  31510. return null;
  31511. }
  31512. const clip = new this( clipName, duration, tracks, blendMode );
  31513. return clip;
  31514. }
  31515. /**
  31516. * Sets the duration of this clip to the duration of its longest keyframe track.
  31517. *
  31518. * @return {AnimationClip} A reference to this animation clip.
  31519. */
  31520. resetDuration() {
  31521. const tracks = this.tracks;
  31522. let duration = 0;
  31523. for ( let i = 0, n = tracks.length; i !== n; ++ i ) {
  31524. const track = this.tracks[ i ];
  31525. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  31526. }
  31527. this.duration = duration;
  31528. return this;
  31529. }
  31530. /**
  31531. * Trims all tracks to the clip's duration.
  31532. *
  31533. * @return {AnimationClip} A reference to this animation clip.
  31534. */
  31535. trim() {
  31536. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31537. this.tracks[ i ].trim( 0, this.duration );
  31538. }
  31539. return this;
  31540. }
  31541. /**
  31542. * Performs minimal validation on each track in the clip. Returns `true` if all
  31543. * tracks are valid.
  31544. *
  31545. * @return {boolean} Whether the clip's keyframes are valid or not.
  31546. */
  31547. validate() {
  31548. let valid = true;
  31549. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31550. valid = valid && this.tracks[ i ].validate();
  31551. }
  31552. return valid;
  31553. }
  31554. /**
  31555. * Optimizes each track by removing equivalent sequential keys (which are
  31556. * common in morph target sequences).
  31557. *
  31558. * @return {AnimationClip} A reference to this animation clip.
  31559. */
  31560. optimize() {
  31561. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31562. this.tracks[ i ].optimize();
  31563. }
  31564. return this;
  31565. }
  31566. /**
  31567. * Returns a new animation clip with copied values from this instance.
  31568. *
  31569. * @return {AnimationClip} A clone of this instance.
  31570. */
  31571. clone() {
  31572. const tracks = [];
  31573. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31574. tracks.push( this.tracks[ i ].clone() );
  31575. }
  31576. const clip = new this.constructor( this.name, this.duration, tracks, this.blendMode );
  31577. clip.userData = JSON.parse( JSON.stringify( this.userData ) );
  31578. return clip;
  31579. }
  31580. /**
  31581. * Serializes this animation clip into JSON.
  31582. *
  31583. * @return {Object} The JSON object.
  31584. */
  31585. toJSON() {
  31586. return this.constructor.toJSON( this );
  31587. }
  31588. }
  31589. function getTrackTypeForValueTypeName( typeName ) {
  31590. switch ( typeName.toLowerCase() ) {
  31591. case 'scalar':
  31592. case 'double':
  31593. case 'float':
  31594. case 'number':
  31595. case 'integer':
  31596. return NumberKeyframeTrack;
  31597. case 'vector':
  31598. case 'vector2':
  31599. case 'vector3':
  31600. case 'vector4':
  31601. return VectorKeyframeTrack;
  31602. case 'color':
  31603. return ColorKeyframeTrack;
  31604. case 'quaternion':
  31605. return QuaternionKeyframeTrack;
  31606. case 'bool':
  31607. case 'boolean':
  31608. return BooleanKeyframeTrack;
  31609. case 'string':
  31610. return StringKeyframeTrack;
  31611. }
  31612. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  31613. }
  31614. function parseKeyframeTrack( json ) {
  31615. if ( json.type === undefined ) {
  31616. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  31617. }
  31618. const trackType = getTrackTypeForValueTypeName( json.type );
  31619. if ( json.times === undefined ) {
  31620. const times = [], values = [];
  31621. flattenJSON( json.keys, times, values, 'value' );
  31622. json.times = times;
  31623. json.values = values;
  31624. }
  31625. // derived classes can define a static parse method
  31626. if ( trackType.parse !== undefined ) {
  31627. return trackType.parse( json );
  31628. } else {
  31629. // by default, we assume a constructor compatible with the base
  31630. return new trackType( json.name, json.times, json.values, json.interpolation );
  31631. }
  31632. }
  31633. /**
  31634. * @class
  31635. * @classdesc A simple caching system, used internally by {@link FileLoader}.
  31636. * To enable caching across all loaders that use {@link FileLoader}, add `THREE.Cache.enabled = true.` once in your app.
  31637. * @hideconstructor
  31638. */
  31639. const Cache = {
  31640. /**
  31641. * Whether caching is enabled or not.
  31642. *
  31643. * @static
  31644. * @type {boolean}
  31645. * @default false
  31646. */
  31647. enabled: false,
  31648. /**
  31649. * A dictionary that holds cached files.
  31650. *
  31651. * @static
  31652. * @type {Object<string,Object>}
  31653. */
  31654. files: {},
  31655. /**
  31656. * Adds a cache entry with a key to reference the file. If this key already
  31657. * holds a file, it is overwritten.
  31658. *
  31659. * @static
  31660. * @param {string} key - The key to reference the cached file.
  31661. * @param {Object} file - The file to be cached.
  31662. */
  31663. add: function ( key, file ) {
  31664. if ( this.enabled === false ) return;
  31665. if ( isBlobURL( key ) ) return;
  31666. // log( 'Cache', 'Adding key:', key );
  31667. this.files[ key ] = file;
  31668. },
  31669. /**
  31670. * Gets the cached value for the given key.
  31671. *
  31672. * @static
  31673. * @param {string} key - The key to reference the cached file.
  31674. * @return {Object|undefined} The cached file. If the key does not exist `undefined` is returned.
  31675. */
  31676. get: function ( key ) {
  31677. if ( this.enabled === false ) return;
  31678. if ( isBlobURL( key ) ) return;
  31679. // log( 'Cache', 'Checking key:', key );
  31680. return this.files[ key ];
  31681. },
  31682. /**
  31683. * Removes the cached file associated with the given key.
  31684. *
  31685. * @static
  31686. * @param {string} key - The key to reference the cached file.
  31687. */
  31688. remove: function ( key ) {
  31689. delete this.files[ key ];
  31690. },
  31691. /**
  31692. * Remove all values from the cache.
  31693. *
  31694. * @static
  31695. */
  31696. clear: function () {
  31697. this.files = {};
  31698. }
  31699. };
  31700. /**
  31701. * Returns true if the given cache key contains the blob: scheme.
  31702. *
  31703. * @private
  31704. * @param {string} key - The cache key.
  31705. * @return {boolean} Whether the given cache key contains the blob: scheme or not.
  31706. */
  31707. function isBlobURL( key ) {
  31708. try {
  31709. const urlString = key.slice( key.indexOf( ':' ) + 1 ); // remove type identifier
  31710. const url = new URL( urlString );
  31711. return url.protocol === 'blob:';
  31712. } catch ( e ) {
  31713. // If the string is not a valid URL, it throws an error
  31714. return false;
  31715. }
  31716. }
  31717. /**
  31718. * Handles and keeps track of loaded and pending data. A default global
  31719. * instance of this class is created and used by loaders if not supplied
  31720. * manually.
  31721. *
  31722. * In general that should be sufficient, however there are times when it can
  31723. * be useful to have separate loaders - for example if you want to show
  31724. * separate loading bars for objects and textures.
  31725. *
  31726. * ```js
  31727. * const manager = new THREE.LoadingManager();
  31728. * manager.onLoad = () => console.log( 'Loading complete!' );
  31729. *
  31730. * const loader1 = new OBJLoader( manager );
  31731. * const loader2 = new ColladaLoader( manager );
  31732. * ```
  31733. */
  31734. class LoadingManager {
  31735. /**
  31736. * Constructs a new loading manager.
  31737. *
  31738. * @param {Function} [onLoad] - Executes when all items have been loaded.
  31739. * @param {Function} [onProgress] - Executes when single items have been loaded.
  31740. * @param {Function} [onError] - Executes when an error occurs.
  31741. */
  31742. constructor( onLoad, onProgress, onError ) {
  31743. const scope = this;
  31744. let isLoading = false;
  31745. let itemsLoaded = 0;
  31746. let itemsTotal = 0;
  31747. let urlModifier = undefined;
  31748. const handlers = [];
  31749. // Refer to #5689 for the reason why we don't set .onStart
  31750. // in the constructor
  31751. /**
  31752. * Executes when an item starts loading.
  31753. *
  31754. * @type {Function|undefined}
  31755. * @default undefined
  31756. */
  31757. this.onStart = undefined;
  31758. /**
  31759. * Executes when all items have been loaded.
  31760. *
  31761. * @type {Function|undefined}
  31762. * @default undefined
  31763. */
  31764. this.onLoad = onLoad;
  31765. /**
  31766. * Executes when single items have been loaded.
  31767. *
  31768. * @type {Function|undefined}
  31769. * @default undefined
  31770. */
  31771. this.onProgress = onProgress;
  31772. /**
  31773. * Executes when an error occurs.
  31774. *
  31775. * @type {Function|undefined}
  31776. * @default undefined
  31777. */
  31778. this.onError = onError;
  31779. /**
  31780. * Used for aborting ongoing requests in loaders using this manager.
  31781. *
  31782. * @private
  31783. * @type {AbortController | null}
  31784. */
  31785. this._abortController = null;
  31786. /**
  31787. * This should be called by any loader using the manager when the loader
  31788. * starts loading an item.
  31789. *
  31790. * @param {string} url - The URL to load.
  31791. */
  31792. this.itemStart = function ( url ) {
  31793. itemsTotal ++;
  31794. if ( isLoading === false ) {
  31795. if ( scope.onStart !== undefined ) {
  31796. scope.onStart( url, itemsLoaded, itemsTotal );
  31797. }
  31798. }
  31799. isLoading = true;
  31800. };
  31801. /**
  31802. * This should be called by any loader using the manager when the loader
  31803. * ended loading an item.
  31804. *
  31805. * @param {string} url - The URL of the loaded item.
  31806. */
  31807. this.itemEnd = function ( url ) {
  31808. itemsLoaded ++;
  31809. if ( scope.onProgress !== undefined ) {
  31810. scope.onProgress( url, itemsLoaded, itemsTotal );
  31811. }
  31812. if ( itemsLoaded === itemsTotal ) {
  31813. isLoading = false;
  31814. if ( scope.onLoad !== undefined ) {
  31815. scope.onLoad();
  31816. }
  31817. }
  31818. };
  31819. /**
  31820. * This should be called by any loader using the manager when the loader
  31821. * encounters an error when loading an item.
  31822. *
  31823. * @param {string} url - The URL of the item that produces an error.
  31824. */
  31825. this.itemError = function ( url ) {
  31826. if ( scope.onError !== undefined ) {
  31827. scope.onError( url );
  31828. }
  31829. };
  31830. /**
  31831. * Given a URL, uses the URL modifier callback (if any) and returns a
  31832. * resolved URL. If no URL modifier is set, returns the original URL.
  31833. *
  31834. * @param {string} url - The URL to load.
  31835. * @return {string} The resolved URL.
  31836. */
  31837. this.resolveURL = function ( url ) {
  31838. if ( urlModifier ) {
  31839. return urlModifier( url );
  31840. }
  31841. return url;
  31842. };
  31843. /**
  31844. * If provided, the callback will be passed each resource URL before a
  31845. * request is sent. The callback may return the original URL, or a new URL to
  31846. * override loading behavior. This behavior can be used to load assets from
  31847. * .ZIP files, drag-and-drop APIs, and Data URIs.
  31848. *
  31849. * ```js
  31850. * const blobs = {'fish.gltf': blob1, 'diffuse.png': blob2, 'normal.png': blob3};
  31851. *
  31852. * const manager = new THREE.LoadingManager();
  31853. *
  31854. * // Initialize loading manager with URL callback.
  31855. * const objectURLs = [];
  31856. * manager.setURLModifier( ( url ) => {
  31857. *
  31858. * url = URL.createObjectURL( blobs[ url ] );
  31859. * objectURLs.push( url );
  31860. * return url;
  31861. *
  31862. * } );
  31863. *
  31864. * // Load as usual, then revoke the blob URLs.
  31865. * const loader = new GLTFLoader( manager );
  31866. * loader.load( 'fish.gltf', (gltf) => {
  31867. *
  31868. * scene.add( gltf.scene );
  31869. * objectURLs.forEach( ( url ) => URL.revokeObjectURL( url ) );
  31870. *
  31871. * } );
  31872. * ```
  31873. *
  31874. * @param {function(string):string} transform - URL modifier callback. Called with an URL and must return a resolved URL.
  31875. * @return {LoadingManager} A reference to this loading manager.
  31876. */
  31877. this.setURLModifier = function ( transform ) {
  31878. urlModifier = transform;
  31879. return this;
  31880. };
  31881. /**
  31882. * Registers a loader with the given regular expression. Can be used to
  31883. * define what loader should be used in order to load specific files. A
  31884. * typical use case is to overwrite the default loader for textures.
  31885. *
  31886. * ```js
  31887. * // add handler for TGA textures
  31888. * manager.addHandler( /\.tga$/i, new TGALoader() );
  31889. * ```
  31890. *
  31891. * @param {string} regex - A regular expression.
  31892. * @param {Loader} loader - A loader that should handle matched cases.
  31893. * @return {LoadingManager} A reference to this loading manager.
  31894. */
  31895. this.addHandler = function ( regex, loader ) {
  31896. handlers.push( regex, loader );
  31897. return this;
  31898. };
  31899. /**
  31900. * Removes the loader for the given regular expression.
  31901. *
  31902. * @param {string} regex - A regular expression.
  31903. * @return {LoadingManager} A reference to this loading manager.
  31904. */
  31905. this.removeHandler = function ( regex ) {
  31906. const index = handlers.indexOf( regex );
  31907. if ( index !== -1 ) {
  31908. handlers.splice( index, 2 );
  31909. }
  31910. return this;
  31911. };
  31912. /**
  31913. * Can be used to retrieve the registered loader for the given file path.
  31914. *
  31915. * @param {string} file - The file path.
  31916. * @return {?Loader} The registered loader. Returns `null` if no loader was found.
  31917. */
  31918. this.getHandler = function ( file ) {
  31919. for ( let i = 0, l = handlers.length; i < l; i += 2 ) {
  31920. const regex = handlers[ i ];
  31921. const loader = handlers[ i + 1 ];
  31922. if ( regex.global ) regex.lastIndex = 0; // see #17920
  31923. if ( regex.test( file ) ) {
  31924. return loader;
  31925. }
  31926. }
  31927. return null;
  31928. };
  31929. /**
  31930. * Can be used to abort ongoing loading requests in loaders using this manager.
  31931. * The abort only works if the loaders implement {@link Loader#abort} and `AbortSignal.any()`
  31932. * is supported in the browser.
  31933. *
  31934. * @return {LoadingManager} A reference to this loading manager.
  31935. */
  31936. this.abort = function () {
  31937. this.abortController.abort();
  31938. this._abortController = null;
  31939. return this;
  31940. };
  31941. }
  31942. // TODO: Revert this back to a single member variable once this issue has been fixed
  31943. // https://github.com/cloudflare/workerd/issues/3657
  31944. /**
  31945. * Used for aborting ongoing requests in loaders using this manager.
  31946. *
  31947. * @type {AbortController}
  31948. */
  31949. get abortController() {
  31950. if ( ! this._abortController ) {
  31951. this._abortController = new AbortController();
  31952. }
  31953. return this._abortController;
  31954. }
  31955. }
  31956. /**
  31957. * The global default loading manager.
  31958. *
  31959. * @constant
  31960. * @type {LoadingManager}
  31961. */
  31962. const DefaultLoadingManager = /*@__PURE__*/ new LoadingManager();
  31963. /**
  31964. * Abstract base class for loaders.
  31965. *
  31966. * @abstract
  31967. */
  31968. class Loader {
  31969. /**
  31970. * Constructs a new loader.
  31971. *
  31972. * @param {LoadingManager} [manager] - The loading manager.
  31973. */
  31974. constructor( manager ) {
  31975. /**
  31976. * The loading manager.
  31977. *
  31978. * @type {LoadingManager}
  31979. * @default DefaultLoadingManager
  31980. */
  31981. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  31982. /**
  31983. * The crossOrigin string to implement CORS for loading the url from a
  31984. * different domain that allows CORS.
  31985. *
  31986. * @type {string}
  31987. * @default 'anonymous'
  31988. */
  31989. this.crossOrigin = 'anonymous';
  31990. /**
  31991. * Whether the XMLHttpRequest uses credentials.
  31992. *
  31993. * @type {boolean}
  31994. * @default false
  31995. */
  31996. this.withCredentials = false;
  31997. /**
  31998. * The base path from which the asset will be loaded.
  31999. *
  32000. * @type {string}
  32001. */
  32002. this.path = '';
  32003. /**
  32004. * The base path from which additional resources like textures will be loaded.
  32005. *
  32006. * @type {string}
  32007. */
  32008. this.resourcePath = '';
  32009. /**
  32010. * The [request header](https://developer.mozilla.org/en-US/docs/Glossary/Request_header)
  32011. * used in HTTP request.
  32012. *
  32013. * @type {Object<string, any>}
  32014. */
  32015. this.requestHeader = {};
  32016. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  32017. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
  32018. }
  32019. }
  32020. /**
  32021. * This method needs to be implemented by all concrete loaders. It holds the
  32022. * logic for loading assets from the backend.
  32023. *
  32024. * @abstract
  32025. * @param {string} url - The path/URL of the file to be loaded.
  32026. * @param {Function} onLoad - Executed when the loading process has been finished.
  32027. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  32028. * @param {onErrorCallback} [onError] - Executed when errors occur.
  32029. */
  32030. load( /* url, onLoad, onProgress, onError */ ) {}
  32031. /**
  32032. * A async version of {@link Loader#load}.
  32033. *
  32034. * @param {string} url - The path/URL of the file to be loaded.
  32035. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  32036. * @return {Promise} A Promise that resolves when the asset has been loaded.
  32037. */
  32038. loadAsync( url, onProgress ) {
  32039. const scope = this;
  32040. return new Promise( function ( resolve, reject ) {
  32041. scope.load( url, resolve, onProgress, reject );
  32042. } );
  32043. }
  32044. /**
  32045. * This method needs to be implemented by all concrete loaders. It holds the
  32046. * logic for parsing the asset into three.js entities.
  32047. *
  32048. * @abstract
  32049. * @param {any} data - The data to parse.
  32050. */
  32051. parse( /* data */ ) {}
  32052. /**
  32053. * Sets the `crossOrigin` String to implement CORS for loading the URL
  32054. * from a different domain that allows CORS.
  32055. *
  32056. * @param {string} crossOrigin - The `crossOrigin` value.
  32057. * @return {Loader} A reference to this instance.
  32058. */
  32059. setCrossOrigin( crossOrigin ) {
  32060. this.crossOrigin = crossOrigin;
  32061. return this;
  32062. }
  32063. /**
  32064. * Whether the XMLHttpRequest uses credentials such as cookies, authorization
  32065. * headers or TLS client certificates, see [XMLHttpRequest.withCredentials](https://developer.mozilla.org/en-US/docs/Web/API/XMLHttpRequest/withCredentials).
  32066. *
  32067. * Note: This setting has no effect if you are loading files locally or from the same domain.
  32068. *
  32069. * @param {boolean} value - The `withCredentials` value.
  32070. * @return {Loader} A reference to this instance.
  32071. */
  32072. setWithCredentials( value ) {
  32073. this.withCredentials = value;
  32074. return this;
  32075. }
  32076. /**
  32077. * Sets the base path for the asset.
  32078. *
  32079. * @param {string} path - The base path.
  32080. * @return {Loader} A reference to this instance.
  32081. */
  32082. setPath( path ) {
  32083. this.path = path;
  32084. return this;
  32085. }
  32086. /**
  32087. * Sets the base path for dependent resources like textures.
  32088. *
  32089. * @param {string} resourcePath - The resource path.
  32090. * @return {Loader} A reference to this instance.
  32091. */
  32092. setResourcePath( resourcePath ) {
  32093. this.resourcePath = resourcePath;
  32094. return this;
  32095. }
  32096. /**
  32097. * Sets the given request header.
  32098. *
  32099. * @param {Object} requestHeader - A [request header](https://developer.mozilla.org/en-US/docs/Glossary/Request_header)
  32100. * for configuring the HTTP request.
  32101. * @return {Loader} A reference to this instance.
  32102. */
  32103. setRequestHeader( requestHeader ) {
  32104. this.requestHeader = requestHeader;
  32105. return this;
  32106. }
  32107. /**
  32108. * This method can be implemented in loaders for aborting ongoing requests.
  32109. *
  32110. * @abstract
  32111. * @return {Loader} A reference to this instance.
  32112. */
  32113. abort() {
  32114. return this;
  32115. }
  32116. }
  32117. /**
  32118. * Callback for onProgress in loaders.
  32119. *
  32120. * @callback onProgressCallback
  32121. * @param {ProgressEvent} event - An instance of `ProgressEvent` that represents the current loading status.
  32122. */
  32123. /**
  32124. * Callback for onError in loaders.
  32125. *
  32126. * @callback onErrorCallback
  32127. * @param {Error} error - The error which occurred during the loading process.
  32128. */
  32129. /**
  32130. * The default material name that is used by loaders
  32131. * when creating materials for loaded 3D objects.
  32132. *
  32133. * Note: Not all loaders might honor this setting.
  32134. *
  32135. * @static
  32136. * @type {string}
  32137. * @default '__DEFAULT'
  32138. */
  32139. Loader.DEFAULT_MATERIAL_NAME = '__DEFAULT';
  32140. const loading = {};
  32141. class HttpError extends Error {
  32142. constructor( message, response ) {
  32143. super( message );
  32144. this.response = response;
  32145. }
  32146. }
  32147. /**
  32148. * A low level class for loading resources with the Fetch API, used internally by
  32149. * most loaders. It can also be used directly to load any file type that does
  32150. * not have a loader.
  32151. *
  32152. * This loader supports caching. If you want to use it, add `THREE.Cache.enabled = true;`
  32153. * once to your application.
  32154. *
  32155. * ```js
  32156. * const loader = new THREE.FileLoader();
  32157. * const data = await loader.loadAsync( 'example.txt' );
  32158. * ```
  32159. *
  32160. * @augments Loader
  32161. */
  32162. class FileLoader extends Loader {
  32163. /**
  32164. * Constructs a new file loader.
  32165. *
  32166. * @param {LoadingManager} [manager] - The loading manager.
  32167. */
  32168. constructor( manager ) {
  32169. super( manager );
  32170. /**
  32171. * The expected mime type. Valid values can be found
  32172. * [here](https://developer.mozilla.org/en-US/docs/Web/API/DOMParser/parseFromString#mimetype)
  32173. *
  32174. * @type {string}
  32175. */
  32176. this.mimeType = '';
  32177. /**
  32178. * The expected response type.
  32179. *
  32180. * @type {('arraybuffer'|'blob'|'document'|'json'|'')}
  32181. * @default ''
  32182. */
  32183. this.responseType = '';
  32184. /**
  32185. * Used for aborting requests.
  32186. *
  32187. * @private
  32188. * @type {AbortController}
  32189. */
  32190. this._abortController = new AbortController();
  32191. }
  32192. /**
  32193. * Starts loading from the given URL and pass the loaded response to the `onLoad()` callback.
  32194. *
  32195. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32196. * @param {function(any)} onLoad - Executed when the loading process has been finished.
  32197. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  32198. * @param {onErrorCallback} [onError] - Executed when errors occur.
  32199. * @return {any|undefined} The cached resource if available.
  32200. */
  32201. load( url, onLoad, onProgress, onError ) {
  32202. if ( url === undefined ) url = '';
  32203. if ( this.path !== undefined ) url = this.path + url;
  32204. url = this.manager.resolveURL( url );
  32205. const cached = Cache.get( `file:${url}` );
  32206. if ( cached !== undefined ) {
  32207. this.manager.itemStart( url );
  32208. setTimeout( () => {
  32209. if ( onLoad ) onLoad( cached );
  32210. this.manager.itemEnd( url );
  32211. }, 0 );
  32212. return cached;
  32213. }
  32214. // Check if request is duplicate
  32215. if ( loading[ url ] !== undefined ) {
  32216. loading[ url ].push( {
  32217. onLoad: onLoad,
  32218. onProgress: onProgress,
  32219. onError: onError
  32220. } );
  32221. return;
  32222. }
  32223. // Initialise array for duplicate requests
  32224. loading[ url ] = [];
  32225. loading[ url ].push( {
  32226. onLoad: onLoad,
  32227. onProgress: onProgress,
  32228. onError: onError,
  32229. } );
  32230. // create request
  32231. const req = new Request( url, {
  32232. headers: new Headers( this.requestHeader ),
  32233. credentials: this.withCredentials ? 'include' : 'same-origin',
  32234. signal: ( typeof AbortSignal.any === 'function' ) ? AbortSignal.any( [ this._abortController.signal, this.manager.abortController.signal ] ) : this._abortController.signal
  32235. } );
  32236. // record states ( avoid data race )
  32237. const mimeType = this.mimeType;
  32238. const responseType = this.responseType;
  32239. // start the fetch
  32240. fetch( req )
  32241. .then( response => {
  32242. if ( response.status === 200 || response.status === 0 ) {
  32243. // Some browsers return HTTP Status 0 when using non-http protocol
  32244. // e.g. 'file://' or 'data://'. Handle as success.
  32245. if ( response.status === 0 ) {
  32246. warn( 'FileLoader: HTTP Status 0 received.' );
  32247. }
  32248. // Workaround: Checking if response.body === undefined for Alipay browser #23548
  32249. if ( typeof ReadableStream === 'undefined' || response.body === undefined || response.body.getReader === undefined ) {
  32250. return response;
  32251. }
  32252. const callbacks = loading[ url ];
  32253. const reader = response.body.getReader();
  32254. // Nginx needs X-File-Size check
  32255. // https://serverfault.com/questions/482875/why-does-nginx-remove-content-length-header-for-chunked-content
  32256. const contentLength = response.headers.get( 'X-File-Size' ) || response.headers.get( 'Content-Length' );
  32257. const total = contentLength ? parseInt( contentLength ) : 0;
  32258. const lengthComputable = total !== 0;
  32259. let loaded = 0;
  32260. // periodically read data into the new stream tracking while download progress
  32261. const stream = new ReadableStream( {
  32262. start( controller ) {
  32263. readData();
  32264. function readData() {
  32265. reader.read().then( ( { done, value } ) => {
  32266. if ( done ) {
  32267. controller.close();
  32268. } else {
  32269. loaded += value.byteLength;
  32270. const event = new ProgressEvent( 'progress', { lengthComputable, loaded, total } );
  32271. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32272. const callback = callbacks[ i ];
  32273. if ( callback.onProgress ) callback.onProgress( event );
  32274. }
  32275. controller.enqueue( value );
  32276. readData();
  32277. }
  32278. }, ( e ) => {
  32279. controller.error( e );
  32280. } );
  32281. }
  32282. }
  32283. } );
  32284. return new Response( stream );
  32285. } else {
  32286. throw new HttpError( `fetch for "${response.url}" responded with ${response.status}: ${response.statusText}`, response );
  32287. }
  32288. } )
  32289. .then( response => {
  32290. switch ( responseType ) {
  32291. case 'arraybuffer':
  32292. return response.arrayBuffer();
  32293. case 'blob':
  32294. return response.blob();
  32295. case 'document':
  32296. return response.text()
  32297. .then( text => {
  32298. const parser = new DOMParser();
  32299. return parser.parseFromString( text, mimeType );
  32300. } );
  32301. case 'json':
  32302. return response.json();
  32303. default:
  32304. if ( mimeType === '' ) {
  32305. return response.text();
  32306. } else {
  32307. // sniff encoding
  32308. const re = /charset="?([^;"\s]*)"?/i;
  32309. const exec = re.exec( mimeType );
  32310. const label = exec && exec[ 1 ] ? exec[ 1 ].toLowerCase() : undefined;
  32311. const decoder = new TextDecoder( label );
  32312. return response.arrayBuffer().then( ab => decoder.decode( ab ) );
  32313. }
  32314. }
  32315. } )
  32316. .then( data => {
  32317. // Add to cache only on HTTP success, so that we do not cache
  32318. // error response bodies as proper responses to requests.
  32319. Cache.add( `file:${url}`, data );
  32320. const callbacks = loading[ url ];
  32321. delete loading[ url ];
  32322. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32323. const callback = callbacks[ i ];
  32324. if ( callback.onLoad ) callback.onLoad( data );
  32325. }
  32326. } )
  32327. .catch( err => {
  32328. // Abort errors and other errors are handled the same
  32329. const callbacks = loading[ url ];
  32330. if ( callbacks === undefined ) {
  32331. // When onLoad was called and url was deleted in `loading`
  32332. this.manager.itemError( url );
  32333. throw err;
  32334. }
  32335. delete loading[ url ];
  32336. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32337. const callback = callbacks[ i ];
  32338. if ( callback.onError ) callback.onError( err );
  32339. }
  32340. this.manager.itemError( url );
  32341. } )
  32342. .finally( () => {
  32343. this.manager.itemEnd( url );
  32344. } );
  32345. this.manager.itemStart( url );
  32346. }
  32347. /**
  32348. * Sets the expected response type.
  32349. *
  32350. * @param {('arraybuffer'|'blob'|'document'|'json'|'')} value - The response type.
  32351. * @return {FileLoader} A reference to this file loader.
  32352. */
  32353. setResponseType( value ) {
  32354. this.responseType = value;
  32355. return this;
  32356. }
  32357. /**
  32358. * Sets the expected mime type of the loaded file.
  32359. *
  32360. * @param {string} value - The mime type.
  32361. * @return {FileLoader} A reference to this file loader.
  32362. */
  32363. setMimeType( value ) {
  32364. this.mimeType = value;
  32365. return this;
  32366. }
  32367. /**
  32368. * Aborts ongoing fetch requests.
  32369. *
  32370. * @return {FileLoader} A reference to this instance.
  32371. */
  32372. abort() {
  32373. this._abortController.abort();
  32374. this._abortController = new AbortController();
  32375. return this;
  32376. }
  32377. }
  32378. /**
  32379. * Class for loading animation clips in the JSON format. The files are internally
  32380. * loaded via {@link FileLoader}.
  32381. *
  32382. * ```js
  32383. * const loader = new THREE.AnimationLoader();
  32384. * const animations = await loader.loadAsync( 'animations/animation.js' );
  32385. * ```
  32386. *
  32387. * @augments Loader
  32388. */
  32389. class AnimationLoader extends Loader {
  32390. /**
  32391. * Constructs a new animation loader.
  32392. *
  32393. * @param {LoadingManager} [manager] - The loading manager.
  32394. */
  32395. constructor( manager ) {
  32396. super( manager );
  32397. }
  32398. /**
  32399. * Starts loading from the given URL and pass the loaded animations as an array
  32400. * holding instances of {@link AnimationClip} to the `onLoad()` callback.
  32401. *
  32402. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32403. * @param {function(Array<AnimationClip>)} onLoad - Executed when the loading process has been finished.
  32404. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32405. * @param {onErrorCallback} onError - Executed when errors occur.
  32406. */
  32407. load( url, onLoad, onProgress, onError ) {
  32408. const scope = this;
  32409. const loader = new FileLoader( this.manager );
  32410. loader.setPath( this.path );
  32411. loader.setRequestHeader( this.requestHeader );
  32412. loader.setWithCredentials( this.withCredentials );
  32413. loader.load( url, function ( text ) {
  32414. try {
  32415. onLoad( scope.parse( JSON.parse( text ) ) );
  32416. } catch ( e ) {
  32417. if ( onError ) {
  32418. onError( e );
  32419. } else {
  32420. error( e );
  32421. }
  32422. scope.manager.itemError( url );
  32423. }
  32424. }, onProgress, onError );
  32425. }
  32426. /**
  32427. * Parses the given JSON object and returns an array of animation clips.
  32428. *
  32429. * @param {Object} json - The serialized animation clips.
  32430. * @return {Array<AnimationClip>} The parsed animation clips.
  32431. */
  32432. parse( json ) {
  32433. const animations = [];
  32434. for ( let i = 0; i < json.length; i ++ ) {
  32435. const clip = AnimationClip.parse( json[ i ] );
  32436. animations.push( clip );
  32437. }
  32438. return animations;
  32439. }
  32440. }
  32441. /**
  32442. * Abstract base class for loading compressed texture formats S3TC, ASTC or ETC.
  32443. * Textures are internally loaded via {@link FileLoader}.
  32444. *
  32445. * Derived classes have to implement the `parse()` method which holds the parsing
  32446. * for the respective format.
  32447. *
  32448. * @abstract
  32449. * @augments Loader
  32450. */
  32451. class CompressedTextureLoader extends Loader {
  32452. /**
  32453. * Constructs a new compressed texture loader.
  32454. *
  32455. * @param {LoadingManager} [manager] - The loading manager.
  32456. */
  32457. constructor( manager ) {
  32458. super( manager );
  32459. }
  32460. /**
  32461. * Starts loading from the given URL and passes the loaded compressed texture
  32462. * to the `onLoad()` callback. The method also returns a new texture object which can
  32463. * directly be used for material creation. If you do it this way, the texture
  32464. * may pop up in your scene once the respective loading process is finished.
  32465. *
  32466. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32467. * @param {function(CompressedTexture)} onLoad - Executed when the loading process has been finished.
  32468. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32469. * @param {onErrorCallback} onError - Executed when errors occur.
  32470. * @return {CompressedTexture} The compressed texture.
  32471. */
  32472. load( url, onLoad, onProgress, onError ) {
  32473. const scope = this;
  32474. const images = [];
  32475. const texture = new CompressedTexture();
  32476. const loader = new FileLoader( this.manager );
  32477. loader.setPath( this.path );
  32478. loader.setResponseType( 'arraybuffer' );
  32479. loader.setRequestHeader( this.requestHeader );
  32480. loader.setWithCredentials( scope.withCredentials );
  32481. let loaded = 0;
  32482. function loadTexture( i ) {
  32483. loader.load( url[ i ], function ( buffer ) {
  32484. const texDatas = scope.parse( buffer, true );
  32485. images[ i ] = {
  32486. width: texDatas.width,
  32487. height: texDatas.height,
  32488. format: texDatas.format,
  32489. mipmaps: texDatas.mipmaps
  32490. };
  32491. loaded += 1;
  32492. if ( loaded === 6 ) {
  32493. if ( texDatas.mipmapCount === 1 ) texture.minFilter = LinearFilter;
  32494. texture.image = images;
  32495. texture.format = texDatas.format;
  32496. texture.needsUpdate = true;
  32497. if ( onLoad ) onLoad( texture );
  32498. }
  32499. }, onProgress, onError );
  32500. }
  32501. if ( Array.isArray( url ) ) {
  32502. for ( let i = 0, il = url.length; i < il; ++ i ) {
  32503. loadTexture( i );
  32504. }
  32505. } else {
  32506. // compressed cubemap texture stored in a single DDS file
  32507. loader.load( url, function ( buffer ) {
  32508. const texDatas = scope.parse( buffer, true );
  32509. if ( texDatas.isCubemap ) {
  32510. const faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  32511. for ( let f = 0; f < faces; f ++ ) {
  32512. images[ f ] = { mipmaps: [] };
  32513. for ( let i = 0; i < texDatas.mipmapCount; i ++ ) {
  32514. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  32515. images[ f ].format = texDatas.format;
  32516. images[ f ].width = texDatas.width;
  32517. images[ f ].height = texDatas.height;
  32518. }
  32519. }
  32520. texture.image = images;
  32521. } else {
  32522. texture.image.width = texDatas.width;
  32523. texture.image.height = texDatas.height;
  32524. texture.mipmaps = texDatas.mipmaps;
  32525. }
  32526. if ( texDatas.mipmapCount === 1 ) {
  32527. texture.minFilter = LinearFilter;
  32528. }
  32529. texture.format = texDatas.format;
  32530. texture.needsUpdate = true;
  32531. if ( onLoad ) onLoad( texture );
  32532. }, onProgress, onError );
  32533. }
  32534. return texture;
  32535. }
  32536. }
  32537. const _loading = new WeakMap();
  32538. /**
  32539. * A loader for loading images. The class loads images with the HTML `Image` API.
  32540. *
  32541. * ```js
  32542. * const loader = new THREE.ImageLoader();
  32543. * const image = await loader.loadAsync( 'image.png' );
  32544. * ```
  32545. * Please note that `ImageLoader` has dropped support for progress
  32546. * events in `r84`. For an `ImageLoader` that supports progress events, see
  32547. * [this thread](https://github.com/mrdoob/three.js/issues/10439#issuecomment-275785639).
  32548. *
  32549. * @augments Loader
  32550. */
  32551. class ImageLoader extends Loader {
  32552. /**
  32553. * Constructs a new image loader.
  32554. *
  32555. * @param {LoadingManager} [manager] - The loading manager.
  32556. */
  32557. constructor( manager ) {
  32558. super( manager );
  32559. }
  32560. /**
  32561. * Starts loading from the given URL and passes the loaded image
  32562. * to the `onLoad()` callback. The method also returns a new `Image` object which can
  32563. * directly be used for texture creation. If you do it this way, the texture
  32564. * may pop up in your scene once the respective loading process is finished.
  32565. *
  32566. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32567. * @param {function(Image)} onLoad - Executed when the loading process has been finished.
  32568. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  32569. * @param {onErrorCallback} onError - Executed when errors occur.
  32570. * @return {Image} The image.
  32571. */
  32572. load( url, onLoad, onProgress, onError ) {
  32573. if ( this.path !== undefined ) url = this.path + url;
  32574. url = this.manager.resolveURL( url );
  32575. const scope = this;
  32576. const cached = Cache.get( `image:${url}` );
  32577. if ( cached !== undefined ) {
  32578. if ( cached.complete === true ) {
  32579. scope.manager.itemStart( url );
  32580. setTimeout( function () {
  32581. if ( onLoad ) onLoad( cached );
  32582. scope.manager.itemEnd( url );
  32583. }, 0 );
  32584. } else {
  32585. let arr = _loading.get( cached );
  32586. if ( arr === undefined ) {
  32587. arr = [];
  32588. _loading.set( cached, arr );
  32589. }
  32590. arr.push( { onLoad, onError } );
  32591. }
  32592. return cached;
  32593. }
  32594. const image = createElementNS( 'img' );
  32595. function onImageLoad() {
  32596. removeEventListeners();
  32597. if ( onLoad ) onLoad( this );
  32598. //
  32599. const callbacks = _loading.get( this ) || [];
  32600. for ( let i = 0; i < callbacks.length; i ++ ) {
  32601. const callback = callbacks[ i ];
  32602. if ( callback.onLoad ) callback.onLoad( this );
  32603. }
  32604. _loading.delete( this );
  32605. scope.manager.itemEnd( url );
  32606. }
  32607. function onImageError( event ) {
  32608. removeEventListeners();
  32609. if ( onError ) onError( event );
  32610. Cache.remove( `image:${url}` );
  32611. //
  32612. const callbacks = _loading.get( this ) || [];
  32613. for ( let i = 0; i < callbacks.length; i ++ ) {
  32614. const callback = callbacks[ i ];
  32615. if ( callback.onError ) callback.onError( event );
  32616. }
  32617. _loading.delete( this );
  32618. scope.manager.itemError( url );
  32619. scope.manager.itemEnd( url );
  32620. }
  32621. function removeEventListeners() {
  32622. image.removeEventListener( 'load', onImageLoad, false );
  32623. image.removeEventListener( 'error', onImageError, false );
  32624. }
  32625. image.addEventListener( 'load', onImageLoad, false );
  32626. image.addEventListener( 'error', onImageError, false );
  32627. if ( url.slice( 0, 5 ) !== 'data:' ) {
  32628. if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
  32629. }
  32630. Cache.add( `image:${url}`, image );
  32631. scope.manager.itemStart( url );
  32632. image.src = url;
  32633. return image;
  32634. }
  32635. }
  32636. /**
  32637. * Class for loading cube textures. Images are internally loaded via {@link ImageLoader}.
  32638. *
  32639. * The loader returns an instance of {@link CubeTexture} and expects the cube map to
  32640. * be defined as six separate images representing the sides of a cube. Other cube map definitions
  32641. * like vertical and horizontal cross, column and row layouts are not supported.
  32642. *
  32643. * Note that, by convention, cube maps are specified in a coordinate system
  32644. * in which positive-x is to the right when looking up the positive-z axis --
  32645. * in other words, using a left-handed coordinate system. Since three.js uses
  32646. * a right-handed coordinate system, environment maps used in three.js will
  32647. * have pos-x and neg-x swapped.
  32648. *
  32649. * The loaded cube texture is in sRGB color space. Meaning {@link Texture#colorSpace}
  32650. * is set to `SRGBColorSpace` by default.
  32651. *
  32652. * ```js
  32653. * const loader = new THREE.CubeTextureLoader().setPath( 'textures/cubeMaps/' );
  32654. * const cubeTexture = await loader.loadAsync( [
  32655. * 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png'
  32656. * ] );
  32657. * scene.background = cubeTexture;
  32658. * ```
  32659. *
  32660. * @augments Loader
  32661. */
  32662. class CubeTextureLoader extends Loader {
  32663. /**
  32664. * Constructs a new cube texture loader.
  32665. *
  32666. * @param {LoadingManager} [manager] - The loading manager.
  32667. */
  32668. constructor( manager ) {
  32669. super( manager );
  32670. }
  32671. /**
  32672. * Starts loading from the given URL and pass the fully loaded cube texture
  32673. * to the `onLoad()` callback. The method also returns a new cube texture object which can
  32674. * directly be used for material creation. If you do it this way, the cube texture
  32675. * may pop up in your scene once the respective loading process is finished.
  32676. *
  32677. * @param {Array<string>} urls - Array of 6 URLs to images, one for each side of the
  32678. * cube texture. The urls should be specified in the following order: pos-x,
  32679. * neg-x, pos-y, neg-y, pos-z, neg-z. An array of data URIs are allowed as well.
  32680. * @param {function(CubeTexture)} onLoad - Executed when the loading process has been finished.
  32681. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  32682. * @param {onErrorCallback} onError - Executed when errors occur.
  32683. * @return {CubeTexture} The cube texture.
  32684. */
  32685. load( urls, onLoad, onProgress, onError ) {
  32686. const texture = new CubeTexture();
  32687. texture.colorSpace = SRGBColorSpace;
  32688. const loader = new ImageLoader( this.manager );
  32689. loader.setCrossOrigin( this.crossOrigin );
  32690. loader.setPath( this.path );
  32691. let loaded = 0;
  32692. function loadTexture( i ) {
  32693. loader.load( urls[ i ], function ( image ) {
  32694. texture.images[ i ] = image;
  32695. loaded ++;
  32696. if ( loaded === 6 ) {
  32697. texture.needsUpdate = true;
  32698. if ( onLoad ) onLoad( texture );
  32699. }
  32700. }, undefined, onError );
  32701. }
  32702. for ( let i = 0; i < urls.length; ++ i ) {
  32703. loadTexture( i );
  32704. }
  32705. return texture;
  32706. }
  32707. }
  32708. /**
  32709. * Abstract base class for loading binary texture formats RGBE, EXR or TGA.
  32710. * Textures are internally loaded via {@link FileLoader}.
  32711. *
  32712. * Derived classes have to implement the `parse()` method which holds the parsing
  32713. * for the respective format.
  32714. *
  32715. * @abstract
  32716. * @augments Loader
  32717. */
  32718. class DataTextureLoader extends Loader {
  32719. /**
  32720. * Constructs a new data texture loader.
  32721. *
  32722. * @param {LoadingManager} [manager] - The loading manager.
  32723. */
  32724. constructor( manager ) {
  32725. super( manager );
  32726. }
  32727. /**
  32728. * Starts loading from the given URL and passes the loaded data texture
  32729. * to the `onLoad()` callback. The method also returns a new texture object which can
  32730. * directly be used for material creation. If you do it this way, the texture
  32731. * may pop up in your scene once the respective loading process is finished.
  32732. *
  32733. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32734. * @param {function(DataTexture)} onLoad - Executed when the loading process has been finished.
  32735. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32736. * @param {onErrorCallback} onError - Executed when errors occur.
  32737. * @return {DataTexture} The data texture.
  32738. */
  32739. load( url, onLoad, onProgress, onError ) {
  32740. const scope = this;
  32741. const texture = new DataTexture();
  32742. const loader = new FileLoader( this.manager );
  32743. loader.setResponseType( 'arraybuffer' );
  32744. loader.setRequestHeader( this.requestHeader );
  32745. loader.setPath( this.path );
  32746. loader.setWithCredentials( scope.withCredentials );
  32747. loader.load( url, function ( buffer ) {
  32748. let texData;
  32749. try {
  32750. texData = scope.parse( buffer );
  32751. } catch ( error ) {
  32752. if ( onError !== undefined ) {
  32753. onError( error );
  32754. } else {
  32755. error( error );
  32756. return;
  32757. }
  32758. }
  32759. if ( texData.image !== undefined ) {
  32760. texture.image = texData.image;
  32761. } else if ( texData.data !== undefined ) {
  32762. texture.image.width = texData.width;
  32763. texture.image.height = texData.height;
  32764. texture.image.data = texData.data;
  32765. }
  32766. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  32767. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  32768. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  32769. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  32770. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  32771. if ( texData.colorSpace !== undefined ) {
  32772. texture.colorSpace = texData.colorSpace;
  32773. }
  32774. if ( texData.flipY !== undefined ) {
  32775. texture.flipY = texData.flipY;
  32776. }
  32777. if ( texData.format !== undefined ) {
  32778. texture.format = texData.format;
  32779. }
  32780. if ( texData.type !== undefined ) {
  32781. texture.type = texData.type;
  32782. }
  32783. if ( texData.mipmaps !== undefined ) {
  32784. texture.mipmaps = texData.mipmaps;
  32785. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  32786. }
  32787. if ( texData.mipmapCount === 1 ) {
  32788. texture.minFilter = LinearFilter;
  32789. }
  32790. if ( texData.generateMipmaps !== undefined ) {
  32791. texture.generateMipmaps = texData.generateMipmaps;
  32792. }
  32793. texture.needsUpdate = true;
  32794. if ( onLoad ) onLoad( texture, texData );
  32795. }, onProgress, onError );
  32796. return texture;
  32797. }
  32798. }
  32799. /**
  32800. * Class for loading textures. Images are internally
  32801. * loaded via {@link ImageLoader}.
  32802. *
  32803. * ```js
  32804. * const loader = new THREE.TextureLoader();
  32805. * const texture = await loader.loadAsync( 'textures/land_ocean_ice_cloud_2048.jpg' );
  32806. *
  32807. * const material = new THREE.MeshBasicMaterial( { map:texture } );
  32808. * ```
  32809. * Please note that `TextureLoader` has dropped support for progress
  32810. * events in `r84`. For a `TextureLoader` that supports progress events, see
  32811. * [this thread](https://github.com/mrdoob/three.js/issues/10439#issuecomment-293260145).
  32812. *
  32813. * @augments Loader
  32814. */
  32815. class TextureLoader extends Loader {
  32816. /**
  32817. * Constructs a new texture loader.
  32818. *
  32819. * @param {LoadingManager} [manager] - The loading manager.
  32820. */
  32821. constructor( manager ) {
  32822. super( manager );
  32823. }
  32824. /**
  32825. * Starts loading from the given URL and pass the fully loaded texture
  32826. * to the `onLoad()` callback. The method also returns a new texture object which can
  32827. * directly be used for material creation. If you do it this way, the texture
  32828. * may pop up in your scene once the respective loading process is finished.
  32829. *
  32830. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32831. * @param {function(Texture)} onLoad - Executed when the loading process has been finished.
  32832. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  32833. * @param {onErrorCallback} onError - Executed when errors occur.
  32834. * @return {Texture} The texture.
  32835. */
  32836. load( url, onLoad, onProgress, onError ) {
  32837. const texture = new Texture();
  32838. const loader = new ImageLoader( this.manager );
  32839. loader.setCrossOrigin( this.crossOrigin );
  32840. loader.setPath( this.path );
  32841. loader.load( url, function ( image ) {
  32842. texture.image = image;
  32843. texture.needsUpdate = true;
  32844. if ( onLoad !== undefined ) {
  32845. onLoad( texture );
  32846. }
  32847. }, onProgress, onError );
  32848. return texture;
  32849. }
  32850. }
  32851. /**
  32852. * Abstract base class for lights - all other light types inherit the
  32853. * properties and methods described here.
  32854. *
  32855. * @abstract
  32856. * @augments Object3D
  32857. */
  32858. class Light extends Object3D {
  32859. /**
  32860. * Constructs a new light.
  32861. *
  32862. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  32863. * @param {number} [intensity=1] - The light's strength/intensity.
  32864. */
  32865. constructor( color, intensity = 1 ) {
  32866. super();
  32867. /**
  32868. * This flag can be used for type testing.
  32869. *
  32870. * @type {boolean}
  32871. * @readonly
  32872. * @default true
  32873. */
  32874. this.isLight = true;
  32875. this.type = 'Light';
  32876. /**
  32877. * The light's color.
  32878. *
  32879. * @type {Color}
  32880. */
  32881. this.color = new Color( color );
  32882. /**
  32883. * The light's intensity.
  32884. *
  32885. * @type {number}
  32886. * @default 1
  32887. */
  32888. this.intensity = intensity;
  32889. }
  32890. /**
  32891. * Frees the GPU-related resources allocated by this instance. Call this
  32892. * method whenever this instance is no longer used in your app.
  32893. */
  32894. dispose() {
  32895. this.dispatchEvent( { type: 'dispose' } );
  32896. }
  32897. copy( source, recursive ) {
  32898. super.copy( source, recursive );
  32899. this.color.copy( source.color );
  32900. this.intensity = source.intensity;
  32901. return this;
  32902. }
  32903. toJSON( meta ) {
  32904. const data = super.toJSON( meta );
  32905. data.object.color = this.color.getHex();
  32906. data.object.intensity = this.intensity;
  32907. return data;
  32908. }
  32909. }
  32910. /**
  32911. * A light source positioned directly above the scene, with color fading from
  32912. * the sky color to the ground color.
  32913. *
  32914. * This light cannot be used to cast shadows.
  32915. *
  32916. * ```js
  32917. * const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
  32918. * scene.add( light );
  32919. * ```
  32920. *
  32921. * @augments Light
  32922. */
  32923. class HemisphereLight extends Light {
  32924. /**
  32925. * Constructs a new hemisphere light.
  32926. *
  32927. * @param {(number|Color|string)} [skyColor=0xffffff] - The light's sky color.
  32928. * @param {(number|Color|string)} [groundColor=0xffffff] - The light's ground color.
  32929. * @param {number} [intensity=1] - The light's strength/intensity.
  32930. */
  32931. constructor( skyColor, groundColor, intensity ) {
  32932. super( skyColor, intensity );
  32933. /**
  32934. * This flag can be used for type testing.
  32935. *
  32936. * @type {boolean}
  32937. * @readonly
  32938. * @default true
  32939. */
  32940. this.isHemisphereLight = true;
  32941. this.type = 'HemisphereLight';
  32942. this.position.copy( Object3D.DEFAULT_UP );
  32943. this.updateMatrix();
  32944. /**
  32945. * The light's ground color.
  32946. *
  32947. * @type {Color}
  32948. */
  32949. this.groundColor = new Color( groundColor );
  32950. }
  32951. copy( source, recursive ) {
  32952. super.copy( source, recursive );
  32953. this.groundColor.copy( source.groundColor );
  32954. return this;
  32955. }
  32956. toJSON( meta ) {
  32957. const data = super.toJSON( meta );
  32958. data.object.groundColor = this.groundColor.getHex();
  32959. return data;
  32960. }
  32961. }
  32962. const _projScreenMatrix = /*@__PURE__*/ new Matrix4();
  32963. const _lightPositionWorld = /*@__PURE__*/ new Vector3();
  32964. const _lookTarget = /*@__PURE__*/ new Vector3();
  32965. /**
  32966. * Abstract base class for light shadow classes. These classes
  32967. * represent the shadow configuration for different light types.
  32968. *
  32969. * @abstract
  32970. */
  32971. class LightShadow {
  32972. /**
  32973. * Constructs a new light shadow.
  32974. *
  32975. * @param {Camera} camera - The light's view of the world.
  32976. */
  32977. constructor( camera ) {
  32978. /**
  32979. * The light's view of the world.
  32980. *
  32981. * @type {Camera}
  32982. */
  32983. this.camera = camera;
  32984. /**
  32985. * The intensity of the shadow. The default is `1`.
  32986. * Valid values are in the range `[0, 1]`.
  32987. *
  32988. * @type {number}
  32989. * @default 1
  32990. */
  32991. this.intensity = 1;
  32992. /**
  32993. * Shadow map bias, how much to add or subtract from the normalized depth
  32994. * when deciding whether a surface is in shadow.
  32995. *
  32996. * The default is `0`. Very tiny adjustments here (in the order of `0.0001`)
  32997. * may help reduce artifacts in shadows.
  32998. *
  32999. * @type {number}
  33000. * @default 0
  33001. */
  33002. this.bias = 0;
  33003. /**
  33004. * A node version of `bias`. Only supported with `WebGPURenderer`.
  33005. *
  33006. * If a bias node is defined, `bias` has no effect.
  33007. *
  33008. * @type {?Node<float>}
  33009. * @default null
  33010. */
  33011. this.biasNode = null;
  33012. /**
  33013. * Defines how much the position used to query the shadow map is offset along
  33014. * the object normal. The default is `0`. Increasing this value can be used to
  33015. * reduce shadow acne especially in large scenes where light shines onto
  33016. * geometry at a shallow angle. The cost is that shadows may appear distorted.
  33017. *
  33018. * @type {number}
  33019. * @default 0
  33020. */
  33021. this.normalBias = 0;
  33022. /**
  33023. * Setting this to values greater than 1 will blur the edges of the shadow.
  33024. * High values will cause unwanted banding effects in the shadows - a greater
  33025. * map size will allow for a higher value to be used here before these effects
  33026. * become visible.
  33027. *
  33028. * The property has no effect when the shadow map type is `BasicShadowMap`.
  33029. *
  33030. * @type {number}
  33031. * @default 1
  33032. */
  33033. this.radius = 1;
  33034. /**
  33035. * The amount of samples to use when blurring a VSM shadow map.
  33036. *
  33037. * @type {number}
  33038. * @default 8
  33039. */
  33040. this.blurSamples = 8;
  33041. /**
  33042. * Defines the width and height of the shadow map. Higher values give better quality
  33043. * shadows at the cost of computation time. Values must be powers of two.
  33044. *
  33045. * @type {Vector2}
  33046. * @default (512,512)
  33047. */
  33048. this.mapSize = new Vector2( 512, 512 );
  33049. /**
  33050. * The type of shadow texture. The default is `UnsignedByteType`.
  33051. *
  33052. * @type {number}
  33053. * @default UnsignedByteType
  33054. */
  33055. this.mapType = UnsignedByteType;
  33056. /**
  33057. * The depth map generated using the internal camera; a location beyond a
  33058. * pixel's depth is in shadow. Computed internally during rendering.
  33059. *
  33060. * @type {?RenderTarget}
  33061. * @default null
  33062. */
  33063. this.map = null;
  33064. /**
  33065. * The distribution map generated using the internal camera; an occlusion is
  33066. * calculated based on the distribution of depths. Computed internally during
  33067. * rendering.
  33068. *
  33069. * @type {?RenderTarget}
  33070. * @default null
  33071. */
  33072. this.mapPass = null;
  33073. /**
  33074. * Model to shadow camera space, to compute location and depth in shadow map.
  33075. * This is computed internally during rendering.
  33076. *
  33077. * @type {Matrix4}
  33078. */
  33079. this.matrix = new Matrix4();
  33080. /**
  33081. * Enables automatic updates of the light's shadow. If you do not require dynamic
  33082. * lighting / shadows, you may set this to `false`.
  33083. *
  33084. * @type {boolean}
  33085. * @default true
  33086. */
  33087. this.autoUpdate = true;
  33088. /**
  33089. * When set to `true`, shadow maps will be updated in the next `render` call.
  33090. * If you have set {@link LightShadow#autoUpdate} to `false`, you will need to
  33091. * set this property to `true` and then make a render call to update the light's shadow.
  33092. *
  33093. * @type {boolean}
  33094. * @default false
  33095. */
  33096. this.needsUpdate = false;
  33097. this._frustum = new Frustum();
  33098. this._frameExtents = new Vector2( 1, 1 );
  33099. this._viewportCount = 1;
  33100. this._viewports = [
  33101. new Vector4( 0, 0, 1, 1 )
  33102. ];
  33103. }
  33104. /**
  33105. * Used internally by the renderer to get the number of viewports that need
  33106. * to be rendered for this shadow.
  33107. *
  33108. * @return {number} The viewport count.
  33109. */
  33110. getViewportCount() {
  33111. return this._viewportCount;
  33112. }
  33113. /**
  33114. * Gets the shadow cameras frustum. Used internally by the renderer to cull objects.
  33115. *
  33116. * @return {Frustum} The shadow camera frustum.
  33117. */
  33118. getFrustum() {
  33119. return this._frustum;
  33120. }
  33121. /**
  33122. * Update the matrices for the camera and shadow, used internally by the renderer.
  33123. *
  33124. * @param {Light} light - The light for which the shadow is being rendered.
  33125. */
  33126. updateMatrices( light ) {
  33127. const shadowCamera = this.camera;
  33128. const shadowMatrix = this.matrix;
  33129. _lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  33130. shadowCamera.position.copy( _lightPositionWorld );
  33131. _lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  33132. shadowCamera.lookAt( _lookTarget );
  33133. shadowCamera.updateMatrixWorld();
  33134. _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  33135. this._frustum.setFromProjectionMatrix( _projScreenMatrix, shadowCamera.coordinateSystem, shadowCamera.reversedDepth );
  33136. if ( shadowCamera.coordinateSystem === WebGPUCoordinateSystem || shadowCamera.reversedDepth ) {
  33137. shadowMatrix.set(
  33138. 0.5, 0.0, 0.0, 0.5,
  33139. 0.0, 0.5, 0.0, 0.5,
  33140. 0.0, 0.0, 1.0, 0.0, // Identity Z (preserving the correct [0, 1] range from the projection matrix)
  33141. 0.0, 0.0, 0.0, 1.0
  33142. );
  33143. } else {
  33144. shadowMatrix.set(
  33145. 0.5, 0.0, 0.0, 0.5,
  33146. 0.0, 0.5, 0.0, 0.5,
  33147. 0.0, 0.0, 0.5, 0.5,
  33148. 0.0, 0.0, 0.0, 1.0
  33149. );
  33150. }
  33151. shadowMatrix.multiply( _projScreenMatrix );
  33152. }
  33153. /**
  33154. * Returns a viewport definition for the given viewport index.
  33155. *
  33156. * @param {number} viewportIndex - The viewport index.
  33157. * @return {Vector4} The viewport.
  33158. */
  33159. getViewport( viewportIndex ) {
  33160. return this._viewports[ viewportIndex ];
  33161. }
  33162. /**
  33163. * Returns the frame extends.
  33164. *
  33165. * @return {Vector2} The frame extends.
  33166. */
  33167. getFrameExtents() {
  33168. return this._frameExtents;
  33169. }
  33170. /**
  33171. * Frees the GPU-related resources allocated by this instance. Call this
  33172. * method whenever this instance is no longer used in your app.
  33173. */
  33174. dispose() {
  33175. if ( this.map ) {
  33176. this.map.dispose();
  33177. }
  33178. if ( this.mapPass ) {
  33179. this.mapPass.dispose();
  33180. }
  33181. }
  33182. /**
  33183. * Copies the values of the given light shadow instance to this instance.
  33184. *
  33185. * @param {LightShadow} source - The light shadow to copy.
  33186. * @return {LightShadow} A reference to this light shadow instance.
  33187. */
  33188. copy( source ) {
  33189. this.camera = source.camera.clone();
  33190. this.intensity = source.intensity;
  33191. this.bias = source.bias;
  33192. this.radius = source.radius;
  33193. this.autoUpdate = source.autoUpdate;
  33194. this.needsUpdate = source.needsUpdate;
  33195. this.normalBias = source.normalBias;
  33196. this.blurSamples = source.blurSamples;
  33197. this.mapSize.copy( source.mapSize );
  33198. this.biasNode = source.biasNode;
  33199. return this;
  33200. }
  33201. /**
  33202. * Returns a new light shadow instance with copied values from this instance.
  33203. *
  33204. * @return {LightShadow} A clone of this instance.
  33205. */
  33206. clone() {
  33207. return new this.constructor().copy( this );
  33208. }
  33209. /**
  33210. * Serializes the light shadow into JSON.
  33211. *
  33212. * @return {Object} A JSON object representing the serialized light shadow.
  33213. * @see {@link ObjectLoader#parse}
  33214. */
  33215. toJSON() {
  33216. const object = {};
  33217. if ( this.intensity !== 1 ) object.intensity = this.intensity;
  33218. if ( this.bias !== 0 ) object.bias = this.bias;
  33219. if ( this.normalBias !== 0 ) object.normalBias = this.normalBias;
  33220. if ( this.radius !== 1 ) object.radius = this.radius;
  33221. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();
  33222. object.camera = this.camera.toJSON( false ).object;
  33223. delete object.camera.matrix;
  33224. return object;
  33225. }
  33226. }
  33227. const _position$2 = /*@__PURE__*/ new Vector3();
  33228. const _quaternion$2 = /*@__PURE__*/ new Quaternion();
  33229. const _scale$2 = /*@__PURE__*/ new Vector3();
  33230. /**
  33231. * Abstract base class for cameras. This class should always be inherited
  33232. * when you build a new camera.
  33233. *
  33234. * @abstract
  33235. * @augments Object3D
  33236. */
  33237. class Camera extends Object3D {
  33238. /**
  33239. * Constructs a new camera.
  33240. */
  33241. constructor() {
  33242. super();
  33243. /**
  33244. * This flag can be used for type testing.
  33245. *
  33246. * @type {boolean}
  33247. * @readonly
  33248. * @default true
  33249. */
  33250. this.isCamera = true;
  33251. this.type = 'Camera';
  33252. /**
  33253. * The inverse of the camera's world matrix.
  33254. *
  33255. * @type {Matrix4}
  33256. */
  33257. this.matrixWorldInverse = new Matrix4();
  33258. /**
  33259. * The camera's projection matrix.
  33260. *
  33261. * @type {Matrix4}
  33262. */
  33263. this.projectionMatrix = new Matrix4();
  33264. /**
  33265. * The inverse of the camera's projection matrix.
  33266. *
  33267. * @type {Matrix4}
  33268. */
  33269. this.projectionMatrixInverse = new Matrix4();
  33270. /**
  33271. * The coordinate system in which the camera is used.
  33272. *
  33273. * @type {(WebGLCoordinateSystem|WebGPUCoordinateSystem)}
  33274. */
  33275. this.coordinateSystem = WebGLCoordinateSystem;
  33276. this._reversedDepth = false;
  33277. }
  33278. /**
  33279. * The flag that indicates whether the camera uses a reversed depth buffer.
  33280. *
  33281. * @type {boolean}
  33282. * @default false
  33283. */
  33284. get reversedDepth() {
  33285. return this._reversedDepth;
  33286. }
  33287. copy( source, recursive ) {
  33288. super.copy( source, recursive );
  33289. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  33290. this.projectionMatrix.copy( source.projectionMatrix );
  33291. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  33292. this.coordinateSystem = source.coordinateSystem;
  33293. return this;
  33294. }
  33295. /**
  33296. * Returns a vector representing the ("look") direction of the 3D object in world space.
  33297. *
  33298. * This method is overwritten since cameras have a different forward vector compared to other
  33299. * 3D objects. A camera looks down its local, negative z-axis by default.
  33300. *
  33301. * @param {Vector3} target - The target vector the result is stored to.
  33302. * @return {Vector3} The 3D object's direction in world space.
  33303. */
  33304. getWorldDirection( target ) {
  33305. return super.getWorldDirection( target ).negate();
  33306. }
  33307. updateMatrixWorld( force ) {
  33308. super.updateMatrixWorld( force );
  33309. // exclude scale from view matrix to be glTF conform
  33310. this.matrixWorld.decompose( _position$2, _quaternion$2, _scale$2 );
  33311. if ( _scale$2.x === 1 && _scale$2.y === 1 && _scale$2.z === 1 ) {
  33312. this.matrixWorldInverse.copy( this.matrixWorld ).invert();
  33313. } else {
  33314. this.matrixWorldInverse.compose( _position$2, _quaternion$2, _scale$2.set( 1, 1, 1 ) ).invert();
  33315. }
  33316. }
  33317. updateWorldMatrix( updateParents, updateChildren ) {
  33318. super.updateWorldMatrix( updateParents, updateChildren );
  33319. // exclude scale from view matrix to be glTF conform
  33320. this.matrixWorld.decompose( _position$2, _quaternion$2, _scale$2 );
  33321. if ( _scale$2.x === 1 && _scale$2.y === 1 && _scale$2.z === 1 ) {
  33322. this.matrixWorldInverse.copy( this.matrixWorld ).invert();
  33323. } else {
  33324. this.matrixWorldInverse.compose( _position$2, _quaternion$2, _scale$2.set( 1, 1, 1 ) ).invert();
  33325. }
  33326. }
  33327. clone() {
  33328. return new this.constructor().copy( this );
  33329. }
  33330. }
  33331. const _v3$1 = /*@__PURE__*/ new Vector3();
  33332. const _minTarget = /*@__PURE__*/ new Vector2();
  33333. const _maxTarget = /*@__PURE__*/ new Vector2();
  33334. /**
  33335. * Camera that uses [perspective projection](https://en.wikipedia.org/wiki/Perspective_(graphical)).
  33336. *
  33337. * This projection mode is designed to mimic the way the human eye sees. It
  33338. * is the most common projection mode used for rendering a 3D scene.
  33339. *
  33340. * ```js
  33341. * const camera = new THREE.PerspectiveCamera( 45, width / height, 1, 1000 );
  33342. * scene.add( camera );
  33343. * ```
  33344. *
  33345. * @augments Camera
  33346. */
  33347. class PerspectiveCamera extends Camera {
  33348. /**
  33349. * Constructs a new perspective camera.
  33350. *
  33351. * @param {number} [fov=50] - The vertical field of view.
  33352. * @param {number} [aspect=1] - The aspect ratio.
  33353. * @param {number} [near=0.1] - The camera's near plane.
  33354. * @param {number} [far=2000] - The camera's far plane.
  33355. */
  33356. constructor( fov = 50, aspect = 1, near = 0.1, far = 2000 ) {
  33357. super();
  33358. /**
  33359. * This flag can be used for type testing.
  33360. *
  33361. * @type {boolean}
  33362. * @readonly
  33363. * @default true
  33364. */
  33365. this.isPerspectiveCamera = true;
  33366. this.type = 'PerspectiveCamera';
  33367. /**
  33368. * The vertical field of view, from bottom to top of view,
  33369. * in degrees.
  33370. *
  33371. * @type {number}
  33372. * @default 50
  33373. */
  33374. this.fov = fov;
  33375. /**
  33376. * The zoom factor of the camera.
  33377. *
  33378. * @type {number}
  33379. * @default 1
  33380. */
  33381. this.zoom = 1;
  33382. /**
  33383. * The camera's near plane. The valid range is greater than `0`
  33384. * and less than the current value of {@link PerspectiveCamera#far}.
  33385. *
  33386. * Note that, unlike for the {@link OrthographicCamera}, `0` is <em>not</em> a
  33387. * valid value for a perspective camera's near plane.
  33388. *
  33389. * @type {number}
  33390. * @default 0.1
  33391. */
  33392. this.near = near;
  33393. /**
  33394. * The camera's far plane. Must be greater than the
  33395. * current value of {@link PerspectiveCamera#near}.
  33396. *
  33397. * @type {number}
  33398. * @default 2000
  33399. */
  33400. this.far = far;
  33401. /**
  33402. * Object distance used for stereoscopy and depth-of-field effects. This
  33403. * parameter does not influence the projection matrix unless a
  33404. * {@link StereoCamera} is being used.
  33405. *
  33406. * @type {number}
  33407. * @default 10
  33408. */
  33409. this.focus = 10;
  33410. /**
  33411. * The aspect ratio, usually the canvas width / canvas height.
  33412. *
  33413. * @type {number}
  33414. * @default 1
  33415. */
  33416. this.aspect = aspect;
  33417. /**
  33418. * Represents the frustum window specification. This property should not be edited
  33419. * directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}.
  33420. *
  33421. * @type {?Object}
  33422. * @default null
  33423. */
  33424. this.view = null;
  33425. /**
  33426. * Film size used for the larger axis. Default is `35` (millimeters). This
  33427. * parameter does not influence the projection matrix unless {@link PerspectiveCamera#filmOffset}
  33428. * is set to a nonzero value.
  33429. *
  33430. * @type {number}
  33431. * @default 35
  33432. */
  33433. this.filmGauge = 35;
  33434. /**
  33435. * Horizontal off-center offset in the same unit as {@link PerspectiveCamera#filmGauge}.
  33436. *
  33437. * @type {number}
  33438. * @default 0
  33439. */
  33440. this.filmOffset = 0;
  33441. this.updateProjectionMatrix();
  33442. }
  33443. copy( source, recursive ) {
  33444. super.copy( source, recursive );
  33445. this.fov = source.fov;
  33446. this.zoom = source.zoom;
  33447. this.near = source.near;
  33448. this.far = source.far;
  33449. this.focus = source.focus;
  33450. this.aspect = source.aspect;
  33451. this.view = source.view === null ? null : Object.assign( {}, source.view );
  33452. this.filmGauge = source.filmGauge;
  33453. this.filmOffset = source.filmOffset;
  33454. return this;
  33455. }
  33456. /**
  33457. * Sets the FOV by focal length in respect to the current {@link PerspectiveCamera#filmGauge}.
  33458. *
  33459. * The default film gauge is 35, so that the focal length can be specified for
  33460. * a 35mm (full frame) camera.
  33461. *
  33462. * @param {number} focalLength - Values for focal length and film gauge must have the same unit.
  33463. */
  33464. setFocalLength( focalLength ) {
  33465. /** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */
  33466. const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  33467. this.fov = RAD2DEG * 2 * Math.atan( vExtentSlope );
  33468. this.updateProjectionMatrix();
  33469. }
  33470. /**
  33471. * Returns the focal length from the current {@link PerspectiveCamera#fov} and
  33472. * {@link PerspectiveCamera#filmGauge}.
  33473. *
  33474. * @return {number} The computed focal length.
  33475. */
  33476. getFocalLength() {
  33477. const vExtentSlope = Math.tan( DEG2RAD * 0.5 * this.fov );
  33478. return 0.5 * this.getFilmHeight() / vExtentSlope;
  33479. }
  33480. /**
  33481. * Returns the current vertical field of view angle in degrees considering {@link PerspectiveCamera#zoom}.
  33482. *
  33483. * @return {number} The effective FOV.
  33484. */
  33485. getEffectiveFOV() {
  33486. return RAD2DEG * 2 * Math.atan(
  33487. Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom );
  33488. }
  33489. /**
  33490. * Returns the width of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or
  33491. * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.
  33492. *
  33493. * @return {number} The film width.
  33494. */
  33495. getFilmWidth() {
  33496. // film not completely covered in portrait format (aspect < 1)
  33497. return this.filmGauge * Math.min( this.aspect, 1 );
  33498. }
  33499. /**
  33500. * Returns the height of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or
  33501. * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.
  33502. *
  33503. * @return {number} The film width.
  33504. */
  33505. getFilmHeight() {
  33506. // film not completely covered in landscape format (aspect > 1)
  33507. return this.filmGauge / Math.max( this.aspect, 1 );
  33508. }
  33509. /**
  33510. * Computes the 2D bounds of the camera's viewable rectangle at a given distance along the viewing direction.
  33511. * Sets `minTarget` and `maxTarget` to the coordinates of the lower-left and upper-right corners of the view rectangle.
  33512. *
  33513. * @param {number} distance - The viewing distance.
  33514. * @param {Vector2} minTarget - The lower-left corner of the view rectangle is written into this vector.
  33515. * @param {Vector2} maxTarget - The upper-right corner of the view rectangle is written into this vector.
  33516. */
  33517. getViewBounds( distance, minTarget, maxTarget ) {
  33518. _v3$1.set( -1, -1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
  33519. minTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
  33520. _v3$1.set( 1, 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
  33521. maxTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
  33522. }
  33523. /**
  33524. * Computes the width and height of the camera's viewable rectangle at a given distance along the viewing direction.
  33525. *
  33526. * @param {number} distance - The viewing distance.
  33527. * @param {Vector2} target - The target vector that is used to store result where x is width and y is height.
  33528. * @returns {Vector2} The view size.
  33529. */
  33530. getViewSize( distance, target ) {
  33531. this.getViewBounds( distance, _minTarget, _maxTarget );
  33532. return target.subVectors( _maxTarget, _minTarget );
  33533. }
  33534. /**
  33535. * Sets an offset in a larger frustum. This is useful for multi-window or
  33536. * multi-monitor/multi-machine setups.
  33537. *
  33538. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  33539. * the monitors are in grid like this
  33540. *```
  33541. * +---+---+---+
  33542. * | A | B | C |
  33543. * +---+---+---+
  33544. * | D | E | F |
  33545. * +---+---+---+
  33546. *```
  33547. * then for each monitor you would call it like this:
  33548. *```js
  33549. * const w = 1920;
  33550. * const h = 1080;
  33551. * const fullWidth = w * 3;
  33552. * const fullHeight = h * 2;
  33553. *
  33554. * // --A--
  33555. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  33556. * // --B--
  33557. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  33558. * // --C--
  33559. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  33560. * // --D--
  33561. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  33562. * // --E--
  33563. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  33564. * // --F--
  33565. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  33566. * ```
  33567. *
  33568. * Note there is no reason monitors have to be the same size or in a grid.
  33569. *
  33570. * @param {number} fullWidth - The full width of multiview setup.
  33571. * @param {number} fullHeight - The full height of multiview setup.
  33572. * @param {number} x - The horizontal offset of the subcamera.
  33573. * @param {number} y - The vertical offset of the subcamera.
  33574. * @param {number} width - The width of subcamera.
  33575. * @param {number} height - The height of subcamera.
  33576. */
  33577. setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
  33578. this.aspect = fullWidth / fullHeight;
  33579. if ( this.view === null ) {
  33580. this.view = {
  33581. enabled: true,
  33582. fullWidth: 1,
  33583. fullHeight: 1,
  33584. offsetX: 0,
  33585. offsetY: 0,
  33586. width: 1,
  33587. height: 1
  33588. };
  33589. }
  33590. this.view.enabled = true;
  33591. this.view.fullWidth = fullWidth;
  33592. this.view.fullHeight = fullHeight;
  33593. this.view.offsetX = x;
  33594. this.view.offsetY = y;
  33595. this.view.width = width;
  33596. this.view.height = height;
  33597. this.updateProjectionMatrix();
  33598. }
  33599. /**
  33600. * Removes the view offset from the projection matrix.
  33601. */
  33602. clearViewOffset() {
  33603. if ( this.view !== null ) {
  33604. this.view.enabled = false;
  33605. }
  33606. this.updateProjectionMatrix();
  33607. }
  33608. /**
  33609. * Updates the camera's projection matrix. Must be called after any change of
  33610. * camera properties.
  33611. */
  33612. updateProjectionMatrix() {
  33613. const near = this.near;
  33614. let top = near * Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom;
  33615. let height = 2 * top;
  33616. let width = this.aspect * height;
  33617. let left = -0.5 * width;
  33618. const view = this.view;
  33619. if ( this.view !== null && this.view.enabled ) {
  33620. const fullWidth = view.fullWidth,
  33621. fullHeight = view.fullHeight;
  33622. left += view.offsetX * width / fullWidth;
  33623. top -= view.offsetY * height / fullHeight;
  33624. width *= view.width / fullWidth;
  33625. height *= view.height / fullHeight;
  33626. }
  33627. const skew = this.filmOffset;
  33628. if ( skew !== 0 ) left += near * skew / this.getFilmWidth();
  33629. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far, this.coordinateSystem, this.reversedDepth );
  33630. this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
  33631. }
  33632. toJSON( meta ) {
  33633. const data = super.toJSON( meta );
  33634. data.object.fov = this.fov;
  33635. data.object.zoom = this.zoom;
  33636. data.object.near = this.near;
  33637. data.object.far = this.far;
  33638. data.object.focus = this.focus;
  33639. data.object.aspect = this.aspect;
  33640. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  33641. data.object.filmGauge = this.filmGauge;
  33642. data.object.filmOffset = this.filmOffset;
  33643. return data;
  33644. }
  33645. }
  33646. /**
  33647. * Represents the shadow configuration of directional lights.
  33648. *
  33649. * @augments LightShadow
  33650. */
  33651. class SpotLightShadow extends LightShadow {
  33652. /**
  33653. * Constructs a new spot light shadow.
  33654. */
  33655. constructor() {
  33656. super( new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  33657. /**
  33658. * This flag can be used for type testing.
  33659. *
  33660. * @type {boolean}
  33661. * @readonly
  33662. * @default true
  33663. */
  33664. this.isSpotLightShadow = true;
  33665. /**
  33666. * Used to focus the shadow camera. The camera's field of view is set as a
  33667. * percentage of the spotlight's field-of-view. Range is `[0, 1]`.
  33668. *
  33669. * @type {number}
  33670. * @default 1
  33671. */
  33672. this.focus = 1;
  33673. /**
  33674. * Texture aspect ratio.
  33675. *
  33676. * @type {number}
  33677. * @default 1
  33678. */
  33679. this.aspect = 1;
  33680. }
  33681. updateMatrices( light ) {
  33682. const camera = this.camera;
  33683. const fov = RAD2DEG * 2 * light.angle * this.focus;
  33684. const aspect = ( this.mapSize.width / this.mapSize.height ) * this.aspect;
  33685. const far = light.distance || camera.far;
  33686. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  33687. camera.fov = fov;
  33688. camera.aspect = aspect;
  33689. camera.far = far;
  33690. camera.updateProjectionMatrix();
  33691. }
  33692. super.updateMatrices( light );
  33693. }
  33694. copy( source ) {
  33695. super.copy( source );
  33696. this.focus = source.focus;
  33697. return this;
  33698. }
  33699. }
  33700. /**
  33701. * This light gets emitted from a single point in one direction, along a cone
  33702. * that increases in size the further from the light it gets.
  33703. *
  33704. * This light can cast shadows - see the {@link SpotLightShadow} for details.
  33705. *
  33706. * ```js
  33707. * // white spotlight shining from the side, modulated by a texture
  33708. * const spotLight = new THREE.SpotLight( 0xffffff );
  33709. * spotLight.position.set( 100, 1000, 100 );
  33710. * spotLight.map = new THREE.TextureLoader().load( url );
  33711. *
  33712. * spotLight.castShadow = true;
  33713. * spotLight.shadow.mapSize.width = 1024;
  33714. * spotLight.shadow.mapSize.height = 1024;
  33715. * spotLight.shadow.camera.near = 500;
  33716. * spotLight.shadow.camera.far = 4000;
  33717. * spotLight.shadow.camera.fov = 30;s
  33718. * ```
  33719. *
  33720. * @augments Light
  33721. */
  33722. class SpotLight extends Light {
  33723. /**
  33724. * Constructs a new spot light.
  33725. *
  33726. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33727. * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).
  33728. * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.
  33729. * @param {number} [angle=Math.PI/3] - Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
  33730. * @param {number} [penumbra=0] - Percent of the spotlight cone that is attenuated due to penumbra. Value range is `[0,1]`.
  33731. * @param {number} [decay=2] - The amount the light dims along the distance of the light.
  33732. */
  33733. constructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 2 ) {
  33734. super( color, intensity );
  33735. /**
  33736. * This flag can be used for type testing.
  33737. *
  33738. * @type {boolean}
  33739. * @readonly
  33740. * @default true
  33741. */
  33742. this.isSpotLight = true;
  33743. this.type = 'SpotLight';
  33744. this.position.copy( Object3D.DEFAULT_UP );
  33745. this.updateMatrix();
  33746. /**
  33747. * The spot light points from its position to the
  33748. * target's position.
  33749. *
  33750. * For the target's position to be changed to anything other
  33751. * than the default, it must be added to the scene.
  33752. *
  33753. * It is also possible to set the target to be another 3D object
  33754. * in the scene. The light will now track the target object.
  33755. *
  33756. * @type {Object3D}
  33757. */
  33758. this.target = new Object3D();
  33759. /**
  33760. * Maximum range of the light. `0` means no limit.
  33761. *
  33762. * @type {number}
  33763. * @default 0
  33764. */
  33765. this.distance = distance;
  33766. /**
  33767. * Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
  33768. *
  33769. * @type {number}
  33770. * @default Math.PI/3
  33771. */
  33772. this.angle = angle;
  33773. /**
  33774. * Percent of the spotlight cone that is attenuated due to penumbra.
  33775. * Value range is `[0,1]`.
  33776. *
  33777. * @type {number}
  33778. * @default 0
  33779. */
  33780. this.penumbra = penumbra;
  33781. /**
  33782. * The amount the light dims along the distance of the light. In context of
  33783. * physically-correct rendering the default value should not be changed.
  33784. *
  33785. * @type {number}
  33786. * @default 2
  33787. */
  33788. this.decay = decay;
  33789. /**
  33790. * A texture used to modulate the color of the light. The spot light
  33791. * color is mixed with the RGB value of this texture, with a ratio
  33792. * corresponding to its alpha value. The cookie-like masking effect is
  33793. * reproduced using pixel values (0, 0, 0, 1-cookie_value).
  33794. *
  33795. * *Warning*: This property is disabled if {@link Object3D#castShadow} is set to `false`.
  33796. *
  33797. * @type {?Texture}
  33798. * @default null
  33799. */
  33800. this.map = null;
  33801. /**
  33802. * This property holds the light's shadow configuration.
  33803. *
  33804. * @type {SpotLightShadow}
  33805. */
  33806. this.shadow = new SpotLightShadow();
  33807. }
  33808. /**
  33809. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  33810. * Changing the power will also change the light's intensity.
  33811. *
  33812. * @type {number}
  33813. */
  33814. get power() {
  33815. // compute the light's luminous power (in lumens) from its intensity (in candela)
  33816. // by convention for a spotlight, luminous power (lm) = π * luminous intensity (cd)
  33817. return this.intensity * Math.PI;
  33818. }
  33819. set power( power ) {
  33820. // set the light's intensity (in candela) from the desired luminous power (in lumens)
  33821. this.intensity = power / Math.PI;
  33822. }
  33823. dispose() {
  33824. super.dispose();
  33825. this.shadow.dispose();
  33826. }
  33827. copy( source, recursive ) {
  33828. super.copy( source, recursive );
  33829. this.distance = source.distance;
  33830. this.angle = source.angle;
  33831. this.penumbra = source.penumbra;
  33832. this.decay = source.decay;
  33833. this.target = source.target.clone();
  33834. this.map = source.map;
  33835. this.shadow = source.shadow.clone();
  33836. return this;
  33837. }
  33838. toJSON( meta ) {
  33839. const data = super.toJSON( meta );
  33840. data.object.distance = this.distance;
  33841. data.object.angle = this.angle;
  33842. data.object.decay = this.decay;
  33843. data.object.penumbra = this.penumbra;
  33844. data.object.target = this.target.uuid;
  33845. if ( this.map && this.map.isTexture ) data.object.map = this.map.toJSON( meta ).uuid;
  33846. data.object.shadow = this.shadow.toJSON();
  33847. return data;
  33848. }
  33849. }
  33850. /**
  33851. * Represents the shadow configuration of point lights.
  33852. *
  33853. * @augments LightShadow
  33854. */
  33855. class PointLightShadow extends LightShadow {
  33856. /**
  33857. * Constructs a new point light shadow.
  33858. */
  33859. constructor() {
  33860. super( new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  33861. /**
  33862. * This flag can be used for type testing.
  33863. *
  33864. * @type {boolean}
  33865. * @readonly
  33866. * @default true
  33867. */
  33868. this.isPointLightShadow = true;
  33869. }
  33870. }
  33871. /**
  33872. * A light that gets emitted from a single point in all directions. A common
  33873. * use case for this is to replicate the light emitted from a bare
  33874. * lightbulb.
  33875. *
  33876. * This light can cast shadows - see the {@link PointLightShadow} for details.
  33877. *
  33878. * ```js
  33879. * const light = new THREE.PointLight( 0xff0000, 1, 100 );
  33880. * light.position.set( 50, 50, 50 );
  33881. * scene.add( light );
  33882. * ```
  33883. *
  33884. * @augments Light
  33885. */
  33886. class PointLight extends Light {
  33887. /**
  33888. * Constructs a new point light.
  33889. *
  33890. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33891. * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).
  33892. * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.
  33893. * @param {number} [decay=2] - The amount the light dims along the distance of the light.
  33894. */
  33895. constructor( color, intensity, distance = 0, decay = 2 ) {
  33896. super( color, intensity );
  33897. /**
  33898. * This flag can be used for type testing.
  33899. *
  33900. * @type {boolean}
  33901. * @readonly
  33902. * @default true
  33903. */
  33904. this.isPointLight = true;
  33905. this.type = 'PointLight';
  33906. /**
  33907. * When distance is zero, light will attenuate according to inverse-square
  33908. * law to infinite distance. When distance is non-zero, light will attenuate
  33909. * according to inverse-square law until near the distance cutoff, where it
  33910. * will then attenuate quickly and smoothly to 0. Inherently, cutoffs are not
  33911. * physically correct.
  33912. *
  33913. * @type {number}
  33914. * @default 0
  33915. */
  33916. this.distance = distance;
  33917. /**
  33918. * The amount the light dims along the distance of the light. In context of
  33919. * physically-correct rendering the default value should not be changed.
  33920. *
  33921. * @type {number}
  33922. * @default 2
  33923. */
  33924. this.decay = decay;
  33925. /**
  33926. * This property holds the light's shadow configuration.
  33927. *
  33928. * @type {PointLightShadow}
  33929. */
  33930. this.shadow = new PointLightShadow();
  33931. }
  33932. /**
  33933. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  33934. * Changing the power will also change the light's intensity.
  33935. *
  33936. * @type {number}
  33937. */
  33938. get power() {
  33939. // compute the light's luminous power (in lumens) from its intensity (in candela)
  33940. // for an isotropic light source, luminous power (lm) = 4 π luminous intensity (cd)
  33941. return this.intensity * 4 * Math.PI;
  33942. }
  33943. set power( power ) {
  33944. // set the light's intensity (in candela) from the desired luminous power (in lumens)
  33945. this.intensity = power / ( 4 * Math.PI );
  33946. }
  33947. dispose() {
  33948. super.dispose();
  33949. this.shadow.dispose();
  33950. }
  33951. copy( source, recursive ) {
  33952. super.copy( source, recursive );
  33953. this.distance = source.distance;
  33954. this.decay = source.decay;
  33955. this.shadow = source.shadow.clone();
  33956. return this;
  33957. }
  33958. toJSON( meta ) {
  33959. const data = super.toJSON( meta );
  33960. data.object.distance = this.distance;
  33961. data.object.decay = this.decay;
  33962. data.object.shadow = this.shadow.toJSON();
  33963. return data;
  33964. }
  33965. }
  33966. /**
  33967. * Camera that uses [orthographic projection](https://en.wikipedia.org/wiki/Orthographic_projection).
  33968. *
  33969. * In this projection mode, an object's size in the rendered image stays
  33970. * constant regardless of its distance from the camera. This can be useful
  33971. * for rendering 2D scenes and UI elements, amongst other things.
  33972. *
  33973. * ```js
  33974. * const camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 1, 1000 );
  33975. * scene.add( camera );
  33976. * ```
  33977. *
  33978. * @augments Camera
  33979. */
  33980. class OrthographicCamera extends Camera {
  33981. /**
  33982. * Constructs a new orthographic camera.
  33983. *
  33984. * @param {number} [left=-1] - The left plane of the camera's frustum.
  33985. * @param {number} [right=1] - The right plane of the camera's frustum.
  33986. * @param {number} [top=1] - The top plane of the camera's frustum.
  33987. * @param {number} [bottom=-1] - The bottom plane of the camera's frustum.
  33988. * @param {number} [near=0.1] - The camera's near plane.
  33989. * @param {number} [far=2000] - The camera's far plane.
  33990. */
  33991. constructor( left = -1, right = 1, top = 1, bottom = -1, near = 0.1, far = 2000 ) {
  33992. super();
  33993. /**
  33994. * This flag can be used for type testing.
  33995. *
  33996. * @type {boolean}
  33997. * @readonly
  33998. * @default true
  33999. */
  34000. this.isOrthographicCamera = true;
  34001. this.type = 'OrthographicCamera';
  34002. /**
  34003. * The zoom factor of the camera.
  34004. *
  34005. * @type {number}
  34006. * @default 1
  34007. */
  34008. this.zoom = 1;
  34009. /**
  34010. * Represents the frustum window specification. This property should not be edited
  34011. * directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}.
  34012. *
  34013. * @type {?Object}
  34014. * @default null
  34015. */
  34016. this.view = null;
  34017. /**
  34018. * The left plane of the camera's frustum.
  34019. *
  34020. * @type {number}
  34021. * @default -1
  34022. */
  34023. this.left = left;
  34024. /**
  34025. * The right plane of the camera's frustum.
  34026. *
  34027. * @type {number}
  34028. * @default 1
  34029. */
  34030. this.right = right;
  34031. /**
  34032. * The top plane of the camera's frustum.
  34033. *
  34034. * @type {number}
  34035. * @default 1
  34036. */
  34037. this.top = top;
  34038. /**
  34039. * The bottom plane of the camera's frustum.
  34040. *
  34041. * @type {number}
  34042. * @default -1
  34043. */
  34044. this.bottom = bottom;
  34045. /**
  34046. * The camera's near plane. The valid range is greater than `0`
  34047. * and less than the current value of {@link OrthographicCamera#far}.
  34048. *
  34049. * Note that, unlike for the {@link PerspectiveCamera}, `0` is a
  34050. * valid value for an orthographic camera's near plane.
  34051. *
  34052. * @type {number}
  34053. * @default 0.1
  34054. */
  34055. this.near = near;
  34056. /**
  34057. * The camera's far plane. Must be greater than the
  34058. * current value of {@link OrthographicCamera#near}.
  34059. *
  34060. * @type {number}
  34061. * @default 2000
  34062. */
  34063. this.far = far;
  34064. this.updateProjectionMatrix();
  34065. }
  34066. copy( source, recursive ) {
  34067. super.copy( source, recursive );
  34068. this.left = source.left;
  34069. this.right = source.right;
  34070. this.top = source.top;
  34071. this.bottom = source.bottom;
  34072. this.near = source.near;
  34073. this.far = source.far;
  34074. this.zoom = source.zoom;
  34075. this.view = source.view === null ? null : Object.assign( {}, source.view );
  34076. return this;
  34077. }
  34078. /**
  34079. * Sets an offset in a larger frustum. This is useful for multi-window or
  34080. * multi-monitor/multi-machine setups.
  34081. *
  34082. * @param {number} fullWidth - The full width of multiview setup.
  34083. * @param {number} fullHeight - The full height of multiview setup.
  34084. * @param {number} x - The horizontal offset of the subcamera.
  34085. * @param {number} y - The vertical offset of the subcamera.
  34086. * @param {number} width - The width of subcamera.
  34087. * @param {number} height - The height of subcamera.
  34088. * @see {@link PerspectiveCamera#setViewOffset}
  34089. */
  34090. setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
  34091. if ( this.view === null ) {
  34092. this.view = {
  34093. enabled: true,
  34094. fullWidth: 1,
  34095. fullHeight: 1,
  34096. offsetX: 0,
  34097. offsetY: 0,
  34098. width: 1,
  34099. height: 1
  34100. };
  34101. }
  34102. this.view.enabled = true;
  34103. this.view.fullWidth = fullWidth;
  34104. this.view.fullHeight = fullHeight;
  34105. this.view.offsetX = x;
  34106. this.view.offsetY = y;
  34107. this.view.width = width;
  34108. this.view.height = height;
  34109. this.updateProjectionMatrix();
  34110. }
  34111. /**
  34112. * Removes the view offset from the projection matrix.
  34113. */
  34114. clearViewOffset() {
  34115. if ( this.view !== null ) {
  34116. this.view.enabled = false;
  34117. }
  34118. this.updateProjectionMatrix();
  34119. }
  34120. /**
  34121. * Updates the camera's projection matrix. Must be called after any change of
  34122. * camera properties.
  34123. */
  34124. updateProjectionMatrix() {
  34125. const dx = ( this.right - this.left ) / ( 2 * this.zoom );
  34126. const dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  34127. const cx = ( this.right + this.left ) / 2;
  34128. const cy = ( this.top + this.bottom ) / 2;
  34129. let left = cx - dx;
  34130. let right = cx + dx;
  34131. let top = cy + dy;
  34132. let bottom = cy - dy;
  34133. if ( this.view !== null && this.view.enabled ) {
  34134. const scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
  34135. const scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;
  34136. left += scaleW * this.view.offsetX;
  34137. right = left + scaleW * this.view.width;
  34138. top -= scaleH * this.view.offsetY;
  34139. bottom = top - scaleH * this.view.height;
  34140. }
  34141. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far, this.coordinateSystem, this.reversedDepth );
  34142. this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
  34143. }
  34144. toJSON( meta ) {
  34145. const data = super.toJSON( meta );
  34146. data.object.zoom = this.zoom;
  34147. data.object.left = this.left;
  34148. data.object.right = this.right;
  34149. data.object.top = this.top;
  34150. data.object.bottom = this.bottom;
  34151. data.object.near = this.near;
  34152. data.object.far = this.far;
  34153. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  34154. return data;
  34155. }
  34156. }
  34157. /**
  34158. * Represents the shadow configuration of directional lights.
  34159. *
  34160. * @augments LightShadow
  34161. */
  34162. class DirectionalLightShadow extends LightShadow {
  34163. /**
  34164. * Constructs a new directional light shadow.
  34165. */
  34166. constructor() {
  34167. super( new OrthographicCamera( -5, 5, 5, -5, 0.5, 500 ) );
  34168. /**
  34169. * This flag can be used for type testing.
  34170. *
  34171. * @type {boolean}
  34172. * @readonly
  34173. * @default true
  34174. */
  34175. this.isDirectionalLightShadow = true;
  34176. }
  34177. }
  34178. /**
  34179. * A light that gets emitted in a specific direction. This light will behave
  34180. * as though it is infinitely far away and the rays produced from it are all
  34181. * parallel. The common use case for this is to simulate daylight; the sun is
  34182. * far enough away that its position can be considered to be infinite, and
  34183. * all light rays coming from it are parallel.
  34184. *
  34185. * A common point of confusion for directional lights is that setting the
  34186. * rotation has no effect. This is because three.js's DirectionalLight is the
  34187. * equivalent to what is often called a 'Target Direct Light' in other
  34188. * applications.
  34189. *
  34190. * This means that its direction is calculated as pointing from the light's
  34191. * {@link Object3D#position} to the {@link DirectionalLight#target} position
  34192. * (as opposed to a 'Free Direct Light' that just has a rotation
  34193. * component).
  34194. *
  34195. * This light can cast shadows - see the {@link DirectionalLightShadow} for details.
  34196. *
  34197. * ```js
  34198. * // White directional light at half intensity shining from the top.
  34199. * const directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
  34200. * scene.add( directionalLight );
  34201. * ```
  34202. *
  34203. * @augments Light
  34204. */
  34205. class DirectionalLight extends Light {
  34206. /**
  34207. * Constructs a new directional light.
  34208. *
  34209. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  34210. * @param {number} [intensity=1] - The light's strength/intensity.
  34211. */
  34212. constructor( color, intensity ) {
  34213. super( color, intensity );
  34214. /**
  34215. * This flag can be used for type testing.
  34216. *
  34217. * @type {boolean}
  34218. * @readonly
  34219. * @default true
  34220. */
  34221. this.isDirectionalLight = true;
  34222. this.type = 'DirectionalLight';
  34223. this.position.copy( Object3D.DEFAULT_UP );
  34224. this.updateMatrix();
  34225. /**
  34226. * The directional light points from its position to the
  34227. * target's position.
  34228. *
  34229. * For the target's position to be changed to anything other
  34230. * than the default, it must be added to the scene.
  34231. *
  34232. * It is also possible to set the target to be another 3D object
  34233. * in the scene. The light will now track the target object.
  34234. *
  34235. * @type {Object3D}
  34236. */
  34237. this.target = new Object3D();
  34238. /**
  34239. * This property holds the light's shadow configuration.
  34240. *
  34241. * @type {DirectionalLightShadow}
  34242. */
  34243. this.shadow = new DirectionalLightShadow();
  34244. }
  34245. dispose() {
  34246. super.dispose();
  34247. this.shadow.dispose();
  34248. }
  34249. copy( source ) {
  34250. super.copy( source );
  34251. this.target = source.target.clone();
  34252. this.shadow = source.shadow.clone();
  34253. return this;
  34254. }
  34255. toJSON( meta ) {
  34256. const data = super.toJSON( meta );
  34257. data.object.shadow = this.shadow.toJSON();
  34258. data.object.target = this.target.uuid;
  34259. return data;
  34260. }
  34261. }
  34262. /**
  34263. * This light globally illuminates all objects in the scene equally.
  34264. *
  34265. * It cannot be used to cast shadows as it does not have a direction.
  34266. *
  34267. * ```js
  34268. * const light = new THREE.AmbientLight( 0x404040 ); // soft white light
  34269. * scene.add( light );
  34270. * ```
  34271. *
  34272. * @augments Light
  34273. */
  34274. class AmbientLight extends Light {
  34275. /**
  34276. * Constructs a new ambient light.
  34277. *
  34278. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  34279. * @param {number} [intensity=1] - The light's strength/intensity.
  34280. */
  34281. constructor( color, intensity ) {
  34282. super( color, intensity );
  34283. /**
  34284. * This flag can be used for type testing.
  34285. *
  34286. * @type {boolean}
  34287. * @readonly
  34288. * @default true
  34289. */
  34290. this.isAmbientLight = true;
  34291. this.type = 'AmbientLight';
  34292. }
  34293. }
  34294. /**
  34295. * This class emits light uniformly across the face a rectangular plane.
  34296. * This light type can be used to simulate light sources such as bright
  34297. * windows or strip lighting.
  34298. *
  34299. * Important Notes:
  34300. *
  34301. * - There is no shadow support.
  34302. * - Only PBR materials are supported.
  34303. * - You have to include `RectAreaLightUniformsLib` (`WebGLRenderer`) or `RectAreaLightTexturesLib` (`WebGPURenderer`)
  34304. * into your app and init the uniforms/textures.
  34305. *
  34306. * ```js
  34307. * RectAreaLightUniformsLib.init(); // only relevant for WebGLRenderer
  34308. * THREE.RectAreaLightNode.setLTC( RectAreaLightTexturesLib.init() ); // only relevant for WebGPURenderer
  34309. *
  34310. * const intensity = 1; const width = 10; const height = 10;
  34311. * const rectLight = new THREE.RectAreaLight( 0xffffff, intensity, width, height );
  34312. * rectLight.position.set( 5, 5, 0 );
  34313. * rectLight.lookAt( 0, 0, 0 );
  34314. * scene.add( rectLight )
  34315. * ```
  34316. *
  34317. * @augments Light
  34318. */
  34319. class RectAreaLight extends Light {
  34320. /**
  34321. * Constructs a new area light.
  34322. *
  34323. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  34324. * @param {number} [intensity=1] - The light's strength/intensity.
  34325. * @param {number} [width=10] - The width of the light.
  34326. * @param {number} [height=10] - The height of the light.
  34327. */
  34328. constructor( color, intensity, width = 10, height = 10 ) {
  34329. super( color, intensity );
  34330. /**
  34331. * This flag can be used for type testing.
  34332. *
  34333. * @type {boolean}
  34334. * @readonly
  34335. * @default true
  34336. */
  34337. this.isRectAreaLight = true;
  34338. this.type = 'RectAreaLight';
  34339. /**
  34340. * The width of the light.
  34341. *
  34342. * @type {number}
  34343. * @default 10
  34344. */
  34345. this.width = width;
  34346. /**
  34347. * The height of the light.
  34348. *
  34349. * @type {number}
  34350. * @default 10
  34351. */
  34352. this.height = height;
  34353. }
  34354. /**
  34355. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  34356. * Changing the power will also change the light's intensity.
  34357. *
  34358. * @type {number}
  34359. */
  34360. get power() {
  34361. // compute the light's luminous power (in lumens) from its intensity (in nits)
  34362. return this.intensity * this.width * this.height * Math.PI;
  34363. }
  34364. set power( power ) {
  34365. // set the light's intensity (in nits) from the desired luminous power (in lumens)
  34366. this.intensity = power / ( this.width * this.height * Math.PI );
  34367. }
  34368. copy( source ) {
  34369. super.copy( source );
  34370. this.width = source.width;
  34371. this.height = source.height;
  34372. return this;
  34373. }
  34374. toJSON( meta ) {
  34375. const data = super.toJSON( meta );
  34376. data.object.width = this.width;
  34377. data.object.height = this.height;
  34378. return data;
  34379. }
  34380. }
  34381. /**
  34382. * Represents a third-order spherical harmonics (SH). Light probes use this class
  34383. * to encode lighting information.
  34384. *
  34385. * - Primary reference: {@link https://graphics.stanford.edu/papers/envmap/envmap.pdf}
  34386. * - Secondary reference: {@link https://www.ppsloan.org/publications/StupidSH36.pdf}
  34387. */
  34388. class SphericalHarmonics3 {
  34389. /**
  34390. * Constructs a new spherical harmonics.
  34391. */
  34392. constructor() {
  34393. /**
  34394. * This flag can be used for type testing.
  34395. *
  34396. * @type {boolean}
  34397. * @readonly
  34398. * @default true
  34399. */
  34400. this.isSphericalHarmonics3 = true;
  34401. /**
  34402. * An array holding the (9) SH coefficients.
  34403. *
  34404. * @type {Array<Vector3>}
  34405. */
  34406. this.coefficients = [];
  34407. for ( let i = 0; i < 9; i ++ ) {
  34408. this.coefficients.push( new Vector3() );
  34409. }
  34410. }
  34411. /**
  34412. * Sets the given SH coefficients to this instance by copying
  34413. * the values.
  34414. *
  34415. * @param {Array<Vector3>} coefficients - The SH coefficients.
  34416. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34417. */
  34418. set( coefficients ) {
  34419. for ( let i = 0; i < 9; i ++ ) {
  34420. this.coefficients[ i ].copy( coefficients[ i ] );
  34421. }
  34422. return this;
  34423. }
  34424. /**
  34425. * Sets all SH coefficients to `0`.
  34426. *
  34427. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34428. */
  34429. zero() {
  34430. for ( let i = 0; i < 9; i ++ ) {
  34431. this.coefficients[ i ].set( 0, 0, 0 );
  34432. }
  34433. return this;
  34434. }
  34435. /**
  34436. * Returns the radiance in the direction of the given normal.
  34437. *
  34438. * @param {Vector3} normal - The normal vector (assumed to be unit length)
  34439. * @param {Vector3} target - The target vector that is used to store the method's result.
  34440. * @return {Vector3} The radiance.
  34441. */
  34442. getAt( normal, target ) {
  34443. // normal is assumed to be unit length
  34444. const x = normal.x, y = normal.y, z = normal.z;
  34445. const coeff = this.coefficients;
  34446. // band 0
  34447. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  34448. // band 1
  34449. target.addScaledVector( coeff[ 1 ], 0.488603 * y );
  34450. target.addScaledVector( coeff[ 2 ], 0.488603 * z );
  34451. target.addScaledVector( coeff[ 3 ], 0.488603 * x );
  34452. // band 2
  34453. target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );
  34454. target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );
  34455. target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  34456. target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );
  34457. target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  34458. return target;
  34459. }
  34460. /**
  34461. * Returns the irradiance (radiance convolved with cosine lobe) in the
  34462. * direction of the given normal.
  34463. *
  34464. * @param {Vector3} normal - The normal vector (assumed to be unit length)
  34465. * @param {Vector3} target - The target vector that is used to store the method's result.
  34466. * @return {Vector3} The irradiance.
  34467. */
  34468. getIrradianceAt( normal, target ) {
  34469. // normal is assumed to be unit length
  34470. const x = normal.x, y = normal.y, z = normal.z;
  34471. const coeff = this.coefficients;
  34472. // band 0
  34473. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  34474. // band 1
  34475. target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  34476. target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );
  34477. target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );
  34478. // band 2
  34479. target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  34480. target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  34481. target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  34482. target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  34483. target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  34484. return target;
  34485. }
  34486. /**
  34487. * Adds the given SH to this instance.
  34488. *
  34489. * @param {SphericalHarmonics3} sh - The SH to add.
  34490. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34491. */
  34492. add( sh ) {
  34493. for ( let i = 0; i < 9; i ++ ) {
  34494. this.coefficients[ i ].add( sh.coefficients[ i ] );
  34495. }
  34496. return this;
  34497. }
  34498. /**
  34499. * A convenience method for performing {@link SphericalHarmonics3#add} and
  34500. * {@link SphericalHarmonics3#scale} at once.
  34501. *
  34502. * @param {SphericalHarmonics3} sh - The SH to add.
  34503. * @param {number} s - The scale factor.
  34504. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34505. */
  34506. addScaledSH( sh, s ) {
  34507. for ( let i = 0; i < 9; i ++ ) {
  34508. this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );
  34509. }
  34510. return this;
  34511. }
  34512. /**
  34513. * Scales this SH by the given scale factor.
  34514. *
  34515. * @param {number} s - The scale factor.
  34516. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34517. */
  34518. scale( s ) {
  34519. for ( let i = 0; i < 9; i ++ ) {
  34520. this.coefficients[ i ].multiplyScalar( s );
  34521. }
  34522. return this;
  34523. }
  34524. /**
  34525. * Linear interpolates between the given SH and this instance by the given
  34526. * alpha factor.
  34527. *
  34528. * @param {SphericalHarmonics3} sh - The SH to interpolate with.
  34529. * @param {number} alpha - The alpha factor.
  34530. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34531. */
  34532. lerp( sh, alpha ) {
  34533. for ( let i = 0; i < 9; i ++ ) {
  34534. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  34535. }
  34536. return this;
  34537. }
  34538. /**
  34539. * Returns `true` if this spherical harmonics is equal with the given one.
  34540. *
  34541. * @param {SphericalHarmonics3} sh - The spherical harmonics to test for equality.
  34542. * @return {boolean} Whether this spherical harmonics is equal with the given one.
  34543. */
  34544. equals( sh ) {
  34545. for ( let i = 0; i < 9; i ++ ) {
  34546. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  34547. return false;
  34548. }
  34549. }
  34550. return true;
  34551. }
  34552. /**
  34553. * Copies the values of the given spherical harmonics to this instance.
  34554. *
  34555. * @param {SphericalHarmonics3} sh - The spherical harmonics to copy.
  34556. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34557. */
  34558. copy( sh ) {
  34559. return this.set( sh.coefficients );
  34560. }
  34561. /**
  34562. * Returns a new spherical harmonics with copied values from this instance.
  34563. *
  34564. * @return {SphericalHarmonics3} A clone of this instance.
  34565. */
  34566. clone() {
  34567. return new this.constructor().copy( this );
  34568. }
  34569. /**
  34570. * Sets the SH coefficients of this instance from the given array.
  34571. *
  34572. * @param {Array<number>} array - An array holding the SH coefficients.
  34573. * @param {number} [offset=0] - The array offset where to start copying.
  34574. * @return {SphericalHarmonics3} A clone of this instance.
  34575. */
  34576. fromArray( array, offset = 0 ) {
  34577. const coefficients = this.coefficients;
  34578. for ( let i = 0; i < 9; i ++ ) {
  34579. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  34580. }
  34581. return this;
  34582. }
  34583. /**
  34584. * Returns an array with the SH coefficients, or copies them into the provided
  34585. * array. The coefficients are represented as numbers.
  34586. *
  34587. * @param {Array<number>} [array=[]] - The target array.
  34588. * @param {number} [offset=0] - The array offset where to start copying.
  34589. * @return {Array<number>} An array with flat SH coefficients.
  34590. */
  34591. toArray( array = [], offset = 0 ) {
  34592. const coefficients = this.coefficients;
  34593. for ( let i = 0; i < 9; i ++ ) {
  34594. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  34595. }
  34596. return array;
  34597. }
  34598. /**
  34599. * Computes the SH basis for the given normal vector.
  34600. *
  34601. * @param {Vector3} normal - The normal.
  34602. * @param {Array<number>} shBasis - The target array holding the SH basis.
  34603. */
  34604. static getBasisAt( normal, shBasis ) {
  34605. // normal is assumed to be unit length
  34606. const x = normal.x, y = normal.y, z = normal.z;
  34607. // band 0
  34608. shBasis[ 0 ] = 0.282095;
  34609. // band 1
  34610. shBasis[ 1 ] = 0.488603 * y;
  34611. shBasis[ 2 ] = 0.488603 * z;
  34612. shBasis[ 3 ] = 0.488603 * x;
  34613. // band 2
  34614. shBasis[ 4 ] = 1.092548 * x * y;
  34615. shBasis[ 5 ] = 1.092548 * y * z;
  34616. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  34617. shBasis[ 7 ] = 1.092548 * x * z;
  34618. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  34619. }
  34620. }
  34621. /**
  34622. * Light probes are an alternative way of adding light to a 3D scene. Unlike
  34623. * classical light sources (e.g. directional, point or spot lights), light
  34624. * probes do not emit light. Instead they store information about light
  34625. * passing through 3D space. During rendering, the light that hits a 3D
  34626. * object is approximated by using the data from the light probe.
  34627. *
  34628. * Light probes are usually created from (radiance) environment maps. The
  34629. * class {@link LightProbeGenerator} can be used to create light probes from
  34630. * cube textures or render targets. However, light estimation data could also
  34631. * be provided in other forms e.g. by WebXR. This enables the rendering of
  34632. * augmented reality content that reacts to real world lighting.
  34633. *
  34634. * The current probe implementation in three.js supports so-called diffuse
  34635. * light probes. This type of light probe is functionally equivalent to an
  34636. * irradiance environment map.
  34637. *
  34638. * @augments Light
  34639. */
  34640. class LightProbe extends Light {
  34641. /**
  34642. * Constructs a new light probe.
  34643. *
  34644. * @param {SphericalHarmonics3} sh - The spherical harmonics which represents encoded lighting information.
  34645. * @param {number} [intensity=1] - The light's strength/intensity.
  34646. */
  34647. constructor( sh = new SphericalHarmonics3(), intensity = 1 ) {
  34648. super( undefined, intensity );
  34649. /**
  34650. * This flag can be used for type testing.
  34651. *
  34652. * @type {boolean}
  34653. * @readonly
  34654. * @default true
  34655. */
  34656. this.isLightProbe = true;
  34657. /**
  34658. * A light probe uses spherical harmonics to encode lighting information.
  34659. *
  34660. * @type {SphericalHarmonics3}
  34661. */
  34662. this.sh = sh;
  34663. }
  34664. copy( source ) {
  34665. super.copy( source );
  34666. this.sh.copy( source.sh );
  34667. return this;
  34668. }
  34669. toJSON( meta ) {
  34670. const data = super.toJSON( meta );
  34671. data.object.sh = this.sh.toArray();
  34672. return data;
  34673. }
  34674. }
  34675. /**
  34676. * Class for loading materials. The files are internally
  34677. * loaded via {@link FileLoader}.
  34678. *
  34679. * ```js
  34680. * const loader = new THREE.MaterialLoader();
  34681. * const material = await loader.loadAsync( 'material.json' );
  34682. * ```
  34683. * This loader does not support node materials. Use {@link NodeMaterialLoader} instead.
  34684. *
  34685. * @augments Loader
  34686. */
  34687. class MaterialLoader extends Loader {
  34688. /**
  34689. * Constructs a new material loader.
  34690. *
  34691. * @param {LoadingManager} [manager] - The loading manager.
  34692. */
  34693. constructor( manager ) {
  34694. super( manager );
  34695. /**
  34696. * A dictionary holding textures used by the material.
  34697. *
  34698. * @type {Object<string,Texture>}
  34699. */
  34700. this.textures = {};
  34701. }
  34702. /**
  34703. * Starts loading from the given URL and pass the loaded material to the `onLoad()` callback.
  34704. *
  34705. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  34706. * @param {function(Material)} onLoad - Executed when the loading process has been finished.
  34707. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  34708. * @param {onErrorCallback} onError - Executed when errors occur.
  34709. */
  34710. load( url, onLoad, onProgress, onError ) {
  34711. const scope = this;
  34712. const loader = new FileLoader( scope.manager );
  34713. loader.setPath( scope.path );
  34714. loader.setRequestHeader( scope.requestHeader );
  34715. loader.setWithCredentials( scope.withCredentials );
  34716. loader.load( url, function ( text ) {
  34717. try {
  34718. onLoad( scope.parse( JSON.parse( text ) ) );
  34719. } catch ( e ) {
  34720. if ( onError ) {
  34721. onError( e );
  34722. } else {
  34723. error( e );
  34724. }
  34725. scope.manager.itemError( url );
  34726. }
  34727. }, onProgress, onError );
  34728. }
  34729. /**
  34730. * Parses the given JSON object and returns a material.
  34731. *
  34732. * @param {Object} json - The serialized material.
  34733. * @return {Material} The parsed material.
  34734. */
  34735. parse( json ) {
  34736. const textures = this.textures;
  34737. function getTexture( name ) {
  34738. if ( textures[ name ] === undefined ) {
  34739. warn( 'MaterialLoader: Undefined texture', name );
  34740. }
  34741. return textures[ name ];
  34742. }
  34743. const material = this.createMaterialFromType( json.type );
  34744. if ( json.uuid !== undefined ) material.uuid = json.uuid;
  34745. if ( json.name !== undefined ) material.name = json.name;
  34746. if ( json.color !== undefined && material.color !== undefined ) material.color.setHex( json.color );
  34747. if ( json.roughness !== undefined ) material.roughness = json.roughness;
  34748. if ( json.metalness !== undefined ) material.metalness = json.metalness;
  34749. if ( json.sheen !== undefined ) material.sheen = json.sheen;
  34750. if ( json.sheenColor !== undefined ) material.sheenColor = new Color().setHex( json.sheenColor );
  34751. if ( json.sheenRoughness !== undefined ) material.sheenRoughness = json.sheenRoughness;
  34752. if ( json.emissive !== undefined && material.emissive !== undefined ) material.emissive.setHex( json.emissive );
  34753. if ( json.specular !== undefined && material.specular !== undefined ) material.specular.setHex( json.specular );
  34754. if ( json.specularIntensity !== undefined ) material.specularIntensity = json.specularIntensity;
  34755. if ( json.specularColor !== undefined && material.specularColor !== undefined ) material.specularColor.setHex( json.specularColor );
  34756. if ( json.shininess !== undefined ) material.shininess = json.shininess;
  34757. if ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat;
  34758. if ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness;
  34759. if ( json.dispersion !== undefined ) material.dispersion = json.dispersion;
  34760. if ( json.iridescence !== undefined ) material.iridescence = json.iridescence;
  34761. if ( json.iridescenceIOR !== undefined ) material.iridescenceIOR = json.iridescenceIOR;
  34762. if ( json.iridescenceThicknessRange !== undefined ) material.iridescenceThicknessRange = json.iridescenceThicknessRange;
  34763. if ( json.transmission !== undefined ) material.transmission = json.transmission;
  34764. if ( json.thickness !== undefined ) material.thickness = json.thickness;
  34765. if ( json.attenuationDistance !== undefined ) material.attenuationDistance = json.attenuationDistance;
  34766. if ( json.attenuationColor !== undefined && material.attenuationColor !== undefined ) material.attenuationColor.setHex( json.attenuationColor );
  34767. if ( json.anisotropy !== undefined ) material.anisotropy = json.anisotropy;
  34768. if ( json.anisotropyRotation !== undefined ) material.anisotropyRotation = json.anisotropyRotation;
  34769. if ( json.fog !== undefined ) material.fog = json.fog;
  34770. if ( json.flatShading !== undefined ) material.flatShading = json.flatShading;
  34771. if ( json.blending !== undefined ) material.blending = json.blending;
  34772. if ( json.combine !== undefined ) material.combine = json.combine;
  34773. if ( json.side !== undefined ) material.side = json.side;
  34774. if ( json.shadowSide !== undefined ) material.shadowSide = json.shadowSide;
  34775. if ( json.opacity !== undefined ) material.opacity = json.opacity;
  34776. if ( json.transparent !== undefined ) material.transparent = json.transparent;
  34777. if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
  34778. if ( json.alphaHash !== undefined ) material.alphaHash = json.alphaHash;
  34779. if ( json.depthFunc !== undefined ) material.depthFunc = json.depthFunc;
  34780. if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
  34781. if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
  34782. if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;
  34783. if ( json.blendSrc !== undefined ) material.blendSrc = json.blendSrc;
  34784. if ( json.blendDst !== undefined ) material.blendDst = json.blendDst;
  34785. if ( json.blendEquation !== undefined ) material.blendEquation = json.blendEquation;
  34786. if ( json.blendSrcAlpha !== undefined ) material.blendSrcAlpha = json.blendSrcAlpha;
  34787. if ( json.blendDstAlpha !== undefined ) material.blendDstAlpha = json.blendDstAlpha;
  34788. if ( json.blendEquationAlpha !== undefined ) material.blendEquationAlpha = json.blendEquationAlpha;
  34789. if ( json.blendColor !== undefined && material.blendColor !== undefined ) material.blendColor.setHex( json.blendColor );
  34790. if ( json.blendAlpha !== undefined ) material.blendAlpha = json.blendAlpha;
  34791. if ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask;
  34792. if ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc;
  34793. if ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef;
  34794. if ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask;
  34795. if ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail;
  34796. if ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail;
  34797. if ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass;
  34798. if ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite;
  34799. if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
  34800. if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
  34801. if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;
  34802. if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;
  34803. if ( json.rotation !== undefined ) material.rotation = json.rotation;
  34804. if ( json.linewidth !== undefined ) material.linewidth = json.linewidth;
  34805. if ( json.dashSize !== undefined ) material.dashSize = json.dashSize;
  34806. if ( json.gapSize !== undefined ) material.gapSize = json.gapSize;
  34807. if ( json.scale !== undefined ) material.scale = json.scale;
  34808. if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;
  34809. if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;
  34810. if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;
  34811. if ( json.dithering !== undefined ) material.dithering = json.dithering;
  34812. if ( json.alphaToCoverage !== undefined ) material.alphaToCoverage = json.alphaToCoverage;
  34813. if ( json.premultipliedAlpha !== undefined ) material.premultipliedAlpha = json.premultipliedAlpha;
  34814. if ( json.forceSinglePass !== undefined ) material.forceSinglePass = json.forceSinglePass;
  34815. if ( json.allowOverride !== undefined ) material.allowOverride = json.allowOverride;
  34816. if ( json.visible !== undefined ) material.visible = json.visible;
  34817. if ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped;
  34818. if ( json.userData !== undefined ) material.userData = json.userData;
  34819. if ( json.vertexColors !== undefined ) {
  34820. if ( typeof json.vertexColors === 'number' ) {
  34821. material.vertexColors = ( json.vertexColors > 0 ) ? true : false;
  34822. } else {
  34823. material.vertexColors = json.vertexColors;
  34824. }
  34825. }
  34826. // Shader Material
  34827. if ( json.uniforms !== undefined ) {
  34828. for ( const name in json.uniforms ) {
  34829. const uniform = json.uniforms[ name ];
  34830. material.uniforms[ name ] = {};
  34831. switch ( uniform.type ) {
  34832. case 't':
  34833. material.uniforms[ name ].value = getTexture( uniform.value );
  34834. break;
  34835. case 'c':
  34836. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  34837. break;
  34838. case 'v2':
  34839. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  34840. break;
  34841. case 'v3':
  34842. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  34843. break;
  34844. case 'v4':
  34845. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  34846. break;
  34847. case 'm3':
  34848. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  34849. break;
  34850. case 'm4':
  34851. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  34852. break;
  34853. default:
  34854. material.uniforms[ name ].value = uniform.value;
  34855. }
  34856. }
  34857. }
  34858. if ( json.defines !== undefined ) material.defines = json.defines;
  34859. if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
  34860. if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
  34861. if ( json.glslVersion !== undefined ) material.glslVersion = json.glslVersion;
  34862. if ( json.extensions !== undefined ) {
  34863. for ( const key in json.extensions ) {
  34864. material.extensions[ key ] = json.extensions[ key ];
  34865. }
  34866. }
  34867. if ( json.lights !== undefined ) material.lights = json.lights;
  34868. if ( json.clipping !== undefined ) material.clipping = json.clipping;
  34869. // for PointsMaterial
  34870. if ( json.size !== undefined ) material.size = json.size;
  34871. if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;
  34872. // maps
  34873. if ( json.map !== undefined ) material.map = getTexture( json.map );
  34874. if ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );
  34875. if ( json.alphaMap !== undefined ) material.alphaMap = getTexture( json.alphaMap );
  34876. if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );
  34877. if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;
  34878. if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );
  34879. if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;
  34880. if ( json.normalScale !== undefined ) {
  34881. let normalScale = json.normalScale;
  34882. if ( Array.isArray( normalScale ) === false ) {
  34883. // Blender exporter used to export a scalar. See #7459
  34884. normalScale = [ normalScale, normalScale ];
  34885. }
  34886. material.normalScale = new Vector2().fromArray( normalScale );
  34887. }
  34888. if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );
  34889. if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
  34890. if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;
  34891. if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );
  34892. if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );
  34893. if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );
  34894. if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;
  34895. if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );
  34896. if ( json.specularIntensityMap !== undefined ) material.specularIntensityMap = getTexture( json.specularIntensityMap );
  34897. if ( json.specularColorMap !== undefined ) material.specularColorMap = getTexture( json.specularColorMap );
  34898. if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );
  34899. if ( json.envMapRotation !== undefined ) material.envMapRotation.fromArray( json.envMapRotation );
  34900. if ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;
  34901. if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;
  34902. if ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio;
  34903. if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );
  34904. if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;
  34905. if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );
  34906. if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;
  34907. if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );
  34908. if ( json.clearcoatMap !== undefined ) material.clearcoatMap = getTexture( json.clearcoatMap );
  34909. if ( json.clearcoatRoughnessMap !== undefined ) material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap );
  34910. if ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap );
  34911. if ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale );
  34912. if ( json.iridescenceMap !== undefined ) material.iridescenceMap = getTexture( json.iridescenceMap );
  34913. if ( json.iridescenceThicknessMap !== undefined ) material.iridescenceThicknessMap = getTexture( json.iridescenceThicknessMap );
  34914. if ( json.transmissionMap !== undefined ) material.transmissionMap = getTexture( json.transmissionMap );
  34915. if ( json.thicknessMap !== undefined ) material.thicknessMap = getTexture( json.thicknessMap );
  34916. if ( json.anisotropyMap !== undefined ) material.anisotropyMap = getTexture( json.anisotropyMap );
  34917. if ( json.sheenColorMap !== undefined ) material.sheenColorMap = getTexture( json.sheenColorMap );
  34918. if ( json.sheenRoughnessMap !== undefined ) material.sheenRoughnessMap = getTexture( json.sheenRoughnessMap );
  34919. return material;
  34920. }
  34921. /**
  34922. * Textures are not embedded in the material JSON so they have
  34923. * to be injected before the loading process starts.
  34924. *
  34925. * @param {Object} value - A dictionary holding textures for material properties.
  34926. * @return {MaterialLoader} A reference to this material loader.
  34927. */
  34928. setTextures( value ) {
  34929. this.textures = value;
  34930. return this;
  34931. }
  34932. /**
  34933. * Creates a material for the given type.
  34934. *
  34935. * @param {string} type - The material type.
  34936. * @return {Material} The new material.
  34937. */
  34938. createMaterialFromType( type ) {
  34939. return MaterialLoader.createMaterialFromType( type );
  34940. }
  34941. /**
  34942. * Creates a material for the given type.
  34943. *
  34944. * @static
  34945. * @param {string} type - The material type.
  34946. * @return {Material} The new material.
  34947. */
  34948. static createMaterialFromType( type ) {
  34949. const materialLib = {
  34950. ShadowMaterial,
  34951. SpriteMaterial,
  34952. RawShaderMaterial,
  34953. ShaderMaterial,
  34954. PointsMaterial,
  34955. MeshPhysicalMaterial,
  34956. MeshStandardMaterial,
  34957. MeshPhongMaterial,
  34958. MeshToonMaterial,
  34959. MeshNormalMaterial,
  34960. MeshLambertMaterial,
  34961. MeshDepthMaterial,
  34962. MeshDistanceMaterial,
  34963. MeshBasicMaterial,
  34964. MeshMatcapMaterial,
  34965. LineDashedMaterial,
  34966. LineBasicMaterial,
  34967. Material
  34968. };
  34969. return new materialLib[ type ]();
  34970. }
  34971. }
  34972. /**
  34973. * A class with loader utility functions.
  34974. */
  34975. class LoaderUtils {
  34976. /**
  34977. * Extracts the base URL from the given URL.
  34978. *
  34979. * @param {string} url -The URL to extract the base URL from.
  34980. * @return {string} The extracted base URL.
  34981. */
  34982. static extractUrlBase( url ) {
  34983. const index = url.lastIndexOf( '/' );
  34984. if ( index === -1 ) return './';
  34985. return url.slice( 0, index + 1 );
  34986. }
  34987. /**
  34988. * Resolves relative URLs against the given path. Absolute paths, data urls,
  34989. * and blob URLs will be returned as is. Invalid URLs will return an empty
  34990. * string.
  34991. *
  34992. * @param {string} url -The URL to resolve.
  34993. * @param {string} path - The base path for relative URLs to be resolved against.
  34994. * @return {string} The resolved URL.
  34995. */
  34996. static resolveURL( url, path ) {
  34997. // Invalid URL
  34998. if ( typeof url !== 'string' || url === '' ) return '';
  34999. // Host Relative URL
  35000. if ( /^https?:\/\//i.test( path ) && /^\//.test( url ) ) {
  35001. path = path.replace( /(^https?:\/\/[^\/]+).*/i, '$1' );
  35002. }
  35003. // Absolute URL http://,https://,//
  35004. if ( /^(https?:)?\/\//i.test( url ) ) return url;
  35005. // Data URI
  35006. if ( /^data:.*,.*$/i.test( url ) ) return url;
  35007. // Blob URL
  35008. if ( /^blob:.*$/i.test( url ) ) return url;
  35009. // Relative URL
  35010. return path + url;
  35011. }
  35012. }
  35013. /**
  35014. * An instanced version of a geometry.
  35015. */
  35016. class InstancedBufferGeometry extends BufferGeometry {
  35017. /**
  35018. * Constructs a new instanced buffer geometry.
  35019. */
  35020. constructor() {
  35021. super();
  35022. /**
  35023. * This flag can be used for type testing.
  35024. *
  35025. * @type {boolean}
  35026. * @readonly
  35027. * @default true
  35028. */
  35029. this.isInstancedBufferGeometry = true;
  35030. this.type = 'InstancedBufferGeometry';
  35031. /**
  35032. * The instance count.
  35033. *
  35034. * @type {number}
  35035. * @default Infinity
  35036. */
  35037. this.instanceCount = Infinity;
  35038. }
  35039. copy( source ) {
  35040. super.copy( source );
  35041. this.instanceCount = source.instanceCount;
  35042. return this;
  35043. }
  35044. toJSON() {
  35045. const data = super.toJSON();
  35046. data.instanceCount = this.instanceCount;
  35047. data.isInstancedBufferGeometry = true;
  35048. return data;
  35049. }
  35050. }
  35051. /**
  35052. * Class for loading geometries. The files are internally
  35053. * loaded via {@link FileLoader}.
  35054. *
  35055. * ```js
  35056. * const loader = new THREE.BufferGeometryLoader();
  35057. * const geometry = await loader.loadAsync( 'models/json/pressure.json' );
  35058. *
  35059. * const material = new THREE.MeshBasicMaterial( { color: 0xF5F5F5 } );
  35060. * const object = new THREE.Mesh( geometry, material );
  35061. * scene.add( object );
  35062. * ```
  35063. *
  35064. * @augments Loader
  35065. */
  35066. class BufferGeometryLoader extends Loader {
  35067. /**
  35068. * Constructs a new geometry loader.
  35069. *
  35070. * @param {LoadingManager} [manager] - The loading manager.
  35071. */
  35072. constructor( manager ) {
  35073. super( manager );
  35074. }
  35075. /**
  35076. * Starts loading from the given URL and pass the loaded geometry to the `onLoad()` callback.
  35077. *
  35078. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35079. * @param {function(BufferGeometry)} onLoad - Executed when the loading process has been finished.
  35080. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  35081. * @param {onErrorCallback} onError - Executed when errors occur.
  35082. */
  35083. load( url, onLoad, onProgress, onError ) {
  35084. const scope = this;
  35085. const loader = new FileLoader( scope.manager );
  35086. loader.setPath( scope.path );
  35087. loader.setRequestHeader( scope.requestHeader );
  35088. loader.setWithCredentials( scope.withCredentials );
  35089. loader.load( url, function ( text ) {
  35090. try {
  35091. onLoad( scope.parse( JSON.parse( text ) ) );
  35092. } catch ( e ) {
  35093. if ( onError ) {
  35094. onError( e );
  35095. } else {
  35096. error( e );
  35097. }
  35098. scope.manager.itemError( url );
  35099. }
  35100. }, onProgress, onError );
  35101. }
  35102. /**
  35103. * Parses the given JSON object and returns a geometry.
  35104. *
  35105. * @param {Object} json - The serialized geometry.
  35106. * @return {BufferGeometry} The parsed geometry.
  35107. */
  35108. parse( json ) {
  35109. const interleavedBufferMap = {};
  35110. const arrayBufferMap = {};
  35111. function getInterleavedBuffer( json, uuid ) {
  35112. if ( interleavedBufferMap[ uuid ] !== undefined ) return interleavedBufferMap[ uuid ];
  35113. const interleavedBuffers = json.interleavedBuffers;
  35114. const interleavedBuffer = interleavedBuffers[ uuid ];
  35115. const buffer = getArrayBuffer( json, interleavedBuffer.buffer );
  35116. const array = getTypedArray( interleavedBuffer.type, buffer );
  35117. const ib = new InterleavedBuffer( array, interleavedBuffer.stride );
  35118. ib.uuid = interleavedBuffer.uuid;
  35119. interleavedBufferMap[ uuid ] = ib;
  35120. return ib;
  35121. }
  35122. function getArrayBuffer( json, uuid ) {
  35123. if ( arrayBufferMap[ uuid ] !== undefined ) return arrayBufferMap[ uuid ];
  35124. const arrayBuffers = json.arrayBuffers;
  35125. const arrayBuffer = arrayBuffers[ uuid ];
  35126. const ab = new Uint32Array( arrayBuffer ).buffer;
  35127. arrayBufferMap[ uuid ] = ab;
  35128. return ab;
  35129. }
  35130. const geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  35131. const index = json.data.index;
  35132. if ( index !== undefined ) {
  35133. const typedArray = getTypedArray( index.type, index.array );
  35134. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  35135. }
  35136. const attributes = json.data.attributes;
  35137. for ( const key in attributes ) {
  35138. const attribute = attributes[ key ];
  35139. let bufferAttribute;
  35140. if ( attribute.isInterleavedBufferAttribute ) {
  35141. const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  35142. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  35143. } else {
  35144. const typedArray = getTypedArray( attribute.type, attribute.array );
  35145. const bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  35146. bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  35147. }
  35148. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  35149. if ( attribute.usage !== undefined ) bufferAttribute.setUsage( attribute.usage );
  35150. geometry.setAttribute( key, bufferAttribute );
  35151. }
  35152. const morphAttributes = json.data.morphAttributes;
  35153. if ( morphAttributes ) {
  35154. for ( const key in morphAttributes ) {
  35155. const attributeArray = morphAttributes[ key ];
  35156. const array = [];
  35157. for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
  35158. const attribute = attributeArray[ i ];
  35159. let bufferAttribute;
  35160. if ( attribute.isInterleavedBufferAttribute ) {
  35161. const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  35162. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  35163. } else {
  35164. const typedArray = getTypedArray( attribute.type, attribute.array );
  35165. bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  35166. }
  35167. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  35168. array.push( bufferAttribute );
  35169. }
  35170. geometry.morphAttributes[ key ] = array;
  35171. }
  35172. }
  35173. const morphTargetsRelative = json.data.morphTargetsRelative;
  35174. if ( morphTargetsRelative ) {
  35175. geometry.morphTargetsRelative = true;
  35176. }
  35177. const groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  35178. if ( groups !== undefined ) {
  35179. for ( let i = 0, n = groups.length; i !== n; ++ i ) {
  35180. const group = groups[ i ];
  35181. geometry.addGroup( group.start, group.count, group.materialIndex );
  35182. }
  35183. }
  35184. const boundingSphere = json.data.boundingSphere;
  35185. if ( boundingSphere !== undefined ) {
  35186. geometry.boundingSphere = new Sphere().fromJSON( boundingSphere );
  35187. }
  35188. if ( json.name ) geometry.name = json.name;
  35189. if ( json.userData ) geometry.userData = json.userData;
  35190. return geometry;
  35191. }
  35192. }
  35193. /**
  35194. * 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).
  35195. * The files are internally loaded via {@link FileLoader}.
  35196. *
  35197. * ```js
  35198. * const loader = new THREE.ObjectLoader();
  35199. * const obj = await loader.loadAsync( 'models/json/example.json' );
  35200. * scene.add( obj );
  35201. *
  35202. * // Alternatively, to parse a previously loaded JSON structure
  35203. * const object = await loader.parseAsync( a_json_object );
  35204. * scene.add( object );
  35205. * ```
  35206. *
  35207. * @augments Loader
  35208. */
  35209. class ObjectLoader extends Loader {
  35210. /**
  35211. * Constructs a new object loader.
  35212. *
  35213. * @param {LoadingManager} [manager] - The loading manager.
  35214. */
  35215. constructor( manager ) {
  35216. super( manager );
  35217. }
  35218. /**
  35219. * Starts loading from the given URL and pass the loaded 3D object to the `onLoad()` callback.
  35220. *
  35221. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35222. * @param {function(Object3D)} onLoad - Executed when the loading process has been finished.
  35223. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  35224. * @param {onErrorCallback} onError - Executed when errors occur.
  35225. */
  35226. load( url, onLoad, onProgress, onError ) {
  35227. const scope = this;
  35228. const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  35229. this.resourcePath = this.resourcePath || path;
  35230. const loader = new FileLoader( this.manager );
  35231. loader.setPath( this.path );
  35232. loader.setRequestHeader( this.requestHeader );
  35233. loader.setWithCredentials( this.withCredentials );
  35234. loader.load( url, function ( text ) {
  35235. let json = null;
  35236. try {
  35237. json = JSON.parse( text );
  35238. } catch ( error ) {
  35239. if ( onError !== undefined ) onError( error );
  35240. error( 'ObjectLoader: Can\'t parse ' + url + '.', error.message );
  35241. return;
  35242. }
  35243. const metadata = json.metadata;
  35244. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  35245. if ( onError !== undefined ) onError( new Error( 'THREE.ObjectLoader: Can\'t load ' + url ) );
  35246. error( 'ObjectLoader: Can\'t load ' + url );
  35247. return;
  35248. }
  35249. scope.parse( json, onLoad );
  35250. }, onProgress, onError );
  35251. }
  35252. /**
  35253. * Async version of {@link ObjectLoader#load}.
  35254. *
  35255. * @async
  35256. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35257. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  35258. * @return {Promise<Object3D>} A Promise that resolves with the loaded 3D object.
  35259. */
  35260. async loadAsync( url, onProgress ) {
  35261. const scope = this;
  35262. const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  35263. this.resourcePath = this.resourcePath || path;
  35264. const loader = new FileLoader( this.manager );
  35265. loader.setPath( this.path );
  35266. loader.setRequestHeader( this.requestHeader );
  35267. loader.setWithCredentials( this.withCredentials );
  35268. const text = await loader.loadAsync( url, onProgress );
  35269. let json;
  35270. try {
  35271. json = JSON.parse( text );
  35272. } catch ( e ) {
  35273. throw new Error( 'ObjectLoader: Can\'t parse ' + url + '. ' + e.message );
  35274. }
  35275. const metadata = json.metadata;
  35276. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  35277. throw new Error( 'THREE.ObjectLoader: Can\'t load ' + url );
  35278. }
  35279. return await scope.parseAsync( json );
  35280. }
  35281. /**
  35282. * Parses the given JSON. This is used internally by {@link ObjectLoader#load}
  35283. * but can also be used directly to parse a previously loaded JSON structure.
  35284. *
  35285. * @param {Object} json - The serialized 3D object.
  35286. * @param {onLoad} onLoad - Executed when all resources (e.g. textures) have been fully loaded.
  35287. * @return {Object3D} The parsed 3D object.
  35288. */
  35289. parse( json, onLoad ) {
  35290. const animations = this.parseAnimations( json.animations );
  35291. const shapes = this.parseShapes( json.shapes );
  35292. const geometries = this.parseGeometries( json.geometries, shapes );
  35293. const images = this.parseImages( json.images, function () {
  35294. if ( onLoad !== undefined ) onLoad( object );
  35295. } );
  35296. const textures = this.parseTextures( json.textures, images );
  35297. const materials = this.parseMaterials( json.materials, textures );
  35298. const object = this.parseObject( json.object, geometries, materials, textures, animations );
  35299. const skeletons = this.parseSkeletons( json.skeletons, object );
  35300. this.bindSkeletons( object, skeletons );
  35301. this.bindLightTargets( object );
  35302. //
  35303. if ( onLoad !== undefined ) {
  35304. let hasImages = false;
  35305. for ( const uuid in images ) {
  35306. if ( images[ uuid ].data instanceof HTMLImageElement ) {
  35307. hasImages = true;
  35308. break;
  35309. }
  35310. }
  35311. if ( hasImages === false ) onLoad( object );
  35312. }
  35313. return object;
  35314. }
  35315. /**
  35316. * Async version of {@link ObjectLoader#parse}.
  35317. *
  35318. * @param {Object} json - The serialized 3D object.
  35319. * @return {Promise<Object3D>} A Promise that resolves with the parsed 3D object.
  35320. */
  35321. async parseAsync( json ) {
  35322. const animations = this.parseAnimations( json.animations );
  35323. const shapes = this.parseShapes( json.shapes );
  35324. const geometries = this.parseGeometries( json.geometries, shapes );
  35325. const images = await this.parseImagesAsync( json.images );
  35326. const textures = this.parseTextures( json.textures, images );
  35327. const materials = this.parseMaterials( json.materials, textures );
  35328. const object = this.parseObject( json.object, geometries, materials, textures, animations );
  35329. const skeletons = this.parseSkeletons( json.skeletons, object );
  35330. this.bindSkeletons( object, skeletons );
  35331. this.bindLightTargets( object );
  35332. return object;
  35333. }
  35334. // internals
  35335. parseShapes( json ) {
  35336. const shapes = {};
  35337. if ( json !== undefined ) {
  35338. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35339. const shape = new Shape().fromJSON( json[ i ] );
  35340. shapes[ shape.uuid ] = shape;
  35341. }
  35342. }
  35343. return shapes;
  35344. }
  35345. parseSkeletons( json, object ) {
  35346. const skeletons = {};
  35347. const bones = {};
  35348. // generate bone lookup table
  35349. object.traverse( function ( child ) {
  35350. if ( child.isBone ) bones[ child.uuid ] = child;
  35351. } );
  35352. // create skeletons
  35353. if ( json !== undefined ) {
  35354. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35355. const skeleton = new Skeleton().fromJSON( json[ i ], bones );
  35356. skeletons[ skeleton.uuid ] = skeleton;
  35357. }
  35358. }
  35359. return skeletons;
  35360. }
  35361. parseGeometries( json, shapes ) {
  35362. const geometries = {};
  35363. if ( json !== undefined ) {
  35364. const bufferGeometryLoader = new BufferGeometryLoader();
  35365. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35366. let geometry;
  35367. const data = json[ i ];
  35368. switch ( data.type ) {
  35369. case 'BufferGeometry':
  35370. case 'InstancedBufferGeometry':
  35371. geometry = bufferGeometryLoader.parse( data );
  35372. break;
  35373. default:
  35374. if ( data.type in Geometries ) {
  35375. geometry = Geometries[ data.type ].fromJSON( data, shapes );
  35376. } else {
  35377. warn( `ObjectLoader: Unsupported geometry type "${ data.type }"` );
  35378. }
  35379. }
  35380. geometry.uuid = data.uuid;
  35381. if ( data.name !== undefined ) geometry.name = data.name;
  35382. if ( data.userData !== undefined ) geometry.userData = data.userData;
  35383. geometries[ data.uuid ] = geometry;
  35384. }
  35385. }
  35386. return geometries;
  35387. }
  35388. parseMaterials( json, textures ) {
  35389. const cache = {}; // MultiMaterial
  35390. const materials = {};
  35391. if ( json !== undefined ) {
  35392. const loader = new MaterialLoader();
  35393. loader.setTextures( textures );
  35394. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35395. const data = json[ i ];
  35396. if ( cache[ data.uuid ] === undefined ) {
  35397. cache[ data.uuid ] = loader.parse( data );
  35398. }
  35399. materials[ data.uuid ] = cache[ data.uuid ];
  35400. }
  35401. }
  35402. return materials;
  35403. }
  35404. parseAnimations( json ) {
  35405. const animations = {};
  35406. if ( json !== undefined ) {
  35407. for ( let i = 0; i < json.length; i ++ ) {
  35408. const data = json[ i ];
  35409. const clip = AnimationClip.parse( data );
  35410. animations[ clip.uuid ] = clip;
  35411. }
  35412. }
  35413. return animations;
  35414. }
  35415. parseImages( json, onLoad ) {
  35416. const scope = this;
  35417. const images = {};
  35418. let loader;
  35419. function loadImage( url ) {
  35420. scope.manager.itemStart( url );
  35421. return loader.load( url, function () {
  35422. scope.manager.itemEnd( url );
  35423. }, undefined, function () {
  35424. scope.manager.itemError( url );
  35425. scope.manager.itemEnd( url );
  35426. } );
  35427. }
  35428. function deserializeImage( image ) {
  35429. if ( typeof image === 'string' ) {
  35430. const url = image;
  35431. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
  35432. return loadImage( path );
  35433. } else {
  35434. if ( image.data ) {
  35435. return {
  35436. data: getTypedArray( image.type, image.data ),
  35437. width: image.width,
  35438. height: image.height
  35439. };
  35440. } else {
  35441. return null;
  35442. }
  35443. }
  35444. }
  35445. if ( json !== undefined && json.length > 0 ) {
  35446. const manager = new LoadingManager( onLoad );
  35447. loader = new ImageLoader( manager );
  35448. loader.setCrossOrigin( this.crossOrigin );
  35449. for ( let i = 0, il = json.length; i < il; i ++ ) {
  35450. const image = json[ i ];
  35451. const url = image.url;
  35452. if ( Array.isArray( url ) ) {
  35453. // load array of images e.g CubeTexture
  35454. const imageArray = [];
  35455. for ( let j = 0, jl = url.length; j < jl; j ++ ) {
  35456. const currentUrl = url[ j ];
  35457. const deserializedImage = deserializeImage( currentUrl );
  35458. if ( deserializedImage !== null ) {
  35459. if ( deserializedImage instanceof HTMLImageElement ) {
  35460. imageArray.push( deserializedImage );
  35461. } else {
  35462. // special case: handle array of data textures for cube textures
  35463. imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
  35464. }
  35465. }
  35466. }
  35467. images[ image.uuid ] = new Source( imageArray );
  35468. } else {
  35469. // load single image
  35470. const deserializedImage = deserializeImage( image.url );
  35471. images[ image.uuid ] = new Source( deserializedImage );
  35472. }
  35473. }
  35474. }
  35475. return images;
  35476. }
  35477. async parseImagesAsync( json ) {
  35478. const scope = this;
  35479. const images = {};
  35480. let loader;
  35481. async function deserializeImage( image ) {
  35482. if ( typeof image === 'string' ) {
  35483. const url = image;
  35484. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
  35485. return await loader.loadAsync( path );
  35486. } else {
  35487. if ( image.data ) {
  35488. return {
  35489. data: getTypedArray( image.type, image.data ),
  35490. width: image.width,
  35491. height: image.height
  35492. };
  35493. } else {
  35494. return null;
  35495. }
  35496. }
  35497. }
  35498. if ( json !== undefined && json.length > 0 ) {
  35499. loader = new ImageLoader( this.manager );
  35500. loader.setCrossOrigin( this.crossOrigin );
  35501. for ( let i = 0, il = json.length; i < il; i ++ ) {
  35502. const image = json[ i ];
  35503. const url = image.url;
  35504. if ( Array.isArray( url ) ) {
  35505. // load array of images e.g CubeTexture
  35506. const imageArray = [];
  35507. for ( let j = 0, jl = url.length; j < jl; j ++ ) {
  35508. const currentUrl = url[ j ];
  35509. const deserializedImage = await deserializeImage( currentUrl );
  35510. if ( deserializedImage !== null ) {
  35511. if ( deserializedImage instanceof HTMLImageElement ) {
  35512. imageArray.push( deserializedImage );
  35513. } else {
  35514. // special case: handle array of data textures for cube textures
  35515. imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
  35516. }
  35517. }
  35518. }
  35519. images[ image.uuid ] = new Source( imageArray );
  35520. } else {
  35521. // load single image
  35522. const deserializedImage = await deserializeImage( image.url );
  35523. images[ image.uuid ] = new Source( deserializedImage );
  35524. }
  35525. }
  35526. }
  35527. return images;
  35528. }
  35529. parseTextures( json, images ) {
  35530. function parseConstant( value, type ) {
  35531. if ( typeof value === 'number' ) return value;
  35532. warn( 'ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  35533. return type[ value ];
  35534. }
  35535. const textures = {};
  35536. if ( json !== undefined ) {
  35537. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35538. const data = json[ i ];
  35539. if ( data.image === undefined ) {
  35540. warn( 'ObjectLoader: No "image" specified for', data.uuid );
  35541. }
  35542. if ( images[ data.image ] === undefined ) {
  35543. warn( 'ObjectLoader: Undefined image', data.image );
  35544. }
  35545. const source = images[ data.image ];
  35546. const image = source.data;
  35547. let texture;
  35548. if ( Array.isArray( image ) ) {
  35549. texture = new CubeTexture();
  35550. if ( image.length === 6 ) texture.needsUpdate = true;
  35551. } else {
  35552. if ( image && image.data ) {
  35553. texture = new DataTexture();
  35554. } else {
  35555. texture = new Texture();
  35556. }
  35557. if ( image ) texture.needsUpdate = true; // textures can have undefined image data
  35558. }
  35559. texture.source = source;
  35560. texture.uuid = data.uuid;
  35561. if ( data.name !== undefined ) texture.name = data.name;
  35562. if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );
  35563. if ( data.channel !== undefined ) texture.channel = data.channel;
  35564. if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
  35565. if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
  35566. if ( data.center !== undefined ) texture.center.fromArray( data.center );
  35567. if ( data.rotation !== undefined ) texture.rotation = data.rotation;
  35568. if ( data.wrap !== undefined ) {
  35569. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  35570. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  35571. }
  35572. if ( data.format !== undefined ) texture.format = data.format;
  35573. if ( data.internalFormat !== undefined ) texture.internalFormat = data.internalFormat;
  35574. if ( data.type !== undefined ) texture.type = data.type;
  35575. if ( data.colorSpace !== undefined ) texture.colorSpace = data.colorSpace;
  35576. if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );
  35577. if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );
  35578. if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
  35579. if ( data.flipY !== undefined ) texture.flipY = data.flipY;
  35580. if ( data.generateMipmaps !== undefined ) texture.generateMipmaps = data.generateMipmaps;
  35581. if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;
  35582. if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;
  35583. if ( data.compareFunction !== undefined ) texture.compareFunction = data.compareFunction;
  35584. if ( data.userData !== undefined ) texture.userData = data.userData;
  35585. textures[ data.uuid ] = texture;
  35586. }
  35587. }
  35588. return textures;
  35589. }
  35590. parseObject( data, geometries, materials, textures, animations ) {
  35591. let object;
  35592. function getGeometry( name ) {
  35593. if ( geometries[ name ] === undefined ) {
  35594. warn( 'ObjectLoader: Undefined geometry', name );
  35595. }
  35596. return geometries[ name ];
  35597. }
  35598. function getMaterial( name ) {
  35599. if ( name === undefined ) return undefined;
  35600. if ( Array.isArray( name ) ) {
  35601. const array = [];
  35602. for ( let i = 0, l = name.length; i < l; i ++ ) {
  35603. const uuid = name[ i ];
  35604. if ( materials[ uuid ] === undefined ) {
  35605. warn( 'ObjectLoader: Undefined material', uuid );
  35606. }
  35607. array.push( materials[ uuid ] );
  35608. }
  35609. return array;
  35610. }
  35611. if ( materials[ name ] === undefined ) {
  35612. warn( 'ObjectLoader: Undefined material', name );
  35613. }
  35614. return materials[ name ];
  35615. }
  35616. function getTexture( uuid ) {
  35617. if ( textures[ uuid ] === undefined ) {
  35618. warn( 'ObjectLoader: Undefined texture', uuid );
  35619. }
  35620. return textures[ uuid ];
  35621. }
  35622. let geometry, material;
  35623. switch ( data.type ) {
  35624. case 'Scene':
  35625. object = new Scene();
  35626. if ( data.background !== undefined ) {
  35627. if ( Number.isInteger( data.background ) ) {
  35628. object.background = new Color( data.background );
  35629. } else {
  35630. object.background = getTexture( data.background );
  35631. }
  35632. }
  35633. if ( data.environment !== undefined ) {
  35634. object.environment = getTexture( data.environment );
  35635. }
  35636. if ( data.fog !== undefined ) {
  35637. if ( data.fog.type === 'Fog' ) {
  35638. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  35639. } else if ( data.fog.type === 'FogExp2' ) {
  35640. object.fog = new FogExp2( data.fog.color, data.fog.density );
  35641. }
  35642. if ( data.fog.name !== '' ) {
  35643. object.fog.name = data.fog.name;
  35644. }
  35645. }
  35646. if ( data.backgroundBlurriness !== undefined ) object.backgroundBlurriness = data.backgroundBlurriness;
  35647. if ( data.backgroundIntensity !== undefined ) object.backgroundIntensity = data.backgroundIntensity;
  35648. if ( data.backgroundRotation !== undefined ) object.backgroundRotation.fromArray( data.backgroundRotation );
  35649. if ( data.environmentIntensity !== undefined ) object.environmentIntensity = data.environmentIntensity;
  35650. if ( data.environmentRotation !== undefined ) object.environmentRotation.fromArray( data.environmentRotation );
  35651. break;
  35652. case 'PerspectiveCamera':
  35653. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  35654. if ( data.focus !== undefined ) object.focus = data.focus;
  35655. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  35656. if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
  35657. if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
  35658. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  35659. break;
  35660. case 'OrthographicCamera':
  35661. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  35662. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  35663. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  35664. break;
  35665. case 'AmbientLight':
  35666. object = new AmbientLight( data.color, data.intensity );
  35667. break;
  35668. case 'DirectionalLight':
  35669. object = new DirectionalLight( data.color, data.intensity );
  35670. object.target = data.target || '';
  35671. break;
  35672. case 'PointLight':
  35673. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  35674. break;
  35675. case 'RectAreaLight':
  35676. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  35677. break;
  35678. case 'SpotLight':
  35679. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  35680. object.target = data.target || '';
  35681. break;
  35682. case 'HemisphereLight':
  35683. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  35684. break;
  35685. case 'LightProbe':
  35686. const sh = new SphericalHarmonics3().fromArray( data.sh );
  35687. object = new LightProbe( sh, data.intensity );
  35688. break;
  35689. case 'SkinnedMesh':
  35690. geometry = getGeometry( data.geometry );
  35691. material = getMaterial( data.material );
  35692. object = new SkinnedMesh( geometry, material );
  35693. if ( data.bindMode !== undefined ) object.bindMode = data.bindMode;
  35694. if ( data.bindMatrix !== undefined ) object.bindMatrix.fromArray( data.bindMatrix );
  35695. if ( data.skeleton !== undefined ) object.skeleton = data.skeleton;
  35696. break;
  35697. case 'Mesh':
  35698. geometry = getGeometry( data.geometry );
  35699. material = getMaterial( data.material );
  35700. object = new Mesh( geometry, material );
  35701. break;
  35702. case 'InstancedMesh':
  35703. geometry = getGeometry( data.geometry );
  35704. material = getMaterial( data.material );
  35705. const count = data.count;
  35706. const instanceMatrix = data.instanceMatrix;
  35707. const instanceColor = data.instanceColor;
  35708. object = new InstancedMesh( geometry, material, count );
  35709. object.instanceMatrix = new InstancedBufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
  35710. if ( instanceColor !== undefined ) object.instanceColor = new InstancedBufferAttribute( new Float32Array( instanceColor.array ), instanceColor.itemSize );
  35711. break;
  35712. case 'BatchedMesh':
  35713. geometry = getGeometry( data.geometry );
  35714. material = getMaterial( data.material );
  35715. object = new BatchedMesh( data.maxInstanceCount, data.maxVertexCount, data.maxIndexCount, material );
  35716. object.geometry = geometry;
  35717. object.perObjectFrustumCulled = data.perObjectFrustumCulled;
  35718. object.sortObjects = data.sortObjects;
  35719. object._drawRanges = data.drawRanges;
  35720. object._reservedRanges = data.reservedRanges;
  35721. object._geometryInfo = data.geometryInfo.map( info => {
  35722. let box = null;
  35723. let sphere = null;
  35724. if ( info.boundingBox !== undefined ) {
  35725. box = new Box3().fromJSON( info.boundingBox );
  35726. }
  35727. if ( info.boundingSphere !== undefined ) {
  35728. sphere = new Sphere().fromJSON( info.boundingSphere );
  35729. }
  35730. return {
  35731. ...info,
  35732. boundingBox: box,
  35733. boundingSphere: sphere
  35734. };
  35735. } );
  35736. object._instanceInfo = data.instanceInfo;
  35737. object._availableInstanceIds = data._availableInstanceIds;
  35738. object._availableGeometryIds = data._availableGeometryIds;
  35739. object._nextIndexStart = data.nextIndexStart;
  35740. object._nextVertexStart = data.nextVertexStart;
  35741. object._geometryCount = data.geometryCount;
  35742. object._maxInstanceCount = data.maxInstanceCount;
  35743. object._maxVertexCount = data.maxVertexCount;
  35744. object._maxIndexCount = data.maxIndexCount;
  35745. object._geometryInitialized = data.geometryInitialized;
  35746. object._matricesTexture = getTexture( data.matricesTexture.uuid );
  35747. object._indirectTexture = getTexture( data.indirectTexture.uuid );
  35748. if ( data.colorsTexture !== undefined ) {
  35749. object._colorsTexture = getTexture( data.colorsTexture.uuid );
  35750. }
  35751. if ( data.boundingSphere !== undefined ) {
  35752. object.boundingSphere = new Sphere().fromJSON( data.boundingSphere );
  35753. }
  35754. if ( data.boundingBox !== undefined ) {
  35755. object.boundingBox = new Box3().fromJSON( data.boundingBox );
  35756. }
  35757. break;
  35758. case 'LOD':
  35759. object = new LOD();
  35760. break;
  35761. case 'Line':
  35762. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ) );
  35763. break;
  35764. case 'LineLoop':
  35765. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  35766. break;
  35767. case 'LineSegments':
  35768. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  35769. break;
  35770. case 'PointCloud':
  35771. case 'Points':
  35772. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  35773. break;
  35774. case 'Sprite':
  35775. object = new Sprite( getMaterial( data.material ) );
  35776. break;
  35777. case 'Group':
  35778. object = new Group();
  35779. break;
  35780. case 'Bone':
  35781. object = new Bone();
  35782. break;
  35783. default:
  35784. object = new Object3D();
  35785. }
  35786. object.uuid = data.uuid;
  35787. if ( data.name !== undefined ) object.name = data.name;
  35788. if ( data.matrix !== undefined ) {
  35789. object.matrix.fromArray( data.matrix );
  35790. if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;
  35791. if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );
  35792. } else {
  35793. if ( data.position !== undefined ) object.position.fromArray( data.position );
  35794. if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
  35795. if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
  35796. if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
  35797. }
  35798. if ( data.up !== undefined ) object.up.fromArray( data.up );
  35799. if ( data.pivot !== undefined ) object.pivot = new Vector3().fromArray( data.pivot );
  35800. if ( data.morphTargetDictionary !== undefined ) object.morphTargetDictionary = Object.assign( {}, data.morphTargetDictionary );
  35801. if ( data.morphTargetInfluences !== undefined ) object.morphTargetInfluences = data.morphTargetInfluences.slice();
  35802. if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
  35803. if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;
  35804. if ( data.shadow ) {
  35805. if ( data.shadow.intensity !== undefined ) object.shadow.intensity = data.shadow.intensity;
  35806. if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
  35807. if ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias;
  35808. if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
  35809. if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
  35810. if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );
  35811. }
  35812. if ( data.visible !== undefined ) object.visible = data.visible;
  35813. if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;
  35814. if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;
  35815. if ( data.static !== undefined ) object.static = data.static;
  35816. if ( data.userData !== undefined ) object.userData = data.userData;
  35817. if ( data.layers !== undefined ) object.layers.mask = data.layers;
  35818. if ( data.children !== undefined ) {
  35819. const children = data.children;
  35820. for ( let i = 0; i < children.length; i ++ ) {
  35821. object.add( this.parseObject( children[ i ], geometries, materials, textures, animations ) );
  35822. }
  35823. }
  35824. if ( data.animations !== undefined ) {
  35825. const objectAnimations = data.animations;
  35826. for ( let i = 0; i < objectAnimations.length; i ++ ) {
  35827. const uuid = objectAnimations[ i ];
  35828. object.animations.push( animations[ uuid ] );
  35829. }
  35830. }
  35831. if ( data.type === 'LOD' ) {
  35832. if ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate;
  35833. const levels = data.levels;
  35834. for ( let l = 0; l < levels.length; l ++ ) {
  35835. const level = levels[ l ];
  35836. const child = object.getObjectByProperty( 'uuid', level.object );
  35837. if ( child !== undefined ) {
  35838. object.addLevel( child, level.distance, level.hysteresis );
  35839. }
  35840. }
  35841. }
  35842. return object;
  35843. }
  35844. bindSkeletons( object, skeletons ) {
  35845. if ( Object.keys( skeletons ).length === 0 ) return;
  35846. object.traverse( function ( child ) {
  35847. if ( child.isSkinnedMesh === true && child.skeleton !== undefined ) {
  35848. const skeleton = skeletons[ child.skeleton ];
  35849. if ( skeleton === undefined ) {
  35850. warn( 'ObjectLoader: No skeleton found with UUID:', child.skeleton );
  35851. } else {
  35852. child.bind( skeleton, child.bindMatrix );
  35853. }
  35854. }
  35855. } );
  35856. }
  35857. bindLightTargets( object ) {
  35858. object.traverse( function ( child ) {
  35859. if ( child.isDirectionalLight || child.isSpotLight ) {
  35860. const uuid = child.target;
  35861. const target = object.getObjectByProperty( 'uuid', uuid );
  35862. if ( target !== undefined ) {
  35863. child.target = target;
  35864. } else {
  35865. child.target = new Object3D();
  35866. }
  35867. }
  35868. } );
  35869. }
  35870. }
  35871. const TEXTURE_MAPPING = {
  35872. UVMapping: UVMapping,
  35873. CubeReflectionMapping: CubeReflectionMapping,
  35874. CubeRefractionMapping: CubeRefractionMapping,
  35875. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  35876. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  35877. CubeUVReflectionMapping: CubeUVReflectionMapping
  35878. };
  35879. const TEXTURE_WRAPPING = {
  35880. RepeatWrapping: RepeatWrapping,
  35881. ClampToEdgeWrapping: ClampToEdgeWrapping,
  35882. MirroredRepeatWrapping: MirroredRepeatWrapping
  35883. };
  35884. const TEXTURE_FILTER = {
  35885. NearestFilter: NearestFilter,
  35886. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  35887. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  35888. LinearFilter: LinearFilter,
  35889. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  35890. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  35891. };
  35892. const _errorMap = new WeakMap();
  35893. /**
  35894. * A loader for loading images as an [ImageBitmap](https://developer.mozilla.org/en-US/docs/Web/API/ImageBitmap).
  35895. * An `ImageBitmap` provides an asynchronous and resource efficient pathway to prepare
  35896. * textures for rendering.
  35897. *
  35898. * Note that {@link Texture#flipY} and {@link Texture#premultiplyAlpha} are ignored with image bitmaps.
  35899. * These options need to be configured via {@link ImageBitmapLoader#setOptions} prior to loading,
  35900. * unlike regular images which can be configured on the Texture to set these options on GPU upload instead.
  35901. *
  35902. * To match the default behaviour of {@link Texture}, the following options are needed:
  35903. *
  35904. * ```js
  35905. * { imageOrientation: 'flipY', premultiplyAlpha: 'none' }
  35906. * ```
  35907. *
  35908. * Also note that unlike {@link FileLoader}, this loader will only avoid multiple concurrent requests to the same URL if {@link Cache} is enabled.
  35909. *
  35910. * ```js
  35911. * const loader = new THREE.ImageBitmapLoader();
  35912. * loader.setOptions( { imageOrientation: 'flipY' } ); // set options if needed
  35913. * const imageBitmap = await loader.loadAsync( 'image.png' );
  35914. *
  35915. * const texture = new THREE.Texture( imageBitmap );
  35916. * texture.needsUpdate = true;
  35917. * ```
  35918. *
  35919. * @augments Loader
  35920. */
  35921. class ImageBitmapLoader extends Loader {
  35922. /**
  35923. * Constructs a new image bitmap loader.
  35924. *
  35925. * @param {LoadingManager} [manager] - The loading manager.
  35926. */
  35927. constructor( manager ) {
  35928. super( manager );
  35929. /**
  35930. * This flag can be used for type testing.
  35931. *
  35932. * @type {boolean}
  35933. * @readonly
  35934. * @default true
  35935. */
  35936. this.isImageBitmapLoader = true;
  35937. if ( typeof createImageBitmap === 'undefined' ) {
  35938. warn( 'ImageBitmapLoader: createImageBitmap() not supported.' );
  35939. }
  35940. if ( typeof fetch === 'undefined' ) {
  35941. warn( 'ImageBitmapLoader: fetch() not supported.' );
  35942. }
  35943. /**
  35944. * Represents the loader options.
  35945. *
  35946. * @type {Object}
  35947. * @default {premultiplyAlpha:'none'}
  35948. */
  35949. this.options = { premultiplyAlpha: 'none' };
  35950. /**
  35951. * Used for aborting requests.
  35952. *
  35953. * @private
  35954. * @type {AbortController}
  35955. */
  35956. this._abortController = new AbortController();
  35957. }
  35958. /**
  35959. * Sets the given loader options. The structure of the object must match the `options` parameter of
  35960. * [createImageBitmap](https://developer.mozilla.org/en-US/docs/Web/API/Window/createImageBitmap).
  35961. *
  35962. * @param {Object} options - The loader options to set.
  35963. * @return {ImageBitmapLoader} A reference to this image bitmap loader.
  35964. */
  35965. setOptions( options ) {
  35966. this.options = options;
  35967. return this;
  35968. }
  35969. /**
  35970. * Starts loading from the given URL and pass the loaded image bitmap to the `onLoad()` callback.
  35971. *
  35972. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35973. * @param {function(ImageBitmap)} onLoad - Executed when the loading process has been finished.
  35974. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  35975. * @param {onErrorCallback} onError - Executed when errors occur.
  35976. * @return {ImageBitmap|undefined} The image bitmap.
  35977. */
  35978. load( url, onLoad, onProgress, onError ) {
  35979. if ( url === undefined ) url = '';
  35980. if ( this.path !== undefined ) url = this.path + url;
  35981. url = this.manager.resolveURL( url );
  35982. const scope = this;
  35983. const cached = Cache.get( `image-bitmap:${url}` );
  35984. if ( cached !== undefined ) {
  35985. scope.manager.itemStart( url );
  35986. // If cached is a promise, wait for it to resolve
  35987. if ( cached.then ) {
  35988. cached.then( imageBitmap => {
  35989. // check if there is an error for the cached promise
  35990. if ( _errorMap.has( cached ) === true ) {
  35991. if ( onError ) onError( _errorMap.get( cached ) );
  35992. scope.manager.itemError( url );
  35993. scope.manager.itemEnd( url );
  35994. } else {
  35995. if ( onLoad ) onLoad( imageBitmap );
  35996. scope.manager.itemEnd( url );
  35997. return imageBitmap;
  35998. }
  35999. } );
  36000. return;
  36001. }
  36002. // If cached is not a promise (i.e., it's already an imageBitmap)
  36003. setTimeout( function () {
  36004. if ( onLoad ) onLoad( cached );
  36005. scope.manager.itemEnd( url );
  36006. }, 0 );
  36007. return cached;
  36008. }
  36009. const fetchOptions = {};
  36010. fetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include';
  36011. fetchOptions.headers = this.requestHeader;
  36012. fetchOptions.signal = ( typeof AbortSignal.any === 'function' ) ? AbortSignal.any( [ this._abortController.signal, this.manager.abortController.signal ] ) : this._abortController.signal;
  36013. const promise = fetch( url, fetchOptions ).then( function ( res ) {
  36014. return res.blob();
  36015. } ).then( function ( blob ) {
  36016. return createImageBitmap( blob, Object.assign( scope.options, { colorSpaceConversion: 'none' } ) );
  36017. } ).then( function ( imageBitmap ) {
  36018. Cache.add( `image-bitmap:${url}`, imageBitmap );
  36019. if ( onLoad ) onLoad( imageBitmap );
  36020. scope.manager.itemEnd( url );
  36021. return imageBitmap;
  36022. } ).catch( function ( e ) {
  36023. if ( onError ) onError( e );
  36024. _errorMap.set( promise, e );
  36025. Cache.remove( `image-bitmap:${url}` );
  36026. scope.manager.itemError( url );
  36027. scope.manager.itemEnd( url );
  36028. } );
  36029. Cache.add( `image-bitmap:${url}`, promise );
  36030. scope.manager.itemStart( url );
  36031. }
  36032. /**
  36033. * Aborts ongoing fetch requests.
  36034. *
  36035. * @return {ImageBitmapLoader} A reference to this instance.
  36036. */
  36037. abort() {
  36038. this._abortController.abort();
  36039. this._abortController = new AbortController();
  36040. return this;
  36041. }
  36042. }
  36043. let _context;
  36044. /**
  36045. * Manages the global audio context in the engine.
  36046. *
  36047. * @hideconstructor
  36048. */
  36049. class AudioContext {
  36050. /**
  36051. * Returns the global native audio context.
  36052. *
  36053. * @return {AudioContext} The native audio context.
  36054. */
  36055. static getContext() {
  36056. if ( _context === undefined ) {
  36057. _context = new ( window.AudioContext || window.webkitAudioContext )();
  36058. }
  36059. return _context;
  36060. }
  36061. /**
  36062. * Allows to set the global native audio context from outside.
  36063. *
  36064. * @param {AudioContext} value - The native context to set.
  36065. */
  36066. static setContext( value ) {
  36067. _context = value;
  36068. }
  36069. }
  36070. /**
  36071. * Class for loading audio buffers. Audios are internally
  36072. * loaded via {@link FileLoader}.
  36073. *
  36074. * ```js
  36075. * const audioListener = new THREE.AudioListener();
  36076. * const ambientSound = new THREE.Audio( audioListener );
  36077. *
  36078. * const loader = new THREE.AudioLoader();
  36079. * const audioBuffer = await loader.loadAsync( 'audio/ambient_ocean.ogg' );
  36080. *
  36081. * ambientSound.setBuffer( audioBuffer );
  36082. * ambientSound.play();
  36083. * ```
  36084. *
  36085. * @augments Loader
  36086. */
  36087. class AudioLoader extends Loader {
  36088. /**
  36089. * Constructs a new audio loader.
  36090. *
  36091. * @param {LoadingManager} [manager] - The loading manager.
  36092. */
  36093. constructor( manager ) {
  36094. super( manager );
  36095. }
  36096. /**
  36097. * Starts loading from the given URL and passes the loaded audio buffer
  36098. * to the `onLoad()` callback.
  36099. *
  36100. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  36101. * @param {function(AudioBuffer)} onLoad - Executed when the loading process has been finished.
  36102. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  36103. * @param {onErrorCallback} onError - Executed when errors occur.
  36104. */
  36105. load( url, onLoad, onProgress, onError ) {
  36106. const scope = this;
  36107. const loader = new FileLoader( this.manager );
  36108. loader.setResponseType( 'arraybuffer' );
  36109. loader.setPath( this.path );
  36110. loader.setRequestHeader( this.requestHeader );
  36111. loader.setWithCredentials( this.withCredentials );
  36112. loader.load( url, function ( buffer ) {
  36113. try {
  36114. // Create a copy of the buffer. The `decodeAudioData` method
  36115. // detaches the buffer when complete, preventing reuse.
  36116. const bufferCopy = buffer.slice( 0 );
  36117. const context = AudioContext.getContext();
  36118. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  36119. onLoad( audioBuffer );
  36120. } ).catch( handleError );
  36121. } catch ( e ) {
  36122. handleError( e );
  36123. }
  36124. }, onProgress, onError );
  36125. function handleError( e ) {
  36126. if ( onError ) {
  36127. onError( e );
  36128. } else {
  36129. error( e );
  36130. }
  36131. scope.manager.itemError( url );
  36132. }
  36133. }
  36134. }
  36135. const _eyeRight = /*@__PURE__*/ new Matrix4();
  36136. const _eyeLeft = /*@__PURE__*/ new Matrix4();
  36137. const _projectionMatrix = /*@__PURE__*/ new Matrix4();
  36138. /**
  36139. * A special type of camera that uses two perspective cameras with
  36140. * stereoscopic projection. Can be used for rendering stereo effects
  36141. * like [3D Anaglyph](https://en.wikipedia.org/wiki/Anaglyph_3D) or
  36142. * [Parallax Barrier](https://en.wikipedia.org/wiki/parallax_barrier).
  36143. */
  36144. class StereoCamera {
  36145. /**
  36146. * Constructs a new stereo camera.
  36147. */
  36148. constructor() {
  36149. /**
  36150. * The type property is used for detecting the object type
  36151. * in context of serialization/deserialization.
  36152. *
  36153. * @type {string}
  36154. * @readonly
  36155. */
  36156. this.type = 'StereoCamera';
  36157. /**
  36158. * The aspect.
  36159. *
  36160. * @type {number}
  36161. * @default 1
  36162. */
  36163. this.aspect = 1;
  36164. /**
  36165. * The eye separation which represents the distance
  36166. * between the left and right camera.
  36167. *
  36168. * @type {number}
  36169. * @default 0.064
  36170. */
  36171. this.eyeSep = 0.064;
  36172. /**
  36173. * The camera representing the left eye. This is added to layer `1` so objects to be
  36174. * rendered by the left camera must also be added to this layer.
  36175. *
  36176. * @type {PerspectiveCamera}
  36177. */
  36178. this.cameraL = new PerspectiveCamera();
  36179. this.cameraL.layers.enable( 1 );
  36180. this.cameraL.matrixAutoUpdate = false;
  36181. /**
  36182. * The camera representing the right eye. This is added to layer `2` so objects to be
  36183. * rendered by the right camera must also be added to this layer.
  36184. *
  36185. * @type {PerspectiveCamera}
  36186. */
  36187. this.cameraR = new PerspectiveCamera();
  36188. this.cameraR.layers.enable( 2 );
  36189. this.cameraR.matrixAutoUpdate = false;
  36190. this._cache = {
  36191. focus: null,
  36192. fov: null,
  36193. aspect: null,
  36194. near: null,
  36195. far: null,
  36196. zoom: null,
  36197. eyeSep: null
  36198. };
  36199. }
  36200. /**
  36201. * Updates the stereo camera based on the given perspective camera.
  36202. *
  36203. * @param {PerspectiveCamera} camera - The perspective camera.
  36204. */
  36205. update( camera ) {
  36206. const cache = this._cache;
  36207. const needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  36208. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  36209. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  36210. if ( needsUpdate ) {
  36211. cache.focus = camera.focus;
  36212. cache.fov = camera.fov;
  36213. cache.aspect = camera.aspect * this.aspect;
  36214. cache.near = camera.near;
  36215. cache.far = camera.far;
  36216. cache.zoom = camera.zoom;
  36217. cache.eyeSep = this.eyeSep;
  36218. // Off-axis stereoscopic effect based on
  36219. // http://paulbourke.net/stereographics/stereorender/
  36220. _projectionMatrix.copy( camera.projectionMatrix );
  36221. const eyeSepHalf = cache.eyeSep / 2;
  36222. const eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  36223. const ymax = ( cache.near * Math.tan( DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  36224. let xmin, xmax;
  36225. // translate xOffset
  36226. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  36227. _eyeRight.elements[ 12 ] = eyeSepHalf;
  36228. // for left eye
  36229. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  36230. xmax = ymax * cache.aspect + eyeSepOnProjection;
  36231. _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  36232. _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  36233. this.cameraL.projectionMatrix.copy( _projectionMatrix );
  36234. // for right eye
  36235. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  36236. xmax = ymax * cache.aspect - eyeSepOnProjection;
  36237. _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  36238. _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  36239. this.cameraR.projectionMatrix.copy( _projectionMatrix );
  36240. }
  36241. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  36242. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  36243. }
  36244. }
  36245. const fov = -90; // negative fov is not an error
  36246. const aspect = 1;
  36247. /**
  36248. * A special type of camera that is positioned in 3D space to render its surroundings into a
  36249. * cube render target. The render target can then be used as an environment map for rendering
  36250. * realtime reflections in your scene.
  36251. *
  36252. * ```js
  36253. * // Create cube render target
  36254. * const cubeRenderTarget = new THREE.WebGLCubeRenderTarget( 256, { generateMipmaps: true, minFilter: THREE.LinearMipmapLinearFilter } );
  36255. *
  36256. * // Create cube camera
  36257. * const cubeCamera = new THREE.CubeCamera( 1, 100000, cubeRenderTarget );
  36258. * scene.add( cubeCamera );
  36259. *
  36260. * // Create car
  36261. * const chromeMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeRenderTarget.texture } );
  36262. * const car = new THREE.Mesh( carGeometry, chromeMaterial );
  36263. * scene.add( car );
  36264. *
  36265. * // Update the render target cube
  36266. * car.visible = false;
  36267. * cubeCamera.position.copy( car.position );
  36268. * cubeCamera.update( renderer, scene );
  36269. *
  36270. * // Render the scene
  36271. * car.visible = true;
  36272. * renderer.render( scene, camera );
  36273. * ```
  36274. *
  36275. * @augments Object3D
  36276. */
  36277. class CubeCamera extends Object3D {
  36278. /**
  36279. * Constructs a new cube camera.
  36280. *
  36281. * @param {number} near - The camera's near plane.
  36282. * @param {number} far - The camera's far plane.
  36283. * @param {WebGLCubeRenderTarget} renderTarget - The cube render target.
  36284. */
  36285. constructor( near, far, renderTarget ) {
  36286. super();
  36287. this.type = 'CubeCamera';
  36288. /**
  36289. * A reference to the cube render target.
  36290. *
  36291. * @type {WebGLCubeRenderTarget}
  36292. */
  36293. this.renderTarget = renderTarget;
  36294. /**
  36295. * The current active coordinate system.
  36296. *
  36297. * @type {?(WebGLCoordinateSystem|WebGPUCoordinateSystem)}
  36298. * @default null
  36299. */
  36300. this.coordinateSystem = null;
  36301. /**
  36302. * The current active mipmap level
  36303. *
  36304. * @type {number}
  36305. * @default 0
  36306. */
  36307. this.activeMipmapLevel = 0;
  36308. const cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  36309. cameraPX.layers = this.layers;
  36310. this.add( cameraPX );
  36311. const cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  36312. cameraNX.layers = this.layers;
  36313. this.add( cameraNX );
  36314. const cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  36315. cameraPY.layers = this.layers;
  36316. this.add( cameraPY );
  36317. const cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  36318. cameraNY.layers = this.layers;
  36319. this.add( cameraNY );
  36320. const cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  36321. cameraPZ.layers = this.layers;
  36322. this.add( cameraPZ );
  36323. const cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  36324. cameraNZ.layers = this.layers;
  36325. this.add( cameraNZ );
  36326. }
  36327. /**
  36328. * Must be called when the coordinate system of the cube camera is changed.
  36329. */
  36330. updateCoordinateSystem() {
  36331. const coordinateSystem = this.coordinateSystem;
  36332. const cameras = this.children.concat();
  36333. const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = cameras;
  36334. for ( const camera of cameras ) this.remove( camera );
  36335. if ( coordinateSystem === WebGLCoordinateSystem ) {
  36336. cameraPX.up.set( 0, 1, 0 );
  36337. cameraPX.lookAt( 1, 0, 0 );
  36338. cameraNX.up.set( 0, 1, 0 );
  36339. cameraNX.lookAt( -1, 0, 0 );
  36340. cameraPY.up.set( 0, 0, -1 );
  36341. cameraPY.lookAt( 0, 1, 0 );
  36342. cameraNY.up.set( 0, 0, 1 );
  36343. cameraNY.lookAt( 0, -1, 0 );
  36344. cameraPZ.up.set( 0, 1, 0 );
  36345. cameraPZ.lookAt( 0, 0, 1 );
  36346. cameraNZ.up.set( 0, 1, 0 );
  36347. cameraNZ.lookAt( 0, 0, -1 );
  36348. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  36349. cameraPX.up.set( 0, -1, 0 );
  36350. cameraPX.lookAt( -1, 0, 0 );
  36351. cameraNX.up.set( 0, -1, 0 );
  36352. cameraNX.lookAt( 1, 0, 0 );
  36353. cameraPY.up.set( 0, 0, 1 );
  36354. cameraPY.lookAt( 0, 1, 0 );
  36355. cameraNY.up.set( 0, 0, -1 );
  36356. cameraNY.lookAt( 0, -1, 0 );
  36357. cameraPZ.up.set( 0, -1, 0 );
  36358. cameraPZ.lookAt( 0, 0, 1 );
  36359. cameraNZ.up.set( 0, -1, 0 );
  36360. cameraNZ.lookAt( 0, 0, -1 );
  36361. } else {
  36362. throw new Error( 'THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: ' + coordinateSystem );
  36363. }
  36364. for ( const camera of cameras ) {
  36365. this.add( camera );
  36366. camera.updateMatrixWorld();
  36367. }
  36368. }
  36369. /**
  36370. * Calling this method will render the given scene with the given renderer
  36371. * into the cube render target of the camera.
  36372. *
  36373. * @param {(Renderer|WebGLRenderer)} renderer - The renderer.
  36374. * @param {Scene} scene - The scene to render.
  36375. */
  36376. update( renderer, scene ) {
  36377. if ( this.parent === null ) this.updateMatrixWorld();
  36378. const { renderTarget, activeMipmapLevel } = this;
  36379. if ( this.coordinateSystem !== renderer.coordinateSystem ) {
  36380. this.coordinateSystem = renderer.coordinateSystem;
  36381. this.updateCoordinateSystem();
  36382. }
  36383. const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;
  36384. const currentRenderTarget = renderer.getRenderTarget();
  36385. const currentActiveCubeFace = renderer.getActiveCubeFace();
  36386. const currentActiveMipmapLevel = renderer.getActiveMipmapLevel();
  36387. const currentXrEnabled = renderer.xr.enabled;
  36388. renderer.xr.enabled = false;
  36389. const generateMipmaps = renderTarget.texture.generateMipmaps;
  36390. renderTarget.texture.generateMipmaps = false;
  36391. // https://github.com/mrdoob/three.js/issues/31413#issuecomment-3095966812
  36392. let reversedDepthBuffer = false;
  36393. if ( renderer.isWebGLRenderer === true ) {
  36394. reversedDepthBuffer = renderer.state.buffers.depth.getReversed();
  36395. } else {
  36396. reversedDepthBuffer = renderer.reversedDepthBuffer;
  36397. }
  36398. renderer.setRenderTarget( renderTarget, 0, activeMipmapLevel );
  36399. if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
  36400. renderer.render( scene, cameraPX );
  36401. renderer.setRenderTarget( renderTarget, 1, activeMipmapLevel );
  36402. if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
  36403. renderer.render( scene, cameraNX );
  36404. renderer.setRenderTarget( renderTarget, 2, activeMipmapLevel );
  36405. if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
  36406. renderer.render( scene, cameraPY );
  36407. renderer.setRenderTarget( renderTarget, 3, activeMipmapLevel );
  36408. if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
  36409. renderer.render( scene, cameraNY );
  36410. renderer.setRenderTarget( renderTarget, 4, activeMipmapLevel );
  36411. if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
  36412. renderer.render( scene, cameraPZ );
  36413. // mipmaps are generated during the last call of render()
  36414. // at this point, all sides of the cube render target are defined
  36415. renderTarget.texture.generateMipmaps = generateMipmaps;
  36416. renderer.setRenderTarget( renderTarget, 5, activeMipmapLevel );
  36417. if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
  36418. renderer.render( scene, cameraNZ );
  36419. renderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel );
  36420. renderer.xr.enabled = currentXrEnabled;
  36421. renderTarget.texture.needsPMREMUpdate = true;
  36422. }
  36423. }
  36424. /**
  36425. * This type of camera can be used in order to efficiently render a scene with a
  36426. * predefined set of cameras. This is an important performance aspect for
  36427. * rendering VR scenes.
  36428. *
  36429. * An instance of `ArrayCamera` always has an array of sub cameras. It's mandatory
  36430. * to define for each sub camera the `viewport` property which determines the
  36431. * part of the viewport that is rendered with this camera.
  36432. *
  36433. * @augments PerspectiveCamera
  36434. */
  36435. class ArrayCamera extends PerspectiveCamera {
  36436. /**
  36437. * Constructs a new array camera.
  36438. *
  36439. * @param {Array<PerspectiveCamera>} [array=[]] - An array of perspective sub cameras.
  36440. */
  36441. constructor( array = [] ) {
  36442. super();
  36443. /**
  36444. * This flag can be used for type testing.
  36445. *
  36446. * @type {boolean}
  36447. * @readonly
  36448. * @default true
  36449. */
  36450. this.isArrayCamera = true;
  36451. /**
  36452. * Whether this camera is used with multiview rendering or not.
  36453. *
  36454. * @type {boolean}
  36455. * @readonly
  36456. * @default false
  36457. */
  36458. this.isMultiViewCamera = false;
  36459. /**
  36460. * An array of perspective sub cameras.
  36461. *
  36462. * @type {Array<PerspectiveCamera>}
  36463. */
  36464. this.cameras = array;
  36465. }
  36466. }
  36467. /**
  36468. * This class is an alternative to {@link Clock} with a different API design and behavior.
  36469. * The goal is to avoid the conceptual flaws that became apparent in `Clock` over time.
  36470. *
  36471. * - `Timer` has an `update()` method that updates its internal state. That makes it possible to
  36472. * call `getDelta()` and `getElapsed()` multiple times per simulation step without getting different values.
  36473. * - The class can make use of the Page Visibility API to avoid large time delta values when the app
  36474. * is inactive (e.g. tab switched or browser hidden).
  36475. *
  36476. * ```js
  36477. * const timer = new Timer();
  36478. * timer.connect( document ); // use Page Visibility API
  36479. * ```
  36480. */
  36481. class Timer {
  36482. /**
  36483. * Constructs a new timer.
  36484. */
  36485. constructor() {
  36486. this._previousTime = 0;
  36487. this._currentTime = 0;
  36488. this._startTime = performance.now();
  36489. this._delta = 0;
  36490. this._elapsed = 0;
  36491. this._timescale = 1;
  36492. this._document = null;
  36493. this._pageVisibilityHandler = null;
  36494. }
  36495. /**
  36496. * Connect the timer to the given document.Calling this method is not mandatory to
  36497. * use the timer but enables the usage of the Page Visibility API to avoid large time
  36498. * delta values.
  36499. *
  36500. * @param {Document} document - The document.
  36501. */
  36502. connect( document ) {
  36503. this._document = document;
  36504. // use Page Visibility API to avoid large time delta values
  36505. if ( document.hidden !== undefined ) {
  36506. this._pageVisibilityHandler = handleVisibilityChange.bind( this );
  36507. document.addEventListener( 'visibilitychange', this._pageVisibilityHandler, false );
  36508. }
  36509. }
  36510. /**
  36511. * Disconnects the timer from the DOM and also disables the usage of the Page Visibility API.
  36512. */
  36513. disconnect() {
  36514. if ( this._pageVisibilityHandler !== null ) {
  36515. this._document.removeEventListener( 'visibilitychange', this._pageVisibilityHandler );
  36516. this._pageVisibilityHandler = null;
  36517. }
  36518. this._document = null;
  36519. }
  36520. /**
  36521. * Returns the time delta in seconds.
  36522. *
  36523. * @return {number} The time delta in second.
  36524. */
  36525. getDelta() {
  36526. return this._delta / 1000;
  36527. }
  36528. /**
  36529. * Returns the elapsed time in seconds.
  36530. *
  36531. * @return {number} The elapsed time in second.
  36532. */
  36533. getElapsed() {
  36534. return this._elapsed / 1000;
  36535. }
  36536. /**
  36537. * Returns the timescale.
  36538. *
  36539. * @return {number} The timescale.
  36540. */
  36541. getTimescale() {
  36542. return this._timescale;
  36543. }
  36544. /**
  36545. * Sets the given timescale which scale the time delta computation
  36546. * in `update()`.
  36547. *
  36548. * @param {number} timescale - The timescale to set.
  36549. * @return {Timer} A reference to this timer.
  36550. */
  36551. setTimescale( timescale ) {
  36552. this._timescale = timescale;
  36553. return this;
  36554. }
  36555. /**
  36556. * Resets the time computation for the current simulation step.
  36557. *
  36558. * @return {Timer} A reference to this timer.
  36559. */
  36560. reset() {
  36561. this._currentTime = performance.now() - this._startTime;
  36562. return this;
  36563. }
  36564. /**
  36565. * Can be used to free all internal resources. Usually called when
  36566. * the timer instance isn't required anymore.
  36567. */
  36568. dispose() {
  36569. this.disconnect();
  36570. }
  36571. /**
  36572. * Updates the internal state of the timer. This method should be called
  36573. * once per simulation step and before you perform queries against the timer
  36574. * (e.g. via `getDelta()`).
  36575. *
  36576. * @param {number} timestamp - The current time in milliseconds. Can be obtained
  36577. * from the `requestAnimationFrame` callback argument. If not provided, the current
  36578. * time will be determined with `performance.now`.
  36579. * @return {Timer} A reference to this timer.
  36580. */
  36581. update( timestamp ) {
  36582. if ( this._pageVisibilityHandler !== null && this._document.hidden === true ) {
  36583. this._delta = 0;
  36584. } else {
  36585. this._previousTime = this._currentTime;
  36586. this._currentTime = ( timestamp !== undefined ? timestamp : performance.now() ) - this._startTime;
  36587. this._delta = ( this._currentTime - this._previousTime ) * this._timescale;
  36588. this._elapsed += this._delta; // _elapsed is the accumulation of all previous deltas
  36589. }
  36590. return this;
  36591. }
  36592. }
  36593. function handleVisibilityChange() {
  36594. if ( this._document.hidden === false ) this.reset();
  36595. }
  36596. const _position$1 = /*@__PURE__*/ new Vector3();
  36597. const _quaternion$1 = /*@__PURE__*/ new Quaternion();
  36598. const _scale$1 = /*@__PURE__*/ new Vector3();
  36599. const _forward = /*@__PURE__*/ new Vector3();
  36600. const _up = /*@__PURE__*/ new Vector3();
  36601. /**
  36602. * The class represents a virtual listener of the all positional and non-positional audio effects
  36603. * in the scene. A three.js application usually creates a single listener. It is a mandatory
  36604. * constructor parameter for audios entities like {@link Audio} and {@link PositionalAudio}.
  36605. *
  36606. * In most cases, the listener object is a child of the camera. So the 3D transformation of the
  36607. * camera represents the 3D transformation of the listener.
  36608. *
  36609. * @augments Object3D
  36610. */
  36611. class AudioListener extends Object3D {
  36612. /**
  36613. * Constructs a new audio listener.
  36614. */
  36615. constructor() {
  36616. super();
  36617. this.type = 'AudioListener';
  36618. /**
  36619. * The native audio context.
  36620. *
  36621. * @type {AudioContext}
  36622. * @readonly
  36623. */
  36624. this.context = AudioContext.getContext();
  36625. /**
  36626. * The gain node used for volume control.
  36627. *
  36628. * @type {GainNode}
  36629. * @readonly
  36630. */
  36631. this.gain = this.context.createGain();
  36632. this.gain.connect( this.context.destination );
  36633. /**
  36634. * An optional filter.
  36635. *
  36636. * Defined via {@link AudioListener#setFilter}.
  36637. *
  36638. * @type {?AudioNode}
  36639. * @default null
  36640. * @readonly
  36641. */
  36642. this.filter = null;
  36643. /**
  36644. * Time delta values required for `linearRampToValueAtTime()` usage.
  36645. *
  36646. * @type {number}
  36647. * @default 0
  36648. * @readonly
  36649. */
  36650. this.timeDelta = 0;
  36651. // private
  36652. this._timer = new Timer();
  36653. }
  36654. /**
  36655. * Returns the listener's input node.
  36656. *
  36657. * This method is used by other audio nodes to connect to this listener.
  36658. *
  36659. * @return {GainNode} The input node.
  36660. */
  36661. getInput() {
  36662. return this.gain;
  36663. }
  36664. /**
  36665. * Removes the current filter from this listener.
  36666. *
  36667. * @return {AudioListener} A reference to this listener.
  36668. */
  36669. removeFilter() {
  36670. if ( this.filter !== null ) {
  36671. this.gain.disconnect( this.filter );
  36672. this.filter.disconnect( this.context.destination );
  36673. this.gain.connect( this.context.destination );
  36674. this.filter = null;
  36675. }
  36676. return this;
  36677. }
  36678. /**
  36679. * Returns the current set filter.
  36680. *
  36681. * @return {?AudioNode} The filter.
  36682. */
  36683. getFilter() {
  36684. return this.filter;
  36685. }
  36686. /**
  36687. * Sets the given filter to this listener.
  36688. *
  36689. * @param {AudioNode} value - The filter to set.
  36690. * @return {AudioListener} A reference to this listener.
  36691. */
  36692. setFilter( value ) {
  36693. if ( this.filter !== null ) {
  36694. this.gain.disconnect( this.filter );
  36695. this.filter.disconnect( this.context.destination );
  36696. } else {
  36697. this.gain.disconnect( this.context.destination );
  36698. }
  36699. this.filter = value;
  36700. this.gain.connect( this.filter );
  36701. this.filter.connect( this.context.destination );
  36702. return this;
  36703. }
  36704. /**
  36705. * Returns the applications master volume.
  36706. *
  36707. * @return {number} The master volume.
  36708. */
  36709. getMasterVolume() {
  36710. return this.gain.gain.value;
  36711. }
  36712. /**
  36713. * Sets the applications master volume. This volume setting affects
  36714. * all audio nodes in the scene.
  36715. *
  36716. * @param {number} value - The master volume to set.
  36717. * @return {AudioListener} A reference to this listener.
  36718. */
  36719. setMasterVolume( value ) {
  36720. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  36721. return this;
  36722. }
  36723. updateMatrixWorld( force ) {
  36724. super.updateMatrixWorld( force );
  36725. this._timer.update();
  36726. const listener = this.context.listener;
  36727. this.timeDelta = this._timer.getDelta();
  36728. this.matrixWorld.decompose( _position$1, _quaternion$1, _scale$1 );
  36729. // the initial forward and up directions must be orthogonal
  36730. _forward.set( 0, 0, -1 ).applyQuaternion( _quaternion$1 );
  36731. _up.set( 0, 1, 0 ).applyQuaternion( _quaternion$1 );
  36732. if ( listener.positionX ) {
  36733. // code path for Chrome (see #14393)
  36734. const endTime = this.context.currentTime + this.timeDelta;
  36735. listener.positionX.linearRampToValueAtTime( _position$1.x, endTime );
  36736. listener.positionY.linearRampToValueAtTime( _position$1.y, endTime );
  36737. listener.positionZ.linearRampToValueAtTime( _position$1.z, endTime );
  36738. listener.forwardX.linearRampToValueAtTime( _forward.x, endTime );
  36739. listener.forwardY.linearRampToValueAtTime( _forward.y, endTime );
  36740. listener.forwardZ.linearRampToValueAtTime( _forward.z, endTime );
  36741. listener.upX.linearRampToValueAtTime( _up.x, endTime );
  36742. listener.upY.linearRampToValueAtTime( _up.y, endTime );
  36743. listener.upZ.linearRampToValueAtTime( _up.z, endTime );
  36744. } else {
  36745. listener.setPosition( _position$1.x, _position$1.y, _position$1.z );
  36746. listener.setOrientation( _forward.x, _forward.y, _forward.z, _up.x, _up.y, _up.z );
  36747. }
  36748. }
  36749. }
  36750. /**
  36751. * Represents a non-positional ( global ) audio object.
  36752. *
  36753. * This and related audio modules make use of the [Web Audio API](https://www.w3.org/TR/webaudio-1.1/).
  36754. *
  36755. * ```js
  36756. * // create an AudioListener and add it to the camera
  36757. * const listener = new THREE.AudioListener();
  36758. * camera.add( listener );
  36759. *
  36760. * // create a global audio source
  36761. * const sound = new THREE.Audio( listener );
  36762. *
  36763. * // load a sound and set it as the Audio object's buffer
  36764. * const audioLoader = new THREE.AudioLoader();
  36765. * audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
  36766. * sound.setBuffer( buffer );
  36767. * sound.setLoop( true );
  36768. * sound.setVolume( 0.5 );
  36769. * sound.play();
  36770. * });
  36771. * ```
  36772. *
  36773. * @augments Object3D
  36774. */
  36775. class Audio extends Object3D {
  36776. /**
  36777. * Constructs a new audio.
  36778. *
  36779. * @param {AudioListener} listener - The global audio listener.
  36780. */
  36781. constructor( listener ) {
  36782. super();
  36783. this.type = 'Audio';
  36784. /**
  36785. * The global audio listener.
  36786. *
  36787. * @type {AudioListener}
  36788. * @readonly
  36789. */
  36790. this.listener = listener;
  36791. /**
  36792. * The audio context.
  36793. *
  36794. * @type {AudioContext}
  36795. * @readonly
  36796. */
  36797. this.context = listener.context;
  36798. /**
  36799. * The gain node used for volume control.
  36800. *
  36801. * @type {GainNode}
  36802. * @readonly
  36803. */
  36804. this.gain = this.context.createGain();
  36805. this.gain.connect( listener.getInput() );
  36806. /**
  36807. * Whether to start playback automatically or not.
  36808. *
  36809. * @type {boolean}
  36810. * @default false
  36811. */
  36812. this.autoplay = false;
  36813. /**
  36814. * A reference to an audio buffer.
  36815. *
  36816. * Defined via {@link Audio#setBuffer}.
  36817. *
  36818. * @type {?AudioBuffer}
  36819. * @default null
  36820. * @readonly
  36821. */
  36822. this.buffer = null;
  36823. /**
  36824. * Modify pitch, measured in cents. +/- 100 is a semitone.
  36825. * +/- 1200 is an octave.
  36826. *
  36827. * Defined via {@link Audio#setDetune}.
  36828. *
  36829. * @type {number}
  36830. * @default 0
  36831. * @readonly
  36832. */
  36833. this.detune = 0;
  36834. /**
  36835. * Whether the audio should loop or not.
  36836. *
  36837. * Defined via {@link Audio#setLoop}.
  36838. *
  36839. * @type {boolean}
  36840. * @default false
  36841. * @readonly
  36842. */
  36843. this.loop = false;
  36844. /**
  36845. * Defines where in the audio buffer the replay should
  36846. * start, in seconds.
  36847. *
  36848. * @type {number}
  36849. * @default 0
  36850. */
  36851. this.loopStart = 0;
  36852. /**
  36853. * Defines where in the audio buffer the replay should
  36854. * stop, in seconds.
  36855. *
  36856. * @type {number}
  36857. * @default 0
  36858. */
  36859. this.loopEnd = 0;
  36860. /**
  36861. * An offset to the time within the audio buffer the playback
  36862. * should begin, in seconds.
  36863. *
  36864. * @type {number}
  36865. * @default 0
  36866. */
  36867. this.offset = 0;
  36868. /**
  36869. * Overrides the default duration of the audio.
  36870. *
  36871. * @type {undefined|number}
  36872. * @default undefined
  36873. */
  36874. this.duration = undefined;
  36875. /**
  36876. * The playback speed.
  36877. *
  36878. * Defined via {@link Audio#setPlaybackRate}.
  36879. *
  36880. * @type {number}
  36881. * @readonly
  36882. * @default 1
  36883. */
  36884. this.playbackRate = 1;
  36885. /**
  36886. * Indicates whether the audio is playing or not.
  36887. *
  36888. * This flag will be automatically set when using {@link Audio#play},
  36889. * {@link Audio#pause}, {@link Audio#stop}.
  36890. *
  36891. * @type {boolean}
  36892. * @readonly
  36893. * @default false
  36894. */
  36895. this.isPlaying = false;
  36896. /**
  36897. * Indicates whether the audio playback can be controlled
  36898. * with method like {@link Audio#play} or {@link Audio#pause}.
  36899. *
  36900. * This flag will be automatically set when audio sources are
  36901. * defined.
  36902. *
  36903. * @type {boolean}
  36904. * @readonly
  36905. * @default true
  36906. */
  36907. this.hasPlaybackControl = true;
  36908. /**
  36909. * Holds a reference to the current audio source.
  36910. *
  36911. * The property is automatically by one of the `set*()` methods.
  36912. *
  36913. * @type {?AudioNode}
  36914. * @readonly
  36915. * @default null
  36916. */
  36917. this.source = null;
  36918. /**
  36919. * Defines the source type.
  36920. *
  36921. * The property is automatically set by one of the `set*()` methods.
  36922. *
  36923. * @type {('empty'|'audioNode'|'mediaNode'|'mediaStreamNode'|'buffer')}
  36924. * @readonly
  36925. * @default 'empty'
  36926. */
  36927. this.sourceType = 'empty';
  36928. this._startedAt = 0;
  36929. this._progress = 0;
  36930. this._connected = false;
  36931. /**
  36932. * Can be used to apply a variety of low-order filters to create
  36933. * more complex sound effects e.g. via `BiquadFilterNode`.
  36934. *
  36935. * The property is automatically set by {@link Audio#setFilters}.
  36936. *
  36937. * @type {Array<AudioNode>}
  36938. * @readonly
  36939. */
  36940. this.filters = [];
  36941. }
  36942. /**
  36943. * Returns the output audio node.
  36944. *
  36945. * @return {GainNode} The output node.
  36946. */
  36947. getOutput() {
  36948. return this.gain;
  36949. }
  36950. /**
  36951. * Sets the given audio node as the source of this instance.
  36952. *
  36953. * {@link Audio#sourceType} is set to `audioNode` and {@link Audio#hasPlaybackControl} to `false`.
  36954. *
  36955. * @param {AudioNode} audioNode - The audio node like an instance of `OscillatorNode`.
  36956. * @return {Audio} A reference to this instance.
  36957. */
  36958. setNodeSource( audioNode ) {
  36959. this.hasPlaybackControl = false;
  36960. this.sourceType = 'audioNode';
  36961. this.source = audioNode;
  36962. this.connect();
  36963. return this;
  36964. }
  36965. /**
  36966. * Sets the given media element as the source of this instance.
  36967. *
  36968. * {@link Audio#sourceType} is set to `mediaNode` and {@link Audio#hasPlaybackControl} to `false`.
  36969. *
  36970. * @param {HTMLMediaElement} mediaElement - The media element.
  36971. * @return {Audio} A reference to this instance.
  36972. */
  36973. setMediaElementSource( mediaElement ) {
  36974. this.hasPlaybackControl = false;
  36975. this.sourceType = 'mediaNode';
  36976. this.source = this.context.createMediaElementSource( mediaElement );
  36977. this.connect();
  36978. return this;
  36979. }
  36980. /**
  36981. * Sets the given media stream as the source of this instance.
  36982. *
  36983. * {@link Audio#sourceType} is set to `mediaStreamNode` and {@link Audio#hasPlaybackControl} to `false`.
  36984. *
  36985. * @param {MediaStream} mediaStream - The media stream.
  36986. * @return {Audio} A reference to this instance.
  36987. */
  36988. setMediaStreamSource( mediaStream ) {
  36989. this.hasPlaybackControl = false;
  36990. this.sourceType = 'mediaStreamNode';
  36991. this.source = this.context.createMediaStreamSource( mediaStream );
  36992. this.connect();
  36993. return this;
  36994. }
  36995. /**
  36996. * Sets the given audio buffer as the source of this instance.
  36997. *
  36998. * {@link Audio#sourceType} is set to `buffer` and {@link Audio#hasPlaybackControl} to `true`.
  36999. *
  37000. * @param {AudioBuffer} audioBuffer - The audio buffer.
  37001. * @return {Audio} A reference to this instance.
  37002. */
  37003. setBuffer( audioBuffer ) {
  37004. this.buffer = audioBuffer;
  37005. this.sourceType = 'buffer';
  37006. if ( this.autoplay ) this.play();
  37007. return this;
  37008. }
  37009. /**
  37010. * Starts the playback of the audio.
  37011. *
  37012. * Can only be used with compatible audio sources that allow playback control.
  37013. *
  37014. * @param {number} [delay=0] - The delay, in seconds, at which the audio should start playing.
  37015. * @return {Audio|undefined} A reference to this instance.
  37016. */
  37017. play( delay = 0 ) {
  37018. if ( this.isPlaying === true ) {
  37019. warn( 'Audio: Audio is already playing.' );
  37020. return;
  37021. }
  37022. if ( this.hasPlaybackControl === false ) {
  37023. warn( 'Audio: this Audio has no playback control.' );
  37024. return;
  37025. }
  37026. this._startedAt = this.context.currentTime + delay;
  37027. const source = this.context.createBufferSource();
  37028. source.buffer = this.buffer;
  37029. source.loop = this.loop;
  37030. source.loopStart = this.loopStart;
  37031. source.loopEnd = this.loopEnd;
  37032. source.onended = this.onEnded.bind( this );
  37033. source.start( this._startedAt, this._progress + this.offset, this.duration );
  37034. this.isPlaying = true;
  37035. this.source = source;
  37036. this.setDetune( this.detune );
  37037. this.setPlaybackRate( this.playbackRate );
  37038. return this.connect();
  37039. }
  37040. /**
  37041. * Pauses the playback of the audio.
  37042. *
  37043. * Can only be used with compatible audio sources that allow playback control.
  37044. *
  37045. * @return {Audio|undefined} A reference to this instance.
  37046. */
  37047. pause() {
  37048. if ( this.hasPlaybackControl === false ) {
  37049. warn( 'Audio: this Audio has no playback control.' );
  37050. return;
  37051. }
  37052. if ( this.isPlaying === true ) {
  37053. // update current progress
  37054. this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;
  37055. if ( this.loop === true ) {
  37056. // ensure _progress does not exceed duration with looped audios
  37057. this._progress = this._progress % ( this.duration || this.buffer.duration );
  37058. }
  37059. this.source.stop();
  37060. this.source.onended = null;
  37061. this.isPlaying = false;
  37062. }
  37063. return this;
  37064. }
  37065. /**
  37066. * Stops the playback of the audio.
  37067. *
  37068. * Can only be used with compatible audio sources that allow playback control.
  37069. *
  37070. * @param {number} [delay=0] - The delay, in seconds, at which the audio should stop playing.
  37071. * @return {Audio|undefined} A reference to this instance.
  37072. */
  37073. stop( delay = 0 ) {
  37074. if ( this.hasPlaybackControl === false ) {
  37075. warn( 'Audio: this Audio has no playback control.' );
  37076. return;
  37077. }
  37078. this._progress = 0;
  37079. if ( this.source !== null ) {
  37080. this.source.stop( this.context.currentTime + delay );
  37081. this.source.onended = null;
  37082. }
  37083. this.isPlaying = false;
  37084. return this;
  37085. }
  37086. /**
  37087. * Connects to the audio source. This is used internally on
  37088. * initialisation and when setting / removing filters.
  37089. *
  37090. * @return {Audio} A reference to this instance.
  37091. */
  37092. connect() {
  37093. if ( this.filters.length > 0 ) {
  37094. this.source.connect( this.filters[ 0 ] );
  37095. for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
  37096. this.filters[ i - 1 ].connect( this.filters[ i ] );
  37097. }
  37098. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  37099. } else {
  37100. this.source.connect( this.getOutput() );
  37101. }
  37102. this._connected = true;
  37103. return this;
  37104. }
  37105. /**
  37106. * Disconnects to the audio source. This is used internally on
  37107. * initialisation and when setting / removing filters.
  37108. *
  37109. * @return {Audio|undefined} A reference to this instance.
  37110. */
  37111. disconnect() {
  37112. if ( this._connected === false ) {
  37113. return;
  37114. }
  37115. if ( this.filters.length > 0 ) {
  37116. this.source.disconnect( this.filters[ 0 ] );
  37117. for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
  37118. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  37119. }
  37120. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  37121. } else {
  37122. this.source.disconnect( this.getOutput() );
  37123. }
  37124. this._connected = false;
  37125. return this;
  37126. }
  37127. /**
  37128. * Returns the current set filters.
  37129. *
  37130. * @return {Array<AudioNode>} The list of filters.
  37131. */
  37132. getFilters() {
  37133. return this.filters;
  37134. }
  37135. /**
  37136. * Sets an array of filters and connects them with the audio source.
  37137. *
  37138. * @param {Array<AudioNode>} [value] - A list of filters.
  37139. * @return {Audio} A reference to this instance.
  37140. */
  37141. setFilters( value ) {
  37142. if ( ! value ) value = [];
  37143. if ( this._connected === true ) {
  37144. this.disconnect();
  37145. this.filters = value.slice();
  37146. this.connect();
  37147. } else {
  37148. this.filters = value.slice();
  37149. }
  37150. return this;
  37151. }
  37152. /**
  37153. * Defines the detuning of oscillation in cents.
  37154. *
  37155. * @param {number} value - The detuning of oscillation in cents.
  37156. * @return {Audio} A reference to this instance.
  37157. */
  37158. setDetune( value ) {
  37159. this.detune = value;
  37160. if ( this.isPlaying === true && this.source.detune !== undefined ) {
  37161. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  37162. }
  37163. return this;
  37164. }
  37165. /**
  37166. * Returns the detuning of oscillation in cents.
  37167. *
  37168. * @return {number} The detuning of oscillation in cents.
  37169. */
  37170. getDetune() {
  37171. return this.detune;
  37172. }
  37173. /**
  37174. * Returns the first filter in the list of filters.
  37175. *
  37176. * @return {AudioNode|undefined} The first filter in the list of filters.
  37177. */
  37178. getFilter() {
  37179. return this.getFilters()[ 0 ];
  37180. }
  37181. /**
  37182. * Applies a single filter node to the audio.
  37183. *
  37184. * @param {AudioNode} [filter] - The filter to set.
  37185. * @return {Audio} A reference to this instance.
  37186. */
  37187. setFilter( filter ) {
  37188. return this.setFilters( filter ? [ filter ] : [] );
  37189. }
  37190. /**
  37191. * Sets the playback rate.
  37192. *
  37193. * Can only be used with compatible audio sources that allow playback control.
  37194. *
  37195. * @param {number} [value] - The playback rate to set.
  37196. * @return {Audio|undefined} A reference to this instance.
  37197. */
  37198. setPlaybackRate( value ) {
  37199. if ( this.hasPlaybackControl === false ) {
  37200. warn( 'Audio: this Audio has no playback control.' );
  37201. return;
  37202. }
  37203. this.playbackRate = value;
  37204. if ( this.isPlaying === true ) {
  37205. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  37206. }
  37207. return this;
  37208. }
  37209. /**
  37210. * Returns the current playback rate.
  37211. * @return {number} The playback rate.
  37212. */
  37213. getPlaybackRate() {
  37214. return this.playbackRate;
  37215. }
  37216. /**
  37217. * Automatically called when playback finished.
  37218. */
  37219. onEnded() {
  37220. this.isPlaying = false;
  37221. this._progress = 0;
  37222. }
  37223. /**
  37224. * Returns the loop flag.
  37225. *
  37226. * Can only be used with compatible audio sources that allow playback control.
  37227. *
  37228. * @return {boolean} Whether the audio should loop or not.
  37229. */
  37230. getLoop() {
  37231. if ( this.hasPlaybackControl === false ) {
  37232. warn( 'Audio: this Audio has no playback control.' );
  37233. return false;
  37234. }
  37235. return this.loop;
  37236. }
  37237. /**
  37238. * Sets the loop flag.
  37239. *
  37240. * Can only be used with compatible audio sources that allow playback control.
  37241. *
  37242. * @param {boolean} value - Whether the audio should loop or not.
  37243. * @return {Audio|undefined} A reference to this instance.
  37244. */
  37245. setLoop( value ) {
  37246. if ( this.hasPlaybackControl === false ) {
  37247. warn( 'Audio: this Audio has no playback control.' );
  37248. return;
  37249. }
  37250. this.loop = value;
  37251. if ( this.isPlaying === true ) {
  37252. this.source.loop = this.loop;
  37253. }
  37254. return this;
  37255. }
  37256. /**
  37257. * Sets the loop start value which defines where in the audio buffer the replay should
  37258. * start, in seconds.
  37259. *
  37260. * @param {number} value - The loop start value.
  37261. * @return {Audio} A reference to this instance.
  37262. */
  37263. setLoopStart( value ) {
  37264. this.loopStart = value;
  37265. return this;
  37266. }
  37267. /**
  37268. * Sets the loop end value which defines where in the audio buffer the replay should
  37269. * stop, in seconds.
  37270. *
  37271. * @param {number} value - The loop end value.
  37272. * @return {Audio} A reference to this instance.
  37273. */
  37274. setLoopEnd( value ) {
  37275. this.loopEnd = value;
  37276. return this;
  37277. }
  37278. /**
  37279. * Returns the volume.
  37280. *
  37281. * @return {number} The volume.
  37282. */
  37283. getVolume() {
  37284. return this.gain.gain.value;
  37285. }
  37286. /**
  37287. * Sets the volume.
  37288. *
  37289. * @param {number} value - The volume to set.
  37290. * @return {Audio} A reference to this instance.
  37291. */
  37292. setVolume( value ) {
  37293. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  37294. return this;
  37295. }
  37296. copy( source, recursive ) {
  37297. super.copy( source, recursive );
  37298. if ( source.sourceType !== 'buffer' ) {
  37299. warn( 'Audio: Audio source type cannot be copied.' );
  37300. return this;
  37301. }
  37302. this.autoplay = source.autoplay;
  37303. this.buffer = source.buffer;
  37304. this.detune = source.detune;
  37305. this.loop = source.loop;
  37306. this.loopStart = source.loopStart;
  37307. this.loopEnd = source.loopEnd;
  37308. this.offset = source.offset;
  37309. this.duration = source.duration;
  37310. this.playbackRate = source.playbackRate;
  37311. this.hasPlaybackControl = source.hasPlaybackControl;
  37312. this.sourceType = source.sourceType;
  37313. this.filters = source.filters.slice();
  37314. return this;
  37315. }
  37316. clone( recursive ) {
  37317. return new this.constructor( this.listener ).copy( this, recursive );
  37318. }
  37319. }
  37320. const _position = /*@__PURE__*/ new Vector3();
  37321. const _quaternion = /*@__PURE__*/ new Quaternion();
  37322. const _scale = /*@__PURE__*/ new Vector3();
  37323. const _orientation = /*@__PURE__*/ new Vector3();
  37324. /**
  37325. * Represents a positional audio object.
  37326. *
  37327. * ```js
  37328. * // create an AudioListener and add it to the camera
  37329. * const listener = new THREE.AudioListener();
  37330. * camera.add( listener );
  37331. *
  37332. * // create the PositionalAudio object (passing in the listener)
  37333. * const sound = new THREE.PositionalAudio( listener );
  37334. *
  37335. * // load a sound and set it as the PositionalAudio object's buffer
  37336. * const audioLoader = new THREE.AudioLoader();
  37337. * audioLoader.load( 'sounds/song.ogg', function( buffer ) {
  37338. * sound.setBuffer( buffer );
  37339. * sound.setRefDistance( 20 );
  37340. * sound.play();
  37341. * });
  37342. *
  37343. * // create an object for the sound to play from
  37344. * const sphere = new THREE.SphereGeometry( 20, 32, 16 );
  37345. * const material = new THREE.MeshPhongMaterial( { color: 0xff2200 } );
  37346. * const mesh = new THREE.Mesh( sphere, material );
  37347. * scene.add( mesh );
  37348. *
  37349. * // finally add the sound to the mesh
  37350. * mesh.add( sound );
  37351. *
  37352. * @augments Audio
  37353. */
  37354. class PositionalAudio extends Audio {
  37355. /**
  37356. * Constructs a positional audio.
  37357. *
  37358. * @param {AudioListener} listener - The global audio listener.
  37359. */
  37360. constructor( listener ) {
  37361. super( listener );
  37362. /**
  37363. * The panner node represents the location, direction, and behavior of an audio
  37364. * source in 3D space.
  37365. *
  37366. * @type {PannerNode}
  37367. * @readonly
  37368. */
  37369. this.panner = this.context.createPanner();
  37370. this.panner.panningModel = 'HRTF';
  37371. this.panner.connect( this.gain );
  37372. }
  37373. connect() {
  37374. super.connect();
  37375. this.panner.connect( this.gain );
  37376. return this;
  37377. }
  37378. disconnect() {
  37379. super.disconnect();
  37380. this.panner.disconnect( this.gain );
  37381. return this;
  37382. }
  37383. getOutput() {
  37384. return this.panner;
  37385. }
  37386. /**
  37387. * Returns the current reference distance.
  37388. *
  37389. * @return {number} The reference distance.
  37390. */
  37391. getRefDistance() {
  37392. return this.panner.refDistance;
  37393. }
  37394. /**
  37395. * Defines the reference distance for reducing volume as the audio source moves
  37396. * further from the listener – i.e. the distance at which the volume reduction
  37397. * starts taking effect.
  37398. *
  37399. * @param {number} value - The reference distance to set.
  37400. * @return {PositionalAudio} A reference to this instance.
  37401. */
  37402. setRefDistance( value ) {
  37403. this.panner.refDistance = value;
  37404. return this;
  37405. }
  37406. /**
  37407. * Returns the current rolloff factor.
  37408. *
  37409. * @return {number} The rolloff factor.
  37410. */
  37411. getRolloffFactor() {
  37412. return this.panner.rolloffFactor;
  37413. }
  37414. /**
  37415. * Defines how quickly the volume is reduced as the source moves away from the listener.
  37416. *
  37417. * @param {number} value - The rolloff factor.
  37418. * @return {PositionalAudio} A reference to this instance.
  37419. */
  37420. setRolloffFactor( value ) {
  37421. this.panner.rolloffFactor = value;
  37422. return this;
  37423. }
  37424. /**
  37425. * Returns the current distance model.
  37426. *
  37427. * @return {('linear'|'inverse'|'exponential')} The distance model.
  37428. */
  37429. getDistanceModel() {
  37430. return this.panner.distanceModel;
  37431. }
  37432. /**
  37433. * Defines which algorithm to use to reduce the volume of the audio source
  37434. * as it moves away from the listener.
  37435. *
  37436. * Read [the spec](https://www.w3.org/TR/webaudio-1.1/#enumdef-distancemodeltype)
  37437. * for more details.
  37438. *
  37439. * @param {('linear'|'inverse'|'exponential')} value - The distance model to set.
  37440. * @return {PositionalAudio} A reference to this instance.
  37441. */
  37442. setDistanceModel( value ) {
  37443. this.panner.distanceModel = value;
  37444. return this;
  37445. }
  37446. /**
  37447. * Returns the current max distance.
  37448. *
  37449. * @return {number} The max distance.
  37450. */
  37451. getMaxDistance() {
  37452. return this.panner.maxDistance;
  37453. }
  37454. /**
  37455. * Defines the maximum distance between the audio source and the listener,
  37456. * after which the volume is not reduced any further.
  37457. *
  37458. * This value is used only by the `linear` distance model.
  37459. *
  37460. * @param {number} value - The max distance.
  37461. * @return {PositionalAudio} A reference to this instance.
  37462. */
  37463. setMaxDistance( value ) {
  37464. this.panner.maxDistance = value;
  37465. return this;
  37466. }
  37467. /**
  37468. * Sets the directional cone in which the audio can be listened.
  37469. *
  37470. * @param {number} coneInnerAngle - An angle, in degrees, of a cone inside of which there will be no volume reduction.
  37471. * @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.
  37472. * @param {number} coneOuterGain - The amount of volume reduction outside the cone defined by the `coneOuterAngle`. When set to `0`, no sound can be heard.
  37473. * @return {PositionalAudio} A reference to this instance.
  37474. */
  37475. setDirectionalCone( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  37476. this.panner.coneInnerAngle = coneInnerAngle;
  37477. this.panner.coneOuterAngle = coneOuterAngle;
  37478. this.panner.coneOuterGain = coneOuterGain;
  37479. return this;
  37480. }
  37481. updateMatrixWorld( force ) {
  37482. super.updateMatrixWorld( force );
  37483. if ( this.hasPlaybackControl === true && this.isPlaying === false ) return;
  37484. this.matrixWorld.decompose( _position, _quaternion, _scale );
  37485. _orientation.set( 0, 0, 1 ).applyQuaternion( _quaternion );
  37486. const panner = this.panner;
  37487. if ( panner.positionX ) {
  37488. // code path for Chrome and Firefox (see #14393)
  37489. const endTime = this.context.currentTime + this.listener.timeDelta;
  37490. panner.positionX.linearRampToValueAtTime( _position.x, endTime );
  37491. panner.positionY.linearRampToValueAtTime( _position.y, endTime );
  37492. panner.positionZ.linearRampToValueAtTime( _position.z, endTime );
  37493. panner.orientationX.linearRampToValueAtTime( _orientation.x, endTime );
  37494. panner.orientationY.linearRampToValueAtTime( _orientation.y, endTime );
  37495. panner.orientationZ.linearRampToValueAtTime( _orientation.z, endTime );
  37496. } else {
  37497. panner.setPosition( _position.x, _position.y, _position.z );
  37498. panner.setOrientation( _orientation.x, _orientation.y, _orientation.z );
  37499. }
  37500. }
  37501. }
  37502. /**
  37503. * This class can be used to analyse audio data.
  37504. *
  37505. * ```js
  37506. * // create an AudioListener and add it to the camera
  37507. * const listener = new THREE.AudioListener();
  37508. * camera.add( listener );
  37509. *
  37510. * // create an Audio source
  37511. * const sound = new THREE.Audio( listener );
  37512. *
  37513. * // load a sound and set it as the Audio object's buffer
  37514. * const audioLoader = new THREE.AudioLoader();
  37515. * audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
  37516. * sound.setBuffer( buffer );
  37517. * sound.setLoop(true);
  37518. * sound.setVolume(0.5);
  37519. * sound.play();
  37520. * });
  37521. *
  37522. * // create an AudioAnalyser, passing in the sound and desired fftSize
  37523. * const analyser = new THREE.AudioAnalyser( sound, 32 );
  37524. *
  37525. * // get the average frequency of the sound
  37526. * const data = analyser.getAverageFrequency();
  37527. * ```
  37528. */
  37529. class AudioAnalyser {
  37530. /**
  37531. * Constructs a new audio analyzer.
  37532. *
  37533. * @param {Audio} audio - The audio to analyze.
  37534. * @param {number} [fftSize=2048] - The window size in samples that is used when performing a Fast Fourier Transform (FFT) to get frequency domain data.
  37535. */
  37536. constructor( audio, fftSize = 2048 ) {
  37537. /**
  37538. * The global audio listener.
  37539. *
  37540. * @type {AnalyserNode}
  37541. */
  37542. this.analyser = audio.context.createAnalyser();
  37543. this.analyser.fftSize = fftSize;
  37544. /**
  37545. * Holds the analyzed data.
  37546. *
  37547. * @type {Uint8Array}
  37548. */
  37549. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  37550. audio.getOutput().connect( this.analyser );
  37551. }
  37552. /**
  37553. * Returns an array with frequency data of the audio.
  37554. *
  37555. * Each item in the array represents the decibel value for a specific frequency.
  37556. * The frequencies are spread linearly from 0 to 1/2 of the sample rate.
  37557. * For example, for 48000 sample rate, the last item of the array will represent
  37558. * the decibel value for 24000 Hz.
  37559. *
  37560. * @return {Uint8Array} The frequency data.
  37561. */
  37562. getFrequencyData() {
  37563. this.analyser.getByteFrequencyData( this.data );
  37564. return this.data;
  37565. }
  37566. /**
  37567. * Returns the average of the frequencies returned by {@link AudioAnalyser#getFrequencyData}.
  37568. *
  37569. * @return {number} The average frequency.
  37570. */
  37571. getAverageFrequency() {
  37572. let value = 0;
  37573. const data = this.getFrequencyData();
  37574. for ( let i = 0; i < data.length; i ++ ) {
  37575. value += data[ i ];
  37576. }
  37577. return value / data.length;
  37578. }
  37579. }
  37580. /**
  37581. * Buffered scene graph property that allows weighted accumulation; used internally.
  37582. */
  37583. class PropertyMixer {
  37584. /**
  37585. * Constructs a new property mixer.
  37586. *
  37587. * @param {PropertyBinding} binding - The property binding.
  37588. * @param {string} typeName - The keyframe track type name.
  37589. * @param {number} valueSize - The keyframe track value size.
  37590. */
  37591. constructor( binding, typeName, valueSize ) {
  37592. /**
  37593. * The property binding.
  37594. *
  37595. * @type {PropertyBinding}
  37596. */
  37597. this.binding = binding;
  37598. /**
  37599. * The keyframe track value size.
  37600. *
  37601. * @type {number}
  37602. */
  37603. this.valueSize = valueSize;
  37604. let mixFunction,
  37605. mixFunctionAdditive,
  37606. setIdentity;
  37607. // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]
  37608. //
  37609. // interpolators can use .buffer as their .result
  37610. // the data then goes to 'incoming'
  37611. //
  37612. // 'accu0' and 'accu1' are used frame-interleaved for
  37613. // the cumulative result and are compared to detect
  37614. // changes
  37615. //
  37616. // 'orig' stores the original state of the property
  37617. //
  37618. // 'add' is used for additive cumulative results
  37619. //
  37620. // 'work' is optional and is only present for quaternion types. It is used
  37621. // to store intermediate quaternion multiplication results
  37622. switch ( typeName ) {
  37623. case 'quaternion':
  37624. mixFunction = this._slerp;
  37625. mixFunctionAdditive = this._slerpAdditive;
  37626. setIdentity = this._setAdditiveIdentityQuaternion;
  37627. this.buffer = new Float64Array( valueSize * 6 );
  37628. this._workIndex = 5;
  37629. break;
  37630. case 'string':
  37631. case 'bool':
  37632. mixFunction = this._select;
  37633. // Use the regular mix function and for additive on these types,
  37634. // additive is not relevant for non-numeric types
  37635. mixFunctionAdditive = this._select;
  37636. setIdentity = this._setAdditiveIdentityOther;
  37637. this.buffer = new Array( valueSize * 5 );
  37638. break;
  37639. default:
  37640. mixFunction = this._lerp;
  37641. mixFunctionAdditive = this._lerpAdditive;
  37642. setIdentity = this._setAdditiveIdentityNumeric;
  37643. this.buffer = new Float64Array( valueSize * 5 );
  37644. }
  37645. this._mixBufferRegion = mixFunction;
  37646. this._mixBufferRegionAdditive = mixFunctionAdditive;
  37647. this._setIdentity = setIdentity;
  37648. this._origIndex = 3;
  37649. this._addIndex = 4;
  37650. /**
  37651. * Accumulated weight of the property binding.
  37652. *
  37653. * @type {number}
  37654. * @default 0
  37655. */
  37656. this.cumulativeWeight = 0;
  37657. /**
  37658. * Accumulated additive weight of the property binding.
  37659. *
  37660. * @type {number}
  37661. * @default 0
  37662. */
  37663. this.cumulativeWeightAdditive = 0;
  37664. /**
  37665. * Number of active keyframe tracks currently using this property binding.
  37666. *
  37667. * @type {number}
  37668. * @default 0
  37669. */
  37670. this.useCount = 0;
  37671. /**
  37672. * Number of keyframe tracks referencing this property binding.
  37673. *
  37674. * @type {number}
  37675. * @default 0
  37676. */
  37677. this.referenceCount = 0;
  37678. }
  37679. /**
  37680. * Accumulates data in the `incoming` region into `accu<i>`.
  37681. *
  37682. * @param {number} accuIndex - The accumulation index.
  37683. * @param {number} weight - The weight.
  37684. */
  37685. accumulate( accuIndex, weight ) {
  37686. // note: happily accumulating nothing when weight = 0, the caller knows
  37687. // the weight and shouldn't have made the call in the first place
  37688. const buffer = this.buffer,
  37689. stride = this.valueSize,
  37690. offset = accuIndex * stride + stride;
  37691. let currentWeight = this.cumulativeWeight;
  37692. if ( currentWeight === 0 ) {
  37693. // accuN := incoming * weight
  37694. for ( let i = 0; i !== stride; ++ i ) {
  37695. buffer[ offset + i ] = buffer[ i ];
  37696. }
  37697. currentWeight = weight;
  37698. } else {
  37699. // accuN := accuN + incoming * weight
  37700. currentWeight += weight;
  37701. const mix = weight / currentWeight;
  37702. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  37703. }
  37704. this.cumulativeWeight = currentWeight;
  37705. }
  37706. /**
  37707. * Accumulates data in the `incoming` region into `add`.
  37708. *
  37709. * @param {number} weight - The weight.
  37710. */
  37711. accumulateAdditive( weight ) {
  37712. const buffer = this.buffer,
  37713. stride = this.valueSize,
  37714. offset = stride * this._addIndex;
  37715. if ( this.cumulativeWeightAdditive === 0 ) {
  37716. // add = identity
  37717. this._setIdentity();
  37718. }
  37719. // add := add + incoming * weight
  37720. this._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );
  37721. this.cumulativeWeightAdditive += weight;
  37722. }
  37723. /**
  37724. * Applies the state of `accu<i>` to the binding when accus differ.
  37725. *
  37726. * @param {number} accuIndex - The accumulation index.
  37727. */
  37728. apply( accuIndex ) {
  37729. const stride = this.valueSize,
  37730. buffer = this.buffer,
  37731. offset = accuIndex * stride + stride,
  37732. weight = this.cumulativeWeight,
  37733. weightAdditive = this.cumulativeWeightAdditive,
  37734. binding = this.binding;
  37735. this.cumulativeWeight = 0;
  37736. this.cumulativeWeightAdditive = 0;
  37737. if ( weight < 1 ) {
  37738. // accuN := accuN + original * ( 1 - cumulativeWeight )
  37739. const originalValueOffset = stride * this._origIndex;
  37740. this._mixBufferRegion(
  37741. buffer, offset, originalValueOffset, 1 - weight, stride );
  37742. }
  37743. if ( weightAdditive > 0 ) {
  37744. // accuN := accuN + additive accuN
  37745. this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );
  37746. }
  37747. for ( let i = stride, e = stride + stride; i !== e; ++ i ) {
  37748. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  37749. // value has changed -> update scene graph
  37750. binding.setValue( buffer, offset );
  37751. break;
  37752. }
  37753. }
  37754. }
  37755. /**
  37756. * Remembers the state of the bound property and copy it to both accus.
  37757. */
  37758. saveOriginalState() {
  37759. const binding = this.binding;
  37760. const buffer = this.buffer,
  37761. stride = this.valueSize,
  37762. originalValueOffset = stride * this._origIndex;
  37763. binding.getValue( buffer, originalValueOffset );
  37764. // accu[0..1] := orig -- initially detect changes against the original
  37765. for ( let i = stride, e = originalValueOffset; i !== e; ++ i ) {
  37766. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  37767. }
  37768. // Add to identity for additive
  37769. this._setIdentity();
  37770. this.cumulativeWeight = 0;
  37771. this.cumulativeWeightAdditive = 0;
  37772. }
  37773. /**
  37774. * Applies the state previously taken via {@link PropertyMixer#saveOriginalState} to the binding.
  37775. */
  37776. restoreOriginalState() {
  37777. const originalValueOffset = this.valueSize * 3;
  37778. this.binding.setValue( this.buffer, originalValueOffset );
  37779. }
  37780. // internals
  37781. _setAdditiveIdentityNumeric() {
  37782. const startIndex = this._addIndex * this.valueSize;
  37783. const endIndex = startIndex + this.valueSize;
  37784. for ( let i = startIndex; i < endIndex; i ++ ) {
  37785. this.buffer[ i ] = 0;
  37786. }
  37787. }
  37788. _setAdditiveIdentityQuaternion() {
  37789. this._setAdditiveIdentityNumeric();
  37790. this.buffer[ this._addIndex * this.valueSize + 3 ] = 1;
  37791. }
  37792. _setAdditiveIdentityOther() {
  37793. const startIndex = this._origIndex * this.valueSize;
  37794. const targetIndex = this._addIndex * this.valueSize;
  37795. for ( let i = 0; i < this.valueSize; i ++ ) {
  37796. this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];
  37797. }
  37798. }
  37799. // mix functions
  37800. _select( buffer, dstOffset, srcOffset, t, stride ) {
  37801. if ( t >= 0.5 ) {
  37802. for ( let i = 0; i !== stride; ++ i ) {
  37803. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  37804. }
  37805. }
  37806. }
  37807. _slerp( buffer, dstOffset, srcOffset, t ) {
  37808. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  37809. }
  37810. _slerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
  37811. const workOffset = this._workIndex * stride;
  37812. // Store result in intermediate buffer offset
  37813. Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );
  37814. // Slerp to the intermediate result
  37815. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );
  37816. }
  37817. _lerp( buffer, dstOffset, srcOffset, t, stride ) {
  37818. const s = 1 - t;
  37819. for ( let i = 0; i !== stride; ++ i ) {
  37820. const j = dstOffset + i;
  37821. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  37822. }
  37823. }
  37824. _lerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
  37825. for ( let i = 0; i !== stride; ++ i ) {
  37826. const j = dstOffset + i;
  37827. buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;
  37828. }
  37829. }
  37830. }
  37831. // Characters [].:/ are reserved for track binding syntax.
  37832. const _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  37833. const _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  37834. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  37835. // only latin characters, and the unicode \p{L} is not yet supported. So
  37836. // instead, we exclude reserved characters and match everything else.
  37837. const _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  37838. const _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  37839. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  37840. // be matched to parse the rest of the track name.
  37841. const _directoryRe = /*@__PURE__*/ /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  37842. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  37843. const _nodeRe = /*@__PURE__*/ /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  37844. // Object on target node, and accessor. May not contain reserved
  37845. // characters. Accessor may contain any character except closing bracket.
  37846. const _objectRe = /*@__PURE__*/ /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  37847. // Property and accessor. May not contain reserved characters. Accessor may
  37848. // contain any non-bracket characters.
  37849. const _propertyRe = /*@__PURE__*/ /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  37850. const _trackRe = new RegExp( ''
  37851. + '^'
  37852. + _directoryRe
  37853. + _nodeRe
  37854. + _objectRe
  37855. + _propertyRe
  37856. + '$'
  37857. );
  37858. const _supportedObjectNames = [ 'material', 'materials', 'bones', 'map' ];
  37859. class Composite {
  37860. constructor( targetGroup, path, optionalParsedPath ) {
  37861. const parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  37862. this._targetGroup = targetGroup;
  37863. this._bindings = targetGroup.subscribe_( path, parsedPath );
  37864. }
  37865. getValue( array, offset ) {
  37866. this.bind(); // bind all binding
  37867. const firstValidIndex = this._targetGroup.nCachedObjects_,
  37868. binding = this._bindings[ firstValidIndex ];
  37869. // and only call .getValue on the first
  37870. if ( binding !== undefined ) binding.getValue( array, offset );
  37871. }
  37872. setValue( array, offset ) {
  37873. const bindings = this._bindings;
  37874. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  37875. bindings[ i ].setValue( array, offset );
  37876. }
  37877. }
  37878. bind() {
  37879. const bindings = this._bindings;
  37880. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  37881. bindings[ i ].bind();
  37882. }
  37883. }
  37884. unbind() {
  37885. const bindings = this._bindings;
  37886. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  37887. bindings[ i ].unbind();
  37888. }
  37889. }
  37890. }
  37891. // Note: This class uses a State pattern on a per-method basis:
  37892. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  37893. // prototype version of these methods with one that represents
  37894. // the bound state. When the property is not found, the methods
  37895. // become no-ops.
  37896. /**
  37897. * This holds a reference to a real property in the scene graph; used internally.
  37898. */
  37899. class PropertyBinding {
  37900. /**
  37901. * Constructs a new property binding.
  37902. *
  37903. * @param {Object} rootNode - The root node.
  37904. * @param {string} path - The path.
  37905. * @param {?Object} [parsedPath] - The parsed path.
  37906. */
  37907. constructor( rootNode, path, parsedPath ) {
  37908. /**
  37909. * The object path to the animated property.
  37910. *
  37911. * @type {string}
  37912. */
  37913. this.path = path;
  37914. /**
  37915. * An object holding information about the path.
  37916. *
  37917. * @type {Object}
  37918. */
  37919. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  37920. /**
  37921. * The object owns the animated property.
  37922. *
  37923. * @type {?Object}
  37924. */
  37925. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName );
  37926. /**
  37927. * The root node.
  37928. *
  37929. * @type {Object3D|Skeleton}
  37930. */
  37931. this.rootNode = rootNode;
  37932. // initial state of these methods that calls 'bind'
  37933. this.getValue = this._getValue_unbound;
  37934. this.setValue = this._setValue_unbound;
  37935. }
  37936. /**
  37937. * Factory method for creating a property binding from the given parameters.
  37938. *
  37939. * @static
  37940. * @param {Object} root - The root node.
  37941. * @param {string} path - The path.
  37942. * @param {?Object} [parsedPath] - The parsed path.
  37943. * @return {PropertyBinding|Composite} The created property binding or composite.
  37944. */
  37945. static create( root, path, parsedPath ) {
  37946. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  37947. return new PropertyBinding( root, path, parsedPath );
  37948. } else {
  37949. return new PropertyBinding.Composite( root, path, parsedPath );
  37950. }
  37951. }
  37952. /**
  37953. * Replaces spaces with underscores and removes unsupported characters from
  37954. * node names, to ensure compatibility with parseTrackName().
  37955. *
  37956. * @param {string} name - Node name to be sanitized.
  37957. * @return {string} The sanitized node name.
  37958. */
  37959. static sanitizeNodeName( name ) {
  37960. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  37961. }
  37962. /**
  37963. * Parses the given track name (an object path to an animated property) and
  37964. * returns an object with information about the path. Matches strings in the following forms:
  37965. *
  37966. * - nodeName.property
  37967. * - nodeName.property[accessor]
  37968. * - nodeName.material.property[accessor]
  37969. * - uuid.property[accessor]
  37970. * - uuid.objectName[objectIndex].propertyName[propertyIndex]
  37971. * - parentName/nodeName.property
  37972. * - parentName/parentName/nodeName.property[index]
  37973. * - .bone[Armature.DEF_cog].position
  37974. * - scene:helium_balloon_model:helium_balloon_model.position
  37975. *
  37976. * @static
  37977. * @param {string} trackName - The track name to parse.
  37978. * @return {Object} The parsed track name as an object.
  37979. */
  37980. static parseTrackName( trackName ) {
  37981. const matches = _trackRe.exec( trackName );
  37982. if ( matches === null ) {
  37983. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  37984. }
  37985. const results = {
  37986. // directoryName: matches[ 1 ], // (tschw) currently unused
  37987. nodeName: matches[ 2 ],
  37988. objectName: matches[ 3 ],
  37989. objectIndex: matches[ 4 ],
  37990. propertyName: matches[ 5 ], // required
  37991. propertyIndex: matches[ 6 ]
  37992. };
  37993. const lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  37994. if ( lastDot !== undefined && lastDot !== -1 ) {
  37995. const objectName = results.nodeName.substring( lastDot + 1 );
  37996. // Object names must be checked against an allowlist. Otherwise, there
  37997. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  37998. // 'bar' could be the objectName, or part of a nodeName (which can
  37999. // include '.' characters).
  38000. if ( _supportedObjectNames.indexOf( objectName ) !== -1 ) {
  38001. results.nodeName = results.nodeName.substring( 0, lastDot );
  38002. results.objectName = objectName;
  38003. }
  38004. }
  38005. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  38006. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  38007. }
  38008. return results;
  38009. }
  38010. /**
  38011. * Searches for a node in the hierarchy of the given root object by the given
  38012. * node name.
  38013. *
  38014. * @static
  38015. * @param {Object} root - The root object.
  38016. * @param {string|number} nodeName - The name of the node.
  38017. * @return {?Object} The found node. Returns `null` if no object was found.
  38018. */
  38019. static findNode( root, nodeName ) {
  38020. if ( nodeName === undefined || nodeName === '' || nodeName === '.' || nodeName === -1 || nodeName === root.name || nodeName === root.uuid ) {
  38021. return root;
  38022. }
  38023. // search into skeleton bones.
  38024. if ( root.skeleton ) {
  38025. const bone = root.skeleton.getBoneByName( nodeName );
  38026. if ( bone !== undefined ) {
  38027. return bone;
  38028. }
  38029. }
  38030. // search into node subtree.
  38031. if ( root.children ) {
  38032. const searchNodeSubtree = function ( children ) {
  38033. for ( let i = 0; i < children.length; i ++ ) {
  38034. const childNode = children[ i ];
  38035. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  38036. return childNode;
  38037. }
  38038. const result = searchNodeSubtree( childNode.children );
  38039. if ( result ) return result;
  38040. }
  38041. return null;
  38042. };
  38043. const subTreeNode = searchNodeSubtree( root.children );
  38044. if ( subTreeNode ) {
  38045. return subTreeNode;
  38046. }
  38047. }
  38048. return null;
  38049. }
  38050. // these are used to "bind" a nonexistent property
  38051. _getValue_unavailable() {}
  38052. _setValue_unavailable() {}
  38053. // Getters
  38054. _getValue_direct( buffer, offset ) {
  38055. buffer[ offset ] = this.targetObject[ this.propertyName ];
  38056. }
  38057. _getValue_array( buffer, offset ) {
  38058. const source = this.resolvedProperty;
  38059. for ( let i = 0, n = source.length; i !== n; ++ i ) {
  38060. buffer[ offset ++ ] = source[ i ];
  38061. }
  38062. }
  38063. _getValue_arrayElement( buffer, offset ) {
  38064. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  38065. }
  38066. _getValue_toArray( buffer, offset ) {
  38067. this.resolvedProperty.toArray( buffer, offset );
  38068. }
  38069. // Direct
  38070. _setValue_direct( buffer, offset ) {
  38071. this.targetObject[ this.propertyName ] = buffer[ offset ];
  38072. }
  38073. _setValue_direct_setNeedsUpdate( buffer, offset ) {
  38074. this.targetObject[ this.propertyName ] = buffer[ offset ];
  38075. this.targetObject.needsUpdate = true;
  38076. }
  38077. _setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  38078. this.targetObject[ this.propertyName ] = buffer[ offset ];
  38079. this.targetObject.matrixWorldNeedsUpdate = true;
  38080. }
  38081. // EntireArray
  38082. _setValue_array( buffer, offset ) {
  38083. const dest = this.resolvedProperty;
  38084. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  38085. dest[ i ] = buffer[ offset ++ ];
  38086. }
  38087. }
  38088. _setValue_array_setNeedsUpdate( buffer, offset ) {
  38089. const dest = this.resolvedProperty;
  38090. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  38091. dest[ i ] = buffer[ offset ++ ];
  38092. }
  38093. this.targetObject.needsUpdate = true;
  38094. }
  38095. _setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  38096. const dest = this.resolvedProperty;
  38097. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  38098. dest[ i ] = buffer[ offset ++ ];
  38099. }
  38100. this.targetObject.matrixWorldNeedsUpdate = true;
  38101. }
  38102. // ArrayElement
  38103. _setValue_arrayElement( buffer, offset ) {
  38104. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  38105. }
  38106. _setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  38107. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  38108. this.targetObject.needsUpdate = true;
  38109. }
  38110. _setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  38111. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  38112. this.targetObject.matrixWorldNeedsUpdate = true;
  38113. }
  38114. // HasToFromArray
  38115. _setValue_fromArray( buffer, offset ) {
  38116. this.resolvedProperty.fromArray( buffer, offset );
  38117. }
  38118. _setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  38119. this.resolvedProperty.fromArray( buffer, offset );
  38120. this.targetObject.needsUpdate = true;
  38121. }
  38122. _setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  38123. this.resolvedProperty.fromArray( buffer, offset );
  38124. this.targetObject.matrixWorldNeedsUpdate = true;
  38125. }
  38126. _getValue_unbound( targetArray, offset ) {
  38127. this.bind();
  38128. this.getValue( targetArray, offset );
  38129. }
  38130. _setValue_unbound( sourceArray, offset ) {
  38131. this.bind();
  38132. this.setValue( sourceArray, offset );
  38133. }
  38134. /**
  38135. * Creates a getter / setter pair for the property tracked by this binding.
  38136. */
  38137. bind() {
  38138. let targetObject = this.node;
  38139. const parsedPath = this.parsedPath;
  38140. const objectName = parsedPath.objectName;
  38141. const propertyName = parsedPath.propertyName;
  38142. let propertyIndex = parsedPath.propertyIndex;
  38143. if ( ! targetObject ) {
  38144. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName );
  38145. this.node = targetObject;
  38146. }
  38147. // set fail state so we can just 'return' on error
  38148. this.getValue = this._getValue_unavailable;
  38149. this.setValue = this._setValue_unavailable;
  38150. // ensure there is a value node
  38151. if ( ! targetObject ) {
  38152. warn( 'PropertyBinding: No target node found for track: ' + this.path + '.' );
  38153. return;
  38154. }
  38155. if ( objectName ) {
  38156. let objectIndex = parsedPath.objectIndex;
  38157. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  38158. switch ( objectName ) {
  38159. case 'materials':
  38160. if ( ! targetObject.material ) {
  38161. error( 'PropertyBinding: Can not bind to material as node does not have a material.', this );
  38162. return;
  38163. }
  38164. if ( ! targetObject.material.materials ) {
  38165. error( 'PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  38166. return;
  38167. }
  38168. targetObject = targetObject.material.materials;
  38169. break;
  38170. case 'bones':
  38171. if ( ! targetObject.skeleton ) {
  38172. error( 'PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  38173. return;
  38174. }
  38175. // potential future optimization: skip this if propertyIndex is already an integer
  38176. // and convert the integer string to a true integer.
  38177. targetObject = targetObject.skeleton.bones;
  38178. // support resolving morphTarget names into indices.
  38179. for ( let i = 0; i < targetObject.length; i ++ ) {
  38180. if ( targetObject[ i ].name === objectIndex ) {
  38181. objectIndex = i;
  38182. break;
  38183. }
  38184. }
  38185. break;
  38186. case 'map':
  38187. if ( 'map' in targetObject ) {
  38188. targetObject = targetObject.map;
  38189. break;
  38190. }
  38191. if ( ! targetObject.material ) {
  38192. error( 'PropertyBinding: Can not bind to material as node does not have a material.', this );
  38193. return;
  38194. }
  38195. if ( ! targetObject.material.map ) {
  38196. error( 'PropertyBinding: Can not bind to material.map as node.material does not have a map.', this );
  38197. return;
  38198. }
  38199. targetObject = targetObject.material.map;
  38200. break;
  38201. default:
  38202. if ( targetObject[ objectName ] === undefined ) {
  38203. error( 'PropertyBinding: Can not bind to objectName of node undefined.', this );
  38204. return;
  38205. }
  38206. targetObject = targetObject[ objectName ];
  38207. }
  38208. if ( objectIndex !== undefined ) {
  38209. if ( targetObject[ objectIndex ] === undefined ) {
  38210. error( 'PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  38211. return;
  38212. }
  38213. targetObject = targetObject[ objectIndex ];
  38214. }
  38215. }
  38216. // resolve property
  38217. const nodeProperty = targetObject[ propertyName ];
  38218. if ( nodeProperty === undefined ) {
  38219. const nodeName = parsedPath.nodeName;
  38220. error( 'PropertyBinding: Trying to update property for track: ' + nodeName +
  38221. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  38222. return;
  38223. }
  38224. // determine versioning scheme
  38225. let versioning = this.Versioning.None;
  38226. this.targetObject = targetObject;
  38227. if ( targetObject.isMaterial === true ) {
  38228. versioning = this.Versioning.NeedsUpdate;
  38229. } else if ( targetObject.isObject3D === true ) {
  38230. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  38231. }
  38232. // determine how the property gets bound
  38233. let bindingType = this.BindingType.Direct;
  38234. if ( propertyIndex !== undefined ) {
  38235. // access a sub element of the property array (only primitives are supported right now)
  38236. if ( propertyName === 'morphTargetInfluences' ) {
  38237. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  38238. // support resolving morphTarget names into indices.
  38239. if ( ! targetObject.geometry ) {
  38240. error( 'PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  38241. return;
  38242. }
  38243. if ( ! targetObject.geometry.morphAttributes ) {
  38244. error( 'PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  38245. return;
  38246. }
  38247. if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {
  38248. propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];
  38249. }
  38250. }
  38251. bindingType = this.BindingType.ArrayElement;
  38252. this.resolvedProperty = nodeProperty;
  38253. this.propertyIndex = propertyIndex;
  38254. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  38255. // must use copy for Object3D.Euler/Quaternion
  38256. bindingType = this.BindingType.HasFromToArray;
  38257. this.resolvedProperty = nodeProperty;
  38258. } else if ( Array.isArray( nodeProperty ) ) {
  38259. bindingType = this.BindingType.EntireArray;
  38260. this.resolvedProperty = nodeProperty;
  38261. } else {
  38262. this.propertyName = propertyName;
  38263. }
  38264. // select getter / setter
  38265. this.getValue = this.GetterByBindingType[ bindingType ];
  38266. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  38267. }
  38268. /**
  38269. * Unbinds the property.
  38270. */
  38271. unbind() {
  38272. this.node = null;
  38273. // back to the prototype version of getValue / setValue
  38274. // note: avoiding to mutate the shape of 'this' via 'delete'
  38275. this.getValue = this._getValue_unbound;
  38276. this.setValue = this._setValue_unbound;
  38277. }
  38278. }
  38279. PropertyBinding.Composite = Composite;
  38280. PropertyBinding.prototype.BindingType = {
  38281. Direct: 0,
  38282. EntireArray: 1,
  38283. ArrayElement: 2,
  38284. HasFromToArray: 3
  38285. };
  38286. PropertyBinding.prototype.Versioning = {
  38287. None: 0,
  38288. NeedsUpdate: 1,
  38289. MatrixWorldNeedsUpdate: 2
  38290. };
  38291. PropertyBinding.prototype.GetterByBindingType = [
  38292. PropertyBinding.prototype._getValue_direct,
  38293. PropertyBinding.prototype._getValue_array,
  38294. PropertyBinding.prototype._getValue_arrayElement,
  38295. PropertyBinding.prototype._getValue_toArray,
  38296. ];
  38297. PropertyBinding.prototype.SetterByBindingTypeAndVersioning = [
  38298. [
  38299. // Direct
  38300. PropertyBinding.prototype._setValue_direct,
  38301. PropertyBinding.prototype._setValue_direct_setNeedsUpdate,
  38302. PropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate,
  38303. ], [
  38304. // EntireArray
  38305. PropertyBinding.prototype._setValue_array,
  38306. PropertyBinding.prototype._setValue_array_setNeedsUpdate,
  38307. PropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate,
  38308. ], [
  38309. // ArrayElement
  38310. PropertyBinding.prototype._setValue_arrayElement,
  38311. PropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate,
  38312. PropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate,
  38313. ], [
  38314. // HasToFromArray
  38315. PropertyBinding.prototype._setValue_fromArray,
  38316. PropertyBinding.prototype._setValue_fromArray_setNeedsUpdate,
  38317. PropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate,
  38318. ]
  38319. ];
  38320. /**
  38321. * A group of objects that receives a shared animation state.
  38322. *
  38323. * Usage:
  38324. *
  38325. * - Add objects you would otherwise pass as 'root' to the
  38326. * constructor or the .clipAction method of AnimationMixer.
  38327. * - Instead pass this object as 'root'.
  38328. * - You can also add and remove objects later when the mixer is running.
  38329. *
  38330. * Note:
  38331. *
  38332. * - Objects of this class appear as one object to the mixer,
  38333. * so cache control of the individual objects must be done on the group.
  38334. *
  38335. * Limitation:
  38336. *
  38337. * - The animated properties must be compatible among the all objects in the group.
  38338. * - A single property can either be controlled through a target group or directly, but not both.
  38339. */
  38340. class AnimationObjectGroup {
  38341. /**
  38342. * Constructs a new animation group.
  38343. *
  38344. * @param {...Object3D} arguments - An arbitrary number of 3D objects that share the same animation state.
  38345. */
  38346. constructor() {
  38347. /**
  38348. * This flag can be used for type testing.
  38349. *
  38350. * @type {boolean}
  38351. * @readonly
  38352. * @default true
  38353. */
  38354. this.isAnimationObjectGroup = true;
  38355. /**
  38356. * The UUID of the 3D object.
  38357. *
  38358. * @type {string}
  38359. * @readonly
  38360. */
  38361. this.uuid = generateUUID();
  38362. // cached objects followed by the active ones
  38363. this._objects = Array.prototype.slice.call( arguments );
  38364. this.nCachedObjects_ = 0; // threshold
  38365. // note: read by PropertyBinding.Composite
  38366. const indices = {};
  38367. this._indicesByUUID = indices; // for bookkeeping
  38368. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  38369. indices[ arguments[ i ].uuid ] = i;
  38370. }
  38371. this._paths = []; // inside: string
  38372. this._parsedPaths = []; // inside: { we don't care, here }
  38373. this._bindings = []; // inside: Array< PropertyBinding >
  38374. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  38375. const scope = this;
  38376. this.stats = {
  38377. objects: {
  38378. get total() {
  38379. return scope._objects.length;
  38380. },
  38381. get inUse() {
  38382. return this.total - scope.nCachedObjects_;
  38383. }
  38384. },
  38385. get bindingsPerObject() {
  38386. return scope._bindings.length;
  38387. }
  38388. };
  38389. }
  38390. /**
  38391. * Adds an arbitrary number of objects to this animation group.
  38392. *
  38393. * @param {...Object3D} arguments - The 3D objects to add.
  38394. */
  38395. add() {
  38396. const objects = this._objects,
  38397. indicesByUUID = this._indicesByUUID,
  38398. paths = this._paths,
  38399. parsedPaths = this._parsedPaths,
  38400. bindings = this._bindings,
  38401. nBindings = bindings.length;
  38402. let knownObject = undefined,
  38403. nObjects = objects.length,
  38404. nCachedObjects = this.nCachedObjects_;
  38405. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  38406. const object = arguments[ i ],
  38407. uuid = object.uuid;
  38408. let index = indicesByUUID[ uuid ];
  38409. if ( index === undefined ) {
  38410. // unknown object -> add it to the ACTIVE region
  38411. index = nObjects ++;
  38412. indicesByUUID[ uuid ] = index;
  38413. objects.push( object );
  38414. // accounting is done, now do the same for all bindings
  38415. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38416. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  38417. }
  38418. } else if ( index < nCachedObjects ) {
  38419. knownObject = objects[ index ];
  38420. // move existing object to the ACTIVE region
  38421. const firstActiveIndex = -- nCachedObjects,
  38422. lastCachedObject = objects[ firstActiveIndex ];
  38423. indicesByUUID[ lastCachedObject.uuid ] = index;
  38424. objects[ index ] = lastCachedObject;
  38425. indicesByUUID[ uuid ] = firstActiveIndex;
  38426. objects[ firstActiveIndex ] = object;
  38427. // accounting is done, now do the same for all bindings
  38428. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38429. const bindingsForPath = bindings[ j ],
  38430. lastCached = bindingsForPath[ firstActiveIndex ];
  38431. let binding = bindingsForPath[ index ];
  38432. bindingsForPath[ index ] = lastCached;
  38433. if ( binding === undefined ) {
  38434. // since we do not bother to create new bindings
  38435. // for objects that are cached, the binding may
  38436. // or may not exist
  38437. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  38438. }
  38439. bindingsForPath[ firstActiveIndex ] = binding;
  38440. }
  38441. } else if ( objects[ index ] !== knownObject ) {
  38442. error( 'AnimationObjectGroup: Different objects with the same UUID ' +
  38443. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  38444. } // else the object is already where we want it to be
  38445. } // for arguments
  38446. this.nCachedObjects_ = nCachedObjects;
  38447. }
  38448. /**
  38449. * Removes an arbitrary number of objects to this animation group
  38450. *
  38451. * @param {...Object3D} arguments - The 3D objects to remove.
  38452. */
  38453. remove() {
  38454. const objects = this._objects,
  38455. indicesByUUID = this._indicesByUUID,
  38456. bindings = this._bindings,
  38457. nBindings = bindings.length;
  38458. let nCachedObjects = this.nCachedObjects_;
  38459. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  38460. const object = arguments[ i ],
  38461. uuid = object.uuid,
  38462. index = indicesByUUID[ uuid ];
  38463. if ( index !== undefined && index >= nCachedObjects ) {
  38464. // move existing object into the CACHED region
  38465. const lastCachedIndex = nCachedObjects ++,
  38466. firstActiveObject = objects[ lastCachedIndex ];
  38467. indicesByUUID[ firstActiveObject.uuid ] = index;
  38468. objects[ index ] = firstActiveObject;
  38469. indicesByUUID[ uuid ] = lastCachedIndex;
  38470. objects[ lastCachedIndex ] = object;
  38471. // accounting is done, now do the same for all bindings
  38472. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38473. const bindingsForPath = bindings[ j ],
  38474. firstActive = bindingsForPath[ lastCachedIndex ],
  38475. binding = bindingsForPath[ index ];
  38476. bindingsForPath[ index ] = firstActive;
  38477. bindingsForPath[ lastCachedIndex ] = binding;
  38478. }
  38479. }
  38480. } // for arguments
  38481. this.nCachedObjects_ = nCachedObjects;
  38482. }
  38483. /**
  38484. * Deallocates all memory resources for the passed 3D objects of this animation group.
  38485. *
  38486. * @param {...Object3D} arguments - The 3D objects to uncache.
  38487. */
  38488. uncache() {
  38489. const objects = this._objects,
  38490. indicesByUUID = this._indicesByUUID,
  38491. bindings = this._bindings,
  38492. nBindings = bindings.length;
  38493. let nCachedObjects = this.nCachedObjects_,
  38494. nObjects = objects.length;
  38495. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  38496. const object = arguments[ i ],
  38497. uuid = object.uuid,
  38498. index = indicesByUUID[ uuid ];
  38499. if ( index !== undefined ) {
  38500. delete indicesByUUID[ uuid ];
  38501. if ( index < nCachedObjects ) {
  38502. // object is cached, shrink the CACHED region
  38503. const firstActiveIndex = -- nCachedObjects,
  38504. lastCachedObject = objects[ firstActiveIndex ],
  38505. lastIndex = -- nObjects,
  38506. lastObject = objects[ lastIndex ];
  38507. // last cached object takes this object's place
  38508. indicesByUUID[ lastCachedObject.uuid ] = index;
  38509. objects[ index ] = lastCachedObject;
  38510. // last object goes to the activated slot and pop
  38511. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  38512. objects[ firstActiveIndex ] = lastObject;
  38513. objects.pop();
  38514. // accounting is done, now do the same for all bindings
  38515. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38516. const bindingsForPath = bindings[ j ],
  38517. lastCached = bindingsForPath[ firstActiveIndex ],
  38518. last = bindingsForPath[ lastIndex ];
  38519. bindingsForPath[ index ] = lastCached;
  38520. bindingsForPath[ firstActiveIndex ] = last;
  38521. bindingsForPath.pop();
  38522. }
  38523. } else {
  38524. // object is active, just swap with the last and pop
  38525. const lastIndex = -- nObjects,
  38526. lastObject = objects[ lastIndex ];
  38527. if ( lastIndex > 0 ) {
  38528. indicesByUUID[ lastObject.uuid ] = index;
  38529. }
  38530. objects[ index ] = lastObject;
  38531. objects.pop();
  38532. // accounting is done, now do the same for all bindings
  38533. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38534. const bindingsForPath = bindings[ j ];
  38535. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  38536. bindingsForPath.pop();
  38537. }
  38538. } // cached or active
  38539. } // if object is known
  38540. } // for arguments
  38541. this.nCachedObjects_ = nCachedObjects;
  38542. }
  38543. // Internal interface used by befriended PropertyBinding.Composite:
  38544. subscribe_( path, parsedPath ) {
  38545. // returns an array of bindings for the given path that is changed
  38546. // according to the contained objects in the group
  38547. const indicesByPath = this._bindingsIndicesByPath;
  38548. let index = indicesByPath[ path ];
  38549. const bindings = this._bindings;
  38550. if ( index !== undefined ) return bindings[ index ];
  38551. const paths = this._paths,
  38552. parsedPaths = this._parsedPaths,
  38553. objects = this._objects,
  38554. nObjects = objects.length,
  38555. nCachedObjects = this.nCachedObjects_,
  38556. bindingsForPath = new Array( nObjects );
  38557. index = bindings.length;
  38558. indicesByPath[ path ] = index;
  38559. paths.push( path );
  38560. parsedPaths.push( parsedPath );
  38561. bindings.push( bindingsForPath );
  38562. for ( let i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  38563. const object = objects[ i ];
  38564. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  38565. }
  38566. return bindingsForPath;
  38567. }
  38568. unsubscribe_( path ) {
  38569. // tells the group to forget about a property path and no longer
  38570. // update the array previously obtained with 'subscribe_'
  38571. const indicesByPath = this._bindingsIndicesByPath,
  38572. index = indicesByPath[ path ];
  38573. if ( index !== undefined ) {
  38574. const paths = this._paths,
  38575. parsedPaths = this._parsedPaths,
  38576. bindings = this._bindings,
  38577. lastBindingsIndex = bindings.length - 1,
  38578. lastBindings = bindings[ lastBindingsIndex ],
  38579. lastBindingsPath = path[ lastBindingsIndex ];
  38580. indicesByPath[ lastBindingsPath ] = index;
  38581. bindings[ index ] = lastBindings;
  38582. bindings.pop();
  38583. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  38584. parsedPaths.pop();
  38585. paths[ index ] = paths[ lastBindingsIndex ];
  38586. paths.pop();
  38587. }
  38588. }
  38589. }
  38590. /**
  38591. * An instance of `AnimationAction` schedules the playback of an animation which is
  38592. * stored in {@link AnimationClip}.
  38593. */
  38594. class AnimationAction {
  38595. /**
  38596. * Constructs a new animation action.
  38597. *
  38598. * @param {AnimationMixer} mixer - The mixer that is controlled by this action.
  38599. * @param {AnimationClip} clip - The animation clip that holds the actual keyframes.
  38600. * @param {?Object3D} [localRoot=null] - The root object on which this action is performed.
  38601. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode] - The blend mode.
  38602. */
  38603. constructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) {
  38604. this._mixer = mixer;
  38605. this._clip = clip;
  38606. this._localRoot = localRoot;
  38607. /**
  38608. * Defines how the animation is blended/combined when two or more animations
  38609. * are simultaneously played.
  38610. *
  38611. * @type {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)}
  38612. */
  38613. this.blendMode = blendMode;
  38614. const tracks = clip.tracks,
  38615. nTracks = tracks.length,
  38616. interpolants = new Array( nTracks );
  38617. const interpolantSettings = {
  38618. endingStart: ZeroCurvatureEnding,
  38619. endingEnd: ZeroCurvatureEnding
  38620. };
  38621. for ( let i = 0; i !== nTracks; ++ i ) {
  38622. const interpolant = tracks[ i ].createInterpolant( null );
  38623. interpolants[ i ] = interpolant;
  38624. interpolant.settings = interpolantSettings;
  38625. }
  38626. this._interpolantSettings = interpolantSettings;
  38627. this._interpolants = interpolants; // bound by the mixer
  38628. // inside: PropertyMixer (managed by the mixer)
  38629. this._propertyBindings = new Array( nTracks );
  38630. this._cacheIndex = null; // for the memory manager
  38631. this._byClipCacheIndex = null; // for the memory manager
  38632. this._timeScaleInterpolant = null;
  38633. this._weightInterpolant = null;
  38634. /**
  38635. * The loop mode, set via {@link AnimationAction#setLoop}.
  38636. *
  38637. * @type {(LoopRepeat|LoopOnce|LoopPingPong)}
  38638. * @default LoopRepeat
  38639. */
  38640. this.loop = LoopRepeat;
  38641. this._loopCount = -1;
  38642. // global mixer time when the action is to be started
  38643. // it's set back to 'null' upon start of the action
  38644. this._startTime = null;
  38645. /**
  38646. * The local time of this action (in seconds, starting with `0`).
  38647. *
  38648. * The value gets clamped or wrapped to `[0,clip.duration]` (according to the
  38649. * loop state).
  38650. *
  38651. * @type {number}
  38652. * @default Infinity
  38653. */
  38654. this.time = 0;
  38655. /**
  38656. * Scaling factor for the {@link AnimationAction#time}. A value of `0` causes the
  38657. * animation to pause. Negative values cause the animation to play backwards.
  38658. *
  38659. * @type {number}
  38660. * @default 1
  38661. */
  38662. this.timeScale = 1;
  38663. this._effectiveTimeScale = 1;
  38664. /**
  38665. * The degree of influence of this action (in the interval `[0, 1]`). Values
  38666. * between `0` (no impact) and `1` (full impact) can be used to blend between
  38667. * several actions.
  38668. *
  38669. * @type {number}
  38670. * @default 1
  38671. */
  38672. this.weight = 1;
  38673. this._effectiveWeight = 1;
  38674. /**
  38675. * The number of repetitions of the performed clip over the course of this action.
  38676. * Can be set via {@link AnimationAction#setLoop}.
  38677. *
  38678. * Setting this number has no effect if {@link AnimationAction#loop} is set to
  38679. * `THREE:LoopOnce`.
  38680. *
  38681. * @type {number}
  38682. * @default Infinity
  38683. */
  38684. this.repetitions = Infinity;
  38685. /**
  38686. * If set to `true`, the playback of the action is paused.
  38687. *
  38688. * @type {boolean}
  38689. * @default false
  38690. */
  38691. this.paused = false;
  38692. /**
  38693. * If set to `false`, the action is disabled so it has no impact.
  38694. *
  38695. * When the action is re-enabled, the animation continues from its current
  38696. * time (setting `enabled` to `false` doesn't reset the action).
  38697. *
  38698. * @type {boolean}
  38699. * @default true
  38700. */
  38701. this.enabled = true;
  38702. /**
  38703. * If set to true the animation will automatically be paused on its last frame.
  38704. *
  38705. * If set to false, {@link AnimationAction#enabled} will automatically be switched
  38706. * to `false` when the last loop of the action has finished, so that this action has
  38707. * no further impact.
  38708. *
  38709. * Note: This member has no impact if the action is interrupted (it
  38710. * has only an effect if its last loop has really finished).
  38711. *
  38712. * @type {boolean}
  38713. * @default false
  38714. */
  38715. this.clampWhenFinished = false;
  38716. /**
  38717. * Enables smooth interpolation without separate clips for start, loop and end.
  38718. *
  38719. * @type {boolean}
  38720. * @default true
  38721. */
  38722. this.zeroSlopeAtStart = true;
  38723. /**
  38724. * Enables smooth interpolation without separate clips for start, loop and end.
  38725. *
  38726. * @type {boolean}
  38727. * @default true
  38728. */
  38729. this.zeroSlopeAtEnd = true;
  38730. }
  38731. /**
  38732. * Starts the playback of the animation.
  38733. *
  38734. * @return {AnimationAction} A reference to this animation action.
  38735. */
  38736. play() {
  38737. this._mixer._activateAction( this );
  38738. return this;
  38739. }
  38740. /**
  38741. * Stops the playback of the animation.
  38742. *
  38743. * @return {AnimationAction} A reference to this animation action.
  38744. */
  38745. stop() {
  38746. this._mixer._deactivateAction( this );
  38747. return this.reset();
  38748. }
  38749. /**
  38750. * Resets the playback of the animation.
  38751. *
  38752. * @return {AnimationAction} A reference to this animation action.
  38753. */
  38754. reset() {
  38755. this.paused = false;
  38756. this.enabled = true;
  38757. this.time = 0; // restart clip
  38758. this._loopCount = -1;// forget previous loops
  38759. this._startTime = null;// forget scheduling
  38760. return this.stopFading().stopWarping();
  38761. }
  38762. /**
  38763. * Returns `true` if the animation is running.
  38764. *
  38765. * @return {boolean} Whether the animation is running or not.
  38766. */
  38767. isRunning() {
  38768. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  38769. this._startTime === null && this._mixer._isActiveAction( this );
  38770. }
  38771. /**
  38772. * Returns `true` when {@link AnimationAction#play} has been called.
  38773. *
  38774. * @return {boolean} Whether the animation is scheduled or not.
  38775. */
  38776. isScheduled() {
  38777. return this._mixer._isActiveAction( this );
  38778. }
  38779. /**
  38780. * Defines the time when the animation should start.
  38781. *
  38782. * @param {number} time - The start time in seconds.
  38783. * @return {AnimationAction} A reference to this animation action.
  38784. */
  38785. startAt( time ) {
  38786. this._startTime = time;
  38787. return this;
  38788. }
  38789. /**
  38790. * Configures the loop settings for this action.
  38791. *
  38792. * @param {(LoopRepeat|LoopOnce|LoopPingPong)} mode - The loop mode.
  38793. * @param {number} repetitions - The number of repetitions.
  38794. * @return {AnimationAction} A reference to this animation action.
  38795. */
  38796. setLoop( mode, repetitions ) {
  38797. this.loop = mode;
  38798. this.repetitions = repetitions;
  38799. return this;
  38800. }
  38801. /**
  38802. * Sets the effective weight of this action.
  38803. *
  38804. * An action has no effect and thus an effective weight of zero when the
  38805. * action is disabled.
  38806. *
  38807. * @param {number} weight - The weight to set.
  38808. * @return {AnimationAction} A reference to this animation action.
  38809. */
  38810. setEffectiveWeight( weight ) {
  38811. this.weight = weight;
  38812. // note: same logic as when updated at runtime
  38813. this._effectiveWeight = this.enabled ? weight : 0;
  38814. return this.stopFading();
  38815. }
  38816. /**
  38817. * Returns the effective weight of this action.
  38818. *
  38819. * @return {number} The effective weight.
  38820. */
  38821. getEffectiveWeight() {
  38822. return this._effectiveWeight;
  38823. }
  38824. /**
  38825. * Fades the animation in by increasing its weight gradually from `0` to `1`,
  38826. * within the passed time interval.
  38827. *
  38828. * @param {number} duration - The duration of the fade.
  38829. * @return {AnimationAction} A reference to this animation action.
  38830. */
  38831. fadeIn( duration ) {
  38832. return this._scheduleFading( duration, 0, 1 );
  38833. }
  38834. /**
  38835. * Fades the animation out by decreasing its weight gradually from `1` to `0`,
  38836. * within the passed time interval.
  38837. *
  38838. * @param {number} duration - The duration of the fade.
  38839. * @return {AnimationAction} A reference to this animation action.
  38840. */
  38841. fadeOut( duration ) {
  38842. return this._scheduleFading( duration, 1, 0 );
  38843. }
  38844. /**
  38845. * Causes this action to fade in and the given action to fade out,
  38846. * within the passed time interval.
  38847. *
  38848. * @param {AnimationAction} fadeOutAction - The animation action to fade out.
  38849. * @param {number} duration - The duration of the fade.
  38850. * @param {boolean} [warp=false] - Whether warping should be used or not.
  38851. * @return {AnimationAction} A reference to this animation action.
  38852. */
  38853. crossFadeFrom( fadeOutAction, duration, warp = false ) {
  38854. fadeOutAction.fadeOut( duration );
  38855. this.fadeIn( duration );
  38856. if ( warp === true ) {
  38857. const fadeInDuration = this._clip.duration,
  38858. fadeOutDuration = fadeOutAction._clip.duration,
  38859. startEndRatio = fadeOutDuration / fadeInDuration,
  38860. endStartRatio = fadeInDuration / fadeOutDuration;
  38861. fadeOutAction.warp( 1.0, startEndRatio, duration );
  38862. this.warp( endStartRatio, 1.0, duration );
  38863. }
  38864. return this;
  38865. }
  38866. /**
  38867. * Causes this action to fade out and the given action to fade in,
  38868. * within the passed time interval.
  38869. *
  38870. * @param {AnimationAction} fadeInAction - The animation action to fade in.
  38871. * @param {number} duration - The duration of the fade.
  38872. * @param {boolean} [warp=false] - Whether warping should be used or not.
  38873. * @return {AnimationAction} A reference to this animation action.
  38874. */
  38875. crossFadeTo( fadeInAction, duration, warp = false ) {
  38876. return fadeInAction.crossFadeFrom( this, duration, warp );
  38877. }
  38878. /**
  38879. * Stops any fading which is applied to this action.
  38880. *
  38881. * @return {AnimationAction} A reference to this animation action.
  38882. */
  38883. stopFading() {
  38884. const weightInterpolant = this._weightInterpolant;
  38885. if ( weightInterpolant !== null ) {
  38886. this._weightInterpolant = null;
  38887. this._mixer._takeBackControlInterpolant( weightInterpolant );
  38888. }
  38889. return this;
  38890. }
  38891. /**
  38892. * Sets the effective time scale of this action.
  38893. *
  38894. * An action has no effect and thus an effective time scale of zero when the
  38895. * action is paused.
  38896. *
  38897. * @param {number} timeScale - The time scale to set.
  38898. * @return {AnimationAction} A reference to this animation action.
  38899. */
  38900. setEffectiveTimeScale( timeScale ) {
  38901. this.timeScale = timeScale;
  38902. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  38903. return this.stopWarping();
  38904. }
  38905. /**
  38906. * Returns the effective time scale of this action.
  38907. *
  38908. * @return {number} The effective time scale.
  38909. */
  38910. getEffectiveTimeScale() {
  38911. return this._effectiveTimeScale;
  38912. }
  38913. /**
  38914. * Sets the duration for a single loop of this action.
  38915. *
  38916. * @param {number} duration - The duration to set.
  38917. * @return {AnimationAction} A reference to this animation action.
  38918. */
  38919. setDuration( duration ) {
  38920. this.timeScale = this._clip.duration / duration;
  38921. return this.stopWarping();
  38922. }
  38923. /**
  38924. * Synchronizes this action with the passed other action.
  38925. *
  38926. * @param {AnimationAction} action - The action to sync with.
  38927. * @return {AnimationAction} A reference to this animation action.
  38928. */
  38929. syncWith( action ) {
  38930. this.time = action.time;
  38931. this.timeScale = action.timeScale;
  38932. return this.stopWarping();
  38933. }
  38934. /**
  38935. * Decelerates this animation's speed to `0` within the passed time interval.
  38936. *
  38937. * @param {number} duration - The duration.
  38938. * @return {AnimationAction} A reference to this animation action.
  38939. */
  38940. halt( duration ) {
  38941. return this.warp( this._effectiveTimeScale, 0, duration );
  38942. }
  38943. /**
  38944. * Changes the playback speed, within the passed time interval, by modifying
  38945. * {@link AnimationAction#timeScale} gradually from `startTimeScale` to
  38946. * `endTimeScale`.
  38947. *
  38948. * @param {number} startTimeScale - The start time scale.
  38949. * @param {number} endTimeScale - The end time scale.
  38950. * @param {number} duration - The duration.
  38951. * @return {AnimationAction} A reference to this animation action.
  38952. */
  38953. warp( startTimeScale, endTimeScale, duration ) {
  38954. const mixer = this._mixer,
  38955. now = mixer.time,
  38956. timeScale = this.timeScale;
  38957. let interpolant = this._timeScaleInterpolant;
  38958. if ( interpolant === null ) {
  38959. interpolant = mixer._lendControlInterpolant();
  38960. this._timeScaleInterpolant = interpolant;
  38961. }
  38962. const times = interpolant.parameterPositions,
  38963. values = interpolant.sampleValues;
  38964. times[ 0 ] = now;
  38965. times[ 1 ] = now + duration;
  38966. values[ 0 ] = startTimeScale / timeScale;
  38967. values[ 1 ] = endTimeScale / timeScale;
  38968. return this;
  38969. }
  38970. /**
  38971. * Stops any scheduled warping which is applied to this action.
  38972. *
  38973. * @return {AnimationAction} A reference to this animation action.
  38974. */
  38975. stopWarping() {
  38976. const timeScaleInterpolant = this._timeScaleInterpolant;
  38977. if ( timeScaleInterpolant !== null ) {
  38978. this._timeScaleInterpolant = null;
  38979. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  38980. }
  38981. return this;
  38982. }
  38983. /**
  38984. * Returns the animation mixer of this animation action.
  38985. *
  38986. * @return {AnimationMixer} The animation mixer.
  38987. */
  38988. getMixer() {
  38989. return this._mixer;
  38990. }
  38991. /**
  38992. * Returns the animation clip of this animation action.
  38993. *
  38994. * @return {AnimationClip} The animation clip.
  38995. */
  38996. getClip() {
  38997. return this._clip;
  38998. }
  38999. /**
  39000. * Returns the root object of this animation action.
  39001. *
  39002. * @return {Object3D} The root object.
  39003. */
  39004. getRoot() {
  39005. return this._localRoot || this._mixer._root;
  39006. }
  39007. // Internal
  39008. _update( time, deltaTime, timeDirection, accuIndex ) {
  39009. // called by the mixer
  39010. if ( ! this.enabled ) {
  39011. // call ._updateWeight() to update ._effectiveWeight
  39012. this._updateWeight( time );
  39013. return;
  39014. }
  39015. const startTime = this._startTime;
  39016. if ( startTime !== null ) {
  39017. // check for scheduled start of action
  39018. const timeRunning = ( time - startTime ) * timeDirection;
  39019. if ( timeRunning < 0 || timeDirection === 0 ) {
  39020. deltaTime = 0;
  39021. } else {
  39022. this._startTime = null; // unschedule
  39023. deltaTime = timeDirection * timeRunning;
  39024. }
  39025. }
  39026. // apply time scale and advance time
  39027. deltaTime *= this._updateTimeScale( time );
  39028. const clipTime = this._updateTime( deltaTime );
  39029. // note: _updateTime may disable the action resulting in
  39030. // an effective weight of 0
  39031. const weight = this._updateWeight( time );
  39032. if ( weight > 0 ) {
  39033. const interpolants = this._interpolants;
  39034. const propertyMixers = this._propertyBindings;
  39035. switch ( this.blendMode ) {
  39036. case AdditiveAnimationBlendMode:
  39037. for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
  39038. interpolants[ j ].evaluate( clipTime );
  39039. propertyMixers[ j ].accumulateAdditive( weight );
  39040. }
  39041. break;
  39042. case NormalAnimationBlendMode:
  39043. default:
  39044. for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
  39045. interpolants[ j ].evaluate( clipTime );
  39046. propertyMixers[ j ].accumulate( accuIndex, weight );
  39047. }
  39048. }
  39049. }
  39050. }
  39051. _updateWeight( time ) {
  39052. let weight = 0;
  39053. if ( this.enabled ) {
  39054. weight = this.weight;
  39055. const interpolant = this._weightInterpolant;
  39056. if ( interpolant !== null ) {
  39057. const interpolantValue = interpolant.evaluate( time )[ 0 ];
  39058. weight *= interpolantValue;
  39059. if ( time > interpolant.parameterPositions[ 1 ] ) {
  39060. this.stopFading();
  39061. if ( interpolantValue === 0 ) {
  39062. // faded out, disable
  39063. this.enabled = false;
  39064. }
  39065. }
  39066. }
  39067. }
  39068. this._effectiveWeight = weight;
  39069. return weight;
  39070. }
  39071. _updateTimeScale( time ) {
  39072. let timeScale = 0;
  39073. if ( ! this.paused ) {
  39074. timeScale = this.timeScale;
  39075. const interpolant = this._timeScaleInterpolant;
  39076. if ( interpolant !== null ) {
  39077. const interpolantValue = interpolant.evaluate( time )[ 0 ];
  39078. timeScale *= interpolantValue;
  39079. if ( time > interpolant.parameterPositions[ 1 ] ) {
  39080. this.stopWarping();
  39081. if ( timeScale === 0 ) {
  39082. // motion has halted, pause
  39083. this.paused = true;
  39084. } else {
  39085. // warp done - apply final time scale
  39086. this.timeScale = timeScale;
  39087. }
  39088. }
  39089. }
  39090. }
  39091. this._effectiveTimeScale = timeScale;
  39092. return timeScale;
  39093. }
  39094. _updateTime( deltaTime ) {
  39095. const duration = this._clip.duration;
  39096. const loop = this.loop;
  39097. let time = this.time + deltaTime;
  39098. let loopCount = this._loopCount;
  39099. const pingPong = ( loop === LoopPingPong );
  39100. if ( deltaTime === 0 ) {
  39101. if ( loopCount === -1 ) return time;
  39102. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  39103. }
  39104. if ( loop === LoopOnce ) {
  39105. if ( loopCount === -1 ) {
  39106. // just started
  39107. this._loopCount = 0;
  39108. this._setEndings( true, true, false );
  39109. }
  39110. handle_stop: {
  39111. if ( time >= duration ) {
  39112. time = duration;
  39113. } else if ( time < 0 ) {
  39114. time = 0;
  39115. } else {
  39116. this.time = time;
  39117. break handle_stop;
  39118. }
  39119. if ( this.clampWhenFinished ) this.paused = true;
  39120. else this.enabled = false;
  39121. this.time = time;
  39122. this._mixer.dispatchEvent( {
  39123. type: 'finished', action: this,
  39124. direction: deltaTime < 0 ? -1 : 1
  39125. } );
  39126. }
  39127. } else { // repetitive Repeat or PingPong
  39128. if ( loopCount === -1 ) {
  39129. // just started
  39130. if ( deltaTime >= 0 ) {
  39131. loopCount = 0;
  39132. this._setEndings( true, this.repetitions === 0, pingPong );
  39133. } else {
  39134. // when looping in reverse direction, the initial
  39135. // transition through zero counts as a repetition,
  39136. // so leave loopCount at -1
  39137. this._setEndings( this.repetitions === 0, true, pingPong );
  39138. }
  39139. }
  39140. if ( time >= duration || time < 0 ) {
  39141. // wrap around
  39142. const loopDelta = Math.floor( time / duration ); // signed
  39143. time -= duration * loopDelta;
  39144. loopCount += Math.abs( loopDelta );
  39145. const pending = this.repetitions - loopCount;
  39146. if ( pending <= 0 ) {
  39147. // have to stop (switch state, clamp time, fire event)
  39148. if ( this.clampWhenFinished ) this.paused = true;
  39149. else this.enabled = false;
  39150. time = deltaTime > 0 ? duration : 0;
  39151. this.time = time;
  39152. this._mixer.dispatchEvent( {
  39153. type: 'finished', action: this,
  39154. direction: deltaTime > 0 ? 1 : -1
  39155. } );
  39156. } else {
  39157. // keep running
  39158. if ( pending === 1 ) {
  39159. // entering the last round
  39160. const atStart = deltaTime < 0;
  39161. this._setEndings( atStart, ! atStart, pingPong );
  39162. } else {
  39163. this._setEndings( false, false, pingPong );
  39164. }
  39165. this._loopCount = loopCount;
  39166. this.time = time;
  39167. this._mixer.dispatchEvent( {
  39168. type: 'loop', action: this, loopDelta: loopDelta
  39169. } );
  39170. }
  39171. } else {
  39172. this.time = time;
  39173. }
  39174. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  39175. // invert time for the "pong round"
  39176. return duration - time;
  39177. }
  39178. }
  39179. return time;
  39180. }
  39181. _setEndings( atStart, atEnd, pingPong ) {
  39182. const settings = this._interpolantSettings;
  39183. if ( pingPong ) {
  39184. settings.endingStart = ZeroSlopeEnding;
  39185. settings.endingEnd = ZeroSlopeEnding;
  39186. } else {
  39187. // assuming for LoopOnce atStart == atEnd == true
  39188. if ( atStart ) {
  39189. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  39190. } else {
  39191. settings.endingStart = WrapAroundEnding;
  39192. }
  39193. if ( atEnd ) {
  39194. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  39195. } else {
  39196. settings.endingEnd = WrapAroundEnding;
  39197. }
  39198. }
  39199. }
  39200. _scheduleFading( duration, weightNow, weightThen ) {
  39201. const mixer = this._mixer, now = mixer.time;
  39202. let interpolant = this._weightInterpolant;
  39203. if ( interpolant === null ) {
  39204. interpolant = mixer._lendControlInterpolant();
  39205. this._weightInterpolant = interpolant;
  39206. }
  39207. const times = interpolant.parameterPositions,
  39208. values = interpolant.sampleValues;
  39209. times[ 0 ] = now;
  39210. values[ 0 ] = weightNow;
  39211. times[ 1 ] = now + duration;
  39212. values[ 1 ] = weightThen;
  39213. return this;
  39214. }
  39215. }
  39216. const _controlInterpolantsResultBuffer = new Float32Array( 1 );
  39217. /**
  39218. * `AnimationMixer` is a player for animations on a particular object in
  39219. * the scene. When multiple objects in the scene are animated independently,
  39220. * one `AnimationMixer` may be used for each object.
  39221. */
  39222. class AnimationMixer extends EventDispatcher {
  39223. /**
  39224. * Constructs a new animation mixer.
  39225. *
  39226. * @param {Object3D} root - The object whose animations shall be played by this mixer.
  39227. */
  39228. constructor( root ) {
  39229. super();
  39230. this._root = root;
  39231. this._initMemoryManager();
  39232. this._accuIndex = 0;
  39233. /**
  39234. * The global mixer time (in seconds; starting with `0` on the mixer's creation).
  39235. *
  39236. * @type {number}
  39237. * @default 0
  39238. */
  39239. this.time = 0;
  39240. /**
  39241. * A scaling factor for the global time.
  39242. *
  39243. * Note: Setting this member to `0` and later back to `1` is a
  39244. * possibility to pause/unpause all actions that are controlled by this
  39245. * mixer.
  39246. *
  39247. * @type {number}
  39248. * @default 1
  39249. */
  39250. this.timeScale = 1.0;
  39251. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  39252. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
  39253. }
  39254. }
  39255. _bindAction( action, prototypeAction ) {
  39256. const root = action._localRoot || this._root,
  39257. tracks = action._clip.tracks,
  39258. nTracks = tracks.length,
  39259. bindings = action._propertyBindings,
  39260. interpolants = action._interpolants,
  39261. rootUuid = root.uuid,
  39262. bindingsByRoot = this._bindingsByRootAndName;
  39263. let bindingsByName = bindingsByRoot[ rootUuid ];
  39264. if ( bindingsByName === undefined ) {
  39265. bindingsByName = {};
  39266. bindingsByRoot[ rootUuid ] = bindingsByName;
  39267. }
  39268. for ( let i = 0; i !== nTracks; ++ i ) {
  39269. const track = tracks[ i ],
  39270. trackName = track.name;
  39271. let binding = bindingsByName[ trackName ];
  39272. if ( binding !== undefined ) {
  39273. ++ binding.referenceCount;
  39274. bindings[ i ] = binding;
  39275. } else {
  39276. binding = bindings[ i ];
  39277. if ( binding !== undefined ) {
  39278. // existing binding, make sure the cache knows
  39279. if ( binding._cacheIndex === null ) {
  39280. ++ binding.referenceCount;
  39281. this._addInactiveBinding( binding, rootUuid, trackName );
  39282. }
  39283. continue;
  39284. }
  39285. const path = prototypeAction && prototypeAction.
  39286. _propertyBindings[ i ].binding.parsedPath;
  39287. binding = new PropertyMixer(
  39288. PropertyBinding.create( root, trackName, path ),
  39289. track.ValueTypeName, track.getValueSize() );
  39290. ++ binding.referenceCount;
  39291. this._addInactiveBinding( binding, rootUuid, trackName );
  39292. bindings[ i ] = binding;
  39293. }
  39294. interpolants[ i ].resultBuffer = binding.buffer;
  39295. }
  39296. }
  39297. _activateAction( action ) {
  39298. if ( ! this._isActiveAction( action ) ) {
  39299. if ( action._cacheIndex === null ) {
  39300. // this action has been forgotten by the cache, but the user
  39301. // appears to be still using it -> rebind
  39302. const rootUuid = ( action._localRoot || this._root ).uuid,
  39303. clipUuid = action._clip.uuid,
  39304. actionsForClip = this._actionsByClip[ clipUuid ];
  39305. this._bindAction( action,
  39306. actionsForClip && actionsForClip.knownActions[ 0 ] );
  39307. this._addInactiveAction( action, clipUuid, rootUuid );
  39308. }
  39309. const bindings = action._propertyBindings;
  39310. // increment reference counts / sort out state
  39311. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  39312. const binding = bindings[ i ];
  39313. if ( binding.useCount ++ === 0 ) {
  39314. this._lendBinding( binding );
  39315. binding.saveOriginalState();
  39316. }
  39317. }
  39318. this._lendAction( action );
  39319. }
  39320. }
  39321. _deactivateAction( action ) {
  39322. if ( this._isActiveAction( action ) ) {
  39323. const bindings = action._propertyBindings;
  39324. // decrement reference counts / sort out state
  39325. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  39326. const binding = bindings[ i ];
  39327. if ( -- binding.useCount === 0 ) {
  39328. binding.restoreOriginalState();
  39329. this._takeBackBinding( binding );
  39330. }
  39331. }
  39332. this._takeBackAction( action );
  39333. }
  39334. }
  39335. // Memory manager
  39336. _initMemoryManager() {
  39337. this._actions = []; // 'nActiveActions' followed by inactive ones
  39338. this._nActiveActions = 0;
  39339. this._actionsByClip = {};
  39340. // inside:
  39341. // {
  39342. // knownActions: Array< AnimationAction > - used as prototypes
  39343. // actionByRoot: AnimationAction - lookup
  39344. // }
  39345. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  39346. this._nActiveBindings = 0;
  39347. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  39348. this._controlInterpolants = []; // same game as above
  39349. this._nActiveControlInterpolants = 0;
  39350. const scope = this;
  39351. this.stats = {
  39352. actions: {
  39353. get total() {
  39354. return scope._actions.length;
  39355. },
  39356. get inUse() {
  39357. return scope._nActiveActions;
  39358. }
  39359. },
  39360. bindings: {
  39361. get total() {
  39362. return scope._bindings.length;
  39363. },
  39364. get inUse() {
  39365. return scope._nActiveBindings;
  39366. }
  39367. },
  39368. controlInterpolants: {
  39369. get total() {
  39370. return scope._controlInterpolants.length;
  39371. },
  39372. get inUse() {
  39373. return scope._nActiveControlInterpolants;
  39374. }
  39375. }
  39376. };
  39377. }
  39378. // Memory management for AnimationAction objects
  39379. _isActiveAction( action ) {
  39380. const index = action._cacheIndex;
  39381. return index !== null && index < this._nActiveActions;
  39382. }
  39383. _addInactiveAction( action, clipUuid, rootUuid ) {
  39384. const actions = this._actions,
  39385. actionsByClip = this._actionsByClip;
  39386. let actionsForClip = actionsByClip[ clipUuid ];
  39387. if ( actionsForClip === undefined ) {
  39388. actionsForClip = {
  39389. knownActions: [ action ],
  39390. actionByRoot: {}
  39391. };
  39392. action._byClipCacheIndex = 0;
  39393. actionsByClip[ clipUuid ] = actionsForClip;
  39394. } else {
  39395. const knownActions = actionsForClip.knownActions;
  39396. action._byClipCacheIndex = knownActions.length;
  39397. knownActions.push( action );
  39398. }
  39399. action._cacheIndex = actions.length;
  39400. actions.push( action );
  39401. actionsForClip.actionByRoot[ rootUuid ] = action;
  39402. }
  39403. _removeInactiveAction( action ) {
  39404. const actions = this._actions,
  39405. lastInactiveAction = actions[ actions.length - 1 ],
  39406. cacheIndex = action._cacheIndex;
  39407. lastInactiveAction._cacheIndex = cacheIndex;
  39408. actions[ cacheIndex ] = lastInactiveAction;
  39409. actions.pop();
  39410. action._cacheIndex = null;
  39411. const clipUuid = action._clip.uuid,
  39412. actionsByClip = this._actionsByClip,
  39413. actionsForClip = actionsByClip[ clipUuid ],
  39414. knownActionsForClip = actionsForClip.knownActions,
  39415. lastKnownAction =
  39416. knownActionsForClip[ knownActionsForClip.length - 1 ],
  39417. byClipCacheIndex = action._byClipCacheIndex;
  39418. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  39419. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  39420. knownActionsForClip.pop();
  39421. action._byClipCacheIndex = null;
  39422. const actionByRoot = actionsForClip.actionByRoot,
  39423. rootUuid = ( action._localRoot || this._root ).uuid;
  39424. delete actionByRoot[ rootUuid ];
  39425. if ( knownActionsForClip.length === 0 ) {
  39426. delete actionsByClip[ clipUuid ];
  39427. }
  39428. this._removeInactiveBindingsForAction( action );
  39429. }
  39430. _removeInactiveBindingsForAction( action ) {
  39431. const bindings = action._propertyBindings;
  39432. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  39433. const binding = bindings[ i ];
  39434. if ( -- binding.referenceCount === 0 ) {
  39435. this._removeInactiveBinding( binding );
  39436. }
  39437. }
  39438. }
  39439. _lendAction( action ) {
  39440. // [ active actions | inactive actions ]
  39441. // [ active actions >| inactive actions ]
  39442. // s a
  39443. // <-swap->
  39444. // a s
  39445. const actions = this._actions,
  39446. prevIndex = action._cacheIndex,
  39447. lastActiveIndex = this._nActiveActions ++,
  39448. firstInactiveAction = actions[ lastActiveIndex ];
  39449. action._cacheIndex = lastActiveIndex;
  39450. actions[ lastActiveIndex ] = action;
  39451. firstInactiveAction._cacheIndex = prevIndex;
  39452. actions[ prevIndex ] = firstInactiveAction;
  39453. }
  39454. _takeBackAction( action ) {
  39455. // [ active actions | inactive actions ]
  39456. // [ active actions |< inactive actions ]
  39457. // a s
  39458. // <-swap->
  39459. // s a
  39460. const actions = this._actions,
  39461. prevIndex = action._cacheIndex,
  39462. firstInactiveIndex = -- this._nActiveActions,
  39463. lastActiveAction = actions[ firstInactiveIndex ];
  39464. action._cacheIndex = firstInactiveIndex;
  39465. actions[ firstInactiveIndex ] = action;
  39466. lastActiveAction._cacheIndex = prevIndex;
  39467. actions[ prevIndex ] = lastActiveAction;
  39468. }
  39469. // Memory management for PropertyMixer objects
  39470. _addInactiveBinding( binding, rootUuid, trackName ) {
  39471. const bindingsByRoot = this._bindingsByRootAndName,
  39472. bindings = this._bindings;
  39473. let bindingByName = bindingsByRoot[ rootUuid ];
  39474. if ( bindingByName === undefined ) {
  39475. bindingByName = {};
  39476. bindingsByRoot[ rootUuid ] = bindingByName;
  39477. }
  39478. bindingByName[ trackName ] = binding;
  39479. binding._cacheIndex = bindings.length;
  39480. bindings.push( binding );
  39481. }
  39482. _removeInactiveBinding( binding ) {
  39483. const bindings = this._bindings,
  39484. propBinding = binding.binding,
  39485. rootUuid = propBinding.rootNode.uuid,
  39486. trackName = propBinding.path,
  39487. bindingsByRoot = this._bindingsByRootAndName,
  39488. bindingByName = bindingsByRoot[ rootUuid ],
  39489. lastInactiveBinding = bindings[ bindings.length - 1 ],
  39490. cacheIndex = binding._cacheIndex;
  39491. lastInactiveBinding._cacheIndex = cacheIndex;
  39492. bindings[ cacheIndex ] = lastInactiveBinding;
  39493. bindings.pop();
  39494. delete bindingByName[ trackName ];
  39495. if ( Object.keys( bindingByName ).length === 0 ) {
  39496. delete bindingsByRoot[ rootUuid ];
  39497. }
  39498. }
  39499. _lendBinding( binding ) {
  39500. const bindings = this._bindings,
  39501. prevIndex = binding._cacheIndex,
  39502. lastActiveIndex = this._nActiveBindings ++,
  39503. firstInactiveBinding = bindings[ lastActiveIndex ];
  39504. binding._cacheIndex = lastActiveIndex;
  39505. bindings[ lastActiveIndex ] = binding;
  39506. firstInactiveBinding._cacheIndex = prevIndex;
  39507. bindings[ prevIndex ] = firstInactiveBinding;
  39508. }
  39509. _takeBackBinding( binding ) {
  39510. const bindings = this._bindings,
  39511. prevIndex = binding._cacheIndex,
  39512. firstInactiveIndex = -- this._nActiveBindings,
  39513. lastActiveBinding = bindings[ firstInactiveIndex ];
  39514. binding._cacheIndex = firstInactiveIndex;
  39515. bindings[ firstInactiveIndex ] = binding;
  39516. lastActiveBinding._cacheIndex = prevIndex;
  39517. bindings[ prevIndex ] = lastActiveBinding;
  39518. }
  39519. // Memory management of Interpolants for weight and time scale
  39520. _lendControlInterpolant() {
  39521. const interpolants = this._controlInterpolants,
  39522. lastActiveIndex = this._nActiveControlInterpolants ++;
  39523. let interpolant = interpolants[ lastActiveIndex ];
  39524. if ( interpolant === undefined ) {
  39525. interpolant = new LinearInterpolant(
  39526. new Float32Array( 2 ), new Float32Array( 2 ),
  39527. 1, _controlInterpolantsResultBuffer );
  39528. interpolant.__cacheIndex = lastActiveIndex;
  39529. interpolants[ lastActiveIndex ] = interpolant;
  39530. }
  39531. return interpolant;
  39532. }
  39533. _takeBackControlInterpolant( interpolant ) {
  39534. const interpolants = this._controlInterpolants,
  39535. prevIndex = interpolant.__cacheIndex,
  39536. firstInactiveIndex = -- this._nActiveControlInterpolants,
  39537. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  39538. interpolant.__cacheIndex = firstInactiveIndex;
  39539. interpolants[ firstInactiveIndex ] = interpolant;
  39540. lastActiveInterpolant.__cacheIndex = prevIndex;
  39541. interpolants[ prevIndex ] = lastActiveInterpolant;
  39542. }
  39543. /**
  39544. * Returns an instance of {@link AnimationAction} for the passed clip.
  39545. *
  39546. * If an action fitting the clip and root parameters doesn't yet exist, it
  39547. * will be created by this method. Calling this method several times with the
  39548. * same clip and root parameters always returns the same action.
  39549. *
  39550. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  39551. * @param {Object3D} [optionalRoot] - An alternative root object.
  39552. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode] - The blend mode.
  39553. * @return {?AnimationAction} The animation action.
  39554. */
  39555. clipAction( clip, optionalRoot, blendMode ) {
  39556. const root = optionalRoot || this._root,
  39557. rootUuid = root.uuid;
  39558. let clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;
  39559. const clipUuid = clipObject !== null ? clipObject.uuid : clip;
  39560. const actionsForClip = this._actionsByClip[ clipUuid ];
  39561. let prototypeAction = null;
  39562. if ( blendMode === undefined ) {
  39563. if ( clipObject !== null ) {
  39564. blendMode = clipObject.blendMode;
  39565. } else {
  39566. blendMode = NormalAnimationBlendMode;
  39567. }
  39568. }
  39569. if ( actionsForClip !== undefined ) {
  39570. const existingAction = actionsForClip.actionByRoot[ rootUuid ];
  39571. if ( existingAction !== undefined && existingAction.blendMode === blendMode ) {
  39572. return existingAction;
  39573. }
  39574. // we know the clip, so we don't have to parse all
  39575. // the bindings again but can just copy
  39576. prototypeAction = actionsForClip.knownActions[ 0 ];
  39577. // also, take the clip from the prototype action
  39578. if ( clipObject === null )
  39579. clipObject = prototypeAction._clip;
  39580. }
  39581. // clip must be known when specified via string
  39582. if ( clipObject === null ) return null;
  39583. // allocate all resources required to run it
  39584. const newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );
  39585. this._bindAction( newAction, prototypeAction );
  39586. // and make the action known to the memory manager
  39587. this._addInactiveAction( newAction, clipUuid, rootUuid );
  39588. return newAction;
  39589. }
  39590. /**
  39591. * Returns an existing animation action for the passed clip.
  39592. *
  39593. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  39594. * @param {Object3D} [optionalRoot] - An alternative root object.
  39595. * @return {?AnimationAction} The animation action. Returns `null` if no action was found.
  39596. */
  39597. existingAction( clip, optionalRoot ) {
  39598. const root = optionalRoot || this._root,
  39599. rootUuid = root.uuid,
  39600. clipObject = typeof clip === 'string' ?
  39601. AnimationClip.findByName( root, clip ) : clip,
  39602. clipUuid = clipObject ? clipObject.uuid : clip,
  39603. actionsForClip = this._actionsByClip[ clipUuid ];
  39604. if ( actionsForClip !== undefined ) {
  39605. return actionsForClip.actionByRoot[ rootUuid ] || null;
  39606. }
  39607. return null;
  39608. }
  39609. /**
  39610. * Deactivates all previously scheduled actions on this mixer.
  39611. *
  39612. * @return {AnimationMixer} A reference to this animation mixer.
  39613. */
  39614. stopAllAction() {
  39615. const actions = this._actions,
  39616. nActions = this._nActiveActions;
  39617. for ( let i = nActions - 1; i >= 0; -- i ) {
  39618. actions[ i ].stop();
  39619. }
  39620. return this;
  39621. }
  39622. /**
  39623. * Advances the global mixer time and updates the animation.
  39624. *
  39625. * This is usually done in the render loop by passing the delta
  39626. * time from {@link Clock} or {@link Timer}.
  39627. *
  39628. * @param {number} deltaTime - The delta time in seconds.
  39629. * @return {AnimationMixer} A reference to this animation mixer.
  39630. */
  39631. update( deltaTime ) {
  39632. deltaTime *= this.timeScale;
  39633. const actions = this._actions,
  39634. nActions = this._nActiveActions,
  39635. time = this.time += deltaTime,
  39636. timeDirection = Math.sign( deltaTime ),
  39637. accuIndex = this._accuIndex ^= 1;
  39638. // run active actions
  39639. for ( let i = 0; i !== nActions; ++ i ) {
  39640. const action = actions[ i ];
  39641. action._update( time, deltaTime, timeDirection, accuIndex );
  39642. }
  39643. // update scene graph
  39644. const bindings = this._bindings,
  39645. nBindings = this._nActiveBindings;
  39646. for ( let i = 0; i !== nBindings; ++ i ) {
  39647. bindings[ i ].apply( accuIndex );
  39648. }
  39649. return this;
  39650. }
  39651. /**
  39652. * Sets the global mixer to a specific time and updates the animation accordingly.
  39653. *
  39654. * This is useful when you need to jump to an exact time in an animation. The
  39655. * input parameter will be scaled by {@link AnimationMixer#timeScale}
  39656. *
  39657. * @param {number} time - The time to set in seconds.
  39658. * @return {AnimationMixer} A reference to this animation mixer.
  39659. */
  39660. setTime( time ) {
  39661. this.time = 0; // Zero out time attribute for AnimationMixer object;
  39662. for ( let i = 0; i < this._actions.length; i ++ ) {
  39663. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  39664. }
  39665. return this.update( time ); // Update used to set exact time. Returns "this" AnimationMixer object.
  39666. }
  39667. /**
  39668. * Returns this mixer's root object.
  39669. *
  39670. * @return {Object3D} The mixer's root object.
  39671. */
  39672. getRoot() {
  39673. return this._root;
  39674. }
  39675. /**
  39676. * Deallocates all memory resources for a clip. Before using this method make
  39677. * sure to call {@link AnimationAction#stop} for all related actions.
  39678. *
  39679. * @param {AnimationClip} clip - The clip to uncache.
  39680. */
  39681. uncacheClip( clip ) {
  39682. const actions = this._actions,
  39683. clipUuid = clip.uuid,
  39684. actionsByClip = this._actionsByClip,
  39685. actionsForClip = actionsByClip[ clipUuid ];
  39686. if ( actionsForClip !== undefined ) {
  39687. // note: just calling _removeInactiveAction would mess up the
  39688. // iteration state and also require updating the state we can
  39689. // just throw away
  39690. const actionsToRemove = actionsForClip.knownActions;
  39691. for ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  39692. const action = actionsToRemove[ i ];
  39693. this._deactivateAction( action );
  39694. const cacheIndex = action._cacheIndex,
  39695. lastInactiveAction = actions[ actions.length - 1 ];
  39696. action._cacheIndex = null;
  39697. action._byClipCacheIndex = null;
  39698. lastInactiveAction._cacheIndex = cacheIndex;
  39699. actions[ cacheIndex ] = lastInactiveAction;
  39700. actions.pop();
  39701. this._removeInactiveBindingsForAction( action );
  39702. }
  39703. delete actionsByClip[ clipUuid ];
  39704. }
  39705. }
  39706. /**
  39707. * Deallocates all memory resources for a root object. Before using this
  39708. * method make sure to call {@link AnimationAction#stop} for all related
  39709. * actions or alternatively {@link AnimationMixer#stopAllAction} when the
  39710. * mixer operates on a single root.
  39711. *
  39712. * @param {Object3D} root - The root object to uncache.
  39713. */
  39714. uncacheRoot( root ) {
  39715. const rootUuid = root.uuid,
  39716. actionsByClip = this._actionsByClip;
  39717. for ( const clipUuid in actionsByClip ) {
  39718. const actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  39719. action = actionByRoot[ rootUuid ];
  39720. if ( action !== undefined ) {
  39721. this._deactivateAction( action );
  39722. this._removeInactiveAction( action );
  39723. }
  39724. }
  39725. const bindingsByRoot = this._bindingsByRootAndName,
  39726. bindingByName = bindingsByRoot[ rootUuid ];
  39727. if ( bindingByName !== undefined ) {
  39728. for ( const trackName in bindingByName ) {
  39729. const binding = bindingByName[ trackName ];
  39730. binding.restoreOriginalState();
  39731. this._removeInactiveBinding( binding );
  39732. }
  39733. }
  39734. }
  39735. /**
  39736. * Deallocates all memory resources for an action. The action is identified by the
  39737. * given clip and an optional root object. Before using this method make
  39738. * sure to call {@link AnimationAction#stop} to deactivate the action.
  39739. *
  39740. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  39741. * @param {Object3D} [optionalRoot] - An alternative root object.
  39742. */
  39743. uncacheAction( clip, optionalRoot ) {
  39744. const action = this.existingAction( clip, optionalRoot );
  39745. if ( action !== null ) {
  39746. this._deactivateAction( action );
  39747. this._removeInactiveAction( action );
  39748. }
  39749. }
  39750. }
  39751. /**
  39752. * Represents a 3D render target.
  39753. *
  39754. * @augments RenderTarget
  39755. */
  39756. class RenderTarget3D extends RenderTarget {
  39757. /**
  39758. * Constructs a new 3D render target.
  39759. *
  39760. * @param {number} [width=1] - The width of the render target.
  39761. * @param {number} [height=1] - The height of the render target.
  39762. * @param {number} [depth=1] - The height of the render target.
  39763. * @param {RenderTarget~Options} [options] - The configuration object.
  39764. */
  39765. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  39766. super( width, height, options );
  39767. /**
  39768. * This flag can be used for type testing.
  39769. *
  39770. * @type {boolean}
  39771. * @readonly
  39772. * @default true
  39773. */
  39774. this.isRenderTarget3D = true;
  39775. this.depth = depth;
  39776. /**
  39777. * Overwritten with a different texture type.
  39778. *
  39779. * @type {Data3DTexture}
  39780. */
  39781. this.texture = new Data3DTexture( null, width, height, depth );
  39782. this._setTextureOptions( options );
  39783. this.texture.isRenderTargetTexture = true;
  39784. }
  39785. }
  39786. /**
  39787. * Represents a uniform which is a global shader variable. They are passed to shader programs.
  39788. *
  39789. * When declaring a uniform of a {@link ShaderMaterial}, it is declared by value or by object.
  39790. * ```js
  39791. * uniforms: {
  39792. * time: { value: 1.0 },
  39793. * resolution: new Uniform( new Vector2() )
  39794. * };
  39795. * ```
  39796. * Since this class can only be used in context of {@link ShaderMaterial}, it is only supported
  39797. * in {@link WebGLRenderer}.
  39798. */
  39799. class Uniform {
  39800. /**
  39801. * Constructs a new uniform.
  39802. *
  39803. * @param {any} value - The uniform value.
  39804. */
  39805. constructor( value ) {
  39806. /**
  39807. * The uniform value.
  39808. *
  39809. * @type {any}
  39810. */
  39811. this.value = value;
  39812. }
  39813. /**
  39814. * Returns a new uniform with copied values from this instance.
  39815. * If the value has a `clone()` method, the value is cloned as well.
  39816. *
  39817. * @return {Uniform} A clone of this instance.
  39818. */
  39819. clone() {
  39820. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  39821. }
  39822. }
  39823. let _id = 0;
  39824. /**
  39825. * A class for managing multiple uniforms in a single group. The renderer will process
  39826. * such a definition as a single UBO.
  39827. *
  39828. * Since this class can only be used in context of {@link ShaderMaterial}, it is only supported
  39829. * in {@link WebGLRenderer}.
  39830. *
  39831. * @augments EventDispatcher
  39832. */
  39833. class UniformsGroup extends EventDispatcher {
  39834. /**
  39835. * Constructs a new uniforms group.
  39836. */
  39837. constructor() {
  39838. super();
  39839. /**
  39840. * This flag can be used for type testing.
  39841. *
  39842. * @type {boolean}
  39843. * @readonly
  39844. * @default true
  39845. */
  39846. this.isUniformsGroup = true;
  39847. /**
  39848. * The ID of the 3D object.
  39849. *
  39850. * @name UniformsGroup#id
  39851. * @type {number}
  39852. * @readonly
  39853. */
  39854. Object.defineProperty( this, 'id', { value: _id ++ } );
  39855. /**
  39856. * The name of the uniforms group.
  39857. *
  39858. * @type {string}
  39859. */
  39860. this.name = '';
  39861. /**
  39862. * The buffer usage.
  39863. *
  39864. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  39865. * @default StaticDrawUsage
  39866. */
  39867. this.usage = StaticDrawUsage;
  39868. /**
  39869. * An array holding the uniforms.
  39870. *
  39871. * @type {Array<Uniform>}
  39872. */
  39873. this.uniforms = [];
  39874. }
  39875. /**
  39876. * Adds the given uniform to this uniforms group.
  39877. *
  39878. * @param {Uniform} uniform - The uniform to add.
  39879. * @return {UniformsGroup} A reference to this uniforms group.
  39880. */
  39881. add( uniform ) {
  39882. this.uniforms.push( uniform );
  39883. return this;
  39884. }
  39885. /**
  39886. * Removes the given uniform from this uniforms group.
  39887. *
  39888. * @param {Uniform} uniform - The uniform to remove.
  39889. * @return {UniformsGroup} A reference to this uniforms group.
  39890. */
  39891. remove( uniform ) {
  39892. const index = this.uniforms.indexOf( uniform );
  39893. if ( index !== -1 ) this.uniforms.splice( index, 1 );
  39894. return this;
  39895. }
  39896. /**
  39897. * Sets the name of this uniforms group.
  39898. *
  39899. * @param {string} name - The name to set.
  39900. * @return {UniformsGroup} A reference to this uniforms group.
  39901. */
  39902. setName( name ) {
  39903. this.name = name;
  39904. return this;
  39905. }
  39906. /**
  39907. * Sets the usage of this uniforms group.
  39908. *
  39909. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  39910. * @return {UniformsGroup} A reference to this uniforms group.
  39911. */
  39912. setUsage( value ) {
  39913. this.usage = value;
  39914. return this;
  39915. }
  39916. /**
  39917. * Frees the GPU-related resources allocated by this instance. Call this
  39918. * method whenever this instance is no longer used in your app.
  39919. *
  39920. * @fires Texture#dispose
  39921. */
  39922. dispose() {
  39923. this.dispatchEvent( { type: 'dispose' } );
  39924. }
  39925. /**
  39926. * Copies the values of the given uniforms group to this instance.
  39927. *
  39928. * @param {UniformsGroup} source - The uniforms group to copy.
  39929. * @return {UniformsGroup} A reference to this uniforms group.
  39930. */
  39931. copy( source ) {
  39932. this.name = source.name;
  39933. this.usage = source.usage;
  39934. const uniformsSource = source.uniforms;
  39935. this.uniforms.length = 0;
  39936. for ( let i = 0, l = uniformsSource.length; i < l; i ++ ) {
  39937. const uniforms = Array.isArray( uniformsSource[ i ] ) ? uniformsSource[ i ] : [ uniformsSource[ i ] ];
  39938. for ( let j = 0; j < uniforms.length; j ++ ) {
  39939. this.uniforms.push( uniforms[ j ].clone() );
  39940. }
  39941. }
  39942. return this;
  39943. }
  39944. /**
  39945. * Returns a new uniforms group with copied values from this instance.
  39946. *
  39947. * @return {UniformsGroup} A clone of this instance.
  39948. */
  39949. clone() {
  39950. return new this.constructor().copy( this );
  39951. }
  39952. }
  39953. /**
  39954. * An instanced version of an interleaved buffer.
  39955. *
  39956. * @augments InterleavedBuffer
  39957. */
  39958. class InstancedInterleavedBuffer extends InterleavedBuffer {
  39959. /**
  39960. * Constructs a new instanced interleaved buffer.
  39961. *
  39962. * @param {TypedArray} array - A typed array with a shared buffer storing attribute data.
  39963. * @param {number} stride - The number of typed-array elements per vertex.
  39964. * @param {number} [meshPerAttribute=1] - Defines how often a value of this interleaved buffer should be repeated.
  39965. */
  39966. constructor( array, stride, meshPerAttribute = 1 ) {
  39967. super( array, stride );
  39968. /**
  39969. * This flag can be used for type testing.
  39970. *
  39971. * @type {boolean}
  39972. * @readonly
  39973. * @default true
  39974. */
  39975. this.isInstancedInterleavedBuffer = true;
  39976. /**
  39977. * Defines how often a value of this buffer attribute should be repeated,
  39978. * see {@link InstancedBufferAttribute#meshPerAttribute}.
  39979. *
  39980. * @type {number}
  39981. * @default 1
  39982. */
  39983. this.meshPerAttribute = meshPerAttribute;
  39984. }
  39985. copy( source ) {
  39986. super.copy( source );
  39987. this.meshPerAttribute = source.meshPerAttribute;
  39988. return this;
  39989. }
  39990. clone( data ) {
  39991. const ib = super.clone( data );
  39992. ib.meshPerAttribute = this.meshPerAttribute;
  39993. return ib;
  39994. }
  39995. toJSON( data ) {
  39996. const json = super.toJSON( data );
  39997. json.isInstancedInterleavedBuffer = true;
  39998. json.meshPerAttribute = this.meshPerAttribute;
  39999. return json;
  40000. }
  40001. }
  40002. /**
  40003. * An alternative version of a buffer attribute with more control over the VBO.
  40004. *
  40005. * The renderer does not construct a VBO for this kind of attribute. Instead, it uses
  40006. * whatever VBO is passed in constructor and can later be altered via the `buffer` property.
  40007. *
  40008. * The most common use case for this class is when some kind of GPGPU calculation interferes
  40009. * or even produces the VBOs in question.
  40010. *
  40011. * Notice that this class can only be used with {@link WebGLRenderer}.
  40012. */
  40013. class GLBufferAttribute {
  40014. /**
  40015. * Constructs a new GL buffer attribute.
  40016. *
  40017. * @param {WebGLBuffer} buffer - The native WebGL buffer.
  40018. * @param {number} type - The native data type (e.g. `gl.FLOAT`).
  40019. * @param {number} itemSize - The item size.
  40020. * @param {number} elementSize - The corresponding size (in bytes) for the given `type` parameter.
  40021. * @param {number} count - The expected number of vertices in VBO.
  40022. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  40023. */
  40024. constructor( buffer, type, itemSize, elementSize, count, normalized = false ) {
  40025. /**
  40026. * This flag can be used for type testing.
  40027. *
  40028. * @type {boolean}
  40029. * @readonly
  40030. * @default true
  40031. */
  40032. this.isGLBufferAttribute = true;
  40033. /**
  40034. * The name of the buffer attribute.
  40035. *
  40036. * @type {string}
  40037. */
  40038. this.name = '';
  40039. /**
  40040. * The native WebGL buffer.
  40041. *
  40042. * @type {WebGLBuffer}
  40043. */
  40044. this.buffer = buffer;
  40045. /**
  40046. * The native data type.
  40047. *
  40048. * @type {number}
  40049. */
  40050. this.type = type;
  40051. /**
  40052. * The item size, see {@link BufferAttribute#itemSize}.
  40053. *
  40054. * @type {number}
  40055. */
  40056. this.itemSize = itemSize;
  40057. /**
  40058. * The corresponding size (in bytes) for the given `type` parameter.
  40059. *
  40060. * @type {number}
  40061. */
  40062. this.elementSize = elementSize;
  40063. /**
  40064. * The expected number of vertices in VBO.
  40065. *
  40066. * @type {number}
  40067. */
  40068. this.count = count;
  40069. /**
  40070. * Applies to integer data only. Indicates how the underlying data in the buffer maps to
  40071. * the values in the GLSL code. For instance, if `buffer` contains data of `gl.UNSIGNED_SHORT`,
  40072. * and `normalized` is `true`, the values `0 - +65535` in the buffer data will be mapped to
  40073. * `0.0f - +1.0f` in the GLSL attribute. If `normalized` is `false`, the values will be converted
  40074. * to floats unmodified, i.e. `65535` becomes `65535.0f`.
  40075. *
  40076. * @type {boolean}
  40077. */
  40078. this.normalized = normalized;
  40079. /**
  40080. * A version number, incremented every time the `needsUpdate` is set to `true`.
  40081. *
  40082. * @type {number}
  40083. */
  40084. this.version = 0;
  40085. }
  40086. /**
  40087. * Flag to indicate that this attribute has changed and should be re-sent to
  40088. * the GPU. Set this to `true` when you modify the value of the array.
  40089. *
  40090. * @type {number}
  40091. * @default false
  40092. * @param {boolean} value
  40093. */
  40094. set needsUpdate( value ) {
  40095. if ( value === true ) this.version ++;
  40096. }
  40097. /**
  40098. * Sets the given native WebGL buffer.
  40099. *
  40100. * @param {WebGLBuffer} buffer - The buffer to set.
  40101. * @return {BufferAttribute} A reference to this instance.
  40102. */
  40103. setBuffer( buffer ) {
  40104. this.buffer = buffer;
  40105. return this;
  40106. }
  40107. /**
  40108. * Sets the given native data type and element size.
  40109. *
  40110. * @param {number} type - The native data type (e.g. `gl.FLOAT`).
  40111. * @param {number} elementSize - The corresponding size (in bytes) for the given `type` parameter.
  40112. * @return {BufferAttribute} A reference to this instance.
  40113. */
  40114. setType( type, elementSize ) {
  40115. this.type = type;
  40116. this.elementSize = elementSize;
  40117. return this;
  40118. }
  40119. /**
  40120. * Sets the item size.
  40121. *
  40122. * @param {number} itemSize - The item size.
  40123. * @return {BufferAttribute} A reference to this instance.
  40124. */
  40125. setItemSize( itemSize ) {
  40126. this.itemSize = itemSize;
  40127. return this;
  40128. }
  40129. /**
  40130. * Sets the count (the expected number of vertices in VBO).
  40131. *
  40132. * @param {number} count - The count.
  40133. * @return {BufferAttribute} A reference to this instance.
  40134. */
  40135. setCount( count ) {
  40136. this.count = count;
  40137. return this;
  40138. }
  40139. }
  40140. const _matrix = /*@__PURE__*/ new Matrix4();
  40141. /**
  40142. * This class is designed to assist with raycasting. Raycasting is used for
  40143. * mouse picking (working out what objects in the 3d space the mouse is over)
  40144. * amongst other things.
  40145. */
  40146. class Raycaster {
  40147. /**
  40148. * Constructs a new raycaster.
  40149. *
  40150. * @param {Vector3} origin - The origin vector where the ray casts from.
  40151. * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray.
  40152. * @param {number} [near=0] - All results returned are further away than near. Near can't be negative.
  40153. * @param {number} [far=Infinity] - All results returned are closer than far. Far can't be lower than near.
  40154. */
  40155. constructor( origin, direction, near = 0, far = Infinity ) {
  40156. /**
  40157. * The ray used for raycasting.
  40158. *
  40159. * @type {Ray}
  40160. */
  40161. this.ray = new Ray( origin, direction );
  40162. /**
  40163. * All results returned are further away than near. Near can't be negative.
  40164. *
  40165. * @type {number}
  40166. * @default 0
  40167. */
  40168. this.near = near;
  40169. /**
  40170. * All results returned are closer than far. Far can't be lower than near.
  40171. *
  40172. * @type {number}
  40173. * @default Infinity
  40174. */
  40175. this.far = far;
  40176. /**
  40177. * The camera to use when raycasting against view-dependent objects such as
  40178. * billboarded objects like sprites. This field can be set manually or
  40179. * is set when calling `setFromCamera()`.
  40180. *
  40181. * @type {?Camera}
  40182. * @default null
  40183. */
  40184. this.camera = null;
  40185. /**
  40186. * Allows to selectively ignore 3D objects when performing intersection tests.
  40187. * The following code example ensures that only 3D objects on layer `1` will be
  40188. * honored by raycaster.
  40189. * ```js
  40190. * raycaster.layers.set( 1 );
  40191. * object.layers.enable( 1 );
  40192. * ```
  40193. *
  40194. * @type {Layers}
  40195. */
  40196. this.layers = new Layers();
  40197. /**
  40198. * A parameter object that configures the raycasting. It has the structure:
  40199. *
  40200. * ```
  40201. * {
  40202. * Mesh: {},
  40203. * Line: { threshold: 1 },
  40204. * LOD: {},
  40205. * Points: { threshold: 1 },
  40206. * Sprite: {}
  40207. * }
  40208. * ```
  40209. * Where `threshold` is the precision of the raycaster when intersecting objects, in world units.
  40210. *
  40211. * @type {Object}
  40212. */
  40213. this.params = {
  40214. Mesh: {},
  40215. Line: { threshold: 1 },
  40216. LOD: {},
  40217. Points: { threshold: 1 },
  40218. Sprite: {}
  40219. };
  40220. }
  40221. /**
  40222. * Updates the ray with a new origin and direction by copying the values from the arguments.
  40223. *
  40224. * @param {Vector3} origin - The origin vector where the ray casts from.
  40225. * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray.
  40226. */
  40227. set( origin, direction ) {
  40228. // direction is assumed to be normalized (for accurate distance calculations)
  40229. this.ray.set( origin, direction );
  40230. }
  40231. /**
  40232. * Uses the given coordinates and camera to compute a new origin and direction for the internal ray.
  40233. *
  40234. * @param {Vector2} coords - 2D coordinates of the mouse, in normalized device coordinates (NDC).
  40235. * X and Y components should be between `-1` and `1`.
  40236. * @param {Camera} camera - The camera from which the ray should originate.
  40237. */
  40238. setFromCamera( coords, camera ) {
  40239. if ( camera.isPerspectiveCamera ) {
  40240. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  40241. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  40242. this.camera = camera;
  40243. } else if ( camera.isOrthographicCamera ) {
  40244. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  40245. this.ray.direction.set( 0, 0, -1 ).transformDirection( camera.matrixWorld );
  40246. this.camera = camera;
  40247. } else {
  40248. error( 'Raycaster: Unsupported camera type: ' + camera.type );
  40249. }
  40250. }
  40251. /**
  40252. * Uses the given WebXR controller to compute a new origin and direction for the internal ray.
  40253. *
  40254. * @param {WebXRController} controller - The controller to copy the position and direction from.
  40255. * @return {Raycaster} A reference to this raycaster.
  40256. */
  40257. setFromXRController( controller ) {
  40258. _matrix.identity().extractRotation( controller.matrixWorld );
  40259. this.ray.origin.setFromMatrixPosition( controller.matrixWorld );
  40260. this.ray.direction.set( 0, 0, -1 ).applyMatrix4( _matrix );
  40261. return this;
  40262. }
  40263. /**
  40264. * The intersection point of a raycaster intersection test.
  40265. * @typedef {Object} Raycaster~Intersection
  40266. * @property {number} distance - The distance from the ray's origin to the intersection point.
  40267. * @property {number} distanceToRay - Some 3D objects e.g. {@link Points} provide the distance of the
  40268. * intersection to the nearest point on the ray. For other objects it will be `undefined`.
  40269. * @property {Vector3} point - The intersection point, in world coordinates.
  40270. * @property {Object} face - The face that has been intersected.
  40271. * @property {number} faceIndex - The face index.
  40272. * @property {Object3D} object - The 3D object that has been intersected.
  40273. * @property {Vector2} uv - U,V coordinates at point of intersection.
  40274. * @property {Vector2} uv1 - Second set of U,V coordinates at point of intersection.
  40275. * @property {Vector3} normal - Interpolated normal vector at point of intersection.
  40276. * @property {number} instanceId - The index number of the instance where the ray
  40277. * intersects the {@link InstancedMesh}.
  40278. */
  40279. /**
  40280. * Checks all intersection between the ray and the object with or without the
  40281. * descendants. Intersections are returned sorted by distance, closest first.
  40282. *
  40283. * `Raycaster` delegates to the `raycast()` method of the passed 3D object, when
  40284. * evaluating whether the ray intersects the object or not. This allows meshes to respond
  40285. * differently to ray casting than lines or points.
  40286. *
  40287. * Note that for meshes, faces must be pointed towards the origin of the ray in order
  40288. * to be detected; intersections of the ray passing through the back of a face will not
  40289. * be detected. To raycast against both faces of an object, you'll want to set {@link Material#side}
  40290. * to `THREE.DoubleSide`.
  40291. *
  40292. * @param {Object3D} object - The 3D object to check for intersection with the ray.
  40293. * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.
  40294. * Otherwise it only checks intersection with the object.
  40295. * @param {Array<Raycaster~Intersection>} [intersects=[]] The target array that holds the result of the method.
  40296. * @return {Array<Raycaster~Intersection>} An array holding the intersection points.
  40297. */
  40298. intersectObject( object, recursive = true, intersects = [] ) {
  40299. intersect( object, this, intersects, recursive );
  40300. intersects.sort( ascSort );
  40301. return intersects;
  40302. }
  40303. /**
  40304. * Checks all intersection between the ray and the objects with or without
  40305. * the descendants. Intersections are returned sorted by distance, closest first.
  40306. *
  40307. * @param {Array<Object3D>} objects - The 3D objects to check for intersection with the ray.
  40308. * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.
  40309. * Otherwise it only checks intersection with the object.
  40310. * @param {Array<Raycaster~Intersection>} [intersects=[]] The target array that holds the result of the method.
  40311. * @return {Array<Raycaster~Intersection>} An array holding the intersection points.
  40312. */
  40313. intersectObjects( objects, recursive = true, intersects = [] ) {
  40314. for ( let i = 0, l = objects.length; i < l; i ++ ) {
  40315. intersect( objects[ i ], this, intersects, recursive );
  40316. }
  40317. intersects.sort( ascSort );
  40318. return intersects;
  40319. }
  40320. }
  40321. function ascSort( a, b ) {
  40322. return a.distance - b.distance;
  40323. }
  40324. function intersect( object, raycaster, intersects, recursive ) {
  40325. let propagate = true;
  40326. if ( object.layers.test( raycaster.layers ) ) {
  40327. const result = object.raycast( raycaster, intersects );
  40328. if ( result === false ) propagate = false;
  40329. }
  40330. if ( propagate === true && recursive === true ) {
  40331. const children = object.children;
  40332. for ( let i = 0, l = children.length; i < l; i ++ ) {
  40333. intersect( children[ i ], raycaster, intersects, true );
  40334. }
  40335. }
  40336. }
  40337. /**
  40338. * Class for keeping track of time.
  40339. *
  40340. * @deprecated since r183.
  40341. */
  40342. class Clock {
  40343. /**
  40344. * Constructs a new clock.
  40345. *
  40346. * @deprecated since 183.
  40347. * @param {boolean} [autoStart=true] - Whether to automatically start the clock when
  40348. * `getDelta()` is called for the first time.
  40349. */
  40350. constructor( autoStart = true ) {
  40351. /**
  40352. * If set to `true`, the clock starts automatically when `getDelta()` is called
  40353. * for the first time.
  40354. *
  40355. * @type {boolean}
  40356. * @default true
  40357. */
  40358. this.autoStart = autoStart;
  40359. /**
  40360. * Holds the time at which the clock's `start()` method was last called.
  40361. *
  40362. * @type {number}
  40363. * @default 0
  40364. */
  40365. this.startTime = 0;
  40366. /**
  40367. * Holds the time at which the clock's `start()`, `getElapsedTime()` or
  40368. * `getDelta()` methods were last called.
  40369. *
  40370. * @type {number}
  40371. * @default 0
  40372. */
  40373. this.oldTime = 0;
  40374. /**
  40375. * Keeps track of the total time that the clock has been running.
  40376. *
  40377. * @type {number}
  40378. * @default 0
  40379. */
  40380. this.elapsedTime = 0;
  40381. /**
  40382. * Whether the clock is running or not.
  40383. *
  40384. * @type {boolean}
  40385. * @default true
  40386. */
  40387. this.running = false;
  40388. warn( 'THREE.Clock: This module has been deprecated. Please use THREE.Timer instead.' ); // @deprecated, r183
  40389. }
  40390. /**
  40391. * Starts the clock. When `autoStart` is set to `true`, the method is automatically
  40392. * called by the class.
  40393. */
  40394. start() {
  40395. this.startTime = performance.now();
  40396. this.oldTime = this.startTime;
  40397. this.elapsedTime = 0;
  40398. this.running = true;
  40399. }
  40400. /**
  40401. * Stops the clock.
  40402. */
  40403. stop() {
  40404. this.getElapsedTime();
  40405. this.running = false;
  40406. this.autoStart = false;
  40407. }
  40408. /**
  40409. * Returns the elapsed time in seconds.
  40410. *
  40411. * @return {number} The elapsed time.
  40412. */
  40413. getElapsedTime() {
  40414. this.getDelta();
  40415. return this.elapsedTime;
  40416. }
  40417. /**
  40418. * Returns the delta time in seconds.
  40419. *
  40420. * @return {number} The delta time.
  40421. */
  40422. getDelta() {
  40423. let diff = 0;
  40424. if ( this.autoStart && ! this.running ) {
  40425. this.start();
  40426. return 0;
  40427. }
  40428. if ( this.running ) {
  40429. const newTime = performance.now();
  40430. diff = ( newTime - this.oldTime ) / 1000;
  40431. this.oldTime = newTime;
  40432. this.elapsedTime += diff;
  40433. }
  40434. return diff;
  40435. }
  40436. }
  40437. /**
  40438. * This class can be used to represent points in 3D space as
  40439. * [Spherical coordinates](https://en.wikipedia.org/wiki/Spherical_coordinate_system).
  40440. */
  40441. class Spherical {
  40442. /**
  40443. * Constructs a new spherical.
  40444. *
  40445. * @param {number} [radius=1] - The radius, or the Euclidean distance (straight-line distance) from the point to the origin.
  40446. * @param {number} [phi=0] - The polar angle in radians from the y (up) axis.
  40447. * @param {number} [theta=0] - The equator/azimuthal angle in radians around the y (up) axis.
  40448. */
  40449. constructor( radius = 1, phi = 0, theta = 0 ) {
  40450. /**
  40451. * The radius, or the Euclidean distance (straight-line distance) from the point to the origin.
  40452. *
  40453. * @type {number}
  40454. * @default 1
  40455. */
  40456. this.radius = radius;
  40457. /**
  40458. * The polar angle in radians from the y (up) axis.
  40459. *
  40460. * @type {number}
  40461. * @default 0
  40462. */
  40463. this.phi = phi;
  40464. /**
  40465. * The equator/azimuthal angle in radians around the y (up) axis.
  40466. *
  40467. * @type {number}
  40468. * @default 0
  40469. */
  40470. this.theta = theta;
  40471. }
  40472. /**
  40473. * Sets the spherical components by copying the given values.
  40474. *
  40475. * @param {number} radius - The radius.
  40476. * @param {number} phi - The polar angle.
  40477. * @param {number} theta - The azimuthal angle.
  40478. * @return {Spherical} A reference to this spherical.
  40479. */
  40480. set( radius, phi, theta ) {
  40481. this.radius = radius;
  40482. this.phi = phi;
  40483. this.theta = theta;
  40484. return this;
  40485. }
  40486. /**
  40487. * Copies the values of the given spherical to this instance.
  40488. *
  40489. * @param {Spherical} other - The spherical to copy.
  40490. * @return {Spherical} A reference to this spherical.
  40491. */
  40492. copy( other ) {
  40493. this.radius = other.radius;
  40494. this.phi = other.phi;
  40495. this.theta = other.theta;
  40496. return this;
  40497. }
  40498. /**
  40499. * Restricts the polar angle [page:.phi phi] to be between `0.000001` and pi -
  40500. * `0.000001`.
  40501. *
  40502. * @return {Spherical} A reference to this spherical.
  40503. */
  40504. makeSafe() {
  40505. const EPS = 0.000001;
  40506. this.phi = clamp( this.phi, EPS, Math.PI - EPS );
  40507. return this;
  40508. }
  40509. /**
  40510. * Sets the spherical components from the given vector which is assumed to hold
  40511. * Cartesian coordinates.
  40512. *
  40513. * @param {Vector3} v - The vector to set.
  40514. * @return {Spherical} A reference to this spherical.
  40515. */
  40516. setFromVector3( v ) {
  40517. return this.setFromCartesianCoords( v.x, v.y, v.z );
  40518. }
  40519. /**
  40520. * Sets the spherical components from the given Cartesian coordinates.
  40521. *
  40522. * @param {number} x - The x value.
  40523. * @param {number} y - The y value.
  40524. * @param {number} z - The z value.
  40525. * @return {Spherical} A reference to this spherical.
  40526. */
  40527. setFromCartesianCoords( x, y, z ) {
  40528. this.radius = Math.sqrt( x * x + y * y + z * z );
  40529. if ( this.radius === 0 ) {
  40530. this.theta = 0;
  40531. this.phi = 0;
  40532. } else {
  40533. this.theta = Math.atan2( x, z );
  40534. this.phi = Math.acos( clamp( y / this.radius, -1, 1 ) );
  40535. }
  40536. return this;
  40537. }
  40538. /**
  40539. * Returns a new spherical with copied values from this instance.
  40540. *
  40541. * @return {Spherical} A clone of this instance.
  40542. */
  40543. clone() {
  40544. return new this.constructor().copy( this );
  40545. }
  40546. }
  40547. /**
  40548. * This class can be used to represent points in 3D space as
  40549. * [Cylindrical coordinates](https://en.wikipedia.org/wiki/Cylindrical_coordinate_system).
  40550. */
  40551. class Cylindrical {
  40552. /**
  40553. * Constructs a new cylindrical.
  40554. *
  40555. * @param {number} [radius=1] - The distance from the origin to a point in the x-z plane.
  40556. * @param {number} [theta=0] - A counterclockwise angle in the x-z plane measured in radians from the positive z-axis.
  40557. * @param {number} [y=0] - The height above the x-z plane.
  40558. */
  40559. constructor( radius = 1, theta = 0, y = 0 ) {
  40560. /**
  40561. * The distance from the origin to a point in the x-z plane.
  40562. *
  40563. * @type {number}
  40564. * @default 1
  40565. */
  40566. this.radius = radius;
  40567. /**
  40568. * A counterclockwise angle in the x-z plane measured in radians from the positive z-axis.
  40569. *
  40570. * @type {number}
  40571. * @default 0
  40572. */
  40573. this.theta = theta;
  40574. /**
  40575. * The height above the x-z plane.
  40576. *
  40577. * @type {number}
  40578. * @default 0
  40579. */
  40580. this.y = y;
  40581. }
  40582. /**
  40583. * Sets the cylindrical components by copying the given values.
  40584. *
  40585. * @param {number} radius - The radius.
  40586. * @param {number} theta - The theta angle.
  40587. * @param {number} y - The height value.
  40588. * @return {Cylindrical} A reference to this cylindrical.
  40589. */
  40590. set( radius, theta, y ) {
  40591. this.radius = radius;
  40592. this.theta = theta;
  40593. this.y = y;
  40594. return this;
  40595. }
  40596. /**
  40597. * Copies the values of the given cylindrical to this instance.
  40598. *
  40599. * @param {Cylindrical} other - The cylindrical to copy.
  40600. * @return {Cylindrical} A reference to this cylindrical.
  40601. */
  40602. copy( other ) {
  40603. this.radius = other.radius;
  40604. this.theta = other.theta;
  40605. this.y = other.y;
  40606. return this;
  40607. }
  40608. /**
  40609. * Sets the cylindrical components from the given vector which is assumed to hold
  40610. * Cartesian coordinates.
  40611. *
  40612. * @param {Vector3} v - The vector to set.
  40613. * @return {Cylindrical} A reference to this cylindrical.
  40614. */
  40615. setFromVector3( v ) {
  40616. return this.setFromCartesianCoords( v.x, v.y, v.z );
  40617. }
  40618. /**
  40619. * Sets the cylindrical components from the given Cartesian coordinates.
  40620. *
  40621. * @param {number} x - The x value.
  40622. * @param {number} y - The x value.
  40623. * @param {number} z - The x value.
  40624. * @return {Cylindrical} A reference to this cylindrical.
  40625. */
  40626. setFromCartesianCoords( x, y, z ) {
  40627. this.radius = Math.sqrt( x * x + z * z );
  40628. this.theta = Math.atan2( x, z );
  40629. this.y = y;
  40630. return this;
  40631. }
  40632. /**
  40633. * Returns a new cylindrical with copied values from this instance.
  40634. *
  40635. * @return {Cylindrical} A clone of this instance.
  40636. */
  40637. clone() {
  40638. return new this.constructor().copy( this );
  40639. }
  40640. }
  40641. /**
  40642. * Represents a 2x2 matrix.
  40643. *
  40644. * A Note on Row-Major and Column-Major Ordering:
  40645. *
  40646. * The constructor and {@link Matrix2#set} method take arguments in
  40647. * [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order)
  40648. * order, while internally they are stored in the {@link Matrix2#elements} array in column-major order.
  40649. * This means that calling:
  40650. * ```js
  40651. * const m = new THREE.Matrix2();
  40652. * m.set( 11, 12,
  40653. * 21, 22 );
  40654. * ```
  40655. * will result in the elements array containing:
  40656. * ```js
  40657. * m.elements = [ 11, 21,
  40658. * 12, 22 ];
  40659. * ```
  40660. * and internally all calculations are performed using column-major ordering.
  40661. * However, as the actual ordering makes no difference mathematically and
  40662. * most people are used to thinking about matrices in row-major order, the
  40663. * three.js documentation shows matrices in row-major order. Just bear in
  40664. * mind that if you are reading the source code, you'll have to take the
  40665. * transpose of any matrices outlined here to make sense of the calculations.
  40666. */
  40667. class Matrix2 {
  40668. /**
  40669. * Constructs a new 2x2 matrix. The arguments are supposed to be
  40670. * in row-major order. If no arguments are provided, the constructor
  40671. * initializes the matrix as an identity matrix.
  40672. *
  40673. * @param {number} [n11] - 1-1 matrix element.
  40674. * @param {number} [n12] - 1-2 matrix element.
  40675. * @param {number} [n21] - 2-1 matrix element.
  40676. * @param {number} [n22] - 2-2 matrix element.
  40677. */
  40678. constructor( n11, n12, n21, n22 ) {
  40679. /**
  40680. * This flag can be used for type testing.
  40681. *
  40682. * @type {boolean}
  40683. * @readonly
  40684. * @default true
  40685. */
  40686. Matrix2.prototype.isMatrix2 = true;
  40687. /**
  40688. * A column-major list of matrix values.
  40689. *
  40690. * @type {Array<number>}
  40691. */
  40692. this.elements = [
  40693. 1, 0,
  40694. 0, 1,
  40695. ];
  40696. if ( n11 !== undefined ) {
  40697. this.set( n11, n12, n21, n22 );
  40698. }
  40699. }
  40700. /**
  40701. * Sets this matrix to the 2x2 identity matrix.
  40702. *
  40703. * @return {Matrix2} A reference to this matrix.
  40704. */
  40705. identity() {
  40706. this.set(
  40707. 1, 0,
  40708. 0, 1,
  40709. );
  40710. return this;
  40711. }
  40712. /**
  40713. * Sets the elements of the matrix from the given array.
  40714. *
  40715. * @param {Array<number>} array - The matrix elements in column-major order.
  40716. * @param {number} [offset=0] - Index of the first element in the array.
  40717. * @return {Matrix2} A reference to this matrix.
  40718. */
  40719. fromArray( array, offset = 0 ) {
  40720. for ( let i = 0; i < 4; i ++ ) {
  40721. this.elements[ i ] = array[ i + offset ];
  40722. }
  40723. return this;
  40724. }
  40725. /**
  40726. * Sets the elements of the matrix.The arguments are supposed to be
  40727. * in row-major order.
  40728. *
  40729. * @param {number} n11 - 1-1 matrix element.
  40730. * @param {number} n12 - 1-2 matrix element.
  40731. * @param {number} n21 - 2-1 matrix element.
  40732. * @param {number} n22 - 2-2 matrix element.
  40733. * @return {Matrix2} A reference to this matrix.
  40734. */
  40735. set( n11, n12, n21, n22 ) {
  40736. const te = this.elements;
  40737. te[ 0 ] = n11; te[ 2 ] = n12;
  40738. te[ 1 ] = n21; te[ 3 ] = n22;
  40739. return this;
  40740. }
  40741. }
  40742. const _vector$4 = /*@__PURE__*/ new Vector2();
  40743. /**
  40744. * Represents an axis-aligned bounding box (AABB) in 2D space.
  40745. */
  40746. class Box2 {
  40747. /**
  40748. * Constructs a new bounding box.
  40749. *
  40750. * @param {Vector2} [min=(Infinity,Infinity)] - A vector representing the lower boundary of the box.
  40751. * @param {Vector2} [max=(-Infinity,-Infinity)] - A vector representing the upper boundary of the box.
  40752. */
  40753. constructor( min = new Vector2( + Infinity, + Infinity ), max = new Vector2( - Infinity, - Infinity ) ) {
  40754. /**
  40755. * This flag can be used for type testing.
  40756. *
  40757. * @type {boolean}
  40758. * @readonly
  40759. * @default true
  40760. */
  40761. this.isBox2 = true;
  40762. /**
  40763. * The lower boundary of the box.
  40764. *
  40765. * @type {Vector2}
  40766. */
  40767. this.min = min;
  40768. /**
  40769. * The upper boundary of the box.
  40770. *
  40771. * @type {Vector2}
  40772. */
  40773. this.max = max;
  40774. }
  40775. /**
  40776. * Sets the lower and upper boundaries of this box.
  40777. * Please note that this method only copies the values from the given objects.
  40778. *
  40779. * @param {Vector2} min - The lower boundary of the box.
  40780. * @param {Vector2} max - The upper boundary of the box.
  40781. * @return {Box2} A reference to this bounding box.
  40782. */
  40783. set( min, max ) {
  40784. this.min.copy( min );
  40785. this.max.copy( max );
  40786. return this;
  40787. }
  40788. /**
  40789. * Sets the upper and lower bounds of this box so it encloses the position data
  40790. * in the given array.
  40791. *
  40792. * @param {Array<Vector2>} points - An array holding 2D position data as instances of {@link Vector2}.
  40793. * @return {Box2} A reference to this bounding box.
  40794. */
  40795. setFromPoints( points ) {
  40796. this.makeEmpty();
  40797. for ( let i = 0, il = points.length; i < il; i ++ ) {
  40798. this.expandByPoint( points[ i ] );
  40799. }
  40800. return this;
  40801. }
  40802. /**
  40803. * Centers this box on the given center vector and sets this box's width, height and
  40804. * depth to the given size values.
  40805. *
  40806. * @param {Vector2} center - The center of the box.
  40807. * @param {Vector2} size - The x and y dimensions of the box.
  40808. * @return {Box2} A reference to this bounding box.
  40809. */
  40810. setFromCenterAndSize( center, size ) {
  40811. const halfSize = _vector$4.copy( size ).multiplyScalar( 0.5 );
  40812. this.min.copy( center ).sub( halfSize );
  40813. this.max.copy( center ).add( halfSize );
  40814. return this;
  40815. }
  40816. /**
  40817. * Returns a new box with copied values from this instance.
  40818. *
  40819. * @return {Box2} A clone of this instance.
  40820. */
  40821. clone() {
  40822. return new this.constructor().copy( this );
  40823. }
  40824. /**
  40825. * Copies the values of the given box to this instance.
  40826. *
  40827. * @param {Box2} box - The box to copy.
  40828. * @return {Box2} A reference to this bounding box.
  40829. */
  40830. copy( box ) {
  40831. this.min.copy( box.min );
  40832. this.max.copy( box.max );
  40833. return this;
  40834. }
  40835. /**
  40836. * Makes this box empty which means in encloses a zero space in 2D.
  40837. *
  40838. * @return {Box2} A reference to this bounding box.
  40839. */
  40840. makeEmpty() {
  40841. this.min.x = this.min.y = + Infinity;
  40842. this.max.x = this.max.y = - Infinity;
  40843. return this;
  40844. }
  40845. /**
  40846. * Returns true if this box includes zero points within its bounds.
  40847. * Note that a box with equal lower and upper bounds still includes one
  40848. * point, the one both bounds share.
  40849. *
  40850. * @return {boolean} Whether this box is empty or not.
  40851. */
  40852. isEmpty() {
  40853. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  40854. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  40855. }
  40856. /**
  40857. * Returns the center point of this box.
  40858. *
  40859. * @param {Vector2} target - The target vector that is used to store the method's result.
  40860. * @return {Vector2} The center point.
  40861. */
  40862. getCenter( target ) {
  40863. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  40864. }
  40865. /**
  40866. * Returns the dimensions of this box.
  40867. *
  40868. * @param {Vector2} target - The target vector that is used to store the method's result.
  40869. * @return {Vector2} The size.
  40870. */
  40871. getSize( target ) {
  40872. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  40873. }
  40874. /**
  40875. * Expands the boundaries of this box to include the given point.
  40876. *
  40877. * @param {Vector2} point - The point that should be included by the bounding box.
  40878. * @return {Box2} A reference to this bounding box.
  40879. */
  40880. expandByPoint( point ) {
  40881. this.min.min( point );
  40882. this.max.max( point );
  40883. return this;
  40884. }
  40885. /**
  40886. * Expands this box equilaterally by the given vector. The width of this
  40887. * box will be expanded by the x component of the vector in both
  40888. * directions. The height of this box will be expanded by the y component of
  40889. * the vector in both directions.
  40890. *
  40891. * @param {Vector2} vector - The vector that should expand the bounding box.
  40892. * @return {Box2} A reference to this bounding box.
  40893. */
  40894. expandByVector( vector ) {
  40895. this.min.sub( vector );
  40896. this.max.add( vector );
  40897. return this;
  40898. }
  40899. /**
  40900. * Expands each dimension of the box by the given scalar. If negative, the
  40901. * dimensions of the box will be contracted.
  40902. *
  40903. * @param {number} scalar - The scalar value that should expand the bounding box.
  40904. * @return {Box2} A reference to this bounding box.
  40905. */
  40906. expandByScalar( scalar ) {
  40907. this.min.addScalar( - scalar );
  40908. this.max.addScalar( scalar );
  40909. return this;
  40910. }
  40911. /**
  40912. * Returns `true` if the given point lies within or on the boundaries of this box.
  40913. *
  40914. * @param {Vector2} point - The point to test.
  40915. * @return {boolean} Whether the bounding box contains the given point or not.
  40916. */
  40917. containsPoint( point ) {
  40918. return point.x >= this.min.x && point.x <= this.max.x &&
  40919. point.y >= this.min.y && point.y <= this.max.y;
  40920. }
  40921. /**
  40922. * Returns `true` if this bounding box includes the entirety of the given bounding box.
  40923. * If this box and the given one are identical, this function also returns `true`.
  40924. *
  40925. * @param {Box2} box - The bounding box to test.
  40926. * @return {boolean} Whether the bounding box contains the given bounding box or not.
  40927. */
  40928. containsBox( box ) {
  40929. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  40930. this.min.y <= box.min.y && box.max.y <= this.max.y;
  40931. }
  40932. /**
  40933. * Returns a point as a proportion of this box's width and height.
  40934. *
  40935. * @param {Vector2} point - A point in 2D space.
  40936. * @param {Vector2} target - The target vector that is used to store the method's result.
  40937. * @return {Vector2} A point as a proportion of this box's width and height.
  40938. */
  40939. getParameter( point, target ) {
  40940. // This can potentially have a divide by zero if the box
  40941. // has a size dimension of 0.
  40942. return target.set(
  40943. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  40944. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  40945. );
  40946. }
  40947. /**
  40948. * Returns `true` if the given bounding box intersects with this bounding box.
  40949. *
  40950. * @param {Box2} box - The bounding box to test.
  40951. * @return {boolean} Whether the given bounding box intersects with this bounding box.
  40952. */
  40953. intersectsBox( box ) {
  40954. // using 4 splitting planes to rule out intersections
  40955. return box.max.x >= this.min.x && box.min.x <= this.max.x &&
  40956. box.max.y >= this.min.y && box.min.y <= this.max.y;
  40957. }
  40958. /**
  40959. * Clamps the given point within the bounds of this box.
  40960. *
  40961. * @param {Vector2} point - The point to clamp.
  40962. * @param {Vector2} target - The target vector that is used to store the method's result.
  40963. * @return {Vector2} The clamped point.
  40964. */
  40965. clampPoint( point, target ) {
  40966. return target.copy( point ).clamp( this.min, this.max );
  40967. }
  40968. /**
  40969. * Returns the euclidean distance from any edge of this box to the specified point. If
  40970. * the given point lies inside of this box, the distance will be `0`.
  40971. *
  40972. * @param {Vector2} point - The point to compute the distance to.
  40973. * @return {number} The euclidean distance.
  40974. */
  40975. distanceToPoint( point ) {
  40976. return this.clampPoint( point, _vector$4 ).distanceTo( point );
  40977. }
  40978. /**
  40979. * Computes the intersection of this bounding box and the given one, setting the upper
  40980. * bound of this box to the lesser of the two boxes' upper bounds and the
  40981. * lower bound of this box to the greater of the two boxes' lower bounds. If
  40982. * there's no overlap, makes this box empty.
  40983. *
  40984. * @param {Box2} box - The bounding box to intersect with.
  40985. * @return {Box2} A reference to this bounding box.
  40986. */
  40987. intersect( box ) {
  40988. this.min.max( box.min );
  40989. this.max.min( box.max );
  40990. if ( this.isEmpty() ) this.makeEmpty();
  40991. return this;
  40992. }
  40993. /**
  40994. * Computes the union of this box and another and the given one, setting the upper
  40995. * bound of this box to the greater of the two boxes' upper bounds and the
  40996. * lower bound of this box to the lesser of the two boxes' lower bounds.
  40997. *
  40998. * @param {Box2} box - The bounding box that will be unioned with this instance.
  40999. * @return {Box2} A reference to this bounding box.
  41000. */
  41001. union( box ) {
  41002. this.min.min( box.min );
  41003. this.max.max( box.max );
  41004. return this;
  41005. }
  41006. /**
  41007. * Adds the given offset to both the upper and lower bounds of this bounding box,
  41008. * effectively moving it in 2D space.
  41009. *
  41010. * @param {Vector2} offset - The offset that should be used to translate the bounding box.
  41011. * @return {Box2} A reference to this bounding box.
  41012. */
  41013. translate( offset ) {
  41014. this.min.add( offset );
  41015. this.max.add( offset );
  41016. return this;
  41017. }
  41018. /**
  41019. * Returns `true` if this bounding box is equal with the given one.
  41020. *
  41021. * @param {Box2} box - The box to test for equality.
  41022. * @return {boolean} Whether this bounding box is equal with the given one.
  41023. */
  41024. equals( box ) {
  41025. return box.min.equals( this.min ) && box.max.equals( this.max );
  41026. }
  41027. }
  41028. const _startP = /*@__PURE__*/ new Vector3();
  41029. const _startEnd = /*@__PURE__*/ new Vector3();
  41030. const _d1 = /*@__PURE__*/ new Vector3();
  41031. const _d2 = /*@__PURE__*/ new Vector3();
  41032. const _r = /*@__PURE__*/ new Vector3();
  41033. const _c1 = /*@__PURE__*/ new Vector3();
  41034. const _c2 = /*@__PURE__*/ new Vector3();
  41035. /**
  41036. * An analytical line segment in 3D space represented by a start and end point.
  41037. */
  41038. class Line3 {
  41039. /**
  41040. * Constructs a new line segment.
  41041. *
  41042. * @param {Vector3} [start=(0,0,0)] - Start of the line segment.
  41043. * @param {Vector3} [end=(0,0,0)] - End of the line segment.
  41044. */
  41045. constructor( start = new Vector3(), end = new Vector3() ) {
  41046. /**
  41047. * Start of the line segment.
  41048. *
  41049. * @type {Vector3}
  41050. */
  41051. this.start = start;
  41052. /**
  41053. * End of the line segment.
  41054. *
  41055. * @type {Vector3}
  41056. */
  41057. this.end = end;
  41058. }
  41059. /**
  41060. * Sets the start and end values by copying the given vectors.
  41061. *
  41062. * @param {Vector3} start - The start point.
  41063. * @param {Vector3} end - The end point.
  41064. * @return {Line3} A reference to this line segment.
  41065. */
  41066. set( start, end ) {
  41067. this.start.copy( start );
  41068. this.end.copy( end );
  41069. return this;
  41070. }
  41071. /**
  41072. * Copies the values of the given line segment to this instance.
  41073. *
  41074. * @param {Line3} line - The line segment to copy.
  41075. * @return {Line3} A reference to this line segment.
  41076. */
  41077. copy( line ) {
  41078. this.start.copy( line.start );
  41079. this.end.copy( line.end );
  41080. return this;
  41081. }
  41082. /**
  41083. * Returns the center of the line segment.
  41084. *
  41085. * @param {Vector3} target - The target vector that is used to store the method's result.
  41086. * @return {Vector3} The center point.
  41087. */
  41088. getCenter( target ) {
  41089. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  41090. }
  41091. /**
  41092. * Returns the delta vector of the line segment's start and end point.
  41093. *
  41094. * @param {Vector3} target - The target vector that is used to store the method's result.
  41095. * @return {Vector3} The delta vector.
  41096. */
  41097. delta( target ) {
  41098. return target.subVectors( this.end, this.start );
  41099. }
  41100. /**
  41101. * Returns the squared Euclidean distance between the line' start and end point.
  41102. *
  41103. * @return {number} The squared Euclidean distance.
  41104. */
  41105. distanceSq() {
  41106. return this.start.distanceToSquared( this.end );
  41107. }
  41108. /**
  41109. * Returns the Euclidean distance between the line' start and end point.
  41110. *
  41111. * @return {number} The Euclidean distance.
  41112. */
  41113. distance() {
  41114. return this.start.distanceTo( this.end );
  41115. }
  41116. /**
  41117. * Returns a vector at a certain position along the line segment.
  41118. *
  41119. * @param {number} t - A value between `[0,1]` to represent a position along the line segment.
  41120. * @param {Vector3} target - The target vector that is used to store the method's result.
  41121. * @return {Vector3} The delta vector.
  41122. */
  41123. at( t, target ) {
  41124. return this.delta( target ).multiplyScalar( t ).add( this.start );
  41125. }
  41126. /**
  41127. * Returns a point parameter based on the closest point as projected on the line segment.
  41128. *
  41129. * @param {Vector3} point - The point for which to return a point parameter.
  41130. * @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not.
  41131. * @return {number} The point parameter.
  41132. */
  41133. closestPointToPointParameter( point, clampToLine ) {
  41134. _startP.subVectors( point, this.start );
  41135. _startEnd.subVectors( this.end, this.start );
  41136. const startEnd2 = _startEnd.dot( _startEnd );
  41137. const startEnd_startP = _startEnd.dot( _startP );
  41138. let t = startEnd_startP / startEnd2;
  41139. if ( clampToLine ) {
  41140. t = clamp( t, 0, 1 );
  41141. }
  41142. return t;
  41143. }
  41144. /**
  41145. * Returns the closest point on the line for a given point.
  41146. *
  41147. * @param {Vector3} point - The point to compute the closest point on the line for.
  41148. * @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not.
  41149. * @param {Vector3} target - The target vector that is used to store the method's result.
  41150. * @return {Vector3} The closest point on the line.
  41151. */
  41152. closestPointToPoint( point, clampToLine, target ) {
  41153. const t = this.closestPointToPointParameter( point, clampToLine );
  41154. return this.delta( target ).multiplyScalar( t ).add( this.start );
  41155. }
  41156. /**
  41157. * Returns the closest squared distance between this line segment and the given one.
  41158. *
  41159. * @param {Line3} line - The line segment to compute the closest squared distance to.
  41160. * @param {Vector3} [c1] - The closest point on this line segment.
  41161. * @param {Vector3} [c2] - The closest point on the given line segment.
  41162. * @return {number} The squared distance between this line segment and the given one.
  41163. */
  41164. distanceSqToLine3( line, c1 = _c1, c2 = _c2 ) {
  41165. // from Real-Time Collision Detection by Christer Ericson, chapter 5.1.9
  41166. // Computes closest points C1 and C2 of S1(s)=P1+s*(Q1-P1) and
  41167. // S2(t)=P2+t*(Q2-P2), returning s and t. Function result is squared
  41168. // distance between between S1(s) and S2(t)
  41169. const EPSILON = 1e-8 * 1e-8; // must be squared since we compare squared length
  41170. let s, t;
  41171. const p1 = this.start;
  41172. const p2 = line.start;
  41173. const q1 = this.end;
  41174. const q2 = line.end;
  41175. _d1.subVectors( q1, p1 ); // Direction vector of segment S1
  41176. _d2.subVectors( q2, p2 ); // Direction vector of segment S2
  41177. _r.subVectors( p1, p2 );
  41178. const a = _d1.dot( _d1 ); // Squared length of segment S1, always nonnegative
  41179. const e = _d2.dot( _d2 ); // Squared length of segment S2, always nonnegative
  41180. const f = _d2.dot( _r );
  41181. // Check if either or both segments degenerate into points
  41182. if ( a <= EPSILON && e <= EPSILON ) {
  41183. // Both segments degenerate into points
  41184. c1.copy( p1 );
  41185. c2.copy( p2 );
  41186. c1.sub( c2 );
  41187. return c1.dot( c1 );
  41188. }
  41189. if ( a <= EPSILON ) {
  41190. // First segment degenerates into a point
  41191. s = 0;
  41192. t = f / e; // s = 0 => t = (b*s + f) / e = f / e
  41193. t = clamp( t, 0, 1 );
  41194. } else {
  41195. const c = _d1.dot( _r );
  41196. if ( e <= EPSILON ) {
  41197. // Second segment degenerates into a point
  41198. t = 0;
  41199. s = clamp( - c / a, 0, 1 ); // t = 0 => s = (b*t - c) / a = -c / a
  41200. } else {
  41201. // The general nondegenerate case starts here
  41202. const b = _d1.dot( _d2 );
  41203. const denom = a * e - b * b; // Always nonnegative
  41204. // If segments not parallel, compute closest point on L1 to L2 and
  41205. // clamp to segment S1. Else pick arbitrary s (here 0)
  41206. if ( denom !== 0 ) {
  41207. s = clamp( ( b * f - c * e ) / denom, 0, 1 );
  41208. } else {
  41209. s = 0;
  41210. }
  41211. // Compute point on L2 closest to S1(s) using
  41212. // t = Dot((P1 + D1*s) - P2,D2) / Dot(D2,D2) = (b*s + f) / e
  41213. t = ( b * s + f ) / e;
  41214. // If t in [0,1] done. Else clamp t, recompute s for the new value
  41215. // of t using s = Dot((P2 + D2*t) - P1,D1) / Dot(D1,D1)= (t*b - c) / a
  41216. // and clamp s to [0, 1]
  41217. if ( t < 0 ) {
  41218. t = 0.;
  41219. s = clamp( - c / a, 0, 1 );
  41220. } else if ( t > 1 ) {
  41221. t = 1;
  41222. s = clamp( ( b - c ) / a, 0, 1 );
  41223. }
  41224. }
  41225. }
  41226. c1.copy( p1 ).addScaledVector( _d1, s );
  41227. c2.copy( p2 ).addScaledVector( _d2, t );
  41228. return c1.distanceToSquared( c2 );
  41229. }
  41230. /**
  41231. * Applies a 4x4 transformation matrix to this line segment.
  41232. *
  41233. * @param {Matrix4} matrix - The transformation matrix.
  41234. * @return {Line3} A reference to this line segment.
  41235. */
  41236. applyMatrix4( matrix ) {
  41237. this.start.applyMatrix4( matrix );
  41238. this.end.applyMatrix4( matrix );
  41239. return this;
  41240. }
  41241. /**
  41242. * Returns `true` if this line segment is equal with the given one.
  41243. *
  41244. * @param {Line3} line - The line segment to test for equality.
  41245. * @return {boolean} Whether this line segment is equal with the given one.
  41246. */
  41247. equals( line ) {
  41248. return line.start.equals( this.start ) && line.end.equals( this.end );
  41249. }
  41250. /**
  41251. * Returns a new line segment with copied values from this instance.
  41252. *
  41253. * @return {Line3} A clone of this instance.
  41254. */
  41255. clone() {
  41256. return new this.constructor().copy( this );
  41257. }
  41258. }
  41259. const _vector$3 = /*@__PURE__*/ new Vector3();
  41260. /**
  41261. * This displays a cone shaped helper object for a {@link SpotLight}.
  41262. *
  41263. * When the spot light or its target are transformed or light properties are
  41264. * changed, it's necessary to call the `update()` method of the respective helper.
  41265. *
  41266. * ```js
  41267. * const spotLight = new THREE.SpotLight( 0xffffff );
  41268. * spotLight.position.set( 10, 10, 10 );
  41269. * scene.add( spotLight );
  41270. *
  41271. * const spotLightHelper = new THREE.SpotLightHelper( spotLight );
  41272. * scene.add( spotLightHelper );
  41273. * ```
  41274. *
  41275. * @augments Object3D
  41276. */
  41277. class SpotLightHelper extends Object3D {
  41278. /**
  41279. * Constructs a new spot light helper.
  41280. *
  41281. * @param {HemisphereLight} light - The light to be visualized.
  41282. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  41283. * the color of the light.
  41284. */
  41285. constructor( light, color ) {
  41286. super();
  41287. /**
  41288. * The light being visualized.
  41289. *
  41290. * @type {SpotLight}
  41291. */
  41292. this.light = light;
  41293. this.matrixAutoUpdate = false;
  41294. /**
  41295. * The color parameter passed in the constructor.
  41296. * If not set, the helper will take the color of the light.
  41297. *
  41298. * @type {number|Color|string}
  41299. */
  41300. this.color = color;
  41301. this.type = 'SpotLightHelper';
  41302. const geometry = new BufferGeometry();
  41303. const positions = [
  41304. 0, 0, 0, 0, 0, 1,
  41305. 0, 0, 0, 1, 0, 1,
  41306. 0, 0, 0, -1, 0, 1,
  41307. 0, 0, 0, 0, 1, 1,
  41308. 0, 0, 0, 0, -1, 1
  41309. ];
  41310. for ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  41311. const p1 = ( i / l ) * Math.PI * 2;
  41312. const p2 = ( j / l ) * Math.PI * 2;
  41313. positions.push(
  41314. Math.cos( p1 ), Math.sin( p1 ), 1,
  41315. Math.cos( p2 ), Math.sin( p2 ), 1
  41316. );
  41317. }
  41318. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  41319. const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  41320. this.cone = new LineSegments( geometry, material );
  41321. this.add( this.cone );
  41322. this.update();
  41323. }
  41324. /**
  41325. * Frees the GPU-related resources allocated by this instance. Call this
  41326. * method whenever this instance is no longer used in your app.
  41327. */
  41328. dispose() {
  41329. this.cone.geometry.dispose();
  41330. this.cone.material.dispose();
  41331. }
  41332. /**
  41333. * Updates the helper to match the position and direction of the
  41334. * light being visualized.
  41335. */
  41336. update() {
  41337. this.light.updateWorldMatrix( true, false );
  41338. this.light.target.updateWorldMatrix( true, false );
  41339. // update the local matrix based on the parent and light target transforms
  41340. if ( this.parent ) {
  41341. this.parent.updateWorldMatrix( true );
  41342. this.matrix
  41343. .copy( this.parent.matrixWorld )
  41344. .invert()
  41345. .multiply( this.light.matrixWorld );
  41346. } else {
  41347. this.matrix.copy( this.light.matrixWorld );
  41348. }
  41349. this.matrixWorld.copy( this.light.matrixWorld );
  41350. const coneLength = this.light.distance ? this.light.distance : 1000;
  41351. const coneWidth = coneLength * Math.tan( this.light.angle );
  41352. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  41353. _vector$3.setFromMatrixPosition( this.light.target.matrixWorld );
  41354. this.cone.lookAt( _vector$3 );
  41355. if ( this.color !== undefined ) {
  41356. this.cone.material.color.set( this.color );
  41357. } else {
  41358. this.cone.material.color.copy( this.light.color );
  41359. }
  41360. }
  41361. }
  41362. const _vector$2 = /*@__PURE__*/ new Vector3();
  41363. const _boneMatrix = /*@__PURE__*/ new Matrix4();
  41364. const _matrixWorldInv = /*@__PURE__*/ new Matrix4();
  41365. /**
  41366. * A helper object to assist with visualizing a {@link Skeleton}.
  41367. *
  41368. * ```js
  41369. * const helper = new THREE.SkeletonHelper( skinnedMesh );
  41370. * scene.add( helper );
  41371. * ```
  41372. *
  41373. * @augments LineSegments
  41374. */
  41375. class SkeletonHelper extends LineSegments {
  41376. /**
  41377. * Constructs a new skeleton helper.
  41378. *
  41379. * @param {Object3D} object - Usually an instance of {@link SkinnedMesh}. However, any 3D object
  41380. * can be used if it represents a hierarchy of bones (see {@link Bone}).
  41381. */
  41382. constructor( object ) {
  41383. const bones = getBoneList( object );
  41384. const geometry = new BufferGeometry();
  41385. const vertices = [];
  41386. const colors = [];
  41387. for ( let i = 0; i < bones.length; i ++ ) {
  41388. const bone = bones[ i ];
  41389. if ( bone.parent && bone.parent.isBone ) {
  41390. vertices.push( 0, 0, 0 );
  41391. vertices.push( 0, 0, 0 );
  41392. colors.push( 0, 0, 0 );
  41393. colors.push( 0, 0, 0 );
  41394. }
  41395. }
  41396. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41397. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41398. const material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );
  41399. super( geometry, material );
  41400. /**
  41401. * This flag can be used for type testing.
  41402. *
  41403. * @type {boolean}
  41404. * @readonly
  41405. * @default true
  41406. */
  41407. this.isSkeletonHelper = true;
  41408. this.type = 'SkeletonHelper';
  41409. /**
  41410. * The object being visualized.
  41411. *
  41412. * @type {Object3D}
  41413. */
  41414. this.root = object;
  41415. /**
  41416. * The list of bones that the helper visualizes.
  41417. *
  41418. * @type {Array<Bone>}
  41419. */
  41420. this.bones = bones;
  41421. this.matrix = object.matrixWorld;
  41422. this.matrixAutoUpdate = false;
  41423. // colors
  41424. const color1 = new Color( 0x0000ff );
  41425. const color2 = new Color( 0x00ff00 );
  41426. this.setColors( color1, color2 );
  41427. }
  41428. updateMatrixWorld( force ) {
  41429. const bones = this.bones;
  41430. const geometry = this.geometry;
  41431. const position = geometry.getAttribute( 'position' );
  41432. _matrixWorldInv.copy( this.root.matrixWorld ).invert();
  41433. for ( let i = 0, j = 0; i < bones.length; i ++ ) {
  41434. const bone = bones[ i ];
  41435. if ( bone.parent && bone.parent.isBone ) {
  41436. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  41437. _vector$2.setFromMatrixPosition( _boneMatrix );
  41438. position.setXYZ( j, _vector$2.x, _vector$2.y, _vector$2.z );
  41439. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  41440. _vector$2.setFromMatrixPosition( _boneMatrix );
  41441. position.setXYZ( j + 1, _vector$2.x, _vector$2.y, _vector$2.z );
  41442. j += 2;
  41443. }
  41444. }
  41445. geometry.getAttribute( 'position' ).needsUpdate = true;
  41446. super.updateMatrixWorld( force );
  41447. }
  41448. /**
  41449. * Defines the colors of the helper.
  41450. *
  41451. * @param {Color} color1 - The first line color for each bone.
  41452. * @param {Color} color2 - The second line color for each bone.
  41453. * @return {SkeletonHelper} A reference to this helper.
  41454. */
  41455. setColors( color1, color2 ) {
  41456. const geometry = this.geometry;
  41457. const colorAttribute = geometry.getAttribute( 'color' );
  41458. for ( let i = 0; i < colorAttribute.count; i += 2 ) {
  41459. colorAttribute.setXYZ( i, color1.r, color1.g, color1.b );
  41460. colorAttribute.setXYZ( i + 1, color2.r, color2.g, color2.b );
  41461. }
  41462. colorAttribute.needsUpdate = true;
  41463. return this;
  41464. }
  41465. /**
  41466. * Frees the GPU-related resources allocated by this instance. Call this
  41467. * method whenever this instance is no longer used in your app.
  41468. */
  41469. dispose() {
  41470. this.geometry.dispose();
  41471. this.material.dispose();
  41472. }
  41473. }
  41474. function getBoneList( object ) {
  41475. const boneList = [];
  41476. if ( object.isBone === true ) {
  41477. boneList.push( object );
  41478. }
  41479. for ( let i = 0; i < object.children.length; i ++ ) {
  41480. boneList.push( ...getBoneList( object.children[ i ] ) );
  41481. }
  41482. return boneList;
  41483. }
  41484. /**
  41485. * This displays a helper object consisting of a spherical mesh for
  41486. * visualizing an instance of {@link PointLight}.
  41487. *
  41488. * ```js
  41489. * const pointLight = new THREE.PointLight( 0xff0000, 1, 100 );
  41490. * pointLight.position.set( 10, 10, 10 );
  41491. * scene.add( pointLight );
  41492. *
  41493. * const sphereSize = 1;
  41494. * const pointLightHelper = new THREE.PointLightHelper( pointLight, sphereSize );
  41495. * scene.add( pointLightHelper );
  41496. * ```
  41497. *
  41498. * @augments Mesh
  41499. */
  41500. class PointLightHelper extends Mesh {
  41501. /**
  41502. * Constructs a new point light helper.
  41503. *
  41504. * @param {PointLight} light - The light to be visualized.
  41505. * @param {number} [sphereSize=1] - The size of the sphere helper.
  41506. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  41507. * the color of the light.
  41508. */
  41509. constructor( light, sphereSize, color ) {
  41510. const geometry = new SphereGeometry( sphereSize, 4, 2 );
  41511. const material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  41512. super( geometry, material );
  41513. /**
  41514. * The light being visualized.
  41515. *
  41516. * @type {PointLight}
  41517. */
  41518. this.light = light;
  41519. /**
  41520. * The color parameter passed in the constructor.
  41521. * If not set, the helper will take the color of the light.
  41522. *
  41523. * @type {number|Color|string}
  41524. */
  41525. this.color = color;
  41526. this.type = 'PointLightHelper';
  41527. this.matrix = this.light.matrixWorld;
  41528. this.matrixAutoUpdate = false;
  41529. this.update();
  41530. }
  41531. /**
  41532. * Frees the GPU-related resources allocated by this instance. Call this
  41533. * method whenever this instance is no longer used in your app.
  41534. */
  41535. dispose() {
  41536. this.geometry.dispose();
  41537. this.material.dispose();
  41538. }
  41539. /**
  41540. * Updates the helper to match the position of the
  41541. * light being visualized.
  41542. */
  41543. update() {
  41544. this.light.updateWorldMatrix( true, false );
  41545. if ( this.color !== undefined ) {
  41546. this.material.color.set( this.color );
  41547. } else {
  41548. this.material.color.copy( this.light.color );
  41549. }
  41550. /*
  41551. const d = this.light.distance;
  41552. if ( d === 0.0 ) {
  41553. this.lightDistance.visible = false;
  41554. } else {
  41555. this.lightDistance.visible = true;
  41556. this.lightDistance.scale.set( d, d, d );
  41557. }
  41558. */
  41559. }
  41560. }
  41561. const _vector$1 = /*@__PURE__*/ new Vector3();
  41562. const _color1 = /*@__PURE__*/ new Color();
  41563. const _color2 = /*@__PURE__*/ new Color();
  41564. /**
  41565. * Creates a visual aid consisting of a spherical mesh for a
  41566. * given {@link HemisphereLight}.
  41567. *
  41568. * When the hemisphere light is transformed or its light properties are changed,
  41569. * it's necessary to call the `update()` method of the respective helper.
  41570. *
  41571. * ```js
  41572. * const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
  41573. * const helper = new THREE.HemisphereLightHelper( light, 5 );
  41574. * scene.add( helper );
  41575. * ```
  41576. *
  41577. * @augments Object3D
  41578. */
  41579. class HemisphereLightHelper extends Object3D {
  41580. /**
  41581. * Constructs a new hemisphere light helper.
  41582. *
  41583. * @param {HemisphereLight} light - The light to be visualized.
  41584. * @param {number} [size=1] - The size of the mesh used to visualize the light.
  41585. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  41586. * the color of the light.
  41587. */
  41588. constructor( light, size, color ) {
  41589. super();
  41590. /**
  41591. * The light being visualized.
  41592. *
  41593. * @type {HemisphereLight}
  41594. */
  41595. this.light = light;
  41596. this.matrix = light.matrixWorld;
  41597. this.matrixAutoUpdate = false;
  41598. /**
  41599. * The color parameter passed in the constructor.
  41600. * If not set, the helper will take the color of the light.
  41601. *
  41602. * @type {number|Color|string}
  41603. */
  41604. this.color = color;
  41605. this.type = 'HemisphereLightHelper';
  41606. const geometry = new OctahedronGeometry( size );
  41607. geometry.rotateY( Math.PI * 0.5 );
  41608. this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  41609. if ( this.color === undefined ) this.material.vertexColors = true;
  41610. const position = geometry.getAttribute( 'position' );
  41611. const colors = new Float32Array( position.count * 3 );
  41612. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  41613. this.add( new Mesh( geometry, this.material ) );
  41614. this.update();
  41615. }
  41616. /**
  41617. * Frees the GPU-related resources allocated by this instance. Call this
  41618. * method whenever this instance is no longer used in your app.
  41619. */
  41620. dispose() {
  41621. this.children[ 0 ].geometry.dispose();
  41622. this.children[ 0 ].material.dispose();
  41623. }
  41624. /**
  41625. * Updates the helper to match the position and direction of the
  41626. * light being visualized.
  41627. */
  41628. update() {
  41629. const mesh = this.children[ 0 ];
  41630. if ( this.color !== undefined ) {
  41631. this.material.color.set( this.color );
  41632. } else {
  41633. const colors = mesh.geometry.getAttribute( 'color' );
  41634. _color1.copy( this.light.color );
  41635. _color2.copy( this.light.groundColor );
  41636. for ( let i = 0, l = colors.count; i < l; i ++ ) {
  41637. const color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  41638. colors.setXYZ( i, color.r, color.g, color.b );
  41639. }
  41640. colors.needsUpdate = true;
  41641. }
  41642. this.light.updateWorldMatrix( true, false );
  41643. mesh.lookAt( _vector$1.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  41644. }
  41645. }
  41646. /**
  41647. * The helper is an object to define grids. Grids are two-dimensional
  41648. * arrays of lines.
  41649. *
  41650. * ```js
  41651. * const size = 10;
  41652. * const divisions = 10;
  41653. *
  41654. * const gridHelper = new THREE.GridHelper( size, divisions );
  41655. * scene.add( gridHelper );
  41656. * ```
  41657. *
  41658. * @augments LineSegments
  41659. */
  41660. class GridHelper extends LineSegments {
  41661. /**
  41662. * Constructs a new grid helper.
  41663. *
  41664. * @param {number} [size=10] - The size of the grid.
  41665. * @param {number} [divisions=10] - The number of divisions across the grid.
  41666. * @param {number|Color|string} [color1=0x444444] - The color of the center line.
  41667. * @param {number|Color|string} [color2=0x888888] - The color of the lines of the grid.
  41668. */
  41669. constructor( size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888 ) {
  41670. color1 = new Color( color1 );
  41671. color2 = new Color( color2 );
  41672. const center = divisions / 2;
  41673. const step = size / divisions;
  41674. const halfSize = size / 2;
  41675. const vertices = [], colors = [];
  41676. for ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  41677. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  41678. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  41679. const color = i === center ? color1 : color2;
  41680. color.toArray( colors, j ); j += 3;
  41681. color.toArray( colors, j ); j += 3;
  41682. color.toArray( colors, j ); j += 3;
  41683. color.toArray( colors, j ); j += 3;
  41684. }
  41685. const geometry = new BufferGeometry();
  41686. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41687. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41688. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  41689. super( geometry, material );
  41690. this.type = 'GridHelper';
  41691. }
  41692. /**
  41693. * Frees the GPU-related resources allocated by this instance. Call this
  41694. * method whenever this instance is no longer used in your app.
  41695. */
  41696. dispose() {
  41697. this.geometry.dispose();
  41698. this.material.dispose();
  41699. }
  41700. }
  41701. /**
  41702. * This helper is an object to define polar grids. Grids are
  41703. * two-dimensional arrays of lines.
  41704. *
  41705. * ```js
  41706. * const radius = 10;
  41707. * const sectors = 16;
  41708. * const rings = 8;
  41709. * const divisions = 64;
  41710. *
  41711. * const helper = new THREE.PolarGridHelper( radius, sectors, rings, divisions );
  41712. * scene.add( helper );
  41713. * ```
  41714. *
  41715. * @augments LineSegments
  41716. */
  41717. class PolarGridHelper extends LineSegments {
  41718. /**
  41719. * Constructs a new polar grid helper.
  41720. *
  41721. * @param {number} [radius=10] - The radius of the polar grid. This can be any positive number.
  41722. * @param {number} [sectors=16] - The number of sectors the grid will be divided into. This can be any positive integer.
  41723. * @param {number} [rings=16] - The number of rings. This can be any positive integer.
  41724. * @param {number} [divisions=64] - The number of line segments used for each circle. This can be any positive integer.
  41725. * @param {number|Color|string} [color1=0x444444] - The first color used for grid elements.
  41726. * @param {number|Color|string} [color2=0x888888] - The second color used for grid elements.
  41727. */
  41728. constructor( radius = 10, sectors = 16, rings = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888 ) {
  41729. color1 = new Color( color1 );
  41730. color2 = new Color( color2 );
  41731. const vertices = [];
  41732. const colors = [];
  41733. // create the sectors
  41734. if ( sectors > 1 ) {
  41735. for ( let i = 0; i < sectors; i ++ ) {
  41736. const v = ( i / sectors ) * ( Math.PI * 2 );
  41737. const x = Math.sin( v ) * radius;
  41738. const z = Math.cos( v ) * radius;
  41739. vertices.push( 0, 0, 0 );
  41740. vertices.push( x, 0, z );
  41741. const color = ( i & 1 ) ? color1 : color2;
  41742. colors.push( color.r, color.g, color.b );
  41743. colors.push( color.r, color.g, color.b );
  41744. }
  41745. }
  41746. // create the rings
  41747. for ( let i = 0; i < rings; i ++ ) {
  41748. const color = ( i & 1 ) ? color1 : color2;
  41749. const r = radius - ( radius / rings * i );
  41750. for ( let j = 0; j < divisions; j ++ ) {
  41751. // first vertex
  41752. let v = ( j / divisions ) * ( Math.PI * 2 );
  41753. let x = Math.sin( v ) * r;
  41754. let z = Math.cos( v ) * r;
  41755. vertices.push( x, 0, z );
  41756. colors.push( color.r, color.g, color.b );
  41757. // second vertex
  41758. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  41759. x = Math.sin( v ) * r;
  41760. z = Math.cos( v ) * r;
  41761. vertices.push( x, 0, z );
  41762. colors.push( color.r, color.g, color.b );
  41763. }
  41764. }
  41765. const geometry = new BufferGeometry();
  41766. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41767. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41768. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  41769. super( geometry, material );
  41770. this.type = 'PolarGridHelper';
  41771. }
  41772. /**
  41773. * Frees the GPU-related resources allocated by this instance. Call this
  41774. * method whenever this instance is no longer used in your app.
  41775. */
  41776. dispose() {
  41777. this.geometry.dispose();
  41778. this.material.dispose();
  41779. }
  41780. }
  41781. const _v1 = /*@__PURE__*/ new Vector3();
  41782. const _v2 = /*@__PURE__*/ new Vector3();
  41783. const _v3 = /*@__PURE__*/ new Vector3();
  41784. /**
  41785. * Helper object to assist with visualizing a {@link DirectionalLight}'s
  41786. * effect on the scene. This consists of a plane and a line representing the
  41787. * light's position and direction.
  41788. *
  41789. * When the directional light or its target are transformed or light properties
  41790. * are changed, it's necessary to call the `update()` method of the respective helper.
  41791. *
  41792. * ```js
  41793. * const light = new THREE.DirectionalLight( 0xFFFFFF );
  41794. * scene.add( light );
  41795. *
  41796. * const helper = new THREE.DirectionalLightHelper( light, 5 );
  41797. * scene.add( helper );
  41798. * ```
  41799. *
  41800. * @augments Object3D
  41801. */
  41802. class DirectionalLightHelper extends Object3D {
  41803. /**
  41804. * Constructs a new directional light helper.
  41805. *
  41806. * @param {DirectionalLight} light - The light to be visualized.
  41807. * @param {number} [size=1] - The dimensions of the plane.
  41808. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  41809. * the color of the light.
  41810. */
  41811. constructor( light, size, color ) {
  41812. super();
  41813. /**
  41814. * The light being visualized.
  41815. *
  41816. * @type {DirectionalLight}
  41817. */
  41818. this.light = light;
  41819. this.matrix = light.matrixWorld;
  41820. this.matrixAutoUpdate = false;
  41821. /**
  41822. * The color parameter passed in the constructor.
  41823. * If not set, the helper will take the color of the light.
  41824. *
  41825. * @type {number|Color|string}
  41826. */
  41827. this.color = color;
  41828. this.type = 'DirectionalLightHelper';
  41829. if ( size === undefined ) size = 1;
  41830. let geometry = new BufferGeometry();
  41831. geometry.setAttribute( 'position', new Float32BufferAttribute( [
  41832. - size, size, 0,
  41833. size, size, 0,
  41834. size, - size, 0,
  41835. - size, - size, 0,
  41836. - size, size, 0
  41837. ], 3 ) );
  41838. const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  41839. /**
  41840. * Contains the line showing the location of the directional light.
  41841. *
  41842. * @type {Line}
  41843. */
  41844. this.lightPlane = new Line( geometry, material );
  41845. this.add( this.lightPlane );
  41846. geometry = new BufferGeometry();
  41847. geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  41848. /**
  41849. * Represents the target line of the directional light.
  41850. *
  41851. * @type {Line}
  41852. */
  41853. this.targetLine = new Line( geometry, material );
  41854. this.add( this.targetLine );
  41855. this.update();
  41856. }
  41857. /**
  41858. * Frees the GPU-related resources allocated by this instance. Call this
  41859. * method whenever this instance is no longer used in your app.
  41860. */
  41861. dispose() {
  41862. this.lightPlane.geometry.dispose();
  41863. this.lightPlane.material.dispose();
  41864. this.targetLine.geometry.dispose();
  41865. this.targetLine.material.dispose();
  41866. }
  41867. /**
  41868. * Updates the helper to match the position and direction of the
  41869. * light being visualized.
  41870. */
  41871. update() {
  41872. this.light.updateWorldMatrix( true, false );
  41873. this.light.target.updateWorldMatrix( true, false );
  41874. _v1.setFromMatrixPosition( this.light.matrixWorld );
  41875. _v2.setFromMatrixPosition( this.light.target.matrixWorld );
  41876. _v3.subVectors( _v2, _v1 );
  41877. this.lightPlane.lookAt( _v2 );
  41878. if ( this.color !== undefined ) {
  41879. this.lightPlane.material.color.set( this.color );
  41880. this.targetLine.material.color.set( this.color );
  41881. } else {
  41882. this.lightPlane.material.color.copy( this.light.color );
  41883. this.targetLine.material.color.copy( this.light.color );
  41884. }
  41885. this.targetLine.lookAt( _v2 );
  41886. this.targetLine.scale.z = _v3.length();
  41887. }
  41888. }
  41889. const _vector = /*@__PURE__*/ new Vector3();
  41890. const _camera = /*@__PURE__*/ new Camera();
  41891. /**
  41892. * This helps with visualizing what a camera contains in its frustum. It
  41893. * visualizes the frustum of a camera using a line segments.
  41894. *
  41895. * Based on frustum visualization in [lightgl.js shadowmap example](https://github.com/evanw/lightgl.js/blob/master/tests/shadowmap.html).
  41896. *
  41897. * `CameraHelper` must be a child of the scene.
  41898. *
  41899. * When the camera is transformed or its projection matrix is changed, it's necessary
  41900. * to call the `update()` method of the respective helper.
  41901. *
  41902. * ```js
  41903. * const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
  41904. * const helper = new THREE.CameraHelper( camera );
  41905. * scene.add( helper );
  41906. * ```
  41907. *
  41908. * @augments LineSegments
  41909. */
  41910. class CameraHelper extends LineSegments {
  41911. /**
  41912. * Constructs a new arrow helper.
  41913. *
  41914. * @param {Camera} camera - The camera to visualize.
  41915. */
  41916. constructor( camera ) {
  41917. const geometry = new BufferGeometry();
  41918. const material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );
  41919. const vertices = [];
  41920. const colors = [];
  41921. const pointMap = {};
  41922. // near
  41923. addLine( 'n1', 'n2' );
  41924. addLine( 'n2', 'n4' );
  41925. addLine( 'n4', 'n3' );
  41926. addLine( 'n3', 'n1' );
  41927. // far
  41928. addLine( 'f1', 'f2' );
  41929. addLine( 'f2', 'f4' );
  41930. addLine( 'f4', 'f3' );
  41931. addLine( 'f3', 'f1' );
  41932. // sides
  41933. addLine( 'n1', 'f1' );
  41934. addLine( 'n2', 'f2' );
  41935. addLine( 'n3', 'f3' );
  41936. addLine( 'n4', 'f4' );
  41937. // cone
  41938. addLine( 'p', 'n1' );
  41939. addLine( 'p', 'n2' );
  41940. addLine( 'p', 'n3' );
  41941. addLine( 'p', 'n4' );
  41942. // up
  41943. addLine( 'u1', 'u2' );
  41944. addLine( 'u2', 'u3' );
  41945. addLine( 'u3', 'u1' );
  41946. // target
  41947. addLine( 'c', 't' );
  41948. addLine( 'p', 'c' );
  41949. // cross
  41950. addLine( 'cn1', 'cn2' );
  41951. addLine( 'cn3', 'cn4' );
  41952. addLine( 'cf1', 'cf2' );
  41953. addLine( 'cf3', 'cf4' );
  41954. function addLine( a, b ) {
  41955. addPoint( a );
  41956. addPoint( b );
  41957. }
  41958. function addPoint( id ) {
  41959. vertices.push( 0, 0, 0 );
  41960. colors.push( 0, 0, 0 );
  41961. if ( pointMap[ id ] === undefined ) {
  41962. pointMap[ id ] = [];
  41963. }
  41964. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  41965. }
  41966. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41967. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41968. super( geometry, material );
  41969. this.type = 'CameraHelper';
  41970. /**
  41971. * The camera being visualized.
  41972. *
  41973. * @type {Camera}
  41974. */
  41975. this.camera = camera;
  41976. if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();
  41977. this.matrix = camera.matrixWorld;
  41978. this.matrixAutoUpdate = false;
  41979. /**
  41980. * This contains the points used to visualize the camera.
  41981. *
  41982. * @type {Object<string,Array<number>>}
  41983. */
  41984. this.pointMap = pointMap;
  41985. this.update();
  41986. // colors
  41987. const colorFrustum = new Color( 0xffaa00 );
  41988. const colorCone = new Color( 0xff0000 );
  41989. const colorUp = new Color( 0x00aaff );
  41990. const colorTarget = new Color( 0xffffff );
  41991. const colorCross = new Color( 0x333333 );
  41992. this.setColors( colorFrustum, colorCone, colorUp, colorTarget, colorCross );
  41993. }
  41994. /**
  41995. * Defines the colors of the helper.
  41996. *
  41997. * @param {Color} frustum - The frustum line color.
  41998. * @param {Color} cone - The cone line color.
  41999. * @param {Color} up - The up line color.
  42000. * @param {Color} target - The target line color.
  42001. * @param {Color} cross - The cross line color.
  42002. * @return {CameraHelper} A reference to this helper.
  42003. */
  42004. setColors( frustum, cone, up, target, cross ) {
  42005. const geometry = this.geometry;
  42006. const colorAttribute = geometry.getAttribute( 'color' );
  42007. // near
  42008. colorAttribute.setXYZ( 0, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 1, frustum.r, frustum.g, frustum.b ); // n1, n2
  42009. colorAttribute.setXYZ( 2, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 3, frustum.r, frustum.g, frustum.b ); // n2, n4
  42010. colorAttribute.setXYZ( 4, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 5, frustum.r, frustum.g, frustum.b ); // n4, n3
  42011. colorAttribute.setXYZ( 6, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 7, frustum.r, frustum.g, frustum.b ); // n3, n1
  42012. // far
  42013. colorAttribute.setXYZ( 8, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 9, frustum.r, frustum.g, frustum.b ); // f1, f2
  42014. colorAttribute.setXYZ( 10, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 11, frustum.r, frustum.g, frustum.b ); // f2, f4
  42015. colorAttribute.setXYZ( 12, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 13, frustum.r, frustum.g, frustum.b ); // f4, f3
  42016. colorAttribute.setXYZ( 14, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 15, frustum.r, frustum.g, frustum.b ); // f3, f1
  42017. // sides
  42018. colorAttribute.setXYZ( 16, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 17, frustum.r, frustum.g, frustum.b ); // n1, f1
  42019. colorAttribute.setXYZ( 18, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 19, frustum.r, frustum.g, frustum.b ); // n2, f2
  42020. colorAttribute.setXYZ( 20, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 21, frustum.r, frustum.g, frustum.b ); // n3, f3
  42021. colorAttribute.setXYZ( 22, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 23, frustum.r, frustum.g, frustum.b ); // n4, f4
  42022. // cone
  42023. colorAttribute.setXYZ( 24, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 25, cone.r, cone.g, cone.b ); // p, n1
  42024. colorAttribute.setXYZ( 26, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 27, cone.r, cone.g, cone.b ); // p, n2
  42025. colorAttribute.setXYZ( 28, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 29, cone.r, cone.g, cone.b ); // p, n3
  42026. colorAttribute.setXYZ( 30, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 31, cone.r, cone.g, cone.b ); // p, n4
  42027. // up
  42028. colorAttribute.setXYZ( 32, up.r, up.g, up.b ); colorAttribute.setXYZ( 33, up.r, up.g, up.b ); // u1, u2
  42029. colorAttribute.setXYZ( 34, up.r, up.g, up.b ); colorAttribute.setXYZ( 35, up.r, up.g, up.b ); // u2, u3
  42030. colorAttribute.setXYZ( 36, up.r, up.g, up.b ); colorAttribute.setXYZ( 37, up.r, up.g, up.b ); // u3, u1
  42031. // target
  42032. colorAttribute.setXYZ( 38, target.r, target.g, target.b ); colorAttribute.setXYZ( 39, target.r, target.g, target.b ); // c, t
  42033. colorAttribute.setXYZ( 40, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 41, cross.r, cross.g, cross.b ); // p, c
  42034. // cross
  42035. colorAttribute.setXYZ( 42, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 43, cross.r, cross.g, cross.b ); // cn1, cn2
  42036. colorAttribute.setXYZ( 44, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 45, cross.r, cross.g, cross.b ); // cn3, cn4
  42037. colorAttribute.setXYZ( 46, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 47, cross.r, cross.g, cross.b ); // cf1, cf2
  42038. colorAttribute.setXYZ( 48, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 49, cross.r, cross.g, cross.b ); // cf3, cf4
  42039. colorAttribute.needsUpdate = true;
  42040. return this;
  42041. }
  42042. /**
  42043. * Updates the helper based on the projection matrix of the camera.
  42044. */
  42045. update() {
  42046. const geometry = this.geometry;
  42047. const pointMap = this.pointMap;
  42048. const w = 1, h = 1;
  42049. let nearZ, farZ;
  42050. // we need just camera projection matrix inverse
  42051. // world matrix must be identity
  42052. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  42053. // Adjust z values based on coordinate system
  42054. if ( this.camera.reversedDepth === true ) {
  42055. nearZ = 1;
  42056. farZ = 0;
  42057. } else {
  42058. if ( this.camera.coordinateSystem === WebGLCoordinateSystem ) {
  42059. nearZ = -1;
  42060. farZ = 1;
  42061. } else if ( this.camera.coordinateSystem === WebGPUCoordinateSystem ) {
  42062. nearZ = 0;
  42063. farZ = 1;
  42064. } else {
  42065. throw new Error( 'THREE.CameraHelper.update(): Invalid coordinate system: ' + this.camera.coordinateSystem );
  42066. }
  42067. }
  42068. // center / target
  42069. setPoint( 'c', pointMap, geometry, _camera, 0, 0, nearZ );
  42070. setPoint( 't', pointMap, geometry, _camera, 0, 0, farZ );
  42071. // near
  42072. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, nearZ );
  42073. setPoint( 'n2', pointMap, geometry, _camera, w, - h, nearZ );
  42074. setPoint( 'n3', pointMap, geometry, _camera, - w, h, nearZ );
  42075. setPoint( 'n4', pointMap, geometry, _camera, w, h, nearZ );
  42076. // far
  42077. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, farZ );
  42078. setPoint( 'f2', pointMap, geometry, _camera, w, - h, farZ );
  42079. setPoint( 'f3', pointMap, geometry, _camera, - w, h, farZ );
  42080. setPoint( 'f4', pointMap, geometry, _camera, w, h, farZ );
  42081. // up
  42082. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, nearZ );
  42083. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, nearZ );
  42084. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, nearZ );
  42085. // cross
  42086. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, farZ );
  42087. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, farZ );
  42088. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, farZ );
  42089. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, farZ );
  42090. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, nearZ );
  42091. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, nearZ );
  42092. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, nearZ );
  42093. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, nearZ );
  42094. geometry.getAttribute( 'position' ).needsUpdate = true;
  42095. }
  42096. /**
  42097. * Frees the GPU-related resources allocated by this instance. Call this
  42098. * method whenever this instance is no longer used in your app.
  42099. */
  42100. dispose() {
  42101. this.geometry.dispose();
  42102. this.material.dispose();
  42103. }
  42104. }
  42105. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  42106. _vector.set( x, y, z ).unproject( camera );
  42107. const points = pointMap[ point ];
  42108. if ( points !== undefined ) {
  42109. const position = geometry.getAttribute( 'position' );
  42110. for ( let i = 0, l = points.length; i < l; i ++ ) {
  42111. position.setXYZ( points[ i ], _vector.x, _vector.y, _vector.z );
  42112. }
  42113. }
  42114. }
  42115. const _box = /*@__PURE__*/ new Box3();
  42116. /**
  42117. * Helper object to graphically show the world-axis-aligned bounding box
  42118. * around an object. The actual bounding box is handled with {@link Box3},
  42119. * this is just a visual helper for debugging. It can be automatically
  42120. * resized with {@link BoxHelper#update} when the object it's created from
  42121. * is transformed. Note that the object must have a geometry for this to work,
  42122. * so it won't work with sprites.
  42123. *
  42124. * ```js
  42125. * const sphere = new THREE.SphereGeometry();
  42126. * const object = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( 0xff0000 ) );
  42127. * const box = new THREE.BoxHelper( object, 0xffff00 );
  42128. * scene.add( box );
  42129. * ```
  42130. *
  42131. * @augments LineSegments
  42132. */
  42133. class BoxHelper extends LineSegments {
  42134. /**
  42135. * Constructs a new box helper.
  42136. *
  42137. * @param {Object3D} [object] - The 3D object to show the world-axis-aligned bounding box.
  42138. * @param {number|Color|string} [color=0xffff00] - The box's color.
  42139. */
  42140. constructor( object, color = 0xffff00 ) {
  42141. 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 ] );
  42142. const positions = new Float32Array( 8 * 3 );
  42143. const geometry = new BufferGeometry();
  42144. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  42145. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  42146. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  42147. /**
  42148. * The 3D object being visualized.
  42149. *
  42150. * @type {Object3D}
  42151. */
  42152. this.object = object;
  42153. this.type = 'BoxHelper';
  42154. this.matrixAutoUpdate = false;
  42155. this.update();
  42156. }
  42157. /**
  42158. * Updates the helper's geometry to match the dimensions of the object,
  42159. * including any children.
  42160. */
  42161. update() {
  42162. if ( this.object !== undefined ) {
  42163. _box.setFromObject( this.object );
  42164. }
  42165. if ( _box.isEmpty() ) return;
  42166. const min = _box.min;
  42167. const max = _box.max;
  42168. /*
  42169. 5____4
  42170. 1/___0/|
  42171. | 6__|_7
  42172. 2/___3/
  42173. 0: max.x, max.y, max.z
  42174. 1: min.x, max.y, max.z
  42175. 2: min.x, min.y, max.z
  42176. 3: max.x, min.y, max.z
  42177. 4: max.x, max.y, min.z
  42178. 5: min.x, max.y, min.z
  42179. 6: min.x, min.y, min.z
  42180. 7: max.x, min.y, min.z
  42181. */
  42182. const position = this.geometry.attributes.position;
  42183. const array = position.array;
  42184. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  42185. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  42186. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  42187. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  42188. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  42189. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  42190. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  42191. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  42192. position.needsUpdate = true;
  42193. this.geometry.computeBoundingSphere();
  42194. }
  42195. /**
  42196. * Updates the wireframe box for the passed object.
  42197. *
  42198. * @param {Object3D} object - The 3D object to create the helper for.
  42199. * @return {BoxHelper} A reference to this instance.
  42200. */
  42201. setFromObject( object ) {
  42202. this.object = object;
  42203. this.update();
  42204. return this;
  42205. }
  42206. copy( source, recursive ) {
  42207. super.copy( source, recursive );
  42208. this.object = source.object;
  42209. return this;
  42210. }
  42211. /**
  42212. * Frees the GPU-related resources allocated by this instance. Call this
  42213. * method whenever this instance is no longer used in your app.
  42214. */
  42215. dispose() {
  42216. this.geometry.dispose();
  42217. this.material.dispose();
  42218. }
  42219. }
  42220. /**
  42221. * A helper object to visualize an instance of {@link Box3}.
  42222. *
  42223. * ```js
  42224. * const box = new THREE.Box3();
  42225. * box.setFromCenterAndSize( new THREE.Vector3( 1, 1, 1 ), new THREE.Vector3( 2, 1, 3 ) );
  42226. *
  42227. * const helper = new THREE.Box3Helper( box, 0xffff00 );
  42228. * scene.add( helper )
  42229. * ```
  42230. *
  42231. * @augments LineSegments
  42232. */
  42233. class Box3Helper extends LineSegments {
  42234. /**
  42235. * Constructs a new box3 helper.
  42236. *
  42237. * @param {Box3} box - The box to visualize.
  42238. * @param {number|Color|string} [color=0xffff00] - The box's color.
  42239. */
  42240. constructor( box, color = 0xffff00 ) {
  42241. 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 ] );
  42242. 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 ];
  42243. const geometry = new BufferGeometry();
  42244. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  42245. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  42246. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  42247. /**
  42248. * The box being visualized.
  42249. *
  42250. * @type {Box3}
  42251. */
  42252. this.box = box;
  42253. this.type = 'Box3Helper';
  42254. this.geometry.computeBoundingSphere();
  42255. }
  42256. updateMatrixWorld( force ) {
  42257. const box = this.box;
  42258. if ( box.isEmpty() ) return;
  42259. box.getCenter( this.position );
  42260. box.getSize( this.scale );
  42261. this.scale.multiplyScalar( 0.5 );
  42262. super.updateMatrixWorld( force );
  42263. }
  42264. /**
  42265. * Frees the GPU-related resources allocated by this instance. Call this
  42266. * method whenever this instance is no longer used in your app.
  42267. */
  42268. dispose() {
  42269. this.geometry.dispose();
  42270. this.material.dispose();
  42271. }
  42272. }
  42273. /**
  42274. * A helper object to visualize an instance of {@link Plane}.
  42275. *
  42276. * ```js
  42277. * const plane = new THREE.Plane( new THREE.Vector3( 1, 1, 0.2 ), 3 );
  42278. * const helper = new THREE.PlaneHelper( plane, 1, 0xffff00 );
  42279. * scene.add( helper );
  42280. * ```
  42281. *
  42282. * @augments Line
  42283. */
  42284. class PlaneHelper extends Line {
  42285. /**
  42286. * Constructs a new plane helper.
  42287. *
  42288. * @param {Plane} plane - The plane to be visualized.
  42289. * @param {number} [size=1] - The side length of plane helper.
  42290. * @param {number|Color|string} [hex=0xffff00] - The helper's color.
  42291. */
  42292. constructor( plane, size = 1, hex = 0xffff00 ) {
  42293. const color = hex;
  42294. 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 ];
  42295. const geometry = new BufferGeometry();
  42296. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  42297. geometry.computeBoundingSphere();
  42298. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  42299. this.type = 'PlaneHelper';
  42300. /**
  42301. * The plane being visualized.
  42302. *
  42303. * @type {Plane}
  42304. */
  42305. this.plane = plane;
  42306. /**
  42307. * The side length of plane helper.
  42308. *
  42309. * @type {number}
  42310. * @default 1
  42311. */
  42312. this.size = size;
  42313. const positions2 = [ 1, 1, 0, -1, 1, 0, -1, -1, 0, 1, 1, 0, -1, -1, 0, 1, -1, 0 ];
  42314. const geometry2 = new BufferGeometry();
  42315. geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  42316. geometry2.computeBoundingSphere();
  42317. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );
  42318. }
  42319. updateMatrixWorld( force ) {
  42320. this.position.set( 0, 0, 0 );
  42321. this.scale.set( 0.5 * this.size, 0.5 * this.size, 1 );
  42322. this.lookAt( this.plane.normal );
  42323. this.translateZ( - this.plane.constant );
  42324. super.updateMatrixWorld( force );
  42325. }
  42326. /**
  42327. * Updates the helper to match the position and direction of the
  42328. * light being visualized.
  42329. */
  42330. dispose() {
  42331. this.geometry.dispose();
  42332. this.material.dispose();
  42333. this.children[ 0 ].geometry.dispose();
  42334. this.children[ 0 ].material.dispose();
  42335. }
  42336. }
  42337. const _axis = /*@__PURE__*/ new Vector3();
  42338. let _lineGeometry, _coneGeometry;
  42339. /**
  42340. * An 3D arrow object for visualizing directions.
  42341. *
  42342. * ```js
  42343. * const dir = new THREE.Vector3( 1, 2, 0 );
  42344. *
  42345. * //normalize the direction vector (convert to vector of length 1)
  42346. * dir.normalize();
  42347. *
  42348. * const origin = new THREE.Vector3( 0, 0, 0 );
  42349. * const length = 1;
  42350. * const hex = 0xffff00;
  42351. *
  42352. * const arrowHelper = new THREE.ArrowHelper( dir, origin, length, hex );
  42353. * scene.add( arrowHelper );
  42354. * ```
  42355. *
  42356. * @augments Object3D
  42357. */
  42358. class ArrowHelper extends Object3D {
  42359. /**
  42360. * Constructs a new arrow helper.
  42361. *
  42362. * @param {Vector3} [dir=(0, 0, 1)] - The (normalized) direction vector.
  42363. * @param {Vector3} [origin=(0, 0, 0)] - Point at which the arrow starts.
  42364. * @param {number} [length=1] - Length of the arrow in world units.
  42365. * @param {(number|Color|string)} [color=0xffff00] - Color of the arrow.
  42366. * @param {number} [headLength=length*0.2] - The length of the head of the arrow.
  42367. * @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow.
  42368. */
  42369. 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 ) {
  42370. super();
  42371. this.type = 'ArrowHelper';
  42372. if ( _lineGeometry === undefined ) {
  42373. _lineGeometry = new BufferGeometry();
  42374. _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  42375. _coneGeometry = new ConeGeometry( 0.5, 1, 5, 1 );
  42376. _coneGeometry.translate( 0, -0.5, 0 );
  42377. }
  42378. this.position.copy( origin );
  42379. /**
  42380. * The line part of the arrow helper.
  42381. *
  42382. * @type {Line}
  42383. */
  42384. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  42385. this.line.matrixAutoUpdate = false;
  42386. this.add( this.line );
  42387. /**
  42388. * The cone part of the arrow helper.
  42389. *
  42390. * @type {Mesh}
  42391. */
  42392. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );
  42393. this.cone.matrixAutoUpdate = false;
  42394. this.add( this.cone );
  42395. this.setDirection( dir );
  42396. this.setLength( length, headLength, headWidth );
  42397. }
  42398. /**
  42399. * Sets the direction of the helper.
  42400. *
  42401. * @param {Vector3} dir - The normalized direction vector.
  42402. */
  42403. setDirection( dir ) {
  42404. // dir is assumed to be normalized
  42405. if ( dir.y > 0.99999 ) {
  42406. this.quaternion.set( 0, 0, 0, 1 );
  42407. } else if ( dir.y < -0.99999 ) {
  42408. this.quaternion.set( 1, 0, 0, 0 );
  42409. } else {
  42410. _axis.set( dir.z, 0, - dir.x ).normalize();
  42411. const radians = Math.acos( dir.y );
  42412. this.quaternion.setFromAxisAngle( _axis, radians );
  42413. }
  42414. }
  42415. /**
  42416. * Sets the length of the helper.
  42417. *
  42418. * @param {number} length - Length of the arrow in world units.
  42419. * @param {number} [headLength=length*0.2] - The length of the head of the arrow.
  42420. * @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow.
  42421. */
  42422. setLength( length, headLength = length * 0.2, headWidth = headLength * 0.2 ) {
  42423. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  42424. this.line.updateMatrix();
  42425. this.cone.scale.set( headWidth, headLength, headWidth );
  42426. this.cone.position.y = length;
  42427. this.cone.updateMatrix();
  42428. }
  42429. /**
  42430. * Sets the color of the helper.
  42431. *
  42432. * @param {number|Color|string} color - The color to set.
  42433. */
  42434. setColor( color ) {
  42435. this.line.material.color.set( color );
  42436. this.cone.material.color.set( color );
  42437. }
  42438. copy( source ) {
  42439. super.copy( source, false );
  42440. this.line.copy( source.line );
  42441. this.cone.copy( source.cone );
  42442. return this;
  42443. }
  42444. /**
  42445. * Frees the GPU-related resources allocated by this instance. Call this
  42446. * method whenever this instance is no longer used in your app.
  42447. */
  42448. dispose() {
  42449. this.line.geometry.dispose();
  42450. this.line.material.dispose();
  42451. this.cone.geometry.dispose();
  42452. this.cone.material.dispose();
  42453. }
  42454. }
  42455. /**
  42456. * An axis object to visualize the 3 axes in a simple way.
  42457. * The X axis is red. The Y axis is green. The Z axis is blue.
  42458. *
  42459. * ```js
  42460. * const axesHelper = new THREE.AxesHelper( 5 );
  42461. * scene.add( axesHelper );
  42462. * ```
  42463. *
  42464. * @augments LineSegments
  42465. */
  42466. class AxesHelper extends LineSegments {
  42467. /**
  42468. * Constructs a new axes helper.
  42469. *
  42470. * @param {number} [size=1] - Size of the lines representing the axes.
  42471. */
  42472. constructor( size = 1 ) {
  42473. const vertices = [
  42474. 0, 0, 0, size, 0, 0,
  42475. 0, 0, 0, 0, size, 0,
  42476. 0, 0, 0, 0, 0, size
  42477. ];
  42478. const colors = [
  42479. 1, 0, 0, 1, 0.6, 0,
  42480. 0, 1, 0, 0.6, 1, 0,
  42481. 0, 0, 1, 0, 0.6, 1
  42482. ];
  42483. const geometry = new BufferGeometry();
  42484. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  42485. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  42486. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  42487. super( geometry, material );
  42488. this.type = 'AxesHelper';
  42489. }
  42490. /**
  42491. * Defines the colors of the axes helper.
  42492. *
  42493. * @param {number|Color|string} xAxisColor - The color for the x axis.
  42494. * @param {number|Color|string} yAxisColor - The color for the y axis.
  42495. * @param {number|Color|string} zAxisColor - The color for the z axis.
  42496. * @return {AxesHelper} A reference to this axes helper.
  42497. */
  42498. setColors( xAxisColor, yAxisColor, zAxisColor ) {
  42499. const color = new Color();
  42500. const array = this.geometry.attributes.color.array;
  42501. color.set( xAxisColor );
  42502. color.toArray( array, 0 );
  42503. color.toArray( array, 3 );
  42504. color.set( yAxisColor );
  42505. color.toArray( array, 6 );
  42506. color.toArray( array, 9 );
  42507. color.set( zAxisColor );
  42508. color.toArray( array, 12 );
  42509. color.toArray( array, 15 );
  42510. this.geometry.attributes.color.needsUpdate = true;
  42511. return this;
  42512. }
  42513. /**
  42514. * Frees the GPU-related resources allocated by this instance. Call this
  42515. * method whenever this instance is no longer used in your app.
  42516. */
  42517. dispose() {
  42518. this.geometry.dispose();
  42519. this.material.dispose();
  42520. }
  42521. }
  42522. /**
  42523. * This class is used to convert a series of paths to an array of
  42524. * shapes. It is specifically used in context of fonts and SVG.
  42525. */
  42526. class ShapePath {
  42527. /**
  42528. * Constructs a new shape path.
  42529. */
  42530. constructor() {
  42531. this.type = 'ShapePath';
  42532. /**
  42533. * The color of the shape.
  42534. *
  42535. * @type {Color}
  42536. */
  42537. this.color = new Color();
  42538. /**
  42539. * The paths that have been generated for this shape.
  42540. *
  42541. * @type {Array<Path>}
  42542. * @default null
  42543. */
  42544. this.subPaths = [];
  42545. /**
  42546. * The current path that is being generated.
  42547. *
  42548. * @type {?Path}
  42549. * @default null
  42550. */
  42551. this.currentPath = null;
  42552. }
  42553. /**
  42554. * Creates a new path and moves it current point to the given one.
  42555. *
  42556. * @param {number} x - The x coordinate.
  42557. * @param {number} y - The y coordinate.
  42558. * @return {ShapePath} A reference to this shape path.
  42559. */
  42560. moveTo( x, y ) {
  42561. this.currentPath = new Path();
  42562. this.subPaths.push( this.currentPath );
  42563. this.currentPath.moveTo( x, y );
  42564. return this;
  42565. }
  42566. /**
  42567. * Adds an instance of {@link LineCurve} to the path by connecting
  42568. * the current point with the given one.
  42569. *
  42570. * @param {number} x - The x coordinate of the end point.
  42571. * @param {number} y - The y coordinate of the end point.
  42572. * @return {ShapePath} A reference to this shape path.
  42573. */
  42574. lineTo( x, y ) {
  42575. this.currentPath.lineTo( x, y );
  42576. return this;
  42577. }
  42578. /**
  42579. * Adds an instance of {@link QuadraticBezierCurve} to the path by connecting
  42580. * the current point with the given one.
  42581. *
  42582. * @param {number} aCPx - The x coordinate of the control point.
  42583. * @param {number} aCPy - The y coordinate of the control point.
  42584. * @param {number} aX - The x coordinate of the end point.
  42585. * @param {number} aY - The y coordinate of the end point.
  42586. * @return {ShapePath} A reference to this shape path.
  42587. */
  42588. quadraticCurveTo( aCPx, aCPy, aX, aY ) {
  42589. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  42590. return this;
  42591. }
  42592. /**
  42593. * Adds an instance of {@link CubicBezierCurve} to the path by connecting
  42594. * the current point with the given one.
  42595. *
  42596. * @param {number} aCP1x - The x coordinate of the first control point.
  42597. * @param {number} aCP1y - The y coordinate of the first control point.
  42598. * @param {number} aCP2x - The x coordinate of the second control point.
  42599. * @param {number} aCP2y - The y coordinate of the second control point.
  42600. * @param {number} aX - The x coordinate of the end point.
  42601. * @param {number} aY - The y coordinate of the end point.
  42602. * @return {ShapePath} A reference to this shape path.
  42603. */
  42604. bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  42605. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  42606. return this;
  42607. }
  42608. /**
  42609. * Adds an instance of {@link SplineCurve} to the path by connecting
  42610. * the current point with the given list of points.
  42611. *
  42612. * @param {Array<Vector2>} pts - An array of points in 2D space.
  42613. * @return {ShapePath} A reference to this shape path.
  42614. */
  42615. splineThru( pts ) {
  42616. this.currentPath.splineThru( pts );
  42617. return this;
  42618. }
  42619. /**
  42620. * Converts the paths into an array of shapes.
  42621. *
  42622. * @param {boolean} isCCW - By default solid shapes are defined clockwise (CW) and holes are defined counterclockwise (CCW).
  42623. * If this flag is set to `true`, then those are flipped.
  42624. * @return {Array<Shape>} An array of shapes.
  42625. */
  42626. toShapes( isCCW ) {
  42627. function toShapesNoHoles( inSubpaths ) {
  42628. const shapes = [];
  42629. for ( let i = 0, l = inSubpaths.length; i < l; i ++ ) {
  42630. const tmpPath = inSubpaths[ i ];
  42631. const tmpShape = new Shape();
  42632. tmpShape.curves = tmpPath.curves;
  42633. shapes.push( tmpShape );
  42634. }
  42635. return shapes;
  42636. }
  42637. function isPointInsidePolygon( inPt, inPolygon ) {
  42638. const polyLen = inPolygon.length;
  42639. // inPt on polygon contour => immediate success or
  42640. // toggling of inside/outside at every single! intersection point of an edge
  42641. // with the horizontal line through inPt, left of inPt
  42642. // not counting lowerY endpoints of edges and whole edges on that line
  42643. let inside = false;
  42644. for ( let p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  42645. let edgeLowPt = inPolygon[ p ];
  42646. let edgeHighPt = inPolygon[ q ];
  42647. let edgeDx = edgeHighPt.x - edgeLowPt.x;
  42648. let edgeDy = edgeHighPt.y - edgeLowPt.y;
  42649. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  42650. // not parallel
  42651. if ( edgeDy < 0 ) {
  42652. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  42653. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  42654. }
  42655. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
  42656. if ( inPt.y === edgeLowPt.y ) {
  42657. if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ?
  42658. // continue; // no intersection or edgeLowPt => doesn't count !!!
  42659. } else {
  42660. const perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  42661. if ( perpEdge === 0 ) return true; // inPt is on contour ?
  42662. if ( perpEdge < 0 ) continue;
  42663. inside = ! inside; // true intersection left of inPt
  42664. }
  42665. } else {
  42666. // parallel or collinear
  42667. if ( inPt.y !== edgeLowPt.y ) continue; // parallel
  42668. // edge lies on the same horizontal line as inPt
  42669. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  42670. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
  42671. // continue;
  42672. }
  42673. }
  42674. return inside;
  42675. }
  42676. const isClockWise = ShapeUtils.isClockWise;
  42677. const subPaths = this.subPaths;
  42678. if ( subPaths.length === 0 ) return [];
  42679. let solid, tmpPath, tmpShape;
  42680. const shapes = [];
  42681. if ( subPaths.length === 1 ) {
  42682. tmpPath = subPaths[ 0 ];
  42683. tmpShape = new Shape();
  42684. tmpShape.curves = tmpPath.curves;
  42685. shapes.push( tmpShape );
  42686. return shapes;
  42687. }
  42688. let holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  42689. holesFirst = isCCW ? ! holesFirst : holesFirst;
  42690. // log("Holes first", holesFirst);
  42691. const betterShapeHoles = [];
  42692. const newShapes = [];
  42693. let newShapeHoles = [];
  42694. let mainIdx = 0;
  42695. let tmpPoints;
  42696. newShapes[ mainIdx ] = undefined;
  42697. newShapeHoles[ mainIdx ] = [];
  42698. for ( let i = 0, l = subPaths.length; i < l; i ++ ) {
  42699. tmpPath = subPaths[ i ];
  42700. tmpPoints = tmpPath.getPoints();
  42701. solid = isClockWise( tmpPoints );
  42702. solid = isCCW ? ! solid : solid;
  42703. if ( solid ) {
  42704. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++;
  42705. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  42706. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  42707. if ( holesFirst ) mainIdx ++;
  42708. newShapeHoles[ mainIdx ] = [];
  42709. //log('cw', i);
  42710. } else {
  42711. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  42712. //log('ccw', i);
  42713. }
  42714. }
  42715. // only Holes? -> probably all Shapes with wrong orientation
  42716. if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths );
  42717. if ( newShapes.length > 1 ) {
  42718. let ambiguous = false;
  42719. let toChange = 0;
  42720. for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  42721. betterShapeHoles[ sIdx ] = [];
  42722. }
  42723. for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  42724. const sho = newShapeHoles[ sIdx ];
  42725. for ( let hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  42726. const ho = sho[ hIdx ];
  42727. let hole_unassigned = true;
  42728. for ( let s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  42729. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  42730. if ( sIdx !== s2Idx ) toChange ++;
  42731. if ( hole_unassigned ) {
  42732. hole_unassigned = false;
  42733. betterShapeHoles[ s2Idx ].push( ho );
  42734. } else {
  42735. ambiguous = true;
  42736. }
  42737. }
  42738. }
  42739. if ( hole_unassigned ) {
  42740. betterShapeHoles[ sIdx ].push( ho );
  42741. }
  42742. }
  42743. }
  42744. if ( toChange > 0 && ambiguous === false ) {
  42745. newShapeHoles = betterShapeHoles;
  42746. }
  42747. }
  42748. let tmpHoles;
  42749. for ( let i = 0, il = newShapes.length; i < il; i ++ ) {
  42750. tmpShape = newShapes[ i ].s;
  42751. shapes.push( tmpShape );
  42752. tmpHoles = newShapeHoles[ i ];
  42753. for ( let j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  42754. tmpShape.holes.push( tmpHoles[ j ].h );
  42755. }
  42756. }
  42757. //log("shape", shapes);
  42758. return shapes;
  42759. }
  42760. }
  42761. /**
  42762. * Abstract base class for controls.
  42763. *
  42764. * @abstract
  42765. * @augments EventDispatcher
  42766. */
  42767. class Controls extends EventDispatcher {
  42768. /**
  42769. * Constructs a new controls instance.
  42770. *
  42771. * @param {Object3D} object - The object that is managed by the controls.
  42772. * @param {?HTMLElement} domElement - The HTML element used for event listeners.
  42773. */
  42774. constructor( object, domElement = null ) {
  42775. super();
  42776. /**
  42777. * The object that is managed by the controls.
  42778. *
  42779. * @type {Object3D}
  42780. */
  42781. this.object = object;
  42782. /**
  42783. * The HTML element used for event listeners.
  42784. *
  42785. * @type {?HTMLElement}
  42786. * @default null
  42787. */
  42788. this.domElement = domElement;
  42789. /**
  42790. * Whether the controls responds to user input or not.
  42791. *
  42792. * @type {boolean}
  42793. * @default true
  42794. */
  42795. this.enabled = true;
  42796. /**
  42797. * The internal state of the controls.
  42798. *
  42799. * @type {number}
  42800. * @default -1
  42801. */
  42802. this.state = -1;
  42803. /**
  42804. * This object defines the keyboard input of the controls.
  42805. *
  42806. * @type {Object}
  42807. */
  42808. this.keys = {};
  42809. /**
  42810. * This object defines what type of actions are assigned to the available mouse buttons.
  42811. * It depends on the control implementation what kind of mouse buttons and actions are supported.
  42812. *
  42813. * @type {{LEFT: ?number, MIDDLE: ?number, RIGHT: ?number}}
  42814. */
  42815. this.mouseButtons = { LEFT: null, MIDDLE: null, RIGHT: null };
  42816. /**
  42817. * This object defines what type of actions are assigned to what kind of touch interaction.
  42818. * It depends on the control implementation what kind of touch interaction and actions are supported.
  42819. *
  42820. * @type {{ONE: ?number, TWO: ?number}}
  42821. */
  42822. this.touches = { ONE: null, TWO: null };
  42823. }
  42824. /**
  42825. * Connects the controls to the DOM. This method has so called "side effects" since
  42826. * it adds the module's event listeners to the DOM.
  42827. *
  42828. * @param {HTMLElement} element - The DOM element to connect to.
  42829. */
  42830. connect( element ) {
  42831. if ( element === undefined ) {
  42832. warn( 'Controls: connect() now requires an element.' ); // @deprecated, the warning can be removed with r185
  42833. return;
  42834. }
  42835. if ( this.domElement !== null ) this.disconnect();
  42836. this.domElement = element;
  42837. }
  42838. /**
  42839. * Disconnects the controls from the DOM.
  42840. */
  42841. disconnect() {}
  42842. /**
  42843. * Call this method if you no longer want use to the controls. It frees all internal
  42844. * resources and removes all event listeners.
  42845. */
  42846. dispose() {}
  42847. /**
  42848. * Controls should implement this method if they have to update their internal state
  42849. * per simulation step.
  42850. *
  42851. * @param {number} [delta] - The time delta in seconds.
  42852. */
  42853. update( /* delta */ ) {}
  42854. }
  42855. /**
  42856. * Scales the texture as large as possible within its surface without cropping
  42857. * or stretching the texture. The method preserves the original aspect ratio of
  42858. * the texture. Akin to CSS `object-fit: contain`
  42859. *
  42860. * @param {Texture} texture - The texture.
  42861. * @param {number} aspect - The texture's aspect ratio.
  42862. * @return {Texture} The updated texture.
  42863. */
  42864. function contain( texture, aspect ) {
  42865. const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1;
  42866. if ( imageAspect > aspect ) {
  42867. texture.repeat.x = 1;
  42868. texture.repeat.y = imageAspect / aspect;
  42869. texture.offset.x = 0;
  42870. texture.offset.y = ( 1 - texture.repeat.y ) / 2;
  42871. } else {
  42872. texture.repeat.x = aspect / imageAspect;
  42873. texture.repeat.y = 1;
  42874. texture.offset.x = ( 1 - texture.repeat.x ) / 2;
  42875. texture.offset.y = 0;
  42876. }
  42877. return texture;
  42878. }
  42879. /**
  42880. * Scales the texture to the smallest possible size to fill the surface, leaving
  42881. * no empty space. The method preserves the original aspect ratio of the texture.
  42882. * Akin to CSS `object-fit: cover`.
  42883. *
  42884. * @param {Texture} texture - The texture.
  42885. * @param {number} aspect - The texture's aspect ratio.
  42886. * @return {Texture} The updated texture.
  42887. */
  42888. function cover( texture, aspect ) {
  42889. const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1;
  42890. if ( imageAspect > aspect ) {
  42891. texture.repeat.x = aspect / imageAspect;
  42892. texture.repeat.y = 1;
  42893. texture.offset.x = ( 1 - texture.repeat.x ) / 2;
  42894. texture.offset.y = 0;
  42895. } else {
  42896. texture.repeat.x = 1;
  42897. texture.repeat.y = imageAspect / aspect;
  42898. texture.offset.x = 0;
  42899. texture.offset.y = ( 1 - texture.repeat.y ) / 2;
  42900. }
  42901. return texture;
  42902. }
  42903. /**
  42904. * Configures the texture to the default transformation. Akin to CSS `object-fit: fill`.
  42905. *
  42906. * @param {Texture} texture - The texture.
  42907. * @return {Texture} The updated texture.
  42908. */
  42909. function fill( texture ) {
  42910. texture.repeat.x = 1;
  42911. texture.repeat.y = 1;
  42912. texture.offset.x = 0;
  42913. texture.offset.y = 0;
  42914. return texture;
  42915. }
  42916. /**
  42917. * Determines how many bytes must be used to represent the texture.
  42918. *
  42919. * @param {number} width - The width of the texture.
  42920. * @param {number} height - The height of the texture.
  42921. * @param {number} format - The texture's format.
  42922. * @param {number} type - The texture's type.
  42923. * @return {number} The byte length.
  42924. */
  42925. function getByteLength( width, height, format, type ) {
  42926. const typeByteLength = getTextureTypeByteLength( type );
  42927. switch ( format ) {
  42928. // https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml
  42929. case AlphaFormat:
  42930. return width * height;
  42931. case RedFormat:
  42932. return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;
  42933. case RedIntegerFormat:
  42934. return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;
  42935. case RGFormat:
  42936. return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42937. case RGIntegerFormat:
  42938. return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42939. case RGBFormat:
  42940. return ( ( width * height * 3 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42941. case RGBAFormat:
  42942. return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42943. case RGBAIntegerFormat:
  42944. return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42945. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_s3tc_srgb/
  42946. case RGB_S3TC_DXT1_Format:
  42947. case RGBA_S3TC_DXT1_Format:
  42948. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;
  42949. case RGBA_S3TC_DXT3_Format:
  42950. case RGBA_S3TC_DXT5_Format:
  42951. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42952. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_pvrtc/
  42953. case RGB_PVRTC_2BPPV1_Format:
  42954. case RGBA_PVRTC_2BPPV1_Format:
  42955. return ( Math.max( width, 16 ) * Math.max( height, 8 ) ) / 4;
  42956. case RGB_PVRTC_4BPPV1_Format:
  42957. case RGBA_PVRTC_4BPPV1_Format:
  42958. return ( Math.max( width, 8 ) * Math.max( height, 8 ) ) / 2;
  42959. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_etc/
  42960. case RGB_ETC1_Format:
  42961. case RGB_ETC2_Format:
  42962. case R11_EAC_Format:
  42963. case SIGNED_R11_EAC_Format:
  42964. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;
  42965. case RGBA_ETC2_EAC_Format:
  42966. case RG11_EAC_Format:
  42967. case SIGNED_RG11_EAC_Format:
  42968. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42969. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_astc/
  42970. case RGBA_ASTC_4x4_Format:
  42971. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42972. case RGBA_ASTC_5x4_Format:
  42973. return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42974. case RGBA_ASTC_5x5_Format:
  42975. return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42976. case RGBA_ASTC_6x5_Format:
  42977. return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42978. case RGBA_ASTC_6x6_Format:
  42979. return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  42980. case RGBA_ASTC_8x5_Format:
  42981. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42982. case RGBA_ASTC_8x6_Format:
  42983. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  42984. case RGBA_ASTC_8x8_Format:
  42985. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 7 ) / 8 ) * 16;
  42986. case RGBA_ASTC_10x5_Format:
  42987. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42988. case RGBA_ASTC_10x6_Format:
  42989. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  42990. case RGBA_ASTC_10x8_Format:
  42991. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 7 ) / 8 ) * 16;
  42992. case RGBA_ASTC_10x10_Format:
  42993. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 9 ) / 10 ) * 16;
  42994. case RGBA_ASTC_12x10_Format:
  42995. return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 9 ) / 10 ) * 16;
  42996. case RGBA_ASTC_12x12_Format:
  42997. return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 11 ) / 12 ) * 16;
  42998. // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_bptc/
  42999. case RGBA_BPTC_Format:
  43000. case RGB_BPTC_SIGNED_Format:
  43001. case RGB_BPTC_UNSIGNED_Format:
  43002. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;
  43003. // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_rgtc/
  43004. case RED_RGTC1_Format:
  43005. case SIGNED_RED_RGTC1_Format:
  43006. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 8;
  43007. case RED_GREEN_RGTC2_Format:
  43008. case SIGNED_RED_GREEN_RGTC2_Format:
  43009. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;
  43010. }
  43011. throw new Error(
  43012. `Unable to determine texture byte length for ${format} format.`,
  43013. );
  43014. }
  43015. function getTextureTypeByteLength( type ) {
  43016. switch ( type ) {
  43017. case UnsignedByteType:
  43018. case ByteType:
  43019. return { byteLength: 1, components: 1 };
  43020. case UnsignedShortType:
  43021. case ShortType:
  43022. case HalfFloatType:
  43023. return { byteLength: 2, components: 1 };
  43024. case UnsignedShort4444Type:
  43025. case UnsignedShort5551Type:
  43026. return { byteLength: 2, components: 4 };
  43027. case UnsignedIntType:
  43028. case IntType:
  43029. case FloatType:
  43030. return { byteLength: 4, components: 1 };
  43031. case UnsignedInt5999Type:
  43032. case UnsignedInt101111Type:
  43033. return { byteLength: 4, components: 3 };
  43034. }
  43035. throw new Error( `Unknown texture type ${type}.` );
  43036. }
  43037. /**
  43038. * A class containing utility functions for textures.
  43039. *
  43040. * @hideconstructor
  43041. */
  43042. class TextureUtils {
  43043. /**
  43044. * Scales the texture as large as possible within its surface without cropping
  43045. * or stretching the texture. The method preserves the original aspect ratio of
  43046. * the texture. Akin to CSS `object-fit: contain`
  43047. *
  43048. * @param {Texture} texture - The texture.
  43049. * @param {number} aspect - The texture's aspect ratio.
  43050. * @return {Texture} The updated texture.
  43051. */
  43052. static contain( texture, aspect ) {
  43053. return contain( texture, aspect );
  43054. }
  43055. /**
  43056. * Scales the texture to the smallest possible size to fill the surface, leaving
  43057. * no empty space. The method preserves the original aspect ratio of the texture.
  43058. * Akin to CSS `object-fit: cover`.
  43059. *
  43060. * @param {Texture} texture - The texture.
  43061. * @param {number} aspect - The texture's aspect ratio.
  43062. * @return {Texture} The updated texture.
  43063. */
  43064. static cover( texture, aspect ) {
  43065. return cover( texture, aspect );
  43066. }
  43067. /**
  43068. * Configures the texture to the default transformation. Akin to CSS `object-fit: fill`.
  43069. *
  43070. * @param {Texture} texture - The texture.
  43071. * @return {Texture} The updated texture.
  43072. */
  43073. static fill( texture ) {
  43074. return fill( texture );
  43075. }
  43076. /**
  43077. * Determines how many bytes must be used to represent the texture.
  43078. *
  43079. * @param {number} width - The width of the texture.
  43080. * @param {number} height - The height of the texture.
  43081. * @param {number} format - The texture's format.
  43082. * @param {number} type - The texture's type.
  43083. * @return {number} The byte length.
  43084. */
  43085. static getByteLength( width, height, format, type ) {
  43086. return getByteLength( width, height, format, type );
  43087. }
  43088. }
  43089. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  43090. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  43091. revision: REVISION,
  43092. } } ) );
  43093. }
  43094. if ( typeof window !== 'undefined' ) {
  43095. if ( window.__THREE__ ) {
  43096. warn( 'WARNING: Multiple instances of Three.js being imported.' );
  43097. } else {
  43098. window.__THREE__ = REVISION;
  43099. }
  43100. }
  43101. export { ACESFilmicToneMapping, AddEquation, AddOperation, AdditiveAnimationBlendMode, AdditiveBlending, AgXToneMapping, AlphaFormat, AlwaysCompare, AlwaysDepth, AlwaysStencilFunc, AmbientLight, AnimationAction, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrayCamera, ArrowHelper, AttachedBindMode, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, BackSide, BasicDepthPacking, BasicShadowMap, BatchedMesh, BezierInterpolant, Bone, BooleanKeyframeTrack, Box2, Box3, Box3Helper, BoxGeometry, BoxHelper, BufferAttribute, BufferGeometry, BufferGeometryLoader, ByteType, Cache, Camera, CameraHelper, CanvasTexture, CapsuleGeometry, CatmullRomCurve3, CineonToneMapping, CircleGeometry, ClampToEdgeWrapping, Clock, Color, ColorKeyframeTrack, ColorManagement, Compatibility, CompressedArrayTexture, CompressedCubeTexture, CompressedTexture, CompressedTextureLoader, ConeGeometry, ConstantAlphaFactor, ConstantColorFactor, Controls, CubeCamera, CubeDepthTexture, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeTextureLoader, CubeUVReflectionMapping, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceBack, CullFaceFront, CullFaceFrontBack, CullFaceNone, Curve, CurvePath, CustomBlending, CustomToneMapping, CylinderGeometry, Cylindrical, Data3DTexture, DataArrayTexture, DataTexture, DataTextureLoader, DataUtils, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DepthFormat, DepthStencilFormat, DepthTexture, DetachedBindMode, DirectionalLight, DirectionalLightHelper, DiscreteInterpolant, DodecahedronGeometry, DoubleSide, DstAlphaFactor, DstColorFactor, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EllipseCurve, EqualCompare, EqualDepth, EqualStencilFunc, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, ExternalTexture, ExtrudeGeometry, FileLoader, Float16BufferAttribute, Float32BufferAttribute, FloatType, Fog, FogExp2, FramebufferTexture, FrontSide, Frustum, FrustumArray, GLBufferAttribute, GLSL1, GLSL3, GreaterCompare, GreaterDepth, GreaterEqualCompare, GreaterEqualDepth, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HalfFloatType, HemisphereLight, HemisphereLightHelper, IcosahedronGeometry, ImageBitmapLoader, ImageLoader, ImageUtils, IncrementStencilOp, IncrementWrapStencilOp, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, Int16BufferAttribute, Int32BufferAttribute, Int8BufferAttribute, IntType, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateBezier, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InterpolationSamplingMode, InterpolationSamplingType, InvertStencilOp, KeepStencilOp, KeyframeTrack, LOD, LatheGeometry, Layers, LessCompare, LessDepth, LessEqualCompare, LessEqualDepth, LessEqualStencilFunc, LessStencilFunc, Light, LightProbe, Line, Line3, LineBasicMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineLoop, LineSegments, LinearFilter, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearSRGBColorSpace, LinearToneMapping, LinearTransfer, Loader, LoaderUtils, LoadingManager, LoopOnce, LoopPingPong, LoopRepeat, MOUSE, Material, MaterialBlending, MaterialLoader, MathUtils, Matrix2, Matrix3, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshDistanceMaterial, MeshLambertMaterial, MeshMatcapMaterial, MeshNormalMaterial, MeshPhongMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshToonMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeutralToneMapping, NeverCompare, NeverDepth, NeverStencilFunc, NoBlending, NoColorSpace, NoNormalPacking, NoToneMapping, NormalAnimationBlendMode, NormalBlending, NormalGAPacking, NormalRGPacking, NotEqualCompare, NotEqualDepth, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, ObjectLoader, ObjectSpaceNormalMap, OctahedronGeometry, OneFactor, OneMinusConstantAlphaFactor, OneMinusConstantColorFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, PCFShadowMap, PCFSoftShadowMap, Path, PerspectiveCamera, Plane, PlaneGeometry, PlaneHelper, PointLight, PointLightHelper, Points, PointsMaterial, PolarGridHelper, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, R11_EAC_Format, RAD2DEG, RED_GREEN_RGTC2_Format, RED_RGTC1_Format, REVISION, RG11_EAC_Format, RGBADepthPacking, RGBAFormat, RGBAIntegerFormat, RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_BPTC_Format, RGBA_ETC2_EAC_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGBDepthPacking, RGBFormat, RGBIntegerFormat, RGB_BPTC_SIGNED_Format, RGB_BPTC_UNSIGNED_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGDepthPacking, RGFormat, RGIntegerFormat, RawShaderMaterial, Ray, Raycaster, RectAreaLight, RedFormat, RedIntegerFormat, ReinhardToneMapping, RenderTarget, RenderTarget3D, RepeatWrapping, ReplaceStencilOp, ReverseSubtractEquation, ReversedDepthFuncs, RingGeometry, SIGNED_R11_EAC_Format, SIGNED_RED_GREEN_RGTC2_Format, SIGNED_RED_RGTC1_Format, SIGNED_RG11_EAC_Format, SRGBColorSpace, SRGBTransfer, Scene, ShaderMaterial, ShadowMaterial, Shape, ShapeGeometry, ShapePath, ShapeUtils, ShortType, Skeleton, SkeletonHelper, SkinnedMesh, Source, Sphere, SphereGeometry, Spherical, SphericalHarmonics3, SplineCurve, SpotLight, SpotLightHelper, Sprite, SpriteMaterial, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, SubtractEquation, SubtractiveBlending, TOUCH, TangentSpaceNormalMap, TetrahedronGeometry, Texture, TextureLoader, TextureUtils, Timer, TimestampQuery, TorusGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeGeometry, UVMapping, Uint16BufferAttribute, Uint32BufferAttribute, Uint8BufferAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsGroup, UniformsUtils, UnsignedByteType, UnsignedInt101111Type, UnsignedInt248Type, UnsignedInt5999Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShortType, VSMShadowMap, Vector2, Vector3, Vector4, VectorKeyframeTrack, VideoFrameTexture, VideoTexture, WebGL3DRenderTarget, WebGLArrayRenderTarget, WebGLCoordinateSystem, WebGLRenderTarget, WebGPUCoordinateSystem, WebXRController, WireframeGeometry, WrapAroundEnding, ZeroCurvatureEnding, ZeroFactor, ZeroSlopeEnding, ZeroStencilOp, cloneUniforms, createCanvasElement, createElementNS, error, getByteLength, getConsoleFunction, getUnlitUniformColorSpace, isTypedArray, log, mergeUniforms, probeAsync, setConsoleFunction, warn, warnOnce };
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